2 * GLSL pixel and vertex shader implementation
4 * Copyright 2006 Jason Green
5 * Copyright 2006-2007 Henri Verbeet
6 * Copyright 2007-2008 Stefan Dösinger for CodeWeavers
7 * Copyright 2009 Henri Verbeet for CodeWeavers
9 * This library is free software; you can redistribute it and/or
10 * modify it under the terms of the GNU Lesser General Public
11 * License as published by the Free Software Foundation; either
12 * version 2.1 of the License, or (at your option) any later version.
14 * This library is distributed in the hope that it will be useful,
15 * but WITHOUT ANY WARRANTY; without even the implied warranty of
16 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
17 * Lesser General Public License for more details.
19 * You should have received a copy of the GNU Lesser General Public
20 * License along with this library; if not, write to the Free Software
21 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
25 * D3D shader asm has swizzles on source parameters, and write masks for
26 * destination parameters. GLSL uses swizzles for both. The result of this is
27 * that for example "mov dst.xw, src.zyxw" becomes "dst.xw = src.zw" in GLSL.
28 * Ie, to generate a proper GLSL source swizzle, we need to take the D3D write
29 * mask for the destination parameter into account.
35 #include "wined3d_private.h"
37 WINE_DEFAULT_DEBUG_CHANNEL(d3d_shader);
38 WINE_DECLARE_DEBUG_CHANNEL(d3d_constants);
39 WINE_DECLARE_DEBUG_CHANNEL(d3d_caps);
40 WINE_DECLARE_DEBUG_CHANNEL(d3d);
42 #define GLINFO_LOCATION (*gl_info)
44 #define WINED3D_GLSL_SAMPLE_PROJECTED 0x1
45 #define WINED3D_GLSL_SAMPLE_RECT 0x2
46 #define WINED3D_GLSL_SAMPLE_LOD 0x4
47 #define WINED3D_GLSL_SAMPLE_GRAD 0x8
62 } glsl_sample_function_t;
66 HEAP_NODE_TRAVERSE_LEFT,
67 HEAP_NODE_TRAVERSE_RIGHT,
79 struct constant_entry *entries;
80 unsigned int *positions;
84 /* GLSL shader private data */
85 struct shader_glsl_priv {
86 struct wine_rb_tree program_lookup;
87 struct glsl_shader_prog_link *glsl_program;
88 struct constant_heap vconst_heap;
89 struct constant_heap pconst_heap;
91 GLhandleARB depth_blt_program[tex_type_count];
92 UINT next_constant_version;
95 /* Struct to maintain data about a linked GLSL program */
96 struct glsl_shader_prog_link {
97 struct wine_rb_entry program_lookup_entry;
98 struct list vshader_entry;
99 struct list pshader_entry;
100 GLhandleARB programId;
101 GLint *vuniformF_locations;
102 GLint *puniformF_locations;
103 GLint vuniformI_locations[MAX_CONST_I];
104 GLint puniformI_locations[MAX_CONST_I];
105 GLint posFixup_location;
106 GLint np2Fixup_location;
107 GLint bumpenvmat_location[MAX_TEXTURES];
108 GLint luminancescale_location[MAX_TEXTURES];
109 GLint luminanceoffset_location[MAX_TEXTURES];
110 GLint ycorrection_location;
111 GLenum vertex_color_clamp;
112 IWineD3DVertexShader *vshader;
113 IWineD3DPixelShader *pshader;
114 struct vs_compile_args vs_args;
115 struct ps_compile_args ps_args;
116 UINT constant_version;
117 const struct ps_np2fixup_info *np2Fixup_info;
121 IWineD3DVertexShader *vshader;
122 IWineD3DPixelShader *pshader;
123 struct ps_compile_args ps_args;
124 struct vs_compile_args vs_args;
125 } glsl_program_key_t;
127 struct shader_glsl_ctx_priv {
128 const struct vs_compile_args *cur_vs_args;
129 const struct ps_compile_args *cur_ps_args;
130 struct ps_np2fixup_info *cur_np2fixup_info;
133 struct glsl_ps_compiled_shader
135 struct ps_compile_args args;
136 struct ps_np2fixup_info np2fixup;
140 struct glsl_pshader_private
142 struct glsl_ps_compiled_shader *gl_shaders;
143 UINT num_gl_shaders, shader_array_size;
146 struct glsl_vs_compiled_shader
148 struct vs_compile_args args;
152 struct glsl_vshader_private
154 struct glsl_vs_compiled_shader *gl_shaders;
155 UINT num_gl_shaders, shader_array_size;
158 /* Extract a line from the info log.
159 * Note that this modifies the source string. */
160 static char *get_info_log_line(char **ptr)
165 if (!(q = strstr(p, "\n")))
167 if (!*p) return NULL;
177 /** Prints the GLSL info log which will contain error messages if they exist */
178 /* GL locking is done by the caller */
179 static void print_glsl_info_log(const WineD3D_GL_Info *gl_info, GLhandleARB obj)
181 int infologLength = 0;
186 static const char * const spam[] =
188 "Vertex shader was successfully compiled to run on hardware.\n", /* fglrx */
189 "Fragment shader was successfully compiled to run on hardware.\n", /* fglrx */
190 "Fragment shader(s) linked, vertex shader(s) linked. \n ", /* fglrx, with \n */
191 "Fragment shader(s) linked, vertex shader(s) linked.", /* fglrx, no \n */
192 "Vertex shader(s) linked, no fragment shader(s) defined. \n ", /* fglrx, with \n */
193 "Vertex shader(s) linked, no fragment shader(s) defined.", /* fglrx, no \n */
194 "Fragment shader was successfully compiled to run on hardware.\n"
195 "Fragment shader(s) linked, no vertex shader(s) defined.", /* fglrx, no \n */
196 "Fragment shader(s) linked, no vertex shader(s) defined. \n ", /* fglrx, with \n */
199 if (!TRACE_ON(d3d_shader) && !FIXME_ON(d3d_shader)) return;
201 GL_EXTCALL(glGetObjectParameterivARB(obj,
202 GL_OBJECT_INFO_LOG_LENGTH_ARB,
205 /* A size of 1 is just a null-terminated string, so the log should be bigger than
206 * that if there are errors. */
207 if (infologLength > 1)
211 /* Fglrx doesn't terminate the string properly, but it tells us the proper length.
212 * So use HEAP_ZERO_MEMORY to avoid uninitialized bytes
214 infoLog = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, infologLength);
215 GL_EXTCALL(glGetInfoLogARB(obj, infologLength, NULL, infoLog));
218 for(i = 0; i < sizeof(spam) / sizeof(spam[0]); i++) {
219 if(strcmp(infoLog, spam[i]) == 0) {
228 TRACE("Spam received from GLSL shader #%u:\n", obj);
229 while ((line = get_info_log_line(&ptr))) TRACE(" %s\n", line);
233 FIXME("Error received from GLSL shader #%u:\n", obj);
234 while ((line = get_info_log_line(&ptr))) FIXME(" %s\n", line);
236 HeapFree(GetProcessHeap(), 0, infoLog);
241 * Loads (pixel shader) samplers
243 /* GL locking is done by the caller */
244 static void shader_glsl_load_psamplers(const WineD3D_GL_Info *gl_info, DWORD *tex_unit_map, GLhandleARB programId)
248 char sampler_name[20];
250 for (i = 0; i < MAX_FRAGMENT_SAMPLERS; ++i) {
251 snprintf(sampler_name, sizeof(sampler_name), "Psampler%d", i);
252 name_loc = GL_EXTCALL(glGetUniformLocationARB(programId, sampler_name));
253 if (name_loc != -1) {
254 DWORD mapped_unit = tex_unit_map[i];
255 if (mapped_unit != WINED3D_UNMAPPED_STAGE && mapped_unit < GL_LIMITS(fragment_samplers))
257 TRACE("Loading %s for texture %d\n", sampler_name, mapped_unit);
258 GL_EXTCALL(glUniform1iARB(name_loc, mapped_unit));
259 checkGLcall("glUniform1iARB");
261 ERR("Trying to load sampler %s on unsupported unit %d\n", sampler_name, mapped_unit);
267 /* GL locking is done by the caller */
268 static void shader_glsl_load_vsamplers(const WineD3D_GL_Info *gl_info, DWORD *tex_unit_map, GLhandleARB programId)
271 char sampler_name[20];
274 for (i = 0; i < MAX_VERTEX_SAMPLERS; ++i) {
275 snprintf(sampler_name, sizeof(sampler_name), "Vsampler%d", i);
276 name_loc = GL_EXTCALL(glGetUniformLocationARB(programId, sampler_name));
277 if (name_loc != -1) {
278 DWORD mapped_unit = tex_unit_map[MAX_FRAGMENT_SAMPLERS + i];
279 if (mapped_unit != WINED3D_UNMAPPED_STAGE && mapped_unit < GL_LIMITS(combined_samplers))
281 TRACE("Loading %s for texture %d\n", sampler_name, mapped_unit);
282 GL_EXTCALL(glUniform1iARB(name_loc, mapped_unit));
283 checkGLcall("glUniform1iARB");
285 ERR("Trying to load sampler %s on unsupported unit %d\n", sampler_name, mapped_unit);
291 /* GL locking is done by the caller */
292 static inline void walk_constant_heap(const WineD3D_GL_Info *gl_info, const float *constants,
293 const GLint *constant_locations, const struct constant_heap *heap, unsigned char *stack, DWORD version)
296 unsigned int heap_idx = 1;
299 if (heap->entries[heap_idx].version <= version) return;
301 idx = heap->entries[heap_idx].idx;
302 if (constant_locations[idx] != -1) GL_EXTCALL(glUniform4fvARB(constant_locations[idx], 1, &constants[idx * 4]));
303 stack[stack_idx] = HEAP_NODE_TRAVERSE_LEFT;
305 while (stack_idx >= 0)
307 /* Note that we fall through to the next case statement. */
308 switch(stack[stack_idx])
310 case HEAP_NODE_TRAVERSE_LEFT:
312 unsigned int left_idx = heap_idx << 1;
313 if (left_idx < heap->size && heap->entries[left_idx].version > version)
316 idx = heap->entries[heap_idx].idx;
317 if (constant_locations[idx] != -1)
318 GL_EXTCALL(glUniform4fvARB(constant_locations[idx], 1, &constants[idx * 4]));
320 stack[stack_idx++] = HEAP_NODE_TRAVERSE_RIGHT;
321 stack[stack_idx] = HEAP_NODE_TRAVERSE_LEFT;
326 case HEAP_NODE_TRAVERSE_RIGHT:
328 unsigned int right_idx = (heap_idx << 1) + 1;
329 if (right_idx < heap->size && heap->entries[right_idx].version > version)
331 heap_idx = right_idx;
332 idx = heap->entries[heap_idx].idx;
333 if (constant_locations[idx] != -1)
334 GL_EXTCALL(glUniform4fvARB(constant_locations[idx], 1, &constants[idx * 4]));
336 stack[stack_idx++] = HEAP_NODE_POP;
337 stack[stack_idx] = HEAP_NODE_TRAVERSE_LEFT;
350 checkGLcall("walk_constant_heap()");
353 /* GL locking is done by the caller */
354 static inline void apply_clamped_constant(const WineD3D_GL_Info *gl_info, GLint location, const GLfloat *data)
356 GLfloat clamped_constant[4];
358 if (location == -1) return;
360 clamped_constant[0] = data[0] < -1.0f ? -1.0f : data[0] > 1.0 ? 1.0 : data[0];
361 clamped_constant[1] = data[1] < -1.0f ? -1.0f : data[1] > 1.0 ? 1.0 : data[1];
362 clamped_constant[2] = data[2] < -1.0f ? -1.0f : data[2] > 1.0 ? 1.0 : data[2];
363 clamped_constant[3] = data[3] < -1.0f ? -1.0f : data[3] > 1.0 ? 1.0 : data[3];
365 GL_EXTCALL(glUniform4fvARB(location, 1, clamped_constant));
368 /* GL locking is done by the caller */
369 static inline void walk_constant_heap_clamped(const WineD3D_GL_Info *gl_info, const float *constants,
370 const GLint *constant_locations, const struct constant_heap *heap, unsigned char *stack, DWORD version)
373 unsigned int heap_idx = 1;
376 if (heap->entries[heap_idx].version <= version) return;
378 idx = heap->entries[heap_idx].idx;
379 apply_clamped_constant(gl_info, constant_locations[idx], &constants[idx * 4]);
380 stack[stack_idx] = HEAP_NODE_TRAVERSE_LEFT;
382 while (stack_idx >= 0)
384 /* Note that we fall through to the next case statement. */
385 switch(stack[stack_idx])
387 case HEAP_NODE_TRAVERSE_LEFT:
389 unsigned int left_idx = heap_idx << 1;
390 if (left_idx < heap->size && heap->entries[left_idx].version > version)
393 idx = heap->entries[heap_idx].idx;
394 apply_clamped_constant(gl_info, constant_locations[idx], &constants[idx * 4]);
396 stack[stack_idx++] = HEAP_NODE_TRAVERSE_RIGHT;
397 stack[stack_idx] = HEAP_NODE_TRAVERSE_LEFT;
402 case HEAP_NODE_TRAVERSE_RIGHT:
404 unsigned int right_idx = (heap_idx << 1) + 1;
405 if (right_idx < heap->size && heap->entries[right_idx].version > version)
407 heap_idx = right_idx;
408 idx = heap->entries[heap_idx].idx;
409 apply_clamped_constant(gl_info, constant_locations[idx], &constants[idx * 4]);
411 stack[stack_idx++] = HEAP_NODE_POP;
412 stack[stack_idx] = HEAP_NODE_TRAVERSE_LEFT;
425 checkGLcall("walk_constant_heap_clamped()");
428 /* Loads floating point constants (aka uniforms) into the currently set GLSL program. */
429 /* GL locking is done by the caller */
430 static void shader_glsl_load_constantsF(IWineD3DBaseShaderImpl *This, const WineD3D_GL_Info *gl_info,
431 const float *constants, const GLint *constant_locations, const struct constant_heap *heap,
432 unsigned char *stack, UINT version)
434 const local_constant *lconst;
436 /* 1.X pshaders have the constants clamped to [-1;1] implicitly. */
437 if (This->baseShader.reg_maps.shader_version.major == 1
438 && shader_is_pshader_version(This->baseShader.reg_maps.shader_version.type))
439 walk_constant_heap_clamped(gl_info, constants, constant_locations, heap, stack, version);
441 walk_constant_heap(gl_info, constants, constant_locations, heap, stack, version);
443 if (!This->baseShader.load_local_constsF)
445 TRACE("No need to load local float constants for this shader\n");
449 /* Immediate constants are clamped to [-1;1] at shader creation time if needed */
450 LIST_FOR_EACH_ENTRY(lconst, &This->baseShader.constantsF, local_constant, entry)
452 GLint location = constant_locations[lconst->idx];
453 /* We found this uniform name in the program - go ahead and send the data */
454 if (location != -1) GL_EXTCALL(glUniform4fvARB(location, 1, (const GLfloat *)lconst->value));
456 checkGLcall("glUniform4fvARB()");
459 /* Loads integer constants (aka uniforms) into the currently set GLSL program. */
460 /* GL locking is done by the caller */
461 static void shader_glsl_load_constantsI(IWineD3DBaseShaderImpl *This, const WineD3D_GL_Info *gl_info,
462 const GLint locations[MAX_CONST_I], const int *constants, WORD constants_set)
467 for (i = 0; constants_set; constants_set >>= 1, ++i)
469 if (!(constants_set & 1)) continue;
471 TRACE_(d3d_constants)("Loading constants %u: %i, %i, %i, %i\n",
472 i, constants[i*4], constants[i*4+1], constants[i*4+2], constants[i*4+3]);
474 /* We found this uniform name in the program - go ahead and send the data */
475 GL_EXTCALL(glUniform4ivARB(locations[i], 1, &constants[i*4]));
476 checkGLcall("glUniform4ivARB");
479 /* Load immediate constants */
480 ptr = list_head(&This->baseShader.constantsI);
482 const struct local_constant *lconst = LIST_ENTRY(ptr, const struct local_constant, entry);
483 unsigned int idx = lconst->idx;
484 const GLint *values = (const GLint *)lconst->value;
486 TRACE_(d3d_constants)("Loading local constants %i: %i, %i, %i, %i\n", idx,
487 values[0], values[1], values[2], values[3]);
489 /* We found this uniform name in the program - go ahead and send the data */
490 GL_EXTCALL(glUniform4ivARB(locations[idx], 1, values));
491 checkGLcall("glUniform4ivARB");
492 ptr = list_next(&This->baseShader.constantsI, ptr);
496 /* Loads boolean constants (aka uniforms) into the currently set GLSL program. */
497 /* GL locking is done by the caller */
498 static void shader_glsl_load_constantsB(IWineD3DBaseShaderImpl *This, const WineD3D_GL_Info *gl_info,
499 GLhandleARB programId, const BOOL *constants, WORD constants_set)
504 char is_pshader = shader_is_pshader_version(This->baseShader.reg_maps.shader_version.type);
505 const char* prefix = is_pshader? "PB":"VB";
508 /* TODO: Benchmark and see if it would be beneficial to store the
509 * locations of the constants to avoid looking up each time */
510 for (i = 0; constants_set; constants_set >>= 1, ++i)
512 if (!(constants_set & 1)) continue;
514 TRACE_(d3d_constants)("Loading constants %i: %i;\n", i, constants[i]);
516 /* TODO: Benchmark and see if it would be beneficial to store the
517 * locations of the constants to avoid looking up each time */
518 snprintf(tmp_name, sizeof(tmp_name), "%s[%i]", prefix, i);
519 tmp_loc = GL_EXTCALL(glGetUniformLocationARB(programId, tmp_name));
522 /* We found this uniform name in the program - go ahead and send the data */
523 GL_EXTCALL(glUniform1ivARB(tmp_loc, 1, &constants[i]));
524 checkGLcall("glUniform1ivARB");
528 /* Load immediate constants */
529 ptr = list_head(&This->baseShader.constantsB);
531 const struct local_constant *lconst = LIST_ENTRY(ptr, const struct local_constant, entry);
532 unsigned int idx = lconst->idx;
533 const GLint *values = (const GLint *)lconst->value;
535 TRACE_(d3d_constants)("Loading local constants %i: %i\n", idx, values[0]);
537 snprintf(tmp_name, sizeof(tmp_name), "%s[%i]", prefix, idx);
538 tmp_loc = GL_EXTCALL(glGetUniformLocationARB(programId, tmp_name));
540 /* We found this uniform name in the program - go ahead and send the data */
541 GL_EXTCALL(glUniform1ivARB(tmp_loc, 1, values));
542 checkGLcall("glUniform1ivARB");
544 ptr = list_next(&This->baseShader.constantsB, ptr);
548 static void reset_program_constant_version(struct wine_rb_entry *entry, void *context)
550 WINE_RB_ENTRY_VALUE(entry, struct glsl_shader_prog_link, program_lookup_entry)->constant_version = 0;
554 * Loads the texture dimensions for NP2 fixup into the currently set GLSL program.
556 /* GL locking is done by the caller (state handler) */
557 static void shader_glsl_load_np2fixup_constants(
558 IWineD3DDevice* device,
560 char useVertexShader) {
562 const IWineD3DDeviceImpl* deviceImpl = (const IWineD3DDeviceImpl*) device;
563 const struct glsl_shader_prog_link* prog = ((struct shader_glsl_priv *)(deviceImpl->shader_priv))->glsl_program;
566 /* No GLSL program set - nothing to do. */
570 if (!usePixelShader) {
571 /* NP2 texcoord fixup is (currently) only done for pixelshaders. */
575 if (prog->ps_args.np2_fixup && -1 != prog->np2Fixup_location) {
576 const WineD3D_GL_Info* gl_info = &deviceImpl->adapter->gl_info;
577 const IWineD3DStateBlockImpl* stateBlock = (const IWineD3DStateBlockImpl*) deviceImpl->stateBlock;
579 UINT fixup = prog->ps_args.np2_fixup;
580 GLfloat np2fixup_constants[4 * MAX_FRAGMENT_SAMPLERS];
582 for (i = 0; fixup; fixup >>= 1, ++i) {
583 const unsigned char idx = prog->np2Fixup_info->idx[i];
584 const IWineD3DBaseTextureImpl* const tex = (const IWineD3DBaseTextureImpl*) stateBlock->textures[i];
585 GLfloat* tex_dim = &np2fixup_constants[(idx >> 1) * 4];
588 FIXME("Nonexistent texture is flagged for NP2 texcoord fixup\n");
593 tex_dim[2] = tex->baseTexture.pow2Matrix[0]; tex_dim[3] = tex->baseTexture.pow2Matrix[5];
595 tex_dim[0] = tex->baseTexture.pow2Matrix[0]; tex_dim[1] = tex->baseTexture.pow2Matrix[5];
599 GL_EXTCALL(glUniform4fvARB(prog->np2Fixup_location, prog->np2Fixup_info->num_consts, np2fixup_constants));
604 * Loads the app-supplied constants into the currently set GLSL program.
606 /* GL locking is done by the caller (state handler) */
607 static void shader_glsl_load_constants(
608 IWineD3DDevice* device,
610 char useVertexShader) {
612 IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) device;
613 struct shader_glsl_priv *priv = deviceImpl->shader_priv;
614 IWineD3DStateBlockImpl* stateBlock = deviceImpl->stateBlock;
615 const WineD3D_GL_Info *gl_info = &deviceImpl->adapter->gl_info;
617 GLhandleARB programId;
618 struct glsl_shader_prog_link *prog = priv->glsl_program;
619 UINT constant_version;
623 /* No GLSL program set - nothing to do. */
626 programId = prog->programId;
627 constant_version = prog->constant_version;
629 if (useVertexShader) {
630 IWineD3DBaseShaderImpl* vshader = (IWineD3DBaseShaderImpl*) stateBlock->vertexShader;
632 /* Load DirectX 9 float constants/uniforms for vertex shader */
633 shader_glsl_load_constantsF(vshader, gl_info, stateBlock->vertexShaderConstantF,
634 prog->vuniformF_locations, &priv->vconst_heap, priv->stack, constant_version);
636 /* Load DirectX 9 integer constants/uniforms for vertex shader */
637 shader_glsl_load_constantsI(vshader, gl_info, prog->vuniformI_locations, stateBlock->vertexShaderConstantI,
638 stateBlock->changed.vertexShaderConstantsI & vshader->baseShader.reg_maps.integer_constants);
640 /* Load DirectX 9 boolean constants/uniforms for vertex shader */
641 shader_glsl_load_constantsB(vshader, gl_info, programId, stateBlock->vertexShaderConstantB,
642 stateBlock->changed.vertexShaderConstantsB & vshader->baseShader.reg_maps.boolean_constants);
644 /* Upload the position fixup params */
645 GL_EXTCALL(glUniform4fvARB(prog->posFixup_location, 1, &deviceImpl->posFixup[0]));
646 checkGLcall("glUniform4fvARB");
649 if (usePixelShader) {
651 IWineD3DBaseShaderImpl* pshader = (IWineD3DBaseShaderImpl*) stateBlock->pixelShader;
653 /* Load DirectX 9 float constants/uniforms for pixel shader */
654 shader_glsl_load_constantsF(pshader, gl_info, stateBlock->pixelShaderConstantF,
655 prog->puniformF_locations, &priv->pconst_heap, priv->stack, constant_version);
657 /* Load DirectX 9 integer constants/uniforms for pixel shader */
658 shader_glsl_load_constantsI(pshader, gl_info, prog->puniformI_locations, stateBlock->pixelShaderConstantI,
659 stateBlock->changed.pixelShaderConstantsI & pshader->baseShader.reg_maps.integer_constants);
661 /* Load DirectX 9 boolean constants/uniforms for pixel shader */
662 shader_glsl_load_constantsB(pshader, gl_info, programId, stateBlock->pixelShaderConstantB,
663 stateBlock->changed.pixelShaderConstantsB & pshader->baseShader.reg_maps.boolean_constants);
665 /* Upload the environment bump map matrix if needed. The needsbumpmat member specifies the texture stage to load the matrix from.
666 * It can't be 0 for a valid texbem instruction.
