wined3d: Get rid of ENTER_GL / LEAVE_GL.
[wine/multimedia.git] / dlls / wined3d / glsl_shader.c
blob25606ff2e3cccae26b2f62db3875a88c1929cdaf
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 2009-2011 Henri Verbeet for CodeWeavers
9 * This library is free software; you can redistribute it and/or
10 * modify it under the terms of the GNU Lesser General Public
11 * License as published by the Free Software Foundation; either
12 * version 2.1 of the License, or (at your option) any later version.
14 * This library is distributed in the hope that it will be useful,
15 * but WITHOUT ANY WARRANTY; without even the implied warranty of
16 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
17 * Lesser General Public License for more details.
19 * You should have received a copy of the GNU Lesser General Public
20 * License along with this library; if not, write to the Free Software
21 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
25 * D3D shader asm has swizzles on source parameters, and write masks for
26 * destination parameters. GLSL uses swizzles for both. The result of this is
27 * that for example "mov dst.xw, src.zyxw" becomes "dst.xw = src.zw" in GLSL.
28 * Ie, to generate a proper GLSL source swizzle, we need to take the D3D write
29 * mask for the destination parameter into account.
32 #include "config.h"
33 #include "wine/port.h"
35 #include <limits.h>
36 #include <stdio.h>
38 #include "wined3d_private.h"
40 WINE_DEFAULT_DEBUG_CHANNEL(d3d_shader);
41 WINE_DECLARE_DEBUG_CHANNEL(d3d_constants);
42 WINE_DECLARE_DEBUG_CHANNEL(d3d);
43 WINE_DECLARE_DEBUG_CHANNEL(winediag);
45 #define WINED3D_GLSL_SAMPLE_PROJECTED 0x1
46 #define WINED3D_GLSL_SAMPLE_RECT 0x2
47 #define WINED3D_GLSL_SAMPLE_LOD 0x4
48 #define WINED3D_GLSL_SAMPLE_GRAD 0x8
50 struct glsl_dst_param
52 char reg_name[150];
53 char mask_str[6];
56 struct glsl_src_param
58 char reg_name[150];
59 char param_str[200];
62 struct glsl_sample_function
64 const char *name;
65 DWORD coord_mask;
68 enum heap_node_op
70 HEAP_NODE_TRAVERSE_LEFT,
71 HEAP_NODE_TRAVERSE_RIGHT,
72 HEAP_NODE_POP,
75 struct constant_entry
77 unsigned int idx;
78 unsigned int version;
81 struct constant_heap
83 struct constant_entry *entries;
84 unsigned int *positions;
85 unsigned int size;
88 /* GLSL shader private data */
89 struct shader_glsl_priv {
90 struct wined3d_shader_buffer shader_buffer;
91 struct wine_rb_tree program_lookup;
92 struct glsl_shader_prog_link *glsl_program;
93 struct constant_heap vconst_heap;
94 struct constant_heap pconst_heap;
95 unsigned char *stack;
96 GLhandleARB depth_blt_program_full[tex_type_count];
97 GLhandleARB depth_blt_program_masked[tex_type_count];
98 UINT next_constant_version;
100 const struct fragment_pipeline *fragment_pipe;
101 struct wine_rb_tree ffp_fragment_shaders;
104 struct glsl_vs_program
106 struct list shader_entry;
107 GLhandleARB id;
108 GLenum vertex_color_clamp;
109 GLint *uniform_f_locations;
110 GLint uniform_i_locations[MAX_CONST_I];
111 GLint pos_fixup_location;
114 struct glsl_gs_program
116 struct list shader_entry;
117 GLhandleARB id;
120 struct glsl_ps_program
122 struct list shader_entry;
123 GLhandleARB id;
124 GLint *uniform_f_locations;
125 GLint uniform_i_locations[MAX_CONST_I];
126 GLint bumpenv_mat_location[MAX_TEXTURES];
127 GLint bumpenv_lum_scale_location[MAX_TEXTURES];
128 GLint bumpenv_lum_offset_location[MAX_TEXTURES];
129 GLint tex_factor_location;
130 GLint specular_enable_location;
131 GLint ycorrection_location;
132 GLint np2_fixup_location;
133 const struct ps_np2fixup_info *np2_fixup_info;
136 /* Struct to maintain data about a linked GLSL program */
137 struct glsl_shader_prog_link
139 struct wine_rb_entry program_lookup_entry;
140 struct glsl_vs_program vs;
141 struct glsl_gs_program gs;
142 struct glsl_ps_program ps;
143 GLhandleARB programId;
144 UINT constant_version;
147 struct glsl_program_key
149 GLhandleARB vs_id;
150 GLhandleARB gs_id;
151 GLhandleARB ps_id;
154 struct shader_glsl_ctx_priv {
155 const struct vs_compile_args *cur_vs_args;
156 const struct ps_compile_args *cur_ps_args;
157 struct ps_np2fixup_info *cur_np2fixup_info;
160 struct glsl_ps_compiled_shader
162 struct ps_compile_args args;
163 struct ps_np2fixup_info np2fixup;
164 GLhandleARB prgId;
167 struct glsl_vs_compiled_shader
169 struct vs_compile_args args;
170 GLhandleARB prgId;
173 struct glsl_gs_compiled_shader
175 GLhandleARB id;
178 struct glsl_shader_private
180 union
182 struct glsl_vs_compiled_shader *vs;
183 struct glsl_gs_compiled_shader *gs;
184 struct glsl_ps_compiled_shader *ps;
185 } gl_shaders;
186 UINT num_gl_shaders, shader_array_size;
189 struct glsl_ffp_fragment_shader
191 struct ffp_frag_desc entry;
192 GLhandleARB id;
193 struct list linked_programs;
196 static const char *debug_gl_shader_type(GLenum type)
198 switch (type)
200 #define WINED3D_TO_STR(u) case u: return #u
201 WINED3D_TO_STR(GL_VERTEX_SHADER_ARB);
202 WINED3D_TO_STR(GL_GEOMETRY_SHADER_ARB);
203 WINED3D_TO_STR(GL_FRAGMENT_SHADER_ARB);
204 #undef WINED3D_TO_STR
205 default:
206 return wine_dbg_sprintf("UNKNOWN(%#x)", type);
210 static const char *shader_glsl_get_prefix(enum wined3d_shader_type type)
212 switch (type)
214 case WINED3D_SHADER_TYPE_VERTEX:
215 return "vs";
217 case WINED3D_SHADER_TYPE_GEOMETRY:
218 return "gs";
220 case WINED3D_SHADER_TYPE_PIXEL:
221 return "ps";
223 default:
224 FIXME("Unhandled shader type %#x.\n", type);
225 return "unknown";
229 /* Extract a line from the info log.
230 * Note that this modifies the source string. */
231 static char *get_info_log_line(char **ptr)
233 char *p, *q;
235 p = *ptr;
236 if (!(q = strstr(p, "\n")))
238 if (!*p) return NULL;
239 *ptr += strlen(p);
240 return p;
242 *q = '\0';
243 *ptr = q + 1;
245 return p;
248 /* Context activation is done by the caller. */
249 static void print_glsl_info_log(const struct wined3d_gl_info *gl_info, GLhandleARB obj)
251 int infologLength = 0;
252 char *infoLog;
254 if (!WARN_ON(d3d_shader) && !FIXME_ON(d3d_shader))
255 return;
257 GL_EXTCALL(glGetObjectParameterivARB(obj,
258 GL_OBJECT_INFO_LOG_LENGTH_ARB,
259 &infologLength));
261 /* A size of 1 is just a null-terminated string, so the log should be bigger than
262 * that if there are errors. */
263 if (infologLength > 1)
265 char *ptr, *line;
267 infoLog = HeapAlloc(GetProcessHeap(), 0, infologLength);
268 /* The info log is supposed to be zero-terminated, but at least some
269 * versions of fglrx don't terminate the string properly. The reported
270 * length does include the terminator, so explicitly set it to zero
271 * here. */
272 infoLog[infologLength - 1] = 0;
273 GL_EXTCALL(glGetInfoLogARB(obj, infologLength, NULL, infoLog));
275 ptr = infoLog;
276 if (gl_info->quirks & WINED3D_QUIRK_INFO_LOG_SPAM)
278 WARN("Info log received from GLSL shader #%u:\n", obj);
279 while ((line = get_info_log_line(&ptr))) WARN(" %s\n", line);
281 else
283 FIXME("Info log received from GLSL shader #%u:\n", obj);
284 while ((line = get_info_log_line(&ptr))) FIXME(" %s\n", line);
286 HeapFree(GetProcessHeap(), 0, infoLog);
290 /* Context activation is done by the caller. */
291 static void shader_glsl_compile(const struct wined3d_gl_info *gl_info, GLhandleARB shader, const char *src)
293 TRACE("Compiling shader object %u.\n", shader);
294 GL_EXTCALL(glShaderSourceARB(shader, 1, &src, NULL));
295 checkGLcall("glShaderSourceARB");
296 GL_EXTCALL(glCompileShaderARB(shader));
297 checkGLcall("glCompileShaderARB");
298 print_glsl_info_log(gl_info, shader);
301 /* Context activation is done by the caller. */
302 static void shader_glsl_dump_program_source(const struct wined3d_gl_info *gl_info, GLhandleARB program)
304 GLint i, object_count, source_size = -1;
305 GLhandleARB *objects;
306 char *source = NULL;
308 GL_EXTCALL(glGetObjectParameterivARB(program, GL_OBJECT_ATTACHED_OBJECTS_ARB, &object_count));
309 objects = HeapAlloc(GetProcessHeap(), 0, object_count * sizeof(*objects));
310 if (!objects)
312 ERR("Failed to allocate object array memory.\n");
313 return;
316 GL_EXTCALL(glGetAttachedObjectsARB(program, object_count, NULL, objects));
317 for (i = 0; i < object_count; ++i)
319 char *ptr, *line;
320 GLint tmp;
322 GL_EXTCALL(glGetObjectParameterivARB(objects[i], GL_OBJECT_SHADER_SOURCE_LENGTH_ARB, &tmp));
324 if (source_size < tmp)
326 HeapFree(GetProcessHeap(), 0, source);
328 source = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, tmp);
329 if (!source)
331 ERR("Failed to allocate %d bytes for shader source.\n", tmp);
332 HeapFree(GetProcessHeap(), 0, objects);
333 return;
335 source_size = tmp;
338 FIXME("Object %u:\n", objects[i]);
339 GL_EXTCALL(glGetObjectParameterivARB(objects[i], GL_OBJECT_SUBTYPE_ARB, &tmp));
340 FIXME(" GL_OBJECT_SUBTYPE_ARB: %s.\n", debug_gl_shader_type(tmp));
341 GL_EXTCALL(glGetObjectParameterivARB(objects[i], GL_OBJECT_COMPILE_STATUS_ARB, &tmp));
342 FIXME(" GL_OBJECT_COMPILE_STATUS_ARB: %d.\n", tmp);
343 FIXME("\n");
345 ptr = source;
346 GL_EXTCALL(glGetShaderSourceARB(objects[i], source_size, NULL, source));
347 while ((line = get_info_log_line(&ptr))) FIXME(" %s\n", line);
348 FIXME("\n");
351 HeapFree(GetProcessHeap(), 0, source);
352 HeapFree(GetProcessHeap(), 0, objects);
355 /* Context activation is done by the caller. */
356 static void shader_glsl_validate_link(const struct wined3d_gl_info *gl_info, GLhandleARB program)
358 GLint tmp;
360 if (!TRACE_ON(d3d_shader) && !FIXME_ON(d3d_shader)) return;
362 GL_EXTCALL(glGetObjectParameterivARB(program, GL_OBJECT_TYPE_ARB, &tmp));
363 if (tmp == GL_PROGRAM_OBJECT_ARB)
365 GL_EXTCALL(glGetObjectParameterivARB(program, GL_OBJECT_LINK_STATUS_ARB, &tmp));
366 if (!tmp)
368 FIXME("Program %u link status invalid.\n", program);
369 shader_glsl_dump_program_source(gl_info, program);
373 print_glsl_info_log(gl_info, program);
376 /* Context activation is done by the caller. */
377 static void shader_glsl_load_psamplers(const struct wined3d_gl_info *gl_info,
378 const DWORD *tex_unit_map, GLhandleARB programId)
380 GLint name_loc;
381 char sampler_name[20];
382 unsigned int i;
384 for (i = 0; i < MAX_FRAGMENT_SAMPLERS; ++i)
386 snprintf(sampler_name, sizeof(sampler_name), "ps_sampler%u", i);
387 name_loc = GL_EXTCALL(glGetUniformLocationARB(programId, sampler_name));
388 if (name_loc != -1) {
389 DWORD mapped_unit = tex_unit_map[i];
390 if (mapped_unit != WINED3D_UNMAPPED_STAGE && mapped_unit < gl_info->limits.fragment_samplers)
392 TRACE("Loading %s for texture %d\n", sampler_name, mapped_unit);
393 GL_EXTCALL(glUniform1iARB(name_loc, mapped_unit));
394 checkGLcall("glUniform1iARB");
395 } else {
396 ERR("Trying to load sampler %s on unsupported unit %d\n", sampler_name, mapped_unit);
402 /* Context activation is done by the caller. */
403 static void shader_glsl_load_vsamplers(const struct wined3d_gl_info *gl_info,
404 const DWORD *tex_unit_map, GLhandleARB programId)
406 GLint name_loc;
407 char sampler_name[20];
408 unsigned int i;
410 for (i = 0; i < MAX_VERTEX_SAMPLERS; ++i)
412 snprintf(sampler_name, sizeof(sampler_name), "vs_sampler%u", i);
413 name_loc = GL_EXTCALL(glGetUniformLocationARB(programId, sampler_name));
414 if (name_loc != -1) {
415 DWORD mapped_unit = tex_unit_map[MAX_FRAGMENT_SAMPLERS + i];
416 if (mapped_unit != WINED3D_UNMAPPED_STAGE && mapped_unit < gl_info->limits.combined_samplers)
418 TRACE("Loading %s for texture %d\n", sampler_name, mapped_unit);
419 GL_EXTCALL(glUniform1iARB(name_loc, mapped_unit));
420 checkGLcall("glUniform1iARB");
421 } else {
422 ERR("Trying to load sampler %s on unsupported unit %d\n", sampler_name, mapped_unit);
428 /* Context activation is done by the caller. */
429 static inline void walk_constant_heap(const struct wined3d_gl_info *gl_info, const float *constants,
430 const GLint *constant_locations, const struct constant_heap *heap, unsigned char *stack, DWORD version)
432 int stack_idx = 0;
433 unsigned int heap_idx = 1;
434 unsigned int idx;
436 if (heap->entries[heap_idx].version <= version) return;
438 idx = heap->entries[heap_idx].idx;
439 if (constant_locations[idx] != -1) GL_EXTCALL(glUniform4fvARB(constant_locations[idx], 1, &constants[idx * 4]));
440 stack[stack_idx] = HEAP_NODE_TRAVERSE_LEFT;
442 while (stack_idx >= 0)
444 /* Note that we fall through to the next case statement. */
445 switch(stack[stack_idx])
447 case HEAP_NODE_TRAVERSE_LEFT:
449 unsigned int left_idx = heap_idx << 1;
450 if (left_idx < heap->size && heap->entries[left_idx].version > version)
452 heap_idx = left_idx;
453 idx = heap->entries[heap_idx].idx;
454 if (constant_locations[idx] != -1)
455 GL_EXTCALL(glUniform4fvARB(constant_locations[idx], 1, &constants[idx * 4]));
457 stack[stack_idx++] = HEAP_NODE_TRAVERSE_RIGHT;
458 stack[stack_idx] = HEAP_NODE_TRAVERSE_LEFT;
459 break;
463 case HEAP_NODE_TRAVERSE_RIGHT:
465 unsigned int right_idx = (heap_idx << 1) + 1;
466 if (right_idx < heap->size && heap->entries[right_idx].version > version)
468 heap_idx = right_idx;
469 idx = heap->entries[heap_idx].idx;
470 if (constant_locations[idx] != -1)
471 GL_EXTCALL(glUniform4fvARB(constant_locations[idx], 1, &constants[idx * 4]));
473 stack[stack_idx++] = HEAP_NODE_POP;
474 stack[stack_idx] = HEAP_NODE_TRAVERSE_LEFT;
475 break;
479 case HEAP_NODE_POP:
480 heap_idx >>= 1;
481 --stack_idx;
482 break;
485 checkGLcall("walk_constant_heap()");
488 /* Context activation is done by the caller. */
489 static inline void apply_clamped_constant(const struct wined3d_gl_info *gl_info, GLint location, const GLfloat *data)
491 GLfloat clamped_constant[4];
493 if (location == -1) return;
495 clamped_constant[0] = data[0] < -1.0f ? -1.0f : data[0] > 1.0f ? 1.0f : data[0];
496 clamped_constant[1] = data[1] < -1.0f ? -1.0f : data[1] > 1.0f ? 1.0f : data[1];
497 clamped_constant[2] = data[2] < -1.0f ? -1.0f : data[2] > 1.0f ? 1.0f : data[2];
498 clamped_constant[3] = data[3] < -1.0f ? -1.0f : data[3] > 1.0f ? 1.0f : data[3];
500 GL_EXTCALL(glUniform4fvARB(location, 1, clamped_constant));
503 /* Context activation is done by the caller. */
504 static inline void walk_constant_heap_clamped(const struct wined3d_gl_info *gl_info, const float *constants,
505 const GLint *constant_locations, const struct constant_heap *heap, unsigned char *stack, DWORD version)
507 int stack_idx = 0;
508 unsigned int heap_idx = 1;
509 unsigned int idx;
511 if (heap->entries[heap_idx].version <= version) return;
513 idx = heap->entries[heap_idx].idx;
514 apply_clamped_constant(gl_info, constant_locations[idx], &constants[idx * 4]);
515 stack[stack_idx] = HEAP_NODE_TRAVERSE_LEFT;
517 while (stack_idx >= 0)
519 /* Note that we fall through to the next case statement. */
520 switch(stack[stack_idx])
522 case HEAP_NODE_TRAVERSE_LEFT:
524 unsigned int left_idx = heap_idx << 1;
525 if (left_idx < heap->size && heap->entries[left_idx].version > version)
527 heap_idx = left_idx;
528 idx = heap->entries[heap_idx].idx;
529 apply_clamped_constant(gl_info, constant_locations[idx], &constants[idx * 4]);
531 stack[stack_idx++] = HEAP_NODE_TRAVERSE_RIGHT;
532 stack[stack_idx] = HEAP_NODE_TRAVERSE_LEFT;
533 break;
537 case HEAP_NODE_TRAVERSE_RIGHT:
539 unsigned int right_idx = (heap_idx << 1) + 1;
540 if (right_idx < heap->size && heap->entries[right_idx].version > version)
542 heap_idx = right_idx;
543 idx = heap->entries[heap_idx].idx;
544 apply_clamped_constant(gl_info, constant_locations[idx], &constants[idx * 4]);
546 stack[stack_idx++] = HEAP_NODE_POP;
547 stack[stack_idx] = HEAP_NODE_TRAVERSE_LEFT;
548 break;
552 case HEAP_NODE_POP:
553 heap_idx >>= 1;
554 --stack_idx;
555 break;
558 checkGLcall("walk_constant_heap_clamped()");
561 /* Context activation is done by the caller. */
562 static void shader_glsl_load_constantsF(const struct wined3d_shader *shader, const struct wined3d_gl_info *gl_info,
563 const float *constants, const GLint *constant_locations, const struct constant_heap *heap,
564 unsigned char *stack, UINT version)
566 const struct wined3d_shader_lconst *lconst;
568 /* 1.X pshaders have the constants clamped to [-1;1] implicitly. */
569 if (shader->reg_maps.shader_version.major == 1
570 && shader->reg_maps.shader_version.type == WINED3D_SHADER_TYPE_PIXEL)
571 walk_constant_heap_clamped(gl_info, constants, constant_locations, heap, stack, version);
572 else
573 walk_constant_heap(gl_info, constants, constant_locations, heap, stack, version);
575 if (!shader->load_local_constsF)
577 TRACE("No need to load local float constants for this shader\n");
578 return;
581 /* Immediate constants are clamped to [-1;1] at shader creation time if needed */
582 LIST_FOR_EACH_ENTRY(lconst, &shader->constantsF, struct wined3d_shader_lconst, entry)
584 GLint location = constant_locations[lconst->idx];
585 /* We found this uniform name in the program - go ahead and send the data */
586 if (location != -1) GL_EXTCALL(glUniform4fvARB(location, 1, (const GLfloat *)lconst->value));
588 checkGLcall("glUniform4fvARB()");
591 /* Context activation is done by the caller. */
592 static void shader_glsl_load_constantsI(const struct wined3d_shader *shader, const struct wined3d_gl_info *gl_info,
593 const GLint locations[MAX_CONST_I], const int *constants, WORD constants_set)
595 unsigned int i;
596 struct list* ptr;
598 for (i = 0; constants_set; constants_set >>= 1, ++i)
600 if (!(constants_set & 1)) continue;
602 TRACE_(d3d_constants)("Loading constants %u: %i, %i, %i, %i\n",
603 i, constants[i*4], constants[i*4+1], constants[i*4+2], constants[i*4+3]);
605 /* We found this uniform name in the program - go ahead and send the data */
606 GL_EXTCALL(glUniform4ivARB(locations[i], 1, &constants[i*4]));
607 checkGLcall("glUniform4ivARB");
610 /* Load immediate constants */
611 ptr = list_head(&shader->constantsI);
612 while (ptr)
614 const struct wined3d_shader_lconst *lconst = LIST_ENTRY(ptr, const struct wined3d_shader_lconst, entry);
615 unsigned int idx = lconst->idx;
616 const GLint *values = (const GLint *)lconst->value;
618 TRACE_(d3d_constants)("Loading local constants %i: %i, %i, %i, %i\n", idx,
619 values[0], values[1], values[2], values[3]);
621 /* We found this uniform name in the program - go ahead and send the data */
622 GL_EXTCALL(glUniform4ivARB(locations[idx], 1, values));
623 checkGLcall("glUniform4ivARB");
624 ptr = list_next(&shader->constantsI, ptr);
628 /* Context activation is done by the caller. */
629 static void shader_glsl_load_constantsB(const struct wined3d_shader *shader, const struct wined3d_gl_info *gl_info,
630 GLhandleARB programId, const BOOL *constants, WORD constants_set)
632 GLint tmp_loc;
633 unsigned int i;
634 char tmp_name[10];
635 const char *prefix;
636 struct list* ptr;
638 prefix = shader_glsl_get_prefix(shader->reg_maps.shader_version.type);
640 /* TODO: Benchmark and see if it would be beneficial to store the
641 * locations of the constants to avoid looking up each time */
642 for (i = 0; constants_set; constants_set >>= 1, ++i)
644 if (!(constants_set & 1)) continue;
646 TRACE_(d3d_constants)("Loading constants %i: %i;\n", i, constants[i]);
648 /* TODO: Benchmark and see if it would be beneficial to store the
649 * locations of the constants to avoid looking up each time */
650 snprintf(tmp_name, sizeof(tmp_name), "%s_b[%i]", prefix, i);
651 tmp_loc = GL_EXTCALL(glGetUniformLocationARB(programId, tmp_name));
652 if (tmp_loc != -1)
654 /* We found this uniform name in the program - go ahead and send the data */
655 GL_EXTCALL(glUniform1ivARB(tmp_loc, 1, &constants[i]));
656 checkGLcall("glUniform1ivARB");
660 /* Load immediate constants */
661 ptr = list_head(&shader->constantsB);
662 while (ptr)
664 const struct wined3d_shader_lconst *lconst = LIST_ENTRY(ptr, const struct wined3d_shader_lconst, entry);
665 unsigned int idx = lconst->idx;
666 const GLint *values = (const GLint *)lconst->value;
668 TRACE_(d3d_constants)("Loading local constants %i: %i\n", idx, values[0]);
670 snprintf(tmp_name, sizeof(tmp_name), "%s_b[%i]", prefix, idx);
671 tmp_loc = GL_EXTCALL(glGetUniformLocationARB(programId, tmp_name));
672 if (tmp_loc != -1) {
673 /* We found this uniform name in the program - go ahead and send the data */
674 GL_EXTCALL(glUniform1ivARB(tmp_loc, 1, values));
675 checkGLcall("glUniform1ivARB");
677 ptr = list_next(&shader->constantsB, ptr);
681 static void reset_program_constant_version(struct wine_rb_entry *entry, void *context)
683 WINE_RB_ENTRY_VALUE(entry, struct glsl_shader_prog_link, program_lookup_entry)->constant_version = 0;
686 /* Context activation is done by the caller (state handler). */
687 static void shader_glsl_load_np2fixup_constants(void *shader_priv,
688 const struct wined3d_gl_info *gl_info, const struct wined3d_state *state)
690 struct shader_glsl_priv *glsl_priv = shader_priv;
691 const struct glsl_shader_prog_link *prog = glsl_priv->glsl_program;
693 /* No GLSL program set - nothing to do. */
694 if (!prog) return;
696 /* NP2 texcoord fixup is (currently) only done for pixelshaders. */
697 if (!use_ps(state)) return;
699 if (prog->ps.np2_fixup_info && prog->ps.np2_fixup_location != -1)
701 UINT i;
702 UINT fixup = prog->ps.np2_fixup_info->active;
703 GLfloat np2fixup_constants[4 * MAX_FRAGMENT_SAMPLERS];
705 for (i = 0; fixup; fixup >>= 1, ++i)
707 const struct wined3d_texture *tex = state->textures[i];
708 const unsigned char idx = prog->ps.np2_fixup_info->idx[i];
709 GLfloat *tex_dim = &np2fixup_constants[(idx >> 1) * 4];
711 if (!tex)
713 ERR("Nonexistent texture is flagged for NP2 texcoord fixup.\n");
714 continue;
717 if (idx % 2)
719 tex_dim[2] = tex->pow2_matrix[0];
720 tex_dim[3] = tex->pow2_matrix[5];
722 else
724 tex_dim[0] = tex->pow2_matrix[0];
725 tex_dim[1] = tex->pow2_matrix[5];
729 GL_EXTCALL(glUniform4fvARB(prog->ps.np2_fixup_location,
730 prog->ps.np2_fixup_info->num_consts, np2fixup_constants));
734 /* Context activation is done by the caller (state handler). */
735 static void shader_glsl_load_constants(const struct wined3d_context *context,
736 BOOL usePixelShader, BOOL useVertexShader)
738 const struct wined3d_gl_info *gl_info = context->gl_info;
739 struct wined3d_device *device = context->swapchain->device;
740 struct wined3d_stateblock *stateBlock = device->stateBlock;
741 const struct wined3d_state *state = &stateBlock->state;
742 struct shader_glsl_priv *priv = device->shader_priv;
743 float position_fixup[4];
745 GLhandleARB programId;
746 struct glsl_shader_prog_link *prog = priv->glsl_program;
747 UINT constant_version;
748 int i;
750 if (!prog) {
751 /* No GLSL program set - nothing to do. */
752 return;
754 programId = prog->programId;
755 constant_version = prog->constant_version;
757 if (useVertexShader)
759 const struct wined3d_shader *vshader = state->vertex_shader;
761 /* Load DirectX 9 float constants/uniforms for vertex shader */
762 shader_glsl_load_constantsF(vshader, gl_info, state->vs_consts_f,
763 prog->vs.uniform_f_locations, &priv->vconst_heap, priv->stack, constant_version);
765 /* Load DirectX 9 integer constants/uniforms for vertex shader */
766 shader_glsl_load_constantsI(vshader, gl_info, prog->vs.uniform_i_locations, state->vs_consts_i,
767 stateBlock->changed.vertexShaderConstantsI & vshader->reg_maps.integer_constants);
769 /* Load DirectX 9 boolean constants/uniforms for vertex shader */
770 shader_glsl_load_constantsB(vshader, gl_info, programId, state->vs_consts_b,
771 stateBlock->changed.vertexShaderConstantsB & vshader->reg_maps.boolean_constants);
773 /* Upload the position fixup params */
774 shader_get_position_fixup(context, state, position_fixup);
775 GL_EXTCALL(glUniform4fvARB(prog->vs.pos_fixup_location, 1, position_fixup));
776 checkGLcall("glUniform4fvARB");
779 if (usePixelShader)
781 const struct wined3d_shader *pshader = state->pixel_shader;
783 /* Load DirectX 9 float constants/uniforms for pixel shader */
784 shader_glsl_load_constantsF(pshader, gl_info, state->ps_consts_f,
785 prog->ps.uniform_f_locations, &priv->pconst_heap, priv->stack, constant_version);
787 /* Load DirectX 9 integer constants/uniforms for pixel shader */
788 shader_glsl_load_constantsI(pshader, gl_info, prog->ps.uniform_i_locations, state->ps_consts_i,
789 stateBlock->changed.pixelShaderConstantsI & pshader->reg_maps.integer_constants);
791 /* Load DirectX 9 boolean constants/uniforms for pixel shader */
792 shader_glsl_load_constantsB(pshader, gl_info, programId, state->ps_consts_b,
793 stateBlock->changed.pixelShaderConstantsB & pshader->reg_maps.boolean_constants);
795 /* Upload the environment bump map matrix if needed. The needsbumpmat
796 * member specifies the texture stage to load the matrix from. It
797 * can't be 0 for a valid texbem instruction. */
798 for (i = 0; i < MAX_TEXTURES; ++i)
800 const float *data;
802 if (prog->ps.bumpenv_mat_location[i] == -1)
803 continue;
805 data = (const float *)&state->texture_states[i][WINED3D_TSS_BUMPENV_MAT00];
806 GL_EXTCALL(glUniformMatrix2fvARB(prog->ps.bumpenv_mat_location[i], 1, 0, data));
807 checkGLcall("glUniformMatrix2fvARB");
809 /* texbeml needs the luminance scale and offset too. If texbeml
810 * is used, needsbumpmat is set too, so we can check that in the
811 * needsbumpmat check. */
812 if (prog->ps.bumpenv_lum_scale_location[i] != -1)
814 const GLfloat *scale = (const GLfloat *)&state->texture_states[i][WINED3D_TSS_BUMPENV_LSCALE];
815 const GLfloat *offset = (const GLfloat *)&state->texture_states[i][WINED3D_TSS_BUMPENV_LOFFSET];
817 GL_EXTCALL(glUniform1fvARB(prog->ps.bumpenv_lum_scale_location[i], 1, scale));
818 checkGLcall("glUniform1fvARB");
819 GL_EXTCALL(glUniform1fvARB(prog->ps.bumpenv_lum_offset_location[i], 1, offset));
820 checkGLcall("glUniform1fvARB");
824 if (prog->ps.ycorrection_location != -1)
826 float correction_params[4];
828 if (context->render_offscreen)
830 correction_params[0] = 0.0f;
831 correction_params[1] = 1.0f;
832 } else {
833 /* position is window relative, not viewport relative */
834 correction_params[0] = (float) context->current_rt->resource.height;
835 correction_params[1] = -1.0f;
837 GL_EXTCALL(glUniform4fvARB(prog->ps.ycorrection_location, 1, correction_params));
840 else if (priv->fragment_pipe == &glsl_fragment_pipe)
842 float col[4];
844 for (i = 0; i < MAX_TEXTURES; ++i)
846 GL_EXTCALL(glUniformMatrix2fvARB(prog->ps.bumpenv_mat_location[i], 1, 0,
847 (const float *)&state->texture_states[i][WINED3D_TSS_BUMPENV_MAT00]));
848 GL_EXTCALL(glUniform1fARB(prog->ps.bumpenv_lum_scale_location[i],
849 *(const float *)&state->texture_states[i][WINED3D_TSS_BUMPENV_LSCALE]));
850 GL_EXTCALL(glUniform1fARB(prog->ps.bumpenv_lum_offset_location[i],
851 *(const float *)&state->texture_states[i][WINED3D_TSS_BUMPENV_LOFFSET]));
854 D3DCOLORTOGLFLOAT4(state->render_states[WINED3D_RS_TEXTUREFACTOR], col);
855 GL_EXTCALL(glUniform4fARB(prog->ps.tex_factor_location, col[0], col[1], col[2], col[3]));
857 if (state->render_states[WINED3D_RS_SPECULARENABLE])
858 GL_EXTCALL(glUniform4fARB(prog->ps.specular_enable_location, 1.0f, 1.0f, 1.0f, 0.0f));
859 else
860 GL_EXTCALL(glUniform4fARB(prog->ps.specular_enable_location, 0.0f, 0.0f, 0.0f, 0.0f));
862 checkGLcall("fixed function uniforms");
865 if (priv->next_constant_version == UINT_MAX)
867 TRACE("Max constant version reached, resetting to 0.\n");
868 wine_rb_for_each_entry(&priv->program_lookup, reset_program_constant_version, NULL);
869 priv->next_constant_version = 1;
871 else
873 prog->constant_version = priv->next_constant_version++;
877 static void update_heap_entry(const struct constant_heap *heap, unsigned int idx,
878 unsigned int heap_idx, DWORD new_version)
880 struct constant_entry *entries = heap->entries;
881 unsigned int *positions = heap->positions;
882 unsigned int parent_idx;
884 while (heap_idx > 1)
886 parent_idx = heap_idx >> 1;
888 if (new_version <= entries[parent_idx].version) break;
890 entries[heap_idx] = entries[parent_idx];
891 positions[entries[parent_idx].idx] = heap_idx;
892 heap_idx = parent_idx;
895 entries[heap_idx].version = new_version;
896 entries[heap_idx].idx = idx;
897 positions[idx] = heap_idx;
900 static void shader_glsl_update_float_vertex_constants(struct wined3d_device *device, UINT start, UINT count)
902 struct shader_glsl_priv *priv = device->shader_priv;
903 struct constant_heap *heap = &priv->vconst_heap;
904 UINT i;
906 for (i = start; i < count + start; ++i)
908 if (!device->stateBlock->changed.vertexShaderConstantsF[i])
909 update_heap_entry(heap, i, heap->size++, priv->next_constant_version);
910 else
911 update_heap_entry(heap, i, heap->positions[i], priv->next_constant_version);
915 static void shader_glsl_update_float_pixel_constants(struct wined3d_device *device, UINT start, UINT count)
917 struct shader_glsl_priv *priv = device->shader_priv;
918 struct constant_heap *heap = &priv->pconst_heap;
919 UINT i;
921 for (i = start; i < count + start; ++i)
923 if (!device->stateBlock->changed.pixelShaderConstantsF[i])
924 update_heap_entry(heap, i, heap->size++, priv->next_constant_version);
925 else
926 update_heap_entry(heap, i, heap->positions[i], priv->next_constant_version);
930 static unsigned int vec4_varyings(DWORD shader_major, const struct wined3d_gl_info *gl_info)
932 unsigned int ret = gl_info->limits.glsl_varyings / 4;
933 /* 4.0 shaders do not write clip coords because d3d10 does not support user clipplanes */
934 if(shader_major > 3) return ret;
936 /* 3.0 shaders may need an extra varying for the clip coord on some cards(mostly dx10 ones) */
937 if (gl_info->quirks & WINED3D_QUIRK_GLSL_CLIP_VARYING) ret -= 1;
938 return ret;
941 /** Generate the variable & register declarations for the GLSL output target */
942 static void shader_generate_glsl_declarations(const struct wined3d_context *context,
943 struct wined3d_shader_buffer *buffer, const struct wined3d_shader *shader,
944 const struct wined3d_shader_reg_maps *reg_maps, const struct shader_glsl_ctx_priv *ctx_priv)
946 const struct wined3d_shader_version *version = &reg_maps->shader_version;
947 const struct wined3d_state *state = &shader->device->stateBlock->state;
948 const struct ps_compile_args *ps_args = ctx_priv->cur_ps_args;
949 const struct wined3d_gl_info *gl_info = context->gl_info;
950 const struct wined3d_fb_state *fb = &shader->device->fb;
951 unsigned int i, extra_constants_needed = 0;
952 const struct wined3d_shader_lconst *lconst;
953 const char *prefix;
954 DWORD map;
956 prefix = shader_glsl_get_prefix(version->type);
958 /* Prototype the subroutines */
959 for (i = 0, map = reg_maps->labels; map; map >>= 1, ++i)
961 if (map & 1) shader_addline(buffer, "void subroutine%u();\n", i);
964 /* Declare the constants (aka uniforms) */
965 if (shader->limits.constant_float > 0)
967 unsigned max_constantsF;
969 /* Unless the shader uses indirect addressing, always declare the
970 * maximum array size and ignore that we need some uniforms privately.
