wined3d: Add support for shadow samplers.
[wine/multimedia.git] / dlls / wined3d / glsl_shader.c
blob54a78b1c095ca6d2e53c04b3010f3029610b429a
1 /*
2 * GLSL pixel and vertex shader implementation
4 * Copyright 2006 Jason Green
5 * Copyright 2006-2007 Henri Verbeet
6 * Copyright 2007-2008 Stefan Dösinger for CodeWeavers
7 * Copyright 2009 Henri Verbeet for CodeWeavers
9 * This library is free software; you can redistribute it and/or
10 * modify it under the terms of the GNU Lesser General Public
11 * License as published by the Free Software Foundation; either
12 * version 2.1 of the License, or (at your option) any later version.
14 * This library is distributed in the hope that it will be useful,
15 * but WITHOUT ANY WARRANTY; without even the implied warranty of
16 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
17 * Lesser General Public License for more details.
19 * You should have received a copy of the GNU Lesser General Public
20 * License along with this library; if not, write to the Free Software
21 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
25 * D3D shader asm has swizzles on source parameters, and write masks for
26 * destination parameters. GLSL uses swizzles for both. The result of this is
27 * that for example "mov dst.xw, src.zyxw" becomes "dst.xw = src.zw" in GLSL.
28 * Ie, to generate a proper GLSL source swizzle, we need to take the D3D write
29 * mask for the destination parameter into account.
32 #include "config.h"
33 #include <limits.h>
34 #include <stdio.h>
35 #include "wined3d_private.h"
37 WINE_DEFAULT_DEBUG_CHANNEL(d3d_shader);
38 WINE_DECLARE_DEBUG_CHANNEL(d3d_constants);
39 WINE_DECLARE_DEBUG_CHANNEL(d3d_caps);
40 WINE_DECLARE_DEBUG_CHANNEL(d3d);
42 #define GLINFO_LOCATION (*gl_info)
44 #define WINED3D_GLSL_SAMPLE_PROJECTED 0x1
45 #define WINED3D_GLSL_SAMPLE_RECT 0x2
46 #define WINED3D_GLSL_SAMPLE_LOD 0x4
47 #define WINED3D_GLSL_SAMPLE_GRAD 0x8
49 typedef struct {
50 char reg_name[150];
51 char mask_str[6];
52 } glsl_dst_param_t;
54 typedef struct {
55 char reg_name[150];
56 char param_str[200];
57 } glsl_src_param_t;
59 typedef struct {
60 const char *name;
61 DWORD coord_mask;
62 } glsl_sample_function_t;
64 enum heap_node_op
66 HEAP_NODE_TRAVERSE_LEFT,
67 HEAP_NODE_TRAVERSE_RIGHT,
68 HEAP_NODE_POP,
71 struct constant_entry
73 unsigned int idx;
74 unsigned int version;
77 struct constant_heap
79 struct constant_entry *entries;
80 unsigned int *positions;
81 unsigned int size;
84 /* GLSL shader private data */
85 struct shader_glsl_priv {
86 struct wined3d_shader_buffer shader_buffer;
87 struct wine_rb_tree program_lookup;
88 struct glsl_shader_prog_link *glsl_program;
89 struct constant_heap vconst_heap;
90 struct constant_heap pconst_heap;
91 unsigned char *stack;
92 GLhandleARB depth_blt_program_full[tex_type_count];
93 GLhandleARB depth_blt_program_masked[tex_type_count];
94 UINT next_constant_version;
97 /* Struct to maintain data about a linked GLSL program */
98 struct glsl_shader_prog_link {
99 struct wine_rb_entry program_lookup_entry;
100 struct list vshader_entry;
101 struct list pshader_entry;
102 GLhandleARB programId;
103 GLint *vuniformF_locations;
104 GLint *puniformF_locations;
105 GLint vuniformI_locations[MAX_CONST_I];
106 GLint puniformI_locations[MAX_CONST_I];
107 GLint posFixup_location;
108 GLint np2Fixup_location;
109 GLint bumpenvmat_location[MAX_TEXTURES];
110 GLint luminancescale_location[MAX_TEXTURES];
111 GLint luminanceoffset_location[MAX_TEXTURES];
112 GLint ycorrection_location;
113 GLenum vertex_color_clamp;
114 IWineD3DVertexShader *vshader;
115 IWineD3DPixelShader *pshader;
116 struct vs_compile_args vs_args;
117 struct ps_compile_args ps_args;
118 UINT constant_version;
119 const struct ps_np2fixup_info *np2Fixup_info;
122 typedef struct {
123 IWineD3DVertexShader *vshader;
124 IWineD3DPixelShader *pshader;
125 struct ps_compile_args ps_args;
126 struct vs_compile_args vs_args;
127 } glsl_program_key_t;
129 struct shader_glsl_ctx_priv {
130 const struct vs_compile_args *cur_vs_args;
131 const struct ps_compile_args *cur_ps_args;
132 struct ps_np2fixup_info *cur_np2fixup_info;
135 struct glsl_ps_compiled_shader
137 struct ps_compile_args args;
138 struct ps_np2fixup_info np2fixup;
139 GLhandleARB prgId;
142 struct glsl_pshader_private
144 struct glsl_ps_compiled_shader *gl_shaders;
145 UINT num_gl_shaders, shader_array_size;
148 struct glsl_vs_compiled_shader
150 struct vs_compile_args args;
151 GLhandleARB prgId;
154 struct glsl_vshader_private
156 struct glsl_vs_compiled_shader *gl_shaders;
157 UINT num_gl_shaders, shader_array_size;
160 static const char *debug_gl_shader_type(GLenum type)
162 switch (type)
164 #define WINED3D_TO_STR(u) case u: return #u
165 WINED3D_TO_STR(GL_VERTEX_SHADER_ARB);
166 WINED3D_TO_STR(GL_GEOMETRY_SHADER_ARB);
167 WINED3D_TO_STR(GL_FRAGMENT_SHADER_ARB);
168 #undef WINED3D_TO_STR
169 default:
170 return wine_dbg_sprintf("UNKNOWN(%#x)", type);
174 /* Extract a line from the info log.
175 * Note that this modifies the source string. */
176 static char *get_info_log_line(char **ptr)
178 char *p, *q;
180 p = *ptr;
181 if (!(q = strstr(p, "\n")))
183 if (!*p) return NULL;
184 *ptr += strlen(p);
185 return p;
187 *q = '\0';
188 *ptr = q + 1;
190 return p;
193 /** Prints the GLSL info log which will contain error messages if they exist */
194 /* GL locking is done by the caller */
195 static void print_glsl_info_log(const struct wined3d_gl_info *gl_info, GLhandleARB obj)
197 int infologLength = 0;
198 char *infoLog;
199 unsigned int i;
200 BOOL is_spam;
202 static const char * const spam[] =
204 "Vertex shader was successfully compiled to run on hardware.\n", /* fglrx */
205 "Fragment shader was successfully compiled to run on hardware.\n", /* fglrx, with \n */
206 "Fragment shader was successfully compiled to run on hardware.", /* fglrx, no \n */
207 "Fragment shader(s) linked, vertex shader(s) linked. \n ", /* fglrx, with \n */
208 "Fragment shader(s) linked, vertex shader(s) linked.", /* fglrx, no \n */
209 "Vertex shader(s) linked, no fragment shader(s) defined. \n ", /* fglrx, with \n */
210 "Vertex shader(s) linked, no fragment shader(s) defined.", /* fglrx, no \n */
211 "Fragment shader(s) linked, no vertex shader(s) defined. \n ", /* fglrx, with \n */
212 "Fragment shader(s) linked, no vertex shader(s) defined.", /* fglrx, no \n */
215 if (!TRACE_ON(d3d_shader) && !FIXME_ON(d3d_shader)) return;
217 GL_EXTCALL(glGetObjectParameterivARB(obj,
218 GL_OBJECT_INFO_LOG_LENGTH_ARB,
219 &infologLength));
221 /* A size of 1 is just a null-terminated string, so the log should be bigger than
222 * that if there are errors. */
223 if (infologLength > 1)
225 char *ptr, *line;
227 /* Fglrx doesn't terminate the string properly, but it tells us the proper length.
228 * So use HEAP_ZERO_MEMORY to avoid uninitialized bytes
230 infoLog = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, infologLength);
231 GL_EXTCALL(glGetInfoLogARB(obj, infologLength, NULL, infoLog));
232 is_spam = FALSE;
234 for(i = 0; i < sizeof(spam) / sizeof(spam[0]); i++) {
235 if(strcmp(infoLog, spam[i]) == 0) {
236 is_spam = TRUE;
237 break;
241 ptr = infoLog;
242 if (is_spam)
244 TRACE("Spam received from GLSL shader #%u:\n", obj);
245 while ((line = get_info_log_line(&ptr))) TRACE(" %s\n", line);
247 else
249 FIXME("Error received from GLSL shader #%u:\n", obj);
250 while ((line = get_info_log_line(&ptr))) FIXME(" %s\n", line);
252 HeapFree(GetProcessHeap(), 0, infoLog);
256 /* GL locking is done by the caller. */
257 static void shader_glsl_dump_program_source(const struct wined3d_gl_info *gl_info, GLhandleARB program)
259 GLint i, object_count, source_size = -1;
260 GLhandleARB *objects;
261 char *source = NULL;
263 GL_EXTCALL(glGetObjectParameterivARB(program, GL_OBJECT_ATTACHED_OBJECTS_ARB, &object_count));
264 objects = HeapAlloc(GetProcessHeap(), 0, object_count * sizeof(*objects));
265 if (!objects)
267 ERR("Failed to allocate object array memory.\n");
268 return;
271 GL_EXTCALL(glGetAttachedObjectsARB(program, object_count, NULL, objects));
272 for (i = 0; i < object_count; ++i)
274 char *ptr, *line;
275 GLint tmp;
277 GL_EXTCALL(glGetObjectParameterivARB(objects[i], GL_OBJECT_SHADER_SOURCE_LENGTH_ARB, &tmp));
279 if (source_size < tmp)
281 HeapFree(GetProcessHeap(), 0, source);
283 source = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, tmp);
284 if (!source)
286 ERR("Failed to allocate %d bytes for shader source.\n", tmp);
287 HeapFree(GetProcessHeap(), 0, objects);
288 return;
290 source_size = tmp;
293 FIXME("Object %u:\n", objects[i]);
294 GL_EXTCALL(glGetObjectParameterivARB(objects[i], GL_OBJECT_SUBTYPE_ARB, &tmp));
295 FIXME(" GL_OBJECT_SUBTYPE_ARB: %s.\n", debug_gl_shader_type(tmp));
296 GL_EXTCALL(glGetObjectParameterivARB(objects[i], GL_OBJECT_COMPILE_STATUS_ARB, &tmp));
297 FIXME(" GL_OBJECT_COMPILE_STATUS_ARB: %d.\n", tmp);
298 FIXME("\n");
300 ptr = source;
301 GL_EXTCALL(glGetShaderSourceARB(objects[i], source_size, NULL, source));
302 while ((line = get_info_log_line(&ptr))) FIXME(" %s\n", line);
303 FIXME("\n");
306 HeapFree(GetProcessHeap(), 0, source);
307 HeapFree(GetProcessHeap(), 0, objects);
310 /* GL locking is done by the caller. */
311 static void shader_glsl_validate_link(const struct wined3d_gl_info *gl_info, GLhandleARB program)
313 GLint tmp;
315 if (!TRACE_ON(d3d_shader) && !FIXME_ON(d3d_shader)) return;
317 GL_EXTCALL(glGetObjectParameterivARB(program, GL_OBJECT_TYPE_ARB, &tmp));
318 if (tmp == GL_PROGRAM_OBJECT_ARB)
320 GL_EXTCALL(glGetObjectParameterivARB(program, GL_OBJECT_LINK_STATUS_ARB, &tmp));
321 if (!tmp)
323 FIXME("Program %u link status invalid.\n", program);
324 shader_glsl_dump_program_source(gl_info, program);
328 print_glsl_info_log(gl_info, program);
332 * Loads (pixel shader) samplers
334 /* GL locking is done by the caller */
335 static void shader_glsl_load_psamplers(const struct wined3d_gl_info *gl_info,
336 DWORD *tex_unit_map, GLhandleARB programId)
338 GLint name_loc;
339 int i;
340 char sampler_name[20];
342 for (i = 0; i < MAX_FRAGMENT_SAMPLERS; ++i) {
343 snprintf(sampler_name, sizeof(sampler_name), "Psampler%d", i);
344 name_loc = GL_EXTCALL(glGetUniformLocationARB(programId, sampler_name));
345 if (name_loc != -1) {
346 DWORD mapped_unit = tex_unit_map[i];
347 if (mapped_unit != WINED3D_UNMAPPED_STAGE && mapped_unit < gl_info->limits.fragment_samplers)
349 TRACE("Loading %s for texture %d\n", sampler_name, mapped_unit);
350 GL_EXTCALL(glUniform1iARB(name_loc, mapped_unit));
351 checkGLcall("glUniform1iARB");
352 } else {
353 ERR("Trying to load sampler %s on unsupported unit %d\n", sampler_name, mapped_unit);
359 /* GL locking is done by the caller */
360 static void shader_glsl_load_vsamplers(const struct wined3d_gl_info *gl_info,
361 DWORD *tex_unit_map, GLhandleARB programId)
363 GLint name_loc;
364 char sampler_name[20];
365 int i;
367 for (i = 0; i < MAX_VERTEX_SAMPLERS; ++i) {
368 snprintf(sampler_name, sizeof(sampler_name), "Vsampler%d", i);
369 name_loc = GL_EXTCALL(glGetUniformLocationARB(programId, sampler_name));
370 if (name_loc != -1) {
371 DWORD mapped_unit = tex_unit_map[MAX_FRAGMENT_SAMPLERS + i];
372 if (mapped_unit != WINED3D_UNMAPPED_STAGE && mapped_unit < gl_info->limits.combined_samplers)
374 TRACE("Loading %s for texture %d\n", sampler_name, mapped_unit);
375 GL_EXTCALL(glUniform1iARB(name_loc, mapped_unit));
376 checkGLcall("glUniform1iARB");
377 } else {
378 ERR("Trying to load sampler %s on unsupported unit %d\n", sampler_name, mapped_unit);
384 /* GL locking is done by the caller */
385 static inline void walk_constant_heap(const struct wined3d_gl_info *gl_info, const float *constants,
386 const GLint *constant_locations, const struct constant_heap *heap, unsigned char *stack, DWORD version)
388 int stack_idx = 0;
389 unsigned int heap_idx = 1;
390 unsigned int idx;
392 if (heap->entries[heap_idx].version <= version) return;
394 idx = heap->entries[heap_idx].idx;
395 if (constant_locations[idx] != -1) GL_EXTCALL(glUniform4fvARB(constant_locations[idx], 1, &constants[idx * 4]));
396 stack[stack_idx] = HEAP_NODE_TRAVERSE_LEFT;
398 while (stack_idx >= 0)
400 /* Note that we fall through to the next case statement. */
401 switch(stack[stack_idx])
403 case HEAP_NODE_TRAVERSE_LEFT:
405 unsigned int left_idx = heap_idx << 1;
406 if (left_idx < heap->size && heap->entries[left_idx].version > version)
408 heap_idx = left_idx;
409 idx = heap->entries[heap_idx].idx;
410 if (constant_locations[idx] != -1)
411 GL_EXTCALL(glUniform4fvARB(constant_locations[idx], 1, &constants[idx * 4]));
413 stack[stack_idx++] = HEAP_NODE_TRAVERSE_RIGHT;
414 stack[stack_idx] = HEAP_NODE_TRAVERSE_LEFT;
415 break;
419 case HEAP_NODE_TRAVERSE_RIGHT:
421 unsigned int right_idx = (heap_idx << 1) + 1;
422 if (right_idx < heap->size && heap->entries[right_idx].version > version)
424 heap_idx = right_idx;
425 idx = heap->entries[heap_idx].idx;
426 if (constant_locations[idx] != -1)
427 GL_EXTCALL(glUniform4fvARB(constant_locations[idx], 1, &constants[idx * 4]));
429 stack[stack_idx++] = HEAP_NODE_POP;
430 stack[stack_idx] = HEAP_NODE_TRAVERSE_LEFT;
431 break;
435 case HEAP_NODE_POP:
437 heap_idx >>= 1;
438 --stack_idx;
439 break;
443 checkGLcall("walk_constant_heap()");
446 /* GL locking is done by the caller */
447 static inline void apply_clamped_constant(const struct wined3d_gl_info *gl_info, GLint location, const GLfloat *data)
449 GLfloat clamped_constant[4];
451 if (location == -1) return;
453 clamped_constant[0] = data[0] < -1.0f ? -1.0f : data[0] > 1.0f ? 1.0f : data[0];
454 clamped_constant[1] = data[1] < -1.0f ? -1.0f : data[1] > 1.0f ? 1.0f : data[1];
455 clamped_constant[2] = data[2] < -1.0f ? -1.0f : data[2] > 1.0f ? 1.0f : data[2];
456 clamped_constant[3] = data[3] < -1.0f ? -1.0f : data[3] > 1.0f ? 1.0f : data[3];
458 GL_EXTCALL(glUniform4fvARB(location, 1, clamped_constant));
461 /* GL locking is done by the caller */
462 static inline void walk_constant_heap_clamped(const struct wined3d_gl_info *gl_info, const float *constants,
463 const GLint *constant_locations, const struct constant_heap *heap, unsigned char *stack, DWORD version)
465 int stack_idx = 0;
466 unsigned int heap_idx = 1;
467 unsigned int idx;
469 if (heap->entries[heap_idx].version <= version) return;
471 idx = heap->entries[heap_idx].idx;
472 apply_clamped_constant(gl_info, constant_locations[idx], &constants[idx * 4]);
473 stack[stack_idx] = HEAP_NODE_TRAVERSE_LEFT;
475 while (stack_idx >= 0)
477 /* Note that we fall through to the next case statement. */
478 switch(stack[stack_idx])
480 case HEAP_NODE_TRAVERSE_LEFT:
482 unsigned int left_idx = heap_idx << 1;
483 if (left_idx < heap->size && heap->entries[left_idx].version > version)
485 heap_idx = left_idx;
486 idx = heap->entries[heap_idx].idx;
487 apply_clamped_constant(gl_info, constant_locations[idx], &constants[idx * 4]);
489 stack[stack_idx++] = HEAP_NODE_TRAVERSE_RIGHT;
490 stack[stack_idx] = HEAP_NODE_TRAVERSE_LEFT;
491 break;
495 case HEAP_NODE_TRAVERSE_RIGHT:
497 unsigned int right_idx = (heap_idx << 1) + 1;
498 if (right_idx < heap->size && heap->entries[right_idx].version > version)
500 heap_idx = right_idx;
501 idx = heap->entries[heap_idx].idx;
502 apply_clamped_constant(gl_info, constant_locations[idx], &constants[idx * 4]);
504 stack[stack_idx++] = HEAP_NODE_POP;
505 stack[stack_idx] = HEAP_NODE_TRAVERSE_LEFT;
506 break;
510 case HEAP_NODE_POP:
512 heap_idx >>= 1;
513 --stack_idx;
514 break;
518 checkGLcall("walk_constant_heap_clamped()");
521 /* Loads floating point constants (aka uniforms) into the currently set GLSL program. */
522 /* GL locking is done by the caller */
523 static void shader_glsl_load_constantsF(IWineD3DBaseShaderImpl *This, const struct wined3d_gl_info *gl_info,
524 const float *constants, const GLint *constant_locations, const struct constant_heap *heap,
525 unsigned char *stack, UINT version)
527 const local_constant *lconst;
529 /* 1.X pshaders have the constants clamped to [-1;1] implicitly. */
530 if (This->baseShader.reg_maps.shader_version.major == 1
531 && shader_is_pshader_version(This->baseShader.reg_maps.shader_version.type))
532 walk_constant_heap_clamped(gl_info, constants, constant_locations, heap, stack, version);
533 else
534 walk_constant_heap(gl_info, constants, constant_locations, heap, stack, version);
536 if (!This->baseShader.load_local_constsF)
538 TRACE("No need to load local float constants for this shader\n");
539 return;
542 /* Immediate constants are clamped to [-1;1] at shader creation time if needed */
543 LIST_FOR_EACH_ENTRY(lconst, &This->baseShader.constantsF, local_constant, entry)
545 GLint location = constant_locations[lconst->idx];
546 /* We found this uniform name in the program - go ahead and send the data */
547 if (location != -1) GL_EXTCALL(glUniform4fvARB(location, 1, (const GLfloat *)lconst->value));
549 checkGLcall("glUniform4fvARB()");
552 /* Loads integer constants (aka uniforms) into the currently set GLSL program. */
553 /* GL locking is done by the caller */
554 static void shader_glsl_load_constantsI(IWineD3DBaseShaderImpl *This, const struct wined3d_gl_info *gl_info,
555 const GLint locations[MAX_CONST_I], const int *constants, WORD constants_set)
557 unsigned int i;
558 struct list* ptr;
560 for (i = 0; constants_set; constants_set >>= 1, ++i)
562 if (!(constants_set & 1)) continue;
564 TRACE_(d3d_constants)("Loading constants %u: %i, %i, %i, %i\n",
565 i, constants[i*4], constants[i*4+1], constants[i*4+2], constants[i*4+3]);
567 /* We found this uniform name in the program - go ahead and send the data */
568 GL_EXTCALL(glUniform4ivARB(locations[i], 1, &constants[i*4]));
569 checkGLcall("glUniform4ivARB");
572 /* Load immediate constants */
573 ptr = list_head(&This->baseShader.constantsI);
574 while (ptr) {
575 const struct local_constant *lconst = LIST_ENTRY(ptr, const struct local_constant, entry);
576 unsigned int idx = lconst->idx;
577 const GLint *values = (const GLint *)lconst->value;
579 TRACE_(d3d_constants)("Loading local constants %i: %i, %i, %i, %i\n", idx,
580 values[0], values[1], values[2], values[3]);
582 /* We found this uniform name in the program - go ahead and send the data */
583 GL_EXTCALL(glUniform4ivARB(locations[idx], 1, values));
584 checkGLcall("glUniform4ivARB");
585 ptr = list_next(&This->baseShader.constantsI, ptr);
589 /* Loads boolean constants (aka uniforms) into the currently set GLSL program. */
590 /* GL locking is done by the caller */
591 static void shader_glsl_load_constantsB(IWineD3DBaseShaderImpl *This, const struct wined3d_gl_info *gl_info,
592 GLhandleARB programId, const BOOL *constants, WORD constants_set)
594 GLint tmp_loc;
595 unsigned int i;
596 char tmp_name[8];
597 const char *prefix;
598 struct list* ptr;
600 switch (This->baseShader.reg_maps.shader_version.type)
602 case WINED3D_SHADER_TYPE_VERTEX:
603 prefix = "VB";
604 break;
606 case WINED3D_SHADER_TYPE_GEOMETRY:
607 prefix = "GB";
608 break;
610 case WINED3D_SHADER_TYPE_PIXEL:
611 prefix = "PB";
612 break;
614 default:
615 FIXME("Unknown shader type %#x.\n",
616 This->baseShader.reg_maps.shader_version.type);
617 prefix = "UB";
618 break;
621 /* TODO: Benchmark and see if it would be beneficial to store the
622 * locations of the constants to avoid looking up each time */
623 for (i = 0; constants_set; constants_set >>= 1, ++i)
625 if (!(constants_set & 1)) continue;
627 TRACE_(d3d_constants)("Loading constants %i: %i;\n", i, constants[i]);
629 /* TODO: Benchmark and see if it would be beneficial to store the
630 * locations of the constants to avoid looking up each time */
631 snprintf(tmp_name, sizeof(tmp_name), "%s[%i]", prefix, i);
632 tmp_loc = GL_EXTCALL(glGetUniformLocationARB(programId, tmp_name));
633 if (tmp_loc != -1)
635 /* We found this uniform name in the program - go ahead and send the data */
636 GL_EXTCALL(glUniform1ivARB(tmp_loc, 1, &constants[i]));
637 checkGLcall("glUniform1ivARB");
641 /* Load immediate constants */
642 ptr = list_head(&This->baseShader.constantsB);
643 while (ptr) {
644 const struct local_constant *lconst = LIST_ENTRY(ptr, const struct local_constant, entry);
645 unsigned int idx = lconst->idx;
646 const GLint *values = (const GLint *)lconst->value;
648 TRACE_(d3d_constants)("Loading local constants %i: %i\n", idx, values[0]);
650 snprintf(tmp_name, sizeof(tmp_name), "%s[%i]", prefix, idx);
651 tmp_loc = GL_EXTCALL(glGetUniformLocationARB(programId, tmp_name));
652 if (tmp_loc != -1) {
653 /* We found this uniform name in the program - go ahead and send the data */
654 GL_EXTCALL(glUniform1ivARB(tmp_loc, 1, values));
655 checkGLcall("glUniform1ivARB");
657 ptr = list_next(&This->baseShader.constantsB, ptr);
661 static void reset_program_constant_version(struct wine_rb_entry *entry, void *context)
663 WINE_RB_ENTRY_VALUE(entry, struct glsl_shader_prog_link, program_lookup_entry)->constant_version = 0;
667 * Loads the texture dimensions for NP2 fixup into the currently set GLSL program.
669 /* GL locking is done by the caller (state handler) */
670 static void shader_glsl_load_np2fixup_constants(
671 IWineD3DDevice* device,
672 char usePixelShader,
673 char useVertexShader) {
675 const IWineD3DDeviceImpl* deviceImpl = (const IWineD3DDeviceImpl*) device;
676 const struct glsl_shader_prog_link* prog = ((struct shader_glsl_priv *)(deviceImpl->shader_priv))->glsl_program;
678 if (!prog) {
679 /* No GLSL program set - nothing to do. */
680 return;
683 if (!usePixelShader) {
684 /* NP2 texcoord fixup is (currently) only done for pixelshaders. */
685 return;
688 if (prog->ps_args.np2_fixup && -1 != prog->np2Fixup_location) {
689 const struct wined3d_gl_info *gl_info = &deviceImpl->adapter->gl_info;
690 const IWineD3DStateBlockImpl* stateBlock = (const IWineD3DStateBlockImpl*) deviceImpl->stateBlock;
691 UINT i;
692 UINT fixup = prog->ps_args.np2_fixup;
693 GLfloat np2fixup_constants[4 * MAX_FRAGMENT_SAMPLERS];
695 for (i = 0; fixup; fixup >>= 1, ++i) {
696 const unsigned char idx = prog->np2Fixup_info->idx[i];
697 const IWineD3DBaseTextureImpl* const tex = (const IWineD3DBaseTextureImpl*) stateBlock->textures[i];
698 GLfloat* tex_dim = &np2fixup_constants[(idx >> 1) * 4];
700 if (!tex) {
701 FIXME("Nonexistent texture is flagged for NP2 texcoord fixup\n");
702 continue;
705 if (idx % 2) {
706 tex_dim[2] = tex->baseTexture.pow2Matrix[0]; tex_dim[3] = tex->baseTexture.pow2Matrix[5];
707 } else {
708 tex_dim[0] = tex->baseTexture.pow2Matrix[0]; tex_dim[1] = tex->baseTexture.pow2Matrix[5];
712 GL_EXTCALL(glUniform4fvARB(prog->np2Fixup_location, prog->np2Fixup_info->num_consts, np2fixup_constants));
717 * Loads the app-supplied constants into the currently set GLSL program.
