2 * GLSL pixel and vertex shader implementation
4 * Copyright 2006 Jason Green
5 * Copyright 2006-2007 Henri Verbeet
6 * Copyright 2007-2008 Stefan Dösinger for CodeWeavers
7 * Copyright 2009 Henri Verbeet for CodeWeavers
9 * This library is free software; you can redistribute it and/or
10 * modify it under the terms of the GNU Lesser General Public
11 * License as published by the Free Software Foundation; either
12 * version 2.1 of the License, or (at your option) any later version.
14 * This library is distributed in the hope that it will be useful,
15 * but WITHOUT ANY WARRANTY; without even the implied warranty of
16 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
17 * Lesser General Public License for more details.
19 * You should have received a copy of the GNU Lesser General Public
20 * License along with this library; if not, write to the Free Software
21 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
25 * D3D shader asm has swizzles on source parameters, and write masks for
26 * destination parameters. GLSL uses swizzles for both. The result of this is
27 * that for example "mov dst.xw, src.zyxw" becomes "dst.xw = src.zw" in GLSL.
28 * Ie, to generate a proper GLSL source swizzle, we need to take the D3D write
29 * mask for the destination parameter into account.
35 #include "wined3d_private.h"
37 WINE_DEFAULT_DEBUG_CHANNEL(d3d_shader);
38 WINE_DECLARE_DEBUG_CHANNEL(d3d_constants);
39 WINE_DECLARE_DEBUG_CHANNEL(d3d_caps);
40 WINE_DECLARE_DEBUG_CHANNEL(d3d);
42 #define GLINFO_LOCATION (*gl_info)
44 #define WINED3D_GLSL_SAMPLE_PROJECTED 0x1
45 #define WINED3D_GLSL_SAMPLE_RECT 0x2
46 #define WINED3D_GLSL_SAMPLE_LOD 0x4
47 #define WINED3D_GLSL_SAMPLE_GRAD 0x8
62 } glsl_sample_function_t;
66 HEAP_NODE_TRAVERSE_LEFT,
67 HEAP_NODE_TRAVERSE_RIGHT,
79 struct constant_entry *entries;
80 unsigned int *positions;
84 /* GLSL shader private data */
85 struct shader_glsl_priv {
86 struct wined3d_shader_buffer shader_buffer;
87 struct wine_rb_tree program_lookup;
88 struct glsl_shader_prog_link *glsl_program;
89 struct constant_heap vconst_heap;
90 struct constant_heap pconst_heap;
92 GLhandleARB depth_blt_program[tex_type_count];
93 UINT next_constant_version;
96 /* Struct to maintain data about a linked GLSL program */
97 struct glsl_shader_prog_link {
98 struct wine_rb_entry program_lookup_entry;
99 struct list vshader_entry;
100 struct list pshader_entry;
101 GLhandleARB programId;
102 GLint *vuniformF_locations;
103 GLint *puniformF_locations;
104 GLint vuniformI_locations[MAX_CONST_I];
105 GLint puniformI_locations[MAX_CONST_I];
106 GLint posFixup_location;
107 GLint np2Fixup_location;
108 GLint bumpenvmat_location[MAX_TEXTURES];
109 GLint luminancescale_location[MAX_TEXTURES];
110 GLint luminanceoffset_location[MAX_TEXTURES];
111 GLint ycorrection_location;
112 GLenum vertex_color_clamp;
113 IWineD3DVertexShader *vshader;
114 IWineD3DPixelShader *pshader;
115 struct vs_compile_args vs_args;
116 struct ps_compile_args ps_args;
117 UINT constant_version;
118 const struct ps_np2fixup_info *np2Fixup_info;
122 IWineD3DVertexShader *vshader;
123 IWineD3DPixelShader *pshader;
124 struct ps_compile_args ps_args;
125 struct vs_compile_args vs_args;
126 } glsl_program_key_t;
128 struct shader_glsl_ctx_priv {
129 const struct vs_compile_args *cur_vs_args;
130 const struct ps_compile_args *cur_ps_args;
131 struct ps_np2fixup_info *cur_np2fixup_info;
134 struct glsl_ps_compiled_shader
136 struct ps_compile_args args;
137 struct ps_np2fixup_info np2fixup;
141 struct glsl_pshader_private
143 struct glsl_ps_compiled_shader *gl_shaders;
144 UINT num_gl_shaders, shader_array_size;
147 struct glsl_vs_compiled_shader
149 struct vs_compile_args args;
153 struct glsl_vshader_private
155 struct glsl_vs_compiled_shader *gl_shaders;
156 UINT num_gl_shaders, shader_array_size;
159 /* Extract a line from the info log.
160 * Note that this modifies the source string. */
161 static char *get_info_log_line(char **ptr)
166 if (!(q = strstr(p, "\n")))
168 if (!*p) return NULL;
178 /** Prints the GLSL info log which will contain error messages if they exist */
179 /* GL locking is done by the caller */
180 static void print_glsl_info_log(const struct wined3d_gl_info *gl_info, GLhandleARB obj)
182 int infologLength = 0;
187 static const char * const spam[] =
189 "Vertex shader was successfully compiled to run on hardware.\n", /* fglrx */
190 "Fragment shader was successfully compiled to run on hardware.\n", /* fglrx, with \n */
191 "Fragment shader was successfully compiled to run on hardware.", /* fglrx, no \n */
192 "Fragment shader(s) linked, vertex shader(s) linked. \n ", /* fglrx, with \n */
193 "Fragment shader(s) linked, vertex shader(s) linked.", /* fglrx, no \n */
194 "Vertex shader(s) linked, no fragment shader(s) defined. \n ", /* fglrx, with \n */
195 "Vertex shader(s) linked, no fragment shader(s) defined.", /* fglrx, no \n */
196 "Fragment shader(s) linked, no vertex shader(s) defined. \n ", /* fglrx, with \n */
197 "Fragment shader(s) linked, no vertex shader(s) defined.", /* fglrx, no \n */
200 if (!TRACE_ON(d3d_shader) && !FIXME_ON(d3d_shader)) return;
202 GL_EXTCALL(glGetObjectParameterivARB(obj,
203 GL_OBJECT_INFO_LOG_LENGTH_ARB,
206 /* A size of 1 is just a null-terminated string, so the log should be bigger than
207 * that if there are errors. */
208 if (infologLength > 1)
212 /* Fglrx doesn't terminate the string properly, but it tells us the proper length.
213 * So use HEAP_ZERO_MEMORY to avoid uninitialized bytes
215 infoLog = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, infologLength);
216 GL_EXTCALL(glGetInfoLogARB(obj, infologLength, NULL, infoLog));
219 for(i = 0; i < sizeof(spam) / sizeof(spam[0]); i++) {
220 if(strcmp(infoLog, spam[i]) == 0) {
229 TRACE("Spam received from GLSL shader #%u:\n", obj);
230 while ((line = get_info_log_line(&ptr))) TRACE(" %s\n", line);
234 FIXME("Error received from GLSL shader #%u:\n", obj);
235 while ((line = get_info_log_line(&ptr))) FIXME(" %s\n", line);
237 HeapFree(GetProcessHeap(), 0, infoLog);
242 * Loads (pixel shader) samplers
244 /* GL locking is done by the caller */
245 static void shader_glsl_load_psamplers(const struct wined3d_gl_info *gl_info,
246 DWORD *tex_unit_map, GLhandleARB programId)
250 char sampler_name[20];
252 for (i = 0; i < MAX_FRAGMENT_SAMPLERS; ++i) {
253 snprintf(sampler_name, sizeof(sampler_name), "Psampler%d", i);
254 name_loc = GL_EXTCALL(glGetUniformLocationARB(programId, sampler_name));
255 if (name_loc != -1) {
256 DWORD mapped_unit = tex_unit_map[i];
257 if (mapped_unit != WINED3D_UNMAPPED_STAGE && mapped_unit < gl_info->limits.fragment_samplers)
259 TRACE("Loading %s for texture %d\n", sampler_name, mapped_unit);
260 GL_EXTCALL(glUniform1iARB(name_loc, mapped_unit));
261 checkGLcall("glUniform1iARB");
263 ERR("Trying to load sampler %s on unsupported unit %d\n", sampler_name, mapped_unit);
269 /* GL locking is done by the caller */
270 static void shader_glsl_load_vsamplers(const struct wined3d_gl_info *gl_info,
271 DWORD *tex_unit_map, GLhandleARB programId)
274 char sampler_name[20];
277 for (i = 0; i < MAX_VERTEX_SAMPLERS; ++i) {
278 snprintf(sampler_name, sizeof(sampler_name), "Vsampler%d", i);
279 name_loc = GL_EXTCALL(glGetUniformLocationARB(programId, sampler_name));
280 if (name_loc != -1) {
281 DWORD mapped_unit = tex_unit_map[MAX_FRAGMENT_SAMPLERS + i];
282 if (mapped_unit != WINED3D_UNMAPPED_STAGE && mapped_unit < gl_info->limits.combined_samplers)
284 TRACE("Loading %s for texture %d\n", sampler_name, mapped_unit);
285 GL_EXTCALL(glUniform1iARB(name_loc, mapped_unit));
286 checkGLcall("glUniform1iARB");
288 ERR("Trying to load sampler %s on unsupported unit %d\n", sampler_name, mapped_unit);
294 /* GL locking is done by the caller */
295 static inline void walk_constant_heap(const struct wined3d_gl_info *gl_info, const float *constants,
296 const GLint *constant_locations, const struct constant_heap *heap, unsigned char *stack, DWORD version)
299 unsigned int heap_idx = 1;
302 if (heap->entries[heap_idx].version <= version) return;
304 idx = heap->entries[heap_idx].idx;
305 if (constant_locations[idx] != -1) GL_EXTCALL(glUniform4fvARB(constant_locations[idx], 1, &constants[idx * 4]));
306 stack[stack_idx] = HEAP_NODE_TRAVERSE_LEFT;
308 while (stack_idx >= 0)
310 /* Note that we fall through to the next case statement. */
311 switch(stack[stack_idx])
313 case HEAP_NODE_TRAVERSE_LEFT:
315 unsigned int left_idx = heap_idx << 1;
316 if (left_idx < heap->size && heap->entries[left_idx].version > version)
319 idx = heap->entries[heap_idx].idx;
320 if (constant_locations[idx] != -1)
321 GL_EXTCALL(glUniform4fvARB(constant_locations[idx], 1, &constants[idx * 4]));
323 stack[stack_idx++] = HEAP_NODE_TRAVERSE_RIGHT;
324 stack[stack_idx] = HEAP_NODE_TRAVERSE_LEFT;
329 case HEAP_NODE_TRAVERSE_RIGHT:
331 unsigned int right_idx = (heap_idx << 1) + 1;
332 if (right_idx < heap->size && heap->entries[right_idx].version > version)
334 heap_idx = right_idx;
335 idx = heap->entries[heap_idx].idx;
336 if (constant_locations[idx] != -1)
337 GL_EXTCALL(glUniform4fvARB(constant_locations[idx], 1, &constants[idx * 4]));
339 stack[stack_idx++] = HEAP_NODE_POP;
340 stack[stack_idx] = HEAP_NODE_TRAVERSE_LEFT;
353 checkGLcall("walk_constant_heap()");
356 /* GL locking is done by the caller */
357 static inline void apply_clamped_constant(const struct wined3d_gl_info *gl_info, GLint location, const GLfloat *data)
359 GLfloat clamped_constant[4];
361 if (location == -1) return;
363 clamped_constant[0] = data[0] < -1.0f ? -1.0f : data[0] > 1.0f ? 1.0f : data[0];
364 clamped_constant[1] = data[1] < -1.0f ? -1.0f : data[1] > 1.0f ? 1.0f : data[1];
365 clamped_constant[2] = data[2] < -1.0f ? -1.0f : data[2] > 1.0f ? 1.0f : data[2];
366 clamped_constant[3] = data[3] < -1.0f ? -1.0f : data[3] > 1.0f ? 1.0f : data[3];
368 GL_EXTCALL(glUniform4fvARB(location, 1, clamped_constant));
371 /* GL locking is done by the caller */
372 static inline void walk_constant_heap_clamped(const struct wined3d_gl_info *gl_info, const float *constants,
373 const GLint *constant_locations, const struct constant_heap *heap, unsigned char *stack, DWORD version)
376 unsigned int heap_idx = 1;
379 if (heap->entries[heap_idx].version <= version) return;
381 idx = heap->entries[heap_idx].idx;
382 apply_clamped_constant(gl_info, constant_locations[idx], &constants[idx * 4]);
383 stack[stack_idx] = HEAP_NODE_TRAVERSE_LEFT;
385 while (stack_idx >= 0)
387 /* Note that we fall through to the next case statement. */
388 switch(stack[stack_idx])
390 case HEAP_NODE_TRAVERSE_LEFT:
392 unsigned int left_idx = heap_idx << 1;
393 if (left_idx < heap->size && heap->entries[left_idx].version > version)
396 idx = heap->entries[heap_idx].idx;
397 apply_clamped_constant(gl_info, constant_locations[idx], &constants[idx * 4]);
399 stack[stack_idx++] = HEAP_NODE_TRAVERSE_RIGHT;
400 stack[stack_idx] = HEAP_NODE_TRAVERSE_LEFT;
405 case HEAP_NODE_TRAVERSE_RIGHT:
407 unsigned int right_idx = (heap_idx << 1) + 1;
408 if (right_idx < heap->size && heap->entries[right_idx].version > version)
410 heap_idx = right_idx;
411 idx = heap->entries[heap_idx].idx;
412 apply_clamped_constant(gl_info, constant_locations[idx], &constants[idx * 4]);
414 stack[stack_idx++] = HEAP_NODE_POP;
415 stack[stack_idx] = HEAP_NODE_TRAVERSE_LEFT;
428 checkGLcall("walk_constant_heap_clamped()");
431 /* Loads floating point constants (aka uniforms) into the currently set GLSL program. */
432 /* GL locking is done by the caller */
433 static void shader_glsl_load_constantsF(IWineD3DBaseShaderImpl *This, const struct wined3d_gl_info *gl_info,
434 const float *constants, const GLint *constant_locations, const struct constant_heap *heap,
435 unsigned char *stack, UINT version)
437 const local_constant *lconst;
439 /* 1.X pshaders have the constants clamped to [-1;1] implicitly. */
440 if (This->baseShader.reg_maps.shader_version.major == 1
441 && shader_is_pshader_version(This->baseShader.reg_maps.shader_version.type))
442 walk_constant_heap_clamped(gl_info, constants, constant_locations, heap, stack, version);
444 walk_constant_heap(gl_info, constants, constant_locations, heap, stack, version);
446 if (!This->baseShader.load_local_constsF)
448 TRACE("No need to load local float constants for this shader\n");
452 /* Immediate constants are clamped to [-1;1] at shader creation time if needed */
453 LIST_FOR_EACH_ENTRY(lconst, &This->baseShader.constantsF, local_constant, entry)
455 GLint location = constant_locations[lconst->idx];
456 /* We found this uniform name in the program - go ahead and send the data */
457 if (location != -1) GL_EXTCALL(glUniform4fvARB(location, 1, (const GLfloat *)lconst->value));
459 checkGLcall("glUniform4fvARB()");
462 /* Loads integer constants (aka uniforms) into the currently set GLSL program. */
463 /* GL locking is done by the caller */
464 static void shader_glsl_load_constantsI(IWineD3DBaseShaderImpl *This, const struct wined3d_gl_info *gl_info,
465 const GLint locations[MAX_CONST_I], const int *constants, WORD constants_set)
470 for (i = 0; constants_set; constants_set >>= 1, ++i)
472 if (!(constants_set & 1)) continue;
474 TRACE_(d3d_constants)("Loading constants %u: %i, %i, %i, %i\n",
475 i, constants[i*4], constants[i*4+1], constants[i*4+2], constants[i*4+3]);
477 /* We found this uniform name in the program - go ahead and send the data */
478 GL_EXTCALL(glUniform4ivARB(locations[i], 1, &constants[i*4]));
479 checkGLcall("glUniform4ivARB");
482 /* Load immediate constants */
483 ptr = list_head(&This->baseShader.constantsI);
485 const struct local_constant *lconst = LIST_ENTRY(ptr, const struct local_constant, entry);
486 unsigned int idx = lconst->idx;
487 const GLint *values = (const GLint *)lconst->value;
489 TRACE_(d3d_constants)("Loading local constants %i: %i, %i, %i, %i\n", idx,
490 values[0], values[1], values[2], values[3]);
492 /* We found this uniform name in the program - go ahead and send the data */
493 GL_EXTCALL(glUniform4ivARB(locations[idx], 1, values));
494 checkGLcall("glUniform4ivARB");
495 ptr = list_next(&This->baseShader.constantsI, ptr);
499 /* Loads boolean constants (aka uniforms) into the currently set GLSL program. */
500 /* GL locking is done by the caller */
501 static void shader_glsl_load_constantsB(IWineD3DBaseShaderImpl *This, const struct wined3d_gl_info *gl_info,
502 GLhandleARB programId, const BOOL *constants, WORD constants_set)
510 switch (This->baseShader.reg_maps.shader_version.type)
512 case WINED3D_SHADER_TYPE_VERTEX:
516 case WINED3D_SHADER_TYPE_GEOMETRY:
520 case WINED3D_SHADER_TYPE_PIXEL:
525 FIXME("Unknown shader type %#x.\n",
526 This->baseShader.reg_maps.shader_version.type);
531 /* TODO: Benchmark and see if it would be beneficial to store the
532 * locations of the constants to avoid looking up each time */
533 for (i = 0; constants_set; constants_set >>= 1, ++i)
535 if (!(constants_set & 1)) continue;
537 TRACE_(d3d_constants)("Loading constants %i: %i;\n", i, constants[i]);
539 /* TODO: Benchmark and see if it would be beneficial to store the
540 * locations of the constants to avoid looking up each time */
541 snprintf(tmp_name, sizeof(tmp_name), "%s[%i]", prefix, i);
542 tmp_loc = GL_EXTCALL(glGetUniformLocationARB(programId, tmp_name));
545 /* We found this uniform name in the program - go ahead and send the data */
546 GL_EXTCALL(glUniform1ivARB(tmp_loc, 1, &constants[i]));
547 checkGLcall("glUniform1ivARB");
551 /* Load immediate constants */
552 ptr = list_head(&This->baseShader.constantsB);
554 const struct local_constant *lconst = LIST_ENTRY(ptr, const struct local_constant, entry);
555 unsigned int idx = lconst->idx;
556 const GLint *values = (const GLint *)lconst->value;
558 TRACE_(d3d_constants)("Loading local constants %i: %i\n", idx, values[0]);
560 snprintf(tmp_name, sizeof(tmp_name), "%s[%i]", prefix, idx);
561 tmp_loc = GL_EXTCALL(glGetUniformLocationARB(programId, tmp_name));
563 /* We found this uniform name in the program - go ahead and send the data */
564 GL_EXTCALL(glUniform1ivARB(tmp_loc, 1, values));
565 checkGLcall("glUniform1ivARB");
567 ptr = list_next(&This->baseShader.constantsB, ptr);
571 static void reset_program_constant_version(struct wine_rb_entry *entry, void *context)
573 WINE_RB_ENTRY_VALUE(entry, struct glsl_shader_prog_link, program_lookup_entry)->constant_version = 0;
577 * Loads the texture dimensions for NP2 fixup into the currently set GLSL program.
579 /* GL locking is done by the caller (state handler) */
580 static void shader_glsl_load_np2fixup_constants(
581 IWineD3DDevice* device,
583 char useVertexShader) {
585 const IWineD3DDeviceImpl* deviceImpl = (const IWineD3DDeviceImpl*) device;
586 const struct glsl_shader_prog_link* prog = ((struct shader_glsl_priv *)(deviceImpl->shader_priv))->glsl_program;
589 /* No GLSL program set - nothing to do. */
593 if (!usePixelShader) {
594 /* NP2 texcoord fixup is (currently) only done for pixelshaders. */
598 if (prog->ps_args.np2_fixup && -1 != prog->np2Fixup_location) {
599 const struct wined3d_gl_info *gl_info = &deviceImpl->adapter->gl_info;
600 const IWineD3DStateBlockImpl* stateBlock = (const IWineD3DStateBlockImpl*) deviceImpl->stateBlock;
602 UINT fixup = prog->ps_args.np2_fixup;
603 GLfloat np2fixup_constants[4 * MAX_FRAGMENT_SAMPLERS];
605 for (i = 0; fixup; fixup >>= 1, ++i) {
606 const unsigned char idx = prog->np2Fixup_info->idx[i];
607 const IWineD3DBaseTextureImpl* const tex = (const IWineD3DBaseTextureImpl*) stateBlock->textures[i];
608 GLfloat* tex_dim = &np2fixup_constants[(idx >> 1) * 4];
611 FIXME("Nonexistent texture is flagged for NP2 texcoord fixup\n");
616 tex_dim[2] = tex->baseTexture.pow2Matrix[0]; tex_dim[3] = tex->baseTexture.pow2Matrix[5];
618 tex_dim[0] = tex->baseTexture.pow2Matrix[0]; tex_dim[1] = tex->baseTexture.pow2Matrix[5];
622 GL_EXTCALL(glUniform4fvARB(prog->np2Fixup_location, prog->np2Fixup_info->num_consts, np2fixup_constants));
627 * Loads the app-supplied constants into the currently set GLSL program.
629 /* GL locking is done by the caller (state handler) */
630 static void shader_glsl_load_constants(const struct wined3d_context *context,
631 char usePixelShader, char useVertexShader)
633 IWineD3DDeviceImpl *device = ((IWineD3DSurfaceImpl *)context->surface)->resource.device;
634 const struct wined3d_gl_info *gl_info = context->gl_info;
635 IWineD3DStateBlockImpl* stateBlock = device->stateBlock;
636 struct shader_glsl_priv *priv = device->shader_priv;
638 GLhandleARB programId;
639 struct glsl_shader_prog_link *prog = priv->glsl_program;
640 UINT constant_version;
644 /* No GLSL program set - nothing to do. */
647 programId = prog->programId;
648 constant_version = prog->constant_version;
650 if (useVertexShader) {
651 IWineD3DBaseShaderImpl* vshader = (IWineD3DBaseShaderImpl*) stateBlock->vertexShader;
653 /* Load DirectX 9 float constants/uniforms for vertex shader */
654 shader_glsl_load_constantsF(vshader, gl_info, stateBlock->vertexShaderConstantF,
655 prog->vuniformF_locations, &priv->vconst_heap, priv->stack, constant_version);
657 /* Load DirectX 9 integer constants/uniforms for vertex shader */
658 shader_glsl_load_constantsI(vshader, gl_info, prog->vuniformI_locations, stateBlock->vertexShaderConstantI,
659 stateBlock->changed.vertexShaderConstantsI & vshader->baseShader.reg_maps.integer_constants);
661 /* Load DirectX 9 boolean constants/uniforms for vertex shader */
662 shader_glsl_load_constantsB(vshader, gl_info, programId, stateBlock->vertexShaderConstantB,
663 stateBlock->changed.vertexShaderConstantsB & vshader->baseShader.reg_maps.boolean_constants);
665 /* Upload the position fixup params */
666 GL_EXTCALL(glUniform4fvARB(prog->posFixup_location, 1, &device->posFixup[0]));
667 checkGLcall("glUniform4fvARB");
670 if (usePixelShader) {
672 IWineD3DBaseShaderImpl* pshader = (IWineD3DBaseShaderImpl*) stateBlock->pixelShader;
674 /* Load DirectX 9 float constants/uniforms for pixel shader */
675 shader_glsl_load_constantsF(pshader, gl_info, stateBlock->pixelShaderConstantF,
676 prog->puniformF_locations, &priv->pconst_heap, priv->stack, constant_version);
678 /* Load DirectX 9 integer constants/uniforms for pixel shader */
679 shader_glsl_load_constantsI(pshader, gl_info, prog->puniformI_locations, stateBlock->pixelShaderConstantI,
680 stateBlock->changed.pixelShaderConstantsI & pshader->baseShader.reg_maps.integer_constants);
682 /* Load DirectX 9 boolean constants/uniforms for pixel shader */
683 shader_glsl_load_constantsB(pshader, gl_info, programId, stateBlock->pixelShaderConstantB,
684 stateBlock->changed.pixelShaderConstantsB & pshader->baseShader.reg_maps.boolean_constants);
686 /* Upload the environment bump map matrix if needed. The needsbumpmat member specifies the texture stage to load the matrix from.
687 * It can't be 0 for a valid texbem instruction.
