2 * GLSL pixel and vertex shader implementation
4 * Copyright 2006 Jason Green
5 * Copyright 2006-2007 Henri Verbeet
6 * Copyright 2007-2008 Stefan Dösinger for CodeWeavers
7 * Copyright 2009 Henri Verbeet for CodeWeavers
9 * This library is free software; you can redistribute it and/or
10 * modify it under the terms of the GNU Lesser General Public
11 * License as published by the Free Software Foundation; either
12 * version 2.1 of the License, or (at your option) any later version.
14 * This library is distributed in the hope that it will be useful,
15 * but WITHOUT ANY WARRANTY; without even the implied warranty of
16 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
17 * Lesser General Public License for more details.
19 * You should have received a copy of the GNU Lesser General Public
20 * License along with this library; if not, write to the Free Software
21 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
25 * D3D shader asm has swizzles on source parameters, and write masks for
26 * destination parameters. GLSL uses swizzles for both. The result of this is
27 * that for example "mov dst.xw, src.zyxw" becomes "dst.xw = src.zw" in GLSL.
28 * Ie, to generate a proper GLSL source swizzle, we need to take the D3D write
29 * mask for the destination parameter into account.
35 #include "wined3d_private.h"
37 WINE_DEFAULT_DEBUG_CHANNEL(d3d_shader
);
38 WINE_DECLARE_DEBUG_CHANNEL(d3d_constants
);
39 WINE_DECLARE_DEBUG_CHANNEL(d3d_caps
);
40 WINE_DECLARE_DEBUG_CHANNEL(d3d
);
42 #define GLINFO_LOCATION (*gl_info)
44 #define WINED3D_GLSL_SAMPLE_PROJECTED 0x1
45 #define WINED3D_GLSL_SAMPLE_RECT 0x2
46 #define WINED3D_GLSL_SAMPLE_LOD 0x4
47 #define WINED3D_GLSL_SAMPLE_GRAD 0x8
62 } glsl_sample_function_t
;
66 HEAP_NODE_TRAVERSE_LEFT
,
67 HEAP_NODE_TRAVERSE_RIGHT
,
79 struct constant_entry
*entries
;
80 unsigned int *positions
;
84 /* GLSL shader private data */
85 struct shader_glsl_priv
{
86 struct wine_rb_tree program_lookup
;
87 struct glsl_shader_prog_link
*glsl_program
;
88 struct constant_heap vconst_heap
;
89 struct constant_heap pconst_heap
;
91 GLhandleARB depth_blt_program
[tex_type_count
];
92 UINT next_constant_version
;
95 /* Struct to maintain data about a linked GLSL program */
96 struct glsl_shader_prog_link
{
97 struct wine_rb_entry program_lookup_entry
;
98 struct list vshader_entry
;
99 struct list pshader_entry
;
100 GLhandleARB programId
;
101 GLint
*vuniformF_locations
;
102 GLint
*puniformF_locations
;
103 GLint vuniformI_locations
[MAX_CONST_I
];
104 GLint puniformI_locations
[MAX_CONST_I
];
105 GLint posFixup_location
;
106 GLint np2Fixup_location
[MAX_FRAGMENT_SAMPLERS
];
107 GLint bumpenvmat_location
[MAX_TEXTURES
];
108 GLint luminancescale_location
[MAX_TEXTURES
];
109 GLint luminanceoffset_location
[MAX_TEXTURES
];
110 GLint ycorrection_location
;
111 GLenum vertex_color_clamp
;
112 IWineD3DVertexShader
*vshader
;
113 IWineD3DPixelShader
*pshader
;
114 struct vs_compile_args vs_args
;
115 struct ps_compile_args ps_args
;
116 UINT constant_version
;
120 IWineD3DVertexShader
*vshader
;
121 IWineD3DPixelShader
*pshader
;
122 struct ps_compile_args ps_args
;
123 struct vs_compile_args vs_args
;
124 } glsl_program_key_t
;
126 struct shader_glsl_ctx_priv
{
127 const struct vs_compile_args
*cur_vs_args
;
128 const struct ps_compile_args
*cur_ps_args
;
131 struct glsl_ps_compiled_shader
133 struct ps_compile_args args
;
137 struct glsl_pshader_private
139 struct glsl_ps_compiled_shader
*gl_shaders
;
140 UINT num_gl_shaders
, shader_array_size
;
143 struct glsl_vs_compiled_shader
145 struct vs_compile_args args
;
149 struct glsl_vshader_private
151 struct glsl_vs_compiled_shader
*gl_shaders
;
152 UINT num_gl_shaders
, shader_array_size
;
155 /* Extract a line from the info log.
156 * Note that this modifies the source string. */
157 static char *get_info_log_line(char **ptr
)
162 if (!(q
= strstr(p
, "\n")))
164 if (!*p
) return NULL
;
174 /** Prints the GLSL info log which will contain error messages if they exist */
175 /* GL locking is done by the caller */
176 static void print_glsl_info_log(const WineD3D_GL_Info
*gl_info
, GLhandleARB obj
)
178 int infologLength
= 0;
183 static const char * const spam
[] =
185 "Vertex shader was successfully compiled to run on hardware.\n", /* fglrx */
186 "Fragment shader was successfully compiled to run on hardware.\n", /* fglrx */
187 "Fragment shader(s) linked, vertex shader(s) linked. \n ", /* fglrx, with \n */
188 "Fragment shader(s) linked, vertex shader(s) linked.", /* fglrx, no \n */
189 "Vertex shader(s) linked, no fragment shader(s) defined. \n ", /* fglrx, with \n */
190 "Vertex shader(s) linked, no fragment shader(s) defined.", /* fglrx, no \n */
191 "Fragment shader was successfully compiled to run on hardware.\n"
192 "WARNING: 0:2: extension 'GL_ARB_draw_buffers' is not supported",
193 "Fragment shader(s) linked, no vertex shader(s) defined.", /* fglrx, no \n */
194 "Fragment shader(s) linked, no vertex shader(s) defined. \n ", /* fglrx, with \n */
195 "WARNING: 0:2: extension 'GL_ARB_draw_buffers' is not supported\n" /* MacOS ati */
198 if (!TRACE_ON(d3d_shader
) && !FIXME_ON(d3d_shader
)) return;
200 GL_EXTCALL(glGetObjectParameterivARB(obj
,
201 GL_OBJECT_INFO_LOG_LENGTH_ARB
,
204 /* A size of 1 is just a null-terminated string, so the log should be bigger than
205 * that if there are errors. */
206 if (infologLength
> 1)
210 /* Fglrx doesn't terminate the string properly, but it tells us the proper length.
211 * So use HEAP_ZERO_MEMORY to avoid uninitialized bytes
213 infoLog
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, infologLength
);
214 GL_EXTCALL(glGetInfoLogARB(obj
, infologLength
, NULL
, infoLog
));
217 for(i
= 0; i
< sizeof(spam
) / sizeof(spam
[0]); i
++) {
218 if(strcmp(infoLog
, spam
[i
]) == 0) {
227 TRACE("Spam received from GLSL shader #%u:\n", obj
);
228 while ((line
= get_info_log_line(&ptr
))) TRACE(" %s\n", line
);
232 FIXME("Error received from GLSL shader #%u:\n", obj
);
233 while ((line
= get_info_log_line(&ptr
))) FIXME(" %s\n", line
);
235 HeapFree(GetProcessHeap(), 0, infoLog
);
240 * Loads (pixel shader) samplers
242 /* GL locking is done by the caller */
243 static void shader_glsl_load_psamplers(const WineD3D_GL_Info
*gl_info
, DWORD
*tex_unit_map
, GLhandleARB programId
)
247 char sampler_name
[20];
249 for (i
= 0; i
< MAX_FRAGMENT_SAMPLERS
; ++i
) {
250 snprintf(sampler_name
, sizeof(sampler_name
), "Psampler%d", i
);
251 name_loc
= GL_EXTCALL(glGetUniformLocationARB(programId
, sampler_name
));
252 if (name_loc
!= -1) {
253 DWORD mapped_unit
= tex_unit_map
[i
];
254 if (mapped_unit
!= WINED3D_UNMAPPED_STAGE
&& mapped_unit
< GL_LIMITS(fragment_samplers
))
256 TRACE("Loading %s for texture %d\n", sampler_name
, mapped_unit
);
257 GL_EXTCALL(glUniform1iARB(name_loc
, mapped_unit
));
258 checkGLcall("glUniform1iARB");
260 ERR("Trying to load sampler %s on unsupported unit %d\n", sampler_name
, mapped_unit
);
266 /* GL locking is done by the caller */
267 static void shader_glsl_load_vsamplers(const WineD3D_GL_Info
*gl_info
, DWORD
*tex_unit_map
, GLhandleARB programId
)
270 char sampler_name
[20];
273 for (i
= 0; i
< MAX_VERTEX_SAMPLERS
; ++i
) {
274 snprintf(sampler_name
, sizeof(sampler_name
), "Vsampler%d", i
);
275 name_loc
= GL_EXTCALL(glGetUniformLocationARB(programId
, sampler_name
));
276 if (name_loc
!= -1) {
277 DWORD mapped_unit
= tex_unit_map
[MAX_FRAGMENT_SAMPLERS
+ i
];
278 if (mapped_unit
!= WINED3D_UNMAPPED_STAGE
&& mapped_unit
< GL_LIMITS(combined_samplers
))
280 TRACE("Loading %s for texture %d\n", sampler_name
, mapped_unit
);
281 GL_EXTCALL(glUniform1iARB(name_loc
, mapped_unit
));
282 checkGLcall("glUniform1iARB");
284 ERR("Trying to load sampler %s on unsupported unit %d\n", sampler_name
, mapped_unit
);
290 /* GL locking is done by the caller */
291 static inline void walk_constant_heap(const WineD3D_GL_Info
*gl_info
, const float *constants
,
292 const GLint
*constant_locations
, const struct constant_heap
*heap
, unsigned char *stack
, DWORD version
)
295 unsigned int heap_idx
= 1;
298 if (heap
->entries
[heap_idx
].version
<= version
) return;
300 idx
= heap
->entries
[heap_idx
].idx
;
301 if (constant_locations
[idx
] != -1) GL_EXTCALL(glUniform4fvARB(constant_locations
[idx
], 1, &constants
[idx
* 4]));
302 stack
[stack_idx
] = HEAP_NODE_TRAVERSE_LEFT
;
304 while (stack_idx
>= 0)
306 /* Note that we fall through to the next case statement. */
307 switch(stack
[stack_idx
])
309 case HEAP_NODE_TRAVERSE_LEFT
:
311 unsigned int left_idx
= heap_idx
<< 1;
312 if (left_idx
< heap
->size
&& heap
->entries
[left_idx
].version
> version
)
315 idx
= heap
->entries
[heap_idx
].idx
;
316 if (constant_locations
[idx
] != -1)
317 GL_EXTCALL(glUniform4fvARB(constant_locations
[idx
], 1, &constants
[idx
* 4]));
319 stack
[stack_idx
++] = HEAP_NODE_TRAVERSE_RIGHT
;
320 stack
[stack_idx
] = HEAP_NODE_TRAVERSE_LEFT
;
325 case HEAP_NODE_TRAVERSE_RIGHT
:
327 unsigned int right_idx
= (heap_idx
<< 1) + 1;
328 if (right_idx
< heap
->size
&& heap
->entries
[right_idx
].version
> version
)
330 heap_idx
= right_idx
;
331 idx
= heap
->entries
[heap_idx
].idx
;
332 if (constant_locations
[idx
] != -1)
333 GL_EXTCALL(glUniform4fvARB(constant_locations
[idx
], 1, &constants
[idx
* 4]));
335 stack
[stack_idx
++] = HEAP_NODE_POP
;
336 stack
[stack_idx
] = HEAP_NODE_TRAVERSE_LEFT
;
349 checkGLcall("walk_constant_heap()");
352 /* GL locking is done by the caller */
353 static inline void apply_clamped_constant(const WineD3D_GL_Info
*gl_info
, GLint location
, const GLfloat
*data
)
355 GLfloat clamped_constant
[4];
357 if (location
== -1) return;
359 clamped_constant
[0] = data
[0] < -1.0f
? -1.0f
: data
[0] > 1.0 ? 1.0 : data
[0];
360 clamped_constant
[1] = data
[1] < -1.0f
? -1.0f
: data
[1] > 1.0 ? 1.0 : data
[1];
361 clamped_constant
[2] = data
[2] < -1.0f
? -1.0f
: data
[2] > 1.0 ? 1.0 : data
[2];
362 clamped_constant
[3] = data
[3] < -1.0f
? -1.0f
: data
[3] > 1.0 ? 1.0 : data
[3];
364 GL_EXTCALL(glUniform4fvARB(location
, 1, clamped_constant
));
367 /* GL locking is done by the caller */
368 static inline void walk_constant_heap_clamped(const WineD3D_GL_Info
*gl_info
, const float *constants
,
369 const GLint
*constant_locations
, const struct constant_heap
*heap
, unsigned char *stack
, DWORD version
)
372 unsigned int heap_idx
= 1;
375 if (heap
->entries
[heap_idx
].version
<= version
) return;
377 idx
= heap
->entries
[heap_idx
].idx
;
378 apply_clamped_constant(gl_info
, constant_locations
[idx
], &constants
[idx
* 4]);
379 stack
[stack_idx
] = HEAP_NODE_TRAVERSE_LEFT
;
381 while (stack_idx
>= 0)
383 /* Note that we fall through to the next case statement. */
384 switch(stack
[stack_idx
])
386 case HEAP_NODE_TRAVERSE_LEFT
:
388 unsigned int left_idx
= heap_idx
<< 1;
389 if (left_idx
< heap
->size
&& heap
->entries
[left_idx
].version
> version
)
392 idx
= heap
->entries
[heap_idx
].idx
;
393 apply_clamped_constant(gl_info
, constant_locations
[idx
], &constants
[idx
* 4]);
395 stack
[stack_idx
++] = HEAP_NODE_TRAVERSE_RIGHT
;
396 stack
[stack_idx
] = HEAP_NODE_TRAVERSE_LEFT
;
401 case HEAP_NODE_TRAVERSE_RIGHT
:
403 unsigned int right_idx
= (heap_idx
<< 1) + 1;
404 if (right_idx
< heap
->size
&& heap
->entries
[right_idx
].version
> version
)
406 heap_idx
= right_idx
;
407 idx
= heap
->entries
[heap_idx
].idx
;
408 apply_clamped_constant(gl_info
, constant_locations
[idx
], &constants
[idx
* 4]);
410 stack
[stack_idx
++] = HEAP_NODE_POP
;
411 stack
[stack_idx
] = HEAP_NODE_TRAVERSE_LEFT
;
424 checkGLcall("walk_constant_heap_clamped()");
427 /* Loads floating point constants (aka uniforms) into the currently set GLSL program. */
428 /* GL locking is done by the caller */
429 static void shader_glsl_load_constantsF(IWineD3DBaseShaderImpl
*This
, const WineD3D_GL_Info
*gl_info
,
430 const float *constants
, const GLint
*constant_locations
, const struct constant_heap
*heap
,
431 unsigned char *stack
, UINT version
)
433 const local_constant
*lconst
;
435 /* 1.X pshaders have the constants clamped to [-1;1] implicitly. */
436 if (This
->baseShader
.reg_maps
.shader_version
.major
== 1
437 && shader_is_pshader_version(This
->baseShader
.reg_maps
.shader_version
.type
))
438 walk_constant_heap_clamped(gl_info
, constants
, constant_locations
, heap
, stack
, version
);
440 walk_constant_heap(gl_info
, constants
, constant_locations
, heap
, stack
, version
);
442 if (!This
->baseShader
.load_local_constsF
)
444 TRACE("No need to load local float constants for this shader\n");
448 /* Immediate constants are clamped to [-1;1] at shader creation time if needed */
449 LIST_FOR_EACH_ENTRY(lconst
, &This
->baseShader
.constantsF
, local_constant
, entry
)
451 GLint location
= constant_locations
[lconst
->idx
];
452 /* We found this uniform name in the program - go ahead and send the data */
453 if (location
!= -1) GL_EXTCALL(glUniform4fvARB(location
, 1, (const GLfloat
*)lconst
->value
));
455 checkGLcall("glUniform4fvARB()");
458 /* Loads integer constants (aka uniforms) into the currently set GLSL program. */
459 /* GL locking is done by the caller */
460 static void shader_glsl_load_constantsI(IWineD3DBaseShaderImpl
*This
, const WineD3D_GL_Info
*gl_info
,
461 const GLint locations
[MAX_CONST_I
], const int *constants
, WORD constants_set
)
466 for (i
= 0; constants_set
; constants_set
>>= 1, ++i
)
468 if (!(constants_set
& 1)) continue;
470 TRACE_(d3d_constants
)("Loading constants %u: %i, %i, %i, %i\n",
471 i
, constants
[i
*4], constants
[i
*4+1], constants
[i
*4+2], constants
[i
*4+3]);
473 /* We found this uniform name in the program - go ahead and send the data */
474 GL_EXTCALL(glUniform4ivARB(locations
[i
], 1, &constants
[i
*4]));
475 checkGLcall("glUniform4ivARB");
478 /* Load immediate constants */
479 ptr
= list_head(&This
->baseShader
.constantsI
);
481 const struct local_constant
*lconst
= LIST_ENTRY(ptr
, const struct local_constant
, entry
);
482 unsigned int idx
= lconst
->idx
;
483 const GLint
*values
= (const GLint
*)lconst
->value
;
485 TRACE_(d3d_constants
)("Loading local constants %i: %i, %i, %i, %i\n", idx
,
486 values
[0], values
[1], values
[2], values
[3]);
488 /* We found this uniform name in the program - go ahead and send the data */
489 GL_EXTCALL(glUniform4ivARB(locations
[idx
], 1, values
));
490 checkGLcall("glUniform4ivARB");
491 ptr
= list_next(&This
->baseShader
.constantsI
, ptr
);
495 /* Loads boolean constants (aka uniforms) into the currently set GLSL program. */
496 /* GL locking is done by the caller */
497 static void shader_glsl_load_constantsB(IWineD3DBaseShaderImpl
*This
, const WineD3D_GL_Info
*gl_info
,
498 GLhandleARB programId
, const BOOL
*constants
, WORD constants_set
)
503 char is_pshader
= shader_is_pshader_version(This
->baseShader
.reg_maps
.shader_version
.type
);
504 const char* prefix
= is_pshader
? "PB":"VB";
507 /* TODO: Benchmark and see if it would be beneficial to store the
508 * locations of the constants to avoid looking up each time */
509 for (i
= 0; constants_set
; constants_set
>>= 1, ++i
)
511 if (!(constants_set
& 1)) continue;
513 TRACE_(d3d_constants
)("Loading constants %i: %i;\n", i
, constants
[i
]);
515 /* TODO: Benchmark and see if it would be beneficial to store the
516 * locations of the constants to avoid looking up each time */
517 snprintf(tmp_name
, sizeof(tmp_name
), "%s[%i]", prefix
, i
);
518 tmp_loc
= GL_EXTCALL(glGetUniformLocationARB(programId
, tmp_name
));
521 /* We found this uniform name in the program - go ahead and send the data */
522 GL_EXTCALL(glUniform1ivARB(tmp_loc
, 1, &constants
[i
]));
523 checkGLcall("glUniform1ivARB");
527 /* Load immediate constants */
528 ptr
= list_head(&This
->baseShader
.constantsB
);
530 const struct local_constant
*lconst
= LIST_ENTRY(ptr
, const struct local_constant
, entry
);
531 unsigned int idx
= lconst
->idx
;
532 const GLint
*values
= (const GLint
*)lconst
->value
;
534 TRACE_(d3d_constants
)("Loading local constants %i: %i\n", idx
, values
[0]);
536 snprintf(tmp_name
, sizeof(tmp_name
), "%s[%i]", prefix
, idx
);
537 tmp_loc
= GL_EXTCALL(glGetUniformLocationARB(programId
, tmp_name
));
539 /* We found this uniform name in the program - go ahead and send the data */
540 GL_EXTCALL(glUniform1ivARB(tmp_loc
, 1, values
));
541 checkGLcall("glUniform1ivARB");
543 ptr
= list_next(&This
->baseShader
.constantsB
, ptr
);
547 static void reset_program_constant_version(struct wine_rb_entry
*entry
, void *context
)
549 WINE_RB_ENTRY_VALUE(entry
, struct glsl_shader_prog_link
, program_lookup_entry
)->constant_version
= 0;
553 * Loads the texture dimensions for NP2 fixup into the currently set GLSL program.
555 /* GL locking is done by the caller (state handler) */
556 static void shader_glsl_load_np2fixup_constants(
557 IWineD3DDevice
* device
,
559 char useVertexShader
) {
561 const IWineD3DDeviceImpl
* deviceImpl
= (const IWineD3DDeviceImpl
*) device
;
562 const struct glsl_shader_prog_link
* prog
= ((struct shader_glsl_priv
*)(deviceImpl
->shader_priv
))->glsl_program
;
565 /* No GLSL program set - nothing to do. */
569 if (!usePixelShader
) {
570 /* NP2 texcoord fixup is (currently) only done for pixelshaders. */
574 if (prog
->ps_args
.np2_fixup
) {
576 UINT fixup
= prog
->ps_args
.np2_fixup
;
577 const WineD3D_GL_Info
* gl_info
= &deviceImpl
->adapter
->gl_info
;
578 const IWineD3DStateBlockImpl
* stateBlock
= (const IWineD3DStateBlockImpl
*) deviceImpl
->stateBlock
;
580 for (i
= 0; fixup
; fixup
>>= 1, ++i
) {
581 if (-1 != prog
->np2Fixup_location
[i
]) {
582 const IWineD3DBaseTextureImpl
* const tex
= (const IWineD3DBaseTextureImpl
*) stateBlock
->textures
[i
];
584 FIXME("Nonexistent texture is flagged for NP2 texcoord fixup\n");
587 const float tex_dim
[2] = {tex
->baseTexture
.pow2Matrix
[0], tex
->baseTexture
.pow2Matrix
[5]};
588 GL_EXTCALL(glUniform2fvARB(prog
->np2Fixup_location
[i
], 1, tex_dim
));
596 * Loads the app-supplied constants into the currently set GLSL program.
598 /* GL locking is done by the caller (state handler) */
599 static void shader_glsl_load_constants(
600 IWineD3DDevice
* device
,
602 char useVertexShader
) {
604 IWineD3DDeviceImpl
* deviceImpl
= (IWineD3DDeviceImpl
*) device
;
605 struct shader_glsl_priv
*priv
= deviceImpl
->shader_priv
;
606 IWineD3DStateBlockImpl
* stateBlock
= deviceImpl
->stateBlock
;
607 const WineD3D_GL_Info
*gl_info
= &deviceImpl
->adapter
->gl_info
;
609 GLhandleARB programId
;
610 struct glsl_shader_prog_link
*prog
= priv
->glsl_program
;
611 UINT constant_version
;
615 /* No GLSL program set - nothing to do. */
618 programId
= prog
->programId
;
619 constant_version
= prog
->constant_version
;
621 if (useVertexShader
) {
622 IWineD3DBaseShaderImpl
* vshader
= (IWineD3DBaseShaderImpl
*) stateBlock
->vertexShader
;
624 /* Load DirectX 9 float constants/uniforms for vertex shader */
625 shader_glsl_load_constantsF(vshader
, gl_info
, stateBlock
->vertexShaderConstantF
,
626 prog
->vuniformF_locations
, &priv
->vconst_heap
, priv
->stack
, constant_version
);
628 /* Load DirectX 9 integer constants/uniforms for vertex shader */
629 shader_glsl_load_constantsI(vshader
, gl_info
, prog
->vuniformI_locations
, stateBlock
->vertexShaderConstantI
,
630 stateBlock
->changed
.vertexShaderConstantsI
& vshader
->baseShader
.reg_maps
.integer_constants
);
632 /* Load DirectX 9 boolean constants/uniforms for vertex shader */
633 shader_glsl_load_constantsB(vshader
, gl_info
, programId
, stateBlock
->vertexShaderConstantB
,
634 stateBlock
->changed
.vertexShaderConstantsB
& vshader
->baseShader
.reg_maps
.boolean_constants
);
636 /* Upload the position fixup params */
637 GL_EXTCALL(glUniform4fvARB(prog
->posFixup_location
, 1, &deviceImpl
->posFixup
[0]));
638 checkGLcall("glUniform4fvARB");
641 if (usePixelShader
) {
643 IWineD3DBaseShaderImpl
* pshader
= (IWineD3DBaseShaderImpl
*) stateBlock
->pixelShader
;
645 /* Load DirectX 9 float constants/uniforms for pixel shader */
646 shader_glsl_load_constantsF(pshader
, gl_info
, stateBlock
->pixelShaderConstantF
,
647 prog
->puniformF_locations
, &priv
->pconst_heap
, priv
->stack
, constant_version
);
649 /* Load DirectX 9 integer constants/uniforms for pixel shader */
650 shader_glsl_load_constantsI(pshader
, gl_info
, prog
->puniformI_locations
, stateBlock
->pixelShaderConstantI
,
651 stateBlock
->changed
.pixelShaderConstantsI
& pshader
->baseShader
.reg_maps
.integer_constants
);
653 /* Load DirectX 9 boolean constants/uniforms for pixel shader */
654 shader_glsl_load_constantsB(pshader
, gl_info
, programId
, stateBlock
->pixelShaderConstantB
,
655 stateBlock
->changed
.pixelShaderConstantsB
& pshader
->baseShader
.reg_maps
.boolean_constants
);
657 /* Upload the environment bump map matrix if needed. The needsbumpmat member specifies the texture stage to load the matrix from.
658 * It can't be 0 for a valid texbem instruction.