971 * E.g. if GL supports 256 uniforms, and we need 2 for the pos fixup
972 * and immediate values, still declare VC[256]. If the shader needs
973 * more uniforms than we have it won't work in any case. If it uses
974 * less, the compiler will figure out which uniforms are really used
975 * and strip them out. This allows a shader to use c255 on a dx9 card,
976 * as long as it doesn't also use all the other constants.
978 * If the shader uses indirect addressing the compiler must assume
979 * that all declared uniforms are used. In this case, declare only the
980 * amount that we're assured to have.
982 * Thus we run into problems in these two cases:
983 * 1) The shader really uses more uniforms than supported.
984 * 2) The shader uses indirect addressing, less constants than
985 * supported, but uses a constant index > #supported consts. */
986 if (version->type == WINED3D_SHADER_TYPE_PIXEL)
988 /* No indirect addressing here. */
989 max_constantsF = gl_info->limits.glsl_ps_float_constants;
991 else
993 if (reg_maps->usesrelconstF)
995 /* Subtract the other potential uniforms from the max
996 * available (bools, ints, and 1 row of projection matrix).
997 * Subtract another uniform for immediate values, which have
998 * to be loaded via uniform by the driver as well. The shader
999 * code only uses 0.5, 2.0, 1.0, 128 and -128 in vertex
1000 * shader code, so one vec4 should be enough. (Unfortunately
1001 * the Nvidia driver doesn't store 128 and -128 in one float).
1003 * Writing gl_ClipVertex requires one uniform for each
1004 * clipplane as well. */
1005 max_constantsF = gl_info->limits.glsl_vs_float_constants - 3;
1006 if(ctx_priv->cur_vs_args->clip_enabled)
1008 max_constantsF -= gl_info->limits.clipplanes;
1010 max_constantsF -= count_bits(reg_maps->integer_constants);
1011 /* Strictly speaking a bool only uses one scalar, but the nvidia(Linux) compiler doesn't pack them properly,
1012 * so each scalar requires a full vec4. We could work around this by packing the booleans ourselves, but
1013 * for now take this into account when calculating the number of available constants
1015 max_constantsF -= count_bits(reg_maps->boolean_constants);
1016 /* Set by driver quirks in directx.c */
1017 max_constantsF -= gl_info->reserved_glsl_constants;
1019 if (max_constantsF < shader->limits.constant_float)
1021 static unsigned int once;
1023 if (!once++)
1024 ERR_(winediag)("The hardware does not support enough uniform components to run this shader,"
1025 " it may not render correctly.\n");
1026 else
1027 WARN("The hardware does not support enough uniform components to run this shader.\n");
1030 else
1032 max_constantsF = gl_info->limits.glsl_vs_float_constants;
1035 max_constantsF = min(shader->limits.constant_float, max_constantsF);
1036 shader_addline(buffer, "uniform vec4 %s_c[%u];\n", prefix, max_constantsF);
1039 /* Always declare the full set of constants, the compiler can remove the
1040 * unused ones because d3d doesn't (yet) support indirect int and bool
1041 * constant addressing. This avoids problems if the app uses e.g. i0 and i9. */
1042 if (shader->limits.constant_int > 0 && reg_maps->integer_constants)
1043 shader_addline(buffer, "uniform ivec4 %s_i[%u];\n", prefix, shader->limits.constant_int);
1045 if (shader->limits.constant_bool > 0 && reg_maps->boolean_constants)
1046 shader_addline(buffer, "uniform bool %s_b[%u];\n", prefix, shader->limits.constant_bool);
1048 for (i = 0; i < WINED3D_MAX_CBS; ++i)
1050 if (reg_maps->cb_sizes[i])
1051 shader_addline(buffer, "uniform vec4 %s_cb%u[%u];\n", prefix, i, reg_maps->cb_sizes[i]);
1054 /* Declare texture samplers */
1055 for (i = 0; i < shader->limits.sampler; ++i)
1057 if (reg_maps->sampler_type[i])
1059 BOOL shadow_sampler = version->type == WINED3D_SHADER_TYPE_PIXEL && (ps_args->shadow & (1 << i));
1060 const struct wined3d_texture *texture;
1062 switch (reg_maps->sampler_type[i])
1064 case WINED3DSTT_1D:
1065 if (shadow_sampler)
1066 shader_addline(buffer, "uniform sampler1DShadow %s_sampler%u;\n", prefix, i);
1067 else
1068 shader_addline(buffer, "uniform sampler1D %s_sampler%u;\n", prefix, i);
1069 break;
1070 case WINED3DSTT_2D:
1071 texture = state->textures[i];
1072 if (shadow_sampler)
1074 if (texture && texture->target == GL_TEXTURE_RECTANGLE_ARB)
1075 shader_addline(buffer, "uniform sampler2DRectShadow %s_sampler%u;\n", prefix, i);
1076 else
1077 shader_addline(buffer, "uniform sampler2DShadow %s_sampler%u;\n", prefix, i);
1079 else
1081 if (texture && texture->target == GL_TEXTURE_RECTANGLE_ARB)
1082 shader_addline(buffer, "uniform sampler2DRect %s_sampler%u;\n", prefix, i);
1083 else
1084 shader_addline(buffer, "uniform sampler2D %s_sampler%u;\n", prefix, i);
1086 break;
1087 case WINED3DSTT_CUBE:
1088 if (shadow_sampler)
1089 FIXME("Unsupported Cube shadow sampler.\n");
1090 shader_addline(buffer, "uniform samplerCube %s_sampler%u;\n", prefix, i);
1091 break;
1092 case WINED3DSTT_VOLUME:
1093 if (shadow_sampler)
1094 FIXME("Unsupported 3D shadow sampler.\n");
1095 shader_addline(buffer, "uniform sampler3D %s_sampler%u;\n", prefix, i);
1096 break;
1097 default:
1098 shader_addline(buffer, "uniform unsupported_sampler %s_sampler%u;\n", prefix, i);
1099 FIXME("Unrecognized sampler type: %#x\n", reg_maps->sampler_type[i]);
1100 break;
1105 /* Declare uniforms for NP2 texcoord fixup:
1106 * This is NOT done inside the loop that declares the texture samplers
1107 * since the NP2 fixup code is currently only used for the GeforceFX
1108 * series and when forcing the ARB_npot extension off. Modern cards just
1109 * skip the code anyway, so put it inside a separate loop. */
1110 if (version->type == WINED3D_SHADER_TYPE_PIXEL && ps_args->np2_fixup)
1112 struct ps_np2fixup_info *fixup = ctx_priv->cur_np2fixup_info;
1113 UINT cur = 0;
1115 /* NP2/RECT textures in OpenGL use texcoords in the range [0,width]x[0,height]
1116 * while D3D has them in the (normalized) [0,1]x[0,1] range.
1117 * samplerNP2Fixup stores texture dimensions and is updated through
1118 * shader_glsl_load_np2fixup_constants when the sampler changes. */
1120 for (i = 0; i < shader->limits.sampler; ++i)
1122 if (reg_maps->sampler_type[i])
1124 if (!(ps_args->np2_fixup & (1 << i))) continue;
1126 if (WINED3DSTT_2D != reg_maps->sampler_type[i]) {
1127 FIXME("Non-2D texture is flagged for NP2 texcoord fixup.\n");
1128 continue;
1131 fixup->idx[i] = cur++;
1135 fixup->num_consts = (cur + 1) >> 1;
1136 fixup->active = ps_args->np2_fixup;
1137 shader_addline(buffer, "uniform vec4 %s_samplerNP2Fixup[%u];\n", prefix, fixup->num_consts);
1140 /* Declare address variables */
1141 for (i = 0, map = reg_maps->address; map; map >>= 1, ++i)
1143 if (map & 1) shader_addline(buffer, "ivec4 A%u;\n", i);
1146 /* Declare texture coordinate temporaries and initialize them */
1147 for (i = 0, map = reg_maps->texcoord; map; map >>= 1, ++i)
1149 if (map & 1) shader_addline(buffer, "vec4 T%u = gl_TexCoord[%u];\n", i, i);
1152 if (version->type == WINED3D_SHADER_TYPE_VERTEX)
1154 /* Declare attributes. */
1155 for (i = 0, map = reg_maps->input_registers; map; map >>= 1, ++i)
1157 if (map & 1)
1158 shader_addline(buffer, "attribute vec4 %s_in%u;\n", prefix, i);
1161 shader_addline(buffer, "uniform vec4 posFixup;\n");
1162 shader_addline(buffer, "void order_ps_input(in vec4[%u]);\n", shader->limits.packed_output);
1164 else if (version->type == WINED3D_SHADER_TYPE_GEOMETRY)
1166 shader_addline(buffer, "varying in vec4 gs_in[][%u];\n", shader->limits.packed_input);
1168 else if (version->type == WINED3D_SHADER_TYPE_PIXEL)
1170 if (version->major >= 3)
1172 UINT in_count = min(vec4_varyings(version->major, gl_info), shader->limits.packed_input);
1174 if (use_vs(state))
1175 shader_addline(buffer, "varying vec4 %s_in[%u];\n", prefix, in_count);
1176 else
1177 /* TODO: Write a replacement shader for the fixed function
1178 * vertex pipeline, so this isn't needed. For fixed function
1179 * vertex processing + 3.0 pixel shader we need a separate
1180 * function in the pixel shader that reads the fixed function
1181 * color into the packed input registers. */
1182 shader_addline(buffer, "vec4 %s_in[%u];\n", prefix, in_count);
1185 for (i = 0, map = reg_maps->bumpmat; map; map >>= 1, ++i)
1187 if (!(map & 1))
1188 continue;
1190 shader_addline(buffer, "uniform mat2 bumpenv_mat%u;\n", i);
1192 if (reg_maps->luminanceparams & (1 << i))
1194 shader_addline(buffer, "uniform float bumpenv_lum_scale%u;\n", i);
1195 shader_addline(buffer, "uniform float bumpenv_lum_offset%u;\n", i);
1196 extra_constants_needed++;
1199 extra_constants_needed++;
1202 if (ps_args->srgb_correction)
1204 shader_addline(buffer, "const vec4 srgb_const0 = vec4(%.8e, %.8e, %.8e, %.8e);\n",
1205 srgb_pow, srgb_mul_high, srgb_sub_high, srgb_mul_low);
1206 shader_addline(buffer, "const vec4 srgb_const1 = vec4(%.8e, 0.0, 0.0, 0.0);\n",
1207 srgb_cmp);
1209 if (reg_maps->vpos || reg_maps->usesdsy)
1211 if (shader->limits.constant_float + extra_constants_needed
1212 + 1 < gl_info->limits.glsl_ps_float_constants)
1214 shader_addline(buffer, "uniform vec4 ycorrection;\n");
1215 extra_constants_needed++;
1217 else
1219 /* This happens because we do not have proper tracking of the constant registers that are
1220 * actually used, only the max limit of the shader version
1222 FIXME("Cannot find a free uniform for vpos correction params\n");
1223 shader_addline(buffer, "const vec4 ycorrection = vec4(%f, %f, 0.0, 0.0);\n",
1224 context->render_offscreen ? 0.0f : fb->render_targets[0]->resource.height,
1225 context->render_offscreen ? 1.0f : -1.0f);
1227 shader_addline(buffer, "vec4 vpos;\n");
1231 /* Declare output register temporaries */
1232 if (shader->limits.packed_output)
1233 shader_addline(buffer, "vec4 %s_out[%u];\n", prefix, shader->limits.packed_output);
1235 /* Declare temporary variables */
1236 for (i = 0, map = reg_maps->temporary; map; map >>= 1, ++i)
1238 if (map & 1) shader_addline(buffer, "vec4 R%u;\n", i);
1241 /* Declare loop registers aLx */
1242 if (version->major < 4)
1244 for (i = 0; i < reg_maps->loop_depth; ++i)
1246 shader_addline(buffer, "int aL%u;\n", i);
1247 shader_addline(buffer, "int tmpInt%u;\n", i);
1251 /* Temporary variables for matrix operations */
1252 shader_addline(buffer, "vec4 tmp0;\n");
1253 shader_addline(buffer, "vec4 tmp1;\n");
1255 /* Local constants use a different name so they can be loaded once at shader link time
1256 * They can't be hardcoded into the shader text via LC = {x, y, z, w}; because the
1257 * float -> string conversion can cause precision loss.
1259 if (!shader->load_local_constsF)
1261 LIST_FOR_EACH_ENTRY(lconst, &shader->constantsF, struct wined3d_shader_lconst, entry)
1263 shader_addline(buffer, "uniform vec4 %s_lc%u;\n", prefix, lconst->idx);
1267 /* Start the main program. */
1268 shader_addline(buffer, "void main()\n{\n");
1270 /* Direct3D applications expect integer vPos values, while OpenGL drivers
1271 * add approximately 0.5. This causes off-by-one problems as spotted by
1272 * the vPos d3d9 visual test. Unfortunately ATI cards do not add exactly
1273 * 0.5, but rather something like 0.49999999 or 0.50000001, which still
1274 * causes precision troubles when we just subtract 0.5.
1276 * To deal with that, just floor() the position. This will eliminate the
1277 * fraction on all cards.
1279 * TODO: Test how this behaves with multisampling.
1281 * An advantage of floor is that it works even if the driver doesn't add
1282 * 0.5. It is somewhat questionable if 1.5, 2.5, ... are the proper values
1283 * to return in gl_FragCoord, even though coordinates specify the pixel
1284 * centers instead of the pixel corners. This code will behave correctly
1285 * on drivers that returns integer values. */
1286 if (version->type == WINED3D_SHADER_TYPE_PIXEL && reg_maps->vpos)
1287 shader_addline(buffer,
1288 "vpos = floor(vec4(0, ycorrection[0], 0, 0) + gl_FragCoord * vec4(1, ycorrection[1], 1, 1));\n");
1291 /*****************************************************************************
1292 * Functions to generate GLSL strings from DirectX Shader bytecode begin here.
1294 * For more information, see http://wiki.winehq.org/DirectX-Shaders
1295 ****************************************************************************/
1297 /* Prototypes */
1298 static void shader_glsl_add_src_param(const struct wined3d_shader_instruction *ins,
1299 const struct wined3d_shader_src_param *wined3d_src, DWORD mask, struct glsl_src_param *glsl_src);
1301 /** Used for opcode modifiers - They multiply the result by the specified amount */
1302 static const char * const shift_glsl_tab[] = {
1303 "", /* 0 (none) */
1304 "2.0 * ", /* 1 (x2) */
1305 "4.0 * ", /* 2 (x4) */
1306 "8.0 * ", /* 3 (x8) */
1307 "16.0 * ", /* 4 (x16) */
1308 "32.0 * ", /* 5 (x32) */
1309 "", /* 6 (x64) */
1310 "", /* 7 (x128) */
1311 "", /* 8 (d256) */
1312 "", /* 9 (d128) */
1313 "", /* 10 (d64) */
1314 "", /* 11 (d32) */
1315 "0.0625 * ", /* 12 (d16) */
1316 "0.125 * ", /* 13 (d8) */
1317 "0.25 * ", /* 14 (d4) */
1318 "0.5 * " /* 15 (d2) */
1321 /* Generate a GLSL parameter that does the input modifier computation and return the input register/mask to use */
1322 static void shader_glsl_gen_modifier(enum wined3d_shader_src_modifier src_modifier,
1323 const char *in_reg, const char *in_regswizzle, char *out_str)
1325 out_str[0] = 0;
1327 switch (src_modifier)
1329 case WINED3DSPSM_DZ: /* Need to handle this in the instructions itself (texld & texcrd). */
1330 case WINED3DSPSM_DW:
1331 case WINED3DSPSM_NONE:
1332 sprintf(out_str, "%s%s", in_reg, in_regswizzle);
1333 break;
1334 case WINED3DSPSM_NEG:
1335 sprintf(out_str, "-%s%s", in_reg, in_regswizzle);
1336 break;
1337 case WINED3DSPSM_NOT:
1338 sprintf(out_str, "!%s%s", in_reg, in_regswizzle);
1339 break;
1340 case WINED3DSPSM_BIAS:
1341 sprintf(out_str, "(%s%s - vec4(0.5)%s)", in_reg, in_regswizzle, in_regswizzle);
1342 break;
1343 case WINED3DSPSM_BIASNEG:
1344 sprintf(out_str, "-(%s%s - vec4(0.5)%s)", in_reg, in_regswizzle, in_regswizzle);
1345 break;
1346 case WINED3DSPSM_SIGN:
1347 sprintf(out_str, "(2.0 * (%s%s - 0.5))", in_reg, in_regswizzle);
1348 break;
1349 case WINED3DSPSM_SIGNNEG:
1350 sprintf(out_str, "-(2.0 * (%s%s - 0.5))", in_reg, in_regswizzle);
1351 break;
1352 case WINED3DSPSM_COMP:
1353 sprintf(out_str, "(1.0 - %s%s)", in_reg, in_regswizzle);
1354 break;
1355 case WINED3DSPSM_X2:
1356 sprintf(out_str, "(2.0 * %s%s)", in_reg, in_regswizzle);
1357 break;
1358 case WINED3DSPSM_X2NEG:
1359 sprintf(out_str, "-(2.0 * %s%s)", in_reg, in_regswizzle);
1360 break;
1361 case WINED3DSPSM_ABS:
1362 sprintf(out_str, "abs(%s%s)", in_reg, in_regswizzle);
1363 break;
1364 case WINED3DSPSM_ABSNEG:
1365 sprintf(out_str, "-abs(%s%s)", in_reg, in_regswizzle);
1366 break;
1367 default:
1368 FIXME("Unhandled modifier %u\n", src_modifier);
1369 sprintf(out_str, "%s%s", in_reg, in_regswizzle);
1373 /** Writes the GLSL variable name that corresponds to the register that the
1374 * DX opcode parameter is trying to access */
1375 static void shader_glsl_get_register_name(const struct wined3d_shader_register *reg,
1376 char *register_name, BOOL *is_color, const struct wined3d_shader_instruction *ins)
1378 /* oPos, oFog and oPts in D3D */
1379 static const char * const hwrastout_reg_names[] = {"vs_out[10]", "vs_out[11].x", "vs_out[11].y"};
1381 const struct wined3d_shader *shader = ins->ctx->shader;
1382 const struct wined3d_shader_reg_maps *reg_maps = ins->ctx->reg_maps;
1383 const struct wined3d_shader_version *version = &reg_maps->shader_version;
1384 const struct wined3d_gl_info *gl_info = ins->ctx->gl_info;
1385 const char *prefix = shader_glsl_get_prefix(version->type);
1386 struct glsl_src_param rel_param0, rel_param1;
1388 if (reg->idx[0].offset != ~0U && reg->idx[0].rel_addr)
1389 shader_glsl_add_src_param(ins, reg->idx[0].rel_addr, WINED3DSP_WRITEMASK_0, &rel_param0);
1390 if (reg->idx[1].offset != ~0U && reg->idx[1].rel_addr)
1391 shader_glsl_add_src_param(ins, reg->idx[1].rel_addr, WINED3DSP_WRITEMASK_0, &rel_param1);
1392 *is_color = FALSE;
1394 switch (reg->type)
1396 case WINED3DSPR_TEMP:
1397 sprintf(register_name, "R%u", reg->idx[0].offset);
1398 break;
1400 case WINED3DSPR_INPUT:
1401 /* vertex shaders */
1402 if (version->type == WINED3D_SHADER_TYPE_VERTEX)
1404 struct shader_glsl_ctx_priv *priv = ins->ctx->backend_data;
1405 if (priv->cur_vs_args->swizzle_map & (1 << reg->idx[0].offset))
1406 *is_color = TRUE;
1407 sprintf(register_name, "%s_in%u", prefix, reg->idx[0].offset);
1408 break;
1411 if (version->type == WINED3D_SHADER_TYPE_GEOMETRY)
1413 if (reg->idx[0].rel_addr)
1415 if (reg->idx[1].rel_addr)
1416 sprintf(register_name, "gs_in[%s + %u][%s + %u]",
1417 rel_param0.param_str, reg->idx[0].offset, rel_param1.param_str, reg->idx[1].offset);
1418 else
1419 sprintf(register_name, "gs_in[%s + %u][%u]",
1420 rel_param0.param_str, reg->idx[0].offset, reg->idx[1].offset);
1422 else if (reg->idx[1].rel_addr)
1423 sprintf(register_name, "gs_in[%u][%s + %u]",
1424 reg->idx[0].offset, rel_param1.param_str, reg->idx[1].offset);
1425 else
1426 sprintf(register_name, "gs_in[%u][%u]", reg->idx[0].offset, reg->idx[1].offset);
1427 break;
1430 /* pixel shaders >= 3.0 */
1431 if (version->major >= 3)
1433 DWORD idx = shader->u.ps.input_reg_map[reg->idx[0].offset];
1434 unsigned int in_count = vec4_varyings(version->major, gl_info);
1436 if (reg->idx[0].rel_addr)
1438 /* Removing a + 0 would be an obvious optimization, but
1439 * OS X doesn't see the NOP operation there. */
1440 if (idx)
1442 if (shader->u.ps.declared_in_count > in_count)
1444 sprintf(register_name,
1445 "((%s + %u) > %u ? (%s + %u) > %u ? gl_SecondaryColor : gl_Color : %s_in[%s + %u])",
1446 rel_param0.param_str, idx, in_count - 1, rel_param0.param_str, idx, in_count,
1447 prefix, rel_param0.param_str, idx);
1449 else
1451 sprintf(register_name, "%s_in[%s + %u]", prefix, rel_param0.param_str, idx);
1454 else
1456 if (shader->u.ps.declared_in_count > in_count)
1458 sprintf(register_name, "((%s) > %u ? (%s) > %u ? gl_SecondaryColor : gl_Color : %s_in[%s])",
1459 rel_param0.param_str, in_count - 1, rel_param0.param_str, in_count,
1460 prefix, rel_param0.param_str);
1462 else
1464 sprintf(register_name, "%s_in[%s]", prefix, rel_param0.param_str);
1468 else
1470 if (idx == in_count) sprintf(register_name, "gl_Color");
1471 else if (idx == in_count + 1) sprintf(register_name, "gl_SecondaryColor");
1472 else sprintf(register_name, "%s_in[%u]", prefix, idx);
1475 else
1477 if (!reg->idx[0].offset)
1478 strcpy(register_name, "gl_Color");
1479 else
1480 strcpy(register_name, "gl_SecondaryColor");
1481 break;
1483 break;
1485 case WINED3DSPR_CONST:
1487 /* Relative addressing */
1488 if (reg->idx[0].rel_addr)
1490 if (reg->idx[0].offset)
1491 sprintf(register_name, "%s_c[%s + %u]", prefix, rel_param0.param_str, reg->idx[0].offset);
1492 else
1493 sprintf(register_name, "%s_c[%s]", prefix, rel_param0.param_str);
1495 else
1497 if (shader_constant_is_local(shader, reg->idx[0].offset))
1498 sprintf(register_name, "%s_lc%u", prefix, reg->idx[0].offset);
1499 else
1500 sprintf(register_name, "%s_c[%u]", prefix, reg->idx[0].offset);
1503 break;
1505 case WINED3DSPR_CONSTINT:
1506 sprintf(register_name, "%s_i[%u]", prefix, reg->idx[0].offset);
1507 break;
1509 case WINED3DSPR_CONSTBOOL:
1510 sprintf(register_name, "%s_b[%u]", prefix, reg->idx[0].offset);
1511 break;
1513 case WINED3DSPR_TEXTURE: /* case WINED3DSPR_ADDR: */
1514 if (version->type == WINED3D_SHADER_TYPE_PIXEL)
1515 sprintf(register_name, "T%u", reg->idx[0].offset);
1516 else
1517 sprintf(register_name, "A%u", reg->idx[0].offset);
1518 break;
1520 case WINED3DSPR_LOOP:
1521 sprintf(register_name, "aL%u", ins->ctx->loop_state->current_reg - 1);
1522 break;
1524 case WINED3DSPR_SAMPLER:
1525 sprintf(register_name, "%s_sampler%u", prefix, reg->idx[0].offset);
1526 break;
1528 case WINED3DSPR_COLOROUT:
1529 if (reg->idx[0].offset >= gl_info->limits.buffers)
1530 WARN("Write to render target %u, only %d supported.\n",
1531 reg->idx[0].offset, gl_info->limits.buffers);
1533 sprintf(register_name, "gl_FragData[%u]", reg->idx[0].offset);
1534 break;
1536 case WINED3DSPR_RASTOUT:
1537 sprintf(register_name, "%s", hwrastout_reg_names[reg->idx[0].offset]);
1538 break;
1540 case WINED3DSPR_DEPTHOUT:
1541 sprintf(register_name, "gl_FragDepth");
1542 break;
1544 case WINED3DSPR_ATTROUT:
1545 if (!reg->idx[0].offset)
1546 sprintf(register_name, "%s_out[8]", prefix);
1547 else
1548 sprintf(register_name, "%s_out[9]", prefix);
1549 break;
1551 case WINED3DSPR_TEXCRDOUT:
1552 /* Vertex shaders >= 3.0: WINED3DSPR_OUTPUT */
1553 sprintf(register_name, "%s_out[%u]", prefix, reg->idx[0].offset);
1554 break;
1556 case WINED3DSPR_MISCTYPE:
1557 if (!reg->idx[0].offset)
1559 /* vPos */
1560 sprintf(register_name, "vpos");
1562 else if (reg->idx[0].offset == 1)
1564 /* Note that gl_FrontFacing is a bool, while vFace is
1565 * a float for which the sign determines front/back */
1566 sprintf(register_name, "(gl_FrontFacing ? 1.0 : -1.0)");
1568 else
1570 FIXME("Unhandled misctype register %u.\n", reg->idx[0].offset);
1571 sprintf(register_name, "unrecognized_register");
1573 break;
1575 case WINED3DSPR_IMMCONST:
1576 switch (reg->immconst_type)
1578 case WINED3D_IMMCONST_SCALAR:
1579 switch (reg->data_type)
1581 case WINED3D_DATA_FLOAT:
1582 sprintf(register_name, "%.8e", *(const float *)reg->immconst_data);
1583 break;
1584 case WINED3D_DATA_INT:
1585 sprintf(register_name, "%#x", reg->immconst_data[0]);
1586 break;
1587 case WINED3D_DATA_RESOURCE:
1588 case WINED3D_DATA_SAMPLER:
1589 case WINED3D_DATA_UINT:
1590 sprintf(register_name, "%#xu", reg->immconst_data[0]);
1591 break;
1592 default:
1593 sprintf(register_name, "<unhandled data type %#x>", reg->data_type);
1594 break;
1596 break;
1598 case WINED3D_IMMCONST_VEC4:
1599 switch (reg->data_type)
1601 case WINED3D_DATA_FLOAT:
1602 sprintf(register_name, "vec4(%.8e, %.8e, %.8e, %.8e)",
1603 *(const float *)&reg->immconst_data[0], *(const float *)&reg->immconst_data[1],
1604 *(const float *)&reg->immconst_data[2], *(const float *)&reg->immconst_data[3]);
1605 break;
1606 case WINED3D_DATA_INT:
1607 sprintf(register_name, "ivec4(%#x, %#x, %#x, %#x)",
1608 reg->immconst_data[0], reg->immconst_data[1],
1609 reg->immconst_data[2], reg->immconst_data[3]);
1610 break;
1611 case WINED3D_DATA_RESOURCE:
1612 case WINED3D_DATA_SAMPLER:
1613 case WINED3D_DATA_UINT:
1614 sprintf(register_name, "uvec4(%#xu, %#xu, %#xu, %#xu)",
1615 reg->immconst_data[0], reg->immconst_data[1],
1616 reg->immconst_data[2], reg->immconst_data[3]);
1617 break;
1618 default:
1619 sprintf(register_name, "<unhandled data type %#x>", reg->data_type);
1620 break;
1622 break;
1624 default:
1625 FIXME("Unhandled immconst type %#x\n", reg->immconst_type);
1626 sprintf(register_name, "<unhandled_immconst_type %#x>", reg->immconst_type);
1628 break;
1630 case WINED3DSPR_CONSTBUFFER:
1631 if (reg->idx[1].rel_addr)
1632 sprintf(register_name, "%s_cb%u[%s + %u]",
1633 prefix, reg->idx[0].offset, rel_param1.param_str, reg->idx[1].offset);
1634 else
1635 sprintf(register_name, "%s_cb%u[%u]", prefix, reg->idx[0].offset, reg->idx[1].offset);
1636 break;
1638 case WINED3DSPR_PRIMID:
1639 sprintf(register_name, "uint(gl_PrimitiveIDIn)");
1640 break;
1642 default:
1643 FIXME("Unhandled register type %#x.\n", reg->type);
1644 sprintf(register_name, "unrecognized_register");
1645 break;
1649 static void shader_glsl_write_mask_to_str(DWORD write_mask, char *str)
1651 *str++ = '.';
1652 if (write_mask & WINED3DSP_WRITEMASK_0) *str++ = 'x';
1653 if (write_mask & WINED3DSP_WRITEMASK_1) *str++ = 'y';
1654 if (write_mask & WINED3DSP_WRITEMASK_2) *str++ = 'z';
1655 if (write_mask & WINED3DSP_WRITEMASK_3) *str++ = 'w';
1656 *str = '\0';
1659 /* Get the GLSL write mask for the destination register */
1660 static DWORD shader_glsl_get_write_mask(const struct wined3d_shader_dst_param *param, char *write_mask)
1662 DWORD mask = param->write_mask;
1664 if (shader_is_scalar(&param->reg))
1666 mask = WINED3DSP_WRITEMASK_0;
1667 *write_mask = '\0';
1669 else
1671 shader_glsl_write_mask_to_str(mask, write_mask);
1674 return mask;
1677 static unsigned int shader_glsl_get_write_mask_size(DWORD write_mask) {
1678 unsigned int size = 0;
1680 if (write_mask & WINED3DSP_WRITEMASK_0) ++size;
1681 if (write_mask & WINED3DSP_WRITEMASK_1) ++size;
1682 if (write_mask & WINED3DSP_WRITEMASK_2) ++size;
1683 if (write_mask & WINED3DSP_WRITEMASK_3) ++size;
1685 return size;
1688 static void shader_glsl_swizzle_to_str(const DWORD swizzle, BOOL fixup, DWORD mask, char *str)
1690 /* For registers of type WINED3DDECLTYPE_D3DCOLOR, data is stored as "bgra",
1691 * but addressed as "rgba". To fix this we need to swap the register's x
1692 * and z components. */
1693 const char *swizzle_chars = fixup ? "zyxw" : "xyzw";
1695 *str++ = '.';
1696 /* swizzle bits fields: wwzzyyxx */
1697 if (mask & WINED3DSP_WRITEMASK_0) *str++ = swizzle_chars[swizzle & 0x03];
1698 if (mask & WINED3DSP_WRITEMASK_1) *str++ = swizzle_chars[(swizzle >> 2) & 0x03];
1699 if (mask & WINED3DSP_WRITEMASK_2) *str++ = swizzle_chars[(swizzle >> 4) & 0x03];
1700 if (mask & WINED3DSP_WRITEMASK_3) *str++ = swizzle_chars[(swizzle >> 6) & 0x03];
1701 *str = '\0';
1704 static void shader_glsl_get_swizzle(const struct wined3d_shader_src_param *param,
1705 BOOL fixup, DWORD mask, char *swizzle_str)
1707 if (shader_is_scalar(&param->reg))
1708 *swizzle_str = '\0';
1709 else
1710 shader_glsl_swizzle_to_str(param->swizzle, fixup, mask, swizzle_str);
1713 /* From a given parameter token, generate the corresponding GLSL string.
1714 * Also, return the actual register name and swizzle in case the
1715 * caller needs this information as well. */
1716 static void shader_glsl_add_src_param(const struct wined3d_shader_instruction *ins,
1717 const struct wined3d_shader_src_param *wined3d_src, DWORD mask, struct glsl_src_param *glsl_src)
1719 BOOL is_color = FALSE;
1720 char swizzle_str[6];
1722 glsl_src->reg_name[0] = '\0';
1723 glsl_src->param_str[0] = '\0';
1724 swizzle_str[0] = '\0';
1726 shader_glsl_get_register_name(&wined3d_src->reg, glsl_src->reg_name, &is_color, ins);
1727 shader_glsl_get_swizzle(wined3d_src, is_color, mask, swizzle_str);
1729 if (wined3d_src->reg.type == WINED3DSPR_IMMCONST || wined3d_src->reg.type == WINED3DSPR_PRIMID)
1731 shader_glsl_gen_modifier(wined3d_src->modifiers, glsl_src->reg_name, swizzle_str, glsl_src->param_str);
1733 else
1735 char param_str[200];
1737 shader_glsl_gen_modifier(wined3d_src->modifiers, glsl_src->reg_name, swizzle_str, param_str);
1739 switch (wined3d_src->reg.data_type)
1741 case WINED3D_DATA_FLOAT:
1742 sprintf(glsl_src->param_str, "%s", param_str);
1743 break;
1744 case WINED3D_DATA_INT:
1745 sprintf(glsl_src->param_str, "floatBitsToInt(%s)", param_str);
1746 break;
1747 case WINED3D_DATA_RESOURCE:
1748 case WINED3D_DATA_SAMPLER:
1749 case WINED3D_DATA_UINT:
1750 sprintf(glsl_src->param_str, "floatBitsToUint(%s)", param_str);
1751 break;
1752 default:
1753 FIXME("Unhandled data type %#x.\n", wined3d_src->reg.data_type);
1754 sprintf(glsl_src->param_str, "%s", param_str);
1755 break;
1760 /* From a given parameter token, generate the corresponding GLSL string.
