2 * GLSL pixel and vertex shader implementation
4 * Copyright 2006 Jason Green
5 * Copyright 2006-2007 Henri Verbeet
6 * Copyright 2007-2008 Stefan Dösinger for CodeWeavers
7 * Copyright 2009-2011 Henri Verbeet for CodeWeavers
9 * This library is free software; you can redistribute it and/or
10 * modify it under the terms of the GNU Lesser General Public
11 * License as published by the Free Software Foundation; either
12 * version 2.1 of the License, or (at your option) any later version.
14 * This library is distributed in the hope that it will be useful,
15 * but WITHOUT ANY WARRANTY; without even the implied warranty of
16 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
17 * Lesser General Public License for more details.
19 * You should have received a copy of the GNU Lesser General Public
20 * License along with this library; if not, write to the Free Software
21 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
25 * D3D shader asm has swizzles on source parameters, and write masks for
26 * destination parameters. GLSL uses swizzles for both. The result of this is
27 * that for example "mov dst.xw, src.zyxw" becomes "dst.xw = src.zw" in GLSL.
28 * Ie, to generate a proper GLSL source swizzle, we need to take the D3D write
29 * mask for the destination parameter into account.
33 #include "wine/port.h"
38 #include "wined3d_private.h"
40 WINE_DEFAULT_DEBUG_CHANNEL(d3d_shader);
41 WINE_DECLARE_DEBUG_CHANNEL(d3d_constants);
42 WINE_DECLARE_DEBUG_CHANNEL(d3d);
43 WINE_DECLARE_DEBUG_CHANNEL(winediag);
45 #define WINED3D_GLSL_SAMPLE_PROJECTED 0x1
46 #define WINED3D_GLSL_SAMPLE_RECT 0x2
47 #define WINED3D_GLSL_SAMPLE_LOD 0x4
48 #define WINED3D_GLSL_SAMPLE_GRAD 0x8
62 struct glsl_sample_function
70 HEAP_NODE_TRAVERSE_LEFT,
71 HEAP_NODE_TRAVERSE_RIGHT,
83 struct constant_entry *entries;
84 unsigned int *positions;
88 /* GLSL shader private data */
89 struct shader_glsl_priv {
90 struct wined3d_shader_buffer shader_buffer;
91 struct wine_rb_tree program_lookup;
92 struct glsl_shader_prog_link *glsl_program;
93 struct constant_heap vconst_heap;
94 struct constant_heap pconst_heap;
96 GLhandleARB depth_blt_program_full[tex_type_count];
97 GLhandleARB depth_blt_program_masked[tex_type_count];
98 UINT next_constant_version;
101 /* Struct to maintain data about a linked GLSL program */
102 struct glsl_shader_prog_link {
103 struct wine_rb_entry program_lookup_entry;
104 struct list vshader_entry;
105 struct list pshader_entry;
106 GLhandleARB programId;
107 GLint *vuniformF_locations;
108 GLint *puniformF_locations;
109 GLint vuniformI_locations[MAX_CONST_I];
110 GLint puniformI_locations[MAX_CONST_I];
111 GLint posFixup_location;
112 GLint np2Fixup_location;
113 GLint bumpenvmat_location[MAX_TEXTURES];
114 GLint luminancescale_location[MAX_TEXTURES];
115 GLint luminanceoffset_location[MAX_TEXTURES];
116 GLint ycorrection_location;
117 GLenum vertex_color_clamp;
118 const struct wined3d_shader *vshader;
119 const struct wined3d_shader *pshader;
120 struct vs_compile_args vs_args;
121 struct ps_compile_args ps_args;
122 UINT constant_version;
123 const struct ps_np2fixup_info *np2Fixup_info;
126 struct glsl_program_key
128 const struct wined3d_shader *vshader;
129 const struct wined3d_shader *pshader;
130 struct ps_compile_args ps_args;
131 struct vs_compile_args vs_args;
134 struct shader_glsl_ctx_priv {
135 const struct vs_compile_args *cur_vs_args;
136 const struct ps_compile_args *cur_ps_args;
137 struct ps_np2fixup_info *cur_np2fixup_info;
140 struct glsl_ps_compiled_shader
142 struct ps_compile_args args;
143 struct ps_np2fixup_info np2fixup;
147 struct glsl_vs_compiled_shader
149 struct vs_compile_args args;
153 struct glsl_shader_private
157 struct glsl_vs_compiled_shader *vs;
158 struct glsl_ps_compiled_shader *ps;
160 UINT num_gl_shaders, shader_array_size;
163 static const char *debug_gl_shader_type(GLenum type)
167 #define WINED3D_TO_STR(u) case u: return #u
168 WINED3D_TO_STR(GL_VERTEX_SHADER_ARB);
169 WINED3D_TO_STR(GL_GEOMETRY_SHADER_ARB);
170 WINED3D_TO_STR(GL_FRAGMENT_SHADER_ARB);
171 #undef WINED3D_TO_STR
173 return wine_dbg_sprintf("UNKNOWN(%#x)", type);
177 static const char *shader_glsl_get_prefix(enum wined3d_shader_type type)
181 case WINED3D_SHADER_TYPE_VERTEX:
184 case WINED3D_SHADER_TYPE_GEOMETRY:
187 case WINED3D_SHADER_TYPE_PIXEL:
191 FIXME("Unhandled shader type %#x.\n", type);
196 /* Extract a line from the info log.
197 * Note that this modifies the source string. */
198 static char *get_info_log_line(char **ptr)
203 if (!(q = strstr(p, "\n")))
205 if (!*p) return NULL;
215 /** Prints the GLSL info log which will contain error messages if they exist */
216 /* GL locking is done by the caller */
217 static void print_glsl_info_log(const struct wined3d_gl_info *gl_info, GLhandleARB obj)
219 int infologLength = 0;
222 if (!WARN_ON(d3d_shader) && !FIXME_ON(d3d_shader))
225 GL_EXTCALL(glGetObjectParameterivARB(obj,
226 GL_OBJECT_INFO_LOG_LENGTH_ARB,
229 /* A size of 1 is just a null-terminated string, so the log should be bigger than
230 * that if there are errors. */
231 if (infologLength > 1)
235 infoLog = HeapAlloc(GetProcessHeap(), 0, infologLength);
236 /* The info log is supposed to be zero-terminated, but at least some
237 * versions of fglrx don't terminate the string properly. The reported
238 * length does include the terminator, so explicitly set it to zero
240 infoLog[infologLength - 1] = 0;
241 GL_EXTCALL(glGetInfoLogARB(obj, infologLength, NULL, infoLog));
244 if (gl_info->quirks & WINED3D_QUIRK_INFO_LOG_SPAM)
246 WARN("Info log received from GLSL shader #%u:\n", obj);
247 while ((line = get_info_log_line(&ptr))) WARN(" %s\n", line);
251 FIXME("Info log received from GLSL shader #%u:\n", obj);
252 while ((line = get_info_log_line(&ptr))) FIXME(" %s\n", line);
254 HeapFree(GetProcessHeap(), 0, infoLog);
258 /* GL locking is done by the caller. */
259 static void shader_glsl_compile(const struct wined3d_gl_info *gl_info, GLhandleARB shader, const char *src)
261 TRACE("Compiling shader object %u.\n", shader);
262 GL_EXTCALL(glShaderSourceARB(shader, 1, &src, NULL));
263 checkGLcall("glShaderSourceARB");
264 GL_EXTCALL(glCompileShaderARB(shader));
265 checkGLcall("glCompileShaderARB");
266 print_glsl_info_log(gl_info, shader);
269 /* GL locking is done by the caller. */
270 static void shader_glsl_dump_program_source(const struct wined3d_gl_info *gl_info, GLhandleARB program)
272 GLint i, object_count, source_size = -1;
273 GLhandleARB *objects;
276 GL_EXTCALL(glGetObjectParameterivARB(program, GL_OBJECT_ATTACHED_OBJECTS_ARB, &object_count));
277 objects = HeapAlloc(GetProcessHeap(), 0, object_count * sizeof(*objects));
280 ERR("Failed to allocate object array memory.\n");
284 GL_EXTCALL(glGetAttachedObjectsARB(program, object_count, NULL, objects));
285 for (i = 0; i < object_count; ++i)
290 GL_EXTCALL(glGetObjectParameterivARB(objects[i], GL_OBJECT_SHADER_SOURCE_LENGTH_ARB, &tmp));
292 if (source_size < tmp)
294 HeapFree(GetProcessHeap(), 0, source);
296 source = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, tmp);
299 ERR("Failed to allocate %d bytes for shader source.\n", tmp);
300 HeapFree(GetProcessHeap(), 0, objects);
306 FIXME("Object %u:\n", objects[i]);
307 GL_EXTCALL(glGetObjectParameterivARB(objects[i], GL_OBJECT_SUBTYPE_ARB, &tmp));
308 FIXME(" GL_OBJECT_SUBTYPE_ARB: %s.\n", debug_gl_shader_type(tmp));
309 GL_EXTCALL(glGetObjectParameterivARB(objects[i], GL_OBJECT_COMPILE_STATUS_ARB, &tmp));
310 FIXME(" GL_OBJECT_COMPILE_STATUS_ARB: %d.\n", tmp);
314 GL_EXTCALL(glGetShaderSourceARB(objects[i], source_size, NULL, source));
315 while ((line = get_info_log_line(&ptr))) FIXME(" %s\n", line);
319 HeapFree(GetProcessHeap(), 0, source);
320 HeapFree(GetProcessHeap(), 0, objects);
323 /* GL locking is done by the caller. */
324 static void shader_glsl_validate_link(const struct wined3d_gl_info *gl_info, GLhandleARB program)
328 if (!TRACE_ON(d3d_shader) && !FIXME_ON(d3d_shader)) return;
330 GL_EXTCALL(glGetObjectParameterivARB(program, GL_OBJECT_TYPE_ARB, &tmp));
331 if (tmp == GL_PROGRAM_OBJECT_ARB)
333 GL_EXTCALL(glGetObjectParameterivARB(program, GL_OBJECT_LINK_STATUS_ARB, &tmp));
336 FIXME("Program %u link status invalid.\n", program);
337 shader_glsl_dump_program_source(gl_info, program);
341 print_glsl_info_log(gl_info, program);
345 * Loads (pixel shader) samplers
347 /* GL locking is done by the caller */
348 static void shader_glsl_load_psamplers(const struct wined3d_gl_info *gl_info,
349 const DWORD *tex_unit_map, GLhandleARB programId)
352 char sampler_name[20];
355 for (i = 0; i < MAX_FRAGMENT_SAMPLERS; ++i)
357 snprintf(sampler_name, sizeof(sampler_name), "ps_sampler%u", i);
358 name_loc = GL_EXTCALL(glGetUniformLocationARB(programId, sampler_name));
359 if (name_loc != -1) {
360 DWORD mapped_unit = tex_unit_map[i];
361 if (mapped_unit != WINED3D_UNMAPPED_STAGE && mapped_unit < gl_info->limits.fragment_samplers)
363 TRACE("Loading %s for texture %d\n", sampler_name, mapped_unit);
364 GL_EXTCALL(glUniform1iARB(name_loc, mapped_unit));
365 checkGLcall("glUniform1iARB");
367 ERR("Trying to load sampler %s on unsupported unit %d\n", sampler_name, mapped_unit);
373 /* GL locking is done by the caller */
374 static void shader_glsl_load_vsamplers(const struct wined3d_gl_info *gl_info,