660 for(i
= 0; i
< ((IWineD3DPixelShaderImpl
*) pshader
)->numbumpenvmatconsts
; i
++) {
661 IWineD3DPixelShaderImpl
*ps
= (IWineD3DPixelShaderImpl
*) pshader
;
662 int stage
= ps
->luminanceconst
[i
].texunit
;
664 const float *data
= (const float *)&stateBlock
->textureState
[(int)ps
->bumpenvmatconst
[i
].texunit
][WINED3DTSS_BUMPENVMAT00
];
665 GL_EXTCALL(glUniformMatrix2fvARB(prog
->bumpenvmat_location
[i
], 1, 0, data
));
666 checkGLcall("glUniformMatrix2fvARB");
668 /* texbeml needs the luminance scale and offset too. If texbeml is used, needsbumpmat
669 * is set too, so we can check that in the needsbumpmat check
671 if(ps
->baseShader
.reg_maps
.luminanceparams
[stage
]) {
672 const GLfloat
*scale
= (const GLfloat
*)&stateBlock
->textureState
[stage
][WINED3DTSS_BUMPENVLSCALE
];
673 const GLfloat
*offset
= (const GLfloat
*)&stateBlock
->textureState
[stage
][WINED3DTSS_BUMPENVLOFFSET
];
675 GL_EXTCALL(glUniform1fvARB(prog
->luminancescale_location
[i
], 1, scale
));
676 checkGLcall("glUniform1fvARB");
677 GL_EXTCALL(glUniform1fvARB(prog
->luminanceoffset_location
[i
], 1, offset
));
678 checkGLcall("glUniform1fvARB");
682 if(((IWineD3DPixelShaderImpl
*) pshader
)->vpos_uniform
) {
683 float correction_params
[4];
684 if(deviceImpl
->render_offscreen
) {
685 correction_params
[0] = 0.0;
686 correction_params
[1] = 1.0;
688 /* position is window relative, not viewport relative */
689 correction_params
[0] = ((IWineD3DSurfaceImpl
*) deviceImpl
->render_targets
[0])->currentDesc
.Height
;
690 correction_params
[1] = -1.0;
692 GL_EXTCALL(glUniform4fvARB(prog
->ycorrection_location
, 1, correction_params
));
696 if (priv
->next_constant_version
== UINT_MAX
)
698 TRACE("Max constant version reached, resetting to 0.\n");
699 wine_rb_for_each_entry(&priv
->program_lookup
, reset_program_constant_version
, NULL
);
700 priv
->next_constant_version
= 1;
704 prog
->constant_version
= priv
->next_constant_version
++;
708 static inline void update_heap_entry(struct constant_heap
*heap
, unsigned int idx
,
709 unsigned int heap_idx
, DWORD new_version
)
711 struct constant_entry
*entries
= heap
->entries
;
712 unsigned int *positions
= heap
->positions
;
713 unsigned int parent_idx
;
717 parent_idx
= heap_idx
>> 1;
719 if (new_version
<= entries
[parent_idx
].version
) break;
721 entries
[heap_idx
] = entries
[parent_idx
];
722 positions
[entries
[parent_idx
].idx
] = heap_idx
;
723 heap_idx
= parent_idx
;
726 entries
[heap_idx
].version
= new_version
;
727 entries
[heap_idx
].idx
= idx
;
728 positions
[idx
] = heap_idx
;
731 static void shader_glsl_update_float_vertex_constants(IWineD3DDevice
*iface
, UINT start
, UINT count
)
733 IWineD3DDeviceImpl
*This
= (IWineD3DDeviceImpl
*)iface
;
734 struct shader_glsl_priv
*priv
= This
->shader_priv
;
735 struct constant_heap
*heap
= &priv
->vconst_heap
;
738 for (i
= start
; i
< count
+ start
; ++i
)
740 if (!This
->stateBlock
->changed
.vertexShaderConstantsF
[i
])
741 update_heap_entry(heap
, i
, heap
->size
++, priv
->next_constant_version
);
743 update_heap_entry(heap
, i
, heap
->positions
[i
], priv
->next_constant_version
);
747 static void shader_glsl_update_float_pixel_constants(IWineD3DDevice
*iface
, UINT start
, UINT count
)
749 IWineD3DDeviceImpl
*This
= (IWineD3DDeviceImpl
*)iface
;
750 struct shader_glsl_priv
*priv
= This
->shader_priv
;
751 struct constant_heap
*heap
= &priv
->pconst_heap
;
754 for (i
= start
; i
< count
+ start
; ++i
)
756 if (!This
->stateBlock
->changed
.pixelShaderConstantsF
[i
])
757 update_heap_entry(heap
, i
, heap
->size
++, priv
->next_constant_version
);
759 update_heap_entry(heap
, i
, heap
->positions
[i
], priv
->next_constant_version
);
763 static int vec4_varyings(DWORD shader_major
, const WineD3D_GL_Info
*gl_info
)
765 int ret
= GL_LIMITS(glsl_varyings
) / 4;
766 /* 4.0 shaders do not write clip coords because d3d10 does not support user clipplanes */
767 if(shader_major
> 3) return ret
;
769 /* 3.0 shaders may need an extra varying for the clip coord on some cards(mostly dx10 ones) */
770 if(gl_info
->glsl_clip_varying
) ret
-= 1;
774 /** Generate the variable & register declarations for the GLSL output target */
775 static void shader_generate_glsl_declarations(IWineD3DBaseShader
*iface
, const shader_reg_maps
*reg_maps
,
776 SHADER_BUFFER
*buffer
, const WineD3D_GL_Info
*gl_info
,
777 const struct ps_compile_args
*ps_args
)
779 IWineD3DBaseShaderImpl
* This
= (IWineD3DBaseShaderImpl
*) iface
;
780 IWineD3DDeviceImpl
*device
= (IWineD3DDeviceImpl
*) This
->baseShader
.device
;
781 unsigned int i
, extra_constants_needed
= 0;
782 const local_constant
*lconst
;
784 /* There are some minor differences between pixel and vertex shaders */
785 char pshader
= shader_is_pshader_version(reg_maps
->shader_version
.type
);
786 char prefix
= pshader
? 'P' : 'V';
788 /* Prototype the subroutines */
789 for (i
= 0; i
< This
->baseShader
.limits
.label
; i
++) {
790 if (reg_maps
->labels
[i
])
791 shader_addline(buffer
, "void subroutine%u();\n", i
);
794 /* Declare the constants (aka uniforms) */
795 if (This
->baseShader
.limits
.constant_float
> 0) {
796 unsigned max_constantsF
;
797 /* Unless the shader uses indirect addressing, always declare the maximum array size and ignore that we need some
798 * uniforms privately. E.g. if GL supports 256 uniforms, and we need 2 for the pos fixup and immediate values, still
799 * declare VC[256]. If the shader needs more uniforms than we have it won't work in any case. If it uses less, the
800 * compiler will figure out which uniforms are really used and strip them out. This allows a shader to use c255 on
801 * a dx9 card, as long as it doesn't also use all the other constants.
803 * If the shader uses indirect addressing the compiler must assume that all declared uniforms are used. In this case,
804 * declare only the amount that we're assured to have.
806 * Thus we run into problems in these two cases:
807 * 1) The shader really uses more uniforms than supported
808 * 2) The shader uses indirect addressing, less constants than supported, but uses a constant index > #supported consts
811 /* No indirect addressing here */
812 max_constantsF
= GL_LIMITS(pshader_constantsF
);
814 if(This
->baseShader
.reg_maps
.usesrelconstF
) {
815 /* Subtract the other potential uniforms from the max available (bools, ints, and 1 row of projection matrix).
816 * Subtract another uniform for immediate values, which have to be loaded via uniform by the driver as well.
817 * The shader code only uses 0.5, 2.0, 1.0, 128 and -128 in vertex shader code, so one vec4 should be enough
818 * (Unfortunately the Nvidia driver doesn't store 128 and -128 in one float).
820 * Writing gl_ClipPos requires one uniform for each clipplane as well.
822 max_constantsF
= GL_LIMITS(vshader_constantsF
) - 3 - GL_LIMITS(clipplanes
);
823 max_constantsF
-= count_bits(This
->baseShader
.reg_maps
.integer_constants
);
824 /* Strictly speaking a bool only uses one scalar, but the nvidia(Linux) compiler doesn't pack them properly,
825 * so each scalar requires a full vec4. We could work around this by packing the booleans ourselves, but
826 * for now take this into account when calculating the number of available constants
828 max_constantsF
-= count_bits(This
->baseShader
.reg_maps
.boolean_constants
);
829 /* Set by driver quirks in directx.c */
830 max_constantsF
-= GLINFO_LOCATION
.reserved_glsl_constants
;
832 max_constantsF
= GL_LIMITS(vshader_constantsF
);
835 max_constantsF
= min(This
->baseShader
.limits
.constant_float
, max_constantsF
);
836 shader_addline(buffer
, "uniform vec4 %cC[%u];\n", prefix
, max_constantsF
);
839 /* Always declare the full set of constants, the compiler can remove the unused ones because d3d doesn't(yet)
840 * support indirect int and bool constant addressing. This avoids problems if the app uses e.g. i0 and i9.
842 if (This
->baseShader
.limits
.constant_int
> 0 && This
->baseShader
.reg_maps
.integer_constants
)
843 shader_addline(buffer
, "uniform ivec4 %cI[%u];\n", prefix
, This
->baseShader
.limits
.constant_int
);
845 if (This
->baseShader
.limits
.constant_bool
> 0 && This
->baseShader
.reg_maps
.boolean_constants
)
846 shader_addline(buffer
, "uniform bool %cB[%u];\n", prefix
, This
->baseShader
.limits
.constant_bool
);
849 shader_addline(buffer
, "uniform vec4 posFixup;\n");
850 /* Predeclaration; This function is added at link time based on the pixel shader.
851 * VS 3.0 shaders have an array OUT[] the shader writes to, earlier versions don't have
852 * that. We know the input to the reorder function at vertex shader compile time, so
853 * we can deal with that. The reorder function for a 1.x and 2.x vertex shader can just
854 * read gl_FrontColor. The output depends on the pixel shader. The reorder function for a
855 * 1.x and 2.x pshader or for fixed function will write gl_FrontColor, and for a 3.0 shader
856 * it will write to the varying array. Here we depend on the shader optimizer on sorting that
857 * out. The nvidia driver only does that if the parameter is inout instead of out, hence the
860 if (reg_maps
->shader_version
.major
>= 3)
862 shader_addline(buffer
, "void order_ps_input(in vec4[%u]);\n", MAX_REG_OUTPUT
);
864 shader_addline(buffer
, "void order_ps_input();\n");
867 IWineD3DPixelShaderImpl
*ps_impl
= (IWineD3DPixelShaderImpl
*) This
;
869 ps_impl
->numbumpenvmatconsts
= 0;
870 for(i
= 0; i
< (sizeof(reg_maps
->bumpmat
) / sizeof(reg_maps
->bumpmat
[0])); i
++) {
871 if(!reg_maps
->bumpmat
[i
]) {
875 ps_impl
->bumpenvmatconst
[(int) ps_impl
->numbumpenvmatconsts
].texunit
= i
;
876 shader_addline(buffer
, "uniform mat2 bumpenvmat%d;\n", i
);
878 if(reg_maps
->luminanceparams
) {
879 ps_impl
->luminanceconst
[(int) ps_impl
->numbumpenvmatconsts
].texunit
= i
;
880 shader_addline(buffer
, "uniform float luminancescale%d;\n", i
);
881 shader_addline(buffer
, "uniform float luminanceoffset%d;\n", i
);
882 extra_constants_needed
++;
884 ps_impl
->luminanceconst
[(int) ps_impl
->numbumpenvmatconsts
].texunit
= -1;
887 extra_constants_needed
++;
888 ps_impl
->numbumpenvmatconsts
++;
891 if(ps_args
->srgb_correction
) {
892 shader_addline(buffer
, "const vec4 srgb_mul_low = vec4(%f, %f, %f, %f);\n",
893 srgb_mul_low
, srgb_mul_low
, srgb_mul_low
, srgb_mul_low
);
894 shader_addline(buffer
, "const vec4 srgb_comparison = vec4(%f, %f, %f, %f);\n",
895 srgb_cmp
, srgb_cmp
, srgb_cmp
, srgb_cmp
);
897 if(reg_maps
->vpos
|| reg_maps
->usesdsy
) {
898 if(This
->baseShader
.limits
.constant_float
+ extra_constants_needed
+ 1 < GL_LIMITS(pshader_constantsF
)) {
899 shader_addline(buffer
, "uniform vec4 ycorrection;\n");
900 ((IWineD3DPixelShaderImpl
*) This
)->vpos_uniform
= 1;
901 extra_constants_needed
++;
903 /* This happens because we do not have proper tracking of the constant registers that are
904 * actually used, only the max limit of the shader version
906 FIXME("Cannot find a free uniform for vpos correction params\n");
907 shader_addline(buffer
, "const vec4 ycorrection = vec4(%f, %f, 0.0, 0.0);\n",
908 device
->render_offscreen
? 0.0 : ((IWineD3DSurfaceImpl
*) device
->render_targets
[0])->currentDesc
.Height
,
909 device
->render_offscreen
? 1.0 : -1.0);
911 shader_addline(buffer
, "vec4 vpos;\n");
915 /* Declare texture samplers */
916 for (i
= 0; i
< This
->baseShader
.limits
.sampler
; i
++) {
917 if (reg_maps
->sampler_type
[i
])
919 switch (reg_maps
->sampler_type
[i
])
922 shader_addline(buffer
, "uniform sampler1D %csampler%u;\n", prefix
, i
);
925 if(device
->stateBlock
->textures
[i
] &&
926 IWineD3DBaseTexture_GetTextureDimensions(device
->stateBlock
->textures
[i
]) == GL_TEXTURE_RECTANGLE_ARB
) {
927 shader_addline(buffer
, "uniform sampler2DRect %csampler%u;\n", prefix
, i
);
929 shader_addline(buffer
, "uniform sampler2D %csampler%u;\n", prefix
, i
);
932 if (pshader
&& ps_args
->np2_fixup
& (1 << i
))
934 /* NP2/RECT textures in OpenGL use texcoords in the range [0,width]x[0,height]
935 * while D3D has them in the (normalized) [0,1]x[0,1] range.
936 * samplerNP2Fixup stores texture dimensions and is updated through
937 * shader_glsl_load_np2fixup_constants when the sampler changes. */
938 shader_addline(buffer
, "uniform vec2 %csamplerNP2Fixup%u;\n", prefix
, i
);
941 case WINED3DSTT_CUBE
:
942 shader_addline(buffer
, "uniform samplerCube %csampler%u;\n", prefix
, i
);
944 case WINED3DSTT_VOLUME
:
945 shader_addline(buffer
, "uniform sampler3D %csampler%u;\n", prefix
, i
);
948 shader_addline(buffer
, "uniform unsupported_sampler %csampler%u;\n", prefix
, i
);
949 FIXME("Unrecognized sampler type: %#x\n", reg_maps
->sampler_type
[i
]);
955 /* Declare address variables */
956 for (i
= 0; i
< This
->baseShader
.limits
.address
; i
++) {
957 if (reg_maps
->address
[i
])
958 shader_addline(buffer
, "ivec4 A%d;\n", i
);
961 /* Declare texture coordinate temporaries and initialize them */
962 for (i
= 0; i
< This
->baseShader
.limits
.texcoord
; i
++) {
963 if (reg_maps
->texcoord
[i
])
964 shader_addline(buffer
, "vec4 T%u = gl_TexCoord[%u];\n", i
, i
);
967 /* Declare input register varyings. Only pixel shader, vertex shaders have that declared in the
968 * helper function shader that is linked in at link time
970 if (pshader
&& reg_maps
->shader_version
.major
>= 3)
972 if (use_vs(device
->stateBlock
))
974 shader_addline(buffer
, "varying vec4 IN[%u];\n", vec4_varyings(reg_maps
->shader_version
.major
, gl_info
));
976 /* TODO: Write a replacement shader for the fixed function vertex pipeline, so this isn't needed.
977 * For fixed function vertex processing + 3.0 pixel shader we need a separate function in the
978 * pixel shader that reads the fixed function color into the packed input registers.
980 shader_addline(buffer
, "vec4 IN[%u];\n", vec4_varyings(reg_maps
->shader_version
.major
, gl_info
));
984 /* Declare output register temporaries */
985 if(This
->baseShader
.limits
.packed_output
) {
986 shader_addline(buffer
, "vec4 OUT[%u];\n", This
->baseShader
.limits
.packed_output
);
989 /* Declare temporary variables */
990 for(i
= 0; i
< This
->baseShader
.limits
.temporary
; i
++) {
991 if (reg_maps
->temporary
[i
])
992 shader_addline(buffer
, "vec4 R%u;\n", i
);
995 /* Declare attributes */
996 if (reg_maps
->shader_version
.type
== WINED3D_SHADER_TYPE_VERTEX
)
998 WORD map
= reg_maps
->input_registers
;
1000 for (i
= 0; map
; map
>>= 1, ++i
)
1002 if (!(map
& 1)) continue;
1004 shader_addline(buffer
, "attribute vec4 attrib%i;\n", i
);
1008 /* Declare loop registers aLx */
1009 for (i
= 0; i
< reg_maps
->loop_depth
; i
++) {
1010 shader_addline(buffer
, "int aL%u;\n", i
);
1011 shader_addline(buffer
, "int tmpInt%u;\n", i
);
1014 /* Temporary variables for matrix operations */
1015 shader_addline(buffer
, "vec4 tmp0;\n");
1016 shader_addline(buffer
, "vec4 tmp1;\n");
1018 /* Local constants use a different name so they can be loaded once at shader link time
1019 * They can't be hardcoded into the shader text via LC = {x, y, z, w}; because the
1020 * float -> string conversion can cause precision loss.
1022 if(!This
->baseShader
.load_local_constsF
) {
1023 LIST_FOR_EACH_ENTRY(lconst
, &This
->baseShader
.constantsF
, local_constant
, entry
) {
1024 shader_addline(buffer
, "uniform vec4 %cLC%u;\n", prefix
, lconst
->idx
);
1028 /* Start the main program */
1029 shader_addline(buffer
, "void main() {\n");
1030 if(pshader
&& reg_maps
->vpos
) {
1031 /* DirectX apps expect integer values, while OpenGL drivers add approximately 0.5. This causes
1032 * off-by-one problems as spotted by the vPos d3d9 visual test. Unfortunately the ATI cards do
1033 * not add exactly 0.5, but rather something like 0.49999999 or 0.50000001, which still causes
1034 * precision troubles when we just substract 0.5.
1036 * To deal with that just floor() the position. This will eliminate the fraction on all cards.
1038 * TODO: Test how that behaves with multisampling once we can enable multisampling in winex11.
1040 * An advantage of floor is that it works even if the driver doesn't add 1/2. It is somewhat
1041 * questionable if 1.5, 2.5, ... are the proper values to return in gl_FragCoord, even though
1042 * coordinates specify the pixel centers instead of the pixel corners. This code will behave
1043 * correctly on drivers that returns integer values.
1045 shader_addline(buffer
, "vpos = floor(vec4(0, ycorrection[0], 0, 0) + gl_FragCoord * vec4(1, ycorrection[1], 1, 1));\n");
1049 /*****************************************************************************
1050 * Functions to generate GLSL strings from DirectX Shader bytecode begin here.
1052 * For more information, see http://wiki.winehq.org/DirectX-Shaders
1053 ****************************************************************************/
1056 static void shader_glsl_add_src_param(const struct wined3d_shader_instruction
*ins
,
1057 const struct wined3d_shader_src_param
*wined3d_src
, DWORD mask
, glsl_src_param_t
*glsl_src
);
1059 /** Used for opcode modifiers - They multiply the result by the specified amount */
1060 static const char * const shift_glsl_tab
[] = {
1062 "2.0 * ", /* 1 (x2) */
1063 "4.0 * ", /* 2 (x4) */
1064 "8.0 * ", /* 3 (x8) */
1065 "16.0 * ", /* 4 (x16) */
1066 "32.0 * ", /* 5 (x32) */
1073 "0.0625 * ", /* 12 (d16) */
1074 "0.125 * ", /* 13 (d8) */
1075 "0.25 * ", /* 14 (d4) */
1076 "0.5 * " /* 15 (d2) */
1079 /* Generate a GLSL parameter that does the input modifier computation and return the input register/mask to use */
1080 static void shader_glsl_gen_modifier(DWORD src_modifier
, const char *in_reg
, const char *in_regswizzle
, char *out_str
)
1084 switch (src_modifier
)
1086 case WINED3DSPSM_DZ
: /* Need to handle this in the instructions itself (texld & texcrd). */
1087 case WINED3DSPSM_DW
:
1088 case WINED3DSPSM_NONE
:
1089 sprintf(out_str
, "%s%s", in_reg
, in_regswizzle
);
1091 case WINED3DSPSM_NEG
:
1092 sprintf(out_str
, "-%s%s", in_reg
, in_regswizzle
);
1094 case WINED3DSPSM_NOT
:
1095 sprintf(out_str
, "!%s%s", in_reg
, in_regswizzle
);
1097 case WINED3DSPSM_BIAS
:
1098 sprintf(out_str
, "(%s%s - vec4(0.5)%s)", in_reg
, in_regswizzle
, in_regswizzle
);
1100 case WINED3DSPSM_BIASNEG
:
1101 sprintf(out_str
, "-(%s%s - vec4(0.5)%s)", in_reg
, in_regswizzle
, in_regswizzle
);
1103 case WINED3DSPSM_SIGN
:
1104 sprintf(out_str
, "(2.0 * (%s%s - 0.5))", in_reg
, in_regswizzle
);
1106 case WINED3DSPSM_SIGNNEG
:
1107 sprintf(out_str
, "-(2.0 * (%s%s - 0.5))", in_reg
, in_regswizzle
);
1109 case WINED3DSPSM_COMP
:
1110 sprintf(out_str
, "(1.0 - %s%s)", in_reg
, in_regswizzle
);
1112 case WINED3DSPSM_X2
:
1113 sprintf(out_str
, "(2.0 * %s%s)", in_reg
, in_regswizzle
);
1115 case WINED3DSPSM_X2NEG
:
1116 sprintf(out_str
, "-(2.0 * %s%s)", in_reg
, in_regswizzle
);
1118 case WINED3DSPSM_ABS
:
1119 sprintf(out_str
, "abs(%s%s)", in_reg
, in_regswizzle
);
1121 case WINED3DSPSM_ABSNEG
:
1122 sprintf(out_str
, "-abs(%s%s)", in_reg
, in_regswizzle
);
1125 FIXME("Unhandled modifier %u\n", src_modifier
);
1126 sprintf(out_str
, "%s%s", in_reg
, in_regswizzle
);
1130 /** Writes the GLSL variable name that corresponds to the register that the
1131 * DX opcode parameter is trying to access */
1132 static void shader_glsl_get_register_name(const struct wined3d_shader_register
*reg
,
1133 char *register_name
, BOOL
*is_color
, const struct wined3d_shader_instruction
*ins
)
1135 /* oPos, oFog and oPts in D3D */
1136 static const char * const hwrastout_reg_names
[] = { "gl_Position", "gl_FogFragCoord", "gl_PointSize" };
1138 IWineD3DBaseShaderImpl
*This
= (IWineD3DBaseShaderImpl
*)ins
->ctx
->shader
;
1139 IWineD3DDeviceImpl
* deviceImpl
= (IWineD3DDeviceImpl
*) This
->baseShader
.device
;
1140 const WineD3D_GL_Info
* gl_info
= &deviceImpl
->adapter
->gl_info
;
1141 char pshader
= shader_is_pshader_version(This
->baseShader
.reg_maps
.shader_version
.type
);
1147 case WINED3DSPR_TEMP
:
1148 sprintf(register_name
, "R%u", reg
->idx
);
1151 case WINED3DSPR_INPUT
:
1152 /* vertex shaders */
1155 struct shader_glsl_ctx_priv
*priv
= ins
->ctx
->backend_data
;
1156 if (priv
->cur_vs_args
->swizzle_map
& (1 << reg
->idx
)) *is_color
= TRUE
;
1157 sprintf(register_name
, "attrib%u", reg
->idx
);
1161 /* pixel shaders >= 3.0 */
1162 if (This
->baseShader
.reg_maps
.shader_version
.major
>= 3)
1164 DWORD idx
= ((IWineD3DPixelShaderImpl
*)This
)->input_reg_map
[reg
->idx
];
1165 DWORD in_count
= vec4_varyings(This
->baseShader
.reg_maps
.shader_version
.major
, gl_info
);
1169 glsl_src_param_t rel_param
;
1171 shader_glsl_add_src_param(ins
, reg
->rel_addr
, WINED3DSP_WRITEMASK_0
, &rel_param
);
1173 /* Removing a + 0 would be an obvious optimization, but macos doesn't see the NOP
1174 * operation there */
1177 if (((IWineD3DPixelShaderImpl
*)This
)->declared_in_count
> in_count
)
1179 sprintf(register_name
,
1180 "((%s + %u) > %d ? (%s + %u) > %d ? gl_SecondaryColor : gl_Color : IN[%s + %u])",
1181 rel_param
.param_str
, idx
, in_count
- 1, rel_param
.param_str
, idx
, in_count
,
1182 rel_param
.param_str
, idx
);
1186 sprintf(register_name
, "IN[%s + %u]", rel_param
.param_str
, idx
);
1191 if (((IWineD3DPixelShaderImpl
*)This
)->declared_in_count
> in_count
)
1193 sprintf(register_name
, "((%s) > %d ? (%s) > %d ? gl_SecondaryColor : gl_Color : IN[%s])",
1194 rel_param
.param_str
, in_count
- 1, rel_param
.param_str
, in_count
,
1195 rel_param
.param_str
);
1199 sprintf(register_name
, "IN[%s]", rel_param
.param_str
);
1205 if (idx
== in_count
) sprintf(register_name
, "gl_Color");
1206 else if (idx
== in_count
+ 1) sprintf(register_name
, "gl_SecondaryColor");
1207 else sprintf(register_name
, "IN[%u]", idx
);
1212 if (reg
->idx
== 0) strcpy(register_name
, "gl_Color");
1213 else strcpy(register_name
, "gl_SecondaryColor");
1218 case WINED3DSPR_CONST
:
1220 const char prefix
= pshader
? 'P' : 'V';
1222 /* Relative addressing */
1225 glsl_src_param_t rel_param
;
1226 shader_glsl_add_src_param(ins
, reg
->rel_addr
, WINED3DSP_WRITEMASK_0
, &rel_param
);
1227 if (reg
->idx
) sprintf(register_name
, "%cC[%s + %u]", prefix
, rel_param
.param_str
, reg
->idx
);
1228 else sprintf(register_name
, "%cC[%s]", prefix
, rel_param
.param_str
);
1232 if (shader_constant_is_local(This
, reg
->idx
))
1233 sprintf(register_name
, "%cLC%u", prefix
, reg
->idx
);
1235 sprintf(register_name
, "%cC[%u]", prefix
, reg
->idx
);
1240 case WINED3DSPR_CONSTINT
:
1241 if (pshader
) sprintf(register_name
, "PI[%u]", reg
->idx
);
1242 else sprintf(register_name
, "VI[%u]", reg
->idx
);
1245 case WINED3DSPR_CONSTBOOL
:
1246 if (pshader
) sprintf(register_name
, "PB[%u]", reg
->idx
);
1247 else sprintf(register_name
, "VB[%u]", reg
->idx
);
1250 case WINED3DSPR_TEXTURE
: /* case WINED3DSPR_ADDR: */
1251 if (pshader
) sprintf(register_name
, "T%u", reg
->idx
);
1252 else sprintf(register_name
, "A%u", reg
->idx
);
1255 case WINED3DSPR_LOOP
:
1256 sprintf(register_name
, "aL%u", This
->baseShader
.cur_loop_regno
- 1);
1259 case WINED3DSPR_SAMPLER
:
1260 if (pshader
) sprintf(register_name
, "Psampler%u", reg
->idx
);
1261 else sprintf(register_name
, "Vsampler%u", reg
->idx
);
1264 case WINED3DSPR_COLOROUT
:
1265 if (reg
->idx
>= GL_LIMITS(buffers
))
1266 WARN("Write to render target %u, only %d supported\n", reg
->idx
, GL_LIMITS(buffers
));
1268 if (GL_SUPPORT(ARB_DRAW_BUFFERS
)) sprintf(register_name
, "gl_FragData[%u]", reg
->idx
);
1269 /* On older cards with GLSL support like the GeforceFX there's only one buffer. */
1270 else sprintf(register_name
, "gl_FragColor");
1273 case WINED3DSPR_RASTOUT
:
1274 sprintf(register_name
, "%s", hwrastout_reg_names
[reg
->idx
]);
1277 case WINED3DSPR_DEPTHOUT
:
1278 sprintf(register_name
, "gl_FragDepth");
1281 case WINED3DSPR_ATTROUT
:
1282 if (reg
->idx
== 0) sprintf(register_name
, "gl_FrontColor");
1283 else sprintf(register_name
, "gl_FrontSecondaryColor");
1286 case WINED3DSPR_TEXCRDOUT
:
1287 /* Vertex shaders >= 3.0: WINED3DSPR_OUTPUT */
1288 if (This
->baseShader
.reg_maps
.shader_version
.major
>= 3) sprintf(register_name
, "OUT[%u]", reg
->idx
);
1289 else sprintf(register_name
, "gl_TexCoord[%u]", reg
->idx
);
1292 case WINED3DSPR_MISCTYPE
:
1296 sprintf(register_name
, "vpos");
1298 else if (reg
->idx
== 1)
1300 /* Note that gl_FrontFacing is a bool, while vFace is
1301 * a float for which the sign determines front/back */
1302 sprintf(register_name
, "(gl_FrontFacing ? 1.0 : -1.0)");
1306 FIXME("Unhandled misctype register %d\n", reg
->idx
);
1307 sprintf(register_name
, "unrecognized_register");
1311 case WINED3DSPR_IMMCONST
:
1312 switch (reg
->immconst_type
)
1314 case WINED3D_IMMCONST_FLOAT
:
1315 sprintf(register_name
, "%.8e", *(float *)reg
->immconst_data
);
1318 case WINED3D_IMMCONST_FLOAT4
:
1319 sprintf(register_name
, "vec4(%.8e, %.8e, %.8e, %.8e)",
1320 *(float *)®
->immconst_data
[0], *(float *)®
->immconst_data
[1],
1321 *(float *)®
->immconst_data
[2], *(float *)®
->immconst_data
[3]);
1325 FIXME("Unhandled immconst type %#x\n", reg
->immconst_type
);
1326 sprintf(register_name
, "<unhandled_immconst_type %#x>", reg
->immconst_type
);
1331 FIXME("Unhandled register name Type(%d)\n", reg
->type
);
1332 sprintf(register_name
, "unrecognized_register");
1337 static void shader_glsl_write_mask_to_str(DWORD write_mask
, char *str
)
1340 if (write_mask
& WINED3DSP_WRITEMASK_0
) *str
++ = 'x';
1341 if (write_mask
& WINED3DSP_WRITEMASK_1
) *str
++ = 'y';
1342 if (write_mask
& WINED3DSP_WRITEMASK_2
) *str
++ = 'z';
1343 if (write_mask
& WINED3DSP_WRITEMASK_3
) *str
++ = 'w';
1347 /* Get the GLSL write mask for the destination register */
1348 static DWORD
shader_glsl_get_write_mask(const struct wined3d_shader_dst_param
*param
, char *write_mask
)
1350 DWORD mask
= param
->write_mask
;
1352 if (shader_is_scalar(¶m
->reg
))
1354 mask
= WINED3DSP_WRITEMASK_0
;
1359 shader_glsl_write_mask_to_str(mask
, write_mask
);
1365 static unsigned int shader_glsl_get_write_mask_size(DWORD write_mask
) {
1366 unsigned int size
= 0;
1368 if (write_mask
& WINED3DSP_WRITEMASK_0
) ++size
;
1369 if (write_mask
& WINED3DSP_WRITEMASK_1
) ++size
;
1370 if (write_mask
& WINED3DSP_WRITEMASK_2
) ++size
;
1371 if (write_mask
& WINED3DSP_WRITEMASK_3
) ++size
;
1376 static void shader_glsl_swizzle_to_str(const DWORD swizzle
, BOOL fixup
, DWORD mask
, char *str
)
1378 /* For registers of type WINED3DDECLTYPE_D3DCOLOR, data is stored as "bgra",
1379 * but addressed as "rgba". To fix this we need to swap the register's x
1380 * and z components. */
1381 const char *swizzle_chars
= fixup
? "zyxw" : "xyzw";
1384 /* swizzle bits fields: wwzzyyxx */
1385 if (mask
& WINED3DSP_WRITEMASK_0
) *str
++ = swizzle_chars
[swizzle
& 0x03];
1386 if (mask
& WINED3DSP_WRITEMASK_1
) *str
++ = swizzle_chars
[(swizzle
>> 2) & 0x03];
1387 if (mask
& WINED3DSP_WRITEMASK_2
) *str
++ = swizzle_chars
[(swizzle
>> 4) & 0x03];
1388 if (mask
& WINED3DSP_WRITEMASK_3
) *str
++ = swizzle_chars
[(swizzle
>> 6) & 0x03];
1392 static void shader_glsl_get_swizzle(const struct wined3d_shader_src_param
*param
,
1393 BOOL fixup
, DWORD mask
, char *swizzle_str
)
1395 if (shader_is_scalar(¶m
->reg
))
1396 *swizzle_str
= '\0';
1398 shader_glsl_swizzle_to_str(param
->swizzle
, fixup
, mask
, swizzle_str
);
1401 /* From a given parameter token, generate the corresponding GLSL string.
