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
60 } glsl_sample_function_t;
64 HEAP_NODE_TRAVERSE_LEFT,
65 HEAP_NODE_TRAVERSE_RIGHT,
77 struct constant_entry *entries;
78 unsigned int *positions;
82 /* GLSL shader private data */
83 struct shader_glsl_priv {
84 struct wined3d_shader_buffer shader_buffer;
85 struct wine_rb_tree program_lookup;
86 struct glsl_shader_prog_link *glsl_program;
87 struct constant_heap vconst_heap;
88 struct constant_heap pconst_heap;
90 GLhandleARB depth_blt_program_full[tex_type_count];
91 GLhandleARB depth_blt_program_masked[tex_type_count];
92 UINT next_constant_version;
95 /* Struct to maintain data about a linked GLSL program */
96 struct glsl_shader_prog_link {
97 struct wine_rb_entry program_lookup_entry;
98 struct list vshader_entry;
99 struct list pshader_entry;
100 GLhandleARB programId;
101 GLint *vuniformF_locations;
102 GLint *puniformF_locations;
103 GLint vuniformI_locations[MAX_CONST_I];
104 GLint puniformI_locations[MAX_CONST_I];
105 GLint posFixup_location;
106 GLint np2Fixup_location;
107 GLint bumpenvmat_location[MAX_TEXTURES];
108 GLint luminancescale_location[MAX_TEXTURES];
109 GLint luminanceoffset_location[MAX_TEXTURES];
110 GLint ycorrection_location;
111 GLenum vertex_color_clamp;
112 const struct wined3d_shader *vshader;
113 const struct wined3d_shader *pshader;
114 struct vs_compile_args vs_args;
115 struct ps_compile_args ps_args;
116 UINT constant_version;
117 const struct ps_np2fixup_info *np2Fixup_info;
121 const struct wined3d_shader *vshader;
122 const struct wined3d_shader *pshader;
123 struct ps_compile_args ps_args;
124 struct vs_compile_args vs_args;
125 } glsl_program_key_t;
127 struct shader_glsl_ctx_priv {
128 const struct vs_compile_args *cur_vs_args;
129 const struct ps_compile_args *cur_ps_args;
130 struct ps_np2fixup_info *cur_np2fixup_info;
133 struct glsl_ps_compiled_shader
135 struct ps_compile_args args;
136 struct ps_np2fixup_info np2fixup;
140 struct glsl_pshader_private
142 struct glsl_ps_compiled_shader *gl_shaders;
143 UINT num_gl_shaders, shader_array_size;
146 struct glsl_vs_compiled_shader
148 struct vs_compile_args args;
152 struct glsl_vshader_private
154 struct glsl_vs_compiled_shader *gl_shaders;
155 UINT num_gl_shaders, shader_array_size;
158 static const char *debug_gl_shader_type(GLenum type)
162 #define WINED3D_TO_STR(u) case u: return #u
163 WINED3D_TO_STR(GL_VERTEX_SHADER_ARB);
164 WINED3D_TO_STR(GL_GEOMETRY_SHADER_ARB);
165 WINED3D_TO_STR(GL_FRAGMENT_SHADER_ARB);
166 #undef WINED3D_TO_STR
168 return wine_dbg_sprintf("UNKNOWN(%#x)", type);
172 /* Extract a line from the info log.
173 * Note that this modifies the source string. */
174 static char *get_info_log_line(char **ptr)
179 if (!(q = strstr(p, "\n")))
181 if (!*p) return NULL;
191 /** Prints the GLSL info log which will contain error messages if they exist */
192 /* GL locking is done by the caller */
193 static void print_glsl_info_log(const struct wined3d_gl_info *gl_info, GLhandleARB obj)
195 int infologLength = 0;
200 static const char * const spam[] =
202 "Vertex shader was successfully compiled to run on hardware.\n", /* fglrx */
203 "Fragment shader was successfully compiled to run on hardware.\n", /* fglrx, with \n */
204 "Fragment shader was successfully compiled to run on hardware.", /* fglrx, no \n */
205 "Fragment shader(s) linked, vertex shader(s) linked. \n ", /* fglrx, with \n */
206 "Fragment shader(s) linked, vertex shader(s) linked. \n", /* fglrx, with \n */
207 "Fragment shader(s) linked, vertex shader(s) linked.", /* fglrx, no \n */
208 "Vertex shader(s) linked, no fragment shader(s) defined. \n ", /* fglrx, with \n */
209 "Vertex shader(s) linked, no fragment shader(s) defined. \n", /* fglrx, with \n */
210 "Vertex shader(s) linked, no fragment shader(s) defined.", /* fglrx, no \n */
211 "Fragment shader(s) linked, no vertex shader(s) defined. \n ", /* fglrx, with \n */
212 "Fragment shader(s) linked, no vertex shader(s) defined. \n", /* fglrx, with \n */
213 "Fragment shader(s) linked, no vertex shader(s) defined.", /* fglrx, no \n */
216 if (!TRACE_ON(d3d_shader) && !FIXME_ON(d3d_shader)) return;
218 GL_EXTCALL(glGetObjectParameterivARB(obj,
219 GL_OBJECT_INFO_LOG_LENGTH_ARB,
222 /* A size of 1 is just a null-terminated string, so the log should be bigger than
223 * that if there are errors. */
224 if (infologLength > 1)
228 /* Fglrx doesn't terminate the string properly, but it tells us the proper length.
229 * So use HEAP_ZERO_MEMORY to avoid uninitialized bytes
231 infoLog = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, infologLength);
232 GL_EXTCALL(glGetInfoLogARB(obj, infologLength, NULL, infoLog));
235 for (i = 0; i < sizeof(spam) / sizeof(*spam); ++i)
237 if (!strcmp(infoLog, spam[i]))
247 TRACE("Spam received from GLSL shader #%u:\n", obj);
248 while ((line = get_info_log_line(&ptr))) TRACE(" %s\n", line);
252 FIXME("Error received from GLSL shader #%u:\n", obj);
253 while ((line = get_info_log_line(&ptr))) FIXME(" %s\n", line);
255 HeapFree(GetProcessHeap(), 0, infoLog);
259 /* GL locking is done by the caller. */
260 static void shader_glsl_compile(const struct wined3d_gl_info *gl_info, GLhandleARB shader, const char *src)
262 TRACE("Compiling shader object %u.\n", shader);
263 GL_EXTCALL(glShaderSourceARB(shader, 1, &src, NULL));
264 checkGLcall("glShaderSourceARB");
265 GL_EXTCALL(glCompileShaderARB(shader));
266 checkGLcall("glCompileShaderARB");
267 print_glsl_info_log(gl_info, shader);
270 /* GL locking is done by the caller. */
271 static void shader_glsl_dump_program_source(const struct wined3d_gl_info *gl_info, GLhandleARB program)
273 GLint i, object_count, source_size = -1;
274 GLhandleARB *objects;
277 GL_EXTCALL(glGetObjectParameterivARB(program, GL_OBJECT_ATTACHED_OBJECTS_ARB, &object_count));
278 objects = HeapAlloc(GetProcessHeap(), 0, object_count * sizeof(*objects));
281 ERR("Failed to allocate object array memory.\n");
285 GL_EXTCALL(glGetAttachedObjectsARB(program, object_count, NULL, objects));
286 for (i = 0; i < object_count; ++i)
291 GL_EXTCALL(glGetObjectParameterivARB(objects[i], GL_OBJECT_SHADER_SOURCE_LENGTH_ARB, &tmp));
293 if (source_size < tmp)
295 HeapFree(GetProcessHeap(), 0, source);
297 source = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, tmp);
300 ERR("Failed to allocate %d bytes for shader source.\n", tmp);
301 HeapFree(GetProcessHeap(), 0, objects);
307 FIXME("Object %u:\n", objects[i]);
308 GL_EXTCALL(glGetObjectParameterivARB(objects[i], GL_OBJECT_SUBTYPE_ARB, &tmp));
309 FIXME(" GL_OBJECT_SUBTYPE_ARB: %s.\n", debug_gl_shader_type(tmp));
310 GL_EXTCALL(glGetObjectParameterivARB(objects[i], GL_OBJECT_COMPILE_STATUS_ARB, &tmp));
311 FIXME(" GL_OBJECT_COMPILE_STATUS_ARB: %d.\n", tmp);
315 GL_EXTCALL(glGetShaderSourceARB(objects[i], source_size, NULL, source));
316 while ((line = get_info_log_line(&ptr))) FIXME(" %s\n", line);
320 HeapFree(GetProcessHeap(), 0, source);
321 HeapFree(GetProcessHeap(), 0, objects);
324 /* GL locking is done by the caller. */
325 static void shader_glsl_validate_link(const struct wined3d_gl_info *gl_info, GLhandleARB program)
329 if (!TRACE_ON(d3d_shader) && !FIXME_ON(d3d_shader)) return;
331 GL_EXTCALL(glGetObjectParameterivARB(program, GL_OBJECT_TYPE_ARB, &tmp));
332 if (tmp == GL_PROGRAM_OBJECT_ARB)
334 GL_EXTCALL(glGetObjectParameterivARB(program, GL_OBJECT_LINK_STATUS_ARB, &tmp));
337 FIXME("Program %u link status invalid.\n", program);
338 shader_glsl_dump_program_source(gl_info, program);
342 print_glsl_info_log(gl_info, program);
346 * Loads (pixel shader) samplers
348 /* GL locking is done by the caller */
349 static void shader_glsl_load_psamplers(const struct wined3d_gl_info *gl_info,
350 DWORD *tex_unit_map, GLhandleARB programId)
354 char sampler_name[20];
356 for (i = 0; i < MAX_FRAGMENT_SAMPLERS; ++i) {
357 snprintf(sampler_name, sizeof(sampler_name), "Psampler%d", i);
358 name_loc = GL_EXTCALL(glGetUniformLocationARB(programId, sampler_name));
359 if (name_loc != -1) {
360 DWORD mapped_unit = tex_unit_map[i];
361 if (mapped_unit != WINED3D_UNMAPPED_STAGE && mapped_unit < gl_info->limits.fragment_samplers)
363 TRACE("Loading %s for texture %d\n", sampler_name, mapped_unit);
364 GL_EXTCALL(glUniform1iARB(name_loc, mapped_unit));
365 checkGLcall("glUniform1iARB");
367 ERR("Trying to load sampler %s on unsupported unit %d\n", sampler_name, mapped_unit);
373 /* GL locking is done by the caller */
374 static void shader_glsl_load_vsamplers(const struct wined3d_gl_info *gl_info,
375 DWORD *tex_unit_map, GLhandleARB programId)
378 char sampler_name[20];
381 for (i = 0; i < MAX_VERTEX_SAMPLERS; ++i) {
382 snprintf(sampler_name, sizeof(sampler_name), "Vsampler%d", i);
383 name_loc = GL_EXTCALL(glGetUniformLocationARB(programId, sampler_name));
384 if (name_loc != -1) {
385 DWORD mapped_unit = tex_unit_map[MAX_FRAGMENT_SAMPLERS + i];
386 if (mapped_unit != WINED3D_UNMAPPED_STAGE && mapped_unit < gl_info->limits.combined_samplers)
388 TRACE("Loading %s for texture %d\n", sampler_name, mapped_unit);
389 GL_EXTCALL(glUniform1iARB(name_loc, mapped_unit));
390 checkGLcall("glUniform1iARB");
392 ERR("Trying to load sampler %s on unsupported unit %d\n", sampler_name, mapped_unit);
398 /* GL locking is done by the caller */
399 static inline void walk_constant_heap(const struct wined3d_gl_info *gl_info, const float *constants,
400 const GLint *constant_locations, const struct constant_heap *heap, unsigned char *stack, DWORD version)
403 unsigned int heap_idx = 1;
406 if (heap->entries[heap_idx].version <= version) return;
408 idx = heap->entries[heap_idx].idx;
409 if (constant_locations[idx] != -1) GL_EXTCALL(glUniform4fvARB(constant_locations[idx], 1, &constants[idx * 4]));
410 stack[stack_idx] = HEAP_NODE_TRAVERSE_LEFT;
412 while (stack_idx >= 0)
414 /* Note that we fall through to the next case statement. */
415 switch(stack[stack_idx])
417 case HEAP_NODE_TRAVERSE_LEFT:
419 unsigned int left_idx = heap_idx << 1;
420 if (left_idx < heap->size && heap->entries[left_idx].version > version)
423 idx = heap->entries[heap_idx].idx;
424 if (constant_locations[idx] != -1)
425 GL_EXTCALL(glUniform4fvARB(constant_locations[idx], 1, &constants[idx * 4]));
427 stack[stack_idx++] = HEAP_NODE_TRAVERSE_RIGHT;
428 stack[stack_idx] = HEAP_NODE_TRAVERSE_LEFT;
433 case HEAP_NODE_TRAVERSE_RIGHT:
435 unsigned int right_idx = (heap_idx << 1) + 1;
436 if (right_idx < heap->size && heap->entries[right_idx].version > version)
438 heap_idx = right_idx;
439 idx = heap->entries[heap_idx].idx;
440 if (constant_locations[idx] != -1)
441 GL_EXTCALL(glUniform4fvARB(constant_locations[idx], 1, &constants[idx * 4]));
443 stack[stack_idx++] = HEAP_NODE_POP;
444 stack[stack_idx] = HEAP_NODE_TRAVERSE_LEFT;
457 checkGLcall("walk_constant_heap()");
460 /* GL locking is done by the caller */
461 static inline void apply_clamped_constant(const struct wined3d_gl_info *gl_info, GLint location, const GLfloat *data)
463 GLfloat clamped_constant[4];
465 if (location == -1) return;
467 clamped_constant[0] = data[0] < -1.0f ? -1.0f : data[0] > 1.0f ? 1.0f : data[0];
468 clamped_constant[1] = data[1] < -1.0f ? -1.0f : data[1] > 1.0f ? 1.0f : data[1];
469 clamped_constant[2] = data[2] < -1.0f ? -1.0f : data[2] > 1.0f ? 1.0f : data[2];
470 clamped_constant[3] = data[3] < -1.0f ? -1.0f : data[3] > 1.0f ? 1.0f : data[3];
472 GL_EXTCALL(glUniform4fvARB(location, 1, clamped_constant));
475 /* GL locking is done by the caller */
476 static inline void walk_constant_heap_clamped(const struct wined3d_gl_info *gl_info, const float *constants,
477 const GLint *constant_locations, const struct constant_heap *heap, unsigned char *stack, DWORD version)
480 unsigned int heap_idx = 1;
483 if (heap->entries[heap_idx].version <= version) return;
485 idx = heap->entries[heap_idx].idx;
486 apply_clamped_constant(gl_info, constant_locations[idx], &constants[idx * 4]);
487 stack[stack_idx] = HEAP_NODE_TRAVERSE_LEFT;
489 while (stack_idx >= 0)
491 /* Note that we fall through to the next case statement. */
492 switch(stack[stack_idx])
494 case HEAP_NODE_TRAVERSE_LEFT:
496 unsigned int left_idx = heap_idx << 1;
497 if (left_idx < heap->size && heap->entries[left_idx].version > version)
500 idx = heap->entries[heap_idx].idx;
501 apply_clamped_constant(gl_info, constant_locations[idx], &constants[idx * 4]);
503 stack[stack_idx++] = HEAP_NODE_TRAVERSE_RIGHT;
504 stack[stack_idx] = HEAP_NODE_TRAVERSE_LEFT;
509 case HEAP_NODE_TRAVERSE_RIGHT:
511 unsigned int right_idx = (heap_idx << 1) + 1;
512 if (right_idx < heap->size && heap->entries[right_idx].version > version)
514 heap_idx = right_idx;
515 idx = heap->entries[heap_idx].idx;
516 apply_clamped_constant(gl_info, constant_locations[idx], &constants[idx * 4]);
518 stack[stack_idx++] = HEAP_NODE_POP;
519 stack[stack_idx] = HEAP_NODE_TRAVERSE_LEFT;
532 checkGLcall("walk_constant_heap_clamped()");
535 /* Loads floating point constants (aka uniforms) into the currently set GLSL program. */
536 /* GL locking is done by the caller */
537 static void shader_glsl_load_constantsF(const struct wined3d_shader *shader, const struct wined3d_gl_info *gl_info,
538 const float *constants, const GLint *constant_locations, const struct constant_heap *heap,
539 unsigned char *stack, UINT version)
541 const local_constant *lconst;
543 /* 1.X pshaders have the constants clamped to [-1;1] implicitly. */
544 if (shader->reg_maps.shader_version.major == 1
545 && shader_is_pshader_version(shader->reg_maps.shader_version.type))
546 walk_constant_heap_clamped(gl_info, constants, constant_locations, heap, stack, version);
548 walk_constant_heap(gl_info, constants, constant_locations, heap, stack, version);
550 if (!shader->load_local_constsF)
552 TRACE("No need to load local float constants for this shader\n");
556 /* Immediate constants are clamped to [-1;1] at shader creation time if needed */
557 LIST_FOR_EACH_ENTRY(lconst, &shader->constantsF, local_constant, entry)
559 GLint location = constant_locations[lconst->idx];
560 /* We found this uniform name in the program - go ahead and send the data */
561 if (location != -1) GL_EXTCALL(glUniform4fvARB(location, 1, (const GLfloat *)lconst->value));
563 checkGLcall("glUniform4fvARB()");
566 /* Loads integer constants (aka uniforms) into the currently set GLSL program. */
567 /* GL locking is done by the caller */
568 static void shader_glsl_load_constantsI(const struct wined3d_shader *shader, const struct wined3d_gl_info *gl_info,
569 const GLint locations[MAX_CONST_I], const int *constants, WORD constants_set)
574 for (i = 0; constants_set; constants_set >>= 1, ++i)
576 if (!(constants_set & 1)) continue;
578 TRACE_(d3d_constants)("Loading constants %u: %i, %i, %i, %i\n",
579 i, constants[i*4], constants[i*4+1], constants[i*4+2], constants[i*4+3]);
581 /* We found this uniform name in the program - go ahead and send the data */
582 GL_EXTCALL(glUniform4ivARB(locations[i], 1, &constants[i*4]));
583 checkGLcall("glUniform4ivARB");
586 /* Load immediate constants */
587 ptr = list_head(&shader->constantsI);
590 const struct local_constant *lconst = LIST_ENTRY(ptr, const struct local_constant, entry);
591 unsigned int idx = lconst->idx;
592 const GLint *values = (const GLint *)lconst->value;
594 TRACE_(d3d_constants)("Loading local constants %i: %i, %i, %i, %i\n", idx,
595 values[0], values[1], values[2], values[3]);
597 /* We found this uniform name in the program - go ahead and send the data */
598 GL_EXTCALL(glUniform4ivARB(locations[idx], 1, values));
599 checkGLcall("glUniform4ivARB");
600 ptr = list_next(&shader->constantsI, ptr);
604 /* Loads boolean constants (aka uniforms) into the currently set GLSL program. */
605 /* GL locking is done by the caller */
606 static void shader_glsl_load_constantsB(const struct wined3d_shader *shader, const struct wined3d_gl_info *gl_info,
607 GLhandleARB programId, const BOOL *constants, WORD constants_set)
615 switch (shader->reg_maps.shader_version.type)
617 case WINED3D_SHADER_TYPE_VERTEX:
621 case WINED3D_SHADER_TYPE_GEOMETRY:
625 case WINED3D_SHADER_TYPE_PIXEL:
630 FIXME("Unknown shader type %#x.\n",
631 shader->reg_maps.shader_version.type);
636 /* TODO: Benchmark and see if it would be beneficial to store the
637 * locations of the constants to avoid looking up each time */
638 for (i = 0; constants_set; constants_set >>= 1, ++i)
640 if (!(constants_set & 1)) continue;
642 TRACE_(d3d_constants)("Loading constants %i: %i;\n", i, constants[i]);
644 /* TODO: Benchmark and see if it would be beneficial to store the
645 * locations of the constants to avoid looking up each time */
646 snprintf(tmp_name, sizeof(tmp_name), "%s[%i]", prefix, i);
647 tmp_loc = GL_EXTCALL(glGetUniformLocationARB(programId, tmp_name));
650 /* We found this uniform name in the program - go ahead and send the data */
651 GL_EXTCALL(glUniform1ivARB(tmp_loc, 1, &constants[i]));
652 checkGLcall("glUniform1ivARB");
656 /* Load immediate constants */
657 ptr = list_head(&shader->constantsB);
660 const struct local_constant *lconst = LIST_ENTRY(ptr, const struct local_constant, entry);
661 unsigned int idx = lconst->idx;
662 const GLint *values = (const GLint *)lconst->value;
664 TRACE_(d3d_constants)("Loading local constants %i: %i\n", idx, values[0]);
666 snprintf(tmp_name, sizeof(tmp_name), "%s[%i]", prefix, idx);
667 tmp_loc = GL_EXTCALL(glGetUniformLocationARB(programId, tmp_name));
669 /* We found this uniform name in the program - go ahead and send the data */
670 GL_EXTCALL(glUniform1ivARB(tmp_loc, 1, values));
671 checkGLcall("glUniform1ivARB");
673 ptr = list_next(&shader->constantsB, ptr);
677 static void reset_program_constant_version(struct wine_rb_entry *entry, void *context)
679 WINE_RB_ENTRY_VALUE(entry, struct glsl_shader_prog_link, program_lookup_entry)->constant_version = 0;
683 * Loads the texture dimensions for NP2 fixup into the currently set GLSL program.
685 /* GL locking is done by the caller (state handler) */
686 static void shader_glsl_load_np2fixup_constants(void *shader_priv,
687 const struct wined3d_gl_info *gl_info, const struct wined3d_state *state)
689 struct shader_glsl_priv *glsl_priv = shader_priv;
690 const struct glsl_shader_prog_link *prog = glsl_priv->glsl_program;
692 /* No GLSL program set - nothing to do. */
695 /* NP2 texcoord fixup is (currently) only done for pixelshaders. */
696 if (!use_ps(state)) return;
698 if (prog->ps_args.np2_fixup && prog->np2Fixup_location != -1)
701 UINT fixup = prog->ps_args.np2_fixup;
702 GLfloat np2fixup_constants[4 * MAX_FRAGMENT_SAMPLERS];
704 for (i = 0; fixup; fixup >>= 1, ++i)
706 const struct wined3d_texture *tex = state->textures[i];
707 const unsigned char idx = prog->np2Fixup_info->idx[i];
708 GLfloat *tex_dim = &np2fixup_constants[(idx >> 1) * 4];
712 ERR("Nonexistent texture is flagged for NP2 texcoord fixup.\n");
718 tex_dim[2] = tex->pow2_matrix[0];
719 tex_dim[3] = tex->pow2_matrix[5];
723 tex_dim[0] = tex->pow2_matrix[0];
724 tex_dim[1] = tex->pow2_matrix[5];
728 GL_EXTCALL(glUniform4fvARB(prog->np2Fixup_location, prog->np2Fixup_info->num_consts, np2fixup_constants));
733 * Loads the app-supplied constants into the currently set GLSL program.
735 /* GL locking is done by the caller (state handler) */
736 static void shader_glsl_load_constants(const struct wined3d_context *context,
737 char usePixelShader, char useVertexShader)
739 const struct wined3d_gl_info *gl_info = context->gl_info;
740 IWineD3DDeviceImpl *device = context->swapchain->device;
741 struct wined3d_stateblock *stateBlock = device->stateBlock;
742 struct shader_glsl_priv *priv = device->shader_priv;
743 float position_fixup[4];
745 GLhandleARB programId;
746 struct glsl_shader_prog_link *prog = priv->glsl_program;
747 UINT constant_version;
751 /* No GLSL program set - nothing to do. */
754 programId = prog->programId;
755 constant_version = prog->constant_version;
759 const struct wined3d_shader *vshader = stateBlock->state.vertex_shader;
761 /* Load DirectX 9 float constants/uniforms for vertex shader */
762 shader_glsl_load_constantsF(vshader, gl_info, stateBlock->state.vs_consts_f,
763 prog->vuniformF_locations, &priv->vconst_heap, priv->stack, constant_version);
765 /* Load DirectX 9 integer constants/uniforms for vertex shader */
766 shader_glsl_load_constantsI(vshader, gl_info, prog->vuniformI_locations, stateBlock->state.vs_consts_i,
767 stateBlock->changed.vertexShaderConstantsI & vshader->reg_maps.integer_constants);
769 /* Load DirectX 9 boolean constants/uniforms for vertex shader */
770 shader_glsl_load_constantsB(vshader, gl_info, programId, stateBlock->state.vs_consts_b,
771 stateBlock->changed.vertexShaderConstantsB & vshader->reg_maps.boolean_constants);
773 /* Upload the position fixup params */
774 shader_get_position_fixup(context, &stateBlock->state, position_fixup);
775 GL_EXTCALL(glUniform4fvARB(prog->posFixup_location, 1, position_fixup));
776 checkGLcall("glUniform4fvARB");
781 const struct wined3d_shader *pshader = stateBlock->state.pixel_shader;
783 /* Load DirectX 9 float constants/uniforms for pixel shader */
784 shader_glsl_load_constantsF(pshader, gl_info, stateBlock->state.ps_consts_f,
785 prog->puniformF_locations, &priv->pconst_heap, priv->stack, constant_version);
787 /* Load DirectX 9 integer constants/uniforms for pixel shader */
788 shader_glsl_load_constantsI(pshader, gl_info, prog->puniformI_locations, stateBlock->state.ps_consts_i,
789 stateBlock->changed.pixelShaderConstantsI & pshader->reg_maps.integer_constants);
791 /* Load DirectX 9 boolean constants/uniforms for pixel shader */
792 shader_glsl_load_constantsB(pshader, gl_info, programId, stateBlock->state.ps_consts_b,
793 stateBlock->changed.pixelShaderConstantsB & pshader->reg_maps.boolean_constants);
795 /* Upload the environment bump map matrix if needed. The needsbumpmat member specifies the texture stage to load the matrix from.
