2 * GLSL pixel and vertex shader implementation
4 * Copyright 2006 Jason Green
5 * Copyright 2006-2007 Henri Verbeet
6 * Copyright 2007-2008 Stefan Dösinger for CodeWeavers
7 * Copyright 2009-2011 Henri Verbeet for CodeWeavers
9 * This library is free software; you can redistribute it and/or
10 * modify it under the terms of the GNU Lesser General Public
11 * License as published by the Free Software Foundation; either
12 * version 2.1 of the License, or (at your option) any later version.
14 * This library is distributed in the hope that it will be useful,
15 * but WITHOUT ANY WARRANTY; without even the implied warranty of
16 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
17 * Lesser General Public License for more details.
19 * You should have received a copy of the GNU Lesser General Public
20 * License along with this library; if not, write to the Free Software
21 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
25 * D3D shader asm has swizzles on source parameters, and write masks for
26 * destination parameters. GLSL uses swizzles for both. The result of this is
27 * that for example "mov dst.xw, src.zyxw" becomes "dst.xw = src.zw" in GLSL.
28 * Ie, to generate a proper GLSL source swizzle, we need to take the D3D write
29 * mask for the destination parameter into account.
35 #include "wined3d_private.h"
37 WINE_DEFAULT_DEBUG_CHANNEL(d3d_shader);
38 WINE_DECLARE_DEBUG_CHANNEL(d3d_constants);
39 WINE_DECLARE_DEBUG_CHANNEL(d3d_caps);
40 WINE_DECLARE_DEBUG_CHANNEL(d3d);
42 #define WINED3D_GLSL_SAMPLE_PROJECTED 0x1
43 #define WINED3D_GLSL_SAMPLE_RECT 0x2
44 #define WINED3D_GLSL_SAMPLE_LOD 0x4
45 #define WINED3D_GLSL_SAMPLE_GRAD 0x8
59 struct glsl_sample_function
67 HEAP_NODE_TRAVERSE_LEFT,
68 HEAP_NODE_TRAVERSE_RIGHT,
80 struct constant_entry *entries;
81 unsigned int *positions;
85 /* GLSL shader private data */
86 struct shader_glsl_priv {
87 struct wined3d_shader_buffer shader_buffer;
88 struct wine_rb_tree program_lookup;
89 struct glsl_shader_prog_link *glsl_program;
90 struct constant_heap vconst_heap;
91 struct constant_heap pconst_heap;
93 GLhandleARB depth_blt_program_full[tex_type_count];
94 GLhandleARB depth_blt_program_masked[tex_type_count];
95 UINT next_constant_version;
98 /* Struct to maintain data about a linked GLSL program */
99 struct glsl_shader_prog_link {
100 struct wine_rb_entry program_lookup_entry;
101 struct list vshader_entry;
102 struct list pshader_entry;
103 GLhandleARB programId;
104 GLint *vuniformF_locations;
105 GLint *puniformF_locations;
106 GLint vuniformI_locations[MAX_CONST_I];
107 GLint puniformI_locations[MAX_CONST_I];
108 GLint posFixup_location;
109 GLint np2Fixup_location;
110 GLint bumpenvmat_location[MAX_TEXTURES];
111 GLint luminancescale_location[MAX_TEXTURES];
112 GLint luminanceoffset_location[MAX_TEXTURES];
113 GLint ycorrection_location;
114 GLenum vertex_color_clamp;
115 const struct wined3d_shader *vshader;
116 const struct wined3d_shader *pshader;
117 struct vs_compile_args vs_args;
118 struct ps_compile_args ps_args;
119 UINT constant_version;
120 const struct ps_np2fixup_info *np2Fixup_info;
123 struct glsl_program_key
125 const struct wined3d_shader *vshader;
126 const struct wined3d_shader *pshader;
127 struct ps_compile_args ps_args;
128 struct vs_compile_args vs_args;
131 struct shader_glsl_ctx_priv {
132 const struct vs_compile_args *cur_vs_args;
133 const struct ps_compile_args *cur_ps_args;
134 struct ps_np2fixup_info *cur_np2fixup_info;
137 struct glsl_ps_compiled_shader
139 struct ps_compile_args args;
140 struct ps_np2fixup_info np2fixup;
144 struct glsl_pshader_private
146 struct glsl_ps_compiled_shader *gl_shaders;
147 UINT num_gl_shaders, shader_array_size;
150 struct glsl_vs_compiled_shader
152 struct vs_compile_args args;
156 struct glsl_vshader_private
158 struct glsl_vs_compiled_shader *gl_shaders;
159 UINT num_gl_shaders, shader_array_size;
162 static const char *debug_gl_shader_type(GLenum type)
166 #define WINED3D_TO_STR(u) case u: return #u
167 WINED3D_TO_STR(GL_VERTEX_SHADER_ARB);
168 WINED3D_TO_STR(GL_GEOMETRY_SHADER_ARB);
169 WINED3D_TO_STR(GL_FRAGMENT_SHADER_ARB);
170 #undef WINED3D_TO_STR
172 return wine_dbg_sprintf("UNKNOWN(%#x)", type);
176 /* Extract a line from the info log.
177 * Note that this modifies the source string. */
178 static char *get_info_log_line(char **ptr)
183 if (!(q = strstr(p, "\n")))
185 if (!*p) return NULL;
195 /** Prints the GLSL info log which will contain error messages if they exist */
196 /* GL locking is done by the caller */
197 static void print_glsl_info_log(const struct wined3d_gl_info *gl_info, GLhandleARB obj)
199 int infologLength = 0;
204 static const char * const spam[] =
206 "Vertex shader was successfully compiled to run on hardware.\n", /* fglrx */
207 "Fragment shader was successfully compiled to run on hardware.\n", /* fglrx, with \n */
208 "Fragment shader was successfully compiled to run on hardware.", /* fglrx, no \n */
209 "Fragment shader(s) linked, vertex shader(s) linked. \n ", /* fglrx, with \n */
210 "Fragment shader(s) linked, vertex shader(s) linked. \n", /* fglrx, with \n */
211 "Fragment shader(s) linked, vertex shader(s) linked.", /* fglrx, no \n */
212 "Vertex shader(s) linked, no fragment shader(s) defined. \n ", /* fglrx, with \n */
213 "Vertex shader(s) linked, no fragment shader(s) defined. \n", /* fglrx, with \n */
214 "Vertex shader(s) linked, no fragment shader(s) defined.", /* fglrx, no \n */
215 "Fragment shader(s) linked, no vertex shader(s) defined. \n ", /* fglrx, with \n */
216 "Fragment shader(s) linked, no vertex shader(s) defined. \n", /* fglrx, with \n */
217 "Fragment shader(s) linked, no vertex shader(s) defined.", /* fglrx, no \n */
220 if (!TRACE_ON(d3d_shader) && !FIXME_ON(d3d_shader)) return;
222 GL_EXTCALL(glGetObjectParameterivARB(obj,
223 GL_OBJECT_INFO_LOG_LENGTH_ARB,
226 /* A size of 1 is just a null-terminated string, so the log should be bigger than
227 * that if there are errors. */
228 if (infologLength > 1)
232 /* Fglrx doesn't terminate the string properly, but it tells us the proper length.
233 * So use HEAP_ZERO_MEMORY to avoid uninitialized bytes
235 infoLog = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, infologLength);
236 GL_EXTCALL(glGetInfoLogARB(obj, infologLength, NULL, infoLog));
239 for (i = 0; i < sizeof(spam) / sizeof(*spam); ++i)
241 if (!strcmp(infoLog, spam[i]))
251 TRACE("Spam received from GLSL shader #%u:\n", obj);
252 while ((line = get_info_log_line(&ptr))) TRACE(" %s\n", line);
256 FIXME("Error received from GLSL shader #%u:\n", obj);
257 while ((line = get_info_log_line(&ptr))) FIXME(" %s\n", line);
259 HeapFree(GetProcessHeap(), 0, infoLog);
263 /* GL locking is done by the caller. */
264 static void shader_glsl_compile(const struct wined3d_gl_info *gl_info, GLhandleARB shader, const char *src)
266 TRACE("Compiling shader object %u.\n", shader);
267 GL_EXTCALL(glShaderSourceARB(shader, 1, &src, NULL));
268 checkGLcall("glShaderSourceARB");
269 GL_EXTCALL(glCompileShaderARB(shader));
270 checkGLcall("glCompileShaderARB");
271 print_glsl_info_log(gl_info, shader);
274 /* GL locking is done by the caller. */
275 static void shader_glsl_dump_program_source(const struct wined3d_gl_info *gl_info, GLhandleARB program)
277 GLint i, object_count, source_size = -1;
278 GLhandleARB *objects;
281 GL_EXTCALL(glGetObjectParameterivARB(program, GL_OBJECT_ATTACHED_OBJECTS_ARB, &object_count));
282 objects = HeapAlloc(GetProcessHeap(), 0, object_count * sizeof(*objects));
285 ERR("Failed to allocate object array memory.\n");
289 GL_EXTCALL(glGetAttachedObjectsARB(program, object_count, NULL, objects));
290 for (i = 0; i < object_count; ++i)
295 GL_EXTCALL(glGetObjectParameterivARB(objects[i], GL_OBJECT_SHADER_SOURCE_LENGTH_ARB, &tmp));
297 if (source_size < tmp)
299 HeapFree(GetProcessHeap(), 0, source);
301 source = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, tmp);
304 ERR("Failed to allocate %d bytes for shader source.\n", tmp);
305 HeapFree(GetProcessHeap(), 0, objects);
311 FIXME("Object %u:\n", objects[i]);
312 GL_EXTCALL(glGetObjectParameterivARB(objects[i], GL_OBJECT_SUBTYPE_ARB, &tmp));
313 FIXME(" GL_OBJECT_SUBTYPE_ARB: %s.\n", debug_gl_shader_type(tmp));
314 GL_EXTCALL(glGetObjectParameterivARB(objects[i], GL_OBJECT_COMPILE_STATUS_ARB, &tmp));
315 FIXME(" GL_OBJECT_COMPILE_STATUS_ARB: %d.\n", tmp);
319 GL_EXTCALL(glGetShaderSourceARB(objects[i], source_size, NULL, source));
320 while ((line = get_info_log_line(&ptr))) FIXME(" %s\n", line);
324 HeapFree(GetProcessHeap(), 0, source);
325 HeapFree(GetProcessHeap(), 0, objects);
328 /* GL locking is done by the caller. */
329 static void shader_glsl_validate_link(const struct wined3d_gl_info *gl_info, GLhandleARB program)
333 if (!TRACE_ON(d3d_shader) && !FIXME_ON(d3d_shader)) return;
335 GL_EXTCALL(glGetObjectParameterivARB(program, GL_OBJECT_TYPE_ARB, &tmp));
336 if (tmp == GL_PROGRAM_OBJECT_ARB)
338 GL_EXTCALL(glGetObjectParameterivARB(program, GL_OBJECT_LINK_STATUS_ARB, &tmp));
341 FIXME("Program %u link status invalid.\n", program);
342 shader_glsl_dump_program_source(gl_info, program);
346 print_glsl_info_log(gl_info, program);
350 * Loads (pixel shader) samplers
352 /* GL locking is done by the caller */
353 static void shader_glsl_load_psamplers(const struct wined3d_gl_info *gl_info,
354 const DWORD *tex_unit_map, GLhandleARB programId)
358 char sampler_name[20];
360 for (i = 0; i < MAX_FRAGMENT_SAMPLERS; ++i) {
361 snprintf(sampler_name, sizeof(sampler_name), "Psampler%d", i);
362 name_loc = GL_EXTCALL(glGetUniformLocationARB(programId, sampler_name));
363 if (name_loc != -1) {
364 DWORD mapped_unit = tex_unit_map[i];
365 if (mapped_unit != WINED3D_UNMAPPED_STAGE && mapped_unit < gl_info->limits.fragment_samplers)
367 TRACE("Loading %s for texture %d\n", sampler_name, mapped_unit);
368 GL_EXTCALL(glUniform1iARB(name_loc, mapped_unit));
369 checkGLcall("glUniform1iARB");
371 ERR("Trying to load sampler %s on unsupported unit %d\n", sampler_name, mapped_unit);
377 /* GL locking is done by the caller */
378 static void shader_glsl_load_vsamplers(const struct wined3d_gl_info *gl_info,
379 const DWORD *tex_unit_map, GLhandleARB programId)
382 char sampler_name[20];
385 for (i = 0; i < MAX_VERTEX_SAMPLERS; ++i) {
386 snprintf(sampler_name, sizeof(sampler_name), "Vsampler%d", i);
387 name_loc = GL_EXTCALL(glGetUniformLocationARB(programId, sampler_name));
388 if (name_loc != -1) {
389 DWORD mapped_unit = tex_unit_map[MAX_FRAGMENT_SAMPLERS + i];
390 if (mapped_unit != WINED3D_UNMAPPED_STAGE && mapped_unit < gl_info->limits.combined_samplers)
392 TRACE("Loading %s for texture %d\n", sampler_name, mapped_unit);
393 GL_EXTCALL(glUniform1iARB(name_loc, mapped_unit));
394 checkGLcall("glUniform1iARB");
396 ERR("Trying to load sampler %s on unsupported unit %d\n", sampler_name, mapped_unit);
402 /* GL locking is done by the caller */
403 static inline void walk_constant_heap(const struct wined3d_gl_info *gl_info, const float *constants,
404 const GLint *constant_locations, const struct constant_heap *heap, unsigned char *stack, DWORD version)
407 unsigned int heap_idx = 1;
410 if (heap->entries[heap_idx].version <= version) return;
412 idx = heap->entries[heap_idx].idx;
413 if (constant_locations[idx] != -1) GL_EXTCALL(glUniform4fvARB(constant_locations[idx], 1, &constants[idx * 4]));
414 stack[stack_idx] = HEAP_NODE_TRAVERSE_LEFT;
416 while (stack_idx >= 0)
418 /* Note that we fall through to the next case statement. */
419 switch(stack[stack_idx])
421 case HEAP_NODE_TRAVERSE_LEFT:
423 unsigned int left_idx = heap_idx << 1;
424 if (left_idx < heap->size && heap->entries[left_idx].version > version)
427 idx = heap->entries[heap_idx].idx;
428 if (constant_locations[idx] != -1)
429 GL_EXTCALL(glUniform4fvARB(constant_locations[idx], 1, &constants[idx * 4]));
431 stack[stack_idx++] = HEAP_NODE_TRAVERSE_RIGHT;
432 stack[stack_idx] = HEAP_NODE_TRAVERSE_LEFT;
437 case HEAP_NODE_TRAVERSE_RIGHT:
439 unsigned int right_idx = (heap_idx << 1) + 1;
440 if (right_idx < heap->size && heap->entries[right_idx].version > version)
442 heap_idx = right_idx;
443 idx = heap->entries[heap_idx].idx;
444 if (constant_locations[idx] != -1)
445 GL_EXTCALL(glUniform4fvARB(constant_locations[idx], 1, &constants[idx * 4]));
447 stack[stack_idx++] = HEAP_NODE_POP;
448 stack[stack_idx] = HEAP_NODE_TRAVERSE_LEFT;
461 checkGLcall("walk_constant_heap()");
464 /* GL locking is done by the caller */
465 static inline void apply_clamped_constant(const struct wined3d_gl_info *gl_info, GLint location, const GLfloat *data)
467 GLfloat clamped_constant[4];
469 if (location == -1) return;
471 clamped_constant[0] = data[0] < -1.0f ? -1.0f : data[0] > 1.0f ? 1.0f : data[0];
472 clamped_constant[1] = data[1] < -1.0f ? -1.0f : data[1] > 1.0f ? 1.0f : data[1];
473 clamped_constant[2] = data[2] < -1.0f ? -1.0f : data[2] > 1.0f ? 1.0f : data[2];
474 clamped_constant[3] = data[3] < -1.0f ? -1.0f : data[3] > 1.0f ? 1.0f : data[3];
476 GL_EXTCALL(glUniform4fvARB(location, 1, clamped_constant));
479 /* GL locking is done by the caller */
480 static inline void walk_constant_heap_clamped(const struct wined3d_gl_info *gl_info, const float *constants,
481 const GLint *constant_locations, const struct constant_heap *heap, unsigned char *stack, DWORD version)
484 unsigned int heap_idx = 1;
487 if (heap->entries[heap_idx].version <= version) return;
489 idx = heap->entries[heap_idx].idx;
490 apply_clamped_constant(gl_info, constant_locations[idx], &constants[idx * 4]);
491 stack[stack_idx] = HEAP_NODE_TRAVERSE_LEFT;
493 while (stack_idx >= 0)
495 /* Note that we fall through to the next case statement. */
496 switch(stack[stack_idx])
498 case HEAP_NODE_TRAVERSE_LEFT:
500 unsigned int left_idx = heap_idx << 1;
501 if (left_idx < heap->size && heap->entries[left_idx].version > version)
504 idx = heap->entries[heap_idx].idx;
505 apply_clamped_constant(gl_info, constant_locations[idx], &constants[idx * 4]);
507 stack[stack_idx++] = HEAP_NODE_TRAVERSE_RIGHT;
508 stack[stack_idx] = HEAP_NODE_TRAVERSE_LEFT;
513 case HEAP_NODE_TRAVERSE_RIGHT:
515 unsigned int right_idx = (heap_idx << 1) + 1;
516 if (right_idx < heap->size && heap->entries[right_idx].version > version)
518 heap_idx = right_idx;
519 idx = heap->entries[heap_idx].idx;
520 apply_clamped_constant(gl_info, constant_locations[idx], &constants[idx * 4]);
522 stack[stack_idx++] = HEAP_NODE_POP;
523 stack[stack_idx] = HEAP_NODE_TRAVERSE_LEFT;
536 checkGLcall("walk_constant_heap_clamped()");
539 /* Loads floating point constants (aka uniforms) into the currently set GLSL program. */
540 /* GL locking is done by the caller */
541 static void shader_glsl_load_constantsF(const struct wined3d_shader *shader, const struct wined3d_gl_info *gl_info,
542 const float *constants, const GLint *constant_locations, const struct constant_heap *heap,
543 unsigned char *stack, UINT version)
545 const local_constant *lconst;
547 /* 1.X pshaders have the constants clamped to [-1;1] implicitly. */
548 if (shader->reg_maps.shader_version.major == 1
549 && shader_is_pshader_version(shader->reg_maps.shader_version.type))
550 walk_constant_heap_clamped(gl_info, constants, constant_locations, heap, stack, version);
552 walk_constant_heap(gl_info, constants, constant_locations, heap, stack, version);
554 if (!shader->load_local_constsF)
556 TRACE("No need to load local float constants for this shader\n");
560 /* Immediate constants are clamped to [-1;1] at shader creation time if needed */
561 LIST_FOR_EACH_ENTRY(lconst, &shader->constantsF, local_constant, entry)
563 GLint location = constant_locations[lconst->idx];
564 /* We found this uniform name in the program - go ahead and send the data */
565 if (location != -1) GL_EXTCALL(glUniform4fvARB(location, 1, (const GLfloat *)lconst->value));
567 checkGLcall("glUniform4fvARB()");
570 /* Loads integer constants (aka uniforms) into the currently set GLSL program. */
571 /* GL locking is done by the caller */
572 static void shader_glsl_load_constantsI(const struct wined3d_shader *shader, const struct wined3d_gl_info *gl_info,
573 const GLint locations[MAX_CONST_I], const int *constants, WORD constants_set)
578 for (i = 0; constants_set; constants_set >>= 1, ++i)
580 if (!(constants_set & 1)) continue;
582 TRACE_(d3d_constants)("Loading constants %u: %i, %i, %i, %i\n",
583 i, constants[i*4], constants[i*4+1], constants[i*4+2], constants[i*4+3]);
585 /* We found this uniform name in the program - go ahead and send the data */
586 GL_EXTCALL(glUniform4ivARB(locations[i], 1, &constants[i*4]));
587 checkGLcall("glUniform4ivARB");
590 /* Load immediate constants */
591 ptr = list_head(&shader->constantsI);
594 const struct local_constant *lconst = LIST_ENTRY(ptr, const struct local_constant, entry);
595 unsigned int idx = lconst->idx;
596 const GLint *values = (const GLint *)lconst->value;
598 TRACE_(d3d_constants)("Loading local constants %i: %i, %i, %i, %i\n", idx,
599 values[0], values[1], values[2], values[3]);
601 /* We found this uniform name in the program - go ahead and send the data */
602 GL_EXTCALL(glUniform4ivARB(locations[idx], 1, values));
603 checkGLcall("glUniform4ivARB");
604 ptr = list_next(&shader->constantsI, ptr);
608 /* Loads boolean constants (aka uniforms) into the currently set GLSL program. */
609 /* GL locking is done by the caller */
610 static void shader_glsl_load_constantsB(const struct wined3d_shader *shader, const struct wined3d_gl_info *gl_info,
611 GLhandleARB programId, const BOOL *constants, WORD constants_set)
619 switch (shader->reg_maps.shader_version.type)
621 case WINED3D_SHADER_TYPE_VERTEX:
625 case WINED3D_SHADER_TYPE_GEOMETRY:
629 case WINED3D_SHADER_TYPE_PIXEL:
634 FIXME("Unknown shader type %#x.\n",
635 shader->reg_maps.shader_version.type);
640 /* TODO: Benchmark and see if it would be beneficial to store the
641 * locations of the constants to avoid looking up each time */
642 for (i = 0; constants_set; constants_set >>= 1, ++i)
644 if (!(constants_set & 1)) continue;
646 TRACE_(d3d_constants)("Loading constants %i: %i;\n", i, constants[i]);
648 /* TODO: Benchmark and see if it would be beneficial to store the
649 * locations of the constants to avoid looking up each time */
650 snprintf(tmp_name, sizeof(tmp_name), "%s[%i]", prefix, i);
651 tmp_loc = GL_EXTCALL(glGetUniformLocationARB(programId, tmp_name));
654 /* We found this uniform name in the program - go ahead and send the data */
655 GL_EXTCALL(glUniform1ivARB(tmp_loc, 1, &constants[i]));
656 checkGLcall("glUniform1ivARB");
660 /* Load immediate constants */
661 ptr = list_head(&shader->constantsB);
664 const struct local_constant *lconst = LIST_ENTRY(ptr, const struct local_constant, entry);
665 unsigned int idx = lconst->idx;
666 const GLint *values = (const GLint *)lconst->value;
668 TRACE_(d3d_constants)("Loading local constants %i: %i\n", idx, values[0]);
670 snprintf(tmp_name, sizeof(tmp_name), "%s[%i]", prefix, idx);
671 tmp_loc = GL_EXTCALL(glGetUniformLocationARB(programId, tmp_name));
673 /* We found this uniform name in the program - go ahead and send the data */
674 GL_EXTCALL(glUniform1ivARB(tmp_loc, 1, values));
675 checkGLcall("glUniform1ivARB");
677 ptr = list_next(&shader->constantsB, ptr);
681 static void reset_program_constant_version(struct wine_rb_entry *entry, void *context)
683 WINE_RB_ENTRY_VALUE(entry, struct glsl_shader_prog_link, program_lookup_entry)->constant_version = 0;
687 * Loads the texture dimensions for NP2 fixup into the currently set GLSL program.
689 /* GL locking is done by the caller (state handler) */
690 static void shader_glsl_load_np2fixup_constants(void *shader_priv,
691 const struct wined3d_gl_info *gl_info, const struct wined3d_state *state)
693 struct shader_glsl_priv *glsl_priv = shader_priv;
694 const struct glsl_shader_prog_link *prog = glsl_priv->glsl_program;
696 /* No GLSL program set - nothing to do. */
699 /* NP2 texcoord fixup is (currently) only done for pixelshaders. */
700 if (!use_ps(state)) return;
702 if (prog->ps_args.np2_fixup && prog->np2Fixup_location != -1)
705 UINT fixup = prog->ps_args.np2_fixup;
706 GLfloat np2fixup_constants[4 * MAX_FRAGMENT_SAMPLERS];
708 for (i = 0; fixup; fixup >>= 1, ++i)
710 const struct wined3d_texture *tex = state->textures[i];
711 const unsigned char idx = prog->np2Fixup_info->idx[i];
712 GLfloat *tex_dim = &np2fixup_constants[(idx >> 1) * 4];
716 ERR("Nonexistent texture is flagged for NP2 texcoord fixup.\n");
722 tex_dim[2] = tex->pow2_matrix[0];
723 tex_dim[3] = tex->pow2_matrix[5];
727 tex_dim[0] = tex->pow2_matrix[0];
728 tex_dim[1] = tex->pow2_matrix[5];
732 GL_EXTCALL(glUniform4fvARB(prog->np2Fixup_location, prog->np2Fixup_info->num_consts, np2fixup_constants));
737 * Loads the app-supplied constants into the currently set GLSL program.