668 for(i = 0; i < MAX_TEXTURES; i++) {
671 if(prog->bumpenvmat_location[i] == -1) continue;
673 data = (const float *)&stateBlock->textureState[i][WINED3DTSS_BUMPENVMAT00];
674 GL_EXTCALL(glUniformMatrix2fvARB(prog->bumpenvmat_location[i], 1, 0, data));
675 checkGLcall("glUniformMatrix2fvARB");
677 /* texbeml needs the luminance scale and offset too. If texbeml is used, needsbumpmat
678 * is set too, so we can check that in the needsbumpmat check
680 if(prog->luminancescale_location[i] != -1) {
681 const GLfloat *scale = (const GLfloat *)&stateBlock->textureState[i][WINED3DTSS_BUMPENVLSCALE];
682 const GLfloat *offset = (const GLfloat *)&stateBlock->textureState[i][WINED3DTSS_BUMPENVLOFFSET];
684 GL_EXTCALL(glUniform1fvARB(prog->luminancescale_location[i], 1, scale));
685 checkGLcall("glUniform1fvARB");
686 GL_EXTCALL(glUniform1fvARB(prog->luminanceoffset_location[i], 1, offset));
687 checkGLcall("glUniform1fvARB");
691 if(((IWineD3DPixelShaderImpl *) pshader)->vpos_uniform) {
692 float correction_params[4];
693 if(deviceImpl->render_offscreen) {
694 correction_params[0] = 0.0;
695 correction_params[1] = 1.0;
697 /* position is window relative, not viewport relative */
698 correction_params[0] = ((IWineD3DSurfaceImpl *) deviceImpl->render_targets[0])->currentDesc.Height;
699 correction_params[1] = -1.0;
701 GL_EXTCALL(glUniform4fvARB(prog->ycorrection_location, 1, correction_params));
705 if (priv->next_constant_version == UINT_MAX)
707 TRACE("Max constant version reached, resetting to 0.\n");
708 wine_rb_for_each_entry(&priv->program_lookup, reset_program_constant_version, NULL);
709 priv->next_constant_version = 1;
713 prog->constant_version = priv->next_constant_version++;
717 static inline void update_heap_entry(struct constant_heap *heap, unsigned int idx,
718 unsigned int heap_idx, DWORD new_version)
720 struct constant_entry *entries = heap->entries;
721 unsigned int *positions = heap->positions;
722 unsigned int parent_idx;
726 parent_idx = heap_idx >> 1;
728 if (new_version <= entries[parent_idx].version) break;
730 entries[heap_idx] = entries[parent_idx];
731 positions[entries[parent_idx].idx] = heap_idx;
732 heap_idx = parent_idx;
735 entries[heap_idx].version = new_version;
736 entries[heap_idx].idx = idx;
737 positions[idx] = heap_idx;
740 static void shader_glsl_update_float_vertex_constants(IWineD3DDevice *iface, UINT start, UINT count)
742 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
743 struct shader_glsl_priv *priv = This->shader_priv;
744 struct constant_heap *heap = &priv->vconst_heap;
747 for (i = start; i < count + start; ++i)
749 if (!This->stateBlock->changed.vertexShaderConstantsF[i])
750 update_heap_entry(heap, i, heap->size++, priv->next_constant_version);
752 update_heap_entry(heap, i, heap->positions[i], priv->next_constant_version);
756 static void shader_glsl_update_float_pixel_constants(IWineD3DDevice *iface, UINT start, UINT count)
758 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
759 struct shader_glsl_priv *priv = This->shader_priv;
760 struct constant_heap *heap = &priv->pconst_heap;
763 for (i = start; i < count + start; ++i)
765 if (!This->stateBlock->changed.pixelShaderConstantsF[i])
766 update_heap_entry(heap, i, heap->size++, priv->next_constant_version);
768 update_heap_entry(heap, i, heap->positions[i], priv->next_constant_version);
772 static int vec4_varyings(DWORD shader_major, const WineD3D_GL_Info *gl_info)
774 int ret = GL_LIMITS(glsl_varyings) / 4;
775 /* 4.0 shaders do not write clip coords because d3d10 does not support user clipplanes */
776 if(shader_major > 3) return ret;
778 /* 3.0 shaders may need an extra varying for the clip coord on some cards(mostly dx10 ones) */
779 if(gl_info->glsl_clip_varying) ret -= 1;
783 /** Generate the variable & register declarations for the GLSL output target */
784 static void shader_generate_glsl_declarations(IWineD3DBaseShader *iface, const shader_reg_maps *reg_maps,
785 SHADER_BUFFER *buffer, const WineD3D_GL_Info *gl_info,
786 struct shader_glsl_ctx_priv *ctx_priv)
788 IWineD3DBaseShaderImpl* This = (IWineD3DBaseShaderImpl*) iface;
789 IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *) This->baseShader.device;
790 const struct ps_compile_args *ps_args = ctx_priv->cur_ps_args;
791 unsigned int i, extra_constants_needed = 0;
792 const local_constant *lconst;
794 /* There are some minor differences between pixel and vertex shaders */
795 char pshader = shader_is_pshader_version(reg_maps->shader_version.type);
796 char prefix = pshader ? 'P' : 'V';
798 /* Prototype the subroutines */
799 for (i = 0; i < This->baseShader.limits.label; i++) {
800 if (reg_maps->labels[i])
801 shader_addline(buffer, "void subroutine%u();\n", i);
804 /* Declare the constants (aka uniforms) */
805 if (This->baseShader.limits.constant_float > 0) {
806 unsigned max_constantsF;
807 /* Unless the shader uses indirect addressing, always declare the maximum array size and ignore that we need some
808 * uniforms privately. E.g. if GL supports 256 uniforms, and we need 2 for the pos fixup and immediate values, still
809 * declare VC[256]. If the shader needs more uniforms than we have it won't work in any case. If it uses less, the
810 * compiler will figure out which uniforms are really used and strip them out. This allows a shader to use c255 on
811 * a dx9 card, as long as it doesn't also use all the other constants.
813 * If the shader uses indirect addressing the compiler must assume that all declared uniforms are used. In this case,
814 * declare only the amount that we're assured to have.
816 * Thus we run into problems in these two cases:
817 * 1) The shader really uses more uniforms than supported
818 * 2) The shader uses indirect addressing, less constants than supported, but uses a constant index > #supported consts
821 /* No indirect addressing here */
822 max_constantsF = GL_LIMITS(pshader_constantsF);
824 if(This->baseShader.reg_maps.usesrelconstF) {
825 /* Subtract the other potential uniforms from the max available (bools, ints, and 1 row of projection matrix).
826 * Subtract another uniform for immediate values, which have to be loaded via uniform by the driver as well.
827 * The shader code only uses 0.5, 2.0, 1.0, 128 and -128 in vertex shader code, so one vec4 should be enough
828 * (Unfortunately the Nvidia driver doesn't store 128 and -128 in one float).
830 * Writing gl_ClipPos requires one uniform for each clipplane as well.
832 max_constantsF = GL_LIMITS(vshader_constantsF) - 3 - GL_LIMITS(clipplanes);
833 max_constantsF -= count_bits(This->baseShader.reg_maps.integer_constants);
834 /* Strictly speaking a bool only uses one scalar, but the nvidia(Linux) compiler doesn't pack them properly,
835 * so each scalar requires a full vec4. We could work around this by packing the booleans ourselves, but
836 * for now take this into account when calculating the number of available constants
838 max_constantsF -= count_bits(This->baseShader.reg_maps.boolean_constants);
839 /* Set by driver quirks in directx.c */
840 max_constantsF -= GLINFO_LOCATION.reserved_glsl_constants;
842 max_constantsF = GL_LIMITS(vshader_constantsF);
845 max_constantsF = min(This->baseShader.limits.constant_float, max_constantsF);
846 shader_addline(buffer, "uniform vec4 %cC[%u];\n", prefix, max_constantsF);
849 /* Always declare the full set of constants, the compiler can remove the unused ones because d3d doesn't(yet)
850 * support indirect int and bool constant addressing. This avoids problems if the app uses e.g. i0 and i9.
852 if (This->baseShader.limits.constant_int > 0 && This->baseShader.reg_maps.integer_constants)
853 shader_addline(buffer, "uniform ivec4 %cI[%u];\n", prefix, This->baseShader.limits.constant_int);
855 if (This->baseShader.limits.constant_bool > 0 && This->baseShader.reg_maps.boolean_constants)
856 shader_addline(buffer, "uniform bool %cB[%u];\n", prefix, This->baseShader.limits.constant_bool);
859 shader_addline(buffer, "uniform vec4 posFixup;\n");
860 /* Predeclaration; This function is added at link time based on the pixel shader.
861 * VS 3.0 shaders have an array OUT[] the shader writes to, earlier versions don't have
862 * that. We know the input to the reorder function at vertex shader compile time, so
863 * we can deal with that. The reorder function for a 1.x and 2.x vertex shader can just
864 * read gl_FrontColor. The output depends on the pixel shader. The reorder function for a
865 * 1.x and 2.x pshader or for fixed function will write gl_FrontColor, and for a 3.0 shader
866 * it will write to the varying array. Here we depend on the shader optimizer on sorting that
867 * out. The nvidia driver only does that if the parameter is inout instead of out, hence the
870 if (reg_maps->shader_version.major >= 3)
872 shader_addline(buffer, "void order_ps_input(in vec4[%u]);\n", MAX_REG_OUTPUT);
874 shader_addline(buffer, "void order_ps_input();\n");
877 for(i = 0; i < (sizeof(reg_maps->bumpmat) / sizeof(reg_maps->bumpmat[0])); i++) {
878 if(!reg_maps->bumpmat[i]) {
882 shader_addline(buffer, "uniform mat2 bumpenvmat%d;\n", i);
884 if(reg_maps->luminanceparams) {
885 shader_addline(buffer, "uniform float luminancescale%d;\n", i);
886 shader_addline(buffer, "uniform float luminanceoffset%d;\n", i);
887 extra_constants_needed++;
890 extra_constants_needed++;
893 if(ps_args->srgb_correction) {
894 shader_addline(buffer, "const vec4 srgb_mul_low = vec4(%f, %f, %f, %f);\n",
895 srgb_mul_low, srgb_mul_low, srgb_mul_low, srgb_mul_low);
896 shader_addline(buffer, "const vec4 srgb_comparison = vec4(%f, %f, %f, %f);\n",
897 srgb_cmp, srgb_cmp, srgb_cmp, srgb_cmp);
899 if(reg_maps->vpos || reg_maps->usesdsy) {
900 if(This->baseShader.limits.constant_float + extra_constants_needed + 1 < GL_LIMITS(pshader_constantsF)) {
901 shader_addline(buffer, "uniform vec4 ycorrection;\n");
902 ((IWineD3DPixelShaderImpl *) This)->vpos_uniform = 1;
903 extra_constants_needed++;
905 /* This happens because we do not have proper tracking of the constant registers that are
906 * actually used, only the max limit of the shader version
908 FIXME("Cannot find a free uniform for vpos correction params\n");
909 shader_addline(buffer, "const vec4 ycorrection = vec4(%f, %f, 0.0, 0.0);\n",
910 device->render_offscreen ? 0.0 : ((IWineD3DSurfaceImpl *) device->render_targets[0])->currentDesc.Height,
911 device->render_offscreen ? 1.0 : -1.0);
913 shader_addline(buffer, "vec4 vpos;\n");
917 /* Declare texture samplers */
918 for (i = 0; i < This->baseShader.limits.sampler; i++) {
919 if (reg_maps->sampler_type[i])
921 switch (reg_maps->sampler_type[i])
924 shader_addline(buffer, "uniform sampler1D %csampler%u;\n", prefix, i);
927 if(device->stateBlock->textures[i] &&
928 IWineD3DBaseTexture_GetTextureDimensions(device->stateBlock->textures[i]) == GL_TEXTURE_RECTANGLE_ARB) {
929 shader_addline(buffer, "uniform sampler2DRect %csampler%u;\n", prefix, i);
931 shader_addline(buffer, "uniform sampler2D %csampler%u;\n", prefix, i);
934 case WINED3DSTT_CUBE:
935 shader_addline(buffer, "uniform samplerCube %csampler%u;\n", prefix, i);
937 case WINED3DSTT_VOLUME:
938 shader_addline(buffer, "uniform sampler3D %csampler%u;\n", prefix, i);
941 shader_addline(buffer, "uniform unsupported_sampler %csampler%u;\n", prefix, i);
942 FIXME("Unrecognized sampler type: %#x\n", reg_maps->sampler_type[i]);
948 /* Declare uniforms for NP2 texcoord fixup:
949 * This is NOT done inside the loop that declares the texture samplers since the NP2 fixup code
950 * is currently only used for the GeforceFX series and when forcing the ARB_npot extension off.
951 * Modern cards just skip the code anyway, so put it inside a seperate loop. */
952 if (pshader && ps_args->np2_fixup) {
954 struct ps_np2fixup_info* const fixup = ctx_priv->cur_np2fixup_info;
957 /* NP2/RECT textures in OpenGL use texcoords in the range [0,width]x[0,height]
958 * while D3D has them in the (normalized) [0,1]x[0,1] range.
959 * samplerNP2Fixup stores texture dimensions and is updated through
960 * shader_glsl_load_np2fixup_constants when the sampler changes. */
962 for (i = 0; i < This->baseShader.limits.sampler; ++i) {
963 if (reg_maps->sampler_type[i]) {
964 if (!(ps_args->np2_fixup & (1 << i))) continue;
966 if (WINED3DSTT_2D != reg_maps->sampler_type[i]) {
967 FIXME("Non-2D texture is flagged for NP2 texcoord fixup.\n");
971 fixup->idx[i] = cur++;
975 fixup->num_consts = (cur + 1) >> 1;
976 shader_addline(buffer, "uniform vec4 %csamplerNP2Fixup[%u];\n", prefix, fixup->num_consts);
979 /* Declare address variables */
980 for (i = 0; i < This->baseShader.limits.address; i++) {
981 if (reg_maps->address[i])
982 shader_addline(buffer, "ivec4 A%d;\n", i);
985 /* Declare texture coordinate temporaries and initialize them */
986 for (i = 0; i < This->baseShader.limits.texcoord; i++) {
987 if (reg_maps->texcoord[i])
988 shader_addline(buffer, "vec4 T%u = gl_TexCoord[%u];\n", i, i);
991 /* Declare input register varyings. Only pixel shader, vertex shaders have that declared in the
992 * helper function shader that is linked in at link time
994 if (pshader && reg_maps->shader_version.major >= 3)
996 if (use_vs(device->stateBlock))
998 shader_addline(buffer, "varying vec4 IN[%u];\n", vec4_varyings(reg_maps->shader_version.major, gl_info));
1000 /* TODO: Write a replacement shader for the fixed function vertex pipeline, so this isn't needed.
1001 * For fixed function vertex processing + 3.0 pixel shader we need a separate function in the
1002 * pixel shader that reads the fixed function color into the packed input registers.
1004 shader_addline(buffer, "vec4 IN[%u];\n", vec4_varyings(reg_maps->shader_version.major, gl_info));
1008 /* Declare output register temporaries */
1009 if(This->baseShader.limits.packed_output) {
1010 shader_addline(buffer, "vec4 OUT[%u];\n", This->baseShader.limits.packed_output);
1013 /* Declare temporary variables */
1014 for(i = 0; i < This->baseShader.limits.temporary; i++) {
1015 if (reg_maps->temporary[i])
1016 shader_addline(buffer, "vec4 R%u;\n", i);
1019 /* Declare attributes */
1020 if (reg_maps->shader_version.type == WINED3D_SHADER_TYPE_VERTEX)
1022 WORD map = reg_maps->input_registers;
1024 for (i = 0; map; map >>= 1, ++i)
1026 if (!(map & 1)) continue;
1028 shader_addline(buffer, "attribute vec4 attrib%i;\n", i);
1032 /* Declare loop registers aLx */
1033 for (i = 0; i < reg_maps->loop_depth; i++) {
1034 shader_addline(buffer, "int aL%u;\n", i);
1035 shader_addline(buffer, "int tmpInt%u;\n", i);
1038 /* Temporary variables for matrix operations */
1039 shader_addline(buffer, "vec4 tmp0;\n");
1040 shader_addline(buffer, "vec4 tmp1;\n");
1042 /* Local constants use a different name so they can be loaded once at shader link time
1043 * They can't be hardcoded into the shader text via LC = {x, y, z, w}; because the
1044 * float -> string conversion can cause precision loss.
1046 if(!This->baseShader.load_local_constsF) {
1047 LIST_FOR_EACH_ENTRY(lconst, &This->baseShader.constantsF, local_constant, entry) {
1048 shader_addline(buffer, "uniform vec4 %cLC%u;\n", prefix, lconst->idx);
1052 /* Start the main program */
1053 shader_addline(buffer, "void main() {\n");
1054 if(pshader && reg_maps->vpos) {
1055 /* DirectX apps expect integer values, while OpenGL drivers add approximately 0.5. This causes
1056 * off-by-one problems as spotted by the vPos d3d9 visual test. Unfortunately the ATI cards do
1057 * not add exactly 0.5, but rather something like 0.49999999 or 0.50000001, which still causes
1058 * precision troubles when we just substract 0.5.
1060 * To deal with that just floor() the position. This will eliminate the fraction on all cards.
1062 * TODO: Test how that behaves with multisampling once we can enable multisampling in winex11.
1064 * An advantage of floor is that it works even if the driver doesn't add 1/2. It is somewhat
1065 * questionable if 1.5, 2.5, ... are the proper values to return in gl_FragCoord, even though
1066 * coordinates specify the pixel centers instead of the pixel corners. This code will behave
1067 * correctly on drivers that returns integer values.
1069 shader_addline(buffer, "vpos = floor(vec4(0, ycorrection[0], 0, 0) + gl_FragCoord * vec4(1, ycorrection[1], 1, 1));\n");
1073 /*****************************************************************************
1074 * Functions to generate GLSL strings from DirectX Shader bytecode begin here.
1076 * For more information, see http://wiki.winehq.org/DirectX-Shaders
1077 ****************************************************************************/
1080 static void shader_glsl_add_src_param(const struct wined3d_shader_instruction *ins,
1081 const struct wined3d_shader_src_param *wined3d_src, DWORD mask, glsl_src_param_t *glsl_src);
1083 /** Used for opcode modifiers - They multiply the result by the specified amount */
1084 static const char * const shift_glsl_tab[] = {
1086 "2.0 * ", /* 1 (x2) */
1087 "4.0 * ", /* 2 (x4) */
1088 "8.0 * ", /* 3 (x8) */
1089 "16.0 * ", /* 4 (x16) */
1090 "32.0 * ", /* 5 (x32) */
1097 "0.0625 * ", /* 12 (d16) */
1098 "0.125 * ", /* 13 (d8) */
1099 "0.25 * ", /* 14 (d4) */
1100 "0.5 * " /* 15 (d2) */
1103 /* Generate a GLSL parameter that does the input modifier computation and return the input register/mask to use */
1104 static void shader_glsl_gen_modifier(DWORD src_modifier, const char *in_reg, const char *in_regswizzle, char *out_str)
1108 switch (src_modifier)
1110 case WINED3DSPSM_DZ: /* Need to handle this in the instructions itself (texld & texcrd). */
1111 case WINED3DSPSM_DW:
1112 case WINED3DSPSM_NONE:
1113 sprintf(out_str, "%s%s", in_reg, in_regswizzle);
1115 case WINED3DSPSM_NEG:
1116 sprintf(out_str, "-%s%s", in_reg, in_regswizzle);
1118 case WINED3DSPSM_NOT:
1119 sprintf(out_str, "!%s%s", in_reg, in_regswizzle);
1121 case WINED3DSPSM_BIAS:
1122 sprintf(out_str, "(%s%s - vec4(0.5)%s)", in_reg, in_regswizzle, in_regswizzle);
1124 case WINED3DSPSM_BIASNEG:
1125 sprintf(out_str, "-(%s%s - vec4(0.5)%s)", in_reg, in_regswizzle, in_regswizzle);
1127 case WINED3DSPSM_SIGN:
1128 sprintf(out_str, "(2.0 * (%s%s - 0.5))", in_reg, in_regswizzle);
1130 case WINED3DSPSM_SIGNNEG:
1131 sprintf(out_str, "-(2.0 * (%s%s - 0.5))", in_reg, in_regswizzle);
1133 case WINED3DSPSM_COMP:
1134 sprintf(out_str, "(1.0 - %s%s)", in_reg, in_regswizzle);
1136 case WINED3DSPSM_X2:
1137 sprintf(out_str, "(2.0 * %s%s)", in_reg, in_regswizzle);
1139 case WINED3DSPSM_X2NEG:
1140 sprintf(out_str, "-(2.0 * %s%s)", in_reg, in_regswizzle);
1142 case WINED3DSPSM_ABS:
1143 sprintf(out_str, "abs(%s%s)", in_reg, in_regswizzle);
1145 case WINED3DSPSM_ABSNEG:
1146 sprintf(out_str, "-abs(%s%s)", in_reg, in_regswizzle);
1149 FIXME("Unhandled modifier %u\n", src_modifier);
1150 sprintf(out_str, "%s%s", in_reg, in_regswizzle);
1154 /** Writes the GLSL variable name that corresponds to the register that the
1155 * DX opcode parameter is trying to access */
1156 static void shader_glsl_get_register_name(const struct wined3d_shader_register *reg,
1157 char *register_name, BOOL *is_color, const struct wined3d_shader_instruction *ins)
1159 /* oPos, oFog and oPts in D3D */
1160 static const char * const hwrastout_reg_names[] = { "gl_Position", "gl_FogFragCoord", "gl_PointSize" };
1162 IWineD3DBaseShaderImpl *This = (IWineD3DBaseShaderImpl *)ins->ctx->shader;
1163 IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device;
1164 const WineD3D_GL_Info* gl_info = &deviceImpl->adapter->gl_info;
1165 char pshader = shader_is_pshader_version(This->baseShader.reg_maps.shader_version.type);
1171 case WINED3DSPR_TEMP:
1172 sprintf(register_name, "R%u", reg->idx);
1175 case WINED3DSPR_INPUT:
1176 /* vertex shaders */
1179 struct shader_glsl_ctx_priv *priv = ins->ctx->backend_data;
1180 if (priv->cur_vs_args->swizzle_map & (1 << reg->idx)) *is_color = TRUE;
1181 sprintf(register_name, "attrib%u", reg->idx);
1185 /* pixel shaders >= 3.0 */
1186 if (This->baseShader.reg_maps.shader_version.major >= 3)
1188 DWORD idx = ((IWineD3DPixelShaderImpl *)This)->input_reg_map[reg->idx];
1189 DWORD in_count = vec4_varyings(This->baseShader.reg_maps.shader_version.major, gl_info);
1193 glsl_src_param_t rel_param;
1195 shader_glsl_add_src_param(ins, reg->rel_addr, WINED3DSP_WRITEMASK_0, &rel_param);
1197 /* Removing a + 0 would be an obvious optimization, but macos doesn't see the NOP
1198 * operation there */
1201 if (((IWineD3DPixelShaderImpl *)This)->declared_in_count > in_count)
1203 sprintf(register_name,
1204 "((%s + %u) > %d ? (%s + %u) > %d ? gl_SecondaryColor : gl_Color : IN[%s + %u])",
1205 rel_param.param_str, idx, in_count - 1, rel_param.param_str, idx, in_count,
1206 rel_param.param_str, idx);
1210 sprintf(register_name, "IN[%s + %u]", rel_param.param_str, idx);
1215 if (((IWineD3DPixelShaderImpl *)This)->declared_in_count > in_count)
1217 sprintf(register_name, "((%s) > %d ? (%s) > %d ? gl_SecondaryColor : gl_Color : IN[%s])",
1218 rel_param.param_str, in_count - 1, rel_param.param_str, in_count,
1219 rel_param.param_str);
1223 sprintf(register_name, "IN[%s]", rel_param.param_str);
1229 if (idx == in_count) sprintf(register_name, "gl_Color");
1230 else if (idx == in_count + 1) sprintf(register_name, "gl_SecondaryColor");
1231 else sprintf(register_name, "IN[%u]", idx);
1236 if (reg->idx == 0) strcpy(register_name, "gl_Color");
1237 else strcpy(register_name, "gl_SecondaryColor");
1242 case WINED3DSPR_CONST:
1244 const char prefix = pshader ? 'P' : 'V';
1246 /* Relative addressing */
1249 glsl_src_param_t rel_param;
1250 shader_glsl_add_src_param(ins, reg->rel_addr, WINED3DSP_WRITEMASK_0, &rel_param);
1251 if (reg->idx) sprintf(register_name, "%cC[%s + %u]", prefix, rel_param.param_str, reg->idx);
1252 else sprintf(register_name, "%cC[%s]", prefix, rel_param.param_str);
1256 if (shader_constant_is_local(This, reg->idx))
1257 sprintf(register_name, "%cLC%u", prefix, reg->idx);
1259 sprintf(register_name, "%cC[%u]", prefix, reg->idx);
1264 case WINED3DSPR_CONSTINT:
1265 if (pshader) sprintf(register_name, "PI[%u]", reg->idx);
1266 else sprintf(register_name, "VI[%u]", reg->idx);
1269 case WINED3DSPR_CONSTBOOL:
1270 if (pshader) sprintf(register_name, "PB[%u]", reg->idx);
1271 else sprintf(register_name, "VB[%u]", reg->idx);
1274 case WINED3DSPR_TEXTURE: /* case WINED3DSPR_ADDR: */
1275 if (pshader) sprintf(register_name, "T%u", reg->idx);
1276 else sprintf(register_name, "A%u", reg->idx);
1279 case WINED3DSPR_LOOP:
1280 sprintf(register_name, "aL%u", This->baseShader.cur_loop_regno - 1);
1283 case WINED3DSPR_SAMPLER:
1284 if (pshader) sprintf(register_name, "Psampler%u", reg->idx);
1285 else sprintf(register_name, "Vsampler%u", reg->idx);
1288 case WINED3DSPR_COLOROUT:
1289 if (reg->idx >= GL_LIMITS(buffers))
1290 WARN("Write to render target %u, only %d supported\n", reg->idx, GL_LIMITS(buffers));
1292 sprintf(register_name, "gl_FragData[%u]", reg->idx);
1295 case WINED3DSPR_RASTOUT:
1296 sprintf(register_name, "%s", hwrastout_reg_names[reg->idx]);
1299 case WINED3DSPR_DEPTHOUT:
1300 sprintf(register_name, "gl_FragDepth");
1303 case WINED3DSPR_ATTROUT:
1304 if (reg->idx == 0) sprintf(register_name, "gl_FrontColor");
1305 else sprintf(register_name, "gl_FrontSecondaryColor");
1308 case WINED3DSPR_TEXCRDOUT:
1309 /* Vertex shaders >= 3.0: WINED3DSPR_OUTPUT */
1310 if (This->baseShader.reg_maps.shader_version.major >= 3) sprintf(register_name, "OUT[%u]", reg->idx);
1311 else sprintf(register_name, "gl_TexCoord[%u]", reg->idx);
1314 case WINED3DSPR_MISCTYPE:
1318 sprintf(register_name, "vpos");
1320 else if (reg->idx == 1)
1322 /* Note that gl_FrontFacing is a bool, while vFace is
1323 * a float for which the sign determines front/back */
1324 sprintf(register_name, "(gl_FrontFacing ? 1.0 : -1.0)");
1328 FIXME("Unhandled misctype register %d\n", reg->idx);
1329 sprintf(register_name, "unrecognized_register");
1333 case WINED3DSPR_IMMCONST:
1334 switch (reg->immconst_type)
1336 case WINED3D_IMMCONST_FLOAT:
1337 sprintf(register_name, "%.8e", *(float *)reg->immconst_data);
1340 case WINED3D_IMMCONST_FLOAT4:
1341 sprintf(register_name, "vec4(%.8e, %.8e, %.8e, %.8e)",
1342 *(float *)®->immconst_data[0], *(float *)®->immconst_data[1],
1343 *(float *)®->immconst_data[2], *(float *)®->immconst_data[3]);
1347 FIXME("Unhandled immconst type %#x\n", reg->immconst_type);
1348 sprintf(register_name, "<unhandled_immconst_type %#x>", reg->immconst_type);
1353 FIXME("Unhandled register name Type(%d)\n", reg->type);
1354 sprintf(register_name, "unrecognized_register");
1359 static void shader_glsl_write_mask_to_str(DWORD write_mask, char *str)
1362 if (write_mask & WINED3DSP_WRITEMASK_0) *str++ = 'x';
1363 if (write_mask & WINED3DSP_WRITEMASK_1) *str++ = 'y';
1364 if (write_mask & WINED3DSP_WRITEMASK_2) *str++ = 'z';
1365 if (write_mask & WINED3DSP_WRITEMASK_3) *str++ = 'w';
1369 /* Get the GLSL write mask for the destination register */
1370 static DWORD shader_glsl_get_write_mask(const struct wined3d_shader_dst_param *param, char *write_mask)
1372 DWORD mask = param->write_mask;
1374 if (shader_is_scalar(¶m->reg))
1376 mask = WINED3DSP_WRITEMASK_0;
1381 shader_glsl_write_mask_to_str(mask, write_mask);
1387 static unsigned int shader_glsl_get_write_mask_size(DWORD write_mask) {
1388 unsigned int size = 0;
1390 if (write_mask & WINED3DSP_WRITEMASK_0) ++size;
1391 if (write_mask & WINED3DSP_WRITEMASK_1) ++size;
1392 if (write_mask & WINED3DSP_WRITEMASK_2) ++size;
1393 if (write_mask & WINED3DSP_WRITEMASK_3) ++size;
1398 static void shader_glsl_swizzle_to_str(const DWORD swizzle, BOOL fixup, DWORD mask, char *str)
1400 /* For registers of type WINED3DDECLTYPE_D3DCOLOR, data is stored as "bgra",
1401 * but addressed as "rgba". To fix this we need to swap the register's x
1402 * and z components. */
1403 const char *swizzle_chars = fixup ? "zyxw" : "xyzw";
1406 /* swizzle bits fields: wwzzyyxx */
1407 if (mask & WINED3DSP_WRITEMASK_0) *str++ = swizzle_chars[swizzle & 0x03];
1408 if (mask & WINED3DSP_WRITEMASK_1) *str++ = swizzle_chars[(swizzle >> 2) & 0x03];
1409 if (mask & WINED3DSP_WRITEMASK_2) *str++ = swizzle_chars[(swizzle >> 4) & 0x03];
1410 if (mask & WINED3DSP_WRITEMASK_3) *str++ = swizzle_chars[(swizzle >> 6) & 0x03];
1414 static void shader_glsl_get_swizzle(const struct wined3d_shader_src_param *param,
1415 BOOL fixup, DWORD mask, char *swizzle_str)
1417 if (shader_is_scalar(¶m->reg))
1418 *swizzle_str = '\0';
1420 shader_glsl_swizzle_to_str(param->swizzle, fixup, mask, swizzle_str);
1423 /* From a given parameter token, generate the corresponding GLSL string.
