2 * GLSL pixel and vertex shader implementation
4 * Copyright 2006 Jason Green
5 * Copyright 2006-2007 Henri Verbeet
6 * Copyright 2007-2008 Stefan Dösinger for CodeWeavers
7 * Copyright 2009 Henri Verbeet for CodeWeavers
9 * This library is free software; you can redistribute it and/or
10 * modify it under the terms of the GNU Lesser General Public
11 * License as published by the Free Software Foundation; either
12 * version 2.1 of the License, or (at your option) any later version.
14 * This library is distributed in the hope that it will be useful,
15 * but WITHOUT ANY WARRANTY; without even the implied warranty of
16 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
17 * Lesser General Public License for more details.
19 * You should have received a copy of the GNU Lesser General Public
20 * License along with this library; if not, write to the Free Software
21 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
25 * D3D shader asm has swizzles on source parameters, and write masks for
26 * destination parameters. GLSL uses swizzles for both. The result of this is
27 * that for example "mov dst.xw, src.zyxw" becomes "dst.xw = src.zw" in GLSL.
28 * Ie, to generate a proper GLSL source swizzle, we need to take the D3D write
29 * mask for the destination parameter into account.
35 #include "wined3d_private.h"
37 WINE_DEFAULT_DEBUG_CHANNEL(d3d_shader);
38 WINE_DECLARE_DEBUG_CHANNEL(d3d_constants);
39 WINE_DECLARE_DEBUG_CHANNEL(d3d_caps);
40 WINE_DECLARE_DEBUG_CHANNEL(d3d);
42 #define 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
60 } glsl_sample_function_t;
64 HEAP_NODE_TRAVERSE_LEFT,
65 HEAP_NODE_TRAVERSE_RIGHT,
77 struct constant_entry *entries;
78 unsigned int *positions;
82 /* GLSL shader private data */
83 struct shader_glsl_priv {
84 struct wined3d_shader_buffer shader_buffer;
85 struct wine_rb_tree program_lookup;
86 struct glsl_shader_prog_link *glsl_program;
87 struct constant_heap vconst_heap;
88 struct constant_heap pconst_heap;
90 GLhandleARB depth_blt_program_full[tex_type_count];
91 GLhandleARB depth_blt_program_masked[tex_type_count];
92 UINT next_constant_version;
95 /* Struct to maintain data about a linked GLSL program */
96 struct glsl_shader_prog_link {
97 struct wine_rb_entry program_lookup_entry;
98 struct list vshader_entry;
99 struct list pshader_entry;
100 GLhandleARB programId;
101 GLint *vuniformF_locations;
102 GLint *puniformF_locations;
103 GLint vuniformI_locations[MAX_CONST_I];
104 GLint puniformI_locations[MAX_CONST_I];
105 GLint posFixup_location;
106 GLint np2Fixup_location;
107 GLint bumpenvmat_location[MAX_TEXTURES];
108 GLint luminancescale_location[MAX_TEXTURES];
109 GLint luminanceoffset_location[MAX_TEXTURES];
110 GLint ycorrection_location;
111 GLenum vertex_color_clamp;
112 IWineD3DVertexShader *vshader;
113 IWineD3DPixelShader *pshader;
114 struct vs_compile_args vs_args;
115 struct ps_compile_args ps_args;
116 UINT constant_version;
117 const struct ps_np2fixup_info *np2Fixup_info;
121 IWineD3DVertexShader *vshader;
122 IWineD3DPixelShader *pshader;
123 struct ps_compile_args ps_args;
124 struct vs_compile_args vs_args;
125 } glsl_program_key_t;
127 struct shader_glsl_ctx_priv {
128 const struct vs_compile_args *cur_vs_args;
129 const struct ps_compile_args *cur_ps_args;
130 struct ps_np2fixup_info *cur_np2fixup_info;
133 struct glsl_ps_compiled_shader
135 struct ps_compile_args args;
136 struct ps_np2fixup_info np2fixup;
140 struct glsl_pshader_private
142 struct glsl_ps_compiled_shader *gl_shaders;
143 UINT num_gl_shaders, shader_array_size;
146 struct glsl_vs_compiled_shader
148 struct vs_compile_args args;
152 struct glsl_vshader_private
154 struct glsl_vs_compiled_shader *gl_shaders;
155 UINT num_gl_shaders, shader_array_size;
158 static const char *debug_gl_shader_type(GLenum type)
162 #define WINED3D_TO_STR(u) case u: return #u
163 WINED3D_TO_STR(GL_VERTEX_SHADER_ARB);
164 WINED3D_TO_STR(GL_GEOMETRY_SHADER_ARB);
165 WINED3D_TO_STR(GL_FRAGMENT_SHADER_ARB);
166 #undef WINED3D_TO_STR
168 return wine_dbg_sprintf("UNKNOWN(%#x)", type);
172 /* Extract a line from the info log.
173 * Note that this modifies the source string. */
174 static char *get_info_log_line(char **ptr)
179 if (!(q = strstr(p, "\n")))
181 if (!*p) return NULL;
191 /** Prints the GLSL info log which will contain error messages if they exist */
192 /* GL locking is done by the caller */
193 static void print_glsl_info_log(const struct wined3d_gl_info *gl_info, GLhandleARB obj)
195 int infologLength = 0;
200 static const char * const spam[] =
202 "Vertex shader was successfully compiled to run on hardware.\n", /* fglrx */
203 "Fragment shader was successfully compiled to run on hardware.\n", /* fglrx, with \n */
204 "Fragment shader was successfully compiled to run on hardware.", /* fglrx, no \n */
205 "Fragment shader(s) linked, vertex shader(s) linked. \n ", /* fglrx, with \n */
206 "Fragment shader(s) linked, vertex shader(s) linked. \n", /* fglrx, with \n */
207 "Fragment shader(s) linked, vertex shader(s) linked.", /* fglrx, no \n */
208 "Vertex shader(s) linked, no fragment shader(s) defined. \n ", /* fglrx, with \n */
209 "Vertex shader(s) linked, no fragment shader(s) defined. \n", /* fglrx, with \n */
210 "Vertex shader(s) linked, no fragment shader(s) defined.", /* fglrx, no \n */
211 "Fragment shader(s) linked, no vertex shader(s) defined. \n ", /* fglrx, with \n */
212 "Fragment shader(s) linked, no vertex shader(s) defined. \n", /* fglrx, with \n */
213 "Fragment shader(s) linked, no vertex shader(s) defined.", /* fglrx, no \n */
216 if (!TRACE_ON(d3d_shader) && !FIXME_ON(d3d_shader)) return;
218 GL_EXTCALL(glGetObjectParameterivARB(obj,
219 GL_OBJECT_INFO_LOG_LENGTH_ARB,
222 /* A size of 1 is just a null-terminated string, so the log should be bigger than
223 * that if there are errors. */
224 if (infologLength > 1)
228 /* Fglrx doesn't terminate the string properly, but it tells us the proper length.
229 * So use HEAP_ZERO_MEMORY to avoid uninitialized bytes
231 infoLog = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, infologLength);
232 GL_EXTCALL(glGetInfoLogARB(obj, infologLength, NULL, infoLog));
235 for(i = 0; i < sizeof(spam) / sizeof(spam[0]); i++) {
236 if(strcmp(infoLog, spam[i]) == 0) {
245 TRACE("Spam received from GLSL shader #%u:\n", obj);
246 while ((line = get_info_log_line(&ptr))) TRACE(" %s\n", line);
250 FIXME("Error received from GLSL shader #%u:\n", obj);
251 while ((line = get_info_log_line(&ptr))) FIXME(" %s\n", line);
253 HeapFree(GetProcessHeap(), 0, infoLog);
257 /* GL locking is done by the caller. */
258 static void shader_glsl_dump_program_source(const struct wined3d_gl_info *gl_info, GLhandleARB program)
260 GLint i, object_count, source_size = -1;
261 GLhandleARB *objects;
264 GL_EXTCALL(glGetObjectParameterivARB(program, GL_OBJECT_ATTACHED_OBJECTS_ARB, &object_count));
265 objects = HeapAlloc(GetProcessHeap(), 0, object_count * sizeof(*objects));
268 ERR("Failed to allocate object array memory.\n");
272 GL_EXTCALL(glGetAttachedObjectsARB(program, object_count, NULL, objects));
273 for (i = 0; i < object_count; ++i)
278 GL_EXTCALL(glGetObjectParameterivARB(objects[i], GL_OBJECT_SHADER_SOURCE_LENGTH_ARB, &tmp));
280 if (source_size < tmp)
282 HeapFree(GetProcessHeap(), 0, source);
284 source = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, tmp);
287 ERR("Failed to allocate %d bytes for shader source.\n", tmp);
288 HeapFree(GetProcessHeap(), 0, objects);
294 FIXME("Object %u:\n", objects[i]);
295 GL_EXTCALL(glGetObjectParameterivARB(objects[i], GL_OBJECT_SUBTYPE_ARB, &tmp));
296 FIXME(" GL_OBJECT_SUBTYPE_ARB: %s.\n", debug_gl_shader_type(tmp));
297 GL_EXTCALL(glGetObjectParameterivARB(objects[i], GL_OBJECT_COMPILE_STATUS_ARB, &tmp));
298 FIXME(" GL_OBJECT_COMPILE_STATUS_ARB: %d.\n", tmp);
302 GL_EXTCALL(glGetShaderSourceARB(objects[i], source_size, NULL, source));
303 while ((line = get_info_log_line(&ptr))) FIXME(" %s\n", line);
307 HeapFree(GetProcessHeap(), 0, source);
308 HeapFree(GetProcessHeap(), 0, objects);
311 /* GL locking is done by the caller. */
312 static void shader_glsl_validate_link(const struct wined3d_gl_info *gl_info, GLhandleARB program)
316 if (!TRACE_ON(d3d_shader) && !FIXME_ON(d3d_shader)) return;
318 GL_EXTCALL(glGetObjectParameterivARB(program, GL_OBJECT_TYPE_ARB, &tmp));
319 if (tmp == GL_PROGRAM_OBJECT_ARB)
321 GL_EXTCALL(glGetObjectParameterivARB(program, GL_OBJECT_LINK_STATUS_ARB, &tmp));
324 FIXME("Program %u link status invalid.\n", program);
325 shader_glsl_dump_program_source(gl_info, program);
329 print_glsl_info_log(gl_info, program);
333 * Loads (pixel shader) samplers
335 /* GL locking is done by the caller */
336 static void shader_glsl_load_psamplers(const struct wined3d_gl_info *gl_info,
337 DWORD *tex_unit_map, GLhandleARB programId)
341 char sampler_name[20];
343 for (i = 0; i < MAX_FRAGMENT_SAMPLERS; ++i) {
344 snprintf(sampler_name, sizeof(sampler_name), "Psampler%d", i);
345 name_loc = GL_EXTCALL(glGetUniformLocationARB(programId, sampler_name));
346 if (name_loc != -1) {
347 DWORD mapped_unit = tex_unit_map[i];
348 if (mapped_unit != WINED3D_UNMAPPED_STAGE && mapped_unit < gl_info->limits.fragment_samplers)
350 TRACE("Loading %s for texture %d\n", sampler_name, mapped_unit);
351 GL_EXTCALL(glUniform1iARB(name_loc, mapped_unit));
352 checkGLcall("glUniform1iARB");
354 ERR("Trying to load sampler %s on unsupported unit %d\n", sampler_name, mapped_unit);
360 /* GL locking is done by the caller */
361 static void shader_glsl_load_vsamplers(const struct wined3d_gl_info *gl_info,
362 DWORD *tex_unit_map, GLhandleARB programId)
365 char sampler_name[20];
368 for (i = 0; i < MAX_VERTEX_SAMPLERS; ++i) {
369 snprintf(sampler_name, sizeof(sampler_name), "Vsampler%d", i);
370 name_loc = GL_EXTCALL(glGetUniformLocationARB(programId, sampler_name));
371 if (name_loc != -1) {
372 DWORD mapped_unit = tex_unit_map[MAX_FRAGMENT_SAMPLERS + i];
373 if (mapped_unit != WINED3D_UNMAPPED_STAGE && mapped_unit < gl_info->limits.combined_samplers)
375 TRACE("Loading %s for texture %d\n", sampler_name, mapped_unit);
376 GL_EXTCALL(glUniform1iARB(name_loc, mapped_unit));
377 checkGLcall("glUniform1iARB");
379 ERR("Trying to load sampler %s on unsupported unit %d\n", sampler_name, mapped_unit);
385 /* GL locking is done by the caller */
386 static inline void walk_constant_heap(const struct wined3d_gl_info *gl_info, const float *constants,
387 const GLint *constant_locations, const struct constant_heap *heap, unsigned char *stack, DWORD version)
390 unsigned int heap_idx = 1;
393 if (heap->entries[heap_idx].version <= version) return;
395 idx = heap->entries[heap_idx].idx;
396 if (constant_locations[idx] != -1) GL_EXTCALL(glUniform4fvARB(constant_locations[idx], 1, &constants[idx * 4]));
397 stack[stack_idx] = HEAP_NODE_TRAVERSE_LEFT;
399 while (stack_idx >= 0)
401 /* Note that we fall through to the next case statement. */
402 switch(stack[stack_idx])
404 case HEAP_NODE_TRAVERSE_LEFT:
406 unsigned int left_idx = heap_idx << 1;
407 if (left_idx < heap->size && heap->entries[left_idx].version > version)
410 idx = heap->entries[heap_idx].idx;
411 if (constant_locations[idx] != -1)
412 GL_EXTCALL(glUniform4fvARB(constant_locations[idx], 1, &constants[idx * 4]));
414 stack[stack_idx++] = HEAP_NODE_TRAVERSE_RIGHT;
415 stack[stack_idx] = HEAP_NODE_TRAVERSE_LEFT;
420 case HEAP_NODE_TRAVERSE_RIGHT:
422 unsigned int right_idx = (heap_idx << 1) + 1;
423 if (right_idx < heap->size && heap->entries[right_idx].version > version)
425 heap_idx = right_idx;
426 idx = heap->entries[heap_idx].idx;
427 if (constant_locations[idx] != -1)
428 GL_EXTCALL(glUniform4fvARB(constant_locations[idx], 1, &constants[idx * 4]));
430 stack[stack_idx++] = HEAP_NODE_POP;
431 stack[stack_idx] = HEAP_NODE_TRAVERSE_LEFT;
444 checkGLcall("walk_constant_heap()");
447 /* GL locking is done by the caller */
448 static inline void apply_clamped_constant(const struct wined3d_gl_info *gl_info, GLint location, const GLfloat *data)
450 GLfloat clamped_constant[4];
452 if (location == -1) return;
454 clamped_constant[0] = data[0] < -1.0f ? -1.0f : data[0] > 1.0f ? 1.0f : data[0];
455 clamped_constant[1] = data[1] < -1.0f ? -1.0f : data[1] > 1.0f ? 1.0f : data[1];
456 clamped_constant[2] = data[2] < -1.0f ? -1.0f : data[2] > 1.0f ? 1.0f : data[2];
457 clamped_constant[3] = data[3] < -1.0f ? -1.0f : data[3] > 1.0f ? 1.0f : data[3];
459 GL_EXTCALL(glUniform4fvARB(location, 1, clamped_constant));
462 /* GL locking is done by the caller */
463 static inline void walk_constant_heap_clamped(const struct wined3d_gl_info *gl_info, const float *constants,
464 const GLint *constant_locations, const struct constant_heap *heap, unsigned char *stack, DWORD version)
467 unsigned int heap_idx = 1;
470 if (heap->entries[heap_idx].version <= version) return;
472 idx = heap->entries[heap_idx].idx;
473 apply_clamped_constant(gl_info, constant_locations[idx], &constants[idx * 4]);
474 stack[stack_idx] = HEAP_NODE_TRAVERSE_LEFT;
476 while (stack_idx >= 0)
478 /* Note that we fall through to the next case statement. */
479 switch(stack[stack_idx])
481 case HEAP_NODE_TRAVERSE_LEFT:
483 unsigned int left_idx = heap_idx << 1;
484 if (left_idx < heap->size && heap->entries[left_idx].version > version)
487 idx = heap->entries[heap_idx].idx;
488 apply_clamped_constant(gl_info, constant_locations[idx], &constants[idx * 4]);
490 stack[stack_idx++] = HEAP_NODE_TRAVERSE_RIGHT;
491 stack[stack_idx] = HEAP_NODE_TRAVERSE_LEFT;
496 case HEAP_NODE_TRAVERSE_RIGHT:
498 unsigned int right_idx = (heap_idx << 1) + 1;
499 if (right_idx < heap->size && heap->entries[right_idx].version > version)
501 heap_idx = right_idx;
502 idx = heap->entries[heap_idx].idx;
503 apply_clamped_constant(gl_info, constant_locations[idx], &constants[idx * 4]);
505 stack[stack_idx++] = HEAP_NODE_POP;
506 stack[stack_idx] = HEAP_NODE_TRAVERSE_LEFT;
519 checkGLcall("walk_constant_heap_clamped()");
522 /* Loads floating point constants (aka uniforms) into the currently set GLSL program. */
523 /* GL locking is done by the caller */
524 static void shader_glsl_load_constantsF(IWineD3DBaseShaderImpl *This, const struct wined3d_gl_info *gl_info,
525 const float *constants, const GLint *constant_locations, const struct constant_heap *heap,
526 unsigned char *stack, UINT version)
528 const local_constant *lconst;
530 /* 1.X pshaders have the constants clamped to [-1;1] implicitly. */
531 if (This->baseShader.reg_maps.shader_version.major == 1
532 && shader_is_pshader_version(This->baseShader.reg_maps.shader_version.type))
533 walk_constant_heap_clamped(gl_info, constants, constant_locations, heap, stack, version);
535 walk_constant_heap(gl_info, constants, constant_locations, heap, stack, version);
537 if (!This->baseShader.load_local_constsF)
539 TRACE("No need to load local float constants for this shader\n");
543 /* Immediate constants are clamped to [-1;1] at shader creation time if needed */
544 LIST_FOR_EACH_ENTRY(lconst, &This->baseShader.constantsF, local_constant, entry)
546 GLint location = constant_locations[lconst->idx];
547 /* We found this uniform name in the program - go ahead and send the data */
548 if (location != -1) GL_EXTCALL(glUniform4fvARB(location, 1, (const GLfloat *)lconst->value));
550 checkGLcall("glUniform4fvARB()");
553 /* Loads integer constants (aka uniforms) into the currently set GLSL program. */
554 /* GL locking is done by the caller */
555 static void shader_glsl_load_constantsI(IWineD3DBaseShaderImpl *This, const struct wined3d_gl_info *gl_info,
556 const GLint locations[MAX_CONST_I], const int *constants, WORD constants_set)
561 for (i = 0; constants_set; constants_set >>= 1, ++i)
563 if (!(constants_set & 1)) continue;
565 TRACE_(d3d_constants)("Loading constants %u: %i, %i, %i, %i\n",
566 i, constants[i*4], constants[i*4+1], constants[i*4+2], constants[i*4+3]);
568 /* We found this uniform name in the program - go ahead and send the data */
569 GL_EXTCALL(glUniform4ivARB(locations[i], 1, &constants[i*4]));
570 checkGLcall("glUniform4ivARB");
573 /* Load immediate constants */
574 ptr = list_head(&This->baseShader.constantsI);
576 const struct local_constant *lconst = LIST_ENTRY(ptr, const struct local_constant, entry);
577 unsigned int idx = lconst->idx;
578 const GLint *values = (const GLint *)lconst->value;
580 TRACE_(d3d_constants)("Loading local constants %i: %i, %i, %i, %i\n", idx,
581 values[0], values[1], values[2], values[3]);
583 /* We found this uniform name in the program - go ahead and send the data */
584 GL_EXTCALL(glUniform4ivARB(locations[idx], 1, values));
585 checkGLcall("glUniform4ivARB");
586 ptr = list_next(&This->baseShader.constantsI, ptr);
590 /* Loads boolean constants (aka uniforms) into the currently set GLSL program. */
591 /* GL locking is done by the caller */
592 static void shader_glsl_load_constantsB(IWineD3DBaseShaderImpl *This, const struct wined3d_gl_info *gl_info,
593 GLhandleARB programId, const BOOL *constants, WORD constants_set)
601 switch (This->baseShader.reg_maps.shader_version.type)
603 case WINED3D_SHADER_TYPE_VERTEX:
607 case WINED3D_SHADER_TYPE_GEOMETRY:
611 case WINED3D_SHADER_TYPE_PIXEL:
616 FIXME("Unknown shader type %#x.\n",
617 This->baseShader.reg_maps.shader_version.type);
622 /* TODO: Benchmark and see if it would be beneficial to store the
623 * locations of the constants to avoid looking up each time */
624 for (i = 0; constants_set; constants_set >>= 1, ++i)
626 if (!(constants_set & 1)) continue;
628 TRACE_(d3d_constants)("Loading constants %i: %i;\n", i, constants[i]);
630 /* TODO: Benchmark and see if it would be beneficial to store the
631 * locations of the constants to avoid looking up each time */
632 snprintf(tmp_name, sizeof(tmp_name), "%s[%i]", prefix, i);
633 tmp_loc = GL_EXTCALL(glGetUniformLocationARB(programId, tmp_name));
636 /* We found this uniform name in the program - go ahead and send the data */
637 GL_EXTCALL(glUniform1ivARB(tmp_loc, 1, &constants[i]));
638 checkGLcall("glUniform1ivARB");
642 /* Load immediate constants */
643 ptr = list_head(&This->baseShader.constantsB);
645 const struct local_constant *lconst = LIST_ENTRY(ptr, const struct local_constant, entry);
646 unsigned int idx = lconst->idx;
647 const GLint *values = (const GLint *)lconst->value;
649 TRACE_(d3d_constants)("Loading local constants %i: %i\n", idx, values[0]);
651 snprintf(tmp_name, sizeof(tmp_name), "%s[%i]", prefix, idx);
652 tmp_loc = GL_EXTCALL(glGetUniformLocationARB(programId, tmp_name));
654 /* We found this uniform name in the program - go ahead and send the data */
655 GL_EXTCALL(glUniform1ivARB(tmp_loc, 1, values));
656 checkGLcall("glUniform1ivARB");
658 ptr = list_next(&This->baseShader.constantsB, ptr);
662 static void reset_program_constant_version(struct wine_rb_entry *entry, void *context)
664 WINE_RB_ENTRY_VALUE(entry, struct glsl_shader_prog_link, program_lookup_entry)->constant_version = 0;
668 * Loads the texture dimensions for NP2 fixup into the currently set GLSL program.
670 /* GL locking is done by the caller (state handler) */
671 static void shader_glsl_load_np2fixup_constants(
672 IWineD3DDevice* device,
674 char useVertexShader) {
676 const IWineD3DDeviceImpl* deviceImpl = (const IWineD3DDeviceImpl*) device;
677 const struct glsl_shader_prog_link* prog = ((struct shader_glsl_priv *)(deviceImpl->shader_priv))->glsl_program;
680 /* No GLSL program set - nothing to do. */
684 if (!usePixelShader) {
685 /* NP2 texcoord fixup is (currently) only done for pixelshaders. */
689 if (prog->ps_args.np2_fixup && -1 != prog->np2Fixup_location) {
690 const struct wined3d_gl_info *gl_info = &deviceImpl->adapter->gl_info;
691 const IWineD3DStateBlockImpl* stateBlock = (const IWineD3DStateBlockImpl*) deviceImpl->stateBlock;
693 UINT fixup = prog->ps_args.np2_fixup;
694 GLfloat np2fixup_constants[4 * MAX_FRAGMENT_SAMPLERS];
696 for (i = 0; fixup; fixup >>= 1, ++i) {
697 const unsigned char idx = prog->np2Fixup_info->idx[i];
698 const IWineD3DBaseTextureImpl* const tex = (const IWineD3DBaseTextureImpl*) stateBlock->textures[i];
699 GLfloat* tex_dim = &np2fixup_constants[(idx >> 1) * 4];
703 ERR("Nonexistent texture is flagged for NP2 texcoord fixup.\n");
708 tex_dim[2] = tex->baseTexture.pow2Matrix[0]; tex_dim[3] = tex->baseTexture.pow2Matrix[5];
710 tex_dim[0] = tex->baseTexture.pow2Matrix[0]; tex_dim[1] = tex->baseTexture.pow2Matrix[5];
714 GL_EXTCALL(glUniform4fvARB(prog->np2Fixup_location, prog->np2Fixup_info->num_consts, np2fixup_constants));
719 * Loads the app-supplied constants into the currently set GLSL program.
721 /* GL locking is done by the caller (state handler) */
722 static void shader_glsl_load_constants(const struct wined3d_context *context,
723 char usePixelShader, char useVertexShader)
725 const struct wined3d_gl_info *gl_info = context->gl_info;
726 IWineD3DDeviceImpl *device = context->swapchain->device;
727 IWineD3DStateBlockImpl* stateBlock = device->stateBlock;
728 struct shader_glsl_priv *priv = device->shader_priv;
730 GLhandleARB programId;
731 struct glsl_shader_prog_link *prog = priv->glsl_program;
732 UINT constant_version;
736 /* No GLSL program set - nothing to do. */
739 programId = prog->programId;
740 constant_version = prog->constant_version;
742 if (useVertexShader) {
743 IWineD3DBaseShaderImpl* vshader = (IWineD3DBaseShaderImpl*) stateBlock->vertexShader;
745 /* Load DirectX 9 float constants/uniforms for vertex shader */
746 shader_glsl_load_constantsF(vshader, gl_info, stateBlock->vertexShaderConstantF,
747 prog->vuniformF_locations, &priv->vconst_heap, priv->stack, constant_version);
749 /* Load DirectX 9 integer constants/uniforms for vertex shader */
750 shader_glsl_load_constantsI(vshader, gl_info, prog->vuniformI_locations, stateBlock->vertexShaderConstantI,
751 stateBlock->changed.vertexShaderConstantsI & vshader->baseShader.reg_maps.integer_constants);
753 /* Load DirectX 9 boolean constants/uniforms for vertex shader */
754 shader_glsl_load_constantsB(vshader, gl_info, programId, stateBlock->vertexShaderConstantB,
755 stateBlock->changed.vertexShaderConstantsB & vshader->baseShader.reg_maps.boolean_constants);
757 /* Upload the position fixup params */
758 GL_EXTCALL(glUniform4fvARB(prog->posFixup_location, 1, &device->posFixup[0]));
759 checkGLcall("glUniform4fvARB");
762 if (usePixelShader) {
764 IWineD3DBaseShaderImpl* pshader = (IWineD3DBaseShaderImpl*) stateBlock->pixelShader;
766 /* Load DirectX 9 float constants/uniforms for pixel shader */
767 shader_glsl_load_constantsF(pshader, gl_info, stateBlock->pixelShaderConstantF,
768 prog->puniformF_locations, &priv->pconst_heap, priv->stack, constant_version);
770 /* Load DirectX 9 integer constants/uniforms for pixel shader */
771 shader_glsl_load_constantsI(pshader, gl_info, prog->puniformI_locations, stateBlock->pixelShaderConstantI,
772 stateBlock->changed.pixelShaderConstantsI & pshader->baseShader.reg_maps.integer_constants);
774 /* Load DirectX 9 boolean constants/uniforms for pixel shader */
775 shader_glsl_load_constantsB(pshader, gl_info, programId, stateBlock->pixelShaderConstantB,
776 stateBlock->changed.pixelShaderConstantsB & pshader->baseShader.reg_maps.boolean_constants);
778 /* Upload the environment bump map matrix if needed. The needsbumpmat member specifies the texture stage to load the matrix from.
