2 * GLSL pixel and vertex shader implementation
4 * Copyright 2006 Jason Green
5 * Copyright 2006-2007 Henri Verbeet
6 * Copyright 2007-2008 Stefan Dösinger for CodeWeavers
7 * Copyright 2009-2011 Henri Verbeet for CodeWeavers
9 * This library is free software; you can redistribute it and/or
10 * modify it under the terms of the GNU Lesser General Public
11 * License as published by the Free Software Foundation; either
12 * version 2.1 of the License, or (at your option) any later version.
14 * This library is distributed in the hope that it will be useful,
15 * but WITHOUT ANY WARRANTY; without even the implied warranty of
16 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
17 * Lesser General Public License for more details.
19 * You should have received a copy of the GNU Lesser General Public
20 * License along with this library; if not, write to the Free Software
21 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
25 * D3D shader asm has swizzles on source parameters, and write masks for
26 * destination parameters. GLSL uses swizzles for both. The result of this is
27 * that for example "mov dst.xw, src.zyxw" becomes "dst.xw = src.zw" in GLSL.
28 * Ie, to generate a proper GLSL source swizzle, we need to take the D3D write
29 * mask for the destination parameter into account.
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 WINED3D_GLSL_SAMPLE_PROJECTED 0x1
43 #define WINED3D_GLSL_SAMPLE_RECT 0x2
44 #define WINED3D_GLSL_SAMPLE_LOD 0x4
45 #define WINED3D_GLSL_SAMPLE_GRAD 0x8
59 struct glsl_sample_function
67 HEAP_NODE_TRAVERSE_LEFT,
68 HEAP_NODE_TRAVERSE_RIGHT,
80 struct constant_entry *entries;
81 unsigned int *positions;
85 /* GLSL shader private data */
86 struct shader_glsl_priv {
87 struct wined3d_shader_buffer shader_buffer;
88 struct wine_rb_tree program_lookup;
89 struct glsl_shader_prog_link *glsl_program;
90 struct constant_heap vconst_heap;
91 struct constant_heap pconst_heap;
93 GLhandleARB depth_blt_program_full[tex_type_count];
94 GLhandleARB depth_blt_program_masked[tex_type_count];
95 UINT next_constant_version;
98 /* Struct to maintain data about a linked GLSL program */
99 struct glsl_shader_prog_link {
100 struct wine_rb_entry program_lookup_entry;
101 struct list vshader_entry;
102 struct list pshader_entry;
103 GLhandleARB programId;
104 GLint *vuniformF_locations;
105 GLint *puniformF_locations;
106 GLint vuniformI_locations[MAX_CONST_I];
107 GLint puniformI_locations[MAX_CONST_I];
108 GLint posFixup_location;
109 GLint np2Fixup_location;
110 GLint bumpenvmat_location[MAX_TEXTURES];
111 GLint luminancescale_location[MAX_TEXTURES];
112 GLint luminanceoffset_location[MAX_TEXTURES];
113 GLint ycorrection_location;
114 GLenum vertex_color_clamp;
115 const struct wined3d_shader *vshader;
116 const struct wined3d_shader *pshader;
117 struct vs_compile_args vs_args;
118 struct ps_compile_args ps_args;
119 UINT constant_version;
120 const struct ps_np2fixup_info *np2Fixup_info;
123 struct glsl_program_key
125 const struct wined3d_shader *vshader;
126 const struct wined3d_shader *pshader;
127 struct ps_compile_args ps_args;
128 struct vs_compile_args vs_args;
131 struct shader_glsl_ctx_priv {
132 const struct vs_compile_args *cur_vs_args;
133 const struct ps_compile_args *cur_ps_args;
134 struct ps_np2fixup_info *cur_np2fixup_info;
137 struct glsl_ps_compiled_shader
139 struct ps_compile_args args;
140 struct ps_np2fixup_info np2fixup;
144 struct glsl_pshader_private
146 struct glsl_ps_compiled_shader *gl_shaders;
147 UINT num_gl_shaders, shader_array_size;
150 struct glsl_vs_compiled_shader
152 struct vs_compile_args args;
156 struct glsl_vshader_private
158 struct glsl_vs_compiled_shader *gl_shaders;
159 UINT num_gl_shaders, shader_array_size;
162 static const char *debug_gl_shader_type(GLenum type)
166 #define WINED3D_TO_STR(u) case u: return #u
167 WINED3D_TO_STR(GL_VERTEX_SHADER_ARB);
168 WINED3D_TO_STR(GL_GEOMETRY_SHADER_ARB);
169 WINED3D_TO_STR(GL_FRAGMENT_SHADER_ARB);
170 #undef WINED3D_TO_STR
172 return wine_dbg_sprintf("UNKNOWN(%#x)", type);
176 /* Extract a line from the info log.
177 * Note that this modifies the source string. */
178 static char *get_info_log_line(char **ptr)
183 if (!(q = strstr(p, "\n")))
185 if (!*p) return NULL;
195 /** Prints the GLSL info log which will contain error messages if they exist */
196 /* GL locking is done by the caller */
197 static void print_glsl_info_log(const struct wined3d_gl_info *gl_info, GLhandleARB obj)
199 int infologLength = 0;
202 if (!WARN_ON(d3d_shader) && !FIXME_ON(d3d_shader))
205 GL_EXTCALL(glGetObjectParameterivARB(obj,
206 GL_OBJECT_INFO_LOG_LENGTH_ARB,
209 /* A size of 1 is just a null-terminated string, so the log should be bigger than
210 * that if there are errors. */
211 if (infologLength > 1)
215 infoLog = HeapAlloc(GetProcessHeap(), 0, infologLength);
216 /* The info log is supposed to be zero-terminated, but at least some
217 * versions of fglrx don't terminate the string properly. The reported
218 * length does include the terminator, so explicitly set it to zero
220 infoLog[infologLength - 1] = 0;
221 GL_EXTCALL(glGetInfoLogARB(obj, infologLength, NULL, infoLog));
224 if (gl_info->quirks & WINED3D_QUIRK_INFO_LOG_SPAM)
226 WARN("Info log received from GLSL shader #%u:\n", obj);
227 while ((line = get_info_log_line(&ptr))) WARN(" %s\n", line);
231 FIXME("Info log received from GLSL shader #%u:\n", obj);
232 while ((line = get_info_log_line(&ptr))) FIXME(" %s\n", line);
234 HeapFree(GetProcessHeap(), 0, infoLog);
238 /* GL locking is done by the caller. */
239 static void shader_glsl_compile(const struct wined3d_gl_info *gl_info, GLhandleARB shader, const char *src)
241 TRACE("Compiling shader object %u.\n", shader);
242 GL_EXTCALL(glShaderSourceARB(shader, 1, &src, NULL));
243 checkGLcall("glShaderSourceARB");
244 GL_EXTCALL(glCompileShaderARB(shader));
245 checkGLcall("glCompileShaderARB");
246 print_glsl_info_log(gl_info, shader);
249 /* GL locking is done by the caller. */
250 static void shader_glsl_dump_program_source(const struct wined3d_gl_info *gl_info, GLhandleARB program)
252 GLint i, object_count, source_size = -1;
253 GLhandleARB *objects;
256 GL_EXTCALL(glGetObjectParameterivARB(program, GL_OBJECT_ATTACHED_OBJECTS_ARB, &object_count));
257 objects = HeapAlloc(GetProcessHeap(), 0, object_count * sizeof(*objects));
260 ERR("Failed to allocate object array memory.\n");
264 GL_EXTCALL(glGetAttachedObjectsARB(program, object_count, NULL, objects));
265 for (i = 0; i < object_count; ++i)
270 GL_EXTCALL(glGetObjectParameterivARB(objects[i], GL_OBJECT_SHADER_SOURCE_LENGTH_ARB, &tmp));
272 if (source_size < tmp)
274 HeapFree(GetProcessHeap(), 0, source);
276 source = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, tmp);
279 ERR("Failed to allocate %d bytes for shader source.\n", tmp);
280 HeapFree(GetProcessHeap(), 0, objects);
286 FIXME("Object %u:\n", objects[i]);
287 GL_EXTCALL(glGetObjectParameterivARB(objects[i], GL_OBJECT_SUBTYPE_ARB, &tmp));
288 FIXME(" GL_OBJECT_SUBTYPE_ARB: %s.\n", debug_gl_shader_type(tmp));
289 GL_EXTCALL(glGetObjectParameterivARB(objects[i], GL_OBJECT_COMPILE_STATUS_ARB, &tmp));
290 FIXME(" GL_OBJECT_COMPILE_STATUS_ARB: %d.\n", tmp);
294 GL_EXTCALL(glGetShaderSourceARB(objects[i], source_size, NULL, source));
295 while ((line = get_info_log_line(&ptr))) FIXME(" %s\n", line);
299 HeapFree(GetProcessHeap(), 0, source);
300 HeapFree(GetProcessHeap(), 0, objects);
303 /* GL locking is done by the caller. */
304 static void shader_glsl_validate_link(const struct wined3d_gl_info *gl_info, GLhandleARB program)
308 if (!TRACE_ON(d3d_shader) && !FIXME_ON(d3d_shader)) return;
310 GL_EXTCALL(glGetObjectParameterivARB(program, GL_OBJECT_TYPE_ARB, &tmp));
311 if (tmp == GL_PROGRAM_OBJECT_ARB)
313 GL_EXTCALL(glGetObjectParameterivARB(program, GL_OBJECT_LINK_STATUS_ARB, &tmp));
316 FIXME("Program %u link status invalid.\n", program);
317 shader_glsl_dump_program_source(gl_info, program);
321 print_glsl_info_log(gl_info, program);
325 * Loads (pixel shader) samplers
327 /* GL locking is done by the caller */
328 static void shader_glsl_load_psamplers(const struct wined3d_gl_info *gl_info,
329 const DWORD *tex_unit_map, GLhandleARB programId)
333 char sampler_name[20];
335 for (i = 0; i < MAX_FRAGMENT_SAMPLERS; ++i) {
336 snprintf(sampler_name, sizeof(sampler_name), "Psampler%d", i);
337 name_loc = GL_EXTCALL(glGetUniformLocationARB(programId, sampler_name));
338 if (name_loc != -1) {
339 DWORD mapped_unit = tex_unit_map[i];
340 if (mapped_unit != WINED3D_UNMAPPED_STAGE && mapped_unit < gl_info->limits.fragment_samplers)
342 TRACE("Loading %s for texture %d\n", sampler_name, mapped_unit);
343 GL_EXTCALL(glUniform1iARB(name_loc, mapped_unit));
344 checkGLcall("glUniform1iARB");
346 ERR("Trying to load sampler %s on unsupported unit %d\n", sampler_name, mapped_unit);
352 /* GL locking is done by the caller */
353 static void shader_glsl_load_vsamplers(const struct wined3d_gl_info *gl_info,
354 const DWORD *tex_unit_map, GLhandleARB programId)
357 char sampler_name[20];
360 for (i = 0; i < MAX_VERTEX_SAMPLERS; ++i) {
361 snprintf(sampler_name, sizeof(sampler_name), "Vsampler%d", i);
362 name_loc = GL_EXTCALL(glGetUniformLocationARB(programId, sampler_name));
363 if (name_loc != -1) {
364 DWORD mapped_unit = tex_unit_map[MAX_FRAGMENT_SAMPLERS + i];
365 if (mapped_unit != WINED3D_UNMAPPED_STAGE && mapped_unit < gl_info->limits.combined_samplers)
367 TRACE("Loading %s for texture %d\n", sampler_name, mapped_unit);
368 GL_EXTCALL(glUniform1iARB(name_loc, mapped_unit));
369 checkGLcall("glUniform1iARB");
371 ERR("Trying to load sampler %s on unsupported unit %d\n", sampler_name, mapped_unit);
377 /* GL locking is done by the caller */
378 static inline void walk_constant_heap(const struct wined3d_gl_info *gl_info, const float *constants,
379 const GLint *constant_locations, const struct constant_heap *heap, unsigned char *stack, DWORD version)
382 unsigned int heap_idx = 1;
385 if (heap->entries[heap_idx].version <= version) return;
387 idx = heap->entries[heap_idx].idx;
388 if (constant_locations[idx] != -1) GL_EXTCALL(glUniform4fvARB(constant_locations[idx], 1, &constants[idx * 4]));
389 stack[stack_idx] = HEAP_NODE_TRAVERSE_LEFT;
391 while (stack_idx >= 0)
393 /* Note that we fall through to the next case statement. */
394 switch(stack[stack_idx])
396 case HEAP_NODE_TRAVERSE_LEFT:
398 unsigned int left_idx = heap_idx << 1;
399 if (left_idx < heap->size && heap->entries[left_idx].version > version)
402 idx = heap->entries[heap_idx].idx;
403 if (constant_locations[idx] != -1)
404 GL_EXTCALL(glUniform4fvARB(constant_locations[idx], 1, &constants[idx * 4]));
406 stack[stack_idx++] = HEAP_NODE_TRAVERSE_RIGHT;
407 stack[stack_idx] = HEAP_NODE_TRAVERSE_LEFT;
412 case HEAP_NODE_TRAVERSE_RIGHT:
414 unsigned int right_idx = (heap_idx << 1) + 1;
415 if (right_idx < heap->size && heap->entries[right_idx].version > version)
417 heap_idx = right_idx;
418 idx = heap->entries[heap_idx].idx;
419 if (constant_locations[idx] != -1)
420 GL_EXTCALL(glUniform4fvARB(constant_locations[idx], 1, &constants[idx * 4]));
422 stack[stack_idx++] = HEAP_NODE_POP;
423 stack[stack_idx] = HEAP_NODE_TRAVERSE_LEFT;
434 checkGLcall("walk_constant_heap()");
437 /* GL locking is done by the caller */
438 static inline void apply_clamped_constant(const struct wined3d_gl_info *gl_info, GLint location, const GLfloat *data)
440 GLfloat clamped_constant[4];
442 if (location == -1) return;
444 clamped_constant[0] = data[0] < -1.0f ? -1.0f : data[0] > 1.0f ? 1.0f : data[0];
445 clamped_constant[1] = data[1] < -1.0f ? -1.0f : data[1] > 1.0f ? 1.0f : data[1];
446 clamped_constant[2] = data[2] < -1.0f ? -1.0f : data[2] > 1.0f ? 1.0f : data[2];
447 clamped_constant[3] = data[3] < -1.0f ? -1.0f : data[3] > 1.0f ? 1.0f : data[3];
449 GL_EXTCALL(glUniform4fvARB(location, 1, clamped_constant));
452 /* GL locking is done by the caller */
453 static inline void walk_constant_heap_clamped(const struct wined3d_gl_info *gl_info, const float *constants,
454 const GLint *constant_locations, const struct constant_heap *heap, unsigned char *stack, DWORD version)
457 unsigned int heap_idx = 1;
460 if (heap->entries[heap_idx].version <= version) return;
462 idx = heap->entries[heap_idx].idx;
463 apply_clamped_constant(gl_info, constant_locations[idx], &constants[idx * 4]);
464 stack[stack_idx] = HEAP_NODE_TRAVERSE_LEFT;
466 while (stack_idx >= 0)
468 /* Note that we fall through to the next case statement. */
469 switch(stack[stack_idx])
471 case HEAP_NODE_TRAVERSE_LEFT:
473 unsigned int left_idx = heap_idx << 1;
474 if (left_idx < heap->size && heap->entries[left_idx].version > version)
477 idx = heap->entries[heap_idx].idx;
478 apply_clamped_constant(gl_info, constant_locations[idx], &constants[idx * 4]);
480 stack[stack_idx++] = HEAP_NODE_TRAVERSE_RIGHT;
481 stack[stack_idx] = HEAP_NODE_TRAVERSE_LEFT;
486 case HEAP_NODE_TRAVERSE_RIGHT:
488 unsigned int right_idx = (heap_idx << 1) + 1;
489 if (right_idx < heap->size && heap->entries[right_idx].version > version)
491 heap_idx = right_idx;
492 idx = heap->entries[heap_idx].idx;
493 apply_clamped_constant(gl_info, constant_locations[idx], &constants[idx * 4]);
495 stack[stack_idx++] = HEAP_NODE_POP;
496 stack[stack_idx] = HEAP_NODE_TRAVERSE_LEFT;
507 checkGLcall("walk_constant_heap_clamped()");
510 /* Loads floating point constants (aka uniforms) into the currently set GLSL program. */
511 /* GL locking is done by the caller */
512 static void shader_glsl_load_constantsF(const struct wined3d_shader *shader, const struct wined3d_gl_info *gl_info,
513 const float *constants, const GLint *constant_locations, const struct constant_heap *heap,
514 unsigned char *stack, UINT version)
516 const struct wined3d_shader_lconst *lconst;
518 /* 1.X pshaders have the constants clamped to [-1;1] implicitly. */
519 if (shader->reg_maps.shader_version.major == 1
520 && shader_is_pshader_version(shader->reg_maps.shader_version.type))
521 walk_constant_heap_clamped(gl_info, constants, constant_locations, heap, stack, version);
523 walk_constant_heap(gl_info, constants, constant_locations, heap, stack, version);
525 if (!shader->load_local_constsF)
527 TRACE("No need to load local float constants for this shader\n");
531 /* Immediate constants are clamped to [-1;1] at shader creation time if needed */
532 LIST_FOR_EACH_ENTRY(lconst, &shader->constantsF, struct wined3d_shader_lconst, entry)
534 GLint location = constant_locations[lconst->idx];
535 /* We found this uniform name in the program - go ahead and send the data */
536 if (location != -1) GL_EXTCALL(glUniform4fvARB(location, 1, (const GLfloat *)lconst->value));
538 checkGLcall("glUniform4fvARB()");
541 /* Loads integer constants (aka uniforms) into the currently set GLSL program. */
542 /* GL locking is done by the caller */
543 static void shader_glsl_load_constantsI(const struct wined3d_shader *shader, const struct wined3d_gl_info *gl_info,
544 const GLint locations[MAX_CONST_I], const int *constants, WORD constants_set)
549 for (i = 0; constants_set; constants_set >>= 1, ++i)
551 if (!(constants_set & 1)) continue;
553 TRACE_(d3d_constants)("Loading constants %u: %i, %i, %i, %i\n",
554 i, constants[i*4], constants[i*4+1], constants[i*4+2], constants[i*4+3]);
556 /* We found this uniform name in the program - go ahead and send the data */
557 GL_EXTCALL(glUniform4ivARB(locations[i], 1, &constants[i*4]));
558 checkGLcall("glUniform4ivARB");
561 /* Load immediate constants */
562 ptr = list_head(&shader->constantsI);
565 const struct wined3d_shader_lconst *lconst = LIST_ENTRY(ptr, const struct wined3d_shader_lconst, entry);
566 unsigned int idx = lconst->idx;
567 const GLint *values = (const GLint *)lconst->value;
569 TRACE_(d3d_constants)("Loading local constants %i: %i, %i, %i, %i\n", idx,
570 values[0], values[1], values[2], values[3]);
572 /* We found this uniform name in the program - go ahead and send the data */
573 GL_EXTCALL(glUniform4ivARB(locations[idx], 1, values));
574 checkGLcall("glUniform4ivARB");
575 ptr = list_next(&shader->constantsI, ptr);
579 /* Loads boolean constants (aka uniforms) into the currently set GLSL program. */
580 /* GL locking is done by the caller */
581 static void shader_glsl_load_constantsB(const struct wined3d_shader *shader, const struct wined3d_gl_info *gl_info,
582 GLhandleARB programId, const BOOL *constants, WORD constants_set)
590 switch (shader->reg_maps.shader_version.type)
592 case WINED3D_SHADER_TYPE_VERTEX:
596 case WINED3D_SHADER_TYPE_GEOMETRY:
600 case WINED3D_SHADER_TYPE_PIXEL:
605 FIXME("Unknown shader type %#x.\n",
606 shader->reg_maps.shader_version.type);
611 /* TODO: Benchmark and see if it would be beneficial to store the
612 * locations of the constants to avoid looking up each time */
613 for (i = 0; constants_set; constants_set >>= 1, ++i)
615 if (!(constants_set & 1)) continue;
617 TRACE_(d3d_constants)("Loading constants %i: %i;\n", i, constants[i]);
619 /* TODO: Benchmark and see if it would be beneficial to store the
620 * locations of the constants to avoid looking up each time */
621 snprintf(tmp_name, sizeof(tmp_name), "%s[%i]", prefix, i);
622 tmp_loc = GL_EXTCALL(glGetUniformLocationARB(programId, tmp_name));
625 /* We found this uniform name in the program - go ahead and send the data */
626 GL_EXTCALL(glUniform1ivARB(tmp_loc, 1, &constants[i]));
627 checkGLcall("glUniform1ivARB");
631 /* Load immediate constants */
632 ptr = list_head(&shader->constantsB);
635 const struct wined3d_shader_lconst *lconst = LIST_ENTRY(ptr, const struct wined3d_shader_lconst, entry);
636 unsigned int idx = lconst->idx;
637 const GLint *values = (const GLint *)lconst->value;
639 TRACE_(d3d_constants)("Loading local constants %i: %i\n", idx, values[0]);
641 snprintf(tmp_name, sizeof(tmp_name), "%s[%i]", prefix, idx);
642 tmp_loc = GL_EXTCALL(glGetUniformLocationARB(programId, tmp_name));
644 /* We found this uniform name in the program - go ahead and send the data */
645 GL_EXTCALL(glUniform1ivARB(tmp_loc, 1, values));
646 checkGLcall("glUniform1ivARB");
648 ptr = list_next(&shader->constantsB, ptr);
652 static void reset_program_constant_version(struct wine_rb_entry *entry, void *context)
654 WINE_RB_ENTRY_VALUE(entry, struct glsl_shader_prog_link, program_lookup_entry)->constant_version = 0;
658 * Loads the texture dimensions for NP2 fixup into the currently set GLSL program.
660 /* GL locking is done by the caller (state handler) */
661 static void shader_glsl_load_np2fixup_constants(void *shader_priv,
662 const struct wined3d_gl_info *gl_info, const struct wined3d_state *state)
664 struct shader_glsl_priv *glsl_priv = shader_priv;
665 const struct glsl_shader_prog_link *prog = glsl_priv->glsl_program;
667 /* No GLSL program set - nothing to do. */
670 /* NP2 texcoord fixup is (currently) only done for pixelshaders. */
671 if (!use_ps(state)) return;
673 if (prog->ps_args.np2_fixup && prog->np2Fixup_location != -1)
676 UINT fixup = prog->ps_args.np2_fixup;
677 GLfloat np2fixup_constants[4 * MAX_FRAGMENT_SAMPLERS];
679 for (i = 0; fixup; fixup >>= 1, ++i)
681 const struct wined3d_texture *tex = state->textures[i];
682 const unsigned char idx = prog->np2Fixup_info->idx[i];
683 GLfloat *tex_dim = &np2fixup_constants[(idx >> 1) * 4];
687 ERR("Nonexistent texture is flagged for NP2 texcoord fixup.\n");
693 tex_dim[2] = tex->pow2_matrix[0];
694 tex_dim[3] = tex->pow2_matrix[5];
698 tex_dim[0] = tex->pow2_matrix[0];
699 tex_dim[1] = tex->pow2_matrix[5];
703 GL_EXTCALL(glUniform4fvARB(prog->np2Fixup_location, prog->np2Fixup_info->num_consts, np2fixup_constants));
708 * Loads the app-supplied constants into the currently set GLSL program.
710 /* GL locking is done by the caller (state handler) */
711 static void shader_glsl_load_constants(const struct wined3d_context *context,
712 char usePixelShader, char useVertexShader)
714 const struct wined3d_gl_info *gl_info = context->gl_info;
715 struct wined3d_device *device = context->swapchain->device;
716 struct wined3d_stateblock *stateBlock = device->stateBlock;
717 struct shader_glsl_priv *priv = device->shader_priv;
718 float position_fixup[4];
720 GLhandleARB programId;
721 struct glsl_shader_prog_link *prog = priv->glsl_program;
722 UINT constant_version;
726 /* No GLSL program set - nothing to do. */
729 programId = prog->programId;
730 constant_version = prog->constant_version;
734 const struct wined3d_shader *vshader = stateBlock->state.vertex_shader;
736 /* Load DirectX 9 float constants/uniforms for vertex shader */
737 shader_glsl_load_constantsF(vshader, gl_info, stateBlock->state.vs_consts_f,
738 prog->vuniformF_locations, &priv->vconst_heap, priv->stack, constant_version);
740 /* Load DirectX 9 integer constants/uniforms for vertex shader */
741 shader_glsl_load_constantsI(vshader, gl_info, prog->vuniformI_locations, stateBlock->state.vs_consts_i,
742 stateBlock->changed.vertexShaderConstantsI & vshader->reg_maps.integer_constants);
744 /* Load DirectX 9 boolean constants/uniforms for vertex shader */
745 shader_glsl_load_constantsB(vshader, gl_info, programId, stateBlock->state.vs_consts_b,
746 stateBlock->changed.vertexShaderConstantsB & vshader->reg_maps.boolean_constants);
748 /* Upload the position fixup params */
749 shader_get_position_fixup(context, &stateBlock->state, position_fixup);
750 GL_EXTCALL(glUniform4fvARB(prog->posFixup_location, 1, position_fixup));
751 checkGLcall("glUniform4fvARB");
756 const struct wined3d_shader *pshader = stateBlock->state.pixel_shader;
758 /* Load DirectX 9 float constants/uniforms for pixel shader */
759 shader_glsl_load_constantsF(pshader, gl_info, stateBlock->state.ps_consts_f,
760 prog->puniformF_locations, &priv->pconst_heap, priv->stack, constant_version);
762 /* Load DirectX 9 integer constants/uniforms for pixel shader */
763 shader_glsl_load_constantsI(pshader, gl_info, prog->puniformI_locations, stateBlock->state.ps_consts_i,
764 stateBlock->changed.pixelShaderConstantsI & pshader->reg_maps.integer_constants);
766 /* Load DirectX 9 boolean constants/uniforms for pixel shader */
767 shader_glsl_load_constantsB(pshader, gl_info, programId, stateBlock->state.ps_consts_b,
768 stateBlock->changed.pixelShaderConstantsB & pshader->reg_maps.boolean_constants);
770 /* Upload the environment bump map matrix if needed. The needsbumpmat member specifies the texture stage to load the matrix from.