1402 * Also, return the actual register name and swizzle in case the
1403 * caller needs this information as well. */
1404 static void shader_glsl_add_src_param(const struct wined3d_shader_instruction
*ins
,
1405 const struct wined3d_shader_src_param
*wined3d_src
, DWORD mask
, glsl_src_param_t
*glsl_src
)
1407 BOOL is_color
= FALSE
;
1408 char swizzle_str
[6];
1410 glsl_src
->reg_name
[0] = '\0';
1411 glsl_src
->param_str
[0] = '\0';
1412 swizzle_str
[0] = '\0';
1414 shader_glsl_get_register_name(&wined3d_src
->reg
, glsl_src
->reg_name
, &is_color
, ins
);
1415 shader_glsl_get_swizzle(wined3d_src
, is_color
, mask
, swizzle_str
);
1416 shader_glsl_gen_modifier(wined3d_src
->modifiers
, glsl_src
->reg_name
, swizzle_str
, glsl_src
->param_str
);
1419 /* From a given parameter token, generate the corresponding GLSL string.
1420 * Also, return the actual register name and swizzle in case the
1421 * caller needs this information as well. */
1422 static DWORD
shader_glsl_add_dst_param(const struct wined3d_shader_instruction
*ins
,
1423 const struct wined3d_shader_dst_param
*wined3d_dst
, glsl_dst_param_t
*glsl_dst
)
1425 BOOL is_color
= FALSE
;
1427 glsl_dst
->mask_str
[0] = '\0';
1428 glsl_dst
->reg_name
[0] = '\0';
1430 shader_glsl_get_register_name(&wined3d_dst
->reg
, glsl_dst
->reg_name
, &is_color
, ins
);
1431 return shader_glsl_get_write_mask(wined3d_dst
, glsl_dst
->mask_str
);
1434 /* Append the destination part of the instruction to the buffer, return the effective write mask */
1435 static DWORD
shader_glsl_append_dst_ext(SHADER_BUFFER
*buffer
,
1436 const struct wined3d_shader_instruction
*ins
, const struct wined3d_shader_dst_param
*dst
)
1438 glsl_dst_param_t glsl_dst
;
1441 mask
= shader_glsl_add_dst_param(ins
, dst
, &glsl_dst
);
1442 if (mask
) shader_addline(buffer
, "%s%s = %s(", glsl_dst
.reg_name
, glsl_dst
.mask_str
, shift_glsl_tab
[dst
->shift
]);
1447 /* Append the destination part of the instruction to the buffer, return the effective write mask */
1448 static DWORD
shader_glsl_append_dst(SHADER_BUFFER
*buffer
, const struct wined3d_shader_instruction
*ins
)
1450 return shader_glsl_append_dst_ext(buffer
, ins
, &ins
->dst
[0]);
1453 /** Process GLSL instruction modifiers */
1454 static void shader_glsl_add_instruction_modifiers(const struct wined3d_shader_instruction
*ins
)
1456 glsl_dst_param_t dst_param
;
1459 if (!ins
->dst_count
) return;
1461 modifiers
= ins
->dst
[0].modifiers
;
1462 if (!modifiers
) return;
1464 shader_glsl_add_dst_param(ins
, &ins
->dst
[0], &dst_param
);
1466 if (modifiers
& WINED3DSPDM_SATURATE
)
1468 /* _SAT means to clamp the value of the register to between 0 and 1 */
1469 shader_addline(ins
->ctx
->buffer
, "%s%s = clamp(%s%s, 0.0, 1.0);\n", dst_param
.reg_name
,
1470 dst_param
.mask_str
, dst_param
.reg_name
, dst_param
.mask_str
);
1473 if (modifiers
& WINED3DSPDM_MSAMPCENTROID
)
1475 FIXME("_centroid modifier not handled\n");
1478 if (modifiers
& WINED3DSPDM_PARTIALPRECISION
)
1480 /* MSDN says this modifier can be safely ignored, so that's what we'll do. */
1484 static inline const char *shader_get_comp_op(DWORD op
)
1487 case COMPARISON_GT
: return ">";
1488 case COMPARISON_EQ
: return "==";
1489 case COMPARISON_GE
: return ">=";
1490 case COMPARISON_LT
: return "<";
1491 case COMPARISON_NE
: return "!=";
1492 case COMPARISON_LE
: return "<=";
1494 FIXME("Unrecognized comparison value: %u\n", op
);
1499 static void shader_glsl_get_sample_function(DWORD sampler_type
, DWORD flags
, glsl_sample_function_t
*sample_function
)
1501 BOOL projected
= flags
& WINED3D_GLSL_SAMPLE_PROJECTED
;
1502 BOOL texrect
= flags
& WINED3D_GLSL_SAMPLE_RECT
;
1503 BOOL lod
= flags
& WINED3D_GLSL_SAMPLE_LOD
;
1504 BOOL grad
= flags
& WINED3D_GLSL_SAMPLE_GRAD
;
1506 /* Note that there's no such thing as a projected cube texture. */
1507 switch(sampler_type
) {
1510 sample_function
->name
= projected
? "texture1DProjLod" : "texture1DLod";
1512 sample_function
->name
= projected
? "texture1DProjGradARB" : "texture1DGradARB";
1514 sample_function
->name
= projected
? "texture1DProj" : "texture1D";
1516 sample_function
->coord_mask
= WINED3DSP_WRITEMASK_0
;
1521 sample_function
->name
= projected
? "texture2DRectProjLod" : "texture2DRectLod";
1523 /* What good are texrect grad functions? I don't know, but GL_EXT_gpu_shader4 defines them.
1524 * There is no GL_ARB_shader_texture_lod spec yet, so I don't know if they're defined there
1526 sample_function
->name
= projected
? "shadow2DRectProjGradARB" : "shadow2DRectGradARB";
1528 sample_function
->name
= projected
? "texture2DRectProj" : "texture2DRect";
1532 sample_function
->name
= projected
? "texture2DProjLod" : "texture2DLod";
1534 sample_function
->name
= projected
? "texture2DProjGradARB" : "texture2DGradARB";
1536 sample_function
->name
= projected
? "texture2DProj" : "texture2D";
1539 sample_function
->coord_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
;
1541 case WINED3DSTT_CUBE
:
1543 sample_function
->name
= "textureCubeLod";
1545 sample_function
->name
= "textureCubeGradARB";
1547 sample_function
->name
= "textureCube";
1549 sample_function
->coord_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
1551 case WINED3DSTT_VOLUME
:
1553 sample_function
->name
= projected
? "texture3DProjLod" : "texture3DLod";
1555 sample_function
->name
= projected
? "texture3DProjGradARB" : "texture3DGradARB";
1557 sample_function
->name
= projected
? "texture3DProj" : "texture3D";
1559 sample_function
->coord_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
1562 sample_function
->name
= "";
1563 sample_function
->coord_mask
= 0;
1564 FIXME("Unrecognized sampler type: %#x;\n", sampler_type
);
1569 static void shader_glsl_append_fixup_arg(char *arguments
, const char *reg_name
,
1570 BOOL sign_fixup
, enum fixup_channel_source channel_source
)
1572 switch(channel_source
)
1574 case CHANNEL_SOURCE_ZERO
:
1575 strcat(arguments
, "0.0");
1578 case CHANNEL_SOURCE_ONE
:
1579 strcat(arguments
, "1.0");
1582 case CHANNEL_SOURCE_X
:
1583 strcat(arguments
, reg_name
);
1584 strcat(arguments
, ".x");
1587 case CHANNEL_SOURCE_Y
:
1588 strcat(arguments
, reg_name
);
1589 strcat(arguments
, ".y");
1592 case CHANNEL_SOURCE_Z
:
1593 strcat(arguments
, reg_name
);
1594 strcat(arguments
, ".z");
1597 case CHANNEL_SOURCE_W
:
1598 strcat(arguments
, reg_name
);
1599 strcat(arguments
, ".w");
1603 FIXME("Unhandled channel source %#x\n", channel_source
);
1604 strcat(arguments
, "undefined");
1608 if (sign_fixup
) strcat(arguments
, " * 2.0 - 1.0");
1611 static void shader_glsl_color_correction(const struct wined3d_shader_instruction
*ins
, struct color_fixup_desc fixup
)
1613 struct wined3d_shader_dst_param dst
;
1614 unsigned int mask_size
, remaining
;
1615 glsl_dst_param_t dst_param
;
1616 char arguments
[256];
1620 if (fixup
.x_sign_fixup
|| fixup
.x_source
!= CHANNEL_SOURCE_X
) mask
|= WINED3DSP_WRITEMASK_0
;
1621 if (fixup
.y_sign_fixup
|| fixup
.y_source
!= CHANNEL_SOURCE_Y
) mask
|= WINED3DSP_WRITEMASK_1
;
1622 if (fixup
.z_sign_fixup
|| fixup
.z_source
!= CHANNEL_SOURCE_Z
) mask
|= WINED3DSP_WRITEMASK_2
;
1623 if (fixup
.w_sign_fixup
|| fixup
.w_source
!= CHANNEL_SOURCE_W
) mask
|= WINED3DSP_WRITEMASK_3
;
1624 mask
&= ins
->dst
[0].write_mask
;
1626 if (!mask
) return; /* Nothing to do */
1628 if (is_yuv_fixup(fixup
))
1630 enum yuv_fixup yuv_fixup
= get_yuv_fixup(fixup
);
1631 FIXME("YUV fixup (%#x) not supported\n", yuv_fixup
);
1635 mask_size
= shader_glsl_get_write_mask_size(mask
);
1638 dst
.write_mask
= mask
;
1639 shader_glsl_add_dst_param(ins
, &dst
, &dst_param
);
1641 arguments
[0] = '\0';
1642 remaining
= mask_size
;
1643 if (mask
& WINED3DSP_WRITEMASK_0
)
1645 shader_glsl_append_fixup_arg(arguments
, dst_param
.reg_name
, fixup
.x_sign_fixup
, fixup
.x_source
);
1646 if (--remaining
) strcat(arguments
, ", ");
1648 if (mask
& WINED3DSP_WRITEMASK_1
)
1650 shader_glsl_append_fixup_arg(arguments
, dst_param
.reg_name
, fixup
.y_sign_fixup
, fixup
.y_source
);
1651 if (--remaining
) strcat(arguments
, ", ");
1653 if (mask
& WINED3DSP_WRITEMASK_2
)
1655 shader_glsl_append_fixup_arg(arguments
, dst_param
.reg_name
, fixup
.z_sign_fixup
, fixup
.z_source
);
1656 if (--remaining
) strcat(arguments
, ", ");
1658 if (mask
& WINED3DSP_WRITEMASK_3
)
1660 shader_glsl_append_fixup_arg(arguments
, dst_param
.reg_name
, fixup
.w_sign_fixup
, fixup
.w_source
);
1661 if (--remaining
) strcat(arguments
, ", ");
1666 shader_addline(ins
->ctx
->buffer
, "%s%s = vec%u(%s);\n",
1667 dst_param
.reg_name
, dst_param
.mask_str
, mask_size
, arguments
);
1671 shader_addline(ins
->ctx
->buffer
, "%s%s = %s;\n", dst_param
.reg_name
, dst_param
.mask_str
, arguments
);
1675 static void PRINTF_ATTR(8, 9) shader_glsl_gen_sample_code(const struct wined3d_shader_instruction
*ins
,
1676 DWORD sampler
, const glsl_sample_function_t
*sample_function
, DWORD swizzle
,
1677 const char *dx
, const char *dy
,
1678 const char *bias
, const char *coord_reg_fmt
, ...)
1680 const char *sampler_base
;
1681 char dst_swizzle
[6];
1682 struct color_fixup_desc fixup
;
1683 BOOL np2_fixup
= FALSE
;
1686 shader_glsl_swizzle_to_str(swizzle
, FALSE
, ins
->dst
[0].write_mask
, dst_swizzle
);
1688 if (shader_is_pshader_version(ins
->ctx
->reg_maps
->shader_version
.type
))
1690 struct shader_glsl_ctx_priv
*priv
= ins
->ctx
->backend_data
;
1691 fixup
= priv
->cur_ps_args
->color_fixup
[sampler
];
1692 sampler_base
= "Psampler";
1694 if(priv
->cur_ps_args
->np2_fixup
& (1 << sampler
)) {
1696 FIXME("Biased sampling from NP2 textures is unsupported\n");
1702 sampler_base
= "Vsampler";
1703 fixup
= COLOR_FIXUP_IDENTITY
; /* FIXME: Vshader color fixup */
1706 shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
1708 shader_addline(ins
->ctx
->buffer
, "%s(%s%u, ", sample_function
->name
, sampler_base
, sampler
);
1710 va_start(args
, coord_reg_fmt
);
1711 shader_vaddline(ins
->ctx
->buffer
, coord_reg_fmt
, args
);
1715 shader_addline(ins
->ctx
->buffer
, ", %s)%s);\n", bias
, dst_swizzle
);
1718 shader_addline(ins
->ctx
->buffer
, " * PsamplerNP2Fixup%u)%s);\n", sampler
, dst_swizzle
);
1719 } else if(dx
&& dy
) {
1720 shader_addline(ins
->ctx
->buffer
, ", %s, %s)%s);\n", dx
, dy
, dst_swizzle
);
1722 shader_addline(ins
->ctx
->buffer
, ")%s);\n", dst_swizzle
);
1726 if(!is_identity_fixup(fixup
)) {
1727 shader_glsl_color_correction(ins
, fixup
);
1731 /*****************************************************************************
1733 * Begin processing individual instruction opcodes
1735 ****************************************************************************/
1737 /* Generate GLSL arithmetic functions (dst = src1 + src2) */
1738 static void shader_glsl_arith(const struct wined3d_shader_instruction
*ins
)
1740 SHADER_BUFFER
*buffer
= ins
->ctx
->buffer
;
1741 glsl_src_param_t src0_param
;
1742 glsl_src_param_t src1_param
;
1746 /* Determine the GLSL operator to use based on the opcode */
1747 switch (ins
->handler_idx
)
1749 case WINED3DSIH_MUL
: op
= '*'; break;
1750 case WINED3DSIH_ADD
: op
= '+'; break;
1751 case WINED3DSIH_SUB
: op
= '-'; break;
1754 FIXME("Opcode %#x not yet handled in GLSL\n", ins
->handler_idx
);
1758 write_mask
= shader_glsl_append_dst(buffer
, ins
);
1759 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
1760 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
1761 shader_addline(buffer
, "%s %c %s);\n", src0_param
.param_str
, op
, src1_param
.param_str
);
1764 /* Process the WINED3DSIO_MOV opcode using GLSL (dst = src) */
1765 static void shader_glsl_mov(const struct wined3d_shader_instruction
*ins
)
1767 SHADER_BUFFER
*buffer
= ins
->ctx
->buffer
;
1768 glsl_src_param_t src0_param
;
1771 write_mask
= shader_glsl_append_dst(buffer
, ins
);
1772 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
1774 /* In vs_1_1 WINED3DSIO_MOV can write to the address register. In later
1775 * shader versions WINED3DSIO_MOVA is used for this. */
1776 if (ins
->ctx
->reg_maps
->shader_version
.major
== 1
1777 && !shader_is_pshader_version(ins
->ctx
->reg_maps
->shader_version
.type
)
1778 && ins
->dst
[0].reg
.type
== WINED3DSPR_ADDR
)
1780 /* This is a simple floor() */
1781 unsigned int mask_size
= shader_glsl_get_write_mask_size(write_mask
);
1782 if (mask_size
> 1) {
1783 shader_addline(buffer
, "ivec%d(floor(%s)));\n", mask_size
, src0_param
.param_str
);
1785 shader_addline(buffer
, "int(floor(%s)));\n", src0_param
.param_str
);
1788 else if(ins
->handler_idx
== WINED3DSIH_MOVA
)
1790 /* We need to *round* to the nearest int here. */
1791 unsigned int mask_size
= shader_glsl_get_write_mask_size(write_mask
);
1792 if (mask_size
> 1) {
1793 shader_addline(buffer
, "ivec%d(floor(abs(%s) + vec%d(0.5)) * sign(%s)));\n", mask_size
, src0_param
.param_str
, mask_size
, src0_param
.param_str
);
1795 shader_addline(buffer
, "int(floor(abs(%s) + 0.5) * sign(%s)));\n", src0_param
.param_str
, src0_param
.param_str
);
1798 shader_addline(buffer
, "%s);\n", src0_param
.param_str
);
1802 /* Process the dot product operators DP3 and DP4 in GLSL (dst = dot(src0, src1)) */
1803 static void shader_glsl_dot(const struct wined3d_shader_instruction
*ins
)
1805 SHADER_BUFFER
*buffer
= ins
->ctx
->buffer
;
1806 glsl_src_param_t src0_param
;
1807 glsl_src_param_t src1_param
;
1808 DWORD dst_write_mask
, src_write_mask
;
1809 unsigned int dst_size
= 0;
1811 dst_write_mask
= shader_glsl_append_dst(buffer
, ins
);
1812 dst_size
= shader_glsl_get_write_mask_size(dst_write_mask
);
1814 /* dp3 works on vec3, dp4 on vec4 */
1815 if (ins
->handler_idx
== WINED3DSIH_DP4
)
1817 src_write_mask
= WINED3DSP_WRITEMASK_ALL
;
1819 src_write_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
1822 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_write_mask
, &src0_param
);
1823 shader_glsl_add_src_param(ins
, &ins
->src
[1], src_write_mask
, &src1_param
);
1826 shader_addline(buffer
, "vec%d(dot(%s, %s)));\n", dst_size
, src0_param
.param_str
, src1_param
.param_str
);
1828 shader_addline(buffer
, "dot(%s, %s));\n", src0_param
.param_str
, src1_param
.param_str
);
1832 /* Note that this instruction has some restrictions. The destination write mask
1833 * can't contain the w component, and the source swizzles have to be .xyzw */
1834 static void shader_glsl_cross(const struct wined3d_shader_instruction
*ins
)
1836 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
1837 glsl_src_param_t src0_param
;
1838 glsl_src_param_t src1_param
;
1841 shader_glsl_get_write_mask(&ins
->dst
[0], dst_mask
);
1842 shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
1843 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_mask
, &src0_param
);
1844 shader_glsl_add_src_param(ins
, &ins
->src
[1], src_mask
, &src1_param
);
1845 shader_addline(ins
->ctx
->buffer
, "cross(%s, %s)%s);\n", src0_param
.param_str
, src1_param
.param_str
, dst_mask
);
1848 /* Process the WINED3DSIO_POW instruction in GLSL (dst = |src0|^src1)
1849 * Src0 and src1 are scalars. Note that D3D uses the absolute of src0, while
1850 * GLSL uses the value as-is. */
1851 static void shader_glsl_pow(const struct wined3d_shader_instruction
*ins
)
1853 SHADER_BUFFER
*buffer
= ins
->ctx
->buffer
;
1854 glsl_src_param_t src0_param
;
1855 glsl_src_param_t src1_param
;
1856 DWORD dst_write_mask
;
1857 unsigned int dst_size
;
1859 dst_write_mask
= shader_glsl_append_dst(buffer
, ins
);
1860 dst_size
= shader_glsl_get_write_mask_size(dst_write_mask
);
1862 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
, &src0_param
);
1863 shader_glsl_add_src_param(ins
, &ins
->src
[1], WINED3DSP_WRITEMASK_0
, &src1_param
);
1866 shader_addline(buffer
, "vec%d(pow(abs(%s), %s)));\n", dst_size
, src0_param
.param_str
, src1_param
.param_str
);
1868 shader_addline(buffer
, "pow(abs(%s), %s));\n", src0_param
.param_str
, src1_param
.param_str
);
1872 /* Process the WINED3DSIO_LOG instruction in GLSL (dst = log2(|src0|))
1873 * Src0 is a scalar. Note that D3D uses the absolute of src0, while
1874 * GLSL uses the value as-is. */
1875 static void shader_glsl_log(const struct wined3d_shader_instruction
*ins
)
1877 SHADER_BUFFER
*buffer
= ins
->ctx
->buffer
;
1878 glsl_src_param_t src0_param
;
1879 DWORD dst_write_mask
;
1880 unsigned int dst_size
;
1882 dst_write_mask
= shader_glsl_append_dst(buffer
, ins
);
1883 dst_size
= shader_glsl_get_write_mask_size(dst_write_mask
);
1885 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
, &src0_param
);
1888 shader_addline(buffer
, "vec%d(log2(abs(%s))));\n", dst_size
, src0_param
.param_str
);
1890 shader_addline(buffer
, "log2(abs(%s)));\n", src0_param
.param_str
);
1894 /* Map the opcode 1-to-1 to the GL code (arg->dst = instruction(src0, src1, ...) */
1895 static void shader_glsl_map2gl(const struct wined3d_shader_instruction
*ins
)
1897 SHADER_BUFFER
*buffer
= ins
->ctx
->buffer
;
1898 glsl_src_param_t src_param
;
1899 const char *instruction
;
1903 /* Determine the GLSL function to use based on the opcode */
1904 /* TODO: Possibly make this a table for faster lookups */
1905 switch (ins
->handler_idx
)
1907 case WINED3DSIH_MIN
: instruction
= "min"; break;
1908 case WINED3DSIH_MAX
: instruction
= "max"; break;
1909 case WINED3DSIH_ABS
: instruction
= "abs"; break;
1910 case WINED3DSIH_FRC
: instruction
= "fract"; break;
1911 case WINED3DSIH_NRM
: instruction
= "normalize"; break;
1912 case WINED3DSIH_EXP
: instruction
= "exp2"; break;
1913 case WINED3DSIH_SGN
: instruction
= "sign"; break;
1914 case WINED3DSIH_DSX
: instruction
= "dFdx"; break;
1915 case WINED3DSIH_DSY
: instruction
= "ycorrection.y * dFdy"; break;
1916 default: instruction
= "";
1917 FIXME("Opcode %#x not yet handled in GLSL\n", ins
->handler_idx
);
1921 write_mask
= shader_glsl_append_dst(buffer
, ins
);
1923 shader_addline(buffer
, "%s(", instruction
);
1927 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src_param
);
1928 shader_addline(buffer
, "%s", src_param
.param_str
);
1929 for (i
= 1; i
< ins
->src_count
; ++i
)
1931 shader_glsl_add_src_param(ins
, &ins
->src
[i
], write_mask
, &src_param
);
1932 shader_addline(buffer
, ", %s", src_param
.param_str
);
1936 shader_addline(buffer
, "));\n");
1939 /** Process the WINED3DSIO_EXPP instruction in GLSL:
1940 * For shader model 1.x, do the following (and honor the writemask, so use a temporary variable):
1941 * dst.x = 2^(floor(src))
1942 * dst.y = src - floor(src)
1943 * dst.z = 2^src (partial precision is allowed, but optional)
1945 * For 2.0 shaders, just do this (honoring writemask and swizzle):
1946 * dst = 2^src; (partial precision is allowed, but optional)
1948 static void shader_glsl_expp(const struct wined3d_shader_instruction
*ins
)
1950 glsl_src_param_t src_param
;
1952 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
, &src_param
);
1954 if (ins
->ctx
->reg_maps
->shader_version
.major
< 2)
1958 shader_addline(ins
->ctx
->buffer
, "tmp0.x = exp2(floor(%s));\n", src_param
.param_str
);
1959 shader_addline(ins
->ctx
->buffer
, "tmp0.y = %s - floor(%s);\n", src_param
.param_str
, src_param
.param_str
);
1960 shader_addline(ins
->ctx
->buffer
, "tmp0.z = exp2(%s);\n", src_param
.param_str
);
1961 shader_addline(ins
->ctx
->buffer
, "tmp0.w = 1.0;\n");
1963 shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
1964 shader_glsl_get_write_mask(&ins
->dst
[0], dst_mask
);
1965 shader_addline(ins
->ctx
->buffer
, "tmp0%s);\n", dst_mask
);
1968 unsigned int mask_size
;
1970 write_mask
= shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
1971 mask_size
= shader_glsl_get_write_mask_size(write_mask
);
1973 if (mask_size
> 1) {
1974 shader_addline(ins
->ctx
->buffer
, "vec%d(exp2(%s)));\n", mask_size
, src_param
.param_str
);
1976 shader_addline(ins
->ctx
->buffer
, "exp2(%s));\n", src_param
.param_str
);
1981 /** Process the RCP (reciprocal or inverse) opcode in GLSL (dst = 1 / src) */
1982 static void shader_glsl_rcp(const struct wined3d_shader_instruction
*ins
)
1984 glsl_src_param_t src_param
;
1986 unsigned int mask_size
;
1988 write_mask
= shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
1989 mask_size
= shader_glsl_get_write_mask_size(write_mask
);
1990 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_3
, &src_param
);
1992 if (mask_size
> 1) {
1993 shader_addline(ins
->ctx
->buffer
, "vec%d(1.0 / %s));\n", mask_size
, src_param
.param_str
);
1995 shader_addline(ins
->ctx
->buffer
, "1.0 / %s);\n", src_param
.param_str
);
1999 static void shader_glsl_rsq(const struct wined3d_shader_instruction
*ins
)
2001 SHADER_BUFFER
*buffer
= ins
->ctx
->buffer
;
2002 glsl_src_param_t src_param
;
2004 unsigned int mask_size
;
2006 write_mask
= shader_glsl_append_dst(buffer
, ins
);
2007 mask_size
= shader_glsl_get_write_mask_size(write_mask
);
2009 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_3
, &src_param
);
2011 if (mask_size
> 1) {
2012 shader_addline(buffer
, "vec%d(inversesqrt(%s)));\n", mask_size
, src_param
.param_str
);
2014 shader_addline(buffer
, "inversesqrt(%s));\n", src_param
.param_str
);
2018 /** Process signed comparison opcodes in GLSL. */
2019 static void shader_glsl_compare(const struct wined3d_shader_instruction
*ins
)
2021 glsl_src_param_t src0_param
;
2022 glsl_src_param_t src1_param
;
2024 unsigned int mask_size
;
2026 write_mask
= shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
2027 mask_size
= shader_glsl_get_write_mask_size(write_mask
);
2028 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
2029 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
2031 if (mask_size
> 1) {
2032 const char *compare
;
2034 switch(ins
->handler_idx
)
2036 case WINED3DSIH_SLT
: compare
= "lessThan"; break;
2037 case WINED3DSIH_SGE
: compare
= "greaterThanEqual"; break;
2038 default: compare
= "";
2039 FIXME("Can't handle opcode %#x\n", ins
->handler_idx
);
2042 shader_addline(ins
->ctx
->buffer
, "vec%d(%s(%s, %s)));\n", mask_size
, compare
,
2043 src0_param
.param_str
, src1_param
.param_str
);
2045 switch(ins
->handler_idx
)
2047 case WINED3DSIH_SLT
:
2048 /* Step(src0, src1) is not suitable here because if src0 == src1 SLT is supposed,
2049 * to return 0.0 but step returns 1.0 because step is not < x
2050 * An alternative is a bvec compare padded with an unused second component.