739 /* GL locking is done by the caller (state handler) */
740 static void shader_glsl_load_constants(const struct wined3d_context *context,
741 char usePixelShader, char useVertexShader)
743 const struct wined3d_gl_info *gl_info = context->gl_info;
744 struct wined3d_device *device = context->swapchain->device;
745 struct wined3d_stateblock *stateBlock = device->stateBlock;
746 struct shader_glsl_priv *priv = device->shader_priv;
747 float position_fixup[4];
749 GLhandleARB programId;
750 struct glsl_shader_prog_link *prog = priv->glsl_program;
751 UINT constant_version;
755 /* No GLSL program set - nothing to do. */
758 programId = prog->programId;
759 constant_version = prog->constant_version;
763 const struct wined3d_shader *vshader = stateBlock->state.vertex_shader;
765 /* Load DirectX 9 float constants/uniforms for vertex shader */
766 shader_glsl_load_constantsF(vshader, gl_info, stateBlock->state.vs_consts_f,
767 prog->vuniformF_locations, &priv->vconst_heap, priv->stack, constant_version);
769 /* Load DirectX 9 integer constants/uniforms for vertex shader */
770 shader_glsl_load_constantsI(vshader, gl_info, prog->vuniformI_locations, stateBlock->state.vs_consts_i,
771 stateBlock->changed.vertexShaderConstantsI & vshader->reg_maps.integer_constants);
773 /* Load DirectX 9 boolean constants/uniforms for vertex shader */
774 shader_glsl_load_constantsB(vshader, gl_info, programId, stateBlock->state.vs_consts_b,
775 stateBlock->changed.vertexShaderConstantsB & vshader->reg_maps.boolean_constants);
777 /* Upload the position fixup params */
778 shader_get_position_fixup(context, &stateBlock->state, position_fixup);
779 GL_EXTCALL(glUniform4fvARB(prog->posFixup_location, 1, position_fixup));
780 checkGLcall("glUniform4fvARB");
785 const struct wined3d_shader *pshader = stateBlock->state.pixel_shader;
787 /* Load DirectX 9 float constants/uniforms for pixel shader */
788 shader_glsl_load_constantsF(pshader, gl_info, stateBlock->state.ps_consts_f,
789 prog->puniformF_locations, &priv->pconst_heap, priv->stack, constant_version);
791 /* Load DirectX 9 integer constants/uniforms for pixel shader */
792 shader_glsl_load_constantsI(pshader, gl_info, prog->puniformI_locations, stateBlock->state.ps_consts_i,
793 stateBlock->changed.pixelShaderConstantsI & pshader->reg_maps.integer_constants);
795 /* Load DirectX 9 boolean constants/uniforms for pixel shader */
796 shader_glsl_load_constantsB(pshader, gl_info, programId, stateBlock->state.ps_consts_b,
797 stateBlock->changed.pixelShaderConstantsB & pshader->reg_maps.boolean_constants);
799 /* Upload the environment bump map matrix if needed. The needsbumpmat member specifies the texture stage to load the matrix from.
800 * It can't be 0 for a valid texbem instruction.
802 for(i = 0; i < MAX_TEXTURES; i++) {
805 if(prog->bumpenvmat_location[i] == -1) continue;
807 data = (const float *)&stateBlock->state.texture_states[i][WINED3DTSS_BUMPENVMAT00];
808 GL_EXTCALL(glUniformMatrix2fvARB(prog->bumpenvmat_location[i], 1, 0, data));
809 checkGLcall("glUniformMatrix2fvARB");
811 /* texbeml needs the luminance scale and offset too. If texbeml
812 * is used, needsbumpmat is set too, so we can check that in the
813 * needsbumpmat check. */
814 if (prog->luminancescale_location[i] != -1)
816 const GLfloat *scale = (const GLfloat *)&stateBlock->state.texture_states[i][WINED3DTSS_BUMPENVLSCALE];
817 const GLfloat *offset = (const GLfloat *)&stateBlock->state.texture_states[i][WINED3DTSS_BUMPENVLOFFSET];
819 GL_EXTCALL(glUniform1fvARB(prog->luminancescale_location[i], 1, scale));
820 checkGLcall("glUniform1fvARB");
821 GL_EXTCALL(glUniform1fvARB(prog->luminanceoffset_location[i], 1, offset));
822 checkGLcall("glUniform1fvARB");
826 if (prog->ycorrection_location != -1)
828 float correction_params[4];
830 if (context->render_offscreen)
832 correction_params[0] = 0.0f;
833 correction_params[1] = 1.0f;
835 /* position is window relative, not viewport relative */
836 correction_params[0] = (float) context->current_rt->resource.height;
837 correction_params[1] = -1.0f;
839 GL_EXTCALL(glUniform4fvARB(prog->ycorrection_location, 1, correction_params));
843 if (priv->next_constant_version == UINT_MAX)
845 TRACE("Max constant version reached, resetting to 0.\n");
846 wine_rb_for_each_entry(&priv->program_lookup, reset_program_constant_version, NULL);
847 priv->next_constant_version = 1;
851 prog->constant_version = priv->next_constant_version++;
855 static void update_heap_entry(const struct constant_heap *heap, unsigned int idx,
856 unsigned int heap_idx, DWORD new_version)
858 struct constant_entry *entries = heap->entries;
859 unsigned int *positions = heap->positions;
860 unsigned int parent_idx;
864 parent_idx = heap_idx >> 1;
866 if (new_version <= entries[parent_idx].version) break;
868 entries[heap_idx] = entries[parent_idx];
869 positions[entries[parent_idx].idx] = heap_idx;
870 heap_idx = parent_idx;
873 entries[heap_idx].version = new_version;
874 entries[heap_idx].idx = idx;
875 positions[idx] = heap_idx;
878 static void shader_glsl_update_float_vertex_constants(struct wined3d_device *device, UINT start, UINT count)
880 struct shader_glsl_priv *priv = device->shader_priv;
881 struct constant_heap *heap = &priv->vconst_heap;
884 for (i = start; i < count + start; ++i)
886 if (!device->stateBlock->changed.vertexShaderConstantsF[i])
887 update_heap_entry(heap, i, heap->size++, priv->next_constant_version);
889 update_heap_entry(heap, i, heap->positions[i], priv->next_constant_version);
893 static void shader_glsl_update_float_pixel_constants(struct wined3d_device *device, UINT start, UINT count)
895 struct shader_glsl_priv *priv = device->shader_priv;
896 struct constant_heap *heap = &priv->pconst_heap;
899 for (i = start; i < count + start; ++i)
901 if (!device->stateBlock->changed.pixelShaderConstantsF[i])
902 update_heap_entry(heap, i, heap->size++, priv->next_constant_version);
904 update_heap_entry(heap, i, heap->positions[i], priv->next_constant_version);
908 static unsigned int vec4_varyings(DWORD shader_major, const struct wined3d_gl_info *gl_info)
910 unsigned int ret = gl_info->limits.glsl_varyings / 4;
911 /* 4.0 shaders do not write clip coords because d3d10 does not support user clipplanes */
912 if(shader_major > 3) return ret;
914 /* 3.0 shaders may need an extra varying for the clip coord on some cards(mostly dx10 ones) */
915 if (gl_info->quirks & WINED3D_QUIRK_GLSL_CLIP_VARYING) ret -= 1;
919 /** Generate the variable & register declarations for the GLSL output target */
920 static void shader_generate_glsl_declarations(const struct wined3d_context *context,
921 struct wined3d_shader_buffer *buffer, const struct wined3d_shader *shader,
922 const struct wined3d_shader_reg_maps *reg_maps, const struct shader_glsl_ctx_priv *ctx_priv)
924 const struct wined3d_state *state = &shader->device->stateBlock->state;
925 const struct ps_compile_args *ps_args = ctx_priv->cur_ps_args;
926 const struct wined3d_gl_info *gl_info = context->gl_info;
927 const struct wined3d_fb_state *fb = &shader->device->fb;
928 unsigned int i, extra_constants_needed = 0;
929 const local_constant *lconst;
932 /* There are some minor differences between pixel and vertex shaders */
933 char pshader = shader_is_pshader_version(reg_maps->shader_version.type);
934 char prefix = pshader ? 'P' : 'V';
936 /* Prototype the subroutines */
937 for (i = 0, map = reg_maps->labels; map; map >>= 1, ++i)
939 if (map & 1) shader_addline(buffer, "void subroutine%u();\n", i);
942 /* Declare the constants (aka uniforms) */
943 if (shader->limits.constant_float > 0)
945 unsigned max_constantsF;
946 /* Unless the shader uses indirect addressing, always declare the maximum array size and ignore that we need some
947 * uniforms privately. E.g. if GL supports 256 uniforms, and we need 2 for the pos fixup and immediate values, still
948 * declare VC[256]. If the shader needs more uniforms than we have it won't work in any case. If it uses less, the
949 * compiler will figure out which uniforms are really used and strip them out. This allows a shader to use c255 on
950 * a dx9 card, as long as it doesn't also use all the other constants.
952 * If the shader uses indirect addressing the compiler must assume that all declared uniforms are used. In this case,
953 * declare only the amount that we're assured to have.
955 * Thus we run into problems in these two cases:
956 * 1) The shader really uses more uniforms than supported
957 * 2) The shader uses indirect addressing, less constants than supported, but uses a constant index > #supported consts
961 /* No indirect addressing here. */
962 max_constantsF = gl_info->limits.glsl_ps_float_constants;
966 if (reg_maps->usesrelconstF)
968 /* Subtract the other potential uniforms from the max
969 * available (bools, ints, and 1 row of projection matrix).
970 * Subtract another uniform for immediate values, which have
971 * to be loaded via uniform by the driver as well. The shader
972 * code only uses 0.5, 2.0, 1.0, 128 and -128 in vertex
973 * shader code, so one vec4 should be enough. (Unfortunately
974 * the Nvidia driver doesn't store 128 and -128 in one float).
976 * Writing gl_ClipVertex requires one uniform for each
977 * clipplane as well. */
978 max_constantsF = gl_info->limits.glsl_vs_float_constants - 3;
979 if(ctx_priv->cur_vs_args->clip_enabled)
981 max_constantsF -= gl_info->limits.clipplanes;
983 max_constantsF -= count_bits(reg_maps->integer_constants);
984 /* Strictly speaking a bool only uses one scalar, but the nvidia(Linux) compiler doesn't pack them properly,
985 * so each scalar requires a full vec4. We could work around this by packing the booleans ourselves, but
986 * for now take this into account when calculating the number of available constants
988 max_constantsF -= count_bits(reg_maps->boolean_constants);
989 /* Set by driver quirks in directx.c */
990 max_constantsF -= gl_info->reserved_glsl_constants;
994 max_constantsF = gl_info->limits.glsl_vs_float_constants;
997 max_constantsF = min(shader->limits.constant_float, max_constantsF);
998 shader_addline(buffer, "uniform vec4 %cC[%u];\n", prefix, max_constantsF);
1001 /* Always declare the full set of constants, the compiler can remove the
1002 * unused ones because d3d doesn't (yet) support indirect int and bool
1003 * constant addressing. This avoids problems if the app uses e.g. i0 and i9. */
1004 if (shader->limits.constant_int > 0 && reg_maps->integer_constants)
1005 shader_addline(buffer, "uniform ivec4 %cI[%u];\n", prefix, shader->limits.constant_int);
1007 if (shader->limits.constant_bool > 0 && reg_maps->boolean_constants)
1008 shader_addline(buffer, "uniform bool %cB[%u];\n", prefix, shader->limits.constant_bool);
1012 shader_addline(buffer, "uniform vec4 posFixup;\n");
1013 shader_addline(buffer, "void order_ps_input(in vec4[%u]);\n", MAX_REG_OUTPUT);
1017 for (i = 0, map = reg_maps->bumpmat; map; map >>= 1, ++i)
1019 if (!(map & 1)) continue;
1021 shader_addline(buffer, "uniform mat2 bumpenvmat%d;\n", i);
1023 if (reg_maps->luminanceparams & (1 << i))
1025 shader_addline(buffer, "uniform float luminancescale%d;\n", i);
1026 shader_addline(buffer, "uniform float luminanceoffset%d;\n", i);
1027 extra_constants_needed++;
1030 extra_constants_needed++;
1033 if (ps_args->srgb_correction)
1035 shader_addline(buffer, "const vec4 srgb_const0 = vec4(%.8e, %.8e, %.8e, %.8e);\n",
1036 srgb_pow, srgb_mul_high, srgb_sub_high, srgb_mul_low);
1037 shader_addline(buffer, "const vec4 srgb_const1 = vec4(%.8e, 0.0, 0.0, 0.0);\n",
1040 if (reg_maps->vpos || reg_maps->usesdsy)
1042 if (shader->limits.constant_float + extra_constants_needed
1043 + 1 < gl_info->limits.glsl_ps_float_constants)
1045 shader_addline(buffer, "uniform vec4 ycorrection;\n");
1046 extra_constants_needed++;
1050 /* This happens because we do not have proper tracking of the constant registers that are
1051 * actually used, only the max limit of the shader version
1053 FIXME("Cannot find a free uniform for vpos correction params\n");
1054 shader_addline(buffer, "const vec4 ycorrection = vec4(%f, %f, 0.0, 0.0);\n",
1055 context->render_offscreen ? 0.0f : fb->render_targets[0]->resource.height,
1056 context->render_offscreen ? 1.0f : -1.0f);
1058 shader_addline(buffer, "vec4 vpos;\n");
1062 /* Declare texture samplers */
1063 for (i = 0; i < shader->limits.sampler; ++i)
1065 if (reg_maps->sampler_type[i])
1067 const struct wined3d_texture *texture;
1069 switch (reg_maps->sampler_type[i])
1072 if (pshader && ps_args->shadow & (1 << i))
1073 shader_addline(buffer, "uniform sampler1DShadow %csampler%u;\n", prefix, i);
1075 shader_addline(buffer, "uniform sampler1D %csampler%u;\n", prefix, i);
1078 texture = state->textures[i];
1079 if (pshader && ps_args->shadow & (1 << i))
1081 if (texture && texture->target == GL_TEXTURE_RECTANGLE_ARB)
1082 shader_addline(buffer, "uniform sampler2DRectShadow %csampler%u;\n", prefix, i);
1084 shader_addline(buffer, "uniform sampler2DShadow %csampler%u;\n", prefix, i);
1088 if (texture && texture->target == GL_TEXTURE_RECTANGLE_ARB)
1089 shader_addline(buffer, "uniform sampler2DRect %csampler%u;\n", prefix, i);
1091 shader_addline(buffer, "uniform sampler2D %csampler%u;\n", prefix, i);
1094 case WINED3DSTT_CUBE:
1095 if (pshader && ps_args->shadow & (1 << i)) FIXME("Unsupported Cube shadow sampler.\n");
1096 shader_addline(buffer, "uniform samplerCube %csampler%u;\n", prefix, i);
1098 case WINED3DSTT_VOLUME:
1099 if (pshader && ps_args->shadow & (1 << i)) FIXME("Unsupported 3D shadow sampler.\n");
1100 shader_addline(buffer, "uniform sampler3D %csampler%u;\n", prefix, i);
1103 shader_addline(buffer, "uniform unsupported_sampler %csampler%u;\n", prefix, i);
1104 FIXME("Unrecognized sampler type: %#x\n", reg_maps->sampler_type[i]);
1110 /* Declare uniforms for NP2 texcoord fixup:
1111 * This is NOT done inside the loop that declares the texture samplers since the NP2 fixup code
1112 * is currently only used for the GeforceFX series and when forcing the ARB_npot extension off.
1113 * Modern cards just skip the code anyway, so put it inside a separate loop. */
1114 if (pshader && ps_args->np2_fixup) {
1116 struct ps_np2fixup_info* const fixup = ctx_priv->cur_np2fixup_info;
1119 /* NP2/RECT textures in OpenGL use texcoords in the range [0,width]x[0,height]
1120 * while D3D has them in the (normalized) [0,1]x[0,1] range.
1121 * samplerNP2Fixup stores texture dimensions and is updated through
1122 * shader_glsl_load_np2fixup_constants when the sampler changes. */
1124 for (i = 0; i < shader->limits.sampler; ++i)
1126 if (reg_maps->sampler_type[i])
1128 if (!(ps_args->np2_fixup & (1 << i))) continue;
1130 if (WINED3DSTT_2D != reg_maps->sampler_type[i]) {
1131 FIXME("Non-2D texture is flagged for NP2 texcoord fixup.\n");
1135 fixup->idx[i] = cur++;
1139 fixup->num_consts = (cur + 1) >> 1;
1140 shader_addline(buffer, "uniform vec4 %csamplerNP2Fixup[%u];\n", prefix, fixup->num_consts);
1143 /* Declare address variables */
1144 for (i = 0, map = reg_maps->address; map; map >>= 1, ++i)
1146 if (map & 1) shader_addline(buffer, "ivec4 A%u;\n", i);
1149 /* Declare texture coordinate temporaries and initialize them */
1150 for (i = 0, map = reg_maps->texcoord; map; map >>= 1, ++i)
1152 if (map & 1) shader_addline(buffer, "vec4 T%u = gl_TexCoord[%u];\n", i, i);
1155 /* Declare input register varyings. Only pixel shader, vertex shaders have that declared in the
1156 * helper function shader that is linked in at link time
1158 if (pshader && reg_maps->shader_version.major >= 3)
1162 shader_addline(buffer, "varying vec4 IN[%u];\n", vec4_varyings(reg_maps->shader_version.major, gl_info));
1164 /* TODO: Write a replacement shader for the fixed function vertex pipeline, so this isn't needed.
1165 * For fixed function vertex processing + 3.0 pixel shader we need a separate function in the
1166 * pixel shader that reads the fixed function color into the packed input registers.
1168 shader_addline(buffer, "vec4 IN[%u];\n", vec4_varyings(reg_maps->shader_version.major, gl_info));
1172 /* Declare output register temporaries */
1173 if (shader->limits.packed_output)
1174 shader_addline(buffer, "vec4 OUT[%u];\n", shader->limits.packed_output);
1176 /* Declare temporary variables */
1177 for (i = 0, map = reg_maps->temporary; map; map >>= 1, ++i)
1179 if (map & 1) shader_addline(buffer, "vec4 R%u;\n", i);
1182 /* Declare attributes */
1183 if (reg_maps->shader_version.type == WINED3D_SHADER_TYPE_VERTEX)
1185 for (i = 0, map = reg_maps->input_registers; map; map >>= 1, ++i)
1187 if (map & 1) shader_addline(buffer, "attribute vec4 attrib%i;\n", i);
1191 /* Declare loop registers aLx */
1192 for (i = 0; i < reg_maps->loop_depth; i++) {
1193 shader_addline(buffer, "int aL%u;\n", i);
1194 shader_addline(buffer, "int tmpInt%u;\n", i);
1197 /* Temporary variables for matrix operations */
1198 shader_addline(buffer, "vec4 tmp0;\n");
1199 shader_addline(buffer, "vec4 tmp1;\n");
1201 /* Local constants use a different name so they can be loaded once at shader link time
1202 * They can't be hardcoded into the shader text via LC = {x, y, z, w}; because the
1203 * float -> string conversion can cause precision loss.
1205 if (!shader->load_local_constsF)
1207 LIST_FOR_EACH_ENTRY(lconst, &shader->constantsF, local_constant, entry)
1209 shader_addline(buffer, "uniform vec4 %cLC%u;\n", prefix, lconst->idx);
1213 /* Start the main program */
1214 shader_addline(buffer, "void main() {\n");
1215 if(pshader && reg_maps->vpos) {
1216 /* DirectX apps expect integer values, while OpenGL drivers add approximately 0.5. This causes
1217 * off-by-one problems as spotted by the vPos d3d9 visual test. Unfortunately the ATI cards do
1218 * not add exactly 0.5, but rather something like 0.49999999 or 0.50000001, which still causes
1219 * precision troubles when we just subtract 0.5.
1221 * To deal with that just floor() the position. This will eliminate the fraction on all cards.
1223 * TODO: Test how that behaves with multisampling once we can enable multisampling in winex11.
1225 * An advantage of floor is that it works even if the driver doesn't add 1/2. It is somewhat
1226 * questionable if 1.5, 2.5, ... are the proper values to return in gl_FragCoord, even though
1227 * coordinates specify the pixel centers instead of the pixel corners. This code will behave
1228 * correctly on drivers that returns integer values.
1230 shader_addline(buffer, "vpos = floor(vec4(0, ycorrection[0], 0, 0) + gl_FragCoord * vec4(1, ycorrection[1], 1, 1));\n");
1234 /*****************************************************************************
1235 * Functions to generate GLSL strings from DirectX Shader bytecode begin here.