719 /* GL locking is done by the caller (state handler) */
720 static void shader_glsl_load_constants(const struct wined3d_context *context,
721 char usePixelShader, char useVertexShader)
723 const struct wined3d_gl_info *gl_info = context->gl_info;
724 IWineD3DDeviceImpl *device = context->swapchain->device;
725 IWineD3DStateBlockImpl* stateBlock = device->stateBlock;
726 struct shader_glsl_priv *priv = device->shader_priv;
728 GLhandleARB programId;
729 struct glsl_shader_prog_link *prog = priv->glsl_program;
730 UINT constant_version;
731 int i;
733 if (!prog) {
734 /* No GLSL program set - nothing to do. */
735 return;
737 programId = prog->programId;
738 constant_version = prog->constant_version;
740 if (useVertexShader) {
741 IWineD3DBaseShaderImpl* vshader = (IWineD3DBaseShaderImpl*) stateBlock->vertexShader;
743 /* Load DirectX 9 float constants/uniforms for vertex shader */
744 shader_glsl_load_constantsF(vshader, gl_info, stateBlock->vertexShaderConstantF,
745 prog->vuniformF_locations, &priv->vconst_heap, priv->stack, constant_version);
747 /* Load DirectX 9 integer constants/uniforms for vertex shader */
748 shader_glsl_load_constantsI(vshader, gl_info, prog->vuniformI_locations, stateBlock->vertexShaderConstantI,
749 stateBlock->changed.vertexShaderConstantsI & vshader->baseShader.reg_maps.integer_constants);
751 /* Load DirectX 9 boolean constants/uniforms for vertex shader */
752 shader_glsl_load_constantsB(vshader, gl_info, programId, stateBlock->vertexShaderConstantB,
753 stateBlock->changed.vertexShaderConstantsB & vshader->baseShader.reg_maps.boolean_constants);
755 /* Upload the position fixup params */
756 GL_EXTCALL(glUniform4fvARB(prog->posFixup_location, 1, &device->posFixup[0]));
757 checkGLcall("glUniform4fvARB");
760 if (usePixelShader) {
762 IWineD3DBaseShaderImpl* pshader = (IWineD3DBaseShaderImpl*) stateBlock->pixelShader;
764 /* Load DirectX 9 float constants/uniforms for pixel shader */
765 shader_glsl_load_constantsF(pshader, gl_info, stateBlock->pixelShaderConstantF,
766 prog->puniformF_locations, &priv->pconst_heap, priv->stack, constant_version);
768 /* Load DirectX 9 integer constants/uniforms for pixel shader */
769 shader_glsl_load_constantsI(pshader, gl_info, prog->puniformI_locations, stateBlock->pixelShaderConstantI,
770 stateBlock->changed.pixelShaderConstantsI & pshader->baseShader.reg_maps.integer_constants);
772 /* Load DirectX 9 boolean constants/uniforms for pixel shader */
773 shader_glsl_load_constantsB(pshader, gl_info, programId, stateBlock->pixelShaderConstantB,
774 stateBlock->changed.pixelShaderConstantsB & pshader->baseShader.reg_maps.boolean_constants);
776 /* Upload the environment bump map matrix if needed. The needsbumpmat member specifies the texture stage to load the matrix from.
777 * It can't be 0 for a valid texbem instruction.
779 for(i = 0; i < MAX_TEXTURES; i++) {
780 const float *data;
782 if(prog->bumpenvmat_location[i] == -1) continue;
784 data = (const float *)&stateBlock->textureState[i][WINED3DTSS_BUMPENVMAT00];
785 GL_EXTCALL(glUniformMatrix2fvARB(prog->bumpenvmat_location[i], 1, 0, data));
786 checkGLcall("glUniformMatrix2fvARB");
788 /* texbeml needs the luminance scale and offset too. If texbeml is used, needsbumpmat
789 * is set too, so we can check that in the needsbumpmat check
791 if(prog->luminancescale_location[i] != -1) {
792 const GLfloat *scale = (const GLfloat *)&stateBlock->textureState[i][WINED3DTSS_BUMPENVLSCALE];
793 const GLfloat *offset = (const GLfloat *)&stateBlock->textureState[i][WINED3DTSS_BUMPENVLOFFSET];
795 GL_EXTCALL(glUniform1fvARB(prog->luminancescale_location[i], 1, scale));
796 checkGLcall("glUniform1fvARB");
797 GL_EXTCALL(glUniform1fvARB(prog->luminanceoffset_location[i], 1, offset));
798 checkGLcall("glUniform1fvARB");
802 if(((IWineD3DPixelShaderImpl *) pshader)->vpos_uniform) {
803 float correction_params[4];
805 if (context->render_offscreen)
807 correction_params[0] = 0.0f;
808 correction_params[1] = 1.0f;
809 } else {
810 /* position is window relative, not viewport relative */
811 correction_params[0] = context->current_rt->currentDesc.Height;
812 correction_params[1] = -1.0f;
814 GL_EXTCALL(glUniform4fvARB(prog->ycorrection_location, 1, correction_params));
818 if (priv->next_constant_version == UINT_MAX)
820 TRACE("Max constant version reached, resetting to 0.\n");
821 wine_rb_for_each_entry(&priv->program_lookup, reset_program_constant_version, NULL);
822 priv->next_constant_version = 1;
824 else
826 prog->constant_version = priv->next_constant_version++;
830 static inline void update_heap_entry(struct constant_heap *heap, unsigned int idx,
831 unsigned int heap_idx, DWORD new_version)
833 struct constant_entry *entries = heap->entries;
834 unsigned int *positions = heap->positions;
835 unsigned int parent_idx;
837 while (heap_idx > 1)
839 parent_idx = heap_idx >> 1;
841 if (new_version <= entries[parent_idx].version) break;
843 entries[heap_idx] = entries[parent_idx];
844 positions[entries[parent_idx].idx] = heap_idx;
845 heap_idx = parent_idx;
848 entries[heap_idx].version = new_version;
849 entries[heap_idx].idx = idx;
850 positions[idx] = heap_idx;
853 static void shader_glsl_update_float_vertex_constants(IWineD3DDevice *iface, UINT start, UINT count)
855 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
856 struct shader_glsl_priv *priv = This->shader_priv;
857 struct constant_heap *heap = &priv->vconst_heap;
858 UINT i;
860 for (i = start; i < count + start; ++i)
862 if (!This->stateBlock->changed.vertexShaderConstantsF[i])
863 update_heap_entry(heap, i, heap->size++, priv->next_constant_version);
864 else
865 update_heap_entry(heap, i, heap->positions[i], priv->next_constant_version);
869 static void shader_glsl_update_float_pixel_constants(IWineD3DDevice *iface, UINT start, UINT count)
871 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
872 struct shader_glsl_priv *priv = This->shader_priv;
873 struct constant_heap *heap = &priv->pconst_heap;
874 UINT i;
876 for (i = start; i < count + start; ++i)
878 if (!This->stateBlock->changed.pixelShaderConstantsF[i])
879 update_heap_entry(heap, i, heap->size++, priv->next_constant_version);
880 else
881 update_heap_entry(heap, i, heap->positions[i], priv->next_constant_version);
885 static unsigned int vec4_varyings(DWORD shader_major, const struct wined3d_gl_info *gl_info)
887 unsigned int ret = gl_info->limits.glsl_varyings / 4;
888 /* 4.0 shaders do not write clip coords because d3d10 does not support user clipplanes */
889 if(shader_major > 3) return ret;
891 /* 3.0 shaders may need an extra varying for the clip coord on some cards(mostly dx10 ones) */
892 if (gl_info->quirks & WINED3D_QUIRK_GLSL_CLIP_VARYING) ret -= 1;
893 return ret;
896 /** Generate the variable & register declarations for the GLSL output target */
897 static void shader_generate_glsl_declarations(const struct wined3d_context *context,
898 struct wined3d_shader_buffer *buffer, IWineD3DBaseShader *iface,
899 const shader_reg_maps *reg_maps, struct shader_glsl_ctx_priv *ctx_priv)
901 IWineD3DBaseShaderImpl* This = (IWineD3DBaseShaderImpl*) iface;
902 IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *) This->baseShader.device;
903 const struct ps_compile_args *ps_args = ctx_priv->cur_ps_args;
904 const struct wined3d_gl_info *gl_info = context->gl_info;
905 unsigned int i, extra_constants_needed = 0;
906 const local_constant *lconst;
907 DWORD map;
909 /* There are some minor differences between pixel and vertex shaders */
910 char pshader = shader_is_pshader_version(reg_maps->shader_version.type);
911 char prefix = pshader ? 'P' : 'V';
913 /* Prototype the subroutines */
914 for (i = 0, map = reg_maps->labels; map; map >>= 1, ++i)
916 if (map & 1) shader_addline(buffer, "void subroutine%u();\n", i);
919 /* Declare the constants (aka uniforms) */
920 if (This->baseShader.limits.constant_float > 0) {
921 unsigned max_constantsF;
922 /* Unless the shader uses indirect addressing, always declare the maximum array size and ignore that we need some
923 * uniforms privately. E.g. if GL supports 256 uniforms, and we need 2 for the pos fixup and immediate values, still
924 * declare VC[256]. If the shader needs more uniforms than we have it won't work in any case. If it uses less, the
925 * compiler will figure out which uniforms are really used and strip them out. This allows a shader to use c255 on
926 * a dx9 card, as long as it doesn't also use all the other constants.
928 * If the shader uses indirect addressing the compiler must assume that all declared uniforms are used. In this case,
929 * declare only the amount that we're assured to have.
931 * Thus we run into problems in these two cases:
932 * 1) The shader really uses more uniforms than supported
933 * 2) The shader uses indirect addressing, less constants than supported, but uses a constant index > #supported consts
935 if (pshader)
937 /* No indirect addressing here. */
938 max_constantsF = gl_info->limits.glsl_ps_float_constants;
940 else
942 if(This->baseShader.reg_maps.usesrelconstF) {
943 /* Subtract the other potential uniforms from the max available (bools, ints, and 1 row of projection matrix).
944 * Subtract another uniform for immediate values, which have to be loaded via uniform by the driver as well.
945 * The shader code only uses 0.5, 2.0, 1.0, 128 and -128 in vertex shader code, so one vec4 should be enough
946 * (Unfortunately the Nvidia driver doesn't store 128 and -128 in one float).
948 * Writing gl_ClipVertex requires one uniform for each clipplane as well.
950 max_constantsF = gl_info->limits.glsl_vs_float_constants - 3;
951 if(ctx_priv->cur_vs_args->clip_enabled)
953 max_constantsF -= gl_info->limits.clipplanes;
955 max_constantsF -= count_bits(This->baseShader.reg_maps.integer_constants);
956 /* Strictly speaking a bool only uses one scalar, but the nvidia(Linux) compiler doesn't pack them properly,
957 * so each scalar requires a full vec4. We could work around this by packing the booleans ourselves, but
958 * for now take this into account when calculating the number of available constants
960 max_constantsF -= count_bits(This->baseShader.reg_maps.boolean_constants);
961 /* Set by driver quirks in directx.c */
962 max_constantsF -= gl_info->reserved_glsl_constants;
964 else
966 max_constantsF = gl_info->limits.glsl_vs_float_constants;
969 max_constantsF = min(This->baseShader.limits.constant_float, max_constantsF);
970 shader_addline(buffer, "uniform vec4 %cC[%u];\n", prefix, max_constantsF);
973 /* Always declare the full set of constants, the compiler can remove the unused ones because d3d doesn't(yet)
974 * support indirect int and bool constant addressing. This avoids problems if the app uses e.g. i0 and i9.
976 if (This->baseShader.limits.constant_int > 0 && This->baseShader.reg_maps.integer_constants)
977 shader_addline(buffer, "uniform ivec4 %cI[%u];\n", prefix, This->baseShader.limits.constant_int);
979 if (This->baseShader.limits.constant_bool > 0 && This->baseShader.reg_maps.boolean_constants)
980 shader_addline(buffer, "uniform bool %cB[%u];\n", prefix, This->baseShader.limits.constant_bool);
982 if(!pshader) {
983 shader_addline(buffer, "uniform vec4 posFixup;\n");
984 /* Predeclaration; This function is added at link time based on the pixel shader.
985 * VS 3.0 shaders have an array OUT[] the shader writes to, earlier versions don't have
986 * that. We know the input to the reorder function at vertex shader compile time, so
987 * we can deal with that. The reorder function for a 1.x and 2.x vertex shader can just
988 * read gl_FrontColor. The output depends on the pixel shader. The reorder function for a
989 * 1.x and 2.x pshader or for fixed function will write gl_FrontColor, and for a 3.0 shader
990 * it will write to the varying array. Here we depend on the shader optimizer on sorting that
991 * out. The nvidia driver only does that if the parameter is inout instead of out, hence the
992 * inout.
994 if (reg_maps->shader_version.major >= 3)
996 shader_addline(buffer, "void order_ps_input(in vec4[%u]);\n", MAX_REG_OUTPUT);
997 } else {
998 shader_addline(buffer, "void order_ps_input();\n");
1000 } else {
1001 for (i = 0, map = reg_maps->bumpmat; map; map >>= 1, ++i)
1003 if (!(map & 1)) continue;
1005 shader_addline(buffer, "uniform mat2 bumpenvmat%d;\n", i);
1007 if (reg_maps->luminanceparams & (1 << i))
1009 shader_addline(buffer, "uniform float luminancescale%d;\n", i);
1010 shader_addline(buffer, "uniform float luminanceoffset%d;\n", i);
1011 extra_constants_needed++;
1014 extra_constants_needed++;
1017 if (ps_args->srgb_correction)
1019 shader_addline(buffer, "const vec4 srgb_const0 = vec4(%.8e, %.8e, %.8e, %.8e);\n",
1020 srgb_pow, srgb_mul_high, srgb_sub_high, srgb_mul_low);
1021 shader_addline(buffer, "const vec4 srgb_const1 = vec4(%.8e, 0.0, 0.0, 0.0);\n",
1022 srgb_cmp);
1024 if (reg_maps->vpos || reg_maps->usesdsy)
1026 if (This->baseShader.limits.constant_float + extra_constants_needed
1027 + 1 < gl_info->limits.glsl_ps_float_constants)
1029 shader_addline(buffer, "uniform vec4 ycorrection;\n");
1030 ((IWineD3DPixelShaderImpl *) This)->vpos_uniform = 1;
1031 extra_constants_needed++;
1032 } else {
1033 /* This happens because we do not have proper tracking of the constant registers that are
1034 * actually used, only the max limit of the shader version
1036 FIXME("Cannot find a free uniform for vpos correction params\n");
1037 shader_addline(buffer, "const vec4 ycorrection = vec4(%f, %f, 0.0, 0.0);\n",
1038 context->render_offscreen ? 0.0f : device->render_targets[0]->currentDesc.Height,
1039 context->render_offscreen ? 1.0f : -1.0f);
1041 shader_addline(buffer, "vec4 vpos;\n");
1045 /* Declare texture samplers */
1046 for (i = 0; i < This->baseShader.limits.sampler; i++) {
1047 if (reg_maps->sampler_type[i])
1049 switch (reg_maps->sampler_type[i])
1051 case WINED3DSTT_1D:
1052 if (pshader && ps_args->shadow & (1 << i))
1053 shader_addline(buffer, "uniform sampler1DShadow %csampler%u;\n", prefix, i);
1054 else
1055 shader_addline(buffer, "uniform sampler1D %csampler%u;\n", prefix, i);
1056 break;
1057 case WINED3DSTT_2D:
1058 if (pshader && ps_args->shadow & (1 << i))
1060 if (device->stateBlock->textures[i]
1061 && IWineD3DBaseTexture_GetTextureDimensions(device->stateBlock->textures[i])
1062 == GL_TEXTURE_RECTANGLE_ARB)
1063 shader_addline(buffer, "uniform sampler2DRectShadow %csampler%u;\n", prefix, i);
1064 else
1065 shader_addline(buffer, "uniform sampler2DShadow %csampler%u;\n", prefix, i);
1067 else
1069 if (device->stateBlock->textures[i]
1070 && IWineD3DBaseTexture_GetTextureDimensions(device->stateBlock->textures[i])
1071 == GL_TEXTURE_RECTANGLE_ARB)
1072 shader_addline(buffer, "uniform sampler2DRect %csampler%u;\n", prefix, i);
1073 else
1074 shader_addline(buffer, "uniform sampler2D %csampler%u;\n", prefix, i);
1076 break;
1077 case WINED3DSTT_CUBE:
1078 if (pshader && ps_args->shadow & (1 << i)) FIXME("Unsupported Cube shadow sampler.\n");
1079 shader_addline(buffer, "uniform samplerCube %csampler%u;\n", prefix, i);
1080 break;
1081 case WINED3DSTT_VOLUME:
1082 if (pshader && ps_args->shadow & (1 << i)) FIXME("Unsupported 3D shadow sampler.\n");
1083 shader_addline(buffer, "uniform sampler3D %csampler%u;\n", prefix, i);
1084 break;
1085 default:
1086 shader_addline(buffer, "uniform unsupported_sampler %csampler%u;\n", prefix, i);
1087 FIXME("Unrecognized sampler type: %#x\n", reg_maps->sampler_type[i]);
1088 break;
1093 /* Declare uniforms for NP2 texcoord fixup:
1094 * This is NOT done inside the loop that declares the texture samplers since the NP2 fixup code
1095 * is currently only used for the GeforceFX series and when forcing the ARB_npot extension off.
1096 * Modern cards just skip the code anyway, so put it inside a separate loop. */
1097 if (pshader && ps_args->np2_fixup) {
1099 struct ps_np2fixup_info* const fixup = ctx_priv->cur_np2fixup_info;
1100 UINT cur = 0;
1102 /* NP2/RECT textures in OpenGL use texcoords in the range [0,width]x[0,height]
1103 * while D3D has them in the (normalized) [0,1]x[0,1] range.
1104 * samplerNP2Fixup stores texture dimensions and is updated through
1105 * shader_glsl_load_np2fixup_constants when the sampler changes. */
1107 for (i = 0; i < This->baseShader.limits.sampler; ++i) {
1108 if (reg_maps->sampler_type[i]) {
1109 if (!(ps_args->np2_fixup & (1 << i))) continue;
1111 if (WINED3DSTT_2D != reg_maps->sampler_type[i]) {
1112 FIXME("Non-2D texture is flagged for NP2 texcoord fixup.\n");
1113 continue;
1116 fixup->idx[i] = cur++;
1120 fixup->num_consts = (cur + 1) >> 1;
1121 shader_addline(buffer, "uniform vec4 %csamplerNP2Fixup[%u];\n", prefix, fixup->num_consts);
1124 /* Declare address variables */
1125 for (i = 0, map = reg_maps->address; map; map >>= 1, ++i)
1127 if (map & 1) shader_addline(buffer, "ivec4 A%u;\n", i);
1130 /* Declare texture coordinate temporaries and initialize them */
1131 for (i = 0, map = reg_maps->texcoord; map; map >>= 1, ++i)
1133 if (map & 1) shader_addline(buffer, "vec4 T%u = gl_TexCoord[%u];\n", i, i);
1136 /* Declare input register varyings. Only pixel shader, vertex shaders have that declared in the
1137 * helper function shader that is linked in at link time
1139 if (pshader && reg_maps->shader_version.major >= 3)
1141 if (use_vs(device->stateBlock))
1143 shader_addline(buffer, "varying vec4 IN[%u];\n", vec4_varyings(reg_maps->shader_version.major, gl_info));
1144 } else {
1145 /* TODO: Write a replacement shader for the fixed function vertex pipeline, so this isn't needed.
1146 * For fixed function vertex processing + 3.0 pixel shader we need a separate function in the
1147 * pixel shader that reads the fixed function color into the packed input registers.
1149 shader_addline(buffer, "vec4 IN[%u];\n", vec4_varyings(reg_maps->shader_version.major, gl_info));
1153 /* Declare output register temporaries */
1154 if(This->baseShader.limits.packed_output) {
1155 shader_addline(buffer, "vec4 OUT[%u];\n", This->baseShader.limits.packed_output);
1158 /* Declare temporary variables */
1159 for (i = 0, map = reg_maps->temporary; map; map >>= 1, ++i)
1161 if (map & 1) shader_addline(buffer, "vec4 R%u;\n", i);
1164 /* Declare attributes */
1165 if (reg_maps->shader_version.type == WINED3D_SHADER_TYPE_VERTEX)
1167 for (i = 0, map = reg_maps->input_registers; map; map >>= 1, ++i)
1169 if (map & 1) shader_addline(buffer, "attribute vec4 attrib%i;\n", i);
1173 /* Declare loop registers aLx */
1174 for (i = 0; i < reg_maps->loop_depth; i++) {
1175 shader_addline(buffer, "int aL%u;\n", i);
1176 shader_addline(buffer, "int tmpInt%u;\n", i);
1179 /* Temporary variables for matrix operations */
1180 shader_addline(buffer, "vec4 tmp0;\n");
1181 shader_addline(buffer, "vec4 tmp1;\n");
1183 /* Local constants use a different name so they can be loaded once at shader link time
1184 * They can't be hardcoded into the shader text via LC = {x, y, z, w}; because the
1185 * float -> string conversion can cause precision loss.
1187 if(!This->baseShader.load_local_constsF) {
1188 LIST_FOR_EACH_ENTRY(lconst, &This->baseShader.constantsF, local_constant, entry) {
1189 shader_addline(buffer, "uniform vec4 %cLC%u;\n", prefix, lconst->idx);
1193 shader_addline(buffer, "const float FLT_MAX = 1e38;\n");
1195 /* Start the main program */
1196 shader_addline(buffer, "void main() {\n");
1197 if(pshader && reg_maps->vpos) {
1198 /* DirectX apps expect integer values, while OpenGL drivers add approximately 0.5. This causes
1199 * off-by-one problems as spotted by the vPos d3d9 visual test. Unfortunately the ATI cards do
1200 * not add exactly 0.5, but rather something like 0.49999999 or 0.50000001, which still causes
1201 * precision troubles when we just substract 0.5.
1203 * To deal with that just floor() the position. This will eliminate the fraction on all cards.
1205 * TODO: Test how that behaves with multisampling once we can enable multisampling in winex11.
1207 * An advantage of floor is that it works even if the driver doesn't add 1/2. It is somewhat
1208 * questionable if 1.5, 2.5, ... are the proper values to return in gl_FragCoord, even though
1209 * coordinates specify the pixel centers instead of the pixel corners. This code will behave
1210 * correctly on drivers that returns integer values.
1212 shader_addline(buffer, "vpos = floor(vec4(0, ycorrection[0], 0, 0) + gl_FragCoord * vec4(1, ycorrection[1], 1, 1));\n");
1216 /*****************************************************************************
1217 * Functions to generate GLSL strings from DirectX Shader bytecode begin here.
1219 * For more information, see http://wiki.winehq.org/DirectX-Shaders
1220 ****************************************************************************/
1222 /* Prototypes */
1223 static void shader_glsl_add_src_param(const struct wined3d_shader_instruction *ins,
1224 const struct wined3d_shader_src_param *wined3d_src, DWORD mask, glsl_src_param_t *glsl_src);
1226 /** Used for opcode modifiers - They multiply the result by the specified amount */
1227 static const char * const shift_glsl_tab[] = {
1228 "", /* 0 (none) */
1229 "2.0 * ", /* 1 (x2) */
1230 "4.0 * ", /* 2 (x4) */
1231 "8.0 * ", /* 3 (x8) */
1232 "16.0 * ", /* 4 (x16) */
1233 "32.0 * ", /* 5 (x32) */
1234 "", /* 6 (x64) */
1235 "", /* 7 (x128) */
1236 "", /* 8 (d256) */
1237 "", /* 9 (d128) */
1238 "", /* 10 (d64) */
1239 "", /* 11 (d32) */
1240 "0.0625 * ", /* 12 (d16) */
1241 "0.125 * ", /* 13 (d8) */
1242 "0.25 * ", /* 14 (d4) */
1243 "0.5 * " /* 15 (d2) */
1246 /* Generate a GLSL parameter that does the input modifier computation and return the input register/mask to use */
1247 static void shader_glsl_gen_modifier(DWORD src_modifier, const char *in_reg, const char *in_regswizzle, char *out_str)
1249 out_str[0] = 0;
1251 switch (src_modifier)
1253 case WINED3DSPSM_DZ: /* Need to handle this in the instructions itself (texld & texcrd). */
1254 case WINED3DSPSM_DW:
1255 case WINED3DSPSM_NONE:
1256 sprintf(out_str, "%s%s", in_reg, in_regswizzle);
1257 break;
1258 case WINED3DSPSM_NEG:
1259 sprintf(out_str, "-%s%s", in_reg, in_regswizzle);
1260 break;
1261 case WINED3DSPSM_NOT:
1262 sprintf(out_str, "!%s%s", in_reg, in_regswizzle);
1263 break;
1264 case WINED3DSPSM_BIAS:
1265 sprintf(out_str, "(%s%s - vec4(0.5)%s)", in_reg, in_regswizzle, in_regswizzle);
1266 break;
1267 case WINED3DSPSM_BIASNEG:
1268 sprintf(out_str, "-(%s%s - vec4(0.5)%s)", in_reg, in_regswizzle, in_regswizzle);
1269 break;
1270 case WINED3DSPSM_SIGN:
1271 sprintf(out_str, "(2.0 * (%s%s - 0.5))", in_reg, in_regswizzle);
1272 break;
1273 case WINED3DSPSM_SIGNNEG:
1274 sprintf(out_str, "-(2.0 * (%s%s - 0.5))", in_reg, in_regswizzle);
1275 break;
1276 case WINED3DSPSM_COMP:
1277 sprintf(out_str, "(1.0 - %s%s)", in_reg, in_regswizzle);
1278 break;
1279 case WINED3DSPSM_X2:
1280 sprintf(out_str, "(2.0 * %s%s)", in_reg, in_regswizzle);
1281 break;
1282 case WINED3DSPSM_X2NEG:
1283 sprintf(out_str, "-(2.0 * %s%s)", in_reg, in_regswizzle);
1284 break;
1285 case WINED3DSPSM_ABS:
1286 sprintf(out_str, "abs(%s%s)", in_reg, in_regswizzle);
1287 break;
1288 case WINED3DSPSM_ABSNEG:
1289 sprintf(out_str, "-abs(%s%s)", in_reg, in_regswizzle);
1290 break;
1291 default:
1292 FIXME("Unhandled modifier %u\n", src_modifier);
1293 sprintf(out_str, "%s%s", in_reg, in_regswizzle);
1297 /** Writes the GLSL variable name that corresponds to the register that the
1298 * DX opcode parameter is trying to access */
1299 static void shader_glsl_get_register_name(const struct wined3d_shader_register *reg,
1300 char *register_name, BOOL *is_color, const struct wined3d_shader_instruction *ins)
1302 /* oPos, oFog and oPts in D3D */
1303 static const char * const hwrastout_reg_names[] = { "gl_Position", "gl_FogFragCoord", "gl_PointSize" };
1305 IWineD3DBaseShaderImpl *This = (IWineD3DBaseShaderImpl *)ins->ctx->shader;
1306 const struct wined3d_gl_info *gl_info = ins->ctx->gl_info;
1307 char pshader = shader_is_pshader_version(This->baseShader.reg_maps.shader_version.type);
1309 *is_color = FALSE;
1311 switch (reg->type)
1313 case WINED3DSPR_TEMP:
1314 sprintf(register_name, "R%u", reg->idx);
1315 break;
1317 case WINED3DSPR_INPUT:
1318 /* vertex shaders */
1319 if (!pshader)
1321 struct shader_glsl_ctx_priv *priv = ins->ctx->backend_data;
1322 if (priv->cur_vs_args->swizzle_map & (1 << reg->idx)) *is_color = TRUE;
1323 sprintf(register_name, "attrib%u", reg->idx);
1324 break;
1327 /* pixel shaders >= 3.0 */
1328 if (This->baseShader.reg_maps.shader_version.major >= 3)
1330 DWORD idx = ((IWineD3DPixelShaderImpl *)This)->input_reg_map[reg->idx];
1331 unsigned int in_count = vec4_varyings(This->baseShader.reg_maps.shader_version.major, gl_info);
1333 if (reg->rel_addr)
1335 glsl_src_param_t rel_param;
1337 shader_glsl_add_src_param(ins, reg->rel_addr, WINED3DSP_WRITEMASK_0, &rel_param);
1339 /* Removing a + 0 would be an obvious optimization, but macos doesn't see the NOP
1340 * operation there */
1341 if (idx)
1343 if (((IWineD3DPixelShaderImpl *)This)->declared_in_count > in_count)
1345 sprintf(register_name,
1346 "((%s + %u) > %d ? (%s + %u) > %d ? gl_SecondaryColor : gl_Color : IN[%s + %u])",
1347 rel_param.param_str, idx, in_count - 1, rel_param.param_str, idx, in_count,
1348 rel_param.param_str, idx);
1350 else
1352 sprintf(register_name, "IN[%s + %u]", rel_param.param_str, idx);
1355 else
1357 if (((IWineD3DPixelShaderImpl *)This)->declared_in_count > in_count)
1359 sprintf(register_name, "((%s) > %d ? (%s) > %d ? gl_SecondaryColor : gl_Color : IN[%s])",
1360 rel_param.param_str, in_count - 1, rel_param.param_str, in_count,
1361 rel_param.param_str);
1363 else
1365 sprintf(register_name, "IN[%s]", rel_param.param_str);
1369 else
1371 if (idx == in_count) sprintf(register_name, "gl_Color");
1372 else if (idx == in_count + 1) sprintf(register_name, "gl_SecondaryColor");
1373 else sprintf(register_name, "IN[%u]", idx);
1376 else
1378 if (reg->idx == 0) strcpy(register_name, "gl_Color");
1379 else strcpy(register_name, "gl_SecondaryColor");
1380 break;
1382 break;
1384 case WINED3DSPR_CONST:
1386 const char prefix = pshader ? 'P' : 'V';
1388 /* Relative addressing */
1389 if (reg->rel_addr)
1391 glsl_src_param_t rel_param;
1392 shader_glsl_add_src_param(ins, reg->rel_addr, WINED3DSP_WRITEMASK_0, &rel_param);
1393 if (reg->idx) sprintf(register_name, "%cC[%s + %u]", prefix, rel_param.param_str, reg->idx);
1394 else sprintf(register_name, "%cC[%s]", prefix, rel_param.param_str);
1396 else
1398 if (shader_constant_is_local(This, reg->idx))
1399 sprintf(register_name, "%cLC%u", prefix, reg->idx);
1400 else
1401 sprintf(register_name, "%cC[%u]", prefix, reg->idx);
1404 break;
1406 case WINED3DSPR_CONSTINT:
1407 if (pshader) sprintf(register_name, "PI[%u]", reg->idx);
1408 else sprintf(register_name, "VI[%u]", reg->idx);
1409 break;
1411 case WINED3DSPR_CONSTBOOL:
1412 if (pshader) sprintf(register_name, "PB[%u]", reg->idx);
1413 else sprintf(register_name, "VB[%u]", reg->idx);
1414 break;
1416 case WINED3DSPR_TEXTURE: /* case WINED3DSPR_ADDR: */
1417 if (pshader) sprintf(register_name, "T%u", reg->idx);
1418 else sprintf(register_name, "A%u", reg->idx);
1419 break;
1421 case WINED3DSPR_LOOP:
1422 sprintf(register_name, "aL%u", This->baseShader.cur_loop_regno - 1);
1423 break;
1425 case WINED3DSPR_SAMPLER:
1426 if (pshader) sprintf(register_name, "Psampler%u", reg->idx);
1427 else sprintf(register_name, "Vsampler%u", reg->idx);
1428 break;
1430 case WINED3DSPR_COLOROUT:
1431 if (reg->idx >= gl_info->limits.buffers)
1432 WARN("Write to render target %u, only %d supported.\n", reg->idx, gl_info->limits.buffers);
1434 sprintf(register_name, "gl_FragData[%u]", reg->idx);
1435 break;
1437 case WINED3DSPR_RASTOUT:
1438 sprintf(register_name, "%s", hwrastout_reg_names[reg->idx]);
1439 break;
1441 case WINED3DSPR_DEPTHOUT:
1442 sprintf(register_name, "gl_FragDepth");
1443 break;
1445 case WINED3DSPR_ATTROUT:
1446 if (reg->idx == 0) sprintf(register_name, "gl_FrontColor");
1447 else sprintf(register_name, "gl_FrontSecondaryColor");
1448 break;
1450 case WINED3DSPR_TEXCRDOUT:
1451 /* Vertex shaders >= 3.0: WINED3DSPR_OUTPUT */
1452 if (This->baseShader.reg_maps.shader_version.major >= 3) sprintf(register_name, "OUT[%u]", reg->idx);
1453 else sprintf(register_name, "gl_TexCoord[%u]", reg->idx);
1454 break;
1456 case WINED3DSPR_MISCTYPE:
1457 if (reg->idx == 0)
1459 /* vPos */
1460 sprintf(register_name, "vpos");
1462 else if (reg->idx == 1)
1464 /* Note that gl_FrontFacing is a bool, while vFace is
1465 * a float for which the sign determines front/back */
1466 sprintf(register_name, "(gl_FrontFacing ? 1.0 : -1.0)");
1468 else
1470 FIXME("Unhandled misctype register %d\n", reg->idx);
1471 sprintf(register_name, "unrecognized_register");
1473 break;
1475 case WINED3DSPR_IMMCONST:
1476 switch (reg->immconst_type)
1478 case WINED3D_IMMCONST_FLOAT:
1479 sprintf(register_name, "%.8e", *(const float *)reg->immconst_data);
1480 break;
1482 case WINED3D_IMMCONST_FLOAT4:
1483 sprintf(register_name, "vec4(%.8e, %.8e, %.8e, %.8e)",
1484 *(const float *)&reg->immconst_data[0], *(const float *)&reg->immconst_data[1],
1485 *(const float *)&reg->immconst_data[2], *(const float *)&reg->immconst_data[3]);
1486 break;
1488 default:
1489 FIXME("Unhandled immconst type %#x\n", reg->immconst_type);
1490 sprintf(register_name, "<unhandled_immconst_type %#x>", reg->immconst_type);
1492 break;
1494 default:
1495 FIXME("Unhandled register name Type(%d)\n", reg->type);
1496 sprintf(register_name, "unrecognized_register");
1497 break;
1501 static void shader_glsl_write_mask_to_str(DWORD write_mask, char *str)
1503 *str++ = '.';
1504 if (write_mask & WINED3DSP_WRITEMASK_0) *str++ = 'x';
1505 if (write_mask & WINED3DSP_WRITEMASK_1) *str++ = 'y';
1506 if (write_mask & WINED3DSP_WRITEMASK_2) *str++ = 'z';
1507 if (write_mask & WINED3DSP_WRITEMASK_3) *str++ = 'w';
1508 *str = '\0';
1511 /* Get the GLSL write mask for the destination register */
1512 static DWORD shader_glsl_get_write_mask(const struct wined3d_shader_dst_param *param, char *write_mask)
1514 DWORD mask = param->write_mask;
1516 if (shader_is_scalar(&param->reg))
1518 mask = WINED3DSP_WRITEMASK_0;
1519 *write_mask = '\0';
1521 else
1523 shader_glsl_write_mask_to_str(mask, write_mask);
1526 return mask;
1529 static unsigned int shader_glsl_get_write_mask_size(DWORD write_mask) {
1530 unsigned int size = 0;
1532 if (write_mask & WINED3DSP_WRITEMASK_0) ++size;
1533 if (write_mask & WINED3DSP_WRITEMASK_1) ++size;
1534 if (write_mask & WINED3DSP_WRITEMASK_2) ++size;
1535 if (write_mask & WINED3DSP_WRITEMASK_3) ++size;
1537 return size;
1540 static void shader_glsl_swizzle_to_str(const DWORD swizzle, BOOL fixup, DWORD mask, char *str)
1542 /* For registers of type WINED3DDECLTYPE_D3DCOLOR, data is stored as "bgra",
1543 * but addressed as "rgba". To fix this we need to swap the register's x
1544 * and z components. */
1545 const char *swizzle_chars = fixup ? "zyxw" : "xyzw";
1547 *str++ = '.';
1548 /* swizzle bits fields: wwzzyyxx */
1549 if (mask & WINED3DSP_WRITEMASK_0) *str++ = swizzle_chars[swizzle & 0x03];
1550 if (mask & WINED3DSP_WRITEMASK_1) *str++ = swizzle_chars[(swizzle >> 2) & 0x03];
1551 if (mask & WINED3DSP_WRITEMASK_2) *str++ = swizzle_chars[(swizzle >> 4) & 0x03];
1552 if (mask & WINED3DSP_WRITEMASK_3) *str++ = swizzle_chars[(swizzle >> 6) & 0x03];
1553 *str = '\0';
1556 static void shader_glsl_get_swizzle(const struct wined3d_shader_src_param *param,
1557 BOOL fixup, DWORD mask, char *swizzle_str)
1559 if (shader_is_scalar(&param->reg))
1560 *swizzle_str = '\0';
1561 else
1562 shader_glsl_swizzle_to_str(param->swizzle, fixup, mask, swizzle_str);
1565 /* From a given parameter token, generate the corresponding GLSL string.