689 for(i = 0; i < MAX_TEXTURES; i++) {
692 if(prog->bumpenvmat_location[i] == -1) continue;
694 data = (const float *)&stateBlock->textureState[i][WINED3DTSS_BUMPENVMAT00];
695 GL_EXTCALL(glUniformMatrix2fvARB(prog->bumpenvmat_location[i], 1, 0, data));
696 checkGLcall("glUniformMatrix2fvARB");
698 /* texbeml needs the luminance scale and offset too. If texbeml is used, needsbumpmat
699 * is set too, so we can check that in the needsbumpmat check
701 if(prog->luminancescale_location[i] != -1) {
702 const GLfloat *scale = (const GLfloat *)&stateBlock->textureState[i][WINED3DTSS_BUMPENVLSCALE];
703 const GLfloat *offset = (const GLfloat *)&stateBlock->textureState[i][WINED3DTSS_BUMPENVLOFFSET];
705 GL_EXTCALL(glUniform1fvARB(prog->luminancescale_location[i], 1, scale));
706 checkGLcall("glUniform1fvARB");
707 GL_EXTCALL(glUniform1fvARB(prog->luminanceoffset_location[i], 1, offset));
708 checkGLcall("glUniform1fvARB");
712 if(((IWineD3DPixelShaderImpl *) pshader)->vpos_uniform) {
713 float correction_params[4];
715 if (context->render_offscreen)
717 correction_params[0] = 0.0f;
718 correction_params[1] = 1.0f;
720 /* position is window relative, not viewport relative */
721 correction_params[0] = ((IWineD3DSurfaceImpl *)context->current_rt)->currentDesc.Height;
722 correction_params[1] = -1.0f;
724 GL_EXTCALL(glUniform4fvARB(prog->ycorrection_location, 1, correction_params));
728 if (priv->next_constant_version == UINT_MAX)
730 TRACE("Max constant version reached, resetting to 0.\n");
731 wine_rb_for_each_entry(&priv->program_lookup, reset_program_constant_version, NULL);
732 priv->next_constant_version = 1;
736 prog->constant_version = priv->next_constant_version++;
740 static inline void update_heap_entry(struct constant_heap *heap, unsigned int idx,
741 unsigned int heap_idx, DWORD new_version)
743 struct constant_entry *entries = heap->entries;
744 unsigned int *positions = heap->positions;
745 unsigned int parent_idx;
749 parent_idx = heap_idx >> 1;
751 if (new_version <= entries[parent_idx].version) break;
753 entries[heap_idx] = entries[parent_idx];
754 positions[entries[parent_idx].idx] = heap_idx;
755 heap_idx = parent_idx;
758 entries[heap_idx].version = new_version;
759 entries[heap_idx].idx = idx;
760 positions[idx] = heap_idx;
763 static void shader_glsl_update_float_vertex_constants(IWineD3DDevice *iface, UINT start, UINT count)
765 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
766 struct shader_glsl_priv *priv = This->shader_priv;
767 struct constant_heap *heap = &priv->vconst_heap;
770 for (i = start; i < count + start; ++i)
772 if (!This->stateBlock->changed.vertexShaderConstantsF[i])
773 update_heap_entry(heap, i, heap->size++, priv->next_constant_version);
775 update_heap_entry(heap, i, heap->positions[i], priv->next_constant_version);
779 static void shader_glsl_update_float_pixel_constants(IWineD3DDevice *iface, UINT start, UINT count)
781 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
782 struct shader_glsl_priv *priv = This->shader_priv;
783 struct constant_heap *heap = &priv->pconst_heap;
786 for (i = start; i < count + start; ++i)
788 if (!This->stateBlock->changed.pixelShaderConstantsF[i])
789 update_heap_entry(heap, i, heap->size++, priv->next_constant_version);
791 update_heap_entry(heap, i, heap->positions[i], priv->next_constant_version);
795 static unsigned int vec4_varyings(DWORD shader_major, const struct wined3d_gl_info *gl_info)
797 unsigned int ret = gl_info->limits.glsl_varyings / 4;
798 /* 4.0 shaders do not write clip coords because d3d10 does not support user clipplanes */
799 if(shader_major > 3) return ret;
801 /* 3.0 shaders may need an extra varying for the clip coord on some cards(mostly dx10 ones) */
802 if (gl_info->quirks & WINED3D_QUIRK_GLSL_CLIP_VARYING) ret -= 1;
806 /** Generate the variable & register declarations for the GLSL output target */
807 static void shader_generate_glsl_declarations(const struct wined3d_context *context,
808 struct wined3d_shader_buffer *buffer, IWineD3DBaseShader *iface,
809 const shader_reg_maps *reg_maps, struct shader_glsl_ctx_priv *ctx_priv)
811 IWineD3DBaseShaderImpl* This = (IWineD3DBaseShaderImpl*) iface;
812 IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *) This->baseShader.device;
813 const struct ps_compile_args *ps_args = ctx_priv->cur_ps_args;
814 const struct wined3d_gl_info *gl_info = context->gl_info;
815 unsigned int i, extra_constants_needed = 0;
816 const local_constant *lconst;
819 /* There are some minor differences between pixel and vertex shaders */
820 char pshader = shader_is_pshader_version(reg_maps->shader_version.type);
821 char prefix = pshader ? 'P' : 'V';
823 /* Prototype the subroutines */
824 for (i = 0, map = reg_maps->labels; map; map >>= 1, ++i)
826 if (map & 1) shader_addline(buffer, "void subroutine%u();\n", i);
829 /* Declare the constants (aka uniforms) */
830 if (This->baseShader.limits.constant_float > 0) {
831 unsigned max_constantsF;
832 /* Unless the shader uses indirect addressing, always declare the maximum array size and ignore that we need some
833 * uniforms privately. E.g. if GL supports 256 uniforms, and we need 2 for the pos fixup and immediate values, still
834 * declare VC[256]. If the shader needs more uniforms than we have it won't work in any case. If it uses less, the
835 * compiler will figure out which uniforms are really used and strip them out. This allows a shader to use c255 on
836 * a dx9 card, as long as it doesn't also use all the other constants.
838 * If the shader uses indirect addressing the compiler must assume that all declared uniforms are used. In this case,
839 * declare only the amount that we're assured to have.
841 * Thus we run into problems in these two cases:
842 * 1) The shader really uses more uniforms than supported
843 * 2) The shader uses indirect addressing, less constants than supported, but uses a constant index > #supported consts
847 /* No indirect addressing here. */
848 max_constantsF = gl_info->limits.glsl_ps_float_constants;
852 if(This->baseShader.reg_maps.usesrelconstF) {
853 /* Subtract the other potential uniforms from the max available (bools, ints, and 1 row of projection matrix).
854 * Subtract another uniform for immediate values, which have to be loaded via uniform by the driver as well.
855 * The shader code only uses 0.5, 2.0, 1.0, 128 and -128 in vertex shader code, so one vec4 should be enough
856 * (Unfortunately the Nvidia driver doesn't store 128 and -128 in one float).
858 * Writing gl_ClipVertex requires one uniform for each clipplane as well.
860 max_constantsF = gl_info->limits.glsl_vs_float_constants - 3;
861 if(ctx_priv->cur_vs_args->clip_enabled)
863 max_constantsF -= gl_info->limits.clipplanes;
865 max_constantsF -= count_bits(This->baseShader.reg_maps.integer_constants);
866 /* Strictly speaking a bool only uses one scalar, but the nvidia(Linux) compiler doesn't pack them properly,
867 * so each scalar requires a full vec4. We could work around this by packing the booleans ourselves, but
868 * for now take this into account when calculating the number of available constants
870 max_constantsF -= count_bits(This->baseShader.reg_maps.boolean_constants);
871 /* Set by driver quirks in directx.c */
872 max_constantsF -= gl_info->reserved_glsl_constants;
876 max_constantsF = gl_info->limits.glsl_vs_float_constants;
879 max_constantsF = min(This->baseShader.limits.constant_float, max_constantsF);
880 shader_addline(buffer, "uniform vec4 %cC[%u];\n", prefix, max_constantsF);
883 /* Always declare the full set of constants, the compiler can remove the unused ones because d3d doesn't(yet)
884 * support indirect int and bool constant addressing. This avoids problems if the app uses e.g. i0 and i9.
886 if (This->baseShader.limits.constant_int > 0 && This->baseShader.reg_maps.integer_constants)
887 shader_addline(buffer, "uniform ivec4 %cI[%u];\n", prefix, This->baseShader.limits.constant_int);
889 if (This->baseShader.limits.constant_bool > 0 && This->baseShader.reg_maps.boolean_constants)
890 shader_addline(buffer, "uniform bool %cB[%u];\n", prefix, This->baseShader.limits.constant_bool);
893 shader_addline(buffer, "uniform vec4 posFixup;\n");
894 /* Predeclaration; This function is added at link time based on the pixel shader.
895 * VS 3.0 shaders have an array OUT[] the shader writes to, earlier versions don't have
896 * that. We know the input to the reorder function at vertex shader compile time, so
897 * we can deal with that. The reorder function for a 1.x and 2.x vertex shader can just
898 * read gl_FrontColor. The output depends on the pixel shader. The reorder function for a
899 * 1.x and 2.x pshader or for fixed function will write gl_FrontColor, and for a 3.0 shader
900 * it will write to the varying array. Here we depend on the shader optimizer on sorting that
901 * out. The nvidia driver only does that if the parameter is inout instead of out, hence the
904 if (reg_maps->shader_version.major >= 3)
906 shader_addline(buffer, "void order_ps_input(in vec4[%u]);\n", MAX_REG_OUTPUT);
908 shader_addline(buffer, "void order_ps_input();\n");
911 for (i = 0, map = reg_maps->bumpmat; map; map >>= 1, ++i)
913 if (!(map & 1)) continue;
915 shader_addline(buffer, "uniform mat2 bumpenvmat%d;\n", i);
917 if (reg_maps->luminanceparams & (1 << i))
919 shader_addline(buffer, "uniform float luminancescale%d;\n", i);
920 shader_addline(buffer, "uniform float luminanceoffset%d;\n", i);
921 extra_constants_needed++;
924 extra_constants_needed++;
927 if (ps_args->srgb_correction)
929 shader_addline(buffer, "const vec4 srgb_const0 = vec4(%.8e, %.8e, %.8e, %.8e);\n",
930 srgb_pow, srgb_mul_high, srgb_sub_high, srgb_mul_low);
931 shader_addline(buffer, "const vec4 srgb_const1 = vec4(%.8e, 0.0, 0.0, 0.0);\n",
934 if (reg_maps->vpos || reg_maps->usesdsy)
936 if (This->baseShader.limits.constant_float + extra_constants_needed
937 + 1 < gl_info->limits.glsl_ps_float_constants)
939 shader_addline(buffer, "uniform vec4 ycorrection;\n");
940 ((IWineD3DPixelShaderImpl *) This)->vpos_uniform = 1;
941 extra_constants_needed++;
943 /* This happens because we do not have proper tracking of the constant registers that are
944 * actually used, only the max limit of the shader version
946 FIXME("Cannot find a free uniform for vpos correction params\n");
947 shader_addline(buffer, "const vec4 ycorrection = vec4(%f, %f, 0.0, 0.0);\n",
948 context->render_offscreen ? 0.0f : ((IWineD3DSurfaceImpl *)device->render_targets[0])->currentDesc.Height,
949 context->render_offscreen ? 1.0f : -1.0f);
951 shader_addline(buffer, "vec4 vpos;\n");
955 /* Declare texture samplers */
956 for (i = 0; i < This->baseShader.limits.sampler; i++) {
957 if (reg_maps->sampler_type[i])
959 switch (reg_maps->sampler_type[i])
962 shader_addline(buffer, "uniform sampler1D %csampler%u;\n", prefix, i);
965 if(device->stateBlock->textures[i] &&
966 IWineD3DBaseTexture_GetTextureDimensions(device->stateBlock->textures[i]) == GL_TEXTURE_RECTANGLE_ARB) {
967 shader_addline(buffer, "uniform sampler2DRect %csampler%u;\n", prefix, i);
969 shader_addline(buffer, "uniform sampler2D %csampler%u;\n", prefix, i);
972 case WINED3DSTT_CUBE:
973 shader_addline(buffer, "uniform samplerCube %csampler%u;\n", prefix, i);
975 case WINED3DSTT_VOLUME:
976 shader_addline(buffer, "uniform sampler3D %csampler%u;\n", prefix, i);
979 shader_addline(buffer, "uniform unsupported_sampler %csampler%u;\n", prefix, i);
980 FIXME("Unrecognized sampler type: %#x\n", reg_maps->sampler_type[i]);
986 /* Declare uniforms for NP2 texcoord fixup:
987 * This is NOT done inside the loop that declares the texture samplers since the NP2 fixup code
988 * is currently only used for the GeforceFX series and when forcing the ARB_npot extension off.
989 * Modern cards just skip the code anyway, so put it inside a separate loop. */
990 if (pshader && ps_args->np2_fixup) {
992 struct ps_np2fixup_info* const fixup = ctx_priv->cur_np2fixup_info;
995 /* NP2/RECT textures in OpenGL use texcoords in the range [0,width]x[0,height]
996 * while D3D has them in the (normalized) [0,1]x[0,1] range.
997 * samplerNP2Fixup stores texture dimensions and is updated through
998 * shader_glsl_load_np2fixup_constants when the sampler changes. */
1000 for (i = 0; i < This->baseShader.limits.sampler; ++i) {
1001 if (reg_maps->sampler_type[i]) {
1002 if (!(ps_args->np2_fixup & (1 << i))) continue;
1004 if (WINED3DSTT_2D != reg_maps->sampler_type[i]) {
1005 FIXME("Non-2D texture is flagged for NP2 texcoord fixup.\n");
1009 fixup->idx[i] = cur++;
1013 fixup->num_consts = (cur + 1) >> 1;
1014 shader_addline(buffer, "uniform vec4 %csamplerNP2Fixup[%u];\n", prefix, fixup->num_consts);
1017 /* Declare address variables */
1018 for (i = 0, map = reg_maps->address; map; map >>= 1, ++i)
1020 if (map & 1) shader_addline(buffer, "ivec4 A%u;\n", i);
1023 /* Declare texture coordinate temporaries and initialize them */
1024 for (i = 0, map = reg_maps->texcoord; map; map >>= 1, ++i)
1026 if (map & 1) shader_addline(buffer, "vec4 T%u = gl_TexCoord[%u];\n", i, i);
1029 /* Declare input register varyings. Only pixel shader, vertex shaders have that declared in the
1030 * helper function shader that is linked in at link time
1032 if (pshader && reg_maps->shader_version.major >= 3)
1034 if (use_vs(device->stateBlock))
1036 shader_addline(buffer, "varying vec4 IN[%u];\n", vec4_varyings(reg_maps->shader_version.major, gl_info));
1038 /* TODO: Write a replacement shader for the fixed function vertex pipeline, so this isn't needed.
1039 * For fixed function vertex processing + 3.0 pixel shader we need a separate function in the
1040 * pixel shader that reads the fixed function color into the packed input registers.
1042 shader_addline(buffer, "vec4 IN[%u];\n", vec4_varyings(reg_maps->shader_version.major, gl_info));
1046 /* Declare output register temporaries */
1047 if(This->baseShader.limits.packed_output) {
1048 shader_addline(buffer, "vec4 OUT[%u];\n", This->baseShader.limits.packed_output);
1051 /* Declare temporary variables */
1052 for (i = 0, map = reg_maps->temporary; map; map >>= 1, ++i)
1054 if (map & 1) shader_addline(buffer, "vec4 R%u;\n", i);
1057 /* Declare attributes */
1058 if (reg_maps->shader_version.type == WINED3D_SHADER_TYPE_VERTEX)
1060 for (i = 0, map = reg_maps->input_registers; map; map >>= 1, ++i)
1062 if (map & 1) shader_addline(buffer, "attribute vec4 attrib%i;\n", i);
1066 /* Declare loop registers aLx */
1067 for (i = 0; i < reg_maps->loop_depth; i++) {
1068 shader_addline(buffer, "int aL%u;\n", i);
1069 shader_addline(buffer, "int tmpInt%u;\n", i);
1072 /* Temporary variables for matrix operations */
1073 shader_addline(buffer, "vec4 tmp0;\n");
1074 shader_addline(buffer, "vec4 tmp1;\n");
1076 /* Local constants use a different name so they can be loaded once at shader link time
1077 * They can't be hardcoded into the shader text via LC = {x, y, z, w}; because the
1078 * float -> string conversion can cause precision loss.
1080 if(!This->baseShader.load_local_constsF) {
1081 LIST_FOR_EACH_ENTRY(lconst, &This->baseShader.constantsF, local_constant, entry) {
1082 shader_addline(buffer, "uniform vec4 %cLC%u;\n", prefix, lconst->idx);
1086 /* Start the main program */
1087 shader_addline(buffer, "void main() {\n");
1088 if(pshader && reg_maps->vpos) {
1089 /* DirectX apps expect integer values, while OpenGL drivers add approximately 0.5. This causes
1090 * off-by-one problems as spotted by the vPos d3d9 visual test. Unfortunately the ATI cards do
1091 * not add exactly 0.5, but rather something like 0.49999999 or 0.50000001, which still causes
1092 * precision troubles when we just substract 0.5.
1094 * To deal with that just floor() the position. This will eliminate the fraction on all cards.
1096 * TODO: Test how that behaves with multisampling once we can enable multisampling in winex11.
1098 * An advantage of floor is that it works even if the driver doesn't add 1/2. It is somewhat
1099 * questionable if 1.5, 2.5, ... are the proper values to return in gl_FragCoord, even though
1100 * coordinates specify the pixel centers instead of the pixel corners. This code will behave
1101 * correctly on drivers that returns integer values.
1103 shader_addline(buffer, "vpos = floor(vec4(0, ycorrection[0], 0, 0) + gl_FragCoord * vec4(1, ycorrection[1], 1, 1));\n");
1107 /*****************************************************************************
1108 * Functions to generate GLSL strings from DirectX Shader bytecode begin here.
1110 * For more information, see http://wiki.winehq.org/DirectX-Shaders
1111 ****************************************************************************/
1114 static void shader_glsl_add_src_param(const struct wined3d_shader_instruction *ins,
1115 const struct wined3d_shader_src_param *wined3d_src, DWORD mask, glsl_src_param_t *glsl_src);
1117 /** Used for opcode modifiers - They multiply the result by the specified amount */
1118 static const char * const shift_glsl_tab[] = {
1120 "2.0 * ", /* 1 (x2) */
1121 "4.0 * ", /* 2 (x4) */
1122 "8.0 * ", /* 3 (x8) */
1123 "16.0 * ", /* 4 (x16) */
1124 "32.0 * ", /* 5 (x32) */
1131 "0.0625 * ", /* 12 (d16) */
1132 "0.125 * ", /* 13 (d8) */
1133 "0.25 * ", /* 14 (d4) */
1134 "0.5 * " /* 15 (d2) */
1137 /* Generate a GLSL parameter that does the input modifier computation and return the input register/mask to use */
1138 static void shader_glsl_gen_modifier(DWORD src_modifier, const char *in_reg, const char *in_regswizzle, char *out_str)
1142 switch (src_modifier)
1144 case WINED3DSPSM_DZ: /* Need to handle this in the instructions itself (texld & texcrd). */
1145 case WINED3DSPSM_DW:
1146 case WINED3DSPSM_NONE:
1147 sprintf(out_str, "%s%s", in_reg, in_regswizzle);
1149 case WINED3DSPSM_NEG:
1150 sprintf(out_str, "-%s%s", in_reg, in_regswizzle);
1152 case WINED3DSPSM_NOT:
1153 sprintf(out_str, "!%s%s", in_reg, in_regswizzle);
1155 case WINED3DSPSM_BIAS:
1156 sprintf(out_str, "(%s%s - vec4(0.5)%s)", in_reg, in_regswizzle, in_regswizzle);
1158 case WINED3DSPSM_BIASNEG:
1159 sprintf(out_str, "-(%s%s - vec4(0.5)%s)", in_reg, in_regswizzle, in_regswizzle);
1161 case WINED3DSPSM_SIGN:
1162 sprintf(out_str, "(2.0 * (%s%s - 0.5))", in_reg, in_regswizzle);
1164 case WINED3DSPSM_SIGNNEG:
1165 sprintf(out_str, "-(2.0 * (%s%s - 0.5))", in_reg, in_regswizzle);
1167 case WINED3DSPSM_COMP:
1168 sprintf(out_str, "(1.0 - %s%s)", in_reg, in_regswizzle);
1170 case WINED3DSPSM_X2:
1171 sprintf(out_str, "(2.0 * %s%s)", in_reg, in_regswizzle);
1173 case WINED3DSPSM_X2NEG:
1174 sprintf(out_str, "-(2.0 * %s%s)", in_reg, in_regswizzle);
1176 case WINED3DSPSM_ABS:
1177 sprintf(out_str, "abs(%s%s)", in_reg, in_regswizzle);
1179 case WINED3DSPSM_ABSNEG:
1180 sprintf(out_str, "-abs(%s%s)", in_reg, in_regswizzle);
1183 FIXME("Unhandled modifier %u\n", src_modifier);
1184 sprintf(out_str, "%s%s", in_reg, in_regswizzle);
1188 /** Writes the GLSL variable name that corresponds to the register that the
1189 * DX opcode parameter is trying to access */
1190 static void shader_glsl_get_register_name(const struct wined3d_shader_register *reg,
1191 char *register_name, BOOL *is_color, const struct wined3d_shader_instruction *ins)
1193 /* oPos, oFog and oPts in D3D */
1194 static const char * const hwrastout_reg_names[] = { "gl_Position", "gl_FogFragCoord", "gl_PointSize" };
1196 IWineD3DBaseShaderImpl *This = (IWineD3DBaseShaderImpl *)ins->ctx->shader;
1197 const struct wined3d_gl_info *gl_info = ins->ctx->gl_info;
1198 char pshader = shader_is_pshader_version(This->baseShader.reg_maps.shader_version.type);
1204 case WINED3DSPR_TEMP:
1205 sprintf(register_name, "R%u", reg->idx);
1208 case WINED3DSPR_INPUT:
1209 /* vertex shaders */
1212 struct shader_glsl_ctx_priv *priv = ins->ctx->backend_data;
1213 if (priv->cur_vs_args->swizzle_map & (1 << reg->idx)) *is_color = TRUE;
1214 sprintf(register_name, "attrib%u", reg->idx);
1218 /* pixel shaders >= 3.0 */
1219 if (This->baseShader.reg_maps.shader_version.major >= 3)
1221 DWORD idx = ((IWineD3DPixelShaderImpl *)This)->input_reg_map[reg->idx];
1222 unsigned int in_count = vec4_varyings(This->baseShader.reg_maps.shader_version.major, gl_info);
1226 glsl_src_param_t rel_param;
1228 shader_glsl_add_src_param(ins, reg->rel_addr, WINED3DSP_WRITEMASK_0, &rel_param);
1230 /* Removing a + 0 would be an obvious optimization, but macos doesn't see the NOP
1231 * operation there */
1234 if (((IWineD3DPixelShaderImpl *)This)->declared_in_count > in_count)
1236 sprintf(register_name,
1237 "((%s + %u) > %d ? (%s + %u) > %d ? gl_SecondaryColor : gl_Color : IN[%s + %u])",
1238 rel_param.param_str, idx, in_count - 1, rel_param.param_str, idx, in_count,
1239 rel_param.param_str, idx);
1243 sprintf(register_name, "IN[%s + %u]", rel_param.param_str, idx);
1248 if (((IWineD3DPixelShaderImpl *)This)->declared_in_count > in_count)
1250 sprintf(register_name, "((%s) > %d ? (%s) > %d ? gl_SecondaryColor : gl_Color : IN[%s])",
1251 rel_param.param_str, in_count - 1, rel_param.param_str, in_count,
1252 rel_param.param_str);
1256 sprintf(register_name, "IN[%s]", rel_param.param_str);
1262 if (idx == in_count) sprintf(register_name, "gl_Color");
1263 else if (idx == in_count + 1) sprintf(register_name, "gl_SecondaryColor");
1264 else sprintf(register_name, "IN[%u]", idx);
1269 if (reg->idx == 0) strcpy(register_name, "gl_Color");
1270 else strcpy(register_name, "gl_SecondaryColor");
1275 case WINED3DSPR_CONST:
1277 const char prefix = pshader ? 'P' : 'V';
1279 /* Relative addressing */
1282 glsl_src_param_t rel_param;
1283 shader_glsl_add_src_param(ins, reg->rel_addr, WINED3DSP_WRITEMASK_0, &rel_param);
1284 if (reg->idx) sprintf(register_name, "%cC[%s + %u]", prefix, rel_param.param_str, reg->idx);
1285 else sprintf(register_name, "%cC[%s]", prefix, rel_param.param_str);
1289 if (shader_constant_is_local(This, reg->idx))
1290 sprintf(register_name, "%cLC%u", prefix, reg->idx);
1292 sprintf(register_name, "%cC[%u]", prefix, reg->idx);
1297 case WINED3DSPR_CONSTINT:
1298 if (pshader) sprintf(register_name, "PI[%u]", reg->idx);
1299 else sprintf(register_name, "VI[%u]", reg->idx);
1302 case WINED3DSPR_CONSTBOOL:
1303 if (pshader) sprintf(register_name, "PB[%u]", reg->idx);
1304 else sprintf(register_name, "VB[%u]", reg->idx);
1307 case WINED3DSPR_TEXTURE: /* case WINED3DSPR_ADDR: */
1308 if (pshader) sprintf(register_name, "T%u", reg->idx);
1309 else sprintf(register_name, "A%u", reg->idx);
1312 case WINED3DSPR_LOOP:
1313 sprintf(register_name, "aL%u", This->baseShader.cur_loop_regno - 1);
1316 case WINED3DSPR_SAMPLER:
1317 if (pshader) sprintf(register_name, "Psampler%u", reg->idx);
1318 else sprintf(register_name, "Vsampler%u", reg->idx);
1321 case WINED3DSPR_COLOROUT:
1322 if (reg->idx >= gl_info->limits.buffers)
1323 WARN("Write to render target %u, only %d supported.\n", reg->idx, gl_info->limits.buffers);
1325 sprintf(register_name, "gl_FragData[%u]", reg->idx);
1328 case WINED3DSPR_RASTOUT:
1329 sprintf(register_name, "%s", hwrastout_reg_names[reg->idx]);
1332 case WINED3DSPR_DEPTHOUT:
1333 sprintf(register_name, "gl_FragDepth");
1336 case WINED3DSPR_ATTROUT:
1337 if (reg->idx == 0) sprintf(register_name, "gl_FrontColor");
1338 else sprintf(register_name, "gl_FrontSecondaryColor");
1341 case WINED3DSPR_TEXCRDOUT:
1342 /* Vertex shaders >= 3.0: WINED3DSPR_OUTPUT */
1343 if (This->baseShader.reg_maps.shader_version.major >= 3) sprintf(register_name, "OUT[%u]", reg->idx);
1344 else sprintf(register_name, "gl_TexCoord[%u]", reg->idx);
1347 case WINED3DSPR_MISCTYPE:
1351 sprintf(register_name, "vpos");
1353 else if (reg->idx == 1)
1355 /* Note that gl_FrontFacing is a bool, while vFace is
1356 * a float for which the sign determines front/back */
1357 sprintf(register_name, "(gl_FrontFacing ? 1.0 : -1.0)");
1361 FIXME("Unhandled misctype register %d\n", reg->idx);
1362 sprintf(register_name, "unrecognized_register");
1366 case WINED3DSPR_IMMCONST:
1367 switch (reg->immconst_type)
1369 case WINED3D_IMMCONST_FLOAT:
1370 sprintf(register_name, "%.8e", *(const float *)reg->immconst_data);
1373 case WINED3D_IMMCONST_FLOAT4:
1374 sprintf(register_name, "vec4(%.8e, %.8e, %.8e, %.8e)",
1375 *(const float *)®->immconst_data[0], *(const float *)®->immconst_data[1],
1376 *(const float *)®->immconst_data[2], *(const float *)®->immconst_data[3]);
1380 FIXME("Unhandled immconst type %#x\n", reg->immconst_type);
1381 sprintf(register_name, "<unhandled_immconst_type %#x>", reg->immconst_type);
1386 FIXME("Unhandled register name Type(%d)\n", reg->type);
1387 sprintf(register_name, "unrecognized_register");
1392 static void shader_glsl_write_mask_to_str(DWORD write_mask, char *str)
1395 if (write_mask & WINED3DSP_WRITEMASK_0) *str++ = 'x';
1396 if (write_mask & WINED3DSP_WRITEMASK_1) *str++ = 'y';
1397 if (write_mask & WINED3DSP_WRITEMASK_2) *str++ = 'z';
1398 if (write_mask & WINED3DSP_WRITEMASK_3) *str++ = 'w';
1402 /* Get the GLSL write mask for the destination register */
1403 static DWORD shader_glsl_get_write_mask(const struct wined3d_shader_dst_param *param, char *write_mask)
1405 DWORD mask = param->write_mask;
1407 if (shader_is_scalar(¶m->reg))
1409 mask = WINED3DSP_WRITEMASK_0;
1414 shader_glsl_write_mask_to_str(mask, write_mask);
1420 static unsigned int shader_glsl_get_write_mask_size(DWORD write_mask) {
1421 unsigned int size = 0;
1423 if (write_mask & WINED3DSP_WRITEMASK_0) ++size;
1424 if (write_mask & WINED3DSP_WRITEMASK_1) ++size;
1425 if (write_mask & WINED3DSP_WRITEMASK_2) ++size;
1426 if (write_mask & WINED3DSP_WRITEMASK_3) ++size;
1431 static void shader_glsl_swizzle_to_str(const DWORD swizzle, BOOL fixup, DWORD mask, char *str)
1433 /* For registers of type WINED3DDECLTYPE_D3DCOLOR, data is stored as "bgra",
1434 * but addressed as "rgba". To fix this we need to swap the register's x
1435 * and z components. */
1436 const char *swizzle_chars = fixup ? "zyxw" : "xyzw";
1439 /* swizzle bits fields: wwzzyyxx */
1440 if (mask & WINED3DSP_WRITEMASK_0) *str++ = swizzle_chars[swizzle & 0x03];
1441 if (mask & WINED3DSP_WRITEMASK_1) *str++ = swizzle_chars[(swizzle >> 2) & 0x03];
1442 if (mask & WINED3DSP_WRITEMASK_2) *str++ = swizzle_chars[(swizzle >> 4) & 0x03];
1443 if (mask & WINED3DSP_WRITEMASK_3) *str++ = swizzle_chars[(swizzle >> 6) & 0x03];
1447 static void shader_glsl_get_swizzle(const struct wined3d_shader_src_param *param,
1448 BOOL fixup, DWORD mask, char *swizzle_str)
1450 if (shader_is_scalar(¶m->reg))
1451 *swizzle_str = '\0';
1453 shader_glsl_swizzle_to_str(param->swizzle, fixup, mask, swizzle_str);
1456 /* From a given parameter token, generate the corresponding GLSL string.