1237 * For more information, see http://wiki.winehq.org/DirectX-Shaders
1238 ****************************************************************************/
1241 static void shader_glsl_add_src_param(const struct wined3d_shader_instruction *ins,
1242 const struct wined3d_shader_src_param *wined3d_src, DWORD mask, struct glsl_src_param *glsl_src);
1244 /** Used for opcode modifiers - They multiply the result by the specified amount */
1245 static const char * const shift_glsl_tab[] = {
1247 "2.0 * ", /* 1 (x2) */
1248 "4.0 * ", /* 2 (x4) */
1249 "8.0 * ", /* 3 (x8) */
1250 "16.0 * ", /* 4 (x16) */
1251 "32.0 * ", /* 5 (x32) */
1258 "0.0625 * ", /* 12 (d16) */
1259 "0.125 * ", /* 13 (d8) */
1260 "0.25 * ", /* 14 (d4) */
1261 "0.5 * " /* 15 (d2) */
1264 /* Generate a GLSL parameter that does the input modifier computation and return the input register/mask to use */
1265 static void shader_glsl_gen_modifier(DWORD src_modifier, const char *in_reg, const char *in_regswizzle, char *out_str)
1269 switch (src_modifier)
1271 case WINED3DSPSM_DZ: /* Need to handle this in the instructions itself (texld & texcrd). */
1272 case WINED3DSPSM_DW:
1273 case WINED3DSPSM_NONE:
1274 sprintf(out_str, "%s%s", in_reg, in_regswizzle);
1276 case WINED3DSPSM_NEG:
1277 sprintf(out_str, "-%s%s", in_reg, in_regswizzle);
1279 case WINED3DSPSM_NOT:
1280 sprintf(out_str, "!%s%s", in_reg, in_regswizzle);
1282 case WINED3DSPSM_BIAS:
1283 sprintf(out_str, "(%s%s - vec4(0.5)%s)", in_reg, in_regswizzle, in_regswizzle);
1285 case WINED3DSPSM_BIASNEG:
1286 sprintf(out_str, "-(%s%s - vec4(0.5)%s)", in_reg, in_regswizzle, in_regswizzle);
1288 case WINED3DSPSM_SIGN:
1289 sprintf(out_str, "(2.0 * (%s%s - 0.5))", in_reg, in_regswizzle);
1291 case WINED3DSPSM_SIGNNEG:
1292 sprintf(out_str, "-(2.0 * (%s%s - 0.5))", in_reg, in_regswizzle);
1294 case WINED3DSPSM_COMP:
1295 sprintf(out_str, "(1.0 - %s%s)", in_reg, in_regswizzle);
1297 case WINED3DSPSM_X2:
1298 sprintf(out_str, "(2.0 * %s%s)", in_reg, in_regswizzle);
1300 case WINED3DSPSM_X2NEG:
1301 sprintf(out_str, "-(2.0 * %s%s)", in_reg, in_regswizzle);
1303 case WINED3DSPSM_ABS:
1304 sprintf(out_str, "abs(%s%s)", in_reg, in_regswizzle);
1306 case WINED3DSPSM_ABSNEG:
1307 sprintf(out_str, "-abs(%s%s)", in_reg, in_regswizzle);
1310 FIXME("Unhandled modifier %u\n", src_modifier);
1311 sprintf(out_str, "%s%s", in_reg, in_regswizzle);
1315 /** Writes the GLSL variable name that corresponds to the register that the
1316 * DX opcode parameter is trying to access */
1317 static void shader_glsl_get_register_name(const struct wined3d_shader_register *reg,
1318 char *register_name, BOOL *is_color, const struct wined3d_shader_instruction *ins)
1320 /* oPos, oFog and oPts in D3D */
1321 static const char * const hwrastout_reg_names[] = {"OUT[10]", "OUT[11].x", "OUT[11].y"};
1323 const struct wined3d_shader *shader = ins->ctx->shader;
1324 const struct wined3d_shader_reg_maps *reg_maps = ins->ctx->reg_maps;
1325 const struct wined3d_gl_info *gl_info = ins->ctx->gl_info;
1326 char pshader = shader_is_pshader_version(reg_maps->shader_version.type);
1332 case WINED3DSPR_TEMP:
1333 sprintf(register_name, "R%u", reg->idx);
1336 case WINED3DSPR_INPUT:
1337 /* vertex shaders */
1340 struct shader_glsl_ctx_priv *priv = ins->ctx->backend_data;
1341 if (priv->cur_vs_args->swizzle_map & (1 << reg->idx)) *is_color = TRUE;
1342 sprintf(register_name, "attrib%u", reg->idx);
1346 /* pixel shaders >= 3.0 */
1347 if (reg_maps->shader_version.major >= 3)
1349 DWORD idx = shader->u.ps.input_reg_map[reg->idx];
1350 unsigned int in_count = vec4_varyings(reg_maps->shader_version.major, gl_info);
1354 struct glsl_src_param rel_param;
1356 shader_glsl_add_src_param(ins, reg->rel_addr, WINED3DSP_WRITEMASK_0, &rel_param);
1358 /* Removing a + 0 would be an obvious optimization, but macos doesn't see the NOP
1359 * operation there */
1362 if (shader->u.ps.declared_in_count > in_count)
1364 sprintf(register_name,
1365 "((%s + %u) > %d ? (%s + %u) > %d ? gl_SecondaryColor : gl_Color : IN[%s + %u])",
1366 rel_param.param_str, idx, in_count - 1, rel_param.param_str, idx, in_count,
1367 rel_param.param_str, idx);
1371 sprintf(register_name, "IN[%s + %u]", rel_param.param_str, idx);
1376 if (shader->u.ps.declared_in_count > in_count)
1378 sprintf(register_name, "((%s) > %d ? (%s) > %d ? gl_SecondaryColor : gl_Color : IN[%s])",
1379 rel_param.param_str, in_count - 1, rel_param.param_str, in_count,
1380 rel_param.param_str);
1384 sprintf(register_name, "IN[%s]", rel_param.param_str);
1390 if (idx == in_count) sprintf(register_name, "gl_Color");
1391 else if (idx == in_count + 1) sprintf(register_name, "gl_SecondaryColor");
1392 else sprintf(register_name, "IN[%u]", idx);
1397 if (!reg->idx) strcpy(register_name, "gl_Color");
1398 else strcpy(register_name, "gl_SecondaryColor");
1403 case WINED3DSPR_CONST:
1405 const char prefix = pshader ? 'P' : 'V';
1407 /* Relative addressing */
1410 struct glsl_src_param rel_param;
1411 shader_glsl_add_src_param(ins, reg->rel_addr, WINED3DSP_WRITEMASK_0, &rel_param);
1412 if (reg->idx) sprintf(register_name, "%cC[%s + %u]", prefix, rel_param.param_str, reg->idx);
1413 else sprintf(register_name, "%cC[%s]", prefix, rel_param.param_str);
1417 if (shader_constant_is_local(shader, reg->idx))
1418 sprintf(register_name, "%cLC%u", prefix, reg->idx);
1420 sprintf(register_name, "%cC[%u]", prefix, reg->idx);
1425 case WINED3DSPR_CONSTINT:
1426 if (pshader) sprintf(register_name, "PI[%u]", reg->idx);
1427 else sprintf(register_name, "VI[%u]", reg->idx);
1430 case WINED3DSPR_CONSTBOOL:
1431 if (pshader) sprintf(register_name, "PB[%u]", reg->idx);
1432 else sprintf(register_name, "VB[%u]", reg->idx);
1435 case WINED3DSPR_TEXTURE: /* case WINED3DSPR_ADDR: */
1436 if (pshader) sprintf(register_name, "T%u", reg->idx);
1437 else sprintf(register_name, "A%u", reg->idx);
1440 case WINED3DSPR_LOOP:
1441 sprintf(register_name, "aL%u", ins->ctx->loop_state->current_reg - 1);
1444 case WINED3DSPR_SAMPLER:
1445 if (pshader) sprintf(register_name, "Psampler%u", reg->idx);
1446 else sprintf(register_name, "Vsampler%u", reg->idx);
1449 case WINED3DSPR_COLOROUT:
1450 if (reg->idx >= gl_info->limits.buffers)
1451 WARN("Write to render target %u, only %d supported.\n", reg->idx, gl_info->limits.buffers);
1453 sprintf(register_name, "gl_FragData[%u]", reg->idx);
1456 case WINED3DSPR_RASTOUT:
1457 sprintf(register_name, "%s", hwrastout_reg_names[reg->idx]);
1460 case WINED3DSPR_DEPTHOUT:
1461 sprintf(register_name, "gl_FragDepth");
1464 case WINED3DSPR_ATTROUT:
1465 if (!reg->idx) sprintf(register_name, "OUT[8]");
1466 else sprintf(register_name, "OUT[9]");
1469 case WINED3DSPR_TEXCRDOUT:
1470 /* Vertex shaders >= 3.0: WINED3DSPR_OUTPUT */
1471 sprintf(register_name, "OUT[%u]", reg->idx);
1474 case WINED3DSPR_MISCTYPE:
1478 sprintf(register_name, "vpos");
1480 else if (reg->idx == 1)
1482 /* Note that gl_FrontFacing is a bool, while vFace is
1483 * a float for which the sign determines front/back */
1484 sprintf(register_name, "(gl_FrontFacing ? 1.0 : -1.0)");
1488 FIXME("Unhandled misctype register %d\n", reg->idx);
1489 sprintf(register_name, "unrecognized_register");
1493 case WINED3DSPR_IMMCONST:
1494 switch (reg->immconst_type)
1496 case WINED3D_IMMCONST_SCALAR:
1497 sprintf(register_name, "%.8e", *(const float *)reg->immconst_data);
1500 case WINED3D_IMMCONST_VEC4:
1501 sprintf(register_name, "vec4(%.8e, %.8e, %.8e, %.8e)",
1502 *(const float *)®->immconst_data[0], *(const float *)®->immconst_data[1],
1503 *(const float *)®->immconst_data[2], *(const float *)®->immconst_data[3]);
1507 FIXME("Unhandled immconst type %#x\n", reg->immconst_type);
1508 sprintf(register_name, "<unhandled_immconst_type %#x>", reg->immconst_type);
1513 FIXME("Unhandled register name Type(%d)\n", reg->type);
1514 sprintf(register_name, "unrecognized_register");
1519 static void shader_glsl_write_mask_to_str(DWORD write_mask, char *str)
1522 if (write_mask & WINED3DSP_WRITEMASK_0) *str++ = 'x';
1523 if (write_mask & WINED3DSP_WRITEMASK_1) *str++ = 'y';
1524 if (write_mask & WINED3DSP_WRITEMASK_2) *str++ = 'z';
1525 if (write_mask & WINED3DSP_WRITEMASK_3) *str++ = 'w';
1529 /* Get the GLSL write mask for the destination register */
1530 static DWORD shader_glsl_get_write_mask(const struct wined3d_shader_dst_param *param, char *write_mask)
1532 DWORD mask = param->write_mask;
1534 if (shader_is_scalar(¶m->reg))
1536 mask = WINED3DSP_WRITEMASK_0;
1541 shader_glsl_write_mask_to_str(mask, write_mask);
1547 static unsigned int shader_glsl_get_write_mask_size(DWORD write_mask) {
1548 unsigned int size = 0;
1550 if (write_mask & WINED3DSP_WRITEMASK_0) ++size;
1551 if (write_mask & WINED3DSP_WRITEMASK_1) ++size;
1552 if (write_mask & WINED3DSP_WRITEMASK_2) ++size;
1553 if (write_mask & WINED3DSP_WRITEMASK_3) ++size;
1558 static void shader_glsl_swizzle_to_str(const DWORD swizzle, BOOL fixup, DWORD mask, char *str)
1560 /* For registers of type WINED3DDECLTYPE_D3DCOLOR, data is stored as "bgra",
1561 * but addressed as "rgba". To fix this we need to swap the register's x
1562 * and z components. */
1563 const char *swizzle_chars = fixup ? "zyxw" : "xyzw";
1566 /* swizzle bits fields: wwzzyyxx */
1567 if (mask & WINED3DSP_WRITEMASK_0) *str++ = swizzle_chars[swizzle & 0x03];
1568 if (mask & WINED3DSP_WRITEMASK_1) *str++ = swizzle_chars[(swizzle >> 2) & 0x03];
1569 if (mask & WINED3DSP_WRITEMASK_2) *str++ = swizzle_chars[(swizzle >> 4) & 0x03];
1570 if (mask & WINED3DSP_WRITEMASK_3) *str++ = swizzle_chars[(swizzle >> 6) & 0x03];
1574 static void shader_glsl_get_swizzle(const struct wined3d_shader_src_param *param,
1575 BOOL fixup, DWORD mask, char *swizzle_str)
1577 if (shader_is_scalar(¶m->reg))
1578 *swizzle_str = '\0';
1580 shader_glsl_swizzle_to_str(param->swizzle, fixup, mask, swizzle_str);
1583 /* From a given parameter token, generate the corresponding GLSL string.
1584 * Also, return the actual register name and swizzle in case the
1585 * caller needs this information as well. */
1586 static void shader_glsl_add_src_param(const struct wined3d_shader_instruction *ins,
1587 const struct wined3d_shader_src_param *wined3d_src, DWORD mask, struct glsl_src_param *glsl_src)
1589 BOOL is_color = FALSE;
1590 char swizzle_str[6];
1592 glsl_src->reg_name[0] = '\0';
1593 glsl_src->param_str[0] = '\0';
1594 swizzle_str[0] = '\0';
1596 shader_glsl_get_register_name(&wined3d_src->reg, glsl_src->reg_name, &is_color, ins);
1597 shader_glsl_get_swizzle(wined3d_src, is_color, mask, swizzle_str);
1598 shader_glsl_gen_modifier(wined3d_src->modifiers, glsl_src->reg_name, swizzle_str, glsl_src->param_str);
1601 /* From a given parameter token, generate the corresponding GLSL string.
1602 * Also, return the actual register name and swizzle in case the
1603 * caller needs this information as well. */
1604 static DWORD shader_glsl_add_dst_param(const struct wined3d_shader_instruction *ins,
1605 const struct wined3d_shader_dst_param *wined3d_dst, struct glsl_dst_param *glsl_dst)
1607 BOOL is_color = FALSE;
1609 glsl_dst->mask_str[0] = '\0';
1610 glsl_dst->reg_name[0] = '\0';
1612 shader_glsl_get_register_name(&wined3d_dst->reg, glsl_dst->reg_name, &is_color, ins);
1613 return shader_glsl_get_write_mask(wined3d_dst, glsl_dst->mask_str);
1616 /* Append the destination part of the instruction to the buffer, return the effective write mask */
1617 static DWORD shader_glsl_append_dst_ext(struct wined3d_shader_buffer *buffer,
1618 const struct wined3d_shader_instruction *ins, const struct wined3d_shader_dst_param *dst)
1620 struct glsl_dst_param glsl_dst;
1623 mask = shader_glsl_add_dst_param(ins, dst, &glsl_dst);
1624 if (mask) shader_addline(buffer, "%s%s = %s(", glsl_dst.reg_name, glsl_dst.mask_str, shift_glsl_tab[dst->shift]);
1629 /* Append the destination part of the instruction to the buffer, return the effective write mask */
1630 static DWORD shader_glsl_append_dst(struct wined3d_shader_buffer *buffer, const struct wined3d_shader_instruction *ins)
1632 return shader_glsl_append_dst_ext(buffer, ins, &ins->dst[0]);
1635 /** Process GLSL instruction modifiers */
1636 static void shader_glsl_add_instruction_modifiers(const struct wined3d_shader_instruction *ins)
1638 struct glsl_dst_param dst_param;
1641 if (!ins->dst_count) return;
1643 modifiers = ins->dst[0].modifiers;
1644 if (!modifiers) return;
1646 shader_glsl_add_dst_param(ins, &ins->dst[0], &dst_param);
1648 if (modifiers & WINED3DSPDM_SATURATE)
1650 /* _SAT means to clamp the value of the register to between 0 and 1 */
1651 shader_addline(ins->ctx->buffer, "%s%s = clamp(%s%s, 0.0, 1.0);\n", dst_param.reg_name,
1652 dst_param.mask_str, dst_param.reg_name, dst_param.mask_str);
1655 if (modifiers & WINED3DSPDM_MSAMPCENTROID)
1657 FIXME("_centroid modifier not handled\n");
1660 if (modifiers & WINED3DSPDM_PARTIALPRECISION)
1662 /* MSDN says this modifier can be safely ignored, so that's what we'll do. */
1666 static inline const char *shader_get_comp_op(DWORD op)
1669 case COMPARISON_GT: return ">";
1670 case COMPARISON_EQ: return "==";
1671 case COMPARISON_GE: return ">=";
1672 case COMPARISON_LT: return "<";
1673 case COMPARISON_NE: return "!=";
1674 case COMPARISON_LE: return "<=";
1676 FIXME("Unrecognized comparison value: %u\n", op);
1681 static void shader_glsl_get_sample_function(const struct wined3d_shader_context *ctx,
1682 DWORD sampler_idx, DWORD flags, struct glsl_sample_function *sample_function)
1684 WINED3DSAMPLER_TEXTURE_TYPE sampler_type = ctx->reg_maps->sampler_type[sampler_idx];
1685 const struct wined3d_gl_info *gl_info = ctx->gl_info;
1686 BOOL shadow = shader_is_pshader_version(ctx->reg_maps->shader_version.type)
1687 && (((const struct shader_glsl_ctx_priv *)ctx->backend_data)->cur_ps_args->shadow & (1 << sampler_idx));
1688 BOOL projected = flags & WINED3D_GLSL_SAMPLE_PROJECTED;
1689 BOOL texrect = flags & WINED3D_GLSL_SAMPLE_RECT;
1690 BOOL lod = flags & WINED3D_GLSL_SAMPLE_LOD;
1691 BOOL grad = flags & WINED3D_GLSL_SAMPLE_GRAD;
1693 /* Note that there's no such thing as a projected cube texture. */
1694 switch(sampler_type) {
1700 sample_function->name = projected ? "shadow1DProjLod" : "shadow1DLod";
1704 if (gl_info->supported[EXT_GPU_SHADER4])
1705 sample_function->name = projected ? "shadow1DProjGrad" : "shadow1DGrad";
1706 else if (gl_info->supported[ARB_SHADER_TEXTURE_LOD])
1707 sample_function->name = projected ? "shadow1DProjGradARB" : "shadow1DGradARB";
1710 FIXME("Unsupported 1D shadow grad function.\n");
1711 sample_function->name = "unsupported1DGrad";
1716 sample_function->name = projected ? "shadow1DProj" : "shadow1D";
1718 sample_function->coord_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1;
1724 sample_function->name = projected ? "texture1DProjLod" : "texture1DLod";
1728 if (gl_info->supported[EXT_GPU_SHADER4])
1729 sample_function->name = projected ? "texture1DProjGrad" : "texture1DGrad";
1730 else if (gl_info->supported[ARB_SHADER_TEXTURE_LOD])
1731 sample_function->name = projected ? "texture1DProjGradARB" : "texture1DGradARB";
1734 FIXME("Unsupported 1D grad function.\n");
1735 sample_function->name = "unsupported1DGrad";
1740 sample_function->name = projected ? "texture1DProj" : "texture1D";
1742 sample_function->coord_mask = WINED3DSP_WRITEMASK_0;
1753 sample_function->name = projected ? "shadow2DRectProjLod" : "shadow2DRectLod";
1757 if (gl_info->supported[EXT_GPU_SHADER4])
1758 sample_function->name = projected ? "shadow2DRectProjGrad" : "shadow2DRectGrad";
1759 else if (gl_info->supported[ARB_SHADER_TEXTURE_LOD])
1760 sample_function->name = projected ? "shadow2DRectProjGradARB" : "shadow2DRectGradARB";
1763 FIXME("Unsupported RECT shadow grad function.\n");
1764 sample_function->name = "unsupported2DRectGrad";
1769 sample_function->name = projected ? "shadow2DRectProj" : "shadow2DRect";
1776 sample_function->name = projected ? "shadow2DProjLod" : "shadow2DLod";
1780 if (gl_info->supported[EXT_GPU_SHADER4])
1781 sample_function->name = projected ? "shadow2DProjGrad" : "shadow2DGrad";
1782 else if (gl_info->supported[ARB_SHADER_TEXTURE_LOD])
1783 sample_function->name = projected ? "shadow2DProjGradARB" : "shadow2DGradARB";
1786 FIXME("Unsupported 2D shadow grad function.\n");
1787 sample_function->name = "unsupported2DGrad";
1792 sample_function->name = projected ? "shadow2DProj" : "shadow2D";
1795 sample_function->coord_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
1803 sample_function->name = projected ? "texture2DRectProjLod" : "texture2DRectLod";
1807 if (gl_info->supported[EXT_GPU_SHADER4])
1808 sample_function->name = projected ? "texture2DRectProjGrad" : "texture2DRectGrad";
1809 else if (gl_info->supported[ARB_SHADER_TEXTURE_LOD])
1810 sample_function->name = projected ? "texture2DRectProjGradARB" : "texture2DRectGradARB";
1813 FIXME("Unsupported RECT grad function.\n");
1814 sample_function->name = "unsupported2DRectGrad";
1819 sample_function->name = projected ? "texture2DRectProj" : "texture2DRect";
1826 sample_function->name = projected ? "texture2DProjLod" : "texture2DLod";
1830 if (gl_info->supported[EXT_GPU_SHADER4])
1831 sample_function->name = projected ? "texture2DProjGrad" : "texture2DGrad";
1832 else if (gl_info->supported[ARB_SHADER_TEXTURE_LOD])
1833 sample_function->name = projected ? "texture2DProjGradARB" : "texture2DGradARB";
1836 FIXME("Unsupported 2D grad function.\n");
1837 sample_function->name = "unsupported2DGrad";
1842 sample_function->name = projected ? "texture2DProj" : "texture2D";
1845 sample_function->coord_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1;
1849 case WINED3DSTT_CUBE:
1852 FIXME("Unsupported Cube shadow function.\n");
1853 sample_function->name = "unsupportedCubeShadow";
1854 sample_function->coord_mask = 0;
1860 sample_function->name = "textureCubeLod";
1864 if (gl_info->supported[EXT_GPU_SHADER4])
1865 sample_function->name = "textureCubeGrad";
1866 else if (gl_info->supported[ARB_SHADER_TEXTURE_LOD])
1867 sample_function->name = "textureCubeGradARB";
1870 FIXME("Unsupported Cube grad function.\n");
1871 sample_function->name = "unsupportedCubeGrad";
1876 sample_function->name = "textureCube";
1878 sample_function->coord_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
1882 case WINED3DSTT_VOLUME:
1885 FIXME("Unsupported 3D shadow function.\n");
1886 sample_function->name = "unsupported3DShadow";
1887 sample_function->coord_mask = 0;
1893 sample_function->name = projected ? "texture3DProjLod" : "texture3DLod";
1897 if (gl_info->supported[EXT_GPU_SHADER4])
1898 sample_function->name = projected ? "texture3DProjGrad" : "texture3DGrad";
1899 else if (gl_info->supported[ARB_SHADER_TEXTURE_LOD])
1900 sample_function->name = projected ? "texture3DProjGradARB" : "texture3DGradARB";
1903 FIXME("Unsupported 3D grad function.\n");
1904 sample_function->name = "unsupported3DGrad";
1909 sample_function->name = projected ? "texture3DProj" : "texture3D";
1911 sample_function->coord_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
1916 sample_function->name = "";
1917 sample_function->coord_mask = 0;
1918 FIXME("Unrecognized sampler type: %#x;\n", sampler_type);
1923 static void shader_glsl_append_fixup_arg(char *arguments, const char *reg_name,
1924 BOOL sign_fixup, enum fixup_channel_source channel_source)
1926 switch(channel_source)
1928 case CHANNEL_SOURCE_ZERO:
1929 strcat(arguments, "0.0");
1932 case CHANNEL_SOURCE_ONE:
1933 strcat(arguments, "1.0");
1936 case CHANNEL_SOURCE_X:
1937 strcat(arguments, reg_name);
1938 strcat(arguments, ".x");
1941 case CHANNEL_SOURCE_Y:
1942 strcat(arguments, reg_name);
1943 strcat(arguments, ".y");
1946 case CHANNEL_SOURCE_Z:
1947 strcat(arguments, reg_name);
1948 strcat(arguments, ".z");
1951 case CHANNEL_SOURCE_W:
1952 strcat(arguments, reg_name);
1953 strcat(arguments, ".w");
1957 FIXME("Unhandled channel source %#x\n", channel_source);
1958 strcat(arguments, "undefined");
1962 if (sign_fixup) strcat(arguments, " * 2.0 - 1.0");
1965 static void shader_glsl_color_correction(const struct wined3d_shader_instruction *ins, struct color_fixup_desc fixup)
1967 struct wined3d_shader_dst_param dst;
1968 unsigned int mask_size, remaining;
1969 struct glsl_dst_param dst_param;
1970 char arguments[256];
1974 if (fixup.x_sign_fixup || fixup.x_source != CHANNEL_SOURCE_X) mask |= WINED3DSP_WRITEMASK_0;
1975 if (fixup.y_sign_fixup || fixup.y_source != CHANNEL_SOURCE_Y) mask |= WINED3DSP_WRITEMASK_1;
1976 if (fixup.z_sign_fixup || fixup.z_source != CHANNEL_SOURCE_Z) mask |= WINED3DSP_WRITEMASK_2;
1977 if (fixup.w_sign_fixup || fixup.w_source != CHANNEL_SOURCE_W) mask |= WINED3DSP_WRITEMASK_3;
1978 mask &= ins->dst[0].write_mask;
1980 if (!mask) return; /* Nothing to do */
1982 if (is_complex_fixup(fixup))
1984 enum complex_fixup complex_fixup = get_complex_fixup(fixup);
1985 FIXME("Complex fixup (%#x) not supported\n",complex_fixup);
1989 mask_size = shader_glsl_get_write_mask_size(mask);
1992 dst.write_mask = mask;
1993 shader_glsl_add_dst_param(ins, &dst, &dst_param);
1995 arguments[0] = '\0';
1996 remaining = mask_size;
1997 if (mask & WINED3DSP_WRITEMASK_0)
1999 shader_glsl_append_fixup_arg(arguments, dst_param.reg_name, fixup.x_sign_fixup, fixup.x_source);
2000 if (--remaining) strcat(arguments, ", ");
2002 if (mask & WINED3DSP_WRITEMASK_1)
2004 shader_glsl_append_fixup_arg(arguments, dst_param.reg_name, fixup.y_sign_fixup, fixup.y_source);
2005 if (--remaining) strcat(arguments, ", ");
2007 if (mask & WINED3DSP_WRITEMASK_2)
2009 shader_glsl_append_fixup_arg(arguments, dst_param.reg_name, fixup.z_sign_fixup, fixup.z_source);
2010 if (--remaining) strcat(arguments, ", ");
2012 if (mask & WINED3DSP_WRITEMASK_3)
2014 shader_glsl_append_fixup_arg(arguments, dst_param.reg_name, fixup.w_sign_fixup, fixup.w_source);
2015 if (--remaining) strcat(arguments, ", ");
2020 shader_addline(ins->ctx->buffer, "%s%s = vec%u(%s);\n",
2021 dst_param.reg_name, dst_param.mask_str, mask_size, arguments);
2025 shader_addline(ins->ctx->buffer, "%s%s = %s;\n", dst_param.reg_name, dst_param.mask_str, arguments);
2029 static void PRINTF_ATTR(8, 9) shader_glsl_gen_sample_code(const struct wined3d_shader_instruction *ins,
2030 DWORD sampler, const struct glsl_sample_function *sample_function, DWORD swizzle,
2031 const char *dx, const char *dy, const char *bias, const char *coord_reg_fmt, ...)