771 * It can't be 0 for a valid texbem instruction.
773 for(i = 0; i < MAX_TEXTURES; i++) {
776 if(prog->bumpenvmat_location[i] == -1) continue;
778 data = (const float *)&stateBlock->state.texture_states[i][WINED3DTSS_BUMPENVMAT00];
779 GL_EXTCALL(glUniformMatrix2fvARB(prog->bumpenvmat_location[i], 1, 0, data));
780 checkGLcall("glUniformMatrix2fvARB");
782 /* texbeml needs the luminance scale and offset too. If texbeml
783 * is used, needsbumpmat is set too, so we can check that in the
784 * needsbumpmat check. */
785 if (prog->luminancescale_location[i] != -1)
787 const GLfloat *scale = (const GLfloat *)&stateBlock->state.texture_states[i][WINED3DTSS_BUMPENVLSCALE];
788 const GLfloat *offset = (const GLfloat *)&stateBlock->state.texture_states[i][WINED3DTSS_BUMPENVLOFFSET];
790 GL_EXTCALL(glUniform1fvARB(prog->luminancescale_location[i], 1, scale));
791 checkGLcall("glUniform1fvARB");
792 GL_EXTCALL(glUniform1fvARB(prog->luminanceoffset_location[i], 1, offset));
793 checkGLcall("glUniform1fvARB");
797 if (prog->ycorrection_location != -1)
799 float correction_params[4];
801 if (context->render_offscreen)
803 correction_params[0] = 0.0f;
804 correction_params[1] = 1.0f;
806 /* position is window relative, not viewport relative */
807 correction_params[0] = (float) context->current_rt->resource.height;
808 correction_params[1] = -1.0f;
810 GL_EXTCALL(glUniform4fvARB(prog->ycorrection_location, 1, correction_params));
814 if (priv->next_constant_version == UINT_MAX)
816 TRACE("Max constant version reached, resetting to 0.\n");
817 wine_rb_for_each_entry(&priv->program_lookup, reset_program_constant_version, NULL);
818 priv->next_constant_version = 1;
822 prog->constant_version = priv->next_constant_version++;
826 static void update_heap_entry(const struct constant_heap *heap, unsigned int idx,
827 unsigned int heap_idx, DWORD new_version)
829 struct constant_entry *entries = heap->entries;
830 unsigned int *positions = heap->positions;
831 unsigned int parent_idx;
835 parent_idx = heap_idx >> 1;
837 if (new_version <= entries[parent_idx].version) break;
839 entries[heap_idx] = entries[parent_idx];
840 positions[entries[parent_idx].idx] = heap_idx;
841 heap_idx = parent_idx;
844 entries[heap_idx].version = new_version;
845 entries[heap_idx].idx = idx;
846 positions[idx] = heap_idx;
849 static void shader_glsl_update_float_vertex_constants(struct wined3d_device *device, UINT start, UINT count)
851 struct shader_glsl_priv *priv = device->shader_priv;
852 struct constant_heap *heap = &priv->vconst_heap;
855 for (i = start; i < count + start; ++i)
857 if (!device->stateBlock->changed.vertexShaderConstantsF[i])
858 update_heap_entry(heap, i, heap->size++, priv->next_constant_version);
860 update_heap_entry(heap, i, heap->positions[i], priv->next_constant_version);
864 static void shader_glsl_update_float_pixel_constants(struct wined3d_device *device, UINT start, UINT count)
866 struct shader_glsl_priv *priv = device->shader_priv;
867 struct constant_heap *heap = &priv->pconst_heap;
870 for (i = start; i < count + start; ++i)
872 if (!device->stateBlock->changed.pixelShaderConstantsF[i])
873 update_heap_entry(heap, i, heap->size++, priv->next_constant_version);
875 update_heap_entry(heap, i, heap->positions[i], priv->next_constant_version);
879 static unsigned int vec4_varyings(DWORD shader_major, const struct wined3d_gl_info *gl_info)
881 unsigned int ret = gl_info->limits.glsl_varyings / 4;
882 /* 4.0 shaders do not write clip coords because d3d10 does not support user clipplanes */
883 if(shader_major > 3) return ret;
885 /* 3.0 shaders may need an extra varying for the clip coord on some cards(mostly dx10 ones) */
886 if (gl_info->quirks & WINED3D_QUIRK_GLSL_CLIP_VARYING) ret -= 1;
890 /** Generate the variable & register declarations for the GLSL output target */
891 static void shader_generate_glsl_declarations(const struct wined3d_context *context,
892 struct wined3d_shader_buffer *buffer, const struct wined3d_shader *shader,
893 const struct wined3d_shader_reg_maps *reg_maps, const struct shader_glsl_ctx_priv *ctx_priv)
895 const struct wined3d_state *state = &shader->device->stateBlock->state;
896 const struct ps_compile_args *ps_args = ctx_priv->cur_ps_args;
897 const struct wined3d_gl_info *gl_info = context->gl_info;
898 const struct wined3d_fb_state *fb = &shader->device->fb;
899 unsigned int i, extra_constants_needed = 0;
900 const struct wined3d_shader_lconst *lconst;
903 /* There are some minor differences between pixel and vertex shaders */
904 char pshader = shader_is_pshader_version(reg_maps->shader_version.type);
905 char prefix = pshader ? 'P' : 'V';
907 /* Prototype the subroutines */
908 for (i = 0, map = reg_maps->labels; map; map >>= 1, ++i)
910 if (map & 1) shader_addline(buffer, "void subroutine%u();\n", i);
913 /* Declare the constants (aka uniforms) */
914 if (shader->limits.constant_float > 0)
916 unsigned max_constantsF;
917 /* Unless the shader uses indirect addressing, always declare the maximum array size and ignore that we need some
918 * uniforms privately. E.g. if GL supports 256 uniforms, and we need 2 for the pos fixup and immediate values, still
919 * declare VC[256]. If the shader needs more uniforms than we have it won't work in any case. If it uses less, the
920 * compiler will figure out which uniforms are really used and strip them out. This allows a shader to use c255 on
921 * a dx9 card, as long as it doesn't also use all the other constants.
923 * If the shader uses indirect addressing the compiler must assume that all declared uniforms are used. In this case,
924 * declare only the amount that we're assured to have.
926 * Thus we run into problems in these two cases:
927 * 1) The shader really uses more uniforms than supported
928 * 2) The shader uses indirect addressing, less constants than supported, but uses a constant index > #supported consts
932 /* No indirect addressing here. */
933 max_constantsF = gl_info->limits.glsl_ps_float_constants;
937 if (reg_maps->usesrelconstF)
939 /* Subtract the other potential uniforms from the max
940 * available (bools, ints, and 1 row of projection matrix).
941 * Subtract another uniform for immediate values, which have
942 * to be loaded via uniform by the driver as well. The shader
943 * code only uses 0.5, 2.0, 1.0, 128 and -128 in vertex
944 * shader code, so one vec4 should be enough. (Unfortunately
945 * the Nvidia driver doesn't store 128 and -128 in one float).
947 * Writing gl_ClipVertex requires one uniform for each
948 * clipplane as well. */
949 max_constantsF = gl_info->limits.glsl_vs_float_constants - 3;
950 if(ctx_priv->cur_vs_args->clip_enabled)
952 max_constantsF -= gl_info->limits.clipplanes;
954 max_constantsF -= count_bits(reg_maps->integer_constants);
955 /* Strictly speaking a bool only uses one scalar, but the nvidia(Linux) compiler doesn't pack them properly,
956 * so each scalar requires a full vec4. We could work around this by packing the booleans ourselves, but
957 * for now take this into account when calculating the number of available constants
959 max_constantsF -= count_bits(reg_maps->boolean_constants);
960 /* Set by driver quirks in directx.c */
961 max_constantsF -= gl_info->reserved_glsl_constants;
965 max_constantsF = gl_info->limits.glsl_vs_float_constants;
968 max_constantsF = min(shader->limits.constant_float, max_constantsF);
969 shader_addline(buffer, "uniform vec4 %cC[%u];\n", prefix, max_constantsF);
972 /* Always declare the full set of constants, the compiler can remove the
973 * unused ones because d3d doesn't (yet) support indirect int and bool
974 * constant addressing. This avoids problems if the app uses e.g. i0 and i9. */
975 if (shader->limits.constant_int > 0 && reg_maps->integer_constants)
976 shader_addline(buffer, "uniform ivec4 %cI[%u];\n", prefix, shader->limits.constant_int);
978 if (shader->limits.constant_bool > 0 && reg_maps->boolean_constants)
979 shader_addline(buffer, "uniform bool %cB[%u];\n", prefix, shader->limits.constant_bool);
983 shader_addline(buffer, "uniform vec4 posFixup;\n");
984 shader_addline(buffer, "void order_ps_input(in vec4[%u]);\n", MAX_REG_OUTPUT);
988 for (i = 0, map = reg_maps->bumpmat; map; map >>= 1, ++i)
990 if (!(map & 1)) continue;
992 shader_addline(buffer, "uniform mat2 bumpenvmat%d;\n", i);
994 if (reg_maps->luminanceparams & (1 << i))
996 shader_addline(buffer, "uniform float luminancescale%d;\n", i);
997 shader_addline(buffer, "uniform float luminanceoffset%d;\n", i);
998 extra_constants_needed++;
1001 extra_constants_needed++;
1004 if (ps_args->srgb_correction)
1006 shader_addline(buffer, "const vec4 srgb_const0 = vec4(%.8e, %.8e, %.8e, %.8e);\n",
1007 srgb_pow, srgb_mul_high, srgb_sub_high, srgb_mul_low);
1008 shader_addline(buffer, "const vec4 srgb_const1 = vec4(%.8e, 0.0, 0.0, 0.0);\n",
1011 if (reg_maps->vpos || reg_maps->usesdsy)
1013 if (shader->limits.constant_float + extra_constants_needed
1014 + 1 < gl_info->limits.glsl_ps_float_constants)
1016 shader_addline(buffer, "uniform vec4 ycorrection;\n");
1017 extra_constants_needed++;
1021 /* This happens because we do not have proper tracking of the constant registers that are
1022 * actually used, only the max limit of the shader version
1024 FIXME("Cannot find a free uniform for vpos correction params\n");
1025 shader_addline(buffer, "const vec4 ycorrection = vec4(%f, %f, 0.0, 0.0);\n",
1026 context->render_offscreen ? 0.0f : fb->render_targets[0]->resource.height,
1027 context->render_offscreen ? 1.0f : -1.0f);
1029 shader_addline(buffer, "vec4 vpos;\n");
1033 /* Declare texture samplers */
1034 for (i = 0; i < shader->limits.sampler; ++i)
1036 if (reg_maps->sampler_type[i])
1038 const struct wined3d_texture *texture;
1040 switch (reg_maps->sampler_type[i])
1043 if (pshader && ps_args->shadow & (1 << i))
1044 shader_addline(buffer, "uniform sampler1DShadow %csampler%u;\n", prefix, i);
1046 shader_addline(buffer, "uniform sampler1D %csampler%u;\n", prefix, i);
1049 texture = state->textures[i];
1050 if (pshader && ps_args->shadow & (1 << i))
1052 if (texture && texture->target == GL_TEXTURE_RECTANGLE_ARB)
1053 shader_addline(buffer, "uniform sampler2DRectShadow %csampler%u;\n", prefix, i);
1055 shader_addline(buffer, "uniform sampler2DShadow %csampler%u;\n", prefix, i);
1059 if (texture && texture->target == GL_TEXTURE_RECTANGLE_ARB)
1060 shader_addline(buffer, "uniform sampler2DRect %csampler%u;\n", prefix, i);
1062 shader_addline(buffer, "uniform sampler2D %csampler%u;\n", prefix, i);
1065 case WINED3DSTT_CUBE:
1066 if (pshader && ps_args->shadow & (1 << i)) FIXME("Unsupported Cube shadow sampler.\n");
1067 shader_addline(buffer, "uniform samplerCube %csampler%u;\n", prefix, i);
1069 case WINED3DSTT_VOLUME:
1070 if (pshader && ps_args->shadow & (1 << i)) FIXME("Unsupported 3D shadow sampler.\n");
1071 shader_addline(buffer, "uniform sampler3D %csampler%u;\n", prefix, i);
1074 shader_addline(buffer, "uniform unsupported_sampler %csampler%u;\n", prefix, i);
1075 FIXME("Unrecognized sampler type: %#x\n", reg_maps->sampler_type[i]);
1081 /* Declare uniforms for NP2 texcoord fixup:
1082 * This is NOT done inside the loop that declares the texture samplers since the NP2 fixup code
1083 * is currently only used for the GeforceFX series and when forcing the ARB_npot extension off.
1084 * Modern cards just skip the code anyway, so put it inside a separate loop. */
1085 if (pshader && ps_args->np2_fixup) {
1087 struct ps_np2fixup_info* const fixup = ctx_priv->cur_np2fixup_info;
1090 /* NP2/RECT textures in OpenGL use texcoords in the range [0,width]x[0,height]
1091 * while D3D has them in the (normalized) [0,1]x[0,1] range.
1092 * samplerNP2Fixup stores texture dimensions and is updated through
1093 * shader_glsl_load_np2fixup_constants when the sampler changes. */
1095 for (i = 0; i < shader->limits.sampler; ++i)
1097 if (reg_maps->sampler_type[i])
1099 if (!(ps_args->np2_fixup & (1 << i))) continue;
1101 if (WINED3DSTT_2D != reg_maps->sampler_type[i]) {
1102 FIXME("Non-2D texture is flagged for NP2 texcoord fixup.\n");
1106 fixup->idx[i] = cur++;
1110 fixup->num_consts = (cur + 1) >> 1;
1111 shader_addline(buffer, "uniform vec4 %csamplerNP2Fixup[%u];\n", prefix, fixup->num_consts);
1114 /* Declare address variables */
1115 for (i = 0, map = reg_maps->address; map; map >>= 1, ++i)
1117 if (map & 1) shader_addline(buffer, "ivec4 A%u;\n", i);
1120 /* Declare texture coordinate temporaries and initialize them */
1121 for (i = 0, map = reg_maps->texcoord; map; map >>= 1, ++i)
1123 if (map & 1) shader_addline(buffer, "vec4 T%u = gl_TexCoord[%u];\n", i, i);
1126 /* Declare input register varyings. Only pixel shader, vertex shaders have that declared in the
1127 * helper function shader that is linked in at link time
1129 if (pshader && reg_maps->shader_version.major >= 3)
1133 shader_addline(buffer, "varying vec4 IN[%u];\n", vec4_varyings(reg_maps->shader_version.major, gl_info));
1135 /* TODO: Write a replacement shader for the fixed function vertex pipeline, so this isn't needed.
1136 * For fixed function vertex processing + 3.0 pixel shader we need a separate function in the
1137 * pixel shader that reads the fixed function color into the packed input registers.
1139 shader_addline(buffer, "vec4 IN[%u];\n", vec4_varyings(reg_maps->shader_version.major, gl_info));
1143 /* Declare output register temporaries */
1144 if (shader->limits.packed_output)
1145 shader_addline(buffer, "vec4 OUT[%u];\n", shader->limits.packed_output);
1147 /* Declare temporary variables */
1148 for (i = 0, map = reg_maps->temporary; map; map >>= 1, ++i)
1150 if (map & 1) shader_addline(buffer, "vec4 R%u;\n", i);
1153 /* Declare attributes */
1154 if (reg_maps->shader_version.type == WINED3D_SHADER_TYPE_VERTEX)
1156 for (i = 0, map = reg_maps->input_registers; map; map >>= 1, ++i)
1158 if (map & 1) shader_addline(buffer, "attribute vec4 attrib%i;\n", i);
1162 /* Declare loop registers aLx */
1163 for (i = 0; i < reg_maps->loop_depth; i++) {
1164 shader_addline(buffer, "int aL%u;\n", i);
1165 shader_addline(buffer, "int tmpInt%u;\n", i);
1168 /* Temporary variables for matrix operations */
1169 shader_addline(buffer, "vec4 tmp0;\n");
1170 shader_addline(buffer, "vec4 tmp1;\n");
1172 /* Local constants use a different name so they can be loaded once at shader link time
1173 * They can't be hardcoded into the shader text via LC = {x, y, z, w}; because the
1174 * float -> string conversion can cause precision loss.
1176 if (!shader->load_local_constsF)
1178 LIST_FOR_EACH_ENTRY(lconst, &shader->constantsF, struct wined3d_shader_lconst, entry)
1180 shader_addline(buffer, "uniform vec4 %cLC%u;\n", prefix, lconst->idx);
1184 /* Start the main program */
1185 shader_addline(buffer, "void main() {\n");
1186 if(pshader && reg_maps->vpos) {
1187 /* DirectX apps expect integer values, while OpenGL drivers add approximately 0.5. This causes
1188 * off-by-one problems as spotted by the vPos d3d9 visual test. Unfortunately the ATI cards do
1189 * not add exactly 0.5, but rather something like 0.49999999 or 0.50000001, which still causes
1190 * precision troubles when we just subtract 0.5.
1192 * To deal with that just floor() the position. This will eliminate the fraction on all cards.
1194 * TODO: Test how that behaves with multisampling once we can enable multisampling in winex11.
1196 * An advantage of floor is that it works even if the driver doesn't add 1/2. It is somewhat
1197 * questionable if 1.5, 2.5, ... are the proper values to return in gl_FragCoord, even though
1198 * coordinates specify the pixel centers instead of the pixel corners. This code will behave
1199 * correctly on drivers that returns integer values.
1201 shader_addline(buffer, "vpos = floor(vec4(0, ycorrection[0], 0, 0) + gl_FragCoord * vec4(1, ycorrection[1], 1, 1));\n");
1205 /*****************************************************************************
1206 * Functions to generate GLSL strings from DirectX Shader bytecode begin here.
1208 * For more information, see http://wiki.winehq.org/DirectX-Shaders
1209 ****************************************************************************/
1212 static void shader_glsl_add_src_param(const struct wined3d_shader_instruction *ins,
1213 const struct wined3d_shader_src_param *wined3d_src, DWORD mask, struct glsl_src_param *glsl_src);
1215 /** Used for opcode modifiers - They multiply the result by the specified amount */
1216 static const char * const shift_glsl_tab[] = {
1218 "2.0 * ", /* 1 (x2) */
1219 "4.0 * ", /* 2 (x4) */
1220 "8.0 * ", /* 3 (x8) */
1221 "16.0 * ", /* 4 (x16) */
1222 "32.0 * ", /* 5 (x32) */
1229 "0.0625 * ", /* 12 (d16) */
1230 "0.125 * ", /* 13 (d8) */
1231 "0.25 * ", /* 14 (d4) */
1232 "0.5 * " /* 15 (d2) */
1235 /* Generate a GLSL parameter that does the input modifier computation and return the input register/mask to use */
1236 static void shader_glsl_gen_modifier(DWORD src_modifier, const char *in_reg, const char *in_regswizzle, char *out_str)
1240 switch (src_modifier)
1242 case WINED3DSPSM_DZ: /* Need to handle this in the instructions itself (texld & texcrd). */
1243 case WINED3DSPSM_DW:
1244 case WINED3DSPSM_NONE:
1245 sprintf(out_str, "%s%s", in_reg, in_regswizzle);
1247 case WINED3DSPSM_NEG:
1248 sprintf(out_str, "-%s%s", in_reg, in_regswizzle);
1250 case WINED3DSPSM_NOT:
1251 sprintf(out_str, "!%s%s", in_reg, in_regswizzle);
1253 case WINED3DSPSM_BIAS:
1254 sprintf(out_str, "(%s%s - vec4(0.5)%s)", in_reg, in_regswizzle, in_regswizzle);
1256 case WINED3DSPSM_BIASNEG:
1257 sprintf(out_str, "-(%s%s - vec4(0.5)%s)", in_reg, in_regswizzle, in_regswizzle);
1259 case WINED3DSPSM_SIGN:
1260 sprintf(out_str, "(2.0 * (%s%s - 0.5))", in_reg, in_regswizzle);
1262 case WINED3DSPSM_SIGNNEG:
1263 sprintf(out_str, "-(2.0 * (%s%s - 0.5))", in_reg, in_regswizzle);
1265 case WINED3DSPSM_COMP:
1266 sprintf(out_str, "(1.0 - %s%s)", in_reg, in_regswizzle);
1268 case WINED3DSPSM_X2:
1269 sprintf(out_str, "(2.0 * %s%s)", in_reg, in_regswizzle);
1271 case WINED3DSPSM_X2NEG:
1272 sprintf(out_str, "-(2.0 * %s%s)", in_reg, in_regswizzle);
1274 case WINED3DSPSM_ABS:
1275 sprintf(out_str, "abs(%s%s)", in_reg, in_regswizzle);
1277 case WINED3DSPSM_ABSNEG:
1278 sprintf(out_str, "-abs(%s%s)", in_reg, in_regswizzle);
1281 FIXME("Unhandled modifier %u\n", src_modifier);
1282 sprintf(out_str, "%s%s", in_reg, in_regswizzle);
1286 /** Writes the GLSL variable name that corresponds to the register that the
1287 * DX opcode parameter is trying to access */
1288 static void shader_glsl_get_register_name(const struct wined3d_shader_register *reg,
1289 char *register_name, BOOL *is_color, const struct wined3d_shader_instruction *ins)
1291 /* oPos, oFog and oPts in D3D */
1292 static const char * const hwrastout_reg_names[] = {"OUT[10]", "OUT[11].x", "OUT[11].y"};
1294 const struct wined3d_shader *shader = ins->ctx->shader;
1295 const struct wined3d_shader_reg_maps *reg_maps = ins->ctx->reg_maps;
1296 const struct wined3d_gl_info *gl_info = ins->ctx->gl_info;
1297 char pshader = shader_is_pshader_version(reg_maps->shader_version.type);
1303 case WINED3DSPR_TEMP:
1304 sprintf(register_name, "R%u", reg->idx);
1307 case WINED3DSPR_INPUT:
1308 /* vertex shaders */
1311 struct shader_glsl_ctx_priv *priv = ins->ctx->backend_data;
1312 if (priv->cur_vs_args->swizzle_map & (1 << reg->idx)) *is_color = TRUE;
1313 sprintf(register_name, "attrib%u", reg->idx);
1317 /* pixel shaders >= 3.0 */
1318 if (reg_maps->shader_version.major >= 3)
1320 DWORD idx = shader->u.ps.input_reg_map[reg->idx];
1321 unsigned int in_count = vec4_varyings(reg_maps->shader_version.major, gl_info);
1325 struct glsl_src_param rel_param;
1327 shader_glsl_add_src_param(ins, reg->rel_addr, WINED3DSP_WRITEMASK_0, &rel_param);
1329 /* Removing a + 0 would be an obvious optimization, but macos doesn't see the NOP
1330 * operation there */
1333 if (shader->u.ps.declared_in_count > in_count)
1335 sprintf(register_name,
1336 "((%s + %u) > %d ? (%s + %u) > %d ? gl_SecondaryColor : gl_Color : IN[%s + %u])",
1337 rel_param.param_str, idx, in_count - 1, rel_param.param_str, idx, in_count,
1338 rel_param.param_str, idx);
1342 sprintf(register_name, "IN[%s + %u]", rel_param.param_str, idx);
1347 if (shader->u.ps.declared_in_count > in_count)
1349 sprintf(register_name, "((%s) > %d ? (%s) > %d ? gl_SecondaryColor : gl_Color : IN[%s])",
1350 rel_param.param_str, in_count - 1, rel_param.param_str, in_count,
1351 rel_param.param_str);
1355 sprintf(register_name, "IN[%s]", rel_param.param_str);
1361 if (idx == in_count) sprintf(register_name, "gl_Color");
1362 else if (idx == in_count + 1) sprintf(register_name, "gl_SecondaryColor");
1363 else sprintf(register_name, "IN[%u]", idx);
1368 if (!reg->idx) strcpy(register_name, "gl_Color");
1369 else strcpy(register_name, "gl_SecondaryColor");
1374 case WINED3DSPR_CONST:
1376 const char prefix = pshader ? 'P' : 'V';
1378 /* Relative addressing */
1381 struct glsl_src_param rel_param;
1382 shader_glsl_add_src_param(ins, reg->rel_addr, WINED3DSP_WRITEMASK_0, &rel_param);
1383 if (reg->idx) sprintf(register_name, "%cC[%s + %u]", prefix, rel_param.param_str, reg->idx);
1384 else sprintf(register_name, "%cC[%s]", prefix, rel_param.param_str);
1388 if (shader_constant_is_local(shader, reg->idx))
1389 sprintf(register_name, "%cLC%u", prefix, reg->idx);
1391 sprintf(register_name, "%cC[%u]", prefix, reg->idx);
1396 case WINED3DSPR_CONSTINT:
1397 if (pshader) sprintf(register_name, "PI[%u]", reg->idx);
1398 else sprintf(register_name, "VI[%u]", reg->idx);
1401 case WINED3DSPR_CONSTBOOL:
1402 if (pshader) sprintf(register_name, "PB[%u]", reg->idx);
1403 else sprintf(register_name, "VB[%u]", reg->idx);
1406 case WINED3DSPR_TEXTURE: /* case WINED3DSPR_ADDR: */
1407 if (pshader) sprintf(register_name, "T%u", reg->idx);
1408 else sprintf(register_name, "A%u", reg->idx);
1411 case WINED3DSPR_LOOP:
1412 sprintf(register_name, "aL%u", ins->ctx->loop_state->current_reg - 1);
1415 case WINED3DSPR_SAMPLER:
1416 if (pshader) sprintf(register_name, "Psampler%u", reg->idx);
1417 else sprintf(register_name, "Vsampler%u", reg->idx);
1420 case WINED3DSPR_COLOROUT:
1421 if (reg->idx >= gl_info->limits.buffers)
1422 WARN("Write to render target %u, only %d supported.\n", reg->idx, gl_info->limits.buffers);
1424 sprintf(register_name, "gl_FragData[%u]", reg->idx);
1427 case WINED3DSPR_RASTOUT:
1428 sprintf(register_name, "%s", hwrastout_reg_names[reg->idx]);
1431 case WINED3DSPR_DEPTHOUT:
1432 sprintf(register_name, "gl_FragDepth");
1435 case WINED3DSPR_ATTROUT:
1436 if (!reg->idx) sprintf(register_name, "OUT[8]");
1437 else sprintf(register_name, "OUT[9]");
1440 case WINED3DSPR_TEXCRDOUT:
1441 /* Vertex shaders >= 3.0: WINED3DSPR_OUTPUT */
1442 sprintf(register_name, "OUT[%u]", reg->idx);
1445 case WINED3DSPR_MISCTYPE:
1449 sprintf(register_name, "vpos");
1451 else if (reg->idx == 1)
1453 /* Note that gl_FrontFacing is a bool, while vFace is
1454 * a float for which the sign determines front/back */
1455 sprintf(register_name, "(gl_FrontFacing ? 1.0 : -1.0)");
1459 FIXME("Unhandled misctype register %d\n", reg->idx);
1460 sprintf(register_name, "unrecognized_register");
1464 case WINED3DSPR_IMMCONST:
1465 switch (reg->immconst_type)
1467 case WINED3D_IMMCONST_SCALAR:
1468 sprintf(register_name, "%.8e", *(const float *)reg->immconst_data);
1471 case WINED3D_IMMCONST_VEC4:
1472 sprintf(register_name, "vec4(%.8e, %.8e, %.8e, %.8e)",
1473 *(const float *)®->immconst_data[0], *(const float *)®->immconst_data[1],
1474 *(const float *)®->immconst_data[2], *(const float *)®->immconst_data[3]);
1478 FIXME("Unhandled immconst type %#x\n", reg->immconst_type);
1479 sprintf(register_name, "<unhandled_immconst_type %#x>", reg->immconst_type);
1484 FIXME("Unhandled register name Type(%d)\n", reg->type);
1485 sprintf(register_name, "unrecognized_register");
1490 static void shader_glsl_write_mask_to_str(DWORD write_mask, char *str)
1493 if (write_mask & WINED3DSP_WRITEMASK_0) *str++ = 'x';
1494 if (write_mask & WINED3DSP_WRITEMASK_1) *str++ = 'y';
1495 if (write_mask & WINED3DSP_WRITEMASK_2) *str++ = 'z';
1496 if (write_mask & WINED3DSP_WRITEMASK_3) *str++ = 'w';
1500 /* Get the GLSL write mask for the destination register */
1501 static DWORD shader_glsl_get_write_mask(const struct wined3d_shader_dst_param *param, char *write_mask)
1503 DWORD mask = param->write_mask;
1505 if (shader_is_scalar(¶m->reg))
1507 mask = WINED3DSP_WRITEMASK_0;
1512 shader_glsl_write_mask_to_str(mask, write_mask);
1518 static unsigned int shader_glsl_get_write_mask_size(DWORD write_mask) {
1519 unsigned int size = 0;
1521 if (write_mask & WINED3DSP_WRITEMASK_0) ++size;
1522 if (write_mask & WINED3DSP_WRITEMASK_1) ++size;
1523 if (write_mask & WINED3DSP_WRITEMASK_2) ++size;
1524 if (write_mask & WINED3DSP_WRITEMASK_3) ++size;
1529 static void shader_glsl_swizzle_to_str(const DWORD swizzle, BOOL fixup, DWORD mask, char *str)
1531 /* For registers of type WINED3DDECLTYPE_D3DCOLOR, data is stored as "bgra",
1532 * but addressed as "rgba". To fix this we need to swap the register's x
1533 * and z components. */
1534 const char *swizzle_chars = fixup ? "zyxw" : "xyzw";
1537 /* swizzle bits fields: wwzzyyxx */
1538 if (mask & WINED3DSP_WRITEMASK_0) *str++ = swizzle_chars[swizzle & 0x03];
1539 if (mask & WINED3DSP_WRITEMASK_1) *str++ = swizzle_chars[(swizzle >> 2) & 0x03];
1540 if (mask & WINED3DSP_WRITEMASK_2) *str++ = swizzle_chars[(swizzle >> 4) & 0x03];
1541 if (mask & WINED3DSP_WRITEMASK_3) *str++ = swizzle_chars[(swizzle >> 6) & 0x03];
1545 static void shader_glsl_get_swizzle(const struct wined3d_shader_src_param *param,
1546 BOOL fixup, DWORD mask, char *swizzle_str)
1548 if (shader_is_scalar(¶m->reg))
1549 *swizzle_str = '\0';
1551 shader_glsl_swizzle_to_str(param->swizzle, fixup, mask, swizzle_str);
1554 /* From a given parameter token, generate the corresponding GLSL string.