1566 * Also, return the actual register name and swizzle in case the
1567 * caller needs this information as well. */
1568 static void shader_glsl_add_src_param(const struct wined3d_shader_instruction *ins,
1569 const struct wined3d_shader_src_param *wined3d_src, DWORD mask, glsl_src_param_t *glsl_src)
1571 BOOL is_color = FALSE;
1572 char swizzle_str[6];
1574 glsl_src->reg_name[0] = '\0';
1575 glsl_src->param_str[0] = '\0';
1576 swizzle_str[0] = '\0';
1578 shader_glsl_get_register_name(&wined3d_src->reg, glsl_src->reg_name, &is_color, ins);
1579 shader_glsl_get_swizzle(wined3d_src, is_color, mask, swizzle_str);
1580 shader_glsl_gen_modifier(wined3d_src->modifiers, glsl_src->reg_name, swizzle_str, glsl_src->param_str);
1583 /* From a given parameter token, generate the corresponding GLSL string.
1584 * Also, return the actual register name and swizzle in case the
1585 * caller needs this information as well. */
1586 static DWORD shader_glsl_add_dst_param(const struct wined3d_shader_instruction *ins,
1587 const struct wined3d_shader_dst_param *wined3d_dst, glsl_dst_param_t *glsl_dst)
1589 BOOL is_color = FALSE;
1591 glsl_dst->mask_str[0] = '\0';
1592 glsl_dst->reg_name[0] = '\0';
1594 shader_glsl_get_register_name(&wined3d_dst->reg, glsl_dst->reg_name, &is_color, ins);
1595 return shader_glsl_get_write_mask(wined3d_dst, glsl_dst->mask_str);
1598 /* Append the destination part of the instruction to the buffer, return the effective write mask */
1599 static DWORD shader_glsl_append_dst_ext(struct wined3d_shader_buffer *buffer,
1600 const struct wined3d_shader_instruction *ins, const struct wined3d_shader_dst_param *dst)
1602 glsl_dst_param_t glsl_dst;
1603 DWORD mask;
1605 mask = shader_glsl_add_dst_param(ins, dst, &glsl_dst);
1606 if (mask) shader_addline(buffer, "%s%s = %s(", glsl_dst.reg_name, glsl_dst.mask_str, shift_glsl_tab[dst->shift]);
1608 return mask;
1611 /* Append the destination part of the instruction to the buffer, return the effective write mask */
1612 static DWORD shader_glsl_append_dst(struct wined3d_shader_buffer *buffer, const struct wined3d_shader_instruction *ins)
1614 return shader_glsl_append_dst_ext(buffer, ins, &ins->dst[0]);
1617 /** Process GLSL instruction modifiers */
1618 static void shader_glsl_add_instruction_modifiers(const struct wined3d_shader_instruction *ins)
1620 glsl_dst_param_t dst_param;
1621 DWORD modifiers;
1623 if (!ins->dst_count) return;
1625 modifiers = ins->dst[0].modifiers;
1626 if (!modifiers) return;
1628 shader_glsl_add_dst_param(ins, &ins->dst[0], &dst_param);
1630 if (modifiers & WINED3DSPDM_SATURATE)
1632 /* _SAT means to clamp the value of the register to between 0 and 1 */
1633 shader_addline(ins->ctx->buffer, "%s%s = clamp(%s%s, 0.0, 1.0);\n", dst_param.reg_name,
1634 dst_param.mask_str, dst_param.reg_name, dst_param.mask_str);
1637 if (modifiers & WINED3DSPDM_MSAMPCENTROID)
1639 FIXME("_centroid modifier not handled\n");
1642 if (modifiers & WINED3DSPDM_PARTIALPRECISION)
1644 /* MSDN says this modifier can be safely ignored, so that's what we'll do. */
1648 static inline const char *shader_get_comp_op(DWORD op)
1650 switch (op) {
1651 case COMPARISON_GT: return ">";
1652 case COMPARISON_EQ: return "==";
1653 case COMPARISON_GE: return ">=";
1654 case COMPARISON_LT: return "<";
1655 case COMPARISON_NE: return "!=";
1656 case COMPARISON_LE: return "<=";
1657 default:
1658 FIXME("Unrecognized comparison value: %u\n", op);
1659 return "(\?\?)";
1663 static void shader_glsl_get_sample_function(const struct wined3d_shader_context *ctx,
1664 DWORD sampler_idx, DWORD flags, glsl_sample_function_t *sample_function)
1666 WINED3DSAMPLER_TEXTURE_TYPE sampler_type = ctx->reg_maps->sampler_type[sampler_idx];
1667 const struct wined3d_gl_info *gl_info = ctx->gl_info;
1668 BOOL shadow = shader_is_pshader_version(ctx->reg_maps->shader_version.type)
1669 && (((const struct shader_glsl_ctx_priv *)ctx->backend_data)->cur_ps_args->shadow & (1 << sampler_idx));
1670 BOOL projected = flags & WINED3D_GLSL_SAMPLE_PROJECTED;
1671 BOOL texrect = flags & WINED3D_GLSL_SAMPLE_RECT;
1672 BOOL lod = flags & WINED3D_GLSL_SAMPLE_LOD;
1673 BOOL grad = flags & WINED3D_GLSL_SAMPLE_GRAD;
1675 /* Note that there's no such thing as a projected cube texture. */
1676 switch(sampler_type) {
1677 case WINED3DSTT_1D:
1678 if (shadow)
1680 if (lod)
1682 sample_function->name = projected ? "shadow1DProjLod" : "shadow1DLod";
1684 else if (grad)
1686 if (gl_info->supported[EXT_GPU_SHADER4])
1687 sample_function->name = projected ? "shadow1DProjGrad" : "shadow1DGrad";
1688 else if (gl_info->supported[ARB_SHADER_TEXTURE_LOD])
1689 sample_function->name = projected ? "shadow1DProjGradARB" : "shadow1DGradARB";
1690 else
1692 FIXME("Unsupported 1D shadow grad function.\n");
1693 sample_function->name = "unsupported1DGrad";
1696 else
1698 sample_function->name = projected ? "shadow1DProj" : "shadow1D";
1700 sample_function->coord_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1;
1702 else
1704 if (lod)
1706 sample_function->name = projected ? "texture1DProjLod" : "texture1DLod";
1708 else if (grad)
1710 if (gl_info->supported[EXT_GPU_SHADER4])
1711 sample_function->name = projected ? "texture1DProjGrad" : "texture1DGrad";
1712 else if (gl_info->supported[ARB_SHADER_TEXTURE_LOD])
1713 sample_function->name = projected ? "texture1DProjGradARB" : "texture1DGradARB";
1714 else
1716 FIXME("Unsupported 1D grad function.\n");
1717 sample_function->name = "unsupported1DGrad";
1720 else
1722 sample_function->name = projected ? "texture1DProj" : "texture1D";
1724 sample_function->coord_mask = WINED3DSP_WRITEMASK_0;
1726 break;
1728 case WINED3DSTT_2D:
1729 if (shadow)
1731 if (texrect)
1733 if (lod)
1735 sample_function->name = projected ? "shadow2DRectProjLod" : "shadow2DRectLod";
1737 else if (grad)
1739 if (gl_info->supported[EXT_GPU_SHADER4])
1740 sample_function->name = projected ? "shadow2DRectProjGrad" : "shadow2DRectGrad";
1741 else if (gl_info->supported[ARB_SHADER_TEXTURE_LOD])
1742 sample_function->name = projected ? "shadow2DRectProjGradARB" : "shadow2DRectGradARB";
1743 else
1745 FIXME("Unsupported RECT shadow grad function.\n");
1746 sample_function->name = "unsupported2DRectGrad";
1749 else
1751 sample_function->name = projected ? "shadow2DRectProj" : "shadow2DRect";
1754 else
1756 if (lod)
1758 sample_function->name = projected ? "shadow2DProjLod" : "shadow2DLod";
1760 else if (grad)
1762 if (gl_info->supported[EXT_GPU_SHADER4])
1763 sample_function->name = projected ? "shadow2DProjGrad" : "shadow2DGrad";
1764 else if (gl_info->supported[ARB_SHADER_TEXTURE_LOD])
1765 sample_function->name = projected ? "shadow2DProjGradARB" : "shadow2DGradARB";
1766 else
1768 FIXME("Unsupported 2D shadow grad function.\n");
1769 sample_function->name = "unsupported2DGrad";
1772 else
1774 sample_function->name = projected ? "shadow2DProj" : "shadow2D";
1777 sample_function->coord_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
1779 else
1781 if (texrect)
1783 if (lod)
1785 sample_function->name = projected ? "texture2DRectProjLod" : "texture2DRectLod";
1787 else if (grad)
1789 if (gl_info->supported[EXT_GPU_SHADER4])
1790 sample_function->name = projected ? "texture2DRectProjGrad" : "texture2DRectGrad";
1791 else if (gl_info->supported[ARB_SHADER_TEXTURE_LOD])
1792 sample_function->name = projected ? "texture2DRectProjGradARB" : "texture2DRectGradARB";
1793 else
1795 FIXME("Unsupported RECT grad function.\n");
1796 sample_function->name = "unsupported2DRectGrad";
1799 else
1801 sample_function->name = projected ? "texture2DRectProj" : "texture2DRect";
1804 else
1806 if (lod)
1808 sample_function->name = projected ? "texture2DProjLod" : "texture2DLod";
1810 else if (grad)
1812 if (gl_info->supported[EXT_GPU_SHADER4])
1813 sample_function->name = projected ? "texture2DProjGrad" : "texture2DGrad";
1814 else if (gl_info->supported[ARB_SHADER_TEXTURE_LOD])
1815 sample_function->name = projected ? "texture2DProjGradARB" : "texture2DGradARB";
1816 else
1818 FIXME("Unsupported 2D grad function.\n");
1819 sample_function->name = "unsupported2DGrad";
1822 else
1824 sample_function->name = projected ? "texture2DProj" : "texture2D";
1827 sample_function->coord_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1;
1829 break;
1831 case WINED3DSTT_CUBE:
1832 if (shadow)
1834 FIXME("Unsupported Cube shadow function.\n ");
1835 sample_function->name = "unsupportedCubeShadow";
1836 sample_function->coord_mask = 0;
1838 else
1840 if (lod)
1842 sample_function->name = "textureCubeLod";
1844 else if (grad)
1846 if (gl_info->supported[EXT_GPU_SHADER4])
1847 sample_function->name = "textureCubeGrad";
1848 else if (gl_info->supported[ARB_SHADER_TEXTURE_LOD])
1849 sample_function->name = "textureCubeGradARB";
1850 else
1852 FIXME("Unsupported Cube grad function.\n");
1853 sample_function->name = "unsupportedCubeGrad";
1856 else
1858 sample_function->name = "textureCube";
1860 sample_function->coord_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
1862 break;
1864 case WINED3DSTT_VOLUME:
1865 if (shadow)
1867 FIXME("Unsupported 3D shadow function.\n ");
1868 sample_function->name = "unsupported3DShadow";
1869 sample_function->coord_mask = 0;
1871 else
1873 if (lod)
1875 sample_function->name = projected ? "texture3DProjLod" : "texture3DLod";
1877 else if (grad)
1879 if (gl_info->supported[EXT_GPU_SHADER4])
1880 sample_function->name = projected ? "texture3DProjGrad" : "texture3DGrad";
1881 else if (gl_info->supported[ARB_SHADER_TEXTURE_LOD])
1882 sample_function->name = projected ? "texture3DProjGradARB" : "texture3DGradARB";
1883 else
1885 FIXME("Unsupported 3D grad function.\n");
1886 sample_function->name = "unsupported3DGrad";
1889 else
1891 sample_function->name = projected ? "texture3DProj" : "texture3D";
1893 sample_function->coord_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
1895 break;
1897 default:
1898 sample_function->name = "";
1899 sample_function->coord_mask = 0;
1900 FIXME("Unrecognized sampler type: %#x;\n", sampler_type);
1901 break;
1905 static void shader_glsl_append_fixup_arg(char *arguments, const char *reg_name,
1906 BOOL sign_fixup, enum fixup_channel_source channel_source)
1908 switch(channel_source)
1910 case CHANNEL_SOURCE_ZERO:
1911 strcat(arguments, "0.0");
1912 break;
1914 case CHANNEL_SOURCE_ONE:
1915 strcat(arguments, "1.0");
1916 break;
1918 case CHANNEL_SOURCE_X:
1919 strcat(arguments, reg_name);
1920 strcat(arguments, ".x");
1921 break;
1923 case CHANNEL_SOURCE_Y:
1924 strcat(arguments, reg_name);
1925 strcat(arguments, ".y");
1926 break;
1928 case CHANNEL_SOURCE_Z:
1929 strcat(arguments, reg_name);
1930 strcat(arguments, ".z");
1931 break;
1933 case CHANNEL_SOURCE_W:
1934 strcat(arguments, reg_name);
1935 strcat(arguments, ".w");
1936 break;
1938 default:
1939 FIXME("Unhandled channel source %#x\n", channel_source);
1940 strcat(arguments, "undefined");
1941 break;
1944 if (sign_fixup) strcat(arguments, " * 2.0 - 1.0");
1947 static void shader_glsl_color_correction(const struct wined3d_shader_instruction *ins, struct color_fixup_desc fixup)
1949 struct wined3d_shader_dst_param dst;
1950 unsigned int mask_size, remaining;
1951 glsl_dst_param_t dst_param;
1952 char arguments[256];
1953 DWORD mask;
1955 mask = 0;
1956 if (fixup.x_sign_fixup || fixup.x_source != CHANNEL_SOURCE_X) mask |= WINED3DSP_WRITEMASK_0;
1957 if (fixup.y_sign_fixup || fixup.y_source != CHANNEL_SOURCE_Y) mask |= WINED3DSP_WRITEMASK_1;
1958 if (fixup.z_sign_fixup || fixup.z_source != CHANNEL_SOURCE_Z) mask |= WINED3DSP_WRITEMASK_2;
1959 if (fixup.w_sign_fixup || fixup.w_source != CHANNEL_SOURCE_W) mask |= WINED3DSP_WRITEMASK_3;
1960 mask &= ins->dst[0].write_mask;
1962 if (!mask) return; /* Nothing to do */
1964 if (is_complex_fixup(fixup))
1966 enum complex_fixup complex_fixup = get_complex_fixup(fixup);
1967 FIXME("Complex fixup (%#x) not supported\n",complex_fixup);
1968 return;
1971 mask_size = shader_glsl_get_write_mask_size(mask);
1973 dst = ins->dst[0];
1974 dst.write_mask = mask;
1975 shader_glsl_add_dst_param(ins, &dst, &dst_param);
1977 arguments[0] = '\0';
1978 remaining = mask_size;
1979 if (mask & WINED3DSP_WRITEMASK_0)
1981 shader_glsl_append_fixup_arg(arguments, dst_param.reg_name, fixup.x_sign_fixup, fixup.x_source);
1982 if (--remaining) strcat(arguments, ", ");
1984 if (mask & WINED3DSP_WRITEMASK_1)
1986 shader_glsl_append_fixup_arg(arguments, dst_param.reg_name, fixup.y_sign_fixup, fixup.y_source);
1987 if (--remaining) strcat(arguments, ", ");
1989 if (mask & WINED3DSP_WRITEMASK_2)
1991 shader_glsl_append_fixup_arg(arguments, dst_param.reg_name, fixup.z_sign_fixup, fixup.z_source);
1992 if (--remaining) strcat(arguments, ", ");
1994 if (mask & WINED3DSP_WRITEMASK_3)
1996 shader_glsl_append_fixup_arg(arguments, dst_param.reg_name, fixup.w_sign_fixup, fixup.w_source);
1997 if (--remaining) strcat(arguments, ", ");
2000 if (mask_size > 1)
2002 shader_addline(ins->ctx->buffer, "%s%s = vec%u(%s);\n",
2003 dst_param.reg_name, dst_param.mask_str, mask_size, arguments);
2005 else
2007 shader_addline(ins->ctx->buffer, "%s%s = %s;\n", dst_param.reg_name, dst_param.mask_str, arguments);
2011 static void PRINTF_ATTR(8, 9) shader_glsl_gen_sample_code(const struct wined3d_shader_instruction *ins,
2012 DWORD sampler, const glsl_sample_function_t *sample_function, DWORD swizzle,
2013 const char *dx, const char *dy,
2014 const char *bias, const char *coord_reg_fmt, ...)
