msxml3/tests: Tests for IMXAttributes::clear().
[wine/multimedia.git] / dlls / wined3d / glsl_shader.c
blob682e740cf96362c6dc549ef3e094cfaecb62f42c
1 /*
2 * GLSL pixel and vertex shader implementation
4 * Copyright 2006 Jason Green
5 * Copyright 2006-2007 Henri Verbeet
6 * Copyright 2007-2008 Stefan Dösinger for CodeWeavers
7 * Copyright 2009-2011 Henri Verbeet for CodeWeavers
9 * This library is free software; you can redistribute it and/or
10 * modify it under the terms of the GNU Lesser General Public
11 * License as published by the Free Software Foundation; either
12 * version 2.1 of the License, or (at your option) any later version.
14 * This library is distributed in the hope that it will be useful,
15 * but WITHOUT ANY WARRANTY; without even the implied warranty of
16 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
17 * Lesser General Public License for more details.
19 * You should have received a copy of the GNU Lesser General Public
20 * License along with this library; if not, write to the Free Software
21 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
25 * D3D shader asm has swizzles on source parameters, and write masks for
26 * destination parameters. GLSL uses swizzles for both. The result of this is
27 * that for example "mov dst.xw, src.zyxw" becomes "dst.xw = src.zw" in GLSL.
28 * Ie, to generate a proper GLSL source swizzle, we need to take the D3D write
29 * mask for the destination parameter into account.
32 #include "config.h"
33 #include <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);
41 WINE_DECLARE_DEBUG_CHANNEL(winediag);
43 #define WINED3D_GLSL_SAMPLE_PROJECTED 0x1
44 #define WINED3D_GLSL_SAMPLE_RECT 0x2
45 #define WINED3D_GLSL_SAMPLE_LOD 0x4
46 #define WINED3D_GLSL_SAMPLE_GRAD 0x8
48 struct glsl_dst_param
50 char reg_name[150];
51 char mask_str[6];
54 struct glsl_src_param
56 char reg_name[150];
57 char param_str[200];
60 struct glsl_sample_function
62 const char *name;
63 DWORD coord_mask;
66 enum heap_node_op
68 HEAP_NODE_TRAVERSE_LEFT,
69 HEAP_NODE_TRAVERSE_RIGHT,
70 HEAP_NODE_POP,
73 struct constant_entry
75 unsigned int idx;
76 unsigned int version;
79 struct constant_heap
81 struct constant_entry *entries;
82 unsigned int *positions;
83 unsigned int size;
86 /* GLSL shader private data */
87 struct shader_glsl_priv {
88 struct wined3d_shader_buffer shader_buffer;
89 struct wine_rb_tree program_lookup;
90 struct glsl_shader_prog_link *glsl_program;
91 struct constant_heap vconst_heap;
92 struct constant_heap pconst_heap;
93 unsigned char *stack;
94 GLhandleARB depth_blt_program_full[tex_type_count];
95 GLhandleARB depth_blt_program_masked[tex_type_count];
96 UINT next_constant_version;
99 /* Struct to maintain data about a linked GLSL program */
100 struct glsl_shader_prog_link {
101 struct wine_rb_entry program_lookup_entry;
102 struct list vshader_entry;
103 struct list pshader_entry;
104 GLhandleARB programId;
105 GLint *vuniformF_locations;
106 GLint *puniformF_locations;
107 GLint vuniformI_locations[MAX_CONST_I];
108 GLint puniformI_locations[MAX_CONST_I];
109 GLint posFixup_location;
110 GLint np2Fixup_location;
111 GLint bumpenvmat_location[MAX_TEXTURES];
112 GLint luminancescale_location[MAX_TEXTURES];
113 GLint luminanceoffset_location[MAX_TEXTURES];
114 GLint ycorrection_location;
115 GLenum vertex_color_clamp;
116 const struct wined3d_shader *vshader;
117 const struct wined3d_shader *pshader;
118 struct vs_compile_args vs_args;
119 struct ps_compile_args ps_args;
120 UINT constant_version;
121 const struct ps_np2fixup_info *np2Fixup_info;
124 struct glsl_program_key
126 const struct wined3d_shader *vshader;
127 const struct wined3d_shader *pshader;
128 struct ps_compile_args ps_args;
129 struct vs_compile_args vs_args;
132 struct shader_glsl_ctx_priv {
133 const struct vs_compile_args *cur_vs_args;
134 const struct ps_compile_args *cur_ps_args;
135 struct ps_np2fixup_info *cur_np2fixup_info;
138 struct glsl_ps_compiled_shader
140 struct ps_compile_args args;
141 struct ps_np2fixup_info np2fixup;
142 GLhandleARB prgId;
145 struct glsl_pshader_private
147 struct glsl_ps_compiled_shader *gl_shaders;
148 UINT num_gl_shaders, shader_array_size;
151 struct glsl_vs_compiled_shader
153 struct vs_compile_args args;
154 GLhandleARB prgId;
157 struct glsl_vshader_private
159 struct glsl_vs_compiled_shader *gl_shaders;
160 UINT num_gl_shaders, shader_array_size;
163 static const char *debug_gl_shader_type(GLenum type)
165 switch (type)
167 #define WINED3D_TO_STR(u) case u: return #u
168 WINED3D_TO_STR(GL_VERTEX_SHADER_ARB);
169 WINED3D_TO_STR(GL_GEOMETRY_SHADER_ARB);
170 WINED3D_TO_STR(GL_FRAGMENT_SHADER_ARB);
171 #undef WINED3D_TO_STR
172 default:
173 return wine_dbg_sprintf("UNKNOWN(%#x)", type);
177 /* Extract a line from the info log.
178 * Note that this modifies the source string. */
179 static char *get_info_log_line(char **ptr)
181 char *p, *q;
183 p = *ptr;
184 if (!(q = strstr(p, "\n")))
186 if (!*p) return NULL;
187 *ptr += strlen(p);
188 return p;
190 *q = '\0';
191 *ptr = q + 1;
193 return p;
196 /** Prints the GLSL info log which will contain error messages if they exist */
197 /* GL locking is done by the caller */
198 static void print_glsl_info_log(const struct wined3d_gl_info *gl_info, GLhandleARB obj)
200 int infologLength = 0;
201 char *infoLog;
203 if (!WARN_ON(d3d_shader) && !FIXME_ON(d3d_shader))
204 return;
206 GL_EXTCALL(glGetObjectParameterivARB(obj,
207 GL_OBJECT_INFO_LOG_LENGTH_ARB,
208 &infologLength));
210 /* A size of 1 is just a null-terminated string, so the log should be bigger than
211 * that if there are errors. */
212 if (infologLength > 1)
214 char *ptr, *line;
216 infoLog = HeapAlloc(GetProcessHeap(), 0, infologLength);
217 /* The info log is supposed to be zero-terminated, but at least some
218 * versions of fglrx don't terminate the string properly. The reported
219 * length does include the terminator, so explicitly set it to zero
220 * here. */
221 infoLog[infologLength - 1] = 0;
222 GL_EXTCALL(glGetInfoLogARB(obj, infologLength, NULL, infoLog));
224 ptr = infoLog;
225 if (gl_info->quirks & WINED3D_QUIRK_INFO_LOG_SPAM)
227 WARN("Info log received from GLSL shader #%u:\n", obj);
228 while ((line = get_info_log_line(&ptr))) WARN(" %s\n", line);
230 else
232 FIXME("Info log received from GLSL shader #%u:\n", obj);
233 while ((line = get_info_log_line(&ptr))) FIXME(" %s\n", line);
235 HeapFree(GetProcessHeap(), 0, infoLog);
239 /* GL locking is done by the caller. */
240 static void shader_glsl_compile(const struct wined3d_gl_info *gl_info, GLhandleARB shader, const char *src)
242 TRACE("Compiling shader object %u.\n", shader);
243 GL_EXTCALL(glShaderSourceARB(shader, 1, &src, NULL));
244 checkGLcall("glShaderSourceARB");
245 GL_EXTCALL(glCompileShaderARB(shader));
246 checkGLcall("glCompileShaderARB");
247 print_glsl_info_log(gl_info, shader);
250 /* GL locking is done by the caller. */
251 static void shader_glsl_dump_program_source(const struct wined3d_gl_info *gl_info, GLhandleARB program)
253 GLint i, object_count, source_size = -1;
254 GLhandleARB *objects;
255 char *source = NULL;
257 GL_EXTCALL(glGetObjectParameterivARB(program, GL_OBJECT_ATTACHED_OBJECTS_ARB, &object_count));
258 objects = HeapAlloc(GetProcessHeap(), 0, object_count * sizeof(*objects));
259 if (!objects)
261 ERR("Failed to allocate object array memory.\n");
262 return;
265 GL_EXTCALL(glGetAttachedObjectsARB(program, object_count, NULL, objects));
266 for (i = 0; i < object_count; ++i)
268 char *ptr, *line;
269 GLint tmp;
271 GL_EXTCALL(glGetObjectParameterivARB(objects[i], GL_OBJECT_SHADER_SOURCE_LENGTH_ARB, &tmp));
273 if (source_size < tmp)
275 HeapFree(GetProcessHeap(), 0, source);
277 source = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, tmp);
278 if (!source)
280 ERR("Failed to allocate %d bytes for shader source.\n", tmp);
281 HeapFree(GetProcessHeap(), 0, objects);
282 return;
284 source_size = tmp;
287 FIXME("Object %u:\n", objects[i]);
288 GL_EXTCALL(glGetObjectParameterivARB(objects[i], GL_OBJECT_SUBTYPE_ARB, &tmp));
289 FIXME(" GL_OBJECT_SUBTYPE_ARB: %s.\n", debug_gl_shader_type(tmp));
290 GL_EXTCALL(glGetObjectParameterivARB(objects[i], GL_OBJECT_COMPILE_STATUS_ARB, &tmp));
291 FIXME(" GL_OBJECT_COMPILE_STATUS_ARB: %d.\n", tmp);
292 FIXME("\n");
294 ptr = source;
295 GL_EXTCALL(glGetShaderSourceARB(objects[i], source_size, NULL, source));
296 while ((line = get_info_log_line(&ptr))) FIXME(" %s\n", line);
297 FIXME("\n");
300 HeapFree(GetProcessHeap(), 0, source);
301 HeapFree(GetProcessHeap(), 0, objects);
304 /* GL locking is done by the caller. */
305 static void shader_glsl_validate_link(const struct wined3d_gl_info *gl_info, GLhandleARB program)
307 GLint tmp;
309 if (!TRACE_ON(d3d_shader) && !FIXME_ON(d3d_shader)) return;
311 GL_EXTCALL(glGetObjectParameterivARB(program, GL_OBJECT_TYPE_ARB, &tmp));
312 if (tmp == GL_PROGRAM_OBJECT_ARB)
314 GL_EXTCALL(glGetObjectParameterivARB(program, GL_OBJECT_LINK_STATUS_ARB, &tmp));
315 if (!tmp)
317 FIXME("Program %u link status invalid.\n", program);
318 shader_glsl_dump_program_source(gl_info, program);
322 print_glsl_info_log(gl_info, program);
326 * Loads (pixel shader) samplers
328 /* GL locking is done by the caller */
329 static void shader_glsl_load_psamplers(const struct wined3d_gl_info *gl_info,
330 const DWORD *tex_unit_map, GLhandleARB programId)
332 GLint name_loc;
333 int i;
334 char sampler_name[20];
336 for (i = 0; i < MAX_FRAGMENT_SAMPLERS; ++i) {
337 snprintf(sampler_name, sizeof(sampler_name), "Psampler%d", i);
338 name_loc = GL_EXTCALL(glGetUniformLocationARB(programId, sampler_name));
339 if (name_loc != -1) {
340 DWORD mapped_unit = tex_unit_map[i];
341 if (mapped_unit != WINED3D_UNMAPPED_STAGE && mapped_unit < gl_info->limits.fragment_samplers)
343 TRACE("Loading %s for texture %d\n", sampler_name, mapped_unit);
344 GL_EXTCALL(glUniform1iARB(name_loc, mapped_unit));
345 checkGLcall("glUniform1iARB");
346 } else {
347 ERR("Trying to load sampler %s on unsupported unit %d\n", sampler_name, mapped_unit);
353 /* GL locking is done by the caller */
354 static void shader_glsl_load_vsamplers(const struct wined3d_gl_info *gl_info,
355 const DWORD *tex_unit_map, GLhandleARB programId)
357 GLint name_loc;
358 char sampler_name[20];
359 int i;
361 for (i = 0; i < MAX_VERTEX_SAMPLERS; ++i) {
362 snprintf(sampler_name, sizeof(sampler_name), "Vsampler%d", i);
363 name_loc = GL_EXTCALL(glGetUniformLocationARB(programId, sampler_name));
364 if (name_loc != -1) {
365 DWORD mapped_unit = tex_unit_map[MAX_FRAGMENT_SAMPLERS + i];
366 if (mapped_unit != WINED3D_UNMAPPED_STAGE && mapped_unit < gl_info->limits.combined_samplers)
368 TRACE("Loading %s for texture %d\n", sampler_name, mapped_unit);
369 GL_EXTCALL(glUniform1iARB(name_loc, mapped_unit));
370 checkGLcall("glUniform1iARB");
371 } else {
372 ERR("Trying to load sampler %s on unsupported unit %d\n", sampler_name, mapped_unit);
378 /* GL locking is done by the caller */
379 static inline void walk_constant_heap(const struct wined3d_gl_info *gl_info, const float *constants,
380 const GLint *constant_locations, const struct constant_heap *heap, unsigned char *stack, DWORD version)
382 int stack_idx = 0;
383 unsigned int heap_idx = 1;
384 unsigned int idx;
386 if (heap->entries[heap_idx].version <= version) return;
388 idx = heap->entries[heap_idx].idx;
389 if (constant_locations[idx] != -1) GL_EXTCALL(glUniform4fvARB(constant_locations[idx], 1, &constants[idx * 4]));
390 stack[stack_idx] = HEAP_NODE_TRAVERSE_LEFT;
392 while (stack_idx >= 0)
394 /* Note that we fall through to the next case statement. */
395 switch(stack[stack_idx])
397 case HEAP_NODE_TRAVERSE_LEFT:
399 unsigned int left_idx = heap_idx << 1;
400 if (left_idx < heap->size && heap->entries[left_idx].version > version)
402 heap_idx = left_idx;
403 idx = heap->entries[heap_idx].idx;
404 if (constant_locations[idx] != -1)
405 GL_EXTCALL(glUniform4fvARB(constant_locations[idx], 1, &constants[idx * 4]));
407 stack[stack_idx++] = HEAP_NODE_TRAVERSE_RIGHT;
408 stack[stack_idx] = HEAP_NODE_TRAVERSE_LEFT;
409 break;
413 case HEAP_NODE_TRAVERSE_RIGHT:
415 unsigned int right_idx = (heap_idx << 1) + 1;
416 if (right_idx < heap->size && heap->entries[right_idx].version > version)
418 heap_idx = right_idx;
419 idx = heap->entries[heap_idx].idx;
420 if (constant_locations[idx] != -1)
421 GL_EXTCALL(glUniform4fvARB(constant_locations[idx], 1, &constants[idx * 4]));
423 stack[stack_idx++] = HEAP_NODE_POP;
424 stack[stack_idx] = HEAP_NODE_TRAVERSE_LEFT;
425 break;
429 case HEAP_NODE_POP:
430 heap_idx >>= 1;
431 --stack_idx;
432 break;
435 checkGLcall("walk_constant_heap()");
438 /* GL locking is done by the caller */
439 static inline void apply_clamped_constant(const struct wined3d_gl_info *gl_info, GLint location, const GLfloat *data)
441 GLfloat clamped_constant[4];
443 if (location == -1) return;
445 clamped_constant[0] = data[0] < -1.0f ? -1.0f : data[0] > 1.0f ? 1.0f : data[0];
446 clamped_constant[1] = data[1] < -1.0f ? -1.0f : data[1] > 1.0f ? 1.0f : data[1];
447 clamped_constant[2] = data[2] < -1.0f ? -1.0f : data[2] > 1.0f ? 1.0f : data[2];
448 clamped_constant[3] = data[3] < -1.0f ? -1.0f : data[3] > 1.0f ? 1.0f : data[3];
450 GL_EXTCALL(glUniform4fvARB(location, 1, clamped_constant));
453 /* GL locking is done by the caller */
454 static inline void walk_constant_heap_clamped(const struct wined3d_gl_info *gl_info, const float *constants,
455 const GLint *constant_locations, const struct constant_heap *heap, unsigned char *stack, DWORD version)
457 int stack_idx = 0;
458 unsigned int heap_idx = 1;
459 unsigned int idx;
461 if (heap->entries[heap_idx].version <= version) return;
463 idx = heap->entries[heap_idx].idx;
464 apply_clamped_constant(gl_info, constant_locations[idx], &constants[idx * 4]);
465 stack[stack_idx] = HEAP_NODE_TRAVERSE_LEFT;
467 while (stack_idx >= 0)
469 /* Note that we fall through to the next case statement. */
470 switch(stack[stack_idx])
472 case HEAP_NODE_TRAVERSE_LEFT:
474 unsigned int left_idx = heap_idx << 1;
475 if (left_idx < heap->size && heap->entries[left_idx].version > version)
477 heap_idx = left_idx;
478 idx = heap->entries[heap_idx].idx;
479 apply_clamped_constant(gl_info, constant_locations[idx], &constants[idx * 4]);
481 stack[stack_idx++] = HEAP_NODE_TRAVERSE_RIGHT;
482 stack[stack_idx] = HEAP_NODE_TRAVERSE_LEFT;
483 break;
487 case HEAP_NODE_TRAVERSE_RIGHT:
489 unsigned int right_idx = (heap_idx << 1) + 1;
490 if (right_idx < heap->size && heap->entries[right_idx].version > version)
492 heap_idx = right_idx;
493 idx = heap->entries[heap_idx].idx;
494 apply_clamped_constant(gl_info, constant_locations[idx], &constants[idx * 4]);
496 stack[stack_idx++] = HEAP_NODE_POP;
497 stack[stack_idx] = HEAP_NODE_TRAVERSE_LEFT;
498 break;
502 case HEAP_NODE_POP:
503 heap_idx >>= 1;
504 --stack_idx;
505 break;
508 checkGLcall("walk_constant_heap_clamped()");
511 /* Loads floating point constants (aka uniforms) into the currently set GLSL program. */
512 /* GL locking is done by the caller */
513 static void shader_glsl_load_constantsF(const struct wined3d_shader *shader, const struct wined3d_gl_info *gl_info,
514 const float *constants, const GLint *constant_locations, const struct constant_heap *heap,
515 unsigned char *stack, UINT version)
517 const struct wined3d_shader_lconst *lconst;
519 /* 1.X pshaders have the constants clamped to [-1;1] implicitly. */
520 if (shader->reg_maps.shader_version.major == 1
521 && shader_is_pshader_version(shader->reg_maps.shader_version.type))
522 walk_constant_heap_clamped(gl_info, constants, constant_locations, heap, stack, version);
523 else
524 walk_constant_heap(gl_info, constants, constant_locations, heap, stack, version);
526 if (!shader->load_local_constsF)
528 TRACE("No need to load local float constants for this shader\n");
529 return;
532 /* Immediate constants are clamped to [-1;1] at shader creation time if needed */
533 LIST_FOR_EACH_ENTRY(lconst, &shader->constantsF, struct wined3d_shader_lconst, entry)
535 GLint location = constant_locations[lconst->idx];
536 /* We found this uniform name in the program - go ahead and send the data */
537 if (location != -1) GL_EXTCALL(glUniform4fvARB(location, 1, (const GLfloat *)lconst->value));
539 checkGLcall("glUniform4fvARB()");
542 /* Loads integer constants (aka uniforms) into the currently set GLSL program. */
543 /* GL locking is done by the caller */
544 static void shader_glsl_load_constantsI(const struct wined3d_shader *shader, const struct wined3d_gl_info *gl_info,
545 const GLint locations[MAX_CONST_I], const int *constants, WORD constants_set)
547 unsigned int i;
548 struct list* ptr;
550 for (i = 0; constants_set; constants_set >>= 1, ++i)
552 if (!(constants_set & 1)) continue;
554 TRACE_(d3d_constants)("Loading constants %u: %i, %i, %i, %i\n",
555 i, constants[i*4], constants[i*4+1], constants[i*4+2], constants[i*4+3]);
557 /* We found this uniform name in the program - go ahead and send the data */
558 GL_EXTCALL(glUniform4ivARB(locations[i], 1, &constants[i*4]));
559 checkGLcall("glUniform4ivARB");
562 /* Load immediate constants */
563 ptr = list_head(&shader->constantsI);
564 while (ptr)
566 const struct wined3d_shader_lconst *lconst = LIST_ENTRY(ptr, const struct wined3d_shader_lconst, entry);
567 unsigned int idx = lconst->idx;
568 const GLint *values = (const GLint *)lconst->value;
570 TRACE_(d3d_constants)("Loading local constants %i: %i, %i, %i, %i\n", idx,
571 values[0], values[1], values[2], values[3]);
573 /* We found this uniform name in the program - go ahead and send the data */
574 GL_EXTCALL(glUniform4ivARB(locations[idx], 1, values));
575 checkGLcall("glUniform4ivARB");
576 ptr = list_next(&shader->constantsI, ptr);
580 /* Loads boolean constants (aka uniforms) into the currently set GLSL program. */
581 /* GL locking is done by the caller */
582 static void shader_glsl_load_constantsB(const struct wined3d_shader *shader, const struct wined3d_gl_info *gl_info,
583 GLhandleARB programId, const BOOL *constants, WORD constants_set)
585 GLint tmp_loc;
586 unsigned int i;
587 char tmp_name[8];
588 const char *prefix;
589 struct list* ptr;
591 switch (shader->reg_maps.shader_version.type)
593 case WINED3D_SHADER_TYPE_VERTEX:
594 prefix = "VB";
595 break;
597 case WINED3D_SHADER_TYPE_GEOMETRY:
598 prefix = "GB";
599 break;
601 case WINED3D_SHADER_TYPE_PIXEL:
602 prefix = "PB";
603 break;
605 default:
606 FIXME("Unknown shader type %#x.\n",
607 shader->reg_maps.shader_version.type);
608 prefix = "UB";
609 break;
612 /* TODO: Benchmark and see if it would be beneficial to store the
613 * locations of the constants to avoid looking up each time */
614 for (i = 0; constants_set; constants_set >>= 1, ++i)
616 if (!(constants_set & 1)) continue;
618 TRACE_(d3d_constants)("Loading constants %i: %i;\n", i, constants[i]);
620 /* TODO: Benchmark and see if it would be beneficial to store the
621 * locations of the constants to avoid looking up each time */
622 snprintf(tmp_name, sizeof(tmp_name), "%s[%i]", prefix, i);
623 tmp_loc = GL_EXTCALL(glGetUniformLocationARB(programId, tmp_name));
624 if (tmp_loc != -1)
626 /* We found this uniform name in the program - go ahead and send the data */
627 GL_EXTCALL(glUniform1ivARB(tmp_loc, 1, &constants[i]));
628 checkGLcall("glUniform1ivARB");
632 /* Load immediate constants */
633 ptr = list_head(&shader->constantsB);
634 while (ptr)
636 const struct wined3d_shader_lconst *lconst = LIST_ENTRY(ptr, const struct wined3d_shader_lconst, entry);
637 unsigned int idx = lconst->idx;
638 const GLint *values = (const GLint *)lconst->value;
640 TRACE_(d3d_constants)("Loading local constants %i: %i\n", idx, values[0]);
642 snprintf(tmp_name, sizeof(tmp_name), "%s[%i]", prefix, idx);
643 tmp_loc = GL_EXTCALL(glGetUniformLocationARB(programId, tmp_name));
644 if (tmp_loc != -1) {
645 /* We found this uniform name in the program - go ahead and send the data */
646 GL_EXTCALL(glUniform1ivARB(tmp_loc, 1, values));
647 checkGLcall("glUniform1ivARB");
649 ptr = list_next(&shader->constantsB, ptr);
653 static void reset_program_constant_version(struct wine_rb_entry *entry, void *context)
655 WINE_RB_ENTRY_VALUE(entry, struct glsl_shader_prog_link, program_lookup_entry)->constant_version = 0;
659 * Loads the texture dimensions for NP2 fixup into the currently set GLSL program.
661 /* GL locking is done by the caller (state handler) */
662 static void shader_glsl_load_np2fixup_constants(void *shader_priv,
663 const struct wined3d_gl_info *gl_info, const struct wined3d_state *state)
665 struct shader_glsl_priv *glsl_priv = shader_priv;
666 const struct glsl_shader_prog_link *prog = glsl_priv->glsl_program;
668 /* No GLSL program set - nothing to do. */
669 if (!prog) return;
671 /* NP2 texcoord fixup is (currently) only done for pixelshaders. */
672 if (!use_ps(state)) return;
674 if (prog->ps_args.np2_fixup && prog->np2Fixup_location != -1)
676 UINT i;
677 UINT fixup = prog->ps_args.np2_fixup;
678 GLfloat np2fixup_constants[4 * MAX_FRAGMENT_SAMPLERS];
680 for (i = 0; fixup; fixup >>= 1, ++i)
682 const struct wined3d_texture *tex = state->textures[i];
683 const unsigned char idx = prog->np2Fixup_info->idx[i];
684 GLfloat *tex_dim = &np2fixup_constants[(idx >> 1) * 4];
686 if (!tex)
688 ERR("Nonexistent texture is flagged for NP2 texcoord fixup.\n");
689 continue;
692 if (idx % 2)
694 tex_dim[2] = tex->pow2_matrix[0];
695 tex_dim[3] = tex->pow2_matrix[5];
697 else
699 tex_dim[0] = tex->pow2_matrix[0];
700 tex_dim[1] = tex->pow2_matrix[5];
704 GL_EXTCALL(glUniform4fvARB(prog->np2Fixup_location, prog->np2Fixup_info->num_consts, np2fixup_constants));
709 * Loads the app-supplied constants into the currently set GLSL program.