796 * It can't be 0 for a valid texbem instruction.
798 for(i = 0; i < MAX_TEXTURES; i++) {
801 if(prog->bumpenvmat_location[i] == -1) continue;
803 data = (const float *)&stateBlock->state.texture_states[i][WINED3DTSS_BUMPENVMAT00];
804 GL_EXTCALL(glUniformMatrix2fvARB(prog->bumpenvmat_location[i], 1, 0, data));
805 checkGLcall("glUniformMatrix2fvARB");
807 /* texbeml needs the luminance scale and offset too. If texbeml
808 * is used, needsbumpmat is set too, so we can check that in the
809 * needsbumpmat check. */
810 if (prog->luminancescale_location[i] != -1)
812 const GLfloat *scale = (const GLfloat *)&stateBlock->state.texture_states[i][WINED3DTSS_BUMPENVLSCALE];
813 const GLfloat *offset = (const GLfloat *)&stateBlock->state.texture_states[i][WINED3DTSS_BUMPENVLOFFSET];
815 GL_EXTCALL(glUniform1fvARB(prog->luminancescale_location[i], 1, scale));
816 checkGLcall("glUniform1fvARB");
817 GL_EXTCALL(glUniform1fvARB(prog->luminanceoffset_location[i], 1, offset));
818 checkGLcall("glUniform1fvARB");
822 if (pshader->u.ps.vpos_uniform)
824 float correction_params[4];
826 if (context->render_offscreen)
828 correction_params[0] = 0.0f;
829 correction_params[1] = 1.0f;
831 /* position is window relative, not viewport relative */
832 correction_params[0] = context->current_rt->resource.height;
833 correction_params[1] = -1.0f;
835 GL_EXTCALL(glUniform4fvARB(prog->ycorrection_location, 1, correction_params));
839 if (priv->next_constant_version == UINT_MAX)
841 TRACE("Max constant version reached, resetting to 0.\n");
842 wine_rb_for_each_entry(&priv->program_lookup, reset_program_constant_version, NULL);
843 priv->next_constant_version = 1;
847 prog->constant_version = priv->next_constant_version++;
851 static inline void update_heap_entry(struct constant_heap *heap, unsigned int idx,
852 unsigned int heap_idx, DWORD new_version)
854 struct constant_entry *entries = heap->entries;
855 unsigned int *positions = heap->positions;
856 unsigned int parent_idx;
860 parent_idx = heap_idx >> 1;
862 if (new_version <= entries[parent_idx].version) break;
864 entries[heap_idx] = entries[parent_idx];
865 positions[entries[parent_idx].idx] = heap_idx;
866 heap_idx = parent_idx;
869 entries[heap_idx].version = new_version;
870 entries[heap_idx].idx = idx;
871 positions[idx] = heap_idx;
874 static void shader_glsl_update_float_vertex_constants(IWineD3DDeviceImpl *device, UINT start, UINT count)
876 struct shader_glsl_priv *priv = device->shader_priv;
877 struct constant_heap *heap = &priv->vconst_heap;
880 for (i = start; i < count + start; ++i)
882 if (!device->stateBlock->changed.vertexShaderConstantsF[i])
883 update_heap_entry(heap, i, heap->size++, priv->next_constant_version);
885 update_heap_entry(heap, i, heap->positions[i], priv->next_constant_version);
889 static void shader_glsl_update_float_pixel_constants(IWineD3DDeviceImpl *device, UINT start, UINT count)
891 struct shader_glsl_priv *priv = device->shader_priv;
892 struct constant_heap *heap = &priv->pconst_heap;
895 for (i = start; i < count + start; ++i)
897 if (!device->stateBlock->changed.pixelShaderConstantsF[i])
898 update_heap_entry(heap, i, heap->size++, priv->next_constant_version);
900 update_heap_entry(heap, i, heap->positions[i], priv->next_constant_version);
904 static unsigned int vec4_varyings(DWORD shader_major, const struct wined3d_gl_info *gl_info)
906 unsigned int ret = gl_info->limits.glsl_varyings / 4;
907 /* 4.0 shaders do not write clip coords because d3d10 does not support user clipplanes */
908 if(shader_major > 3) return ret;
910 /* 3.0 shaders may need an extra varying for the clip coord on some cards(mostly dx10 ones) */
911 if (gl_info->quirks & WINED3D_QUIRK_GLSL_CLIP_VARYING) ret -= 1;
915 /** Generate the variable & register declarations for the GLSL output target */
916 static void shader_generate_glsl_declarations(const struct wined3d_context *context,
917 struct wined3d_shader_buffer *buffer, struct wined3d_shader *shader,
918 const struct wined3d_shader_reg_maps *reg_maps, struct shader_glsl_ctx_priv *ctx_priv)
920 IWineD3DDeviceImpl *device = shader->device;
921 const struct wined3d_state *state = &device->stateBlock->state;
922 const struct ps_compile_args *ps_args = ctx_priv->cur_ps_args;
923 const struct wined3d_gl_info *gl_info = context->gl_info;
924 unsigned int i, extra_constants_needed = 0;
925 const local_constant *lconst;
928 /* There are some minor differences between pixel and vertex shaders */
929 char pshader = shader_is_pshader_version(reg_maps->shader_version.type);
930 char prefix = pshader ? 'P' : 'V';
932 /* Prototype the subroutines */
933 for (i = 0, map = reg_maps->labels; map; map >>= 1, ++i)
935 if (map & 1) shader_addline(buffer, "void subroutine%u();\n", i);
938 /* Declare the constants (aka uniforms) */
939 if (shader->limits.constant_float > 0)
941 unsigned max_constantsF;
942 /* Unless the shader uses indirect addressing, always declare the maximum array size and ignore that we need some
943 * uniforms privately. E.g. if GL supports 256 uniforms, and we need 2 for the pos fixup and immediate values, still
944 * declare VC[256]. If the shader needs more uniforms than we have it won't work in any case. If it uses less, the
945 * compiler will figure out which uniforms are really used and strip them out. This allows a shader to use c255 on
946 * a dx9 card, as long as it doesn't also use all the other constants.
948 * If the shader uses indirect addressing the compiler must assume that all declared uniforms are used. In this case,
949 * declare only the amount that we're assured to have.
951 * Thus we run into problems in these two cases:
952 * 1) The shader really uses more uniforms than supported
953 * 2) The shader uses indirect addressing, less constants than supported, but uses a constant index > #supported consts
957 /* No indirect addressing here. */
958 max_constantsF = gl_info->limits.glsl_ps_float_constants;
962 if (reg_maps->usesrelconstF)
964 /* Subtract the other potential uniforms from the max
965 * available (bools, ints, and 1 row of projection matrix).
966 * Subtract another uniform for immediate values, which have
967 * to be loaded via uniform by the driver as well. The shader
968 * code only uses 0.5, 2.0, 1.0, 128 and -128 in vertex
969 * shader code, so one vec4 should be enough. (Unfortunately
970 * the Nvidia driver doesn't store 128 and -128 in one float).
972 * Writing gl_ClipVertex requires one uniform for each
973 * clipplane as well. */
974 max_constantsF = gl_info->limits.glsl_vs_float_constants - 3;
975 if(ctx_priv->cur_vs_args->clip_enabled)
977 max_constantsF -= gl_info->limits.clipplanes;
979 max_constantsF -= count_bits(reg_maps->integer_constants);
980 /* Strictly speaking a bool only uses one scalar, but the nvidia(Linux) compiler doesn't pack them properly,
981 * so each scalar requires a full vec4. We could work around this by packing the booleans ourselves, but
982 * for now take this into account when calculating the number of available constants
984 max_constantsF -= count_bits(reg_maps->boolean_constants);
985 /* Set by driver quirks in directx.c */
986 max_constantsF -= gl_info->reserved_glsl_constants;
990 max_constantsF = gl_info->limits.glsl_vs_float_constants;
993 max_constantsF = min(shader->limits.constant_float, max_constantsF);
994 shader_addline(buffer, "uniform vec4 %cC[%u];\n", prefix, max_constantsF);
997 /* Always declare the full set of constants, the compiler can remove the
998 * unused ones because d3d doesn't (yet) support indirect int and bool
999 * constant addressing. This avoids problems if the app uses e.g. i0 and i9. */
1000 if (shader->limits.constant_int > 0 && reg_maps->integer_constants)
1001 shader_addline(buffer, "uniform ivec4 %cI[%u];\n", prefix, shader->limits.constant_int);
1003 if (shader->limits.constant_bool > 0 && reg_maps->boolean_constants)
1004 shader_addline(buffer, "uniform bool %cB[%u];\n", prefix, shader->limits.constant_bool);
1008 shader_addline(buffer, "uniform vec4 posFixup;\n");
1009 shader_addline(buffer, "void order_ps_input(in vec4[%u]);\n", MAX_REG_OUTPUT);
1013 for (i = 0, map = reg_maps->bumpmat; map; map >>= 1, ++i)
1015 if (!(map & 1)) continue;
1017 shader_addline(buffer, "uniform mat2 bumpenvmat%d;\n", i);
1019 if (reg_maps->luminanceparams & (1 << i))
1021 shader_addline(buffer, "uniform float luminancescale%d;\n", i);
1022 shader_addline(buffer, "uniform float luminanceoffset%d;\n", i);
1023 extra_constants_needed++;
1026 extra_constants_needed++;
1029 if (ps_args->srgb_correction)
1031 shader_addline(buffer, "const vec4 srgb_const0 = vec4(%.8e, %.8e, %.8e, %.8e);\n",
1032 srgb_pow, srgb_mul_high, srgb_sub_high, srgb_mul_low);
1033 shader_addline(buffer, "const vec4 srgb_const1 = vec4(%.8e, 0.0, 0.0, 0.0);\n",
1036 if (reg_maps->vpos || reg_maps->usesdsy)
1038 if (shader->limits.constant_float + extra_constants_needed
1039 + 1 < gl_info->limits.glsl_ps_float_constants)
1041 shader_addline(buffer, "uniform vec4 ycorrection;\n");
1042 shader->u.ps.vpos_uniform = 1;
1043 extra_constants_needed++;
1047 /* This happens because we do not have proper tracking of the constant registers that are
1048 * actually used, only the max limit of the shader version
1050 FIXME("Cannot find a free uniform for vpos correction params\n");
1051 shader_addline(buffer, "const vec4 ycorrection = vec4(%f, %f, 0.0, 0.0);\n",
1052 context->render_offscreen ? 0.0f : device->render_targets[0]->resource.height,
1053 context->render_offscreen ? 1.0f : -1.0f);
1055 shader_addline(buffer, "vec4 vpos;\n");
1059 /* Declare texture samplers */
1060 for (i = 0; i < shader->limits.sampler; ++i)
1062 if (reg_maps->sampler_type[i])
1064 const struct wined3d_texture *texture;
1066 switch (reg_maps->sampler_type[i])
1069 if (pshader && ps_args->shadow & (1 << i))
1070 shader_addline(buffer, "uniform sampler1DShadow %csampler%u;\n", prefix, i);
1072 shader_addline(buffer, "uniform sampler1D %csampler%u;\n", prefix, i);
1075 texture = state->textures[i];
1076 if (pshader && ps_args->shadow & (1 << i))
1078 if (texture && texture->target == GL_TEXTURE_RECTANGLE_ARB)
1079 shader_addline(buffer, "uniform sampler2DRectShadow %csampler%u;\n", prefix, i);
1081 shader_addline(buffer, "uniform sampler2DShadow %csampler%u;\n", prefix, i);
1085 if (texture && texture->target == GL_TEXTURE_RECTANGLE_ARB)
1086 shader_addline(buffer, "uniform sampler2DRect %csampler%u;\n", prefix, i);
1088 shader_addline(buffer, "uniform sampler2D %csampler%u;\n", prefix, i);
1091 case WINED3DSTT_CUBE:
1092 if (pshader && ps_args->shadow & (1 << i)) FIXME("Unsupported Cube shadow sampler.\n");
1093 shader_addline(buffer, "uniform samplerCube %csampler%u;\n", prefix, i);
1095 case WINED3DSTT_VOLUME:
1096 if (pshader && ps_args->shadow & (1 << i)) FIXME("Unsupported 3D shadow sampler.\n");
1097 shader_addline(buffer, "uniform sampler3D %csampler%u;\n", prefix, i);
1100 shader_addline(buffer, "uniform unsupported_sampler %csampler%u;\n", prefix, i);
1101 FIXME("Unrecognized sampler type: %#x\n", reg_maps->sampler_type[i]);
1107 /* Declare uniforms for NP2 texcoord fixup:
1108 * This is NOT done inside the loop that declares the texture samplers since the NP2 fixup code
1109 * is currently only used for the GeforceFX series and when forcing the ARB_npot extension off.
1110 * Modern cards just skip the code anyway, so put it inside a separate loop. */
1111 if (pshader && ps_args->np2_fixup) {
1113 struct ps_np2fixup_info* const fixup = ctx_priv->cur_np2fixup_info;
1116 /* NP2/RECT textures in OpenGL use texcoords in the range [0,width]x[0,height]
1117 * while D3D has them in the (normalized) [0,1]x[0,1] range.
1118 * samplerNP2Fixup stores texture dimensions and is updated through
1119 * shader_glsl_load_np2fixup_constants when the sampler changes. */
1121 for (i = 0; i < shader->limits.sampler; ++i)
1123 if (reg_maps->sampler_type[i])
1125 if (!(ps_args->np2_fixup & (1 << i))) continue;
1127 if (WINED3DSTT_2D != reg_maps->sampler_type[i]) {
1128 FIXME("Non-2D texture is flagged for NP2 texcoord fixup.\n");
1132 fixup->idx[i] = cur++;
1136 fixup->num_consts = (cur + 1) >> 1;
1137 shader_addline(buffer, "uniform vec4 %csamplerNP2Fixup[%u];\n", prefix, fixup->num_consts);
1140 /* Declare address variables */
1141 for (i = 0, map = reg_maps->address; map; map >>= 1, ++i)
1143 if (map & 1) shader_addline(buffer, "ivec4 A%u;\n", i);
1146 /* Declare texture coordinate temporaries and initialize them */
1147 for (i = 0, map = reg_maps->texcoord; map; map >>= 1, ++i)
1149 if (map & 1) shader_addline(buffer, "vec4 T%u = gl_TexCoord[%u];\n", i, i);
1152 /* Declare input register varyings. Only pixel shader, vertex shaders have that declared in the
1153 * helper function shader that is linked in at link time
1155 if (pshader && reg_maps->shader_version.major >= 3)
1159 shader_addline(buffer, "varying vec4 IN[%u];\n", vec4_varyings(reg_maps->shader_version.major, gl_info));
1161 /* TODO: Write a replacement shader for the fixed function vertex pipeline, so this isn't needed.
1162 * For fixed function vertex processing + 3.0 pixel shader we need a separate function in the
1163 * pixel shader that reads the fixed function color into the packed input registers.
1165 shader_addline(buffer, "vec4 IN[%u];\n", vec4_varyings(reg_maps->shader_version.major, gl_info));
1169 /* Declare output register temporaries */
1170 if (shader->limits.packed_output)
1171 shader_addline(buffer, "vec4 OUT[%u];\n", shader->limits.packed_output);
1173 /* Declare temporary variables */
1174 for (i = 0, map = reg_maps->temporary; map; map >>= 1, ++i)
1176 if (map & 1) shader_addline(buffer, "vec4 R%u;\n", i);
1179 /* Declare attributes */
1180 if (reg_maps->shader_version.type == WINED3D_SHADER_TYPE_VERTEX)
1182 for (i = 0, map = reg_maps->input_registers; map; map >>= 1, ++i)
1184 if (map & 1) shader_addline(buffer, "attribute vec4 attrib%i;\n", i);
1188 /* Declare loop registers aLx */
1189 for (i = 0; i < reg_maps->loop_depth; i++) {
1190 shader_addline(buffer, "int aL%u;\n", i);
1191 shader_addline(buffer, "int tmpInt%u;\n", i);
1194 /* Temporary variables for matrix operations */
1195 shader_addline(buffer, "vec4 tmp0;\n");
1196 shader_addline(buffer, "vec4 tmp1;\n");
1198 /* Local constants use a different name so they can be loaded once at shader link time
1199 * They can't be hardcoded into the shader text via LC = {x, y, z, w}; because the
1200 * float -> string conversion can cause precision loss.
1202 if (!shader->load_local_constsF)
1204 LIST_FOR_EACH_ENTRY(lconst, &shader->constantsF, local_constant, entry)
1206 shader_addline(buffer, "uniform vec4 %cLC%u;\n", prefix, lconst->idx);
1210 /* Start the main program */
1211 shader_addline(buffer, "void main() {\n");
1212 if(pshader && reg_maps->vpos) {
1213 /* DirectX apps expect integer values, while OpenGL drivers add approximately 0.5. This causes
1214 * off-by-one problems as spotted by the vPos d3d9 visual test. Unfortunately the ATI cards do
1215 * not add exactly 0.5, but rather something like 0.49999999 or 0.50000001, which still causes
1216 * precision troubles when we just substract 0.5.
1218 * To deal with that just floor() the position. This will eliminate the fraction on all cards.
1220 * TODO: Test how that behaves with multisampling once we can enable multisampling in winex11.
1222 * An advantage of floor is that it works even if the driver doesn't add 1/2. It is somewhat
1223 * questionable if 1.5, 2.5, ... are the proper values to return in gl_FragCoord, even though
1224 * coordinates specify the pixel centers instead of the pixel corners. This code will behave
1225 * correctly on drivers that returns integer values.
1227 shader_addline(buffer, "vpos = floor(vec4(0, ycorrection[0], 0, 0) + gl_FragCoord * vec4(1, ycorrection[1], 1, 1));\n");
1231 /*****************************************************************************
1232 * Functions to generate GLSL strings from DirectX Shader bytecode begin here.
1234 * For more information, see http://wiki.winehq.org/DirectX-Shaders
1235 ****************************************************************************/
1238 static void shader_glsl_add_src_param(const struct wined3d_shader_instruction *ins,
1239 const struct wined3d_shader_src_param *wined3d_src, DWORD mask, glsl_src_param_t *glsl_src);
1241 /** Used for opcode modifiers - They multiply the result by the specified amount */
1242 static const char * const shift_glsl_tab[] = {
1244 "2.0 * ", /* 1 (x2) */
1245 "4.0 * ", /* 2 (x4) */
1246 "8.0 * ", /* 3 (x8) */
1247 "16.0 * ", /* 4 (x16) */
1248 "32.0 * ", /* 5 (x32) */
1255 "0.0625 * ", /* 12 (d16) */
1256 "0.125 * ", /* 13 (d8) */
1257 "0.25 * ", /* 14 (d4) */
1258 "0.5 * " /* 15 (d2) */
1261 /* Generate a GLSL parameter that does the input modifier computation and return the input register/mask to use */
1262 static void shader_glsl_gen_modifier(DWORD src_modifier, const char *in_reg, const char *in_regswizzle, char *out_str)
1266 switch (src_modifier)
1268 case WINED3DSPSM_DZ: /* Need to handle this in the instructions itself (texld & texcrd). */
1269 case WINED3DSPSM_DW:
1270 case WINED3DSPSM_NONE:
1271 sprintf(out_str, "%s%s", in_reg, in_regswizzle);
1273 case WINED3DSPSM_NEG:
1274 sprintf(out_str, "-%s%s", in_reg, in_regswizzle);
1276 case WINED3DSPSM_NOT:
1277 sprintf(out_str, "!%s%s", in_reg, in_regswizzle);
1279 case WINED3DSPSM_BIAS:
1280 sprintf(out_str, "(%s%s - vec4(0.5)%s)", in_reg, in_regswizzle, in_regswizzle);
1282 case WINED3DSPSM_BIASNEG:
1283 sprintf(out_str, "-(%s%s - vec4(0.5)%s)", in_reg, in_regswizzle, in_regswizzle);
1285 case WINED3DSPSM_SIGN:
1286 sprintf(out_str, "(2.0 * (%s%s - 0.5))", in_reg, in_regswizzle);
1288 case WINED3DSPSM_SIGNNEG:
1289 sprintf(out_str, "-(2.0 * (%s%s - 0.5))", in_reg, in_regswizzle);
1291 case WINED3DSPSM_COMP:
1292 sprintf(out_str, "(1.0 - %s%s)", in_reg, in_regswizzle);
1294 case WINED3DSPSM_X2:
1295 sprintf(out_str, "(2.0 * %s%s)", in_reg, in_regswizzle);
1297 case WINED3DSPSM_X2NEG:
1298 sprintf(out_str, "-(2.0 * %s%s)", in_reg, in_regswizzle);
1300 case WINED3DSPSM_ABS:
1301 sprintf(out_str, "abs(%s%s)", in_reg, in_regswizzle);
1303 case WINED3DSPSM_ABSNEG:
1304 sprintf(out_str, "-abs(%s%s)", in_reg, in_regswizzle);
1307 FIXME("Unhandled modifier %u\n", src_modifier);
1308 sprintf(out_str, "%s%s", in_reg, in_regswizzle);
1312 /** Writes the GLSL variable name that corresponds to the register that the
1313 * DX opcode parameter is trying to access */
1314 static void shader_glsl_get_register_name(const struct wined3d_shader_register *reg,
1315 char *register_name, BOOL *is_color, const struct wined3d_shader_instruction *ins)
1317 /* oPos, oFog and oPts in D3D */
1318 static const char * const hwrastout_reg_names[] = {"OUT[10]", "OUT[11].x", "OUT[11].y"};
1320 struct wined3d_shader *shader = ins->ctx->shader;
1321 const struct wined3d_shader_reg_maps *reg_maps = ins->ctx->reg_maps;
1322 const struct wined3d_gl_info *gl_info = ins->ctx->gl_info;
1323 char pshader = shader_is_pshader_version(reg_maps->shader_version.type);
1329 case WINED3DSPR_TEMP:
1330 sprintf(register_name, "R%u", reg->idx);
1333 case WINED3DSPR_INPUT:
1334 /* vertex shaders */
1337 struct shader_glsl_ctx_priv *priv = ins->ctx->backend_data;
1338 if (priv->cur_vs_args->swizzle_map & (1 << reg->idx)) *is_color = TRUE;
1339 sprintf(register_name, "attrib%u", reg->idx);
1343 /* pixel shaders >= 3.0 */
1344 if (reg_maps->shader_version.major >= 3)
1346 DWORD idx = shader->u.ps.input_reg_map[reg->idx];
1347 unsigned int in_count = vec4_varyings(reg_maps->shader_version.major, gl_info);
1351 glsl_src_param_t rel_param;
1353 shader_glsl_add_src_param(ins, reg->rel_addr, WINED3DSP_WRITEMASK_0, &rel_param);
1355 /* Removing a + 0 would be an obvious optimization, but macos doesn't see the NOP
1356 * operation there */
1359 if (shader->u.ps.declared_in_count > in_count)
1361 sprintf(register_name,
1362 "((%s + %u) > %d ? (%s + %u) > %d ? gl_SecondaryColor : gl_Color : IN[%s + %u])",
1363 rel_param.param_str, idx, in_count - 1, rel_param.param_str, idx, in_count,
1364 rel_param.param_str, idx);
1368 sprintf(register_name, "IN[%s + %u]", rel_param.param_str, idx);
1373 if (shader->u.ps.declared_in_count > in_count)
1375 sprintf(register_name, "((%s) > %d ? (%s) > %d ? gl_SecondaryColor : gl_Color : IN[%s])",
1376 rel_param.param_str, in_count - 1, rel_param.param_str, in_count,
1377 rel_param.param_str);
1381 sprintf(register_name, "IN[%s]", rel_param.param_str);
1387 if (idx == in_count) sprintf(register_name, "gl_Color");
1388 else if (idx == in_count + 1) sprintf(register_name, "gl_SecondaryColor");
1389 else sprintf(register_name, "IN[%u]", idx);
1394 if (!reg->idx) strcpy(register_name, "gl_Color");
1395 else strcpy(register_name, "gl_SecondaryColor");
1400 case WINED3DSPR_CONST:
1402 const char prefix = pshader ? 'P' : 'V';
1404 /* Relative addressing */
1407 glsl_src_param_t rel_param;
1408 shader_glsl_add_src_param(ins, reg->rel_addr, WINED3DSP_WRITEMASK_0, &rel_param);
1409 if (reg->idx) sprintf(register_name, "%cC[%s + %u]", prefix, rel_param.param_str, reg->idx);
1410 else sprintf(register_name, "%cC[%s]", prefix, rel_param.param_str);
1414 if (shader_constant_is_local(shader, reg->idx))
1415 sprintf(register_name, "%cLC%u", prefix, reg->idx);
1417 sprintf(register_name, "%cC[%u]", prefix, reg->idx);
1422 case WINED3DSPR_CONSTINT:
1423 if (pshader) sprintf(register_name, "PI[%u]", reg->idx);
1424 else sprintf(register_name, "VI[%u]", reg->idx);
1427 case WINED3DSPR_CONSTBOOL:
1428 if (pshader) sprintf(register_name, "PB[%u]", reg->idx);
1429 else sprintf(register_name, "VB[%u]", reg->idx);
1432 case WINED3DSPR_TEXTURE: /* case WINED3DSPR_ADDR: */
1433 if (pshader) sprintf(register_name, "T%u", reg->idx);
1434 else sprintf(register_name, "A%u", reg->idx);
1437 case WINED3DSPR_LOOP:
1438 sprintf(register_name, "aL%u", ins->ctx->loop_state->current_reg - 1);
1441 case WINED3DSPR_SAMPLER:
1442 if (pshader) sprintf(register_name, "Psampler%u", reg->idx);
1443 else sprintf(register_name, "Vsampler%u", reg->idx);
1446 case WINED3DSPR_COLOROUT:
1447 if (reg->idx >= gl_info->limits.buffers)
1448 WARN("Write to render target %u, only %d supported.\n", reg->idx, gl_info->limits.buffers);
1450 sprintf(register_name, "gl_FragData[%u]", reg->idx);
1453 case WINED3DSPR_RASTOUT:
1454 sprintf(register_name, "%s", hwrastout_reg_names[reg->idx]);
1457 case WINED3DSPR_DEPTHOUT:
1458 sprintf(register_name, "gl_FragDepth");
1461 case WINED3DSPR_ATTROUT:
1462 if (!reg->idx) sprintf(register_name, "OUT[8]");
1463 else sprintf(register_name, "OUT[9]");
1466 case WINED3DSPR_TEXCRDOUT:
1467 /* Vertex shaders >= 3.0: WINED3DSPR_OUTPUT */
1468 sprintf(register_name, "OUT[%u]", reg->idx);
1471 case WINED3DSPR_MISCTYPE:
1475 sprintf(register_name, "vpos");
1477 else if (reg->idx == 1)
1479 /* Note that gl_FrontFacing is a bool, while vFace is
1480 * a float for which the sign determines front/back */
1481 sprintf(register_name, "(gl_FrontFacing ? 1.0 : -1.0)");
1485 FIXME("Unhandled misctype register %d\n", reg->idx);
1486 sprintf(register_name, "unrecognized_register");
1490 case WINED3DSPR_IMMCONST:
1491 switch (reg->immconst_type)
1493 case WINED3D_IMMCONST_SCALAR:
1494 sprintf(register_name, "%.8e", *(const float *)reg->immconst_data);
1497 case WINED3D_IMMCONST_VEC4:
1498 sprintf(register_name, "vec4(%.8e, %.8e, %.8e, %.8e)",
1499 *(const float *)®->immconst_data[0], *(const float *)®->immconst_data[1],
1500 *(const float *)®->immconst_data[2], *(const float *)®->immconst_data[3]);
1504 FIXME("Unhandled immconst type %#x\n", reg->immconst_type);
1505 sprintf(register_name, "<unhandled_immconst_type %#x>", reg->immconst_type);
1510 FIXME("Unhandled register name Type(%d)\n", reg->type);
1511 sprintf(register_name, "unrecognized_register");
1516 static void shader_glsl_write_mask_to_str(DWORD write_mask, char *str)
1519 if (write_mask & WINED3DSP_WRITEMASK_0) *str++ = 'x';
1520 if (write_mask & WINED3DSP_WRITEMASK_1) *str++ = 'y';
1521 if (write_mask & WINED3DSP_WRITEMASK_2) *str++ = 'z';
1522 if (write_mask & WINED3DSP_WRITEMASK_3) *str++ = 'w';
1526 /* Get the GLSL write mask for the destination register */
1527 static DWORD shader_glsl_get_write_mask(const struct wined3d_shader_dst_param *param, char *write_mask)
1529 DWORD mask = param->write_mask;
1531 if (shader_is_scalar(¶m->reg))
1533 mask = WINED3DSP_WRITEMASK_0;
1538 shader_glsl_write_mask_to_str(mask, write_mask);
1544 static unsigned int shader_glsl_get_write_mask_size(DWORD write_mask) {
1545 unsigned int size = 0;
1547 if (write_mask & WINED3DSP_WRITEMASK_0) ++size;
1548 if (write_mask & WINED3DSP_WRITEMASK_1) ++size;
1549 if (write_mask & WINED3DSP_WRITEMASK_2) ++size;
1550 if (write_mask & WINED3DSP_WRITEMASK_3) ++size;
1555 static void shader_glsl_swizzle_to_str(const DWORD swizzle, BOOL fixup, DWORD mask, char *str)
1557 /* For registers of type WINED3DDECLTYPE_D3DCOLOR, data is stored as "bgra",
1558 * but addressed as "rgba". To fix this we need to swap the register's x
1559 * and z components. */
1560 const char *swizzle_chars = fixup ? "zyxw" : "xyzw";
1563 /* swizzle bits fields: wwzzyyxx */
1564 if (mask & WINED3DSP_WRITEMASK_0) *str++ = swizzle_chars[swizzle & 0x03];
1565 if (mask & WINED3DSP_WRITEMASK_1) *str++ = swizzle_chars[(swizzle >> 2) & 0x03];
1566 if (mask & WINED3DSP_WRITEMASK_2) *str++ = swizzle_chars[(swizzle >> 4) & 0x03];
1567 if (mask & WINED3DSP_WRITEMASK_3) *str++ = swizzle_chars[(swizzle >> 6) & 0x03];
1571 static void shader_glsl_get_swizzle(const struct wined3d_shader_src_param *param,
1572 BOOL fixup, DWORD mask, char *swizzle_str)
1574 if (shader_is_scalar(¶m->reg))
1575 *swizzle_str = '\0';
1577 shader_glsl_swizzle_to_str(param->swizzle, fixup, mask, swizzle_str);
1580 /* From a given parameter token, generate the corresponding GLSL string.