2016 const char *sampler_base;
2017 char dst_swizzle[6];
2018 struct color_fixup_desc fixup;
2019 BOOL np2_fixup = FALSE;
2020 va_list args;
2022 shader_glsl_swizzle_to_str(swizzle, FALSE, ins->dst[0].write_mask, dst_swizzle);
2024 if (shader_is_pshader_version(ins->ctx->reg_maps->shader_version.type))
2026 const struct shader_glsl_ctx_priv *priv = ins->ctx->backend_data;
2027 fixup = priv->cur_ps_args->color_fixup[sampler];
2028 sampler_base = "Psampler";
2030 if(priv->cur_ps_args->np2_fixup & (1 << sampler)) {
2031 if(bias) {
2032 FIXME("Biased sampling from NP2 textures is unsupported\n");
2033 } else {
2034 np2_fixup = TRUE;
2037 } else {
2038 sampler_base = "Vsampler";
2039 fixup = COLOR_FIXUP_IDENTITY; /* FIXME: Vshader color fixup */
2042 shader_glsl_append_dst(ins->ctx->buffer, ins);
2044 shader_addline(ins->ctx->buffer, "%s(%s%u, ", sample_function->name, sampler_base, sampler);
2046 va_start(args, coord_reg_fmt);
2047 shader_vaddline(ins->ctx->buffer, coord_reg_fmt, args);
2048 va_end(args);
2050 if(bias) {
2051 shader_addline(ins->ctx->buffer, ", %s)%s);\n", bias, dst_swizzle);
2052 } else {
2053 if (np2_fixup) {
2054 const struct shader_glsl_ctx_priv *priv = ins->ctx->backend_data;
2055 const unsigned char idx = priv->cur_np2fixup_info->idx[sampler];
2057 shader_addline(ins->ctx->buffer, " * PsamplerNP2Fixup[%u].%s)%s);\n", idx >> 1,
2058 (idx % 2) ? "zw" : "xy", dst_swizzle);
2059 } else if(dx && dy) {
2060 shader_addline(ins->ctx->buffer, ", %s, %s)%s);\n", dx, dy, dst_swizzle);
2061 } else {
2062 shader_addline(ins->ctx->buffer, ")%s);\n", dst_swizzle);
2066 if(!is_identity_fixup(fixup)) {
2067 shader_glsl_color_correction(ins, fixup);
2071 /*****************************************************************************
2072 * Begin processing individual instruction opcodes
2073 ****************************************************************************/
2075 /* Generate GLSL arithmetic functions (dst = src1 + src2) */
2076 static void shader_glsl_arith(const struct wined3d_shader_instruction *ins)
2078 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2079 glsl_src_param_t src0_param;
2080 glsl_src_param_t src1_param;
2081 DWORD write_mask;
2082 char op;
2084 /* Determine the GLSL operator to use based on the opcode */
2085 switch (ins->handler_idx)
2087 case WINED3DSIH_MUL: op = '*'; break;
2088 case WINED3DSIH_ADD: op = '+'; break;
2089 case WINED3DSIH_SUB: op = '-'; break;
2090 default:
2091 op = ' ';
2092 FIXME("Opcode %#x not yet handled in GLSL\n", ins->handler_idx);
2093 break;
2096 write_mask = shader_glsl_append_dst(buffer, ins);
2097 shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src0_param);
2098 shader_glsl_add_src_param(ins, &ins->src[1], write_mask, &src1_param);
2099 shader_addline(buffer, "%s %c %s);\n", src0_param.param_str, op, src1_param.param_str);
2102 /* Process the WINED3DSIO_MOV opcode using GLSL (dst = src) */
2103 static void shader_glsl_mov(const struct wined3d_shader_instruction *ins)
2105 const struct wined3d_gl_info *gl_info = ins->ctx->gl_info;
2106 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2107 glsl_src_param_t src0_param;
2108 DWORD write_mask;
2110 write_mask = shader_glsl_append_dst(buffer, ins);
2111 shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src0_param);
2113 /* In vs_1_1 WINED3DSIO_MOV can write to the address register. In later
2114 * shader versions WINED3DSIO_MOVA is used for this. */
2115 if (ins->ctx->reg_maps->shader_version.major == 1
2116 && !shader_is_pshader_version(ins->ctx->reg_maps->shader_version.type)
2117 && ins->dst[0].reg.type == WINED3DSPR_ADDR)
2119 /* This is a simple floor() */
2120 unsigned int mask_size = shader_glsl_get_write_mask_size(write_mask);
2121 if (mask_size > 1) {
2122 shader_addline(buffer, "ivec%d(floor(%s)));\n", mask_size, src0_param.param_str);
2123 } else {
2124 shader_addline(buffer, "int(floor(%s)));\n", src0_param.param_str);
2127 else if(ins->handler_idx == WINED3DSIH_MOVA)
2129 /* We need to *round* to the nearest int here. */
2130 unsigned int mask_size = shader_glsl_get_write_mask_size(write_mask);
2132 if (gl_info->supported[EXT_GPU_SHADER4])
2134 if (mask_size > 1)
2135 shader_addline(buffer, "ivec%d(round(%s)));\n", mask_size, src0_param.param_str);
2136 else
2137 shader_addline(buffer, "int(round(%s)));\n", src0_param.param_str);
2139 else
2141 if (mask_size > 1)
2142 shader_addline(buffer, "ivec%d(floor(abs(%s) + vec%d(0.5)) * sign(%s)));\n",
2143 mask_size, src0_param.param_str, mask_size, src0_param.param_str);
2144 else
2145 shader_addline(buffer, "int(floor(abs(%s) + 0.5) * sign(%s)));\n",
2146 src0_param.param_str, src0_param.param_str);
2149 else
2151 shader_addline(buffer, "%s);\n", src0_param.param_str);
2155 /* Process the dot product operators DP3 and DP4 in GLSL (dst = dot(src0, src1)) */
2156 static void shader_glsl_dot(const struct wined3d_shader_instruction *ins)
2158 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2159 glsl_src_param_t src0_param;
2160 glsl_src_param_t src1_param;
2161 DWORD dst_write_mask, src_write_mask;
2162 unsigned int dst_size = 0;
2164 dst_write_mask = shader_glsl_append_dst(buffer, ins);
2165 dst_size = shader_glsl_get_write_mask_size(dst_write_mask);
2167 /* dp3 works on vec3, dp4 on vec4 */
2168 if (ins->handler_idx == WINED3DSIH_DP4)
2170 src_write_mask = WINED3DSP_WRITEMASK_ALL;
2171 } else {
2172 src_write_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
2175 shader_glsl_add_src_param(ins, &ins->src[0], src_write_mask, &src0_param);
2176 shader_glsl_add_src_param(ins, &ins->src[1], src_write_mask, &src1_param);
2178 if (dst_size > 1) {
2179 shader_addline(buffer, "vec%d(dot(%s, %s)));\n", dst_size, src0_param.param_str, src1_param.param_str);
2180 } else {
2181 shader_addline(buffer, "dot(%s, %s));\n", src0_param.param_str, src1_param.param_str);
2185 /* Note that this instruction has some restrictions. The destination write mask
2186 * can't contain the w component, and the source swizzles have to be .xyzw */
2187 static void shader_glsl_cross(const struct wined3d_shader_instruction *ins)
2189 DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
2190 glsl_src_param_t src0_param;
2191 glsl_src_param_t src1_param;
2192 char dst_mask[6];
2194 shader_glsl_get_write_mask(&ins->dst[0], dst_mask);
2195 shader_glsl_append_dst(ins->ctx->buffer, ins);
2196 shader_glsl_add_src_param(ins, &ins->src[0], src_mask, &src0_param);
2197 shader_glsl_add_src_param(ins, &ins->src[1], src_mask, &src1_param);
2198 shader_addline(ins->ctx->buffer, "cross(%s, %s)%s);\n", src0_param.param_str, src1_param.param_str, dst_mask);
2201 /* Process the WINED3DSIO_POW instruction in GLSL (dst = |src0|^src1)
2202 * Src0 and src1 are scalars. Note that D3D uses the absolute of src0, while
2203 * GLSL uses the value as-is. */
2204 static void shader_glsl_pow(const struct wined3d_shader_instruction *ins)
2206 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2207 glsl_src_param_t src0_param;
2208 glsl_src_param_t src1_param;
2209 DWORD dst_write_mask;
2210 unsigned int dst_size;
2212 dst_write_mask = shader_glsl_append_dst(buffer, ins);
2213 dst_size = shader_glsl_get_write_mask_size(dst_write_mask);
2215 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0, &src0_param);
2216 shader_glsl_add_src_param(ins, &ins->src[1], WINED3DSP_WRITEMASK_0, &src1_param);
2218 if (dst_size > 1) {
2219 shader_addline(buffer, "vec%d(pow(abs(%s), %s)));\n", dst_size, src0_param.param_str, src1_param.param_str);
2220 } else {
2221 shader_addline(buffer, "pow(abs(%s), %s));\n", src0_param.param_str, src1_param.param_str);
2225 /* Process the WINED3DSIO_LOG instruction in GLSL (dst = log2(|src0|))
2226 * Src0 is a scalar. Note that D3D uses the absolute of src0, while
2227 * GLSL uses the value as-is. */
2228 static void shader_glsl_log(const struct wined3d_shader_instruction *ins)
2230 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2231 glsl_src_param_t src0_param;
2232 DWORD dst_write_mask;
2233 unsigned int dst_size;
2235 dst_write_mask = shader_glsl_append_dst(buffer, ins);
2236 dst_size = shader_glsl_get_write_mask_size(dst_write_mask);
2238 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0, &src0_param);
2240 if (dst_size > 1)
2242 shader_addline(buffer, "vec%d(%s == 0.0 ? -FLT_MAX : log2(abs(%s))));\n",
2243 dst_size, src0_param.param_str, src0_param.param_str);
2245 else
2247 shader_addline(buffer, "%s == 0.0 ? -FLT_MAX : log2(abs(%s)));\n",
2248 src0_param.param_str, src0_param.param_str);
2252 /* Map the opcode 1-to-1 to the GL code (arg->dst = instruction(src0, src1, ...) */
2253 static void shader_glsl_map2gl(const struct wined3d_shader_instruction *ins)
2255 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2256 glsl_src_param_t src_param;
2257 const char *instruction;
2258 DWORD write_mask;
2259 unsigned i;
2261 /* Determine the GLSL function to use based on the opcode */
2262 /* TODO: Possibly make this a table for faster lookups */
2263 switch (ins->handler_idx)
2265 case WINED3DSIH_MIN: instruction = "min"; break;
2266 case WINED3DSIH_MAX: instruction = "max"; break;
2267 case WINED3DSIH_ABS: instruction = "abs"; break;
2268 case WINED3DSIH_FRC: instruction = "fract"; break;
2269 case WINED3DSIH_EXP: instruction = "exp2"; break;
2270 case WINED3DSIH_DSX: instruction = "dFdx"; break;
2271 case WINED3DSIH_DSY: instruction = "ycorrection.y * dFdy"; break;
2272 default: instruction = "";
2273 FIXME("Opcode %#x not yet handled in GLSL\n", ins->handler_idx);
2274 break;
2277 write_mask = shader_glsl_append_dst(buffer, ins);
2279 shader_addline(buffer, "%s(", instruction);
2281 if (ins->src_count)
2283 shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src_param);
2284 shader_addline(buffer, "%s", src_param.param_str);
2285 for (i = 1; i < ins->src_count; ++i)
2287 shader_glsl_add_src_param(ins, &ins->src[i], write_mask, &src_param);
2288 shader_addline(buffer, ", %s", src_param.param_str);
2292 shader_addline(buffer, "));\n");
2295 static void shader_glsl_nrm(const struct wined3d_shader_instruction *ins)
2297 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2298 glsl_src_param_t src_param;
2299 unsigned int mask_size;
2300 DWORD write_mask;
2301 char dst_mask[6];
2303 write_mask = shader_glsl_get_write_mask(ins->dst, dst_mask);
2304 mask_size = shader_glsl_get_write_mask_size(write_mask);
2305 shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src_param);
2307 shader_addline(buffer, "tmp0.x = length(%s);\n", src_param.param_str);
2308 shader_glsl_append_dst(buffer, ins);
2309 if (mask_size > 1)
2311 shader_addline(buffer, "tmp0.x == 0.0 ? vec%u(0.0) : (%s / tmp0.x));\n",
2312 mask_size, src_param.param_str);
2314 else
2316 shader_addline(buffer, "tmp0.x == 0.0 ? 0.0 : (%s / tmp0.x));\n",
2317 src_param.param_str);
2321 /** Process the WINED3DSIO_EXPP instruction in GLSL:
2322 * For shader model 1.x, do the following (and honor the writemask, so use a temporary variable):
2323 * dst.x = 2^(floor(src))
2324 * dst.y = src - floor(src)
2325 * dst.z = 2^src (partial precision is allowed, but optional)
2326 * dst.w = 1.0;
2327 * For 2.0 shaders, just do this (honoring writemask and swizzle):
2328 * dst = 2^src; (partial precision is allowed, but optional)
2330 static void shader_glsl_expp(const struct wined3d_shader_instruction *ins)
2332 glsl_src_param_t src_param;
2334 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0, &src_param);
2336 if (ins->ctx->reg_maps->shader_version.major < 2)
2338 char dst_mask[6];
2340 shader_addline(ins->ctx->buffer, "tmp0.x = exp2(floor(%s));\n", src_param.param_str);
2341 shader_addline(ins->ctx->buffer, "tmp0.y = %s - floor(%s);\n", src_param.param_str, src_param.param_str);
2342 shader_addline(ins->ctx->buffer, "tmp0.z = exp2(%s);\n", src_param.param_str);
2343 shader_addline(ins->ctx->buffer, "tmp0.w = 1.0;\n");
2345 shader_glsl_append_dst(ins->ctx->buffer, ins);
2346 shader_glsl_get_write_mask(&ins->dst[0], dst_mask);
2347 shader_addline(ins->ctx->buffer, "tmp0%s);\n", dst_mask);
2348 } else {
2349 DWORD write_mask;
2350 unsigned int mask_size;
2352 write_mask = shader_glsl_append_dst(ins->ctx->buffer, ins);
2353 mask_size = shader_glsl_get_write_mask_size(write_mask);
2355 if (mask_size > 1) {
2356 shader_addline(ins->ctx->buffer, "vec%d(exp2(%s)));\n", mask_size, src_param.param_str);
2357 } else {
2358 shader_addline(ins->ctx->buffer, "exp2(%s));\n", src_param.param_str);
2363 /** Process the RCP (reciprocal or inverse) opcode in GLSL (dst = 1 / src) */
2364 static void shader_glsl_rcp(const struct wined3d_shader_instruction *ins)
2366 glsl_src_param_t src_param;
2367 DWORD write_mask;
2368 unsigned int mask_size;
2370 write_mask = shader_glsl_append_dst(ins->ctx->buffer, ins);
2371 mask_size = shader_glsl_get_write_mask_size(write_mask);
2372 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_3, &src_param);
2374 if (mask_size > 1)
2376 shader_addline(ins->ctx->buffer, "vec%d(%s == 0.0 ? FLT_MAX : 1.0 / %s));\n",
2377 mask_size, src_param.param_str, src_param.param_str);
2379 else
2381 shader_addline(ins->ctx->buffer, "%s == 0.0 ? FLT_MAX : 1.0 / %s);\n",
2382 src_param.param_str, src_param.param_str);
2386 static void shader_glsl_rsq(const struct wined3d_shader_instruction *ins)
2388 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2389 glsl_src_param_t src_param;
2390 DWORD write_mask;
2391 unsigned int mask_size;
2393 write_mask = shader_glsl_append_dst(buffer, ins);
2394 mask_size = shader_glsl_get_write_mask_size(write_mask);
2396 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_3, &src_param);
2398 if (mask_size > 1)
2400 shader_addline(buffer, "vec%d(%s == 0.0 ? FLT_MAX : inversesqrt(abs(%s))));\n",
2401 mask_size, src_param.param_str, src_param.param_str);
2403 else
2405 shader_addline(buffer, "%s == 0.0 ? FLT_MAX : inversesqrt(abs(%s)));\n",
2406 src_param.param_str, src_param.param_str);
2410 /** Process signed comparison opcodes in GLSL. */
2411 static void shader_glsl_compare(const struct wined3d_shader_instruction *ins)
2413 glsl_src_param_t src0_param;
2414 glsl_src_param_t src1_param;
2415 DWORD write_mask;
2416 unsigned int mask_size;
2418 write_mask = shader_glsl_append_dst(ins->ctx->buffer, ins);
2419 mask_size = shader_glsl_get_write_mask_size(write_mask);
2420 shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src0_param);
2421 shader_glsl_add_src_param(ins, &ins->src[1], write_mask, &src1_param);
2423 if (mask_size > 1) {
2424 const char *compare;
2426 switch(ins->handler_idx)
2428 case WINED3DSIH_SLT: compare = "lessThan"; break;
2429 case WINED3DSIH_SGE: compare = "greaterThanEqual"; break;
2430 default: compare = "";
2431 FIXME("Can't handle opcode %#x\n", ins->handler_idx);
2434 shader_addline(ins->ctx->buffer, "vec%d(%s(%s, %s)));\n", mask_size, compare,
2435 src0_param.param_str, src1_param.param_str);
2436 } else {
2437 switch(ins->handler_idx)
2439 case WINED3DSIH_SLT:
2440 /* Step(src0, src1) is not suitable here because if src0 == src1 SLT is supposed,
2441 * to return 0.0 but step returns 1.0 because step is not < x
2442 * An alternative is a bvec compare padded with an unused second component.
2443 * step(src1 * -1.0, src0 * -1.0) is not an option because it suffers from the same
2444 * issue. Playing with not() is not possible either because not() does not accept
2445 * a scalar.
2447 shader_addline(ins->ctx->buffer, "(%s < %s) ? 1.0 : 0.0);\n",
2448 src0_param.param_str, src1_param.param_str);
2449 break;
2450 case WINED3DSIH_SGE:
2451 /* Here we can use the step() function and safe a conditional */
2452 shader_addline(ins->ctx->buffer, "step(%s, %s));\n", src1_param.param_str, src0_param.param_str);
2453 break;
2454 default:
2455 FIXME("Can't handle opcode %#x\n", ins->handler_idx);
2461 /** Process CMP instruction in GLSL (dst = src0 >= 0.0 ? src1 : src2), per channel */
2462 static void shader_glsl_cmp(const struct wined3d_shader_instruction *ins)
2464 glsl_src_param_t src0_param;
2465 glsl_src_param_t src1_param;
2466 glsl_src_param_t src2_param;
2467 DWORD write_mask, cmp_channel = 0;
2468 unsigned int i, j;
2469 char mask_char[6];
2470 BOOL temp_destination = FALSE;
2472 if (shader_is_scalar(&ins->src[0].reg))
2474 write_mask = shader_glsl_append_dst(ins->ctx->buffer, ins);
2476 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_ALL, &src0_param);
2477 shader_glsl_add_src_param(ins, &ins->src[1], write_mask, &src1_param);
2478 shader_glsl_add_src_param(ins, &ins->src[2], write_mask, &src2_param);
2480 shader_addline(ins->ctx->buffer, "%s >= 0.0 ? %s : %s);\n",
2481 src0_param.param_str, src1_param.param_str, src2_param.param_str);
2482 } else {
2483 DWORD dst_mask = ins->dst[0].write_mask;
2484 struct wined3d_shader_dst_param dst = ins->dst[0];
2486 /* Cycle through all source0 channels */
2487 for (i=0; i<4; i++) {
2488 write_mask = 0;
2489 /* Find the destination channels which use the current source0 channel */
2490 for (j=0; j<4; j++) {
2491 if (((ins->src[0].swizzle >> (2 * j)) & 0x3) == i)
2493 write_mask |= WINED3DSP_WRITEMASK_0 << j;
2494 cmp_channel = WINED3DSP_WRITEMASK_0 << j;
2497 dst.write_mask = dst_mask & write_mask;
2499 /* Splitting the cmp instruction up in multiple lines imposes a problem:
2500 * The first lines may overwrite source parameters of the following lines.
2501 * Deal with that by using a temporary destination register if needed
2503 if ((ins->src[0].reg.idx == ins->dst[0].reg.idx
2504 && ins->src[0].reg.type == ins->dst[0].reg.type)
2505 || (ins->src[1].reg.idx == ins->dst[0].reg.idx
2506 && ins->src[1].reg.type == ins->dst[0].reg.type)
2507 || (ins->src[2].reg.idx == ins->dst[0].reg.idx
2508 && ins->src[2].reg.type == ins->dst[0].reg.type))
2510 write_mask = shader_glsl_get_write_mask(&dst, mask_char);
2511 if (!write_mask) continue;
2512 shader_addline(ins->ctx->buffer, "tmp0%s = (", mask_char);
2513 temp_destination = TRUE;
2514 } else {
2515 write_mask = shader_glsl_append_dst_ext(ins->ctx->buffer, ins, &dst);
2516 if (!write_mask) continue;
2519 shader_glsl_add_src_param(ins, &ins->src[0], cmp_channel, &src0_param);
2520 shader_glsl_add_src_param(ins, &ins->src[1], write_mask, &src1_param);
2521 shader_glsl_add_src_param(ins, &ins->src[2], write_mask, &src2_param);
2523 shader_addline(ins->ctx->buffer, "%s >= 0.0 ? %s : %s);\n",
2524 src0_param.param_str, src1_param.param_str, src2_param.param_str);
2527 if(temp_destination) {
2528 shader_glsl_get_write_mask(&ins->dst[0], mask_char);
2529 shader_glsl_append_dst(ins->ctx->buffer, ins);
2530 shader_addline(ins->ctx->buffer, "tmp0%s);\n", mask_char);
2536 /** Process the CND opcode in GLSL (dst = (src0 > 0.5) ? src1 : src2) */
2537 /* For ps 1.1-1.3, only a single component of src0 is used. For ps 1.4
2538 * the compare is done per component of src0. */
2539 static void shader_glsl_cnd(const struct wined3d_shader_instruction *ins)
2541 struct wined3d_shader_dst_param dst;
2542 glsl_src_param_t src0_param;
2543 glsl_src_param_t src1_param;
2544 glsl_src_param_t src2_param;
2545 DWORD write_mask, cmp_channel = 0;
2546 unsigned int i, j;
2547 DWORD dst_mask;
2548 DWORD shader_version = WINED3D_SHADER_VERSION(ins->ctx->reg_maps->shader_version.major,
2549 ins->ctx->reg_maps->shader_version.minor);
2551 if (shader_version < WINED3D_SHADER_VERSION(1, 4))
2553 write_mask = shader_glsl_append_dst(ins->ctx->buffer, ins);
2554 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0, &src0_param);
2555 shader_glsl_add_src_param(ins, &ins->src[1], write_mask, &src1_param);
2556 shader_glsl_add_src_param(ins, &ins->src[2], write_mask, &src2_param);
2558 /* Fun: The D3DSI_COISSUE flag changes the semantic of the cnd instruction for < 1.4 shaders */
2559 if (ins->coissue)
2561 shader_addline(ins->ctx->buffer, "%s /* COISSUE! */);\n", src1_param.param_str);
2562 } else {
2563 shader_addline(ins->ctx->buffer, "%s > 0.5 ? %s : %s);\n",
2564 src0_param.param_str, src1_param.param_str, src2_param.param_str);
2566 return;
2568 /* Cycle through all source0 channels */
2569 dst_mask = ins->dst[0].write_mask;
2570 dst = ins->dst[0];
2571 for (i=0; i<4; i++) {
2572 write_mask = 0;
2573 /* Find the destination channels which use the current source0 channel */
2574 for (j=0; j<4; j++) {
2575 if (((ins->src[0].swizzle >> (2 * j)) & 0x3) == i)
2577 write_mask |= WINED3DSP_WRITEMASK_0 << j;
2578 cmp_channel = WINED3DSP_WRITEMASK_0 << j;
2582 dst.write_mask = dst_mask & write_mask;
2583 write_mask = shader_glsl_append_dst_ext(ins->ctx->buffer, ins, &dst);
2584 if (!write_mask) continue;
2586 shader_glsl_add_src_param(ins, &ins->src[0], cmp_channel, &src0_param);
2587 shader_glsl_add_src_param(ins, &ins->src[1], write_mask, &src1_param);
2588 shader_glsl_add_src_param(ins, &ins->src[2], write_mask, &src2_param);
2590 shader_addline(ins->ctx->buffer, "%s > 0.5 ? %s : %s);\n",
2591 src0_param.param_str, src1_param.param_str, src2_param.param_str);
2595 /** GLSL code generation for WINED3DSIO_MAD: Multiply the first 2 opcodes, then add the last */
2596 static void shader_glsl_mad(const struct wined3d_shader_instruction *ins)
2598 glsl_src_param_t src0_param;
2599 glsl_src_param_t src1_param;
2600 glsl_src_param_t src2_param;
2601 DWORD write_mask;
2603 write_mask = shader_glsl_append_dst(ins->ctx->buffer, ins);
2604 shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src0_param);
2605 shader_glsl_add_src_param(ins, &ins->src[1], write_mask, &src1_param);
2606 shader_glsl_add_src_param(ins, &ins->src[2], write_mask, &src2_param);
2607 shader_addline(ins->ctx->buffer, "(%s * %s) + %s);\n",
2608 src0_param.param_str, src1_param.param_str, src2_param.param_str);
2611 /* Handles transforming all WINED3DSIO_M?x? opcodes for
2612 Vertex shaders to GLSL codes */
2613 static void shader_glsl_mnxn(const struct wined3d_shader_instruction *ins)
2615 int i;
2616 int nComponents = 0;
2617 struct wined3d_shader_dst_param tmp_dst = {{0}};
2618 struct wined3d_shader_src_param tmp_src[2] = {{{0}}};
2619 struct wined3d_shader_instruction tmp_ins;
2621 memset(&tmp_ins, 0, sizeof(tmp_ins));
2623 /* Set constants for the temporary argument */
2624 tmp_ins.ctx = ins->ctx;
2625 tmp_ins.dst_count = 1;
2626 tmp_ins.dst = &tmp_dst;
2627 tmp_ins.src_count = 2;
2628 tmp_ins.src = tmp_src;
2630 switch(ins->handler_idx)
2632 case WINED3DSIH_M4x4:
2633 nComponents = 4;
2634 tmp_ins.handler_idx = WINED3DSIH_DP4;
2635 break;
2636 case WINED3DSIH_M4x3:
2637 nComponents = 3;
2638 tmp_ins.handler_idx = WINED3DSIH_DP4;
2639 break;
2640 case WINED3DSIH_M3x4:
2641 nComponents = 4;
2642 tmp_ins.handler_idx = WINED3DSIH_DP3;
2643 break;
2644 case WINED3DSIH_M3x3:
2645 nComponents = 3;
2646 tmp_ins.handler_idx = WINED3DSIH_DP3;
2647 break;
2648 case WINED3DSIH_M3x2:
2649 nComponents = 2;
2650 tmp_ins.handler_idx = WINED3DSIH_DP3;
2651 break;
2652 default:
2653 break;
2656 tmp_dst = ins->dst[0];
2657 tmp_src[0] = ins->src[0];
2658 tmp_src[1] = ins->src[1];
2659 for (i = 0; i < nComponents; ++i)
2661 tmp_dst.write_mask = WINED3DSP_WRITEMASK_0 << i;
2662 shader_glsl_dot(&tmp_ins);
2663 ++tmp_src[1].reg.idx;
2668 The LRP instruction performs a component-wise linear interpolation
2669 between the second and third operands using the first operand as the
2670 blend factor. Equation: (dst = src2 + src0 * (src1 - src2))
2671 This is equivalent to mix(src2, src1, src0);
2673 static void shader_glsl_lrp(const struct wined3d_shader_instruction *ins)
2675 glsl_src_param_t src0_param;
2676 glsl_src_param_t src1_param;
2677 glsl_src_param_t src2_param;
2678 DWORD write_mask;
2680 write_mask = shader_glsl_append_dst(ins->ctx->buffer, ins);
2682 shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src0_param);
2683 shader_glsl_add_src_param(ins, &ins->src[1], write_mask, &src1_param);
2684 shader_glsl_add_src_param(ins, &ins->src[2], write_mask, &src2_param);
2686 shader_addline(ins->ctx->buffer, "mix(%s, %s, %s));\n",
2687 src2_param.param_str, src1_param.param_str, src0_param.param_str);
2690 /** Process the WINED3DSIO_LIT instruction in GLSL:
2691 * dst.x = dst.w = 1.0
2692 * dst.y = (src0.x > 0) ? src0.x
2693 * dst.z = (src0.x > 0) ? ((src0.y > 0) ? pow(src0.y, src.w) : 0) : 0
2694 * where src.w is clamped at +- 128
2696 static void shader_glsl_lit(const struct wined3d_shader_instruction *ins)
2698 glsl_src_param_t src0_param;
2699 glsl_src_param_t src1_param;
2700 glsl_src_param_t src3_param;
2701 char dst_mask[6];
2703 shader_glsl_append_dst(ins->ctx->buffer, ins);
2704 shader_glsl_get_write_mask(&ins->dst[0], dst_mask);
2706 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0, &src0_param);
2707 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_1, &src1_param);
2708 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_3, &src3_param);
2710 /* The sdk specifies the instruction like this
2711 * dst.x = 1.0;
2712 * if(src.x > 0.0) dst.y = src.x
2713 * else dst.y = 0.0.
2714 * if(src.x > 0.0 && src.y > 0.0) dst.z = pow(src.y, power);
2715 * else dst.z = 0.0;
2716 * dst.w = 1.0;
2718 * Obviously that has quite a few conditionals in it which we don't like. So the first step is this:
2719 * dst.x = 1.0 ... No further explanation needed
2720 * dst.y = max(src.y, 0.0); ... If x < 0.0, use 0.0, otherwise x. Same as the conditional
2721 * dst.z = x > 0.0 ? pow(max(y, 0.0), p) : 0; ... 0 ^ power is 0, and otherwise we use y anyway
2722 * dst.w = 1.0. ... Nothing fancy.
2724 * So we still have one conditional in there. So do this:
2725 * dst.z = pow(max(0.0, src.y) * step(0.0, src.x), power);
2727 * 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),
2728 * 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.
2729 * if both x and y are > 0, we get pow(y * 1.0, power), as it is supposed to
2731 shader_addline(ins->ctx->buffer,
2732 "vec4(1.0, max(%s, 0.0), pow(max(0.0, %s) * step(0.0, %s), clamp(%s, -128.0, 128.0)), 1.0)%s);\n",
2733 src0_param.param_str, src1_param.param_str, src0_param.param_str, src3_param.param_str, dst_mask);
2736 /** Process the WINED3DSIO_DST instruction in GLSL:
2737 * dst.x = 1.0
2738 * dst.y = src0.x * src0.y
2739 * dst.z = src0.z
2740 * dst.w = src1.w
2742 static void shader_glsl_dst(const struct wined3d_shader_instruction *ins)
2744 glsl_src_param_t src0y_param;
2745 glsl_src_param_t src0z_param;
2746 glsl_src_param_t src1y_param;
2747 glsl_src_param_t src1w_param;
2748 char dst_mask[6];
2750 shader_glsl_append_dst(ins->ctx->buffer, ins);
2751 shader_glsl_get_write_mask(&ins->dst[0], dst_mask);
2753 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_1, &src0y_param);
2754 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_2, &src0z_param);
2755 shader_glsl_add_src_param(ins, &ins->src[1], WINED3DSP_WRITEMASK_1, &src1y_param);
2756 shader_glsl_add_src_param(ins, &ins->src[1], WINED3DSP_WRITEMASK_3, &src1w_param);
2758 shader_addline(ins->ctx->buffer, "vec4(1.0, %s * %s, %s, %s))%s;\n",
2759 src0y_param.param_str, src1y_param.param_str, src0z_param.param_str, src1w_param.param_str, dst_mask);
2762 /** Process the WINED3DSIO_SINCOS instruction in GLSL:
2763 * VS 2.0 requires that specific cosine and sine constants be passed to this instruction so the hardware
2764 * can handle it. But, these functions are built-in for GLSL, so we can just ignore the last 2 params.
2766 * dst.x = cos(src0.?)
2767 * dst.y = sin(src0.?)
2768 * dst.z = dst.z
2769 * dst.w = dst.w
2771 static void shader_glsl_sincos(const struct wined3d_shader_instruction *ins)
2773 glsl_src_param_t src0_param;
2774 DWORD write_mask;
2776 write_mask = shader_glsl_append_dst(ins->ctx->buffer, ins);
2777 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0, &src0_param);
2779 switch (write_mask) {
2780 case WINED3DSP_WRITEMASK_0:
2781 shader_addline(ins->ctx->buffer, "cos(%s));\n", src0_param.param_str);
2782 break;
2784 case WINED3DSP_WRITEMASK_1:
2785 shader_addline(ins->ctx->buffer, "sin(%s));\n", src0_param.param_str);
2786 break;
2788 case (WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1):
2789 shader_addline(ins->ctx->buffer, "vec2(cos(%s), sin(%s)));\n", src0_param.param_str, src0_param.param_str);
2790 break;
2792 default:
2793 ERR("Write mask should be .x, .y or .xy\n");
2794 break;
2798 /* sgn in vs_2_0 has 2 extra parameters(registers for temporary storage) which we don't use
2799 * here. But those extra parameters require a dedicated function for sgn, since map2gl would
2800 * generate invalid code
2802 static void shader_glsl_sgn(const struct wined3d_shader_instruction *ins)
2804 glsl_src_param_t src0_param;
2805 DWORD write_mask;
2807 write_mask = shader_glsl_append_dst(ins->ctx->buffer, ins);
2808 shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src0_param);
2810 shader_addline(ins->ctx->buffer, "sign(%s));\n", src0_param.param_str);
2813 /** Process the WINED3DSIO_LOOP instruction in GLSL:
2814 * Start a for() loop where src1.y is the initial value of aL,
2815 * increment aL by src1.z for a total of src1.x iterations.