711 /* GL locking is done by the caller (state handler) */
712 static void shader_glsl_load_constants(const struct wined3d_context *context,
713 char usePixelShader, char useVertexShader)
715 const struct wined3d_gl_info *gl_info = context->gl_info;
716 struct wined3d_device *device = context->swapchain->device;
717 struct wined3d_stateblock *stateBlock = device->stateBlock;
718 const struct wined3d_state *state = &stateBlock->state;
719 struct shader_glsl_priv *priv = device->shader_priv;
720 float position_fixup[4];
722 GLhandleARB programId;
723 struct glsl_shader_prog_link *prog = priv->glsl_program;
724 UINT constant_version;
725 int i;
727 if (!prog) {
728 /* No GLSL program set - nothing to do. */
729 return;
731 programId = prog->programId;
732 constant_version = prog->constant_version;
734 if (useVertexShader)
736 const struct wined3d_shader *vshader = state->vertex_shader;
738 /* Load DirectX 9 float constants/uniforms for vertex shader */
739 shader_glsl_load_constantsF(vshader, gl_info, state->vs_consts_f,
740 prog->vuniformF_locations, &priv->vconst_heap, priv->stack, constant_version);
742 /* Load DirectX 9 integer constants/uniforms for vertex shader */
743 shader_glsl_load_constantsI(vshader, gl_info, prog->vuniformI_locations, state->vs_consts_i,
744 stateBlock->changed.vertexShaderConstantsI & vshader->reg_maps.integer_constants);
746 /* Load DirectX 9 boolean constants/uniforms for vertex shader */
747 shader_glsl_load_constantsB(vshader, gl_info, programId, state->vs_consts_b,
748 stateBlock->changed.vertexShaderConstantsB & vshader->reg_maps.boolean_constants);
750 /* Upload the position fixup params */
751 shader_get_position_fixup(context, state, position_fixup);
752 GL_EXTCALL(glUniform4fvARB(prog->posFixup_location, 1, position_fixup));
753 checkGLcall("glUniform4fvARB");
756 if (usePixelShader)
758 const struct wined3d_shader *pshader = state->pixel_shader;
760 /* Load DirectX 9 float constants/uniforms for pixel shader */
761 shader_glsl_load_constantsF(pshader, gl_info, state->ps_consts_f,
762 prog->puniformF_locations, &priv->pconst_heap, priv->stack, constant_version);
764 /* Load DirectX 9 integer constants/uniforms for pixel shader */
765 shader_glsl_load_constantsI(pshader, gl_info, prog->puniformI_locations, state->ps_consts_i,
766 stateBlock->changed.pixelShaderConstantsI & pshader->reg_maps.integer_constants);
768 /* Load DirectX 9 boolean constants/uniforms for pixel shader */
769 shader_glsl_load_constantsB(pshader, gl_info, programId, state->ps_consts_b,
770 stateBlock->changed.pixelShaderConstantsB & pshader->reg_maps.boolean_constants);
772 /* Upload the environment bump map matrix if needed. The needsbumpmat member specifies the texture stage to load the matrix from.
773 * It can't be 0 for a valid texbem instruction.
775 for(i = 0; i < MAX_TEXTURES; i++) {
776 const float *data;
778 if(prog->bumpenvmat_location[i] == -1) continue;
780 data = (const float *)&state->texture_states[i][WINED3D_TSS_BUMPENV_MAT00];
781 GL_EXTCALL(glUniformMatrix2fvARB(prog->bumpenvmat_location[i], 1, 0, data));
782 checkGLcall("glUniformMatrix2fvARB");
784 /* texbeml needs the luminance scale and offset too. If texbeml
785 * is used, needsbumpmat is set too, so we can check that in the
786 * needsbumpmat check. */
787 if (prog->luminancescale_location[i] != -1)
789 const GLfloat *scale = (const GLfloat *)&state->texture_states[i][WINED3D_TSS_BUMPENV_LSCALE];
790 const GLfloat *offset = (const GLfloat *)&state->texture_states[i][WINED3D_TSS_BUMPENV_LOFFSET];
792 GL_EXTCALL(glUniform1fvARB(prog->luminancescale_location[i], 1, scale));
793 checkGLcall("glUniform1fvARB");
794 GL_EXTCALL(glUniform1fvARB(prog->luminanceoffset_location[i], 1, offset));
795 checkGLcall("glUniform1fvARB");
799 if (prog->ycorrection_location != -1)
801 float correction_params[4];
803 if (context->render_offscreen)
805 correction_params[0] = 0.0f;
806 correction_params[1] = 1.0f;
807 } else {
808 /* position is window relative, not viewport relative */
809 correction_params[0] = (float) context->current_rt->resource.height;
810 correction_params[1] = -1.0f;
812 GL_EXTCALL(glUniform4fvARB(prog->ycorrection_location, 1, correction_params));
816 if (priv->next_constant_version == UINT_MAX)
818 TRACE("Max constant version reached, resetting to 0.\n");
819 wine_rb_for_each_entry(&priv->program_lookup, reset_program_constant_version, NULL);
820 priv->next_constant_version = 1;
822 else
824 prog->constant_version = priv->next_constant_version++;
828 static void update_heap_entry(const struct constant_heap *heap, unsigned int idx,
829 unsigned int heap_idx, DWORD new_version)
831 struct constant_entry *entries = heap->entries;
832 unsigned int *positions = heap->positions;
833 unsigned int parent_idx;
835 while (heap_idx > 1)
837 parent_idx = heap_idx >> 1;
839 if (new_version <= entries[parent_idx].version) break;
841 entries[heap_idx] = entries[parent_idx];
842 positions[entries[parent_idx].idx] = heap_idx;
843 heap_idx = parent_idx;
846 entries[heap_idx].version = new_version;
847 entries[heap_idx].idx = idx;
848 positions[idx] = heap_idx;
851 static void shader_glsl_update_float_vertex_constants(struct wined3d_device *device, UINT start, UINT count)
853 struct shader_glsl_priv *priv = device->shader_priv;
854 struct constant_heap *heap = &priv->vconst_heap;
855 UINT i;
857 for (i = start; i < count + start; ++i)
859 if (!device->stateBlock->changed.vertexShaderConstantsF[i])
860 update_heap_entry(heap, i, heap->size++, priv->next_constant_version);
861 else
862 update_heap_entry(heap, i, heap->positions[i], priv->next_constant_version);
866 static void shader_glsl_update_float_pixel_constants(struct wined3d_device *device, UINT start, UINT count)
868 struct shader_glsl_priv *priv = device->shader_priv;
869 struct constant_heap *heap = &priv->pconst_heap;
870 UINT i;
872 for (i = start; i < count + start; ++i)
874 if (!device->stateBlock->changed.pixelShaderConstantsF[i])
875 update_heap_entry(heap, i, heap->size++, priv->next_constant_version);
876 else
877 update_heap_entry(heap, i, heap->positions[i], priv->next_constant_version);
881 static unsigned int vec4_varyings(DWORD shader_major, const struct wined3d_gl_info *gl_info)
883 unsigned int ret = gl_info->limits.glsl_varyings / 4;
884 /* 4.0 shaders do not write clip coords because d3d10 does not support user clipplanes */
885 if(shader_major > 3) return ret;
887 /* 3.0 shaders may need an extra varying for the clip coord on some cards(mostly dx10 ones) */
888 if (gl_info->quirks & WINED3D_QUIRK_GLSL_CLIP_VARYING) ret -= 1;
889 return ret;
892 /** Generate the variable & register declarations for the GLSL output target */
893 static void shader_generate_glsl_declarations(const struct wined3d_context *context,
894 struct wined3d_shader_buffer *buffer, const struct wined3d_shader *shader,
895 const struct wined3d_shader_reg_maps *reg_maps, const struct shader_glsl_ctx_priv *ctx_priv)
897 const struct wined3d_state *state = &shader->device->stateBlock->state;
898 const struct ps_compile_args *ps_args = ctx_priv->cur_ps_args;
899 const struct wined3d_gl_info *gl_info = context->gl_info;
900 const struct wined3d_fb_state *fb = &shader->device->fb;
901 unsigned int i, extra_constants_needed = 0;
902 const struct wined3d_shader_lconst *lconst;
903 DWORD map;
905 /* There are some minor differences between pixel and vertex shaders */
906 char pshader = shader_is_pshader_version(reg_maps->shader_version.type);
907 char prefix = pshader ? 'P' : 'V';
909 /* Prototype the subroutines */
910 for (i = 0, map = reg_maps->labels; map; map >>= 1, ++i)
912 if (map & 1) shader_addline(buffer, "void subroutine%u();\n", i);
915 /* Declare the constants (aka uniforms) */
916 if (shader->limits.constant_float > 0)
918 unsigned max_constantsF;
919 /* Unless the shader uses indirect addressing, always declare the maximum array size and ignore that we need some
920 * uniforms privately. E.g. if GL supports 256 uniforms, and we need 2 for the pos fixup and immediate values, still
921 * declare VC[256]. If the shader needs more uniforms than we have it won't work in any case. If it uses less, the
922 * compiler will figure out which uniforms are really used and strip them out. This allows a shader to use c255 on
923 * a dx9 card, as long as it doesn't also use all the other constants.
925 * If the shader uses indirect addressing the compiler must assume that all declared uniforms are used. In this case,
926 * declare only the amount that we're assured to have.
928 * Thus we run into problems in these two cases:
929 * 1) The shader really uses more uniforms than supported
930 * 2) The shader uses indirect addressing, less constants than supported, but uses a constant index > #supported consts
932 if (pshader)
934 /* No indirect addressing here. */
935 max_constantsF = gl_info->limits.glsl_ps_float_constants;
937 else
939 if (reg_maps->usesrelconstF)
941 /* Subtract the other potential uniforms from the max
942 * available (bools, ints, and 1 row of projection matrix).
943 * Subtract another uniform for immediate values, which have
944 * to be loaded via uniform by the driver as well. The shader
945 * code only uses 0.5, 2.0, 1.0, 128 and -128 in vertex
946 * shader code, so one vec4 should be enough. (Unfortunately
947 * the Nvidia driver doesn't store 128 and -128 in one float).
949 * Writing gl_ClipVertex requires one uniform for each
950 * clipplane as well. */
951 max_constantsF = gl_info->limits.glsl_vs_float_constants - 3;
952 if(ctx_priv->cur_vs_args->clip_enabled)
954 max_constantsF -= gl_info->limits.clipplanes;
956 max_constantsF -= count_bits(reg_maps->integer_constants);
957 /* Strictly speaking a bool only uses one scalar, but the nvidia(Linux) compiler doesn't pack them properly,
958 * so each scalar requires a full vec4. We could work around this by packing the booleans ourselves, but
959 * for now take this into account when calculating the number of available constants
961 max_constantsF -= count_bits(reg_maps->boolean_constants);
962 /* Set by driver quirks in directx.c */
963 max_constantsF -= gl_info->reserved_glsl_constants;
965 if (max_constantsF < shader->limits.constant_float)
967 static unsigned int once;
969 if (!once++)
970 ERR_(winediag)("The hardware does not support enough uniform components to run this shader,"
971 " it may not render correctly.\n");
972 else
973 WARN("The hardware does not support enough uniform components to run this shader.\n");
976 else
978 max_constantsF = gl_info->limits.glsl_vs_float_constants;
981 max_constantsF = min(shader->limits.constant_float, max_constantsF);
982 shader_addline(buffer, "uniform vec4 %cC[%u];\n", prefix, max_constantsF);
985 /* Always declare the full set of constants, the compiler can remove the
986 * unused ones because d3d doesn't (yet) support indirect int and bool
987 * constant addressing. This avoids problems if the app uses e.g. i0 and i9. */
988 if (shader->limits.constant_int > 0 && reg_maps->integer_constants)
989 shader_addline(buffer, "uniform ivec4 %cI[%u];\n", prefix, shader->limits.constant_int);
991 if (shader->limits.constant_bool > 0 && reg_maps->boolean_constants)
992 shader_addline(buffer, "uniform bool %cB[%u];\n", prefix, shader->limits.constant_bool);
994 if (!pshader)
996 shader_addline(buffer, "uniform vec4 posFixup;\n");
997 shader_addline(buffer, "void order_ps_input(in vec4[%u]);\n", MAX_REG_OUTPUT);
999 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 (shader->limits.constant_float + extra_constants_needed
1027 + 1 < gl_info->limits.glsl_ps_float_constants)
1029 shader_addline(buffer, "uniform vec4 ycorrection;\n");
1030 extra_constants_needed++;
1032 else
1034 /* This happens because we do not have proper tracking of the constant registers that are
1035 * actually used, only the max limit of the shader version
1037 FIXME("Cannot find a free uniform for vpos correction params\n");
1038 shader_addline(buffer, "const vec4 ycorrection = vec4(%f, %f, 0.0, 0.0);\n",
1039 context->render_offscreen ? 0.0f : fb->render_targets[0]->resource.height,
1040 context->render_offscreen ? 1.0f : -1.0f);
1042 shader_addline(buffer, "vec4 vpos;\n");
1046 /* Declare texture samplers */
1047 for (i = 0; i < shader->limits.sampler; ++i)
1049 if (reg_maps->sampler_type[i])
1051 const struct wined3d_texture *texture;
1053 switch (reg_maps->sampler_type[i])
1055 case WINED3DSTT_1D:
1056 if (pshader && ps_args->shadow & (1 << i))
1057 shader_addline(buffer, "uniform sampler1DShadow %csampler%u;\n", prefix, i);
1058 else
1059 shader_addline(buffer, "uniform sampler1D %csampler%u;\n", prefix, i);
1060 break;
1061 case WINED3DSTT_2D:
1062 texture = state->textures[i];
1063 if (pshader && ps_args->shadow & (1 << i))
1065 if (texture && texture->target == GL_TEXTURE_RECTANGLE_ARB)
1066 shader_addline(buffer, "uniform sampler2DRectShadow %csampler%u;\n", prefix, i);
1067 else
1068 shader_addline(buffer, "uniform sampler2DShadow %csampler%u;\n", prefix, i);
1070 else
1072 if (texture && texture->target == GL_TEXTURE_RECTANGLE_ARB)
1073 shader_addline(buffer, "uniform sampler2DRect %csampler%u;\n", prefix, i);
1074 else
1075 shader_addline(buffer, "uniform sampler2D %csampler%u;\n", prefix, i);
1077 break;
1078 case WINED3DSTT_CUBE:
1079 if (pshader && ps_args->shadow & (1 << i)) FIXME("Unsupported Cube shadow sampler.\n");
1080 shader_addline(buffer, "uniform samplerCube %csampler%u;\n", prefix, i);
1081 break;
1082 case WINED3DSTT_VOLUME:
1083 if (pshader && ps_args->shadow & (1 << i)) FIXME("Unsupported 3D shadow sampler.\n");
1084 shader_addline(buffer, "uniform sampler3D %csampler%u;\n", prefix, i);
1085 break;
1086 default:
1087 shader_addline(buffer, "uniform unsupported_sampler %csampler%u;\n", prefix, i);
1088 FIXME("Unrecognized sampler type: %#x\n", reg_maps->sampler_type[i]);
1089 break;
1094 /* Declare uniforms for NP2 texcoord fixup:
1095 * This is NOT done inside the loop that declares the texture samplers since the NP2 fixup code
1096 * is currently only used for the GeforceFX series and when forcing the ARB_npot extension off.
1097 * Modern cards just skip the code anyway, so put it inside a separate loop. */
1098 if (pshader && ps_args->np2_fixup) {
1100 struct ps_np2fixup_info* const fixup = ctx_priv->cur_np2fixup_info;
1101 UINT cur = 0;
1103 /* NP2/RECT textures in OpenGL use texcoords in the range [0,width]x[0,height]
1104 * while D3D has them in the (normalized) [0,1]x[0,1] range.
1105 * samplerNP2Fixup stores texture dimensions and is updated through
1106 * shader_glsl_load_np2fixup_constants when the sampler changes. */
1108 for (i = 0; i < shader->limits.sampler; ++i)
1110 if (reg_maps->sampler_type[i])
1112 if (!(ps_args->np2_fixup & (1 << i))) continue;
1114 if (WINED3DSTT_2D != reg_maps->sampler_type[i]) {
1115 FIXME("Non-2D texture is flagged for NP2 texcoord fixup.\n");
1116 continue;
1119 fixup->idx[i] = cur++;
1123 fixup->num_consts = (cur + 1) >> 1;
1124 shader_addline(buffer, "uniform vec4 %csamplerNP2Fixup[%u];\n", prefix, fixup->num_consts);
1127 /* Declare address variables */
1128 for (i = 0, map = reg_maps->address; map; map >>= 1, ++i)
1130 if (map & 1) shader_addline(buffer, "ivec4 A%u;\n", i);
1133 /* Declare texture coordinate temporaries and initialize them */
1134 for (i = 0, map = reg_maps->texcoord; map; map >>= 1, ++i)
1136 if (map & 1) shader_addline(buffer, "vec4 T%u = gl_TexCoord[%u];\n", i, i);
1139 /* Declare input register varyings. Only pixel shader, vertex shaders have that declared in the
1140 * helper function shader that is linked in at link time
1142 if (pshader && reg_maps->shader_version.major >= 3)
1144 UINT in_count = min(vec4_varyings(reg_maps->shader_version.major, gl_info), shader->limits.packed_input);
1146 if (use_vs(state))
1147 shader_addline(buffer, "varying vec4 IN[%u];\n", in_count);
1148 else
1149 /* TODO: Write a replacement shader for the fixed function vertex pipeline, so this isn't needed.
1150 * For fixed function vertex processing + 3.0 pixel shader we need a separate function in the
1151 * pixel shader that reads the fixed function color into the packed input registers. */
1152 shader_addline(buffer, "vec4 IN[%u];\n", in_count);
1155 /* Declare output register temporaries */
1156 if (shader->limits.packed_output)
1157 shader_addline(buffer, "vec4 OUT[%u];\n", shader->limits.packed_output);
1159 /* Declare temporary variables */
1160 for (i = 0, map = reg_maps->temporary; map; map >>= 1, ++i)
1162 if (map & 1) shader_addline(buffer, "vec4 R%u;\n", i);
1165 /* Declare attributes */
1166 if (reg_maps->shader_version.type == WINED3D_SHADER_TYPE_VERTEX)
1168 for (i = 0, map = reg_maps->input_registers; map; map >>= 1, ++i)
1170 if (map & 1) shader_addline(buffer, "attribute vec4 attrib%i;\n", i);
1174 /* Declare loop registers aLx */
1175 for (i = 0; i < reg_maps->loop_depth; i++) {
1176 shader_addline(buffer, "int aL%u;\n", i);
1177 shader_addline(buffer, "int tmpInt%u;\n", i);
1180 /* Temporary variables for matrix operations */
1181 shader_addline(buffer, "vec4 tmp0;\n");
1182 shader_addline(buffer, "vec4 tmp1;\n");
1184 /* Local constants use a different name so they can be loaded once at shader link time
1185 * They can't be hardcoded into the shader text via LC = {x, y, z, w}; because the
1186 * float -> string conversion can cause precision loss.
1188 if (!shader->load_local_constsF)
1190 LIST_FOR_EACH_ENTRY(lconst, &shader->constantsF, struct wined3d_shader_lconst, entry)
1192 shader_addline(buffer, "uniform vec4 %cLC%u;\n", prefix, lconst->idx);
1196 /* Start the main program */
1197 shader_addline(buffer, "void main() {\n");
1198 if(pshader && reg_maps->vpos) {
1199 /* DirectX apps expect integer values, while OpenGL drivers add approximately 0.5. This causes
1200 * off-by-one problems as spotted by the vPos d3d9 visual test. Unfortunately the ATI cards do
1201 * not add exactly 0.5, but rather something like 0.49999999 or 0.50000001, which still causes
1202 * precision troubles when we just subtract 0.5.
1204 * To deal with that just floor() the position. This will eliminate the fraction on all cards.
1206 * TODO: Test how that behaves with multisampling once we can enable multisampling in winex11.
1208 * An advantage of floor is that it works even if the driver doesn't add 1/2. It is somewhat
1209 * questionable if 1.5, 2.5, ... are the proper values to return in gl_FragCoord, even though
1210 * coordinates specify the pixel centers instead of the pixel corners. This code will behave
1211 * correctly on drivers that returns integer values.
1213 shader_addline(buffer, "vpos = floor(vec4(0, ycorrection[0], 0, 0) + gl_FragCoord * vec4(1, ycorrection[1], 1, 1));\n");
1217 /*****************************************************************************
1218 * Functions to generate GLSL strings from DirectX Shader bytecode begin here.
1220 * For more information, see http://wiki.winehq.org/DirectX-Shaders
1221 ****************************************************************************/
1223 /* Prototypes */
1224 static void shader_glsl_add_src_param(const struct wined3d_shader_instruction *ins,
1225 const struct wined3d_shader_src_param *wined3d_src, DWORD mask, struct glsl_src_param *glsl_src);
1227 /** Used for opcode modifiers - They multiply the result by the specified amount */
1228 static const char * const shift_glsl_tab[] = {
1229 "", /* 0 (none) */
1230 "2.0 * ", /* 1 (x2) */
1231 "4.0 * ", /* 2 (x4) */
1232 "8.0 * ", /* 3 (x8) */
1233 "16.0 * ", /* 4 (x16) */
1234 "32.0 * ", /* 5 (x32) */
1235 "", /* 6 (x64) */
1236 "", /* 7 (x128) */
1237 "", /* 8 (d256) */
1238 "", /* 9 (d128) */
1239 "", /* 10 (d64) */
1240 "", /* 11 (d32) */
1241 "0.0625 * ", /* 12 (d16) */
1242 "0.125 * ", /* 13 (d8) */
1243 "0.25 * ", /* 14 (d4) */
1244 "0.5 * " /* 15 (d2) */
1247 /* Generate a GLSL parameter that does the input modifier computation and return the input register/mask to use */
1248 static void shader_glsl_gen_modifier(enum wined3d_shader_src_modifier src_modifier,
1249 const char *in_reg, const char *in_regswizzle, char *out_str)
1251 out_str[0] = 0;
1253 switch (src_modifier)
1255 case WINED3DSPSM_DZ: /* Need to handle this in the instructions itself (texld & texcrd). */
1256 case WINED3DSPSM_DW:
1257 case WINED3DSPSM_NONE:
1258 sprintf(out_str, "%s%s", in_reg, in_regswizzle);
1259 break;
1260 case WINED3DSPSM_NEG:
1261 sprintf(out_str, "-%s%s", in_reg, in_regswizzle);
1262 break;
1263 case WINED3DSPSM_NOT:
1264 sprintf(out_str, "!%s%s", in_reg, in_regswizzle);
1265 break;
1266 case WINED3DSPSM_BIAS:
1267 sprintf(out_str, "(%s%s - vec4(0.5)%s)", in_reg, in_regswizzle, in_regswizzle);
1268 break;
1269 case WINED3DSPSM_BIASNEG:
1270 sprintf(out_str, "-(%s%s - vec4(0.5)%s)", in_reg, in_regswizzle, in_regswizzle);
1271 break;
1272 case WINED3DSPSM_SIGN:
1273 sprintf(out_str, "(2.0 * (%s%s - 0.5))", in_reg, in_regswizzle);
1274 break;
1275 case WINED3DSPSM_SIGNNEG:
1276 sprintf(out_str, "-(2.0 * (%s%s - 0.5))", in_reg, in_regswizzle);
1277 break;
1278 case WINED3DSPSM_COMP:
1279 sprintf(out_str, "(1.0 - %s%s)", in_reg, in_regswizzle);
1280 break;
1281 case WINED3DSPSM_X2:
1282 sprintf(out_str, "(2.0 * %s%s)", in_reg, in_regswizzle);
1283 break;
1284 case WINED3DSPSM_X2NEG:
1285 sprintf(out_str, "-(2.0 * %s%s)", in_reg, in_regswizzle);
1286 break;
1287 case WINED3DSPSM_ABS:
1288 sprintf(out_str, "abs(%s%s)", in_reg, in_regswizzle);
1289 break;
1290 case WINED3DSPSM_ABSNEG:
1291 sprintf(out_str, "-abs(%s%s)", in_reg, in_regswizzle);
1292 break;
1293 default:
1294 FIXME("Unhandled modifier %u\n", src_modifier);
1295 sprintf(out_str, "%s%s", in_reg, in_regswizzle);
1299 /** Writes the GLSL variable name that corresponds to the register that the
1300 * DX opcode parameter is trying to access */
1301 static void shader_glsl_get_register_name(const struct wined3d_shader_register *reg,
1302 char *register_name, BOOL *is_color, const struct wined3d_shader_instruction *ins)
1304 /* oPos, oFog and oPts in D3D */
1305 static const char * const hwrastout_reg_names[] = {"OUT[10]", "OUT[11].x", "OUT[11].y"};
1307 const struct wined3d_shader *shader = ins->ctx->shader;
1308 const struct wined3d_shader_reg_maps *reg_maps = ins->ctx->reg_maps;
1309 const struct wined3d_gl_info *gl_info = ins->ctx->gl_info;
1310 char pshader = shader_is_pshader_version(reg_maps->shader_version.type);
1312 *is_color = FALSE;
1314 switch (reg->type)
1316 case WINED3DSPR_TEMP:
1317 sprintf(register_name, "R%u", reg->idx);
1318 break;
1320 case WINED3DSPR_INPUT:
1321 /* vertex shaders */
1322 if (!pshader)
1324 struct shader_glsl_ctx_priv *priv = ins->ctx->backend_data;
1325 if (priv->cur_vs_args->swizzle_map & (1 << reg->idx)) *is_color = TRUE;
1326 sprintf(register_name, "attrib%u", reg->idx);
1327 break;
1330 /* pixel shaders >= 3.0 */
1331 if (reg_maps->shader_version.major >= 3)
1333 DWORD idx = shader->u.ps.input_reg_map[reg->idx];
1334 unsigned int in_count = vec4_varyings(reg_maps->shader_version.major, gl_info);
1336 if (reg->rel_addr)
1338 struct glsl_src_param rel_param;
1340 shader_glsl_add_src_param(ins, reg->rel_addr, WINED3DSP_WRITEMASK_0, &rel_param);
1342 /* Removing a + 0 would be an obvious optimization, but macos doesn't see the NOP
1343 * operation there */
1344 if (idx)
1346 if (shader->u.ps.declared_in_count > in_count)
1348 sprintf(register_name,
1349 "((%s + %u) > %d ? (%s + %u) > %d ? gl_SecondaryColor : gl_Color : IN[%s + %u])",
1350 rel_param.param_str, idx, in_count - 1, rel_param.param_str, idx, in_count,
1351 rel_param.param_str, idx);
1353 else
1355 sprintf(register_name, "IN[%s + %u]", rel_param.param_str, idx);
1358 else
1360 if (shader->u.ps.declared_in_count > in_count)
1362 sprintf(register_name, "((%s) > %d ? (%s) > %d ? gl_SecondaryColor : gl_Color : IN[%s])",
1363 rel_param.param_str, in_count - 1, rel_param.param_str, in_count,
1364 rel_param.param_str);
1366 else
1368 sprintf(register_name, "IN[%s]", rel_param.param_str);
1372 else
1374 if (idx == in_count) sprintf(register_name, "gl_Color");
1375 else if (idx == in_count + 1) sprintf(register_name, "gl_SecondaryColor");
1376 else sprintf(register_name, "IN[%u]", idx);
1379 else
1381 if (!reg->idx) strcpy(register_name, "gl_Color");
1382 else strcpy(register_name, "gl_SecondaryColor");
1383 break;
1385 break;
1387 case WINED3DSPR_CONST:
1389 const char prefix = pshader ? 'P' : 'V';
1391 /* Relative addressing */
1392 if (reg->rel_addr)
1394 struct glsl_src_param rel_param;
1395 shader_glsl_add_src_param(ins, reg->rel_addr, WINED3DSP_WRITEMASK_0, &rel_param);
1396 if (reg->idx) sprintf(register_name, "%cC[%s + %u]", prefix, rel_param.param_str, reg->idx);
1397 else sprintf(register_name, "%cC[%s]", prefix, rel_param.param_str);
1399 else
1401 if (shader_constant_is_local(shader, reg->idx))
1402 sprintf(register_name, "%cLC%u", prefix, reg->idx);
1403 else
1404 sprintf(register_name, "%cC[%u]", prefix, reg->idx);
1407 break;
1409 case WINED3DSPR_CONSTINT:
1410 if (pshader) sprintf(register_name, "PI[%u]", reg->idx);
1411 else sprintf(register_name, "VI[%u]", reg->idx);
1412 break;
1414 case WINED3DSPR_CONSTBOOL:
1415 if (pshader) sprintf(register_name, "PB[%u]", reg->idx);
1416 else sprintf(register_name, "VB[%u]", reg->idx);
1417 break;
1419 case WINED3DSPR_TEXTURE: /* case WINED3DSPR_ADDR: */
1420 if (pshader) sprintf(register_name, "T%u", reg->idx);
1421 else sprintf(register_name, "A%u", reg->idx);
1422 break;
1424 case WINED3DSPR_LOOP:
1425 sprintf(register_name, "aL%u", ins->ctx->loop_state->current_reg - 1);
1426 break;
1428 case WINED3DSPR_SAMPLER:
1429 if (pshader) sprintf(register_name, "Psampler%u", reg->idx);
1430 else sprintf(register_name, "Vsampler%u", reg->idx);
1431 break;
1433 case WINED3DSPR_COLOROUT:
1434 if (reg->idx >= gl_info->limits.buffers)
1435 WARN("Write to render target %u, only %d supported.\n", reg->idx, gl_info->limits.buffers);
1437 sprintf(register_name, "gl_FragData[%u]", reg->idx);
1438 break;
1440 case WINED3DSPR_RASTOUT:
1441 sprintf(register_name, "%s", hwrastout_reg_names[reg->idx]);
1442 break;
1444 case WINED3DSPR_DEPTHOUT:
1445 sprintf(register_name, "gl_FragDepth");
1446 break;
1448 case WINED3DSPR_ATTROUT:
1449 if (!reg->idx) sprintf(register_name, "OUT[8]");
1450 else sprintf(register_name, "OUT[9]");
1451 break;
1453 case WINED3DSPR_TEXCRDOUT:
1454 /* Vertex shaders >= 3.0: WINED3DSPR_OUTPUT */
1455 sprintf(register_name, "OUT[%u]", reg->idx);
1456 break;
1458 case WINED3DSPR_MISCTYPE:
1459 if (!reg->idx)
1461 /* vPos */
1462 sprintf(register_name, "vpos");
1464 else if (reg->idx == 1)
1466 /* Note that gl_FrontFacing is a bool, while vFace is
1467 * a float for which the sign determines front/back */
1468 sprintf(register_name, "(gl_FrontFacing ? 1.0 : -1.0)");
1470 else
1472 FIXME("Unhandled misctype register %d\n", reg->idx);
1473 sprintf(register_name, "unrecognized_register");
1475 break;
1477 case WINED3DSPR_IMMCONST:
1478 switch (reg->immconst_type)
1480 case WINED3D_IMMCONST_SCALAR:
1481 sprintf(register_name, "%.8e", *(const float *)reg->immconst_data);
1482 break;
1484 case WINED3D_IMMCONST_VEC4:
1485 sprintf(register_name, "vec4(%.8e, %.8e, %.8e, %.8e)",
1486 *(const float *)&reg->immconst_data[0], *(const float *)&reg->immconst_data[1],
1487 *(const float *)&reg->immconst_data[2], *(const float *)&reg->immconst_data[3]);
1488 break;
1490 default:
1491 FIXME("Unhandled immconst type %#x\n", reg->immconst_type);
1492 sprintf(register_name, "<unhandled_immconst_type %#x>", reg->immconst_type);
1494 break;
1496 default:
1497 FIXME("Unhandled register name Type(%d)\n", reg->type);
1498 sprintf(register_name, "unrecognized_register");
1499 break;
1503 static void shader_glsl_write_mask_to_str(DWORD write_mask, char *str)
1505 *str++ = '.';
1506 if (write_mask & WINED3DSP_WRITEMASK_0) *str++ = 'x';
1507 if (write_mask & WINED3DSP_WRITEMASK_1) *str++ = 'y';
1508 if (write_mask & WINED3DSP_WRITEMASK_2) *str++ = 'z';
1509 if (write_mask & WINED3DSP_WRITEMASK_3) *str++ = 'w';
1510 *str = '\0';
1513 /* Get the GLSL write mask for the destination register */
1514 static DWORD shader_glsl_get_write_mask(const struct wined3d_shader_dst_param *param, char *write_mask)
1516 DWORD mask = param->write_mask;
1518 if (shader_is_scalar(&param->reg))
1520 mask = WINED3DSP_WRITEMASK_0;
1521 *write_mask = '\0';
1523 else
1525 shader_glsl_write_mask_to_str(mask, write_mask);
1528 return mask;
1531 static unsigned int shader_glsl_get_write_mask_size(DWORD write_mask) {
1532 unsigned int size = 0;
1534 if (write_mask & WINED3DSP_WRITEMASK_0) ++size;
1535 if (write_mask & WINED3DSP_WRITEMASK_1) ++size;
1536 if (write_mask & WINED3DSP_WRITEMASK_2) ++size;
1537 if (write_mask & WINED3DSP_WRITEMASK_3) ++size;
1539 return size;
1542 static void shader_glsl_swizzle_to_str(const DWORD swizzle, BOOL fixup, DWORD mask, char *str)
1544 /* For registers of type WINED3DDECLTYPE_D3DCOLOR, data is stored as "bgra",
1545 * but addressed as "rgba". To fix this we need to swap the register's x
1546 * and z components. */
1547 const char *swizzle_chars = fixup ? "zyxw" : "xyzw";
1549 *str++ = '.';
1550 /* swizzle bits fields: wwzzyyxx */
1551 if (mask & WINED3DSP_WRITEMASK_0) *str++ = swizzle_chars[swizzle & 0x03];
1552 if (mask & WINED3DSP_WRITEMASK_1) *str++ = swizzle_chars[(swizzle >> 2) & 0x03];
1553 if (mask & WINED3DSP_WRITEMASK_2) *str++ = swizzle_chars[(swizzle >> 4) & 0x03];
1554 if (mask & WINED3DSP_WRITEMASK_3) *str++ = swizzle_chars[(swizzle >> 6) & 0x03];
1555 *str = '\0';
1558 static void shader_glsl_get_swizzle(const struct wined3d_shader_src_param *param,
1559 BOOL fixup, DWORD mask, char *swizzle_str)
1561 if (shader_is_scalar(&param->reg))
1562 *swizzle_str = '\0';
1563 else
1564 shader_glsl_swizzle_to_str(param->swizzle, fixup, mask, swizzle_str);
1567 /* From a given parameter token, generate the corresponding GLSL string.