1761 * Also, return the actual register name and swizzle in case the
1762 * caller needs this information as well. */
1763 static DWORD shader_glsl_add_dst_param(const struct wined3d_shader_instruction *ins,
1764 const struct wined3d_shader_dst_param *wined3d_dst, struct glsl_dst_param *glsl_dst)
1766 BOOL is_color = FALSE;
1768 glsl_dst->mask_str[0] = '\0';
1769 glsl_dst->reg_name[0] = '\0';
1771 shader_glsl_get_register_name(&wined3d_dst->reg, glsl_dst->reg_name, &is_color, ins);
1772 return shader_glsl_get_write_mask(wined3d_dst, glsl_dst->mask_str);
1775 /* Append the destination part of the instruction to the buffer, return the effective write mask */
1776 static DWORD shader_glsl_append_dst_ext(struct wined3d_shader_buffer *buffer,
1777 const struct wined3d_shader_instruction *ins, const struct wined3d_shader_dst_param *dst)
1779 struct glsl_dst_param glsl_dst;
1780 DWORD mask;
1782 if ((mask = shader_glsl_add_dst_param(ins, dst, &glsl_dst)))
1784 switch (dst->reg.data_type)
1786 case WINED3D_DATA_FLOAT:
1787 shader_addline(buffer, "%s%s = %s(",
1788 glsl_dst.reg_name, glsl_dst.mask_str, shift_glsl_tab[dst->shift]);
1789 break;
1790 case WINED3D_DATA_INT:
1791 shader_addline(buffer, "%s%s = %sintBitsToFloat(",
1792 glsl_dst.reg_name, glsl_dst.mask_str, shift_glsl_tab[dst->shift]);
1793 break;
1794 case WINED3D_DATA_RESOURCE:
1795 case WINED3D_DATA_SAMPLER:
1796 case WINED3D_DATA_UINT:
1797 shader_addline(buffer, "%s%s = %suintBitsToFloat(",
1798 glsl_dst.reg_name, glsl_dst.mask_str, shift_glsl_tab[dst->shift]);
1799 break;
1800 default:
1801 FIXME("Unhandled data type %#x.\n", dst->reg.data_type);
1802 shader_addline(buffer, "%s%s = %s(",
1803 glsl_dst.reg_name, glsl_dst.mask_str, shift_glsl_tab[dst->shift]);
1804 break;
1808 return mask;
1811 /* Append the destination part of the instruction to the buffer, return the effective write mask */
1812 static DWORD shader_glsl_append_dst(struct wined3d_shader_buffer *buffer, const struct wined3d_shader_instruction *ins)
1814 return shader_glsl_append_dst_ext(buffer, ins, &ins->dst[0]);
1817 /** Process GLSL instruction modifiers */
1818 static void shader_glsl_add_instruction_modifiers(const struct wined3d_shader_instruction *ins)
1820 struct glsl_dst_param dst_param;
1821 DWORD modifiers;
1823 if (!ins->dst_count) return;
1825 modifiers = ins->dst[0].modifiers;
1826 if (!modifiers) return;
1828 shader_glsl_add_dst_param(ins, &ins->dst[0], &dst_param);
1830 if (modifiers & WINED3DSPDM_SATURATE)
1832 /* _SAT means to clamp the value of the register to between 0 and 1 */
1833 shader_addline(ins->ctx->buffer, "%s%s = clamp(%s%s, 0.0, 1.0);\n", dst_param.reg_name,
1834 dst_param.mask_str, dst_param.reg_name, dst_param.mask_str);
1837 if (modifiers & WINED3DSPDM_MSAMPCENTROID)
1839 FIXME("_centroid modifier not handled\n");
1842 if (modifiers & WINED3DSPDM_PARTIALPRECISION)
1844 /* MSDN says this modifier can be safely ignored, so that's what we'll do. */
1848 static const char *shader_glsl_get_rel_op(enum wined3d_shader_rel_op op)
1850 switch (op)
1852 case WINED3D_SHADER_REL_OP_GT: return ">";
1853 case WINED3D_SHADER_REL_OP_EQ: return "==";
1854 case WINED3D_SHADER_REL_OP_GE: return ">=";
1855 case WINED3D_SHADER_REL_OP_LT: return "<";
1856 case WINED3D_SHADER_REL_OP_NE: return "!=";
1857 case WINED3D_SHADER_REL_OP_LE: return "<=";
1858 default:
1859 FIXME("Unrecognized operator %#x.\n", op);
1860 return "(\?\?)";
1864 static void shader_glsl_get_sample_function(const struct wined3d_shader_context *ctx,
1865 DWORD sampler_idx, DWORD flags, struct glsl_sample_function *sample_function)
1867 enum wined3d_sampler_texture_type sampler_type = ctx->reg_maps->sampler_type[sampler_idx];
1868 const struct wined3d_gl_info *gl_info = ctx->gl_info;
1869 BOOL shadow = ctx->reg_maps->shader_version.type == WINED3D_SHADER_TYPE_PIXEL
1870 && (((const struct shader_glsl_ctx_priv *)ctx->backend_data)->cur_ps_args->shadow & (1 << sampler_idx));
1871 BOOL projected = flags & WINED3D_GLSL_SAMPLE_PROJECTED;
1872 BOOL texrect = flags & WINED3D_GLSL_SAMPLE_RECT;
1873 BOOL lod = flags & WINED3D_GLSL_SAMPLE_LOD;
1874 BOOL grad = flags & WINED3D_GLSL_SAMPLE_GRAD;
1876 /* Note that there's no such thing as a projected cube texture. */
1877 switch(sampler_type) {
1878 case WINED3DSTT_1D:
1879 if (shadow)
1881 if (lod)
1883 sample_function->name = projected ? "shadow1DProjLod" : "shadow1DLod";
1885 else if (grad)
1887 if (gl_info->supported[EXT_GPU_SHADER4])
1888 sample_function->name = projected ? "shadow1DProjGrad" : "shadow1DGrad";
1889 else if (gl_info->supported[ARB_SHADER_TEXTURE_LOD])
1890 sample_function->name = projected ? "shadow1DProjGradARB" : "shadow1DGradARB";
1891 else
1893 FIXME("Unsupported 1D shadow grad function.\n");
1894 sample_function->name = "unsupported1DGrad";
1897 else
1899 sample_function->name = projected ? "shadow1DProj" : "shadow1D";
1901 sample_function->coord_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1;
1903 else
1905 if (lod)
1907 sample_function->name = projected ? "texture1DProjLod" : "texture1DLod";
1909 else if (grad)
1911 if (gl_info->supported[EXT_GPU_SHADER4])
1912 sample_function->name = projected ? "texture1DProjGrad" : "texture1DGrad";
1913 else if (gl_info->supported[ARB_SHADER_TEXTURE_LOD])
1914 sample_function->name = projected ? "texture1DProjGradARB" : "texture1DGradARB";
1915 else
1917 FIXME("Unsupported 1D grad function.\n");
1918 sample_function->name = "unsupported1DGrad";
1921 else
1923 sample_function->name = projected ? "texture1DProj" : "texture1D";
1925 sample_function->coord_mask = WINED3DSP_WRITEMASK_0;
1927 break;
1929 case WINED3DSTT_2D:
1930 if (shadow)
1932 if (texrect)
1934 if (lod)
1936 sample_function->name = projected ? "shadow2DRectProjLod" : "shadow2DRectLod";
1938 else if (grad)
1940 if (gl_info->supported[EXT_GPU_SHADER4])
1941 sample_function->name = projected ? "shadow2DRectProjGrad" : "shadow2DRectGrad";
1942 else if (gl_info->supported[ARB_SHADER_TEXTURE_LOD])
1943 sample_function->name = projected ? "shadow2DRectProjGradARB" : "shadow2DRectGradARB";
1944 else
1946 FIXME("Unsupported RECT shadow grad function.\n");
1947 sample_function->name = "unsupported2DRectGrad";
1950 else
1952 sample_function->name = projected ? "shadow2DRectProj" : "shadow2DRect";
1955 else
1957 if (lod)
1959 sample_function->name = projected ? "shadow2DProjLod" : "shadow2DLod";
1961 else if (grad)
1963 if (gl_info->supported[EXT_GPU_SHADER4])
1964 sample_function->name = projected ? "shadow2DProjGrad" : "shadow2DGrad";
1965 else if (gl_info->supported[ARB_SHADER_TEXTURE_LOD])
1966 sample_function->name = projected ? "shadow2DProjGradARB" : "shadow2DGradARB";
1967 else
1969 FIXME("Unsupported 2D shadow grad function.\n");
1970 sample_function->name = "unsupported2DGrad";
1973 else
1975 sample_function->name = projected ? "shadow2DProj" : "shadow2D";
1978 sample_function->coord_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
1980 else
1982 if (texrect)
1984 if (lod)
1986 sample_function->name = projected ? "texture2DRectProjLod" : "texture2DRectLod";
1988 else if (grad)
1990 if (gl_info->supported[EXT_GPU_SHADER4])
1991 sample_function->name = projected ? "texture2DRectProjGrad" : "texture2DRectGrad";
1992 else if (gl_info->supported[ARB_SHADER_TEXTURE_LOD])
1993 sample_function->name = projected ? "texture2DRectProjGradARB" : "texture2DRectGradARB";
1994 else
1996 FIXME("Unsupported RECT grad function.\n");
1997 sample_function->name = "unsupported2DRectGrad";
2000 else
2002 sample_function->name = projected ? "texture2DRectProj" : "texture2DRect";
2005 else
2007 if (lod)
2009 sample_function->name = projected ? "texture2DProjLod" : "texture2DLod";
2011 else if (grad)
2013 if (gl_info->supported[EXT_GPU_SHADER4])
2014 sample_function->name = projected ? "texture2DProjGrad" : "texture2DGrad";
2015 else if (gl_info->supported[ARB_SHADER_TEXTURE_LOD])
2016 sample_function->name = projected ? "texture2DProjGradARB" : "texture2DGradARB";
2017 else
2019 FIXME("Unsupported 2D grad function.\n");
2020 sample_function->name = "unsupported2DGrad";
2023 else
2025 sample_function->name = projected ? "texture2DProj" : "texture2D";
2028 sample_function->coord_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1;
2030 break;
2032 case WINED3DSTT_CUBE:
2033 if (shadow)
2035 FIXME("Unsupported Cube shadow function.\n");
2036 sample_function->name = "unsupportedCubeShadow";
2037 sample_function->coord_mask = 0;
2039 else
2041 if (lod)
2043 sample_function->name = "textureCubeLod";
2045 else if (grad)
2047 if (gl_info->supported[EXT_GPU_SHADER4])
2048 sample_function->name = "textureCubeGrad";
2049 else if (gl_info->supported[ARB_SHADER_TEXTURE_LOD])
2050 sample_function->name = "textureCubeGradARB";
2051 else
2053 FIXME("Unsupported Cube grad function.\n");
2054 sample_function->name = "unsupportedCubeGrad";
2057 else
2059 sample_function->name = "textureCube";
2061 sample_function->coord_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
2063 break;
2065 case WINED3DSTT_VOLUME:
2066 if (shadow)
2068 FIXME("Unsupported 3D shadow function.\n");
2069 sample_function->name = "unsupported3DShadow";
2070 sample_function->coord_mask = 0;
2072 else
2074 if (lod)
2076 sample_function->name = projected ? "texture3DProjLod" : "texture3DLod";
2078 else if (grad)
2080 if (gl_info->supported[EXT_GPU_SHADER4])
2081 sample_function->name = projected ? "texture3DProjGrad" : "texture3DGrad";
2082 else if (gl_info->supported[ARB_SHADER_TEXTURE_LOD])
2083 sample_function->name = projected ? "texture3DProjGradARB" : "texture3DGradARB";
2084 else
2086 FIXME("Unsupported 3D grad function.\n");
2087 sample_function->name = "unsupported3DGrad";
2090 else
2092 sample_function->name = projected ? "texture3DProj" : "texture3D";
2094 sample_function->coord_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
2096 break;
2098 default:
2099 sample_function->name = "";
2100 sample_function->coord_mask = 0;
2101 FIXME("Unrecognized sampler type: %#x;\n", sampler_type);
2102 break;
2106 static void shader_glsl_append_fixup_arg(char *arguments, const char *reg_name,
2107 BOOL sign_fixup, enum fixup_channel_source channel_source)
2109 switch(channel_source)
2111 case CHANNEL_SOURCE_ZERO:
2112 strcat(arguments, "0.0");
2113 break;
2115 case CHANNEL_SOURCE_ONE:
2116 strcat(arguments, "1.0");
2117 break;
2119 case CHANNEL_SOURCE_X:
2120 strcat(arguments, reg_name);
2121 strcat(arguments, ".x");
2122 break;
2124 case CHANNEL_SOURCE_Y:
2125 strcat(arguments, reg_name);
2126 strcat(arguments, ".y");
2127 break;
2129 case CHANNEL_SOURCE_Z:
2130 strcat(arguments, reg_name);
2131 strcat(arguments, ".z");
2132 break;
2134 case CHANNEL_SOURCE_W:
2135 strcat(arguments, reg_name);
2136 strcat(arguments, ".w");
2137 break;
2139 default:
2140 FIXME("Unhandled channel source %#x\n", channel_source);
2141 strcat(arguments, "undefined");
2142 break;
2145 if (sign_fixup) strcat(arguments, " * 2.0 - 1.0");
2148 static void shader_glsl_color_correction_ext(struct wined3d_shader_buffer *buffer,
2149 const char *reg_name, DWORD mask, struct color_fixup_desc fixup)
2151 unsigned int mask_size, remaining;
2152 DWORD fixup_mask = 0;
2153 char arguments[256];
2154 char mask_str[6];
2156 if (fixup.x_sign_fixup || fixup.x_source != CHANNEL_SOURCE_X) fixup_mask |= WINED3DSP_WRITEMASK_0;
2157 if (fixup.y_sign_fixup || fixup.y_source != CHANNEL_SOURCE_Y) fixup_mask |= WINED3DSP_WRITEMASK_1;
2158 if (fixup.z_sign_fixup || fixup.z_source != CHANNEL_SOURCE_Z) fixup_mask |= WINED3DSP_WRITEMASK_2;
2159 if (fixup.w_sign_fixup || fixup.w_source != CHANNEL_SOURCE_W) fixup_mask |= WINED3DSP_WRITEMASK_3;
2160 if (!(mask &= fixup_mask))
2161 return;
2163 if (is_complex_fixup(fixup))
2165 enum complex_fixup complex_fixup = get_complex_fixup(fixup);
2166 FIXME("Complex fixup (%#x) not supported\n",complex_fixup);
2167 return;
2170 shader_glsl_write_mask_to_str(mask, mask_str);
2171 mask_size = shader_glsl_get_write_mask_size(mask);
2173 arguments[0] = '\0';
2174 remaining = mask_size;
2175 if (mask & WINED3DSP_WRITEMASK_0)
2177 shader_glsl_append_fixup_arg(arguments, reg_name, fixup.x_sign_fixup, fixup.x_source);
2178 if (--remaining) strcat(arguments, ", ");
2180 if (mask & WINED3DSP_WRITEMASK_1)
2182 shader_glsl_append_fixup_arg(arguments, reg_name, fixup.y_sign_fixup, fixup.y_source);
2183 if (--remaining) strcat(arguments, ", ");
2185 if (mask & WINED3DSP_WRITEMASK_2)
2187 shader_glsl_append_fixup_arg(arguments, reg_name, fixup.z_sign_fixup, fixup.z_source);
2188 if (--remaining) strcat(arguments, ", ");
2190 if (mask & WINED3DSP_WRITEMASK_3)
2192 shader_glsl_append_fixup_arg(arguments, reg_name, fixup.w_sign_fixup, fixup.w_source);
2193 if (--remaining) strcat(arguments, ", ");
2196 if (mask_size > 1)
2197 shader_addline(buffer, "%s%s = vec%u(%s);\n", reg_name, mask_str, mask_size, arguments);
2198 else
2199 shader_addline(buffer, "%s%s = %s;\n", reg_name, mask_str, arguments);
2202 static void shader_glsl_color_correction(const struct wined3d_shader_instruction *ins, struct color_fixup_desc fixup)
2204 char reg_name[256];
2205 BOOL is_color;
2207 shader_glsl_get_register_name(&ins->dst[0].reg, reg_name, &is_color, ins);
2208 shader_glsl_color_correction_ext(ins->ctx->buffer, reg_name, ins->dst[0].write_mask, fixup);
2211 static void PRINTF_ATTR(8, 9) shader_glsl_gen_sample_code(const struct wined3d_shader_instruction *ins,
2212 DWORD sampler, const struct glsl_sample_function *sample_function, DWORD swizzle,
2213 const char *dx, const char *dy, const char *bias, const char *coord_reg_fmt, ...)
2215 const struct wined3d_shader_version *version = &ins->ctx->reg_maps->shader_version;
2216 char dst_swizzle[6];
2217 struct color_fixup_desc fixup;
2218 BOOL np2_fixup = FALSE;
2219 va_list args;
2221 shader_glsl_swizzle_to_str(swizzle, FALSE, ins->dst[0].write_mask, dst_swizzle);
2223 if (version->type == WINED3D_SHADER_TYPE_PIXEL)
2225 const struct shader_glsl_ctx_priv *priv = ins->ctx->backend_data;
2226 fixup = priv->cur_ps_args->color_fixup[sampler];
2228 if(priv->cur_ps_args->np2_fixup & (1 << sampler)) {
2229 if(bias) {
2230 FIXME("Biased sampling from NP2 textures is unsupported\n");
2231 } else {
2232 np2_fixup = TRUE;
2236 else
2238 fixup = COLOR_FIXUP_IDENTITY; /* FIXME: Vshader color fixup */
2241 shader_glsl_append_dst(ins->ctx->buffer, ins);
2243 shader_addline(ins->ctx->buffer, "%s(%s_sampler%u, ",
2244 sample_function->name, shader_glsl_get_prefix(version->type), sampler);
2246 va_start(args, coord_reg_fmt);
2247 shader_vaddline(ins->ctx->buffer, coord_reg_fmt, args);
2248 va_end(args);
2250 if(bias) {
2251 shader_addline(ins->ctx->buffer, ", %s)%s);\n", bias, dst_swizzle);
2252 } else {
2253 if (np2_fixup) {
2254 const struct shader_glsl_ctx_priv *priv = ins->ctx->backend_data;
2255 const unsigned char idx = priv->cur_np2fixup_info->idx[sampler];
2257 shader_addline(ins->ctx->buffer, " * ps_samplerNP2Fixup[%u].%s)%s);\n", idx >> 1,
2258 (idx % 2) ? "zw" : "xy", dst_swizzle);
2259 } else if(dx && dy) {
2260 shader_addline(ins->ctx->buffer, ", %s, %s)%s);\n", dx, dy, dst_swizzle);
2261 } else {
2262 shader_addline(ins->ctx->buffer, ")%s);\n", dst_swizzle);
2266 if(!is_identity_fixup(fixup)) {
2267 shader_glsl_color_correction(ins, fixup);
2271 /*****************************************************************************
2272 * Begin processing individual instruction opcodes
2273 ****************************************************************************/
2275 static void shader_glsl_binop(const struct wined3d_shader_instruction *ins)
2277 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2278 struct glsl_src_param src0_param;
2279 struct glsl_src_param src1_param;
2280 DWORD write_mask;
2281 const char *op;
2283 /* Determine the GLSL operator to use based on the opcode */
2284 switch (ins->handler_idx)
2286 case WINED3DSIH_ADD: op = "+"; break;
2287 case WINED3DSIH_AND: op = "&"; break;
2288 case WINED3DSIH_DIV: op = "/"; break;
2289 case WINED3DSIH_IADD: op = "+"; break;
2290 case WINED3DSIH_MUL: op = "*"; break;
2291 case WINED3DSIH_SUB: op = "-"; break;
2292 case WINED3DSIH_USHR: op = ">>"; break;
2293 case WINED3DSIH_XOR: op = "^"; break;
2294 default:
2295 op = "<unhandled operator>";
2296 FIXME("Opcode %#x not yet handled in GLSL\n", ins->handler_idx);
2297 break;
2300 write_mask = shader_glsl_append_dst(buffer, ins);
2301 shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src0_param);
2302 shader_glsl_add_src_param(ins, &ins->src[1], write_mask, &src1_param);
2303 shader_addline(buffer, "%s %s %s);\n", src0_param.param_str, op, src1_param.param_str);
2306 static void shader_glsl_relop(const struct wined3d_shader_instruction *ins)
2308 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2309 struct glsl_src_param src0_param;
2310 struct glsl_src_param src1_param;
2311 unsigned int mask_size;
2312 DWORD write_mask;
2313 const char *op;
2315 write_mask = shader_glsl_append_dst(buffer, ins);
2316 mask_size = shader_glsl_get_write_mask_size(write_mask);
2317 shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src0_param);
2318 shader_glsl_add_src_param(ins, &ins->src[1], write_mask, &src1_param);
2320 if (mask_size > 1)
2322 switch (ins->handler_idx)
2324 case WINED3DSIH_EQ: op = "equal"; break;
2325 case WINED3DSIH_GE: op = "greaterThanEqual"; break;
2326 case WINED3DSIH_IGE: op = "greaterThanEqual"; break;
2327 case WINED3DSIH_LT: op = "lessThan"; break;
2328 default:
2329 op = "<unhandled operator>";
2330 ERR("Unhandled opcode %#x.\n", ins->handler_idx);
2331 break;
2334 shader_addline(buffer, "uvec%u(%s(%s, %s)) * 0xffffffffu);\n",
2335 mask_size, op, src0_param.param_str, src1_param.param_str);
2337 else
2339 switch (ins->handler_idx)
2341 case WINED3DSIH_EQ: op = "=="; break;
2342 case WINED3DSIH_GE: op = ">="; break;
2343 case WINED3DSIH_IGE: op = ">="; break;
2344 case WINED3DSIH_LT: op = "<"; break;
2345 default:
2346 op = "<unhandled operator>";
2347 ERR("Unhandled opcode %#x.\n", ins->handler_idx);
2348 break;
2351 shader_addline(buffer, "%s %s %s ? 0xffffffffu : 0u);\n",
2352 src0_param.param_str, op, src1_param.param_str);
2356 static void shader_glsl_imul(const struct wined3d_shader_instruction *ins)
2358 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2359 struct glsl_src_param src0_param;
2360 struct glsl_src_param src1_param;
2361 DWORD write_mask;
2363 /* If we have ARB_gpu_shader5 or GLSL 4.0, we can use imulExtended(). If
2364 * not, we can emulate it. */
2365 if (ins->dst[0].reg.type != WINED3DSPR_NULL)
2366 FIXME("64-bit integer multiplies not implemented.\n");
2368 if (ins->dst[1].reg.type != WINED3DSPR_NULL)
2370 write_mask = shader_glsl_append_dst_ext(buffer, ins, &ins->dst[1]);
2371 shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src0_param);
2372 shader_glsl_add_src_param(ins, &ins->src[1], write_mask, &src1_param);
2374 shader_addline(ins->ctx->buffer, "%s * %s);\n",
2375 src0_param.param_str, src1_param.param_str);
2379 static void shader_glsl_udiv(const struct wined3d_shader_instruction *ins)
2381 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2382 struct glsl_src_param src0_param, src1_param;
2383 DWORD write_mask;
2385 if (ins->dst[0].reg.type != WINED3DSPR_NULL)
2388 if (ins->dst[1].reg.type != WINED3DSPR_NULL)
2390 char dst_mask[6];
2392 write_mask = shader_glsl_get_write_mask(&ins->dst[0], dst_mask);
2393 shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src0_param);
2394 shader_glsl_add_src_param(ins, &ins->src[1], write_mask, &src1_param);
2395 shader_addline(buffer, "tmp0%s = %s / %s;\n",
2396 dst_mask, src0_param.param_str, src1_param.param_str);
2398 write_mask = shader_glsl_append_dst_ext(buffer, ins, &ins->dst[1]);
2399 shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src0_param);
2400 shader_glsl_add_src_param(ins, &ins->src[1], write_mask, &src1_param);
2401 shader_addline(buffer, "%s %% %s));\n", src0_param.param_str, src1_param.param_str);
2403 shader_glsl_append_dst_ext(buffer, ins, &ins->dst[0]);
2404 shader_addline(buffer, "tmp0%s);\n", dst_mask);
2406 else
2408 write_mask = shader_glsl_append_dst_ext(buffer, ins, &ins->dst[0]);
2409 shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src0_param);
2410 shader_glsl_add_src_param(ins, &ins->src[1], write_mask, &src1_param);
2411 shader_addline(buffer, "%s / %s);\n", src0_param.param_str, src1_param.param_str);
2414 else if (ins->dst[1].reg.type != WINED3DSPR_NULL)
2416 write_mask = shader_glsl_append_dst_ext(buffer, ins, &ins->dst[1]);
2417 shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src0_param);
2418 shader_glsl_add_src_param(ins, &ins->src[1], write_mask, &src1_param);
2419 shader_addline(buffer, "%s %% %s);\n", src0_param.param_str, src1_param.param_str);
2423 /* Process the WINED3DSIO_MOV opcode using GLSL (dst = src) */
2424 static void shader_glsl_mov(const struct wined3d_shader_instruction *ins)
2426 const struct wined3d_gl_info *gl_info = ins->ctx->gl_info;
2427 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2428 struct glsl_src_param src0_param;
2429 DWORD write_mask;
2431 write_mask = shader_glsl_append_dst(buffer, ins);
2432 shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src0_param);
2434 /* In vs_1_1 WINED3DSIO_MOV can write to the address register. In later
2435 * shader versions WINED3DSIO_MOVA is used for this. */
2436 if (ins->ctx->reg_maps->shader_version.major == 1
2437 && ins->ctx->reg_maps->shader_version.type == WINED3D_SHADER_TYPE_VERTEX
2438 && ins->dst[0].reg.type == WINED3DSPR_ADDR)
2440 /* This is a simple floor() */
2441 unsigned int mask_size = shader_glsl_get_write_mask_size(write_mask);
2442 if (mask_size > 1) {
2443 shader_addline(buffer, "ivec%d(floor(%s)));\n", mask_size, src0_param.param_str);
2444 } else {
2445 shader_addline(buffer, "int(floor(%s)));\n", src0_param.param_str);
2448 else if(ins->handler_idx == WINED3DSIH_MOVA)
2450 /* We need to *round* to the nearest int here. */
2451 unsigned int mask_size = shader_glsl_get_write_mask_size(write_mask);
2453 if (gl_info->supported[EXT_GPU_SHADER4])
2455 if (mask_size > 1)
2456 shader_addline(buffer, "ivec%d(round(%s)));\n", mask_size, src0_param.param_str);
2457 else
2458 shader_addline(buffer, "int(round(%s)));\n", src0_param.param_str);
2460 else
2462 if (mask_size > 1)
2463 shader_addline(buffer, "ivec%d(floor(abs(%s) + vec%d(0.5)) * sign(%s)));\n",
2464 mask_size, src0_param.param_str, mask_size, src0_param.param_str);
2465 else
2466 shader_addline(buffer, "int(floor(abs(%s) + 0.5) * sign(%s)));\n",
2467 src0_param.param_str, src0_param.param_str);
2470 else
2472 shader_addline(buffer, "%s);\n", src0_param.param_str);
2476 /* Process the dot product operators DP3 and DP4 in GLSL (dst = dot(src0, src1)) */
2477 static void shader_glsl_dot(const struct wined3d_shader_instruction *ins)
2479 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2480 struct glsl_src_param src0_param;
2481 struct glsl_src_param src1_param;
2482 DWORD dst_write_mask, src_write_mask;
2483 unsigned int dst_size = 0;
2485 dst_write_mask = shader_glsl_append_dst(buffer, ins);
2486 dst_size = shader_glsl_get_write_mask_size(dst_write_mask);
2488 /* dp3 works on vec3, dp4 on vec4 */
2489 if (ins->handler_idx == WINED3DSIH_DP4)
2491 src_write_mask = WINED3DSP_WRITEMASK_ALL;
2492 } else {
2493 src_write_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
2496 shader_glsl_add_src_param(ins, &ins->src[0], src_write_mask, &src0_param);
2497 shader_glsl_add_src_param(ins, &ins->src[1], src_write_mask, &src1_param);
2499 if (dst_size > 1) {
2500 shader_addline(buffer, "vec%d(dot(%s, %s)));\n", dst_size, src0_param.param_str, src1_param.param_str);
2501 } else {
2502 shader_addline(buffer, "dot(%s, %s));\n", src0_param.param_str, src1_param.param_str);
2506 /* Note that this instruction has some restrictions. The destination write mask
2507 * can't contain the w component, and the source swizzles have to be .xyzw */
2508 static void shader_glsl_cross(const struct wined3d_shader_instruction *ins)
2510 DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
2511 struct glsl_src_param src0_param;
2512 struct glsl_src_param src1_param;
2513 char dst_mask[6];
2515 shader_glsl_get_write_mask(&ins->dst[0], dst_mask);
2516 shader_glsl_append_dst(ins->ctx->buffer, ins);
2517 shader_glsl_add_src_param(ins, &ins->src[0], src_mask, &src0_param);
2518 shader_glsl_add_src_param(ins, &ins->src[1], src_mask, &src1_param);
2519 shader_addline(ins->ctx->buffer, "cross(%s, %s)%s);\n", src0_param.param_str, src1_param.param_str, dst_mask);
2522 static void shader_glsl_cut(const struct wined3d_shader_instruction *ins)
2524 shader_addline(ins->ctx->buffer, "EndPrimitive();\n");
2527 /* Process the WINED3DSIO_POW instruction in GLSL (dst = |src0|^src1)
2528 * Src0 and src1 are scalars. Note that D3D uses the absolute of src0, while
2529 * GLSL uses the value as-is. */
2530 static void shader_glsl_pow(const struct wined3d_shader_instruction *ins)
2532 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2533 struct glsl_src_param src0_param;
2534 struct glsl_src_param src1_param;
2535 DWORD dst_write_mask;
2536 unsigned int dst_size;
2538 dst_write_mask = shader_glsl_append_dst(buffer, ins);
2539 dst_size = shader_glsl_get_write_mask_size(dst_write_mask);
2541 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0, &src0_param);
2542 shader_glsl_add_src_param(ins, &ins->src[1], WINED3DSP_WRITEMASK_0, &src1_param);
2544 if (dst_size > 1)
2546 shader_addline(buffer, "vec%u(%s == 0.0 ? 1.0 : pow(abs(%s), %s)));\n",
2547 dst_size, src1_param.param_str, src0_param.param_str, src1_param.param_str);
2549 else
2551 shader_addline(buffer, "%s == 0.0 ? 1.0 : pow(abs(%s), %s));\n",
2552 src1_param.param_str, src0_param.param_str, src1_param.param_str);
2556 /* Process the WINED3DSIO_LOG instruction in GLSL (dst = log2(|src0|))
2557 * Src0 is a scalar. Note that D3D uses the absolute of src0, while
2558 * GLSL uses the value as-is. */
2559 static void shader_glsl_log(const struct wined3d_shader_instruction *ins)
2561 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2562 struct glsl_src_param src0_param;
2563 DWORD dst_write_mask;
2564 unsigned int dst_size;
2566 dst_write_mask = shader_glsl_append_dst(buffer, ins);
2567 dst_size = shader_glsl_get_write_mask_size(dst_write_mask);
2569 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0, &src0_param);
2571 if (dst_size > 1)
2573 shader_addline(buffer, "vec%u(log2(abs(%s))));\n",
2574 dst_size, src0_param.param_str);
2576 else
2578 shader_addline(buffer, "log2(abs(%s)));\n",
2579 src0_param.param_str);
2583 /* Map the opcode 1-to-1 to the GL code (arg->dst = instruction(src0, src1, ...) */
2584 static void shader_glsl_map2gl(const struct wined3d_shader_instruction *ins)
2586 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2587 struct glsl_src_param src_param;
2588 const char *instruction;
2589 DWORD write_mask;
2590 unsigned i;
2592 /* Determine the GLSL function to use based on the opcode */
2593 /* TODO: Possibly make this a table for faster lookups */
2594 switch (ins->handler_idx)
2596 case WINED3DSIH_MIN: instruction = "min"; break;
2597 case WINED3DSIH_MAX: instruction = "max"; break;
2598 case WINED3DSIH_ABS: instruction = "abs"; break;
2599 case WINED3DSIH_FRC: instruction = "fract"; break;
2600 case WINED3DSIH_EXP: instruction = "exp2"; break;
2601 case WINED3DSIH_DSX: instruction = "dFdx"; break;
2602 case WINED3DSIH_DSY: instruction = "ycorrection.y * dFdy"; break;
2603 case WINED3DSIH_ROUND_NI: instruction = "floor"; break;
2604 default: instruction = "";
2605 FIXME("Opcode %#x not yet handled in GLSL\n", ins->handler_idx);
2606 break;
2609 write_mask = shader_glsl_append_dst(buffer, ins);
2611 shader_addline(buffer, "%s(", instruction);
2613 if (ins->src_count)
2615 shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src_param);
2616 shader_addline(buffer, "%s", src_param.param_str);
2617 for (i = 1; i < ins->src_count; ++i)
2619 shader_glsl_add_src_param(ins, &ins->src[i], write_mask, &src_param);
2620 shader_addline(buffer, ", %s", src_param.param_str);
2624 shader_addline(buffer, "));\n");
2627 static void shader_glsl_nop(const struct wined3d_shader_instruction *ins) {}
2629 static void shader_glsl_nrm(const struct wined3d_shader_instruction *ins)
2631 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2632 struct glsl_src_param src_param;
2633 unsigned int mask_size;
2634 DWORD write_mask;
2635 char dst_mask[6];
2637 write_mask = shader_glsl_get_write_mask(ins->dst, dst_mask);
2638 mask_size = shader_glsl_get_write_mask_size(write_mask);
2639 shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src_param);
2641 shader_addline(buffer, "tmp0.x = dot(%s, %s);\n",
2642 src_param.param_str, src_param.param_str);
2643 shader_glsl_append_dst(buffer, ins);
2645 if (mask_size > 1)
2647 shader_addline(buffer, "tmp0.x == 0.0 ? vec%u(0.0) : (%s * inversesqrt(tmp0.x)));\n",
2648 mask_size, src_param.param_str);
2650 else
2652 shader_addline(buffer, "tmp0.x == 0.0 ? 0.0 : (%s * inversesqrt(tmp0.x)));\n",
2653 src_param.param_str);
2657 /** Process the WINED3DSIO_EXPP instruction in GLSL:
2658 * For shader model 1.x, do the following (and honor the writemask, so use a temporary variable):
2659 * dst.x = 2^(floor(src))
2660 * dst.y = src - floor(src)
2661 * dst.z = 2^src (partial precision is allowed, but optional)
2662 * dst.w = 1.0;
2663 * For 2.0 shaders, just do this (honoring writemask and swizzle):
2664 * dst = 2^src; (partial precision is allowed, but optional)
2666 static void shader_glsl_expp(const struct wined3d_shader_instruction *ins)
2668 struct glsl_src_param src_param;
2670 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0, &src_param);
2672 if (ins->ctx->reg_maps->shader_version.major < 2)
2674 char dst_mask[6];
2676 shader_addline(ins->ctx->buffer, "tmp0.x = exp2(floor(%s));\n", src_param.param_str);
2677 shader_addline(ins->ctx->buffer, "tmp0.y = %s - floor(%s);\n", src_param.param_str, src_param.param_str);
2678 shader_addline(ins->ctx->buffer, "tmp0.z = exp2(%s);\n", src_param.param_str);
2679 shader_addline(ins->ctx->buffer, "tmp0.w = 1.0;\n");
2681 shader_glsl_append_dst(ins->ctx->buffer, ins);
2682 shader_glsl_get_write_mask(&ins->dst[0], dst_mask);
2683 shader_addline(ins->ctx->buffer, "tmp0%s);\n", dst_mask);
2684 } else {
2685 DWORD write_mask;
2686 unsigned int mask_size;
2688 write_mask = shader_glsl_append_dst(ins->ctx->buffer, ins);
2689 mask_size = shader_glsl_get_write_mask_size(write_mask);
2691 if (mask_size > 1) {
2692 shader_addline(ins->ctx->buffer, "vec%d(exp2(%s)));\n", mask_size, src_param.param_str);
2693 } else {
2694 shader_addline(ins->ctx->buffer, "exp2(%s));\n", src_param.param_str);
2699 static void shader_glsl_to_int(const struct wined3d_shader_instruction *ins)
2701 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2702 struct glsl_src_param src_param;
2703 unsigned int mask_size;
2704 DWORD write_mask;
2706 write_mask = shader_glsl_append_dst(buffer, ins);
2707 mask_size = shader_glsl_get_write_mask_size(write_mask);
2708 shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src_param);
2710 if (mask_size > 1)
2711 shader_addline(buffer, "ivec%u(%s));\n", mask_size, src_param.param_str);
2712 else
2713 shader_addline(buffer, "int(%s));\n", src_param.param_str);
2716 static void shader_glsl_to_float(const struct wined3d_shader_instruction *ins)
2718 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2719 struct glsl_src_param src_param;
2720 unsigned int mask_size;
2721 DWORD write_mask;
2723 write_mask = shader_glsl_append_dst(buffer, ins);
2724 mask_size = shader_glsl_get_write_mask_size(write_mask);
2725 shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src_param);
2727 if (mask_size > 1)
2728 shader_addline(buffer, "vec%u(%s));\n", mask_size, src_param.param_str);
2729 else
2730 shader_addline(buffer, "float(%s));\n", src_param.param_str);
2733 /** Process the RCP (reciprocal or inverse) opcode in GLSL (dst = 1 / src) */
2734 static void shader_glsl_rcp(const struct wined3d_shader_instruction *ins)
2736 struct glsl_src_param src_param;
2737 DWORD write_mask;
2738 unsigned int mask_size;
2740 write_mask = shader_glsl_append_dst(ins->ctx->buffer, ins);
2741 mask_size = shader_glsl_get_write_mask_size(write_mask);
2742 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_3, &src_param);
2744 if (mask_size > 1)
2746 shader_addline(ins->ctx->buffer, "vec%u(1.0 / %s));\n",
2747 mask_size, src_param.param_str);
2749 else
2751 shader_addline(ins->ctx->buffer, "1.0 / %s);\n",
2752 src_param.param_str);
2756 static void shader_glsl_rsq(const struct wined3d_shader_instruction *ins)
2758 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2759 struct glsl_src_param src_param;
2760 DWORD write_mask;
2761 unsigned int mask_size;
2763 write_mask = shader_glsl_append_dst(buffer, ins);
2764 mask_size = shader_glsl_get_write_mask_size(write_mask);
2766 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_3, &src_param);
2768 if (mask_size > 1)
2770 shader_addline(buffer, "vec%u(inversesqrt(abs(%s))));\n",
2771 mask_size, src_param.param_str);
2773 else
2775 shader_addline(buffer, "inversesqrt(abs(%s)));\n",
2776 src_param.param_str);
2780 /** Process signed comparison opcodes in GLSL. */
2781 static void shader_glsl_compare(const struct wined3d_shader_instruction *ins)
2783 struct glsl_src_param src0_param;
2784 struct glsl_src_param src1_param;
2785 DWORD write_mask;
2786 unsigned int mask_size;
2788 write_mask = shader_glsl_append_dst(ins->ctx->buffer, ins);
2789 mask_size = shader_glsl_get_write_mask_size(write_mask);
2790 shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src0_param);
2791 shader_glsl_add_src_param(ins, &ins->src[1], write_mask, &src1_param);
2793 if (mask_size > 1) {
2794 const char *compare;
2796 switch(ins->handler_idx)
2798 case WINED3DSIH_SLT: compare = "lessThan"; break;
2799 case WINED3DSIH_SGE: compare = "greaterThanEqual"; break;
2800 default: compare = "";
2801 FIXME("Can't handle opcode %#x\n", ins->handler_idx);
2804 shader_addline(ins->ctx->buffer, "vec%d(%s(%s, %s)));\n", mask_size, compare,
2805 src0_param.param_str, src1_param.param_str);
2806 } else {
2807 switch(ins->handler_idx)
2809 case WINED3DSIH_SLT:
2810 /* Step(src0, src1) is not suitable here because if src0 == src1 SLT is supposed,
2811 * to return 0.0 but step returns 1.0 because step is not < x
2812 * An alternative is a bvec compare padded with an unused second component.