375 const DWORD *tex_unit_map, GLhandleARB programId)
378 char sampler_name[20];
381 for (i = 0; i < MAX_VERTEX_SAMPLERS; ++i)
383 snprintf(sampler_name, sizeof(sampler_name), "vs_sampler%u", i);
384 name_loc = GL_EXTCALL(glGetUniformLocationARB(programId, sampler_name));
385 if (name_loc != -1) {
386 DWORD mapped_unit = tex_unit_map[MAX_FRAGMENT_SAMPLERS + i];
387 if (mapped_unit != WINED3D_UNMAPPED_STAGE && mapped_unit < gl_info->limits.combined_samplers)
389 TRACE("Loading %s for texture %d\n", sampler_name, mapped_unit);
390 GL_EXTCALL(glUniform1iARB(name_loc, mapped_unit));
391 checkGLcall("glUniform1iARB");
393 ERR("Trying to load sampler %s on unsupported unit %d\n", sampler_name, mapped_unit);
399 /* GL locking is done by the caller */
400 static inline void walk_constant_heap(const struct wined3d_gl_info *gl_info, const float *constants,
401 const GLint *constant_locations, const struct constant_heap *heap, unsigned char *stack, DWORD version)
404 unsigned int heap_idx = 1;
407 if (heap->entries[heap_idx].version <= version) return;
409 idx = heap->entries[heap_idx].idx;
410 if (constant_locations[idx] != -1) GL_EXTCALL(glUniform4fvARB(constant_locations[idx], 1, &constants[idx * 4]));
411 stack[stack_idx] = HEAP_NODE_TRAVERSE_LEFT;
413 while (stack_idx >= 0)
415 /* Note that we fall through to the next case statement. */
416 switch(stack[stack_idx])
418 case HEAP_NODE_TRAVERSE_LEFT:
420 unsigned int left_idx = heap_idx << 1;
421 if (left_idx < heap->size && heap->entries[left_idx].version > version)
424 idx = heap->entries[heap_idx].idx;
425 if (constant_locations[idx] != -1)
426 GL_EXTCALL(glUniform4fvARB(constant_locations[idx], 1, &constants[idx * 4]));
428 stack[stack_idx++] = HEAP_NODE_TRAVERSE_RIGHT;
429 stack[stack_idx] = HEAP_NODE_TRAVERSE_LEFT;
434 case HEAP_NODE_TRAVERSE_RIGHT:
436 unsigned int right_idx = (heap_idx << 1) + 1;
437 if (right_idx < heap->size && heap->entries[right_idx].version > version)
439 heap_idx = right_idx;
440 idx = heap->entries[heap_idx].idx;
441 if (constant_locations[idx] != -1)
442 GL_EXTCALL(glUniform4fvARB(constant_locations[idx], 1, &constants[idx * 4]));
444 stack[stack_idx++] = HEAP_NODE_POP;
445 stack[stack_idx] = HEAP_NODE_TRAVERSE_LEFT;
456 checkGLcall("walk_constant_heap()");
459 /* GL locking is done by the caller */
460 static inline void apply_clamped_constant(const struct wined3d_gl_info *gl_info, GLint location, const GLfloat *data)
462 GLfloat clamped_constant[4];
464 if (location == -1) return;
466 clamped_constant[0] = data[0] < -1.0f ? -1.0f : data[0] > 1.0f ? 1.0f : data[0];
467 clamped_constant[1] = data[1] < -1.0f ? -1.0f : data[1] > 1.0f ? 1.0f : data[1];
468 clamped_constant[2] = data[2] < -1.0f ? -1.0f : data[2] > 1.0f ? 1.0f : data[2];
469 clamped_constant[3] = data[3] < -1.0f ? -1.0f : data[3] > 1.0f ? 1.0f : data[3];
471 GL_EXTCALL(glUniform4fvARB(location, 1, clamped_constant));
474 /* GL locking is done by the caller */
475 static inline void walk_constant_heap_clamped(const struct wined3d_gl_info *gl_info, const float *constants,
476 const GLint *constant_locations, const struct constant_heap *heap, unsigned char *stack, DWORD version)
479 unsigned int heap_idx = 1;
482 if (heap->entries[heap_idx].version <= version) return;
484 idx = heap->entries[heap_idx].idx;
485 apply_clamped_constant(gl_info, constant_locations[idx], &constants[idx * 4]);
486 stack[stack_idx] = HEAP_NODE_TRAVERSE_LEFT;
488 while (stack_idx >= 0)
490 /* Note that we fall through to the next case statement. */
491 switch(stack[stack_idx])
493 case HEAP_NODE_TRAVERSE_LEFT:
495 unsigned int left_idx = heap_idx << 1;
496 if (left_idx < heap->size && heap->entries[left_idx].version > version)
499 idx = heap->entries[heap_idx].idx;
500 apply_clamped_constant(gl_info, constant_locations[idx], &constants[idx * 4]);
502 stack[stack_idx++] = HEAP_NODE_TRAVERSE_RIGHT;
503 stack[stack_idx] = HEAP_NODE_TRAVERSE_LEFT;
508 case HEAP_NODE_TRAVERSE_RIGHT:
510 unsigned int right_idx = (heap_idx << 1) + 1;
511 if (right_idx < heap->size && heap->entries[right_idx].version > version)
513 heap_idx = right_idx;
514 idx = heap->entries[heap_idx].idx;
515 apply_clamped_constant(gl_info, constant_locations[idx], &constants[idx * 4]);
517 stack[stack_idx++] = HEAP_NODE_POP;
518 stack[stack_idx] = HEAP_NODE_TRAVERSE_LEFT;
529 checkGLcall("walk_constant_heap_clamped()");
532 /* Loads floating point constants (aka uniforms) into the currently set GLSL program. */
533 /* GL locking is done by the caller */
534 static void shader_glsl_load_constantsF(const struct wined3d_shader *shader, const struct wined3d_gl_info *gl_info,
535 const float *constants, const GLint *constant_locations, const struct constant_heap *heap,
536 unsigned char *stack, UINT version)
538 const struct wined3d_shader_lconst *lconst;
540 /* 1.X pshaders have the constants clamped to [-1;1] implicitly. */
541 if (shader->reg_maps.shader_version.major == 1
542 && shader_is_pshader_version(shader->reg_maps.shader_version.type))
543 walk_constant_heap_clamped(gl_info, constants, constant_locations, heap, stack, version);
545 walk_constant_heap(gl_info, constants, constant_locations, heap, stack, version);
547 if (!shader->load_local_constsF)
549 TRACE("No need to load local float constants for this shader\n");
553 /* Immediate constants are clamped to [-1;1] at shader creation time if needed */
554 LIST_FOR_EACH_ENTRY(lconst, &shader->constantsF, struct wined3d_shader_lconst, entry)
556 GLint location = constant_locations[lconst->idx];
557 /* We found this uniform name in the program - go ahead and send the data */
558 if (location != -1) GL_EXTCALL(glUniform4fvARB(location, 1, (const GLfloat *)lconst->value));
560 checkGLcall("glUniform4fvARB()");
563 /* Loads integer constants (aka uniforms) into the currently set GLSL program. */
564 /* GL locking is done by the caller */
565 static void shader_glsl_load_constantsI(const struct wined3d_shader *shader, const struct wined3d_gl_info *gl_info,
566 const GLint locations[MAX_CONST_I], const int *constants, WORD constants_set)
571 for (i = 0; constants_set; constants_set >>= 1, ++i)
573 if (!(constants_set & 1)) continue;
575 TRACE_(d3d_constants)("Loading constants %u: %i, %i, %i, %i\n",
576 i, constants[i*4], constants[i*4+1], constants[i*4+2], constants[i*4+3]);
578 /* We found this uniform name in the program - go ahead and send the data */
579 GL_EXTCALL(glUniform4ivARB(locations[i], 1, &constants[i*4]));
580 checkGLcall("glUniform4ivARB");
583 /* Load immediate constants */
584 ptr = list_head(&shader->constantsI);
587 const struct wined3d_shader_lconst *lconst = LIST_ENTRY(ptr, const struct wined3d_shader_lconst, entry);
588 unsigned int idx = lconst->idx;
589 const GLint *values = (const GLint *)lconst->value;
591 TRACE_(d3d_constants)("Loading local constants %i: %i, %i, %i, %i\n", idx,
592 values[0], values[1], values[2], values[3]);
594 /* We found this uniform name in the program - go ahead and send the data */
595 GL_EXTCALL(glUniform4ivARB(locations[idx], 1, values));
596 checkGLcall("glUniform4ivARB");
597 ptr = list_next(&shader->constantsI, ptr);
601 /* Loads boolean constants (aka uniforms) into the currently set GLSL program. */
602 /* GL locking is done by the caller */
603 static void shader_glsl_load_constantsB(const struct wined3d_shader *shader, const struct wined3d_gl_info *gl_info,
604 GLhandleARB programId, const BOOL *constants, WORD constants_set)
612 prefix = shader_glsl_get_prefix(shader->reg_maps.shader_version.type);
614 /* TODO: Benchmark and see if it would be beneficial to store the
615 * locations of the constants to avoid looking up each time */
616 for (i = 0; constants_set; constants_set >>= 1, ++i)
618 if (!(constants_set & 1)) continue;
620 TRACE_(d3d_constants)("Loading constants %i: %i;\n", i, constants[i]);
622 /* TODO: Benchmark and see if it would be beneficial to store the
623 * locations of the constants to avoid looking up each time */
624 snprintf(tmp_name, sizeof(tmp_name), "%s_b[%i]", prefix, i);
625 tmp_loc = GL_EXTCALL(glGetUniformLocationARB(programId, tmp_name));
628 /* We found this uniform name in the program - go ahead and send the data */
629 GL_EXTCALL(glUniform1ivARB(tmp_loc, 1, &constants[i]));
630 checkGLcall("glUniform1ivARB");
634 /* Load immediate constants */
635 ptr = list_head(&shader->constantsB);
638 const struct wined3d_shader_lconst *lconst = LIST_ENTRY(ptr, const struct wined3d_shader_lconst, entry);
639 unsigned int idx = lconst->idx;
640 const GLint *values = (const GLint *)lconst->value;
642 TRACE_(d3d_constants)("Loading local constants %i: %i\n", idx, values[0]);
644 snprintf(tmp_name, sizeof(tmp_name), "%s_b[%i]", prefix, idx);
645 tmp_loc = GL_EXTCALL(glGetUniformLocationARB(programId, tmp_name));
647 /* We found this uniform name in the program - go ahead and send the data */
648 GL_EXTCALL(glUniform1ivARB(tmp_loc, 1, values));
649 checkGLcall("glUniform1ivARB");
651 ptr = list_next(&shader->constantsB, ptr);
655 static void reset_program_constant_version(struct wine_rb_entry *entry, void *context)
657 WINE_RB_ENTRY_VALUE(entry, struct glsl_shader_prog_link, program_lookup_entry)->constant_version = 0;
661 * Loads the texture dimensions for NP2 fixup into the currently set GLSL program.