2816 * Need to use a temporary variable for this operation.
2818 /* FIXME: I don't think nested loops will work correctly this way. */
2819 static void shader_glsl_loop(const struct wined3d_shader_instruction *ins)
2821 glsl_src_param_t src1_param;
2822 IWineD3DBaseShaderImpl *shader = (IWineD3DBaseShaderImpl *)ins->ctx->shader;
2823 const DWORD *control_values = NULL;
2824 const local_constant *constant;
2826 shader_glsl_add_src_param(ins, &ins->src[1], WINED3DSP_WRITEMASK_ALL, &src1_param);
2828 /* Try to hardcode the loop control parameters if possible. Direct3D 9 class hardware doesn't support real
2829 * varying indexing, but Microsoft designed this feature for Shader model 2.x+. If the loop control is
2830 * known at compile time, the GLSL compiler can unroll the loop, and replace indirect addressing with direct
2831 * addressing.
2833 if (ins->src[1].reg.type == WINED3DSPR_CONSTINT)
2835 LIST_FOR_EACH_ENTRY(constant, &shader->baseShader.constantsI, local_constant, entry) {
2836 if (constant->idx == ins->src[1].reg.idx)
2838 control_values = constant->value;
2839 break;
2844 if (control_values)
2846 struct wined3d_shader_loop_control loop_control;
2847 loop_control.count = control_values[0];
2848 loop_control.start = control_values[1];
2849 loop_control.step = (int)control_values[2];
2851 if (loop_control.step > 0)
2853 shader_addline(ins->ctx->buffer, "for (aL%u = %u; aL%u < (%u * %d + %u); aL%u += %d) {\n",
2854 shader->baseShader.cur_loop_depth, loop_control.start,
2855 shader->baseShader.cur_loop_depth, loop_control.count, loop_control.step, loop_control.start,
2856 shader->baseShader.cur_loop_depth, loop_control.step);
2858 else if (loop_control.step < 0)
2860 shader_addline(ins->ctx->buffer, "for (aL%u = %u; aL%u > (%u * %d + %u); aL%u += %d) {\n",
2861 shader->baseShader.cur_loop_depth, loop_control.start,
2862 shader->baseShader.cur_loop_depth, loop_control.count, loop_control.step, loop_control.start,
2863 shader->baseShader.cur_loop_depth, loop_control.step);
2865 else
2867 shader_addline(ins->ctx->buffer, "for (aL%u = %u, tmpInt%u = 0; tmpInt%u < %u; tmpInt%u++) {\n",
2868 shader->baseShader.cur_loop_depth, loop_control.start, shader->baseShader.cur_loop_depth,
2869 shader->baseShader.cur_loop_depth, loop_control.count,
2870 shader->baseShader.cur_loop_depth);
2872 } else {
2873 shader_addline(ins->ctx->buffer,
2874 "for (tmpInt%u = 0, aL%u = %s.y; tmpInt%u < %s.x; tmpInt%u++, aL%u += %s.z) {\n",
2875 shader->baseShader.cur_loop_depth, shader->baseShader.cur_loop_regno,
2876 src1_param.reg_name, shader->baseShader.cur_loop_depth, src1_param.reg_name,
2877 shader->baseShader.cur_loop_depth, shader->baseShader.cur_loop_regno, src1_param.reg_name);
2880 shader->baseShader.cur_loop_depth++;
2881 shader->baseShader.cur_loop_regno++;
2884 static void shader_glsl_end(const struct wined3d_shader_instruction *ins)
2886 IWineD3DBaseShaderImpl *shader = (IWineD3DBaseShaderImpl *)ins->ctx->shader;
2888 shader_addline(ins->ctx->buffer, "}\n");
2890 if (ins->handler_idx == WINED3DSIH_ENDLOOP)
2892 shader->baseShader.cur_loop_depth--;
2893 shader->baseShader.cur_loop_regno--;
2896 if (ins->handler_idx == WINED3DSIH_ENDREP)
2898 shader->baseShader.cur_loop_depth--;
2902 static void shader_glsl_rep(const struct wined3d_shader_instruction *ins)
2904 IWineD3DBaseShaderImpl *shader = (IWineD3DBaseShaderImpl *)ins->ctx->shader;
2905 glsl_src_param_t src0_param;
2906 const DWORD *control_values = NULL;
2907 const local_constant *constant;
2909 /* Try to hardcode local values to help the GLSL compiler to unroll and optimize the loop */
2910 if (ins->src[0].reg.type == WINED3DSPR_CONSTINT)
2912 LIST_FOR_EACH_ENTRY(constant, &shader->baseShader.constantsI, local_constant, entry)
2914 if (constant->idx == ins->src[0].reg.idx)
2916 control_values = constant->value;
2917 break;
2922 if(control_values) {
2923 shader_addline(ins->ctx->buffer, "for (tmpInt%d = 0; tmpInt%d < %d; tmpInt%d++) {\n",
2924 shader->baseShader.cur_loop_depth, shader->baseShader.cur_loop_depth,
2925 control_values[0], shader->baseShader.cur_loop_depth);
2926 } else {
2927 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0, &src0_param);
2928 shader_addline(ins->ctx->buffer, "for (tmpInt%d = 0; tmpInt%d < %s; tmpInt%d++) {\n",
2929 shader->baseShader.cur_loop_depth, shader->baseShader.cur_loop_depth,
2930 src0_param.param_str, shader->baseShader.cur_loop_depth);
2932 shader->baseShader.cur_loop_depth++;
2935 static void shader_glsl_if(const struct wined3d_shader_instruction *ins)
2937 glsl_src_param_t src0_param;
2939 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0, &src0_param);
2940 shader_addline(ins->ctx->buffer, "if (%s) {\n", src0_param.param_str);
2943 static void shader_glsl_ifc(const struct wined3d_shader_instruction *ins)
2945 glsl_src_param_t src0_param;
2946 glsl_src_param_t src1_param;
2948 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0, &src0_param);
2949 shader_glsl_add_src_param(ins, &ins->src[1], WINED3DSP_WRITEMASK_0, &src1_param);
2951 shader_addline(ins->ctx->buffer, "if (%s %s %s) {\n",
2952 src0_param.param_str, shader_get_comp_op(ins->flags), src1_param.param_str);
2955 static void shader_glsl_else(const struct wined3d_shader_instruction *ins)
2957 shader_addline(ins->ctx->buffer, "} else {\n");
2960 static void shader_glsl_break(const struct wined3d_shader_instruction *ins)
2962 shader_addline(ins->ctx->buffer, "break;\n");
2965 /* FIXME: According to MSDN the compare is done per component. */
2966 static void shader_glsl_breakc(const struct wined3d_shader_instruction *ins)
2968 glsl_src_param_t src0_param;
2969 glsl_src_param_t src1_param;
2971 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0, &src0_param);
2972 shader_glsl_add_src_param(ins, &ins->src[1], WINED3DSP_WRITEMASK_0, &src1_param);
2974 shader_addline(ins->ctx->buffer, "if (%s %s %s) break;\n",
2975 src0_param.param_str, shader_get_comp_op(ins->flags), src1_param.param_str);
2978 static void shader_glsl_label(const struct wined3d_shader_instruction *ins)
2980 shader_addline(ins->ctx->buffer, "}\n");
2981 shader_addline(ins->ctx->buffer, "void subroutine%u () {\n", ins->src[0].reg.idx);
2984 static void shader_glsl_call(const struct wined3d_shader_instruction *ins)
2986 shader_addline(ins->ctx->buffer, "subroutine%u();\n", ins->src[0].reg.idx);
2989 static void shader_glsl_callnz(const struct wined3d_shader_instruction *ins)
2991 glsl_src_param_t src1_param;
2993 shader_glsl_add_src_param(ins, &ins->src[1], WINED3DSP_WRITEMASK_0, &src1_param);
2994 shader_addline(ins->ctx->buffer, "if (%s) subroutine%u();\n", src1_param.param_str, ins->src[0].reg.idx);
2997 static void shader_glsl_ret(const struct wined3d_shader_instruction *ins)
2999 /* No-op. The closing } is written when a new function is started, and at the end of the shader. This
3000 * function only suppresses the unhandled instruction warning
3004 /*********************************************
3005 * Pixel Shader Specific Code begins here
3006 ********************************************/
3007 static void shader_glsl_tex(const struct wined3d_shader_instruction *ins)
3009 IWineD3DBaseShaderImpl *shader = (IWineD3DBaseShaderImpl *)ins->ctx->shader;
3010 IWineD3DDeviceImpl *deviceImpl = (IWineD3DDeviceImpl *)shader->baseShader.device;
3011 DWORD shader_version = WINED3D_SHADER_VERSION(ins->ctx->reg_maps->shader_version.major,
3012 ins->ctx->reg_maps->shader_version.minor);
3013 glsl_sample_function_t sample_function;
3014 DWORD sample_flags = 0;
3015 DWORD sampler_idx;
3016 DWORD mask = 0, swizzle;
3018 /* 1.0-1.4: Use destination register as sampler source.
3019 * 2.0+: Use provided sampler source. */
3020 if (shader_version < WINED3D_SHADER_VERSION(2,0)) sampler_idx = ins->dst[0].reg.idx;
3021 else sampler_idx = ins->src[1].reg.idx;
3023 if (shader_version < WINED3D_SHADER_VERSION(1,4))
3025 DWORD flags = deviceImpl->stateBlock->textureState[sampler_idx][WINED3DTSS_TEXTURETRANSFORMFLAGS];
3026 WINED3DSAMPLER_TEXTURE_TYPE sampler_type = ins->ctx->reg_maps->sampler_type[sampler_idx];
3028 /* Projected cube textures don't make a lot of sense, the resulting coordinates stay the same. */
3029 if (flags & WINED3DTTFF_PROJECTED && sampler_type != WINED3DSTT_CUBE) {
3030 sample_flags |= WINED3D_GLSL_SAMPLE_PROJECTED;
3031 switch (flags & ~WINED3DTTFF_PROJECTED) {
3032 case WINED3DTTFF_COUNT1: FIXME("WINED3DTTFF_PROJECTED with WINED3DTTFF_COUNT1?\n"); break;
3033 case WINED3DTTFF_COUNT2: mask = WINED3DSP_WRITEMASK_1; break;
3034 case WINED3DTTFF_COUNT3: mask = WINED3DSP_WRITEMASK_2; break;
3035 case WINED3DTTFF_COUNT4:
3036 case WINED3DTTFF_DISABLE: mask = WINED3DSP_WRITEMASK_3; break;
3040 else if (shader_version < WINED3D_SHADER_VERSION(2,0))
3042 DWORD src_mod = ins->src[0].modifiers;
3044 if (src_mod == WINED3DSPSM_DZ) {
3045 sample_flags |= WINED3D_GLSL_SAMPLE_PROJECTED;
3046 mask = WINED3DSP_WRITEMASK_2;
3047 } else if (src_mod == WINED3DSPSM_DW) {
3048 sample_flags |= WINED3D_GLSL_SAMPLE_PROJECTED;
3049 mask = WINED3DSP_WRITEMASK_3;
3051 } else {
3052 if (ins->flags & WINED3DSI_TEXLD_PROJECT)
3054 /* ps 2.0 texldp instruction always divides by the fourth component. */
3055 sample_flags |= WINED3D_GLSL_SAMPLE_PROJECTED;
3056 mask = WINED3DSP_WRITEMASK_3;
3060 if(deviceImpl->stateBlock->textures[sampler_idx] &&
3061 IWineD3DBaseTexture_GetTextureDimensions(deviceImpl->stateBlock->textures[sampler_idx]) == GL_TEXTURE_RECTANGLE_ARB) {
3062 sample_flags |= WINED3D_GLSL_SAMPLE_RECT;
3065 shader_glsl_get_sample_function(ins->ctx, sampler_idx, sample_flags, &sample_function);
3066 mask |= sample_function.coord_mask;
3068 if (shader_version < WINED3D_SHADER_VERSION(2,0)) swizzle = WINED3DSP_NOSWIZZLE;
3069 else swizzle = ins->src[1].swizzle;
3071 /* 1.0-1.3: Use destination register as coordinate source.
3072 1.4+: Use provided coordinate source register. */
3073 if (shader_version < WINED3D_SHADER_VERSION(1,4))
3075 char coord_mask[6];
3076 shader_glsl_write_mask_to_str(mask, coord_mask);
3077 shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, swizzle, NULL, NULL, NULL,
3078 "T%u%s", sampler_idx, coord_mask);
3079 } else {
3080 glsl_src_param_t coord_param;
3081 shader_glsl_add_src_param(ins, &ins->src[0], mask, &coord_param);
3082 if (ins->flags & WINED3DSI_TEXLD_BIAS)
3084 glsl_src_param_t bias;
3085 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_3, &bias);
3086 shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, swizzle, NULL, NULL, bias.param_str,
3087 "%s", coord_param.param_str);
3088 } else {
3089 shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, swizzle, NULL, NULL, NULL,
3090 "%s", coord_param.param_str);
3095 static void shader_glsl_texldd(const struct wined3d_shader_instruction *ins)
3097 IWineD3DBaseShaderImpl *This = (IWineD3DBaseShaderImpl *)ins->ctx->shader;
3098 IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device;
3099 const struct wined3d_gl_info *gl_info = ins->ctx->gl_info;
3100 glsl_sample_function_t sample_function;
3101 glsl_src_param_t coord_param, dx_param, dy_param;
3102 DWORD sample_flags = WINED3D_GLSL_SAMPLE_GRAD;
3103 DWORD sampler_idx;
3104 DWORD swizzle = ins->src[1].swizzle;
3106 if (!gl_info->supported[ARB_SHADER_TEXTURE_LOD] && !gl_info->supported[EXT_GPU_SHADER4])
3108 FIXME("texldd used, but not supported by hardware. Falling back to regular tex\n");
3109 return shader_glsl_tex(ins);
3112 sampler_idx = ins->src[1].reg.idx;
3113 if(deviceImpl->stateBlock->textures[sampler_idx] &&
3114 IWineD3DBaseTexture_GetTextureDimensions(deviceImpl->stateBlock->textures[sampler_idx]) == GL_TEXTURE_RECTANGLE_ARB) {
3115 sample_flags |= WINED3D_GLSL_SAMPLE_RECT;
3118 shader_glsl_get_sample_function(ins->ctx, sampler_idx, sample_flags, &sample_function);
3119 shader_glsl_add_src_param(ins, &ins->src[0], sample_function.coord_mask, &coord_param);
3120 shader_glsl_add_src_param(ins, &ins->src[2], sample_function.coord_mask, &dx_param);
3121 shader_glsl_add_src_param(ins, &ins->src[3], sample_function.coord_mask, &dy_param);
3123 shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, swizzle, dx_param.param_str, dy_param.param_str, NULL,
3124 "%s", coord_param.param_str);
3127 static void shader_glsl_texldl(const struct wined3d_shader_instruction *ins)
3129 IWineD3DBaseShaderImpl *This = (IWineD3DBaseShaderImpl *)ins->ctx->shader;
3130 IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device;
3131 const struct wined3d_gl_info *gl_info = ins->ctx->gl_info;
3132 glsl_sample_function_t sample_function;
3133 glsl_src_param_t coord_param, lod_param;
3134 DWORD sample_flags = WINED3D_GLSL_SAMPLE_LOD;
3135 DWORD sampler_idx;
3136 DWORD swizzle = ins->src[1].swizzle;
3138 sampler_idx = ins->src[1].reg.idx;
3139 if(deviceImpl->stateBlock->textures[sampler_idx] &&
3140 IWineD3DBaseTexture_GetTextureDimensions(deviceImpl->stateBlock->textures[sampler_idx]) == GL_TEXTURE_RECTANGLE_ARB) {
3141 sample_flags |= WINED3D_GLSL_SAMPLE_RECT;
3143 shader_glsl_get_sample_function(ins->ctx, sampler_idx, sample_flags, &sample_function);
3144 shader_glsl_add_src_param(ins, &ins->src[0], sample_function.coord_mask, &coord_param);
3146 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_3, &lod_param);
3148 if (!gl_info->supported[ARB_SHADER_TEXTURE_LOD] && !gl_info->supported[EXT_GPU_SHADER4]
3149 && shader_is_pshader_version(ins->ctx->reg_maps->shader_version.type))
3151 /* The GLSL spec claims the Lod sampling functions are only supported in vertex shaders.
3152 * However, they seem to work just fine in fragment shaders as well. */
3153 WARN("Using %s in fragment shader.\n", sample_function.name);
3155 shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, swizzle, NULL, NULL, lod_param.param_str,
3156 "%s", coord_param.param_str);
3159 static void shader_glsl_texcoord(const struct wined3d_shader_instruction *ins)
3161 /* FIXME: Make this work for more than just 2D textures */
3162 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
3163 DWORD write_mask = shader_glsl_append_dst(ins->ctx->buffer, ins);
3165 if (!(ins->ctx->reg_maps->shader_version.major == 1 && ins->ctx->reg_maps->shader_version.minor == 4))
3167 char dst_mask[6];
3169 shader_glsl_get_write_mask(&ins->dst[0], dst_mask);
3170 shader_addline(buffer, "clamp(gl_TexCoord[%u], 0.0, 1.0)%s);\n",
3171 ins->dst[0].reg.idx, dst_mask);
3172 } else {
3173 DWORD reg = ins->src[0].reg.idx;
3174 DWORD src_mod = ins->src[0].modifiers;
3175 char dst_swizzle[6];
3177 shader_glsl_get_swizzle(&ins->src[0], FALSE, write_mask, dst_swizzle);
3179 if (src_mod == WINED3DSPSM_DZ) {
3180 glsl_src_param_t div_param;
3181 unsigned int mask_size = shader_glsl_get_write_mask_size(write_mask);
3182 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_2, &div_param);
3184 if (mask_size > 1) {
3185 shader_addline(buffer, "gl_TexCoord[%u]%s / vec%d(%s));\n", reg, dst_swizzle, mask_size, div_param.param_str);
3186 } else {
3187 shader_addline(buffer, "gl_TexCoord[%u]%s / %s);\n", reg, dst_swizzle, div_param.param_str);
3189 } else if (src_mod == WINED3DSPSM_DW) {
3190 glsl_src_param_t div_param;
3191 unsigned int mask_size = shader_glsl_get_write_mask_size(write_mask);
3192 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_3, &div_param);
3194 if (mask_size > 1) {
3195 shader_addline(buffer, "gl_TexCoord[%u]%s / vec%d(%s));\n", reg, dst_swizzle, mask_size, div_param.param_str);
3196 } else {
3197 shader_addline(buffer, "gl_TexCoord[%u]%s / %s);\n", reg, dst_swizzle, div_param.param_str);
3199 } else {
3200 shader_addline(buffer, "gl_TexCoord[%u]%s);\n", reg, dst_swizzle);
3205 /** Process the WINED3DSIO_TEXDP3TEX instruction in GLSL:
3206 * Take a 3-component dot product of the TexCoord[dstreg] and src,
3207 * then perform a 1D texture lookup from stage dstregnum, place into dst. */
3208 static void shader_glsl_texdp3tex(const struct wined3d_shader_instruction *ins)
3210 glsl_src_param_t src0_param;
3211 glsl_sample_function_t sample_function;
3212 DWORD sampler_idx = ins->dst[0].reg.idx;
3213 DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
3214 UINT mask_size;
3216 shader_glsl_add_src_param(ins, &ins->src[0], src_mask, &src0_param);
3218 /* Do I have to take care about the projected bit? I don't think so, since the dp3 returns only one
3219 * scalar, and projected sampling would require 4.
3221 * It is a dependent read - not valid with conditional NP2 textures
3223 shader_glsl_get_sample_function(ins->ctx, sampler_idx, 0, &sample_function);
3224 mask_size = shader_glsl_get_write_mask_size(sample_function.coord_mask);
3226 switch(mask_size)
3228 case 1:
3229 shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, WINED3DSP_NOSWIZZLE, NULL, NULL, NULL,
3230 "dot(gl_TexCoord[%u].xyz, %s)", sampler_idx, src0_param.param_str);
3231 break;
3233 case 2:
3234 shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, WINED3DSP_NOSWIZZLE, NULL, NULL, NULL,
3235 "vec2(dot(gl_TexCoord[%u].xyz, %s), 0.0)", sampler_idx, src0_param.param_str);
3236 break;
3238 case 3:
3239 shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, WINED3DSP_NOSWIZZLE, NULL, NULL, NULL,
3240 "vec3(dot(gl_TexCoord[%u].xyz, %s), 0.0, 0.0)", sampler_idx, src0_param.param_str);
3241 break;
3243 default:
3244 FIXME("Unexpected mask size %u\n", mask_size);
3245 break;
3249 /** Process the WINED3DSIO_TEXDP3 instruction in GLSL:
3250 * Take a 3-component dot product of the TexCoord[dstreg] and src. */
3251 static void shader_glsl_texdp3(const struct wined3d_shader_instruction *ins)
3253 glsl_src_param_t src0_param;
3254 DWORD dstreg = ins->dst[0].reg.idx;
3255 DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
3256 DWORD dst_mask;
3257 unsigned int mask_size;
3259 dst_mask = shader_glsl_append_dst(ins->ctx->buffer, ins);
3260 mask_size = shader_glsl_get_write_mask_size(dst_mask);
3261 shader_glsl_add_src_param(ins, &ins->src[0], src_mask, &src0_param);
3263 if (mask_size > 1) {
3264 shader_addline(ins->ctx->buffer, "vec%d(dot(T%u.xyz, %s)));\n", mask_size, dstreg, src0_param.param_str);
3265 } else {
3266 shader_addline(ins->ctx->buffer, "dot(T%u.xyz, %s));\n", dstreg, src0_param.param_str);
3270 /** Process the WINED3DSIO_TEXDEPTH instruction in GLSL:
3271 * Calculate the depth as dst.x / dst.y */
3272 static void shader_glsl_texdepth(const struct wined3d_shader_instruction *ins)
3274 glsl_dst_param_t dst_param;
3276 shader_glsl_add_dst_param(ins, &ins->dst[0], &dst_param);
3278 /* Tests show that texdepth never returns anything below 0.0, and that r5.y is clamped to 1.0.
3279 * Negative input is accepted, -0.25 / -0.5 returns 0.5. GL should clamp gl_FragDepth to [0;1], but
3280 * this doesn't always work, so clamp the results manually. Whether or not the x value is clamped at 1
3281 * too is irrelevant, since if x = 0, any y value < 1.0 (and > 1.0 is not allowed) results in a result
3282 * >= 1.0 or < 0.0
3284 shader_addline(ins->ctx->buffer, "gl_FragDepth = clamp((%s.x / min(%s.y, 1.0)), 0.0, 1.0);\n",
3285 dst_param.reg_name, dst_param.reg_name);
3288 /** Process the WINED3DSIO_TEXM3X2DEPTH instruction in GLSL:
3289 * Last row of a 3x2 matrix multiply, use the result to calculate the depth:
3290 * Calculate tmp0.y = TexCoord[dstreg] . src.xyz; (tmp0.x has already been calculated)
3291 * depth = (tmp0.y == 0.0) ? 1.0 : tmp0.x / tmp0.y
3293 static void shader_glsl_texm3x2depth(const struct wined3d_shader_instruction *ins)
3295 DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
3296 DWORD dstreg = ins->dst[0].reg.idx;
3297 glsl_src_param_t src0_param;
3299 shader_glsl_add_src_param(ins, &ins->src[0], src_mask, &src0_param);
3301 shader_addline(ins->ctx->buffer, "tmp0.y = dot(T%u.xyz, %s);\n", dstreg, src0_param.param_str);
3302 shader_addline(ins->ctx->buffer, "gl_FragDepth = (tmp0.y == 0.0) ? 1.0 : clamp(tmp0.x / tmp0.y, 0.0, 1.0);\n");
3305 /** Process the WINED3DSIO_TEXM3X2PAD instruction in GLSL
3306 * Calculate the 1st of a 2-row matrix multiplication. */
3307 static void shader_glsl_texm3x2pad(const struct wined3d_shader_instruction *ins)
3309 DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
3310 DWORD reg = ins->dst[0].reg.idx;
3311 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
3312 glsl_src_param_t src0_param;
3314 shader_glsl_add_src_param(ins, &ins->src[0], src_mask, &src0_param);
3315 shader_addline(buffer, "tmp0.x = dot(T%u.xyz, %s);\n", reg, src0_param.param_str);
3318 /** Process the WINED3DSIO_TEXM3X3PAD instruction in GLSL
3319 * Calculate the 1st or 2nd row of a 3-row matrix multiplication. */
3320 static void shader_glsl_texm3x3pad(const struct wined3d_shader_instruction *ins)
3322 IWineD3DBaseShaderImpl *shader = (IWineD3DBaseShaderImpl *)ins->ctx->shader;
3323 DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
3324 DWORD reg = ins->dst[0].reg.idx;
3325 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
3326 SHADER_PARSE_STATE* current_state = &shader->baseShader.parse_state;
3327 glsl_src_param_t src0_param;
3329 shader_glsl_add_src_param(ins, &ins->src[0], src_mask, &src0_param);
3330 shader_addline(buffer, "tmp0.%c = dot(T%u.xyz, %s);\n", 'x' + current_state->current_row, reg, src0_param.param_str);
3331 current_state->texcoord_w[current_state->current_row++] = reg;
3334 static void shader_glsl_texm3x2tex(const struct wined3d_shader_instruction *ins)
3336 DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
3337 DWORD reg = ins->dst[0].reg.idx;
3338 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
3339 glsl_src_param_t src0_param;
3340 glsl_sample_function_t sample_function;
3342 shader_glsl_add_src_param(ins, &ins->src[0], src_mask, &src0_param);
3343 shader_addline(buffer, "tmp0.y = dot(T%u.xyz, %s);\n", reg, src0_param.param_str);
3345 shader_glsl_get_sample_function(ins->ctx, reg, 0, &sample_function);
3347 /* Sample the texture using the calculated coordinates */
3348 shader_glsl_gen_sample_code(ins, reg, &sample_function, WINED3DSP_NOSWIZZLE, NULL, NULL, NULL, "tmp0.xy");
3351 /** Process the WINED3DSIO_TEXM3X3TEX instruction in GLSL
3352 * Perform the 3rd row of a 3x3 matrix multiply, then sample the texture using the calculated coordinates */
3353 static void shader_glsl_texm3x3tex(const struct wined3d_shader_instruction *ins)
3355 DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
3356 IWineD3DBaseShaderImpl *shader = (IWineD3DBaseShaderImpl *)ins->ctx->shader;
3357 SHADER_PARSE_STATE *current_state = &shader->baseShader.parse_state;
3358 glsl_src_param_t src0_param;
3359 DWORD reg = ins->dst[0].reg.idx;
3360 glsl_sample_function_t sample_function;
3362 shader_glsl_add_src_param(ins, &ins->src[0], src_mask, &src0_param);
3363 shader_addline(ins->ctx->buffer, "tmp0.z = dot(T%u.xyz, %s);\n", reg, src0_param.param_str);
3365 /* Dependent read, not valid with conditional NP2 */
3366 shader_glsl_get_sample_function(ins->ctx, reg, 0, &sample_function);
3368 /* Sample the texture using the calculated coordinates */
3369 shader_glsl_gen_sample_code(ins, reg, &sample_function, WINED3DSP_NOSWIZZLE, NULL, NULL, NULL, "tmp0.xyz");
3371 current_state->current_row = 0;
3374 /** Process the WINED3DSIO_TEXM3X3 instruction in GLSL
3375 * Perform the 3rd row of a 3x3 matrix multiply */
3376 static void shader_glsl_texm3x3(const struct wined3d_shader_instruction *ins)
3378 DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
3379 IWineD3DBaseShaderImpl *shader = (IWineD3DBaseShaderImpl *)ins->ctx->shader;
3380 SHADER_PARSE_STATE *current_state = &shader->baseShader.parse_state;
3381 glsl_src_param_t src0_param;
3382 char dst_mask[6];
3383 DWORD reg = ins->dst[0].reg.idx;
3385 shader_glsl_add_src_param(ins, &ins->src[0], src_mask, &src0_param);
3387 shader_glsl_append_dst(ins->ctx->buffer, ins);
3388 shader_glsl_get_write_mask(&ins->dst[0], dst_mask);
3389 shader_addline(ins->ctx->buffer, "vec4(tmp0.xy, dot(T%u.xyz, %s), 1.0)%s);\n", reg, src0_param.param_str, dst_mask);
3391 current_state->current_row = 0;
3394 /* Process the WINED3DSIO_TEXM3X3SPEC instruction in GLSL
3395 * Perform the final texture lookup based on the previous 2 3x3 matrix multiplies */
3396 static void shader_glsl_texm3x3spec(const struct wined3d_shader_instruction *ins)
3398 IWineD3DBaseShaderImpl *shader = (IWineD3DBaseShaderImpl *)ins->ctx->shader;
3399 DWORD reg = ins->dst[0].reg.idx;
3400 glsl_src_param_t src0_param;
3401 glsl_src_param_t src1_param;
3402 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
3403 SHADER_PARSE_STATE* current_state = &shader->baseShader.parse_state;
3404 DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
3405 glsl_sample_function_t sample_function;
3407 shader_glsl_add_src_param(ins, &ins->src[0], src_mask, &src0_param);
3408 shader_glsl_add_src_param(ins, &ins->src[1], src_mask, &src1_param);
3410 /* Perform the last matrix multiply operation */
3411 shader_addline(buffer, "tmp0.z = dot(T%u.xyz, %s);\n", reg, src0_param.param_str);
3412 /* Reflection calculation */
3413 shader_addline(buffer, "tmp0.xyz = -reflect((%s), normalize(tmp0.xyz));\n", src1_param.param_str);
3415 /* Dependent read, not valid with conditional NP2 */
3416 shader_glsl_get_sample_function(ins->ctx, reg, 0, &sample_function);
3418 /* Sample the texture */
3419 shader_glsl_gen_sample_code(ins, reg, &sample_function, WINED3DSP_NOSWIZZLE, NULL, NULL, NULL, "tmp0.xyz");
3421 current_state->current_row = 0;
3424 /* Process the WINED3DSIO_TEXM3X3VSPEC instruction in GLSL
3425 * Perform the final texture lookup based on the previous 2 3x3 matrix multiplies */
3426 static void shader_glsl_texm3x3vspec(const struct wined3d_shader_instruction *ins)
3428 IWineD3DBaseShaderImpl *shader = (IWineD3DBaseShaderImpl *)ins->ctx->shader;
3429 DWORD reg = ins->dst[0].reg.idx;
3430 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
3431 SHADER_PARSE_STATE* current_state = &shader->baseShader.parse_state;
3432 glsl_src_param_t src0_param;
3433 DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
3434 glsl_sample_function_t sample_function;
3436 shader_glsl_add_src_param(ins, &ins->src[0], src_mask, &src0_param);
3438 /* Perform the last matrix multiply operation */
3439 shader_addline(buffer, "tmp0.z = dot(vec3(T%u), vec3(%s));\n", reg, src0_param.param_str);
3441 /* Construct the eye-ray vector from w coordinates */
3442 shader_addline(buffer, "tmp1.xyz = normalize(vec3(gl_TexCoord[%u].w, gl_TexCoord[%u].w, gl_TexCoord[%u].w));\n",
3443 current_state->texcoord_w[0], current_state->texcoord_w[1], reg);
3444 shader_addline(buffer, "tmp0.xyz = -reflect(tmp1.xyz, normalize(tmp0.xyz));\n");
3446 /* Dependent read, not valid with conditional NP2 */
3447 shader_glsl_get_sample_function(ins->ctx, reg, 0, &sample_function);
3449 /* Sample the texture using the calculated coordinates */
3450 shader_glsl_gen_sample_code(ins, reg, &sample_function, WINED3DSP_NOSWIZZLE, NULL, NULL, NULL, "tmp0.xyz");
3452 current_state->current_row = 0;
3455 /** Process the WINED3DSIO_TEXBEM instruction in GLSL.