2051 * step(src1 * -1.0, src0 * -1.0) is not an option because it suffers from the same
2052 * issue. Playing with not() is not possible either because not() does not accept
2055 shader_addline(ins
->ctx
->buffer
, "(%s < %s) ? 1.0 : 0.0);\n",
2056 src0_param
.param_str
, src1_param
.param_str
);
2058 case WINED3DSIH_SGE
:
2059 /* Here we can use the step() function and safe a conditional */
2060 shader_addline(ins
->ctx
->buffer
, "step(%s, %s));\n", src1_param
.param_str
, src0_param
.param_str
);
2063 FIXME("Can't handle opcode %#x\n", ins
->handler_idx
);
2069 /** Process CMP instruction in GLSL (dst = src0 >= 0.0 ? src1 : src2), per channel */
2070 static void shader_glsl_cmp(const struct wined3d_shader_instruction
*ins
)
2072 glsl_src_param_t src0_param
;
2073 glsl_src_param_t src1_param
;
2074 glsl_src_param_t src2_param
;
2075 DWORD write_mask
, cmp_channel
= 0;
2078 BOOL temp_destination
= FALSE
;
2080 if (shader_is_scalar(&ins
->src
[0].reg
))
2082 write_mask
= shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
2084 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_ALL
, &src0_param
);
2085 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
2086 shader_glsl_add_src_param(ins
, &ins
->src
[2], write_mask
, &src2_param
);
2088 shader_addline(ins
->ctx
->buffer
, "%s >= 0.0 ? %s : %s);\n",
2089 src0_param
.param_str
, src1_param
.param_str
, src2_param
.param_str
);
2091 DWORD dst_mask
= ins
->dst
[0].write_mask
;
2092 struct wined3d_shader_dst_param dst
= ins
->dst
[0];
2094 /* Cycle through all source0 channels */
2095 for (i
=0; i
<4; i
++) {
2097 /* Find the destination channels which use the current source0 channel */
2098 for (j
=0; j
<4; j
++) {
2099 if (((ins
->src
[0].swizzle
>> (2 * j
)) & 0x3) == i
)
2101 write_mask
|= WINED3DSP_WRITEMASK_0
<< j
;
2102 cmp_channel
= WINED3DSP_WRITEMASK_0
<< j
;
2105 dst
.write_mask
= dst_mask
& write_mask
;
2107 /* Splitting the cmp instruction up in multiple lines imposes a problem:
2108 * The first lines may overwrite source parameters of the following lines.
2109 * Deal with that by using a temporary destination register if needed
2111 if ((ins
->src
[0].reg
.idx
== ins
->dst
[0].reg
.idx
2112 && ins
->src
[0].reg
.type
== ins
->dst
[0].reg
.type
)
2113 || (ins
->src
[1].reg
.idx
== ins
->dst
[0].reg
.idx
2114 && ins
->src
[1].reg
.type
== ins
->dst
[0].reg
.type
)
2115 || (ins
->src
[2].reg
.idx
== ins
->dst
[0].reg
.idx
2116 && ins
->src
[2].reg
.type
== ins
->dst
[0].reg
.type
))
2118 write_mask
= shader_glsl_get_write_mask(&dst
, mask_char
);
2119 if (!write_mask
) continue;
2120 shader_addline(ins
->ctx
->buffer
, "tmp0%s = (", mask_char
);
2121 temp_destination
= TRUE
;
2123 write_mask
= shader_glsl_append_dst_ext(ins
->ctx
->buffer
, ins
, &dst
);
2124 if (!write_mask
) continue;
2127 shader_glsl_add_src_param(ins
, &ins
->src
[0], cmp_channel
, &src0_param
);
2128 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
2129 shader_glsl_add_src_param(ins
, &ins
->src
[2], write_mask
, &src2_param
);
2131 shader_addline(ins
->ctx
->buffer
, "%s >= 0.0 ? %s : %s);\n",
2132 src0_param
.param_str
, src1_param
.param_str
, src2_param
.param_str
);
2135 if(temp_destination
) {
2136 shader_glsl_get_write_mask(&ins
->dst
[0], mask_char
);
2137 shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
2138 shader_addline(ins
->ctx
->buffer
, "tmp0%s);\n", mask_char
);
2144 /** Process the CND opcode in GLSL (dst = (src0 > 0.5) ? src1 : src2) */
2145 /* For ps 1.1-1.3, only a single component of src0 is used. For ps 1.4
2146 * the compare is done per component of src0. */
2147 static void shader_glsl_cnd(const struct wined3d_shader_instruction
*ins
)
2149 struct wined3d_shader_dst_param dst
;
2150 glsl_src_param_t src0_param
;
2151 glsl_src_param_t src1_param
;
2152 glsl_src_param_t src2_param
;
2153 DWORD write_mask
, cmp_channel
= 0;
2156 DWORD shader_version
= WINED3D_SHADER_VERSION(ins
->ctx
->reg_maps
->shader_version
.major
,
2157 ins
->ctx
->reg_maps
->shader_version
.minor
);
2159 if (shader_version
< WINED3D_SHADER_VERSION(1, 4))
2161 write_mask
= shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
2162 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
, &src0_param
);
2163 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
2164 shader_glsl_add_src_param(ins
, &ins
->src
[2], write_mask
, &src2_param
);
2166 /* Fun: The D3DSI_COISSUE flag changes the semantic of the cnd instruction for < 1.4 shaders */
2169 shader_addline(ins
->ctx
->buffer
, "%s /* COISSUE! */);\n", src1_param
.param_str
);
2171 shader_addline(ins
->ctx
->buffer
, "%s > 0.5 ? %s : %s);\n",
2172 src0_param
.param_str
, src1_param
.param_str
, src2_param
.param_str
);
2176 /* Cycle through all source0 channels */
2177 dst_mask
= ins
->dst
[0].write_mask
;
2179 for (i
=0; i
<4; i
++) {
2181 /* Find the destination channels which use the current source0 channel */
2182 for (j
=0; j
<4; j
++) {
2183 if (((ins
->src
[0].swizzle
>> (2 * j
)) & 0x3) == i
)
2185 write_mask
|= WINED3DSP_WRITEMASK_0
<< j
;
2186 cmp_channel
= WINED3DSP_WRITEMASK_0
<< j
;
2190 dst
.write_mask
= dst_mask
& write_mask
;
2191 write_mask
= shader_glsl_append_dst_ext(ins
->ctx
->buffer
, ins
, &dst
);
2192 if (!write_mask
) continue;
2194 shader_glsl_add_src_param(ins
, &ins
->src
[0], cmp_channel
, &src0_param
);
2195 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
2196 shader_glsl_add_src_param(ins
, &ins
->src
[2], write_mask
, &src2_param
);
2198 shader_addline(ins
->ctx
->buffer
, "%s > 0.5 ? %s : %s);\n",
2199 src0_param
.param_str
, src1_param
.param_str
, src2_param
.param_str
);
2203 /** GLSL code generation for WINED3DSIO_MAD: Multiply the first 2 opcodes, then add the last */
2204 static void shader_glsl_mad(const struct wined3d_shader_instruction
*ins
)
2206 glsl_src_param_t src0_param
;
2207 glsl_src_param_t src1_param
;
2208 glsl_src_param_t src2_param
;
2211 write_mask
= shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
2212 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
2213 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
2214 shader_glsl_add_src_param(ins
, &ins
->src
[2], write_mask
, &src2_param
);
2215 shader_addline(ins
->ctx
->buffer
, "(%s * %s) + %s);\n",
2216 src0_param
.param_str
, src1_param
.param_str
, src2_param
.param_str
);
2219 /** Handles transforming all WINED3DSIO_M?x? opcodes for
2220 Vertex shaders to GLSL codes */
2221 static void shader_glsl_mnxn(const struct wined3d_shader_instruction
*ins
)
2224 int nComponents
= 0;
2225 struct wined3d_shader_dst_param tmp_dst
= {{0}};
2226 struct wined3d_shader_src_param tmp_src
[2] = {{{0}}};
2227 struct wined3d_shader_instruction tmp_ins
;
2229 memset(&tmp_ins
, 0, sizeof(tmp_ins
));
2231 /* Set constants for the temporary argument */
2232 tmp_ins
.ctx
= ins
->ctx
;
2233 tmp_ins
.dst_count
= 1;
2234 tmp_ins
.dst
= &tmp_dst
;
2235 tmp_ins
.src_count
= 2;
2236 tmp_ins
.src
= tmp_src
;
2238 switch(ins
->handler_idx
)
2240 case WINED3DSIH_M4x4
:
2242 tmp_ins
.handler_idx
= WINED3DSIH_DP4
;
2244 case WINED3DSIH_M4x3
:
2246 tmp_ins
.handler_idx
= WINED3DSIH_DP4
;
2248 case WINED3DSIH_M3x4
:
2250 tmp_ins
.handler_idx
= WINED3DSIH_DP3
;
2252 case WINED3DSIH_M3x3
:
2254 tmp_ins
.handler_idx
= WINED3DSIH_DP3
;
2256 case WINED3DSIH_M3x2
:
2258 tmp_ins
.handler_idx
= WINED3DSIH_DP3
;
2264 tmp_dst
= ins
->dst
[0];
2265 tmp_src
[0] = ins
->src
[0];
2266 tmp_src
[1] = ins
->src
[1];
2267 for (i
= 0; i
< nComponents
; ++i
)
2269 tmp_dst
.write_mask
= WINED3DSP_WRITEMASK_0
<< i
;
2270 shader_glsl_dot(&tmp_ins
);
2271 ++tmp_src
[1].reg
.idx
;
2276 The LRP instruction performs a component-wise linear interpolation
2277 between the second and third operands using the first operand as the
2278 blend factor. Equation: (dst = src2 + src0 * (src1 - src2))
2279 This is equivalent to mix(src2, src1, src0);
2281 static void shader_glsl_lrp(const struct wined3d_shader_instruction
*ins
)
2283 glsl_src_param_t src0_param
;
2284 glsl_src_param_t src1_param
;
2285 glsl_src_param_t src2_param
;
2288 write_mask
= shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
2290 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
2291 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
2292 shader_glsl_add_src_param(ins
, &ins
->src
[2], write_mask
, &src2_param
);
2294 shader_addline(ins
->ctx
->buffer
, "mix(%s, %s, %s));\n",
2295 src2_param
.param_str
, src1_param
.param_str
, src0_param
.param_str
);
2298 /** Process the WINED3DSIO_LIT instruction in GLSL:
2299 * dst.x = dst.w = 1.0
2300 * dst.y = (src0.x > 0) ? src0.x
2301 * dst.z = (src0.x > 0) ? ((src0.y > 0) ? pow(src0.y, src.w) : 0) : 0
2302 * where src.w is clamped at +- 128
2304 static void shader_glsl_lit(const struct wined3d_shader_instruction
*ins
)
2306 glsl_src_param_t src0_param
;
2307 glsl_src_param_t src1_param
;
2308 glsl_src_param_t src3_param
;
2311 shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
2312 shader_glsl_get_write_mask(&ins
->dst
[0], dst_mask
);
2314 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
, &src0_param
);
2315 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_1
, &src1_param
);
2316 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_3
, &src3_param
);
2318 /* The sdk specifies the instruction like this
2320 * if(src.x > 0.0) dst.y = src.x
2322 * if(src.x > 0.0 && src.y > 0.0) dst.z = pow(src.y, power);
2326 * Obviously that has quite a few conditionals in it which we don't like. So the first step is this:
2327 * dst.x = 1.0 ... No further explanation needed
2328 * dst.y = max(src.y, 0.0); ... If x < 0.0, use 0.0, otherwise x. Same as the conditional
2329 * dst.z = x > 0.0 ? pow(max(y, 0.0), p) : 0; ... 0 ^ power is 0, and otherwise we use y anyway
2330 * dst.w = 1.0. ... Nothing fancy.
2332 * So we still have one conditional in there. So do this:
2333 * dst.z = pow(max(0.0, src.y) * step(0.0, src.x), power);
2335 * 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),
2336 * 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.
2337 * if both x and y are > 0, we get pow(y * 1.0, power), as it is supposed to
2339 shader_addline(ins
->ctx
->buffer
,
2340 "vec4(1.0, max(%s, 0.0), pow(max(0.0, %s) * step(0.0, %s), clamp(%s, -128.0, 128.0)), 1.0)%s);\n",
2341 src0_param
.param_str
, src1_param
.param_str
, src0_param
.param_str
, src3_param
.param_str
, dst_mask
);
2344 /** Process the WINED3DSIO_DST instruction in GLSL:
2346 * dst.y = src0.x * src0.y
2350 static void shader_glsl_dst(const struct wined3d_shader_instruction
*ins
)
2352 glsl_src_param_t src0y_param
;
2353 glsl_src_param_t src0z_param
;
2354 glsl_src_param_t src1y_param
;
2355 glsl_src_param_t src1w_param
;
2358 shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
2359 shader_glsl_get_write_mask(&ins
->dst
[0], dst_mask
);
2361 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_1
, &src0y_param
);
2362 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_2
, &src0z_param
);
2363 shader_glsl_add_src_param(ins
, &ins
->src
[1], WINED3DSP_WRITEMASK_1
, &src1y_param
);
2364 shader_glsl_add_src_param(ins
, &ins
->src
[1], WINED3DSP_WRITEMASK_3
, &src1w_param
);
2366 shader_addline(ins
->ctx
->buffer
, "vec4(1.0, %s * %s, %s, %s))%s;\n",
2367 src0y_param
.param_str
, src1y_param
.param_str
, src0z_param
.param_str
, src1w_param
.param_str
, dst_mask
);
2370 /** Process the WINED3DSIO_SINCOS instruction in GLSL:
2371 * VS 2.0 requires that specific cosine and sine constants be passed to this instruction so the hardware
2372 * can handle it. But, these functions are built-in for GLSL, so we can just ignore the last 2 params.
2374 * dst.x = cos(src0.?)
2375 * dst.y = sin(src0.?)
2379 static void shader_glsl_sincos(const struct wined3d_shader_instruction
*ins
)
2381 glsl_src_param_t src0_param
;
2384 write_mask
= shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
2385 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
, &src0_param
);
2387 switch (write_mask
) {
2388 case WINED3DSP_WRITEMASK_0
:
2389 shader_addline(ins
->ctx
->buffer
, "cos(%s));\n", src0_param
.param_str
);
2392 case WINED3DSP_WRITEMASK_1
:
2393 shader_addline(ins
->ctx
->buffer
, "sin(%s));\n", src0_param
.param_str
);
2396 case (WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
):
2397 shader_addline(ins
->ctx
->buffer
, "vec2(cos(%s), sin(%s)));\n", src0_param
.param_str
, src0_param
.param_str
);
2401 ERR("Write mask should be .x, .y or .xy\n");
2406 /** Process the WINED3DSIO_LOOP instruction in GLSL:
2407 * Start a for() loop where src1.y is the initial value of aL,
2408 * increment aL by src1.z for a total of src1.x iterations.
2409 * Need to use a temporary variable for this operation.
2411 /* FIXME: I don't think nested loops will work correctly this way. */
2412 static void shader_glsl_loop(const struct wined3d_shader_instruction
*ins
)
2414 glsl_src_param_t src1_param
;
2415 IWineD3DBaseShaderImpl
*shader
= (IWineD3DBaseShaderImpl
*)ins
->ctx
->shader
;
2416 const DWORD
*control_values
= NULL
;
2417 const local_constant
*constant
;
2419 shader_glsl_add_src_param(ins
, &ins
->src
[1], WINED3DSP_WRITEMASK_ALL
, &src1_param
);
2421 /* Try to hardcode the loop control parameters if possible. Direct3D 9 class hardware doesn't support real
2422 * varying indexing, but Microsoft designed this feature for Shader model 2.x+. If the loop control is
2423 * known at compile time, the GLSL compiler can unroll the loop, and replace indirect addressing with direct
2426 if (ins
->src
[1].reg
.type
== WINED3DSPR_CONSTINT
)
2428 LIST_FOR_EACH_ENTRY(constant
, &shader
->baseShader
.constantsI
, local_constant
, entry
) {
2429 if (constant
->idx
== ins
->src
[1].reg
.idx
)
2431 control_values
= constant
->value
;
2437 if(control_values
) {
2438 if(control_values
[2] > 0) {
2439 shader_addline(ins
->ctx
->buffer
, "for (aL%u = %d; aL%u < (%d * %d + %d); aL%u += %d) {\n",
2440 shader
->baseShader
.cur_loop_depth
, control_values
[1],
2441 shader
->baseShader
.cur_loop_depth
, control_values
[0], control_values
[2], control_values
[1],
2442 shader
->baseShader
.cur_loop_depth
, control_values
[2]);
2443 } else if(control_values
[2] == 0) {
2444 shader_addline(ins
->ctx
->buffer
, "for (aL%u = %d, tmpInt%u = 0; tmpInt%u < %d; tmpInt%u++) {\n",
2445 shader
->baseShader
.cur_loop_depth
, control_values
[1], shader
->baseShader
.cur_loop_depth
,
2446 shader
->baseShader
.cur_loop_depth
, control_values
[0],
2447 shader
->baseShader
.cur_loop_depth
);
2449 shader_addline(ins
->ctx
->buffer
, "for (aL%u = %d; aL%u > (%d * %d + %d); aL%u += %d) {\n",
2450 shader
->baseShader
.cur_loop_depth
, control_values
[1],
2451 shader
->baseShader
.cur_loop_depth
, control_values
[0], control_values
[2], control_values
[1],
2452 shader
->baseShader
.cur_loop_depth
, control_values
[2]);
2455 shader_addline(ins
->ctx
->buffer
,
2456 "for (tmpInt%u = 0, aL%u = %s.y; tmpInt%u < %s.x; tmpInt%u++, aL%u += %s.z) {\n",
2457 shader
->baseShader
.cur_loop_depth
, shader
->baseShader
.cur_loop_regno
,
2458 src1_param
.reg_name
, shader
->baseShader
.cur_loop_depth
, src1_param
.reg_name
,
2459 shader
->baseShader
.cur_loop_depth
, shader
->baseShader
.cur_loop_regno
, src1_param
.reg_name
);
2462 shader
->baseShader
.cur_loop_depth
++;
2463 shader
->baseShader
.cur_loop_regno
++;
2466 static void shader_glsl_end(const struct wined3d_shader_instruction
*ins
)
2468 IWineD3DBaseShaderImpl
*shader
= (IWineD3DBaseShaderImpl
*)ins
->ctx
->shader
;
2470 shader_addline(ins
->ctx
->buffer
, "}\n");
2472 if (ins
->handler_idx
== WINED3DSIH_ENDLOOP
)
2474 shader
->baseShader
.cur_loop_depth
--;
2475 shader
->baseShader
.cur_loop_regno
--;
2478 if (ins
->handler_idx
== WINED3DSIH_ENDREP
)
2480 shader
->baseShader
.cur_loop_depth
--;
2484 static void shader_glsl_rep(const struct wined3d_shader_instruction
*ins
)
2486 IWineD3DBaseShaderImpl
*shader
= (IWineD3DBaseShaderImpl
*)ins
->ctx
->shader
;
2487 glsl_src_param_t src0_param
;
2488 const DWORD
*control_values
= NULL
;
2489 const local_constant
*constant
;
2491 /* Try to hardcode local values to help the GLSL compiler to unroll and optimize the loop */
2492 if (ins
->src
[0].reg
.type
== WINED3DSPR_CONSTINT
)
2494 LIST_FOR_EACH_ENTRY(constant
, &shader
->baseShader
.constantsI
, local_constant
, entry
)
2496 if (constant
->idx
== ins
->src
[0].reg
.idx
)
2498 control_values
= constant
->value
;
2504 if(control_values
) {
2505 shader_addline(ins
->ctx
->buffer
, "for (tmpInt%d = 0; tmpInt%d < %d; tmpInt%d++) {\n",
2506 shader
->baseShader
.cur_loop_depth
, shader
->baseShader
.cur_loop_depth
,
2507 control_values
[0], shader
->baseShader
.cur_loop_depth
);
2509 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
, &src0_param
);
2510 shader_addline(ins
->ctx
->buffer
, "for (tmpInt%d = 0; tmpInt%d < %s; tmpInt%d++) {\n",
2511 shader
->baseShader
.cur_loop_depth
, shader
->baseShader
.cur_loop_depth
,
2512 src0_param
.param_str
, shader
->baseShader
.cur_loop_depth
);
2514 shader
->baseShader
.cur_loop_depth
++;
2517 static void shader_glsl_if(const struct wined3d_shader_instruction
*ins
)
2519 glsl_src_param_t src0_param
;
2521 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
, &src0_param
);
2522 shader_addline(ins
->ctx
->buffer
, "if (%s) {\n", src0_param
.param_str
);
2525 static void shader_glsl_ifc(const struct wined3d_shader_instruction
*ins
)
2527 glsl_src_param_t src0_param
;
2528 glsl_src_param_t src1_param
;
2530 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
, &src0_param
);
2531 shader_glsl_add_src_param(ins
, &ins
->src
[1], WINED3DSP_WRITEMASK_0
, &src1_param
);
2533 shader_addline(ins
->ctx
->buffer
, "if (%s %s %s) {\n",
2534 src0_param
.param_str
, shader_get_comp_op(ins
->flags
), src1_param
.param_str
);
2537 static void shader_glsl_else(const struct wined3d_shader_instruction
*ins
)
2539 shader_addline(ins
->ctx
->buffer
, "} else {\n");
2542 static void shader_glsl_break(const struct wined3d_shader_instruction
*ins
)
2544 shader_addline(ins
->ctx
->buffer
, "break;\n");
2547 /* FIXME: According to MSDN the compare is done per component. */
2548 static void shader_glsl_breakc(const struct wined3d_shader_instruction
*ins
)
2550 glsl_src_param_t src0_param
;
2551 glsl_src_param_t src1_param
;
2553 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
, &src0_param
);
2554 shader_glsl_add_src_param(ins
, &ins
->src
[1], WINED3DSP_WRITEMASK_0
, &src1_param
);
2556 shader_addline(ins
->ctx
->buffer
, "if (%s %s %s) break;\n",
2557 src0_param
.param_str
, shader_get_comp_op(ins
->flags
), src1_param
.param_str
);
2560 static void shader_glsl_label(const struct wined3d_shader_instruction
*ins
)
2562 shader_addline(ins
->ctx
->buffer
, "}\n");
2563 shader_addline(ins
->ctx
->buffer
, "void subroutine%u () {\n", ins
->src
[0].reg
.idx
);
2566 static void shader_glsl_call(const struct wined3d_shader_instruction
*ins
)
2568 shader_addline(ins
->ctx
->buffer
, "subroutine%u();\n", ins
->src
[0].reg
.idx
);
2571 static void shader_glsl_callnz(const struct wined3d_shader_instruction
*ins
)
2573 glsl_src_param_t src1_param
;
2575 shader_glsl_add_src_param(ins
, &ins
->src
[1], WINED3DSP_WRITEMASK_0
, &src1_param
);
2576 shader_addline(ins
->ctx
->buffer
, "if (%s) subroutine%u();\n", src1_param
.param_str
, ins
->src
[0].reg
.idx
);
2579 /*********************************************
2580 * Pixel Shader Specific Code begins here
2581 ********************************************/
2582 static void pshader_glsl_tex(const struct wined3d_shader_instruction
*ins
)
2584 IWineD3DPixelShaderImpl
*This
= (IWineD3DPixelShaderImpl
*)ins
->ctx
->shader
;
2585 IWineD3DDeviceImpl
* deviceImpl
= (IWineD3DDeviceImpl
*) This
->baseShader
.device
;
2586 DWORD shader_version
= WINED3D_SHADER_VERSION(ins
->ctx
->reg_maps
->shader_version
.major
,
2587 ins
->ctx
->reg_maps
->shader_version
.minor
);
2588 glsl_sample_function_t sample_function
;
2589 DWORD sample_flags
= 0;
2590 WINED3DSAMPLER_TEXTURE_TYPE sampler_type
;
2592 DWORD mask
= 0, swizzle
;
2594 /* 1.0-1.4: Use destination register as sampler source.