1555 * Also, return the actual register name and swizzle in case the
1556 * caller needs this information as well. */
1557 static void shader_glsl_add_src_param(const struct wined3d_shader_instruction *ins,
1558 const struct wined3d_shader_src_param *wined3d_src, DWORD mask, struct glsl_src_param *glsl_src)
1560 BOOL is_color = FALSE;
1561 char swizzle_str[6];
1563 glsl_src->reg_name[0] = '\0';
1564 glsl_src->param_str[0] = '\0';
1565 swizzle_str[0] = '\0';
1567 shader_glsl_get_register_name(&wined3d_src->reg, glsl_src->reg_name, &is_color, ins);
1568 shader_glsl_get_swizzle(wined3d_src, is_color, mask, swizzle_str);
1569 shader_glsl_gen_modifier(wined3d_src->modifiers, glsl_src->reg_name, swizzle_str, glsl_src->param_str);
1572 /* From a given parameter token, generate the corresponding GLSL string.
1573 * Also, return the actual register name and swizzle in case the
1574 * caller needs this information as well. */
1575 static DWORD shader_glsl_add_dst_param(const struct wined3d_shader_instruction *ins,
1576 const struct wined3d_shader_dst_param *wined3d_dst, struct glsl_dst_param *glsl_dst)
1578 BOOL is_color = FALSE;
1580 glsl_dst->mask_str[0] = '\0';
1581 glsl_dst->reg_name[0] = '\0';
1583 shader_glsl_get_register_name(&wined3d_dst->reg, glsl_dst->reg_name, &is_color, ins);
1584 return shader_glsl_get_write_mask(wined3d_dst, glsl_dst->mask_str);
1587 /* Append the destination part of the instruction to the buffer, return the effective write mask */
1588 static DWORD shader_glsl_append_dst_ext(struct wined3d_shader_buffer *buffer,
1589 const struct wined3d_shader_instruction *ins, const struct wined3d_shader_dst_param *dst)
1591 struct glsl_dst_param glsl_dst;
1594 mask = shader_glsl_add_dst_param(ins, dst, &glsl_dst);
1595 if (mask) shader_addline(buffer, "%s%s = %s(", glsl_dst.reg_name, glsl_dst.mask_str, shift_glsl_tab[dst->shift]);
1600 /* Append the destination part of the instruction to the buffer, return the effective write mask */
1601 static DWORD shader_glsl_append_dst(struct wined3d_shader_buffer *buffer, const struct wined3d_shader_instruction *ins)
1603 return shader_glsl_append_dst_ext(buffer, ins, &ins->dst[0]);
1606 /** Process GLSL instruction modifiers */
1607 static void shader_glsl_add_instruction_modifiers(const struct wined3d_shader_instruction *ins)
1609 struct glsl_dst_param dst_param;
1612 if (!ins->dst_count) return;
1614 modifiers = ins->dst[0].modifiers;
1615 if (!modifiers) return;
1617 shader_glsl_add_dst_param(ins, &ins->dst[0], &dst_param);
1619 if (modifiers & WINED3DSPDM_SATURATE)
1621 /* _SAT means to clamp the value of the register to between 0 and 1 */
1622 shader_addline(ins->ctx->buffer, "%s%s = clamp(%s%s, 0.0, 1.0);\n", dst_param.reg_name,
1623 dst_param.mask_str, dst_param.reg_name, dst_param.mask_str);
1626 if (modifiers & WINED3DSPDM_MSAMPCENTROID)
1628 FIXME("_centroid modifier not handled\n");
1631 if (modifiers & WINED3DSPDM_PARTIALPRECISION)
1633 /* MSDN says this modifier can be safely ignored, so that's what we'll do. */
1637 static const char *shader_glsl_get_rel_op(enum wined3d_shader_rel_op op)
1641 case WINED3D_SHADER_REL_OP_GT: return ">";
1642 case WINED3D_SHADER_REL_OP_EQ: return "==";
1643 case WINED3D_SHADER_REL_OP_GE: return ">=";
1644 case WINED3D_SHADER_REL_OP_LT: return "<";
1645 case WINED3D_SHADER_REL_OP_NE: return "!=";
1646 case WINED3D_SHADER_REL_OP_LE: return "<=";
1648 FIXME("Unrecognized operator %#x.\n", op);
1653 static void shader_glsl_get_sample_function(const struct wined3d_shader_context *ctx,
1654 DWORD sampler_idx, DWORD flags, struct glsl_sample_function *sample_function)
1656 enum wined3d_sampler_texture_type sampler_type = ctx->reg_maps->sampler_type[sampler_idx];
1657 const struct wined3d_gl_info *gl_info = ctx->gl_info;
1658 BOOL shadow = shader_is_pshader_version(ctx->reg_maps->shader_version.type)
1659 && (((const struct shader_glsl_ctx_priv *)ctx->backend_data)->cur_ps_args->shadow & (1 << sampler_idx));
1660 BOOL projected = flags & WINED3D_GLSL_SAMPLE_PROJECTED;
1661 BOOL texrect = flags & WINED3D_GLSL_SAMPLE_RECT;
1662 BOOL lod = flags & WINED3D_GLSL_SAMPLE_LOD;
1663 BOOL grad = flags & WINED3D_GLSL_SAMPLE_GRAD;
1665 /* Note that there's no such thing as a projected cube texture. */
1666 switch(sampler_type) {
1672 sample_function->name = projected ? "shadow1DProjLod" : "shadow1DLod";
1676 if (gl_info->supported[EXT_GPU_SHADER4])
1677 sample_function->name = projected ? "shadow1DProjGrad" : "shadow1DGrad";
1678 else if (gl_info->supported[ARB_SHADER_TEXTURE_LOD])
1679 sample_function->name = projected ? "shadow1DProjGradARB" : "shadow1DGradARB";
1682 FIXME("Unsupported 1D shadow grad function.\n");
1683 sample_function->name = "unsupported1DGrad";
1688 sample_function->name = projected ? "shadow1DProj" : "shadow1D";
1690 sample_function->coord_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1;
1696 sample_function->name = projected ? "texture1DProjLod" : "texture1DLod";
1700 if (gl_info->supported[EXT_GPU_SHADER4])
1701 sample_function->name = projected ? "texture1DProjGrad" : "texture1DGrad";
1702 else if (gl_info->supported[ARB_SHADER_TEXTURE_LOD])
1703 sample_function->name = projected ? "texture1DProjGradARB" : "texture1DGradARB";
1706 FIXME("Unsupported 1D grad function.\n");
1707 sample_function->name = "unsupported1DGrad";
1712 sample_function->name = projected ? "texture1DProj" : "texture1D";
1714 sample_function->coord_mask = WINED3DSP_WRITEMASK_0;
1725 sample_function->name = projected ? "shadow2DRectProjLod" : "shadow2DRectLod";
1729 if (gl_info->supported[EXT_GPU_SHADER4])
1730 sample_function->name = projected ? "shadow2DRectProjGrad" : "shadow2DRectGrad";
1731 else if (gl_info->supported[ARB_SHADER_TEXTURE_LOD])
1732 sample_function->name = projected ? "shadow2DRectProjGradARB" : "shadow2DRectGradARB";
1735 FIXME("Unsupported RECT shadow grad function.\n");
1736 sample_function->name = "unsupported2DRectGrad";
1741 sample_function->name = projected ? "shadow2DRectProj" : "shadow2DRect";
1748 sample_function->name = projected ? "shadow2DProjLod" : "shadow2DLod";
1752 if (gl_info->supported[EXT_GPU_SHADER4])
1753 sample_function->name = projected ? "shadow2DProjGrad" : "shadow2DGrad";
1754 else if (gl_info->supported[ARB_SHADER_TEXTURE_LOD])
1755 sample_function->name = projected ? "shadow2DProjGradARB" : "shadow2DGradARB";
1758 FIXME("Unsupported 2D shadow grad function.\n");
1759 sample_function->name = "unsupported2DGrad";
1764 sample_function->name = projected ? "shadow2DProj" : "shadow2D";
1767 sample_function->coord_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
1775 sample_function->name = projected ? "texture2DRectProjLod" : "texture2DRectLod";
1779 if (gl_info->supported[EXT_GPU_SHADER4])
1780 sample_function->name = projected ? "texture2DRectProjGrad" : "texture2DRectGrad";
1781 else if (gl_info->supported[ARB_SHADER_TEXTURE_LOD])
1782 sample_function->name = projected ? "texture2DRectProjGradARB" : "texture2DRectGradARB";
1785 FIXME("Unsupported RECT grad function.\n");
1786 sample_function->name = "unsupported2DRectGrad";
1791 sample_function->name = projected ? "texture2DRectProj" : "texture2DRect";
1798 sample_function->name = projected ? "texture2DProjLod" : "texture2DLod";
1802 if (gl_info->supported[EXT_GPU_SHADER4])
1803 sample_function->name = projected ? "texture2DProjGrad" : "texture2DGrad";
1804 else if (gl_info->supported[ARB_SHADER_TEXTURE_LOD])
1805 sample_function->name = projected ? "texture2DProjGradARB" : "texture2DGradARB";
1808 FIXME("Unsupported 2D grad function.\n");
1809 sample_function->name = "unsupported2DGrad";
1814 sample_function->name = projected ? "texture2DProj" : "texture2D";
1817 sample_function->coord_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1;
1821 case WINED3DSTT_CUBE:
1824 FIXME("Unsupported Cube shadow function.\n");
1825 sample_function->name = "unsupportedCubeShadow";
1826 sample_function->coord_mask = 0;
1832 sample_function->name = "textureCubeLod";
1836 if (gl_info->supported[EXT_GPU_SHADER4])
1837 sample_function->name = "textureCubeGrad";
1838 else if (gl_info->supported[ARB_SHADER_TEXTURE_LOD])
1839 sample_function->name = "textureCubeGradARB";
1842 FIXME("Unsupported Cube grad function.\n");
1843 sample_function->name = "unsupportedCubeGrad";
1848 sample_function->name = "textureCube";
1850 sample_function->coord_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
1854 case WINED3DSTT_VOLUME:
1857 FIXME("Unsupported 3D shadow function.\n");
1858 sample_function->name = "unsupported3DShadow";
1859 sample_function->coord_mask = 0;
1865 sample_function->name = projected ? "texture3DProjLod" : "texture3DLod";
1869 if (gl_info->supported[EXT_GPU_SHADER4])
1870 sample_function->name = projected ? "texture3DProjGrad" : "texture3DGrad";
1871 else if (gl_info->supported[ARB_SHADER_TEXTURE_LOD])
1872 sample_function->name = projected ? "texture3DProjGradARB" : "texture3DGradARB";
1875 FIXME("Unsupported 3D grad function.\n");
1876 sample_function->name = "unsupported3DGrad";
1881 sample_function->name = projected ? "texture3DProj" : "texture3D";
1883 sample_function->coord_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
1888 sample_function->name = "";
1889 sample_function->coord_mask = 0;
1890 FIXME("Unrecognized sampler type: %#x;\n", sampler_type);
1895 static void shader_glsl_append_fixup_arg(char *arguments, const char *reg_name,
1896 BOOL sign_fixup, enum fixup_channel_source channel_source)
1898 switch(channel_source)
1900 case CHANNEL_SOURCE_ZERO:
1901 strcat(arguments, "0.0");
1904 case CHANNEL_SOURCE_ONE:
1905 strcat(arguments, "1.0");
1908 case CHANNEL_SOURCE_X:
1909 strcat(arguments, reg_name);
1910 strcat(arguments, ".x");
1913 case CHANNEL_SOURCE_Y:
1914 strcat(arguments, reg_name);
1915 strcat(arguments, ".y");
1918 case CHANNEL_SOURCE_Z:
1919 strcat(arguments, reg_name);
1920 strcat(arguments, ".z");
1923 case CHANNEL_SOURCE_W:
1924 strcat(arguments, reg_name);
1925 strcat(arguments, ".w");
1929 FIXME("Unhandled channel source %#x\n", channel_source);
1930 strcat(arguments, "undefined");
1934 if (sign_fixup) strcat(arguments, " * 2.0 - 1.0");
1937 static void shader_glsl_color_correction(const struct wined3d_shader_instruction *ins, struct color_fixup_desc fixup)
1939 struct wined3d_shader_dst_param dst;
1940 unsigned int mask_size, remaining;
1941 struct glsl_dst_param dst_param;
1942 char arguments[256];
1946 if (fixup.x_sign_fixup || fixup.x_source != CHANNEL_SOURCE_X) mask |= WINED3DSP_WRITEMASK_0;
1947 if (fixup.y_sign_fixup || fixup.y_source != CHANNEL_SOURCE_Y) mask |= WINED3DSP_WRITEMASK_1;
1948 if (fixup.z_sign_fixup || fixup.z_source != CHANNEL_SOURCE_Z) mask |= WINED3DSP_WRITEMASK_2;
1949 if (fixup.w_sign_fixup || fixup.w_source != CHANNEL_SOURCE_W) mask |= WINED3DSP_WRITEMASK_3;
1950 mask &= ins->dst[0].write_mask;
1952 if (!mask) return; /* Nothing to do */
1954 if (is_complex_fixup(fixup))
1956 enum complex_fixup complex_fixup = get_complex_fixup(fixup);
1957 FIXME("Complex fixup (%#x) not supported\n",complex_fixup);
1961 mask_size = shader_glsl_get_write_mask_size(mask);
1964 dst.write_mask = mask;
1965 shader_glsl_add_dst_param(ins, &dst, &dst_param);
1967 arguments[0] = '\0';
1968 remaining = mask_size;
1969 if (mask & WINED3DSP_WRITEMASK_0)
1971 shader_glsl_append_fixup_arg(arguments, dst_param.reg_name, fixup.x_sign_fixup, fixup.x_source);
1972 if (--remaining) strcat(arguments, ", ");
1974 if (mask & WINED3DSP_WRITEMASK_1)
1976 shader_glsl_append_fixup_arg(arguments, dst_param.reg_name, fixup.y_sign_fixup, fixup.y_source);
1977 if (--remaining) strcat(arguments, ", ");
1979 if (mask & WINED3DSP_WRITEMASK_2)
1981 shader_glsl_append_fixup_arg(arguments, dst_param.reg_name, fixup.z_sign_fixup, fixup.z_source);
1982 if (--remaining) strcat(arguments, ", ");
1984 if (mask & WINED3DSP_WRITEMASK_3)
1986 shader_glsl_append_fixup_arg(arguments, dst_param.reg_name, fixup.w_sign_fixup, fixup.w_source);
1987 if (--remaining) strcat(arguments, ", ");
1992 shader_addline(ins->ctx->buffer, "%s%s = vec%u(%s);\n",
1993 dst_param.reg_name, dst_param.mask_str, mask_size, arguments);
1997 shader_addline(ins->ctx->buffer, "%s%s = %s;\n", dst_param.reg_name, dst_param.mask_str, arguments);
2001 static void PRINTF_ATTR(8, 9) shader_glsl_gen_sample_code(const struct wined3d_shader_instruction *ins,
2002 DWORD sampler, const struct glsl_sample_function *sample_function, DWORD swizzle,
2003 const char *dx, const char *dy, const char *bias, const char *coord_reg_fmt, ...)