1424 * Also, return the actual register name and swizzle in case the
1425 * caller needs this information as well. */
1426 static void shader_glsl_add_src_param(const struct wined3d_shader_instruction *ins,
1427 const struct wined3d_shader_src_param *wined3d_src, DWORD mask, glsl_src_param_t *glsl_src)
1429 BOOL is_color = FALSE;
1430 char swizzle_str[6];
1432 glsl_src->reg_name[0] = '\0';
1433 glsl_src->param_str[0] = '\0';
1434 swizzle_str[0] = '\0';
1436 shader_glsl_get_register_name(&wined3d_src->reg, glsl_src->reg_name, &is_color, ins);
1437 shader_glsl_get_swizzle(wined3d_src, is_color, mask, swizzle_str);
1438 shader_glsl_gen_modifier(wined3d_src->modifiers, glsl_src->reg_name, swizzle_str, glsl_src->param_str);
1441 /* From a given parameter token, generate the corresponding GLSL string.
1442 * Also, return the actual register name and swizzle in case the
1443 * caller needs this information as well. */
1444 static DWORD shader_glsl_add_dst_param(const struct wined3d_shader_instruction *ins,
1445 const struct wined3d_shader_dst_param *wined3d_dst, glsl_dst_param_t *glsl_dst)
1447 BOOL is_color = FALSE;
1449 glsl_dst->mask_str[0] = '\0';
1450 glsl_dst->reg_name[0] = '\0';
1452 shader_glsl_get_register_name(&wined3d_dst->reg, glsl_dst->reg_name, &is_color, ins);
1453 return shader_glsl_get_write_mask(wined3d_dst, glsl_dst->mask_str);
1456 /* Append the destination part of the instruction to the buffer, return the effective write mask */
1457 static DWORD shader_glsl_append_dst_ext(SHADER_BUFFER *buffer,
1458 const struct wined3d_shader_instruction *ins, const struct wined3d_shader_dst_param *dst)
1460 glsl_dst_param_t glsl_dst;
1463 mask = shader_glsl_add_dst_param(ins, dst, &glsl_dst);
1464 if (mask) shader_addline(buffer, "%s%s = %s(", glsl_dst.reg_name, glsl_dst.mask_str, shift_glsl_tab[dst->shift]);
1469 /* Append the destination part of the instruction to the buffer, return the effective write mask */
1470 static DWORD shader_glsl_append_dst(SHADER_BUFFER *buffer, const struct wined3d_shader_instruction *ins)
1472 return shader_glsl_append_dst_ext(buffer, ins, &ins->dst[0]);
1475 /** Process GLSL instruction modifiers */
1476 static void shader_glsl_add_instruction_modifiers(const struct wined3d_shader_instruction *ins)
1478 glsl_dst_param_t dst_param;
1481 if (!ins->dst_count) return;
1483 modifiers = ins->dst[0].modifiers;
1484 if (!modifiers) return;
1486 shader_glsl_add_dst_param(ins, &ins->dst[0], &dst_param);
1488 if (modifiers & WINED3DSPDM_SATURATE)
1490 /* _SAT means to clamp the value of the register to between 0 and 1 */
1491 shader_addline(ins->ctx->buffer, "%s%s = clamp(%s%s, 0.0, 1.0);\n", dst_param.reg_name,
1492 dst_param.mask_str, dst_param.reg_name, dst_param.mask_str);
1495 if (modifiers & WINED3DSPDM_MSAMPCENTROID)
1497 FIXME("_centroid modifier not handled\n");
1500 if (modifiers & WINED3DSPDM_PARTIALPRECISION)
1502 /* MSDN says this modifier can be safely ignored, so that's what we'll do. */
1506 static inline const char *shader_get_comp_op(DWORD op)
1509 case COMPARISON_GT: return ">";
1510 case COMPARISON_EQ: return "==";
1511 case COMPARISON_GE: return ">=";
1512 case COMPARISON_LT: return "<";
1513 case COMPARISON_NE: return "!=";
1514 case COMPARISON_LE: return "<=";
1516 FIXME("Unrecognized comparison value: %u\n", op);
1521 static void shader_glsl_get_sample_function(DWORD sampler_type, DWORD flags, glsl_sample_function_t *sample_function)
1523 BOOL projected = flags & WINED3D_GLSL_SAMPLE_PROJECTED;
1524 BOOL texrect = flags & WINED3D_GLSL_SAMPLE_RECT;
1525 BOOL lod = flags & WINED3D_GLSL_SAMPLE_LOD;
1526 BOOL grad = flags & WINED3D_GLSL_SAMPLE_GRAD;
1528 /* Note that there's no such thing as a projected cube texture. */
1529 switch(sampler_type) {
1532 sample_function->name = projected ? "texture1DProjLod" : "texture1DLod";
1534 sample_function->name = projected ? "texture1DProjGradARB" : "texture1DGradARB";
1536 sample_function->name = projected ? "texture1DProj" : "texture1D";
1538 sample_function->coord_mask = WINED3DSP_WRITEMASK_0;
1543 sample_function->name = projected ? "texture2DRectProjLod" : "texture2DRectLod";
1545 /* What good are texrect grad functions? I don't know, but GL_EXT_gpu_shader4 defines them.
1546 * There is no GL_ARB_shader_texture_lod spec yet, so I don't know if they're defined there
1548 sample_function->name = projected ? "shadow2DRectProjGradARB" : "shadow2DRectGradARB";
1550 sample_function->name = projected ? "texture2DRectProj" : "texture2DRect";
1554 sample_function->name = projected ? "texture2DProjLod" : "texture2DLod";
1556 sample_function->name = projected ? "texture2DProjGradARB" : "texture2DGradARB";
1558 sample_function->name = projected ? "texture2DProj" : "texture2D";
1561 sample_function->coord_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1;
1563 case WINED3DSTT_CUBE:
1565 sample_function->name = "textureCubeLod";
1567 sample_function->name = "textureCubeGradARB";
1569 sample_function->name = "textureCube";
1571 sample_function->coord_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
1573 case WINED3DSTT_VOLUME:
1575 sample_function->name = projected ? "texture3DProjLod" : "texture3DLod";
1577 sample_function->name = projected ? "texture3DProjGradARB" : "texture3DGradARB";
1579 sample_function->name = projected ? "texture3DProj" : "texture3D";
1581 sample_function->coord_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
1584 sample_function->name = "";
1585 sample_function->coord_mask = 0;
1586 FIXME("Unrecognized sampler type: %#x;\n", sampler_type);
1591 static void shader_glsl_append_fixup_arg(char *arguments, const char *reg_name,
1592 BOOL sign_fixup, enum fixup_channel_source channel_source)
1594 switch(channel_source)
1596 case CHANNEL_SOURCE_ZERO:
1597 strcat(arguments, "0.0");
1600 case CHANNEL_SOURCE_ONE:
1601 strcat(arguments, "1.0");
1604 case CHANNEL_SOURCE_X:
1605 strcat(arguments, reg_name);
1606 strcat(arguments, ".x");
1609 case CHANNEL_SOURCE_Y:
1610 strcat(arguments, reg_name);
1611 strcat(arguments, ".y");
1614 case CHANNEL_SOURCE_Z:
1615 strcat(arguments, reg_name);
1616 strcat(arguments, ".z");
1619 case CHANNEL_SOURCE_W:
1620 strcat(arguments, reg_name);
1621 strcat(arguments, ".w");
1625 FIXME("Unhandled channel source %#x\n", channel_source);
1626 strcat(arguments, "undefined");
1630 if (sign_fixup) strcat(arguments, " * 2.0 - 1.0");
1633 static void shader_glsl_color_correction(const struct wined3d_shader_instruction *ins, struct color_fixup_desc fixup)
1635 struct wined3d_shader_dst_param dst;
1636 unsigned int mask_size, remaining;
1637 glsl_dst_param_t dst_param;
1638 char arguments[256];
1642 if (fixup.x_sign_fixup || fixup.x_source != CHANNEL_SOURCE_X) mask |= WINED3DSP_WRITEMASK_0;
1643 if (fixup.y_sign_fixup || fixup.y_source != CHANNEL_SOURCE_Y) mask |= WINED3DSP_WRITEMASK_1;
1644 if (fixup.z_sign_fixup || fixup.z_source != CHANNEL_SOURCE_Z) mask |= WINED3DSP_WRITEMASK_2;
1645 if (fixup.w_sign_fixup || fixup.w_source != CHANNEL_SOURCE_W) mask |= WINED3DSP_WRITEMASK_3;
1646 mask &= ins->dst[0].write_mask;
1648 if (!mask) return; /* Nothing to do */
1650 if (is_yuv_fixup(fixup))
1652 enum yuv_fixup yuv_fixup = get_yuv_fixup(fixup);
1653 FIXME("YUV fixup (%#x) not supported\n", yuv_fixup);
1657 mask_size = shader_glsl_get_write_mask_size(mask);
1660 dst.write_mask = mask;
1661 shader_glsl_add_dst_param(ins, &dst, &dst_param);
1663 arguments[0] = '\0';
1664 remaining = mask_size;
1665 if (mask & WINED3DSP_WRITEMASK_0)
1667 shader_glsl_append_fixup_arg(arguments, dst_param.reg_name, fixup.x_sign_fixup, fixup.x_source);
1668 if (--remaining) strcat(arguments, ", ");
1670 if (mask & WINED3DSP_WRITEMASK_1)
1672 shader_glsl_append_fixup_arg(arguments, dst_param.reg_name, fixup.y_sign_fixup, fixup.y_source);
1673 if (--remaining) strcat(arguments, ", ");
1675 if (mask & WINED3DSP_WRITEMASK_2)
1677 shader_glsl_append_fixup_arg(arguments, dst_param.reg_name, fixup.z_sign_fixup, fixup.z_source);
1678 if (--remaining) strcat(arguments, ", ");
1680 if (mask & WINED3DSP_WRITEMASK_3)
1682 shader_glsl_append_fixup_arg(arguments, dst_param.reg_name, fixup.w_sign_fixup, fixup.w_source);
1683 if (--remaining) strcat(arguments, ", ");
1688 shader_addline(ins->ctx->buffer, "%s%s = vec%u(%s);\n",
1689 dst_param.reg_name, dst_param.mask_str, mask_size, arguments);
1693 shader_addline(ins->ctx->buffer, "%s%s = %s;\n", dst_param.reg_name, dst_param.mask_str, arguments);
1697 static void PRINTF_ATTR(8, 9) shader_glsl_gen_sample_code(const struct wined3d_shader_instruction *ins,
1698 DWORD sampler, const glsl_sample_function_t *sample_function, DWORD swizzle,
1699 const char *dx, const char *dy,
1700 const char *bias, const char *coord_reg_fmt, ...)
1702 const char *sampler_base;
1703 char dst_swizzle[6];
1704 struct color_fixup_desc fixup;
1705 BOOL np2_fixup = FALSE;
1708 shader_glsl_swizzle_to_str(swizzle, FALSE, ins->dst[0].write_mask, dst_swizzle);
1710 if (shader_is_pshader_version(ins->ctx->reg_maps->shader_version.type))
1712 const struct shader_glsl_ctx_priv *priv = ins->ctx->backend_data;
1713 fixup = priv->cur_ps_args->color_fixup[sampler];
1714 sampler_base = "Psampler";
1716 if(priv->cur_ps_args->np2_fixup & (1 << sampler)) {
1718 FIXME("Biased sampling from NP2 textures is unsupported\n");
1724 sampler_base = "Vsampler";
1725 fixup = COLOR_FIXUP_IDENTITY; /* FIXME: Vshader color fixup */
1728 shader_glsl_append_dst(ins->ctx->buffer, ins);
1730 shader_addline(ins->ctx->buffer, "%s(%s%u, ", sample_function->name, sampler_base, sampler);
1732 va_start(args, coord_reg_fmt);
1733 shader_vaddline(ins->ctx->buffer, coord_reg_fmt, args);
1737 shader_addline(ins->ctx->buffer, ", %s)%s);\n", bias, dst_swizzle);
1740 const struct shader_glsl_ctx_priv *priv = ins->ctx->backend_data;
1741 const unsigned char idx = priv->cur_np2fixup_info->idx[sampler];
1743 shader_addline(ins->ctx->buffer, " * PsamplerNP2Fixup[%u].%s)%s);\n", idx >> 1,
1744 (idx % 2) ? "zw" : "xy", dst_swizzle);
1745 } else if(dx && dy) {
1746 shader_addline(ins->ctx->buffer, ", %s, %s)%s);\n", dx, dy, dst_swizzle);
1748 shader_addline(ins->ctx->buffer, ")%s);\n", dst_swizzle);
1752 if(!is_identity_fixup(fixup)) {
1753 shader_glsl_color_correction(ins, fixup);
1757 /*****************************************************************************
1759 * Begin processing individual instruction opcodes
1761 ****************************************************************************/
1763 /* Generate GLSL arithmetic functions (dst = src1 + src2) */
1764 static void shader_glsl_arith(const struct wined3d_shader_instruction *ins)
1766 SHADER_BUFFER *buffer = ins->ctx->buffer;
1767 glsl_src_param_t src0_param;
1768 glsl_src_param_t src1_param;
1772 /* Determine the GLSL operator to use based on the opcode */
1773 switch (ins->handler_idx)
1775 case WINED3DSIH_MUL: op = '*'; break;
1776 case WINED3DSIH_ADD: op = '+'; break;
1777 case WINED3DSIH_SUB: op = '-'; break;
1780 FIXME("Opcode %#x not yet handled in GLSL\n", ins->handler_idx);
1784 write_mask = shader_glsl_append_dst(buffer, ins);
1785 shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src0_param);
1786 shader_glsl_add_src_param(ins, &ins->src[1], write_mask, &src1_param);
1787 shader_addline(buffer, "%s %c %s);\n", src0_param.param_str, op, src1_param.param_str);
1790 /* Process the WINED3DSIO_MOV opcode using GLSL (dst = src) */
1791 static void shader_glsl_mov(const struct wined3d_shader_instruction *ins)
1793 SHADER_BUFFER *buffer = ins->ctx->buffer;
1794 glsl_src_param_t src0_param;
1797 write_mask = shader_glsl_append_dst(buffer, ins);
1798 shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src0_param);
1800 /* In vs_1_1 WINED3DSIO_MOV can write to the address register. In later
1801 * shader versions WINED3DSIO_MOVA is used for this. */
1802 if (ins->ctx->reg_maps->shader_version.major == 1
1803 && !shader_is_pshader_version(ins->ctx->reg_maps->shader_version.type)
1804 && ins->dst[0].reg.type == WINED3DSPR_ADDR)
1806 /* This is a simple floor() */
1807 unsigned int mask_size = shader_glsl_get_write_mask_size(write_mask);
1808 if (mask_size > 1) {
1809 shader_addline(buffer, "ivec%d(floor(%s)));\n", mask_size, src0_param.param_str);
1811 shader_addline(buffer, "int(floor(%s)));\n", src0_param.param_str);
1814 else if(ins->handler_idx == WINED3DSIH_MOVA)
1816 /* We need to *round* to the nearest int here. */
1817 unsigned int mask_size = shader_glsl_get_write_mask_size(write_mask);
1818 if (mask_size > 1) {
1819 shader_addline(buffer, "ivec%d(floor(abs(%s) + vec%d(0.5)) * sign(%s)));\n", mask_size, src0_param.param_str, mask_size, src0_param.param_str);
1821 shader_addline(buffer, "int(floor(abs(%s) + 0.5) * sign(%s)));\n", src0_param.param_str, src0_param.param_str);
1824 shader_addline(buffer, "%s);\n", src0_param.param_str);
1828 /* Process the dot product operators DP3 and DP4 in GLSL (dst = dot(src0, src1)) */
1829 static void shader_glsl_dot(const struct wined3d_shader_instruction *ins)
1831 SHADER_BUFFER *buffer = ins->ctx->buffer;
1832 glsl_src_param_t src0_param;
1833 glsl_src_param_t src1_param;
1834 DWORD dst_write_mask, src_write_mask;
1835 unsigned int dst_size = 0;
1837 dst_write_mask = shader_glsl_append_dst(buffer, ins);
1838 dst_size = shader_glsl_get_write_mask_size(dst_write_mask);
1840 /* dp3 works on vec3, dp4 on vec4 */
1841 if (ins->handler_idx == WINED3DSIH_DP4)
1843 src_write_mask = WINED3DSP_WRITEMASK_ALL;
1845 src_write_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
1848 shader_glsl_add_src_param(ins, &ins->src[0], src_write_mask, &src0_param);
1849 shader_glsl_add_src_param(ins, &ins->src[1], src_write_mask, &src1_param);
1852 shader_addline(buffer, "vec%d(dot(%s, %s)));\n", dst_size, src0_param.param_str, src1_param.param_str);
1854 shader_addline(buffer, "dot(%s, %s));\n", src0_param.param_str, src1_param.param_str);
1858 /* Note that this instruction has some restrictions. The destination write mask
1859 * can't contain the w component, and the source swizzles have to be .xyzw */
1860 static void shader_glsl_cross(const struct wined3d_shader_instruction *ins)
1862 DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
1863 glsl_src_param_t src0_param;
1864 glsl_src_param_t src1_param;
1867 shader_glsl_get_write_mask(&ins->dst[0], dst_mask);
1868 shader_glsl_append_dst(ins->ctx->buffer, ins);
1869 shader_glsl_add_src_param(ins, &ins->src[0], src_mask, &src0_param);
1870 shader_glsl_add_src_param(ins, &ins->src[1], src_mask, &src1_param);
1871 shader_addline(ins->ctx->buffer, "cross(%s, %s)%s);\n", src0_param.param_str, src1_param.param_str, dst_mask);
1874 /* Process the WINED3DSIO_POW instruction in GLSL (dst = |src0|^src1)
1875 * Src0 and src1 are scalars. Note that D3D uses the absolute of src0, while
1876 * GLSL uses the value as-is. */
1877 static void shader_glsl_pow(const struct wined3d_shader_instruction *ins)
1879 SHADER_BUFFER *buffer = ins->ctx->buffer;
1880 glsl_src_param_t src0_param;
1881 glsl_src_param_t src1_param;
1882 DWORD dst_write_mask;
1883 unsigned int dst_size;
1885 dst_write_mask = shader_glsl_append_dst(buffer, ins);
1886 dst_size = shader_glsl_get_write_mask_size(dst_write_mask);
1888 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0, &src0_param);
1889 shader_glsl_add_src_param(ins, &ins->src[1], WINED3DSP_WRITEMASK_0, &src1_param);
1892 shader_addline(buffer, "vec%d(pow(abs(%s), %s)));\n", dst_size, src0_param.param_str, src1_param.param_str);
1894 shader_addline(buffer, "pow(abs(%s), %s));\n", src0_param.param_str, src1_param.param_str);
1898 /* Process the WINED3DSIO_LOG instruction in GLSL (dst = log2(|src0|))
1899 * Src0 is a scalar. Note that D3D uses the absolute of src0, while
1900 * GLSL uses the value as-is. */
1901 static void shader_glsl_log(const struct wined3d_shader_instruction *ins)
1903 SHADER_BUFFER *buffer = ins->ctx->buffer;
1904 glsl_src_param_t src0_param;
1905 DWORD dst_write_mask;
1906 unsigned int dst_size;
1908 dst_write_mask = shader_glsl_append_dst(buffer, ins);
1909 dst_size = shader_glsl_get_write_mask_size(dst_write_mask);
1911 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0, &src0_param);
1914 shader_addline(buffer, "vec%d(log2(abs(%s))));\n", dst_size, src0_param.param_str);
1916 shader_addline(buffer, "log2(abs(%s)));\n", src0_param.param_str);
1920 /* Map the opcode 1-to-1 to the GL code (arg->dst = instruction(src0, src1, ...) */
1921 static void shader_glsl_map2gl(const struct wined3d_shader_instruction *ins)
1923 SHADER_BUFFER *buffer = ins->ctx->buffer;
1924 glsl_src_param_t src_param;
1925 const char *instruction;
1929 /* Determine the GLSL function to use based on the opcode */
1930 /* TODO: Possibly make this a table for faster lookups */
1931 switch (ins->handler_idx)
1933 case WINED3DSIH_MIN: instruction = "min"; break;
1934 case WINED3DSIH_MAX: instruction = "max"; break;
1935 case WINED3DSIH_ABS: instruction = "abs"; break;
1936 case WINED3DSIH_FRC: instruction = "fract"; break;
1937 case WINED3DSIH_NRM: instruction = "normalize"; break;
1938 case WINED3DSIH_EXP: instruction = "exp2"; break;
1939 case WINED3DSIH_SGN: instruction = "sign"; break;
1940 case WINED3DSIH_DSX: instruction = "dFdx"; break;
1941 case WINED3DSIH_DSY: instruction = "ycorrection.y * dFdy"; break;
1942 default: instruction = "";
1943 FIXME("Opcode %#x not yet handled in GLSL\n", ins->handler_idx);
1947 write_mask = shader_glsl_append_dst(buffer, ins);
1949 shader_addline(buffer, "%s(", instruction);
1953 shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src_param);
1954 shader_addline(buffer, "%s", src_param.param_str);
1955 for (i = 1; i < ins->src_count; ++i)
1957 shader_glsl_add_src_param(ins, &ins->src[i], write_mask, &src_param);
1958 shader_addline(buffer, ", %s", src_param.param_str);
1962 shader_addline(buffer, "));\n");
1965 /** Process the WINED3DSIO_EXPP instruction in GLSL:
1966 * For shader model 1.x, do the following (and honor the writemask, so use a temporary variable):
1967 * dst.x = 2^(floor(src))
1968 * dst.y = src - floor(src)
1969 * dst.z = 2^src (partial precision is allowed, but optional)
1971 * For 2.0 shaders, just do this (honoring writemask and swizzle):
1972 * dst = 2^src; (partial precision is allowed, but optional)
1974 static void shader_glsl_expp(const struct wined3d_shader_instruction *ins)
1976 glsl_src_param_t src_param;
1978 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0, &src_param);
1980 if (ins->ctx->reg_maps->shader_version.major < 2)
1984 shader_addline(ins->ctx->buffer, "tmp0.x = exp2(floor(%s));\n", src_param.param_str);
1985 shader_addline(ins->ctx->buffer, "tmp0.y = %s - floor(%s);\n", src_param.param_str, src_param.param_str);
1986 shader_addline(ins->ctx->buffer, "tmp0.z = exp2(%s);\n", src_param.param_str);
1987 shader_addline(ins->ctx->buffer, "tmp0.w = 1.0;\n");
1989 shader_glsl_append_dst(ins->ctx->buffer, ins);
1990 shader_glsl_get_write_mask(&ins->dst[0], dst_mask);
1991 shader_addline(ins->ctx->buffer, "tmp0%s);\n", dst_mask);
1994 unsigned int mask_size;
1996 write_mask = shader_glsl_append_dst(ins->ctx->buffer, ins);
1997 mask_size = shader_glsl_get_write_mask_size(write_mask);
1999 if (mask_size > 1) {
2000 shader_addline(ins->ctx->buffer, "vec%d(exp2(%s)));\n", mask_size, src_param.param_str);
2002 shader_addline(ins->ctx->buffer, "exp2(%s));\n", src_param.param_str);
2007 /** Process the RCP (reciprocal or inverse) opcode in GLSL (dst = 1 / src) */
2008 static void shader_glsl_rcp(const struct wined3d_shader_instruction *ins)
2010 glsl_src_param_t src_param;
2012 unsigned int mask_size;
2014 write_mask = shader_glsl_append_dst(ins->ctx->buffer, ins);
2015 mask_size = shader_glsl_get_write_mask_size(write_mask);
2016 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_3, &src_param);
2018 if (mask_size > 1) {
2019 shader_addline(ins->ctx->buffer, "vec%d(1.0 / %s));\n", mask_size, src_param.param_str);
2021 shader_addline(ins->ctx->buffer, "1.0 / %s);\n", src_param.param_str);
2025 static void shader_glsl_rsq(const struct wined3d_shader_instruction *ins)
2027 SHADER_BUFFER *buffer = ins->ctx->buffer;
2028 glsl_src_param_t src_param;
2030 unsigned int mask_size;
2032 write_mask = shader_glsl_append_dst(buffer, ins);
2033 mask_size = shader_glsl_get_write_mask_size(write_mask);
2035 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_3, &src_param);
2037 if (mask_size > 1) {
2038 shader_addline(buffer, "vec%d(inversesqrt(%s)));\n", mask_size, src_param.param_str);
2040 shader_addline(buffer, "inversesqrt(%s));\n", src_param.param_str);
2044 /** Process signed comparison opcodes in GLSL. */
2045 static void shader_glsl_compare(const struct wined3d_shader_instruction *ins)
2047 glsl_src_param_t src0_param;
2048 glsl_src_param_t src1_param;
2050 unsigned int mask_size;
2052 write_mask = shader_glsl_append_dst(ins->ctx->buffer, ins);
2053 mask_size = shader_glsl_get_write_mask_size(write_mask);
2054 shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src0_param);
2055 shader_glsl_add_src_param(ins, &ins->src[1], write_mask, &src1_param);
2057 if (mask_size > 1) {
2058 const char *compare;
2060 switch(ins->handler_idx)
2062 case WINED3DSIH_SLT: compare = "lessThan"; break;
2063 case WINED3DSIH_SGE: compare = "greaterThanEqual"; break;
2064 default: compare = "";
2065 FIXME("Can't handle opcode %#x\n", ins->handler_idx);
2068 shader_addline(ins->ctx->buffer, "vec%d(%s(%s, %s)));\n", mask_size, compare,
2069 src0_param.param_str, src1_param.param_str);
2071 switch(ins->handler_idx)
2073 case WINED3DSIH_SLT:
2074 /* Step(src0, src1) is not suitable here because if src0 == src1 SLT is supposed,
2075 * to return 0.0 but step returns 1.0 because step is not < x
2076 * An alternative is a bvec compare padded with an unused second component.