1568 * Also, return the actual register name and swizzle in case the
1569 * caller needs this information as well. */
1570 static void shader_glsl_add_src_param(const struct wined3d_shader_instruction *ins,
1571 const struct wined3d_shader_src_param *wined3d_src, DWORD mask, struct glsl_src_param *glsl_src)
1573 BOOL is_color = FALSE;
1574 char swizzle_str[6];
1576 glsl_src->reg_name[0] = '\0';
1577 glsl_src->param_str[0] = '\0';
1578 swizzle_str[0] = '\0';
1580 shader_glsl_get_register_name(&wined3d_src->reg, glsl_src->reg_name, &is_color, ins);
1581 shader_glsl_get_swizzle(wined3d_src, is_color, mask, swizzle_str);
1582 shader_glsl_gen_modifier(wined3d_src->modifiers, glsl_src->reg_name, swizzle_str, glsl_src->param_str);
1585 /* From a given parameter token, generate the corresponding GLSL string.
1586 * Also, return the actual register name and swizzle in case the
1587 * caller needs this information as well. */
1588 static DWORD shader_glsl_add_dst_param(const struct wined3d_shader_instruction *ins,
1589 const struct wined3d_shader_dst_param *wined3d_dst, struct glsl_dst_param *glsl_dst)
1591 BOOL is_color = FALSE;
1593 glsl_dst->mask_str[0] = '\0';
1594 glsl_dst->reg_name[0] = '\0';
1596 shader_glsl_get_register_name(&wined3d_dst->reg, glsl_dst->reg_name, &is_color, ins);
1597 return shader_glsl_get_write_mask(wined3d_dst, glsl_dst->mask_str);
1600 /* Append the destination part of the instruction to the buffer, return the effective write mask */
1601 static DWORD shader_glsl_append_dst_ext(struct wined3d_shader_buffer *buffer,
1602 const struct wined3d_shader_instruction *ins, const struct wined3d_shader_dst_param *dst)
1604 struct glsl_dst_param glsl_dst;
1605 DWORD mask;
1607 mask = shader_glsl_add_dst_param(ins, dst, &glsl_dst);
1608 if (mask) shader_addline(buffer, "%s%s = %s(", glsl_dst.reg_name, glsl_dst.mask_str, shift_glsl_tab[dst->shift]);
1610 return mask;
1613 /* Append the destination part of the instruction to the buffer, return the effective write mask */
1614 static DWORD shader_glsl_append_dst(struct wined3d_shader_buffer *buffer, const struct wined3d_shader_instruction *ins)
1616 return shader_glsl_append_dst_ext(buffer, ins, &ins->dst[0]);
1619 /** Process GLSL instruction modifiers */
1620 static void shader_glsl_add_instruction_modifiers(const struct wined3d_shader_instruction *ins)
1622 struct glsl_dst_param dst_param;
1623 DWORD modifiers;
1625 if (!ins->dst_count) return;
1627 modifiers = ins->dst[0].modifiers;
1628 if (!modifiers) return;
1630 shader_glsl_add_dst_param(ins, &ins->dst[0], &dst_param);
1632 if (modifiers & WINED3DSPDM_SATURATE)
1634 /* _SAT means to clamp the value of the register to between 0 and 1 */
1635 shader_addline(ins->ctx->buffer, "%s%s = clamp(%s%s, 0.0, 1.0);\n", dst_param.reg_name,
1636 dst_param.mask_str, dst_param.reg_name, dst_param.mask_str);
1639 if (modifiers & WINED3DSPDM_MSAMPCENTROID)
1641 FIXME("_centroid modifier not handled\n");
1644 if (modifiers & WINED3DSPDM_PARTIALPRECISION)
1646 /* MSDN says this modifier can be safely ignored, so that's what we'll do. */
1650 static const char *shader_glsl_get_rel_op(enum wined3d_shader_rel_op op)
1652 switch (op)
1654 case WINED3D_SHADER_REL_OP_GT: return ">";
1655 case WINED3D_SHADER_REL_OP_EQ: return "==";
1656 case WINED3D_SHADER_REL_OP_GE: return ">=";
1657 case WINED3D_SHADER_REL_OP_LT: return "<";
1658 case WINED3D_SHADER_REL_OP_NE: return "!=";
1659 case WINED3D_SHADER_REL_OP_LE: return "<=";
1660 default:
1661 FIXME("Unrecognized operator %#x.\n", op);
1662 return "(\?\?)";
1666 static void shader_glsl_get_sample_function(const struct wined3d_shader_context *ctx,
1667 DWORD sampler_idx, DWORD flags, struct glsl_sample_function *sample_function)
1669 enum wined3d_sampler_texture_type sampler_type = ctx->reg_maps->sampler_type[sampler_idx];
1670 const struct wined3d_gl_info *gl_info = ctx->gl_info;
1671 BOOL shadow = shader_is_pshader_version(ctx->reg_maps->shader_version.type)
1672 && (((const struct shader_glsl_ctx_priv *)ctx->backend_data)->cur_ps_args->shadow & (1 << sampler_idx));
1673 BOOL projected = flags & WINED3D_GLSL_SAMPLE_PROJECTED;
1674 BOOL texrect = flags & WINED3D_GLSL_SAMPLE_RECT;
1675 BOOL lod = flags & WINED3D_GLSL_SAMPLE_LOD;
1676 BOOL grad = flags & WINED3D_GLSL_SAMPLE_GRAD;
1678 /* Note that there's no such thing as a projected cube texture. */
1679 switch(sampler_type) {
1680 case WINED3DSTT_1D:
1681 if (shadow)
1683 if (lod)
1685 sample_function->name = projected ? "shadow1DProjLod" : "shadow1DLod";
1687 else if (grad)
1689 if (gl_info->supported[EXT_GPU_SHADER4])
1690 sample_function->name = projected ? "shadow1DProjGrad" : "shadow1DGrad";
1691 else if (gl_info->supported[ARB_SHADER_TEXTURE_LOD])
1692 sample_function->name = projected ? "shadow1DProjGradARB" : "shadow1DGradARB";
1693 else
1695 FIXME("Unsupported 1D shadow grad function.\n");
1696 sample_function->name = "unsupported1DGrad";
1699 else
1701 sample_function->name = projected ? "shadow1DProj" : "shadow1D";
1703 sample_function->coord_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1;
1705 else
1707 if (lod)
1709 sample_function->name = projected ? "texture1DProjLod" : "texture1DLod";
1711 else if (grad)
1713 if (gl_info->supported[EXT_GPU_SHADER4])
1714 sample_function->name = projected ? "texture1DProjGrad" : "texture1DGrad";
1715 else if (gl_info->supported[ARB_SHADER_TEXTURE_LOD])
1716 sample_function->name = projected ? "texture1DProjGradARB" : "texture1DGradARB";
1717 else
1719 FIXME("Unsupported 1D grad function.\n");
1720 sample_function->name = "unsupported1DGrad";
1723 else
1725 sample_function->name = projected ? "texture1DProj" : "texture1D";
1727 sample_function->coord_mask = WINED3DSP_WRITEMASK_0;
1729 break;
1731 case WINED3DSTT_2D:
1732 if (shadow)
1734 if (texrect)
1736 if (lod)
1738 sample_function->name = projected ? "shadow2DRectProjLod" : "shadow2DRectLod";
1740 else if (grad)
1742 if (gl_info->supported[EXT_GPU_SHADER4])
1743 sample_function->name = projected ? "shadow2DRectProjGrad" : "shadow2DRectGrad";
1744 else if (gl_info->supported[ARB_SHADER_TEXTURE_LOD])
1745 sample_function->name = projected ? "shadow2DRectProjGradARB" : "shadow2DRectGradARB";
1746 else
1748 FIXME("Unsupported RECT shadow grad function.\n");
1749 sample_function->name = "unsupported2DRectGrad";
1752 else
1754 sample_function->name = projected ? "shadow2DRectProj" : "shadow2DRect";
1757 else
1759 if (lod)
1761 sample_function->name = projected ? "shadow2DProjLod" : "shadow2DLod";
1763 else if (grad)
1765 if (gl_info->supported[EXT_GPU_SHADER4])
1766 sample_function->name = projected ? "shadow2DProjGrad" : "shadow2DGrad";
1767 else if (gl_info->supported[ARB_SHADER_TEXTURE_LOD])
1768 sample_function->name = projected ? "shadow2DProjGradARB" : "shadow2DGradARB";
1769 else
1771 FIXME("Unsupported 2D shadow grad function.\n");
1772 sample_function->name = "unsupported2DGrad";
1775 else
1777 sample_function->name = projected ? "shadow2DProj" : "shadow2D";
1780 sample_function->coord_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
1782 else
1784 if (texrect)
1786 if (lod)
1788 sample_function->name = projected ? "texture2DRectProjLod" : "texture2DRectLod";
1790 else if (grad)
1792 if (gl_info->supported[EXT_GPU_SHADER4])
1793 sample_function->name = projected ? "texture2DRectProjGrad" : "texture2DRectGrad";
1794 else if (gl_info->supported[ARB_SHADER_TEXTURE_LOD])
1795 sample_function->name = projected ? "texture2DRectProjGradARB" : "texture2DRectGradARB";
1796 else
1798 FIXME("Unsupported RECT grad function.\n");
1799 sample_function->name = "unsupported2DRectGrad";
1802 else
1804 sample_function->name = projected ? "texture2DRectProj" : "texture2DRect";
1807 else
1809 if (lod)
1811 sample_function->name = projected ? "texture2DProjLod" : "texture2DLod";
1813 else if (grad)
1815 if (gl_info->supported[EXT_GPU_SHADER4])
1816 sample_function->name = projected ? "texture2DProjGrad" : "texture2DGrad";
1817 else if (gl_info->supported[ARB_SHADER_TEXTURE_LOD])
1818 sample_function->name = projected ? "texture2DProjGradARB" : "texture2DGradARB";
1819 else
1821 FIXME("Unsupported 2D grad function.\n");
1822 sample_function->name = "unsupported2DGrad";
1825 else
1827 sample_function->name = projected ? "texture2DProj" : "texture2D";
1830 sample_function->coord_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1;
1832 break;
1834 case WINED3DSTT_CUBE:
1835 if (shadow)
1837 FIXME("Unsupported Cube shadow function.\n");
1838 sample_function->name = "unsupportedCubeShadow";
1839 sample_function->coord_mask = 0;
1841 else
1843 if (lod)
1845 sample_function->name = "textureCubeLod";
1847 else if (grad)
1849 if (gl_info->supported[EXT_GPU_SHADER4])
1850 sample_function->name = "textureCubeGrad";
1851 else if (gl_info->supported[ARB_SHADER_TEXTURE_LOD])
1852 sample_function->name = "textureCubeGradARB";
1853 else
1855 FIXME("Unsupported Cube grad function.\n");
1856 sample_function->name = "unsupportedCubeGrad";
1859 else
1861 sample_function->name = "textureCube";
1863 sample_function->coord_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
1865 break;
1867 case WINED3DSTT_VOLUME:
1868 if (shadow)
1870 FIXME("Unsupported 3D shadow function.\n");
1871 sample_function->name = "unsupported3DShadow";
1872 sample_function->coord_mask = 0;
1874 else
1876 if (lod)
1878 sample_function->name = projected ? "texture3DProjLod" : "texture3DLod";
1880 else if (grad)
1882 if (gl_info->supported[EXT_GPU_SHADER4])
1883 sample_function->name = projected ? "texture3DProjGrad" : "texture3DGrad";
1884 else if (gl_info->supported[ARB_SHADER_TEXTURE_LOD])
1885 sample_function->name = projected ? "texture3DProjGradARB" : "texture3DGradARB";
1886 else
1888 FIXME("Unsupported 3D grad function.\n");
1889 sample_function->name = "unsupported3DGrad";
1892 else
1894 sample_function->name = projected ? "texture3DProj" : "texture3D";
1896 sample_function->coord_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
1898 break;
1900 default:
1901 sample_function->name = "";
1902 sample_function->coord_mask = 0;
1903 FIXME("Unrecognized sampler type: %#x;\n", sampler_type);
1904 break;
1908 static void shader_glsl_append_fixup_arg(char *arguments, const char *reg_name,
1909 BOOL sign_fixup, enum fixup_channel_source channel_source)
1911 switch(channel_source)
1913 case CHANNEL_SOURCE_ZERO:
1914 strcat(arguments, "0.0");
1915 break;
1917 case CHANNEL_SOURCE_ONE:
1918 strcat(arguments, "1.0");
1919 break;
1921 case CHANNEL_SOURCE_X:
1922 strcat(arguments, reg_name);
1923 strcat(arguments, ".x");
1924 break;
1926 case CHANNEL_SOURCE_Y:
1927 strcat(arguments, reg_name);
1928 strcat(arguments, ".y");
1929 break;
1931 case CHANNEL_SOURCE_Z:
1932 strcat(arguments, reg_name);
1933 strcat(arguments, ".z");
1934 break;
1936 case CHANNEL_SOURCE_W:
1937 strcat(arguments, reg_name);
1938 strcat(arguments, ".w");
1939 break;
1941 default:
1942 FIXME("Unhandled channel source %#x\n", channel_source);
1943 strcat(arguments, "undefined");
1944 break;
1947 if (sign_fixup) strcat(arguments, " * 2.0 - 1.0");
1950 static void shader_glsl_color_correction(const struct wined3d_shader_instruction *ins, struct color_fixup_desc fixup)
1952 struct wined3d_shader_dst_param dst;
1953 unsigned int mask_size, remaining;
1954 struct glsl_dst_param dst_param;
1955 char arguments[256];
1956 DWORD mask;
1958 mask = 0;
1959 if (fixup.x_sign_fixup || fixup.x_source != CHANNEL_SOURCE_X) mask |= WINED3DSP_WRITEMASK_0;
1960 if (fixup.y_sign_fixup || fixup.y_source != CHANNEL_SOURCE_Y) mask |= WINED3DSP_WRITEMASK_1;
1961 if (fixup.z_sign_fixup || fixup.z_source != CHANNEL_SOURCE_Z) mask |= WINED3DSP_WRITEMASK_2;
1962 if (fixup.w_sign_fixup || fixup.w_source != CHANNEL_SOURCE_W) mask |= WINED3DSP_WRITEMASK_3;
1963 mask &= ins->dst[0].write_mask;
1965 if (!mask) return; /* Nothing to do */
1967 if (is_complex_fixup(fixup))
1969 enum complex_fixup complex_fixup = get_complex_fixup(fixup);
1970 FIXME("Complex fixup (%#x) not supported\n",complex_fixup);
1971 return;
1974 mask_size = shader_glsl_get_write_mask_size(mask);
1976 dst = ins->dst[0];
1977 dst.write_mask = mask;
1978 shader_glsl_add_dst_param(ins, &dst, &dst_param);
1980 arguments[0] = '\0';
1981 remaining = mask_size;
1982 if (mask & WINED3DSP_WRITEMASK_0)
1984 shader_glsl_append_fixup_arg(arguments, dst_param.reg_name, fixup.x_sign_fixup, fixup.x_source);
1985 if (--remaining) strcat(arguments, ", ");
1987 if (mask & WINED3DSP_WRITEMASK_1)
1989 shader_glsl_append_fixup_arg(arguments, dst_param.reg_name, fixup.y_sign_fixup, fixup.y_source);
1990 if (--remaining) strcat(arguments, ", ");
1992 if (mask & WINED3DSP_WRITEMASK_2)
1994 shader_glsl_append_fixup_arg(arguments, dst_param.reg_name, fixup.z_sign_fixup, fixup.z_source);
1995 if (--remaining) strcat(arguments, ", ");
1997 if (mask & WINED3DSP_WRITEMASK_3)
1999 shader_glsl_append_fixup_arg(arguments, dst_param.reg_name, fixup.w_sign_fixup, fixup.w_source);
2000 if (--remaining) strcat(arguments, ", ");
2003 if (mask_size > 1)
2005 shader_addline(ins->ctx->buffer, "%s%s = vec%u(%s);\n",
2006 dst_param.reg_name, dst_param.mask_str, mask_size, arguments);
2008 else
2010 shader_addline(ins->ctx->buffer, "%s%s = %s;\n", dst_param.reg_name, dst_param.mask_str, arguments);
2014 static void PRINTF_ATTR(8, 9) shader_glsl_gen_sample_code(const struct wined3d_shader_instruction *ins,
2015 DWORD sampler, const struct glsl_sample_function *sample_function, DWORD swizzle,
2016 const char *dx, const char *dy, const char *bias, const char *coord_reg_fmt, ...)