779 * It can't be 0 for a valid texbem instruction.
781 for(i = 0; i < MAX_TEXTURES; i++) {
784 if(prog->bumpenvmat_location[i] == -1) continue;
786 data = (const float *)&stateBlock->textureState[i][WINED3DTSS_BUMPENVMAT00];
787 GL_EXTCALL(glUniformMatrix2fvARB(prog->bumpenvmat_location[i], 1, 0, data));
788 checkGLcall("glUniformMatrix2fvARB");
790 /* texbeml needs the luminance scale and offset too. If texbeml is used, needsbumpmat
791 * is set too, so we can check that in the needsbumpmat check
793 if(prog->luminancescale_location[i] != -1) {
794 const GLfloat *scale = (const GLfloat *)&stateBlock->textureState[i][WINED3DTSS_BUMPENVLSCALE];
795 const GLfloat *offset = (const GLfloat *)&stateBlock->textureState[i][WINED3DTSS_BUMPENVLOFFSET];
797 GL_EXTCALL(glUniform1fvARB(prog->luminancescale_location[i], 1, scale));
798 checkGLcall("glUniform1fvARB");
799 GL_EXTCALL(glUniform1fvARB(prog->luminanceoffset_location[i], 1, offset));
800 checkGLcall("glUniform1fvARB");
804 if(((IWineD3DPixelShaderImpl *) pshader)->vpos_uniform) {
805 float correction_params[4];
807 if (context->render_offscreen)
809 correction_params[0] = 0.0f;
810 correction_params[1] = 1.0f;
812 /* position is window relative, not viewport relative */
813 correction_params[0] = context->current_rt->currentDesc.Height;
814 correction_params[1] = -1.0f;
816 GL_EXTCALL(glUniform4fvARB(prog->ycorrection_location, 1, correction_params));
820 if (priv->next_constant_version == UINT_MAX)
822 TRACE("Max constant version reached, resetting to 0.\n");
823 wine_rb_for_each_entry(&priv->program_lookup, reset_program_constant_version, NULL);
824 priv->next_constant_version = 1;
828 prog->constant_version = priv->next_constant_version++;
832 static inline void update_heap_entry(struct constant_heap *heap, unsigned int idx,
833 unsigned int heap_idx, DWORD new_version)
835 struct constant_entry *entries = heap->entries;
836 unsigned int *positions = heap->positions;
837 unsigned int parent_idx;
841 parent_idx = heap_idx >> 1;
843 if (new_version <= entries[parent_idx].version) break;
845 entries[heap_idx] = entries[parent_idx];
846 positions[entries[parent_idx].idx] = heap_idx;
847 heap_idx = parent_idx;
850 entries[heap_idx].version = new_version;
851 entries[heap_idx].idx = idx;
852 positions[idx] = heap_idx;
855 static void shader_glsl_update_float_vertex_constants(IWineD3DDevice *iface, UINT start, UINT count)
857 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
858 struct shader_glsl_priv *priv = This->shader_priv;
859 struct constant_heap *heap = &priv->vconst_heap;
862 for (i = start; i < count + start; ++i)
864 if (!This->stateBlock->changed.vertexShaderConstantsF[i])
865 update_heap_entry(heap, i, heap->size++, priv->next_constant_version);
867 update_heap_entry(heap, i, heap->positions[i], priv->next_constant_version);
871 static void shader_glsl_update_float_pixel_constants(IWineD3DDevice *iface, UINT start, UINT count)
873 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
874 struct shader_glsl_priv *priv = This->shader_priv;
875 struct constant_heap *heap = &priv->pconst_heap;
878 for (i = start; i < count + start; ++i)
880 if (!This->stateBlock->changed.pixelShaderConstantsF[i])
881 update_heap_entry(heap, i, heap->size++, priv->next_constant_version);
883 update_heap_entry(heap, i, heap->positions[i], priv->next_constant_version);
887 static unsigned int vec4_varyings(DWORD shader_major, const struct wined3d_gl_info *gl_info)
889 unsigned int ret = gl_info->limits.glsl_varyings / 4;
890 /* 4.0 shaders do not write clip coords because d3d10 does not support user clipplanes */
891 if(shader_major > 3) return ret;
893 /* 3.0 shaders may need an extra varying for the clip coord on some cards(mostly dx10 ones) */
894 if (gl_info->quirks & WINED3D_QUIRK_GLSL_CLIP_VARYING) ret -= 1;
898 /** Generate the variable & register declarations for the GLSL output target */
899 static void shader_generate_glsl_declarations(const struct wined3d_context *context,
900 struct wined3d_shader_buffer *buffer, IWineD3DBaseShader *iface,
901 const shader_reg_maps *reg_maps, struct shader_glsl_ctx_priv *ctx_priv)
903 IWineD3DBaseShaderImpl* This = (IWineD3DBaseShaderImpl*) iface;
904 IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *) This->baseShader.device;
905 const struct ps_compile_args *ps_args = ctx_priv->cur_ps_args;
906 const struct wined3d_gl_info *gl_info = context->gl_info;
907 unsigned int i, extra_constants_needed = 0;
908 const local_constant *lconst;
911 /* There are some minor differences between pixel and vertex shaders */
912 char pshader = shader_is_pshader_version(reg_maps->shader_version.type);
913 char prefix = pshader ? 'P' : 'V';
915 /* Prototype the subroutines */
916 for (i = 0, map = reg_maps->labels; map; map >>= 1, ++i)
918 if (map & 1) shader_addline(buffer, "void subroutine%u();\n", i);
921 /* Declare the constants (aka uniforms) */
922 if (This->baseShader.limits.constant_float > 0) {
923 unsigned max_constantsF;
924 /* Unless the shader uses indirect addressing, always declare the maximum array size and ignore that we need some
925 * uniforms privately. E.g. if GL supports 256 uniforms, and we need 2 for the pos fixup and immediate values, still
926 * declare VC[256]. If the shader needs more uniforms than we have it won't work in any case. If it uses less, the
927 * compiler will figure out which uniforms are really used and strip them out. This allows a shader to use c255 on
928 * a dx9 card, as long as it doesn't also use all the other constants.
930 * If the shader uses indirect addressing the compiler must assume that all declared uniforms are used. In this case,
931 * declare only the amount that we're assured to have.
933 * Thus we run into problems in these two cases:
934 * 1) The shader really uses more uniforms than supported
935 * 2) The shader uses indirect addressing, less constants than supported, but uses a constant index > #supported consts
939 /* No indirect addressing here. */
940 max_constantsF = gl_info->limits.glsl_ps_float_constants;
944 if(This->baseShader.reg_maps.usesrelconstF) {
945 /* Subtract the other potential uniforms from the max available (bools, ints, and 1 row of projection matrix).
946 * Subtract another uniform for immediate values, which have to be loaded via uniform by the driver as well.
947 * The shader code only uses 0.5, 2.0, 1.0, 128 and -128 in vertex shader code, so one vec4 should be enough
948 * (Unfortunately the Nvidia driver doesn't store 128 and -128 in one float).
950 * Writing gl_ClipVertex requires one uniform for each clipplane as well.
952 max_constantsF = gl_info->limits.glsl_vs_float_constants - 3;
953 if(ctx_priv->cur_vs_args->clip_enabled)
955 max_constantsF -= gl_info->limits.clipplanes;
957 max_constantsF -= count_bits(This->baseShader.reg_maps.integer_constants);
958 /* Strictly speaking a bool only uses one scalar, but the nvidia(Linux) compiler doesn't pack them properly,
959 * so each scalar requires a full vec4. We could work around this by packing the booleans ourselves, but
960 * for now take this into account when calculating the number of available constants
962 max_constantsF -= count_bits(This->baseShader.reg_maps.boolean_constants);
963 /* Set by driver quirks in directx.c */
964 max_constantsF -= gl_info->reserved_glsl_constants;
968 max_constantsF = gl_info->limits.glsl_vs_float_constants;
971 max_constantsF = min(This->baseShader.limits.constant_float, max_constantsF);
972 shader_addline(buffer, "uniform vec4 %cC[%u];\n", prefix, max_constantsF);
975 /* Always declare the full set of constants, the compiler can remove the unused ones because d3d doesn't(yet)
976 * support indirect int and bool constant addressing. This avoids problems if the app uses e.g. i0 and i9.
978 if (This->baseShader.limits.constant_int > 0 && This->baseShader.reg_maps.integer_constants)
979 shader_addline(buffer, "uniform ivec4 %cI[%u];\n", prefix, This->baseShader.limits.constant_int);
981 if (This->baseShader.limits.constant_bool > 0 && This->baseShader.reg_maps.boolean_constants)
982 shader_addline(buffer, "uniform bool %cB[%u];\n", prefix, This->baseShader.limits.constant_bool);
985 shader_addline(buffer, "uniform vec4 posFixup;\n");
986 /* Predeclaration; This function is added at link time based on the pixel shader.
987 * VS 3.0 shaders have an array OUT[] the shader writes to, earlier versions don't have
988 * that. We know the input to the reorder function at vertex shader compile time, so
989 * we can deal with that. The reorder function for a 1.x and 2.x vertex shader can just
990 * read gl_FrontColor. The output depends on the pixel shader. The reorder function for a
991 * 1.x and 2.x pshader or for fixed function will write gl_FrontColor, and for a 3.0 shader
992 * it will write to the varying array. Here we depend on the shader optimizer on sorting that
993 * out. The nvidia driver only does that if the parameter is inout instead of out, hence the
996 if (reg_maps->shader_version.major >= 3)
998 shader_addline(buffer, "void order_ps_input(in vec4[%u]);\n", MAX_REG_OUTPUT);
1000 shader_addline(buffer, "void order_ps_input();\n");
1003 for (i = 0, map = reg_maps->bumpmat; map; map >>= 1, ++i)
1005 if (!(map & 1)) continue;
1007 shader_addline(buffer, "uniform mat2 bumpenvmat%d;\n", i);
1009 if (reg_maps->luminanceparams & (1 << i))
1011 shader_addline(buffer, "uniform float luminancescale%d;\n", i);
1012 shader_addline(buffer, "uniform float luminanceoffset%d;\n", i);
1013 extra_constants_needed++;
1016 extra_constants_needed++;
1019 if (ps_args->srgb_correction)
1021 shader_addline(buffer, "const vec4 srgb_const0 = vec4(%.8e, %.8e, %.8e, %.8e);\n",
1022 srgb_pow, srgb_mul_high, srgb_sub_high, srgb_mul_low);
1023 shader_addline(buffer, "const vec4 srgb_const1 = vec4(%.8e, 0.0, 0.0, 0.0);\n",
1026 if (reg_maps->vpos || reg_maps->usesdsy)
1028 if (This->baseShader.limits.constant_float + extra_constants_needed
1029 + 1 < gl_info->limits.glsl_ps_float_constants)
1031 shader_addline(buffer, "uniform vec4 ycorrection;\n");
1032 ((IWineD3DPixelShaderImpl *) This)->vpos_uniform = 1;
1033 extra_constants_needed++;
1035 /* This happens because we do not have proper tracking of the constant registers that are
1036 * actually used, only the max limit of the shader version
1038 FIXME("Cannot find a free uniform for vpos correction params\n");
1039 shader_addline(buffer, "const vec4 ycorrection = vec4(%f, %f, 0.0, 0.0);\n",
1040 context->render_offscreen ? 0.0f : device->render_targets[0]->currentDesc.Height,
1041 context->render_offscreen ? 1.0f : -1.0f);
1043 shader_addline(buffer, "vec4 vpos;\n");
1047 /* Declare texture samplers */
1048 for (i = 0; i < This->baseShader.limits.sampler; i++) {
1049 if (reg_maps->sampler_type[i])
1051 switch (reg_maps->sampler_type[i])
1054 if (pshader && ps_args->shadow & (1 << i))
1055 shader_addline(buffer, "uniform sampler1DShadow %csampler%u;\n", prefix, i);
1057 shader_addline(buffer, "uniform sampler1D %csampler%u;\n", prefix, i);
1060 if (pshader && ps_args->shadow & (1 << i))
1062 if (device->stateBlock->textures[i]
1063 && IWineD3DBaseTexture_GetTextureDimensions(device->stateBlock->textures[i])
1064 == GL_TEXTURE_RECTANGLE_ARB)
1065 shader_addline(buffer, "uniform sampler2DRectShadow %csampler%u;\n", prefix, i);
1067 shader_addline(buffer, "uniform sampler2DShadow %csampler%u;\n", prefix, i);
1071 if (device->stateBlock->textures[i]
1072 && IWineD3DBaseTexture_GetTextureDimensions(device->stateBlock->textures[i])
1073 == GL_TEXTURE_RECTANGLE_ARB)
1074 shader_addline(buffer, "uniform sampler2DRect %csampler%u;\n", prefix, i);
1076 shader_addline(buffer, "uniform sampler2D %csampler%u;\n", prefix, i);
1079 case WINED3DSTT_CUBE:
1080 if (pshader && ps_args->shadow & (1 << i)) FIXME("Unsupported Cube shadow sampler.\n");
1081 shader_addline(buffer, "uniform samplerCube %csampler%u;\n", prefix, i);
1083 case WINED3DSTT_VOLUME:
1084 if (pshader && ps_args->shadow & (1 << i)) FIXME("Unsupported 3D shadow sampler.\n");
1085 shader_addline(buffer, "uniform sampler3D %csampler%u;\n", prefix, i);
1088 shader_addline(buffer, "uniform unsupported_sampler %csampler%u;\n", prefix, i);
1089 FIXME("Unrecognized sampler type: %#x\n", reg_maps->sampler_type[i]);
1095 /* Declare uniforms for NP2 texcoord fixup:
1096 * This is NOT done inside the loop that declares the texture samplers since the NP2 fixup code
1097 * is currently only used for the GeforceFX series and when forcing the ARB_npot extension off.
1098 * Modern cards just skip the code anyway, so put it inside a separate loop. */
1099 if (pshader && ps_args->np2_fixup) {
1101 struct ps_np2fixup_info* const fixup = ctx_priv->cur_np2fixup_info;
1104 /* NP2/RECT textures in OpenGL use texcoords in the range [0,width]x[0,height]
1105 * while D3D has them in the (normalized) [0,1]x[0,1] range.
1106 * samplerNP2Fixup stores texture dimensions and is updated through
1107 * shader_glsl_load_np2fixup_constants when the sampler changes. */
1109 for (i = 0; i < This->baseShader.limits.sampler; ++i) {
1110 if (reg_maps->sampler_type[i]) {
1111 if (!(ps_args->np2_fixup & (1 << i))) continue;
1113 if (WINED3DSTT_2D != reg_maps->sampler_type[i]) {
1114 FIXME("Non-2D texture is flagged for NP2 texcoord fixup.\n");
1118 fixup->idx[i] = cur++;
1122 fixup->num_consts = (cur + 1) >> 1;
1123 shader_addline(buffer, "uniform vec4 %csamplerNP2Fixup[%u];\n", prefix, fixup->num_consts);
1126 /* Declare address variables */
1127 for (i = 0, map = reg_maps->address; map; map >>= 1, ++i)
1129 if (map & 1) shader_addline(buffer, "ivec4 A%u;\n", i);
1132 /* Declare texture coordinate temporaries and initialize them */
1133 for (i = 0, map = reg_maps->texcoord; map; map >>= 1, ++i)
1135 if (map & 1) shader_addline(buffer, "vec4 T%u = gl_TexCoord[%u];\n", i, i);
1138 /* Declare input register varyings. Only pixel shader, vertex shaders have that declared in the
1139 * helper function shader that is linked in at link time
1141 if (pshader && reg_maps->shader_version.major >= 3)
1143 if (use_vs(device->stateBlock))
1145 shader_addline(buffer, "varying vec4 IN[%u];\n", vec4_varyings(reg_maps->shader_version.major, gl_info));
1147 /* TODO: Write a replacement shader for the fixed function vertex pipeline, so this isn't needed.
1148 * For fixed function vertex processing + 3.0 pixel shader we need a separate function in the
1149 * pixel shader that reads the fixed function color into the packed input registers.
1151 shader_addline(buffer, "vec4 IN[%u];\n", vec4_varyings(reg_maps->shader_version.major, gl_info));
1155 /* Declare output register temporaries */
1156 if(This->baseShader.limits.packed_output) {
1157 shader_addline(buffer, "vec4 OUT[%u];\n", This->baseShader.limits.packed_output);
1160 /* Declare temporary variables */
1161 for (i = 0, map = reg_maps->temporary; map; map >>= 1, ++i)
1163 if (map & 1) shader_addline(buffer, "vec4 R%u;\n", i);
1166 /* Declare attributes */
1167 if (reg_maps->shader_version.type == WINED3D_SHADER_TYPE_VERTEX)
1169 for (i = 0, map = reg_maps->input_registers; map; map >>= 1, ++i)
1171 if (map & 1) shader_addline(buffer, "attribute vec4 attrib%i;\n", i);
1175 /* Declare loop registers aLx */
1176 for (i = 0; i < reg_maps->loop_depth; i++) {
1177 shader_addline(buffer, "int aL%u;\n", i);
1178 shader_addline(buffer, "int tmpInt%u;\n", i);
1181 /* Temporary variables for matrix operations */
1182 shader_addline(buffer, "vec4 tmp0;\n");
1183 shader_addline(buffer, "vec4 tmp1;\n");
1185 /* Local constants use a different name so they can be loaded once at shader link time
1186 * They can't be hardcoded into the shader text via LC = {x, y, z, w}; because the
1187 * float -> string conversion can cause precision loss.
1189 if(!This->baseShader.load_local_constsF) {
1190 LIST_FOR_EACH_ENTRY(lconst, &This->baseShader.constantsF, local_constant, entry) {
1191 shader_addline(buffer, "uniform vec4 %cLC%u;\n", prefix, lconst->idx);
1195 shader_addline(buffer, "const float FLT_MAX = 1e38;\n");
1197 /* Start the main program */
1198 shader_addline(buffer, "void main() {\n");
1199 if(pshader && reg_maps->vpos) {
1200 /* DirectX apps expect integer values, while OpenGL drivers add approximately 0.5. This causes
1201 * off-by-one problems as spotted by the vPos d3d9 visual test. Unfortunately the ATI cards do
1202 * not add exactly 0.5, but rather something like 0.49999999 or 0.50000001, which still causes
1203 * precision troubles when we just substract 0.5.
1205 * To deal with that just floor() the position. This will eliminate the fraction on all cards.
1207 * TODO: Test how that behaves with multisampling once we can enable multisampling in winex11.
1209 * An advantage of floor is that it works even if the driver doesn't add 1/2. It is somewhat
1210 * questionable if 1.5, 2.5, ... are the proper values to return in gl_FragCoord, even though
1211 * coordinates specify the pixel centers instead of the pixel corners. This code will behave
1212 * correctly on drivers that returns integer values.
1214 shader_addline(buffer, "vpos = floor(vec4(0, ycorrection[0], 0, 0) + gl_FragCoord * vec4(1, ycorrection[1], 1, 1));\n");
1218 /*****************************************************************************
1219 * Functions to generate GLSL strings from DirectX Shader bytecode begin here.
1221 * For more information, see http://wiki.winehq.org/DirectX-Shaders
1222 ****************************************************************************/
1225 static void shader_glsl_add_src_param(const struct wined3d_shader_instruction *ins,
1226 const struct wined3d_shader_src_param *wined3d_src, DWORD mask, glsl_src_param_t *glsl_src);
1228 /** Used for opcode modifiers - They multiply the result by the specified amount */
1229 static const char * const shift_glsl_tab[] = {
1231 "2.0 * ", /* 1 (x2) */
1232 "4.0 * ", /* 2 (x4) */
1233 "8.0 * ", /* 3 (x8) */
1234 "16.0 * ", /* 4 (x16) */
1235 "32.0 * ", /* 5 (x32) */
1242 "0.0625 * ", /* 12 (d16) */
1243 "0.125 * ", /* 13 (d8) */
1244 "0.25 * ", /* 14 (d4) */
1245 "0.5 * " /* 15 (d2) */
1248 /* Generate a GLSL parameter that does the input modifier computation and return the input register/mask to use */
1249 static void shader_glsl_gen_modifier(DWORD src_modifier, const char *in_reg, const char *in_regswizzle, char *out_str)
1253 switch (src_modifier)
1255 case WINED3DSPSM_DZ: /* Need to handle this in the instructions itself (texld & texcrd). */
1256 case WINED3DSPSM_DW:
1257 case WINED3DSPSM_NONE:
1258 sprintf(out_str, "%s%s", in_reg, in_regswizzle);
1260 case WINED3DSPSM_NEG:
1261 sprintf(out_str, "-%s%s", in_reg, in_regswizzle);
1263 case WINED3DSPSM_NOT:
1264 sprintf(out_str, "!%s%s", in_reg, in_regswizzle);
1266 case WINED3DSPSM_BIAS:
1267 sprintf(out_str, "(%s%s - vec4(0.5)%s)", in_reg, in_regswizzle, in_regswizzle);
1269 case WINED3DSPSM_BIASNEG:
1270 sprintf(out_str, "-(%s%s - vec4(0.5)%s)", in_reg, in_regswizzle, in_regswizzle);
1272 case WINED3DSPSM_SIGN:
1273 sprintf(out_str, "(2.0 * (%s%s - 0.5))", in_reg, in_regswizzle);
1275 case WINED3DSPSM_SIGNNEG:
1276 sprintf(out_str, "-(2.0 * (%s%s - 0.5))", in_reg, in_regswizzle);
1278 case WINED3DSPSM_COMP:
1279 sprintf(out_str, "(1.0 - %s%s)", in_reg, in_regswizzle);
1281 case WINED3DSPSM_X2:
1282 sprintf(out_str, "(2.0 * %s%s)", in_reg, in_regswizzle);
1284 case WINED3DSPSM_X2NEG:
1285 sprintf(out_str, "-(2.0 * %s%s)", in_reg, in_regswizzle);
1287 case WINED3DSPSM_ABS:
1288 sprintf(out_str, "abs(%s%s)", in_reg, in_regswizzle);
1290 case WINED3DSPSM_ABSNEG:
1291 sprintf(out_str, "-abs(%s%s)", in_reg, in_regswizzle);
1294 FIXME("Unhandled modifier %u\n", src_modifier);
1295 sprintf(out_str, "%s%s", in_reg, in_regswizzle);
1299 /** Writes the GLSL variable name that corresponds to the register that the
1300 * DX opcode parameter is trying to access */
1301 static void shader_glsl_get_register_name(const struct wined3d_shader_register *reg,
1302 char *register_name, BOOL *is_color, const struct wined3d_shader_instruction *ins)
1304 /* oPos, oFog and oPts in D3D */
1305 static const char * const hwrastout_reg_names[] = { "gl_Position", "gl_FogFragCoord", "gl_PointSize" };
1307 IWineD3DBaseShaderImpl *This = (IWineD3DBaseShaderImpl *)ins->ctx->shader;
1308 const struct wined3d_gl_info *gl_info = ins->ctx->gl_info;
1309 char pshader = shader_is_pshader_version(This->baseShader.reg_maps.shader_version.type);
1315 case WINED3DSPR_TEMP:
1316 sprintf(register_name, "R%u", reg->idx);
1319 case WINED3DSPR_INPUT:
1320 /* vertex shaders */
1323 struct shader_glsl_ctx_priv *priv = ins->ctx->backend_data;
1324 if (priv->cur_vs_args->swizzle_map & (1 << reg->idx)) *is_color = TRUE;
1325 sprintf(register_name, "attrib%u", reg->idx);
1329 /* pixel shaders >= 3.0 */
1330 if (This->baseShader.reg_maps.shader_version.major >= 3)
1332 DWORD idx = ((IWineD3DPixelShaderImpl *)This)->input_reg_map[reg->idx];
1333 unsigned int in_count = vec4_varyings(This->baseShader.reg_maps.shader_version.major, gl_info);
1337 glsl_src_param_t rel_param;
1339 shader_glsl_add_src_param(ins, reg->rel_addr, WINED3DSP_WRITEMASK_0, &rel_param);
1341 /* Removing a + 0 would be an obvious optimization, but macos doesn't see the NOP
1342 * operation there */
1345 if (((IWineD3DPixelShaderImpl *)This)->declared_in_count > in_count)
1347 sprintf(register_name,
1348 "((%s + %u) > %d ? (%s + %u) > %d ? gl_SecondaryColor : gl_Color : IN[%s + %u])",
1349 rel_param.param_str, idx, in_count - 1, rel_param.param_str, idx, in_count,
1350 rel_param.param_str, idx);
1354 sprintf(register_name, "IN[%s + %u]", rel_param.param_str, idx);
1359 if (((IWineD3DPixelShaderImpl *)This)->declared_in_count > in_count)
1361 sprintf(register_name, "((%s) > %d ? (%s) > %d ? gl_SecondaryColor : gl_Color : IN[%s])",
1362 rel_param.param_str, in_count - 1, rel_param.param_str, in_count,
1363 rel_param.param_str);
1367 sprintf(register_name, "IN[%s]", rel_param.param_str);
1373 if (idx == in_count) sprintf(register_name, "gl_Color");
1374 else if (idx == in_count + 1) sprintf(register_name, "gl_SecondaryColor");
1375 else sprintf(register_name, "IN[%u]", idx);
1380 if (reg->idx == 0) strcpy(register_name, "gl_Color");
1381 else strcpy(register_name, "gl_SecondaryColor");
1386 case WINED3DSPR_CONST:
1388 const char prefix = pshader ? 'P' : 'V';
1390 /* Relative addressing */
1393 glsl_src_param_t rel_param;
1394 shader_glsl_add_src_param(ins, reg->rel_addr, WINED3DSP_WRITEMASK_0, &rel_param);
1395 if (reg->idx) sprintf(register_name, "%cC[%s + %u]", prefix, rel_param.param_str, reg->idx);
1396 else sprintf(register_name, "%cC[%s]", prefix, rel_param.param_str);
1400 if (shader_constant_is_local(This, reg->idx))
1401 sprintf(register_name, "%cLC%u", prefix, reg->idx);
1403 sprintf(register_name, "%cC[%u]", prefix, reg->idx);
1408 case WINED3DSPR_CONSTINT:
1409 if (pshader) sprintf(register_name, "PI[%u]", reg->idx);
1410 else sprintf(register_name, "VI[%u]", reg->idx);
1413 case WINED3DSPR_CONSTBOOL:
1414 if (pshader) sprintf(register_name, "PB[%u]", reg->idx);
1415 else sprintf(register_name, "VB[%u]", reg->idx);
1418 case WINED3DSPR_TEXTURE: /* case WINED3DSPR_ADDR: */
1419 if (pshader) sprintf(register_name, "T%u", reg->idx);
1420 else sprintf(register_name, "A%u", reg->idx);
1423 case WINED3DSPR_LOOP:
1424 sprintf(register_name, "aL%u", This->baseShader.cur_loop_regno - 1);
1427 case WINED3DSPR_SAMPLER:
1428 if (pshader) sprintf(register_name, "Psampler%u", reg->idx);
1429 else sprintf(register_name, "Vsampler%u", reg->idx);
1432 case WINED3DSPR_COLOROUT:
1433 if (reg->idx >= gl_info->limits.buffers)
1434 WARN("Write to render target %u, only %d supported.\n", reg->idx, gl_info->limits.buffers);
1436 sprintf(register_name, "gl_FragData[%u]", reg->idx);
1439 case WINED3DSPR_RASTOUT:
1440 sprintf(register_name, "%s", hwrastout_reg_names[reg->idx]);
1443 case WINED3DSPR_DEPTHOUT:
1444 sprintf(register_name, "gl_FragDepth");
1447 case WINED3DSPR_ATTROUT:
1448 if (reg->idx == 0) sprintf(register_name, "gl_FrontColor");
1449 else sprintf(register_name, "gl_FrontSecondaryColor");
1452 case WINED3DSPR_TEXCRDOUT:
1453 /* Vertex shaders >= 3.0: WINED3DSPR_OUTPUT */
1454 if (This->baseShader.reg_maps.shader_version.major >= 3) sprintf(register_name, "OUT[%u]", reg->idx);
1455 else sprintf(register_name, "gl_TexCoord[%u]", reg->idx);
1458 case WINED3DSPR_MISCTYPE:
1462 sprintf(register_name, "vpos");
1464 else if (reg->idx == 1)
1466 /* Note that gl_FrontFacing is a bool, while vFace is
1467 * a float for which the sign determines front/back */
1468 sprintf(register_name, "(gl_FrontFacing ? 1.0 : -1.0)");
1472 FIXME("Unhandled misctype register %d\n", reg->idx);
1473 sprintf(register_name, "unrecognized_register");
1477 case WINED3DSPR_IMMCONST:
1478 switch (reg->immconst_type)
1480 case WINED3D_IMMCONST_FLOAT:
1481 sprintf(register_name, "%.8e", *(const float *)reg->immconst_data);
1484 case WINED3D_IMMCONST_FLOAT4:
1485 sprintf(register_name, "vec4(%.8e, %.8e, %.8e, %.8e)",
1486 *(const float *)®->immconst_data[0], *(const float *)®->immconst_data[1],
1487 *(const float *)®->immconst_data[2], *(const float *)®->immconst_data[3]);
1491 FIXME("Unhandled immconst type %#x\n", reg->immconst_type);
1492 sprintf(register_name, "<unhandled_immconst_type %#x>", reg->immconst_type);
1497 FIXME("Unhandled register name Type(%d)\n", reg->type);
1498 sprintf(register_name, "unrecognized_register");
1503 static void shader_glsl_write_mask_to_str(DWORD write_mask, char *str)
1506 if (write_mask & WINED3DSP_WRITEMASK_0) *str++ = 'x';
1507 if (write_mask & WINED3DSP_WRITEMASK_1) *str++ = 'y';
1508 if (write_mask & WINED3DSP_WRITEMASK_2) *str++ = 'z';
1509 if (write_mask & WINED3DSP_WRITEMASK_3) *str++ = 'w';
1513 /* Get the GLSL write mask for the destination register */
1514 static DWORD shader_glsl_get_write_mask(const struct wined3d_shader_dst_param *param, char *write_mask)
1516 DWORD mask = param->write_mask;
1518 if (shader_is_scalar(¶m->reg))
1520 mask = WINED3DSP_WRITEMASK_0;
1525 shader_glsl_write_mask_to_str(mask, write_mask);
1531 static unsigned int shader_glsl_get_write_mask_size(DWORD write_mask) {
1532 unsigned int size = 0;
1534 if (write_mask & WINED3DSP_WRITEMASK_0) ++size;
1535 if (write_mask & WINED3DSP_WRITEMASK_1) ++size;
1536 if (write_mask & WINED3DSP_WRITEMASK_2) ++size;
1537 if (write_mask & WINED3DSP_WRITEMASK_3) ++size;
1542 static void shader_glsl_swizzle_to_str(const DWORD swizzle, BOOL fixup, DWORD mask, char *str)
1544 /* For registers of type WINED3DDECLTYPE_D3DCOLOR, data is stored as "bgra",
1545 * but addressed as "rgba". To fix this we need to swap the register's x
1546 * and z components. */
1547 const char *swizzle_chars = fixup ? "zyxw" : "xyzw";
1550 /* swizzle bits fields: wwzzyyxx */
1551 if (mask & WINED3DSP_WRITEMASK_0) *str++ = swizzle_chars[swizzle & 0x03];
1552 if (mask & WINED3DSP_WRITEMASK_1) *str++ = swizzle_chars[(swizzle >> 2) & 0x03];
1553 if (mask & WINED3DSP_WRITEMASK_2) *str++ = swizzle_chars[(swizzle >> 4) & 0x03];
1554 if (mask & WINED3DSP_WRITEMASK_3) *str++ = swizzle_chars[(swizzle >> 6) & 0x03];
1558 static void shader_glsl_get_swizzle(const struct wined3d_shader_src_param *param,
1559 BOOL fixup, DWORD mask, char *swizzle_str)
1561 if (shader_is_scalar(¶m->reg))
1562 *swizzle_str = '\0';
1564 shader_glsl_swizzle_to_str(param->swizzle, fixup, mask, swizzle_str);
1567 /* From a given parameter token, generate the corresponding GLSL string.