2033 const char *sampler_base;
2034 char dst_swizzle[6];
2035 struct color_fixup_desc fixup;
2036 BOOL np2_fixup = FALSE;
2039 shader_glsl_swizzle_to_str(swizzle, FALSE, ins->dst[0].write_mask, dst_swizzle);
2041 if (shader_is_pshader_version(ins->ctx->reg_maps->shader_version.type))
2043 const struct shader_glsl_ctx_priv *priv = ins->ctx->backend_data;
2044 fixup = priv->cur_ps_args->color_fixup[sampler];
2045 sampler_base = "Psampler";
2047 if(priv->cur_ps_args->np2_fixup & (1 << sampler)) {
2049 FIXME("Biased sampling from NP2 textures is unsupported\n");
2055 sampler_base = "Vsampler";
2056 fixup = COLOR_FIXUP_IDENTITY; /* FIXME: Vshader color fixup */
2059 shader_glsl_append_dst(ins->ctx->buffer, ins);
2061 shader_addline(ins->ctx->buffer, "%s(%s%u, ", sample_function->name, sampler_base, sampler);
2063 va_start(args, coord_reg_fmt);
2064 shader_vaddline(ins->ctx->buffer, coord_reg_fmt, args);
2068 shader_addline(ins->ctx->buffer, ", %s)%s);\n", bias, dst_swizzle);
2071 const struct shader_glsl_ctx_priv *priv = ins->ctx->backend_data;
2072 const unsigned char idx = priv->cur_np2fixup_info->idx[sampler];
2074 shader_addline(ins->ctx->buffer, " * PsamplerNP2Fixup[%u].%s)%s);\n", idx >> 1,
2075 (idx % 2) ? "zw" : "xy", dst_swizzle);
2076 } else if(dx && dy) {
2077 shader_addline(ins->ctx->buffer, ", %s, %s)%s);\n", dx, dy, dst_swizzle);
2079 shader_addline(ins->ctx->buffer, ")%s);\n", dst_swizzle);
2083 if(!is_identity_fixup(fixup)) {
2084 shader_glsl_color_correction(ins, fixup);
2088 /*****************************************************************************
2089 * Begin processing individual instruction opcodes
2090 ****************************************************************************/
2092 /* Generate GLSL arithmetic functions (dst = src1 + src2) */
2093 static void shader_glsl_arith(const struct wined3d_shader_instruction *ins)
2095 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2096 struct glsl_src_param src0_param;
2097 struct glsl_src_param src1_param;
2101 /* Determine the GLSL operator to use based on the opcode */
2102 switch (ins->handler_idx)
2104 case WINED3DSIH_MUL: op = '*'; break;
2105 case WINED3DSIH_ADD: op = '+'; break;
2106 case WINED3DSIH_SUB: op = '-'; break;
2109 FIXME("Opcode %#x not yet handled in GLSL\n", ins->handler_idx);
2113 write_mask = shader_glsl_append_dst(buffer, ins);
2114 shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src0_param);
2115 shader_glsl_add_src_param(ins, &ins->src[1], write_mask, &src1_param);
2116 shader_addline(buffer, "%s %c %s);\n", src0_param.param_str, op, src1_param.param_str);
2119 /* Process the WINED3DSIO_MOV opcode using GLSL (dst = src) */
2120 static void shader_glsl_mov(const struct wined3d_shader_instruction *ins)
2122 const struct wined3d_gl_info *gl_info = ins->ctx->gl_info;
2123 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2124 struct glsl_src_param src0_param;
2127 write_mask = shader_glsl_append_dst(buffer, ins);
2128 shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src0_param);
2130 /* In vs_1_1 WINED3DSIO_MOV can write to the address register. In later
2131 * shader versions WINED3DSIO_MOVA is used for this. */
2132 if (ins->ctx->reg_maps->shader_version.major == 1
2133 && !shader_is_pshader_version(ins->ctx->reg_maps->shader_version.type)
2134 && ins->dst[0].reg.type == WINED3DSPR_ADDR)
2136 /* This is a simple floor() */
2137 unsigned int mask_size = shader_glsl_get_write_mask_size(write_mask);
2138 if (mask_size > 1) {
2139 shader_addline(buffer, "ivec%d(floor(%s)));\n", mask_size, src0_param.param_str);
2141 shader_addline(buffer, "int(floor(%s)));\n", src0_param.param_str);
2144 else if(ins->handler_idx == WINED3DSIH_MOVA)
2146 /* We need to *round* to the nearest int here. */
2147 unsigned int mask_size = shader_glsl_get_write_mask_size(write_mask);
2149 if (gl_info->supported[EXT_GPU_SHADER4])
2152 shader_addline(buffer, "ivec%d(round(%s)));\n", mask_size, src0_param.param_str);
2154 shader_addline(buffer, "int(round(%s)));\n", src0_param.param_str);
2159 shader_addline(buffer, "ivec%d(floor(abs(%s) + vec%d(0.5)) * sign(%s)));\n",
2160 mask_size, src0_param.param_str, mask_size, src0_param.param_str);
2162 shader_addline(buffer, "int(floor(abs(%s) + 0.5) * sign(%s)));\n",
2163 src0_param.param_str, src0_param.param_str);
2168 shader_addline(buffer, "%s);\n", src0_param.param_str);
2172 /* Process the dot product operators DP3 and DP4 in GLSL (dst = dot(src0, src1)) */
2173 static void shader_glsl_dot(const struct wined3d_shader_instruction *ins)
2175 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2176 struct glsl_src_param src0_param;
2177 struct glsl_src_param src1_param;
2178 DWORD dst_write_mask, src_write_mask;
2179 unsigned int dst_size = 0;
2181 dst_write_mask = shader_glsl_append_dst(buffer, ins);
2182 dst_size = shader_glsl_get_write_mask_size(dst_write_mask);
2184 /* dp3 works on vec3, dp4 on vec4 */
2185 if (ins->handler_idx == WINED3DSIH_DP4)
2187 src_write_mask = WINED3DSP_WRITEMASK_ALL;
2189 src_write_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
2192 shader_glsl_add_src_param(ins, &ins->src[0], src_write_mask, &src0_param);
2193 shader_glsl_add_src_param(ins, &ins->src[1], src_write_mask, &src1_param);
2196 shader_addline(buffer, "vec%d(dot(%s, %s)));\n", dst_size, src0_param.param_str, src1_param.param_str);
2198 shader_addline(buffer, "dot(%s, %s));\n", src0_param.param_str, src1_param.param_str);
2202 /* Note that this instruction has some restrictions. The destination write mask
2203 * can't contain the w component, and the source swizzles have to be .xyzw */
2204 static void shader_glsl_cross(const struct wined3d_shader_instruction *ins)
2206 DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
2207 struct glsl_src_param src0_param;
2208 struct glsl_src_param src1_param;
2211 shader_glsl_get_write_mask(&ins->dst[0], dst_mask);
2212 shader_glsl_append_dst(ins->ctx->buffer, ins);
2213 shader_glsl_add_src_param(ins, &ins->src[0], src_mask, &src0_param);
2214 shader_glsl_add_src_param(ins, &ins->src[1], src_mask, &src1_param);
2215 shader_addline(ins->ctx->buffer, "cross(%s, %s)%s);\n", src0_param.param_str, src1_param.param_str, dst_mask);
2218 /* Process the WINED3DSIO_POW instruction in GLSL (dst = |src0|^src1)
2219 * Src0 and src1 are scalars. Note that D3D uses the absolute of src0, while
2220 * GLSL uses the value as-is. */
2221 static void shader_glsl_pow(const struct wined3d_shader_instruction *ins)
2223 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2224 struct glsl_src_param src0_param;
2225 struct glsl_src_param src1_param;
2226 DWORD dst_write_mask;
2227 unsigned int dst_size;
2229 dst_write_mask = shader_glsl_append_dst(buffer, ins);
2230 dst_size = shader_glsl_get_write_mask_size(dst_write_mask);
2232 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0, &src0_param);
2233 shader_glsl_add_src_param(ins, &ins->src[1], WINED3DSP_WRITEMASK_0, &src1_param);
2237 shader_addline(buffer, "vec%u(%s == 0.0 ? 1.0 : pow(abs(%s), %s)));\n",
2238 dst_size, src1_param.param_str, src0_param.param_str, src1_param.param_str);
2242 shader_addline(buffer, "%s == 0.0 ? 1.0 : pow(abs(%s), %s));\n",
2243 src1_param.param_str, src0_param.param_str, src1_param.param_str);
2247 /* Process the WINED3DSIO_LOG instruction in GLSL (dst = log2(|src0|))
2248 * Src0 is a scalar. Note that D3D uses the absolute of src0, while
2249 * GLSL uses the value as-is. */
2250 static void shader_glsl_log(const struct wined3d_shader_instruction *ins)
2252 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2253 struct glsl_src_param src0_param;
2254 DWORD dst_write_mask;
2255 unsigned int dst_size;
2257 dst_write_mask = shader_glsl_append_dst(buffer, ins);
2258 dst_size = shader_glsl_get_write_mask_size(dst_write_mask);
2260 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0, &src0_param);
2264 shader_addline(buffer, "vec%u(log2(abs(%s))));\n",
2265 dst_size, src0_param.param_str);
2269 shader_addline(buffer, "log2(abs(%s)));\n",
2270 src0_param.param_str);
2274 /* Map the opcode 1-to-1 to the GL code (arg->dst = instruction(src0, src1, ...) */
2275 static void shader_glsl_map2gl(const struct wined3d_shader_instruction *ins)
2277 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2278 struct glsl_src_param src_param;
2279 const char *instruction;
2283 /* Determine the GLSL function to use based on the opcode */
2284 /* TODO: Possibly make this a table for faster lookups */
2285 switch (ins->handler_idx)
2287 case WINED3DSIH_MIN: instruction = "min"; break;
2288 case WINED3DSIH_MAX: instruction = "max"; break;
2289 case WINED3DSIH_ABS: instruction = "abs"; break;
2290 case WINED3DSIH_FRC: instruction = "fract"; break;
2291 case WINED3DSIH_EXP: instruction = "exp2"; break;
2292 case WINED3DSIH_DSX: instruction = "dFdx"; break;
2293 case WINED3DSIH_DSY: instruction = "ycorrection.y * dFdy"; break;
2294 default: instruction = "";
2295 FIXME("Opcode %#x not yet handled in GLSL\n", ins->handler_idx);
2299 write_mask = shader_glsl_append_dst(buffer, ins);
2301 shader_addline(buffer, "%s(", instruction);
2305 shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src_param);
2306 shader_addline(buffer, "%s", src_param.param_str);
2307 for (i = 1; i < ins->src_count; ++i)
2309 shader_glsl_add_src_param(ins, &ins->src[i], write_mask, &src_param);
2310 shader_addline(buffer, ", %s", src_param.param_str);
2314 shader_addline(buffer, "));\n");
2317 static void shader_glsl_nrm(const struct wined3d_shader_instruction *ins)
2319 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2320 struct glsl_src_param src_param;
2321 unsigned int mask_size;
2325 write_mask = shader_glsl_get_write_mask(ins->dst, dst_mask);
2326 mask_size = shader_glsl_get_write_mask_size(write_mask);
2327 shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src_param);
2329 shader_addline(buffer, "tmp0.x = dot(%s, %s);\n",
2330 src_param.param_str, src_param.param_str);
2331 shader_glsl_append_dst(buffer, ins);
2335 shader_addline(buffer, "tmp0.x == 0.0 ? vec%u(0.0) : (%s * inversesqrt(tmp0.x)));\n",
2336 mask_size, src_param.param_str);
2340 shader_addline(buffer, "tmp0.x == 0.0 ? 0.0 : (%s * inversesqrt(tmp0.x)));\n",
2341 src_param.param_str);
2345 /** Process the WINED3DSIO_EXPP instruction in GLSL:
2346 * For shader model 1.x, do the following (and honor the writemask, so use a temporary variable):
2347 * dst.x = 2^(floor(src))
2348 * dst.y = src - floor(src)
2349 * dst.z = 2^src (partial precision is allowed, but optional)
2351 * For 2.0 shaders, just do this (honoring writemask and swizzle):
2352 * dst = 2^src; (partial precision is allowed, but optional)
2354 static void shader_glsl_expp(const struct wined3d_shader_instruction *ins)
2356 struct glsl_src_param src_param;
2358 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0, &src_param);
2360 if (ins->ctx->reg_maps->shader_version.major < 2)
2364 shader_addline(ins->ctx->buffer, "tmp0.x = exp2(floor(%s));\n", src_param.param_str);
2365 shader_addline(ins->ctx->buffer, "tmp0.y = %s - floor(%s);\n", src_param.param_str, src_param.param_str);
2366 shader_addline(ins->ctx->buffer, "tmp0.z = exp2(%s);\n", src_param.param_str);
2367 shader_addline(ins->ctx->buffer, "tmp0.w = 1.0;\n");
2369 shader_glsl_append_dst(ins->ctx->buffer, ins);
2370 shader_glsl_get_write_mask(&ins->dst[0], dst_mask);
2371 shader_addline(ins->ctx->buffer, "tmp0%s);\n", dst_mask);
2374 unsigned int mask_size;
2376 write_mask = shader_glsl_append_dst(ins->ctx->buffer, ins);
2377 mask_size = shader_glsl_get_write_mask_size(write_mask);
2379 if (mask_size > 1) {
2380 shader_addline(ins->ctx->buffer, "vec%d(exp2(%s)));\n", mask_size, src_param.param_str);
2382 shader_addline(ins->ctx->buffer, "exp2(%s));\n", src_param.param_str);
2387 /** Process the RCP (reciprocal or inverse) opcode in GLSL (dst = 1 / src) */
2388 static void shader_glsl_rcp(const struct wined3d_shader_instruction *ins)
2390 struct glsl_src_param src_param;
2392 unsigned int mask_size;
2394 write_mask = shader_glsl_append_dst(ins->ctx->buffer, ins);
2395 mask_size = shader_glsl_get_write_mask_size(write_mask);
2396 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_3, &src_param);
2400 shader_addline(ins->ctx->buffer, "vec%u(1.0 / %s));\n",
2401 mask_size, src_param.param_str);
2405 shader_addline(ins->ctx->buffer, "1.0 / %s);\n",
2406 src_param.param_str);
2410 static void shader_glsl_rsq(const struct wined3d_shader_instruction *ins)
2412 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2413 struct glsl_src_param src_param;
2415 unsigned int mask_size;
2417 write_mask = shader_glsl_append_dst(buffer, ins);
2418 mask_size = shader_glsl_get_write_mask_size(write_mask);
2420 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_3, &src_param);
2424 shader_addline(buffer, "vec%u(inversesqrt(abs(%s))));\n",
2425 mask_size, src_param.param_str);
2429 shader_addline(buffer, "inversesqrt(abs(%s)));\n",
2430 src_param.param_str);
2434 /** Process signed comparison opcodes in GLSL. */
2435 static void shader_glsl_compare(const struct wined3d_shader_instruction *ins)
2437 struct glsl_src_param src0_param;
2438 struct glsl_src_param src1_param;
2440 unsigned int mask_size;
2442 write_mask = shader_glsl_append_dst(ins->ctx->buffer, ins);
2443 mask_size = shader_glsl_get_write_mask_size(write_mask);
2444 shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src0_param);
2445 shader_glsl_add_src_param(ins, &ins->src[1], write_mask, &src1_param);
2447 if (mask_size > 1) {
2448 const char *compare;
2450 switch(ins->handler_idx)
2452 case WINED3DSIH_SLT: compare = "lessThan"; break;
2453 case WINED3DSIH_SGE: compare = "greaterThanEqual"; break;
2454 default: compare = "";
2455 FIXME("Can't handle opcode %#x\n", ins->handler_idx);
2458 shader_addline(ins->ctx->buffer, "vec%d(%s(%s, %s)));\n", mask_size, compare,
2459 src0_param.param_str, src1_param.param_str);
2461 switch(ins->handler_idx)
2463 case WINED3DSIH_SLT:
2464 /* Step(src0, src1) is not suitable here because if src0 == src1 SLT is supposed,
2465 * to return 0.0 but step returns 1.0 because step is not < x
2466 * An alternative is a bvec compare padded with an unused second component.
2467 * step(src1 * -1.0, src0 * -1.0) is not an option because it suffers from the same
2468 * issue. Playing with not() is not possible either because not() does not accept
2471 shader_addline(ins->ctx->buffer, "(%s < %s) ? 1.0 : 0.0);\n",
2472 src0_param.param_str, src1_param.param_str);
2474 case WINED3DSIH_SGE:
2475 /* Here we can use the step() function and safe a conditional */
2476 shader_addline(ins->ctx->buffer, "step(%s, %s));\n", src1_param.param_str, src0_param.param_str);
2479 FIXME("Can't handle opcode %#x\n", ins->handler_idx);
2485 /** Process CMP instruction in GLSL (dst = src0 >= 0.0 ? src1 : src2), per channel */
2486 static void shader_glsl_cmp(const struct wined3d_shader_instruction *ins)
2488 struct glsl_src_param src0_param;
2489 struct glsl_src_param src1_param;
2490 struct glsl_src_param src2_param;
2491 DWORD write_mask, cmp_channel = 0;
2494 BOOL temp_destination = FALSE;
2496 if (shader_is_scalar(&ins->src[0].reg))
2498 write_mask = shader_glsl_append_dst(ins->ctx->buffer, ins);
2500 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_ALL, &src0_param);
2501 shader_glsl_add_src_param(ins, &ins->src[1], write_mask, &src1_param);
2502 shader_glsl_add_src_param(ins, &ins->src[2], write_mask, &src2_param);
2504 shader_addline(ins->ctx->buffer, "%s >= 0.0 ? %s : %s);\n",
2505 src0_param.param_str, src1_param.param_str, src2_param.param_str);
2507 DWORD dst_mask = ins->dst[0].write_mask;
2508 struct wined3d_shader_dst_param dst = ins->dst[0];
2510 /* Cycle through all source0 channels */
2511 for (i=0; i<4; i++) {
2513 /* Find the destination channels which use the current source0 channel */
2514 for (j=0; j<4; j++) {
2515 if (((ins->src[0].swizzle >> (2 * j)) & 0x3) == i)
2517 write_mask |= WINED3DSP_WRITEMASK_0 << j;
2518 cmp_channel = WINED3DSP_WRITEMASK_0 << j;
2521 dst.write_mask = dst_mask & write_mask;
2523 /* Splitting the cmp instruction up in multiple lines imposes a problem:
2524 * The first lines may overwrite source parameters of the following lines.
2525 * Deal with that by using a temporary destination register if needed
2527 if ((ins->src[0].reg.idx == ins->dst[0].reg.idx
2528 && ins->src[0].reg.type == ins->dst[0].reg.type)
2529 || (ins->src[1].reg.idx == ins->dst[0].reg.idx
2530 && ins->src[1].reg.type == ins->dst[0].reg.type)
2531 || (ins->src[2].reg.idx == ins->dst[0].reg.idx
2532 && ins->src[2].reg.type == ins->dst[0].reg.type))
2534 write_mask = shader_glsl_get_write_mask(&dst, mask_char);
2535 if (!write_mask) continue;
2536 shader_addline(ins->ctx->buffer, "tmp0%s = (", mask_char);
2537 temp_destination = TRUE;
2539 write_mask = shader_glsl_append_dst_ext(ins->ctx->buffer, ins, &dst);
2540 if (!write_mask) continue;
2543 shader_glsl_add_src_param(ins, &ins->src[0], cmp_channel, &src0_param);
2544 shader_glsl_add_src_param(ins, &ins->src[1], write_mask, &src1_param);
2545 shader_glsl_add_src_param(ins, &ins->src[2], write_mask, &src2_param);
2547 shader_addline(ins->ctx->buffer, "%s >= 0.0 ? %s : %s);\n",
2548 src0_param.param_str, src1_param.param_str, src2_param.param_str);
2551 if(temp_destination) {
2552 shader_glsl_get_write_mask(&ins->dst[0], mask_char);
2553 shader_glsl_append_dst(ins->ctx->buffer, ins);
2554 shader_addline(ins->ctx->buffer, "tmp0%s);\n", mask_char);
2560 /** Process the CND opcode in GLSL (dst = (src0 > 0.5) ? src1 : src2) */
2561 /* For ps 1.1-1.3, only a single component of src0 is used. For ps 1.4
2562 * the compare is done per component of src0. */
2563 static void shader_glsl_cnd(const struct wined3d_shader_instruction *ins)
2565 struct wined3d_shader_dst_param dst;
2566 struct glsl_src_param src0_param;
2567 struct glsl_src_param src1_param;
2568 struct glsl_src_param src2_param;
2569 DWORD write_mask, cmp_channel = 0;
2572 DWORD shader_version = WINED3D_SHADER_VERSION(ins->ctx->reg_maps->shader_version.major,
2573 ins->ctx->reg_maps->shader_version.minor);
2575 if (shader_version < WINED3D_SHADER_VERSION(1, 4))
2577 write_mask = shader_glsl_append_dst(ins->ctx->buffer, ins);
2578 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0, &src0_param);
2579 shader_glsl_add_src_param(ins, &ins->src[1], write_mask, &src1_param);
2580 shader_glsl_add_src_param(ins, &ins->src[2], write_mask, &src2_param);
2582 /* Fun: The D3DSI_COISSUE flag changes the semantic of the cnd instruction for < 1.4 shaders */
2585 shader_addline(ins->ctx->buffer, "%s /* COISSUE! */);\n", src1_param.param_str);
2587 shader_addline(ins->ctx->buffer, "%s > 0.5 ? %s : %s);\n",
2588 src0_param.param_str, src1_param.param_str, src2_param.param_str);
2592 /* Cycle through all source0 channels */
2593 dst_mask = ins->dst[0].write_mask;
2595 for (i=0; i<4; i++) {
2597 /* Find the destination channels which use the current source0 channel */
2598 for (j=0; j<4; j++) {
2599 if (((ins->src[0].swizzle >> (2 * j)) & 0x3) == i)
2601 write_mask |= WINED3DSP_WRITEMASK_0 << j;
2602 cmp_channel = WINED3DSP_WRITEMASK_0 << j;
2606 dst.write_mask = dst_mask & write_mask;
2607 write_mask = shader_glsl_append_dst_ext(ins->ctx->buffer, ins, &dst);
2608 if (!write_mask) continue;
2610 shader_glsl_add_src_param(ins, &ins->src[0], cmp_channel, &src0_param);
2611 shader_glsl_add_src_param(ins, &ins->src[1], write_mask, &src1_param);
2612 shader_glsl_add_src_param(ins, &ins->src[2], write_mask, &src2_param);
2614 shader_addline(ins->ctx->buffer, "%s > 0.5 ? %s : %s);\n",
2615 src0_param.param_str, src1_param.param_str, src2_param.param_str);
2619 /** GLSL code generation for WINED3DSIO_MAD: Multiply the first 2 opcodes, then add the last */
2620 static void shader_glsl_mad(const struct wined3d_shader_instruction *ins)
2622 struct glsl_src_param src0_param;
2623 struct glsl_src_param src1_param;
2624 struct glsl_src_param src2_param;
2627 write_mask = shader_glsl_append_dst(ins->ctx->buffer, ins);
2628 shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src0_param);
2629 shader_glsl_add_src_param(ins, &ins->src[1], write_mask, &src1_param);
2630 shader_glsl_add_src_param(ins, &ins->src[2], write_mask, &src2_param);
2631 shader_addline(ins->ctx->buffer, "(%s * %s) + %s);\n",
2632 src0_param.param_str, src1_param.param_str, src2_param.param_str);
2635 /* Handles transforming all WINED3DSIO_M?x? opcodes for
2636 Vertex shaders to GLSL codes */
2637 static void shader_glsl_mnxn(const struct wined3d_shader_instruction *ins)
2640 int nComponents = 0;
2641 struct wined3d_shader_dst_param tmp_dst = {{0}};
2642 struct wined3d_shader_src_param tmp_src[2] = {{{0}}};
2643 struct wined3d_shader_instruction tmp_ins;
2645 memset(&tmp_ins, 0, sizeof(tmp_ins));
2647 /* Set constants for the temporary argument */
2648 tmp_ins.ctx = ins->ctx;
2649 tmp_ins.dst_count = 1;
2650 tmp_ins.dst = &tmp_dst;
2651 tmp_ins.src_count = 2;
2652 tmp_ins.src = tmp_src;
2654 switch(ins->handler_idx)
2656 case WINED3DSIH_M4x4:
2658 tmp_ins.handler_idx = WINED3DSIH_DP4;
2660 case WINED3DSIH_M4x3:
2662 tmp_ins.handler_idx = WINED3DSIH_DP4;
2664 case WINED3DSIH_M3x4:
2666 tmp_ins.handler_idx = WINED3DSIH_DP3;
2668 case WINED3DSIH_M3x3:
2670 tmp_ins.handler_idx = WINED3DSIH_DP3;
2672 case WINED3DSIH_M3x2:
2674 tmp_ins.handler_idx = WINED3DSIH_DP3;
2680 tmp_dst = ins->dst[0];
2681 tmp_src[0] = ins->src[0];
2682 tmp_src[1] = ins->src[1];
2683 for (i = 0; i < nComponents; ++i)
2685 tmp_dst.write_mask = WINED3DSP_WRITEMASK_0 << i;
2686 shader_glsl_dot(&tmp_ins);
2687 ++tmp_src[1].reg.idx;
2692 The LRP instruction performs a component-wise linear interpolation
2693 between the second and third operands using the first operand as the
2694 blend factor. Equation: (dst = src2 + src0 * (src1 - src2))
2695 This is equivalent to mix(src2, src1, src0);
2697 static void shader_glsl_lrp(const struct wined3d_shader_instruction *ins)
2699 struct glsl_src_param src0_param;
2700 struct glsl_src_param src1_param;
2701 struct glsl_src_param src2_param;
2704 write_mask = shader_glsl_append_dst(ins->ctx->buffer, ins);
2706 shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src0_param);
2707 shader_glsl_add_src_param(ins, &ins->src[1], write_mask, &src1_param);
2708 shader_glsl_add_src_param(ins, &ins->src[2], write_mask, &src2_param);
2710 shader_addline(ins->ctx->buffer, "mix(%s, %s, %s));\n",
2711 src2_param.param_str, src1_param.param_str, src0_param.param_str);
2714 /** Process the WINED3DSIO_LIT instruction in GLSL:
2715 * dst.x = dst.w = 1.0
2716 * dst.y = (src0.x > 0) ? src0.x
2717 * dst.z = (src0.x > 0) ? ((src0.y > 0) ? pow(src0.y, src.w) : 0) : 0
2718 * where src.w is clamped at +- 128
2720 static void shader_glsl_lit(const struct wined3d_shader_instruction *ins)
2722 struct glsl_src_param src0_param;
2723 struct glsl_src_param src1_param;
2724 struct glsl_src_param src3_param;
2727 shader_glsl_append_dst(ins->ctx->buffer, ins);
2728 shader_glsl_get_write_mask(&ins->dst[0], dst_mask);
2730 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0, &src0_param);
2731 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_1, &src1_param);
2732 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_3, &src3_param);
2734 /* The sdk specifies the instruction like this
2736 * if(src.x > 0.0) dst.y = src.x
2738 * if(src.x > 0.0 && src.y > 0.0) dst.z = pow(src.y, power);
2742 * Obviously that has quite a few conditionals in it which we don't like. So the first step is this:
2743 * dst.x = 1.0 ... No further explanation needed
2744 * dst.y = max(src.y, 0.0); ... If x < 0.0, use 0.0, otherwise x. Same as the conditional
2745 * dst.z = x > 0.0 ? pow(max(y, 0.0), p) : 0; ... 0 ^ power is 0, and otherwise we use y anyway
2746 * dst.w = 1.0. ... Nothing fancy.
2748 * So we still have one conditional in there. So do this:
2749 * dst.z = pow(max(0.0, src.y) * step(0.0, src.x), power);
2751 * 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),
2752 * 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.
2753 * if both x and y are > 0, we get pow(y * 1.0, power), as it is supposed to
2755 shader_addline(ins->ctx->buffer,
2756 "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",
2757 src0_param.param_str, src1_param.param_str, src0_param.param_str, src3_param.param_str, dst_mask);
2760 /** Process the WINED3DSIO_DST instruction in GLSL:
2762 * dst.y = src0.x * src0.y
2766 static void shader_glsl_dst(const struct wined3d_shader_instruction *ins)
2768 struct glsl_src_param src0y_param;
2769 struct glsl_src_param src0z_param;
2770 struct glsl_src_param src1y_param;
2771 struct glsl_src_param src1w_param;
2774 shader_glsl_append_dst(ins->ctx->buffer, ins);
2775 shader_glsl_get_write_mask(&ins->dst[0], dst_mask);
2777 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_1, &src0y_param);
2778 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_2, &src0z_param);
2779 shader_glsl_add_src_param(ins, &ins->src[1], WINED3DSP_WRITEMASK_1, &src1y_param);
2780 shader_glsl_add_src_param(ins, &ins->src[1], WINED3DSP_WRITEMASK_3, &src1w_param);
2782 shader_addline(ins->ctx->buffer, "vec4(1.0, %s * %s, %s, %s))%s;\n",
2783 src0y_param.param_str, src1y_param.param_str, src0z_param.param_str, src1w_param.param_str, dst_mask);
2786 /** Process the WINED3DSIO_SINCOS instruction in GLSL:
2787 * VS 2.0 requires that specific cosine and sine constants be passed to this instruction so the hardware
2788 * can handle it. But, these functions are built-in for GLSL, so we can just ignore the last 2 params.
