wined3d: Replace "VertexShaderMode" and "PixelShaderMode" with shader model limits.
[wine/multimedia.git] / dlls / wined3d / glsl_shader.c
blob16b8a83cfeaf7caeb72b9f301c833b36db7f4854
1 /*
2 * GLSL pixel and vertex shader implementation
4 * Copyright 2006 Jason Green
5 * Copyright 2006-2007 Henri Verbeet
6 * Copyright 2007-2008 Stefan Dösinger for CodeWeavers
7 * Copyright 2009-2011 Henri Verbeet for CodeWeavers
9 * This library is free software; you can redistribute it and/or
10 * modify it under the terms of the GNU Lesser General Public
11 * License as published by the Free Software Foundation; either
12 * version 2.1 of the License, or (at your option) any later version.
14 * This library is distributed in the hope that it will be useful,
15 * but WITHOUT ANY WARRANTY; without even the implied warranty of
16 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
17 * Lesser General Public License for more details.
19 * You should have received a copy of the GNU Lesser General Public
20 * License along with this library; if not, write to the Free Software
21 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
25 * D3D shader asm has swizzles on source parameters, and write masks for
26 * destination parameters. GLSL uses swizzles for both. The result of this is
27 * that for example "mov dst.xw, src.zyxw" becomes "dst.xw = src.zw" in GLSL.
28 * Ie, to generate a proper GLSL source swizzle, we need to take the D3D write
29 * mask for the destination parameter into account.
32 #include "config.h"
33 #include "wine/port.h"
35 #include <limits.h>
36 #include <stdio.h>
38 #include "wined3d_private.h"
40 WINE_DEFAULT_DEBUG_CHANNEL(d3d_shader);
41 WINE_DECLARE_DEBUG_CHANNEL(d3d_constants);
42 WINE_DECLARE_DEBUG_CHANNEL(d3d);
43 WINE_DECLARE_DEBUG_CHANNEL(winediag);
45 #define WINED3D_GLSL_SAMPLE_PROJECTED 0x1
46 #define WINED3D_GLSL_SAMPLE_RECT 0x2
47 #define WINED3D_GLSL_SAMPLE_LOD 0x4
48 #define WINED3D_GLSL_SAMPLE_GRAD 0x8
50 struct glsl_dst_param
52 char reg_name[150];
53 char mask_str[6];
56 struct glsl_src_param
58 char reg_name[150];
59 char param_str[200];
62 struct glsl_sample_function
64 const char *name;
65 DWORD coord_mask;
68 enum heap_node_op
70 HEAP_NODE_TRAVERSE_LEFT,
71 HEAP_NODE_TRAVERSE_RIGHT,
72 HEAP_NODE_POP,
75 struct constant_entry
77 unsigned int idx;
78 unsigned int version;
81 struct constant_heap
83 struct constant_entry *entries;
84 unsigned int *positions;
85 unsigned int size;
88 /* GLSL shader private data */
89 struct shader_glsl_priv {
90 struct wined3d_shader_buffer shader_buffer;
91 struct wine_rb_tree program_lookup;
92 struct glsl_shader_prog_link *glsl_program;
93 struct constant_heap vconst_heap;
94 struct constant_heap pconst_heap;
95 unsigned char *stack;
96 GLhandleARB depth_blt_program_full[tex_type_count];
97 GLhandleARB depth_blt_program_masked[tex_type_count];
98 UINT next_constant_version;
100 const struct fragment_pipeline *fragment_pipe;
101 struct wine_rb_tree ffp_fragment_shaders;
102 BOOL ffp_proj_control;
105 struct glsl_vs_program
107 struct list shader_entry;
108 GLhandleARB id;
109 GLenum vertex_color_clamp;
110 GLint *uniform_f_locations;
111 GLint uniform_i_locations[MAX_CONST_I];
112 GLint pos_fixup_location;
115 struct glsl_gs_program
117 struct list shader_entry;
118 GLhandleARB id;
121 struct glsl_ps_program
123 struct list shader_entry;
124 GLhandleARB id;
125 GLint *uniform_f_locations;
126 GLint uniform_i_locations[MAX_CONST_I];
127 GLint bumpenv_mat_location[MAX_TEXTURES];
128 GLint bumpenv_lum_scale_location[MAX_TEXTURES];
129 GLint bumpenv_lum_offset_location[MAX_TEXTURES];
130 GLint tex_factor_location;
131 GLint specular_enable_location;
132 GLint ycorrection_location;
133 GLint np2_fixup_location;
134 const struct ps_np2fixup_info *np2_fixup_info;
137 /* Struct to maintain data about a linked GLSL program */
138 struct glsl_shader_prog_link
140 struct wine_rb_entry program_lookup_entry;
141 struct glsl_vs_program vs;
142 struct glsl_gs_program gs;
143 struct glsl_ps_program ps;
144 GLhandleARB programId;
145 UINT constant_version;
148 struct glsl_program_key
150 GLhandleARB vs_id;
151 GLhandleARB gs_id;
152 GLhandleARB ps_id;
155 struct shader_glsl_ctx_priv {
156 const struct vs_compile_args *cur_vs_args;
157 const struct ps_compile_args *cur_ps_args;
158 struct ps_np2fixup_info *cur_np2fixup_info;
161 struct glsl_ps_compiled_shader
163 struct ps_compile_args args;
164 struct ps_np2fixup_info np2fixup;
165 GLhandleARB prgId;
168 struct glsl_vs_compiled_shader
170 struct vs_compile_args args;
171 GLhandleARB prgId;
174 struct glsl_gs_compiled_shader
176 GLhandleARB id;
179 struct glsl_shader_private
181 union
183 struct glsl_vs_compiled_shader *vs;
184 struct glsl_gs_compiled_shader *gs;
185 struct glsl_ps_compiled_shader *ps;
186 } gl_shaders;
187 UINT num_gl_shaders, shader_array_size;
190 struct glsl_ffp_fragment_shader
192 struct ffp_frag_desc entry;
193 GLhandleARB id;
194 struct list linked_programs;
197 static const char *debug_gl_shader_type(GLenum type)
199 switch (type)
201 #define WINED3D_TO_STR(u) case u: return #u
202 WINED3D_TO_STR(GL_VERTEX_SHADER_ARB);
203 WINED3D_TO_STR(GL_GEOMETRY_SHADER_ARB);
204 WINED3D_TO_STR(GL_FRAGMENT_SHADER_ARB);
205 #undef WINED3D_TO_STR
206 default:
207 return wine_dbg_sprintf("UNKNOWN(%#x)", type);
211 static const char *shader_glsl_get_prefix(enum wined3d_shader_type type)
213 switch (type)
215 case WINED3D_SHADER_TYPE_VERTEX:
216 return "vs";
218 case WINED3D_SHADER_TYPE_GEOMETRY:
219 return "gs";
221 case WINED3D_SHADER_TYPE_PIXEL:
222 return "ps";
224 default:
225 FIXME("Unhandled shader type %#x.\n", type);
226 return "unknown";
230 /* Extract a line from the info log.
231 * Note that this modifies the source string. */
232 static char *get_info_log_line(char **ptr)
234 char *p, *q;
236 p = *ptr;
237 if (!(q = strstr(p, "\n")))
239 if (!*p) return NULL;
240 *ptr += strlen(p);
241 return p;
243 *q = '\0';
244 *ptr = q + 1;
246 return p;
249 /* Context activation is done by the caller. */
250 static void print_glsl_info_log(const struct wined3d_gl_info *gl_info, GLhandleARB obj)
252 int infologLength = 0;
253 char *infoLog;
255 if (!WARN_ON(d3d_shader) && !FIXME_ON(d3d_shader))
256 return;
258 GL_EXTCALL(glGetObjectParameterivARB(obj,
259 GL_OBJECT_INFO_LOG_LENGTH_ARB,
260 &infologLength));
262 /* A size of 1 is just a null-terminated string, so the log should be bigger than
263 * that if there are errors. */
264 if (infologLength > 1)
266 char *ptr, *line;
268 infoLog = HeapAlloc(GetProcessHeap(), 0, infologLength);
269 /* The info log is supposed to be zero-terminated, but at least some
270 * versions of fglrx don't terminate the string properly. The reported
271 * length does include the terminator, so explicitly set it to zero
272 * here. */
273 infoLog[infologLength - 1] = 0;
274 GL_EXTCALL(glGetInfoLogARB(obj, infologLength, NULL, infoLog));
276 ptr = infoLog;
277 if (gl_info->quirks & WINED3D_QUIRK_INFO_LOG_SPAM)
279 WARN("Info log received from GLSL shader #%u:\n", obj);
280 while ((line = get_info_log_line(&ptr))) WARN(" %s\n", line);
282 else
284 FIXME("Info log received from GLSL shader #%u:\n", obj);
285 while ((line = get_info_log_line(&ptr))) FIXME(" %s\n", line);
287 HeapFree(GetProcessHeap(), 0, infoLog);
291 /* Context activation is done by the caller. */
292 static void shader_glsl_compile(const struct wined3d_gl_info *gl_info, GLhandleARB shader, const char *src)
294 TRACE("Compiling shader object %u.\n", shader);
295 GL_EXTCALL(glShaderSourceARB(shader, 1, &src, NULL));
296 checkGLcall("glShaderSourceARB");
297 GL_EXTCALL(glCompileShaderARB(shader));
298 checkGLcall("glCompileShaderARB");
299 print_glsl_info_log(gl_info, shader);
302 /* Context activation is done by the caller. */
303 static void shader_glsl_dump_program_source(const struct wined3d_gl_info *gl_info, GLhandleARB program)
305 GLint i, object_count, source_size = -1;
306 GLhandleARB *objects;
307 char *source = NULL;
309 GL_EXTCALL(glGetObjectParameterivARB(program, GL_OBJECT_ATTACHED_OBJECTS_ARB, &object_count));
310 objects = HeapAlloc(GetProcessHeap(), 0, object_count * sizeof(*objects));
311 if (!objects)
313 ERR("Failed to allocate object array memory.\n");
314 return;
317 GL_EXTCALL(glGetAttachedObjectsARB(program, object_count, NULL, objects));
318 for (i = 0; i < object_count; ++i)
320 char *ptr, *line;
321 GLint tmp;
323 GL_EXTCALL(glGetObjectParameterivARB(objects[i], GL_OBJECT_SHADER_SOURCE_LENGTH_ARB, &tmp));
325 if (source_size < tmp)
327 HeapFree(GetProcessHeap(), 0, source);
329 source = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, tmp);
330 if (!source)
332 ERR("Failed to allocate %d bytes for shader source.\n", tmp);
333 HeapFree(GetProcessHeap(), 0, objects);
334 return;
336 source_size = tmp;
339 FIXME("Object %u:\n", objects[i]);
340 GL_EXTCALL(glGetObjectParameterivARB(objects[i], GL_OBJECT_SUBTYPE_ARB, &tmp));
341 FIXME(" GL_OBJECT_SUBTYPE_ARB: %s.\n", debug_gl_shader_type(tmp));
342 GL_EXTCALL(glGetObjectParameterivARB(objects[i], GL_OBJECT_COMPILE_STATUS_ARB, &tmp));
343 FIXME(" GL_OBJECT_COMPILE_STATUS_ARB: %d.\n", tmp);
344 FIXME("\n");
346 ptr = source;
347 GL_EXTCALL(glGetShaderSourceARB(objects[i], source_size, NULL, source));
348 while ((line = get_info_log_line(&ptr))) FIXME(" %s\n", line);
349 FIXME("\n");
352 HeapFree(GetProcessHeap(), 0, source);
353 HeapFree(GetProcessHeap(), 0, objects);
356 /* Context activation is done by the caller. */
357 static void shader_glsl_validate_link(const struct wined3d_gl_info *gl_info, GLhandleARB program)
359 GLint tmp;
361 if (!TRACE_ON(d3d_shader) && !FIXME_ON(d3d_shader)) return;
363 GL_EXTCALL(glGetObjectParameterivARB(program, GL_OBJECT_TYPE_ARB, &tmp));
364 if (tmp == GL_PROGRAM_OBJECT_ARB)
366 GL_EXTCALL(glGetObjectParameterivARB(program, GL_OBJECT_LINK_STATUS_ARB, &tmp));
367 if (!tmp)
369 FIXME("Program %u link status invalid.\n", program);
370 shader_glsl_dump_program_source(gl_info, program);
374 print_glsl_info_log(gl_info, program);
377 /* Context activation is done by the caller. */
378 static void shader_glsl_load_psamplers(const struct wined3d_gl_info *gl_info,
379 const DWORD *tex_unit_map, GLhandleARB programId)
381 GLint name_loc;
382 char sampler_name[20];
383 unsigned int i;
385 for (i = 0; i < MAX_FRAGMENT_SAMPLERS; ++i)
387 snprintf(sampler_name, sizeof(sampler_name), "ps_sampler%u", i);
388 name_loc = GL_EXTCALL(glGetUniformLocationARB(programId, sampler_name));
389 if (name_loc != -1) {
390 DWORD mapped_unit = tex_unit_map[i];
391 if (mapped_unit != WINED3D_UNMAPPED_STAGE && mapped_unit < gl_info->limits.fragment_samplers)
393 TRACE("Loading %s for texture %d\n", sampler_name, mapped_unit);
394 GL_EXTCALL(glUniform1iARB(name_loc, mapped_unit));
395 checkGLcall("glUniform1iARB");
396 } else {
397 ERR("Trying to load sampler %s on unsupported unit %d\n", sampler_name, mapped_unit);
403 /* Context activation is done by the caller. */
404 static void shader_glsl_load_vsamplers(const struct wined3d_gl_info *gl_info,
405 const DWORD *tex_unit_map, GLhandleARB programId)
407 GLint name_loc;
408 char sampler_name[20];
409 unsigned int i;
411 for (i = 0; i < MAX_VERTEX_SAMPLERS; ++i)
413 snprintf(sampler_name, sizeof(sampler_name), "vs_sampler%u", i);
414 name_loc = GL_EXTCALL(glGetUniformLocationARB(programId, sampler_name));
415 if (name_loc != -1) {
416 DWORD mapped_unit = tex_unit_map[MAX_FRAGMENT_SAMPLERS + i];
417 if (mapped_unit != WINED3D_UNMAPPED_STAGE && mapped_unit < gl_info->limits.combined_samplers)
419 TRACE("Loading %s for texture %d\n", sampler_name, mapped_unit);
420 GL_EXTCALL(glUniform1iARB(name_loc, mapped_unit));
421 checkGLcall("glUniform1iARB");
422 } else {
423 ERR("Trying to load sampler %s on unsupported unit %d\n", sampler_name, mapped_unit);
429 /* Context activation is done by the caller. */
430 static inline void walk_constant_heap(const struct wined3d_gl_info *gl_info, const float *constants,
431 const GLint *constant_locations, const struct constant_heap *heap, unsigned char *stack, DWORD version)
433 int stack_idx = 0;
434 unsigned int heap_idx = 1;
435 unsigned int idx;
437 if (heap->entries[heap_idx].version <= version) return;
439 idx = heap->entries[heap_idx].idx;
440 if (constant_locations[idx] != -1) GL_EXTCALL(glUniform4fvARB(constant_locations[idx], 1, &constants[idx * 4]));
441 stack[stack_idx] = HEAP_NODE_TRAVERSE_LEFT;
443 while (stack_idx >= 0)
445 /* Note that we fall through to the next case statement. */
446 switch(stack[stack_idx])
448 case HEAP_NODE_TRAVERSE_LEFT:
450 unsigned int left_idx = heap_idx << 1;
451 if (left_idx < heap->size && heap->entries[left_idx].version > version)
453 heap_idx = left_idx;
454 idx = heap->entries[heap_idx].idx;
455 if (constant_locations[idx] != -1)
456 GL_EXTCALL(glUniform4fvARB(constant_locations[idx], 1, &constants[idx * 4]));
458 stack[stack_idx++] = HEAP_NODE_TRAVERSE_RIGHT;
459 stack[stack_idx] = HEAP_NODE_TRAVERSE_LEFT;
460 break;
464 case HEAP_NODE_TRAVERSE_RIGHT:
466 unsigned int right_idx = (heap_idx << 1) + 1;
467 if (right_idx < heap->size && heap->entries[right_idx].version > version)
469 heap_idx = right_idx;
470 idx = heap->entries[heap_idx].idx;
471 if (constant_locations[idx] != -1)
472 GL_EXTCALL(glUniform4fvARB(constant_locations[idx], 1, &constants[idx * 4]));
474 stack[stack_idx++] = HEAP_NODE_POP;
475 stack[stack_idx] = HEAP_NODE_TRAVERSE_LEFT;
476 break;
480 case HEAP_NODE_POP:
481 heap_idx >>= 1;
482 --stack_idx;
483 break;
486 checkGLcall("walk_constant_heap()");
489 /* Context activation is done by the caller. */
490 static inline void apply_clamped_constant(const struct wined3d_gl_info *gl_info, GLint location, const GLfloat *data)
492 GLfloat clamped_constant[4];
494 if (location == -1) return;
496 clamped_constant[0] = data[0] < -1.0f ? -1.0f : data[0] > 1.0f ? 1.0f : data[0];
497 clamped_constant[1] = data[1] < -1.0f ? -1.0f : data[1] > 1.0f ? 1.0f : data[1];
498 clamped_constant[2] = data[2] < -1.0f ? -1.0f : data[2] > 1.0f ? 1.0f : data[2];
499 clamped_constant[3] = data[3] < -1.0f ? -1.0f : data[3] > 1.0f ? 1.0f : data[3];
501 GL_EXTCALL(glUniform4fvARB(location, 1, clamped_constant));
504 /* Context activation is done by the caller. */
505 static inline void walk_constant_heap_clamped(const struct wined3d_gl_info *gl_info, const float *constants,
506 const GLint *constant_locations, const struct constant_heap *heap, unsigned char *stack, DWORD version)
508 int stack_idx = 0;
509 unsigned int heap_idx = 1;
510 unsigned int idx;
512 if (heap->entries[heap_idx].version <= version) return;
514 idx = heap->entries[heap_idx].idx;
515 apply_clamped_constant(gl_info, constant_locations[idx], &constants[idx * 4]);
516 stack[stack_idx] = HEAP_NODE_TRAVERSE_LEFT;
518 while (stack_idx >= 0)
520 /* Note that we fall through to the next case statement. */
521 switch(stack[stack_idx])
523 case HEAP_NODE_TRAVERSE_LEFT:
525 unsigned int left_idx = heap_idx << 1;
526 if (left_idx < heap->size && heap->entries[left_idx].version > version)
528 heap_idx = left_idx;
529 idx = heap->entries[heap_idx].idx;
530 apply_clamped_constant(gl_info, constant_locations[idx], &constants[idx * 4]);
532 stack[stack_idx++] = HEAP_NODE_TRAVERSE_RIGHT;
533 stack[stack_idx] = HEAP_NODE_TRAVERSE_LEFT;
534 break;
538 case HEAP_NODE_TRAVERSE_RIGHT:
540 unsigned int right_idx = (heap_idx << 1) + 1;
541 if (right_idx < heap->size && heap->entries[right_idx].version > version)
543 heap_idx = right_idx;
544 idx = heap->entries[heap_idx].idx;
545 apply_clamped_constant(gl_info, constant_locations[idx], &constants[idx * 4]);
547 stack[stack_idx++] = HEAP_NODE_POP;
548 stack[stack_idx] = HEAP_NODE_TRAVERSE_LEFT;
549 break;
553 case HEAP_NODE_POP:
554 heap_idx >>= 1;
555 --stack_idx;
556 break;
559 checkGLcall("walk_constant_heap_clamped()");
562 /* Context activation is done by the caller. */
563 static void shader_glsl_load_constantsF(const struct wined3d_shader *shader, const struct wined3d_gl_info *gl_info,
564 const float *constants, const GLint *constant_locations, const struct constant_heap *heap,
565 unsigned char *stack, UINT version)
567 const struct wined3d_shader_lconst *lconst;
569 /* 1.X pshaders have the constants clamped to [-1;1] implicitly. */
570 if (shader->reg_maps.shader_version.major == 1
571 && shader->reg_maps.shader_version.type == WINED3D_SHADER_TYPE_PIXEL)
572 walk_constant_heap_clamped(gl_info, constants, constant_locations, heap, stack, version);
573 else
574 walk_constant_heap(gl_info, constants, constant_locations, heap, stack, version);
576 if (!shader->load_local_constsF)
578 TRACE("No need to load local float constants for this shader\n");
579 return;
582 /* Immediate constants are clamped to [-1;1] at shader creation time if needed */
583 LIST_FOR_EACH_ENTRY(lconst, &shader->constantsF, struct wined3d_shader_lconst, entry)
585 GLint location = constant_locations[lconst->idx];
586 /* We found this uniform name in the program - go ahead and send the data */
587 if (location != -1) GL_EXTCALL(glUniform4fvARB(location, 1, (const GLfloat *)lconst->value));
589 checkGLcall("glUniform4fvARB()");
592 /* Context activation is done by the caller. */
593 static void shader_glsl_load_constantsI(const struct wined3d_shader *shader, const struct wined3d_gl_info *gl_info,
594 const GLint locations[MAX_CONST_I], const int *constants, WORD constants_set)
596 unsigned int i;
597 struct list* ptr;
599 for (i = 0; constants_set; constants_set >>= 1, ++i)
601 if (!(constants_set & 1)) continue;
603 TRACE_(d3d_constants)("Loading constants %u: %i, %i, %i, %i\n",
604 i, constants[i*4], constants[i*4+1], constants[i*4+2], constants[i*4+3]);
606 /* We found this uniform name in the program - go ahead and send the data */
607 GL_EXTCALL(glUniform4ivARB(locations[i], 1, &constants[i*4]));
608 checkGLcall("glUniform4ivARB");
611 /* Load immediate constants */
612 ptr = list_head(&shader->constantsI);
613 while (ptr)
615 const struct wined3d_shader_lconst *lconst = LIST_ENTRY(ptr, const struct wined3d_shader_lconst, entry);
616 unsigned int idx = lconst->idx;
617 const GLint *values = (const GLint *)lconst->value;
619 TRACE_(d3d_constants)("Loading local constants %i: %i, %i, %i, %i\n", idx,
620 values[0], values[1], values[2], values[3]);
622 /* We found this uniform name in the program - go ahead and send the data */
623 GL_EXTCALL(glUniform4ivARB(locations[idx], 1, values));
624 checkGLcall("glUniform4ivARB");
625 ptr = list_next(&shader->constantsI, ptr);
629 /* Context activation is done by the caller. */
630 static void shader_glsl_load_constantsB(const struct wined3d_shader *shader, const struct wined3d_gl_info *gl_info,
631 GLhandleARB programId, const BOOL *constants, WORD constants_set)
633 GLint tmp_loc;
634 unsigned int i;
635 char tmp_name[10];
636 const char *prefix;
637 struct list* ptr;
639 prefix = shader_glsl_get_prefix(shader->reg_maps.shader_version.type);
641 /* TODO: Benchmark and see if it would be beneficial to store the
642 * locations of the constants to avoid looking up each time */
643 for (i = 0; constants_set; constants_set >>= 1, ++i)
645 if (!(constants_set & 1)) continue;
647 TRACE_(d3d_constants)("Loading constants %i: %i;\n", i, constants[i]);
649 /* TODO: Benchmark and see if it would be beneficial to store the
650 * locations of the constants to avoid looking up each time */
651 snprintf(tmp_name, sizeof(tmp_name), "%s_b[%i]", prefix, i);
652 tmp_loc = GL_EXTCALL(glGetUniformLocationARB(programId, tmp_name));
653 if (tmp_loc != -1)
655 /* We found this uniform name in the program - go ahead and send the data */
656 GL_EXTCALL(glUniform1ivARB(tmp_loc, 1, &constants[i]));
657 checkGLcall("glUniform1ivARB");
661 /* Load immediate constants */
662 ptr = list_head(&shader->constantsB);
663 while (ptr)
665 const struct wined3d_shader_lconst *lconst = LIST_ENTRY(ptr, const struct wined3d_shader_lconst, entry);
666 unsigned int idx = lconst->idx;
667 const GLint *values = (const GLint *)lconst->value;
669 TRACE_(d3d_constants)("Loading local constants %i: %i\n", idx, values[0]);
671 snprintf(tmp_name, sizeof(tmp_name), "%s_b[%i]", prefix, idx);
672 tmp_loc = GL_EXTCALL(glGetUniformLocationARB(programId, tmp_name));
673 if (tmp_loc != -1) {
674 /* We found this uniform name in the program - go ahead and send the data */
675 GL_EXTCALL(glUniform1ivARB(tmp_loc, 1, values));
676 checkGLcall("glUniform1ivARB");
678 ptr = list_next(&shader->constantsB, ptr);
682 static void reset_program_constant_version(struct wine_rb_entry *entry, void *context)
684 WINE_RB_ENTRY_VALUE(entry, struct glsl_shader_prog_link, program_lookup_entry)->constant_version = 0;
687 /* Context activation is done by the caller (state handler). */
688 static void shader_glsl_load_np2fixup_constants(void *shader_priv,
689 const struct wined3d_gl_info *gl_info, const struct wined3d_state *state)
691 struct shader_glsl_priv *glsl_priv = shader_priv;
692 const struct glsl_shader_prog_link *prog = glsl_priv->glsl_program;
694 /* No GLSL program set - nothing to do. */
695 if (!prog) return;
697 /* NP2 texcoord fixup is (currently) only done for pixelshaders. */
698 if (!use_ps(state)) return;
700 if (prog->ps.np2_fixup_info && prog->ps.np2_fixup_location != -1)
702 UINT i;
703 UINT fixup = prog->ps.np2_fixup_info->active;
704 GLfloat np2fixup_constants[4 * MAX_FRAGMENT_SAMPLERS];
706 for (i = 0; fixup; fixup >>= 1, ++i)
708 const struct wined3d_texture *tex = state->textures[i];
709 const unsigned char idx = prog->ps.np2_fixup_info->idx[i];
710 GLfloat *tex_dim = &np2fixup_constants[(idx >> 1) * 4];
712 if (!tex)
714 ERR("Nonexistent texture is flagged for NP2 texcoord fixup.\n");
715 continue;
718 if (idx % 2)
720 tex_dim[2] = tex->pow2_matrix[0];
721 tex_dim[3] = tex->pow2_matrix[5];
723 else
725 tex_dim[0] = tex->pow2_matrix[0];
726 tex_dim[1] = tex->pow2_matrix[5];
730 GL_EXTCALL(glUniform4fvARB(prog->ps.np2_fixup_location,
731 prog->ps.np2_fixup_info->num_consts, np2fixup_constants));
735 /* Context activation is done by the caller (state handler). */
736 static void shader_glsl_load_constants(const struct wined3d_context *context,
737 BOOL usePixelShader, BOOL useVertexShader)
739 const struct wined3d_gl_info *gl_info = context->gl_info;
740 struct wined3d_device *device = context->swapchain->device;
741 struct wined3d_stateblock *stateBlock = device->stateBlock;
742 const struct wined3d_state *state = &stateBlock->state;
743 struct shader_glsl_priv *priv = device->shader_priv;
744 float position_fixup[4];
746 GLhandleARB programId;
747 struct glsl_shader_prog_link *prog = priv->glsl_program;
748 UINT constant_version;
749 int i;
751 if (!prog) {
752 /* No GLSL program set - nothing to do. */
753 return;
755 programId = prog->programId;
756 constant_version = prog->constant_version;
758 if (useVertexShader)
760 const struct wined3d_shader *vshader = state->vertex_shader;
762 /* Load DirectX 9 float constants/uniforms for vertex shader */
763 shader_glsl_load_constantsF(vshader, gl_info, state->vs_consts_f,
764 prog->vs.uniform_f_locations, &priv->vconst_heap, priv->stack, constant_version);
766 /* Load DirectX 9 integer constants/uniforms for vertex shader */
767 shader_glsl_load_constantsI(vshader, gl_info, prog->vs.uniform_i_locations, state->vs_consts_i,
768 stateBlock->changed.vertexShaderConstantsI & vshader->reg_maps.integer_constants);
770 /* Load DirectX 9 boolean constants/uniforms for vertex shader */
771 shader_glsl_load_constantsB(vshader, gl_info, programId, state->vs_consts_b,
772 stateBlock->changed.vertexShaderConstantsB & vshader->reg_maps.boolean_constants);
774 /* Upload the position fixup params */
775 shader_get_position_fixup(context, state, position_fixup);
776 GL_EXTCALL(glUniform4fvARB(prog->vs.pos_fixup_location, 1, position_fixup));
777 checkGLcall("glUniform4fvARB");
780 if (usePixelShader)
782 const struct wined3d_shader *pshader = state->pixel_shader;
784 /* Load DirectX 9 float constants/uniforms for pixel shader */
785 shader_glsl_load_constantsF(pshader, gl_info, state->ps_consts_f,
786 prog->ps.uniform_f_locations, &priv->pconst_heap, priv->stack, constant_version);
788 /* Load DirectX 9 integer constants/uniforms for pixel shader */
789 shader_glsl_load_constantsI(pshader, gl_info, prog->ps.uniform_i_locations, state->ps_consts_i,
790 stateBlock->changed.pixelShaderConstantsI & pshader->reg_maps.integer_constants);
792 /* Load DirectX 9 boolean constants/uniforms for pixel shader */
793 shader_glsl_load_constantsB(pshader, gl_info, programId, state->ps_consts_b,
794 stateBlock->changed.pixelShaderConstantsB & pshader->reg_maps.boolean_constants);
796 /* Upload the environment bump map matrix if needed. The needsbumpmat
797 * member specifies the texture stage to load the matrix from. It
798 * can't be 0 for a valid texbem instruction. */
799 for (i = 0; i < MAX_TEXTURES; ++i)
801 const float *data;
803 if (prog->ps.bumpenv_mat_location[i] == -1)
804 continue;
806 data = (const float *)&state->texture_states[i][WINED3D_TSS_BUMPENV_MAT00];
807 GL_EXTCALL(glUniformMatrix2fvARB(prog->ps.bumpenv_mat_location[i], 1, 0, data));
808 checkGLcall("glUniformMatrix2fvARB");
810 /* texbeml needs the luminance scale and offset too. If texbeml
811 * is used, needsbumpmat is set too, so we can check that in the
812 * needsbumpmat check. */
813 if (prog->ps.bumpenv_lum_scale_location[i] != -1)
815 const GLfloat *scale = (const GLfloat *)&state->texture_states[i][WINED3D_TSS_BUMPENV_LSCALE];
816 const GLfloat *offset = (const GLfloat *)&state->texture_states[i][WINED3D_TSS_BUMPENV_LOFFSET];
818 GL_EXTCALL(glUniform1fvARB(prog->ps.bumpenv_lum_scale_location[i], 1, scale));
819 checkGLcall("glUniform1fvARB");
820 GL_EXTCALL(glUniform1fvARB(prog->ps.bumpenv_lum_offset_location[i], 1, offset));
821 checkGLcall("glUniform1fvARB");
825 if (prog->ps.ycorrection_location != -1)
827 float correction_params[4];
829 if (context->render_offscreen)
831 correction_params[0] = 0.0f;
832 correction_params[1] = 1.0f;
833 } else {
834 /* position is window relative, not viewport relative */
835 correction_params[0] = (float) context->current_rt->resource.height;
836 correction_params[1] = -1.0f;
838 GL_EXTCALL(glUniform4fvARB(prog->ps.ycorrection_location, 1, correction_params));
841 else if (priv->fragment_pipe == &glsl_fragment_pipe)
843 float col[4];
845 for (i = 0; i < MAX_TEXTURES; ++i)
847 GL_EXTCALL(glUniformMatrix2fvARB(prog->ps.bumpenv_mat_location[i], 1, 0,
848 (const float *)&state->texture_states[i][WINED3D_TSS_BUMPENV_MAT00]));
849 GL_EXTCALL(glUniform1fARB(prog->ps.bumpenv_lum_scale_location[i],
850 *(const float *)&state->texture_states[i][WINED3D_TSS_BUMPENV_LSCALE]));
851 GL_EXTCALL(glUniform1fARB(prog->ps.bumpenv_lum_offset_location[i],
852 *(const float *)&state->texture_states[i][WINED3D_TSS_BUMPENV_LOFFSET]));
855 D3DCOLORTOGLFLOAT4(state->render_states[WINED3D_RS_TEXTUREFACTOR], col);
856 GL_EXTCALL(glUniform4fARB(prog->ps.tex_factor_location, col[0], col[1], col[2], col[3]));
858 if (state->render_states[WINED3D_RS_SPECULARENABLE])
859 GL_EXTCALL(glUniform4fARB(prog->ps.specular_enable_location, 1.0f, 1.0f, 1.0f, 0.0f));
860 else
861 GL_EXTCALL(glUniform4fARB(prog->ps.specular_enable_location, 0.0f, 0.0f, 0.0f, 0.0f));
863 checkGLcall("fixed function uniforms");
866 if (priv->next_constant_version == UINT_MAX)
868 TRACE("Max constant version reached, resetting to 0.\n");
869 wine_rb_for_each_entry(&priv->program_lookup, reset_program_constant_version, NULL);
870 priv->next_constant_version = 1;
872 else
874 prog->constant_version = priv->next_constant_version++;
878 static void update_heap_entry(const struct constant_heap *heap, unsigned int idx,
879 unsigned int heap_idx, DWORD new_version)
881 struct constant_entry *entries = heap->entries;
882 unsigned int *positions = heap->positions;
883 unsigned int parent_idx;
885 while (heap_idx > 1)
887 parent_idx = heap_idx >> 1;
889 if (new_version <= entries[parent_idx].version) break;
891 entries[heap_idx] = entries[parent_idx];
892 positions[entries[parent_idx].idx] = heap_idx;
893 heap_idx = parent_idx;
896 entries[heap_idx].version = new_version;
897 entries[heap_idx].idx = idx;
898 positions[idx] = heap_idx;
901 static void shader_glsl_update_float_vertex_constants(struct wined3d_device *device, UINT start, UINT count)
903 struct shader_glsl_priv *priv = device->shader_priv;
904 struct constant_heap *heap = &priv->vconst_heap;
905 UINT i;
907 for (i = start; i < count + start; ++i)
909 if (!device->stateBlock->changed.vertexShaderConstantsF[i])
910 update_heap_entry(heap, i, heap->size++, priv->next_constant_version);
911 else
912 update_heap_entry(heap, i, heap->positions[i], priv->next_constant_version);
916 static void shader_glsl_update_float_pixel_constants(struct wined3d_device *device, UINT start, UINT count)
918 struct shader_glsl_priv *priv = device->shader_priv;
919 struct constant_heap *heap = &priv->pconst_heap;
920 UINT i;
922 for (i = start; i < count + start; ++i)
924 if (!device->stateBlock->changed.pixelShaderConstantsF[i])
925 update_heap_entry(heap, i, heap->size++, priv->next_constant_version);
926 else
927 update_heap_entry(heap, i, heap->positions[i], priv->next_constant_version);
931 static unsigned int vec4_varyings(DWORD shader_major, const struct wined3d_gl_info *gl_info)
933 unsigned int ret = gl_info->limits.glsl_varyings / 4;
934 /* 4.0 shaders do not write clip coords because d3d10 does not support user clipplanes */
935 if(shader_major > 3) return ret;
937 /* 3.0 shaders may need an extra varying for the clip coord on some cards(mostly dx10 ones) */
938 if (gl_info->quirks & WINED3D_QUIRK_GLSL_CLIP_VARYING) ret -= 1;
939 return ret;
942 /** Generate the variable & register declarations for the GLSL output target */
943 static void shader_generate_glsl_declarations(const struct wined3d_context *context,
944 struct wined3d_shader_buffer *buffer, const struct wined3d_shader *shader,
945 const struct wined3d_shader_reg_maps *reg_maps, const struct shader_glsl_ctx_priv *ctx_priv)
947 const struct wined3d_shader_version *version = &reg_maps->shader_version;
948 const struct wined3d_state *state = &shader->device->stateBlock->state;
949 const struct ps_compile_args *ps_args = ctx_priv->cur_ps_args;
950 const struct wined3d_gl_info *gl_info = context->gl_info;
951 const struct wined3d_fb_state *fb = &shader->device->fb;
952 unsigned int i, extra_constants_needed = 0;
953 const struct wined3d_shader_lconst *lconst;
954 const char *prefix;
955 DWORD map;
957 prefix = shader_glsl_get_prefix(version->type);
959 /* Prototype the subroutines */
960 for (i = 0, map = reg_maps->labels; map; map >>= 1, ++i)
962 if (map & 1) shader_addline(buffer, "void subroutine%u();\n", i);
965 /* Declare the constants (aka uniforms) */
966 if (shader->limits.constant_float > 0)
968 unsigned max_constantsF;
970 /* Unless the shader uses indirect addressing, always declare the
971 * maximum array size and ignore that we need some uniforms privately.