2595 * 2.0+: Use provided sampler source. */
2596 if (shader_version
< WINED3D_SHADER_VERSION(2,0)) sampler_idx
= ins
->dst
[0].reg
.idx
;
2597 else sampler_idx
= ins
->src
[1].reg
.idx
;
2598 sampler_type
= ins
->ctx
->reg_maps
->sampler_type
[sampler_idx
];
2600 if (shader_version
< WINED3D_SHADER_VERSION(1,4))
2602 DWORD flags
= deviceImpl
->stateBlock
->textureState
[sampler_idx
][WINED3DTSS_TEXTURETRANSFORMFLAGS
];
2604 /* Projected cube textures don't make a lot of sense, the resulting coordinates stay the same. */
2605 if (flags
& WINED3DTTFF_PROJECTED
&& sampler_type
!= WINED3DSTT_CUBE
) {
2606 sample_flags
|= WINED3D_GLSL_SAMPLE_PROJECTED
;
2607 switch (flags
& ~WINED3DTTFF_PROJECTED
) {
2608 case WINED3DTTFF_COUNT1
: FIXME("WINED3DTTFF_PROJECTED with WINED3DTTFF_COUNT1?\n"); break;
2609 case WINED3DTTFF_COUNT2
: mask
= WINED3DSP_WRITEMASK_1
; break;
2610 case WINED3DTTFF_COUNT3
: mask
= WINED3DSP_WRITEMASK_2
; break;
2611 case WINED3DTTFF_COUNT4
:
2612 case WINED3DTTFF_DISABLE
: mask
= WINED3DSP_WRITEMASK_3
; break;
2616 else if (shader_version
< WINED3D_SHADER_VERSION(2,0))
2618 DWORD src_mod
= ins
->src
[0].modifiers
;
2620 if (src_mod
== WINED3DSPSM_DZ
) {
2621 sample_flags
|= WINED3D_GLSL_SAMPLE_PROJECTED
;
2622 mask
= WINED3DSP_WRITEMASK_2
;
2623 } else if (src_mod
== WINED3DSPSM_DW
) {
2624 sample_flags
|= WINED3D_GLSL_SAMPLE_PROJECTED
;
2625 mask
= WINED3DSP_WRITEMASK_3
;
2628 if (ins
->flags
& WINED3DSI_TEXLD_PROJECT
)
2630 /* ps 2.0 texldp instruction always divides by the fourth component. */
2631 sample_flags
|= WINED3D_GLSL_SAMPLE_PROJECTED
;
2632 mask
= WINED3DSP_WRITEMASK_3
;
2636 if(deviceImpl
->stateBlock
->textures
[sampler_idx
] &&
2637 IWineD3DBaseTexture_GetTextureDimensions(deviceImpl
->stateBlock
->textures
[sampler_idx
]) == GL_TEXTURE_RECTANGLE_ARB
) {
2638 sample_flags
|= WINED3D_GLSL_SAMPLE_RECT
;
2641 shader_glsl_get_sample_function(sampler_type
, sample_flags
, &sample_function
);
2642 mask
|= sample_function
.coord_mask
;
2644 if (shader_version
< WINED3D_SHADER_VERSION(2,0)) swizzle
= WINED3DSP_NOSWIZZLE
;
2645 else swizzle
= ins
->src
[1].swizzle
;
2647 /* 1.0-1.3: Use destination register as coordinate source.
2648 1.4+: Use provided coordinate source register. */
2649 if (shader_version
< WINED3D_SHADER_VERSION(1,4))
2652 shader_glsl_write_mask_to_str(mask
, coord_mask
);
2653 shader_glsl_gen_sample_code(ins
, sampler_idx
, &sample_function
, swizzle
, NULL
, NULL
, NULL
,
2654 "T%u%s", sampler_idx
, coord_mask
);
2656 glsl_src_param_t coord_param
;
2657 shader_glsl_add_src_param(ins
, &ins
->src
[0], mask
, &coord_param
);
2658 if (ins
->flags
& WINED3DSI_TEXLD_BIAS
)
2660 glsl_src_param_t bias
;
2661 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_3
, &bias
);
2662 shader_glsl_gen_sample_code(ins
, sampler_idx
, &sample_function
, swizzle
, NULL
, NULL
, bias
.param_str
,
2663 "%s", coord_param
.param_str
);
2665 shader_glsl_gen_sample_code(ins
, sampler_idx
, &sample_function
, swizzle
, NULL
, NULL
, NULL
,
2666 "%s", coord_param
.param_str
);
2671 static void shader_glsl_texldd(const struct wined3d_shader_instruction
*ins
)
2673 IWineD3DBaseShaderImpl
*This
= (IWineD3DBaseShaderImpl
*)ins
->ctx
->shader
;
2674 IWineD3DDeviceImpl
* deviceImpl
= (IWineD3DDeviceImpl
*) This
->baseShader
.device
;
2675 const WineD3D_GL_Info
* gl_info
= &deviceImpl
->adapter
->gl_info
;
2676 glsl_sample_function_t sample_function
;
2677 glsl_src_param_t coord_param
, dx_param
, dy_param
;
2678 DWORD sample_flags
= WINED3D_GLSL_SAMPLE_GRAD
;
2681 DWORD swizzle
= ins
->src
[1].swizzle
;
2683 if(!GL_SUPPORT(ARB_SHADER_TEXTURE_LOD
)) {
2684 FIXME("texldd used, but not supported by hardware. Falling back to regular tex\n");
2685 return pshader_glsl_tex(ins
);
2688 sampler_idx
= ins
->src
[1].reg
.idx
;
2689 sampler_type
= ins
->ctx
->reg_maps
->sampler_type
[sampler_idx
];
2690 if(deviceImpl
->stateBlock
->textures
[sampler_idx
] &&
2691 IWineD3DBaseTexture_GetTextureDimensions(deviceImpl
->stateBlock
->textures
[sampler_idx
]) == GL_TEXTURE_RECTANGLE_ARB
) {
2692 sample_flags
|= WINED3D_GLSL_SAMPLE_RECT
;
2695 shader_glsl_get_sample_function(sampler_type
, sample_flags
, &sample_function
);
2696 shader_glsl_add_src_param(ins
, &ins
->src
[0], sample_function
.coord_mask
, &coord_param
);
2697 shader_glsl_add_src_param(ins
, &ins
->src
[2], sample_function
.coord_mask
, &dx_param
);
2698 shader_glsl_add_src_param(ins
, &ins
->src
[3], sample_function
.coord_mask
, &dy_param
);
2700 shader_glsl_gen_sample_code(ins
, sampler_idx
, &sample_function
, swizzle
, dx_param
.param_str
, dy_param
.param_str
, NULL
,
2701 "%s", coord_param
.param_str
);
2704 static void shader_glsl_texldl(const struct wined3d_shader_instruction
*ins
)
2706 IWineD3DBaseShaderImpl
*This
= (IWineD3DBaseShaderImpl
*)ins
->ctx
->shader
;
2707 IWineD3DDeviceImpl
* deviceImpl
= (IWineD3DDeviceImpl
*) This
->baseShader
.device
;
2708 glsl_sample_function_t sample_function
;
2709 glsl_src_param_t coord_param
, lod_param
;
2710 DWORD sample_flags
= WINED3D_GLSL_SAMPLE_LOD
;
2713 DWORD swizzle
= ins
->src
[1].swizzle
;
2715 sampler_idx
= ins
->src
[1].reg
.idx
;
2716 sampler_type
= ins
->ctx
->reg_maps
->sampler_type
[sampler_idx
];
2717 if(deviceImpl
->stateBlock
->textures
[sampler_idx
] &&
2718 IWineD3DBaseTexture_GetTextureDimensions(deviceImpl
->stateBlock
->textures
[sampler_idx
]) == GL_TEXTURE_RECTANGLE_ARB
) {
2719 sample_flags
|= WINED3D_GLSL_SAMPLE_RECT
;
2721 shader_glsl_get_sample_function(sampler_type
, sample_flags
, &sample_function
);
2722 shader_glsl_add_src_param(ins
, &ins
->src
[0], sample_function
.coord_mask
, &coord_param
);
2724 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_3
, &lod_param
);
2726 if (shader_is_pshader_version(ins
->ctx
->reg_maps
->shader_version
.type
))
2728 /* The GLSL spec claims the Lod sampling functions are only supported in vertex shaders.
2729 * However, they seem to work just fine in fragment shaders as well. */
2730 WARN("Using %s in fragment shader.\n", sample_function
.name
);
2732 shader_glsl_gen_sample_code(ins
, sampler_idx
, &sample_function
, swizzle
, NULL
, NULL
, lod_param
.param_str
,
2733 "%s", coord_param
.param_str
);
2736 static void pshader_glsl_texcoord(const struct wined3d_shader_instruction
*ins
)
2738 /* FIXME: Make this work for more than just 2D textures */
2739 SHADER_BUFFER
*buffer
= ins
->ctx
->buffer
;
2740 DWORD write_mask
= shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
2742 if (!(ins
->ctx
->reg_maps
->shader_version
.major
== 1 && ins
->ctx
->reg_maps
->shader_version
.minor
== 4))
2746 shader_glsl_get_write_mask(&ins
->dst
[0], dst_mask
);
2747 shader_addline(buffer
, "clamp(gl_TexCoord[%u], 0.0, 1.0)%s);\n",
2748 ins
->dst
[0].reg
.idx
, dst_mask
);
2750 DWORD reg
= ins
->src
[0].reg
.idx
;
2751 DWORD src_mod
= ins
->src
[0].modifiers
;
2752 char dst_swizzle
[6];
2754 shader_glsl_get_swizzle(&ins
->src
[0], FALSE
, write_mask
, dst_swizzle
);
2756 if (src_mod
== WINED3DSPSM_DZ
) {
2757 glsl_src_param_t div_param
;
2758 unsigned int mask_size
= shader_glsl_get_write_mask_size(write_mask
);
2759 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_2
, &div_param
);
2761 if (mask_size
> 1) {
2762 shader_addline(buffer
, "gl_TexCoord[%u]%s / vec%d(%s));\n", reg
, dst_swizzle
, mask_size
, div_param
.param_str
);
2764 shader_addline(buffer
, "gl_TexCoord[%u]%s / %s);\n", reg
, dst_swizzle
, div_param
.param_str
);
2766 } else if (src_mod
== WINED3DSPSM_DW
) {
2767 glsl_src_param_t div_param
;
2768 unsigned int mask_size
= shader_glsl_get_write_mask_size(write_mask
);
2769 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_3
, &div_param
);
2771 if (mask_size
> 1) {
2772 shader_addline(buffer
, "gl_TexCoord[%u]%s / vec%d(%s));\n", reg
, dst_swizzle
, mask_size
, div_param
.param_str
);
2774 shader_addline(buffer
, "gl_TexCoord[%u]%s / %s);\n", reg
, dst_swizzle
, div_param
.param_str
);
2777 shader_addline(buffer
, "gl_TexCoord[%u]%s);\n", reg
, dst_swizzle
);
2782 /** Process the WINED3DSIO_TEXDP3TEX instruction in GLSL:
2783 * Take a 3-component dot product of the TexCoord[dstreg] and src,
2784 * then perform a 1D texture lookup from stage dstregnum, place into dst. */
2785 static void pshader_glsl_texdp3tex(const struct wined3d_shader_instruction
*ins
)
2787 glsl_src_param_t src0_param
;
2788 glsl_sample_function_t sample_function
;
2789 DWORD sampler_idx
= ins
->dst
[0].reg
.idx
;
2790 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
2791 WINED3DSAMPLER_TEXTURE_TYPE sampler_type
= ins
->ctx
->reg_maps
->sampler_type
[sampler_idx
];
2794 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_mask
, &src0_param
);
2796 /* Do I have to take care about the projected bit? I don't think so, since the dp3 returns only one
2797 * scalar, and projected sampling would require 4.
2799 * It is a dependent read - not valid with conditional NP2 textures
2801 shader_glsl_get_sample_function(sampler_type
, 0, &sample_function
);
2802 mask_size
= shader_glsl_get_write_mask_size(sample_function
.coord_mask
);
2807 shader_glsl_gen_sample_code(ins
, sampler_idx
, &sample_function
, WINED3DSP_NOSWIZZLE
, NULL
, NULL
, NULL
,
2808 "dot(gl_TexCoord[%u].xyz, %s)", sampler_idx
, src0_param
.param_str
);
2812 shader_glsl_gen_sample_code(ins
, sampler_idx
, &sample_function
, WINED3DSP_NOSWIZZLE
, NULL
, NULL
, NULL
,
2813 "vec2(dot(gl_TexCoord[%u].xyz, %s), 0.0)", sampler_idx
, src0_param
.param_str
);
2817 shader_glsl_gen_sample_code(ins
, sampler_idx
, &sample_function
, WINED3DSP_NOSWIZZLE
, NULL
, NULL
, NULL
,
2818 "vec3(dot(gl_TexCoord[%u].xyz, %s), 0.0, 0.0)", sampler_idx
, src0_param
.param_str
);
2822 FIXME("Unexpected mask size %u\n", mask_size
);
2827 /** Process the WINED3DSIO_TEXDP3 instruction in GLSL:
2828 * Take a 3-component dot product of the TexCoord[dstreg] and src. */
2829 static void pshader_glsl_texdp3(const struct wined3d_shader_instruction
*ins
)
2831 glsl_src_param_t src0_param
;
2832 DWORD dstreg
= ins
->dst
[0].reg
.idx
;
2833 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
2835 unsigned int mask_size
;
2837 dst_mask
= shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
2838 mask_size
= shader_glsl_get_write_mask_size(dst_mask
);
2839 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_mask
, &src0_param
);
2841 if (mask_size
> 1) {
2842 shader_addline(ins
->ctx
->buffer
, "vec%d(dot(T%u.xyz, %s)));\n", mask_size
, dstreg
, src0_param
.param_str
);
2844 shader_addline(ins
->ctx
->buffer
, "dot(T%u.xyz, %s));\n", dstreg
, src0_param
.param_str
);
2848 /** Process the WINED3DSIO_TEXDEPTH instruction in GLSL:
2849 * Calculate the depth as dst.x / dst.y */
2850 static void pshader_glsl_texdepth(const struct wined3d_shader_instruction
*ins
)
2852 glsl_dst_param_t dst_param
;
2854 shader_glsl_add_dst_param(ins
, &ins
->dst
[0], &dst_param
);
2856 /* Tests show that texdepth never returns anything below 0.0, and that r5.y is clamped to 1.0.
2857 * Negative input is accepted, -0.25 / -0.5 returns 0.5. GL should clamp gl_FragDepth to [0;1], but
2858 * this doesn't always work, so clamp the results manually. Whether or not the x value is clamped at 1
2859 * too is irrelevant, since if x = 0, any y value < 1.0 (and > 1.0 is not allowed) results in a result
2862 shader_addline(ins
->ctx
->buffer
, "gl_FragDepth = clamp((%s.x / min(%s.y, 1.0)), 0.0, 1.0);\n",
2863 dst_param
.reg_name
, dst_param
.reg_name
);
2866 /** Process the WINED3DSIO_TEXM3X2DEPTH instruction in GLSL:
2867 * Last row of a 3x2 matrix multiply, use the result to calculate the depth:
2868 * Calculate tmp0.y = TexCoord[dstreg] . src.xyz; (tmp0.x has already been calculated)
2869 * depth = (tmp0.y == 0.0) ? 1.0 : tmp0.x / tmp0.y
2871 static void pshader_glsl_texm3x2depth(const struct wined3d_shader_instruction
*ins
)
2873 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
2874 DWORD dstreg
= ins
->dst
[0].reg
.idx
;
2875 glsl_src_param_t src0_param
;
2877 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_mask
, &src0_param
);
2879 shader_addline(ins
->ctx
->buffer
, "tmp0.y = dot(T%u.xyz, %s);\n", dstreg
, src0_param
.param_str
);
2880 shader_addline(ins
->ctx
->buffer
, "gl_FragDepth = (tmp0.y == 0.0) ? 1.0 : clamp(tmp0.x / tmp0.y, 0.0, 1.0);\n");
2883 /** Process the WINED3DSIO_TEXM3X2PAD instruction in GLSL
2884 * Calculate the 1st of a 2-row matrix multiplication. */
2885 static void pshader_glsl_texm3x2pad(const struct wined3d_shader_instruction
*ins
)
2887 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
2888 DWORD reg
= ins
->dst
[0].reg
.idx
;
2889 SHADER_BUFFER
*buffer
= ins
->ctx
->buffer
;
2890 glsl_src_param_t src0_param
;
2892 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_mask
, &src0_param
);
2893 shader_addline(buffer
, "tmp0.x = dot(T%u.xyz, %s);\n", reg
, src0_param
.param_str
);
2896 /** Process the WINED3DSIO_TEXM3X3PAD instruction in GLSL
2897 * Calculate the 1st or 2nd row of a 3-row matrix multiplication. */
2898 static void pshader_glsl_texm3x3pad(const struct wined3d_shader_instruction
*ins
)
2900 IWineD3DPixelShaderImpl
*shader
= (IWineD3DPixelShaderImpl
*)ins
->ctx
->shader
;
2901 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
2902 DWORD reg
= ins
->dst
[0].reg
.idx
;
2903 SHADER_BUFFER
*buffer
= ins
->ctx
->buffer
;
2904 SHADER_PARSE_STATE
* current_state
= &shader
->baseShader
.parse_state
;
2905 glsl_src_param_t src0_param
;
2907 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_mask
, &src0_param
);
2908 shader_addline(buffer
, "tmp0.%c = dot(T%u.xyz, %s);\n", 'x' + current_state
->current_row
, reg
, src0_param
.param_str
);
2909 current_state
->texcoord_w
[current_state
->current_row
++] = reg
;
2912 static void pshader_glsl_texm3x2tex(const struct wined3d_shader_instruction
*ins
)
2914 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
2915 DWORD reg
= ins
->dst
[0].reg
.idx
;
2916 SHADER_BUFFER
*buffer
= ins
->ctx
->buffer
;
2917 glsl_src_param_t src0_param
;
2918 WINED3DSAMPLER_TEXTURE_TYPE sampler_type
= ins
->ctx
->reg_maps
->sampler_type
[reg
];
2919 glsl_sample_function_t sample_function
;
2921 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_mask
, &src0_param
);
2922 shader_addline(buffer
, "tmp0.y = dot(T%u.xyz, %s);\n", reg
, src0_param
.param_str
);
2924 shader_glsl_get_sample_function(sampler_type
, 0, &sample_function
);
2926 /* Sample the texture using the calculated coordinates */
2927 shader_glsl_gen_sample_code(ins
, reg
, &sample_function
, WINED3DSP_NOSWIZZLE
, NULL
, NULL
, NULL
, "tmp0.xy");
2930 /** Process the WINED3DSIO_TEXM3X3TEX instruction in GLSL
2931 * Perform the 3rd row of a 3x3 matrix multiply, then sample the texture using the calculated coordinates */
2932 static void pshader_glsl_texm3x3tex(const struct wined3d_shader_instruction
*ins
)
2934 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
2935 glsl_src_param_t src0_param
;
2936 DWORD reg
= ins
->dst
[0].reg
.idx
;
2937 IWineD3DPixelShaderImpl
*This
= (IWineD3DPixelShaderImpl
*)ins
->ctx
->shader
;
2938 SHADER_PARSE_STATE
* current_state
= &This
->baseShader
.parse_state
;
2939 WINED3DSAMPLER_TEXTURE_TYPE sampler_type
= ins
->ctx
->reg_maps
->sampler_type
[reg
];
2940 glsl_sample_function_t sample_function
;
2942 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_mask
, &src0_param
);
2943 shader_addline(ins
->ctx
->buffer
, "tmp0.z = dot(T%u.xyz, %s);\n", reg
, src0_param
.param_str
);
2945 /* Dependent read, not valid with conditional NP2 */
2946 shader_glsl_get_sample_function(sampler_type
, 0, &sample_function
);
2948 /* Sample the texture using the calculated coordinates */
2949 shader_glsl_gen_sample_code(ins
, reg
, &sample_function
, WINED3DSP_NOSWIZZLE
, NULL
, NULL
, NULL
, "tmp0.xyz");
2951 current_state
->current_row
= 0;
2954 /** Process the WINED3DSIO_TEXM3X3 instruction in GLSL
2955 * Perform the 3rd row of a 3x3 matrix multiply */
2956 static void pshader_glsl_texm3x3(const struct wined3d_shader_instruction
*ins
)
2958 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
2959 glsl_src_param_t src0_param
;
2961 DWORD reg
= ins
->dst
[0].reg
.idx
;
2962 IWineD3DPixelShaderImpl
*This
= (IWineD3DPixelShaderImpl
*)ins
->ctx
->shader
;
2963 SHADER_PARSE_STATE
* current_state
= &This
->baseShader
.parse_state
;
2965 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_mask
, &src0_param
);
2967 shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
2968 shader_glsl_get_write_mask(&ins
->dst
[0], dst_mask
);
2969 shader_addline(ins
->ctx
->buffer
, "vec4(tmp0.xy, dot(T%u.xyz, %s), 1.0)%s);\n", reg
, src0_param
.param_str
, dst_mask
);
2971 current_state
->current_row
= 0;
2974 /** Process the WINED3DSIO_TEXM3X3SPEC instruction in GLSL
2975 * Perform the final texture lookup based on the previous 2 3x3 matrix multiplies */
2976 static void pshader_glsl_texm3x3spec(const struct wined3d_shader_instruction
*ins
)
2978 IWineD3DPixelShaderImpl
*shader
= (IWineD3DPixelShaderImpl
*)ins
->ctx
->shader
;
2979 DWORD reg
= ins
->dst
[0].reg
.idx
;
2980 glsl_src_param_t src0_param
;
2981 glsl_src_param_t src1_param
;
2982 SHADER_BUFFER
*buffer
= ins
->ctx
->buffer
;
2983 SHADER_PARSE_STATE
* current_state
= &shader
->baseShader
.parse_state
;
2984 WINED3DSAMPLER_TEXTURE_TYPE stype
= ins
->ctx
->reg_maps
->sampler_type
[reg
];
2985 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
2986 glsl_sample_function_t sample_function
;
2988 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_mask
, &src0_param
);
2989 shader_glsl_add_src_param(ins
, &ins
->src
[1], src_mask
, &src1_param
);
2991 /* Perform the last matrix multiply operation */
2992 shader_addline(buffer
, "tmp0.z = dot(T%u.xyz, %s);\n", reg
, src0_param
.param_str
);
2993 /* Reflection calculation */
2994 shader_addline(buffer
, "tmp0.xyz = -reflect((%s), normalize(tmp0.xyz));\n", src1_param
.param_str
);
2996 /* Dependent read, not valid with conditional NP2 */
2997 shader_glsl_get_sample_function(stype
, 0, &sample_function
);
2999 /* Sample the texture */
3000 shader_glsl_gen_sample_code(ins
, reg
, &sample_function
, WINED3DSP_NOSWIZZLE
, NULL
, NULL
, NULL
, "tmp0.xyz");
3002 current_state
->current_row
= 0;
3005 /** Process the WINED3DSIO_TEXM3X3VSPEC instruction in GLSL
3006 * Perform the final texture lookup based on the previous 2 3x3 matrix multiplies */
3007 static void pshader_glsl_texm3x3vspec(const struct wined3d_shader_instruction
*ins
)
3009 IWineD3DPixelShaderImpl
*shader
= (IWineD3DPixelShaderImpl
*)ins
->ctx
->shader
;
3010 DWORD reg
= ins
->dst
[0].reg
.idx
;
3011 SHADER_BUFFER
*buffer
= ins
->ctx
->buffer
;
3012 SHADER_PARSE_STATE
* current_state
= &shader
->baseShader
.parse_state
;
3013 glsl_src_param_t src0_param
;
3014 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
3015 WINED3DSAMPLER_TEXTURE_TYPE sampler_type
= ins
->ctx
->reg_maps
->sampler_type
[reg
];
3016 glsl_sample_function_t sample_function
;
3018 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_mask
, &src0_param
);
3020 /* Perform the last matrix multiply operation */
3021 shader_addline(buffer
, "tmp0.z = dot(vec3(T%u), vec3(%s));\n", reg
, src0_param
.param_str
);
3023 /* Construct the eye-ray vector from w coordinates */
3024 shader_addline(buffer
, "tmp1.xyz = normalize(vec3(gl_TexCoord[%u].w, gl_TexCoord[%u].w, gl_TexCoord[%u].w));\n",
3025 current_state
->texcoord_w
[0], current_state
->texcoord_w
[1], reg
);
3026 shader_addline(buffer
, "tmp0.xyz = -reflect(tmp1.xyz, normalize(tmp0.xyz));\n");
3028 /* Dependent read, not valid with conditional NP2 */
3029 shader_glsl_get_sample_function(sampler_type
, 0, &sample_function
);
3031 /* Sample the texture using the calculated coordinates */
3032 shader_glsl_gen_sample_code(ins
, reg
, &sample_function
, WINED3DSP_NOSWIZZLE
, NULL
, NULL
, NULL
, "tmp0.xyz");
3034 current_state
->current_row
= 0;
3037 /** Process the WINED3DSIO_TEXBEM instruction in GLSL.
3038 * Apply a fake bump map transform.
3039 * texbem is pshader <= 1.3 only, this saves a few version checks
3041 static void pshader_glsl_texbem(const struct wined3d_shader_instruction
*ins
)
3043 IWineD3DPixelShaderImpl
*This
= (IWineD3DPixelShaderImpl
*)ins
->ctx
->shader
;
3044 IWineD3DDeviceImpl
* deviceImpl
= (IWineD3DDeviceImpl
*) This
->baseShader
.device
;
3045 glsl_sample_function_t sample_function
;
3046 glsl_src_param_t coord_param
;
3047 WINED3DSAMPLER_TEXTURE_TYPE sampler_type
;
3053 sampler_idx
= ins
->dst
[0].reg
.idx
;
3054 flags
= deviceImpl
->stateBlock
->textureState
[sampler_idx
][WINED3DTSS_TEXTURETRANSFORMFLAGS
];
3056 sampler_type
= ins
->ctx
->reg_maps
->sampler_type
[sampler_idx
];
3057 /* Dependent read, not valid with conditional NP2 */
3058 shader_glsl_get_sample_function(sampler_type
, 0, &sample_function
);
3059 mask
= sample_function
.coord_mask
;
3061 shader_glsl_write_mask_to_str(mask
, coord_mask
);
3063 /* with projective textures, texbem only divides the static texture coord, not the displacement,
3064 * so we can't let the GL handle this.