1457 * Also, return the actual register name and swizzle in case the
1458 * caller needs this information as well. */
1459 static void shader_glsl_add_src_param(const struct wined3d_shader_instruction *ins,
1460 const struct wined3d_shader_src_param *wined3d_src, DWORD mask, glsl_src_param_t *glsl_src)
1462 BOOL is_color = FALSE;
1463 char swizzle_str[6];
1465 glsl_src->reg_name[0] = '\0';
1466 glsl_src->param_str[0] = '\0';
1467 swizzle_str[0] = '\0';
1469 shader_glsl_get_register_name(&wined3d_src->reg, glsl_src->reg_name, &is_color, ins);
1470 shader_glsl_get_swizzle(wined3d_src, is_color, mask, swizzle_str);
1471 shader_glsl_gen_modifier(wined3d_src->modifiers, glsl_src->reg_name, swizzle_str, glsl_src->param_str);
1474 /* From a given parameter token, generate the corresponding GLSL string.
1475 * Also, return the actual register name and swizzle in case the
1476 * caller needs this information as well. */
1477 static DWORD shader_glsl_add_dst_param(const struct wined3d_shader_instruction *ins,
1478 const struct wined3d_shader_dst_param *wined3d_dst, glsl_dst_param_t *glsl_dst)
1480 BOOL is_color = FALSE;
1482 glsl_dst->mask_str[0] = '\0';
1483 glsl_dst->reg_name[0] = '\0';
1485 shader_glsl_get_register_name(&wined3d_dst->reg, glsl_dst->reg_name, &is_color, ins);
1486 return shader_glsl_get_write_mask(wined3d_dst, glsl_dst->mask_str);
1489 /* Append the destination part of the instruction to the buffer, return the effective write mask */
1490 static DWORD shader_glsl_append_dst_ext(struct wined3d_shader_buffer *buffer,
1491 const struct wined3d_shader_instruction *ins, const struct wined3d_shader_dst_param *dst)
1493 glsl_dst_param_t glsl_dst;
1496 mask = shader_glsl_add_dst_param(ins, dst, &glsl_dst);
1497 if (mask) shader_addline(buffer, "%s%s = %s(", glsl_dst.reg_name, glsl_dst.mask_str, shift_glsl_tab[dst->shift]);
1502 /* Append the destination part of the instruction to the buffer, return the effective write mask */
1503 static DWORD shader_glsl_append_dst(struct wined3d_shader_buffer *buffer, const struct wined3d_shader_instruction *ins)
1505 return shader_glsl_append_dst_ext(buffer, ins, &ins->dst[0]);
1508 /** Process GLSL instruction modifiers */
1509 static void shader_glsl_add_instruction_modifiers(const struct wined3d_shader_instruction *ins)
1511 glsl_dst_param_t dst_param;
1514 if (!ins->dst_count) return;
1516 modifiers = ins->dst[0].modifiers;
1517 if (!modifiers) return;
1519 shader_glsl_add_dst_param(ins, &ins->dst[0], &dst_param);
1521 if (modifiers & WINED3DSPDM_SATURATE)
1523 /* _SAT means to clamp the value of the register to between 0 and 1 */
1524 shader_addline(ins->ctx->buffer, "%s%s = clamp(%s%s, 0.0, 1.0);\n", dst_param.reg_name,
1525 dst_param.mask_str, dst_param.reg_name, dst_param.mask_str);
1528 if (modifiers & WINED3DSPDM_MSAMPCENTROID)
1530 FIXME("_centroid modifier not handled\n");
1533 if (modifiers & WINED3DSPDM_PARTIALPRECISION)
1535 /* MSDN says this modifier can be safely ignored, so that's what we'll do. */
1539 static inline const char *shader_get_comp_op(DWORD op)
1542 case COMPARISON_GT: return ">";
1543 case COMPARISON_EQ: return "==";
1544 case COMPARISON_GE: return ">=";
1545 case COMPARISON_LT: return "<";
1546 case COMPARISON_NE: return "!=";
1547 case COMPARISON_LE: return "<=";
1549 FIXME("Unrecognized comparison value: %u\n", op);
1554 static void shader_glsl_get_sample_function(const struct wined3d_gl_info *gl_info,
1555 DWORD sampler_type, DWORD flags, glsl_sample_function_t *sample_function)
1557 BOOL projected = flags & WINED3D_GLSL_SAMPLE_PROJECTED;
1558 BOOL texrect = flags & WINED3D_GLSL_SAMPLE_RECT;
1559 BOOL lod = flags & WINED3D_GLSL_SAMPLE_LOD;
1560 BOOL grad = flags & WINED3D_GLSL_SAMPLE_GRAD;
1562 /* Note that there's no such thing as a projected cube texture. */
1563 switch(sampler_type) {
1566 sample_function->name = projected ? "texture1DProjLod" : "texture1DLod";
1570 if (gl_info->supported[EXT_GPU_SHADER4])
1571 sample_function->name = projected ? "texture1DProjGrad" : "texture1DGrad";
1572 else if (gl_info->supported[ARB_SHADER_TEXTURE_LOD])
1573 sample_function->name = projected ? "texture1DProjGradARB" : "texture1DGradARB";
1576 FIXME("Unsupported 1D grad function.\n");
1577 sample_function->name = "unsupported1DGrad";
1582 sample_function->name = projected ? "texture1DProj" : "texture1D";
1584 sample_function->coord_mask = WINED3DSP_WRITEMASK_0;
1589 sample_function->name = projected ? "texture2DRectProjLod" : "texture2DRectLod";
1593 if (gl_info->supported[EXT_GPU_SHADER4])
1594 sample_function->name = projected ? "texture2DRectProjGrad" : "texture2DRectGrad";
1595 else if (gl_info->supported[ARB_SHADER_TEXTURE_LOD])
1596 sample_function->name = projected ? "texture2DRectProjGradARB" : "texture2DRectGradARB";
1599 FIXME("Unsupported RECT grad function.\n");
1600 sample_function->name = "unsupported2DRectGrad";
1605 sample_function->name = projected ? "texture2DRectProj" : "texture2DRect";
1609 sample_function->name = projected ? "texture2DProjLod" : "texture2DLod";
1613 if (gl_info->supported[EXT_GPU_SHADER4])
1614 sample_function->name = projected ? "texture2DProjGrad" : "texture2DGrad";
1615 else if (gl_info->supported[ARB_SHADER_TEXTURE_LOD])
1616 sample_function->name = projected ? "texture2DProjGradARB" : "texture2DGradARB";
1619 FIXME("Unsupported 2D grad function.\n");
1620 sample_function->name = "unsupported2DGrad";
1625 sample_function->name = projected ? "texture2DProj" : "texture2D";
1628 sample_function->coord_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1;
1630 case WINED3DSTT_CUBE:
1632 sample_function->name = "textureCubeLod";
1636 if (gl_info->supported[EXT_GPU_SHADER4])
1637 sample_function->name = "textureCubeGrad";
1638 else if (gl_info->supported[ARB_SHADER_TEXTURE_LOD])
1639 sample_function->name = "textureCubeGradARB";
1642 FIXME("Unsupported Cube grad function.\n");
1643 sample_function->name = "unsupportedCubeGrad";
1648 sample_function->name = "textureCube";
1650 sample_function->coord_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
1652 case WINED3DSTT_VOLUME:
1654 sample_function->name = projected ? "texture3DProjLod" : "texture3DLod";
1658 if (gl_info->supported[EXT_GPU_SHADER4])
1659 sample_function->name = projected ? "texture3DProjGrad" : "texture3DGrad";
1660 else if (gl_info->supported[ARB_SHADER_TEXTURE_LOD])
1661 sample_function->name = projected ? "texture3DProjGradARB" : "texture3DGradARB";
1664 FIXME("Unsupported 3D grad function.\n");
1665 sample_function->name = "unsupported3DGrad";
1670 sample_function->name = projected ? "texture3DProj" : "texture3D";
1672 sample_function->coord_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
1675 sample_function->name = "";
1676 sample_function->coord_mask = 0;
1677 FIXME("Unrecognized sampler type: %#x;\n", sampler_type);
1682 static void shader_glsl_append_fixup_arg(char *arguments, const char *reg_name,
1683 BOOL sign_fixup, enum fixup_channel_source channel_source)
1685 switch(channel_source)
1687 case CHANNEL_SOURCE_ZERO:
1688 strcat(arguments, "0.0");
1691 case CHANNEL_SOURCE_ONE:
1692 strcat(arguments, "1.0");
1695 case CHANNEL_SOURCE_X:
1696 strcat(arguments, reg_name);
1697 strcat(arguments, ".x");
1700 case CHANNEL_SOURCE_Y:
1701 strcat(arguments, reg_name);
1702 strcat(arguments, ".y");
1705 case CHANNEL_SOURCE_Z:
1706 strcat(arguments, reg_name);
1707 strcat(arguments, ".z");
1710 case CHANNEL_SOURCE_W:
1711 strcat(arguments, reg_name);
1712 strcat(arguments, ".w");
1716 FIXME("Unhandled channel source %#x\n", channel_source);
1717 strcat(arguments, "undefined");
1721 if (sign_fixup) strcat(arguments, " * 2.0 - 1.0");
1724 static void shader_glsl_color_correction(const struct wined3d_shader_instruction *ins, struct color_fixup_desc fixup)
1726 struct wined3d_shader_dst_param dst;
1727 unsigned int mask_size, remaining;
1728 glsl_dst_param_t dst_param;
1729 char arguments[256];
1733 if (fixup.x_sign_fixup || fixup.x_source != CHANNEL_SOURCE_X) mask |= WINED3DSP_WRITEMASK_0;
1734 if (fixup.y_sign_fixup || fixup.y_source != CHANNEL_SOURCE_Y) mask |= WINED3DSP_WRITEMASK_1;
1735 if (fixup.z_sign_fixup || fixup.z_source != CHANNEL_SOURCE_Z) mask |= WINED3DSP_WRITEMASK_2;
1736 if (fixup.w_sign_fixup || fixup.w_source != CHANNEL_SOURCE_W) mask |= WINED3DSP_WRITEMASK_3;
1737 mask &= ins->dst[0].write_mask;
1739 if (!mask) return; /* Nothing to do */
1741 if (is_yuv_fixup(fixup))
1743 enum yuv_fixup yuv_fixup = get_yuv_fixup(fixup);
1744 FIXME("YUV fixup (%#x) not supported\n", yuv_fixup);
1748 mask_size = shader_glsl_get_write_mask_size(mask);
1751 dst.write_mask = mask;
1752 shader_glsl_add_dst_param(ins, &dst, &dst_param);
1754 arguments[0] = '\0';
1755 remaining = mask_size;
1756 if (mask & WINED3DSP_WRITEMASK_0)
1758 shader_glsl_append_fixup_arg(arguments, dst_param.reg_name, fixup.x_sign_fixup, fixup.x_source);
1759 if (--remaining) strcat(arguments, ", ");
1761 if (mask & WINED3DSP_WRITEMASK_1)
1763 shader_glsl_append_fixup_arg(arguments, dst_param.reg_name, fixup.y_sign_fixup, fixup.y_source);
1764 if (--remaining) strcat(arguments, ", ");
1766 if (mask & WINED3DSP_WRITEMASK_2)
1768 shader_glsl_append_fixup_arg(arguments, dst_param.reg_name, fixup.z_sign_fixup, fixup.z_source);
1769 if (--remaining) strcat(arguments, ", ");
1771 if (mask & WINED3DSP_WRITEMASK_3)
1773 shader_glsl_append_fixup_arg(arguments, dst_param.reg_name, fixup.w_sign_fixup, fixup.w_source);
1774 if (--remaining) strcat(arguments, ", ");
1779 shader_addline(ins->ctx->buffer, "%s%s = vec%u(%s);\n",
1780 dst_param.reg_name, dst_param.mask_str, mask_size, arguments);
1784 shader_addline(ins->ctx->buffer, "%s%s = %s;\n", dst_param.reg_name, dst_param.mask_str, arguments);
1788 static void PRINTF_ATTR(8, 9) shader_glsl_gen_sample_code(const struct wined3d_shader_instruction *ins,
1789 DWORD sampler, const glsl_sample_function_t *sample_function, DWORD swizzle,
1790 const char *dx, const char *dy,
1791 const char *bias, const char *coord_reg_fmt, ...)
1793 const char *sampler_base;
1794 char dst_swizzle[6];
1795 struct color_fixup_desc fixup;
1796 BOOL np2_fixup = FALSE;
1799 shader_glsl_swizzle_to_str(swizzle, FALSE, ins->dst[0].write_mask, dst_swizzle);
1801 if (shader_is_pshader_version(ins->ctx->reg_maps->shader_version.type))
1803 const struct shader_glsl_ctx_priv *priv = ins->ctx->backend_data;
1804 fixup = priv->cur_ps_args->color_fixup[sampler];
1805 sampler_base = "Psampler";
1807 if(priv->cur_ps_args->np2_fixup & (1 << sampler)) {
1809 FIXME("Biased sampling from NP2 textures is unsupported\n");
1815 sampler_base = "Vsampler";
1816 fixup = COLOR_FIXUP_IDENTITY; /* FIXME: Vshader color fixup */
1819 shader_glsl_append_dst(ins->ctx->buffer, ins);
1821 shader_addline(ins->ctx->buffer, "%s(%s%u, ", sample_function->name, sampler_base, sampler);
1823 va_start(args, coord_reg_fmt);
1824 shader_vaddline(ins->ctx->buffer, coord_reg_fmt, args);
1828 shader_addline(ins->ctx->buffer, ", %s)%s);\n", bias, dst_swizzle);
1831 const struct shader_glsl_ctx_priv *priv = ins->ctx->backend_data;
1832 const unsigned char idx = priv->cur_np2fixup_info->idx[sampler];
1834 shader_addline(ins->ctx->buffer, " * PsamplerNP2Fixup[%u].%s)%s);\n", idx >> 1,
1835 (idx % 2) ? "zw" : "xy", dst_swizzle);
1836 } else if(dx && dy) {
1837 shader_addline(ins->ctx->buffer, ", %s, %s)%s);\n", dx, dy, dst_swizzle);
1839 shader_addline(ins->ctx->buffer, ")%s);\n", dst_swizzle);
1843 if(!is_identity_fixup(fixup)) {
1844 shader_glsl_color_correction(ins, fixup);
1848 /*****************************************************************************
1849 * Begin processing individual instruction opcodes
1850 ****************************************************************************/
1852 /* Generate GLSL arithmetic functions (dst = src1 + src2) */
1853 static void shader_glsl_arith(const struct wined3d_shader_instruction *ins)
1855 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
1856 glsl_src_param_t src0_param;
1857 glsl_src_param_t src1_param;
1861 /* Determine the GLSL operator to use based on the opcode */
1862 switch (ins->handler_idx)
1864 case WINED3DSIH_MUL: op = '*'; break;
1865 case WINED3DSIH_ADD: op = '+'; break;
1866 case WINED3DSIH_SUB: op = '-'; break;
1869 FIXME("Opcode %#x not yet handled in GLSL\n", ins->handler_idx);
1873 write_mask = shader_glsl_append_dst(buffer, ins);
1874 shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src0_param);
1875 shader_glsl_add_src_param(ins, &ins->src[1], write_mask, &src1_param);
1876 shader_addline(buffer, "%s %c %s);\n", src0_param.param_str, op, src1_param.param_str);
1879 /* Process the WINED3DSIO_MOV opcode using GLSL (dst = src) */
1880 static void shader_glsl_mov(const struct wined3d_shader_instruction *ins)
1882 const struct wined3d_gl_info *gl_info = ins->ctx->gl_info;
1883 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
1884 glsl_src_param_t src0_param;
1887 write_mask = shader_glsl_append_dst(buffer, ins);
1888 shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src0_param);
1890 /* In vs_1_1 WINED3DSIO_MOV can write to the address register. In later
1891 * shader versions WINED3DSIO_MOVA is used for this. */
1892 if (ins->ctx->reg_maps->shader_version.major == 1
1893 && !shader_is_pshader_version(ins->ctx->reg_maps->shader_version.type)
1894 && ins->dst[0].reg.type == WINED3DSPR_ADDR)
1896 /* This is a simple floor() */
1897 unsigned int mask_size = shader_glsl_get_write_mask_size(write_mask);
1898 if (mask_size > 1) {
1899 shader_addline(buffer, "ivec%d(floor(%s)));\n", mask_size, src0_param.param_str);
1901 shader_addline(buffer, "int(floor(%s)));\n", src0_param.param_str);
1904 else if(ins->handler_idx == WINED3DSIH_MOVA)
1906 /* We need to *round* to the nearest int here. */
1907 unsigned int mask_size = shader_glsl_get_write_mask_size(write_mask);
1909 if (gl_info->supported[EXT_GPU_SHADER4])
1912 shader_addline(buffer, "ivec%d(round(%s)));\n", mask_size, src0_param.param_str);
1914 shader_addline(buffer, "int(round(%s)));\n", src0_param.param_str);
1919 shader_addline(buffer, "ivec%d(floor(abs(%s) + vec%d(0.5)) * sign(%s)));\n",
1920 mask_size, src0_param.param_str, mask_size, src0_param.param_str);
1922 shader_addline(buffer, "int(floor(abs(%s) + 0.5) * sign(%s)));\n",
1923 src0_param.param_str, src0_param.param_str);
1928 shader_addline(buffer, "%s);\n", src0_param.param_str);
1932 /* Process the dot product operators DP3 and DP4 in GLSL (dst = dot(src0, src1)) */
1933 static void shader_glsl_dot(const struct wined3d_shader_instruction *ins)
1935 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
1936 glsl_src_param_t src0_param;
1937 glsl_src_param_t src1_param;
1938 DWORD dst_write_mask, src_write_mask;
1939 unsigned int dst_size = 0;
1941 dst_write_mask = shader_glsl_append_dst(buffer, ins);
1942 dst_size = shader_glsl_get_write_mask_size(dst_write_mask);
1944 /* dp3 works on vec3, dp4 on vec4 */
1945 if (ins->handler_idx == WINED3DSIH_DP4)
1947 src_write_mask = WINED3DSP_WRITEMASK_ALL;
1949 src_write_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
1952 shader_glsl_add_src_param(ins, &ins->src[0], src_write_mask, &src0_param);
1953 shader_glsl_add_src_param(ins, &ins->src[1], src_write_mask, &src1_param);
1956 shader_addline(buffer, "vec%d(dot(%s, %s)));\n", dst_size, src0_param.param_str, src1_param.param_str);
1958 shader_addline(buffer, "dot(%s, %s));\n", src0_param.param_str, src1_param.param_str);
1962 /* Note that this instruction has some restrictions. The destination write mask
1963 * can't contain the w component, and the source swizzles have to be .xyzw */
1964 static void shader_glsl_cross(const struct wined3d_shader_instruction *ins)
1966 DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
1967 glsl_src_param_t src0_param;
1968 glsl_src_param_t src1_param;
1971 shader_glsl_get_write_mask(&ins->dst[0], dst_mask);
1972 shader_glsl_append_dst(ins->ctx->buffer, ins);
1973 shader_glsl_add_src_param(ins, &ins->src[0], src_mask, &src0_param);
1974 shader_glsl_add_src_param(ins, &ins->src[1], src_mask, &src1_param);
1975 shader_addline(ins->ctx->buffer, "cross(%s, %s)%s);\n", src0_param.param_str, src1_param.param_str, dst_mask);
1978 /* Process the WINED3DSIO_POW instruction in GLSL (dst = |src0|^src1)
1979 * Src0 and src1 are scalars. Note that D3D uses the absolute of src0, while
1980 * GLSL uses the value as-is. */
1981 static void shader_glsl_pow(const struct wined3d_shader_instruction *ins)
1983 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
1984 glsl_src_param_t src0_param;
1985 glsl_src_param_t src1_param;
1986 DWORD dst_write_mask;
1987 unsigned int dst_size;
1989 dst_write_mask = shader_glsl_append_dst(buffer, ins);
1990 dst_size = shader_glsl_get_write_mask_size(dst_write_mask);
1992 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0, &src0_param);
1993 shader_glsl_add_src_param(ins, &ins->src[1], WINED3DSP_WRITEMASK_0, &src1_param);
1996 shader_addline(buffer, "vec%d(pow(abs(%s), %s)));\n", dst_size, src0_param.param_str, src1_param.param_str);
1998 shader_addline(buffer, "pow(abs(%s), %s));\n", src0_param.param_str, src1_param.param_str);
2002 /* Process the WINED3DSIO_LOG instruction in GLSL (dst = log2(|src0|))
2003 * Src0 is a scalar. Note that D3D uses the absolute of src0, while
2004 * GLSL uses the value as-is. */
2005 static void shader_glsl_log(const struct wined3d_shader_instruction *ins)
2007 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2008 glsl_src_param_t src0_param;
2009 DWORD dst_write_mask;
2010 unsigned int dst_size;
2012 dst_write_mask = shader_glsl_append_dst(buffer, ins);
2013 dst_size = shader_glsl_get_write_mask_size(dst_write_mask);
2015 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0, &src0_param);
2018 shader_addline(buffer, "vec%d(log2(abs(%s))));\n", dst_size, src0_param.param_str);
2020 shader_addline(buffer, "log2(abs(%s)));\n", src0_param.param_str);
2024 /* Map the opcode 1-to-1 to the GL code (arg->dst = instruction(src0, src1, ...) */
2025 static void shader_glsl_map2gl(const struct wined3d_shader_instruction *ins)
2027 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2028 glsl_src_param_t src_param;
2029 const char *instruction;
2033 /* Determine the GLSL function to use based on the opcode */
2034 /* TODO: Possibly make this a table for faster lookups */
2035 switch (ins->handler_idx)
2037 case WINED3DSIH_MIN: instruction = "min"; break;
2038 case WINED3DSIH_MAX: instruction = "max"; break;
2039 case WINED3DSIH_ABS: instruction = "abs"; break;
2040 case WINED3DSIH_FRC: instruction = "fract"; break;
2041 case WINED3DSIH_NRM: instruction = "normalize"; break;
2042 case WINED3DSIH_EXP: instruction = "exp2"; break;
2043 case WINED3DSIH_DSX: instruction = "dFdx"; break;
2044 case WINED3DSIH_DSY: instruction = "ycorrection.y * dFdy"; break;
2045 default: instruction = "";
2046 FIXME("Opcode %#x not yet handled in GLSL\n", ins->handler_idx);
2050 write_mask = shader_glsl_append_dst(buffer, ins);
2052 shader_addline(buffer, "%s(", instruction);
2056 shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src_param);
2057 shader_addline(buffer, "%s", src_param.param_str);
2058 for (i = 1; i < ins->src_count; ++i)
2060 shader_glsl_add_src_param(ins, &ins->src[i], write_mask, &src_param);
2061 shader_addline(buffer, ", %s", src_param.param_str);
2065 shader_addline(buffer, "));\n");
2068 /** Process the WINED3DSIO_EXPP instruction in GLSL:
2069 * For shader model 1.x, do the following (and honor the writemask, so use a temporary variable):
2070 * dst.x = 2^(floor(src))
2071 * dst.y = src - floor(src)
2072 * dst.z = 2^src (partial precision is allowed, but optional)
2074 * For 2.0 shaders, just do this (honoring writemask and swizzle):
2075 * dst = 2^src; (partial precision is allowed, but optional)
2077 static void shader_glsl_expp(const struct wined3d_shader_instruction *ins)
2079 glsl_src_param_t src_param;
2081 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0, &src_param);
2083 if (ins->ctx->reg_maps->shader_version.major < 2)
2087 shader_addline(ins->ctx->buffer, "tmp0.x = exp2(floor(%s));\n", src_param.param_str);
2088 shader_addline(ins->ctx->buffer, "tmp0.y = %s - floor(%s);\n", src_param.param_str, src_param.param_str);
2089 shader_addline(ins->ctx->buffer, "tmp0.z = exp2(%s);\n", src_param.param_str);
2090 shader_addline(ins->ctx->buffer, "tmp0.w = 1.0;\n");
2092 shader_glsl_append_dst(ins->ctx->buffer, ins);
2093 shader_glsl_get_write_mask(&ins->dst[0], dst_mask);
2094 shader_addline(ins->ctx->buffer, "tmp0%s);\n", dst_mask);
2097 unsigned int mask_size;
2099 write_mask = shader_glsl_append_dst(ins->ctx->buffer, ins);
2100 mask_size = shader_glsl_get_write_mask_size(write_mask);
2102 if (mask_size > 1) {
2103 shader_addline(ins->ctx->buffer, "vec%d(exp2(%s)));\n", mask_size, src_param.param_str);
2105 shader_addline(ins->ctx->buffer, "exp2(%s));\n", src_param.param_str);
2110 /** Process the RCP (reciprocal or inverse) opcode in GLSL (dst = 1 / src) */
2111 static void shader_glsl_rcp(const struct wined3d_shader_instruction *ins)
2113 glsl_src_param_t src_param;
2115 unsigned int mask_size;
2117 write_mask = shader_glsl_append_dst(ins->ctx->buffer, ins);
2118 mask_size = shader_glsl_get_write_mask_size(write_mask);
2119 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_3, &src_param);
2121 if (mask_size > 1) {
2122 shader_addline(ins->ctx->buffer, "vec%d(1.0 / %s));\n", mask_size, src_param.param_str);
2124 shader_addline(ins->ctx->buffer, "1.0 / %s);\n", src_param.param_str);
2128 static void shader_glsl_rsq(const struct wined3d_shader_instruction *ins)
2130 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2131 glsl_src_param_t src_param;
2133 unsigned int mask_size;
2135 write_mask = shader_glsl_append_dst(buffer, ins);
2136 mask_size = shader_glsl_get_write_mask_size(write_mask);
2138 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_3, &src_param);
2140 if (mask_size > 1) {
2141 shader_addline(buffer, "vec%d(inversesqrt(%s)));\n", mask_size, src_param.param_str);
2143 shader_addline(buffer, "inversesqrt(%s));\n", src_param.param_str);
2147 /** Process signed comparison opcodes in GLSL. */
2148 static void shader_glsl_compare(const struct wined3d_shader_instruction *ins)
2150 glsl_src_param_t src0_param;
2151 glsl_src_param_t src1_param;
2153 unsigned int mask_size;
2155 write_mask = shader_glsl_append_dst(ins->ctx->buffer, ins);
2156 mask_size = shader_glsl_get_write_mask_size(write_mask);
2157 shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src0_param);
2158 shader_glsl_add_src_param(ins, &ins->src[1], write_mask, &src1_param);
2160 if (mask_size > 1) {
2161 const char *compare;
2163 switch(ins->handler_idx)
2165 case WINED3DSIH_SLT: compare = "lessThan"; break;
2166 case WINED3DSIH_SGE: compare = "greaterThanEqual"; break;
2167 default: compare = "";
2168 FIXME("Can't handle opcode %#x\n", ins->handler_idx);
2171 shader_addline(ins->ctx->buffer, "vec%d(%s(%s, %s)));\n", mask_size, compare,
2172 src0_param.param_str, src1_param.param_str);
2174 switch(ins->handler_idx)
2176 case WINED3DSIH_SLT:
2177 /* Step(src0, src1) is not suitable here because if src0 == src1 SLT is supposed,
2178 * to return 0.0 but step returns 1.0 because step is not < x
2179 * An alternative is a bvec compare padded with an unused second component.