2018 const char *sampler_base;
2019 char dst_swizzle[6];
2020 struct color_fixup_desc fixup;
2021 BOOL np2_fixup = FALSE;
2022 va_list args;
2024 shader_glsl_swizzle_to_str(swizzle, FALSE, ins->dst[0].write_mask, dst_swizzle);
2026 if (shader_is_pshader_version(ins->ctx->reg_maps->shader_version.type))
2028 const struct shader_glsl_ctx_priv *priv = ins->ctx->backend_data;
2029 fixup = priv->cur_ps_args->color_fixup[sampler];
2030 sampler_base = "Psampler";
2032 if(priv->cur_ps_args->np2_fixup & (1 << sampler)) {
2033 if(bias) {
2034 FIXME("Biased sampling from NP2 textures is unsupported\n");
2035 } else {
2036 np2_fixup = TRUE;
2039 } else {
2040 sampler_base = "Vsampler";
2041 fixup = COLOR_FIXUP_IDENTITY; /* FIXME: Vshader color fixup */
2044 shader_glsl_append_dst(ins->ctx->buffer, ins);
2046 shader_addline(ins->ctx->buffer, "%s(%s%u, ", sample_function->name, sampler_base, sampler);
2048 va_start(args, coord_reg_fmt);
2049 shader_vaddline(ins->ctx->buffer, coord_reg_fmt, args);
2050 va_end(args);
2052 if(bias) {
2053 shader_addline(ins->ctx->buffer, ", %s)%s);\n", bias, dst_swizzle);
2054 } else {
2055 if (np2_fixup) {
2056 const struct shader_glsl_ctx_priv *priv = ins->ctx->backend_data;
2057 const unsigned char idx = priv->cur_np2fixup_info->idx[sampler];
2059 shader_addline(ins->ctx->buffer, " * PsamplerNP2Fixup[%u].%s)%s);\n", idx >> 1,
2060 (idx % 2) ? "zw" : "xy", dst_swizzle);
2061 } else if(dx && dy) {
2062 shader_addline(ins->ctx->buffer, ", %s, %s)%s);\n", dx, dy, dst_swizzle);
2063 } else {
2064 shader_addline(ins->ctx->buffer, ")%s);\n", dst_swizzle);
2068 if(!is_identity_fixup(fixup)) {
2069 shader_glsl_color_correction(ins, fixup);
2073 /*****************************************************************************
2074 * Begin processing individual instruction opcodes
2075 ****************************************************************************/
2077 /* Generate GLSL arithmetic functions (dst = src1 + src2) */
2078 static void shader_glsl_arith(const struct wined3d_shader_instruction *ins)
2080 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2081 struct glsl_src_param src0_param;
2082 struct glsl_src_param src1_param;
2083 DWORD write_mask;
2084 char op;
2086 /* Determine the GLSL operator to use based on the opcode */
2087 switch (ins->handler_idx)
2089 case WINED3DSIH_MUL: op = '*'; break;
2090 case WINED3DSIH_ADD: op = '+'; break;
2091 case WINED3DSIH_SUB: op = '-'; break;
2092 default:
2093 op = ' ';
2094 FIXME("Opcode %#x not yet handled in GLSL\n", ins->handler_idx);
2095 break;
2098 write_mask = shader_glsl_append_dst(buffer, ins);
2099 shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src0_param);
2100 shader_glsl_add_src_param(ins, &ins->src[1], write_mask, &src1_param);
2101 shader_addline(buffer, "%s %c %s);\n", src0_param.param_str, op, src1_param.param_str);
2104 /* Process the WINED3DSIO_MOV opcode using GLSL (dst = src) */
2105 static void shader_glsl_mov(const struct wined3d_shader_instruction *ins)
2107 const struct wined3d_gl_info *gl_info = ins->ctx->gl_info;
2108 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2109 struct glsl_src_param src0_param;
2110 DWORD write_mask;
2112 write_mask = shader_glsl_append_dst(buffer, ins);
2113 shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src0_param);
2115 /* In vs_1_1 WINED3DSIO_MOV can write to the address register. In later
2116 * shader versions WINED3DSIO_MOVA is used for this. */
2117 if (ins->ctx->reg_maps->shader_version.major == 1
2118 && !shader_is_pshader_version(ins->ctx->reg_maps->shader_version.type)
2119 && ins->dst[0].reg.type == WINED3DSPR_ADDR)
2121 /* This is a simple floor() */
2122 unsigned int mask_size = shader_glsl_get_write_mask_size(write_mask);
2123 if (mask_size > 1) {
2124 shader_addline(buffer, "ivec%d(floor(%s)));\n", mask_size, src0_param.param_str);
2125 } else {
2126 shader_addline(buffer, "int(floor(%s)));\n", src0_param.param_str);
2129 else if(ins->handler_idx == WINED3DSIH_MOVA)
2131 /* We need to *round* to the nearest int here. */
2132 unsigned int mask_size = shader_glsl_get_write_mask_size(write_mask);
2134 if (gl_info->supported[EXT_GPU_SHADER4])
2136 if (mask_size > 1)
2137 shader_addline(buffer, "ivec%d(round(%s)));\n", mask_size, src0_param.param_str);
2138 else
2139 shader_addline(buffer, "int(round(%s)));\n", src0_param.param_str);
2141 else
2143 if (mask_size > 1)
2144 shader_addline(buffer, "ivec%d(floor(abs(%s) + vec%d(0.5)) * sign(%s)));\n",
2145 mask_size, src0_param.param_str, mask_size, src0_param.param_str);
2146 else
2147 shader_addline(buffer, "int(floor(abs(%s) + 0.5) * sign(%s)));\n",
2148 src0_param.param_str, src0_param.param_str);
2151 else
2153 shader_addline(buffer, "%s);\n", src0_param.param_str);
2157 /* Process the dot product operators DP3 and DP4 in GLSL (dst = dot(src0, src1)) */
2158 static void shader_glsl_dot(const struct wined3d_shader_instruction *ins)
2160 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2161 struct glsl_src_param src0_param;
2162 struct glsl_src_param src1_param;
2163 DWORD dst_write_mask, src_write_mask;
2164 unsigned int dst_size = 0;
2166 dst_write_mask = shader_glsl_append_dst(buffer, ins);
2167 dst_size = shader_glsl_get_write_mask_size(dst_write_mask);
2169 /* dp3 works on vec3, dp4 on vec4 */
2170 if (ins->handler_idx == WINED3DSIH_DP4)
2172 src_write_mask = WINED3DSP_WRITEMASK_ALL;
2173 } else {
2174 src_write_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
2177 shader_glsl_add_src_param(ins, &ins->src[0], src_write_mask, &src0_param);
2178 shader_glsl_add_src_param(ins, &ins->src[1], src_write_mask, &src1_param);
2180 if (dst_size > 1) {
2181 shader_addline(buffer, "vec%d(dot(%s, %s)));\n", dst_size, src0_param.param_str, src1_param.param_str);
2182 } else {
2183 shader_addline(buffer, "dot(%s, %s));\n", src0_param.param_str, src1_param.param_str);
2187 /* Note that this instruction has some restrictions. The destination write mask
2188 * can't contain the w component, and the source swizzles have to be .xyzw */
2189 static void shader_glsl_cross(const struct wined3d_shader_instruction *ins)
2191 DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
2192 struct glsl_src_param src0_param;
2193 struct glsl_src_param src1_param;
2194 char dst_mask[6];
2196 shader_glsl_get_write_mask(&ins->dst[0], dst_mask);
2197 shader_glsl_append_dst(ins->ctx->buffer, ins);
2198 shader_glsl_add_src_param(ins, &ins->src[0], src_mask, &src0_param);
2199 shader_glsl_add_src_param(ins, &ins->src[1], src_mask, &src1_param);
2200 shader_addline(ins->ctx->buffer, "cross(%s, %s)%s);\n", src0_param.param_str, src1_param.param_str, dst_mask);
2203 /* Process the WINED3DSIO_POW instruction in GLSL (dst = |src0|^src1)
2204 * Src0 and src1 are scalars. Note that D3D uses the absolute of src0, while
2205 * GLSL uses the value as-is. */
2206 static void shader_glsl_pow(const struct wined3d_shader_instruction *ins)
2208 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2209 struct glsl_src_param src0_param;
2210 struct glsl_src_param src1_param;
2211 DWORD dst_write_mask;
2212 unsigned int dst_size;
2214 dst_write_mask = shader_glsl_append_dst(buffer, ins);
2215 dst_size = shader_glsl_get_write_mask_size(dst_write_mask);
2217 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0, &src0_param);
2218 shader_glsl_add_src_param(ins, &ins->src[1], WINED3DSP_WRITEMASK_0, &src1_param);
2220 if (dst_size > 1)
2222 shader_addline(buffer, "vec%u(%s == 0.0 ? 1.0 : pow(abs(%s), %s)));\n",
2223 dst_size, src1_param.param_str, src0_param.param_str, src1_param.param_str);
2225 else
2227 shader_addline(buffer, "%s == 0.0 ? 1.0 : pow(abs(%s), %s));\n",
2228 src1_param.param_str, src0_param.param_str, src1_param.param_str);
2232 /* Process the WINED3DSIO_LOG instruction in GLSL (dst = log2(|src0|))
2233 * Src0 is a scalar. Note that D3D uses the absolute of src0, while
2234 * GLSL uses the value as-is. */
2235 static void shader_glsl_log(const struct wined3d_shader_instruction *ins)
2237 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2238 struct glsl_src_param src0_param;
2239 DWORD dst_write_mask;
2240 unsigned int dst_size;
2242 dst_write_mask = shader_glsl_append_dst(buffer, ins);
2243 dst_size = shader_glsl_get_write_mask_size(dst_write_mask);
2245 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0, &src0_param);
2247 if (dst_size > 1)
2249 shader_addline(buffer, "vec%u(log2(abs(%s))));\n",
2250 dst_size, src0_param.param_str);
2252 else
2254 shader_addline(buffer, "log2(abs(%s)));\n",
2255 src0_param.param_str);
2259 /* Map the opcode 1-to-1 to the GL code (arg->dst = instruction(src0, src1, ...) */
2260 static void shader_glsl_map2gl(const struct wined3d_shader_instruction *ins)
2262 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2263 struct glsl_src_param src_param;
2264 const char *instruction;
2265 DWORD write_mask;
2266 unsigned i;
2268 /* Determine the GLSL function to use based on the opcode */
2269 /* TODO: Possibly make this a table for faster lookups */
2270 switch (ins->handler_idx)
2272 case WINED3DSIH_MIN: instruction = "min"; break;
2273 case WINED3DSIH_MAX: instruction = "max"; break;
2274 case WINED3DSIH_ABS: instruction = "abs"; break;
2275 case WINED3DSIH_FRC: instruction = "fract"; break;
2276 case WINED3DSIH_EXP: instruction = "exp2"; break;
2277 case WINED3DSIH_DSX: instruction = "dFdx"; break;
2278 case WINED3DSIH_DSY: instruction = "ycorrection.y * dFdy"; break;
2279 default: instruction = "";
2280 FIXME("Opcode %#x not yet handled in GLSL\n", ins->handler_idx);
2281 break;
2284 write_mask = shader_glsl_append_dst(buffer, ins);
2286 shader_addline(buffer, "%s(", instruction);
2288 if (ins->src_count)
2290 shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src_param);
2291 shader_addline(buffer, "%s", src_param.param_str);
2292 for (i = 1; i < ins->src_count; ++i)
2294 shader_glsl_add_src_param(ins, &ins->src[i], write_mask, &src_param);
2295 shader_addline(buffer, ", %s", src_param.param_str);
2299 shader_addline(buffer, "));\n");
2302 static void shader_glsl_nrm(const struct wined3d_shader_instruction *ins)
2304 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2305 struct glsl_src_param src_param;
2306 unsigned int mask_size;
2307 DWORD write_mask;
2308 char dst_mask[6];
2310 write_mask = shader_glsl_get_write_mask(ins->dst, dst_mask);
2311 mask_size = shader_glsl_get_write_mask_size(write_mask);
2312 shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src_param);
2314 shader_addline(buffer, "tmp0.x = dot(%s, %s);\n",
2315 src_param.param_str, src_param.param_str);
2316 shader_glsl_append_dst(buffer, ins);
2318 if (mask_size > 1)
2320 shader_addline(buffer, "tmp0.x == 0.0 ? vec%u(0.0) : (%s * inversesqrt(tmp0.x)));\n",
2321 mask_size, src_param.param_str);
2323 else
2325 shader_addline(buffer, "tmp0.x == 0.0 ? 0.0 : (%s * inversesqrt(tmp0.x)));\n",
2326 src_param.param_str);
2330 /** Process the WINED3DSIO_EXPP instruction in GLSL:
2331 * For shader model 1.x, do the following (and honor the writemask, so use a temporary variable):
2332 * dst.x = 2^(floor(src))
2333 * dst.y = src - floor(src)
2334 * dst.z = 2^src (partial precision is allowed, but optional)
2335 * dst.w = 1.0;
2336 * For 2.0 shaders, just do this (honoring writemask and swizzle):
2337 * dst = 2^src; (partial precision is allowed, but optional)
2339 static void shader_glsl_expp(const struct wined3d_shader_instruction *ins)
2341 struct glsl_src_param src_param;
2343 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0, &src_param);
2345 if (ins->ctx->reg_maps->shader_version.major < 2)
2347 char dst_mask[6];
2349 shader_addline(ins->ctx->buffer, "tmp0.x = exp2(floor(%s));\n", src_param.param_str);
2350 shader_addline(ins->ctx->buffer, "tmp0.y = %s - floor(%s);\n", src_param.param_str, src_param.param_str);
2351 shader_addline(ins->ctx->buffer, "tmp0.z = exp2(%s);\n", src_param.param_str);
2352 shader_addline(ins->ctx->buffer, "tmp0.w = 1.0;\n");
2354 shader_glsl_append_dst(ins->ctx->buffer, ins);
2355 shader_glsl_get_write_mask(&ins->dst[0], dst_mask);
2356 shader_addline(ins->ctx->buffer, "tmp0%s);\n", dst_mask);
2357 } else {
2358 DWORD write_mask;
2359 unsigned int mask_size;
2361 write_mask = shader_glsl_append_dst(ins->ctx->buffer, ins);
2362 mask_size = shader_glsl_get_write_mask_size(write_mask);
2364 if (mask_size > 1) {
2365 shader_addline(ins->ctx->buffer, "vec%d(exp2(%s)));\n", mask_size, src_param.param_str);
2366 } else {
2367 shader_addline(ins->ctx->buffer, "exp2(%s));\n", src_param.param_str);
2372 /** Process the RCP (reciprocal or inverse) opcode in GLSL (dst = 1 / src) */
2373 static void shader_glsl_rcp(const struct wined3d_shader_instruction *ins)
2375 struct glsl_src_param src_param;
2376 DWORD write_mask;
2377 unsigned int mask_size;
2379 write_mask = shader_glsl_append_dst(ins->ctx->buffer, ins);
2380 mask_size = shader_glsl_get_write_mask_size(write_mask);
2381 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_3, &src_param);
2383 if (mask_size > 1)
2385 shader_addline(ins->ctx->buffer, "vec%u(1.0 / %s));\n",
2386 mask_size, src_param.param_str);
2388 else
2390 shader_addline(ins->ctx->buffer, "1.0 / %s);\n",
2391 src_param.param_str);
2395 static void shader_glsl_rsq(const struct wined3d_shader_instruction *ins)
2397 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2398 struct glsl_src_param src_param;
2399 DWORD write_mask;
2400 unsigned int mask_size;
2402 write_mask = shader_glsl_append_dst(buffer, ins);
2403 mask_size = shader_glsl_get_write_mask_size(write_mask);
2405 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_3, &src_param);
2407 if (mask_size > 1)
2409 shader_addline(buffer, "vec%u(inversesqrt(abs(%s))));\n",
2410 mask_size, src_param.param_str);
2412 else
2414 shader_addline(buffer, "inversesqrt(abs(%s)));\n",
2415 src_param.param_str);
2419 /** Process signed comparison opcodes in GLSL. */
2420 static void shader_glsl_compare(const struct wined3d_shader_instruction *ins)
2422 struct glsl_src_param src0_param;
2423 struct glsl_src_param src1_param;
2424 DWORD write_mask;
2425 unsigned int mask_size;
2427 write_mask = shader_glsl_append_dst(ins->ctx->buffer, ins);
2428 mask_size = shader_glsl_get_write_mask_size(write_mask);
2429 shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src0_param);
2430 shader_glsl_add_src_param(ins, &ins->src[1], write_mask, &src1_param);
2432 if (mask_size > 1) {
2433 const char *compare;
2435 switch(ins->handler_idx)
2437 case WINED3DSIH_SLT: compare = "lessThan"; break;
2438 case WINED3DSIH_SGE: compare = "greaterThanEqual"; break;
2439 default: compare = "";
2440 FIXME("Can't handle opcode %#x\n", ins->handler_idx);
2443 shader_addline(ins->ctx->buffer, "vec%d(%s(%s, %s)));\n", mask_size, compare,
2444 src0_param.param_str, src1_param.param_str);
2445 } else {
2446 switch(ins->handler_idx)
2448 case WINED3DSIH_SLT:
2449 /* Step(src0, src1) is not suitable here because if src0 == src1 SLT is supposed,
2450 * to return 0.0 but step returns 1.0 because step is not < x
2451 * An alternative is a bvec compare padded with an unused second component.
2452 * step(src1 * -1.0, src0 * -1.0) is not an option because it suffers from the same
2453 * issue. Playing with not() is not possible either because not() does not accept
2454 * a scalar.
2456 shader_addline(ins->ctx->buffer, "(%s < %s) ? 1.0 : 0.0);\n",
2457 src0_param.param_str, src1_param.param_str);
2458 break;
2459 case WINED3DSIH_SGE:
2460 /* Here we can use the step() function and safe a conditional */
2461 shader_addline(ins->ctx->buffer, "step(%s, %s));\n", src1_param.param_str, src0_param.param_str);
2462 break;
2463 default:
2464 FIXME("Can't handle opcode %#x\n", ins->handler_idx);
2470 /** Process CMP instruction in GLSL (dst = src0 >= 0.0 ? src1 : src2), per channel */
2471 static void shader_glsl_cmp(const struct wined3d_shader_instruction *ins)
2473 struct glsl_src_param src0_param;
2474 struct glsl_src_param src1_param;
2475 struct glsl_src_param src2_param;
2476 DWORD write_mask, cmp_channel = 0;
2477 unsigned int i, j;
2478 char mask_char[6];
2479 BOOL temp_destination = FALSE;
2481 if (shader_is_scalar(&ins->src[0].reg))
2483 write_mask = shader_glsl_append_dst(ins->ctx->buffer, ins);
2485 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_ALL, &src0_param);
2486 shader_glsl_add_src_param(ins, &ins->src[1], write_mask, &src1_param);
2487 shader_glsl_add_src_param(ins, &ins->src[2], write_mask, &src2_param);
2489 shader_addline(ins->ctx->buffer, "%s >= 0.0 ? %s : %s);\n",
2490 src0_param.param_str, src1_param.param_str, src2_param.param_str);
2491 } else {
2492 DWORD dst_mask = ins->dst[0].write_mask;
2493 struct wined3d_shader_dst_param dst = ins->dst[0];
2495 /* Cycle through all source0 channels */
2496 for (i=0; i<4; i++) {
2497 write_mask = 0;
2498 /* Find the destination channels which use the current source0 channel */
2499 for (j=0; j<4; j++) {
2500 if (((ins->src[0].swizzle >> (2 * j)) & 0x3) == i)
2502 write_mask |= WINED3DSP_WRITEMASK_0 << j;
2503 cmp_channel = WINED3DSP_WRITEMASK_0 << j;
2506 dst.write_mask = dst_mask & write_mask;
2508 /* Splitting the cmp instruction up in multiple lines imposes a problem:
2509 * The first lines may overwrite source parameters of the following lines.
2510 * Deal with that by using a temporary destination register if needed
2512 if ((ins->src[0].reg.idx == ins->dst[0].reg.idx
2513 && ins->src[0].reg.type == ins->dst[0].reg.type)
2514 || (ins->src[1].reg.idx == ins->dst[0].reg.idx
2515 && ins->src[1].reg.type == ins->dst[0].reg.type)
2516 || (ins->src[2].reg.idx == ins->dst[0].reg.idx
2517 && ins->src[2].reg.type == ins->dst[0].reg.type))
2519 write_mask = shader_glsl_get_write_mask(&dst, mask_char);
2520 if (!write_mask) continue;
2521 shader_addline(ins->ctx->buffer, "tmp0%s = (", mask_char);
2522 temp_destination = TRUE;
2523 } else {
2524 write_mask = shader_glsl_append_dst_ext(ins->ctx->buffer, ins, &dst);
2525 if (!write_mask) continue;
2528 shader_glsl_add_src_param(ins, &ins->src[0], cmp_channel, &src0_param);
2529 shader_glsl_add_src_param(ins, &ins->src[1], write_mask, &src1_param);
2530 shader_glsl_add_src_param(ins, &ins->src[2], write_mask, &src2_param);
2532 shader_addline(ins->ctx->buffer, "%s >= 0.0 ? %s : %s);\n",
2533 src0_param.param_str, src1_param.param_str, src2_param.param_str);
2536 if(temp_destination) {
2537 shader_glsl_get_write_mask(&ins->dst[0], mask_char);
2538 shader_glsl_append_dst(ins->ctx->buffer, ins);
2539 shader_addline(ins->ctx->buffer, "tmp0%s);\n", mask_char);
2545 /** Process the CND opcode in GLSL (dst = (src0 > 0.5) ? src1 : src2) */
2546 /* For ps 1.1-1.3, only a single component of src0 is used. For ps 1.4
2547 * the compare is done per component of src0. */
2548 static void shader_glsl_cnd(const struct wined3d_shader_instruction *ins)
2550 struct wined3d_shader_dst_param dst;
2551 struct glsl_src_param src0_param;
2552 struct glsl_src_param src1_param;
2553 struct glsl_src_param src2_param;
2554 DWORD write_mask, cmp_channel = 0;
2555 unsigned int i, j;
2556 DWORD dst_mask;
2557 DWORD shader_version = WINED3D_SHADER_VERSION(ins->ctx->reg_maps->shader_version.major,
2558 ins->ctx->reg_maps->shader_version.minor);
2560 if (shader_version < WINED3D_SHADER_VERSION(1, 4))
2562 write_mask = shader_glsl_append_dst(ins->ctx->buffer, ins);
2563 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0, &src0_param);
2564 shader_glsl_add_src_param(ins, &ins->src[1], write_mask, &src1_param);
2565 shader_glsl_add_src_param(ins, &ins->src[2], write_mask, &src2_param);
2567 /* Fun: The D3DSI_COISSUE flag changes the semantic of the cnd instruction for < 1.4 shaders */
2568 if (ins->coissue)
2570 shader_addline(ins->ctx->buffer, "%s /* COISSUE! */);\n", src1_param.param_str);
2571 } else {
2572 shader_addline(ins->ctx->buffer, "%s > 0.5 ? %s : %s);\n",
2573 src0_param.param_str, src1_param.param_str, src2_param.param_str);
2575 return;
2577 /* Cycle through all source0 channels */
2578 dst_mask = ins->dst[0].write_mask;
2579 dst = ins->dst[0];
2580 for (i=0; i<4; i++) {
2581 write_mask = 0;
2582 /* Find the destination channels which use the current source0 channel */
2583 for (j=0; j<4; j++) {
2584 if (((ins->src[0].swizzle >> (2 * j)) & 0x3) == i)
2586 write_mask |= WINED3DSP_WRITEMASK_0 << j;
2587 cmp_channel = WINED3DSP_WRITEMASK_0 << j;
2591 dst.write_mask = dst_mask & write_mask;
2592 write_mask = shader_glsl_append_dst_ext(ins->ctx->buffer, ins, &dst);
2593 if (!write_mask) continue;
2595 shader_glsl_add_src_param(ins, &ins->src[0], cmp_channel, &src0_param);
2596 shader_glsl_add_src_param(ins, &ins->src[1], write_mask, &src1_param);
2597 shader_glsl_add_src_param(ins, &ins->src[2], write_mask, &src2_param);
2599 shader_addline(ins->ctx->buffer, "%s > 0.5 ? %s : %s);\n",
2600 src0_param.param_str, src1_param.param_str, src2_param.param_str);
2604 /** GLSL code generation for WINED3DSIO_MAD: Multiply the first 2 opcodes, then add the last */
2605 static void shader_glsl_mad(const struct wined3d_shader_instruction *ins)
2607 struct glsl_src_param src0_param;
2608 struct glsl_src_param src1_param;
2609 struct glsl_src_param src2_param;
2610 DWORD write_mask;
2612 write_mask = shader_glsl_append_dst(ins->ctx->buffer, ins);
2613 shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src0_param);
2614 shader_glsl_add_src_param(ins, &ins->src[1], write_mask, &src1_param);
2615 shader_glsl_add_src_param(ins, &ins->src[2], write_mask, &src2_param);
2616 shader_addline(ins->ctx->buffer, "(%s * %s) + %s);\n",
2617 src0_param.param_str, src1_param.param_str, src2_param.param_str);
2620 /* Handles transforming all WINED3DSIO_M?x? opcodes for
2621 Vertex shaders to GLSL codes */
2622 static void shader_glsl_mnxn(const struct wined3d_shader_instruction *ins)
2624 int i;
2625 int nComponents = 0;
2626 struct wined3d_shader_dst_param tmp_dst = {{0}};
2627 struct wined3d_shader_src_param tmp_src[2] = {{{0}}};
2628 struct wined3d_shader_instruction tmp_ins;
2630 memset(&tmp_ins, 0, sizeof(tmp_ins));
2632 /* Set constants for the temporary argument */
2633 tmp_ins.ctx = ins->ctx;
2634 tmp_ins.dst_count = 1;
2635 tmp_ins.dst = &tmp_dst;
2636 tmp_ins.src_count = 2;
2637 tmp_ins.src = tmp_src;
2639 switch(ins->handler_idx)
2641 case WINED3DSIH_M4x4:
2642 nComponents = 4;
2643 tmp_ins.handler_idx = WINED3DSIH_DP4;
2644 break;
2645 case WINED3DSIH_M4x3:
2646 nComponents = 3;
2647 tmp_ins.handler_idx = WINED3DSIH_DP4;
2648 break;
2649 case WINED3DSIH_M3x4:
2650 nComponents = 4;
2651 tmp_ins.handler_idx = WINED3DSIH_DP3;
2652 break;
2653 case WINED3DSIH_M3x3:
2654 nComponents = 3;
2655 tmp_ins.handler_idx = WINED3DSIH_DP3;
2656 break;
2657 case WINED3DSIH_M3x2:
2658 nComponents = 2;
2659 tmp_ins.handler_idx = WINED3DSIH_DP3;
2660 break;
2661 default:
2662 break;
2665 tmp_dst = ins->dst[0];
2666 tmp_src[0] = ins->src[0];
2667 tmp_src[1] = ins->src[1];
2668 for (i = 0; i < nComponents; ++i)
2670 tmp_dst.write_mask = WINED3DSP_WRITEMASK_0 << i;
2671 shader_glsl_dot(&tmp_ins);
2672 ++tmp_src[1].reg.idx;
2677 The LRP instruction performs a component-wise linear interpolation
2678 between the second and third operands using the first operand as the
2679 blend factor. Equation: (dst = src2 + src0 * (src1 - src2))
2680 This is equivalent to mix(src2, src1, src0);
2682 static void shader_glsl_lrp(const struct wined3d_shader_instruction *ins)
2684 struct glsl_src_param src0_param;
2685 struct glsl_src_param src1_param;
2686 struct glsl_src_param src2_param;
2687 DWORD write_mask;
2689 write_mask = shader_glsl_append_dst(ins->ctx->buffer, ins);
2691 shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src0_param);
2692 shader_glsl_add_src_param(ins, &ins->src[1], write_mask, &src1_param);
2693 shader_glsl_add_src_param(ins, &ins->src[2], write_mask, &src2_param);
2695 shader_addline(ins->ctx->buffer, "mix(%s, %s, %s));\n",
2696 src2_param.param_str, src1_param.param_str, src0_param.param_str);
2699 /** Process the WINED3DSIO_LIT instruction in GLSL:
2700 * dst.x = dst.w = 1.0
2701 * dst.y = (src0.x > 0) ? src0.x
2702 * dst.z = (src0.x > 0) ? ((src0.y > 0) ? pow(src0.y, src.w) : 0) : 0
2703 * where src.w is clamped at +- 128
2705 static void shader_glsl_lit(const struct wined3d_shader_instruction *ins)
2707 struct glsl_src_param src0_param;
2708 struct glsl_src_param src1_param;
2709 struct glsl_src_param src3_param;
2710 char dst_mask[6];
2712 shader_glsl_append_dst(ins->ctx->buffer, ins);
2713 shader_glsl_get_write_mask(&ins->dst[0], dst_mask);
2715 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0, &src0_param);
2716 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_1, &src1_param);
2717 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_3, &src3_param);
2719 /* The sdk specifies the instruction like this
2720 * dst.x = 1.0;
2721 * if(src.x > 0.0) dst.y = src.x
2722 * else dst.y = 0.0.
2723 * if(src.x > 0.0 && src.y > 0.0) dst.z = pow(src.y, power);
2724 * else dst.z = 0.0;
2725 * dst.w = 1.0;
2726 * (where power = src.w clamped between -128 and 128)
2728 * Obviously that has quite a few conditionals in it which we don't like. So the first step is this:
2729 * dst.x = 1.0 ... No further explanation needed
2730 * dst.y = max(src.y, 0.0); ... If x < 0.0, use 0.0, otherwise x. Same as the conditional
2731 * dst.z = x > 0.0 ? pow(max(y, 0.0), p) : 0; ... 0 ^ power is 0, and otherwise we use y anyway
2732 * dst.w = 1.0. ... Nothing fancy.
2734 * So we still have one conditional in there. So do this:
2735 * dst.z = pow(max(0.0, src.y) * step(0.0, src.x), power);
2737 * step(0.0, x) will return 1 if src.x > 0.0, and 0 otherwise. So if y is 0 we get pow(0.0 * 1.0, power),
2738 * which sets dst.z to 0. If y > 0, but x = 0.0, we get pow(y * 0.0, power), which results in 0 too.
2739 * if both x and y are > 0, we get pow(y * 1.0, power), as it is supposed to.
2741 * Unfortunately pow(0.0 ^ 0.0) returns NaN on most GPUs, but lit with src.y = 0 and src.w = 0 returns
2742 * a non-NaN value in dst.z. What we return doesn't matter, as long as it is not NaN. Return 0, which is
2743 * what all Windows HW drivers and GL_ARB_vertex_program's LIT do.