3066 if (flags
& WINED3DTTFF_PROJECTED
) {
3068 char coord_div_mask
[3];
3069 switch (flags
& ~WINED3DTTFF_PROJECTED
) {
3070 case WINED3DTTFF_COUNT1
: FIXME("WINED3DTTFF_PROJECTED with WINED3DTTFF_COUNT1?\n"); break;
3071 case WINED3DTTFF_COUNT2
: div_mask
= WINED3DSP_WRITEMASK_1
; break;
3072 case WINED3DTTFF_COUNT3
: div_mask
= WINED3DSP_WRITEMASK_2
; break;
3073 case WINED3DTTFF_COUNT4
:
3074 case WINED3DTTFF_DISABLE
: div_mask
= WINED3DSP_WRITEMASK_3
; break;
3076 shader_glsl_write_mask_to_str(div_mask
, coord_div_mask
);
3077 shader_addline(ins
->ctx
->buffer
, "T%u%s /= T%u%s;\n", sampler_idx
, coord_mask
, sampler_idx
, coord_div_mask
);
3080 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
, &coord_param
);
3082 shader_glsl_gen_sample_code(ins
, sampler_idx
, &sample_function
, WINED3DSP_NOSWIZZLE
, NULL
, NULL
, NULL
,
3083 "T%u%s + vec4(bumpenvmat%d * %s, 0.0, 0.0)%s", sampler_idx
, coord_mask
, sampler_idx
,
3084 coord_param
.param_str
, coord_mask
);
3086 if (ins
->handler_idx
== WINED3DSIH_TEXBEML
)
3088 glsl_src_param_t luminance_param
;
3089 glsl_dst_param_t dst_param
;
3091 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_2
, &luminance_param
);
3092 shader_glsl_add_dst_param(ins
, &ins
->dst
[0], &dst_param
);
3094 shader_addline(ins
->ctx
->buffer
, "%s%s *= (%s * luminancescale%d + luminanceoffset%d);\n",
3095 dst_param
.reg_name
, dst_param
.mask_str
,
3096 luminance_param
.param_str
, sampler_idx
, sampler_idx
);
3100 static void pshader_glsl_bem(const struct wined3d_shader_instruction
*ins
)
3102 glsl_src_param_t src0_param
, src1_param
;
3103 DWORD sampler_idx
= ins
->dst
[0].reg
.idx
;
3105 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
, &src0_param
);
3106 shader_glsl_add_src_param(ins
, &ins
->src
[1], WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
, &src1_param
);
3108 shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
3109 shader_addline(ins
->ctx
->buffer
, "%s + bumpenvmat%d * %s);\n",
3110 src0_param
.param_str
, sampler_idx
, src1_param
.param_str
);
3113 /** Process the WINED3DSIO_TEXREG2AR instruction in GLSL
3114 * Sample 2D texture at dst using the alpha & red (wx) components of src as texture coordinates */
3115 static void pshader_glsl_texreg2ar(const struct wined3d_shader_instruction
*ins
)
3117 glsl_src_param_t src0_param
;
3118 DWORD sampler_idx
= ins
->dst
[0].reg
.idx
;
3119 WINED3DSAMPLER_TEXTURE_TYPE sampler_type
= ins
->ctx
->reg_maps
->sampler_type
[sampler_idx
];
3120 glsl_sample_function_t sample_function
;
3122 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_ALL
, &src0_param
);
3124 shader_glsl_get_sample_function(sampler_type
, 0, &sample_function
);
3125 shader_glsl_gen_sample_code(ins
, sampler_idx
, &sample_function
, WINED3DSP_NOSWIZZLE
, NULL
, NULL
, NULL
,
3126 "%s.wx", src0_param
.reg_name
);
3129 /** Process the WINED3DSIO_TEXREG2GB instruction in GLSL
3130 * Sample 2D texture at dst using the green & blue (yz) components of src as texture coordinates */
3131 static void pshader_glsl_texreg2gb(const struct wined3d_shader_instruction
*ins
)
3133 glsl_src_param_t src0_param
;
3134 DWORD sampler_idx
= ins
->dst
[0].reg
.idx
;
3135 WINED3DSAMPLER_TEXTURE_TYPE sampler_type
= ins
->ctx
->reg_maps
->sampler_type
[sampler_idx
];
3136 glsl_sample_function_t sample_function
;
3138 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_ALL
, &src0_param
);
3140 shader_glsl_get_sample_function(sampler_type
, 0, &sample_function
);
3141 shader_glsl_gen_sample_code(ins
, sampler_idx
, &sample_function
, WINED3DSP_NOSWIZZLE
, NULL
, NULL
, NULL
,
3142 "%s.yz", src0_param
.reg_name
);
3145 /** Process the WINED3DSIO_TEXREG2RGB instruction in GLSL
3146 * Sample texture at dst using the rgb (xyz) components of src as texture coordinates */
3147 static void pshader_glsl_texreg2rgb(const struct wined3d_shader_instruction
*ins
)
3149 glsl_src_param_t src0_param
;
3150 DWORD sampler_idx
= ins
->dst
[0].reg
.idx
;
3151 WINED3DSAMPLER_TEXTURE_TYPE sampler_type
= ins
->ctx
->reg_maps
->sampler_type
[sampler_idx
];
3152 glsl_sample_function_t sample_function
;
3154 /* Dependent read, not valid with conditional NP2 */
3155 shader_glsl_get_sample_function(sampler_type
, 0, &sample_function
);
3156 shader_glsl_add_src_param(ins
, &ins
->src
[0], sample_function
.coord_mask
, &src0_param
);
3158 shader_glsl_gen_sample_code(ins
, sampler_idx
, &sample_function
, WINED3DSP_NOSWIZZLE
, NULL
, NULL
, NULL
,
3159 "%s", src0_param
.param_str
);
3162 /** Process the WINED3DSIO_TEXKILL instruction in GLSL.
3163 * If any of the first 3 components are < 0, discard this pixel */
3164 static void pshader_glsl_texkill(const struct wined3d_shader_instruction
*ins
)
3166 glsl_dst_param_t dst_param
;
3168 /* The argument is a destination parameter, and no writemasks are allowed */
3169 shader_glsl_add_dst_param(ins
, &ins
->dst
[0], &dst_param
);
3170 if (ins
->ctx
->reg_maps
->shader_version
.major
>= 2)
3172 /* 2.0 shaders compare all 4 components in texkill */
3173 shader_addline(ins
->ctx
->buffer
, "if (any(lessThan(%s.xyzw, vec4(0.0)))) discard;\n", dst_param
.reg_name
);
3175 /* 1.X shaders only compare the first 3 components, probably due to the nature of the texkill
3176 * instruction as a tex* instruction, and phase, which kills all a / w components. Even if all
3177 * 4 components are defined, only the first 3 are used
3179 shader_addline(ins
->ctx
->buffer
, "if (any(lessThan(%s.xyz, vec3(0.0)))) discard;\n", dst_param
.reg_name
);
3183 /** Process the WINED3DSIO_DP2ADD instruction in GLSL.
3184 * dst = dot2(src0, src1) + src2 */
3185 static void pshader_glsl_dp2add(const struct wined3d_shader_instruction
*ins
)
3187 glsl_src_param_t src0_param
;
3188 glsl_src_param_t src1_param
;
3189 glsl_src_param_t src2_param
;
3191 unsigned int mask_size
;
3193 write_mask
= shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
3194 mask_size
= shader_glsl_get_write_mask_size(write_mask
);
3196 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
, &src0_param
);
3197 shader_glsl_add_src_param(ins
, &ins
->src
[1], WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
, &src1_param
);
3198 shader_glsl_add_src_param(ins
, &ins
->src
[2], WINED3DSP_WRITEMASK_0
, &src2_param
);
3200 if (mask_size
> 1) {
3201 shader_addline(ins
->ctx
->buffer
, "vec%d(dot(%s, %s) + %s));\n",
3202 mask_size
, src0_param
.param_str
, src1_param
.param_str
, src2_param
.param_str
);
3204 shader_addline(ins
->ctx
->buffer
, "dot(%s, %s) + %s);\n",
3205 src0_param
.param_str
, src1_param
.param_str
, src2_param
.param_str
);
3209 static void pshader_glsl_input_pack(IWineD3DPixelShader
*iface
, SHADER_BUFFER
*buffer
,
3210 const struct wined3d_shader_signature_element
*input_signature
, const struct shader_reg_maps
*reg_maps
,
3211 enum vertexprocessing_mode vertexprocessing
)
3214 IWineD3DPixelShaderImpl
*This
= (IWineD3DPixelShaderImpl
*)iface
;
3215 WORD map
= reg_maps
->input_registers
;
3217 for (i
= 0; map
; map
>>= 1, ++i
)
3219 const char *semantic_name
;
3224 if (!(map
& 1)) continue;
3226 semantic_name
= input_signature
[i
].semantic_name
;
3227 semantic_idx
= input_signature
[i
].semantic_idx
;
3228 shader_glsl_write_mask_to_str(input_signature
[i
].mask
, reg_mask
);
3230 if (shader_match_semantic(semantic_name
, WINED3DDECLUSAGE_TEXCOORD
))
3232 if (semantic_idx
< 8 && vertexprocessing
== pretransformed
)
3233 shader_addline(buffer
, "IN[%u]%s = gl_TexCoord[%u]%s;\n",
3234 This
->input_reg_map
[i
], reg_mask
, semantic_idx
, reg_mask
);
3236 shader_addline(buffer
, "IN[%u]%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
3237 This
->input_reg_map
[i
], reg_mask
, reg_mask
);
3239 else if (shader_match_semantic(semantic_name
, WINED3DDECLUSAGE_COLOR
))
3241 if (semantic_idx
== 0)
3242 shader_addline(buffer
, "IN[%u]%s = vec4(gl_Color)%s;\n",
3243 This
->input_reg_map
[i
], reg_mask
, reg_mask
);
3244 else if (semantic_idx
== 1)
3245 shader_addline(buffer
, "IN[%u]%s = vec4(gl_SecondaryColor)%s;\n",
3246 This
->input_reg_map
[i
], reg_mask
, reg_mask
);
3248 shader_addline(buffer
, "IN[%u]%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
3249 This
->input_reg_map
[i
], reg_mask
, reg_mask
);
3253 shader_addline(buffer
, "IN[%u]%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
3254 This
->input_reg_map
[i
], reg_mask
, reg_mask
);
3259 /*********************************************
3260 * Vertex Shader Specific Code begins here
3261 ********************************************/
3263 static void add_glsl_program_entry(struct shader_glsl_priv
*priv
, struct glsl_shader_prog_link
*entry
) {
3264 glsl_program_key_t key
;
3266 key
.vshader
= entry
->vshader
;
3267 key
.pshader
= entry
->pshader
;
3268 key
.vs_args
= entry
->vs_args
;
3269 key
.ps_args
= entry
->ps_args
;
3271 if (wine_rb_put(&priv
->program_lookup
, &key
, &entry
->program_lookup_entry
) == -1)
3273 ERR("Failed to insert program entry.\n");
3277 static struct glsl_shader_prog_link
*get_glsl_program_entry(struct shader_glsl_priv
*priv
,
3278 IWineD3DVertexShader
*vshader
, IWineD3DPixelShader
*pshader
, struct vs_compile_args
*vs_args
,
3279 struct ps_compile_args
*ps_args
) {
3280 struct wine_rb_entry
*entry
;
3281 glsl_program_key_t key
;
3283 key
.vshader
= vshader
;
3284 key
.pshader
= pshader
;
3285 key
.vs_args
= *vs_args
;
3286 key
.ps_args
= *ps_args
;
3288 entry
= wine_rb_get(&priv
->program_lookup
, &key
);
3289 return entry
? WINE_RB_ENTRY_VALUE(entry
, struct glsl_shader_prog_link
, program_lookup_entry
) : NULL
;
3292 /* GL locking is done by the caller */
3293 static void delete_glsl_program_entry(struct shader_glsl_priv
*priv
, const WineD3D_GL_Info
*gl_info
,
3294 struct glsl_shader_prog_link
*entry
)
3296 glsl_program_key_t key
;
3298 key
.vshader
= entry
->vshader
;
3299 key
.pshader
= entry
->pshader
;
3300 key
.vs_args
= entry
->vs_args
;
3301 key
.ps_args
= entry
->ps_args
;
3302 wine_rb_remove(&priv
->program_lookup
, &key
);
3304 GL_EXTCALL(glDeleteObjectARB(entry
->programId
));
3305 if (entry
->vshader
) list_remove(&entry
->vshader_entry
);
3306 if (entry
->pshader
) list_remove(&entry
->pshader_entry
);
3307 HeapFree(GetProcessHeap(), 0, entry
->vuniformF_locations
);
3308 HeapFree(GetProcessHeap(), 0, entry
->puniformF_locations
);
3309 HeapFree(GetProcessHeap(), 0, entry
);
3312 static void handle_ps3_input(SHADER_BUFFER
*buffer
, const WineD3D_GL_Info
*gl_info
, const DWORD
*map
,
3313 const struct wined3d_shader_signature_element
*input_signature
, const struct shader_reg_maps
*reg_maps_in
,
3314 const struct wined3d_shader_signature_element
*output_signature
, const struct shader_reg_maps
*reg_maps_out
)
3317 const char *semantic_name_in
, *semantic_name_out
;
3318 UINT semantic_idx_in
, semantic_idx_out
;
3321 DWORD in_count
= vec4_varyings(3, gl_info
);
3322 char reg_mask
[6], reg_mask_out
[6];
3323 char destination
[50];
3324 WORD input_map
, output_map
;
3326 set
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(*set
) * (in_count
+ 2));
3328 if (!output_signature
)
3330 /* Save gl_FrontColor & gl_FrontSecondaryColor before overwriting them. */
3331 shader_addline(buffer
, "vec4 front_color = gl_FrontColor;\n");
3332 shader_addline(buffer
, "vec4 front_secondary_color = gl_FrontSecondaryColor;\n");
3335 input_map
= reg_maps_in
->input_registers
;
3336 for (i
= 0; input_map
; input_map
>>= 1, ++i
)
3338 if (!(input_map
& 1)) continue;
3341 if (in_idx
>= (in_count
+ 2)) {
3342 FIXME("More input varyings declared than supported, expect issues\n");
3345 else if (map
[i
] == ~0U)
3347 /* Declared, but not read register */
3351 if (in_idx
== in_count
) {
3352 sprintf(destination
, "gl_FrontColor");
3353 } else if (in_idx
== in_count
+ 1) {
3354 sprintf(destination
, "gl_FrontSecondaryColor");
3356 sprintf(destination
, "IN[%u]", in_idx
);
3359 semantic_name_in
= input_signature
[i
].semantic_name
;
3360 semantic_idx_in
= input_signature
[i
].semantic_idx
;
3361 set
[map
[i
]] = input_signature
[i
].mask
;
3362 shader_glsl_write_mask_to_str(input_signature
[i
].mask
, reg_mask
);
3364 if (!output_signature
)
3366 if (shader_match_semantic(semantic_name_in
, WINED3DDECLUSAGE_COLOR
))
3368 if (semantic_idx_in
== 0)
3369 shader_addline(buffer
, "%s%s = front_color%s;\n",
3370 destination
, reg_mask
, reg_mask
);
3371 else if (semantic_idx_in
== 1)
3372 shader_addline(buffer
, "%s%s = front_secondary_color%s;\n",
3373 destination
, reg_mask
, reg_mask
);
3375 shader_addline(buffer
, "%s%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
3376 destination
, reg_mask
, reg_mask
);
3378 else if (shader_match_semantic(semantic_name_in
, WINED3DDECLUSAGE_TEXCOORD
))
3380 if (semantic_idx_in
< 8)
3382 shader_addline(buffer
, "%s%s = gl_TexCoord[%u]%s;\n",
3383 destination
, reg_mask
, semantic_idx_in
, reg_mask
);
3387 shader_addline(buffer
, "%s%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
3388 destination
, reg_mask
, reg_mask
);
3391 else if (shader_match_semantic(semantic_name_in
, WINED3DDECLUSAGE_FOG
))
3393 shader_addline(buffer
, "%s%s = vec4(gl_FogFragCoord, 0.0, 0.0, 0.0)%s;\n",
3394 destination
, reg_mask
, reg_mask
);
3398 shader_addline(buffer
, "%s%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
3399 destination
, reg_mask
, reg_mask
);
3404 output_map
= reg_maps_out
->output_registers
;
3405 for (j
= 0; output_map
; output_map
>>= 1, ++j
)
3407 if (!(output_map
& 1)) continue;
3409 semantic_name_out
= output_signature
[j
].semantic_name
;
3410 semantic_idx_out
= output_signature
[j
].semantic_idx
;
3411 shader_glsl_write_mask_to_str(output_signature
[j
].mask
, reg_mask_out
);
3413 if (semantic_idx_in
== semantic_idx_out
3414 && !strcmp(semantic_name_in
, semantic_name_out
))
3416 shader_addline(buffer
, "%s%s = OUT[%u]%s;\n",
3417 destination
, reg_mask
, j
, reg_mask
);
3422 shader_addline(buffer
, "%s%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
3423 destination
, reg_mask
, reg_mask
);
3428 /* This is solely to make the compiler / linker happy and avoid warning about undefined
3429 * varyings. It shouldn't result in any real code executed on the GPU, since all read
3430 * input varyings are assigned above, if the optimizer works properly.
3432 for(i
= 0; i
< in_count
+ 2; i
++) {
3433 if(set
[i
] != WINED3DSP_WRITEMASK_ALL
) {
3434 unsigned int size
= 0;
3435 memset(reg_mask
, 0, sizeof(reg_mask
));
3436 if(!(set
[i
] & WINED3DSP_WRITEMASK_0
)) {
3437 reg_mask
[size
] = 'x';
3440 if(!(set
[i
] & WINED3DSP_WRITEMASK_1
)) {
3441 reg_mask
[size
] = 'y';
3444 if(!(set
[i
] & WINED3DSP_WRITEMASK_2
)) {
3445 reg_mask
[size
] = 'z';
3448 if(!(set
[i
] & WINED3DSP_WRITEMASK_3
)) {
3449 reg_mask
[size
] = 'w';
3453 if (i
== in_count
) {
3454 sprintf(destination
, "gl_FrontColor");
3455 } else if (i
== in_count
+ 1) {
3456 sprintf(destination
, "gl_FrontSecondaryColor");
3458 sprintf(destination
, "IN[%u]", i
);
3462 shader_addline(buffer
, "%s.%s = 0.0;\n", destination
, reg_mask
);
3464 shader_addline(buffer
, "%s.%s = vec%u(0.0);\n", destination
, reg_mask
, size
);
3469 HeapFree(GetProcessHeap(), 0, set
);
3472 /* GL locking is done by the caller */
3473 static GLhandleARB
generate_param_reorder_function(IWineD3DVertexShader
*vertexshader
,
3474 IWineD3DPixelShader
*pixelshader
, const WineD3D_GL_Info
*gl_info
)
3476 GLhandleARB ret
= 0;
3477 IWineD3DVertexShaderImpl
*vs
= (IWineD3DVertexShaderImpl
*) vertexshader
;
3478 IWineD3DPixelShaderImpl
*ps
= (IWineD3DPixelShaderImpl
*) pixelshader
;
3479 IWineD3DDeviceImpl
*device
;
3480 DWORD vs_major
= vs
->baseShader
.reg_maps
.shader_version
.major
;
3481 DWORD ps_major
= ps
? ps
->baseShader
.reg_maps
.shader_version
.major
: 0;
3483 SHADER_BUFFER buffer
;
3484 const char *semantic_name
;
3487 const struct wined3d_shader_signature_element
*output_signature
;
3489 shader_buffer_init(&buffer
);
3491 shader_addline(&buffer
, "#version 120\n");
3493 if(vs_major
< 3 && ps_major
< 3) {
3494 /* That one is easy: The vertex shader writes to the builtin varyings, the pixel shader reads from them.
3495 * Take care about the texcoord .w fixup though if we're using the fixed function fragment pipeline
3497 device
= (IWineD3DDeviceImpl
*) vs
->baseShader
.device
;
3498 if((GLINFO_LOCATION
).set_texcoord_w
&& ps_major
== 0 && vs_major
> 0 &&
3499 !device
->frag_pipe
->ffp_proj_control
) {
3500 shader_addline(&buffer
, "void order_ps_input() {\n");
3501 for(i
= 0; i
< min(8, MAX_REG_TEXCRD
); i
++) {
3502 if(vs
->baseShader
.reg_maps
.texcoord_mask
[i
] != 0 &&
3503 vs
->baseShader
.reg_maps
.texcoord_mask
[i
] != WINED3DSP_WRITEMASK_ALL
) {
3504 shader_addline(&buffer
, "gl_TexCoord[%u].w = 1.0;\n", i
);
3507 shader_addline(&buffer
, "}\n");
3509 shader_addline(&buffer
, "void order_ps_input() { /* do nothing */ }\n");
3511 } else if(ps_major
< 3 && vs_major
>= 3) {
3512 WORD map
= vs
->baseShader
.reg_maps
.output_registers
;
3514 /* The vertex shader writes to its own varyings, the pixel shader needs them in the builtin ones */
3515 output_signature
= vs
->output_signature
;
3517 shader_addline(&buffer
, "void order_ps_input(in vec4 OUT[%u]) {\n", MAX_REG_OUTPUT
);
3518 for (i
= 0; map
; map
>>= 1, ++i
)
3522 if (!(map
& 1)) continue;
3524 semantic_name
= output_signature
[i
].semantic_name
;
3525 semantic_idx
= output_signature
[i
].semantic_idx
;
3526 write_mask
= output_signature
[i
].mask
;
3527 shader_glsl_write_mask_to_str(write_mask
, reg_mask
);
3529 if (shader_match_semantic(semantic_name
, WINED3DDECLUSAGE_COLOR
))
3531 if (semantic_idx
== 0)
3532 shader_addline(&buffer
, "gl_FrontColor%s = OUT[%u]%s;\n", reg_mask
, i
, reg_mask
);
3533 else if (semantic_idx
== 1)
3534 shader_addline(&buffer
, "gl_FrontSecondaryColor%s = OUT[%u]%s;\n", reg_mask
, i
, reg_mask
);
3536 else if (shader_match_semantic(semantic_name
, WINED3DDECLUSAGE_POSITION
))
3538 shader_addline(&buffer
, "gl_Position%s = OUT[%u]%s;\n", reg_mask
, i
, reg_mask
);
3540 else if (shader_match_semantic(semantic_name
, WINED3DDECLUSAGE_TEXCOORD
))
3542 if (semantic_idx
< 8)
3544 if (!(GLINFO_LOCATION
).set_texcoord_w
|| ps_major
> 0) write_mask
|= WINED3DSP_WRITEMASK_3
;
3546 shader_addline(&buffer
, "gl_TexCoord[%u]%s = OUT[%u]%s;\n",
3547 semantic_idx
, reg_mask
, i
, reg_mask
);
3548 if (!(write_mask
& WINED3DSP_WRITEMASK_3
))
3549 shader_addline(&buffer
, "gl_TexCoord[%u].w = 1.0;\n", semantic_idx
);
3552 else if (shader_match_semantic(semantic_name
, WINED3DDECLUSAGE_PSIZE
))
3554 shader_addline(&buffer
, "gl_PointSize = OUT[%u].x;\n", i
);
3556 else if (shader_match_semantic(semantic_name
, WINED3DDECLUSAGE_FOG
))
3558 shader_addline(&buffer
, "gl_FogFragCoord = OUT[%u].%c;\n", i
, reg_mask
[1]);
3561 shader_addline(&buffer
, "}\n");
3563 } else if(ps_major
>= 3 && vs_major
>= 3) {
3564 WORD map
= vs
->baseShader
.reg_maps
.output_registers
;
3566 output_signature
= vs
->output_signature
;
3568 /* This one is tricky: a 3.0 pixel shader reads from a 3.0 vertex shader */
3569 shader_addline(&buffer
, "varying vec4 IN[%u];\n", vec4_varyings(3, gl_info
));
3570 shader_addline(&buffer
, "void order_ps_input(in vec4 OUT[%u]) {\n", MAX_REG_OUTPUT
);
3572 /* First, sort out position and point size. Those are not passed to the pixel shader */
3573 for (i
= 0; map
; map
>>= 1, ++i
)
3575 if (!(map
& 1)) continue;
3577 semantic_name
= output_signature
[i
].semantic_name
;
3578 shader_glsl_write_mask_to_str(output_signature
[i
].mask
, reg_mask
);
3580 if (shader_match_semantic(semantic_name
, WINED3DDECLUSAGE_POSITION
))
3582 shader_addline(&buffer
, "gl_Position%s = OUT[%u]%s;\n", reg_mask
, i
, reg_mask
);
3584 else if (shader_match_semantic(semantic_name
, WINED3DDECLUSAGE_PSIZE
))
3586 shader_addline(&buffer
, "gl_PointSize = OUT[%u].x;\n", i
);
3590 /* Then, fix the pixel shader input */
3591 handle_ps3_input(&buffer
, gl_info
, ps
->input_reg_map
, ps
->input_signature
,
3592 &ps
->baseShader
.reg_maps
, output_signature
, &vs
->baseShader
.reg_maps
);
3594 shader_addline(&buffer
, "}\n");
3595 } else if(ps_major
>= 3 && vs_major
< 3) {
3596 shader_addline(&buffer
, "varying vec4 IN[%u];\n", vec4_varyings(3, gl_info
));
3597 shader_addline(&buffer
, "void order_ps_input() {\n");
3598 /* The vertex shader wrote to the builtin varyings. There is no need to figure out position and
3599 * point size, but we depend on the optimizers kindness to find out that the pixel shader doesn't
3600 * read gl_TexCoord and gl_ColorX, otherwise we'll run out of varyings
3602 handle_ps3_input(&buffer
, gl_info
, ps
->input_reg_map
, ps
->input_signature
,
3603 &ps
->baseShader
.reg_maps
, NULL
, NULL
);
3604 shader_addline(&buffer
, "}\n");
3606 ERR("Unexpected vertex and pixel shader version condition: vs: %d, ps: %d\n", vs_major
, ps_major
);
3609 ret
= GL_EXTCALL(glCreateShaderObjectARB(GL_VERTEX_SHADER_ARB
));
3610 checkGLcall("glCreateShaderObjectARB(GL_VERTEX_SHADER_ARB)");
3611 GL_EXTCALL(glShaderSourceARB(ret
, 1, (const char**)&buffer
.buffer
, NULL
));
3612 checkGLcall("glShaderSourceARB(ret, 1, &buffer.buffer, NULL)");
3613 GL_EXTCALL(glCompileShaderARB(ret
));
3614 checkGLcall("glCompileShaderARB(ret)");
3616 shader_buffer_free(&buffer
);
3620 /* GL locking is done by the caller */
3621 static void hardcode_local_constants(IWineD3DBaseShaderImpl
*shader
, const WineD3D_GL_Info
*gl_info
,
3622 GLhandleARB programId
, char prefix
)
3624 const local_constant
*lconst
;
3629 LIST_FOR_EACH_ENTRY(lconst
, &shader
->baseShader
.constantsF
, local_constant
, entry
) {
3630 value
= (const float *)lconst
->value
;
3631 snprintf(glsl_name
, sizeof(glsl_name
), "%cLC%u", prefix
, lconst
->idx
);
3632 tmp_loc
= GL_EXTCALL(glGetUniformLocationARB(programId
, glsl_name
));
3633 GL_EXTCALL(glUniform4fvARB(tmp_loc
, 1, value
));
3635 checkGLcall("Hardcoding local constants\n");
3638 /* GL locking is done by the caller */
3639 static GLuint
shader_glsl_generate_pshader(IWineD3DPixelShaderImpl
*This
,
3640 SHADER_BUFFER
*buffer
, const struct ps_compile_args
*args
)
3642 const struct shader_reg_maps
*reg_maps
= &This
->baseShader
.reg_maps
;
3643 CONST DWORD
*function
= This
->baseShader
.function
;
3644 const char *fragcolor
;
3645 const WineD3D_GL_Info
*gl_info
= &((IWineD3DDeviceImpl
*)This
->baseShader
.device
)->adapter
->gl_info
;
3646 struct shader_glsl_ctx_priv priv_ctx
;
3648 /* Create the hw GLSL shader object and assign it as the shader->prgId */
3649 GLhandleARB shader_obj
= GL_EXTCALL(glCreateShaderObjectARB(GL_FRAGMENT_SHADER_ARB
));
3651 memset(&priv_ctx
, 0, sizeof(priv_ctx
));
3652 priv_ctx
.cur_ps_args
= args
;
3654 shader_addline(buffer
, "#version 120\n");
3656 if (GL_SUPPORT(ARB_DRAW_BUFFERS
)) {
3657 shader_addline(buffer
, "#extension GL_ARB_draw_buffers : enable\n");
3659 if(GL_SUPPORT(ARB_SHADER_TEXTURE_LOD
) && reg_maps
->usestexldd
) {
3660 shader_addline(buffer
, "#extension GL_ARB_shader_texture_lod : enable\n");
3662 if (GL_SUPPORT(ARB_TEXTURE_RECTANGLE
)) {
3663 /* The spec says that it doesn't have to be explicitly enabled, but the nvidia
3664 * drivers write a warning if we don't do so
3666 shader_addline(buffer
, "#extension GL_ARB_texture_rectangle : enable\n");
3669 /* Base Declarations */
3670 shader_generate_glsl_declarations( (IWineD3DBaseShader
*) This
, reg_maps
, buffer
, &GLINFO_LOCATION
, args
);
3672 /* Pack 3.0 inputs */
3673 if (reg_maps
->shader_version
.major
>= 3 && args
->vp_mode
!= vertexshader
)
3675 pshader_glsl_input_pack((IWineD3DPixelShader
*) This
, buffer
, This
->input_signature
, reg_maps
, args
->vp_mode
);
3678 /* Base Shader Body */
3679 shader_generate_main((IWineD3DBaseShader
*)This
, buffer
, reg_maps
, function
, &priv_ctx
);
3681 /* Pixel shaders < 2.0 place the resulting color in R0 implicitly */
3682 if (reg_maps
->shader_version
.major
< 2)
3684 /* Some older cards like GeforceFX ones don't support multiple buffers, so also not gl_FragData */
3685 if(GL_SUPPORT(ARB_DRAW_BUFFERS
))
3686 shader_addline(buffer
, "gl_FragData[0] = R0;\n");
3688 shader_addline(buffer
, "gl_FragColor = R0;\n");
3691 if(GL_SUPPORT(ARB_DRAW_BUFFERS
)) {
3692 fragcolor
= "gl_FragData[0]";
3694 fragcolor
= "gl_FragColor";
3696 if(args
->srgb_correction
) {
3697 shader_addline(buffer
, "tmp0.xyz = pow(%s.xyz, vec3(%f, %f, %f)) * vec3(%f, %f, %f) - vec3(%f, %f, %f);\n",
3698 fragcolor
, srgb_pow
, srgb_pow
, srgb_pow
, srgb_mul_high
, srgb_mul_high
, srgb_mul_high
,
3699 srgb_sub_high
, srgb_sub_high
, srgb_sub_high
);
3700 shader_addline(buffer
, "tmp1.xyz = %s.xyz * srgb_mul_low.xyz;\n", fragcolor
);
3701 shader_addline(buffer
, "%s.x = %s.x < srgb_comparison.x ? tmp1.x : tmp0.x;\n", fragcolor
, fragcolor
);
3702 shader_addline(buffer
, "%s.y = %s.y < srgb_comparison.y ? tmp1.y : tmp0.y;\n", fragcolor
, fragcolor
);
3703 shader_addline(buffer
, "%s.z = %s.z < srgb_comparison.z ? tmp1.z : tmp0.z;\n", fragcolor
, fragcolor
);
3704 shader_addline(buffer
, "%s = clamp(%s, 0.0, 1.0);\n", fragcolor
, fragcolor
);
3706 /* Pixel shader < 3.0 do not replace the fog stage.