2077 * step(src1 * -1.0, src0 * -1.0) is not an option because it suffers from the same
2078 * issue. Playing with not() is not possible either because not() does not accept
2081 shader_addline(ins->ctx->buffer, "(%s < %s) ? 1.0 : 0.0);\n",
2082 src0_param.param_str, src1_param.param_str);
2084 case WINED3DSIH_SGE:
2085 /* Here we can use the step() function and safe a conditional */
2086 shader_addline(ins->ctx->buffer, "step(%s, %s));\n", src1_param.param_str, src0_param.param_str);
2089 FIXME("Can't handle opcode %#x\n", ins->handler_idx);
2095 /** Process CMP instruction in GLSL (dst = src0 >= 0.0 ? src1 : src2), per channel */
2096 static void shader_glsl_cmp(const struct wined3d_shader_instruction *ins)
2098 glsl_src_param_t src0_param;
2099 glsl_src_param_t src1_param;
2100 glsl_src_param_t src2_param;
2101 DWORD write_mask, cmp_channel = 0;
2104 BOOL temp_destination = FALSE;
2106 if (shader_is_scalar(&ins->src[0].reg))
2108 write_mask = shader_glsl_append_dst(ins->ctx->buffer, ins);
2110 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_ALL, &src0_param);
2111 shader_glsl_add_src_param(ins, &ins->src[1], write_mask, &src1_param);
2112 shader_glsl_add_src_param(ins, &ins->src[2], write_mask, &src2_param);
2114 shader_addline(ins->ctx->buffer, "%s >= 0.0 ? %s : %s);\n",
2115 src0_param.param_str, src1_param.param_str, src2_param.param_str);
2117 DWORD dst_mask = ins->dst[0].write_mask;
2118 struct wined3d_shader_dst_param dst = ins->dst[0];
2120 /* Cycle through all source0 channels */
2121 for (i=0; i<4; i++) {
2123 /* Find the destination channels which use the current source0 channel */
2124 for (j=0; j<4; j++) {
2125 if (((ins->src[0].swizzle >> (2 * j)) & 0x3) == i)
2127 write_mask |= WINED3DSP_WRITEMASK_0 << j;
2128 cmp_channel = WINED3DSP_WRITEMASK_0 << j;
2131 dst.write_mask = dst_mask & write_mask;
2133 /* Splitting the cmp instruction up in multiple lines imposes a problem:
2134 * The first lines may overwrite source parameters of the following lines.
2135 * Deal with that by using a temporary destination register if needed
2137 if ((ins->src[0].reg.idx == ins->dst[0].reg.idx
2138 && ins->src[0].reg.type == ins->dst[0].reg.type)
2139 || (ins->src[1].reg.idx == ins->dst[0].reg.idx
2140 && ins->src[1].reg.type == ins->dst[0].reg.type)
2141 || (ins->src[2].reg.idx == ins->dst[0].reg.idx
2142 && ins->src[2].reg.type == ins->dst[0].reg.type))
2144 write_mask = shader_glsl_get_write_mask(&dst, mask_char);
2145 if (!write_mask) continue;
2146 shader_addline(ins->ctx->buffer, "tmp0%s = (", mask_char);
2147 temp_destination = TRUE;
2149 write_mask = shader_glsl_append_dst_ext(ins->ctx->buffer, ins, &dst);
2150 if (!write_mask) continue;
2153 shader_glsl_add_src_param(ins, &ins->src[0], cmp_channel, &src0_param);
2154 shader_glsl_add_src_param(ins, &ins->src[1], write_mask, &src1_param);
2155 shader_glsl_add_src_param(ins, &ins->src[2], write_mask, &src2_param);
2157 shader_addline(ins->ctx->buffer, "%s >= 0.0 ? %s : %s);\n",
2158 src0_param.param_str, src1_param.param_str, src2_param.param_str);
2161 if(temp_destination) {
2162 shader_glsl_get_write_mask(&ins->dst[0], mask_char);
2163 shader_glsl_append_dst(ins->ctx->buffer, ins);
2164 shader_addline(ins->ctx->buffer, "tmp0%s);\n", mask_char);
2170 /** Process the CND opcode in GLSL (dst = (src0 > 0.5) ? src1 : src2) */
2171 /* For ps 1.1-1.3, only a single component of src0 is used. For ps 1.4
2172 * the compare is done per component of src0. */
2173 static void shader_glsl_cnd(const struct wined3d_shader_instruction *ins)
2175 struct wined3d_shader_dst_param dst;
2176 glsl_src_param_t src0_param;
2177 glsl_src_param_t src1_param;
2178 glsl_src_param_t src2_param;
2179 DWORD write_mask, cmp_channel = 0;
2182 DWORD shader_version = WINED3D_SHADER_VERSION(ins->ctx->reg_maps->shader_version.major,
2183 ins->ctx->reg_maps->shader_version.minor);
2185 if (shader_version < WINED3D_SHADER_VERSION(1, 4))
2187 write_mask = shader_glsl_append_dst(ins->ctx->buffer, ins);
2188 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0, &src0_param);
2189 shader_glsl_add_src_param(ins, &ins->src[1], write_mask, &src1_param);
2190 shader_glsl_add_src_param(ins, &ins->src[2], write_mask, &src2_param);
2192 /* Fun: The D3DSI_COISSUE flag changes the semantic of the cnd instruction for < 1.4 shaders */
2195 shader_addline(ins->ctx->buffer, "%s /* COISSUE! */);\n", src1_param.param_str);
2197 shader_addline(ins->ctx->buffer, "%s > 0.5 ? %s : %s);\n",
2198 src0_param.param_str, src1_param.param_str, src2_param.param_str);
2202 /* Cycle through all source0 channels */
2203 dst_mask = ins->dst[0].write_mask;
2205 for (i=0; i<4; i++) {
2207 /* Find the destination channels which use the current source0 channel */
2208 for (j=0; j<4; j++) {
2209 if (((ins->src[0].swizzle >> (2 * j)) & 0x3) == i)
2211 write_mask |= WINED3DSP_WRITEMASK_0 << j;
2212 cmp_channel = WINED3DSP_WRITEMASK_0 << j;
2216 dst.write_mask = dst_mask & write_mask;
2217 write_mask = shader_glsl_append_dst_ext(ins->ctx->buffer, ins, &dst);
2218 if (!write_mask) continue;
2220 shader_glsl_add_src_param(ins, &ins->src[0], cmp_channel, &src0_param);
2221 shader_glsl_add_src_param(ins, &ins->src[1], write_mask, &src1_param);
2222 shader_glsl_add_src_param(ins, &ins->src[2], write_mask, &src2_param);
2224 shader_addline(ins->ctx->buffer, "%s > 0.5 ? %s : %s);\n",
2225 src0_param.param_str, src1_param.param_str, src2_param.param_str);
2229 /** GLSL code generation for WINED3DSIO_MAD: Multiply the first 2 opcodes, then add the last */
2230 static void shader_glsl_mad(const struct wined3d_shader_instruction *ins)
2232 glsl_src_param_t src0_param;
2233 glsl_src_param_t src1_param;
2234 glsl_src_param_t src2_param;
2237 write_mask = shader_glsl_append_dst(ins->ctx->buffer, ins);
2238 shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src0_param);
2239 shader_glsl_add_src_param(ins, &ins->src[1], write_mask, &src1_param);
2240 shader_glsl_add_src_param(ins, &ins->src[2], write_mask, &src2_param);
2241 shader_addline(ins->ctx->buffer, "(%s * %s) + %s);\n",
2242 src0_param.param_str, src1_param.param_str, src2_param.param_str);
2245 /** Handles transforming all WINED3DSIO_M?x? opcodes for
2246 Vertex shaders to GLSL codes */
2247 static void shader_glsl_mnxn(const struct wined3d_shader_instruction *ins)
2250 int nComponents = 0;
2251 struct wined3d_shader_dst_param tmp_dst = {{0}};
2252 struct wined3d_shader_src_param tmp_src[2] = {{{0}}};
2253 struct wined3d_shader_instruction tmp_ins;
2255 memset(&tmp_ins, 0, sizeof(tmp_ins));
2257 /* Set constants for the temporary argument */
2258 tmp_ins.ctx = ins->ctx;
2259 tmp_ins.dst_count = 1;
2260 tmp_ins.dst = &tmp_dst;
2261 tmp_ins.src_count = 2;
2262 tmp_ins.src = tmp_src;
2264 switch(ins->handler_idx)
2266 case WINED3DSIH_M4x4:
2268 tmp_ins.handler_idx = WINED3DSIH_DP4;
2270 case WINED3DSIH_M4x3:
2272 tmp_ins.handler_idx = WINED3DSIH_DP4;
2274 case WINED3DSIH_M3x4:
2276 tmp_ins.handler_idx = WINED3DSIH_DP3;
2278 case WINED3DSIH_M3x3:
2280 tmp_ins.handler_idx = WINED3DSIH_DP3;
2282 case WINED3DSIH_M3x2:
2284 tmp_ins.handler_idx = WINED3DSIH_DP3;
2290 tmp_dst = ins->dst[0];
2291 tmp_src[0] = ins->src[0];
2292 tmp_src[1] = ins->src[1];
2293 for (i = 0; i < nComponents; ++i)
2295 tmp_dst.write_mask = WINED3DSP_WRITEMASK_0 << i;
2296 shader_glsl_dot(&tmp_ins);
2297 ++tmp_src[1].reg.idx;
2302 The LRP instruction performs a component-wise linear interpolation
2303 between the second and third operands using the first operand as the
2304 blend factor. Equation: (dst = src2 + src0 * (src1 - src2))
2305 This is equivalent to mix(src2, src1, src0);
2307 static void shader_glsl_lrp(const struct wined3d_shader_instruction *ins)
2309 glsl_src_param_t src0_param;
2310 glsl_src_param_t src1_param;
2311 glsl_src_param_t src2_param;
2314 write_mask = shader_glsl_append_dst(ins->ctx->buffer, ins);
2316 shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src0_param);
2317 shader_glsl_add_src_param(ins, &ins->src[1], write_mask, &src1_param);
2318 shader_glsl_add_src_param(ins, &ins->src[2], write_mask, &src2_param);
2320 shader_addline(ins->ctx->buffer, "mix(%s, %s, %s));\n",
2321 src2_param.param_str, src1_param.param_str, src0_param.param_str);
2324 /** Process the WINED3DSIO_LIT instruction in GLSL:
2325 * dst.x = dst.w = 1.0
2326 * dst.y = (src0.x > 0) ? src0.x
2327 * dst.z = (src0.x > 0) ? ((src0.y > 0) ? pow(src0.y, src.w) : 0) : 0
2328 * where src.w is clamped at +- 128
2330 static void shader_glsl_lit(const struct wined3d_shader_instruction *ins)
2332 glsl_src_param_t src0_param;
2333 glsl_src_param_t src1_param;
2334 glsl_src_param_t src3_param;
2337 shader_glsl_append_dst(ins->ctx->buffer, ins);
2338 shader_glsl_get_write_mask(&ins->dst[0], dst_mask);
2340 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0, &src0_param);
2341 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_1, &src1_param);
2342 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_3, &src3_param);
2344 /* The sdk specifies the instruction like this
2346 * if(src.x > 0.0) dst.y = src.x
2348 * if(src.x > 0.0 && src.y > 0.0) dst.z = pow(src.y, power);
2352 * Obviously that has quite a few conditionals in it which we don't like. So the first step is this:
2353 * dst.x = 1.0 ... No further explanation needed
2354 * dst.y = max(src.y, 0.0); ... If x < 0.0, use 0.0, otherwise x. Same as the conditional
2355 * dst.z = x > 0.0 ? pow(max(y, 0.0), p) : 0; ... 0 ^ power is 0, and otherwise we use y anyway
2356 * dst.w = 1.0. ... Nothing fancy.
2358 * So we still have one conditional in there. So do this:
2359 * dst.z = pow(max(0.0, src.y) * step(0.0, src.x), power);
2361 * 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),
2362 * 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.
2363 * if both x and y are > 0, we get pow(y * 1.0, power), as it is supposed to
2365 shader_addline(ins->ctx->buffer,
2366 "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",
2367 src0_param.param_str, src1_param.param_str, src0_param.param_str, src3_param.param_str, dst_mask);
2370 /** Process the WINED3DSIO_DST instruction in GLSL:
2372 * dst.y = src0.x * src0.y
2376 static void shader_glsl_dst(const struct wined3d_shader_instruction *ins)
2378 glsl_src_param_t src0y_param;
2379 glsl_src_param_t src0z_param;
2380 glsl_src_param_t src1y_param;
2381 glsl_src_param_t src1w_param;
2384 shader_glsl_append_dst(ins->ctx->buffer, ins);
2385 shader_glsl_get_write_mask(&ins->dst[0], dst_mask);
2387 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_1, &src0y_param);
2388 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_2, &src0z_param);
2389 shader_glsl_add_src_param(ins, &ins->src[1], WINED3DSP_WRITEMASK_1, &src1y_param);
2390 shader_glsl_add_src_param(ins, &ins->src[1], WINED3DSP_WRITEMASK_3, &src1w_param);
2392 shader_addline(ins->ctx->buffer, "vec4(1.0, %s * %s, %s, %s))%s;\n",
2393 src0y_param.param_str, src1y_param.param_str, src0z_param.param_str, src1w_param.param_str, dst_mask);
2396 /** Process the WINED3DSIO_SINCOS instruction in GLSL:
2397 * VS 2.0 requires that specific cosine and sine constants be passed to this instruction so the hardware
2398 * can handle it. But, these functions are built-in for GLSL, so we can just ignore the last 2 params.
2400 * dst.x = cos(src0.?)
2401 * dst.y = sin(src0.?)
2405 static void shader_glsl_sincos(const struct wined3d_shader_instruction *ins)
2407 glsl_src_param_t src0_param;
2410 write_mask = shader_glsl_append_dst(ins->ctx->buffer, ins);
2411 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0, &src0_param);
2413 switch (write_mask) {
2414 case WINED3DSP_WRITEMASK_0:
2415 shader_addline(ins->ctx->buffer, "cos(%s));\n", src0_param.param_str);
2418 case WINED3DSP_WRITEMASK_1:
2419 shader_addline(ins->ctx->buffer, "sin(%s));\n", src0_param.param_str);
2422 case (WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1):
2423 shader_addline(ins->ctx->buffer, "vec2(cos(%s), sin(%s)));\n", src0_param.param_str, src0_param.param_str);
2427 ERR("Write mask should be .x, .y or .xy\n");
2432 /** Process the WINED3DSIO_LOOP instruction in GLSL:
2433 * Start a for() loop where src1.y is the initial value of aL,
2434 * increment aL by src1.z for a total of src1.x iterations.
2435 * Need to use a temporary variable for this operation.
2437 /* FIXME: I don't think nested loops will work correctly this way. */
2438 static void shader_glsl_loop(const struct wined3d_shader_instruction *ins)
2440 glsl_src_param_t src1_param;
2441 IWineD3DBaseShaderImpl *shader = (IWineD3DBaseShaderImpl *)ins->ctx->shader;
2442 const DWORD *control_values = NULL;
2443 const local_constant *constant;
2445 shader_glsl_add_src_param(ins, &ins->src[1], WINED3DSP_WRITEMASK_ALL, &src1_param);
2447 /* Try to hardcode the loop control parameters if possible. Direct3D 9 class hardware doesn't support real
2448 * varying indexing, but Microsoft designed this feature for Shader model 2.x+. If the loop control is
2449 * known at compile time, the GLSL compiler can unroll the loop, and replace indirect addressing with direct
2452 if (ins->src[1].reg.type == WINED3DSPR_CONSTINT)
2454 LIST_FOR_EACH_ENTRY(constant, &shader->baseShader.constantsI, local_constant, entry) {
2455 if (constant->idx == ins->src[1].reg.idx)
2457 control_values = constant->value;
2463 if(control_values) {
2464 if(control_values[2] > 0) {
2465 shader_addline(ins->ctx->buffer, "for (aL%u = %d; aL%u < (%d * %d + %d); aL%u += %d) {\n",
2466 shader->baseShader.cur_loop_depth, control_values[1],
2467 shader->baseShader.cur_loop_depth, control_values[0], control_values[2], control_values[1],
2468 shader->baseShader.cur_loop_depth, control_values[2]);
2469 } else if(control_values[2] == 0) {
2470 shader_addline(ins->ctx->buffer, "for (aL%u = %d, tmpInt%u = 0; tmpInt%u < %d; tmpInt%u++) {\n",
2471 shader->baseShader.cur_loop_depth, control_values[1], shader->baseShader.cur_loop_depth,
2472 shader->baseShader.cur_loop_depth, control_values[0],
2473 shader->baseShader.cur_loop_depth);
2475 shader_addline(ins->ctx->buffer, "for (aL%u = %d; aL%u > (%d * %d + %d); aL%u += %d) {\n",
2476 shader->baseShader.cur_loop_depth, control_values[1],
2477 shader->baseShader.cur_loop_depth, control_values[0], control_values[2], control_values[1],
2478 shader->baseShader.cur_loop_depth, control_values[2]);
2481 shader_addline(ins->ctx->buffer,
2482 "for (tmpInt%u = 0, aL%u = %s.y; tmpInt%u < %s.x; tmpInt%u++, aL%u += %s.z) {\n",
2483 shader->baseShader.cur_loop_depth, shader->baseShader.cur_loop_regno,
2484 src1_param.reg_name, shader->baseShader.cur_loop_depth, src1_param.reg_name,
2485 shader->baseShader.cur_loop_depth, shader->baseShader.cur_loop_regno, src1_param.reg_name);
2488 shader->baseShader.cur_loop_depth++;
2489 shader->baseShader.cur_loop_regno++;
2492 static void shader_glsl_end(const struct wined3d_shader_instruction *ins)
2494 IWineD3DBaseShaderImpl *shader = (IWineD3DBaseShaderImpl *)ins->ctx->shader;
2496 shader_addline(ins->ctx->buffer, "}\n");
2498 if (ins->handler_idx == WINED3DSIH_ENDLOOP)
2500 shader->baseShader.cur_loop_depth--;
2501 shader->baseShader.cur_loop_regno--;
2504 if (ins->handler_idx == WINED3DSIH_ENDREP)
2506 shader->baseShader.cur_loop_depth--;
2510 static void shader_glsl_rep(const struct wined3d_shader_instruction *ins)
2512 IWineD3DBaseShaderImpl *shader = (IWineD3DBaseShaderImpl *)ins->ctx->shader;
2513 glsl_src_param_t src0_param;
2514 const DWORD *control_values = NULL;
2515 const local_constant *constant;
2517 /* Try to hardcode local values to help the GLSL compiler to unroll and optimize the loop */
2518 if (ins->src[0].reg.type == WINED3DSPR_CONSTINT)
2520 LIST_FOR_EACH_ENTRY(constant, &shader->baseShader.constantsI, local_constant, entry)
2522 if (constant->idx == ins->src[0].reg.idx)
2524 control_values = constant->value;
2530 if(control_values) {
2531 shader_addline(ins->ctx->buffer, "for (tmpInt%d = 0; tmpInt%d < %d; tmpInt%d++) {\n",
2532 shader->baseShader.cur_loop_depth, shader->baseShader.cur_loop_depth,
2533 control_values[0], shader->baseShader.cur_loop_depth);
2535 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0, &src0_param);
2536 shader_addline(ins->ctx->buffer, "for (tmpInt%d = 0; tmpInt%d < %s; tmpInt%d++) {\n",
2537 shader->baseShader.cur_loop_depth, shader->baseShader.cur_loop_depth,
2538 src0_param.param_str, shader->baseShader.cur_loop_depth);
2540 shader->baseShader.cur_loop_depth++;
2543 static void shader_glsl_if(const struct wined3d_shader_instruction *ins)
2545 glsl_src_param_t src0_param;
2547 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0, &src0_param);
2548 shader_addline(ins->ctx->buffer, "if (%s) {\n", src0_param.param_str);
2551 static void shader_glsl_ifc(const struct wined3d_shader_instruction *ins)
2553 glsl_src_param_t src0_param;
2554 glsl_src_param_t src1_param;
2556 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0, &src0_param);
2557 shader_glsl_add_src_param(ins, &ins->src[1], WINED3DSP_WRITEMASK_0, &src1_param);
2559 shader_addline(ins->ctx->buffer, "if (%s %s %s) {\n",
2560 src0_param.param_str, shader_get_comp_op(ins->flags), src1_param.param_str);
2563 static void shader_glsl_else(const struct wined3d_shader_instruction *ins)
2565 shader_addline(ins->ctx->buffer, "} else {\n");
2568 static void shader_glsl_break(const struct wined3d_shader_instruction *ins)
2570 shader_addline(ins->ctx->buffer, "break;\n");
2573 /* FIXME: According to MSDN the compare is done per component. */
2574 static void shader_glsl_breakc(const struct wined3d_shader_instruction *ins)
2576 glsl_src_param_t src0_param;
2577 glsl_src_param_t src1_param;
2579 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0, &src0_param);
2580 shader_glsl_add_src_param(ins, &ins->src[1], WINED3DSP_WRITEMASK_0, &src1_param);
2582 shader_addline(ins->ctx->buffer, "if (%s %s %s) break;\n",
2583 src0_param.param_str, shader_get_comp_op(ins->flags), src1_param.param_str);
2586 static void shader_glsl_label(const struct wined3d_shader_instruction *ins)
2588 shader_addline(ins->ctx->buffer, "}\n");
2589 shader_addline(ins->ctx->buffer, "void subroutine%u () {\n", ins->src[0].reg.idx);
2592 static void shader_glsl_call(const struct wined3d_shader_instruction *ins)
2594 shader_addline(ins->ctx->buffer, "subroutine%u();\n", ins->src[0].reg.idx);
2597 static void shader_glsl_callnz(const struct wined3d_shader_instruction *ins)
2599 glsl_src_param_t src1_param;
2601 shader_glsl_add_src_param(ins, &ins->src[1], WINED3DSP_WRITEMASK_0, &src1_param);
2602 shader_addline(ins->ctx->buffer, "if (%s) subroutine%u();\n", src1_param.param_str, ins->src[0].reg.idx);
2605 /*********************************************
2606 * Pixel Shader Specific Code begins here
2607 ********************************************/
2608 static void pshader_glsl_tex(const struct wined3d_shader_instruction *ins)
2610 IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)ins->ctx->shader;
2611 IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device;
2612 DWORD shader_version = WINED3D_SHADER_VERSION(ins->ctx->reg_maps->shader_version.major,
2613 ins->ctx->reg_maps->shader_version.minor);
2614 glsl_sample_function_t sample_function;
2615 DWORD sample_flags = 0;
2616 WINED3DSAMPLER_TEXTURE_TYPE sampler_type;
2618 DWORD mask = 0, swizzle;
2620 /* 1.0-1.4: Use destination register as sampler source.
