2 * GLSL pixel and vertex shader implementation
4 * Copyright 2006 Jason Green
5 * Copyright 2006-2007 Henri Verbeet
6 * Copyright 2007-2008 Stefan Dösinger for CodeWeavers
7 * Copyright 2009-2011 Henri Verbeet for CodeWeavers
9 * This library is free software; you can redistribute it and/or
10 * modify it under the terms of the GNU Lesser General Public
11 * License as published by the Free Software Foundation; either
12 * version 2.1 of the License, or (at your option) any later version.
14 * This library is distributed in the hope that it will be useful,
15 * but WITHOUT ANY WARRANTY; without even the implied warranty of
16 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
17 * Lesser General Public License for more details.
19 * You should have received a copy of the GNU Lesser General Public
20 * License along with this library; if not, write to the Free Software
21 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
25 * D3D shader asm has swizzles on source parameters, and write masks for
26 * destination parameters. GLSL uses swizzles for both. The result of this is
27 * that for example "mov dst.xw, src.zyxw" becomes "dst.xw = src.zw" in GLSL.
28 * Ie, to generate a proper GLSL source swizzle, we need to take the D3D write
29 * mask for the destination parameter into account.
33 #include "wine/port.h"
38 #include "wined3d_private.h"
40 WINE_DEFAULT_DEBUG_CHANNEL(d3d_shader);
41 WINE_DECLARE_DEBUG_CHANNEL(d3d_constants);
42 WINE_DECLARE_DEBUG_CHANNEL(d3d);
43 WINE_DECLARE_DEBUG_CHANNEL(winediag);
45 #define WINED3D_GLSL_SAMPLE_PROJECTED 0x1
46 #define WINED3D_GLSL_SAMPLE_RECT 0x2
47 #define WINED3D_GLSL_SAMPLE_LOD 0x4
48 #define WINED3D_GLSL_SAMPLE_GRAD 0x8
62 struct glsl_sample_function
70 HEAP_NODE_TRAVERSE_LEFT,
71 HEAP_NODE_TRAVERSE_RIGHT,
83 struct constant_entry *entries;
84 unsigned int *positions;
88 /* GLSL shader private data */
89 struct shader_glsl_priv {
90 struct wined3d_shader_buffer shader_buffer;
91 struct wine_rb_tree program_lookup;
92 struct glsl_shader_prog_link *glsl_program;
93 struct constant_heap vconst_heap;
94 struct constant_heap pconst_heap;
96 GLhandleARB depth_blt_program_full[tex_type_count];
97 GLhandleARB depth_blt_program_masked[tex_type_count];
98 UINT next_constant_version;
101 /* Struct to maintain data about a linked GLSL program */
102 struct glsl_shader_prog_link {
103 struct wine_rb_entry program_lookup_entry;
104 struct list vshader_entry;
105 struct list pshader_entry;
106 GLhandleARB programId;
107 GLint *vuniformF_locations;
108 GLint *puniformF_locations;
109 GLint vuniformI_locations[MAX_CONST_I];
110 GLint puniformI_locations[MAX_CONST_I];
111 GLint posFixup_location;
112 GLint np2Fixup_location;
113 GLint bumpenvmat_location[MAX_TEXTURES];
114 GLint luminancescale_location[MAX_TEXTURES];
115 GLint luminanceoffset_location[MAX_TEXTURES];
116 GLint ycorrection_location;
117 GLenum vertex_color_clamp;
118 const struct wined3d_shader *vshader;
119 const struct wined3d_shader *pshader;
120 struct vs_compile_args vs_args;
121 struct ps_compile_args ps_args;
122 UINT constant_version;
123 const struct ps_np2fixup_info *np2Fixup_info;
126 struct glsl_program_key
128 const struct wined3d_shader *vshader;
129 const struct wined3d_shader *pshader;
130 struct ps_compile_args ps_args;
131 struct vs_compile_args vs_args;
134 struct shader_glsl_ctx_priv {
135 const struct vs_compile_args *cur_vs_args;
136 const struct ps_compile_args *cur_ps_args;
137 struct ps_np2fixup_info *cur_np2fixup_info;
140 struct glsl_ps_compiled_shader
142 struct ps_compile_args args;
143 struct ps_np2fixup_info np2fixup;
147 struct glsl_vs_compiled_shader
149 struct vs_compile_args args;
153 struct glsl_shader_private
157 struct glsl_vs_compiled_shader *vs;
158 struct glsl_ps_compiled_shader *ps;
160 UINT num_gl_shaders, shader_array_size;
163 static const char *debug_gl_shader_type(GLenum type)
167 #define WINED3D_TO_STR(u) case u: return #u
168 WINED3D_TO_STR(GL_VERTEX_SHADER_ARB);
169 WINED3D_TO_STR(GL_GEOMETRY_SHADER_ARB);
170 WINED3D_TO_STR(GL_FRAGMENT_SHADER_ARB);
171 #undef WINED3D_TO_STR
173 return wine_dbg_sprintf("UNKNOWN(%#x)", type);
177 static const char *shader_glsl_get_prefix(enum wined3d_shader_type type)
181 case WINED3D_SHADER_TYPE_VERTEX:
184 case WINED3D_SHADER_TYPE_GEOMETRY:
187 case WINED3D_SHADER_TYPE_PIXEL:
191 FIXME("Unhandled shader type %#x.\n", type);
196 /* Extract a line from the info log.
197 * Note that this modifies the source string. */
198 static char *get_info_log_line(char **ptr)
203 if (!(q = strstr(p, "\n")))
205 if (!*p) return NULL;
215 /** Prints the GLSL info log which will contain error messages if they exist */
216 /* GL locking is done by the caller */
217 static void print_glsl_info_log(const struct wined3d_gl_info *gl_info, GLhandleARB obj)
219 int infologLength = 0;
222 if (!WARN_ON(d3d_shader) && !FIXME_ON(d3d_shader))
225 GL_EXTCALL(glGetObjectParameterivARB(obj,
226 GL_OBJECT_INFO_LOG_LENGTH_ARB,
229 /* A size of 1 is just a null-terminated string, so the log should be bigger than
230 * that if there are errors. */
231 if (infologLength > 1)
235 infoLog = HeapAlloc(GetProcessHeap(), 0, infologLength);
236 /* The info log is supposed to be zero-terminated, but at least some
237 * versions of fglrx don't terminate the string properly. The reported
238 * length does include the terminator, so explicitly set it to zero
240 infoLog[infologLength - 1] = 0;
241 GL_EXTCALL(glGetInfoLogARB(obj, infologLength, NULL, infoLog));
244 if (gl_info->quirks & WINED3D_QUIRK_INFO_LOG_SPAM)
246 WARN("Info log received from GLSL shader #%u:\n", obj);
247 while ((line = get_info_log_line(&ptr))) WARN(" %s\n", line);
251 FIXME("Info log received from GLSL shader #%u:\n", obj);
252 while ((line = get_info_log_line(&ptr))) FIXME(" %s\n", line);
254 HeapFree(GetProcessHeap(), 0, infoLog);
258 /* GL locking is done by the caller. */
259 static void shader_glsl_compile(const struct wined3d_gl_info *gl_info, GLhandleARB shader, const char *src)
261 TRACE("Compiling shader object %u.\n", shader);
262 GL_EXTCALL(glShaderSourceARB(shader, 1, &src, NULL));
263 checkGLcall("glShaderSourceARB");
264 GL_EXTCALL(glCompileShaderARB(shader));
265 checkGLcall("glCompileShaderARB");
266 print_glsl_info_log(gl_info, shader);
269 /* GL locking is done by the caller. */
270 static void shader_glsl_dump_program_source(const struct wined3d_gl_info *gl_info, GLhandleARB program)
272 GLint i, object_count, source_size = -1;
273 GLhandleARB *objects;
276 GL_EXTCALL(glGetObjectParameterivARB(program, GL_OBJECT_ATTACHED_OBJECTS_ARB, &object_count));
277 objects = HeapAlloc(GetProcessHeap(), 0, object_count * sizeof(*objects));
280 ERR("Failed to allocate object array memory.\n");
284 GL_EXTCALL(glGetAttachedObjectsARB(program, object_count, NULL, objects));
285 for (i = 0; i < object_count; ++i)
290 GL_EXTCALL(glGetObjectParameterivARB(objects[i], GL_OBJECT_SHADER_SOURCE_LENGTH_ARB, &tmp));
292 if (source_size < tmp)
294 HeapFree(GetProcessHeap(), 0, source);
296 source = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, tmp);
299 ERR("Failed to allocate %d bytes for shader source.\n", tmp);
300 HeapFree(GetProcessHeap(), 0, objects);
306 FIXME("Object %u:\n", objects[i]);
307 GL_EXTCALL(glGetObjectParameterivARB(objects[i], GL_OBJECT_SUBTYPE_ARB, &tmp));
308 FIXME(" GL_OBJECT_SUBTYPE_ARB: %s.\n", debug_gl_shader_type(tmp));
309 GL_EXTCALL(glGetObjectParameterivARB(objects[i], GL_OBJECT_COMPILE_STATUS_ARB, &tmp));
310 FIXME(" GL_OBJECT_COMPILE_STATUS_ARB: %d.\n", tmp);
314 GL_EXTCALL(glGetShaderSourceARB(objects[i], source_size, NULL, source));
315 while ((line = get_info_log_line(&ptr))) FIXME(" %s\n", line);
319 HeapFree(GetProcessHeap(), 0, source);
320 HeapFree(GetProcessHeap(), 0, objects);
323 /* GL locking is done by the caller. */
324 static void shader_glsl_validate_link(const struct wined3d_gl_info *gl_info, GLhandleARB program)
328 if (!TRACE_ON(d3d_shader) && !FIXME_ON(d3d_shader)) return;
330 GL_EXTCALL(glGetObjectParameterivARB(program, GL_OBJECT_TYPE_ARB, &tmp));
331 if (tmp == GL_PROGRAM_OBJECT_ARB)
333 GL_EXTCALL(glGetObjectParameterivARB(program, GL_OBJECT_LINK_STATUS_ARB, &tmp));
336 FIXME("Program %u link status invalid.\n", program);
337 shader_glsl_dump_program_source(gl_info, program);
341 print_glsl_info_log(gl_info, program);
345 * Loads (pixel shader) samplers
347 /* GL locking is done by the caller */
348 static void shader_glsl_load_psamplers(const struct wined3d_gl_info *gl_info,
349 const DWORD *tex_unit_map, GLhandleARB programId)
352 char sampler_name[20];
355 for (i = 0; i < MAX_FRAGMENT_SAMPLERS; ++i)
357 snprintf(sampler_name, sizeof(sampler_name), "ps_sampler%u", i);
358 name_loc = GL_EXTCALL(glGetUniformLocationARB(programId, sampler_name));
359 if (name_loc != -1) {
360 DWORD mapped_unit = tex_unit_map[i];
361 if (mapped_unit != WINED3D_UNMAPPED_STAGE && mapped_unit < gl_info->limits.fragment_samplers)
363 TRACE("Loading %s for texture %d\n", sampler_name, mapped_unit);
364 GL_EXTCALL(glUniform1iARB(name_loc, mapped_unit));
365 checkGLcall("glUniform1iARB");
367 ERR("Trying to load sampler %s on unsupported unit %d\n", sampler_name, mapped_unit);
373 /* GL locking is done by the caller */
374 static void shader_glsl_load_vsamplers(const struct wined3d_gl_info *gl_info,
375 const DWORD *tex_unit_map, GLhandleARB programId)
378 char sampler_name[20];
381 for (i = 0; i < MAX_VERTEX_SAMPLERS; ++i)
383 snprintf(sampler_name, sizeof(sampler_name), "vs_sampler%u", i);
384 name_loc = GL_EXTCALL(glGetUniformLocationARB(programId, sampler_name));
385 if (name_loc != -1) {
386 DWORD mapped_unit = tex_unit_map[MAX_FRAGMENT_SAMPLERS + i];
387 if (mapped_unit != WINED3D_UNMAPPED_STAGE && mapped_unit < gl_info->limits.combined_samplers)
389 TRACE("Loading %s for texture %d\n", sampler_name, mapped_unit);
390 GL_EXTCALL(glUniform1iARB(name_loc, mapped_unit));
391 checkGLcall("glUniform1iARB");
393 ERR("Trying to load sampler %s on unsupported unit %d\n", sampler_name, mapped_unit);
399 /* GL locking is done by the caller */
400 static inline void walk_constant_heap(const struct wined3d_gl_info *gl_info, const float *constants,
401 const GLint *constant_locations, const struct constant_heap *heap, unsigned char *stack, DWORD version)
404 unsigned int heap_idx = 1;
407 if (heap->entries[heap_idx].version <= version) return;
409 idx = heap->entries[heap_idx].idx;
410 if (constant_locations[idx] != -1) GL_EXTCALL(glUniform4fvARB(constant_locations[idx], 1, &constants[idx * 4]));
411 stack[stack_idx] = HEAP_NODE_TRAVERSE_LEFT;
413 while (stack_idx >= 0)
415 /* Note that we fall through to the next case statement. */
416 switch(stack[stack_idx])
418 case HEAP_NODE_TRAVERSE_LEFT:
420 unsigned int left_idx = heap_idx << 1;
421 if (left_idx < heap->size && heap->entries[left_idx].version > version)
424 idx = heap->entries[heap_idx].idx;
425 if (constant_locations[idx] != -1)
426 GL_EXTCALL(glUniform4fvARB(constant_locations[idx], 1, &constants[idx * 4]));
428 stack[stack_idx++] = HEAP_NODE_TRAVERSE_RIGHT;
429 stack[stack_idx] = HEAP_NODE_TRAVERSE_LEFT;
434 case HEAP_NODE_TRAVERSE_RIGHT:
436 unsigned int right_idx = (heap_idx << 1) + 1;
437 if (right_idx < heap->size && heap->entries[right_idx].version > version)
439 heap_idx = right_idx;
440 idx = heap->entries[heap_idx].idx;
441 if (constant_locations[idx] != -1)
442 GL_EXTCALL(glUniform4fvARB(constant_locations[idx], 1, &constants[idx * 4]));
444 stack[stack_idx++] = HEAP_NODE_POP;
445 stack[stack_idx] = HEAP_NODE_TRAVERSE_LEFT;
456 checkGLcall("walk_constant_heap()");
459 /* GL locking is done by the caller */
460 static inline void apply_clamped_constant(const struct wined3d_gl_info *gl_info, GLint location, const GLfloat *data)
462 GLfloat clamped_constant[4];
464 if (location == -1) return;
466 clamped_constant[0] = data[0] < -1.0f ? -1.0f : data[0] > 1.0f ? 1.0f : data[0];
467 clamped_constant[1] = data[1] < -1.0f ? -1.0f : data[1] > 1.0f ? 1.0f : data[1];
468 clamped_constant[2] = data[2] < -1.0f ? -1.0f : data[2] > 1.0f ? 1.0f : data[2];
469 clamped_constant[3] = data[3] < -1.0f ? -1.0f : data[3] > 1.0f ? 1.0f : data[3];
471 GL_EXTCALL(glUniform4fvARB(location, 1, clamped_constant));
474 /* GL locking is done by the caller */
475 static inline void walk_constant_heap_clamped(const struct wined3d_gl_info *gl_info, const float *constants,
476 const GLint *constant_locations, const struct constant_heap *heap, unsigned char *stack, DWORD version)
479 unsigned int heap_idx = 1;
482 if (heap->entries[heap_idx].version <= version) return;
484 idx = heap->entries[heap_idx].idx;
485 apply_clamped_constant(gl_info, constant_locations[idx], &constants[idx * 4]);
486 stack[stack_idx] = HEAP_NODE_TRAVERSE_LEFT;
488 while (stack_idx >= 0)
490 /* Note that we fall through to the next case statement. */
491 switch(stack[stack_idx])
493 case HEAP_NODE_TRAVERSE_LEFT:
495 unsigned int left_idx = heap_idx << 1;
496 if (left_idx < heap->size && heap->entries[left_idx].version > version)
499 idx = heap->entries[heap_idx].idx;
500 apply_clamped_constant(gl_info, constant_locations[idx], &constants[idx * 4]);
502 stack[stack_idx++] = HEAP_NODE_TRAVERSE_RIGHT;
503 stack[stack_idx] = HEAP_NODE_TRAVERSE_LEFT;
508 case HEAP_NODE_TRAVERSE_RIGHT:
510 unsigned int right_idx = (heap_idx << 1) + 1;
511 if (right_idx < heap->size && heap->entries[right_idx].version > version)
513 heap_idx = right_idx;
514 idx = heap->entries[heap_idx].idx;
515 apply_clamped_constant(gl_info, constant_locations[idx], &constants[idx * 4]);
517 stack[stack_idx++] = HEAP_NODE_POP;
518 stack[stack_idx] = HEAP_NODE_TRAVERSE_LEFT;
529 checkGLcall("walk_constant_heap_clamped()");
532 /* Loads floating point constants (aka uniforms) into the currently set GLSL program. */
533 /* GL locking is done by the caller */
534 static void shader_glsl_load_constantsF(const struct wined3d_shader *shader, const struct wined3d_gl_info *gl_info,
535 const float *constants, const GLint *constant_locations, const struct constant_heap *heap,
536 unsigned char *stack, UINT version)
538 const struct wined3d_shader_lconst *lconst;
540 /* 1.X pshaders have the constants clamped to [-1;1] implicitly. */
541 if (shader->reg_maps.shader_version.major == 1
542 && shader->reg_maps.shader_version.type == WINED3D_SHADER_TYPE_PIXEL)
543 walk_constant_heap_clamped(gl_info, constants, constant_locations, heap, stack, version);
545 walk_constant_heap(gl_info, constants, constant_locations, heap, stack, version);
547 if (!shader->load_local_constsF)
549 TRACE("No need to load local float constants for this shader\n");
553 /* Immediate constants are clamped to [-1;1] at shader creation time if needed */
554 LIST_FOR_EACH_ENTRY(lconst, &shader->constantsF, struct wined3d_shader_lconst, entry)
556 GLint location = constant_locations[lconst->idx];
557 /* We found this uniform name in the program - go ahead and send the data */
558 if (location != -1) GL_EXTCALL(glUniform4fvARB(location, 1, (const GLfloat *)lconst->value));
560 checkGLcall("glUniform4fvARB()");
563 /* Loads integer constants (aka uniforms) into the currently set GLSL program. */
564 /* GL locking is done by the caller */
565 static void shader_glsl_load_constantsI(const struct wined3d_shader *shader, const struct wined3d_gl_info *gl_info,
566 const GLint locations[MAX_CONST_I], const int *constants, WORD constants_set)
571 for (i = 0; constants_set; constants_set >>= 1, ++i)
573 if (!(constants_set & 1)) continue;
575 TRACE_(d3d_constants)("Loading constants %u: %i, %i, %i, %i\n",
576 i, constants[i*4], constants[i*4+1], constants[i*4+2], constants[i*4+3]);
578 /* We found this uniform name in the program - go ahead and send the data */
579 GL_EXTCALL(glUniform4ivARB(locations[i], 1, &constants[i*4]));
580 checkGLcall("glUniform4ivARB");
583 /* Load immediate constants */
584 ptr = list_head(&shader->constantsI);
587 const struct wined3d_shader_lconst *lconst = LIST_ENTRY(ptr, const struct wined3d_shader_lconst, entry);
588 unsigned int idx = lconst->idx;
589 const GLint *values = (const GLint *)lconst->value;
591 TRACE_(d3d_constants)("Loading local constants %i: %i, %i, %i, %i\n", idx,
592 values[0], values[1], values[2], values[3]);
594 /* We found this uniform name in the program - go ahead and send the data */
595 GL_EXTCALL(glUniform4ivARB(locations[idx], 1, values));
596 checkGLcall("glUniform4ivARB");
597 ptr = list_next(&shader->constantsI, ptr);
601 /* Loads boolean constants (aka uniforms) into the currently set GLSL program. */
602 /* GL locking is done by the caller */
603 static void shader_glsl_load_constantsB(const struct wined3d_shader *shader, const struct wined3d_gl_info *gl_info,
604 GLhandleARB programId, const BOOL *constants, WORD constants_set)
612 prefix = shader_glsl_get_prefix(shader->reg_maps.shader_version.type);
614 /* TODO: Benchmark and see if it would be beneficial to store the
615 * locations of the constants to avoid looking up each time */
616 for (i = 0; constants_set; constants_set >>= 1, ++i)
618 if (!(constants_set & 1)) continue;
620 TRACE_(d3d_constants)("Loading constants %i: %i;\n", i, constants[i]);
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 snprintf(tmp_name, sizeof(tmp_name), "%s_b[%i]", prefix, i);
625 tmp_loc = GL_EXTCALL(glGetUniformLocationARB(programId, tmp_name));
628 /* We found this uniform name in the program - go ahead and send the data */
629 GL_EXTCALL(glUniform1ivARB(tmp_loc, 1, &constants[i]));
630 checkGLcall("glUniform1ivARB");
634 /* Load immediate constants */
635 ptr = list_head(&shader->constantsB);
638 const struct wined3d_shader_lconst *lconst = LIST_ENTRY(ptr, const struct wined3d_shader_lconst, entry);
639 unsigned int idx = lconst->idx;
640 const GLint *values = (const GLint *)lconst->value;
642 TRACE_(d3d_constants)("Loading local constants %i: %i\n", idx, values[0]);
644 snprintf(tmp_name, sizeof(tmp_name), "%s_b[%i]", prefix, idx);
645 tmp_loc = GL_EXTCALL(glGetUniformLocationARB(programId, tmp_name));
647 /* We found this uniform name in the program - go ahead and send the data */
648 GL_EXTCALL(glUniform1ivARB(tmp_loc, 1, values));
649 checkGLcall("glUniform1ivARB");
651 ptr = list_next(&shader->constantsB, ptr);
655 static void reset_program_constant_version(struct wine_rb_entry *entry, void *context)
657 WINE_RB_ENTRY_VALUE(entry, struct glsl_shader_prog_link, program_lookup_entry)->constant_version = 0;
661 * Loads the texture dimensions for NP2 fixup into the currently set GLSL program.
663 /* GL locking is done by the caller (state handler) */
664 static void shader_glsl_load_np2fixup_constants(void *shader_priv,
665 const struct wined3d_gl_info *gl_info, const struct wined3d_state *state)
667 struct shader_glsl_priv *glsl_priv = shader_priv;
668 const struct glsl_shader_prog_link *prog = glsl_priv->glsl_program;
670 /* No GLSL program set - nothing to do. */
673 /* NP2 texcoord fixup is (currently) only done for pixelshaders. */
674 if (!use_ps(state)) return;
676 if (prog->ps_args.np2_fixup && prog->np2Fixup_location != -1)
679 UINT fixup = prog->ps_args.np2_fixup;
680 GLfloat np2fixup_constants[4 * MAX_FRAGMENT_SAMPLERS];
682 for (i = 0; fixup; fixup >>= 1, ++i)
684 const struct wined3d_texture *tex = state->textures[i];
685 const unsigned char idx = prog->np2Fixup_info->idx[i];
686 GLfloat *tex_dim = &np2fixup_constants[(idx >> 1) * 4];
690 ERR("Nonexistent texture is flagged for NP2 texcoord fixup.\n");
696 tex_dim[2] = tex->pow2_matrix[0];
697 tex_dim[3] = tex->pow2_matrix[5];
701 tex_dim[0] = tex->pow2_matrix[0];
702 tex_dim[1] = tex->pow2_matrix[5];
706 GL_EXTCALL(glUniform4fvARB(prog->np2Fixup_location, prog->np2Fixup_info->num_consts, np2fixup_constants));
711 * Loads the app-supplied constants into the currently set GLSL program.
713 /* GL locking is done by the caller (state handler) */
714 static void shader_glsl_load_constants(const struct wined3d_context *context,
715 BOOL usePixelShader, BOOL useVertexShader)
717 const struct wined3d_gl_info *gl_info = context->gl_info;
718 struct wined3d_device *device = context->swapchain->device;
719 struct wined3d_stateblock *stateBlock = device->stateBlock;
720 const struct wined3d_state *state = &stateBlock->state;
721 struct shader_glsl_priv *priv = device->shader_priv;
722 float position_fixup[4];
724 GLhandleARB programId;
725 struct glsl_shader_prog_link *prog = priv->glsl_program;
726 UINT constant_version;
730 /* No GLSL program set - nothing to do. */
733 programId = prog->programId;
734 constant_version = prog->constant_version;
738 const struct wined3d_shader *vshader = state->vertex_shader;
740 /* Load DirectX 9 float constants/uniforms for vertex shader */
741 shader_glsl_load_constantsF(vshader, gl_info, state->vs_consts_f,
742 prog->vuniformF_locations, &priv->vconst_heap, priv->stack, constant_version);
744 /* Load DirectX 9 integer constants/uniforms for vertex shader */
745 shader_glsl_load_constantsI(vshader, gl_info, prog->vuniformI_locations, state->vs_consts_i,
746 stateBlock->changed.vertexShaderConstantsI & vshader->reg_maps.integer_constants);
748 /* Load DirectX 9 boolean constants/uniforms for vertex shader */
749 shader_glsl_load_constantsB(vshader, gl_info, programId, state->vs_consts_b,
750 stateBlock->changed.vertexShaderConstantsB & vshader->reg_maps.boolean_constants);
752 /* Upload the position fixup params */
753 shader_get_position_fixup(context, state, position_fixup);
754 GL_EXTCALL(glUniform4fvARB(prog->posFixup_location, 1, position_fixup));
755 checkGLcall("glUniform4fvARB");
760 const struct wined3d_shader *pshader = state->pixel_shader;
762 /* Load DirectX 9 float constants/uniforms for pixel shader */
763 shader_glsl_load_constantsF(pshader, gl_info, state->ps_consts_f,
764 prog->puniformF_locations, &priv->pconst_heap, priv->stack, constant_version);
766 /* Load DirectX 9 integer constants/uniforms for pixel shader */
767 shader_glsl_load_constantsI(pshader, gl_info, prog->puniformI_locations, state->ps_consts_i,
768 stateBlock->changed.pixelShaderConstantsI & pshader->reg_maps.integer_constants);
770 /* Load DirectX 9 boolean constants/uniforms for pixel shader */
771 shader_glsl_load_constantsB(pshader, gl_info, programId, state->ps_consts_b,
772 stateBlock->changed.pixelShaderConstantsB & pshader->reg_maps.boolean_constants);
774 /* Upload the environment bump map matrix if needed. The needsbumpmat member specifies the texture stage to load the matrix from.
775 * It can't be 0 for a valid texbem instruction.