663 /* GL locking is done by the caller (state handler) */
664 static void shader_glsl_load_np2fixup_constants(void *shader_priv,
665 const struct wined3d_gl_info *gl_info, const struct wined3d_state *state)
667 struct shader_glsl_priv *glsl_priv = shader_priv;
668 const struct glsl_shader_prog_link *prog = glsl_priv->glsl_program;
670 /* No GLSL program set - nothing to do. */
673 /* NP2 texcoord fixup is (currently) only done for pixelshaders. */
674 if (!use_ps(state)) return;
676 if (prog->ps_args.np2_fixup && prog->np2Fixup_location != -1)
679 UINT fixup = prog->ps_args.np2_fixup;
680 GLfloat np2fixup_constants[4 * MAX_FRAGMENT_SAMPLERS];
682 for (i = 0; fixup; fixup >>= 1, ++i)
684 const struct wined3d_texture *tex = state->textures[i];
685 const unsigned char idx = prog->np2Fixup_info->idx[i];
686 GLfloat *tex_dim = &np2fixup_constants[(idx >> 1) * 4];
690 ERR("Nonexistent texture is flagged for NP2 texcoord fixup.\n");
696 tex_dim[2] = tex->pow2_matrix[0];
697 tex_dim[3] = tex->pow2_matrix[5];
701 tex_dim[0] = tex->pow2_matrix[0];
702 tex_dim[1] = tex->pow2_matrix[5];
706 GL_EXTCALL(glUniform4fvARB(prog->np2Fixup_location, prog->np2Fixup_info->num_consts, np2fixup_constants));
711 * Loads the app-supplied constants into the currently set GLSL program.
713 /* GL locking is done by the caller (state handler) */
714 static void shader_glsl_load_constants(const struct wined3d_context *context,
715 BOOL usePixelShader, BOOL useVertexShader)
717 const struct wined3d_gl_info *gl_info = context->gl_info;
718 struct wined3d_device *device = context->swapchain->device;
719 struct wined3d_stateblock *stateBlock = device->stateBlock;
720 const struct wined3d_state *state = &stateBlock->state;
721 struct shader_glsl_priv *priv = device->shader_priv;
722 float position_fixup[4];
724 GLhandleARB programId;
725 struct glsl_shader_prog_link *prog = priv->glsl_program;
726 UINT constant_version;
730 /* No GLSL program set - nothing to do. */
733 programId = prog->programId;
734 constant_version = prog->constant_version;
738 const struct wined3d_shader *vshader = state->vertex_shader;
740 /* Load DirectX 9 float constants/uniforms for vertex shader */
741 shader_glsl_load_constantsF(vshader, gl_info, state->vs_consts_f,
742 prog->vuniformF_locations, &priv->vconst_heap, priv->stack, constant_version);
744 /* Load DirectX 9 integer constants/uniforms for vertex shader */
745 shader_glsl_load_constantsI(vshader, gl_info, prog->vuniformI_locations, state->vs_consts_i,
746 stateBlock->changed.vertexShaderConstantsI & vshader->reg_maps.integer_constants);
748 /* Load DirectX 9 boolean constants/uniforms for vertex shader */
749 shader_glsl_load_constantsB(vshader, gl_info, programId, state->vs_consts_b,
750 stateBlock->changed.vertexShaderConstantsB & vshader->reg_maps.boolean_constants);
752 /* Upload the position fixup params */
753 shader_get_position_fixup(context, state, position_fixup);
754 GL_EXTCALL(glUniform4fvARB(prog->posFixup_location, 1, position_fixup));
755 checkGLcall("glUniform4fvARB");
760 const struct wined3d_shader *pshader = state->pixel_shader;
762 /* Load DirectX 9 float constants/uniforms for pixel shader */
763 shader_glsl_load_constantsF(pshader, gl_info, state->ps_consts_f,
764 prog->puniformF_locations, &priv->pconst_heap, priv->stack, constant_version);
766 /* Load DirectX 9 integer constants/uniforms for pixel shader */
767 shader_glsl_load_constantsI(pshader, gl_info, prog->puniformI_locations, state->ps_consts_i,
768 stateBlock->changed.pixelShaderConstantsI & pshader->reg_maps.integer_constants);
770 /* Load DirectX 9 boolean constants/uniforms for pixel shader */
771 shader_glsl_load_constantsB(pshader, gl_info, programId, state->ps_consts_b,
772 stateBlock->changed.pixelShaderConstantsB & pshader->reg_maps.boolean_constants);
774 /* Upload the environment bump map matrix if needed. The needsbumpmat member specifies the texture stage to load the matrix from.
775 * It can't be 0 for a valid texbem instruction.
777 for(i = 0; i < MAX_TEXTURES; i++) {
780 if(prog->bumpenvmat_location[i] == -1) continue;
782 data = (const float *)&state->texture_states[i][WINED3D_TSS_BUMPENV_MAT00];
783 GL_EXTCALL(glUniformMatrix2fvARB(prog->bumpenvmat_location[i], 1, 0, data));
784 checkGLcall("glUniformMatrix2fvARB");
786 /* texbeml needs the luminance scale and offset too. If texbeml
787 * is used, needsbumpmat is set too, so we can check that in the
788 * needsbumpmat check. */
789 if (prog->luminancescale_location[i] != -1)
791 const GLfloat *scale = (const GLfloat *)&state->texture_states[i][WINED3D_TSS_BUMPENV_LSCALE];
792 const GLfloat *offset = (const GLfloat *)&state->texture_states[i][WINED3D_TSS_BUMPENV_LOFFSET];
794 GL_EXTCALL(glUniform1fvARB(prog->luminancescale_location[i], 1, scale));
795 checkGLcall("glUniform1fvARB");
796 GL_EXTCALL(glUniform1fvARB(prog->luminanceoffset_location[i], 1, offset));
797 checkGLcall("glUniform1fvARB");
801 if (prog->ycorrection_location != -1)
803 float correction_params[4];
805 if (context->render_offscreen)
807 correction_params[0] = 0.0f;
808 correction_params[1] = 1.0f;
810 /* position is window relative, not viewport relative */
811 correction_params[0] = (float) context->current_rt->resource.height;
812 correction_params[1] = -1.0f;
814 GL_EXTCALL(glUniform4fvARB(prog->ycorrection_location, 1, correction_params));
818 if (priv->next_constant_version == UINT_MAX)
820 TRACE("Max constant version reached, resetting to 0.\n");
821 wine_rb_for_each_entry(&priv->program_lookup, reset_program_constant_version, NULL);
822 priv->next_constant_version = 1;
826 prog->constant_version = priv->next_constant_version++;
830 static void update_heap_entry(const struct constant_heap *heap, unsigned int idx,
831 unsigned int heap_idx, DWORD new_version)
833 struct constant_entry *entries = heap->entries;
834 unsigned int *positions = heap->positions;
835 unsigned int parent_idx;
839 parent_idx = heap_idx >> 1;
841 if (new_version <= entries[parent_idx].version) break;
843 entries[heap_idx] = entries[parent_idx];
844 positions[entries[parent_idx].idx] = heap_idx;
845 heap_idx = parent_idx;
848 entries[heap_idx].version = new_version;
849 entries[heap_idx].idx = idx;
850 positions[idx] = heap_idx;
853 static void shader_glsl_update_float_vertex_constants(struct wined3d_device *device, UINT start, UINT count)
855 struct shader_glsl_priv *priv = device->shader_priv;
856 struct constant_heap *heap = &priv->vconst_heap;
859 for (i = start; i < count + start; ++i)
861 if (!device->stateBlock->changed.vertexShaderConstantsF[i])
862 update_heap_entry(heap, i, heap->size++, priv->next_constant_version);
864 update_heap_entry(heap, i, heap->positions[i], priv->next_constant_version);
868 static void shader_glsl_update_float_pixel_constants(struct wined3d_device *device, UINT start, UINT count)
870 struct shader_glsl_priv *priv = device->shader_priv;
871 struct constant_heap *heap = &priv->pconst_heap;
874 for (i = start; i < count + start; ++i)
876 if (!device->stateBlock->changed.pixelShaderConstantsF[i])
877 update_heap_entry(heap, i, heap->size++, priv->next_constant_version);
879 update_heap_entry(heap, i, heap->positions[i], priv->next_constant_version);
883 static unsigned int vec4_varyings(DWORD shader_major, const struct wined3d_gl_info *gl_info)
885 unsigned int ret = gl_info->limits.glsl_varyings / 4;
886 /* 4.0 shaders do not write clip coords because d3d10 does not support user clipplanes */
887 if(shader_major > 3) return ret;
889 /* 3.0 shaders may need an extra varying for the clip coord on some cards(mostly dx10 ones) */
890 if (gl_info->quirks & WINED3D_QUIRK_GLSL_CLIP_VARYING) ret -= 1;
894 /** Generate the variable & register declarations for the GLSL output target */
895 static void shader_generate_glsl_declarations(const struct wined3d_context *context,
896 struct wined3d_shader_buffer *buffer, const struct wined3d_shader *shader,
897 const struct wined3d_shader_reg_maps *reg_maps, const struct shader_glsl_ctx_priv *ctx_priv)
899 const struct wined3d_state *state = &shader->device->stateBlock->state;
900 const struct ps_compile_args *ps_args = ctx_priv->cur_ps_args;
901 const struct wined3d_gl_info *gl_info = context->gl_info;
902 const struct wined3d_fb_state *fb = &shader->device->fb;
903 unsigned int i, extra_constants_needed = 0;
904 const struct wined3d_shader_lconst *lconst;
908 /* There are some minor differences between pixel and vertex shaders */
909 char pshader = shader_is_pshader_version(reg_maps->shader_version.type);
910 prefix = shader_glsl_get_prefix(reg_maps->shader_version.type);
912 /* Prototype the subroutines */
913 for (i = 0, map = reg_maps->labels; map; map >>= 1, ++i)
915 if (map & 1) shader_addline(buffer, "void subroutine%u();\n", i);
918 /* Declare the constants (aka uniforms) */
919 if (shader->limits.constant_float > 0)
921 unsigned max_constantsF;
922 /* Unless the shader uses indirect addressing, always declare the maximum array size and ignore that we need some
923 * uniforms privately. E.g. if GL supports 256 uniforms, and we need 2 for the pos fixup and immediate values, still
924 * declare VC[256]. If the shader needs more uniforms than we have it won't work in any case. If it uses less, the
925 * compiler will figure out which uniforms are really used and strip them out. This allows a shader to use c255 on
926 * a dx9 card, as long as it doesn't also use all the other constants.