1581 * Also, return the actual register name and swizzle in case the
1582 * caller needs this information as well. */
1583 static void shader_glsl_add_src_param(const struct wined3d_shader_instruction *ins,
1584 const struct wined3d_shader_src_param *wined3d_src, DWORD mask, glsl_src_param_t *glsl_src)
1586 BOOL is_color = FALSE;
1587 char swizzle_str[6];
1589 glsl_src->reg_name[0] = '\0';
1590 glsl_src->param_str[0] = '\0';
1591 swizzle_str[0] = '\0';
1593 shader_glsl_get_register_name(&wined3d_src->reg, glsl_src->reg_name, &is_color, ins);
1594 shader_glsl_get_swizzle(wined3d_src, is_color, mask, swizzle_str);
1595 shader_glsl_gen_modifier(wined3d_src->modifiers, glsl_src->reg_name, swizzle_str, glsl_src->param_str);
1598 /* From a given parameter token, generate the corresponding GLSL string.
1599 * Also, return the actual register name and swizzle in case the
1600 * caller needs this information as well. */
1601 static DWORD shader_glsl_add_dst_param(const struct wined3d_shader_instruction *ins,
1602 const struct wined3d_shader_dst_param *wined3d_dst, glsl_dst_param_t *glsl_dst)
1604 BOOL is_color = FALSE;
1606 glsl_dst->mask_str[0] = '\0';
1607 glsl_dst->reg_name[0] = '\0';
1609 shader_glsl_get_register_name(&wined3d_dst->reg, glsl_dst->reg_name, &is_color, ins);
1610 return shader_glsl_get_write_mask(wined3d_dst, glsl_dst->mask_str);
1613 /* Append the destination part of the instruction to the buffer, return the effective write mask */
1614 static DWORD shader_glsl_append_dst_ext(struct wined3d_shader_buffer *buffer,
1615 const struct wined3d_shader_instruction *ins, const struct wined3d_shader_dst_param *dst)
1617 glsl_dst_param_t glsl_dst;
1620 mask = shader_glsl_add_dst_param(ins, dst, &glsl_dst);
1621 if (mask) shader_addline(buffer, "%s%s = %s(", glsl_dst.reg_name, glsl_dst.mask_str, shift_glsl_tab[dst->shift]);
1626 /* Append the destination part of the instruction to the buffer, return the effective write mask */
1627 static DWORD shader_glsl_append_dst(struct wined3d_shader_buffer *buffer, const struct wined3d_shader_instruction *ins)
1629 return shader_glsl_append_dst_ext(buffer, ins, &ins->dst[0]);
1632 /** Process GLSL instruction modifiers */
1633 static void shader_glsl_add_instruction_modifiers(const struct wined3d_shader_instruction *ins)
1635 glsl_dst_param_t dst_param;
1638 if (!ins->dst_count) return;
1640 modifiers = ins->dst[0].modifiers;
1641 if (!modifiers) return;
1643 shader_glsl_add_dst_param(ins, &ins->dst[0], &dst_param);
1645 if (modifiers & WINED3DSPDM_SATURATE)
1647 /* _SAT means to clamp the value of the register to between 0 and 1 */
1648 shader_addline(ins->ctx->buffer, "%s%s = clamp(%s%s, 0.0, 1.0);\n", dst_param.reg_name,
1649 dst_param.mask_str, dst_param.reg_name, dst_param.mask_str);
1652 if (modifiers & WINED3DSPDM_MSAMPCENTROID)
1654 FIXME("_centroid modifier not handled\n");
1657 if (modifiers & WINED3DSPDM_PARTIALPRECISION)
1659 /* MSDN says this modifier can be safely ignored, so that's what we'll do. */
1663 static inline const char *shader_get_comp_op(DWORD op)
1666 case COMPARISON_GT: return ">";
1667 case COMPARISON_EQ: return "==";
1668 case COMPARISON_GE: return ">=";
1669 case COMPARISON_LT: return "<";
1670 case COMPARISON_NE: return "!=";
1671 case COMPARISON_LE: return "<=";
1673 FIXME("Unrecognized comparison value: %u\n", op);
1678 static void shader_glsl_get_sample_function(const struct wined3d_shader_context *ctx,
1679 DWORD sampler_idx, DWORD flags, glsl_sample_function_t *sample_function)
1681 WINED3DSAMPLER_TEXTURE_TYPE sampler_type = ctx->reg_maps->sampler_type[sampler_idx];
1682 const struct wined3d_gl_info *gl_info = ctx->gl_info;
1683 BOOL shadow = shader_is_pshader_version(ctx->reg_maps->shader_version.type)
1684 && (((const struct shader_glsl_ctx_priv *)ctx->backend_data)->cur_ps_args->shadow & (1 << sampler_idx));
1685 BOOL projected = flags & WINED3D_GLSL_SAMPLE_PROJECTED;
1686 BOOL texrect = flags & WINED3D_GLSL_SAMPLE_RECT;
1687 BOOL lod = flags & WINED3D_GLSL_SAMPLE_LOD;
1688 BOOL grad = flags & WINED3D_GLSL_SAMPLE_GRAD;
1690 /* Note that there's no such thing as a projected cube texture. */
1691 switch(sampler_type) {
1697 sample_function->name = projected ? "shadow1DProjLod" : "shadow1DLod";
1701 if (gl_info->supported[EXT_GPU_SHADER4])
1702 sample_function->name = projected ? "shadow1DProjGrad" : "shadow1DGrad";
1703 else if (gl_info->supported[ARB_SHADER_TEXTURE_LOD])
1704 sample_function->name = projected ? "shadow1DProjGradARB" : "shadow1DGradARB";
1707 FIXME("Unsupported 1D shadow grad function.\n");
1708 sample_function->name = "unsupported1DGrad";
1713 sample_function->name = projected ? "shadow1DProj" : "shadow1D";
1715 sample_function->coord_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1;
1721 sample_function->name = projected ? "texture1DProjLod" : "texture1DLod";
1725 if (gl_info->supported[EXT_GPU_SHADER4])
1726 sample_function->name = projected ? "texture1DProjGrad" : "texture1DGrad";
1727 else if (gl_info->supported[ARB_SHADER_TEXTURE_LOD])
1728 sample_function->name = projected ? "texture1DProjGradARB" : "texture1DGradARB";
1731 FIXME("Unsupported 1D grad function.\n");
1732 sample_function->name = "unsupported1DGrad";
1737 sample_function->name = projected ? "texture1DProj" : "texture1D";
1739 sample_function->coord_mask = WINED3DSP_WRITEMASK_0;
1750 sample_function->name = projected ? "shadow2DRectProjLod" : "shadow2DRectLod";
1754 if (gl_info->supported[EXT_GPU_SHADER4])
1755 sample_function->name = projected ? "shadow2DRectProjGrad" : "shadow2DRectGrad";
1756 else if (gl_info->supported[ARB_SHADER_TEXTURE_LOD])
1757 sample_function->name = projected ? "shadow2DRectProjGradARB" : "shadow2DRectGradARB";
1760 FIXME("Unsupported RECT shadow grad function.\n");
1761 sample_function->name = "unsupported2DRectGrad";
1766 sample_function->name = projected ? "shadow2DRectProj" : "shadow2DRect";
1773 sample_function->name = projected ? "shadow2DProjLod" : "shadow2DLod";
1777 if (gl_info->supported[EXT_GPU_SHADER4])
1778 sample_function->name = projected ? "shadow2DProjGrad" : "shadow2DGrad";
1779 else if (gl_info->supported[ARB_SHADER_TEXTURE_LOD])
1780 sample_function->name = projected ? "shadow2DProjGradARB" : "shadow2DGradARB";
1783 FIXME("Unsupported 2D shadow grad function.\n");
1784 sample_function->name = "unsupported2DGrad";
1789 sample_function->name = projected ? "shadow2DProj" : "shadow2D";
1792 sample_function->coord_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
1800 sample_function->name = projected ? "texture2DRectProjLod" : "texture2DRectLod";
1804 if (gl_info->supported[EXT_GPU_SHADER4])
1805 sample_function->name = projected ? "texture2DRectProjGrad" : "texture2DRectGrad";
1806 else if (gl_info->supported[ARB_SHADER_TEXTURE_LOD])
1807 sample_function->name = projected ? "texture2DRectProjGradARB" : "texture2DRectGradARB";
1810 FIXME("Unsupported RECT grad function.\n");
1811 sample_function->name = "unsupported2DRectGrad";
1816 sample_function->name = projected ? "texture2DRectProj" : "texture2DRect";
1823 sample_function->name = projected ? "texture2DProjLod" : "texture2DLod";
1827 if (gl_info->supported[EXT_GPU_SHADER4])
1828 sample_function->name = projected ? "texture2DProjGrad" : "texture2DGrad";
1829 else if (gl_info->supported[ARB_SHADER_TEXTURE_LOD])
1830 sample_function->name = projected ? "texture2DProjGradARB" : "texture2DGradARB";
1833 FIXME("Unsupported 2D grad function.\n");
1834 sample_function->name = "unsupported2DGrad";
1839 sample_function->name = projected ? "texture2DProj" : "texture2D";
1842 sample_function->coord_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1;
1846 case WINED3DSTT_CUBE:
1849 FIXME("Unsupported Cube shadow function.\n");
1850 sample_function->name = "unsupportedCubeShadow";
1851 sample_function->coord_mask = 0;
1857 sample_function->name = "textureCubeLod";
1861 if (gl_info->supported[EXT_GPU_SHADER4])
1862 sample_function->name = "textureCubeGrad";
1863 else if (gl_info->supported[ARB_SHADER_TEXTURE_LOD])
1864 sample_function->name = "textureCubeGradARB";
1867 FIXME("Unsupported Cube grad function.\n");
1868 sample_function->name = "unsupportedCubeGrad";
1873 sample_function->name = "textureCube";
1875 sample_function->coord_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
1879 case WINED3DSTT_VOLUME:
1882 FIXME("Unsupported 3D shadow function.\n");
1883 sample_function->name = "unsupported3DShadow";
1884 sample_function->coord_mask = 0;
1890 sample_function->name = projected ? "texture3DProjLod" : "texture3DLod";
1894 if (gl_info->supported[EXT_GPU_SHADER4])
1895 sample_function->name = projected ? "texture3DProjGrad" : "texture3DGrad";
1896 else if (gl_info->supported[ARB_SHADER_TEXTURE_LOD])
1897 sample_function->name = projected ? "texture3DProjGradARB" : "texture3DGradARB";
1900 FIXME("Unsupported 3D grad function.\n");
1901 sample_function->name = "unsupported3DGrad";
1906 sample_function->name = projected ? "texture3DProj" : "texture3D";
1908 sample_function->coord_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
1913 sample_function->name = "";
1914 sample_function->coord_mask = 0;
1915 FIXME("Unrecognized sampler type: %#x;\n", sampler_type);
1920 static void shader_glsl_append_fixup_arg(char *arguments, const char *reg_name,
1921 BOOL sign_fixup, enum fixup_channel_source channel_source)
1923 switch(channel_source)
1925 case CHANNEL_SOURCE_ZERO:
1926 strcat(arguments, "0.0");
1929 case CHANNEL_SOURCE_ONE:
1930 strcat(arguments, "1.0");
1933 case CHANNEL_SOURCE_X:
1934 strcat(arguments, reg_name);
1935 strcat(arguments, ".x");
1938 case CHANNEL_SOURCE_Y:
1939 strcat(arguments, reg_name);
1940 strcat(arguments, ".y");
1943 case CHANNEL_SOURCE_Z:
1944 strcat(arguments, reg_name);
1945 strcat(arguments, ".z");
1948 case CHANNEL_SOURCE_W:
1949 strcat(arguments, reg_name);
1950 strcat(arguments, ".w");
1954 FIXME("Unhandled channel source %#x\n", channel_source);
1955 strcat(arguments, "undefined");
1959 if (sign_fixup) strcat(arguments, " * 2.0 - 1.0");
1962 static void shader_glsl_color_correction(const struct wined3d_shader_instruction *ins, struct color_fixup_desc fixup)
1964 struct wined3d_shader_dst_param dst;
1965 unsigned int mask_size, remaining;
1966 glsl_dst_param_t dst_param;
1967 char arguments[256];
1971 if (fixup.x_sign_fixup || fixup.x_source != CHANNEL_SOURCE_X) mask |= WINED3DSP_WRITEMASK_0;
1972 if (fixup.y_sign_fixup || fixup.y_source != CHANNEL_SOURCE_Y) mask |= WINED3DSP_WRITEMASK_1;
1973 if (fixup.z_sign_fixup || fixup.z_source != CHANNEL_SOURCE_Z) mask |= WINED3DSP_WRITEMASK_2;
1974 if (fixup.w_sign_fixup || fixup.w_source != CHANNEL_SOURCE_W) mask |= WINED3DSP_WRITEMASK_3;
1975 mask &= ins->dst[0].write_mask;
1977 if (!mask) return; /* Nothing to do */
1979 if (is_complex_fixup(fixup))
1981 enum complex_fixup complex_fixup = get_complex_fixup(fixup);
1982 FIXME("Complex fixup (%#x) not supported\n",complex_fixup);
1986 mask_size = shader_glsl_get_write_mask_size(mask);
1989 dst.write_mask = mask;
1990 shader_glsl_add_dst_param(ins, &dst, &dst_param);
1992 arguments[0] = '\0';
1993 remaining = mask_size;
1994 if (mask & WINED3DSP_WRITEMASK_0)
1996 shader_glsl_append_fixup_arg(arguments, dst_param.reg_name, fixup.x_sign_fixup, fixup.x_source);
1997 if (--remaining) strcat(arguments, ", ");
1999 if (mask & WINED3DSP_WRITEMASK_1)
2001 shader_glsl_append_fixup_arg(arguments, dst_param.reg_name, fixup.y_sign_fixup, fixup.y_source);
2002 if (--remaining) strcat(arguments, ", ");
2004 if (mask & WINED3DSP_WRITEMASK_2)
2006 shader_glsl_append_fixup_arg(arguments, dst_param.reg_name, fixup.z_sign_fixup, fixup.z_source);
2007 if (--remaining) strcat(arguments, ", ");
2009 if (mask & WINED3DSP_WRITEMASK_3)
2011 shader_glsl_append_fixup_arg(arguments, dst_param.reg_name, fixup.w_sign_fixup, fixup.w_source);
2012 if (--remaining) strcat(arguments, ", ");
2017 shader_addline(ins->ctx->buffer, "%s%s = vec%u(%s);\n",
2018 dst_param.reg_name, dst_param.mask_str, mask_size, arguments);
2022 shader_addline(ins->ctx->buffer, "%s%s = %s;\n", dst_param.reg_name, dst_param.mask_str, arguments);
2026 static void PRINTF_ATTR(8, 9) shader_glsl_gen_sample_code(const struct wined3d_shader_instruction *ins,
2027 DWORD sampler, const glsl_sample_function_t *sample_function, DWORD swizzle,
2028 const char *dx, const char *dy,
2029 const char *bias, const char *coord_reg_fmt, ...)