3456 * Apply a fake bump map transform.
3457 * texbem is pshader <= 1.3 only, this saves a few version checks
3459 static void shader_glsl_texbem(const struct wined3d_shader_instruction *ins)
3461 IWineD3DBaseShaderImpl *shader = (IWineD3DBaseShaderImpl *)ins->ctx->shader;
3462 IWineD3DDeviceImpl *deviceImpl = (IWineD3DDeviceImpl *)shader->baseShader.device;
3463 glsl_sample_function_t sample_function;
3464 glsl_src_param_t coord_param;
3465 DWORD sampler_idx;
3466 DWORD mask;
3467 DWORD flags;
3468 char coord_mask[6];
3470 sampler_idx = ins->dst[0].reg.idx;
3471 flags = deviceImpl->stateBlock->textureState[sampler_idx][WINED3DTSS_TEXTURETRANSFORMFLAGS];
3473 /* Dependent read, not valid with conditional NP2 */
3474 shader_glsl_get_sample_function(ins->ctx, sampler_idx, 0, &sample_function);
3475 mask = sample_function.coord_mask;
3477 shader_glsl_write_mask_to_str(mask, coord_mask);
3479 /* with projective textures, texbem only divides the static texture coord, not the displacement,
3480 * so we can't let the GL handle this.
3482 if (flags & WINED3DTTFF_PROJECTED) {
3483 DWORD div_mask=0;
3484 char coord_div_mask[3];
3485 switch (flags & ~WINED3DTTFF_PROJECTED) {
3486 case WINED3DTTFF_COUNT1: FIXME("WINED3DTTFF_PROJECTED with WINED3DTTFF_COUNT1?\n"); break;
3487 case WINED3DTTFF_COUNT2: div_mask = WINED3DSP_WRITEMASK_1; break;
3488 case WINED3DTTFF_COUNT3: div_mask = WINED3DSP_WRITEMASK_2; break;
3489 case WINED3DTTFF_COUNT4:
3490 case WINED3DTTFF_DISABLE: div_mask = WINED3DSP_WRITEMASK_3; break;
3492 shader_glsl_write_mask_to_str(div_mask, coord_div_mask);
3493 shader_addline(ins->ctx->buffer, "T%u%s /= T%u%s;\n", sampler_idx, coord_mask, sampler_idx, coord_div_mask);
3496 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1, &coord_param);
3498 shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, WINED3DSP_NOSWIZZLE, NULL, NULL, NULL,
3499 "T%u%s + vec4(bumpenvmat%d * %s, 0.0, 0.0)%s", sampler_idx, coord_mask, sampler_idx,
3500 coord_param.param_str, coord_mask);
3502 if (ins->handler_idx == WINED3DSIH_TEXBEML)
3504 glsl_src_param_t luminance_param;
3505 glsl_dst_param_t dst_param;
3507 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_2, &luminance_param);
3508 shader_glsl_add_dst_param(ins, &ins->dst[0], &dst_param);
3510 shader_addline(ins->ctx->buffer, "%s%s *= (%s * luminancescale%d + luminanceoffset%d);\n",
3511 dst_param.reg_name, dst_param.mask_str,
3512 luminance_param.param_str, sampler_idx, sampler_idx);
3516 static void shader_glsl_bem(const struct wined3d_shader_instruction *ins)
3518 glsl_src_param_t src0_param, src1_param;
3519 DWORD sampler_idx = ins->dst[0].reg.idx;
3521 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1, &src0_param);
3522 shader_glsl_add_src_param(ins, &ins->src[1], WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1, &src1_param);
3524 shader_glsl_append_dst(ins->ctx->buffer, ins);
3525 shader_addline(ins->ctx->buffer, "%s + bumpenvmat%d * %s);\n",
3526 src0_param.param_str, sampler_idx, src1_param.param_str);
3529 /** Process the WINED3DSIO_TEXREG2AR instruction in GLSL
3530 * Sample 2D texture at dst using the alpha & red (wx) components of src as texture coordinates */
3531 static void shader_glsl_texreg2ar(const struct wined3d_shader_instruction *ins)
3533 glsl_src_param_t src0_param;
3534 DWORD sampler_idx = ins->dst[0].reg.idx;
3535 glsl_sample_function_t sample_function;
3537 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_ALL, &src0_param);
3539 shader_glsl_get_sample_function(ins->ctx, sampler_idx, 0, &sample_function);
3540 shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, WINED3DSP_NOSWIZZLE, NULL, NULL, NULL,
3541 "%s.wx", src0_param.reg_name);
3544 /** Process the WINED3DSIO_TEXREG2GB instruction in GLSL
3545 * Sample 2D texture at dst using the green & blue (yz) components of src as texture coordinates */
3546 static void shader_glsl_texreg2gb(const struct wined3d_shader_instruction *ins)
3548 glsl_src_param_t src0_param;
3549 DWORD sampler_idx = ins->dst[0].reg.idx;
3550 glsl_sample_function_t sample_function;
3552 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_ALL, &src0_param);
3554 shader_glsl_get_sample_function(ins->ctx, sampler_idx, 0, &sample_function);
3555 shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, WINED3DSP_NOSWIZZLE, NULL, NULL, NULL,
3556 "%s.yz", src0_param.reg_name);
3559 /** Process the WINED3DSIO_TEXREG2RGB instruction in GLSL
3560 * Sample texture at dst using the rgb (xyz) components of src as texture coordinates */
3561 static void shader_glsl_texreg2rgb(const struct wined3d_shader_instruction *ins)
3563 glsl_src_param_t src0_param;
3564 DWORD sampler_idx = ins->dst[0].reg.idx;
3565 glsl_sample_function_t sample_function;
3567 /* Dependent read, not valid with conditional NP2 */
3568 shader_glsl_get_sample_function(ins->ctx, sampler_idx, 0, &sample_function);
3569 shader_glsl_add_src_param(ins, &ins->src[0], sample_function.coord_mask, &src0_param);
3571 shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, WINED3DSP_NOSWIZZLE, NULL, NULL, NULL,
3572 "%s", src0_param.param_str);
3575 /** Process the WINED3DSIO_TEXKILL instruction in GLSL.
3576 * If any of the first 3 components are < 0, discard this pixel */
3577 static void shader_glsl_texkill(const struct wined3d_shader_instruction *ins)
3579 glsl_dst_param_t dst_param;
3581 /* The argument is a destination parameter, and no writemasks are allowed */
3582 shader_glsl_add_dst_param(ins, &ins->dst[0], &dst_param);
3583 if (ins->ctx->reg_maps->shader_version.major >= 2)
3585 /* 2.0 shaders compare all 4 components in texkill */
3586 shader_addline(ins->ctx->buffer, "if (any(lessThan(%s.xyzw, vec4(0.0)))) discard;\n", dst_param.reg_name);
3587 } else {
3588 /* 1.X shaders only compare the first 3 components, probably due to the nature of the texkill
3589 * instruction as a tex* instruction, and phase, which kills all a / w components. Even if all
3590 * 4 components are defined, only the first 3 are used
3592 shader_addline(ins->ctx->buffer, "if (any(lessThan(%s.xyz, vec3(0.0)))) discard;\n", dst_param.reg_name);
3596 /** Process the WINED3DSIO_DP2ADD instruction in GLSL.
3597 * dst = dot2(src0, src1) + src2 */
3598 static void shader_glsl_dp2add(const struct wined3d_shader_instruction *ins)
3600 glsl_src_param_t src0_param;
3601 glsl_src_param_t src1_param;
3602 glsl_src_param_t src2_param;
3603 DWORD write_mask;
3604 unsigned int mask_size;
3606 write_mask = shader_glsl_append_dst(ins->ctx->buffer, ins);
3607 mask_size = shader_glsl_get_write_mask_size(write_mask);
3609 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1, &src0_param);
3610 shader_glsl_add_src_param(ins, &ins->src[1], WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1, &src1_param);
3611 shader_glsl_add_src_param(ins, &ins->src[2], WINED3DSP_WRITEMASK_0, &src2_param);
3613 if (mask_size > 1) {
3614 shader_addline(ins->ctx->buffer, "vec%d(dot(%s, %s) + %s));\n",
3615 mask_size, src0_param.param_str, src1_param.param_str, src2_param.param_str);
3616 } else {
3617 shader_addline(ins->ctx->buffer, "dot(%s, %s) + %s);\n",
3618 src0_param.param_str, src1_param.param_str, src2_param.param_str);
3622 static void shader_glsl_input_pack(IWineD3DPixelShader *iface, struct wined3d_shader_buffer *buffer,
3623 const struct wined3d_shader_signature_element *input_signature, const struct shader_reg_maps *reg_maps,
3624 enum vertexprocessing_mode vertexprocessing)
3626 unsigned int i;
3627 IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)iface;
3628 WORD map = reg_maps->input_registers;
3630 for (i = 0; map; map >>= 1, ++i)
3632 const char *semantic_name;
3633 UINT semantic_idx;
3634 char reg_mask[6];
3636 /* Unused */
3637 if (!(map & 1)) continue;
3639 semantic_name = input_signature[i].semantic_name;
3640 semantic_idx = input_signature[i].semantic_idx;
3641 shader_glsl_write_mask_to_str(input_signature[i].mask, reg_mask);
3643 if (shader_match_semantic(semantic_name, WINED3DDECLUSAGE_TEXCOORD))
3645 if (semantic_idx < 8 && vertexprocessing == pretransformed)
3646 shader_addline(buffer, "IN[%u]%s = gl_TexCoord[%u]%s;\n",
3647 This->input_reg_map[i], reg_mask, semantic_idx, reg_mask);
3648 else
3649 shader_addline(buffer, "IN[%u]%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
3650 This->input_reg_map[i], reg_mask, reg_mask);
3652 else if (shader_match_semantic(semantic_name, WINED3DDECLUSAGE_COLOR))
3654 if (semantic_idx == 0)
3655 shader_addline(buffer, "IN[%u]%s = vec4(gl_Color)%s;\n",
3656 This->input_reg_map[i], reg_mask, reg_mask);
3657 else if (semantic_idx == 1)
3658 shader_addline(buffer, "IN[%u]%s = vec4(gl_SecondaryColor)%s;\n",
3659 This->input_reg_map[i], reg_mask, reg_mask);
3660 else
3661 shader_addline(buffer, "IN[%u]%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
3662 This->input_reg_map[i], reg_mask, reg_mask);
3664 else
3666 shader_addline(buffer, "IN[%u]%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
3667 This->input_reg_map[i], reg_mask, reg_mask);
3672 /*********************************************
3673 * Vertex Shader Specific Code begins here
3674 ********************************************/
3676 static void add_glsl_program_entry(struct shader_glsl_priv *priv, struct glsl_shader_prog_link *entry) {
3677 glsl_program_key_t key;
3679 key.vshader = entry->vshader;
3680 key.pshader = entry->pshader;
3681 key.vs_args = entry->vs_args;
3682 key.ps_args = entry->ps_args;
3684 if (wine_rb_put(&priv->program_lookup, &key, &entry->program_lookup_entry) == -1)
3686 ERR("Failed to insert program entry.\n");
3690 static struct glsl_shader_prog_link *get_glsl_program_entry(struct shader_glsl_priv *priv,
3691 IWineD3DVertexShader *vshader, IWineD3DPixelShader *pshader, struct vs_compile_args *vs_args,
3692 struct ps_compile_args *ps_args) {
3693 struct wine_rb_entry *entry;
3694 glsl_program_key_t key;
3696 key.vshader = vshader;
3697 key.pshader = pshader;
3698 key.vs_args = *vs_args;
3699 key.ps_args = *ps_args;
3701 entry = wine_rb_get(&priv->program_lookup, &key);
3702 return entry ? WINE_RB_ENTRY_VALUE(entry, struct glsl_shader_prog_link, program_lookup_entry) : NULL;
3705 /* GL locking is done by the caller */
3706 static void delete_glsl_program_entry(struct shader_glsl_priv *priv, const struct wined3d_gl_info *gl_info,
3707 struct glsl_shader_prog_link *entry)
3709 glsl_program_key_t key;
3711 key.vshader = entry->vshader;
3712 key.pshader = entry->pshader;
3713 key.vs_args = entry->vs_args;
3714 key.ps_args = entry->ps_args;
3715 wine_rb_remove(&priv->program_lookup, &key);
3717 GL_EXTCALL(glDeleteObjectARB(entry->programId));
3718 if (entry->vshader) list_remove(&entry->vshader_entry);
3719 if (entry->pshader) list_remove(&entry->pshader_entry);
3720 HeapFree(GetProcessHeap(), 0, entry->vuniformF_locations);
3721 HeapFree(GetProcessHeap(), 0, entry->puniformF_locations);
3722 HeapFree(GetProcessHeap(), 0, entry);
3725 static void handle_ps3_input(struct wined3d_shader_buffer *buffer, const struct wined3d_gl_info *gl_info, const DWORD *map,
3726 const struct wined3d_shader_signature_element *input_signature, const struct shader_reg_maps *reg_maps_in,
3727 const struct wined3d_shader_signature_element *output_signature, const struct shader_reg_maps *reg_maps_out)
3729 unsigned int i, j;
3730 const char *semantic_name_in, *semantic_name_out;
3731 UINT semantic_idx_in, semantic_idx_out;
3732 DWORD *set;
3733 DWORD in_idx;
3734 unsigned int in_count = vec4_varyings(3, gl_info);
3735 char reg_mask[6], reg_mask_out[6];
3736 char destination[50];
3737 WORD input_map, output_map;
3739 set = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*set) * (in_count + 2));
3741 if (!output_signature)
3743 /* Save gl_FrontColor & gl_FrontSecondaryColor before overwriting them. */
3744 shader_addline(buffer, "vec4 front_color = gl_FrontColor;\n");
3745 shader_addline(buffer, "vec4 front_secondary_color = gl_FrontSecondaryColor;\n");
3748 input_map = reg_maps_in->input_registers;
3749 for (i = 0; input_map; input_map >>= 1, ++i)
3751 if (!(input_map & 1)) continue;
3753 in_idx = map[i];
3754 if (in_idx >= (in_count + 2)) {
3755 FIXME("More input varyings declared than supported, expect issues\n");
3756 continue;
3758 else if (map[i] == ~0U)
3760 /* Declared, but not read register */
3761 continue;
3764 if (in_idx == in_count) {
3765 sprintf(destination, "gl_FrontColor");
3766 } else if (in_idx == in_count + 1) {
3767 sprintf(destination, "gl_FrontSecondaryColor");
3768 } else {
3769 sprintf(destination, "IN[%u]", in_idx);
3772 semantic_name_in = input_signature[i].semantic_name;
3773 semantic_idx_in = input_signature[i].semantic_idx;
3774 set[map[i]] = input_signature[i].mask;
3775 shader_glsl_write_mask_to_str(input_signature[i].mask, reg_mask);
3777 if (!output_signature)
3779 if (shader_match_semantic(semantic_name_in, WINED3DDECLUSAGE_COLOR))
3781 if (semantic_idx_in == 0)
3782 shader_addline(buffer, "%s%s = front_color%s;\n",
3783 destination, reg_mask, reg_mask);
3784 else if (semantic_idx_in == 1)
3785 shader_addline(buffer, "%s%s = front_secondary_color%s;\n",
3786 destination, reg_mask, reg_mask);
3787 else
3788 shader_addline(buffer, "%s%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
3789 destination, reg_mask, reg_mask);
3791 else if (shader_match_semantic(semantic_name_in, WINED3DDECLUSAGE_TEXCOORD))
3793 if (semantic_idx_in < 8)
3795 shader_addline(buffer, "%s%s = gl_TexCoord[%u]%s;\n",
3796 destination, reg_mask, semantic_idx_in, reg_mask);
3798 else
3800 shader_addline(buffer, "%s%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
3801 destination, reg_mask, reg_mask);
3804 else if (shader_match_semantic(semantic_name_in, WINED3DDECLUSAGE_FOG))
3806 shader_addline(buffer, "%s%s = vec4(gl_FogFragCoord, 0.0, 0.0, 0.0)%s;\n",
3807 destination, reg_mask, reg_mask);
3809 else
3811 shader_addline(buffer, "%s%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
3812 destination, reg_mask, reg_mask);
3814 } else {
3815 BOOL found = FALSE;
3817 output_map = reg_maps_out->output_registers;
3818 for (j = 0; output_map; output_map >>= 1, ++j)
3820 if (!(output_map & 1)) continue;
3822 semantic_name_out = output_signature[j].semantic_name;
3823 semantic_idx_out = output_signature[j].semantic_idx;
3824 shader_glsl_write_mask_to_str(output_signature[j].mask, reg_mask_out);
3826 if (semantic_idx_in == semantic_idx_out
3827 && !strcmp(semantic_name_in, semantic_name_out))
3829 shader_addline(buffer, "%s%s = OUT[%u]%s;\n",
3830 destination, reg_mask, j, reg_mask);
3831 found = TRUE;
3834 if(!found) {
3835 shader_addline(buffer, "%s%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
3836 destination, reg_mask, reg_mask);
3841 /* This is solely to make the compiler / linker happy and avoid warning about undefined
3842 * varyings. It shouldn't result in any real code executed on the GPU, since all read
3843 * input varyings are assigned above, if the optimizer works properly.
3845 for(i = 0; i < in_count + 2; i++) {
3846 if (set[i] && set[i] != WINED3DSP_WRITEMASK_ALL)
3848 unsigned int size = 0;
3849 memset(reg_mask, 0, sizeof(reg_mask));
3850 if(!(set[i] & WINED3DSP_WRITEMASK_0)) {
3851 reg_mask[size] = 'x';
3852 size++;
3854 if(!(set[i] & WINED3DSP_WRITEMASK_1)) {
3855 reg_mask[size] = 'y';
3856 size++;
3858 if(!(set[i] & WINED3DSP_WRITEMASK_2)) {
3859 reg_mask[size] = 'z';
3860 size++;
3862 if(!(set[i] & WINED3DSP_WRITEMASK_3)) {
3863 reg_mask[size] = 'w';
3864 size++;
3867 if (i == in_count) {
3868 sprintf(destination, "gl_FrontColor");
3869 } else if (i == in_count + 1) {
3870 sprintf(destination, "gl_FrontSecondaryColor");
3871 } else {
3872 sprintf(destination, "IN[%u]", i);
3875 if (size == 1) {
3876 shader_addline(buffer, "%s.%s = 0.0;\n", destination, reg_mask);
3877 } else {
3878 shader_addline(buffer, "%s.%s = vec%u(0.0);\n", destination, reg_mask, size);
3883 HeapFree(GetProcessHeap(), 0, set);
3886 /* GL locking is done by the caller */
3887 static GLhandleARB generate_param_reorder_function(struct wined3d_shader_buffer *buffer,
3888 IWineD3DVertexShader *vertexshader, IWineD3DPixelShader *pixelshader, const struct wined3d_gl_info *gl_info)
3890 GLhandleARB ret = 0;
3891 IWineD3DVertexShaderImpl *vs = (IWineD3DVertexShaderImpl *) vertexshader;
3892 IWineD3DPixelShaderImpl *ps = (IWineD3DPixelShaderImpl *) pixelshader;
3893 IWineD3DDeviceImpl *device;
3894 DWORD vs_major = vs->baseShader.reg_maps.shader_version.major;
3895 DWORD ps_major = ps ? ps->baseShader.reg_maps.shader_version.major : 0;
3896 unsigned int i;
3897 const char *semantic_name;
3898 UINT semantic_idx;
3899 char reg_mask[6];
3900 const struct wined3d_shader_signature_element *output_signature;
3902 shader_buffer_clear(buffer);
3904 shader_addline(buffer, "#version 120\n");
3906 if(vs_major < 3 && ps_major < 3) {
3907 /* That one is easy: The vertex shader writes to the builtin varyings, the pixel shader reads from them.
3908 * Take care about the texcoord .w fixup though if we're using the fixed function fragment pipeline
3910 device = (IWineD3DDeviceImpl *) vs->baseShader.device;
3911 if ((gl_info->quirks & WINED3D_QUIRK_SET_TEXCOORD_W)
3912 && ps_major == 0 && vs_major > 0 && !device->frag_pipe->ffp_proj_control)
3914 shader_addline(buffer, "void order_ps_input() {\n");
3915 for(i = 0; i < min(8, MAX_REG_TEXCRD); i++) {
3916 if(vs->baseShader.reg_maps.texcoord_mask[i] != 0 &&
3917 vs->baseShader.reg_maps.texcoord_mask[i] != WINED3DSP_WRITEMASK_ALL) {
3918 shader_addline(buffer, "gl_TexCoord[%u].w = 1.0;\n", i);
3921 shader_addline(buffer, "}\n");
3922 } else {
3923 shader_addline(buffer, "void order_ps_input() { /* do nothing */ }\n");
3925 } else if(ps_major < 3 && vs_major >= 3) {
3926 WORD map = vs->baseShader.reg_maps.output_registers;
3928 /* The vertex shader writes to its own varyings, the pixel shader needs them in the builtin ones */
3929 output_signature = vs->baseShader.output_signature;
3931 shader_addline(buffer, "void order_ps_input(in vec4 OUT[%u]) {\n", MAX_REG_OUTPUT);
3932 for (i = 0; map; map >>= 1, ++i)
3934 DWORD write_mask;
3936 if (!(map & 1)) continue;
3938 semantic_name = output_signature[i].semantic_name;
3939 semantic_idx = output_signature[i].semantic_idx;
3940 write_mask = output_signature[i].mask;
3941 shader_glsl_write_mask_to_str(write_mask, reg_mask);
3943 if (shader_match_semantic(semantic_name, WINED3DDECLUSAGE_COLOR))
3945 if (semantic_idx == 0)
3946 shader_addline(buffer, "gl_FrontColor%s = OUT[%u]%s;\n", reg_mask, i, reg_mask);
3947 else if (semantic_idx == 1)
3948 shader_addline(buffer, "gl_FrontSecondaryColor%s = OUT[%u]%s;\n", reg_mask, i, reg_mask);
3950 else if (shader_match_semantic(semantic_name, WINED3DDECLUSAGE_POSITION))
3952 shader_addline(buffer, "gl_Position%s = OUT[%u]%s;\n", reg_mask, i, reg_mask);
3954 else if (shader_match_semantic(semantic_name, WINED3DDECLUSAGE_TEXCOORD))
3956 if (semantic_idx < 8)
3958 if (!(gl_info->quirks & WINED3D_QUIRK_SET_TEXCOORD_W) || ps_major > 0)
3959 write_mask |= WINED3DSP_WRITEMASK_3;
3961 shader_addline(buffer, "gl_TexCoord[%u]%s = OUT[%u]%s;\n",
3962 semantic_idx, reg_mask, i, reg_mask);
3963 if (!(write_mask & WINED3DSP_WRITEMASK_3))
3964 shader_addline(buffer, "gl_TexCoord[%u].w = 1.0;\n", semantic_idx);
3967 else if (shader_match_semantic(semantic_name, WINED3DDECLUSAGE_PSIZE))
3969 shader_addline(buffer, "gl_PointSize = OUT[%u].x;\n", i);
3971 else if (shader_match_semantic(semantic_name, WINED3DDECLUSAGE_FOG))
3973 shader_addline(buffer, "gl_FogFragCoord = OUT[%u].%c;\n", i, reg_mask[1]);
3976 shader_addline(buffer, "}\n");
3978 } else if(ps_major >= 3 && vs_major >= 3) {
3979 WORD map = vs->baseShader.reg_maps.output_registers;
3981 output_signature = vs->baseShader.output_signature;
3983 /* This one is tricky: a 3.0 pixel shader reads from a 3.0 vertex shader */
3984 shader_addline(buffer, "varying vec4 IN[%u];\n", vec4_varyings(3, gl_info));
3985 shader_addline(buffer, "void order_ps_input(in vec4 OUT[%u]) {\n", MAX_REG_OUTPUT);
3987 /* First, sort out position and point size. Those are not passed to the pixel shader */
3988 for (i = 0; map; map >>= 1, ++i)
3990 if (!(map & 1)) continue;
3992 semantic_name = output_signature[i].semantic_name;
3993 shader_glsl_write_mask_to_str(output_signature[i].mask, reg_mask);
3995 if (shader_match_semantic(semantic_name, WINED3DDECLUSAGE_POSITION))
3997 shader_addline(buffer, "gl_Position%s = OUT[%u]%s;\n", reg_mask, i, reg_mask);
3999 else if (shader_match_semantic(semantic_name, WINED3DDECLUSAGE_PSIZE))
4001 shader_addline(buffer, "gl_PointSize = OUT[%u].x;\n", i);
4005 /* Then, fix the pixel shader input */
4006 handle_ps3_input(buffer, gl_info, ps->input_reg_map, ps->baseShader.input_signature,
4007 &ps->baseShader.reg_maps, output_signature, &vs->baseShader.reg_maps);
4009 shader_addline(buffer, "}\n");
4010 } else if(ps_major >= 3 && vs_major < 3) {
4011 shader_addline(buffer, "varying vec4 IN[%u];\n", vec4_varyings(3, gl_info));
4012 shader_addline(buffer, "void order_ps_input() {\n");
4013 /* The vertex shader wrote to the builtin varyings. There is no need to figure out position and
4014 * point size, but we depend on the optimizers kindness to find out that the pixel shader doesn't
4015 * read gl_TexCoord and gl_ColorX, otherwise we'll run out of varyings
4017 handle_ps3_input(buffer, gl_info, ps->input_reg_map, ps->baseShader.input_signature,
4018 &ps->baseShader.reg_maps, NULL, NULL);
4019 shader_addline(buffer, "}\n");
4020 } else {
4021 ERR("Unexpected vertex and pixel shader version condition: vs: %d, ps: %d\n", vs_major, ps_major);
4024 ret = GL_EXTCALL(glCreateShaderObjectARB(GL_VERTEX_SHADER_ARB));
4025 checkGLcall("glCreateShaderObjectARB(GL_VERTEX_SHADER_ARB)");
4026 GL_EXTCALL(glShaderSourceARB(ret, 1, (const char**)&buffer->buffer, NULL));
4027 checkGLcall("glShaderSourceARB(ret, 1, &buffer->buffer, NULL)");
4028 GL_EXTCALL(glCompileShaderARB(ret));
4029 checkGLcall("glCompileShaderARB(ret)");
4031 return ret;
4034 /* GL locking is done by the caller */
4035 static void hardcode_local_constants(IWineD3DBaseShaderImpl *shader, const struct wined3d_gl_info *gl_info,
4036 GLhandleARB programId, char prefix)
4038 const local_constant *lconst;
4039 GLint tmp_loc;
4040 const float *value;
4041 char glsl_name[8];
4043 LIST_FOR_EACH_ENTRY(lconst, &shader->baseShader.constantsF, local_constant, entry) {
4044 value = (const float *)lconst->value;
4045 snprintf(glsl_name, sizeof(glsl_name), "%cLC%u", prefix, lconst->idx);
4046 tmp_loc = GL_EXTCALL(glGetUniformLocationARB(programId, glsl_name));
4047 GL_EXTCALL(glUniform4fvARB(tmp_loc, 1, value));
4049 checkGLcall("Hardcoding local constants");
4052 /* GL locking is done by the caller */
4053 static GLuint shader_glsl_generate_pshader(const struct wined3d_context *context,
4054 struct wined3d_shader_buffer *buffer, IWineD3DPixelShaderImpl *This,
4055 const struct ps_compile_args *args, struct ps_np2fixup_info *np2fixup_info)
4057 const struct shader_reg_maps *reg_maps = &This->baseShader.reg_maps;
4058 const struct wined3d_gl_info *gl_info = context->gl_info;
4059 CONST DWORD *function = This->baseShader.function;
4060 struct shader_glsl_ctx_priv priv_ctx;
4062 /* Create the hw GLSL shader object and assign it as the shader->prgId */
4063 GLhandleARB shader_obj = GL_EXTCALL(glCreateShaderObjectARB(GL_FRAGMENT_SHADER_ARB));
4065 memset(&priv_ctx, 0, sizeof(priv_ctx));
4066 priv_ctx.cur_ps_args = args;
4067 priv_ctx.cur_np2fixup_info = np2fixup_info;
4069 shader_addline(buffer, "#version 120\n");
4071 if (gl_info->supported[ARB_SHADER_TEXTURE_LOD] && reg_maps->usestexldd)
4073 shader_addline(buffer, "#extension GL_ARB_shader_texture_lod : enable\n");
4075 if (gl_info->supported[ARB_TEXTURE_RECTANGLE])
4077 /* The spec says that it doesn't have to be explicitly enabled, but the nvidia
4078 * drivers write a warning if we don't do so
4080 shader_addline(buffer, "#extension GL_ARB_texture_rectangle : enable\n");
4082 if (gl_info->supported[EXT_GPU_SHADER4])
4084 shader_addline(buffer, "#extension GL_EXT_gpu_shader4 : enable\n");
4087 /* Base Declarations */
4088 shader_generate_glsl_declarations(context, buffer, (IWineD3DBaseShader *)This, reg_maps, &priv_ctx);
4090 /* Pack 3.0 inputs */
4091 if (reg_maps->shader_version.major >= 3 && args->vp_mode != vertexshader)
4093 shader_glsl_input_pack((IWineD3DPixelShader *) This, buffer,
4094 This->baseShader.input_signature, reg_maps, args->vp_mode);
4097 /* Base Shader Body */
4098 shader_generate_main((IWineD3DBaseShader *)This, buffer, reg_maps, function, &priv_ctx);
4100 /* Pixel shaders < 2.0 place the resulting color in R0 implicitly */
4101 if (reg_maps->shader_version.major < 2)
4103 /* Some older cards like GeforceFX ones don't support multiple buffers, so also not gl_FragData */
4104 shader_addline(buffer, "gl_FragData[0] = R0;\n");
4107 if (args->srgb_correction)
4109 shader_addline(buffer, "tmp0.xyz = pow(gl_FragData[0].xyz, vec3(srgb_const0.x));\n");
4110 shader_addline(buffer, "tmp0.xyz = tmp0.xyz * vec3(srgb_const0.y) - vec3(srgb_const0.z);\n");
4111 shader_addline(buffer, "tmp1.xyz = gl_FragData[0].xyz * vec3(srgb_const0.w);\n");
4112 shader_addline(buffer, "bvec3 srgb_compare = lessThan(gl_FragData[0].xyz, vec3(srgb_const1.x));\n");
4113 shader_addline(buffer, "gl_FragData[0].xyz = mix(tmp0.xyz, tmp1.xyz, vec3(srgb_compare));\n");
4114 shader_addline(buffer, "gl_FragData[0] = clamp(gl_FragData[0], 0.0, 1.0);\n");
4116 /* Pixel shader < 3.0 do not replace the fog stage.