2813 * step(src1 * -1.0, src0 * -1.0) is not an option because it suffers from the same
2814 * issue. Playing with not() is not possible either because not() does not accept
2815 * a scalar.
2817 shader_addline(ins->ctx->buffer, "(%s < %s) ? 1.0 : 0.0);\n",
2818 src0_param.param_str, src1_param.param_str);
2819 break;
2820 case WINED3DSIH_SGE:
2821 /* Here we can use the step() function and safe a conditional */
2822 shader_addline(ins->ctx->buffer, "step(%s, %s));\n", src1_param.param_str, src0_param.param_str);
2823 break;
2824 default:
2825 FIXME("Can't handle opcode %#x\n", ins->handler_idx);
2831 static void shader_glsl_conditional_move(const struct wined3d_shader_instruction *ins)
2833 const char *condition_prefix, *condition_suffix;
2834 struct wined3d_shader_dst_param dst;
2835 struct glsl_src_param src0_param;
2836 struct glsl_src_param src1_param;
2837 struct glsl_src_param src2_param;
2838 BOOL temp_destination = FALSE;
2839 DWORD cmp_channel = 0;
2840 unsigned int i, j;
2841 char mask_char[6];
2842 DWORD write_mask;
2844 switch (ins->handler_idx)
2846 case WINED3DSIH_CMP:
2847 condition_prefix = "";
2848 condition_suffix = " >= 0.0";
2849 break;
2851 case WINED3DSIH_CND:
2852 condition_prefix = "";
2853 condition_suffix = " > 0.5";
2854 break;
2856 case WINED3DSIH_MOVC:
2857 condition_prefix = "bool(";
2858 condition_suffix = ")";
2859 break;
2861 default:
2862 FIXME("Unhandled instruction %#x.\n", ins->handler_idx);
2863 condition_prefix = "<unhandled prefix>";
2864 condition_suffix = "<unhandled suffix>";
2865 break;
2868 if (shader_is_scalar(&ins->dst[0].reg) || shader_is_scalar(&ins->src[0].reg))
2870 write_mask = shader_glsl_append_dst(ins->ctx->buffer, ins);
2871 shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src0_param);
2872 shader_glsl_add_src_param(ins, &ins->src[1], write_mask, &src1_param);
2873 shader_glsl_add_src_param(ins, &ins->src[2], write_mask, &src2_param);
2875 shader_addline(ins->ctx->buffer, "%s%s%s ? %s : %s);\n",
2876 condition_prefix, src0_param.param_str, condition_suffix,
2877 src1_param.param_str, src2_param.param_str);
2878 return;
2881 dst = ins->dst[0];
2883 /* Splitting the instruction up in multiple lines imposes a problem:
2884 * The first lines may overwrite source parameters of the following lines.
2885 * Deal with that by using a temporary destination register if needed. */
2886 if ((ins->src[0].reg.idx[0].offset == dst.reg.idx[0].offset
2887 && ins->src[0].reg.type == dst.reg.type)
2888 || (ins->src[1].reg.idx[0].offset == dst.reg.idx[0].offset
2889 && ins->src[1].reg.type == dst.reg.type)
2890 || (ins->src[2].reg.idx[0].offset == dst.reg.idx[0].offset
2891 && ins->src[2].reg.type == dst.reg.type))
2892 temp_destination = TRUE;
2894 /* Cycle through all source0 channels. */
2895 for (i = 0; i < 4; ++i)
2897 write_mask = 0;
2898 /* Find the destination channels which use the current source0 channel. */
2899 for (j = 0; j < 4; ++j)
2901 if (((ins->src[0].swizzle >> (2 * j)) & 0x3) == i)
2903 write_mask |= WINED3DSP_WRITEMASK_0 << j;
2904 cmp_channel = WINED3DSP_WRITEMASK_0 << j;
2907 dst.write_mask = ins->dst[0].write_mask & write_mask;
2909 if (temp_destination)
2911 if (!(write_mask = shader_glsl_get_write_mask(&dst, mask_char)))
2912 continue;
2913 shader_addline(ins->ctx->buffer, "tmp0%s = (", mask_char);
2915 else if (!(write_mask = shader_glsl_append_dst_ext(ins->ctx->buffer, ins, &dst)))
2916 continue;
2918 shader_glsl_add_src_param(ins, &ins->src[0], cmp_channel, &src0_param);
2919 shader_glsl_add_src_param(ins, &ins->src[1], write_mask, &src1_param);
2920 shader_glsl_add_src_param(ins, &ins->src[2], write_mask, &src2_param);
2922 shader_addline(ins->ctx->buffer, "%s%s%s ? %s : %s);\n",
2923 condition_prefix, src0_param.param_str, condition_suffix,
2924 src1_param.param_str, src2_param.param_str);
2927 if (temp_destination)
2929 shader_glsl_get_write_mask(&ins->dst[0], mask_char);
2930 shader_glsl_append_dst(ins->ctx->buffer, ins);
2931 shader_addline(ins->ctx->buffer, "tmp0%s);\n", mask_char);
2935 /** Process the CND opcode in GLSL (dst = (src0 > 0.5) ? src1 : src2) */
2936 /* For ps 1.1-1.3, only a single component of src0 is used. For ps 1.4
2937 * the compare is done per component of src0. */
2938 static void shader_glsl_cnd(const struct wined3d_shader_instruction *ins)
2940 struct glsl_src_param src0_param;
2941 struct glsl_src_param src1_param;
2942 struct glsl_src_param src2_param;
2943 DWORD write_mask;
2944 DWORD shader_version = WINED3D_SHADER_VERSION(ins->ctx->reg_maps->shader_version.major,
2945 ins->ctx->reg_maps->shader_version.minor);
2947 if (shader_version < WINED3D_SHADER_VERSION(1, 4))
2949 write_mask = shader_glsl_append_dst(ins->ctx->buffer, ins);
2950 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0, &src0_param);
2951 shader_glsl_add_src_param(ins, &ins->src[1], write_mask, &src1_param);
2952 shader_glsl_add_src_param(ins, &ins->src[2], write_mask, &src2_param);
2954 /* Fun: The D3DSI_COISSUE flag changes the semantic of the cnd instruction for < 1.4 shaders */
2955 if (ins->coissue)
2957 shader_addline(ins->ctx->buffer, "%s /* COISSUE! */);\n", src1_param.param_str);
2958 } else {
2959 shader_addline(ins->ctx->buffer, "%s > 0.5 ? %s : %s);\n",
2960 src0_param.param_str, src1_param.param_str, src2_param.param_str);
2962 return;
2965 shader_glsl_conditional_move(ins);
2968 /** GLSL code generation for WINED3DSIO_MAD: Multiply the first 2 opcodes, then add the last */
2969 static void shader_glsl_mad(const struct wined3d_shader_instruction *ins)
2971 struct glsl_src_param src0_param;
2972 struct glsl_src_param src1_param;
2973 struct glsl_src_param src2_param;
2974 DWORD write_mask;
2976 write_mask = shader_glsl_append_dst(ins->ctx->buffer, ins);
2977 shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src0_param);
2978 shader_glsl_add_src_param(ins, &ins->src[1], write_mask, &src1_param);
2979 shader_glsl_add_src_param(ins, &ins->src[2], write_mask, &src2_param);
2980 shader_addline(ins->ctx->buffer, "(%s * %s) + %s);\n",
2981 src0_param.param_str, src1_param.param_str, src2_param.param_str);
2984 /* Handles transforming all WINED3DSIO_M?x? opcodes for
2985 Vertex shaders to GLSL codes */
2986 static void shader_glsl_mnxn(const struct wined3d_shader_instruction *ins)
2988 int i;
2989 int nComponents = 0;
2990 struct wined3d_shader_dst_param tmp_dst = {{0}};
2991 struct wined3d_shader_src_param tmp_src[2] = {{{0}}};
2992 struct wined3d_shader_instruction tmp_ins;
2994 memset(&tmp_ins, 0, sizeof(tmp_ins));
2996 /* Set constants for the temporary argument */
2997 tmp_ins.ctx = ins->ctx;
2998 tmp_ins.dst_count = 1;
2999 tmp_ins.dst = &tmp_dst;
3000 tmp_ins.src_count = 2;
3001 tmp_ins.src = tmp_src;
3003 switch(ins->handler_idx)
3005 case WINED3DSIH_M4x4:
3006 nComponents = 4;
3007 tmp_ins.handler_idx = WINED3DSIH_DP4;
3008 break;
3009 case WINED3DSIH_M4x3:
3010 nComponents = 3;
3011 tmp_ins.handler_idx = WINED3DSIH_DP4;
3012 break;
3013 case WINED3DSIH_M3x4:
3014 nComponents = 4;
3015 tmp_ins.handler_idx = WINED3DSIH_DP3;
3016 break;
3017 case WINED3DSIH_M3x3:
3018 nComponents = 3;
3019 tmp_ins.handler_idx = WINED3DSIH_DP3;
3020 break;
3021 case WINED3DSIH_M3x2:
3022 nComponents = 2;
3023 tmp_ins.handler_idx = WINED3DSIH_DP3;
3024 break;
3025 default:
3026 break;
3029 tmp_dst = ins->dst[0];
3030 tmp_src[0] = ins->src[0];
3031 tmp_src[1] = ins->src[1];
3032 for (i = 0; i < nComponents; ++i)
3034 tmp_dst.write_mask = WINED3DSP_WRITEMASK_0 << i;
3035 shader_glsl_dot(&tmp_ins);
3036 ++tmp_src[1].reg.idx[0].offset;
3041 The LRP instruction performs a component-wise linear interpolation
3042 between the second and third operands using the first operand as the
3043 blend factor. Equation: (dst = src2 + src0 * (src1 - src2))
3044 This is equivalent to mix(src2, src1, src0);
3046 static void shader_glsl_lrp(const struct wined3d_shader_instruction *ins)
3048 struct glsl_src_param src0_param;
3049 struct glsl_src_param src1_param;
3050 struct glsl_src_param src2_param;
3051 DWORD write_mask;
3053 write_mask = shader_glsl_append_dst(ins->ctx->buffer, ins);
3055 shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src0_param);
3056 shader_glsl_add_src_param(ins, &ins->src[1], write_mask, &src1_param);
3057 shader_glsl_add_src_param(ins, &ins->src[2], write_mask, &src2_param);
3059 shader_addline(ins->ctx->buffer, "mix(%s, %s, %s));\n",
3060 src2_param.param_str, src1_param.param_str, src0_param.param_str);
3063 /** Process the WINED3DSIO_LIT instruction in GLSL:
3064 * dst.x = dst.w = 1.0
3065 * dst.y = (src0.x > 0) ? src0.x
3066 * dst.z = (src0.x > 0) ? ((src0.y > 0) ? pow(src0.y, src.w) : 0) : 0
3067 * where src.w is clamped at +- 128
3069 static void shader_glsl_lit(const struct wined3d_shader_instruction *ins)
3071 struct glsl_src_param src0_param;
3072 struct glsl_src_param src1_param;
3073 struct glsl_src_param src3_param;
3074 char dst_mask[6];
3076 shader_glsl_append_dst(ins->ctx->buffer, ins);
3077 shader_glsl_get_write_mask(&ins->dst[0], dst_mask);
3079 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0, &src0_param);
3080 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_1, &src1_param);
3081 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_3, &src3_param);
3083 /* The sdk specifies the instruction like this
3084 * dst.x = 1.0;
3085 * if(src.x > 0.0) dst.y = src.x
3086 * else dst.y = 0.0.
3087 * if(src.x > 0.0 && src.y > 0.0) dst.z = pow(src.y, power);
3088 * else dst.z = 0.0;
3089 * dst.w = 1.0;
3090 * (where power = src.w clamped between -128 and 128)
3092 * Obviously that has quite a few conditionals in it which we don't like. So the first step is this:
3093 * dst.x = 1.0 ... No further explanation needed
3094 * dst.y = max(src.y, 0.0); ... If x < 0.0, use 0.0, otherwise x. Same as the conditional
3095 * dst.z = x > 0.0 ? pow(max(y, 0.0), p) : 0; ... 0 ^ power is 0, and otherwise we use y anyway
3096 * dst.w = 1.0. ... Nothing fancy.
3098 * So we still have one conditional in there. So do this:
3099 * dst.z = pow(max(0.0, src.y) * step(0.0, src.x), power);
3101 * 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),
3102 * 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.
3103 * if both x and y are > 0, we get pow(y * 1.0, power), as it is supposed to.
3105 * Unfortunately pow(0.0 ^ 0.0) returns NaN on most GPUs, but lit with src.y = 0 and src.w = 0 returns
3106 * a non-NaN value in dst.z. What we return doesn't matter, as long as it is not NaN. Return 0, which is
3107 * what all Windows HW drivers and GL_ARB_vertex_program's LIT do.
3109 shader_addline(ins->ctx->buffer,
3110 "vec4(1.0, max(%s, 0.0), %s == 0.0 ? 0.0 : "
3111 "pow(max(0.0, %s) * step(0.0, %s), clamp(%s, -128.0, 128.0)), 1.0)%s);\n",
3112 src0_param.param_str, src3_param.param_str, src1_param.param_str,
3113 src0_param.param_str, src3_param.param_str, dst_mask);
3116 /** Process the WINED3DSIO_DST instruction in GLSL:
3117 * dst.x = 1.0
3118 * dst.y = src0.x * src0.y
3119 * dst.z = src0.z
3120 * dst.w = src1.w
3122 static void shader_glsl_dst(const struct wined3d_shader_instruction *ins)
3124 struct glsl_src_param src0y_param;
3125 struct glsl_src_param src0z_param;
3126 struct glsl_src_param src1y_param;
3127 struct glsl_src_param src1w_param;
3128 char dst_mask[6];
3130 shader_glsl_append_dst(ins->ctx->buffer, ins);
3131 shader_glsl_get_write_mask(&ins->dst[0], dst_mask);
3133 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_1, &src0y_param);
3134 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_2, &src0z_param);
3135 shader_glsl_add_src_param(ins, &ins->src[1], WINED3DSP_WRITEMASK_1, &src1y_param);
3136 shader_glsl_add_src_param(ins, &ins->src[1], WINED3DSP_WRITEMASK_3, &src1w_param);
3138 shader_addline(ins->ctx->buffer, "vec4(1.0, %s * %s, %s, %s))%s;\n",
3139 src0y_param.param_str, src1y_param.param_str, src0z_param.param_str, src1w_param.param_str, dst_mask);
3142 /** Process the WINED3DSIO_SINCOS instruction in GLSL:
3143 * VS 2.0 requires that specific cosine and sine constants be passed to this instruction so the hardware
3144 * can handle it. But, these functions are built-in for GLSL, so we can just ignore the last 2 params.
3146 * dst.x = cos(src0.?)
3147 * dst.y = sin(src0.?)
3148 * dst.z = dst.z
3149 * dst.w = dst.w
3151 static void shader_glsl_sincos(const struct wined3d_shader_instruction *ins)
3153 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
3154 struct glsl_src_param src0_param;
3155 DWORD write_mask;
3157 if (ins->ctx->reg_maps->shader_version.major < 4)
3159 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0, &src0_param);
3161 write_mask = shader_glsl_append_dst(buffer, ins);
3162 switch (write_mask)
3164 case WINED3DSP_WRITEMASK_0:
3165 shader_addline(buffer, "cos(%s));\n", src0_param.param_str);
3166 break;
3168 case WINED3DSP_WRITEMASK_1:
3169 shader_addline(buffer, "sin(%s));\n", src0_param.param_str);
3170 break;
3172 case (WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1):
3173 shader_addline(buffer, "vec2(cos(%s), sin(%s)));\n",
3174 src0_param.param_str, src0_param.param_str);
3175 break;
3177 default:
3178 ERR("Write mask should be .x, .y or .xy\n");
3179 break;
3182 return;
3185 if (ins->dst[0].reg.type != WINED3DSPR_NULL)
3188 if (ins->dst[1].reg.type != WINED3DSPR_NULL)
3190 char dst_mask[6];
3192 write_mask = shader_glsl_get_write_mask(&ins->dst[0], dst_mask);
3193 shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src0_param);
3194 shader_addline(buffer, "tmp0%s = sin(%s);\n", dst_mask, src0_param.param_str);
3196 write_mask = shader_glsl_append_dst_ext(buffer, ins, &ins->dst[1]);
3197 shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src0_param);
3198 shader_addline(buffer, "cos(%s));\n", src0_param.param_str);
3200 shader_glsl_append_dst_ext(buffer, ins, &ins->dst[0]);
3201 shader_addline(buffer, "tmp0%s);\n", dst_mask);
3203 else
3205 write_mask = shader_glsl_append_dst_ext(buffer, ins, &ins->dst[0]);
3206 shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src0_param);
3207 shader_addline(buffer, "sin(%s));\n", src0_param.param_str);
3210 else if (ins->dst[1].reg.type != WINED3DSPR_NULL)
3212 write_mask = shader_glsl_append_dst_ext(buffer, ins, &ins->dst[1]);
3213 shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src0_param);
3214 shader_addline(buffer, "cos(%s));\n", src0_param.param_str);
3218 /* sgn in vs_2_0 has 2 extra parameters(registers for temporary storage) which we don't use
3219 * here. But those extra parameters require a dedicated function for sgn, since map2gl would
3220 * generate invalid code
3222 static void shader_glsl_sgn(const struct wined3d_shader_instruction *ins)
3224 struct glsl_src_param src0_param;
3225 DWORD write_mask;
3227 write_mask = shader_glsl_append_dst(ins->ctx->buffer, ins);
3228 shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src0_param);
3230 shader_addline(ins->ctx->buffer, "sign(%s));\n", src0_param.param_str);
3233 /** Process the WINED3DSIO_LOOP instruction in GLSL:
3234 * Start a for() loop where src1.y is the initial value of aL,
3235 * increment aL by src1.z for a total of src1.x iterations.
3236 * Need to use a temporary variable for this operation.
3238 /* FIXME: I don't think nested loops will work correctly this way. */
3239 static void shader_glsl_loop(const struct wined3d_shader_instruction *ins)
3241 struct wined3d_shader_loop_state *loop_state = ins->ctx->loop_state;
3242 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
3243 const struct wined3d_shader *shader = ins->ctx->shader;
3244 const struct wined3d_shader_lconst *constant;
3245 struct glsl_src_param src1_param;
3246 const DWORD *control_values = NULL;
3248 if (ins->ctx->reg_maps->shader_version.major < 4)
3250 shader_glsl_add_src_param(ins, &ins->src[1], WINED3DSP_WRITEMASK_ALL, &src1_param);
3252 /* Try to hardcode the loop control parameters if possible. Direct3D 9
3253 * class hardware doesn't support real varying indexing, but Microsoft
3254 * designed this feature for Shader model 2.x+. If the loop control is
3255 * known at compile time, the GLSL compiler can unroll the loop, and
3256 * replace indirect addressing with direct addressing. */
3257 if (ins->src[1].reg.type == WINED3DSPR_CONSTINT)
3259 LIST_FOR_EACH_ENTRY(constant, &shader->constantsI, struct wined3d_shader_lconst, entry)
3261 if (constant->idx == ins->src[1].reg.idx[0].offset)
3263 control_values = constant->value;
3264 break;
3269 if (control_values)
3271 struct wined3d_shader_loop_control loop_control;
3272 loop_control.count = control_values[0];
3273 loop_control.start = control_values[1];
3274 loop_control.step = (int)control_values[2];
3276 if (loop_control.step > 0)
3278 shader_addline(buffer, "for (aL%u = %u; aL%u < (%u * %d + %u); aL%u += %d)\n{\n",
3279 loop_state->current_depth, loop_control.start,
3280 loop_state->current_depth, loop_control.count, loop_control.step, loop_control.start,
3281 loop_state->current_depth, loop_control.step);
3283 else if (loop_control.step < 0)
3285 shader_addline(buffer, "for (aL%u = %u; aL%u > (%u * %d + %u); aL%u += %d)\n{\n",
3286 loop_state->current_depth, loop_control.start,
3287 loop_state->current_depth, loop_control.count, loop_control.step, loop_control.start,
3288 loop_state->current_depth, loop_control.step);
3290 else
3292 shader_addline(buffer, "for (aL%u = %u, tmpInt%u = 0; tmpInt%u < %u; tmpInt%u++)\n{\n",
3293 loop_state->current_depth, loop_control.start, loop_state->current_depth,
3294 loop_state->current_depth, loop_control.count,
3295 loop_state->current_depth);
3298 else
3300 shader_addline(buffer, "for (tmpInt%u = 0, aL%u = %s.y; tmpInt%u < %s.x; tmpInt%u++, aL%u += %s.z)\n{\n",
3301 loop_state->current_depth, loop_state->current_reg,
3302 src1_param.reg_name, loop_state->current_depth, src1_param.reg_name,
3303 loop_state->current_depth, loop_state->current_reg, src1_param.reg_name);
3306 ++loop_state->current_reg;
3308 else
3310 shader_addline(buffer, "for (;;)\n{\n");
3313 ++loop_state->current_depth;
3316 static void shader_glsl_end(const struct wined3d_shader_instruction *ins)
3318 struct wined3d_shader_loop_state *loop_state = ins->ctx->loop_state;
3320 shader_addline(ins->ctx->buffer, "}\n");
3322 if (ins->handler_idx == WINED3DSIH_ENDLOOP)
3324 --loop_state->current_depth;
3325 --loop_state->current_reg;
3328 if (ins->handler_idx == WINED3DSIH_ENDREP)
3330 --loop_state->current_depth;
3334 static void shader_glsl_rep(const struct wined3d_shader_instruction *ins)
3336 const struct wined3d_shader *shader = ins->ctx->shader;
3337 struct wined3d_shader_loop_state *loop_state = ins->ctx->loop_state;
3338 const struct wined3d_shader_lconst *constant;
3339 struct glsl_src_param src0_param;
3340 const DWORD *control_values = NULL;
3342 /* Try to hardcode local values to help the GLSL compiler to unroll and optimize the loop */
3343 if (ins->src[0].reg.type == WINED3DSPR_CONSTINT)
3345 LIST_FOR_EACH_ENTRY(constant, &shader->constantsI, struct wined3d_shader_lconst, entry)
3347 if (constant->idx == ins->src[0].reg.idx[0].offset)
3349 control_values = constant->value;
3350 break;
3355 if (control_values)
3357 shader_addline(ins->ctx->buffer, "for (tmpInt%d = 0; tmpInt%d < %d; tmpInt%d++) {\n",
3358 loop_state->current_depth, loop_state->current_depth,
3359 control_values[0], loop_state->current_depth);
3361 else
3363 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0, &src0_param);
3364 shader_addline(ins->ctx->buffer, "for (tmpInt%d = 0; tmpInt%d < %s; tmpInt%d++) {\n",
3365 loop_state->current_depth, loop_state->current_depth,
3366 src0_param.param_str, loop_state->current_depth);
3369 ++loop_state->current_depth;
3372 static void shader_glsl_if(const struct wined3d_shader_instruction *ins)
3374 struct glsl_src_param src0_param;
3376 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0, &src0_param);
3377 shader_addline(ins->ctx->buffer, "if (%s) {\n", src0_param.param_str);
3380 static void shader_glsl_ifc(const struct wined3d_shader_instruction *ins)
3382 struct glsl_src_param src0_param;
3383 struct glsl_src_param src1_param;
3385 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0, &src0_param);
3386 shader_glsl_add_src_param(ins, &ins->src[1], WINED3DSP_WRITEMASK_0, &src1_param);
3388 shader_addline(ins->ctx->buffer, "if (%s %s %s) {\n",
3389 src0_param.param_str, shader_glsl_get_rel_op(ins->flags), src1_param.param_str);
3392 static void shader_glsl_else(const struct wined3d_shader_instruction *ins)
3394 shader_addline(ins->ctx->buffer, "} else {\n");
3397 static void shader_glsl_emit(const struct wined3d_shader_instruction *ins)
3399 shader_addline(ins->ctx->buffer, "EmitVertex();\n");
3402 static void shader_glsl_break(const struct wined3d_shader_instruction *ins)
3404 shader_addline(ins->ctx->buffer, "break;\n");
3407 /* FIXME: According to MSDN the compare is done per component. */
3408 static void shader_glsl_breakc(const struct wined3d_shader_instruction *ins)
3410 struct glsl_src_param src0_param;
3411 struct glsl_src_param src1_param;
3413 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0, &src0_param);
3414 shader_glsl_add_src_param(ins, &ins->src[1], WINED3DSP_WRITEMASK_0, &src1_param);
3416 shader_addline(ins->ctx->buffer, "if (%s %s %s) break;\n",
3417 src0_param.param_str, shader_glsl_get_rel_op(ins->flags), src1_param.param_str);
3420 static void shader_glsl_breakp(const struct wined3d_shader_instruction *ins)
3422 struct glsl_src_param src_param;
3424 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0, &src_param);
3425 shader_addline(ins->ctx->buffer, "if (bool(%s)) break;\n", src_param.param_str);
3428 static void shader_glsl_label(const struct wined3d_shader_instruction *ins)
3430 shader_addline(ins->ctx->buffer, "}\n");
3431 shader_addline(ins->ctx->buffer, "void subroutine%u()\n{\n", ins->src[0].reg.idx[0].offset);
3434 static void shader_glsl_call(const struct wined3d_shader_instruction *ins)
3436 shader_addline(ins->ctx->buffer, "subroutine%u();\n", ins->src[0].reg.idx[0].offset);
3439 static void shader_glsl_callnz(const struct wined3d_shader_instruction *ins)
3441 struct glsl_src_param src1_param;
3443 shader_glsl_add_src_param(ins, &ins->src[1], WINED3DSP_WRITEMASK_0, &src1_param);
3444 shader_addline(ins->ctx->buffer, "if (%s) subroutine%u();\n",
3445 src1_param.param_str, ins->src[0].reg.idx[0].offset);
3448 static void shader_glsl_ret(const struct wined3d_shader_instruction *ins)
3450 /* No-op. The closing } is written when a new function is started, and at the end of the shader. This
3451 * function only suppresses the unhandled instruction warning
3455 /*********************************************
3456 * Pixel Shader Specific Code begins here
3457 ********************************************/
3458 static void shader_glsl_tex(const struct wined3d_shader_instruction *ins)
3460 const struct wined3d_shader *shader = ins->ctx->shader;
3461 struct wined3d_device *device = shader->device;
3462 DWORD shader_version = WINED3D_SHADER_VERSION(ins->ctx->reg_maps->shader_version.major,
3463 ins->ctx->reg_maps->shader_version.minor);
3464 struct glsl_sample_function sample_function;
3465 const struct wined3d_texture *texture;
3466 DWORD sample_flags = 0;
3467 DWORD sampler_idx;
3468 DWORD mask = 0, swizzle;
3470 /* 1.0-1.4: Use destination register as sampler source.
3471 * 2.0+: Use provided sampler source. */
3472 if (shader_version < WINED3D_SHADER_VERSION(2,0))
3473 sampler_idx = ins->dst[0].reg.idx[0].offset;
3474 else
3475 sampler_idx = ins->src[1].reg.idx[0].offset;
3476 texture = device->stateBlock->state.textures[sampler_idx];
3478 if (shader_version < WINED3D_SHADER_VERSION(1,4))
3480 const struct shader_glsl_ctx_priv *priv = ins->ctx->backend_data;
3481 DWORD flags = (priv->cur_ps_args->tex_transform >> sampler_idx * WINED3D_PSARGS_TEXTRANSFORM_SHIFT)
3482 & WINED3D_PSARGS_TEXTRANSFORM_MASK;
3483 enum wined3d_sampler_texture_type sampler_type = ins->ctx->reg_maps->sampler_type[sampler_idx];
3485 /* Projected cube textures don't make a lot of sense, the resulting coordinates stay the same. */
3486 if (flags & WINED3D_PSARGS_PROJECTED && sampler_type != WINED3DSTT_CUBE)
3488 sample_flags |= WINED3D_GLSL_SAMPLE_PROJECTED;
3489 switch (flags & ~WINED3D_PSARGS_PROJECTED)
3491 case WINED3D_TTFF_COUNT1:
3492 FIXME("WINED3D_TTFF_PROJECTED with WINED3D_TTFF_COUNT1?\n");
3493 break;
3494 case WINED3D_TTFF_COUNT2:
3495 mask = WINED3DSP_WRITEMASK_1;
3496 break;
3497 case WINED3D_TTFF_COUNT3:
3498 mask = WINED3DSP_WRITEMASK_2;
3499 break;
3500 case WINED3D_TTFF_COUNT4:
3501 case WINED3D_TTFF_DISABLE:
3502 mask = WINED3DSP_WRITEMASK_3;
3503 break;
3507 else if (shader_version < WINED3D_SHADER_VERSION(2,0))
3509 enum wined3d_shader_src_modifier src_mod = ins->src[0].modifiers;
3511 if (src_mod == WINED3DSPSM_DZ) {
3512 sample_flags |= WINED3D_GLSL_SAMPLE_PROJECTED;
3513 mask = WINED3DSP_WRITEMASK_2;
3514 } else if (src_mod == WINED3DSPSM_DW) {
3515 sample_flags |= WINED3D_GLSL_SAMPLE_PROJECTED;
3516 mask = WINED3DSP_WRITEMASK_3;
3518 } else {
3519 if (ins->flags & WINED3DSI_TEXLD_PROJECT)
3521 /* ps 2.0 texldp instruction always divides by the fourth component. */
3522 sample_flags |= WINED3D_GLSL_SAMPLE_PROJECTED;
3523 mask = WINED3DSP_WRITEMASK_3;
3527 if (texture && texture->target == GL_TEXTURE_RECTANGLE_ARB)
3528 sample_flags |= WINED3D_GLSL_SAMPLE_RECT;
3530 shader_glsl_get_sample_function(ins->ctx, sampler_idx, sample_flags, &sample_function);
3531 mask |= sample_function.coord_mask;
3533 if (shader_version < WINED3D_SHADER_VERSION(2,0)) swizzle = WINED3DSP_NOSWIZZLE;
3534 else swizzle = ins->src[1].swizzle;
3536 /* 1.0-1.3: Use destination register as coordinate source.
3537 1.4+: Use provided coordinate source register. */
3538 if (shader_version < WINED3D_SHADER_VERSION(1,4))
3540 char coord_mask[6];
3541 shader_glsl_write_mask_to_str(mask, coord_mask);
3542 shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, swizzle, NULL, NULL, NULL,
3543 "T%u%s", sampler_idx, coord_mask);
3545 else
3547 struct glsl_src_param coord_param;
3548 shader_glsl_add_src_param(ins, &ins->src[0], mask, &coord_param);
3549 if (ins->flags & WINED3DSI_TEXLD_BIAS)
3551 struct glsl_src_param bias;
3552 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_3, &bias);
3553 shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, swizzle, NULL, NULL, bias.param_str,
3554 "%s", coord_param.param_str);
3555 } else {
3556 shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, swizzle, NULL, NULL, NULL,
3557 "%s", coord_param.param_str);
3562 static void shader_glsl_texldd(const struct wined3d_shader_instruction *ins)
3564 const struct wined3d_shader *shader = ins->ctx->shader;
3565 struct wined3d_device *device = shader->device;
3566 const struct wined3d_gl_info *gl_info = ins->ctx->gl_info;
3567 struct glsl_src_param coord_param, dx_param, dy_param;
3568 DWORD sample_flags = WINED3D_GLSL_SAMPLE_GRAD;
3569 struct glsl_sample_function sample_function;
3570 DWORD sampler_idx;
3571 DWORD swizzle = ins->src[1].swizzle;
3572 const struct wined3d_texture *texture;
3574 if (!gl_info->supported[ARB_SHADER_TEXTURE_LOD] && !gl_info->supported[EXT_GPU_SHADER4])
3576 FIXME("texldd used, but not supported by hardware. Falling back to regular tex\n");
3577 shader_glsl_tex(ins);
3578 return;
3581 sampler_idx = ins->src[1].reg.idx[0].offset;
3582 texture = device->stateBlock->state.textures[sampler_idx];
3583 if (texture && texture->target == GL_TEXTURE_RECTANGLE_ARB)
3584 sample_flags |= WINED3D_GLSL_SAMPLE_RECT;
3586 shader_glsl_get_sample_function(ins->ctx, sampler_idx, sample_flags, &sample_function);
3587 shader_glsl_add_src_param(ins, &ins->src[0], sample_function.coord_mask, &coord_param);
3588 shader_glsl_add_src_param(ins, &ins->src[2], sample_function.coord_mask, &dx_param);
3589 shader_glsl_add_src_param(ins, &ins->src[3], sample_function.coord_mask, &dy_param);
3591 shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, swizzle, dx_param.param_str, dy_param.param_str, NULL,
3592 "%s", coord_param.param_str);
3595 static void shader_glsl_texldl(const struct wined3d_shader_instruction *ins)
3597 const struct wined3d_shader *shader = ins->ctx->shader;
3598 struct wined3d_device *device = shader->device;
3599 const struct wined3d_gl_info *gl_info = ins->ctx->gl_info;
3600 struct glsl_src_param coord_param, lod_param;
3601 DWORD sample_flags = WINED3D_GLSL_SAMPLE_LOD;
3602 struct glsl_sample_function sample_function;
3603 DWORD sampler_idx;
3604 DWORD swizzle = ins->src[1].swizzle;
3605 const struct wined3d_texture *texture;
3607 sampler_idx = ins->src[1].reg.idx[0].offset;
3608 texture = device->stateBlock->state.textures[sampler_idx];
3609 if (texture && texture->target == GL_TEXTURE_RECTANGLE_ARB)
3610 sample_flags |= WINED3D_GLSL_SAMPLE_RECT;
3612 shader_glsl_get_sample_function(ins->ctx, sampler_idx, sample_flags, &sample_function);
3613 shader_glsl_add_src_param(ins, &ins->src[0], sample_function.coord_mask, &coord_param);
3615 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_3, &lod_param);
3617 if (!gl_info->supported[ARB_SHADER_TEXTURE_LOD] && !gl_info->supported[EXT_GPU_SHADER4]
3618 && ins->ctx->reg_maps->shader_version.type == WINED3D_SHADER_TYPE_PIXEL)
3620 /* Plain GLSL only supports Lod sampling functions in vertex shaders.