2745 shader_addline(ins->ctx->buffer,
2746 "vec4(1.0, max(%s, 0.0), %s == 0.0 ? 0.0 : "
2747 "pow(max(0.0, %s) * step(0.0, %s), clamp(%s, -128.0, 128.0)), 1.0)%s);\n",
2748 src0_param.param_str, src3_param.param_str, src1_param.param_str,
2749 src0_param.param_str, src3_param.param_str, dst_mask);
2752 /** Process the WINED3DSIO_DST instruction in GLSL:
2753 * dst.x = 1.0
2754 * dst.y = src0.x * src0.y
2755 * dst.z = src0.z
2756 * dst.w = src1.w
2758 static void shader_glsl_dst(const struct wined3d_shader_instruction *ins)
2760 struct glsl_src_param src0y_param;
2761 struct glsl_src_param src0z_param;
2762 struct glsl_src_param src1y_param;
2763 struct glsl_src_param src1w_param;
2764 char dst_mask[6];
2766 shader_glsl_append_dst(ins->ctx->buffer, ins);
2767 shader_glsl_get_write_mask(&ins->dst[0], dst_mask);
2769 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_1, &src0y_param);
2770 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_2, &src0z_param);
2771 shader_glsl_add_src_param(ins, &ins->src[1], WINED3DSP_WRITEMASK_1, &src1y_param);
2772 shader_glsl_add_src_param(ins, &ins->src[1], WINED3DSP_WRITEMASK_3, &src1w_param);
2774 shader_addline(ins->ctx->buffer, "vec4(1.0, %s * %s, %s, %s))%s;\n",
2775 src0y_param.param_str, src1y_param.param_str, src0z_param.param_str, src1w_param.param_str, dst_mask);
2778 /** Process the WINED3DSIO_SINCOS instruction in GLSL:
2779 * VS 2.0 requires that specific cosine and sine constants be passed to this instruction so the hardware
2780 * can handle it. But, these functions are built-in for GLSL, so we can just ignore the last 2 params.
2782 * dst.x = cos(src0.?)
2783 * dst.y = sin(src0.?)
2784 * dst.z = dst.z
2785 * dst.w = dst.w
2787 static void shader_glsl_sincos(const struct wined3d_shader_instruction *ins)
2789 struct glsl_src_param src0_param;
2790 DWORD write_mask;
2792 write_mask = shader_glsl_append_dst(ins->ctx->buffer, ins);
2793 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0, &src0_param);
2795 switch (write_mask) {
2796 case WINED3DSP_WRITEMASK_0:
2797 shader_addline(ins->ctx->buffer, "cos(%s));\n", src0_param.param_str);
2798 break;
2800 case WINED3DSP_WRITEMASK_1:
2801 shader_addline(ins->ctx->buffer, "sin(%s));\n", src0_param.param_str);
2802 break;
2804 case (WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1):
2805 shader_addline(ins->ctx->buffer, "vec2(cos(%s), sin(%s)));\n", src0_param.param_str, src0_param.param_str);
2806 break;
2808 default:
2809 ERR("Write mask should be .x, .y or .xy\n");
2810 break;
2814 /* sgn in vs_2_0 has 2 extra parameters(registers for temporary storage) which we don't use
2815 * here. But those extra parameters require a dedicated function for sgn, since map2gl would
2816 * generate invalid code
2818 static void shader_glsl_sgn(const struct wined3d_shader_instruction *ins)
2820 struct glsl_src_param src0_param;
2821 DWORD write_mask;
2823 write_mask = shader_glsl_append_dst(ins->ctx->buffer, ins);
2824 shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src0_param);
2826 shader_addline(ins->ctx->buffer, "sign(%s));\n", src0_param.param_str);
2829 /** Process the WINED3DSIO_LOOP instruction in GLSL:
2830 * Start a for() loop where src1.y is the initial value of aL,
2831 * increment aL by src1.z for a total of src1.x iterations.
2832 * Need to use a temporary variable for this operation.
2834 /* FIXME: I don't think nested loops will work correctly this way. */
2835 static void shader_glsl_loop(const struct wined3d_shader_instruction *ins)
2837 struct wined3d_shader_loop_state *loop_state = ins->ctx->loop_state;
2838 const struct wined3d_shader *shader = ins->ctx->shader;
2839 const struct wined3d_shader_lconst *constant;
2840 struct glsl_src_param src1_param;
2841 const DWORD *control_values = NULL;
2843 shader_glsl_add_src_param(ins, &ins->src[1], WINED3DSP_WRITEMASK_ALL, &src1_param);
2845 /* Try to hardcode the loop control parameters if possible. Direct3D 9 class hardware doesn't support real
2846 * varying indexing, but Microsoft designed this feature for Shader model 2.x+. If the loop control is
2847 * known at compile time, the GLSL compiler can unroll the loop, and replace indirect addressing with direct
2848 * addressing.
2850 if (ins->src[1].reg.type == WINED3DSPR_CONSTINT)
2852 LIST_FOR_EACH_ENTRY(constant, &shader->constantsI, struct wined3d_shader_lconst, entry)
2854 if (constant->idx == ins->src[1].reg.idx)
2856 control_values = constant->value;
2857 break;
2862 if (control_values)
2864 struct wined3d_shader_loop_control loop_control;
2865 loop_control.count = control_values[0];
2866 loop_control.start = control_values[1];
2867 loop_control.step = (int)control_values[2];
2869 if (loop_control.step > 0)
2871 shader_addline(ins->ctx->buffer, "for (aL%u = %u; aL%u < (%u * %d + %u); aL%u += %d) {\n",
2872 loop_state->current_depth, loop_control.start,
2873 loop_state->current_depth, loop_control.count, loop_control.step, loop_control.start,
2874 loop_state->current_depth, loop_control.step);
2876 else if (loop_control.step < 0)
2878 shader_addline(ins->ctx->buffer, "for (aL%u = %u; aL%u > (%u * %d + %u); aL%u += %d) {\n",
2879 loop_state->current_depth, loop_control.start,
2880 loop_state->current_depth, loop_control.count, loop_control.step, loop_control.start,
2881 loop_state->current_depth, loop_control.step);
2883 else
2885 shader_addline(ins->ctx->buffer, "for (aL%u = %u, tmpInt%u = 0; tmpInt%u < %u; tmpInt%u++) {\n",
2886 loop_state->current_depth, loop_control.start, loop_state->current_depth,
2887 loop_state->current_depth, loop_control.count,
2888 loop_state->current_depth);
2890 } else {
2891 shader_addline(ins->ctx->buffer,
2892 "for (tmpInt%u = 0, aL%u = %s.y; tmpInt%u < %s.x; tmpInt%u++, aL%u += %s.z) {\n",
2893 loop_state->current_depth, loop_state->current_reg,
2894 src1_param.reg_name, loop_state->current_depth, src1_param.reg_name,
2895 loop_state->current_depth, loop_state->current_reg, src1_param.reg_name);
2898 ++loop_state->current_depth;
2899 ++loop_state->current_reg;
2902 static void shader_glsl_end(const struct wined3d_shader_instruction *ins)
2904 struct wined3d_shader_loop_state *loop_state = ins->ctx->loop_state;
2906 shader_addline(ins->ctx->buffer, "}\n");
2908 if (ins->handler_idx == WINED3DSIH_ENDLOOP)
2910 --loop_state->current_depth;
2911 --loop_state->current_reg;
2914 if (ins->handler_idx == WINED3DSIH_ENDREP)
2916 --loop_state->current_depth;
2920 static void shader_glsl_rep(const struct wined3d_shader_instruction *ins)
2922 const struct wined3d_shader *shader = ins->ctx->shader;
2923 struct wined3d_shader_loop_state *loop_state = ins->ctx->loop_state;
2924 const struct wined3d_shader_lconst *constant;
2925 struct glsl_src_param src0_param;
2926 const DWORD *control_values = NULL;
2928 /* Try to hardcode local values to help the GLSL compiler to unroll and optimize the loop */
2929 if (ins->src[0].reg.type == WINED3DSPR_CONSTINT)
2931 LIST_FOR_EACH_ENTRY(constant, &shader->constantsI, struct wined3d_shader_lconst, entry)
2933 if (constant->idx == ins->src[0].reg.idx)
2935 control_values = constant->value;
2936 break;
2941 if (control_values)
2943 shader_addline(ins->ctx->buffer, "for (tmpInt%d = 0; tmpInt%d < %d; tmpInt%d++) {\n",
2944 loop_state->current_depth, loop_state->current_depth,
2945 control_values[0], loop_state->current_depth);
2947 else
2949 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0, &src0_param);
2950 shader_addline(ins->ctx->buffer, "for (tmpInt%d = 0; tmpInt%d < %s; tmpInt%d++) {\n",
2951 loop_state->current_depth, loop_state->current_depth,
2952 src0_param.param_str, loop_state->current_depth);
2955 ++loop_state->current_depth;
2958 static void shader_glsl_if(const struct wined3d_shader_instruction *ins)
2960 struct glsl_src_param src0_param;
2962 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0, &src0_param);
2963 shader_addline(ins->ctx->buffer, "if (%s) {\n", src0_param.param_str);
2966 static void shader_glsl_ifc(const struct wined3d_shader_instruction *ins)
2968 struct glsl_src_param src0_param;
2969 struct glsl_src_param src1_param;
2971 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0, &src0_param);
2972 shader_glsl_add_src_param(ins, &ins->src[1], WINED3DSP_WRITEMASK_0, &src1_param);
2974 shader_addline(ins->ctx->buffer, "if (%s %s %s) {\n",
2975 src0_param.param_str, shader_glsl_get_rel_op(ins->flags), src1_param.param_str);
2978 static void shader_glsl_else(const struct wined3d_shader_instruction *ins)
2980 shader_addline(ins->ctx->buffer, "} else {\n");
2983 static void shader_glsl_break(const struct wined3d_shader_instruction *ins)
2985 shader_addline(ins->ctx->buffer, "break;\n");
2988 /* FIXME: According to MSDN the compare is done per component. */
2989 static void shader_glsl_breakc(const struct wined3d_shader_instruction *ins)
2991 struct glsl_src_param src0_param;
2992 struct glsl_src_param src1_param;
2994 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0, &src0_param);
2995 shader_glsl_add_src_param(ins, &ins->src[1], WINED3DSP_WRITEMASK_0, &src1_param);
2997 shader_addline(ins->ctx->buffer, "if (%s %s %s) break;\n",
2998 src0_param.param_str, shader_glsl_get_rel_op(ins->flags), src1_param.param_str);
3001 static void shader_glsl_label(const struct wined3d_shader_instruction *ins)
3003 shader_addline(ins->ctx->buffer, "}\n");
3004 shader_addline(ins->ctx->buffer, "void subroutine%u () {\n", ins->src[0].reg.idx);
3007 static void shader_glsl_call(const struct wined3d_shader_instruction *ins)
3009 shader_addline(ins->ctx->buffer, "subroutine%u();\n", ins->src[0].reg.idx);
3012 static void shader_glsl_callnz(const struct wined3d_shader_instruction *ins)
3014 struct glsl_src_param src1_param;
3016 shader_glsl_add_src_param(ins, &ins->src[1], WINED3DSP_WRITEMASK_0, &src1_param);
3017 shader_addline(ins->ctx->buffer, "if (%s) subroutine%u();\n", src1_param.param_str, ins->src[0].reg.idx);
3020 static void shader_glsl_ret(const struct wined3d_shader_instruction *ins)
3022 /* No-op. The closing } is written when a new function is started, and at the end of the shader. This
3023 * function only suppresses the unhandled instruction warning
3027 /*********************************************
3028 * Pixel Shader Specific Code begins here
3029 ********************************************/
3030 static void shader_glsl_tex(const struct wined3d_shader_instruction *ins)
3032 const struct wined3d_shader *shader = ins->ctx->shader;
3033 struct wined3d_device *device = shader->device;
3034 DWORD shader_version = WINED3D_SHADER_VERSION(ins->ctx->reg_maps->shader_version.major,
3035 ins->ctx->reg_maps->shader_version.minor);
3036 struct glsl_sample_function sample_function;
3037 const struct wined3d_texture *texture;
3038 DWORD sample_flags = 0;
3039 DWORD sampler_idx;
3040 DWORD mask = 0, swizzle;
3042 /* 1.0-1.4: Use destination register as sampler source.
3043 * 2.0+: Use provided sampler source. */
3044 if (shader_version < WINED3D_SHADER_VERSION(2,0)) sampler_idx = ins->dst[0].reg.idx;
3045 else sampler_idx = ins->src[1].reg.idx;
3046 texture = device->stateBlock->state.textures[sampler_idx];
3048 if (shader_version < WINED3D_SHADER_VERSION(1,4))
3050 const struct shader_glsl_ctx_priv *priv = ins->ctx->backend_data;
3051 DWORD flags = (priv->cur_ps_args->tex_transform >> sampler_idx * WINED3D_PSARGS_TEXTRANSFORM_SHIFT)
3052 & WINED3D_PSARGS_TEXTRANSFORM_MASK;
3053 enum wined3d_sampler_texture_type sampler_type = ins->ctx->reg_maps->sampler_type[sampler_idx];
3055 /* Projected cube textures don't make a lot of sense, the resulting coordinates stay the same. */
3056 if (flags & WINED3D_PSARGS_PROJECTED && sampler_type != WINED3DSTT_CUBE)
3058 sample_flags |= WINED3D_GLSL_SAMPLE_PROJECTED;
3059 switch (flags & ~WINED3D_PSARGS_PROJECTED)
3061 case WINED3D_TTFF_COUNT1:
3062 FIXME("WINED3D_TTFF_PROJECTED with WINED3D_TTFF_COUNT1?\n");
3063 break;
3064 case WINED3D_TTFF_COUNT2:
3065 mask = WINED3DSP_WRITEMASK_1;
3066 break;
3067 case WINED3D_TTFF_COUNT3:
3068 mask = WINED3DSP_WRITEMASK_2;
3069 break;
3070 case WINED3D_TTFF_COUNT4:
3071 case WINED3D_TTFF_DISABLE:
3072 mask = WINED3DSP_WRITEMASK_3;
3073 break;
3077 else if (shader_version < WINED3D_SHADER_VERSION(2,0))
3079 enum wined3d_shader_src_modifier src_mod = ins->src[0].modifiers;
3081 if (src_mod == WINED3DSPSM_DZ) {
3082 sample_flags |= WINED3D_GLSL_SAMPLE_PROJECTED;
3083 mask = WINED3DSP_WRITEMASK_2;
3084 } else if (src_mod == WINED3DSPSM_DW) {
3085 sample_flags |= WINED3D_GLSL_SAMPLE_PROJECTED;
3086 mask = WINED3DSP_WRITEMASK_3;
3088 } else {
3089 if (ins->flags & WINED3DSI_TEXLD_PROJECT)
3091 /* ps 2.0 texldp instruction always divides by the fourth component. */
3092 sample_flags |= WINED3D_GLSL_SAMPLE_PROJECTED;
3093 mask = WINED3DSP_WRITEMASK_3;
3097 if (texture && texture->target == GL_TEXTURE_RECTANGLE_ARB)
3098 sample_flags |= WINED3D_GLSL_SAMPLE_RECT;
3100 shader_glsl_get_sample_function(ins->ctx, sampler_idx, sample_flags, &sample_function);
3101 mask |= sample_function.coord_mask;
3103 if (shader_version < WINED3D_SHADER_VERSION(2,0)) swizzle = WINED3DSP_NOSWIZZLE;
3104 else swizzle = ins->src[1].swizzle;
3106 /* 1.0-1.3: Use destination register as coordinate source.
3107 1.4+: Use provided coordinate source register. */
3108 if (shader_version < WINED3D_SHADER_VERSION(1,4))
3110 char coord_mask[6];
3111 shader_glsl_write_mask_to_str(mask, coord_mask);
3112 shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, swizzle, NULL, NULL, NULL,
3113 "T%u%s", sampler_idx, coord_mask);
3115 else
3117 struct glsl_src_param coord_param;
3118 shader_glsl_add_src_param(ins, &ins->src[0], mask, &coord_param);
3119 if (ins->flags & WINED3DSI_TEXLD_BIAS)
3121 struct glsl_src_param bias;
3122 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_3, &bias);
3123 shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, swizzle, NULL, NULL, bias.param_str,
3124 "%s", coord_param.param_str);
3125 } else {
3126 shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, swizzle, NULL, NULL, NULL,
3127 "%s", coord_param.param_str);
3132 static void shader_glsl_texldd(const struct wined3d_shader_instruction *ins)
3134 const struct wined3d_shader *shader = ins->ctx->shader;
3135 struct wined3d_device *device = shader->device;
3136 const struct wined3d_gl_info *gl_info = ins->ctx->gl_info;
3137 struct glsl_src_param coord_param, dx_param, dy_param;
3138 DWORD sample_flags = WINED3D_GLSL_SAMPLE_GRAD;
3139 struct glsl_sample_function sample_function;
3140 DWORD sampler_idx;
3141 DWORD swizzle = ins->src[1].swizzle;
3142 const struct wined3d_texture *texture;
3144 if (!gl_info->supported[ARB_SHADER_TEXTURE_LOD] && !gl_info->supported[EXT_GPU_SHADER4])
3146 FIXME("texldd used, but not supported by hardware. Falling back to regular tex\n");
3147 shader_glsl_tex(ins);
3148 return;
3151 sampler_idx = ins->src[1].reg.idx;
3152 texture = device->stateBlock->state.textures[sampler_idx];
3153 if (texture && texture->target == GL_TEXTURE_RECTANGLE_ARB)
3154 sample_flags |= WINED3D_GLSL_SAMPLE_RECT;
3156 shader_glsl_get_sample_function(ins->ctx, sampler_idx, sample_flags, &sample_function);
3157 shader_glsl_add_src_param(ins, &ins->src[0], sample_function.coord_mask, &coord_param);
3158 shader_glsl_add_src_param(ins, &ins->src[2], sample_function.coord_mask, &dx_param);
3159 shader_glsl_add_src_param(ins, &ins->src[3], sample_function.coord_mask, &dy_param);
3161 shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, swizzle, dx_param.param_str, dy_param.param_str, NULL,
3162 "%s", coord_param.param_str);
3165 static void shader_glsl_texldl(const struct wined3d_shader_instruction *ins)
3167 const struct wined3d_shader *shader = ins->ctx->shader;
3168 struct wined3d_device *device = shader->device;
3169 const struct wined3d_gl_info *gl_info = ins->ctx->gl_info;
3170 struct glsl_src_param coord_param, lod_param;
3171 DWORD sample_flags = WINED3D_GLSL_SAMPLE_LOD;
3172 struct glsl_sample_function sample_function;
3173 DWORD sampler_idx;
3174 DWORD swizzle = ins->src[1].swizzle;
3175 const struct wined3d_texture *texture;
3177 sampler_idx = ins->src[1].reg.idx;
3178 texture = device->stateBlock->state.textures[sampler_idx];
3179 if (texture && texture->target == GL_TEXTURE_RECTANGLE_ARB)
3180 sample_flags |= WINED3D_GLSL_SAMPLE_RECT;
3182 shader_glsl_get_sample_function(ins->ctx, sampler_idx, sample_flags, &sample_function);
3183 shader_glsl_add_src_param(ins, &ins->src[0], sample_function.coord_mask, &coord_param);
3185 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_3, &lod_param);
3187 if (!gl_info->supported[ARB_SHADER_TEXTURE_LOD] && !gl_info->supported[EXT_GPU_SHADER4]
3188 && shader_is_pshader_version(ins->ctx->reg_maps->shader_version.type))
3190 /* Plain GLSL only supports Lod sampling functions in vertex shaders.
3191 * However, the NVIDIA drivers allow them in fragment shaders as well,
3192 * even without the appropriate extension. */
3193 WARN("Using %s in fragment shader.\n", sample_function.name);
3195 shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, swizzle, NULL, NULL, lod_param.param_str,
3196 "%s", coord_param.param_str);
3199 static void shader_glsl_texcoord(const struct wined3d_shader_instruction *ins)
3201 /* FIXME: Make this work for more than just 2D textures */
3202 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
3203 DWORD write_mask = shader_glsl_append_dst(ins->ctx->buffer, ins);
3205 if (!(ins->ctx->reg_maps->shader_version.major == 1 && ins->ctx->reg_maps->shader_version.minor == 4))
3207 char dst_mask[6];
3209 shader_glsl_get_write_mask(&ins->dst[0], dst_mask);
3210 shader_addline(buffer, "clamp(gl_TexCoord[%u], 0.0, 1.0)%s);\n",
3211 ins->dst[0].reg.idx, dst_mask);
3213 else
3215 enum wined3d_shader_src_modifier src_mod = ins->src[0].modifiers;
3216 DWORD reg = ins->src[0].reg.idx;
3217 char dst_swizzle[6];
3219 shader_glsl_get_swizzle(&ins->src[0], FALSE, write_mask, dst_swizzle);
3221 if (src_mod == WINED3DSPSM_DZ)
3223 unsigned int mask_size = shader_glsl_get_write_mask_size(write_mask);
3224 struct glsl_src_param div_param;
3226 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_2, &div_param);
3228 if (mask_size > 1) {
3229 shader_addline(buffer, "gl_TexCoord[%u]%s / vec%d(%s));\n", reg, dst_swizzle, mask_size, div_param.param_str);
3230 } else {
3231 shader_addline(buffer, "gl_TexCoord[%u]%s / %s);\n", reg, dst_swizzle, div_param.param_str);
3234 else if (src_mod == WINED3DSPSM_DW)
3236 unsigned int mask_size = shader_glsl_get_write_mask_size(write_mask);
3237 struct glsl_src_param div_param;
3239 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_3, &div_param);
3241 if (mask_size > 1) {
3242 shader_addline(buffer, "gl_TexCoord[%u]%s / vec%d(%s));\n", reg, dst_swizzle, mask_size, div_param.param_str);
3243 } else {
3244 shader_addline(buffer, "gl_TexCoord[%u]%s / %s);\n", reg, dst_swizzle, div_param.param_str);
3246 } else {
3247 shader_addline(buffer, "gl_TexCoord[%u]%s);\n", reg, dst_swizzle);
3252 /** Process the WINED3DSIO_TEXDP3TEX instruction in GLSL:
3253 * Take a 3-component dot product of the TexCoord[dstreg] and src,
3254 * then perform a 1D texture lookup from stage dstregnum, place into dst. */
3255 static void shader_glsl_texdp3tex(const struct wined3d_shader_instruction *ins)
3257 DWORD sampler_idx = ins->dst[0].reg.idx;
3258 DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
3259 struct glsl_sample_function sample_function;
3260 struct glsl_src_param src0_param;
3261 UINT mask_size;
3263 shader_glsl_add_src_param(ins, &ins->src[0], src_mask, &src0_param);
3265 /* Do I have to take care about the projected bit? I don't think so, since the dp3 returns only one
3266 * scalar, and projected sampling would require 4.
3268 * It is a dependent read - not valid with conditional NP2 textures
3270 shader_glsl_get_sample_function(ins->ctx, sampler_idx, 0, &sample_function);
3271 mask_size = shader_glsl_get_write_mask_size(sample_function.coord_mask);
3273 switch(mask_size)
3275 case 1:
3276 shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, WINED3DSP_NOSWIZZLE, NULL, NULL, NULL,
3277 "dot(gl_TexCoord[%u].xyz, %s)", sampler_idx, src0_param.param_str);
3278 break;
3280 case 2:
3281 shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, WINED3DSP_NOSWIZZLE, NULL, NULL, NULL,
3282 "vec2(dot(gl_TexCoord[%u].xyz, %s), 0.0)", sampler_idx, src0_param.param_str);
3283 break;
3285 case 3:
3286 shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, WINED3DSP_NOSWIZZLE, NULL, NULL, NULL,
3287 "vec3(dot(gl_TexCoord[%u].xyz, %s), 0.0, 0.0)", sampler_idx, src0_param.param_str);
3288 break;
3290 default:
3291 FIXME("Unexpected mask size %u\n", mask_size);
3292 break;
3296 /** Process the WINED3DSIO_TEXDP3 instruction in GLSL:
3297 * Take a 3-component dot product of the TexCoord[dstreg] and src. */
3298 static void shader_glsl_texdp3(const struct wined3d_shader_instruction *ins)
3300 DWORD dstreg = ins->dst[0].reg.idx;
3301 DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
3302 struct glsl_src_param src0_param;
3303 DWORD dst_mask;
3304 unsigned int mask_size;
3306 dst_mask = shader_glsl_append_dst(ins->ctx->buffer, ins);
3307 mask_size = shader_glsl_get_write_mask_size(dst_mask);
3308 shader_glsl_add_src_param(ins, &ins->src[0], src_mask, &src0_param);
3310 if (mask_size > 1) {
3311 shader_addline(ins->ctx->buffer, "vec%d(dot(T%u.xyz, %s)));\n", mask_size, dstreg, src0_param.param_str);
3312 } else {
3313 shader_addline(ins->ctx->buffer, "dot(T%u.xyz, %s));\n", dstreg, src0_param.param_str);
3317 /** Process the WINED3DSIO_TEXDEPTH instruction in GLSL:
3318 * Calculate the depth as dst.x / dst.y */
3319 static void shader_glsl_texdepth(const struct wined3d_shader_instruction *ins)
3321 struct glsl_dst_param dst_param;
3323 shader_glsl_add_dst_param(ins, &ins->dst[0], &dst_param);
3325 /* Tests show that texdepth never returns anything below 0.0, and that r5.y is clamped to 1.0.