2180 * step(src1 * -1.0, src0 * -1.0) is not an option because it suffers from the same
2181 * issue. Playing with not() is not possible either because not() does not accept
2184 shader_addline(ins->ctx->buffer, "(%s < %s) ? 1.0 : 0.0);\n",
2185 src0_param.param_str, src1_param.param_str);
2187 case WINED3DSIH_SGE:
2188 /* Here we can use the step() function and safe a conditional */
2189 shader_addline(ins->ctx->buffer, "step(%s, %s));\n", src1_param.param_str, src0_param.param_str);
2192 FIXME("Can't handle opcode %#x\n", ins->handler_idx);
2198 /** Process CMP instruction in GLSL (dst = src0 >= 0.0 ? src1 : src2), per channel */
2199 static void shader_glsl_cmp(const struct wined3d_shader_instruction *ins)
2201 glsl_src_param_t src0_param;
2202 glsl_src_param_t src1_param;
2203 glsl_src_param_t src2_param;
2204 DWORD write_mask, cmp_channel = 0;
2207 BOOL temp_destination = FALSE;
2209 if (shader_is_scalar(&ins->src[0].reg))
2211 write_mask = shader_glsl_append_dst(ins->ctx->buffer, ins);
2213 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_ALL, &src0_param);
2214 shader_glsl_add_src_param(ins, &ins->src[1], write_mask, &src1_param);
2215 shader_glsl_add_src_param(ins, &ins->src[2], write_mask, &src2_param);
2217 shader_addline(ins->ctx->buffer, "%s >= 0.0 ? %s : %s);\n",
2218 src0_param.param_str, src1_param.param_str, src2_param.param_str);
2220 DWORD dst_mask = ins->dst[0].write_mask;
2221 struct wined3d_shader_dst_param dst = ins->dst[0];
2223 /* Cycle through all source0 channels */
2224 for (i=0; i<4; i++) {
2226 /* Find the destination channels which use the current source0 channel */
2227 for (j=0; j<4; j++) {
2228 if (((ins->src[0].swizzle >> (2 * j)) & 0x3) == i)
2230 write_mask |= WINED3DSP_WRITEMASK_0 << j;
2231 cmp_channel = WINED3DSP_WRITEMASK_0 << j;
2234 dst.write_mask = dst_mask & write_mask;
2236 /* Splitting the cmp instruction up in multiple lines imposes a problem:
2237 * The first lines may overwrite source parameters of the following lines.
2238 * Deal with that by using a temporary destination register if needed
2240 if ((ins->src[0].reg.idx == ins->dst[0].reg.idx
2241 && ins->src[0].reg.type == ins->dst[0].reg.type)
2242 || (ins->src[1].reg.idx == ins->dst[0].reg.idx
2243 && ins->src[1].reg.type == ins->dst[0].reg.type)
2244 || (ins->src[2].reg.idx == ins->dst[0].reg.idx
2245 && ins->src[2].reg.type == ins->dst[0].reg.type))
2247 write_mask = shader_glsl_get_write_mask(&dst, mask_char);
2248 if (!write_mask) continue;
2249 shader_addline(ins->ctx->buffer, "tmp0%s = (", mask_char);
2250 temp_destination = TRUE;
2252 write_mask = shader_glsl_append_dst_ext(ins->ctx->buffer, ins, &dst);
2253 if (!write_mask) continue;
2256 shader_glsl_add_src_param(ins, &ins->src[0], cmp_channel, &src0_param);
2257 shader_glsl_add_src_param(ins, &ins->src[1], write_mask, &src1_param);
2258 shader_glsl_add_src_param(ins, &ins->src[2], write_mask, &src2_param);
2260 shader_addline(ins->ctx->buffer, "%s >= 0.0 ? %s : %s);\n",
2261 src0_param.param_str, src1_param.param_str, src2_param.param_str);
2264 if(temp_destination) {
2265 shader_glsl_get_write_mask(&ins->dst[0], mask_char);
2266 shader_glsl_append_dst(ins->ctx->buffer, ins);
2267 shader_addline(ins->ctx->buffer, "tmp0%s);\n", mask_char);
2273 /** Process the CND opcode in GLSL (dst = (src0 > 0.5) ? src1 : src2) */
2274 /* For ps 1.1-1.3, only a single component of src0 is used. For ps 1.4
2275 * the compare is done per component of src0. */
2276 static void shader_glsl_cnd(const struct wined3d_shader_instruction *ins)
2278 struct wined3d_shader_dst_param dst;
2279 glsl_src_param_t src0_param;
2280 glsl_src_param_t src1_param;
2281 glsl_src_param_t src2_param;
2282 DWORD write_mask, cmp_channel = 0;
2285 DWORD shader_version = WINED3D_SHADER_VERSION(ins->ctx->reg_maps->shader_version.major,
2286 ins->ctx->reg_maps->shader_version.minor);
2288 if (shader_version < WINED3D_SHADER_VERSION(1, 4))
2290 write_mask = shader_glsl_append_dst(ins->ctx->buffer, ins);
2291 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0, &src0_param);
2292 shader_glsl_add_src_param(ins, &ins->src[1], write_mask, &src1_param);
2293 shader_glsl_add_src_param(ins, &ins->src[2], write_mask, &src2_param);
2295 /* Fun: The D3DSI_COISSUE flag changes the semantic of the cnd instruction for < 1.4 shaders */
2298 shader_addline(ins->ctx->buffer, "%s /* COISSUE! */);\n", src1_param.param_str);
2300 shader_addline(ins->ctx->buffer, "%s > 0.5 ? %s : %s);\n",
2301 src0_param.param_str, src1_param.param_str, src2_param.param_str);
2305 /* Cycle through all source0 channels */
2306 dst_mask = ins->dst[0].write_mask;
2308 for (i=0; i<4; i++) {
2310 /* Find the destination channels which use the current source0 channel */
2311 for (j=0; j<4; j++) {
2312 if (((ins->src[0].swizzle >> (2 * j)) & 0x3) == i)
2314 write_mask |= WINED3DSP_WRITEMASK_0 << j;
2315 cmp_channel = WINED3DSP_WRITEMASK_0 << j;
2319 dst.write_mask = dst_mask & write_mask;
2320 write_mask = shader_glsl_append_dst_ext(ins->ctx->buffer, ins, &dst);
2321 if (!write_mask) continue;
2323 shader_glsl_add_src_param(ins, &ins->src[0], cmp_channel, &src0_param);
2324 shader_glsl_add_src_param(ins, &ins->src[1], write_mask, &src1_param);
2325 shader_glsl_add_src_param(ins, &ins->src[2], write_mask, &src2_param);
2327 shader_addline(ins->ctx->buffer, "%s > 0.5 ? %s : %s);\n",
2328 src0_param.param_str, src1_param.param_str, src2_param.param_str);
2332 /** GLSL code generation for WINED3DSIO_MAD: Multiply the first 2 opcodes, then add the last */
2333 static void shader_glsl_mad(const struct wined3d_shader_instruction *ins)
2335 glsl_src_param_t src0_param;
2336 glsl_src_param_t src1_param;
2337 glsl_src_param_t src2_param;
2340 write_mask = shader_glsl_append_dst(ins->ctx->buffer, ins);
2341 shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src0_param);
2342 shader_glsl_add_src_param(ins, &ins->src[1], write_mask, &src1_param);
2343 shader_glsl_add_src_param(ins, &ins->src[2], write_mask, &src2_param);
2344 shader_addline(ins->ctx->buffer, "(%s * %s) + %s);\n",
2345 src0_param.param_str, src1_param.param_str, src2_param.param_str);
2348 /* Handles transforming all WINED3DSIO_M?x? opcodes for
2349 Vertex shaders to GLSL codes */
2350 static void shader_glsl_mnxn(const struct wined3d_shader_instruction *ins)
2353 int nComponents = 0;
2354 struct wined3d_shader_dst_param tmp_dst = {{0}};
2355 struct wined3d_shader_src_param tmp_src[2] = {{{0}}};
2356 struct wined3d_shader_instruction tmp_ins;
2358 memset(&tmp_ins, 0, sizeof(tmp_ins));
2360 /* Set constants for the temporary argument */
2361 tmp_ins.ctx = ins->ctx;
2362 tmp_ins.dst_count = 1;
2363 tmp_ins.dst = &tmp_dst;
2364 tmp_ins.src_count = 2;
2365 tmp_ins.src = tmp_src;
2367 switch(ins->handler_idx)
2369 case WINED3DSIH_M4x4:
2371 tmp_ins.handler_idx = WINED3DSIH_DP4;
2373 case WINED3DSIH_M4x3:
2375 tmp_ins.handler_idx = WINED3DSIH_DP4;
2377 case WINED3DSIH_M3x4:
2379 tmp_ins.handler_idx = WINED3DSIH_DP3;
2381 case WINED3DSIH_M3x3:
2383 tmp_ins.handler_idx = WINED3DSIH_DP3;
2385 case WINED3DSIH_M3x2:
2387 tmp_ins.handler_idx = WINED3DSIH_DP3;
2393 tmp_dst = ins->dst[0];
2394 tmp_src[0] = ins->src[0];
2395 tmp_src[1] = ins->src[1];
2396 for (i = 0; i < nComponents; ++i)
2398 tmp_dst.write_mask = WINED3DSP_WRITEMASK_0 << i;
2399 shader_glsl_dot(&tmp_ins);
2400 ++tmp_src[1].reg.idx;
2405 The LRP instruction performs a component-wise linear interpolation
2406 between the second and third operands using the first operand as the
2407 blend factor. Equation: (dst = src2 + src0 * (src1 - src2))
2408 This is equivalent to mix(src2, src1, src0);
2410 static void shader_glsl_lrp(const struct wined3d_shader_instruction *ins)
2412 glsl_src_param_t src0_param;
2413 glsl_src_param_t src1_param;
2414 glsl_src_param_t src2_param;
2417 write_mask = shader_glsl_append_dst(ins->ctx->buffer, ins);
2419 shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src0_param);
2420 shader_glsl_add_src_param(ins, &ins->src[1], write_mask, &src1_param);
2421 shader_glsl_add_src_param(ins, &ins->src[2], write_mask, &src2_param);
2423 shader_addline(ins->ctx->buffer, "mix(%s, %s, %s));\n",
2424 src2_param.param_str, src1_param.param_str, src0_param.param_str);
2427 /** Process the WINED3DSIO_LIT instruction in GLSL:
2428 * dst.x = dst.w = 1.0
2429 * dst.y = (src0.x > 0) ? src0.x
2430 * dst.z = (src0.x > 0) ? ((src0.y > 0) ? pow(src0.y, src.w) : 0) : 0
2431 * where src.w is clamped at +- 128
2433 static void shader_glsl_lit(const struct wined3d_shader_instruction *ins)
2435 glsl_src_param_t src0_param;
2436 glsl_src_param_t src1_param;
2437 glsl_src_param_t src3_param;
2440 shader_glsl_append_dst(ins->ctx->buffer, ins);
2441 shader_glsl_get_write_mask(&ins->dst[0], dst_mask);
2443 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0, &src0_param);
2444 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_1, &src1_param);
2445 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_3, &src3_param);
2447 /* The sdk specifies the instruction like this
2449 * if(src.x > 0.0) dst.y = src.x
2451 * if(src.x > 0.0 && src.y > 0.0) dst.z = pow(src.y, power);
2455 * Obviously that has quite a few conditionals in it which we don't like. So the first step is this:
2456 * dst.x = 1.0 ... No further explanation needed
2457 * dst.y = max(src.y, 0.0); ... If x < 0.0, use 0.0, otherwise x. Same as the conditional
2458 * dst.z = x > 0.0 ? pow(max(y, 0.0), p) : 0; ... 0 ^ power is 0, and otherwise we use y anyway
2459 * dst.w = 1.0. ... Nothing fancy.
2461 * So we still have one conditional in there. So do this:
2462 * dst.z = pow(max(0.0, src.y) * step(0.0, src.x), power);
2464 * 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),
2465 * 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.
2466 * if both x and y are > 0, we get pow(y * 1.0, power), as it is supposed to
2468 shader_addline(ins->ctx->buffer,
2469 "vec4(1.0, max(%s, 0.0), pow(max(0.0, %s) * step(0.0, %s), clamp(%s, -128.0, 128.0)), 1.0)%s);\n",
2470 src0_param.param_str, src1_param.param_str, src0_param.param_str, src3_param.param_str, dst_mask);
2473 /** Process the WINED3DSIO_DST instruction in GLSL:
2475 * dst.y = src0.x * src0.y
2479 static void shader_glsl_dst(const struct wined3d_shader_instruction *ins)
2481 glsl_src_param_t src0y_param;
2482 glsl_src_param_t src0z_param;
2483 glsl_src_param_t src1y_param;
2484 glsl_src_param_t src1w_param;
2487 shader_glsl_append_dst(ins->ctx->buffer, ins);
2488 shader_glsl_get_write_mask(&ins->dst[0], dst_mask);
2490 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_1, &src0y_param);
2491 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_2, &src0z_param);
2492 shader_glsl_add_src_param(ins, &ins->src[1], WINED3DSP_WRITEMASK_1, &src1y_param);
2493 shader_glsl_add_src_param(ins, &ins->src[1], WINED3DSP_WRITEMASK_3, &src1w_param);
2495 shader_addline(ins->ctx->buffer, "vec4(1.0, %s * %s, %s, %s))%s;\n",
2496 src0y_param.param_str, src1y_param.param_str, src0z_param.param_str, src1w_param.param_str, dst_mask);
2499 /** Process the WINED3DSIO_SINCOS instruction in GLSL:
2500 * VS 2.0 requires that specific cosine and sine constants be passed to this instruction so the hardware
2501 * can handle it. But, these functions are built-in for GLSL, so we can just ignore the last 2 params.
2503 * dst.x = cos(src0.?)
2504 * dst.y = sin(src0.?)
2508 static void shader_glsl_sincos(const struct wined3d_shader_instruction *ins)
2510 glsl_src_param_t src0_param;
2513 write_mask = shader_glsl_append_dst(ins->ctx->buffer, ins);
2514 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0, &src0_param);
2516 switch (write_mask) {
2517 case WINED3DSP_WRITEMASK_0:
2518 shader_addline(ins->ctx->buffer, "cos(%s));\n", src0_param.param_str);
2521 case WINED3DSP_WRITEMASK_1:
2522 shader_addline(ins->ctx->buffer, "sin(%s));\n", src0_param.param_str);
2525 case (WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1):
2526 shader_addline(ins->ctx->buffer, "vec2(cos(%s), sin(%s)));\n", src0_param.param_str, src0_param.param_str);
2530 ERR("Write mask should be .x, .y or .xy\n");
2535 /* sgn in vs_2_0 has 2 extra parameters(registers for temporary storage) which we don't use
2536 * here. But those extra parameters require a dedicated function for sgn, since map2gl would
2537 * generate invalid code
2539 static void shader_glsl_sgn(const struct wined3d_shader_instruction *ins)
2541 glsl_src_param_t src0_param;
2544 write_mask = shader_glsl_append_dst(ins->ctx->buffer, ins);
2545 shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src0_param);
2547 shader_addline(ins->ctx->buffer, "sign(%s));\n", src0_param.param_str);
2550 /** Process the WINED3DSIO_LOOP instruction in GLSL:
2551 * Start a for() loop where src1.y is the initial value of aL,
2552 * increment aL by src1.z for a total of src1.x iterations.
2553 * Need to use a temporary variable for this operation.
2555 /* FIXME: I don't think nested loops will work correctly this way. */
2556 static void shader_glsl_loop(const struct wined3d_shader_instruction *ins)
2558 glsl_src_param_t src1_param;
2559 IWineD3DBaseShaderImpl *shader = (IWineD3DBaseShaderImpl *)ins->ctx->shader;
2560 const DWORD *control_values = NULL;
2561 const local_constant *constant;
2563 shader_glsl_add_src_param(ins, &ins->src[1], WINED3DSP_WRITEMASK_ALL, &src1_param);
2565 /* Try to hardcode the loop control parameters if possible. Direct3D 9 class hardware doesn't support real
2566 * varying indexing, but Microsoft designed this feature for Shader model 2.x+. If the loop control is
2567 * known at compile time, the GLSL compiler can unroll the loop, and replace indirect addressing with direct
2570 if (ins->src[1].reg.type == WINED3DSPR_CONSTINT)
2572 LIST_FOR_EACH_ENTRY(constant, &shader->baseShader.constantsI, local_constant, entry) {
2573 if (constant->idx == ins->src[1].reg.idx)
2575 control_values = constant->value;
2583 struct wined3d_shader_loop_control loop_control;
2584 loop_control.count = control_values[0];
2585 loop_control.start = control_values[1];
2586 loop_control.step = (int)control_values[2];
2588 if (loop_control.step > 0)
2590 shader_addline(ins->ctx->buffer, "for (aL%u = %u; aL%u < (%u * %d + %u); aL%u += %d) {\n",
2591 shader->baseShader.cur_loop_depth, loop_control.start,
2592 shader->baseShader.cur_loop_depth, loop_control.count, loop_control.step, loop_control.start,
2593 shader->baseShader.cur_loop_depth, loop_control.step);
2595 else if (loop_control.step < 0)
2597 shader_addline(ins->ctx->buffer, "for (aL%u = %u; aL%u > (%u * %d + %u); aL%u += %d) {\n",
2598 shader->baseShader.cur_loop_depth, loop_control.start,
2599 shader->baseShader.cur_loop_depth, loop_control.count, loop_control.step, loop_control.start,
2600 shader->baseShader.cur_loop_depth, loop_control.step);
2604 shader_addline(ins->ctx->buffer, "for (aL%u = %u, tmpInt%u = 0; tmpInt%u < %u; tmpInt%u++) {\n",
2605 shader->baseShader.cur_loop_depth, loop_control.start, shader->baseShader.cur_loop_depth,
2606 shader->baseShader.cur_loop_depth, loop_control.count,
2607 shader->baseShader.cur_loop_depth);
2610 shader_addline(ins->ctx->buffer,
2611 "for (tmpInt%u = 0, aL%u = %s.y; tmpInt%u < %s.x; tmpInt%u++, aL%u += %s.z) {\n",
2612 shader->baseShader.cur_loop_depth, shader->baseShader.cur_loop_regno,
2613 src1_param.reg_name, shader->baseShader.cur_loop_depth, src1_param.reg_name,
2614 shader->baseShader.cur_loop_depth, shader->baseShader.cur_loop_regno, src1_param.reg_name);
2617 shader->baseShader.cur_loop_depth++;
2618 shader->baseShader.cur_loop_regno++;
2621 static void shader_glsl_end(const struct wined3d_shader_instruction *ins)
2623 IWineD3DBaseShaderImpl *shader = (IWineD3DBaseShaderImpl *)ins->ctx->shader;
2625 shader_addline(ins->ctx->buffer, "}\n");
2627 if (ins->handler_idx == WINED3DSIH_ENDLOOP)
2629 shader->baseShader.cur_loop_depth--;
2630 shader->baseShader.cur_loop_regno--;
2633 if (ins->handler_idx == WINED3DSIH_ENDREP)
2635 shader->baseShader.cur_loop_depth--;
2639 static void shader_glsl_rep(const struct wined3d_shader_instruction *ins)
2641 IWineD3DBaseShaderImpl *shader = (IWineD3DBaseShaderImpl *)ins->ctx->shader;
2642 glsl_src_param_t src0_param;
2643 const DWORD *control_values = NULL;
2644 const local_constant *constant;
2646 /* Try to hardcode local values to help the GLSL compiler to unroll and optimize the loop */
2647 if (ins->src[0].reg.type == WINED3DSPR_CONSTINT)
2649 LIST_FOR_EACH_ENTRY(constant, &shader->baseShader.constantsI, local_constant, entry)
2651 if (constant->idx == ins->src[0].reg.idx)
2653 control_values = constant->value;
2659 if(control_values) {
2660 shader_addline(ins->ctx->buffer, "for (tmpInt%d = 0; tmpInt%d < %d; tmpInt%d++) {\n",
2661 shader->baseShader.cur_loop_depth, shader->baseShader.cur_loop_depth,
2662 control_values[0], shader->baseShader.cur_loop_depth);
2664 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0, &src0_param);
2665 shader_addline(ins->ctx->buffer, "for (tmpInt%d = 0; tmpInt%d < %s; tmpInt%d++) {\n",
2666 shader->baseShader.cur_loop_depth, shader->baseShader.cur_loop_depth,
2667 src0_param.param_str, shader->baseShader.cur_loop_depth);
2669 shader->baseShader.cur_loop_depth++;
2672 static void shader_glsl_if(const struct wined3d_shader_instruction *ins)
2674 glsl_src_param_t src0_param;
2676 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0, &src0_param);
2677 shader_addline(ins->ctx->buffer, "if (%s) {\n", src0_param.param_str);
2680 static void shader_glsl_ifc(const struct wined3d_shader_instruction *ins)
2682 glsl_src_param_t src0_param;
2683 glsl_src_param_t src1_param;
2685 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0, &src0_param);
2686 shader_glsl_add_src_param(ins, &ins->src[1], WINED3DSP_WRITEMASK_0, &src1_param);
2688 shader_addline(ins->ctx->buffer, "if (%s %s %s) {\n",
2689 src0_param.param_str, shader_get_comp_op(ins->flags), src1_param.param_str);
2692 static void shader_glsl_else(const struct wined3d_shader_instruction *ins)
2694 shader_addline(ins->ctx->buffer, "} else {\n");
2697 static void shader_glsl_break(const struct wined3d_shader_instruction *ins)
2699 shader_addline(ins->ctx->buffer, "break;\n");
2702 /* FIXME: According to MSDN the compare is done per component. */
2703 static void shader_glsl_breakc(const struct wined3d_shader_instruction *ins)
2705 glsl_src_param_t src0_param;
2706 glsl_src_param_t src1_param;
2708 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0, &src0_param);
2709 shader_glsl_add_src_param(ins, &ins->src[1], WINED3DSP_WRITEMASK_0, &src1_param);
2711 shader_addline(ins->ctx->buffer, "if (%s %s %s) break;\n",
2712 src0_param.param_str, shader_get_comp_op(ins->flags), src1_param.param_str);
2715 static void shader_glsl_label(const struct wined3d_shader_instruction *ins)
2717 shader_addline(ins->ctx->buffer, "}\n");
2718 shader_addline(ins->ctx->buffer, "void subroutine%u () {\n", ins->src[0].reg.idx);
2721 static void shader_glsl_call(const struct wined3d_shader_instruction *ins)
2723 shader_addline(ins->ctx->buffer, "subroutine%u();\n", ins->src[0].reg.idx);
2726 static void shader_glsl_callnz(const struct wined3d_shader_instruction *ins)
2728 glsl_src_param_t src1_param;
2730 shader_glsl_add_src_param(ins, &ins->src[1], WINED3DSP_WRITEMASK_0, &src1_param);
2731 shader_addline(ins->ctx->buffer, "if (%s) subroutine%u();\n", src1_param.param_str, ins->src[0].reg.idx);
2734 static void shader_glsl_ret(const struct wined3d_shader_instruction *ins)
2736 /* No-op. The closing } is written when a new function is started, and at the end of the shader. This
2737 * function only suppresses the unhandled instruction warning
2741 /*********************************************
2742 * Pixel Shader Specific Code begins here
2743 ********************************************/
2744 static void shader_glsl_tex(const struct wined3d_shader_instruction *ins)
2746 IWineD3DBaseShaderImpl *shader = (IWineD3DBaseShaderImpl *)ins->ctx->shader;
2747 IWineD3DDeviceImpl *deviceImpl = (IWineD3DDeviceImpl *)shader->baseShader.device;
2748 DWORD shader_version = WINED3D_SHADER_VERSION(ins->ctx->reg_maps->shader_version.major,
2749 ins->ctx->reg_maps->shader_version.minor);
2750 const struct wined3d_gl_info *gl_info = ins->ctx->gl_info;
2751 glsl_sample_function_t sample_function;
2752 DWORD sample_flags = 0;
2753 WINED3DSAMPLER_TEXTURE_TYPE sampler_type;
2755 DWORD mask = 0, swizzle;
2757 /* 1.0-1.4: Use destination register as sampler source.