928 * If the shader uses indirect addressing the compiler must assume that all declared uniforms are used. In this case,
929 * declare only the amount that we're assured to have.
931 * Thus we run into problems in these two cases:
932 * 1) The shader really uses more uniforms than supported
933 * 2) The shader uses indirect addressing, less constants than supported, but uses a constant index > #supported consts
937 /* No indirect addressing here. */
938 max_constantsF = gl_info->limits.glsl_ps_float_constants;
942 if (reg_maps->usesrelconstF)
944 /* Subtract the other potential uniforms from the max
945 * available (bools, ints, and 1 row of projection matrix).
946 * Subtract another uniform for immediate values, which have
947 * to be loaded via uniform by the driver as well. The shader
948 * code only uses 0.5, 2.0, 1.0, 128 and -128 in vertex
949 * shader code, so one vec4 should be enough. (Unfortunately
950 * the Nvidia driver doesn't store 128 and -128 in one float).
952 * Writing gl_ClipVertex requires one uniform for each
953 * clipplane as well. */
954 max_constantsF = gl_info->limits.glsl_vs_float_constants - 3;
955 if(ctx_priv->cur_vs_args->clip_enabled)
957 max_constantsF -= gl_info->limits.clipplanes;
959 max_constantsF -= count_bits(reg_maps->integer_constants);
960 /* Strictly speaking a bool only uses one scalar, but the nvidia(Linux) compiler doesn't pack them properly,
961 * so each scalar requires a full vec4. We could work around this by packing the booleans ourselves, but
962 * for now take this into account when calculating the number of available constants
964 max_constantsF -= count_bits(reg_maps->boolean_constants);
965 /* Set by driver quirks in directx.c */
966 max_constantsF -= gl_info->reserved_glsl_constants;
968 if (max_constantsF < shader->limits.constant_float)
970 static unsigned int once;
973 ERR_(winediag)("The hardware does not support enough uniform components to run this shader,"
974 " it may not render correctly.\n");
976 WARN("The hardware does not support enough uniform components to run this shader.\n");
981 max_constantsF = gl_info->limits.glsl_vs_float_constants;
984 max_constantsF = min(shader->limits.constant_float, max_constantsF);
985 shader_addline(buffer, "uniform vec4 %s_c[%u];\n", prefix, max_constantsF);
988 /* Always declare the full set of constants, the compiler can remove the
989 * unused ones because d3d doesn't (yet) support indirect int and bool
990 * constant addressing. This avoids problems if the app uses e.g. i0 and i9. */
991 if (shader->limits.constant_int > 0 && reg_maps->integer_constants)
992 shader_addline(buffer, "uniform ivec4 %s_i[%u];\n", prefix, shader->limits.constant_int);
994 if (shader->limits.constant_bool > 0 && reg_maps->boolean_constants)
995 shader_addline(buffer, "uniform bool %s_b[%u];\n", prefix, shader->limits.constant_bool);
997 for (i = 0; i < WINED3D_MAX_CBS; ++i)
999 if (reg_maps->cb_sizes[i])
1000 shader_addline(buffer, "uniform vec4 %s_cb%u[%u];\n", prefix, i, reg_maps->cb_sizes[i]);
1005 shader_addline(buffer, "uniform vec4 posFixup;\n");
1006 shader_addline(buffer, "void order_ps_input(in vec4[%u]);\n", shader->limits.packed_output);
1010 for (i = 0, map = reg_maps->bumpmat; map; map >>= 1, ++i)
1012 if (!(map & 1)) continue;
1014 shader_addline(buffer, "uniform mat2 bumpenvmat%d;\n", i);
1016 if (reg_maps->luminanceparams & (1 << i))
1018 shader_addline(buffer, "uniform float luminancescale%d;\n", i);
1019 shader_addline(buffer, "uniform float luminanceoffset%d;\n", i);
1020 extra_constants_needed++;
1023 extra_constants_needed++;
1026 if (ps_args->srgb_correction)
1028 shader_addline(buffer, "const vec4 srgb_const0 = vec4(%.8e, %.8e, %.8e, %.8e);\n",
1029 srgb_pow, srgb_mul_high, srgb_sub_high, srgb_mul_low);
1030 shader_addline(buffer, "const vec4 srgb_const1 = vec4(%.8e, 0.0, 0.0, 0.0);\n",
1033 if (reg_maps->vpos || reg_maps->usesdsy)
1035 if (shader->limits.constant_float + extra_constants_needed
1036 + 1 < gl_info->limits.glsl_ps_float_constants)
1038 shader_addline(buffer, "uniform vec4 ycorrection;\n");
1039 extra_constants_needed++;
1043 /* This happens because we do not have proper tracking of the constant registers that are
1044 * actually used, only the max limit of the shader version
1046 FIXME("Cannot find a free uniform for vpos correction params\n");
1047 shader_addline(buffer, "const vec4 ycorrection = vec4(%f, %f, 0.0, 0.0);\n",
1048 context->render_offscreen ? 0.0f : fb->render_targets[0]->resource.height,
1049 context->render_offscreen ? 1.0f : -1.0f);
1051 shader_addline(buffer, "vec4 vpos;\n");
1055 /* Declare texture samplers */
1056 for (i = 0; i < shader->limits.sampler; ++i)
1058 if (reg_maps->sampler_type[i])
1060 const struct wined3d_texture *texture;
1062 switch (reg_maps->sampler_type[i])
1065 if (pshader && ps_args->shadow & (1 << i))
1066 shader_addline(buffer, "uniform sampler1DShadow %s_sampler%u;\n", prefix, i);
1068 shader_addline(buffer, "uniform sampler1D %s_sampler%u;\n", prefix, i);
1071 texture = state->textures[i];
1072 if (pshader && ps_args->shadow & (1 << i))
1074 if (texture && texture->target == GL_TEXTURE_RECTANGLE_ARB)
1075 shader_addline(buffer, "uniform sampler2DRectShadow %s_sampler%u;\n", prefix, i);
1077 shader_addline(buffer, "uniform sampler2DShadow %s_sampler%u;\n", prefix, i);
1081 if (texture && texture->target == GL_TEXTURE_RECTANGLE_ARB)
1082 shader_addline(buffer, "uniform sampler2DRect %s_sampler%u;\n", prefix, i);
1084 shader_addline(buffer, "uniform sampler2D %s_sampler%u;\n", prefix, i);
1087 case WINED3DSTT_CUBE:
1088 if (pshader && ps_args->shadow & (1 << i)) FIXME("Unsupported Cube shadow sampler.\n");
1089 shader_addline(buffer, "uniform samplerCube %s_sampler%u;\n", prefix, i);
1091 case WINED3DSTT_VOLUME:
1092 if (pshader && ps_args->shadow & (1 << i)) FIXME("Unsupported 3D shadow sampler.\n");
1093 shader_addline(buffer, "uniform sampler3D %s_sampler%u;\n", prefix, i);
1096 shader_addline(buffer, "uniform unsupported_sampler %s_sampler%u;\n", prefix, i);
1097 FIXME("Unrecognized sampler type: %#x\n", reg_maps->sampler_type[i]);
1103 /* Declare uniforms for NP2 texcoord fixup:
1104 * This is NOT done inside the loop that declares the texture samplers since the NP2 fixup code
1105 * is currently only used for the GeforceFX series and when forcing the ARB_npot extension off.
1106 * Modern cards just skip the code anyway, so put it inside a separate loop. */
1107 if (pshader && ps_args->np2_fixup) {
1109 struct ps_np2fixup_info* const fixup = ctx_priv->cur_np2fixup_info;
1112 /* NP2/RECT textures in OpenGL use texcoords in the range [0,width]x[0,height]
1113 * while D3D has them in the (normalized) [0,1]x[0,1] range.