2621 * 2.0+: Use provided sampler source. */
2622 if (shader_version < WINED3D_SHADER_VERSION(2,0)) sampler_idx = ins->dst[0].reg.idx;
2623 else sampler_idx = ins->src[1].reg.idx;
2624 sampler_type = ins->ctx->reg_maps->sampler_type[sampler_idx];
2626 if (shader_version < WINED3D_SHADER_VERSION(1,4))
2628 DWORD flags = deviceImpl->stateBlock->textureState[sampler_idx][WINED3DTSS_TEXTURETRANSFORMFLAGS];
2630 /* Projected cube textures don't make a lot of sense, the resulting coordinates stay the same. */
2631 if (flags & WINED3DTTFF_PROJECTED && sampler_type != WINED3DSTT_CUBE) {
2632 sample_flags |= WINED3D_GLSL_SAMPLE_PROJECTED;
2633 switch (flags & ~WINED3DTTFF_PROJECTED) {
2634 case WINED3DTTFF_COUNT1: FIXME("WINED3DTTFF_PROJECTED with WINED3DTTFF_COUNT1?\n"); break;
2635 case WINED3DTTFF_COUNT2: mask = WINED3DSP_WRITEMASK_1; break;
2636 case WINED3DTTFF_COUNT3: mask = WINED3DSP_WRITEMASK_2; break;
2637 case WINED3DTTFF_COUNT4:
2638 case WINED3DTTFF_DISABLE: mask = WINED3DSP_WRITEMASK_3; break;
2642 else if (shader_version < WINED3D_SHADER_VERSION(2,0))
2644 DWORD src_mod = ins->src[0].modifiers;
2646 if (src_mod == WINED3DSPSM_DZ) {
2647 sample_flags |= WINED3D_GLSL_SAMPLE_PROJECTED;
2648 mask = WINED3DSP_WRITEMASK_2;
2649 } else if (src_mod == WINED3DSPSM_DW) {
2650 sample_flags |= WINED3D_GLSL_SAMPLE_PROJECTED;
2651 mask = WINED3DSP_WRITEMASK_3;
2654 if (ins->flags & WINED3DSI_TEXLD_PROJECT)
2656 /* ps 2.0 texldp instruction always divides by the fourth component. */
2657 sample_flags |= WINED3D_GLSL_SAMPLE_PROJECTED;
2658 mask = WINED3DSP_WRITEMASK_3;
2662 if(deviceImpl->stateBlock->textures[sampler_idx] &&
2663 IWineD3DBaseTexture_GetTextureDimensions(deviceImpl->stateBlock->textures[sampler_idx]) == GL_TEXTURE_RECTANGLE_ARB) {
2664 sample_flags |= WINED3D_GLSL_SAMPLE_RECT;
2667 shader_glsl_get_sample_function(sampler_type, sample_flags, &sample_function);
2668 mask |= sample_function.coord_mask;
2670 if (shader_version < WINED3D_SHADER_VERSION(2,0)) swizzle = WINED3DSP_NOSWIZZLE;
2671 else swizzle = ins->src[1].swizzle;
2673 /* 1.0-1.3: Use destination register as coordinate source.
2674 1.4+: Use provided coordinate source register. */
2675 if (shader_version < WINED3D_SHADER_VERSION(1,4))
2678 shader_glsl_write_mask_to_str(mask, coord_mask);
2679 shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, swizzle, NULL, NULL, NULL,
2680 "T%u%s", sampler_idx, coord_mask);
2682 glsl_src_param_t coord_param;
2683 shader_glsl_add_src_param(ins, &ins->src[0], mask, &coord_param);
2684 if (ins->flags & WINED3DSI_TEXLD_BIAS)
2686 glsl_src_param_t bias;
2687 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_3, &bias);
2688 shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, swizzle, NULL, NULL, bias.param_str,
2689 "%s", coord_param.param_str);
2691 shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, swizzle, NULL, NULL, NULL,
2692 "%s", coord_param.param_str);
2697 static void shader_glsl_texldd(const struct wined3d_shader_instruction *ins)
2699 IWineD3DBaseShaderImpl *This = (IWineD3DBaseShaderImpl *)ins->ctx->shader;
2700 IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device;
2701 const WineD3D_GL_Info* gl_info = &deviceImpl->adapter->gl_info;
2702 glsl_sample_function_t sample_function;
2703 glsl_src_param_t coord_param, dx_param, dy_param;
2704 DWORD sample_flags = WINED3D_GLSL_SAMPLE_GRAD;
2707 DWORD swizzle = ins->src[1].swizzle;
2709 if(!GL_SUPPORT(ARB_SHADER_TEXTURE_LOD)) {
2710 FIXME("texldd used, but not supported by hardware. Falling back to regular tex\n");
2711 return pshader_glsl_tex(ins);
2714 sampler_idx = ins->src[1].reg.idx;
2715 sampler_type = ins->ctx->reg_maps->sampler_type[sampler_idx];
2716 if(deviceImpl->stateBlock->textures[sampler_idx] &&
2717 IWineD3DBaseTexture_GetTextureDimensions(deviceImpl->stateBlock->textures[sampler_idx]) == GL_TEXTURE_RECTANGLE_ARB) {
2718 sample_flags |= WINED3D_GLSL_SAMPLE_RECT;
2721 shader_glsl_get_sample_function(sampler_type, sample_flags, &sample_function);
2722 shader_glsl_add_src_param(ins, &ins->src[0], sample_function.coord_mask, &coord_param);
2723 shader_glsl_add_src_param(ins, &ins->src[2], sample_function.coord_mask, &dx_param);
2724 shader_glsl_add_src_param(ins, &ins->src[3], sample_function.coord_mask, &dy_param);
2726 shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, swizzle, dx_param.param_str, dy_param.param_str, NULL,
2727 "%s", coord_param.param_str);
2730 static void shader_glsl_texldl(const struct wined3d_shader_instruction *ins)
2732 IWineD3DBaseShaderImpl *This = (IWineD3DBaseShaderImpl *)ins->ctx->shader;
2733 IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device;
2734 glsl_sample_function_t sample_function;
2735 glsl_src_param_t coord_param, lod_param;
2736 DWORD sample_flags = WINED3D_GLSL_SAMPLE_LOD;
2739 DWORD swizzle = ins->src[1].swizzle;
2741 sampler_idx = ins->src[1].reg.idx;
2742 sampler_type = ins->ctx->reg_maps->sampler_type[sampler_idx];
2743 if(deviceImpl->stateBlock->textures[sampler_idx] &&
2744 IWineD3DBaseTexture_GetTextureDimensions(deviceImpl->stateBlock->textures[sampler_idx]) == GL_TEXTURE_RECTANGLE_ARB) {
2745 sample_flags |= WINED3D_GLSL_SAMPLE_RECT;
2747 shader_glsl_get_sample_function(sampler_type, sample_flags, &sample_function);
2748 shader_glsl_add_src_param(ins, &ins->src[0], sample_function.coord_mask, &coord_param);
2750 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_3, &lod_param);
2752 if (shader_is_pshader_version(ins->ctx->reg_maps->shader_version.type))
2754 /* The GLSL spec claims the Lod sampling functions are only supported in vertex shaders.
2755 * However, they seem to work just fine in fragment shaders as well. */
2756 WARN("Using %s in fragment shader.\n", sample_function.name);
2758 shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, swizzle, NULL, NULL, lod_param.param_str,
2759 "%s", coord_param.param_str);
2762 static void pshader_glsl_texcoord(const struct wined3d_shader_instruction *ins)
2764 /* FIXME: Make this work for more than just 2D textures */
2765 SHADER_BUFFER *buffer = ins->ctx->buffer;
2766 DWORD write_mask = shader_glsl_append_dst(ins->ctx->buffer, ins);
2768 if (!(ins->ctx->reg_maps->shader_version.major == 1 && ins->ctx->reg_maps->shader_version.minor == 4))
2772 shader_glsl_get_write_mask(&ins->dst[0], dst_mask);
2773 shader_addline(buffer, "clamp(gl_TexCoord[%u], 0.0, 1.0)%s);\n",
2774 ins->dst[0].reg.idx, dst_mask);
2776 DWORD reg = ins->src[0].reg.idx;
2777 DWORD src_mod = ins->src[0].modifiers;
2778 char dst_swizzle[6];
2780 shader_glsl_get_swizzle(&ins->src[0], FALSE, write_mask, dst_swizzle);
2782 if (src_mod == WINED3DSPSM_DZ) {
2783 glsl_src_param_t div_param;
2784 unsigned int mask_size = shader_glsl_get_write_mask_size(write_mask);
2785 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_2, &div_param);
2787 if (mask_size > 1) {
2788 shader_addline(buffer, "gl_TexCoord[%u]%s / vec%d(%s));\n", reg, dst_swizzle, mask_size, div_param.param_str);
2790 shader_addline(buffer, "gl_TexCoord[%u]%s / %s);\n", reg, dst_swizzle, div_param.param_str);
2792 } else if (src_mod == WINED3DSPSM_DW) {
2793 glsl_src_param_t div_param;
2794 unsigned int mask_size = shader_glsl_get_write_mask_size(write_mask);
2795 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_3, &div_param);
2797 if (mask_size > 1) {
2798 shader_addline(buffer, "gl_TexCoord[%u]%s / vec%d(%s));\n", reg, dst_swizzle, mask_size, div_param.param_str);
2800 shader_addline(buffer, "gl_TexCoord[%u]%s / %s);\n", reg, dst_swizzle, div_param.param_str);
2803 shader_addline(buffer, "gl_TexCoord[%u]%s);\n", reg, dst_swizzle);
2808 /** Process the WINED3DSIO_TEXDP3TEX instruction in GLSL:
2809 * Take a 3-component dot product of the TexCoord[dstreg] and src,
2810 * then perform a 1D texture lookup from stage dstregnum, place into dst. */
2811 static void pshader_glsl_texdp3tex(const struct wined3d_shader_instruction *ins)
2813 glsl_src_param_t src0_param;
2814 glsl_sample_function_t sample_function;
2815 DWORD sampler_idx = ins->dst[0].reg.idx;
2816 DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
2817 WINED3DSAMPLER_TEXTURE_TYPE sampler_type = ins->ctx->reg_maps->sampler_type[sampler_idx];
2820 shader_glsl_add_src_param(ins, &ins->src[0], src_mask, &src0_param);
2822 /* Do I have to take care about the projected bit? I don't think so, since the dp3 returns only one
2823 * scalar, and projected sampling would require 4.
2825 * It is a dependent read - not valid with conditional NP2 textures
2827 shader_glsl_get_sample_function(sampler_type, 0, &sample_function);
2828 mask_size = shader_glsl_get_write_mask_size(sample_function.coord_mask);
2833 shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, WINED3DSP_NOSWIZZLE, NULL, NULL, NULL,
2834 "dot(gl_TexCoord[%u].xyz, %s)", sampler_idx, src0_param.param_str);
2838 shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, WINED3DSP_NOSWIZZLE, NULL, NULL, NULL,
2839 "vec2(dot(gl_TexCoord[%u].xyz, %s), 0.0)", sampler_idx, src0_param.param_str);
2843 shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, WINED3DSP_NOSWIZZLE, NULL, NULL, NULL,
2844 "vec3(dot(gl_TexCoord[%u].xyz, %s), 0.0, 0.0)", sampler_idx, src0_param.param_str);
2848 FIXME("Unexpected mask size %u\n", mask_size);
2853 /** Process the WINED3DSIO_TEXDP3 instruction in GLSL:
2854 * Take a 3-component dot product of the TexCoord[dstreg] and src. */
2855 static void pshader_glsl_texdp3(const struct wined3d_shader_instruction *ins)
2857 glsl_src_param_t src0_param;
2858 DWORD dstreg = ins->dst[0].reg.idx;
2859 DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
2861 unsigned int mask_size;
2863 dst_mask = shader_glsl_append_dst(ins->ctx->buffer, ins);
2864 mask_size = shader_glsl_get_write_mask_size(dst_mask);
2865 shader_glsl_add_src_param(ins, &ins->src[0], src_mask, &src0_param);
2867 if (mask_size > 1) {
2868 shader_addline(ins->ctx->buffer, "vec%d(dot(T%u.xyz, %s)));\n", mask_size, dstreg, src0_param.param_str);
2870 shader_addline(ins->ctx->buffer, "dot(T%u.xyz, %s));\n", dstreg, src0_param.param_str);
2874 /** Process the WINED3DSIO_TEXDEPTH instruction in GLSL:
2875 * Calculate the depth as dst.x / dst.y */
2876 static void pshader_glsl_texdepth(const struct wined3d_shader_instruction *ins)
2878 glsl_dst_param_t dst_param;
2880 shader_glsl_add_dst_param(ins, &ins->dst[0], &dst_param);
2882 /* Tests show that texdepth never returns anything below 0.0, and that r5.y is clamped to 1.0.
2883 * Negative input is accepted, -0.25 / -0.5 returns 0.5. GL should clamp gl_FragDepth to [0;1], but
2884 * this doesn't always work, so clamp the results manually. Whether or not the x value is clamped at 1
2885 * too is irrelevant, since if x = 0, any y value < 1.0 (and > 1.0 is not allowed) results in a result
2888 shader_addline(ins->ctx->buffer, "gl_FragDepth = clamp((%s.x / min(%s.y, 1.0)), 0.0, 1.0);\n",
2889 dst_param.reg_name, dst_param.reg_name);
2892 /** Process the WINED3DSIO_TEXM3X2DEPTH instruction in GLSL:
2893 * Last row of a 3x2 matrix multiply, use the result to calculate the depth:
2894 * Calculate tmp0.y = TexCoord[dstreg] . src.xyz; (tmp0.x has already been calculated)
2895 * depth = (tmp0.y == 0.0) ? 1.0 : tmp0.x / tmp0.y
2897 static void pshader_glsl_texm3x2depth(const struct wined3d_shader_instruction *ins)
2899 DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
2900 DWORD dstreg = ins->dst[0].reg.idx;
2901 glsl_src_param_t src0_param;
2903 shader_glsl_add_src_param(ins, &ins->src[0], src_mask, &src0_param);
2905 shader_addline(ins->ctx->buffer, "tmp0.y = dot(T%u.xyz, %s);\n", dstreg, src0_param.param_str);
2906 shader_addline(ins->ctx->buffer, "gl_FragDepth = (tmp0.y == 0.0) ? 1.0 : clamp(tmp0.x / tmp0.y, 0.0, 1.0);\n");
2909 /** Process the WINED3DSIO_TEXM3X2PAD instruction in GLSL
2910 * Calculate the 1st of a 2-row matrix multiplication. */
2911 static void pshader_glsl_texm3x2pad(const struct wined3d_shader_instruction *ins)
2913 DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
2914 DWORD reg = ins->dst[0].reg.idx;
2915 SHADER_BUFFER *buffer = ins->ctx->buffer;
2916 glsl_src_param_t src0_param;
2918 shader_glsl_add_src_param(ins, &ins->src[0], src_mask, &src0_param);
2919 shader_addline(buffer, "tmp0.x = dot(T%u.xyz, %s);\n", reg, src0_param.param_str);
2922 /** Process the WINED3DSIO_TEXM3X3PAD instruction in GLSL
2923 * Calculate the 1st or 2nd row of a 3-row matrix multiplication. */
2924 static void pshader_glsl_texm3x3pad(const struct wined3d_shader_instruction *ins)
2926 IWineD3DPixelShaderImpl *shader = (IWineD3DPixelShaderImpl *)ins->ctx->shader;
2927 DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
2928 DWORD reg = ins->dst[0].reg.idx;
2929 SHADER_BUFFER *buffer = ins->ctx->buffer;
2930 SHADER_PARSE_STATE* current_state = &shader->baseShader.parse_state;
2931 glsl_src_param_t src0_param;
2933 shader_glsl_add_src_param(ins, &ins->src[0], src_mask, &src0_param);
2934 shader_addline(buffer, "tmp0.%c = dot(T%u.xyz, %s);\n", 'x' + current_state->current_row, reg, src0_param.param_str);
2935 current_state->texcoord_w[current_state->current_row++] = reg;
2938 static void pshader_glsl_texm3x2tex(const struct wined3d_shader_instruction *ins)
2940 DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
2941 DWORD reg = ins->dst[0].reg.idx;
2942 SHADER_BUFFER *buffer = ins->ctx->buffer;
2943 glsl_src_param_t src0_param;
2944 WINED3DSAMPLER_TEXTURE_TYPE sampler_type = ins->ctx->reg_maps->sampler_type[reg];
2945 glsl_sample_function_t sample_function;
2947 shader_glsl_add_src_param(ins, &ins->src[0], src_mask, &src0_param);
2948 shader_addline(buffer, "tmp0.y = dot(T%u.xyz, %s);\n", reg, src0_param.param_str);
2950 shader_glsl_get_sample_function(sampler_type, 0, &sample_function);
2952 /* Sample the texture using the calculated coordinates */
2953 shader_glsl_gen_sample_code(ins, reg, &sample_function, WINED3DSP_NOSWIZZLE, NULL, NULL, NULL, "tmp0.xy");
2956 /** Process the WINED3DSIO_TEXM3X3TEX instruction in GLSL
2957 * Perform the 3rd row of a 3x3 matrix multiply, then sample the texture using the calculated coordinates */
2958 static void pshader_glsl_texm3x3tex(const struct wined3d_shader_instruction *ins)
2960 DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
2961 glsl_src_param_t src0_param;
2962 DWORD reg = ins->dst[0].reg.idx;
2963 IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)ins->ctx->shader;
2964 SHADER_PARSE_STATE* current_state = &This->baseShader.parse_state;
2965 WINED3DSAMPLER_TEXTURE_TYPE sampler_type = ins->ctx->reg_maps->sampler_type[reg];
2966 glsl_sample_function_t sample_function;
2968 shader_glsl_add_src_param(ins, &ins->src[0], src_mask, &src0_param);
2969 shader_addline(ins->ctx->buffer, "tmp0.z = dot(T%u.xyz, %s);\n", reg, src0_param.param_str);
2971 /* Dependent read, not valid with conditional NP2 */
2972 shader_glsl_get_sample_function(sampler_type, 0, &sample_function);
2974 /* Sample the texture using the calculated coordinates */
2975 shader_glsl_gen_sample_code(ins, reg, &sample_function, WINED3DSP_NOSWIZZLE, NULL, NULL, NULL, "tmp0.xyz");
2977 current_state->current_row = 0;
2980 /** Process the WINED3DSIO_TEXM3X3 instruction in GLSL
2981 * Perform the 3rd row of a 3x3 matrix multiply */
2982 static void pshader_glsl_texm3x3(const struct wined3d_shader_instruction *ins)
2984 DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
2985 glsl_src_param_t src0_param;
2987 DWORD reg = ins->dst[0].reg.idx;
2988 IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)ins->ctx->shader;
2989 SHADER_PARSE_STATE* current_state = &This->baseShader.parse_state;
2991 shader_glsl_add_src_param(ins, &ins->src[0], src_mask, &src0_param);
2993 shader_glsl_append_dst(ins->ctx->buffer, ins);
2994 shader_glsl_get_write_mask(&ins->dst[0], dst_mask);
2995 shader_addline(ins->ctx->buffer, "vec4(tmp0.xy, dot(T%u.xyz, %s), 1.0)%s);\n", reg, src0_param.param_str, dst_mask);
2997 current_state->current_row = 0;
3000 /** Process the WINED3DSIO_TEXM3X3SPEC instruction in GLSL
3001 * Perform the final texture lookup based on the previous 2 3x3 matrix multiplies */
3002 static void pshader_glsl_texm3x3spec(const struct wined3d_shader_instruction *ins)
3004 IWineD3DPixelShaderImpl *shader = (IWineD3DPixelShaderImpl *)ins->ctx->shader;
3005 DWORD reg = ins->dst[0].reg.idx;
3006 glsl_src_param_t src0_param;
3007 glsl_src_param_t src1_param;
3008 SHADER_BUFFER *buffer = ins->ctx->buffer;
3009 SHADER_PARSE_STATE* current_state = &shader->baseShader.parse_state;
3010 WINED3DSAMPLER_TEXTURE_TYPE stype = ins->ctx->reg_maps->sampler_type[reg];
3011 DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
3012 glsl_sample_function_t sample_function;
3014 shader_glsl_add_src_param(ins, &ins->src[0], src_mask, &src0_param);
3015 shader_glsl_add_src_param(ins, &ins->src[1], src_mask, &src1_param);
3017 /* Perform the last matrix multiply operation */
3018 shader_addline(buffer, "tmp0.z = dot(T%u.xyz, %s);\n", reg, src0_param.param_str);
3019 /* Reflection calculation */
3020 shader_addline(buffer, "tmp0.xyz = -reflect((%s), normalize(tmp0.xyz));\n", src1_param.param_str);
3022 /* Dependent read, not valid with conditional NP2 */
3023 shader_glsl_get_sample_function(stype, 0, &sample_function);
3025 /* Sample the texture */
3026 shader_glsl_gen_sample_code(ins, reg, &sample_function, WINED3DSP_NOSWIZZLE, NULL, NULL, NULL, "tmp0.xyz");
3028 current_state->current_row = 0;
3031 /** Process the WINED3DSIO_TEXM3X3VSPEC instruction in GLSL
3032 * Perform the final texture lookup based on the previous 2 3x3 matrix multiplies */
3033 static void pshader_glsl_texm3x3vspec(const struct wined3d_shader_instruction *ins)
3035 IWineD3DPixelShaderImpl *shader = (IWineD3DPixelShaderImpl *)ins->ctx->shader;
3036 DWORD reg = ins->dst[0].reg.idx;
3037 SHADER_BUFFER *buffer = ins->ctx->buffer;
3038 SHADER_PARSE_STATE* current_state = &shader->baseShader.parse_state;
3039 glsl_src_param_t src0_param;
3040 DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
3041 WINED3DSAMPLER_TEXTURE_TYPE sampler_type = ins->ctx->reg_maps->sampler_type[reg];
3042 glsl_sample_function_t sample_function;
3044 shader_glsl_add_src_param(ins, &ins->src[0], src_mask, &src0_param);
3046 /* Perform the last matrix multiply operation */
3047 shader_addline(buffer, "tmp0.z = dot(vec3(T%u), vec3(%s));\n", reg, src0_param.param_str);
3049 /* Construct the eye-ray vector from w coordinates */
3050 shader_addline(buffer, "tmp1.xyz = normalize(vec3(gl_TexCoord[%u].w, gl_TexCoord[%u].w, gl_TexCoord[%u].w));\n",
3051 current_state->texcoord_w[0], current_state->texcoord_w[1], reg);
3052 shader_addline(buffer, "tmp0.xyz = -reflect(tmp1.xyz, normalize(tmp0.xyz));\n");
3054 /* Dependent read, not valid with conditional NP2 */
3055 shader_glsl_get_sample_function(sampler_type, 0, &sample_function);
3057 /* Sample the texture using the calculated coordinates */
3058 shader_glsl_gen_sample_code(ins, reg, &sample_function, WINED3DSP_NOSWIZZLE, NULL, NULL, NULL, "tmp0.xyz");
3060 current_state->current_row = 0;
3063 /** Process the WINED3DSIO_TEXBEM instruction in GLSL.
3064 * Apply a fake bump map transform.