777 for(i = 0; i < MAX_TEXTURES; i++) {
780 if(prog->bumpenvmat_location[i] == -1) continue;
782 data = (const float *)&state->texture_states[i][WINED3D_TSS_BUMPENV_MAT00];
783 GL_EXTCALL(glUniformMatrix2fvARB(prog->bumpenvmat_location[i], 1, 0, data));
784 checkGLcall("glUniformMatrix2fvARB");
786 /* texbeml needs the luminance scale and offset too. If texbeml
787 * is used, needsbumpmat is set too, so we can check that in the
788 * needsbumpmat check. */
789 if (prog->luminancescale_location[i] != -1)
791 const GLfloat *scale = (const GLfloat *)&state->texture_states[i][WINED3D_TSS_BUMPENV_LSCALE];
792 const GLfloat *offset = (const GLfloat *)&state->texture_states[i][WINED3D_TSS_BUMPENV_LOFFSET];
794 GL_EXTCALL(glUniform1fvARB(prog->luminancescale_location[i], 1, scale));
795 checkGLcall("glUniform1fvARB");
796 GL_EXTCALL(glUniform1fvARB(prog->luminanceoffset_location[i], 1, offset));
797 checkGLcall("glUniform1fvARB");
801 if (prog->ycorrection_location != -1)
803 float correction_params[4];
805 if (context->render_offscreen)
807 correction_params[0] = 0.0f;
808 correction_params[1] = 1.0f;
810 /* position is window relative, not viewport relative */
811 correction_params[0] = (float) context->current_rt->resource.height;
812 correction_params[1] = -1.0f;
814 GL_EXTCALL(glUniform4fvARB(prog->ycorrection_location, 1, correction_params));
818 if (priv->next_constant_version == UINT_MAX)
820 TRACE("Max constant version reached, resetting to 0.\n");
821 wine_rb_for_each_entry(&priv->program_lookup, reset_program_constant_version, NULL);
822 priv->next_constant_version = 1;
826 prog->constant_version = priv->next_constant_version++;
830 static void update_heap_entry(const struct constant_heap *heap, unsigned int idx,
831 unsigned int heap_idx, DWORD new_version)
833 struct constant_entry *entries = heap->entries;
834 unsigned int *positions = heap->positions;
835 unsigned int parent_idx;
839 parent_idx = heap_idx >> 1;
841 if (new_version <= entries[parent_idx].version) break;
843 entries[heap_idx] = entries[parent_idx];
844 positions[entries[parent_idx].idx] = heap_idx;
845 heap_idx = parent_idx;
848 entries[heap_idx].version = new_version;
849 entries[heap_idx].idx = idx;
850 positions[idx] = heap_idx;
853 static void shader_glsl_update_float_vertex_constants(struct wined3d_device *device, UINT start, UINT count)
855 struct shader_glsl_priv *priv = device->shader_priv;
856 struct constant_heap *heap = &priv->vconst_heap;
859 for (i = start; i < count + start; ++i)
861 if (!device->stateBlock->changed.vertexShaderConstantsF[i])
862 update_heap_entry(heap, i, heap->size++, priv->next_constant_version);
864 update_heap_entry(heap, i, heap->positions[i], priv->next_constant_version);
868 static void shader_glsl_update_float_pixel_constants(struct wined3d_device *device, UINT start, UINT count)
870 struct shader_glsl_priv *priv = device->shader_priv;
871 struct constant_heap *heap = &priv->pconst_heap;
874 for (i = start; i < count + start; ++i)
876 if (!device->stateBlock->changed.pixelShaderConstantsF[i])
877 update_heap_entry(heap, i, heap->size++, priv->next_constant_version);
879 update_heap_entry(heap, i, heap->positions[i], priv->next_constant_version);
883 static unsigned int vec4_varyings(DWORD shader_major, const struct wined3d_gl_info *gl_info)
885 unsigned int ret = gl_info->limits.glsl_varyings / 4;
886 /* 4.0 shaders do not write clip coords because d3d10 does not support user clipplanes */
887 if(shader_major > 3) return ret;
889 /* 3.0 shaders may need an extra varying for the clip coord on some cards(mostly dx10 ones) */
890 if (gl_info->quirks & WINED3D_QUIRK_GLSL_CLIP_VARYING) ret -= 1;
894 /** Generate the variable & register declarations for the GLSL output target */
895 static void shader_generate_glsl_declarations(const struct wined3d_context *context,
896 struct wined3d_shader_buffer *buffer, const struct wined3d_shader *shader,
897 const struct wined3d_shader_reg_maps *reg_maps, const struct shader_glsl_ctx_priv *ctx_priv)
899 const struct wined3d_state *state = &shader->device->stateBlock->state;
900 const struct ps_compile_args *ps_args = ctx_priv->cur_ps_args;
901 const struct wined3d_gl_info *gl_info = context->gl_info;
902 const struct wined3d_fb_state *fb = &shader->device->fb;
903 unsigned int i, extra_constants_needed = 0;
904 const struct wined3d_shader_lconst *lconst;
908 /* There are some minor differences between pixel and vertex shaders */
909 char pshader = shader_is_pshader_version(reg_maps->shader_version.type);
910 prefix = shader_glsl_get_prefix(reg_maps->shader_version.type);
912 /* Prototype the subroutines */
913 for (i = 0, map = reg_maps->labels; map; map >>= 1, ++i)
915 if (map & 1) shader_addline(buffer, "void subroutine%u();\n", i);
918 /* Declare the constants (aka uniforms) */
919 if (shader->limits.constant_float > 0)
921 unsigned max_constantsF;
922 /* Unless the shader uses indirect addressing, always declare the maximum array size and ignore that we need some
923 * uniforms privately. E.g. if GL supports 256 uniforms, and we need 2 for the pos fixup and immediate values, still
924 * declare VC[256]. If the shader needs more uniforms than we have it won't work in any case. If it uses less, the
925 * compiler will figure out which uniforms are really used and strip them out. This allows a shader to use c255 on
926 * a dx9 card, as long as it doesn't also use all the other constants.
928 * If the shader uses indirect addressing the compiler must assume that all declared uniforms are used. In this case,
929 * declare only the amount that we're assured to have.
931 * Thus we run into problems in these two cases:
932 * 1) The shader really uses more uniforms than supported
933 * 2) The shader uses indirect addressing, less constants than supported, but uses a constant index > #supported consts
937 /* No indirect addressing here. */
938 max_constantsF = gl_info->limits.glsl_ps_float_constants;
942 if (reg_maps->usesrelconstF)
944 /* Subtract the other potential uniforms from the max
945 * available (bools, ints, and 1 row of projection matrix).
946 * Subtract another uniform for immediate values, which have
947 * to be loaded via uniform by the driver as well. The shader
948 * code only uses 0.5, 2.0, 1.0, 128 and -128 in vertex
949 * shader code, so one vec4 should be enough. (Unfortunately
950 * the Nvidia driver doesn't store 128 and -128 in one float).
952 * Writing gl_ClipVertex requires one uniform for each
953 * clipplane as well. */
954 max_constantsF = gl_info->limits.glsl_vs_float_constants - 3;
955 if(ctx_priv->cur_vs_args->clip_enabled)
957 max_constantsF -= gl_info->limits.clipplanes;
959 max_constantsF -= count_bits(reg_maps->integer_constants);
960 /* Strictly speaking a bool only uses one scalar, but the nvidia(Linux) compiler doesn't pack them properly,
961 * so each scalar requires a full vec4. We could work around this by packing the booleans ourselves, but
962 * for now take this into account when calculating the number of available constants
964 max_constantsF -= count_bits(reg_maps->boolean_constants);
965 /* Set by driver quirks in directx.c */
966 max_constantsF -= gl_info->reserved_glsl_constants;
968 if (max_constantsF < shader->limits.constant_float)
970 static unsigned int once;
973 ERR_(winediag)("The hardware does not support enough uniform components to run this shader,"
974 " it may not render correctly.\n");
976 WARN("The hardware does not support enough uniform components to run this shader.\n");
981 max_constantsF = gl_info->limits.glsl_vs_float_constants;
984 max_constantsF = min(shader->limits.constant_float, max_constantsF);
985 shader_addline(buffer, "uniform vec4 %s_c[%u];\n", prefix, max_constantsF);
988 /* Always declare the full set of constants, the compiler can remove the
989 * unused ones because d3d doesn't (yet) support indirect int and bool
990 * constant addressing. This avoids problems if the app uses e.g. i0 and i9. */
991 if (shader->limits.constant_int > 0 && reg_maps->integer_constants)
992 shader_addline(buffer, "uniform ivec4 %s_i[%u];\n", prefix, shader->limits.constant_int);
994 if (shader->limits.constant_bool > 0 && reg_maps->boolean_constants)
995 shader_addline(buffer, "uniform bool %s_b[%u];\n", prefix, shader->limits.constant_bool);
997 for (i = 0; i < WINED3D_MAX_CBS; ++i)
999 if (reg_maps->cb_sizes[i])
1000 shader_addline(buffer, "uniform vec4 %s_cb%u[%u];\n", prefix, i, reg_maps->cb_sizes[i]);
1003 /* Declare texture samplers */
1004 for (i = 0; i < shader->limits.sampler; ++i)
1006 if (reg_maps->sampler_type[i])
1008 const struct wined3d_texture *texture;
1010 switch (reg_maps->sampler_type[i])
1013 if (pshader && ps_args->shadow & (1 << i))
1014 shader_addline(buffer, "uniform sampler1DShadow %s_sampler%u;\n", prefix, i);
1016 shader_addline(buffer, "uniform sampler1D %s_sampler%u;\n", prefix, i);
1019 texture = state->textures[i];
1020 if (pshader && ps_args->shadow & (1 << i))
1022 if (texture && texture->target == GL_TEXTURE_RECTANGLE_ARB)
1023 shader_addline(buffer, "uniform sampler2DRectShadow %s_sampler%u;\n", prefix, i);
1025 shader_addline(buffer, "uniform sampler2DShadow %s_sampler%u;\n", prefix, i);
1029 if (texture && texture->target == GL_TEXTURE_RECTANGLE_ARB)
1030 shader_addline(buffer, "uniform sampler2DRect %s_sampler%u;\n", prefix, i);
1032 shader_addline(buffer, "uniform sampler2D %s_sampler%u;\n", prefix, i);
1035 case WINED3DSTT_CUBE:
1036 if (pshader && ps_args->shadow & (1 << i)) FIXME("Unsupported Cube shadow sampler.\n");
1037 shader_addline(buffer, "uniform samplerCube %s_sampler%u;\n", prefix, i);
1039 case WINED3DSTT_VOLUME:
1040 if (pshader && ps_args->shadow & (1 << i)) FIXME("Unsupported 3D shadow sampler.\n");
1041 shader_addline(buffer, "uniform sampler3D %s_sampler%u;\n", prefix, i);
1044 shader_addline(buffer, "uniform unsupported_sampler %s_sampler%u;\n", prefix, i);
1045 FIXME("Unrecognized sampler type: %#x\n", reg_maps->sampler_type[i]);
1051 /* Declare uniforms for NP2 texcoord fixup:
1052 * This is NOT done inside the loop that declares the texture samplers since the NP2 fixup code
1053 * is currently only used for the GeforceFX series and when forcing the ARB_npot extension off.
1054 * Modern cards just skip the code anyway, so put it inside a separate loop. */
1055 if (pshader && ps_args->np2_fixup) {
1057 struct ps_np2fixup_info* const fixup = ctx_priv->cur_np2fixup_info;
1060 /* NP2/RECT textures in OpenGL use texcoords in the range [0,width]x[0,height]
1061 * while D3D has them in the (normalized) [0,1]x[0,1] range.
1062 * samplerNP2Fixup stores texture dimensions and is updated through
1063 * shader_glsl_load_np2fixup_constants when the sampler changes. */
1065 for (i = 0; i < shader->limits.sampler; ++i)
1067 if (reg_maps->sampler_type[i])
1069 if (!(ps_args->np2_fixup & (1 << i))) continue;
1071 if (WINED3DSTT_2D != reg_maps->sampler_type[i]) {
1072 FIXME("Non-2D texture is flagged for NP2 texcoord fixup.\n");
1076 fixup->idx[i] = cur++;
1080 fixup->num_consts = (cur + 1) >> 1;
1081 shader_addline(buffer, "uniform vec4 %s_samplerNP2Fixup[%u];\n", prefix, fixup->num_consts);
1084 /* Declare address variables */
1085 for (i = 0, map = reg_maps->address; map; map >>= 1, ++i)
1087 if (map & 1) shader_addline(buffer, "ivec4 A%u;\n", i);
1090 /* Declare texture coordinate temporaries and initialize them */
1091 for (i = 0, map = reg_maps->texcoord; map; map >>= 1, ++i)
1093 if (map & 1) shader_addline(buffer, "vec4 T%u = gl_TexCoord[%u];\n", i, i);
1098 /* Declare attributes. */
1099 for (i = 0, map = reg_maps->input_registers; map; map >>= 1, ++i)
1102 shader_addline(buffer, "attribute vec4 %s_in%u;\n", prefix, i);
1105 shader_addline(buffer, "uniform vec4 posFixup;\n");
1106 shader_addline(buffer, "void order_ps_input(in vec4[%u]);\n", shader->limits.packed_output);
1110 if (reg_maps->shader_version.major >= 3)
1112 UINT in_count = min(vec4_varyings(reg_maps->shader_version.major, gl_info), shader->limits.packed_input);
1115 shader_addline(buffer, "varying vec4 %s_in[%u];\n", prefix, in_count);
1117 /* TODO: Write a replacement shader for the fixed function
1118 * vertex pipeline, so this isn't needed. For fixed function
1119 * vertex processing + 3.0 pixel shader we need a separate
1120 * function in the pixel shader that reads the fixed function
1121 * color into the packed input registers. */
1122 shader_addline(buffer, "vec4 %s_in[%u];\n", prefix, in_count);
1125 for (i = 0, map = reg_maps->bumpmat; map; map >>= 1, ++i)
1130 shader_addline(buffer, "uniform mat2 bumpenvmat%d;\n", i);
1132 if (reg_maps->luminanceparams & (1 << i))
1134 shader_addline(buffer, "uniform float luminancescale%d;\n", i);
1135 shader_addline(buffer, "uniform float luminanceoffset%d;\n", i);
1136 extra_constants_needed++;
1139 extra_constants_needed++;
1142 if (ps_args->srgb_correction)
1144 shader_addline(buffer, "const vec4 srgb_const0 = vec4(%.8e, %.8e, %.8e, %.8e);\n",
1145 srgb_pow, srgb_mul_high, srgb_sub_high, srgb_mul_low);
1146 shader_addline(buffer, "const vec4 srgb_const1 = vec4(%.8e, 0.0, 0.0, 0.0);\n",
1149 if (reg_maps->vpos || reg_maps->usesdsy)
1151 if (shader->limits.constant_float + extra_constants_needed
1152 + 1 < gl_info->limits.glsl_ps_float_constants)
1154 shader_addline(buffer, "uniform vec4 ycorrection;\n");
1155 extra_constants_needed++;
1159 /* This happens because we do not have proper tracking of the constant registers that are
1160 * actually used, only the max limit of the shader version
1162 FIXME("Cannot find a free uniform for vpos correction params\n");
1163 shader_addline(buffer, "const vec4 ycorrection = vec4(%f, %f, 0.0, 0.0);\n",
1164 context->render_offscreen ? 0.0f : fb->render_targets[0]->resource.height,
1165 context->render_offscreen ? 1.0f : -1.0f);
1167 shader_addline(buffer, "vec4 vpos;\n");
1171 /* Declare output register temporaries */
1172 if (shader->limits.packed_output)
1173 shader_addline(buffer, "vec4 %s_out[%u];\n", prefix, shader->limits.packed_output);
1175 /* Declare temporary variables */
1176 for (i = 0, map = reg_maps->temporary; map; map >>= 1, ++i)
1178 if (map & 1) shader_addline(buffer, "vec4 R%u;\n", i);
1181 /* Declare loop registers aLx */
1182 if (reg_maps->shader_version.major < 4)
1184 for (i = 0; i < reg_maps->loop_depth; ++i)
1186 shader_addline(buffer, "int aL%u;\n", i);
1187 shader_addline(buffer, "int tmpInt%u;\n", i);
1191 /* Temporary variables for matrix operations */
1192 shader_addline(buffer, "vec4 tmp0;\n");
1193 shader_addline(buffer, "vec4 tmp1;\n");
1195 /* Local constants use a different name so they can be loaded once at shader link time
1196 * They can't be hardcoded into the shader text via LC = {x, y, z, w}; because the
1197 * float -> string conversion can cause precision loss.
1199 if (!shader->load_local_constsF)
1201 LIST_FOR_EACH_ENTRY(lconst, &shader->constantsF, struct wined3d_shader_lconst, entry)
1203 shader_addline(buffer, "uniform vec4 %s_lc%u;\n", prefix, lconst->idx);
1207 /* Start the main program */
1208 shader_addline(buffer, "void main() {\n");
1209 if(pshader && reg_maps->vpos) {
1210 /* DirectX apps expect integer values, while OpenGL drivers add approximately 0.5. This causes
1211 * off-by-one problems as spotted by the vPos d3d9 visual test. Unfortunately the ATI cards do
1212 * not add exactly 0.5, but rather something like 0.49999999 or 0.50000001, which still causes
1213 * precision troubles when we just subtract 0.5.
1215 * To deal with that just floor() the position. This will eliminate the fraction on all cards.
1217 * TODO: Test how that behaves with multisampling once we can enable multisampling in winex11.
1219 * An advantage of floor is that it works even if the driver doesn't add 1/2. It is somewhat
1220 * questionable if 1.5, 2.5, ... are the proper values to return in gl_FragCoord, even though
1221 * coordinates specify the pixel centers instead of the pixel corners. This code will behave
1222 * correctly on drivers that returns integer values.
1224 shader_addline(buffer, "vpos = floor(vec4(0, ycorrection[0], 0, 0) + gl_FragCoord * vec4(1, ycorrection[1], 1, 1));\n");
1228 /*****************************************************************************
1229 * Functions to generate GLSL strings from DirectX Shader bytecode begin here.
1231 * For more information, see http://wiki.winehq.org/DirectX-Shaders
1232 ****************************************************************************/
1235 static void shader_glsl_add_src_param(const struct wined3d_shader_instruction *ins,
1236 const struct wined3d_shader_src_param *wined3d_src, DWORD mask, struct glsl_src_param *glsl_src);
1238 /** Used for opcode modifiers - They multiply the result by the specified amount */
1239 static const char * const shift_glsl_tab[] = {
1241 "2.0 * ", /* 1 (x2) */
1242 "4.0 * ", /* 2 (x4) */
1243 "8.0 * ", /* 3 (x8) */
1244 "16.0 * ", /* 4 (x16) */
1245 "32.0 * ", /* 5 (x32) */
1252 "0.0625 * ", /* 12 (d16) */
1253 "0.125 * ", /* 13 (d8) */
1254 "0.25 * ", /* 14 (d4) */
1255 "0.5 * " /* 15 (d2) */
1258 /* Generate a GLSL parameter that does the input modifier computation and return the input register/mask to use */
1259 static void shader_glsl_gen_modifier(enum wined3d_shader_src_modifier src_modifier,
1260 const char *in_reg, const char *in_regswizzle, char *out_str)
1264 switch (src_modifier)
1266 case WINED3DSPSM_DZ: /* Need to handle this in the instructions itself (texld & texcrd). */
1267 case WINED3DSPSM_DW:
1268 case WINED3DSPSM_NONE:
1269 sprintf(out_str, "%s%s", in_reg, in_regswizzle);
1271 case WINED3DSPSM_NEG:
1272 sprintf(out_str, "-%s%s", in_reg, in_regswizzle);
1274 case WINED3DSPSM_NOT:
1275 sprintf(out_str, "!%s%s", in_reg, in_regswizzle);
1277 case WINED3DSPSM_BIAS:
1278 sprintf(out_str, "(%s%s - vec4(0.5)%s)", in_reg, in_regswizzle, in_regswizzle);
1280 case WINED3DSPSM_BIASNEG:
1281 sprintf(out_str, "-(%s%s - vec4(0.5)%s)", in_reg, in_regswizzle, in_regswizzle);
1283 case WINED3DSPSM_SIGN:
1284 sprintf(out_str, "(2.0 * (%s%s - 0.5))", in_reg, in_regswizzle);
1286 case WINED3DSPSM_SIGNNEG:
1287 sprintf(out_str, "-(2.0 * (%s%s - 0.5))", in_reg, in_regswizzle);
1289 case WINED3DSPSM_COMP:
1290 sprintf(out_str, "(1.0 - %s%s)", in_reg, in_regswizzle);
1292 case WINED3DSPSM_X2:
1293 sprintf(out_str, "(2.0 * %s%s)", in_reg, in_regswizzle);
1295 case WINED3DSPSM_X2NEG:
1296 sprintf(out_str, "-(2.0 * %s%s)", in_reg, in_regswizzle);
1298 case WINED3DSPSM_ABS:
1299 sprintf(out_str, "abs(%s%s)", in_reg, in_regswizzle);
1301 case WINED3DSPSM_ABSNEG:
1302 sprintf(out_str, "-abs(%s%s)", in_reg, in_regswizzle);
1305 FIXME("Unhandled modifier %u\n", src_modifier);
1306 sprintf(out_str, "%s%s", in_reg, in_regswizzle);
1310 /** Writes the GLSL variable name that corresponds to the register that the
1311 * DX opcode parameter is trying to access */
1312 static void shader_glsl_get_register_name(const struct wined3d_shader_register *reg,
1313 char *register_name, BOOL *is_color, const struct wined3d_shader_instruction *ins)
1315 /* oPos, oFog and oPts in D3D */
1316 static const char * const hwrastout_reg_names[] = {"vs_out[10]", "vs_out[11].x", "vs_out[11].y"};
1318 const struct wined3d_shader *shader = ins->ctx->shader;
1319 const struct wined3d_shader_reg_maps *reg_maps = ins->ctx->reg_maps;
1320 const struct wined3d_shader_version *version = ®_maps->shader_version;
1321 const struct wined3d_gl_info *gl_info = ins->ctx->gl_info;
1322 const char *prefix = shader_glsl_get_prefix(version->type);
1328 case WINED3DSPR_TEMP:
1329 sprintf(register_name, "R%u", reg->idx[0].offset);
1332 case WINED3DSPR_INPUT:
1333 /* vertex shaders */
1334 if (version->type == WINED3D_SHADER_TYPE_VERTEX)
1336 struct shader_glsl_ctx_priv *priv = ins->ctx->backend_data;
1337 if (priv->cur_vs_args->swizzle_map & (1 << reg->idx[0].offset))
1339 sprintf(register_name, "%s_in%u", prefix, reg->idx[0].offset);
1343 /* pixel shaders >= 3.0 */
1344 if (version->major >= 3)
1346 DWORD idx = shader->u.ps.input_reg_map[reg->idx[0].offset];
1347 unsigned int in_count = vec4_varyings(version->major, gl_info);
1349 if (reg->idx[0].rel_addr)
1351 struct glsl_src_param rel_param;
1353 shader_glsl_add_src_param(ins, reg->idx[0].rel_addr, WINED3DSP_WRITEMASK_0, &rel_param);
1355 /* Removing a + 0 would be an obvious optimization, but macos doesn't see the NOP
1356 * operation there */
1359 if (shader->u.ps.declared_in_count > in_count)
1361 sprintf(register_name,
1362 "((%s + %u) > %u ? (%s + %u) > %u ? gl_SecondaryColor : gl_Color : %s_in[%s + %u])",
1363 rel_param.param_str, idx, in_count - 1, rel_param.param_str, idx, in_count,
1364 prefix, rel_param.param_str, idx);
1368 sprintf(register_name, "%s_in[%s + %u]", prefix, rel_param.param_str, idx);
1373 if (shader->u.ps.declared_in_count > in_count)
1375 sprintf(register_name, "((%s) > %u ? (%s) > %u ? gl_SecondaryColor : gl_Color : %s_in[%s])",
1376 rel_param.param_str, in_count - 1, rel_param.param_str, in_count,
1377 prefix, rel_param.param_str);
1381 sprintf(register_name, "%s_in[%s]", prefix, rel_param.param_str);
1387 if (idx == in_count) sprintf(register_name, "gl_Color");
1388 else if (idx == in_count + 1) sprintf(register_name, "gl_SecondaryColor");
1389 else sprintf(register_name, "%s_in[%u]", prefix, idx);
1394 if (!reg->idx[0].offset)
1395 strcpy(register_name, "gl_Color");
1397 strcpy(register_name, "gl_SecondaryColor");
1402 case WINED3DSPR_CONST:
1404 /* Relative addressing */
1405 if (reg->idx[0].rel_addr)
1407 struct glsl_src_param rel_param;
1408 shader_glsl_add_src_param(ins, reg->idx[0].rel_addr, WINED3DSP_WRITEMASK_0, &rel_param);
1409 if (reg->idx[0].offset)
1410 sprintf(register_name, "%s_c[%s + %u]", prefix, rel_param.param_str, reg->idx[0].offset);
1412 sprintf(register_name, "%s_c[%s]", prefix, rel_param.param_str);
1416 if (shader_constant_is_local(shader, reg->idx[0].offset))
1417 sprintf(register_name, "%s_lc%u", prefix, reg->idx[0].offset);
1419 sprintf(register_name, "%s_c[%u]", prefix, reg->idx[0].offset);
1424 case WINED3DSPR_CONSTINT:
1425 sprintf(register_name, "%s_i[%u]", prefix, reg->idx[0].offset);
1428 case WINED3DSPR_CONSTBOOL:
1429 sprintf(register_name, "%s_b[%u]", prefix, reg->idx[0].offset);
1432 case WINED3DSPR_TEXTURE: /* case WINED3DSPR_ADDR: */
1433 if (version->type == WINED3D_SHADER_TYPE_PIXEL)
1434 sprintf(register_name, "T%u", reg->idx[0].offset);
1436 sprintf(register_name, "A%u", reg->idx[0].offset);
1439 case WINED3DSPR_LOOP:
1440 sprintf(register_name, "aL%u", ins->ctx->loop_state->current_reg - 1);
1443 case WINED3DSPR_SAMPLER:
1444 sprintf(register_name, "%s_sampler%u", prefix, reg->idx[0].offset);
1447 case WINED3DSPR_COLOROUT:
1448 if (reg->idx[0].offset >= gl_info->limits.buffers)
1449 WARN("Write to render target %u, only %d supported.\n",
1450 reg->idx[0].offset, gl_info->limits.buffers);
1452 sprintf(register_name, "gl_FragData[%u]", reg->idx[0].offset);
1455 case WINED3DSPR_RASTOUT:
1456 sprintf(register_name, "%s", hwrastout_reg_names[reg->idx[0].offset]);
1459 case WINED3DSPR_DEPTHOUT:
1460 sprintf(register_name, "gl_FragDepth");
1463 case WINED3DSPR_ATTROUT:
1464 if (!reg->idx[0].offset)
1465 sprintf(register_name, "%s_out[8]", prefix);
1467 sprintf(register_name, "%s_out[9]", prefix);
1470 case WINED3DSPR_TEXCRDOUT:
1471 /* Vertex shaders >= 3.0: WINED3DSPR_OUTPUT */
1472 sprintf(register_name, "%s_out[%u]", prefix, reg->idx[0].offset);
1475 case WINED3DSPR_MISCTYPE:
1476 if (!reg->idx[0].offset)
1479 sprintf(register_name, "vpos");
1481 else if (reg->idx[0].offset == 1)
1483 /* Note that gl_FrontFacing is a bool, while vFace is
1484 * a float for which the sign determines front/back */
1485 sprintf(register_name, "(gl_FrontFacing ? 1.0 : -1.0)");
1489 FIXME("Unhandled misctype register %u.\n", reg->idx[0].offset);
1490 sprintf(register_name, "unrecognized_register");
1494 case WINED3DSPR_IMMCONST:
1495 switch (reg->immconst_type)
1497 case WINED3D_IMMCONST_SCALAR:
1498 switch (reg->data_type)
1500 case WINED3D_DATA_FLOAT:
1501 sprintf(register_name, "%.8e", *(const float *)reg->immconst_data);
1503 case WINED3D_DATA_INT:
1504 sprintf(register_name, "%#x", reg->immconst_data[0]);
1506 case WINED3D_DATA_RESOURCE:
1507 case WINED3D_DATA_SAMPLER:
1508 case WINED3D_DATA_UINT:
1509 sprintf(register_name, "%#xu", reg->immconst_data[0]);
1512 sprintf(register_name, "<unhandled data type %#x>", reg->data_type);
1517 case WINED3D_IMMCONST_VEC4:
1518 switch (reg->data_type)
1520 case WINED3D_DATA_FLOAT:
1521 sprintf(register_name, "vec4(%.8e, %.8e, %.8e, %.8e)",
1522 *(const float *)®->immconst_data[0], *(const float *)®->immconst_data[1],
1523 *(const float *)®->immconst_data[2], *(const float *)®->immconst_data[3]);
1525 case WINED3D_DATA_INT:
1526 sprintf(register_name, "ivec4(%#x, %#x, %#x, %#x)",
1527 reg->immconst_data[0], reg->immconst_data[1],
1528 reg->immconst_data[2], reg->immconst_data[3]);
1530 case WINED3D_DATA_RESOURCE:
1531 case WINED3D_DATA_SAMPLER:
1532 case WINED3D_DATA_UINT:
1533 sprintf(register_name, "uvec4(%#xu, %#xu, %#xu, %#xu)",
1534 reg->immconst_data[0], reg->immconst_data[1],
1535 reg->immconst_data[2], reg->immconst_data[3]);
1538 sprintf(register_name, "<unhandled data type %#x>", reg->data_type);
1544 FIXME("Unhandled immconst type %#x\n", reg->immconst_type);
1545 sprintf(register_name, "<unhandled_immconst_type %#x>", reg->immconst_type);
1549 case WINED3DSPR_CONSTBUFFER:
1550 if (reg->idx[1].rel_addr)
1552 struct glsl_src_param rel_param;
1553 shader_glsl_add_src_param(ins, reg->idx[1].rel_addr, WINED3DSP_WRITEMASK_0, &rel_param);
1554 sprintf(register_name, "%s_cb%u[%s + %u]",
1555 prefix, reg->idx[0].offset, rel_param.param_str, reg->idx[1].offset);
1559 sprintf(register_name, "%s_cb%u[%u]", prefix, reg->idx[0].offset, reg->idx[1].offset);
1563 case WINED3DSPR_PRIMID:
1564 sprintf(register_name, "uint(gl_PrimitiveIDIn)");
1568 FIXME("Unhandled register type %#x.\n", reg->type);
1569 sprintf(register_name, "unrecognized_register");
1574 static void shader_glsl_write_mask_to_str(DWORD write_mask, char *str)
1577 if (write_mask & WINED3DSP_WRITEMASK_0) *str++ = 'x';
1578 if (write_mask & WINED3DSP_WRITEMASK_1) *str++ = 'y';
1579 if (write_mask & WINED3DSP_WRITEMASK_2) *str++ = 'z';
1580 if (write_mask & WINED3DSP_WRITEMASK_3) *str++ = 'w';
1584 /* Get the GLSL write mask for the destination register */
1585 static DWORD shader_glsl_get_write_mask(const struct wined3d_shader_dst_param *param, char *write_mask)
1587 DWORD mask = param->write_mask;
1589 if (shader_is_scalar(¶m->reg))
1591 mask = WINED3DSP_WRITEMASK_0;
1596 shader_glsl_write_mask_to_str(mask, write_mask);
1602 static unsigned int shader_glsl_get_write_mask_size(DWORD write_mask) {
1603 unsigned int size = 0;
1605 if (write_mask & WINED3DSP_WRITEMASK_0) ++size;
1606 if (write_mask & WINED3DSP_WRITEMASK_1) ++size;
1607 if (write_mask & WINED3DSP_WRITEMASK_2) ++size;
1608 if (write_mask & WINED3DSP_WRITEMASK_3) ++size;
1613 static void shader_glsl_swizzle_to_str(const DWORD swizzle, BOOL fixup, DWORD mask, char *str)
1615 /* For registers of type WINED3DDECLTYPE_D3DCOLOR, data is stored as "bgra",
1616 * but addressed as "rgba". To fix this we need to swap the register's x
1617 * and z components. */
1618 const char *swizzle_chars = fixup ? "zyxw" : "xyzw";
1621 /* swizzle bits fields: wwzzyyxx */
1622 if (mask & WINED3DSP_WRITEMASK_0) *str++ = swizzle_chars[swizzle & 0x03];
1623 if (mask & WINED3DSP_WRITEMASK_1) *str++ = swizzle_chars[(swizzle >> 2) & 0x03];
1624 if (mask & WINED3DSP_WRITEMASK_2) *str++ = swizzle_chars[(swizzle >> 4) & 0x03];
1625 if (mask & WINED3DSP_WRITEMASK_3) *str++ = swizzle_chars[(swizzle >> 6) & 0x03];
1629 static void shader_glsl_get_swizzle(const struct wined3d_shader_src_param *param,
1630 BOOL fixup, DWORD mask, char *swizzle_str)
1632 if (shader_is_scalar(¶m->reg))
1633 *swizzle_str = '\0';
1635 shader_glsl_swizzle_to_str(param->swizzle, fixup, mask, swizzle_str);
1638 /* From a given parameter token, generate the corresponding GLSL string.