2790 * dst.x = cos(src0.?)
2791 * dst.y = sin(src0.?)
2795 static void shader_glsl_sincos(const struct wined3d_shader_instruction *ins)
2797 struct glsl_src_param src0_param;
2800 write_mask = shader_glsl_append_dst(ins->ctx->buffer, ins);
2801 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0, &src0_param);
2803 switch (write_mask) {
2804 case WINED3DSP_WRITEMASK_0:
2805 shader_addline(ins->ctx->buffer, "cos(%s));\n", src0_param.param_str);
2808 case WINED3DSP_WRITEMASK_1:
2809 shader_addline(ins->ctx->buffer, "sin(%s));\n", src0_param.param_str);
2812 case (WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1):
2813 shader_addline(ins->ctx->buffer, "vec2(cos(%s), sin(%s)));\n", src0_param.param_str, src0_param.param_str);
2817 ERR("Write mask should be .x, .y or .xy\n");
2822 /* sgn in vs_2_0 has 2 extra parameters(registers for temporary storage) which we don't use
2823 * here. But those extra parameters require a dedicated function for sgn, since map2gl would
2824 * generate invalid code
2826 static void shader_glsl_sgn(const struct wined3d_shader_instruction *ins)
2828 struct glsl_src_param src0_param;
2831 write_mask = shader_glsl_append_dst(ins->ctx->buffer, ins);
2832 shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src0_param);
2834 shader_addline(ins->ctx->buffer, "sign(%s));\n", src0_param.param_str);
2837 /** Process the WINED3DSIO_LOOP instruction in GLSL:
2838 * Start a for() loop where src1.y is the initial value of aL,
2839 * increment aL by src1.z for a total of src1.x iterations.
2840 * Need to use a temporary variable for this operation.
2842 /* FIXME: I don't think nested loops will work correctly this way. */
2843 static void shader_glsl_loop(const struct wined3d_shader_instruction *ins)
2845 struct wined3d_shader_loop_state *loop_state = ins->ctx->loop_state;
2846 const struct wined3d_shader *shader = ins->ctx->shader;
2847 struct glsl_src_param src1_param;
2848 const DWORD *control_values = NULL;
2849 const local_constant *constant;
2851 shader_glsl_add_src_param(ins, &ins->src[1], WINED3DSP_WRITEMASK_ALL, &src1_param);
2853 /* Try to hardcode the loop control parameters if possible. Direct3D 9 class hardware doesn't support real
2854 * varying indexing, but Microsoft designed this feature for Shader model 2.x+. If the loop control is
2855 * known at compile time, the GLSL compiler can unroll the loop, and replace indirect addressing with direct
2858 if (ins->src[1].reg.type == WINED3DSPR_CONSTINT)
2860 LIST_FOR_EACH_ENTRY(constant, &shader->constantsI, local_constant, entry)
2862 if (constant->idx == ins->src[1].reg.idx)
2864 control_values = constant->value;
2872 struct wined3d_shader_loop_control loop_control;
2873 loop_control.count = control_values[0];
2874 loop_control.start = control_values[1];
2875 loop_control.step = (int)control_values[2];
2877 if (loop_control.step > 0)
2879 shader_addline(ins->ctx->buffer, "for (aL%u = %u; aL%u < (%u * %d + %u); aL%u += %d) {\n",
2880 loop_state->current_depth, loop_control.start,
2881 loop_state->current_depth, loop_control.count, loop_control.step, loop_control.start,
2882 loop_state->current_depth, loop_control.step);
2884 else if (loop_control.step < 0)
2886 shader_addline(ins->ctx->buffer, "for (aL%u = %u; aL%u > (%u * %d + %u); aL%u += %d) {\n",
2887 loop_state->current_depth, loop_control.start,
2888 loop_state->current_depth, loop_control.count, loop_control.step, loop_control.start,
2889 loop_state->current_depth, loop_control.step);
2893 shader_addline(ins->ctx->buffer, "for (aL%u = %u, tmpInt%u = 0; tmpInt%u < %u; tmpInt%u++) {\n",
2894 loop_state->current_depth, loop_control.start, loop_state->current_depth,
2895 loop_state->current_depth, loop_control.count,
2896 loop_state->current_depth);
2899 shader_addline(ins->ctx->buffer,
2900 "for (tmpInt%u = 0, aL%u = %s.y; tmpInt%u < %s.x; tmpInt%u++, aL%u += %s.z) {\n",
2901 loop_state->current_depth, loop_state->current_reg,
2902 src1_param.reg_name, loop_state->current_depth, src1_param.reg_name,
2903 loop_state->current_depth, loop_state->current_reg, src1_param.reg_name);
2906 ++loop_state->current_depth;
2907 ++loop_state->current_reg;
2910 static void shader_glsl_end(const struct wined3d_shader_instruction *ins)
2912 struct wined3d_shader_loop_state *loop_state = ins->ctx->loop_state;
2914 shader_addline(ins->ctx->buffer, "}\n");
2916 if (ins->handler_idx == WINED3DSIH_ENDLOOP)
2918 --loop_state->current_depth;
2919 --loop_state->current_reg;
2922 if (ins->handler_idx == WINED3DSIH_ENDREP)
2924 --loop_state->current_depth;
2928 static void shader_glsl_rep(const struct wined3d_shader_instruction *ins)
2930 const struct wined3d_shader *shader = ins->ctx->shader;
2931 struct wined3d_shader_loop_state *loop_state = ins->ctx->loop_state;
2932 struct glsl_src_param src0_param;
2933 const DWORD *control_values = NULL;
2934 const local_constant *constant;
2936 /* Try to hardcode local values to help the GLSL compiler to unroll and optimize the loop */
2937 if (ins->src[0].reg.type == WINED3DSPR_CONSTINT)
2939 LIST_FOR_EACH_ENTRY(constant, &shader->constantsI, local_constant, entry)
2941 if (constant->idx == ins->src[0].reg.idx)
2943 control_values = constant->value;
2951 shader_addline(ins->ctx->buffer, "for (tmpInt%d = 0; tmpInt%d < %d; tmpInt%d++) {\n",
2952 loop_state->current_depth, loop_state->current_depth,
2953 control_values[0], loop_state->current_depth);
2957 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0, &src0_param);
2958 shader_addline(ins->ctx->buffer, "for (tmpInt%d = 0; tmpInt%d < %s; tmpInt%d++) {\n",
2959 loop_state->current_depth, loop_state->current_depth,
2960 src0_param.param_str, loop_state->current_depth);
2963 ++loop_state->current_depth;
2966 static void shader_glsl_if(const struct wined3d_shader_instruction *ins)
2968 struct glsl_src_param src0_param;
2970 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0, &src0_param);
2971 shader_addline(ins->ctx->buffer, "if (%s) {\n", src0_param.param_str);
2974 static void shader_glsl_ifc(const struct wined3d_shader_instruction *ins)
2976 struct glsl_src_param src0_param;
2977 struct glsl_src_param src1_param;
2979 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0, &src0_param);
2980 shader_glsl_add_src_param(ins, &ins->src[1], WINED3DSP_WRITEMASK_0, &src1_param);
2982 shader_addline(ins->ctx->buffer, "if (%s %s %s) {\n",
2983 src0_param.param_str, shader_get_comp_op(ins->flags), src1_param.param_str);
2986 static void shader_glsl_else(const struct wined3d_shader_instruction *ins)
2988 shader_addline(ins->ctx->buffer, "} else {\n");
2991 static void shader_glsl_break(const struct wined3d_shader_instruction *ins)
2993 shader_addline(ins->ctx->buffer, "break;\n");
2996 /* FIXME: According to MSDN the compare is done per component. */
2997 static void shader_glsl_breakc(const struct wined3d_shader_instruction *ins)
2999 struct glsl_src_param src0_param;
3000 struct glsl_src_param src1_param;
3002 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0, &src0_param);
3003 shader_glsl_add_src_param(ins, &ins->src[1], WINED3DSP_WRITEMASK_0, &src1_param);
3005 shader_addline(ins->ctx->buffer, "if (%s %s %s) break;\n",
3006 src0_param.param_str, shader_get_comp_op(ins->flags), src1_param.param_str);
3009 static void shader_glsl_label(const struct wined3d_shader_instruction *ins)
3011 shader_addline(ins->ctx->buffer, "}\n");
3012 shader_addline(ins->ctx->buffer, "void subroutine%u () {\n", ins->src[0].reg.idx);
3015 static void shader_glsl_call(const struct wined3d_shader_instruction *ins)
3017 shader_addline(ins->ctx->buffer, "subroutine%u();\n", ins->src[0].reg.idx);
3020 static void shader_glsl_callnz(const struct wined3d_shader_instruction *ins)
3022 struct glsl_src_param src1_param;
3024 shader_glsl_add_src_param(ins, &ins->src[1], WINED3DSP_WRITEMASK_0, &src1_param);
3025 shader_addline(ins->ctx->buffer, "if (%s) subroutine%u();\n", src1_param.param_str, ins->src[0].reg.idx);
3028 static void shader_glsl_ret(const struct wined3d_shader_instruction *ins)
3030 /* No-op. The closing } is written when a new function is started, and at the end of the shader. This
3031 * function only suppresses the unhandled instruction warning
3035 /*********************************************
3036 * Pixel Shader Specific Code begins here
3037 ********************************************/
3038 static void shader_glsl_tex(const struct wined3d_shader_instruction *ins)
3040 const struct wined3d_shader *shader = ins->ctx->shader;
3041 struct wined3d_device *device = shader->device;
3042 DWORD shader_version = WINED3D_SHADER_VERSION(ins->ctx->reg_maps->shader_version.major,
3043 ins->ctx->reg_maps->shader_version.minor);
3044 struct glsl_sample_function sample_function;
3045 const struct wined3d_texture *texture;
3046 DWORD sample_flags = 0;
3048 DWORD mask = 0, swizzle;
3050 /* 1.0-1.4: Use destination register as sampler source.
3051 * 2.0+: Use provided sampler source. */
3052 if (shader_version < WINED3D_SHADER_VERSION(2,0)) sampler_idx = ins->dst[0].reg.idx;
3053 else sampler_idx = ins->src[1].reg.idx;
3054 texture = device->stateBlock->state.textures[sampler_idx];
3056 if (shader_version < WINED3D_SHADER_VERSION(1,4))
3058 const struct shader_glsl_ctx_priv *priv = ins->ctx->backend_data;
3059 DWORD flags = (priv->cur_ps_args->tex_transform >> sampler_idx * WINED3D_PSARGS_TEXTRANSFORM_SHIFT)
3060 & WINED3D_PSARGS_TEXTRANSFORM_MASK;
3061 WINED3DSAMPLER_TEXTURE_TYPE sampler_type = ins->ctx->reg_maps->sampler_type[sampler_idx];
3063 /* Projected cube textures don't make a lot of sense, the resulting coordinates stay the same. */
3064 if (flags & WINED3D_PSARGS_PROJECTED && sampler_type != WINED3DSTT_CUBE) {
3065 sample_flags |= WINED3D_GLSL_SAMPLE_PROJECTED;
3066 switch (flags & ~WINED3D_PSARGS_PROJECTED) {
3067 case WINED3DTTFF_COUNT1: FIXME("WINED3DTTFF_PROJECTED with WINED3DTTFF_COUNT1?\n"); break;
3068 case WINED3DTTFF_COUNT2: mask = WINED3DSP_WRITEMASK_1; break;
3069 case WINED3DTTFF_COUNT3: mask = WINED3DSP_WRITEMASK_2; break;
3070 case WINED3DTTFF_COUNT4:
3071 case WINED3DTTFF_DISABLE: mask = WINED3DSP_WRITEMASK_3; break;
3075 else if (shader_version < WINED3D_SHADER_VERSION(2,0))
3077 DWORD src_mod = ins->src[0].modifiers;
3079 if (src_mod == WINED3DSPSM_DZ) {
3080 sample_flags |= WINED3D_GLSL_SAMPLE_PROJECTED;
3081 mask = WINED3DSP_WRITEMASK_2;
3082 } else if (src_mod == WINED3DSPSM_DW) {
3083 sample_flags |= WINED3D_GLSL_SAMPLE_PROJECTED;
3084 mask = WINED3DSP_WRITEMASK_3;
3087 if (ins->flags & WINED3DSI_TEXLD_PROJECT)
3089 /* ps 2.0 texldp instruction always divides by the fourth component. */
3090 sample_flags |= WINED3D_GLSL_SAMPLE_PROJECTED;
3091 mask = WINED3DSP_WRITEMASK_3;
3095 if (texture && texture->target == GL_TEXTURE_RECTANGLE_ARB)
3096 sample_flags |= WINED3D_GLSL_SAMPLE_RECT;
3098 shader_glsl_get_sample_function(ins->ctx, sampler_idx, sample_flags, &sample_function);
3099 mask |= sample_function.coord_mask;
3101 if (shader_version < WINED3D_SHADER_VERSION(2,0)) swizzle = WINED3DSP_NOSWIZZLE;
3102 else swizzle = ins->src[1].swizzle;
3104 /* 1.0-1.3: Use destination register as coordinate source.
3105 1.4+: Use provided coordinate source register. */
3106 if (shader_version < WINED3D_SHADER_VERSION(1,4))
3109 shader_glsl_write_mask_to_str(mask, coord_mask);
3110 shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, swizzle, NULL, NULL, NULL,
3111 "T%u%s", sampler_idx, coord_mask);
3115 struct glsl_src_param coord_param;
3116 shader_glsl_add_src_param(ins, &ins->src[0], mask, &coord_param);
3117 if (ins->flags & WINED3DSI_TEXLD_BIAS)
3119 struct glsl_src_param bias;
3120 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_3, &bias);
3121 shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, swizzle, NULL, NULL, bias.param_str,
3122 "%s", coord_param.param_str);
3124 shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, swizzle, NULL, NULL, NULL,
3125 "%s", coord_param.param_str);
3130 static void shader_glsl_texldd(const struct wined3d_shader_instruction *ins)
3132 const struct wined3d_shader *shader = ins->ctx->shader;
3133 struct wined3d_device *device = shader->device;
3134 const struct wined3d_gl_info *gl_info = ins->ctx->gl_info;
3135 struct glsl_src_param coord_param, dx_param, dy_param;
3136 DWORD sample_flags = WINED3D_GLSL_SAMPLE_GRAD;
3137 struct glsl_sample_function sample_function;
3139 DWORD swizzle = ins->src[1].swizzle;
3140 const struct wined3d_texture *texture;
3142 if (!gl_info->supported[ARB_SHADER_TEXTURE_LOD] && !gl_info->supported[EXT_GPU_SHADER4])
3144 FIXME("texldd used, but not supported by hardware. Falling back to regular tex\n");
3145 shader_glsl_tex(ins);
3149 sampler_idx = ins->src[1].reg.idx;
3150 texture = device->stateBlock->state.textures[sampler_idx];
3151 if (texture && texture->target == GL_TEXTURE_RECTANGLE_ARB)
3152 sample_flags |= WINED3D_GLSL_SAMPLE_RECT;
3154 shader_glsl_get_sample_function(ins->ctx, sampler_idx, sample_flags, &sample_function);
3155 shader_glsl_add_src_param(ins, &ins->src[0], sample_function.coord_mask, &coord_param);
3156 shader_glsl_add_src_param(ins, &ins->src[2], sample_function.coord_mask, &dx_param);
3157 shader_glsl_add_src_param(ins, &ins->src[3], sample_function.coord_mask, &dy_param);
3159 shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, swizzle, dx_param.param_str, dy_param.param_str, NULL,
3160 "%s", coord_param.param_str);
3163 static void shader_glsl_texldl(const struct wined3d_shader_instruction *ins)
3165 const struct wined3d_shader *shader = ins->ctx->shader;
3166 struct wined3d_device *device = shader->device;
3167 const struct wined3d_gl_info *gl_info = ins->ctx->gl_info;
3168 struct glsl_src_param coord_param, lod_param;
3169 DWORD sample_flags = WINED3D_GLSL_SAMPLE_LOD;
3170 struct glsl_sample_function sample_function;
3172 DWORD swizzle = ins->src[1].swizzle;
3173 const struct wined3d_texture *texture;
3175 sampler_idx = ins->src[1].reg.idx;
3176 texture = device->stateBlock->state.textures[sampler_idx];
3177 if (texture && texture->target == GL_TEXTURE_RECTANGLE_ARB)
3178 sample_flags |= WINED3D_GLSL_SAMPLE_RECT;
3180 shader_glsl_get_sample_function(ins->ctx, sampler_idx, sample_flags, &sample_function);
3181 shader_glsl_add_src_param(ins, &ins->src[0], sample_function.coord_mask, &coord_param);
3183 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_3, &lod_param);
3185 if (!gl_info->supported[ARB_SHADER_TEXTURE_LOD] && !gl_info->supported[EXT_GPU_SHADER4]
3186 && shader_is_pshader_version(ins->ctx->reg_maps->shader_version.type))
3188 /* Plain GLSL only supports Lod sampling functions in vertex shaders.
3189 * However, the NVIDIA drivers allow them in fragment shaders as well,
3190 * even without the appropriate extension. */
3191 WARN("Using %s in fragment shader.\n", sample_function.name);
3193 shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, swizzle, NULL, NULL, lod_param.param_str,
3194 "%s", coord_param.param_str);
3197 static void shader_glsl_texcoord(const struct wined3d_shader_instruction *ins)
3199 /* FIXME: Make this work for more than just 2D textures */
3200 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
3201 DWORD write_mask = shader_glsl_append_dst(ins->ctx->buffer, ins);
3203 if (!(ins->ctx->reg_maps->shader_version.major == 1 && ins->ctx->reg_maps->shader_version.minor == 4))
3207 shader_glsl_get_write_mask(&ins->dst[0], dst_mask);
3208 shader_addline(buffer, "clamp(gl_TexCoord[%u], 0.0, 1.0)%s);\n",
3209 ins->dst[0].reg.idx, dst_mask);
3211 DWORD reg = ins->src[0].reg.idx;
3212 DWORD src_mod = ins->src[0].modifiers;
3213 char dst_swizzle[6];
3215 shader_glsl_get_swizzle(&ins->src[0], FALSE, write_mask, dst_swizzle);
3217 if (src_mod == WINED3DSPSM_DZ)
3219 unsigned int mask_size = shader_glsl_get_write_mask_size(write_mask);
3220 struct glsl_src_param div_param;
3222 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_2, &div_param);
3224 if (mask_size > 1) {
3225 shader_addline(buffer, "gl_TexCoord[%u]%s / vec%d(%s));\n", reg, dst_swizzle, mask_size, div_param.param_str);
3227 shader_addline(buffer, "gl_TexCoord[%u]%s / %s);\n", reg, dst_swizzle, div_param.param_str);
3230 else if (src_mod == WINED3DSPSM_DW)
3232 unsigned int mask_size = shader_glsl_get_write_mask_size(write_mask);
3233 struct glsl_src_param div_param;
3235 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_3, &div_param);
3237 if (mask_size > 1) {
3238 shader_addline(buffer, "gl_TexCoord[%u]%s / vec%d(%s));\n", reg, dst_swizzle, mask_size, div_param.param_str);
3240 shader_addline(buffer, "gl_TexCoord[%u]%s / %s);\n", reg, dst_swizzle, div_param.param_str);
3243 shader_addline(buffer, "gl_TexCoord[%u]%s);\n", reg, dst_swizzle);
3248 /** Process the WINED3DSIO_TEXDP3TEX instruction in GLSL:
3249 * Take a 3-component dot product of the TexCoord[dstreg] and src,
3250 * then perform a 1D texture lookup from stage dstregnum, place into dst. */
3251 static void shader_glsl_texdp3tex(const struct wined3d_shader_instruction *ins)
3253 DWORD sampler_idx = ins->dst[0].reg.idx;
3254 DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
3255 struct glsl_sample_function sample_function;
3256 struct glsl_src_param src0_param;
3259 shader_glsl_add_src_param(ins, &ins->src[0], src_mask, &src0_param);
3261 /* Do I have to take care about the projected bit? I don't think so, since the dp3 returns only one
3262 * scalar, and projected sampling would require 4.
3264 * It is a dependent read - not valid with conditional NP2 textures
3266 shader_glsl_get_sample_function(ins->ctx, sampler_idx, 0, &sample_function);
3267 mask_size = shader_glsl_get_write_mask_size(sample_function.coord_mask);
3272 shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, WINED3DSP_NOSWIZZLE, NULL, NULL, NULL,
3273 "dot(gl_TexCoord[%u].xyz, %s)", sampler_idx, src0_param.param_str);
3277 shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, WINED3DSP_NOSWIZZLE, NULL, NULL, NULL,
3278 "vec2(dot(gl_TexCoord[%u].xyz, %s), 0.0)", sampler_idx, src0_param.param_str);
3282 shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, WINED3DSP_NOSWIZZLE, NULL, NULL, NULL,
3283 "vec3(dot(gl_TexCoord[%u].xyz, %s), 0.0, 0.0)", sampler_idx, src0_param.param_str);
3287 FIXME("Unexpected mask size %u\n", mask_size);
3292 /** Process the WINED3DSIO_TEXDP3 instruction in GLSL:
3293 * Take a 3-component dot product of the TexCoord[dstreg] and src. */
3294 static void shader_glsl_texdp3(const struct wined3d_shader_instruction *ins)
3296 DWORD dstreg = ins->dst[0].reg.idx;
3297 DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
3298 struct glsl_src_param src0_param;
3300 unsigned int mask_size;
3302 dst_mask = shader_glsl_append_dst(ins->ctx->buffer, ins);
3303 mask_size = shader_glsl_get_write_mask_size(dst_mask);
3304 shader_glsl_add_src_param(ins, &ins->src[0], src_mask, &src0_param);
3306 if (mask_size > 1) {
3307 shader_addline(ins->ctx->buffer, "vec%d(dot(T%u.xyz, %s)));\n", mask_size, dstreg, src0_param.param_str);
3309 shader_addline(ins->ctx->buffer, "dot(T%u.xyz, %s));\n", dstreg, src0_param.param_str);
3313 /** Process the WINED3DSIO_TEXDEPTH instruction in GLSL:
3314 * Calculate the depth as dst.x / dst.y */
3315 static void shader_glsl_texdepth(const struct wined3d_shader_instruction *ins)
3317 struct glsl_dst_param dst_param;
3319 shader_glsl_add_dst_param(ins, &ins->dst[0], &dst_param);
3321 /* Tests show that texdepth never returns anything below 0.0, and that r5.y is clamped to 1.0.