972 * E.g. if GL supports 256 uniforms, and we need 2 for the pos fixup
973 * and immediate values, still declare VC[256]. If the shader needs
974 * more uniforms than we have it won't work in any case. If it uses
975 * less, the compiler will figure out which uniforms are really used
976 * and strip them out. This allows a shader to use c255 on a dx9 card,
977 * as long as it doesn't also use all the other constants.
979 * If the shader uses indirect addressing the compiler must assume
980 * that all declared uniforms are used. In this case, declare only the
981 * amount that we're assured to have.
983 * Thus we run into problems in these two cases:
984 * 1) The shader really uses more uniforms than supported.
985 * 2) The shader uses indirect addressing, less constants than
986 * supported, but uses a constant index > #supported consts. */
987 if (version->type == WINED3D_SHADER_TYPE_PIXEL)
989 /* No indirect addressing here. */
990 max_constantsF = gl_info->limits.glsl_ps_float_constants;
992 else
994 if (reg_maps->usesrelconstF)
996 /* Subtract the other potential uniforms from the max
997 * available (bools, ints, and 1 row of projection matrix).
998 * Subtract another uniform for immediate values, which have
999 * to be loaded via uniform by the driver as well. The shader
1000 * code only uses 0.5, 2.0, 1.0, 128 and -128 in vertex
1001 * shader code, so one vec4 should be enough. (Unfortunately
1002 * the Nvidia driver doesn't store 128 and -128 in one float).
1004 * Writing gl_ClipVertex requires one uniform for each
1005 * clipplane as well. */
1006 max_constantsF = gl_info->limits.glsl_vs_float_constants - 3;
1007 if(ctx_priv->cur_vs_args->clip_enabled)
1009 max_constantsF -= gl_info->limits.clipplanes;
1011 max_constantsF -= count_bits(reg_maps->integer_constants);
1012 /* Strictly speaking a bool only uses one scalar, but the nvidia(Linux) compiler doesn't pack them properly,
1013 * so each scalar requires a full vec4. We could work around this by packing the booleans ourselves, but
1014 * for now take this into account when calculating the number of available constants
1016 max_constantsF -= count_bits(reg_maps->boolean_constants);
1017 /* Set by driver quirks in directx.c */
1018 max_constantsF -= gl_info->reserved_glsl_constants;
1020 if (max_constantsF < shader->limits.constant_float)
1022 static unsigned int once;
1024 if (!once++)
1025 ERR_(winediag)("The hardware does not support enough uniform components to run this shader,"
1026 " it may not render correctly.\n");
1027 else
1028 WARN("The hardware does not support enough uniform components to run this shader.\n");
1031 else
1033 max_constantsF = gl_info->limits.glsl_vs_float_constants;
1036 max_constantsF = min(shader->limits.constant_float, max_constantsF);
1037 shader_addline(buffer, "uniform vec4 %s_c[%u];\n", prefix, max_constantsF);
1040 /* Always declare the full set of constants, the compiler can remove the
1041 * unused ones because d3d doesn't (yet) support indirect int and bool
1042 * constant addressing. This avoids problems if the app uses e.g. i0 and i9. */
1043 if (shader->limits.constant_int > 0 && reg_maps->integer_constants)
1044 shader_addline(buffer, "uniform ivec4 %s_i[%u];\n", prefix, shader->limits.constant_int);
1046 if (shader->limits.constant_bool > 0 && reg_maps->boolean_constants)
1047 shader_addline(buffer, "uniform bool %s_b[%u];\n", prefix, shader->limits.constant_bool);
1049 for (i = 0; i < WINED3D_MAX_CBS; ++i)
1051 if (reg_maps->cb_sizes[i])
1052 shader_addline(buffer, "uniform vec4 %s_cb%u[%u];\n", prefix, i, reg_maps->cb_sizes[i]);
1055 /* Declare texture samplers */
1056 for (i = 0; i < shader->limits.sampler; ++i)
1058 if (reg_maps->sampler_type[i])
1060 BOOL shadow_sampler = version->type == WINED3D_SHADER_TYPE_PIXEL && (ps_args->shadow & (1 << i));
1061 const struct wined3d_texture *texture;
1063 switch (reg_maps->sampler_type[i])
1065 case WINED3DSTT_1D:
1066 if (shadow_sampler)
1067 shader_addline(buffer, "uniform sampler1DShadow %s_sampler%u;\n", prefix, i);
1068 else
1069 shader_addline(buffer, "uniform sampler1D %s_sampler%u;\n", prefix, i);
1070 break;
1071 case WINED3DSTT_2D:
1072 texture = state->textures[i];
1073 if (shadow_sampler)
1075 if (texture && texture->target == GL_TEXTURE_RECTANGLE_ARB)
1076 shader_addline(buffer, "uniform sampler2DRectShadow %s_sampler%u;\n", prefix, i);
1077 else
1078 shader_addline(buffer, "uniform sampler2DShadow %s_sampler%u;\n", prefix, i);
1080 else
1082 if (texture && texture->target == GL_TEXTURE_RECTANGLE_ARB)
1083 shader_addline(buffer, "uniform sampler2DRect %s_sampler%u;\n", prefix, i);
1084 else
1085 shader_addline(buffer, "uniform sampler2D %s_sampler%u;\n", prefix, i);
1087 break;
1088 case WINED3DSTT_CUBE:
1089 if (shadow_sampler)
1090 FIXME("Unsupported Cube shadow sampler.\n");
1091 shader_addline(buffer, "uniform samplerCube %s_sampler%u;\n", prefix, i);
1092 break;
1093 case WINED3DSTT_VOLUME:
1094 if (shadow_sampler)
1095 FIXME("Unsupported 3D shadow sampler.\n");
1096 shader_addline(buffer, "uniform sampler3D %s_sampler%u;\n", prefix, i);
1097 break;
1098 default:
1099 shader_addline(buffer, "uniform unsupported_sampler %s_sampler%u;\n", prefix, i);
1100 FIXME("Unrecognized sampler type: %#x\n", reg_maps->sampler_type[i]);
1101 break;
1106 /* Declare uniforms for NP2 texcoord fixup:
1107 * This is NOT done inside the loop that declares the texture samplers
1108 * since the NP2 fixup code is currently only used for the GeforceFX
1109 * series and when forcing the ARB_npot extension off. Modern cards just
1110 * skip the code anyway, so put it inside a separate loop. */
1111 if (version->type == WINED3D_SHADER_TYPE_PIXEL && ps_args->np2_fixup)
1113 struct ps_np2fixup_info *fixup = ctx_priv->cur_np2fixup_info;
1114 UINT cur = 0;
1116 /* NP2/RECT textures in OpenGL use texcoords in the range [0,width]x[0,height]
1117 * while D3D has them in the (normalized) [0,1]x[0,1] range.
1118 * samplerNP2Fixup stores texture dimensions and is updated through
1119 * shader_glsl_load_np2fixup_constants when the sampler changes. */
1121 for (i = 0; i < shader->limits.sampler; ++i)
1123 if (reg_maps->sampler_type[i])
1125 if (!(ps_args->np2_fixup & (1 << i))) continue;
1127 if (WINED3DSTT_2D != reg_maps->sampler_type[i]) {
1128 FIXME("Non-2D texture is flagged for NP2 texcoord fixup.\n");
1129 continue;
1132 fixup->idx[i] = cur++;
1136 fixup->num_consts = (cur + 1) >> 1;
1137 fixup->active = ps_args->np2_fixup;
1138 shader_addline(buffer, "uniform vec4 %s_samplerNP2Fixup[%u];\n", prefix, fixup->num_consts);
1141 /* Declare address variables */
1142 for (i = 0, map = reg_maps->address; map; map >>= 1, ++i)
1144 if (map & 1) shader_addline(buffer, "ivec4 A%u;\n", i);
1147 /* Declare texture coordinate temporaries and initialize them */
1148 for (i = 0, map = reg_maps->texcoord; map; map >>= 1, ++i)
1150 if (map & 1) shader_addline(buffer, "vec4 T%u = gl_TexCoord[%u];\n", i, i);
1153 if (version->type == WINED3D_SHADER_TYPE_VERTEX)
1155 /* Declare attributes. */
1156 for (i = 0, map = reg_maps->input_registers; map; map >>= 1, ++i)
1158 if (map & 1)
1159 shader_addline(buffer, "attribute vec4 %s_in%u;\n", prefix, i);
1162 shader_addline(buffer, "uniform vec4 posFixup;\n");
1163 shader_addline(buffer, "void order_ps_input(in vec4[%u]);\n", shader->limits.packed_output);
1165 else if (version->type == WINED3D_SHADER_TYPE_GEOMETRY)
1167 shader_addline(buffer, "varying in vec4 gs_in[][%u];\n", shader->limits.packed_input);
1169 else if (version->type == WINED3D_SHADER_TYPE_PIXEL)
1171 if (version->major >= 3)
1173 UINT in_count = min(vec4_varyings(version->major, gl_info), shader->limits.packed_input);
1175 if (use_vs(state))
1176 shader_addline(buffer, "varying vec4 %s_in[%u];\n", prefix, in_count);
1177 else
1178 /* TODO: Write a replacement shader for the fixed function
1179 * vertex pipeline, so this isn't needed. For fixed function
1180 * vertex processing + 3.0 pixel shader we need a separate
1181 * function in the pixel shader that reads the fixed function
1182 * color into the packed input registers. */
1183 shader_addline(buffer, "vec4 %s_in[%u];\n", prefix, in_count);
1186 for (i = 0, map = reg_maps->bumpmat; map; map >>= 1, ++i)
1188 if (!(map & 1))
1189 continue;
1191 shader_addline(buffer, "uniform mat2 bumpenv_mat%u;\n", i);
1193 if (reg_maps->luminanceparams & (1 << i))
1195 shader_addline(buffer, "uniform float bumpenv_lum_scale%u;\n", i);
1196 shader_addline(buffer, "uniform float bumpenv_lum_offset%u;\n", i);
1197 extra_constants_needed++;
1200 extra_constants_needed++;
1203 if (ps_args->srgb_correction)
1205 shader_addline(buffer, "const vec4 srgb_const0 = vec4(%.8e, %.8e, %.8e, %.8e);\n",
1206 srgb_pow, srgb_mul_high, srgb_sub_high, srgb_mul_low);
1207 shader_addline(buffer, "const vec4 srgb_const1 = vec4(%.8e, 0.0, 0.0, 0.0);\n",
1208 srgb_cmp);
1210 if (reg_maps->vpos || reg_maps->usesdsy)
1212 if (shader->limits.constant_float + extra_constants_needed
1213 + 1 < gl_info->limits.glsl_ps_float_constants)
1215 shader_addline(buffer, "uniform vec4 ycorrection;\n");
1216 extra_constants_needed++;
1218 else
1220 /* This happens because we do not have proper tracking of the constant registers that are
1221 * actually used, only the max limit of the shader version
1223 FIXME("Cannot find a free uniform for vpos correction params\n");
1224 shader_addline(buffer, "const vec4 ycorrection = vec4(%f, %f, 0.0, 0.0);\n",
1225 context->render_offscreen ? 0.0f : fb->render_targets[0]->resource.height,
1226 context->render_offscreen ? 1.0f : -1.0f);
1228 shader_addline(buffer, "vec4 vpos;\n");
1232 /* Declare output register temporaries */
1233 if (shader->limits.packed_output)
1234 shader_addline(buffer, "vec4 %s_out[%u];\n", prefix, shader->limits.packed_output);
1236 /* Declare temporary variables */
1237 for (i = 0, map = reg_maps->temporary; map; map >>= 1, ++i)
1239 if (map & 1) shader_addline(buffer, "vec4 R%u;\n", i);
1242 /* Declare loop registers aLx */
1243 if (version->major < 4)
1245 for (i = 0; i < reg_maps->loop_depth; ++i)
1247 shader_addline(buffer, "int aL%u;\n", i);
1248 shader_addline(buffer, "int tmpInt%u;\n", i);
1252 /* Temporary variables for matrix operations */
1253 shader_addline(buffer, "vec4 tmp0;\n");
1254 shader_addline(buffer, "vec4 tmp1;\n");
1256 /* Local constants use a different name so they can be loaded once at shader link time
1257 * They can't be hardcoded into the shader text via LC = {x, y, z, w}; because the
1258 * float -> string conversion can cause precision loss.
1260 if (!shader->load_local_constsF)
1262 LIST_FOR_EACH_ENTRY(lconst, &shader->constantsF, struct wined3d_shader_lconst, entry)
1264 shader_addline(buffer, "uniform vec4 %s_lc%u;\n", prefix, lconst->idx);
1268 /* Start the main program. */
1269 shader_addline(buffer, "void main()\n{\n");
1271 /* Direct3D applications expect integer vPos values, while OpenGL drivers
1272 * add approximately 0.5. This causes off-by-one problems as spotted by
1273 * the vPos d3d9 visual test. Unfortunately ATI cards do not add exactly
1274 * 0.5, but rather something like 0.49999999 or 0.50000001, which still
1275 * causes precision troubles when we just subtract 0.5.
1277 * To deal with that, just floor() the position. This will eliminate the
1278 * fraction on all cards.
1280 * TODO: Test how this behaves with multisampling.
1282 * An advantage of floor is that it works even if the driver doesn't add
1283 * 0.5. It is somewhat questionable if 1.5, 2.5, ... are the proper values
1284 * to return in gl_FragCoord, even though coordinates specify the pixel
1285 * centers instead of the pixel corners. This code will behave correctly
1286 * on drivers that returns integer values. */
1287 if (version->type == WINED3D_SHADER_TYPE_PIXEL && reg_maps->vpos)
1288 shader_addline(buffer,
1289 "vpos = floor(vec4(0, ycorrection[0], 0, 0) + gl_FragCoord * vec4(1, ycorrection[1], 1, 1));\n");
1292 /*****************************************************************************
1293 * Functions to generate GLSL strings from DirectX Shader bytecode begin here.
1295 * For more information, see http://wiki.winehq.org/DirectX-Shaders
1296 ****************************************************************************/
1298 /* Prototypes */
1299 static void shader_glsl_add_src_param(const struct wined3d_shader_instruction *ins,
1300 const struct wined3d_shader_src_param *wined3d_src, DWORD mask, struct glsl_src_param *glsl_src);
1302 /** Used for opcode modifiers - They multiply the result by the specified amount */
1303 static const char * const shift_glsl_tab[] = {
1304 "", /* 0 (none) */
1305 "2.0 * ", /* 1 (x2) */
1306 "4.0 * ", /* 2 (x4) */
1307 "8.0 * ", /* 3 (x8) */
1308 "16.0 * ", /* 4 (x16) */
1309 "32.0 * ", /* 5 (x32) */
1310 "", /* 6 (x64) */
1311 "", /* 7 (x128) */
1312 "", /* 8 (d256) */
1313 "", /* 9 (d128) */
1314 "", /* 10 (d64) */
1315 "", /* 11 (d32) */
1316 "0.0625 * ", /* 12 (d16) */
1317 "0.125 * ", /* 13 (d8) */
1318 "0.25 * ", /* 14 (d4) */
1319 "0.5 * " /* 15 (d2) */
1322 /* Generate a GLSL parameter that does the input modifier computation and return the input register/mask to use */
1323 static void shader_glsl_gen_modifier(enum wined3d_shader_src_modifier src_modifier,
1324 const char *in_reg, const char *in_regswizzle, char *out_str)
1326 out_str[0] = 0;
1328 switch (src_modifier)
1330 case WINED3DSPSM_DZ: /* Need to handle this in the instructions itself (texld & texcrd). */
1331 case WINED3DSPSM_DW:
1332 case WINED3DSPSM_NONE:
1333 sprintf(out_str, "%s%s", in_reg, in_regswizzle);
1334 break;
1335 case WINED3DSPSM_NEG:
1336 sprintf(out_str, "-%s%s", in_reg, in_regswizzle);
1337 break;
1338 case WINED3DSPSM_NOT:
1339 sprintf(out_str, "!%s%s", in_reg, in_regswizzle);
1340 break;
1341 case WINED3DSPSM_BIAS:
1342 sprintf(out_str, "(%s%s - vec4(0.5)%s)", in_reg, in_regswizzle, in_regswizzle);
1343 break;
1344 case WINED3DSPSM_BIASNEG:
1345 sprintf(out_str, "-(%s%s - vec4(0.5)%s)", in_reg, in_regswizzle, in_regswizzle);
1346 break;
1347 case WINED3DSPSM_SIGN:
1348 sprintf(out_str, "(2.0 * (%s%s - 0.5))", in_reg, in_regswizzle);
1349 break;
1350 case WINED3DSPSM_SIGNNEG:
1351 sprintf(out_str, "-(2.0 * (%s%s - 0.5))", in_reg, in_regswizzle);
1352 break;
1353 case WINED3DSPSM_COMP:
1354 sprintf(out_str, "(1.0 - %s%s)", in_reg, in_regswizzle);
1355 break;
1356 case WINED3DSPSM_X2:
1357 sprintf(out_str, "(2.0 * %s%s)", in_reg, in_regswizzle);
1358 break;
1359 case WINED3DSPSM_X2NEG:
1360 sprintf(out_str, "-(2.0 * %s%s)", in_reg, in_regswizzle);
1361 break;
1362 case WINED3DSPSM_ABS:
1363 sprintf(out_str, "abs(%s%s)", in_reg, in_regswizzle);
1364 break;
1365 case WINED3DSPSM_ABSNEG:
1366 sprintf(out_str, "-abs(%s%s)", in_reg, in_regswizzle);
1367 break;
1368 default:
1369 FIXME("Unhandled modifier %u\n", src_modifier);
1370 sprintf(out_str, "%s%s", in_reg, in_regswizzle);
1374 /** Writes the GLSL variable name that corresponds to the register that the
1375 * DX opcode parameter is trying to access */
1376 static void shader_glsl_get_register_name(const struct wined3d_shader_register *reg,
1377 char *register_name, BOOL *is_color, const struct wined3d_shader_instruction *ins)
1379 /* oPos, oFog and oPts in D3D */
1380 static const char * const hwrastout_reg_names[] = {"vs_out[10]", "vs_out[11].x", "vs_out[11].y"};
1382 const struct wined3d_shader *shader = ins->ctx->shader;
1383 const struct wined3d_shader_reg_maps *reg_maps = ins->ctx->reg_maps;
1384 const struct wined3d_shader_version *version = &reg_maps->shader_version;
1385 const struct wined3d_gl_info *gl_info = ins->ctx->gl_info;
1386 const char *prefix = shader_glsl_get_prefix(version->type);
1387 struct glsl_src_param rel_param0, rel_param1;
1389 if (reg->idx[0].offset != ~0U && reg->idx[0].rel_addr)
1390 shader_glsl_add_src_param(ins, reg->idx[0].rel_addr, WINED3DSP_WRITEMASK_0, &rel_param0);
1391 if (reg->idx[1].offset != ~0U && reg->idx[1].rel_addr)
1392 shader_glsl_add_src_param(ins, reg->idx[1].rel_addr, WINED3DSP_WRITEMASK_0, &rel_param1);
1393 *is_color = FALSE;
1395 switch (reg->type)
1397 case WINED3DSPR_TEMP:
1398 sprintf(register_name, "R%u", reg->idx[0].offset);
1399 break;
1401 case WINED3DSPR_INPUT:
1402 /* vertex shaders */
1403 if (version->type == WINED3D_SHADER_TYPE_VERTEX)
1405 struct shader_glsl_ctx_priv *priv = ins->ctx->backend_data;
1406 if (priv->cur_vs_args->swizzle_map & (1 << reg->idx[0].offset))
1407 *is_color = TRUE;
1408 sprintf(register_name, "%s_in%u", prefix, reg->idx[0].offset);
1409 break;
1412 if (version->type == WINED3D_SHADER_TYPE_GEOMETRY)
1414 if (reg->idx[0].rel_addr)
1416 if (reg->idx[1].rel_addr)
1417 sprintf(register_name, "gs_in[%s + %u][%s + %u]",
1418 rel_param0.param_str, reg->idx[0].offset, rel_param1.param_str, reg->idx[1].offset);
1419 else
1420 sprintf(register_name, "gs_in[%s + %u][%u]",
1421 rel_param0.param_str, reg->idx[0].offset, reg->idx[1].offset);
1423 else if (reg->idx[1].rel_addr)
1424 sprintf(register_name, "gs_in[%u][%s + %u]",
1425 reg->idx[0].offset, rel_param1.param_str, reg->idx[1].offset);
1426 else
1427 sprintf(register_name, "gs_in[%u][%u]", reg->idx[0].offset, reg->idx[1].offset);
1428 break;
1431 /* pixel shaders >= 3.0 */
1432 if (version->major >= 3)
1434 DWORD idx = shader->u.ps.input_reg_map[reg->idx[0].offset];
1435 unsigned int in_count = vec4_varyings(version->major, gl_info);
1437 if (reg->idx[0].rel_addr)
1439 /* Removing a + 0 would be an obvious optimization, but
1440 * OS X doesn't see the NOP operation there. */
1441 if (idx)
1443 if (shader->u.ps.declared_in_count > in_count)
1445 sprintf(register_name,
1446 "((%s + %u) > %u ? (%s + %u) > %u ? gl_SecondaryColor : gl_Color : %s_in[%s + %u])",
1447 rel_param0.param_str, idx, in_count - 1, rel_param0.param_str, idx, in_count,
1448 prefix, rel_param0.param_str, idx);
1450 else
1452 sprintf(register_name, "%s_in[%s + %u]", prefix, rel_param0.param_str, idx);
1455 else
1457 if (shader->u.ps.declared_in_count > in_count)
1459 sprintf(register_name, "((%s) > %u ? (%s) > %u ? gl_SecondaryColor : gl_Color : %s_in[%s])",
1460 rel_param0.param_str, in_count - 1, rel_param0.param_str, in_count,
1461 prefix, rel_param0.param_str);
1463 else
1465 sprintf(register_name, "%s_in[%s]", prefix, rel_param0.param_str);
1469 else
1471 if (idx == in_count) sprintf(register_name, "gl_Color");
1472 else if (idx == in_count + 1) sprintf(register_name, "gl_SecondaryColor");
1473 else sprintf(register_name, "%s_in[%u]", prefix, idx);
1476 else
1478 if (!reg->idx[0].offset)
1479 strcpy(register_name, "gl_Color");
1480 else
1481 strcpy(register_name, "gl_SecondaryColor");
1482 break;
1484 break;
1486 case WINED3DSPR_CONST:
1488 /* Relative addressing */
1489 if (reg->idx[0].rel_addr)
1491 if (reg->idx[0].offset)
1492 sprintf(register_name, "%s_c[%s + %u]", prefix, rel_param0.param_str, reg->idx[0].offset);
1493 else
1494 sprintf(register_name, "%s_c[%s]", prefix, rel_param0.param_str);
1496 else
1498 if (shader_constant_is_local(shader, reg->idx[0].offset))
1499 sprintf(register_name, "%s_lc%u", prefix, reg->idx[0].offset);
1500 else
1501 sprintf(register_name, "%s_c[%u]", prefix, reg->idx[0].offset);
1504 break;
1506 case WINED3DSPR_CONSTINT:
1507 sprintf(register_name, "%s_i[%u]", prefix, reg->idx[0].offset);
1508 break;
1510 case WINED3DSPR_CONSTBOOL:
1511 sprintf(register_name, "%s_b[%u]", prefix, reg->idx[0].offset);
1512 break;
1514 case WINED3DSPR_TEXTURE: /* case WINED3DSPR_ADDR: */
1515 if (version->type == WINED3D_SHADER_TYPE_PIXEL)
1516 sprintf(register_name, "T%u", reg->idx[0].offset);
1517 else
1518 sprintf(register_name, "A%u", reg->idx[0].offset);
1519 break;
1521 case WINED3DSPR_LOOP:
1522 sprintf(register_name, "aL%u", ins->ctx->loop_state->current_reg - 1);
1523 break;
1525 case WINED3DSPR_SAMPLER:
1526 sprintf(register_name, "%s_sampler%u", prefix, reg->idx[0].offset);
1527 break;
1529 case WINED3DSPR_COLOROUT:
1530 if (reg->idx[0].offset >= gl_info->limits.buffers)
1531 WARN("Write to render target %u, only %d supported.\n",
1532 reg->idx[0].offset, gl_info->limits.buffers);
1534 sprintf(register_name, "gl_FragData[%u]", reg->idx[0].offset);
1535 break;
1537 case WINED3DSPR_RASTOUT:
1538 sprintf(register_name, "%s", hwrastout_reg_names[reg->idx[0].offset]);
1539 break;
1541 case WINED3DSPR_DEPTHOUT:
1542 sprintf(register_name, "gl_FragDepth");
1543 break;
1545 case WINED3DSPR_ATTROUT:
1546 if (!reg->idx[0].offset)
1547 sprintf(register_name, "%s_out[8]", prefix);
1548 else
1549 sprintf(register_name, "%s_out[9]", prefix);
1550 break;
1552 case WINED3DSPR_TEXCRDOUT:
1553 /* Vertex shaders >= 3.0: WINED3DSPR_OUTPUT */
1554 sprintf(register_name, "%s_out[%u]", prefix, reg->idx[0].offset);
1555 break;
1557 case WINED3DSPR_MISCTYPE:
1558 if (!reg->idx[0].offset)
1560 /* vPos */
1561 sprintf(register_name, "vpos");
1563 else if (reg->idx[0].offset == 1)
1565 /* Note that gl_FrontFacing is a bool, while vFace is
1566 * a float for which the sign determines front/back */
1567 sprintf(register_name, "(gl_FrontFacing ? 1.0 : -1.0)");
1569 else
1571 FIXME("Unhandled misctype register %u.\n", reg->idx[0].offset);
1572 sprintf(register_name, "unrecognized_register");
1574 break;
1576 case WINED3DSPR_IMMCONST:
1577 switch (reg->immconst_type)
1579 case WINED3D_IMMCONST_SCALAR:
1580 switch (reg->data_type)
1582 case WINED3D_DATA_FLOAT:
1583 sprintf(register_name, "%.8e", *(const float *)reg->immconst_data);
1584 break;
1585 case WINED3D_DATA_INT:
1586 sprintf(register_name, "%#x", reg->immconst_data[0]);
1587 break;
1588 case WINED3D_DATA_RESOURCE:
1589 case WINED3D_DATA_SAMPLER:
1590 case WINED3D_DATA_UINT:
1591 sprintf(register_name, "%#xu", reg->immconst_data[0]);
1592 break;
1593 default:
1594 sprintf(register_name, "<unhandled data type %#x>", reg->data_type);
1595 break;
1597 break;
1599 case WINED3D_IMMCONST_VEC4:
1600 switch (reg->data_type)
1602 case WINED3D_DATA_FLOAT:
1603 sprintf(register_name, "vec4(%.8e, %.8e, %.8e, %.8e)",
1604 *(const float *)&reg->immconst_data[0], *(const float *)&reg->immconst_data[1],
1605 *(const float *)&reg->immconst_data[2], *(const float *)&reg->immconst_data[3]);
1606 break;
1607 case WINED3D_DATA_INT:
1608 sprintf(register_name, "ivec4(%#x, %#x, %#x, %#x)",
1609 reg->immconst_data[0], reg->immconst_data[1],
1610 reg->immconst_data[2], reg->immconst_data[3]);
1611 break;
1612 case WINED3D_DATA_RESOURCE:
1613 case WINED3D_DATA_SAMPLER:
1614 case WINED3D_DATA_UINT:
1615 sprintf(register_name, "uvec4(%#xu, %#xu, %#xu, %#xu)",
1616 reg->immconst_data[0], reg->immconst_data[1],
1617 reg->immconst_data[2], reg->immconst_data[3]);
1618 break;
1619 default:
1620 sprintf(register_name, "<unhandled data type %#x>", reg->data_type);
1621 break;
1623 break;
1625 default:
1626 FIXME("Unhandled immconst type %#x\n", reg->immconst_type);
1627 sprintf(register_name, "<unhandled_immconst_type %#x>", reg->immconst_type);
1629 break;
1631 case WINED3DSPR_CONSTBUFFER:
1632 if (reg->idx[1].rel_addr)
1633 sprintf(register_name, "%s_cb%u[%s + %u]",
1634 prefix, reg->idx[0].offset, rel_param1.param_str, reg->idx[1].offset);
1635 else
1636 sprintf(register_name, "%s_cb%u[%u]", prefix, reg->idx[0].offset, reg->idx[1].offset);
1637 break;
1639 case WINED3DSPR_PRIMID:
1640 sprintf(register_name, "uint(gl_PrimitiveIDIn)");
1641 break;
1643 default:
1644 FIXME("Unhandled register type %#x.\n", reg->type);
1645 sprintf(register_name, "unrecognized_register");
1646 break;
1650 static void shader_glsl_write_mask_to_str(DWORD write_mask, char *str)
1652 *str++ = '.';
1653 if (write_mask & WINED3DSP_WRITEMASK_0) *str++ = 'x';
1654 if (write_mask & WINED3DSP_WRITEMASK_1) *str++ = 'y';
1655 if (write_mask & WINED3DSP_WRITEMASK_2) *str++ = 'z';
1656 if (write_mask & WINED3DSP_WRITEMASK_3) *str++ = 'w';
1657 *str = '\0';
1660 /* Get the GLSL write mask for the destination register */
1661 static DWORD shader_glsl_get_write_mask(const struct wined3d_shader_dst_param *param, char *write_mask)
1663 DWORD mask = param->write_mask;
1665 if (shader_is_scalar(&param->reg))
1667 mask = WINED3DSP_WRITEMASK_0;
1668 *write_mask = '\0';
1670 else
1672 shader_glsl_write_mask_to_str(mask, write_mask);
1675 return mask;
1678 static unsigned int shader_glsl_get_write_mask_size(DWORD write_mask) {
1679 unsigned int size = 0;
1681 if (write_mask & WINED3DSP_WRITEMASK_0) ++size;
1682 if (write_mask & WINED3DSP_WRITEMASK_1) ++size;
1683 if (write_mask & WINED3DSP_WRITEMASK_2) ++size;
1684 if (write_mask & WINED3DSP_WRITEMASK_3) ++size;
1686 return size;
1689 static void shader_glsl_swizzle_to_str(const DWORD swizzle, BOOL fixup, DWORD mask, char *str)
1691 /* For registers of type WINED3DDECLTYPE_D3DCOLOR, data is stored as "bgra",
1692 * but addressed as "rgba". To fix this we need to swap the register's x
1693 * and z components. */
1694 const char *swizzle_chars = fixup ? "zyxw" : "xyzw";
1696 *str++ = '.';
1697 /* swizzle bits fields: wwzzyyxx */
1698 if (mask & WINED3DSP_WRITEMASK_0) *str++ = swizzle_chars[swizzle & 0x03];
1699 if (mask & WINED3DSP_WRITEMASK_1) *str++ = swizzle_chars[(swizzle >> 2) & 0x03];
1700 if (mask & WINED3DSP_WRITEMASK_2) *str++ = swizzle_chars[(swizzle >> 4) & 0x03];
1701 if (mask & WINED3DSP_WRITEMASK_3) *str++ = swizzle_chars[(swizzle >> 6) & 0x03];
1702 *str = '\0';
1705 static void shader_glsl_get_swizzle(const struct wined3d_shader_src_param *param,
1706 BOOL fixup, DWORD mask, char *swizzle_str)
1708 if (shader_is_scalar(&param->reg))
1709 *swizzle_str = '\0';
1710 else
1711 shader_glsl_swizzle_to_str(param->swizzle, fixup, mask, swizzle_str);
1714 /* From a given parameter token, generate the corresponding GLSL string.
1715 * Also, return the actual register name and swizzle in case the
1716 * caller needs this information as well. */
1717 static void shader_glsl_add_src_param(const struct wined3d_shader_instruction *ins,
1718 const struct wined3d_shader_src_param *wined3d_src, DWORD mask, struct glsl_src_param *glsl_src)
1720 BOOL is_color = FALSE;
1721 char swizzle_str[6];
1723 glsl_src->reg_name[0] = '\0';
1724 glsl_src->param_str[0] = '\0';
1725 swizzle_str[0] = '\0';
1727 shader_glsl_get_register_name(&wined3d_src->reg, glsl_src->reg_name, &is_color, ins);
1728 shader_glsl_get_swizzle(wined3d_src, is_color, mask, swizzle_str);
1730 if (wined3d_src->reg.type == WINED3DSPR_IMMCONST || wined3d_src->reg.type == WINED3DSPR_PRIMID)
1732 shader_glsl_gen_modifier(wined3d_src->modifiers, glsl_src->reg_name, swizzle_str, glsl_src->param_str);
1734 else
1736 char param_str[200];
1738 shader_glsl_gen_modifier(wined3d_src->modifiers, glsl_src->reg_name, swizzle_str, param_str);
1740 switch (wined3d_src->reg.data_type)
1742 case WINED3D_DATA_FLOAT:
1743 sprintf(glsl_src->param_str, "%s", param_str);
1744 break;
1745 case WINED3D_DATA_INT:
1746 sprintf(glsl_src->param_str, "floatBitsToInt(%s)", param_str);
1747 break;
1748 case WINED3D_DATA_RESOURCE:
1749 case WINED3D_DATA_SAMPLER:
1750 case WINED3D_DATA_UINT:
1751 sprintf(glsl_src->param_str, "floatBitsToUint(%s)", param_str);
1752 break;
1753 default:
1754 FIXME("Unhandled data type %#x.\n", wined3d_src->reg.data_type);
1755 sprintf(glsl_src->param_str, "%s", param_str);
1756 break;
1761 /* From a given parameter token, generate the corresponding GLSL string.