1568 * Also, return the actual register name and swizzle in case the
1569 * caller needs this information as well. */
1570 static void shader_glsl_add_src_param(const struct wined3d_shader_instruction *ins,
1571 const struct wined3d_shader_src_param *wined3d_src, DWORD mask, glsl_src_param_t *glsl_src)
1573 BOOL is_color = FALSE;
1574 char swizzle_str[6];
1576 glsl_src->reg_name[0] = '\0';
1577 glsl_src->param_str[0] = '\0';
1578 swizzle_str[0] = '\0';
1580 shader_glsl_get_register_name(&wined3d_src->reg, glsl_src->reg_name, &is_color, ins);
1581 shader_glsl_get_swizzle(wined3d_src, is_color, mask, swizzle_str);
1582 shader_glsl_gen_modifier(wined3d_src->modifiers, glsl_src->reg_name, swizzle_str, glsl_src->param_str);
1585 /* From a given parameter token, generate the corresponding GLSL string.
1586 * Also, return the actual register name and swizzle in case the
1587 * caller needs this information as well. */
1588 static DWORD shader_glsl_add_dst_param(const struct wined3d_shader_instruction *ins,
1589 const struct wined3d_shader_dst_param *wined3d_dst, glsl_dst_param_t *glsl_dst)
1591 BOOL is_color = FALSE;
1593 glsl_dst->mask_str[0] = '\0';
1594 glsl_dst->reg_name[0] = '\0';
1596 shader_glsl_get_register_name(&wined3d_dst->reg, glsl_dst->reg_name, &is_color, ins);
1597 return shader_glsl_get_write_mask(wined3d_dst, glsl_dst->mask_str);
1600 /* Append the destination part of the instruction to the buffer, return the effective write mask */
1601 static DWORD shader_glsl_append_dst_ext(struct wined3d_shader_buffer *buffer,
1602 const struct wined3d_shader_instruction *ins, const struct wined3d_shader_dst_param *dst)
1604 glsl_dst_param_t glsl_dst;
1607 mask = shader_glsl_add_dst_param(ins, dst, &glsl_dst);
1608 if (mask) shader_addline(buffer, "%s%s = %s(", glsl_dst.reg_name, glsl_dst.mask_str, shift_glsl_tab[dst->shift]);
1613 /* Append the destination part of the instruction to the buffer, return the effective write mask */
1614 static DWORD shader_glsl_append_dst(struct wined3d_shader_buffer *buffer, const struct wined3d_shader_instruction *ins)
1616 return shader_glsl_append_dst_ext(buffer, ins, &ins->dst[0]);
1619 /** Process GLSL instruction modifiers */
1620 static void shader_glsl_add_instruction_modifiers(const struct wined3d_shader_instruction *ins)
1622 glsl_dst_param_t dst_param;
1625 if (!ins->dst_count) return;
1627 modifiers = ins->dst[0].modifiers;
1628 if (!modifiers) return;
1630 shader_glsl_add_dst_param(ins, &ins->dst[0], &dst_param);
1632 if (modifiers & WINED3DSPDM_SATURATE)
1634 /* _SAT means to clamp the value of the register to between 0 and 1 */
1635 shader_addline(ins->ctx->buffer, "%s%s = clamp(%s%s, 0.0, 1.0);\n", dst_param.reg_name,
1636 dst_param.mask_str, dst_param.reg_name, dst_param.mask_str);
1639 if (modifiers & WINED3DSPDM_MSAMPCENTROID)
1641 FIXME("_centroid modifier not handled\n");
1644 if (modifiers & WINED3DSPDM_PARTIALPRECISION)
1646 /* MSDN says this modifier can be safely ignored, so that's what we'll do. */
1650 static inline const char *shader_get_comp_op(DWORD op)
1653 case COMPARISON_GT: return ">";
1654 case COMPARISON_EQ: return "==";
1655 case COMPARISON_GE: return ">=";
1656 case COMPARISON_LT: return "<";
1657 case COMPARISON_NE: return "!=";
1658 case COMPARISON_LE: return "<=";
1660 FIXME("Unrecognized comparison value: %u\n", op);
1665 static void shader_glsl_get_sample_function(const struct wined3d_shader_context *ctx,
1666 DWORD sampler_idx, DWORD flags, glsl_sample_function_t *sample_function)
1668 WINED3DSAMPLER_TEXTURE_TYPE sampler_type = ctx->reg_maps->sampler_type[sampler_idx];
1669 const struct wined3d_gl_info *gl_info = ctx->gl_info;
1670 BOOL shadow = shader_is_pshader_version(ctx->reg_maps->shader_version.type)
1671 && (((const struct shader_glsl_ctx_priv *)ctx->backend_data)->cur_ps_args->shadow & (1 << sampler_idx));
1672 BOOL projected = flags & WINED3D_GLSL_SAMPLE_PROJECTED;
1673 BOOL texrect = flags & WINED3D_GLSL_SAMPLE_RECT;
1674 BOOL lod = flags & WINED3D_GLSL_SAMPLE_LOD;
1675 BOOL grad = flags & WINED3D_GLSL_SAMPLE_GRAD;
1677 /* Note that there's no such thing as a projected cube texture. */
1678 switch(sampler_type) {
1684 sample_function->name = projected ? "shadow1DProjLod" : "shadow1DLod";
1688 if (gl_info->supported[EXT_GPU_SHADER4])
1689 sample_function->name = projected ? "shadow1DProjGrad" : "shadow1DGrad";
1690 else if (gl_info->supported[ARB_SHADER_TEXTURE_LOD])
1691 sample_function->name = projected ? "shadow1DProjGradARB" : "shadow1DGradARB";
1694 FIXME("Unsupported 1D shadow grad function.\n");
1695 sample_function->name = "unsupported1DGrad";
1700 sample_function->name = projected ? "shadow1DProj" : "shadow1D";
1702 sample_function->coord_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1;
1708 sample_function->name = projected ? "texture1DProjLod" : "texture1DLod";
1712 if (gl_info->supported[EXT_GPU_SHADER4])
1713 sample_function->name = projected ? "texture1DProjGrad" : "texture1DGrad";
1714 else if (gl_info->supported[ARB_SHADER_TEXTURE_LOD])
1715 sample_function->name = projected ? "texture1DProjGradARB" : "texture1DGradARB";
1718 FIXME("Unsupported 1D grad function.\n");
1719 sample_function->name = "unsupported1DGrad";
1724 sample_function->name = projected ? "texture1DProj" : "texture1D";
1726 sample_function->coord_mask = WINED3DSP_WRITEMASK_0;
1737 sample_function->name = projected ? "shadow2DRectProjLod" : "shadow2DRectLod";
1741 if (gl_info->supported[EXT_GPU_SHADER4])
1742 sample_function->name = projected ? "shadow2DRectProjGrad" : "shadow2DRectGrad";
1743 else if (gl_info->supported[ARB_SHADER_TEXTURE_LOD])
1744 sample_function->name = projected ? "shadow2DRectProjGradARB" : "shadow2DRectGradARB";
1747 FIXME("Unsupported RECT shadow grad function.\n");
1748 sample_function->name = "unsupported2DRectGrad";
1753 sample_function->name = projected ? "shadow2DRectProj" : "shadow2DRect";
1760 sample_function->name = projected ? "shadow2DProjLod" : "shadow2DLod";
1764 if (gl_info->supported[EXT_GPU_SHADER4])
1765 sample_function->name = projected ? "shadow2DProjGrad" : "shadow2DGrad";
1766 else if (gl_info->supported[ARB_SHADER_TEXTURE_LOD])
1767 sample_function->name = projected ? "shadow2DProjGradARB" : "shadow2DGradARB";
1770 FIXME("Unsupported 2D shadow grad function.\n");
1771 sample_function->name = "unsupported2DGrad";
1776 sample_function->name = projected ? "shadow2DProj" : "shadow2D";
1779 sample_function->coord_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
1787 sample_function->name = projected ? "texture2DRectProjLod" : "texture2DRectLod";
1791 if (gl_info->supported[EXT_GPU_SHADER4])
1792 sample_function->name = projected ? "texture2DRectProjGrad" : "texture2DRectGrad";
1793 else if (gl_info->supported[ARB_SHADER_TEXTURE_LOD])
1794 sample_function->name = projected ? "texture2DRectProjGradARB" : "texture2DRectGradARB";
1797 FIXME("Unsupported RECT grad function.\n");
1798 sample_function->name = "unsupported2DRectGrad";
1803 sample_function->name = projected ? "texture2DRectProj" : "texture2DRect";
1810 sample_function->name = projected ? "texture2DProjLod" : "texture2DLod";
1814 if (gl_info->supported[EXT_GPU_SHADER4])
1815 sample_function->name = projected ? "texture2DProjGrad" : "texture2DGrad";
1816 else if (gl_info->supported[ARB_SHADER_TEXTURE_LOD])
1817 sample_function->name = projected ? "texture2DProjGradARB" : "texture2DGradARB";
1820 FIXME("Unsupported 2D grad function.\n");
1821 sample_function->name = "unsupported2DGrad";
1826 sample_function->name = projected ? "texture2DProj" : "texture2D";
1829 sample_function->coord_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1;
1833 case WINED3DSTT_CUBE:
1836 FIXME("Unsupported Cube shadow function.\n");
1837 sample_function->name = "unsupportedCubeShadow";
1838 sample_function->coord_mask = 0;
1844 sample_function->name = "textureCubeLod";
1848 if (gl_info->supported[EXT_GPU_SHADER4])
1849 sample_function->name = "textureCubeGrad";
1850 else if (gl_info->supported[ARB_SHADER_TEXTURE_LOD])
1851 sample_function->name = "textureCubeGradARB";
1854 FIXME("Unsupported Cube grad function.\n");
1855 sample_function->name = "unsupportedCubeGrad";
1860 sample_function->name = "textureCube";
1862 sample_function->coord_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
1866 case WINED3DSTT_VOLUME:
1869 FIXME("Unsupported 3D shadow function.\n");
1870 sample_function->name = "unsupported3DShadow";
1871 sample_function->coord_mask = 0;
1877 sample_function->name = projected ? "texture3DProjLod" : "texture3DLod";
1881 if (gl_info->supported[EXT_GPU_SHADER4])
1882 sample_function->name = projected ? "texture3DProjGrad" : "texture3DGrad";
1883 else if (gl_info->supported[ARB_SHADER_TEXTURE_LOD])
1884 sample_function->name = projected ? "texture3DProjGradARB" : "texture3DGradARB";
1887 FIXME("Unsupported 3D grad function.\n");
1888 sample_function->name = "unsupported3DGrad";
1893 sample_function->name = projected ? "texture3DProj" : "texture3D";
1895 sample_function->coord_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
1900 sample_function->name = "";
1901 sample_function->coord_mask = 0;
1902 FIXME("Unrecognized sampler type: %#x;\n", sampler_type);
1907 static void shader_glsl_append_fixup_arg(char *arguments, const char *reg_name,
1908 BOOL sign_fixup, enum fixup_channel_source channel_source)
1910 switch(channel_source)
1912 case CHANNEL_SOURCE_ZERO:
1913 strcat(arguments, "0.0");
1916 case CHANNEL_SOURCE_ONE:
1917 strcat(arguments, "1.0");
1920 case CHANNEL_SOURCE_X:
1921 strcat(arguments, reg_name);
1922 strcat(arguments, ".x");
1925 case CHANNEL_SOURCE_Y:
1926 strcat(arguments, reg_name);
1927 strcat(arguments, ".y");
1930 case CHANNEL_SOURCE_Z:
1931 strcat(arguments, reg_name);
1932 strcat(arguments, ".z");
1935 case CHANNEL_SOURCE_W:
1936 strcat(arguments, reg_name);
1937 strcat(arguments, ".w");
1941 FIXME("Unhandled channel source %#x\n", channel_source);
1942 strcat(arguments, "undefined");
1946 if (sign_fixup) strcat(arguments, " * 2.0 - 1.0");
1949 static void shader_glsl_color_correction(const struct wined3d_shader_instruction *ins, struct color_fixup_desc fixup)
1951 struct wined3d_shader_dst_param dst;
1952 unsigned int mask_size, remaining;
1953 glsl_dst_param_t dst_param;
1954 char arguments[256];
1958 if (fixup.x_sign_fixup || fixup.x_source != CHANNEL_SOURCE_X) mask |= WINED3DSP_WRITEMASK_0;
1959 if (fixup.y_sign_fixup || fixup.y_source != CHANNEL_SOURCE_Y) mask |= WINED3DSP_WRITEMASK_1;
1960 if (fixup.z_sign_fixup || fixup.z_source != CHANNEL_SOURCE_Z) mask |= WINED3DSP_WRITEMASK_2;
1961 if (fixup.w_sign_fixup || fixup.w_source != CHANNEL_SOURCE_W) mask |= WINED3DSP_WRITEMASK_3;
1962 mask &= ins->dst[0].write_mask;
1964 if (!mask) return; /* Nothing to do */
1966 if (is_complex_fixup(fixup))
1968 enum complex_fixup complex_fixup = get_complex_fixup(fixup);
1969 FIXME("Complex fixup (%#x) not supported\n",complex_fixup);
1973 mask_size = shader_glsl_get_write_mask_size(mask);
1976 dst.write_mask = mask;
1977 shader_glsl_add_dst_param(ins, &dst, &dst_param);
1979 arguments[0] = '\0';
1980 remaining = mask_size;
1981 if (mask & WINED3DSP_WRITEMASK_0)
1983 shader_glsl_append_fixup_arg(arguments, dst_param.reg_name, fixup.x_sign_fixup, fixup.x_source);
1984 if (--remaining) strcat(arguments, ", ");
1986 if (mask & WINED3DSP_WRITEMASK_1)
1988 shader_glsl_append_fixup_arg(arguments, dst_param.reg_name, fixup.y_sign_fixup, fixup.y_source);
1989 if (--remaining) strcat(arguments, ", ");
1991 if (mask & WINED3DSP_WRITEMASK_2)
1993 shader_glsl_append_fixup_arg(arguments, dst_param.reg_name, fixup.z_sign_fixup, fixup.z_source);
1994 if (--remaining) strcat(arguments, ", ");
1996 if (mask & WINED3DSP_WRITEMASK_3)
1998 shader_glsl_append_fixup_arg(arguments, dst_param.reg_name, fixup.w_sign_fixup, fixup.w_source);
1999 if (--remaining) strcat(arguments, ", ");
2004 shader_addline(ins->ctx->buffer, "%s%s = vec%u(%s);\n",
2005 dst_param.reg_name, dst_param.mask_str, mask_size, arguments);
2009 shader_addline(ins->ctx->buffer, "%s%s = %s;\n", dst_param.reg_name, dst_param.mask_str, arguments);
2013 static void PRINTF_ATTR(8, 9) shader_glsl_gen_sample_code(const struct wined3d_shader_instruction *ins,
2014 DWORD sampler, const glsl_sample_function_t *sample_function, DWORD swizzle,
2015 const char *dx, const char *dy,
2016 const char *bias, const char *coord_reg_fmt, ...)