3621 * However, the NVIDIA drivers allow them in fragment shaders as well,
3622 * even without the appropriate extension. */
3623 WARN("Using %s in fragment shader.\n", sample_function.name);
3625 shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, swizzle, NULL, NULL, lod_param.param_str,
3626 "%s", coord_param.param_str);
3629 static void shader_glsl_texcoord(const struct wined3d_shader_instruction *ins)
3631 /* FIXME: Make this work for more than just 2D textures */
3632 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
3633 DWORD write_mask = shader_glsl_append_dst(ins->ctx->buffer, ins);
3635 if (!(ins->ctx->reg_maps->shader_version.major == 1 && ins->ctx->reg_maps->shader_version.minor == 4))
3637 char dst_mask[6];
3639 shader_glsl_get_write_mask(&ins->dst[0], dst_mask);
3640 shader_addline(buffer, "clamp(gl_TexCoord[%u], 0.0, 1.0)%s);\n",
3641 ins->dst[0].reg.idx[0].offset, dst_mask);
3643 else
3645 enum wined3d_shader_src_modifier src_mod = ins->src[0].modifiers;
3646 DWORD reg = ins->src[0].reg.idx[0].offset;
3647 char dst_swizzle[6];
3649 shader_glsl_get_swizzle(&ins->src[0], FALSE, write_mask, dst_swizzle);
3651 if (src_mod == WINED3DSPSM_DZ)
3653 unsigned int mask_size = shader_glsl_get_write_mask_size(write_mask);
3654 struct glsl_src_param div_param;
3656 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_2, &div_param);
3658 if (mask_size > 1) {
3659 shader_addline(buffer, "gl_TexCoord[%u]%s / vec%d(%s));\n", reg, dst_swizzle, mask_size, div_param.param_str);
3660 } else {
3661 shader_addline(buffer, "gl_TexCoord[%u]%s / %s);\n", reg, dst_swizzle, div_param.param_str);
3664 else if (src_mod == WINED3DSPSM_DW)
3666 unsigned int mask_size = shader_glsl_get_write_mask_size(write_mask);
3667 struct glsl_src_param div_param;
3669 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_3, &div_param);
3671 if (mask_size > 1) {
3672 shader_addline(buffer, "gl_TexCoord[%u]%s / vec%d(%s));\n", reg, dst_swizzle, mask_size, div_param.param_str);
3673 } else {
3674 shader_addline(buffer, "gl_TexCoord[%u]%s / %s);\n", reg, dst_swizzle, div_param.param_str);
3676 } else {
3677 shader_addline(buffer, "gl_TexCoord[%u]%s);\n", reg, dst_swizzle);
3682 /** Process the WINED3DSIO_TEXDP3TEX instruction in GLSL:
3683 * Take a 3-component dot product of the TexCoord[dstreg] and src,
3684 * then perform a 1D texture lookup from stage dstregnum, place into dst. */
3685 static void shader_glsl_texdp3tex(const struct wined3d_shader_instruction *ins)
3687 DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
3688 DWORD sampler_idx = ins->dst[0].reg.idx[0].offset;
3689 struct glsl_sample_function sample_function;
3690 struct glsl_src_param src0_param;
3691 UINT mask_size;
3693 shader_glsl_add_src_param(ins, &ins->src[0], src_mask, &src0_param);
3695 /* Do I have to take care about the projected bit? I don't think so, since the dp3 returns only one
3696 * scalar, and projected sampling would require 4.
3698 * It is a dependent read - not valid with conditional NP2 textures
3700 shader_glsl_get_sample_function(ins->ctx, sampler_idx, 0, &sample_function);
3701 mask_size = shader_glsl_get_write_mask_size(sample_function.coord_mask);
3703 switch(mask_size)
3705 case 1:
3706 shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, WINED3DSP_NOSWIZZLE, NULL, NULL, NULL,
3707 "dot(gl_TexCoord[%u].xyz, %s)", sampler_idx, src0_param.param_str);
3708 break;
3710 case 2:
3711 shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, WINED3DSP_NOSWIZZLE, NULL, NULL, NULL,
3712 "vec2(dot(gl_TexCoord[%u].xyz, %s), 0.0)", sampler_idx, src0_param.param_str);
3713 break;
3715 case 3:
3716 shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, WINED3DSP_NOSWIZZLE, NULL, NULL, NULL,
3717 "vec3(dot(gl_TexCoord[%u].xyz, %s), 0.0, 0.0)", sampler_idx, src0_param.param_str);
3718 break;
3720 default:
3721 FIXME("Unexpected mask size %u\n", mask_size);
3722 break;
3726 /** Process the WINED3DSIO_TEXDP3 instruction in GLSL:
3727 * Take a 3-component dot product of the TexCoord[dstreg] and src. */
3728 static void shader_glsl_texdp3(const struct wined3d_shader_instruction *ins)
3730 DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
3731 DWORD dstreg = ins->dst[0].reg.idx[0].offset;
3732 struct glsl_src_param src0_param;
3733 DWORD dst_mask;
3734 unsigned int mask_size;
3736 dst_mask = shader_glsl_append_dst(ins->ctx->buffer, ins);
3737 mask_size = shader_glsl_get_write_mask_size(dst_mask);
3738 shader_glsl_add_src_param(ins, &ins->src[0], src_mask, &src0_param);
3740 if (mask_size > 1) {
3741 shader_addline(ins->ctx->buffer, "vec%d(dot(T%u.xyz, %s)));\n", mask_size, dstreg, src0_param.param_str);
3742 } else {
3743 shader_addline(ins->ctx->buffer, "dot(T%u.xyz, %s));\n", dstreg, src0_param.param_str);
3747 /** Process the WINED3DSIO_TEXDEPTH instruction in GLSL:
3748 * Calculate the depth as dst.x / dst.y */
3749 static void shader_glsl_texdepth(const struct wined3d_shader_instruction *ins)
3751 struct glsl_dst_param dst_param;
3753 shader_glsl_add_dst_param(ins, &ins->dst[0], &dst_param);
3755 /* Tests show that texdepth never returns anything below 0.0, and that r5.y is clamped to 1.0.
3756 * Negative input is accepted, -0.25 / -0.5 returns 0.5. GL should clamp gl_FragDepth to [0;1], but
3757 * this doesn't always work, so clamp the results manually. Whether or not the x value is clamped at 1
3758 * too is irrelevant, since if x = 0, any y value < 1.0 (and > 1.0 is not allowed) results in a result
3759 * >= 1.0 or < 0.0
3761 shader_addline(ins->ctx->buffer, "gl_FragDepth = clamp((%s.x / min(%s.y, 1.0)), 0.0, 1.0);\n",
3762 dst_param.reg_name, dst_param.reg_name);
3765 /** Process the WINED3DSIO_TEXM3X2DEPTH instruction in GLSL:
3766 * Last row of a 3x2 matrix multiply, use the result to calculate the depth:
3767 * Calculate tmp0.y = TexCoord[dstreg] . src.xyz; (tmp0.x has already been calculated)
3768 * depth = (tmp0.y == 0.0) ? 1.0 : tmp0.x / tmp0.y
3770 static void shader_glsl_texm3x2depth(const struct wined3d_shader_instruction *ins)
3772 DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
3773 DWORD dstreg = ins->dst[0].reg.idx[0].offset;
3774 struct glsl_src_param src0_param;
3776 shader_glsl_add_src_param(ins, &ins->src[0], src_mask, &src0_param);
3778 shader_addline(ins->ctx->buffer, "tmp0.y = dot(T%u.xyz, %s);\n", dstreg, src0_param.param_str);
3779 shader_addline(ins->ctx->buffer, "gl_FragDepth = (tmp0.y == 0.0) ? 1.0 : clamp(tmp0.x / tmp0.y, 0.0, 1.0);\n");
3782 /** Process the WINED3DSIO_TEXM3X2PAD instruction in GLSL
3783 * Calculate the 1st of a 2-row matrix multiplication. */
3784 static void shader_glsl_texm3x2pad(const struct wined3d_shader_instruction *ins)
3786 DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
3787 DWORD reg = ins->dst[0].reg.idx[0].offset;
3788 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
3789 struct glsl_src_param src0_param;
3791 shader_glsl_add_src_param(ins, &ins->src[0], src_mask, &src0_param);
3792 shader_addline(buffer, "tmp0.x = dot(T%u.xyz, %s);\n", reg, src0_param.param_str);
3795 /** Process the WINED3DSIO_TEXM3X3PAD instruction in GLSL
3796 * Calculate the 1st or 2nd row of a 3-row matrix multiplication. */
3797 static void shader_glsl_texm3x3pad(const struct wined3d_shader_instruction *ins)
3799 DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
3800 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
3801 struct wined3d_shader_tex_mx *tex_mx = ins->ctx->tex_mx;
3802 DWORD reg = ins->dst[0].reg.idx[0].offset;
3803 struct glsl_src_param src0_param;
3805 shader_glsl_add_src_param(ins, &ins->src[0], src_mask, &src0_param);
3806 shader_addline(buffer, "tmp0.%c = dot(T%u.xyz, %s);\n", 'x' + tex_mx->current_row, reg, src0_param.param_str);
3807 tex_mx->texcoord_w[tex_mx->current_row++] = reg;
3810 static void shader_glsl_texm3x2tex(const struct wined3d_shader_instruction *ins)
3812 DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
3813 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
3814 struct glsl_sample_function sample_function;
3815 DWORD reg = ins->dst[0].reg.idx[0].offset;
3816 struct glsl_src_param src0_param;
3818 shader_glsl_add_src_param(ins, &ins->src[0], src_mask, &src0_param);
3819 shader_addline(buffer, "tmp0.y = dot(T%u.xyz, %s);\n", reg, src0_param.param_str);
3821 shader_glsl_get_sample_function(ins->ctx, reg, 0, &sample_function);
3823 /* Sample the texture using the calculated coordinates */
3824 shader_glsl_gen_sample_code(ins, reg, &sample_function, WINED3DSP_NOSWIZZLE, NULL, NULL, NULL, "tmp0.xy");
3827 /** Process the WINED3DSIO_TEXM3X3TEX instruction in GLSL
3828 * Perform the 3rd row of a 3x3 matrix multiply, then sample the texture using the calculated coordinates */
3829 static void shader_glsl_texm3x3tex(const struct wined3d_shader_instruction *ins)
3831 DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
3832 struct wined3d_shader_tex_mx *tex_mx = ins->ctx->tex_mx;
3833 struct glsl_sample_function sample_function;
3834 DWORD reg = ins->dst[0].reg.idx[0].offset;
3835 struct glsl_src_param src0_param;
3837 shader_glsl_add_src_param(ins, &ins->src[0], src_mask, &src0_param);
3838 shader_addline(ins->ctx->buffer, "tmp0.z = dot(T%u.xyz, %s);\n", reg, src0_param.param_str);
3840 /* Dependent read, not valid with conditional NP2 */
3841 shader_glsl_get_sample_function(ins->ctx, reg, 0, &sample_function);
3843 /* Sample the texture using the calculated coordinates */
3844 shader_glsl_gen_sample_code(ins, reg, &sample_function, WINED3DSP_NOSWIZZLE, NULL, NULL, NULL, "tmp0.xyz");
3846 tex_mx->current_row = 0;
3849 /** Process the WINED3DSIO_TEXM3X3 instruction in GLSL
3850 * Perform the 3rd row of a 3x3 matrix multiply */
3851 static void shader_glsl_texm3x3(const struct wined3d_shader_instruction *ins)
3853 DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
3854 struct wined3d_shader_tex_mx *tex_mx = ins->ctx->tex_mx;
3855 DWORD reg = ins->dst[0].reg.idx[0].offset;
3856 struct glsl_src_param src0_param;
3857 char dst_mask[6];
3859 shader_glsl_add_src_param(ins, &ins->src[0], src_mask, &src0_param);
3861 shader_glsl_append_dst(ins->ctx->buffer, ins);
3862 shader_glsl_get_write_mask(&ins->dst[0], dst_mask);
3863 shader_addline(ins->ctx->buffer, "vec4(tmp0.xy, dot(T%u.xyz, %s), 1.0)%s);\n", reg, src0_param.param_str, dst_mask);
3865 tex_mx->current_row = 0;
3868 /* Process the WINED3DSIO_TEXM3X3SPEC instruction in GLSL
3869 * Perform the final texture lookup based on the previous 2 3x3 matrix multiplies */
3870 static void shader_glsl_texm3x3spec(const struct wined3d_shader_instruction *ins)
3872 struct glsl_src_param src0_param;
3873 struct glsl_src_param src1_param;
3874 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
3875 struct wined3d_shader_tex_mx *tex_mx = ins->ctx->tex_mx;
3876 DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
3877 struct glsl_sample_function sample_function;
3878 DWORD reg = ins->dst[0].reg.idx[0].offset;
3879 char coord_mask[6];
3881 shader_glsl_add_src_param(ins, &ins->src[0], src_mask, &src0_param);
3882 shader_glsl_add_src_param(ins, &ins->src[1], src_mask, &src1_param);
3884 /* Perform the last matrix multiply operation */
3885 shader_addline(buffer, "tmp0.z = dot(T%u.xyz, %s);\n", reg, src0_param.param_str);
3886 /* Reflection calculation */
3887 shader_addline(buffer, "tmp0.xyz = -reflect((%s), normalize(tmp0.xyz));\n", src1_param.param_str);
3889 /* Dependent read, not valid with conditional NP2 */
3890 shader_glsl_get_sample_function(ins->ctx, reg, 0, &sample_function);
3891 shader_glsl_write_mask_to_str(sample_function.coord_mask, coord_mask);
3893 /* Sample the texture */
3894 shader_glsl_gen_sample_code(ins, reg, &sample_function, WINED3DSP_NOSWIZZLE,
3895 NULL, NULL, NULL, "tmp0%s", coord_mask);
3897 tex_mx->current_row = 0;
3900 /* Process the WINED3DSIO_TEXM3X3VSPEC instruction in GLSL
3901 * Perform the final texture lookup based on the previous 2 3x3 matrix multiplies */
3902 static void shader_glsl_texm3x3vspec(const struct wined3d_shader_instruction *ins)
3904 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
3905 struct wined3d_shader_tex_mx *tex_mx = ins->ctx->tex_mx;
3906 DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
3907 struct glsl_sample_function sample_function;
3908 DWORD reg = ins->dst[0].reg.idx[0].offset;
3909 struct glsl_src_param src0_param;
3910 char coord_mask[6];
3912 shader_glsl_add_src_param(ins, &ins->src[0], src_mask, &src0_param);
3914 /* Perform the last matrix multiply operation */
3915 shader_addline(buffer, "tmp0.z = dot(vec3(T%u), vec3(%s));\n", reg, src0_param.param_str);
3917 /* Construct the eye-ray vector from w coordinates */
3918 shader_addline(buffer, "tmp1.xyz = normalize(vec3(gl_TexCoord[%u].w, gl_TexCoord[%u].w, gl_TexCoord[%u].w));\n",
3919 tex_mx->texcoord_w[0], tex_mx->texcoord_w[1], reg);
3920 shader_addline(buffer, "tmp0.xyz = -reflect(tmp1.xyz, normalize(tmp0.xyz));\n");
3922 /* Dependent read, not valid with conditional NP2 */
3923 shader_glsl_get_sample_function(ins->ctx, reg, 0, &sample_function);
3924 shader_glsl_write_mask_to_str(sample_function.coord_mask, coord_mask);
3926 /* Sample the texture using the calculated coordinates */
3927 shader_glsl_gen_sample_code(ins, reg, &sample_function, WINED3DSP_NOSWIZZLE,
3928 NULL, NULL, NULL, "tmp0%s", coord_mask);
3930 tex_mx->current_row = 0;
3933 /** Process the WINED3DSIO_TEXBEM instruction in GLSL.
3934 * Apply a fake bump map transform.
3935 * texbem is pshader <= 1.3 only, this saves a few version checks
3937 static void shader_glsl_texbem(const struct wined3d_shader_instruction *ins)
3939 const struct shader_glsl_ctx_priv *priv = ins->ctx->backend_data;
3940 struct glsl_sample_function sample_function;
3941 struct glsl_src_param coord_param;
3942 DWORD sampler_idx;
3943 DWORD mask;
3944 DWORD flags;
3945 char coord_mask[6];
3947 sampler_idx = ins->dst[0].reg.idx[0].offset;
3948 flags = (priv->cur_ps_args->tex_transform >> sampler_idx * WINED3D_PSARGS_TEXTRANSFORM_SHIFT)
3949 & WINED3D_PSARGS_TEXTRANSFORM_MASK;
3951 /* Dependent read, not valid with conditional NP2 */
3952 shader_glsl_get_sample_function(ins->ctx, sampler_idx, 0, &sample_function);
3953 mask = sample_function.coord_mask;
3955 shader_glsl_write_mask_to_str(mask, coord_mask);
3957 /* With projected textures, texbem only divides the static texture coord,
3958 * not the displacement, so we can't let GL handle this. */
3959 if (flags & WINED3D_PSARGS_PROJECTED)
3961 DWORD div_mask=0;
3962 char coord_div_mask[3];
3963 switch (flags & ~WINED3D_PSARGS_PROJECTED)
3965 case WINED3D_TTFF_COUNT1:
3966 FIXME("WINED3D_TTFF_PROJECTED with WINED3D_TTFF_COUNT1?\n");
3967 break;
3968 case WINED3D_TTFF_COUNT2:
3969 div_mask = WINED3DSP_WRITEMASK_1;
3970 break;
3971 case WINED3D_TTFF_COUNT3:
3972 div_mask = WINED3DSP_WRITEMASK_2;
3973 break;
3974 case WINED3D_TTFF_COUNT4:
3975 case WINED3D_TTFF_DISABLE:
3976 div_mask = WINED3DSP_WRITEMASK_3;
3977 break;
3979 shader_glsl_write_mask_to_str(div_mask, coord_div_mask);
3980 shader_addline(ins->ctx->buffer, "T%u%s /= T%u%s;\n", sampler_idx, coord_mask, sampler_idx, coord_div_mask);
3983 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1, &coord_param);
3985 shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, WINED3DSP_NOSWIZZLE, NULL, NULL, NULL,
3986 "T%u%s + vec4(bumpenv_mat%u * %s, 0.0, 0.0)%s", sampler_idx, coord_mask, sampler_idx,
3987 coord_param.param_str, coord_mask);
3989 if (ins->handler_idx == WINED3DSIH_TEXBEML)
3991 struct glsl_src_param luminance_param;
3992 struct glsl_dst_param dst_param;
3994 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_2, &luminance_param);
3995 shader_glsl_add_dst_param(ins, &ins->dst[0], &dst_param);
3997 shader_addline(ins->ctx->buffer, "%s%s *= (%s * bumpenv_lum_scale%u + bumpenv_lum_offset%u);\n",
3998 dst_param.reg_name, dst_param.mask_str,
3999 luminance_param.param_str, sampler_idx, sampler_idx);
4003 static void shader_glsl_bem(const struct wined3d_shader_instruction *ins)
4005 DWORD sampler_idx = ins->dst[0].reg.idx[0].offset;
4006 struct glsl_src_param src0_param, src1_param;
4008 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1, &src0_param);
4009 shader_glsl_add_src_param(ins, &ins->src[1], WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1, &src1_param);
4011 shader_glsl_append_dst(ins->ctx->buffer, ins);
4012 shader_addline(ins->ctx->buffer, "%s + bumpenv_mat%u * %s);\n",
4013 src0_param.param_str, sampler_idx, src1_param.param_str);
4016 /** Process the WINED3DSIO_TEXREG2AR instruction in GLSL
4017 * Sample 2D texture at dst using the alpha & red (wx) components of src as texture coordinates */
4018 static void shader_glsl_texreg2ar(const struct wined3d_shader_instruction *ins)
4020 DWORD sampler_idx = ins->dst[0].reg.idx[0].offset;
4021 struct glsl_sample_function sample_function;
4022 struct glsl_src_param src0_param;
4024 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_ALL, &src0_param);
4026 shader_glsl_get_sample_function(ins->ctx, sampler_idx, 0, &sample_function);
4027 shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, WINED3DSP_NOSWIZZLE, NULL, NULL, NULL,
4028 "%s.wx", src0_param.reg_name);
4031 /** Process the WINED3DSIO_TEXREG2GB instruction in GLSL
4032 * Sample 2D texture at dst using the green & blue (yz) components of src as texture coordinates */
4033 static void shader_glsl_texreg2gb(const struct wined3d_shader_instruction *ins)
4035 DWORD sampler_idx = ins->dst[0].reg.idx[0].offset;
4036 struct glsl_sample_function sample_function;
4037 struct glsl_src_param src0_param;
4039 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_ALL, &src0_param);
4041 shader_glsl_get_sample_function(ins->ctx, sampler_idx, 0, &sample_function);
4042 shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, WINED3DSP_NOSWIZZLE, NULL, NULL, NULL,
4043 "%s.yz", src0_param.reg_name);
4046 /** Process the WINED3DSIO_TEXREG2RGB instruction in GLSL
4047 * Sample texture at dst using the rgb (xyz) components of src as texture coordinates */
4048 static void shader_glsl_texreg2rgb(const struct wined3d_shader_instruction *ins)
4050 DWORD sampler_idx = ins->dst[0].reg.idx[0].offset;
4051 struct glsl_sample_function sample_function;
4052 struct glsl_src_param src0_param;
4054 /* Dependent read, not valid with conditional NP2 */
4055 shader_glsl_get_sample_function(ins->ctx, sampler_idx, 0, &sample_function);
4056 shader_glsl_add_src_param(ins, &ins->src[0], sample_function.coord_mask, &src0_param);
4058 shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, WINED3DSP_NOSWIZZLE, NULL, NULL, NULL,
4059 "%s", src0_param.param_str);
4062 /** Process the WINED3DSIO_TEXKILL instruction in GLSL.
4063 * If any of the first 3 components are < 0, discard this pixel */
4064 static void shader_glsl_texkill(const struct wined3d_shader_instruction *ins)
4066 struct glsl_dst_param dst_param;
4068 /* The argument is a destination parameter, and no writemasks are allowed */
4069 shader_glsl_add_dst_param(ins, &ins->dst[0], &dst_param);
4070 if (ins->ctx->reg_maps->shader_version.major >= 2)
4072 /* 2.0 shaders compare all 4 components in texkill */
4073 shader_addline(ins->ctx->buffer, "if (any(lessThan(%s.xyzw, vec4(0.0)))) discard;\n", dst_param.reg_name);
4074 } else {
4075 /* 1.X shaders only compare the first 3 components, probably due to the nature of the texkill
4076 * instruction as a tex* instruction, and phase, which kills all a / w components. Even if all
4077 * 4 components are defined, only the first 3 are used
4079 shader_addline(ins->ctx->buffer, "if (any(lessThan(%s.xyz, vec3(0.0)))) discard;\n", dst_param.reg_name);
4083 /** Process the WINED3DSIO_DP2ADD instruction in GLSL.
4084 * dst = dot2(src0, src1) + src2 */
4085 static void shader_glsl_dp2add(const struct wined3d_shader_instruction *ins)
4087 struct glsl_src_param src0_param;
4088 struct glsl_src_param src1_param;
4089 struct glsl_src_param src2_param;
4090 DWORD write_mask;
4091 unsigned int mask_size;
4093 write_mask = shader_glsl_append_dst(ins->ctx->buffer, ins);
4094 mask_size = shader_glsl_get_write_mask_size(write_mask);
4096 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1, &src0_param);
4097 shader_glsl_add_src_param(ins, &ins->src[1], WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1, &src1_param);
4098 shader_glsl_add_src_param(ins, &ins->src[2], WINED3DSP_WRITEMASK_0, &src2_param);
4100 if (mask_size > 1) {
4101 shader_addline(ins->ctx->buffer, "vec%d(dot(%s, %s) + %s));\n",
4102 mask_size, src0_param.param_str, src1_param.param_str, src2_param.param_str);
4103 } else {
4104 shader_addline(ins->ctx->buffer, "dot(%s, %s) + %s);\n",
4105 src0_param.param_str, src1_param.param_str, src2_param.param_str);
4109 static void shader_glsl_input_pack(const struct wined3d_shader *shader, struct wined3d_shader_buffer *buffer,
4110 const struct wined3d_shader_signature_element *input_signature,
4111 const struct wined3d_shader_reg_maps *reg_maps,
4112 enum vertexprocessing_mode vertexprocessing)
4114 WORD map = reg_maps->input_registers;
4115 unsigned int i;
4117 for (i = 0; map; map >>= 1, ++i)
4119 const char *semantic_name;
4120 UINT semantic_idx;
4121 char reg_mask[6];
4123 /* Unused */
4124 if (!(map & 1)) continue;
4126 semantic_name = input_signature[i].semantic_name;
4127 semantic_idx = input_signature[i].semantic_idx;
4128 shader_glsl_write_mask_to_str(input_signature[i].mask, reg_mask);
4130 if (shader_match_semantic(semantic_name, WINED3D_DECL_USAGE_TEXCOORD))
4132 if (semantic_idx < 8 && vertexprocessing == pretransformed)
4133 shader_addline(buffer, "ps_in[%u]%s = gl_TexCoord[%u]%s;\n",
4134 shader->u.ps.input_reg_map[i], reg_mask, semantic_idx, reg_mask);
4135 else
4136 shader_addline(buffer, "ps_in[%u]%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
4137 shader->u.ps.input_reg_map[i], reg_mask, reg_mask);
4139 else if (shader_match_semantic(semantic_name, WINED3D_DECL_USAGE_COLOR))
4141 if (!semantic_idx)
4142 shader_addline(buffer, "ps_in[%u]%s = vec4(gl_Color)%s;\n",
4143 shader->u.ps.input_reg_map[i], reg_mask, reg_mask);
4144 else if (semantic_idx == 1)
4145 shader_addline(buffer, "ps_in[%u]%s = vec4(gl_SecondaryColor)%s;\n",
4146 shader->u.ps.input_reg_map[i], reg_mask, reg_mask);
4147 else
4148 shader_addline(buffer, "ps_in[%u]%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
4149 shader->u.ps.input_reg_map[i], reg_mask, reg_mask);
4151 else
4153 shader_addline(buffer, "ps_in[%u]%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
4154 shader->u.ps.input_reg_map[i], reg_mask, reg_mask);
4159 /*********************************************
4160 * Vertex Shader Specific Code begins here
4161 ********************************************/
4163 static void add_glsl_program_entry(struct shader_glsl_priv *priv, struct glsl_shader_prog_link *entry)
4165 struct glsl_program_key key;
4167 key.vs_id = entry->vs.id;
4168 key.gs_id = entry->gs.id;
4169 key.ps_id = entry->ps.id;
4171 if (wine_rb_put(&priv->program_lookup, &key, &entry->program_lookup_entry) == -1)
4173 ERR("Failed to insert program entry.\n");
4177 static struct glsl_shader_prog_link *get_glsl_program_entry(const struct shader_glsl_priv *priv,
4178 GLhandleARB vs_id, GLhandleARB gs_id, GLhandleARB ps_id)
4180 struct wine_rb_entry *entry;
4181 struct glsl_program_key key;
4183 key.vs_id = vs_id;
4184 key.gs_id = gs_id;
4185 key.ps_id = ps_id;
4187 entry = wine_rb_get(&priv->program_lookup, &key);
4188 return entry ? WINE_RB_ENTRY_VALUE(entry, struct glsl_shader_prog_link, program_lookup_entry) : NULL;
4191 /* Context activation is done by the caller. */
4192 static void delete_glsl_program_entry(struct shader_glsl_priv *priv, const struct wined3d_gl_info *gl_info,
4193 struct glsl_shader_prog_link *entry)
4195 struct glsl_program_key key;
4197 key.vs_id = entry->vs.id;
4198 key.gs_id = entry->gs.id;
4199 key.ps_id = entry->ps.id;
4200 wine_rb_remove(&priv->program_lookup, &key);
4202 GL_EXTCALL(glDeleteObjectARB(entry->programId));
4203 if (entry->vs.id)
4204 list_remove(&entry->vs.shader_entry);
4205 if (entry->gs.id)
4206 list_remove(&entry->gs.shader_entry);
4207 if (entry->ps.id)
4208 list_remove(&entry->ps.shader_entry);
4209 HeapFree(GetProcessHeap(), 0, entry->vs.uniform_f_locations);
4210 HeapFree(GetProcessHeap(), 0, entry->ps.uniform_f_locations);
4211 HeapFree(GetProcessHeap(), 0, entry);
4214 static void handle_ps3_input(struct wined3d_shader_buffer *buffer,
4215 const struct wined3d_gl_info *gl_info, const DWORD *map,
4216 const struct wined3d_shader_signature_element *input_signature,
4217 const struct wined3d_shader_reg_maps *reg_maps_in,
4218 const struct wined3d_shader_signature_element *output_signature,
4219 const struct wined3d_shader_reg_maps *reg_maps_out)
4221 unsigned int i, j;
4222 const char *semantic_name_in;
4223 UINT semantic_idx_in;
4224 DWORD *set;
4225 DWORD in_idx;
4226 unsigned int in_count = vec4_varyings(3, gl_info);
4227 char reg_mask[6];
4228 char destination[50];
4229 WORD input_map, output_map;
4231 set = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*set) * (in_count + 2));
4233 input_map = reg_maps_in->input_registers;
4234 for (i = 0; input_map; input_map >>= 1, ++i)
4236 if (!(input_map & 1)) continue;
4238 in_idx = map[i];
4239 /* Declared, but not read register */
4240 if (in_idx == ~0U) continue;
4241 if (in_idx >= (in_count + 2))
4243 FIXME("More input varyings declared than supported, expect issues.\n");
4244 continue;
4247 if (in_idx == in_count)
4248 sprintf(destination, "gl_FrontColor");
4249 else if (in_idx == in_count + 1)
4250 sprintf(destination, "gl_FrontSecondaryColor");
4251 else
4252 sprintf(destination, "ps_in[%u]", in_idx);
4254 semantic_name_in = input_signature[i].semantic_name;
4255 semantic_idx_in = input_signature[i].semantic_idx;
4256 set[in_idx] = ~0U;
4258 output_map = reg_maps_out->output_registers;
4259 for (j = 0; output_map; output_map >>= 1, ++j)
4261 DWORD mask;
4263 if (!(output_map & 1)
4264 || semantic_idx_in != output_signature[j].semantic_idx
4265 || strcmp(semantic_name_in, output_signature[j].semantic_name)
4266 || !(mask = input_signature[i].mask & output_signature[j].mask))
4267 continue;
4269 set[in_idx] = mask;
4270 shader_glsl_write_mask_to_str(mask, reg_mask);
4272 shader_addline(buffer, "%s%s = vs_out[%u]%s;\n",
4273 destination, reg_mask, j, reg_mask);
4277 for (i = 0; i < in_count + 2; ++i)
4279 unsigned int size;
4281 if (!set[i] || set[i] == WINED3DSP_WRITEMASK_ALL)
4282 continue;
4284 if (set[i] == ~0U) set[i] = 0;
4286 size = 0;
4287 if (!(set[i] & WINED3DSP_WRITEMASK_0)) reg_mask[size++] = 'x';
4288 if (!(set[i] & WINED3DSP_WRITEMASK_1)) reg_mask[size++] = 'y';
4289 if (!(set[i] & WINED3DSP_WRITEMASK_2)) reg_mask[size++] = 'z';
4290 if (!(set[i] & WINED3DSP_WRITEMASK_3)) reg_mask[size++] = 'w';
4291 reg_mask[size] = '\0';
4293 if (i == in_count)
4294 sprintf(destination, "gl_FrontColor");
4295 else if (i == in_count + 1)
4296 sprintf(destination, "gl_FrontSecondaryColor");
4297 else
4298 sprintf(destination, "ps_in[%u]", i);
4300 if (size == 1) shader_addline(buffer, "%s.%s = 0.0;\n", destination, reg_mask);
4301 else shader_addline(buffer, "%s.%s = vec%u(0.0);\n", destination, reg_mask, size);
4304 HeapFree(GetProcessHeap(), 0, set);
4307 /* Context activation is done by the caller. */
4308 static GLhandleARB generate_param_reorder_function(struct wined3d_shader_buffer *buffer,
4309 const struct wined3d_shader *vs, const struct wined3d_shader *ps,
4310 const struct wined3d_gl_info *gl_info)
4312 GLhandleARB ret = 0;
4313 DWORD ps_major = ps ? ps->reg_maps.shader_version.major : 0;
4314 unsigned int i;
4315 const char *semantic_name;
4316 UINT semantic_idx;
4317 char reg_mask[6];
4318 const struct wined3d_shader_signature_element *output_signature = vs->output_signature;
4319 WORD map = vs->reg_maps.output_registers;
4321 shader_buffer_clear(buffer);
4323 shader_addline(buffer, "#version 120\n");
4325 if (ps_major < 3)
4327 shader_addline(buffer, "void order_ps_input(in vec4 vs_out[%u])\n{\n", vs->limits.packed_output);
4329 for (i = 0; map; map >>= 1, ++i)
4331 DWORD write_mask;
4333 if (!(map & 1)) continue;
4335 semantic_name = output_signature[i].semantic_name;
4336 semantic_idx = output_signature[i].semantic_idx;
4337 write_mask = output_signature[i].mask;
4338 shader_glsl_write_mask_to_str(write_mask, reg_mask);
4340 if (shader_match_semantic(semantic_name, WINED3D_DECL_USAGE_COLOR))
4342 if (!semantic_idx)
4343 shader_addline(buffer, "gl_FrontColor%s = vs_out[%u]%s;\n",
4344 reg_mask, i, reg_mask);
4345 else if (semantic_idx == 1)
4346 shader_addline(buffer, "gl_FrontSecondaryColor%s = vs_out[%u]%s;\n",
4347 reg_mask, i, reg_mask);
4349 else if (shader_match_semantic(semantic_name, WINED3D_DECL_USAGE_POSITION))
4351 shader_addline(buffer, "gl_Position%s = vs_out[%u]%s;\n",
4352 reg_mask, i, reg_mask);
4354 else if (shader_match_semantic(semantic_name, WINED3D_DECL_USAGE_TEXCOORD))
4356 if (semantic_idx < 8)
4358 if (!(gl_info->quirks & WINED3D_QUIRK_SET_TEXCOORD_W) || ps_major > 0)
4359 write_mask |= WINED3DSP_WRITEMASK_3;
4361 shader_addline(buffer, "gl_TexCoord[%u]%s = vs_out[%u]%s;\n",
4362 semantic_idx, reg_mask, i, reg_mask);
4363 if (!(write_mask & WINED3DSP_WRITEMASK_3))
4364 shader_addline(buffer, "gl_TexCoord[%u].w = 1.0;\n", semantic_idx);
4367 else if (shader_match_semantic(semantic_name, WINED3D_DECL_USAGE_PSIZE))
4369 shader_addline(buffer, "gl_PointSize = vs_out[%u].%c;\n", i, reg_mask[1]);
4371 else if (shader_match_semantic(semantic_name, WINED3D_DECL_USAGE_FOG))
4373 shader_addline(buffer, "gl_FogFragCoord = clamp(vs_out[%u].%c, 0.0, 1.0);\n", i, reg_mask[1]);
4376 shader_addline(buffer, "}\n");
4378 else
4380 UINT in_count = min(vec4_varyings(ps_major, gl_info), ps->limits.packed_input);
4381 /* This one is tricky: a 3.0 pixel shader reads from a 3.0 vertex shader */
4382 shader_addline(buffer, "varying vec4 ps_in[%u];\n", in_count);
4383 shader_addline(buffer, "void order_ps_input(in vec4 vs_out[%u])\n{\n", vs->limits.packed_output);
4385 /* First, sort out position and point size. Those are not passed to the pixel shader */
4386 for (i = 0; map; map >>= 1, ++i)
4388 if (!(map & 1)) continue;
4390 semantic_name = output_signature[i].semantic_name;
4391 shader_glsl_write_mask_to_str(output_signature[i].mask, reg_mask);
4393 if (shader_match_semantic(semantic_name, WINED3D_DECL_USAGE_POSITION))
4395 shader_addline(buffer, "gl_Position%s = vs_out[%u]%s;\n",
4396 reg_mask, i, reg_mask);
4398 else if (shader_match_semantic(semantic_name, WINED3D_DECL_USAGE_PSIZE))
4400 shader_addline(buffer, "gl_PointSize = vs_out[%u].%c;\n", i, reg_mask[1]);
4404 /* Then, fix the pixel shader input */
4405 handle_ps3_input(buffer, gl_info, ps->u.ps.input_reg_map, ps->input_signature,
4406 &ps->reg_maps, output_signature, &vs->reg_maps);
4408 shader_addline(buffer, "}\n");
4411 ret = GL_EXTCALL(glCreateShaderObjectARB(GL_VERTEX_SHADER_ARB));
4412 checkGLcall("glCreateShaderObjectARB(GL_VERTEX_SHADER_ARB)");
4413 shader_glsl_compile(gl_info, ret, buffer->buffer);
4415 return ret;
4418 static void shader_glsl_generate_srgb_write_correction(struct wined3d_shader_buffer *buffer)
4420 shader_addline(buffer, "tmp0.xyz = pow(gl_FragData[0].xyz, vec3(srgb_const0.x));\n");
4421 shader_addline(buffer, "tmp0.xyz = tmp0.xyz * vec3(srgb_const0.y) - vec3(srgb_const0.z);\n");
4422 shader_addline(buffer, "tmp1.xyz = gl_FragData[0].xyz * vec3(srgb_const0.w);\n");
4423 shader_addline(buffer, "bvec3 srgb_compare = lessThan(gl_FragData[0].xyz, vec3(srgb_const1.x));\n");
4424 shader_addline(buffer, "gl_FragData[0].xyz = mix(tmp0.xyz, tmp1.xyz, vec3(srgb_compare));\n");
4425 shader_addline(buffer, "gl_FragData[0] = clamp(gl_FragData[0], 0.0, 1.0);\n");
4428 static void shader_glsl_generate_fog_code(struct wined3d_shader_buffer *buffer, enum fogmode mode)
4430 switch (mode)
4432 case FOG_OFF:
4433 return;
4435 case FOG_LINEAR:
4436 /* Fog = (gl_Fog.end - gl_FogFragCoord) / (gl_Fog.end - gl_Fog.start) */
4437 shader_addline(buffer, "float Fog = (gl_Fog.end - gl_FogFragCoord) / (gl_Fog.end - gl_Fog.start);\n");
4438 break;
4440 case FOG_EXP:
4441 /* Fog = e^-(gl_Fog.density * gl_FogFragCoord) */
4442 shader_addline(buffer, "float Fog = exp(-gl_Fog.density * gl_FogFragCoord);\n");
4443 break;
4445 case FOG_EXP2:
4446 /* Fog = e^-((gl_Fog.density * gl_FogFragCoord)^2) */
4447 shader_addline(buffer, "float Fog = exp(-gl_Fog.density * gl_Fog.density * gl_FogFragCoord * gl_FogFragCoord);\n");
4448 break;
4450 default:
4451 ERR("Invalid fog mode %#x.\n", mode);
4452 return;
4455 shader_addline(buffer, "gl_FragData[0].xyz = mix(gl_Fog.color.xyz, gl_FragData[0].xyz, clamp(Fog, 0.0, 1.0));\n");
4458 /* Context activation is done by the caller. */
4459 static void hardcode_local_constants(const struct wined3d_shader *shader,
4460 const struct wined3d_gl_info *gl_info, GLhandleARB programId, const char *prefix)
4462 const struct wined3d_shader_lconst *lconst;
4463 GLint tmp_loc;
4464 const float *value;
4465 char glsl_name[10];
4467 LIST_FOR_EACH_ENTRY(lconst, &shader->constantsF, struct wined3d_shader_lconst, entry)
4469 value = (const float *)lconst->value;
4470 snprintf(glsl_name, sizeof(glsl_name), "%s_lc%u", prefix, lconst->idx);
4471 tmp_loc = GL_EXTCALL(glGetUniformLocationARB(programId, glsl_name));
4472 GL_EXTCALL(glUniform4fvARB(tmp_loc, 1, value));
4474 checkGLcall("Hardcoding local constants");
4477 /* Context activation is done by the caller. */
4478 static GLuint shader_glsl_generate_pshader(const struct wined3d_context *context,
4479 struct wined3d_shader_buffer *buffer, const struct wined3d_shader *shader,
4480 const struct ps_compile_args *args, struct ps_np2fixup_info *np2fixup_info)
4482 const struct wined3d_shader_reg_maps *reg_maps = &shader->reg_maps;
4483 const struct wined3d_gl_info *gl_info = context->gl_info;
4484 const DWORD *function = shader->function;
4485 struct shader_glsl_ctx_priv priv_ctx;
4487 /* Create the hw GLSL shader object and assign it as the shader->prgId */
4488 GLhandleARB shader_obj = GL_EXTCALL(glCreateShaderObjectARB(GL_FRAGMENT_SHADER_ARB));
4490 memset(&priv_ctx, 0, sizeof(priv_ctx));
4491 priv_ctx.cur_ps_args = args;
4492 priv_ctx.cur_np2fixup_info = np2fixup_info;
4494 shader_addline(buffer, "#version 120\n");
4496 if (gl_info->supported[ARB_SHADER_BIT_ENCODING])
4497 shader_addline(buffer, "#extension GL_ARB_shader_bit_encoding : enable\n");
4498 if (gl_info->supported[ARB_SHADER_TEXTURE_LOD])
4499 shader_addline(buffer, "#extension GL_ARB_shader_texture_lod : enable\n");
4500 /* The spec says that it doesn't have to be explicitly enabled, but the
4501 * nvidia drivers write a warning if we don't do so. */
4502 if (gl_info->supported[ARB_TEXTURE_RECTANGLE])
4503 shader_addline(buffer, "#extension GL_ARB_texture_rectangle : enable\n");
4504 if (gl_info->supported[EXT_GPU_SHADER4])
4505 shader_addline(buffer, "#extension GL_EXT_gpu_shader4 : enable\n");
4507 /* Base Declarations */
4508 shader_generate_glsl_declarations(context, buffer, shader, reg_maps, &priv_ctx);
4510 /* Pack 3.0 inputs */
4511 if (reg_maps->shader_version.major >= 3 && args->vp_mode != vertexshader)
4512 shader_glsl_input_pack(shader, buffer, shader->input_signature, reg_maps, args->vp_mode);
4514 /* Base Shader Body */
4515 shader_generate_main(shader, buffer, reg_maps, function, &priv_ctx);
4517 /* Pixel shaders < 2.0 place the resulting color in R0 implicitly */
4518 if (reg_maps->shader_version.major < 2)
4520 /* Some older cards like GeforceFX ones don't support multiple buffers, so also not gl_FragData */
4521 shader_addline(buffer, "gl_FragData[0] = R0;\n");
4524 if (args->srgb_correction)
4525 shader_glsl_generate_srgb_write_correction(buffer);
4527 /* SM < 3 does not replace the fog stage. */
4528 if (reg_maps->shader_version.major < 3)
4529 shader_glsl_generate_fog_code(buffer, args->fog);
4531 shader_addline(buffer, "}\n");
4533 TRACE("Compiling shader object %u\n", shader_obj);
4534 shader_glsl_compile(gl_info, shader_obj, buffer->buffer);
4536 /* Store the shader object */
4537 return shader_obj;
4540 /* Context activation is done by the caller. */
4541 static GLuint shader_glsl_generate_vshader(const struct wined3d_context *context,
4542 struct wined3d_shader_buffer *buffer, const struct wined3d_shader *shader,
4543 const struct vs_compile_args *args)
4545 const struct wined3d_shader_reg_maps *reg_maps = &shader->reg_maps;
4546 const struct wined3d_gl_info *gl_info = context->gl_info;
4547 const DWORD *function = shader->function;
4548 struct shader_glsl_ctx_priv priv_ctx;
4550 /* Create the hw GLSL shader program and assign it as the shader->prgId */
4551 GLhandleARB shader_obj = GL_EXTCALL(glCreateShaderObjectARB(GL_VERTEX_SHADER_ARB));
4553 shader_addline(buffer, "#version 120\n");
4555 if (gl_info->supported[ARB_SHADER_BIT_ENCODING])
4556 shader_addline(buffer, "#extension GL_ARB_shader_bit_encoding : enable\n");
4557 if (gl_info->supported[EXT_GPU_SHADER4])
4558 shader_addline(buffer, "#extension GL_EXT_gpu_shader4 : enable\n");
4560 memset(&priv_ctx, 0, sizeof(priv_ctx));
4561 priv_ctx.cur_vs_args = args;
4563 /* Base Declarations */
4564 shader_generate_glsl_declarations(context, buffer, shader, reg_maps, &priv_ctx);
4566 /* Base Shader Body */
4567 shader_generate_main(shader, buffer, reg_maps, function, &priv_ctx);
4569 /* Unpack outputs */
4570 shader_addline(buffer, "order_ps_input(vs_out);\n");
4572 /* The D3DRS_FOGTABLEMODE render state defines if the shader-generated fog coord is used
4573 * or if the fragment depth is used. If the fragment depth is used(FOGTABLEMODE != NONE),
4574 * the fog frag coord is thrown away. If the fog frag coord is used, but not written by
4575 * the shader, it is set to 0.0(fully fogged, since start = 1.0, end = 0.0)
4577 if (args->fog_src == VS_FOG_Z)
4578 shader_addline(buffer, "gl_FogFragCoord = gl_Position.z;\n");
4579 else if (!reg_maps->fog)
4580 shader_addline(buffer, "gl_FogFragCoord = 0.0;\n");
4582 /* We always store the clipplanes without y inversion */
4583 if (args->clip_enabled)
4584 shader_addline(buffer, "gl_ClipVertex = gl_Position;\n");
4586 /* Write the final position.