1762 * Also, return the actual register name and swizzle in case the
1763 * caller needs this information as well. */
1764 static DWORD shader_glsl_add_dst_param(const struct wined3d_shader_instruction *ins,
1765 const struct wined3d_shader_dst_param *wined3d_dst, struct glsl_dst_param *glsl_dst)
1767 BOOL is_color = FALSE;
1769 glsl_dst->mask_str[0] = '\0';
1770 glsl_dst->reg_name[0] = '\0';
1772 shader_glsl_get_register_name(&wined3d_dst->reg, glsl_dst->reg_name, &is_color, ins);
1773 return shader_glsl_get_write_mask(wined3d_dst, glsl_dst->mask_str);
1776 /* Append the destination part of the instruction to the buffer, return the effective write mask */
1777 static DWORD shader_glsl_append_dst_ext(struct wined3d_shader_buffer *buffer,
1778 const struct wined3d_shader_instruction *ins, const struct wined3d_shader_dst_param *dst)
1780 struct glsl_dst_param glsl_dst;
1781 DWORD mask;
1783 if ((mask = shader_glsl_add_dst_param(ins, dst, &glsl_dst)))
1785 switch (dst->reg.data_type)
1787 case WINED3D_DATA_FLOAT:
1788 shader_addline(buffer, "%s%s = %s(",
1789 glsl_dst.reg_name, glsl_dst.mask_str, shift_glsl_tab[dst->shift]);
1790 break;
1791 case WINED3D_DATA_INT:
1792 shader_addline(buffer, "%s%s = %sintBitsToFloat(",
1793 glsl_dst.reg_name, glsl_dst.mask_str, shift_glsl_tab[dst->shift]);
1794 break;
1795 case WINED3D_DATA_RESOURCE:
1796 case WINED3D_DATA_SAMPLER:
1797 case WINED3D_DATA_UINT:
1798 shader_addline(buffer, "%s%s = %suintBitsToFloat(",
1799 glsl_dst.reg_name, glsl_dst.mask_str, shift_glsl_tab[dst->shift]);
1800 break;
1801 default:
1802 FIXME("Unhandled data type %#x.\n", dst->reg.data_type);
1803 shader_addline(buffer, "%s%s = %s(",
1804 glsl_dst.reg_name, glsl_dst.mask_str, shift_glsl_tab[dst->shift]);
1805 break;
1809 return mask;
1812 /* Append the destination part of the instruction to the buffer, return the effective write mask */
1813 static DWORD shader_glsl_append_dst(struct wined3d_shader_buffer *buffer, const struct wined3d_shader_instruction *ins)
1815 return shader_glsl_append_dst_ext(buffer, ins, &ins->dst[0]);
1818 /** Process GLSL instruction modifiers */
1819 static void shader_glsl_add_instruction_modifiers(const struct wined3d_shader_instruction *ins)
1821 struct glsl_dst_param dst_param;
1822 DWORD modifiers;
1824 if (!ins->dst_count) return;
1826 modifiers = ins->dst[0].modifiers;
1827 if (!modifiers) return;
1829 shader_glsl_add_dst_param(ins, &ins->dst[0], &dst_param);
1831 if (modifiers & WINED3DSPDM_SATURATE)
1833 /* _SAT means to clamp the value of the register to between 0 and 1 */
1834 shader_addline(ins->ctx->buffer, "%s%s = clamp(%s%s, 0.0, 1.0);\n", dst_param.reg_name,
1835 dst_param.mask_str, dst_param.reg_name, dst_param.mask_str);
1838 if (modifiers & WINED3DSPDM_MSAMPCENTROID)
1840 FIXME("_centroid modifier not handled\n");
1843 if (modifiers & WINED3DSPDM_PARTIALPRECISION)
1845 /* MSDN says this modifier can be safely ignored, so that's what we'll do. */
1849 static const char *shader_glsl_get_rel_op(enum wined3d_shader_rel_op op)
1851 switch (op)
1853 case WINED3D_SHADER_REL_OP_GT: return ">";
1854 case WINED3D_SHADER_REL_OP_EQ: return "==";
1855 case WINED3D_SHADER_REL_OP_GE: return ">=";
1856 case WINED3D_SHADER_REL_OP_LT: return "<";
1857 case WINED3D_SHADER_REL_OP_NE: return "!=";
1858 case WINED3D_SHADER_REL_OP_LE: return "<=";
1859 default:
1860 FIXME("Unrecognized operator %#x.\n", op);
1861 return "(\?\?)";
1865 static void shader_glsl_get_sample_function(const struct wined3d_shader_context *ctx,
1866 DWORD sampler_idx, DWORD flags, struct glsl_sample_function *sample_function)
1868 enum wined3d_sampler_texture_type sampler_type = ctx->reg_maps->sampler_type[sampler_idx];
1869 const struct wined3d_gl_info *gl_info = ctx->gl_info;
1870 BOOL shadow = ctx->reg_maps->shader_version.type == WINED3D_SHADER_TYPE_PIXEL
1871 && (((const struct shader_glsl_ctx_priv *)ctx->backend_data)->cur_ps_args->shadow & (1 << sampler_idx));
1872 BOOL projected = flags & WINED3D_GLSL_SAMPLE_PROJECTED;
1873 BOOL texrect = flags & WINED3D_GLSL_SAMPLE_RECT;
1874 BOOL lod = flags & WINED3D_GLSL_SAMPLE_LOD;
1875 BOOL grad = flags & WINED3D_GLSL_SAMPLE_GRAD;
1877 /* Note that there's no such thing as a projected cube texture. */
1878 switch(sampler_type) {
1879 case WINED3DSTT_1D:
1880 if (shadow)
1882 if (lod)
1884 sample_function->name = projected ? "shadow1DProjLod" : "shadow1DLod";
1886 else if (grad)
1888 if (gl_info->supported[EXT_GPU_SHADER4])
1889 sample_function->name = projected ? "shadow1DProjGrad" : "shadow1DGrad";
1890 else if (gl_info->supported[ARB_SHADER_TEXTURE_LOD])
1891 sample_function->name = projected ? "shadow1DProjGradARB" : "shadow1DGradARB";
1892 else
1894 FIXME("Unsupported 1D shadow grad function.\n");
1895 sample_function->name = "unsupported1DGrad";
1898 else
1900 sample_function->name = projected ? "shadow1DProj" : "shadow1D";
1902 sample_function->coord_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1;
1904 else
1906 if (lod)
1908 sample_function->name = projected ? "texture1DProjLod" : "texture1DLod";
1910 else if (grad)
1912 if (gl_info->supported[EXT_GPU_SHADER4])
1913 sample_function->name = projected ? "texture1DProjGrad" : "texture1DGrad";
1914 else if (gl_info->supported[ARB_SHADER_TEXTURE_LOD])
1915 sample_function->name = projected ? "texture1DProjGradARB" : "texture1DGradARB";
1916 else
1918 FIXME("Unsupported 1D grad function.\n");
1919 sample_function->name = "unsupported1DGrad";
1922 else
1924 sample_function->name = projected ? "texture1DProj" : "texture1D";
1926 sample_function->coord_mask = WINED3DSP_WRITEMASK_0;
1928 break;
1930 case WINED3DSTT_2D:
1931 if (shadow)
1933 if (texrect)
1935 if (lod)
1937 sample_function->name = projected ? "shadow2DRectProjLod" : "shadow2DRectLod";
1939 else if (grad)
1941 if (gl_info->supported[EXT_GPU_SHADER4])
1942 sample_function->name = projected ? "shadow2DRectProjGrad" : "shadow2DRectGrad";
1943 else if (gl_info->supported[ARB_SHADER_TEXTURE_LOD])
1944 sample_function->name = projected ? "shadow2DRectProjGradARB" : "shadow2DRectGradARB";
1945 else
1947 FIXME("Unsupported RECT shadow grad function.\n");
1948 sample_function->name = "unsupported2DRectGrad";
1951 else
1953 sample_function->name = projected ? "shadow2DRectProj" : "shadow2DRect";
1956 else
1958 if (lod)
1960 sample_function->name = projected ? "shadow2DProjLod" : "shadow2DLod";
1962 else if (grad)
1964 if (gl_info->supported[EXT_GPU_SHADER4])
1965 sample_function->name = projected ? "shadow2DProjGrad" : "shadow2DGrad";
1966 else if (gl_info->supported[ARB_SHADER_TEXTURE_LOD])
1967 sample_function->name = projected ? "shadow2DProjGradARB" : "shadow2DGradARB";
1968 else
1970 FIXME("Unsupported 2D shadow grad function.\n");
1971 sample_function->name = "unsupported2DGrad";
1974 else
1976 sample_function->name = projected ? "shadow2DProj" : "shadow2D";
1979 sample_function->coord_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
1981 else
1983 if (texrect)
1985 if (lod)
1987 sample_function->name = projected ? "texture2DRectProjLod" : "texture2DRectLod";
1989 else if (grad)
1991 if (gl_info->supported[EXT_GPU_SHADER4])
1992 sample_function->name = projected ? "texture2DRectProjGrad" : "texture2DRectGrad";
1993 else if (gl_info->supported[ARB_SHADER_TEXTURE_LOD])
1994 sample_function->name = projected ? "texture2DRectProjGradARB" : "texture2DRectGradARB";
1995 else
1997 FIXME("Unsupported RECT grad function.\n");
1998 sample_function->name = "unsupported2DRectGrad";
2001 else
2003 sample_function->name = projected ? "texture2DRectProj" : "texture2DRect";
2006 else
2008 if (lod)
2010 sample_function->name = projected ? "texture2DProjLod" : "texture2DLod";
2012 else if (grad)
2014 if (gl_info->supported[EXT_GPU_SHADER4])
2015 sample_function->name = projected ? "texture2DProjGrad" : "texture2DGrad";
2016 else if (gl_info->supported[ARB_SHADER_TEXTURE_LOD])
2017 sample_function->name = projected ? "texture2DProjGradARB" : "texture2DGradARB";
2018 else
2020 FIXME("Unsupported 2D grad function.\n");
2021 sample_function->name = "unsupported2DGrad";
2024 else
2026 sample_function->name = projected ? "texture2DProj" : "texture2D";
2029 sample_function->coord_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1;
2031 break;
2033 case WINED3DSTT_CUBE:
2034 if (shadow)
2036 FIXME("Unsupported Cube shadow function.\n");
2037 sample_function->name = "unsupportedCubeShadow";
2038 sample_function->coord_mask = 0;
2040 else
2042 if (lod)
2044 sample_function->name = "textureCubeLod";
2046 else if (grad)
2048 if (gl_info->supported[EXT_GPU_SHADER4])
2049 sample_function->name = "textureCubeGrad";
2050 else if (gl_info->supported[ARB_SHADER_TEXTURE_LOD])
2051 sample_function->name = "textureCubeGradARB";
2052 else
2054 FIXME("Unsupported Cube grad function.\n");
2055 sample_function->name = "unsupportedCubeGrad";
2058 else
2060 sample_function->name = "textureCube";
2062 sample_function->coord_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
2064 break;
2066 case WINED3DSTT_VOLUME:
2067 if (shadow)
2069 FIXME("Unsupported 3D shadow function.\n");
2070 sample_function->name = "unsupported3DShadow";
2071 sample_function->coord_mask = 0;
2073 else
2075 if (lod)
2077 sample_function->name = projected ? "texture3DProjLod" : "texture3DLod";
2079 else if (grad)
2081 if (gl_info->supported[EXT_GPU_SHADER4])
2082 sample_function->name = projected ? "texture3DProjGrad" : "texture3DGrad";
2083 else if (gl_info->supported[ARB_SHADER_TEXTURE_LOD])
2084 sample_function->name = projected ? "texture3DProjGradARB" : "texture3DGradARB";
2085 else
2087 FIXME("Unsupported 3D grad function.\n");
2088 sample_function->name = "unsupported3DGrad";
2091 else
2093 sample_function->name = projected ? "texture3DProj" : "texture3D";
2095 sample_function->coord_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
2097 break;
2099 default:
2100 sample_function->name = "";
2101 sample_function->coord_mask = 0;
2102 FIXME("Unrecognized sampler type: %#x;\n", sampler_type);
2103 break;
2107 static void shader_glsl_append_fixup_arg(char *arguments, const char *reg_name,
2108 BOOL sign_fixup, enum fixup_channel_source channel_source)
2110 switch(channel_source)
2112 case CHANNEL_SOURCE_ZERO:
2113 strcat(arguments, "0.0");
2114 break;
2116 case CHANNEL_SOURCE_ONE:
2117 strcat(arguments, "1.0");
2118 break;
2120 case CHANNEL_SOURCE_X:
2121 strcat(arguments, reg_name);
2122 strcat(arguments, ".x");
2123 break;
2125 case CHANNEL_SOURCE_Y:
2126 strcat(arguments, reg_name);
2127 strcat(arguments, ".y");
2128 break;
2130 case CHANNEL_SOURCE_Z:
2131 strcat(arguments, reg_name);
2132 strcat(arguments, ".z");
2133 break;
2135 case CHANNEL_SOURCE_W:
2136 strcat(arguments, reg_name);
2137 strcat(arguments, ".w");
2138 break;
2140 default:
2141 FIXME("Unhandled channel source %#x\n", channel_source);
2142 strcat(arguments, "undefined");
2143 break;
2146 if (sign_fixup) strcat(arguments, " * 2.0 - 1.0");
2149 static void shader_glsl_color_correction_ext(struct wined3d_shader_buffer *buffer,
2150 const char *reg_name, DWORD mask, struct color_fixup_desc fixup)
2152 unsigned int mask_size, remaining;
2153 DWORD fixup_mask = 0;
2154 char arguments[256];
2155 char mask_str[6];
2157 if (fixup.x_sign_fixup || fixup.x_source != CHANNEL_SOURCE_X) fixup_mask |= WINED3DSP_WRITEMASK_0;
2158 if (fixup.y_sign_fixup || fixup.y_source != CHANNEL_SOURCE_Y) fixup_mask |= WINED3DSP_WRITEMASK_1;
2159 if (fixup.z_sign_fixup || fixup.z_source != CHANNEL_SOURCE_Z) fixup_mask |= WINED3DSP_WRITEMASK_2;
2160 if (fixup.w_sign_fixup || fixup.w_source != CHANNEL_SOURCE_W) fixup_mask |= WINED3DSP_WRITEMASK_3;
2161 if (!(mask &= fixup_mask))
2162 return;
2164 if (is_complex_fixup(fixup))
2166 enum complex_fixup complex_fixup = get_complex_fixup(fixup);
2167 FIXME("Complex fixup (%#x) not supported\n",complex_fixup);
2168 return;
2171 shader_glsl_write_mask_to_str(mask, mask_str);
2172 mask_size = shader_glsl_get_write_mask_size(mask);
2174 arguments[0] = '\0';
2175 remaining = mask_size;
2176 if (mask & WINED3DSP_WRITEMASK_0)
2178 shader_glsl_append_fixup_arg(arguments, reg_name, fixup.x_sign_fixup, fixup.x_source);
2179 if (--remaining) strcat(arguments, ", ");
2181 if (mask & WINED3DSP_WRITEMASK_1)
2183 shader_glsl_append_fixup_arg(arguments, reg_name, fixup.y_sign_fixup, fixup.y_source);
2184 if (--remaining) strcat(arguments, ", ");
2186 if (mask & WINED3DSP_WRITEMASK_2)
2188 shader_glsl_append_fixup_arg(arguments, reg_name, fixup.z_sign_fixup, fixup.z_source);
2189 if (--remaining) strcat(arguments, ", ");
2191 if (mask & WINED3DSP_WRITEMASK_3)
2193 shader_glsl_append_fixup_arg(arguments, reg_name, fixup.w_sign_fixup, fixup.w_source);
2194 if (--remaining) strcat(arguments, ", ");
2197 if (mask_size > 1)
2198 shader_addline(buffer, "%s%s = vec%u(%s);\n", reg_name, mask_str, mask_size, arguments);
2199 else
2200 shader_addline(buffer, "%s%s = %s;\n", reg_name, mask_str, arguments);
2203 static void shader_glsl_color_correction(const struct wined3d_shader_instruction *ins, struct color_fixup_desc fixup)
2205 char reg_name[256];
2206 BOOL is_color;
2208 shader_glsl_get_register_name(&ins->dst[0].reg, reg_name, &is_color, ins);
2209 shader_glsl_color_correction_ext(ins->ctx->buffer, reg_name, ins->dst[0].write_mask, fixup);
2212 static void PRINTF_ATTR(8, 9) shader_glsl_gen_sample_code(const struct wined3d_shader_instruction *ins,
2213 DWORD sampler, const struct glsl_sample_function *sample_function, DWORD swizzle,
2214 const char *dx, const char *dy, const char *bias, const char *coord_reg_fmt, ...)
2216 const struct wined3d_shader_version *version = &ins->ctx->reg_maps->shader_version;
2217 char dst_swizzle[6];
2218 struct color_fixup_desc fixup;
2219 BOOL np2_fixup = FALSE;
2220 va_list args;
2222 shader_glsl_swizzle_to_str(swizzle, FALSE, ins->dst[0].write_mask, dst_swizzle);
2224 if (version->type == WINED3D_SHADER_TYPE_PIXEL)
2226 const struct shader_glsl_ctx_priv *priv = ins->ctx->backend_data;
2227 fixup = priv->cur_ps_args->color_fixup[sampler];
2229 if(priv->cur_ps_args->np2_fixup & (1 << sampler)) {
2230 if(bias) {
2231 FIXME("Biased sampling from NP2 textures is unsupported\n");
2232 } else {
2233 np2_fixup = TRUE;
2237 else
2239 fixup = COLOR_FIXUP_IDENTITY; /* FIXME: Vshader color fixup */
2242 shader_glsl_append_dst(ins->ctx->buffer, ins);
2244 shader_addline(ins->ctx->buffer, "%s(%s_sampler%u, ",
2245 sample_function->name, shader_glsl_get_prefix(version->type), sampler);
2247 va_start(args, coord_reg_fmt);
2248 shader_vaddline(ins->ctx->buffer, coord_reg_fmt, args);
2249 va_end(args);
2251 if(bias) {
2252 shader_addline(ins->ctx->buffer, ", %s)%s);\n", bias, dst_swizzle);
2253 } else {
2254 if (np2_fixup) {
2255 const struct shader_glsl_ctx_priv *priv = ins->ctx->backend_data;
2256 const unsigned char idx = priv->cur_np2fixup_info->idx[sampler];
2258 shader_addline(ins->ctx->buffer, " * ps_samplerNP2Fixup[%u].%s)%s);\n", idx >> 1,
2259 (idx % 2) ? "zw" : "xy", dst_swizzle);
2260 } else if(dx && dy) {
2261 shader_addline(ins->ctx->buffer, ", %s, %s)%s);\n", dx, dy, dst_swizzle);
2262 } else {
2263 shader_addline(ins->ctx->buffer, ")%s);\n", dst_swizzle);
2267 if(!is_identity_fixup(fixup)) {
2268 shader_glsl_color_correction(ins, fixup);
2272 /*****************************************************************************
2273 * Begin processing individual instruction opcodes
2274 ****************************************************************************/
2276 static void shader_glsl_binop(const struct wined3d_shader_instruction *ins)
2278 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2279 struct glsl_src_param src0_param;
2280 struct glsl_src_param src1_param;
2281 DWORD write_mask;
2282 const char *op;
2284 /* Determine the GLSL operator to use based on the opcode */
2285 switch (ins->handler_idx)
2287 case WINED3DSIH_ADD: op = "+"; break;
2288 case WINED3DSIH_AND: op = "&"; break;
2289 case WINED3DSIH_DIV: op = "/"; break;
2290 case WINED3DSIH_IADD: op = "+"; break;
2291 case WINED3DSIH_MUL: op = "*"; break;
2292 case WINED3DSIH_SUB: op = "-"; break;
2293 case WINED3DSIH_USHR: op = ">>"; break;
2294 case WINED3DSIH_XOR: op = "^"; break;
2295 default:
2296 op = "<unhandled operator>";
2297 FIXME("Opcode %#x not yet handled in GLSL\n", ins->handler_idx);
2298 break;
2301 write_mask = shader_glsl_append_dst(buffer, ins);
2302 shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src0_param);
2303 shader_glsl_add_src_param(ins, &ins->src[1], write_mask, &src1_param);
2304 shader_addline(buffer, "%s %s %s);\n", src0_param.param_str, op, src1_param.param_str);
2307 static void shader_glsl_relop(const struct wined3d_shader_instruction *ins)
2309 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2310 struct glsl_src_param src0_param;
2311 struct glsl_src_param src1_param;
2312 unsigned int mask_size;
2313 DWORD write_mask;
2314 const char *op;
2316 write_mask = shader_glsl_append_dst(buffer, ins);
2317 mask_size = shader_glsl_get_write_mask_size(write_mask);
2318 shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src0_param);
2319 shader_glsl_add_src_param(ins, &ins->src[1], write_mask, &src1_param);
2321 if (mask_size > 1)
2323 switch (ins->handler_idx)
2325 case WINED3DSIH_EQ: op = "equal"; break;
2326 case WINED3DSIH_GE: op = "greaterThanEqual"; break;
2327 case WINED3DSIH_IGE: op = "greaterThanEqual"; break;
2328 case WINED3DSIH_LT: op = "lessThan"; break;
2329 default:
2330 op = "<unhandled operator>";
2331 ERR("Unhandled opcode %#x.\n", ins->handler_idx);
2332 break;
2335 shader_addline(buffer, "uvec%u(%s(%s, %s)) * 0xffffffffu);\n",
2336 mask_size, op, src0_param.param_str, src1_param.param_str);
2338 else
2340 switch (ins->handler_idx)
2342 case WINED3DSIH_EQ: op = "=="; break;
2343 case WINED3DSIH_GE: op = ">="; break;
2344 case WINED3DSIH_IGE: op = ">="; break;
2345 case WINED3DSIH_LT: op = "<"; break;
2346 default:
2347 op = "<unhandled operator>";
2348 ERR("Unhandled opcode %#x.\n", ins->handler_idx);
2349 break;
2352 shader_addline(buffer, "%s %s %s ? 0xffffffffu : 0u);\n",
2353 src0_param.param_str, op, src1_param.param_str);
2357 static void shader_glsl_imul(const struct wined3d_shader_instruction *ins)
2359 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2360 struct glsl_src_param src0_param;
2361 struct glsl_src_param src1_param;
2362 DWORD write_mask;
2364 /* If we have ARB_gpu_shader5 or GLSL 4.0, we can use imulExtended(). If
2365 * not, we can emulate it. */
2366 if (ins->dst[0].reg.type != WINED3DSPR_NULL)
2367 FIXME("64-bit integer multiplies not implemented.\n");
2369 if (ins->dst[1].reg.type != WINED3DSPR_NULL)
2371 write_mask = shader_glsl_append_dst_ext(buffer, ins, &ins->dst[1]);
2372 shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src0_param);
2373 shader_glsl_add_src_param(ins, &ins->src[1], write_mask, &src1_param);
2375 shader_addline(ins->ctx->buffer, "%s * %s);\n",
2376 src0_param.param_str, src1_param.param_str);
2380 static void shader_glsl_udiv(const struct wined3d_shader_instruction *ins)
2382 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2383 struct glsl_src_param src0_param, src1_param;
2384 DWORD write_mask;
2386 if (ins->dst[0].reg.type != WINED3DSPR_NULL)
2389 if (ins->dst[1].reg.type != WINED3DSPR_NULL)
2391 char dst_mask[6];
2393 write_mask = shader_glsl_get_write_mask(&ins->dst[0], dst_mask);
2394 shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src0_param);
2395 shader_glsl_add_src_param(ins, &ins->src[1], write_mask, &src1_param);
2396 shader_addline(buffer, "tmp0%s = %s / %s;\n",
2397 dst_mask, src0_param.param_str, src1_param.param_str);
2399 write_mask = shader_glsl_append_dst_ext(buffer, ins, &ins->dst[1]);
2400 shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src0_param);
2401 shader_glsl_add_src_param(ins, &ins->src[1], write_mask, &src1_param);
2402 shader_addline(buffer, "%s %% %s));\n", src0_param.param_str, src1_param.param_str);
2404 shader_glsl_append_dst_ext(buffer, ins, &ins->dst[0]);
2405 shader_addline(buffer, "tmp0%s);\n", dst_mask);
2407 else
2409 write_mask = shader_glsl_append_dst_ext(buffer, ins, &ins->dst[0]);
2410 shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src0_param);
2411 shader_glsl_add_src_param(ins, &ins->src[1], write_mask, &src1_param);
2412 shader_addline(buffer, "%s / %s);\n", src0_param.param_str, src1_param.param_str);
2415 else if (ins->dst[1].reg.type != WINED3DSPR_NULL)
2417 write_mask = shader_glsl_append_dst_ext(buffer, ins, &ins->dst[1]);
2418 shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src0_param);
2419 shader_glsl_add_src_param(ins, &ins->src[1], write_mask, &src1_param);
2420 shader_addline(buffer, "%s %% %s);\n", src0_param.param_str, src1_param.param_str);
2424 /* Process the WINED3DSIO_MOV opcode using GLSL (dst = src) */
2425 static void shader_glsl_mov(const struct wined3d_shader_instruction *ins)
2427 const struct wined3d_gl_info *gl_info = ins->ctx->gl_info;
2428 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2429 struct glsl_src_param src0_param;
2430 DWORD write_mask;
2432 write_mask = shader_glsl_append_dst(buffer, ins);
2433 shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src0_param);
2435 /* In vs_1_1 WINED3DSIO_MOV can write to the address register. In later
2436 * shader versions WINED3DSIO_MOVA is used for this. */
2437 if (ins->ctx->reg_maps->shader_version.major == 1
2438 && ins->ctx->reg_maps->shader_version.type == WINED3D_SHADER_TYPE_VERTEX
2439 && ins->dst[0].reg.type == WINED3DSPR_ADDR)
2441 /* This is a simple floor() */
2442 unsigned int mask_size = shader_glsl_get_write_mask_size(write_mask);
2443 if (mask_size > 1) {
2444 shader_addline(buffer, "ivec%d(floor(%s)));\n", mask_size, src0_param.param_str);
2445 } else {
2446 shader_addline(buffer, "int(floor(%s)));\n", src0_param.param_str);
2449 else if(ins->handler_idx == WINED3DSIH_MOVA)
2451 /* We need to *round* to the nearest int here. */
2452 unsigned int mask_size = shader_glsl_get_write_mask_size(write_mask);
2454 if (gl_info->supported[EXT_GPU_SHADER4])
2456 if (mask_size > 1)
2457 shader_addline(buffer, "ivec%d(round(%s)));\n", mask_size, src0_param.param_str);
2458 else
2459 shader_addline(buffer, "int(round(%s)));\n", src0_param.param_str);
2461 else
2463 if (mask_size > 1)
2464 shader_addline(buffer, "ivec%d(floor(abs(%s) + vec%d(0.5)) * sign(%s)));\n",
2465 mask_size, src0_param.param_str, mask_size, src0_param.param_str);
2466 else
2467 shader_addline(buffer, "int(floor(abs(%s) + 0.5) * sign(%s)));\n",
2468 src0_param.param_str, src0_param.param_str);
2471 else
2473 shader_addline(buffer, "%s);\n", src0_param.param_str);
2477 /* Process the dot product operators DP3 and DP4 in GLSL (dst = dot(src0, src1)) */
2478 static void shader_glsl_dot(const struct wined3d_shader_instruction *ins)
2480 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2481 struct glsl_src_param src0_param;
2482 struct glsl_src_param src1_param;
2483 DWORD dst_write_mask, src_write_mask;
2484 unsigned int dst_size = 0;
2486 dst_write_mask = shader_glsl_append_dst(buffer, ins);
2487 dst_size = shader_glsl_get_write_mask_size(dst_write_mask);
2489 /* dp3 works on vec3, dp4 on vec4 */
2490 if (ins->handler_idx == WINED3DSIH_DP4)
2492 src_write_mask = WINED3DSP_WRITEMASK_ALL;
2493 } else {
2494 src_write_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
2497 shader_glsl_add_src_param(ins, &ins->src[0], src_write_mask, &src0_param);
2498 shader_glsl_add_src_param(ins, &ins->src[1], src_write_mask, &src1_param);
2500 if (dst_size > 1) {
2501 shader_addline(buffer, "vec%d(dot(%s, %s)));\n", dst_size, src0_param.param_str, src1_param.param_str);
2502 } else {
2503 shader_addline(buffer, "dot(%s, %s));\n", src0_param.param_str, src1_param.param_str);
2507 /* Note that this instruction has some restrictions. The destination write mask
2508 * can't contain the w component, and the source swizzles have to be .xyzw */
2509 static void shader_glsl_cross(const struct wined3d_shader_instruction *ins)
2511 DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
2512 struct glsl_src_param src0_param;
2513 struct glsl_src_param src1_param;
2514 char dst_mask[6];
2516 shader_glsl_get_write_mask(&ins->dst[0], dst_mask);
2517 shader_glsl_append_dst(ins->ctx->buffer, ins);
2518 shader_glsl_add_src_param(ins, &ins->src[0], src_mask, &src0_param);
2519 shader_glsl_add_src_param(ins, &ins->src[1], src_mask, &src1_param);
2520 shader_addline(ins->ctx->buffer, "cross(%s, %s)%s);\n", src0_param.param_str, src1_param.param_str, dst_mask);
2523 static void shader_glsl_cut(const struct wined3d_shader_instruction *ins)
2525 shader_addline(ins->ctx->buffer, "EndPrimitive();\n");
2528 /* Process the WINED3DSIO_POW instruction in GLSL (dst = |src0|^src1)
2529 * Src0 and src1 are scalars. Note that D3D uses the absolute of src0, while
2530 * GLSL uses the value as-is. */
2531 static void shader_glsl_pow(const struct wined3d_shader_instruction *ins)
2533 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2534 struct glsl_src_param src0_param;
2535 struct glsl_src_param src1_param;
2536 DWORD dst_write_mask;
2537 unsigned int dst_size;
2539 dst_write_mask = shader_glsl_append_dst(buffer, ins);
2540 dst_size = shader_glsl_get_write_mask_size(dst_write_mask);
2542 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0, &src0_param);
2543 shader_glsl_add_src_param(ins, &ins->src[1], WINED3DSP_WRITEMASK_0, &src1_param);
2545 if (dst_size > 1)
2547 shader_addline(buffer, "vec%u(%s == 0.0 ? 1.0 : pow(abs(%s), %s)));\n",
2548 dst_size, src1_param.param_str, src0_param.param_str, src1_param.param_str);
2550 else
2552 shader_addline(buffer, "%s == 0.0 ? 1.0 : pow(abs(%s), %s));\n",
2553 src1_param.param_str, src0_param.param_str, src1_param.param_str);
2557 /* Process the WINED3DSIO_LOG instruction in GLSL (dst = log2(|src0|))
2558 * Src0 is a scalar. Note that D3D uses the absolute of src0, while
2559 * GLSL uses the value as-is. */
2560 static void shader_glsl_log(const struct wined3d_shader_instruction *ins)
2562 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2563 struct glsl_src_param src0_param;
2564 DWORD dst_write_mask;
2565 unsigned int dst_size;
2567 dst_write_mask = shader_glsl_append_dst(buffer, ins);
2568 dst_size = shader_glsl_get_write_mask_size(dst_write_mask);
2570 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0, &src0_param);
2572 if (dst_size > 1)
2574 shader_addline(buffer, "vec%u(log2(abs(%s))));\n",
2575 dst_size, src0_param.param_str);
2577 else
2579 shader_addline(buffer, "log2(abs(%s)));\n",
2580 src0_param.param_str);
2584 /* Map the opcode 1-to-1 to the GL code (arg->dst = instruction(src0, src1, ...) */
2585 static void shader_glsl_map2gl(const struct wined3d_shader_instruction *ins)
2587 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2588 struct glsl_src_param src_param;
2589 const char *instruction;
2590 DWORD write_mask;
2591 unsigned i;
2593 /* Determine the GLSL function to use based on the opcode */
2594 /* TODO: Possibly make this a table for faster lookups */
2595 switch (ins->handler_idx)
2597 case WINED3DSIH_MIN: instruction = "min"; break;
2598 case WINED3DSIH_MAX: instruction = "max"; break;
2599 case WINED3DSIH_ABS: instruction = "abs"; break;
2600 case WINED3DSIH_FRC: instruction = "fract"; break;
2601 case WINED3DSIH_EXP: instruction = "exp2"; break;
2602 case WINED3DSIH_DSX: instruction = "dFdx"; break;
2603 case WINED3DSIH_DSY: instruction = "ycorrection.y * dFdy"; break;
2604 case WINED3DSIH_ROUND_NI: instruction = "floor"; break;
2605 default: instruction = "";
2606 FIXME("Opcode %#x not yet handled in GLSL\n", ins->handler_idx);
2607 break;
2610 write_mask = shader_glsl_append_dst(buffer, ins);
2612 shader_addline(buffer, "%s(", instruction);
2614 if (ins->src_count)
2616 shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src_param);
2617 shader_addline(buffer, "%s", src_param.param_str);
2618 for (i = 1; i < ins->src_count; ++i)
2620 shader_glsl_add_src_param(ins, &ins->src[i], write_mask, &src_param);
2621 shader_addline(buffer, ", %s", src_param.param_str);
2625 shader_addline(buffer, "));\n");
2628 static void shader_glsl_nop(const struct wined3d_shader_instruction *ins) {}
2630 static void shader_glsl_nrm(const struct wined3d_shader_instruction *ins)
2632 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2633 struct glsl_src_param src_param;
2634 unsigned int mask_size;
2635 DWORD write_mask;
2636 char dst_mask[6];
2638 write_mask = shader_glsl_get_write_mask(ins->dst, dst_mask);
2639 mask_size = shader_glsl_get_write_mask_size(write_mask);
2640 shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src_param);
2642 shader_addline(buffer, "tmp0.x = dot(%s, %s);\n",
2643 src_param.param_str, src_param.param_str);
2644 shader_glsl_append_dst(buffer, ins);
2646 if (mask_size > 1)
2648 shader_addline(buffer, "tmp0.x == 0.0 ? vec%u(0.0) : (%s * inversesqrt(tmp0.x)));\n",
2649 mask_size, src_param.param_str);
2651 else
2653 shader_addline(buffer, "tmp0.x == 0.0 ? 0.0 : (%s * inversesqrt(tmp0.x)));\n",
2654 src_param.param_str);
2658 /** Process the WINED3DSIO_EXPP instruction in GLSL:
2659 * For shader model 1.x, do the following (and honor the writemask, so use a temporary variable):
2660 * dst.x = 2^(floor(src))
2661 * dst.y = src - floor(src)
2662 * dst.z = 2^src (partial precision is allowed, but optional)
2663 * dst.w = 1.0;
2664 * For 2.0 shaders, just do this (honoring writemask and swizzle):
2665 * dst = 2^src; (partial precision is allowed, but optional)
2667 static void shader_glsl_expp(const struct wined3d_shader_instruction *ins)
2669 struct glsl_src_param src_param;
2671 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0, &src_param);
2673 if (ins->ctx->reg_maps->shader_version.major < 2)
2675 char dst_mask[6];
2677 shader_addline(ins->ctx->buffer, "tmp0.x = exp2(floor(%s));\n", src_param.param_str);
2678 shader_addline(ins->ctx->buffer, "tmp0.y = %s - floor(%s);\n", src_param.param_str, src_param.param_str);
2679 shader_addline(ins->ctx->buffer, "tmp0.z = exp2(%s);\n", src_param.param_str);
2680 shader_addline(ins->ctx->buffer, "tmp0.w = 1.0;\n");
2682 shader_glsl_append_dst(ins->ctx->buffer, ins);
2683 shader_glsl_get_write_mask(&ins->dst[0], dst_mask);
2684 shader_addline(ins->ctx->buffer, "tmp0%s);\n", dst_mask);
2685 } else {
2686 DWORD write_mask;
2687 unsigned int mask_size;
2689 write_mask = shader_glsl_append_dst(ins->ctx->buffer, ins);
2690 mask_size = shader_glsl_get_write_mask_size(write_mask);
2692 if (mask_size > 1) {
2693 shader_addline(ins->ctx->buffer, "vec%d(exp2(%s)));\n", mask_size, src_param.param_str);
2694 } else {
2695 shader_addline(ins->ctx->buffer, "exp2(%s));\n", src_param.param_str);
2700 static void shader_glsl_to_int(const struct wined3d_shader_instruction *ins)
2702 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2703 struct glsl_src_param src_param;
2704 unsigned int mask_size;
2705 DWORD write_mask;
2707 write_mask = shader_glsl_append_dst(buffer, ins);
2708 mask_size = shader_glsl_get_write_mask_size(write_mask);
2709 shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src_param);
2711 if (mask_size > 1)
2712 shader_addline(buffer, "ivec%u(%s));\n", mask_size, src_param.param_str);
2713 else
2714 shader_addline(buffer, "int(%s));\n", src_param.param_str);
2717 static void shader_glsl_to_float(const struct wined3d_shader_instruction *ins)
2719 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2720 struct glsl_src_param src_param;
2721 unsigned int mask_size;
2722 DWORD write_mask;
2724 write_mask = shader_glsl_append_dst(buffer, ins);
2725 mask_size = shader_glsl_get_write_mask_size(write_mask);
2726 shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src_param);
2728 if (mask_size > 1)
2729 shader_addline(buffer, "vec%u(%s));\n", mask_size, src_param.param_str);
2730 else
2731 shader_addline(buffer, "float(%s));\n", src_param.param_str);
2734 /** Process the RCP (reciprocal or inverse) opcode in GLSL (dst = 1 / src) */
2735 static void shader_glsl_rcp(const struct wined3d_shader_instruction *ins)
2737 struct glsl_src_param src_param;
2738 DWORD write_mask;
2739 unsigned int mask_size;
2741 write_mask = shader_glsl_append_dst(ins->ctx->buffer, ins);
2742 mask_size = shader_glsl_get_write_mask_size(write_mask);
2743 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_3, &src_param);
2745 if (mask_size > 1)
2747 shader_addline(ins->ctx->buffer, "vec%u(1.0 / %s));\n",
2748 mask_size, src_param.param_str);
2750 else
2752 shader_addline(ins->ctx->buffer, "1.0 / %s);\n",
2753 src_param.param_str);
2757 static void shader_glsl_rsq(const struct wined3d_shader_instruction *ins)
2759 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2760 struct glsl_src_param src_param;
2761 DWORD write_mask;
2762 unsigned int mask_size;
2764 write_mask = shader_glsl_append_dst(buffer, ins);
2765 mask_size = shader_glsl_get_write_mask_size(write_mask);
2767 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_3, &src_param);
2769 if (mask_size > 1)
2771 shader_addline(buffer, "vec%u(inversesqrt(abs(%s))));\n",
2772 mask_size, src_param.param_str);
2774 else
2776 shader_addline(buffer, "inversesqrt(abs(%s)));\n",
2777 src_param.param_str);
2781 /** Process signed comparison opcodes in GLSL. */
2782 static void shader_glsl_compare(const struct wined3d_shader_instruction *ins)
2784 struct glsl_src_param src0_param;
2785 struct glsl_src_param src1_param;
2786 DWORD write_mask;
2787 unsigned int mask_size;
2789 write_mask = shader_glsl_append_dst(ins->ctx->buffer, ins);
2790 mask_size = shader_glsl_get_write_mask_size(write_mask);
2791 shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src0_param);
2792 shader_glsl_add_src_param(ins, &ins->src[1], write_mask, &src1_param);
2794 if (mask_size > 1) {
2795 const char *compare;
2797 switch(ins->handler_idx)
2799 case WINED3DSIH_SLT: compare = "lessThan"; break;
2800 case WINED3DSIH_SGE: compare = "greaterThanEqual"; break;
2801 default: compare = "";
2802 FIXME("Can't handle opcode %#x\n", ins->handler_idx);
2805 shader_addline(ins->ctx->buffer, "vec%d(%s(%s, %s)));\n", mask_size, compare,
2806 src0_param.param_str, src1_param.param_str);
2807 } else {
2808 switch(ins->handler_idx)
2810 case WINED3DSIH_SLT:
2811 /* Step(src0, src1) is not suitable here because if src0 == src1 SLT is supposed,
2812 * to return 0.0 but step returns 1.0 because step is not < x
2813 * An alternative is a bvec compare padded with an unused second component.