4117 * This implements linear fog computation and blending.
4118 * TODO: non linear fog
4119 * NOTE: gl_Fog.start and gl_Fog.end don't hold fog start s and end e but
4120 * -1/(e-s) and e/(e-s) respectively.
4122 if (reg_maps->shader_version.major < 3)
4124 switch(args->fog) {
4125 case FOG_OFF: break;
4126 case FOG_LINEAR:
4127 shader_addline(buffer, "float fogstart = -1.0 / (gl_Fog.end - gl_Fog.start);\n");
4128 shader_addline(buffer, "float fogend = gl_Fog.end * -fogstart;\n");
4129 shader_addline(buffer, "float Fog = clamp(gl_FogFragCoord * fogstart + fogend, 0.0, 1.0);\n");
4130 shader_addline(buffer, "gl_FragData[0].xyz = mix(gl_Fog.color.xyz, gl_FragData[0].xyz, Fog);\n");
4131 break;
4132 case FOG_EXP:
4133 /* Fog = e^(-gl_Fog.density * gl_FogFragCoord) */
4134 shader_addline(buffer, "float Fog = exp(-gl_Fog.density * gl_FogFragCoord);\n");
4135 shader_addline(buffer, "Fog = clamp(Fog, 0.0, 1.0);\n");
4136 shader_addline(buffer, "gl_FragData[0].xyz = mix(gl_Fog.color.xyz, gl_FragData[0].xyz, Fog);\n");
4137 break;
4138 case FOG_EXP2:
4139 /* Fog = e^(-(gl_Fog.density * gl_FogFragCoord)^2) */
4140 shader_addline(buffer, "float Fog = exp(-gl_Fog.density * gl_Fog.density * gl_FogFragCoord * gl_FogFragCoord);\n");
4141 shader_addline(buffer, "Fog = clamp(Fog, 0.0, 1.0);\n");
4142 shader_addline(buffer, "gl_FragData[0].xyz = mix(gl_Fog.color.xyz, gl_FragData[0].xyz, Fog);\n");
4143 break;
4147 shader_addline(buffer, "}\n");
4149 TRACE("Compiling shader object %u\n", shader_obj);
4150 GL_EXTCALL(glShaderSourceARB(shader_obj, 1, (const char**)&buffer->buffer, NULL));
4151 GL_EXTCALL(glCompileShaderARB(shader_obj));
4152 print_glsl_info_log(gl_info, shader_obj);
4154 /* Store the shader object */
4155 return shader_obj;
4158 /* GL locking is done by the caller */
4159 static GLuint shader_glsl_generate_vshader(const struct wined3d_context *context,
4160 struct wined3d_shader_buffer *buffer, IWineD3DVertexShaderImpl *This,
4161 const struct vs_compile_args *args)
4163 const struct shader_reg_maps *reg_maps = &This->baseShader.reg_maps;
4164 const struct wined3d_gl_info *gl_info = context->gl_info;
4165 CONST DWORD *function = This->baseShader.function;
4166 struct shader_glsl_ctx_priv priv_ctx;
4168 /* Create the hw GLSL shader program and assign it as the shader->prgId */
4169 GLhandleARB shader_obj = GL_EXTCALL(glCreateShaderObjectARB(GL_VERTEX_SHADER_ARB));
4171 shader_addline(buffer, "#version 120\n");
4173 if (gl_info->supported[EXT_GPU_SHADER4])
4175 shader_addline(buffer, "#extension GL_EXT_gpu_shader4 : enable\n");
4178 memset(&priv_ctx, 0, sizeof(priv_ctx));
4179 priv_ctx.cur_vs_args = args;
4181 /* Base Declarations */
4182 shader_generate_glsl_declarations(context, buffer, (IWineD3DBaseShader *)This, reg_maps, &priv_ctx);
4184 /* Base Shader Body */
4185 shader_generate_main((IWineD3DBaseShader*)This, buffer, reg_maps, function, &priv_ctx);
4187 /* Unpack 3.0 outputs */
4188 if (reg_maps->shader_version.major >= 3) shader_addline(buffer, "order_ps_input(OUT);\n");
4189 else shader_addline(buffer, "order_ps_input();\n");
4191 /* The D3DRS_FOGTABLEMODE render state defines if the shader-generated fog coord is used
4192 * or if the fragment depth is used. If the fragment depth is used(FOGTABLEMODE != NONE),
4193 * the fog frag coord is thrown away. If the fog frag coord is used, but not written by
4194 * the shader, it is set to 0.0(fully fogged, since start = 1.0, end = 0.0)
4196 if(args->fog_src == VS_FOG_Z) {
4197 shader_addline(buffer, "gl_FogFragCoord = gl_Position.z;\n");
4198 } else if (!reg_maps->fog) {
4199 shader_addline(buffer, "gl_FogFragCoord = 0.0;\n");
4202 /* Write the final position.
4204 * OpenGL coordinates specify the center of the pixel while d3d coords specify
4205 * the corner. The offsets are stored in z and w in posFixup. posFixup.y contains
4206 * 1.0 or -1.0 to turn the rendering upside down for offscreen rendering. PosFixup.x
4207 * contains 1.0 to allow a mad.
4209 shader_addline(buffer, "gl_Position.y = gl_Position.y * posFixup.y;\n");
4210 shader_addline(buffer, "gl_Position.xy += posFixup.zw * gl_Position.ww;\n");
4211 if(args->clip_enabled) {
4212 shader_addline(buffer, "gl_ClipVertex = gl_Position;\n");
4215 /* Z coord [0;1]->[-1;1] mapping, see comment in transform_projection in state.c
4217 * Basically we want (in homogeneous coordinates) z = z * 2 - 1. However, shaders are run
4218 * before the homogeneous divide, so we have to take the w into account: z = ((z / w) * 2 - 1) * w,
4219 * which is the same as z = z * 2 - w.
4221 shader_addline(buffer, "gl_Position.z = gl_Position.z * 2.0 - gl_Position.w;\n");
4223 shader_addline(buffer, "}\n");
4225 TRACE("Compiling shader object %u\n", shader_obj);
4226 GL_EXTCALL(glShaderSourceARB(shader_obj, 1, (const char**)&buffer->buffer, NULL));
4227 GL_EXTCALL(glCompileShaderARB(shader_obj));
4228 print_glsl_info_log(gl_info, shader_obj);
4230 return shader_obj;
4233 static GLhandleARB find_glsl_pshader(const struct wined3d_context *context,
4234 struct wined3d_shader_buffer *buffer, IWineD3DPixelShaderImpl *shader,
4235 const struct ps_compile_args *args, const struct ps_np2fixup_info **np2fixup_info)
4237 UINT i;
4238 DWORD new_size;
4239 struct glsl_ps_compiled_shader *new_array;
4240 struct glsl_pshader_private *shader_data;
4241 struct ps_np2fixup_info *np2fixup = NULL;
4242 GLhandleARB ret;
4244 if (!shader->baseShader.backend_data)
4246 shader->baseShader.backend_data = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*shader_data));
4247 if (!shader->baseShader.backend_data)
4249 ERR("Failed to allocate backend data.\n");
4250 return 0;
4253 shader_data = shader->baseShader.backend_data;
4255 /* Usually we have very few GL shaders for each d3d shader(just 1 or maybe 2),
4256 * so a linear search is more performant than a hashmap or a binary search
4257 * (cache coherency etc)
4259 for(i = 0; i < shader_data->num_gl_shaders; i++) {
4260 if(memcmp(&shader_data->gl_shaders[i].args, args, sizeof(*args)) == 0) {
4261 if(args->np2_fixup) *np2fixup_info = &shader_data->gl_shaders[i].np2fixup;
4262 return shader_data->gl_shaders[i].prgId;
4266 TRACE("No matching GL shader found for shader %p, compiling a new shader.\n", shader);
4267 if(shader_data->shader_array_size == shader_data->num_gl_shaders) {
4268 if (shader_data->num_gl_shaders)
4270 new_size = shader_data->shader_array_size + max(1, shader_data->shader_array_size / 2);
4271 new_array = HeapReAlloc(GetProcessHeap(), 0, shader_data->gl_shaders,
4272 new_size * sizeof(*shader_data->gl_shaders));
4273 } else {
4274 new_array = HeapAlloc(GetProcessHeap(), 0, sizeof(*shader_data->gl_shaders));
4275 new_size = 1;
4278 if(!new_array) {
4279 ERR("Out of memory\n");
4280 return 0;
4282 shader_data->gl_shaders = new_array;
4283 shader_data->shader_array_size = new_size;
4286 shader_data->gl_shaders[shader_data->num_gl_shaders].args = *args;
4288 memset(&shader_data->gl_shaders[shader_data->num_gl_shaders].np2fixup, 0, sizeof(struct ps_np2fixup_info));
4289 if (args->np2_fixup) np2fixup = &shader_data->gl_shaders[shader_data->num_gl_shaders].np2fixup;
4291 pixelshader_update_samplers(&shader->baseShader.reg_maps,
4292 ((IWineD3DDeviceImpl *)shader->baseShader.device)->stateBlock->textures);
4294 shader_buffer_clear(buffer);
4295 ret = shader_glsl_generate_pshader(context, buffer, shader, args, np2fixup);
4296 shader_data->gl_shaders[shader_data->num_gl_shaders++].prgId = ret;
4297 *np2fixup_info = np2fixup;
4299 return ret;
4302 static inline BOOL vs_args_equal(const struct vs_compile_args *stored, const struct vs_compile_args *new,
4303 const DWORD use_map) {
4304 if((stored->swizzle_map & use_map) != new->swizzle_map) return FALSE;
4305 if((stored->clip_enabled) != new->clip_enabled) return FALSE;
4306 return stored->fog_src == new->fog_src;
4309 static GLhandleARB find_glsl_vshader(const struct wined3d_context *context,
4310 struct wined3d_shader_buffer *buffer, IWineD3DVertexShaderImpl *shader,
4311 const struct vs_compile_args *args)
4313 UINT i;
4314 DWORD new_size;
4315 struct glsl_vs_compiled_shader *new_array;
4316 DWORD use_map = ((IWineD3DDeviceImpl *)shader->baseShader.device)->strided_streams.use_map;
4317 struct glsl_vshader_private *shader_data;
4318 GLhandleARB ret;
4320 if (!shader->baseShader.backend_data)
4322 shader->baseShader.backend_data = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*shader_data));
4323 if (!shader->baseShader.backend_data)
4325 ERR("Failed to allocate backend data.\n");
4326 return 0;
4329 shader_data = shader->baseShader.backend_data;
4331 /* Usually we have very few GL shaders for each d3d shader(just 1 or maybe 2),
4332 * so a linear search is more performant than a hashmap or a binary search
4333 * (cache coherency etc)
4335 for(i = 0; i < shader_data->num_gl_shaders; i++) {
4336 if(vs_args_equal(&shader_data->gl_shaders[i].args, args, use_map)) {
4337 return shader_data->gl_shaders[i].prgId;
4341 TRACE("No matching GL shader found for shader %p, compiling a new shader.\n", shader);
4343 if(shader_data->shader_array_size == shader_data->num_gl_shaders) {
4344 if (shader_data->num_gl_shaders)
4346 new_size = shader_data->shader_array_size + max(1, shader_data->shader_array_size / 2);
4347 new_array = HeapReAlloc(GetProcessHeap(), 0, shader_data->gl_shaders,
4348 new_size * sizeof(*shader_data->gl_shaders));
4349 } else {
4350 new_array = HeapAlloc(GetProcessHeap(), 0, sizeof(*shader_data->gl_shaders));
4351 new_size = 1;
4354 if(!new_array) {
4355 ERR("Out of memory\n");
4356 return 0;
4358 shader_data->gl_shaders = new_array;
4359 shader_data->shader_array_size = new_size;
4362 shader_data->gl_shaders[shader_data->num_gl_shaders].args = *args;
4364 shader_buffer_clear(buffer);
4365 ret = shader_glsl_generate_vshader(context, buffer, shader, args);
4366 shader_data->gl_shaders[shader_data->num_gl_shaders++].prgId = ret;
4368 return ret;
4371 /** Sets the GLSL program ID for the given pixel and vertex shader combination.
4372 * It sets the programId on the current StateBlock (because it should be called
4373 * inside of the DrawPrimitive() part of the render loop).
4375 * If a program for the given combination does not exist, create one, and store
4376 * the program in the hash table. If it creates a program, it will link the
4377 * given objects, too.
4380 /* GL locking is done by the caller */
4381 static void set_glsl_shader_program(const struct wined3d_context *context,
4382 IWineD3DDeviceImpl *device, BOOL use_ps, BOOL use_vs)
4384 IWineD3DVertexShader *vshader = use_vs ? device->stateBlock->vertexShader : NULL;
4385 IWineD3DPixelShader *pshader = use_ps ? device->stateBlock->pixelShader : NULL;
4386 const struct wined3d_gl_info *gl_info = context->gl_info;
4387 struct shader_glsl_priv *priv = device->shader_priv;
4388 struct glsl_shader_prog_link *entry = NULL;
4389 GLhandleARB programId = 0;
4390 GLhandleARB reorder_shader_id = 0;
4391 unsigned int i;
4392 char glsl_name[8];
4393 struct ps_compile_args ps_compile_args;
4394 struct vs_compile_args vs_compile_args;
4396 if (vshader) find_vs_compile_args((IWineD3DVertexShaderImpl *)vshader, device->stateBlock, &vs_compile_args);
4397 if (pshader) find_ps_compile_args((IWineD3DPixelShaderImpl *)pshader, device->stateBlock, &ps_compile_args);
4399 entry = get_glsl_program_entry(priv, vshader, pshader, &vs_compile_args, &ps_compile_args);
4400 if (entry) {
4401 priv->glsl_program = entry;
4402 return;
4405 /* If we get to this point, then no matching program exists, so we create one */
4406 programId = GL_EXTCALL(glCreateProgramObjectARB());
4407 TRACE("Created new GLSL shader program %u\n", programId);
4409 /* Create the entry */
4410 entry = HeapAlloc(GetProcessHeap(), 0, sizeof(struct glsl_shader_prog_link));
4411 entry->programId = programId;
4412 entry->vshader = vshader;
4413 entry->pshader = pshader;
4414 entry->vs_args = vs_compile_args;
4415 entry->ps_args = ps_compile_args;
4416 entry->constant_version = 0;
4417 entry->np2Fixup_info = NULL;
4418 /* Add the hash table entry */
4419 add_glsl_program_entry(priv, entry);
4421 /* Set the current program */
4422 priv->glsl_program = entry;
4424 /* Attach GLSL vshader */
4425 if (vshader)
4427 GLhandleARB vshader_id = find_glsl_vshader(context, &priv->shader_buffer,
4428 (IWineD3DVertexShaderImpl *)vshader, &vs_compile_args);
4429 WORD map = ((IWineD3DBaseShaderImpl *)vshader)->baseShader.reg_maps.input_registers;
4430 char tmp_name[10];
4432 reorder_shader_id = generate_param_reorder_function(&priv->shader_buffer, vshader, pshader, gl_info);
4433 TRACE("Attaching GLSL shader object %u to program %u\n", reorder_shader_id, programId);
4434 GL_EXTCALL(glAttachObjectARB(programId, reorder_shader_id));
4435 checkGLcall("glAttachObjectARB");
4436 /* Flag the reorder function for deletion, then it will be freed automatically when the program
4437 * is destroyed
4439 GL_EXTCALL(glDeleteObjectARB(reorder_shader_id));
4441 TRACE("Attaching GLSL shader object %u to program %u\n", vshader_id, programId);
4442 GL_EXTCALL(glAttachObjectARB(programId, vshader_id));
4443 checkGLcall("glAttachObjectARB");
4445 /* Bind vertex attributes to a corresponding index number to match
4446 * the same index numbers as ARB_vertex_programs (makes loading
4447 * vertex attributes simpler). With this method, we can use the
4448 * exact same code to load the attributes later for both ARB and
4449 * GLSL shaders.
4451 * We have to do this here because we need to know the Program ID
4452 * in order to make the bindings work, and it has to be done prior
4453 * to linking the GLSL program. */
4454 for (i = 0; map; map >>= 1, ++i)
4456 if (!(map & 1)) continue;
4458 snprintf(tmp_name, sizeof(tmp_name), "attrib%u", i);
4459 GL_EXTCALL(glBindAttribLocationARB(programId, i, tmp_name));
4461 checkGLcall("glBindAttribLocationARB");
4463 list_add_head(&((IWineD3DBaseShaderImpl *)vshader)->baseShader.linked_programs, &entry->vshader_entry);
4466 /* Attach GLSL pshader */
4467 if (pshader)
4469 GLhandleARB pshader_id = find_glsl_pshader(context, &priv->shader_buffer,
4470 (IWineD3DPixelShaderImpl *)pshader, &ps_compile_args, &entry->np2Fixup_info);
4471 TRACE("Attaching GLSL shader object %u to program %u\n", pshader_id, programId);
4472 GL_EXTCALL(glAttachObjectARB(programId, pshader_id));
4473 checkGLcall("glAttachObjectARB");
4475 list_add_head(&((IWineD3DBaseShaderImpl *)pshader)->baseShader.linked_programs, &entry->pshader_entry);
4478 /* Link the program */
4479 TRACE("Linking GLSL shader program %u\n", programId);
4480 GL_EXTCALL(glLinkProgramARB(programId));
4481 shader_glsl_validate_link(gl_info, programId);
4483 entry->vuniformF_locations = HeapAlloc(GetProcessHeap(), 0,
4484 sizeof(GLhandleARB) * gl_info->limits.glsl_vs_float_constants);
4485 for (i = 0; i < gl_info->limits.glsl_vs_float_constants; ++i)
4487 snprintf(glsl_name, sizeof(glsl_name), "VC[%i]", i);
4488 entry->vuniformF_locations[i] = GL_EXTCALL(glGetUniformLocationARB(programId, glsl_name));
4490 for (i = 0; i < MAX_CONST_I; ++i)
4492 snprintf(glsl_name, sizeof(glsl_name), "VI[%i]", i);
4493 entry->vuniformI_locations[i] = GL_EXTCALL(glGetUniformLocationARB(programId, glsl_name));
4495 entry->puniformF_locations = HeapAlloc(GetProcessHeap(), 0,
4496 sizeof(GLhandleARB) * gl_info->limits.glsl_ps_float_constants);
4497 for (i = 0; i < gl_info->limits.glsl_ps_float_constants; ++i)
4499 snprintf(glsl_name, sizeof(glsl_name), "PC[%i]", i);
4500 entry->puniformF_locations[i] = GL_EXTCALL(glGetUniformLocationARB(programId, glsl_name));
4502 for (i = 0; i < MAX_CONST_I; ++i)
4504 snprintf(glsl_name, sizeof(glsl_name), "PI[%i]", i);
4505 entry->puniformI_locations[i] = GL_EXTCALL(glGetUniformLocationARB(programId, glsl_name));
4508 if(pshader) {
4509 char name[32];
4511 for(i = 0; i < MAX_TEXTURES; i++) {
4512 sprintf(name, "bumpenvmat%u", i);
4513 entry->bumpenvmat_location[i] = GL_EXTCALL(glGetUniformLocationARB(programId, name));
4514 sprintf(name, "luminancescale%u", i);
4515 entry->luminancescale_location[i] = GL_EXTCALL(glGetUniformLocationARB(programId, name));
4516 sprintf(name, "luminanceoffset%u", i);
4517 entry->luminanceoffset_location[i] = GL_EXTCALL(glGetUniformLocationARB(programId, name));
4520 if (ps_compile_args.np2_fixup) {
4521 if (entry->np2Fixup_info) {
4522 entry->np2Fixup_location = GL_EXTCALL(glGetUniformLocationARB(programId, "PsamplerNP2Fixup"));
4523 } else {
4524 FIXME("NP2 texcoord fixup needed for this pixelshader, but no fixup uniform found.\n");
4529 entry->posFixup_location = GL_EXTCALL(glGetUniformLocationARB(programId, "posFixup"));
4530 entry->ycorrection_location = GL_EXTCALL(glGetUniformLocationARB(programId, "ycorrection"));
4531 checkGLcall("Find glsl program uniform locations");
4533 if (pshader
4534 && ((IWineD3DPixelShaderImpl *)pshader)->baseShader.reg_maps.shader_version.major >= 3
4535 && ((IWineD3DPixelShaderImpl *)pshader)->declared_in_count > vec4_varyings(3, gl_info))
4537 TRACE("Shader %d needs vertex color clamping disabled\n", programId);
4538 entry->vertex_color_clamp = GL_FALSE;
4539 } else {
4540 entry->vertex_color_clamp = GL_FIXED_ONLY_ARB;
4543 /* Set the shader to allow uniform loading on it */
4544 GL_EXTCALL(glUseProgramObjectARB(programId));
4545 checkGLcall("glUseProgramObjectARB(programId)");
4547 /* Load the vertex and pixel samplers now. The function that finds the mappings makes sure
4548 * that it stays the same for each vertexshader-pixelshader pair(=linked glsl program). If
4549 * a pshader with fixed function pipeline is used there are no vertex samplers, and if a
4550 * vertex shader with fixed function pixel processing is used we make sure that the card
4551 * supports enough samplers to allow the max number of vertex samplers with all possible
4552 * fixed function fragment processing setups. So once the program is linked these samplers
4553 * won't change.