3326 * Negative input is accepted, -0.25 / -0.5 returns 0.5. GL should clamp gl_FragDepth to [0;1], but
3327 * this doesn't always work, so clamp the results manually. Whether or not the x value is clamped at 1
3328 * too is irrelevant, since if x = 0, any y value < 1.0 (and > 1.0 is not allowed) results in a result
3329 * >= 1.0 or < 0.0
3331 shader_addline(ins->ctx->buffer, "gl_FragDepth = clamp((%s.x / min(%s.y, 1.0)), 0.0, 1.0);\n",
3332 dst_param.reg_name, dst_param.reg_name);
3335 /** Process the WINED3DSIO_TEXM3X2DEPTH instruction in GLSL:
3336 * Last row of a 3x2 matrix multiply, use the result to calculate the depth:
3337 * Calculate tmp0.y = TexCoord[dstreg] . src.xyz; (tmp0.x has already been calculated)
3338 * depth = (tmp0.y == 0.0) ? 1.0 : tmp0.x / tmp0.y
3340 static void shader_glsl_texm3x2depth(const struct wined3d_shader_instruction *ins)
3342 DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
3343 DWORD dstreg = ins->dst[0].reg.idx;
3344 struct glsl_src_param src0_param;
3346 shader_glsl_add_src_param(ins, &ins->src[0], src_mask, &src0_param);
3348 shader_addline(ins->ctx->buffer, "tmp0.y = dot(T%u.xyz, %s);\n", dstreg, src0_param.param_str);
3349 shader_addline(ins->ctx->buffer, "gl_FragDepth = (tmp0.y == 0.0) ? 1.0 : clamp(tmp0.x / tmp0.y, 0.0, 1.0);\n");
3352 /** Process the WINED3DSIO_TEXM3X2PAD instruction in GLSL
3353 * Calculate the 1st of a 2-row matrix multiplication. */
3354 static void shader_glsl_texm3x2pad(const struct wined3d_shader_instruction *ins)
3356 DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
3357 DWORD reg = ins->dst[0].reg.idx;
3358 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
3359 struct glsl_src_param src0_param;
3361 shader_glsl_add_src_param(ins, &ins->src[0], src_mask, &src0_param);
3362 shader_addline(buffer, "tmp0.x = dot(T%u.xyz, %s);\n", reg, src0_param.param_str);
3365 /** Process the WINED3DSIO_TEXM3X3PAD instruction in GLSL
3366 * Calculate the 1st or 2nd row of a 3-row matrix multiplication. */
3367 static void shader_glsl_texm3x3pad(const struct wined3d_shader_instruction *ins)
3369 DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
3370 DWORD reg = ins->dst[0].reg.idx;
3371 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
3372 struct wined3d_shader_tex_mx *tex_mx = ins->ctx->tex_mx;
3373 struct glsl_src_param src0_param;
3375 shader_glsl_add_src_param(ins, &ins->src[0], src_mask, &src0_param);
3376 shader_addline(buffer, "tmp0.%c = dot(T%u.xyz, %s);\n", 'x' + tex_mx->current_row, reg, src0_param.param_str);
3377 tex_mx->texcoord_w[tex_mx->current_row++] = reg;
3380 static void shader_glsl_texm3x2tex(const struct wined3d_shader_instruction *ins)
3382 DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
3383 DWORD reg = ins->dst[0].reg.idx;
3384 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
3385 struct glsl_sample_function sample_function;
3386 struct glsl_src_param src0_param;
3388 shader_glsl_add_src_param(ins, &ins->src[0], src_mask, &src0_param);
3389 shader_addline(buffer, "tmp0.y = dot(T%u.xyz, %s);\n", reg, src0_param.param_str);
3391 shader_glsl_get_sample_function(ins->ctx, reg, 0, &sample_function);
3393 /* Sample the texture using the calculated coordinates */
3394 shader_glsl_gen_sample_code(ins, reg, &sample_function, WINED3DSP_NOSWIZZLE, NULL, NULL, NULL, "tmp0.xy");
3397 /** Process the WINED3DSIO_TEXM3X3TEX instruction in GLSL
3398 * Perform the 3rd row of a 3x3 matrix multiply, then sample the texture using the calculated coordinates */
3399 static void shader_glsl_texm3x3tex(const struct wined3d_shader_instruction *ins)
3401 DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
3402 struct wined3d_shader_tex_mx *tex_mx = ins->ctx->tex_mx;
3403 struct glsl_sample_function sample_function;
3404 struct glsl_src_param src0_param;
3405 DWORD reg = ins->dst[0].reg.idx;
3407 shader_glsl_add_src_param(ins, &ins->src[0], src_mask, &src0_param);
3408 shader_addline(ins->ctx->buffer, "tmp0.z = dot(T%u.xyz, %s);\n", reg, src0_param.param_str);
3410 /* Dependent read, not valid with conditional NP2 */
3411 shader_glsl_get_sample_function(ins->ctx, reg, 0, &sample_function);
3413 /* Sample the texture using the calculated coordinates */
3414 shader_glsl_gen_sample_code(ins, reg, &sample_function, WINED3DSP_NOSWIZZLE, NULL, NULL, NULL, "tmp0.xyz");
3416 tex_mx->current_row = 0;
3419 /** Process the WINED3DSIO_TEXM3X3 instruction in GLSL
3420 * Perform the 3rd row of a 3x3 matrix multiply */
3421 static void shader_glsl_texm3x3(const struct wined3d_shader_instruction *ins)
3423 DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
3424 struct wined3d_shader_tex_mx *tex_mx = ins->ctx->tex_mx;
3425 struct glsl_src_param src0_param;
3426 char dst_mask[6];
3427 DWORD reg = ins->dst[0].reg.idx;
3429 shader_glsl_add_src_param(ins, &ins->src[0], src_mask, &src0_param);
3431 shader_glsl_append_dst(ins->ctx->buffer, ins);
3432 shader_glsl_get_write_mask(&ins->dst[0], dst_mask);
3433 shader_addline(ins->ctx->buffer, "vec4(tmp0.xy, dot(T%u.xyz, %s), 1.0)%s);\n", reg, src0_param.param_str, dst_mask);
3435 tex_mx->current_row = 0;
3438 /* Process the WINED3DSIO_TEXM3X3SPEC instruction in GLSL
3439 * Perform the final texture lookup based on the previous 2 3x3 matrix multiplies */
3440 static void shader_glsl_texm3x3spec(const struct wined3d_shader_instruction *ins)
3442 struct glsl_src_param src0_param;
3443 struct glsl_src_param src1_param;
3444 DWORD reg = ins->dst[0].reg.idx;
3445 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
3446 struct wined3d_shader_tex_mx *tex_mx = ins->ctx->tex_mx;
3447 DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
3448 struct glsl_sample_function sample_function;
3449 char coord_mask[6];
3451 shader_glsl_add_src_param(ins, &ins->src[0], src_mask, &src0_param);
3452 shader_glsl_add_src_param(ins, &ins->src[1], src_mask, &src1_param);
3454 /* Perform the last matrix multiply operation */
3455 shader_addline(buffer, "tmp0.z = dot(T%u.xyz, %s);\n", reg, src0_param.param_str);
3456 /* Reflection calculation */
3457 shader_addline(buffer, "tmp0.xyz = -reflect((%s), normalize(tmp0.xyz));\n", src1_param.param_str);
3459 /* Dependent read, not valid with conditional NP2 */
3460 shader_glsl_get_sample_function(ins->ctx, reg, 0, &sample_function);
3461 shader_glsl_write_mask_to_str(sample_function.coord_mask, coord_mask);
3463 /* Sample the texture */
3464 shader_glsl_gen_sample_code(ins, reg, &sample_function, WINED3DSP_NOSWIZZLE,
3465 NULL, NULL, NULL, "tmp0%s", coord_mask);
3467 tex_mx->current_row = 0;
3470 /* Process the WINED3DSIO_TEXM3X3VSPEC instruction in GLSL
3471 * Perform the final texture lookup based on the previous 2 3x3 matrix multiplies */
3472 static void shader_glsl_texm3x3vspec(const struct wined3d_shader_instruction *ins)
3474 DWORD reg = ins->dst[0].reg.idx;
3475 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
3476 struct wined3d_shader_tex_mx *tex_mx = ins->ctx->tex_mx;
3477 DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
3478 struct glsl_sample_function sample_function;
3479 struct glsl_src_param src0_param;
3480 char coord_mask[6];
3482 shader_glsl_add_src_param(ins, &ins->src[0], src_mask, &src0_param);
3484 /* Perform the last matrix multiply operation */
3485 shader_addline(buffer, "tmp0.z = dot(vec3(T%u), vec3(%s));\n", reg, src0_param.param_str);
3487 /* Construct the eye-ray vector from w coordinates */
3488 shader_addline(buffer, "tmp1.xyz = normalize(vec3(gl_TexCoord[%u].w, gl_TexCoord[%u].w, gl_TexCoord[%u].w));\n",
3489 tex_mx->texcoord_w[0], tex_mx->texcoord_w[1], reg);
3490 shader_addline(buffer, "tmp0.xyz = -reflect(tmp1.xyz, normalize(tmp0.xyz));\n");
3492 /* Dependent read, not valid with conditional NP2 */
3493 shader_glsl_get_sample_function(ins->ctx, reg, 0, &sample_function);
3494 shader_glsl_write_mask_to_str(sample_function.coord_mask, coord_mask);
3496 /* Sample the texture using the calculated coordinates */
3497 shader_glsl_gen_sample_code(ins, reg, &sample_function, WINED3DSP_NOSWIZZLE,
3498 NULL, NULL, NULL, "tmp0%s", coord_mask);
3500 tex_mx->current_row = 0;
3503 /** Process the WINED3DSIO_TEXBEM instruction in GLSL.
3504 * Apply a fake bump map transform.
3505 * texbem is pshader <= 1.3 only, this saves a few version checks
3507 static void shader_glsl_texbem(const struct wined3d_shader_instruction *ins)
3509 const struct shader_glsl_ctx_priv *priv = ins->ctx->backend_data;
3510 struct glsl_sample_function sample_function;
3511 struct glsl_src_param coord_param;
3512 DWORD sampler_idx;
3513 DWORD mask;
3514 DWORD flags;
3515 char coord_mask[6];
3517 sampler_idx = ins->dst[0].reg.idx;
3518 flags = (priv->cur_ps_args->tex_transform >> sampler_idx * WINED3D_PSARGS_TEXTRANSFORM_SHIFT)
3519 & WINED3D_PSARGS_TEXTRANSFORM_MASK;
3521 /* Dependent read, not valid with conditional NP2 */
3522 shader_glsl_get_sample_function(ins->ctx, sampler_idx, 0, &sample_function);
3523 mask = sample_function.coord_mask;
3525 shader_glsl_write_mask_to_str(mask, coord_mask);
3527 /* With projected textures, texbem only divides the static texture coord,
3528 * not the displacement, so we can't let GL handle this. */
3529 if (flags & WINED3D_PSARGS_PROJECTED)
3531 DWORD div_mask=0;
3532 char coord_div_mask[3];
3533 switch (flags & ~WINED3D_PSARGS_PROJECTED)
3535 case WINED3D_TTFF_COUNT1:
3536 FIXME("WINED3D_TTFF_PROJECTED with WINED3D_TTFF_COUNT1?\n");
3537 break;
3538 case WINED3D_TTFF_COUNT2:
3539 div_mask = WINED3DSP_WRITEMASK_1;
3540 break;
3541 case WINED3D_TTFF_COUNT3:
3542 div_mask = WINED3DSP_WRITEMASK_2;
3543 break;
3544 case WINED3D_TTFF_COUNT4:
3545 case WINED3D_TTFF_DISABLE:
3546 div_mask = WINED3DSP_WRITEMASK_3;
3547 break;
3549 shader_glsl_write_mask_to_str(div_mask, coord_div_mask);
3550 shader_addline(ins->ctx->buffer, "T%u%s /= T%u%s;\n", sampler_idx, coord_mask, sampler_idx, coord_div_mask);
3553 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1, &coord_param);
3555 shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, WINED3DSP_NOSWIZZLE, NULL, NULL, NULL,
3556 "T%u%s + vec4(bumpenvmat%d * %s, 0.0, 0.0)%s", sampler_idx, coord_mask, sampler_idx,
3557 coord_param.param_str, coord_mask);
3559 if (ins->handler_idx == WINED3DSIH_TEXBEML)
3561 struct glsl_src_param luminance_param;
3562 struct glsl_dst_param dst_param;
3564 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_2, &luminance_param);
3565 shader_glsl_add_dst_param(ins, &ins->dst[0], &dst_param);
3567 shader_addline(ins->ctx->buffer, "%s%s *= (%s * luminancescale%d + luminanceoffset%d);\n",
3568 dst_param.reg_name, dst_param.mask_str,
3569 luminance_param.param_str, sampler_idx, sampler_idx);
3573 static void shader_glsl_bem(const struct wined3d_shader_instruction *ins)
3575 struct glsl_src_param src0_param, src1_param;
3576 DWORD sampler_idx = ins->dst[0].reg.idx;
3578 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1, &src0_param);
3579 shader_glsl_add_src_param(ins, &ins->src[1], WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1, &src1_param);
3581 shader_glsl_append_dst(ins->ctx->buffer, ins);
3582 shader_addline(ins->ctx->buffer, "%s + bumpenvmat%d * %s);\n",
3583 src0_param.param_str, sampler_idx, src1_param.param_str);
3586 /** Process the WINED3DSIO_TEXREG2AR instruction in GLSL
3587 * Sample 2D texture at dst using the alpha & red (wx) components of src as texture coordinates */
3588 static void shader_glsl_texreg2ar(const struct wined3d_shader_instruction *ins)
3590 struct glsl_sample_function sample_function;
3591 struct glsl_src_param src0_param;
3592 DWORD sampler_idx = ins->dst[0].reg.idx;
3594 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_ALL, &src0_param);
3596 shader_glsl_get_sample_function(ins->ctx, sampler_idx, 0, &sample_function);
3597 shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, WINED3DSP_NOSWIZZLE, NULL, NULL, NULL,
3598 "%s.wx", src0_param.reg_name);
3601 /** Process the WINED3DSIO_TEXREG2GB instruction in GLSL
3602 * Sample 2D texture at dst using the green & blue (yz) components of src as texture coordinates */
3603 static void shader_glsl_texreg2gb(const struct wined3d_shader_instruction *ins)
3605 struct glsl_sample_function sample_function;
3606 struct glsl_src_param src0_param;
3607 DWORD sampler_idx = ins->dst[0].reg.idx;
3609 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_ALL, &src0_param);
3611 shader_glsl_get_sample_function(ins->ctx, sampler_idx, 0, &sample_function);
3612 shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, WINED3DSP_NOSWIZZLE, NULL, NULL, NULL,
3613 "%s.yz", src0_param.reg_name);
3616 /** Process the WINED3DSIO_TEXREG2RGB instruction in GLSL
3617 * Sample texture at dst using the rgb (xyz) components of src as texture coordinates */
3618 static void shader_glsl_texreg2rgb(const struct wined3d_shader_instruction *ins)
3620 struct glsl_sample_function sample_function;
3621 struct glsl_src_param src0_param;
3622 DWORD sampler_idx = ins->dst[0].reg.idx;
3624 /* Dependent read, not valid with conditional NP2 */
3625 shader_glsl_get_sample_function(ins->ctx, sampler_idx, 0, &sample_function);
3626 shader_glsl_add_src_param(ins, &ins->src[0], sample_function.coord_mask, &src0_param);
3628 shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, WINED3DSP_NOSWIZZLE, NULL, NULL, NULL,
3629 "%s", src0_param.param_str);
3632 /** Process the WINED3DSIO_TEXKILL instruction in GLSL.
3633 * If any of the first 3 components are < 0, discard this pixel */
3634 static void shader_glsl_texkill(const struct wined3d_shader_instruction *ins)
3636 struct glsl_dst_param dst_param;
3638 /* The argument is a destination parameter, and no writemasks are allowed */
3639 shader_glsl_add_dst_param(ins, &ins->dst[0], &dst_param);
3640 if (ins->ctx->reg_maps->shader_version.major >= 2)
3642 /* 2.0 shaders compare all 4 components in texkill */
3643 shader_addline(ins->ctx->buffer, "if (any(lessThan(%s.xyzw, vec4(0.0)))) discard;\n", dst_param.reg_name);
3644 } else {
3645 /* 1.X shaders only compare the first 3 components, probably due to the nature of the texkill
3646 * instruction as a tex* instruction, and phase, which kills all a / w components. Even if all
3647 * 4 components are defined, only the first 3 are used
3649 shader_addline(ins->ctx->buffer, "if (any(lessThan(%s.xyz, vec3(0.0)))) discard;\n", dst_param.reg_name);
3653 /** Process the WINED3DSIO_DP2ADD instruction in GLSL.
3654 * dst = dot2(src0, src1) + src2 */
3655 static void shader_glsl_dp2add(const struct wined3d_shader_instruction *ins)
3657 struct glsl_src_param src0_param;
3658 struct glsl_src_param src1_param;
3659 struct glsl_src_param src2_param;
3660 DWORD write_mask;
3661 unsigned int mask_size;
3663 write_mask = shader_glsl_append_dst(ins->ctx->buffer, ins);
3664 mask_size = shader_glsl_get_write_mask_size(write_mask);
3666 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1, &src0_param);
3667 shader_glsl_add_src_param(ins, &ins->src[1], WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1, &src1_param);
3668 shader_glsl_add_src_param(ins, &ins->src[2], WINED3DSP_WRITEMASK_0, &src2_param);
3670 if (mask_size > 1) {
3671 shader_addline(ins->ctx->buffer, "vec%d(dot(%s, %s) + %s));\n",
3672 mask_size, src0_param.param_str, src1_param.param_str, src2_param.param_str);
3673 } else {
3674 shader_addline(ins->ctx->buffer, "dot(%s, %s) + %s);\n",
3675 src0_param.param_str, src1_param.param_str, src2_param.param_str);
3679 static void shader_glsl_input_pack(const struct wined3d_shader *shader, struct wined3d_shader_buffer *buffer,
3680 const struct wined3d_shader_signature_element *input_signature,
3681 const struct wined3d_shader_reg_maps *reg_maps,
3682 enum vertexprocessing_mode vertexprocessing)
3684 WORD map = reg_maps->input_registers;
3685 unsigned int i;
3687 for (i = 0; map; map >>= 1, ++i)
3689 const char *semantic_name;
3690 UINT semantic_idx;
3691 char reg_mask[6];
3693 /* Unused */
3694 if (!(map & 1)) continue;
3696 semantic_name = input_signature[i].semantic_name;
3697 semantic_idx = input_signature[i].semantic_idx;
3698 shader_glsl_write_mask_to_str(input_signature[i].mask, reg_mask);
3700 if (shader_match_semantic(semantic_name, WINED3D_DECL_USAGE_TEXCOORD))
3702 if (semantic_idx < 8 && vertexprocessing == pretransformed)
3703 shader_addline(buffer, "IN[%u]%s = gl_TexCoord[%u]%s;\n",
3704 shader->u.ps.input_reg_map[i], reg_mask, semantic_idx, reg_mask);
3705 else
3706 shader_addline(buffer, "IN[%u]%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
3707 shader->u.ps.input_reg_map[i], reg_mask, reg_mask);
3709 else if (shader_match_semantic(semantic_name, WINED3D_DECL_USAGE_COLOR))
3711 if (!semantic_idx)
3712 shader_addline(buffer, "IN[%u]%s = vec4(gl_Color)%s;\n",
3713 shader->u.ps.input_reg_map[i], reg_mask, reg_mask);
3714 else if (semantic_idx == 1)
3715 shader_addline(buffer, "IN[%u]%s = vec4(gl_SecondaryColor)%s;\n",
3716 shader->u.ps.input_reg_map[i], reg_mask, reg_mask);
3717 else
3718 shader_addline(buffer, "IN[%u]%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
3719 shader->u.ps.input_reg_map[i], reg_mask, reg_mask);
3721 else
3723 shader_addline(buffer, "IN[%u]%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
3724 shader->u.ps.input_reg_map[i], reg_mask, reg_mask);
3729 /*********************************************
3730 * Vertex Shader Specific Code begins here
3731 ********************************************/
3733 static void add_glsl_program_entry(struct shader_glsl_priv *priv, struct glsl_shader_prog_link *entry)
3735 struct glsl_program_key key;
3737 key.vshader = entry->vshader;
3738 key.pshader = entry->pshader;
3739 key.vs_args = entry->vs_args;
3740 key.ps_args = entry->ps_args;
3742 if (wine_rb_put(&priv->program_lookup, &key, &entry->program_lookup_entry) == -1)
3744 ERR("Failed to insert program entry.\n");
3748 static struct glsl_shader_prog_link *get_glsl_program_entry(const struct shader_glsl_priv *priv,
3749 const struct wined3d_shader *vshader, const struct wined3d_shader *pshader,
3750 const struct vs_compile_args *vs_args, const struct ps_compile_args *ps_args)
3752 struct wine_rb_entry *entry;
3753 struct glsl_program_key key;
3755 key.vshader = vshader;
3756 key.pshader = pshader;
3757 key.vs_args = *vs_args;
3758 key.ps_args = *ps_args;
3760 entry = wine_rb_get(&priv->program_lookup, &key);
3761 return entry ? WINE_RB_ENTRY_VALUE(entry, struct glsl_shader_prog_link, program_lookup_entry) : NULL;
3764 /* GL locking is done by the caller */
3765 static void delete_glsl_program_entry(struct shader_glsl_priv *priv, const struct wined3d_gl_info *gl_info,
3766 struct glsl_shader_prog_link *entry)
3768 struct glsl_program_key key;
3770 key.vshader = entry->vshader;
3771 key.pshader = entry->pshader;
3772 key.vs_args = entry->vs_args;
3773 key.ps_args = entry->ps_args;
3774 wine_rb_remove(&priv->program_lookup, &key);
3776 GL_EXTCALL(glDeleteObjectARB(entry->programId));
3777 if (entry->vshader) list_remove(&entry->vshader_entry);
3778 if (entry->pshader) list_remove(&entry->pshader_entry);
3779 HeapFree(GetProcessHeap(), 0, entry->vuniformF_locations);
3780 HeapFree(GetProcessHeap(), 0, entry->puniformF_locations);
3781 HeapFree(GetProcessHeap(), 0, entry);
3784 static void handle_ps3_input(struct wined3d_shader_buffer *buffer,
3785 const struct wined3d_gl_info *gl_info, const DWORD *map,
3786 const struct wined3d_shader_signature_element *input_signature,
3787 const struct wined3d_shader_reg_maps *reg_maps_in,
3788 const struct wined3d_shader_signature_element *output_signature,
3789 const struct wined3d_shader_reg_maps *reg_maps_out)
3791 unsigned int i, j;
3792 const char *semantic_name_in;
3793 UINT semantic_idx_in;
3794 DWORD *set;
3795 DWORD in_idx;
3796 unsigned int in_count = vec4_varyings(3, gl_info);
3797 char reg_mask[6];
3798 char destination[50];
3799 WORD input_map, output_map;
3801 set = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*set) * (in_count + 2));
3803 input_map = reg_maps_in->input_registers;
3804 for (i = 0; input_map; input_map >>= 1, ++i)
3806 if (!(input_map & 1)) continue;
3808 in_idx = map[i];
3809 /* Declared, but not read register */
3810 if (in_idx == ~0U) continue;
3811 if (in_idx >= (in_count + 2))
3813 FIXME("More input varyings declared than supported, expect issues.\n");
3814 continue;
3817 if (in_idx == in_count) {
3818 sprintf(destination, "gl_FrontColor");
3819 } else if (in_idx == in_count + 1) {
3820 sprintf(destination, "gl_FrontSecondaryColor");
3821 } else {
3822 sprintf(destination, "IN[%u]", in_idx);
3825 semantic_name_in = input_signature[i].semantic_name;
3826 semantic_idx_in = input_signature[i].semantic_idx;
3827 set[in_idx] = ~0U;
3829 output_map = reg_maps_out->output_registers;
3830 for (j = 0; output_map; output_map >>= 1, ++j)
3832 DWORD mask;
3834 if (!(output_map & 1)
3835 || semantic_idx_in != output_signature[j].semantic_idx
3836 || strcmp(semantic_name_in, output_signature[j].semantic_name)
3837 || !(mask = input_signature[i].mask & output_signature[j].mask))
3838 continue;
3840 set[in_idx] = mask;
3841 shader_glsl_write_mask_to_str(mask, reg_mask);
3843 shader_addline(buffer, "%s%s = OUT[%u]%s;\n",
3844 destination, reg_mask, j, reg_mask);
3848 for (i = 0; i < in_count + 2; ++i)
3850 unsigned int size;
3852 if (!set[i] || set[i] == WINED3DSP_WRITEMASK_ALL)
3853 continue;
3855 if (set[i] == ~0U) set[i] = 0;
3857 size = 0;
3858 if (!(set[i] & WINED3DSP_WRITEMASK_0)) reg_mask[size++] = 'x';
3859 if (!(set[i] & WINED3DSP_WRITEMASK_1)) reg_mask[size++] = 'y';
3860 if (!(set[i] & WINED3DSP_WRITEMASK_2)) reg_mask[size++] = 'z';
3861 if (!(set[i] & WINED3DSP_WRITEMASK_3)) reg_mask[size++] = 'w';
3862 reg_mask[size] = '\0';
3864 if (i == in_count) sprintf(destination, "gl_FrontColor");
3865 else if (i == in_count + 1) sprintf(destination, "gl_FrontSecondaryColor");
3866 else sprintf(destination, "IN[%u]", i);
3868 if (size == 1) shader_addline(buffer, "%s.%s = 0.0;\n", destination, reg_mask);
3869 else shader_addline(buffer, "%s.%s = vec%u(0.0);\n", destination, reg_mask, size);
3872 HeapFree(GetProcessHeap(), 0, set);
3875 /* GL locking is done by the caller */
3876 static GLhandleARB generate_param_reorder_function(struct wined3d_shader_buffer *buffer,
3877 const struct wined3d_shader *vs, const struct wined3d_shader *ps,
3878 const struct wined3d_gl_info *gl_info)
3880 GLhandleARB ret = 0;
3881 DWORD ps_major = ps ? ps->reg_maps.shader_version.major : 0;
3882 unsigned int i;
3883 const char *semantic_name;
3884 UINT semantic_idx;
3885 char reg_mask[6];
3886 const struct wined3d_shader_signature_element *output_signature = vs->output_signature;
3887 WORD map = vs->reg_maps.output_registers;
3889 shader_buffer_clear(buffer);
3891 shader_addline(buffer, "#version 120\n");
3893 if (ps_major < 3)
3895 shader_addline(buffer, "void order_ps_input(in vec4 OUT[%u]) {\n", MAX_REG_OUTPUT);
3897 for (i = 0; map; map >>= 1, ++i)
3899 DWORD write_mask;
3901 if (!(map & 1)) continue;
3903 semantic_name = output_signature[i].semantic_name;
3904 semantic_idx = output_signature[i].semantic_idx;
3905 write_mask = output_signature[i].mask;
3906 shader_glsl_write_mask_to_str(write_mask, reg_mask);
3908 if (shader_match_semantic(semantic_name, WINED3D_DECL_USAGE_COLOR))
3910 if (!semantic_idx)
3911 shader_addline(buffer, "gl_FrontColor%s = OUT[%u]%s;\n",
3912 reg_mask, i, reg_mask);
3913 else if (semantic_idx == 1)
3914 shader_addline(buffer, "gl_FrontSecondaryColor%s = OUT[%u]%s;\n",
3915 reg_mask, i, reg_mask);
3917 else if (shader_match_semantic(semantic_name, WINED3D_DECL_USAGE_POSITION))
3919 shader_addline(buffer, "gl_Position%s = OUT[%u]%s;\n",
3920 reg_mask, i, reg_mask);
3922 else if (shader_match_semantic(semantic_name, WINED3D_DECL_USAGE_TEXCOORD))
3924 if (semantic_idx < 8)
3926 if (!(gl_info->quirks & WINED3D_QUIRK_SET_TEXCOORD_W) || ps_major > 0)
3927 write_mask |= WINED3DSP_WRITEMASK_3;
3929 shader_addline(buffer, "gl_TexCoord[%u]%s = OUT[%u]%s;\n",
3930 semantic_idx, reg_mask, i, reg_mask);
3931 if (!(write_mask & WINED3DSP_WRITEMASK_3))
3932 shader_addline(buffer, "gl_TexCoord[%u].w = 1.0;\n", semantic_idx);
3935 else if (shader_match_semantic(semantic_name, WINED3D_DECL_USAGE_PSIZE))
3937 shader_addline(buffer, "gl_PointSize = OUT[%u].%c;\n", i, reg_mask[1]);
3939 else if (shader_match_semantic(semantic_name, WINED3D_DECL_USAGE_FOG))
3941 shader_addline(buffer, "gl_FogFragCoord = OUT[%u].%c;\n", i, reg_mask[1]);
3944 shader_addline(buffer, "}\n");
3947 else
3949 UINT in_count = min(vec4_varyings(ps_major, gl_info), ps->limits.packed_input);
3950 /* This one is tricky: a 3.0 pixel shader reads from a 3.0 vertex shader */
3951 shader_addline(buffer, "varying vec4 IN[%u];\n", in_count);
3952 shader_addline(buffer, "void order_ps_input(in vec4 OUT[%u]) {\n", MAX_REG_OUTPUT);
3954 /* First, sort out position and point size. Those are not passed to the pixel shader */
3955 for (i = 0; map; map >>= 1, ++i)
3957 if (!(map & 1)) continue;
3959 semantic_name = output_signature[i].semantic_name;
3960 shader_glsl_write_mask_to_str(output_signature[i].mask, reg_mask);
3962 if (shader_match_semantic(semantic_name, WINED3D_DECL_USAGE_POSITION))
3964 shader_addline(buffer, "gl_Position%s = OUT[%u]%s;\n",
3965 reg_mask, i, reg_mask);
3967 else if (shader_match_semantic(semantic_name, WINED3D_DECL_USAGE_PSIZE))
3969 shader_addline(buffer, "gl_PointSize = OUT[%u].%c;\n", i, reg_mask[1]);
3973 /* Then, fix the pixel shader input */
3974 handle_ps3_input(buffer, gl_info, ps->u.ps.input_reg_map, ps->input_signature,
3975 &ps->reg_maps, output_signature, &vs->reg_maps);
3977 shader_addline(buffer, "}\n");
3980 ret = GL_EXTCALL(glCreateShaderObjectARB(GL_VERTEX_SHADER_ARB));
3981 checkGLcall("glCreateShaderObjectARB(GL_VERTEX_SHADER_ARB)");
3982 shader_glsl_compile(gl_info, ret, buffer->buffer);
3984 return ret;
3987 /* GL locking is done by the caller */
3988 static void hardcode_local_constants(const struct wined3d_shader *shader,
3989 const struct wined3d_gl_info *gl_info, GLhandleARB programId, char prefix)
3991 const struct wined3d_shader_lconst *lconst;
3992 GLint tmp_loc;
3993 const float *value;
3994 char glsl_name[8];
3996 LIST_FOR_EACH_ENTRY(lconst, &shader->constantsF, struct wined3d_shader_lconst, entry)
3998 value = (const float *)lconst->value;
3999 snprintf(glsl_name, sizeof(glsl_name), "%cLC%u", prefix, lconst->idx);
4000 tmp_loc = GL_EXTCALL(glGetUniformLocationARB(programId, glsl_name));
4001 GL_EXTCALL(glUniform4fvARB(tmp_loc, 1, value));
4003 checkGLcall("Hardcoding local constants");
4006 /* GL locking is done by the caller */
4007 static GLuint shader_glsl_generate_pshader(const struct wined3d_context *context,
4008 struct wined3d_shader_buffer *buffer, const struct wined3d_shader *shader,
4009 const struct ps_compile_args *args, struct ps_np2fixup_info *np2fixup_info)
4011 const struct wined3d_shader_reg_maps *reg_maps = &shader->reg_maps;
4012 const struct wined3d_gl_info *gl_info = context->gl_info;
4013 const DWORD *function = shader->function;
4014 struct shader_glsl_ctx_priv priv_ctx;
4016 /* Create the hw GLSL shader object and assign it as the shader->prgId */
4017 GLhandleARB shader_obj = GL_EXTCALL(glCreateShaderObjectARB(GL_FRAGMENT_SHADER_ARB));
4019 memset(&priv_ctx, 0, sizeof(priv_ctx));
4020 priv_ctx.cur_ps_args = args;
4021 priv_ctx.cur_np2fixup_info = np2fixup_info;
4023 shader_addline(buffer, "#version 120\n");
4025 if (gl_info->supported[ARB_SHADER_TEXTURE_LOD])
4027 shader_addline(buffer, "#extension GL_ARB_shader_texture_lod : enable\n");
4029 if (gl_info->supported[ARB_TEXTURE_RECTANGLE])
4031 /* The spec says that it doesn't have to be explicitly enabled, but the nvidia
4032 * drivers write a warning if we don't do so
4034 shader_addline(buffer, "#extension GL_ARB_texture_rectangle : enable\n");
4036 if (gl_info->supported[EXT_GPU_SHADER4])
4038 shader_addline(buffer, "#extension GL_EXT_gpu_shader4 : enable\n");
4041 /* Base Declarations */
4042 shader_generate_glsl_declarations(context, buffer, shader, reg_maps, &priv_ctx);
4044 /* Pack 3.0 inputs */
4045 if (reg_maps->shader_version.major >= 3 && args->vp_mode != vertexshader)
4046 shader_glsl_input_pack(shader, buffer, shader->input_signature, reg_maps, args->vp_mode);
4048 /* Base Shader Body */
4049 shader_generate_main(shader, buffer, reg_maps, function, &priv_ctx);
4051 /* Pixel shaders < 2.0 place the resulting color in R0 implicitly */
4052 if (reg_maps->shader_version.major < 2)
4054 /* Some older cards like GeforceFX ones don't support multiple buffers, so also not gl_FragData */
4055 shader_addline(buffer, "gl_FragData[0] = R0;\n");
4058 if (args->srgb_correction)
4060 shader_addline(buffer, "tmp0.xyz = pow(gl_FragData[0].xyz, vec3(srgb_const0.x));\n");
4061 shader_addline(buffer, "tmp0.xyz = tmp0.xyz * vec3(srgb_const0.y) - vec3(srgb_const0.z);\n");
4062 shader_addline(buffer, "tmp1.xyz = gl_FragData[0].xyz * vec3(srgb_const0.w);\n");
4063 shader_addline(buffer, "bvec3 srgb_compare = lessThan(gl_FragData[0].xyz, vec3(srgb_const1.x));\n");
4064 shader_addline(buffer, "gl_FragData[0].xyz = mix(tmp0.xyz, tmp1.xyz, vec3(srgb_compare));\n");
4065 shader_addline(buffer, "gl_FragData[0] = clamp(gl_FragData[0], 0.0, 1.0);\n");
4067 /* Pixel shader < 3.0 do not replace the fog stage.