2814 * step(src1 * -1.0, src0 * -1.0) is not an option because it suffers from the same
2815 * issue. Playing with not() is not possible either because not() does not accept
2816 * a scalar.
2818 shader_addline(ins->ctx->buffer, "(%s < %s) ? 1.0 : 0.0);\n",
2819 src0_param.param_str, src1_param.param_str);
2820 break;
2821 case WINED3DSIH_SGE:
2822 /* Here we can use the step() function and safe a conditional */
2823 shader_addline(ins->ctx->buffer, "step(%s, %s));\n", src1_param.param_str, src0_param.param_str);
2824 break;
2825 default:
2826 FIXME("Can't handle opcode %#x\n", ins->handler_idx);
2832 static void shader_glsl_conditional_move(const struct wined3d_shader_instruction *ins)
2834 const char *condition_prefix, *condition_suffix;
2835 struct wined3d_shader_dst_param dst;
2836 struct glsl_src_param src0_param;
2837 struct glsl_src_param src1_param;
2838 struct glsl_src_param src2_param;
2839 BOOL temp_destination = FALSE;
2840 DWORD cmp_channel = 0;
2841 unsigned int i, j;
2842 char mask_char[6];
2843 DWORD write_mask;
2845 switch (ins->handler_idx)
2847 case WINED3DSIH_CMP:
2848 condition_prefix = "";
2849 condition_suffix = " >= 0.0";
2850 break;
2852 case WINED3DSIH_CND:
2853 condition_prefix = "";
2854 condition_suffix = " > 0.5";
2855 break;
2857 case WINED3DSIH_MOVC:
2858 condition_prefix = "bool(";
2859 condition_suffix = ")";
2860 break;
2862 default:
2863 FIXME("Unhandled instruction %#x.\n", ins->handler_idx);
2864 condition_prefix = "<unhandled prefix>";
2865 condition_suffix = "<unhandled suffix>";
2866 break;
2869 if (shader_is_scalar(&ins->dst[0].reg) || shader_is_scalar(&ins->src[0].reg))
2871 write_mask = shader_glsl_append_dst(ins->ctx->buffer, ins);
2872 shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src0_param);
2873 shader_glsl_add_src_param(ins, &ins->src[1], write_mask, &src1_param);
2874 shader_glsl_add_src_param(ins, &ins->src[2], write_mask, &src2_param);
2876 shader_addline(ins->ctx->buffer, "%s%s%s ? %s : %s);\n",
2877 condition_prefix, src0_param.param_str, condition_suffix,
2878 src1_param.param_str, src2_param.param_str);
2879 return;
2882 dst = ins->dst[0];
2884 /* Splitting the instruction up in multiple lines imposes a problem:
2885 * The first lines may overwrite source parameters of the following lines.
2886 * Deal with that by using a temporary destination register if needed. */
2887 if ((ins->src[0].reg.idx[0].offset == dst.reg.idx[0].offset
2888 && ins->src[0].reg.type == dst.reg.type)
2889 || (ins->src[1].reg.idx[0].offset == dst.reg.idx[0].offset
2890 && ins->src[1].reg.type == dst.reg.type)
2891 || (ins->src[2].reg.idx[0].offset == dst.reg.idx[0].offset
2892 && ins->src[2].reg.type == dst.reg.type))
2893 temp_destination = TRUE;
2895 /* Cycle through all source0 channels. */
2896 for (i = 0; i < 4; ++i)
2898 write_mask = 0;
2899 /* Find the destination channels which use the current source0 channel. */
2900 for (j = 0; j < 4; ++j)
2902 if (((ins->src[0].swizzle >> (2 * j)) & 0x3) == i)
2904 write_mask |= WINED3DSP_WRITEMASK_0 << j;
2905 cmp_channel = WINED3DSP_WRITEMASK_0 << j;
2908 dst.write_mask = ins->dst[0].write_mask & write_mask;
2910 if (temp_destination)
2912 if (!(write_mask = shader_glsl_get_write_mask(&dst, mask_char)))
2913 continue;
2914 shader_addline(ins->ctx->buffer, "tmp0%s = (", mask_char);
2916 else if (!(write_mask = shader_glsl_append_dst_ext(ins->ctx->buffer, ins, &dst)))
2917 continue;
2919 shader_glsl_add_src_param(ins, &ins->src[0], cmp_channel, &src0_param);
2920 shader_glsl_add_src_param(ins, &ins->src[1], write_mask, &src1_param);
2921 shader_glsl_add_src_param(ins, &ins->src[2], write_mask, &src2_param);
2923 shader_addline(ins->ctx->buffer, "%s%s%s ? %s : %s);\n",
2924 condition_prefix, src0_param.param_str, condition_suffix,
2925 src1_param.param_str, src2_param.param_str);
2928 if (temp_destination)
2930 shader_glsl_get_write_mask(&ins->dst[0], mask_char);
2931 shader_glsl_append_dst(ins->ctx->buffer, ins);
2932 shader_addline(ins->ctx->buffer, "tmp0%s);\n", mask_char);
2936 /** Process the CND opcode in GLSL (dst = (src0 > 0.5) ? src1 : src2) */
2937 /* For ps 1.1-1.3, only a single component of src0 is used. For ps 1.4
2938 * the compare is done per component of src0. */
2939 static void shader_glsl_cnd(const struct wined3d_shader_instruction *ins)
2941 struct glsl_src_param src0_param;
2942 struct glsl_src_param src1_param;
2943 struct glsl_src_param src2_param;
2944 DWORD write_mask;
2945 DWORD shader_version = WINED3D_SHADER_VERSION(ins->ctx->reg_maps->shader_version.major,
2946 ins->ctx->reg_maps->shader_version.minor);
2948 if (shader_version < WINED3D_SHADER_VERSION(1, 4))
2950 write_mask = shader_glsl_append_dst(ins->ctx->buffer, ins);
2951 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0, &src0_param);
2952 shader_glsl_add_src_param(ins, &ins->src[1], write_mask, &src1_param);
2953 shader_glsl_add_src_param(ins, &ins->src[2], write_mask, &src2_param);
2955 /* Fun: The D3DSI_COISSUE flag changes the semantic of the cnd instruction for < 1.4 shaders */
2956 if (ins->coissue)
2958 shader_addline(ins->ctx->buffer, "%s /* COISSUE! */);\n", src1_param.param_str);
2959 } else {
2960 shader_addline(ins->ctx->buffer, "%s > 0.5 ? %s : %s);\n",
2961 src0_param.param_str, src1_param.param_str, src2_param.param_str);
2963 return;
2966 shader_glsl_conditional_move(ins);
2969 /** GLSL code generation for WINED3DSIO_MAD: Multiply the first 2 opcodes, then add the last */
2970 static void shader_glsl_mad(const struct wined3d_shader_instruction *ins)
2972 struct glsl_src_param src0_param;
2973 struct glsl_src_param src1_param;
2974 struct glsl_src_param src2_param;
2975 DWORD write_mask;
2977 write_mask = shader_glsl_append_dst(ins->ctx->buffer, ins);
2978 shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src0_param);
2979 shader_glsl_add_src_param(ins, &ins->src[1], write_mask, &src1_param);
2980 shader_glsl_add_src_param(ins, &ins->src[2], write_mask, &src2_param);
2981 shader_addline(ins->ctx->buffer, "(%s * %s) + %s);\n",
2982 src0_param.param_str, src1_param.param_str, src2_param.param_str);
2985 /* Handles transforming all WINED3DSIO_M?x? opcodes for
2986 Vertex shaders to GLSL codes */
2987 static void shader_glsl_mnxn(const struct wined3d_shader_instruction *ins)
2989 int i;
2990 int nComponents = 0;
2991 struct wined3d_shader_dst_param tmp_dst = {{0}};
2992 struct wined3d_shader_src_param tmp_src[2] = {{{0}}};
2993 struct wined3d_shader_instruction tmp_ins;
2995 memset(&tmp_ins, 0, sizeof(tmp_ins));
2997 /* Set constants for the temporary argument */
2998 tmp_ins.ctx = ins->ctx;
2999 tmp_ins.dst_count = 1;
3000 tmp_ins.dst = &tmp_dst;
3001 tmp_ins.src_count = 2;
3002 tmp_ins.src = tmp_src;
3004 switch(ins->handler_idx)
3006 case WINED3DSIH_M4x4:
3007 nComponents = 4;
3008 tmp_ins.handler_idx = WINED3DSIH_DP4;
3009 break;
3010 case WINED3DSIH_M4x3:
3011 nComponents = 3;
3012 tmp_ins.handler_idx = WINED3DSIH_DP4;
3013 break;
3014 case WINED3DSIH_M3x4:
3015 nComponents = 4;
3016 tmp_ins.handler_idx = WINED3DSIH_DP3;
3017 break;
3018 case WINED3DSIH_M3x3:
3019 nComponents = 3;
3020 tmp_ins.handler_idx = WINED3DSIH_DP3;
3021 break;
3022 case WINED3DSIH_M3x2:
3023 nComponents = 2;
3024 tmp_ins.handler_idx = WINED3DSIH_DP3;
3025 break;
3026 default:
3027 break;
3030 tmp_dst = ins->dst[0];
3031 tmp_src[0] = ins->src[0];
3032 tmp_src[1] = ins->src[1];
3033 for (i = 0; i < nComponents; ++i)
3035 tmp_dst.write_mask = WINED3DSP_WRITEMASK_0 << i;
3036 shader_glsl_dot(&tmp_ins);
3037 ++tmp_src[1].reg.idx[0].offset;
3042 The LRP instruction performs a component-wise linear interpolation
3043 between the second and third operands using the first operand as the
3044 blend factor. Equation: (dst = src2 + src0 * (src1 - src2))
3045 This is equivalent to mix(src2, src1, src0);
3047 static void shader_glsl_lrp(const struct wined3d_shader_instruction *ins)
3049 struct glsl_src_param src0_param;
3050 struct glsl_src_param src1_param;
3051 struct glsl_src_param src2_param;
3052 DWORD write_mask;
3054 write_mask = shader_glsl_append_dst(ins->ctx->buffer, ins);
3056 shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src0_param);
3057 shader_glsl_add_src_param(ins, &ins->src[1], write_mask, &src1_param);
3058 shader_glsl_add_src_param(ins, &ins->src[2], write_mask, &src2_param);
3060 shader_addline(ins->ctx->buffer, "mix(%s, %s, %s));\n",
3061 src2_param.param_str, src1_param.param_str, src0_param.param_str);
3064 /** Process the WINED3DSIO_LIT instruction in GLSL:
3065 * dst.x = dst.w = 1.0
3066 * dst.y = (src0.x > 0) ? src0.x
3067 * dst.z = (src0.x > 0) ? ((src0.y > 0) ? pow(src0.y, src.w) : 0) : 0
3068 * where src.w is clamped at +- 128
3070 static void shader_glsl_lit(const struct wined3d_shader_instruction *ins)
3072 struct glsl_src_param src0_param;
3073 struct glsl_src_param src1_param;
3074 struct glsl_src_param src3_param;
3075 char dst_mask[6];
3077 shader_glsl_append_dst(ins->ctx->buffer, ins);
3078 shader_glsl_get_write_mask(&ins->dst[0], dst_mask);
3080 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0, &src0_param);
3081 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_1, &src1_param);
3082 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_3, &src3_param);
3084 /* The sdk specifies the instruction like this
3085 * dst.x = 1.0;
3086 * if(src.x > 0.0) dst.y = src.x
3087 * else dst.y = 0.0.
3088 * if(src.x > 0.0 && src.y > 0.0) dst.z = pow(src.y, power);
3089 * else dst.z = 0.0;
3090 * dst.w = 1.0;
3091 * (where power = src.w clamped between -128 and 128)
3093 * Obviously that has quite a few conditionals in it which we don't like. So the first step is this:
3094 * dst.x = 1.0 ... No further explanation needed
3095 * dst.y = max(src.y, 0.0); ... If x < 0.0, use 0.0, otherwise x. Same as the conditional
3096 * dst.z = x > 0.0 ? pow(max(y, 0.0), p) : 0; ... 0 ^ power is 0, and otherwise we use y anyway
3097 * dst.w = 1.0. ... Nothing fancy.
3099 * So we still have one conditional in there. So do this:
3100 * dst.z = pow(max(0.0, src.y) * step(0.0, src.x), power);
3102 * 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),
3103 * 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.
3104 * if both x and y are > 0, we get pow(y * 1.0, power), as it is supposed to.
3106 * Unfortunately pow(0.0 ^ 0.0) returns NaN on most GPUs, but lit with src.y = 0 and src.w = 0 returns
3107 * a non-NaN value in dst.z. What we return doesn't matter, as long as it is not NaN. Return 0, which is
3108 * what all Windows HW drivers and GL_ARB_vertex_program's LIT do.
3110 shader_addline(ins->ctx->buffer,
3111 "vec4(1.0, max(%s, 0.0), %s == 0.0 ? 0.0 : "
3112 "pow(max(0.0, %s) * step(0.0, %s), clamp(%s, -128.0, 128.0)), 1.0)%s);\n",
3113 src0_param.param_str, src3_param.param_str, src1_param.param_str,
3114 src0_param.param_str, src3_param.param_str, dst_mask);
3117 /** Process the WINED3DSIO_DST instruction in GLSL:
3118 * dst.x = 1.0
3119 * dst.y = src0.x * src0.y
3120 * dst.z = src0.z
3121 * dst.w = src1.w
3123 static void shader_glsl_dst(const struct wined3d_shader_instruction *ins)
3125 struct glsl_src_param src0y_param;
3126 struct glsl_src_param src0z_param;
3127 struct glsl_src_param src1y_param;
3128 struct glsl_src_param src1w_param;
3129 char dst_mask[6];
3131 shader_glsl_append_dst(ins->ctx->buffer, ins);
3132 shader_glsl_get_write_mask(&ins->dst[0], dst_mask);
3134 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_1, &src0y_param);
3135 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_2, &src0z_param);
3136 shader_glsl_add_src_param(ins, &ins->src[1], WINED3DSP_WRITEMASK_1, &src1y_param);
3137 shader_glsl_add_src_param(ins, &ins->src[1], WINED3DSP_WRITEMASK_3, &src1w_param);
3139 shader_addline(ins->ctx->buffer, "vec4(1.0, %s * %s, %s, %s))%s;\n",
3140 src0y_param.param_str, src1y_param.param_str, src0z_param.param_str, src1w_param.param_str, dst_mask);
3143 /** Process the WINED3DSIO_SINCOS instruction in GLSL:
3144 * VS 2.0 requires that specific cosine and sine constants be passed to this instruction so the hardware
3145 * can handle it. But, these functions are built-in for GLSL, so we can just ignore the last 2 params.
3147 * dst.x = cos(src0.?)
3148 * dst.y = sin(src0.?)
3149 * dst.z = dst.z
3150 * dst.w = dst.w
3152 static void shader_glsl_sincos(const struct wined3d_shader_instruction *ins)
3154 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
3155 struct glsl_src_param src0_param;
3156 DWORD write_mask;
3158 if (ins->ctx->reg_maps->shader_version.major < 4)
3160 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0, &src0_param);
3162 write_mask = shader_glsl_append_dst(buffer, ins);
3163 switch (write_mask)
3165 case WINED3DSP_WRITEMASK_0:
3166 shader_addline(buffer, "cos(%s));\n", src0_param.param_str);
3167 break;
3169 case WINED3DSP_WRITEMASK_1:
3170 shader_addline(buffer, "sin(%s));\n", src0_param.param_str);
3171 break;
3173 case (WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1):
3174 shader_addline(buffer, "vec2(cos(%s), sin(%s)));\n",
3175 src0_param.param_str, src0_param.param_str);
3176 break;
3178 default:
3179 ERR("Write mask should be .x, .y or .xy\n");
3180 break;
3183 return;
3186 if (ins->dst[0].reg.type != WINED3DSPR_NULL)
3189 if (ins->dst[1].reg.type != WINED3DSPR_NULL)
3191 char dst_mask[6];
3193 write_mask = shader_glsl_get_write_mask(&ins->dst[0], dst_mask);
3194 shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src0_param);
3195 shader_addline(buffer, "tmp0%s = sin(%s);\n", dst_mask, src0_param.param_str);
3197 write_mask = shader_glsl_append_dst_ext(buffer, ins, &ins->dst[1]);
3198 shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src0_param);
3199 shader_addline(buffer, "cos(%s));\n", src0_param.param_str);
3201 shader_glsl_append_dst_ext(buffer, ins, &ins->dst[0]);
3202 shader_addline(buffer, "tmp0%s);\n", dst_mask);
3204 else
3206 write_mask = shader_glsl_append_dst_ext(buffer, ins, &ins->dst[0]);
3207 shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src0_param);
3208 shader_addline(buffer, "sin(%s));\n", src0_param.param_str);
3211 else if (ins->dst[1].reg.type != WINED3DSPR_NULL)
3213 write_mask = shader_glsl_append_dst_ext(buffer, ins, &ins->dst[1]);
3214 shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src0_param);
3215 shader_addline(buffer, "cos(%s));\n", src0_param.param_str);
3219 /* sgn in vs_2_0 has 2 extra parameters(registers for temporary storage) which we don't use
3220 * here. But those extra parameters require a dedicated function for sgn, since map2gl would
3221 * generate invalid code
3223 static void shader_glsl_sgn(const struct wined3d_shader_instruction *ins)
3225 struct glsl_src_param src0_param;
3226 DWORD write_mask;
3228 write_mask = shader_glsl_append_dst(ins->ctx->buffer, ins);
3229 shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src0_param);
3231 shader_addline(ins->ctx->buffer, "sign(%s));\n", src0_param.param_str);
3234 /** Process the WINED3DSIO_LOOP instruction in GLSL:
3235 * Start a for() loop where src1.y is the initial value of aL,
3236 * increment aL by src1.z for a total of src1.x iterations.
3237 * Need to use a temporary variable for this operation.
3239 /* FIXME: I don't think nested loops will work correctly this way. */
3240 static void shader_glsl_loop(const struct wined3d_shader_instruction *ins)
3242 struct wined3d_shader_loop_state *loop_state = ins->ctx->loop_state;
3243 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
3244 const struct wined3d_shader *shader = ins->ctx->shader;
3245 const struct wined3d_shader_lconst *constant;
3246 struct glsl_src_param src1_param;
3247 const DWORD *control_values = NULL;
3249 if (ins->ctx->reg_maps->shader_version.major < 4)
3251 shader_glsl_add_src_param(ins, &ins->src[1], WINED3DSP_WRITEMASK_ALL, &src1_param);
3253 /* Try to hardcode the loop control parameters if possible. Direct3D 9
3254 * class hardware doesn't support real varying indexing, but Microsoft
3255 * designed this feature for Shader model 2.x+. If the loop control is
3256 * known at compile time, the GLSL compiler can unroll the loop, and
3257 * replace indirect addressing with direct addressing. */
3258 if (ins->src[1].reg.type == WINED3DSPR_CONSTINT)
3260 LIST_FOR_EACH_ENTRY(constant, &shader->constantsI, struct wined3d_shader_lconst, entry)
3262 if (constant->idx == ins->src[1].reg.idx[0].offset)
3264 control_values = constant->value;
3265 break;
3270 if (control_values)
3272 struct wined3d_shader_loop_control loop_control;
3273 loop_control.count = control_values[0];
3274 loop_control.start = control_values[1];
3275 loop_control.step = (int)control_values[2];
3277 if (loop_control.step > 0)
3279 shader_addline(buffer, "for (aL%u = %u; aL%u < (%u * %d + %u); aL%u += %d)\n{\n",
3280 loop_state->current_depth, loop_control.start,
3281 loop_state->current_depth, loop_control.count, loop_control.step, loop_control.start,
3282 loop_state->current_depth, loop_control.step);
3284 else if (loop_control.step < 0)
3286 shader_addline(buffer, "for (aL%u = %u; aL%u > (%u * %d + %u); aL%u += %d)\n{\n",
3287 loop_state->current_depth, loop_control.start,
3288 loop_state->current_depth, loop_control.count, loop_control.step, loop_control.start,
3289 loop_state->current_depth, loop_control.step);
3291 else
3293 shader_addline(buffer, "for (aL%u = %u, tmpInt%u = 0; tmpInt%u < %u; tmpInt%u++)\n{\n",
3294 loop_state->current_depth, loop_control.start, loop_state->current_depth,
3295 loop_state->current_depth, loop_control.count,
3296 loop_state->current_depth);
3299 else
3301 shader_addline(buffer, "for (tmpInt%u = 0, aL%u = %s.y; tmpInt%u < %s.x; tmpInt%u++, aL%u += %s.z)\n{\n",
3302 loop_state->current_depth, loop_state->current_reg,
3303 src1_param.reg_name, loop_state->current_depth, src1_param.reg_name,
3304 loop_state->current_depth, loop_state->current_reg, src1_param.reg_name);
3307 ++loop_state->current_reg;
3309 else
3311 shader_addline(buffer, "for (;;)\n{\n");
3314 ++loop_state->current_depth;
3317 static void shader_glsl_end(const struct wined3d_shader_instruction *ins)
3319 struct wined3d_shader_loop_state *loop_state = ins->ctx->loop_state;
3321 shader_addline(ins->ctx->buffer, "}\n");
3323 if (ins->handler_idx == WINED3DSIH_ENDLOOP)
3325 --loop_state->current_depth;
3326 --loop_state->current_reg;
3329 if (ins->handler_idx == WINED3DSIH_ENDREP)
3331 --loop_state->current_depth;
3335 static void shader_glsl_rep(const struct wined3d_shader_instruction *ins)
3337 const struct wined3d_shader *shader = ins->ctx->shader;
3338 struct wined3d_shader_loop_state *loop_state = ins->ctx->loop_state;
3339 const struct wined3d_shader_lconst *constant;
3340 struct glsl_src_param src0_param;
3341 const DWORD *control_values = NULL;
3343 /* Try to hardcode local values to help the GLSL compiler to unroll and optimize the loop */
3344 if (ins->src[0].reg.type == WINED3DSPR_CONSTINT)
3346 LIST_FOR_EACH_ENTRY(constant, &shader->constantsI, struct wined3d_shader_lconst, entry)
3348 if (constant->idx == ins->src[0].reg.idx[0].offset)
3350 control_values = constant->value;
3351 break;
3356 if (control_values)
3358 shader_addline(ins->ctx->buffer, "for (tmpInt%d = 0; tmpInt%d < %d; tmpInt%d++) {\n",
3359 loop_state->current_depth, loop_state->current_depth,
3360 control_values[0], loop_state->current_depth);
3362 else
3364 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0, &src0_param);
3365 shader_addline(ins->ctx->buffer, "for (tmpInt%d = 0; tmpInt%d < %s; tmpInt%d++) {\n",
3366 loop_state->current_depth, loop_state->current_depth,
3367 src0_param.param_str, loop_state->current_depth);
3370 ++loop_state->current_depth;
3373 static void shader_glsl_if(const struct wined3d_shader_instruction *ins)
3375 struct glsl_src_param src0_param;
3377 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0, &src0_param);
3378 shader_addline(ins->ctx->buffer, "if (%s) {\n", src0_param.param_str);
3381 static void shader_glsl_ifc(const struct wined3d_shader_instruction *ins)
3383 struct glsl_src_param src0_param;
3384 struct glsl_src_param src1_param;
3386 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0, &src0_param);
3387 shader_glsl_add_src_param(ins, &ins->src[1], WINED3DSP_WRITEMASK_0, &src1_param);
3389 shader_addline(ins->ctx->buffer, "if (%s %s %s) {\n",
3390 src0_param.param_str, shader_glsl_get_rel_op(ins->flags), src1_param.param_str);
3393 static void shader_glsl_else(const struct wined3d_shader_instruction *ins)
3395 shader_addline(ins->ctx->buffer, "} else {\n");
3398 static void shader_glsl_emit(const struct wined3d_shader_instruction *ins)
3400 shader_addline(ins->ctx->buffer, "EmitVertex();\n");
3403 static void shader_glsl_break(const struct wined3d_shader_instruction *ins)
3405 shader_addline(ins->ctx->buffer, "break;\n");
3408 /* FIXME: According to MSDN the compare is done per component. */
3409 static void shader_glsl_breakc(const struct wined3d_shader_instruction *ins)
3411 struct glsl_src_param src0_param;
3412 struct glsl_src_param src1_param;
3414 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0, &src0_param);
3415 shader_glsl_add_src_param(ins, &ins->src[1], WINED3DSP_WRITEMASK_0, &src1_param);
3417 shader_addline(ins->ctx->buffer, "if (%s %s %s) break;\n",
3418 src0_param.param_str, shader_glsl_get_rel_op(ins->flags), src1_param.param_str);
3421 static void shader_glsl_breakp(const struct wined3d_shader_instruction *ins)
3423 struct glsl_src_param src_param;
3425 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0, &src_param);
3426 shader_addline(ins->ctx->buffer, "if (bool(%s)) break;\n", src_param.param_str);
3429 static void shader_glsl_label(const struct wined3d_shader_instruction *ins)
3431 shader_addline(ins->ctx->buffer, "}\n");
3432 shader_addline(ins->ctx->buffer, "void subroutine%u()\n{\n", ins->src[0].reg.idx[0].offset);
3435 static void shader_glsl_call(const struct wined3d_shader_instruction *ins)
3437 shader_addline(ins->ctx->buffer, "subroutine%u();\n", ins->src[0].reg.idx[0].offset);
3440 static void shader_glsl_callnz(const struct wined3d_shader_instruction *ins)
3442 struct glsl_src_param src1_param;
3444 shader_glsl_add_src_param(ins, &ins->src[1], WINED3DSP_WRITEMASK_0, &src1_param);
3445 shader_addline(ins->ctx->buffer, "if (%s) subroutine%u();\n",
3446 src1_param.param_str, ins->src[0].reg.idx[0].offset);
3449 static void shader_glsl_ret(const struct wined3d_shader_instruction *ins)
3451 /* No-op. The closing } is written when a new function is started, and at the end of the shader. This
3452 * function only suppresses the unhandled instruction warning
3456 /*********************************************
3457 * Pixel Shader Specific Code begins here
3458 ********************************************/
3459 static void shader_glsl_tex(const struct wined3d_shader_instruction *ins)
3461 const struct wined3d_shader *shader = ins->ctx->shader;
3462 struct wined3d_device *device = shader->device;
3463 DWORD shader_version = WINED3D_SHADER_VERSION(ins->ctx->reg_maps->shader_version.major,
3464 ins->ctx->reg_maps->shader_version.minor);
3465 struct glsl_sample_function sample_function;
3466 const struct wined3d_texture *texture;
3467 DWORD sample_flags = 0;
3468 DWORD sampler_idx;
3469 DWORD mask = 0, swizzle;
3471 /* 1.0-1.4: Use destination register as sampler source.
3472 * 2.0+: Use provided sampler source. */
3473 if (shader_version < WINED3D_SHADER_VERSION(2,0))
3474 sampler_idx = ins->dst[0].reg.idx[0].offset;
3475 else
3476 sampler_idx = ins->src[1].reg.idx[0].offset;
3477 texture = device->stateBlock->state.textures[sampler_idx];
3479 if (shader_version < WINED3D_SHADER_VERSION(1,4))
3481 const struct shader_glsl_ctx_priv *priv = ins->ctx->backend_data;
3482 DWORD flags = (priv->cur_ps_args->tex_transform >> sampler_idx * WINED3D_PSARGS_TEXTRANSFORM_SHIFT)
3483 & WINED3D_PSARGS_TEXTRANSFORM_MASK;
3484 enum wined3d_sampler_texture_type sampler_type = ins->ctx->reg_maps->sampler_type[sampler_idx];
3486 /* Projected cube textures don't make a lot of sense, the resulting coordinates stay the same. */
3487 if (flags & WINED3D_PSARGS_PROJECTED && sampler_type != WINED3DSTT_CUBE)
3489 sample_flags |= WINED3D_GLSL_SAMPLE_PROJECTED;
3490 switch (flags & ~WINED3D_PSARGS_PROJECTED)
3492 case WINED3D_TTFF_COUNT1:
3493 FIXME("WINED3D_TTFF_PROJECTED with WINED3D_TTFF_COUNT1?\n");
3494 break;
3495 case WINED3D_TTFF_COUNT2:
3496 mask = WINED3DSP_WRITEMASK_1;
3497 break;
3498 case WINED3D_TTFF_COUNT3:
3499 mask = WINED3DSP_WRITEMASK_2;
3500 break;
3501 case WINED3D_TTFF_COUNT4:
3502 case WINED3D_TTFF_DISABLE:
3503 mask = WINED3DSP_WRITEMASK_3;
3504 break;
3508 else if (shader_version < WINED3D_SHADER_VERSION(2,0))
3510 enum wined3d_shader_src_modifier src_mod = ins->src[0].modifiers;
3512 if (src_mod == WINED3DSPSM_DZ) {
3513 sample_flags |= WINED3D_GLSL_SAMPLE_PROJECTED;
3514 mask = WINED3DSP_WRITEMASK_2;
3515 } else if (src_mod == WINED3DSPSM_DW) {
3516 sample_flags |= WINED3D_GLSL_SAMPLE_PROJECTED;
3517 mask = WINED3DSP_WRITEMASK_3;
3519 } else {
3520 if (ins->flags & WINED3DSI_TEXLD_PROJECT)
3522 /* ps 2.0 texldp instruction always divides by the fourth component. */
3523 sample_flags |= WINED3D_GLSL_SAMPLE_PROJECTED;
3524 mask = WINED3DSP_WRITEMASK_3;
3528 if (texture && texture->target == GL_TEXTURE_RECTANGLE_ARB)
3529 sample_flags |= WINED3D_GLSL_SAMPLE_RECT;
3531 shader_glsl_get_sample_function(ins->ctx, sampler_idx, sample_flags, &sample_function);
3532 mask |= sample_function.coord_mask;
3534 if (shader_version < WINED3D_SHADER_VERSION(2,0)) swizzle = WINED3DSP_NOSWIZZLE;
3535 else swizzle = ins->src[1].swizzle;
3537 /* 1.0-1.3: Use destination register as coordinate source.
3538 1.4+: Use provided coordinate source register. */
3539 if (shader_version < WINED3D_SHADER_VERSION(1,4))
3541 char coord_mask[6];
3542 shader_glsl_write_mask_to_str(mask, coord_mask);
3543 shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, swizzle, NULL, NULL, NULL,
3544 "T%u%s", sampler_idx, coord_mask);
3546 else
3548 struct glsl_src_param coord_param;
3549 shader_glsl_add_src_param(ins, &ins->src[0], mask, &coord_param);
3550 if (ins->flags & WINED3DSI_TEXLD_BIAS)
3552 struct glsl_src_param bias;
3553 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_3, &bias);
3554 shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, swizzle, NULL, NULL, bias.param_str,
3555 "%s", coord_param.param_str);
3556 } else {
3557 shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, swizzle, NULL, NULL, NULL,
3558 "%s", coord_param.param_str);
3563 static void shader_glsl_texldd(const struct wined3d_shader_instruction *ins)
3565 const struct wined3d_shader *shader = ins->ctx->shader;
3566 struct wined3d_device *device = shader->device;
3567 const struct wined3d_gl_info *gl_info = ins->ctx->gl_info;
3568 struct glsl_src_param coord_param, dx_param, dy_param;
3569 DWORD sample_flags = WINED3D_GLSL_SAMPLE_GRAD;
3570 struct glsl_sample_function sample_function;
3571 DWORD sampler_idx;
3572 DWORD swizzle = ins->src[1].swizzle;
3573 const struct wined3d_texture *texture;
3575 if (!gl_info->supported[ARB_SHADER_TEXTURE_LOD] && !gl_info->supported[EXT_GPU_SHADER4])
3577 FIXME("texldd used, but not supported by hardware. Falling back to regular tex\n");
3578 shader_glsl_tex(ins);
3579 return;
3582 sampler_idx = ins->src[1].reg.idx[0].offset;
3583 texture = device->stateBlock->state.textures[sampler_idx];
3584 if (texture && texture->target == GL_TEXTURE_RECTANGLE_ARB)
3585 sample_flags |= WINED3D_GLSL_SAMPLE_RECT;
3587 shader_glsl_get_sample_function(ins->ctx, sampler_idx, sample_flags, &sample_function);
3588 shader_glsl_add_src_param(ins, &ins->src[0], sample_function.coord_mask, &coord_param);
3589 shader_glsl_add_src_param(ins, &ins->src[2], sample_function.coord_mask, &dx_param);
3590 shader_glsl_add_src_param(ins, &ins->src[3], sample_function.coord_mask, &dy_param);
3592 shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, swizzle, dx_param.param_str, dy_param.param_str, NULL,
3593 "%s", coord_param.param_str);
3596 static void shader_glsl_texldl(const struct wined3d_shader_instruction *ins)
3598 const struct wined3d_shader *shader = ins->ctx->shader;
3599 struct wined3d_device *device = shader->device;
3600 const struct wined3d_gl_info *gl_info = ins->ctx->gl_info;
3601 struct glsl_src_param coord_param, lod_param;
3602 DWORD sample_flags = WINED3D_GLSL_SAMPLE_LOD;
3603 struct glsl_sample_function sample_function;
3604 DWORD sampler_idx;
3605 DWORD swizzle = ins->src[1].swizzle;
3606 const struct wined3d_texture *texture;
3608 sampler_idx = ins->src[1].reg.idx[0].offset;
3609 texture = device->stateBlock->state.textures[sampler_idx];
3610 if (texture && texture->target == GL_TEXTURE_RECTANGLE_ARB)
3611 sample_flags |= WINED3D_GLSL_SAMPLE_RECT;
3613 shader_glsl_get_sample_function(ins->ctx, sampler_idx, sample_flags, &sample_function);
3614 shader_glsl_add_src_param(ins, &ins->src[0], sample_function.coord_mask, &coord_param);
3616 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_3, &lod_param);
3618 if (!gl_info->supported[ARB_SHADER_TEXTURE_LOD] && !gl_info->supported[EXT_GPU_SHADER4]
3619 && ins->ctx->reg_maps->shader_version.type == WINED3D_SHADER_TYPE_PIXEL)
3621 /* Plain GLSL only supports Lod sampling functions in vertex shaders.