1639 * Also, return the actual register name and swizzle in case the
1640 * caller needs this information as well. */
1641 static void shader_glsl_add_src_param(const struct wined3d_shader_instruction *ins,
1642 const struct wined3d_shader_src_param *wined3d_src, DWORD mask, struct glsl_src_param *glsl_src)
1644 BOOL is_color = FALSE;
1645 char swizzle_str[6];
1647 glsl_src->reg_name[0] = '\0';
1648 glsl_src->param_str[0] = '\0';
1649 swizzle_str[0] = '\0';
1651 shader_glsl_get_register_name(&wined3d_src->reg, glsl_src->reg_name, &is_color, ins);
1652 shader_glsl_get_swizzle(wined3d_src, is_color, mask, swizzle_str);
1654 if (wined3d_src->reg.type == WINED3DSPR_IMMCONST || wined3d_src->reg.type == WINED3DSPR_PRIMID)
1656 shader_glsl_gen_modifier(wined3d_src->modifiers, glsl_src->reg_name, swizzle_str, glsl_src->param_str);
1660 char param_str[200];
1662 shader_glsl_gen_modifier(wined3d_src->modifiers, glsl_src->reg_name, swizzle_str, param_str);
1664 switch (wined3d_src->reg.data_type)
1666 case WINED3D_DATA_FLOAT:
1667 sprintf(glsl_src->param_str, "%s", param_str);
1669 case WINED3D_DATA_INT:
1670 sprintf(glsl_src->param_str, "floatBitsToInt(%s)", param_str);
1672 case WINED3D_DATA_RESOURCE:
1673 case WINED3D_DATA_SAMPLER:
1674 case WINED3D_DATA_UINT:
1675 sprintf(glsl_src->param_str, "floatBitsToUint(%s)", param_str);
1678 FIXME("Unhandled data type %#x.\n", wined3d_src->reg.data_type);
1679 sprintf(glsl_src->param_str, "%s", param_str);
1685 /* From a given parameter token, generate the corresponding GLSL string.
1686 * Also, return the actual register name and swizzle in case the
1687 * caller needs this information as well. */
1688 static DWORD shader_glsl_add_dst_param(const struct wined3d_shader_instruction *ins,
1689 const struct wined3d_shader_dst_param *wined3d_dst, struct glsl_dst_param *glsl_dst)
1691 BOOL is_color = FALSE;
1693 glsl_dst->mask_str[0] = '\0';
1694 glsl_dst->reg_name[0] = '\0';
1696 shader_glsl_get_register_name(&wined3d_dst->reg, glsl_dst->reg_name, &is_color, ins);
1697 return shader_glsl_get_write_mask(wined3d_dst, glsl_dst->mask_str);
1700 /* Append the destination part of the instruction to the buffer, return the effective write mask */
1701 static DWORD shader_glsl_append_dst_ext(struct wined3d_shader_buffer *buffer,
1702 const struct wined3d_shader_instruction *ins, const struct wined3d_shader_dst_param *dst)
1704 struct glsl_dst_param glsl_dst;
1707 if ((mask = shader_glsl_add_dst_param(ins, dst, &glsl_dst)))
1709 switch (dst->reg.data_type)
1711 case WINED3D_DATA_FLOAT:
1712 shader_addline(buffer, "%s%s = %s(",
1713 glsl_dst.reg_name, glsl_dst.mask_str, shift_glsl_tab[dst->shift]);
1715 case WINED3D_DATA_INT:
1716 shader_addline(buffer, "%s%s = %sintBitsToFloat(",
1717 glsl_dst.reg_name, glsl_dst.mask_str, shift_glsl_tab[dst->shift]);
1719 case WINED3D_DATA_RESOURCE:
1720 case WINED3D_DATA_SAMPLER:
1721 case WINED3D_DATA_UINT:
1722 shader_addline(buffer, "%s%s = %suintBitsToFloat(",
1723 glsl_dst.reg_name, glsl_dst.mask_str, shift_glsl_tab[dst->shift]);
1726 FIXME("Unhandled data type %#x.\n", dst->reg.data_type);
1727 shader_addline(buffer, "%s%s = %s(",
1728 glsl_dst.reg_name, glsl_dst.mask_str, shift_glsl_tab[dst->shift]);
1736 /* Append the destination part of the instruction to the buffer, return the effective write mask */
1737 static DWORD shader_glsl_append_dst(struct wined3d_shader_buffer *buffer, const struct wined3d_shader_instruction *ins)
1739 return shader_glsl_append_dst_ext(buffer, ins, &ins->dst[0]);
1742 /** Process GLSL instruction modifiers */
1743 static void shader_glsl_add_instruction_modifiers(const struct wined3d_shader_instruction *ins)
1745 struct glsl_dst_param dst_param;
1748 if (!ins->dst_count) return;
1750 modifiers = ins->dst[0].modifiers;
1751 if (!modifiers) return;
1753 shader_glsl_add_dst_param(ins, &ins->dst[0], &dst_param);
1755 if (modifiers & WINED3DSPDM_SATURATE)
1757 /* _SAT means to clamp the value of the register to between 0 and 1 */
1758 shader_addline(ins->ctx->buffer, "%s%s = clamp(%s%s, 0.0, 1.0);\n", dst_param.reg_name,
1759 dst_param.mask_str, dst_param.reg_name, dst_param.mask_str);
1762 if (modifiers & WINED3DSPDM_MSAMPCENTROID)
1764 FIXME("_centroid modifier not handled\n");
1767 if (modifiers & WINED3DSPDM_PARTIALPRECISION)
1769 /* MSDN says this modifier can be safely ignored, so that's what we'll do. */
1773 static const char *shader_glsl_get_rel_op(enum wined3d_shader_rel_op op)
1777 case WINED3D_SHADER_REL_OP_GT: return ">";
1778 case WINED3D_SHADER_REL_OP_EQ: return "==";
1779 case WINED3D_SHADER_REL_OP_GE: return ">=";
1780 case WINED3D_SHADER_REL_OP_LT: return "<";
1781 case WINED3D_SHADER_REL_OP_NE: return "!=";
1782 case WINED3D_SHADER_REL_OP_LE: return "<=";
1784 FIXME("Unrecognized operator %#x.\n", op);
1789 static void shader_glsl_get_sample_function(const struct wined3d_shader_context *ctx,
1790 DWORD sampler_idx, DWORD flags, struct glsl_sample_function *sample_function)
1792 enum wined3d_sampler_texture_type sampler_type = ctx->reg_maps->sampler_type[sampler_idx];
1793 const struct wined3d_gl_info *gl_info = ctx->gl_info;
1794 BOOL shadow = ctx->reg_maps->shader_version.type == WINED3D_SHADER_TYPE_PIXEL
1795 && (((const struct shader_glsl_ctx_priv *)ctx->backend_data)->cur_ps_args->shadow & (1 << sampler_idx));
1796 BOOL projected = flags & WINED3D_GLSL_SAMPLE_PROJECTED;
1797 BOOL texrect = flags & WINED3D_GLSL_SAMPLE_RECT;
1798 BOOL lod = flags & WINED3D_GLSL_SAMPLE_LOD;
1799 BOOL grad = flags & WINED3D_GLSL_SAMPLE_GRAD;
1801 /* Note that there's no such thing as a projected cube texture. */
1802 switch(sampler_type) {
1808 sample_function->name = projected ? "shadow1DProjLod" : "shadow1DLod";
1812 if (gl_info->supported[EXT_GPU_SHADER4])
1813 sample_function->name = projected ? "shadow1DProjGrad" : "shadow1DGrad";
1814 else if (gl_info->supported[ARB_SHADER_TEXTURE_LOD])
1815 sample_function->name = projected ? "shadow1DProjGradARB" : "shadow1DGradARB";
1818 FIXME("Unsupported 1D shadow grad function.\n");
1819 sample_function->name = "unsupported1DGrad";
1824 sample_function->name = projected ? "shadow1DProj" : "shadow1D";
1826 sample_function->coord_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1;
1832 sample_function->name = projected ? "texture1DProjLod" : "texture1DLod";
1836 if (gl_info->supported[EXT_GPU_SHADER4])
1837 sample_function->name = projected ? "texture1DProjGrad" : "texture1DGrad";
1838 else if (gl_info->supported[ARB_SHADER_TEXTURE_LOD])
1839 sample_function->name = projected ? "texture1DProjGradARB" : "texture1DGradARB";
1842 FIXME("Unsupported 1D grad function.\n");
1843 sample_function->name = "unsupported1DGrad";
1848 sample_function->name = projected ? "texture1DProj" : "texture1D";
1850 sample_function->coord_mask = WINED3DSP_WRITEMASK_0;
1861 sample_function->name = projected ? "shadow2DRectProjLod" : "shadow2DRectLod";
1865 if (gl_info->supported[EXT_GPU_SHADER4])
1866 sample_function->name = projected ? "shadow2DRectProjGrad" : "shadow2DRectGrad";
1867 else if (gl_info->supported[ARB_SHADER_TEXTURE_LOD])
1868 sample_function->name = projected ? "shadow2DRectProjGradARB" : "shadow2DRectGradARB";
1871 FIXME("Unsupported RECT shadow grad function.\n");
1872 sample_function->name = "unsupported2DRectGrad";
1877 sample_function->name = projected ? "shadow2DRectProj" : "shadow2DRect";
1884 sample_function->name = projected ? "shadow2DProjLod" : "shadow2DLod";
1888 if (gl_info->supported[EXT_GPU_SHADER4])
1889 sample_function->name = projected ? "shadow2DProjGrad" : "shadow2DGrad";
1890 else if (gl_info->supported[ARB_SHADER_TEXTURE_LOD])
1891 sample_function->name = projected ? "shadow2DProjGradARB" : "shadow2DGradARB";
1894 FIXME("Unsupported 2D shadow grad function.\n");
1895 sample_function->name = "unsupported2DGrad";
1900 sample_function->name = projected ? "shadow2DProj" : "shadow2D";
1903 sample_function->coord_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
1911 sample_function->name = projected ? "texture2DRectProjLod" : "texture2DRectLod";
1915 if (gl_info->supported[EXT_GPU_SHADER4])
1916 sample_function->name = projected ? "texture2DRectProjGrad" : "texture2DRectGrad";
1917 else if (gl_info->supported[ARB_SHADER_TEXTURE_LOD])
1918 sample_function->name = projected ? "texture2DRectProjGradARB" : "texture2DRectGradARB";
1921 FIXME("Unsupported RECT grad function.\n");
1922 sample_function->name = "unsupported2DRectGrad";
1927 sample_function->name = projected ? "texture2DRectProj" : "texture2DRect";
1934 sample_function->name = projected ? "texture2DProjLod" : "texture2DLod";
1938 if (gl_info->supported[EXT_GPU_SHADER4])
1939 sample_function->name = projected ? "texture2DProjGrad" : "texture2DGrad";
1940 else if (gl_info->supported[ARB_SHADER_TEXTURE_LOD])
1941 sample_function->name = projected ? "texture2DProjGradARB" : "texture2DGradARB";
1944 FIXME("Unsupported 2D grad function.\n");
1945 sample_function->name = "unsupported2DGrad";
1950 sample_function->name = projected ? "texture2DProj" : "texture2D";
1953 sample_function->coord_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1;
1957 case WINED3DSTT_CUBE:
1960 FIXME("Unsupported Cube shadow function.\n");
1961 sample_function->name = "unsupportedCubeShadow";
1962 sample_function->coord_mask = 0;
1968 sample_function->name = "textureCubeLod";
1972 if (gl_info->supported[EXT_GPU_SHADER4])
1973 sample_function->name = "textureCubeGrad";
1974 else if (gl_info->supported[ARB_SHADER_TEXTURE_LOD])
1975 sample_function->name = "textureCubeGradARB";
1978 FIXME("Unsupported Cube grad function.\n");
1979 sample_function->name = "unsupportedCubeGrad";
1984 sample_function->name = "textureCube";
1986 sample_function->coord_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
1990 case WINED3DSTT_VOLUME:
1993 FIXME("Unsupported 3D shadow function.\n");
1994 sample_function->name = "unsupported3DShadow";
1995 sample_function->coord_mask = 0;
2001 sample_function->name = projected ? "texture3DProjLod" : "texture3DLod";
2005 if (gl_info->supported[EXT_GPU_SHADER4])
2006 sample_function->name = projected ? "texture3DProjGrad" : "texture3DGrad";
2007 else if (gl_info->supported[ARB_SHADER_TEXTURE_LOD])
2008 sample_function->name = projected ? "texture3DProjGradARB" : "texture3DGradARB";
2011 FIXME("Unsupported 3D grad function.\n");
2012 sample_function->name = "unsupported3DGrad";
2017 sample_function->name = projected ? "texture3DProj" : "texture3D";
2019 sample_function->coord_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
2024 sample_function->name = "";
2025 sample_function->coord_mask = 0;
2026 FIXME("Unrecognized sampler type: %#x;\n", sampler_type);
2031 static void shader_glsl_append_fixup_arg(char *arguments, const char *reg_name,
2032 BOOL sign_fixup, enum fixup_channel_source channel_source)
2034 switch(channel_source)
2036 case CHANNEL_SOURCE_ZERO:
2037 strcat(arguments, "0.0");
2040 case CHANNEL_SOURCE_ONE:
2041 strcat(arguments, "1.0");
2044 case CHANNEL_SOURCE_X:
2045 strcat(arguments, reg_name);
2046 strcat(arguments, ".x");
2049 case CHANNEL_SOURCE_Y:
2050 strcat(arguments, reg_name);
2051 strcat(arguments, ".y");
2054 case CHANNEL_SOURCE_Z:
2055 strcat(arguments, reg_name);
2056 strcat(arguments, ".z");
2059 case CHANNEL_SOURCE_W:
2060 strcat(arguments, reg_name);
2061 strcat(arguments, ".w");
2065 FIXME("Unhandled channel source %#x\n", channel_source);
2066 strcat(arguments, "undefined");
2070 if (sign_fixup) strcat(arguments, " * 2.0 - 1.0");
2073 static void shader_glsl_color_correction(const struct wined3d_shader_instruction *ins, struct color_fixup_desc fixup)
2075 struct wined3d_shader_dst_param dst;
2076 unsigned int mask_size, remaining;
2077 struct glsl_dst_param dst_param;
2078 char arguments[256];
2082 if (fixup.x_sign_fixup || fixup.x_source != CHANNEL_SOURCE_X) mask |= WINED3DSP_WRITEMASK_0;
2083 if (fixup.y_sign_fixup || fixup.y_source != CHANNEL_SOURCE_Y) mask |= WINED3DSP_WRITEMASK_1;
2084 if (fixup.z_sign_fixup || fixup.z_source != CHANNEL_SOURCE_Z) mask |= WINED3DSP_WRITEMASK_2;
2085 if (fixup.w_sign_fixup || fixup.w_source != CHANNEL_SOURCE_W) mask |= WINED3DSP_WRITEMASK_3;
2086 mask &= ins->dst[0].write_mask;
2088 if (!mask) return; /* Nothing to do */
2090 if (is_complex_fixup(fixup))
2092 enum complex_fixup complex_fixup = get_complex_fixup(fixup);
2093 FIXME("Complex fixup (%#x) not supported\n",complex_fixup);
2097 mask_size = shader_glsl_get_write_mask_size(mask);
2100 dst.write_mask = mask;
2101 shader_glsl_add_dst_param(ins, &dst, &dst_param);
2103 arguments[0] = '\0';
2104 remaining = mask_size;
2105 if (mask & WINED3DSP_WRITEMASK_0)
2107 shader_glsl_append_fixup_arg(arguments, dst_param.reg_name, fixup.x_sign_fixup, fixup.x_source);
2108 if (--remaining) strcat(arguments, ", ");
2110 if (mask & WINED3DSP_WRITEMASK_1)
2112 shader_glsl_append_fixup_arg(arguments, dst_param.reg_name, fixup.y_sign_fixup, fixup.y_source);
2113 if (--remaining) strcat(arguments, ", ");
2115 if (mask & WINED3DSP_WRITEMASK_2)
2117 shader_glsl_append_fixup_arg(arguments, dst_param.reg_name, fixup.z_sign_fixup, fixup.z_source);
2118 if (--remaining) strcat(arguments, ", ");
2120 if (mask & WINED3DSP_WRITEMASK_3)
2122 shader_glsl_append_fixup_arg(arguments, dst_param.reg_name, fixup.w_sign_fixup, fixup.w_source);
2123 if (--remaining) strcat(arguments, ", ");
2128 shader_addline(ins->ctx->buffer, "%s%s = vec%u(%s);\n",
2129 dst_param.reg_name, dst_param.mask_str, mask_size, arguments);
2133 shader_addline(ins->ctx->buffer, "%s%s = %s;\n", dst_param.reg_name, dst_param.mask_str, arguments);
2137 static void PRINTF_ATTR(8, 9) shader_glsl_gen_sample_code(const struct wined3d_shader_instruction *ins,
2138 DWORD sampler, const struct glsl_sample_function *sample_function, DWORD swizzle,
2139 const char *dx, const char *dy, const char *bias, const char *coord_reg_fmt, ...)