3065 * texbem is pshader <= 1.3 only, this saves a few version checks
3067 static void pshader_glsl_texbem(const struct wined3d_shader_instruction *ins)
3069 IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)ins->ctx->shader;
3070 IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device;
3071 glsl_sample_function_t sample_function;
3072 glsl_src_param_t coord_param;
3073 WINED3DSAMPLER_TEXTURE_TYPE sampler_type;
3079 sampler_idx = ins->dst[0].reg.idx;
3080 flags = deviceImpl->stateBlock->textureState[sampler_idx][WINED3DTSS_TEXTURETRANSFORMFLAGS];
3082 sampler_type = ins->ctx->reg_maps->sampler_type[sampler_idx];
3083 /* Dependent read, not valid with conditional NP2 */
3084 shader_glsl_get_sample_function(sampler_type, 0, &sample_function);
3085 mask = sample_function.coord_mask;
3087 shader_glsl_write_mask_to_str(mask, coord_mask);
3089 /* with projective textures, texbem only divides the static texture coord, not the displacement,
3090 * so we can't let the GL handle this.
3092 if (flags & WINED3DTTFF_PROJECTED) {
3094 char coord_div_mask[3];
3095 switch (flags & ~WINED3DTTFF_PROJECTED) {
3096 case WINED3DTTFF_COUNT1: FIXME("WINED3DTTFF_PROJECTED with WINED3DTTFF_COUNT1?\n"); break;
3097 case WINED3DTTFF_COUNT2: div_mask = WINED3DSP_WRITEMASK_1; break;
3098 case WINED3DTTFF_COUNT3: div_mask = WINED3DSP_WRITEMASK_2; break;
3099 case WINED3DTTFF_COUNT4:
3100 case WINED3DTTFF_DISABLE: div_mask = WINED3DSP_WRITEMASK_3; break;
3102 shader_glsl_write_mask_to_str(div_mask, coord_div_mask);
3103 shader_addline(ins->ctx->buffer, "T%u%s /= T%u%s;\n", sampler_idx, coord_mask, sampler_idx, coord_div_mask);
3106 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1, &coord_param);
3108 shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, WINED3DSP_NOSWIZZLE, NULL, NULL, NULL,
3109 "T%u%s + vec4(bumpenvmat%d * %s, 0.0, 0.0)%s", sampler_idx, coord_mask, sampler_idx,
3110 coord_param.param_str, coord_mask);
3112 if (ins->handler_idx == WINED3DSIH_TEXBEML)
3114 glsl_src_param_t luminance_param;
3115 glsl_dst_param_t dst_param;
3117 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_2, &luminance_param);
3118 shader_glsl_add_dst_param(ins, &ins->dst[0], &dst_param);
3120 shader_addline(ins->ctx->buffer, "%s%s *= (%s * luminancescale%d + luminanceoffset%d);\n",
3121 dst_param.reg_name, dst_param.mask_str,
3122 luminance_param.param_str, sampler_idx, sampler_idx);
3126 static void pshader_glsl_bem(const struct wined3d_shader_instruction *ins)
3128 glsl_src_param_t src0_param, src1_param;
3129 DWORD sampler_idx = ins->dst[0].reg.idx;
3131 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1, &src0_param);
3132 shader_glsl_add_src_param(ins, &ins->src[1], WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1, &src1_param);
3134 shader_glsl_append_dst(ins->ctx->buffer, ins);
3135 shader_addline(ins->ctx->buffer, "%s + bumpenvmat%d * %s);\n",
3136 src0_param.param_str, sampler_idx, src1_param.param_str);
3139 /** Process the WINED3DSIO_TEXREG2AR instruction in GLSL
3140 * Sample 2D texture at dst using the alpha & red (wx) components of src as texture coordinates */
3141 static void pshader_glsl_texreg2ar(const struct wined3d_shader_instruction *ins)
3143 glsl_src_param_t src0_param;
3144 DWORD sampler_idx = ins->dst[0].reg.idx;
3145 WINED3DSAMPLER_TEXTURE_TYPE sampler_type = ins->ctx->reg_maps->sampler_type[sampler_idx];
3146 glsl_sample_function_t sample_function;
3148 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_ALL, &src0_param);
3150 shader_glsl_get_sample_function(sampler_type, 0, &sample_function);
3151 shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, WINED3DSP_NOSWIZZLE, NULL, NULL, NULL,
3152 "%s.wx", src0_param.reg_name);
3155 /** Process the WINED3DSIO_TEXREG2GB instruction in GLSL
3156 * Sample 2D texture at dst using the green & blue (yz) components of src as texture coordinates */
3157 static void pshader_glsl_texreg2gb(const struct wined3d_shader_instruction *ins)
3159 glsl_src_param_t src0_param;
3160 DWORD sampler_idx = ins->dst[0].reg.idx;
3161 WINED3DSAMPLER_TEXTURE_TYPE sampler_type = ins->ctx->reg_maps->sampler_type[sampler_idx];
3162 glsl_sample_function_t sample_function;
3164 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_ALL, &src0_param);
3166 shader_glsl_get_sample_function(sampler_type, 0, &sample_function);
3167 shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, WINED3DSP_NOSWIZZLE, NULL, NULL, NULL,
3168 "%s.yz", src0_param.reg_name);
3171 /** Process the WINED3DSIO_TEXREG2RGB instruction in GLSL
3172 * Sample texture at dst using the rgb (xyz) components of src as texture coordinates */
3173 static void pshader_glsl_texreg2rgb(const struct wined3d_shader_instruction *ins)
3175 glsl_src_param_t src0_param;
3176 DWORD sampler_idx = ins->dst[0].reg.idx;
3177 WINED3DSAMPLER_TEXTURE_TYPE sampler_type = ins->ctx->reg_maps->sampler_type[sampler_idx];
3178 glsl_sample_function_t sample_function;
3180 /* Dependent read, not valid with conditional NP2 */
3181 shader_glsl_get_sample_function(sampler_type, 0, &sample_function);
3182 shader_glsl_add_src_param(ins, &ins->src[0], sample_function.coord_mask, &src0_param);
3184 shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, WINED3DSP_NOSWIZZLE, NULL, NULL, NULL,
3185 "%s", src0_param.param_str);
3188 /** Process the WINED3DSIO_TEXKILL instruction in GLSL.
3189 * If any of the first 3 components are < 0, discard this pixel */
3190 static void pshader_glsl_texkill(const struct wined3d_shader_instruction *ins)
3192 glsl_dst_param_t dst_param;
3194 /* The argument is a destination parameter, and no writemasks are allowed */
3195 shader_glsl_add_dst_param(ins, &ins->dst[0], &dst_param);
3196 if (ins->ctx->reg_maps->shader_version.major >= 2)
3198 /* 2.0 shaders compare all 4 components in texkill */
3199 shader_addline(ins->ctx->buffer, "if (any(lessThan(%s.xyzw, vec4(0.0)))) discard;\n", dst_param.reg_name);
3201 /* 1.X shaders only compare the first 3 components, probably due to the nature of the texkill
3202 * instruction as a tex* instruction, and phase, which kills all a / w components. Even if all
3203 * 4 components are defined, only the first 3 are used
3205 shader_addline(ins->ctx->buffer, "if (any(lessThan(%s.xyz, vec3(0.0)))) discard;\n", dst_param.reg_name);
3209 /** Process the WINED3DSIO_DP2ADD instruction in GLSL.
3210 * dst = dot2(src0, src1) + src2 */
3211 static void pshader_glsl_dp2add(const struct wined3d_shader_instruction *ins)
3213 glsl_src_param_t src0_param;
3214 glsl_src_param_t src1_param;
3215 glsl_src_param_t src2_param;
3217 unsigned int mask_size;
3219 write_mask = shader_glsl_append_dst(ins->ctx->buffer, ins);
3220 mask_size = shader_glsl_get_write_mask_size(write_mask);
3222 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1, &src0_param);
3223 shader_glsl_add_src_param(ins, &ins->src[1], WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1, &src1_param);
3224 shader_glsl_add_src_param(ins, &ins->src[2], WINED3DSP_WRITEMASK_0, &src2_param);
3226 if (mask_size > 1) {
3227 shader_addline(ins->ctx->buffer, "vec%d(dot(%s, %s) + %s));\n",
3228 mask_size, src0_param.param_str, src1_param.param_str, src2_param.param_str);
3230 shader_addline(ins->ctx->buffer, "dot(%s, %s) + %s);\n",
3231 src0_param.param_str, src1_param.param_str, src2_param.param_str);
3235 static void pshader_glsl_input_pack(IWineD3DPixelShader *iface, SHADER_BUFFER *buffer,
3236 const struct wined3d_shader_signature_element *input_signature, const struct shader_reg_maps *reg_maps,
3237 enum vertexprocessing_mode vertexprocessing)
3240 IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)iface;
3241 WORD map = reg_maps->input_registers;
3243 for (i = 0; map; map >>= 1, ++i)
3245 const char *semantic_name;
3250 if (!(map & 1)) continue;
3252 semantic_name = input_signature[i].semantic_name;
3253 semantic_idx = input_signature[i].semantic_idx;
3254 shader_glsl_write_mask_to_str(input_signature[i].mask, reg_mask);
3256 if (shader_match_semantic(semantic_name, WINED3DDECLUSAGE_TEXCOORD))
3258 if (semantic_idx < 8 && vertexprocessing == pretransformed)
3259 shader_addline(buffer, "IN[%u]%s = gl_TexCoord[%u]%s;\n",
3260 This->input_reg_map[i], reg_mask, semantic_idx, reg_mask);
3262 shader_addline(buffer, "IN[%u]%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
3263 This->input_reg_map[i], reg_mask, reg_mask);
3265 else if (shader_match_semantic(semantic_name, WINED3DDECLUSAGE_COLOR))
3267 if (semantic_idx == 0)
3268 shader_addline(buffer, "IN[%u]%s = vec4(gl_Color)%s;\n",
3269 This->input_reg_map[i], reg_mask, reg_mask);
3270 else if (semantic_idx == 1)
3271 shader_addline(buffer, "IN[%u]%s = vec4(gl_SecondaryColor)%s;\n",
3272 This->input_reg_map[i], reg_mask, reg_mask);
3274 shader_addline(buffer, "IN[%u]%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
3275 This->input_reg_map[i], reg_mask, reg_mask);
3279 shader_addline(buffer, "IN[%u]%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
3280 This->input_reg_map[i], reg_mask, reg_mask);
3285 /*********************************************
3286 * Vertex Shader Specific Code begins here
3287 ********************************************/
3289 static void add_glsl_program_entry(struct shader_glsl_priv *priv, struct glsl_shader_prog_link *entry) {
3290 glsl_program_key_t key;
3292 key.vshader = entry->vshader;
3293 key.pshader = entry->pshader;
3294 key.vs_args = entry->vs_args;
3295 key.ps_args = entry->ps_args;
3297 if (wine_rb_put(&priv->program_lookup, &key, &entry->program_lookup_entry) == -1)
3299 ERR("Failed to insert program entry.\n");
3303 static struct glsl_shader_prog_link *get_glsl_program_entry(struct shader_glsl_priv *priv,
3304 IWineD3DVertexShader *vshader, IWineD3DPixelShader *pshader, struct vs_compile_args *vs_args,
3305 struct ps_compile_args *ps_args) {
3306 struct wine_rb_entry *entry;
3307 glsl_program_key_t key;
3309 key.vshader = vshader;
3310 key.pshader = pshader;
3311 key.vs_args = *vs_args;
3312 key.ps_args = *ps_args;
3314 entry = wine_rb_get(&priv->program_lookup, &key);
3315 return entry ? WINE_RB_ENTRY_VALUE(entry, struct glsl_shader_prog_link, program_lookup_entry) : NULL;
3318 /* GL locking is done by the caller */
3319 static void delete_glsl_program_entry(struct shader_glsl_priv *priv, const WineD3D_GL_Info *gl_info,
3320 struct glsl_shader_prog_link *entry)
3322 glsl_program_key_t key;
3324 key.vshader = entry->vshader;
3325 key.pshader = entry->pshader;
3326 key.vs_args = entry->vs_args;
3327 key.ps_args = entry->ps_args;
3328 wine_rb_remove(&priv->program_lookup, &key);
3330 GL_EXTCALL(glDeleteObjectARB(entry->programId));
3331 if (entry->vshader) list_remove(&entry->vshader_entry);
3332 if (entry->pshader) list_remove(&entry->pshader_entry);
3333 HeapFree(GetProcessHeap(), 0, entry->vuniformF_locations);
3334 HeapFree(GetProcessHeap(), 0, entry->puniformF_locations);
3335 HeapFree(GetProcessHeap(), 0, entry);
3338 static void handle_ps3_input(SHADER_BUFFER *buffer, const WineD3D_GL_Info *gl_info, const DWORD *map,
3339 const struct wined3d_shader_signature_element *input_signature, const struct shader_reg_maps *reg_maps_in,
3340 const struct wined3d_shader_signature_element *output_signature, const struct shader_reg_maps *reg_maps_out)
3343 const char *semantic_name_in, *semantic_name_out;
3344 UINT semantic_idx_in, semantic_idx_out;
3347 DWORD in_count = vec4_varyings(3, gl_info);
3348 char reg_mask[6], reg_mask_out[6];
3349 char destination[50];
3350 WORD input_map, output_map;
3352 set = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*set) * (in_count + 2));
3354 if (!output_signature)
3356 /* Save gl_FrontColor & gl_FrontSecondaryColor before overwriting them. */
3357 shader_addline(buffer, "vec4 front_color = gl_FrontColor;\n");
3358 shader_addline(buffer, "vec4 front_secondary_color = gl_FrontSecondaryColor;\n");
3361 input_map = reg_maps_in->input_registers;
3362 for (i = 0; input_map; input_map >>= 1, ++i)
3364 if (!(input_map & 1)) continue;
3367 if (in_idx >= (in_count + 2)) {
3368 FIXME("More input varyings declared than supported, expect issues\n");
3371 else if (map[i] == ~0U)
3373 /* Declared, but not read register */
3377 if (in_idx == in_count) {
3378 sprintf(destination, "gl_FrontColor");
3379 } else if (in_idx == in_count + 1) {
3380 sprintf(destination, "gl_FrontSecondaryColor");
3382 sprintf(destination, "IN[%u]", in_idx);
3385 semantic_name_in = input_signature[i].semantic_name;
3386 semantic_idx_in = input_signature[i].semantic_idx;
3387 set[map[i]] = input_signature[i].mask;
3388 shader_glsl_write_mask_to_str(input_signature[i].mask, reg_mask);
3390 if (!output_signature)
3392 if (shader_match_semantic(semantic_name_in, WINED3DDECLUSAGE_COLOR))
3394 if (semantic_idx_in == 0)
3395 shader_addline(buffer, "%s%s = front_color%s;\n",
3396 destination, reg_mask, reg_mask);
3397 else if (semantic_idx_in == 1)
3398 shader_addline(buffer, "%s%s = front_secondary_color%s;\n",
3399 destination, reg_mask, reg_mask);
3401 shader_addline(buffer, "%s%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
3402 destination, reg_mask, reg_mask);
3404 else if (shader_match_semantic(semantic_name_in, WINED3DDECLUSAGE_TEXCOORD))
3406 if (semantic_idx_in < 8)
3408 shader_addline(buffer, "%s%s = gl_TexCoord[%u]%s;\n",
3409 destination, reg_mask, semantic_idx_in, reg_mask);
3413 shader_addline(buffer, "%s%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
3414 destination, reg_mask, reg_mask);
3417 else if (shader_match_semantic(semantic_name_in, WINED3DDECLUSAGE_FOG))
3419 shader_addline(buffer, "%s%s = vec4(gl_FogFragCoord, 0.0, 0.0, 0.0)%s;\n",
3420 destination, reg_mask, reg_mask);
3424 shader_addline(buffer, "%s%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
3425 destination, reg_mask, reg_mask);
3430 output_map = reg_maps_out->output_registers;
3431 for (j = 0; output_map; output_map >>= 1, ++j)
3433 if (!(output_map & 1)) continue;
3435 semantic_name_out = output_signature[j].semantic_name;
3436 semantic_idx_out = output_signature[j].semantic_idx;
3437 shader_glsl_write_mask_to_str(output_signature[j].mask, reg_mask_out);
3439 if (semantic_idx_in == semantic_idx_out
3440 && !strcmp(semantic_name_in, semantic_name_out))
3442 shader_addline(buffer, "%s%s = OUT[%u]%s;\n",
3443 destination, reg_mask, j, reg_mask);
3448 shader_addline(buffer, "%s%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
3449 destination, reg_mask, reg_mask);
3454 /* This is solely to make the compiler / linker happy and avoid warning about undefined
3455 * varyings. It shouldn't result in any real code executed on the GPU, since all read
3456 * input varyings are assigned above, if the optimizer works properly.
3458 for(i = 0; i < in_count + 2; i++) {
3459 if (set[i] && set[i] != WINED3DSP_WRITEMASK_ALL)
3461 unsigned int size = 0;
3462 memset(reg_mask, 0, sizeof(reg_mask));
3463 if(!(set[i] & WINED3DSP_WRITEMASK_0)) {
3464 reg_mask[size] = 'x';
3467 if(!(set[i] & WINED3DSP_WRITEMASK_1)) {
3468 reg_mask[size] = 'y';
3471 if(!(set[i] & WINED3DSP_WRITEMASK_2)) {
3472 reg_mask[size] = 'z';
3475 if(!(set[i] & WINED3DSP_WRITEMASK_3)) {
3476 reg_mask[size] = 'w';
3480 if (i == in_count) {
3481 sprintf(destination, "gl_FrontColor");
3482 } else if (i == in_count + 1) {
3483 sprintf(destination, "gl_FrontSecondaryColor");
3485 sprintf(destination, "IN[%u]", i);
3489 shader_addline(buffer, "%s.%s = 0.0;\n", destination, reg_mask);
3491 shader_addline(buffer, "%s.%s = vec%u(0.0);\n", destination, reg_mask, size);
3496 HeapFree(GetProcessHeap(), 0, set);
3499 /* GL locking is done by the caller */
3500 static GLhandleARB generate_param_reorder_function(IWineD3DVertexShader *vertexshader,
3501 IWineD3DPixelShader *pixelshader, const WineD3D_GL_Info *gl_info)
3503 GLhandleARB ret = 0;
3504 IWineD3DVertexShaderImpl *vs = (IWineD3DVertexShaderImpl *) vertexshader;
3505 IWineD3DPixelShaderImpl *ps = (IWineD3DPixelShaderImpl *) pixelshader;
3506 IWineD3DDeviceImpl *device;
3507 DWORD vs_major = vs->baseShader.reg_maps.shader_version.major;
3508 DWORD ps_major = ps ? ps->baseShader.reg_maps.shader_version.major : 0;
3510 SHADER_BUFFER buffer;
3511 const char *semantic_name;
3514 const struct wined3d_shader_signature_element *output_signature;
3516 shader_buffer_init(&buffer);
3518 shader_addline(&buffer, "#version 120\n");
3520 if(vs_major < 3 && ps_major < 3) {
3521 /* That one is easy: The vertex shader writes to the builtin varyings, the pixel shader reads from them.
3522 * Take care about the texcoord .w fixup though if we're using the fixed function fragment pipeline
3524 device = (IWineD3DDeviceImpl *) vs->baseShader.device;
3525 if((GLINFO_LOCATION).set_texcoord_w && ps_major == 0 && vs_major > 0 &&
3526 !device->frag_pipe->ffp_proj_control) {
3527 shader_addline(&buffer, "void order_ps_input() {\n");
3528 for(i = 0; i < min(8, MAX_REG_TEXCRD); i++) {
3529 if(vs->baseShader.reg_maps.texcoord_mask[i] != 0 &&
3530 vs->baseShader.reg_maps.texcoord_mask[i] != WINED3DSP_WRITEMASK_ALL) {
3531 shader_addline(&buffer, "gl_TexCoord[%u].w = 1.0;\n", i);
3534 shader_addline(&buffer, "}\n");
3536 shader_addline(&buffer, "void order_ps_input() { /* do nothing */ }\n");
3538 } else if(ps_major < 3 && vs_major >= 3) {
3539 WORD map = vs->baseShader.reg_maps.output_registers;
3541 /* The vertex shader writes to its own varyings, the pixel shader needs them in the builtin ones */
3542 output_signature = vs->output_signature;
3544 shader_addline(&buffer, "void order_ps_input(in vec4 OUT[%u]) {\n", MAX_REG_OUTPUT);
3545 for (i = 0; map; map >>= 1, ++i)
3549 if (!(map & 1)) continue;
3551 semantic_name = output_signature[i].semantic_name;
3552 semantic_idx = output_signature[i].semantic_idx;
3553 write_mask = output_signature[i].mask;
3554 shader_glsl_write_mask_to_str(write_mask, reg_mask);
3556 if (shader_match_semantic(semantic_name, WINED3DDECLUSAGE_COLOR))
3558 if (semantic_idx == 0)
3559 shader_addline(&buffer, "gl_FrontColor%s = OUT[%u]%s;\n", reg_mask, i, reg_mask);
3560 else if (semantic_idx == 1)
3561 shader_addline(&buffer, "gl_FrontSecondaryColor%s = OUT[%u]%s;\n", reg_mask, i, reg_mask);
3563 else if (shader_match_semantic(semantic_name, WINED3DDECLUSAGE_POSITION))
3565 shader_addline(&buffer, "gl_Position%s = OUT[%u]%s;\n", reg_mask, i, reg_mask);
3567 else if (shader_match_semantic(semantic_name, WINED3DDECLUSAGE_TEXCOORD))
3569 if (semantic_idx < 8)
3571 if (!(GLINFO_LOCATION).set_texcoord_w || ps_major > 0) write_mask |= WINED3DSP_WRITEMASK_3;
3573 shader_addline(&buffer, "gl_TexCoord[%u]%s = OUT[%u]%s;\n",
3574 semantic_idx, reg_mask, i, reg_mask);
3575 if (!(write_mask & WINED3DSP_WRITEMASK_3))
3576 shader_addline(&buffer, "gl_TexCoord[%u].w = 1.0;\n", semantic_idx);
3579 else if (shader_match_semantic(semantic_name, WINED3DDECLUSAGE_PSIZE))
3581 shader_addline(&buffer, "gl_PointSize = OUT[%u].x;\n", i);
3583 else if (shader_match_semantic(semantic_name, WINED3DDECLUSAGE_FOG))
3585 shader_addline(&buffer, "gl_FogFragCoord = OUT[%u].%c;\n", i, reg_mask[1]);
3588 shader_addline(&buffer, "}\n");
3590 } else if(ps_major >= 3 && vs_major >= 3) {
3591 WORD map = vs->baseShader.reg_maps.output_registers;
3593 output_signature = vs->output_signature;
3595 /* This one is tricky: a 3.0 pixel shader reads from a 3.0 vertex shader */
3596 shader_addline(&buffer, "varying vec4 IN[%u];\n", vec4_varyings(3, gl_info));
3597 shader_addline(&buffer, "void order_ps_input(in vec4 OUT[%u]) {\n", MAX_REG_OUTPUT);
3599 /* First, sort out position and point size. Those are not passed to the pixel shader */
3600 for (i = 0; map; map >>= 1, ++i)
3602 if (!(map & 1)) continue;
3604 semantic_name = output_signature[i].semantic_name;
3605 shader_glsl_write_mask_to_str(output_signature[i].mask, reg_mask);
3607 if (shader_match_semantic(semantic_name, WINED3DDECLUSAGE_POSITION))
3609 shader_addline(&buffer, "gl_Position%s = OUT[%u]%s;\n", reg_mask, i, reg_mask);
3611 else if (shader_match_semantic(semantic_name, WINED3DDECLUSAGE_PSIZE))
3613 shader_addline(&buffer, "gl_PointSize = OUT[%u].x;\n", i);
3617 /* Then, fix the pixel shader input */
3618 handle_ps3_input(&buffer, gl_info, ps->input_reg_map, ps->input_signature,
3619 &ps->baseShader.reg_maps, output_signature, &vs->baseShader.reg_maps);
3621 shader_addline(&buffer, "}\n");
3622 } else if(ps_major >= 3 && vs_major < 3) {
3623 shader_addline(&buffer, "varying vec4 IN[%u];\n", vec4_varyings(3, gl_info));
3624 shader_addline(&buffer, "void order_ps_input() {\n");
3625 /* The vertex shader wrote to the builtin varyings. There is no need to figure out position and
3626 * point size, but we depend on the optimizers kindness to find out that the pixel shader doesn't
3627 * read gl_TexCoord and gl_ColorX, otherwise we'll run out of varyings
3629 handle_ps3_input(&buffer, gl_info, ps->input_reg_map, ps->input_signature,
3630 &ps->baseShader.reg_maps, NULL, NULL);
3631 shader_addline(&buffer, "}\n");
3633 ERR("Unexpected vertex and pixel shader version condition: vs: %d, ps: %d\n", vs_major, ps_major);
3636 ret = GL_EXTCALL(glCreateShaderObjectARB(GL_VERTEX_SHADER_ARB));
3637 checkGLcall("glCreateShaderObjectARB(GL_VERTEX_SHADER_ARB)");
3638 GL_EXTCALL(glShaderSourceARB(ret, 1, (const char**)&buffer.buffer, NULL));
3639 checkGLcall("glShaderSourceARB(ret, 1, &buffer.buffer, NULL)");
3640 GL_EXTCALL(glCompileShaderARB(ret));
3641 checkGLcall("glCompileShaderARB(ret)");
3643 shader_buffer_free(&buffer);
3647 /* GL locking is done by the caller */
3648 static void hardcode_local_constants(IWineD3DBaseShaderImpl *shader, const WineD3D_GL_Info *gl_info,
3649 GLhandleARB programId, char prefix)
3651 const local_constant *lconst;
3656 LIST_FOR_EACH_ENTRY(lconst, &shader->baseShader.constantsF, local_constant, entry) {
3657 value = (const float *)lconst->value;
3658 snprintf(glsl_name, sizeof(glsl_name), "%cLC%u", prefix, lconst->idx);
3659 tmp_loc = GL_EXTCALL(glGetUniformLocationARB(programId, glsl_name));
3660 GL_EXTCALL(glUniform4fvARB(tmp_loc, 1, value));
3662 checkGLcall("Hardcoding local constants\n");
3665 /* GL locking is done by the caller */
3666 static GLuint shader_glsl_generate_pshader(IWineD3DPixelShaderImpl *This,
3667 SHADER_BUFFER *buffer, const struct ps_compile_args *args, struct ps_np2fixup_info *np2fixup_info)
3669 const struct shader_reg_maps *reg_maps = &This->baseShader.reg_maps;
3670 CONST DWORD *function = This->baseShader.function;
3671 const char *fragcolor;
3672 const WineD3D_GL_Info *gl_info = &((IWineD3DDeviceImpl *)This->baseShader.device)->adapter->gl_info;
3673 struct shader_glsl_ctx_priv priv_ctx;
3675 /* Create the hw GLSL shader object and assign it as the shader->prgId */
3676 GLhandleARB shader_obj = GL_EXTCALL(glCreateShaderObjectARB(GL_FRAGMENT_SHADER_ARB));
3678 memset(&priv_ctx, 0, sizeof(priv_ctx));
3679 priv_ctx.cur_ps_args = args;
3680 priv_ctx.cur_np2fixup_info = np2fixup_info;
3682 shader_addline(buffer, "#version 120\n");
3684 if(GL_SUPPORT(ARB_SHADER_TEXTURE_LOD) && reg_maps->usestexldd) {
3685 shader_addline(buffer, "#extension GL_ARB_shader_texture_lod : enable\n");
3687 if (GL_SUPPORT(ARB_TEXTURE_RECTANGLE)) {
3688 /* The spec says that it doesn't have to be explicitly enabled, but the nvidia
3689 * drivers write a warning if we don't do so
3691 shader_addline(buffer, "#extension GL_ARB_texture_rectangle : enable\n");
3694 /* Base Declarations */
3695 shader_generate_glsl_declarations( (IWineD3DBaseShader*) This, reg_maps, buffer, &GLINFO_LOCATION, &priv_ctx);
3697 /* Pack 3.0 inputs */
3698 if (reg_maps->shader_version.major >= 3 && args->vp_mode != vertexshader)
3700 pshader_glsl_input_pack((IWineD3DPixelShader *) This, buffer, This->input_signature, reg_maps, args->vp_mode);
3703 /* Base Shader Body */
3704 shader_generate_main((IWineD3DBaseShader *)This, buffer, reg_maps, function, &priv_ctx);
3706 /* Pixel shaders < 2.0 place the resulting color in R0 implicitly */
3707 if (reg_maps->shader_version.major < 2)
3709 /* Some older cards like GeforceFX ones don't support multiple buffers, so also not gl_FragData */
3710 shader_addline(buffer, "gl_FragData[0] = R0;\n");
3713 fragcolor = "gl_FragData[0]";
3714 if(args->srgb_correction) {
3715 shader_addline(buffer, "tmp0.xyz = pow(%s.xyz, vec3(%f, %f, %f)) * vec3(%f, %f, %f) - vec3(%f, %f, %f);\n",
3716 fragcolor, srgb_pow, srgb_pow, srgb_pow, srgb_mul_high, srgb_mul_high, srgb_mul_high,
3717 srgb_sub_high, srgb_sub_high, srgb_sub_high);
3718 shader_addline(buffer, "tmp1.xyz = %s.xyz * srgb_mul_low.xyz;\n", fragcolor);
3719 shader_addline(buffer, "%s.x = %s.x < srgb_comparison.x ? tmp1.x : tmp0.x;\n", fragcolor, fragcolor);
3720 shader_addline(buffer, "%s.y = %s.y < srgb_comparison.y ? tmp1.y : tmp0.y;\n", fragcolor, fragcolor);
3721 shader_addline(buffer, "%s.z = %s.z < srgb_comparison.z ? tmp1.z : tmp0.z;\n", fragcolor, fragcolor);
3722 shader_addline(buffer, "%s = clamp(%s, 0.0, 1.0);\n", fragcolor, fragcolor);
3724 /* Pixel shader < 3.0 do not replace the fog stage.