2005 const char *sampler_base;
2006 char dst_swizzle[6];
2007 struct color_fixup_desc fixup;
2008 BOOL np2_fixup = FALSE;
2011 shader_glsl_swizzle_to_str(swizzle, FALSE, ins->dst[0].write_mask, dst_swizzle);
2013 if (shader_is_pshader_version(ins->ctx->reg_maps->shader_version.type))
2015 const struct shader_glsl_ctx_priv *priv = ins->ctx->backend_data;
2016 fixup = priv->cur_ps_args->color_fixup[sampler];
2017 sampler_base = "Psampler";
2019 if(priv->cur_ps_args->np2_fixup & (1 << sampler)) {
2021 FIXME("Biased sampling from NP2 textures is unsupported\n");
2027 sampler_base = "Vsampler";
2028 fixup = COLOR_FIXUP_IDENTITY; /* FIXME: Vshader color fixup */
2031 shader_glsl_append_dst(ins->ctx->buffer, ins);
2033 shader_addline(ins->ctx->buffer, "%s(%s%u, ", sample_function->name, sampler_base, sampler);
2035 va_start(args, coord_reg_fmt);
2036 shader_vaddline(ins->ctx->buffer, coord_reg_fmt, args);
2040 shader_addline(ins->ctx->buffer, ", %s)%s);\n", bias, dst_swizzle);
2043 const struct shader_glsl_ctx_priv *priv = ins->ctx->backend_data;
2044 const unsigned char idx = priv->cur_np2fixup_info->idx[sampler];
2046 shader_addline(ins->ctx->buffer, " * PsamplerNP2Fixup[%u].%s)%s);\n", idx >> 1,
2047 (idx % 2) ? "zw" : "xy", dst_swizzle);
2048 } else if(dx && dy) {
2049 shader_addline(ins->ctx->buffer, ", %s, %s)%s);\n", dx, dy, dst_swizzle);
2051 shader_addline(ins->ctx->buffer, ")%s);\n", dst_swizzle);
2055 if(!is_identity_fixup(fixup)) {
2056 shader_glsl_color_correction(ins, fixup);
2060 /*****************************************************************************
2061 * Begin processing individual instruction opcodes
2062 ****************************************************************************/
2064 /* Generate GLSL arithmetic functions (dst = src1 + src2) */
2065 static void shader_glsl_arith(const struct wined3d_shader_instruction *ins)
2067 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2068 struct glsl_src_param src0_param;
2069 struct glsl_src_param src1_param;
2073 /* Determine the GLSL operator to use based on the opcode */
2074 switch (ins->handler_idx)
2076 case WINED3DSIH_MUL: op = '*'; break;
2077 case WINED3DSIH_ADD: op = '+'; break;
2078 case WINED3DSIH_SUB: op = '-'; break;
2081 FIXME("Opcode %#x not yet handled in GLSL\n", ins->handler_idx);
2085 write_mask = shader_glsl_append_dst(buffer, ins);
2086 shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src0_param);
2087 shader_glsl_add_src_param(ins, &ins->src[1], write_mask, &src1_param);
2088 shader_addline(buffer, "%s %c %s);\n", src0_param.param_str, op, src1_param.param_str);
2091 /* Process the WINED3DSIO_MOV opcode using GLSL (dst = src) */
2092 static void shader_glsl_mov(const struct wined3d_shader_instruction *ins)
2094 const struct wined3d_gl_info *gl_info = ins->ctx->gl_info;
2095 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2096 struct glsl_src_param src0_param;
2099 write_mask = shader_glsl_append_dst(buffer, ins);
2100 shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src0_param);
2102 /* In vs_1_1 WINED3DSIO_MOV can write to the address register. In later
2103 * shader versions WINED3DSIO_MOVA is used for this. */
2104 if (ins->ctx->reg_maps->shader_version.major == 1
2105 && !shader_is_pshader_version(ins->ctx->reg_maps->shader_version.type)
2106 && ins->dst[0].reg.type == WINED3DSPR_ADDR)
2108 /* This is a simple floor() */
2109 unsigned int mask_size = shader_glsl_get_write_mask_size(write_mask);
2110 if (mask_size > 1) {
2111 shader_addline(buffer, "ivec%d(floor(%s)));\n", mask_size, src0_param.param_str);
2113 shader_addline(buffer, "int(floor(%s)));\n", src0_param.param_str);
2116 else if(ins->handler_idx == WINED3DSIH_MOVA)
2118 /* We need to *round* to the nearest int here. */
2119 unsigned int mask_size = shader_glsl_get_write_mask_size(write_mask);
2121 if (gl_info->supported[EXT_GPU_SHADER4])
2124 shader_addline(buffer, "ivec%d(round(%s)));\n", mask_size, src0_param.param_str);
2126 shader_addline(buffer, "int(round(%s)));\n", src0_param.param_str);
2131 shader_addline(buffer, "ivec%d(floor(abs(%s) + vec%d(0.5)) * sign(%s)));\n",
2132 mask_size, src0_param.param_str, mask_size, src0_param.param_str);
2134 shader_addline(buffer, "int(floor(abs(%s) + 0.5) * sign(%s)));\n",
2135 src0_param.param_str, src0_param.param_str);
2140 shader_addline(buffer, "%s);\n", src0_param.param_str);
2144 /* Process the dot product operators DP3 and DP4 in GLSL (dst = dot(src0, src1)) */
2145 static void shader_glsl_dot(const struct wined3d_shader_instruction *ins)
2147 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2148 struct glsl_src_param src0_param;
2149 struct glsl_src_param src1_param;
2150 DWORD dst_write_mask, src_write_mask;
2151 unsigned int dst_size = 0;
2153 dst_write_mask = shader_glsl_append_dst(buffer, ins);
2154 dst_size = shader_glsl_get_write_mask_size(dst_write_mask);
2156 /* dp3 works on vec3, dp4 on vec4 */
2157 if (ins->handler_idx == WINED3DSIH_DP4)
2159 src_write_mask = WINED3DSP_WRITEMASK_ALL;
2161 src_write_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
2164 shader_glsl_add_src_param(ins, &ins->src[0], src_write_mask, &src0_param);
2165 shader_glsl_add_src_param(ins, &ins->src[1], src_write_mask, &src1_param);
2168 shader_addline(buffer, "vec%d(dot(%s, %s)));\n", dst_size, src0_param.param_str, src1_param.param_str);
2170 shader_addline(buffer, "dot(%s, %s));\n", src0_param.param_str, src1_param.param_str);
2174 /* Note that this instruction has some restrictions. The destination write mask
2175 * can't contain the w component, and the source swizzles have to be .xyzw */
2176 static void shader_glsl_cross(const struct wined3d_shader_instruction *ins)
2178 DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
2179 struct glsl_src_param src0_param;
2180 struct glsl_src_param src1_param;
2183 shader_glsl_get_write_mask(&ins->dst[0], dst_mask);
2184 shader_glsl_append_dst(ins->ctx->buffer, ins);
2185 shader_glsl_add_src_param(ins, &ins->src[0], src_mask, &src0_param);
2186 shader_glsl_add_src_param(ins, &ins->src[1], src_mask, &src1_param);
2187 shader_addline(ins->ctx->buffer, "cross(%s, %s)%s);\n", src0_param.param_str, src1_param.param_str, dst_mask);
2190 /* Process the WINED3DSIO_POW instruction in GLSL (dst = |src0|^src1)
2191 * Src0 and src1 are scalars. Note that D3D uses the absolute of src0, while
2192 * GLSL uses the value as-is. */
2193 static void shader_glsl_pow(const struct wined3d_shader_instruction *ins)
2195 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2196 struct glsl_src_param src0_param;
2197 struct glsl_src_param src1_param;
2198 DWORD dst_write_mask;
2199 unsigned int dst_size;
2201 dst_write_mask = shader_glsl_append_dst(buffer, ins);
2202 dst_size = shader_glsl_get_write_mask_size(dst_write_mask);
2204 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0, &src0_param);
2205 shader_glsl_add_src_param(ins, &ins->src[1], WINED3DSP_WRITEMASK_0, &src1_param);
2209 shader_addline(buffer, "vec%u(%s == 0.0 ? 1.0 : pow(abs(%s), %s)));\n",
2210 dst_size, src1_param.param_str, src0_param.param_str, src1_param.param_str);
2214 shader_addline(buffer, "%s == 0.0 ? 1.0 : pow(abs(%s), %s));\n",
2215 src1_param.param_str, src0_param.param_str, src1_param.param_str);
2219 /* Process the WINED3DSIO_LOG instruction in GLSL (dst = log2(|src0|))
2220 * Src0 is a scalar. Note that D3D uses the absolute of src0, while
2221 * GLSL uses the value as-is. */
2222 static void shader_glsl_log(const struct wined3d_shader_instruction *ins)
2224 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2225 struct glsl_src_param src0_param;
2226 DWORD dst_write_mask;
2227 unsigned int dst_size;
2229 dst_write_mask = shader_glsl_append_dst(buffer, ins);
2230 dst_size = shader_glsl_get_write_mask_size(dst_write_mask);
2232 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0, &src0_param);
2236 shader_addline(buffer, "vec%u(log2(abs(%s))));\n",
2237 dst_size, src0_param.param_str);
2241 shader_addline(buffer, "log2(abs(%s)));\n",
2242 src0_param.param_str);
2246 /* Map the opcode 1-to-1 to the GL code (arg->dst = instruction(src0, src1, ...) */
2247 static void shader_glsl_map2gl(const struct wined3d_shader_instruction *ins)
2249 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2250 struct glsl_src_param src_param;
2251 const char *instruction;
2255 /* Determine the GLSL function to use based on the opcode */
2256 /* TODO: Possibly make this a table for faster lookups */
2257 switch (ins->handler_idx)
2259 case WINED3DSIH_MIN: instruction = "min"; break;
2260 case WINED3DSIH_MAX: instruction = "max"; break;
2261 case WINED3DSIH_ABS: instruction = "abs"; break;
2262 case WINED3DSIH_FRC: instruction = "fract"; break;
2263 case WINED3DSIH_EXP: instruction = "exp2"; break;
2264 case WINED3DSIH_DSX: instruction = "dFdx"; break;
2265 case WINED3DSIH_DSY: instruction = "ycorrection.y * dFdy"; break;
2266 default: instruction = "";
2267 FIXME("Opcode %#x not yet handled in GLSL\n", ins->handler_idx);
2271 write_mask = shader_glsl_append_dst(buffer, ins);
2273 shader_addline(buffer, "%s(", instruction);
2277 shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src_param);
2278 shader_addline(buffer, "%s", src_param.param_str);
2279 for (i = 1; i < ins->src_count; ++i)
2281 shader_glsl_add_src_param(ins, &ins->src[i], write_mask, &src_param);
2282 shader_addline(buffer, ", %s", src_param.param_str);
2286 shader_addline(buffer, "));\n");
2289 static void shader_glsl_nrm(const struct wined3d_shader_instruction *ins)
2291 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2292 struct glsl_src_param src_param;
2293 unsigned int mask_size;
2297 write_mask = shader_glsl_get_write_mask(ins->dst, dst_mask);
2298 mask_size = shader_glsl_get_write_mask_size(write_mask);
2299 shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src_param);
2301 shader_addline(buffer, "tmp0.x = dot(%s, %s);\n",
2302 src_param.param_str, src_param.param_str);
2303 shader_glsl_append_dst(buffer, ins);
2307 shader_addline(buffer, "tmp0.x == 0.0 ? vec%u(0.0) : (%s * inversesqrt(tmp0.x)));\n",
2308 mask_size, src_param.param_str);
2312 shader_addline(buffer, "tmp0.x == 0.0 ? 0.0 : (%s * inversesqrt(tmp0.x)));\n",
2313 src_param.param_str);
2317 /** Process the WINED3DSIO_EXPP instruction in GLSL:
2318 * For shader model 1.x, do the following (and honor the writemask, so use a temporary variable):
2319 * dst.x = 2^(floor(src))
2320 * dst.y = src - floor(src)
2321 * dst.z = 2^src (partial precision is allowed, but optional)
2323 * For 2.0 shaders, just do this (honoring writemask and swizzle):
2324 * dst = 2^src; (partial precision is allowed, but optional)
2326 static void shader_glsl_expp(const struct wined3d_shader_instruction *ins)
2328 struct glsl_src_param src_param;
2330 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0, &src_param);
2332 if (ins->ctx->reg_maps->shader_version.major < 2)
2336 shader_addline(ins->ctx->buffer, "tmp0.x = exp2(floor(%s));\n", src_param.param_str);
2337 shader_addline(ins->ctx->buffer, "tmp0.y = %s - floor(%s);\n", src_param.param_str, src_param.param_str);
2338 shader_addline(ins->ctx->buffer, "tmp0.z = exp2(%s);\n", src_param.param_str);
2339 shader_addline(ins->ctx->buffer, "tmp0.w = 1.0;\n");
2341 shader_glsl_append_dst(ins->ctx->buffer, ins);
2342 shader_glsl_get_write_mask(&ins->dst[0], dst_mask);
2343 shader_addline(ins->ctx->buffer, "tmp0%s);\n", dst_mask);
2346 unsigned int mask_size;
2348 write_mask = shader_glsl_append_dst(ins->ctx->buffer, ins);
2349 mask_size = shader_glsl_get_write_mask_size(write_mask);
2351 if (mask_size > 1) {
2352 shader_addline(ins->ctx->buffer, "vec%d(exp2(%s)));\n", mask_size, src_param.param_str);
2354 shader_addline(ins->ctx->buffer, "exp2(%s));\n", src_param.param_str);
2359 /** Process the RCP (reciprocal or inverse) opcode in GLSL (dst = 1 / src) */
2360 static void shader_glsl_rcp(const struct wined3d_shader_instruction *ins)
2362 struct glsl_src_param src_param;
2364 unsigned int mask_size;
2366 write_mask = shader_glsl_append_dst(ins->ctx->buffer, ins);
2367 mask_size = shader_glsl_get_write_mask_size(write_mask);
2368 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_3, &src_param);
2372 shader_addline(ins->ctx->buffer, "vec%u(1.0 / %s));\n",
2373 mask_size, src_param.param_str);
2377 shader_addline(ins->ctx->buffer, "1.0 / %s);\n",
2378 src_param.param_str);
2382 static void shader_glsl_rsq(const struct wined3d_shader_instruction *ins)
2384 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2385 struct glsl_src_param src_param;
2387 unsigned int mask_size;
2389 write_mask = shader_glsl_append_dst(buffer, ins);
2390 mask_size = shader_glsl_get_write_mask_size(write_mask);
2392 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_3, &src_param);
2396 shader_addline(buffer, "vec%u(inversesqrt(abs(%s))));\n",
2397 mask_size, src_param.param_str);
2401 shader_addline(buffer, "inversesqrt(abs(%s)));\n",
2402 src_param.param_str);
2406 /** Process signed comparison opcodes in GLSL. */
2407 static void shader_glsl_compare(const struct wined3d_shader_instruction *ins)
2409 struct glsl_src_param src0_param;
2410 struct glsl_src_param src1_param;
2412 unsigned int mask_size;
2414 write_mask = shader_glsl_append_dst(ins->ctx->buffer, ins);
2415 mask_size = shader_glsl_get_write_mask_size(write_mask);
2416 shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src0_param);
2417 shader_glsl_add_src_param(ins, &ins->src[1], write_mask, &src1_param);
2419 if (mask_size > 1) {
2420 const char *compare;
2422 switch(ins->handler_idx)
2424 case WINED3DSIH_SLT: compare = "lessThan"; break;
2425 case WINED3DSIH_SGE: compare = "greaterThanEqual"; break;
2426 default: compare = "";
2427 FIXME("Can't handle opcode %#x\n", ins->handler_idx);
2430 shader_addline(ins->ctx->buffer, "vec%d(%s(%s, %s)));\n", mask_size, compare,
2431 src0_param.param_str, src1_param.param_str);
2433 switch(ins->handler_idx)
2435 case WINED3DSIH_SLT:
2436 /* Step(src0, src1) is not suitable here because if src0 == src1 SLT is supposed,
2437 * to return 0.0 but step returns 1.0 because step is not < x
2438 * An alternative is a bvec compare padded with an unused second component.
2439 * step(src1 * -1.0, src0 * -1.0) is not an option because it suffers from the same
2440 * issue. Playing with not() is not possible either because not() does not accept
2443 shader_addline(ins->ctx->buffer, "(%s < %s) ? 1.0 : 0.0);\n",
2444 src0_param.param_str, src1_param.param_str);
2446 case WINED3DSIH_SGE:
2447 /* Here we can use the step() function and safe a conditional */
2448 shader_addline(ins->ctx->buffer, "step(%s, %s));\n", src1_param.param_str, src0_param.param_str);
2451 FIXME("Can't handle opcode %#x\n", ins->handler_idx);
2457 /** Process CMP instruction in GLSL (dst = src0 >= 0.0 ? src1 : src2), per channel */
2458 static void shader_glsl_cmp(const struct wined3d_shader_instruction *ins)
2460 struct glsl_src_param src0_param;
2461 struct glsl_src_param src1_param;
2462 struct glsl_src_param src2_param;
2463 DWORD write_mask, cmp_channel = 0;
2466 BOOL temp_destination = FALSE;
2468 if (shader_is_scalar(&ins->src[0].reg))
2470 write_mask = shader_glsl_append_dst(ins->ctx->buffer, ins);
2472 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_ALL, &src0_param);
2473 shader_glsl_add_src_param(ins, &ins->src[1], write_mask, &src1_param);
2474 shader_glsl_add_src_param(ins, &ins->src[2], write_mask, &src2_param);
2476 shader_addline(ins->ctx->buffer, "%s >= 0.0 ? %s : %s);\n",
2477 src0_param.param_str, src1_param.param_str, src2_param.param_str);
2479 DWORD dst_mask = ins->dst[0].write_mask;
2480 struct wined3d_shader_dst_param dst = ins->dst[0];
2482 /* Cycle through all source0 channels */
2483 for (i=0; i<4; i++) {
2485 /* Find the destination channels which use the current source0 channel */
2486 for (j=0; j<4; j++) {
2487 if (((ins->src[0].swizzle >> (2 * j)) & 0x3) == i)
2489 write_mask |= WINED3DSP_WRITEMASK_0 << j;
2490 cmp_channel = WINED3DSP_WRITEMASK_0 << j;
2493 dst.write_mask = dst_mask & write_mask;
2495 /* Splitting the cmp instruction up in multiple lines imposes a problem:
2496 * The first lines may overwrite source parameters of the following lines.
2497 * Deal with that by using a temporary destination register if needed
2499 if ((ins->src[0].reg.idx == ins->dst[0].reg.idx
2500 && ins->src[0].reg.type == ins->dst[0].reg.type)
2501 || (ins->src[1].reg.idx == ins->dst[0].reg.idx
2502 && ins->src[1].reg.type == ins->dst[0].reg.type)
2503 || (ins->src[2].reg.idx == ins->dst[0].reg.idx
2504 && ins->src[2].reg.type == ins->dst[0].reg.type))
2506 write_mask = shader_glsl_get_write_mask(&dst, mask_char);
2507 if (!write_mask) continue;
2508 shader_addline(ins->ctx->buffer, "tmp0%s = (", mask_char);
2509 temp_destination = TRUE;
2511 write_mask = shader_glsl_append_dst_ext(ins->ctx->buffer, ins, &dst);
2512 if (!write_mask) continue;
2515 shader_glsl_add_src_param(ins, &ins->src[0], cmp_channel, &src0_param);
2516 shader_glsl_add_src_param(ins, &ins->src[1], write_mask, &src1_param);
2517 shader_glsl_add_src_param(ins, &ins->src[2], write_mask, &src2_param);
2519 shader_addline(ins->ctx->buffer, "%s >= 0.0 ? %s : %s);\n",
2520 src0_param.param_str, src1_param.param_str, src2_param.param_str);
2523 if(temp_destination) {
2524 shader_glsl_get_write_mask(&ins->dst[0], mask_char);
2525 shader_glsl_append_dst(ins->ctx->buffer, ins);
2526 shader_addline(ins->ctx->buffer, "tmp0%s);\n", mask_char);
2532 /** Process the CND opcode in GLSL (dst = (src0 > 0.5) ? src1 : src2) */
2533 /* For ps 1.1-1.3, only a single component of src0 is used. For ps 1.4
2534 * the compare is done per component of src0. */
2535 static void shader_glsl_cnd(const struct wined3d_shader_instruction *ins)
2537 struct wined3d_shader_dst_param dst;
2538 struct glsl_src_param src0_param;
2539 struct glsl_src_param src1_param;
2540 struct glsl_src_param src2_param;
2541 DWORD write_mask, cmp_channel = 0;
2544 DWORD shader_version = WINED3D_SHADER_VERSION(ins->ctx->reg_maps->shader_version.major,
2545 ins->ctx->reg_maps->shader_version.minor);
2547 if (shader_version < WINED3D_SHADER_VERSION(1, 4))
2549 write_mask = shader_glsl_append_dst(ins->ctx->buffer, ins);
2550 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0, &src0_param);
2551 shader_glsl_add_src_param(ins, &ins->src[1], write_mask, &src1_param);
2552 shader_glsl_add_src_param(ins, &ins->src[2], write_mask, &src2_param);
2554 /* Fun: The D3DSI_COISSUE flag changes the semantic of the cnd instruction for < 1.4 shaders */
2557 shader_addline(ins->ctx->buffer, "%s /* COISSUE! */);\n", src1_param.param_str);
2559 shader_addline(ins->ctx->buffer, "%s > 0.5 ? %s : %s);\n",
2560 src0_param.param_str, src1_param.param_str, src2_param.param_str);
2564 /* Cycle through all source0 channels */
2565 dst_mask = ins->dst[0].write_mask;
2567 for (i=0; i<4; i++) {
2569 /* Find the destination channels which use the current source0 channel */
2570 for (j=0; j<4; j++) {
2571 if (((ins->src[0].swizzle >> (2 * j)) & 0x3) == i)
2573 write_mask |= WINED3DSP_WRITEMASK_0 << j;
2574 cmp_channel = WINED3DSP_WRITEMASK_0 << j;
2578 dst.write_mask = dst_mask & write_mask;
2579 write_mask = shader_glsl_append_dst_ext(ins->ctx->buffer, ins, &dst);
2580 if (!write_mask) continue;
2582 shader_glsl_add_src_param(ins, &ins->src[0], cmp_channel, &src0_param);
2583 shader_glsl_add_src_param(ins, &ins->src[1], write_mask, &src1_param);
2584 shader_glsl_add_src_param(ins, &ins->src[2], write_mask, &src2_param);
2586 shader_addline(ins->ctx->buffer, "%s > 0.5 ? %s : %s);\n",
2587 src0_param.param_str, src1_param.param_str, src2_param.param_str);
2591 /** GLSL code generation for WINED3DSIO_MAD: Multiply the first 2 opcodes, then add the last */
2592 static void shader_glsl_mad(const struct wined3d_shader_instruction *ins)
2594 struct glsl_src_param src0_param;
2595 struct glsl_src_param src1_param;
2596 struct glsl_src_param src2_param;
2599 write_mask = shader_glsl_append_dst(ins->ctx->buffer, ins);
2600 shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src0_param);
2601 shader_glsl_add_src_param(ins, &ins->src[1], write_mask, &src1_param);
2602 shader_glsl_add_src_param(ins, &ins->src[2], write_mask, &src2_param);
2603 shader_addline(ins->ctx->buffer, "(%s * %s) + %s);\n",
2604 src0_param.param_str, src1_param.param_str, src2_param.param_str);
2607 /* Handles transforming all WINED3DSIO_M?x? opcodes for
2608 Vertex shaders to GLSL codes */
2609 static void shader_glsl_mnxn(const struct wined3d_shader_instruction *ins)
2612 int nComponents = 0;
2613 struct wined3d_shader_dst_param tmp_dst = {{0}};
2614 struct wined3d_shader_src_param tmp_src[2] = {{{0}}};
2615 struct wined3d_shader_instruction tmp_ins;
2617 memset(&tmp_ins, 0, sizeof(tmp_ins));
2619 /* Set constants for the temporary argument */
2620 tmp_ins.ctx = ins->ctx;
2621 tmp_ins.dst_count = 1;
2622 tmp_ins.dst = &tmp_dst;
2623 tmp_ins.src_count = 2;
2624 tmp_ins.src = tmp_src;
2626 switch(ins->handler_idx)
2628 case WINED3DSIH_M4x4:
2630 tmp_ins.handler_idx = WINED3DSIH_DP4;
2632 case WINED3DSIH_M4x3:
2634 tmp_ins.handler_idx = WINED3DSIH_DP4;
2636 case WINED3DSIH_M3x4:
2638 tmp_ins.handler_idx = WINED3DSIH_DP3;
2640 case WINED3DSIH_M3x3:
2642 tmp_ins.handler_idx = WINED3DSIH_DP3;
2644 case WINED3DSIH_M3x2:
2646 tmp_ins.handler_idx = WINED3DSIH_DP3;
2652 tmp_dst = ins->dst[0];
2653 tmp_src[0] = ins->src[0];
2654 tmp_src[1] = ins->src[1];
2655 for (i = 0; i < nComponents; ++i)
2657 tmp_dst.write_mask = WINED3DSP_WRITEMASK_0 << i;
2658 shader_glsl_dot(&tmp_ins);
2659 ++tmp_src[1].reg.idx;
2664 The LRP instruction performs a component-wise linear interpolation
2665 between the second and third operands using the first operand as the
2666 blend factor. Equation: (dst = src2 + src0 * (src1 - src2))
2667 This is equivalent to mix(src2, src1, src0);
2669 static void shader_glsl_lrp(const struct wined3d_shader_instruction *ins)
2671 struct glsl_src_param src0_param;
2672 struct glsl_src_param src1_param;
2673 struct glsl_src_param src2_param;
2676 write_mask = shader_glsl_append_dst(ins->ctx->buffer, ins);
2678 shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src0_param);
2679 shader_glsl_add_src_param(ins, &ins->src[1], write_mask, &src1_param);
2680 shader_glsl_add_src_param(ins, &ins->src[2], write_mask, &src2_param);
2682 shader_addline(ins->ctx->buffer, "mix(%s, %s, %s));\n",
2683 src2_param.param_str, src1_param.param_str, src0_param.param_str);
2686 /** Process the WINED3DSIO_LIT instruction in GLSL:
2687 * dst.x = dst.w = 1.0
2688 * dst.y = (src0.x > 0) ? src0.x
2689 * dst.z = (src0.x > 0) ? ((src0.y > 0) ? pow(src0.y, src.w) : 0) : 0
2690 * where src.w is clamped at +- 128
2692 static void shader_glsl_lit(const struct wined3d_shader_instruction *ins)
2694 struct glsl_src_param src0_param;
2695 struct glsl_src_param src1_param;
2696 struct glsl_src_param src3_param;
2699 shader_glsl_append_dst(ins->ctx->buffer, ins);
2700 shader_glsl_get_write_mask(&ins->dst[0], dst_mask);
2702 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0, &src0_param);
2703 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_1, &src1_param);
2704 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_3, &src3_param);
2706 /* The sdk specifies the instruction like this
2708 * if(src.x > 0.0) dst.y = src.x
2710 * if(src.x > 0.0 && src.y > 0.0) dst.z = pow(src.y, power);
2713 * (where power = src.w clamped between -128 and 128)
2715 * Obviously that has quite a few conditionals in it which we don't like. So the first step is this:
2716 * dst.x = 1.0 ... No further explanation needed
2717 * dst.y = max(src.y, 0.0); ... If x < 0.0, use 0.0, otherwise x. Same as the conditional
2718 * dst.z = x > 0.0 ? pow(max(y, 0.0), p) : 0; ... 0 ^ power is 0, and otherwise we use y anyway
2719 * dst.w = 1.0. ... Nothing fancy.
2721 * So we still have one conditional in there. So do this:
2722 * dst.z = pow(max(0.0, src.y) * step(0.0, src.x), power);
2724 * 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),
2725 * 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.
2726 * if both x and y are > 0, we get pow(y * 1.0, power), as it is supposed to.
2728 * Unfortunately pow(0.0 ^ 0.0) returns NaN on most GPUs, but lit with src.y = 0 and src.w = 0 returns
2729 * a non-NaN value in dst.z. What we return doesn't matter, as long as it is not NaN. Return 0, which is
2730 * what all Windows HW drivers and GL_ARB_vertex_program's LIT do.
2732 shader_addline(ins->ctx->buffer,
2733 "vec4(1.0, max(%s, 0.0), %s == 0.0 ? 0.0 : "
2734 "pow(max(0.0, %s) * step(0.0, %s), clamp(%s, -128.0, 128.0)), 1.0)%s);\n",
2735 src0_param.param_str, src3_param.param_str, src1_param.param_str,
2736 src0_param.param_str, src3_param.param_str, dst_mask);
2739 /** Process the WINED3DSIO_DST instruction in GLSL:
2741 * dst.y = src0.x * src0.y
2745 static void shader_glsl_dst(const struct wined3d_shader_instruction *ins)
2747 struct glsl_src_param src0y_param;
2748 struct glsl_src_param src0z_param;
2749 struct glsl_src_param src1y_param;
2750 struct glsl_src_param src1w_param;
2753 shader_glsl_append_dst(ins->ctx->buffer, ins);
2754 shader_glsl_get_write_mask(&ins->dst[0], dst_mask);
2756 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_1, &src0y_param);
2757 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_2, &src0z_param);
2758 shader_glsl_add_src_param(ins, &ins->src[1], WINED3DSP_WRITEMASK_1, &src1y_param);
2759 shader_glsl_add_src_param(ins, &ins->src[1], WINED3DSP_WRITEMASK_3, &src1w_param);
2761 shader_addline(ins->ctx->buffer, "vec4(1.0, %s * %s, %s, %s))%s;\n",
2762 src0y_param.param_str, src1y_param.param_str, src0z_param.param_str, src1w_param.param_str, dst_mask);
2765 /** Process the WINED3DSIO_SINCOS instruction in GLSL:
2766 * VS 2.0 requires that specific cosine and sine constants be passed to this instruction so the hardware
2767 * can handle it. But, these functions are built-in for GLSL, so we can just ignore the last 2 params.