4555 if (vshader) shader_glsl_load_vsamplers(gl_info, device->texUnitMap, programId);
4556 if (pshader) shader_glsl_load_psamplers(gl_info, device->texUnitMap, programId);
4558 /* If the local constants do not have to be loaded with the environment constants,
4559 * load them now to have them hardcoded in the GLSL program. This saves some CPU cycles
4560 * later
4562 if (pshader && !((IWineD3DBaseShaderImpl *)pshader)->baseShader.load_local_constsF)
4564 hardcode_local_constants((IWineD3DBaseShaderImpl *) pshader, gl_info, programId, 'P');
4566 if (vshader && !((IWineD3DBaseShaderImpl *)vshader)->baseShader.load_local_constsF)
4568 hardcode_local_constants((IWineD3DBaseShaderImpl *) vshader, gl_info, programId, 'V');
4572 /* GL locking is done by the caller */
4573 static GLhandleARB create_glsl_blt_shader(const struct wined3d_gl_info *gl_info, enum tex_types tex_type, BOOL masked)
4575 GLhandleARB program_id;
4576 GLhandleARB vshader_id, pshader_id;
4577 const char *blt_pshader;
4579 static const char *blt_vshader[] =
4581 "#version 120\n"
4582 "void main(void)\n"
4583 "{\n"
4584 " gl_Position = gl_Vertex;\n"
4585 " gl_FrontColor = vec4(1.0);\n"
4586 " gl_TexCoord[0] = gl_MultiTexCoord0;\n"
4587 "}\n"
4590 static const char *blt_pshaders_full[tex_type_count] =
4592 /* tex_1d */
4593 NULL,
4594 /* tex_2d */
4595 "#version 120\n"
4596 "uniform sampler2D sampler;\n"
4597 "void main(void)\n"
4598 "{\n"
4599 " gl_FragDepth = texture2D(sampler, gl_TexCoord[0].xy).x;\n"
4600 "}\n",
4601 /* tex_3d */
4602 NULL,
4603 /* tex_cube */
4604 "#version 120\n"
4605 "uniform samplerCube sampler;\n"
4606 "void main(void)\n"
4607 "{\n"
4608 " gl_FragDepth = textureCube(sampler, gl_TexCoord[0].xyz).x;\n"
4609 "}\n",
4610 /* tex_rect */
4611 "#version 120\n"
4612 "#extension GL_ARB_texture_rectangle : enable\n"
4613 "uniform sampler2DRect sampler;\n"
4614 "void main(void)\n"
4615 "{\n"
4616 " gl_FragDepth = texture2DRect(sampler, gl_TexCoord[0].xy).x;\n"
4617 "}\n",
4620 static const char *blt_pshaders_masked[tex_type_count] =
4622 /* tex_1d */
4623 NULL,
4624 /* tex_2d */
4625 "#version 120\n"
4626 "uniform sampler2D sampler;\n"
4627 "uniform vec4 mask;\n"
4628 "void main(void)\n"
4629 "{\n"
4630 " if (all(lessThan(gl_FragCoord.xy, mask.zw))) discard;\n"
4631 " gl_FragDepth = texture2D(sampler, gl_TexCoord[0].xy).x;\n"
4632 "}\n",
4633 /* tex_3d */
4634 NULL,
4635 /* tex_cube */
4636 "#version 120\n"
4637 "uniform samplerCube sampler;\n"
4638 "uniform vec4 mask;\n"
4639 "void main(void)\n"
4640 "{\n"
4641 " if (all(lessThan(gl_FragCoord.xy, mask.zw))) discard;\n"
4642 " gl_FragDepth = textureCube(sampler, gl_TexCoord[0].xyz).x;\n"
4643 "}\n",
4644 /* tex_rect */
4645 "#version 120\n"
4646 "#extension GL_ARB_texture_rectangle : enable\n"
4647 "uniform sampler2DRect sampler;\n"
4648 "uniform vec4 mask;\n"
4649 "void main(void)\n"
4650 "{\n"
4651 " if (all(lessThan(gl_FragCoord.xy, mask.zw))) discard;\n"
4652 " gl_FragDepth = texture2DRect(sampler, gl_TexCoord[0].xy).x;\n"
4653 "}\n",
4656 blt_pshader = masked ? blt_pshaders_masked[tex_type] : blt_pshaders_full[tex_type];
4657 if (!blt_pshader)
4659 FIXME("tex_type %#x not supported\n", tex_type);
4660 tex_type = tex_2d;
4663 vshader_id = GL_EXTCALL(glCreateShaderObjectARB(GL_VERTEX_SHADER_ARB));
4664 GL_EXTCALL(glShaderSourceARB(vshader_id, 1, blt_vshader, NULL));
4665 GL_EXTCALL(glCompileShaderARB(vshader_id));
4667 pshader_id = GL_EXTCALL(glCreateShaderObjectARB(GL_FRAGMENT_SHADER_ARB));
4668 GL_EXTCALL(glShaderSourceARB(pshader_id, 1, &blt_pshader, NULL));
4669 GL_EXTCALL(glCompileShaderARB(pshader_id));
4671 program_id = GL_EXTCALL(glCreateProgramObjectARB());
4672 GL_EXTCALL(glAttachObjectARB(program_id, vshader_id));
4673 GL_EXTCALL(glAttachObjectARB(program_id, pshader_id));
4674 GL_EXTCALL(glLinkProgramARB(program_id));
4676 shader_glsl_validate_link(gl_info, program_id);
4678 /* Once linked we can mark the shaders for deletion. They will be deleted once the program
4679 * is destroyed
4681 GL_EXTCALL(glDeleteObjectARB(vshader_id));
4682 GL_EXTCALL(glDeleteObjectARB(pshader_id));
4683 return program_id;
4686 /* GL locking is done by the caller */
4687 static void shader_glsl_select(const struct wined3d_context *context, BOOL usePS, BOOL useVS)
4689 const struct wined3d_gl_info *gl_info = context->gl_info;
4690 IWineD3DDeviceImpl *device = context->swapchain->device;
4691 struct shader_glsl_priv *priv = device->shader_priv;
4692 GLhandleARB program_id = 0;
4693 GLenum old_vertex_color_clamp, current_vertex_color_clamp;
4695 old_vertex_color_clamp = priv->glsl_program ? priv->glsl_program->vertex_color_clamp : GL_FIXED_ONLY_ARB;
4697 if (useVS || usePS) set_glsl_shader_program(context, device, usePS, useVS);
4698 else priv->glsl_program = NULL;
4700 current_vertex_color_clamp = priv->glsl_program ? priv->glsl_program->vertex_color_clamp : GL_FIXED_ONLY_ARB;
4702 if (old_vertex_color_clamp != current_vertex_color_clamp)
4704 if (gl_info->supported[ARB_COLOR_BUFFER_FLOAT])
4706 GL_EXTCALL(glClampColorARB(GL_CLAMP_VERTEX_COLOR_ARB, current_vertex_color_clamp));
4707 checkGLcall("glClampColorARB");
4709 else
4711 FIXME("vertex color clamp needs to be changed, but extension not supported.\n");
4715 program_id = priv->glsl_program ? priv->glsl_program->programId : 0;
4716 if (program_id) TRACE("Using GLSL program %u\n", program_id);
4717 GL_EXTCALL(glUseProgramObjectARB(program_id));
4718 checkGLcall("glUseProgramObjectARB");
4720 /* In case that NP2 texcoord fixup data is found for the selected program, trigger a reload of the
4721 * constants. This has to be done because it can't be guaranteed that sampler() (from state.c) is
4722 * called between selecting the shader and using it, which results in wrong fixup for some frames. */
4723 if (priv->glsl_program && priv->glsl_program->np2Fixup_info)
4725 shader_glsl_load_np2fixup_constants((IWineD3DDevice *)device, usePS, useVS);
4729 /* GL locking is done by the caller */
4730 static void shader_glsl_select_depth_blt(IWineD3DDevice *iface,
4731 enum tex_types tex_type, const SIZE *ds_mask_size)
4733 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4734 const struct wined3d_gl_info *gl_info = &This->adapter->gl_info;
4735 BOOL masked = ds_mask_size->cx && ds_mask_size->cy;
4736 struct shader_glsl_priv *priv = This->shader_priv;
4737 GLhandleARB *blt_program;
4738 GLint loc;
4740 blt_program = masked ? &priv->depth_blt_program_masked[tex_type] : &priv->depth_blt_program_full[tex_type];
4741 if (!*blt_program)
4743 *blt_program = create_glsl_blt_shader(gl_info, tex_type, masked);
4744 loc = GL_EXTCALL(glGetUniformLocationARB(*blt_program, "sampler"));
4745 GL_EXTCALL(glUseProgramObjectARB(*blt_program));
4746 GL_EXTCALL(glUniform1iARB(loc, 0));
4748 else
4750 GL_EXTCALL(glUseProgramObjectARB(*blt_program));
4753 if (masked)
4755 loc = GL_EXTCALL(glGetUniformLocationARB(*blt_program, "mask"));
4756 GL_EXTCALL(glUniform4fARB(loc, 0.0f, 0.0f, (float)ds_mask_size->cx, (float)ds_mask_size->cy));
4760 /* GL locking is done by the caller */
4761 static void shader_glsl_deselect_depth_blt(IWineD3DDevice *iface) {
4762 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4763 const struct wined3d_gl_info *gl_info = &This->adapter->gl_info;
4764 struct shader_glsl_priv *priv = This->shader_priv;
4765 GLhandleARB program_id;
4767 program_id = priv->glsl_program ? priv->glsl_program->programId : 0;
4768 if (program_id) TRACE("Using GLSL program %u\n", program_id);
4770 GL_EXTCALL(glUseProgramObjectARB(program_id));
4771 checkGLcall("glUseProgramObjectARB");
4774 static void shader_glsl_destroy(IWineD3DBaseShader *iface) {
4775 const struct list *linked_programs;
4776 IWineD3DBaseShaderImpl *This = (IWineD3DBaseShaderImpl *) iface;
4777 IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *)This->baseShader.device;
4778 struct shader_glsl_priv *priv = device->shader_priv;
4779 const struct wined3d_gl_info *gl_info;
4780 struct wined3d_context *context;
4782 /* Note: Do not use QueryInterface here to find out which shader type this is because this code
4783 * can be called from IWineD3DBaseShader::Release
4785 char pshader = shader_is_pshader_version(This->baseShader.reg_maps.shader_version.type);
4787 if(pshader) {
4788 struct glsl_pshader_private *shader_data;
4789 shader_data = This->baseShader.backend_data;
4790 if(!shader_data || shader_data->num_gl_shaders == 0)
4792 HeapFree(GetProcessHeap(), 0, shader_data);
4793 This->baseShader.backend_data = NULL;
4794 return;
4797 context = context_acquire(device, NULL);
4798 gl_info = context->gl_info;
4800 if (priv->glsl_program && (IWineD3DBaseShader *)priv->glsl_program->pshader == iface)
4802 ENTER_GL();
4803 shader_glsl_select(context, FALSE, FALSE);
4804 LEAVE_GL();
4806 } else {
4807 struct glsl_vshader_private *shader_data;
4808 shader_data = This->baseShader.backend_data;
4809 if(!shader_data || shader_data->num_gl_shaders == 0)
4811 HeapFree(GetProcessHeap(), 0, shader_data);
4812 This->baseShader.backend_data = NULL;
4813 return;
4816 context = context_acquire(device, NULL);
4817 gl_info = context->gl_info;
4819 if (priv->glsl_program && (IWineD3DBaseShader *)priv->glsl_program->vshader == iface)
4821 ENTER_GL();
4822 shader_glsl_select(context, FALSE, FALSE);
4823 LEAVE_GL();
4827 linked_programs = &This->baseShader.linked_programs;
4829 TRACE("Deleting linked programs\n");
4830 if (linked_programs->next) {
4831 struct glsl_shader_prog_link *entry, *entry2;
4833 ENTER_GL();
4834 if(pshader) {
4835 LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, linked_programs, struct glsl_shader_prog_link, pshader_entry) {
4836 delete_glsl_program_entry(priv, gl_info, entry);
4838 } else {
4839 LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, linked_programs, struct glsl_shader_prog_link, vshader_entry) {
4840 delete_glsl_program_entry(priv, gl_info, entry);
4843 LEAVE_GL();
4846 if(pshader) {
4847 UINT i;
4848 struct glsl_pshader_private *shader_data = This->baseShader.backend_data;
4850 ENTER_GL();
4851 for(i = 0; i < shader_data->num_gl_shaders; i++) {
4852 TRACE("deleting pshader %u\n", shader_data->gl_shaders[i].prgId);
4853 GL_EXTCALL(glDeleteObjectARB(shader_data->gl_shaders[i].prgId));
4854 checkGLcall("glDeleteObjectARB");
4856 LEAVE_GL();
4857 HeapFree(GetProcessHeap(), 0, shader_data->gl_shaders);
4859 else
4861 UINT i;
4862 struct glsl_vshader_private *shader_data = This->baseShader.backend_data;
4864 ENTER_GL();
4865 for(i = 0; i < shader_data->num_gl_shaders; i++) {
4866 TRACE("deleting vshader %u\n", shader_data->gl_shaders[i].prgId);
4867 GL_EXTCALL(glDeleteObjectARB(shader_data->gl_shaders[i].prgId));
4868 checkGLcall("glDeleteObjectARB");
4870 LEAVE_GL();
4871 HeapFree(GetProcessHeap(), 0, shader_data->gl_shaders);
4874 HeapFree(GetProcessHeap(), 0, This->baseShader.backend_data);
4875 This->baseShader.backend_data = NULL;
4877 context_release(context);
4880 static int glsl_program_key_compare(const void *key, const struct wine_rb_entry *entry)
4882 const glsl_program_key_t *k = key;
4883 const struct glsl_shader_prog_link *prog = WINE_RB_ENTRY_VALUE(entry,
4884 const struct glsl_shader_prog_link, program_lookup_entry);
4885 int cmp;
4887 if (k->vshader > prog->vshader) return 1;
4888 else if (k->vshader < prog->vshader) return -1;
4890 if (k->pshader > prog->pshader) return 1;
4891 else if (k->pshader < prog->pshader) return -1;
4893 if (k->vshader && (cmp = memcmp(&k->vs_args, &prog->vs_args, sizeof(prog->vs_args)))) return cmp;
4894 if (k->pshader && (cmp = memcmp(&k->ps_args, &prog->ps_args, sizeof(prog->ps_args)))) return cmp;
4896 return 0;
4899 static BOOL constant_heap_init(struct constant_heap *heap, unsigned int constant_count)
4901 SIZE_T size = (constant_count + 1) * sizeof(*heap->entries) + constant_count * sizeof(*heap->positions);
4902 void *mem = HeapAlloc(GetProcessHeap(), 0, size);
4904 if (!mem)
4906 ERR("Failed to allocate memory\n");
4907 return FALSE;
4910 heap->entries = mem;
4911 heap->entries[1].version = 0;
4912 heap->positions = (unsigned int *)(heap->entries + constant_count + 1);
4913 heap->size = 1;
4915 return TRUE;
4918 static void constant_heap_free(struct constant_heap *heap)
4920 HeapFree(GetProcessHeap(), 0, heap->entries);
4923 static const struct wine_rb_functions wined3d_glsl_program_rb_functions =
4925 wined3d_rb_alloc,
4926 wined3d_rb_realloc,
4927 wined3d_rb_free,
4928 glsl_program_key_compare,
4931 static HRESULT shader_glsl_alloc(IWineD3DDevice *iface) {
4932 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4933 const struct wined3d_gl_info *gl_info = &This->adapter->gl_info;
4934 struct shader_glsl_priv *priv = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(struct shader_glsl_priv));
4935 SIZE_T stack_size = wined3d_log2i(max(gl_info->limits.glsl_vs_float_constants,
4936 gl_info->limits.glsl_ps_float_constants)) + 1;
4938 if (!shader_buffer_init(&priv->shader_buffer))
4940 ERR("Failed to initialize shader buffer.\n");
4941 goto fail;
4944 priv->stack = HeapAlloc(GetProcessHeap(), 0, stack_size * sizeof(*priv->stack));
4945 if (!priv->stack)
4947 ERR("Failed to allocate memory.\n");
4948 goto fail;
4951 if (!constant_heap_init(&priv->vconst_heap, gl_info->limits.glsl_vs_float_constants))
4953 ERR("Failed to initialize vertex shader constant heap\n");
4954 goto fail;
4957 if (!constant_heap_init(&priv->pconst_heap, gl_info->limits.glsl_ps_float_constants))
4959 ERR("Failed to initialize pixel shader constant heap\n");
4960 goto fail;
4963 if (wine_rb_init(&priv->program_lookup, &wined3d_glsl_program_rb_functions) == -1)
4965 ERR("Failed to initialize rbtree.\n");
4966 goto fail;
4969 priv->next_constant_version = 1;
4971 This->shader_priv = priv;
4972 return WINED3D_OK;
4974 fail:
4975 constant_heap_free(&priv->pconst_heap);
4976 constant_heap_free(&priv->vconst_heap);
4977 HeapFree(GetProcessHeap(), 0, priv->stack);
4978 shader_buffer_free(&priv->shader_buffer);
4979 HeapFree(GetProcessHeap(), 0, priv);
4980 return E_OUTOFMEMORY;
4983 /* Context activation is done by the caller. */
4984 static void shader_glsl_free(IWineD3DDevice *iface) {
4985 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4986 const struct wined3d_gl_info *gl_info = &This->adapter->gl_info;
4987 struct shader_glsl_priv *priv = This->shader_priv;
4988 int i;
4990 ENTER_GL();
4991 for (i = 0; i < tex_type_count; ++i)
4993 if (priv->depth_blt_program_full[i])
4995 GL_EXTCALL(glDeleteObjectARB(priv->depth_blt_program_full[i]));
4997 if (priv->depth_blt_program_masked[i])
4999 GL_EXTCALL(glDeleteObjectARB(priv->depth_blt_program_masked[i]));
5002 LEAVE_GL();
5004 wine_rb_destroy(&priv->program_lookup, NULL, NULL);
5005 constant_heap_free(&priv->pconst_heap);
5006 constant_heap_free(&priv->vconst_heap);
5007 HeapFree(GetProcessHeap(), 0, priv->stack);
5008 shader_buffer_free(&priv->shader_buffer);
5010 HeapFree(GetProcessHeap(), 0, This->shader_priv);
5011 This->shader_priv = NULL;
5014 static BOOL shader_glsl_dirty_const(IWineD3DDevice *iface) {
5015 /* TODO: GL_EXT_bindable_uniform can be used to share constants across shaders */
5016 return FALSE;
5019 static void shader_glsl_get_caps(const struct wined3d_gl_info *gl_info, struct shader_caps *pCaps)
5021 /* Nvidia Geforce6/7 or Ati R4xx/R5xx cards with GLSL support, support VS 3.0 but older Nvidia/Ati
5022 * models with GLSL support only support 2.0. In case of nvidia we can detect VS 2.0 support based
5023 * on the version of NV_vertex_program.
5024 * For Ati cards there's no way using glsl (it abstracts the lowlevel info away) and also not
5025 * using ARB_vertex_program. It is safe to assume that when a card supports pixel shader 2.0 it
5026 * supports vertex shader 2.0 too and the way around. We can detect ps2.0 using the maximum number
5027 * of native instructions, so use that here. For more info see the pixel shader versioning code below.
5029 if ((gl_info->supported[NV_VERTEX_PROGRAM2] && !gl_info->supported[NV_VERTEX_PROGRAM3])
5030 || gl_info->limits.arb_ps_instructions <= 512)
5031 pCaps->VertexShaderVersion = WINED3DVS_VERSION(2,0);
5032 else
5033 pCaps->VertexShaderVersion = WINED3DVS_VERSION(3,0);
5034 TRACE_(d3d_caps)("Hardware vertex shader version %d.%d enabled (GLSL)\n", (pCaps->VertexShaderVersion >> 8) & 0xff, pCaps->VertexShaderVersion & 0xff);
5035 pCaps->MaxVertexShaderConst = gl_info->limits.glsl_vs_float_constants;
5037 /* Older DX9-class videocards (GeforceFX / Radeon >9500/X*00) only support pixel shader 2.0/2.0a/2.0b.
5038 * In OpenGL the extensions related to GLSL abstract lowlevel GL info away which is needed
5039 * to distinguish between 2.0 and 3.0 (and 2.0a/2.0b). In case of Nvidia we use their fragment
5040 * program extensions. On other hardware including ATI GL_ARB_fragment_program offers the info
5041 * in max native instructions. Intel and others also offer the info in this extension but they
5042 * don't support GLSL (at least on Windows).
5044 * PS2.0 requires at least 96 instructions, 2.0a/2.0b go up to 512. Assume that if the number
5045 * of instructions is 512 or less we have to do with ps2.0 hardware.
5046 * NOTE: ps3.0 hardware requires 512 or more instructions but ati and nvidia offer 'enough' (1024 vs 4096) on their most basic ps3.0 hardware.
5048 if ((gl_info->supported[NV_FRAGMENT_PROGRAM] && !gl_info->supported[NV_FRAGMENT_PROGRAM2])
5049 || gl_info->limits.arb_ps_instructions <= 512)
5050 pCaps->PixelShaderVersion = WINED3DPS_VERSION(2,0);
5051 else
5052 pCaps->PixelShaderVersion = WINED3DPS_VERSION(3,0);
5054 pCaps->MaxPixelShaderConst = gl_info->limits.glsl_ps_float_constants;
5056 /* FIXME: The following line is card dependent. -8.0 to 8.0 is the
5057 * Direct3D minimum requirement.
5059 * Both GL_ARB_fragment_program and GLSL require a "maximum representable magnitude"
5060 * of colors to be 2^10, and 2^32 for other floats. Should we use 1024 here?
5062 * The problem is that the refrast clamps temporary results in the shader to
5063 * [-MaxValue;+MaxValue]. If the card's max value is bigger than the one we advertize here,
5064 * then applications may miss the clamping behavior. On the other hand, if it is smaller,
5065 * the shader will generate incorrect results too. Unfortunately, GL deliberately doesn't
5066 * offer a way to query this.
5068 pCaps->PixelShader1xMaxValue = 8.0;
5069 TRACE_(d3d_caps)("Hardware pixel shader version %d.%d enabled (GLSL)\n", (pCaps->PixelShaderVersion >> 8) & 0xff, pCaps->PixelShaderVersion & 0xff);
5071 pCaps->VSClipping = TRUE;
5074 static BOOL shader_glsl_color_fixup_supported(struct color_fixup_desc fixup)
5076 if (TRACE_ON(d3d_shader) && TRACE_ON(d3d))
5078 TRACE("Checking support for fixup:\n");
5079 dump_color_fixup_desc(fixup);
5082 /* We support everything except YUV conversions. */
5083 if (!is_complex_fixup(fixup))
5085 TRACE("[OK]\n");
5086 return TRUE;
5089 TRACE("[FAILED]\n");
5090 return FALSE;
5093 static const SHADER_HANDLER shader_glsl_instruction_handler_table[WINED3DSIH_TABLE_SIZE] =
5095 /* WINED3DSIH_ABS */ shader_glsl_map2gl,
5096 /* WINED3DSIH_ADD */ shader_glsl_arith,
5097 /* WINED3DSIH_BEM */ shader_glsl_bem,
5098 /* WINED3DSIH_BREAK */ shader_glsl_break,
5099 /* WINED3DSIH_BREAKC */ shader_glsl_breakc,
5100 /* WINED3DSIH_BREAKP */ NULL,
5101 /* WINED3DSIH_CALL */ shader_glsl_call,
5102 /* WINED3DSIH_CALLNZ */ shader_glsl_callnz,
5103 /* WINED3DSIH_CMP */ shader_glsl_cmp,
5104 /* WINED3DSIH_CND */ shader_glsl_cnd,
5105 /* WINED3DSIH_CRS */ shader_glsl_cross,
5106 /* WINED3DSIH_CUT */ NULL,
5107 /* WINED3DSIH_DCL */ NULL,
5108 /* WINED3DSIH_DEF */ NULL,
5109 /* WINED3DSIH_DEFB */ NULL,
5110 /* WINED3DSIH_DEFI */ NULL,
5111 /* WINED3DSIH_DP2ADD */ shader_glsl_dp2add,
5112 /* WINED3DSIH_DP3 */ shader_glsl_dot,
5113 /* WINED3DSIH_DP4 */ shader_glsl_dot,
5114 /* WINED3DSIH_DST */ shader_glsl_dst,
5115 /* WINED3DSIH_DSX */ shader_glsl_map2gl,
5116 /* WINED3DSIH_DSY */ shader_glsl_map2gl,
5117 /* WINED3DSIH_ELSE */ shader_glsl_else,
5118 /* WINED3DSIH_EMIT */ NULL,
5119 /* WINED3DSIH_ENDIF */ shader_glsl_end,
5120 /* WINED3DSIH_ENDLOOP */ shader_glsl_end,
5121 /* WINED3DSIH_ENDREP */ shader_glsl_end,
5122 /* WINED3DSIH_EXP */ shader_glsl_map2gl,
5123 /* WINED3DSIH_EXPP */ shader_glsl_expp,
5124 /* WINED3DSIH_FRC */ shader_glsl_map2gl,
5125 /* WINED3DSIH_IADD */ NULL,
5126 /* WINED3DSIH_IF */ shader_glsl_if,
5127 /* WINED3DSIH_IFC */ shader_glsl_ifc,
5128 /* WINED3DSIH_IGE */ NULL,
5129 /* WINED3DSIH_LABEL */ shader_glsl_label,
5130 /* WINED3DSIH_LIT */ shader_glsl_lit,
5131 /* WINED3DSIH_LOG */ shader_glsl_log,
5132 /* WINED3DSIH_LOGP */ shader_glsl_log,
5133 /* WINED3DSIH_LOOP */ shader_glsl_loop,
5134 /* WINED3DSIH_LRP */ shader_glsl_lrp,
5135 /* WINED3DSIH_LT */ NULL,
5136 /* WINED3DSIH_M3x2 */ shader_glsl_mnxn,
5137 /* WINED3DSIH_M3x3 */ shader_glsl_mnxn,
5138 /* WINED3DSIH_M3x4 */ shader_glsl_mnxn,
5139 /* WINED3DSIH_M4x3 */ shader_glsl_mnxn,
5140 /* WINED3DSIH_M4x4 */ shader_glsl_mnxn,
5141 /* WINED3DSIH_MAD */ shader_glsl_mad,
5142 /* WINED3DSIH_MAX */ shader_glsl_map2gl,
5143 /* WINED3DSIH_MIN */ shader_glsl_map2gl,
5144 /* WINED3DSIH_MOV */ shader_glsl_mov,
5145 /* WINED3DSIH_MOVA */ shader_glsl_mov,
5146 /* WINED3DSIH_MUL */ shader_glsl_arith,
5147 /* WINED3DSIH_NOP */ NULL,
5148 /* WINED3DSIH_NRM */ shader_glsl_nrm,
5149 /* WINED3DSIH_PHASE */ NULL,
5150 /* WINED3DSIH_POW */ shader_glsl_pow,
5151 /* WINED3DSIH_RCP */ shader_glsl_rcp,
5152 /* WINED3DSIH_REP */ shader_glsl_rep,
5153 /* WINED3DSIH_RET */ shader_glsl_ret,
5154 /* WINED3DSIH_RSQ */ shader_glsl_rsq,
5155 /* WINED3DSIH_SETP */ NULL,
5156 /* WINED3DSIH_SGE */ shader_glsl_compare,
5157 /* WINED3DSIH_SGN */ shader_glsl_sgn,
5158 /* WINED3DSIH_SINCOS */ shader_glsl_sincos,
5159 /* WINED3DSIH_SLT */ shader_glsl_compare,
5160 /* WINED3DSIH_SUB */ shader_glsl_arith,
5161 /* WINED3DSIH_TEX */ shader_glsl_tex,
5162 /* WINED3DSIH_TEXBEM */ shader_glsl_texbem,
5163 /* WINED3DSIH_TEXBEML */ shader_glsl_texbem,
5164 /* WINED3DSIH_TEXCOORD */ shader_glsl_texcoord,
5165 /* WINED3DSIH_TEXDEPTH */ shader_glsl_texdepth,
5166 /* WINED3DSIH_TEXDP3 */ shader_glsl_texdp3,
5167 /* WINED3DSIH_TEXDP3TEX */ shader_glsl_texdp3tex,
5168 /* WINED3DSIH_TEXKILL */ shader_glsl_texkill,
5169 /* WINED3DSIH_TEXLDD */ shader_glsl_texldd,
5170 /* WINED3DSIH_TEXLDL */ shader_glsl_texldl,
5171 /* WINED3DSIH_TEXM3x2DEPTH */ shader_glsl_texm3x2depth,
5172 /* WINED3DSIH_TEXM3x2PAD */ shader_glsl_texm3x2pad,
5173 /* WINED3DSIH_TEXM3x2TEX */ shader_glsl_texm3x2tex,
5174 /* WINED3DSIH_TEXM3x3 */ shader_glsl_texm3x3,
5175 /* WINED3DSIH_TEXM3x3DIFF */ NULL,
5176 /* WINED3DSIH_TEXM3x3PAD */ shader_glsl_texm3x3pad,
5177 /* WINED3DSIH_TEXM3x3SPEC */ shader_glsl_texm3x3spec,
5178 /* WINED3DSIH_TEXM3x3TEX */ shader_glsl_texm3x3tex,
5179 /* WINED3DSIH_TEXM3x3VSPEC */ shader_glsl_texm3x3vspec,
5180 /* WINED3DSIH_TEXREG2AR */ shader_glsl_texreg2ar,
5181 /* WINED3DSIH_TEXREG2GB */ shader_glsl_texreg2gb,
5182 /* WINED3DSIH_TEXREG2RGB */ shader_glsl_texreg2rgb,
5185 static void shader_glsl_handle_instruction(const struct wined3d_shader_instruction *ins) {
5186 SHADER_HANDLER hw_fct;
5188 /* Select handler */
5189 hw_fct = shader_glsl_instruction_handler_table[ins->handler_idx];
5191 /* Unhandled opcode */
5192 if (!hw_fct)
5194 FIXME("Backend can't handle opcode %#x\n", ins->handler_idx);
5195 return;
5197 hw_fct(ins);
5199 shader_glsl_add_instruction_modifiers(ins);
5202 const shader_backend_t glsl_shader_backend = {
5203 shader_glsl_handle_instruction,
5204 shader_glsl_select,
5205 shader_glsl_select_depth_blt,
5206 shader_glsl_deselect_depth_blt,
5207 shader_glsl_update_float_vertex_constants,
5208 shader_glsl_update_float_pixel_constants,
5209 shader_glsl_load_constants,
5210 shader_glsl_load_np2fixup_constants,
5211 shader_glsl_destroy,
5212 shader_glsl_alloc,
5213 shader_glsl_free,
5214 shader_glsl_dirty_const,
5215 shader_glsl_get_caps,
5216 shader_glsl_color_fixup_supported,