2031 const char *sampler_base;
2032 char dst_swizzle[6];
2033 struct color_fixup_desc fixup;
2034 BOOL np2_fixup = FALSE;
2037 shader_glsl_swizzle_to_str(swizzle, FALSE, ins->dst[0].write_mask, dst_swizzle);
2039 if (shader_is_pshader_version(ins->ctx->reg_maps->shader_version.type))
2041 const struct shader_glsl_ctx_priv *priv = ins->ctx->backend_data;
2042 fixup = priv->cur_ps_args->color_fixup[sampler];
2043 sampler_base = "Psampler";
2045 if(priv->cur_ps_args->np2_fixup & (1 << sampler)) {
2047 FIXME("Biased sampling from NP2 textures is unsupported\n");
2053 sampler_base = "Vsampler";
2054 fixup = COLOR_FIXUP_IDENTITY; /* FIXME: Vshader color fixup */
2057 shader_glsl_append_dst(ins->ctx->buffer, ins);
2059 shader_addline(ins->ctx->buffer, "%s(%s%u, ", sample_function->name, sampler_base, sampler);
2061 va_start(args, coord_reg_fmt);
2062 shader_vaddline(ins->ctx->buffer, coord_reg_fmt, args);
2066 shader_addline(ins->ctx->buffer, ", %s)%s);\n", bias, dst_swizzle);
2069 const struct shader_glsl_ctx_priv *priv = ins->ctx->backend_data;
2070 const unsigned char idx = priv->cur_np2fixup_info->idx[sampler];
2072 shader_addline(ins->ctx->buffer, " * PsamplerNP2Fixup[%u].%s)%s);\n", idx >> 1,
2073 (idx % 2) ? "zw" : "xy", dst_swizzle);
2074 } else if(dx && dy) {
2075 shader_addline(ins->ctx->buffer, ", %s, %s)%s);\n", dx, dy, dst_swizzle);
2077 shader_addline(ins->ctx->buffer, ")%s);\n", dst_swizzle);
2081 if(!is_identity_fixup(fixup)) {
2082 shader_glsl_color_correction(ins, fixup);
2086 /*****************************************************************************
2087 * Begin processing individual instruction opcodes
2088 ****************************************************************************/
2090 /* Generate GLSL arithmetic functions (dst = src1 + src2) */
2091 static void shader_glsl_arith(const struct wined3d_shader_instruction *ins)
2093 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2094 glsl_src_param_t src0_param;
2095 glsl_src_param_t src1_param;
2099 /* Determine the GLSL operator to use based on the opcode */
2100 switch (ins->handler_idx)
2102 case WINED3DSIH_MUL: op = '*'; break;
2103 case WINED3DSIH_ADD: op = '+'; break;
2104 case WINED3DSIH_SUB: op = '-'; break;
2107 FIXME("Opcode %#x not yet handled in GLSL\n", ins->handler_idx);
2111 write_mask = shader_glsl_append_dst(buffer, ins);
2112 shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src0_param);
2113 shader_glsl_add_src_param(ins, &ins->src[1], write_mask, &src1_param);
2114 shader_addline(buffer, "%s %c %s);\n", src0_param.param_str, op, src1_param.param_str);
2117 /* Process the WINED3DSIO_MOV opcode using GLSL (dst = src) */
2118 static void shader_glsl_mov(const struct wined3d_shader_instruction *ins)
2120 const struct wined3d_gl_info *gl_info = ins->ctx->gl_info;
2121 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2122 glsl_src_param_t src0_param;
2125 write_mask = shader_glsl_append_dst(buffer, ins);
2126 shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src0_param);
2128 /* In vs_1_1 WINED3DSIO_MOV can write to the address register. In later
2129 * shader versions WINED3DSIO_MOVA is used for this. */
2130 if (ins->ctx->reg_maps->shader_version.major == 1
2131 && !shader_is_pshader_version(ins->ctx->reg_maps->shader_version.type)
2132 && ins->dst[0].reg.type == WINED3DSPR_ADDR)
2134 /* This is a simple floor() */
2135 unsigned int mask_size = shader_glsl_get_write_mask_size(write_mask);
2136 if (mask_size > 1) {
2137 shader_addline(buffer, "ivec%d(floor(%s)));\n", mask_size, src0_param.param_str);
2139 shader_addline(buffer, "int(floor(%s)));\n", src0_param.param_str);
2142 else if(ins->handler_idx == WINED3DSIH_MOVA)
2144 /* We need to *round* to the nearest int here. */
2145 unsigned int mask_size = shader_glsl_get_write_mask_size(write_mask);
2147 if (gl_info->supported[EXT_GPU_SHADER4])
2150 shader_addline(buffer, "ivec%d(round(%s)));\n", mask_size, src0_param.param_str);
2152 shader_addline(buffer, "int(round(%s)));\n", src0_param.param_str);
2157 shader_addline(buffer, "ivec%d(floor(abs(%s) + vec%d(0.5)) * sign(%s)));\n",
2158 mask_size, src0_param.param_str, mask_size, src0_param.param_str);
2160 shader_addline(buffer, "int(floor(abs(%s) + 0.5) * sign(%s)));\n",
2161 src0_param.param_str, src0_param.param_str);
2166 shader_addline(buffer, "%s);\n", src0_param.param_str);
2170 /* Process the dot product operators DP3 and DP4 in GLSL (dst = dot(src0, src1)) */
2171 static void shader_glsl_dot(const struct wined3d_shader_instruction *ins)
2173 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2174 glsl_src_param_t src0_param;
2175 glsl_src_param_t src1_param;
2176 DWORD dst_write_mask, src_write_mask;
2177 unsigned int dst_size = 0;
2179 dst_write_mask = shader_glsl_append_dst(buffer, ins);
2180 dst_size = shader_glsl_get_write_mask_size(dst_write_mask);
2182 /* dp3 works on vec3, dp4 on vec4 */
2183 if (ins->handler_idx == WINED3DSIH_DP4)
2185 src_write_mask = WINED3DSP_WRITEMASK_ALL;
2187 src_write_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
2190 shader_glsl_add_src_param(ins, &ins->src[0], src_write_mask, &src0_param);
2191 shader_glsl_add_src_param(ins, &ins->src[1], src_write_mask, &src1_param);
2194 shader_addline(buffer, "vec%d(dot(%s, %s)));\n", dst_size, src0_param.param_str, src1_param.param_str);
2196 shader_addline(buffer, "dot(%s, %s));\n", src0_param.param_str, src1_param.param_str);
2200 /* Note that this instruction has some restrictions. The destination write mask
2201 * can't contain the w component, and the source swizzles have to be .xyzw */
2202 static void shader_glsl_cross(const struct wined3d_shader_instruction *ins)
2204 DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
2205 glsl_src_param_t src0_param;
2206 glsl_src_param_t src1_param;
2209 shader_glsl_get_write_mask(&ins->dst[0], dst_mask);
2210 shader_glsl_append_dst(ins->ctx->buffer, ins);
2211 shader_glsl_add_src_param(ins, &ins->src[0], src_mask, &src0_param);
2212 shader_glsl_add_src_param(ins, &ins->src[1], src_mask, &src1_param);
2213 shader_addline(ins->ctx->buffer, "cross(%s, %s)%s);\n", src0_param.param_str, src1_param.param_str, dst_mask);
2216 /* Process the WINED3DSIO_POW instruction in GLSL (dst = |src0|^src1)
2217 * Src0 and src1 are scalars. Note that D3D uses the absolute of src0, while
2218 * GLSL uses the value as-is. */
2219 static void shader_glsl_pow(const struct wined3d_shader_instruction *ins)
2221 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2222 glsl_src_param_t src0_param;
2223 glsl_src_param_t src1_param;
2224 DWORD dst_write_mask;
2225 unsigned int dst_size;
2227 dst_write_mask = shader_glsl_append_dst(buffer, ins);
2228 dst_size = shader_glsl_get_write_mask_size(dst_write_mask);
2230 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0, &src0_param);
2231 shader_glsl_add_src_param(ins, &ins->src[1], WINED3DSP_WRITEMASK_0, &src1_param);
2235 shader_addline(buffer, "vec%u(%s == 0.0 ? 1.0 : pow(abs(%s), %s)));\n",
2236 dst_size, src1_param.param_str, src0_param.param_str, src1_param.param_str);
2240 shader_addline(buffer, "%s == 0.0 ? 1.0 : pow(abs(%s), %s));\n",
2241 src1_param.param_str, src0_param.param_str, src1_param.param_str);
2245 /* Process the WINED3DSIO_LOG instruction in GLSL (dst = log2(|src0|))
2246 * Src0 is a scalar. Note that D3D uses the absolute of src0, while
2247 * GLSL uses the value as-is. */
2248 static void shader_glsl_log(const struct wined3d_shader_instruction *ins)
2250 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2251 glsl_src_param_t src0_param;
2252 DWORD dst_write_mask;
2253 unsigned int dst_size;
2255 dst_write_mask = shader_glsl_append_dst(buffer, ins);
2256 dst_size = shader_glsl_get_write_mask_size(dst_write_mask);
2258 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0, &src0_param);
2262 shader_addline(buffer, "vec%u(log2(abs(%s))));\n",
2263 dst_size, src0_param.param_str);
2267 shader_addline(buffer, "log2(abs(%s)));\n",
2268 src0_param.param_str);
2272 /* Map the opcode 1-to-1 to the GL code (arg->dst = instruction(src0, src1, ...) */
2273 static void shader_glsl_map2gl(const struct wined3d_shader_instruction *ins)
2275 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2276 glsl_src_param_t src_param;
2277 const char *instruction;
2281 /* Determine the GLSL function to use based on the opcode */
2282 /* TODO: Possibly make this a table for faster lookups */
2283 switch (ins->handler_idx)
2285 case WINED3DSIH_MIN: instruction = "min"; break;
2286 case WINED3DSIH_MAX: instruction = "max"; break;
2287 case WINED3DSIH_ABS: instruction = "abs"; break;
2288 case WINED3DSIH_FRC: instruction = "fract"; break;
2289 case WINED3DSIH_EXP: instruction = "exp2"; break;
2290 case WINED3DSIH_DSX: instruction = "dFdx"; break;
2291 case WINED3DSIH_DSY: instruction = "ycorrection.y * dFdy"; break;
2292 default: instruction = "";
2293 FIXME("Opcode %#x not yet handled in GLSL\n", ins->handler_idx);
2297 write_mask = shader_glsl_append_dst(buffer, ins);
2299 shader_addline(buffer, "%s(", instruction);
2303 shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src_param);
2304 shader_addline(buffer, "%s", src_param.param_str);
2305 for (i = 1; i < ins->src_count; ++i)
2307 shader_glsl_add_src_param(ins, &ins->src[i], write_mask, &src_param);
2308 shader_addline(buffer, ", %s", src_param.param_str);
2312 shader_addline(buffer, "));\n");
2315 static void shader_glsl_nrm(const struct wined3d_shader_instruction *ins)
2317 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2318 glsl_src_param_t src_param;
2319 unsigned int mask_size;
2323 write_mask = shader_glsl_get_write_mask(ins->dst, dst_mask);
2324 mask_size = shader_glsl_get_write_mask_size(write_mask);
2325 shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src_param);
2327 shader_addline(buffer, "tmp0.x = dot(%s, %s);\n",
2328 src_param.param_str, src_param.param_str);
2329 shader_glsl_append_dst(buffer, ins);
2333 shader_addline(buffer, "tmp0.x == 0.0 ? vec%u(0.0) : (%s * inversesqrt(tmp0.x)));\n",
2334 mask_size, src_param.param_str);
2338 shader_addline(buffer, "tmp0.x == 0.0 ? 0.0 : (%s * inversesqrt(tmp0.x)));\n",
2339 src_param.param_str);
2343 /** Process the WINED3DSIO_EXPP instruction in GLSL:
2344 * For shader model 1.x, do the following (and honor the writemask, so use a temporary variable):
2345 * dst.x = 2^(floor(src))
2346 * dst.y = src - floor(src)
2347 * dst.z = 2^src (partial precision is allowed, but optional)
2349 * For 2.0 shaders, just do this (honoring writemask and swizzle):
2350 * dst = 2^src; (partial precision is allowed, but optional)
2352 static void shader_glsl_expp(const struct wined3d_shader_instruction *ins)
2354 glsl_src_param_t src_param;
2356 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0, &src_param);
2358 if (ins->ctx->reg_maps->shader_version.major < 2)
2362 shader_addline(ins->ctx->buffer, "tmp0.x = exp2(floor(%s));\n", src_param.param_str);
2363 shader_addline(ins->ctx->buffer, "tmp0.y = %s - floor(%s);\n", src_param.param_str, src_param.param_str);
2364 shader_addline(ins->ctx->buffer, "tmp0.z = exp2(%s);\n", src_param.param_str);
2365 shader_addline(ins->ctx->buffer, "tmp0.w = 1.0;\n");
2367 shader_glsl_append_dst(ins->ctx->buffer, ins);
2368 shader_glsl_get_write_mask(&ins->dst[0], dst_mask);
2369 shader_addline(ins->ctx->buffer, "tmp0%s);\n", dst_mask);
2372 unsigned int mask_size;
2374 write_mask = shader_glsl_append_dst(ins->ctx->buffer, ins);
2375 mask_size = shader_glsl_get_write_mask_size(write_mask);
2377 if (mask_size > 1) {
2378 shader_addline(ins->ctx->buffer, "vec%d(exp2(%s)));\n", mask_size, src_param.param_str);
2380 shader_addline(ins->ctx->buffer, "exp2(%s));\n", src_param.param_str);
2385 /** Process the RCP (reciprocal or inverse) opcode in GLSL (dst = 1 / src) */
2386 static void shader_glsl_rcp(const struct wined3d_shader_instruction *ins)
2388 glsl_src_param_t src_param;
2390 unsigned int mask_size;
2392 write_mask = shader_glsl_append_dst(ins->ctx->buffer, ins);
2393 mask_size = shader_glsl_get_write_mask_size(write_mask);
2394 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_3, &src_param);
2398 shader_addline(ins->ctx->buffer, "vec%u(1.0 / %s));\n",
2399 mask_size, src_param.param_str);
2403 shader_addline(ins->ctx->buffer, "1.0 / %s);\n",
2404 src_param.param_str);
2408 static void shader_glsl_rsq(const struct wined3d_shader_instruction *ins)
2410 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2411 glsl_src_param_t src_param;
2413 unsigned int mask_size;
2415 write_mask = shader_glsl_append_dst(buffer, ins);
2416 mask_size = shader_glsl_get_write_mask_size(write_mask);
2418 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_3, &src_param);
2422 shader_addline(buffer, "vec%u(inversesqrt(abs(%s))));\n",
2423 mask_size, src_param.param_str);
2427 shader_addline(buffer, "inversesqrt(abs(%s)));\n",
2428 src_param.param_str);
2432 /** Process signed comparison opcodes in GLSL. */
2433 static void shader_glsl_compare(const struct wined3d_shader_instruction *ins)
2435 glsl_src_param_t src0_param;
2436 glsl_src_param_t src1_param;
2438 unsigned int mask_size;
2440 write_mask = shader_glsl_append_dst(ins->ctx->buffer, ins);
2441 mask_size = shader_glsl_get_write_mask_size(write_mask);
2442 shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src0_param);
2443 shader_glsl_add_src_param(ins, &ins->src[1], write_mask, &src1_param);
2445 if (mask_size > 1) {
2446 const char *compare;
2448 switch(ins->handler_idx)
2450 case WINED3DSIH_SLT: compare = "lessThan"; break;
2451 case WINED3DSIH_SGE: compare = "greaterThanEqual"; break;
2452 default: compare = "";
2453 FIXME("Can't handle opcode %#x\n", ins->handler_idx);
2456 shader_addline(ins->ctx->buffer, "vec%d(%s(%s, %s)));\n", mask_size, compare,
2457 src0_param.param_str, src1_param.param_str);
2459 switch(ins->handler_idx)
2461 case WINED3DSIH_SLT:
2462 /* Step(src0, src1) is not suitable here because if src0 == src1 SLT is supposed,
2463 * to return 0.0 but step returns 1.0 because step is not < x
2464 * An alternative is a bvec compare padded with an unused second component.
2465 * step(src1 * -1.0, src0 * -1.0) is not an option because it suffers from the same
2466 * issue. Playing with not() is not possible either because not() does not accept
2469 shader_addline(ins->ctx->buffer, "(%s < %s) ? 1.0 : 0.0);\n",
2470 src0_param.param_str, src1_param.param_str);
2472 case WINED3DSIH_SGE:
2473 /* Here we can use the step() function and safe a conditional */
2474 shader_addline(ins->ctx->buffer, "step(%s, %s));\n", src1_param.param_str, src0_param.param_str);
2477 FIXME("Can't handle opcode %#x\n", ins->handler_idx);
2483 /** Process CMP instruction in GLSL (dst = src0 >= 0.0 ? src1 : src2), per channel */
2484 static void shader_glsl_cmp(const struct wined3d_shader_instruction *ins)
2486 glsl_src_param_t src0_param;
2487 glsl_src_param_t src1_param;
2488 glsl_src_param_t src2_param;
2489 DWORD write_mask, cmp_channel = 0;
2492 BOOL temp_destination = FALSE;
2494 if (shader_is_scalar(&ins->src[0].reg))
2496 write_mask = shader_glsl_append_dst(ins->ctx->buffer, ins);
2498 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_ALL, &src0_param);
2499 shader_glsl_add_src_param(ins, &ins->src[1], write_mask, &src1_param);
2500 shader_glsl_add_src_param(ins, &ins->src[2], write_mask, &src2_param);
2502 shader_addline(ins->ctx->buffer, "%s >= 0.0 ? %s : %s);\n",
2503 src0_param.param_str, src1_param.param_str, src2_param.param_str);
2505 DWORD dst_mask = ins->dst[0].write_mask;
2506 struct wined3d_shader_dst_param dst = ins->dst[0];
2508 /* Cycle through all source0 channels */
2509 for (i=0; i<4; i++) {
2511 /* Find the destination channels which use the current source0 channel */
2512 for (j=0; j<4; j++) {
2513 if (((ins->src[0].swizzle >> (2 * j)) & 0x3) == i)
2515 write_mask |= WINED3DSP_WRITEMASK_0 << j;
2516 cmp_channel = WINED3DSP_WRITEMASK_0 << j;
2519 dst.write_mask = dst_mask & write_mask;
2521 /* Splitting the cmp instruction up in multiple lines imposes a problem:
2522 * The first lines may overwrite source parameters of the following lines.
2523 * Deal with that by using a temporary destination register if needed
2525 if ((ins->src[0].reg.idx == ins->dst[0].reg.idx
2526 && ins->src[0].reg.type == ins->dst[0].reg.type)
2527 || (ins->src[1].reg.idx == ins->dst[0].reg.idx
2528 && ins->src[1].reg.type == ins->dst[0].reg.type)
2529 || (ins->src[2].reg.idx == ins->dst[0].reg.idx
2530 && ins->src[2].reg.type == ins->dst[0].reg.type))
2532 write_mask = shader_glsl_get_write_mask(&dst, mask_char);
2533 if (!write_mask) continue;
2534 shader_addline(ins->ctx->buffer, "tmp0%s = (", mask_char);
2535 temp_destination = TRUE;
2537 write_mask = shader_glsl_append_dst_ext(ins->ctx->buffer, ins, &dst);
2538 if (!write_mask) continue;
2541 shader_glsl_add_src_param(ins, &ins->src[0], cmp_channel, &src0_param);
2542 shader_glsl_add_src_param(ins, &ins->src[1], write_mask, &src1_param);
2543 shader_glsl_add_src_param(ins, &ins->src[2], write_mask, &src2_param);
2545 shader_addline(ins->ctx->buffer, "%s >= 0.0 ? %s : %s);\n",
2546 src0_param.param_str, src1_param.param_str, src2_param.param_str);
2549 if(temp_destination) {
2550 shader_glsl_get_write_mask(&ins->dst[0], mask_char);
2551 shader_glsl_append_dst(ins->ctx->buffer, ins);
2552 shader_addline(ins->ctx->buffer, "tmp0%s);\n", mask_char);
2558 /** Process the CND opcode in GLSL (dst = (src0 > 0.5) ? src1 : src2) */
2559 /* For ps 1.1-1.3, only a single component of src0 is used. For ps 1.4
2560 * the compare is done per component of src0. */
2561 static void shader_glsl_cnd(const struct wined3d_shader_instruction *ins)
2563 struct wined3d_shader_dst_param dst;
2564 glsl_src_param_t src0_param;
2565 glsl_src_param_t src1_param;
2566 glsl_src_param_t src2_param;
2567 DWORD write_mask, cmp_channel = 0;
2570 DWORD shader_version = WINED3D_SHADER_VERSION(ins->ctx->reg_maps->shader_version.major,
2571 ins->ctx->reg_maps->shader_version.minor);
2573 if (shader_version < WINED3D_SHADER_VERSION(1, 4))
2575 write_mask = shader_glsl_append_dst(ins->ctx->buffer, ins);
2576 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0, &src0_param);
2577 shader_glsl_add_src_param(ins, &ins->src[1], write_mask, &src1_param);
2578 shader_glsl_add_src_param(ins, &ins->src[2], write_mask, &src2_param);
2580 /* Fun: The D3DSI_COISSUE flag changes the semantic of the cnd instruction for < 1.4 shaders */
2583 shader_addline(ins->ctx->buffer, "%s /* COISSUE! */);\n", src1_param.param_str);
2585 shader_addline(ins->ctx->buffer, "%s > 0.5 ? %s : %s);\n",
2586 src0_param.param_str, src1_param.param_str, src2_param.param_str);
2590 /* Cycle through all source0 channels */
2591 dst_mask = ins->dst[0].write_mask;
2593 for (i=0; i<4; i++) {
2595 /* Find the destination channels which use the current source0 channel */
2596 for (j=0; j<4; j++) {
2597 if (((ins->src[0].swizzle >> (2 * j)) & 0x3) == i)
2599 write_mask |= WINED3DSP_WRITEMASK_0 << j;
2600 cmp_channel = WINED3DSP_WRITEMASK_0 << j;
2604 dst.write_mask = dst_mask & write_mask;
2605 write_mask = shader_glsl_append_dst_ext(ins->ctx->buffer, ins, &dst);
2606 if (!write_mask) continue;
2608 shader_glsl_add_src_param(ins, &ins->src[0], cmp_channel, &src0_param);
2609 shader_glsl_add_src_param(ins, &ins->src[1], write_mask, &src1_param);
2610 shader_glsl_add_src_param(ins, &ins->src[2], write_mask, &src2_param);
2612 shader_addline(ins->ctx->buffer, "%s > 0.5 ? %s : %s);\n",
2613 src0_param.param_str, src1_param.param_str, src2_param.param_str);
2617 /** GLSL code generation for WINED3DSIO_MAD: Multiply the first 2 opcodes, then add the last */
2618 static void shader_glsl_mad(const struct wined3d_shader_instruction *ins)
2620 glsl_src_param_t src0_param;
2621 glsl_src_param_t src1_param;
2622 glsl_src_param_t src2_param;
2625 write_mask = shader_glsl_append_dst(ins->ctx->buffer, ins);
2626 shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src0_param);
2627 shader_glsl_add_src_param(ins, &ins->src[1], write_mask, &src1_param);
2628 shader_glsl_add_src_param(ins, &ins->src[2], write_mask, &src2_param);
2629 shader_addline(ins->ctx->buffer, "(%s * %s) + %s);\n",
2630 src0_param.param_str, src1_param.param_str, src2_param.param_str);
2633 /* Handles transforming all WINED3DSIO_M?x? opcodes for
2634 Vertex shaders to GLSL codes */
2635 static void shader_glsl_mnxn(const struct wined3d_shader_instruction *ins)
2638 int nComponents = 0;
2639 struct wined3d_shader_dst_param tmp_dst = {{0}};
2640 struct wined3d_shader_src_param tmp_src[2] = {{{0}}};
2641 struct wined3d_shader_instruction tmp_ins;
2643 memset(&tmp_ins, 0, sizeof(tmp_ins));
2645 /* Set constants for the temporary argument */
2646 tmp_ins.ctx = ins->ctx;
2647 tmp_ins.dst_count = 1;
2648 tmp_ins.dst = &tmp_dst;
2649 tmp_ins.src_count = 2;
2650 tmp_ins.src = tmp_src;
2652 switch(ins->handler_idx)
2654 case WINED3DSIH_M4x4:
2656 tmp_ins.handler_idx = WINED3DSIH_DP4;
2658 case WINED3DSIH_M4x3:
2660 tmp_ins.handler_idx = WINED3DSIH_DP4;
2662 case WINED3DSIH_M3x4:
2664 tmp_ins.handler_idx = WINED3DSIH_DP3;
2666 case WINED3DSIH_M3x3:
2668 tmp_ins.handler_idx = WINED3DSIH_DP3;
2670 case WINED3DSIH_M3x2:
2672 tmp_ins.handler_idx = WINED3DSIH_DP3;
2678 tmp_dst = ins->dst[0];
2679 tmp_src[0] = ins->src[0];
2680 tmp_src[1] = ins->src[1];
2681 for (i = 0; i < nComponents; ++i)
2683 tmp_dst.write_mask = WINED3DSP_WRITEMASK_0 << i;
2684 shader_glsl_dot(&tmp_ins);
2685 ++tmp_src[1].reg.idx;
2690 The LRP instruction performs a component-wise linear interpolation
2691 between the second and third operands using the first operand as the
2692 blend factor. Equation: (dst = src2 + src0 * (src1 - src2))
2693 This is equivalent to mix(src2, src1, src0);
2695 static void shader_glsl_lrp(const struct wined3d_shader_instruction *ins)
2697 glsl_src_param_t src0_param;
2698 glsl_src_param_t src1_param;
2699 glsl_src_param_t src2_param;
2702 write_mask = shader_glsl_append_dst(ins->ctx->buffer, ins);
2704 shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src0_param);
2705 shader_glsl_add_src_param(ins, &ins->src[1], write_mask, &src1_param);
2706 shader_glsl_add_src_param(ins, &ins->src[2], write_mask, &src2_param);
2708 shader_addline(ins->ctx->buffer, "mix(%s, %s, %s));\n",
2709 src2_param.param_str, src1_param.param_str, src0_param.param_str);
2712 /** Process the WINED3DSIO_LIT instruction in GLSL:
2713 * dst.x = dst.w = 1.0
2714 * dst.y = (src0.x > 0) ? src0.x
2715 * dst.z = (src0.x > 0) ? ((src0.y > 0) ? pow(src0.y, src.w) : 0) : 0
2716 * where src.w is clamped at +- 128
2718 static void shader_glsl_lit(const struct wined3d_shader_instruction *ins)
2720 glsl_src_param_t src0_param;
2721 glsl_src_param_t src1_param;
2722 glsl_src_param_t src3_param;
2725 shader_glsl_append_dst(ins->ctx->buffer, ins);
2726 shader_glsl_get_write_mask(&ins->dst[0], dst_mask);
2728 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0, &src0_param);
2729 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_1, &src1_param);
2730 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_3, &src3_param);
2732 /* The sdk specifies the instruction like this
2734 * if(src.x > 0.0) dst.y = src.x
2736 * if(src.x > 0.0 && src.y > 0.0) dst.z = pow(src.y, power);
2740 * Obviously that has quite a few conditionals in it which we don't like. So the first step is this:
2741 * dst.x = 1.0 ... No further explanation needed
2742 * dst.y = max(src.y, 0.0); ... If x < 0.0, use 0.0, otherwise x. Same as the conditional
2743 * dst.z = x > 0.0 ? pow(max(y, 0.0), p) : 0; ... 0 ^ power is 0, and otherwise we use y anyway
2744 * dst.w = 1.0. ... Nothing fancy.
2746 * So we still have one conditional in there. So do this:
2747 * dst.z = pow(max(0.0, src.y) * step(0.0, src.x), power);
2749 * 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),
2750 * 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.
2751 * if both x and y are > 0, we get pow(y * 1.0, power), as it is supposed to
2753 shader_addline(ins->ctx->buffer,
2754 "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",
2755 src0_param.param_str, src1_param.param_str, src0_param.param_str, src3_param.param_str, dst_mask);
2758 /** Process the WINED3DSIO_DST instruction in GLSL:
2760 * dst.y = src0.x * src0.y
2764 static void shader_glsl_dst(const struct wined3d_shader_instruction *ins)
2766 glsl_src_param_t src0y_param;
2767 glsl_src_param_t src0z_param;
2768 glsl_src_param_t src1y_param;
2769 glsl_src_param_t src1w_param;
2772 shader_glsl_append_dst(ins->ctx->buffer, ins);
2773 shader_glsl_get_write_mask(&ins->dst[0], dst_mask);
2775 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_1, &src0y_param);
2776 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_2, &src0z_param);
2777 shader_glsl_add_src_param(ins, &ins->src[1], WINED3DSP_WRITEMASK_1, &src1y_param);
2778 shader_glsl_add_src_param(ins, &ins->src[1], WINED3DSP_WRITEMASK_3, &src1w_param);
2780 shader_addline(ins->ctx->buffer, "vec4(1.0, %s * %s, %s, %s))%s;\n",
2781 src0y_param.param_str, src1y_param.param_str, src0z_param.param_str, src1w_param.param_str, dst_mask);
2784 /** Process the WINED3DSIO_SINCOS instruction in GLSL:
2785 * VS 2.0 requires that specific cosine and sine constants be passed to this instruction so the hardware
2786 * can handle it. But, these functions are built-in for GLSL, so we can just ignore the last 2 params.
2788 * dst.x = cos(src0.?)
2789 * dst.y = sin(src0.?)
2793 static void shader_glsl_sincos(const struct wined3d_shader_instruction *ins)
2795 glsl_src_param_t src0_param;
2798 write_mask = shader_glsl_append_dst(ins->ctx->buffer, ins);
2799 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0, &src0_param);
2801 switch (write_mask) {
2802 case WINED3DSP_WRITEMASK_0:
2803 shader_addline(ins->ctx->buffer, "cos(%s));\n", src0_param.param_str);
2806 case WINED3DSP_WRITEMASK_1:
2807 shader_addline(ins->ctx->buffer, "sin(%s));\n", src0_param.param_str);
2810 case (WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1):
2811 shader_addline(ins->ctx->buffer, "vec2(cos(%s), sin(%s)));\n", src0_param.param_str, src0_param.param_str);
2815 ERR("Write mask should be .x, .y or .xy\n");
2820 /* sgn in vs_2_0 has 2 extra parameters(registers for temporary storage) which we don't use
2821 * here. But those extra parameters require a dedicated function for sgn, since map2gl would
2822 * generate invalid code
2824 static void shader_glsl_sgn(const struct wined3d_shader_instruction *ins)
2826 glsl_src_param_t src0_param;
2829 write_mask = shader_glsl_append_dst(ins->ctx->buffer, ins);
2830 shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src0_param);
2832 shader_addline(ins->ctx->buffer, "sign(%s));\n", src0_param.param_str);
2835 /** Process the WINED3DSIO_LOOP instruction in GLSL:
2836 * Start a for() loop where src1.y is the initial value of aL,
2837 * increment aL by src1.z for a total of src1.x iterations.