2769 * dst.x = cos(src0.?)
2770 * dst.y = sin(src0.?)
2774 static void shader_glsl_sincos(const struct wined3d_shader_instruction *ins)
2776 struct glsl_src_param src0_param;
2779 write_mask = shader_glsl_append_dst(ins->ctx->buffer, ins);
2780 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0, &src0_param);
2782 switch (write_mask) {
2783 case WINED3DSP_WRITEMASK_0:
2784 shader_addline(ins->ctx->buffer, "cos(%s));\n", src0_param.param_str);
2787 case WINED3DSP_WRITEMASK_1:
2788 shader_addline(ins->ctx->buffer, "sin(%s));\n", src0_param.param_str);
2791 case (WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1):
2792 shader_addline(ins->ctx->buffer, "vec2(cos(%s), sin(%s)));\n", src0_param.param_str, src0_param.param_str);
2796 ERR("Write mask should be .x, .y or .xy\n");
2801 /* sgn in vs_2_0 has 2 extra parameters(registers for temporary storage) which we don't use
2802 * here. But those extra parameters require a dedicated function for sgn, since map2gl would
2803 * generate invalid code
2805 static void shader_glsl_sgn(const struct wined3d_shader_instruction *ins)
2807 struct glsl_src_param src0_param;
2810 write_mask = shader_glsl_append_dst(ins->ctx->buffer, ins);
2811 shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src0_param);
2813 shader_addline(ins->ctx->buffer, "sign(%s));\n", src0_param.param_str);
2816 /** Process the WINED3DSIO_LOOP instruction in GLSL:
2817 * Start a for() loop where src1.y is the initial value of aL,
2818 * increment aL by src1.z for a total of src1.x iterations.
2819 * Need to use a temporary variable for this operation.
2821 /* FIXME: I don't think nested loops will work correctly this way. */
2822 static void shader_glsl_loop(const struct wined3d_shader_instruction *ins)
2824 struct wined3d_shader_loop_state *loop_state = ins->ctx->loop_state;
2825 const struct wined3d_shader *shader = ins->ctx->shader;
2826 const struct wined3d_shader_lconst *constant;
2827 struct glsl_src_param src1_param;
2828 const DWORD *control_values = NULL;
2830 shader_glsl_add_src_param(ins, &ins->src[1], WINED3DSP_WRITEMASK_ALL, &src1_param);
2832 /* Try to hardcode the loop control parameters if possible. Direct3D 9 class hardware doesn't support real
2833 * varying indexing, but Microsoft designed this feature for Shader model 2.x+. If the loop control is
2834 * known at compile time, the GLSL compiler can unroll the loop, and replace indirect addressing with direct
2837 if (ins->src[1].reg.type == WINED3DSPR_CONSTINT)
2839 LIST_FOR_EACH_ENTRY(constant, &shader->constantsI, struct wined3d_shader_lconst, entry)
2841 if (constant->idx == ins->src[1].reg.idx)
2843 control_values = constant->value;
2851 struct wined3d_shader_loop_control loop_control;
2852 loop_control.count = control_values[0];
2853 loop_control.start = control_values[1];
2854 loop_control.step = (int)control_values[2];
2856 if (loop_control.step > 0)
2858 shader_addline(ins->ctx->buffer, "for (aL%u = %u; aL%u < (%u * %d + %u); aL%u += %d) {\n",
2859 loop_state->current_depth, loop_control.start,
2860 loop_state->current_depth, loop_control.count, loop_control.step, loop_control.start,
2861 loop_state->current_depth, loop_control.step);
2863 else if (loop_control.step < 0)
2865 shader_addline(ins->ctx->buffer, "for (aL%u = %u; aL%u > (%u * %d + %u); aL%u += %d) {\n",
2866 loop_state->current_depth, loop_control.start,
2867 loop_state->current_depth, loop_control.count, loop_control.step, loop_control.start,
2868 loop_state->current_depth, loop_control.step);
2872 shader_addline(ins->ctx->buffer, "for (aL%u = %u, tmpInt%u = 0; tmpInt%u < %u; tmpInt%u++) {\n",
2873 loop_state->current_depth, loop_control.start, loop_state->current_depth,
2874 loop_state->current_depth, loop_control.count,
2875 loop_state->current_depth);
2878 shader_addline(ins->ctx->buffer,
2879 "for (tmpInt%u = 0, aL%u = %s.y; tmpInt%u < %s.x; tmpInt%u++, aL%u += %s.z) {\n",
2880 loop_state->current_depth, loop_state->current_reg,
2881 src1_param.reg_name, loop_state->current_depth, src1_param.reg_name,
2882 loop_state->current_depth, loop_state->current_reg, src1_param.reg_name);
2885 ++loop_state->current_depth;
2886 ++loop_state->current_reg;
2889 static void shader_glsl_end(const struct wined3d_shader_instruction *ins)
2891 struct wined3d_shader_loop_state *loop_state = ins->ctx->loop_state;
2893 shader_addline(ins->ctx->buffer, "}\n");
2895 if (ins->handler_idx == WINED3DSIH_ENDLOOP)
2897 --loop_state->current_depth;
2898 --loop_state->current_reg;
2901 if (ins->handler_idx == WINED3DSIH_ENDREP)
2903 --loop_state->current_depth;
2907 static void shader_glsl_rep(const struct wined3d_shader_instruction *ins)
2909 const struct wined3d_shader *shader = ins->ctx->shader;
2910 struct wined3d_shader_loop_state *loop_state = ins->ctx->loop_state;
2911 const struct wined3d_shader_lconst *constant;
2912 struct glsl_src_param src0_param;
2913 const DWORD *control_values = NULL;
2915 /* Try to hardcode local values to help the GLSL compiler to unroll and optimize the loop */
2916 if (ins->src[0].reg.type == WINED3DSPR_CONSTINT)
2918 LIST_FOR_EACH_ENTRY(constant, &shader->constantsI, struct wined3d_shader_lconst, entry)
2920 if (constant->idx == ins->src[0].reg.idx)
2922 control_values = constant->value;
2930 shader_addline(ins->ctx->buffer, "for (tmpInt%d = 0; tmpInt%d < %d; tmpInt%d++) {\n",
2931 loop_state->current_depth, loop_state->current_depth,
2932 control_values[0], loop_state->current_depth);
2936 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0, &src0_param);
2937 shader_addline(ins->ctx->buffer, "for (tmpInt%d = 0; tmpInt%d < %s; tmpInt%d++) {\n",
2938 loop_state->current_depth, loop_state->current_depth,
2939 src0_param.param_str, loop_state->current_depth);
2942 ++loop_state->current_depth;
2945 static void shader_glsl_if(const struct wined3d_shader_instruction *ins)
2947 struct glsl_src_param src0_param;
2949 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0, &src0_param);
2950 shader_addline(ins->ctx->buffer, "if (%s) {\n", src0_param.param_str);
2953 static void shader_glsl_ifc(const struct wined3d_shader_instruction *ins)
2955 struct glsl_src_param src0_param;
2956 struct glsl_src_param src1_param;
2958 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0, &src0_param);
2959 shader_glsl_add_src_param(ins, &ins->src[1], WINED3DSP_WRITEMASK_0, &src1_param);
2961 shader_addline(ins->ctx->buffer, "if (%s %s %s) {\n",
2962 src0_param.param_str, shader_glsl_get_rel_op(ins->flags), src1_param.param_str);
2965 static void shader_glsl_else(const struct wined3d_shader_instruction *ins)
2967 shader_addline(ins->ctx->buffer, "} else {\n");
2970 static void shader_glsl_break(const struct wined3d_shader_instruction *ins)
2972 shader_addline(ins->ctx->buffer, "break;\n");
2975 /* FIXME: According to MSDN the compare is done per component. */
2976 static void shader_glsl_breakc(const struct wined3d_shader_instruction *ins)
2978 struct glsl_src_param src0_param;
2979 struct glsl_src_param src1_param;
2981 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0, &src0_param);
2982 shader_glsl_add_src_param(ins, &ins->src[1], WINED3DSP_WRITEMASK_0, &src1_param);
2984 shader_addline(ins->ctx->buffer, "if (%s %s %s) break;\n",
2985 src0_param.param_str, shader_glsl_get_rel_op(ins->flags), src1_param.param_str);
2988 static void shader_glsl_label(const struct wined3d_shader_instruction *ins)
2990 shader_addline(ins->ctx->buffer, "}\n");
2991 shader_addline(ins->ctx->buffer, "void subroutine%u () {\n", ins->src[0].reg.idx);
2994 static void shader_glsl_call(const struct wined3d_shader_instruction *ins)
2996 shader_addline(ins->ctx->buffer, "subroutine%u();\n", ins->src[0].reg.idx);
2999 static void shader_glsl_callnz(const struct wined3d_shader_instruction *ins)
3001 struct glsl_src_param src1_param;
3003 shader_glsl_add_src_param(ins, &ins->src[1], WINED3DSP_WRITEMASK_0, &src1_param);
3004 shader_addline(ins->ctx->buffer, "if (%s) subroutine%u();\n", src1_param.param_str, ins->src[0].reg.idx);
3007 static void shader_glsl_ret(const struct wined3d_shader_instruction *ins)
3009 /* No-op. The closing } is written when a new function is started, and at the end of the shader. This
3010 * function only suppresses the unhandled instruction warning
3014 /*********************************************
3015 * Pixel Shader Specific Code begins here
3016 ********************************************/
3017 static void shader_glsl_tex(const struct wined3d_shader_instruction *ins)
3019 const struct wined3d_shader *shader = ins->ctx->shader;
3020 struct wined3d_device *device = shader->device;
3021 DWORD shader_version = WINED3D_SHADER_VERSION(ins->ctx->reg_maps->shader_version.major,
3022 ins->ctx->reg_maps->shader_version.minor);
3023 struct glsl_sample_function sample_function;
3024 const struct wined3d_texture *texture;
3025 DWORD sample_flags = 0;
3027 DWORD mask = 0, swizzle;
3029 /* 1.0-1.4: Use destination register as sampler source.
3030 * 2.0+: Use provided sampler source. */
3031 if (shader_version < WINED3D_SHADER_VERSION(2,0)) sampler_idx = ins->dst[0].reg.idx;
3032 else sampler_idx = ins->src[1].reg.idx;
3033 texture = device->stateBlock->state.textures[sampler_idx];
3035 if (shader_version < WINED3D_SHADER_VERSION(1,4))
3037 const struct shader_glsl_ctx_priv *priv = ins->ctx->backend_data;
3038 DWORD flags = (priv->cur_ps_args->tex_transform >> sampler_idx * WINED3D_PSARGS_TEXTRANSFORM_SHIFT)
3039 & WINED3D_PSARGS_TEXTRANSFORM_MASK;
3040 enum wined3d_sampler_texture_type sampler_type = ins->ctx->reg_maps->sampler_type[sampler_idx];
3042 /* Projected cube textures don't make a lot of sense, the resulting coordinates stay the same. */
3043 if (flags & WINED3D_PSARGS_PROJECTED && sampler_type != WINED3DSTT_CUBE) {
3044 sample_flags |= WINED3D_GLSL_SAMPLE_PROJECTED;
3045 switch (flags & ~WINED3D_PSARGS_PROJECTED) {
3046 case WINED3DTTFF_COUNT1: FIXME("WINED3DTTFF_PROJECTED with WINED3DTTFF_COUNT1?\n"); break;
3047 case WINED3DTTFF_COUNT2: mask = WINED3DSP_WRITEMASK_1; break;
3048 case WINED3DTTFF_COUNT3: mask = WINED3DSP_WRITEMASK_2; break;
3049 case WINED3DTTFF_COUNT4:
3050 case WINED3DTTFF_DISABLE: mask = WINED3DSP_WRITEMASK_3; break;
3054 else if (shader_version < WINED3D_SHADER_VERSION(2,0))
3056 DWORD src_mod = ins->src[0].modifiers;
3058 if (src_mod == WINED3DSPSM_DZ) {
3059 sample_flags |= WINED3D_GLSL_SAMPLE_PROJECTED;
3060 mask = WINED3DSP_WRITEMASK_2;
3061 } else if (src_mod == WINED3DSPSM_DW) {
3062 sample_flags |= WINED3D_GLSL_SAMPLE_PROJECTED;
3063 mask = WINED3DSP_WRITEMASK_3;
3066 if (ins->flags & WINED3DSI_TEXLD_PROJECT)
3068 /* ps 2.0 texldp instruction always divides by the fourth component. */
3069 sample_flags |= WINED3D_GLSL_SAMPLE_PROJECTED;
3070 mask = WINED3DSP_WRITEMASK_3;
3074 if (texture && texture->target == GL_TEXTURE_RECTANGLE_ARB)
3075 sample_flags |= WINED3D_GLSL_SAMPLE_RECT;
3077 shader_glsl_get_sample_function(ins->ctx, sampler_idx, sample_flags, &sample_function);
3078 mask |= sample_function.coord_mask;
3080 if (shader_version < WINED3D_SHADER_VERSION(2,0)) swizzle = WINED3DSP_NOSWIZZLE;
3081 else swizzle = ins->src[1].swizzle;
3083 /* 1.0-1.3: Use destination register as coordinate source.
3084 1.4+: Use provided coordinate source register. */
3085 if (shader_version < WINED3D_SHADER_VERSION(1,4))
3088 shader_glsl_write_mask_to_str(mask, coord_mask);
3089 shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, swizzle, NULL, NULL, NULL,
3090 "T%u%s", sampler_idx, coord_mask);
3094 struct glsl_src_param coord_param;
3095 shader_glsl_add_src_param(ins, &ins->src[0], mask, &coord_param);
3096 if (ins->flags & WINED3DSI_TEXLD_BIAS)
3098 struct glsl_src_param bias;
3099 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_3, &bias);
3100 shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, swizzle, NULL, NULL, bias.param_str,
3101 "%s", coord_param.param_str);
3103 shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, swizzle, NULL, NULL, NULL,
3104 "%s", coord_param.param_str);
3109 static void shader_glsl_texldd(const struct wined3d_shader_instruction *ins)
3111 const struct wined3d_shader *shader = ins->ctx->shader;
3112 struct wined3d_device *device = shader->device;
3113 const struct wined3d_gl_info *gl_info = ins->ctx->gl_info;
3114 struct glsl_src_param coord_param, dx_param, dy_param;
3115 DWORD sample_flags = WINED3D_GLSL_SAMPLE_GRAD;
3116 struct glsl_sample_function sample_function;
3118 DWORD swizzle = ins->src[1].swizzle;
3119 const struct wined3d_texture *texture;
3121 if (!gl_info->supported[ARB_SHADER_TEXTURE_LOD] && !gl_info->supported[EXT_GPU_SHADER4])
3123 FIXME("texldd used, but not supported by hardware. Falling back to regular tex\n");
3124 shader_glsl_tex(ins);
3128 sampler_idx = ins->src[1].reg.idx;
3129 texture = device->stateBlock->state.textures[sampler_idx];
3130 if (texture && texture->target == GL_TEXTURE_RECTANGLE_ARB)
3131 sample_flags |= WINED3D_GLSL_SAMPLE_RECT;
3133 shader_glsl_get_sample_function(ins->ctx, sampler_idx, sample_flags, &sample_function);
3134 shader_glsl_add_src_param(ins, &ins->src[0], sample_function.coord_mask, &coord_param);
3135 shader_glsl_add_src_param(ins, &ins->src[2], sample_function.coord_mask, &dx_param);
3136 shader_glsl_add_src_param(ins, &ins->src[3], sample_function.coord_mask, &dy_param);
3138 shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, swizzle, dx_param.param_str, dy_param.param_str, NULL,
3139 "%s", coord_param.param_str);
3142 static void shader_glsl_texldl(const struct wined3d_shader_instruction *ins)
3144 const struct wined3d_shader *shader = ins->ctx->shader;
3145 struct wined3d_device *device = shader->device;
3146 const struct wined3d_gl_info *gl_info = ins->ctx->gl_info;
3147 struct glsl_src_param coord_param, lod_param;
3148 DWORD sample_flags = WINED3D_GLSL_SAMPLE_LOD;
3149 struct glsl_sample_function sample_function;
3151 DWORD swizzle = ins->src[1].swizzle;
3152 const struct wined3d_texture *texture;
3154 sampler_idx = ins->src[1].reg.idx;
3155 texture = device->stateBlock->state.textures[sampler_idx];
3156 if (texture && texture->target == GL_TEXTURE_RECTANGLE_ARB)
3157 sample_flags |= WINED3D_GLSL_SAMPLE_RECT;
3159 shader_glsl_get_sample_function(ins->ctx, sampler_idx, sample_flags, &sample_function);
3160 shader_glsl_add_src_param(ins, &ins->src[0], sample_function.coord_mask, &coord_param);
3162 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_3, &lod_param);
3164 if (!gl_info->supported[ARB_SHADER_TEXTURE_LOD] && !gl_info->supported[EXT_GPU_SHADER4]
3165 && shader_is_pshader_version(ins->ctx->reg_maps->shader_version.type))
3167 /* Plain GLSL only supports Lod sampling functions in vertex shaders.
3168 * However, the NVIDIA drivers allow them in fragment shaders as well,
3169 * even without the appropriate extension. */
3170 WARN("Using %s in fragment shader.\n", sample_function.name);
3172 shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, swizzle, NULL, NULL, lod_param.param_str,
3173 "%s", coord_param.param_str);
3176 static void shader_glsl_texcoord(const struct wined3d_shader_instruction *ins)
3178 /* FIXME: Make this work for more than just 2D textures */
3179 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
3180 DWORD write_mask = shader_glsl_append_dst(ins->ctx->buffer, ins);
3182 if (!(ins->ctx->reg_maps->shader_version.major == 1 && ins->ctx->reg_maps->shader_version.minor == 4))
3186 shader_glsl_get_write_mask(&ins->dst[0], dst_mask);
3187 shader_addline(buffer, "clamp(gl_TexCoord[%u], 0.0, 1.0)%s);\n",
3188 ins->dst[0].reg.idx, dst_mask);
3190 DWORD reg = ins->src[0].reg.idx;
3191 DWORD src_mod = ins->src[0].modifiers;
3192 char dst_swizzle[6];
3194 shader_glsl_get_swizzle(&ins->src[0], FALSE, write_mask, dst_swizzle);
3196 if (src_mod == WINED3DSPSM_DZ)
3198 unsigned int mask_size = shader_glsl_get_write_mask_size(write_mask);
3199 struct glsl_src_param div_param;
3201 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_2, &div_param);
3203 if (mask_size > 1) {
3204 shader_addline(buffer, "gl_TexCoord[%u]%s / vec%d(%s));\n", reg, dst_swizzle, mask_size, div_param.param_str);
3206 shader_addline(buffer, "gl_TexCoord[%u]%s / %s);\n", reg, dst_swizzle, div_param.param_str);
3209 else if (src_mod == WINED3DSPSM_DW)
3211 unsigned int mask_size = shader_glsl_get_write_mask_size(write_mask);
3212 struct glsl_src_param div_param;
3214 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_3, &div_param);
3216 if (mask_size > 1) {
3217 shader_addline(buffer, "gl_TexCoord[%u]%s / vec%d(%s));\n", reg, dst_swizzle, mask_size, div_param.param_str);
3219 shader_addline(buffer, "gl_TexCoord[%u]%s / %s);\n", reg, dst_swizzle, div_param.param_str);
3222 shader_addline(buffer, "gl_TexCoord[%u]%s);\n", reg, dst_swizzle);
3227 /** Process the WINED3DSIO_TEXDP3TEX instruction in GLSL:
3228 * Take a 3-component dot product of the TexCoord[dstreg] and src,
3229 * then perform a 1D texture lookup from stage dstregnum, place into dst. */
3230 static void shader_glsl_texdp3tex(const struct wined3d_shader_instruction *ins)
3232 DWORD sampler_idx = ins->dst[0].reg.idx;
3233 DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
3234 struct glsl_sample_function sample_function;
3235 struct glsl_src_param src0_param;
3238 shader_glsl_add_src_param(ins, &ins->src[0], src_mask, &src0_param);
3240 /* Do I have to take care about the projected bit? I don't think so, since the dp3 returns only one
3241 * scalar, and projected sampling would require 4.
3243 * It is a dependent read - not valid with conditional NP2 textures
3245 shader_glsl_get_sample_function(ins->ctx, sampler_idx, 0, &sample_function);
3246 mask_size = shader_glsl_get_write_mask_size(sample_function.coord_mask);
3251 shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, WINED3DSP_NOSWIZZLE, NULL, NULL, NULL,
3252 "dot(gl_TexCoord[%u].xyz, %s)", sampler_idx, src0_param.param_str);
3256 shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, WINED3DSP_NOSWIZZLE, NULL, NULL, NULL,
3257 "vec2(dot(gl_TexCoord[%u].xyz, %s), 0.0)", sampler_idx, src0_param.param_str);
3261 shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, WINED3DSP_NOSWIZZLE, NULL, NULL, NULL,
3262 "vec3(dot(gl_TexCoord[%u].xyz, %s), 0.0, 0.0)", sampler_idx, src0_param.param_str);
3266 FIXME("Unexpected mask size %u\n", mask_size);
3271 /** Process the WINED3DSIO_TEXDP3 instruction in GLSL:
3272 * Take a 3-component dot product of the TexCoord[dstreg] and src. */
3273 static void shader_glsl_texdp3(const struct wined3d_shader_instruction *ins)
3275 DWORD dstreg = ins->dst[0].reg.idx;
3276 DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
3277 struct glsl_src_param src0_param;
3279 unsigned int mask_size;
3281 dst_mask = shader_glsl_append_dst(ins->ctx->buffer, ins);
3282 mask_size = shader_glsl_get_write_mask_size(dst_mask);
3283 shader_glsl_add_src_param(ins, &ins->src[0], src_mask, &src0_param);
3285 if (mask_size > 1) {
3286 shader_addline(ins->ctx->buffer, "vec%d(dot(T%u.xyz, %s)));\n", mask_size, dstreg, src0_param.param_str);
3288 shader_addline(ins->ctx->buffer, "dot(T%u.xyz, %s));\n", dstreg, src0_param.param_str);
3292 /** Process the WINED3DSIO_TEXDEPTH instruction in GLSL:
3293 * Calculate the depth as dst.x / dst.y */
3294 static void shader_glsl_texdepth(const struct wined3d_shader_instruction *ins)
3296 struct glsl_dst_param dst_param;
3298 shader_glsl_add_dst_param(ins, &ins->dst[0], &dst_param);
3300 /* Tests show that texdepth never returns anything below 0.0, and that r5.y is clamped to 1.0.