2018 const char *sampler_base;
2019 char dst_swizzle[6];
2020 struct color_fixup_desc fixup;
2021 BOOL np2_fixup = FALSE;
2024 shader_glsl_swizzle_to_str(swizzle, FALSE, ins->dst[0].write_mask, dst_swizzle);
2026 if (shader_is_pshader_version(ins->ctx->reg_maps->shader_version.type))
2028 const struct shader_glsl_ctx_priv *priv = ins->ctx->backend_data;
2029 fixup = priv->cur_ps_args->color_fixup[sampler];
2030 sampler_base = "Psampler";
2032 if(priv->cur_ps_args->np2_fixup & (1 << sampler)) {
2034 FIXME("Biased sampling from NP2 textures is unsupported\n");
2040 sampler_base = "Vsampler";
2041 fixup = COLOR_FIXUP_IDENTITY; /* FIXME: Vshader color fixup */
2044 shader_glsl_append_dst(ins->ctx->buffer, ins);
2046 shader_addline(ins->ctx->buffer, "%s(%s%u, ", sample_function->name, sampler_base, sampler);
2048 va_start(args, coord_reg_fmt);
2049 shader_vaddline(ins->ctx->buffer, coord_reg_fmt, args);
2053 shader_addline(ins->ctx->buffer, ", %s)%s);\n", bias, dst_swizzle);
2056 const struct shader_glsl_ctx_priv *priv = ins->ctx->backend_data;
2057 const unsigned char idx = priv->cur_np2fixup_info->idx[sampler];
2059 shader_addline(ins->ctx->buffer, " * PsamplerNP2Fixup[%u].%s)%s);\n", idx >> 1,
2060 (idx % 2) ? "zw" : "xy", dst_swizzle);
2061 } else if(dx && dy) {
2062 shader_addline(ins->ctx->buffer, ", %s, %s)%s);\n", dx, dy, dst_swizzle);
2064 shader_addline(ins->ctx->buffer, ")%s);\n", dst_swizzle);
2068 if(!is_identity_fixup(fixup)) {
2069 shader_glsl_color_correction(ins, fixup);
2073 /*****************************************************************************
2074 * Begin processing individual instruction opcodes
2075 ****************************************************************************/
2077 /* Generate GLSL arithmetic functions (dst = src1 + src2) */
2078 static void shader_glsl_arith(const struct wined3d_shader_instruction *ins)
2080 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2081 glsl_src_param_t src0_param;
2082 glsl_src_param_t src1_param;
2086 /* Determine the GLSL operator to use based on the opcode */
2087 switch (ins->handler_idx)
2089 case WINED3DSIH_MUL: op = '*'; break;
2090 case WINED3DSIH_ADD: op = '+'; break;
2091 case WINED3DSIH_SUB: op = '-'; break;
2094 FIXME("Opcode %#x not yet handled in GLSL\n", ins->handler_idx);
2098 write_mask = shader_glsl_append_dst(buffer, ins);
2099 shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src0_param);
2100 shader_glsl_add_src_param(ins, &ins->src[1], write_mask, &src1_param);
2101 shader_addline(buffer, "%s %c %s);\n", src0_param.param_str, op, src1_param.param_str);
2104 /* Process the WINED3DSIO_MOV opcode using GLSL (dst = src) */
2105 static void shader_glsl_mov(const struct wined3d_shader_instruction *ins)
2107 const struct wined3d_gl_info *gl_info = ins->ctx->gl_info;
2108 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2109 glsl_src_param_t src0_param;
2112 write_mask = shader_glsl_append_dst(buffer, ins);
2113 shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src0_param);
2115 /* In vs_1_1 WINED3DSIO_MOV can write to the address register. In later
2116 * shader versions WINED3DSIO_MOVA is used for this. */
2117 if (ins->ctx->reg_maps->shader_version.major == 1
2118 && !shader_is_pshader_version(ins->ctx->reg_maps->shader_version.type)
2119 && ins->dst[0].reg.type == WINED3DSPR_ADDR)
2121 /* This is a simple floor() */
2122 unsigned int mask_size = shader_glsl_get_write_mask_size(write_mask);
2123 if (mask_size > 1) {
2124 shader_addline(buffer, "ivec%d(floor(%s)));\n", mask_size, src0_param.param_str);
2126 shader_addline(buffer, "int(floor(%s)));\n", src0_param.param_str);
2129 else if(ins->handler_idx == WINED3DSIH_MOVA)
2131 /* We need to *round* to the nearest int here. */
2132 unsigned int mask_size = shader_glsl_get_write_mask_size(write_mask);
2134 if (gl_info->supported[EXT_GPU_SHADER4])
2137 shader_addline(buffer, "ivec%d(round(%s)));\n", mask_size, src0_param.param_str);
2139 shader_addline(buffer, "int(round(%s)));\n", src0_param.param_str);
2144 shader_addline(buffer, "ivec%d(floor(abs(%s) + vec%d(0.5)) * sign(%s)));\n",
2145 mask_size, src0_param.param_str, mask_size, src0_param.param_str);
2147 shader_addline(buffer, "int(floor(abs(%s) + 0.5) * sign(%s)));\n",
2148 src0_param.param_str, src0_param.param_str);
2153 shader_addline(buffer, "%s);\n", src0_param.param_str);
2157 /* Process the dot product operators DP3 and DP4 in GLSL (dst = dot(src0, src1)) */
2158 static void shader_glsl_dot(const struct wined3d_shader_instruction *ins)
2160 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2161 glsl_src_param_t src0_param;
2162 glsl_src_param_t src1_param;
2163 DWORD dst_write_mask, src_write_mask;
2164 unsigned int dst_size = 0;
2166 dst_write_mask = shader_glsl_append_dst(buffer, ins);
2167 dst_size = shader_glsl_get_write_mask_size(dst_write_mask);
2169 /* dp3 works on vec3, dp4 on vec4 */
2170 if (ins->handler_idx == WINED3DSIH_DP4)
2172 src_write_mask = WINED3DSP_WRITEMASK_ALL;
2174 src_write_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
2177 shader_glsl_add_src_param(ins, &ins->src[0], src_write_mask, &src0_param);
2178 shader_glsl_add_src_param(ins, &ins->src[1], src_write_mask, &src1_param);
2181 shader_addline(buffer, "vec%d(dot(%s, %s)));\n", dst_size, src0_param.param_str, src1_param.param_str);
2183 shader_addline(buffer, "dot(%s, %s));\n", src0_param.param_str, src1_param.param_str);
2187 /* Note that this instruction has some restrictions. The destination write mask
2188 * can't contain the w component, and the source swizzles have to be .xyzw */
2189 static void shader_glsl_cross(const struct wined3d_shader_instruction *ins)
2191 DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
2192 glsl_src_param_t src0_param;
2193 glsl_src_param_t src1_param;
2196 shader_glsl_get_write_mask(&ins->dst[0], dst_mask);
2197 shader_glsl_append_dst(ins->ctx->buffer, ins);
2198 shader_glsl_add_src_param(ins, &ins->src[0], src_mask, &src0_param);
2199 shader_glsl_add_src_param(ins, &ins->src[1], src_mask, &src1_param);
2200 shader_addline(ins->ctx->buffer, "cross(%s, %s)%s);\n", src0_param.param_str, src1_param.param_str, dst_mask);
2203 /* Process the WINED3DSIO_POW instruction in GLSL (dst = |src0|^src1)
2204 * Src0 and src1 are scalars. Note that D3D uses the absolute of src0, while
2205 * GLSL uses the value as-is. */
2206 static void shader_glsl_pow(const struct wined3d_shader_instruction *ins)
2208 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2209 glsl_src_param_t src0_param;
2210 glsl_src_param_t src1_param;
2211 DWORD dst_write_mask;
2212 unsigned int dst_size;
2214 dst_write_mask = shader_glsl_append_dst(buffer, ins);
2215 dst_size = shader_glsl_get_write_mask_size(dst_write_mask);
2217 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0, &src0_param);
2218 shader_glsl_add_src_param(ins, &ins->src[1], WINED3DSP_WRITEMASK_0, &src1_param);
2222 shader_addline(buffer, "vec%d(%s == 0.0 ? 0.0 : pow(abs(%s), %s)));\n",
2223 dst_size, src0_param.param_str, src0_param.param_str, src1_param.param_str);
2227 shader_addline(buffer, "%s == 0.0 ? 0.0 : pow(abs(%s), %s));\n",
2228 src0_param.param_str, src0_param.param_str, src1_param.param_str);
2232 /* Process the WINED3DSIO_LOG instruction in GLSL (dst = log2(|src0|))
2233 * Src0 is a scalar. Note that D3D uses the absolute of src0, while
2234 * GLSL uses the value as-is. */
2235 static void shader_glsl_log(const struct wined3d_shader_instruction *ins)
2237 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2238 glsl_src_param_t src0_param;
2239 DWORD dst_write_mask;
2240 unsigned int dst_size;
2242 dst_write_mask = shader_glsl_append_dst(buffer, ins);
2243 dst_size = shader_glsl_get_write_mask_size(dst_write_mask);
2245 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0, &src0_param);
2249 shader_addline(buffer, "vec%d(%s == 0.0 ? -FLT_MAX : log2(abs(%s))));\n",
2250 dst_size, src0_param.param_str, src0_param.param_str);
2254 shader_addline(buffer, "%s == 0.0 ? -FLT_MAX : log2(abs(%s)));\n",
2255 src0_param.param_str, src0_param.param_str);
2259 /* Map the opcode 1-to-1 to the GL code (arg->dst = instruction(src0, src1, ...) */
2260 static void shader_glsl_map2gl(const struct wined3d_shader_instruction *ins)
2262 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2263 glsl_src_param_t src_param;
2264 const char *instruction;
2268 /* Determine the GLSL function to use based on the opcode */
2269 /* TODO: Possibly make this a table for faster lookups */
2270 switch (ins->handler_idx)
2272 case WINED3DSIH_MIN: instruction = "min"; break;
2273 case WINED3DSIH_MAX: instruction = "max"; break;
2274 case WINED3DSIH_ABS: instruction = "abs"; break;
2275 case WINED3DSIH_FRC: instruction = "fract"; break;
2276 case WINED3DSIH_EXP: instruction = "exp2"; break;
2277 case WINED3DSIH_DSX: instruction = "dFdx"; break;
2278 case WINED3DSIH_DSY: instruction = "ycorrection.y * dFdy"; break;
2279 default: instruction = "";
2280 FIXME("Opcode %#x not yet handled in GLSL\n", ins->handler_idx);
2284 write_mask = shader_glsl_append_dst(buffer, ins);
2286 shader_addline(buffer, "%s(", instruction);
2290 shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src_param);
2291 shader_addline(buffer, "%s", src_param.param_str);
2292 for (i = 1; i < ins->src_count; ++i)
2294 shader_glsl_add_src_param(ins, &ins->src[i], write_mask, &src_param);
2295 shader_addline(buffer, ", %s", src_param.param_str);
2299 shader_addline(buffer, "));\n");
2302 static void shader_glsl_nrm(const struct wined3d_shader_instruction *ins)
2304 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2305 glsl_src_param_t src_param;
2306 unsigned int mask_size;
2310 write_mask = shader_glsl_get_write_mask(ins->dst, dst_mask);
2311 mask_size = shader_glsl_get_write_mask_size(write_mask);
2312 shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src_param);
2314 shader_addline(buffer, "tmp0.x = length(%s);\n", src_param.param_str);
2315 shader_glsl_append_dst(buffer, ins);
2318 shader_addline(buffer, "tmp0.x == 0.0 ? vec%u(0.0) : (%s / tmp0.x));\n",
2319 mask_size, src_param.param_str);
2323 shader_addline(buffer, "tmp0.x == 0.0 ? 0.0 : (%s / tmp0.x));\n",
2324 src_param.param_str);
2328 /** Process the WINED3DSIO_EXPP instruction in GLSL:
2329 * For shader model 1.x, do the following (and honor the writemask, so use a temporary variable):
2330 * dst.x = 2^(floor(src))
2331 * dst.y = src - floor(src)
2332 * dst.z = 2^src (partial precision is allowed, but optional)
2334 * For 2.0 shaders, just do this (honoring writemask and swizzle):
2335 * dst = 2^src; (partial precision is allowed, but optional)
2337 static void shader_glsl_expp(const struct wined3d_shader_instruction *ins)
2339 glsl_src_param_t src_param;
2341 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0, &src_param);
2343 if (ins->ctx->reg_maps->shader_version.major < 2)
2347 shader_addline(ins->ctx->buffer, "tmp0.x = exp2(floor(%s));\n", src_param.param_str);
2348 shader_addline(ins->ctx->buffer, "tmp0.y = %s - floor(%s);\n", src_param.param_str, src_param.param_str);
2349 shader_addline(ins->ctx->buffer, "tmp0.z = exp2(%s);\n", src_param.param_str);
2350 shader_addline(ins->ctx->buffer, "tmp0.w = 1.0;\n");
2352 shader_glsl_append_dst(ins->ctx->buffer, ins);
2353 shader_glsl_get_write_mask(&ins->dst[0], dst_mask);
2354 shader_addline(ins->ctx->buffer, "tmp0%s);\n", dst_mask);
2357 unsigned int mask_size;
2359 write_mask = shader_glsl_append_dst(ins->ctx->buffer, ins);
2360 mask_size = shader_glsl_get_write_mask_size(write_mask);
2362 if (mask_size > 1) {
2363 shader_addline(ins->ctx->buffer, "vec%d(exp2(%s)));\n", mask_size, src_param.param_str);
2365 shader_addline(ins->ctx->buffer, "exp2(%s));\n", src_param.param_str);
2370 /** Process the RCP (reciprocal or inverse) opcode in GLSL (dst = 1 / src) */
2371 static void shader_glsl_rcp(const struct wined3d_shader_instruction *ins)
2373 glsl_src_param_t src_param;
2375 unsigned int mask_size;
2377 write_mask = shader_glsl_append_dst(ins->ctx->buffer, ins);
2378 mask_size = shader_glsl_get_write_mask_size(write_mask);
2379 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_3, &src_param);
2383 shader_addline(ins->ctx->buffer, "vec%d(%s == 0.0 ? FLT_MAX : 1.0 / %s));\n",
2384 mask_size, src_param.param_str, src_param.param_str);
2388 shader_addline(ins->ctx->buffer, "%s == 0.0 ? FLT_MAX : 1.0 / %s);\n",
2389 src_param.param_str, src_param.param_str);
2393 static void shader_glsl_rsq(const struct wined3d_shader_instruction *ins)
2395 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2396 glsl_src_param_t src_param;
2398 unsigned int mask_size;
2400 write_mask = shader_glsl_append_dst(buffer, ins);
2401 mask_size = shader_glsl_get_write_mask_size(write_mask);
2403 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_3, &src_param);
2407 shader_addline(buffer, "vec%d(%s == 0.0 ? FLT_MAX : inversesqrt(abs(%s))));\n",
2408 mask_size, src_param.param_str, src_param.param_str);
2412 shader_addline(buffer, "%s == 0.0 ? FLT_MAX : inversesqrt(abs(%s)));\n",
2413 src_param.param_str, src_param.param_str);
2417 /** Process signed comparison opcodes in GLSL. */
2418 static void shader_glsl_compare(const struct wined3d_shader_instruction *ins)
2420 glsl_src_param_t src0_param;
2421 glsl_src_param_t src1_param;
2423 unsigned int mask_size;
2425 write_mask = shader_glsl_append_dst(ins->ctx->buffer, ins);
2426 mask_size = shader_glsl_get_write_mask_size(write_mask);
2427 shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src0_param);
2428 shader_glsl_add_src_param(ins, &ins->src[1], write_mask, &src1_param);
2430 if (mask_size > 1) {
2431 const char *compare;
2433 switch(ins->handler_idx)
2435 case WINED3DSIH_SLT: compare = "lessThan"; break;
2436 case WINED3DSIH_SGE: compare = "greaterThanEqual"; break;
2437 default: compare = "";
2438 FIXME("Can't handle opcode %#x\n", ins->handler_idx);
2441 shader_addline(ins->ctx->buffer, "vec%d(%s(%s, %s)));\n", mask_size, compare,
2442 src0_param.param_str, src1_param.param_str);
2444 switch(ins->handler_idx)
2446 case WINED3DSIH_SLT:
2447 /* Step(src0, src1) is not suitable here because if src0 == src1 SLT is supposed,
2448 * to return 0.0 but step returns 1.0 because step is not < x
2449 * An alternative is a bvec compare padded with an unused second component.
2450 * step(src1 * -1.0, src0 * -1.0) is not an option because it suffers from the same
2451 * issue. Playing with not() is not possible either because not() does not accept
2454 shader_addline(ins->ctx->buffer, "(%s < %s) ? 1.0 : 0.0);\n",
2455 src0_param.param_str, src1_param.param_str);
2457 case WINED3DSIH_SGE:
2458 /* Here we can use the step() function and safe a conditional */
2459 shader_addline(ins->ctx->buffer, "step(%s, %s));\n", src1_param.param_str, src0_param.param_str);
2462 FIXME("Can't handle opcode %#x\n", ins->handler_idx);
2468 /** Process CMP instruction in GLSL (dst = src0 >= 0.0 ? src1 : src2), per channel */
2469 static void shader_glsl_cmp(const struct wined3d_shader_instruction *ins)
2471 glsl_src_param_t src0_param;
2472 glsl_src_param_t src1_param;
2473 glsl_src_param_t src2_param;
2474 DWORD write_mask, cmp_channel = 0;
2477 BOOL temp_destination = FALSE;
2479 if (shader_is_scalar(&ins->src[0].reg))
2481 write_mask = shader_glsl_append_dst(ins->ctx->buffer, ins);
2483 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_ALL, &src0_param);
2484 shader_glsl_add_src_param(ins, &ins->src[1], write_mask, &src1_param);
2485 shader_glsl_add_src_param(ins, &ins->src[2], write_mask, &src2_param);
2487 shader_addline(ins->ctx->buffer, "%s >= 0.0 ? %s : %s);\n",
2488 src0_param.param_str, src1_param.param_str, src2_param.param_str);
2490 DWORD dst_mask = ins->dst[0].write_mask;
2491 struct wined3d_shader_dst_param dst = ins->dst[0];
2493 /* Cycle through all source0 channels */
2494 for (i=0; i<4; i++) {
2496 /* Find the destination channels which use the current source0 channel */
2497 for (j=0; j<4; j++) {
2498 if (((ins->src[0].swizzle >> (2 * j)) & 0x3) == i)
2500 write_mask |= WINED3DSP_WRITEMASK_0 << j;
2501 cmp_channel = WINED3DSP_WRITEMASK_0 << j;
2504 dst.write_mask = dst_mask & write_mask;
2506 /* Splitting the cmp instruction up in multiple lines imposes a problem:
2507 * The first lines may overwrite source parameters of the following lines.
2508 * Deal with that by using a temporary destination register if needed
2510 if ((ins->src[0].reg.idx == ins->dst[0].reg.idx
2511 && ins->src[0].reg.type == ins->dst[0].reg.type)
2512 || (ins->src[1].reg.idx == ins->dst[0].reg.idx
2513 && ins->src[1].reg.type == ins->dst[0].reg.type)
2514 || (ins->src[2].reg.idx == ins->dst[0].reg.idx
2515 && ins->src[2].reg.type == ins->dst[0].reg.type))
2517 write_mask = shader_glsl_get_write_mask(&dst, mask_char);
2518 if (!write_mask) continue;
2519 shader_addline(ins->ctx->buffer, "tmp0%s = (", mask_char);
2520 temp_destination = TRUE;
2522 write_mask = shader_glsl_append_dst_ext(ins->ctx->buffer, ins, &dst);
2523 if (!write_mask) continue;
2526 shader_glsl_add_src_param(ins, &ins->src[0], cmp_channel, &src0_param);
2527 shader_glsl_add_src_param(ins, &ins->src[1], write_mask, &src1_param);
2528 shader_glsl_add_src_param(ins, &ins->src[2], write_mask, &src2_param);
2530 shader_addline(ins->ctx->buffer, "%s >= 0.0 ? %s : %s);\n",
2531 src0_param.param_str, src1_param.param_str, src2_param.param_str);
2534 if(temp_destination) {
2535 shader_glsl_get_write_mask(&ins->dst[0], mask_char);
2536 shader_glsl_append_dst(ins->ctx->buffer, ins);
2537 shader_addline(ins->ctx->buffer, "tmp0%s);\n", mask_char);
2543 /** Process the CND opcode in GLSL (dst = (src0 > 0.5) ? src1 : src2) */
2544 /* For ps 1.1-1.3, only a single component of src0 is used. For ps 1.4
2545 * the compare is done per component of src0. */
2546 static void shader_glsl_cnd(const struct wined3d_shader_instruction *ins)
2548 struct wined3d_shader_dst_param dst;
2549 glsl_src_param_t src0_param;
2550 glsl_src_param_t src1_param;
2551 glsl_src_param_t src2_param;
2552 DWORD write_mask, cmp_channel = 0;
2555 DWORD shader_version = WINED3D_SHADER_VERSION(ins->ctx->reg_maps->shader_version.major,
2556 ins->ctx->reg_maps->shader_version.minor);
2558 if (shader_version < WINED3D_SHADER_VERSION(1, 4))
2560 write_mask = shader_glsl_append_dst(ins->ctx->buffer, ins);
2561 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0, &src0_param);
2562 shader_glsl_add_src_param(ins, &ins->src[1], write_mask, &src1_param);
2563 shader_glsl_add_src_param(ins, &ins->src[2], write_mask, &src2_param);
2565 /* Fun: The D3DSI_COISSUE flag changes the semantic of the cnd instruction for < 1.4 shaders */
2568 shader_addline(ins->ctx->buffer, "%s /* COISSUE! */);\n", src1_param.param_str);
2570 shader_addline(ins->ctx->buffer, "%s > 0.5 ? %s : %s);\n",
2571 src0_param.param_str, src1_param.param_str, src2_param.param_str);
2575 /* Cycle through all source0 channels */
2576 dst_mask = ins->dst[0].write_mask;
2578 for (i=0; i<4; i++) {
2580 /* Find the destination channels which use the current source0 channel */
2581 for (j=0; j<4; j++) {
2582 if (((ins->src[0].swizzle >> (2 * j)) & 0x3) == i)
2584 write_mask |= WINED3DSP_WRITEMASK_0 << j;
2585 cmp_channel = WINED3DSP_WRITEMASK_0 << j;
2589 dst.write_mask = dst_mask & write_mask;
2590 write_mask = shader_glsl_append_dst_ext(ins->ctx->buffer, ins, &dst);
2591 if (!write_mask) continue;
2593 shader_glsl_add_src_param(ins, &ins->src[0], cmp_channel, &src0_param);
2594 shader_glsl_add_src_param(ins, &ins->src[1], write_mask, &src1_param);
2595 shader_glsl_add_src_param(ins, &ins->src[2], write_mask, &src2_param);
2597 shader_addline(ins->ctx->buffer, "%s > 0.5 ? %s : %s);\n",
2598 src0_param.param_str, src1_param.param_str, src2_param.param_str);
2602 /** GLSL code generation for WINED3DSIO_MAD: Multiply the first 2 opcodes, then add the last */
2603 static void shader_glsl_mad(const struct wined3d_shader_instruction *ins)
2605 glsl_src_param_t src0_param;
2606 glsl_src_param_t src1_param;
2607 glsl_src_param_t src2_param;
2610 write_mask = shader_glsl_append_dst(ins->ctx->buffer, ins);
2611 shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src0_param);
2612 shader_glsl_add_src_param(ins, &ins->src[1], write_mask, &src1_param);
2613 shader_glsl_add_src_param(ins, &ins->src[2], write_mask, &src2_param);
2614 shader_addline(ins->ctx->buffer, "(%s * %s) + %s);\n",
2615 src0_param.param_str, src1_param.param_str, src2_param.param_str);
2618 /* Handles transforming all WINED3DSIO_M?x? opcodes for
2619 Vertex shaders to GLSL codes */
2620 static void shader_glsl_mnxn(const struct wined3d_shader_instruction *ins)
2623 int nComponents = 0;
2624 struct wined3d_shader_dst_param tmp_dst = {{0}};
2625 struct wined3d_shader_src_param tmp_src[2] = {{{0}}};
2626 struct wined3d_shader_instruction tmp_ins;
2628 memset(&tmp_ins, 0, sizeof(tmp_ins));
2630 /* Set constants for the temporary argument */
2631 tmp_ins.ctx = ins->ctx;
2632 tmp_ins.dst_count = 1;
2633 tmp_ins.dst = &tmp_dst;
2634 tmp_ins.src_count = 2;
2635 tmp_ins.src = tmp_src;
2637 switch(ins->handler_idx)
2639 case WINED3DSIH_M4x4:
2641 tmp_ins.handler_idx = WINED3DSIH_DP4;
2643 case WINED3DSIH_M4x3:
2645 tmp_ins.handler_idx = WINED3DSIH_DP4;
2647 case WINED3DSIH_M3x4:
2649 tmp_ins.handler_idx = WINED3DSIH_DP3;
2651 case WINED3DSIH_M3x3:
2653 tmp_ins.handler_idx = WINED3DSIH_DP3;
2655 case WINED3DSIH_M3x2:
2657 tmp_ins.handler_idx = WINED3DSIH_DP3;
2663 tmp_dst = ins->dst[0];
2664 tmp_src[0] = ins->src[0];
2665 tmp_src[1] = ins->src[1];
2666 for (i = 0; i < nComponents; ++i)
2668 tmp_dst.write_mask = WINED3DSP_WRITEMASK_0 << i;
2669 shader_glsl_dot(&tmp_ins);
2670 ++tmp_src[1].reg.idx;
2675 The LRP instruction performs a component-wise linear interpolation
2676 between the second and third operands using the first operand as the
2677 blend factor. Equation: (dst = src2 + src0 * (src1 - src2))
2678 This is equivalent to mix(src2, src1, src0);
2680 static void shader_glsl_lrp(const struct wined3d_shader_instruction *ins)
2682 glsl_src_param_t src0_param;
2683 glsl_src_param_t src1_param;
2684 glsl_src_param_t src2_param;
2687 write_mask = shader_glsl_append_dst(ins->ctx->buffer, ins);
2689 shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src0_param);
2690 shader_glsl_add_src_param(ins, &ins->src[1], write_mask, &src1_param);
2691 shader_glsl_add_src_param(ins, &ins->src[2], write_mask, &src2_param);
2693 shader_addline(ins->ctx->buffer, "mix(%s, %s, %s));\n",
2694 src2_param.param_str, src1_param.param_str, src0_param.param_str);
2697 /** Process the WINED3DSIO_LIT instruction in GLSL:
2698 * dst.x = dst.w = 1.0
2699 * dst.y = (src0.x > 0) ? src0.x
2700 * dst.z = (src0.x > 0) ? ((src0.y > 0) ? pow(src0.y, src.w) : 0) : 0
2701 * where src.w is clamped at +- 128
2703 static void shader_glsl_lit(const struct wined3d_shader_instruction *ins)
2705 glsl_src_param_t src0_param;
2706 glsl_src_param_t src1_param;
2707 glsl_src_param_t src3_param;
2710 shader_glsl_append_dst(ins->ctx->buffer, ins);
2711 shader_glsl_get_write_mask(&ins->dst[0], dst_mask);
2713 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0, &src0_param);
2714 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_1, &src1_param);
2715 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_3, &src3_param);
2717 /* The sdk specifies the instruction like this
2719 * if(src.x > 0.0) dst.y = src.x
2721 * if(src.x > 0.0 && src.y > 0.0) dst.z = pow(src.y, power);
2725 * Obviously that has quite a few conditionals in it which we don't like. So the first step is this:
2726 * dst.x = 1.0 ... No further explanation needed
2727 * dst.y = max(src.y, 0.0); ... If x < 0.0, use 0.0, otherwise x. Same as the conditional
2728 * dst.z = x > 0.0 ? pow(max(y, 0.0), p) : 0; ... 0 ^ power is 0, and otherwise we use y anyway
2729 * dst.w = 1.0. ... Nothing fancy.
2731 * So we still have one conditional in there. So do this:
2732 * dst.z = pow(max(0.0, src.y) * step(0.0, src.x), power);
2734 * 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),
2735 * 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.
2736 * if both x and y are > 0, we get pow(y * 1.0, power), as it is supposed to
2738 shader_addline(ins->ctx->buffer,
2739 "vec4(1.0, max(%s, 0.0), pow(max(0.0, %s) * step(0.0, %s), clamp(%s, -128.0, 128.0)), 1.0)%s);\n",
2740 src0_param.param_str, src1_param.param_str, src0_param.param_str, src3_param.param_str, dst_mask);
2743 /** Process the WINED3DSIO_DST instruction in GLSL:
2745 * dst.y = src0.x * src0.y
2749 static void shader_glsl_dst(const struct wined3d_shader_instruction *ins)
2751 glsl_src_param_t src0y_param;
2752 glsl_src_param_t src0z_param;
2753 glsl_src_param_t src1y_param;
2754 glsl_src_param_t src1w_param;
2757 shader_glsl_append_dst(ins->ctx->buffer, ins);
2758 shader_glsl_get_write_mask(&ins->dst[0], dst_mask);
2760 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_1, &src0y_param);
2761 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_2, &src0z_param);
2762 shader_glsl_add_src_param(ins, &ins->src[1], WINED3DSP_WRITEMASK_1, &src1y_param);
2763 shader_glsl_add_src_param(ins, &ins->src[1], WINED3DSP_WRITEMASK_3, &src1w_param);
2765 shader_addline(ins->ctx->buffer, "vec4(1.0, %s * %s, %s, %s))%s;\n",
2766 src0y_param.param_str, src1y_param.param_str, src0z_param.param_str, src1w_param.param_str, dst_mask);
2769 /** Process the WINED3DSIO_SINCOS instruction in GLSL:
2770 * VS 2.0 requires that specific cosine and sine constants be passed to this instruction so the hardware
2771 * can handle it. But, these functions are built-in for GLSL, so we can just ignore the last 2 params.
2773 * dst.x = cos(src0.?)
2774 * dst.y = sin(src0.?)
2778 static void shader_glsl_sincos(const struct wined3d_shader_instruction *ins)
2780 glsl_src_param_t src0_param;
2783 write_mask = shader_glsl_append_dst(ins->ctx->buffer, ins);
2784 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0, &src0_param);
2786 switch (write_mask) {
2787 case WINED3DSP_WRITEMASK_0:
2788 shader_addline(ins->ctx->buffer, "cos(%s));\n", src0_param.param_str);
2791 case WINED3DSP_WRITEMASK_1:
2792 shader_addline(ins->ctx->buffer, "sin(%s));\n", src0_param.param_str);
2795 case (WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1):
2796 shader_addline(ins->ctx->buffer, "vec2(cos(%s), sin(%s)));\n", src0_param.param_str, src0_param.param_str);
2800 ERR("Write mask should be .x, .y or .xy\n");
2805 /* sgn in vs_2_0 has 2 extra parameters(registers for temporary storage) which we don't use
2806 * here. But those extra parameters require a dedicated function for sgn, since map2gl would
2807 * generate invalid code
2809 static void shader_glsl_sgn(const struct wined3d_shader_instruction *ins)
2811 glsl_src_param_t src0_param;
2814 write_mask = shader_glsl_append_dst(ins->ctx->buffer, ins);
2815 shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src0_param);
2817 shader_addline(ins->ctx->buffer, "sign(%s));\n", src0_param.param_str);
2820 /** Process the WINED3DSIO_LOOP instruction in GLSL:
2821 * Start a for() loop where src1.y is the initial value of aL,
2822 * increment aL by src1.z for a total of src1.x iterations.
2823 * Need to use a temporary variable for this operation.