2141 const struct wined3d_shader_version *version = &ins->ctx->reg_maps->shader_version;
2142 char dst_swizzle[6];
2143 struct color_fixup_desc fixup;
2144 BOOL np2_fixup = FALSE;
2147 shader_glsl_swizzle_to_str(swizzle, FALSE, ins->dst[0].write_mask, dst_swizzle);
2149 if (version->type == WINED3D_SHADER_TYPE_PIXEL)
2151 const struct shader_glsl_ctx_priv *priv = ins->ctx->backend_data;
2152 fixup = priv->cur_ps_args->color_fixup[sampler];
2154 if(priv->cur_ps_args->np2_fixup & (1 << sampler)) {
2156 FIXME("Biased sampling from NP2 textures is unsupported\n");
2164 fixup = COLOR_FIXUP_IDENTITY; /* FIXME: Vshader color fixup */
2167 shader_glsl_append_dst(ins->ctx->buffer, ins);
2169 shader_addline(ins->ctx->buffer, "%s(%s_sampler%u, ",
2170 sample_function->name, shader_glsl_get_prefix(version->type), sampler);
2172 va_start(args, coord_reg_fmt);
2173 shader_vaddline(ins->ctx->buffer, coord_reg_fmt, args);
2177 shader_addline(ins->ctx->buffer, ", %s)%s);\n", bias, dst_swizzle);
2180 const struct shader_glsl_ctx_priv *priv = ins->ctx->backend_data;
2181 const unsigned char idx = priv->cur_np2fixup_info->idx[sampler];
2183 shader_addline(ins->ctx->buffer, " * ps_samplerNP2Fixup[%u].%s)%s);\n", idx >> 1,
2184 (idx % 2) ? "zw" : "xy", dst_swizzle);
2185 } else if(dx && dy) {
2186 shader_addline(ins->ctx->buffer, ", %s, %s)%s);\n", dx, dy, dst_swizzle);
2188 shader_addline(ins->ctx->buffer, ")%s);\n", dst_swizzle);
2192 if(!is_identity_fixup(fixup)) {
2193 shader_glsl_color_correction(ins, fixup);
2197 /*****************************************************************************
2198 * Begin processing individual instruction opcodes
2199 ****************************************************************************/
2201 static void shader_glsl_binop(const struct wined3d_shader_instruction *ins)
2203 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2204 struct glsl_src_param src0_param;
2205 struct glsl_src_param src1_param;
2209 /* Determine the GLSL operator to use based on the opcode */
2210 switch (ins->handler_idx)
2212 case WINED3DSIH_ADD: op = "+"; break;
2213 case WINED3DSIH_AND: op = "&"; break;
2214 case WINED3DSIH_DIV: op = "/"; break;
2215 case WINED3DSIH_IADD: op = "+"; break;
2216 case WINED3DSIH_MUL: op = "*"; break;
2217 case WINED3DSIH_SUB: op = "-"; break;
2218 case WINED3DSIH_USHR: op = ">>"; break;
2219 case WINED3DSIH_XOR: op = "^"; break;
2221 op = "<unhandled operator>";
2222 FIXME("Opcode %#x not yet handled in GLSL\n", ins->handler_idx);
2226 write_mask = shader_glsl_append_dst(buffer, ins);
2227 shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src0_param);
2228 shader_glsl_add_src_param(ins, &ins->src[1], write_mask, &src1_param);
2229 shader_addline(buffer, "%s %s %s);\n", src0_param.param_str, op, src1_param.param_str);
2232 static void shader_glsl_relop(const struct wined3d_shader_instruction *ins)
2234 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2235 struct glsl_src_param src0_param;
2236 struct glsl_src_param src1_param;
2237 unsigned int mask_size;
2241 write_mask = shader_glsl_append_dst(buffer, ins);
2242 mask_size = shader_glsl_get_write_mask_size(write_mask);
2243 shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src0_param);
2244 shader_glsl_add_src_param(ins, &ins->src[1], write_mask, &src1_param);
2248 switch (ins->handler_idx)
2250 case WINED3DSIH_EQ: op = "equal"; break;
2251 case WINED3DSIH_GE: op = "greaterThanEqual"; break;
2252 case WINED3DSIH_IGE: op = "greaterThanEqual"; break;
2253 case WINED3DSIH_LT: op = "lessThan"; break;
2255 op = "<unhandled operator>";
2256 ERR("Unhandled opcode %#x.\n", ins->handler_idx);
2260 shader_addline(buffer, "uvec%u(%s(%s, %s)) * 0xffffffffu);\n",
2261 mask_size, op, src0_param.param_str, src1_param.param_str);
2265 switch (ins->handler_idx)
2267 case WINED3DSIH_EQ: op = "=="; break;
2268 case WINED3DSIH_GE: op = ">="; break;
2269 case WINED3DSIH_IGE: op = ">="; break;
2270 case WINED3DSIH_LT: op = "<"; break;
2272 op = "<unhandled operator>";
2273 ERR("Unhandled opcode %#x.\n", ins->handler_idx);
2277 shader_addline(buffer, "%s %s %s ? 0xffffffffu : 0u);\n",
2278 src0_param.param_str, op, src1_param.param_str);
2282 static void shader_glsl_imul(const struct wined3d_shader_instruction *ins)
2284 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2285 struct glsl_src_param src0_param;
2286 struct glsl_src_param src1_param;
2289 /* If we have ARB_gpu_shader5 or GLSL 4.0, we can use imulExtended(). If
2290 * not, we can emulate it. */
2291 if (ins->dst[0].reg.type != WINED3DSPR_NULL)
2292 FIXME("64-bit integer multiplies not implemented.\n");
2294 if (ins->dst[1].reg.type != WINED3DSPR_NULL)
2296 write_mask = shader_glsl_append_dst_ext(buffer, ins, &ins->dst[1]);
2297 shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src0_param);
2298 shader_glsl_add_src_param(ins, &ins->src[1], write_mask, &src1_param);
2300 shader_addline(ins->ctx->buffer, "%s * %s);\n",
2301 src0_param.param_str, src1_param.param_str);
2305 static void shader_glsl_udiv(const struct wined3d_shader_instruction *ins)
2307 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2308 struct glsl_src_param src0_param, src1_param;
2311 if (ins->dst[0].reg.type != WINED3DSPR_NULL)
2314 if (ins->dst[1].reg.type != WINED3DSPR_NULL)
2318 write_mask = shader_glsl_get_write_mask(&ins->dst[0], dst_mask);
2319 shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src0_param);
2320 shader_glsl_add_src_param(ins, &ins->src[1], write_mask, &src1_param);
2321 shader_addline(buffer, "tmp0%s = %s / %s;\n",
2322 dst_mask, src0_param.param_str, src1_param.param_str);
2324 write_mask = shader_glsl_append_dst_ext(buffer, ins, &ins->dst[1]);
2325 shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src0_param);
2326 shader_glsl_add_src_param(ins, &ins->src[1], write_mask, &src1_param);
2327 shader_addline(buffer, "%s %% %s));\n", src0_param.param_str, src1_param.param_str);
2329 shader_glsl_append_dst_ext(buffer, ins, &ins->dst[0]);
2330 shader_addline(buffer, "tmp0%s);\n", dst_mask);
2334 write_mask = shader_glsl_append_dst_ext(buffer, ins, &ins->dst[0]);
2335 shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src0_param);
2336 shader_glsl_add_src_param(ins, &ins->src[1], write_mask, &src1_param);
2337 shader_addline(buffer, "%s / %s);\n", src0_param.param_str, src1_param.param_str);
2340 else if (ins->dst[1].reg.type != WINED3DSPR_NULL)
2342 write_mask = shader_glsl_append_dst_ext(buffer, ins, &ins->dst[1]);
2343 shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src0_param);
2344 shader_glsl_add_src_param(ins, &ins->src[1], write_mask, &src1_param);
2345 shader_addline(buffer, "%s %% %s);\n", src0_param.param_str, src1_param.param_str);
2349 /* Process the WINED3DSIO_MOV opcode using GLSL (dst = src) */
2350 static void shader_glsl_mov(const struct wined3d_shader_instruction *ins)
2352 const struct wined3d_gl_info *gl_info = ins->ctx->gl_info;
2353 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2354 struct glsl_src_param src0_param;
2357 write_mask = shader_glsl_append_dst(buffer, ins);
2358 shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src0_param);
2360 /* In vs_1_1 WINED3DSIO_MOV can write to the address register. In later
2361 * shader versions WINED3DSIO_MOVA is used for this. */
2362 if (ins->ctx->reg_maps->shader_version.major == 1
2363 && ins->ctx->reg_maps->shader_version.type == WINED3D_SHADER_TYPE_VERTEX
2364 && ins->dst[0].reg.type == WINED3DSPR_ADDR)
2366 /* This is a simple floor() */
2367 unsigned int mask_size = shader_glsl_get_write_mask_size(write_mask);
2368 if (mask_size > 1) {
2369 shader_addline(buffer, "ivec%d(floor(%s)));\n", mask_size, src0_param.param_str);
2371 shader_addline(buffer, "int(floor(%s)));\n", src0_param.param_str);
2374 else if(ins->handler_idx == WINED3DSIH_MOVA)
2376 /* We need to *round* to the nearest int here. */
2377 unsigned int mask_size = shader_glsl_get_write_mask_size(write_mask);
2379 if (gl_info->supported[EXT_GPU_SHADER4])
2382 shader_addline(buffer, "ivec%d(round(%s)));\n", mask_size, src0_param.param_str);
2384 shader_addline(buffer, "int(round(%s)));\n", src0_param.param_str);
2389 shader_addline(buffer, "ivec%d(floor(abs(%s) + vec%d(0.5)) * sign(%s)));\n",
2390 mask_size, src0_param.param_str, mask_size, src0_param.param_str);
2392 shader_addline(buffer, "int(floor(abs(%s) + 0.5) * sign(%s)));\n",
2393 src0_param.param_str, src0_param.param_str);
2398 shader_addline(buffer, "%s);\n", src0_param.param_str);
2402 /* Process the dot product operators DP3 and DP4 in GLSL (dst = dot(src0, src1)) */
2403 static void shader_glsl_dot(const struct wined3d_shader_instruction *ins)
2405 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2406 struct glsl_src_param src0_param;
2407 struct glsl_src_param src1_param;
2408 DWORD dst_write_mask, src_write_mask;
2409 unsigned int dst_size = 0;
2411 dst_write_mask = shader_glsl_append_dst(buffer, ins);
2412 dst_size = shader_glsl_get_write_mask_size(dst_write_mask);
2414 /* dp3 works on vec3, dp4 on vec4 */
2415 if (ins->handler_idx == WINED3DSIH_DP4)
2417 src_write_mask = WINED3DSP_WRITEMASK_ALL;
2419 src_write_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
2422 shader_glsl_add_src_param(ins, &ins->src[0], src_write_mask, &src0_param);
2423 shader_glsl_add_src_param(ins, &ins->src[1], src_write_mask, &src1_param);
2426 shader_addline(buffer, "vec%d(dot(%s, %s)));\n", dst_size, src0_param.param_str, src1_param.param_str);
2428 shader_addline(buffer, "dot(%s, %s));\n", src0_param.param_str, src1_param.param_str);
2432 /* Note that this instruction has some restrictions. The destination write mask
2433 * can't contain the w component, and the source swizzles have to be .xyzw */
2434 static void shader_glsl_cross(const struct wined3d_shader_instruction *ins)
2436 DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
2437 struct glsl_src_param src0_param;
2438 struct glsl_src_param src1_param;
2441 shader_glsl_get_write_mask(&ins->dst[0], dst_mask);
2442 shader_glsl_append_dst(ins->ctx->buffer, ins);
2443 shader_glsl_add_src_param(ins, &ins->src[0], src_mask, &src0_param);
2444 shader_glsl_add_src_param(ins, &ins->src[1], src_mask, &src1_param);
2445 shader_addline(ins->ctx->buffer, "cross(%s, %s)%s);\n", src0_param.param_str, src1_param.param_str, dst_mask);
2448 static void shader_glsl_cut(const struct wined3d_shader_instruction *ins)
2450 shader_addline(ins->ctx->buffer, "EndPrimitive();\n");
2453 /* Process the WINED3DSIO_POW instruction in GLSL (dst = |src0|^src1)
2454 * Src0 and src1 are scalars. Note that D3D uses the absolute of src0, while
2455 * GLSL uses the value as-is. */
2456 static void shader_glsl_pow(const struct wined3d_shader_instruction *ins)
2458 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2459 struct glsl_src_param src0_param;
2460 struct glsl_src_param src1_param;
2461 DWORD dst_write_mask;
2462 unsigned int dst_size;
2464 dst_write_mask = shader_glsl_append_dst(buffer, ins);
2465 dst_size = shader_glsl_get_write_mask_size(dst_write_mask);
2467 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0, &src0_param);
2468 shader_glsl_add_src_param(ins, &ins->src[1], WINED3DSP_WRITEMASK_0, &src1_param);
2472 shader_addline(buffer, "vec%u(%s == 0.0 ? 1.0 : pow(abs(%s), %s)));\n",
2473 dst_size, src1_param.param_str, src0_param.param_str, src1_param.param_str);
2477 shader_addline(buffer, "%s == 0.0 ? 1.0 : pow(abs(%s), %s));\n",
2478 src1_param.param_str, src0_param.param_str, src1_param.param_str);
2482 /* Process the WINED3DSIO_LOG instruction in GLSL (dst = log2(|src0|))
2483 * Src0 is a scalar. Note that D3D uses the absolute of src0, while
2484 * GLSL uses the value as-is. */
2485 static void shader_glsl_log(const struct wined3d_shader_instruction *ins)
2487 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2488 struct glsl_src_param src0_param;
2489 DWORD dst_write_mask;
2490 unsigned int dst_size;
2492 dst_write_mask = shader_glsl_append_dst(buffer, ins);
2493 dst_size = shader_glsl_get_write_mask_size(dst_write_mask);
2495 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0, &src0_param);
2499 shader_addline(buffer, "vec%u(log2(abs(%s))));\n",
2500 dst_size, src0_param.param_str);
2504 shader_addline(buffer, "log2(abs(%s)));\n",
2505 src0_param.param_str);
2509 /* Map the opcode 1-to-1 to the GL code (arg->dst = instruction(src0, src1, ...) */
2510 static void shader_glsl_map2gl(const struct wined3d_shader_instruction *ins)
2512 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2513 struct glsl_src_param src_param;
2514 const char *instruction;
2518 /* Determine the GLSL function to use based on the opcode */
2519 /* TODO: Possibly make this a table for faster lookups */
2520 switch (ins->handler_idx)
2522 case WINED3DSIH_MIN: instruction = "min"; break;
2523 case WINED3DSIH_MAX: instruction = "max"; break;
2524 case WINED3DSIH_ABS: instruction = "abs"; break;
2525 case WINED3DSIH_FRC: instruction = "fract"; break;
2526 case WINED3DSIH_EXP: instruction = "exp2"; break;
2527 case WINED3DSIH_DSX: instruction = "dFdx"; break;
2528 case WINED3DSIH_DSY: instruction = "ycorrection.y * dFdy"; break;
2529 case WINED3DSIH_ROUND_NI: instruction = "floor"; break;
2530 default: instruction = "";
2531 FIXME("Opcode %#x not yet handled in GLSL\n", ins->handler_idx);
2535 write_mask = shader_glsl_append_dst(buffer, ins);
2537 shader_addline(buffer, "%s(", instruction);
2541 shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src_param);
2542 shader_addline(buffer, "%s", src_param.param_str);
2543 for (i = 1; i < ins->src_count; ++i)
2545 shader_glsl_add_src_param(ins, &ins->src[i], write_mask, &src_param);
2546 shader_addline(buffer, ", %s", src_param.param_str);
2550 shader_addline(buffer, "));\n");
2553 static void shader_glsl_nop(const struct wined3d_shader_instruction *ins) {}
2555 static void shader_glsl_nrm(const struct wined3d_shader_instruction *ins)
2557 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2558 struct glsl_src_param src_param;
2559 unsigned int mask_size;
2563 write_mask = shader_glsl_get_write_mask(ins->dst, dst_mask);
2564 mask_size = shader_glsl_get_write_mask_size(write_mask);
2565 shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src_param);
2567 shader_addline(buffer, "tmp0.x = dot(%s, %s);\n",
2568 src_param.param_str, src_param.param_str);
2569 shader_glsl_append_dst(buffer, ins);
2573 shader_addline(buffer, "tmp0.x == 0.0 ? vec%u(0.0) : (%s * inversesqrt(tmp0.x)));\n",
2574 mask_size, src_param.param_str);
2578 shader_addline(buffer, "tmp0.x == 0.0 ? 0.0 : (%s * inversesqrt(tmp0.x)));\n",
2579 src_param.param_str);
2583 /** Process the WINED3DSIO_EXPP instruction in GLSL:
2584 * For shader model 1.x, do the following (and honor the writemask, so use a temporary variable):
2585 * dst.x = 2^(floor(src))
2586 * dst.y = src - floor(src)
2587 * dst.z = 2^src (partial precision is allowed, but optional)
2589 * For 2.0 shaders, just do this (honoring writemask and swizzle):
2590 * dst = 2^src; (partial precision is allowed, but optional)
2592 static void shader_glsl_expp(const struct wined3d_shader_instruction *ins)
2594 struct glsl_src_param src_param;
2596 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0, &src_param);
2598 if (ins->ctx->reg_maps->shader_version.major < 2)
2602 shader_addline(ins->ctx->buffer, "tmp0.x = exp2(floor(%s));\n", src_param.param_str);
2603 shader_addline(ins->ctx->buffer, "tmp0.y = %s - floor(%s);\n", src_param.param_str, src_param.param_str);
2604 shader_addline(ins->ctx->buffer, "tmp0.z = exp2(%s);\n", src_param.param_str);
2605 shader_addline(ins->ctx->buffer, "tmp0.w = 1.0;\n");
2607 shader_glsl_append_dst(ins->ctx->buffer, ins);
2608 shader_glsl_get_write_mask(&ins->dst[0], dst_mask);
2609 shader_addline(ins->ctx->buffer, "tmp0%s);\n", dst_mask);
2612 unsigned int mask_size;
2614 write_mask = shader_glsl_append_dst(ins->ctx->buffer, ins);
2615 mask_size = shader_glsl_get_write_mask_size(write_mask);
2617 if (mask_size > 1) {
2618 shader_addline(ins->ctx->buffer, "vec%d(exp2(%s)));\n", mask_size, src_param.param_str);
2620 shader_addline(ins->ctx->buffer, "exp2(%s));\n", src_param.param_str);
2625 static void shader_glsl_to_int(const struct wined3d_shader_instruction *ins)
2627 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2628 struct glsl_src_param src_param;
2629 unsigned int mask_size;
2632 write_mask = shader_glsl_append_dst(buffer, ins);
2633 mask_size = shader_glsl_get_write_mask_size(write_mask);
2634 shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src_param);
2637 shader_addline(buffer, "ivec%u(%s));\n", mask_size, src_param.param_str);
2639 shader_addline(buffer, "int(%s));\n", src_param.param_str);
2642 static void shader_glsl_to_float(const struct wined3d_shader_instruction *ins)
2644 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2645 struct glsl_src_param src_param;
2646 unsigned int mask_size;
2649 write_mask = shader_glsl_append_dst(buffer, ins);
2650 mask_size = shader_glsl_get_write_mask_size(write_mask);
2651 shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src_param);
2654 shader_addline(buffer, "vec%u(%s));\n", mask_size, src_param.param_str);
2656 shader_addline(buffer, "float(%s));\n", src_param.param_str);
2659 /** Process the RCP (reciprocal or inverse) opcode in GLSL (dst = 1 / src) */
2660 static void shader_glsl_rcp(const struct wined3d_shader_instruction *ins)
2662 struct glsl_src_param src_param;
2664 unsigned int mask_size;
2666 write_mask = shader_glsl_append_dst(ins->ctx->buffer, ins);
2667 mask_size = shader_glsl_get_write_mask_size(write_mask);
2668 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_3, &src_param);
2672 shader_addline(ins->ctx->buffer, "vec%u(1.0 / %s));\n",
2673 mask_size, src_param.param_str);
2677 shader_addline(ins->ctx->buffer, "1.0 / %s);\n",
2678 src_param.param_str);
2682 static void shader_glsl_rsq(const struct wined3d_shader_instruction *ins)
2684 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2685 struct glsl_src_param src_param;
2687 unsigned int mask_size;
2689 write_mask = shader_glsl_append_dst(buffer, ins);
2690 mask_size = shader_glsl_get_write_mask_size(write_mask);
2692 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_3, &src_param);
2696 shader_addline(buffer, "vec%u(inversesqrt(abs(%s))));\n",
2697 mask_size, src_param.param_str);
2701 shader_addline(buffer, "inversesqrt(abs(%s)));\n",
2702 src_param.param_str);
2706 /** Process signed comparison opcodes in GLSL. */
2707 static void shader_glsl_compare(const struct wined3d_shader_instruction *ins)
2709 struct glsl_src_param src0_param;
2710 struct glsl_src_param src1_param;
2712 unsigned int mask_size;
2714 write_mask = shader_glsl_append_dst(ins->ctx->buffer, ins);
2715 mask_size = shader_glsl_get_write_mask_size(write_mask);
2716 shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src0_param);
2717 shader_glsl_add_src_param(ins, &ins->src[1], write_mask, &src1_param);
2719 if (mask_size > 1) {
2720 const char *compare;
2722 switch(ins->handler_idx)
2724 case WINED3DSIH_SLT: compare = "lessThan"; break;
2725 case WINED3DSIH_SGE: compare = "greaterThanEqual"; break;
2726 default: compare = "";
2727 FIXME("Can't handle opcode %#x\n", ins->handler_idx);
2730 shader_addline(ins->ctx->buffer, "vec%d(%s(%s, %s)));\n", mask_size, compare,
2731 src0_param.param_str, src1_param.param_str);
2733 switch(ins->handler_idx)
2735 case WINED3DSIH_SLT:
2736 /* Step(src0, src1) is not suitable here because if src0 == src1 SLT is supposed,
2737 * to return 0.0 but step returns 1.0 because step is not < x
2738 * An alternative is a bvec compare padded with an unused second component.
2739 * step(src1 * -1.0, src0 * -1.0) is not an option because it suffers from the same
2740 * issue. Playing with not() is not possible either because not() does not accept
2743 shader_addline(ins->ctx->buffer, "(%s < %s) ? 1.0 : 0.0);\n",
2744 src0_param.param_str, src1_param.param_str);
2746 case WINED3DSIH_SGE:
2747 /* Here we can use the step() function and safe a conditional */
2748 shader_addline(ins->ctx->buffer, "step(%s, %s));\n", src1_param.param_str, src0_param.param_str);
2751 FIXME("Can't handle opcode %#x\n", ins->handler_idx);
2757 static void shader_glsl_conditional_move(const struct wined3d_shader_instruction *ins)
2759 const char *condition_prefix, *condition_suffix;
2760 struct wined3d_shader_dst_param dst;
2761 struct glsl_src_param src0_param;
2762 struct glsl_src_param src1_param;
2763 struct glsl_src_param src2_param;
2764 BOOL temp_destination = FALSE;
2765 DWORD cmp_channel = 0;
2770 switch (ins->handler_idx)
2772 case WINED3DSIH_CMP:
2773 condition_prefix = "";
2774 condition_suffix = " >= 0.0";
2777 case WINED3DSIH_CND:
2778 condition_prefix = "";
2779 condition_suffix = " > 0.5";
2782 case WINED3DSIH_MOVC:
2783 condition_prefix = "bool(";
2784 condition_suffix = ")";
2788 FIXME("Unhandled instruction %#x.\n", ins->handler_idx);
2789 condition_prefix = "<unhandled prefix>";
2790 condition_suffix = "<unhandled suffix>";
2794 if (shader_is_scalar(&ins->src[0].reg))
2796 write_mask = shader_glsl_append_dst(ins->ctx->buffer, ins);
2797 shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src0_param);
2798 shader_glsl_add_src_param(ins, &ins->src[1], write_mask, &src1_param);
2799 shader_glsl_add_src_param(ins, &ins->src[2], write_mask, &src2_param);
2801 shader_addline(ins->ctx->buffer, "%s%s%s ? %s : %s);\n",
2802 condition_prefix, src0_param.param_str, condition_suffix,
2803 src1_param.param_str, src2_param.param_str);
2809 /* Splitting the instruction up in multiple lines imposes a problem:
2810 * The first lines may overwrite source parameters of the following lines.
2811 * Deal with that by using a temporary destination register if needed. */
2812 if ((ins->src[0].reg.idx[0].offset == dst.reg.idx[0].offset
2813 && ins->src[0].reg.type == dst.reg.type)
2814 || (ins->src[1].reg.idx[0].offset == dst.reg.idx[0].offset
2815 && ins->src[1].reg.type == dst.reg.type)
2816 || (ins->src[2].reg.idx[0].offset == dst.reg.idx[0].offset
2817 && ins->src[2].reg.type == dst.reg.type))
2818 temp_destination = TRUE;
2820 /* Cycle through all source0 channels. */
2821 for (i = 0; i < 4; ++i)
2824 /* Find the destination channels which use the current source0 channel. */
2825 for (j = 0; j < 4; ++j)
2827 if (((ins->src[0].swizzle >> (2 * j)) & 0x3) == i)
2829 write_mask |= WINED3DSP_WRITEMASK_0 << j;
2830 cmp_channel = WINED3DSP_WRITEMASK_0 << j;
2833 dst.write_mask = ins->dst[0].write_mask & write_mask;
2835 if (temp_destination)
2837 if (!(write_mask = shader_glsl_get_write_mask(&dst, mask_char)))
2839 shader_addline(ins->ctx->buffer, "tmp0%s = (", mask_char);
2841 else if (!(write_mask = shader_glsl_append_dst_ext(ins->ctx->buffer, ins, &dst)))
2844 shader_glsl_add_src_param(ins, &ins->src[0], cmp_channel, &src0_param);
2845 shader_glsl_add_src_param(ins, &ins->src[1], write_mask, &src1_param);
2846 shader_glsl_add_src_param(ins, &ins->src[2], write_mask, &src2_param);
2848 shader_addline(ins->ctx->buffer, "%s%s%s ? %s : %s);\n",
2849 condition_prefix, src0_param.param_str, condition_suffix,
2850 src1_param.param_str, src2_param.param_str);
2853 if (temp_destination)
2855 shader_glsl_get_write_mask(&ins->dst[0], mask_char);
2856 shader_glsl_append_dst(ins->ctx->buffer, ins);
2857 shader_addline(ins->ctx->buffer, "tmp0%s);\n", mask_char);
2861 /** Process the CND opcode in GLSL (dst = (src0 > 0.5) ? src1 : src2) */
2862 /* For ps 1.1-1.3, only a single component of src0 is used. For ps 1.4
2863 * the compare is done per component of src0. */
2864 static void shader_glsl_cnd(const struct wined3d_shader_instruction *ins)
2866 struct glsl_src_param src0_param;
2867 struct glsl_src_param src1_param;
2868 struct glsl_src_param src2_param;
2870 DWORD shader_version = WINED3D_SHADER_VERSION(ins->ctx->reg_maps->shader_version.major,
2871 ins->ctx->reg_maps->shader_version.minor);
2873 if (shader_version < WINED3D_SHADER_VERSION(1, 4))
2875 write_mask = shader_glsl_append_dst(ins->ctx->buffer, ins);
2876 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0, &src0_param);
2877 shader_glsl_add_src_param(ins, &ins->src[1], write_mask, &src1_param);
2878 shader_glsl_add_src_param(ins, &ins->src[2], write_mask, &src2_param);
2880 /* Fun: The D3DSI_COISSUE flag changes the semantic of the cnd instruction for < 1.4 shaders */
2883 shader_addline(ins->ctx->buffer, "%s /* COISSUE! */);\n", src1_param.param_str);
2885 shader_addline(ins->ctx->buffer, "%s > 0.5 ? %s : %s);\n",
2886 src0_param.param_str, src1_param.param_str, src2_param.param_str);
2891 shader_glsl_conditional_move(ins);
2894 /** GLSL code generation for WINED3DSIO_MAD: Multiply the first 2 opcodes, then add the last */
2895 static void shader_glsl_mad(const struct wined3d_shader_instruction *ins)
2897 struct glsl_src_param src0_param;
2898 struct glsl_src_param src1_param;
2899 struct glsl_src_param src2_param;
2902 write_mask = shader_glsl_append_dst(ins->ctx->buffer, ins);
2903 shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src0_param);
2904 shader_glsl_add_src_param(ins, &ins->src[1], write_mask, &src1_param);
2905 shader_glsl_add_src_param(ins, &ins->src[2], write_mask, &src2_param);
2906 shader_addline(ins->ctx->buffer, "(%s * %s) + %s);\n",
2907 src0_param.param_str, src1_param.param_str, src2_param.param_str);
2910 /* Handles transforming all WINED3DSIO_M?x? opcodes for
2911 Vertex shaders to GLSL codes */
2912 static void shader_glsl_mnxn(const struct wined3d_shader_instruction *ins)
2915 int nComponents = 0;
2916 struct wined3d_shader_dst_param tmp_dst = {{0}};
2917 struct wined3d_shader_src_param tmp_src[2] = {{{0}}};
2918 struct wined3d_shader_instruction tmp_ins;
2920 memset(&tmp_ins, 0, sizeof(tmp_ins));
2922 /* Set constants for the temporary argument */
2923 tmp_ins.ctx = ins->ctx;
2924 tmp_ins.dst_count = 1;
2925 tmp_ins.dst = &tmp_dst;
2926 tmp_ins.src_count = 2;
2927 tmp_ins.src = tmp_src;
2929 switch(ins->handler_idx)
2931 case WINED3DSIH_M4x4:
2933 tmp_ins.handler_idx = WINED3DSIH_DP4;
2935 case WINED3DSIH_M4x3:
2937 tmp_ins.handler_idx = WINED3DSIH_DP4;
2939 case WINED3DSIH_M3x4:
2941 tmp_ins.handler_idx = WINED3DSIH_DP3;
2943 case WINED3DSIH_M3x3:
2945 tmp_ins.handler_idx = WINED3DSIH_DP3;
2947 case WINED3DSIH_M3x2:
2949 tmp_ins.handler_idx = WINED3DSIH_DP3;
2955 tmp_dst = ins->dst[0];
2956 tmp_src[0] = ins->src[0];
2957 tmp_src[1] = ins->src[1];
2958 for (i = 0; i < nComponents; ++i)
2960 tmp_dst.write_mask = WINED3DSP_WRITEMASK_0 << i;
2961 shader_glsl_dot(&tmp_ins);
2962 ++tmp_src[1].reg.idx[0].offset;
2967 The LRP instruction performs a component-wise linear interpolation
2968 between the second and third operands using the first operand as the
2969 blend factor. Equation: (dst = src2 + src0 * (src1 - src2))
2970 This is equivalent to mix(src2, src1, src0);
2972 static void shader_glsl_lrp(const struct wined3d_shader_instruction *ins)
2974 struct glsl_src_param src0_param;
2975 struct glsl_src_param src1_param;
2976 struct glsl_src_param src2_param;
2979 write_mask = shader_glsl_append_dst(ins->ctx->buffer, ins);
2981 shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src0_param);
2982 shader_glsl_add_src_param(ins, &ins->src[1], write_mask, &src1_param);
2983 shader_glsl_add_src_param(ins, &ins->src[2], write_mask, &src2_param);
2985 shader_addline(ins->ctx->buffer, "mix(%s, %s, %s));\n",
2986 src2_param.param_str, src1_param.param_str, src0_param.param_str);
2989 /** Process the WINED3DSIO_LIT instruction in GLSL:
2990 * dst.x = dst.w = 1.0
2991 * dst.y = (src0.x > 0) ? src0.x
2992 * dst.z = (src0.x > 0) ? ((src0.y > 0) ? pow(src0.y, src.w) : 0) : 0
2993 * where src.w is clamped at +- 128
2995 static void shader_glsl_lit(const struct wined3d_shader_instruction *ins)
2997 struct glsl_src_param src0_param;
2998 struct glsl_src_param src1_param;
2999 struct glsl_src_param src3_param;
3002 shader_glsl_append_dst(ins->ctx->buffer, ins);
3003 shader_glsl_get_write_mask(&ins->dst[0], dst_mask);
3005 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0, &src0_param);
3006 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_1, &src1_param);
3007 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_3, &src3_param);
3009 /* The sdk specifies the instruction like this
3011 * if(src.x > 0.0) dst.y = src.x
3013 * if(src.x > 0.0 && src.y > 0.0) dst.z = pow(src.y, power);
3016 * (where power = src.w clamped between -128 and 128)
3018 * Obviously that has quite a few conditionals in it which we don't like. So the first step is this:
3019 * dst.x = 1.0 ... No further explanation needed
3020 * dst.y = max(src.y, 0.0); ... If x < 0.0, use 0.0, otherwise x. Same as the conditional
3021 * dst.z = x > 0.0 ? pow(max(y, 0.0), p) : 0; ... 0 ^ power is 0, and otherwise we use y anyway
3022 * dst.w = 1.0. ... Nothing fancy.