3301 * Negative input is accepted, -0.25 / -0.5 returns 0.5. GL should clamp gl_FragDepth to [0;1], but
3302 * this doesn't always work, so clamp the results manually. Whether or not the x value is clamped at 1
3303 * too is irrelevant, since if x = 0, any y value < 1.0 (and > 1.0 is not allowed) results in a result
3306 shader_addline(ins->ctx->buffer, "gl_FragDepth = clamp((%s.x / min(%s.y, 1.0)), 0.0, 1.0);\n",
3307 dst_param.reg_name, dst_param.reg_name);
3310 /** Process the WINED3DSIO_TEXM3X2DEPTH instruction in GLSL:
3311 * Last row of a 3x2 matrix multiply, use the result to calculate the depth:
3312 * Calculate tmp0.y = TexCoord[dstreg] . src.xyz; (tmp0.x has already been calculated)
3313 * depth = (tmp0.y == 0.0) ? 1.0 : tmp0.x / tmp0.y
3315 static void shader_glsl_texm3x2depth(const struct wined3d_shader_instruction *ins)
3317 DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
3318 DWORD dstreg = ins->dst[0].reg.idx;
3319 struct glsl_src_param src0_param;
3321 shader_glsl_add_src_param(ins, &ins->src[0], src_mask, &src0_param);
3323 shader_addline(ins->ctx->buffer, "tmp0.y = dot(T%u.xyz, %s);\n", dstreg, src0_param.param_str);
3324 shader_addline(ins->ctx->buffer, "gl_FragDepth = (tmp0.y == 0.0) ? 1.0 : clamp(tmp0.x / tmp0.y, 0.0, 1.0);\n");
3327 /** Process the WINED3DSIO_TEXM3X2PAD instruction in GLSL
3328 * Calculate the 1st of a 2-row matrix multiplication. */
3329 static void shader_glsl_texm3x2pad(const struct wined3d_shader_instruction *ins)
3331 DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
3332 DWORD reg = ins->dst[0].reg.idx;
3333 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
3334 struct glsl_src_param src0_param;
3336 shader_glsl_add_src_param(ins, &ins->src[0], src_mask, &src0_param);
3337 shader_addline(buffer, "tmp0.x = dot(T%u.xyz, %s);\n", reg, src0_param.param_str);
3340 /** Process the WINED3DSIO_TEXM3X3PAD instruction in GLSL
3341 * Calculate the 1st or 2nd row of a 3-row matrix multiplication. */
3342 static void shader_glsl_texm3x3pad(const struct wined3d_shader_instruction *ins)
3344 DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
3345 DWORD reg = ins->dst[0].reg.idx;
3346 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
3347 struct wined3d_shader_tex_mx *tex_mx = ins->ctx->tex_mx;
3348 struct glsl_src_param src0_param;
3350 shader_glsl_add_src_param(ins, &ins->src[0], src_mask, &src0_param);
3351 shader_addline(buffer, "tmp0.%c = dot(T%u.xyz, %s);\n", 'x' + tex_mx->current_row, reg, src0_param.param_str);
3352 tex_mx->texcoord_w[tex_mx->current_row++] = reg;
3355 static void shader_glsl_texm3x2tex(const struct wined3d_shader_instruction *ins)
3357 DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
3358 DWORD reg = ins->dst[0].reg.idx;
3359 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
3360 struct glsl_sample_function sample_function;
3361 struct glsl_src_param src0_param;
3363 shader_glsl_add_src_param(ins, &ins->src[0], src_mask, &src0_param);
3364 shader_addline(buffer, "tmp0.y = dot(T%u.xyz, %s);\n", reg, src0_param.param_str);
3366 shader_glsl_get_sample_function(ins->ctx, reg, 0, &sample_function);
3368 /* Sample the texture using the calculated coordinates */
3369 shader_glsl_gen_sample_code(ins, reg, &sample_function, WINED3DSP_NOSWIZZLE, NULL, NULL, NULL, "tmp0.xy");
3372 /** Process the WINED3DSIO_TEXM3X3TEX instruction in GLSL
3373 * Perform the 3rd row of a 3x3 matrix multiply, then sample the texture using the calculated coordinates */
3374 static void shader_glsl_texm3x3tex(const struct wined3d_shader_instruction *ins)
3376 DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
3377 struct wined3d_shader_tex_mx *tex_mx = ins->ctx->tex_mx;
3378 struct glsl_sample_function sample_function;
3379 struct glsl_src_param src0_param;
3380 DWORD reg = ins->dst[0].reg.idx;
3382 shader_glsl_add_src_param(ins, &ins->src[0], src_mask, &src0_param);
3383 shader_addline(ins->ctx->buffer, "tmp0.z = dot(T%u.xyz, %s);\n", reg, src0_param.param_str);
3385 /* Dependent read, not valid with conditional NP2 */
3386 shader_glsl_get_sample_function(ins->ctx, reg, 0, &sample_function);
3388 /* Sample the texture using the calculated coordinates */
3389 shader_glsl_gen_sample_code(ins, reg, &sample_function, WINED3DSP_NOSWIZZLE, NULL, NULL, NULL, "tmp0.xyz");
3391 tex_mx->current_row = 0;
3394 /** Process the WINED3DSIO_TEXM3X3 instruction in GLSL
3395 * Perform the 3rd row of a 3x3 matrix multiply */
3396 static void shader_glsl_texm3x3(const struct wined3d_shader_instruction *ins)
3398 DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
3399 struct wined3d_shader_tex_mx *tex_mx = ins->ctx->tex_mx;
3400 struct glsl_src_param src0_param;
3402 DWORD reg = ins->dst[0].reg.idx;
3404 shader_glsl_add_src_param(ins, &ins->src[0], src_mask, &src0_param);
3406 shader_glsl_append_dst(ins->ctx->buffer, ins);
3407 shader_glsl_get_write_mask(&ins->dst[0], dst_mask);
3408 shader_addline(ins->ctx->buffer, "vec4(tmp0.xy, dot(T%u.xyz, %s), 1.0)%s);\n", reg, src0_param.param_str, dst_mask);
3410 tex_mx->current_row = 0;
3413 /* Process the WINED3DSIO_TEXM3X3SPEC instruction in GLSL
3414 * Perform the final texture lookup based on the previous 2 3x3 matrix multiplies */
3415 static void shader_glsl_texm3x3spec(const struct wined3d_shader_instruction *ins)
3417 struct glsl_src_param src0_param;
3418 struct glsl_src_param src1_param;
3419 DWORD reg = ins->dst[0].reg.idx;
3420 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
3421 struct wined3d_shader_tex_mx *tex_mx = ins->ctx->tex_mx;
3422 DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
3423 struct glsl_sample_function sample_function;
3425 shader_glsl_add_src_param(ins, &ins->src[0], src_mask, &src0_param);
3426 shader_glsl_add_src_param(ins, &ins->src[1], src_mask, &src1_param);
3428 /* Perform the last matrix multiply operation */
3429 shader_addline(buffer, "tmp0.z = dot(T%u.xyz, %s);\n", reg, src0_param.param_str);
3430 /* Reflection calculation */
3431 shader_addline(buffer, "tmp0.xyz = -reflect((%s), normalize(tmp0.xyz));\n", src1_param.param_str);
3433 /* Dependent read, not valid with conditional NP2 */
3434 shader_glsl_get_sample_function(ins->ctx, reg, 0, &sample_function);
3436 /* Sample the texture */
3437 shader_glsl_gen_sample_code(ins, reg, &sample_function, WINED3DSP_NOSWIZZLE, NULL, NULL, NULL, "tmp0.xyz");
3439 tex_mx->current_row = 0;
3442 /* Process the WINED3DSIO_TEXM3X3VSPEC instruction in GLSL
3443 * Perform the final texture lookup based on the previous 2 3x3 matrix multiplies */
3444 static void shader_glsl_texm3x3vspec(const struct wined3d_shader_instruction *ins)
3446 DWORD reg = ins->dst[0].reg.idx;
3447 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
3448 struct wined3d_shader_tex_mx *tex_mx = ins->ctx->tex_mx;
3449 DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
3450 struct glsl_sample_function sample_function;
3451 struct glsl_src_param src0_param;
3453 shader_glsl_add_src_param(ins, &ins->src[0], src_mask, &src0_param);
3455 /* Perform the last matrix multiply operation */
3456 shader_addline(buffer, "tmp0.z = dot(vec3(T%u), vec3(%s));\n", reg, src0_param.param_str);
3458 /* Construct the eye-ray vector from w coordinates */
3459 shader_addline(buffer, "tmp1.xyz = normalize(vec3(gl_TexCoord[%u].w, gl_TexCoord[%u].w, gl_TexCoord[%u].w));\n",
3460 tex_mx->texcoord_w[0], tex_mx->texcoord_w[1], reg);
3461 shader_addline(buffer, "tmp0.xyz = -reflect(tmp1.xyz, normalize(tmp0.xyz));\n");
3463 /* Dependent read, not valid with conditional NP2 */
3464 shader_glsl_get_sample_function(ins->ctx, reg, 0, &sample_function);
3466 /* Sample the texture using the calculated coordinates */
3467 shader_glsl_gen_sample_code(ins, reg, &sample_function, WINED3DSP_NOSWIZZLE, NULL, NULL, NULL, "tmp0.xyz");
3469 tex_mx->current_row = 0;
3472 /** Process the WINED3DSIO_TEXBEM instruction in GLSL.
3473 * Apply a fake bump map transform.
3474 * texbem is pshader <= 1.3 only, this saves a few version checks
3476 static void shader_glsl_texbem(const struct wined3d_shader_instruction *ins)
3478 const struct shader_glsl_ctx_priv *priv = ins->ctx->backend_data;
3479 struct glsl_sample_function sample_function;
3480 struct glsl_src_param coord_param;
3486 sampler_idx = ins->dst[0].reg.idx;
3487 flags = (priv->cur_ps_args->tex_transform >> sampler_idx * WINED3D_PSARGS_TEXTRANSFORM_SHIFT)
3488 & WINED3D_PSARGS_TEXTRANSFORM_MASK;
3490 /* Dependent read, not valid with conditional NP2 */
3491 shader_glsl_get_sample_function(ins->ctx, sampler_idx, 0, &sample_function);
3492 mask = sample_function.coord_mask;
3494 shader_glsl_write_mask_to_str(mask, coord_mask);
3496 /* with projective textures, texbem only divides the static texture coord, not the displacement,
3497 * so we can't let the GL handle this.
3499 if (flags & WINED3D_PSARGS_PROJECTED) {
3501 char coord_div_mask[3];
3502 switch (flags & ~WINED3D_PSARGS_PROJECTED) {
3503 case WINED3DTTFF_COUNT1: FIXME("WINED3DTTFF_PROJECTED with WINED3DTTFF_COUNT1?\n"); break;
3504 case WINED3DTTFF_COUNT2: div_mask = WINED3DSP_WRITEMASK_1; break;
3505 case WINED3DTTFF_COUNT3: div_mask = WINED3DSP_WRITEMASK_2; break;
3506 case WINED3DTTFF_COUNT4:
3507 case WINED3DTTFF_DISABLE: div_mask = WINED3DSP_WRITEMASK_3; break;
3509 shader_glsl_write_mask_to_str(div_mask, coord_div_mask);
3510 shader_addline(ins->ctx->buffer, "T%u%s /= T%u%s;\n", sampler_idx, coord_mask, sampler_idx, coord_div_mask);
3513 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1, &coord_param);
3515 shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, WINED3DSP_NOSWIZZLE, NULL, NULL, NULL,
3516 "T%u%s + vec4(bumpenvmat%d * %s, 0.0, 0.0)%s", sampler_idx, coord_mask, sampler_idx,
3517 coord_param.param_str, coord_mask);
3519 if (ins->handler_idx == WINED3DSIH_TEXBEML)
3521 struct glsl_src_param luminance_param;
3522 struct glsl_dst_param dst_param;
3524 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_2, &luminance_param);
3525 shader_glsl_add_dst_param(ins, &ins->dst[0], &dst_param);
3527 shader_addline(ins->ctx->buffer, "%s%s *= (%s * luminancescale%d + luminanceoffset%d);\n",
3528 dst_param.reg_name, dst_param.mask_str,
3529 luminance_param.param_str, sampler_idx, sampler_idx);
3533 static void shader_glsl_bem(const struct wined3d_shader_instruction *ins)
3535 struct glsl_src_param src0_param, src1_param;
3536 DWORD sampler_idx = ins->dst[0].reg.idx;
3538 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1, &src0_param);
3539 shader_glsl_add_src_param(ins, &ins->src[1], WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1, &src1_param);
3541 shader_glsl_append_dst(ins->ctx->buffer, ins);
3542 shader_addline(ins->ctx->buffer, "%s + bumpenvmat%d * %s);\n",
3543 src0_param.param_str, sampler_idx, src1_param.param_str);
3546 /** Process the WINED3DSIO_TEXREG2AR instruction in GLSL
3547 * Sample 2D texture at dst using the alpha & red (wx) components of src as texture coordinates */
3548 static void shader_glsl_texreg2ar(const struct wined3d_shader_instruction *ins)
3550 struct glsl_sample_function sample_function;
3551 struct glsl_src_param src0_param;
3552 DWORD sampler_idx = ins->dst[0].reg.idx;
3554 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_ALL, &src0_param);
3556 shader_glsl_get_sample_function(ins->ctx, sampler_idx, 0, &sample_function);
3557 shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, WINED3DSP_NOSWIZZLE, NULL, NULL, NULL,
3558 "%s.wx", src0_param.reg_name);
3561 /** Process the WINED3DSIO_TEXREG2GB instruction in GLSL
3562 * Sample 2D texture at dst using the green & blue (yz) components of src as texture coordinates */
3563 static void shader_glsl_texreg2gb(const struct wined3d_shader_instruction *ins)
3565 struct glsl_sample_function sample_function;
3566 struct glsl_src_param src0_param;
3567 DWORD sampler_idx = ins->dst[0].reg.idx;
3569 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_ALL, &src0_param);
3571 shader_glsl_get_sample_function(ins->ctx, sampler_idx, 0, &sample_function);
3572 shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, WINED3DSP_NOSWIZZLE, NULL, NULL, NULL,
3573 "%s.yz", src0_param.reg_name);
3576 /** Process the WINED3DSIO_TEXREG2RGB instruction in GLSL
3577 * Sample texture at dst using the rgb (xyz) components of src as texture coordinates */
3578 static void shader_glsl_texreg2rgb(const struct wined3d_shader_instruction *ins)
3580 struct glsl_sample_function sample_function;
3581 struct glsl_src_param src0_param;
3582 DWORD sampler_idx = ins->dst[0].reg.idx;
3584 /* Dependent read, not valid with conditional NP2 */
3585 shader_glsl_get_sample_function(ins->ctx, sampler_idx, 0, &sample_function);
3586 shader_glsl_add_src_param(ins, &ins->src[0], sample_function.coord_mask, &src0_param);
3588 shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, WINED3DSP_NOSWIZZLE, NULL, NULL, NULL,
3589 "%s", src0_param.param_str);
3592 /** Process the WINED3DSIO_TEXKILL instruction in GLSL.
3593 * If any of the first 3 components are < 0, discard this pixel */
3594 static void shader_glsl_texkill(const struct wined3d_shader_instruction *ins)
3596 struct glsl_dst_param dst_param;
3598 /* The argument is a destination parameter, and no writemasks are allowed */
3599 shader_glsl_add_dst_param(ins, &ins->dst[0], &dst_param);
3600 if (ins->ctx->reg_maps->shader_version.major >= 2)
3602 /* 2.0 shaders compare all 4 components in texkill */
3603 shader_addline(ins->ctx->buffer, "if (any(lessThan(%s.xyzw, vec4(0.0)))) discard;\n", dst_param.reg_name);
3605 /* 1.X shaders only compare the first 3 components, probably due to the nature of the texkill
3606 * instruction as a tex* instruction, and phase, which kills all a / w components. Even if all
3607 * 4 components are defined, only the first 3 are used
3609 shader_addline(ins->ctx->buffer, "if (any(lessThan(%s.xyz, vec3(0.0)))) discard;\n", dst_param.reg_name);
3613 /** Process the WINED3DSIO_DP2ADD instruction in GLSL.
3614 * dst = dot2(src0, src1) + src2 */
3615 static void shader_glsl_dp2add(const struct wined3d_shader_instruction *ins)
3617 struct glsl_src_param src0_param;
3618 struct glsl_src_param src1_param;
3619 struct glsl_src_param src2_param;
3621 unsigned int mask_size;
3623 write_mask = shader_glsl_append_dst(ins->ctx->buffer, ins);
3624 mask_size = shader_glsl_get_write_mask_size(write_mask);
3626 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1, &src0_param);
3627 shader_glsl_add_src_param(ins, &ins->src[1], WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1, &src1_param);
3628 shader_glsl_add_src_param(ins, &ins->src[2], WINED3DSP_WRITEMASK_0, &src2_param);
3630 if (mask_size > 1) {
3631 shader_addline(ins->ctx->buffer, "vec%d(dot(%s, %s) + %s));\n",
3632 mask_size, src0_param.param_str, src1_param.param_str, src2_param.param_str);
3634 shader_addline(ins->ctx->buffer, "dot(%s, %s) + %s);\n",
3635 src0_param.param_str, src1_param.param_str, src2_param.param_str);
3639 static void shader_glsl_input_pack(const struct wined3d_shader *shader, struct wined3d_shader_buffer *buffer,
3640 const struct wined3d_shader_signature_element *input_signature,
3641 const struct wined3d_shader_reg_maps *reg_maps,
3642 enum vertexprocessing_mode vertexprocessing)
3644 WORD map = reg_maps->input_registers;
3647 for (i = 0; map; map >>= 1, ++i)
3649 const char *semantic_name;
3654 if (!(map & 1)) continue;
3656 semantic_name = input_signature[i].semantic_name;
3657 semantic_idx = input_signature[i].semantic_idx;
3658 shader_glsl_write_mask_to_str(input_signature[i].mask, reg_mask);
3660 if (shader_match_semantic(semantic_name, WINED3DDECLUSAGE_TEXCOORD))
3662 if (semantic_idx < 8 && vertexprocessing == pretransformed)
3663 shader_addline(buffer, "IN[%u]%s = gl_TexCoord[%u]%s;\n",
3664 shader->u.ps.input_reg_map[i], reg_mask, semantic_idx, reg_mask);
3666 shader_addline(buffer, "IN[%u]%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
3667 shader->u.ps.input_reg_map[i], reg_mask, reg_mask);
3669 else if (shader_match_semantic(semantic_name, WINED3DDECLUSAGE_COLOR))
3672 shader_addline(buffer, "IN[%u]%s = vec4(gl_Color)%s;\n",
3673 shader->u.ps.input_reg_map[i], reg_mask, reg_mask);
3674 else if (semantic_idx == 1)
3675 shader_addline(buffer, "IN[%u]%s = vec4(gl_SecondaryColor)%s;\n",
3676 shader->u.ps.input_reg_map[i], reg_mask, reg_mask);
3678 shader_addline(buffer, "IN[%u]%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
3679 shader->u.ps.input_reg_map[i], reg_mask, reg_mask);
3683 shader_addline(buffer, "IN[%u]%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
3684 shader->u.ps.input_reg_map[i], reg_mask, reg_mask);
3689 /*********************************************
3690 * Vertex Shader Specific Code begins here
3691 ********************************************/
3693 static void add_glsl_program_entry(struct shader_glsl_priv *priv, struct glsl_shader_prog_link *entry)
3695 struct glsl_program_key key;
3697 key.vshader = entry->vshader;
3698 key.pshader = entry->pshader;
3699 key.vs_args = entry->vs_args;
3700 key.ps_args = entry->ps_args;
3702 if (wine_rb_put(&priv->program_lookup, &key, &entry->program_lookup_entry) == -1)
3704 ERR("Failed to insert program entry.\n");
3708 static struct glsl_shader_prog_link *get_glsl_program_entry(const struct shader_glsl_priv *priv,
3709 const struct wined3d_shader *vshader, const struct wined3d_shader *pshader,
3710 const struct vs_compile_args *vs_args, const struct ps_compile_args *ps_args)
3712 struct wine_rb_entry *entry;
3713 struct glsl_program_key key;
3715 key.vshader = vshader;
3716 key.pshader = pshader;
3717 key.vs_args = *vs_args;
3718 key.ps_args = *ps_args;
3720 entry = wine_rb_get(&priv->program_lookup, &key);
3721 return entry ? WINE_RB_ENTRY_VALUE(entry, struct glsl_shader_prog_link, program_lookup_entry) : NULL;
3724 /* GL locking is done by the caller */
3725 static void delete_glsl_program_entry(struct shader_glsl_priv *priv, const struct wined3d_gl_info *gl_info,
3726 struct glsl_shader_prog_link *entry)
3728 struct glsl_program_key key;
3730 key.vshader = entry->vshader;
3731 key.pshader = entry->pshader;
3732 key.vs_args = entry->vs_args;
3733 key.ps_args = entry->ps_args;
3734 wine_rb_remove(&priv->program_lookup, &key);
3736 GL_EXTCALL(glDeleteObjectARB(entry->programId));
3737 if (entry->vshader) list_remove(&entry->vshader_entry);
3738 if (entry->pshader) list_remove(&entry->pshader_entry);
3739 HeapFree(GetProcessHeap(), 0, entry->vuniformF_locations);
3740 HeapFree(GetProcessHeap(), 0, entry->puniformF_locations);
3741 HeapFree(GetProcessHeap(), 0, entry);
3744 static void handle_ps3_input(struct wined3d_shader_buffer *buffer,
3745 const struct wined3d_gl_info *gl_info, const DWORD *map,
3746 const struct wined3d_shader_signature_element *input_signature,
3747 const struct wined3d_shader_reg_maps *reg_maps_in,
3748 const struct wined3d_shader_signature_element *output_signature,
3749 const struct wined3d_shader_reg_maps *reg_maps_out)
3752 const char *semantic_name_in;
3753 UINT semantic_idx_in;
3756 unsigned int in_count = vec4_varyings(3, gl_info);
3758 char destination[50];
3759 WORD input_map, output_map;
3761 set = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*set) * (in_count + 2));
3763 input_map = reg_maps_in->input_registers;
3764 for (i = 0; input_map; input_map >>= 1, ++i)
3766 if (!(input_map & 1)) continue;
3769 /* Declared, but not read register */
3770 if (in_idx == ~0U) continue;
3771 if (in_idx >= (in_count + 2))
3773 FIXME("More input varyings declared than supported, expect issues.\n");
3777 if (in_idx == in_count) {
3778 sprintf(destination, "gl_FrontColor");
3779 } else if (in_idx == in_count + 1) {
3780 sprintf(destination, "gl_FrontSecondaryColor");
3782 sprintf(destination, "IN[%u]", in_idx);
3785 semantic_name_in = input_signature[i].semantic_name;
3786 semantic_idx_in = input_signature[i].semantic_idx;
3789 output_map = reg_maps_out->output_registers;
3790 for (j = 0; output_map; output_map >>= 1, ++j)
3794 if (!(output_map & 1)
3795 || semantic_idx_in != output_signature[j].semantic_idx
3796 || strcmp(semantic_name_in, output_signature[j].semantic_name)
3797 || !(mask = input_signature[i].mask & output_signature[j].mask))
3801 shader_glsl_write_mask_to_str(mask, reg_mask);
3803 shader_addline(buffer, "%s%s = OUT[%u]%s;\n",
3804 destination, reg_mask, j, reg_mask);
3808 for (i = 0; i < in_count + 2; ++i)
3812 if (!set[i] || set[i] == WINED3DSP_WRITEMASK_ALL)
3815 if (set[i] == ~0U) set[i] = 0;
3818 if (!(set[i] & WINED3DSP_WRITEMASK_0)) reg_mask[size++] = 'x';
3819 if (!(set[i] & WINED3DSP_WRITEMASK_1)) reg_mask[size++] = 'y';
3820 if (!(set[i] & WINED3DSP_WRITEMASK_2)) reg_mask[size++] = 'z';
3821 if (!(set[i] & WINED3DSP_WRITEMASK_3)) reg_mask[size++] = 'w';
3822 reg_mask[size] = '\0';
3824 if (i == in_count) sprintf(destination, "gl_FrontColor");
3825 else if (i == in_count + 1) sprintf(destination, "gl_FrontSecondaryColor");
3826 else sprintf(destination, "IN[%u]", i);
3828 if (size == 1) shader_addline(buffer, "%s.%s = 0.0;\n", destination, reg_mask);
3829 else shader_addline(buffer, "%s.%s = vec%u(0.0);\n", destination, reg_mask, size);
3832 HeapFree(GetProcessHeap(), 0, set);
3835 /* GL locking is done by the caller */
3836 static GLhandleARB generate_param_reorder_function(struct wined3d_shader_buffer *buffer,
3837 const struct wined3d_shader *vs, const struct wined3d_shader *ps,
3838 const struct wined3d_gl_info *gl_info)
3840 GLhandleARB ret = 0;
3841 DWORD ps_major = ps ? ps->reg_maps.shader_version.major : 0;
3843 const char *semantic_name;
3846 const struct wined3d_shader_signature_element *output_signature = vs->output_signature;
3847 WORD map = vs->reg_maps.output_registers;
3849 shader_buffer_clear(buffer);
3851 shader_addline(buffer, "#version 120\n");
3855 shader_addline(buffer, "void order_ps_input(in vec4 OUT[%u]) {\n", MAX_REG_OUTPUT);
3857 for (i = 0; map; map >>= 1, ++i)
3861 if (!(map & 1)) continue;
3863 semantic_name = output_signature[i].semantic_name;
3864 semantic_idx = output_signature[i].semantic_idx;
3865 write_mask = output_signature[i].mask;
3866 shader_glsl_write_mask_to_str(write_mask, reg_mask);
3868 if (shader_match_semantic(semantic_name, WINED3DDECLUSAGE_COLOR))
3871 shader_addline(buffer, "gl_FrontColor%s = OUT[%u]%s;\n",
3872 reg_mask, i, reg_mask);
3873 else if (semantic_idx == 1)
3874 shader_addline(buffer, "gl_FrontSecondaryColor%s = OUT[%u]%s;\n",
3875 reg_mask, i, reg_mask);
3877 else if (shader_match_semantic(semantic_name, WINED3DDECLUSAGE_POSITION))
3879 shader_addline(buffer, "gl_Position%s = OUT[%u]%s;\n",
3880 reg_mask, i, reg_mask);
3882 else if (shader_match_semantic(semantic_name, WINED3DDECLUSAGE_TEXCOORD))
3884 if (semantic_idx < 8)
3886 if (!(gl_info->quirks & WINED3D_QUIRK_SET_TEXCOORD_W) || ps_major > 0)
3887 write_mask |= WINED3DSP_WRITEMASK_3;
3889 shader_addline(buffer, "gl_TexCoord[%u]%s = OUT[%u]%s;\n",
3890 semantic_idx, reg_mask, i, reg_mask);
3891 if (!(write_mask & WINED3DSP_WRITEMASK_3))
3892 shader_addline(buffer, "gl_TexCoord[%u].w = 1.0;\n", semantic_idx);
3895 else if (shader_match_semantic(semantic_name, WINED3DDECLUSAGE_PSIZE))
3897 shader_addline(buffer, "gl_PointSize = OUT[%u].%c;\n", i, reg_mask[1]);
3899 else if (shader_match_semantic(semantic_name, WINED3DDECLUSAGE_FOG))
3901 shader_addline(buffer, "gl_FogFragCoord = OUT[%u].%c;\n", i, reg_mask[1]);
3904 shader_addline(buffer, "}\n");
3909 /* This one is tricky: a 3.0 pixel shader reads from a 3.0 vertex shader */
3910 shader_addline(buffer, "varying vec4 IN[%u];\n", vec4_varyings(3, gl_info));
3911 shader_addline(buffer, "void order_ps_input(in vec4 OUT[%u]) {\n", MAX_REG_OUTPUT);
3913 /* First, sort out position and point size. Those are not passed to the pixel shader */
3914 for (i = 0; map; map >>= 1, ++i)
3916 if (!(map & 1)) continue;
3918 semantic_name = output_signature[i].semantic_name;
3919 shader_glsl_write_mask_to_str(output_signature[i].mask, reg_mask);
3921 if (shader_match_semantic(semantic_name, WINED3DDECLUSAGE_POSITION))
3923 shader_addline(buffer, "gl_Position%s = OUT[%u]%s;\n",
3924 reg_mask, i, reg_mask);
3926 else if (shader_match_semantic(semantic_name, WINED3DDECLUSAGE_PSIZE))
3928 shader_addline(buffer, "gl_PointSize = OUT[%u].%c;\n", i, reg_mask[1]);
3932 /* Then, fix the pixel shader input */
3933 handle_ps3_input(buffer, gl_info, ps->u.ps.input_reg_map, ps->input_signature,
3934 &ps->reg_maps, output_signature, &vs->reg_maps);
3936 shader_addline(buffer, "}\n");
3939 ret = GL_EXTCALL(glCreateShaderObjectARB(GL_VERTEX_SHADER_ARB));
3940 checkGLcall("glCreateShaderObjectARB(GL_VERTEX_SHADER_ARB)");
3941 shader_glsl_compile(gl_info, ret, buffer->buffer);
3946 /* GL locking is done by the caller */
3947 static void hardcode_local_constants(const struct wined3d_shader *shader,
3948 const struct wined3d_gl_info *gl_info, GLhandleARB programId, char prefix)
3950 const struct wined3d_shader_lconst *lconst;
3955 LIST_FOR_EACH_ENTRY(lconst, &shader->constantsF, struct wined3d_shader_lconst, entry)
3957 value = (const float *)lconst->value;
3958 snprintf(glsl_name, sizeof(glsl_name), "%cLC%u", prefix, lconst->idx);
3959 tmp_loc = GL_EXTCALL(glGetUniformLocationARB(programId, glsl_name));
3960 GL_EXTCALL(glUniform4fvARB(tmp_loc, 1, value));
3962 checkGLcall("Hardcoding local constants");
3965 /* GL locking is done by the caller */
3966 static GLuint shader_glsl_generate_pshader(const struct wined3d_context *context,
3967 struct wined3d_shader_buffer *buffer, const struct wined3d_shader *shader,
3968 const struct ps_compile_args *args, struct ps_np2fixup_info *np2fixup_info)
3970 const struct wined3d_shader_reg_maps *reg_maps = &shader->reg_maps;
3971 const struct wined3d_gl_info *gl_info = context->gl_info;
3972 const DWORD *function = shader->function;
3973 struct shader_glsl_ctx_priv priv_ctx;
3975 /* Create the hw GLSL shader object and assign it as the shader->prgId */
3976 GLhandleARB shader_obj = GL_EXTCALL(glCreateShaderObjectARB(GL_FRAGMENT_SHADER_ARB));
3978 memset(&priv_ctx, 0, sizeof(priv_ctx));
3979 priv_ctx.cur_ps_args = args;
3980 priv_ctx.cur_np2fixup_info = np2fixup_info;
3982 shader_addline(buffer, "#version 120\n");
3984 if (gl_info->supported[ARB_SHADER_TEXTURE_LOD])
3986 shader_addline(buffer, "#extension GL_ARB_shader_texture_lod : enable\n");
3988 if (gl_info->supported[ARB_TEXTURE_RECTANGLE])
3990 /* The spec says that it doesn't have to be explicitly enabled, but the nvidia
3991 * drivers write a warning if we don't do so
3993 shader_addline(buffer, "#extension GL_ARB_texture_rectangle : enable\n");
3995 if (gl_info->supported[EXT_GPU_SHADER4])
3997 shader_addline(buffer, "#extension GL_EXT_gpu_shader4 : enable\n");
4000 /* Base Declarations */
4001 shader_generate_glsl_declarations(context, buffer, shader, reg_maps, &priv_ctx);
4003 /* Pack 3.0 inputs */
4004 if (reg_maps->shader_version.major >= 3 && args->vp_mode != vertexshader)
4005 shader_glsl_input_pack(shader, buffer, shader->input_signature, reg_maps, args->vp_mode);
4007 /* Base Shader Body */
4008 shader_generate_main(shader, buffer, reg_maps, function, &priv_ctx);
4010 /* Pixel shaders < 2.0 place the resulting color in R0 implicitly */
4011 if (reg_maps->shader_version.major < 2)
4013 /* Some older cards like GeforceFX ones don't support multiple buffers, so also not gl_FragData */
4014 shader_addline(buffer, "gl_FragData[0] = R0;\n");
4017 if (args->srgb_correction)
4019 shader_addline(buffer, "tmp0.xyz = pow(gl_FragData[0].xyz, vec3(srgb_const0.x));\n");
4020 shader_addline(buffer, "tmp0.xyz = tmp0.xyz * vec3(srgb_const0.y) - vec3(srgb_const0.z);\n");
4021 shader_addline(buffer, "tmp1.xyz = gl_FragData[0].xyz * vec3(srgb_const0.w);\n");
4022 shader_addline(buffer, "bvec3 srgb_compare = lessThan(gl_FragData[0].xyz, vec3(srgb_const1.x));\n");
4023 shader_addline(buffer, "gl_FragData[0].xyz = mix(tmp0.xyz, tmp1.xyz, vec3(srgb_compare));\n");
4024 shader_addline(buffer, "gl_FragData[0] = clamp(gl_FragData[0], 0.0, 1.0);\n");
4026 /* Pixel shader < 3.0 do not replace the fog stage.