3707 * This implements linear fog computation and blending.
3708 * TODO: non linear fog
3709 * NOTE: gl_Fog.start and gl_Fog.end don't hold fog start s and end e but
3710 * -1/(e-s) and e/(e-s) respectively.
3712 if (reg_maps
->shader_version
.major
< 3)
3715 case FOG_OFF
: break;
3717 shader_addline(buffer
, "float fogstart = -1.0 / (gl_Fog.end - gl_Fog.start);\n");
3718 shader_addline(buffer
, "float fogend = gl_Fog.end * -fogstart;\n");
3719 shader_addline(buffer
, "float Fog = clamp(gl_FogFragCoord * fogstart + fogend, 0.0, 1.0);\n");
3720 shader_addline(buffer
, "%s.xyz = mix(gl_Fog.color.xyz, %s.xyz, Fog);\n", fragcolor
, fragcolor
);
3723 /* Fog = e^(-gl_Fog.density * gl_FogFragCoord) */
3724 shader_addline(buffer
, "float Fog = exp(-gl_Fog.density * gl_FogFragCoord);\n");
3725 shader_addline(buffer
, "Fog = clamp(Fog, 0.0, 1.0);\n");
3726 shader_addline(buffer
, "%s.xyz = mix(gl_Fog.color.xyz, %s.xyz, Fog);\n", fragcolor
, fragcolor
);
3729 /* Fog = e^(-(gl_Fog.density * gl_FogFragCoord)^2) */
3730 shader_addline(buffer
, "float Fog = exp(-gl_Fog.density * gl_Fog.density * gl_FogFragCoord * gl_FogFragCoord);\n");
3731 shader_addline(buffer
, "Fog = clamp(Fog, 0.0, 1.0);\n");
3732 shader_addline(buffer
, "%s.xyz = mix(gl_Fog.color.xyz, %s.xyz, Fog);\n", fragcolor
, fragcolor
);
3737 shader_addline(buffer
, "}\n");
3739 TRACE("Compiling shader object %u\n", shader_obj
);
3740 GL_EXTCALL(glShaderSourceARB(shader_obj
, 1, (const char**)&buffer
->buffer
, NULL
));
3741 GL_EXTCALL(glCompileShaderARB(shader_obj
));
3742 print_glsl_info_log(&GLINFO_LOCATION
, shader_obj
);
3744 /* Store the shader object */
3748 /* GL locking is done by the caller */
3749 static GLuint
shader_glsl_generate_vshader(IWineD3DVertexShaderImpl
*This
,
3750 SHADER_BUFFER
*buffer
, const struct vs_compile_args
*args
)
3752 const struct shader_reg_maps
*reg_maps
= &This
->baseShader
.reg_maps
;
3753 CONST DWORD
*function
= This
->baseShader
.function
;
3754 const WineD3D_GL_Info
*gl_info
= &((IWineD3DDeviceImpl
*)This
->baseShader
.device
)->adapter
->gl_info
;
3755 struct shader_glsl_ctx_priv priv_ctx
;
3757 /* Create the hw GLSL shader program and assign it as the shader->prgId */
3758 GLhandleARB shader_obj
= GL_EXTCALL(glCreateShaderObjectARB(GL_VERTEX_SHADER_ARB
));
3760 shader_addline(buffer
, "#version 120\n");
3762 memset(&priv_ctx
, 0, sizeof(priv_ctx
));
3763 priv_ctx
.cur_vs_args
= args
;
3765 /* Base Declarations */
3766 shader_generate_glsl_declarations( (IWineD3DBaseShader
*) This
, reg_maps
, buffer
, &GLINFO_LOCATION
, NULL
);
3768 /* Base Shader Body */
3769 shader_generate_main((IWineD3DBaseShader
*)This
, buffer
, reg_maps
, function
, &priv_ctx
);
3771 /* Unpack 3.0 outputs */
3772 if (reg_maps
->shader_version
.major
>= 3) shader_addline(buffer
, "order_ps_input(OUT);\n");
3773 else shader_addline(buffer
, "order_ps_input();\n");
3775 /* The D3DRS_FOGTABLEMODE render state defines if the shader-generated fog coord is used
3776 * or if the fragment depth is used. If the fragment depth is used(FOGTABLEMODE != NONE),
3777 * the fog frag coord is thrown away. If the fog frag coord is used, but not written by
3778 * the shader, it is set to 0.0(fully fogged, since start = 1.0, end = 0.0)
3780 if(args
->fog_src
== VS_FOG_Z
) {
3781 shader_addline(buffer
, "gl_FogFragCoord = gl_Position.z;\n");
3782 } else if (!reg_maps
->fog
) {
3783 shader_addline(buffer
, "gl_FogFragCoord = 0.0;\n");
3786 /* Write the final position.
3788 * OpenGL coordinates specify the center of the pixel while d3d coords specify
3789 * the corner. The offsets are stored in z and w in posFixup. posFixup.y contains
3790 * 1.0 or -1.0 to turn the rendering upside down for offscreen rendering. PosFixup.x
3791 * contains 1.0 to allow a mad.
3793 shader_addline(buffer
, "gl_Position.y = gl_Position.y * posFixup.y;\n");
3794 shader_addline(buffer
, "gl_Position.xy += posFixup.zw * gl_Position.ww;\n");
3795 shader_addline(buffer
, "gl_ClipVertex = gl_Position;\n");
3797 /* Z coord [0;1]->[-1;1] mapping, see comment in transform_projection in state.c
3799 * Basically we want (in homogeneous coordinates) z = z * 2 - 1. However, shaders are run
3800 * before the homogeneous divide, so we have to take the w into account: z = ((z / w) * 2 - 1) * w,
3801 * which is the same as z = z * 2 - w.
3803 shader_addline(buffer
, "gl_Position.z = gl_Position.z * 2.0 - gl_Position.w;\n");
3805 shader_addline(buffer
, "}\n");
3807 TRACE("Compiling shader object %u\n", shader_obj
);
3808 GL_EXTCALL(glShaderSourceARB(shader_obj
, 1, (const char**)&buffer
->buffer
, NULL
));
3809 GL_EXTCALL(glCompileShaderARB(shader_obj
));
3810 print_glsl_info_log(&GLINFO_LOCATION
, shader_obj
);
3815 static GLhandleARB
find_glsl_pshader(IWineD3DPixelShaderImpl
*shader
, const struct ps_compile_args
*args
)
3819 struct glsl_ps_compiled_shader
*new_array
;
3820 SHADER_BUFFER buffer
;
3821 struct glsl_pshader_private
*shader_data
;
3824 if(!shader
->backend_priv
) {
3825 shader
->backend_priv
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(*shader_data
));
3827 shader_data
= shader
->backend_priv
;
3829 /* Usually we have very few GL shaders for each d3d shader(just 1 or maybe 2),
3830 * so a linear search is more performant than a hashmap or a binary search
3831 * (cache coherency etc)
3833 for(i
= 0; i
< shader_data
->num_gl_shaders
; i
++) {
3834 if(memcmp(&shader_data
->gl_shaders
[i
].args
, args
, sizeof(*args
)) == 0) {
3835 return shader_data
->gl_shaders
[i
].prgId
;
3839 TRACE("No matching GL shader found, compiling a new shader\n");
3840 if(shader_data
->shader_array_size
== shader_data
->num_gl_shaders
) {
3841 if (shader_data
->num_gl_shaders
)
3843 new_size
= shader_data
->shader_array_size
+ max(1, shader_data
->shader_array_size
/ 2);
3844 new_array
= HeapReAlloc(GetProcessHeap(), 0, shader_data
->gl_shaders
,
3845 new_size
* sizeof(*shader_data
->gl_shaders
));
3847 new_array
= HeapAlloc(GetProcessHeap(), 0, sizeof(*shader_data
->gl_shaders
));
3852 ERR("Out of memory\n");
3855 shader_data
->gl_shaders
= new_array
;
3856 shader_data
->shader_array_size
= new_size
;
3859 shader_data
->gl_shaders
[shader_data
->num_gl_shaders
].args
= *args
;
3861 pixelshader_update_samplers(&shader
->baseShader
.reg_maps
,
3862 ((IWineD3DDeviceImpl
*)shader
->baseShader
.device
)->stateBlock
->textures
);
3864 shader_buffer_init(&buffer
);
3865 ret
= shader_glsl_generate_pshader(shader
, &buffer
, args
);
3866 shader_buffer_free(&buffer
);
3867 shader_data
->gl_shaders
[shader_data
->num_gl_shaders
++].prgId
= ret
;
3872 static inline BOOL
vs_args_equal(const struct vs_compile_args
*stored
, const struct vs_compile_args
*new,
3873 const DWORD use_map
) {
3874 if((stored
->swizzle_map
& use_map
) != new->swizzle_map
) return FALSE
;
3875 return stored
->fog_src
== new->fog_src
;
3878 static GLhandleARB
find_glsl_vshader(IWineD3DVertexShaderImpl
*shader
, const struct vs_compile_args
*args
)
3882 struct glsl_vs_compiled_shader
*new_array
;
3883 DWORD use_map
= ((IWineD3DDeviceImpl
*)shader
->baseShader
.device
)->strided_streams
.use_map
;
3884 SHADER_BUFFER buffer
;
3885 struct glsl_vshader_private
*shader_data
;
3888 if(!shader
->backend_priv
) {
3889 shader
->backend_priv
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(*shader_data
));
3891 shader_data
= shader
->backend_priv
;
3893 /* Usually we have very few GL shaders for each d3d shader(just 1 or maybe 2),
3894 * so a linear search is more performant than a hashmap or a binary search
3895 * (cache coherency etc)
3897 for(i
= 0; i
< shader_data
->num_gl_shaders
; i
++) {
3898 if(vs_args_equal(&shader_data
->gl_shaders
[i
].args
, args
, use_map
)) {
3899 return shader_data
->gl_shaders
[i
].prgId
;
3903 TRACE("No matching GL shader found, compiling a new shader\n");
3905 if(shader_data
->shader_array_size
== shader_data
->num_gl_shaders
) {
3906 if (shader_data
->num_gl_shaders
)
3908 new_size
= shader_data
->shader_array_size
+ max(1, shader_data
->shader_array_size
/ 2);
3909 new_array
= HeapReAlloc(GetProcessHeap(), 0, shader_data
->gl_shaders
,
3910 new_size
* sizeof(*shader_data
->gl_shaders
));
3912 new_array
= HeapAlloc(GetProcessHeap(), 0, sizeof(*shader_data
->gl_shaders
));
3917 ERR("Out of memory\n");
3920 shader_data
->gl_shaders
= new_array
;
3921 shader_data
->shader_array_size
= new_size
;
3924 shader_data
->gl_shaders
[shader_data
->num_gl_shaders
].args
= *args
;
3926 shader_buffer_init(&buffer
);
3927 ret
= shader_glsl_generate_vshader(shader
, &buffer
, args
);
3928 shader_buffer_free(&buffer
);
3929 shader_data
->gl_shaders
[shader_data
->num_gl_shaders
++].prgId
= ret
;
3934 /** Sets the GLSL program ID for the given pixel and vertex shader combination.
3935 * It sets the programId on the current StateBlock (because it should be called
3936 * inside of the DrawPrimitive() part of the render loop).
3938 * If a program for the given combination does not exist, create one, and store
3939 * the program in the hash table. If it creates a program, it will link the
3940 * given objects, too.
3943 /* GL locking is done by the caller */
3944 static void set_glsl_shader_program(IWineD3DDevice
*iface
, BOOL use_ps
, BOOL use_vs
) {
3945 IWineD3DDeviceImpl
*This
= (IWineD3DDeviceImpl
*)iface
;
3946 struct shader_glsl_priv
*priv
= This
->shader_priv
;
3947 const WineD3D_GL_Info
*gl_info
= &This
->adapter
->gl_info
;
3948 IWineD3DPixelShader
*pshader
= use_ps
? This
->stateBlock
->pixelShader
: NULL
;
3949 IWineD3DVertexShader
*vshader
= use_vs
? This
->stateBlock
->vertexShader
: NULL
;
3950 struct glsl_shader_prog_link
*entry
= NULL
;
3951 GLhandleARB programId
= 0;
3952 GLhandleARB reorder_shader_id
= 0;
3955 GLhandleARB vshader_id
, pshader_id
;
3956 struct ps_compile_args ps_compile_args
;
3957 struct vs_compile_args vs_compile_args
;
3960 find_vs_compile_args((IWineD3DVertexShaderImpl
*)This
->stateBlock
->vertexShader
, This
->stateBlock
, &vs_compile_args
);
3962 /* FIXME: Do we really have to spend CPU cycles to generate a few zeroed bytes? */
3963 memset(&vs_compile_args
, 0, sizeof(vs_compile_args
));
3966 find_ps_compile_args((IWineD3DPixelShaderImpl
*)This
->stateBlock
->pixelShader
, This
->stateBlock
, &ps_compile_args
);
3968 /* FIXME: Do we really have to spend CPU cycles to generate a few zeroed bytes? */
3969 memset(&ps_compile_args
, 0, sizeof(ps_compile_args
));
3971 entry
= get_glsl_program_entry(priv
, vshader
, pshader
, &vs_compile_args
, &ps_compile_args
);
3973 priv
->glsl_program
= entry
;
3977 /* If we get to this point, then no matching program exists, so we create one */
3978 programId
= GL_EXTCALL(glCreateProgramObjectARB());
3979 TRACE("Created new GLSL shader program %u\n", programId
);
3981 /* Create the entry */
3982 entry
= HeapAlloc(GetProcessHeap(), 0, sizeof(struct glsl_shader_prog_link
));
3983 entry
->programId
= programId
;
3984 entry
->vshader
= vshader
;
3985 entry
->pshader
= pshader
;
3986 entry
->vs_args
= vs_compile_args
;
3987 entry
->ps_args
= ps_compile_args
;
3988 entry
->constant_version
= 0;
3989 /* Add the hash table entry */
3990 add_glsl_program_entry(priv
, entry
);
3992 /* Set the current program */
3993 priv
->glsl_program
= entry
;
3996 vshader_id
= find_glsl_vshader((IWineD3DVertexShaderImpl
*) vshader
, &vs_compile_args
);
4001 /* Attach GLSL vshader */
4003 WORD map
= ((IWineD3DBaseShaderImpl
*)vshader
)->baseShader
.reg_maps
.input_registers
;
4006 reorder_shader_id
= generate_param_reorder_function(vshader
, pshader
, gl_info
);
4007 TRACE("Attaching GLSL shader object %u to program %u\n", reorder_shader_id
, programId
);
4008 GL_EXTCALL(glAttachObjectARB(programId
, reorder_shader_id
));
4009 checkGLcall("glAttachObjectARB");
4010 /* Flag the reorder function for deletion, then it will be freed automatically when the program
4013 GL_EXTCALL(glDeleteObjectARB(reorder_shader_id
));
4015 TRACE("Attaching GLSL shader object %u to program %u\n", vshader_id
, programId
);
4016 GL_EXTCALL(glAttachObjectARB(programId
, vshader_id
));
4017 checkGLcall("glAttachObjectARB");
4019 /* Bind vertex attributes to a corresponding index number to match
4020 * the same index numbers as ARB_vertex_programs (makes loading
4021 * vertex attributes simpler). With this method, we can use the
4022 * exact same code to load the attributes later for both ARB and
4025 * We have to do this here because we need to know the Program ID
4026 * in order to make the bindings work, and it has to be done prior
4027 * to linking the GLSL program. */
4028 for (i
= 0; map
; map
>>= 1, ++i
)
4030 if (!(map
& 1)) continue;
4032 snprintf(tmp_name
, sizeof(tmp_name
), "attrib%u", i
);
4033 GL_EXTCALL(glBindAttribLocationARB(programId
, i
, tmp_name
));
4035 checkGLcall("glBindAttribLocationARB");
4037 list_add_head(&((IWineD3DBaseShaderImpl
*)vshader
)->baseShader
.linked_programs
, &entry
->vshader_entry
);
4041 pshader_id
= find_glsl_pshader((IWineD3DPixelShaderImpl
*) pshader
, &ps_compile_args
);
4046 /* Attach GLSL pshader */
4048 TRACE("Attaching GLSL shader object %u to program %u\n", pshader_id
, programId
);
4049 GL_EXTCALL(glAttachObjectARB(programId
, pshader_id
));
4050 checkGLcall("glAttachObjectARB");
4052 list_add_head(&((IWineD3DBaseShaderImpl
*)pshader
)->baseShader
.linked_programs
, &entry
->pshader_entry
);
4055 /* Link the program */
4056 TRACE("Linking GLSL shader program %u\n", programId
);
4057 GL_EXTCALL(glLinkProgramARB(programId
));
4058 print_glsl_info_log(&GLINFO_LOCATION
, programId
);
4060 entry
->vuniformF_locations
= HeapAlloc(GetProcessHeap(), 0, sizeof(GLhandleARB
) * GL_LIMITS(vshader_constantsF
));
4061 for (i
= 0; i
< GL_LIMITS(vshader_constantsF
); ++i
) {
4062 snprintf(glsl_name
, sizeof(glsl_name
), "VC[%i]", i
);
4063 entry
->vuniformF_locations
[i
] = GL_EXTCALL(glGetUniformLocationARB(programId
, glsl_name
));
4065 for (i
= 0; i
< MAX_CONST_I
; ++i
) {
4066 snprintf(glsl_name
, sizeof(glsl_name
), "VI[%i]", i
);
4067 entry
->vuniformI_locations
[i
] = GL_EXTCALL(glGetUniformLocationARB(programId
, glsl_name
));
4069 entry
->puniformF_locations
= HeapAlloc(GetProcessHeap(), 0, sizeof(GLhandleARB
) * GL_LIMITS(pshader_constantsF
));
4070 for (i
= 0; i
< GL_LIMITS(pshader_constantsF
); ++i
) {
4071 snprintf(glsl_name
, sizeof(glsl_name
), "PC[%i]", i
);
4072 entry
->puniformF_locations
[i
] = GL_EXTCALL(glGetUniformLocationARB(programId
, glsl_name
));
4074 for (i
= 0; i
< MAX_CONST_I
; ++i
) {
4075 snprintf(glsl_name
, sizeof(glsl_name
), "PI[%i]", i
);
4076 entry
->puniformI_locations
[i
] = GL_EXTCALL(glGetUniformLocationARB(programId
, glsl_name
));
4080 for(i
= 0; i
< ((IWineD3DPixelShaderImpl
*)pshader
)->numbumpenvmatconsts
; i
++) {
4082 sprintf(name
, "bumpenvmat%d", ((IWineD3DPixelShaderImpl
*)pshader
)->bumpenvmatconst
[i
].texunit
);
4083 entry
->bumpenvmat_location
[i
] = GL_EXTCALL(glGetUniformLocationARB(programId
, name
));
4084 sprintf(name
, "luminancescale%d", ((IWineD3DPixelShaderImpl
*)pshader
)->luminanceconst
[i
].texunit
);
4085 entry
->luminancescale_location
[i
] = GL_EXTCALL(glGetUniformLocationARB(programId
, name
));
4086 sprintf(name
, "luminanceoffset%d", ((IWineD3DPixelShaderImpl
*)pshader
)->luminanceconst
[i
].texunit
);
4087 entry
->luminanceoffset_location
[i
] = GL_EXTCALL(glGetUniformLocationARB(programId
, name
));
4091 if (use_ps
&& ps_compile_args
.np2_fixup
) {
4093 for (i
= 0; i
< MAX_FRAGMENT_SAMPLERS
; ++i
) {
4094 if (ps_compile_args
.np2_fixup
& (1 << i
)) {
4095 sprintf(name
, "PsamplerNP2Fixup%u", i
);
4096 entry
->np2Fixup_location
[i
] = GL_EXTCALL(glGetUniformLocationARB(programId
, name
));
4098 entry
->np2Fixup_location
[i
] = -1;
4103 entry
->posFixup_location
= GL_EXTCALL(glGetUniformLocationARB(programId
, "posFixup"));
4104 entry
->ycorrection_location
= GL_EXTCALL(glGetUniformLocationARB(programId
, "ycorrection"));
4105 checkGLcall("Find glsl program uniform locations");
4108 && ((IWineD3DPixelShaderImpl
*)pshader
)->baseShader
.reg_maps
.shader_version
.major
>= 3
4109 && ((IWineD3DPixelShaderImpl
*)pshader
)->declared_in_count
> vec4_varyings(3, gl_info
))
4111 TRACE("Shader %d needs vertex color clamping disabled\n", programId
);
4112 entry
->vertex_color_clamp
= GL_FALSE
;
4114 entry
->vertex_color_clamp
= GL_FIXED_ONLY_ARB
;
4117 /* Set the shader to allow uniform loading on it */
4118 GL_EXTCALL(glUseProgramObjectARB(programId
));
4119 checkGLcall("glUseProgramObjectARB(programId)");
4121 /* Load the vertex and pixel samplers now. The function that finds the mappings makes sure
4122 * that it stays the same for each vertexshader-pixelshader pair(=linked glsl program). If
4123 * a pshader with fixed function pipeline is used there are no vertex samplers, and if a
4124 * vertex shader with fixed function pixel processing is used we make sure that the card
4125 * supports enough samplers to allow the max number of vertex samplers with all possible
4126 * fixed function fragment processing setups. So once the program is linked these samplers
4130 /* Load vertex shader samplers */
4131 shader_glsl_load_vsamplers(gl_info
, This
->texUnitMap
, programId
);
4134 /* Load pixel shader samplers */
4135 shader_glsl_load_psamplers(gl_info
, This
->texUnitMap
, programId
);
4138 /* If the local constants do not have to be loaded with the environment constants,
4139 * load them now to have them hardcoded in the GLSL program. This saves some CPU cycles
4142 if(pshader
&& !((IWineD3DPixelShaderImpl
*)pshader
)->baseShader
.load_local_constsF
) {
4143 hardcode_local_constants((IWineD3DBaseShaderImpl
*) pshader
, gl_info
, programId
, 'P');
4145 if(vshader
&& !((IWineD3DVertexShaderImpl
*)vshader
)->baseShader
.load_local_constsF
) {
4146 hardcode_local_constants((IWineD3DBaseShaderImpl
*) vshader
, gl_info
, programId
, 'V');
4150 /* GL locking is done by the caller */
4151 static GLhandleARB
create_glsl_blt_shader(const WineD3D_GL_Info
*gl_info
, enum tex_types tex_type
)
4153 GLhandleARB program_id
;
4154 GLhandleARB vshader_id
, pshader_id
;
4155 static const char *blt_vshader
[] =
4160 " gl_Position = gl_Vertex;\n"
4161 " gl_FrontColor = vec4(1.0);\n"
4162 " gl_TexCoord[0] = gl_MultiTexCoord0;\n"
4166 static const char *blt_pshaders
[tex_type_count
] =
4172 "uniform sampler2D sampler;\n"
4175 " gl_FragDepth = texture2D(sampler, gl_TexCoord[0].xy).x;\n"
4181 "uniform samplerCube sampler;\n"
4184 " gl_FragDepth = textureCube(sampler, gl_TexCoord[0].xyz).x;\n"
4188 "#extension GL_ARB_texture_rectangle : enable\n"
4189 "uniform sampler2DRect sampler;\n"
4192 " gl_FragDepth = texture2DRect(sampler, gl_TexCoord[0].xy).x;\n"
4196 if (!blt_pshaders
[tex_type
])
4198 FIXME("tex_type %#x not supported\n", tex_type
);
4202 vshader_id
= GL_EXTCALL(glCreateShaderObjectARB(GL_VERTEX_SHADER_ARB
));
4203 GL_EXTCALL(glShaderSourceARB(vshader_id
, 1, blt_vshader
, NULL
));