1114 * samplerNP2Fixup stores texture dimensions and is updated through
1115 * shader_glsl_load_np2fixup_constants when the sampler changes. */
1117 for (i = 0; i < shader->limits.sampler; ++i)
1119 if (reg_maps->sampler_type[i])
1121 if (!(ps_args->np2_fixup & (1 << i))) continue;
1123 if (WINED3DSTT_2D != reg_maps->sampler_type[i]) {
1124 FIXME("Non-2D texture is flagged for NP2 texcoord fixup.\n");
1128 fixup->idx[i] = cur++;
1132 fixup->num_consts = (cur + 1) >> 1;
1133 shader_addline(buffer, "uniform vec4 %s_samplerNP2Fixup[%u];\n", prefix, fixup->num_consts);
1136 /* Declare address variables */
1137 for (i = 0, map = reg_maps->address; map; map >>= 1, ++i)
1139 if (map & 1) shader_addline(buffer, "ivec4 A%u;\n", i);
1142 /* Declare texture coordinate temporaries and initialize them */
1143 for (i = 0, map = reg_maps->texcoord; map; map >>= 1, ++i)
1145 if (map & 1) shader_addline(buffer, "vec4 T%u = gl_TexCoord[%u];\n", i, i);
1148 /* Declare input register varyings. Only pixel shader, vertex shaders have that declared in the
1149 * helper function shader that is linked in at link time
1151 if (pshader && reg_maps->shader_version.major >= 3)
1153 UINT in_count = min(vec4_varyings(reg_maps->shader_version.major, gl_info), shader->limits.packed_input);
1156 shader_addline(buffer, "varying vec4 %s_in[%u];\n", prefix, in_count);
1158 /* TODO: Write a replacement shader for the fixed function vertex pipeline, so this isn't needed.
1159 * For fixed function vertex processing + 3.0 pixel shader we need a separate function in the
1160 * pixel shader that reads the fixed function color into the packed input registers. */
1161 shader_addline(buffer, "vec4 %s_in[%u];\n", prefix, in_count);
1164 /* Declare output register temporaries */
1165 if (shader->limits.packed_output)
1166 shader_addline(buffer, "vec4 %s_out[%u];\n", prefix, shader->limits.packed_output);
1168 /* Declare temporary variables */
1169 for (i = 0, map = reg_maps->temporary; map; map >>= 1, ++i)
1171 if (map & 1) shader_addline(buffer, "vec4 R%u;\n", i);
1174 /* Declare attributes */
1175 if (reg_maps->shader_version.type == WINED3D_SHADER_TYPE_VERTEX)
1177 for (i = 0, map = reg_maps->input_registers; map; map >>= 1, ++i)
1179 if (map & 1) shader_addline(buffer, "attribute vec4 %s_in%u;\n", prefix, i);
1183 /* Declare loop registers aLx */
1184 if (reg_maps->shader_version.major < 4)
1186 for (i = 0; i < reg_maps->loop_depth; ++i)
1188 shader_addline(buffer, "int aL%u;\n", i);
1189 shader_addline(buffer, "int tmpInt%u;\n", i);
1193 /* Temporary variables for matrix operations */
1194 shader_addline(buffer, "vec4 tmp0;\n");
1195 shader_addline(buffer, "vec4 tmp1;\n");
1197 /* Local constants use a different name so they can be loaded once at shader link time
1198 * They can't be hardcoded into the shader text via LC = {x, y, z, w}; because the
1199 * float -> string conversion can cause precision loss.
1201 if (!shader->load_local_constsF)
1203 LIST_FOR_EACH_ENTRY(lconst, &shader->constantsF, struct wined3d_shader_lconst, entry)
1205 shader_addline(buffer, "uniform vec4 %s_lc%u;\n", prefix, lconst->idx);
1209 /* Start the main program */
1210 shader_addline(buffer, "void main() {\n");
1211 if(pshader && reg_maps->vpos) {
1212 /* DirectX apps expect integer values, while OpenGL drivers add approximately 0.5. This causes
1213 * off-by-one problems as spotted by the vPos d3d9 visual test. Unfortunately the ATI cards do
1214 * not add exactly 0.5, but rather something like 0.49999999 or 0.50000001, which still causes
1215 * precision troubles when we just subtract 0.5.
1217 * To deal with that just floor() the position. This will eliminate the fraction on all cards.
1219 * TODO: Test how that behaves with multisampling once we can enable multisampling in winex11.
1221 * An advantage of floor is that it works even if the driver doesn't add 1/2. It is somewhat
1222 * questionable if 1.5, 2.5, ... are the proper values to return in gl_FragCoord, even though
1223 * coordinates specify the pixel centers instead of the pixel corners. This code will behave
1224 * correctly on drivers that returns integer values.
1226 shader_addline(buffer, "vpos = floor(vec4(0, ycorrection[0], 0, 0) + gl_FragCoord * vec4(1, ycorrection[1], 1, 1));\n");
1230 /*****************************************************************************
1231 * Functions to generate GLSL strings from DirectX Shader bytecode begin here.
1233 * For more information, see http://wiki.winehq.org/DirectX-Shaders
1234 ****************************************************************************/
1237 static void shader_glsl_add_src_param(const struct wined3d_shader_instruction *ins,
1238 const struct wined3d_shader_src_param *wined3d_src, DWORD mask, struct glsl_src_param *glsl_src);
1240 /** Used for opcode modifiers - They multiply the result by the specified amount */
1241 static const char * const shift_glsl_tab[] = {
1243 "2.0 * ", /* 1 (x2) */
1244 "4.0 * ", /* 2 (x4) */
1245 "8.0 * ", /* 3 (x8) */
1246 "16.0 * ", /* 4 (x16) */
1247 "32.0 * ", /* 5 (x32) */
1254 "0.0625 * ", /* 12 (d16) */
1255 "0.125 * ", /* 13 (d8) */
1256 "0.25 * ", /* 14 (d4) */
1257 "0.5 * " /* 15 (d2) */
1260 /* Generate a GLSL parameter that does the input modifier computation and return the input register/mask to use */
1261 static void shader_glsl_gen_modifier(enum wined3d_shader_src_modifier src_modifier,
1262 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[] = {"vs_out[10]", "vs_out[11].x", "vs_out[11].y"};
1320 const 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);
1324 const char *prefix = shader_glsl_get_prefix(reg_maps->shader_version.type);
1330 case WINED3DSPR_TEMP:
1331 sprintf(register_name, "R%u", reg->idx[0].offset);
1334 case WINED3DSPR_INPUT:
1335 /* vertex shaders */
1338 struct shader_glsl_ctx_priv *priv = ins->ctx->backend_data;
1339 if (priv->cur_vs_args->swizzle_map & (1 << reg->idx[0].offset))
1341 sprintf(register_name, "%s_in%u", prefix, reg->idx[0].offset);
1345 /* pixel shaders >= 3.0 */
1346 if (reg_maps->shader_version.major >= 3)
1348 DWORD idx = shader->u.ps.input_reg_map[reg->idx[0].offset];
1349 unsigned int in_count = vec4_varyings(reg_maps->shader_version.major, gl_info);
1351 if (reg->idx[0].rel_addr)
1353 struct glsl_src_param rel_param;
1355 shader_glsl_add_src_param(ins, reg->idx[0].rel_addr, WINED3DSP_WRITEMASK_0, &rel_param);
1357 /* Removing a + 0 would be an obvious optimization, but macos doesn't see the NOP
1358 * operation there */
1361 if (shader->u.ps.declared_in_count > in_count)
1363 sprintf(register_name,
1364 "((%s + %u) > %u ? (%s + %u) > %u ? gl_SecondaryColor : gl_Color : %s_in[%s + %u])",
1365 rel_param.param_str, idx, in_count - 1, rel_param.param_str, idx, in_count,
1366 prefix, rel_param.param_str, idx);
1370 sprintf(register_name, "%s_in[%s + %u]", prefix, rel_param.param_str, idx);
1375 if (shader->u.ps.declared_in_count > in_count)
1377 sprintf(register_name, "((%s) > %u ? (%s) > %u ? gl_SecondaryColor : gl_Color : %s_in[%s])",
1378 rel_param.param_str, in_count - 1, rel_param.param_str, in_count,
1379 prefix, rel_param.param_str);
1383 sprintf(register_name, "%s_in[%s]", prefix, rel_param.param_str);
1389 if (idx == in_count) sprintf(register_name, "gl_Color");
1390 else if (idx == in_count + 1) sprintf(register_name, "gl_SecondaryColor");
1391 else sprintf(register_name, "%s_in[%u]", prefix, idx);
1396 if (!reg->idx[0].offset)
1397 strcpy(register_name, "gl_Color");
1399 strcpy(register_name, "gl_SecondaryColor");
1404 case WINED3DSPR_CONST:
1406 /* Relative addressing */
1407 if (reg->idx[0].rel_addr)
1409 struct glsl_src_param rel_param;
1410 shader_glsl_add_src_param(ins, reg->idx[0].rel_addr, WINED3DSP_WRITEMASK_0, &rel_param);