3322 * Negative input is accepted, -0.25 / -0.5 returns 0.5. GL should clamp gl_FragDepth to [0;1], but
3323 * this doesn't always work, so clamp the results manually. Whether or not the x value is clamped at 1
3324 * too is irrelevant, since if x = 0, any y value < 1.0 (and > 1.0 is not allowed) results in a result
3327 shader_addline(ins->ctx->buffer, "gl_FragDepth = clamp((%s.x / min(%s.y, 1.0)), 0.0, 1.0);\n",
3328 dst_param.reg_name, dst_param.reg_name);
3331 /** Process the WINED3DSIO_TEXM3X2DEPTH instruction in GLSL:
3332 * Last row of a 3x2 matrix multiply, use the result to calculate the depth:
3333 * Calculate tmp0.y = TexCoord[dstreg] . src.xyz; (tmp0.x has already been calculated)
3334 * depth = (tmp0.y == 0.0) ? 1.0 : tmp0.x / tmp0.y
3336 static void shader_glsl_texm3x2depth(const struct wined3d_shader_instruction *ins)
3338 DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
3339 DWORD dstreg = ins->dst[0].reg.idx;
3340 struct glsl_src_param src0_param;
3342 shader_glsl_add_src_param(ins, &ins->src[0], src_mask, &src0_param);
3344 shader_addline(ins->ctx->buffer, "tmp0.y = dot(T%u.xyz, %s);\n", dstreg, src0_param.param_str);
3345 shader_addline(ins->ctx->buffer, "gl_FragDepth = (tmp0.y == 0.0) ? 1.0 : clamp(tmp0.x / tmp0.y, 0.0, 1.0);\n");
3348 /** Process the WINED3DSIO_TEXM3X2PAD instruction in GLSL
3349 * Calculate the 1st of a 2-row matrix multiplication. */
3350 static void shader_glsl_texm3x2pad(const struct wined3d_shader_instruction *ins)
3352 DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
3353 DWORD reg = ins->dst[0].reg.idx;
3354 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
3355 struct glsl_src_param src0_param;
3357 shader_glsl_add_src_param(ins, &ins->src[0], src_mask, &src0_param);
3358 shader_addline(buffer, "tmp0.x = dot(T%u.xyz, %s);\n", reg, src0_param.param_str);
3361 /** Process the WINED3DSIO_TEXM3X3PAD instruction in GLSL
3362 * Calculate the 1st or 2nd row of a 3-row matrix multiplication. */
3363 static void shader_glsl_texm3x3pad(const struct wined3d_shader_instruction *ins)
3365 DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
3366 DWORD reg = ins->dst[0].reg.idx;
3367 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
3368 struct wined3d_shader_tex_mx *tex_mx = ins->ctx->tex_mx;
3369 struct glsl_src_param src0_param;
3371 shader_glsl_add_src_param(ins, &ins->src[0], src_mask, &src0_param);
3372 shader_addline(buffer, "tmp0.%c = dot(T%u.xyz, %s);\n", 'x' + tex_mx->current_row, reg, src0_param.param_str);
3373 tex_mx->texcoord_w[tex_mx->current_row++] = reg;
3376 static void shader_glsl_texm3x2tex(const struct wined3d_shader_instruction *ins)
3378 DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
3379 DWORD reg = ins->dst[0].reg.idx;
3380 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
3381 struct glsl_sample_function sample_function;
3382 struct glsl_src_param src0_param;
3384 shader_glsl_add_src_param(ins, &ins->src[0], src_mask, &src0_param);
3385 shader_addline(buffer, "tmp0.y = dot(T%u.xyz, %s);\n", reg, src0_param.param_str);
3387 shader_glsl_get_sample_function(ins->ctx, reg, 0, &sample_function);
3389 /* Sample the texture using the calculated coordinates */
3390 shader_glsl_gen_sample_code(ins, reg, &sample_function, WINED3DSP_NOSWIZZLE, NULL, NULL, NULL, "tmp0.xy");
3393 /** Process the WINED3DSIO_TEXM3X3TEX instruction in GLSL
3394 * Perform the 3rd row of a 3x3 matrix multiply, then sample the texture using the calculated coordinates */
3395 static void shader_glsl_texm3x3tex(const struct wined3d_shader_instruction *ins)
3397 DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
3398 struct wined3d_shader_tex_mx *tex_mx = ins->ctx->tex_mx;
3399 struct glsl_sample_function sample_function;
3400 struct glsl_src_param src0_param;
3401 DWORD reg = ins->dst[0].reg.idx;
3403 shader_glsl_add_src_param(ins, &ins->src[0], src_mask, &src0_param);
3404 shader_addline(ins->ctx->buffer, "tmp0.z = dot(T%u.xyz, %s);\n", reg, src0_param.param_str);
3406 /* Dependent read, not valid with conditional NP2 */
3407 shader_glsl_get_sample_function(ins->ctx, reg, 0, &sample_function);
3409 /* Sample the texture using the calculated coordinates */
3410 shader_glsl_gen_sample_code(ins, reg, &sample_function, WINED3DSP_NOSWIZZLE, NULL, NULL, NULL, "tmp0.xyz");
3412 tex_mx->current_row = 0;
3415 /** Process the WINED3DSIO_TEXM3X3 instruction in GLSL
3416 * Perform the 3rd row of a 3x3 matrix multiply */
3417 static void shader_glsl_texm3x3(const struct wined3d_shader_instruction *ins)
3419 DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
3420 struct wined3d_shader_tex_mx *tex_mx = ins->ctx->tex_mx;
3421 struct glsl_src_param src0_param;
3423 DWORD reg = ins->dst[0].reg.idx;
3425 shader_glsl_add_src_param(ins, &ins->src[0], src_mask, &src0_param);
3427 shader_glsl_append_dst(ins->ctx->buffer, ins);
3428 shader_glsl_get_write_mask(&ins->dst[0], dst_mask);
3429 shader_addline(ins->ctx->buffer, "vec4(tmp0.xy, dot(T%u.xyz, %s), 1.0)%s);\n", reg, src0_param.param_str, dst_mask);
3431 tex_mx->current_row = 0;
3434 /* Process the WINED3DSIO_TEXM3X3SPEC instruction in GLSL
3435 * Perform the final texture lookup based on the previous 2 3x3 matrix multiplies */
3436 static void shader_glsl_texm3x3spec(const struct wined3d_shader_instruction *ins)
3438 struct glsl_src_param src0_param;
3439 struct glsl_src_param src1_param;
3440 DWORD reg = ins->dst[0].reg.idx;
3441 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
3442 struct wined3d_shader_tex_mx *tex_mx = ins->ctx->tex_mx;
3443 DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
3444 struct glsl_sample_function sample_function;
3446 shader_glsl_add_src_param(ins, &ins->src[0], src_mask, &src0_param);
3447 shader_glsl_add_src_param(ins, &ins->src[1], src_mask, &src1_param);
3449 /* Perform the last matrix multiply operation */
3450 shader_addline(buffer, "tmp0.z = dot(T%u.xyz, %s);\n", reg, src0_param.param_str);
3451 /* Reflection calculation */
3452 shader_addline(buffer, "tmp0.xyz = -reflect((%s), normalize(tmp0.xyz));\n", src1_param.param_str);
3454 /* Dependent read, not valid with conditional NP2 */
3455 shader_glsl_get_sample_function(ins->ctx, reg, 0, &sample_function);
3457 /* Sample the texture */
3458 shader_glsl_gen_sample_code(ins, reg, &sample_function, WINED3DSP_NOSWIZZLE, NULL, NULL, NULL, "tmp0.xyz");
3460 tex_mx->current_row = 0;
3463 /* Process the WINED3DSIO_TEXM3X3VSPEC instruction in GLSL
3464 * Perform the final texture lookup based on the previous 2 3x3 matrix multiplies */
3465 static void shader_glsl_texm3x3vspec(const struct wined3d_shader_instruction *ins)
3467 DWORD reg = ins->dst[0].reg.idx;
3468 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
3469 struct wined3d_shader_tex_mx *tex_mx = ins->ctx->tex_mx;
3470 DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
3471 struct glsl_sample_function sample_function;
3472 struct glsl_src_param src0_param;
3474 shader_glsl_add_src_param(ins, &ins->src[0], src_mask, &src0_param);
3476 /* Perform the last matrix multiply operation */
3477 shader_addline(buffer, "tmp0.z = dot(vec3(T%u), vec3(%s));\n", reg, src0_param.param_str);
3479 /* Construct the eye-ray vector from w coordinates */
3480 shader_addline(buffer, "tmp1.xyz = normalize(vec3(gl_TexCoord[%u].w, gl_TexCoord[%u].w, gl_TexCoord[%u].w));\n",
3481 tex_mx->texcoord_w[0], tex_mx->texcoord_w[1], reg);
3482 shader_addline(buffer, "tmp0.xyz = -reflect(tmp1.xyz, normalize(tmp0.xyz));\n");
3484 /* Dependent read, not valid with conditional NP2 */
3485 shader_glsl_get_sample_function(ins->ctx, reg, 0, &sample_function);
3487 /* Sample the texture using the calculated coordinates */
3488 shader_glsl_gen_sample_code(ins, reg, &sample_function, WINED3DSP_NOSWIZZLE, NULL, NULL, NULL, "tmp0.xyz");
3490 tex_mx->current_row = 0;
3493 /** Process the WINED3DSIO_TEXBEM instruction in GLSL.
3494 * Apply a fake bump map transform.
3495 * texbem is pshader <= 1.3 only, this saves a few version checks
3497 static void shader_glsl_texbem(const struct wined3d_shader_instruction *ins)
3499 const struct shader_glsl_ctx_priv *priv = ins->ctx->backend_data;
3500 struct glsl_sample_function sample_function;
3501 struct glsl_src_param coord_param;
3507 sampler_idx = ins->dst[0].reg.idx;
3508 flags = (priv->cur_ps_args->tex_transform >> sampler_idx * WINED3D_PSARGS_TEXTRANSFORM_SHIFT)
3509 & WINED3D_PSARGS_TEXTRANSFORM_MASK;
3511 /* Dependent read, not valid with conditional NP2 */
3512 shader_glsl_get_sample_function(ins->ctx, sampler_idx, 0, &sample_function);
3513 mask = sample_function.coord_mask;
3515 shader_glsl_write_mask_to_str(mask, coord_mask);
3517 /* with projective textures, texbem only divides the static texture coord, not the displacement,
3518 * so we can't let the GL handle this.
3520 if (flags & WINED3D_PSARGS_PROJECTED) {
3522 char coord_div_mask[3];
3523 switch (flags & ~WINED3D_PSARGS_PROJECTED) {
3524 case WINED3DTTFF_COUNT1: FIXME("WINED3DTTFF_PROJECTED with WINED3DTTFF_COUNT1?\n"); break;
3525 case WINED3DTTFF_COUNT2: div_mask = WINED3DSP_WRITEMASK_1; break;
3526 case WINED3DTTFF_COUNT3: div_mask = WINED3DSP_WRITEMASK_2; break;
3527 case WINED3DTTFF_COUNT4:
3528 case WINED3DTTFF_DISABLE: div_mask = WINED3DSP_WRITEMASK_3; break;
3530 shader_glsl_write_mask_to_str(div_mask, coord_div_mask);
3531 shader_addline(ins->ctx->buffer, "T%u%s /= T%u%s;\n", sampler_idx, coord_mask, sampler_idx, coord_div_mask);
3534 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1, &coord_param);
3536 shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, WINED3DSP_NOSWIZZLE, NULL, NULL, NULL,
3537 "T%u%s + vec4(bumpenvmat%d * %s, 0.0, 0.0)%s", sampler_idx, coord_mask, sampler_idx,
3538 coord_param.param_str, coord_mask);
3540 if (ins->handler_idx == WINED3DSIH_TEXBEML)
3542 struct glsl_src_param luminance_param;
3543 struct glsl_dst_param dst_param;
3545 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_2, &luminance_param);
3546 shader_glsl_add_dst_param(ins, &ins->dst[0], &dst_param);
3548 shader_addline(ins->ctx->buffer, "%s%s *= (%s * luminancescale%d + luminanceoffset%d);\n",
3549 dst_param.reg_name, dst_param.mask_str,
3550 luminance_param.param_str, sampler_idx, sampler_idx);
3554 static void shader_glsl_bem(const struct wined3d_shader_instruction *ins)
3556 struct glsl_src_param src0_param, src1_param;
3557 DWORD sampler_idx = ins->dst[0].reg.idx;
3559 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1, &src0_param);
3560 shader_glsl_add_src_param(ins, &ins->src[1], WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1, &src1_param);
3562 shader_glsl_append_dst(ins->ctx->buffer, ins);
3563 shader_addline(ins->ctx->buffer, "%s + bumpenvmat%d * %s);\n",
3564 src0_param.param_str, sampler_idx, src1_param.param_str);
3567 /** Process the WINED3DSIO_TEXREG2AR instruction in GLSL
3568 * Sample 2D texture at dst using the alpha & red (wx) components of src as texture coordinates */
3569 static void shader_glsl_texreg2ar(const struct wined3d_shader_instruction *ins)
3571 struct glsl_sample_function sample_function;
3572 struct glsl_src_param src0_param;
3573 DWORD sampler_idx = ins->dst[0].reg.idx;
3575 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_ALL, &src0_param);
3577 shader_glsl_get_sample_function(ins->ctx, sampler_idx, 0, &sample_function);
3578 shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, WINED3DSP_NOSWIZZLE, NULL, NULL, NULL,
3579 "%s.wx", src0_param.reg_name);
3582 /** Process the WINED3DSIO_TEXREG2GB instruction in GLSL
3583 * Sample 2D texture at dst using the green & blue (yz) components of src as texture coordinates */
3584 static void shader_glsl_texreg2gb(const struct wined3d_shader_instruction *ins)
3586 struct glsl_sample_function sample_function;
3587 struct glsl_src_param src0_param;
3588 DWORD sampler_idx = ins->dst[0].reg.idx;
3590 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_ALL, &src0_param);
3592 shader_glsl_get_sample_function(ins->ctx, sampler_idx, 0, &sample_function);
3593 shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, WINED3DSP_NOSWIZZLE, NULL, NULL, NULL,
3594 "%s.yz", src0_param.reg_name);
3597 /** Process the WINED3DSIO_TEXREG2RGB instruction in GLSL
3598 * Sample texture at dst using the rgb (xyz) components of src as texture coordinates */
3599 static void shader_glsl_texreg2rgb(const struct wined3d_shader_instruction *ins)
3601 struct glsl_sample_function sample_function;
3602 struct glsl_src_param src0_param;
3603 DWORD sampler_idx = ins->dst[0].reg.idx;
3605 /* Dependent read, not valid with conditional NP2 */
3606 shader_glsl_get_sample_function(ins->ctx, sampler_idx, 0, &sample_function);
3607 shader_glsl_add_src_param(ins, &ins->src[0], sample_function.coord_mask, &src0_param);
3609 shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, WINED3DSP_NOSWIZZLE, NULL, NULL, NULL,
3610 "%s", src0_param.param_str);
3613 /** Process the WINED3DSIO_TEXKILL instruction in GLSL.
3614 * If any of the first 3 components are < 0, discard this pixel */
3615 static void shader_glsl_texkill(const struct wined3d_shader_instruction *ins)
3617 struct glsl_dst_param dst_param;
3619 /* The argument is a destination parameter, and no writemasks are allowed */
3620 shader_glsl_add_dst_param(ins, &ins->dst[0], &dst_param);
3621 if (ins->ctx->reg_maps->shader_version.major >= 2)
3623 /* 2.0 shaders compare all 4 components in texkill */
3624 shader_addline(ins->ctx->buffer, "if (any(lessThan(%s.xyzw, vec4(0.0)))) discard;\n", dst_param.reg_name);
3626 /* 1.X shaders only compare the first 3 components, probably due to the nature of the texkill
3627 * instruction as a tex* instruction, and phase, which kills all a / w components. Even if all
3628 * 4 components are defined, only the first 3 are used
3630 shader_addline(ins->ctx->buffer, "if (any(lessThan(%s.xyz, vec3(0.0)))) discard;\n", dst_param.reg_name);
3634 /** Process the WINED3DSIO_DP2ADD instruction in GLSL.
3635 * dst = dot2(src0, src1) + src2 */
3636 static void shader_glsl_dp2add(const struct wined3d_shader_instruction *ins)
3638 struct glsl_src_param src0_param;
3639 struct glsl_src_param src1_param;
3640 struct glsl_src_param src2_param;
3642 unsigned int mask_size;
3644 write_mask = shader_glsl_append_dst(ins->ctx->buffer, ins);
3645 mask_size = shader_glsl_get_write_mask_size(write_mask);
3647 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1, &src0_param);
3648 shader_glsl_add_src_param(ins, &ins->src[1], WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1, &src1_param);
3649 shader_glsl_add_src_param(ins, &ins->src[2], WINED3DSP_WRITEMASK_0, &src2_param);
3651 if (mask_size > 1) {
3652 shader_addline(ins->ctx->buffer, "vec%d(dot(%s, %s) + %s));\n",
3653 mask_size, src0_param.param_str, src1_param.param_str, src2_param.param_str);
3655 shader_addline(ins->ctx->buffer, "dot(%s, %s) + %s);\n",
3656 src0_param.param_str, src1_param.param_str, src2_param.param_str);
3660 static void shader_glsl_input_pack(const struct wined3d_shader *shader, struct wined3d_shader_buffer *buffer,
3661 const struct wined3d_shader_signature_element *input_signature,
3662 const struct wined3d_shader_reg_maps *reg_maps,
3663 enum vertexprocessing_mode vertexprocessing)
3665 WORD map = reg_maps->input_registers;
3668 for (i = 0; map; map >>= 1, ++i)
3670 const char *semantic_name;
3675 if (!(map & 1)) continue;
3677 semantic_name = input_signature[i].semantic_name;
3678 semantic_idx = input_signature[i].semantic_idx;
3679 shader_glsl_write_mask_to_str(input_signature[i].mask, reg_mask);
3681 if (shader_match_semantic(semantic_name, WINED3DDECLUSAGE_TEXCOORD))
3683 if (semantic_idx < 8 && vertexprocessing == pretransformed)
3684 shader_addline(buffer, "IN[%u]%s = gl_TexCoord[%u]%s;\n",
3685 shader->u.ps.input_reg_map[i], reg_mask, semantic_idx, reg_mask);
3687 shader_addline(buffer, "IN[%u]%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
3688 shader->u.ps.input_reg_map[i], reg_mask, reg_mask);
3690 else if (shader_match_semantic(semantic_name, WINED3DDECLUSAGE_COLOR))
3693 shader_addline(buffer, "IN[%u]%s = vec4(gl_Color)%s;\n",
3694 shader->u.ps.input_reg_map[i], reg_mask, reg_mask);
3695 else if (semantic_idx == 1)
3696 shader_addline(buffer, "IN[%u]%s = vec4(gl_SecondaryColor)%s;\n",
3697 shader->u.ps.input_reg_map[i], reg_mask, reg_mask);
3699 shader_addline(buffer, "IN[%u]%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
3700 shader->u.ps.input_reg_map[i], reg_mask, reg_mask);
3704 shader_addline(buffer, "IN[%u]%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
3705 shader->u.ps.input_reg_map[i], reg_mask, reg_mask);
3710 /*********************************************
3711 * Vertex Shader Specific Code begins here
3712 ********************************************/
3714 static void add_glsl_program_entry(struct shader_glsl_priv *priv, struct glsl_shader_prog_link *entry)
3716 struct glsl_program_key key;
3718 key.vshader = entry->vshader;
3719 key.pshader = entry->pshader;
3720 key.vs_args = entry->vs_args;
3721 key.ps_args = entry->ps_args;
3723 if (wine_rb_put(&priv->program_lookup, &key, &entry->program_lookup_entry) == -1)
3725 ERR("Failed to insert program entry.\n");
3729 static struct glsl_shader_prog_link *get_glsl_program_entry(const struct shader_glsl_priv *priv,
3730 const struct wined3d_shader *vshader, const struct wined3d_shader *pshader,
3731 const struct vs_compile_args *vs_args, const struct ps_compile_args *ps_args)
3733 struct wine_rb_entry *entry;
3734 struct glsl_program_key key;
3736 key.vshader = vshader;
3737 key.pshader = pshader;
3738 key.vs_args = *vs_args;
3739 key.ps_args = *ps_args;
3741 entry = wine_rb_get(&priv->program_lookup, &key);
3742 return entry ? WINE_RB_ENTRY_VALUE(entry, struct glsl_shader_prog_link, program_lookup_entry) : NULL;
3745 /* GL locking is done by the caller */
3746 static void delete_glsl_program_entry(struct shader_glsl_priv *priv, const struct wined3d_gl_info *gl_info,
3747 struct glsl_shader_prog_link *entry)
3749 struct glsl_program_key key;
3751 key.vshader = entry->vshader;
3752 key.pshader = entry->pshader;
3753 key.vs_args = entry->vs_args;
3754 key.ps_args = entry->ps_args;
3755 wine_rb_remove(&priv->program_lookup, &key);
3757 GL_EXTCALL(glDeleteObjectARB(entry->programId));
3758 if (entry->vshader) list_remove(&entry->vshader_entry);
3759 if (entry->pshader) list_remove(&entry->pshader_entry);
3760 HeapFree(GetProcessHeap(), 0, entry->vuniformF_locations);
3761 HeapFree(GetProcessHeap(), 0, entry->puniformF_locations);
3762 HeapFree(GetProcessHeap(), 0, entry);
3765 static void handle_ps3_input(struct wined3d_shader_buffer *buffer,
3766 const struct wined3d_gl_info *gl_info, const DWORD *map,
3767 const struct wined3d_shader_signature_element *input_signature,
3768 const struct wined3d_shader_reg_maps *reg_maps_in,
3769 const struct wined3d_shader_signature_element *output_signature,
3770 const struct wined3d_shader_reg_maps *reg_maps_out)
3773 const char *semantic_name_in;
3774 UINT semantic_idx_in;
3777 unsigned int in_count = vec4_varyings(3, gl_info);
3779 char destination[50];
3780 WORD input_map, output_map;
3782 set = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*set) * (in_count + 2));
3784 input_map = reg_maps_in->input_registers;
3785 for (i = 0; input_map; input_map >>= 1, ++i)
3787 if (!(input_map & 1)) continue;
3790 /* Declared, but not read register */
3791 if (in_idx == ~0U) continue;
3792 if (in_idx >= (in_count + 2))
3794 FIXME("More input varyings declared than supported, expect issues.\n");
3798 if (in_idx == in_count) {
3799 sprintf(destination, "gl_FrontColor");
3800 } else if (in_idx == in_count + 1) {
3801 sprintf(destination, "gl_FrontSecondaryColor");
3803 sprintf(destination, "IN[%u]", in_idx);
3806 semantic_name_in = input_signature[i].semantic_name;
3807 semantic_idx_in = input_signature[i].semantic_idx;
3810 output_map = reg_maps_out->output_registers;
3811 for (j = 0; output_map; output_map >>= 1, ++j)
3815 if (!(output_map & 1)
3816 || semantic_idx_in != output_signature[j].semantic_idx
3817 || strcmp(semantic_name_in, output_signature[j].semantic_name)
3818 || !(mask = input_signature[i].mask & output_signature[j].mask))
3822 shader_glsl_write_mask_to_str(mask, reg_mask);
3824 shader_addline(buffer, "%s%s = OUT[%u]%s;\n",
3825 destination, reg_mask, j, reg_mask);
3829 for (i = 0; i < in_count + 2; ++i)
3833 if (!set[i] || set[i] == WINED3DSP_WRITEMASK_ALL)
3836 if (set[i] == ~0U) set[i] = 0;
3839 if (!(set[i] & WINED3DSP_WRITEMASK_0)) reg_mask[size++] = 'x';
3840 if (!(set[i] & WINED3DSP_WRITEMASK_1)) reg_mask[size++] = 'y';
3841 if (!(set[i] & WINED3DSP_WRITEMASK_2)) reg_mask[size++] = 'z';
3842 if (!(set[i] & WINED3DSP_WRITEMASK_3)) reg_mask[size++] = 'w';
3843 reg_mask[size] = '\0';
3845 if (i == in_count) sprintf(destination, "gl_FrontColor");
3846 else if (i == in_count + 1) sprintf(destination, "gl_FrontSecondaryColor");
3847 else sprintf(destination, "IN[%u]", i);
3849 if (size == 1) shader_addline(buffer, "%s.%s = 0.0;\n", destination, reg_mask);
3850 else shader_addline(buffer, "%s.%s = vec%u(0.0);\n", destination, reg_mask, size);
3853 HeapFree(GetProcessHeap(), 0, set);
3856 /* GL locking is done by the caller */
3857 static GLhandleARB generate_param_reorder_function(struct wined3d_shader_buffer *buffer,
3858 const struct wined3d_shader *vs, const struct wined3d_shader *ps,
3859 const struct wined3d_gl_info *gl_info)
3861 GLhandleARB ret = 0;
3862 DWORD ps_major = ps ? ps->reg_maps.shader_version.major : 0;
3864 const char *semantic_name;
3867 const struct wined3d_shader_signature_element *output_signature = vs->output_signature;
3868 WORD map = vs->reg_maps.output_registers;
3870 shader_buffer_clear(buffer);
3872 shader_addline(buffer, "#version 120\n");
3876 shader_addline(buffer, "void order_ps_input(in vec4 OUT[%u]) {\n", MAX_REG_OUTPUT);
3878 for (i = 0; map; map >>= 1, ++i)
3882 if (!(map & 1)) continue;
3884 semantic_name = output_signature[i].semantic_name;
3885 semantic_idx = output_signature[i].semantic_idx;
3886 write_mask = output_signature[i].mask;
3887 shader_glsl_write_mask_to_str(write_mask, reg_mask);
3889 if (shader_match_semantic(semantic_name, WINED3DDECLUSAGE_COLOR))
3892 shader_addline(buffer, "gl_FrontColor%s = OUT[%u]%s;\n",
3893 reg_mask, i, reg_mask);
3894 else if (semantic_idx == 1)
3895 shader_addline(buffer, "gl_FrontSecondaryColor%s = OUT[%u]%s;\n",
3896 reg_mask, i, reg_mask);
3898 else if (shader_match_semantic(semantic_name, WINED3DDECLUSAGE_POSITION))
3900 shader_addline(buffer, "gl_Position%s = OUT[%u]%s;\n",
3901 reg_mask, i, reg_mask);
3903 else if (shader_match_semantic(semantic_name, WINED3DDECLUSAGE_TEXCOORD))
3905 if (semantic_idx < 8)
3907 if (!(gl_info->quirks & WINED3D_QUIRK_SET_TEXCOORD_W) || ps_major > 0)
3908 write_mask |= WINED3DSP_WRITEMASK_3;
3910 shader_addline(buffer, "gl_TexCoord[%u]%s = OUT[%u]%s;\n",
3911 semantic_idx, reg_mask, i, reg_mask);
3912 if (!(write_mask & WINED3DSP_WRITEMASK_3))
3913 shader_addline(buffer, "gl_TexCoord[%u].w = 1.0;\n", semantic_idx);
3916 else if (shader_match_semantic(semantic_name, WINED3DDECLUSAGE_PSIZE))
3918 shader_addline(buffer, "gl_PointSize = OUT[%u].%c;\n", i, reg_mask[1]);
3920 else if (shader_match_semantic(semantic_name, WINED3DDECLUSAGE_FOG))
3922 shader_addline(buffer, "gl_FogFragCoord = OUT[%u].%c;\n", i, reg_mask[1]);
3925 shader_addline(buffer, "}\n");
3930 /* This one is tricky: a 3.0 pixel shader reads from a 3.0 vertex shader */
3931 shader_addline(buffer, "varying vec4 IN[%u];\n", vec4_varyings(3, gl_info));
3932 shader_addline(buffer, "void order_ps_input(in vec4 OUT[%u]) {\n", MAX_REG_OUTPUT);
3934 /* First, sort out position and point size. Those are not passed to the pixel shader */
3935 for (i = 0; map; map >>= 1, ++i)
3937 if (!(map & 1)) continue;
3939 semantic_name = output_signature[i].semantic_name;
3940 shader_glsl_write_mask_to_str(output_signature[i].mask, reg_mask);
3942 if (shader_match_semantic(semantic_name, WINED3DDECLUSAGE_POSITION))
3944 shader_addline(buffer, "gl_Position%s = OUT[%u]%s;\n",
3945 reg_mask, i, reg_mask);
3947 else if (shader_match_semantic(semantic_name, WINED3DDECLUSAGE_PSIZE))
3949 shader_addline(buffer, "gl_PointSize = OUT[%u].%c;\n", i, reg_mask[1]);
3953 /* Then, fix the pixel shader input */
3954 handle_ps3_input(buffer, gl_info, ps->u.ps.input_reg_map, ps->input_signature,
3955 &ps->reg_maps, output_signature, &vs->reg_maps);
3957 shader_addline(buffer, "}\n");
3960 ret = GL_EXTCALL(glCreateShaderObjectARB(GL_VERTEX_SHADER_ARB));
3961 checkGLcall("glCreateShaderObjectARB(GL_VERTEX_SHADER_ARB)");
3962 shader_glsl_compile(gl_info, ret, buffer->buffer);
3967 /* GL locking is done by the caller */
3968 static void hardcode_local_constants(const struct wined3d_shader *shader,
3969 const struct wined3d_gl_info *gl_info, GLhandleARB programId, char prefix)
3971 const local_constant *lconst;
3976 LIST_FOR_EACH_ENTRY(lconst, &shader->constantsF, local_constant, entry)
3978 value = (const float *)lconst->value;
3979 snprintf(glsl_name, sizeof(glsl_name), "%cLC%u", prefix, lconst->idx);
3980 tmp_loc = GL_EXTCALL(glGetUniformLocationARB(programId, glsl_name));
3981 GL_EXTCALL(glUniform4fvARB(tmp_loc, 1, value));
3983 checkGLcall("Hardcoding local constants");
3986 /* GL locking is done by the caller */
3987 static GLuint shader_glsl_generate_pshader(const struct wined3d_context *context,
3988 struct wined3d_shader_buffer *buffer, const struct wined3d_shader *shader,
3989 const struct ps_compile_args *args, struct ps_np2fixup_info *np2fixup_info)
3991 const struct wined3d_shader_reg_maps *reg_maps = &shader->reg_maps;
3992 const struct wined3d_gl_info *gl_info = context->gl_info;
3993 const DWORD *function = shader->function;
3994 struct shader_glsl_ctx_priv priv_ctx;
3996 /* Create the hw GLSL shader object and assign it as the shader->prgId */
3997 GLhandleARB shader_obj = GL_EXTCALL(glCreateShaderObjectARB(GL_FRAGMENT_SHADER_ARB));
3999 memset(&priv_ctx, 0, sizeof(priv_ctx));
4000 priv_ctx.cur_ps_args = args;
4001 priv_ctx.cur_np2fixup_info = np2fixup_info;
4003 shader_addline(buffer, "#version 120\n");
4005 if (gl_info->supported[ARB_SHADER_TEXTURE_LOD])
4007 shader_addline(buffer, "#extension GL_ARB_shader_texture_lod : enable\n");
4009 if (gl_info->supported[ARB_TEXTURE_RECTANGLE])
4011 /* The spec says that it doesn't have to be explicitly enabled, but the nvidia
4012 * drivers write a warning if we don't do so
4014 shader_addline(buffer, "#extension GL_ARB_texture_rectangle : enable\n");
4016 if (gl_info->supported[EXT_GPU_SHADER4])
4018 shader_addline(buffer, "#extension GL_EXT_gpu_shader4 : enable\n");
4021 /* Base Declarations */
4022 shader_generate_glsl_declarations(context, buffer, shader, reg_maps, &priv_ctx);
4024 /* Pack 3.0 inputs */
4025 if (reg_maps->shader_version.major >= 3 && args->vp_mode != vertexshader)
4026 shader_glsl_input_pack(shader, buffer, shader->input_signature, reg_maps, args->vp_mode);
4028 /* Base Shader Body */
4029 shader_generate_main(shader, buffer, reg_maps, function, &priv_ctx);
4031 /* Pixel shaders < 2.0 place the resulting color in R0 implicitly */
4032 if (reg_maps->shader_version.major < 2)
4034 /* Some older cards like GeforceFX ones don't support multiple buffers, so also not gl_FragData */
4035 shader_addline(buffer, "gl_FragData[0] = R0;\n");
4038 if (args->srgb_correction)
4040 shader_addline(buffer, "tmp0.xyz = pow(gl_FragData[0].xyz, vec3(srgb_const0.x));\n");
4041 shader_addline(buffer, "tmp0.xyz = tmp0.xyz * vec3(srgb_const0.y) - vec3(srgb_const0.z);\n");
4042 shader_addline(buffer, "tmp1.xyz = gl_FragData[0].xyz * vec3(srgb_const0.w);\n");
4043 shader_addline(buffer, "bvec3 srgb_compare = lessThan(gl_FragData[0].xyz, vec3(srgb_const1.x));\n");
4044 shader_addline(buffer, "gl_FragData[0].xyz = mix(tmp0.xyz, tmp1.xyz, vec3(srgb_compare));\n");
4045 shader_addline(buffer, "gl_FragData[0] = clamp(gl_FragData[0], 0.0, 1.0);\n");
4047 /* Pixel shader < 3.0 do not replace the fog stage.