4204 GL_EXTCALL(glCompileShaderARB(vshader_id
));
4206 pshader_id
= GL_EXTCALL(glCreateShaderObjectARB(GL_FRAGMENT_SHADER_ARB
));
4207 GL_EXTCALL(glShaderSourceARB(pshader_id
, 1, &blt_pshaders
[tex_type
], NULL
));
4208 GL_EXTCALL(glCompileShaderARB(pshader_id
));
4210 program_id
= GL_EXTCALL(glCreateProgramObjectARB());
4211 GL_EXTCALL(glAttachObjectARB(program_id
, vshader_id
));
4212 GL_EXTCALL(glAttachObjectARB(program_id
, pshader_id
));
4213 GL_EXTCALL(glLinkProgramARB(program_id
));
4215 print_glsl_info_log(&GLINFO_LOCATION
, program_id
);
4217 /* Once linked we can mark the shaders for deletion. They will be deleted once the program
4220 GL_EXTCALL(glDeleteObjectARB(vshader_id
));
4221 GL_EXTCALL(glDeleteObjectARB(pshader_id
));
4225 /* GL locking is done by the caller */
4226 static void shader_glsl_select(IWineD3DDevice
*iface
, BOOL usePS
, BOOL useVS
) {
4227 IWineD3DDeviceImpl
*This
= (IWineD3DDeviceImpl
*)iface
;
4228 struct shader_glsl_priv
*priv
= This
->shader_priv
;
4229 const WineD3D_GL_Info
*gl_info
= &This
->adapter
->gl_info
;
4230 GLhandleARB program_id
= 0;
4231 GLenum old_vertex_color_clamp
, current_vertex_color_clamp
;
4233 old_vertex_color_clamp
= priv
->glsl_program
? priv
->glsl_program
->vertex_color_clamp
: GL_FIXED_ONLY_ARB
;
4235 if (useVS
|| usePS
) set_glsl_shader_program(iface
, usePS
, useVS
);
4236 else priv
->glsl_program
= NULL
;
4238 current_vertex_color_clamp
= priv
->glsl_program
? priv
->glsl_program
->vertex_color_clamp
: GL_FIXED_ONLY_ARB
;
4240 if (old_vertex_color_clamp
!= current_vertex_color_clamp
) {
4241 if (GL_SUPPORT(ARB_COLOR_BUFFER_FLOAT
)) {
4242 GL_EXTCALL(glClampColorARB(GL_CLAMP_VERTEX_COLOR_ARB
, current_vertex_color_clamp
));
4243 checkGLcall("glClampColorARB");
4245 FIXME("vertex color clamp needs to be changed, but extension not supported.\n");
4249 program_id
= priv
->glsl_program
? priv
->glsl_program
->programId
: 0;
4250 if (program_id
) TRACE("Using GLSL program %u\n", program_id
);
4251 GL_EXTCALL(glUseProgramObjectARB(program_id
));
4252 checkGLcall("glUseProgramObjectARB");
4255 /* GL locking is done by the caller */
4256 static void shader_glsl_select_depth_blt(IWineD3DDevice
*iface
, enum tex_types tex_type
) {
4257 IWineD3DDeviceImpl
*This
= (IWineD3DDeviceImpl
*)iface
;
4258 const WineD3D_GL_Info
*gl_info
= &This
->adapter
->gl_info
;
4259 struct shader_glsl_priv
*priv
= This
->shader_priv
;
4260 GLhandleARB
*blt_program
= &priv
->depth_blt_program
[tex_type
];
4262 if (!*blt_program
) {
4264 *blt_program
= create_glsl_blt_shader(gl_info
, tex_type
);
4265 loc
= GL_EXTCALL(glGetUniformLocationARB(*blt_program
, "sampler"));
4266 GL_EXTCALL(glUseProgramObjectARB(*blt_program
));
4267 GL_EXTCALL(glUniform1iARB(loc
, 0));
4269 GL_EXTCALL(glUseProgramObjectARB(*blt_program
));
4273 /* GL locking is done by the caller */
4274 static void shader_glsl_deselect_depth_blt(IWineD3DDevice
*iface
) {
4275 IWineD3DDeviceImpl
*This
= (IWineD3DDeviceImpl
*)iface
;
4276 const WineD3D_GL_Info
*gl_info
= &This
->adapter
->gl_info
;
4277 struct shader_glsl_priv
*priv
= This
->shader_priv
;
4278 GLhandleARB program_id
;
4280 program_id
= priv
->glsl_program
? priv
->glsl_program
->programId
: 0;
4281 if (program_id
) TRACE("Using GLSL program %u\n", program_id
);
4283 GL_EXTCALL(glUseProgramObjectARB(program_id
));
4284 checkGLcall("glUseProgramObjectARB");
4287 static void shader_glsl_destroy(IWineD3DBaseShader
*iface
) {
4288 const struct list
*linked_programs
;
4289 IWineD3DBaseShaderImpl
*This
= (IWineD3DBaseShaderImpl
*) iface
;
4290 IWineD3DDeviceImpl
*device
= (IWineD3DDeviceImpl
*)This
->baseShader
.device
;
4291 struct shader_glsl_priv
*priv
= device
->shader_priv
;
4292 const WineD3D_GL_Info
*gl_info
= &device
->adapter
->gl_info
;
4293 IWineD3DPixelShaderImpl
*ps
= NULL
;
4294 IWineD3DVertexShaderImpl
*vs
= NULL
;
4296 /* Note: Do not use QueryInterface here to find out which shader type this is because this code
4297 * can be called from IWineD3DBaseShader::Release
4299 char pshader
= shader_is_pshader_version(This
->baseShader
.reg_maps
.shader_version
.type
);
4301 ActivateContext(device
, device
->lastActiveRenderTarget
, CTXUSAGE_RESOURCELOAD
);
4304 struct glsl_pshader_private
*shader_data
;
4305 ps
= (IWineD3DPixelShaderImpl
*) This
;
4306 shader_data
= ps
->backend_priv
;
4307 if(!shader_data
|| shader_data
->num_gl_shaders
== 0)
4309 HeapFree(GetProcessHeap(), 0, shader_data
);
4310 ps
->backend_priv
= NULL
;
4314 if (priv
->glsl_program
&& (IWineD3DBaseShader
*)priv
->glsl_program
->pshader
== iface
)
4317 shader_glsl_select(This
->baseShader
.device
, FALSE
, FALSE
);
4321 struct glsl_vshader_private
*shader_data
;
4322 vs
= (IWineD3DVertexShaderImpl
*) This
;
4323 shader_data
= vs
->backend_priv
;
4324 if(!shader_data
|| shader_data
->num_gl_shaders
== 0)
4326 HeapFree(GetProcessHeap(), 0, shader_data
);
4327 vs
->backend_priv
= NULL
;
4331 if (priv
->glsl_program
&& (IWineD3DBaseShader
*)priv
->glsl_program
->vshader
== iface
)
4334 shader_glsl_select(This
->baseShader
.device
, FALSE
, FALSE
);
4339 linked_programs
= &This
->baseShader
.linked_programs
;
4341 TRACE("Deleting linked programs\n");
4342 if (linked_programs
->next
) {
4343 struct glsl_shader_prog_link
*entry
, *entry2
;
4347 LIST_FOR_EACH_ENTRY_SAFE(entry
, entry2
, linked_programs
, struct glsl_shader_prog_link
, pshader_entry
) {
4348 delete_glsl_program_entry(priv
, gl_info
, entry
);
4351 LIST_FOR_EACH_ENTRY_SAFE(entry
, entry2
, linked_programs
, struct glsl_shader_prog_link
, vshader_entry
) {
4352 delete_glsl_program_entry(priv
, gl_info
, entry
);
4360 struct glsl_pshader_private
*shader_data
= ps
->backend_priv
;
4363 for(i
= 0; i
< shader_data
->num_gl_shaders
; i
++) {
4364 TRACE("deleting pshader %u\n", shader_data
->gl_shaders
[i
].prgId
);
4365 GL_EXTCALL(glDeleteObjectARB(shader_data
->gl_shaders
[i
].prgId
));
4366 checkGLcall("glDeleteObjectARB");
4369 HeapFree(GetProcessHeap(), 0, shader_data
->gl_shaders
);
4370 HeapFree(GetProcessHeap(), 0, shader_data
);
4371 ps
->backend_priv
= NULL
;
4374 struct glsl_vshader_private
*shader_data
= vs
->backend_priv
;
4377 for(i
= 0; i
< shader_data
->num_gl_shaders
; i
++) {
4378 TRACE("deleting vshader %u\n", shader_data
->gl_shaders
[i
].prgId
);
4379 GL_EXTCALL(glDeleteObjectARB(shader_data
->gl_shaders
[i
].prgId
));
4380 checkGLcall("glDeleteObjectARB");
4383 HeapFree(GetProcessHeap(), 0, shader_data
->gl_shaders
);
4384 HeapFree(GetProcessHeap(), 0, shader_data
);
4385 vs
->backend_priv
= NULL
;
4389 static int glsl_program_key_compare(const void *key
, const struct wine_rb_entry
*entry
)
4391 const glsl_program_key_t
*k
= key
;
4392 const struct glsl_shader_prog_link
*prog
= WINE_RB_ENTRY_VALUE(entry
,
4393 const struct glsl_shader_prog_link
, program_lookup_entry
);
4396 if (k
->vshader
> prog
->vshader
) return 1;
4397 else if (k
->vshader
< prog
->vshader
) return -1;
4399 if (k
->pshader
> prog
->pshader
) return 1;
4400 else if (k
->pshader
< prog
->pshader
) return -1;
4402 cmp
= memcmp(&k
->vs_args
, &prog
->vs_args
, sizeof(prog
->vs_args
));
4403 if (cmp
) return cmp
;
4405 cmp
= memcmp(&k
->ps_args
, &prog
->ps_args
, sizeof(prog
->ps_args
));
4409 static BOOL
constant_heap_init(struct constant_heap
*heap
, unsigned int constant_count
)
4411 SIZE_T size
= (constant_count
+ 1) * sizeof(*heap
->entries
) + constant_count
* sizeof(*heap
->positions
);
4412 void *mem
= HeapAlloc(GetProcessHeap(), 0, size
);
4416 ERR("Failed to allocate memory\n");
4420 heap
->entries
= mem
;
4421 heap
->entries
[1].version
= 0;
4422 heap
->positions
= (unsigned int *)(heap
->entries
+ constant_count
+ 1);
4428 static void constant_heap_free(struct constant_heap
*heap
)
4430 HeapFree(GetProcessHeap(), 0, heap
->entries
);
4433 static const struct wine_rb_functions wined3d_glsl_program_rb_functions
=
4438 glsl_program_key_compare
,
4441 static HRESULT
shader_glsl_alloc(IWineD3DDevice
*iface
) {
4442 IWineD3DDeviceImpl
*This
= (IWineD3DDeviceImpl
*)iface
;
4443 const WineD3D_GL_Info
*gl_info
= &This
->adapter
->gl_info
;
4444 struct shader_glsl_priv
*priv
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(struct shader_glsl_priv
));
4445 SIZE_T stack_size
= wined3d_log2i(max(GL_LIMITS(vshader_constantsF
), GL_LIMITS(pshader_constantsF
))) + 1;
4447 priv
->stack
= HeapAlloc(GetProcessHeap(), 0, stack_size
* sizeof(*priv
->stack
));
4450 ERR("Failed to allocate memory.\n");
4451 HeapFree(GetProcessHeap(), 0, priv
);
4452 return E_OUTOFMEMORY
;
4455 if (!constant_heap_init(&priv
->vconst_heap
, GL_LIMITS(vshader_constantsF
)))
4457 ERR("Failed to initialize vertex shader constant heap\n");
4458 HeapFree(GetProcessHeap(), 0, priv
->stack
);
4459 HeapFree(GetProcessHeap(), 0, priv
);
4460 return E_OUTOFMEMORY
;
4463 if (!constant_heap_init(&priv
->pconst_heap
, GL_LIMITS(pshader_constantsF
)))
4465 ERR("Failed to initialize pixel shader constant heap\n");
4466 constant_heap_free(&priv
->vconst_heap
);
4467 HeapFree(GetProcessHeap(), 0, priv
->stack
);
4468 HeapFree(GetProcessHeap(), 0, priv
);
4469 return E_OUTOFMEMORY
;
4472 if (wine_rb_init(&priv
->program_lookup
, &wined3d_glsl_program_rb_functions
) == -1)
4474 ERR("Failed to initialize rbtree.\n");
4475 constant_heap_free(&priv
->pconst_heap
);
4476 constant_heap_free(&priv
->vconst_heap
);
4477 HeapFree(GetProcessHeap(), 0, priv
->stack
);
4478 HeapFree(GetProcessHeap(), 0, priv
);
4479 return E_OUTOFMEMORY
;
4482 priv
->next_constant_version
= 1;
4484 This
->shader_priv
= priv
;
4488 static void shader_glsl_free(IWineD3DDevice
*iface
) {
4489 IWineD3DDeviceImpl
*This
= (IWineD3DDeviceImpl
*)iface
;
4490 const WineD3D_GL_Info
*gl_info
= &This
->adapter
->gl_info
;
4491 struct shader_glsl_priv
*priv
= This
->shader_priv
;
4495 for (i
= 0; i
< tex_type_count
; ++i
)
4497 if (priv
->depth_blt_program
[i
])
4499 GL_EXTCALL(glDeleteObjectARB(priv
->depth_blt_program
[i
]));
4504 wine_rb_destroy(&priv
->program_lookup
, NULL
, NULL
);
4505 constant_heap_free(&priv
->pconst_heap
);
4506 constant_heap_free(&priv
->vconst_heap
);
4507 HeapFree(GetProcessHeap(), 0, priv
->stack
);
4509 HeapFree(GetProcessHeap(), 0, This
->shader_priv
);
4510 This
->shader_priv
= NULL
;
4513 static BOOL
shader_glsl_dirty_const(IWineD3DDevice
*iface
) {
4514 /* TODO: GL_EXT_bindable_uniform can be used to share constants across shaders */
4518 static void shader_glsl_get_caps(WINED3DDEVTYPE devtype
, const WineD3D_GL_Info
*gl_info
, struct shader_caps
*pCaps
)
4520 /* Nvidia Geforce6/7 or Ati R4xx/R5xx cards with GLSL support, support VS 3.0 but older Nvidia/Ati
4521 * models with GLSL support only support 2.0. In case of nvidia we can detect VS 2.0 support using
4522 * vs_nv_version which is based on NV_vertex_program.
4523 * For Ati cards there's no way using glsl (it abstracts the lowlevel info away) and also not
4524 * using ARB_vertex_program. It is safe to assume that when a card supports pixel shader 2.0 it
4525 * supports vertex shader 2.0 too and the way around. We can detect ps2.0 using the maximum number
4526 * of native instructions, so use that here. For more info see the pixel shader versioning code below.
4528 if((GLINFO_LOCATION
.vs_nv_version
== VS_VERSION_20
) || (GLINFO_LOCATION
.ps_arb_max_instructions
<= 512))
4529 pCaps
->VertexShaderVersion
= WINED3DVS_VERSION(2,0);
4531 pCaps
->VertexShaderVersion
= WINED3DVS_VERSION(3,0);
4532 TRACE_(d3d_caps
)("Hardware vertex shader version %d.%d enabled (GLSL)\n", (pCaps
->VertexShaderVersion
>> 8) & 0xff, pCaps
->VertexShaderVersion
& 0xff);
4533 pCaps
->MaxVertexShaderConst
= GL_LIMITS(vshader_constantsF
);
4535 /* Older DX9-class videocards (GeforceFX / Radeon >9500/X*00) only support pixel shader 2.0/2.0a/2.0b.
4536 * In OpenGL the extensions related to GLSL abstract lowlevel GL info away which is needed
4537 * to distinguish between 2.0 and 3.0 (and 2.0a/2.0b). In case of Nvidia we use their fragment
4538 * program extensions. On other hardware including ATI GL_ARB_fragment_program offers the info
4539 * in max native instructions. Intel and others also offer the info in this extension but they
4540 * don't support GLSL (at least on Windows).
4542 * PS2.0 requires at least 96 instructions, 2.0a/2.0b go up to 512. Assume that if the number
4543 * of instructions is 512 or less we have to do with ps2.0 hardware.
4544 * NOTE: ps3.0 hardware requires 512 or more instructions but ati and nvidia offer 'enough' (1024 vs 4096) on their most basic ps3.0 hardware.
4546 if((GLINFO_LOCATION
.ps_nv_version
== PS_VERSION_20
) || (GLINFO_LOCATION
.ps_arb_max_instructions
<= 512))
4547 pCaps
->PixelShaderVersion
= WINED3DPS_VERSION(2,0);
4549 pCaps
->PixelShaderVersion
= WINED3DPS_VERSION(3,0);
4551 pCaps
->MaxPixelShaderConst
= GL_LIMITS(pshader_constantsF
);
4553 /* FIXME: The following line is card dependent. -8.0 to 8.0 is the
4554 * Direct3D minimum requirement.
4556 * Both GL_ARB_fragment_program and GLSL require a "maximum representable magnitude"
4557 * of colors to be 2^10, and 2^32 for other floats. Should we use 1024 here?
4559 * The problem is that the refrast clamps temporary results in the shader to
4560 * [-MaxValue;+MaxValue]. If the card's max value is bigger than the one we advertize here,
4561 * then applications may miss the clamping behavior. On the other hand, if it is smaller,
4562 * the shader will generate incorrect results too. Unfortunately, GL deliberately doesn't
4563 * offer a way to query this.
4565 pCaps
->PixelShader1xMaxValue
= 8.0;
4566 TRACE_(d3d_caps
)("Hardware pixel shader version %d.%d enabled (GLSL)\n", (pCaps
->PixelShaderVersion
>> 8) & 0xff, pCaps
->PixelShaderVersion
& 0xff);
4568 pCaps
->VSClipping
= TRUE
;
4571 static BOOL
shader_glsl_color_fixup_supported(struct color_fixup_desc fixup
)
4573 if (TRACE_ON(d3d_shader
) && TRACE_ON(d3d
))
4575 TRACE("Checking support for fixup:\n");
4576 dump_color_fixup_desc(fixup
);
4579 /* We support everything except YUV conversions. */
4580 if (!is_yuv_fixup(fixup
))
4586 TRACE("[FAILED]\n");
4590 static const SHADER_HANDLER shader_glsl_instruction_handler_table
[WINED3DSIH_TABLE_SIZE
] =
4592 /* WINED3DSIH_ABS */ shader_glsl_map2gl
,
4593 /* WINED3DSIH_ADD */ shader_glsl_arith
,
4594 /* WINED3DSIH_BEM */ pshader_glsl_bem
,
4595 /* WINED3DSIH_BREAK */ shader_glsl_break
,
4596 /* WINED3DSIH_BREAKC */ shader_glsl_breakc
,
4597 /* WINED3DSIH_BREAKP */ NULL
,
4598 /* WINED3DSIH_CALL */ shader_glsl_call
,
4599 /* WINED3DSIH_CALLNZ */ shader_glsl_callnz
,
4600 /* WINED3DSIH_CMP */ shader_glsl_cmp
,
4601 /* WINED3DSIH_CND */ shader_glsl_cnd
,
4602 /* WINED3DSIH_CRS */ shader_glsl_cross
,
4603 /* WINED3DSIH_DCL */ NULL
,
4604 /* WINED3DSIH_DEF */ NULL
,
4605 /* WINED3DSIH_DEFB */ NULL
,
4606 /* WINED3DSIH_DEFI */ NULL
,
4607 /* WINED3DSIH_DP2ADD */ pshader_glsl_dp2add
,
4608 /* WINED3DSIH_DP3 */ shader_glsl_dot
,
4609 /* WINED3DSIH_DP4 */ shader_glsl_dot
,
4610 /* WINED3DSIH_DST */ shader_glsl_dst
,
4611 /* WINED3DSIH_DSX */ shader_glsl_map2gl
,
4612 /* WINED3DSIH_DSY */ shader_glsl_map2gl
,
4613 /* WINED3DSIH_ELSE */ shader_glsl_else
,
4614 /* WINED3DSIH_ENDIF */ shader_glsl_end
,
4615 /* WINED3DSIH_ENDLOOP */ shader_glsl_end
,
4616 /* WINED3DSIH_ENDREP */ shader_glsl_end
,
4617 /* WINED3DSIH_EXP */ shader_glsl_map2gl
,
4618 /* WINED3DSIH_EXPP */ shader_glsl_expp
,
4619 /* WINED3DSIH_FRC */ shader_glsl_map2gl
,
4620 /* WINED3DSIH_IF */ shader_glsl_if
,
4621 /* WINED3DSIH_IFC */ shader_glsl_ifc
,
4622 /* WINED3DSIH_LABEL */ shader_glsl_label
,
4623 /* WINED3DSIH_LIT */ shader_glsl_lit
,
4624 /* WINED3DSIH_LOG */ shader_glsl_log
,
4625 /* WINED3DSIH_LOGP */ shader_glsl_log
,
4626 /* WINED3DSIH_LOOP */ shader_glsl_loop
,
4627 /* WINED3DSIH_LRP */ shader_glsl_lrp
,
4628 /* WINED3DSIH_M3x2 */ shader_glsl_mnxn
,
4629 /* WINED3DSIH_M3x3 */ shader_glsl_mnxn
,
4630 /* WINED3DSIH_M3x4 */ shader_glsl_mnxn
,
4631 /* WINED3DSIH_M4x3 */ shader_glsl_mnxn
,
4632 /* WINED3DSIH_M4x4 */ shader_glsl_mnxn
,
4633 /* WINED3DSIH_MAD */ shader_glsl_mad
,
4634 /* WINED3DSIH_MAX */ shader_glsl_map2gl
,
4635 /* WINED3DSIH_MIN */ shader_glsl_map2gl
,
4636 /* WINED3DSIH_MOV */ shader_glsl_mov
,
4637 /* WINED3DSIH_MOVA */ shader_glsl_mov
,
4638 /* WINED3DSIH_MUL */ shader_glsl_arith
,
4639 /* WINED3DSIH_NOP */ NULL
,
4640 /* WINED3DSIH_NRM */ shader_glsl_map2gl
,
4641 /* WINED3DSIH_PHASE */ NULL
,
4642 /* WINED3DSIH_POW */ shader_glsl_pow
,
4643 /* WINED3DSIH_RCP */ shader_glsl_rcp
,
4644 /* WINED3DSIH_REP */ shader_glsl_rep
,
4645 /* WINED3DSIH_RET */ NULL
,
4646 /* WINED3DSIH_RSQ */ shader_glsl_rsq
,
4647 /* WINED3DSIH_SETP */ NULL
,
4648 /* WINED3DSIH_SGE */ shader_glsl_compare
,
4649 /* WINED3DSIH_SGN */ shader_glsl_map2gl
,
4650 /* WINED3DSIH_SINCOS */ shader_glsl_sincos
,
4651 /* WINED3DSIH_SLT */ shader_glsl_compare
,
4652 /* WINED3DSIH_SUB */ shader_glsl_arith
,
4653 /* WINED3DSIH_TEX */ pshader_glsl_tex
,
4654 /* WINED3DSIH_TEXBEM */ pshader_glsl_texbem
,
4655 /* WINED3DSIH_TEXBEML */ pshader_glsl_texbem
,
4656 /* WINED3DSIH_TEXCOORD */ pshader_glsl_texcoord
,
4657 /* WINED3DSIH_TEXDEPTH */ pshader_glsl_texdepth
,
4658 /* WINED3DSIH_TEXDP3 */ pshader_glsl_texdp3
,
4659 /* WINED3DSIH_TEXDP3TEX */ pshader_glsl_texdp3tex
,
4660 /* WINED3DSIH_TEXKILL */ pshader_glsl_texkill
,
4661 /* WINED3DSIH_TEXLDD */ shader_glsl_texldd
,
4662 /* WINED3DSIH_TEXLDL */ shader_glsl_texldl
,
4663 /* WINED3DSIH_TEXM3x2DEPTH */ pshader_glsl_texm3x2depth
,
4664 /* WINED3DSIH_TEXM3x2PAD */ pshader_glsl_texm3x2pad
,
4665 /* WINED3DSIH_TEXM3x2TEX */ pshader_glsl_texm3x2tex
,
4666 /* WINED3DSIH_TEXM3x3 */ pshader_glsl_texm3x3
,
4667 /* WINED3DSIH_TEXM3x3DIFF */ NULL
,
4668 /* WINED3DSIH_TEXM3x3PAD */ pshader_glsl_texm3x3pad
,
4669 /* WINED3DSIH_TEXM3x3SPEC */ pshader_glsl_texm3x3spec
,
4670 /* WINED3DSIH_TEXM3x3TEX */ pshader_glsl_texm3x3tex
,
4671 /* WINED3DSIH_TEXM3x3VSPEC */ pshader_glsl_texm3x3vspec
,
4672 /* WINED3DSIH_TEXREG2AR */ pshader_glsl_texreg2ar
,
4673 /* WINED3DSIH_TEXREG2GB */ pshader_glsl_texreg2gb
,
4674 /* WINED3DSIH_TEXREG2RGB */ pshader_glsl_texreg2rgb
,
4677 static void shader_glsl_handle_instruction(const struct wined3d_shader_instruction
*ins
) {
4678 SHADER_HANDLER hw_fct
;
4680 /* Select handler */
4681 hw_fct
= shader_glsl_instruction_handler_table
[ins
->handler_idx
];
4683 /* Unhandled opcode */
4686 FIXME("Backend can't handle opcode %#x\n", ins
->handler_idx
);
4691 shader_glsl_add_instruction_modifiers(ins
);
4694 const shader_backend_t glsl_shader_backend
= {
4695 shader_glsl_handle_instruction
,
4697 shader_glsl_select_depth_blt
,
4698 shader_glsl_deselect_depth_blt
,
4699 shader_glsl_update_float_vertex_constants
,
4700 shader_glsl_update_float_pixel_constants
,
4701 shader_glsl_load_constants
,
4702 shader_glsl_load_np2fixup_constants
,
4703 shader_glsl_destroy
,
4706 shader_glsl_dirty_const
,
4707 shader_glsl_get_caps
,
4708 shader_glsl_color_fixup_supported
,