2838 * Need to use a temporary variable for this operation.
2840 /* FIXME: I don't think nested loops will work correctly this way. */
2841 static void shader_glsl_loop(const struct wined3d_shader_instruction *ins)
2843 struct wined3d_shader_loop_state *loop_state = ins->ctx->loop_state;
2844 glsl_src_param_t src1_param;
2845 struct wined3d_shader *shader = ins->ctx->shader;
2846 const DWORD *control_values = NULL;
2847 const local_constant *constant;
2849 shader_glsl_add_src_param(ins, &ins->src[1], WINED3DSP_WRITEMASK_ALL, &src1_param);
2851 /* Try to hardcode the loop control parameters if possible. Direct3D 9 class hardware doesn't support real
2852 * varying indexing, but Microsoft designed this feature for Shader model 2.x+. If the loop control is
2853 * known at compile time, the GLSL compiler can unroll the loop, and replace indirect addressing with direct
2856 if (ins->src[1].reg.type == WINED3DSPR_CONSTINT)
2858 LIST_FOR_EACH_ENTRY(constant, &shader->constantsI, local_constant, entry)
2860 if (constant->idx == ins->src[1].reg.idx)
2862 control_values = constant->value;
2870 struct wined3d_shader_loop_control loop_control;
2871 loop_control.count = control_values[0];
2872 loop_control.start = control_values[1];
2873 loop_control.step = (int)control_values[2];
2875 if (loop_control.step > 0)
2877 shader_addline(ins->ctx->buffer, "for (aL%u = %u; aL%u < (%u * %d + %u); aL%u += %d) {\n",
2878 loop_state->current_depth, loop_control.start,
2879 loop_state->current_depth, loop_control.count, loop_control.step, loop_control.start,
2880 loop_state->current_depth, loop_control.step);
2882 else if (loop_control.step < 0)
2884 shader_addline(ins->ctx->buffer, "for (aL%u = %u; aL%u > (%u * %d + %u); aL%u += %d) {\n",
2885 loop_state->current_depth, loop_control.start,
2886 loop_state->current_depth, loop_control.count, loop_control.step, loop_control.start,
2887 loop_state->current_depth, loop_control.step);
2891 shader_addline(ins->ctx->buffer, "for (aL%u = %u, tmpInt%u = 0; tmpInt%u < %u; tmpInt%u++) {\n",
2892 loop_state->current_depth, loop_control.start, loop_state->current_depth,
2893 loop_state->current_depth, loop_control.count,
2894 loop_state->current_depth);
2897 shader_addline(ins->ctx->buffer,
2898 "for (tmpInt%u = 0, aL%u = %s.y; tmpInt%u < %s.x; tmpInt%u++, aL%u += %s.z) {\n",
2899 loop_state->current_depth, loop_state->current_reg,
2900 src1_param.reg_name, loop_state->current_depth, src1_param.reg_name,
2901 loop_state->current_depth, loop_state->current_reg, src1_param.reg_name);
2904 ++loop_state->current_depth;
2905 ++loop_state->current_reg;
2908 static void shader_glsl_end(const struct wined3d_shader_instruction *ins)
2910 struct wined3d_shader_loop_state *loop_state = ins->ctx->loop_state;
2912 shader_addline(ins->ctx->buffer, "}\n");
2914 if (ins->handler_idx == WINED3DSIH_ENDLOOP)
2916 --loop_state->current_depth;
2917 --loop_state->current_reg;
2920 if (ins->handler_idx == WINED3DSIH_ENDREP)
2922 --loop_state->current_depth;
2926 static void shader_glsl_rep(const struct wined3d_shader_instruction *ins)
2928 struct wined3d_shader *shader = ins->ctx->shader;
2929 struct wined3d_shader_loop_state *loop_state = ins->ctx->loop_state;
2930 glsl_src_param_t src0_param;
2931 const DWORD *control_values = NULL;
2932 const local_constant *constant;
2934 /* Try to hardcode local values to help the GLSL compiler to unroll and optimize the loop */
2935 if (ins->src[0].reg.type == WINED3DSPR_CONSTINT)
2937 LIST_FOR_EACH_ENTRY(constant, &shader->constantsI, local_constant, entry)
2939 if (constant->idx == ins->src[0].reg.idx)
2941 control_values = constant->value;
2949 shader_addline(ins->ctx->buffer, "for (tmpInt%d = 0; tmpInt%d < %d; tmpInt%d++) {\n",
2950 loop_state->current_depth, loop_state->current_depth,
2951 control_values[0], loop_state->current_depth);
2955 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0, &src0_param);
2956 shader_addline(ins->ctx->buffer, "for (tmpInt%d = 0; tmpInt%d < %s; tmpInt%d++) {\n",
2957 loop_state->current_depth, loop_state->current_depth,
2958 src0_param.param_str, loop_state->current_depth);
2961 ++loop_state->current_depth;
2964 static void shader_glsl_if(const struct wined3d_shader_instruction *ins)
2966 glsl_src_param_t src0_param;
2968 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0, &src0_param);
2969 shader_addline(ins->ctx->buffer, "if (%s) {\n", src0_param.param_str);
2972 static void shader_glsl_ifc(const struct wined3d_shader_instruction *ins)
2974 glsl_src_param_t src0_param;
2975 glsl_src_param_t src1_param;
2977 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0, &src0_param);
2978 shader_glsl_add_src_param(ins, &ins->src[1], WINED3DSP_WRITEMASK_0, &src1_param);
2980 shader_addline(ins->ctx->buffer, "if (%s %s %s) {\n",
2981 src0_param.param_str, shader_get_comp_op(ins->flags), src1_param.param_str);
2984 static void shader_glsl_else(const struct wined3d_shader_instruction *ins)
2986 shader_addline(ins->ctx->buffer, "} else {\n");
2989 static void shader_glsl_break(const struct wined3d_shader_instruction *ins)
2991 shader_addline(ins->ctx->buffer, "break;\n");
2994 /* FIXME: According to MSDN the compare is done per component. */
2995 static void shader_glsl_breakc(const struct wined3d_shader_instruction *ins)
2997 glsl_src_param_t src0_param;
2998 glsl_src_param_t src1_param;
3000 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0, &src0_param);
3001 shader_glsl_add_src_param(ins, &ins->src[1], WINED3DSP_WRITEMASK_0, &src1_param);
3003 shader_addline(ins->ctx->buffer, "if (%s %s %s) break;\n",
3004 src0_param.param_str, shader_get_comp_op(ins->flags), src1_param.param_str);
3007 static void shader_glsl_label(const struct wined3d_shader_instruction *ins)
3009 shader_addline(ins->ctx->buffer, "}\n");
3010 shader_addline(ins->ctx->buffer, "void subroutine%u () {\n", ins->src[0].reg.idx);
3013 static void shader_glsl_call(const struct wined3d_shader_instruction *ins)
3015 shader_addline(ins->ctx->buffer, "subroutine%u();\n", ins->src[0].reg.idx);
3018 static void shader_glsl_callnz(const struct wined3d_shader_instruction *ins)
3020 glsl_src_param_t src1_param;
3022 shader_glsl_add_src_param(ins, &ins->src[1], WINED3DSP_WRITEMASK_0, &src1_param);
3023 shader_addline(ins->ctx->buffer, "if (%s) subroutine%u();\n", src1_param.param_str, ins->src[0].reg.idx);
3026 static void shader_glsl_ret(const struct wined3d_shader_instruction *ins)
3028 /* No-op. The closing } is written when a new function is started, and at the end of the shader. This
3029 * function only suppresses the unhandled instruction warning
3033 /*********************************************
3034 * Pixel Shader Specific Code begins here
3035 ********************************************/
3036 static void shader_glsl_tex(const struct wined3d_shader_instruction *ins)
3038 struct wined3d_shader *shader = ins->ctx->shader;
3039 IWineD3DDeviceImpl *device = shader->device;
3040 DWORD shader_version = WINED3D_SHADER_VERSION(ins->ctx->reg_maps->shader_version.major,
3041 ins->ctx->reg_maps->shader_version.minor);
3042 glsl_sample_function_t sample_function;
3043 const struct wined3d_texture *texture;
3044 DWORD sample_flags = 0;
3046 DWORD mask = 0, swizzle;
3048 /* 1.0-1.4: Use destination register as sampler source.
3049 * 2.0+: Use provided sampler source. */
3050 if (shader_version < WINED3D_SHADER_VERSION(2,0)) sampler_idx = ins->dst[0].reg.idx;
3051 else sampler_idx = ins->src[1].reg.idx;
3052 texture = device->stateBlock->state.textures[sampler_idx];
3054 if (shader_version < WINED3D_SHADER_VERSION(1,4))
3056 const struct shader_glsl_ctx_priv *priv = ins->ctx->backend_data;
3057 DWORD flags = (priv->cur_ps_args->tex_transform >> sampler_idx * WINED3D_PSARGS_TEXTRANSFORM_SHIFT)
3058 & WINED3D_PSARGS_TEXTRANSFORM_MASK;
3059 WINED3DSAMPLER_TEXTURE_TYPE sampler_type = ins->ctx->reg_maps->sampler_type[sampler_idx];
3061 /* Projected cube textures don't make a lot of sense, the resulting coordinates stay the same. */
3062 if (flags & WINED3D_PSARGS_PROJECTED && sampler_type != WINED3DSTT_CUBE) {
3063 sample_flags |= WINED3D_GLSL_SAMPLE_PROJECTED;
3064 switch (flags & ~WINED3D_PSARGS_PROJECTED) {
3065 case WINED3DTTFF_COUNT1: FIXME("WINED3DTTFF_PROJECTED with WINED3DTTFF_COUNT1?\n"); break;
3066 case WINED3DTTFF_COUNT2: mask = WINED3DSP_WRITEMASK_1; break;
3067 case WINED3DTTFF_COUNT3: mask = WINED3DSP_WRITEMASK_2; break;
3068 case WINED3DTTFF_COUNT4:
3069 case WINED3DTTFF_DISABLE: mask = WINED3DSP_WRITEMASK_3; break;
3073 else if (shader_version < WINED3D_SHADER_VERSION(2,0))
3075 DWORD src_mod = ins->src[0].modifiers;
3077 if (src_mod == WINED3DSPSM_DZ) {
3078 sample_flags |= WINED3D_GLSL_SAMPLE_PROJECTED;
3079 mask = WINED3DSP_WRITEMASK_2;
3080 } else if (src_mod == WINED3DSPSM_DW) {
3081 sample_flags |= WINED3D_GLSL_SAMPLE_PROJECTED;
3082 mask = WINED3DSP_WRITEMASK_3;
3085 if (ins->flags & WINED3DSI_TEXLD_PROJECT)
3087 /* ps 2.0 texldp instruction always divides by the fourth component. */
3088 sample_flags |= WINED3D_GLSL_SAMPLE_PROJECTED;
3089 mask = WINED3DSP_WRITEMASK_3;
3093 if (texture && texture->target == GL_TEXTURE_RECTANGLE_ARB)
3094 sample_flags |= WINED3D_GLSL_SAMPLE_RECT;
3096 shader_glsl_get_sample_function(ins->ctx, sampler_idx, sample_flags, &sample_function);
3097 mask |= sample_function.coord_mask;
3099 if (shader_version < WINED3D_SHADER_VERSION(2,0)) swizzle = WINED3DSP_NOSWIZZLE;
3100 else swizzle = ins->src[1].swizzle;
3102 /* 1.0-1.3: Use destination register as coordinate source.
3103 1.4+: Use provided coordinate source register. */
3104 if (shader_version < WINED3D_SHADER_VERSION(1,4))
3107 shader_glsl_write_mask_to_str(mask, coord_mask);
3108 shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, swizzle, NULL, NULL, NULL,
3109 "T%u%s", sampler_idx, coord_mask);
3111 glsl_src_param_t coord_param;
3112 shader_glsl_add_src_param(ins, &ins->src[0], mask, &coord_param);
3113 if (ins->flags & WINED3DSI_TEXLD_BIAS)
3115 glsl_src_param_t bias;
3116 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_3, &bias);
3117 shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, swizzle, NULL, NULL, bias.param_str,
3118 "%s", coord_param.param_str);
3120 shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, swizzle, NULL, NULL, NULL,
3121 "%s", coord_param.param_str);
3126 static void shader_glsl_texldd(const struct wined3d_shader_instruction *ins)
3128 struct wined3d_shader *shader = ins->ctx->shader;
3129 IWineD3DDeviceImpl *device = shader->device;
3130 const struct wined3d_gl_info *gl_info = ins->ctx->gl_info;
3131 glsl_sample_function_t sample_function;
3132 glsl_src_param_t coord_param, dx_param, dy_param;
3133 DWORD sample_flags = WINED3D_GLSL_SAMPLE_GRAD;
3135 DWORD swizzle = ins->src[1].swizzle;
3136 const struct wined3d_texture *texture;
3138 if (!gl_info->supported[ARB_SHADER_TEXTURE_LOD] && !gl_info->supported[EXT_GPU_SHADER4])
3140 FIXME("texldd used, but not supported by hardware. Falling back to regular tex\n");
3141 shader_glsl_tex(ins);
3145 sampler_idx = ins->src[1].reg.idx;
3146 texture = device->stateBlock->state.textures[sampler_idx];
3147 if (texture && texture->target == GL_TEXTURE_RECTANGLE_ARB)
3148 sample_flags |= WINED3D_GLSL_SAMPLE_RECT;
3150 shader_glsl_get_sample_function(ins->ctx, sampler_idx, sample_flags, &sample_function);
3151 shader_glsl_add_src_param(ins, &ins->src[0], sample_function.coord_mask, &coord_param);
3152 shader_glsl_add_src_param(ins, &ins->src[2], sample_function.coord_mask, &dx_param);
3153 shader_glsl_add_src_param(ins, &ins->src[3], sample_function.coord_mask, &dy_param);
3155 shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, swizzle, dx_param.param_str, dy_param.param_str, NULL,
3156 "%s", coord_param.param_str);
3159 static void shader_glsl_texldl(const struct wined3d_shader_instruction *ins)
3161 struct wined3d_shader *shader = ins->ctx->shader;
3162 IWineD3DDeviceImpl *device = shader->device;
3163 const struct wined3d_gl_info *gl_info = ins->ctx->gl_info;
3164 glsl_sample_function_t sample_function;
3165 glsl_src_param_t coord_param, lod_param;
3166 DWORD sample_flags = WINED3D_GLSL_SAMPLE_LOD;
3168 DWORD swizzle = ins->src[1].swizzle;
3169 const struct wined3d_texture *texture;
3171 sampler_idx = ins->src[1].reg.idx;
3172 texture = device->stateBlock->state.textures[sampler_idx];
3173 if (texture && texture->target == GL_TEXTURE_RECTANGLE_ARB)
3174 sample_flags |= WINED3D_GLSL_SAMPLE_RECT;
3176 shader_glsl_get_sample_function(ins->ctx, sampler_idx, sample_flags, &sample_function);
3177 shader_glsl_add_src_param(ins, &ins->src[0], sample_function.coord_mask, &coord_param);
3179 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_3, &lod_param);
3181 if (!gl_info->supported[ARB_SHADER_TEXTURE_LOD] && !gl_info->supported[EXT_GPU_SHADER4]
3182 && shader_is_pshader_version(ins->ctx->reg_maps->shader_version.type))
3184 /* The GLSL spec claims the Lod sampling functions are only supported in vertex shaders.
3185 * However, they seem to work just fine in fragment shaders as well. */
3186 WARN("Using %s in fragment shader.\n", sample_function.name);
3188 shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, swizzle, NULL, NULL, lod_param.param_str,
3189 "%s", coord_param.param_str);
3192 static void shader_glsl_texcoord(const struct wined3d_shader_instruction *ins)
3194 /* FIXME: Make this work for more than just 2D textures */
3195 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
3196 DWORD write_mask = shader_glsl_append_dst(ins->ctx->buffer, ins);
3198 if (!(ins->ctx->reg_maps->shader_version.major == 1 && ins->ctx->reg_maps->shader_version.minor == 4))
3202 shader_glsl_get_write_mask(&ins->dst[0], dst_mask);
3203 shader_addline(buffer, "clamp(gl_TexCoord[%u], 0.0, 1.0)%s);\n",
3204 ins->dst[0].reg.idx, dst_mask);
3206 DWORD reg = ins->src[0].reg.idx;
3207 DWORD src_mod = ins->src[0].modifiers;
3208 char dst_swizzle[6];
3210 shader_glsl_get_swizzle(&ins->src[0], FALSE, write_mask, dst_swizzle);
3212 if (src_mod == WINED3DSPSM_DZ) {
3213 glsl_src_param_t div_param;
3214 unsigned int mask_size = shader_glsl_get_write_mask_size(write_mask);
3215 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_2, &div_param);
3217 if (mask_size > 1) {
3218 shader_addline(buffer, "gl_TexCoord[%u]%s / vec%d(%s));\n", reg, dst_swizzle, mask_size, div_param.param_str);
3220 shader_addline(buffer, "gl_TexCoord[%u]%s / %s);\n", reg, dst_swizzle, div_param.param_str);
3222 } else if (src_mod == WINED3DSPSM_DW) {
3223 glsl_src_param_t div_param;
3224 unsigned int mask_size = shader_glsl_get_write_mask_size(write_mask);
3225 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_3, &div_param);
3227 if (mask_size > 1) {
3228 shader_addline(buffer, "gl_TexCoord[%u]%s / vec%d(%s));\n", reg, dst_swizzle, mask_size, div_param.param_str);
3230 shader_addline(buffer, "gl_TexCoord[%u]%s / %s);\n", reg, dst_swizzle, div_param.param_str);
3233 shader_addline(buffer, "gl_TexCoord[%u]%s);\n", reg, dst_swizzle);
3238 /** Process the WINED3DSIO_TEXDP3TEX instruction in GLSL:
3239 * Take a 3-component dot product of the TexCoord[dstreg] and src,
3240 * then perform a 1D texture lookup from stage dstregnum, place into dst. */
3241 static void shader_glsl_texdp3tex(const struct wined3d_shader_instruction *ins)
3243 glsl_src_param_t src0_param;
3244 glsl_sample_function_t sample_function;
3245 DWORD sampler_idx = ins->dst[0].reg.idx;
3246 DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
3249 shader_glsl_add_src_param(ins, &ins->src[0], src_mask, &src0_param);
3251 /* Do I have to take care about the projected bit? I don't think so, since the dp3 returns only one
3252 * scalar, and projected sampling would require 4.
3254 * It is a dependent read - not valid with conditional NP2 textures
3256 shader_glsl_get_sample_function(ins->ctx, sampler_idx, 0, &sample_function);
3257 mask_size = shader_glsl_get_write_mask_size(sample_function.coord_mask);
3262 shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, WINED3DSP_NOSWIZZLE, NULL, NULL, NULL,
3263 "dot(gl_TexCoord[%u].xyz, %s)", sampler_idx, src0_param.param_str);
3267 shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, WINED3DSP_NOSWIZZLE, NULL, NULL, NULL,
3268 "vec2(dot(gl_TexCoord[%u].xyz, %s), 0.0)", sampler_idx, src0_param.param_str);
3272 shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, WINED3DSP_NOSWIZZLE, NULL, NULL, NULL,
3273 "vec3(dot(gl_TexCoord[%u].xyz, %s), 0.0, 0.0)", sampler_idx, src0_param.param_str);
3277 FIXME("Unexpected mask size %u\n", mask_size);
3282 /** Process the WINED3DSIO_TEXDP3 instruction in GLSL:
3283 * Take a 3-component dot product of the TexCoord[dstreg] and src. */
3284 static void shader_glsl_texdp3(const struct wined3d_shader_instruction *ins)
3286 glsl_src_param_t src0_param;
3287 DWORD dstreg = ins->dst[0].reg.idx;
3288 DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
3290 unsigned int mask_size;
3292 dst_mask = shader_glsl_append_dst(ins->ctx->buffer, ins);
3293 mask_size = shader_glsl_get_write_mask_size(dst_mask);
3294 shader_glsl_add_src_param(ins, &ins->src[0], src_mask, &src0_param);
3296 if (mask_size > 1) {
3297 shader_addline(ins->ctx->buffer, "vec%d(dot(T%u.xyz, %s)));\n", mask_size, dstreg, src0_param.param_str);
3299 shader_addline(ins->ctx->buffer, "dot(T%u.xyz, %s));\n", dstreg, src0_param.param_str);
3303 /** Process the WINED3DSIO_TEXDEPTH instruction in GLSL:
3304 * Calculate the depth as dst.x / dst.y */
3305 static void shader_glsl_texdepth(const struct wined3d_shader_instruction *ins)
3307 glsl_dst_param_t dst_param;
3309 shader_glsl_add_dst_param(ins, &ins->dst[0], &dst_param);
3311 /* Tests show that texdepth never returns anything below 0.0, and that r5.y is clamped to 1.0.