2758 * 2.0+: Use provided sampler source. */
2759 if (shader_version < WINED3D_SHADER_VERSION(2,0)) sampler_idx = ins->dst[0].reg.idx;
2760 else sampler_idx = ins->src[1].reg.idx;
2761 sampler_type = ins->ctx->reg_maps->sampler_type[sampler_idx];
2763 if (shader_version < WINED3D_SHADER_VERSION(1,4))
2765 DWORD flags = deviceImpl->stateBlock->textureState[sampler_idx][WINED3DTSS_TEXTURETRANSFORMFLAGS];
2767 /* Projected cube textures don't make a lot of sense, the resulting coordinates stay the same. */
2768 if (flags & WINED3DTTFF_PROJECTED && sampler_type != WINED3DSTT_CUBE) {
2769 sample_flags |= WINED3D_GLSL_SAMPLE_PROJECTED;
2770 switch (flags & ~WINED3DTTFF_PROJECTED) {
2771 case WINED3DTTFF_COUNT1: FIXME("WINED3DTTFF_PROJECTED with WINED3DTTFF_COUNT1?\n"); break;
2772 case WINED3DTTFF_COUNT2: mask = WINED3DSP_WRITEMASK_1; break;
2773 case WINED3DTTFF_COUNT3: mask = WINED3DSP_WRITEMASK_2; break;
2774 case WINED3DTTFF_COUNT4:
2775 case WINED3DTTFF_DISABLE: mask = WINED3DSP_WRITEMASK_3; break;
2779 else if (shader_version < WINED3D_SHADER_VERSION(2,0))
2781 DWORD src_mod = ins->src[0].modifiers;
2783 if (src_mod == WINED3DSPSM_DZ) {
2784 sample_flags |= WINED3D_GLSL_SAMPLE_PROJECTED;
2785 mask = WINED3DSP_WRITEMASK_2;
2786 } else if (src_mod == WINED3DSPSM_DW) {
2787 sample_flags |= WINED3D_GLSL_SAMPLE_PROJECTED;
2788 mask = WINED3DSP_WRITEMASK_3;
2791 if (ins->flags & WINED3DSI_TEXLD_PROJECT)
2793 /* ps 2.0 texldp instruction always divides by the fourth component. */
2794 sample_flags |= WINED3D_GLSL_SAMPLE_PROJECTED;
2795 mask = WINED3DSP_WRITEMASK_3;
2799 if(deviceImpl->stateBlock->textures[sampler_idx] &&
2800 IWineD3DBaseTexture_GetTextureDimensions(deviceImpl->stateBlock->textures[sampler_idx]) == GL_TEXTURE_RECTANGLE_ARB) {
2801 sample_flags |= WINED3D_GLSL_SAMPLE_RECT;
2804 shader_glsl_get_sample_function(gl_info, sampler_type, sample_flags, &sample_function);
2805 mask |= sample_function.coord_mask;
2807 if (shader_version < WINED3D_SHADER_VERSION(2,0)) swizzle = WINED3DSP_NOSWIZZLE;
2808 else swizzle = ins->src[1].swizzle;
2810 /* 1.0-1.3: Use destination register as coordinate source.
2811 1.4+: Use provided coordinate source register. */
2812 if (shader_version < WINED3D_SHADER_VERSION(1,4))
2815 shader_glsl_write_mask_to_str(mask, coord_mask);
2816 shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, swizzle, NULL, NULL, NULL,
2817 "T%u%s", sampler_idx, coord_mask);
2819 glsl_src_param_t coord_param;
2820 shader_glsl_add_src_param(ins, &ins->src[0], mask, &coord_param);
2821 if (ins->flags & WINED3DSI_TEXLD_BIAS)
2823 glsl_src_param_t bias;
2824 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_3, &bias);
2825 shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, swizzle, NULL, NULL, bias.param_str,
2826 "%s", coord_param.param_str);
2828 shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, swizzle, NULL, NULL, NULL,
2829 "%s", coord_param.param_str);
2834 static void shader_glsl_texldd(const struct wined3d_shader_instruction *ins)
2836 IWineD3DBaseShaderImpl *This = (IWineD3DBaseShaderImpl *)ins->ctx->shader;
2837 IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device;
2838 const struct wined3d_gl_info *gl_info = ins->ctx->gl_info;
2839 glsl_sample_function_t sample_function;
2840 glsl_src_param_t coord_param, dx_param, dy_param;
2841 DWORD sample_flags = WINED3D_GLSL_SAMPLE_GRAD;
2844 DWORD swizzle = ins->src[1].swizzle;
2846 if (!gl_info->supported[ARB_SHADER_TEXTURE_LOD] && !gl_info->supported[EXT_GPU_SHADER4])
2848 FIXME("texldd used, but not supported by hardware. Falling back to regular tex\n");
2849 return shader_glsl_tex(ins);
2852 sampler_idx = ins->src[1].reg.idx;
2853 sampler_type = ins->ctx->reg_maps->sampler_type[sampler_idx];
2854 if(deviceImpl->stateBlock->textures[sampler_idx] &&
2855 IWineD3DBaseTexture_GetTextureDimensions(deviceImpl->stateBlock->textures[sampler_idx]) == GL_TEXTURE_RECTANGLE_ARB) {
2856 sample_flags |= WINED3D_GLSL_SAMPLE_RECT;
2859 shader_glsl_get_sample_function(gl_info, sampler_type, sample_flags, &sample_function);
2860 shader_glsl_add_src_param(ins, &ins->src[0], sample_function.coord_mask, &coord_param);
2861 shader_glsl_add_src_param(ins, &ins->src[2], sample_function.coord_mask, &dx_param);
2862 shader_glsl_add_src_param(ins, &ins->src[3], sample_function.coord_mask, &dy_param);
2864 shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, swizzle, dx_param.param_str, dy_param.param_str, NULL,
2865 "%s", coord_param.param_str);
2868 static void shader_glsl_texldl(const struct wined3d_shader_instruction *ins)
2870 IWineD3DBaseShaderImpl *This = (IWineD3DBaseShaderImpl *)ins->ctx->shader;
2871 IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device;
2872 const struct wined3d_gl_info *gl_info = ins->ctx->gl_info;
2873 glsl_sample_function_t sample_function;
2874 glsl_src_param_t coord_param, lod_param;
2875 DWORD sample_flags = WINED3D_GLSL_SAMPLE_LOD;
2878 DWORD swizzle = ins->src[1].swizzle;
2880 sampler_idx = ins->src[1].reg.idx;
2881 sampler_type = ins->ctx->reg_maps->sampler_type[sampler_idx];
2882 if(deviceImpl->stateBlock->textures[sampler_idx] &&
2883 IWineD3DBaseTexture_GetTextureDimensions(deviceImpl->stateBlock->textures[sampler_idx]) == GL_TEXTURE_RECTANGLE_ARB) {
2884 sample_flags |= WINED3D_GLSL_SAMPLE_RECT;
2886 shader_glsl_get_sample_function(gl_info, sampler_type, sample_flags, &sample_function);
2887 shader_glsl_add_src_param(ins, &ins->src[0], sample_function.coord_mask, &coord_param);
2889 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_3, &lod_param);
2891 if (!gl_info->supported[ARB_SHADER_TEXTURE_LOD] && !gl_info->supported[EXT_GPU_SHADER4]
2892 && shader_is_pshader_version(ins->ctx->reg_maps->shader_version.type))
2894 /* The GLSL spec claims the Lod sampling functions are only supported in vertex shaders.
2895 * However, they seem to work just fine in fragment shaders as well. */
2896 WARN("Using %s in fragment shader.\n", sample_function.name);
2898 shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, swizzle, NULL, NULL, lod_param.param_str,
2899 "%s", coord_param.param_str);
2902 static void shader_glsl_texcoord(const struct wined3d_shader_instruction *ins)
2904 /* FIXME: Make this work for more than just 2D textures */
2905 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2906 DWORD write_mask = shader_glsl_append_dst(ins->ctx->buffer, ins);
2908 if (!(ins->ctx->reg_maps->shader_version.major == 1 && ins->ctx->reg_maps->shader_version.minor == 4))
2912 shader_glsl_get_write_mask(&ins->dst[0], dst_mask);
2913 shader_addline(buffer, "clamp(gl_TexCoord[%u], 0.0, 1.0)%s);\n",
2914 ins->dst[0].reg.idx, dst_mask);
2916 DWORD reg = ins->src[0].reg.idx;
2917 DWORD src_mod = ins->src[0].modifiers;
2918 char dst_swizzle[6];
2920 shader_glsl_get_swizzle(&ins->src[0], FALSE, write_mask, dst_swizzle);
2922 if (src_mod == WINED3DSPSM_DZ) {
2923 glsl_src_param_t div_param;
2924 unsigned int mask_size = shader_glsl_get_write_mask_size(write_mask);
2925 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_2, &div_param);
2927 if (mask_size > 1) {
2928 shader_addline(buffer, "gl_TexCoord[%u]%s / vec%d(%s));\n", reg, dst_swizzle, mask_size, div_param.param_str);
2930 shader_addline(buffer, "gl_TexCoord[%u]%s / %s);\n", reg, dst_swizzle, div_param.param_str);
2932 } else if (src_mod == WINED3DSPSM_DW) {
2933 glsl_src_param_t div_param;
2934 unsigned int mask_size = shader_glsl_get_write_mask_size(write_mask);
2935 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_3, &div_param);
2937 if (mask_size > 1) {
2938 shader_addline(buffer, "gl_TexCoord[%u]%s / vec%d(%s));\n", reg, dst_swizzle, mask_size, div_param.param_str);
2940 shader_addline(buffer, "gl_TexCoord[%u]%s / %s);\n", reg, dst_swizzle, div_param.param_str);
2943 shader_addline(buffer, "gl_TexCoord[%u]%s);\n", reg, dst_swizzle);
2948 /** Process the WINED3DSIO_TEXDP3TEX instruction in GLSL:
2949 * Take a 3-component dot product of the TexCoord[dstreg] and src,
2950 * then perform a 1D texture lookup from stage dstregnum, place into dst. */
2951 static void shader_glsl_texdp3tex(const struct wined3d_shader_instruction *ins)
2953 const struct wined3d_gl_info *gl_info = ins->ctx->gl_info;
2954 glsl_src_param_t src0_param;
2955 glsl_sample_function_t sample_function;
2956 DWORD sampler_idx = ins->dst[0].reg.idx;
2957 DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
2958 WINED3DSAMPLER_TEXTURE_TYPE sampler_type = ins->ctx->reg_maps->sampler_type[sampler_idx];
2961 shader_glsl_add_src_param(ins, &ins->src[0], src_mask, &src0_param);
2963 /* Do I have to take care about the projected bit? I don't think so, since the dp3 returns only one
2964 * scalar, and projected sampling would require 4.
2966 * It is a dependent read - not valid with conditional NP2 textures
2968 shader_glsl_get_sample_function(gl_info, sampler_type, 0, &sample_function);
2969 mask_size = shader_glsl_get_write_mask_size(sample_function.coord_mask);
2974 shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, WINED3DSP_NOSWIZZLE, NULL, NULL, NULL,
2975 "dot(gl_TexCoord[%u].xyz, %s)", sampler_idx, src0_param.param_str);
2979 shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, WINED3DSP_NOSWIZZLE, NULL, NULL, NULL,
2980 "vec2(dot(gl_TexCoord[%u].xyz, %s), 0.0)", sampler_idx, src0_param.param_str);
2984 shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, WINED3DSP_NOSWIZZLE, NULL, NULL, NULL,
2985 "vec3(dot(gl_TexCoord[%u].xyz, %s), 0.0, 0.0)", sampler_idx, src0_param.param_str);
2989 FIXME("Unexpected mask size %u\n", mask_size);
2994 /** Process the WINED3DSIO_TEXDP3 instruction in GLSL:
2995 * Take a 3-component dot product of the TexCoord[dstreg] and src. */
2996 static void shader_glsl_texdp3(const struct wined3d_shader_instruction *ins)
2998 glsl_src_param_t src0_param;
2999 DWORD dstreg = ins->dst[0].reg.idx;
3000 DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
3002 unsigned int mask_size;
3004 dst_mask = shader_glsl_append_dst(ins->ctx->buffer, ins);
3005 mask_size = shader_glsl_get_write_mask_size(dst_mask);
3006 shader_glsl_add_src_param(ins, &ins->src[0], src_mask, &src0_param);
3008 if (mask_size > 1) {
3009 shader_addline(ins->ctx->buffer, "vec%d(dot(T%u.xyz, %s)));\n", mask_size, dstreg, src0_param.param_str);
3011 shader_addline(ins->ctx->buffer, "dot(T%u.xyz, %s));\n", dstreg, src0_param.param_str);
3015 /** Process the WINED3DSIO_TEXDEPTH instruction in GLSL:
3016 * Calculate the depth as dst.x / dst.y */
3017 static void shader_glsl_texdepth(const struct wined3d_shader_instruction *ins)
3019 glsl_dst_param_t dst_param;
3021 shader_glsl_add_dst_param(ins, &ins->dst[0], &dst_param);
3023 /* Tests show that texdepth never returns anything below 0.0, and that r5.y is clamped to 1.0.
3024 * Negative input is accepted, -0.25 / -0.5 returns 0.5. GL should clamp gl_FragDepth to [0;1], but
3025 * this doesn't always work, so clamp the results manually. Whether or not the x value is clamped at 1
3026 * too is irrelevant, since if x = 0, any y value < 1.0 (and > 1.0 is not allowed) results in a result
3029 shader_addline(ins->ctx->buffer, "gl_FragDepth = clamp((%s.x / min(%s.y, 1.0)), 0.0, 1.0);\n",
3030 dst_param.reg_name, dst_param.reg_name);
3033 /** Process the WINED3DSIO_TEXM3X2DEPTH instruction in GLSL:
3034 * Last row of a 3x2 matrix multiply, use the result to calculate the depth:
3035 * Calculate tmp0.y = TexCoord[dstreg] . src.xyz; (tmp0.x has already been calculated)
3036 * depth = (tmp0.y == 0.0) ? 1.0 : tmp0.x / tmp0.y
3038 static void shader_glsl_texm3x2depth(const struct wined3d_shader_instruction *ins)
3040 DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
3041 DWORD dstreg = ins->dst[0].reg.idx;
3042 glsl_src_param_t src0_param;
3044 shader_glsl_add_src_param(ins, &ins->src[0], src_mask, &src0_param);
3046 shader_addline(ins->ctx->buffer, "tmp0.y = dot(T%u.xyz, %s);\n", dstreg, src0_param.param_str);
3047 shader_addline(ins->ctx->buffer, "gl_FragDepth = (tmp0.y == 0.0) ? 1.0 : clamp(tmp0.x / tmp0.y, 0.0, 1.0);\n");
3050 /** Process the WINED3DSIO_TEXM3X2PAD instruction in GLSL
3051 * Calculate the 1st of a 2-row matrix multiplication. */
3052 static void shader_glsl_texm3x2pad(const struct wined3d_shader_instruction *ins)
3054 DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
3055 DWORD reg = ins->dst[0].reg.idx;
3056 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
3057 glsl_src_param_t src0_param;
3059 shader_glsl_add_src_param(ins, &ins->src[0], src_mask, &src0_param);
3060 shader_addline(buffer, "tmp0.x = dot(T%u.xyz, %s);\n", reg, src0_param.param_str);
3063 /** Process the WINED3DSIO_TEXM3X3PAD instruction in GLSL
3064 * Calculate the 1st or 2nd row of a 3-row matrix multiplication. */
3065 static void shader_glsl_texm3x3pad(const struct wined3d_shader_instruction *ins)
3067 IWineD3DBaseShaderImpl *shader = (IWineD3DBaseShaderImpl *)ins->ctx->shader;
3068 DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
3069 DWORD reg = ins->dst[0].reg.idx;
3070 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
3071 SHADER_PARSE_STATE* current_state = &shader->baseShader.parse_state;
3072 glsl_src_param_t src0_param;
3074 shader_glsl_add_src_param(ins, &ins->src[0], src_mask, &src0_param);
3075 shader_addline(buffer, "tmp0.%c = dot(T%u.xyz, %s);\n", 'x' + current_state->current_row, reg, src0_param.param_str);
3076 current_state->texcoord_w[current_state->current_row++] = reg;
3079 static void shader_glsl_texm3x2tex(const struct wined3d_shader_instruction *ins)
3081 const struct wined3d_gl_info *gl_info = ins->ctx->gl_info;
3082 DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
3083 DWORD reg = ins->dst[0].reg.idx;
3084 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
3085 glsl_src_param_t src0_param;
3086 WINED3DSAMPLER_TEXTURE_TYPE sampler_type = ins->ctx->reg_maps->sampler_type[reg];
3087 glsl_sample_function_t sample_function;
3089 shader_glsl_add_src_param(ins, &ins->src[0], src_mask, &src0_param);
3090 shader_addline(buffer, "tmp0.y = dot(T%u.xyz, %s);\n", reg, src0_param.param_str);
3092 shader_glsl_get_sample_function(gl_info, sampler_type, 0, &sample_function);
3094 /* Sample the texture using the calculated coordinates */
3095 shader_glsl_gen_sample_code(ins, reg, &sample_function, WINED3DSP_NOSWIZZLE, NULL, NULL, NULL, "tmp0.xy");
3098 /** Process the WINED3DSIO_TEXM3X3TEX instruction in GLSL
3099 * Perform the 3rd row of a 3x3 matrix multiply, then sample the texture using the calculated coordinates */
3100 static void shader_glsl_texm3x3tex(const struct wined3d_shader_instruction *ins)
3102 DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
3103 IWineD3DBaseShaderImpl *shader = (IWineD3DBaseShaderImpl *)ins->ctx->shader;
3104 SHADER_PARSE_STATE *current_state = &shader->baseShader.parse_state;
3105 const struct wined3d_gl_info *gl_info = ins->ctx->gl_info;
3106 glsl_src_param_t src0_param;
3107 DWORD reg = ins->dst[0].reg.idx;
3108 WINED3DSAMPLER_TEXTURE_TYPE sampler_type = ins->ctx->reg_maps->sampler_type[reg];
3109 glsl_sample_function_t sample_function;
3111 shader_glsl_add_src_param(ins, &ins->src[0], src_mask, &src0_param);
3112 shader_addline(ins->ctx->buffer, "tmp0.z = dot(T%u.xyz, %s);\n", reg, src0_param.param_str);
3114 /* Dependent read, not valid with conditional NP2 */
3115 shader_glsl_get_sample_function(gl_info, sampler_type, 0, &sample_function);
3117 /* Sample the texture using the calculated coordinates */
3118 shader_glsl_gen_sample_code(ins, reg, &sample_function, WINED3DSP_NOSWIZZLE, NULL, NULL, NULL, "tmp0.xyz");
3120 current_state->current_row = 0;
3123 /** Process the WINED3DSIO_TEXM3X3 instruction in GLSL
3124 * Perform the 3rd row of a 3x3 matrix multiply */
3125 static void shader_glsl_texm3x3(const struct wined3d_shader_instruction *ins)
3127 DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
3128 IWineD3DBaseShaderImpl *shader = (IWineD3DBaseShaderImpl *)ins->ctx->shader;
3129 SHADER_PARSE_STATE *current_state = &shader->baseShader.parse_state;
3130 glsl_src_param_t src0_param;
3132 DWORD reg = ins->dst[0].reg.idx;
3134 shader_glsl_add_src_param(ins, &ins->src[0], src_mask, &src0_param);
3136 shader_glsl_append_dst(ins->ctx->buffer, ins);
3137 shader_glsl_get_write_mask(&ins->dst[0], dst_mask);
3138 shader_addline(ins->ctx->buffer, "vec4(tmp0.xy, dot(T%u.xyz, %s), 1.0)%s);\n", reg, src0_param.param_str, dst_mask);
3140 current_state->current_row = 0;
3143 /* Process the WINED3DSIO_TEXM3X3SPEC instruction in GLSL
3144 * Perform the final texture lookup based on the previous 2 3x3 matrix multiplies */
3145 static void shader_glsl_texm3x3spec(const struct wined3d_shader_instruction *ins)
3147 IWineD3DBaseShaderImpl *shader = (IWineD3DBaseShaderImpl *)ins->ctx->shader;
3148 const struct wined3d_gl_info *gl_info = ins->ctx->gl_info;
3149 DWORD reg = ins->dst[0].reg.idx;
3150 glsl_src_param_t src0_param;
3151 glsl_src_param_t src1_param;
3152 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
3153 SHADER_PARSE_STATE* current_state = &shader->baseShader.parse_state;
3154 WINED3DSAMPLER_TEXTURE_TYPE stype = ins->ctx->reg_maps->sampler_type[reg];
3155 DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
3156 glsl_sample_function_t sample_function;
3158 shader_glsl_add_src_param(ins, &ins->src[0], src_mask, &src0_param);
3159 shader_glsl_add_src_param(ins, &ins->src[1], src_mask, &src1_param);
3161 /* Perform the last matrix multiply operation */
3162 shader_addline(buffer, "tmp0.z = dot(T%u.xyz, %s);\n", reg, src0_param.param_str);
3163 /* Reflection calculation */
3164 shader_addline(buffer, "tmp0.xyz = -reflect((%s), normalize(tmp0.xyz));\n", src1_param.param_str);
3166 /* Dependent read, not valid with conditional NP2 */
3167 shader_glsl_get_sample_function(gl_info, stype, 0, &sample_function);
3169 /* Sample the texture */
3170 shader_glsl_gen_sample_code(ins, reg, &sample_function, WINED3DSP_NOSWIZZLE, NULL, NULL, NULL, "tmp0.xyz");
3172 current_state->current_row = 0;
3175 /* Process the WINED3DSIO_TEXM3X3VSPEC instruction in GLSL
3176 * Perform the final texture lookup based on the previous 2 3x3 matrix multiplies */
3177 static void shader_glsl_texm3x3vspec(const struct wined3d_shader_instruction *ins)
3179 IWineD3DBaseShaderImpl *shader = (IWineD3DBaseShaderImpl *)ins->ctx->shader;
3180 const struct wined3d_gl_info *gl_info = ins->ctx->gl_info;
3181 DWORD reg = ins->dst[0].reg.idx;
3182 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
3183 SHADER_PARSE_STATE* current_state = &shader->baseShader.parse_state;
3184 glsl_src_param_t src0_param;
3185 DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
3186 WINED3DSAMPLER_TEXTURE_TYPE sampler_type = ins->ctx->reg_maps->sampler_type[reg];
3187 glsl_sample_function_t sample_function;
3189 shader_glsl_add_src_param(ins, &ins->src[0], src_mask, &src0_param);
3191 /* Perform the last matrix multiply operation */
3192 shader_addline(buffer, "tmp0.z = dot(vec3(T%u), vec3(%s));\n", reg, src0_param.param_str);
3194 /* Construct the eye-ray vector from w coordinates */
3195 shader_addline(buffer, "tmp1.xyz = normalize(vec3(gl_TexCoord[%u].w, gl_TexCoord[%u].w, gl_TexCoord[%u].w));\n",
3196 current_state->texcoord_w[0], current_state->texcoord_w[1], reg);
3197 shader_addline(buffer, "tmp0.xyz = -reflect(tmp1.xyz, normalize(tmp0.xyz));\n");
3199 /* Dependent read, not valid with conditional NP2 */
3200 shader_glsl_get_sample_function(gl_info, sampler_type, 0, &sample_function);
3202 /* Sample the texture using the calculated coordinates */
3203 shader_glsl_gen_sample_code(ins, reg, &sample_function, WINED3DSP_NOSWIZZLE, NULL, NULL, NULL, "tmp0.xyz");
3205 current_state->current_row = 0;
3208 /** Process the WINED3DSIO_TEXBEM instruction in GLSL.