3622 * However, the NVIDIA drivers allow them in fragment shaders as well,
3623 * even without the appropriate extension. */
3624 WARN("Using %s in fragment shader.\n", sample_function.name);
3626 shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, swizzle, NULL, NULL, lod_param.param_str,
3627 "%s", coord_param.param_str);
3630 static void shader_glsl_texcoord(const struct wined3d_shader_instruction *ins)
3632 /* FIXME: Make this work for more than just 2D textures */
3633 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
3634 DWORD write_mask = shader_glsl_append_dst(ins->ctx->buffer, ins);
3636 if (!(ins->ctx->reg_maps->shader_version.major == 1 && ins->ctx->reg_maps->shader_version.minor == 4))
3638 char dst_mask[6];
3640 shader_glsl_get_write_mask(&ins->dst[0], dst_mask);
3641 shader_addline(buffer, "clamp(gl_TexCoord[%u], 0.0, 1.0)%s);\n",
3642 ins->dst[0].reg.idx[0].offset, dst_mask);
3644 else
3646 enum wined3d_shader_src_modifier src_mod = ins->src[0].modifiers;
3647 DWORD reg = ins->src[0].reg.idx[0].offset;
3648 char dst_swizzle[6];
3650 shader_glsl_get_swizzle(&ins->src[0], FALSE, write_mask, dst_swizzle);
3652 if (src_mod == WINED3DSPSM_DZ)
3654 unsigned int mask_size = shader_glsl_get_write_mask_size(write_mask);
3655 struct glsl_src_param div_param;
3657 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_2, &div_param);
3659 if (mask_size > 1) {
3660 shader_addline(buffer, "gl_TexCoord[%u]%s / vec%d(%s));\n", reg, dst_swizzle, mask_size, div_param.param_str);
3661 } else {
3662 shader_addline(buffer, "gl_TexCoord[%u]%s / %s);\n", reg, dst_swizzle, div_param.param_str);
3665 else if (src_mod == WINED3DSPSM_DW)
3667 unsigned int mask_size = shader_glsl_get_write_mask_size(write_mask);
3668 struct glsl_src_param div_param;
3670 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_3, &div_param);
3672 if (mask_size > 1) {
3673 shader_addline(buffer, "gl_TexCoord[%u]%s / vec%d(%s));\n", reg, dst_swizzle, mask_size, div_param.param_str);
3674 } else {
3675 shader_addline(buffer, "gl_TexCoord[%u]%s / %s);\n", reg, dst_swizzle, div_param.param_str);
3677 } else {
3678 shader_addline(buffer, "gl_TexCoord[%u]%s);\n", reg, dst_swizzle);
3683 /** Process the WINED3DSIO_TEXDP3TEX instruction in GLSL:
3684 * Take a 3-component dot product of the TexCoord[dstreg] and src,
3685 * then perform a 1D texture lookup from stage dstregnum, place into dst. */
3686 static void shader_glsl_texdp3tex(const struct wined3d_shader_instruction *ins)
3688 DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
3689 DWORD sampler_idx = ins->dst[0].reg.idx[0].offset;
3690 struct glsl_sample_function sample_function;
3691 struct glsl_src_param src0_param;
3692 UINT mask_size;
3694 shader_glsl_add_src_param(ins, &ins->src[0], src_mask, &src0_param);
3696 /* Do I have to take care about the projected bit? I don't think so, since the dp3 returns only one
3697 * scalar, and projected sampling would require 4.
3699 * It is a dependent read - not valid with conditional NP2 textures
3701 shader_glsl_get_sample_function(ins->ctx, sampler_idx, 0, &sample_function);
3702 mask_size = shader_glsl_get_write_mask_size(sample_function.coord_mask);
3704 switch(mask_size)
3706 case 1:
3707 shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, WINED3DSP_NOSWIZZLE, NULL, NULL, NULL,
3708 "dot(gl_TexCoord[%u].xyz, %s)", sampler_idx, src0_param.param_str);
3709 break;
3711 case 2:
3712 shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, WINED3DSP_NOSWIZZLE, NULL, NULL, NULL,
3713 "vec2(dot(gl_TexCoord[%u].xyz, %s), 0.0)", sampler_idx, src0_param.param_str);
3714 break;
3716 case 3:
3717 shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, WINED3DSP_NOSWIZZLE, NULL, NULL, NULL,
3718 "vec3(dot(gl_TexCoord[%u].xyz, %s), 0.0, 0.0)", sampler_idx, src0_param.param_str);
3719 break;
3721 default:
3722 FIXME("Unexpected mask size %u\n", mask_size);
3723 break;
3727 /** Process the WINED3DSIO_TEXDP3 instruction in GLSL:
3728 * Take a 3-component dot product of the TexCoord[dstreg] and src. */
3729 static void shader_glsl_texdp3(const struct wined3d_shader_instruction *ins)
3731 DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
3732 DWORD dstreg = ins->dst[0].reg.idx[0].offset;
3733 struct glsl_src_param src0_param;
3734 DWORD dst_mask;
3735 unsigned int mask_size;
3737 dst_mask = shader_glsl_append_dst(ins->ctx->buffer, ins);
3738 mask_size = shader_glsl_get_write_mask_size(dst_mask);
3739 shader_glsl_add_src_param(ins, &ins->src[0], src_mask, &src0_param);
3741 if (mask_size > 1) {
3742 shader_addline(ins->ctx->buffer, "vec%d(dot(T%u.xyz, %s)));\n", mask_size, dstreg, src0_param.param_str);
3743 } else {
3744 shader_addline(ins->ctx->buffer, "dot(T%u.xyz, %s));\n", dstreg, src0_param.param_str);
3748 /** Process the WINED3DSIO_TEXDEPTH instruction in GLSL:
3749 * Calculate the depth as dst.x / dst.y */
3750 static void shader_glsl_texdepth(const struct wined3d_shader_instruction *ins)
3752 struct glsl_dst_param dst_param;
3754 shader_glsl_add_dst_param(ins, &ins->dst[0], &dst_param);
3756 /* Tests show that texdepth never returns anything below 0.0, and that r5.y is clamped to 1.0.
3757 * Negative input is accepted, -0.25 / -0.5 returns 0.5. GL should clamp gl_FragDepth to [0;1], but
3758 * this doesn't always work, so clamp the results manually. Whether or not the x value is clamped at 1
3759 * too is irrelevant, since if x = 0, any y value < 1.0 (and > 1.0 is not allowed) results in a result
3760 * >= 1.0 or < 0.0
3762 shader_addline(ins->ctx->buffer, "gl_FragDepth = clamp((%s.x / min(%s.y, 1.0)), 0.0, 1.0);\n",
3763 dst_param.reg_name, dst_param.reg_name);
3766 /** Process the WINED3DSIO_TEXM3X2DEPTH instruction in GLSL:
3767 * Last row of a 3x2 matrix multiply, use the result to calculate the depth:
3768 * Calculate tmp0.y = TexCoord[dstreg] . src.xyz; (tmp0.x has already been calculated)
3769 * depth = (tmp0.y == 0.0) ? 1.0 : tmp0.x / tmp0.y
3771 static void shader_glsl_texm3x2depth(const struct wined3d_shader_instruction *ins)
3773 DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
3774 DWORD dstreg = ins->dst[0].reg.idx[0].offset;
3775 struct glsl_src_param src0_param;
3777 shader_glsl_add_src_param(ins, &ins->src[0], src_mask, &src0_param);
3779 shader_addline(ins->ctx->buffer, "tmp0.y = dot(T%u.xyz, %s);\n", dstreg, src0_param.param_str);
3780 shader_addline(ins->ctx->buffer, "gl_FragDepth = (tmp0.y == 0.0) ? 1.0 : clamp(tmp0.x / tmp0.y, 0.0, 1.0);\n");
3783 /** Process the WINED3DSIO_TEXM3X2PAD instruction in GLSL
3784 * Calculate the 1st of a 2-row matrix multiplication. */
3785 static void shader_glsl_texm3x2pad(const struct wined3d_shader_instruction *ins)
3787 DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
3788 DWORD reg = ins->dst[0].reg.idx[0].offset;
3789 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
3790 struct glsl_src_param src0_param;
3792 shader_glsl_add_src_param(ins, &ins->src[0], src_mask, &src0_param);
3793 shader_addline(buffer, "tmp0.x = dot(T%u.xyz, %s);\n", reg, src0_param.param_str);
3796 /** Process the WINED3DSIO_TEXM3X3PAD instruction in GLSL
3797 * Calculate the 1st or 2nd row of a 3-row matrix multiplication. */
3798 static void shader_glsl_texm3x3pad(const struct wined3d_shader_instruction *ins)
3800 DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
3801 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
3802 struct wined3d_shader_tex_mx *tex_mx = ins->ctx->tex_mx;
3803 DWORD reg = ins->dst[0].reg.idx[0].offset;
3804 struct glsl_src_param src0_param;
3806 shader_glsl_add_src_param(ins, &ins->src[0], src_mask, &src0_param);
3807 shader_addline(buffer, "tmp0.%c = dot(T%u.xyz, %s);\n", 'x' + tex_mx->current_row, reg, src0_param.param_str);
3808 tex_mx->texcoord_w[tex_mx->current_row++] = reg;
3811 static void shader_glsl_texm3x2tex(const struct wined3d_shader_instruction *ins)
3813 DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
3814 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
3815 struct glsl_sample_function sample_function;
3816 DWORD reg = ins->dst[0].reg.idx[0].offset;
3817 struct glsl_src_param src0_param;
3819 shader_glsl_add_src_param(ins, &ins->src[0], src_mask, &src0_param);
3820 shader_addline(buffer, "tmp0.y = dot(T%u.xyz, %s);\n", reg, src0_param.param_str);
3822 shader_glsl_get_sample_function(ins->ctx, reg, 0, &sample_function);
3824 /* Sample the texture using the calculated coordinates */
3825 shader_glsl_gen_sample_code(ins, reg, &sample_function, WINED3DSP_NOSWIZZLE, NULL, NULL, NULL, "tmp0.xy");
3828 /** Process the WINED3DSIO_TEXM3X3TEX instruction in GLSL
3829 * Perform the 3rd row of a 3x3 matrix multiply, then sample the texture using the calculated coordinates */
3830 static void shader_glsl_texm3x3tex(const struct wined3d_shader_instruction *ins)
3832 DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
3833 struct wined3d_shader_tex_mx *tex_mx = ins->ctx->tex_mx;
3834 struct glsl_sample_function sample_function;
3835 DWORD reg = ins->dst[0].reg.idx[0].offset;
3836 struct glsl_src_param src0_param;
3838 shader_glsl_add_src_param(ins, &ins->src[0], src_mask, &src0_param);
3839 shader_addline(ins->ctx->buffer, "tmp0.z = dot(T%u.xyz, %s);\n", reg, src0_param.param_str);
3841 /* Dependent read, not valid with conditional NP2 */
3842 shader_glsl_get_sample_function(ins->ctx, reg, 0, &sample_function);
3844 /* Sample the texture using the calculated coordinates */
3845 shader_glsl_gen_sample_code(ins, reg, &sample_function, WINED3DSP_NOSWIZZLE, NULL, NULL, NULL, "tmp0.xyz");
3847 tex_mx->current_row = 0;
3850 /** Process the WINED3DSIO_TEXM3X3 instruction in GLSL
3851 * Perform the 3rd row of a 3x3 matrix multiply */
3852 static void shader_glsl_texm3x3(const struct wined3d_shader_instruction *ins)
3854 DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
3855 struct wined3d_shader_tex_mx *tex_mx = ins->ctx->tex_mx;
3856 DWORD reg = ins->dst[0].reg.idx[0].offset;
3857 struct glsl_src_param src0_param;
3858 char dst_mask[6];
3860 shader_glsl_add_src_param(ins, &ins->src[0], src_mask, &src0_param);
3862 shader_glsl_append_dst(ins->ctx->buffer, ins);
3863 shader_glsl_get_write_mask(&ins->dst[0], dst_mask);
3864 shader_addline(ins->ctx->buffer, "vec4(tmp0.xy, dot(T%u.xyz, %s), 1.0)%s);\n", reg, src0_param.param_str, dst_mask);
3866 tex_mx->current_row = 0;
3869 /* Process the WINED3DSIO_TEXM3X3SPEC instruction in GLSL
3870 * Perform the final texture lookup based on the previous 2 3x3 matrix multiplies */
3871 static void shader_glsl_texm3x3spec(const struct wined3d_shader_instruction *ins)
3873 struct glsl_src_param src0_param;
3874 struct glsl_src_param src1_param;
3875 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
3876 struct wined3d_shader_tex_mx *tex_mx = ins->ctx->tex_mx;
3877 DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
3878 struct glsl_sample_function sample_function;
3879 DWORD reg = ins->dst[0].reg.idx[0].offset;
3880 char coord_mask[6];
3882 shader_glsl_add_src_param(ins, &ins->src[0], src_mask, &src0_param);
3883 shader_glsl_add_src_param(ins, &ins->src[1], src_mask, &src1_param);
3885 /* Perform the last matrix multiply operation */
3886 shader_addline(buffer, "tmp0.z = dot(T%u.xyz, %s);\n", reg, src0_param.param_str);
3887 /* Reflection calculation */
3888 shader_addline(buffer, "tmp0.xyz = -reflect((%s), normalize(tmp0.xyz));\n", src1_param.param_str);
3890 /* Dependent read, not valid with conditional NP2 */
3891 shader_glsl_get_sample_function(ins->ctx, reg, 0, &sample_function);
3892 shader_glsl_write_mask_to_str(sample_function.coord_mask, coord_mask);
3894 /* Sample the texture */
3895 shader_glsl_gen_sample_code(ins, reg, &sample_function, WINED3DSP_NOSWIZZLE,
3896 NULL, NULL, NULL, "tmp0%s", coord_mask);
3898 tex_mx->current_row = 0;
3901 /* Process the WINED3DSIO_TEXM3X3VSPEC instruction in GLSL
3902 * Perform the final texture lookup based on the previous 2 3x3 matrix multiplies */
3903 static void shader_glsl_texm3x3vspec(const struct wined3d_shader_instruction *ins)
3905 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
3906 struct wined3d_shader_tex_mx *tex_mx = ins->ctx->tex_mx;
3907 DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
3908 struct glsl_sample_function sample_function;
3909 DWORD reg = ins->dst[0].reg.idx[0].offset;
3910 struct glsl_src_param src0_param;
3911 char coord_mask[6];
3913 shader_glsl_add_src_param(ins, &ins->src[0], src_mask, &src0_param);
3915 /* Perform the last matrix multiply operation */
3916 shader_addline(buffer, "tmp0.z = dot(vec3(T%u), vec3(%s));\n", reg, src0_param.param_str);
3918 /* Construct the eye-ray vector from w coordinates */
3919 shader_addline(buffer, "tmp1.xyz = normalize(vec3(gl_TexCoord[%u].w, gl_TexCoord[%u].w, gl_TexCoord[%u].w));\n",
3920 tex_mx->texcoord_w[0], tex_mx->texcoord_w[1], reg);
3921 shader_addline(buffer, "tmp0.xyz = -reflect(tmp1.xyz, normalize(tmp0.xyz));\n");
3923 /* Dependent read, not valid with conditional NP2 */
3924 shader_glsl_get_sample_function(ins->ctx, reg, 0, &sample_function);
3925 shader_glsl_write_mask_to_str(sample_function.coord_mask, coord_mask);
3927 /* Sample the texture using the calculated coordinates */
3928 shader_glsl_gen_sample_code(ins, reg, &sample_function, WINED3DSP_NOSWIZZLE,
3929 NULL, NULL, NULL, "tmp0%s", coord_mask);
3931 tex_mx->current_row = 0;
3934 /** Process the WINED3DSIO_TEXBEM instruction in GLSL.
3935 * Apply a fake bump map transform.
3936 * texbem is pshader <= 1.3 only, this saves a few version checks
3938 static void shader_glsl_texbem(const struct wined3d_shader_instruction *ins)
3940 const struct shader_glsl_ctx_priv *priv = ins->ctx->backend_data;
3941 struct glsl_sample_function sample_function;
3942 struct glsl_src_param coord_param;
3943 DWORD sampler_idx;
3944 DWORD mask;
3945 DWORD flags;
3946 char coord_mask[6];
3948 sampler_idx = ins->dst[0].reg.idx[0].offset;
3949 flags = (priv->cur_ps_args->tex_transform >> sampler_idx * WINED3D_PSARGS_TEXTRANSFORM_SHIFT)
3950 & WINED3D_PSARGS_TEXTRANSFORM_MASK;
3952 /* Dependent read, not valid with conditional NP2 */
3953 shader_glsl_get_sample_function(ins->ctx, sampler_idx, 0, &sample_function);
3954 mask = sample_function.coord_mask;
3956 shader_glsl_write_mask_to_str(mask, coord_mask);
3958 /* With projected textures, texbem only divides the static texture coord,
3959 * not the displacement, so we can't let GL handle this. */
3960 if (flags & WINED3D_PSARGS_PROJECTED)
3962 DWORD div_mask=0;
3963 char coord_div_mask[3];
3964 switch (flags & ~WINED3D_PSARGS_PROJECTED)
3966 case WINED3D_TTFF_COUNT1:
3967 FIXME("WINED3D_TTFF_PROJECTED with WINED3D_TTFF_COUNT1?\n");
3968 break;
3969 case WINED3D_TTFF_COUNT2:
3970 div_mask = WINED3DSP_WRITEMASK_1;
3971 break;
3972 case WINED3D_TTFF_COUNT3:
3973 div_mask = WINED3DSP_WRITEMASK_2;
3974 break;
3975 case WINED3D_TTFF_COUNT4:
3976 case WINED3D_TTFF_DISABLE:
3977 div_mask = WINED3DSP_WRITEMASK_3;
3978 break;
3980 shader_glsl_write_mask_to_str(div_mask, coord_div_mask);
3981 shader_addline(ins->ctx->buffer, "T%u%s /= T%u%s;\n", sampler_idx, coord_mask, sampler_idx, coord_div_mask);
3984 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1, &coord_param);
3986 shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, WINED3DSP_NOSWIZZLE, NULL, NULL, NULL,
3987 "T%u%s + vec4(bumpenv_mat%u * %s, 0.0, 0.0)%s", sampler_idx, coord_mask, sampler_idx,
3988 coord_param.param_str, coord_mask);
3990 if (ins->handler_idx == WINED3DSIH_TEXBEML)
3992 struct glsl_src_param luminance_param;
3993 struct glsl_dst_param dst_param;
3995 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_2, &luminance_param);
3996 shader_glsl_add_dst_param(ins, &ins->dst[0], &dst_param);
3998 shader_addline(ins->ctx->buffer, "%s%s *= (%s * bumpenv_lum_scale%u + bumpenv_lum_offset%u);\n",
3999 dst_param.reg_name, dst_param.mask_str,
4000 luminance_param.param_str, sampler_idx, sampler_idx);
4004 static void shader_glsl_bem(const struct wined3d_shader_instruction *ins)
4006 DWORD sampler_idx = ins->dst[0].reg.idx[0].offset;
4007 struct glsl_src_param src0_param, src1_param;
4009 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1, &src0_param);
4010 shader_glsl_add_src_param(ins, &ins->src[1], WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1, &src1_param);
4012 shader_glsl_append_dst(ins->ctx->buffer, ins);
4013 shader_addline(ins->ctx->buffer, "%s + bumpenv_mat%u * %s);\n",
4014 src0_param.param_str, sampler_idx, src1_param.param_str);
4017 /** Process the WINED3DSIO_TEXREG2AR instruction in GLSL
4018 * Sample 2D texture at dst using the alpha & red (wx) components of src as texture coordinates */
4019 static void shader_glsl_texreg2ar(const struct wined3d_shader_instruction *ins)
4021 DWORD sampler_idx = ins->dst[0].reg.idx[0].offset;
4022 struct glsl_sample_function sample_function;
4023 struct glsl_src_param src0_param;
4025 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_ALL, &src0_param);
4027 shader_glsl_get_sample_function(ins->ctx, sampler_idx, 0, &sample_function);
4028 shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, WINED3DSP_NOSWIZZLE, NULL, NULL, NULL,
4029 "%s.wx", src0_param.reg_name);
4032 /** Process the WINED3DSIO_TEXREG2GB instruction in GLSL
4033 * Sample 2D texture at dst using the green & blue (yz) components of src as texture coordinates */
4034 static void shader_glsl_texreg2gb(const struct wined3d_shader_instruction *ins)
4036 DWORD sampler_idx = ins->dst[0].reg.idx[0].offset;
4037 struct glsl_sample_function sample_function;
4038 struct glsl_src_param src0_param;
4040 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_ALL, &src0_param);
4042 shader_glsl_get_sample_function(ins->ctx, sampler_idx, 0, &sample_function);
4043 shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, WINED3DSP_NOSWIZZLE, NULL, NULL, NULL,
4044 "%s.yz", src0_param.reg_name);
4047 /** Process the WINED3DSIO_TEXREG2RGB instruction in GLSL
4048 * Sample texture at dst using the rgb (xyz) components of src as texture coordinates */
4049 static void shader_glsl_texreg2rgb(const struct wined3d_shader_instruction *ins)
4051 DWORD sampler_idx = ins->dst[0].reg.idx[0].offset;
4052 struct glsl_sample_function sample_function;
4053 struct glsl_src_param src0_param;
4055 /* Dependent read, not valid with conditional NP2 */
4056 shader_glsl_get_sample_function(ins->ctx, sampler_idx, 0, &sample_function);
4057 shader_glsl_add_src_param(ins, &ins->src[0], sample_function.coord_mask, &src0_param);
4059 shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, WINED3DSP_NOSWIZZLE, NULL, NULL, NULL,
4060 "%s", src0_param.param_str);
4063 /** Process the WINED3DSIO_TEXKILL instruction in GLSL.
4064 * If any of the first 3 components are < 0, discard this pixel */
4065 static void shader_glsl_texkill(const struct wined3d_shader_instruction *ins)
4067 struct glsl_dst_param dst_param;
4069 /* The argument is a destination parameter, and no writemasks are allowed */
4070 shader_glsl_add_dst_param(ins, &ins->dst[0], &dst_param);
4071 if (ins->ctx->reg_maps->shader_version.major >= 2)
4073 /* 2.0 shaders compare all 4 components in texkill */
4074 shader_addline(ins->ctx->buffer, "if (any(lessThan(%s.xyzw, vec4(0.0)))) discard;\n", dst_param.reg_name);
4075 } else {
4076 /* 1.X shaders only compare the first 3 components, probably due to the nature of the texkill
4077 * instruction as a tex* instruction, and phase, which kills all a / w components. Even if all
4078 * 4 components are defined, only the first 3 are used
4080 shader_addline(ins->ctx->buffer, "if (any(lessThan(%s.xyz, vec3(0.0)))) discard;\n", dst_param.reg_name);
4084 /** Process the WINED3DSIO_DP2ADD instruction in GLSL.
4085 * dst = dot2(src0, src1) + src2 */
4086 static void shader_glsl_dp2add(const struct wined3d_shader_instruction *ins)
4088 struct glsl_src_param src0_param;
4089 struct glsl_src_param src1_param;
4090 struct glsl_src_param src2_param;
4091 DWORD write_mask;
4092 unsigned int mask_size;
4094 write_mask = shader_glsl_append_dst(ins->ctx->buffer, ins);
4095 mask_size = shader_glsl_get_write_mask_size(write_mask);
4097 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1, &src0_param);
4098 shader_glsl_add_src_param(ins, &ins->src[1], WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1, &src1_param);
4099 shader_glsl_add_src_param(ins, &ins->src[2], WINED3DSP_WRITEMASK_0, &src2_param);
4101 if (mask_size > 1) {
4102 shader_addline(ins->ctx->buffer, "vec%d(dot(%s, %s) + %s));\n",
4103 mask_size, src0_param.param_str, src1_param.param_str, src2_param.param_str);
4104 } else {
4105 shader_addline(ins->ctx->buffer, "dot(%s, %s) + %s);\n",
4106 src0_param.param_str, src1_param.param_str, src2_param.param_str);
4110 static void shader_glsl_input_pack(const struct wined3d_shader *shader, struct wined3d_shader_buffer *buffer,
4111 const struct wined3d_shader_signature_element *input_signature,
4112 const struct wined3d_shader_reg_maps *reg_maps,
4113 enum vertexprocessing_mode vertexprocessing)
4115 WORD map = reg_maps->input_registers;
4116 unsigned int i;
4118 for (i = 0; map; map >>= 1, ++i)
4120 const char *semantic_name;
4121 UINT semantic_idx;
4122 char reg_mask[6];
4124 /* Unused */
4125 if (!(map & 1)) continue;
4127 semantic_name = input_signature[i].semantic_name;
4128 semantic_idx = input_signature[i].semantic_idx;
4129 shader_glsl_write_mask_to_str(input_signature[i].mask, reg_mask);
4131 if (shader_match_semantic(semantic_name, WINED3D_DECL_USAGE_TEXCOORD))
4133 if (semantic_idx < 8 && vertexprocessing == pretransformed)
4134 shader_addline(buffer, "ps_in[%u]%s = gl_TexCoord[%u]%s;\n",
4135 shader->u.ps.input_reg_map[i], reg_mask, semantic_idx, reg_mask);
4136 else
4137 shader_addline(buffer, "ps_in[%u]%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
4138 shader->u.ps.input_reg_map[i], reg_mask, reg_mask);
4140 else if (shader_match_semantic(semantic_name, WINED3D_DECL_USAGE_COLOR))
4142 if (!semantic_idx)
4143 shader_addline(buffer, "ps_in[%u]%s = vec4(gl_Color)%s;\n",
4144 shader->u.ps.input_reg_map[i], reg_mask, reg_mask);
4145 else if (semantic_idx == 1)
4146 shader_addline(buffer, "ps_in[%u]%s = vec4(gl_SecondaryColor)%s;\n",
4147 shader->u.ps.input_reg_map[i], reg_mask, reg_mask);
4148 else
4149 shader_addline(buffer, "ps_in[%u]%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
4150 shader->u.ps.input_reg_map[i], reg_mask, reg_mask);
4152 else
4154 shader_addline(buffer, "ps_in[%u]%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
4155 shader->u.ps.input_reg_map[i], reg_mask, reg_mask);
4160 /*********************************************
4161 * Vertex Shader Specific Code begins here
4162 ********************************************/
4164 static void add_glsl_program_entry(struct shader_glsl_priv *priv, struct glsl_shader_prog_link *entry)
4166 struct glsl_program_key key;
4168 key.vs_id = entry->vs.id;
4169 key.gs_id = entry->gs.id;
4170 key.ps_id = entry->ps.id;
4172 if (wine_rb_put(&priv->program_lookup, &key, &entry->program_lookup_entry) == -1)
4174 ERR("Failed to insert program entry.\n");
4178 static struct glsl_shader_prog_link *get_glsl_program_entry(const struct shader_glsl_priv *priv,
4179 GLhandleARB vs_id, GLhandleARB gs_id, GLhandleARB ps_id)
4181 struct wine_rb_entry *entry;
4182 struct glsl_program_key key;
4184 key.vs_id = vs_id;
4185 key.gs_id = gs_id;
4186 key.ps_id = ps_id;
4188 entry = wine_rb_get(&priv->program_lookup, &key);
4189 return entry ? WINE_RB_ENTRY_VALUE(entry, struct glsl_shader_prog_link, program_lookup_entry) : NULL;
4192 /* Context activation is done by the caller. */
4193 static void delete_glsl_program_entry(struct shader_glsl_priv *priv, const struct wined3d_gl_info *gl_info,
4194 struct glsl_shader_prog_link *entry)
4196 struct glsl_program_key key;
4198 key.vs_id = entry->vs.id;
4199 key.gs_id = entry->gs.id;
4200 key.ps_id = entry->ps.id;
4201 wine_rb_remove(&priv->program_lookup, &key);
4203 GL_EXTCALL(glDeleteObjectARB(entry->programId));
4204 if (entry->vs.id)
4205 list_remove(&entry->vs.shader_entry);
4206 if (entry->gs.id)
4207 list_remove(&entry->gs.shader_entry);
4208 if (entry->ps.id)
4209 list_remove(&entry->ps.shader_entry);
4210 HeapFree(GetProcessHeap(), 0, entry->vs.uniform_f_locations);
4211 HeapFree(GetProcessHeap(), 0, entry->ps.uniform_f_locations);
4212 HeapFree(GetProcessHeap(), 0, entry);
4215 static void handle_ps3_input(struct wined3d_shader_buffer *buffer,
4216 const struct wined3d_gl_info *gl_info, const DWORD *map,
4217 const struct wined3d_shader_signature_element *input_signature,
4218 const struct wined3d_shader_reg_maps *reg_maps_in,
4219 const struct wined3d_shader_signature_element *output_signature,
4220 const struct wined3d_shader_reg_maps *reg_maps_out)
4222 unsigned int i, j;
4223 const char *semantic_name_in;
4224 UINT semantic_idx_in;
4225 DWORD *set;
4226 DWORD in_idx;
4227 unsigned int in_count = vec4_varyings(3, gl_info);
4228 char reg_mask[6];
4229 char destination[50];
4230 WORD input_map, output_map;
4232 set = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*set) * (in_count + 2));
4234 input_map = reg_maps_in->input_registers;
4235 for (i = 0; input_map; input_map >>= 1, ++i)
4237 if (!(input_map & 1)) continue;
4239 in_idx = map[i];
4240 /* Declared, but not read register */
4241 if (in_idx == ~0U) continue;
4242 if (in_idx >= (in_count + 2))
4244 FIXME("More input varyings declared than supported, expect issues.\n");
4245 continue;
4248 if (in_idx == in_count)
4249 sprintf(destination, "gl_FrontColor");
4250 else if (in_idx == in_count + 1)
4251 sprintf(destination, "gl_FrontSecondaryColor");
4252 else
4253 sprintf(destination, "ps_in[%u]", in_idx);
4255 semantic_name_in = input_signature[i].semantic_name;
4256 semantic_idx_in = input_signature[i].semantic_idx;
4257 set[in_idx] = ~0U;
4259 output_map = reg_maps_out->output_registers;
4260 for (j = 0; output_map; output_map >>= 1, ++j)
4262 DWORD mask;
4264 if (!(output_map & 1)
4265 || semantic_idx_in != output_signature[j].semantic_idx
4266 || strcmp(semantic_name_in, output_signature[j].semantic_name)
4267 || !(mask = input_signature[i].mask & output_signature[j].mask))
4268 continue;
4270 set[in_idx] = mask;
4271 shader_glsl_write_mask_to_str(mask, reg_mask);
4273 shader_addline(buffer, "%s%s = vs_out[%u]%s;\n",
4274 destination, reg_mask, j, reg_mask);
4278 for (i = 0; i < in_count + 2; ++i)
4280 unsigned int size;
4282 if (!set[i] || set[i] == WINED3DSP_WRITEMASK_ALL)
4283 continue;
4285 if (set[i] == ~0U) set[i] = 0;
4287 size = 0;
4288 if (!(set[i] & WINED3DSP_WRITEMASK_0)) reg_mask[size++] = 'x';
4289 if (!(set[i] & WINED3DSP_WRITEMASK_1)) reg_mask[size++] = 'y';
4290 if (!(set[i] & WINED3DSP_WRITEMASK_2)) reg_mask[size++] = 'z';
4291 if (!(set[i] & WINED3DSP_WRITEMASK_3)) reg_mask[size++] = 'w';
4292 reg_mask[size] = '\0';
4294 if (i == in_count)
4295 sprintf(destination, "gl_FrontColor");
4296 else if (i == in_count + 1)
4297 sprintf(destination, "gl_FrontSecondaryColor");
4298 else
4299 sprintf(destination, "ps_in[%u]", i);
4301 if (size == 1) shader_addline(buffer, "%s.%s = 0.0;\n", destination, reg_mask);
4302 else shader_addline(buffer, "%s.%s = vec%u(0.0);\n", destination, reg_mask, size);
4305 HeapFree(GetProcessHeap(), 0, set);
4308 /* Context activation is done by the caller. */
4309 static GLhandleARB generate_param_reorder_function(struct wined3d_shader_buffer *buffer,
4310 const struct wined3d_shader *vs, const struct wined3d_shader *ps,
4311 const struct wined3d_gl_info *gl_info)
4313 GLhandleARB ret = 0;
4314 DWORD ps_major = ps ? ps->reg_maps.shader_version.major : 0;
4315 unsigned int i;
4316 const char *semantic_name;
4317 UINT semantic_idx;
4318 char reg_mask[6];
4319 const struct wined3d_shader_signature_element *output_signature = vs->output_signature;
4320 WORD map = vs->reg_maps.output_registers;
4322 shader_buffer_clear(buffer);
4324 shader_addline(buffer, "#version 120\n");
4326 if (ps_major < 3)
4328 shader_addline(buffer, "void order_ps_input(in vec4 vs_out[%u])\n{\n", vs->limits.packed_output);
4330 for (i = 0; map; map >>= 1, ++i)
4332 DWORD write_mask;
4334 if (!(map & 1)) continue;
4336 semantic_name = output_signature[i].semantic_name;
4337 semantic_idx = output_signature[i].semantic_idx;
4338 write_mask = output_signature[i].mask;
4339 shader_glsl_write_mask_to_str(write_mask, reg_mask);
4341 if (shader_match_semantic(semantic_name, WINED3D_DECL_USAGE_COLOR))
4343 if (!semantic_idx)
4344 shader_addline(buffer, "gl_FrontColor%s = vs_out[%u]%s;\n",
4345 reg_mask, i, reg_mask);
4346 else if (semantic_idx == 1)
4347 shader_addline(buffer, "gl_FrontSecondaryColor%s = vs_out[%u]%s;\n",
4348 reg_mask, i, reg_mask);
4350 else if (shader_match_semantic(semantic_name, WINED3D_DECL_USAGE_POSITION))
4352 shader_addline(buffer, "gl_Position%s = vs_out[%u]%s;\n",
4353 reg_mask, i, reg_mask);
4355 else if (shader_match_semantic(semantic_name, WINED3D_DECL_USAGE_TEXCOORD))
4357 if (semantic_idx < 8)
4359 if (!(gl_info->quirks & WINED3D_QUIRK_SET_TEXCOORD_W) || ps_major > 0)
4360 write_mask |= WINED3DSP_WRITEMASK_3;
4362 shader_addline(buffer, "gl_TexCoord[%u]%s = vs_out[%u]%s;\n",
4363 semantic_idx, reg_mask, i, reg_mask);
4364 if (!(write_mask & WINED3DSP_WRITEMASK_3))
4365 shader_addline(buffer, "gl_TexCoord[%u].w = 1.0;\n", semantic_idx);
4368 else if (shader_match_semantic(semantic_name, WINED3D_DECL_USAGE_PSIZE))
4370 shader_addline(buffer, "gl_PointSize = vs_out[%u].%c;\n", i, reg_mask[1]);
4372 else if (shader_match_semantic(semantic_name, WINED3D_DECL_USAGE_FOG))
4374 shader_addline(buffer, "gl_FogFragCoord = clamp(vs_out[%u].%c, 0.0, 1.0);\n", i, reg_mask[1]);
4377 shader_addline(buffer, "}\n");
4379 else
4381 UINT in_count = min(vec4_varyings(ps_major, gl_info), ps->limits.packed_input);
4382 /* This one is tricky: a 3.0 pixel shader reads from a 3.0 vertex shader */
4383 shader_addline(buffer, "varying vec4 ps_in[%u];\n", in_count);
4384 shader_addline(buffer, "void order_ps_input(in vec4 vs_out[%u])\n{\n", vs->limits.packed_output);
4386 /* First, sort out position and point size. Those are not passed to the pixel shader */
4387 for (i = 0; map; map >>= 1, ++i)
4389 if (!(map & 1)) continue;
4391 semantic_name = output_signature[i].semantic_name;
4392 shader_glsl_write_mask_to_str(output_signature[i].mask, reg_mask);
4394 if (shader_match_semantic(semantic_name, WINED3D_DECL_USAGE_POSITION))
4396 shader_addline(buffer, "gl_Position%s = vs_out[%u]%s;\n",
4397 reg_mask, i, reg_mask);
4399 else if (shader_match_semantic(semantic_name, WINED3D_DECL_USAGE_PSIZE))
4401 shader_addline(buffer, "gl_PointSize = vs_out[%u].%c;\n", i, reg_mask[1]);
4405 /* Then, fix the pixel shader input */
4406 handle_ps3_input(buffer, gl_info, ps->u.ps.input_reg_map, ps->input_signature,
4407 &ps->reg_maps, output_signature, &vs->reg_maps);
4409 shader_addline(buffer, "}\n");
4412 ret = GL_EXTCALL(glCreateShaderObjectARB(GL_VERTEX_SHADER_ARB));
4413 checkGLcall("glCreateShaderObjectARB(GL_VERTEX_SHADER_ARB)");
4414 shader_glsl_compile(gl_info, ret, buffer->buffer);
4416 return ret;
4419 static void shader_glsl_generate_srgb_write_correction(struct wined3d_shader_buffer *buffer)
4421 shader_addline(buffer, "tmp0.xyz = pow(gl_FragData[0].xyz, vec3(srgb_const0.x));\n");
4422 shader_addline(buffer, "tmp0.xyz = tmp0.xyz * vec3(srgb_const0.y) - vec3(srgb_const0.z);\n");
4423 shader_addline(buffer, "tmp1.xyz = gl_FragData[0].xyz * vec3(srgb_const0.w);\n");
4424 shader_addline(buffer, "bvec3 srgb_compare = lessThan(gl_FragData[0].xyz, vec3(srgb_const1.x));\n");
4425 shader_addline(buffer, "gl_FragData[0].xyz = mix(tmp0.xyz, tmp1.xyz, vec3(srgb_compare));\n");
4426 shader_addline(buffer, "gl_FragData[0] = clamp(gl_FragData[0], 0.0, 1.0);\n");
4429 static void shader_glsl_generate_fog_code(struct wined3d_shader_buffer *buffer, enum fogmode mode)
4431 switch (mode)
4433 case FOG_OFF:
4434 return;
4436 case FOG_LINEAR:
4437 /* Fog = (gl_Fog.end - gl_FogFragCoord) / (gl_Fog.end - gl_Fog.start) */
4438 shader_addline(buffer, "float Fog = (gl_Fog.end - gl_FogFragCoord) / (gl_Fog.end - gl_Fog.start);\n");
4439 break;
4441 case FOG_EXP:
4442 /* Fog = e^-(gl_Fog.density * gl_FogFragCoord) */
4443 shader_addline(buffer, "float Fog = exp(-gl_Fog.density * gl_FogFragCoord);\n");
4444 break;
4446 case FOG_EXP2:
4447 /* Fog = e^-((gl_Fog.density * gl_FogFragCoord)^2) */
4448 shader_addline(buffer, "float Fog = exp(-gl_Fog.density * gl_Fog.density * gl_FogFragCoord * gl_FogFragCoord);\n");
4449 break;
4451 default:
4452 ERR("Invalid fog mode %#x.\n", mode);
4453 return;
4456 shader_addline(buffer, "gl_FragData[0].xyz = mix(gl_Fog.color.xyz, gl_FragData[0].xyz, clamp(Fog, 0.0, 1.0));\n");
4459 /* Context activation is done by the caller. */
4460 static void hardcode_local_constants(const struct wined3d_shader *shader,
4461 const struct wined3d_gl_info *gl_info, GLhandleARB programId, const char *prefix)
4463 const struct wined3d_shader_lconst *lconst;
4464 GLint tmp_loc;
4465 const float *value;
4466 char glsl_name[10];
4468 LIST_FOR_EACH_ENTRY(lconst, &shader->constantsF, struct wined3d_shader_lconst, entry)
4470 value = (const float *)lconst->value;
4471 snprintf(glsl_name, sizeof(glsl_name), "%s_lc%u", prefix, lconst->idx);
4472 tmp_loc = GL_EXTCALL(glGetUniformLocationARB(programId, glsl_name));
4473 GL_EXTCALL(glUniform4fvARB(tmp_loc, 1, value));
4475 checkGLcall("Hardcoding local constants");
4478 /* Context activation is done by the caller. */
4479 static GLuint shader_glsl_generate_pshader(const struct wined3d_context *context,
4480 struct wined3d_shader_buffer *buffer, const struct wined3d_shader *shader,
4481 const struct ps_compile_args *args, struct ps_np2fixup_info *np2fixup_info)
4483 const struct wined3d_shader_reg_maps *reg_maps = &shader->reg_maps;
4484 const struct wined3d_gl_info *gl_info = context->gl_info;
4485 const DWORD *function = shader->function;
4486 struct shader_glsl_ctx_priv priv_ctx;
4488 /* Create the hw GLSL shader object and assign it as the shader->prgId */
4489 GLhandleARB shader_obj = GL_EXTCALL(glCreateShaderObjectARB(GL_FRAGMENT_SHADER_ARB));
4491 memset(&priv_ctx, 0, sizeof(priv_ctx));
4492 priv_ctx.cur_ps_args = args;
4493 priv_ctx.cur_np2fixup_info = np2fixup_info;
4495 shader_addline(buffer, "#version 120\n");
4497 if (gl_info->supported[ARB_SHADER_BIT_ENCODING])
4498 shader_addline(buffer, "#extension GL_ARB_shader_bit_encoding : enable\n");
4499 if (gl_info->supported[ARB_SHADER_TEXTURE_LOD])
4500 shader_addline(buffer, "#extension GL_ARB_shader_texture_lod : enable\n");
4501 /* The spec says that it doesn't have to be explicitly enabled, but the
4502 * nvidia drivers write a warning if we don't do so. */
4503 if (gl_info->supported[ARB_TEXTURE_RECTANGLE])
4504 shader_addline(buffer, "#extension GL_ARB_texture_rectangle : enable\n");
4505 if (gl_info->supported[EXT_GPU_SHADER4])
4506 shader_addline(buffer, "#extension GL_EXT_gpu_shader4 : enable\n");
4508 /* Base Declarations */
4509 shader_generate_glsl_declarations(context, buffer, shader, reg_maps, &priv_ctx);
4511 /* Pack 3.0 inputs */
4512 if (reg_maps->shader_version.major >= 3 && args->vp_mode != vertexshader)
4513 shader_glsl_input_pack(shader, buffer, shader->input_signature, reg_maps, args->vp_mode);
4515 /* Base Shader Body */
4516 shader_generate_main(shader, buffer, reg_maps, function, &priv_ctx);
4518 /* Pixel shaders < 2.0 place the resulting color in R0 implicitly */
4519 if (reg_maps->shader_version.major < 2)
4521 /* Some older cards like GeforceFX ones don't support multiple buffers, so also not gl_FragData */
4522 shader_addline(buffer, "gl_FragData[0] = R0;\n");
4525 if (args->srgb_correction)
4526 shader_glsl_generate_srgb_write_correction(buffer);
4528 /* SM < 3 does not replace the fog stage. */
4529 if (reg_maps->shader_version.major < 3)
4530 shader_glsl_generate_fog_code(buffer, args->fog);
4532 shader_addline(buffer, "}\n");
4534 TRACE("Compiling shader object %u\n", shader_obj);
4535 shader_glsl_compile(gl_info, shader_obj, buffer->buffer);
4537 /* Store the shader object */
4538 return shader_obj;
4541 /* Context activation is done by the caller. */
4542 static GLuint shader_glsl_generate_vshader(const struct wined3d_context *context,
4543 struct wined3d_shader_buffer *buffer, const struct wined3d_shader *shader,
4544 const struct vs_compile_args *args)
4546 const struct wined3d_shader_reg_maps *reg_maps = &shader->reg_maps;
4547 const struct wined3d_gl_info *gl_info = context->gl_info;
4548 const DWORD *function = shader->function;
4549 struct shader_glsl_ctx_priv priv_ctx;
4551 /* Create the hw GLSL shader program and assign it as the shader->prgId */
4552 GLhandleARB shader_obj = GL_EXTCALL(glCreateShaderObjectARB(GL_VERTEX_SHADER_ARB));
4554 shader_addline(buffer, "#version 120\n");
4556 if (gl_info->supported[ARB_SHADER_BIT_ENCODING])
4557 shader_addline(buffer, "#extension GL_ARB_shader_bit_encoding : enable\n");
4558 if (gl_info->supported[EXT_GPU_SHADER4])
4559 shader_addline(buffer, "#extension GL_EXT_gpu_shader4 : enable\n");
4561 memset(&priv_ctx, 0, sizeof(priv_ctx));
4562 priv_ctx.cur_vs_args = args;
4564 /* Base Declarations */
4565 shader_generate_glsl_declarations(context, buffer, shader, reg_maps, &priv_ctx);
4567 /* Base Shader Body */
4568 shader_generate_main(shader, buffer, reg_maps, function, &priv_ctx);
4570 /* Unpack outputs */
4571 shader_addline(buffer, "order_ps_input(vs_out);\n");
4573 /* The D3DRS_FOGTABLEMODE render state defines if the shader-generated fog coord is used
4574 * or if the fragment depth is used. If the fragment depth is used(FOGTABLEMODE != NONE),
4575 * the fog frag coord is thrown away. If the fog frag coord is used, but not written by
4576 * the shader, it is set to 0.0(fully fogged, since start = 1.0, end = 0.0)
4578 if (args->fog_src == VS_FOG_Z)
4579 shader_addline(buffer, "gl_FogFragCoord = gl_Position.z;\n");
4580 else if (!reg_maps->fog)
4581 shader_addline(buffer, "gl_FogFragCoord = 0.0;\n");
4583 /* We always store the clipplanes without y inversion */
4584 if (args->clip_enabled)
4585 shader_addline(buffer, "gl_ClipVertex = gl_Position;\n");
4587 /* Write the final position.