3725 * This implements linear fog computation and blending.
3726 * TODO: non linear fog
3727 * NOTE: gl_Fog.start and gl_Fog.end don't hold fog start s and end e but
3728 * -1/(e-s) and e/(e-s) respectively.
3730 if (reg_maps->shader_version.major < 3)
3733 case FOG_OFF: break;
3735 shader_addline(buffer, "float fogstart = -1.0 / (gl_Fog.end - gl_Fog.start);\n");
3736 shader_addline(buffer, "float fogend = gl_Fog.end * -fogstart;\n");
3737 shader_addline(buffer, "float Fog = clamp(gl_FogFragCoord * fogstart + fogend, 0.0, 1.0);\n");
3738 shader_addline(buffer, "%s.xyz = mix(gl_Fog.color.xyz, %s.xyz, Fog);\n", fragcolor, fragcolor);
3741 /* Fog = e^(-gl_Fog.density * gl_FogFragCoord) */
3742 shader_addline(buffer, "float Fog = exp(-gl_Fog.density * gl_FogFragCoord);\n");
3743 shader_addline(buffer, "Fog = clamp(Fog, 0.0, 1.0);\n");
3744 shader_addline(buffer, "%s.xyz = mix(gl_Fog.color.xyz, %s.xyz, Fog);\n", fragcolor, fragcolor);
3747 /* Fog = e^(-(gl_Fog.density * gl_FogFragCoord)^2) */
3748 shader_addline(buffer, "float Fog = exp(-gl_Fog.density * gl_Fog.density * gl_FogFragCoord * gl_FogFragCoord);\n");
3749 shader_addline(buffer, "Fog = clamp(Fog, 0.0, 1.0);\n");
3750 shader_addline(buffer, "%s.xyz = mix(gl_Fog.color.xyz, %s.xyz, Fog);\n", fragcolor, fragcolor);
3755 shader_addline(buffer, "}\n");
3757 TRACE("Compiling shader object %u\n", shader_obj);
3758 GL_EXTCALL(glShaderSourceARB(shader_obj, 1, (const char**)&buffer->buffer, NULL));
3759 GL_EXTCALL(glCompileShaderARB(shader_obj));
3760 print_glsl_info_log(&GLINFO_LOCATION, shader_obj);
3762 /* Store the shader object */
3766 /* GL locking is done by the caller */
3767 static GLuint shader_glsl_generate_vshader(IWineD3DVertexShaderImpl *This,
3768 SHADER_BUFFER *buffer, const struct vs_compile_args *args)
3770 const struct shader_reg_maps *reg_maps = &This->baseShader.reg_maps;
3771 CONST DWORD *function = This->baseShader.function;
3772 const WineD3D_GL_Info *gl_info = &((IWineD3DDeviceImpl *)This->baseShader.device)->adapter->gl_info;
3773 struct shader_glsl_ctx_priv priv_ctx;
3775 /* Create the hw GLSL shader program and assign it as the shader->prgId */
3776 GLhandleARB shader_obj = GL_EXTCALL(glCreateShaderObjectARB(GL_VERTEX_SHADER_ARB));
3778 shader_addline(buffer, "#version 120\n");
3780 memset(&priv_ctx, 0, sizeof(priv_ctx));
3781 priv_ctx.cur_vs_args = args;
3783 /* Base Declarations */
3784 shader_generate_glsl_declarations( (IWineD3DBaseShader*) This, reg_maps, buffer, &GLINFO_LOCATION, &priv_ctx);
3786 /* Base Shader Body */
3787 shader_generate_main((IWineD3DBaseShader*)This, buffer, reg_maps, function, &priv_ctx);
3789 /* Unpack 3.0 outputs */
3790 if (reg_maps->shader_version.major >= 3) shader_addline(buffer, "order_ps_input(OUT);\n");
3791 else shader_addline(buffer, "order_ps_input();\n");
3793 /* The D3DRS_FOGTABLEMODE render state defines if the shader-generated fog coord is used
3794 * or if the fragment depth is used. If the fragment depth is used(FOGTABLEMODE != NONE),
3795 * the fog frag coord is thrown away. If the fog frag coord is used, but not written by
3796 * the shader, it is set to 0.0(fully fogged, since start = 1.0, end = 0.0)
3798 if(args->fog_src == VS_FOG_Z) {
3799 shader_addline(buffer, "gl_FogFragCoord = gl_Position.z;\n");
3800 } else if (!reg_maps->fog) {
3801 shader_addline(buffer, "gl_FogFragCoord = 0.0;\n");
3804 /* Write the final position.
3806 * OpenGL coordinates specify the center of the pixel while d3d coords specify
3807 * the corner. The offsets are stored in z and w in posFixup. posFixup.y contains
3808 * 1.0 or -1.0 to turn the rendering upside down for offscreen rendering. PosFixup.x
3809 * contains 1.0 to allow a mad.
3811 shader_addline(buffer, "gl_Position.y = gl_Position.y * posFixup.y;\n");
3812 shader_addline(buffer, "gl_Position.xy += posFixup.zw * gl_Position.ww;\n");
3813 shader_addline(buffer, "gl_ClipVertex = gl_Position;\n");
3815 /* Z coord [0;1]->[-1;1] mapping, see comment in transform_projection in state.c
3817 * Basically we want (in homogeneous coordinates) z = z * 2 - 1. However, shaders are run
3818 * before the homogeneous divide, so we have to take the w into account: z = ((z / w) * 2 - 1) * w,
3819 * which is the same as z = z * 2 - w.
3821 shader_addline(buffer, "gl_Position.z = gl_Position.z * 2.0 - gl_Position.w;\n");
3823 shader_addline(buffer, "}\n");
3825 TRACE("Compiling shader object %u\n", shader_obj);
3826 GL_EXTCALL(glShaderSourceARB(shader_obj, 1, (const char**)&buffer->buffer, NULL));
3827 GL_EXTCALL(glCompileShaderARB(shader_obj));
3828 print_glsl_info_log(&GLINFO_LOCATION, shader_obj);
3833 static GLhandleARB find_glsl_pshader(IWineD3DPixelShaderImpl *shader, const struct ps_compile_args *args,
3834 const struct ps_np2fixup_info **np2fixup_info)
3838 struct glsl_ps_compiled_shader *new_array;
3839 struct glsl_pshader_private *shader_data;
3840 struct ps_np2fixup_info *np2fixup = NULL;
3841 SHADER_BUFFER buffer;
3844 if(!shader->backend_priv) {
3845 shader->backend_priv = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*shader_data));
3847 shader_data = shader->backend_priv;
3849 /* Usually we have very few GL shaders for each d3d shader(just 1 or maybe 2),
3850 * so a linear search is more performant than a hashmap or a binary search
3851 * (cache coherency etc)
3853 for(i = 0; i < shader_data->num_gl_shaders; i++) {
3854 if(memcmp(&shader_data->gl_shaders[i].args, args, sizeof(*args)) == 0) {
3855 if(args->np2_fixup) *np2fixup_info = &shader_data->gl_shaders[i].np2fixup;
3856 return shader_data->gl_shaders[i].prgId;
3860 TRACE("No matching GL shader found, compiling a new shader\n");
3861 if(shader_data->shader_array_size == shader_data->num_gl_shaders) {
3862 if (shader_data->num_gl_shaders)
3864 new_size = shader_data->shader_array_size + max(1, shader_data->shader_array_size / 2);
3865 new_array = HeapReAlloc(GetProcessHeap(), 0, shader_data->gl_shaders,
3866 new_size * sizeof(*shader_data->gl_shaders));
3868 new_array = HeapAlloc(GetProcessHeap(), 0, sizeof(*shader_data->gl_shaders));
3873 ERR("Out of memory\n");
3876 shader_data->gl_shaders = new_array;
3877 shader_data->shader_array_size = new_size;
3880 shader_data->gl_shaders[shader_data->num_gl_shaders].args = *args;
3882 memset(&shader_data->gl_shaders[shader_data->num_gl_shaders].np2fixup, 0, sizeof(struct ps_np2fixup_info));
3883 if (args->np2_fixup) np2fixup = &shader_data->gl_shaders[shader_data->num_gl_shaders].np2fixup;
3885 pixelshader_update_samplers(&shader->baseShader.reg_maps,
3886 ((IWineD3DDeviceImpl *)shader->baseShader.device)->stateBlock->textures);
3888 shader_buffer_init(&buffer);
3889 ret = shader_glsl_generate_pshader(shader, &buffer, args, np2fixup);
3890 shader_buffer_free(&buffer);
3891 shader_data->gl_shaders[shader_data->num_gl_shaders++].prgId = ret;
3892 *np2fixup_info = np2fixup;
3897 static inline BOOL vs_args_equal(const struct vs_compile_args *stored, const struct vs_compile_args *new,
3898 const DWORD use_map) {
3899 if((stored->swizzle_map & use_map) != new->swizzle_map) return FALSE;
3900 return stored->fog_src == new->fog_src;
3903 static GLhandleARB find_glsl_vshader(IWineD3DVertexShaderImpl *shader, const struct vs_compile_args *args)
3907 struct glsl_vs_compiled_shader *new_array;
3908 DWORD use_map = ((IWineD3DDeviceImpl *)shader->baseShader.device)->strided_streams.use_map;
3909 SHADER_BUFFER buffer;
3910 struct glsl_vshader_private *shader_data;
3913 if(!shader->backend_priv) {
3914 shader->backend_priv = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*shader_data));
3916 shader_data = shader->backend_priv;
3918 /* Usually we have very few GL shaders for each d3d shader(just 1 or maybe 2),
3919 * so a linear search is more performant than a hashmap or a binary search
3920 * (cache coherency etc)
3922 for(i = 0; i < shader_data->num_gl_shaders; i++) {
3923 if(vs_args_equal(&shader_data->gl_shaders[i].args, args, use_map)) {
3924 return shader_data->gl_shaders[i].prgId;
3928 TRACE("No matching GL shader found, compiling a new shader\n");
3930 if(shader_data->shader_array_size == shader_data->num_gl_shaders) {
3931 if (shader_data->num_gl_shaders)
3933 new_size = shader_data->shader_array_size + max(1, shader_data->shader_array_size / 2);
3934 new_array = HeapReAlloc(GetProcessHeap(), 0, shader_data->gl_shaders,
3935 new_size * sizeof(*shader_data->gl_shaders));
3937 new_array = HeapAlloc(GetProcessHeap(), 0, sizeof(*shader_data->gl_shaders));
3942 ERR("Out of memory\n");
3945 shader_data->gl_shaders = new_array;
3946 shader_data->shader_array_size = new_size;
3949 shader_data->gl_shaders[shader_data->num_gl_shaders].args = *args;
3951 shader_buffer_init(&buffer);
3952 ret = shader_glsl_generate_vshader(shader, &buffer, args);
3953 shader_buffer_free(&buffer);
3954 shader_data->gl_shaders[shader_data->num_gl_shaders++].prgId = ret;
3959 /** Sets the GLSL program ID for the given pixel and vertex shader combination.
3960 * It sets the programId on the current StateBlock (because it should be called
3961 * inside of the DrawPrimitive() part of the render loop).
3963 * If a program for the given combination does not exist, create one, and store
3964 * the program in the hash table. If it creates a program, it will link the
3965 * given objects, too.
3968 /* GL locking is done by the caller */
3969 static void set_glsl_shader_program(IWineD3DDevice *iface, BOOL use_ps, BOOL use_vs) {
3970 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
3971 struct shader_glsl_priv *priv = This->shader_priv;
3972 const WineD3D_GL_Info *gl_info = &This->adapter->gl_info;
3973 IWineD3DPixelShader *pshader = use_ps ? This->stateBlock->pixelShader : NULL;
3974 IWineD3DVertexShader *vshader = use_vs ? This->stateBlock->vertexShader : NULL;
3975 struct glsl_shader_prog_link *entry = NULL;
3976 GLhandleARB programId = 0;
3977 GLhandleARB reorder_shader_id = 0;
3980 struct ps_compile_args ps_compile_args;
3981 struct vs_compile_args vs_compile_args;
3983 if (vshader) find_vs_compile_args((IWineD3DVertexShaderImpl *)vshader, This->stateBlock, &vs_compile_args);
3984 if (pshader) find_ps_compile_args((IWineD3DPixelShaderImpl *)pshader, This->stateBlock, &ps_compile_args);
3986 entry = get_glsl_program_entry(priv, vshader, pshader, &vs_compile_args, &ps_compile_args);
3988 priv->glsl_program = entry;
3992 /* If we get to this point, then no matching program exists, so we create one */
3993 programId = GL_EXTCALL(glCreateProgramObjectARB());
3994 TRACE("Created new GLSL shader program %u\n", programId);
3996 /* Create the entry */
3997 entry = HeapAlloc(GetProcessHeap(), 0, sizeof(struct glsl_shader_prog_link));
3998 entry->programId = programId;
3999 entry->vshader = vshader;
4000 entry->pshader = pshader;
4001 entry->vs_args = vs_compile_args;
4002 entry->ps_args = ps_compile_args;
4003 entry->constant_version = 0;
4004 entry->np2Fixup_info = NULL;
4005 /* Add the hash table entry */
4006 add_glsl_program_entry(priv, entry);
4008 /* Set the current program */
4009 priv->glsl_program = entry;
4011 /* Attach GLSL vshader */
4014 GLhandleARB vshader_id = find_glsl_vshader((IWineD3DVertexShaderImpl *)vshader, &vs_compile_args);
4015 WORD map = ((IWineD3DBaseShaderImpl *)vshader)->baseShader.reg_maps.input_registers;
4018 reorder_shader_id = generate_param_reorder_function(vshader, pshader, gl_info);
4019 TRACE("Attaching GLSL shader object %u to program %u\n", reorder_shader_id, programId);
4020 GL_EXTCALL(glAttachObjectARB(programId, reorder_shader_id));
4021 checkGLcall("glAttachObjectARB");
4022 /* Flag the reorder function for deletion, then it will be freed automatically when the program
4025 GL_EXTCALL(glDeleteObjectARB(reorder_shader_id));
4027 TRACE("Attaching GLSL shader object %u to program %u\n", vshader_id, programId);
4028 GL_EXTCALL(glAttachObjectARB(programId, vshader_id));
4029 checkGLcall("glAttachObjectARB");
4031 /* Bind vertex attributes to a corresponding index number to match
4032 * the same index numbers as ARB_vertex_programs (makes loading
4033 * vertex attributes simpler). With this method, we can use the
4034 * exact same code to load the attributes later for both ARB and
4037 * We have to do this here because we need to know the Program ID
4038 * in order to make the bindings work, and it has to be done prior
4039 * to linking the GLSL program. */
4040 for (i = 0; map; map >>= 1, ++i)
4042 if (!(map & 1)) continue;
4044 snprintf(tmp_name, sizeof(tmp_name), "attrib%u", i);
4045 GL_EXTCALL(glBindAttribLocationARB(programId, i, tmp_name));
4047 checkGLcall("glBindAttribLocationARB");
4049 list_add_head(&((IWineD3DBaseShaderImpl *)vshader)->baseShader.linked_programs, &entry->vshader_entry);
4052 /* Attach GLSL pshader */
4055 GLhandleARB pshader_id = find_glsl_pshader((IWineD3DPixelShaderImpl *)pshader, &ps_compile_args,
4056 &entry->np2Fixup_info);
4057 TRACE("Attaching GLSL shader object %u to program %u\n", pshader_id, programId);
4058 GL_EXTCALL(glAttachObjectARB(programId, pshader_id));
4059 checkGLcall("glAttachObjectARB");
4061 list_add_head(&((IWineD3DBaseShaderImpl *)pshader)->baseShader.linked_programs, &entry->pshader_entry);
4064 /* Link the program */
4065 TRACE("Linking GLSL shader program %u\n", programId);
4066 GL_EXTCALL(glLinkProgramARB(programId));
4067 print_glsl_info_log(&GLINFO_LOCATION, programId);
4069 entry->vuniformF_locations = HeapAlloc(GetProcessHeap(), 0, sizeof(GLhandleARB) * GL_LIMITS(vshader_constantsF));
4070 for (i = 0; i < GL_LIMITS(vshader_constantsF); ++i) {
4071 snprintf(glsl_name, sizeof(glsl_name), "VC[%i]", i);
4072 entry->vuniformF_locations[i] = GL_EXTCALL(glGetUniformLocationARB(programId, glsl_name));
4074 for (i = 0; i < MAX_CONST_I; ++i) {
4075 snprintf(glsl_name, sizeof(glsl_name), "VI[%i]", i);
4076 entry->vuniformI_locations[i] = GL_EXTCALL(glGetUniformLocationARB(programId, glsl_name));
4078 entry->puniformF_locations = HeapAlloc(GetProcessHeap(), 0, sizeof(GLhandleARB) * GL_LIMITS(pshader_constantsF));
4079 for (i = 0; i < GL_LIMITS(pshader_constantsF); ++i) {
4080 snprintf(glsl_name, sizeof(glsl_name), "PC[%i]", i);
4081 entry->puniformF_locations[i] = GL_EXTCALL(glGetUniformLocationARB(programId, glsl_name));
4083 for (i = 0; i < MAX_CONST_I; ++i) {
4084 snprintf(glsl_name, sizeof(glsl_name), "PI[%i]", i);
4085 entry->puniformI_locations[i] = GL_EXTCALL(glGetUniformLocationARB(programId, glsl_name));
4091 for(i = 0; i < MAX_TEXTURES; i++) {
4092 sprintf(name, "bumpenvmat%u", i);
4093 entry->bumpenvmat_location[i] = GL_EXTCALL(glGetUniformLocationARB(programId, name));
4094 sprintf(name, "luminancescale%u", i);
4095 entry->luminancescale_location[i] = GL_EXTCALL(glGetUniformLocationARB(programId, name));
4096 sprintf(name, "luminanceoffset%u", i);
4097 entry->luminanceoffset_location[i] = GL_EXTCALL(glGetUniformLocationARB(programId, name));
4100 if (ps_compile_args.np2_fixup) {
4101 if (entry->np2Fixup_info) {
4102 entry->np2Fixup_location = GL_EXTCALL(glGetUniformLocationARB(programId, "PsamplerNP2Fixup"));
4104 FIXME("NP2 texcoord fixup needed for this pixelshader, but no fixup uniform found.");
4109 entry->posFixup_location = GL_EXTCALL(glGetUniformLocationARB(programId, "posFixup"));
4110 entry->ycorrection_location = GL_EXTCALL(glGetUniformLocationARB(programId, "ycorrection"));
4111 checkGLcall("Find glsl program uniform locations");
4114 && ((IWineD3DPixelShaderImpl *)pshader)->baseShader.reg_maps.shader_version.major >= 3
4115 && ((IWineD3DPixelShaderImpl *)pshader)->declared_in_count > vec4_varyings(3, gl_info))
4117 TRACE("Shader %d needs vertex color clamping disabled\n", programId);
4118 entry->vertex_color_clamp = GL_FALSE;
4120 entry->vertex_color_clamp = GL_FIXED_ONLY_ARB;
4123 /* Set the shader to allow uniform loading on it */
4124 GL_EXTCALL(glUseProgramObjectARB(programId));
4125 checkGLcall("glUseProgramObjectARB(programId)");
4127 /* Load the vertex and pixel samplers now. The function that finds the mappings makes sure
4128 * that it stays the same for each vertexshader-pixelshader pair(=linked glsl program). If
4129 * a pshader with fixed function pipeline is used there are no vertex samplers, and if a
4130 * vertex shader with fixed function pixel processing is used we make sure that the card
4131 * supports enough samplers to allow the max number of vertex samplers with all possible
4132 * fixed function fragment processing setups. So once the program is linked these samplers
4135 if (vshader) shader_glsl_load_vsamplers(gl_info, This->texUnitMap, programId);
4136 if (pshader) shader_glsl_load_psamplers(gl_info, This->texUnitMap, programId);
4138 /* If the local constants do not have to be loaded with the environment constants,
4139 * load them now to have them hardcoded in the GLSL program. This saves some CPU cycles
4142 if(pshader && !((IWineD3DPixelShaderImpl*)pshader)->baseShader.load_local_constsF) {
4143 hardcode_local_constants((IWineD3DBaseShaderImpl *) pshader, gl_info, programId, 'P');
4145 if(vshader && !((IWineD3DVertexShaderImpl*)vshader)->baseShader.load_local_constsF) {
4146 hardcode_local_constants((IWineD3DBaseShaderImpl *) vshader, gl_info, programId, 'V');
4150 /* GL locking is done by the caller */
4151 static GLhandleARB create_glsl_blt_shader(const WineD3D_GL_Info *gl_info, enum tex_types tex_type)
4153 GLhandleARB program_id;
4154 GLhandleARB vshader_id, pshader_id;
4155 static const char *blt_vshader[] =
4160 " gl_Position = gl_Vertex;\n"
4161 " gl_FrontColor = vec4(1.0);\n"
4162 " gl_TexCoord[0] = gl_MultiTexCoord0;\n"
4166 static const char *blt_pshaders[tex_type_count] =
4172 "uniform sampler2D sampler;\n"
4175 " gl_FragDepth = texture2D(sampler, gl_TexCoord[0].xy).x;\n"
4181 "uniform samplerCube sampler;\n"
4184 " gl_FragDepth = textureCube(sampler, gl_TexCoord[0].xyz).x;\n"
4188 "#extension GL_ARB_texture_rectangle : enable\n"
4189 "uniform sampler2DRect sampler;\n"
4192 " gl_FragDepth = texture2DRect(sampler, gl_TexCoord[0].xy).x;\n"
4196 if (!blt_pshaders[tex_type])
4198 FIXME("tex_type %#x not supported\n", tex_type);
4202 vshader_id = GL_EXTCALL(glCreateShaderObjectARB(GL_VERTEX_SHADER_ARB));
4203 GL_EXTCALL(glShaderSourceARB(vshader_id, 1, blt_vshader, NULL));
4204 GL_EXTCALL(glCompileShaderARB(vshader_id));
4206 pshader_id = GL_EXTCALL(glCreateShaderObjectARB(GL_FRAGMENT_SHADER_ARB));
4207 GL_EXTCALL(glShaderSourceARB(pshader_id, 1, &blt_pshaders[tex_type], NULL));
4208 GL_EXTCALL(glCompileShaderARB(pshader_id));
4210 program_id = GL_EXTCALL(glCreateProgramObjectARB());
4211 GL_EXTCALL(glAttachObjectARB(program_id, vshader_id));