4048 * This implements linear fog computation and blending.
4049 * TODO: non linear fog
4050 * NOTE: gl_Fog.start and gl_Fog.end don't hold fog start s and end e but
4051 * -1/(e-s) and e/(e-s) respectively.
4053 if (reg_maps->shader_version.major < 3)
4056 case FOG_OFF: break;
4058 shader_addline(buffer, "float fogstart = -1.0 / (gl_Fog.end - gl_Fog.start);\n");
4059 shader_addline(buffer, "float fogend = gl_Fog.end * -fogstart;\n");
4060 shader_addline(buffer, "float Fog = clamp(gl_FogFragCoord * fogstart + fogend, 0.0, 1.0);\n");
4061 shader_addline(buffer, "gl_FragData[0].xyz = mix(gl_Fog.color.xyz, gl_FragData[0].xyz, Fog);\n");
4064 /* Fog = e^(-gl_Fog.density * gl_FogFragCoord) */
4065 shader_addline(buffer, "float Fog = exp(-gl_Fog.density * gl_FogFragCoord);\n");
4066 shader_addline(buffer, "Fog = clamp(Fog, 0.0, 1.0);\n");
4067 shader_addline(buffer, "gl_FragData[0].xyz = mix(gl_Fog.color.xyz, gl_FragData[0].xyz, Fog);\n");
4070 /* Fog = e^(-(gl_Fog.density * gl_FogFragCoord)^2) */
4071 shader_addline(buffer, "float Fog = exp(-gl_Fog.density * gl_Fog.density * gl_FogFragCoord * gl_FogFragCoord);\n");
4072 shader_addline(buffer, "Fog = clamp(Fog, 0.0, 1.0);\n");
4073 shader_addline(buffer, "gl_FragData[0].xyz = mix(gl_Fog.color.xyz, gl_FragData[0].xyz, Fog);\n");
4078 shader_addline(buffer, "}\n");
4080 TRACE("Compiling shader object %u\n", shader_obj);
4081 shader_glsl_compile(gl_info, shader_obj, buffer->buffer);
4083 /* Store the shader object */
4087 /* GL locking is done by the caller */
4088 static GLuint shader_glsl_generate_vshader(const struct wined3d_context *context,
4089 struct wined3d_shader_buffer *buffer, const struct wined3d_shader *shader,
4090 const struct vs_compile_args *args)
4092 const struct wined3d_shader_reg_maps *reg_maps = &shader->reg_maps;
4093 const struct wined3d_gl_info *gl_info = context->gl_info;
4094 const DWORD *function = shader->function;
4095 struct shader_glsl_ctx_priv priv_ctx;
4097 /* Create the hw GLSL shader program and assign it as the shader->prgId */
4098 GLhandleARB shader_obj = GL_EXTCALL(glCreateShaderObjectARB(GL_VERTEX_SHADER_ARB));
4100 shader_addline(buffer, "#version 120\n");
4102 if (gl_info->supported[EXT_GPU_SHADER4])
4103 shader_addline(buffer, "#extension GL_EXT_gpu_shader4 : enable\n");
4105 memset(&priv_ctx, 0, sizeof(priv_ctx));
4106 priv_ctx.cur_vs_args = args;
4108 /* Base Declarations */
4109 shader_generate_glsl_declarations(context, buffer, shader, reg_maps, &priv_ctx);
4111 /* Base Shader Body */
4112 shader_generate_main(shader, buffer, reg_maps, function, &priv_ctx);
4114 /* Unpack outputs */
4115 shader_addline(buffer, "order_ps_input(OUT);\n");
4117 /* The D3DRS_FOGTABLEMODE render state defines if the shader-generated fog coord is used
4118 * or if the fragment depth is used. If the fragment depth is used(FOGTABLEMODE != NONE),
4119 * the fog frag coord is thrown away. If the fog frag coord is used, but not written by
4120 * the shader, it is set to 0.0(fully fogged, since start = 1.0, end = 0.0)
4122 if (args->fog_src == VS_FOG_Z)
4123 shader_addline(buffer, "gl_FogFragCoord = gl_Position.z;\n");
4124 else if (!reg_maps->fog)
4125 shader_addline(buffer, "gl_FogFragCoord = 0.0;\n");
4127 /* We always store the clipplanes without y inversion */
4128 if (args->clip_enabled)
4129 shader_addline(buffer, "gl_ClipVertex = gl_Position;\n");
4131 /* Write the final position.
4133 * OpenGL coordinates specify the center of the pixel while d3d coords specify
4134 * the corner. The offsets are stored in z and w in posFixup. posFixup.y contains
4135 * 1.0 or -1.0 to turn the rendering upside down for offscreen rendering. PosFixup.x
4136 * contains 1.0 to allow a mad.
4138 shader_addline(buffer, "gl_Position.y = gl_Position.y * posFixup.y;\n");
4139 shader_addline(buffer, "gl_Position.xy += posFixup.zw * gl_Position.ww;\n");
4141 /* Z coord [0;1]->[-1;1] mapping, see comment in transform_projection in state.c
4143 * Basically we want (in homogeneous coordinates) z = z * 2 - 1. However, shaders are run
4144 * before the homogeneous divide, so we have to take the w into account: z = ((z / w) * 2 - 1) * w,
4145 * which is the same as z = z * 2 - w.
4147 shader_addline(buffer, "gl_Position.z = gl_Position.z * 2.0 - gl_Position.w;\n");
4149 shader_addline(buffer, "}\n");
4151 TRACE("Compiling shader object %u\n", shader_obj);
4152 shader_glsl_compile(gl_info, shader_obj, buffer->buffer);
4157 static GLhandleARB find_glsl_pshader(const struct wined3d_context *context,
4158 struct wined3d_shader_buffer *buffer, struct wined3d_shader *shader,
4159 const struct ps_compile_args *args, const struct ps_np2fixup_info **np2fixup_info)
4161 struct wined3d_state *state = &shader->device->stateBlock->state;
4164 struct glsl_ps_compiled_shader *new_array;
4165 struct glsl_pshader_private *shader_data;
4166 struct ps_np2fixup_info *np2fixup = NULL;
4169 if (!shader->backend_data)
4171 shader->backend_data = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*shader_data));
4172 if (!shader->backend_data)
4174 ERR("Failed to allocate backend data.\n");
4178 shader_data = shader->backend_data;
4180 /* Usually we have very few GL shaders for each d3d shader(just 1 or maybe 2),
4181 * so a linear search is more performant than a hashmap or a binary search
4182 * (cache coherency etc)
4184 for (i = 0; i < shader_data->num_gl_shaders; ++i)
4186 if (!memcmp(&shader_data->gl_shaders[i].args, args, sizeof(*args)))
4188 if (args->np2_fixup) *np2fixup_info = &shader_data->gl_shaders[i].np2fixup;
4189 return shader_data->gl_shaders[i].prgId;
4193 TRACE("No matching GL shader found for shader %p, compiling a new shader.\n", shader);
4194 if(shader_data->shader_array_size == shader_data->num_gl_shaders) {
4195 if (shader_data->num_gl_shaders)
4197 new_size = shader_data->shader_array_size + max(1, shader_data->shader_array_size / 2);
4198 new_array = HeapReAlloc(GetProcessHeap(), 0, shader_data->gl_shaders,
4199 new_size * sizeof(*shader_data->gl_shaders));
4201 new_array = HeapAlloc(GetProcessHeap(), 0, sizeof(*shader_data->gl_shaders));
4206 ERR("Out of memory\n");
4209 shader_data->gl_shaders = new_array;
4210 shader_data->shader_array_size = new_size;
4213 shader_data->gl_shaders[shader_data->num_gl_shaders].args = *args;
4215 memset(&shader_data->gl_shaders[shader_data->num_gl_shaders].np2fixup, 0, sizeof(struct ps_np2fixup_info));
4216 if (args->np2_fixup) np2fixup = &shader_data->gl_shaders[shader_data->num_gl_shaders].np2fixup;
4218 pixelshader_update_samplers(&shader->reg_maps, state->textures);
4220 shader_buffer_clear(buffer);
4221 ret = shader_glsl_generate_pshader(context, buffer, shader, args, np2fixup);
4222 shader_data->gl_shaders[shader_data->num_gl_shaders++].prgId = ret;
4223 *np2fixup_info = np2fixup;
4228 static inline BOOL vs_args_equal(const struct vs_compile_args *stored, const struct vs_compile_args *new,
4229 const DWORD use_map) {
4230 if((stored->swizzle_map & use_map) != new->swizzle_map) return FALSE;
4231 if((stored->clip_enabled) != new->clip_enabled) return FALSE;
4232 return stored->fog_src == new->fog_src;
4235 static GLhandleARB find_glsl_vshader(const struct wined3d_context *context,
4236 struct wined3d_shader_buffer *buffer, struct wined3d_shader *shader,
4237 const struct vs_compile_args *args)
4241 struct glsl_vs_compiled_shader *new_array;
4242 DWORD use_map = shader->device->strided_streams.use_map;
4243 struct glsl_vshader_private *shader_data;
4246 if (!shader->backend_data)
4248 shader->backend_data = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*shader_data));
4249 if (!shader->backend_data)
4251 ERR("Failed to allocate backend data.\n");
4255 shader_data = shader->backend_data;
4257 /* Usually we have very few GL shaders for each d3d shader(just 1 or maybe 2),
4258 * so a linear search is more performant than a hashmap or a binary search
4259 * (cache coherency etc)
4261 for(i = 0; i < shader_data->num_gl_shaders; i++) {
4262 if(vs_args_equal(&shader_data->gl_shaders[i].args, args, use_map)) {
4263 return shader_data->gl_shaders[i].prgId;
4267 TRACE("No matching GL shader found for shader %p, compiling a new shader.\n", shader);
4269 if(shader_data->shader_array_size == shader_data->num_gl_shaders) {
4270 if (shader_data->num_gl_shaders)
4272 new_size = shader_data->shader_array_size + max(1, shader_data->shader_array_size / 2);
4273 new_array = HeapReAlloc(GetProcessHeap(), 0, shader_data->gl_shaders,
4274 new_size * sizeof(*shader_data->gl_shaders));
4276 new_array = HeapAlloc(GetProcessHeap(), 0, sizeof(*shader_data->gl_shaders));
4281 ERR("Out of memory\n");
4284 shader_data->gl_shaders = new_array;
4285 shader_data->shader_array_size = new_size;
4288 shader_data->gl_shaders[shader_data->num_gl_shaders].args = *args;
4290 shader_buffer_clear(buffer);
4291 ret = shader_glsl_generate_vshader(context, buffer, shader, args);
4292 shader_data->gl_shaders[shader_data->num_gl_shaders++].prgId = ret;
4297 /** Sets the GLSL program ID for the given pixel and vertex shader combination.
4298 * It sets the programId on the current StateBlock (because it should be called
4299 * inside of the DrawPrimitive() part of the render loop).
4301 * If a program for the given combination does not exist, create one, and store
4302 * the program in the hash table. If it creates a program, it will link the
4303 * given objects, too.
4306 /* GL locking is done by the caller */
4307 static void set_glsl_shader_program(const struct wined3d_context *context,
4308 struct wined3d_device *device, BOOL use_ps, BOOL use_vs)
4310 const struct wined3d_state *state = &device->stateBlock->state;
4311 struct wined3d_shader *vshader = use_vs ? state->vertex_shader : NULL;
4312 struct wined3d_shader *pshader = use_ps ? state->pixel_shader : NULL;
4313 const struct wined3d_gl_info *gl_info = context->gl_info;
4314 struct shader_glsl_priv *priv = device->shader_priv;
4315 struct glsl_shader_prog_link *entry = NULL;
4316 GLhandleARB programId = 0;
4317 GLhandleARB reorder_shader_id = 0;
4320 struct ps_compile_args ps_compile_args;
4321 struct vs_compile_args vs_compile_args;
4323 if (vshader) find_vs_compile_args(state, vshader, &vs_compile_args);
4324 if (pshader) find_ps_compile_args(state, pshader, &ps_compile_args);
4326 entry = get_glsl_program_entry(priv, vshader, pshader, &vs_compile_args, &ps_compile_args);
4329 priv->glsl_program = entry;
4333 /* If we get to this point, then no matching program exists, so we create one */
4334 programId = GL_EXTCALL(glCreateProgramObjectARB());
4335 TRACE("Created new GLSL shader program %u\n", programId);
4337 /* Create the entry */
4338 entry = HeapAlloc(GetProcessHeap(), 0, sizeof(struct glsl_shader_prog_link));
4339 entry->programId = programId;
4340 entry->vshader = vshader;
4341 entry->pshader = pshader;
4342 entry->vs_args = vs_compile_args;
4343 entry->ps_args = ps_compile_args;
4344 entry->constant_version = 0;
4345 entry->np2Fixup_info = NULL;
4346 /* Add the hash table entry */
4347 add_glsl_program_entry(priv, entry);
4349 /* Set the current program */
4350 priv->glsl_program = entry;
4352 /* Attach GLSL vshader */
4355 GLhandleARB vshader_id = find_glsl_vshader(context, &priv->shader_buffer, vshader, &vs_compile_args);
4356 WORD map = vshader->reg_maps.input_registers;
4359 reorder_shader_id = generate_param_reorder_function(&priv->shader_buffer, vshader, pshader, gl_info);
4360 TRACE("Attaching GLSL shader object %u to program %u\n", reorder_shader_id, programId);
4361 GL_EXTCALL(glAttachObjectARB(programId, reorder_shader_id));
4362 checkGLcall("glAttachObjectARB");
4363 /* Flag the reorder function for deletion, then it will be freed automatically when the program
4366 GL_EXTCALL(glDeleteObjectARB(reorder_shader_id));
4368 TRACE("Attaching GLSL shader object %u to program %u\n", vshader_id, programId);
4369 GL_EXTCALL(glAttachObjectARB(programId, vshader_id));
4370 checkGLcall("glAttachObjectARB");
4372 /* Bind vertex attributes to a corresponding index number to match
4373 * the same index numbers as ARB_vertex_programs (makes loading
4374 * vertex attributes simpler). With this method, we can use the
4375 * exact same code to load the attributes later for both ARB and
4378 * We have to do this here because we need to know the Program ID
4379 * in order to make the bindings work, and it has to be done prior
4380 * to linking the GLSL program. */
4381 for (i = 0; map; map >>= 1, ++i)
4383 if (!(map & 1)) continue;
4385 snprintf(tmp_name, sizeof(tmp_name), "attrib%u", i);
4386 GL_EXTCALL(glBindAttribLocationARB(programId, i, tmp_name));
4388 checkGLcall("glBindAttribLocationARB");
4390 list_add_head(&vshader->linked_programs, &entry->vshader_entry);
4393 /* Attach GLSL pshader */
4396 GLhandleARB pshader_id = find_glsl_pshader(context, &priv->shader_buffer,
4397 pshader, &ps_compile_args, &entry->np2Fixup_info);
4398 TRACE("Attaching GLSL shader object %u to program %u\n", pshader_id, programId);
4399 GL_EXTCALL(glAttachObjectARB(programId, pshader_id));
4400 checkGLcall("glAttachObjectARB");
4402 list_add_head(&pshader->linked_programs, &entry->pshader_entry);
4405 /* Link the program */
4406 TRACE("Linking GLSL shader program %u\n", programId);
4407 GL_EXTCALL(glLinkProgramARB(programId));
4408 shader_glsl_validate_link(gl_info, programId);
4410 entry->vuniformF_locations = HeapAlloc(GetProcessHeap(), 0,
4411 sizeof(GLhandleARB) * gl_info->limits.glsl_vs_float_constants);
4412 for (i = 0; i < gl_info->limits.glsl_vs_float_constants; ++i)
4414 snprintf(glsl_name, sizeof(glsl_name), "VC[%i]", i);
4415 entry->vuniformF_locations[i] = GL_EXTCALL(glGetUniformLocationARB(programId, glsl_name));
4417 for (i = 0; i < MAX_CONST_I; ++i)
4419 snprintf(glsl_name, sizeof(glsl_name), "VI[%i]", i);
4420 entry->vuniformI_locations[i] = GL_EXTCALL(glGetUniformLocationARB(programId, glsl_name));
4422 entry->puniformF_locations = HeapAlloc(GetProcessHeap(), 0,
4423 sizeof(GLhandleARB) * gl_info->limits.glsl_ps_float_constants);
4424 for (i = 0; i < gl_info->limits.glsl_ps_float_constants; ++i)
4426 snprintf(glsl_name, sizeof(glsl_name), "PC[%i]", i);
4427 entry->puniformF_locations[i] = GL_EXTCALL(glGetUniformLocationARB(programId, glsl_name));
4429 for (i = 0; i < MAX_CONST_I; ++i)
4431 snprintf(glsl_name, sizeof(glsl_name), "PI[%i]", i);
4432 entry->puniformI_locations[i] = GL_EXTCALL(glGetUniformLocationARB(programId, glsl_name));
4438 for(i = 0; i < MAX_TEXTURES; i++) {
4439 sprintf(name, "bumpenvmat%u", i);
4440 entry->bumpenvmat_location[i] = GL_EXTCALL(glGetUniformLocationARB(programId, name));
4441 sprintf(name, "luminancescale%u", i);
4442 entry->luminancescale_location[i] = GL_EXTCALL(glGetUniformLocationARB(programId, name));
4443 sprintf(name, "luminanceoffset%u", i);
4444 entry->luminanceoffset_location[i] = GL_EXTCALL(glGetUniformLocationARB(programId, name));
4447 if (ps_compile_args.np2_fixup) {
4448 if (entry->np2Fixup_info) {
4449 entry->np2Fixup_location = GL_EXTCALL(glGetUniformLocationARB(programId, "PsamplerNP2Fixup"));
4451 FIXME("NP2 texcoord fixup needed for this pixelshader, but no fixup uniform found.\n");
4456 entry->posFixup_location = GL_EXTCALL(glGetUniformLocationARB(programId, "posFixup"));
4457 entry->ycorrection_location = GL_EXTCALL(glGetUniformLocationARB(programId, "ycorrection"));
4458 checkGLcall("Find glsl program uniform locations");
4460 if (pshader && pshader->reg_maps.shader_version.major >= 3
4461 && pshader->u.ps.declared_in_count > vec4_varyings(3, gl_info))
4463 TRACE("Shader %d needs vertex color clamping disabled\n", programId);
4464 entry->vertex_color_clamp = GL_FALSE;
4466 entry->vertex_color_clamp = GL_FIXED_ONLY_ARB;
4469 /* Set the shader to allow uniform loading on it */
4470 GL_EXTCALL(glUseProgramObjectARB(programId));
4471 checkGLcall("glUseProgramObjectARB(programId)");
4473 /* Load the vertex and pixel samplers now. The function that finds the mappings makes sure
4474 * that it stays the same for each vertexshader-pixelshader pair(=linked glsl program). If
4475 * a pshader with fixed function pipeline is used there are no vertex samplers, and if a
4476 * vertex shader with fixed function pixel processing is used we make sure that the card
4477 * supports enough samplers to allow the max number of vertex samplers with all possible
4478 * fixed function fragment processing setups. So once the program is linked these samplers
4481 if (vshader) shader_glsl_load_vsamplers(gl_info, device->texUnitMap, programId);
4482 if (pshader) shader_glsl_load_psamplers(gl_info, device->texUnitMap, programId);
4484 /* If the local constants do not have to be loaded with the environment constants,
4485 * load them now to have them hardcoded in the GLSL program. This saves some CPU cycles
4488 if (pshader && !pshader->load_local_constsF)
4489 hardcode_local_constants(pshader, gl_info, programId, 'P');
4490 if (vshader && !vshader->load_local_constsF)
4491 hardcode_local_constants(vshader, gl_info, programId, 'V');
4494 /* GL locking is done by the caller */
4495 static GLhandleARB create_glsl_blt_shader(const struct wined3d_gl_info *gl_info, enum tex_types tex_type, BOOL masked)
4497 GLhandleARB program_id;
4498 GLhandleARB vshader_id, pshader_id;
4499 const char *blt_pshader;
4501 static const char *blt_vshader =
4505 " gl_Position = gl_Vertex;\n"
4506 " gl_FrontColor = vec4(1.0);\n"
4507 " gl_TexCoord[0] = gl_MultiTexCoord0;\n"
4510 static const char * const blt_pshaders_full[tex_type_count] =
4516 "uniform sampler2D sampler;\n"
4519 " gl_FragDepth = texture2D(sampler, gl_TexCoord[0].xy).x;\n"
4525 "uniform samplerCube sampler;\n"
4528 " gl_FragDepth = textureCube(sampler, gl_TexCoord[0].xyz).x;\n"
4532 "#extension GL_ARB_texture_rectangle : enable\n"
4533 "uniform sampler2DRect sampler;\n"
4536 " gl_FragDepth = texture2DRect(sampler, gl_TexCoord[0].xy).x;\n"
4540 static const char * const blt_pshaders_masked[tex_type_count] =
4546 "uniform sampler2D sampler;\n"
4547 "uniform vec4 mask;\n"
4550 " if (all(lessThan(gl_FragCoord.xy, mask.zw))) discard;\n"
4551 " gl_FragDepth = texture2D(sampler, gl_TexCoord[0].xy).x;\n"
4557 "uniform samplerCube sampler;\n"
4558 "uniform vec4 mask;\n"