2825 /* FIXME: I don't think nested loops will work correctly this way. */
2826 static void shader_glsl_loop(const struct wined3d_shader_instruction *ins)
2828 glsl_src_param_t src1_param;
2829 IWineD3DBaseShaderImpl *shader = (IWineD3DBaseShaderImpl *)ins->ctx->shader;
2830 const DWORD *control_values = NULL;
2831 const local_constant *constant;
2833 shader_glsl_add_src_param(ins, &ins->src[1], WINED3DSP_WRITEMASK_ALL, &src1_param);
2835 /* Try to hardcode the loop control parameters if possible. Direct3D 9 class hardware doesn't support real
2836 * varying indexing, but Microsoft designed this feature for Shader model 2.x+. If the loop control is
2837 * known at compile time, the GLSL compiler can unroll the loop, and replace indirect addressing with direct
2840 if (ins->src[1].reg.type == WINED3DSPR_CONSTINT)
2842 LIST_FOR_EACH_ENTRY(constant, &shader->baseShader.constantsI, local_constant, entry) {
2843 if (constant->idx == ins->src[1].reg.idx)
2845 control_values = constant->value;
2853 struct wined3d_shader_loop_control loop_control;
2854 loop_control.count = control_values[0];
2855 loop_control.start = control_values[1];
2856 loop_control.step = (int)control_values[2];
2858 if (loop_control.step > 0)
2860 shader_addline(ins->ctx->buffer, "for (aL%u = %u; aL%u < (%u * %d + %u); aL%u += %d) {\n",
2861 shader->baseShader.cur_loop_depth, loop_control.start,
2862 shader->baseShader.cur_loop_depth, loop_control.count, loop_control.step, loop_control.start,
2863 shader->baseShader.cur_loop_depth, loop_control.step);
2865 else if (loop_control.step < 0)
2867 shader_addline(ins->ctx->buffer, "for (aL%u = %u; aL%u > (%u * %d + %u); aL%u += %d) {\n",
2868 shader->baseShader.cur_loop_depth, loop_control.start,
2869 shader->baseShader.cur_loop_depth, loop_control.count, loop_control.step, loop_control.start,
2870 shader->baseShader.cur_loop_depth, loop_control.step);
2874 shader_addline(ins->ctx->buffer, "for (aL%u = %u, tmpInt%u = 0; tmpInt%u < %u; tmpInt%u++) {\n",
2875 shader->baseShader.cur_loop_depth, loop_control.start, shader->baseShader.cur_loop_depth,
2876 shader->baseShader.cur_loop_depth, loop_control.count,
2877 shader->baseShader.cur_loop_depth);
2880 shader_addline(ins->ctx->buffer,
2881 "for (tmpInt%u = 0, aL%u = %s.y; tmpInt%u < %s.x; tmpInt%u++, aL%u += %s.z) {\n",
2882 shader->baseShader.cur_loop_depth, shader->baseShader.cur_loop_regno,
2883 src1_param.reg_name, shader->baseShader.cur_loop_depth, src1_param.reg_name,
2884 shader->baseShader.cur_loop_depth, shader->baseShader.cur_loop_regno, src1_param.reg_name);
2887 shader->baseShader.cur_loop_depth++;
2888 shader->baseShader.cur_loop_regno++;
2891 static void shader_glsl_end(const struct wined3d_shader_instruction *ins)
2893 IWineD3DBaseShaderImpl *shader = (IWineD3DBaseShaderImpl *)ins->ctx->shader;
2895 shader_addline(ins->ctx->buffer, "}\n");
2897 if (ins->handler_idx == WINED3DSIH_ENDLOOP)
2899 shader->baseShader.cur_loop_depth--;
2900 shader->baseShader.cur_loop_regno--;
2903 if (ins->handler_idx == WINED3DSIH_ENDREP)
2905 shader->baseShader.cur_loop_depth--;
2909 static void shader_glsl_rep(const struct wined3d_shader_instruction *ins)
2911 IWineD3DBaseShaderImpl *shader = (IWineD3DBaseShaderImpl *)ins->ctx->shader;
2912 glsl_src_param_t src0_param;
2913 const DWORD *control_values = NULL;
2914 const local_constant *constant;
2916 /* Try to hardcode local values to help the GLSL compiler to unroll and optimize the loop */
2917 if (ins->src[0].reg.type == WINED3DSPR_CONSTINT)
2919 LIST_FOR_EACH_ENTRY(constant, &shader->baseShader.constantsI, local_constant, entry)
2921 if (constant->idx == ins->src[0].reg.idx)
2923 control_values = constant->value;
2929 if(control_values) {
2930 shader_addline(ins->ctx->buffer, "for (tmpInt%d = 0; tmpInt%d < %d; tmpInt%d++) {\n",
2931 shader->baseShader.cur_loop_depth, shader->baseShader.cur_loop_depth,
2932 control_values[0], shader->baseShader.cur_loop_depth);
2934 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0, &src0_param);
2935 shader_addline(ins->ctx->buffer, "for (tmpInt%d = 0; tmpInt%d < %s; tmpInt%d++) {\n",
2936 shader->baseShader.cur_loop_depth, shader->baseShader.cur_loop_depth,
2937 src0_param.param_str, shader->baseShader.cur_loop_depth);
2939 shader->baseShader.cur_loop_depth++;
2942 static void shader_glsl_if(const struct wined3d_shader_instruction *ins)
2944 glsl_src_param_t src0_param;
2946 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0, &src0_param);
2947 shader_addline(ins->ctx->buffer, "if (%s) {\n", src0_param.param_str);
2950 static void shader_glsl_ifc(const struct wined3d_shader_instruction *ins)
2952 glsl_src_param_t src0_param;
2953 glsl_src_param_t src1_param;
2955 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0, &src0_param);
2956 shader_glsl_add_src_param(ins, &ins->src[1], WINED3DSP_WRITEMASK_0, &src1_param);
2958 shader_addline(ins->ctx->buffer, "if (%s %s %s) {\n",
2959 src0_param.param_str, shader_get_comp_op(ins->flags), src1_param.param_str);
2962 static void shader_glsl_else(const struct wined3d_shader_instruction *ins)
2964 shader_addline(ins->ctx->buffer, "} else {\n");
2967 static void shader_glsl_break(const struct wined3d_shader_instruction *ins)
2969 shader_addline(ins->ctx->buffer, "break;\n");
2972 /* FIXME: According to MSDN the compare is done per component. */
2973 static void shader_glsl_breakc(const struct wined3d_shader_instruction *ins)
2975 glsl_src_param_t src0_param;
2976 glsl_src_param_t src1_param;
2978 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0, &src0_param);
2979 shader_glsl_add_src_param(ins, &ins->src[1], WINED3DSP_WRITEMASK_0, &src1_param);
2981 shader_addline(ins->ctx->buffer, "if (%s %s %s) break;\n",
2982 src0_param.param_str, shader_get_comp_op(ins->flags), src1_param.param_str);
2985 static void shader_glsl_label(const struct wined3d_shader_instruction *ins)
2987 shader_addline(ins->ctx->buffer, "}\n");
2988 shader_addline(ins->ctx->buffer, "void subroutine%u () {\n", ins->src[0].reg.idx);
2991 static void shader_glsl_call(const struct wined3d_shader_instruction *ins)
2993 shader_addline(ins->ctx->buffer, "subroutine%u();\n", ins->src[0].reg.idx);
2996 static void shader_glsl_callnz(const struct wined3d_shader_instruction *ins)
2998 glsl_src_param_t src1_param;
3000 shader_glsl_add_src_param(ins, &ins->src[1], WINED3DSP_WRITEMASK_0, &src1_param);
3001 shader_addline(ins->ctx->buffer, "if (%s) subroutine%u();\n", src1_param.param_str, ins->src[0].reg.idx);
3004 static void shader_glsl_ret(const struct wined3d_shader_instruction *ins)
3006 /* No-op. The closing } is written when a new function is started, and at the end of the shader. This
3007 * function only suppresses the unhandled instruction warning
3011 /*********************************************
3012 * Pixel Shader Specific Code begins here
3013 ********************************************/
3014 static void shader_glsl_tex(const struct wined3d_shader_instruction *ins)
3016 IWineD3DBaseShaderImpl *shader = (IWineD3DBaseShaderImpl *)ins->ctx->shader;
3017 IWineD3DDeviceImpl *deviceImpl = (IWineD3DDeviceImpl *)shader->baseShader.device;
3018 DWORD shader_version = WINED3D_SHADER_VERSION(ins->ctx->reg_maps->shader_version.major,
3019 ins->ctx->reg_maps->shader_version.minor);
3020 glsl_sample_function_t sample_function;
3021 DWORD sample_flags = 0;
3023 DWORD mask = 0, swizzle;
3025 /* 1.0-1.4: Use destination register as sampler source.
3026 * 2.0+: Use provided sampler source. */
3027 if (shader_version < WINED3D_SHADER_VERSION(2,0)) sampler_idx = ins->dst[0].reg.idx;
3028 else sampler_idx = ins->src[1].reg.idx;
3030 if (shader_version < WINED3D_SHADER_VERSION(1,4))
3032 DWORD flags = deviceImpl->stateBlock->textureState[sampler_idx][WINED3DTSS_TEXTURETRANSFORMFLAGS];
3033 WINED3DSAMPLER_TEXTURE_TYPE sampler_type = ins->ctx->reg_maps->sampler_type[sampler_idx];
3035 /* Projected cube textures don't make a lot of sense, the resulting coordinates stay the same. */
3036 if (flags & WINED3DTTFF_PROJECTED && sampler_type != WINED3DSTT_CUBE) {
3037 sample_flags |= WINED3D_GLSL_SAMPLE_PROJECTED;
3038 switch (flags & ~WINED3DTTFF_PROJECTED) {
3039 case WINED3DTTFF_COUNT1: FIXME("WINED3DTTFF_PROJECTED with WINED3DTTFF_COUNT1?\n"); break;
3040 case WINED3DTTFF_COUNT2: mask = WINED3DSP_WRITEMASK_1; break;
3041 case WINED3DTTFF_COUNT3: mask = WINED3DSP_WRITEMASK_2; break;
3042 case WINED3DTTFF_COUNT4:
3043 case WINED3DTTFF_DISABLE: mask = WINED3DSP_WRITEMASK_3; break;
3047 else if (shader_version < WINED3D_SHADER_VERSION(2,0))
3049 DWORD src_mod = ins->src[0].modifiers;
3051 if (src_mod == WINED3DSPSM_DZ) {
3052 sample_flags |= WINED3D_GLSL_SAMPLE_PROJECTED;
3053 mask = WINED3DSP_WRITEMASK_2;
3054 } else if (src_mod == WINED3DSPSM_DW) {
3055 sample_flags |= WINED3D_GLSL_SAMPLE_PROJECTED;
3056 mask = WINED3DSP_WRITEMASK_3;
3059 if (ins->flags & WINED3DSI_TEXLD_PROJECT)
3061 /* ps 2.0 texldp instruction always divides by the fourth component. */
3062 sample_flags |= WINED3D_GLSL_SAMPLE_PROJECTED;
3063 mask = WINED3DSP_WRITEMASK_3;
3067 if(deviceImpl->stateBlock->textures[sampler_idx] &&
3068 IWineD3DBaseTexture_GetTextureDimensions(deviceImpl->stateBlock->textures[sampler_idx]) == GL_TEXTURE_RECTANGLE_ARB) {
3069 sample_flags |= WINED3D_GLSL_SAMPLE_RECT;
3072 shader_glsl_get_sample_function(ins->ctx, sampler_idx, sample_flags, &sample_function);
3073 mask |= sample_function.coord_mask;
3075 if (shader_version < WINED3D_SHADER_VERSION(2,0)) swizzle = WINED3DSP_NOSWIZZLE;
3076 else swizzle = ins->src[1].swizzle;
3078 /* 1.0-1.3: Use destination register as coordinate source.
3079 1.4+: Use provided coordinate source register. */
3080 if (shader_version < WINED3D_SHADER_VERSION(1,4))
3083 shader_glsl_write_mask_to_str(mask, coord_mask);
3084 shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, swizzle, NULL, NULL, NULL,
3085 "T%u%s", sampler_idx, coord_mask);
3087 glsl_src_param_t coord_param;
3088 shader_glsl_add_src_param(ins, &ins->src[0], mask, &coord_param);
3089 if (ins->flags & WINED3DSI_TEXLD_BIAS)
3091 glsl_src_param_t bias;
3092 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_3, &bias);
3093 shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, swizzle, NULL, NULL, bias.param_str,
3094 "%s", coord_param.param_str);
3096 shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, swizzle, NULL, NULL, NULL,
3097 "%s", coord_param.param_str);
3102 static void shader_glsl_texldd(const struct wined3d_shader_instruction *ins)
3104 IWineD3DBaseShaderImpl *This = (IWineD3DBaseShaderImpl *)ins->ctx->shader;
3105 IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device;
3106 const struct wined3d_gl_info *gl_info = ins->ctx->gl_info;
3107 glsl_sample_function_t sample_function;
3108 glsl_src_param_t coord_param, dx_param, dy_param;
3109 DWORD sample_flags = WINED3D_GLSL_SAMPLE_GRAD;
3111 DWORD swizzle = ins->src[1].swizzle;
3113 if (!gl_info->supported[ARB_SHADER_TEXTURE_LOD] && !gl_info->supported[EXT_GPU_SHADER4])
3115 FIXME("texldd used, but not supported by hardware. Falling back to regular tex\n");
3116 return shader_glsl_tex(ins);
3119 sampler_idx = ins->src[1].reg.idx;
3120 if(deviceImpl->stateBlock->textures[sampler_idx] &&
3121 IWineD3DBaseTexture_GetTextureDimensions(deviceImpl->stateBlock->textures[sampler_idx]) == GL_TEXTURE_RECTANGLE_ARB) {
3122 sample_flags |= WINED3D_GLSL_SAMPLE_RECT;
3125 shader_glsl_get_sample_function(ins->ctx, sampler_idx, sample_flags, &sample_function);
3126 shader_glsl_add_src_param(ins, &ins->src[0], sample_function.coord_mask, &coord_param);
3127 shader_glsl_add_src_param(ins, &ins->src[2], sample_function.coord_mask, &dx_param);
3128 shader_glsl_add_src_param(ins, &ins->src[3], sample_function.coord_mask, &dy_param);
3130 shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, swizzle, dx_param.param_str, dy_param.param_str, NULL,
3131 "%s", coord_param.param_str);
3134 static void shader_glsl_texldl(const struct wined3d_shader_instruction *ins)
3136 IWineD3DBaseShaderImpl *This = (IWineD3DBaseShaderImpl *)ins->ctx->shader;
3137 IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device;
3138 const struct wined3d_gl_info *gl_info = ins->ctx->gl_info;
3139 glsl_sample_function_t sample_function;
3140 glsl_src_param_t coord_param, lod_param;
3141 DWORD sample_flags = WINED3D_GLSL_SAMPLE_LOD;
3143 DWORD swizzle = ins->src[1].swizzle;
3145 sampler_idx = ins->src[1].reg.idx;
3146 if(deviceImpl->stateBlock->textures[sampler_idx] &&
3147 IWineD3DBaseTexture_GetTextureDimensions(deviceImpl->stateBlock->textures[sampler_idx]) == GL_TEXTURE_RECTANGLE_ARB) {
3148 sample_flags |= WINED3D_GLSL_SAMPLE_RECT;
3150 shader_glsl_get_sample_function(ins->ctx, sampler_idx, sample_flags, &sample_function);
3151 shader_glsl_add_src_param(ins, &ins->src[0], sample_function.coord_mask, &coord_param);
3153 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_3, &lod_param);
3155 if (!gl_info->supported[ARB_SHADER_TEXTURE_LOD] && !gl_info->supported[EXT_GPU_SHADER4]
3156 && shader_is_pshader_version(ins->ctx->reg_maps->shader_version.type))
3158 /* The GLSL spec claims the Lod sampling functions are only supported in vertex shaders.
3159 * However, they seem to work just fine in fragment shaders as well. */
3160 WARN("Using %s in fragment shader.\n", sample_function.name);
3162 shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, swizzle, NULL, NULL, lod_param.param_str,
3163 "%s", coord_param.param_str);
3166 static void shader_glsl_texcoord(const struct wined3d_shader_instruction *ins)
3168 /* FIXME: Make this work for more than just 2D textures */
3169 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
3170 DWORD write_mask = shader_glsl_append_dst(ins->ctx->buffer, ins);
3172 if (!(ins->ctx->reg_maps->shader_version.major == 1 && ins->ctx->reg_maps->shader_version.minor == 4))
3176 shader_glsl_get_write_mask(&ins->dst[0], dst_mask);
3177 shader_addline(buffer, "clamp(gl_TexCoord[%u], 0.0, 1.0)%s);\n",
3178 ins->dst[0].reg.idx, dst_mask);
3180 DWORD reg = ins->src[0].reg.idx;
3181 DWORD src_mod = ins->src[0].modifiers;
3182 char dst_swizzle[6];
3184 shader_glsl_get_swizzle(&ins->src[0], FALSE, write_mask, dst_swizzle);
3186 if (src_mod == WINED3DSPSM_DZ) {
3187 glsl_src_param_t div_param;
3188 unsigned int mask_size = shader_glsl_get_write_mask_size(write_mask);
3189 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_2, &div_param);
3191 if (mask_size > 1) {
3192 shader_addline(buffer, "gl_TexCoord[%u]%s / vec%d(%s));\n", reg, dst_swizzle, mask_size, div_param.param_str);
3194 shader_addline(buffer, "gl_TexCoord[%u]%s / %s);\n", reg, dst_swizzle, div_param.param_str);
3196 } else if (src_mod == WINED3DSPSM_DW) {
3197 glsl_src_param_t div_param;
3198 unsigned int mask_size = shader_glsl_get_write_mask_size(write_mask);
3199 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_3, &div_param);
3201 if (mask_size > 1) {
3202 shader_addline(buffer, "gl_TexCoord[%u]%s / vec%d(%s));\n", reg, dst_swizzle, mask_size, div_param.param_str);
3204 shader_addline(buffer, "gl_TexCoord[%u]%s / %s);\n", reg, dst_swizzle, div_param.param_str);
3207 shader_addline(buffer, "gl_TexCoord[%u]%s);\n", reg, dst_swizzle);
3212 /** Process the WINED3DSIO_TEXDP3TEX instruction in GLSL:
3213 * Take a 3-component dot product of the TexCoord[dstreg] and src,
3214 * then perform a 1D texture lookup from stage dstregnum, place into dst. */
3215 static void shader_glsl_texdp3tex(const struct wined3d_shader_instruction *ins)
3217 glsl_src_param_t src0_param;
3218 glsl_sample_function_t sample_function;
3219 DWORD sampler_idx = ins->dst[0].reg.idx;
3220 DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
3223 shader_glsl_add_src_param(ins, &ins->src[0], src_mask, &src0_param);
3225 /* Do I have to take care about the projected bit? I don't think so, since the dp3 returns only one
3226 * scalar, and projected sampling would require 4.
3228 * It is a dependent read - not valid with conditional NP2 textures
3230 shader_glsl_get_sample_function(ins->ctx, sampler_idx, 0, &sample_function);
3231 mask_size = shader_glsl_get_write_mask_size(sample_function.coord_mask);
3236 shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, WINED3DSP_NOSWIZZLE, NULL, NULL, NULL,
3237 "dot(gl_TexCoord[%u].xyz, %s)", sampler_idx, src0_param.param_str);
3241 shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, WINED3DSP_NOSWIZZLE, NULL, NULL, NULL,
3242 "vec2(dot(gl_TexCoord[%u].xyz, %s), 0.0)", sampler_idx, src0_param.param_str);
3246 shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, WINED3DSP_NOSWIZZLE, NULL, NULL, NULL,
3247 "vec3(dot(gl_TexCoord[%u].xyz, %s), 0.0, 0.0)", sampler_idx, src0_param.param_str);
3251 FIXME("Unexpected mask size %u\n", mask_size);
3256 /** Process the WINED3DSIO_TEXDP3 instruction in GLSL:
3257 * Take a 3-component dot product of the TexCoord[dstreg] and src. */
3258 static void shader_glsl_texdp3(const struct wined3d_shader_instruction *ins)
3260 glsl_src_param_t src0_param;
3261 DWORD dstreg = ins->dst[0].reg.idx;
3262 DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
3264 unsigned int mask_size;
3266 dst_mask = shader_glsl_append_dst(ins->ctx->buffer, ins);
3267 mask_size = shader_glsl_get_write_mask_size(dst_mask);
3268 shader_glsl_add_src_param(ins, &ins->src[0], src_mask, &src0_param);
3270 if (mask_size > 1) {
3271 shader_addline(ins->ctx->buffer, "vec%d(dot(T%u.xyz, %s)));\n", mask_size, dstreg, src0_param.param_str);
3273 shader_addline(ins->ctx->buffer, "dot(T%u.xyz, %s));\n", dstreg, src0_param.param_str);
3277 /** Process the WINED3DSIO_TEXDEPTH instruction in GLSL:
3278 * Calculate the depth as dst.x / dst.y */
3279 static void shader_glsl_texdepth(const struct wined3d_shader_instruction *ins)
3281 glsl_dst_param_t dst_param;
3283 shader_glsl_add_dst_param(ins, &ins->dst[0], &dst_param);
3285 /* Tests show that texdepth never returns anything below 0.0, and that r5.y is clamped to 1.0.
3286 * Negative input is accepted, -0.25 / -0.5 returns 0.5. GL should clamp gl_FragDepth to [0;1], but
3287 * this doesn't always work, so clamp the results manually. Whether or not the x value is clamped at 1
3288 * too is irrelevant, since if x = 0, any y value < 1.0 (and > 1.0 is not allowed) results in a result
3291 shader_addline(ins->ctx->buffer, "gl_FragDepth = clamp((%s.x / min(%s.y, 1.0)), 0.0, 1.0);\n",
3292 dst_param.reg_name, dst_param.reg_name);
3295 /** Process the WINED3DSIO_TEXM3X2DEPTH instruction in GLSL:
3296 * Last row of a 3x2 matrix multiply, use the result to calculate the depth:
3297 * Calculate tmp0.y = TexCoord[dstreg] . src.xyz; (tmp0.x has already been calculated)
3298 * depth = (tmp0.y == 0.0) ? 1.0 : tmp0.x / tmp0.y
3300 static void shader_glsl_texm3x2depth(const struct wined3d_shader_instruction *ins)
3302 DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
3303 DWORD dstreg = ins->dst[0].reg.idx;
3304 glsl_src_param_t src0_param;
3306 shader_glsl_add_src_param(ins, &ins->src[0], src_mask, &src0_param);
3308 shader_addline(ins->ctx->buffer, "tmp0.y = dot(T%u.xyz, %s);\n", dstreg, src0_param.param_str);
3309 shader_addline(ins->ctx->buffer, "gl_FragDepth = (tmp0.y == 0.0) ? 1.0 : clamp(tmp0.x / tmp0.y, 0.0, 1.0);\n");
3312 /** Process the WINED3DSIO_TEXM3X2PAD instruction in GLSL
3313 * Calculate the 1st of a 2-row matrix multiplication. */
3314 static void shader_glsl_texm3x2pad(const struct wined3d_shader_instruction *ins)
3316 DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
3317 DWORD reg = ins->dst[0].reg.idx;
3318 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
3319 glsl_src_param_t src0_param;
3321 shader_glsl_add_src_param(ins, &ins->src[0], src_mask, &src0_param);
3322 shader_addline(buffer, "tmp0.x = dot(T%u.xyz, %s);\n", reg, src0_param.param_str);
3325 /** Process the WINED3DSIO_TEXM3X3PAD instruction in GLSL
3326 * Calculate the 1st or 2nd row of a 3-row matrix multiplication. */
3327 static void shader_glsl_texm3x3pad(const struct wined3d_shader_instruction *ins)
3329 IWineD3DBaseShaderImpl *shader = (IWineD3DBaseShaderImpl *)ins->ctx->shader;
3330 DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
3331 DWORD reg = ins->dst[0].reg.idx;
3332 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
3333 SHADER_PARSE_STATE* current_state = &shader->baseShader.parse_state;
3334 glsl_src_param_t src0_param;
3336 shader_glsl_add_src_param(ins, &ins->src[0], src_mask, &src0_param);
3337 shader_addline(buffer, "tmp0.%c = dot(T%u.xyz, %s);\n", 'x' + current_state->current_row, reg, src0_param.param_str);
3338 current_state->texcoord_w[current_state->current_row++] = reg;
3341 static void shader_glsl_texm3x2tex(const struct wined3d_shader_instruction *ins)
3343 DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
3344 DWORD reg = ins->dst[0].reg.idx;
3345 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
3346 glsl_src_param_t src0_param;
3347 glsl_sample_function_t sample_function;
3349 shader_glsl_add_src_param(ins, &ins->src[0], src_mask, &src0_param);
3350 shader_addline(buffer, "tmp0.y = dot(T%u.xyz, %s);\n", reg, src0_param.param_str);
3352 shader_glsl_get_sample_function(ins->ctx, reg, 0, &sample_function);
3354 /* Sample the texture using the calculated coordinates */
3355 shader_glsl_gen_sample_code(ins, reg, &sample_function, WINED3DSP_NOSWIZZLE, NULL, NULL, NULL, "tmp0.xy");
3358 /** Process the WINED3DSIO_TEXM3X3TEX instruction in GLSL
3359 * Perform the 3rd row of a 3x3 matrix multiply, then sample the texture using the calculated coordinates */
3360 static void shader_glsl_texm3x3tex(const struct wined3d_shader_instruction *ins)
3362 DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
3363 IWineD3DBaseShaderImpl *shader = (IWineD3DBaseShaderImpl *)ins->ctx->shader;
3364 SHADER_PARSE_STATE *current_state = &shader->baseShader.parse_state;
3365 glsl_src_param_t src0_param;
3366 DWORD reg = ins->dst[0].reg.idx;
3367 glsl_sample_function_t sample_function;
3369 shader_glsl_add_src_param(ins, &ins->src[0], src_mask, &src0_param);
3370 shader_addline(ins->ctx->buffer, "tmp0.z = dot(T%u.xyz, %s);\n", reg, src0_param.param_str);
3372 /* Dependent read, not valid with conditional NP2 */
3373 shader_glsl_get_sample_function(ins->ctx, reg, 0, &sample_function);
3375 /* Sample the texture using the calculated coordinates */
3376 shader_glsl_gen_sample_code(ins, reg, &sample_function, WINED3DSP_NOSWIZZLE, NULL, NULL, NULL, "tmp0.xyz");
3378 current_state->current_row = 0;
3381 /** Process the WINED3DSIO_TEXM3X3 instruction in GLSL
3382 * Perform the 3rd row of a 3x3 matrix multiply */
3383 static void shader_glsl_texm3x3(const struct wined3d_shader_instruction *ins)
3385 DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
3386 IWineD3DBaseShaderImpl *shader = (IWineD3DBaseShaderImpl *)ins->ctx->shader;
3387 SHADER_PARSE_STATE *current_state = &shader->baseShader.parse_state;
3388 glsl_src_param_t src0_param;
3390 DWORD reg = ins->dst[0].reg.idx;
3392 shader_glsl_add_src_param(ins, &ins->src[0], src_mask, &src0_param);
3394 shader_glsl_append_dst(ins->ctx->buffer, ins);
3395 shader_glsl_get_write_mask(&ins->dst[0], dst_mask);
3396 shader_addline(ins->ctx->buffer, "vec4(tmp0.xy, dot(T%u.xyz, %s), 1.0)%s);\n", reg, src0_param.param_str, dst_mask);
3398 current_state->current_row = 0;
3401 /* Process the WINED3DSIO_TEXM3X3SPEC instruction in GLSL
3402 * Perform the final texture lookup based on the previous 2 3x3 matrix multiplies */
3403 static void shader_glsl_texm3x3spec(const struct wined3d_shader_instruction *ins)
3405 IWineD3DBaseShaderImpl *shader = (IWineD3DBaseShaderImpl *)ins->ctx->shader;
3406 DWORD reg = ins->dst[0].reg.idx;
3407 glsl_src_param_t src0_param;
3408 glsl_src_param_t src1_param;
3409 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
3410 SHADER_PARSE_STATE* current_state = &shader->baseShader.parse_state;
3411 DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
3412 glsl_sample_function_t sample_function;
3414 shader_glsl_add_src_param(ins, &ins->src[0], src_mask, &src0_param);
3415 shader_glsl_add_src_param(ins, &ins->src[1], src_mask, &src1_param);
3417 /* Perform the last matrix multiply operation */
3418 shader_addline(buffer, "tmp0.z = dot(T%u.xyz, %s);\n", reg, src0_param.param_str);
3419 /* Reflection calculation */
3420 shader_addline(buffer, "tmp0.xyz = -reflect((%s), normalize(tmp0.xyz));\n", src1_param.param_str);
3422 /* Dependent read, not valid with conditional NP2 */
3423 shader_glsl_get_sample_function(ins->ctx, reg, 0, &sample_function);
3425 /* Sample the texture */
3426 shader_glsl_gen_sample_code(ins, reg, &sample_function, WINED3DSP_NOSWIZZLE, NULL, NULL, NULL, "tmp0.xyz");
3428 current_state->current_row = 0;
3431 /* Process the WINED3DSIO_TEXM3X3VSPEC instruction in GLSL
3432 * Perform the final texture lookup based on the previous 2 3x3 matrix multiplies */
3433 static void shader_glsl_texm3x3vspec(const struct wined3d_shader_instruction *ins)
3435 IWineD3DBaseShaderImpl *shader = (IWineD3DBaseShaderImpl *)ins->ctx->shader;
3436 DWORD reg = ins->dst[0].reg.idx;
3437 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
3438 SHADER_PARSE_STATE* current_state = &shader->baseShader.parse_state;
3439 glsl_src_param_t src0_param;
3440 DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
3441 glsl_sample_function_t sample_function;
3443 shader_glsl_add_src_param(ins, &ins->src[0], src_mask, &src0_param);
3445 /* Perform the last matrix multiply operation */
3446 shader_addline(buffer, "tmp0.z = dot(vec3(T%u), vec3(%s));\n", reg, src0_param.param_str);
3448 /* Construct the eye-ray vector from w coordinates */
3449 shader_addline(buffer, "tmp1.xyz = normalize(vec3(gl_TexCoord[%u].w, gl_TexCoord[%u].w, gl_TexCoord[%u].w));\n",
3450 current_state->texcoord_w[0], current_state->texcoord_w[1], reg);
3451 shader_addline(buffer, "tmp0.xyz = -reflect(tmp1.xyz, normalize(tmp0.xyz));\n");
3453 /* Dependent read, not valid with conditional NP2 */
3454 shader_glsl_get_sample_function(ins->ctx, reg, 0, &sample_function);
3456 /* Sample the texture using the calculated coordinates */
3457 shader_glsl_gen_sample_code(ins, reg, &sample_function, WINED3DSP_NOSWIZZLE, NULL, NULL, NULL, "tmp0.xyz");
3459 current_state->current_row = 0;
3462 /** Process the WINED3DSIO_TEXBEM instruction in GLSL.