4212 GL_EXTCALL(glAttachObjectARB(program_id, pshader_id));
4213 GL_EXTCALL(glLinkProgramARB(program_id));
4215 print_glsl_info_log(&GLINFO_LOCATION, program_id);
4217 /* Once linked we can mark the shaders for deletion. They will be deleted once the program
4220 GL_EXTCALL(glDeleteObjectARB(vshader_id));
4221 GL_EXTCALL(glDeleteObjectARB(pshader_id));
4225 /* GL locking is done by the caller */
4226 static void shader_glsl_select(IWineD3DDevice *iface, BOOL usePS, BOOL useVS) {
4227 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4228 struct shader_glsl_priv *priv = This->shader_priv;
4229 const WineD3D_GL_Info *gl_info = &This->adapter->gl_info;
4230 GLhandleARB program_id = 0;
4231 GLenum old_vertex_color_clamp, current_vertex_color_clamp;
4233 old_vertex_color_clamp = priv->glsl_program ? priv->glsl_program->vertex_color_clamp : GL_FIXED_ONLY_ARB;
4235 if (useVS || usePS) set_glsl_shader_program(iface, usePS, useVS);
4236 else priv->glsl_program = NULL;
4238 current_vertex_color_clamp = priv->glsl_program ? priv->glsl_program->vertex_color_clamp : GL_FIXED_ONLY_ARB;
4240 if (old_vertex_color_clamp != current_vertex_color_clamp) {
4241 if (GL_SUPPORT(ARB_COLOR_BUFFER_FLOAT)) {
4242 GL_EXTCALL(glClampColorARB(GL_CLAMP_VERTEX_COLOR_ARB, current_vertex_color_clamp));
4243 checkGLcall("glClampColorARB");
4245 FIXME("vertex color clamp needs to be changed, but extension not supported.\n");
4249 program_id = priv->glsl_program ? priv->glsl_program->programId : 0;
4250 if (program_id) TRACE("Using GLSL program %u\n", program_id);
4251 GL_EXTCALL(glUseProgramObjectARB(program_id));
4252 checkGLcall("glUseProgramObjectARB");
4254 /* In case that NP2 texcoord fixup data is found for the selected program, trigger a reload of the
4255 * constants. This has to be done because it can't be guaranteed that sampler() (from state.c) is
4256 * called between selecting the shader and using it, which results in wrong fixup for some frames. */
4257 if (priv->glsl_program && priv->glsl_program->np2Fixup_info) {
4258 This->shader_backend->shader_load_np2fixup_constants(iface, usePS, useVS);
4262 /* GL locking is done by the caller */
4263 static void shader_glsl_select_depth_blt(IWineD3DDevice *iface, enum tex_types tex_type) {
4264 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4265 const WineD3D_GL_Info *gl_info = &This->adapter->gl_info;
4266 struct shader_glsl_priv *priv = This->shader_priv;
4267 GLhandleARB *blt_program = &priv->depth_blt_program[tex_type];
4269 if (!*blt_program) {
4271 *blt_program = create_glsl_blt_shader(gl_info, tex_type);
4272 loc = GL_EXTCALL(glGetUniformLocationARB(*blt_program, "sampler"));
4273 GL_EXTCALL(glUseProgramObjectARB(*blt_program));
4274 GL_EXTCALL(glUniform1iARB(loc, 0));
4276 GL_EXTCALL(glUseProgramObjectARB(*blt_program));
4280 /* GL locking is done by the caller */
4281 static void shader_glsl_deselect_depth_blt(IWineD3DDevice *iface) {
4282 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4283 const WineD3D_GL_Info *gl_info = &This->adapter->gl_info;
4284 struct shader_glsl_priv *priv = This->shader_priv;
4285 GLhandleARB program_id;
4287 program_id = priv->glsl_program ? priv->glsl_program->programId : 0;
4288 if (program_id) TRACE("Using GLSL program %u\n", program_id);
4290 GL_EXTCALL(glUseProgramObjectARB(program_id));
4291 checkGLcall("glUseProgramObjectARB");
4294 static void shader_glsl_destroy(IWineD3DBaseShader *iface) {
4295 const struct list *linked_programs;
4296 IWineD3DBaseShaderImpl *This = (IWineD3DBaseShaderImpl *) iface;
4297 IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *)This->baseShader.device;
4298 struct shader_glsl_priv *priv = device->shader_priv;
4299 const WineD3D_GL_Info *gl_info = &device->adapter->gl_info;
4300 IWineD3DPixelShaderImpl *ps = NULL;
4301 IWineD3DVertexShaderImpl *vs = NULL;
4303 /* Note: Do not use QueryInterface here to find out which shader type this is because this code
4304 * can be called from IWineD3DBaseShader::Release
4306 char pshader = shader_is_pshader_version(This->baseShader.reg_maps.shader_version.type);
4308 ActivateContext(device, device->lastActiveRenderTarget, CTXUSAGE_RESOURCELOAD);
4311 struct glsl_pshader_private *shader_data;
4312 ps = (IWineD3DPixelShaderImpl *) This;
4313 shader_data = ps->backend_priv;
4314 if(!shader_data || shader_data->num_gl_shaders == 0)
4316 HeapFree(GetProcessHeap(), 0, shader_data);
4317 ps->backend_priv = NULL;
4321 if (priv->glsl_program && (IWineD3DBaseShader *)priv->glsl_program->pshader == iface)
4324 shader_glsl_select(This->baseShader.device, FALSE, FALSE);
4328 struct glsl_vshader_private *shader_data;
4329 vs = (IWineD3DVertexShaderImpl *) This;
4330 shader_data = vs->backend_priv;
4331 if(!shader_data || shader_data->num_gl_shaders == 0)
4333 HeapFree(GetProcessHeap(), 0, shader_data);
4334 vs->backend_priv = NULL;
4338 if (priv->glsl_program && (IWineD3DBaseShader *)priv->glsl_program->vshader == iface)
4341 shader_glsl_select(This->baseShader.device, FALSE, FALSE);
4346 linked_programs = &This->baseShader.linked_programs;
4348 TRACE("Deleting linked programs\n");
4349 if (linked_programs->next) {
4350 struct glsl_shader_prog_link *entry, *entry2;
4354 LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, linked_programs, struct glsl_shader_prog_link, pshader_entry) {
4355 delete_glsl_program_entry(priv, gl_info, entry);
4358 LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, linked_programs, struct glsl_shader_prog_link, vshader_entry) {
4359 delete_glsl_program_entry(priv, gl_info, entry);
4367 struct glsl_pshader_private *shader_data = ps->backend_priv;
4370 for(i = 0; i < shader_data->num_gl_shaders; i++) {
4371 TRACE("deleting pshader %u\n", shader_data->gl_shaders[i].prgId);
4372 GL_EXTCALL(glDeleteObjectARB(shader_data->gl_shaders[i].prgId));
4373 checkGLcall("glDeleteObjectARB");
4376 HeapFree(GetProcessHeap(), 0, shader_data->gl_shaders);
4377 HeapFree(GetProcessHeap(), 0, shader_data);
4378 ps->backend_priv = NULL;
4381 struct glsl_vshader_private *shader_data = vs->backend_priv;
4384 for(i = 0; i < shader_data->num_gl_shaders; i++) {
4385 TRACE("deleting vshader %u\n", shader_data->gl_shaders[i].prgId);
4386 GL_EXTCALL(glDeleteObjectARB(shader_data->gl_shaders[i].prgId));
4387 checkGLcall("glDeleteObjectARB");
4390 HeapFree(GetProcessHeap(), 0, shader_data->gl_shaders);
4391 HeapFree(GetProcessHeap(), 0, shader_data);
4392 vs->backend_priv = NULL;
4396 static int glsl_program_key_compare(const void *key, const struct wine_rb_entry *entry)
4398 const glsl_program_key_t *k = key;
4399 const struct glsl_shader_prog_link *prog = WINE_RB_ENTRY_VALUE(entry,
4400 const struct glsl_shader_prog_link, program_lookup_entry);
4403 if (k->vshader > prog->vshader) return 1;
4404 else if (k->vshader < prog->vshader) return -1;
4406 if (k->pshader > prog->pshader) return 1;
4407 else if (k->pshader < prog->pshader) return -1;
4409 if (k->vshader && (cmp = memcmp(&k->vs_args, &prog->vs_args, sizeof(prog->vs_args)))) return cmp;
4410 if (k->pshader && (cmp = memcmp(&k->ps_args, &prog->ps_args, sizeof(prog->ps_args)))) return cmp;
4415 static BOOL constant_heap_init(struct constant_heap *heap, unsigned int constant_count)
4417 SIZE_T size = (constant_count + 1) * sizeof(*heap->entries) + constant_count * sizeof(*heap->positions);
4418 void *mem = HeapAlloc(GetProcessHeap(), 0, size);
4422 ERR("Failed to allocate memory\n");
4426 heap->entries = mem;
4427 heap->entries[1].version = 0;
4428 heap->positions = (unsigned int *)(heap->entries + constant_count + 1);
4434 static void constant_heap_free(struct constant_heap *heap)
4436 HeapFree(GetProcessHeap(), 0, heap->entries);
4439 static const struct wine_rb_functions wined3d_glsl_program_rb_functions =
4444 glsl_program_key_compare,
4447 static HRESULT shader_glsl_alloc(IWineD3DDevice *iface) {
4448 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4449 const WineD3D_GL_Info *gl_info = &This->adapter->gl_info;
4450 struct shader_glsl_priv *priv = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(struct shader_glsl_priv));
4451 SIZE_T stack_size = wined3d_log2i(max(GL_LIMITS(vshader_constantsF), GL_LIMITS(pshader_constantsF))) + 1;
4453 priv->stack = HeapAlloc(GetProcessHeap(), 0, stack_size * sizeof(*priv->stack));
4456 ERR("Failed to allocate memory.\n");
4457 HeapFree(GetProcessHeap(), 0, priv);
4458 return E_OUTOFMEMORY;
4461 if (!constant_heap_init(&priv->vconst_heap, GL_LIMITS(vshader_constantsF)))
4463 ERR("Failed to initialize vertex shader constant heap\n");
4464 HeapFree(GetProcessHeap(), 0, priv->stack);
4465 HeapFree(GetProcessHeap(), 0, priv);
4466 return E_OUTOFMEMORY;
4469 if (!constant_heap_init(&priv->pconst_heap, GL_LIMITS(pshader_constantsF)))
4471 ERR("Failed to initialize pixel shader constant heap\n");
4472 constant_heap_free(&priv->vconst_heap);
4473 HeapFree(GetProcessHeap(), 0, priv->stack);
4474 HeapFree(GetProcessHeap(), 0, priv);
4475 return E_OUTOFMEMORY;
4478 if (wine_rb_init(&priv->program_lookup, &wined3d_glsl_program_rb_functions) == -1)
4480 ERR("Failed to initialize rbtree.\n");
4481 constant_heap_free(&priv->pconst_heap);
4482 constant_heap_free(&priv->vconst_heap);
4483 HeapFree(GetProcessHeap(), 0, priv->stack);
4484 HeapFree(GetProcessHeap(), 0, priv);
4485 return E_OUTOFMEMORY;
4488 priv->next_constant_version = 1;
4490 This->shader_priv = priv;
4494 /* Context activation is done by the caller. */
4495 static void shader_glsl_free(IWineD3DDevice *iface) {
4496 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4497 const WineD3D_GL_Info *gl_info = &This->adapter->gl_info;
4498 struct shader_glsl_priv *priv = This->shader_priv;
4502 for (i = 0; i < tex_type_count; ++i)
4504 if (priv->depth_blt_program[i])
4506 GL_EXTCALL(glDeleteObjectARB(priv->depth_blt_program[i]));
4511 wine_rb_destroy(&priv->program_lookup, NULL, NULL);
4512 constant_heap_free(&priv->pconst_heap);
4513 constant_heap_free(&priv->vconst_heap);
4514 HeapFree(GetProcessHeap(), 0, priv->stack);
4516 HeapFree(GetProcessHeap(), 0, This->shader_priv);
4517 This->shader_priv = NULL;
4520 static BOOL shader_glsl_dirty_const(IWineD3DDevice *iface) {
4521 /* TODO: GL_EXT_bindable_uniform can be used to share constants across shaders */
4525 static void shader_glsl_get_caps(WINED3DDEVTYPE devtype, const WineD3D_GL_Info *gl_info, struct shader_caps *pCaps)
4527 /* Nvidia Geforce6/7 or Ati R4xx/R5xx cards with GLSL support, support VS 3.0 but older Nvidia/Ati
4528 * models with GLSL support only support 2.0. In case of nvidia we can detect VS 2.0 support using
4529 * vs_nv_version which is based on NV_vertex_program.
4530 * For Ati cards there's no way using glsl (it abstracts the lowlevel info away) and also not
4531 * using ARB_vertex_program. It is safe to assume that when a card supports pixel shader 2.0 it
4532 * supports vertex shader 2.0 too and the way around. We can detect ps2.0 using the maximum number
4533 * of native instructions, so use that here. For more info see the pixel shader versioning code below.
4535 if((GLINFO_LOCATION.vs_nv_version == VS_VERSION_20) || (GLINFO_LOCATION.ps_arb_max_instructions <= 512))
4536 pCaps->VertexShaderVersion = WINED3DVS_VERSION(2,0);
4538 pCaps->VertexShaderVersion = WINED3DVS_VERSION(3,0);
4539 TRACE_(d3d_caps)("Hardware vertex shader version %d.%d enabled (GLSL)\n", (pCaps->VertexShaderVersion >> 8) & 0xff, pCaps->VertexShaderVersion & 0xff);
4540 pCaps->MaxVertexShaderConst = GL_LIMITS(vshader_constantsF);
4542 /* Older DX9-class videocards (GeforceFX / Radeon >9500/X*00) only support pixel shader 2.0/2.0a/2.0b.
4543 * In OpenGL the extensions related to GLSL abstract lowlevel GL info away which is needed
4544 * to distinguish between 2.0 and 3.0 (and 2.0a/2.0b). In case of Nvidia we use their fragment
4545 * program extensions. On other hardware including ATI GL_ARB_fragment_program offers the info
4546 * in max native instructions. Intel and others also offer the info in this extension but they
4547 * don't support GLSL (at least on Windows).
4549 * PS2.0 requires at least 96 instructions, 2.0a/2.0b go up to 512. Assume that if the number
4550 * of instructions is 512 or less we have to do with ps2.0 hardware.
4551 * 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.
4553 if((GLINFO_LOCATION.ps_nv_version == PS_VERSION_20) || (GLINFO_LOCATION.ps_arb_max_instructions <= 512))
4554 pCaps->PixelShaderVersion = WINED3DPS_VERSION(2,0);
4556 pCaps->PixelShaderVersion = WINED3DPS_VERSION(3,0);
4558 pCaps->MaxPixelShaderConst = GL_LIMITS(pshader_constantsF);
4560 /* FIXME: The following line is card dependent. -8.0 to 8.0 is the
4561 * Direct3D minimum requirement.
4563 * Both GL_ARB_fragment_program and GLSL require a "maximum representable magnitude"
4564 * of colors to be 2^10, and 2^32 for other floats. Should we use 1024 here?
4566 * The problem is that the refrast clamps temporary results in the shader to
4567 * [-MaxValue;+MaxValue]. If the card's max value is bigger than the one we advertize here,
4568 * then applications may miss the clamping behavior. On the other hand, if it is smaller,
4569 * the shader will generate incorrect results too. Unfortunately, GL deliberately doesn't
4570 * offer a way to query this.
4572 pCaps->PixelShader1xMaxValue = 8.0;
4573 TRACE_(d3d_caps)("Hardware pixel shader version %d.%d enabled (GLSL)\n", (pCaps->PixelShaderVersion >> 8) & 0xff, pCaps->PixelShaderVersion & 0xff);
4575 pCaps->VSClipping = TRUE;
4578 static BOOL shader_glsl_color_fixup_supported(struct color_fixup_desc fixup)
4580 if (TRACE_ON(d3d_shader) && TRACE_ON(d3d))
4582 TRACE("Checking support for fixup:\n");
4583 dump_color_fixup_desc(fixup);
4586 /* We support everything except YUV conversions. */
4587 if (!is_yuv_fixup(fixup))
4593 TRACE("[FAILED]\n");
4597 static const SHADER_HANDLER shader_glsl_instruction_handler_table[WINED3DSIH_TABLE_SIZE] =
4599 /* WINED3DSIH_ABS */ shader_glsl_map2gl,
4600 /* WINED3DSIH_ADD */ shader_glsl_arith,
4601 /* WINED3DSIH_BEM */ pshader_glsl_bem,
4602 /* WINED3DSIH_BREAK */ shader_glsl_break,
4603 /* WINED3DSIH_BREAKC */ shader_glsl_breakc,
4604 /* WINED3DSIH_BREAKP */ NULL,
4605 /* WINED3DSIH_CALL */ shader_glsl_call,
4606 /* WINED3DSIH_CALLNZ */ shader_glsl_callnz,
4607 /* WINED3DSIH_CMP */ shader_glsl_cmp,
4608 /* WINED3DSIH_CND */ shader_glsl_cnd,
4609 /* WINED3DSIH_CRS */ shader_glsl_cross,
4610 /* WINED3DSIH_DCL */ NULL,
4611 /* WINED3DSIH_DEF */ NULL,
4612 /* WINED3DSIH_DEFB */ NULL,
4613 /* WINED3DSIH_DEFI */ NULL,
4614 /* WINED3DSIH_DP2ADD */ pshader_glsl_dp2add,
4615 /* WINED3DSIH_DP3 */ shader_glsl_dot,
4616 /* WINED3DSIH_DP4 */ shader_glsl_dot,
4617 /* WINED3DSIH_DST */ shader_glsl_dst,
4618 /* WINED3DSIH_DSX */ shader_glsl_map2gl,
4619 /* WINED3DSIH_DSY */ shader_glsl_map2gl,
4620 /* WINED3DSIH_ELSE */ shader_glsl_else,
4621 /* WINED3DSIH_ENDIF */ shader_glsl_end,
4622 /* WINED3DSIH_ENDLOOP */ shader_glsl_end,
4623 /* WINED3DSIH_ENDREP */ shader_glsl_end,
4624 /* WINED3DSIH_EXP */ shader_glsl_map2gl,
4625 /* WINED3DSIH_EXPP */ shader_glsl_expp,
4626 /* WINED3DSIH_FRC */ shader_glsl_map2gl,
4627 /* WINED3DSIH_IF */ shader_glsl_if,
4628 /* WINED3DSIH_IFC */ shader_glsl_ifc,
4629 /* WINED3DSIH_LABEL */ shader_glsl_label,
4630 /* WINED3DSIH_LIT */ shader_glsl_lit,
4631 /* WINED3DSIH_LOG */ shader_glsl_log,
4632 /* WINED3DSIH_LOGP */ shader_glsl_log,
4633 /* WINED3DSIH_LOOP */ shader_glsl_loop,
4634 /* WINED3DSIH_LRP */ shader_glsl_lrp,
4635 /* WINED3DSIH_M3x2 */ shader_glsl_mnxn,
4636 /* WINED3DSIH_M3x3 */ shader_glsl_mnxn,
4637 /* WINED3DSIH_M3x4 */ shader_glsl_mnxn,
4638 /* WINED3DSIH_M4x3 */ shader_glsl_mnxn,
4639 /* WINED3DSIH_M4x4 */ shader_glsl_mnxn,
4640 /* WINED3DSIH_MAD */ shader_glsl_mad,
4641 /* WINED3DSIH_MAX */ shader_glsl_map2gl,
4642 /* WINED3DSIH_MIN */ shader_glsl_map2gl,
4643 /* WINED3DSIH_MOV */ shader_glsl_mov,
4644 /* WINED3DSIH_MOVA */ shader_glsl_mov,
4645 /* WINED3DSIH_MUL */ shader_glsl_arith,
4646 /* WINED3DSIH_NOP */ NULL,
4647 /* WINED3DSIH_NRM */ shader_glsl_map2gl,
4648 /* WINED3DSIH_PHASE */ NULL,
4649 /* WINED3DSIH_POW */ shader_glsl_pow,
4650 /* WINED3DSIH_RCP */ shader_glsl_rcp,
4651 /* WINED3DSIH_REP */ shader_glsl_rep,
4652 /* WINED3DSIH_RET */ NULL,
4653 /* WINED3DSIH_RSQ */ shader_glsl_rsq,
4654 /* WINED3DSIH_SETP */ NULL,
4655 /* WINED3DSIH_SGE */ shader_glsl_compare,
4656 /* WINED3DSIH_SGN */ shader_glsl_map2gl,
4657 /* WINED3DSIH_SINCOS */ shader_glsl_sincos,
4658 /* WINED3DSIH_SLT */ shader_glsl_compare,
4659 /* WINED3DSIH_SUB */ shader_glsl_arith,
4660 /* WINED3DSIH_TEX */ pshader_glsl_tex,
4661 /* WINED3DSIH_TEXBEM */ pshader_glsl_texbem,
4662 /* WINED3DSIH_TEXBEML */ pshader_glsl_texbem,
4663 /* WINED3DSIH_TEXCOORD */ pshader_glsl_texcoord,
4664 /* WINED3DSIH_TEXDEPTH */ pshader_glsl_texdepth,
4665 /* WINED3DSIH_TEXDP3 */ pshader_glsl_texdp3,
4666 /* WINED3DSIH_TEXDP3TEX */ pshader_glsl_texdp3tex,
4667 /* WINED3DSIH_TEXKILL */ pshader_glsl_texkill,
4668 /* WINED3DSIH_TEXLDD */ shader_glsl_texldd,
4669 /* WINED3DSIH_TEXLDL */ shader_glsl_texldl,
4670 /* WINED3DSIH_TEXM3x2DEPTH */ pshader_glsl_texm3x2depth,
4671 /* WINED3DSIH_TEXM3x2PAD */ pshader_glsl_texm3x2pad,
4672 /* WINED3DSIH_TEXM3x2TEX */ pshader_glsl_texm3x2tex,
4673 /* WINED3DSIH_TEXM3x3 */ pshader_glsl_texm3x3,
4674 /* WINED3DSIH_TEXM3x3DIFF */ NULL,
4675 /* WINED3DSIH_TEXM3x3PAD */ pshader_glsl_texm3x3pad,
4676 /* WINED3DSIH_TEXM3x3SPEC */ pshader_glsl_texm3x3spec,
4677 /* WINED3DSIH_TEXM3x3TEX */ pshader_glsl_texm3x3tex,
4678 /* WINED3DSIH_TEXM3x3VSPEC */ pshader_glsl_texm3x3vspec,
4679 /* WINED3DSIH_TEXREG2AR */ pshader_glsl_texreg2ar,
4680 /* WINED3DSIH_TEXREG2GB */ pshader_glsl_texreg2gb,
4681 /* WINED3DSIH_TEXREG2RGB */ pshader_glsl_texreg2rgb,
4684 static void shader_glsl_handle_instruction(const struct wined3d_shader_instruction *ins) {
4685 SHADER_HANDLER hw_fct;
4687 /* Select handler */
4688 hw_fct = shader_glsl_instruction_handler_table[ins->handler_idx];
4690 /* Unhandled opcode */
4693 FIXME("Backend can't handle opcode %#x\n", ins->handler_idx);
4698 shader_glsl_add_instruction_modifiers(ins);
4701 const shader_backend_t glsl_shader_backend = {
4702 shader_glsl_handle_instruction,
4704 shader_glsl_select_depth_blt,
4705 shader_glsl_deselect_depth_blt,
4706 shader_glsl_update_float_vertex_constants,
4707 shader_glsl_update_float_pixel_constants,
4708 shader_glsl_load_constants,
4709 shader_glsl_load_np2fixup_constants,
4710 shader_glsl_destroy,
4713 shader_glsl_dirty_const,
4714 shader_glsl_get_caps,
4715 shader_glsl_color_fixup_supported,