4068 * This implements linear fog computation and blending.
4069 * TODO: non linear fog
4070 * NOTE: gl_Fog.start and gl_Fog.end don't hold fog start s and end e but
4071 * -1/(e-s) and e/(e-s) respectively.
4073 if (reg_maps->shader_version.major < 3)
4075 switch(args->fog) {
4076 case FOG_OFF: break;
4077 case FOG_LINEAR:
4078 shader_addline(buffer, "float fogstart = -1.0 / (gl_Fog.end - gl_Fog.start);\n");
4079 shader_addline(buffer, "float fogend = gl_Fog.end * -fogstart;\n");
4080 shader_addline(buffer, "float Fog = clamp(gl_FogFragCoord * fogstart + fogend, 0.0, 1.0);\n");
4081 shader_addline(buffer, "gl_FragData[0].xyz = mix(gl_Fog.color.xyz, gl_FragData[0].xyz, Fog);\n");
4082 break;
4083 case FOG_EXP:
4084 /* Fog = e^(-gl_Fog.density * gl_FogFragCoord) */
4085 shader_addline(buffer, "float Fog = exp(-gl_Fog.density * gl_FogFragCoord);\n");
4086 shader_addline(buffer, "Fog = clamp(Fog, 0.0, 1.0);\n");
4087 shader_addline(buffer, "gl_FragData[0].xyz = mix(gl_Fog.color.xyz, gl_FragData[0].xyz, Fog);\n");
4088 break;
4089 case FOG_EXP2:
4090 /* Fog = e^(-(gl_Fog.density * gl_FogFragCoord)^2) */
4091 shader_addline(buffer, "float Fog = exp(-gl_Fog.density * gl_Fog.density * gl_FogFragCoord * gl_FogFragCoord);\n");
4092 shader_addline(buffer, "Fog = clamp(Fog, 0.0, 1.0);\n");
4093 shader_addline(buffer, "gl_FragData[0].xyz = mix(gl_Fog.color.xyz, gl_FragData[0].xyz, Fog);\n");
4094 break;
4098 shader_addline(buffer, "}\n");
4100 TRACE("Compiling shader object %u\n", shader_obj);
4101 shader_glsl_compile(gl_info, shader_obj, buffer->buffer);
4103 /* Store the shader object */
4104 return shader_obj;
4107 /* GL locking is done by the caller */
4108 static GLuint shader_glsl_generate_vshader(const struct wined3d_context *context,
4109 struct wined3d_shader_buffer *buffer, const struct wined3d_shader *shader,
4110 const struct vs_compile_args *args)
4112 const struct wined3d_shader_reg_maps *reg_maps = &shader->reg_maps;
4113 const struct wined3d_gl_info *gl_info = context->gl_info;
4114 const DWORD *function = shader->function;
4115 struct shader_glsl_ctx_priv priv_ctx;
4117 /* Create the hw GLSL shader program and assign it as the shader->prgId */
4118 GLhandleARB shader_obj = GL_EXTCALL(glCreateShaderObjectARB(GL_VERTEX_SHADER_ARB));
4120 shader_addline(buffer, "#version 120\n");
4122 if (gl_info->supported[EXT_GPU_SHADER4])
4123 shader_addline(buffer, "#extension GL_EXT_gpu_shader4 : enable\n");
4125 memset(&priv_ctx, 0, sizeof(priv_ctx));
4126 priv_ctx.cur_vs_args = args;
4128 /* Base Declarations */
4129 shader_generate_glsl_declarations(context, buffer, shader, reg_maps, &priv_ctx);
4131 /* Base Shader Body */
4132 shader_generate_main(shader, buffer, reg_maps, function, &priv_ctx);
4134 /* Unpack outputs */
4135 shader_addline(buffer, "order_ps_input(OUT);\n");
4137 /* The D3DRS_FOGTABLEMODE render state defines if the shader-generated fog coord is used
4138 * or if the fragment depth is used. If the fragment depth is used(FOGTABLEMODE != NONE),
4139 * the fog frag coord is thrown away. If the fog frag coord is used, but not written by
4140 * the shader, it is set to 0.0(fully fogged, since start = 1.0, end = 0.0)
4142 if (args->fog_src == VS_FOG_Z)
4143 shader_addline(buffer, "gl_FogFragCoord = gl_Position.z;\n");
4144 else if (!reg_maps->fog)
4145 shader_addline(buffer, "gl_FogFragCoord = 0.0;\n");
4147 /* We always store the clipplanes without y inversion */
4148 if (args->clip_enabled)
4149 shader_addline(buffer, "gl_ClipVertex = gl_Position;\n");
4151 /* Write the final position.
4153 * OpenGL coordinates specify the center of the pixel while d3d coords specify
4154 * the corner. The offsets are stored in z and w in posFixup. posFixup.y contains
4155 * 1.0 or -1.0 to turn the rendering upside down for offscreen rendering. PosFixup.x
4156 * contains 1.0 to allow a mad.
4158 shader_addline(buffer, "gl_Position.y = gl_Position.y * posFixup.y;\n");
4159 shader_addline(buffer, "gl_Position.xy += posFixup.zw * gl_Position.ww;\n");
4161 /* Z coord [0;1]->[-1;1] mapping, see comment in transform_projection in state.c
4163 * Basically we want (in homogeneous coordinates) z = z * 2 - 1. However, shaders are run
4164 * before the homogeneous divide, so we have to take the w into account: z = ((z / w) * 2 - 1) * w,
4165 * which is the same as z = z * 2 - w.
4167 shader_addline(buffer, "gl_Position.z = gl_Position.z * 2.0 - gl_Position.w;\n");
4169 shader_addline(buffer, "}\n");
4171 TRACE("Compiling shader object %u\n", shader_obj);
4172 shader_glsl_compile(gl_info, shader_obj, buffer->buffer);
4174 return shader_obj;
4177 static GLhandleARB find_glsl_pshader(const struct wined3d_context *context,
4178 struct wined3d_shader_buffer *buffer, struct wined3d_shader *shader,
4179 const struct ps_compile_args *args, const struct ps_np2fixup_info **np2fixup_info)
4181 struct wined3d_state *state = &shader->device->stateBlock->state;
4182 UINT i;
4183 DWORD new_size;
4184 struct glsl_ps_compiled_shader *new_array;
4185 struct glsl_pshader_private *shader_data;
4186 struct ps_np2fixup_info *np2fixup = NULL;
4187 GLhandleARB ret;
4189 if (!shader->backend_data)
4191 shader->backend_data = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*shader_data));
4192 if (!shader->backend_data)
4194 ERR("Failed to allocate backend data.\n");
4195 return 0;
4198 shader_data = shader->backend_data;
4200 /* Usually we have very few GL shaders for each d3d shader(just 1 or maybe 2),
4201 * so a linear search is more performant than a hashmap or a binary search
4202 * (cache coherency etc)
4204 for (i = 0; i < shader_data->num_gl_shaders; ++i)
4206 if (!memcmp(&shader_data->gl_shaders[i].args, args, sizeof(*args)))
4208 if (args->np2_fixup) *np2fixup_info = &shader_data->gl_shaders[i].np2fixup;
4209 return shader_data->gl_shaders[i].prgId;
4213 TRACE("No matching GL shader found for shader %p, compiling a new shader.\n", shader);
4214 if(shader_data->shader_array_size == shader_data->num_gl_shaders) {
4215 if (shader_data->num_gl_shaders)
4217 new_size = shader_data->shader_array_size + max(1, shader_data->shader_array_size / 2);
4218 new_array = HeapReAlloc(GetProcessHeap(), 0, shader_data->gl_shaders,
4219 new_size * sizeof(*shader_data->gl_shaders));
4220 } else {
4221 new_array = HeapAlloc(GetProcessHeap(), 0, sizeof(*shader_data->gl_shaders));
4222 new_size = 1;
4225 if(!new_array) {
4226 ERR("Out of memory\n");
4227 return 0;
4229 shader_data->gl_shaders = new_array;
4230 shader_data->shader_array_size = new_size;
4233 shader_data->gl_shaders[shader_data->num_gl_shaders].args = *args;
4235 memset(&shader_data->gl_shaders[shader_data->num_gl_shaders].np2fixup, 0, sizeof(struct ps_np2fixup_info));
4236 if (args->np2_fixup) np2fixup = &shader_data->gl_shaders[shader_data->num_gl_shaders].np2fixup;
4238 pixelshader_update_samplers(&shader->reg_maps, state->textures);
4240 shader_buffer_clear(buffer);
4241 ret = shader_glsl_generate_pshader(context, buffer, shader, args, np2fixup);
4242 shader_data->gl_shaders[shader_data->num_gl_shaders++].prgId = ret;
4243 *np2fixup_info = np2fixup;
4245 return ret;
4248 static inline BOOL vs_args_equal(const struct vs_compile_args *stored, const struct vs_compile_args *new,
4249 const DWORD use_map) {
4250 if((stored->swizzle_map & use_map) != new->swizzle_map) return FALSE;
4251 if((stored->clip_enabled) != new->clip_enabled) return FALSE;
4252 return stored->fog_src == new->fog_src;
4255 static GLhandleARB find_glsl_vshader(const struct wined3d_context *context,
4256 struct wined3d_shader_buffer *buffer, struct wined3d_shader *shader,
4257 const struct vs_compile_args *args)
4259 UINT i;
4260 DWORD new_size;
4261 struct glsl_vs_compiled_shader *new_array;
4262 DWORD use_map = shader->device->strided_streams.use_map;
4263 struct glsl_vshader_private *shader_data;
4264 GLhandleARB ret;
4266 if (!shader->backend_data)
4268 shader->backend_data = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*shader_data));
4269 if (!shader->backend_data)
4271 ERR("Failed to allocate backend data.\n");
4272 return 0;
4275 shader_data = shader->backend_data;
4277 /* Usually we have very few GL shaders for each d3d shader(just 1 or maybe 2),
4278 * so a linear search is more performant than a hashmap or a binary search
4279 * (cache coherency etc)
4281 for(i = 0; i < shader_data->num_gl_shaders; i++) {
4282 if(vs_args_equal(&shader_data->gl_shaders[i].args, args, use_map)) {
4283 return shader_data->gl_shaders[i].prgId;
4287 TRACE("No matching GL shader found for shader %p, compiling a new shader.\n", shader);
4289 if(shader_data->shader_array_size == shader_data->num_gl_shaders) {
4290 if (shader_data->num_gl_shaders)
4292 new_size = shader_data->shader_array_size + max(1, shader_data->shader_array_size / 2);
4293 new_array = HeapReAlloc(GetProcessHeap(), 0, shader_data->gl_shaders,
4294 new_size * sizeof(*shader_data->gl_shaders));
4295 } else {
4296 new_array = HeapAlloc(GetProcessHeap(), 0, sizeof(*shader_data->gl_shaders));
4297 new_size = 1;
4300 if(!new_array) {
4301 ERR("Out of memory\n");
4302 return 0;
4304 shader_data->gl_shaders = new_array;
4305 shader_data->shader_array_size = new_size;
4308 shader_data->gl_shaders[shader_data->num_gl_shaders].args = *args;
4310 shader_buffer_clear(buffer);
4311 ret = shader_glsl_generate_vshader(context, buffer, shader, args);
4312 shader_data->gl_shaders[shader_data->num_gl_shaders++].prgId = ret;
4314 return ret;
4317 /** Sets the GLSL program ID for the given pixel and vertex shader combination.
4318 * It sets the programId on the current StateBlock (because it should be called
4319 * inside of the DrawPrimitive() part of the render loop).
4321 * If a program for the given combination does not exist, create one, and store
4322 * the program in the hash table. If it creates a program, it will link the
4323 * given objects, too.
4326 /* GL locking is done by the caller */
4327 static void set_glsl_shader_program(const struct wined3d_context *context,
4328 struct wined3d_device *device, BOOL use_ps, BOOL use_vs)
4330 const struct wined3d_state *state = &device->stateBlock->state;
4331 struct wined3d_shader *vshader = use_vs ? state->vertex_shader : NULL;
4332 struct wined3d_shader *pshader = use_ps ? state->pixel_shader : NULL;
4333 const struct wined3d_gl_info *gl_info = context->gl_info;
4334 struct shader_glsl_priv *priv = device->shader_priv;
4335 struct glsl_shader_prog_link *entry = NULL;
4336 GLhandleARB programId = 0;
4337 GLhandleARB reorder_shader_id = 0;
4338 unsigned int i;
4339 char glsl_name[8];
4340 struct ps_compile_args ps_compile_args;
4341 struct vs_compile_args vs_compile_args;
4343 if (vshader) find_vs_compile_args(state, vshader, &vs_compile_args);
4344 if (pshader) find_ps_compile_args(state, pshader, &ps_compile_args);
4346 entry = get_glsl_program_entry(priv, vshader, pshader, &vs_compile_args, &ps_compile_args);
4347 if (entry)
4349 priv->glsl_program = entry;
4350 return;
4353 /* If we get to this point, then no matching program exists, so we create one */
4354 programId = GL_EXTCALL(glCreateProgramObjectARB());
4355 TRACE("Created new GLSL shader program %u\n", programId);
4357 /* Create the entry */
4358 entry = HeapAlloc(GetProcessHeap(), 0, sizeof(struct glsl_shader_prog_link));
4359 entry->programId = programId;
4360 entry->vshader = vshader;
4361 entry->pshader = pshader;
4362 entry->vs_args = vs_compile_args;
4363 entry->ps_args = ps_compile_args;
4364 entry->constant_version = 0;
4365 entry->np2Fixup_info = NULL;
4366 /* Add the hash table entry */
4367 add_glsl_program_entry(priv, entry);
4369 /* Set the current program */
4370 priv->glsl_program = entry;
4372 /* Attach GLSL vshader */
4373 if (vshader)
4375 GLhandleARB vshader_id = find_glsl_vshader(context, &priv->shader_buffer, vshader, &vs_compile_args);
4376 WORD map = vshader->reg_maps.input_registers;
4377 char tmp_name[10];
4379 reorder_shader_id = generate_param_reorder_function(&priv->shader_buffer, vshader, pshader, gl_info);
4380 TRACE("Attaching GLSL shader object %u to program %u\n", reorder_shader_id, programId);
4381 GL_EXTCALL(glAttachObjectARB(programId, reorder_shader_id));
4382 checkGLcall("glAttachObjectARB");
4383 /* Flag the reorder function for deletion, then it will be freed automatically when the program
4384 * is destroyed
4386 GL_EXTCALL(glDeleteObjectARB(reorder_shader_id));
4388 TRACE("Attaching GLSL shader object %u to program %u\n", vshader_id, programId);
4389 GL_EXTCALL(glAttachObjectARB(programId, vshader_id));
4390 checkGLcall("glAttachObjectARB");
4392 /* Bind vertex attributes to a corresponding index number to match
4393 * the same index numbers as ARB_vertex_programs (makes loading
4394 * vertex attributes simpler). With this method, we can use the
4395 * exact same code to load the attributes later for both ARB and
4396 * GLSL shaders.
4398 * We have to do this here because we need to know the Program ID
4399 * in order to make the bindings work, and it has to be done prior
4400 * to linking the GLSL program. */
4401 for (i = 0; map; map >>= 1, ++i)
4403 if (!(map & 1)) continue;
4405 snprintf(tmp_name, sizeof(tmp_name), "attrib%u", i);
4406 GL_EXTCALL(glBindAttribLocationARB(programId, i, tmp_name));
4408 checkGLcall("glBindAttribLocationARB");
4410 list_add_head(&vshader->linked_programs, &entry->vshader_entry);
4413 /* Attach GLSL pshader */
4414 if (pshader)
4416 GLhandleARB pshader_id = find_glsl_pshader(context, &priv->shader_buffer,
4417 pshader, &ps_compile_args, &entry->np2Fixup_info);
4418 TRACE("Attaching GLSL shader object %u to program %u\n", pshader_id, programId);
4419 GL_EXTCALL(glAttachObjectARB(programId, pshader_id));
4420 checkGLcall("glAttachObjectARB");
4422 list_add_head(&pshader->linked_programs, &entry->pshader_entry);
4425 /* Link the program */
4426 TRACE("Linking GLSL shader program %u\n", programId);
4427 GL_EXTCALL(glLinkProgramARB(programId));
4428 shader_glsl_validate_link(gl_info, programId);
4430 entry->vuniformF_locations = HeapAlloc(GetProcessHeap(), 0,
4431 sizeof(GLhandleARB) * gl_info->limits.glsl_vs_float_constants);
4432 for (i = 0; i < gl_info->limits.glsl_vs_float_constants; ++i)
4434 snprintf(glsl_name, sizeof(glsl_name), "VC[%i]", i);
4435 entry->vuniformF_locations[i] = GL_EXTCALL(glGetUniformLocationARB(programId, glsl_name));
4437 for (i = 0; i < MAX_CONST_I; ++i)
4439 snprintf(glsl_name, sizeof(glsl_name), "VI[%i]", i);
4440 entry->vuniformI_locations[i] = GL_EXTCALL(glGetUniformLocationARB(programId, glsl_name));
4442 entry->puniformF_locations = HeapAlloc(GetProcessHeap(), 0,
4443 sizeof(GLhandleARB) * gl_info->limits.glsl_ps_float_constants);
4444 for (i = 0; i < gl_info->limits.glsl_ps_float_constants; ++i)
4446 snprintf(glsl_name, sizeof(glsl_name), "PC[%i]", i);
4447 entry->puniformF_locations[i] = GL_EXTCALL(glGetUniformLocationARB(programId, glsl_name));
4449 for (i = 0; i < MAX_CONST_I; ++i)
4451 snprintf(glsl_name, sizeof(glsl_name), "PI[%i]", i);
4452 entry->puniformI_locations[i] = GL_EXTCALL(glGetUniformLocationARB(programId, glsl_name));
4455 if(pshader) {
4456 char name[32];
4458 for(i = 0; i < MAX_TEXTURES; i++) {
4459 sprintf(name, "bumpenvmat%u", i);
4460 entry->bumpenvmat_location[i] = GL_EXTCALL(glGetUniformLocationARB(programId, name));
4461 sprintf(name, "luminancescale%u", i);
4462 entry->luminancescale_location[i] = GL_EXTCALL(glGetUniformLocationARB(programId, name));
4463 sprintf(name, "luminanceoffset%u", i);
4464 entry->luminanceoffset_location[i] = GL_EXTCALL(glGetUniformLocationARB(programId, name));
4467 if (ps_compile_args.np2_fixup) {
4468 if (entry->np2Fixup_info) {
4469 entry->np2Fixup_location = GL_EXTCALL(glGetUniformLocationARB(programId, "PsamplerNP2Fixup"));
4470 } else {
4471 FIXME("NP2 texcoord fixup needed for this pixelshader, but no fixup uniform found.\n");
4476 entry->posFixup_location = GL_EXTCALL(glGetUniformLocationARB(programId, "posFixup"));
4477 entry->ycorrection_location = GL_EXTCALL(glGetUniformLocationARB(programId, "ycorrection"));
4478 checkGLcall("Find glsl program uniform locations");
4480 if (pshader && pshader->reg_maps.shader_version.major >= 3
4481 && pshader->u.ps.declared_in_count > vec4_varyings(3, gl_info))
4483 TRACE("Shader %d needs vertex color clamping disabled\n", programId);
4484 entry->vertex_color_clamp = GL_FALSE;
4485 } else {
4486 entry->vertex_color_clamp = GL_FIXED_ONLY_ARB;
4489 /* Set the shader to allow uniform loading on it */
4490 GL_EXTCALL(glUseProgramObjectARB(programId));
4491 checkGLcall("glUseProgramObjectARB(programId)");
4493 /* Load the vertex and pixel samplers now. The function that finds the mappings makes sure
4494 * that it stays the same for each vertexshader-pixelshader pair(=linked glsl program). If
4495 * a pshader with fixed function pipeline is used there are no vertex samplers, and if a
4496 * vertex shader with fixed function pixel processing is used we make sure that the card
4497 * supports enough samplers to allow the max number of vertex samplers with all possible
4498 * fixed function fragment processing setups. So once the program is linked these samplers
4499 * won't change.