3312 * Negative input is accepted, -0.25 / -0.5 returns 0.5. GL should clamp gl_FragDepth to [0;1], but
3313 * this doesn't always work, so clamp the results manually. Whether or not the x value is clamped at 1
3314 * too is irrelevant, since if x = 0, any y value < 1.0 (and > 1.0 is not allowed) results in a result
3317 shader_addline(ins->ctx->buffer, "gl_FragDepth = clamp((%s.x / min(%s.y, 1.0)), 0.0, 1.0);\n",
3318 dst_param.reg_name, dst_param.reg_name);
3321 /** Process the WINED3DSIO_TEXM3X2DEPTH instruction in GLSL:
3322 * Last row of a 3x2 matrix multiply, use the result to calculate the depth:
3323 * Calculate tmp0.y = TexCoord[dstreg] . src.xyz; (tmp0.x has already been calculated)
3324 * depth = (tmp0.y == 0.0) ? 1.0 : tmp0.x / tmp0.y
3326 static void shader_glsl_texm3x2depth(const struct wined3d_shader_instruction *ins)
3328 DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
3329 DWORD dstreg = ins->dst[0].reg.idx;
3330 glsl_src_param_t src0_param;
3332 shader_glsl_add_src_param(ins, &ins->src[0], src_mask, &src0_param);
3334 shader_addline(ins->ctx->buffer, "tmp0.y = dot(T%u.xyz, %s);\n", dstreg, src0_param.param_str);
3335 shader_addline(ins->ctx->buffer, "gl_FragDepth = (tmp0.y == 0.0) ? 1.0 : clamp(tmp0.x / tmp0.y, 0.0, 1.0);\n");
3338 /** Process the WINED3DSIO_TEXM3X2PAD instruction in GLSL
3339 * Calculate the 1st of a 2-row matrix multiplication. */
3340 static void shader_glsl_texm3x2pad(const struct wined3d_shader_instruction *ins)
3342 DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
3343 DWORD reg = ins->dst[0].reg.idx;
3344 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
3345 glsl_src_param_t src0_param;
3347 shader_glsl_add_src_param(ins, &ins->src[0], src_mask, &src0_param);
3348 shader_addline(buffer, "tmp0.x = dot(T%u.xyz, %s);\n", reg, src0_param.param_str);
3351 /** Process the WINED3DSIO_TEXM3X3PAD instruction in GLSL
3352 * Calculate the 1st or 2nd row of a 3-row matrix multiplication. */
3353 static void shader_glsl_texm3x3pad(const struct wined3d_shader_instruction *ins)
3355 DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
3356 DWORD reg = ins->dst[0].reg.idx;
3357 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
3358 struct wined3d_shader_tex_mx *tex_mx = ins->ctx->tex_mx;
3359 glsl_src_param_t src0_param;
3361 shader_glsl_add_src_param(ins, &ins->src[0], src_mask, &src0_param);
3362 shader_addline(buffer, "tmp0.%c = dot(T%u.xyz, %s);\n", 'x' + tex_mx->current_row, reg, src0_param.param_str);
3363 tex_mx->texcoord_w[tex_mx->current_row++] = reg;
3366 static void shader_glsl_texm3x2tex(const struct wined3d_shader_instruction *ins)
3368 DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
3369 DWORD reg = ins->dst[0].reg.idx;
3370 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
3371 glsl_src_param_t src0_param;
3372 glsl_sample_function_t sample_function;
3374 shader_glsl_add_src_param(ins, &ins->src[0], src_mask, &src0_param);
3375 shader_addline(buffer, "tmp0.y = dot(T%u.xyz, %s);\n", reg, src0_param.param_str);
3377 shader_glsl_get_sample_function(ins->ctx, reg, 0, &sample_function);
3379 /* Sample the texture using the calculated coordinates */
3380 shader_glsl_gen_sample_code(ins, reg, &sample_function, WINED3DSP_NOSWIZZLE, NULL, NULL, NULL, "tmp0.xy");
3383 /** Process the WINED3DSIO_TEXM3X3TEX instruction in GLSL
3384 * Perform the 3rd row of a 3x3 matrix multiply, then sample the texture using the calculated coordinates */
3385 static void shader_glsl_texm3x3tex(const struct wined3d_shader_instruction *ins)
3387 DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
3388 struct wined3d_shader_tex_mx *tex_mx = ins->ctx->tex_mx;
3389 glsl_src_param_t src0_param;
3390 DWORD reg = ins->dst[0].reg.idx;
3391 glsl_sample_function_t sample_function;
3393 shader_glsl_add_src_param(ins, &ins->src[0], src_mask, &src0_param);
3394 shader_addline(ins->ctx->buffer, "tmp0.z = dot(T%u.xyz, %s);\n", reg, src0_param.param_str);
3396 /* Dependent read, not valid with conditional NP2 */
3397 shader_glsl_get_sample_function(ins->ctx, reg, 0, &sample_function);
3399 /* Sample the texture using the calculated coordinates */
3400 shader_glsl_gen_sample_code(ins, reg, &sample_function, WINED3DSP_NOSWIZZLE, NULL, NULL, NULL, "tmp0.xyz");
3402 tex_mx->current_row = 0;
3405 /** Process the WINED3DSIO_TEXM3X3 instruction in GLSL
3406 * Perform the 3rd row of a 3x3 matrix multiply */
3407 static void shader_glsl_texm3x3(const struct wined3d_shader_instruction *ins)
3409 DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
3410 struct wined3d_shader_tex_mx *tex_mx = ins->ctx->tex_mx;
3411 glsl_src_param_t src0_param;
3413 DWORD reg = ins->dst[0].reg.idx;
3415 shader_glsl_add_src_param(ins, &ins->src[0], src_mask, &src0_param);
3417 shader_glsl_append_dst(ins->ctx->buffer, ins);
3418 shader_glsl_get_write_mask(&ins->dst[0], dst_mask);
3419 shader_addline(ins->ctx->buffer, "vec4(tmp0.xy, dot(T%u.xyz, %s), 1.0)%s);\n", reg, src0_param.param_str, dst_mask);
3421 tex_mx->current_row = 0;
3424 /* Process the WINED3DSIO_TEXM3X3SPEC instruction in GLSL
3425 * Perform the final texture lookup based on the previous 2 3x3 matrix multiplies */
3426 static void shader_glsl_texm3x3spec(const struct wined3d_shader_instruction *ins)
3428 DWORD reg = ins->dst[0].reg.idx;
3429 glsl_src_param_t src0_param;
3430 glsl_src_param_t src1_param;
3431 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
3432 struct wined3d_shader_tex_mx *tex_mx = ins->ctx->tex_mx;
3433 DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
3434 glsl_sample_function_t sample_function;
3436 shader_glsl_add_src_param(ins, &ins->src[0], src_mask, &src0_param);
3437 shader_glsl_add_src_param(ins, &ins->src[1], src_mask, &src1_param);
3439 /* Perform the last matrix multiply operation */
3440 shader_addline(buffer, "tmp0.z = dot(T%u.xyz, %s);\n", reg, src0_param.param_str);
3441 /* Reflection calculation */
3442 shader_addline(buffer, "tmp0.xyz = -reflect((%s), normalize(tmp0.xyz));\n", src1_param.param_str);
3444 /* Dependent read, not valid with conditional NP2 */
3445 shader_glsl_get_sample_function(ins->ctx, reg, 0, &sample_function);
3447 /* Sample the texture */
3448 shader_glsl_gen_sample_code(ins, reg, &sample_function, WINED3DSP_NOSWIZZLE, NULL, NULL, NULL, "tmp0.xyz");
3450 tex_mx->current_row = 0;
3453 /* Process the WINED3DSIO_TEXM3X3VSPEC instruction in GLSL
3454 * Perform the final texture lookup based on the previous 2 3x3 matrix multiplies */
3455 static void shader_glsl_texm3x3vspec(const struct wined3d_shader_instruction *ins)
3457 DWORD reg = ins->dst[0].reg.idx;
3458 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
3459 struct wined3d_shader_tex_mx *tex_mx = ins->ctx->tex_mx;
3460 glsl_src_param_t src0_param;
3461 DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
3462 glsl_sample_function_t sample_function;
3464 shader_glsl_add_src_param(ins, &ins->src[0], src_mask, &src0_param);
3466 /* Perform the last matrix multiply operation */
3467 shader_addline(buffer, "tmp0.z = dot(vec3(T%u), vec3(%s));\n", reg, src0_param.param_str);
3469 /* Construct the eye-ray vector from w coordinates */
3470 shader_addline(buffer, "tmp1.xyz = normalize(vec3(gl_TexCoord[%u].w, gl_TexCoord[%u].w, gl_TexCoord[%u].w));\n",
3471 tex_mx->texcoord_w[0], tex_mx->texcoord_w[1], reg);
3472 shader_addline(buffer, "tmp0.xyz = -reflect(tmp1.xyz, normalize(tmp0.xyz));\n");
3474 /* Dependent read, not valid with conditional NP2 */
3475 shader_glsl_get_sample_function(ins->ctx, reg, 0, &sample_function);
3477 /* Sample the texture using the calculated coordinates */
3478 shader_glsl_gen_sample_code(ins, reg, &sample_function, WINED3DSP_NOSWIZZLE, NULL, NULL, NULL, "tmp0.xyz");
3480 tex_mx->current_row = 0;
3483 /** Process the WINED3DSIO_TEXBEM instruction in GLSL.
3484 * Apply a fake bump map transform.
3485 * texbem is pshader <= 1.3 only, this saves a few version checks
3487 static void shader_glsl_texbem(const struct wined3d_shader_instruction *ins)
3489 const struct shader_glsl_ctx_priv *priv = ins->ctx->backend_data;
3490 glsl_sample_function_t sample_function;
3491 glsl_src_param_t coord_param;
3497 sampler_idx = ins->dst[0].reg.idx;
3498 flags = (priv->cur_ps_args->tex_transform >> sampler_idx * WINED3D_PSARGS_TEXTRANSFORM_SHIFT)
3499 & WINED3D_PSARGS_TEXTRANSFORM_MASK;
3501 /* Dependent read, not valid with conditional NP2 */
3502 shader_glsl_get_sample_function(ins->ctx, sampler_idx, 0, &sample_function);
3503 mask = sample_function.coord_mask;
3505 shader_glsl_write_mask_to_str(mask, coord_mask);
3507 /* with projective textures, texbem only divides the static texture coord, not the displacement,
3508 * so we can't let the GL handle this.
3510 if (flags & WINED3D_PSARGS_PROJECTED) {
3512 char coord_div_mask[3];
3513 switch (flags & ~WINED3D_PSARGS_PROJECTED) {
3514 case WINED3DTTFF_COUNT1: FIXME("WINED3DTTFF_PROJECTED with WINED3DTTFF_COUNT1?\n"); break;
3515 case WINED3DTTFF_COUNT2: div_mask = WINED3DSP_WRITEMASK_1; break;
3516 case WINED3DTTFF_COUNT3: div_mask = WINED3DSP_WRITEMASK_2; break;
3517 case WINED3DTTFF_COUNT4:
3518 case WINED3DTTFF_DISABLE: div_mask = WINED3DSP_WRITEMASK_3; break;
3520 shader_glsl_write_mask_to_str(div_mask, coord_div_mask);
3521 shader_addline(ins->ctx->buffer, "T%u%s /= T%u%s;\n", sampler_idx, coord_mask, sampler_idx, coord_div_mask);
3524 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1, &coord_param);
3526 shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, WINED3DSP_NOSWIZZLE, NULL, NULL, NULL,
3527 "T%u%s + vec4(bumpenvmat%d * %s, 0.0, 0.0)%s", sampler_idx, coord_mask, sampler_idx,
3528 coord_param.param_str, coord_mask);
3530 if (ins->handler_idx == WINED3DSIH_TEXBEML)
3532 glsl_src_param_t luminance_param;
3533 glsl_dst_param_t dst_param;
3535 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_2, &luminance_param);
3536 shader_glsl_add_dst_param(ins, &ins->dst[0], &dst_param);
3538 shader_addline(ins->ctx->buffer, "%s%s *= (%s * luminancescale%d + luminanceoffset%d);\n",
3539 dst_param.reg_name, dst_param.mask_str,
3540 luminance_param.param_str, sampler_idx, sampler_idx);
3544 static void shader_glsl_bem(const struct wined3d_shader_instruction *ins)
3546 glsl_src_param_t src0_param, src1_param;
3547 DWORD sampler_idx = ins->dst[0].reg.idx;
3549 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1, &src0_param);
3550 shader_glsl_add_src_param(ins, &ins->src[1], WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1, &src1_param);
3552 shader_glsl_append_dst(ins->ctx->buffer, ins);
3553 shader_addline(ins->ctx->buffer, "%s + bumpenvmat%d * %s);\n",
3554 src0_param.param_str, sampler_idx, src1_param.param_str);
3557 /** Process the WINED3DSIO_TEXREG2AR instruction in GLSL
3558 * Sample 2D texture at dst using the alpha & red (wx) components of src as texture coordinates */
3559 static void shader_glsl_texreg2ar(const struct wined3d_shader_instruction *ins)
3561 glsl_src_param_t src0_param;
3562 DWORD sampler_idx = ins->dst[0].reg.idx;
3563 glsl_sample_function_t sample_function;
3565 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_ALL, &src0_param);
3567 shader_glsl_get_sample_function(ins->ctx, sampler_idx, 0, &sample_function);
3568 shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, WINED3DSP_NOSWIZZLE, NULL, NULL, NULL,
3569 "%s.wx", src0_param.reg_name);
3572 /** Process the WINED3DSIO_TEXREG2GB instruction in GLSL
3573 * Sample 2D texture at dst using the green & blue (yz) components of src as texture coordinates */
3574 static void shader_glsl_texreg2gb(const struct wined3d_shader_instruction *ins)
3576 glsl_src_param_t src0_param;
3577 DWORD sampler_idx = ins->dst[0].reg.idx;
3578 glsl_sample_function_t sample_function;
3580 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_ALL, &src0_param);
3582 shader_glsl_get_sample_function(ins->ctx, sampler_idx, 0, &sample_function);
3583 shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, WINED3DSP_NOSWIZZLE, NULL, NULL, NULL,
3584 "%s.yz", src0_param.reg_name);
3587 /** Process the WINED3DSIO_TEXREG2RGB instruction in GLSL
3588 * Sample texture at dst using the rgb (xyz) components of src as texture coordinates */
3589 static void shader_glsl_texreg2rgb(const struct wined3d_shader_instruction *ins)
3591 glsl_src_param_t src0_param;
3592 DWORD sampler_idx = ins->dst[0].reg.idx;
3593 glsl_sample_function_t sample_function;
3595 /* Dependent read, not valid with conditional NP2 */
3596 shader_glsl_get_sample_function(ins->ctx, sampler_idx, 0, &sample_function);
3597 shader_glsl_add_src_param(ins, &ins->src[0], sample_function.coord_mask, &src0_param);
3599 shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, WINED3DSP_NOSWIZZLE, NULL, NULL, NULL,
3600 "%s", src0_param.param_str);
3603 /** Process the WINED3DSIO_TEXKILL instruction in GLSL.
3604 * If any of the first 3 components are < 0, discard this pixel */
3605 static void shader_glsl_texkill(const struct wined3d_shader_instruction *ins)
3607 glsl_dst_param_t dst_param;
3609 /* The argument is a destination parameter, and no writemasks are allowed */
3610 shader_glsl_add_dst_param(ins, &ins->dst[0], &dst_param);
3611 if (ins->ctx->reg_maps->shader_version.major >= 2)
3613 /* 2.0 shaders compare all 4 components in texkill */
3614 shader_addline(ins->ctx->buffer, "if (any(lessThan(%s.xyzw, vec4(0.0)))) discard;\n", dst_param.reg_name);
3616 /* 1.X shaders only compare the first 3 components, probably due to the nature of the texkill
3617 * instruction as a tex* instruction, and phase, which kills all a / w components. Even if all
3618 * 4 components are defined, only the first 3 are used
3620 shader_addline(ins->ctx->buffer, "if (any(lessThan(%s.xyz, vec3(0.0)))) discard;\n", dst_param.reg_name);
3624 /** Process the WINED3DSIO_DP2ADD instruction in GLSL.
3625 * dst = dot2(src0, src1) + src2 */
3626 static void shader_glsl_dp2add(const struct wined3d_shader_instruction *ins)
3628 glsl_src_param_t src0_param;
3629 glsl_src_param_t src1_param;
3630 glsl_src_param_t src2_param;
3632 unsigned int mask_size;
3634 write_mask = shader_glsl_append_dst(ins->ctx->buffer, ins);
3635 mask_size = shader_glsl_get_write_mask_size(write_mask);
3637 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1, &src0_param);
3638 shader_glsl_add_src_param(ins, &ins->src[1], WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1, &src1_param);
3639 shader_glsl_add_src_param(ins, &ins->src[2], WINED3DSP_WRITEMASK_0, &src2_param);
3641 if (mask_size > 1) {
3642 shader_addline(ins->ctx->buffer, "vec%d(dot(%s, %s) + %s));\n",
3643 mask_size, src0_param.param_str, src1_param.param_str, src2_param.param_str);
3645 shader_addline(ins->ctx->buffer, "dot(%s, %s) + %s);\n",
3646 src0_param.param_str, src1_param.param_str, src2_param.param_str);
3650 static void shader_glsl_input_pack(const struct wined3d_shader *shader, struct wined3d_shader_buffer *buffer,
3651 const struct wined3d_shader_signature_element *input_signature,
3652 const struct wined3d_shader_reg_maps *reg_maps,
3653 enum vertexprocessing_mode vertexprocessing)
3655 WORD map = reg_maps->input_registers;
3658 for (i = 0; map; map >>= 1, ++i)
3660 const char *semantic_name;
3665 if (!(map & 1)) continue;
3667 semantic_name = input_signature[i].semantic_name;
3668 semantic_idx = input_signature[i].semantic_idx;
3669 shader_glsl_write_mask_to_str(input_signature[i].mask, reg_mask);
3671 if (shader_match_semantic(semantic_name, WINED3DDECLUSAGE_TEXCOORD))
3673 if (semantic_idx < 8 && vertexprocessing == pretransformed)
3674 shader_addline(buffer, "IN[%u]%s = gl_TexCoord[%u]%s;\n",
3675 shader->u.ps.input_reg_map[i], reg_mask, semantic_idx, reg_mask);
3677 shader_addline(buffer, "IN[%u]%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
3678 shader->u.ps.input_reg_map[i], reg_mask, reg_mask);
3680 else if (shader_match_semantic(semantic_name, WINED3DDECLUSAGE_COLOR))
3683 shader_addline(buffer, "IN[%u]%s = vec4(gl_Color)%s;\n",
3684 shader->u.ps.input_reg_map[i], reg_mask, reg_mask);
3685 else if (semantic_idx == 1)
3686 shader_addline(buffer, "IN[%u]%s = vec4(gl_SecondaryColor)%s;\n",
3687 shader->u.ps.input_reg_map[i], reg_mask, reg_mask);
3689 shader_addline(buffer, "IN[%u]%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
3690 shader->u.ps.input_reg_map[i], reg_mask, reg_mask);
3694 shader_addline(buffer, "IN[%u]%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
3695 shader->u.ps.input_reg_map[i], reg_mask, reg_mask);
3700 /*********************************************
3701 * Vertex Shader Specific Code begins here
3702 ********************************************/
3704 static void add_glsl_program_entry(struct shader_glsl_priv *priv, struct glsl_shader_prog_link *entry) {
3705 glsl_program_key_t key;
3707 key.vshader = entry->vshader;
3708 key.pshader = entry->pshader;
3709 key.vs_args = entry->vs_args;
3710 key.ps_args = entry->ps_args;
3712 if (wine_rb_put(&priv->program_lookup, &key, &entry->program_lookup_entry) == -1)
3714 ERR("Failed to insert program entry.\n");
3718 static struct glsl_shader_prog_link *get_glsl_program_entry(struct shader_glsl_priv *priv,
3719 const struct wined3d_shader *vshader, const struct wined3d_shader *pshader,
3720 struct vs_compile_args *vs_args, struct ps_compile_args *ps_args)
3722 struct wine_rb_entry *entry;
3723 glsl_program_key_t key;
3725 key.vshader = vshader;
3726 key.pshader = pshader;
3727 key.vs_args = *vs_args;
3728 key.ps_args = *ps_args;
3730 entry = wine_rb_get(&priv->program_lookup, &key);
3731 return entry ? WINE_RB_ENTRY_VALUE(entry, struct glsl_shader_prog_link, program_lookup_entry) : NULL;
3734 /* GL locking is done by the caller */
3735 static void delete_glsl_program_entry(struct shader_glsl_priv *priv, const struct wined3d_gl_info *gl_info,
3736 struct glsl_shader_prog_link *entry)
3738 glsl_program_key_t key;
3740 key.vshader = entry->vshader;
3741 key.pshader = entry->pshader;
3742 key.vs_args = entry->vs_args;
3743 key.ps_args = entry->ps_args;
3744 wine_rb_remove(&priv->program_lookup, &key);
3746 GL_EXTCALL(glDeleteObjectARB(entry->programId));
3747 if (entry->vshader) list_remove(&entry->vshader_entry);
3748 if (entry->pshader) list_remove(&entry->pshader_entry);
3749 HeapFree(GetProcessHeap(), 0, entry->vuniformF_locations);
3750 HeapFree(GetProcessHeap(), 0, entry->puniformF_locations);
3751 HeapFree(GetProcessHeap(), 0, entry);
3754 static void handle_ps3_input(struct wined3d_shader_buffer *buffer,
3755 const struct wined3d_gl_info *gl_info, const DWORD *map,
3756 const struct wined3d_shader_signature_element *input_signature,
3757 const struct wined3d_shader_reg_maps *reg_maps_in,
3758 const struct wined3d_shader_signature_element *output_signature,
3759 const struct wined3d_shader_reg_maps *reg_maps_out)
3762 const char *semantic_name_in;
3763 UINT semantic_idx_in;
3766 unsigned int in_count = vec4_varyings(3, gl_info);
3768 char destination[50];
3769 WORD input_map, output_map;
3771 set = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*set) * (in_count + 2));
3773 input_map = reg_maps_in->input_registers;
3774 for (i = 0; input_map; input_map >>= 1, ++i)
3776 if (!(input_map & 1)) continue;
3779 /* Declared, but not read register */
3780 if (in_idx == ~0U) continue;
3781 if (in_idx >= (in_count + 2))
3783 FIXME("More input varyings declared than supported, expect issues.\n");
3787 if (in_idx == in_count) {
3788 sprintf(destination, "gl_FrontColor");
3789 } else if (in_idx == in_count + 1) {
3790 sprintf(destination, "gl_FrontSecondaryColor");
3792 sprintf(destination, "IN[%u]", in_idx);
3795 semantic_name_in = input_signature[i].semantic_name;
3796 semantic_idx_in = input_signature[i].semantic_idx;
3799 output_map = reg_maps_out->output_registers;
3800 for (j = 0; output_map; output_map >>= 1, ++j)
3804 if (!(output_map & 1)
3805 || semantic_idx_in != output_signature[j].semantic_idx
3806 || strcmp(semantic_name_in, output_signature[j].semantic_name)
3807 || !(mask = input_signature[i].mask & output_signature[j].mask))
3811 shader_glsl_write_mask_to_str(mask, reg_mask);
3813 shader_addline(buffer, "%s%s = OUT[%u]%s;\n",
3814 destination, reg_mask, j, reg_mask);
3818 for (i = 0; i < in_count + 2; ++i)
3822 if (!set[i] || set[i] == WINED3DSP_WRITEMASK_ALL)
3825 if (set[i] == ~0U) set[i] = 0;
3828 if (!(set[i] & WINED3DSP_WRITEMASK_0)) reg_mask[size++] = 'x';
3829 if (!(set[i] & WINED3DSP_WRITEMASK_1)) reg_mask[size++] = 'y';
3830 if (!(set[i] & WINED3DSP_WRITEMASK_2)) reg_mask[size++] = 'z';
3831 if (!(set[i] & WINED3DSP_WRITEMASK_3)) reg_mask[size++] = 'w';
3832 reg_mask[size] = '\0';
3834 if (i == in_count) sprintf(destination, "gl_FrontColor");
3835 else if (i == in_count + 1) sprintf(destination, "gl_FrontSecondaryColor");
3836 else sprintf(destination, "IN[%u]", i);
3838 if (size == 1) shader_addline(buffer, "%s.%s = 0.0;\n", destination, reg_mask);
3839 else shader_addline(buffer, "%s.%s = vec%u(0.0);\n", destination, reg_mask, size);
3842 HeapFree(GetProcessHeap(), 0, set);
3845 /* GL locking is done by the caller */
3846 static GLhandleARB generate_param_reorder_function(struct wined3d_shader_buffer *buffer,
3847 const struct wined3d_shader *vs, const struct wined3d_shader *ps,
3848 const struct wined3d_gl_info *gl_info)
3850 GLhandleARB ret = 0;
3851 DWORD ps_major = ps ? ps->reg_maps.shader_version.major : 0;
3853 const char *semantic_name;
3856 const struct wined3d_shader_signature_element *output_signature = vs->output_signature;
3857 WORD map = vs->reg_maps.output_registers;
3859 shader_buffer_clear(buffer);
3861 shader_addline(buffer, "#version 120\n");
3865 shader_addline(buffer, "void order_ps_input(in vec4 OUT[%u]) {\n", MAX_REG_OUTPUT);
3867 for (i = 0; map; map >>= 1, ++i)
3871 if (!(map & 1)) continue;
3873 semantic_name = output_signature[i].semantic_name;
3874 semantic_idx = output_signature[i].semantic_idx;
3875 write_mask = output_signature[i].mask;
3876 shader_glsl_write_mask_to_str(write_mask, reg_mask);
3878 if (shader_match_semantic(semantic_name, WINED3DDECLUSAGE_COLOR))
3881 shader_addline(buffer, "gl_FrontColor%s = OUT[%u]%s;\n",
3882 reg_mask, i, reg_mask);
3883 else if (semantic_idx == 1)
3884 shader_addline(buffer, "gl_FrontSecondaryColor%s = OUT[%u]%s;\n",
3885 reg_mask, i, reg_mask);
3887 else if (shader_match_semantic(semantic_name, WINED3DDECLUSAGE_POSITION))
3889 shader_addline(buffer, "gl_Position%s = OUT[%u]%s;\n",
3890 reg_mask, i, reg_mask);
3892 else if (shader_match_semantic(semantic_name, WINED3DDECLUSAGE_TEXCOORD))
3894 if (semantic_idx < 8)
3896 if (!(gl_info->quirks & WINED3D_QUIRK_SET_TEXCOORD_W) || ps_major > 0)
3897 write_mask |= WINED3DSP_WRITEMASK_3;
3899 shader_addline(buffer, "gl_TexCoord[%u]%s = OUT[%u]%s;\n",
3900 semantic_idx, reg_mask, i, reg_mask);
3901 if (!(write_mask & WINED3DSP_WRITEMASK_3))
3902 shader_addline(buffer, "gl_TexCoord[%u].w = 1.0;\n", semantic_idx);
3905 else if (shader_match_semantic(semantic_name, WINED3DDECLUSAGE_PSIZE))
3907 shader_addline(buffer, "gl_PointSize = OUT[%u].%c;\n", i, reg_mask[1]);
3909 else if (shader_match_semantic(semantic_name, WINED3DDECLUSAGE_FOG))
3911 shader_addline(buffer, "gl_FogFragCoord = OUT[%u].%c;\n", i, reg_mask[1]);
3914 shader_addline(buffer, "}\n");
3919 /* This one is tricky: a 3.0 pixel shader reads from a 3.0 vertex shader */
3920 shader_addline(buffer, "varying vec4 IN[%u];\n", vec4_varyings(3, gl_info));
3921 shader_addline(buffer, "void order_ps_input(in vec4 OUT[%u]) {\n", MAX_REG_OUTPUT);
3923 /* First, sort out position and point size. Those are not passed to the pixel shader */
3924 for (i = 0; map; map >>= 1, ++i)
3926 if (!(map & 1)) continue;
3928 semantic_name = output_signature[i].semantic_name;
3929 shader_glsl_write_mask_to_str(output_signature[i].mask, reg_mask);
3931 if (shader_match_semantic(semantic_name, WINED3DDECLUSAGE_POSITION))
3933 shader_addline(buffer, "gl_Position%s = OUT[%u]%s;\n",
3934 reg_mask, i, reg_mask);
3936 else if (shader_match_semantic(semantic_name, WINED3DDECLUSAGE_PSIZE))
3938 shader_addline(buffer, "gl_PointSize = OUT[%u].%c;\n", i, reg_mask[1]);
3942 /* Then, fix the pixel shader input */
3943 handle_ps3_input(buffer, gl_info, ps->u.ps.input_reg_map, ps->input_signature,
3944 &ps->reg_maps, output_signature, &vs->reg_maps);
3946 shader_addline(buffer, "}\n");
3949 ret = GL_EXTCALL(glCreateShaderObjectARB(GL_VERTEX_SHADER_ARB));
3950 checkGLcall("glCreateShaderObjectARB(GL_VERTEX_SHADER_ARB)");
3951 shader_glsl_compile(gl_info, ret, buffer->buffer);
3956 /* GL locking is done by the caller */
3957 static void hardcode_local_constants(const struct wined3d_shader *shader,
3958 const struct wined3d_gl_info *gl_info, GLhandleARB programId, char prefix)
3960 const local_constant *lconst;
3965 LIST_FOR_EACH_ENTRY(lconst, &shader->constantsF, local_constant, entry)
3967 value = (const float *)lconst->value;
3968 snprintf(glsl_name, sizeof(glsl_name), "%cLC%u", prefix, lconst->idx);
3969 tmp_loc = GL_EXTCALL(glGetUniformLocationARB(programId, glsl_name));
3970 GL_EXTCALL(glUniform4fvARB(tmp_loc, 1, value));
3972 checkGLcall("Hardcoding local constants");
3975 /* GL locking is done by the caller */
3976 static GLuint shader_glsl_generate_pshader(const struct wined3d_context *context,
3977 struct wined3d_shader_buffer *buffer, struct wined3d_shader *shader,
3978 const struct ps_compile_args *args, struct ps_np2fixup_info *np2fixup_info)
3980 const struct wined3d_shader_reg_maps *reg_maps = &shader->reg_maps;
3981 const struct wined3d_gl_info *gl_info = context->gl_info;
3982 const DWORD *function = shader->function;
3983 struct shader_glsl_ctx_priv priv_ctx;
3985 /* Create the hw GLSL shader object and assign it as the shader->prgId */
3986 GLhandleARB shader_obj = GL_EXTCALL(glCreateShaderObjectARB(GL_FRAGMENT_SHADER_ARB));
3988 memset(&priv_ctx, 0, sizeof(priv_ctx));
3989 priv_ctx.cur_ps_args = args;
3990 priv_ctx.cur_np2fixup_info = np2fixup_info;
3992 shader_addline(buffer, "#version 120\n");
3994 if (gl_info->supported[ARB_SHADER_TEXTURE_LOD] && reg_maps->usestexldd)
3996 shader_addline(buffer, "#extension GL_ARB_shader_texture_lod : enable\n");
3998 if (gl_info->supported[ARB_TEXTURE_RECTANGLE])
4000 /* The spec says that it doesn't have to be explicitly enabled, but the nvidia
4001 * drivers write a warning if we don't do so
4003 shader_addline(buffer, "#extension GL_ARB_texture_rectangle : enable\n");
4005 if (gl_info->supported[EXT_GPU_SHADER4])
4007 shader_addline(buffer, "#extension GL_EXT_gpu_shader4 : enable\n");
4010 /* Base Declarations */
4011 shader_generate_glsl_declarations(context, buffer, shader, reg_maps, &priv_ctx);
4013 /* Pack 3.0 inputs */
4014 if (reg_maps->shader_version.major >= 3 && args->vp_mode != vertexshader)
4015 shader_glsl_input_pack(shader, buffer, shader->input_signature, reg_maps, args->vp_mode);
4017 /* Base Shader Body */
4018 shader_generate_main(shader, buffer, reg_maps, function, &priv_ctx);
4020 /* Pixel shaders < 2.0 place the resulting color in R0 implicitly */
4021 if (reg_maps->shader_version.major < 2)
4023 /* Some older cards like GeforceFX ones don't support multiple buffers, so also not gl_FragData */
4024 shader_addline(buffer, "gl_FragData[0] = R0;\n");
4027 if (args->srgb_correction)
4029 shader_addline(buffer, "tmp0.xyz = pow(gl_FragData[0].xyz, vec3(srgb_const0.x));\n");
4030 shader_addline(buffer, "tmp0.xyz = tmp0.xyz * vec3(srgb_const0.y) - vec3(srgb_const0.z);\n");
4031 shader_addline(buffer, "tmp1.xyz = gl_FragData[0].xyz * vec3(srgb_const0.w);\n");
4032 shader_addline(buffer, "bvec3 srgb_compare = lessThan(gl_FragData[0].xyz, vec3(srgb_const1.x));\n");
4033 shader_addline(buffer, "gl_FragData[0].xyz = mix(tmp0.xyz, tmp1.xyz, vec3(srgb_compare));\n");
4034 shader_addline(buffer, "gl_FragData[0] = clamp(gl_FragData[0], 0.0, 1.0);\n");
4036 /* Pixel shader < 3.0 do not replace the fog stage.