3463 * Apply a fake bump map transform.
3464 * texbem is pshader <= 1.3 only, this saves a few version checks
3466 static void shader_glsl_texbem(const struct wined3d_shader_instruction *ins)
3468 IWineD3DBaseShaderImpl *shader = (IWineD3DBaseShaderImpl *)ins->ctx->shader;
3469 IWineD3DDeviceImpl *deviceImpl = (IWineD3DDeviceImpl *)shader->baseShader.device;
3470 glsl_sample_function_t sample_function;
3471 glsl_src_param_t coord_param;
3477 sampler_idx = ins->dst[0].reg.idx;
3478 flags = deviceImpl->stateBlock->textureState[sampler_idx][WINED3DTSS_TEXTURETRANSFORMFLAGS];
3480 /* Dependent read, not valid with conditional NP2 */
3481 shader_glsl_get_sample_function(ins->ctx, sampler_idx, 0, &sample_function);
3482 mask = sample_function.coord_mask;
3484 shader_glsl_write_mask_to_str(mask, coord_mask);
3486 /* with projective textures, texbem only divides the static texture coord, not the displacement,
3487 * so we can't let the GL handle this.
3489 if (flags & WINED3DTTFF_PROJECTED) {
3491 char coord_div_mask[3];
3492 switch (flags & ~WINED3DTTFF_PROJECTED) {
3493 case WINED3DTTFF_COUNT1: FIXME("WINED3DTTFF_PROJECTED with WINED3DTTFF_COUNT1?\n"); break;
3494 case WINED3DTTFF_COUNT2: div_mask = WINED3DSP_WRITEMASK_1; break;
3495 case WINED3DTTFF_COUNT3: div_mask = WINED3DSP_WRITEMASK_2; break;
3496 case WINED3DTTFF_COUNT4:
3497 case WINED3DTTFF_DISABLE: div_mask = WINED3DSP_WRITEMASK_3; break;
3499 shader_glsl_write_mask_to_str(div_mask, coord_div_mask);
3500 shader_addline(ins->ctx->buffer, "T%u%s /= T%u%s;\n", sampler_idx, coord_mask, sampler_idx, coord_div_mask);
3503 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1, &coord_param);
3505 shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, WINED3DSP_NOSWIZZLE, NULL, NULL, NULL,
3506 "T%u%s + vec4(bumpenvmat%d * %s, 0.0, 0.0)%s", sampler_idx, coord_mask, sampler_idx,
3507 coord_param.param_str, coord_mask);
3509 if (ins->handler_idx == WINED3DSIH_TEXBEML)
3511 glsl_src_param_t luminance_param;
3512 glsl_dst_param_t dst_param;
3514 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_2, &luminance_param);
3515 shader_glsl_add_dst_param(ins, &ins->dst[0], &dst_param);
3517 shader_addline(ins->ctx->buffer, "%s%s *= (%s * luminancescale%d + luminanceoffset%d);\n",
3518 dst_param.reg_name, dst_param.mask_str,
3519 luminance_param.param_str, sampler_idx, sampler_idx);
3523 static void shader_glsl_bem(const struct wined3d_shader_instruction *ins)
3525 glsl_src_param_t src0_param, src1_param;
3526 DWORD sampler_idx = ins->dst[0].reg.idx;
3528 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1, &src0_param);
3529 shader_glsl_add_src_param(ins, &ins->src[1], WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1, &src1_param);
3531 shader_glsl_append_dst(ins->ctx->buffer, ins);
3532 shader_addline(ins->ctx->buffer, "%s + bumpenvmat%d * %s);\n",
3533 src0_param.param_str, sampler_idx, src1_param.param_str);
3536 /** Process the WINED3DSIO_TEXREG2AR instruction in GLSL
3537 * Sample 2D texture at dst using the alpha & red (wx) components of src as texture coordinates */
3538 static void shader_glsl_texreg2ar(const struct wined3d_shader_instruction *ins)
3540 glsl_src_param_t src0_param;
3541 DWORD sampler_idx = ins->dst[0].reg.idx;
3542 glsl_sample_function_t sample_function;
3544 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_ALL, &src0_param);
3546 shader_glsl_get_sample_function(ins->ctx, sampler_idx, 0, &sample_function);
3547 shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, WINED3DSP_NOSWIZZLE, NULL, NULL, NULL,
3548 "%s.wx", src0_param.reg_name);
3551 /** Process the WINED3DSIO_TEXREG2GB instruction in GLSL
3552 * Sample 2D texture at dst using the green & blue (yz) components of src as texture coordinates */
3553 static void shader_glsl_texreg2gb(const struct wined3d_shader_instruction *ins)
3555 glsl_src_param_t src0_param;
3556 DWORD sampler_idx = ins->dst[0].reg.idx;
3557 glsl_sample_function_t sample_function;
3559 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_ALL, &src0_param);
3561 shader_glsl_get_sample_function(ins->ctx, sampler_idx, 0, &sample_function);
3562 shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, WINED3DSP_NOSWIZZLE, NULL, NULL, NULL,
3563 "%s.yz", src0_param.reg_name);
3566 /** Process the WINED3DSIO_TEXREG2RGB instruction in GLSL
3567 * Sample texture at dst using the rgb (xyz) components of src as texture coordinates */
3568 static void shader_glsl_texreg2rgb(const struct wined3d_shader_instruction *ins)
3570 glsl_src_param_t src0_param;
3571 DWORD sampler_idx = ins->dst[0].reg.idx;
3572 glsl_sample_function_t sample_function;
3574 /* Dependent read, not valid with conditional NP2 */
3575 shader_glsl_get_sample_function(ins->ctx, sampler_idx, 0, &sample_function);
3576 shader_glsl_add_src_param(ins, &ins->src[0], sample_function.coord_mask, &src0_param);
3578 shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, WINED3DSP_NOSWIZZLE, NULL, NULL, NULL,
3579 "%s", src0_param.param_str);
3582 /** Process the WINED3DSIO_TEXKILL instruction in GLSL.
3583 * If any of the first 3 components are < 0, discard this pixel */
3584 static void shader_glsl_texkill(const struct wined3d_shader_instruction *ins)
3586 glsl_dst_param_t dst_param;
3588 /* The argument is a destination parameter, and no writemasks are allowed */
3589 shader_glsl_add_dst_param(ins, &ins->dst[0], &dst_param);
3590 if (ins->ctx->reg_maps->shader_version.major >= 2)
3592 /* 2.0 shaders compare all 4 components in texkill */
3593 shader_addline(ins->ctx->buffer, "if (any(lessThan(%s.xyzw, vec4(0.0)))) discard;\n", dst_param.reg_name);
3595 /* 1.X shaders only compare the first 3 components, probably due to the nature of the texkill
3596 * instruction as a tex* instruction, and phase, which kills all a / w components. Even if all
3597 * 4 components are defined, only the first 3 are used
3599 shader_addline(ins->ctx->buffer, "if (any(lessThan(%s.xyz, vec3(0.0)))) discard;\n", dst_param.reg_name);
3603 /** Process the WINED3DSIO_DP2ADD instruction in GLSL.
3604 * dst = dot2(src0, src1) + src2 */
3605 static void shader_glsl_dp2add(const struct wined3d_shader_instruction *ins)
3607 glsl_src_param_t src0_param;
3608 glsl_src_param_t src1_param;
3609 glsl_src_param_t src2_param;
3611 unsigned int mask_size;
3613 write_mask = shader_glsl_append_dst(ins->ctx->buffer, ins);
3614 mask_size = shader_glsl_get_write_mask_size(write_mask);
3616 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1, &src0_param);
3617 shader_glsl_add_src_param(ins, &ins->src[1], WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1, &src1_param);
3618 shader_glsl_add_src_param(ins, &ins->src[2], WINED3DSP_WRITEMASK_0, &src2_param);
3620 if (mask_size > 1) {
3621 shader_addline(ins->ctx->buffer, "vec%d(dot(%s, %s) + %s));\n",
3622 mask_size, src0_param.param_str, src1_param.param_str, src2_param.param_str);
3624 shader_addline(ins->ctx->buffer, "dot(%s, %s) + %s);\n",
3625 src0_param.param_str, src1_param.param_str, src2_param.param_str);
3629 static void shader_glsl_input_pack(IWineD3DPixelShader *iface, struct wined3d_shader_buffer *buffer,
3630 const struct wined3d_shader_signature_element *input_signature, const struct shader_reg_maps *reg_maps,
3631 enum vertexprocessing_mode vertexprocessing)
3634 IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)iface;
3635 WORD map = reg_maps->input_registers;
3637 for (i = 0; map; map >>= 1, ++i)
3639 const char *semantic_name;
3644 if (!(map & 1)) continue;
3646 semantic_name = input_signature[i].semantic_name;
3647 semantic_idx = input_signature[i].semantic_idx;
3648 shader_glsl_write_mask_to_str(input_signature[i].mask, reg_mask);
3650 if (shader_match_semantic(semantic_name, WINED3DDECLUSAGE_TEXCOORD))
3652 if (semantic_idx < 8 && vertexprocessing == pretransformed)
3653 shader_addline(buffer, "IN[%u]%s = gl_TexCoord[%u]%s;\n",
3654 This->input_reg_map[i], reg_mask, semantic_idx, reg_mask);
3656 shader_addline(buffer, "IN[%u]%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
3657 This->input_reg_map[i], reg_mask, reg_mask);
3659 else if (shader_match_semantic(semantic_name, WINED3DDECLUSAGE_COLOR))
3661 if (semantic_idx == 0)
3662 shader_addline(buffer, "IN[%u]%s = vec4(gl_Color)%s;\n",
3663 This->input_reg_map[i], reg_mask, reg_mask);
3664 else if (semantic_idx == 1)
3665 shader_addline(buffer, "IN[%u]%s = vec4(gl_SecondaryColor)%s;\n",
3666 This->input_reg_map[i], reg_mask, reg_mask);
3668 shader_addline(buffer, "IN[%u]%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
3669 This->input_reg_map[i], reg_mask, reg_mask);
3673 shader_addline(buffer, "IN[%u]%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
3674 This->input_reg_map[i], reg_mask, reg_mask);
3679 /*********************************************
3680 * Vertex Shader Specific Code begins here
3681 ********************************************/
3683 static void add_glsl_program_entry(struct shader_glsl_priv *priv, struct glsl_shader_prog_link *entry) {
3684 glsl_program_key_t key;
3686 key.vshader = entry->vshader;
3687 key.pshader = entry->pshader;
3688 key.vs_args = entry->vs_args;
3689 key.ps_args = entry->ps_args;
3691 if (wine_rb_put(&priv->program_lookup, &key, &entry->program_lookup_entry) == -1)
3693 ERR("Failed to insert program entry.\n");
3697 static struct glsl_shader_prog_link *get_glsl_program_entry(struct shader_glsl_priv *priv,
3698 IWineD3DVertexShader *vshader, IWineD3DPixelShader *pshader, struct vs_compile_args *vs_args,
3699 struct ps_compile_args *ps_args) {
3700 struct wine_rb_entry *entry;
3701 glsl_program_key_t key;
3703 key.vshader = vshader;
3704 key.pshader = pshader;
3705 key.vs_args = *vs_args;
3706 key.ps_args = *ps_args;
3708 entry = wine_rb_get(&priv->program_lookup, &key);
3709 return entry ? WINE_RB_ENTRY_VALUE(entry, struct glsl_shader_prog_link, program_lookup_entry) : NULL;
3712 /* GL locking is done by the caller */
3713 static void delete_glsl_program_entry(struct shader_glsl_priv *priv, const struct wined3d_gl_info *gl_info,
3714 struct glsl_shader_prog_link *entry)
3716 glsl_program_key_t key;
3718 key.vshader = entry->vshader;
3719 key.pshader = entry->pshader;
3720 key.vs_args = entry->vs_args;
3721 key.ps_args = entry->ps_args;
3722 wine_rb_remove(&priv->program_lookup, &key);
3724 GL_EXTCALL(glDeleteObjectARB(entry->programId));
3725 if (entry->vshader) list_remove(&entry->vshader_entry);
3726 if (entry->pshader) list_remove(&entry->pshader_entry);
3727 HeapFree(GetProcessHeap(), 0, entry->vuniformF_locations);
3728 HeapFree(GetProcessHeap(), 0, entry->puniformF_locations);
3729 HeapFree(GetProcessHeap(), 0, entry);
3732 static void handle_ps3_input(struct wined3d_shader_buffer *buffer, const struct wined3d_gl_info *gl_info, const DWORD *map,
3733 const struct wined3d_shader_signature_element *input_signature, const struct shader_reg_maps *reg_maps_in,
3734 const struct wined3d_shader_signature_element *output_signature, const struct shader_reg_maps *reg_maps_out)
3737 const char *semantic_name_in;
3738 UINT semantic_idx_in;
3741 unsigned int in_count = vec4_varyings(3, gl_info);
3743 char destination[50];
3744 WORD input_map, output_map;
3746 set = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*set) * (in_count + 2));
3748 if (!output_signature)
3750 /* Save gl_FrontColor & gl_FrontSecondaryColor before overwriting them. */
3751 shader_addline(buffer, "vec4 front_color = gl_FrontColor;\n");
3752 shader_addline(buffer, "vec4 front_secondary_color = gl_FrontSecondaryColor;\n");
3755 input_map = reg_maps_in->input_registers;
3756 for (i = 0; input_map; input_map >>= 1, ++i)
3758 if (!(input_map & 1)) continue;
3761 /* Declared, but not read register */
3762 if (in_idx == ~0U) continue;
3763 if (in_idx >= (in_count + 2))
3765 FIXME("More input varyings declared than supported, expect issues.\n");
3769 if (in_idx == in_count) {
3770 sprintf(destination, "gl_FrontColor");
3771 } else if (in_idx == in_count + 1) {
3772 sprintf(destination, "gl_FrontSecondaryColor");
3774 sprintf(destination, "IN[%u]", in_idx);
3777 semantic_name_in = input_signature[i].semantic_name;
3778 semantic_idx_in = input_signature[i].semantic_idx;
3781 if (!output_signature)
3783 shader_glsl_write_mask_to_str(input_signature[i].mask, reg_mask);
3784 set[in_idx] = input_signature[i].mask;
3786 if (shader_match_semantic(semantic_name_in, WINED3DDECLUSAGE_COLOR))
3788 if (semantic_idx_in == 0)
3789 shader_addline(buffer, "%s%s = front_color%s;\n",
3790 destination, reg_mask, reg_mask);
3791 else if (semantic_idx_in == 1)
3792 shader_addline(buffer, "%s%s = front_secondary_color%s;\n",
3793 destination, reg_mask, reg_mask);
3795 shader_addline(buffer, "%s%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
3796 destination, reg_mask, reg_mask);
3798 else if (shader_match_semantic(semantic_name_in, WINED3DDECLUSAGE_TEXCOORD))
3800 if (semantic_idx_in < 8)
3802 shader_addline(buffer, "%s%s = gl_TexCoord[%u]%s;\n",
3803 destination, reg_mask, semantic_idx_in, reg_mask);
3807 shader_addline(buffer, "%s%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
3808 destination, reg_mask, reg_mask);
3811 else if (shader_match_semantic(semantic_name_in, WINED3DDECLUSAGE_FOG))
3813 shader_addline(buffer, "%s%s = vec4(gl_FogFragCoord, 0.0, 0.0, 0.0)%s;\n",
3814 destination, reg_mask, reg_mask);
3818 shader_addline(buffer, "%s%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
3819 destination, reg_mask, reg_mask);
3824 output_map = reg_maps_out->output_registers;
3825 for (j = 0; output_map; output_map >>= 1, ++j)
3829 if (!(output_map & 1)
3830 || semantic_idx_in != output_signature[j].semantic_idx
3831 || strcmp(semantic_name_in, output_signature[j].semantic_name)
3832 || !(mask = input_signature[i].mask & output_signature[j].mask))
3836 shader_glsl_write_mask_to_str(mask, reg_mask);
3838 shader_addline(buffer, "%s%s = OUT[%u]%s;\n",
3839 destination, reg_mask, j, reg_mask);
3844 for (i = 0; i < in_count + 2; ++i)
3848 if (!set[i] || set[i] == WINED3DSP_WRITEMASK_ALL)
3851 if (set[i] == ~0U) set[i] = 0;
3854 if (!(set[i] & WINED3DSP_WRITEMASK_0)) reg_mask[size++] = 'x';
3855 if (!(set[i] & WINED3DSP_WRITEMASK_1)) reg_mask[size++] = 'y';
3856 if (!(set[i] & WINED3DSP_WRITEMASK_2)) reg_mask[size++] = 'z';
3857 if (!(set[i] & WINED3DSP_WRITEMASK_3)) reg_mask[size++] = 'w';
3858 reg_mask[size] = '\0';
3860 if (i == in_count) sprintf(destination, "gl_FrontColor");
3861 else if (i == in_count + 1) sprintf(destination, "gl_FrontSecondaryColor");
3862 else sprintf(destination, "IN[%u]", i);
3864 if (size == 1) shader_addline(buffer, "%s.%s = 0.0;\n", destination, reg_mask);
3865 else shader_addline(buffer, "%s.%s = vec%u(0.0);\n", destination, reg_mask, size);
3868 HeapFree(GetProcessHeap(), 0, set);
3871 /* GL locking is done by the caller */
3872 static GLhandleARB generate_param_reorder_function(struct wined3d_shader_buffer *buffer,
3873 IWineD3DVertexShader *vertexshader, IWineD3DPixelShader *pixelshader, const struct wined3d_gl_info *gl_info)
3875 GLhandleARB ret = 0;
3876 IWineD3DVertexShaderImpl *vs = (IWineD3DVertexShaderImpl *) vertexshader;
3877 IWineD3DPixelShaderImpl *ps = (IWineD3DPixelShaderImpl *) pixelshader;
3878 IWineD3DDeviceImpl *device;
3879 DWORD vs_major = vs->baseShader.reg_maps.shader_version.major;
3880 DWORD ps_major = ps ? ps->baseShader.reg_maps.shader_version.major : 0;
3882 const char *semantic_name;
3885 const struct wined3d_shader_signature_element *output_signature;
3887 shader_buffer_clear(buffer);
3889 shader_addline(buffer, "#version 120\n");
3891 if(vs_major < 3 && ps_major < 3) {
3892 /* That one is easy: The vertex shader writes to the builtin varyings, the pixel shader reads from them.
3893 * Take care about the texcoord .w fixup though if we're using the fixed function fragment pipeline
3895 device = (IWineD3DDeviceImpl *) vs->baseShader.device;
3896 if ((gl_info->quirks & WINED3D_QUIRK_SET_TEXCOORD_W)
3897 && ps_major == 0 && vs_major > 0 && !device->frag_pipe->ffp_proj_control)
3899 shader_addline(buffer, "void order_ps_input() {\n");
3900 for(i = 0; i < min(8, MAX_REG_TEXCRD); i++) {
3901 if(vs->baseShader.reg_maps.texcoord_mask[i] != 0 &&
3902 vs->baseShader.reg_maps.texcoord_mask[i] != WINED3DSP_WRITEMASK_ALL) {
3903 shader_addline(buffer, "gl_TexCoord[%u].w = 1.0;\n", i);
3906 shader_addline(buffer, "}\n");
3908 shader_addline(buffer, "void order_ps_input() { /* do nothing */ }\n");
3910 } else if(ps_major < 3 && vs_major >= 3) {
3911 WORD map = vs->baseShader.reg_maps.output_registers;
3913 /* The vertex shader writes to its own varyings, the pixel shader needs them in the builtin ones */
3914 output_signature = vs->baseShader.output_signature;
3916 shader_addline(buffer, "void order_ps_input(in vec4 OUT[%u]) {\n", MAX_REG_OUTPUT);
3917 for (i = 0; map; map >>= 1, ++i)
3921 if (!(map & 1)) continue;
3923 semantic_name = output_signature[i].semantic_name;
3924 semantic_idx = output_signature[i].semantic_idx;
3925 write_mask = output_signature[i].mask;
3926 shader_glsl_write_mask_to_str(write_mask, reg_mask);
3928 if (shader_match_semantic(semantic_name, WINED3DDECLUSAGE_COLOR))
3930 if (semantic_idx == 0)
3931 shader_addline(buffer, "gl_FrontColor%s = OUT[%u]%s;\n", reg_mask, i, reg_mask);
3932 else if (semantic_idx == 1)
3933 shader_addline(buffer, "gl_FrontSecondaryColor%s = OUT[%u]%s;\n", reg_mask, i, reg_mask);
3935 else if (shader_match_semantic(semantic_name, WINED3DDECLUSAGE_POSITION))
3937 shader_addline(buffer, "gl_Position%s = OUT[%u]%s;\n", reg_mask, i, reg_mask);
3939 else if (shader_match_semantic(semantic_name, WINED3DDECLUSAGE_TEXCOORD))
3941 if (semantic_idx < 8)
3943 if (!(gl_info->quirks & WINED3D_QUIRK_SET_TEXCOORD_W) || ps_major > 0)
3944 write_mask |= WINED3DSP_WRITEMASK_3;
3946 shader_addline(buffer, "gl_TexCoord[%u]%s = OUT[%u]%s;\n",
3947 semantic_idx, reg_mask, i, reg_mask);
3948 if (!(write_mask & WINED3DSP_WRITEMASK_3))
3949 shader_addline(buffer, "gl_TexCoord[%u].w = 1.0;\n", semantic_idx);
3952 else if (shader_match_semantic(semantic_name, WINED3DDECLUSAGE_PSIZE))
3954 shader_addline(buffer, "gl_PointSize = OUT[%u].x;\n", i);
3956 else if (shader_match_semantic(semantic_name, WINED3DDECLUSAGE_FOG))
3958 shader_addline(buffer, "gl_FogFragCoord = OUT[%u].%c;\n", i, reg_mask[1]);
3961 shader_addline(buffer, "}\n");
3963 } else if(ps_major >= 3 && vs_major >= 3) {
3964 WORD map = vs->baseShader.reg_maps.output_registers;
3966 output_signature = vs->baseShader.output_signature;
3968 /* This one is tricky: a 3.0 pixel shader reads from a 3.0 vertex shader */
3969 shader_addline(buffer, "varying vec4 IN[%u];\n", vec4_varyings(3, gl_info));
3970 shader_addline(buffer, "void order_ps_input(in vec4 OUT[%u]) {\n", MAX_REG_OUTPUT);
3972 /* First, sort out position and point size. Those are not passed to the pixel shader */
3973 for (i = 0; map; map >>= 1, ++i)
3975 if (!(map & 1)) continue;
3977 semantic_name = output_signature[i].semantic_name;
3978 shader_glsl_write_mask_to_str(output_signature[i].mask, reg_mask);
3980 if (shader_match_semantic(semantic_name, WINED3DDECLUSAGE_POSITION))
3982 shader_addline(buffer, "gl_Position%s = OUT[%u]%s;\n", reg_mask, i, reg_mask);
3984 else if (shader_match_semantic(semantic_name, WINED3DDECLUSAGE_PSIZE))
3986 shader_addline(buffer, "gl_PointSize = OUT[%u].x;\n", i);
3990 /* Then, fix the pixel shader input */
3991 handle_ps3_input(buffer, gl_info, ps->input_reg_map, ps->baseShader.input_signature,
3992 &ps->baseShader.reg_maps, output_signature, &vs->baseShader.reg_maps);
3994 shader_addline(buffer, "}\n");
3995 } else if(ps_major >= 3 && vs_major < 3) {
3996 shader_addline(buffer, "varying vec4 IN[%u];\n", vec4_varyings(3, gl_info));
3997 shader_addline(buffer, "void order_ps_input() {\n");
3998 /* The vertex shader wrote to the builtin varyings. There is no need to figure out position and
3999 * point size, but we depend on the optimizers kindness to find out that the pixel shader doesn't
4000 * read gl_TexCoord and gl_ColorX, otherwise we'll run out of varyings
4002 handle_ps3_input(buffer, gl_info, ps->input_reg_map, ps->baseShader.input_signature,
4003 &ps->baseShader.reg_maps, NULL, NULL);
4004 shader_addline(buffer, "}\n");
4006 ERR("Unexpected vertex and pixel shader version condition: vs: %d, ps: %d\n", vs_major, ps_major);
4009 ret = GL_EXTCALL(glCreateShaderObjectARB(GL_VERTEX_SHADER_ARB));
4010 checkGLcall("glCreateShaderObjectARB(GL_VERTEX_SHADER_ARB)");
4011 GL_EXTCALL(glShaderSourceARB(ret, 1, (const char**)&buffer->buffer, NULL));
4012 checkGLcall("glShaderSourceARB(ret, 1, &buffer->buffer, NULL)");
4013 GL_EXTCALL(glCompileShaderARB(ret));
4014 checkGLcall("glCompileShaderARB(ret)");
4019 /* GL locking is done by the caller */
4020 static void hardcode_local_constants(IWineD3DBaseShaderImpl *shader, const struct wined3d_gl_info *gl_info,
4021 GLhandleARB programId, char prefix)
4023 const local_constant *lconst;
4028 LIST_FOR_EACH_ENTRY(lconst, &shader->baseShader.constantsF, local_constant, entry) {
4029 value = (const float *)lconst->value;
4030 snprintf(glsl_name, sizeof(glsl_name), "%cLC%u", prefix, lconst->idx);
4031 tmp_loc = GL_EXTCALL(glGetUniformLocationARB(programId, glsl_name));
4032 GL_EXTCALL(glUniform4fvARB(tmp_loc, 1, value));
4034 checkGLcall("Hardcoding local constants");
4037 /* GL locking is done by the caller */
4038 static GLuint shader_glsl_generate_pshader(const struct wined3d_context *context,
4039 struct wined3d_shader_buffer *buffer, IWineD3DPixelShaderImpl *This,
4040 const struct ps_compile_args *args, struct ps_np2fixup_info *np2fixup_info)
4042 const struct shader_reg_maps *reg_maps = &This->baseShader.reg_maps;
4043 const struct wined3d_gl_info *gl_info = context->gl_info;
4044 CONST DWORD *function = This->baseShader.function;
4045 struct shader_glsl_ctx_priv priv_ctx;
4047 /* Create the hw GLSL shader object and assign it as the shader->prgId */
4048 GLhandleARB shader_obj = GL_EXTCALL(glCreateShaderObjectARB(GL_FRAGMENT_SHADER_ARB));
4050 memset(&priv_ctx, 0, sizeof(priv_ctx));
4051 priv_ctx.cur_ps_args = args;
4052 priv_ctx.cur_np2fixup_info = np2fixup_info;
4054 shader_addline(buffer, "#version 120\n");
4056 if (gl_info->supported[ARB_SHADER_TEXTURE_LOD] && reg_maps->usestexldd)
4058 shader_addline(buffer, "#extension GL_ARB_shader_texture_lod : enable\n");
4060 if (gl_info->supported[ARB_TEXTURE_RECTANGLE])
4062 /* The spec says that it doesn't have to be explicitly enabled, but the nvidia
4063 * drivers write a warning if we don't do so
4065 shader_addline(buffer, "#extension GL_ARB_texture_rectangle : enable\n");
4067 if (gl_info->supported[EXT_GPU_SHADER4])
4069 shader_addline(buffer, "#extension GL_EXT_gpu_shader4 : enable\n");
4072 /* Base Declarations */
4073 shader_generate_glsl_declarations(context, buffer, (IWineD3DBaseShader *)This, reg_maps, &priv_ctx);
4075 /* Pack 3.0 inputs */
4076 if (reg_maps->shader_version.major >= 3 && args->vp_mode != vertexshader)
4078 shader_glsl_input_pack((IWineD3DPixelShader *) This, buffer,
4079 This->baseShader.input_signature, reg_maps, args->vp_mode);
4082 /* Base Shader Body */
4083 shader_generate_main((IWineD3DBaseShader *)This, buffer, reg_maps, function, &priv_ctx);
4085 /* Pixel shaders < 2.0 place the resulting color in R0 implicitly */
4086 if (reg_maps->shader_version.major < 2)
4088 /* Some older cards like GeforceFX ones don't support multiple buffers, so also not gl_FragData */
4089 shader_addline(buffer, "gl_FragData[0] = R0;\n");
4092 if (args->srgb_correction)
4094 shader_addline(buffer, "tmp0.xyz = pow(gl_FragData[0].xyz, vec3(srgb_const0.x));\n");
4095 shader_addline(buffer, "tmp0.xyz = tmp0.xyz * vec3(srgb_const0.y) - vec3(srgb_const0.z);\n");
4096 shader_addline(buffer, "tmp1.xyz = gl_FragData[0].xyz * vec3(srgb_const0.w);\n");
4097 shader_addline(buffer, "bvec3 srgb_compare = lessThan(gl_FragData[0].xyz, vec3(srgb_const1.x));\n");
4098 shader_addline(buffer, "gl_FragData[0].xyz = mix(tmp0.xyz, tmp1.xyz, vec3(srgb_compare));\n");
4099 shader_addline(buffer, "gl_FragData[0] = clamp(gl_FragData[0], 0.0, 1.0);\n");
4101 /* Pixel shader < 3.0 do not replace the fog stage.