4588 * OpenGL coordinates specify the center of the pixel while d3d coords specify
4589 * the corner. The offsets are stored in z and w in posFixup. posFixup.y contains
4590 * 1.0 or -1.0 to turn the rendering upside down for offscreen rendering. PosFixup.x
4591 * contains 1.0 to allow a mad.
4593 shader_addline(buffer, "gl_Position.y = gl_Position.y * posFixup.y;\n");
4594 shader_addline(buffer, "gl_Position.xy += posFixup.zw * gl_Position.ww;\n");
4596 /* Z coord [0;1]->[-1;1] mapping, see comment in transform_projection in state.c
4598 * Basically we want (in homogeneous coordinates) z = z * 2 - 1. However, shaders are run
4599 * before the homogeneous divide, so we have to take the w into account: z = ((z / w) * 2 - 1) * w,
4600 * which is the same as z = z * 2 - w.
4602 shader_addline(buffer, "gl_Position.z = gl_Position.z * 2.0 - gl_Position.w;\n");
4604 shader_addline(buffer, "}\n");
4606 TRACE("Compiling shader object %u\n", shader_obj);
4607 shader_glsl_compile(gl_info, shader_obj, buffer->buffer);
4609 return shader_obj;
4612 /* Context activation is done by the caller. */
4613 static GLhandleARB shader_glsl_generate_geometry_shader(const struct wined3d_context *context,
4614 struct wined3d_shader_buffer *buffer, const struct wined3d_shader *shader)
4616 const struct wined3d_shader_reg_maps *reg_maps = &shader->reg_maps;
4617 const struct wined3d_gl_info *gl_info = context->gl_info;
4618 const DWORD *function = shader->function;
4619 struct shader_glsl_ctx_priv priv_ctx;
4620 GLhandleARB shader_id;
4622 shader_id = GL_EXTCALL(glCreateShaderObjectARB(GL_GEOMETRY_SHADER_ARB));
4624 shader_addline(buffer, "#version 120\n");
4626 if (gl_info->supported[ARB_GEOMETRY_SHADER4])
4627 shader_addline(buffer, "#extension GL_ARB_geometry_shader4 : enable\n");
4628 if (gl_info->supported[ARB_SHADER_BIT_ENCODING])
4629 shader_addline(buffer, "#extension GL_ARB_shader_bit_encoding : enable\n");
4630 if (gl_info->supported[EXT_GPU_SHADER4])
4631 shader_addline(buffer, "#extension GL_EXT_gpu_shader4 : enable\n");
4633 memset(&priv_ctx, 0, sizeof(priv_ctx));
4634 shader_generate_glsl_declarations(context, buffer, shader, reg_maps, &priv_ctx);
4635 shader_generate_main(shader, buffer, reg_maps, function, &priv_ctx);
4636 shader_addline(buffer, "}\n");
4638 TRACE("Compiling shader object %u.\n", shader_id);
4639 shader_glsl_compile(gl_info, shader_id, buffer->buffer);
4641 return shader_id;
4644 static GLhandleARB find_glsl_pshader(const struct wined3d_context *context,
4645 struct wined3d_shader_buffer *buffer, struct wined3d_shader *shader,
4646 const struct ps_compile_args *args, const struct ps_np2fixup_info **np2fixup_info)
4648 struct wined3d_state *state = &shader->device->stateBlock->state;
4649 struct glsl_ps_compiled_shader *gl_shaders, *new_array;
4650 struct glsl_shader_private *shader_data;
4651 struct ps_np2fixup_info *np2fixup;
4652 UINT i;
4653 DWORD new_size;
4654 GLhandleARB ret;
4656 if (!shader->backend_data)
4658 shader->backend_data = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*shader_data));
4659 if (!shader->backend_data)
4661 ERR("Failed to allocate backend data.\n");
4662 return 0;
4665 shader_data = shader->backend_data;
4666 gl_shaders = shader_data->gl_shaders.ps;
4668 /* Usually we have very few GL shaders for each d3d shader(just 1 or maybe 2),
4669 * so a linear search is more performant than a hashmap or a binary search
4670 * (cache coherency etc)
4672 for (i = 0; i < shader_data->num_gl_shaders; ++i)
4674 if (!memcmp(&gl_shaders[i].args, args, sizeof(*args)))
4676 if (args->np2_fixup)
4677 *np2fixup_info = &gl_shaders[i].np2fixup;
4678 return gl_shaders[i].prgId;
4682 TRACE("No matching GL shader found for shader %p, compiling a new shader.\n", shader);
4683 if(shader_data->shader_array_size == shader_data->num_gl_shaders) {
4684 if (shader_data->num_gl_shaders)
4686 new_size = shader_data->shader_array_size + max(1, shader_data->shader_array_size / 2);
4687 new_array = HeapReAlloc(GetProcessHeap(), 0, shader_data->gl_shaders.ps,
4688 new_size * sizeof(*gl_shaders));
4690 else
4692 new_array = HeapAlloc(GetProcessHeap(), 0, sizeof(*gl_shaders));
4693 new_size = 1;
4696 if(!new_array) {
4697 ERR("Out of memory\n");
4698 return 0;
4700 shader_data->gl_shaders.ps = new_array;
4701 shader_data->shader_array_size = new_size;
4702 gl_shaders = new_array;
4705 gl_shaders[shader_data->num_gl_shaders].args = *args;
4707 np2fixup = &gl_shaders[shader_data->num_gl_shaders].np2fixup;
4708 memset(np2fixup, 0, sizeof(*np2fixup));
4709 *np2fixup_info = args->np2_fixup ? np2fixup : NULL;
4711 pixelshader_update_samplers(&shader->reg_maps, state->textures);
4713 shader_buffer_clear(buffer);
4714 ret = shader_glsl_generate_pshader(context, buffer, shader, args, np2fixup);
4715 gl_shaders[shader_data->num_gl_shaders++].prgId = ret;
4717 return ret;
4720 static inline BOOL vs_args_equal(const struct vs_compile_args *stored, const struct vs_compile_args *new,
4721 const DWORD use_map) {
4722 if((stored->swizzle_map & use_map) != new->swizzle_map) return FALSE;
4723 if((stored->clip_enabled) != new->clip_enabled) return FALSE;
4724 return stored->fog_src == new->fog_src;
4727 static GLhandleARB find_glsl_vshader(const struct wined3d_context *context,
4728 struct wined3d_shader_buffer *buffer, struct wined3d_shader *shader,
4729 const struct vs_compile_args *args)
4731 UINT i;
4732 DWORD new_size;
4733 DWORD use_map = shader->device->strided_streams.use_map;
4734 struct glsl_vs_compiled_shader *gl_shaders, *new_array;
4735 struct glsl_shader_private *shader_data;
4736 GLhandleARB ret;
4738 if (!shader->backend_data)
4740 shader->backend_data = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*shader_data));
4741 if (!shader->backend_data)
4743 ERR("Failed to allocate backend data.\n");
4744 return 0;
4747 shader_data = shader->backend_data;
4748 gl_shaders = shader_data->gl_shaders.vs;
4750 /* Usually we have very few GL shaders for each d3d shader(just 1 or maybe 2),
4751 * so a linear search is more performant than a hashmap or a binary search
4752 * (cache coherency etc)
4754 for (i = 0; i < shader_data->num_gl_shaders; ++i)
4756 if (vs_args_equal(&gl_shaders[i].args, args, use_map))
4757 return gl_shaders[i].prgId;
4760 TRACE("No matching GL shader found for shader %p, compiling a new shader.\n", shader);
4762 if(shader_data->shader_array_size == shader_data->num_gl_shaders) {
4763 if (shader_data->num_gl_shaders)
4765 new_size = shader_data->shader_array_size + max(1, shader_data->shader_array_size / 2);
4766 new_array = HeapReAlloc(GetProcessHeap(), 0, shader_data->gl_shaders.vs,
4767 new_size * sizeof(*gl_shaders));
4769 else
4771 new_array = HeapAlloc(GetProcessHeap(), 0, sizeof(*gl_shaders));
4772 new_size = 1;
4775 if(!new_array) {
4776 ERR("Out of memory\n");
4777 return 0;
4779 shader_data->gl_shaders.vs = new_array;
4780 shader_data->shader_array_size = new_size;
4781 gl_shaders = new_array;
4784 gl_shaders[shader_data->num_gl_shaders].args = *args;
4786 shader_buffer_clear(buffer);
4787 ret = shader_glsl_generate_vshader(context, buffer, shader, args);
4788 gl_shaders[shader_data->num_gl_shaders++].prgId = ret;
4790 return ret;
4793 static GLhandleARB find_glsl_geometry_shader(const struct wined3d_context *context,
4794 struct wined3d_shader_buffer *buffer, struct wined3d_shader *shader)
4796 struct glsl_gs_compiled_shader *gl_shaders;
4797 struct glsl_shader_private *shader_data;
4798 GLhandleARB ret;
4800 if (!shader->backend_data)
4802 if (!(shader->backend_data = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*shader_data))))
4804 ERR("Failed to allocate backend data.\n");
4805 return 0;
4808 shader_data = shader->backend_data;
4809 gl_shaders = shader_data->gl_shaders.gs;
4811 if (shader_data->num_gl_shaders)
4812 return gl_shaders[0].id;
4814 TRACE("No matching GL shader found for shader %p, compiling a new shader.\n", shader);
4816 if (!(shader_data->gl_shaders.gs = HeapAlloc(GetProcessHeap(), 0, sizeof(*gl_shaders))))
4818 ERR("Failed to allocate GL shader array.\n");
4819 return 0;
4821 shader_data->shader_array_size = 1;
4822 gl_shaders = shader_data->gl_shaders.gs;
4824 shader_buffer_clear(buffer);
4825 ret = shader_glsl_generate_geometry_shader(context, buffer, shader);
4826 gl_shaders[shader_data->num_gl_shaders++].id = ret;
4828 return ret;
4831 static const char *shader_glsl_get_ffp_fragment_op_arg(struct wined3d_shader_buffer *buffer,
4832 DWORD argnum, unsigned int stage, DWORD arg)
4834 const char *ret;
4836 if (arg == ARG_UNUSED)
4837 return "<unused arg>";
4839 switch (arg & WINED3DTA_SELECTMASK)
4841 case WINED3DTA_DIFFUSE:
4842 ret = "gl_Color";
4843 break;
4845 case WINED3DTA_CURRENT:
4846 if (!stage)
4847 ret = "gl_Color";
4848 else
4849 ret = "ret";
4850 break;
4852 case WINED3DTA_TEXTURE:
4853 switch (stage)
4855 case 0: ret = "tex0"; break;
4856 case 1: ret = "tex1"; break;
4857 case 2: ret = "tex2"; break;
4858 case 3: ret = "tex3"; break;
4859 case 4: ret = "tex4"; break;
4860 case 5: ret = "tex5"; break;
4861 case 6: ret = "tex6"; break;
4862 case 7: ret = "tex7"; break;
4863 default:
4864 ret = "<invalid texture>";
4865 break;
4867 break;
4869 case WINED3DTA_TFACTOR:
4870 ret = "tex_factor";
4871 break;
4873 case WINED3DTA_SPECULAR:
4874 ret = "gl_SecondaryColor";
4875 break;
4877 case WINED3DTA_TEMP:
4878 ret = "temp_reg";
4879 break;
4881 case WINED3DTA_CONSTANT:
4882 FIXME("Per-stage constants not implemented.\n");
4883 switch (stage)
4885 case 0: ret = "const0"; break;
4886 case 1: ret = "const1"; break;
4887 case 2: ret = "const2"; break;
4888 case 3: ret = "const3"; break;
4889 case 4: ret = "const4"; break;
4890 case 5: ret = "const5"; break;
4891 case 6: ret = "const6"; break;
4892 case 7: ret = "const7"; break;
4893 default:
4894 ret = "<invalid constant>";
4895 break;
4897 break;
4899 default:
4900 return "<unhandled arg>";
4903 if (arg & WINED3DTA_COMPLEMENT)
4905 shader_addline(buffer, "arg%u = vec4(1.0) - %s;\n", argnum, ret);
4906 if (argnum == 0)
4907 ret = "arg0";
4908 else if (argnum == 1)
4909 ret = "arg1";
4910 else if (argnum == 2)
4911 ret = "arg2";
4914 if (arg & WINED3DTA_ALPHAREPLICATE)
4916 shader_addline(buffer, "arg%u = vec4(%s.w);\n", argnum, ret);
4917 if (argnum == 0)
4918 ret = "arg0";
4919 else if (argnum == 1)
4920 ret = "arg1";
4921 else if (argnum == 2)
4922 ret = "arg2";
4925 return ret;
4928 static void shader_glsl_ffp_fragment_op(struct wined3d_shader_buffer *buffer, unsigned int stage, BOOL color,
4929 BOOL alpha, DWORD dst, DWORD op, DWORD dw_arg0, DWORD dw_arg1, DWORD dw_arg2)
4931 const char *dstmask, *dstreg, *arg0, *arg1, *arg2;
4933 if (color && alpha)
4934 dstmask = "";
4935 else if (color)
4936 dstmask = ".xyz";
4937 else
4938 dstmask = ".w";
4940 if (dst == tempreg)
4941 dstreg = "temp_reg";
4942 else
4943 dstreg = "ret";
4945 arg0 = shader_glsl_get_ffp_fragment_op_arg(buffer, 0, stage, dw_arg0);
4946 arg1 = shader_glsl_get_ffp_fragment_op_arg(buffer, 1, stage, dw_arg1);
4947 arg2 = shader_glsl_get_ffp_fragment_op_arg(buffer, 2, stage, dw_arg2);
4949 switch (op)
4951 case WINED3D_TOP_DISABLE:
4952 if (!stage)
4953 shader_addline(buffer, "%s%s = gl_Color%s;\n", dstreg, dstmask, dstmask);
4954 break;
4956 case WINED3D_TOP_SELECT_ARG1:
4957 shader_addline(buffer, "%s%s = %s%s;\n", dstreg, dstmask, arg1, dstmask);
4958 break;
4960 case WINED3D_TOP_SELECT_ARG2:
4961 shader_addline(buffer, "%s%s = %s%s;\n", dstreg, dstmask, arg2, dstmask);
4962 break;
4964 case WINED3D_TOP_MODULATE:
4965 shader_addline(buffer, "%s%s = %s%s * %s%s;\n", dstreg, dstmask, arg1, dstmask, arg2, dstmask);
4966 break;
4968 case WINED3D_TOP_MODULATE_4X:
4969 shader_addline(buffer, "%s%s = clamp(%s%s * %s%s * 4.0, 0.0, 1.0);\n",
4970 dstreg, dstmask, arg1, dstmask, arg2, dstmask);
4971 break;
4973 case WINED3D_TOP_MODULATE_2X:
4974 shader_addline(buffer, "%s%s = clamp(%s%s * %s%s * 2.0, 0.0, 1.0);\n",
4975 dstreg, dstmask, arg1, dstmask, arg2, dstmask);
4976 break;
4978 case WINED3D_TOP_ADD:
4979 shader_addline(buffer, "%s%s = clamp(%s%s + %s%s, 0.0, 1.0);\n",
4980 dstreg, dstmask, arg1, dstmask, arg2, dstmask);
4981 break;
4983 case WINED3D_TOP_ADD_SIGNED:
4984 shader_addline(buffer, "%s%s = clamp(%s%s + (%s - vec4(0.5))%s, 0.0, 1.0);\n",
4985 dstreg, dstmask, arg1, dstmask, arg2, dstmask);
4986 break;
4988 case WINED3D_TOP_ADD_SIGNED_2X:
4989 shader_addline(buffer, "%s%s = clamp((%s%s + (%s - vec4(0.5))%s) * 2.0, 0.0, 1.0);\n",
4990 dstreg, dstmask, arg1, dstmask, arg2, dstmask);
4991 break;
4993 case WINED3D_TOP_SUBTRACT:
4994 shader_addline(buffer, "%s%s = clamp(%s%s - %s%s, 0.0, 1.0);\n",
4995 dstreg, dstmask, arg1, dstmask, arg2, dstmask);
4996 break;
4998 case WINED3D_TOP_ADD_SMOOTH:
4999 shader_addline(buffer, "%s%s = clamp((vec4(1.0) - %s)%s * %s%s + %s%s, 0.0, 1.0);\n",
5000 dstreg, dstmask, arg1, dstmask, arg2, dstmask, arg1, dstmask);
5001 break;
5003 case WINED3D_TOP_BLEND_DIFFUSE_ALPHA:
5004 arg0 = shader_glsl_get_ffp_fragment_op_arg(buffer, 0, stage, WINED3DTA_DIFFUSE);
5005 shader_addline(buffer, "%s%s = mix(%s%s, %s%s, %s.w);\n",
5006 dstreg, dstmask, arg2, dstmask, arg1, dstmask, arg0);
5007 break;
5009 case WINED3D_TOP_BLEND_TEXTURE_ALPHA:
5010 arg0 = shader_glsl_get_ffp_fragment_op_arg(buffer, 0, stage, WINED3DTA_TEXTURE);
5011 shader_addline(buffer, "%s%s = mix(%s%s, %s%s, %s.w);\n",
5012 dstreg, dstmask, arg2, dstmask, arg1, dstmask, arg0);
5013 break;
5015 case WINED3D_TOP_BLEND_FACTOR_ALPHA:
5016 arg0 = shader_glsl_get_ffp_fragment_op_arg(buffer, 0, stage, WINED3DTA_TFACTOR);
5017 shader_addline(buffer, "%s%s = mix(%s%s, %s%s, %s.w);\n",
5018 dstreg, dstmask, arg2, dstmask, arg1, dstmask, arg0);
5019 break;
5021 case WINED3D_TOP_BLEND_TEXTURE_ALPHA_PM:
5022 arg0 = shader_glsl_get_ffp_fragment_op_arg(buffer, 0, stage, WINED3DTA_TEXTURE);
5023 shader_addline(buffer, "%s%s = clamp(%s%s * (1.0 - %s.w) + %s%s, 0.0, 1.0);\n",
5024 dstreg, dstmask, arg2, dstmask, arg0, arg1, dstmask);
5025 break;
5027 case WINED3D_TOP_BLEND_CURRENT_ALPHA:
5028 arg0 = shader_glsl_get_ffp_fragment_op_arg(buffer, 0, stage, WINED3DTA_CURRENT);
5029 shader_addline(buffer, "%s%s = mix(%s%s, %s%s, %s.w);\n",
5030 dstreg, dstmask, arg2, dstmask, arg1, dstmask, arg0);
5031 break;
5033 case WINED3D_TOP_MODULATE_ALPHA_ADD_COLOR:
5034 shader_addline(buffer, "%s%s = clamp(%s%s * %s.w + %s%s, 0.0, 1.0);\n",
5035 dstreg, dstmask, arg2, dstmask, arg1, arg1, dstmask);
5036 break;
5038 case WINED3D_TOP_MODULATE_COLOR_ADD_ALPHA:
5039 shader_addline(buffer, "%s%s = clamp(%s%s * %s%s + %s.w, 0.0, 1.0);\n",
5040 dstreg, dstmask, arg1, dstmask, arg2, dstmask, arg1);
5041 break;
5043 case WINED3D_TOP_MODULATE_INVALPHA_ADD_COLOR:
5044 shader_addline(buffer, "%s%s = clamp(%s%s * (1.0 - %s.w) + %s%s, 0.0, 1.0);\n",
5045 dstreg, dstmask, arg2, dstmask, arg1, arg1, dstmask);
5046 break;
5047 case WINED3D_TOP_MODULATE_INVCOLOR_ADD_ALPHA:
5048 shader_addline(buffer, "%s%s = clamp((vec4(1.0) - %s)%s * %s%s + %s.w, 0.0, 1.0);\n",
5049 dstreg, dstmask, arg1, dstmask, arg2, dstmask, arg1);
5050 break;
5052 case WINED3D_TOP_BUMPENVMAP:
5053 case WINED3D_TOP_BUMPENVMAP_LUMINANCE:
5054 /* These are handled in the first pass, nothing to do. */
5055 break;
5057 case WINED3D_TOP_DOTPRODUCT3:
5058 shader_addline(buffer, "%s%s = vec4(clamp(dot(%s.xyz - 0.5, %s.xyz - 0.5) * 4.0, 0.0, 1.0))%s;\n",
5059 dstreg, dstmask, arg1, arg2, dstmask);
5060 break;
5062 case WINED3D_TOP_MULTIPLY_ADD:
5063 shader_addline(buffer, "%s%s = clamp(%s%s * %s%s + %s%s, 0.0, 1.0);\n",
5064 dstreg, dstmask, arg1, dstmask, arg2, dstmask, arg0, dstmask);
5065 break;
5067 case WINED3D_TOP_LERP:
5068 /* MSDN isn't quite right here. */
5069 shader_addline(buffer, "%s%s = mix(%s%s, %s%s, %s%s);\n",
5070 dstreg, dstmask, arg2, dstmask, arg1, dstmask, arg0, dstmask);
5071 break;
5073 default:
5074 FIXME("Unhandled operation %#x.\n", op);
5075 break;
5079 /* Context activation is done by the caller. */
5080 static GLuint shader_glsl_generate_ffp_fragment_shader(struct wined3d_shader_buffer *buffer,
5081 const struct ffp_frag_settings *settings, const struct wined3d_gl_info *gl_info)
5083 BOOL tempreg_used = FALSE, tfactor_used = FALSE;
5084 BYTE lum_map = 0, bump_map = 0, tex_map = 0;
5085 const char *final_combiner_src = "ret";
5086 UINT lowest_disabled_stage;
5087 GLhandleARB shader_obj;
5088 DWORD arg0, arg1, arg2;
5089 unsigned int stage;
5091 shader_buffer_clear(buffer);
5093 /* Find out which textures are read */
5094 for (stage = 0; stage < MAX_TEXTURES; ++stage)
5096 if (settings->op[stage].cop == WINED3D_TOP_DISABLE)
5097 break;
5099 arg0 = settings->op[stage].carg0 & WINED3DTA_SELECTMASK;
5100 arg1 = settings->op[stage].carg1 & WINED3DTA_SELECTMASK;
5101 arg2 = settings->op[stage].carg2 & WINED3DTA_SELECTMASK;
5103 if (arg0 == WINED3DTA_TEXTURE || arg1 == WINED3DTA_TEXTURE || arg2 == WINED3DTA_TEXTURE)
5104 tex_map |= 1 << stage;
5105 if (arg0 == WINED3DTA_TFACTOR || arg1 == WINED3DTA_TFACTOR || arg2 == WINED3DTA_TFACTOR)
5106 tfactor_used = TRUE;
5107 if (arg0 == WINED3DTA_TEMP || arg1 == WINED3DTA_TEMP || arg2 == WINED3DTA_TEMP)
5108 tempreg_used = TRUE;
5109 if (settings->op[stage].dst == tempreg)
5110 tempreg_used = TRUE;
5112 switch (settings->op[stage].cop)
5114 case WINED3D_TOP_BUMPENVMAP_LUMINANCE:
5115 lum_map |= 1 << stage;
5116 /* fall through */
5117 case WINED3D_TOP_BUMPENVMAP:
5118 bump_map |= 1 << stage;
5119 /* fall through */
5120 case WINED3D_TOP_BLEND_TEXTURE_ALPHA:
5121 case WINED3D_TOP_BLEND_TEXTURE_ALPHA_PM:
5122 tex_map |= 1 << stage;
5123 break;
5125 case WINED3D_TOP_BLEND_FACTOR_ALPHA:
5126 tfactor_used = TRUE;
5127 break;
5129 default:
5130 break;
5133 if (settings->op[stage].aop == WINED3D_TOP_DISABLE)
5134 continue;
5136 arg0 = settings->op[stage].aarg0 & WINED3DTA_SELECTMASK;
5137 arg1 = settings->op[stage].aarg1 & WINED3DTA_SELECTMASK;
5138 arg2 = settings->op[stage].aarg2 & WINED3DTA_SELECTMASK;
5140 if (arg0 == WINED3DTA_TEXTURE || arg1 == WINED3DTA_TEXTURE || arg2 == WINED3DTA_TEXTURE)
5141 tex_map |= 1 << stage;
5142 if (arg0 == WINED3DTA_TFACTOR || arg1 == WINED3DTA_TFACTOR || arg2 == WINED3DTA_TFACTOR)
5143 tfactor_used = TRUE;
5144 if (arg0 == WINED3DTA_TEMP || arg1 == WINED3DTA_TEMP || arg2 == WINED3DTA_TEMP)
5145 tempreg_used = TRUE;
5147 lowest_disabled_stage = stage;
5149 shader_addline(buffer, "#version 120\n");
5151 shader_addline(buffer, "vec4 tmp0, tmp1;\n");
5152 shader_addline(buffer, "vec4 ret;\n");
5153 if (tempreg_used || settings->sRGB_write)
5154 shader_addline(buffer, "vec4 temp_reg;\n");
5155 shader_addline(buffer, "vec4 arg0, arg1, arg2;\n");
5157 for (stage = 0; stage < MAX_TEXTURES; ++stage)
5159 if (!(tex_map & (1 << stage)))
5160 continue;
5162 switch (settings->op[stage].tex_type)
5164 case tex_1d:
5165 shader_addline(buffer, "uniform sampler1D ps_sampler%u;\n", stage);
5166 break;
5167 case tex_2d:
5168 shader_addline(buffer, "uniform sampler2D ps_sampler%u;\n", stage);
5169 break;
5170 case tex_3d:
5171 shader_addline(buffer, "uniform sampler3D ps_sampler%u;\n", stage);
5172 break;
5173 case tex_cube:
5174 shader_addline(buffer, "uniform samplerCube ps_sampler%u;\n", stage);
5175 break;
5176 case tex_rect:
5177 shader_addline(buffer, "uniform sampler2DRect ps_sampler%u;\n", stage);
5178 break;
5179 default:
5180 FIXME("Unhandled sampler type %#x.\n", settings->op[stage].tex_type);
5181 break;
5184 shader_addline(buffer, "vec4 tex%u;\n", stage);
5186 if (!(bump_map & (1 << stage)))
5187 continue;
5188 shader_addline(buffer, "uniform mat2 bumpenv_mat%u;\n", stage);
5190 if (!(lum_map & (1 << stage)))
5191 continue;
5192 shader_addline(buffer, "uniform float bumpenv_lum_scale%u;\n", stage);
5193 shader_addline(buffer, "uniform float bumpenv_lum_offset%u;\n", stage);
5195 if (tfactor_used)
5196 shader_addline(buffer, "uniform vec4 tex_factor;\n");
5197 shader_addline(buffer, "uniform vec4 specular_enable;\n");
5199 if (settings->sRGB_write)
5201 shader_addline(buffer, "const vec4 srgb_const0 = vec4(%.8e, %.8e, %.8e, %.8e);\n",
5202 srgb_pow, srgb_mul_high, srgb_sub_high, srgb_mul_low);
5203 shader_addline(buffer, "const vec4 srgb_const1 = vec4(%.8e, 0.0, 0.0, 0.0);\n",
5204 srgb_cmp);
5207 shader_addline(buffer, "void main()\n{\n");
5209 if (lowest_disabled_stage < 7 && settings->emul_clipplanes)
5210 shader_addline(buffer, "if (any(lessThan(gl_texCoord[7], vec4(0.0)))) discard;\n");
5212 /* Generate texture sampling instructions) */
5213 for (stage = 0; stage < MAX_TEXTURES && settings->op[stage].cop != WINED3D_TOP_DISABLE; ++stage)
5215 const char *texture_function, *coord_mask;
5216 char tex_reg_name[8];
5217 BOOL proj, clamp;
5219 if (!(tex_map & (1 << stage)))
5220 continue;
5222 if (settings->op[stage].projected == proj_none)
5224 proj = FALSE;
5226 else if (settings->op[stage].projected == proj_count4
5227 || settings->op[stage].projected == proj_count3)
5229 proj = TRUE;
5231 else
5233 FIXME("Unexpected projection mode %d\n", settings->op[stage].projected);
5234 proj = TRUE;
5237 if (settings->op[stage].cop == WINED3D_TOP_BUMPENVMAP
5238 || settings->op[stage].cop == WINED3D_TOP_BUMPENVMAP_LUMINANCE)
5239 clamp = FALSE;
5240 else
5241 clamp = TRUE;
5243 switch (settings->op[stage].tex_type)
5245 case tex_1d:
5246 if (proj)
5248 texture_function = "texture1DProj";
5249 coord_mask = "xw";
5251 else
5253 texture_function = "texture1D";
5254 coord_mask = "x";
5256 break;
5257 case tex_2d:
5258 if (proj)
5260 texture_function = "texture2DProj";
5261 coord_mask = "xyw";
5263 else
5265 texture_function = "texture2D";
5266 coord_mask = "xy";
5268 break;
5269 case tex_3d:
5270 if (proj)
5272 texture_function = "texture3DProj";
5273 coord_mask = "xyzw";
5275 else
5277 texture_function = "texture3D";
5278 coord_mask = "xyz";
5280 break;
5281 case tex_cube:
5282 texture_function = "textureCube";
5283 coord_mask = "xyz";
5284 break;
5285 case tex_rect:
5286 if (proj)
5288 texture_function = "texture2DRectProj";
5289 coord_mask = "xyw";
5291 else
5293 texture_function = "texture2DRect";
5294 coord_mask = "xy";
5296 break;
5297 default:
5298 FIXME("Unhandled texture type %#x.\n", settings->op[stage].tex_type);
5299 texture_function = "";
5300 coord_mask = "xyzw";
5301 break;
5304 if (stage > 0
5305 && (settings->op[stage - 1].cop == WINED3D_TOP_BUMPENVMAP
5306 || settings->op[stage - 1].cop == WINED3D_TOP_BUMPENVMAP_LUMINANCE))
5308 shader_addline(buffer, "ret.xy = bumpenv_mat%u * tex%u.xy;\n", stage - 1, stage - 1);
5310 /* With projective textures, texbem only divides the static
5311 * texture coord, not the displacement, so multiply the
5312 * displacement with the dividing parameter before passing it to
5313 * TXP. */
5314 if (settings->op[stage].projected != proj_none)
5316 if (settings->op[stage].projected == proj_count4)
5318 shader_addline(buffer, "ret.xy = (ret.xy * gl_TexCoord[%u].w) + gl_TexCoord[%u].xy;\n",
5319 stage, stage);
5320 shader_addline(buffer, "ret.zw = gl_TexCoord[%u].ww;\n", stage);
5322 else
5324 shader_addline(buffer, "ret.xy = (ret.xy * gl_TexCoord[%u].z) + gl_TexCoord[%u].xy;\n",
5325 stage, stage);
5326 shader_addline(buffer, "ret.zw = gl_TexCoord[%u].zz;\n", stage);
5329 else
5331 shader_addline(buffer, "ret = gl_TexCoord[%u] + ret.xyxy;\n", stage);
5334 if (clamp)
5335 shader_addline(buffer, "tex%u = clamp(%s(ps_sampler%u, ret.%s), 0.0, 1.0);\n",
5336 stage, texture_function, stage, coord_mask);
5337 else
5338 shader_addline(buffer, "tex%u = %s(ps_sampler%u, ret.%s);\n",
5339 stage, texture_function, stage, coord_mask);
5341 if (settings->op[stage - 1].cop == WINED3D_TOP_BUMPENVMAP_LUMINANCE)
5342 shader_addline(buffer, "tex%u *= clamp(tex%u.z * bumpenv_lum_scale%u + bumpenv_lum_offset%u, 0.0, 1.0);\n",
5343 stage, stage - 1, stage - 1, stage - 1);
5345 else if (settings->op[stage].projected == proj_count3)
5347 if (clamp)
5348 shader_addline(buffer, "tex%u = clamp(%s(ps_sampler%u, gl_TexCoord[%u].xyz), 0.0, 1.0);\n",
5349 stage, texture_function, stage, stage);
5350 else
5351 shader_addline(buffer, "tex%u = %s(ps_sampler%u, gl_TexCoord[%u].xyz);\n",
5352 stage, texture_function, stage, stage);
5354 else
5356 if (clamp)
5357 shader_addline(buffer, "tex%u = clamp(%s(ps_sampler%u, gl_TexCoord[%u].%s), 0.0, 1.0);\n",
5358 stage, texture_function, stage, stage, coord_mask);
5359 else
5360 shader_addline(buffer, "tex%u = %s(ps_sampler%u, gl_TexCoord[%u].%s);\n",
5361 stage, texture_function, stage, stage, coord_mask);
5364 sprintf(tex_reg_name, "tex%u", stage);
5365 shader_glsl_color_correction_ext(buffer, tex_reg_name, WINED3DSP_WRITEMASK_ALL,
5366 settings->op[stage].color_fixup);
5369 /* Generate the main shader */
5370 for (stage = 0; stage < MAX_TEXTURES; ++stage)
5372 BOOL op_equal;
5374 if (settings->op[stage].cop == WINED3D_TOP_DISABLE)
5376 if (!stage)
5377 final_combiner_src = "gl_Color";
5378 break;
5381 if (settings->op[stage].cop == WINED3D_TOP_SELECT_ARG1
5382 && settings->op[stage].aop == WINED3D_TOP_SELECT_ARG1)
5383 op_equal = settings->op[stage].carg1 == settings->op[stage].aarg1;
5384 else if (settings->op[stage].cop == WINED3D_TOP_SELECT_ARG1
5385 && settings->op[stage].aop == WINED3D_TOP_SELECT_ARG2)
5386 op_equal = settings->op[stage].carg1 == settings->op[stage].aarg2;
5387 else if (settings->op[stage].cop == WINED3D_TOP_SELECT_ARG2
5388 && settings->op[stage].aop == WINED3D_TOP_SELECT_ARG1)
5389 op_equal = settings->op[stage].carg2 == settings->op[stage].aarg1;
5390 else if (settings->op[stage].cop == WINED3D_TOP_SELECT_ARG2
5391 && settings->op[stage].aop == WINED3D_TOP_SELECT_ARG2)
5392 op_equal = settings->op[stage].carg2 == settings->op[stage].aarg2;
5393 else
5394 op_equal = settings->op[stage].aop == settings->op[stage].cop
5395 && settings->op[stage].carg0 == settings->op[stage].aarg0
5396 && settings->op[stage].carg1 == settings->op[stage].aarg1
5397 && settings->op[stage].carg2 == settings->op[stage].aarg2;
5399 if (settings->op[stage].aop == WINED3D_TOP_DISABLE)
5401 shader_glsl_ffp_fragment_op(buffer, stage, TRUE, FALSE, settings->op[stage].dst,
5402 settings->op[stage].cop, settings->op[stage].carg0,
5403 settings->op[stage].carg1, settings->op[stage].carg2);
5404 if (!stage)
5405 shader_addline(buffer, "ret.w = gl_Color.w;\n");
5407 else if (op_equal)
5409 shader_glsl_ffp_fragment_op(buffer, stage, TRUE, TRUE, settings->op[stage].dst,
5410 settings->op[stage].cop, settings->op[stage].carg0,
5411 settings->op[stage].carg1, settings->op[stage].carg2);
5413 else
5415 shader_glsl_ffp_fragment_op(buffer, stage, TRUE, FALSE, settings->op[stage].dst,
5416 settings->op[stage].cop, settings->op[stage].carg0,
5417 settings->op[stage].carg1, settings->op[stage].carg2);
5418 shader_glsl_ffp_fragment_op(buffer, stage, FALSE, TRUE, settings->op[stage].dst,
5419 settings->op[stage].aop, settings->op[stage].aarg0,
5420 settings->op[stage].aarg1, settings->op[stage].aarg2);