4037 * This implements linear fog computation and blending.
4038 * TODO: non linear fog
4039 * NOTE: gl_Fog.start and gl_Fog.end don't hold fog start s and end e but
4040 * -1/(e-s) and e/(e-s) respectively.
4042 if (reg_maps->shader_version.major < 3)
4045 case FOG_OFF: break;
4047 shader_addline(buffer, "float fogstart = -1.0 / (gl_Fog.end - gl_Fog.start);\n");
4048 shader_addline(buffer, "float fogend = gl_Fog.end * -fogstart;\n");
4049 shader_addline(buffer, "float Fog = clamp(gl_FogFragCoord * fogstart + fogend, 0.0, 1.0);\n");
4050 shader_addline(buffer, "gl_FragData[0].xyz = mix(gl_Fog.color.xyz, gl_FragData[0].xyz, Fog);\n");
4053 /* Fog = e^(-gl_Fog.density * gl_FogFragCoord) */
4054 shader_addline(buffer, "float Fog = exp(-gl_Fog.density * gl_FogFragCoord);\n");
4055 shader_addline(buffer, "Fog = clamp(Fog, 0.0, 1.0);\n");
4056 shader_addline(buffer, "gl_FragData[0].xyz = mix(gl_Fog.color.xyz, gl_FragData[0].xyz, Fog);\n");
4059 /* Fog = e^(-(gl_Fog.density * gl_FogFragCoord)^2) */
4060 shader_addline(buffer, "float Fog = exp(-gl_Fog.density * gl_Fog.density * gl_FogFragCoord * gl_FogFragCoord);\n");
4061 shader_addline(buffer, "Fog = clamp(Fog, 0.0, 1.0);\n");
4062 shader_addline(buffer, "gl_FragData[0].xyz = mix(gl_Fog.color.xyz, gl_FragData[0].xyz, Fog);\n");
4067 shader_addline(buffer, "}\n");
4069 TRACE("Compiling shader object %u\n", shader_obj);
4070 shader_glsl_compile(gl_info, shader_obj, buffer->buffer);
4072 /* Store the shader object */
4076 /* GL locking is done by the caller */
4077 static GLuint shader_glsl_generate_vshader(const struct wined3d_context *context,
4078 struct wined3d_shader_buffer *buffer, struct wined3d_shader *shader,
4079 const struct vs_compile_args *args)
4081 const struct wined3d_shader_reg_maps *reg_maps = &shader->reg_maps;
4082 const struct wined3d_gl_info *gl_info = context->gl_info;
4083 const DWORD *function = shader->function;
4084 struct shader_glsl_ctx_priv priv_ctx;
4086 /* Create the hw GLSL shader program and assign it as the shader->prgId */
4087 GLhandleARB shader_obj = GL_EXTCALL(glCreateShaderObjectARB(GL_VERTEX_SHADER_ARB));
4089 shader_addline(buffer, "#version 120\n");
4091 if (gl_info->supported[EXT_GPU_SHADER4])
4092 shader_addline(buffer, "#extension GL_EXT_gpu_shader4 : enable\n");
4094 memset(&priv_ctx, 0, sizeof(priv_ctx));
4095 priv_ctx.cur_vs_args = args;
4097 /* Base Declarations */
4098 shader_generate_glsl_declarations(context, buffer, shader, reg_maps, &priv_ctx);
4100 /* Base Shader Body */
4101 shader_generate_main(shader, buffer, reg_maps, function, &priv_ctx);
4103 /* Unpack outputs */
4104 shader_addline(buffer, "order_ps_input(OUT);\n");
4106 /* The D3DRS_FOGTABLEMODE render state defines if the shader-generated fog coord is used
4107 * or if the fragment depth is used. If the fragment depth is used(FOGTABLEMODE != NONE),
4108 * the fog frag coord is thrown away. If the fog frag coord is used, but not written by
4109 * the shader, it is set to 0.0(fully fogged, since start = 1.0, end = 0.0)
4111 if (args->fog_src == VS_FOG_Z)
4112 shader_addline(buffer, "gl_FogFragCoord = gl_Position.z;\n");
4113 else if (!reg_maps->fog)
4114 shader_addline(buffer, "gl_FogFragCoord = 0.0;\n");
4116 /* We always store the clipplanes without y inversion */
4117 if (args->clip_enabled)
4118 shader_addline(buffer, "gl_ClipVertex = gl_Position;\n");
4120 /* Write the final position.
4122 * OpenGL coordinates specify the center of the pixel while d3d coords specify
4123 * the corner. The offsets are stored in z and w in posFixup. posFixup.y contains
4124 * 1.0 or -1.0 to turn the rendering upside down for offscreen rendering. PosFixup.x
4125 * contains 1.0 to allow a mad.
4127 shader_addline(buffer, "gl_Position.y = gl_Position.y * posFixup.y;\n");
4128 shader_addline(buffer, "gl_Position.xy += posFixup.zw * gl_Position.ww;\n");
4130 /* Z coord [0;1]->[-1;1] mapping, see comment in transform_projection in state.c
4132 * Basically we want (in homogeneous coordinates) z = z * 2 - 1. However, shaders are run
4133 * before the homogeneous divide, so we have to take the w into account: z = ((z / w) * 2 - 1) * w,
4134 * which is the same as z = z * 2 - w.
4136 shader_addline(buffer, "gl_Position.z = gl_Position.z * 2.0 - gl_Position.w;\n");
4138 shader_addline(buffer, "}\n");
4140 TRACE("Compiling shader object %u\n", shader_obj);
4141 shader_glsl_compile(gl_info, shader_obj, buffer->buffer);
4146 static GLhandleARB find_glsl_pshader(const struct wined3d_context *context,
4147 struct wined3d_shader_buffer *buffer, struct wined3d_shader *shader,
4148 const struct ps_compile_args *args, const struct ps_np2fixup_info **np2fixup_info)
4150 struct wined3d_state *state = &shader->device->stateBlock->state;
4153 struct glsl_ps_compiled_shader *new_array;
4154 struct glsl_pshader_private *shader_data;
4155 struct ps_np2fixup_info *np2fixup = NULL;
4158 if (!shader->backend_data)
4160 shader->backend_data = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*shader_data));
4161 if (!shader->backend_data)
4163 ERR("Failed to allocate backend data.\n");
4167 shader_data = shader->backend_data;
4169 /* Usually we have very few GL shaders for each d3d shader(just 1 or maybe 2),
4170 * so a linear search is more performant than a hashmap or a binary search
4171 * (cache coherency etc)
4173 for (i = 0; i < shader_data->num_gl_shaders; ++i)
4175 if (!memcmp(&shader_data->gl_shaders[i].args, args, sizeof(*args)))
4177 if (args->np2_fixup) *np2fixup_info = &shader_data->gl_shaders[i].np2fixup;
4178 return shader_data->gl_shaders[i].prgId;
4182 TRACE("No matching GL shader found for shader %p, compiling a new shader.\n", shader);
4183 if(shader_data->shader_array_size == shader_data->num_gl_shaders) {
4184 if (shader_data->num_gl_shaders)
4186 new_size = shader_data->shader_array_size + max(1, shader_data->shader_array_size / 2);
4187 new_array = HeapReAlloc(GetProcessHeap(), 0, shader_data->gl_shaders,
4188 new_size * sizeof(*shader_data->gl_shaders));
4190 new_array = HeapAlloc(GetProcessHeap(), 0, sizeof(*shader_data->gl_shaders));
4195 ERR("Out of memory\n");
4198 shader_data->gl_shaders = new_array;
4199 shader_data->shader_array_size = new_size;
4202 shader_data->gl_shaders[shader_data->num_gl_shaders].args = *args;
4204 memset(&shader_data->gl_shaders[shader_data->num_gl_shaders].np2fixup, 0, sizeof(struct ps_np2fixup_info));
4205 if (args->np2_fixup) np2fixup = &shader_data->gl_shaders[shader_data->num_gl_shaders].np2fixup;
4207 pixelshader_update_samplers(&shader->reg_maps, state->textures);
4209 shader_buffer_clear(buffer);
4210 ret = shader_glsl_generate_pshader(context, buffer, shader, args, np2fixup);
4211 shader_data->gl_shaders[shader_data->num_gl_shaders++].prgId = ret;
4212 *np2fixup_info = np2fixup;
4217 static inline BOOL vs_args_equal(const struct vs_compile_args *stored, const struct vs_compile_args *new,
4218 const DWORD use_map) {
4219 if((stored->swizzle_map & use_map) != new->swizzle_map) return FALSE;
4220 if((stored->clip_enabled) != new->clip_enabled) return FALSE;
4221 return stored->fog_src == new->fog_src;
4224 static GLhandleARB find_glsl_vshader(const struct wined3d_context *context,
4225 struct wined3d_shader_buffer *buffer, struct wined3d_shader *shader,
4226 const struct vs_compile_args *args)
4230 struct glsl_vs_compiled_shader *new_array;
4231 DWORD use_map = shader->device->strided_streams.use_map;
4232 struct glsl_vshader_private *shader_data;
4235 if (!shader->backend_data)
4237 shader->backend_data = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*shader_data));
4238 if (!shader->backend_data)
4240 ERR("Failed to allocate backend data.\n");
4244 shader_data = shader->backend_data;
4246 /* Usually we have very few GL shaders for each d3d shader(just 1 or maybe 2),
4247 * so a linear search is more performant than a hashmap or a binary search
4248 * (cache coherency etc)
4250 for(i = 0; i < shader_data->num_gl_shaders; i++) {
4251 if(vs_args_equal(&shader_data->gl_shaders[i].args, args, use_map)) {
4252 return shader_data->gl_shaders[i].prgId;
4256 TRACE("No matching GL shader found for shader %p, compiling a new shader.\n", shader);
4258 if(shader_data->shader_array_size == shader_data->num_gl_shaders) {
4259 if (shader_data->num_gl_shaders)
4261 new_size = shader_data->shader_array_size + max(1, shader_data->shader_array_size / 2);
4262 new_array = HeapReAlloc(GetProcessHeap(), 0, shader_data->gl_shaders,
4263 new_size * sizeof(*shader_data->gl_shaders));
4265 new_array = HeapAlloc(GetProcessHeap(), 0, sizeof(*shader_data->gl_shaders));
4270 ERR("Out of memory\n");
4273 shader_data->gl_shaders = new_array;
4274 shader_data->shader_array_size = new_size;
4277 shader_data->gl_shaders[shader_data->num_gl_shaders].args = *args;
4279 shader_buffer_clear(buffer);
4280 ret = shader_glsl_generate_vshader(context, buffer, shader, args);
4281 shader_data->gl_shaders[shader_data->num_gl_shaders++].prgId = ret;
4286 /** Sets the GLSL program ID for the given pixel and vertex shader combination.
4287 * It sets the programId on the current StateBlock (because it should be called
4288 * inside of the DrawPrimitive() part of the render loop).
4290 * If a program for the given combination does not exist, create one, and store
4291 * the program in the hash table. If it creates a program, it will link the
4292 * given objects, too.
4295 /* GL locking is done by the caller */
4296 static void set_glsl_shader_program(const struct wined3d_context *context,
4297 IWineD3DDeviceImpl *device, BOOL use_ps, BOOL use_vs)
4299 const struct wined3d_state *state = &device->stateBlock->state;
4300 struct wined3d_shader *vshader = use_vs ? state->vertex_shader : NULL;
4301 struct wined3d_shader *pshader = use_ps ? state->pixel_shader : NULL;
4302 const struct wined3d_gl_info *gl_info = context->gl_info;
4303 struct shader_glsl_priv *priv = device->shader_priv;
4304 struct glsl_shader_prog_link *entry = NULL;
4305 GLhandleARB programId = 0;
4306 GLhandleARB reorder_shader_id = 0;
4309 struct ps_compile_args ps_compile_args;
4310 struct vs_compile_args vs_compile_args;
4312 if (vshader) find_vs_compile_args(state, vshader, &vs_compile_args);
4313 if (pshader) find_ps_compile_args(state, pshader, &ps_compile_args);
4315 entry = get_glsl_program_entry(priv, vshader, pshader, &vs_compile_args, &ps_compile_args);
4318 priv->glsl_program = entry;
4322 /* If we get to this point, then no matching program exists, so we create one */
4323 programId = GL_EXTCALL(glCreateProgramObjectARB());
4324 TRACE("Created new GLSL shader program %u\n", programId);
4326 /* Create the entry */
4327 entry = HeapAlloc(GetProcessHeap(), 0, sizeof(struct glsl_shader_prog_link));
4328 entry->programId = programId;
4329 entry->vshader = vshader;
4330 entry->pshader = pshader;
4331 entry->vs_args = vs_compile_args;
4332 entry->ps_args = ps_compile_args;
4333 entry->constant_version = 0;
4334 entry->np2Fixup_info = NULL;
4335 /* Add the hash table entry */
4336 add_glsl_program_entry(priv, entry);
4338 /* Set the current program */
4339 priv->glsl_program = entry;
4341 /* Attach GLSL vshader */
4344 GLhandleARB vshader_id = find_glsl_vshader(context, &priv->shader_buffer, vshader, &vs_compile_args);
4345 WORD map = vshader->reg_maps.input_registers;
4348 reorder_shader_id = generate_param_reorder_function(&priv->shader_buffer, vshader, pshader, gl_info);
4349 TRACE("Attaching GLSL shader object %u to program %u\n", reorder_shader_id, programId);
4350 GL_EXTCALL(glAttachObjectARB(programId, reorder_shader_id));
4351 checkGLcall("glAttachObjectARB");
4352 /* Flag the reorder function for deletion, then it will be freed automatically when the program
4355 GL_EXTCALL(glDeleteObjectARB(reorder_shader_id));
4357 TRACE("Attaching GLSL shader object %u to program %u\n", vshader_id, programId);
4358 GL_EXTCALL(glAttachObjectARB(programId, vshader_id));
4359 checkGLcall("glAttachObjectARB");
4361 /* Bind vertex attributes to a corresponding index number to match
4362 * the same index numbers as ARB_vertex_programs (makes loading
4363 * vertex attributes simpler). With this method, we can use the
4364 * exact same code to load the attributes later for both ARB and
4367 * We have to do this here because we need to know the Program ID
4368 * in order to make the bindings work, and it has to be done prior
4369 * to linking the GLSL program. */
4370 for (i = 0; map; map >>= 1, ++i)
4372 if (!(map & 1)) continue;
4374 snprintf(tmp_name, sizeof(tmp_name), "attrib%u", i);
4375 GL_EXTCALL(glBindAttribLocationARB(programId, i, tmp_name));
4377 checkGLcall("glBindAttribLocationARB");
4379 list_add_head(&vshader->linked_programs, &entry->vshader_entry);
4382 /* Attach GLSL pshader */
4385 GLhandleARB pshader_id = find_glsl_pshader(context, &priv->shader_buffer,
4386 pshader, &ps_compile_args, &entry->np2Fixup_info);
4387 TRACE("Attaching GLSL shader object %u to program %u\n", pshader_id, programId);
4388 GL_EXTCALL(glAttachObjectARB(programId, pshader_id));
4389 checkGLcall("glAttachObjectARB");
4391 list_add_head(&pshader->linked_programs, &entry->pshader_entry);
4394 /* Link the program */
4395 TRACE("Linking GLSL shader program %u\n", programId);
4396 GL_EXTCALL(glLinkProgramARB(programId));
4397 shader_glsl_validate_link(gl_info, programId);
4399 entry->vuniformF_locations = HeapAlloc(GetProcessHeap(), 0,
4400 sizeof(GLhandleARB) * gl_info->limits.glsl_vs_float_constants);
4401 for (i = 0; i < gl_info->limits.glsl_vs_float_constants; ++i)
4403 snprintf(glsl_name, sizeof(glsl_name), "VC[%i]", i);
4404 entry->vuniformF_locations[i] = GL_EXTCALL(glGetUniformLocationARB(programId, glsl_name));
4406 for (i = 0; i < MAX_CONST_I; ++i)
4408 snprintf(glsl_name, sizeof(glsl_name), "VI[%i]", i);
4409 entry->vuniformI_locations[i] = GL_EXTCALL(glGetUniformLocationARB(programId, glsl_name));
4411 entry->puniformF_locations = HeapAlloc(GetProcessHeap(), 0,
4412 sizeof(GLhandleARB) * gl_info->limits.glsl_ps_float_constants);
4413 for (i = 0; i < gl_info->limits.glsl_ps_float_constants; ++i)
4415 snprintf(glsl_name, sizeof(glsl_name), "PC[%i]", i);
4416 entry->puniformF_locations[i] = GL_EXTCALL(glGetUniformLocationARB(programId, glsl_name));
4418 for (i = 0; i < MAX_CONST_I; ++i)
4420 snprintf(glsl_name, sizeof(glsl_name), "PI[%i]", i);
4421 entry->puniformI_locations[i] = GL_EXTCALL(glGetUniformLocationARB(programId, glsl_name));
4427 for(i = 0; i < MAX_TEXTURES; i++) {
4428 sprintf(name, "bumpenvmat%u", i);
4429 entry->bumpenvmat_location[i] = GL_EXTCALL(glGetUniformLocationARB(programId, name));
4430 sprintf(name, "luminancescale%u", i);
4431 entry->luminancescale_location[i] = GL_EXTCALL(glGetUniformLocationARB(programId, name));
4432 sprintf(name, "luminanceoffset%u", i);
4433 entry->luminanceoffset_location[i] = GL_EXTCALL(glGetUniformLocationARB(programId, name));
4436 if (ps_compile_args.np2_fixup) {
4437 if (entry->np2Fixup_info) {
4438 entry->np2Fixup_location = GL_EXTCALL(glGetUniformLocationARB(programId, "PsamplerNP2Fixup"));
4440 FIXME("NP2 texcoord fixup needed for this pixelshader, but no fixup uniform found.\n");
4445 entry->posFixup_location = GL_EXTCALL(glGetUniformLocationARB(programId, "posFixup"));
4446 entry->ycorrection_location = GL_EXTCALL(glGetUniformLocationARB(programId, "ycorrection"));
4447 checkGLcall("Find glsl program uniform locations");
4449 if (pshader && pshader->reg_maps.shader_version.major >= 3
4450 && pshader->u.ps.declared_in_count > vec4_varyings(3, gl_info))
4452 TRACE("Shader %d needs vertex color clamping disabled\n", programId);
4453 entry->vertex_color_clamp = GL_FALSE;
4455 entry->vertex_color_clamp = GL_FIXED_ONLY_ARB;
4458 /* Set the shader to allow uniform loading on it */
4459 GL_EXTCALL(glUseProgramObjectARB(programId));
4460 checkGLcall("glUseProgramObjectARB(programId)");
4462 /* Load the vertex and pixel samplers now. The function that finds the mappings makes sure
4463 * that it stays the same for each vertexshader-pixelshader pair(=linked glsl program). If
4464 * a pshader with fixed function pipeline is used there are no vertex samplers, and if a
4465 * vertex shader with fixed function pixel processing is used we make sure that the card
4466 * supports enough samplers to allow the max number of vertex samplers with all possible
4467 * fixed function fragment processing setups. So once the program is linked these samplers
4470 if (vshader) shader_glsl_load_vsamplers(gl_info, device->texUnitMap, programId);
4471 if (pshader) shader_glsl_load_psamplers(gl_info, device->texUnitMap, programId);
4473 /* If the local constants do not have to be loaded with the environment constants,
4474 * load them now to have them hardcoded in the GLSL program. This saves some CPU cycles
4477 if (pshader && !pshader->load_local_constsF)
4478 hardcode_local_constants(pshader, gl_info, programId, 'P');
4479 if (vshader && !vshader->load_local_constsF)
4480 hardcode_local_constants(vshader, gl_info, programId, 'V');
4483 /* GL locking is done by the caller */
4484 static GLhandleARB create_glsl_blt_shader(const struct wined3d_gl_info *gl_info, enum tex_types tex_type, BOOL masked)
4486 GLhandleARB program_id;
4487 GLhandleARB vshader_id, pshader_id;
4488 const char *blt_pshader;
4490 static const char *blt_vshader =
4494 " gl_Position = gl_Vertex;\n"
4495 " gl_FrontColor = vec4(1.0);\n"
4496 " gl_TexCoord[0] = gl_MultiTexCoord0;\n"
4499 static const char * const blt_pshaders_full[tex_type_count] =
4505 "uniform sampler2D sampler;\n"
4508 " gl_FragDepth = texture2D(sampler, gl_TexCoord[0].xy).x;\n"
4514 "uniform samplerCube sampler;\n"
4517 " gl_FragDepth = textureCube(sampler, gl_TexCoord[0].xyz).x;\n"
4521 "#extension GL_ARB_texture_rectangle : enable\n"
4522 "uniform sampler2DRect sampler;\n"
4525 " gl_FragDepth = texture2DRect(sampler, gl_TexCoord[0].xy).x;\n"
4529 static const char * const blt_pshaders_masked[tex_type_count] =
4535 "uniform sampler2D sampler;\n"
4536 "uniform vec4 mask;\n"
4539 " if (all(lessThan(gl_FragCoord.xy, mask.zw))) discard;\n"
4540 " gl_FragDepth = texture2D(sampler, gl_TexCoord[0].xy).x;\n"
4546 "uniform samplerCube sampler;\n"
4547 "uniform vec4 mask;\n"
4550 " if (all(lessThan(gl_FragCoord.xy, mask.zw))) discard;\n"
4551 " gl_FragDepth = textureCube(sampler, gl_TexCoord[0].xyz).x;\n"
4555 "#extension GL_ARB_texture_rectangle : enable\n"
4556 "uniform sampler2DRect sampler;\n"
4557 "uniform vec4 mask;\n"
4560 " if (all(lessThan(gl_FragCoord.xy, mask.zw))) discard;\n"
4561 " gl_FragDepth = texture2DRect(sampler, gl_TexCoord[0].xy).x;\n"
4565 blt_pshader = masked ? blt_pshaders_masked[tex_type] : blt_pshaders_full[tex_type];
4568 FIXME("tex_type %#x not supported\n", tex_type);
4572 vshader_id = GL_EXTCALL(glCreateShaderObjectARB(GL_VERTEX_SHADER_ARB));
4573 shader_glsl_compile(gl_info, vshader_id, blt_vshader);
4575 pshader_id = GL_EXTCALL(glCreateShaderObjectARB(GL_FRAGMENT_SHADER_ARB));
4576 shader_glsl_compile(gl_info, pshader_id, blt_pshader);