4102 * This implements linear fog computation and blending.
4103 * TODO: non linear fog
4104 * NOTE: gl_Fog.start and gl_Fog.end don't hold fog start s and end e but
4105 * -1/(e-s) and e/(e-s) respectively.
4107 if (reg_maps->shader_version.major < 3)
4110 case FOG_OFF: break;
4112 shader_addline(buffer, "float fogstart = -1.0 / (gl_Fog.end - gl_Fog.start);\n");
4113 shader_addline(buffer, "float fogend = gl_Fog.end * -fogstart;\n");
4114 shader_addline(buffer, "float Fog = clamp(gl_FogFragCoord * fogstart + fogend, 0.0, 1.0);\n");
4115 shader_addline(buffer, "gl_FragData[0].xyz = mix(gl_Fog.color.xyz, gl_FragData[0].xyz, Fog);\n");
4118 /* Fog = e^(-gl_Fog.density * gl_FogFragCoord) */
4119 shader_addline(buffer, "float Fog = exp(-gl_Fog.density * gl_FogFragCoord);\n");
4120 shader_addline(buffer, "Fog = clamp(Fog, 0.0, 1.0);\n");
4121 shader_addline(buffer, "gl_FragData[0].xyz = mix(gl_Fog.color.xyz, gl_FragData[0].xyz, Fog);\n");
4124 /* Fog = e^(-(gl_Fog.density * gl_FogFragCoord)^2) */
4125 shader_addline(buffer, "float Fog = exp(-gl_Fog.density * gl_Fog.density * gl_FogFragCoord * gl_FogFragCoord);\n");
4126 shader_addline(buffer, "Fog = clamp(Fog, 0.0, 1.0);\n");
4127 shader_addline(buffer, "gl_FragData[0].xyz = mix(gl_Fog.color.xyz, gl_FragData[0].xyz, Fog);\n");
4132 shader_addline(buffer, "}\n");
4134 TRACE("Compiling shader object %u\n", shader_obj);
4135 GL_EXTCALL(glShaderSourceARB(shader_obj, 1, (const char**)&buffer->buffer, NULL));
4136 GL_EXTCALL(glCompileShaderARB(shader_obj));
4137 print_glsl_info_log(gl_info, shader_obj);
4139 /* Store the shader object */
4143 /* GL locking is done by the caller */
4144 static GLuint shader_glsl_generate_vshader(const struct wined3d_context *context,
4145 struct wined3d_shader_buffer *buffer, IWineD3DVertexShaderImpl *This,
4146 const struct vs_compile_args *args)
4148 const struct shader_reg_maps *reg_maps = &This->baseShader.reg_maps;
4149 const struct wined3d_gl_info *gl_info = context->gl_info;
4150 CONST DWORD *function = This->baseShader.function;
4151 struct shader_glsl_ctx_priv priv_ctx;
4153 /* Create the hw GLSL shader program and assign it as the shader->prgId */
4154 GLhandleARB shader_obj = GL_EXTCALL(glCreateShaderObjectARB(GL_VERTEX_SHADER_ARB));
4156 shader_addline(buffer, "#version 120\n");
4158 if (gl_info->supported[EXT_GPU_SHADER4])
4160 shader_addline(buffer, "#extension GL_EXT_gpu_shader4 : enable\n");
4163 memset(&priv_ctx, 0, sizeof(priv_ctx));
4164 priv_ctx.cur_vs_args = args;
4166 /* Base Declarations */
4167 shader_generate_glsl_declarations(context, buffer, (IWineD3DBaseShader *)This, reg_maps, &priv_ctx);
4169 /* Base Shader Body */
4170 shader_generate_main((IWineD3DBaseShader*)This, buffer, reg_maps, function, &priv_ctx);
4172 /* Unpack 3.0 outputs */
4173 if (reg_maps->shader_version.major >= 3) shader_addline(buffer, "order_ps_input(OUT);\n");
4174 else shader_addline(buffer, "order_ps_input();\n");
4176 /* The D3DRS_FOGTABLEMODE render state defines if the shader-generated fog coord is used
4177 * or if the fragment depth is used. If the fragment depth is used(FOGTABLEMODE != NONE),
4178 * the fog frag coord is thrown away. If the fog frag coord is used, but not written by
4179 * the shader, it is set to 0.0(fully fogged, since start = 1.0, end = 0.0)
4181 if(args->fog_src == VS_FOG_Z) {
4182 shader_addline(buffer, "gl_FogFragCoord = gl_Position.z;\n");
4183 } else if (!reg_maps->fog) {
4184 shader_addline(buffer, "gl_FogFragCoord = 0.0;\n");
4187 /* Write the final position.
4189 * OpenGL coordinates specify the center of the pixel while d3d coords specify
4190 * the corner. The offsets are stored in z and w in posFixup. posFixup.y contains
4191 * 1.0 or -1.0 to turn the rendering upside down for offscreen rendering. PosFixup.x
4192 * contains 1.0 to allow a mad.
4194 shader_addline(buffer, "gl_Position.y = gl_Position.y * posFixup.y;\n");
4195 shader_addline(buffer, "gl_Position.xy += posFixup.zw * gl_Position.ww;\n");
4196 if(args->clip_enabled) {
4197 shader_addline(buffer, "gl_ClipVertex = gl_Position;\n");
4200 /* Z coord [0;1]->[-1;1] mapping, see comment in transform_projection in state.c
4202 * Basically we want (in homogeneous coordinates) z = z * 2 - 1. However, shaders are run
4203 * before the homogeneous divide, so we have to take the w into account: z = ((z / w) * 2 - 1) * w,
4204 * which is the same as z = z * 2 - w.
4206 shader_addline(buffer, "gl_Position.z = gl_Position.z * 2.0 - gl_Position.w;\n");
4208 shader_addline(buffer, "}\n");
4210 TRACE("Compiling shader object %u\n", shader_obj);
4211 GL_EXTCALL(glShaderSourceARB(shader_obj, 1, (const char**)&buffer->buffer, NULL));
4212 GL_EXTCALL(glCompileShaderARB(shader_obj));
4213 print_glsl_info_log(gl_info, shader_obj);
4218 static GLhandleARB find_glsl_pshader(const struct wined3d_context *context,
4219 struct wined3d_shader_buffer *buffer, IWineD3DPixelShaderImpl *shader,
4220 const struct ps_compile_args *args, const struct ps_np2fixup_info **np2fixup_info)
4224 struct glsl_ps_compiled_shader *new_array;
4225 struct glsl_pshader_private *shader_data;
4226 struct ps_np2fixup_info *np2fixup = NULL;
4229 if (!shader->baseShader.backend_data)
4231 shader->baseShader.backend_data = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*shader_data));
4232 if (!shader->baseShader.backend_data)
4234 ERR("Failed to allocate backend data.\n");
4238 shader_data = shader->baseShader.backend_data;
4240 /* Usually we have very few GL shaders for each d3d shader(just 1 or maybe 2),
4241 * so a linear search is more performant than a hashmap or a binary search
4242 * (cache coherency etc)
4244 for(i = 0; i < shader_data->num_gl_shaders; i++) {
4245 if(memcmp(&shader_data->gl_shaders[i].args, args, sizeof(*args)) == 0) {
4246 if(args->np2_fixup) *np2fixup_info = &shader_data->gl_shaders[i].np2fixup;
4247 return shader_data->gl_shaders[i].prgId;
4251 TRACE("No matching GL shader found for shader %p, compiling a new shader.\n", shader);
4252 if(shader_data->shader_array_size == shader_data->num_gl_shaders) {
4253 if (shader_data->num_gl_shaders)
4255 new_size = shader_data->shader_array_size + max(1, shader_data->shader_array_size / 2);
4256 new_array = HeapReAlloc(GetProcessHeap(), 0, shader_data->gl_shaders,
4257 new_size * sizeof(*shader_data->gl_shaders));
4259 new_array = HeapAlloc(GetProcessHeap(), 0, sizeof(*shader_data->gl_shaders));
4264 ERR("Out of memory\n");
4267 shader_data->gl_shaders = new_array;
4268 shader_data->shader_array_size = new_size;
4271 shader_data->gl_shaders[shader_data->num_gl_shaders].args = *args;
4273 memset(&shader_data->gl_shaders[shader_data->num_gl_shaders].np2fixup, 0, sizeof(struct ps_np2fixup_info));
4274 if (args->np2_fixup) np2fixup = &shader_data->gl_shaders[shader_data->num_gl_shaders].np2fixup;
4276 pixelshader_update_samplers(&shader->baseShader.reg_maps,
4277 ((IWineD3DDeviceImpl *)shader->baseShader.device)->stateBlock->textures);
4279 shader_buffer_clear(buffer);
4280 ret = shader_glsl_generate_pshader(context, buffer, shader, args, np2fixup);
4281 shader_data->gl_shaders[shader_data->num_gl_shaders++].prgId = ret;
4282 *np2fixup_info = np2fixup;
4287 static inline BOOL vs_args_equal(const struct vs_compile_args *stored, const struct vs_compile_args *new,
4288 const DWORD use_map) {
4289 if((stored->swizzle_map & use_map) != new->swizzle_map) return FALSE;
4290 if((stored->clip_enabled) != new->clip_enabled) return FALSE;
4291 return stored->fog_src == new->fog_src;
4294 static GLhandleARB find_glsl_vshader(const struct wined3d_context *context,
4295 struct wined3d_shader_buffer *buffer, IWineD3DVertexShaderImpl *shader,
4296 const struct vs_compile_args *args)
4300 struct glsl_vs_compiled_shader *new_array;
4301 DWORD use_map = ((IWineD3DDeviceImpl *)shader->baseShader.device)->strided_streams.use_map;
4302 struct glsl_vshader_private *shader_data;
4305 if (!shader->baseShader.backend_data)
4307 shader->baseShader.backend_data = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*shader_data));
4308 if (!shader->baseShader.backend_data)
4310 ERR("Failed to allocate backend data.\n");
4314 shader_data = shader->baseShader.backend_data;
4316 /* Usually we have very few GL shaders for each d3d shader(just 1 or maybe 2),
4317 * so a linear search is more performant than a hashmap or a binary search
4318 * (cache coherency etc)
4320 for(i = 0; i < shader_data->num_gl_shaders; i++) {
4321 if(vs_args_equal(&shader_data->gl_shaders[i].args, args, use_map)) {
4322 return shader_data->gl_shaders[i].prgId;
4326 TRACE("No matching GL shader found for shader %p, compiling a new shader.\n", shader);
4328 if(shader_data->shader_array_size == shader_data->num_gl_shaders) {
4329 if (shader_data->num_gl_shaders)
4331 new_size = shader_data->shader_array_size + max(1, shader_data->shader_array_size / 2);
4332 new_array = HeapReAlloc(GetProcessHeap(), 0, shader_data->gl_shaders,
4333 new_size * sizeof(*shader_data->gl_shaders));
4335 new_array = HeapAlloc(GetProcessHeap(), 0, sizeof(*shader_data->gl_shaders));
4340 ERR("Out of memory\n");
4343 shader_data->gl_shaders = new_array;
4344 shader_data->shader_array_size = new_size;
4347 shader_data->gl_shaders[shader_data->num_gl_shaders].args = *args;
4349 shader_buffer_clear(buffer);
4350 ret = shader_glsl_generate_vshader(context, buffer, shader, args);
4351 shader_data->gl_shaders[shader_data->num_gl_shaders++].prgId = ret;
4356 /** Sets the GLSL program ID for the given pixel and vertex shader combination.
4357 * It sets the programId on the current StateBlock (because it should be called
4358 * inside of the DrawPrimitive() part of the render loop).
4360 * If a program for the given combination does not exist, create one, and store
4361 * the program in the hash table. If it creates a program, it will link the
4362 * given objects, too.
4365 /* GL locking is done by the caller */
4366 static void set_glsl_shader_program(const struct wined3d_context *context,
4367 IWineD3DDeviceImpl *device, BOOL use_ps, BOOL use_vs)
4369 IWineD3DVertexShader *vshader = use_vs ? device->stateBlock->vertexShader : NULL;
4370 IWineD3DPixelShader *pshader = use_ps ? device->stateBlock->pixelShader : NULL;
4371 const struct wined3d_gl_info *gl_info = context->gl_info;
4372 struct shader_glsl_priv *priv = device->shader_priv;
4373 struct glsl_shader_prog_link *entry = NULL;
4374 GLhandleARB programId = 0;
4375 GLhandleARB reorder_shader_id = 0;
4378 struct ps_compile_args ps_compile_args;
4379 struct vs_compile_args vs_compile_args;
4381 if (vshader) find_vs_compile_args((IWineD3DVertexShaderImpl *)vshader, device->stateBlock, &vs_compile_args);
4382 if (pshader) find_ps_compile_args((IWineD3DPixelShaderImpl *)pshader, device->stateBlock, &ps_compile_args);
4384 entry = get_glsl_program_entry(priv, vshader, pshader, &vs_compile_args, &ps_compile_args);
4386 priv->glsl_program = entry;
4390 /* If we get to this point, then no matching program exists, so we create one */
4391 programId = GL_EXTCALL(glCreateProgramObjectARB());
4392 TRACE("Created new GLSL shader program %u\n", programId);
4394 /* Create the entry */
4395 entry = HeapAlloc(GetProcessHeap(), 0, sizeof(struct glsl_shader_prog_link));
4396 entry->programId = programId;
4397 entry->vshader = vshader;
4398 entry->pshader = pshader;
4399 entry->vs_args = vs_compile_args;
4400 entry->ps_args = ps_compile_args;
4401 entry->constant_version = 0;
4402 entry->np2Fixup_info = NULL;
4403 /* Add the hash table entry */
4404 add_glsl_program_entry(priv, entry);
4406 /* Set the current program */
4407 priv->glsl_program = entry;
4409 /* Attach GLSL vshader */
4412 GLhandleARB vshader_id = find_glsl_vshader(context, &priv->shader_buffer,
4413 (IWineD3DVertexShaderImpl *)vshader, &vs_compile_args);
4414 WORD map = ((IWineD3DBaseShaderImpl *)vshader)->baseShader.reg_maps.input_registers;
4417 reorder_shader_id = generate_param_reorder_function(&priv->shader_buffer, vshader, pshader, gl_info);
4418 TRACE("Attaching GLSL shader object %u to program %u\n", reorder_shader_id, programId);
4419 GL_EXTCALL(glAttachObjectARB(programId, reorder_shader_id));
4420 checkGLcall("glAttachObjectARB");
4421 /* Flag the reorder function for deletion, then it will be freed automatically when the program
4424 GL_EXTCALL(glDeleteObjectARB(reorder_shader_id));
4426 TRACE("Attaching GLSL shader object %u to program %u\n", vshader_id, programId);
4427 GL_EXTCALL(glAttachObjectARB(programId, vshader_id));
4428 checkGLcall("glAttachObjectARB");
4430 /* Bind vertex attributes to a corresponding index number to match
4431 * the same index numbers as ARB_vertex_programs (makes loading
4432 * vertex attributes simpler). With this method, we can use the
4433 * exact same code to load the attributes later for both ARB and
4436 * We have to do this here because we need to know the Program ID
4437 * in order to make the bindings work, and it has to be done prior
4438 * to linking the GLSL program. */
4439 for (i = 0; map; map >>= 1, ++i)
4441 if (!(map & 1)) continue;
4443 snprintf(tmp_name, sizeof(tmp_name), "attrib%u", i);
4444 GL_EXTCALL(glBindAttribLocationARB(programId, i, tmp_name));
4446 checkGLcall("glBindAttribLocationARB");
4448 list_add_head(&((IWineD3DBaseShaderImpl *)vshader)->baseShader.linked_programs, &entry->vshader_entry);
4451 /* Attach GLSL pshader */
4454 GLhandleARB pshader_id = find_glsl_pshader(context, &priv->shader_buffer,
4455 (IWineD3DPixelShaderImpl *)pshader, &ps_compile_args, &entry->np2Fixup_info);
4456 TRACE("Attaching GLSL shader object %u to program %u\n", pshader_id, programId);
4457 GL_EXTCALL(glAttachObjectARB(programId, pshader_id));
4458 checkGLcall("glAttachObjectARB");
4460 list_add_head(&((IWineD3DBaseShaderImpl *)pshader)->baseShader.linked_programs, &entry->pshader_entry);
4463 /* Link the program */
4464 TRACE("Linking GLSL shader program %u\n", programId);
4465 GL_EXTCALL(glLinkProgramARB(programId));
4466 shader_glsl_validate_link(gl_info, programId);
4468 entry->vuniformF_locations = HeapAlloc(GetProcessHeap(), 0,
4469 sizeof(GLhandleARB) * gl_info->limits.glsl_vs_float_constants);
4470 for (i = 0; i < gl_info->limits.glsl_vs_float_constants; ++i)
4472 snprintf(glsl_name, sizeof(glsl_name), "VC[%i]", i);
4473 entry->vuniformF_locations[i] = GL_EXTCALL(glGetUniformLocationARB(programId, glsl_name));
4475 for (i = 0; i < MAX_CONST_I; ++i)
4477 snprintf(glsl_name, sizeof(glsl_name), "VI[%i]", i);
4478 entry->vuniformI_locations[i] = GL_EXTCALL(glGetUniformLocationARB(programId, glsl_name));
4480 entry->puniformF_locations = HeapAlloc(GetProcessHeap(), 0,
4481 sizeof(GLhandleARB) * gl_info->limits.glsl_ps_float_constants);
4482 for (i = 0; i < gl_info->limits.glsl_ps_float_constants; ++i)
4484 snprintf(glsl_name, sizeof(glsl_name), "PC[%i]", i);
4485 entry->puniformF_locations[i] = GL_EXTCALL(glGetUniformLocationARB(programId, glsl_name));
4487 for (i = 0; i < MAX_CONST_I; ++i)
4489 snprintf(glsl_name, sizeof(glsl_name), "PI[%i]", i);
4490 entry->puniformI_locations[i] = GL_EXTCALL(glGetUniformLocationARB(programId, glsl_name));
4496 for(i = 0; i < MAX_TEXTURES; i++) {
4497 sprintf(name, "bumpenvmat%u", i);
4498 entry->bumpenvmat_location[i] = GL_EXTCALL(glGetUniformLocationARB(programId, name));
4499 sprintf(name, "luminancescale%u", i);
4500 entry->luminancescale_location[i] = GL_EXTCALL(glGetUniformLocationARB(programId, name));
4501 sprintf(name, "luminanceoffset%u", i);
4502 entry->luminanceoffset_location[i] = GL_EXTCALL(glGetUniformLocationARB(programId, name));
4505 if (ps_compile_args.np2_fixup) {
4506 if (entry->np2Fixup_info) {
4507 entry->np2Fixup_location = GL_EXTCALL(glGetUniformLocationARB(programId, "PsamplerNP2Fixup"));
4509 FIXME("NP2 texcoord fixup needed for this pixelshader, but no fixup uniform found.\n");
4514 entry->posFixup_location = GL_EXTCALL(glGetUniformLocationARB(programId, "posFixup"));
4515 entry->ycorrection_location = GL_EXTCALL(glGetUniformLocationARB(programId, "ycorrection"));
4516 checkGLcall("Find glsl program uniform locations");
4519 && ((IWineD3DPixelShaderImpl *)pshader)->baseShader.reg_maps.shader_version.major >= 3
4520 && ((IWineD3DPixelShaderImpl *)pshader)->declared_in_count > vec4_varyings(3, gl_info))
4522 TRACE("Shader %d needs vertex color clamping disabled\n", programId);
4523 entry->vertex_color_clamp = GL_FALSE;
4525 entry->vertex_color_clamp = GL_FIXED_ONLY_ARB;
4528 /* Set the shader to allow uniform loading on it */
4529 GL_EXTCALL(glUseProgramObjectARB(programId));
4530 checkGLcall("glUseProgramObjectARB(programId)");
4532 /* Load the vertex and pixel samplers now. The function that finds the mappings makes sure
4533 * that it stays the same for each vertexshader-pixelshader pair(=linked glsl program). If
4534 * a pshader with fixed function pipeline is used there are no vertex samplers, and if a
4535 * vertex shader with fixed function pixel processing is used we make sure that the card
4536 * supports enough samplers to allow the max number of vertex samplers with all possible
4537 * fixed function fragment processing setups. So once the program is linked these samplers
4540 if (vshader) shader_glsl_load_vsamplers(gl_info, device->texUnitMap, programId);
4541 if (pshader) shader_glsl_load_psamplers(gl_info, device->texUnitMap, programId);
4543 /* If the local constants do not have to be loaded with the environment constants,
4544 * load them now to have them hardcoded in the GLSL program. This saves some CPU cycles
4547 if (pshader && !((IWineD3DBaseShaderImpl *)pshader)->baseShader.load_local_constsF)
4549 hardcode_local_constants((IWineD3DBaseShaderImpl *) pshader, gl_info, programId, 'P');
4551 if (vshader && !((IWineD3DBaseShaderImpl *)vshader)->baseShader.load_local_constsF)
4553 hardcode_local_constants((IWineD3DBaseShaderImpl *) vshader, gl_info, programId, 'V');
4557 /* GL locking is done by the caller */
4558 static GLhandleARB create_glsl_blt_shader(const struct wined3d_gl_info *gl_info, enum tex_types tex_type, BOOL masked)
4560 GLhandleARB program_id;
4561 GLhandleARB vshader_id, pshader_id;
4562 const char *blt_pshader;
4564 static const char *blt_vshader[] =
4569 " gl_Position = gl_Vertex;\n"
4570 " gl_FrontColor = vec4(1.0);\n"
4571 " gl_TexCoord[0] = gl_MultiTexCoord0;\n"
4575 static const char *blt_pshaders_full[tex_type_count] =
4581 "uniform sampler2D sampler;\n"
4584 " gl_FragDepth = texture2D(sampler, gl_TexCoord[0].xy).x;\n"
4590 "uniform samplerCube sampler;\n"
4593 " gl_FragDepth = textureCube(sampler, gl_TexCoord[0].xyz).x;\n"
4597 "#extension GL_ARB_texture_rectangle : enable\n"
4598 "uniform sampler2DRect sampler;\n"
4601 " gl_FragDepth = texture2DRect(sampler, gl_TexCoord[0].xy).x;\n"
4605 static const char *blt_pshaders_masked[tex_type_count] =
4611 "uniform sampler2D sampler;\n"
4612 "uniform vec4 mask;\n"
4615 " if (all(lessThan(gl_FragCoord.xy, mask.zw))) discard;\n"
4616 " gl_FragDepth = texture2D(sampler, gl_TexCoord[0].xy).x;\n"
4622 "uniform samplerCube sampler;\n"
4623 "uniform vec4 mask;\n"
4626 " if (all(lessThan(gl_FragCoord.xy, mask.zw))) discard;\n"
4627 " gl_FragDepth = textureCube(sampler, gl_TexCoord[0].xyz).x;\n"
4631 "#extension GL_ARB_texture_rectangle : enable\n"
4632 "uniform sampler2DRect sampler;\n"
4633 "uniform vec4 mask;\n"
4636 " if (all(lessThan(gl_FragCoord.xy, mask.zw))) discard;\n"
4637 " gl_FragDepth = texture2DRect(sampler, gl_TexCoord[0].xy).x;\n"
4641 blt_pshader = masked ? blt_pshaders_masked[tex_type] : blt_pshaders_full[tex_type];
4644 FIXME("tex_type %#x not supported\n", tex_type);
4648 vshader_id = GL_EXTCALL(glCreateShaderObjectARB(GL_VERTEX_SHADER_ARB));