4589 * OpenGL coordinates specify the center of the pixel while d3d coords specify
4590 * the corner. The offsets are stored in z and w in posFixup. posFixup.y contains
4591 * 1.0 or -1.0 to turn the rendering upside down for offscreen rendering. PosFixup.x
4592 * contains 1.0 to allow a mad.
4594 shader_addline(buffer, "gl_Position.y = gl_Position.y * posFixup.y;\n");
4595 shader_addline(buffer, "gl_Position.xy += posFixup.zw * gl_Position.ww;\n");
4597 /* Z coord [0;1]->[-1;1] mapping, see comment in transform_projection in state.c
4599 * Basically we want (in homogeneous coordinates) z = z * 2 - 1. However, shaders are run
4600 * before the homogeneous divide, so we have to take the w into account: z = ((z / w) * 2 - 1) * w,
4601 * which is the same as z = z * 2 - w.
4603 shader_addline(buffer, "gl_Position.z = gl_Position.z * 2.0 - gl_Position.w;\n");
4605 shader_addline(buffer, "}\n");
4607 TRACE("Compiling shader object %u\n", shader_obj);
4608 shader_glsl_compile(gl_info, shader_obj, buffer->buffer);
4610 return shader_obj;
4613 /* Context activation is done by the caller. */
4614 static GLhandleARB shader_glsl_generate_geometry_shader(const struct wined3d_context *context,
4615 struct wined3d_shader_buffer *buffer, const struct wined3d_shader *shader)
4617 const struct wined3d_shader_reg_maps *reg_maps = &shader->reg_maps;
4618 const struct wined3d_gl_info *gl_info = context->gl_info;
4619 const DWORD *function = shader->function;
4620 struct shader_glsl_ctx_priv priv_ctx;
4621 GLhandleARB shader_id;
4623 shader_id = GL_EXTCALL(glCreateShaderObjectARB(GL_GEOMETRY_SHADER_ARB));
4625 shader_addline(buffer, "#version 120\n");
4627 if (gl_info->supported[ARB_GEOMETRY_SHADER4])
4628 shader_addline(buffer, "#extension GL_ARB_geometry_shader4 : enable\n");
4629 if (gl_info->supported[ARB_SHADER_BIT_ENCODING])
4630 shader_addline(buffer, "#extension GL_ARB_shader_bit_encoding : enable\n");
4631 if (gl_info->supported[EXT_GPU_SHADER4])
4632 shader_addline(buffer, "#extension GL_EXT_gpu_shader4 : enable\n");
4634 memset(&priv_ctx, 0, sizeof(priv_ctx));
4635 shader_generate_glsl_declarations(context, buffer, shader, reg_maps, &priv_ctx);
4636 shader_generate_main(shader, buffer, reg_maps, function, &priv_ctx);
4637 shader_addline(buffer, "}\n");
4639 TRACE("Compiling shader object %u.\n", shader_id);
4640 shader_glsl_compile(gl_info, shader_id, buffer->buffer);
4642 return shader_id;
4645 static GLhandleARB find_glsl_pshader(const struct wined3d_context *context,
4646 struct wined3d_shader_buffer *buffer, struct wined3d_shader *shader,
4647 const struct ps_compile_args *args, const struct ps_np2fixup_info **np2fixup_info)
4649 struct wined3d_state *state = &shader->device->stateBlock->state;
4650 struct glsl_ps_compiled_shader *gl_shaders, *new_array;
4651 struct glsl_shader_private *shader_data;
4652 struct ps_np2fixup_info *np2fixup;
4653 UINT i;
4654 DWORD new_size;
4655 GLhandleARB ret;
4657 if (!shader->backend_data)
4659 shader->backend_data = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*shader_data));
4660 if (!shader->backend_data)
4662 ERR("Failed to allocate backend data.\n");
4663 return 0;
4666 shader_data = shader->backend_data;
4667 gl_shaders = shader_data->gl_shaders.ps;
4669 /* Usually we have very few GL shaders for each d3d shader(just 1 or maybe 2),
4670 * so a linear search is more performant than a hashmap or a binary search
4671 * (cache coherency etc)
4673 for (i = 0; i < shader_data->num_gl_shaders; ++i)
4675 if (!memcmp(&gl_shaders[i].args, args, sizeof(*args)))
4677 if (args->np2_fixup)
4678 *np2fixup_info = &gl_shaders[i].np2fixup;
4679 return gl_shaders[i].prgId;
4683 TRACE("No matching GL shader found for shader %p, compiling a new shader.\n", shader);
4684 if(shader_data->shader_array_size == shader_data->num_gl_shaders) {
4685 if (shader_data->num_gl_shaders)
4687 new_size = shader_data->shader_array_size + max(1, shader_data->shader_array_size / 2);
4688 new_array = HeapReAlloc(GetProcessHeap(), 0, shader_data->gl_shaders.ps,
4689 new_size * sizeof(*gl_shaders));
4691 else
4693 new_array = HeapAlloc(GetProcessHeap(), 0, sizeof(*gl_shaders));
4694 new_size = 1;
4697 if(!new_array) {
4698 ERR("Out of memory\n");
4699 return 0;
4701 shader_data->gl_shaders.ps = new_array;
4702 shader_data->shader_array_size = new_size;
4703 gl_shaders = new_array;
4706 gl_shaders[shader_data->num_gl_shaders].args = *args;
4708 np2fixup = &gl_shaders[shader_data->num_gl_shaders].np2fixup;
4709 memset(np2fixup, 0, sizeof(*np2fixup));
4710 *np2fixup_info = args->np2_fixup ? np2fixup : NULL;
4712 pixelshader_update_samplers(&shader->reg_maps, state->textures);
4714 shader_buffer_clear(buffer);
4715 ret = shader_glsl_generate_pshader(context, buffer, shader, args, np2fixup);
4716 gl_shaders[shader_data->num_gl_shaders++].prgId = ret;
4718 return ret;
4721 static inline BOOL vs_args_equal(const struct vs_compile_args *stored, const struct vs_compile_args *new,
4722 const DWORD use_map) {
4723 if((stored->swizzle_map & use_map) != new->swizzle_map) return FALSE;
4724 if((stored->clip_enabled) != new->clip_enabled) return FALSE;
4725 return stored->fog_src == new->fog_src;
4728 static GLhandleARB find_glsl_vshader(const struct wined3d_context *context,
4729 struct wined3d_shader_buffer *buffer, struct wined3d_shader *shader,
4730 const struct vs_compile_args *args)
4732 UINT i;
4733 DWORD new_size;
4734 DWORD use_map = shader->device->strided_streams.use_map;
4735 struct glsl_vs_compiled_shader *gl_shaders, *new_array;
4736 struct glsl_shader_private *shader_data;
4737 GLhandleARB ret;
4739 if (!shader->backend_data)
4741 shader->backend_data = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*shader_data));
4742 if (!shader->backend_data)
4744 ERR("Failed to allocate backend data.\n");
4745 return 0;
4748 shader_data = shader->backend_data;
4749 gl_shaders = shader_data->gl_shaders.vs;
4751 /* Usually we have very few GL shaders for each d3d shader(just 1 or maybe 2),
4752 * so a linear search is more performant than a hashmap or a binary search
4753 * (cache coherency etc)
4755 for (i = 0; i < shader_data->num_gl_shaders; ++i)
4757 if (vs_args_equal(&gl_shaders[i].args, args, use_map))
4758 return gl_shaders[i].prgId;
4761 TRACE("No matching GL shader found for shader %p, compiling a new shader.\n", shader);
4763 if(shader_data->shader_array_size == shader_data->num_gl_shaders) {
4764 if (shader_data->num_gl_shaders)
4766 new_size = shader_data->shader_array_size + max(1, shader_data->shader_array_size / 2);
4767 new_array = HeapReAlloc(GetProcessHeap(), 0, shader_data->gl_shaders.vs,
4768 new_size * sizeof(*gl_shaders));
4770 else
4772 new_array = HeapAlloc(GetProcessHeap(), 0, sizeof(*gl_shaders));
4773 new_size = 1;
4776 if(!new_array) {
4777 ERR("Out of memory\n");
4778 return 0;
4780 shader_data->gl_shaders.vs = new_array;
4781 shader_data->shader_array_size = new_size;
4782 gl_shaders = new_array;
4785 gl_shaders[shader_data->num_gl_shaders].args = *args;
4787 shader_buffer_clear(buffer);
4788 ret = shader_glsl_generate_vshader(context, buffer, shader, args);
4789 gl_shaders[shader_data->num_gl_shaders++].prgId = ret;
4791 return ret;
4794 static GLhandleARB find_glsl_geometry_shader(const struct wined3d_context *context,
4795 struct wined3d_shader_buffer *buffer, struct wined3d_shader *shader)
4797 struct glsl_gs_compiled_shader *gl_shaders;
4798 struct glsl_shader_private *shader_data;
4799 GLhandleARB ret;
4801 if (!shader->backend_data)
4803 if (!(shader->backend_data = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*shader_data))))
4805 ERR("Failed to allocate backend data.\n");
4806 return 0;
4809 shader_data = shader->backend_data;
4810 gl_shaders = shader_data->gl_shaders.gs;
4812 if (shader_data->num_gl_shaders)
4813 return gl_shaders[0].id;
4815 TRACE("No matching GL shader found for shader %p, compiling a new shader.\n", shader);
4817 if (!(shader_data->gl_shaders.gs = HeapAlloc(GetProcessHeap(), 0, sizeof(*gl_shaders))))
4819 ERR("Failed to allocate GL shader array.\n");
4820 return 0;
4822 shader_data->shader_array_size = 1;
4823 gl_shaders = shader_data->gl_shaders.gs;
4825 shader_buffer_clear(buffer);
4826 ret = shader_glsl_generate_geometry_shader(context, buffer, shader);
4827 gl_shaders[shader_data->num_gl_shaders++].id = ret;
4829 return ret;
4832 static const char *shader_glsl_get_ffp_fragment_op_arg(struct wined3d_shader_buffer *buffer,
4833 DWORD argnum, unsigned int stage, DWORD arg)
4835 const char *ret;
4837 if (arg == ARG_UNUSED)
4838 return "<unused arg>";
4840 switch (arg & WINED3DTA_SELECTMASK)
4842 case WINED3DTA_DIFFUSE:
4843 ret = "gl_Color";
4844 break;
4846 case WINED3DTA_CURRENT:
4847 if (!stage)
4848 ret = "gl_Color";
4849 else
4850 ret = "ret";
4851 break;
4853 case WINED3DTA_TEXTURE:
4854 switch (stage)
4856 case 0: ret = "tex0"; break;
4857 case 1: ret = "tex1"; break;
4858 case 2: ret = "tex2"; break;
4859 case 3: ret = "tex3"; break;
4860 case 4: ret = "tex4"; break;
4861 case 5: ret = "tex5"; break;
4862 case 6: ret = "tex6"; break;
4863 case 7: ret = "tex7"; break;
4864 default:
4865 ret = "<invalid texture>";
4866 break;
4868 break;
4870 case WINED3DTA_TFACTOR:
4871 ret = "tex_factor";
4872 break;
4874 case WINED3DTA_SPECULAR:
4875 ret = "gl_SecondaryColor";
4876 break;
4878 case WINED3DTA_TEMP:
4879 ret = "temp_reg";
4880 break;
4882 case WINED3DTA_CONSTANT:
4883 FIXME("Per-stage constants not implemented.\n");
4884 switch (stage)
4886 case 0: ret = "const0"; break;
4887 case 1: ret = "const1"; break;
4888 case 2: ret = "const2"; break;
4889 case 3: ret = "const3"; break;
4890 case 4: ret = "const4"; break;
4891 case 5: ret = "const5"; break;
4892 case 6: ret = "const6"; break;
4893 case 7: ret = "const7"; break;
4894 default:
4895 ret = "<invalid constant>";
4896 break;
4898 break;
4900 default:
4901 return "<unhandled arg>";
4904 if (arg & WINED3DTA_COMPLEMENT)
4906 shader_addline(buffer, "arg%u = vec4(1.0) - %s;\n", argnum, ret);
4907 if (argnum == 0)
4908 ret = "arg0";
4909 else if (argnum == 1)
4910 ret = "arg1";
4911 else if (argnum == 2)
4912 ret = "arg2";
4915 if (arg & WINED3DTA_ALPHAREPLICATE)
4917 shader_addline(buffer, "arg%u = vec4(%s.w);\n", argnum, ret);
4918 if (argnum == 0)
4919 ret = "arg0";
4920 else if (argnum == 1)
4921 ret = "arg1";
4922 else if (argnum == 2)
4923 ret = "arg2";
4926 return ret;
4929 static void shader_glsl_ffp_fragment_op(struct wined3d_shader_buffer *buffer, unsigned int stage, BOOL color,
4930 BOOL alpha, DWORD dst, DWORD op, DWORD dw_arg0, DWORD dw_arg1, DWORD dw_arg2)
4932 const char *dstmask, *dstreg, *arg0, *arg1, *arg2;
4934 if (color && alpha)
4935 dstmask = "";
4936 else if (color)
4937 dstmask = ".xyz";
4938 else
4939 dstmask = ".w";
4941 if (dst == tempreg)
4942 dstreg = "temp_reg";
4943 else
4944 dstreg = "ret";
4946 arg0 = shader_glsl_get_ffp_fragment_op_arg(buffer, 0, stage, dw_arg0);
4947 arg1 = shader_glsl_get_ffp_fragment_op_arg(buffer, 1, stage, dw_arg1);
4948 arg2 = shader_glsl_get_ffp_fragment_op_arg(buffer, 2, stage, dw_arg2);
4950 switch (op)
4952 case WINED3D_TOP_DISABLE:
4953 if (!stage)
4954 shader_addline(buffer, "%s%s = gl_Color%s;\n", dstreg, dstmask, dstmask);
4955 break;
4957 case WINED3D_TOP_SELECT_ARG1:
4958 shader_addline(buffer, "%s%s = %s%s;\n", dstreg, dstmask, arg1, dstmask);
4959 break;
4961 case WINED3D_TOP_SELECT_ARG2:
4962 shader_addline(buffer, "%s%s = %s%s;\n", dstreg, dstmask, arg2, dstmask);
4963 break;
4965 case WINED3D_TOP_MODULATE:
4966 shader_addline(buffer, "%s%s = %s%s * %s%s;\n", dstreg, dstmask, arg1, dstmask, arg2, dstmask);
4967 break;
4969 case WINED3D_TOP_MODULATE_4X:
4970 shader_addline(buffer, "%s%s = clamp(%s%s * %s%s * 4.0, 0.0, 1.0);\n",
4971 dstreg, dstmask, arg1, dstmask, arg2, dstmask);
4972 break;
4974 case WINED3D_TOP_MODULATE_2X:
4975 shader_addline(buffer, "%s%s = clamp(%s%s * %s%s * 2.0, 0.0, 1.0);\n",
4976 dstreg, dstmask, arg1, dstmask, arg2, dstmask);
4977 break;
4979 case WINED3D_TOP_ADD:
4980 shader_addline(buffer, "%s%s = clamp(%s%s + %s%s, 0.0, 1.0);\n",
4981 dstreg, dstmask, arg1, dstmask, arg2, dstmask);
4982 break;
4984 case WINED3D_TOP_ADD_SIGNED:
4985 shader_addline(buffer, "%s%s = clamp(%s%s + (%s - vec4(0.5))%s, 0.0, 1.0);\n",
4986 dstreg, dstmask, arg1, dstmask, arg2, dstmask);
4987 break;
4989 case WINED3D_TOP_ADD_SIGNED_2X:
4990 shader_addline(buffer, "%s%s = clamp((%s%s + (%s - vec4(0.5))%s) * 2.0, 0.0, 1.0);\n",
4991 dstreg, dstmask, arg1, dstmask, arg2, dstmask);
4992 break;
4994 case WINED3D_TOP_SUBTRACT:
4995 shader_addline(buffer, "%s%s = clamp(%s%s - %s%s, 0.0, 1.0);\n",
4996 dstreg, dstmask, arg1, dstmask, arg2, dstmask);
4997 break;
4999 case WINED3D_TOP_ADD_SMOOTH:
5000 shader_addline(buffer, "%s%s = clamp((vec4(1.0) - %s)%s * %s%s + %s%s, 0.0, 1.0);\n",
5001 dstreg, dstmask, arg1, dstmask, arg2, dstmask, arg1, dstmask);
5002 break;
5004 case WINED3D_TOP_BLEND_DIFFUSE_ALPHA:
5005 arg0 = shader_glsl_get_ffp_fragment_op_arg(buffer, 0, stage, WINED3DTA_DIFFUSE);
5006 shader_addline(buffer, "%s%s = mix(%s%s, %s%s, %s.w);\n",
5007 dstreg, dstmask, arg2, dstmask, arg1, dstmask, arg0);
5008 break;
5010 case WINED3D_TOP_BLEND_TEXTURE_ALPHA:
5011 arg0 = shader_glsl_get_ffp_fragment_op_arg(buffer, 0, stage, WINED3DTA_TEXTURE);
5012 shader_addline(buffer, "%s%s = mix(%s%s, %s%s, %s.w);\n",
5013 dstreg, dstmask, arg2, dstmask, arg1, dstmask, arg0);
5014 break;
5016 case WINED3D_TOP_BLEND_FACTOR_ALPHA:
5017 arg0 = shader_glsl_get_ffp_fragment_op_arg(buffer, 0, stage, WINED3DTA_TFACTOR);
5018 shader_addline(buffer, "%s%s = mix(%s%s, %s%s, %s.w);\n",
5019 dstreg, dstmask, arg2, dstmask, arg1, dstmask, arg0);
5020 break;
5022 case WINED3D_TOP_BLEND_TEXTURE_ALPHA_PM:
5023 arg0 = shader_glsl_get_ffp_fragment_op_arg(buffer, 0, stage, WINED3DTA_TEXTURE);
5024 shader_addline(buffer, "%s%s = clamp(%s%s * (1.0 - %s.w) + %s%s, 0.0, 1.0);\n",
5025 dstreg, dstmask, arg2, dstmask, arg0, arg1, dstmask);
5026 break;
5028 case WINED3D_TOP_BLEND_CURRENT_ALPHA:
5029 arg0 = shader_glsl_get_ffp_fragment_op_arg(buffer, 0, stage, WINED3DTA_CURRENT);
5030 shader_addline(buffer, "%s%s = mix(%s%s, %s%s, %s.w);\n",
5031 dstreg, dstmask, arg2, dstmask, arg1, dstmask, arg0);
5032 break;
5034 case WINED3D_TOP_MODULATE_ALPHA_ADD_COLOR:
5035 shader_addline(buffer, "%s%s = clamp(%s%s * %s.w + %s%s, 0.0, 1.0);\n",
5036 dstreg, dstmask, arg2, dstmask, arg1, arg1, dstmask);
5037 break;
5039 case WINED3D_TOP_MODULATE_COLOR_ADD_ALPHA:
5040 shader_addline(buffer, "%s%s = clamp(%s%s * %s%s + %s.w, 0.0, 1.0);\n",
5041 dstreg, dstmask, arg1, dstmask, arg2, dstmask, arg1);
5042 break;
5044 case WINED3D_TOP_MODULATE_INVALPHA_ADD_COLOR:
5045 shader_addline(buffer, "%s%s = clamp(%s%s * (1.0 - %s.w) + %s%s, 0.0, 1.0);\n",
5046 dstreg, dstmask, arg2, dstmask, arg1, arg1, dstmask);
5047 break;
5048 case WINED3D_TOP_MODULATE_INVCOLOR_ADD_ALPHA:
5049 shader_addline(buffer, "%s%s = clamp((vec4(1.0) - %s)%s * %s%s + %s.w, 0.0, 1.0);\n",
5050 dstreg, dstmask, arg1, dstmask, arg2, dstmask, arg1);
5051 break;
5053 case WINED3D_TOP_BUMPENVMAP:
5054 case WINED3D_TOP_BUMPENVMAP_LUMINANCE:
5055 /* These are handled in the first pass, nothing to do. */
5056 break;
5058 case WINED3D_TOP_DOTPRODUCT3:
5059 shader_addline(buffer, "%s%s = vec4(clamp(dot(%s.xyz - 0.5, %s.xyz - 0.5) * 4.0, 0.0, 1.0))%s;\n",
5060 dstreg, dstmask, arg1, arg2, dstmask);
5061 break;
5063 case WINED3D_TOP_MULTIPLY_ADD:
5064 shader_addline(buffer, "%s%s = clamp(%s%s * %s%s + %s%s, 0.0, 1.0);\n",
5065 dstreg, dstmask, arg1, dstmask, arg2, dstmask, arg0, dstmask);
5066 break;
5068 case WINED3D_TOP_LERP:
5069 /* MSDN isn't quite right here. */
5070 shader_addline(buffer, "%s%s = mix(%s%s, %s%s, %s%s);\n",
5071 dstreg, dstmask, arg2, dstmask, arg1, dstmask, arg0, dstmask);
5072 break;
5074 default:
5075 FIXME("Unhandled operation %#x.\n", op);
5076 break;
5080 /* Context activation is done by the caller. */
5081 static GLuint shader_glsl_generate_ffp_fragment_shader(struct wined3d_shader_buffer *buffer,
5082 const struct ffp_frag_settings *settings, const struct wined3d_gl_info *gl_info)
5084 BOOL tempreg_used = FALSE, tfactor_used = FALSE;
5085 BYTE lum_map = 0, bump_map = 0, tex_map = 0;
5086 const char *final_combiner_src = "ret";
5087 UINT lowest_disabled_stage;
5088 GLhandleARB shader_obj;
5089 DWORD arg0, arg1, arg2;
5090 unsigned int stage;
5092 shader_buffer_clear(buffer);
5094 /* Find out which textures are read */
5095 for (stage = 0; stage < MAX_TEXTURES; ++stage)
5097 if (settings->op[stage].cop == WINED3D_TOP_DISABLE)
5098 break;
5100 arg0 = settings->op[stage].carg0 & WINED3DTA_SELECTMASK;
5101 arg1 = settings->op[stage].carg1 & WINED3DTA_SELECTMASK;
5102 arg2 = settings->op[stage].carg2 & WINED3DTA_SELECTMASK;
5104 if (arg0 == WINED3DTA_TEXTURE || arg1 == WINED3DTA_TEXTURE || arg2 == WINED3DTA_TEXTURE)
5105 tex_map |= 1 << stage;
5106 if (arg0 == WINED3DTA_TFACTOR || arg1 == WINED3DTA_TFACTOR || arg2 == WINED3DTA_TFACTOR)
5107 tfactor_used = TRUE;
5108 if (arg0 == WINED3DTA_TEMP || arg1 == WINED3DTA_TEMP || arg2 == WINED3DTA_TEMP)
5109 tempreg_used = TRUE;
5110 if (settings->op[stage].dst == tempreg)
5111 tempreg_used = TRUE;
5113 switch (settings->op[stage].cop)
5115 case WINED3D_TOP_BUMPENVMAP_LUMINANCE:
5116 lum_map |= 1 << stage;
5117 /* fall through */
5118 case WINED3D_TOP_BUMPENVMAP:
5119 bump_map |= 1 << stage;
5120 /* fall through */
5121 case WINED3D_TOP_BLEND_TEXTURE_ALPHA:
5122 case WINED3D_TOP_BLEND_TEXTURE_ALPHA_PM:
5123 tex_map |= 1 << stage;
5124 break;
5126 case WINED3D_TOP_BLEND_FACTOR_ALPHA:
5127 tfactor_used = TRUE;
5128 break;
5130 default:
5131 break;
5134 if (settings->op[stage].aop == WINED3D_TOP_DISABLE)
5135 continue;
5137 arg0 = settings->op[stage].aarg0 & WINED3DTA_SELECTMASK;
5138 arg1 = settings->op[stage].aarg1 & WINED3DTA_SELECTMASK;
5139 arg2 = settings->op[stage].aarg2 & WINED3DTA_SELECTMASK;
5141 if (arg0 == WINED3DTA_TEXTURE || arg1 == WINED3DTA_TEXTURE || arg2 == WINED3DTA_TEXTURE)
5142 tex_map |= 1 << stage;
5143 if (arg0 == WINED3DTA_TFACTOR || arg1 == WINED3DTA_TFACTOR || arg2 == WINED3DTA_TFACTOR)
5144 tfactor_used = TRUE;
5145 if (arg0 == WINED3DTA_TEMP || arg1 == WINED3DTA_TEMP || arg2 == WINED3DTA_TEMP)
5146 tempreg_used = TRUE;
5148 lowest_disabled_stage = stage;
5150 shader_addline(buffer, "#version 120\n");
5152 shader_addline(buffer, "vec4 tmp0, tmp1;\n");
5153 shader_addline(buffer, "vec4 ret;\n");
5154 if (tempreg_used || settings->sRGB_write)
5155 shader_addline(buffer, "vec4 temp_reg;\n");
5156 shader_addline(buffer, "vec4 arg0, arg1, arg2;\n");
5158 for (stage = 0; stage < MAX_TEXTURES; ++stage)
5160 if (!(tex_map & (1 << stage)))
5161 continue;
5163 switch (settings->op[stage].tex_type)
5165 case tex_1d:
5166 shader_addline(buffer, "uniform sampler1D ps_sampler%u;\n", stage);
5167 break;
5168 case tex_2d:
5169 shader_addline(buffer, "uniform sampler2D ps_sampler%u;\n", stage);
5170 break;
5171 case tex_3d:
5172 shader_addline(buffer, "uniform sampler3D ps_sampler%u;\n", stage);
5173 break;
5174 case tex_cube:
5175 shader_addline(buffer, "uniform samplerCube ps_sampler%u;\n", stage);
5176 break;
5177 case tex_rect:
5178 shader_addline(buffer, "uniform sampler2DRect ps_sampler%u;\n", stage);
5179 break;
5180 default:
5181 FIXME("Unhandled sampler type %#x.\n", settings->op[stage].tex_type);
5182 break;
5185 shader_addline(buffer, "vec4 tex%u;\n", stage);
5187 if (!(bump_map & (1 << stage)))
5188 continue;
5189 shader_addline(buffer, "uniform mat2 bumpenv_mat%u;\n", stage);
5191 if (!(lum_map & (1 << stage)))
5192 continue;
5193 shader_addline(buffer, "uniform float bumpenv_lum_scale%u;\n", stage);
5194 shader_addline(buffer, "uniform float bumpenv_lum_offset%u;\n", stage);
5196 if (tfactor_used)
5197 shader_addline(buffer, "uniform vec4 tex_factor;\n");
5198 shader_addline(buffer, "uniform vec4 specular_enable;\n");
5200 if (settings->sRGB_write)
5202 shader_addline(buffer, "const vec4 srgb_const0 = vec4(%.8e, %.8e, %.8e, %.8e);\n",
5203 srgb_pow, srgb_mul_high, srgb_sub_high, srgb_mul_low);
5204 shader_addline(buffer, "const vec4 srgb_const1 = vec4(%.8e, 0.0, 0.0, 0.0);\n",
5205 srgb_cmp);
5208 shader_addline(buffer, "void main()\n{\n");
5210 if (lowest_disabled_stage < 7 && settings->emul_clipplanes)
5211 shader_addline(buffer, "if (any(lessThan(gl_texCoord[7], vec4(0.0)))) discard;\n");
5213 /* Generate texture sampling instructions) */
5214 for (stage = 0; stage < MAX_TEXTURES && settings->op[stage].cop != WINED3D_TOP_DISABLE; ++stage)
5216 const char *texture_function, *coord_mask;
5217 char tex_reg_name[8];
5218 BOOL proj, clamp;
5220 if (!(tex_map & (1 << stage)))
5221 continue;
5223 if (settings->op[stage].projected == proj_none)
5225 proj = FALSE;
5227 else if (settings->op[stage].projected == proj_count4
5228 || settings->op[stage].projected == proj_count3)
5230 proj = TRUE;
5232 else
5234 FIXME("Unexpected projection mode %d\n", settings->op[stage].projected);
5235 proj = TRUE;
5238 if (settings->op[stage].cop == WINED3D_TOP_BUMPENVMAP
5239 || settings->op[stage].cop == WINED3D_TOP_BUMPENVMAP_LUMINANCE)
5240 clamp = FALSE;
5241 else
5242 clamp = TRUE;
5244 switch (settings->op[stage].tex_type)
5246 case tex_1d:
5247 if (proj)
5249 texture_function = "texture1DProj";
5250 coord_mask = "xw";
5252 else
5254 texture_function = "texture1D";
5255 coord_mask = "x";
5257 break;
5258 case tex_2d:
5259 if (proj)
5261 texture_function = "texture2DProj";
5262 coord_mask = "xyw";
5264 else
5266 texture_function = "texture2D";
5267 coord_mask = "xy";
5269 break;
5270 case tex_3d:
5271 if (proj)
5273 texture_function = "texture3DProj";
5274 coord_mask = "xyzw";
5276 else
5278 texture_function = "texture3D";
5279 coord_mask = "xyz";
5281 break;
5282 case tex_cube:
5283 texture_function = "textureCube";
5284 coord_mask = "xyz";
5285 break;
5286 case tex_rect:
5287 if (proj)
5289 texture_function = "texture2DRectProj";
5290 coord_mask = "xyw";
5292 else
5294 texture_function = "texture2DRect";
5295 coord_mask = "xy";
5297 break;
5298 default:
5299 FIXME("Unhandled texture type %#x.\n", settings->op[stage].tex_type);
5300 texture_function = "";
5301 coord_mask = "xyzw";
5302 break;
5305 if (stage > 0
5306 && (settings->op[stage - 1].cop == WINED3D_TOP_BUMPENVMAP
5307 || settings->op[stage - 1].cop == WINED3D_TOP_BUMPENVMAP_LUMINANCE))
5309 shader_addline(buffer, "ret.xy = bumpenv_mat%u * tex%u.xy;\n", stage - 1, stage - 1);
5311 /* With projective textures, texbem only divides the static
5312 * texture coord, not the displacement, so multiply the
5313 * displacement with the dividing parameter before passing it to
5314 * TXP. */
5315 if (settings->op[stage].projected != proj_none)
5317 if (settings->op[stage].projected == proj_count4)
5319 shader_addline(buffer, "ret.xy = (ret.xy * gl_TexCoord[%u].w) + gl_TexCoord[%u].xy;\n",
5320 stage, stage);
5321 shader_addline(buffer, "ret.zw = gl_TexCoord[%u].ww;\n", stage);
5323 else
5325 shader_addline(buffer, "ret.xy = (ret.xy * gl_TexCoord[%u].z) + gl_TexCoord[%u].xy;\n",
5326 stage, stage);
5327 shader_addline(buffer, "ret.zw = gl_TexCoord[%u].zz;\n", stage);
5330 else
5332 shader_addline(buffer, "ret = gl_TexCoord[%u] + ret.xyxy;\n", stage);
5335 if (clamp)
5336 shader_addline(buffer, "tex%u = clamp(%s(ps_sampler%u, ret.%s), 0.0, 1.0);\n",
5337 stage, texture_function, stage, coord_mask);
5338 else
5339 shader_addline(buffer, "tex%u = %s(ps_sampler%u, ret.%s);\n",
5340 stage, texture_function, stage, coord_mask);
5342 if (settings->op[stage - 1].cop == WINED3D_TOP_BUMPENVMAP_LUMINANCE)
5343 shader_addline(buffer, "tex%u *= clamp(tex%u.z * bumpenv_lum_scale%u + bumpenv_lum_offset%u, 0.0, 1.0);\n",
5344 stage, stage - 1, stage - 1, stage - 1);
5346 else if (settings->op[stage].projected == proj_count3)
5348 if (clamp)
5349 shader_addline(buffer, "tex%u = clamp(%s(ps_sampler%u, gl_TexCoord[%u].xyz), 0.0, 1.0);\n",
5350 stage, texture_function, stage, stage);
5351 else
5352 shader_addline(buffer, "tex%u = %s(ps_sampler%u, gl_TexCoord[%u].xyz);\n",
5353 stage, texture_function, stage, stage);
5355 else
5357 if (clamp)
5358 shader_addline(buffer, "tex%u = clamp(%s(ps_sampler%u, gl_TexCoord[%u].%s), 0.0, 1.0);\n",
5359 stage, texture_function, stage, stage, coord_mask);
5360 else
5361 shader_addline(buffer, "tex%u = %s(ps_sampler%u, gl_TexCoord[%u].%s);\n",
5362 stage, texture_function, stage, stage, coord_mask);
5365 sprintf(tex_reg_name, "tex%u", stage);
5366 shader_glsl_color_correction_ext(buffer, tex_reg_name, WINED3DSP_WRITEMASK_ALL,
5367 settings->op[stage].color_fixup);
5370 /* Generate the main shader */
5371 for (stage = 0; stage < MAX_TEXTURES; ++stage)
5373 BOOL op_equal;
5375 if (settings->op[stage].cop == WINED3D_TOP_DISABLE)
5377 if (!stage)
5378 final_combiner_src = "gl_Color";
5379 break;
5382 if (settings->op[stage].cop == WINED3D_TOP_SELECT_ARG1
5383 && settings->op[stage].aop == WINED3D_TOP_SELECT_ARG1)
5384 op_equal = settings->op[stage].carg1 == settings->op[stage].aarg1;
5385 else if (settings->op[stage].cop == WINED3D_TOP_SELECT_ARG1
5386 && settings->op[stage].aop == WINED3D_TOP_SELECT_ARG2)
5387 op_equal = settings->op[stage].carg1 == settings->op[stage].aarg2;
5388 else if (settings->op[stage].cop == WINED3D_TOP_SELECT_ARG2
5389 && settings->op[stage].aop == WINED3D_TOP_SELECT_ARG1)
5390 op_equal = settings->op[stage].carg2 == settings->op[stage].aarg1;
5391 else if (settings->op[stage].cop == WINED3D_TOP_SELECT_ARG2
5392 && settings->op[stage].aop == WINED3D_TOP_SELECT_ARG2)
5393 op_equal = settings->op[stage].carg2 == settings->op[stage].aarg2;
5394 else
5395 op_equal = settings->op[stage].aop == settings->op[stage].cop
5396 && settings->op[stage].carg0 == settings->op[stage].aarg0
5397 && settings->op[stage].carg1 == settings->op[stage].aarg1
5398 && settings->op[stage].carg2 == settings->op[stage].aarg2;
5400 if (settings->op[stage].aop == WINED3D_TOP_DISABLE)
5402 shader_glsl_ffp_fragment_op(buffer, stage, TRUE, FALSE, settings->op[stage].dst,
5403 settings->op[stage].cop, settings->op[stage].carg0,
5404 settings->op[stage].carg1, settings->op[stage].carg2);
5405 if (!stage)
5406 shader_addline(buffer, "ret.w = gl_Color.w;\n");
5408 else if (op_equal)
5410 shader_glsl_ffp_fragment_op(buffer, stage, TRUE, TRUE, settings->op[stage].dst,
5411 settings->op[stage].cop, settings->op[stage].carg0,
5412 settings->op[stage].carg1, settings->op[stage].carg2);
5414 else
5416 shader_glsl_ffp_fragment_op(buffer, stage, TRUE, FALSE, settings->op[stage].dst,
5417 settings->op[stage].cop, settings->op[stage].carg0,
5418 settings->op[stage].carg1, settings->op[stage].carg2);
5419 shader_glsl_ffp_fragment_op(buffer, stage, FALSE, TRUE, settings->op[stage].dst,
5420 settings->op[stage].aop, settings->op[stage].aarg0,
5421 settings->op[stage].aarg1, settings->op[stage].aarg2);
5425 shader_addline(buffer, "gl_FragData[0] = gl_SecondaryColor * specular_enable + %s;\n", final_combiner_src);
5427 if (settings->sRGB_write)