4578 program_id = GL_EXTCALL(glCreateProgramObjectARB());
4579 GL_EXTCALL(glAttachObjectARB(program_id, vshader_id));
4580 GL_EXTCALL(glAttachObjectARB(program_id, pshader_id));
4581 GL_EXTCALL(glLinkProgramARB(program_id));
4583 shader_glsl_validate_link(gl_info, program_id);
4585 /* Once linked we can mark the shaders for deletion. They will be deleted once the program
4588 GL_EXTCALL(glDeleteObjectARB(vshader_id));
4589 GL_EXTCALL(glDeleteObjectARB(pshader_id));
4593 /* GL locking is done by the caller */
4594 static void shader_glsl_select(const struct wined3d_context *context, BOOL usePS, BOOL useVS)
4596 const struct wined3d_gl_info *gl_info = context->gl_info;
4597 IWineD3DDeviceImpl *device = context->swapchain->device;
4598 struct shader_glsl_priv *priv = device->shader_priv;
4599 GLhandleARB program_id = 0;
4600 GLenum old_vertex_color_clamp, current_vertex_color_clamp;
4602 old_vertex_color_clamp = priv->glsl_program ? priv->glsl_program->vertex_color_clamp : GL_FIXED_ONLY_ARB;
4604 if (useVS || usePS) set_glsl_shader_program(context, device, usePS, useVS);
4605 else priv->glsl_program = NULL;
4607 current_vertex_color_clamp = priv->glsl_program ? priv->glsl_program->vertex_color_clamp : GL_FIXED_ONLY_ARB;
4609 if (old_vertex_color_clamp != current_vertex_color_clamp)
4611 if (gl_info->supported[ARB_COLOR_BUFFER_FLOAT])
4613 GL_EXTCALL(glClampColorARB(GL_CLAMP_VERTEX_COLOR_ARB, current_vertex_color_clamp));
4614 checkGLcall("glClampColorARB");
4618 FIXME("vertex color clamp needs to be changed, but extension not supported.\n");
4622 program_id = priv->glsl_program ? priv->glsl_program->programId : 0;
4623 if (program_id) TRACE("Using GLSL program %u\n", program_id);
4624 GL_EXTCALL(glUseProgramObjectARB(program_id));
4625 checkGLcall("glUseProgramObjectARB");
4627 /* In case that NP2 texcoord fixup data is found for the selected program, trigger a reload of the
4628 * constants. This has to be done because it can't be guaranteed that sampler() (from state.c) is
4629 * called between selecting the shader and using it, which results in wrong fixup for some frames. */
4630 if (priv->glsl_program && priv->glsl_program->np2Fixup_info)
4632 shader_glsl_load_np2fixup_constants(priv, gl_info, &device->stateBlock->state);
4636 /* GL locking is done by the caller */
4637 static void shader_glsl_select_depth_blt(void *shader_priv, const struct wined3d_gl_info *gl_info,
4638 enum tex_types tex_type, const SIZE *ds_mask_size)
4640 BOOL masked = ds_mask_size->cx && ds_mask_size->cy;
4641 struct shader_glsl_priv *priv = shader_priv;
4642 GLhandleARB *blt_program;
4645 blt_program = masked ? &priv->depth_blt_program_masked[tex_type] : &priv->depth_blt_program_full[tex_type];
4648 *blt_program = create_glsl_blt_shader(gl_info, tex_type, masked);
4649 loc = GL_EXTCALL(glGetUniformLocationARB(*blt_program, "sampler"));
4650 GL_EXTCALL(glUseProgramObjectARB(*blt_program));
4651 GL_EXTCALL(glUniform1iARB(loc, 0));
4655 GL_EXTCALL(glUseProgramObjectARB(*blt_program));
4660 loc = GL_EXTCALL(glGetUniformLocationARB(*blt_program, "mask"));
4661 GL_EXTCALL(glUniform4fARB(loc, 0.0f, 0.0f, (float)ds_mask_size->cx, (float)ds_mask_size->cy));
4665 /* GL locking is done by the caller */
4666 static void shader_glsl_deselect_depth_blt(void *shader_priv, const struct wined3d_gl_info *gl_info)
4668 struct shader_glsl_priv *priv = shader_priv;
4669 GLhandleARB program_id;
4671 program_id = priv->glsl_program ? priv->glsl_program->programId : 0;
4672 if (program_id) TRACE("Using GLSL program %u\n", program_id);
4674 GL_EXTCALL(glUseProgramObjectARB(program_id));
4675 checkGLcall("glUseProgramObjectARB");
4678 static void shader_glsl_destroy(struct wined3d_shader *shader)
4680 const struct list *linked_programs;
4681 IWineD3DDeviceImpl *device = shader->device;
4682 struct shader_glsl_priv *priv = device->shader_priv;
4683 const struct wined3d_gl_info *gl_info;
4684 struct wined3d_context *context;
4686 char pshader = shader_is_pshader_version(shader->reg_maps.shader_version.type);
4690 struct glsl_pshader_private *shader_data = shader->backend_data;
4692 if (!shader_data || !shader_data->num_gl_shaders)
4694 HeapFree(GetProcessHeap(), 0, shader_data);
4695 shader->backend_data = NULL;
4699 context = context_acquire(device, NULL);
4700 gl_info = context->gl_info;
4702 if (priv->glsl_program && priv->glsl_program->pshader == shader)
4705 shader_glsl_select(context, FALSE, FALSE);
4711 struct glsl_vshader_private *shader_data = shader->backend_data;
4713 if (!shader_data || !shader_data->num_gl_shaders)
4715 HeapFree(GetProcessHeap(), 0, shader_data);
4716 shader->backend_data = NULL;
4720 context = context_acquire(device, NULL);
4721 gl_info = context->gl_info;
4723 if (priv->glsl_program && priv->glsl_program->vshader == shader)
4726 shader_glsl_select(context, FALSE, FALSE);
4731 linked_programs = &shader->linked_programs;
4733 TRACE("Deleting linked programs\n");
4734 if (linked_programs->next) {
4735 struct glsl_shader_prog_link *entry, *entry2;
4739 LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, linked_programs, struct glsl_shader_prog_link, pshader_entry) {
4740 delete_glsl_program_entry(priv, gl_info, entry);
4743 LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, linked_programs, struct glsl_shader_prog_link, vshader_entry) {
4744 delete_glsl_program_entry(priv, gl_info, entry);
4752 struct glsl_pshader_private *shader_data = shader->backend_data;
4756 for(i = 0; i < shader_data->num_gl_shaders; i++) {
4757 TRACE("deleting pshader %u\n", shader_data->gl_shaders[i].prgId);
4758 GL_EXTCALL(glDeleteObjectARB(shader_data->gl_shaders[i].prgId));
4759 checkGLcall("glDeleteObjectARB");
4762 HeapFree(GetProcessHeap(), 0, shader_data->gl_shaders);
4766 struct glsl_vshader_private *shader_data = shader->backend_data;
4770 for(i = 0; i < shader_data->num_gl_shaders; i++) {
4771 TRACE("deleting vshader %u\n", shader_data->gl_shaders[i].prgId);
4772 GL_EXTCALL(glDeleteObjectARB(shader_data->gl_shaders[i].prgId));
4773 checkGLcall("glDeleteObjectARB");
4776 HeapFree(GetProcessHeap(), 0, shader_data->gl_shaders);
4779 HeapFree(GetProcessHeap(), 0, shader->backend_data);
4780 shader->backend_data = NULL;
4782 context_release(context);
4785 static int glsl_program_key_compare(const void *key, const struct wine_rb_entry *entry)
4787 const glsl_program_key_t *k = key;
4788 const struct glsl_shader_prog_link *prog = WINE_RB_ENTRY_VALUE(entry,
4789 const struct glsl_shader_prog_link, program_lookup_entry);
4792 if (k->vshader > prog->vshader) return 1;
4793 else if (k->vshader < prog->vshader) return -1;
4795 if (k->pshader > prog->pshader) return 1;
4796 else if (k->pshader < prog->pshader) return -1;
4798 if (k->vshader && (cmp = memcmp(&k->vs_args, &prog->vs_args, sizeof(prog->vs_args)))) return cmp;
4799 if (k->pshader && (cmp = memcmp(&k->ps_args, &prog->ps_args, sizeof(prog->ps_args)))) return cmp;
4804 static BOOL constant_heap_init(struct constant_heap *heap, unsigned int constant_count)
4806 SIZE_T size = (constant_count + 1) * sizeof(*heap->entries) + constant_count * sizeof(*heap->positions);
4807 void *mem = HeapAlloc(GetProcessHeap(), 0, size);
4811 ERR("Failed to allocate memory\n");
4815 heap->entries = mem;
4816 heap->entries[1].version = 0;
4817 heap->positions = (unsigned int *)(heap->entries + constant_count + 1);
4823 static void constant_heap_free(struct constant_heap *heap)
4825 HeapFree(GetProcessHeap(), 0, heap->entries);
4828 static const struct wine_rb_functions wined3d_glsl_program_rb_functions =
4833 glsl_program_key_compare,
4836 static HRESULT shader_glsl_alloc(IWineD3DDeviceImpl *device)
4838 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
4839 struct shader_glsl_priv *priv = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(struct shader_glsl_priv));
4840 SIZE_T stack_size = wined3d_log2i(max(gl_info->limits.glsl_vs_float_constants,
4841 gl_info->limits.glsl_ps_float_constants)) + 1;
4843 if (!shader_buffer_init(&priv->shader_buffer))
4845 ERR("Failed to initialize shader buffer.\n");
4849 priv->stack = HeapAlloc(GetProcessHeap(), 0, stack_size * sizeof(*priv->stack));
4852 ERR("Failed to allocate memory.\n");
4856 if (!constant_heap_init(&priv->vconst_heap, gl_info->limits.glsl_vs_float_constants))
4858 ERR("Failed to initialize vertex shader constant heap\n");
4862 if (!constant_heap_init(&priv->pconst_heap, gl_info->limits.glsl_ps_float_constants))
4864 ERR("Failed to initialize pixel shader constant heap\n");
4868 if (wine_rb_init(&priv->program_lookup, &wined3d_glsl_program_rb_functions) == -1)
4870 ERR("Failed to initialize rbtree.\n");
4874 priv->next_constant_version = 1;
4876 device->shader_priv = priv;
4880 constant_heap_free(&priv->pconst_heap);
4881 constant_heap_free(&priv->vconst_heap);
4882 HeapFree(GetProcessHeap(), 0, priv->stack);
4883 shader_buffer_free(&priv->shader_buffer);
4884 HeapFree(GetProcessHeap(), 0, priv);
4885 return E_OUTOFMEMORY;
4888 /* Context activation is done by the caller. */
4889 static void shader_glsl_free(IWineD3DDeviceImpl *device)
4891 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
4892 struct shader_glsl_priv *priv = device->shader_priv;
4896 for (i = 0; i < tex_type_count; ++i)
4898 if (priv->depth_blt_program_full[i])
4900 GL_EXTCALL(glDeleteObjectARB(priv->depth_blt_program_full[i]));
4902 if (priv->depth_blt_program_masked[i])
4904 GL_EXTCALL(glDeleteObjectARB(priv->depth_blt_program_masked[i]));
4909 wine_rb_destroy(&priv->program_lookup, NULL, NULL);
4910 constant_heap_free(&priv->pconst_heap);
4911 constant_heap_free(&priv->vconst_heap);
4912 HeapFree(GetProcessHeap(), 0, priv->stack);
4913 shader_buffer_free(&priv->shader_buffer);
4915 HeapFree(GetProcessHeap(), 0, device->shader_priv);
4916 device->shader_priv = NULL;
4919 static BOOL shader_glsl_dirty_const(void)
4921 /* TODO: GL_EXT_bindable_uniform can be used to share constants across shaders */
4925 static void shader_glsl_get_caps(const struct wined3d_gl_info *gl_info, struct shader_caps *pCaps)
4927 /* Nvidia Geforce6/7 or Ati R4xx/R5xx cards with GLSL support, support VS 3.0 but older Nvidia/Ati
4928 * models with GLSL support only support 2.0. In case of nvidia we can detect VS 2.0 support based
4929 * on the version of NV_vertex_program.
4930 * For Ati cards there's no way using glsl (it abstracts the lowlevel info away) and also not
4931 * using ARB_vertex_program. It is safe to assume that when a card supports pixel shader 2.0 it
4932 * supports vertex shader 2.0 too and the way around. We can detect ps2.0 using the maximum number
4933 * of native instructions, so use that here. For more info see the pixel shader versioning code below.
4935 if ((gl_info->supported[NV_VERTEX_PROGRAM2] && !gl_info->supported[NV_VERTEX_PROGRAM3])
4936 || gl_info->limits.arb_ps_instructions <= 512)
4937 pCaps->VertexShaderVersion = WINED3DVS_VERSION(2,0);
4939 pCaps->VertexShaderVersion = WINED3DVS_VERSION(3,0);
4940 TRACE_(d3d_caps)("Hardware vertex shader version %d.%d enabled (GLSL)\n", (pCaps->VertexShaderVersion >> 8) & 0xff, pCaps->VertexShaderVersion & 0xff);
4941 pCaps->MaxVertexShaderConst = gl_info->limits.glsl_vs_float_constants;
4943 /* Older DX9-class videocards (GeforceFX / Radeon >9500/X*00) only support pixel shader 2.0/2.0a/2.0b.
4944 * In OpenGL the extensions related to GLSL abstract lowlevel GL info away which is needed
4945 * to distinguish between 2.0 and 3.0 (and 2.0a/2.0b). In case of Nvidia we use their fragment
4946 * program extensions. On other hardware including ATI GL_ARB_fragment_program offers the info
4947 * in max native instructions. Intel and others also offer the info in this extension but they
4948 * don't support GLSL (at least on Windows).
4950 * PS2.0 requires at least 96 instructions, 2.0a/2.0b go up to 512. Assume that if the number
4951 * of instructions is 512 or less we have to do with ps2.0 hardware.
4952 * NOTE: ps3.0 hardware requires 512 or more instructions but ati and nvidia offer 'enough' (1024 vs 4096) on their most basic ps3.0 hardware.
4954 if ((gl_info->supported[NV_FRAGMENT_PROGRAM] && !gl_info->supported[NV_FRAGMENT_PROGRAM2])
4955 || gl_info->limits.arb_ps_instructions <= 512)
4956 pCaps->PixelShaderVersion = WINED3DPS_VERSION(2,0);
4958 pCaps->PixelShaderVersion = WINED3DPS_VERSION(3,0);
4960 pCaps->MaxPixelShaderConst = gl_info->limits.glsl_ps_float_constants;
4962 /* FIXME: The following line is card dependent. -8.0 to 8.0 is the
4963 * Direct3D minimum requirement.
4965 * Both GL_ARB_fragment_program and GLSL require a "maximum representable magnitude"
4966 * of colors to be 2^10, and 2^32 for other floats. Should we use 1024 here?
4968 * The problem is that the refrast clamps temporary results in the shader to
4969 * [-MaxValue;+MaxValue]. If the card's max value is bigger than the one we advertize here,
4970 * then applications may miss the clamping behavior. On the other hand, if it is smaller,
4971 * the shader will generate incorrect results too. Unfortunately, GL deliberately doesn't
4972 * offer a way to query this.
4974 pCaps->PixelShader1xMaxValue = 8.0;
4975 TRACE_(d3d_caps)("Hardware pixel shader version %d.%d enabled (GLSL)\n", (pCaps->PixelShaderVersion >> 8) & 0xff, pCaps->PixelShaderVersion & 0xff);
4977 pCaps->VSClipping = TRUE;
4980 static BOOL shader_glsl_color_fixup_supported(struct color_fixup_desc fixup)
4982 if (TRACE_ON(d3d_shader) && TRACE_ON(d3d))
4984 TRACE("Checking support for fixup:\n");
4985 dump_color_fixup_desc(fixup);
4988 /* We support everything except YUV conversions. */
4989 if (!is_complex_fixup(fixup))
4995 TRACE("[FAILED]\n");
4999 static const SHADER_HANDLER shader_glsl_instruction_handler_table[WINED3DSIH_TABLE_SIZE] =
5001 /* WINED3DSIH_ABS */ shader_glsl_map2gl,
5002 /* WINED3DSIH_ADD */ shader_glsl_arith,
5003 /* WINED3DSIH_AND */ NULL,
5004 /* WINED3DSIH_BEM */ shader_glsl_bem,
5005 /* WINED3DSIH_BREAK */ shader_glsl_break,
5006 /* WINED3DSIH_BREAKC */ shader_glsl_breakc,
5007 /* WINED3DSIH_BREAKP */ NULL,
5008 /* WINED3DSIH_CALL */ shader_glsl_call,
5009 /* WINED3DSIH_CALLNZ */ shader_glsl_callnz,
5010 /* WINED3DSIH_CMP */ shader_glsl_cmp,
5011 /* WINED3DSIH_CND */ shader_glsl_cnd,
5012 /* WINED3DSIH_CRS */ shader_glsl_cross,
5013 /* WINED3DSIH_CUT */ NULL,
5014 /* WINED3DSIH_DCL */ NULL,
5015 /* WINED3DSIH_DEF */ NULL,
5016 /* WINED3DSIH_DEFB */ NULL,
5017 /* WINED3DSIH_DEFI */ NULL,
5018 /* WINED3DSIH_DIV */ NULL,
5019 /* WINED3DSIH_DP2ADD */ shader_glsl_dp2add,
5020 /* WINED3DSIH_DP3 */ shader_glsl_dot,
5021 /* WINED3DSIH_DP4 */ shader_glsl_dot,
5022 /* WINED3DSIH_DST */ shader_glsl_dst,
5023 /* WINED3DSIH_DSX */ shader_glsl_map2gl,
5024 /* WINED3DSIH_DSY */ shader_glsl_map2gl,
5025 /* WINED3DSIH_ELSE */ shader_glsl_else,
5026 /* WINED3DSIH_EMIT */ NULL,
5027 /* WINED3DSIH_ENDIF */ shader_glsl_end,
5028 /* WINED3DSIH_ENDLOOP */ shader_glsl_end,
5029 /* WINED3DSIH_ENDREP */ shader_glsl_end,
5030 /* WINED3DSIH_EXP */ shader_glsl_map2gl,
5031 /* WINED3DSIH_EXPP */ shader_glsl_expp,
5032 /* WINED3DSIH_FRC */ shader_glsl_map2gl,
5033 /* WINED3DSIH_FTOI */ NULL,
5034 /* WINED3DSIH_IADD */ NULL,
5035 /* WINED3DSIH_IEQ */ NULL,
5036 /* WINED3DSIH_IF */ shader_glsl_if,
5037 /* WINED3DSIH_IFC */ shader_glsl_ifc,
5038 /* WINED3DSIH_IGE */ NULL,
5039 /* WINED3DSIH_IMUL */ NULL,
5040 /* WINED3DSIH_ITOF */ NULL,
5041 /* WINED3DSIH_LABEL */ shader_glsl_label,
5042 /* WINED3DSIH_LD */ NULL,
5043 /* WINED3DSIH_LIT */ shader_glsl_lit,
5044 /* WINED3DSIH_LOG */ shader_glsl_log,
5045 /* WINED3DSIH_LOGP */ shader_glsl_log,
5046 /* WINED3DSIH_LOOP */ shader_glsl_loop,
5047 /* WINED3DSIH_LRP */ shader_glsl_lrp,
5048 /* WINED3DSIH_LT */ NULL,
5049 /* WINED3DSIH_M3x2 */ shader_glsl_mnxn,
5050 /* WINED3DSIH_M3x3 */ shader_glsl_mnxn,
5051 /* WINED3DSIH_M3x4 */ shader_glsl_mnxn,
5052 /* WINED3DSIH_M4x3 */ shader_glsl_mnxn,
5053 /* WINED3DSIH_M4x4 */ shader_glsl_mnxn,
5054 /* WINED3DSIH_MAD */ shader_glsl_mad,
5055 /* WINED3DSIH_MAX */ shader_glsl_map2gl,
5056 /* WINED3DSIH_MIN */ shader_glsl_map2gl,
5057 /* WINED3DSIH_MOV */ shader_glsl_mov,
5058 /* WINED3DSIH_MOVA */ shader_glsl_mov,
5059 /* WINED3DSIH_MOVC */ NULL,
5060 /* WINED3DSIH_MUL */ shader_glsl_arith,
5061 /* WINED3DSIH_NOP */ NULL,
5062 /* WINED3DSIH_NRM */ shader_glsl_nrm,
5063 /* WINED3DSIH_PHASE */ NULL,
5064 /* WINED3DSIH_POW */ shader_glsl_pow,
5065 /* WINED3DSIH_RCP */ shader_glsl_rcp,
5066 /* WINED3DSIH_REP */ shader_glsl_rep,
5067 /* WINED3DSIH_RET */ shader_glsl_ret,
5068 /* WINED3DSIH_RSQ */ shader_glsl_rsq,
5069 /* WINED3DSIH_SAMPLE */ NULL,
5070 /* WINED3DSIH_SAMPLE_GRAD */ NULL,
5071 /* WINED3DSIH_SAMPLE_LOD */ NULL,
5072 /* WINED3DSIH_SETP */ NULL,
5073 /* WINED3DSIH_SGE */ shader_glsl_compare,
5074 /* WINED3DSIH_SGN */ shader_glsl_sgn,
5075 /* WINED3DSIH_SINCOS */ shader_glsl_sincos,
5076 /* WINED3DSIH_SLT */ shader_glsl_compare,
5077 /* WINED3DSIH_SQRT */ NULL,
5078 /* WINED3DSIH_SUB */ shader_glsl_arith,
5079 /* WINED3DSIH_TEX */ shader_glsl_tex,
5080 /* WINED3DSIH_TEXBEM */ shader_glsl_texbem,
5081 /* WINED3DSIH_TEXBEML */ shader_glsl_texbem,
5082 /* WINED3DSIH_TEXCOORD */ shader_glsl_texcoord,
5083 /* WINED3DSIH_TEXDEPTH */ shader_glsl_texdepth,
5084 /* WINED3DSIH_TEXDP3 */ shader_glsl_texdp3,
5085 /* WINED3DSIH_TEXDP3TEX */ shader_glsl_texdp3tex,
5086 /* WINED3DSIH_TEXKILL */ shader_glsl_texkill,
5087 /* WINED3DSIH_TEXLDD */ shader_glsl_texldd,
5088 /* WINED3DSIH_TEXLDL */ shader_glsl_texldl,
5089 /* WINED3DSIH_TEXM3x2DEPTH */ shader_glsl_texm3x2depth,
5090 /* WINED3DSIH_TEXM3x2PAD */ shader_glsl_texm3x2pad,
5091 /* WINED3DSIH_TEXM3x2TEX */ shader_glsl_texm3x2tex,
5092 /* WINED3DSIH_TEXM3x3 */ shader_glsl_texm3x3,
5093 /* WINED3DSIH_TEXM3x3DIFF */ NULL,
5094 /* WINED3DSIH_TEXM3x3PAD */ shader_glsl_texm3x3pad,
5095 /* WINED3DSIH_TEXM3x3SPEC */ shader_glsl_texm3x3spec,
5096 /* WINED3DSIH_TEXM3x3TEX */ shader_glsl_texm3x3tex,
5097 /* WINED3DSIH_TEXM3x3VSPEC */ shader_glsl_texm3x3vspec,
5098 /* WINED3DSIH_TEXREG2AR */ shader_glsl_texreg2ar,
5099 /* WINED3DSIH_TEXREG2GB */ shader_glsl_texreg2gb,
5100 /* WINED3DSIH_TEXREG2RGB */ shader_glsl_texreg2rgb,
5101 /* WINED3DSIH_UTOF */ NULL,
5104 static void shader_glsl_handle_instruction(const struct wined3d_shader_instruction *ins) {
5105 SHADER_HANDLER hw_fct;
5107 /* Select handler */
5108 hw_fct = shader_glsl_instruction_handler_table[ins->handler_idx];
5110 /* Unhandled opcode */
5113 FIXME("Backend can't handle opcode %#x\n", ins->handler_idx);
5118 shader_glsl_add_instruction_modifiers(ins);
5121 const shader_backend_t glsl_shader_backend = {
5122 shader_glsl_handle_instruction,
5124 shader_glsl_select_depth_blt,
5125 shader_glsl_deselect_depth_blt,
5126 shader_glsl_update_float_vertex_constants,
5127 shader_glsl_update_float_pixel_constants,
5128 shader_glsl_load_constants,
5129 shader_glsl_load_np2fixup_constants,
5130 shader_glsl_destroy,
5133 shader_glsl_dirty_const,
5134 shader_glsl_get_caps,
5135 shader_glsl_color_fixup_supported,