3024 * So we still have one conditional in there. So do this:
3025 * dst.z = pow(max(0.0, src.y) * step(0.0, src.x), power);
3027 * 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),
3028 * 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.
3029 * if both x and y are > 0, we get pow(y * 1.0, power), as it is supposed to.
3031 * Unfortunately pow(0.0 ^ 0.0) returns NaN on most GPUs, but lit with src.y = 0 and src.w = 0 returns
3032 * a non-NaN value in dst.z. What we return doesn't matter, as long as it is not NaN. Return 0, which is
3033 * what all Windows HW drivers and GL_ARB_vertex_program's LIT do.
3035 shader_addline(ins->ctx->buffer,
3036 "vec4(1.0, max(%s, 0.0), %s == 0.0 ? 0.0 : "
3037 "pow(max(0.0, %s) * step(0.0, %s), clamp(%s, -128.0, 128.0)), 1.0)%s);\n",
3038 src0_param.param_str, src3_param.param_str, src1_param.param_str,
3039 src0_param.param_str, src3_param.param_str, dst_mask);
3042 /** Process the WINED3DSIO_DST instruction in GLSL:
3044 * dst.y = src0.x * src0.y
3048 static void shader_glsl_dst(const struct wined3d_shader_instruction *ins)
3050 struct glsl_src_param src0y_param;
3051 struct glsl_src_param src0z_param;
3052 struct glsl_src_param src1y_param;
3053 struct glsl_src_param src1w_param;
3056 shader_glsl_append_dst(ins->ctx->buffer, ins);
3057 shader_glsl_get_write_mask(&ins->dst[0], dst_mask);
3059 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_1, &src0y_param);
3060 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_2, &src0z_param);
3061 shader_glsl_add_src_param(ins, &ins->src[1], WINED3DSP_WRITEMASK_1, &src1y_param);
3062 shader_glsl_add_src_param(ins, &ins->src[1], WINED3DSP_WRITEMASK_3, &src1w_param);
3064 shader_addline(ins->ctx->buffer, "vec4(1.0, %s * %s, %s, %s))%s;\n",
3065 src0y_param.param_str, src1y_param.param_str, src0z_param.param_str, src1w_param.param_str, dst_mask);
3068 /** Process the WINED3DSIO_SINCOS instruction in GLSL:
3069 * VS 2.0 requires that specific cosine and sine constants be passed to this instruction so the hardware
3070 * can handle it. But, these functions are built-in for GLSL, so we can just ignore the last 2 params.
3072 * dst.x = cos(src0.?)
3073 * dst.y = sin(src0.?)
3077 static void shader_glsl_sincos(const struct wined3d_shader_instruction *ins)
3079 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
3080 struct glsl_src_param src0_param;
3083 if (ins->ctx->reg_maps->shader_version.major < 4)
3085 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0, &src0_param);
3087 write_mask = shader_glsl_append_dst(buffer, ins);
3090 case WINED3DSP_WRITEMASK_0:
3091 shader_addline(buffer, "cos(%s));\n", src0_param.param_str);
3094 case WINED3DSP_WRITEMASK_1:
3095 shader_addline(buffer, "sin(%s));\n", src0_param.param_str);
3098 case (WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1):
3099 shader_addline(buffer, "vec2(cos(%s), sin(%s)));\n",
3100 src0_param.param_str, src0_param.param_str);
3104 ERR("Write mask should be .x, .y or .xy\n");
3111 if (ins->dst[0].reg.type != WINED3DSPR_NULL)
3114 if (ins->dst[1].reg.type != WINED3DSPR_NULL)
3118 write_mask = shader_glsl_get_write_mask(&ins->dst[0], dst_mask);
3119 shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src0_param);
3120 shader_addline(buffer, "tmp0%s = sin(%s);\n", dst_mask, src0_param.param_str);
3122 write_mask = shader_glsl_append_dst_ext(buffer, ins, &ins->dst[1]);
3123 shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src0_param);
3124 shader_addline(buffer, "cos(%s));\n", src0_param.param_str);
3126 shader_glsl_append_dst_ext(buffer, ins, &ins->dst[0]);
3127 shader_addline(buffer, "tmp0%s);\n", dst_mask);
3131 write_mask = shader_glsl_append_dst_ext(buffer, ins, &ins->dst[0]);
3132 shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src0_param);
3133 shader_addline(buffer, "sin(%s));\n", src0_param.param_str);
3136 else if (ins->dst[1].reg.type != WINED3DSPR_NULL)
3138 write_mask = shader_glsl_append_dst_ext(buffer, ins, &ins->dst[1]);
3139 shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src0_param);
3140 shader_addline(buffer, "cos(%s));\n", src0_param.param_str);
3144 /* sgn in vs_2_0 has 2 extra parameters(registers for temporary storage) which we don't use
3145 * here. But those extra parameters require a dedicated function for sgn, since map2gl would
3146 * generate invalid code
3148 static void shader_glsl_sgn(const struct wined3d_shader_instruction *ins)
3150 struct glsl_src_param src0_param;
3153 write_mask = shader_glsl_append_dst(ins->ctx->buffer, ins);
3154 shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src0_param);
3156 shader_addline(ins->ctx->buffer, "sign(%s));\n", src0_param.param_str);
3159 /** Process the WINED3DSIO_LOOP instruction in GLSL:
3160 * Start a for() loop where src1.y is the initial value of aL,
3161 * increment aL by src1.z for a total of src1.x iterations.
3162 * Need to use a temporary variable for this operation.
3164 /* FIXME: I don't think nested loops will work correctly this way. */
3165 static void shader_glsl_loop(const struct wined3d_shader_instruction *ins)
3167 struct wined3d_shader_loop_state *loop_state = ins->ctx->loop_state;
3168 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
3169 const struct wined3d_shader *shader = ins->ctx->shader;
3170 const struct wined3d_shader_lconst *constant;
3171 struct glsl_src_param src1_param;
3172 const DWORD *control_values = NULL;
3174 if (ins->ctx->reg_maps->shader_version.major < 4)
3176 shader_glsl_add_src_param(ins, &ins->src[1], WINED3DSP_WRITEMASK_ALL, &src1_param);
3178 /* Try to hardcode the loop control parameters if possible. Direct3D 9
3179 * class hardware doesn't support real varying indexing, but Microsoft
3180 * designed this feature for Shader model 2.x+. If the loop control is
3181 * known at compile time, the GLSL compiler can unroll the loop, and
3182 * replace indirect addressing with direct addressing. */
3183 if (ins->src[1].reg.type == WINED3DSPR_CONSTINT)
3185 LIST_FOR_EACH_ENTRY(constant, &shader->constantsI, struct wined3d_shader_lconst, entry)
3187 if (constant->idx == ins->src[1].reg.idx[0].offset)
3189 control_values = constant->value;
3197 struct wined3d_shader_loop_control loop_control;
3198 loop_control.count = control_values[0];
3199 loop_control.start = control_values[1];
3200 loop_control.step = (int)control_values[2];
3202 if (loop_control.step > 0)
3204 shader_addline(buffer, "for (aL%u = %u; aL%u < (%u * %d + %u); aL%u += %d)\n{\n",
3205 loop_state->current_depth, loop_control.start,
3206 loop_state->current_depth, loop_control.count, loop_control.step, loop_control.start,
3207 loop_state->current_depth, loop_control.step);
3209 else if (loop_control.step < 0)
3211 shader_addline(buffer, "for (aL%u = %u; aL%u > (%u * %d + %u); aL%u += %d)\n{\n",
3212 loop_state->current_depth, loop_control.start,
3213 loop_state->current_depth, loop_control.count, loop_control.step, loop_control.start,
3214 loop_state->current_depth, loop_control.step);
3218 shader_addline(buffer, "for (aL%u = %u, tmpInt%u = 0; tmpInt%u < %u; tmpInt%u++)\n{\n",
3219 loop_state->current_depth, loop_control.start, loop_state->current_depth,
3220 loop_state->current_depth, loop_control.count,
3221 loop_state->current_depth);
3226 shader_addline(buffer, "for (tmpInt%u = 0, aL%u = %s.y; tmpInt%u < %s.x; tmpInt%u++, aL%u += %s.z)\n{\n",
3227 loop_state->current_depth, loop_state->current_reg,
3228 src1_param.reg_name, loop_state->current_depth, src1_param.reg_name,
3229 loop_state->current_depth, loop_state->current_reg, src1_param.reg_name);
3232 ++loop_state->current_reg;
3236 shader_addline(buffer, "for (;;)\n{\n");
3239 ++loop_state->current_depth;
3242 static void shader_glsl_end(const struct wined3d_shader_instruction *ins)
3244 struct wined3d_shader_loop_state *loop_state = ins->ctx->loop_state;
3246 shader_addline(ins->ctx->buffer, "}\n");
3248 if (ins->handler_idx == WINED3DSIH_ENDLOOP)
3250 --loop_state->current_depth;
3251 --loop_state->current_reg;
3254 if (ins->handler_idx == WINED3DSIH_ENDREP)
3256 --loop_state->current_depth;
3260 static void shader_glsl_rep(const struct wined3d_shader_instruction *ins)
3262 const struct wined3d_shader *shader = ins->ctx->shader;
3263 struct wined3d_shader_loop_state *loop_state = ins->ctx->loop_state;
3264 const struct wined3d_shader_lconst *constant;
3265 struct glsl_src_param src0_param;
3266 const DWORD *control_values = NULL;
3268 /* Try to hardcode local values to help the GLSL compiler to unroll and optimize the loop */
3269 if (ins->src[0].reg.type == WINED3DSPR_CONSTINT)
3271 LIST_FOR_EACH_ENTRY(constant, &shader->constantsI, struct wined3d_shader_lconst, entry)
3273 if (constant->idx == ins->src[0].reg.idx[0].offset)
3275 control_values = constant->value;
3283 shader_addline(ins->ctx->buffer, "for (tmpInt%d = 0; tmpInt%d < %d; tmpInt%d++) {\n",
3284 loop_state->current_depth, loop_state->current_depth,
3285 control_values[0], loop_state->current_depth);
3289 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0, &src0_param);
3290 shader_addline(ins->ctx->buffer, "for (tmpInt%d = 0; tmpInt%d < %s; tmpInt%d++) {\n",
3291 loop_state->current_depth, loop_state->current_depth,
3292 src0_param.param_str, loop_state->current_depth);
3295 ++loop_state->current_depth;
3298 static void shader_glsl_if(const struct wined3d_shader_instruction *ins)
3300 struct glsl_src_param src0_param;
3302 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0, &src0_param);
3303 shader_addline(ins->ctx->buffer, "if (%s) {\n", src0_param.param_str);
3306 static void shader_glsl_ifc(const struct wined3d_shader_instruction *ins)
3308 struct glsl_src_param src0_param;
3309 struct glsl_src_param src1_param;
3311 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0, &src0_param);
3312 shader_glsl_add_src_param(ins, &ins->src[1], WINED3DSP_WRITEMASK_0, &src1_param);
3314 shader_addline(ins->ctx->buffer, "if (%s %s %s) {\n",
3315 src0_param.param_str, shader_glsl_get_rel_op(ins->flags), src1_param.param_str);
3318 static void shader_glsl_else(const struct wined3d_shader_instruction *ins)
3320 shader_addline(ins->ctx->buffer, "} else {\n");
3323 static void shader_glsl_emit(const struct wined3d_shader_instruction *ins)
3325 shader_addline(ins->ctx->buffer, "EmitVertex();\n");
3328 static void shader_glsl_break(const struct wined3d_shader_instruction *ins)
3330 shader_addline(ins->ctx->buffer, "break;\n");
3333 /* FIXME: According to MSDN the compare is done per component. */
3334 static void shader_glsl_breakc(const struct wined3d_shader_instruction *ins)
3336 struct glsl_src_param src0_param;
3337 struct glsl_src_param src1_param;
3339 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0, &src0_param);
3340 shader_glsl_add_src_param(ins, &ins->src[1], WINED3DSP_WRITEMASK_0, &src1_param);
3342 shader_addline(ins->ctx->buffer, "if (%s %s %s) break;\n",
3343 src0_param.param_str, shader_glsl_get_rel_op(ins->flags), src1_param.param_str);
3346 static void shader_glsl_breakp(const struct wined3d_shader_instruction *ins)
3348 struct glsl_src_param src_param;
3350 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0, &src_param);
3351 shader_addline(ins->ctx->buffer, "if (bool(%s)) break;\n", src_param.param_str);
3354 static void shader_glsl_label(const struct wined3d_shader_instruction *ins)
3356 shader_addline(ins->ctx->buffer, "}\n");
3357 shader_addline(ins->ctx->buffer, "void subroutine%u()\n{\n", ins->src[0].reg.idx[0].offset);
3360 static void shader_glsl_call(const struct wined3d_shader_instruction *ins)
3362 shader_addline(ins->ctx->buffer, "subroutine%u();\n", ins->src[0].reg.idx[0].offset);
3365 static void shader_glsl_callnz(const struct wined3d_shader_instruction *ins)
3367 struct glsl_src_param src1_param;
3369 shader_glsl_add_src_param(ins, &ins->src[1], WINED3DSP_WRITEMASK_0, &src1_param);
3370 shader_addline(ins->ctx->buffer, "if (%s) subroutine%u();\n",
3371 src1_param.param_str, ins->src[0].reg.idx[0].offset);
3374 static void shader_glsl_ret(const struct wined3d_shader_instruction *ins)
3376 /* No-op. The closing } is written when a new function is started, and at the end of the shader. This
3377 * function only suppresses the unhandled instruction warning
3381 /*********************************************
3382 * Pixel Shader Specific Code begins here
3383 ********************************************/
3384 static void shader_glsl_tex(const struct wined3d_shader_instruction *ins)
3386 const struct wined3d_shader *shader = ins->ctx->shader;
3387 struct wined3d_device *device = shader->device;
3388 DWORD shader_version = WINED3D_SHADER_VERSION(ins->ctx->reg_maps->shader_version.major,
3389 ins->ctx->reg_maps->shader_version.minor);
3390 struct glsl_sample_function sample_function;
3391 const struct wined3d_texture *texture;
3392 DWORD sample_flags = 0;
3394 DWORD mask = 0, swizzle;
3396 /* 1.0-1.4: Use destination register as sampler source.
3397 * 2.0+: Use provided sampler source. */
3398 if (shader_version < WINED3D_SHADER_VERSION(2,0))
3399 sampler_idx = ins->dst[0].reg.idx[0].offset;
3401 sampler_idx = ins->src[1].reg.idx[0].offset;
3402 texture = device->stateBlock->state.textures[sampler_idx];
3404 if (shader_version < WINED3D_SHADER_VERSION(1,4))
3406 const struct shader_glsl_ctx_priv *priv = ins->ctx->backend_data;
3407 DWORD flags = (priv->cur_ps_args->tex_transform >> sampler_idx * WINED3D_PSARGS_TEXTRANSFORM_SHIFT)
3408 & WINED3D_PSARGS_TEXTRANSFORM_MASK;
3409 enum wined3d_sampler_texture_type sampler_type = ins->ctx->reg_maps->sampler_type[sampler_idx];
3411 /* Projected cube textures don't make a lot of sense, the resulting coordinates stay the same. */
3412 if (flags & WINED3D_PSARGS_PROJECTED && sampler_type != WINED3DSTT_CUBE)
3414 sample_flags |= WINED3D_GLSL_SAMPLE_PROJECTED;
3415 switch (flags & ~WINED3D_PSARGS_PROJECTED)
3417 case WINED3D_TTFF_COUNT1:
3418 FIXME("WINED3D_TTFF_PROJECTED with WINED3D_TTFF_COUNT1?\n");
3420 case WINED3D_TTFF_COUNT2:
3421 mask = WINED3DSP_WRITEMASK_1;
3423 case WINED3D_TTFF_COUNT3:
3424 mask = WINED3DSP_WRITEMASK_2;
3426 case WINED3D_TTFF_COUNT4:
3427 case WINED3D_TTFF_DISABLE:
3428 mask = WINED3DSP_WRITEMASK_3;
3433 else if (shader_version < WINED3D_SHADER_VERSION(2,0))
3435 enum wined3d_shader_src_modifier src_mod = ins->src[0].modifiers;
3437 if (src_mod == WINED3DSPSM_DZ) {
3438 sample_flags |= WINED3D_GLSL_SAMPLE_PROJECTED;
3439 mask = WINED3DSP_WRITEMASK_2;
3440 } else if (src_mod == WINED3DSPSM_DW) {
3441 sample_flags |= WINED3D_GLSL_SAMPLE_PROJECTED;
3442 mask = WINED3DSP_WRITEMASK_3;
3445 if (ins->flags & WINED3DSI_TEXLD_PROJECT)
3447 /* ps 2.0 texldp instruction always divides by the fourth component. */
3448 sample_flags |= WINED3D_GLSL_SAMPLE_PROJECTED;
3449 mask = WINED3DSP_WRITEMASK_3;
3453 if (texture && texture->target == GL_TEXTURE_RECTANGLE_ARB)
3454 sample_flags |= WINED3D_GLSL_SAMPLE_RECT;
3456 shader_glsl_get_sample_function(ins->ctx, sampler_idx, sample_flags, &sample_function);
3457 mask |= sample_function.coord_mask;
3459 if (shader_version < WINED3D_SHADER_VERSION(2,0)) swizzle = WINED3DSP_NOSWIZZLE;
3460 else swizzle = ins->src[1].swizzle;
3462 /* 1.0-1.3: Use destination register as coordinate source.
3463 1.4+: Use provided coordinate source register. */
3464 if (shader_version < WINED3D_SHADER_VERSION(1,4))
3467 shader_glsl_write_mask_to_str(mask, coord_mask);
3468 shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, swizzle, NULL, NULL, NULL,
3469 "T%u%s", sampler_idx, coord_mask);
3473 struct glsl_src_param coord_param;
3474 shader_glsl_add_src_param(ins, &ins->src[0], mask, &coord_param);
3475 if (ins->flags & WINED3DSI_TEXLD_BIAS)
3477 struct glsl_src_param bias;
3478 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_3, &bias);
3479 shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, swizzle, NULL, NULL, bias.param_str,
3480 "%s", coord_param.param_str);
3482 shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, swizzle, NULL, NULL, NULL,
3483 "%s", coord_param.param_str);
3488 static void shader_glsl_texldd(const struct wined3d_shader_instruction *ins)
3490 const struct wined3d_shader *shader = ins->ctx->shader;
3491 struct wined3d_device *device = shader->device;
3492 const struct wined3d_gl_info *gl_info = ins->ctx->gl_info;
3493 struct glsl_src_param coord_param, dx_param, dy_param;
3494 DWORD sample_flags = WINED3D_GLSL_SAMPLE_GRAD;
3495 struct glsl_sample_function sample_function;
3497 DWORD swizzle = ins->src[1].swizzle;
3498 const struct wined3d_texture *texture;
3500 if (!gl_info->supported[ARB_SHADER_TEXTURE_LOD] && !gl_info->supported[EXT_GPU_SHADER4])
3502 FIXME("texldd used, but not supported by hardware. Falling back to regular tex\n");
3503 shader_glsl_tex(ins);
3507 sampler_idx = ins->src[1].reg.idx[0].offset;
3508 texture = device->stateBlock->state.textures[sampler_idx];
3509 if (texture && texture->target == GL_TEXTURE_RECTANGLE_ARB)
3510 sample_flags |= WINED3D_GLSL_SAMPLE_RECT;
3512 shader_glsl_get_sample_function(ins->ctx, sampler_idx, sample_flags, &sample_function);
3513 shader_glsl_add_src_param(ins, &ins->src[0], sample_function.coord_mask, &coord_param);
3514 shader_glsl_add_src_param(ins, &ins->src[2], sample_function.coord_mask, &dx_param);
3515 shader_glsl_add_src_param(ins, &ins->src[3], sample_function.coord_mask, &dy_param);
3517 shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, swizzle, dx_param.param_str, dy_param.param_str, NULL,
3518 "%s", coord_param.param_str);
3521 static void shader_glsl_texldl(const struct wined3d_shader_instruction *ins)
3523 const struct wined3d_shader *shader = ins->ctx->shader;
3524 struct wined3d_device *device = shader->device;
3525 const struct wined3d_gl_info *gl_info = ins->ctx->gl_info;
3526 struct glsl_src_param coord_param, lod_param;
3527 DWORD sample_flags = WINED3D_GLSL_SAMPLE_LOD;
3528 struct glsl_sample_function sample_function;
3530 DWORD swizzle = ins->src[1].swizzle;
3531 const struct wined3d_texture *texture;
3533 sampler_idx = ins->src[1].reg.idx[0].offset;
3534 texture = device->stateBlock->state.textures[sampler_idx];
3535 if (texture && texture->target == GL_TEXTURE_RECTANGLE_ARB)
3536 sample_flags |= WINED3D_GLSL_SAMPLE_RECT;
3538 shader_glsl_get_sample_function(ins->ctx, sampler_idx, sample_flags, &sample_function);
3539 shader_glsl_add_src_param(ins, &ins->src[0], sample_function.coord_mask, &coord_param);
3541 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_3, &lod_param);
3543 if (!gl_info->supported[ARB_SHADER_TEXTURE_LOD] && !gl_info->supported[EXT_GPU_SHADER4]
3544 && ins->ctx->reg_maps->shader_version.type == WINED3D_SHADER_TYPE_PIXEL)
3546 /* Plain GLSL only supports Lod sampling functions in vertex shaders.
3547 * However, the NVIDIA drivers allow them in fragment shaders as well,
3548 * even without the appropriate extension. */
3549 WARN("Using %s in fragment shader.\n", sample_function.name);
3551 shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, swizzle, NULL, NULL, lod_param.param_str,
3552 "%s", coord_param.param_str);
3555 static void shader_glsl_texcoord(const struct wined3d_shader_instruction *ins)
3557 /* FIXME: Make this work for more than just 2D textures */
3558 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
3559 DWORD write_mask = shader_glsl_append_dst(ins->ctx->buffer, ins);
3561 if (!(ins->ctx->reg_maps->shader_version.major == 1 && ins->ctx->reg_maps->shader_version.minor == 4))
3565 shader_glsl_get_write_mask(&ins->dst[0], dst_mask);
3566 shader_addline(buffer, "clamp(gl_TexCoord[%u], 0.0, 1.0)%s);\n",
3567 ins->dst[0].reg.idx[0].offset, dst_mask);
3571 enum wined3d_shader_src_modifier src_mod = ins->src[0].modifiers;
3572 DWORD reg = ins->src[0].reg.idx[0].offset;
3573 char dst_swizzle[6];
3575 shader_glsl_get_swizzle(&ins->src[0], FALSE, write_mask, dst_swizzle);
3577 if (src_mod == WINED3DSPSM_DZ)
3579 unsigned int mask_size = shader_glsl_get_write_mask_size(write_mask);
3580 struct glsl_src_param div_param;
3582 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_2, &div_param);
3584 if (mask_size > 1) {
3585 shader_addline(buffer, "gl_TexCoord[%u]%s / vec%d(%s));\n", reg, dst_swizzle, mask_size, div_param.param_str);
3587 shader_addline(buffer, "gl_TexCoord[%u]%s / %s);\n", reg, dst_swizzle, div_param.param_str);
3590 else if (src_mod == WINED3DSPSM_DW)
3592 unsigned int mask_size = shader_glsl_get_write_mask_size(write_mask);
3593 struct glsl_src_param div_param;
3595 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_3, &div_param);
3597 if (mask_size > 1) {
3598 shader_addline(buffer, "gl_TexCoord[%u]%s / vec%d(%s));\n", reg, dst_swizzle, mask_size, div_param.param_str);
3600 shader_addline(buffer, "gl_TexCoord[%u]%s / %s);\n", reg, dst_swizzle, div_param.param_str);
3603 shader_addline(buffer, "gl_TexCoord[%u]%s);\n", reg, dst_swizzle);
3608 /** Process the WINED3DSIO_TEXDP3TEX instruction in GLSL:
3609 * Take a 3-component dot product of the TexCoord[dstreg] and src,
3610 * then perform a 1D texture lookup from stage dstregnum, place into dst. */
3611 static void shader_glsl_texdp3tex(const struct wined3d_shader_instruction *ins)
3613 DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
3614 DWORD sampler_idx = ins->dst[0].reg.idx[0].offset;
3615 struct glsl_sample_function sample_function;
3616 struct glsl_src_param src0_param;
3619 shader_glsl_add_src_param(ins, &ins->src[0], src_mask, &src0_param);
3621 /* Do I have to take care about the projected bit? I don't think so, since the dp3 returns only one
3622 * scalar, and projected sampling would require 4.