4027 * This implements linear fog computation and blending.
4028 * TODO: non linear fog
4029 * NOTE: gl_Fog.start and gl_Fog.end don't hold fog start s and end e but
4030 * -1/(e-s) and e/(e-s) respectively.
4032 if (reg_maps->shader_version.major < 3)
4035 case FOG_OFF: break;
4037 shader_addline(buffer, "float fogstart = -1.0 / (gl_Fog.end - gl_Fog.start);\n");
4038 shader_addline(buffer, "float fogend = gl_Fog.end * -fogstart;\n");
4039 shader_addline(buffer, "float Fog = clamp(gl_FogFragCoord * fogstart + fogend, 0.0, 1.0);\n");
4040 shader_addline(buffer, "gl_FragData[0].xyz = mix(gl_Fog.color.xyz, gl_FragData[0].xyz, Fog);\n");
4043 /* Fog = e^(-gl_Fog.density * gl_FogFragCoord) */
4044 shader_addline(buffer, "float Fog = exp(-gl_Fog.density * gl_FogFragCoord);\n");
4045 shader_addline(buffer, "Fog = clamp(Fog, 0.0, 1.0);\n");
4046 shader_addline(buffer, "gl_FragData[0].xyz = mix(gl_Fog.color.xyz, gl_FragData[0].xyz, Fog);\n");
4049 /* Fog = e^(-(gl_Fog.density * gl_FogFragCoord)^2) */
4050 shader_addline(buffer, "float Fog = exp(-gl_Fog.density * gl_Fog.density * gl_FogFragCoord * gl_FogFragCoord);\n");
4051 shader_addline(buffer, "Fog = clamp(Fog, 0.0, 1.0);\n");
4052 shader_addline(buffer, "gl_FragData[0].xyz = mix(gl_Fog.color.xyz, gl_FragData[0].xyz, Fog);\n");
4057 shader_addline(buffer, "}\n");
4059 TRACE("Compiling shader object %u\n", shader_obj);
4060 shader_glsl_compile(gl_info, shader_obj, buffer->buffer);
4062 /* Store the shader object */
4066 /* GL locking is done by the caller */
4067 static GLuint shader_glsl_generate_vshader(const struct wined3d_context *context,
4068 struct wined3d_shader_buffer *buffer, const struct wined3d_shader *shader,
4069 const struct vs_compile_args *args)
4071 const struct wined3d_shader_reg_maps *reg_maps = &shader->reg_maps;
4072 const struct wined3d_gl_info *gl_info = context->gl_info;
4073 const DWORD *function = shader->function;
4074 struct shader_glsl_ctx_priv priv_ctx;
4076 /* Create the hw GLSL shader program and assign it as the shader->prgId */
4077 GLhandleARB shader_obj = GL_EXTCALL(glCreateShaderObjectARB(GL_VERTEX_SHADER_ARB));
4079 shader_addline(buffer, "#version 120\n");
4081 if (gl_info->supported[EXT_GPU_SHADER4])
4082 shader_addline(buffer, "#extension GL_EXT_gpu_shader4 : enable\n");
4084 memset(&priv_ctx, 0, sizeof(priv_ctx));
4085 priv_ctx.cur_vs_args = args;
4087 /* Base Declarations */
4088 shader_generate_glsl_declarations(context, buffer, shader, reg_maps, &priv_ctx);
4090 /* Base Shader Body */
4091 shader_generate_main(shader, buffer, reg_maps, function, &priv_ctx);
4093 /* Unpack outputs */
4094 shader_addline(buffer, "order_ps_input(OUT);\n");
4096 /* The D3DRS_FOGTABLEMODE render state defines if the shader-generated fog coord is used
4097 * or if the fragment depth is used. If the fragment depth is used(FOGTABLEMODE != NONE),
4098 * the fog frag coord is thrown away. If the fog frag coord is used, but not written by
4099 * the shader, it is set to 0.0(fully fogged, since start = 1.0, end = 0.0)
4101 if (args->fog_src == VS_FOG_Z)
4102 shader_addline(buffer, "gl_FogFragCoord = gl_Position.z;\n");
4103 else if (!reg_maps->fog)
4104 shader_addline(buffer, "gl_FogFragCoord = 0.0;\n");
4106 /* We always store the clipplanes without y inversion */
4107 if (args->clip_enabled)
4108 shader_addline(buffer, "gl_ClipVertex = gl_Position;\n");
4110 /* Write the final position.
4112 * OpenGL coordinates specify the center of the pixel while d3d coords specify
4113 * the corner. The offsets are stored in z and w in posFixup. posFixup.y contains
4114 * 1.0 or -1.0 to turn the rendering upside down for offscreen rendering. PosFixup.x
4115 * contains 1.0 to allow a mad.
4117 shader_addline(buffer, "gl_Position.y = gl_Position.y * posFixup.y;\n");
4118 shader_addline(buffer, "gl_Position.xy += posFixup.zw * gl_Position.ww;\n");
4120 /* Z coord [0;1]->[-1;1] mapping, see comment in transform_projection in state.c
4122 * Basically we want (in homogeneous coordinates) z = z * 2 - 1. However, shaders are run
4123 * before the homogeneous divide, so we have to take the w into account: z = ((z / w) * 2 - 1) * w,
4124 * which is the same as z = z * 2 - w.
4126 shader_addline(buffer, "gl_Position.z = gl_Position.z * 2.0 - gl_Position.w;\n");
4128 shader_addline(buffer, "}\n");
4130 TRACE("Compiling shader object %u\n", shader_obj);
4131 shader_glsl_compile(gl_info, shader_obj, buffer->buffer);
4136 static GLhandleARB find_glsl_pshader(const struct wined3d_context *context,
4137 struct wined3d_shader_buffer *buffer, struct wined3d_shader *shader,
4138 const struct ps_compile_args *args, const struct ps_np2fixup_info **np2fixup_info)
4140 struct wined3d_state *state = &shader->device->stateBlock->state;
4143 struct glsl_ps_compiled_shader *new_array;
4144 struct glsl_pshader_private *shader_data;
4145 struct ps_np2fixup_info *np2fixup = NULL;
4148 if (!shader->backend_data)
4150 shader->backend_data = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*shader_data));
4151 if (!shader->backend_data)
4153 ERR("Failed to allocate backend data.\n");
4157 shader_data = shader->backend_data;
4159 /* Usually we have very few GL shaders for each d3d shader(just 1 or maybe 2),
4160 * so a linear search is more performant than a hashmap or a binary search
4161 * (cache coherency etc)
4163 for (i = 0; i < shader_data->num_gl_shaders; ++i)
4165 if (!memcmp(&shader_data->gl_shaders[i].args, args, sizeof(*args)))
4167 if (args->np2_fixup) *np2fixup_info = &shader_data->gl_shaders[i].np2fixup;
4168 return shader_data->gl_shaders[i].prgId;
4172 TRACE("No matching GL shader found for shader %p, compiling a new shader.\n", shader);
4173 if(shader_data->shader_array_size == shader_data->num_gl_shaders) {
4174 if (shader_data->num_gl_shaders)
4176 new_size = shader_data->shader_array_size + max(1, shader_data->shader_array_size / 2);
4177 new_array = HeapReAlloc(GetProcessHeap(), 0, shader_data->gl_shaders,
4178 new_size * sizeof(*shader_data->gl_shaders));
4180 new_array = HeapAlloc(GetProcessHeap(), 0, sizeof(*shader_data->gl_shaders));
4185 ERR("Out of memory\n");
4188 shader_data->gl_shaders = new_array;
4189 shader_data->shader_array_size = new_size;
4192 shader_data->gl_shaders[shader_data->num_gl_shaders].args = *args;
4194 memset(&shader_data->gl_shaders[shader_data->num_gl_shaders].np2fixup, 0, sizeof(struct ps_np2fixup_info));
4195 if (args->np2_fixup) np2fixup = &shader_data->gl_shaders[shader_data->num_gl_shaders].np2fixup;
4197 pixelshader_update_samplers(&shader->reg_maps, state->textures);
4199 shader_buffer_clear(buffer);
4200 ret = shader_glsl_generate_pshader(context, buffer, shader, args, np2fixup);
4201 shader_data->gl_shaders[shader_data->num_gl_shaders++].prgId = ret;
4202 *np2fixup_info = np2fixup;
4207 static inline BOOL vs_args_equal(const struct vs_compile_args *stored, const struct vs_compile_args *new,
4208 const DWORD use_map) {
4209 if((stored->swizzle_map & use_map) != new->swizzle_map) return FALSE;
4210 if((stored->clip_enabled) != new->clip_enabled) return FALSE;
4211 return stored->fog_src == new->fog_src;
4214 static GLhandleARB find_glsl_vshader(const struct wined3d_context *context,
4215 struct wined3d_shader_buffer *buffer, struct wined3d_shader *shader,
4216 const struct vs_compile_args *args)
4220 struct glsl_vs_compiled_shader *new_array;
4221 DWORD use_map = shader->device->strided_streams.use_map;
4222 struct glsl_vshader_private *shader_data;
4225 if (!shader->backend_data)
4227 shader->backend_data = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*shader_data));
4228 if (!shader->backend_data)
4230 ERR("Failed to allocate backend data.\n");
4234 shader_data = shader->backend_data;
4236 /* Usually we have very few GL shaders for each d3d shader(just 1 or maybe 2),
4237 * so a linear search is more performant than a hashmap or a binary search
4238 * (cache coherency etc)
4240 for(i = 0; i < shader_data->num_gl_shaders; i++) {
4241 if(vs_args_equal(&shader_data->gl_shaders[i].args, args, use_map)) {
4242 return shader_data->gl_shaders[i].prgId;
4246 TRACE("No matching GL shader found for shader %p, compiling a new shader.\n", shader);
4248 if(shader_data->shader_array_size == shader_data->num_gl_shaders) {
4249 if (shader_data->num_gl_shaders)
4251 new_size = shader_data->shader_array_size + max(1, shader_data->shader_array_size / 2);
4252 new_array = HeapReAlloc(GetProcessHeap(), 0, shader_data->gl_shaders,
4253 new_size * sizeof(*shader_data->gl_shaders));
4255 new_array = HeapAlloc(GetProcessHeap(), 0, sizeof(*shader_data->gl_shaders));
4260 ERR("Out of memory\n");
4263 shader_data->gl_shaders = new_array;
4264 shader_data->shader_array_size = new_size;
4267 shader_data->gl_shaders[shader_data->num_gl_shaders].args = *args;
4269 shader_buffer_clear(buffer);
4270 ret = shader_glsl_generate_vshader(context, buffer, shader, args);
4271 shader_data->gl_shaders[shader_data->num_gl_shaders++].prgId = ret;
4276 /** Sets the GLSL program ID for the given pixel and vertex shader combination.
4277 * It sets the programId on the current StateBlock (because it should be called
4278 * inside of the DrawPrimitive() part of the render loop).
4280 * If a program for the given combination does not exist, create one, and store
4281 * the program in the hash table. If it creates a program, it will link the
4282 * given objects, too.
4285 /* GL locking is done by the caller */
4286 static void set_glsl_shader_program(const struct wined3d_context *context,
4287 struct wined3d_device *device, BOOL use_ps, BOOL use_vs)
4289 const struct wined3d_state *state = &device->stateBlock->state;
4290 struct wined3d_shader *vshader = use_vs ? state->vertex_shader : NULL;
4291 struct wined3d_shader *pshader = use_ps ? state->pixel_shader : NULL;
4292 const struct wined3d_gl_info *gl_info = context->gl_info;
4293 struct shader_glsl_priv *priv = device->shader_priv;
4294 struct glsl_shader_prog_link *entry = NULL;
4295 GLhandleARB programId = 0;
4296 GLhandleARB reorder_shader_id = 0;
4299 struct ps_compile_args ps_compile_args;
4300 struct vs_compile_args vs_compile_args;
4302 if (vshader) find_vs_compile_args(state, vshader, &vs_compile_args);
4303 if (pshader) find_ps_compile_args(state, pshader, &ps_compile_args);
4305 entry = get_glsl_program_entry(priv, vshader, pshader, &vs_compile_args, &ps_compile_args);
4308 priv->glsl_program = entry;
4312 /* If we get to this point, then no matching program exists, so we create one */
4313 programId = GL_EXTCALL(glCreateProgramObjectARB());
4314 TRACE("Created new GLSL shader program %u\n", programId);
4316 /* Create the entry */
4317 entry = HeapAlloc(GetProcessHeap(), 0, sizeof(struct glsl_shader_prog_link));
4318 entry->programId = programId;
4319 entry->vshader = vshader;
4320 entry->pshader = pshader;
4321 entry->vs_args = vs_compile_args;
4322 entry->ps_args = ps_compile_args;
4323 entry->constant_version = 0;
4324 entry->np2Fixup_info = NULL;
4325 /* Add the hash table entry */
4326 add_glsl_program_entry(priv, entry);
4328 /* Set the current program */
4329 priv->glsl_program = entry;
4331 /* Attach GLSL vshader */
4334 GLhandleARB vshader_id = find_glsl_vshader(context, &priv->shader_buffer, vshader, &vs_compile_args);
4335 WORD map = vshader->reg_maps.input_registers;
4338 reorder_shader_id = generate_param_reorder_function(&priv->shader_buffer, vshader, pshader, gl_info);
4339 TRACE("Attaching GLSL shader object %u to program %u\n", reorder_shader_id, programId);
4340 GL_EXTCALL(glAttachObjectARB(programId, reorder_shader_id));
4341 checkGLcall("glAttachObjectARB");
4342 /* Flag the reorder function for deletion, then it will be freed automatically when the program
4345 GL_EXTCALL(glDeleteObjectARB(reorder_shader_id));
4347 TRACE("Attaching GLSL shader object %u to program %u\n", vshader_id, programId);
4348 GL_EXTCALL(glAttachObjectARB(programId, vshader_id));
4349 checkGLcall("glAttachObjectARB");
4351 /* Bind vertex attributes to a corresponding index number to match
4352 * the same index numbers as ARB_vertex_programs (makes loading
4353 * vertex attributes simpler). With this method, we can use the
4354 * exact same code to load the attributes later for both ARB and
4357 * We have to do this here because we need to know the Program ID
4358 * in order to make the bindings work, and it has to be done prior
4359 * to linking the GLSL program. */
4360 for (i = 0; map; map >>= 1, ++i)
4362 if (!(map & 1)) continue;
4364 snprintf(tmp_name, sizeof(tmp_name), "attrib%u", i);
4365 GL_EXTCALL(glBindAttribLocationARB(programId, i, tmp_name));
4367 checkGLcall("glBindAttribLocationARB");
4369 list_add_head(&vshader->linked_programs, &entry->vshader_entry);
4372 /* Attach GLSL pshader */
4375 GLhandleARB pshader_id = find_glsl_pshader(context, &priv->shader_buffer,
4376 pshader, &ps_compile_args, &entry->np2Fixup_info);
4377 TRACE("Attaching GLSL shader object %u to program %u\n", pshader_id, programId);
4378 GL_EXTCALL(glAttachObjectARB(programId, pshader_id));
4379 checkGLcall("glAttachObjectARB");
4381 list_add_head(&pshader->linked_programs, &entry->pshader_entry);
4384 /* Link the program */
4385 TRACE("Linking GLSL shader program %u\n", programId);
4386 GL_EXTCALL(glLinkProgramARB(programId));
4387 shader_glsl_validate_link(gl_info, programId);
4389 entry->vuniformF_locations = HeapAlloc(GetProcessHeap(), 0,
4390 sizeof(GLhandleARB) * gl_info->limits.glsl_vs_float_constants);
4391 for (i = 0; i < gl_info->limits.glsl_vs_float_constants; ++i)
4393 snprintf(glsl_name, sizeof(glsl_name), "VC[%i]", i);
4394 entry->vuniformF_locations[i] = GL_EXTCALL(glGetUniformLocationARB(programId, glsl_name));
4396 for (i = 0; i < MAX_CONST_I; ++i)
4398 snprintf(glsl_name, sizeof(glsl_name), "VI[%i]", i);
4399 entry->vuniformI_locations[i] = GL_EXTCALL(glGetUniformLocationARB(programId, glsl_name));
4401 entry->puniformF_locations = HeapAlloc(GetProcessHeap(), 0,
4402 sizeof(GLhandleARB) * gl_info->limits.glsl_ps_float_constants);
4403 for (i = 0; i < gl_info->limits.glsl_ps_float_constants; ++i)
4405 snprintf(glsl_name, sizeof(glsl_name), "PC[%i]", i);
4406 entry->puniformF_locations[i] = GL_EXTCALL(glGetUniformLocationARB(programId, glsl_name));
4408 for (i = 0; i < MAX_CONST_I; ++i)
4410 snprintf(glsl_name, sizeof(glsl_name), "PI[%i]", i);
4411 entry->puniformI_locations[i] = GL_EXTCALL(glGetUniformLocationARB(programId, glsl_name));
4417 for(i = 0; i < MAX_TEXTURES; i++) {
4418 sprintf(name, "bumpenvmat%u", i);
4419 entry->bumpenvmat_location[i] = GL_EXTCALL(glGetUniformLocationARB(programId, name));
4420 sprintf(name, "luminancescale%u", i);
4421 entry->luminancescale_location[i] = GL_EXTCALL(glGetUniformLocationARB(programId, name));
4422 sprintf(name, "luminanceoffset%u", i);
4423 entry->luminanceoffset_location[i] = GL_EXTCALL(glGetUniformLocationARB(programId, name));
4426 if (ps_compile_args.np2_fixup) {
4427 if (entry->np2Fixup_info) {
4428 entry->np2Fixup_location = GL_EXTCALL(glGetUniformLocationARB(programId, "PsamplerNP2Fixup"));
4430 FIXME("NP2 texcoord fixup needed for this pixelshader, but no fixup uniform found.\n");
4435 entry->posFixup_location = GL_EXTCALL(glGetUniformLocationARB(programId, "posFixup"));
4436 entry->ycorrection_location = GL_EXTCALL(glGetUniformLocationARB(programId, "ycorrection"));
4437 checkGLcall("Find glsl program uniform locations");
4439 if (pshader && pshader->reg_maps.shader_version.major >= 3
4440 && pshader->u.ps.declared_in_count > vec4_varyings(3, gl_info))
4442 TRACE("Shader %d needs vertex color clamping disabled\n", programId);
4443 entry->vertex_color_clamp = GL_FALSE;
4445 entry->vertex_color_clamp = GL_FIXED_ONLY_ARB;
4448 /* Set the shader to allow uniform loading on it */
4449 GL_EXTCALL(glUseProgramObjectARB(programId));
4450 checkGLcall("glUseProgramObjectARB(programId)");
4452 /* Load the vertex and pixel samplers now. The function that finds the mappings makes sure
4453 * that it stays the same for each vertexshader-pixelshader pair(=linked glsl program). If
4454 * a pshader with fixed function pipeline is used there are no vertex samplers, and if a
4455 * vertex shader with fixed function pixel processing is used we make sure that the card
4456 * supports enough samplers to allow the max number of vertex samplers with all possible
4457 * fixed function fragment processing setups. So once the program is linked these samplers
4460 if (vshader) shader_glsl_load_vsamplers(gl_info, device->texUnitMap, programId);
4461 if (pshader) shader_glsl_load_psamplers(gl_info, device->texUnitMap, programId);
4463 /* If the local constants do not have to be loaded with the environment constants,
4464 * load them now to have them hardcoded in the GLSL program. This saves some CPU cycles
4467 if (pshader && !pshader->load_local_constsF)
4468 hardcode_local_constants(pshader, gl_info, programId, 'P');
4469 if (vshader && !vshader->load_local_constsF)
4470 hardcode_local_constants(vshader, gl_info, programId, 'V');
4473 /* GL locking is done by the caller */
4474 static GLhandleARB create_glsl_blt_shader(const struct wined3d_gl_info *gl_info, enum tex_types tex_type, BOOL masked)
4476 GLhandleARB program_id;
4477 GLhandleARB vshader_id, pshader_id;
4478 const char *blt_pshader;
4480 static const char *blt_vshader =
4484 " gl_Position = gl_Vertex;\n"
4485 " gl_FrontColor = vec4(1.0);\n"
4486 " gl_TexCoord[0] = gl_MultiTexCoord0;\n"
4489 static const char * const blt_pshaders_full[tex_type_count] =
4495 "uniform sampler2D sampler;\n"
4498 " gl_FragDepth = texture2D(sampler, gl_TexCoord[0].xy).x;\n"
4504 "uniform samplerCube sampler;\n"
4507 " gl_FragDepth = textureCube(sampler, gl_TexCoord[0].xyz).x;\n"
4511 "#extension GL_ARB_texture_rectangle : enable\n"
4512 "uniform sampler2DRect sampler;\n"
4515 " gl_FragDepth = texture2DRect(sampler, gl_TexCoord[0].xy).x;\n"
4519 static const char * const blt_pshaders_masked[tex_type_count] =
4525 "uniform sampler2D sampler;\n"
4526 "uniform vec4 mask;\n"
4529 " if (all(lessThan(gl_FragCoord.xy, mask.zw))) discard;\n"
4530 " gl_FragDepth = texture2D(sampler, gl_TexCoord[0].xy).x;\n"
4536 "uniform samplerCube sampler;\n"
4537 "uniform vec4 mask;\n"