5428 shader_glsl_generate_srgb_write_correction(buffer);
5430 shader_glsl_generate_fog_code(buffer, settings->fog);
5432 shader_addline(buffer, "}\n");
5434 shader_obj = GL_EXTCALL(glCreateShaderObjectARB(GL_FRAGMENT_SHADER_ARB));
5435 shader_glsl_compile(gl_info, shader_obj, buffer->buffer);
5436 return shader_obj;
5439 static struct glsl_ffp_fragment_shader *shader_glsl_find_ffp_fragment_shader(struct shader_glsl_priv *priv,
5440 const struct wined3d_gl_info *gl_info, const struct ffp_frag_settings *args)
5442 struct glsl_ffp_fragment_shader *glsl_desc;
5443 const struct ffp_frag_desc *desc;
5445 if ((desc = find_ffp_frag_shader(&priv->ffp_fragment_shaders, args)))
5446 return CONTAINING_RECORD(desc, struct glsl_ffp_fragment_shader, entry);
5448 if (!(glsl_desc = HeapAlloc(GetProcessHeap(), 0, sizeof(*glsl_desc))))
5450 ERR("Failed to allocate ffp desc memory.\n");
5451 return NULL;
5454 glsl_desc->entry.settings = *args;
5455 glsl_desc->id = shader_glsl_generate_ffp_fragment_shader(&priv->shader_buffer, args, gl_info);
5456 list_init(&glsl_desc->linked_programs);
5457 add_ffp_frag_shader(&priv->ffp_fragment_shaders, &glsl_desc->entry);
5459 return glsl_desc;
5463 static void shader_glsl_init_vs_uniform_locations(const struct wined3d_gl_info *gl_info,
5464 GLhandleARB program_id, struct glsl_vs_program *vs)
5466 unsigned int i;
5467 char name[32];
5469 vs->uniform_f_locations = HeapAlloc(GetProcessHeap(), 0,
5470 sizeof(GLhandleARB) * gl_info->limits.glsl_vs_float_constants);
5471 for (i = 0; i < gl_info->limits.glsl_vs_float_constants; ++i)
5473 snprintf(name, sizeof(name), "vs_c[%u]", i);
5474 vs->uniform_f_locations[i] = GL_EXTCALL(glGetUniformLocationARB(program_id, name));
5477 for (i = 0; i < MAX_CONST_I; ++i)
5479 snprintf(name, sizeof(name), "vs_i[%u]", i);
5480 vs->uniform_i_locations[i] = GL_EXTCALL(glGetUniformLocationARB(program_id, name));
5483 vs->pos_fixup_location = GL_EXTCALL(glGetUniformLocationARB(program_id, "posFixup"));
5486 static void shader_glsl_init_ps_uniform_locations(const struct wined3d_gl_info *gl_info,
5487 GLhandleARB program_id, struct glsl_ps_program *ps)
5489 unsigned int i;
5490 char name[32];
5492 ps->uniform_f_locations = HeapAlloc(GetProcessHeap(), 0,
5493 sizeof(GLhandleARB) * gl_info->limits.glsl_ps_float_constants);
5494 for (i = 0; i < gl_info->limits.glsl_ps_float_constants; ++i)
5496 snprintf(name, sizeof(name), "ps_c[%u]", i);
5497 ps->uniform_f_locations[i] = GL_EXTCALL(glGetUniformLocationARB(program_id, name));
5500 for (i = 0; i < MAX_CONST_I; ++i)
5502 snprintf(name, sizeof(name), "ps_i[%u]", i);
5503 ps->uniform_i_locations[i] = GL_EXTCALL(glGetUniformLocationARB(program_id, name));
5506 for (i = 0; i < MAX_TEXTURES; ++i)
5508 snprintf(name, sizeof(name), "bumpenv_mat%u", i);
5509 ps->bumpenv_mat_location[i] = GL_EXTCALL(glGetUniformLocationARB(program_id, name));
5510 snprintf(name, sizeof(name), "bumpenv_lum_scale%u", i);
5511 ps->bumpenv_lum_scale_location[i] = GL_EXTCALL(glGetUniformLocationARB(program_id, name));
5512 snprintf(name, sizeof(name), "bumpenv_lum_offset%u", i);
5513 ps->bumpenv_lum_offset_location[i] = GL_EXTCALL(glGetUniformLocationARB(program_id, name));
5516 ps->tex_factor_location = GL_EXTCALL(glGetUniformLocationARB(program_id, "tex_factor"));
5517 ps->specular_enable_location = GL_EXTCALL(glGetUniformLocationARB(program_id, "specular_enable"));
5518 ps->np2_fixup_location = GL_EXTCALL(glGetUniformLocationARB(program_id, "ps_samplerNP2Fixup"));
5519 ps->ycorrection_location = GL_EXTCALL(glGetUniformLocationARB(program_id, "ycorrection"));
5522 /* Context activation is done by the caller. */
5523 static void set_glsl_shader_program(const struct wined3d_context *context, struct wined3d_device *device,
5524 enum wined3d_shader_mode vertex_mode, enum wined3d_shader_mode fragment_mode)
5526 const struct wined3d_state *state = &device->stateBlock->state;
5527 const struct wined3d_gl_info *gl_info = context->gl_info;
5528 const struct ps_np2fixup_info *np2fixup_info = NULL;
5529 struct shader_glsl_priv *priv = device->shader_priv;
5530 struct glsl_shader_prog_link *entry = NULL;
5531 struct wined3d_shader *vshader = NULL;
5532 struct wined3d_shader *gshader = NULL;
5533 struct wined3d_shader *pshader = NULL;
5534 GLhandleARB programId = 0;
5535 GLhandleARB reorder_shader_id = 0;
5536 unsigned int i;
5537 struct ps_compile_args ps_compile_args;
5538 struct vs_compile_args vs_compile_args;
5539 GLhandleARB vs_id, gs_id, ps_id;
5540 struct list *ps_list;
5542 if (vertex_mode == WINED3D_SHADER_MODE_SHADER)
5544 vshader = state->vertex_shader;
5545 find_vs_compile_args(state, vshader, &vs_compile_args);
5546 vs_id = find_glsl_vshader(context, &priv->shader_buffer, vshader, &vs_compile_args);
5548 if ((gshader = state->geometry_shader))
5549 gs_id = find_glsl_geometry_shader(context, &priv->shader_buffer, gshader);
5550 else
5551 gs_id = 0;
5553 else
5555 vs_id = 0;
5556 gs_id = 0;
5559 if (fragment_mode == WINED3D_SHADER_MODE_SHADER)
5561 pshader = state->pixel_shader;
5562 find_ps_compile_args(state, pshader, &ps_compile_args);
5563 ps_id = find_glsl_pshader(context, &priv->shader_buffer,
5564 pshader, &ps_compile_args, &np2fixup_info);
5565 ps_list = &pshader->linked_programs;
5567 else if (fragment_mode == WINED3D_SHADER_MODE_FFP && priv->fragment_pipe == &glsl_fragment_pipe)
5569 struct glsl_ffp_fragment_shader *ffp_shader;
5570 struct ffp_frag_settings settings;
5572 gen_ffp_frag_op(device, state, &settings, FALSE);
5573 ffp_shader = shader_glsl_find_ffp_fragment_shader(priv, gl_info, &settings);
5574 ps_id = ffp_shader->id;
5575 ps_list = &ffp_shader->linked_programs;
5577 else
5579 ps_id = 0;
5582 if ((!vs_id && !gs_id && !ps_id) || (entry = get_glsl_program_entry(priv, vs_id, gs_id, ps_id)))
5584 priv->glsl_program = entry;
5585 return;
5588 /* If we get to this point, then no matching program exists, so we create one */
5589 programId = GL_EXTCALL(glCreateProgramObjectARB());
5590 TRACE("Created new GLSL shader program %u\n", programId);
5592 /* Create the entry */
5593 entry = HeapAlloc(GetProcessHeap(), 0, sizeof(struct glsl_shader_prog_link));
5594 entry->programId = programId;
5595 entry->vs.id = vs_id;
5596 entry->gs.id = gs_id;
5597 entry->ps.id = ps_id;
5598 entry->constant_version = 0;
5599 entry->ps.np2_fixup_info = np2fixup_info;
5600 /* Add the hash table entry */
5601 add_glsl_program_entry(priv, entry);
5603 /* Set the current program */
5604 priv->glsl_program = entry;
5606 /* Attach GLSL vshader */
5607 if (vshader)
5609 WORD map = vshader->reg_maps.input_registers;
5610 char tmp_name[10];
5612 reorder_shader_id = generate_param_reorder_function(&priv->shader_buffer, vshader, pshader, gl_info);
5613 TRACE("Attaching GLSL shader object %u to program %u\n", reorder_shader_id, programId);
5614 GL_EXTCALL(glAttachObjectARB(programId, reorder_shader_id));
5615 checkGLcall("glAttachObjectARB");
5616 /* Flag the reorder function for deletion, then it will be freed automatically when the program
5617 * is destroyed
5619 GL_EXTCALL(glDeleteObjectARB(reorder_shader_id));
5621 TRACE("Attaching GLSL shader object %u to program %u.\n", vs_id, programId);
5622 GL_EXTCALL(glAttachObjectARB(programId, vs_id));
5623 checkGLcall("glAttachObjectARB");
5625 /* Bind vertex attributes to a corresponding index number to match
5626 * the same index numbers as ARB_vertex_programs (makes loading
5627 * vertex attributes simpler). With this method, we can use the
5628 * exact same code to load the attributes later for both ARB and
5629 * GLSL shaders.
5631 * We have to do this here because we need to know the Program ID
5632 * in order to make the bindings work, and it has to be done prior
5633 * to linking the GLSL program. */
5634 for (i = 0; map; map >>= 1, ++i)
5636 if (!(map & 1)) continue;
5638 snprintf(tmp_name, sizeof(tmp_name), "vs_in%u", i);
5639 GL_EXTCALL(glBindAttribLocationARB(programId, i, tmp_name));
5641 checkGLcall("glBindAttribLocationARB");
5643 list_add_head(&vshader->linked_programs, &entry->vs.shader_entry);
5646 if (gshader)
5648 TRACE("Attaching GLSL geometry shader object %u to program %u.\n", gs_id, programId);
5649 GL_EXTCALL(glAttachObjectARB(programId, gs_id));
5650 checkGLcall("glAttachObjectARB");
5652 TRACE("input type %s, output type %s, vertices out %u.\n",
5653 debug_d3dprimitivetype(gshader->u.gs.input_type),
5654 debug_d3dprimitivetype(gshader->u.gs.output_type),
5655 gshader->u.gs.vertices_out);
5656 GL_EXTCALL(glProgramParameteriARB(programId, GL_GEOMETRY_INPUT_TYPE_ARB,
5657 gl_primitive_type_from_d3d(gshader->u.gs.input_type)));
5658 GL_EXTCALL(glProgramParameteriARB(programId, GL_GEOMETRY_OUTPUT_TYPE_ARB,
5659 gl_primitive_type_from_d3d(gshader->u.gs.output_type)));
5660 GL_EXTCALL(glProgramParameteriARB(programId, GL_GEOMETRY_VERTICES_OUT_ARB,
5661 gshader->u.gs.vertices_out));
5662 checkGLcall("glProgramParameteriARB");
5664 list_add_head(&gshader->linked_programs, &entry->gs.shader_entry);
5667 /* Attach GLSL pshader */
5668 if (ps_id)
5670 TRACE("Attaching GLSL shader object %u to program %u.\n", ps_id, programId);
5671 GL_EXTCALL(glAttachObjectARB(programId, ps_id));
5672 checkGLcall("glAttachObjectARB");
5674 list_add_head(ps_list, &entry->ps.shader_entry);
5677 /* Link the program */
5678 TRACE("Linking GLSL shader program %u\n", programId);
5679 GL_EXTCALL(glLinkProgramARB(programId));
5680 shader_glsl_validate_link(gl_info, programId);
5682 shader_glsl_init_vs_uniform_locations(gl_info, programId, &entry->vs);
5683 shader_glsl_init_ps_uniform_locations(gl_info, programId, &entry->ps);
5684 checkGLcall("Find glsl program uniform locations");
5686 if (pshader && pshader->reg_maps.shader_version.major >= 3
5687 && pshader->u.ps.declared_in_count > vec4_varyings(3, gl_info))
5689 TRACE("Shader %d needs vertex color clamping disabled\n", programId);
5690 entry->vs.vertex_color_clamp = GL_FALSE;
5692 else
5694 entry->vs.vertex_color_clamp = GL_FIXED_ONLY_ARB;
5697 /* Set the shader to allow uniform loading on it */
5698 GL_EXTCALL(glUseProgramObjectARB(programId));
5699 checkGLcall("glUseProgramObjectARB(programId)");
5701 /* Load the vertex and pixel samplers now. The function that finds the mappings makes sure
5702 * that it stays the same for each vertexshader-pixelshader pair(=linked glsl program). If
5703 * a pshader with fixed function pipeline is used there are no vertex samplers, and if a
5704 * vertex shader with fixed function pixel processing is used we make sure that the card
5705 * supports enough samplers to allow the max number of vertex samplers with all possible
5706 * fixed function fragment processing setups. So once the program is linked these samplers
5707 * won't change.
5709 shader_glsl_load_vsamplers(gl_info, device->texUnitMap, programId);
5710 shader_glsl_load_psamplers(gl_info, device->texUnitMap, programId);
5712 /* If the local constants do not have to be loaded with the environment constants,
5713 * load them now to have them hardcoded in the GLSL program. This saves some CPU cycles
5714 * later
5716 if (pshader && !pshader->load_local_constsF)
5717 hardcode_local_constants(pshader, gl_info, programId, "ps");
5718 if (vshader && !vshader->load_local_constsF)
5719 hardcode_local_constants(vshader, gl_info, programId, "vs");
5722 /* Context activation is done by the caller. */
5723 static GLhandleARB create_glsl_blt_shader(const struct wined3d_gl_info *gl_info, enum tex_types tex_type, BOOL masked)
5725 GLhandleARB program_id;
5726 GLhandleARB vshader_id, pshader_id;
5727 const char *blt_pshader;
5729 static const char *blt_vshader =
5730 "#version 120\n"
5731 "void main(void)\n"
5732 "{\n"
5733 " gl_Position = gl_Vertex;\n"
5734 " gl_FrontColor = vec4(1.0);\n"
5735 " gl_TexCoord[0] = gl_MultiTexCoord0;\n"
5736 "}\n";
5738 static const char * const blt_pshaders_full[tex_type_count] =
5740 /* tex_1d */
5741 NULL,
5742 /* tex_2d */
5743 "#version 120\n"
5744 "uniform sampler2D sampler;\n"
5745 "void main(void)\n"
5746 "{\n"
5747 " gl_FragDepth = texture2D(sampler, gl_TexCoord[0].xy).x;\n"
5748 "}\n",
5749 /* tex_3d */
5750 NULL,
5751 /* tex_cube */
5752 "#version 120\n"
5753 "uniform samplerCube sampler;\n"
5754 "void main(void)\n"
5755 "{\n"
5756 " gl_FragDepth = textureCube(sampler, gl_TexCoord[0].xyz).x;\n"
5757 "}\n",
5758 /* tex_rect */
5759 "#version 120\n"
5760 "#extension GL_ARB_texture_rectangle : enable\n"
5761 "uniform sampler2DRect sampler;\n"
5762 "void main(void)\n"
5763 "{\n"
5764 " gl_FragDepth = texture2DRect(sampler, gl_TexCoord[0].xy).x;\n"
5765 "}\n",
5768 static const char * const blt_pshaders_masked[tex_type_count] =
5770 /* tex_1d */
5771 NULL,
5772 /* tex_2d */
5773 "#version 120\n"
5774 "uniform sampler2D sampler;\n"
5775 "uniform vec4 mask;\n"
5776 "void main(void)\n"
5777 "{\n"
5778 " if (all(lessThan(gl_FragCoord.xy, mask.zw))) discard;\n"
5779 " gl_FragDepth = texture2D(sampler, gl_TexCoord[0].xy).x;\n"
5780 "}\n",
5781 /* tex_3d */
5782 NULL,
5783 /* tex_cube */
5784 "#version 120\n"
5785 "uniform samplerCube sampler;\n"
5786 "uniform vec4 mask;\n"
5787 "void main(void)\n"
5788 "{\n"
5789 " if (all(lessThan(gl_FragCoord.xy, mask.zw))) discard;\n"
5790 " gl_FragDepth = textureCube(sampler, gl_TexCoord[0].xyz).x;\n"
5791 "}\n",
5792 /* tex_rect */
5793 "#version 120\n"
5794 "#extension GL_ARB_texture_rectangle : enable\n"
5795 "uniform sampler2DRect sampler;\n"
5796 "uniform vec4 mask;\n"
5797 "void main(void)\n"
5798 "{\n"
5799 " if (all(lessThan(gl_FragCoord.xy, mask.zw))) discard;\n"
5800 " gl_FragDepth = texture2DRect(sampler, gl_TexCoord[0].xy).x;\n"
5801 "}\n",
5804 blt_pshader = masked ? blt_pshaders_masked[tex_type] : blt_pshaders_full[tex_type];
5805 if (!blt_pshader)
5807 FIXME("tex_type %#x not supported\n", tex_type);
5808 return 0;
5811 vshader_id = GL_EXTCALL(glCreateShaderObjectARB(GL_VERTEX_SHADER_ARB));
5812 shader_glsl_compile(gl_info, vshader_id, blt_vshader);
5814 pshader_id = GL_EXTCALL(glCreateShaderObjectARB(GL_FRAGMENT_SHADER_ARB));
5815 shader_glsl_compile(gl_info, pshader_id, blt_pshader);
5817 program_id = GL_EXTCALL(glCreateProgramObjectARB());
5818 GL_EXTCALL(glAttachObjectARB(program_id, vshader_id));
5819 GL_EXTCALL(glAttachObjectARB(program_id, pshader_id));
5820 GL_EXTCALL(glLinkProgramARB(program_id));
5822 shader_glsl_validate_link(gl_info, program_id);
5824 /* Once linked we can mark the shaders for deletion. They will be deleted once the program
5825 * is destroyed
5827 GL_EXTCALL(glDeleteObjectARB(vshader_id));
5828 GL_EXTCALL(glDeleteObjectARB(pshader_id));
5829 return program_id;
5832 /* Context activation is done by the caller. */
5833 static void shader_glsl_select(const struct wined3d_context *context, enum wined3d_shader_mode vertex_mode,
5834 enum wined3d_shader_mode fragment_mode)
5836 const struct wined3d_gl_info *gl_info = context->gl_info;
5837 struct wined3d_device *device = context->swapchain->device;
5838 struct shader_glsl_priv *priv = device->shader_priv;
5839 GLhandleARB program_id = 0;
5840 GLenum old_vertex_color_clamp, current_vertex_color_clamp;
5842 old_vertex_color_clamp = priv->glsl_program ? priv->glsl_program->vs.vertex_color_clamp : GL_FIXED_ONLY_ARB;
5843 set_glsl_shader_program(context, device, vertex_mode, fragment_mode);
5844 current_vertex_color_clamp = priv->glsl_program ? priv->glsl_program->vs.vertex_color_clamp : GL_FIXED_ONLY_ARB;
5845 if (old_vertex_color_clamp != current_vertex_color_clamp)
5847 if (gl_info->supported[ARB_COLOR_BUFFER_FLOAT])
5849 GL_EXTCALL(glClampColorARB(GL_CLAMP_VERTEX_COLOR_ARB, current_vertex_color_clamp));
5850 checkGLcall("glClampColorARB");
5852 else
5854 FIXME("vertex color clamp needs to be changed, but extension not supported.\n");
5858 program_id = priv->glsl_program ? priv->glsl_program->programId : 0;
5859 if (program_id) TRACE("Using GLSL program %u\n", program_id);
5860 GL_EXTCALL(glUseProgramObjectARB(program_id));
5861 checkGLcall("glUseProgramObjectARB");
5863 /* In case that NP2 texcoord fixup data is found for the selected program, trigger a reload of the
5864 * constants. This has to be done because it can't be guaranteed that sampler() (from state.c) is
5865 * called between selecting the shader and using it, which results in wrong fixup for some frames. */
5866 if (priv->glsl_program && priv->glsl_program->ps.np2_fixup_info)
5868 shader_glsl_load_np2fixup_constants(priv, gl_info, &device->stateBlock->state);
5872 /* Context activation is done by the caller. */
5873 static void shader_glsl_select_depth_blt(void *shader_priv, const struct wined3d_gl_info *gl_info,
5874 enum tex_types tex_type, const SIZE *ds_mask_size)
5876 BOOL masked = ds_mask_size->cx && ds_mask_size->cy;
5877 struct shader_glsl_priv *priv = shader_priv;
5878 GLhandleARB *blt_program;
5879 GLint loc;
5881 blt_program = masked ? &priv->depth_blt_program_masked[tex_type] : &priv->depth_blt_program_full[tex_type];
5882 if (!*blt_program)
5884 *blt_program = create_glsl_blt_shader(gl_info, tex_type, masked);
5885 loc = GL_EXTCALL(glGetUniformLocationARB(*blt_program, "sampler"));
5886 GL_EXTCALL(glUseProgramObjectARB(*blt_program));
5887 GL_EXTCALL(glUniform1iARB(loc, 0));
5889 else
5891 GL_EXTCALL(glUseProgramObjectARB(*blt_program));
5894 if (masked)
5896 loc = GL_EXTCALL(glGetUniformLocationARB(*blt_program, "mask"));
5897 GL_EXTCALL(glUniform4fARB(loc, 0.0f, 0.0f, (float)ds_mask_size->cx, (float)ds_mask_size->cy));
5901 /* Context activation is done by the caller. */
5902 static void shader_glsl_deselect_depth_blt(void *shader_priv, const struct wined3d_gl_info *gl_info)
5904 struct shader_glsl_priv *priv = shader_priv;
5905 GLhandleARB program_id;
5907 program_id = priv->glsl_program ? priv->glsl_program->programId : 0;
5908 if (program_id) TRACE("Using GLSL program %u\n", program_id);
5910 GL_EXTCALL(glUseProgramObjectARB(program_id));
5911 checkGLcall("glUseProgramObjectARB");
5914 static void shader_glsl_destroy(struct wined3d_shader *shader)
5916 struct glsl_shader_private *shader_data = shader->backend_data;
5917 struct wined3d_device *device = shader->device;
5918 struct shader_glsl_priv *priv = device->shader_priv;
5919 const struct wined3d_gl_info *gl_info;
5920 const struct list *linked_programs;
5921 struct wined3d_context *context;
5923 if (!shader_data || !shader_data->num_gl_shaders)
5925 HeapFree(GetProcessHeap(), 0, shader_data);
5926 shader->backend_data = NULL;
5927 return;
5930 context = context_acquire(device, NULL);
5931 gl_info = context->gl_info;
5933 TRACE("Deleting linked programs.\n");
5934 linked_programs = &shader->linked_programs;
5935 if (linked_programs->next)
5937 struct glsl_shader_prog_link *entry, *entry2;
5938 UINT i;
5940 switch (shader->reg_maps.shader_version.type)
5942 case WINED3D_SHADER_TYPE_PIXEL:
5944 struct glsl_ps_compiled_shader *gl_shaders = shader_data->gl_shaders.ps;
5946 LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, linked_programs,
5947 struct glsl_shader_prog_link, ps.shader_entry)
5949 delete_glsl_program_entry(priv, gl_info, entry);
5952 for (i = 0; i < shader_data->num_gl_shaders; ++i)
5954 TRACE("Deleting pixel shader %u.\n", gl_shaders[i].prgId);
5955 if (priv->glsl_program && priv->glsl_program->ps.id == gl_shaders[i].prgId)
5956 shader_glsl_select(context, WINED3D_SHADER_MODE_NONE, WINED3D_SHADER_MODE_NONE);
5957 GL_EXTCALL(glDeleteObjectARB(gl_shaders[i].prgId));
5958 checkGLcall("glDeleteObjectARB");
5960 HeapFree(GetProcessHeap(), 0, shader_data->gl_shaders.ps);
5962 break;
5965 case WINED3D_SHADER_TYPE_VERTEX:
5967 struct glsl_vs_compiled_shader *gl_shaders = shader_data->gl_shaders.vs;
5969 LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, linked_programs,
5970 struct glsl_shader_prog_link, vs.shader_entry)
5972 delete_glsl_program_entry(priv, gl_info, entry);
5975 for (i = 0; i < shader_data->num_gl_shaders; ++i)
5977 TRACE("Deleting vertex shader %u.\n", gl_shaders[i].prgId);
5978 if (priv->glsl_program && priv->glsl_program->vs.id == gl_shaders[i].prgId)
5979 shader_glsl_select(context, WINED3D_SHADER_MODE_NONE, WINED3D_SHADER_MODE_NONE);
5980 GL_EXTCALL(glDeleteObjectARB(gl_shaders[i].prgId));
5981 checkGLcall("glDeleteObjectARB");
5983 HeapFree(GetProcessHeap(), 0, shader_data->gl_shaders.vs);
5985 break;
5988 case WINED3D_SHADER_TYPE_GEOMETRY:
5990 struct glsl_gs_compiled_shader *gl_shaders = shader_data->gl_shaders.gs;
5992 LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, linked_programs,
5993 struct glsl_shader_prog_link, gs.shader_entry)
5995 delete_glsl_program_entry(priv, gl_info, entry);
5998 for (i = 0; i < shader_data->num_gl_shaders; ++i)
6000 TRACE("Deleting geometry shader %u.\n", gl_shaders[i].id);
6001 if (priv->glsl_program && priv->glsl_program->gs.id == gl_shaders[i].id)
6002 shader_glsl_select(context, WINED3D_SHADER_MODE_NONE, WINED3D_SHADER_MODE_NONE);
6003 GL_EXTCALL(glDeleteObjectARB(gl_shaders[i].id));
6004 checkGLcall("glDeleteObjectARB");
6006 HeapFree(GetProcessHeap(), 0, shader_data->gl_shaders.gs);
6008 break;
6011 default:
6012 ERR("Unhandled shader type %#x.\n", shader->reg_maps.shader_version.type);
6013 break;
6017 HeapFree(GetProcessHeap(), 0, shader->backend_data);
6018 shader->backend_data = NULL;
6020 context_release(context);
6023 static int glsl_program_key_compare(const void *key, const struct wine_rb_entry *entry)
6025 const struct glsl_program_key *k = key;
6026 const struct glsl_shader_prog_link *prog = WINE_RB_ENTRY_VALUE(entry,
6027 const struct glsl_shader_prog_link, program_lookup_entry);
6029 if (k->vs_id > prog->vs.id) return 1;
6030 else if (k->vs_id < prog->vs.id) return -1;
6032 if (k->gs_id > prog->gs.id) return 1;
6033 else if (k->gs_id < prog->gs.id) return -1;
6035 if (k->ps_id > prog->ps.id) return 1;
6036 else if (k->ps_id < prog->ps.id) return -1;
6038 return 0;
6041 static BOOL constant_heap_init(struct constant_heap *heap, unsigned int constant_count)
6043 SIZE_T size = (constant_count + 1) * sizeof(*heap->entries) + constant_count * sizeof(*heap->positions);
6044 void *mem = HeapAlloc(GetProcessHeap(), 0, size);
6046 if (!mem)
6048 ERR("Failed to allocate memory\n");
6049 return FALSE;
6052 heap->entries = mem;
6053 heap->entries[1].version = 0;
6054 heap->positions = (unsigned int *)(heap->entries + constant_count + 1);
6055 heap->size = 1;
6057 return TRUE;
6060 static void constant_heap_free(struct constant_heap *heap)
6062 HeapFree(GetProcessHeap(), 0, heap->entries);
6065 static const struct wine_rb_functions wined3d_glsl_program_rb_functions =
6067 wined3d_rb_alloc,
6068 wined3d_rb_realloc,
6069 wined3d_rb_free,
6070 glsl_program_key_compare,
6073 static HRESULT shader_glsl_alloc(struct wined3d_device *device, const struct fragment_pipeline *fragment_pipe)
6075 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
6076 struct shader_glsl_priv *priv = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(struct shader_glsl_priv));
6077 SIZE_T stack_size = wined3d_log2i(max(gl_info->limits.glsl_vs_float_constants,
6078 gl_info->limits.glsl_ps_float_constants)) + 1;
6079 struct fragment_caps fragment_caps;
6080 void *fragment_priv;
6082 if (!(fragment_priv = fragment_pipe->alloc_private(&glsl_shader_backend, priv)))
6084 ERR("Failed to initialize fragment pipe.\n");
6085 HeapFree(GetProcessHeap(), 0, priv);
6086 return E_FAIL;
6089 if (!shader_buffer_init(&priv->shader_buffer))
6091 ERR("Failed to initialize shader buffer.\n");
6092 goto fail;
6095 priv->stack = HeapAlloc(GetProcessHeap(), 0, stack_size * sizeof(*priv->stack));
6096 if (!priv->stack)
6098 ERR("Failed to allocate memory.\n");
6099 goto fail;
6102 if (!constant_heap_init(&priv->vconst_heap, gl_info->limits.glsl_vs_float_constants))
6104 ERR("Failed to initialize vertex shader constant heap\n");
6105 goto fail;
6108 if (!constant_heap_init(&priv->pconst_heap, gl_info->limits.glsl_ps_float_constants))
6110 ERR("Failed to initialize pixel shader constant heap\n");
6111 goto fail;
6114 if (wine_rb_init(&priv->program_lookup, &wined3d_glsl_program_rb_functions) == -1)
6116 ERR("Failed to initialize rbtree.\n");
6117 goto fail;
6120 priv->next_constant_version = 1;
6121 fragment_pipe->get_caps(gl_info, &fragment_caps);
6122 priv->ffp_proj_control = fragment_caps.wined3d_caps & WINED3D_FRAGMENT_CAP_PROJ_CONTROL;
6123 device->fragment_priv = fragment_priv;
6124 priv->fragment_pipe = fragment_pipe;
6126 device->shader_priv = priv;
6127 return WINED3D_OK;
6129 fail:
6130 constant_heap_free(&priv->pconst_heap);
6131 constant_heap_free(&priv->vconst_heap);
6132 HeapFree(GetProcessHeap(), 0, priv->stack);
6133 shader_buffer_free(&priv->shader_buffer);
6134 fragment_pipe->free_private(device);
6135 HeapFree(GetProcessHeap(), 0, priv);
6136 return E_OUTOFMEMORY;
6139 /* Context activation is done by the caller. */
6140 static void shader_glsl_free(struct wined3d_device *device)
6142 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
6143 struct shader_glsl_priv *priv = device->shader_priv;
6144 int i;
6146 for (i = 0; i < tex_type_count; ++i)
6148 if (priv->depth_blt_program_full[i])
6150 GL_EXTCALL(glDeleteObjectARB(priv->depth_blt_program_full[i]));
6152 if (priv->depth_blt_program_masked[i])
6154 GL_EXTCALL(glDeleteObjectARB(priv->depth_blt_program_masked[i]));
6158 wine_rb_destroy(&priv->program_lookup, NULL, NULL);
6159 constant_heap_free(&priv->pconst_heap);
6160 constant_heap_free(&priv->vconst_heap);
6161 HeapFree(GetProcessHeap(), 0, priv->stack);
6162 shader_buffer_free(&priv->shader_buffer);
6163 priv->fragment_pipe->free_private(device);
6165 HeapFree(GetProcessHeap(), 0, device->shader_priv);
6166 device->shader_priv = NULL;
6169 static void shader_glsl_context_destroyed(void *shader_priv, const struct wined3d_context *context) {}
6171 static void shader_glsl_get_caps(const struct wined3d_gl_info *gl_info, struct shader_caps *caps)
6173 UINT shader_model;
6175 if (gl_info->supported[EXT_GPU_SHADER4] && gl_info->supported[ARB_SHADER_BIT_ENCODING]
6176 && gl_info->supported[ARB_GEOMETRY_SHADER4] && gl_info->glsl_version >= MAKEDWORD_VERSION(1, 50)
6177 && gl_info->supported[ARB_DRAW_ELEMENTS_BASE_VERTEX] && gl_info->supported[ARB_DRAW_INSTANCED])
6178 shader_model = 4;
6179 /* ARB_shader_texture_lod or EXT_gpu_shader4 is required for the SM3
6180 * texldd and texldl instructions. */
6181 else if (gl_info->supported[ARB_SHADER_TEXTURE_LOD] || gl_info->supported[EXT_GPU_SHADER4])
6182 shader_model = 3;
6183 else
6184 shader_model = 2;
6185 TRACE("Shader model %u.\n", shader_model);
6187 caps->vs_version = min(wined3d_settings.max_sm_vs, shader_model);
6188 caps->gs_version = min(wined3d_settings.max_sm_gs, shader_model);
6189 caps->ps_version = min(wined3d_settings.max_sm_ps, shader_model);
6191 caps->vs_uniform_count = gl_info->limits.glsl_vs_float_constants;
6192 caps->ps_uniform_count = gl_info->limits.glsl_ps_float_constants;
6194 /* FIXME: The following line is card dependent. -8.0 to 8.0 is the
6195 * Direct3D minimum requirement.