3624 * It is a dependent read - not valid with conditional NP2 textures
3626 shader_glsl_get_sample_function(ins->ctx, sampler_idx, 0, &sample_function);
3627 mask_size = shader_glsl_get_write_mask_size(sample_function.coord_mask);
3632 shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, WINED3DSP_NOSWIZZLE, NULL, NULL, NULL,
3633 "dot(gl_TexCoord[%u].xyz, %s)", sampler_idx, src0_param.param_str);
3637 shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, WINED3DSP_NOSWIZZLE, NULL, NULL, NULL,
3638 "vec2(dot(gl_TexCoord[%u].xyz, %s), 0.0)", sampler_idx, src0_param.param_str);
3642 shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, WINED3DSP_NOSWIZZLE, NULL, NULL, NULL,
3643 "vec3(dot(gl_TexCoord[%u].xyz, %s), 0.0, 0.0)", sampler_idx, src0_param.param_str);
3647 FIXME("Unexpected mask size %u\n", mask_size);
3652 /** Process the WINED3DSIO_TEXDP3 instruction in GLSL:
3653 * Take a 3-component dot product of the TexCoord[dstreg] and src. */
3654 static void shader_glsl_texdp3(const struct wined3d_shader_instruction *ins)
3656 DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
3657 DWORD dstreg = ins->dst[0].reg.idx[0].offset;
3658 struct glsl_src_param src0_param;
3660 unsigned int mask_size;
3662 dst_mask = shader_glsl_append_dst(ins->ctx->buffer, ins);
3663 mask_size = shader_glsl_get_write_mask_size(dst_mask);
3664 shader_glsl_add_src_param(ins, &ins->src[0], src_mask, &src0_param);
3666 if (mask_size > 1) {
3667 shader_addline(ins->ctx->buffer, "vec%d(dot(T%u.xyz, %s)));\n", mask_size, dstreg, src0_param.param_str);
3669 shader_addline(ins->ctx->buffer, "dot(T%u.xyz, %s));\n", dstreg, src0_param.param_str);
3673 /** Process the WINED3DSIO_TEXDEPTH instruction in GLSL:
3674 * Calculate the depth as dst.x / dst.y */
3675 static void shader_glsl_texdepth(const struct wined3d_shader_instruction *ins)
3677 struct glsl_dst_param dst_param;
3679 shader_glsl_add_dst_param(ins, &ins->dst[0], &dst_param);
3681 /* Tests show that texdepth never returns anything below 0.0, and that r5.y is clamped to 1.0.
3682 * Negative input is accepted, -0.25 / -0.5 returns 0.5. GL should clamp gl_FragDepth to [0;1], but
3683 * this doesn't always work, so clamp the results manually. Whether or not the x value is clamped at 1
3684 * too is irrelevant, since if x = 0, any y value < 1.0 (and > 1.0 is not allowed) results in a result
3687 shader_addline(ins->ctx->buffer, "gl_FragDepth = clamp((%s.x / min(%s.y, 1.0)), 0.0, 1.0);\n",
3688 dst_param.reg_name, dst_param.reg_name);
3691 /** Process the WINED3DSIO_TEXM3X2DEPTH instruction in GLSL:
3692 * Last row of a 3x2 matrix multiply, use the result to calculate the depth:
3693 * Calculate tmp0.y = TexCoord[dstreg] . src.xyz; (tmp0.x has already been calculated)
3694 * depth = (tmp0.y == 0.0) ? 1.0 : tmp0.x / tmp0.y
3696 static void shader_glsl_texm3x2depth(const struct wined3d_shader_instruction *ins)
3698 DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
3699 DWORD dstreg = ins->dst[0].reg.idx[0].offset;
3700 struct glsl_src_param src0_param;
3702 shader_glsl_add_src_param(ins, &ins->src[0], src_mask, &src0_param);
3704 shader_addline(ins->ctx->buffer, "tmp0.y = dot(T%u.xyz, %s);\n", dstreg, src0_param.param_str);
3705 shader_addline(ins->ctx->buffer, "gl_FragDepth = (tmp0.y == 0.0) ? 1.0 : clamp(tmp0.x / tmp0.y, 0.0, 1.0);\n");
3708 /** Process the WINED3DSIO_TEXM3X2PAD instruction in GLSL
3709 * Calculate the 1st of a 2-row matrix multiplication. */
3710 static void shader_glsl_texm3x2pad(const struct wined3d_shader_instruction *ins)
3712 DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
3713 DWORD reg = ins->dst[0].reg.idx[0].offset;
3714 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
3715 struct glsl_src_param src0_param;
3717 shader_glsl_add_src_param(ins, &ins->src[0], src_mask, &src0_param);
3718 shader_addline(buffer, "tmp0.x = dot(T%u.xyz, %s);\n", reg, src0_param.param_str);
3721 /** Process the WINED3DSIO_TEXM3X3PAD instruction in GLSL
3722 * Calculate the 1st or 2nd row of a 3-row matrix multiplication. */
3723 static void shader_glsl_texm3x3pad(const struct wined3d_shader_instruction *ins)
3725 DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
3726 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
3727 struct wined3d_shader_tex_mx *tex_mx = ins->ctx->tex_mx;
3728 DWORD reg = ins->dst[0].reg.idx[0].offset;
3729 struct glsl_src_param src0_param;
3731 shader_glsl_add_src_param(ins, &ins->src[0], src_mask, &src0_param);
3732 shader_addline(buffer, "tmp0.%c = dot(T%u.xyz, %s);\n", 'x' + tex_mx->current_row, reg, src0_param.param_str);
3733 tex_mx->texcoord_w[tex_mx->current_row++] = reg;
3736 static void shader_glsl_texm3x2tex(const struct wined3d_shader_instruction *ins)
3738 DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
3739 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
3740 struct glsl_sample_function sample_function;
3741 DWORD reg = ins->dst[0].reg.idx[0].offset;
3742 struct glsl_src_param src0_param;
3744 shader_glsl_add_src_param(ins, &ins->src[0], src_mask, &src0_param);
3745 shader_addline(buffer, "tmp0.y = dot(T%u.xyz, %s);\n", reg, src0_param.param_str);
3747 shader_glsl_get_sample_function(ins->ctx, reg, 0, &sample_function);
3749 /* Sample the texture using the calculated coordinates */
3750 shader_glsl_gen_sample_code(ins, reg, &sample_function, WINED3DSP_NOSWIZZLE, NULL, NULL, NULL, "tmp0.xy");
3753 /** Process the WINED3DSIO_TEXM3X3TEX instruction in GLSL
3754 * Perform the 3rd row of a 3x3 matrix multiply, then sample the texture using the calculated coordinates */
3755 static void shader_glsl_texm3x3tex(const struct wined3d_shader_instruction *ins)
3757 DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
3758 struct wined3d_shader_tex_mx *tex_mx = ins->ctx->tex_mx;
3759 struct glsl_sample_function sample_function;
3760 DWORD reg = ins->dst[0].reg.idx[0].offset;
3761 struct glsl_src_param src0_param;
3763 shader_glsl_add_src_param(ins, &ins->src[0], src_mask, &src0_param);
3764 shader_addline(ins->ctx->buffer, "tmp0.z = dot(T%u.xyz, %s);\n", reg, src0_param.param_str);
3766 /* Dependent read, not valid with conditional NP2 */
3767 shader_glsl_get_sample_function(ins->ctx, reg, 0, &sample_function);
3769 /* Sample the texture using the calculated coordinates */
3770 shader_glsl_gen_sample_code(ins, reg, &sample_function, WINED3DSP_NOSWIZZLE, NULL, NULL, NULL, "tmp0.xyz");
3772 tex_mx->current_row = 0;
3775 /** Process the WINED3DSIO_TEXM3X3 instruction in GLSL
3776 * Perform the 3rd row of a 3x3 matrix multiply */
3777 static void shader_glsl_texm3x3(const struct wined3d_shader_instruction *ins)
3779 DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
3780 struct wined3d_shader_tex_mx *tex_mx = ins->ctx->tex_mx;
3781 DWORD reg = ins->dst[0].reg.idx[0].offset;
3782 struct glsl_src_param src0_param;
3785 shader_glsl_add_src_param(ins, &ins->src[0], src_mask, &src0_param);
3787 shader_glsl_append_dst(ins->ctx->buffer, ins);
3788 shader_glsl_get_write_mask(&ins->dst[0], dst_mask);
3789 shader_addline(ins->ctx->buffer, "vec4(tmp0.xy, dot(T%u.xyz, %s), 1.0)%s);\n", reg, src0_param.param_str, dst_mask);
3791 tex_mx->current_row = 0;
3794 /* Process the WINED3DSIO_TEXM3X3SPEC instruction in GLSL
3795 * Perform the final texture lookup based on the previous 2 3x3 matrix multiplies */
3796 static void shader_glsl_texm3x3spec(const struct wined3d_shader_instruction *ins)
3798 struct glsl_src_param src0_param;
3799 struct glsl_src_param src1_param;
3800 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
3801 struct wined3d_shader_tex_mx *tex_mx = ins->ctx->tex_mx;
3802 DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
3803 struct glsl_sample_function sample_function;
3804 DWORD reg = ins->dst[0].reg.idx[0].offset;
3807 shader_glsl_add_src_param(ins, &ins->src[0], src_mask, &src0_param);
3808 shader_glsl_add_src_param(ins, &ins->src[1], src_mask, &src1_param);
3810 /* Perform the last matrix multiply operation */
3811 shader_addline(buffer, "tmp0.z = dot(T%u.xyz, %s);\n", reg, src0_param.param_str);
3812 /* Reflection calculation */
3813 shader_addline(buffer, "tmp0.xyz = -reflect((%s), normalize(tmp0.xyz));\n", src1_param.param_str);
3815 /* Dependent read, not valid with conditional NP2 */
3816 shader_glsl_get_sample_function(ins->ctx, reg, 0, &sample_function);
3817 shader_glsl_write_mask_to_str(sample_function.coord_mask, coord_mask);
3819 /* Sample the texture */
3820 shader_glsl_gen_sample_code(ins, reg, &sample_function, WINED3DSP_NOSWIZZLE,
3821 NULL, NULL, NULL, "tmp0%s", coord_mask);
3823 tex_mx->current_row = 0;
3826 /* Process the WINED3DSIO_TEXM3X3VSPEC instruction in GLSL
3827 * Perform the final texture lookup based on the previous 2 3x3 matrix multiplies */
3828 static void shader_glsl_texm3x3vspec(const struct wined3d_shader_instruction *ins)
3830 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
3831 struct wined3d_shader_tex_mx *tex_mx = ins->ctx->tex_mx;
3832 DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
3833 struct glsl_sample_function sample_function;
3834 DWORD reg = ins->dst[0].reg.idx[0].offset;
3835 struct glsl_src_param src0_param;
3838 shader_glsl_add_src_param(ins, &ins->src[0], src_mask, &src0_param);
3840 /* Perform the last matrix multiply operation */
3841 shader_addline(buffer, "tmp0.z = dot(vec3(T%u), vec3(%s));\n", reg, src0_param.param_str);
3843 /* Construct the eye-ray vector from w coordinates */
3844 shader_addline(buffer, "tmp1.xyz = normalize(vec3(gl_TexCoord[%u].w, gl_TexCoord[%u].w, gl_TexCoord[%u].w));\n",
3845 tex_mx->texcoord_w[0], tex_mx->texcoord_w[1], reg);
3846 shader_addline(buffer, "tmp0.xyz = -reflect(tmp1.xyz, normalize(tmp0.xyz));\n");
3848 /* Dependent read, not valid with conditional NP2 */
3849 shader_glsl_get_sample_function(ins->ctx, reg, 0, &sample_function);
3850 shader_glsl_write_mask_to_str(sample_function.coord_mask, coord_mask);
3852 /* Sample the texture using the calculated coordinates */
3853 shader_glsl_gen_sample_code(ins, reg, &sample_function, WINED3DSP_NOSWIZZLE,
3854 NULL, NULL, NULL, "tmp0%s", coord_mask);
3856 tex_mx->current_row = 0;
3859 /** Process the WINED3DSIO_TEXBEM instruction in GLSL.
3860 * Apply a fake bump map transform.
3861 * texbem is pshader <= 1.3 only, this saves a few version checks
3863 static void shader_glsl_texbem(const struct wined3d_shader_instruction *ins)
3865 const struct shader_glsl_ctx_priv *priv = ins->ctx->backend_data;
3866 struct glsl_sample_function sample_function;
3867 struct glsl_src_param coord_param;
3873 sampler_idx = ins->dst[0].reg.idx[0].offset;
3874 flags = (priv->cur_ps_args->tex_transform >> sampler_idx * WINED3D_PSARGS_TEXTRANSFORM_SHIFT)
3875 & WINED3D_PSARGS_TEXTRANSFORM_MASK;
3877 /* Dependent read, not valid with conditional NP2 */
3878 shader_glsl_get_sample_function(ins->ctx, sampler_idx, 0, &sample_function);
3879 mask = sample_function.coord_mask;
3881 shader_glsl_write_mask_to_str(mask, coord_mask);
3883 /* With projected textures, texbem only divides the static texture coord,
3884 * not the displacement, so we can't let GL handle this. */
3885 if (flags & WINED3D_PSARGS_PROJECTED)
3888 char coord_div_mask[3];
3889 switch (flags & ~WINED3D_PSARGS_PROJECTED)
3891 case WINED3D_TTFF_COUNT1:
3892 FIXME("WINED3D_TTFF_PROJECTED with WINED3D_TTFF_COUNT1?\n");
3894 case WINED3D_TTFF_COUNT2:
3895 div_mask = WINED3DSP_WRITEMASK_1;
3897 case WINED3D_TTFF_COUNT3:
3898 div_mask = WINED3DSP_WRITEMASK_2;
3900 case WINED3D_TTFF_COUNT4:
3901 case WINED3D_TTFF_DISABLE:
3902 div_mask = WINED3DSP_WRITEMASK_3;
3905 shader_glsl_write_mask_to_str(div_mask, coord_div_mask);
3906 shader_addline(ins->ctx->buffer, "T%u%s /= T%u%s;\n", sampler_idx, coord_mask, sampler_idx, coord_div_mask);
3909 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1, &coord_param);
3911 shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, WINED3DSP_NOSWIZZLE, NULL, NULL, NULL,
3912 "T%u%s + vec4(bumpenvmat%d * %s, 0.0, 0.0)%s", sampler_idx, coord_mask, sampler_idx,
3913 coord_param.param_str, coord_mask);
3915 if (ins->handler_idx == WINED3DSIH_TEXBEML)
3917 struct glsl_src_param luminance_param;
3918 struct glsl_dst_param dst_param;
3920 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_2, &luminance_param);
3921 shader_glsl_add_dst_param(ins, &ins->dst[0], &dst_param);
3923 shader_addline(ins->ctx->buffer, "%s%s *= (%s * luminancescale%d + luminanceoffset%d);\n",
3924 dst_param.reg_name, dst_param.mask_str,
3925 luminance_param.param_str, sampler_idx, sampler_idx);
3929 static void shader_glsl_bem(const struct wined3d_shader_instruction *ins)
3931 DWORD sampler_idx = ins->dst[0].reg.idx[0].offset;
3932 struct glsl_src_param src0_param, src1_param;
3934 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1, &src0_param);
3935 shader_glsl_add_src_param(ins, &ins->src[1], WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1, &src1_param);
3937 shader_glsl_append_dst(ins->ctx->buffer, ins);
3938 shader_addline(ins->ctx->buffer, "%s + bumpenvmat%d * %s);\n",
3939 src0_param.param_str, sampler_idx, src1_param.param_str);
3942 /** Process the WINED3DSIO_TEXREG2AR instruction in GLSL
3943 * Sample 2D texture at dst using the alpha & red (wx) components of src as texture coordinates */
3944 static void shader_glsl_texreg2ar(const struct wined3d_shader_instruction *ins)
3946 DWORD sampler_idx = ins->dst[0].reg.idx[0].offset;
3947 struct glsl_sample_function sample_function;
3948 struct glsl_src_param src0_param;
3950 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_ALL, &src0_param);
3952 shader_glsl_get_sample_function(ins->ctx, sampler_idx, 0, &sample_function);
3953 shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, WINED3DSP_NOSWIZZLE, NULL, NULL, NULL,
3954 "%s.wx", src0_param.reg_name);
3957 /** Process the WINED3DSIO_TEXREG2GB instruction in GLSL
3958 * Sample 2D texture at dst using the green & blue (yz) components of src as texture coordinates */
3959 static void shader_glsl_texreg2gb(const struct wined3d_shader_instruction *ins)
3961 DWORD sampler_idx = ins->dst[0].reg.idx[0].offset;
3962 struct glsl_sample_function sample_function;
3963 struct glsl_src_param src0_param;
3965 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_ALL, &src0_param);
3967 shader_glsl_get_sample_function(ins->ctx, sampler_idx, 0, &sample_function);
3968 shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, WINED3DSP_NOSWIZZLE, NULL, NULL, NULL,
3969 "%s.yz", src0_param.reg_name);
3972 /** Process the WINED3DSIO_TEXREG2RGB instruction in GLSL
3973 * Sample texture at dst using the rgb (xyz) components of src as texture coordinates */
3974 static void shader_glsl_texreg2rgb(const struct wined3d_shader_instruction *ins)
3976 DWORD sampler_idx = ins->dst[0].reg.idx[0].offset;
3977 struct glsl_sample_function sample_function;
3978 struct glsl_src_param src0_param;
3980 /* Dependent read, not valid with conditional NP2 */
3981 shader_glsl_get_sample_function(ins->ctx, sampler_idx, 0, &sample_function);
3982 shader_glsl_add_src_param(ins, &ins->src[0], sample_function.coord_mask, &src0_param);
3984 shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, WINED3DSP_NOSWIZZLE, NULL, NULL, NULL,
3985 "%s", src0_param.param_str);
3988 /** Process the WINED3DSIO_TEXKILL instruction in GLSL.
3989 * If any of the first 3 components are < 0, discard this pixel */
3990 static void shader_glsl_texkill(const struct wined3d_shader_instruction *ins)
3992 struct glsl_dst_param dst_param;
3994 /* The argument is a destination parameter, and no writemasks are allowed */
3995 shader_glsl_add_dst_param(ins, &ins->dst[0], &dst_param);
3996 if (ins->ctx->reg_maps->shader_version.major >= 2)
3998 /* 2.0 shaders compare all 4 components in texkill */
3999 shader_addline(ins->ctx->buffer, "if (any(lessThan(%s.xyzw, vec4(0.0)))) discard;\n", dst_param.reg_name);
4001 /* 1.X shaders only compare the first 3 components, probably due to the nature of the texkill
4002 * instruction as a tex* instruction, and phase, which kills all a / w components. Even if all
4003 * 4 components are defined, only the first 3 are used
4005 shader_addline(ins->ctx->buffer, "if (any(lessThan(%s.xyz, vec3(0.0)))) discard;\n", dst_param.reg_name);
4009 /** Process the WINED3DSIO_DP2ADD instruction in GLSL.
4010 * dst = dot2(src0, src1) + src2 */
4011 static void shader_glsl_dp2add(const struct wined3d_shader_instruction *ins)
4013 struct glsl_src_param src0_param;
4014 struct glsl_src_param src1_param;
4015 struct glsl_src_param src2_param;
4017 unsigned int mask_size;
4019 write_mask = shader_glsl_append_dst(ins->ctx->buffer, ins);
4020 mask_size = shader_glsl_get_write_mask_size(write_mask);
4022 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1, &src0_param);
4023 shader_glsl_add_src_param(ins, &ins->src[1], WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1, &src1_param);
4024 shader_glsl_add_src_param(ins, &ins->src[2], WINED3DSP_WRITEMASK_0, &src2_param);
4026 if (mask_size > 1) {
4027 shader_addline(ins->ctx->buffer, "vec%d(dot(%s, %s) + %s));\n",
4028 mask_size, src0_param.param_str, src1_param.param_str, src2_param.param_str);
4030 shader_addline(ins->ctx->buffer, "dot(%s, %s) + %s);\n",
4031 src0_param.param_str, src1_param.param_str, src2_param.param_str);
4035 static void shader_glsl_input_pack(const struct wined3d_shader *shader, struct wined3d_shader_buffer *buffer,
4036 const struct wined3d_shader_signature_element *input_signature,
4037 const struct wined3d_shader_reg_maps *reg_maps,
4038 enum vertexprocessing_mode vertexprocessing)
4040 WORD map = reg_maps->input_registers;
4043 for (i = 0; map; map >>= 1, ++i)
4045 const char *semantic_name;
4050 if (!(map & 1)) continue;
4052 semantic_name = input_signature[i].semantic_name;
4053 semantic_idx = input_signature[i].semantic_idx;
4054 shader_glsl_write_mask_to_str(input_signature[i].mask, reg_mask);
4056 if (shader_match_semantic(semantic_name, WINED3D_DECL_USAGE_TEXCOORD))
4058 if (semantic_idx < 8 && vertexprocessing == pretransformed)
4059 shader_addline(buffer, "ps_in[%u]%s = gl_TexCoord[%u]%s;\n",
4060 shader->u.ps.input_reg_map[i], reg_mask, semantic_idx, reg_mask);
4062 shader_addline(buffer, "ps_in[%u]%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
4063 shader->u.ps.input_reg_map[i], reg_mask, reg_mask);
4065 else if (shader_match_semantic(semantic_name, WINED3D_DECL_USAGE_COLOR))
4068 shader_addline(buffer, "ps_in[%u]%s = vec4(gl_Color)%s;\n",
4069 shader->u.ps.input_reg_map[i], reg_mask, reg_mask);
4070 else if (semantic_idx == 1)
4071 shader_addline(buffer, "ps_in[%u]%s = vec4(gl_SecondaryColor)%s;\n",
4072 shader->u.ps.input_reg_map[i], reg_mask, reg_mask);
4074 shader_addline(buffer, "ps_in[%u]%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
4075 shader->u.ps.input_reg_map[i], reg_mask, reg_mask);
4079 shader_addline(buffer, "ps_in[%u]%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
4080 shader->u.ps.input_reg_map[i], reg_mask, reg_mask);
4085 /*********************************************
4086 * Vertex Shader Specific Code begins here
4087 ********************************************/
4089 static void add_glsl_program_entry(struct shader_glsl_priv *priv, struct glsl_shader_prog_link *entry)
4091 struct glsl_program_key key;
4093 key.vshader = entry->vshader;
4094 key.pshader = entry->pshader;
4095 key.vs_args = entry->vs_args;
4096 key.ps_args = entry->ps_args;
4098 if (wine_rb_put(&priv->program_lookup, &key, &entry->program_lookup_entry) == -1)
4100 ERR("Failed to insert program entry.\n");
4104 static struct glsl_shader_prog_link *get_glsl_program_entry(const struct shader_glsl_priv *priv,
4105 const struct wined3d_shader *vshader, const struct wined3d_shader *pshader,
4106 const struct vs_compile_args *vs_args, const struct ps_compile_args *ps_args)
4108 struct wine_rb_entry *entry;
4109 struct glsl_program_key key;
4111 key.vshader = vshader;
4112 key.pshader = pshader;
4113 key.vs_args = *vs_args;
4114 key.ps_args = *ps_args;
4116 entry = wine_rb_get(&priv->program_lookup, &key);