1411 if (reg->idx[0].offset)
1412 sprintf(register_name, "%s_c[%s + %u]", prefix, rel_param.param_str, reg->idx[0].offset);
1414 sprintf(register_name, "%s_c[%s]", prefix, rel_param.param_str);
1418 if (shader_constant_is_local(shader, reg->idx[0].offset))
1419 sprintf(register_name, "%s_lc%u", prefix, reg->idx[0].offset);
1421 sprintf(register_name, "%s_c[%u]", prefix, reg->idx[0].offset);
1426 case WINED3DSPR_CONSTINT:
1427 sprintf(register_name, "%s_i[%u]", prefix, reg->idx[0].offset);
1430 case WINED3DSPR_CONSTBOOL:
1431 sprintf(register_name, "%s_b[%u]", prefix, reg->idx[0].offset);
1434 case WINED3DSPR_TEXTURE: /* case WINED3DSPR_ADDR: */
1436 sprintf(register_name, "T%u", reg->idx[0].offset);
1438 sprintf(register_name, "A%u", reg->idx[0].offset);
1441 case WINED3DSPR_LOOP:
1442 sprintf(register_name, "aL%u", ins->ctx->loop_state->current_reg - 1);
1445 case WINED3DSPR_SAMPLER:
1446 sprintf(register_name, "%s_sampler%u", prefix, reg->idx[0].offset);
1449 case WINED3DSPR_COLOROUT:
1450 if (reg->idx[0].offset >= gl_info->limits.buffers)
1451 WARN("Write to render target %u, only %d supported.\n",
1452 reg->idx[0].offset, gl_info->limits.buffers);
1454 sprintf(register_name, "gl_FragData[%u]", reg->idx[0].offset);
1457 case WINED3DSPR_RASTOUT:
1458 sprintf(register_name, "%s", hwrastout_reg_names[reg->idx[0].offset]);
1461 case WINED3DSPR_DEPTHOUT:
1462 sprintf(register_name, "gl_FragDepth");
1465 case WINED3DSPR_ATTROUT:
1466 if (!reg->idx[0].offset)
1467 sprintf(register_name, "%s_out[8]", prefix);
1469 sprintf(register_name, "%s_out[9]", prefix);
1472 case WINED3DSPR_TEXCRDOUT:
1473 /* Vertex shaders >= 3.0: WINED3DSPR_OUTPUT */
1474 sprintf(register_name, "%s_out[%u]", prefix, reg->idx[0].offset);
1477 case WINED3DSPR_MISCTYPE:
1478 if (!reg->idx[0].offset)
1481 sprintf(register_name, "vpos");
1483 else if (reg->idx[0].offset == 1)
1485 /* Note that gl_FrontFacing is a bool, while vFace is
1486 * a float for which the sign determines front/back */
1487 sprintf(register_name, "(gl_FrontFacing ? 1.0 : -1.0)");
1491 FIXME("Unhandled misctype register %u.\n", reg->idx[0].offset);
1492 sprintf(register_name, "unrecognized_register");
1496 case WINED3DSPR_IMMCONST:
1497 switch (reg->immconst_type)
1499 case WINED3D_IMMCONST_SCALAR:
1500 switch (reg->data_type)
1502 case WINED3D_DATA_FLOAT:
1503 sprintf(register_name, "%.8e", *(const float *)reg->immconst_data);
1505 case WINED3D_DATA_INT:
1506 sprintf(register_name, "%#x", reg->immconst_data[0]);
1508 case WINED3D_DATA_RESOURCE:
1509 case WINED3D_DATA_SAMPLER:
1510 case WINED3D_DATA_UINT:
1511 sprintf(register_name, "%#xu", reg->immconst_data[0]);
1514 sprintf(register_name, "<unhandled data type %#x>", reg->data_type);
1519 case WINED3D_IMMCONST_VEC4:
1520 switch (reg->data_type)
1522 case WINED3D_DATA_FLOAT:
1523 sprintf(register_name, "vec4(%.8e, %.8e, %.8e, %.8e)",
1524 *(const float *)®->immconst_data[0], *(const float *)®->immconst_data[1],
1525 *(const float *)®->immconst_data[2], *(const float *)®->immconst_data[3]);
1527 case WINED3D_DATA_INT:
1528 sprintf(register_name, "ivec4(%#x, %#x, %#x, %#x)",
1529 reg->immconst_data[0], reg->immconst_data[1],
1530 reg->immconst_data[2], reg->immconst_data[3]);
1532 case WINED3D_DATA_RESOURCE:
1533 case WINED3D_DATA_SAMPLER:
1534 case WINED3D_DATA_UINT:
1535 sprintf(register_name, "uvec4(%#xu, %#xu, %#xu, %#xu)",
1536 reg->immconst_data[0], reg->immconst_data[1],
1537 reg->immconst_data[2], reg->immconst_data[3]);
1540 sprintf(register_name, "<unhandled data type %#x>", reg->data_type);
1546 FIXME("Unhandled immconst type %#x\n", reg->immconst_type);
1547 sprintf(register_name, "<unhandled_immconst_type %#x>", reg->immconst_type);
1551 case WINED3DSPR_CONSTBUFFER:
1552 if (reg->idx[1].rel_addr)
1554 struct glsl_src_param rel_param;
1555 shader_glsl_add_src_param(ins, reg->idx[1].rel_addr, WINED3DSP_WRITEMASK_0, &rel_param);
1556 sprintf(register_name, "%s_cb%u[%s + %u]",
1557 prefix, reg->idx[0].offset, rel_param.param_str, reg->idx[1].offset);
1561 sprintf(register_name, "%s_cb%u[%u]", prefix, reg->idx[0].offset, reg->idx[1].offset);
1566 FIXME("Unhandled register type %#x.\n", reg->type);
1567 sprintf(register_name, "unrecognized_register");
1572 static void shader_glsl_write_mask_to_str(DWORD write_mask, char *str)
1575 if (write_mask & WINED3DSP_WRITEMASK_0) *str++ = 'x';
1576 if (write_mask & WINED3DSP_WRITEMASK_1) *str++ = 'y';
1577 if (write_mask & WINED3DSP_WRITEMASK_2) *str++ = 'z';
1578 if (write_mask & WINED3DSP_WRITEMASK_3) *str++ = 'w';
1582 /* Get the GLSL write mask for the destination register */
1583 static DWORD shader_glsl_get_write_mask(const struct wined3d_shader_dst_param *param, char *write_mask)
1585 DWORD mask = param->write_mask;
1587 if (shader_is_scalar(¶m->reg))
1589 mask = WINED3DSP_WRITEMASK_0;
1594 shader_glsl_write_mask_to_str(mask, write_mask);
1600 static unsigned int shader_glsl_get_write_mask_size(DWORD write_mask) {
1601 unsigned int size = 0;
1603 if (write_mask & WINED3DSP_WRITEMASK_0) ++size;
1604 if (write_mask & WINED3DSP_WRITEMASK_1) ++size;
1605 if (write_mask & WINED3DSP_WRITEMASK_2) ++size;
1606 if (write_mask & WINED3DSP_WRITEMASK_3) ++size;
1611 static void shader_glsl_swizzle_to_str(const DWORD swizzle, BOOL fixup, DWORD mask, char *str)
1613 /* For registers of type WINED3DDECLTYPE_D3DCOLOR, data is stored as "bgra",
1614 * but addressed as "rgba". To fix this we need to swap the register's x
1615 * and z components. */
1616 const char *swizzle_chars = fixup ? "zyxw" : "xyzw";
1619 /* swizzle bits fields: wwzzyyxx */
1620 if (mask & WINED3DSP_WRITEMASK_0) *str++ = swizzle_chars[swizzle & 0x03];
1621 if (mask & WINED3DSP_WRITEMASK_1) *str++ = swizzle_chars[(swizzle >> 2) & 0x03];
1622 if (mask & WINED3DSP_WRITEMASK_2) *str++ = swizzle_chars[(swizzle >> 4) & 0x03];
1623 if (mask & WINED3DSP_WRITEMASK_3) *str++ = swizzle_chars[(swizzle >> 6) & 0x03];
1627 static void shader_glsl_get_swizzle(const struct wined3d_shader_src_param *param,
1628 BOOL fixup, DWORD mask, char *swizzle_str)
1630 if (shader_is_scalar(¶m->reg))
1631 *swizzle_str = '\0';
1633 shader_glsl_swizzle_to_str(param->swizzle, fixup, mask, swizzle_str);
1636 /* From a given parameter token, generate the corresponding GLSL string.
1637 * Also, return the actual register name and swizzle in case the
1638 * caller needs this information as well. */
1639 static void shader_glsl_add_src_param(const struct wined3d_shader_instruction *ins,
1640 const struct wined3d_shader_src_param *wined3d_src, DWORD mask, struct glsl_src_param *glsl_src)
1642 BOOL is_color = FALSE;
1643 char swizzle_str[6];
1645 glsl_src->reg_name[0] = '\0';
1646 glsl_src->param_str[0] = '\0';
1647 swizzle_str[0] = '\0';
1649 shader_glsl_get_register_name(&wined3d_src->reg, glsl_src->reg_name, &is_color, ins);
1650 shader_glsl_get_swizzle(wined3d_src, is_color, mask, swizzle_str);
1652 if (wined3d_src->reg.type == WINED3DSPR_IMMCONST)
1654 shader_glsl_gen_modifier(wined3d_src->modifiers, glsl_src->reg_name, swizzle_str, glsl_src->param_str);
1658 char param_str[200];
1660 shader_glsl_gen_modifier(wined3d_src->modifiers, glsl_src->reg_name, swizzle_str, param_str);
1662 switch (wined3d_src->reg.data_type)
1664 case WINED3D_DATA_FLOAT:
1665 sprintf(glsl_src->param_str, "%s", param_str);
1667 case WINED3D_DATA_INT:
1668 sprintf(glsl_src->param_str, "floatBitsToInt(%s)", param_str);
1670 case WINED3D_DATA_RESOURCE:
1671 case WINED3D_DATA_SAMPLER:
1672 case WINED3D_DATA_UINT:
1673 sprintf(glsl_src->param_str, "floatBitsToUint(%s)", param_str);
1676 FIXME("Unhandled data type %#x.\n", wined3d_src->reg.data_type);
1677 sprintf(glsl_src->param_str, "%s", param_str);
1683 /* From a given parameter token, generate the corresponding GLSL string.