5424 shader_addline(buffer, "gl_FragData[0] = gl_SecondaryColor * specular_enable + %s;\n", final_combiner_src);
5426 if (settings->sRGB_write)
5427 shader_glsl_generate_srgb_write_correction(buffer);
5429 shader_glsl_generate_fog_code(buffer, settings->fog);
5431 shader_addline(buffer, "}\n");
5433 shader_obj = GL_EXTCALL(glCreateShaderObjectARB(GL_FRAGMENT_SHADER_ARB));
5434 shader_glsl_compile(gl_info, shader_obj, buffer->buffer);
5435 return shader_obj;
5438 static struct glsl_ffp_fragment_shader *shader_glsl_find_ffp_fragment_shader(struct shader_glsl_priv *priv,
5439 const struct wined3d_gl_info *gl_info, const struct ffp_frag_settings *args)
5441 struct glsl_ffp_fragment_shader *glsl_desc;
5442 const struct ffp_frag_desc *desc;
5444 if ((desc = find_ffp_frag_shader(&priv->ffp_fragment_shaders, args)))
5445 return CONTAINING_RECORD(desc, struct glsl_ffp_fragment_shader, entry);
5447 if (!(glsl_desc = HeapAlloc(GetProcessHeap(), 0, sizeof(*glsl_desc))))
5449 ERR("Failed to allocate ffp desc memory.\n");
5450 return NULL;
5453 glsl_desc->entry.settings = *args;
5454 glsl_desc->id = shader_glsl_generate_ffp_fragment_shader(&priv->shader_buffer, args, gl_info);
5455 list_init(&glsl_desc->linked_programs);
5456 add_ffp_frag_shader(&priv->ffp_fragment_shaders, &glsl_desc->entry);
5458 return glsl_desc;
5462 static void shader_glsl_init_vs_uniform_locations(const struct wined3d_gl_info *gl_info,
5463 GLhandleARB program_id, struct glsl_vs_program *vs)
5465 unsigned int i;
5466 char name[32];
5468 vs->uniform_f_locations = HeapAlloc(GetProcessHeap(), 0,
5469 sizeof(GLhandleARB) * gl_info->limits.glsl_vs_float_constants);
5470 for (i = 0; i < gl_info->limits.glsl_vs_float_constants; ++i)
5472 snprintf(name, sizeof(name), "vs_c[%u]", i);
5473 vs->uniform_f_locations[i] = GL_EXTCALL(glGetUniformLocationARB(program_id, name));
5476 for (i = 0; i < MAX_CONST_I; ++i)
5478 snprintf(name, sizeof(name), "vs_i[%u]", i);
5479 vs->uniform_i_locations[i] = GL_EXTCALL(glGetUniformLocationARB(program_id, name));
5482 vs->pos_fixup_location = GL_EXTCALL(glGetUniformLocationARB(program_id, "posFixup"));
5485 static void shader_glsl_init_ps_uniform_locations(const struct wined3d_gl_info *gl_info,
5486 GLhandleARB program_id, struct glsl_ps_program *ps)
5488 unsigned int i;
5489 char name[32];
5491 ps->uniform_f_locations = HeapAlloc(GetProcessHeap(), 0,
5492 sizeof(GLhandleARB) * gl_info->limits.glsl_ps_float_constants);
5493 for (i = 0; i < gl_info->limits.glsl_ps_float_constants; ++i)
5495 snprintf(name, sizeof(name), "ps_c[%u]", i);
5496 ps->uniform_f_locations[i] = GL_EXTCALL(glGetUniformLocationARB(program_id, name));
5499 for (i = 0; i < MAX_CONST_I; ++i)
5501 snprintf(name, sizeof(name), "ps_i[%u]", i);
5502 ps->uniform_i_locations[i] = GL_EXTCALL(glGetUniformLocationARB(program_id, name));
5505 for (i = 0; i < MAX_TEXTURES; ++i)
5507 snprintf(name, sizeof(name), "bumpenv_mat%u", i);
5508 ps->bumpenv_mat_location[i] = GL_EXTCALL(glGetUniformLocationARB(program_id, name));
5509 snprintf(name, sizeof(name), "bumpenv_lum_scale%u", i);
5510 ps->bumpenv_lum_scale_location[i] = GL_EXTCALL(glGetUniformLocationARB(program_id, name));
5511 snprintf(name, sizeof(name), "bumpenv_lum_offset%u", i);
5512 ps->bumpenv_lum_offset_location[i] = GL_EXTCALL(glGetUniformLocationARB(program_id, name));
5515 ps->tex_factor_location = GL_EXTCALL(glGetUniformLocationARB(program_id, "tex_factor"));
5516 ps->specular_enable_location = GL_EXTCALL(glGetUniformLocationARB(program_id, "specular_enable"));
5517 ps->np2_fixup_location = GL_EXTCALL(glGetUniformLocationARB(program_id, "ps_samplerNP2Fixup"));
5518 ps->ycorrection_location = GL_EXTCALL(glGetUniformLocationARB(program_id, "ycorrection"));
5521 /* Context activation is done by the caller. */
5522 static void set_glsl_shader_program(const struct wined3d_context *context, struct wined3d_device *device,
5523 enum wined3d_shader_mode vertex_mode, enum wined3d_shader_mode fragment_mode)
5525 const struct wined3d_state *state = &device->stateBlock->state;
5526 const struct wined3d_gl_info *gl_info = context->gl_info;
5527 const struct ps_np2fixup_info *np2fixup_info = NULL;
5528 struct shader_glsl_priv *priv = device->shader_priv;
5529 struct glsl_shader_prog_link *entry = NULL;
5530 struct wined3d_shader *vshader = NULL;
5531 struct wined3d_shader *gshader = NULL;
5532 struct wined3d_shader *pshader = NULL;
5533 GLhandleARB programId = 0;
5534 GLhandleARB reorder_shader_id = 0;
5535 unsigned int i;
5536 struct ps_compile_args ps_compile_args;
5537 struct vs_compile_args vs_compile_args;
5538 GLhandleARB vs_id, gs_id, ps_id;
5539 struct list *ps_list;
5541 if (vertex_mode == WINED3D_SHADER_MODE_SHADER)
5543 vshader = state->vertex_shader;
5544 find_vs_compile_args(state, vshader, &vs_compile_args);
5545 vs_id = find_glsl_vshader(context, &priv->shader_buffer, vshader, &vs_compile_args);
5547 if ((gshader = state->geometry_shader))
5548 gs_id = find_glsl_geometry_shader(context, &priv->shader_buffer, gshader);
5549 else
5550 gs_id = 0;
5552 else
5554 vs_id = 0;
5555 gs_id = 0;
5558 if (fragment_mode == WINED3D_SHADER_MODE_SHADER)
5560 pshader = state->pixel_shader;
5561 find_ps_compile_args(state, pshader, &ps_compile_args);
5562 ps_id = find_glsl_pshader(context, &priv->shader_buffer,
5563 pshader, &ps_compile_args, &np2fixup_info);
5564 ps_list = &pshader->linked_programs;
5566 else if (fragment_mode == WINED3D_SHADER_MODE_FFP && priv->fragment_pipe == &glsl_fragment_pipe)
5568 struct glsl_ffp_fragment_shader *ffp_shader;
5569 struct ffp_frag_settings settings;
5571 gen_ffp_frag_op(device, state, &settings, FALSE);
5572 ffp_shader = shader_glsl_find_ffp_fragment_shader(priv, gl_info, &settings);
5573 ps_id = ffp_shader->id;
5574 ps_list = &ffp_shader->linked_programs;
5576 else
5578 ps_id = 0;
5581 if ((!vs_id && !gs_id && !ps_id) || (entry = get_glsl_program_entry(priv, vs_id, gs_id, ps_id)))
5583 priv->glsl_program = entry;
5584 return;
5587 /* If we get to this point, then no matching program exists, so we create one */
5588 programId = GL_EXTCALL(glCreateProgramObjectARB());
5589 TRACE("Created new GLSL shader program %u\n", programId);
5591 /* Create the entry */
5592 entry = HeapAlloc(GetProcessHeap(), 0, sizeof(struct glsl_shader_prog_link));
5593 entry->programId = programId;
5594 entry->vs.id = vs_id;
5595 entry->gs.id = gs_id;
5596 entry->ps.id = ps_id;
5597 entry->constant_version = 0;
5598 entry->ps.np2_fixup_info = np2fixup_info;
5599 /* Add the hash table entry */
5600 add_glsl_program_entry(priv, entry);
5602 /* Set the current program */
5603 priv->glsl_program = entry;
5605 /* Attach GLSL vshader */
5606 if (vshader)
5608 WORD map = vshader->reg_maps.input_registers;
5609 char tmp_name[10];
5611 reorder_shader_id = generate_param_reorder_function(&priv->shader_buffer, vshader, pshader, gl_info);
5612 TRACE("Attaching GLSL shader object %u to program %u\n", reorder_shader_id, programId);
5613 GL_EXTCALL(glAttachObjectARB(programId, reorder_shader_id));
5614 checkGLcall("glAttachObjectARB");
5615 /* Flag the reorder function for deletion, then it will be freed automatically when the program
5616 * is destroyed
5618 GL_EXTCALL(glDeleteObjectARB(reorder_shader_id));
5620 TRACE("Attaching GLSL shader object %u to program %u.\n", vs_id, programId);
5621 GL_EXTCALL(glAttachObjectARB(programId, vs_id));
5622 checkGLcall("glAttachObjectARB");
5624 /* Bind vertex attributes to a corresponding index number to match
5625 * the same index numbers as ARB_vertex_programs (makes loading
5626 * vertex attributes simpler). With this method, we can use the
5627 * exact same code to load the attributes later for both ARB and
5628 * GLSL shaders.
5630 * We have to do this here because we need to know the Program ID
5631 * in order to make the bindings work, and it has to be done prior
5632 * to linking the GLSL program. */
5633 for (i = 0; map; map >>= 1, ++i)
5635 if (!(map & 1)) continue;
5637 snprintf(tmp_name, sizeof(tmp_name), "vs_in%u", i);
5638 GL_EXTCALL(glBindAttribLocationARB(programId, i, tmp_name));
5640 checkGLcall("glBindAttribLocationARB");
5642 list_add_head(&vshader->linked_programs, &entry->vs.shader_entry);
5645 if (gshader)
5647 TRACE("Attaching GLSL geometry shader object %u to program %u.\n", gs_id, programId);
5648 GL_EXTCALL(glAttachObjectARB(programId, gs_id));
5649 checkGLcall("glAttachObjectARB");
5651 TRACE("input type %s, output type %s, vertices out %u.\n",
5652 debug_d3dprimitivetype(gshader->u.gs.input_type),
5653 debug_d3dprimitivetype(gshader->u.gs.output_type),
5654 gshader->u.gs.vertices_out);
5655 GL_EXTCALL(glProgramParameteriARB(programId, GL_GEOMETRY_INPUT_TYPE_ARB,
5656 gl_primitive_type_from_d3d(gshader->u.gs.input_type)));
5657 GL_EXTCALL(glProgramParameteriARB(programId, GL_GEOMETRY_OUTPUT_TYPE_ARB,
5658 gl_primitive_type_from_d3d(gshader->u.gs.output_type)));
5659 GL_EXTCALL(glProgramParameteriARB(programId, GL_GEOMETRY_VERTICES_OUT_ARB,
5660 gshader->u.gs.vertices_out));
5661 checkGLcall("glProgramParameteriARB");
5663 list_add_head(&gshader->linked_programs, &entry->gs.shader_entry);
5666 /* Attach GLSL pshader */
5667 if (ps_id)
5669 TRACE("Attaching GLSL shader object %u to program %u.\n", ps_id, programId);
5670 GL_EXTCALL(glAttachObjectARB(programId, ps_id));
5671 checkGLcall("glAttachObjectARB");
5673 list_add_head(ps_list, &entry->ps.shader_entry);
5676 /* Link the program */
5677 TRACE("Linking GLSL shader program %u\n", programId);
5678 GL_EXTCALL(glLinkProgramARB(programId));
5679 shader_glsl_validate_link(gl_info, programId);
5681 shader_glsl_init_vs_uniform_locations(gl_info, programId, &entry->vs);
5682 shader_glsl_init_ps_uniform_locations(gl_info, programId, &entry->ps);
5683 checkGLcall("Find glsl program uniform locations");
5685 if (pshader && pshader->reg_maps.shader_version.major >= 3
5686 && pshader->u.ps.declared_in_count > vec4_varyings(3, gl_info))
5688 TRACE("Shader %d needs vertex color clamping disabled\n", programId);
5689 entry->vs.vertex_color_clamp = GL_FALSE;
5691 else
5693 entry->vs.vertex_color_clamp = GL_FIXED_ONLY_ARB;
5696 /* Set the shader to allow uniform loading on it */
5697 GL_EXTCALL(glUseProgramObjectARB(programId));
5698 checkGLcall("glUseProgramObjectARB(programId)");
5700 /* Load the vertex and pixel samplers now. The function that finds the mappings makes sure
5701 * that it stays the same for each vertexshader-pixelshader pair(=linked glsl program). If
5702 * a pshader with fixed function pipeline is used there are no vertex samplers, and if a
5703 * vertex shader with fixed function pixel processing is used we make sure that the card
5704 * supports enough samplers to allow the max number of vertex samplers with all possible
5705 * fixed function fragment processing setups. So once the program is linked these samplers
5706 * won't change.
5708 shader_glsl_load_vsamplers(gl_info, device->texUnitMap, programId);
5709 shader_glsl_load_psamplers(gl_info, device->texUnitMap, programId);
5711 /* If the local constants do not have to be loaded with the environment constants,
5712 * load them now to have them hardcoded in the GLSL program. This saves some CPU cycles
5713 * later
5715 if (pshader && !pshader->load_local_constsF)
5716 hardcode_local_constants(pshader, gl_info, programId, "ps");
5717 if (vshader && !vshader->load_local_constsF)
5718 hardcode_local_constants(vshader, gl_info, programId, "vs");
5721 /* Context activation is done by the caller. */
5722 static GLhandleARB create_glsl_blt_shader(const struct wined3d_gl_info *gl_info, enum tex_types tex_type, BOOL masked)
5724 GLhandleARB program_id;
5725 GLhandleARB vshader_id, pshader_id;
5726 const char *blt_pshader;
5728 static const char *blt_vshader =
5729 "#version 120\n"
5730 "void main(void)\n"
5731 "{\n"
5732 " gl_Position = gl_Vertex;\n"
5733 " gl_FrontColor = vec4(1.0);\n"
5734 " gl_TexCoord[0] = gl_MultiTexCoord0;\n"
5735 "}\n";
5737 static const char * const blt_pshaders_full[tex_type_count] =
5739 /* tex_1d */
5740 NULL,
5741 /* tex_2d */
5742 "#version 120\n"
5743 "uniform sampler2D sampler;\n"
5744 "void main(void)\n"
5745 "{\n"
5746 " gl_FragDepth = texture2D(sampler, gl_TexCoord[0].xy).x;\n"
5747 "}\n",
5748 /* tex_3d */
5749 NULL,
5750 /* tex_cube */
5751 "#version 120\n"
5752 "uniform samplerCube sampler;\n"
5753 "void main(void)\n"
5754 "{\n"
5755 " gl_FragDepth = textureCube(sampler, gl_TexCoord[0].xyz).x;\n"
5756 "}\n",
5757 /* tex_rect */
5758 "#version 120\n"
5759 "#extension GL_ARB_texture_rectangle : enable\n"
5760 "uniform sampler2DRect sampler;\n"
5761 "void main(void)\n"
5762 "{\n"
5763 " gl_FragDepth = texture2DRect(sampler, gl_TexCoord[0].xy).x;\n"
5764 "}\n",
5767 static const char * const blt_pshaders_masked[tex_type_count] =
5769 /* tex_1d */
5770 NULL,
5771 /* tex_2d */
5772 "#version 120\n"
5773 "uniform sampler2D sampler;\n"
5774 "uniform vec4 mask;\n"
5775 "void main(void)\n"
5776 "{\n"
5777 " if (all(lessThan(gl_FragCoord.xy, mask.zw))) discard;\n"
5778 " gl_FragDepth = texture2D(sampler, gl_TexCoord[0].xy).x;\n"
5779 "}\n",
5780 /* tex_3d */
5781 NULL,
5782 /* tex_cube */
5783 "#version 120\n"
5784 "uniform samplerCube sampler;\n"
5785 "uniform vec4 mask;\n"
5786 "void main(void)\n"
5787 "{\n"
5788 " if (all(lessThan(gl_FragCoord.xy, mask.zw))) discard;\n"
5789 " gl_FragDepth = textureCube(sampler, gl_TexCoord[0].xyz).x;\n"
5790 "}\n",
5791 /* tex_rect */
5792 "#version 120\n"
5793 "#extension GL_ARB_texture_rectangle : enable\n"
5794 "uniform sampler2DRect sampler;\n"
5795 "uniform vec4 mask;\n"
5796 "void main(void)\n"
5797 "{\n"
5798 " if (all(lessThan(gl_FragCoord.xy, mask.zw))) discard;\n"
5799 " gl_FragDepth = texture2DRect(sampler, gl_TexCoord[0].xy).x;\n"
5800 "}\n",
5803 blt_pshader = masked ? blt_pshaders_masked[tex_type] : blt_pshaders_full[tex_type];
5804 if (!blt_pshader)
5806 FIXME("tex_type %#x not supported\n", tex_type);
5807 return 0;
5810 vshader_id = GL_EXTCALL(glCreateShaderObjectARB(GL_VERTEX_SHADER_ARB));
5811 shader_glsl_compile(gl_info, vshader_id, blt_vshader);
5813 pshader_id = GL_EXTCALL(glCreateShaderObjectARB(GL_FRAGMENT_SHADER_ARB));
5814 shader_glsl_compile(gl_info, pshader_id, blt_pshader);
5816 program_id = GL_EXTCALL(glCreateProgramObjectARB());
5817 GL_EXTCALL(glAttachObjectARB(program_id, vshader_id));
5818 GL_EXTCALL(glAttachObjectARB(program_id, pshader_id));
5819 GL_EXTCALL(glLinkProgramARB(program_id));
5821 shader_glsl_validate_link(gl_info, program_id);
5823 /* Once linked we can mark the shaders for deletion. They will be deleted once the program
5824 * is destroyed
5826 GL_EXTCALL(glDeleteObjectARB(vshader_id));
5827 GL_EXTCALL(glDeleteObjectARB(pshader_id));
5828 return program_id;
5831 /* Context activation is done by the caller. */
5832 static void shader_glsl_select(const struct wined3d_context *context, enum wined3d_shader_mode vertex_mode,
5833 enum wined3d_shader_mode fragment_mode)
5835 const struct wined3d_gl_info *gl_info = context->gl_info;
5836 struct wined3d_device *device = context->swapchain->device;
5837 struct shader_glsl_priv *priv = device->shader_priv;
5838 GLhandleARB program_id = 0;
5839 GLenum old_vertex_color_clamp, current_vertex_color_clamp;
5841 old_vertex_color_clamp = priv->glsl_program ? priv->glsl_program->vs.vertex_color_clamp : GL_FIXED_ONLY_ARB;
5842 set_glsl_shader_program(context, device, vertex_mode, fragment_mode);
5843 current_vertex_color_clamp = priv->glsl_program ? priv->glsl_program->vs.vertex_color_clamp : GL_FIXED_ONLY_ARB;
5844 if (old_vertex_color_clamp != current_vertex_color_clamp)
5846 if (gl_info->supported[ARB_COLOR_BUFFER_FLOAT])
5848 GL_EXTCALL(glClampColorARB(GL_CLAMP_VERTEX_COLOR_ARB, current_vertex_color_clamp));
5849 checkGLcall("glClampColorARB");
5851 else
5853 FIXME("vertex color clamp needs to be changed, but extension not supported.\n");
5857 program_id = priv->glsl_program ? priv->glsl_program->programId : 0;
5858 if (program_id) TRACE("Using GLSL program %u\n", program_id);
5859 GL_EXTCALL(glUseProgramObjectARB(program_id));
5860 checkGLcall("glUseProgramObjectARB");
5862 /* In case that NP2 texcoord fixup data is found for the selected program, trigger a reload of the
5863 * constants. This has to be done because it can't be guaranteed that sampler() (from state.c) is
5864 * called between selecting the shader and using it, which results in wrong fixup for some frames. */
5865 if (priv->glsl_program && priv->glsl_program->ps.np2_fixup_info)
5867 shader_glsl_load_np2fixup_constants(priv, gl_info, &device->stateBlock->state);
5871 /* Context activation is done by the caller. */
5872 static void shader_glsl_select_depth_blt(void *shader_priv, const struct wined3d_gl_info *gl_info,
5873 enum tex_types tex_type, const SIZE *ds_mask_size)
5875 BOOL masked = ds_mask_size->cx && ds_mask_size->cy;
5876 struct shader_glsl_priv *priv = shader_priv;
5877 GLhandleARB *blt_program;
5878 GLint loc;
5880 blt_program = masked ? &priv->depth_blt_program_masked[tex_type] : &priv->depth_blt_program_full[tex_type];
5881 if (!*blt_program)
5883 *blt_program = create_glsl_blt_shader(gl_info, tex_type, masked);
5884 loc = GL_EXTCALL(glGetUniformLocationARB(*blt_program, "sampler"));
5885 GL_EXTCALL(glUseProgramObjectARB(*blt_program));
5886 GL_EXTCALL(glUniform1iARB(loc, 0));
5888 else
5890 GL_EXTCALL(glUseProgramObjectARB(*blt_program));
5893 if (masked)
5895 loc = GL_EXTCALL(glGetUniformLocationARB(*blt_program, "mask"));
5896 GL_EXTCALL(glUniform4fARB(loc, 0.0f, 0.0f, (float)ds_mask_size->cx, (float)ds_mask_size->cy));
5900 /* Context activation is done by the caller. */
5901 static void shader_glsl_deselect_depth_blt(void *shader_priv, const struct wined3d_gl_info *gl_info)
5903 struct shader_glsl_priv *priv = shader_priv;
5904 GLhandleARB program_id;
5906 program_id = priv->glsl_program ? priv->glsl_program->programId : 0;
5907 if (program_id) TRACE("Using GLSL program %u\n", program_id);
5909 GL_EXTCALL(glUseProgramObjectARB(program_id));
5910 checkGLcall("glUseProgramObjectARB");
5913 static void shader_glsl_destroy(struct wined3d_shader *shader)
5915 struct glsl_shader_private *shader_data = shader->backend_data;
5916 struct wined3d_device *device = shader->device;
5917 struct shader_glsl_priv *priv = device->shader_priv;
5918 const struct wined3d_gl_info *gl_info;
5919 const struct list *linked_programs;
5920 struct wined3d_context *context;
5922 if (!shader_data || !shader_data->num_gl_shaders)
5924 HeapFree(GetProcessHeap(), 0, shader_data);
5925 shader->backend_data = NULL;
5926 return;
5929 context = context_acquire(device, NULL);
5930 gl_info = context->gl_info;
5932 TRACE("Deleting linked programs.\n");
5933 linked_programs = &shader->linked_programs;
5934 if (linked_programs->next)
5936 struct glsl_shader_prog_link *entry, *entry2;
5937 UINT i;
5939 switch (shader->reg_maps.shader_version.type)
5941 case WINED3D_SHADER_TYPE_PIXEL:
5943 struct glsl_ps_compiled_shader *gl_shaders = shader_data->gl_shaders.ps;
5945 LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, linked_programs,
5946 struct glsl_shader_prog_link, ps.shader_entry)
5948 delete_glsl_program_entry(priv, gl_info, entry);
5951 for (i = 0; i < shader_data->num_gl_shaders; ++i)
5953 TRACE("Deleting pixel shader %u.\n", gl_shaders[i].prgId);
5954 if (priv->glsl_program && priv->glsl_program->ps.id == gl_shaders[i].prgId)
5955 shader_glsl_select(context, WINED3D_SHADER_MODE_NONE, WINED3D_SHADER_MODE_NONE);
5956 GL_EXTCALL(glDeleteObjectARB(gl_shaders[i].prgId));
5957 checkGLcall("glDeleteObjectARB");
5959 HeapFree(GetProcessHeap(), 0, shader_data->gl_shaders.ps);
5961 break;
5964 case WINED3D_SHADER_TYPE_VERTEX:
5966 struct glsl_vs_compiled_shader *gl_shaders = shader_data->gl_shaders.vs;
5968 LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, linked_programs,
5969 struct glsl_shader_prog_link, vs.shader_entry)
5971 delete_glsl_program_entry(priv, gl_info, entry);
5974 for (i = 0; i < shader_data->num_gl_shaders; ++i)
5976 TRACE("Deleting vertex shader %u.\n", gl_shaders[i].prgId);
5977 if (priv->glsl_program && priv->glsl_program->vs.id == gl_shaders[i].prgId)
5978 shader_glsl_select(context, WINED3D_SHADER_MODE_NONE, WINED3D_SHADER_MODE_NONE);
5979 GL_EXTCALL(glDeleteObjectARB(gl_shaders[i].prgId));
5980 checkGLcall("glDeleteObjectARB");
5982 HeapFree(GetProcessHeap(), 0, shader_data->gl_shaders.vs);
5984 break;
5987 case WINED3D_SHADER_TYPE_GEOMETRY:
5989 struct glsl_gs_compiled_shader *gl_shaders = shader_data->gl_shaders.gs;
5991 LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, linked_programs,
5992 struct glsl_shader_prog_link, gs.shader_entry)
5994 delete_glsl_program_entry(priv, gl_info, entry);
5997 for (i = 0; i < shader_data->num_gl_shaders; ++i)
5999 TRACE("Deleting geometry shader %u.\n", gl_shaders[i].id);
6000 if (priv->glsl_program && priv->glsl_program->gs.id == gl_shaders[i].id)
6001 shader_glsl_select(context, WINED3D_SHADER_MODE_NONE, WINED3D_SHADER_MODE_NONE);
6002 GL_EXTCALL(glDeleteObjectARB(gl_shaders[i].id));
6003 checkGLcall("glDeleteObjectARB");
6005 HeapFree(GetProcessHeap(), 0, shader_data->gl_shaders.gs);
6007 break;
6010 default:
6011 ERR("Unhandled shader type %#x.\n", shader->reg_maps.shader_version.type);
6012 break;
6016 HeapFree(GetProcessHeap(), 0, shader->backend_data);
6017 shader->backend_data = NULL;
6019 context_release(context);
6022 static int glsl_program_key_compare(const void *key, const struct wine_rb_entry *entry)
6024 const struct glsl_program_key *k = key;
6025 const struct glsl_shader_prog_link *prog = WINE_RB_ENTRY_VALUE(entry,
6026 const struct glsl_shader_prog_link, program_lookup_entry);
6028 if (k->vs_id > prog->vs.id) return 1;
6029 else if (k->vs_id < prog->vs.id) return -1;
6031 if (k->gs_id > prog->gs.id) return 1;
6032 else if (k->gs_id < prog->gs.id) return -1;
6034 if (k->ps_id > prog->ps.id) return 1;
6035 else if (k->ps_id < prog->ps.id) return -1;
6037 return 0;
6040 static BOOL constant_heap_init(struct constant_heap *heap, unsigned int constant_count)
6042 SIZE_T size = (constant_count + 1) * sizeof(*heap->entries) + constant_count * sizeof(*heap->positions);
6043 void *mem = HeapAlloc(GetProcessHeap(), 0, size);
6045 if (!mem)
6047 ERR("Failed to allocate memory\n");
6048 return FALSE;
6051 heap->entries = mem;
6052 heap->entries[1].version = 0;
6053 heap->positions = (unsigned int *)(heap->entries + constant_count + 1);
6054 heap->size = 1;
6056 return TRUE;
6059 static void constant_heap_free(struct constant_heap *heap)
6061 HeapFree(GetProcessHeap(), 0, heap->entries);
6064 static const struct wine_rb_functions wined3d_glsl_program_rb_functions =
6066 wined3d_rb_alloc,
6067 wined3d_rb_realloc,
6068 wined3d_rb_free,
6069 glsl_program_key_compare,
6072 static HRESULT shader_glsl_alloc(struct wined3d_device *device, const struct fragment_pipeline *fragment_pipe)
6074 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
6075 struct shader_glsl_priv *priv = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(struct shader_glsl_priv));
6076 SIZE_T stack_size = wined3d_log2i(max(gl_info->limits.glsl_vs_float_constants,
6077 gl_info->limits.glsl_ps_float_constants)) + 1;
6078 void *fragment_priv;
6080 if (!(fragment_priv = fragment_pipe->alloc_private(&glsl_shader_backend, priv)))
6082 ERR("Failed to initialize fragment pipe.\n");
6083 HeapFree(GetProcessHeap(), 0, priv);
6084 return E_FAIL;
6087 if (!shader_buffer_init(&priv->shader_buffer))
6089 ERR("Failed to initialize shader buffer.\n");
6090 goto fail;
6093 priv->stack = HeapAlloc(GetProcessHeap(), 0, stack_size * sizeof(*priv->stack));
6094 if (!priv->stack)
6096 ERR("Failed to allocate memory.\n");
6097 goto fail;
6100 if (!constant_heap_init(&priv->vconst_heap, gl_info->limits.glsl_vs_float_constants))
6102 ERR("Failed to initialize vertex shader constant heap\n");
6103 goto fail;
6106 if (!constant_heap_init(&priv->pconst_heap, gl_info->limits.glsl_ps_float_constants))
6108 ERR("Failed to initialize pixel shader constant heap\n");
6109 goto fail;
6112 if (wine_rb_init(&priv->program_lookup, &wined3d_glsl_program_rb_functions) == -1)
6114 ERR("Failed to initialize rbtree.\n");
6115 goto fail;
6118 priv->next_constant_version = 1;
6119 device->fragment_priv = fragment_priv;
6120 priv->fragment_pipe = fragment_pipe;
6122 device->shader_priv = priv;
6123 return WINED3D_OK;
6125 fail:
6126 constant_heap_free(&priv->pconst_heap);
6127 constant_heap_free(&priv->vconst_heap);
6128 HeapFree(GetProcessHeap(), 0, priv->stack);
6129 shader_buffer_free(&priv->shader_buffer);
6130 fragment_pipe->free_private(device);
6131 HeapFree(GetProcessHeap(), 0, priv);
6132 return E_OUTOFMEMORY;
6135 /* Context activation is done by the caller. */
6136 static void shader_glsl_free(struct wined3d_device *device)
6138 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
6139 struct shader_glsl_priv *priv = device->shader_priv;
6140 int i;
6142 for (i = 0; i < tex_type_count; ++i)
6144 if (priv->depth_blt_program_full[i])
6146 GL_EXTCALL(glDeleteObjectARB(priv->depth_blt_program_full[i]));
6148 if (priv->depth_blt_program_masked[i])
6150 GL_EXTCALL(glDeleteObjectARB(priv->depth_blt_program_masked[i]));
6154 wine_rb_destroy(&priv->program_lookup, NULL, NULL);
6155 constant_heap_free(&priv->pconst_heap);
6156 constant_heap_free(&priv->vconst_heap);
6157 HeapFree(GetProcessHeap(), 0, priv->stack);
6158 shader_buffer_free(&priv->shader_buffer);
6159 priv->fragment_pipe->free_private(device);
6161 HeapFree(GetProcessHeap(), 0, device->shader_priv);
6162 device->shader_priv = NULL;
6165 static void shader_glsl_context_destroyed(void *shader_priv, const struct wined3d_context *context) {}
6167 static void shader_glsl_get_caps(const struct wined3d_gl_info *gl_info, struct shader_caps *caps)
6169 UINT shader_model;
6171 if (gl_info->supported[EXT_GPU_SHADER4] && gl_info->supported[ARB_SHADER_BIT_ENCODING]
6172 && gl_info->supported[ARB_GEOMETRY_SHADER4] && gl_info->glsl_version >= MAKEDWORD_VERSION(1, 50)
6173 && gl_info->supported[ARB_DRAW_ELEMENTS_BASE_VERTEX] && gl_info->supported[ARB_DRAW_INSTANCED])
6174 shader_model = 4;
6175 /* ARB_shader_texture_lod or EXT_gpu_shader4 is required for the SM3
6176 * texldd and texldl instructions. */
6177 else if (gl_info->supported[ARB_SHADER_TEXTURE_LOD] || gl_info->supported[EXT_GPU_SHADER4])
6178 shader_model = 3;
6179 else
6180 shader_model = 2;
6181 TRACE("Shader model %u.\n", shader_model);
6183 caps->vs_version = shader_model;
6184 caps->gs_version = shader_model;
6185 caps->ps_version = shader_model;
6187 caps->vs_uniform_count = gl_info->limits.glsl_vs_float_constants;
6188 caps->ps_uniform_count = gl_info->limits.glsl_ps_float_constants;
6190 /* FIXME: The following line is card dependent. -8.0 to 8.0 is the
6191 * Direct3D minimum requirement.