4561 " if (all(lessThan(gl_FragCoord.xy, mask.zw))) discard;\n"
4562 " gl_FragDepth = textureCube(sampler, gl_TexCoord[0].xyz).x;\n"
4566 "#extension GL_ARB_texture_rectangle : enable\n"
4567 "uniform sampler2DRect sampler;\n"
4568 "uniform vec4 mask;\n"
4571 " if (all(lessThan(gl_FragCoord.xy, mask.zw))) discard;\n"
4572 " gl_FragDepth = texture2DRect(sampler, gl_TexCoord[0].xy).x;\n"
4576 blt_pshader = masked ? blt_pshaders_masked[tex_type] : blt_pshaders_full[tex_type];
4579 FIXME("tex_type %#x not supported\n", tex_type);
4583 vshader_id = GL_EXTCALL(glCreateShaderObjectARB(GL_VERTEX_SHADER_ARB));
4584 shader_glsl_compile(gl_info, vshader_id, blt_vshader);
4586 pshader_id = GL_EXTCALL(glCreateShaderObjectARB(GL_FRAGMENT_SHADER_ARB));
4587 shader_glsl_compile(gl_info, pshader_id, blt_pshader);
4589 program_id = GL_EXTCALL(glCreateProgramObjectARB());
4590 GL_EXTCALL(glAttachObjectARB(program_id, vshader_id));
4591 GL_EXTCALL(glAttachObjectARB(program_id, pshader_id));
4592 GL_EXTCALL(glLinkProgramARB(program_id));
4594 shader_glsl_validate_link(gl_info, program_id);
4596 /* Once linked we can mark the shaders for deletion. They will be deleted once the program
4599 GL_EXTCALL(glDeleteObjectARB(vshader_id));
4600 GL_EXTCALL(glDeleteObjectARB(pshader_id));
4604 /* GL locking is done by the caller */
4605 static void shader_glsl_select(const struct wined3d_context *context, BOOL usePS, BOOL useVS)
4607 const struct wined3d_gl_info *gl_info = context->gl_info;
4608 struct wined3d_device *device = context->swapchain->device;
4609 struct shader_glsl_priv *priv = device->shader_priv;
4610 GLhandleARB program_id = 0;
4611 GLenum old_vertex_color_clamp, current_vertex_color_clamp;
4613 old_vertex_color_clamp = priv->glsl_program ? priv->glsl_program->vertex_color_clamp : GL_FIXED_ONLY_ARB;
4615 if (useVS || usePS) set_glsl_shader_program(context, device, usePS, useVS);
4616 else priv->glsl_program = NULL;
4618 current_vertex_color_clamp = priv->glsl_program ? priv->glsl_program->vertex_color_clamp : GL_FIXED_ONLY_ARB;
4620 if (old_vertex_color_clamp != current_vertex_color_clamp)
4622 if (gl_info->supported[ARB_COLOR_BUFFER_FLOAT])
4624 GL_EXTCALL(glClampColorARB(GL_CLAMP_VERTEX_COLOR_ARB, current_vertex_color_clamp));
4625 checkGLcall("glClampColorARB");
4629 FIXME("vertex color clamp needs to be changed, but extension not supported.\n");
4633 program_id = priv->glsl_program ? priv->glsl_program->programId : 0;
4634 if (program_id) TRACE("Using GLSL program %u\n", program_id);
4635 GL_EXTCALL(glUseProgramObjectARB(program_id));
4636 checkGLcall("glUseProgramObjectARB");
4638 /* In case that NP2 texcoord fixup data is found for the selected program, trigger a reload of the
4639 * constants. This has to be done because it can't be guaranteed that sampler() (from state.c) is
4640 * called between selecting the shader and using it, which results in wrong fixup for some frames. */
4641 if (priv->glsl_program && priv->glsl_program->np2Fixup_info)
4643 shader_glsl_load_np2fixup_constants(priv, gl_info, &device->stateBlock->state);
4647 /* GL locking is done by the caller */
4648 static void shader_glsl_select_depth_blt(void *shader_priv, const struct wined3d_gl_info *gl_info,
4649 enum tex_types tex_type, const SIZE *ds_mask_size)
4651 BOOL masked = ds_mask_size->cx && ds_mask_size->cy;
4652 struct shader_glsl_priv *priv = shader_priv;
4653 GLhandleARB *blt_program;
4656 blt_program = masked ? &priv->depth_blt_program_masked[tex_type] : &priv->depth_blt_program_full[tex_type];
4659 *blt_program = create_glsl_blt_shader(gl_info, tex_type, masked);
4660 loc = GL_EXTCALL(glGetUniformLocationARB(*blt_program, "sampler"));
4661 GL_EXTCALL(glUseProgramObjectARB(*blt_program));
4662 GL_EXTCALL(glUniform1iARB(loc, 0));
4666 GL_EXTCALL(glUseProgramObjectARB(*blt_program));
4671 loc = GL_EXTCALL(glGetUniformLocationARB(*blt_program, "mask"));
4672 GL_EXTCALL(glUniform4fARB(loc, 0.0f, 0.0f, (float)ds_mask_size->cx, (float)ds_mask_size->cy));
4676 /* GL locking is done by the caller */
4677 static void shader_glsl_deselect_depth_blt(void *shader_priv, const struct wined3d_gl_info *gl_info)
4679 struct shader_glsl_priv *priv = shader_priv;
4680 GLhandleARB program_id;
4682 program_id = priv->glsl_program ? priv->glsl_program->programId : 0;
4683 if (program_id) TRACE("Using GLSL program %u\n", program_id);
4685 GL_EXTCALL(glUseProgramObjectARB(program_id));
4686 checkGLcall("glUseProgramObjectARB");
4689 static void shader_glsl_destroy(struct wined3d_shader *shader)
4691 struct wined3d_device *device = shader->device;
4692 struct shader_glsl_priv *priv = device->shader_priv;
4693 const struct wined3d_gl_info *gl_info;
4694 const struct list *linked_programs;
4695 struct wined3d_context *context;
4697 char pshader = shader_is_pshader_version(shader->reg_maps.shader_version.type);
4701 struct glsl_pshader_private *shader_data = shader->backend_data;
4703 if (!shader_data || !shader_data->num_gl_shaders)
4705 HeapFree(GetProcessHeap(), 0, shader_data);
4706 shader->backend_data = NULL;
4710 context = context_acquire(device, NULL);
4711 gl_info = context->gl_info;
4713 if (priv->glsl_program && priv->glsl_program->pshader == shader)
4716 shader_glsl_select(context, FALSE, FALSE);
4722 struct glsl_vshader_private *shader_data = shader->backend_data;
4724 if (!shader_data || !shader_data->num_gl_shaders)
4726 HeapFree(GetProcessHeap(), 0, shader_data);
4727 shader->backend_data = NULL;
4731 context = context_acquire(device, NULL);
4732 gl_info = context->gl_info;
4734 if (priv->glsl_program && priv->glsl_program->vshader == shader)
4737 shader_glsl_select(context, FALSE, FALSE);
4742 linked_programs = &shader->linked_programs;
4744 TRACE("Deleting linked programs\n");
4745 if (linked_programs->next) {
4746 struct glsl_shader_prog_link *entry, *entry2;
4750 LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, linked_programs, struct glsl_shader_prog_link, pshader_entry) {
4751 delete_glsl_program_entry(priv, gl_info, entry);
4754 LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, linked_programs, struct glsl_shader_prog_link, vshader_entry) {
4755 delete_glsl_program_entry(priv, gl_info, entry);
4763 struct glsl_pshader_private *shader_data = shader->backend_data;
4767 for(i = 0; i < shader_data->num_gl_shaders; i++) {
4768 TRACE("deleting pshader %u\n", shader_data->gl_shaders[i].prgId);
4769 GL_EXTCALL(glDeleteObjectARB(shader_data->gl_shaders[i].prgId));
4770 checkGLcall("glDeleteObjectARB");
4773 HeapFree(GetProcessHeap(), 0, shader_data->gl_shaders);
4777 struct glsl_vshader_private *shader_data = shader->backend_data;
4781 for(i = 0; i < shader_data->num_gl_shaders; i++) {
4782 TRACE("deleting vshader %u\n", shader_data->gl_shaders[i].prgId);
4783 GL_EXTCALL(glDeleteObjectARB(shader_data->gl_shaders[i].prgId));
4784 checkGLcall("glDeleteObjectARB");
4787 HeapFree(GetProcessHeap(), 0, shader_data->gl_shaders);
4790 HeapFree(GetProcessHeap(), 0, shader->backend_data);
4791 shader->backend_data = NULL;
4793 context_release(context);
4796 static int glsl_program_key_compare(const void *key, const struct wine_rb_entry *entry)
4798 const struct glsl_program_key *k = key;
4799 const struct glsl_shader_prog_link *prog = WINE_RB_ENTRY_VALUE(entry,
4800 const struct glsl_shader_prog_link, program_lookup_entry);
4803 if (k->vshader > prog->vshader) return 1;
4804 else if (k->vshader < prog->vshader) return -1;
4806 if (k->pshader > prog->pshader) return 1;
4807 else if (k->pshader < prog->pshader) return -1;
4809 if (k->vshader && (cmp = memcmp(&k->vs_args, &prog->vs_args, sizeof(prog->vs_args)))) return cmp;
4810 if (k->pshader && (cmp = memcmp(&k->ps_args, &prog->ps_args, sizeof(prog->ps_args)))) return cmp;
4815 static BOOL constant_heap_init(struct constant_heap *heap, unsigned int constant_count)
4817 SIZE_T size = (constant_count + 1) * sizeof(*heap->entries) + constant_count * sizeof(*heap->positions);
4818 void *mem = HeapAlloc(GetProcessHeap(), 0, size);
4822 ERR("Failed to allocate memory\n");
4826 heap->entries = mem;
4827 heap->entries[1].version = 0;
4828 heap->positions = (unsigned int *)(heap->entries + constant_count + 1);
4834 static void constant_heap_free(struct constant_heap *heap)
4836 HeapFree(GetProcessHeap(), 0, heap->entries);
4839 static const struct wine_rb_functions wined3d_glsl_program_rb_functions =
4844 glsl_program_key_compare,
4847 static HRESULT shader_glsl_alloc(struct wined3d_device *device)
4849 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
4850 struct shader_glsl_priv *priv = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(struct shader_glsl_priv));
4851 SIZE_T stack_size = wined3d_log2i(max(gl_info->limits.glsl_vs_float_constants,
4852 gl_info->limits.glsl_ps_float_constants)) + 1;
4854 if (!shader_buffer_init(&priv->shader_buffer))
4856 ERR("Failed to initialize shader buffer.\n");
4860 priv->stack = HeapAlloc(GetProcessHeap(), 0, stack_size * sizeof(*priv->stack));
4863 ERR("Failed to allocate memory.\n");
4867 if (!constant_heap_init(&priv->vconst_heap, gl_info->limits.glsl_vs_float_constants))
4869 ERR("Failed to initialize vertex shader constant heap\n");
4873 if (!constant_heap_init(&priv->pconst_heap, gl_info->limits.glsl_ps_float_constants))
4875 ERR("Failed to initialize pixel shader constant heap\n");
4879 if (wine_rb_init(&priv->program_lookup, &wined3d_glsl_program_rb_functions) == -1)
4881 ERR("Failed to initialize rbtree.\n");
4885 priv->next_constant_version = 1;
4887 device->shader_priv = priv;
4891 constant_heap_free(&priv->pconst_heap);
4892 constant_heap_free(&priv->vconst_heap);
4893 HeapFree(GetProcessHeap(), 0, priv->stack);
4894 shader_buffer_free(&priv->shader_buffer);
4895 HeapFree(GetProcessHeap(), 0, priv);
4896 return E_OUTOFMEMORY;
4899 /* Context activation is done by the caller. */
4900 static void shader_glsl_free(struct wined3d_device *device)
4902 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
4903 struct shader_glsl_priv *priv = device->shader_priv;
4907 for (i = 0; i < tex_type_count; ++i)
4909 if (priv->depth_blt_program_full[i])
4911 GL_EXTCALL(glDeleteObjectARB(priv->depth_blt_program_full[i]));
4913 if (priv->depth_blt_program_masked[i])
4915 GL_EXTCALL(glDeleteObjectARB(priv->depth_blt_program_masked[i]));
4920 wine_rb_destroy(&priv->program_lookup, NULL, NULL);
4921 constant_heap_free(&priv->pconst_heap);
4922 constant_heap_free(&priv->vconst_heap);
4923 HeapFree(GetProcessHeap(), 0, priv->stack);
4924 shader_buffer_free(&priv->shader_buffer);
4926 HeapFree(GetProcessHeap(), 0, device->shader_priv);
4927 device->shader_priv = NULL;
4930 static BOOL shader_glsl_dirty_const(void)
4932 /* TODO: GL_EXT_bindable_uniform can be used to share constants across shaders */
4936 static void shader_glsl_get_caps(const struct wined3d_gl_info *gl_info, struct shader_caps *caps)
4938 /* ARB_shader_texture_lod or EXT_gpu_shader4 is required for the SM3
4939 * texldd and texldl instructions. */
4940 if (gl_info->supported[ARB_SHADER_TEXTURE_LOD] || gl_info->supported[EXT_GPU_SHADER4])
4942 caps->VertexShaderVersion = WINED3DVS_VERSION(3,0);
4943 caps->PixelShaderVersion = WINED3DPS_VERSION(3,0);
4947 caps->VertexShaderVersion = WINED3DVS_VERSION(2,0);
4948 caps->PixelShaderVersion = WINED3DPS_VERSION(2,0);
4951 caps->MaxVertexShaderConst = gl_info->limits.glsl_vs_float_constants;
4952 caps->MaxPixelShaderConst = gl_info->limits.glsl_ps_float_constants;
4954 /* FIXME: The following line is card dependent. -8.0 to 8.0 is the
4955 * Direct3D minimum requirement.
4957 * Both GL_ARB_fragment_program and GLSL require a "maximum representable magnitude"
4958 * of colors to be 2^10, and 2^32 for other floats. Should we use 1024 here?
4960 * The problem is that the refrast clamps temporary results in the shader to
4961 * [-MaxValue;+MaxValue]. If the card's max value is bigger than the one we advertize here,
4962 * then applications may miss the clamping behavior. On the other hand, if it is smaller,
4963 * the shader will generate incorrect results too. Unfortunately, GL deliberately doesn't
4964 * offer a way to query this.
4966 caps->PixelShader1xMaxValue = 8.0;
4968 caps->VSClipping = TRUE;
4970 TRACE_(d3d_caps)("Hardware vertex shader version %u.%u enabled (GLSL).\n",
4971 (caps->VertexShaderVersion >> 8) & 0xff, caps->VertexShaderVersion & 0xff);
4972 TRACE_(d3d_caps)("Hardware pixel shader version %u.%u enabled (GLSL).\n",
4973 (caps->PixelShaderVersion >> 8) & 0xff, caps->PixelShaderVersion & 0xff);
4976 static BOOL shader_glsl_color_fixup_supported(struct color_fixup_desc fixup)
4978 if (TRACE_ON(d3d_shader) && TRACE_ON(d3d))
4980 TRACE("Checking support for fixup:\n");
4981 dump_color_fixup_desc(fixup);
4984 /* We support everything except YUV conversions. */
4985 if (!is_complex_fixup(fixup))
4991 TRACE("[FAILED]\n");
4995 static const SHADER_HANDLER shader_glsl_instruction_handler_table[WINED3DSIH_TABLE_SIZE] =
4997 /* WINED3DSIH_ABS */ shader_glsl_map2gl,
4998 /* WINED3DSIH_ADD */ shader_glsl_arith,
4999 /* WINED3DSIH_AND */ NULL,
5000 /* WINED3DSIH_BEM */ shader_glsl_bem,
5001 /* WINED3DSIH_BREAK */ shader_glsl_break,
5002 /* WINED3DSIH_BREAKC */ shader_glsl_breakc,
5003 /* WINED3DSIH_BREAKP */ NULL,
5004 /* WINED3DSIH_CALL */ shader_glsl_call,
5005 /* WINED3DSIH_CALLNZ */ shader_glsl_callnz,
5006 /* WINED3DSIH_CMP */ shader_glsl_cmp,
5007 /* WINED3DSIH_CND */ shader_glsl_cnd,
5008 /* WINED3DSIH_CRS */ shader_glsl_cross,
5009 /* WINED3DSIH_CUT */ NULL,
5010 /* WINED3DSIH_DCL */ NULL,
5011 /* WINED3DSIH_DEF */ NULL,
5012 /* WINED3DSIH_DEFB */ NULL,
5013 /* WINED3DSIH_DEFI */ NULL,
5014 /* WINED3DSIH_DIV */ NULL,
5015 /* WINED3DSIH_DP2ADD */ shader_glsl_dp2add,
5016 /* WINED3DSIH_DP3 */ shader_glsl_dot,
5017 /* WINED3DSIH_DP4 */ shader_glsl_dot,
5018 /* WINED3DSIH_DST */ shader_glsl_dst,
5019 /* WINED3DSIH_DSX */ shader_glsl_map2gl,
5020 /* WINED3DSIH_DSY */ shader_glsl_map2gl,
5021 /* WINED3DSIH_ELSE */ shader_glsl_else,
5022 /* WINED3DSIH_EMIT */ NULL,
5023 /* WINED3DSIH_ENDIF */ shader_glsl_end,
5024 /* WINED3DSIH_ENDLOOP */ shader_glsl_end,
5025 /* WINED3DSIH_ENDREP */ shader_glsl_end,
5026 /* WINED3DSIH_EXP */ shader_glsl_map2gl,
5027 /* WINED3DSIH_EXPP */ shader_glsl_expp,
5028 /* WINED3DSIH_FRC */ shader_glsl_map2gl,
5029 /* WINED3DSIH_FTOI */ NULL,
5030 /* WINED3DSIH_IADD */ NULL,
5031 /* WINED3DSIH_IEQ */ NULL,
5032 /* WINED3DSIH_IF */ shader_glsl_if,
5033 /* WINED3DSIH_IFC */ shader_glsl_ifc,
5034 /* WINED3DSIH_IGE */ NULL,
5035 /* WINED3DSIH_IMUL */ NULL,
5036 /* WINED3DSIH_ITOF */ NULL,
5037 /* WINED3DSIH_LABEL */ shader_glsl_label,
5038 /* WINED3DSIH_LD */ NULL,
5039 /* WINED3DSIH_LIT */ shader_glsl_lit,
5040 /* WINED3DSIH_LOG */ shader_glsl_log,
5041 /* WINED3DSIH_LOGP */ shader_glsl_log,
5042 /* WINED3DSIH_LOOP */ shader_glsl_loop,
5043 /* WINED3DSIH_LRP */ shader_glsl_lrp,
5044 /* WINED3DSIH_LT */ NULL,
5045 /* WINED3DSIH_M3x2 */ shader_glsl_mnxn,
5046 /* WINED3DSIH_M3x3 */ shader_glsl_mnxn,
5047 /* WINED3DSIH_M3x4 */ shader_glsl_mnxn,
5048 /* WINED3DSIH_M4x3 */ shader_glsl_mnxn,
5049 /* WINED3DSIH_M4x4 */ shader_glsl_mnxn,
5050 /* WINED3DSIH_MAD */ shader_glsl_mad,
5051 /* WINED3DSIH_MAX */ shader_glsl_map2gl,
5052 /* WINED3DSIH_MIN */ shader_glsl_map2gl,
5053 /* WINED3DSIH_MOV */ shader_glsl_mov,
5054 /* WINED3DSIH_MOVA */ shader_glsl_mov,
5055 /* WINED3DSIH_MOVC */ NULL,
5056 /* WINED3DSIH_MUL */ shader_glsl_arith,
5057 /* WINED3DSIH_NOP */ NULL,
5058 /* WINED3DSIH_NRM */ shader_glsl_nrm,
5059 /* WINED3DSIH_PHASE */ NULL,
5060 /* WINED3DSIH_POW */ shader_glsl_pow,
5061 /* WINED3DSIH_RCP */ shader_glsl_rcp,
5062 /* WINED3DSIH_REP */ shader_glsl_rep,
5063 /* WINED3DSIH_RET */ shader_glsl_ret,
5064 /* WINED3DSIH_RSQ */ shader_glsl_rsq,
5065 /* WINED3DSIH_SAMPLE */ NULL,
5066 /* WINED3DSIH_SAMPLE_GRAD */ NULL,
5067 /* WINED3DSIH_SAMPLE_LOD */ NULL,
5068 /* WINED3DSIH_SETP */ NULL,
5069 /* WINED3DSIH_SGE */ shader_glsl_compare,
5070 /* WINED3DSIH_SGN */ shader_glsl_sgn,
5071 /* WINED3DSIH_SINCOS */ shader_glsl_sincos,
5072 /* WINED3DSIH_SLT */ shader_glsl_compare,
5073 /* WINED3DSIH_SQRT */ NULL,
5074 /* WINED3DSIH_SUB */ shader_glsl_arith,
5075 /* WINED3DSIH_TEX */ shader_glsl_tex,
5076 /* WINED3DSIH_TEXBEM */ shader_glsl_texbem,
5077 /* WINED3DSIH_TEXBEML */ shader_glsl_texbem,
5078 /* WINED3DSIH_TEXCOORD */ shader_glsl_texcoord,
5079 /* WINED3DSIH_TEXDEPTH */ shader_glsl_texdepth,
5080 /* WINED3DSIH_TEXDP3 */ shader_glsl_texdp3,
5081 /* WINED3DSIH_TEXDP3TEX */ shader_glsl_texdp3tex,
5082 /* WINED3DSIH_TEXKILL */ shader_glsl_texkill,
5083 /* WINED3DSIH_TEXLDD */ shader_glsl_texldd,
5084 /* WINED3DSIH_TEXLDL */ shader_glsl_texldl,
5085 /* WINED3DSIH_TEXM3x2DEPTH */ shader_glsl_texm3x2depth,
5086 /* WINED3DSIH_TEXM3x2PAD */ shader_glsl_texm3x2pad,
5087 /* WINED3DSIH_TEXM3x2TEX */ shader_glsl_texm3x2tex,
5088 /* WINED3DSIH_TEXM3x3 */ shader_glsl_texm3x3,
5089 /* WINED3DSIH_TEXM3x3DIFF */ NULL,
5090 /* WINED3DSIH_TEXM3x3PAD */ shader_glsl_texm3x3pad,
5091 /* WINED3DSIH_TEXM3x3SPEC */ shader_glsl_texm3x3spec,
5092 /* WINED3DSIH_TEXM3x3TEX */ shader_glsl_texm3x3tex,
5093 /* WINED3DSIH_TEXM3x3VSPEC */ shader_glsl_texm3x3vspec,
5094 /* WINED3DSIH_TEXREG2AR */ shader_glsl_texreg2ar,
5095 /* WINED3DSIH_TEXREG2GB */ shader_glsl_texreg2gb,
5096 /* WINED3DSIH_TEXREG2RGB */ shader_glsl_texreg2rgb,
5097 /* WINED3DSIH_UTOF */ NULL,
5100 static void shader_glsl_handle_instruction(const struct wined3d_shader_instruction *ins) {
5101 SHADER_HANDLER hw_fct;
5103 /* Select handler */
5104 hw_fct = shader_glsl_instruction_handler_table[ins->handler_idx];
5106 /* Unhandled opcode */
5109 FIXME("Backend can't handle opcode %#x\n", ins->handler_idx);
5114 shader_glsl_add_instruction_modifiers(ins);
5117 const struct wined3d_shader_backend_ops glsl_shader_backend =
5119 shader_glsl_handle_instruction,
5121 shader_glsl_select_depth_blt,
5122 shader_glsl_deselect_depth_blt,
5123 shader_glsl_update_float_vertex_constants,
5124 shader_glsl_update_float_pixel_constants,
5125 shader_glsl_load_constants,
5126 shader_glsl_load_np2fixup_constants,
5127 shader_glsl_destroy,
5130 shader_glsl_dirty_const,
5131 shader_glsl_get_caps,
5132 shader_glsl_color_fixup_supported,