1684 * Also, return the actual register name and swizzle in case the
1685 * caller needs this information as well. */
1686 static DWORD shader_glsl_add_dst_param(const struct wined3d_shader_instruction *ins,
1687 const struct wined3d_shader_dst_param *wined3d_dst, struct glsl_dst_param *glsl_dst)
1689 BOOL is_color = FALSE;
1691 glsl_dst->mask_str[0] = '\0';
1692 glsl_dst->reg_name[0] = '\0';
1694 shader_glsl_get_register_name(&wined3d_dst->reg, glsl_dst->reg_name, &is_color, ins);
1695 return shader_glsl_get_write_mask(wined3d_dst, glsl_dst->mask_str);
1698 /* Append the destination part of the instruction to the buffer, return the effective write mask */
1699 static DWORD shader_glsl_append_dst_ext(struct wined3d_shader_buffer *buffer,
1700 const struct wined3d_shader_instruction *ins, const struct wined3d_shader_dst_param *dst)
1702 struct glsl_dst_param glsl_dst;
1705 if ((mask = shader_glsl_add_dst_param(ins, dst, &glsl_dst)))
1707 switch (dst->reg.data_type)
1709 case WINED3D_DATA_FLOAT:
1710 shader_addline(buffer, "%s%s = %s(",
1711 glsl_dst.reg_name, glsl_dst.mask_str, shift_glsl_tab[dst->shift]);
1713 case WINED3D_DATA_INT:
1714 shader_addline(buffer, "%s%s = %sintBitsToFloat(",
1715 glsl_dst.reg_name, glsl_dst.mask_str, shift_glsl_tab[dst->shift]);
1717 case WINED3D_DATA_RESOURCE:
1718 case WINED3D_DATA_SAMPLER:
1719 case WINED3D_DATA_UINT:
1720 shader_addline(buffer, "%s%s = %suintBitsToFloat(",
1721 glsl_dst.reg_name, glsl_dst.mask_str, shift_glsl_tab[dst->shift]);
1724 FIXME("Unhandled data type %#x.\n", dst->reg.data_type);
1725 shader_addline(buffer, "%s%s = %s(",
1726 glsl_dst.reg_name, glsl_dst.mask_str, shift_glsl_tab[dst->shift]);
1734 /* Append the destination part of the instruction to the buffer, return the effective write mask */
1735 static DWORD shader_glsl_append_dst(struct wined3d_shader_buffer *buffer, const struct wined3d_shader_instruction *ins)
1737 return shader_glsl_append_dst_ext(buffer, ins, &ins->dst[0]);
1740 /** Process GLSL instruction modifiers */
1741 static void shader_glsl_add_instruction_modifiers(const struct wined3d_shader_instruction *ins)
1743 struct glsl_dst_param dst_param;
1746 if (!ins->dst_count) return;
1748 modifiers = ins->dst[0].modifiers;
1749 if (!modifiers) return;
1751 shader_glsl_add_dst_param(ins, &ins->dst[0], &dst_param);
1753 if (modifiers & WINED3DSPDM_SATURATE)
1755 /* _SAT means to clamp the value of the register to between 0 and 1 */
1756 shader_addline(ins->ctx->buffer, "%s%s = clamp(%s%s, 0.0, 1.0);\n", dst_param.reg_name,
1757 dst_param.mask_str, dst_param.reg_name, dst_param.mask_str);
1760 if (modifiers & WINED3DSPDM_MSAMPCENTROID)
1762 FIXME("_centroid modifier not handled\n");
1765 if (modifiers & WINED3DSPDM_PARTIALPRECISION)
1767 /* MSDN says this modifier can be safely ignored, so that's what we'll do. */
1771 static const char *shader_glsl_get_rel_op(enum wined3d_shader_rel_op op)
1775 case WINED3D_SHADER_REL_OP_GT: return ">";
1776 case WINED3D_SHADER_REL_OP_EQ: return "==";
1777 case WINED3D_SHADER_REL_OP_GE: return ">=";
1778 case WINED3D_SHADER_REL_OP_LT: return "<";
1779 case WINED3D_SHADER_REL_OP_NE: return "!=";
1780 case WINED3D_SHADER_REL_OP_LE: return "<=";
1782 FIXME("Unrecognized operator %#x.\n", op);
1787 static void shader_glsl_get_sample_function(const struct wined3d_shader_context *ctx,
1788 DWORD sampler_idx, DWORD flags, struct glsl_sample_function *sample_function)
1790 enum wined3d_sampler_texture_type sampler_type = ctx->reg_maps->sampler_type[sampler_idx];
1791 const struct wined3d_gl_info *gl_info = ctx->gl_info;
1792 BOOL shadow = shader_is_pshader_version(ctx->reg_maps->shader_version.type)
1793 && (((const struct shader_glsl_ctx_priv *)ctx->backend_data)->cur_ps_args->shadow & (1 << sampler_idx));
1794 BOOL projected = flags & WINED3D_GLSL_SAMPLE_PROJECTED;
1795 BOOL texrect = flags & WINED3D_GLSL_SAMPLE_RECT;
1796 BOOL lod = flags & WINED3D_GLSL_SAMPLE_LOD;
1797 BOOL grad = flags & WINED3D_GLSL_SAMPLE_GRAD;
1799 /* Note that there's no such thing as a projected cube texture. */
1800 switch(sampler_type) {
1806 sample_function->name = projected ? "shadow1DProjLod" : "shadow1DLod";
1810 if (gl_info->supported[EXT_GPU_SHADER4])
1811 sample_function->name = projected ? "shadow1DProjGrad" : "shadow1DGrad";
1812 else if (gl_info->supported[ARB_SHADER_TEXTURE_LOD])
1813 sample_function->name = projected ? "shadow1DProjGradARB" : "shadow1DGradARB";
1816 FIXME("Unsupported 1D shadow grad function.\n");
1817 sample_function->name = "unsupported1DGrad";
1822 sample_function->name = projected ? "shadow1DProj" : "shadow1D";
1824 sample_function->coord_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1;
1830 sample_function->name = projected ? "texture1DProjLod" : "texture1DLod";
1834 if (gl_info->supported[EXT_GPU_SHADER4])
1835 sample_function->name = projected ? "texture1DProjGrad" : "texture1DGrad";
1836 else if (gl_info->supported[ARB_SHADER_TEXTURE_LOD])
1837 sample_function->name = projected ? "texture1DProjGradARB" : "texture1DGradARB";
1840 FIXME("Unsupported 1D grad function.\n");
1841 sample_function->name = "unsupported1DGrad";
1846 sample_function->name = projected ? "texture1DProj" : "texture1D";
1848 sample_function->coord_mask = WINED3DSP_WRITEMASK_0;
1859 sample_function->name = projected ? "shadow2DRectProjLod" : "shadow2DRectLod";
1863 if (gl_info->supported[EXT_GPU_SHADER4])
1864 sample_function->name = projected ? "shadow2DRectProjGrad" : "shadow2DRectGrad";
1865 else if (gl_info->supported[ARB_SHADER_TEXTURE_LOD])
1866 sample_function->name = projected ? "shadow2DRectProjGradARB" : "shadow2DRectGradARB";
1869 FIXME("Unsupported RECT shadow grad function.\n");
1870 sample_function->name = "unsupported2DRectGrad";
1875 sample_function->name = projected ? "shadow2DRectProj" : "shadow2DRect";
1882 sample_function->name = projected ? "shadow2DProjLod" : "shadow2DLod";
1886 if (gl_info->supported[EXT_GPU_SHADER4])
1887 sample_function->name = projected ? "shadow2DProjGrad" : "shadow2DGrad";
1888 else if (gl_info->supported[ARB_SHADER_TEXTURE_LOD])
1889 sample_function->name = projected ? "shadow2DProjGradARB" : "shadow2DGradARB";
1892 FIXME("Unsupported 2D shadow grad function.\n");
1893 sample_function->name = "unsupported2DGrad";
1898 sample_function->name = projected ? "shadow2DProj" : "shadow2D";
1901 sample_function->coord_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
1909 sample_function->name = projected ? "texture2DRectProjLod" : "texture2DRectLod";
1913 if (gl_info->supported[EXT_GPU_SHADER4])
1914 sample_function->name = projected ? "texture2DRectProjGrad" : "texture2DRectGrad";
1915 else if (gl_info->supported[ARB_SHADER_TEXTURE_LOD])
1916 sample_function->name = projected ? "texture2DRectProjGradARB" : "texture2DRectGradARB";
1919 FIXME("Unsupported RECT grad function.\n");
1920 sample_function->name = "unsupported2DRectGrad";
1925 sample_function->name = projected ? "texture2DRectProj" : "texture2DRect";
1932 sample_function->name = projected ? "texture2DProjLod" : "texture2DLod";
1936 if (gl_info->supported[EXT_GPU_SHADER4])
1937 sample_function->name = projected ? "texture2DProjGrad" : "texture2DGrad";
1938 else if (gl_info->supported[ARB_SHADER_TEXTURE_LOD])
1939 sample_function->name = projected ? "texture2DProjGradARB" : "texture2DGradARB";
1942 FIXME("Unsupported 2D grad function.\n");
1943 sample_function->name = "unsupported2DGrad";
1948 sample_function->name = projected ? "texture2DProj" : "texture2D";
1951 sample_function->coord_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1;
1955 case WINED3DSTT_CUBE:
1958 FIXME("Unsupported Cube shadow function.\n");
1959 sample_function->name = "unsupportedCubeShadow";
1960 sample_function->coord_mask = 0;
1966 sample_function->name = "textureCubeLod";
1970 if (gl_info->supported[EXT_GPU_SHADER4])
1971 sample_function->name = "textureCubeGrad";
1972 else if (gl_info->supported[ARB_SHADER_TEXTURE_LOD])
1973 sample_function->name = "textureCubeGradARB";
1976 FIXME("Unsupported Cube grad function.\n");
1977 sample_function->name = "unsupportedCubeGrad";
1982 sample_function->name = "textureCube";
1984 sample_function->coord_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
1988 case WINED3DSTT_VOLUME:
1991 FIXME("Unsupported 3D shadow function.\n");
1992 sample_function->name = "unsupported3DShadow";
1993 sample_function->coord_mask = 0;
1999 sample_function->name = projected ? "texture3DProjLod" : "texture3DLod";
2003 if (gl_info->supported[EXT_GPU_SHADER4])
2004 sample_function->name = projected ? "texture3DProjGrad" : "texture3DGrad";
2005 else if (gl_info->supported[ARB_SHADER_TEXTURE_LOD])
2006 sample_function->name = projected ? "texture3DProjGradARB" : "texture3DGradARB";
2009 FIXME("Unsupported 3D grad function.\n");
2010 sample_function->name = "unsupported3DGrad";
2015 sample_function->name = projected ? "texture3DProj" : "texture3D";
2017 sample_function->coord_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
2022 sample_function->name = "";
2023 sample_function->coord_mask = 0;
2024 FIXME("Unrecognized sampler type: %#x;\n", sampler_type);
2029 static void shader_glsl_append_fixup_arg(char *arguments, const char *reg_name,
2030 BOOL sign_fixup, enum fixup_channel_source channel_source)
2032 switch(channel_source)
2034 case CHANNEL_SOURCE_ZERO:
2035 strcat(arguments, "0.0");
2038 case CHANNEL_SOURCE_ONE:
2039 strcat(arguments, "1.0");
2042 case CHANNEL_SOURCE_X:
2043 strcat(arguments, reg_name);
2044 strcat(arguments, ".x");
2047 case CHANNEL_SOURCE_Y:
2048 strcat(arguments, reg_name);
2049 strcat(arguments, ".y");
2052 case CHANNEL_SOURCE_Z:
2053 strcat(arguments, reg_name);
2054 strcat(arguments, ".z");
2057 case CHANNEL_SOURCE_W:
2058 strcat(arguments, reg_name);
2059 strcat(arguments, ".w");
2063 FIXME("Unhandled channel source %#x\n", channel_source);
2064 strcat(arguments, "undefined");
2068 if (sign_fixup) strcat(arguments, " * 2.0 - 1.0");
2071 static void shader_glsl_color_correction(const struct wined3d_shader_instruction *ins, struct color_fixup_desc fixup)
2073 struct wined3d_shader_dst_param dst;
2074 unsigned int mask_size, remaining;
2075 struct glsl_dst_param dst_param;
2076 char arguments[256];
2080 if (fixup.x_sign_fixup || fixup.x_source != CHANNEL_SOURCE_X) mask |= WINED3DSP_WRITEMASK_0;
2081 if (fixup.y_sign_fixup || fixup.y_source != CHANNEL_SOURCE_Y) mask |= WINED3DSP_WRITEMASK_1;
2082 if (fixup.z_sign_fixup || fixup.z_source != CHANNEL_SOURCE_Z) mask |= WINED3DSP_WRITEMASK_2;
2083 if (fixup.w_sign_fixup || fixup.w_source != CHANNEL_SOURCE_W) mask |= WINED3DSP_WRITEMASK_3;
2084 mask &= ins->dst[0].write_mask;
2086 if (!mask) return; /* Nothing to do */
2088 if (is_complex_fixup(fixup))
2090 enum complex_fixup complex_fixup = get_complex_fixup(fixup);
2091 FIXME("Complex fixup (%#x) not supported\n",complex_fixup);
2095 mask_size = shader_glsl_get_write_mask_size(mask);
2098 dst.write_mask = mask;
2099 shader_glsl_add_dst_param(ins, &dst, &dst_param);
2101 arguments[0] = '\0';
2102 remaining = mask_size;
2103 if (mask & WINED3DSP_WRITEMASK_0)
2105 shader_glsl_append_fixup_arg(arguments, dst_param.reg_name, fixup.x_sign_fixup, fixup.x_source);
2106 if (--remaining) strcat(arguments, ", ");
2108 if (mask & WINED3DSP_WRITEMASK_1)
2110 shader_glsl_append_fixup_arg(arguments, dst_param.reg_name, fixup.y_sign_fixup, fixup.y_source);
2111 if (--remaining) strcat(arguments, ", ");
2113 if (mask & WINED3DSP_WRITEMASK_2)
2115 shader_glsl_append_fixup_arg(arguments, dst_param.reg_name, fixup.z_sign_fixup, fixup.z_source);
2116 if (--remaining) strcat(arguments, ", ");
2118 if (mask & WINED3DSP_WRITEMASK_3)
2120 shader_glsl_append_fixup_arg(arguments, dst_param.reg_name, fixup.w_sign_fixup, fixup.w_source);
2121 if (--remaining) strcat(arguments, ", ");
2126 shader_addline(ins->ctx->buffer, "%s%s = vec%u(%s);\n",
2127 dst_param.reg_name, dst_param.mask_str, mask_size, arguments);
2131 shader_addline(ins->ctx->buffer, "%s%s = %s;\n", dst_param.reg_name, dst_param.mask_str, arguments);
2135 static void PRINTF_ATTR(8, 9) shader_glsl_gen_sample_code(const struct wined3d_shader_instruction *ins,
2136 DWORD sampler, const struct glsl_sample_function *sample_function, DWORD swizzle,
2137 const char *dx, const char *dy, const char *bias, const char *coord_reg_fmt, ...)