6193 * Both GL_ARB_fragment_program and GLSL require a "maximum representable magnitude"
6194 * of colors to be 2^10, and 2^32 for other floats. Should we use 1024 here?
6196 * The problem is that the refrast clamps temporary results in the shader to
6197 * [-MaxValue;+MaxValue]. If the card's max value is bigger than the one we advertize here,
6198 * then applications may miss the clamping behavior. On the other hand, if it is smaller,
6199 * the shader will generate incorrect results too. Unfortunately, GL deliberately doesn't
6200 * offer a way to query this.
6202 caps->ps_1x_max_value = 8.0;
6204 caps->vs_clipping = TRUE;
6207 static BOOL shader_glsl_color_fixup_supported(struct color_fixup_desc fixup)
6209 if (TRACE_ON(d3d_shader) && TRACE_ON(d3d))
6211 TRACE("Checking support for fixup:\n");
6212 dump_color_fixup_desc(fixup);
6215 /* We support everything except YUV conversions. */
6216 if (!is_complex_fixup(fixup))
6218 TRACE("[OK]\n");
6219 return TRUE;
6222 TRACE("[FAILED]\n");
6223 return FALSE;
6226 static const SHADER_HANDLER shader_glsl_instruction_handler_table[WINED3DSIH_TABLE_SIZE] =
6228 /* WINED3DSIH_ABS */ shader_glsl_map2gl,
6229 /* WINED3DSIH_ADD */ shader_glsl_binop,
6230 /* WINED3DSIH_AND */ shader_glsl_binop,
6231 /* WINED3DSIH_BEM */ shader_glsl_bem,
6232 /* WINED3DSIH_BREAK */ shader_glsl_break,
6233 /* WINED3DSIH_BREAKC */ shader_glsl_breakc,
6234 /* WINED3DSIH_BREAKP */ shader_glsl_breakp,
6235 /* WINED3DSIH_CALL */ shader_glsl_call,
6236 /* WINED3DSIH_CALLNZ */ shader_glsl_callnz,
6237 /* WINED3DSIH_CMP */ shader_glsl_conditional_move,
6238 /* WINED3DSIH_CND */ shader_glsl_cnd,
6239 /* WINED3DSIH_CRS */ shader_glsl_cross,
6240 /* WINED3DSIH_CUT */ shader_glsl_cut,
6241 /* WINED3DSIH_DCL */ shader_glsl_nop,
6242 /* WINED3DSIH_DCL_CONSTANT_BUFFER */ shader_glsl_nop,
6243 /* WINED3DSIH_DCL_INPUT_PRIMITIVE */ shader_glsl_nop,
6244 /* WINED3DSIH_DCL_OUTPUT_TOPOLOGY */ shader_glsl_nop,
6245 /* WINED3DSIH_DCL_VERTICES_OUT */ shader_glsl_nop,
6246 /* WINED3DSIH_DEF */ shader_glsl_nop,
6247 /* WINED3DSIH_DEFB */ shader_glsl_nop,
6248 /* WINED3DSIH_DEFI */ shader_glsl_nop,
6249 /* WINED3DSIH_DIV */ shader_glsl_binop,
6250 /* WINED3DSIH_DP2ADD */ shader_glsl_dp2add,
6251 /* WINED3DSIH_DP3 */ shader_glsl_dot,
6252 /* WINED3DSIH_DP4 */ shader_glsl_dot,
6253 /* WINED3DSIH_DST */ shader_glsl_dst,
6254 /* WINED3DSIH_DSX */ shader_glsl_map2gl,
6255 /* WINED3DSIH_DSY */ shader_glsl_map2gl,
6256 /* WINED3DSIH_ELSE */ shader_glsl_else,
6257 /* WINED3DSIH_EMIT */ shader_glsl_emit,
6258 /* WINED3DSIH_ENDIF */ shader_glsl_end,
6259 /* WINED3DSIH_ENDLOOP */ shader_glsl_end,
6260 /* WINED3DSIH_ENDREP */ shader_glsl_end,
6261 /* WINED3DSIH_EQ */ shader_glsl_relop,
6262 /* WINED3DSIH_EXP */ shader_glsl_map2gl,
6263 /* WINED3DSIH_EXPP */ shader_glsl_expp,
6264 /* WINED3DSIH_FRC */ shader_glsl_map2gl,
6265 /* WINED3DSIH_FTOI */ shader_glsl_to_int,
6266 /* WINED3DSIH_GE */ shader_glsl_relop,
6267 /* WINED3DSIH_IADD */ shader_glsl_binop,
6268 /* WINED3DSIH_IEQ */ NULL,
6269 /* WINED3DSIH_IF */ shader_glsl_if,
6270 /* WINED3DSIH_IFC */ shader_glsl_ifc,
6271 /* WINED3DSIH_IGE */ shader_glsl_relop,
6272 /* WINED3DSIH_IMUL */ shader_glsl_imul,
6273 /* WINED3DSIH_ITOF */ shader_glsl_to_float,
6274 /* WINED3DSIH_LABEL */ shader_glsl_label,
6275 /* WINED3DSIH_LD */ NULL,
6276 /* WINED3DSIH_LIT */ shader_glsl_lit,
6277 /* WINED3DSIH_LOG */ shader_glsl_log,
6278 /* WINED3DSIH_LOGP */ shader_glsl_log,
6279 /* WINED3DSIH_LOOP */ shader_glsl_loop,
6280 /* WINED3DSIH_LRP */ shader_glsl_lrp,
6281 /* WINED3DSIH_LT */ shader_glsl_relop,
6282 /* WINED3DSIH_M3x2 */ shader_glsl_mnxn,
6283 /* WINED3DSIH_M3x3 */ shader_glsl_mnxn,
6284 /* WINED3DSIH_M3x4 */ shader_glsl_mnxn,
6285 /* WINED3DSIH_M4x3 */ shader_glsl_mnxn,
6286 /* WINED3DSIH_M4x4 */ shader_glsl_mnxn,
6287 /* WINED3DSIH_MAD */ shader_glsl_mad,
6288 /* WINED3DSIH_MAX */ shader_glsl_map2gl,
6289 /* WINED3DSIH_MIN */ shader_glsl_map2gl,
6290 /* WINED3DSIH_MOV */ shader_glsl_mov,
6291 /* WINED3DSIH_MOVA */ shader_glsl_mov,
6292 /* WINED3DSIH_MOVC */ shader_glsl_conditional_move,
6293 /* WINED3DSIH_MUL */ shader_glsl_binop,
6294 /* WINED3DSIH_NOP */ shader_glsl_nop,
6295 /* WINED3DSIH_NRM */ shader_glsl_nrm,
6296 /* WINED3DSIH_PHASE */ shader_glsl_nop,
6297 /* WINED3DSIH_POW */ shader_glsl_pow,
6298 /* WINED3DSIH_RCP */ shader_glsl_rcp,
6299 /* WINED3DSIH_REP */ shader_glsl_rep,
6300 /* WINED3DSIH_RET */ shader_glsl_ret,
6301 /* WINED3DSIH_ROUND_NI */ shader_glsl_map2gl,
6302 /* WINED3DSIH_RSQ */ shader_glsl_rsq,
6303 /* WINED3DSIH_SAMPLE */ NULL,
6304 /* WINED3DSIH_SAMPLE_GRAD */ NULL,
6305 /* WINED3DSIH_SAMPLE_LOD */ NULL,
6306 /* WINED3DSIH_SETP */ NULL,
6307 /* WINED3DSIH_SGE */ shader_glsl_compare,
6308 /* WINED3DSIH_SGN */ shader_glsl_sgn,
6309 /* WINED3DSIH_SINCOS */ shader_glsl_sincos,
6310 /* WINED3DSIH_SLT */ shader_glsl_compare,
6311 /* WINED3DSIH_SQRT */ NULL,
6312 /* WINED3DSIH_SUB */ shader_glsl_binop,
6313 /* WINED3DSIH_TEX */ shader_glsl_tex,
6314 /* WINED3DSIH_TEXBEM */ shader_glsl_texbem,
6315 /* WINED3DSIH_TEXBEML */ shader_glsl_texbem,
6316 /* WINED3DSIH_TEXCOORD */ shader_glsl_texcoord,
6317 /* WINED3DSIH_TEXDEPTH */ shader_glsl_texdepth,
6318 /* WINED3DSIH_TEXDP3 */ shader_glsl_texdp3,
6319 /* WINED3DSIH_TEXDP3TEX */ shader_glsl_texdp3tex,
6320 /* WINED3DSIH_TEXKILL */ shader_glsl_texkill,
6321 /* WINED3DSIH_TEXLDD */ shader_glsl_texldd,
6322 /* WINED3DSIH_TEXLDL */ shader_glsl_texldl,
6323 /* WINED3DSIH_TEXM3x2DEPTH */ shader_glsl_texm3x2depth,
6324 /* WINED3DSIH_TEXM3x2PAD */ shader_glsl_texm3x2pad,
6325 /* WINED3DSIH_TEXM3x2TEX */ shader_glsl_texm3x2tex,
6326 /* WINED3DSIH_TEXM3x3 */ shader_glsl_texm3x3,
6327 /* WINED3DSIH_TEXM3x3DIFF */ NULL,
6328 /* WINED3DSIH_TEXM3x3PAD */ shader_glsl_texm3x3pad,
6329 /* WINED3DSIH_TEXM3x3SPEC */ shader_glsl_texm3x3spec,
6330 /* WINED3DSIH_TEXM3x3TEX */ shader_glsl_texm3x3tex,
6331 /* WINED3DSIH_TEXM3x3VSPEC */ shader_glsl_texm3x3vspec,
6332 /* WINED3DSIH_TEXREG2AR */ shader_glsl_texreg2ar,
6333 /* WINED3DSIH_TEXREG2GB */ shader_glsl_texreg2gb,
6334 /* WINED3DSIH_TEXREG2RGB */ shader_glsl_texreg2rgb,
6335 /* WINED3DSIH_UDIV */ shader_glsl_udiv,
6336 /* WINED3DSIH_USHR */ shader_glsl_binop,
6337 /* WINED3DSIH_UTOF */ shader_glsl_to_float,
6338 /* WINED3DSIH_XOR */ shader_glsl_binop,
6341 static void shader_glsl_handle_instruction(const struct wined3d_shader_instruction *ins) {
6342 SHADER_HANDLER hw_fct;
6344 /* Select handler */
6345 hw_fct = shader_glsl_instruction_handler_table[ins->handler_idx];
6347 /* Unhandled opcode */
6348 if (!hw_fct)
6350 FIXME("Backend can't handle opcode %#x\n", ins->handler_idx);
6351 return;
6353 hw_fct(ins);
6355 shader_glsl_add_instruction_modifiers(ins);
6358 static BOOL shader_glsl_has_ffp_proj_control(void *shader_priv)
6360 struct shader_glsl_priv *priv = shader_priv;
6362 return priv->fragment_pipe->ffp_proj_control;
6365 const struct wined3d_shader_backend_ops glsl_shader_backend =
6367 shader_glsl_handle_instruction,
6368 shader_glsl_select,
6369 shader_glsl_select_depth_blt,
6370 shader_glsl_deselect_depth_blt,
6371 shader_glsl_update_float_vertex_constants,
6372 shader_glsl_update_float_pixel_constants,
6373 shader_glsl_load_constants,
6374 shader_glsl_load_np2fixup_constants,
6375 shader_glsl_destroy,
6376 shader_glsl_alloc,
6377 shader_glsl_free,
6378 shader_glsl_context_destroyed,
6379 shader_glsl_get_caps,
6380 shader_glsl_color_fixup_supported,
6381 shader_glsl_has_ffp_proj_control,
6384 static void glsl_fragment_pipe_enable(const struct wined3d_gl_info *gl_info, BOOL enable)
6386 /* Nothing to do. */
6389 static void glsl_fragment_pipe_get_caps(const struct wined3d_gl_info *gl_info, struct fragment_caps *caps)
6391 caps->PrimitiveMiscCaps = WINED3DPMISCCAPS_TSSARGTEMP;
6392 caps->TextureOpCaps = WINED3DTEXOPCAPS_DISABLE
6393 | WINED3DTEXOPCAPS_SELECTARG1
6394 | WINED3DTEXOPCAPS_SELECTARG2
6395 | WINED3DTEXOPCAPS_MODULATE4X
6396 | WINED3DTEXOPCAPS_MODULATE2X
6397 | WINED3DTEXOPCAPS_MODULATE
6398 | WINED3DTEXOPCAPS_ADDSIGNED2X
6399 | WINED3DTEXOPCAPS_ADDSIGNED
6400 | WINED3DTEXOPCAPS_ADD
6401 | WINED3DTEXOPCAPS_SUBTRACT
6402 | WINED3DTEXOPCAPS_ADDSMOOTH
6403 | WINED3DTEXOPCAPS_BLENDCURRENTALPHA
6404 | WINED3DTEXOPCAPS_BLENDFACTORALPHA
6405 | WINED3DTEXOPCAPS_BLENDTEXTUREALPHA
6406 | WINED3DTEXOPCAPS_BLENDDIFFUSEALPHA
6407 | WINED3DTEXOPCAPS_BLENDTEXTUREALPHAPM
6408 | WINED3DTEXOPCAPS_MODULATEALPHA_ADDCOLOR
6409 | WINED3DTEXOPCAPS_MODULATECOLOR_ADDALPHA
6410 | WINED3DTEXOPCAPS_MODULATEINVCOLOR_ADDALPHA
6411 | WINED3DTEXOPCAPS_MODULATEINVALPHA_ADDCOLOR
6412 | WINED3DTEXOPCAPS_DOTPRODUCT3
6413 | WINED3DTEXOPCAPS_MULTIPLYADD
6414 | WINED3DTEXOPCAPS_LERP
6415 | WINED3DTEXOPCAPS_BUMPENVMAP
6416 | WINED3DTEXOPCAPS_BUMPENVMAPLUMINANCE;
6417 caps->MaxTextureBlendStages = 8;
6418 caps->MaxSimultaneousTextures = min(gl_info->limits.fragment_samplers, 8);
6421 static void *glsl_fragment_pipe_alloc(const struct wined3d_shader_backend_ops *shader_backend, void *shader_priv)
6423 struct shader_glsl_priv *priv;
6425 if (shader_backend == &glsl_shader_backend)
6427 priv = shader_priv;
6429 if (wine_rb_init(&priv->ffp_fragment_shaders, &wined3d_ffp_frag_program_rb_functions) == -1)
6431 ERR("Failed to initialize rbtree.\n");
6432 return NULL;
6435 return priv;
6438 FIXME("GLSL fragment pipe without GLSL shader backend not implemented.\n");
6440 return NULL;
6443 struct glsl_ffp_destroy_ctx
6445 struct shader_glsl_priv *priv;
6446 const struct wined3d_gl_info *gl_info;
6449 static void shader_glsl_free_ffp_fragment_shader(struct wine_rb_entry *entry, void *context)
6451 struct glsl_ffp_fragment_shader *shader = WINE_RB_ENTRY_VALUE(entry,
6452 struct glsl_ffp_fragment_shader, entry.entry);
6453 struct glsl_shader_prog_link *program, *program2;
6454 struct glsl_ffp_destroy_ctx *ctx = context;
6456 LIST_FOR_EACH_ENTRY_SAFE(program, program2, &shader->linked_programs,
6457 struct glsl_shader_prog_link, ps.shader_entry)
6459 delete_glsl_program_entry(ctx->priv, ctx->gl_info, program);
6461 ctx->gl_info->gl_ops.ext.p_glDeleteObjectARB(shader->id);
6462 HeapFree(GetProcessHeap(), 0, shader);
6465 /* Context activation is done by the caller. */
6466 static void glsl_fragment_pipe_free(struct wined3d_device *device)
6468 struct shader_glsl_priv *priv = device->fragment_priv;
6469 struct glsl_ffp_destroy_ctx ctx;
6471 ctx.priv = priv;
6472 ctx.gl_info = &device->adapter->gl_info;
6473 wine_rb_destroy(&priv->ffp_fragment_shaders, shader_glsl_free_ffp_fragment_shader, &ctx);
6476 static void glsl_fragment_pipe_shader(struct wined3d_context *context,
6477 const struct wined3d_state *state, DWORD state_id)
6479 context->last_was_pshader = use_ps(state);
6481 context->select_shader = 1;
6482 context->load_constants = 1;
6485 static void glsl_fragment_pipe_fog(struct wined3d_context *context,
6486 const struct wined3d_state *state, DWORD state_id)
6488 BOOL use_vshader = use_vs(state);
6489 enum fogsource new_source;
6491 context->select_shader = 1;
6492 context->load_constants = 1;
6494 if (!state->render_states[WINED3D_RS_FOGENABLE])
6495 return;
6497 if (state->render_states[WINED3D_RS_FOGTABLEMODE] == WINED3D_FOG_NONE)
6499 if (use_vshader)
6500 new_source = FOGSOURCE_VS;
6501 else if (state->render_states[WINED3D_RS_FOGVERTEXMODE] == WINED3D_FOG_NONE || context->last_was_rhw)
6502 new_source = FOGSOURCE_COORD;
6503 else
6504 new_source = FOGSOURCE_FFP;
6506 else
6508 new_source = FOGSOURCE_FFP;
6511 if (new_source != context->fog_source)
6513 context->fog_source = new_source;
6514 state_fogstartend(context, state, STATE_RENDER(WINED3D_RS_FOGSTART));
6518 static void glsl_fragment_pipe_tex_transform(struct wined3d_context *context,
6519 const struct wined3d_state *state, DWORD state_id)
6521 context->select_shader = 1;
6522 context->load_constants = 1;
6525 static void glsl_fragment_pipe_invalidate_constants(struct wined3d_context *context,
6526 const struct wined3d_state *state, DWORD state_id)
6528 context->load_constants = 1;
6531 static const struct StateEntryTemplate glsl_fragment_pipe_state_template[] =
6533 {STATE_RENDER(WINED3D_RS_TEXTUREFACTOR), {STATE_RENDER(WINED3D_RS_TEXTUREFACTOR), glsl_fragment_pipe_invalidate_constants}, WINED3D_GL_EXT_NONE },
6534 {STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP), {STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6535 {STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_ARG1), {STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6536 {STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_ARG2), {STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6537 {STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_ARG0), {STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6538 {STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_OP), {STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6539 {STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_ARG1), {STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6540 {STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_ARG2), {STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6541 {STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_ARG0), {STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6542 {STATE_TEXTURESTAGE(0, WINED3D_TSS_RESULT_ARG), {STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6543 {STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT00), {STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT00), glsl_fragment_pipe_invalidate_constants}, WINED3D_GL_EXT_NONE },
6544 {STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT01), {STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6545 {STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT10), {STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6546 {STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT11), {STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6547 {STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_LSCALE), {STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_LSCALE), glsl_fragment_pipe_invalidate_constants}, WINED3D_GL_EXT_NONE },
6548 {STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_LOFFSET), {STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_LSCALE), NULL }, WINED3D_GL_EXT_NONE },
6549 {STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_OP), {STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6550 {STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_ARG1), {STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6551 {STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_ARG2), {STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6552 {STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_ARG0), {STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6553 {STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_OP), {STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6554 {STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_ARG1), {STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6555 {STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_ARG2), {STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6556 {STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_ARG0), {STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6557 {STATE_TEXTURESTAGE(1, WINED3D_TSS_RESULT_ARG), {STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6558 {STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT00), {STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT00), glsl_fragment_pipe_invalidate_constants}, WINED3D_GL_EXT_NONE },
6559 {STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT01), {STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6560 {STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT10), {STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6561 {STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT11), {STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6562 {STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_LSCALE), {STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_LSCALE), glsl_fragment_pipe_invalidate_constants}, WINED3D_GL_EXT_NONE },
6563 {STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_LOFFSET), {STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_LSCALE), NULL }, WINED3D_GL_EXT_NONE },
6564 {STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_OP), {STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6565 {STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_ARG1), {STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6566 {STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_ARG2), {STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6567 {STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_ARG0), {STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6568 {STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_OP), {STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6569 {STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_ARG1), {STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6570 {STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_ARG2), {STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6571 {STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_ARG0), {STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6572 {STATE_TEXTURESTAGE(2, WINED3D_TSS_RESULT_ARG), {STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6573 {STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT00), {STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT00), glsl_fragment_pipe_invalidate_constants}, WINED3D_GL_EXT_NONE },
6574 {STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT01), {STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6575 {STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT10), {STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6576 {STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT11), {STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6577 {STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_LSCALE), {STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_LSCALE), glsl_fragment_pipe_invalidate_constants}, WINED3D_GL_EXT_NONE },
6578 {STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_LOFFSET), {STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_LSCALE), NULL }, WINED3D_GL_EXT_NONE },
6579 {STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_OP), {STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6580 {STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_ARG1), {STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6581 {STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_ARG2), {STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6582 {STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_ARG0), {STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6583 {STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_OP), {STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6584 {STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_ARG1), {STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6585 {STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_ARG2), {STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6586 {STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_ARG0), {STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6587 {STATE_TEXTURESTAGE(3, WINED3D_TSS_RESULT_ARG), {STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6588 {STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT00), {STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT00), glsl_fragment_pipe_invalidate_constants}, WINED3D_GL_EXT_NONE },
6589 {STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT01), {STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6590 {STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT10), {STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6591 {STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT11), {STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6592 {STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_LSCALE), {STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_LSCALE), glsl_fragment_pipe_invalidate_constants}, WINED3D_GL_EXT_NONE },
6593 {STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_LOFFSET), {STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_LSCALE), NULL }, WINED3D_GL_EXT_NONE },
6594 {STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_OP), {STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6595 {STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_ARG1), {STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6596 {STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_ARG2), {STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6597 {STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_ARG0), {STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6598 {STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_OP), {STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6599 {STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_ARG1), {STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6600 {STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_ARG2), {STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6601 {STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_ARG0), {STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6602 {STATE_TEXTURESTAGE(4, WINED3D_TSS_RESULT_ARG), {STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6603 {STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT00), {STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT00), glsl_fragment_pipe_invalidate_constants}, WINED3D_GL_EXT_NONE },
6604 {STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT01), {STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6605 {STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT10), {STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6606 {STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT11), {STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6607 {STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_LSCALE), {STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_LSCALE), glsl_fragment_pipe_invalidate_constants}, WINED3D_GL_EXT_NONE },
6608 {STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_LOFFSET), {STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_LSCALE), NULL }, WINED3D_GL_EXT_NONE },
6609 {STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_OP), {STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6610 {STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_ARG1), {STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6611 {STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_ARG2), {STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6612 {STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_ARG0), {STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6613 {STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_OP), {STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6614 {STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_ARG1), {STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6615 {STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_ARG2), {STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6616 {STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_ARG0), {STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6617 {STATE_TEXTURESTAGE(5, WINED3D_TSS_RESULT_ARG), {STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6618 {STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT00), {STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT00), glsl_fragment_pipe_invalidate_constants}, WINED3D_GL_EXT_NONE },
6619 {STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT01), {STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6620 {STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT10), {STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6621 {STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT11), {STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6622 {STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_LSCALE), {STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_LSCALE), glsl_fragment_pipe_invalidate_constants}, WINED3D_GL_EXT_NONE },
6623 {STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_LOFFSET), {STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_LSCALE), NULL }, WINED3D_GL_EXT_NONE },
6624 {STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_OP), {STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6625 {STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_ARG1), {STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6626 {STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_ARG2), {STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6627 {STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_ARG0), {STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6628 {STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_OP), {STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6629 {STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_ARG1), {STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6630 {STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_ARG2), {STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6631 {STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_ARG0), {STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6632 {STATE_TEXTURESTAGE(6, WINED3D_TSS_RESULT_ARG), {STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6633 {STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT00), {STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT00), glsl_fragment_pipe_invalidate_constants}, WINED3D_GL_EXT_NONE },
6634 {STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT01), {STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6635 {STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT10), {STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6636 {STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT11), {STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6637 {STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_LSCALE), {STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_LSCALE), glsl_fragment_pipe_invalidate_constants}, WINED3D_GL_EXT_NONE },
6638 {STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_LOFFSET), {STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_LSCALE), NULL }, WINED3D_GL_EXT_NONE },
6639 {STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_OP), {STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6640 {STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_ARG1), {STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6641 {STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_ARG2), {STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6642 {STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_ARG0), {STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6643 {STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_OP), {STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6644 {STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_ARG1), {STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6645 {STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_ARG2), {STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6646 {STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_ARG0), {STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6647 {STATE_TEXTURESTAGE(7, WINED3D_TSS_RESULT_ARG), {STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6648 {STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT00), {STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT00), glsl_fragment_pipe_invalidate_constants}, WINED3D_GL_EXT_NONE },
6649 {STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT01), {STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6650 {STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT10), {STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6651 {STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT11), {STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6652 {STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_LSCALE), {STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_LSCALE), glsl_fragment_pipe_invalidate_constants}, WINED3D_GL_EXT_NONE },
6653 {STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_LOFFSET), {STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_LSCALE), NULL }, WINED3D_GL_EXT_NONE },
6654 {STATE_PIXELSHADER, {STATE_PIXELSHADER, glsl_fragment_pipe_shader }, WINED3D_GL_EXT_NONE },
6655 {STATE_RENDER(WINED3D_RS_FOGENABLE), {STATE_RENDER(WINED3D_RS_FOGENABLE), glsl_fragment_pipe_fog }, WINED3D_GL_EXT_NONE },
6656 {STATE_RENDER(WINED3D_RS_FOGTABLEMODE), {STATE_RENDER(WINED3D_RS_FOGENABLE), NULL }, WINED3D_GL_EXT_NONE },
6657 {STATE_RENDER(WINED3D_RS_FOGVERTEXMODE), {STATE_RENDER(WINED3D_RS_FOGENABLE), NULL }, WINED3D_GL_EXT_NONE },
6658 {STATE_RENDER(WINED3D_RS_FOGSTART), {STATE_RENDER(WINED3D_RS_FOGSTART), state_fogstartend }, WINED3D_GL_EXT_NONE },
6659 {STATE_RENDER(WINED3D_RS_FOGEND), {STATE_RENDER(WINED3D_RS_FOGSTART), NULL }, WINED3D_GL_EXT_NONE },
6660 {STATE_RENDER(WINED3D_RS_SRGBWRITEENABLE), {STATE_RENDER(WINED3D_RS_SRGBWRITEENABLE), state_srgbwrite }, ARB_FRAMEBUFFER_SRGB},
6661 {STATE_RENDER(WINED3D_RS_SRGBWRITEENABLE), {STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6662 {STATE_RENDER(WINED3D_RS_FOGCOLOR), {STATE_RENDER(WINED3D_RS_FOGCOLOR), state_fogcolor }, WINED3D_GL_EXT_NONE },
6663 {STATE_RENDER(WINED3D_RS_FOGDENSITY), {STATE_RENDER(WINED3D_RS_FOGDENSITY), state_fogdensity }, WINED3D_GL_EXT_NONE },
6664 {STATE_TEXTURESTAGE(0,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(0, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), glsl_fragment_pipe_tex_transform }, WINED3D_GL_EXT_NONE },
6665 {STATE_TEXTURESTAGE(1,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(1, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), glsl_fragment_pipe_tex_transform }, WINED3D_GL_EXT_NONE },
6666 {STATE_TEXTURESTAGE(2,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(2, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), glsl_fragment_pipe_tex_transform }, WINED3D_GL_EXT_NONE },
6667 {STATE_TEXTURESTAGE(3,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(3, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), glsl_fragment_pipe_tex_transform }, WINED3D_GL_EXT_NONE },
6668 {STATE_TEXTURESTAGE(4,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(4, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), glsl_fragment_pipe_tex_transform }, WINED3D_GL_EXT_NONE },
6669 {STATE_TEXTURESTAGE(5,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(5, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), glsl_fragment_pipe_tex_transform }, WINED3D_GL_EXT_NONE },
6670 {STATE_TEXTURESTAGE(6,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(6, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), glsl_fragment_pipe_tex_transform }, WINED3D_GL_EXT_NONE },
6671 {STATE_TEXTURESTAGE(7,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(7, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), glsl_fragment_pipe_tex_transform }, WINED3D_GL_EXT_NONE },
6672 {STATE_RENDER(WINED3D_RS_SPECULARENABLE), {STATE_RENDER(WINED3D_RS_SPECULARENABLE), glsl_fragment_pipe_invalidate_constants}, WINED3D_GL_EXT_NONE },
6673 {0 /* Terminate */, {0, 0 }, WINED3D_GL_EXT_NONE },
6676 const struct fragment_pipeline glsl_fragment_pipe =
6678 glsl_fragment_pipe_enable,
6679 glsl_fragment_pipe_get_caps,
6680 glsl_fragment_pipe_alloc,
6681 glsl_fragment_pipe_free,
6682 shader_glsl_color_fixup_supported,
6683 glsl_fragment_pipe_state_template,
6684 TRUE,