3209 * Apply a fake bump map transform.
3210 * texbem is pshader <= 1.3 only, this saves a few version checks
3212 static void shader_glsl_texbem(const struct wined3d_shader_instruction *ins)
3214 IWineD3DBaseShaderImpl *shader = (IWineD3DBaseShaderImpl *)ins->ctx->shader;
3215 IWineD3DDeviceImpl *deviceImpl = (IWineD3DDeviceImpl *)shader->baseShader.device;
3216 const struct wined3d_gl_info *gl_info = ins->ctx->gl_info;
3217 glsl_sample_function_t sample_function;
3218 glsl_src_param_t coord_param;
3219 WINED3DSAMPLER_TEXTURE_TYPE sampler_type;
3225 sampler_idx = ins->dst[0].reg.idx;
3226 flags = deviceImpl->stateBlock->textureState[sampler_idx][WINED3DTSS_TEXTURETRANSFORMFLAGS];
3228 sampler_type = ins->ctx->reg_maps->sampler_type[sampler_idx];
3229 /* Dependent read, not valid with conditional NP2 */
3230 shader_glsl_get_sample_function(gl_info, sampler_type, 0, &sample_function);
3231 mask = sample_function.coord_mask;
3233 shader_glsl_write_mask_to_str(mask, coord_mask);
3235 /* with projective textures, texbem only divides the static texture coord, not the displacement,
3236 * so we can't let the GL handle this.
3238 if (flags & WINED3DTTFF_PROJECTED) {
3240 char coord_div_mask[3];
3241 switch (flags & ~WINED3DTTFF_PROJECTED) {
3242 case WINED3DTTFF_COUNT1: FIXME("WINED3DTTFF_PROJECTED with WINED3DTTFF_COUNT1?\n"); break;
3243 case WINED3DTTFF_COUNT2: div_mask = WINED3DSP_WRITEMASK_1; break;
3244 case WINED3DTTFF_COUNT3: div_mask = WINED3DSP_WRITEMASK_2; break;
3245 case WINED3DTTFF_COUNT4:
3246 case WINED3DTTFF_DISABLE: div_mask = WINED3DSP_WRITEMASK_3; break;
3248 shader_glsl_write_mask_to_str(div_mask, coord_div_mask);
3249 shader_addline(ins->ctx->buffer, "T%u%s /= T%u%s;\n", sampler_idx, coord_mask, sampler_idx, coord_div_mask);
3252 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1, &coord_param);
3254 shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, WINED3DSP_NOSWIZZLE, NULL, NULL, NULL,
3255 "T%u%s + vec4(bumpenvmat%d * %s, 0.0, 0.0)%s", sampler_idx, coord_mask, sampler_idx,
3256 coord_param.param_str, coord_mask);
3258 if (ins->handler_idx == WINED3DSIH_TEXBEML)
3260 glsl_src_param_t luminance_param;
3261 glsl_dst_param_t dst_param;
3263 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_2, &luminance_param);
3264 shader_glsl_add_dst_param(ins, &ins->dst[0], &dst_param);
3266 shader_addline(ins->ctx->buffer, "%s%s *= (%s * luminancescale%d + luminanceoffset%d);\n",
3267 dst_param.reg_name, dst_param.mask_str,
3268 luminance_param.param_str, sampler_idx, sampler_idx);
3272 static void shader_glsl_bem(const struct wined3d_shader_instruction *ins)
3274 glsl_src_param_t src0_param, src1_param;
3275 DWORD sampler_idx = ins->dst[0].reg.idx;
3277 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1, &src0_param);
3278 shader_glsl_add_src_param(ins, &ins->src[1], WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1, &src1_param);
3280 shader_glsl_append_dst(ins->ctx->buffer, ins);
3281 shader_addline(ins->ctx->buffer, "%s + bumpenvmat%d * %s);\n",
3282 src0_param.param_str, sampler_idx, src1_param.param_str);
3285 /** Process the WINED3DSIO_TEXREG2AR instruction in GLSL
3286 * Sample 2D texture at dst using the alpha & red (wx) components of src as texture coordinates */
3287 static void shader_glsl_texreg2ar(const struct wined3d_shader_instruction *ins)
3289 const struct wined3d_gl_info *gl_info = ins->ctx->gl_info;
3290 glsl_src_param_t src0_param;
3291 DWORD sampler_idx = ins->dst[0].reg.idx;
3292 WINED3DSAMPLER_TEXTURE_TYPE sampler_type = ins->ctx->reg_maps->sampler_type[sampler_idx];
3293 glsl_sample_function_t sample_function;
3295 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_ALL, &src0_param);
3297 shader_glsl_get_sample_function(gl_info, sampler_type, 0, &sample_function);
3298 shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, WINED3DSP_NOSWIZZLE, NULL, NULL, NULL,
3299 "%s.wx", src0_param.reg_name);
3302 /** Process the WINED3DSIO_TEXREG2GB instruction in GLSL
3303 * Sample 2D texture at dst using the green & blue (yz) components of src as texture coordinates */
3304 static void shader_glsl_texreg2gb(const struct wined3d_shader_instruction *ins)
3306 const struct wined3d_gl_info *gl_info = ins->ctx->gl_info;
3307 glsl_src_param_t src0_param;
3308 DWORD sampler_idx = ins->dst[0].reg.idx;
3309 WINED3DSAMPLER_TEXTURE_TYPE sampler_type = ins->ctx->reg_maps->sampler_type[sampler_idx];
3310 glsl_sample_function_t sample_function;
3312 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_ALL, &src0_param);
3314 shader_glsl_get_sample_function(gl_info, sampler_type, 0, &sample_function);
3315 shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, WINED3DSP_NOSWIZZLE, NULL, NULL, NULL,
3316 "%s.yz", src0_param.reg_name);
3319 /** Process the WINED3DSIO_TEXREG2RGB instruction in GLSL
3320 * Sample texture at dst using the rgb (xyz) components of src as texture coordinates */
3321 static void shader_glsl_texreg2rgb(const struct wined3d_shader_instruction *ins)
3323 const struct wined3d_gl_info *gl_info = ins->ctx->gl_info;
3324 glsl_src_param_t src0_param;
3325 DWORD sampler_idx = ins->dst[0].reg.idx;
3326 WINED3DSAMPLER_TEXTURE_TYPE sampler_type = ins->ctx->reg_maps->sampler_type[sampler_idx];
3327 glsl_sample_function_t sample_function;
3329 /* Dependent read, not valid with conditional NP2 */
3330 shader_glsl_get_sample_function(gl_info, sampler_type, 0, &sample_function);
3331 shader_glsl_add_src_param(ins, &ins->src[0], sample_function.coord_mask, &src0_param);
3333 shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, WINED3DSP_NOSWIZZLE, NULL, NULL, NULL,
3334 "%s", src0_param.param_str);
3337 /** Process the WINED3DSIO_TEXKILL instruction in GLSL.
3338 * If any of the first 3 components are < 0, discard this pixel */
3339 static void shader_glsl_texkill(const struct wined3d_shader_instruction *ins)
3341 glsl_dst_param_t dst_param;
3343 /* The argument is a destination parameter, and no writemasks are allowed */
3344 shader_glsl_add_dst_param(ins, &ins->dst[0], &dst_param);
3345 if (ins->ctx->reg_maps->shader_version.major >= 2)
3347 /* 2.0 shaders compare all 4 components in texkill */
3348 shader_addline(ins->ctx->buffer, "if (any(lessThan(%s.xyzw, vec4(0.0)))) discard;\n", dst_param.reg_name);
3350 /* 1.X shaders only compare the first 3 components, probably due to the nature of the texkill
3351 * instruction as a tex* instruction, and phase, which kills all a / w components. Even if all
3352 * 4 components are defined, only the first 3 are used
3354 shader_addline(ins->ctx->buffer, "if (any(lessThan(%s.xyz, vec3(0.0)))) discard;\n", dst_param.reg_name);
3358 /** Process the WINED3DSIO_DP2ADD instruction in GLSL.
3359 * dst = dot2(src0, src1) + src2 */
3360 static void shader_glsl_dp2add(const struct wined3d_shader_instruction *ins)
3362 glsl_src_param_t src0_param;
3363 glsl_src_param_t src1_param;
3364 glsl_src_param_t src2_param;
3366 unsigned int mask_size;
3368 write_mask = shader_glsl_append_dst(ins->ctx->buffer, ins);
3369 mask_size = shader_glsl_get_write_mask_size(write_mask);
3371 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1, &src0_param);
3372 shader_glsl_add_src_param(ins, &ins->src[1], WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1, &src1_param);
3373 shader_glsl_add_src_param(ins, &ins->src[2], WINED3DSP_WRITEMASK_0, &src2_param);
3375 if (mask_size > 1) {
3376 shader_addline(ins->ctx->buffer, "vec%d(dot(%s, %s) + %s));\n",
3377 mask_size, src0_param.param_str, src1_param.param_str, src2_param.param_str);
3379 shader_addline(ins->ctx->buffer, "dot(%s, %s) + %s);\n",
3380 src0_param.param_str, src1_param.param_str, src2_param.param_str);
3384 static void shader_glsl_input_pack(IWineD3DPixelShader *iface, struct wined3d_shader_buffer *buffer,
3385 const struct wined3d_shader_signature_element *input_signature, const struct shader_reg_maps *reg_maps,
3386 enum vertexprocessing_mode vertexprocessing)
3389 IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)iface;
3390 WORD map = reg_maps->input_registers;
3392 for (i = 0; map; map >>= 1, ++i)
3394 const char *semantic_name;
3399 if (!(map & 1)) continue;
3401 semantic_name = input_signature[i].semantic_name;
3402 semantic_idx = input_signature[i].semantic_idx;
3403 shader_glsl_write_mask_to_str(input_signature[i].mask, reg_mask);
3405 if (shader_match_semantic(semantic_name, WINED3DDECLUSAGE_TEXCOORD))
3407 if (semantic_idx < 8 && vertexprocessing == pretransformed)
3408 shader_addline(buffer, "IN[%u]%s = gl_TexCoord[%u]%s;\n",
3409 This->input_reg_map[i], reg_mask, semantic_idx, reg_mask);
3411 shader_addline(buffer, "IN[%u]%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
3412 This->input_reg_map[i], reg_mask, reg_mask);
3414 else if (shader_match_semantic(semantic_name, WINED3DDECLUSAGE_COLOR))
3416 if (semantic_idx == 0)
3417 shader_addline(buffer, "IN[%u]%s = vec4(gl_Color)%s;\n",
3418 This->input_reg_map[i], reg_mask, reg_mask);
3419 else if (semantic_idx == 1)
3420 shader_addline(buffer, "IN[%u]%s = vec4(gl_SecondaryColor)%s;\n",
3421 This->input_reg_map[i], reg_mask, reg_mask);
3423 shader_addline(buffer, "IN[%u]%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
3424 This->input_reg_map[i], reg_mask, reg_mask);
3428 shader_addline(buffer, "IN[%u]%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
3429 This->input_reg_map[i], reg_mask, reg_mask);
3434 /*********************************************
3435 * Vertex Shader Specific Code begins here
3436 ********************************************/
3438 static void add_glsl_program_entry(struct shader_glsl_priv *priv, struct glsl_shader_prog_link *entry) {
3439 glsl_program_key_t key;
3441 key.vshader = entry->vshader;
3442 key.pshader = entry->pshader;
3443 key.vs_args = entry->vs_args;
3444 key.ps_args = entry->ps_args;
3446 if (wine_rb_put(&priv->program_lookup, &key, &entry->program_lookup_entry) == -1)
3448 ERR("Failed to insert program entry.\n");
3452 static struct glsl_shader_prog_link *get_glsl_program_entry(struct shader_glsl_priv *priv,
3453 IWineD3DVertexShader *vshader, IWineD3DPixelShader *pshader, struct vs_compile_args *vs_args,
3454 struct ps_compile_args *ps_args) {
3455 struct wine_rb_entry *entry;
3456 glsl_program_key_t key;
3458 key.vshader = vshader;
3459 key.pshader = pshader;
3460 key.vs_args = *vs_args;
3461 key.ps_args = *ps_args;
3463 entry = wine_rb_get(&priv->program_lookup, &key);
3464 return entry ? WINE_RB_ENTRY_VALUE(entry, struct glsl_shader_prog_link, program_lookup_entry) : NULL;
3467 /* GL locking is done by the caller */
3468 static void delete_glsl_program_entry(struct shader_glsl_priv *priv, const struct wined3d_gl_info *gl_info,
3469 struct glsl_shader_prog_link *entry)
3471 glsl_program_key_t key;
3473 key.vshader = entry->vshader;
3474 key.pshader = entry->pshader;
3475 key.vs_args = entry->vs_args;
3476 key.ps_args = entry->ps_args;
3477 wine_rb_remove(&priv->program_lookup, &key);
3479 GL_EXTCALL(glDeleteObjectARB(entry->programId));
3480 if (entry->vshader) list_remove(&entry->vshader_entry);
3481 if (entry->pshader) list_remove(&entry->pshader_entry);
3482 HeapFree(GetProcessHeap(), 0, entry->vuniformF_locations);
3483 HeapFree(GetProcessHeap(), 0, entry->puniformF_locations);
3484 HeapFree(GetProcessHeap(), 0, entry);
3487 static void handle_ps3_input(struct wined3d_shader_buffer *buffer, const struct wined3d_gl_info *gl_info, const DWORD *map,
3488 const struct wined3d_shader_signature_element *input_signature, const struct shader_reg_maps *reg_maps_in,
3489 const struct wined3d_shader_signature_element *output_signature, const struct shader_reg_maps *reg_maps_out)
3492 const char *semantic_name_in, *semantic_name_out;
3493 UINT semantic_idx_in, semantic_idx_out;
3496 unsigned int in_count = vec4_varyings(3, gl_info);
3497 char reg_mask[6], reg_mask_out[6];
3498 char destination[50];
3499 WORD input_map, output_map;
3501 set = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*set) * (in_count + 2));
3503 if (!output_signature)
3505 /* Save gl_FrontColor & gl_FrontSecondaryColor before overwriting them. */
3506 shader_addline(buffer, "vec4 front_color = gl_FrontColor;\n");
3507 shader_addline(buffer, "vec4 front_secondary_color = gl_FrontSecondaryColor;\n");
3510 input_map = reg_maps_in->input_registers;
3511 for (i = 0; input_map; input_map >>= 1, ++i)
3513 if (!(input_map & 1)) continue;
3516 if (in_idx >= (in_count + 2)) {
3517 FIXME("More input varyings declared than supported, expect issues\n");
3520 else if (map[i] == ~0U)
3522 /* Declared, but not read register */
3526 if (in_idx == in_count) {
3527 sprintf(destination, "gl_FrontColor");
3528 } else if (in_idx == in_count + 1) {
3529 sprintf(destination, "gl_FrontSecondaryColor");
3531 sprintf(destination, "IN[%u]", in_idx);
3534 semantic_name_in = input_signature[i].semantic_name;
3535 semantic_idx_in = input_signature[i].semantic_idx;
3536 set[map[i]] = input_signature[i].mask;
3537 shader_glsl_write_mask_to_str(input_signature[i].mask, reg_mask);
3539 if (!output_signature)
3541 if (shader_match_semantic(semantic_name_in, WINED3DDECLUSAGE_COLOR))
3543 if (semantic_idx_in == 0)
3544 shader_addline(buffer, "%s%s = front_color%s;\n",
3545 destination, reg_mask, reg_mask);
3546 else if (semantic_idx_in == 1)
3547 shader_addline(buffer, "%s%s = front_secondary_color%s;\n",
3548 destination, reg_mask, reg_mask);
3550 shader_addline(buffer, "%s%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
3551 destination, reg_mask, reg_mask);
3553 else if (shader_match_semantic(semantic_name_in, WINED3DDECLUSAGE_TEXCOORD))
3555 if (semantic_idx_in < 8)
3557 shader_addline(buffer, "%s%s = gl_TexCoord[%u]%s;\n",
3558 destination, reg_mask, semantic_idx_in, reg_mask);
3562 shader_addline(buffer, "%s%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
3563 destination, reg_mask, reg_mask);
3566 else if (shader_match_semantic(semantic_name_in, WINED3DDECLUSAGE_FOG))
3568 shader_addline(buffer, "%s%s = vec4(gl_FogFragCoord, 0.0, 0.0, 0.0)%s;\n",
3569 destination, reg_mask, reg_mask);
3573 shader_addline(buffer, "%s%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
3574 destination, reg_mask, reg_mask);
3579 output_map = reg_maps_out->output_registers;
3580 for (j = 0; output_map; output_map >>= 1, ++j)
3582 if (!(output_map & 1)) continue;
3584 semantic_name_out = output_signature[j].semantic_name;
3585 semantic_idx_out = output_signature[j].semantic_idx;
3586 shader_glsl_write_mask_to_str(output_signature[j].mask, reg_mask_out);
3588 if (semantic_idx_in == semantic_idx_out
3589 && !strcmp(semantic_name_in, semantic_name_out))
3591 shader_addline(buffer, "%s%s = OUT[%u]%s;\n",
3592 destination, reg_mask, j, reg_mask);
3597 shader_addline(buffer, "%s%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
3598 destination, reg_mask, reg_mask);
3603 /* This is solely to make the compiler / linker happy and avoid warning about undefined
3604 * varyings. It shouldn't result in any real code executed on the GPU, since all read
3605 * input varyings are assigned above, if the optimizer works properly.
3607 for(i = 0; i < in_count + 2; i++) {
3608 if (set[i] && set[i] != WINED3DSP_WRITEMASK_ALL)
3610 unsigned int size = 0;
3611 memset(reg_mask, 0, sizeof(reg_mask));
3612 if(!(set[i] & WINED3DSP_WRITEMASK_0)) {
3613 reg_mask[size] = 'x';
3616 if(!(set[i] & WINED3DSP_WRITEMASK_1)) {
3617 reg_mask[size] = 'y';
3620 if(!(set[i] & WINED3DSP_WRITEMASK_2)) {
3621 reg_mask[size] = 'z';
3624 if(!(set[i] & WINED3DSP_WRITEMASK_3)) {
3625 reg_mask[size] = 'w';
3629 if (i == in_count) {
3630 sprintf(destination, "gl_FrontColor");
3631 } else if (i == in_count + 1) {
3632 sprintf(destination, "gl_FrontSecondaryColor");
3634 sprintf(destination, "IN[%u]", i);
3638 shader_addline(buffer, "%s.%s = 0.0;\n", destination, reg_mask);
3640 shader_addline(buffer, "%s.%s = vec%u(0.0);\n", destination, reg_mask, size);
3645 HeapFree(GetProcessHeap(), 0, set);
3648 /* GL locking is done by the caller */
3649 static GLhandleARB generate_param_reorder_function(struct wined3d_shader_buffer *buffer,
3650 IWineD3DVertexShader *vertexshader, IWineD3DPixelShader *pixelshader, const struct wined3d_gl_info *gl_info)
3652 GLhandleARB ret = 0;
3653 IWineD3DVertexShaderImpl *vs = (IWineD3DVertexShaderImpl *) vertexshader;
3654 IWineD3DPixelShaderImpl *ps = (IWineD3DPixelShaderImpl *) pixelshader;
3655 IWineD3DDeviceImpl *device;
3656 DWORD vs_major = vs->baseShader.reg_maps.shader_version.major;
3657 DWORD ps_major = ps ? ps->baseShader.reg_maps.shader_version.major : 0;
3659 const char *semantic_name;
3662 const struct wined3d_shader_signature_element *output_signature;
3664 shader_buffer_clear(buffer);
3666 shader_addline(buffer, "#version 120\n");
3668 if(vs_major < 3 && ps_major < 3) {
3669 /* That one is easy: The vertex shader writes to the builtin varyings, the pixel shader reads from them.
3670 * Take care about the texcoord .w fixup though if we're using the fixed function fragment pipeline
3672 device = (IWineD3DDeviceImpl *) vs->baseShader.device;
3673 if ((gl_info->quirks & WINED3D_QUIRK_SET_TEXCOORD_W)
3674 && ps_major == 0 && vs_major > 0 && !device->frag_pipe->ffp_proj_control)
3676 shader_addline(buffer, "void order_ps_input() {\n");
3677 for(i = 0; i < min(8, MAX_REG_TEXCRD); i++) {
3678 if(vs->baseShader.reg_maps.texcoord_mask[i] != 0 &&
3679 vs->baseShader.reg_maps.texcoord_mask[i] != WINED3DSP_WRITEMASK_ALL) {
3680 shader_addline(buffer, "gl_TexCoord[%u].w = 1.0;\n", i);
3683 shader_addline(buffer, "}\n");
3685 shader_addline(buffer, "void order_ps_input() { /* do nothing */ }\n");
3687 } else if(ps_major < 3 && vs_major >= 3) {
3688 WORD map = vs->baseShader.reg_maps.output_registers;
3690 /* The vertex shader writes to its own varyings, the pixel shader needs them in the builtin ones */
3691 output_signature = vs->baseShader.output_signature;
3693 shader_addline(buffer, "void order_ps_input(in vec4 OUT[%u]) {\n", MAX_REG_OUTPUT);
3694 for (i = 0; map; map >>= 1, ++i)
3698 if (!(map & 1)) continue;
3700 semantic_name = output_signature[i].semantic_name;
3701 semantic_idx = output_signature[i].semantic_idx;
3702 write_mask = output_signature[i].mask;
3703 shader_glsl_write_mask_to_str(write_mask, reg_mask);
3705 if (shader_match_semantic(semantic_name, WINED3DDECLUSAGE_COLOR))
3707 if (semantic_idx == 0)
3708 shader_addline(buffer, "gl_FrontColor%s = OUT[%u]%s;\n", reg_mask, i, reg_mask);
3709 else if (semantic_idx == 1)
3710 shader_addline(buffer, "gl_FrontSecondaryColor%s = OUT[%u]%s;\n", reg_mask, i, reg_mask);
3712 else if (shader_match_semantic(semantic_name, WINED3DDECLUSAGE_POSITION))
3714 shader_addline(buffer, "gl_Position%s = OUT[%u]%s;\n", reg_mask, i, reg_mask);
3716 else if (shader_match_semantic(semantic_name, WINED3DDECLUSAGE_TEXCOORD))
3718 if (semantic_idx < 8)
3720 if (!(gl_info->quirks & WINED3D_QUIRK_SET_TEXCOORD_W) || ps_major > 0)
3721 write_mask |= WINED3DSP_WRITEMASK_3;
3723 shader_addline(buffer, "gl_TexCoord[%u]%s = OUT[%u]%s;\n",
3724 semantic_idx, reg_mask, i, reg_mask);
3725 if (!(write_mask & WINED3DSP_WRITEMASK_3))
3726 shader_addline(buffer, "gl_TexCoord[%u].w = 1.0;\n", semantic_idx);
3729 else if (shader_match_semantic(semantic_name, WINED3DDECLUSAGE_PSIZE))
3731 shader_addline(buffer, "gl_PointSize = OUT[%u].x;\n", i);
3733 else if (shader_match_semantic(semantic_name, WINED3DDECLUSAGE_FOG))
3735 shader_addline(buffer, "gl_FogFragCoord = OUT[%u].%c;\n", i, reg_mask[1]);
3738 shader_addline(buffer, "}\n");
3740 } else if(ps_major >= 3 && vs_major >= 3) {
3741 WORD map = vs->baseShader.reg_maps.output_registers;
3743 output_signature = vs->baseShader.output_signature;
3745 /* This one is tricky: a 3.0 pixel shader reads from a 3.0 vertex shader */
3746 shader_addline(buffer, "varying vec4 IN[%u];\n", vec4_varyings(3, gl_info));
3747 shader_addline(buffer, "void order_ps_input(in vec4 OUT[%u]) {\n", MAX_REG_OUTPUT);
3749 /* First, sort out position and point size. Those are not passed to the pixel shader */
3750 for (i = 0; map; map >>= 1, ++i)
3752 if (!(map & 1)) continue;
3754 semantic_name = output_signature[i].semantic_name;
3755 shader_glsl_write_mask_to_str(output_signature[i].mask, reg_mask);
3757 if (shader_match_semantic(semantic_name, WINED3DDECLUSAGE_POSITION))
3759 shader_addline(buffer, "gl_Position%s = OUT[%u]%s;\n", reg_mask, i, reg_mask);
3761 else if (shader_match_semantic(semantic_name, WINED3DDECLUSAGE_PSIZE))
3763 shader_addline(buffer, "gl_PointSize = OUT[%u].x;\n", i);
3767 /* Then, fix the pixel shader input */
3768 handle_ps3_input(buffer, gl_info, ps->input_reg_map, ps->baseShader.input_signature,
3769 &ps->baseShader.reg_maps, output_signature, &vs->baseShader.reg_maps);
3771 shader_addline(buffer, "}\n");
3772 } else if(ps_major >= 3 && vs_major < 3) {
3773 shader_addline(buffer, "varying vec4 IN[%u];\n", vec4_varyings(3, gl_info));
3774 shader_addline(buffer, "void order_ps_input() {\n");
3775 /* The vertex shader wrote to the builtin varyings. There is no need to figure out position and
3776 * point size, but we depend on the optimizers kindness to find out that the pixel shader doesn't
3777 * read gl_TexCoord and gl_ColorX, otherwise we'll run out of varyings
3779 handle_ps3_input(buffer, gl_info, ps->input_reg_map, ps->baseShader.input_signature,
3780 &ps->baseShader.reg_maps, NULL, NULL);
3781 shader_addline(buffer, "}\n");
3783 ERR("Unexpected vertex and pixel shader version condition: vs: %d, ps: %d\n", vs_major, ps_major);
3786 ret = GL_EXTCALL(glCreateShaderObjectARB(GL_VERTEX_SHADER_ARB));
3787 checkGLcall("glCreateShaderObjectARB(GL_VERTEX_SHADER_ARB)");
3788 GL_EXTCALL(glShaderSourceARB(ret, 1, (const char**)&buffer->buffer, NULL));
3789 checkGLcall("glShaderSourceARB(ret, 1, &buffer->buffer, NULL)");
3790 GL_EXTCALL(glCompileShaderARB(ret));
3791 checkGLcall("glCompileShaderARB(ret)");
3796 /* GL locking is done by the caller */
3797 static void hardcode_local_constants(IWineD3DBaseShaderImpl *shader, const struct wined3d_gl_info *gl_info,
3798 GLhandleARB programId, char prefix)
3800 const local_constant *lconst;
3805 LIST_FOR_EACH_ENTRY(lconst, &shader->baseShader.constantsF, local_constant, entry) {
3806 value = (const float *)lconst->value;
3807 snprintf(glsl_name, sizeof(glsl_name), "%cLC%u", prefix, lconst->idx);
3808 tmp_loc = GL_EXTCALL(glGetUniformLocationARB(programId, glsl_name));
3809 GL_EXTCALL(glUniform4fvARB(tmp_loc, 1, value));
3811 checkGLcall("Hardcoding local constants");
3814 /* GL locking is done by the caller */
3815 static GLuint shader_glsl_generate_pshader(const struct wined3d_context *context,
3816 struct wined3d_shader_buffer *buffer, IWineD3DPixelShaderImpl *This,
3817 const struct ps_compile_args *args, struct ps_np2fixup_info *np2fixup_info)
3819 const struct shader_reg_maps *reg_maps = &This->baseShader.reg_maps;
3820 const struct wined3d_gl_info *gl_info = context->gl_info;
3821 CONST DWORD *function = This->baseShader.function;
3822 struct shader_glsl_ctx_priv priv_ctx;
3824 /* Create the hw GLSL shader object and assign it as the shader->prgId */
3825 GLhandleARB shader_obj = GL_EXTCALL(glCreateShaderObjectARB(GL_FRAGMENT_SHADER_ARB));
3827 memset(&priv_ctx, 0, sizeof(priv_ctx));
3828 priv_ctx.cur_ps_args = args;
3829 priv_ctx.cur_np2fixup_info = np2fixup_info;
3831 shader_addline(buffer, "#version 120\n");
3833 if (gl_info->supported[ARB_SHADER_TEXTURE_LOD] && reg_maps->usestexldd)
3835 shader_addline(buffer, "#extension GL_ARB_shader_texture_lod : enable\n");
3837 if (gl_info->supported[ARB_TEXTURE_RECTANGLE])
3839 /* The spec says that it doesn't have to be explicitly enabled, but the nvidia
3840 * drivers write a warning if we don't do so
3842 shader_addline(buffer, "#extension GL_ARB_texture_rectangle : enable\n");
3844 if (gl_info->supported[EXT_GPU_SHADER4])
3846 shader_addline(buffer, "#extension GL_EXT_gpu_shader4 : enable\n");
3849 /* Base Declarations */
3850 shader_generate_glsl_declarations(context, buffer, (IWineD3DBaseShader *)This, reg_maps, &priv_ctx);
3852 /* Pack 3.0 inputs */
3853 if (reg_maps->shader_version.major >= 3 && args->vp_mode != vertexshader)
3855 shader_glsl_input_pack((IWineD3DPixelShader *) This, buffer,
3856 This->baseShader.input_signature, reg_maps, args->vp_mode);
3859 /* Base Shader Body */
3860 shader_generate_main((IWineD3DBaseShader *)This, buffer, reg_maps, function, &priv_ctx);
3862 /* Pixel shaders < 2.0 place the resulting color in R0 implicitly */
3863 if (reg_maps->shader_version.major < 2)
3865 /* Some older cards like GeforceFX ones don't support multiple buffers, so also not gl_FragData */
3866 shader_addline(buffer, "gl_FragData[0] = R0;\n");
3869 if (args->srgb_correction)
3871 shader_addline(buffer, "tmp0.xyz = pow(gl_FragData[0].xyz, vec3(srgb_const0.x));\n");
3872 shader_addline(buffer, "tmp0.xyz = tmp0.xyz * vec3(srgb_const0.y) - vec3(srgb_const0.z);\n");
3873 shader_addline(buffer, "tmp1.xyz = gl_FragData[0].xyz * vec3(srgb_const0.w);\n");
3874 shader_addline(buffer, "bvec3 srgb_compare = lessThan(gl_FragData[0].xyz, vec3(srgb_const1.x));\n");
3875 shader_addline(buffer, "gl_FragData[0].xyz = mix(tmp0.xyz, tmp1.xyz, vec3(srgb_compare));\n");
3876 shader_addline(buffer, "gl_FragData[0] = clamp(gl_FragData[0], 0.0, 1.0);\n");
3878 /* Pixel shader < 3.0 do not replace the fog stage.