4117 return entry ? WINE_RB_ENTRY_VALUE(entry, struct glsl_shader_prog_link, program_lookup_entry) : NULL;
4120 /* GL locking is done by the caller */
4121 static void delete_glsl_program_entry(struct shader_glsl_priv *priv, const struct wined3d_gl_info *gl_info,
4122 struct glsl_shader_prog_link *entry)
4124 struct glsl_program_key key;
4126 key.vshader = entry->vshader;
4127 key.pshader = entry->pshader;
4128 key.vs_args = entry->vs_args;
4129 key.ps_args = entry->ps_args;
4130 wine_rb_remove(&priv->program_lookup, &key);
4132 GL_EXTCALL(glDeleteObjectARB(entry->programId));
4133 if (entry->vshader) list_remove(&entry->vshader_entry);
4134 if (entry->pshader) list_remove(&entry->pshader_entry);
4135 HeapFree(GetProcessHeap(), 0, entry->vuniformF_locations);
4136 HeapFree(GetProcessHeap(), 0, entry->puniformF_locations);
4137 HeapFree(GetProcessHeap(), 0, entry);
4140 static void handle_ps3_input(struct wined3d_shader_buffer *buffer,
4141 const struct wined3d_gl_info *gl_info, const DWORD *map,
4142 const struct wined3d_shader_signature_element *input_signature,
4143 const struct wined3d_shader_reg_maps *reg_maps_in,
4144 const struct wined3d_shader_signature_element *output_signature,
4145 const struct wined3d_shader_reg_maps *reg_maps_out)
4148 const char *semantic_name_in;
4149 UINT semantic_idx_in;
4152 unsigned int in_count = vec4_varyings(3, gl_info);
4154 char destination[50];
4155 WORD input_map, output_map;
4157 set = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*set) * (in_count + 2));
4159 input_map = reg_maps_in->input_registers;
4160 for (i = 0; input_map; input_map >>= 1, ++i)
4162 if (!(input_map & 1)) continue;
4165 /* Declared, but not read register */
4166 if (in_idx == ~0U) continue;
4167 if (in_idx >= (in_count + 2))
4169 FIXME("More input varyings declared than supported, expect issues.\n");
4173 if (in_idx == in_count)
4174 sprintf(destination, "gl_FrontColor");
4175 else if (in_idx == in_count + 1)
4176 sprintf(destination, "gl_FrontSecondaryColor");
4178 sprintf(destination, "ps_in[%u]", in_idx);
4180 semantic_name_in = input_signature[i].semantic_name;
4181 semantic_idx_in = input_signature[i].semantic_idx;
4184 output_map = reg_maps_out->output_registers;
4185 for (j = 0; output_map; output_map >>= 1, ++j)
4189 if (!(output_map & 1)
4190 || semantic_idx_in != output_signature[j].semantic_idx
4191 || strcmp(semantic_name_in, output_signature[j].semantic_name)
4192 || !(mask = input_signature[i].mask & output_signature[j].mask))
4196 shader_glsl_write_mask_to_str(mask, reg_mask);
4198 shader_addline(buffer, "%s%s = vs_out[%u]%s;\n",
4199 destination, reg_mask, j, reg_mask);
4203 for (i = 0; i < in_count + 2; ++i)
4207 if (!set[i] || set[i] == WINED3DSP_WRITEMASK_ALL)
4210 if (set[i] == ~0U) set[i] = 0;
4213 if (!(set[i] & WINED3DSP_WRITEMASK_0)) reg_mask[size++] = 'x';
4214 if (!(set[i] & WINED3DSP_WRITEMASK_1)) reg_mask[size++] = 'y';
4215 if (!(set[i] & WINED3DSP_WRITEMASK_2)) reg_mask[size++] = 'z';
4216 if (!(set[i] & WINED3DSP_WRITEMASK_3)) reg_mask[size++] = 'w';
4217 reg_mask[size] = '\0';
4220 sprintf(destination, "gl_FrontColor");
4221 else if (i == in_count + 1)
4222 sprintf(destination, "gl_FrontSecondaryColor");
4224 sprintf(destination, "ps_in[%u]", i);
4226 if (size == 1) shader_addline(buffer, "%s.%s = 0.0;\n", destination, reg_mask);
4227 else shader_addline(buffer, "%s.%s = vec%u(0.0);\n", destination, reg_mask, size);
4230 HeapFree(GetProcessHeap(), 0, set);
4233 /* GL locking is done by the caller */
4234 static GLhandleARB generate_param_reorder_function(struct wined3d_shader_buffer *buffer,
4235 const struct wined3d_shader *vs, const struct wined3d_shader *ps,
4236 const struct wined3d_gl_info *gl_info)
4238 GLhandleARB ret = 0;
4239 DWORD ps_major = ps ? ps->reg_maps.shader_version.major : 0;
4241 const char *semantic_name;
4244 const struct wined3d_shader_signature_element *output_signature = vs->output_signature;
4245 WORD map = vs->reg_maps.output_registers;
4247 shader_buffer_clear(buffer);
4249 shader_addline(buffer, "#version 120\n");
4253 shader_addline(buffer, "void order_ps_input(in vec4 vs_out[%u])\n{\n", vs->limits.packed_output);
4255 for (i = 0; map; map >>= 1, ++i)
4259 if (!(map & 1)) continue;
4261 semantic_name = output_signature[i].semantic_name;
4262 semantic_idx = output_signature[i].semantic_idx;
4263 write_mask = output_signature[i].mask;
4264 shader_glsl_write_mask_to_str(write_mask, reg_mask);
4266 if (shader_match_semantic(semantic_name, WINED3D_DECL_USAGE_COLOR))
4269 shader_addline(buffer, "gl_FrontColor%s = vs_out[%u]%s;\n",
4270 reg_mask, i, reg_mask);
4271 else if (semantic_idx == 1)
4272 shader_addline(buffer, "gl_FrontSecondaryColor%s = vs_out[%u]%s;\n",
4273 reg_mask, i, reg_mask);
4275 else if (shader_match_semantic(semantic_name, WINED3D_DECL_USAGE_POSITION))
4277 shader_addline(buffer, "gl_Position%s = vs_out[%u]%s;\n",
4278 reg_mask, i, reg_mask);
4280 else if (shader_match_semantic(semantic_name, WINED3D_DECL_USAGE_TEXCOORD))
4282 if (semantic_idx < 8)
4284 if (!(gl_info->quirks & WINED3D_QUIRK_SET_TEXCOORD_W) || ps_major > 0)
4285 write_mask |= WINED3DSP_WRITEMASK_3;
4287 shader_addline(buffer, "gl_TexCoord[%u]%s = vs_out[%u]%s;\n",
4288 semantic_idx, reg_mask, i, reg_mask);
4289 if (!(write_mask & WINED3DSP_WRITEMASK_3))
4290 shader_addline(buffer, "gl_TexCoord[%u].w = 1.0;\n", semantic_idx);
4293 else if (shader_match_semantic(semantic_name, WINED3D_DECL_USAGE_PSIZE))
4295 shader_addline(buffer, "gl_PointSize = vs_out[%u].%c;\n", i, reg_mask[1]);
4297 else if (shader_match_semantic(semantic_name, WINED3D_DECL_USAGE_FOG))
4299 shader_addline(buffer, "gl_FogFragCoord = clamp(vs_out[%u].%c, 0.0, 1.0);\n", i, reg_mask[1]);
4302 shader_addline(buffer, "}\n");
4306 UINT in_count = min(vec4_varyings(ps_major, gl_info), ps->limits.packed_input);
4307 /* This one is tricky: a 3.0 pixel shader reads from a 3.0 vertex shader */
4308 shader_addline(buffer, "varying vec4 ps_in[%u];\n", in_count);
4309 shader_addline(buffer, "void order_ps_input(in vec4 vs_out[%u])\n{\n", vs->limits.packed_output);
4311 /* First, sort out position and point size. Those are not passed to the pixel shader */
4312 for (i = 0; map; map >>= 1, ++i)
4314 if (!(map & 1)) continue;
4316 semantic_name = output_signature[i].semantic_name;
4317 shader_glsl_write_mask_to_str(output_signature[i].mask, reg_mask);
4319 if (shader_match_semantic(semantic_name, WINED3D_DECL_USAGE_POSITION))
4321 shader_addline(buffer, "gl_Position%s = vs_out[%u]%s;\n",
4322 reg_mask, i, reg_mask);
4324 else if (shader_match_semantic(semantic_name, WINED3D_DECL_USAGE_PSIZE))
4326 shader_addline(buffer, "gl_PointSize = vs_out[%u].%c;\n", i, reg_mask[1]);
4330 /* Then, fix the pixel shader input */
4331 handle_ps3_input(buffer, gl_info, ps->u.ps.input_reg_map, ps->input_signature,
4332 &ps->reg_maps, output_signature, &vs->reg_maps);
4334 shader_addline(buffer, "}\n");
4337 ret = GL_EXTCALL(glCreateShaderObjectARB(GL_VERTEX_SHADER_ARB));
4338 checkGLcall("glCreateShaderObjectARB(GL_VERTEX_SHADER_ARB)");
4339 shader_glsl_compile(gl_info, ret, buffer->buffer);
4344 /* GL locking is done by the caller */
4345 static void hardcode_local_constants(const struct wined3d_shader *shader,
4346 const struct wined3d_gl_info *gl_info, GLhandleARB programId, const char *prefix)
4348 const struct wined3d_shader_lconst *lconst;
4353 LIST_FOR_EACH_ENTRY(lconst, &shader->constantsF, struct wined3d_shader_lconst, entry)
4355 value = (const float *)lconst->value;
4356 snprintf(glsl_name, sizeof(glsl_name), "%s_lc%u", prefix, lconst->idx);
4357 tmp_loc = GL_EXTCALL(glGetUniformLocationARB(programId, glsl_name));
4358 GL_EXTCALL(glUniform4fvARB(tmp_loc, 1, value));
4360 checkGLcall("Hardcoding local constants");
4363 /* GL locking is done by the caller */
4364 static GLuint shader_glsl_generate_pshader(const struct wined3d_context *context,
4365 struct wined3d_shader_buffer *buffer, const struct wined3d_shader *shader,
4366 const struct ps_compile_args *args, struct ps_np2fixup_info *np2fixup_info)
4368 const struct wined3d_shader_reg_maps *reg_maps = &shader->reg_maps;
4369 const struct wined3d_gl_info *gl_info = context->gl_info;
4370 const DWORD *function = shader->function;
4371 struct shader_glsl_ctx_priv priv_ctx;
4373 /* Create the hw GLSL shader object and assign it as the shader->prgId */
4374 GLhandleARB shader_obj = GL_EXTCALL(glCreateShaderObjectARB(GL_FRAGMENT_SHADER_ARB));
4376 memset(&priv_ctx, 0, sizeof(priv_ctx));
4377 priv_ctx.cur_ps_args = args;
4378 priv_ctx.cur_np2fixup_info = np2fixup_info;
4380 shader_addline(buffer, "#version 120\n");
4382 if (gl_info->supported[ARB_SHADER_BIT_ENCODING])
4383 shader_addline(buffer, "#extension GL_ARB_shader_bit_encoding : enable\n");
4384 if (gl_info->supported[ARB_SHADER_TEXTURE_LOD])
4385 shader_addline(buffer, "#extension GL_ARB_shader_texture_lod : enable\n");
4386 /* The spec says that it doesn't have to be explicitly enabled, but the
4387 * nvidia drivers write a warning if we don't do so. */
4388 if (gl_info->supported[ARB_TEXTURE_RECTANGLE])
4389 shader_addline(buffer, "#extension GL_ARB_texture_rectangle : enable\n");
4390 if (gl_info->supported[EXT_GPU_SHADER4])
4391 shader_addline(buffer, "#extension GL_EXT_gpu_shader4 : enable\n");
4393 /* Base Declarations */
4394 shader_generate_glsl_declarations(context, buffer, shader, reg_maps, &priv_ctx);
4396 /* Pack 3.0 inputs */
4397 if (reg_maps->shader_version.major >= 3 && args->vp_mode != vertexshader)
4398 shader_glsl_input_pack(shader, buffer, shader->input_signature, reg_maps, args->vp_mode);
4400 /* Base Shader Body */
4401 shader_generate_main(shader, buffer, reg_maps, function, &priv_ctx);
4403 /* Pixel shaders < 2.0 place the resulting color in R0 implicitly */
4404 if (reg_maps->shader_version.major < 2)
4406 /* Some older cards like GeforceFX ones don't support multiple buffers, so also not gl_FragData */
4407 shader_addline(buffer, "gl_FragData[0] = R0;\n");
4410 if (args->srgb_correction)
4412 shader_addline(buffer, "tmp0.xyz = pow(gl_FragData[0].xyz, vec3(srgb_const0.x));\n");
4413 shader_addline(buffer, "tmp0.xyz = tmp0.xyz * vec3(srgb_const0.y) - vec3(srgb_const0.z);\n");
4414 shader_addline(buffer, "tmp1.xyz = gl_FragData[0].xyz * vec3(srgb_const0.w);\n");
4415 shader_addline(buffer, "bvec3 srgb_compare = lessThan(gl_FragData[0].xyz, vec3(srgb_const1.x));\n");
4416 shader_addline(buffer, "gl_FragData[0].xyz = mix(tmp0.xyz, tmp1.xyz, vec3(srgb_compare));\n");
4417 shader_addline(buffer, "gl_FragData[0] = clamp(gl_FragData[0], 0.0, 1.0);\n");
4419 /* Pixel shader < 3.0 do not replace the fog stage.
4420 * This implements linear fog computation and blending.
4421 * TODO: non linear fog
4422 * NOTE: gl_Fog.start and gl_Fog.end don't hold fog start s and end e but
4423 * -1/(e-s) and e/(e-s) respectively.
4425 if (reg_maps->shader_version.major < 3)
4428 case FOG_OFF: break;
4430 shader_addline(buffer, "float fogstart = -1.0 / (gl_Fog.end - gl_Fog.start);\n");
4431 shader_addline(buffer, "float fogend = gl_Fog.end * -fogstart;\n");
4432 shader_addline(buffer, "float Fog = clamp(gl_FogFragCoord * fogstart + fogend, 0.0, 1.0);\n");
4433 shader_addline(buffer, "gl_FragData[0].xyz = mix(gl_Fog.color.xyz, gl_FragData[0].xyz, Fog);\n");
4436 /* Fog = e^(-gl_Fog.density * gl_FogFragCoord) */
4437 shader_addline(buffer, "float Fog = exp(-gl_Fog.density * gl_FogFragCoord);\n");
4438 shader_addline(buffer, "Fog = clamp(Fog, 0.0, 1.0);\n");
4439 shader_addline(buffer, "gl_FragData[0].xyz = mix(gl_Fog.color.xyz, gl_FragData[0].xyz, Fog);\n");
4442 /* Fog = e^(-(gl_Fog.density * gl_FogFragCoord)^2) */
4443 shader_addline(buffer, "float Fog = exp(-gl_Fog.density * gl_Fog.density * gl_FogFragCoord * gl_FogFragCoord);\n");
4444 shader_addline(buffer, "Fog = clamp(Fog, 0.0, 1.0);\n");
4445 shader_addline(buffer, "gl_FragData[0].xyz = mix(gl_Fog.color.xyz, gl_FragData[0].xyz, Fog);\n");
4450 shader_addline(buffer, "}\n");
4452 TRACE("Compiling shader object %u\n", shader_obj);
4453 shader_glsl_compile(gl_info, shader_obj, buffer->buffer);
4455 /* Store the shader object */
4459 /* GL locking is done by the caller */
4460 static GLuint shader_glsl_generate_vshader(const struct wined3d_context *context,
4461 struct wined3d_shader_buffer *buffer, const struct wined3d_shader *shader,
4462 const struct vs_compile_args *args)
4464 const struct wined3d_shader_reg_maps *reg_maps = &shader->reg_maps;
4465 const struct wined3d_gl_info *gl_info = context->gl_info;
4466 const DWORD *function = shader->function;
4467 struct shader_glsl_ctx_priv priv_ctx;
4469 /* Create the hw GLSL shader program and assign it as the shader->prgId */
4470 GLhandleARB shader_obj = GL_EXTCALL(glCreateShaderObjectARB(GL_VERTEX_SHADER_ARB));
4472 shader_addline(buffer, "#version 120\n");
4474 if (gl_info->supported[ARB_SHADER_BIT_ENCODING])
4475 shader_addline(buffer, "#extension GL_ARB_shader_bit_encoding : enable\n");
4476 if (gl_info->supported[EXT_GPU_SHADER4])
4477 shader_addline(buffer, "#extension GL_EXT_gpu_shader4 : enable\n");
4479 memset(&priv_ctx, 0, sizeof(priv_ctx));
4480 priv_ctx.cur_vs_args = args;
4482 /* Base Declarations */
4483 shader_generate_glsl_declarations(context, buffer, shader, reg_maps, &priv_ctx);
4485 /* Base Shader Body */
4486 shader_generate_main(shader, buffer, reg_maps, function, &priv_ctx);
4488 /* Unpack outputs */
4489 shader_addline(buffer, "order_ps_input(vs_out);\n");
4491 /* The D3DRS_FOGTABLEMODE render state defines if the shader-generated fog coord is used
4492 * or if the fragment depth is used. If the fragment depth is used(FOGTABLEMODE != NONE),
4493 * the fog frag coord is thrown away. If the fog frag coord is used, but not written by
4494 * the shader, it is set to 0.0(fully fogged, since start = 1.0, end = 0.0)
4496 if (args->fog_src == VS_FOG_Z)
4497 shader_addline(buffer, "gl_FogFragCoord = gl_Position.z;\n");
4498 else if (!reg_maps->fog)
4499 shader_addline(buffer, "gl_FogFragCoord = 0.0;\n");
4501 /* We always store the clipplanes without y inversion */
4502 if (args->clip_enabled)
4503 shader_addline(buffer, "gl_ClipVertex = gl_Position;\n");
4505 /* Write the final position.
4507 * OpenGL coordinates specify the center of the pixel while d3d coords specify
4508 * the corner. The offsets are stored in z and w in posFixup. posFixup.y contains
4509 * 1.0 or -1.0 to turn the rendering upside down for offscreen rendering. PosFixup.x
4510 * contains 1.0 to allow a mad.
4512 shader_addline(buffer, "gl_Position.y = gl_Position.y * posFixup.y;\n");
4513 shader_addline(buffer, "gl_Position.xy += posFixup.zw * gl_Position.ww;\n");
4515 /* Z coord [0;1]->[-1;1] mapping, see comment in transform_projection in state.c
4517 * Basically we want (in homogeneous coordinates) z = z * 2 - 1. However, shaders are run
4518 * before the homogeneous divide, so we have to take the w into account: z = ((z / w) * 2 - 1) * w,
4519 * which is the same as z = z * 2 - w.
4521 shader_addline(buffer, "gl_Position.z = gl_Position.z * 2.0 - gl_Position.w;\n");
4523 shader_addline(buffer, "}\n");
4525 TRACE("Compiling shader object %u\n", shader_obj);
4526 shader_glsl_compile(gl_info, shader_obj, buffer->buffer);
4531 static GLhandleARB find_glsl_pshader(const struct wined3d_context *context,
4532 struct wined3d_shader_buffer *buffer, struct wined3d_shader *shader,
4533 const struct ps_compile_args *args, const struct ps_np2fixup_info **np2fixup_info)
4535 struct wined3d_state *state = &shader->device->stateBlock->state;
4536 struct glsl_ps_compiled_shader *gl_shaders, *new_array;
4537 struct glsl_shader_private *shader_data;
4538 struct ps_np2fixup_info *np2fixup;
4543 if (!shader->backend_data)
4545 shader->backend_data = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*shader_data));
4546 if (!shader->backend_data)
4548 ERR("Failed to allocate backend data.\n");
4552 shader_data = shader->backend_data;
4553 gl_shaders = shader_data->gl_shaders.ps;
4555 /* Usually we have very few GL shaders for each d3d shader(just 1 or maybe 2),
4556 * so a linear search is more performant than a hashmap or a binary search
4557 * (cache coherency etc)
4559 for (i = 0; i < shader_data->num_gl_shaders; ++i)
4561 if (!memcmp(&gl_shaders[i].args, args, sizeof(*args)))
4563 if (args->np2_fixup)
4564 *np2fixup_info = &gl_shaders[i].np2fixup;
4565 return gl_shaders[i].prgId;
4569 TRACE("No matching GL shader found for shader %p, compiling a new shader.\n", shader);
4570 if(shader_data->shader_array_size == shader_data->num_gl_shaders) {
4571 if (shader_data->num_gl_shaders)
4573 new_size = shader_data->shader_array_size + max(1, shader_data->shader_array_size / 2);
4574 new_array = HeapReAlloc(GetProcessHeap(), 0, shader_data->gl_shaders.ps,
4575 new_size * sizeof(*gl_shaders));
4579 new_array = HeapAlloc(GetProcessHeap(), 0, sizeof(*gl_shaders));
4584 ERR("Out of memory\n");
4587 shader_data->gl_shaders.ps = new_array;
4588 shader_data->shader_array_size = new_size;
4589 gl_shaders = new_array;
4592 gl_shaders[shader_data->num_gl_shaders].args = *args;
4594 np2fixup = &gl_shaders[shader_data->num_gl_shaders].np2fixup;
4595 memset(np2fixup, 0, sizeof(*np2fixup));
4596 *np2fixup_info = args->np2_fixup ? np2fixup : NULL;
4598 pixelshader_update_samplers(&shader->reg_maps, state->textures);
4600 shader_buffer_clear(buffer);
4601 ret = shader_glsl_generate_pshader(context, buffer, shader, args, np2fixup);
4602 gl_shaders[shader_data->num_gl_shaders++].prgId = ret;
4607 static inline BOOL vs_args_equal(const struct vs_compile_args *stored, const struct vs_compile_args *new,
4608 const DWORD use_map) {
4609 if((stored->swizzle_map & use_map) != new->swizzle_map) return FALSE;
4610 if((stored->clip_enabled) != new->clip_enabled) return FALSE;
4611 return stored->fog_src == new->fog_src;
4614 static GLhandleARB find_glsl_vshader(const struct wined3d_context *context,
4615 struct wined3d_shader_buffer *buffer, struct wined3d_shader *shader,
4616 const struct vs_compile_args *args)
4620 DWORD use_map = shader->device->strided_streams.use_map;
4621 struct glsl_vs_compiled_shader *gl_shaders, *new_array;
4622 struct glsl_shader_private *shader_data;
4625 if (!shader->backend_data)
4627 shader->backend_data = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*shader_data));
4628 if (!shader->backend_data)
4630 ERR("Failed to allocate backend data.\n");
4634 shader_data = shader->backend_data;
4635 gl_shaders = shader_data->gl_shaders.vs;
4637 /* Usually we have very few GL shaders for each d3d shader(just 1 or maybe 2),
4638 * so a linear search is more performant than a hashmap or a binary search
4639 * (cache coherency etc)
4641 for (i = 0; i < shader_data->num_gl_shaders; ++i)
4643 if (vs_args_equal(&gl_shaders[i].args, args, use_map))
4644 return gl_shaders[i].prgId;
4647 TRACE("No matching GL shader found for shader %p, compiling a new shader.\n", shader);
4649 if(shader_data->shader_array_size == shader_data->num_gl_shaders) {
4650 if (shader_data->num_gl_shaders)
4652 new_size = shader_data->shader_array_size + max(1, shader_data->shader_array_size / 2);
4653 new_array = HeapReAlloc(GetProcessHeap(), 0, shader_data->gl_shaders.vs,
4654 new_size * sizeof(*gl_shaders));
4658 new_array = HeapAlloc(GetProcessHeap(), 0, sizeof(*gl_shaders));
4663 ERR("Out of memory\n");
4666 shader_data->gl_shaders.vs = new_array;
4667 shader_data->shader_array_size = new_size;
4668 gl_shaders = new_array;
4671 gl_shaders[shader_data->num_gl_shaders].args = *args;
4673 shader_buffer_clear(buffer);
4674 ret = shader_glsl_generate_vshader(context, buffer, shader, args);
4675 gl_shaders[shader_data->num_gl_shaders++].prgId = ret;
4680 /** Sets the GLSL program ID for the given pixel and vertex shader combination.
4681 * It sets the programId on the current StateBlock (because it should be called
4682 * inside of the DrawPrimitive() part of the render loop).
4684 * If a program for the given combination does not exist, create one, and store
4685 * the program in the hash table. If it creates a program, it will link the
4686 * given objects, too.