4501 if (vshader) shader_glsl_load_vsamplers(gl_info, device->texUnitMap, programId);
4502 if (pshader) shader_glsl_load_psamplers(gl_info, device->texUnitMap, programId);
4504 /* If the local constants do not have to be loaded with the environment constants,
4505 * load them now to have them hardcoded in the GLSL program. This saves some CPU cycles
4506 * later
4508 if (pshader && !pshader->load_local_constsF)
4509 hardcode_local_constants(pshader, gl_info, programId, 'P');
4510 if (vshader && !vshader->load_local_constsF)
4511 hardcode_local_constants(vshader, gl_info, programId, 'V');
4514 /* GL locking is done by the caller */
4515 static GLhandleARB create_glsl_blt_shader(const struct wined3d_gl_info *gl_info, enum tex_types tex_type, BOOL masked)
4517 GLhandleARB program_id;
4518 GLhandleARB vshader_id, pshader_id;
4519 const char *blt_pshader;
4521 static const char *blt_vshader =
4522 "#version 120\n"
4523 "void main(void)\n"
4524 "{\n"
4525 " gl_Position = gl_Vertex;\n"
4526 " gl_FrontColor = vec4(1.0);\n"
4527 " gl_TexCoord[0] = gl_MultiTexCoord0;\n"
4528 "}\n";
4530 static const char * const blt_pshaders_full[tex_type_count] =
4532 /* tex_1d */
4533 NULL,
4534 /* tex_2d */
4535 "#version 120\n"
4536 "uniform sampler2D sampler;\n"
4537 "void main(void)\n"
4538 "{\n"
4539 " gl_FragDepth = texture2D(sampler, gl_TexCoord[0].xy).x;\n"
4540 "}\n",
4541 /* tex_3d */
4542 NULL,
4543 /* tex_cube */
4544 "#version 120\n"
4545 "uniform samplerCube sampler;\n"
4546 "void main(void)\n"
4547 "{\n"
4548 " gl_FragDepth = textureCube(sampler, gl_TexCoord[0].xyz).x;\n"
4549 "}\n",
4550 /* tex_rect */
4551 "#version 120\n"
4552 "#extension GL_ARB_texture_rectangle : enable\n"
4553 "uniform sampler2DRect sampler;\n"
4554 "void main(void)\n"
4555 "{\n"
4556 " gl_FragDepth = texture2DRect(sampler, gl_TexCoord[0].xy).x;\n"
4557 "}\n",
4560 static const char * const blt_pshaders_masked[tex_type_count] =
4562 /* tex_1d */
4563 NULL,
4564 /* tex_2d */
4565 "#version 120\n"
4566 "uniform sampler2D sampler;\n"
4567 "uniform vec4 mask;\n"
4568 "void main(void)\n"
4569 "{\n"
4570 " if (all(lessThan(gl_FragCoord.xy, mask.zw))) discard;\n"
4571 " gl_FragDepth = texture2D(sampler, gl_TexCoord[0].xy).x;\n"
4572 "}\n",
4573 /* tex_3d */
4574 NULL,
4575 /* tex_cube */
4576 "#version 120\n"
4577 "uniform samplerCube sampler;\n"
4578 "uniform vec4 mask;\n"
4579 "void main(void)\n"
4580 "{\n"
4581 " if (all(lessThan(gl_FragCoord.xy, mask.zw))) discard;\n"
4582 " gl_FragDepth = textureCube(sampler, gl_TexCoord[0].xyz).x;\n"
4583 "}\n",
4584 /* tex_rect */
4585 "#version 120\n"
4586 "#extension GL_ARB_texture_rectangle : enable\n"
4587 "uniform sampler2DRect sampler;\n"
4588 "uniform vec4 mask;\n"
4589 "void main(void)\n"
4590 "{\n"
4591 " if (all(lessThan(gl_FragCoord.xy, mask.zw))) discard;\n"
4592 " gl_FragDepth = texture2DRect(sampler, gl_TexCoord[0].xy).x;\n"
4593 "}\n",
4596 blt_pshader = masked ? blt_pshaders_masked[tex_type] : blt_pshaders_full[tex_type];
4597 if (!blt_pshader)
4599 FIXME("tex_type %#x not supported\n", tex_type);
4600 return 0;
4603 vshader_id = GL_EXTCALL(glCreateShaderObjectARB(GL_VERTEX_SHADER_ARB));
4604 shader_glsl_compile(gl_info, vshader_id, blt_vshader);
4606 pshader_id = GL_EXTCALL(glCreateShaderObjectARB(GL_FRAGMENT_SHADER_ARB));
4607 shader_glsl_compile(gl_info, pshader_id, blt_pshader);
4609 program_id = GL_EXTCALL(glCreateProgramObjectARB());
4610 GL_EXTCALL(glAttachObjectARB(program_id, vshader_id));
4611 GL_EXTCALL(glAttachObjectARB(program_id, pshader_id));
4612 GL_EXTCALL(glLinkProgramARB(program_id));
4614 shader_glsl_validate_link(gl_info, program_id);
4616 /* Once linked we can mark the shaders for deletion. They will be deleted once the program
4617 * is destroyed
4619 GL_EXTCALL(glDeleteObjectARB(vshader_id));
4620 GL_EXTCALL(glDeleteObjectARB(pshader_id));
4621 return program_id;
4624 /* GL locking is done by the caller */
4625 static void shader_glsl_select(const struct wined3d_context *context, BOOL usePS, BOOL useVS)
4627 const struct wined3d_gl_info *gl_info = context->gl_info;
4628 struct wined3d_device *device = context->swapchain->device;
4629 struct shader_glsl_priv *priv = device->shader_priv;
4630 GLhandleARB program_id = 0;
4631 GLenum old_vertex_color_clamp, current_vertex_color_clamp;
4633 old_vertex_color_clamp = priv->glsl_program ? priv->glsl_program->vertex_color_clamp : GL_FIXED_ONLY_ARB;
4635 if (useVS || usePS) set_glsl_shader_program(context, device, usePS, useVS);
4636 else priv->glsl_program = NULL;
4638 current_vertex_color_clamp = priv->glsl_program ? priv->glsl_program->vertex_color_clamp : GL_FIXED_ONLY_ARB;
4640 if (old_vertex_color_clamp != current_vertex_color_clamp)
4642 if (gl_info->supported[ARB_COLOR_BUFFER_FLOAT])
4644 GL_EXTCALL(glClampColorARB(GL_CLAMP_VERTEX_COLOR_ARB, current_vertex_color_clamp));
4645 checkGLcall("glClampColorARB");
4647 else
4649 FIXME("vertex color clamp needs to be changed, but extension not supported.\n");
4653 program_id = priv->glsl_program ? priv->glsl_program->programId : 0;
4654 if (program_id) TRACE("Using GLSL program %u\n", program_id);
4655 GL_EXTCALL(glUseProgramObjectARB(program_id));
4656 checkGLcall("glUseProgramObjectARB");
4658 /* In case that NP2 texcoord fixup data is found for the selected program, trigger a reload of the
4659 * constants. This has to be done because it can't be guaranteed that sampler() (from state.c) is
4660 * called between selecting the shader and using it, which results in wrong fixup for some frames. */
4661 if (priv->glsl_program && priv->glsl_program->np2Fixup_info)
4663 shader_glsl_load_np2fixup_constants(priv, gl_info, &device->stateBlock->state);
4667 /* GL locking is done by the caller */
4668 static void shader_glsl_select_depth_blt(void *shader_priv, const struct wined3d_gl_info *gl_info,
4669 enum tex_types tex_type, const SIZE *ds_mask_size)
4671 BOOL masked = ds_mask_size->cx && ds_mask_size->cy;
4672 struct shader_glsl_priv *priv = shader_priv;
4673 GLhandleARB *blt_program;
4674 GLint loc;
4676 blt_program = masked ? &priv->depth_blt_program_masked[tex_type] : &priv->depth_blt_program_full[tex_type];
4677 if (!*blt_program)
4679 *blt_program = create_glsl_blt_shader(gl_info, tex_type, masked);
4680 loc = GL_EXTCALL(glGetUniformLocationARB(*blt_program, "sampler"));
4681 GL_EXTCALL(glUseProgramObjectARB(*blt_program));
4682 GL_EXTCALL(glUniform1iARB(loc, 0));
4684 else
4686 GL_EXTCALL(glUseProgramObjectARB(*blt_program));
4689 if (masked)
4691 loc = GL_EXTCALL(glGetUniformLocationARB(*blt_program, "mask"));
4692 GL_EXTCALL(glUniform4fARB(loc, 0.0f, 0.0f, (float)ds_mask_size->cx, (float)ds_mask_size->cy));
4696 /* GL locking is done by the caller */
4697 static void shader_glsl_deselect_depth_blt(void *shader_priv, const struct wined3d_gl_info *gl_info)
4699 struct shader_glsl_priv *priv = shader_priv;
4700 GLhandleARB program_id;
4702 program_id = priv->glsl_program ? priv->glsl_program->programId : 0;
4703 if (program_id) TRACE("Using GLSL program %u\n", program_id);
4705 GL_EXTCALL(glUseProgramObjectARB(program_id));
4706 checkGLcall("glUseProgramObjectARB");
4709 static void shader_glsl_destroy(struct wined3d_shader *shader)
4711 struct wined3d_device *device = shader->device;
4712 struct shader_glsl_priv *priv = device->shader_priv;
4713 const struct wined3d_gl_info *gl_info;
4714 const struct list *linked_programs;
4715 struct wined3d_context *context;
4717 char pshader = shader_is_pshader_version(shader->reg_maps.shader_version.type);
4719 if (pshader)
4721 struct glsl_pshader_private *shader_data = shader->backend_data;
4723 if (!shader_data || !shader_data->num_gl_shaders)
4725 HeapFree(GetProcessHeap(), 0, shader_data);
4726 shader->backend_data = NULL;
4727 return;
4730 context = context_acquire(device, NULL);
4731 gl_info = context->gl_info;
4733 if (priv->glsl_program && priv->glsl_program->pshader == shader)
4735 ENTER_GL();
4736 shader_glsl_select(context, FALSE, FALSE);
4737 LEAVE_GL();
4740 else
4742 struct glsl_vshader_private *shader_data = shader->backend_data;
4744 if (!shader_data || !shader_data->num_gl_shaders)
4746 HeapFree(GetProcessHeap(), 0, shader_data);
4747 shader->backend_data = NULL;
4748 return;
4751 context = context_acquire(device, NULL);
4752 gl_info = context->gl_info;
4754 if (priv->glsl_program && priv->glsl_program->vshader == shader)
4756 ENTER_GL();
4757 shader_glsl_select(context, FALSE, FALSE);
4758 LEAVE_GL();
4762 linked_programs = &shader->linked_programs;
4764 TRACE("Deleting linked programs\n");
4765 if (linked_programs->next) {
4766 struct glsl_shader_prog_link *entry, *entry2;
4768 ENTER_GL();
4769 if(pshader) {
4770 LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, linked_programs, struct glsl_shader_prog_link, pshader_entry) {
4771 delete_glsl_program_entry(priv, gl_info, entry);
4773 } else {
4774 LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, linked_programs, struct glsl_shader_prog_link, vshader_entry) {
4775 delete_glsl_program_entry(priv, gl_info, entry);
4778 LEAVE_GL();
4781 if (pshader)
4783 struct glsl_pshader_private *shader_data = shader->backend_data;
4784 UINT i;
4786 ENTER_GL();
4787 for(i = 0; i < shader_data->num_gl_shaders; i++) {
4788 TRACE("deleting pshader %u\n", shader_data->gl_shaders[i].prgId);
4789 GL_EXTCALL(glDeleteObjectARB(shader_data->gl_shaders[i].prgId));
4790 checkGLcall("glDeleteObjectARB");
4792 LEAVE_GL();
4793 HeapFree(GetProcessHeap(), 0, shader_data->gl_shaders);
4795 else
4797 struct glsl_vshader_private *shader_data = shader->backend_data;
4798 UINT i;
4800 ENTER_GL();
4801 for(i = 0; i < shader_data->num_gl_shaders; i++) {
4802 TRACE("deleting vshader %u\n", shader_data->gl_shaders[i].prgId);
4803 GL_EXTCALL(glDeleteObjectARB(shader_data->gl_shaders[i].prgId));
4804 checkGLcall("glDeleteObjectARB");
4806 LEAVE_GL();
4807 HeapFree(GetProcessHeap(), 0, shader_data->gl_shaders);
4810 HeapFree(GetProcessHeap(), 0, shader->backend_data);
4811 shader->backend_data = NULL;
4813 context_release(context);
4816 static int glsl_program_key_compare(const void *key, const struct wine_rb_entry *entry)
4818 const struct glsl_program_key *k = key;
4819 const struct glsl_shader_prog_link *prog = WINE_RB_ENTRY_VALUE(entry,
4820 const struct glsl_shader_prog_link, program_lookup_entry);
4821 int cmp;
4823 if (k->vshader > prog->vshader) return 1;
4824 else if (k->vshader < prog->vshader) return -1;
4826 if (k->pshader > prog->pshader) return 1;
4827 else if (k->pshader < prog->pshader) return -1;
4829 if (k->vshader && (cmp = memcmp(&k->vs_args, &prog->vs_args, sizeof(prog->vs_args)))) return cmp;
4830 if (k->pshader && (cmp = memcmp(&k->ps_args, &prog->ps_args, sizeof(prog->ps_args)))) return cmp;
4832 return 0;
4835 static BOOL constant_heap_init(struct constant_heap *heap, unsigned int constant_count)
4837 SIZE_T size = (constant_count + 1) * sizeof(*heap->entries) + constant_count * sizeof(*heap->positions);
4838 void *mem = HeapAlloc(GetProcessHeap(), 0, size);
4840 if (!mem)
4842 ERR("Failed to allocate memory\n");
4843 return FALSE;
4846 heap->entries = mem;
4847 heap->entries[1].version = 0;
4848 heap->positions = (unsigned int *)(heap->entries + constant_count + 1);
4849 heap->size = 1;
4851 return TRUE;
4854 static void constant_heap_free(struct constant_heap *heap)
4856 HeapFree(GetProcessHeap(), 0, heap->entries);
4859 static const struct wine_rb_functions wined3d_glsl_program_rb_functions =
4861 wined3d_rb_alloc,
4862 wined3d_rb_realloc,
4863 wined3d_rb_free,
4864 glsl_program_key_compare,
4867 static HRESULT shader_glsl_alloc(struct wined3d_device *device)
4869 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
4870 struct shader_glsl_priv *priv = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(struct shader_glsl_priv));
4871 SIZE_T stack_size = wined3d_log2i(max(gl_info->limits.glsl_vs_float_constants,
4872 gl_info->limits.glsl_ps_float_constants)) + 1;
4874 if (!shader_buffer_init(&priv->shader_buffer))
4876 ERR("Failed to initialize shader buffer.\n");
4877 goto fail;
4880 priv->stack = HeapAlloc(GetProcessHeap(), 0, stack_size * sizeof(*priv->stack));
4881 if (!priv->stack)
4883 ERR("Failed to allocate memory.\n");
4884 goto fail;
4887 if (!constant_heap_init(&priv->vconst_heap, gl_info->limits.glsl_vs_float_constants))
4889 ERR("Failed to initialize vertex shader constant heap\n");
4890 goto fail;
4893 if (!constant_heap_init(&priv->pconst_heap, gl_info->limits.glsl_ps_float_constants))
4895 ERR("Failed to initialize pixel shader constant heap\n");
4896 goto fail;
4899 if (wine_rb_init(&priv->program_lookup, &wined3d_glsl_program_rb_functions) == -1)
4901 ERR("Failed to initialize rbtree.\n");
4902 goto fail;
4905 priv->next_constant_version = 1;
4907 device->shader_priv = priv;
4908 return WINED3D_OK;
4910 fail:
4911 constant_heap_free(&priv->pconst_heap);
4912 constant_heap_free(&priv->vconst_heap);
4913 HeapFree(GetProcessHeap(), 0, priv->stack);
4914 shader_buffer_free(&priv->shader_buffer);
4915 HeapFree(GetProcessHeap(), 0, priv);
4916 return E_OUTOFMEMORY;
4919 /* Context activation is done by the caller. */
4920 static void shader_glsl_free(struct wined3d_device *device)
4922 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
4923 struct shader_glsl_priv *priv = device->shader_priv;
4924 int i;
4926 ENTER_GL();
4927 for (i = 0; i < tex_type_count; ++i)
4929 if (priv->depth_blt_program_full[i])
4931 GL_EXTCALL(glDeleteObjectARB(priv->depth_blt_program_full[i]));
4933 if (priv->depth_blt_program_masked[i])
4935 GL_EXTCALL(glDeleteObjectARB(priv->depth_blt_program_masked[i]));
4938 LEAVE_GL();
4940 wine_rb_destroy(&priv->program_lookup, NULL, NULL);
4941 constant_heap_free(&priv->pconst_heap);
4942 constant_heap_free(&priv->vconst_heap);
4943 HeapFree(GetProcessHeap(), 0, priv->stack);
4944 shader_buffer_free(&priv->shader_buffer);
4946 HeapFree(GetProcessHeap(), 0, device->shader_priv);
4947 device->shader_priv = NULL;
4950 static void shader_glsl_context_destroyed(void *shader_priv, const struct wined3d_context *context) {}
4952 static void shader_glsl_get_caps(const struct wined3d_gl_info *gl_info, struct shader_caps *caps)
4954 if (gl_info->supported[EXT_GPU_SHADER4] && gl_info->supported[ARB_GEOMETRY_SHADER4]
4955 && gl_info->glsl_version >= MAKEDWORD_VERSION(1, 50))
4957 caps->VertexShaderVersion = 4;
4958 caps->PixelShaderVersion = 4;
4960 /* ARB_shader_texture_lod or EXT_gpu_shader4 is required for the SM3
4961 * texldd and texldl instructions. */
4962 else if (gl_info->supported[ARB_SHADER_TEXTURE_LOD] || gl_info->supported[EXT_GPU_SHADER4])
4964 caps->VertexShaderVersion = 3;
4965 caps->PixelShaderVersion = 3;
4967 else
4969 caps->VertexShaderVersion = 2;
4970 caps->PixelShaderVersion = 2;
4973 caps->MaxVertexShaderConst = gl_info->limits.glsl_vs_float_constants;
4974 caps->MaxPixelShaderConst = gl_info->limits.glsl_ps_float_constants;
4976 /* FIXME: The following line is card dependent. -8.0 to 8.0 is the
4977 * Direct3D minimum requirement.
4979 * Both GL_ARB_fragment_program and GLSL require a "maximum representable magnitude"
4980 * of colors to be 2^10, and 2^32 for other floats. Should we use 1024 here?
4982 * The problem is that the refrast clamps temporary results in the shader to
4983 * [-MaxValue;+MaxValue]. If the card's max value is bigger than the one we advertize here,
4984 * then applications may miss the clamping behavior. On the other hand, if it is smaller,
4985 * the shader will generate incorrect results too. Unfortunately, GL deliberately doesn't
4986 * offer a way to query this.
4988 caps->PixelShader1xMaxValue = 8.0;
4990 caps->VSClipping = TRUE;
4992 TRACE_(d3d_caps)("Hardware vertex shader version %u enabled (GLSL).\n",
4993 caps->VertexShaderVersion);
4994 TRACE_(d3d_caps)("Hardware pixel shader version %u enabled (GLSL).\n",
4995 caps->PixelShaderVersion);
4998 static BOOL shader_glsl_color_fixup_supported(struct color_fixup_desc fixup)
5000 if (TRACE_ON(d3d_shader) && TRACE_ON(d3d))
5002 TRACE("Checking support for fixup:\n");
5003 dump_color_fixup_desc(fixup);
5006 /* We support everything except YUV conversions. */
5007 if (!is_complex_fixup(fixup))
5009 TRACE("[OK]\n");
5010 return TRUE;
5013 TRACE("[FAILED]\n");
5014 return FALSE;
5017 static const SHADER_HANDLER shader_glsl_instruction_handler_table[WINED3DSIH_TABLE_SIZE] =
5019 /* WINED3DSIH_ABS */ shader_glsl_map2gl,
5020 /* WINED3DSIH_ADD */ shader_glsl_arith,
5021 /* WINED3DSIH_AND */ NULL,
5022 /* WINED3DSIH_BEM */ shader_glsl_bem,
5023 /* WINED3DSIH_BREAK */ shader_glsl_break,
5024 /* WINED3DSIH_BREAKC */ shader_glsl_breakc,
5025 /* WINED3DSIH_BREAKP */ NULL,
5026 /* WINED3DSIH_CALL */ shader_glsl_call,
5027 /* WINED3DSIH_CALLNZ */ shader_glsl_callnz,
5028 /* WINED3DSIH_CMP */ shader_glsl_cmp,
5029 /* WINED3DSIH_CND */ shader_glsl_cnd,
5030 /* WINED3DSIH_CRS */ shader_glsl_cross,
5031 /* WINED3DSIH_CUT */ NULL,
5032 /* WINED3DSIH_DCL */ NULL,
5033 /* WINED3DSIH_DEF */ NULL,
5034 /* WINED3DSIH_DEFB */ NULL,
5035 /* WINED3DSIH_DEFI */ NULL,
5036 /* WINED3DSIH_DIV */ NULL,
5037 /* WINED3DSIH_DP2ADD */ shader_glsl_dp2add,
5038 /* WINED3DSIH_DP3 */ shader_glsl_dot,
5039 /* WINED3DSIH_DP4 */ shader_glsl_dot,
5040 /* WINED3DSIH_DST */ shader_glsl_dst,
5041 /* WINED3DSIH_DSX */ shader_glsl_map2gl,
5042 /* WINED3DSIH_DSY */ shader_glsl_map2gl,
5043 /* WINED3DSIH_ELSE */ shader_glsl_else,
5044 /* WINED3DSIH_EMIT */ NULL,
5045 /* WINED3DSIH_ENDIF */ shader_glsl_end,
5046 /* WINED3DSIH_ENDLOOP */ shader_glsl_end,
5047 /* WINED3DSIH_ENDREP */ shader_glsl_end,
5048 /* WINED3DSIH_EQ */ NULL,
5049 /* WINED3DSIH_EXP */ shader_glsl_map2gl,
5050 /* WINED3DSIH_EXPP */ shader_glsl_expp,
5051 /* WINED3DSIH_FRC */ shader_glsl_map2gl,
5052 /* WINED3DSIH_FTOI */ NULL,
5053 /* WINED3DSIH_GE */ NULL,
5054 /* WINED3DSIH_IADD */ NULL,
5055 /* WINED3DSIH_IEQ */ NULL,
5056 /* WINED3DSIH_IF */ shader_glsl_if,
5057 /* WINED3DSIH_IFC */ shader_glsl_ifc,
5058 /* WINED3DSIH_IGE */ NULL,
5059 /* WINED3DSIH_IMUL */ NULL,
5060 /* WINED3DSIH_ITOF */ NULL,
5061 /* WINED3DSIH_LABEL */ shader_glsl_label,
5062 /* WINED3DSIH_LD */ NULL,
5063 /* WINED3DSIH_LIT */ shader_glsl_lit,
5064 /* WINED3DSIH_LOG */ shader_glsl_log,
5065 /* WINED3DSIH_LOGP */ shader_glsl_log,
5066 /* WINED3DSIH_LOOP */ shader_glsl_loop,
5067 /* WINED3DSIH_LRP */ shader_glsl_lrp,
5068 /* WINED3DSIH_LT */ NULL,
5069 /* WINED3DSIH_M3x2 */ shader_glsl_mnxn,
5070 /* WINED3DSIH_M3x3 */ shader_glsl_mnxn,
5071 /* WINED3DSIH_M3x4 */ shader_glsl_mnxn,
5072 /* WINED3DSIH_M4x3 */ shader_glsl_mnxn,
5073 /* WINED3DSIH_M4x4 */ shader_glsl_mnxn,
5074 /* WINED3DSIH_MAD */ shader_glsl_mad,
5075 /* WINED3DSIH_MAX */ shader_glsl_map2gl,
5076 /* WINED3DSIH_MIN */ shader_glsl_map2gl,
5077 /* WINED3DSIH_MOV */ shader_glsl_mov,
5078 /* WINED3DSIH_MOVA */ shader_glsl_mov,
5079 /* WINED3DSIH_MOVC */ NULL,
5080 /* WINED3DSIH_MUL */ shader_glsl_arith,
5081 /* WINED3DSIH_NOP */ NULL,
5082 /* WINED3DSIH_NRM */ shader_glsl_nrm,
5083 /* WINED3DSIH_PHASE */ NULL,
5084 /* WINED3DSIH_POW */ shader_glsl_pow,
5085 /* WINED3DSIH_RCP */ shader_glsl_rcp,
5086 /* WINED3DSIH_REP */ shader_glsl_rep,
5087 /* WINED3DSIH_RET */ shader_glsl_ret,
5088 /* WINED3DSIH_ROUND_NI */ NULL,
5089 /* WINED3DSIH_RSQ */ shader_glsl_rsq,
5090 /* WINED3DSIH_SAMPLE */ NULL,
5091 /* WINED3DSIH_SAMPLE_GRAD */ NULL,
5092 /* WINED3DSIH_SAMPLE_LOD */ NULL,
5093 /* WINED3DSIH_SETP */ NULL,
5094 /* WINED3DSIH_SGE */ shader_glsl_compare,
5095 /* WINED3DSIH_SGN */ shader_glsl_sgn,
5096 /* WINED3DSIH_SINCOS */ shader_glsl_sincos,
5097 /* WINED3DSIH_SLT */ shader_glsl_compare,
5098 /* WINED3DSIH_SQRT */ NULL,
5099 /* WINED3DSIH_SUB */ shader_glsl_arith,
5100 /* WINED3DSIH_TEX */ shader_glsl_tex,
5101 /* WINED3DSIH_TEXBEM */ shader_glsl_texbem,
5102 /* WINED3DSIH_TEXBEML */ shader_glsl_texbem,
5103 /* WINED3DSIH_TEXCOORD */ shader_glsl_texcoord,
5104 /* WINED3DSIH_TEXDEPTH */ shader_glsl_texdepth,
5105 /* WINED3DSIH_TEXDP3 */ shader_glsl_texdp3,
5106 /* WINED3DSIH_TEXDP3TEX */ shader_glsl_texdp3tex,
5107 /* WINED3DSIH_TEXKILL */ shader_glsl_texkill,
5108 /* WINED3DSIH_TEXLDD */ shader_glsl_texldd,
5109 /* WINED3DSIH_TEXLDL */ shader_glsl_texldl,
5110 /* WINED3DSIH_TEXM3x2DEPTH */ shader_glsl_texm3x2depth,
5111 /* WINED3DSIH_TEXM3x2PAD */ shader_glsl_texm3x2pad,
5112 /* WINED3DSIH_TEXM3x2TEX */ shader_glsl_texm3x2tex,
5113 /* WINED3DSIH_TEXM3x3 */ shader_glsl_texm3x3,
5114 /* WINED3DSIH_TEXM3x3DIFF */ NULL,
5115 /* WINED3DSIH_TEXM3x3PAD */ shader_glsl_texm3x3pad,
5116 /* WINED3DSIH_TEXM3x3SPEC */ shader_glsl_texm3x3spec,
5117 /* WINED3DSIH_TEXM3x3TEX */ shader_glsl_texm3x3tex,
5118 /* WINED3DSIH_TEXM3x3VSPEC */ shader_glsl_texm3x3vspec,
5119 /* WINED3DSIH_TEXREG2AR */ shader_glsl_texreg2ar,
5120 /* WINED3DSIH_TEXREG2GB */ shader_glsl_texreg2gb,
5121 /* WINED3DSIH_TEXREG2RGB */ shader_glsl_texreg2rgb,
5122 /* WINED3DSIH_UDIV */ NULL,
5123 /* WINED3DSIH_USHR */ NULL,
5124 /* WINED3DSIH_UTOF */ NULL,
5125 /* WINED3DSIH_XOR */ NULL,
5128 static void shader_glsl_handle_instruction(const struct wined3d_shader_instruction *ins) {
5129 SHADER_HANDLER hw_fct;
5131 /* Select handler */
5132 hw_fct = shader_glsl_instruction_handler_table[ins->handler_idx];
5134 /* Unhandled opcode */
5135 if (!hw_fct)
5137 FIXME("Backend can't handle opcode %#x\n", ins->handler_idx);
5138 return;
5140 hw_fct(ins);
5142 shader_glsl_add_instruction_modifiers(ins);
5145 const struct wined3d_shader_backend_ops glsl_shader_backend =
5147 shader_glsl_handle_instruction,
5148 shader_glsl_select,
5149 shader_glsl_select_depth_blt,
5150 shader_glsl_deselect_depth_blt,
5151 shader_glsl_update_float_vertex_constants,
5152 shader_glsl_update_float_pixel_constants,
5153 shader_glsl_load_constants,
5154 shader_glsl_load_np2fixup_constants,
5155 shader_glsl_destroy,
5156 shader_glsl_alloc,
5157 shader_glsl_free,
5158 shader_glsl_context_destroyed,
5159 shader_glsl_get_caps,
5160 shader_glsl_color_fixup_supported,