3879 * This implements linear fog computation and blending.
3880 * TODO: non linear fog
3881 * NOTE: gl_Fog.start and gl_Fog.end don't hold fog start s and end e but
3882 * -1/(e-s) and e/(e-s) respectively.
3884 if (reg_maps->shader_version.major < 3)
3887 case FOG_OFF: break;
3889 shader_addline(buffer, "float fogstart = -1.0 / (gl_Fog.end - gl_Fog.start);\n");
3890 shader_addline(buffer, "float fogend = gl_Fog.end * -fogstart;\n");
3891 shader_addline(buffer, "float Fog = clamp(gl_FogFragCoord * fogstart + fogend, 0.0, 1.0);\n");
3892 shader_addline(buffer, "gl_FragData[0].xyz = mix(gl_Fog.color.xyz, gl_FragData[0].xyz, Fog);\n");
3895 /* Fog = e^(-gl_Fog.density * gl_FogFragCoord) */
3896 shader_addline(buffer, "float Fog = exp(-gl_Fog.density * gl_FogFragCoord);\n");
3897 shader_addline(buffer, "Fog = clamp(Fog, 0.0, 1.0);\n");
3898 shader_addline(buffer, "gl_FragData[0].xyz = mix(gl_Fog.color.xyz, gl_FragData[0].xyz, Fog);\n");
3901 /* Fog = e^(-(gl_Fog.density * gl_FogFragCoord)^2) */
3902 shader_addline(buffer, "float Fog = exp(-gl_Fog.density * gl_Fog.density * gl_FogFragCoord * gl_FogFragCoord);\n");
3903 shader_addline(buffer, "Fog = clamp(Fog, 0.0, 1.0);\n");
3904 shader_addline(buffer, "gl_FragData[0].xyz = mix(gl_Fog.color.xyz, gl_FragData[0].xyz, Fog);\n");
3909 shader_addline(buffer, "}\n");
3911 TRACE("Compiling shader object %u\n", shader_obj);
3912 GL_EXTCALL(glShaderSourceARB(shader_obj, 1, (const char**)&buffer->buffer, NULL));
3913 GL_EXTCALL(glCompileShaderARB(shader_obj));
3914 print_glsl_info_log(gl_info, shader_obj);
3916 /* Store the shader object */
3920 /* GL locking is done by the caller */
3921 static GLuint shader_glsl_generate_vshader(const struct wined3d_context *context,
3922 struct wined3d_shader_buffer *buffer, IWineD3DVertexShaderImpl *This,
3923 const struct vs_compile_args *args)
3925 const struct shader_reg_maps *reg_maps = &This->baseShader.reg_maps;
3926 const struct wined3d_gl_info *gl_info = context->gl_info;
3927 CONST DWORD *function = This->baseShader.function;
3928 struct shader_glsl_ctx_priv priv_ctx;
3930 /* Create the hw GLSL shader program and assign it as the shader->prgId */
3931 GLhandleARB shader_obj = GL_EXTCALL(glCreateShaderObjectARB(GL_VERTEX_SHADER_ARB));
3933 shader_addline(buffer, "#version 120\n");
3935 if (gl_info->supported[EXT_GPU_SHADER4])
3937 shader_addline(buffer, "#extension GL_EXT_gpu_shader4 : enable\n");
3940 memset(&priv_ctx, 0, sizeof(priv_ctx));
3941 priv_ctx.cur_vs_args = args;
3943 /* Base Declarations */
3944 shader_generate_glsl_declarations(context, buffer, (IWineD3DBaseShader *)This, reg_maps, &priv_ctx);
3946 /* Base Shader Body */
3947 shader_generate_main((IWineD3DBaseShader*)This, buffer, reg_maps, function, &priv_ctx);
3949 /* Unpack 3.0 outputs */
3950 if (reg_maps->shader_version.major >= 3) shader_addline(buffer, "order_ps_input(OUT);\n");
3951 else shader_addline(buffer, "order_ps_input();\n");
3953 /* The D3DRS_FOGTABLEMODE render state defines if the shader-generated fog coord is used
3954 * or if the fragment depth is used. If the fragment depth is used(FOGTABLEMODE != NONE),
3955 * the fog frag coord is thrown away. If the fog frag coord is used, but not written by
3956 * the shader, it is set to 0.0(fully fogged, since start = 1.0, end = 0.0)
3958 if(args->fog_src == VS_FOG_Z) {
3959 shader_addline(buffer, "gl_FogFragCoord = gl_Position.z;\n");
3960 } else if (!reg_maps->fog) {
3961 shader_addline(buffer, "gl_FogFragCoord = 0.0;\n");
3964 /* Write the final position.
3966 * OpenGL coordinates specify the center of the pixel while d3d coords specify
3967 * the corner. The offsets are stored in z and w in posFixup. posFixup.y contains
3968 * 1.0 or -1.0 to turn the rendering upside down for offscreen rendering. PosFixup.x
3969 * contains 1.0 to allow a mad.
3971 shader_addline(buffer, "gl_Position.y = gl_Position.y * posFixup.y;\n");
3972 shader_addline(buffer, "gl_Position.xy += posFixup.zw * gl_Position.ww;\n");
3973 if(args->clip_enabled) {
3974 shader_addline(buffer, "gl_ClipVertex = gl_Position;\n");
3977 /* Z coord [0;1]->[-1;1] mapping, see comment in transform_projection in state.c
3979 * Basically we want (in homogeneous coordinates) z = z * 2 - 1. However, shaders are run
3980 * before the homogeneous divide, so we have to take the w into account: z = ((z / w) * 2 - 1) * w,
3981 * which is the same as z = z * 2 - w.
3983 shader_addline(buffer, "gl_Position.z = gl_Position.z * 2.0 - gl_Position.w;\n");
3985 shader_addline(buffer, "}\n");
3987 TRACE("Compiling shader object %u\n", shader_obj);
3988 GL_EXTCALL(glShaderSourceARB(shader_obj, 1, (const char**)&buffer->buffer, NULL));
3989 GL_EXTCALL(glCompileShaderARB(shader_obj));
3990 print_glsl_info_log(gl_info, shader_obj);
3995 static GLhandleARB find_glsl_pshader(const struct wined3d_context *context,
3996 struct wined3d_shader_buffer *buffer, IWineD3DPixelShaderImpl *shader,
3997 const struct ps_compile_args *args, const struct ps_np2fixup_info **np2fixup_info)
4001 struct glsl_ps_compiled_shader *new_array;
4002 struct glsl_pshader_private *shader_data;
4003 struct ps_np2fixup_info *np2fixup = NULL;
4006 if (!shader->baseShader.backend_data)
4008 shader->baseShader.backend_data = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*shader_data));
4009 if (!shader->baseShader.backend_data)
4011 ERR("Failed to allocate backend data.\n");
4015 shader_data = shader->baseShader.backend_data;
4017 /* Usually we have very few GL shaders for each d3d shader(just 1 or maybe 2),
4018 * so a linear search is more performant than a hashmap or a binary search
4019 * (cache coherency etc)
4021 for(i = 0; i < shader_data->num_gl_shaders; i++) {
4022 if(memcmp(&shader_data->gl_shaders[i].args, args, sizeof(*args)) == 0) {
4023 if(args->np2_fixup) *np2fixup_info = &shader_data->gl_shaders[i].np2fixup;
4024 return shader_data->gl_shaders[i].prgId;
4028 TRACE("No matching GL shader found for shader %p, compiling a new shader.\n", shader);
4029 if(shader_data->shader_array_size == shader_data->num_gl_shaders) {
4030 if (shader_data->num_gl_shaders)
4032 new_size = shader_data->shader_array_size + max(1, shader_data->shader_array_size / 2);
4033 new_array = HeapReAlloc(GetProcessHeap(), 0, shader_data->gl_shaders,
4034 new_size * sizeof(*shader_data->gl_shaders));
4036 new_array = HeapAlloc(GetProcessHeap(), 0, sizeof(*shader_data->gl_shaders));
4041 ERR("Out of memory\n");
4044 shader_data->gl_shaders = new_array;
4045 shader_data->shader_array_size = new_size;
4048 shader_data->gl_shaders[shader_data->num_gl_shaders].args = *args;
4050 memset(&shader_data->gl_shaders[shader_data->num_gl_shaders].np2fixup, 0, sizeof(struct ps_np2fixup_info));
4051 if (args->np2_fixup) np2fixup = &shader_data->gl_shaders[shader_data->num_gl_shaders].np2fixup;
4053 pixelshader_update_samplers(&shader->baseShader.reg_maps,
4054 ((IWineD3DDeviceImpl *)shader->baseShader.device)->stateBlock->textures);
4056 shader_buffer_clear(buffer);
4057 ret = shader_glsl_generate_pshader(context, buffer, shader, args, np2fixup);
4058 shader_data->gl_shaders[shader_data->num_gl_shaders++].prgId = ret;
4059 *np2fixup_info = np2fixup;
4064 static inline BOOL vs_args_equal(const struct vs_compile_args *stored, const struct vs_compile_args *new,
4065 const DWORD use_map) {
4066 if((stored->swizzle_map & use_map) != new->swizzle_map) return FALSE;
4067 if((stored->clip_enabled) != new->clip_enabled) return FALSE;
4068 return stored->fog_src == new->fog_src;
4071 static GLhandleARB find_glsl_vshader(const struct wined3d_context *context,
4072 struct wined3d_shader_buffer *buffer, IWineD3DVertexShaderImpl *shader,
4073 const struct vs_compile_args *args)
4077 struct glsl_vs_compiled_shader *new_array;
4078 DWORD use_map = ((IWineD3DDeviceImpl *)shader->baseShader.device)->strided_streams.use_map;
4079 struct glsl_vshader_private *shader_data;
4082 if (!shader->baseShader.backend_data)
4084 shader->baseShader.backend_data = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*shader_data));
4085 if (!shader->baseShader.backend_data)
4087 ERR("Failed to allocate backend data.\n");
4091 shader_data = shader->baseShader.backend_data;
4093 /* Usually we have very few GL shaders for each d3d shader(just 1 or maybe 2),
4094 * so a linear search is more performant than a hashmap or a binary search
4095 * (cache coherency etc)
4097 for(i = 0; i < shader_data->num_gl_shaders; i++) {
4098 if(vs_args_equal(&shader_data->gl_shaders[i].args, args, use_map)) {
4099 return shader_data->gl_shaders[i].prgId;
4103 TRACE("No matching GL shader found for shader %p, compiling a new shader.\n", shader);
4105 if(shader_data->shader_array_size == shader_data->num_gl_shaders) {
4106 if (shader_data->num_gl_shaders)
4108 new_size = shader_data->shader_array_size + max(1, shader_data->shader_array_size / 2);
4109 new_array = HeapReAlloc(GetProcessHeap(), 0, shader_data->gl_shaders,
4110 new_size * sizeof(*shader_data->gl_shaders));
4112 new_array = HeapAlloc(GetProcessHeap(), 0, sizeof(*shader_data->gl_shaders));
4117 ERR("Out of memory\n");
4120 shader_data->gl_shaders = new_array;
4121 shader_data->shader_array_size = new_size;
4124 shader_data->gl_shaders[shader_data->num_gl_shaders].args = *args;
4126 shader_buffer_clear(buffer);
4127 ret = shader_glsl_generate_vshader(context, buffer, shader, args);
4128 shader_data->gl_shaders[shader_data->num_gl_shaders++].prgId = ret;
4133 /** Sets the GLSL program ID for the given pixel and vertex shader combination.
4134 * It sets the programId on the current StateBlock (because it should be called
4135 * inside of the DrawPrimitive() part of the render loop).
4137 * If a program for the given combination does not exist, create one, and store
4138 * the program in the hash table. If it creates a program, it will link the
4139 * given objects, too.
4142 /* GL locking is done by the caller */
4143 static void set_glsl_shader_program(const struct wined3d_context *context,
4144 IWineD3DDeviceImpl *device, BOOL use_ps, BOOL use_vs)
4146 IWineD3DVertexShader *vshader = use_vs ? device->stateBlock->vertexShader : NULL;
4147 IWineD3DPixelShader *pshader = use_ps ? device->stateBlock->pixelShader : NULL;
4148 const struct wined3d_gl_info *gl_info = context->gl_info;
4149 struct shader_glsl_priv *priv = device->shader_priv;
4150 struct glsl_shader_prog_link *entry = NULL;
4151 GLhandleARB programId = 0;
4152 GLhandleARB reorder_shader_id = 0;
4155 struct ps_compile_args ps_compile_args;
4156 struct vs_compile_args vs_compile_args;
4158 if (vshader) find_vs_compile_args((IWineD3DVertexShaderImpl *)vshader, device->stateBlock, &vs_compile_args);
4159 if (pshader) find_ps_compile_args((IWineD3DPixelShaderImpl *)pshader, device->stateBlock, &ps_compile_args);
4161 entry = get_glsl_program_entry(priv, vshader, pshader, &vs_compile_args, &ps_compile_args);
4163 priv->glsl_program = entry;
4167 /* If we get to this point, then no matching program exists, so we create one */
4168 programId = GL_EXTCALL(glCreateProgramObjectARB());
4169 TRACE("Created new GLSL shader program %u\n", programId);
4171 /* Create the entry */
4172 entry = HeapAlloc(GetProcessHeap(), 0, sizeof(struct glsl_shader_prog_link));
4173 entry->programId = programId;
4174 entry->vshader = vshader;
4175 entry->pshader = pshader;
4176 entry->vs_args = vs_compile_args;
4177 entry->ps_args = ps_compile_args;
4178 entry->constant_version = 0;
4179 entry->np2Fixup_info = NULL;
4180 /* Add the hash table entry */
4181 add_glsl_program_entry(priv, entry);
4183 /* Set the current program */
4184 priv->glsl_program = entry;
4186 /* Attach GLSL vshader */
4189 GLhandleARB vshader_id = find_glsl_vshader(context, &priv->shader_buffer,
4190 (IWineD3DVertexShaderImpl *)vshader, &vs_compile_args);
4191 WORD map = ((IWineD3DBaseShaderImpl *)vshader)->baseShader.reg_maps.input_registers;
4194 reorder_shader_id = generate_param_reorder_function(&priv->shader_buffer, vshader, pshader, gl_info);
4195 TRACE("Attaching GLSL shader object %u to program %u\n", reorder_shader_id, programId);
4196 GL_EXTCALL(glAttachObjectARB(programId, reorder_shader_id));
4197 checkGLcall("glAttachObjectARB");
4198 /* Flag the reorder function for deletion, then it will be freed automatically when the program
4201 GL_EXTCALL(glDeleteObjectARB(reorder_shader_id));
4203 TRACE("Attaching GLSL shader object %u to program %u\n", vshader_id, programId);
4204 GL_EXTCALL(glAttachObjectARB(programId, vshader_id));
4205 checkGLcall("glAttachObjectARB");
4207 /* Bind vertex attributes to a corresponding index number to match
4208 * the same index numbers as ARB_vertex_programs (makes loading
4209 * vertex attributes simpler). With this method, we can use the
4210 * exact same code to load the attributes later for both ARB and
4213 * We have to do this here because we need to know the Program ID
4214 * in order to make the bindings work, and it has to be done prior
4215 * to linking the GLSL program. */
4216 for (i = 0; map; map >>= 1, ++i)
4218 if (!(map & 1)) continue;
4220 snprintf(tmp_name, sizeof(tmp_name), "attrib%u", i);
4221 GL_EXTCALL(glBindAttribLocationARB(programId, i, tmp_name));
4223 checkGLcall("glBindAttribLocationARB");
4225 list_add_head(&((IWineD3DBaseShaderImpl *)vshader)->baseShader.linked_programs, &entry->vshader_entry);
4228 /* Attach GLSL pshader */
4231 GLhandleARB pshader_id = find_glsl_pshader(context, &priv->shader_buffer,
4232 (IWineD3DPixelShaderImpl *)pshader, &ps_compile_args, &entry->np2Fixup_info);
4233 TRACE("Attaching GLSL shader object %u to program %u\n", pshader_id, programId);
4234 GL_EXTCALL(glAttachObjectARB(programId, pshader_id));
4235 checkGLcall("glAttachObjectARB");
4237 list_add_head(&((IWineD3DBaseShaderImpl *)pshader)->baseShader.linked_programs, &entry->pshader_entry);
4240 /* Link the program */
4241 TRACE("Linking GLSL shader program %u\n", programId);
4242 GL_EXTCALL(glLinkProgramARB(programId));
4243 print_glsl_info_log(gl_info, programId);
4245 entry->vuniformF_locations = HeapAlloc(GetProcessHeap(), 0,
4246 sizeof(GLhandleARB) * gl_info->limits.glsl_vs_float_constants);
4247 for (i = 0; i < gl_info->limits.glsl_vs_float_constants; ++i)
4249 snprintf(glsl_name, sizeof(glsl_name), "VC[%i]", i);
4250 entry->vuniformF_locations[i] = GL_EXTCALL(glGetUniformLocationARB(programId, glsl_name));
4252 for (i = 0; i < MAX_CONST_I; ++i)
4254 snprintf(glsl_name, sizeof(glsl_name), "VI[%i]", i);
4255 entry->vuniformI_locations[i] = GL_EXTCALL(glGetUniformLocationARB(programId, glsl_name));
4257 entry->puniformF_locations = HeapAlloc(GetProcessHeap(), 0,
4258 sizeof(GLhandleARB) * gl_info->limits.glsl_ps_float_constants);
4259 for (i = 0; i < gl_info->limits.glsl_ps_float_constants; ++i)
4261 snprintf(glsl_name, sizeof(glsl_name), "PC[%i]", i);
4262 entry->puniformF_locations[i] = GL_EXTCALL(glGetUniformLocationARB(programId, glsl_name));
4264 for (i = 0; i < MAX_CONST_I; ++i)
4266 snprintf(glsl_name, sizeof(glsl_name), "PI[%i]", i);
4267 entry->puniformI_locations[i] = GL_EXTCALL(glGetUniformLocationARB(programId, glsl_name));
4273 for(i = 0; i < MAX_TEXTURES; i++) {
4274 sprintf(name, "bumpenvmat%u", i);
4275 entry->bumpenvmat_location[i] = GL_EXTCALL(glGetUniformLocationARB(programId, name));
4276 sprintf(name, "luminancescale%u", i);
4277 entry->luminancescale_location[i] = GL_EXTCALL(glGetUniformLocationARB(programId, name));
4278 sprintf(name, "luminanceoffset%u", i);
4279 entry->luminanceoffset_location[i] = GL_EXTCALL(glGetUniformLocationARB(programId, name));
4282 if (ps_compile_args.np2_fixup) {
4283 if (entry->np2Fixup_info) {
4284 entry->np2Fixup_location = GL_EXTCALL(glGetUniformLocationARB(programId, "PsamplerNP2Fixup"));
4286 FIXME("NP2 texcoord fixup needed for this pixelshader, but no fixup uniform found.\n");
4291 entry->posFixup_location = GL_EXTCALL(glGetUniformLocationARB(programId, "posFixup"));
4292 entry->ycorrection_location = GL_EXTCALL(glGetUniformLocationARB(programId, "ycorrection"));
4293 checkGLcall("Find glsl program uniform locations");
4296 && ((IWineD3DPixelShaderImpl *)pshader)->baseShader.reg_maps.shader_version.major >= 3
4297 && ((IWineD3DPixelShaderImpl *)pshader)->declared_in_count > vec4_varyings(3, gl_info))
4299 TRACE("Shader %d needs vertex color clamping disabled\n", programId);
4300 entry->vertex_color_clamp = GL_FALSE;
4302 entry->vertex_color_clamp = GL_FIXED_ONLY_ARB;
4305 /* Set the shader to allow uniform loading on it */
4306 GL_EXTCALL(glUseProgramObjectARB(programId));
4307 checkGLcall("glUseProgramObjectARB(programId)");
4309 /* Load the vertex and pixel samplers now. The function that finds the mappings makes sure
4310 * that it stays the same for each vertexshader-pixelshader pair(=linked glsl program). If
4311 * a pshader with fixed function pipeline is used there are no vertex samplers, and if a
4312 * vertex shader with fixed function pixel processing is used we make sure that the card
4313 * supports enough samplers to allow the max number of vertex samplers with all possible
4314 * fixed function fragment processing setups. So once the program is linked these samplers
4317 if (vshader) shader_glsl_load_vsamplers(gl_info, device->texUnitMap, programId);
4318 if (pshader) shader_glsl_load_psamplers(gl_info, device->texUnitMap, programId);
4320 /* If the local constants do not have to be loaded with the environment constants,
4321 * load them now to have them hardcoded in the GLSL program. This saves some CPU cycles
4324 if (pshader && !((IWineD3DBaseShaderImpl *)pshader)->baseShader.load_local_constsF)
4326 hardcode_local_constants((IWineD3DBaseShaderImpl *) pshader, gl_info, programId, 'P');
4328 if (vshader && !((IWineD3DBaseShaderImpl *)vshader)->baseShader.load_local_constsF)
4330 hardcode_local_constants((IWineD3DBaseShaderImpl *) vshader, gl_info, programId, 'V');
4334 /* GL locking is done by the caller */
4335 static GLhandleARB create_glsl_blt_shader(const struct wined3d_gl_info *gl_info, enum tex_types tex_type)
4337 GLhandleARB program_id;
4338 GLhandleARB vshader_id, pshader_id;
4339 static const char *blt_vshader[] =
4344 " gl_Position = gl_Vertex;\n"
4345 " gl_FrontColor = vec4(1.0);\n"
4346 " gl_TexCoord[0] = gl_MultiTexCoord0;\n"
4350 static const char *blt_pshaders[tex_type_count] =
4356 "uniform sampler2D sampler;\n"
4359 " gl_FragDepth = texture2D(sampler, gl_TexCoord[0].xy).x;\n"
4365 "uniform samplerCube sampler;\n"
4368 " gl_FragDepth = textureCube(sampler, gl_TexCoord[0].xyz).x;\n"
4372 "#extension GL_ARB_texture_rectangle : enable\n"
4373 "uniform sampler2DRect sampler;\n"
4376 " gl_FragDepth = texture2DRect(sampler, gl_TexCoord[0].xy).x;\n"
4380 if (!blt_pshaders[tex_type])
4382 FIXME("tex_type %#x not supported\n", tex_type);
4386 vshader_id = GL_EXTCALL(glCreateShaderObjectARB(GL_VERTEX_SHADER_ARB));
4387 GL_EXTCALL(glShaderSourceARB(vshader_id, 1, blt_vshader, NULL));
4388 GL_EXTCALL(glCompileShaderARB(vshader_id));
4390 pshader_id = GL_EXTCALL(glCreateShaderObjectARB(GL_FRAGMENT_SHADER_ARB));