4649 GL_EXTCALL(glShaderSourceARB(vshader_id, 1, blt_vshader, NULL));
4650 GL_EXTCALL(glCompileShaderARB(vshader_id));
4652 pshader_id = GL_EXTCALL(glCreateShaderObjectARB(GL_FRAGMENT_SHADER_ARB));
4653 GL_EXTCALL(glShaderSourceARB(pshader_id, 1, &blt_pshader, NULL));
4654 GL_EXTCALL(glCompileShaderARB(pshader_id));
4656 program_id = GL_EXTCALL(glCreateProgramObjectARB());
4657 GL_EXTCALL(glAttachObjectARB(program_id, vshader_id));
4658 GL_EXTCALL(glAttachObjectARB(program_id, pshader_id));
4659 GL_EXTCALL(glLinkProgramARB(program_id));
4661 shader_glsl_validate_link(gl_info, program_id);
4663 /* Once linked we can mark the shaders for deletion. They will be deleted once the program
4666 GL_EXTCALL(glDeleteObjectARB(vshader_id));
4667 GL_EXTCALL(glDeleteObjectARB(pshader_id));
4671 /* GL locking is done by the caller */
4672 static void shader_glsl_select(const struct wined3d_context *context, BOOL usePS, BOOL useVS)
4674 const struct wined3d_gl_info *gl_info = context->gl_info;
4675 IWineD3DDeviceImpl *device = context->swapchain->device;
4676 struct shader_glsl_priv *priv = device->shader_priv;
4677 GLhandleARB program_id = 0;
4678 GLenum old_vertex_color_clamp, current_vertex_color_clamp;
4680 old_vertex_color_clamp = priv->glsl_program ? priv->glsl_program->vertex_color_clamp : GL_FIXED_ONLY_ARB;
4682 if (useVS || usePS) set_glsl_shader_program(context, device, usePS, useVS);
4683 else priv->glsl_program = NULL;
4685 current_vertex_color_clamp = priv->glsl_program ? priv->glsl_program->vertex_color_clamp : GL_FIXED_ONLY_ARB;
4687 if (old_vertex_color_clamp != current_vertex_color_clamp)
4689 if (gl_info->supported[ARB_COLOR_BUFFER_FLOAT])
4691 GL_EXTCALL(glClampColorARB(GL_CLAMP_VERTEX_COLOR_ARB, current_vertex_color_clamp));
4692 checkGLcall("glClampColorARB");
4696 FIXME("vertex color clamp needs to be changed, but extension not supported.\n");
4700 program_id = priv->glsl_program ? priv->glsl_program->programId : 0;
4701 if (program_id) TRACE("Using GLSL program %u\n", program_id);
4702 GL_EXTCALL(glUseProgramObjectARB(program_id));
4703 checkGLcall("glUseProgramObjectARB");
4705 /* In case that NP2 texcoord fixup data is found for the selected program, trigger a reload of the
4706 * constants. This has to be done because it can't be guaranteed that sampler() (from state.c) is
4707 * called between selecting the shader and using it, which results in wrong fixup for some frames. */
4708 if (priv->glsl_program && priv->glsl_program->np2Fixup_info)
4710 shader_glsl_load_np2fixup_constants((IWineD3DDevice *)device, usePS, useVS);
4714 /* GL locking is done by the caller */
4715 static void shader_glsl_select_depth_blt(IWineD3DDevice *iface,
4716 enum tex_types tex_type, const SIZE *ds_mask_size)
4718 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4719 const struct wined3d_gl_info *gl_info = &This->adapter->gl_info;
4720 BOOL masked = ds_mask_size->cx && ds_mask_size->cy;
4721 struct shader_glsl_priv *priv = This->shader_priv;
4722 GLhandleARB *blt_program;
4725 blt_program = masked ? &priv->depth_blt_program_masked[tex_type] : &priv->depth_blt_program_full[tex_type];
4728 *blt_program = create_glsl_blt_shader(gl_info, tex_type, masked);
4729 loc = GL_EXTCALL(glGetUniformLocationARB(*blt_program, "sampler"));
4730 GL_EXTCALL(glUseProgramObjectARB(*blt_program));
4731 GL_EXTCALL(glUniform1iARB(loc, 0));
4735 GL_EXTCALL(glUseProgramObjectARB(*blt_program));
4740 loc = GL_EXTCALL(glGetUniformLocationARB(*blt_program, "mask"));
4741 GL_EXTCALL(glUniform4fARB(loc, 0.0f, 0.0f, (float)ds_mask_size->cx, (float)ds_mask_size->cy));
4745 /* GL locking is done by the caller */
4746 static void shader_glsl_deselect_depth_blt(IWineD3DDevice *iface) {
4747 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4748 const struct wined3d_gl_info *gl_info = &This->adapter->gl_info;
4749 struct shader_glsl_priv *priv = This->shader_priv;
4750 GLhandleARB program_id;
4752 program_id = priv->glsl_program ? priv->glsl_program->programId : 0;
4753 if (program_id) TRACE("Using GLSL program %u\n", program_id);
4755 GL_EXTCALL(glUseProgramObjectARB(program_id));
4756 checkGLcall("glUseProgramObjectARB");
4759 static void shader_glsl_destroy(IWineD3DBaseShader *iface) {
4760 const struct list *linked_programs;
4761 IWineD3DBaseShaderImpl *This = (IWineD3DBaseShaderImpl *) iface;
4762 IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *)This->baseShader.device;
4763 struct shader_glsl_priv *priv = device->shader_priv;
4764 const struct wined3d_gl_info *gl_info;
4765 struct wined3d_context *context;
4767 /* Note: Do not use QueryInterface here to find out which shader type this is because this code
4768 * can be called from IWineD3DBaseShader::Release
4770 char pshader = shader_is_pshader_version(This->baseShader.reg_maps.shader_version.type);
4773 struct glsl_pshader_private *shader_data;
4774 shader_data = This->baseShader.backend_data;
4775 if(!shader_data || shader_data->num_gl_shaders == 0)
4777 HeapFree(GetProcessHeap(), 0, shader_data);
4778 This->baseShader.backend_data = NULL;
4782 context = context_acquire(device, NULL);
4783 gl_info = context->gl_info;
4785 if (priv->glsl_program && (IWineD3DBaseShader *)priv->glsl_program->pshader == iface)
4788 shader_glsl_select(context, FALSE, FALSE);
4792 struct glsl_vshader_private *shader_data;
4793 shader_data = This->baseShader.backend_data;
4794 if(!shader_data || shader_data->num_gl_shaders == 0)
4796 HeapFree(GetProcessHeap(), 0, shader_data);
4797 This->baseShader.backend_data = NULL;
4801 context = context_acquire(device, NULL);
4802 gl_info = context->gl_info;
4804 if (priv->glsl_program && (IWineD3DBaseShader *)priv->glsl_program->vshader == iface)
4807 shader_glsl_select(context, FALSE, FALSE);
4812 linked_programs = &This->baseShader.linked_programs;
4814 TRACE("Deleting linked programs\n");
4815 if (linked_programs->next) {
4816 struct glsl_shader_prog_link *entry, *entry2;
4820 LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, linked_programs, struct glsl_shader_prog_link, pshader_entry) {
4821 delete_glsl_program_entry(priv, gl_info, entry);
4824 LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, linked_programs, struct glsl_shader_prog_link, vshader_entry) {
4825 delete_glsl_program_entry(priv, gl_info, entry);
4833 struct glsl_pshader_private *shader_data = This->baseShader.backend_data;
4836 for(i = 0; i < shader_data->num_gl_shaders; i++) {
4837 TRACE("deleting pshader %u\n", shader_data->gl_shaders[i].prgId);
4838 GL_EXTCALL(glDeleteObjectARB(shader_data->gl_shaders[i].prgId));
4839 checkGLcall("glDeleteObjectARB");
4842 HeapFree(GetProcessHeap(), 0, shader_data->gl_shaders);
4847 struct glsl_vshader_private *shader_data = This->baseShader.backend_data;
4850 for(i = 0; i < shader_data->num_gl_shaders; i++) {
4851 TRACE("deleting vshader %u\n", shader_data->gl_shaders[i].prgId);
4852 GL_EXTCALL(glDeleteObjectARB(shader_data->gl_shaders[i].prgId));
4853 checkGLcall("glDeleteObjectARB");
4856 HeapFree(GetProcessHeap(), 0, shader_data->gl_shaders);
4859 HeapFree(GetProcessHeap(), 0, This->baseShader.backend_data);
4860 This->baseShader.backend_data = NULL;
4862 context_release(context);
4865 static int glsl_program_key_compare(const void *key, const struct wine_rb_entry *entry)
4867 const glsl_program_key_t *k = key;
4868 const struct glsl_shader_prog_link *prog = WINE_RB_ENTRY_VALUE(entry,
4869 const struct glsl_shader_prog_link, program_lookup_entry);
4872 if (k->vshader > prog->vshader) return 1;
4873 else if (k->vshader < prog->vshader) return -1;
4875 if (k->pshader > prog->pshader) return 1;
4876 else if (k->pshader < prog->pshader) return -1;
4878 if (k->vshader && (cmp = memcmp(&k->vs_args, &prog->vs_args, sizeof(prog->vs_args)))) return cmp;
4879 if (k->pshader && (cmp = memcmp(&k->ps_args, &prog->ps_args, sizeof(prog->ps_args)))) return cmp;
4884 static BOOL constant_heap_init(struct constant_heap *heap, unsigned int constant_count)
4886 SIZE_T size = (constant_count + 1) * sizeof(*heap->entries) + constant_count * sizeof(*heap->positions);
4887 void *mem = HeapAlloc(GetProcessHeap(), 0, size);
4891 ERR("Failed to allocate memory\n");
4895 heap->entries = mem;
4896 heap->entries[1].version = 0;
4897 heap->positions = (unsigned int *)(heap->entries + constant_count + 1);
4903 static void constant_heap_free(struct constant_heap *heap)
4905 HeapFree(GetProcessHeap(), 0, heap->entries);
4908 static const struct wine_rb_functions wined3d_glsl_program_rb_functions =
4913 glsl_program_key_compare,
4916 static HRESULT shader_glsl_alloc(IWineD3DDevice *iface) {
4917 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4918 const struct wined3d_gl_info *gl_info = &This->adapter->gl_info;
4919 struct shader_glsl_priv *priv = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(struct shader_glsl_priv));
4920 SIZE_T stack_size = wined3d_log2i(max(gl_info->limits.glsl_vs_float_constants,
4921 gl_info->limits.glsl_ps_float_constants)) + 1;
4923 if (!shader_buffer_init(&priv->shader_buffer))
4925 ERR("Failed to initialize shader buffer.\n");
4929 priv->stack = HeapAlloc(GetProcessHeap(), 0, stack_size * sizeof(*priv->stack));
4932 ERR("Failed to allocate memory.\n");
4936 if (!constant_heap_init(&priv->vconst_heap, gl_info->limits.glsl_vs_float_constants))
4938 ERR("Failed to initialize vertex shader constant heap\n");
4942 if (!constant_heap_init(&priv->pconst_heap, gl_info->limits.glsl_ps_float_constants))
4944 ERR("Failed to initialize pixel shader constant heap\n");
4948 if (wine_rb_init(&priv->program_lookup, &wined3d_glsl_program_rb_functions) == -1)
4950 ERR("Failed to initialize rbtree.\n");
4954 priv->next_constant_version = 1;
4956 This->shader_priv = priv;
4960 constant_heap_free(&priv->pconst_heap);
4961 constant_heap_free(&priv->vconst_heap);
4962 HeapFree(GetProcessHeap(), 0, priv->stack);
4963 shader_buffer_free(&priv->shader_buffer);
4964 HeapFree(GetProcessHeap(), 0, priv);
4965 return E_OUTOFMEMORY;
4968 /* Context activation is done by the caller. */
4969 static void shader_glsl_free(IWineD3DDevice *iface) {
4970 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4971 const struct wined3d_gl_info *gl_info = &This->adapter->gl_info;
4972 struct shader_glsl_priv *priv = This->shader_priv;
4976 for (i = 0; i < tex_type_count; ++i)
4978 if (priv->depth_blt_program_full[i])
4980 GL_EXTCALL(glDeleteObjectARB(priv->depth_blt_program_full[i]));
4982 if (priv->depth_blt_program_masked[i])
4984 GL_EXTCALL(glDeleteObjectARB(priv->depth_blt_program_masked[i]));
4989 wine_rb_destroy(&priv->program_lookup, NULL, NULL);
4990 constant_heap_free(&priv->pconst_heap);
4991 constant_heap_free(&priv->vconst_heap);
4992 HeapFree(GetProcessHeap(), 0, priv->stack);
4993 shader_buffer_free(&priv->shader_buffer);
4995 HeapFree(GetProcessHeap(), 0, This->shader_priv);
4996 This->shader_priv = NULL;
4999 static BOOL shader_glsl_dirty_const(IWineD3DDevice *iface) {
5000 /* TODO: GL_EXT_bindable_uniform can be used to share constants across shaders */
5004 static void shader_glsl_get_caps(const struct wined3d_gl_info *gl_info, struct shader_caps *pCaps)
5006 /* Nvidia Geforce6/7 or Ati R4xx/R5xx cards with GLSL support, support VS 3.0 but older Nvidia/Ati
5007 * models with GLSL support only support 2.0. In case of nvidia we can detect VS 2.0 support based
5008 * on the version of NV_vertex_program.
5009 * For Ati cards there's no way using glsl (it abstracts the lowlevel info away) and also not
5010 * using ARB_vertex_program. It is safe to assume that when a card supports pixel shader 2.0 it
5011 * supports vertex shader 2.0 too and the way around. We can detect ps2.0 using the maximum number
5012 * of native instructions, so use that here. For more info see the pixel shader versioning code below.
5014 if ((gl_info->supported[NV_VERTEX_PROGRAM2] && !gl_info->supported[NV_VERTEX_PROGRAM3])
5015 || gl_info->limits.arb_ps_instructions <= 512)
5016 pCaps->VertexShaderVersion = WINED3DVS_VERSION(2,0);
5018 pCaps->VertexShaderVersion = WINED3DVS_VERSION(3,0);
5019 TRACE_(d3d_caps)("Hardware vertex shader version %d.%d enabled (GLSL)\n", (pCaps->VertexShaderVersion >> 8) & 0xff, pCaps->VertexShaderVersion & 0xff);
5020 pCaps->MaxVertexShaderConst = gl_info->limits.glsl_vs_float_constants;
5022 /* Older DX9-class videocards (GeforceFX / Radeon >9500/X*00) only support pixel shader 2.0/2.0a/2.0b.
5023 * In OpenGL the extensions related to GLSL abstract lowlevel GL info away which is needed
5024 * to distinguish between 2.0 and 3.0 (and 2.0a/2.0b). In case of Nvidia we use their fragment
5025 * program extensions. On other hardware including ATI GL_ARB_fragment_program offers the info
5026 * in max native instructions. Intel and others also offer the info in this extension but they
5027 * don't support GLSL (at least on Windows).
5029 * PS2.0 requires at least 96 instructions, 2.0a/2.0b go up to 512. Assume that if the number
5030 * of instructions is 512 or less we have to do with ps2.0 hardware.
5031 * NOTE: ps3.0 hardware requires 512 or more instructions but ati and nvidia offer 'enough' (1024 vs 4096) on their most basic ps3.0 hardware.
5033 if ((gl_info->supported[NV_FRAGMENT_PROGRAM] && !gl_info->supported[NV_FRAGMENT_PROGRAM2])
5034 || gl_info->limits.arb_ps_instructions <= 512)
5035 pCaps->PixelShaderVersion = WINED3DPS_VERSION(2,0);
5037 pCaps->PixelShaderVersion = WINED3DPS_VERSION(3,0);
5039 pCaps->MaxPixelShaderConst = gl_info->limits.glsl_ps_float_constants;
5041 /* FIXME: The following line is card dependent. -8.0 to 8.0 is the
5042 * Direct3D minimum requirement.
5044 * Both GL_ARB_fragment_program and GLSL require a "maximum representable magnitude"
5045 * of colors to be 2^10, and 2^32 for other floats. Should we use 1024 here?
5047 * The problem is that the refrast clamps temporary results in the shader to
5048 * [-MaxValue;+MaxValue]. If the card's max value is bigger than the one we advertize here,
5049 * then applications may miss the clamping behavior. On the other hand, if it is smaller,
5050 * the shader will generate incorrect results too. Unfortunately, GL deliberately doesn't
5051 * offer a way to query this.
5053 pCaps->PixelShader1xMaxValue = 8.0;
5054 TRACE_(d3d_caps)("Hardware pixel shader version %d.%d enabled (GLSL)\n", (pCaps->PixelShaderVersion >> 8) & 0xff, pCaps->PixelShaderVersion & 0xff);
5056 pCaps->VSClipping = TRUE;
5059 static BOOL shader_glsl_color_fixup_supported(struct color_fixup_desc fixup)
5061 if (TRACE_ON(d3d_shader) && TRACE_ON(d3d))
5063 TRACE("Checking support for fixup:\n");
5064 dump_color_fixup_desc(fixup);
5067 /* We support everything except YUV conversions. */
5068 if (!is_complex_fixup(fixup))
5074 TRACE("[FAILED]\n");
5078 static const SHADER_HANDLER shader_glsl_instruction_handler_table[WINED3DSIH_TABLE_SIZE] =
5080 /* WINED3DSIH_ABS */ shader_glsl_map2gl,
5081 /* WINED3DSIH_ADD */ shader_glsl_arith,
5082 /* WINED3DSIH_BEM */ shader_glsl_bem,
5083 /* WINED3DSIH_BREAK */ shader_glsl_break,
5084 /* WINED3DSIH_BREAKC */ shader_glsl_breakc,
5085 /* WINED3DSIH_BREAKP */ NULL,
5086 /* WINED3DSIH_CALL */ shader_glsl_call,
5087 /* WINED3DSIH_CALLNZ */ shader_glsl_callnz,
5088 /* WINED3DSIH_CMP */ shader_glsl_cmp,
5089 /* WINED3DSIH_CND */ shader_glsl_cnd,
5090 /* WINED3DSIH_CRS */ shader_glsl_cross,
5091 /* WINED3DSIH_CUT */ NULL,
5092 /* WINED3DSIH_DCL */ NULL,
5093 /* WINED3DSIH_DEF */ NULL,
5094 /* WINED3DSIH_DEFB */ NULL,
5095 /* WINED3DSIH_DEFI */ NULL,
5096 /* WINED3DSIH_DP2ADD */ shader_glsl_dp2add,
5097 /* WINED3DSIH_DP3 */ shader_glsl_dot,
5098 /* WINED3DSIH_DP4 */ shader_glsl_dot,
5099 /* WINED3DSIH_DST */ shader_glsl_dst,
5100 /* WINED3DSIH_DSX */ shader_glsl_map2gl,
5101 /* WINED3DSIH_DSY */ shader_glsl_map2gl,
5102 /* WINED3DSIH_ELSE */ shader_glsl_else,
5103 /* WINED3DSIH_EMIT */ NULL,
5104 /* WINED3DSIH_ENDIF */ shader_glsl_end,
5105 /* WINED3DSIH_ENDLOOP */ shader_glsl_end,
5106 /* WINED3DSIH_ENDREP */ shader_glsl_end,
5107 /* WINED3DSIH_EXP */ shader_glsl_map2gl,
5108 /* WINED3DSIH_EXPP */ shader_glsl_expp,
5109 /* WINED3DSIH_FRC */ shader_glsl_map2gl,
5110 /* WINED3DSIH_IADD */ NULL,
5111 /* WINED3DSIH_IF */ shader_glsl_if,
5112 /* WINED3DSIH_IFC */ shader_glsl_ifc,
5113 /* WINED3DSIH_IGE */ NULL,
5114 /* WINED3DSIH_LABEL */ shader_glsl_label,
5115 /* WINED3DSIH_LIT */ shader_glsl_lit,
5116 /* WINED3DSIH_LOG */ shader_glsl_log,
5117 /* WINED3DSIH_LOGP */ shader_glsl_log,
5118 /* WINED3DSIH_LOOP */ shader_glsl_loop,
5119 /* WINED3DSIH_LRP */ shader_glsl_lrp,
5120 /* WINED3DSIH_LT */ NULL,
5121 /* WINED3DSIH_M3x2 */ shader_glsl_mnxn,
5122 /* WINED3DSIH_M3x3 */ shader_glsl_mnxn,
5123 /* WINED3DSIH_M3x4 */ shader_glsl_mnxn,
5124 /* WINED3DSIH_M4x3 */ shader_glsl_mnxn,
5125 /* WINED3DSIH_M4x4 */ shader_glsl_mnxn,
5126 /* WINED3DSIH_MAD */ shader_glsl_mad,
5127 /* WINED3DSIH_MAX */ shader_glsl_map2gl,
5128 /* WINED3DSIH_MIN */ shader_glsl_map2gl,
5129 /* WINED3DSIH_MOV */ shader_glsl_mov,
5130 /* WINED3DSIH_MOVA */ shader_glsl_mov,
5131 /* WINED3DSIH_MUL */ shader_glsl_arith,
5132 /* WINED3DSIH_NOP */ NULL,
5133 /* WINED3DSIH_NRM */ shader_glsl_nrm,
5134 /* WINED3DSIH_PHASE */ NULL,
5135 /* WINED3DSIH_POW */ shader_glsl_pow,
5136 /* WINED3DSIH_RCP */ shader_glsl_rcp,
5137 /* WINED3DSIH_REP */ shader_glsl_rep,
5138 /* WINED3DSIH_RET */ shader_glsl_ret,
5139 /* WINED3DSIH_RSQ */ shader_glsl_rsq,
5140 /* WINED3DSIH_SETP */ NULL,
5141 /* WINED3DSIH_SGE */ shader_glsl_compare,
5142 /* WINED3DSIH_SGN */ shader_glsl_sgn,
5143 /* WINED3DSIH_SINCOS */ shader_glsl_sincos,
5144 /* WINED3DSIH_SLT */ shader_glsl_compare,
5145 /* WINED3DSIH_SUB */ shader_glsl_arith,
5146 /* WINED3DSIH_TEX */ shader_glsl_tex,
5147 /* WINED3DSIH_TEXBEM */ shader_glsl_texbem,
5148 /* WINED3DSIH_TEXBEML */ shader_glsl_texbem,
5149 /* WINED3DSIH_TEXCOORD */ shader_glsl_texcoord,
5150 /* WINED3DSIH_TEXDEPTH */ shader_glsl_texdepth,
5151 /* WINED3DSIH_TEXDP3 */ shader_glsl_texdp3,
5152 /* WINED3DSIH_TEXDP3TEX */ shader_glsl_texdp3tex,
5153 /* WINED3DSIH_TEXKILL */ shader_glsl_texkill,
5154 /* WINED3DSIH_TEXLDD */ shader_glsl_texldd,
5155 /* WINED3DSIH_TEXLDL */ shader_glsl_texldl,
5156 /* WINED3DSIH_TEXM3x2DEPTH */ shader_glsl_texm3x2depth,
5157 /* WINED3DSIH_TEXM3x2PAD */ shader_glsl_texm3x2pad,
5158 /* WINED3DSIH_TEXM3x2TEX */ shader_glsl_texm3x2tex,
5159 /* WINED3DSIH_TEXM3x3 */ shader_glsl_texm3x3,
5160 /* WINED3DSIH_TEXM3x3DIFF */ NULL,
5161 /* WINED3DSIH_TEXM3x3PAD */ shader_glsl_texm3x3pad,
5162 /* WINED3DSIH_TEXM3x3SPEC */ shader_glsl_texm3x3spec,
5163 /* WINED3DSIH_TEXM3x3TEX */ shader_glsl_texm3x3tex,
5164 /* WINED3DSIH_TEXM3x3VSPEC */ shader_glsl_texm3x3vspec,
5165 /* WINED3DSIH_TEXREG2AR */ shader_glsl_texreg2ar,
5166 /* WINED3DSIH_TEXREG2GB */ shader_glsl_texreg2gb,
5167 /* WINED3DSIH_TEXREG2RGB */ shader_glsl_texreg2rgb,
5170 static void shader_glsl_handle_instruction(const struct wined3d_shader_instruction *ins) {
5171 SHADER_HANDLER hw_fct;
5173 /* Select handler */
5174 hw_fct = shader_glsl_instruction_handler_table[ins->handler_idx];
5176 /* Unhandled opcode */
5179 FIXME("Backend can't handle opcode %#x\n", ins->handler_idx);
5184 shader_glsl_add_instruction_modifiers(ins);
5187 const shader_backend_t glsl_shader_backend = {
5188 shader_glsl_handle_instruction,
5190 shader_glsl_select_depth_blt,
5191 shader_glsl_deselect_depth_blt,
5192 shader_glsl_update_float_vertex_constants,
5193 shader_glsl_update_float_pixel_constants,
5194 shader_glsl_load_constants,
5195 shader_glsl_load_np2fixup_constants,
5196 shader_glsl_destroy,
5199 shader_glsl_dirty_const,
5200 shader_glsl_get_caps,
5201 shader_glsl_color_fixup_supported,