4540 " if (all(lessThan(gl_FragCoord.xy, mask.zw))) discard;\n"
4541 " gl_FragDepth = textureCube(sampler, gl_TexCoord[0].xyz).x;\n"
4545 "#extension GL_ARB_texture_rectangle : enable\n"
4546 "uniform sampler2DRect sampler;\n"
4547 "uniform vec4 mask;\n"
4550 " if (all(lessThan(gl_FragCoord.xy, mask.zw))) discard;\n"
4551 " gl_FragDepth = texture2DRect(sampler, gl_TexCoord[0].xy).x;\n"
4555 blt_pshader = masked ? blt_pshaders_masked[tex_type] : blt_pshaders_full[tex_type];
4558 FIXME("tex_type %#x not supported\n", tex_type);
4562 vshader_id = GL_EXTCALL(glCreateShaderObjectARB(GL_VERTEX_SHADER_ARB));
4563 shader_glsl_compile(gl_info, vshader_id, blt_vshader);
4565 pshader_id = GL_EXTCALL(glCreateShaderObjectARB(GL_FRAGMENT_SHADER_ARB));
4566 shader_glsl_compile(gl_info, pshader_id, blt_pshader);
4568 program_id = GL_EXTCALL(glCreateProgramObjectARB());
4569 GL_EXTCALL(glAttachObjectARB(program_id, vshader_id));
4570 GL_EXTCALL(glAttachObjectARB(program_id, pshader_id));
4571 GL_EXTCALL(glLinkProgramARB(program_id));
4573 shader_glsl_validate_link(gl_info, program_id);
4575 /* Once linked we can mark the shaders for deletion. They will be deleted once the program
4578 GL_EXTCALL(glDeleteObjectARB(vshader_id));
4579 GL_EXTCALL(glDeleteObjectARB(pshader_id));
4583 /* GL locking is done by the caller */
4584 static void shader_glsl_select(const struct wined3d_context *context, BOOL usePS, BOOL useVS)
4586 const struct wined3d_gl_info *gl_info = context->gl_info;
4587 struct wined3d_device *device = context->swapchain->device;
4588 struct shader_glsl_priv *priv = device->shader_priv;
4589 GLhandleARB program_id = 0;
4590 GLenum old_vertex_color_clamp, current_vertex_color_clamp;
4592 old_vertex_color_clamp = priv->glsl_program ? priv->glsl_program->vertex_color_clamp : GL_FIXED_ONLY_ARB;
4594 if (useVS || usePS) set_glsl_shader_program(context, device, usePS, useVS);
4595 else priv->glsl_program = NULL;
4597 current_vertex_color_clamp = priv->glsl_program ? priv->glsl_program->vertex_color_clamp : GL_FIXED_ONLY_ARB;
4599 if (old_vertex_color_clamp != current_vertex_color_clamp)
4601 if (gl_info->supported[ARB_COLOR_BUFFER_FLOAT])
4603 GL_EXTCALL(glClampColorARB(GL_CLAMP_VERTEX_COLOR_ARB, current_vertex_color_clamp));
4604 checkGLcall("glClampColorARB");
4608 FIXME("vertex color clamp needs to be changed, but extension not supported.\n");
4612 program_id = priv->glsl_program ? priv->glsl_program->programId : 0;
4613 if (program_id) TRACE("Using GLSL program %u\n", program_id);
4614 GL_EXTCALL(glUseProgramObjectARB(program_id));
4615 checkGLcall("glUseProgramObjectARB");
4617 /* In case that NP2 texcoord fixup data is found for the selected program, trigger a reload of the
4618 * constants. This has to be done because it can't be guaranteed that sampler() (from state.c) is
4619 * called between selecting the shader and using it, which results in wrong fixup for some frames. */
4620 if (priv->glsl_program && priv->glsl_program->np2Fixup_info)
4622 shader_glsl_load_np2fixup_constants(priv, gl_info, &device->stateBlock->state);
4626 /* GL locking is done by the caller */
4627 static void shader_glsl_select_depth_blt(void *shader_priv, const struct wined3d_gl_info *gl_info,
4628 enum tex_types tex_type, const SIZE *ds_mask_size)
4630 BOOL masked = ds_mask_size->cx && ds_mask_size->cy;
4631 struct shader_glsl_priv *priv = shader_priv;
4632 GLhandleARB *blt_program;
4635 blt_program = masked ? &priv->depth_blt_program_masked[tex_type] : &priv->depth_blt_program_full[tex_type];
4638 *blt_program = create_glsl_blt_shader(gl_info, tex_type, masked);
4639 loc = GL_EXTCALL(glGetUniformLocationARB(*blt_program, "sampler"));
4640 GL_EXTCALL(glUseProgramObjectARB(*blt_program));
4641 GL_EXTCALL(glUniform1iARB(loc, 0));
4645 GL_EXTCALL(glUseProgramObjectARB(*blt_program));
4650 loc = GL_EXTCALL(glGetUniformLocationARB(*blt_program, "mask"));
4651 GL_EXTCALL(glUniform4fARB(loc, 0.0f, 0.0f, (float)ds_mask_size->cx, (float)ds_mask_size->cy));
4655 /* GL locking is done by the caller */
4656 static void shader_glsl_deselect_depth_blt(void *shader_priv, const struct wined3d_gl_info *gl_info)
4658 struct shader_glsl_priv *priv = shader_priv;
4659 GLhandleARB program_id;
4661 program_id = priv->glsl_program ? priv->glsl_program->programId : 0;
4662 if (program_id) TRACE("Using GLSL program %u\n", program_id);
4664 GL_EXTCALL(glUseProgramObjectARB(program_id));
4665 checkGLcall("glUseProgramObjectARB");
4668 static void shader_glsl_destroy(struct wined3d_shader *shader)
4670 struct wined3d_device *device = shader->device;
4671 struct shader_glsl_priv *priv = device->shader_priv;
4672 const struct wined3d_gl_info *gl_info;
4673 const struct list *linked_programs;
4674 struct wined3d_context *context;
4676 char pshader = shader_is_pshader_version(shader->reg_maps.shader_version.type);
4680 struct glsl_pshader_private *shader_data = shader->backend_data;
4682 if (!shader_data || !shader_data->num_gl_shaders)
4684 HeapFree(GetProcessHeap(), 0, shader_data);
4685 shader->backend_data = NULL;
4689 context = context_acquire(device, NULL);
4690 gl_info = context->gl_info;
4692 if (priv->glsl_program && priv->glsl_program->pshader == shader)
4695 shader_glsl_select(context, FALSE, FALSE);
4701 struct glsl_vshader_private *shader_data = shader->backend_data;
4703 if (!shader_data || !shader_data->num_gl_shaders)
4705 HeapFree(GetProcessHeap(), 0, shader_data);
4706 shader->backend_data = NULL;
4710 context = context_acquire(device, NULL);
4711 gl_info = context->gl_info;
4713 if (priv->glsl_program && priv->glsl_program->vshader == shader)
4716 shader_glsl_select(context, FALSE, FALSE);
4721 linked_programs = &shader->linked_programs;
4723 TRACE("Deleting linked programs\n");
4724 if (linked_programs->next) {
4725 struct glsl_shader_prog_link *entry, *entry2;
4729 LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, linked_programs, struct glsl_shader_prog_link, pshader_entry) {
4730 delete_glsl_program_entry(priv, gl_info, entry);
4733 LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, linked_programs, struct glsl_shader_prog_link, vshader_entry) {
4734 delete_glsl_program_entry(priv, gl_info, entry);
4742 struct glsl_pshader_private *shader_data = shader->backend_data;
4746 for(i = 0; i < shader_data->num_gl_shaders; i++) {
4747 TRACE("deleting pshader %u\n", shader_data->gl_shaders[i].prgId);
4748 GL_EXTCALL(glDeleteObjectARB(shader_data->gl_shaders[i].prgId));
4749 checkGLcall("glDeleteObjectARB");
4752 HeapFree(GetProcessHeap(), 0, shader_data->gl_shaders);
4756 struct glsl_vshader_private *shader_data = shader->backend_data;
4760 for(i = 0; i < shader_data->num_gl_shaders; i++) {
4761 TRACE("deleting vshader %u\n", shader_data->gl_shaders[i].prgId);
4762 GL_EXTCALL(glDeleteObjectARB(shader_data->gl_shaders[i].prgId));
4763 checkGLcall("glDeleteObjectARB");
4766 HeapFree(GetProcessHeap(), 0, shader_data->gl_shaders);
4769 HeapFree(GetProcessHeap(), 0, shader->backend_data);
4770 shader->backend_data = NULL;
4772 context_release(context);
4775 static int glsl_program_key_compare(const void *key, const struct wine_rb_entry *entry)
4777 const struct glsl_program_key *k = key;
4778 const struct glsl_shader_prog_link *prog = WINE_RB_ENTRY_VALUE(entry,
4779 const struct glsl_shader_prog_link, program_lookup_entry);
4782 if (k->vshader > prog->vshader) return 1;
4783 else if (k->vshader < prog->vshader) return -1;
4785 if (k->pshader > prog->pshader) return 1;
4786 else if (k->pshader < prog->pshader) return -1;
4788 if (k->vshader && (cmp = memcmp(&k->vs_args, &prog->vs_args, sizeof(prog->vs_args)))) return cmp;
4789 if (k->pshader && (cmp = memcmp(&k->ps_args, &prog->ps_args, sizeof(prog->ps_args)))) return cmp;
4794 static BOOL constant_heap_init(struct constant_heap *heap, unsigned int constant_count)
4796 SIZE_T size = (constant_count + 1) * sizeof(*heap->entries) + constant_count * sizeof(*heap->positions);
4797 void *mem = HeapAlloc(GetProcessHeap(), 0, size);
4801 ERR("Failed to allocate memory\n");
4805 heap->entries = mem;
4806 heap->entries[1].version = 0;
4807 heap->positions = (unsigned int *)(heap->entries + constant_count + 1);
4813 static void constant_heap_free(struct constant_heap *heap)
4815 HeapFree(GetProcessHeap(), 0, heap->entries);
4818 static const struct wine_rb_functions wined3d_glsl_program_rb_functions =
4823 glsl_program_key_compare,
4826 static HRESULT shader_glsl_alloc(struct wined3d_device *device)
4828 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
4829 struct shader_glsl_priv *priv = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(struct shader_glsl_priv));
4830 SIZE_T stack_size = wined3d_log2i(max(gl_info->limits.glsl_vs_float_constants,
4831 gl_info->limits.glsl_ps_float_constants)) + 1;
4833 if (!shader_buffer_init(&priv->shader_buffer))
4835 ERR("Failed to initialize shader buffer.\n");
4839 priv->stack = HeapAlloc(GetProcessHeap(), 0, stack_size * sizeof(*priv->stack));
4842 ERR("Failed to allocate memory.\n");
4846 if (!constant_heap_init(&priv->vconst_heap, gl_info->limits.glsl_vs_float_constants))
4848 ERR("Failed to initialize vertex shader constant heap\n");
4852 if (!constant_heap_init(&priv->pconst_heap, gl_info->limits.glsl_ps_float_constants))
4854 ERR("Failed to initialize pixel shader constant heap\n");
4858 if (wine_rb_init(&priv->program_lookup, &wined3d_glsl_program_rb_functions) == -1)
4860 ERR("Failed to initialize rbtree.\n");
4864 priv->next_constant_version = 1;
4866 device->shader_priv = priv;
4870 constant_heap_free(&priv->pconst_heap);
4871 constant_heap_free(&priv->vconst_heap);
4872 HeapFree(GetProcessHeap(), 0, priv->stack);
4873 shader_buffer_free(&priv->shader_buffer);
4874 HeapFree(GetProcessHeap(), 0, priv);
4875 return E_OUTOFMEMORY;
4878 /* Context activation is done by the caller. */
4879 static void shader_glsl_free(struct wined3d_device *device)
4881 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
4882 struct shader_glsl_priv *priv = device->shader_priv;
4886 for (i = 0; i < tex_type_count; ++i)
4888 if (priv->depth_blt_program_full[i])
4890 GL_EXTCALL(glDeleteObjectARB(priv->depth_blt_program_full[i]));
4892 if (priv->depth_blt_program_masked[i])
4894 GL_EXTCALL(glDeleteObjectARB(priv->depth_blt_program_masked[i]));
4899 wine_rb_destroy(&priv->program_lookup, NULL, NULL);
4900 constant_heap_free(&priv->pconst_heap);
4901 constant_heap_free(&priv->vconst_heap);
4902 HeapFree(GetProcessHeap(), 0, priv->stack);
4903 shader_buffer_free(&priv->shader_buffer);
4905 HeapFree(GetProcessHeap(), 0, device->shader_priv);
4906 device->shader_priv = NULL;
4909 static void shader_glsl_context_destroyed(void *shader_priv, const struct wined3d_context *context) {}
4911 static void shader_glsl_get_caps(const struct wined3d_gl_info *gl_info, struct shader_caps *caps)
4913 if (gl_info->supported[EXT_GPU_SHADER4] && gl_info->supported[ARB_GEOMETRY_SHADER4]
4914 && gl_info->glsl_version >= MAKEDWORD_VERSION(1, 50))
4916 caps->VertexShaderVersion = 4;
4917 caps->PixelShaderVersion = 4;
4919 /* ARB_shader_texture_lod or EXT_gpu_shader4 is required for the SM3
4920 * texldd and texldl instructions. */
4921 else if (gl_info->supported[ARB_SHADER_TEXTURE_LOD] || gl_info->supported[EXT_GPU_SHADER4])
4923 caps->VertexShaderVersion = 3;
4924 caps->PixelShaderVersion = 3;
4928 caps->VertexShaderVersion = 2;
4929 caps->PixelShaderVersion = 2;
4932 caps->MaxVertexShaderConst = gl_info->limits.glsl_vs_float_constants;
4933 caps->MaxPixelShaderConst = gl_info->limits.glsl_ps_float_constants;
4935 /* FIXME: The following line is card dependent. -8.0 to 8.0 is the
4936 * Direct3D minimum requirement.
4938 * Both GL_ARB_fragment_program and GLSL require a "maximum representable magnitude"
4939 * of colors to be 2^10, and 2^32 for other floats. Should we use 1024 here?
4941 * The problem is that the refrast clamps temporary results in the shader to
4942 * [-MaxValue;+MaxValue]. If the card's max value is bigger than the one we advertize here,
4943 * then applications may miss the clamping behavior. On the other hand, if it is smaller,
4944 * the shader will generate incorrect results too. Unfortunately, GL deliberately doesn't
4945 * offer a way to query this.
4947 caps->PixelShader1xMaxValue = 8.0;
4949 caps->VSClipping = TRUE;
4951 TRACE_(d3d_caps)("Hardware vertex shader version %u enabled (GLSL).\n",
4952 caps->VertexShaderVersion);
4953 TRACE_(d3d_caps)("Hardware pixel shader version %u enabled (GLSL).\n",
4954 caps->PixelShaderVersion);
4957 static BOOL shader_glsl_color_fixup_supported(struct color_fixup_desc fixup)
4959 if (TRACE_ON(d3d_shader) && TRACE_ON(d3d))
4961 TRACE("Checking support for fixup:\n");
4962 dump_color_fixup_desc(fixup);
4965 /* We support everything except YUV conversions. */
4966 if (!is_complex_fixup(fixup))
4972 TRACE("[FAILED]\n");
4976 static const SHADER_HANDLER shader_glsl_instruction_handler_table[WINED3DSIH_TABLE_SIZE] =
4978 /* WINED3DSIH_ABS */ shader_glsl_map2gl,
4979 /* WINED3DSIH_ADD */ shader_glsl_arith,
4980 /* WINED3DSIH_AND */ NULL,
4981 /* WINED3DSIH_BEM */ shader_glsl_bem,
4982 /* WINED3DSIH_BREAK */ shader_glsl_break,
4983 /* WINED3DSIH_BREAKC */ shader_glsl_breakc,
4984 /* WINED3DSIH_BREAKP */ NULL,
4985 /* WINED3DSIH_CALL */ shader_glsl_call,
4986 /* WINED3DSIH_CALLNZ */ shader_glsl_callnz,
4987 /* WINED3DSIH_CMP */ shader_glsl_cmp,
4988 /* WINED3DSIH_CND */ shader_glsl_cnd,
4989 /* WINED3DSIH_CRS */ shader_glsl_cross,
4990 /* WINED3DSIH_CUT */ NULL,
4991 /* WINED3DSIH_DCL */ NULL,
4992 /* WINED3DSIH_DEF */ NULL,
4993 /* WINED3DSIH_DEFB */ NULL,
4994 /* WINED3DSIH_DEFI */ NULL,
4995 /* WINED3DSIH_DIV */ NULL,
4996 /* WINED3DSIH_DP2ADD */ shader_glsl_dp2add,
4997 /* WINED3DSIH_DP3 */ shader_glsl_dot,
4998 /* WINED3DSIH_DP4 */ shader_glsl_dot,
4999 /* WINED3DSIH_DST */ shader_glsl_dst,
5000 /* WINED3DSIH_DSX */ shader_glsl_map2gl,
5001 /* WINED3DSIH_DSY */ shader_glsl_map2gl,
5002 /* WINED3DSIH_ELSE */ shader_glsl_else,
5003 /* WINED3DSIH_EMIT */ NULL,
5004 /* WINED3DSIH_ENDIF */ shader_glsl_end,
5005 /* WINED3DSIH_ENDLOOP */ shader_glsl_end,
5006 /* WINED3DSIH_ENDREP */ shader_glsl_end,
5007 /* WINED3DSIH_EXP */ shader_glsl_map2gl,
5008 /* WINED3DSIH_EXPP */ shader_glsl_expp,
5009 /* WINED3DSIH_FRC */ shader_glsl_map2gl,
5010 /* WINED3DSIH_FTOI */ NULL,
5011 /* WINED3DSIH_IADD */ NULL,
5012 /* WINED3DSIH_IEQ */ NULL,
5013 /* WINED3DSIH_IF */ shader_glsl_if,
5014 /* WINED3DSIH_IFC */ shader_glsl_ifc,
5015 /* WINED3DSIH_IGE */ NULL,
5016 /* WINED3DSIH_IMUL */ NULL,
5017 /* WINED3DSIH_ITOF */ NULL,
5018 /* WINED3DSIH_LABEL */ shader_glsl_label,
5019 /* WINED3DSIH_LD */ NULL,
5020 /* WINED3DSIH_LIT */ shader_glsl_lit,
5021 /* WINED3DSIH_LOG */ shader_glsl_log,
5022 /* WINED3DSIH_LOGP */ shader_glsl_log,
5023 /* WINED3DSIH_LOOP */ shader_glsl_loop,
5024 /* WINED3DSIH_LRP */ shader_glsl_lrp,
5025 /* WINED3DSIH_LT */ NULL,
5026 /* WINED3DSIH_M3x2 */ shader_glsl_mnxn,
5027 /* WINED3DSIH_M3x3 */ shader_glsl_mnxn,
5028 /* WINED3DSIH_M3x4 */ shader_glsl_mnxn,
5029 /* WINED3DSIH_M4x3 */ shader_glsl_mnxn,
5030 /* WINED3DSIH_M4x4 */ shader_glsl_mnxn,
5031 /* WINED3DSIH_MAD */ shader_glsl_mad,
5032 /* WINED3DSIH_MAX */ shader_glsl_map2gl,
5033 /* WINED3DSIH_MIN */ shader_glsl_map2gl,
5034 /* WINED3DSIH_MOV */ shader_glsl_mov,
5035 /* WINED3DSIH_MOVA */ shader_glsl_mov,
5036 /* WINED3DSIH_MOVC */ NULL,
5037 /* WINED3DSIH_MUL */ shader_glsl_arith,
5038 /* WINED3DSIH_NOP */ NULL,
5039 /* WINED3DSIH_NRM */ shader_glsl_nrm,
5040 /* WINED3DSIH_PHASE */ NULL,
5041 /* WINED3DSIH_POW */ shader_glsl_pow,
5042 /* WINED3DSIH_RCP */ shader_glsl_rcp,
5043 /* WINED3DSIH_REP */ shader_glsl_rep,
5044 /* WINED3DSIH_RET */ shader_glsl_ret,
5045 /* WINED3DSIH_RSQ */ shader_glsl_rsq,
5046 /* WINED3DSIH_SAMPLE */ NULL,
5047 /* WINED3DSIH_SAMPLE_GRAD */ NULL,
5048 /* WINED3DSIH_SAMPLE_LOD */ NULL,
5049 /* WINED3DSIH_SETP */ NULL,
5050 /* WINED3DSIH_SGE */ shader_glsl_compare,
5051 /* WINED3DSIH_SGN */ shader_glsl_sgn,
5052 /* WINED3DSIH_SINCOS */ shader_glsl_sincos,
5053 /* WINED3DSIH_SLT */ shader_glsl_compare,
5054 /* WINED3DSIH_SQRT */ NULL,
5055 /* WINED3DSIH_SUB */ shader_glsl_arith,
5056 /* WINED3DSIH_TEX */ shader_glsl_tex,
5057 /* WINED3DSIH_TEXBEM */ shader_glsl_texbem,
5058 /* WINED3DSIH_TEXBEML */ shader_glsl_texbem,
5059 /* WINED3DSIH_TEXCOORD */ shader_glsl_texcoord,
5060 /* WINED3DSIH_TEXDEPTH */ shader_glsl_texdepth,
5061 /* WINED3DSIH_TEXDP3 */ shader_glsl_texdp3,
5062 /* WINED3DSIH_TEXDP3TEX */ shader_glsl_texdp3tex,
5063 /* WINED3DSIH_TEXKILL */ shader_glsl_texkill,
5064 /* WINED3DSIH_TEXLDD */ shader_glsl_texldd,
5065 /* WINED3DSIH_TEXLDL */ shader_glsl_texldl,
5066 /* WINED3DSIH_TEXM3x2DEPTH */ shader_glsl_texm3x2depth,
5067 /* WINED3DSIH_TEXM3x2PAD */ shader_glsl_texm3x2pad,
5068 /* WINED3DSIH_TEXM3x2TEX */ shader_glsl_texm3x2tex,
5069 /* WINED3DSIH_TEXM3x3 */ shader_glsl_texm3x3,
5070 /* WINED3DSIH_TEXM3x3DIFF */ NULL,
5071 /* WINED3DSIH_TEXM3x3PAD */ shader_glsl_texm3x3pad,
5072 /* WINED3DSIH_TEXM3x3SPEC */ shader_glsl_texm3x3spec,
5073 /* WINED3DSIH_TEXM3x3TEX */ shader_glsl_texm3x3tex,
5074 /* WINED3DSIH_TEXM3x3VSPEC */ shader_glsl_texm3x3vspec,
5075 /* WINED3DSIH_TEXREG2AR */ shader_glsl_texreg2ar,
5076 /* WINED3DSIH_TEXREG2GB */ shader_glsl_texreg2gb,
5077 /* WINED3DSIH_TEXREG2RGB */ shader_glsl_texreg2rgb,
5078 /* WINED3DSIH_UTOF */ NULL,
5081 static void shader_glsl_handle_instruction(const struct wined3d_shader_instruction *ins) {
5082 SHADER_HANDLER hw_fct;
5084 /* Select handler */
5085 hw_fct = shader_glsl_instruction_handler_table[ins->handler_idx];
5087 /* Unhandled opcode */
5090 FIXME("Backend can't handle opcode %#x\n", ins->handler_idx);
5095 shader_glsl_add_instruction_modifiers(ins);
5098 const struct wined3d_shader_backend_ops glsl_shader_backend =
5100 shader_glsl_handle_instruction,
5102 shader_glsl_select_depth_blt,
5103 shader_glsl_deselect_depth_blt,
5104 shader_glsl_update_float_vertex_constants,
5105 shader_glsl_update_float_pixel_constants,
5106 shader_glsl_load_constants,
5107 shader_glsl_load_np2fixup_constants,
5108 shader_glsl_destroy,
5111 shader_glsl_context_destroyed,
5112 shader_glsl_get_caps,
5113 shader_glsl_color_fixup_supported,