4391 GL_EXTCALL(glShaderSourceARB(pshader_id, 1, &blt_pshaders[tex_type], NULL));
4392 GL_EXTCALL(glCompileShaderARB(pshader_id));
4394 program_id = GL_EXTCALL(glCreateProgramObjectARB());
4395 GL_EXTCALL(glAttachObjectARB(program_id, vshader_id));
4396 GL_EXTCALL(glAttachObjectARB(program_id, pshader_id));
4397 GL_EXTCALL(glLinkProgramARB(program_id));
4399 print_glsl_info_log(gl_info, program_id);
4401 /* Once linked we can mark the shaders for deletion. They will be deleted once the program
4404 GL_EXTCALL(glDeleteObjectARB(vshader_id));
4405 GL_EXTCALL(glDeleteObjectARB(pshader_id));
4409 /* GL locking is done by the caller */
4410 static void shader_glsl_select(const struct wined3d_context *context, BOOL usePS, BOOL useVS)
4412 IWineD3DDeviceImpl *device = ((IWineD3DSurfaceImpl *)context->surface)->resource.device;
4413 const struct wined3d_gl_info *gl_info = context->gl_info;
4414 struct shader_glsl_priv *priv = device->shader_priv;
4415 GLhandleARB program_id = 0;
4416 GLenum old_vertex_color_clamp, current_vertex_color_clamp;
4418 old_vertex_color_clamp = priv->glsl_program ? priv->glsl_program->vertex_color_clamp : GL_FIXED_ONLY_ARB;
4420 if (useVS || usePS) set_glsl_shader_program(context, device, usePS, useVS);
4421 else priv->glsl_program = NULL;
4423 current_vertex_color_clamp = priv->glsl_program ? priv->glsl_program->vertex_color_clamp : GL_FIXED_ONLY_ARB;
4425 if (old_vertex_color_clamp != current_vertex_color_clamp)
4427 if (gl_info->supported[ARB_COLOR_BUFFER_FLOAT])
4429 GL_EXTCALL(glClampColorARB(GL_CLAMP_VERTEX_COLOR_ARB, current_vertex_color_clamp));
4430 checkGLcall("glClampColorARB");
4434 FIXME("vertex color clamp needs to be changed, but extension not supported.\n");
4438 program_id = priv->glsl_program ? priv->glsl_program->programId : 0;
4439 if (program_id) TRACE("Using GLSL program %u\n", program_id);
4440 GL_EXTCALL(glUseProgramObjectARB(program_id));
4441 checkGLcall("glUseProgramObjectARB");
4443 /* In case that NP2 texcoord fixup data is found for the selected program, trigger a reload of the
4444 * constants. This has to be done because it can't be guaranteed that sampler() (from state.c) is
4445 * called between selecting the shader and using it, which results in wrong fixup for some frames. */
4446 if (priv->glsl_program && priv->glsl_program->np2Fixup_info)
4448 shader_glsl_load_np2fixup_constants((IWineD3DDevice *)device, usePS, useVS);
4452 /* GL locking is done by the caller */
4453 static void shader_glsl_select_depth_blt(IWineD3DDevice *iface, enum tex_types tex_type) {
4454 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4455 const struct wined3d_gl_info *gl_info = &This->adapter->gl_info;
4456 struct shader_glsl_priv *priv = This->shader_priv;
4457 GLhandleARB *blt_program = &priv->depth_blt_program[tex_type];
4459 if (!*blt_program) {
4461 *blt_program = create_glsl_blt_shader(gl_info, tex_type);
4462 loc = GL_EXTCALL(glGetUniformLocationARB(*blt_program, "sampler"));
4463 GL_EXTCALL(glUseProgramObjectARB(*blt_program));
4464 GL_EXTCALL(glUniform1iARB(loc, 0));
4466 GL_EXTCALL(glUseProgramObjectARB(*blt_program));
4470 /* GL locking is done by the caller */
4471 static void shader_glsl_deselect_depth_blt(IWineD3DDevice *iface) {
4472 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4473 const struct wined3d_gl_info *gl_info = &This->adapter->gl_info;
4474 struct shader_glsl_priv *priv = This->shader_priv;
4475 GLhandleARB program_id;
4477 program_id = priv->glsl_program ? priv->glsl_program->programId : 0;
4478 if (program_id) TRACE("Using GLSL program %u\n", program_id);
4480 GL_EXTCALL(glUseProgramObjectARB(program_id));
4481 checkGLcall("glUseProgramObjectARB");
4484 static void shader_glsl_destroy(IWineD3DBaseShader *iface) {
4485 const struct list *linked_programs;
4486 IWineD3DBaseShaderImpl *This = (IWineD3DBaseShaderImpl *) iface;
4487 IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *)This->baseShader.device;
4488 struct shader_glsl_priv *priv = device->shader_priv;
4489 const struct wined3d_gl_info *gl_info;
4490 struct wined3d_context *context;
4492 /* Note: Do not use QueryInterface here to find out which shader type this is because this code
4493 * can be called from IWineD3DBaseShader::Release
4495 char pshader = shader_is_pshader_version(This->baseShader.reg_maps.shader_version.type);
4498 struct glsl_pshader_private *shader_data;
4499 shader_data = This->baseShader.backend_data;
4500 if(!shader_data || shader_data->num_gl_shaders == 0)
4502 HeapFree(GetProcessHeap(), 0, shader_data);
4503 This->baseShader.backend_data = NULL;
4507 context = context_acquire(device, NULL, CTXUSAGE_RESOURCELOAD);
4508 gl_info = context->gl_info;
4510 if (priv->glsl_program && (IWineD3DBaseShader *)priv->glsl_program->pshader == iface)
4513 shader_glsl_select(context, FALSE, FALSE);
4517 struct glsl_vshader_private *shader_data;
4518 shader_data = This->baseShader.backend_data;
4519 if(!shader_data || shader_data->num_gl_shaders == 0)
4521 HeapFree(GetProcessHeap(), 0, shader_data);
4522 This->baseShader.backend_data = NULL;
4526 context = context_acquire(device, NULL, CTXUSAGE_RESOURCELOAD);
4527 gl_info = context->gl_info;
4529 if (priv->glsl_program && (IWineD3DBaseShader *)priv->glsl_program->vshader == iface)
4532 shader_glsl_select(context, FALSE, FALSE);
4537 linked_programs = &This->baseShader.linked_programs;
4539 TRACE("Deleting linked programs\n");
4540 if (linked_programs->next) {
4541 struct glsl_shader_prog_link *entry, *entry2;
4545 LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, linked_programs, struct glsl_shader_prog_link, pshader_entry) {
4546 delete_glsl_program_entry(priv, gl_info, entry);
4549 LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, linked_programs, struct glsl_shader_prog_link, vshader_entry) {
4550 delete_glsl_program_entry(priv, gl_info, entry);
4558 struct glsl_pshader_private *shader_data = This->baseShader.backend_data;
4561 for(i = 0; i < shader_data->num_gl_shaders; i++) {
4562 TRACE("deleting pshader %u\n", shader_data->gl_shaders[i].prgId);
4563 GL_EXTCALL(glDeleteObjectARB(shader_data->gl_shaders[i].prgId));
4564 checkGLcall("glDeleteObjectARB");
4567 HeapFree(GetProcessHeap(), 0, shader_data->gl_shaders);
4572 struct glsl_vshader_private *shader_data = This->baseShader.backend_data;
4575 for(i = 0; i < shader_data->num_gl_shaders; i++) {
4576 TRACE("deleting vshader %u\n", shader_data->gl_shaders[i].prgId);
4577 GL_EXTCALL(glDeleteObjectARB(shader_data->gl_shaders[i].prgId));
4578 checkGLcall("glDeleteObjectARB");
4581 HeapFree(GetProcessHeap(), 0, shader_data->gl_shaders);
4584 HeapFree(GetProcessHeap(), 0, This->baseShader.backend_data);
4585 This->baseShader.backend_data = NULL;
4587 context_release(context);
4590 static int glsl_program_key_compare(const void *key, const struct wine_rb_entry *entry)
4592 const glsl_program_key_t *k = key;
4593 const struct glsl_shader_prog_link *prog = WINE_RB_ENTRY_VALUE(entry,
4594 const struct glsl_shader_prog_link, program_lookup_entry);
4597 if (k->vshader > prog->vshader) return 1;
4598 else if (k->vshader < prog->vshader) return -1;
4600 if (k->pshader > prog->pshader) return 1;
4601 else if (k->pshader < prog->pshader) return -1;
4603 if (k->vshader && (cmp = memcmp(&k->vs_args, &prog->vs_args, sizeof(prog->vs_args)))) return cmp;
4604 if (k->pshader && (cmp = memcmp(&k->ps_args, &prog->ps_args, sizeof(prog->ps_args)))) return cmp;
4609 static BOOL constant_heap_init(struct constant_heap *heap, unsigned int constant_count)
4611 SIZE_T size = (constant_count + 1) * sizeof(*heap->entries) + constant_count * sizeof(*heap->positions);
4612 void *mem = HeapAlloc(GetProcessHeap(), 0, size);
4616 ERR("Failed to allocate memory\n");
4620 heap->entries = mem;
4621 heap->entries[1].version = 0;
4622 heap->positions = (unsigned int *)(heap->entries + constant_count + 1);
4628 static void constant_heap_free(struct constant_heap *heap)
4630 HeapFree(GetProcessHeap(), 0, heap->entries);
4633 static const struct wine_rb_functions wined3d_glsl_program_rb_functions =
4638 glsl_program_key_compare,
4641 static HRESULT shader_glsl_alloc(IWineD3DDevice *iface) {
4642 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4643 const struct wined3d_gl_info *gl_info = &This->adapter->gl_info;
4644 struct shader_glsl_priv *priv = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(struct shader_glsl_priv));
4645 SIZE_T stack_size = wined3d_log2i(max(gl_info->limits.glsl_vs_float_constants,
4646 gl_info->limits.glsl_ps_float_constants)) + 1;
4648 if (!shader_buffer_init(&priv->shader_buffer))
4650 ERR("Failed to initialize shader buffer.\n");
4654 priv->stack = HeapAlloc(GetProcessHeap(), 0, stack_size * sizeof(*priv->stack));
4657 ERR("Failed to allocate memory.\n");
4661 if (!constant_heap_init(&priv->vconst_heap, gl_info->limits.glsl_vs_float_constants))
4663 ERR("Failed to initialize vertex shader constant heap\n");
4667 if (!constant_heap_init(&priv->pconst_heap, gl_info->limits.glsl_ps_float_constants))
4669 ERR("Failed to initialize pixel shader constant heap\n");
4673 if (wine_rb_init(&priv->program_lookup, &wined3d_glsl_program_rb_functions) == -1)
4675 ERR("Failed to initialize rbtree.\n");
4679 priv->next_constant_version = 1;
4681 This->shader_priv = priv;
4685 constant_heap_free(&priv->pconst_heap);
4686 constant_heap_free(&priv->vconst_heap);
4687 HeapFree(GetProcessHeap(), 0, priv->stack);
4688 shader_buffer_free(&priv->shader_buffer);
4689 HeapFree(GetProcessHeap(), 0, priv);
4690 return E_OUTOFMEMORY;
4693 /* Context activation is done by the caller. */
4694 static void shader_glsl_free(IWineD3DDevice *iface) {
4695 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4696 const struct wined3d_gl_info *gl_info = &This->adapter->gl_info;
4697 struct shader_glsl_priv *priv = This->shader_priv;
4701 for (i = 0; i < tex_type_count; ++i)
4703 if (priv->depth_blt_program[i])
4705 GL_EXTCALL(glDeleteObjectARB(priv->depth_blt_program[i]));
4710 wine_rb_destroy(&priv->program_lookup, NULL, NULL);
4711 constant_heap_free(&priv->pconst_heap);
4712 constant_heap_free(&priv->vconst_heap);
4713 HeapFree(GetProcessHeap(), 0, priv->stack);
4714 shader_buffer_free(&priv->shader_buffer);
4716 HeapFree(GetProcessHeap(), 0, This->shader_priv);
4717 This->shader_priv = NULL;
4720 static BOOL shader_glsl_dirty_const(IWineD3DDevice *iface) {
4721 /* TODO: GL_EXT_bindable_uniform can be used to share constants across shaders */
4725 static void shader_glsl_get_caps(WINED3DDEVTYPE devtype,
4726 const struct wined3d_gl_info *gl_info, struct shader_caps *pCaps)
4728 /* Nvidia Geforce6/7 or Ati R4xx/R5xx cards with GLSL support, support VS 3.0 but older Nvidia/Ati
4729 * models with GLSL support only support 2.0. In case of nvidia we can detect VS 2.0 support based
4730 * on the version of NV_vertex_program.
4731 * For Ati cards there's no way using glsl (it abstracts the lowlevel info away) and also not
4732 * using ARB_vertex_program. It is safe to assume that when a card supports pixel shader 2.0 it
4733 * supports vertex shader 2.0 too and the way around. We can detect ps2.0 using the maximum number
4734 * of native instructions, so use that here. For more info see the pixel shader versioning code below.
4736 if ((gl_info->supported[NV_VERTEX_PROGRAM2] && !gl_info->supported[NV_VERTEX_PROGRAM3])
4737 || gl_info->limits.arb_ps_instructions <= 512)
4738 pCaps->VertexShaderVersion = WINED3DVS_VERSION(2,0);
4740 pCaps->VertexShaderVersion = WINED3DVS_VERSION(3,0);
4741 TRACE_(d3d_caps)("Hardware vertex shader version %d.%d enabled (GLSL)\n", (pCaps->VertexShaderVersion >> 8) & 0xff, pCaps->VertexShaderVersion & 0xff);
4742 pCaps->MaxVertexShaderConst = gl_info->limits.glsl_vs_float_constants;
4744 /* Older DX9-class videocards (GeforceFX / Radeon >9500/X*00) only support pixel shader 2.0/2.0a/2.0b.
4745 * In OpenGL the extensions related to GLSL abstract lowlevel GL info away which is needed
4746 * to distinguish between 2.0 and 3.0 (and 2.0a/2.0b). In case of Nvidia we use their fragment
4747 * program extensions. On other hardware including ATI GL_ARB_fragment_program offers the info
4748 * in max native instructions. Intel and others also offer the info in this extension but they
4749 * don't support GLSL (at least on Windows).
4751 * PS2.0 requires at least 96 instructions, 2.0a/2.0b go up to 512. Assume that if the number
4752 * of instructions is 512 or less we have to do with ps2.0 hardware.
4753 * NOTE: ps3.0 hardware requires 512 or more instructions but ati and nvidia offer 'enough' (1024 vs 4096) on their most basic ps3.0 hardware.
4755 if ((gl_info->supported[NV_FRAGMENT_PROGRAM] && !gl_info->supported[NV_FRAGMENT_PROGRAM2])
4756 || gl_info->limits.arb_ps_instructions <= 512)
4757 pCaps->PixelShaderVersion = WINED3DPS_VERSION(2,0);
4759 pCaps->PixelShaderVersion = WINED3DPS_VERSION(3,0);
4761 pCaps->MaxPixelShaderConst = gl_info->limits.glsl_ps_float_constants;
4763 /* FIXME: The following line is card dependent. -8.0 to 8.0 is the
4764 * Direct3D minimum requirement.
4766 * Both GL_ARB_fragment_program and GLSL require a "maximum representable magnitude"
4767 * of colors to be 2^10, and 2^32 for other floats. Should we use 1024 here?
4769 * The problem is that the refrast clamps temporary results in the shader to
4770 * [-MaxValue;+MaxValue]. If the card's max value is bigger than the one we advertize here,
4771 * then applications may miss the clamping behavior. On the other hand, if it is smaller,
4772 * the shader will generate incorrect results too. Unfortunately, GL deliberately doesn't
4773 * offer a way to query this.
4775 pCaps->PixelShader1xMaxValue = 8.0;
4776 TRACE_(d3d_caps)("Hardware pixel shader version %d.%d enabled (GLSL)\n", (pCaps->PixelShaderVersion >> 8) & 0xff, pCaps->PixelShaderVersion & 0xff);
4778 pCaps->VSClipping = TRUE;
4781 static BOOL shader_glsl_color_fixup_supported(struct color_fixup_desc fixup)
4783 if (TRACE_ON(d3d_shader) && TRACE_ON(d3d))
4785 TRACE("Checking support for fixup:\n");
4786 dump_color_fixup_desc(fixup);
4789 /* We support everything except YUV conversions. */
4790 if (!is_yuv_fixup(fixup))
4796 TRACE("[FAILED]\n");
4800 static const SHADER_HANDLER shader_glsl_instruction_handler_table[WINED3DSIH_TABLE_SIZE] =
4802 /* WINED3DSIH_ABS */ shader_glsl_map2gl,
4803 /* WINED3DSIH_ADD */ shader_glsl_arith,
4804 /* WINED3DSIH_BEM */ shader_glsl_bem,
4805 /* WINED3DSIH_BREAK */ shader_glsl_break,
4806 /* WINED3DSIH_BREAKC */ shader_glsl_breakc,
4807 /* WINED3DSIH_BREAKP */ NULL,
4808 /* WINED3DSIH_CALL */ shader_glsl_call,
4809 /* WINED3DSIH_CALLNZ */ shader_glsl_callnz,
4810 /* WINED3DSIH_CMP */ shader_glsl_cmp,
4811 /* WINED3DSIH_CND */ shader_glsl_cnd,
4812 /* WINED3DSIH_CRS */ shader_glsl_cross,
4813 /* WINED3DSIH_CUT */ NULL,
4814 /* WINED3DSIH_DCL */ NULL,
4815 /* WINED3DSIH_DEF */ NULL,
4816 /* WINED3DSIH_DEFB */ NULL,
4817 /* WINED3DSIH_DEFI */ NULL,
4818 /* WINED3DSIH_DP2ADD */ shader_glsl_dp2add,
4819 /* WINED3DSIH_DP3 */ shader_glsl_dot,
4820 /* WINED3DSIH_DP4 */ shader_glsl_dot,
4821 /* WINED3DSIH_DST */ shader_glsl_dst,
4822 /* WINED3DSIH_DSX */ shader_glsl_map2gl,
4823 /* WINED3DSIH_DSY */ shader_glsl_map2gl,
4824 /* WINED3DSIH_ELSE */ shader_glsl_else,
4825 /* WINED3DSIH_EMIT */ NULL,
4826 /* WINED3DSIH_ENDIF */ shader_glsl_end,
4827 /* WINED3DSIH_ENDLOOP */ shader_glsl_end,
4828 /* WINED3DSIH_ENDREP */ shader_glsl_end,
4829 /* WINED3DSIH_EXP */ shader_glsl_map2gl,
4830 /* WINED3DSIH_EXPP */ shader_glsl_expp,
4831 /* WINED3DSIH_FRC */ shader_glsl_map2gl,
4832 /* WINED3DSIH_IADD */ NULL,
4833 /* WINED3DSIH_IF */ shader_glsl_if,
4834 /* WINED3DSIH_IFC */ shader_glsl_ifc,
4835 /* WINED3DSIH_IGE */ NULL,
4836 /* WINED3DSIH_LABEL */ shader_glsl_label,
4837 /* WINED3DSIH_LIT */ shader_glsl_lit,
4838 /* WINED3DSIH_LOG */ shader_glsl_log,
4839 /* WINED3DSIH_LOGP */ shader_glsl_log,
4840 /* WINED3DSIH_LOOP */ shader_glsl_loop,
4841 /* WINED3DSIH_LRP */ shader_glsl_lrp,
4842 /* WINED3DSIH_LT */ NULL,
4843 /* WINED3DSIH_M3x2 */ shader_glsl_mnxn,
4844 /* WINED3DSIH_M3x3 */ shader_glsl_mnxn,
4845 /* WINED3DSIH_M3x4 */ shader_glsl_mnxn,
4846 /* WINED3DSIH_M4x3 */ shader_glsl_mnxn,
4847 /* WINED3DSIH_M4x4 */ shader_glsl_mnxn,
4848 /* WINED3DSIH_MAD */ shader_glsl_mad,
4849 /* WINED3DSIH_MAX */ shader_glsl_map2gl,
4850 /* WINED3DSIH_MIN */ shader_glsl_map2gl,
4851 /* WINED3DSIH_MOV */ shader_glsl_mov,
4852 /* WINED3DSIH_MOVA */ shader_glsl_mov,
4853 /* WINED3DSIH_MUL */ shader_glsl_arith,
4854 /* WINED3DSIH_NOP */ NULL,
4855 /* WINED3DSIH_NRM */ shader_glsl_map2gl,
4856 /* WINED3DSIH_PHASE */ NULL,
4857 /* WINED3DSIH_POW */ shader_glsl_pow,
4858 /* WINED3DSIH_RCP */ shader_glsl_rcp,
4859 /* WINED3DSIH_REP */ shader_glsl_rep,
4860 /* WINED3DSIH_RET */ shader_glsl_ret,
4861 /* WINED3DSIH_RSQ */ shader_glsl_rsq,
4862 /* WINED3DSIH_SETP */ NULL,
4863 /* WINED3DSIH_SGE */ shader_glsl_compare,
4864 /* WINED3DSIH_SGN */ shader_glsl_sgn,
4865 /* WINED3DSIH_SINCOS */ shader_glsl_sincos,
4866 /* WINED3DSIH_SLT */ shader_glsl_compare,
4867 /* WINED3DSIH_SUB */ shader_glsl_arith,
4868 /* WINED3DSIH_TEX */ shader_glsl_tex,
4869 /* WINED3DSIH_TEXBEM */ shader_glsl_texbem,
4870 /* WINED3DSIH_TEXBEML */ shader_glsl_texbem,
4871 /* WINED3DSIH_TEXCOORD */ shader_glsl_texcoord,
4872 /* WINED3DSIH_TEXDEPTH */ shader_glsl_texdepth,
4873 /* WINED3DSIH_TEXDP3 */ shader_glsl_texdp3,
4874 /* WINED3DSIH_TEXDP3TEX */ shader_glsl_texdp3tex,
4875 /* WINED3DSIH_TEXKILL */ shader_glsl_texkill,
4876 /* WINED3DSIH_TEXLDD */ shader_glsl_texldd,
4877 /* WINED3DSIH_TEXLDL */ shader_glsl_texldl,
4878 /* WINED3DSIH_TEXM3x2DEPTH */ shader_glsl_texm3x2depth,
4879 /* WINED3DSIH_TEXM3x2PAD */ shader_glsl_texm3x2pad,
4880 /* WINED3DSIH_TEXM3x2TEX */ shader_glsl_texm3x2tex,
4881 /* WINED3DSIH_TEXM3x3 */ shader_glsl_texm3x3,
4882 /* WINED3DSIH_TEXM3x3DIFF */ NULL,
4883 /* WINED3DSIH_TEXM3x3PAD */ shader_glsl_texm3x3pad,
4884 /* WINED3DSIH_TEXM3x3SPEC */ shader_glsl_texm3x3spec,
4885 /* WINED3DSIH_TEXM3x3TEX */ shader_glsl_texm3x3tex,
4886 /* WINED3DSIH_TEXM3x3VSPEC */ shader_glsl_texm3x3vspec,
4887 /* WINED3DSIH_TEXREG2AR */ shader_glsl_texreg2ar,
4888 /* WINED3DSIH_TEXREG2GB */ shader_glsl_texreg2gb,
4889 /* WINED3DSIH_TEXREG2RGB */ shader_glsl_texreg2rgb,
4892 static void shader_glsl_handle_instruction(const struct wined3d_shader_instruction *ins) {
4893 SHADER_HANDLER hw_fct;
4895 /* Select handler */
4896 hw_fct = shader_glsl_instruction_handler_table[ins->handler_idx];
4898 /* Unhandled opcode */
4901 FIXME("Backend can't handle opcode %#x\n", ins->handler_idx);
4906 shader_glsl_add_instruction_modifiers(ins);
4909 const shader_backend_t glsl_shader_backend = {
4910 shader_glsl_handle_instruction,
4912 shader_glsl_select_depth_blt,
4913 shader_glsl_deselect_depth_blt,
4914 shader_glsl_update_float_vertex_constants,
4915 shader_glsl_update_float_pixel_constants,
4916 shader_glsl_load_constants,
4917 shader_glsl_load_np2fixup_constants,
4918 shader_glsl_destroy,
4921 shader_glsl_dirty_const,
4922 shader_glsl_get_caps,
4923 shader_glsl_color_fixup_supported,