6197 * Both GL_ARB_fragment_program and GLSL require a "maximum representable magnitude"
6198 * of colors to be 2^10, and 2^32 for other floats. Should we use 1024 here?
6200 * The problem is that the refrast clamps temporary results in the shader to
6201 * [-MaxValue;+MaxValue]. If the card's max value is bigger than the one we advertize here,
6202 * then applications may miss the clamping behavior. On the other hand, if it is smaller,
6203 * the shader will generate incorrect results too. Unfortunately, GL deliberately doesn't
6204 * offer a way to query this.
6206 caps->ps_1x_max_value = 8.0;
6208 /* Ideally we'd only set caps like sRGB writes here if supported by both
6209 * the shader backend and the fragment pipe, but we can get called before
6210 * shader_glsl_alloc(). */
6211 caps->wined3d_caps = WINED3D_SHADER_CAP_VS_CLIPPING
6212 | WINED3D_SHADER_CAP_SRGB_WRITE;
6215 static BOOL shader_glsl_color_fixup_supported(struct color_fixup_desc fixup)
6217 if (TRACE_ON(d3d_shader) && TRACE_ON(d3d))
6219 TRACE("Checking support for fixup:\n");
6220 dump_color_fixup_desc(fixup);
6223 /* We support everything except YUV conversions. */
6224 if (!is_complex_fixup(fixup))
6226 TRACE("[OK]\n");
6227 return TRUE;
6230 TRACE("[FAILED]\n");
6231 return FALSE;
6234 static const SHADER_HANDLER shader_glsl_instruction_handler_table[WINED3DSIH_TABLE_SIZE] =
6236 /* WINED3DSIH_ABS */ shader_glsl_map2gl,
6237 /* WINED3DSIH_ADD */ shader_glsl_binop,
6238 /* WINED3DSIH_AND */ shader_glsl_binop,
6239 /* WINED3DSIH_BEM */ shader_glsl_bem,
6240 /* WINED3DSIH_BREAK */ shader_glsl_break,
6241 /* WINED3DSIH_BREAKC */ shader_glsl_breakc,
6242 /* WINED3DSIH_BREAKP */ shader_glsl_breakp,
6243 /* WINED3DSIH_CALL */ shader_glsl_call,
6244 /* WINED3DSIH_CALLNZ */ shader_glsl_callnz,
6245 /* WINED3DSIH_CMP */ shader_glsl_conditional_move,
6246 /* WINED3DSIH_CND */ shader_glsl_cnd,
6247 /* WINED3DSIH_CRS */ shader_glsl_cross,
6248 /* WINED3DSIH_CUT */ shader_glsl_cut,
6249 /* WINED3DSIH_DCL */ shader_glsl_nop,
6250 /* WINED3DSIH_DCL_CONSTANT_BUFFER */ shader_glsl_nop,
6251 /* WINED3DSIH_DCL_INPUT_PRIMITIVE */ shader_glsl_nop,
6252 /* WINED3DSIH_DCL_OUTPUT_TOPOLOGY */ shader_glsl_nop,
6253 /* WINED3DSIH_DCL_VERTICES_OUT */ shader_glsl_nop,
6254 /* WINED3DSIH_DEF */ shader_glsl_nop,
6255 /* WINED3DSIH_DEFB */ shader_glsl_nop,
6256 /* WINED3DSIH_DEFI */ shader_glsl_nop,
6257 /* WINED3DSIH_DIV */ shader_glsl_binop,
6258 /* WINED3DSIH_DP2ADD */ shader_glsl_dp2add,
6259 /* WINED3DSIH_DP3 */ shader_glsl_dot,
6260 /* WINED3DSIH_DP4 */ shader_glsl_dot,
6261 /* WINED3DSIH_DST */ shader_glsl_dst,
6262 /* WINED3DSIH_DSX */ shader_glsl_map2gl,
6263 /* WINED3DSIH_DSY */ shader_glsl_map2gl,
6264 /* WINED3DSIH_ELSE */ shader_glsl_else,
6265 /* WINED3DSIH_EMIT */ shader_glsl_emit,
6266 /* WINED3DSIH_ENDIF */ shader_glsl_end,
6267 /* WINED3DSIH_ENDLOOP */ shader_glsl_end,
6268 /* WINED3DSIH_ENDREP */ shader_glsl_end,
6269 /* WINED3DSIH_EQ */ shader_glsl_relop,
6270 /* WINED3DSIH_EXP */ shader_glsl_map2gl,
6271 /* WINED3DSIH_EXPP */ shader_glsl_expp,
6272 /* WINED3DSIH_FRC */ shader_glsl_map2gl,
6273 /* WINED3DSIH_FTOI */ shader_glsl_to_int,
6274 /* WINED3DSIH_GE */ shader_glsl_relop,
6275 /* WINED3DSIH_IADD */ shader_glsl_binop,
6276 /* WINED3DSIH_IEQ */ NULL,
6277 /* WINED3DSIH_IF */ shader_glsl_if,
6278 /* WINED3DSIH_IFC */ shader_glsl_ifc,
6279 /* WINED3DSIH_IGE */ shader_glsl_relop,
6280 /* WINED3DSIH_IMUL */ shader_glsl_imul,
6281 /* WINED3DSIH_ITOF */ shader_glsl_to_float,
6282 /* WINED3DSIH_LABEL */ shader_glsl_label,
6283 /* WINED3DSIH_LD */ NULL,
6284 /* WINED3DSIH_LIT */ shader_glsl_lit,
6285 /* WINED3DSIH_LOG */ shader_glsl_log,
6286 /* WINED3DSIH_LOGP */ shader_glsl_log,
6287 /* WINED3DSIH_LOOP */ shader_glsl_loop,
6288 /* WINED3DSIH_LRP */ shader_glsl_lrp,
6289 /* WINED3DSIH_LT */ shader_glsl_relop,
6290 /* WINED3DSIH_M3x2 */ shader_glsl_mnxn,
6291 /* WINED3DSIH_M3x3 */ shader_glsl_mnxn,
6292 /* WINED3DSIH_M3x4 */ shader_glsl_mnxn,
6293 /* WINED3DSIH_M4x3 */ shader_glsl_mnxn,
6294 /* WINED3DSIH_M4x4 */ shader_glsl_mnxn,
6295 /* WINED3DSIH_MAD */ shader_glsl_mad,
6296 /* WINED3DSIH_MAX */ shader_glsl_map2gl,
6297 /* WINED3DSIH_MIN */ shader_glsl_map2gl,
6298 /* WINED3DSIH_MOV */ shader_glsl_mov,
6299 /* WINED3DSIH_MOVA */ shader_glsl_mov,
6300 /* WINED3DSIH_MOVC */ shader_glsl_conditional_move,
6301 /* WINED3DSIH_MUL */ shader_glsl_binop,
6302 /* WINED3DSIH_NOP */ shader_glsl_nop,
6303 /* WINED3DSIH_NRM */ shader_glsl_nrm,
6304 /* WINED3DSIH_PHASE */ shader_glsl_nop,
6305 /* WINED3DSIH_POW */ shader_glsl_pow,
6306 /* WINED3DSIH_RCP */ shader_glsl_rcp,
6307 /* WINED3DSIH_REP */ shader_glsl_rep,
6308 /* WINED3DSIH_RET */ shader_glsl_ret,
6309 /* WINED3DSIH_ROUND_NI */ shader_glsl_map2gl,
6310 /* WINED3DSIH_RSQ */ shader_glsl_rsq,
6311 /* WINED3DSIH_SAMPLE */ NULL,
6312 /* WINED3DSIH_SAMPLE_GRAD */ NULL,
6313 /* WINED3DSIH_SAMPLE_LOD */ NULL,
6314 /* WINED3DSIH_SETP */ NULL,
6315 /* WINED3DSIH_SGE */ shader_glsl_compare,
6316 /* WINED3DSIH_SGN */ shader_glsl_sgn,
6317 /* WINED3DSIH_SINCOS */ shader_glsl_sincos,
6318 /* WINED3DSIH_SLT */ shader_glsl_compare,
6319 /* WINED3DSIH_SQRT */ NULL,
6320 /* WINED3DSIH_SUB */ shader_glsl_binop,
6321 /* WINED3DSIH_TEX */ shader_glsl_tex,
6322 /* WINED3DSIH_TEXBEM */ shader_glsl_texbem,
6323 /* WINED3DSIH_TEXBEML */ shader_glsl_texbem,
6324 /* WINED3DSIH_TEXCOORD */ shader_glsl_texcoord,
6325 /* WINED3DSIH_TEXDEPTH */ shader_glsl_texdepth,
6326 /* WINED3DSIH_TEXDP3 */ shader_glsl_texdp3,
6327 /* WINED3DSIH_TEXDP3TEX */ shader_glsl_texdp3tex,
6328 /* WINED3DSIH_TEXKILL */ shader_glsl_texkill,
6329 /* WINED3DSIH_TEXLDD */ shader_glsl_texldd,
6330 /* WINED3DSIH_TEXLDL */ shader_glsl_texldl,
6331 /* WINED3DSIH_TEXM3x2DEPTH */ shader_glsl_texm3x2depth,
6332 /* WINED3DSIH_TEXM3x2PAD */ shader_glsl_texm3x2pad,
6333 /* WINED3DSIH_TEXM3x2TEX */ shader_glsl_texm3x2tex,
6334 /* WINED3DSIH_TEXM3x3 */ shader_glsl_texm3x3,
6335 /* WINED3DSIH_TEXM3x3DIFF */ NULL,
6336 /* WINED3DSIH_TEXM3x3PAD */ shader_glsl_texm3x3pad,
6337 /* WINED3DSIH_TEXM3x3SPEC */ shader_glsl_texm3x3spec,
6338 /* WINED3DSIH_TEXM3x3TEX */ shader_glsl_texm3x3tex,
6339 /* WINED3DSIH_TEXM3x3VSPEC */ shader_glsl_texm3x3vspec,
6340 /* WINED3DSIH_TEXREG2AR */ shader_glsl_texreg2ar,
6341 /* WINED3DSIH_TEXREG2GB */ shader_glsl_texreg2gb,
6342 /* WINED3DSIH_TEXREG2RGB */ shader_glsl_texreg2rgb,
6343 /* WINED3DSIH_UDIV */ shader_glsl_udiv,
6344 /* WINED3DSIH_USHR */ shader_glsl_binop,
6345 /* WINED3DSIH_UTOF */ shader_glsl_to_float,
6346 /* WINED3DSIH_XOR */ shader_glsl_binop,
6349 static void shader_glsl_handle_instruction(const struct wined3d_shader_instruction *ins) {
6350 SHADER_HANDLER hw_fct;
6352 /* Select handler */
6353 hw_fct = shader_glsl_instruction_handler_table[ins->handler_idx];
6355 /* Unhandled opcode */
6356 if (!hw_fct)
6358 FIXME("Backend can't handle opcode %#x\n", ins->handler_idx);
6359 return;
6361 hw_fct(ins);
6363 shader_glsl_add_instruction_modifiers(ins);
6366 static BOOL shader_glsl_has_ffp_proj_control(void *shader_priv)
6368 struct shader_glsl_priv *priv = shader_priv;
6370 return priv->ffp_proj_control;
6373 const struct wined3d_shader_backend_ops glsl_shader_backend =
6375 shader_glsl_handle_instruction,
6376 shader_glsl_select,
6377 shader_glsl_select_depth_blt,
6378 shader_glsl_deselect_depth_blt,
6379 shader_glsl_update_float_vertex_constants,
6380 shader_glsl_update_float_pixel_constants,
6381 shader_glsl_load_constants,
6382 shader_glsl_load_np2fixup_constants,
6383 shader_glsl_destroy,
6384 shader_glsl_alloc,
6385 shader_glsl_free,
6386 shader_glsl_context_destroyed,
6387 shader_glsl_get_caps,
6388 shader_glsl_color_fixup_supported,
6389 shader_glsl_has_ffp_proj_control,
6392 static void glsl_fragment_pipe_enable(const struct wined3d_gl_info *gl_info, BOOL enable)
6394 /* Nothing to do. */
6397 static void glsl_fragment_pipe_get_caps(const struct wined3d_gl_info *gl_info, struct fragment_caps *caps)
6399 caps->wined3d_caps = WINED3D_FRAGMENT_CAP_PROJ_CONTROL
6400 | WINED3D_FRAGMENT_CAP_SRGB_WRITE;
6401 caps->PrimitiveMiscCaps = WINED3DPMISCCAPS_TSSARGTEMP;
6402 caps->TextureOpCaps = WINED3DTEXOPCAPS_DISABLE
6403 | WINED3DTEXOPCAPS_SELECTARG1
6404 | WINED3DTEXOPCAPS_SELECTARG2
6405 | WINED3DTEXOPCAPS_MODULATE4X
6406 | WINED3DTEXOPCAPS_MODULATE2X
6407 | WINED3DTEXOPCAPS_MODULATE
6408 | WINED3DTEXOPCAPS_ADDSIGNED2X
6409 | WINED3DTEXOPCAPS_ADDSIGNED
6410 | WINED3DTEXOPCAPS_ADD
6411 | WINED3DTEXOPCAPS_SUBTRACT
6412 | WINED3DTEXOPCAPS_ADDSMOOTH
6413 | WINED3DTEXOPCAPS_BLENDCURRENTALPHA
6414 | WINED3DTEXOPCAPS_BLENDFACTORALPHA
6415 | WINED3DTEXOPCAPS_BLENDTEXTUREALPHA
6416 | WINED3DTEXOPCAPS_BLENDDIFFUSEALPHA
6417 | WINED3DTEXOPCAPS_BLENDTEXTUREALPHAPM
6418 | WINED3DTEXOPCAPS_MODULATEALPHA_ADDCOLOR
6419 | WINED3DTEXOPCAPS_MODULATECOLOR_ADDALPHA
6420 | WINED3DTEXOPCAPS_MODULATEINVCOLOR_ADDALPHA
6421 | WINED3DTEXOPCAPS_MODULATEINVALPHA_ADDCOLOR
6422 | WINED3DTEXOPCAPS_DOTPRODUCT3
6423 | WINED3DTEXOPCAPS_MULTIPLYADD
6424 | WINED3DTEXOPCAPS_LERP
6425 | WINED3DTEXOPCAPS_BUMPENVMAP
6426 | WINED3DTEXOPCAPS_BUMPENVMAPLUMINANCE;
6427 caps->MaxTextureBlendStages = 8;
6428 caps->MaxSimultaneousTextures = min(gl_info->limits.fragment_samplers, 8);
6431 static void *glsl_fragment_pipe_alloc(const struct wined3d_shader_backend_ops *shader_backend, void *shader_priv)
6433 struct shader_glsl_priv *priv;
6435 if (shader_backend == &glsl_shader_backend)
6437 priv = shader_priv;
6439 if (wine_rb_init(&priv->ffp_fragment_shaders, &wined3d_ffp_frag_program_rb_functions) == -1)
6441 ERR("Failed to initialize rbtree.\n");
6442 return NULL;
6445 return priv;
6448 FIXME("GLSL fragment pipe without GLSL shader backend not implemented.\n");
6450 return NULL;
6453 struct glsl_ffp_destroy_ctx
6455 struct shader_glsl_priv *priv;
6456 const struct wined3d_gl_info *gl_info;
6459 static void shader_glsl_free_ffp_fragment_shader(struct wine_rb_entry *entry, void *context)
6461 struct glsl_ffp_fragment_shader *shader = WINE_RB_ENTRY_VALUE(entry,
6462 struct glsl_ffp_fragment_shader, entry.entry);
6463 struct glsl_shader_prog_link *program, *program2;
6464 struct glsl_ffp_destroy_ctx *ctx = context;
6466 LIST_FOR_EACH_ENTRY_SAFE(program, program2, &shader->linked_programs,
6467 struct glsl_shader_prog_link, ps.shader_entry)
6469 delete_glsl_program_entry(ctx->priv, ctx->gl_info, program);
6471 ctx->gl_info->gl_ops.ext.p_glDeleteObjectARB(shader->id);
6472 HeapFree(GetProcessHeap(), 0, shader);
6475 /* Context activation is done by the caller. */
6476 static void glsl_fragment_pipe_free(struct wined3d_device *device)
6478 struct shader_glsl_priv *priv = device->fragment_priv;
6479 struct glsl_ffp_destroy_ctx ctx;
6481 ctx.priv = priv;
6482 ctx.gl_info = &device->adapter->gl_info;
6483 wine_rb_destroy(&priv->ffp_fragment_shaders, shader_glsl_free_ffp_fragment_shader, &ctx);
6486 static void glsl_fragment_pipe_shader(struct wined3d_context *context,
6487 const struct wined3d_state *state, DWORD state_id)
6489 context->last_was_pshader = use_ps(state);
6491 context->select_shader = 1;
6492 context->load_constants = 1;
6495 static void glsl_fragment_pipe_fog(struct wined3d_context *context,
6496 const struct wined3d_state *state, DWORD state_id)
6498 BOOL use_vshader = use_vs(state);
6499 enum fogsource new_source;
6501 context->select_shader = 1;
6502 context->load_constants = 1;
6504 if (!state->render_states[WINED3D_RS_FOGENABLE])
6505 return;
6507 if (state->render_states[WINED3D_RS_FOGTABLEMODE] == WINED3D_FOG_NONE)
6509 if (use_vshader)
6510 new_source = FOGSOURCE_VS;
6511 else if (state->render_states[WINED3D_RS_FOGVERTEXMODE] == WINED3D_FOG_NONE || context->last_was_rhw)
6512 new_source = FOGSOURCE_COORD;
6513 else
6514 new_source = FOGSOURCE_FFP;
6516 else
6518 new_source = FOGSOURCE_FFP;
6521 if (new_source != context->fog_source)
6523 context->fog_source = new_source;
6524 state_fogstartend(context, state, STATE_RENDER(WINED3D_RS_FOGSTART));
6528 static void glsl_fragment_pipe_tex_transform(struct wined3d_context *context,
6529 const struct wined3d_state *state, DWORD state_id)
6531 context->select_shader = 1;
6532 context->load_constants = 1;
6535 static void glsl_fragment_pipe_invalidate_constants(struct wined3d_context *context,
6536 const struct wined3d_state *state, DWORD state_id)
6538 context->load_constants = 1;
6541 static const struct StateEntryTemplate glsl_fragment_pipe_state_template[] =
6543 {STATE_RENDER(WINED3D_RS_TEXTUREFACTOR), {STATE_RENDER(WINED3D_RS_TEXTUREFACTOR), glsl_fragment_pipe_invalidate_constants}, WINED3D_GL_EXT_NONE },
6544 {STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP), {STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6545 {STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_ARG1), {STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6546 {STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_ARG2), {STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6547 {STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_ARG0), {STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6548 {STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_OP), {STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6549 {STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_ARG1), {STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6550 {STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_ARG2), {STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6551 {STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_ARG0), {STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6552 {STATE_TEXTURESTAGE(0, WINED3D_TSS_RESULT_ARG), {STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6553 {STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT00), {STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT00), glsl_fragment_pipe_invalidate_constants}, WINED3D_GL_EXT_NONE },
6554 {STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT01), {STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6555 {STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT10), {STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6556 {STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT11), {STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6557 {STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_LSCALE), {STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_LSCALE), glsl_fragment_pipe_invalidate_constants}, WINED3D_GL_EXT_NONE },
6558 {STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_LOFFSET), {STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_LSCALE), NULL }, WINED3D_GL_EXT_NONE },
6559 {STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_OP), {STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6560 {STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_ARG1), {STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6561 {STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_ARG2), {STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6562 {STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_ARG0), {STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6563 {STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_OP), {STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6564 {STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_ARG1), {STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6565 {STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_ARG2), {STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6566 {STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_ARG0), {STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6567 {STATE_TEXTURESTAGE(1, WINED3D_TSS_RESULT_ARG), {STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6568 {STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT00), {STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT00), glsl_fragment_pipe_invalidate_constants}, WINED3D_GL_EXT_NONE },
6569 {STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT01), {STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6570 {STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT10), {STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6571 {STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT11), {STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6572 {STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_LSCALE), {STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_LSCALE), glsl_fragment_pipe_invalidate_constants}, WINED3D_GL_EXT_NONE },
6573 {STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_LOFFSET), {STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_LSCALE), NULL }, WINED3D_GL_EXT_NONE },
6574 {STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_OP), {STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6575 {STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_ARG1), {STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6576 {STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_ARG2), {STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6577 {STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_ARG0), {STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6578 {STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_OP), {STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6579 {STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_ARG1), {STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6580 {STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_ARG2), {STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6581 {STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_ARG0), {STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6582 {STATE_TEXTURESTAGE(2, WINED3D_TSS_RESULT_ARG), {STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6583 {STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT00), {STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT00), glsl_fragment_pipe_invalidate_constants}, WINED3D_GL_EXT_NONE },
6584 {STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT01), {STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6585 {STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT10), {STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6586 {STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT11), {STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6587 {STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_LSCALE), {STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_LSCALE), glsl_fragment_pipe_invalidate_constants}, WINED3D_GL_EXT_NONE },
6588 {STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_LOFFSET), {STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_LSCALE), NULL }, WINED3D_GL_EXT_NONE },
6589 {STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_OP), {STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6590 {STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_ARG1), {STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6591 {STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_ARG2), {STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6592 {STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_ARG0), {STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6593 {STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_OP), {STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6594 {STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_ARG1), {STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6595 {STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_ARG2), {STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6596 {STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_ARG0), {STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6597 {STATE_TEXTURESTAGE(3, WINED3D_TSS_RESULT_ARG), {STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6598 {STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT00), {STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT00), glsl_fragment_pipe_invalidate_constants}, WINED3D_GL_EXT_NONE },
6599 {STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT01), {STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6600 {STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT10), {STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6601 {STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT11), {STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6602 {STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_LSCALE), {STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_LSCALE), glsl_fragment_pipe_invalidate_constants}, WINED3D_GL_EXT_NONE },
6603 {STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_LOFFSET), {STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_LSCALE), NULL }, WINED3D_GL_EXT_NONE },
6604 {STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_OP), {STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6605 {STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_ARG1), {STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6606 {STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_ARG2), {STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6607 {STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_ARG0), {STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6608 {STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_OP), {STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6609 {STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_ARG1), {STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6610 {STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_ARG2), {STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6611 {STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_ARG0), {STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6612 {STATE_TEXTURESTAGE(4, WINED3D_TSS_RESULT_ARG), {STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6613 {STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT00), {STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT00), glsl_fragment_pipe_invalidate_constants}, WINED3D_GL_EXT_NONE },
6614 {STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT01), {STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6615 {STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT10), {STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6616 {STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT11), {STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6617 {STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_LSCALE), {STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_LSCALE), glsl_fragment_pipe_invalidate_constants}, WINED3D_GL_EXT_NONE },
6618 {STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_LOFFSET), {STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_LSCALE), NULL }, WINED3D_GL_EXT_NONE },
6619 {STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_OP), {STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6620 {STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_ARG1), {STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6621 {STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_ARG2), {STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6622 {STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_ARG0), {STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6623 {STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_OP), {STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6624 {STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_ARG1), {STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6625 {STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_ARG2), {STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6626 {STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_ARG0), {STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6627 {STATE_TEXTURESTAGE(5, WINED3D_TSS_RESULT_ARG), {STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6628 {STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT00), {STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT00), glsl_fragment_pipe_invalidate_constants}, WINED3D_GL_EXT_NONE },
6629 {STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT01), {STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6630 {STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT10), {STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6631 {STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT11), {STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6632 {STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_LSCALE), {STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_LSCALE), glsl_fragment_pipe_invalidate_constants}, WINED3D_GL_EXT_NONE },
6633 {STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_LOFFSET), {STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_LSCALE), NULL }, WINED3D_GL_EXT_NONE },
6634 {STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_OP), {STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6635 {STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_ARG1), {STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6636 {STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_ARG2), {STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6637 {STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_ARG0), {STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6638 {STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_OP), {STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6639 {STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_ARG1), {STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6640 {STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_ARG2), {STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6641 {STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_ARG0), {STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6642 {STATE_TEXTURESTAGE(6, WINED3D_TSS_RESULT_ARG), {STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6643 {STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT00), {STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT00), glsl_fragment_pipe_invalidate_constants}, WINED3D_GL_EXT_NONE },
6644 {STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT01), {STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6645 {STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT10), {STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6646 {STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT11), {STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6647 {STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_LSCALE), {STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_LSCALE), glsl_fragment_pipe_invalidate_constants}, WINED3D_GL_EXT_NONE },
6648 {STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_LOFFSET), {STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_LSCALE), NULL }, WINED3D_GL_EXT_NONE },
6649 {STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_OP), {STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6650 {STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_ARG1), {STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6651 {STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_ARG2), {STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6652 {STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_ARG0), {STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6653 {STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_OP), {STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6654 {STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_ARG1), {STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6655 {STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_ARG2), {STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6656 {STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_ARG0), {STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6657 {STATE_TEXTURESTAGE(7, WINED3D_TSS_RESULT_ARG), {STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6658 {STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT00), {STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT00), glsl_fragment_pipe_invalidate_constants}, WINED3D_GL_EXT_NONE },
6659 {STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT01), {STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6660 {STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT10), {STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6661 {STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT11), {STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6662 {STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_LSCALE), {STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_LSCALE), glsl_fragment_pipe_invalidate_constants}, WINED3D_GL_EXT_NONE },
6663 {STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_LOFFSET), {STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_LSCALE), NULL }, WINED3D_GL_EXT_NONE },
6664 {STATE_PIXELSHADER, {STATE_PIXELSHADER, glsl_fragment_pipe_shader }, WINED3D_GL_EXT_NONE },
6665 {STATE_RENDER(WINED3D_RS_FOGENABLE), {STATE_RENDER(WINED3D_RS_FOGENABLE), glsl_fragment_pipe_fog }, WINED3D_GL_EXT_NONE },
6666 {STATE_RENDER(WINED3D_RS_FOGTABLEMODE), {STATE_RENDER(WINED3D_RS_FOGENABLE), NULL }, WINED3D_GL_EXT_NONE },
6667 {STATE_RENDER(WINED3D_RS_FOGVERTEXMODE), {STATE_RENDER(WINED3D_RS_FOGENABLE), NULL }, WINED3D_GL_EXT_NONE },
6668 {STATE_RENDER(WINED3D_RS_FOGSTART), {STATE_RENDER(WINED3D_RS_FOGSTART), state_fogstartend }, WINED3D_GL_EXT_NONE },
6669 {STATE_RENDER(WINED3D_RS_FOGEND), {STATE_RENDER(WINED3D_RS_FOGSTART), NULL }, WINED3D_GL_EXT_NONE },
6670 {STATE_RENDER(WINED3D_RS_SRGBWRITEENABLE), {STATE_RENDER(WINED3D_RS_SRGBWRITEENABLE), state_srgbwrite }, ARB_FRAMEBUFFER_SRGB},
6671 {STATE_RENDER(WINED3D_RS_SRGBWRITEENABLE), {STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6672 {STATE_RENDER(WINED3D_RS_FOGCOLOR), {STATE_RENDER(WINED3D_RS_FOGCOLOR), state_fogcolor }, WINED3D_GL_EXT_NONE },
6673 {STATE_RENDER(WINED3D_RS_FOGDENSITY), {STATE_RENDER(WINED3D_RS_FOGDENSITY), state_fogdensity }, WINED3D_GL_EXT_NONE },
6674 {STATE_TEXTURESTAGE(0,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(0, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), glsl_fragment_pipe_tex_transform }, WINED3D_GL_EXT_NONE },
6675 {STATE_TEXTURESTAGE(1,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(1, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), glsl_fragment_pipe_tex_transform }, WINED3D_GL_EXT_NONE },
6676 {STATE_TEXTURESTAGE(2,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(2, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), glsl_fragment_pipe_tex_transform }, WINED3D_GL_EXT_NONE },
6677 {STATE_TEXTURESTAGE(3,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(3, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), glsl_fragment_pipe_tex_transform }, WINED3D_GL_EXT_NONE },
6678 {STATE_TEXTURESTAGE(4,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(4, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), glsl_fragment_pipe_tex_transform }, WINED3D_GL_EXT_NONE },
6679 {STATE_TEXTURESTAGE(5,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(5, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), glsl_fragment_pipe_tex_transform }, WINED3D_GL_EXT_NONE },
6680 {STATE_TEXTURESTAGE(6,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(6, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), glsl_fragment_pipe_tex_transform }, WINED3D_GL_EXT_NONE },
6681 {STATE_TEXTURESTAGE(7,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(7, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), glsl_fragment_pipe_tex_transform }, WINED3D_GL_EXT_NONE },
6682 {STATE_RENDER(WINED3D_RS_SPECULARENABLE), {STATE_RENDER(WINED3D_RS_SPECULARENABLE), glsl_fragment_pipe_invalidate_constants}, WINED3D_GL_EXT_NONE },
6683 {0 /* Terminate */, {0, 0 }, WINED3D_GL_EXT_NONE },
6686 const struct fragment_pipeline glsl_fragment_pipe =
6688 glsl_fragment_pipe_enable,
6689 glsl_fragment_pipe_get_caps,
6690 glsl_fragment_pipe_alloc,
6691 glsl_fragment_pipe_free,
6692 shader_glsl_color_fixup_supported,
6693 glsl_fragment_pipe_state_template,