4689 /* GL locking is done by the caller */
4690 static void set_glsl_shader_program(const struct wined3d_context *context,
4691 struct wined3d_device *device, BOOL use_ps, BOOL use_vs)
4693 const struct wined3d_state *state = &device->stateBlock->state;
4694 struct wined3d_shader *vshader = use_vs ? state->vertex_shader : NULL;
4695 struct wined3d_shader *pshader = use_ps ? state->pixel_shader : NULL;
4696 const struct wined3d_gl_info *gl_info = context->gl_info;
4697 struct shader_glsl_priv *priv = device->shader_priv;
4698 struct glsl_shader_prog_link *entry = NULL;
4699 GLhandleARB programId = 0;
4700 GLhandleARB reorder_shader_id = 0;
4703 struct ps_compile_args ps_compile_args;
4704 struct vs_compile_args vs_compile_args;
4706 if (vshader) find_vs_compile_args(state, vshader, &vs_compile_args);
4707 if (pshader) find_ps_compile_args(state, pshader, &ps_compile_args);
4709 entry = get_glsl_program_entry(priv, vshader, pshader, &vs_compile_args, &ps_compile_args);
4712 priv->glsl_program = entry;
4716 /* If we get to this point, then no matching program exists, so we create one */
4717 programId = GL_EXTCALL(glCreateProgramObjectARB());
4718 TRACE("Created new GLSL shader program %u\n", programId);
4720 /* Create the entry */
4721 entry = HeapAlloc(GetProcessHeap(), 0, sizeof(struct glsl_shader_prog_link));
4722 entry->programId = programId;
4723 entry->vshader = vshader;
4724 entry->pshader = pshader;
4725 entry->vs_args = vs_compile_args;
4726 entry->ps_args = ps_compile_args;
4727 entry->constant_version = 0;
4728 entry->np2Fixup_info = NULL;
4729 /* Add the hash table entry */
4730 add_glsl_program_entry(priv, entry);
4732 /* Set the current program */
4733 priv->glsl_program = entry;
4735 /* Attach GLSL vshader */
4738 GLhandleARB vshader_id = find_glsl_vshader(context, &priv->shader_buffer, vshader, &vs_compile_args);
4739 WORD map = vshader->reg_maps.input_registers;
4742 reorder_shader_id = generate_param_reorder_function(&priv->shader_buffer, vshader, pshader, gl_info);
4743 TRACE("Attaching GLSL shader object %u to program %u\n", reorder_shader_id, programId);
4744 GL_EXTCALL(glAttachObjectARB(programId, reorder_shader_id));
4745 checkGLcall("glAttachObjectARB");
4746 /* Flag the reorder function for deletion, then it will be freed automatically when the program
4749 GL_EXTCALL(glDeleteObjectARB(reorder_shader_id));
4751 TRACE("Attaching GLSL shader object %u to program %u\n", vshader_id, programId);
4752 GL_EXTCALL(glAttachObjectARB(programId, vshader_id));
4753 checkGLcall("glAttachObjectARB");
4755 /* Bind vertex attributes to a corresponding index number to match
4756 * the same index numbers as ARB_vertex_programs (makes loading
4757 * vertex attributes simpler). With this method, we can use the
4758 * exact same code to load the attributes later for both ARB and
4761 * We have to do this here because we need to know the Program ID
4762 * in order to make the bindings work, and it has to be done prior
4763 * to linking the GLSL program. */
4764 for (i = 0; map; map >>= 1, ++i)
4766 if (!(map & 1)) continue;
4768 snprintf(tmp_name, sizeof(tmp_name), "vs_in%u", i);
4769 GL_EXTCALL(glBindAttribLocationARB(programId, i, tmp_name));
4771 checkGLcall("glBindAttribLocationARB");
4773 list_add_head(&vshader->linked_programs, &entry->vshader_entry);
4776 /* Attach GLSL pshader */
4779 GLhandleARB pshader_id = find_glsl_pshader(context, &priv->shader_buffer,
4780 pshader, &ps_compile_args, &entry->np2Fixup_info);
4781 TRACE("Attaching GLSL shader object %u to program %u\n", pshader_id, programId);
4782 GL_EXTCALL(glAttachObjectARB(programId, pshader_id));
4783 checkGLcall("glAttachObjectARB");
4785 list_add_head(&pshader->linked_programs, &entry->pshader_entry);
4788 /* Link the program */
4789 TRACE("Linking GLSL shader program %u\n", programId);
4790 GL_EXTCALL(glLinkProgramARB(programId));
4791 shader_glsl_validate_link(gl_info, programId);
4793 entry->vuniformF_locations = HeapAlloc(GetProcessHeap(), 0,
4794 sizeof(GLhandleARB) * gl_info->limits.glsl_vs_float_constants);
4795 for (i = 0; i < gl_info->limits.glsl_vs_float_constants; ++i)
4797 snprintf(glsl_name, sizeof(glsl_name), "vs_c[%u]", i);
4798 entry->vuniformF_locations[i] = GL_EXTCALL(glGetUniformLocationARB(programId, glsl_name));
4800 for (i = 0; i < MAX_CONST_I; ++i)
4802 snprintf(glsl_name, sizeof(glsl_name), "vs_i[%u]", i);
4803 entry->vuniformI_locations[i] = GL_EXTCALL(glGetUniformLocationARB(programId, glsl_name));
4805 entry->puniformF_locations = HeapAlloc(GetProcessHeap(), 0,
4806 sizeof(GLhandleARB) * gl_info->limits.glsl_ps_float_constants);
4807 for (i = 0; i < gl_info->limits.glsl_ps_float_constants; ++i)
4809 snprintf(glsl_name, sizeof(glsl_name), "ps_c[%u]", i);
4810 entry->puniformF_locations[i] = GL_EXTCALL(glGetUniformLocationARB(programId, glsl_name));
4812 for (i = 0; i < MAX_CONST_I; ++i)
4814 snprintf(glsl_name, sizeof(glsl_name), "ps_i[%u]", i);
4815 entry->puniformI_locations[i] = GL_EXTCALL(glGetUniformLocationARB(programId, glsl_name));
4821 for(i = 0; i < MAX_TEXTURES; i++) {
4822 sprintf(name, "bumpenvmat%u", i);
4823 entry->bumpenvmat_location[i] = GL_EXTCALL(glGetUniformLocationARB(programId, name));
4824 sprintf(name, "luminancescale%u", i);
4825 entry->luminancescale_location[i] = GL_EXTCALL(glGetUniformLocationARB(programId, name));
4826 sprintf(name, "luminanceoffset%u", i);
4827 entry->luminanceoffset_location[i] = GL_EXTCALL(glGetUniformLocationARB(programId, name));
4830 if (ps_compile_args.np2_fixup)
4832 if (entry->np2Fixup_info)
4833 entry->np2Fixup_location = GL_EXTCALL(glGetUniformLocationARB(programId, "ps_samplerNP2Fixup"));
4835 FIXME("NP2 texcoord fixup needed for this pixelshader, but no fixup uniform found.\n");
4839 entry->posFixup_location = GL_EXTCALL(glGetUniformLocationARB(programId, "posFixup"));
4840 entry->ycorrection_location = GL_EXTCALL(glGetUniformLocationARB(programId, "ycorrection"));
4841 checkGLcall("Find glsl program uniform locations");
4843 if (pshader && pshader->reg_maps.shader_version.major >= 3
4844 && pshader->u.ps.declared_in_count > vec4_varyings(3, gl_info))
4846 TRACE("Shader %d needs vertex color clamping disabled\n", programId);
4847 entry->vertex_color_clamp = GL_FALSE;
4849 entry->vertex_color_clamp = GL_FIXED_ONLY_ARB;
4852 /* Set the shader to allow uniform loading on it */
4853 GL_EXTCALL(glUseProgramObjectARB(programId));
4854 checkGLcall("glUseProgramObjectARB(programId)");
4856 /* Load the vertex and pixel samplers now. The function that finds the mappings makes sure
4857 * that it stays the same for each vertexshader-pixelshader pair(=linked glsl program). If
4858 * a pshader with fixed function pipeline is used there are no vertex samplers, and if a
4859 * vertex shader with fixed function pixel processing is used we make sure that the card
4860 * supports enough samplers to allow the max number of vertex samplers with all possible
4861 * fixed function fragment processing setups. So once the program is linked these samplers
4864 if (vshader) shader_glsl_load_vsamplers(gl_info, device->texUnitMap, programId);
4865 if (pshader) shader_glsl_load_psamplers(gl_info, device->texUnitMap, programId);
4867 /* If the local constants do not have to be loaded with the environment constants,
4868 * load them now to have them hardcoded in the GLSL program. This saves some CPU cycles
4871 if (pshader && !pshader->load_local_constsF)
4872 hardcode_local_constants(pshader, gl_info, programId, "ps");
4873 if (vshader && !vshader->load_local_constsF)
4874 hardcode_local_constants(vshader, gl_info, programId, "vs");
4877 /* GL locking is done by the caller */
4878 static GLhandleARB create_glsl_blt_shader(const struct wined3d_gl_info *gl_info, enum tex_types tex_type, BOOL masked)
4880 GLhandleARB program_id;
4881 GLhandleARB vshader_id, pshader_id;
4882 const char *blt_pshader;
4884 static const char *blt_vshader =
4888 " gl_Position = gl_Vertex;\n"
4889 " gl_FrontColor = vec4(1.0);\n"
4890 " gl_TexCoord[0] = gl_MultiTexCoord0;\n"
4893 static const char * const blt_pshaders_full[tex_type_count] =
4899 "uniform sampler2D sampler;\n"
4902 " gl_FragDepth = texture2D(sampler, gl_TexCoord[0].xy).x;\n"
4908 "uniform samplerCube sampler;\n"
4911 " gl_FragDepth = textureCube(sampler, gl_TexCoord[0].xyz).x;\n"
4915 "#extension GL_ARB_texture_rectangle : enable\n"
4916 "uniform sampler2DRect sampler;\n"
4919 " gl_FragDepth = texture2DRect(sampler, gl_TexCoord[0].xy).x;\n"
4923 static const char * const blt_pshaders_masked[tex_type_count] =
4929 "uniform sampler2D sampler;\n"
4930 "uniform vec4 mask;\n"
4933 " if (all(lessThan(gl_FragCoord.xy, mask.zw))) discard;\n"
4934 " gl_FragDepth = texture2D(sampler, gl_TexCoord[0].xy).x;\n"
4940 "uniform samplerCube sampler;\n"
4941 "uniform vec4 mask;\n"
4944 " if (all(lessThan(gl_FragCoord.xy, mask.zw))) discard;\n"
4945 " gl_FragDepth = textureCube(sampler, gl_TexCoord[0].xyz).x;\n"
4949 "#extension GL_ARB_texture_rectangle : enable\n"
4950 "uniform sampler2DRect sampler;\n"
4951 "uniform vec4 mask;\n"
4954 " if (all(lessThan(gl_FragCoord.xy, mask.zw))) discard;\n"
4955 " gl_FragDepth = texture2DRect(sampler, gl_TexCoord[0].xy).x;\n"
4959 blt_pshader = masked ? blt_pshaders_masked[tex_type] : blt_pshaders_full[tex_type];
4962 FIXME("tex_type %#x not supported\n", tex_type);
4966 vshader_id = GL_EXTCALL(glCreateShaderObjectARB(GL_VERTEX_SHADER_ARB));
4967 shader_glsl_compile(gl_info, vshader_id, blt_vshader);
4969 pshader_id = GL_EXTCALL(glCreateShaderObjectARB(GL_FRAGMENT_SHADER_ARB));
4970 shader_glsl_compile(gl_info, pshader_id, blt_pshader);
4972 program_id = GL_EXTCALL(glCreateProgramObjectARB());
4973 GL_EXTCALL(glAttachObjectARB(program_id, vshader_id));
4974 GL_EXTCALL(glAttachObjectARB(program_id, pshader_id));
4975 GL_EXTCALL(glLinkProgramARB(program_id));
4977 shader_glsl_validate_link(gl_info, program_id);
4979 /* Once linked we can mark the shaders for deletion. They will be deleted once the program
4982 GL_EXTCALL(glDeleteObjectARB(vshader_id));
4983 GL_EXTCALL(glDeleteObjectARB(pshader_id));
4987 /* GL locking is done by the caller */
4988 static void shader_glsl_select(const struct wined3d_context *context, BOOL usePS, BOOL useVS)
4990 const struct wined3d_gl_info *gl_info = context->gl_info;
4991 struct wined3d_device *device = context->swapchain->device;
4992 struct shader_glsl_priv *priv = device->shader_priv;
4993 GLhandleARB program_id = 0;
4994 GLenum old_vertex_color_clamp, current_vertex_color_clamp;
4996 old_vertex_color_clamp = priv->glsl_program ? priv->glsl_program->vertex_color_clamp : GL_FIXED_ONLY_ARB;
4998 if (useVS || usePS) set_glsl_shader_program(context, device, usePS, useVS);
4999 else priv->glsl_program = NULL;
5001 current_vertex_color_clamp = priv->glsl_program ? priv->glsl_program->vertex_color_clamp : GL_FIXED_ONLY_ARB;
5003 if (old_vertex_color_clamp != current_vertex_color_clamp)
5005 if (gl_info->supported[ARB_COLOR_BUFFER_FLOAT])
5007 GL_EXTCALL(glClampColorARB(GL_CLAMP_VERTEX_COLOR_ARB, current_vertex_color_clamp));
5008 checkGLcall("glClampColorARB");
5012 FIXME("vertex color clamp needs to be changed, but extension not supported.\n");
5016 program_id = priv->glsl_program ? priv->glsl_program->programId : 0;
5017 if (program_id) TRACE("Using GLSL program %u\n", program_id);
5018 GL_EXTCALL(glUseProgramObjectARB(program_id));
5019 checkGLcall("glUseProgramObjectARB");
5021 /* In case that NP2 texcoord fixup data is found for the selected program, trigger a reload of the
5022 * constants. This has to be done because it can't be guaranteed that sampler() (from state.c) is
5023 * called between selecting the shader and using it, which results in wrong fixup for some frames. */
5024 if (priv->glsl_program && priv->glsl_program->np2Fixup_info)
5026 shader_glsl_load_np2fixup_constants(priv, gl_info, &device->stateBlock->state);
5030 /* GL locking is done by the caller */
5031 static void shader_glsl_select_depth_blt(void *shader_priv, const struct wined3d_gl_info *gl_info,
5032 enum tex_types tex_type, const SIZE *ds_mask_size)
5034 BOOL masked = ds_mask_size->cx && ds_mask_size->cy;
5035 struct shader_glsl_priv *priv = shader_priv;
5036 GLhandleARB *blt_program;
5039 blt_program = masked ? &priv->depth_blt_program_masked[tex_type] : &priv->depth_blt_program_full[tex_type];
5042 *blt_program = create_glsl_blt_shader(gl_info, tex_type, masked);
5043 loc = GL_EXTCALL(glGetUniformLocationARB(*blt_program, "sampler"));
5044 GL_EXTCALL(glUseProgramObjectARB(*blt_program));
5045 GL_EXTCALL(glUniform1iARB(loc, 0));
5049 GL_EXTCALL(glUseProgramObjectARB(*blt_program));
5054 loc = GL_EXTCALL(glGetUniformLocationARB(*blt_program, "mask"));
5055 GL_EXTCALL(glUniform4fARB(loc, 0.0f, 0.0f, (float)ds_mask_size->cx, (float)ds_mask_size->cy));
5059 /* GL locking is done by the caller */
5060 static void shader_glsl_deselect_depth_blt(void *shader_priv, const struct wined3d_gl_info *gl_info)
5062 struct shader_glsl_priv *priv = shader_priv;
5063 GLhandleARB program_id;
5065 program_id = priv->glsl_program ? priv->glsl_program->programId : 0;
5066 if (program_id) TRACE("Using GLSL program %u\n", program_id);
5068 GL_EXTCALL(glUseProgramObjectARB(program_id));
5069 checkGLcall("glUseProgramObjectARB");
5072 static void shader_glsl_destroy(struct wined3d_shader *shader)
5074 struct glsl_shader_private *shader_data = shader->backend_data;
5075 struct wined3d_device *device = shader->device;
5076 struct shader_glsl_priv *priv = device->shader_priv;
5077 const struct wined3d_gl_info *gl_info;
5078 const struct list *linked_programs;
5079 struct wined3d_context *context;
5081 if (!shader_data || !shader_data->num_gl_shaders)
5083 HeapFree(GetProcessHeap(), 0, shader_data);
5084 shader->backend_data = NULL;
5088 context = context_acquire(device, NULL);
5089 gl_info = context->gl_info;
5091 if (priv->glsl_program && (priv->glsl_program->vshader == shader
5092 || priv->glsl_program->pshader == shader))
5095 shader_glsl_select(context, FALSE, FALSE);
5099 TRACE("Deleting linked programs.\n");
5100 linked_programs = &shader->linked_programs;
5101 if (linked_programs->next)
5103 struct glsl_shader_prog_link *entry, *entry2;
5108 switch (shader->reg_maps.shader_version.type)
5110 case WINED3D_SHADER_TYPE_PIXEL:
5112 struct glsl_ps_compiled_shader *gl_shaders = shader_data->gl_shaders.ps;
5114 LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, linked_programs,
5115 struct glsl_shader_prog_link, pshader_entry)
5117 delete_glsl_program_entry(priv, gl_info, entry);
5120 for (i = 0; i < shader_data->num_gl_shaders; ++i)
5122 TRACE("Deleting pixel shader %u.\n", gl_shaders[i].prgId);
5123 GL_EXTCALL(glDeleteObjectARB(gl_shaders[i].prgId));
5124 checkGLcall("glDeleteObjectARB");
5126 HeapFree(GetProcessHeap(), 0, shader_data->gl_shaders.ps);
5131 case WINED3D_SHADER_TYPE_VERTEX:
5133 struct glsl_vs_compiled_shader *gl_shaders = shader_data->gl_shaders.vs;
5135 LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, linked_programs,
5136 struct glsl_shader_prog_link, vshader_entry)
5138 delete_glsl_program_entry(priv, gl_info, entry);
5141 for (i = 0; i < shader_data->num_gl_shaders; ++i)
5143 TRACE("Deleting vertex shader %u.\n", gl_shaders[i].prgId);
5144 GL_EXTCALL(glDeleteObjectARB(gl_shaders[i].prgId));
5145 checkGLcall("glDeleteObjectARB");
5147 HeapFree(GetProcessHeap(), 0, shader_data->gl_shaders.vs);
5153 ERR("Unhandled shader type %#x.\n", shader->reg_maps.shader_version.type);
5160 HeapFree(GetProcessHeap(), 0, shader->backend_data);
5161 shader->backend_data = NULL;
5163 context_release(context);
5166 static int glsl_program_key_compare(const void *key, const struct wine_rb_entry *entry)
5168 const struct glsl_program_key *k = key;
5169 const struct glsl_shader_prog_link *prog = WINE_RB_ENTRY_VALUE(entry,
5170 const struct glsl_shader_prog_link, program_lookup_entry);
5173 if (k->vshader > prog->vshader) return 1;
5174 else if (k->vshader < prog->vshader) return -1;
5176 if (k->pshader > prog->pshader) return 1;
5177 else if (k->pshader < prog->pshader) return -1;
5179 if (k->vshader && (cmp = memcmp(&k->vs_args, &prog->vs_args, sizeof(prog->vs_args)))) return cmp;
5180 if (k->pshader && (cmp = memcmp(&k->ps_args, &prog->ps_args, sizeof(prog->ps_args)))) return cmp;
5185 static BOOL constant_heap_init(struct constant_heap *heap, unsigned int constant_count)
5187 SIZE_T size = (constant_count + 1) * sizeof(*heap->entries) + constant_count * sizeof(*heap->positions);
5188 void *mem = HeapAlloc(GetProcessHeap(), 0, size);
5192 ERR("Failed to allocate memory\n");
5196 heap->entries = mem;
5197 heap->entries[1].version = 0;
5198 heap->positions = (unsigned int *)(heap->entries + constant_count + 1);
5204 static void constant_heap_free(struct constant_heap *heap)
5206 HeapFree(GetProcessHeap(), 0, heap->entries);
5209 static const struct wine_rb_functions wined3d_glsl_program_rb_functions =
5214 glsl_program_key_compare,
5217 static HRESULT shader_glsl_alloc(struct wined3d_device *device)
5219 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
5220 struct shader_glsl_priv *priv = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(struct shader_glsl_priv));
5221 SIZE_T stack_size = wined3d_log2i(max(gl_info->limits.glsl_vs_float_constants,
5222 gl_info->limits.glsl_ps_float_constants)) + 1;
5224 if (!shader_buffer_init(&priv->shader_buffer))
5226 ERR("Failed to initialize shader buffer.\n");
5230 priv->stack = HeapAlloc(GetProcessHeap(), 0, stack_size * sizeof(*priv->stack));
5233 ERR("Failed to allocate memory.\n");
5237 if (!constant_heap_init(&priv->vconst_heap, gl_info->limits.glsl_vs_float_constants))
5239 ERR("Failed to initialize vertex shader constant heap\n");
5243 if (!constant_heap_init(&priv->pconst_heap, gl_info->limits.glsl_ps_float_constants))
5245 ERR("Failed to initialize pixel shader constant heap\n");
5249 if (wine_rb_init(&priv->program_lookup, &wined3d_glsl_program_rb_functions) == -1)
5251 ERR("Failed to initialize rbtree.\n");
5255 priv->next_constant_version = 1;
5257 device->shader_priv = priv;
5261 constant_heap_free(&priv->pconst_heap);
5262 constant_heap_free(&priv->vconst_heap);
5263 HeapFree(GetProcessHeap(), 0, priv->stack);
5264 shader_buffer_free(&priv->shader_buffer);
5265 HeapFree(GetProcessHeap(), 0, priv);
5266 return E_OUTOFMEMORY;
5269 /* Context activation is done by the caller. */
5270 static void shader_glsl_free(struct wined3d_device *device)
5272 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
5273 struct shader_glsl_priv *priv = device->shader_priv;
5277 for (i = 0; i < tex_type_count; ++i)
5279 if (priv->depth_blt_program_full[i])
5281 GL_EXTCALL(glDeleteObjectARB(priv->depth_blt_program_full[i]));
5283 if (priv->depth_blt_program_masked[i])
5285 GL_EXTCALL(glDeleteObjectARB(priv->depth_blt_program_masked[i]));
5290 wine_rb_destroy(&priv->program_lookup, NULL, NULL);
5291 constant_heap_free(&priv->pconst_heap);
5292 constant_heap_free(&priv->vconst_heap);
5293 HeapFree(GetProcessHeap(), 0, priv->stack);
5294 shader_buffer_free(&priv->shader_buffer);
5296 HeapFree(GetProcessHeap(), 0, device->shader_priv);
5297 device->shader_priv = NULL;
5300 static void shader_glsl_context_destroyed(void *shader_priv, const struct wined3d_context *context) {}
5302 static void shader_glsl_get_caps(const struct wined3d_gl_info *gl_info, struct shader_caps *caps)
5306 if (gl_info->supported[EXT_GPU_SHADER4] && gl_info->supported[ARB_SHADER_BIT_ENCODING]
5307 && gl_info->supported[ARB_GEOMETRY_SHADER4] && gl_info->glsl_version >= MAKEDWORD_VERSION(1, 50))
5309 /* ARB_shader_texture_lod or EXT_gpu_shader4 is required for the SM3
5310 * texldd and texldl instructions. */
5311 else if (gl_info->supported[ARB_SHADER_TEXTURE_LOD] || gl_info->supported[EXT_GPU_SHADER4])
5315 TRACE("Shader model %u.\n", shader_model);
5317 caps->vs_version = shader_model;
5318 caps->gs_version = shader_model;
5319 caps->ps_version = shader_model;
5321 caps->vs_uniform_count = gl_info->limits.glsl_vs_float_constants;
5322 caps->ps_uniform_count = gl_info->limits.glsl_ps_float_constants;
5324 /* FIXME: The following line is card dependent. -8.0 to 8.0 is the
5325 * Direct3D minimum requirement.
5327 * Both GL_ARB_fragment_program and GLSL require a "maximum representable magnitude"
5328 * of colors to be 2^10, and 2^32 for other floats. Should we use 1024 here?
5330 * The problem is that the refrast clamps temporary results in the shader to
5331 * [-MaxValue;+MaxValue]. If the card's max value is bigger than the one we advertize here,
5332 * then applications may miss the clamping behavior. On the other hand, if it is smaller,
5333 * the shader will generate incorrect results too. Unfortunately, GL deliberately doesn't
5334 * offer a way to query this.
5336 caps->ps_1x_max_value = 8.0;
5338 caps->vs_clipping = TRUE;
5341 static BOOL shader_glsl_color_fixup_supported(struct color_fixup_desc fixup)
5343 if (TRACE_ON(d3d_shader) && TRACE_ON(d3d))
5345 TRACE("Checking support for fixup:\n");
5346 dump_color_fixup_desc(fixup);
5349 /* We support everything except YUV conversions. */
5350 if (!is_complex_fixup(fixup))
5356 TRACE("[FAILED]\n");
5360 static const SHADER_HANDLER shader_glsl_instruction_handler_table[WINED3DSIH_TABLE_SIZE] =
5362 /* WINED3DSIH_ABS */ shader_glsl_map2gl,
5363 /* WINED3DSIH_ADD */ shader_glsl_binop,
5364 /* WINED3DSIH_AND */ shader_glsl_binop,
5365 /* WINED3DSIH_BEM */ shader_glsl_bem,
5366 /* WINED3DSIH_BREAK */ shader_glsl_break,
5367 /* WINED3DSIH_BREAKC */ shader_glsl_breakc,
5368 /* WINED3DSIH_BREAKP */ shader_glsl_breakp,
5369 /* WINED3DSIH_CALL */ shader_glsl_call,
5370 /* WINED3DSIH_CALLNZ */ shader_glsl_callnz,
5371 /* WINED3DSIH_CMP */ shader_glsl_conditional_move,
5372 /* WINED3DSIH_CND */ shader_glsl_cnd,
5373 /* WINED3DSIH_CRS */ shader_glsl_cross,
5374 /* WINED3DSIH_CUT */ shader_glsl_cut,
5375 /* WINED3DSIH_DCL */ shader_glsl_nop,
5376 /* WINED3DSIH_DCL_CONSTANT_BUFFER */ shader_glsl_nop,
5377 /* WINED3DSIH_DCL_INPUT_PRIMITIVE */ shader_glsl_nop,
5378 /* WINED3DSIH_DCL_OUTPUT_TOPOLOGY */ shader_glsl_nop,
5379 /* WINED3DSIH_DCL_VERTICES_OUT */ shader_glsl_nop,
5380 /* WINED3DSIH_DEF */ shader_glsl_nop,
5381 /* WINED3DSIH_DEFB */ shader_glsl_nop,
5382 /* WINED3DSIH_DEFI */ shader_glsl_nop,
5383 /* WINED3DSIH_DIV */ shader_glsl_binop,
5384 /* WINED3DSIH_DP2ADD */ shader_glsl_dp2add,
5385 /* WINED3DSIH_DP3 */ shader_glsl_dot,
5386 /* WINED3DSIH_DP4 */ shader_glsl_dot,
5387 /* WINED3DSIH_DST */ shader_glsl_dst,
5388 /* WINED3DSIH_DSX */ shader_glsl_map2gl,
5389 /* WINED3DSIH_DSY */ shader_glsl_map2gl,
5390 /* WINED3DSIH_ELSE */ shader_glsl_else,
5391 /* WINED3DSIH_EMIT */ shader_glsl_emit,
5392 /* WINED3DSIH_ENDIF */ shader_glsl_end,
5393 /* WINED3DSIH_ENDLOOP */ shader_glsl_end,
5394 /* WINED3DSIH_ENDREP */ shader_glsl_end,
5395 /* WINED3DSIH_EQ */ shader_glsl_relop,
5396 /* WINED3DSIH_EXP */ shader_glsl_map2gl,
5397 /* WINED3DSIH_EXPP */ shader_glsl_expp,
5398 /* WINED3DSIH_FRC */ shader_glsl_map2gl,
5399 /* WINED3DSIH_FTOI */ shader_glsl_to_int,
5400 /* WINED3DSIH_GE */ shader_glsl_relop,
5401 /* WINED3DSIH_IADD */ shader_glsl_binop,
5402 /* WINED3DSIH_IEQ */ NULL,
5403 /* WINED3DSIH_IF */ shader_glsl_if,
5404 /* WINED3DSIH_IFC */ shader_glsl_ifc,
5405 /* WINED3DSIH_IGE */ shader_glsl_relop,
5406 /* WINED3DSIH_IMUL */ shader_glsl_imul,
5407 /* WINED3DSIH_ITOF */ shader_glsl_to_float,
5408 /* WINED3DSIH_LABEL */ shader_glsl_label,
5409 /* WINED3DSIH_LD */ NULL,
5410 /* WINED3DSIH_LIT */ shader_glsl_lit,
5411 /* WINED3DSIH_LOG */ shader_glsl_log,
5412 /* WINED3DSIH_LOGP */ shader_glsl_log,
5413 /* WINED3DSIH_LOOP */ shader_glsl_loop,
5414 /* WINED3DSIH_LRP */ shader_glsl_lrp,
5415 /* WINED3DSIH_LT */ shader_glsl_relop,
5416 /* WINED3DSIH_M3x2 */ shader_glsl_mnxn,
5417 /* WINED3DSIH_M3x3 */ shader_glsl_mnxn,
5418 /* WINED3DSIH_M3x4 */ shader_glsl_mnxn,
5419 /* WINED3DSIH_M4x3 */ shader_glsl_mnxn,
5420 /* WINED3DSIH_M4x4 */ shader_glsl_mnxn,
5421 /* WINED3DSIH_MAD */ shader_glsl_mad,
5422 /* WINED3DSIH_MAX */ shader_glsl_map2gl,
5423 /* WINED3DSIH_MIN */ shader_glsl_map2gl,
5424 /* WINED3DSIH_MOV */ shader_glsl_mov,
5425 /* WINED3DSIH_MOVA */ shader_glsl_mov,
5426 /* WINED3DSIH_MOVC */ shader_glsl_conditional_move,
5427 /* WINED3DSIH_MUL */ shader_glsl_binop,
5428 /* WINED3DSIH_NOP */ shader_glsl_nop,
5429 /* WINED3DSIH_NRM */ shader_glsl_nrm,
5430 /* WINED3DSIH_PHASE */ shader_glsl_nop,
5431 /* WINED3DSIH_POW */ shader_glsl_pow,
5432 /* WINED3DSIH_RCP */ shader_glsl_rcp,
5433 /* WINED3DSIH_REP */ shader_glsl_rep,
5434 /* WINED3DSIH_RET */ shader_glsl_ret,
5435 /* WINED3DSIH_ROUND_NI */ shader_glsl_map2gl,
5436 /* WINED3DSIH_RSQ */ shader_glsl_rsq,
5437 /* WINED3DSIH_SAMPLE */ NULL,
5438 /* WINED3DSIH_SAMPLE_GRAD */ NULL,
5439 /* WINED3DSIH_SAMPLE_LOD */ NULL,
5440 /* WINED3DSIH_SETP */ NULL,
5441 /* WINED3DSIH_SGE */ shader_glsl_compare,
5442 /* WINED3DSIH_SGN */ shader_glsl_sgn,
5443 /* WINED3DSIH_SINCOS */ shader_glsl_sincos,
5444 /* WINED3DSIH_SLT */ shader_glsl_compare,
5445 /* WINED3DSIH_SQRT */ NULL,
5446 /* WINED3DSIH_SUB */ shader_glsl_binop,
5447 /* WINED3DSIH_TEX */ shader_glsl_tex,
5448 /* WINED3DSIH_TEXBEM */ shader_glsl_texbem,
5449 /* WINED3DSIH_TEXBEML */ shader_glsl_texbem,
5450 /* WINED3DSIH_TEXCOORD */ shader_glsl_texcoord,
5451 /* WINED3DSIH_TEXDEPTH */ shader_glsl_texdepth,
5452 /* WINED3DSIH_TEXDP3 */ shader_glsl_texdp3,
5453 /* WINED3DSIH_TEXDP3TEX */ shader_glsl_texdp3tex,
5454 /* WINED3DSIH_TEXKILL */ shader_glsl_texkill,
5455 /* WINED3DSIH_TEXLDD */ shader_glsl_texldd,
5456 /* WINED3DSIH_TEXLDL */ shader_glsl_texldl,
5457 /* WINED3DSIH_TEXM3x2DEPTH */ shader_glsl_texm3x2depth,
5458 /* WINED3DSIH_TEXM3x2PAD */ shader_glsl_texm3x2pad,
5459 /* WINED3DSIH_TEXM3x2TEX */ shader_glsl_texm3x2tex,
5460 /* WINED3DSIH_TEXM3x3 */ shader_glsl_texm3x3,
5461 /* WINED3DSIH_TEXM3x3DIFF */ NULL,
5462 /* WINED3DSIH_TEXM3x3PAD */ shader_glsl_texm3x3pad,
5463 /* WINED3DSIH_TEXM3x3SPEC */ shader_glsl_texm3x3spec,
5464 /* WINED3DSIH_TEXM3x3TEX */ shader_glsl_texm3x3tex,
5465 /* WINED3DSIH_TEXM3x3VSPEC */ shader_glsl_texm3x3vspec,
5466 /* WINED3DSIH_TEXREG2AR */ shader_glsl_texreg2ar,
5467 /* WINED3DSIH_TEXREG2GB */ shader_glsl_texreg2gb,
5468 /* WINED3DSIH_TEXREG2RGB */ shader_glsl_texreg2rgb,
5469 /* WINED3DSIH_UDIV */ shader_glsl_udiv,
5470 /* WINED3DSIH_USHR */ shader_glsl_binop,
5471 /* WINED3DSIH_UTOF */ shader_glsl_to_float,
5472 /* WINED3DSIH_XOR */ shader_glsl_binop,
5475 static void shader_glsl_handle_instruction(const struct wined3d_shader_instruction *ins) {
5476 SHADER_HANDLER hw_fct;
5478 /* Select handler */
5479 hw_fct = shader_glsl_instruction_handler_table[ins->handler_idx];
5481 /* Unhandled opcode */
5484 FIXME("Backend can't handle opcode %#x\n", ins->handler_idx);
5489 shader_glsl_add_instruction_modifiers(ins);
5492 const struct wined3d_shader_backend_ops glsl_shader_backend =
5494 shader_glsl_handle_instruction,
5496 shader_glsl_select_depth_blt,
5497 shader_glsl_deselect_depth_blt,
5498 shader_glsl_update_float_vertex_constants,
5499 shader_glsl_update_float_pixel_constants,
5500 shader_glsl_load_constants,
5501 shader_glsl_load_np2fixup_constants,
5502 shader_glsl_destroy,
5505 shader_glsl_context_destroyed,
5506 shader_glsl_get_caps,
5507 shader_glsl_color_fixup_supported,