2139 const char *sampler_base;
2140 char dst_swizzle[6];
2141 struct color_fixup_desc fixup;
2142 BOOL np2_fixup = FALSE;
2145 shader_glsl_swizzle_to_str(swizzle, FALSE, ins->dst[0].write_mask, dst_swizzle);
2147 if (shader_is_pshader_version(ins->ctx->reg_maps->shader_version.type))
2149 const struct shader_glsl_ctx_priv *priv = ins->ctx->backend_data;
2150 fixup = priv->cur_ps_args->color_fixup[sampler];
2151 sampler_base = "ps_sampler";
2153 if(priv->cur_ps_args->np2_fixup & (1 << sampler)) {
2155 FIXME("Biased sampling from NP2 textures is unsupported\n");
2163 sampler_base = "vs_sampler";
2164 fixup = COLOR_FIXUP_IDENTITY; /* FIXME: Vshader color fixup */
2167 shader_glsl_append_dst(ins->ctx->buffer, ins);
2169 shader_addline(ins->ctx->buffer, "%s(%s%u, ", sample_function->name, sampler_base, sampler);
2171 va_start(args, coord_reg_fmt);
2172 shader_vaddline(ins->ctx->buffer, coord_reg_fmt, args);
2176 shader_addline(ins->ctx->buffer, ", %s)%s);\n", bias, dst_swizzle);
2179 const struct shader_glsl_ctx_priv *priv = ins->ctx->backend_data;
2180 const unsigned char idx = priv->cur_np2fixup_info->idx[sampler];
2182 shader_addline(ins->ctx->buffer, " * ps_samplerNP2Fixup[%u].%s)%s);\n", idx >> 1,
2183 (idx % 2) ? "zw" : "xy", dst_swizzle);
2184 } else if(dx && dy) {
2185 shader_addline(ins->ctx->buffer, ", %s, %s)%s);\n", dx, dy, dst_swizzle);
2187 shader_addline(ins->ctx->buffer, ")%s);\n", dst_swizzle);
2191 if(!is_identity_fixup(fixup)) {
2192 shader_glsl_color_correction(ins, fixup);
2196 /*****************************************************************************
2197 * Begin processing individual instruction opcodes
2198 ****************************************************************************/
2200 static void shader_glsl_binop(const struct wined3d_shader_instruction *ins)
2202 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2203 struct glsl_src_param src0_param;
2204 struct glsl_src_param src1_param;
2208 /* Determine the GLSL operator to use based on the opcode */
2209 switch (ins->handler_idx)
2211 case WINED3DSIH_ADD: op = '+'; break;
2212 case WINED3DSIH_AND: op = '&'; break;
2213 case WINED3DSIH_DIV: op = '/'; break;
2214 case WINED3DSIH_IADD: op = '+'; break;
2215 case WINED3DSIH_MUL: op = '*'; break;
2216 case WINED3DSIH_SUB: op = '-'; break;
2217 case WINED3DSIH_XOR: op = '^'; break;
2220 FIXME("Opcode %#x not yet handled in GLSL\n", ins->handler_idx);
2224 write_mask = shader_glsl_append_dst(buffer, ins);
2225 shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src0_param);
2226 shader_glsl_add_src_param(ins, &ins->src[1], write_mask, &src1_param);
2227 shader_addline(buffer, "%s %c %s);\n", src0_param.param_str, op, src1_param.param_str);
2230 static void shader_glsl_relop(const struct wined3d_shader_instruction *ins)
2232 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2233 struct glsl_src_param src0_param;
2234 struct glsl_src_param src1_param;
2235 unsigned int mask_size;
2239 write_mask = shader_glsl_append_dst(buffer, ins);
2240 mask_size = shader_glsl_get_write_mask_size(write_mask);
2241 shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src0_param);
2242 shader_glsl_add_src_param(ins, &ins->src[1], write_mask, &src1_param);
2246 switch (ins->handler_idx)
2248 case WINED3DSIH_EQ: op = "equal"; break;
2249 case WINED3DSIH_GE: op = "greaterThanEqual"; break;
2250 case WINED3DSIH_IGE: op = "greaterThanEqual"; break;
2251 case WINED3DSIH_LT: op = "lessThan"; break;
2253 op = "<unhandled operator>";
2254 ERR("Unhandled opcode %#x.\n", ins->handler_idx);
2258 shader_addline(buffer, "uvec%u(%s(%s, %s)) * 0xffffffffu);\n",
2259 mask_size, op, src0_param.param_str, src1_param.param_str);
2263 switch (ins->handler_idx)
2265 case WINED3DSIH_EQ: op = "=="; break;
2266 case WINED3DSIH_GE: op = ">="; break;
2267 case WINED3DSIH_IGE: op = ">="; break;
2268 case WINED3DSIH_LT: op = "<"; break;
2270 op = "<unhandled operator>";
2271 ERR("Unhandled opcode %#x.\n", ins->handler_idx);
2275 shader_addline(buffer, "%s %s %s ? 0xffffffffu : 0u);\n",
2276 src0_param.param_str, op, src1_param.param_str);
2280 static void shader_glsl_imul(const struct wined3d_shader_instruction *ins)
2282 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2283 struct glsl_src_param src0_param;
2284 struct glsl_src_param src1_param;
2287 /* If we have ARB_gpu_shader5 or GLSL 4.0, we can use imulExtended(). If
2288 * not, we can emulate it. */
2289 if (ins->dst[0].reg.type != WINED3DSPR_NULL)
2290 FIXME("64-bit integer multiplies not implemented.\n");
2292 if (ins->dst[1].reg.type != WINED3DSPR_NULL)
2294 write_mask = shader_glsl_append_dst_ext(buffer, ins, &ins->dst[1]);
2295 shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src0_param);
2296 shader_glsl_add_src_param(ins, &ins->src[1], write_mask, &src1_param);
2298 shader_addline(ins->ctx->buffer, "%s * %s);\n",
2299 src0_param.param_str, src1_param.param_str);
2303 /* Process the WINED3DSIO_MOV opcode using GLSL (dst = src) */
2304 static void shader_glsl_mov(const struct wined3d_shader_instruction *ins)
2306 const struct wined3d_gl_info *gl_info = ins->ctx->gl_info;
2307 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2308 struct glsl_src_param src0_param;
2311 write_mask = shader_glsl_append_dst(buffer, ins);
2312 shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src0_param);
2314 /* In vs_1_1 WINED3DSIO_MOV can write to the address register. In later
2315 * shader versions WINED3DSIO_MOVA is used for this. */
2316 if (ins->ctx->reg_maps->shader_version.major == 1
2317 && ins->ctx->reg_maps->shader_version.type == WINED3D_SHADER_TYPE_VERTEX
2318 && ins->dst[0].reg.type == WINED3DSPR_ADDR)
2320 /* This is a simple floor() */
2321 unsigned int mask_size = shader_glsl_get_write_mask_size(write_mask);
2322 if (mask_size > 1) {
2323 shader_addline(buffer, "ivec%d(floor(%s)));\n", mask_size, src0_param.param_str);
2325 shader_addline(buffer, "int(floor(%s)));\n", src0_param.param_str);
2328 else if(ins->handler_idx == WINED3DSIH_MOVA)
2330 /* We need to *round* to the nearest int here. */
2331 unsigned int mask_size = shader_glsl_get_write_mask_size(write_mask);
2333 if (gl_info->supported[EXT_GPU_SHADER4])
2336 shader_addline(buffer, "ivec%d(round(%s)));\n", mask_size, src0_param.param_str);
2338 shader_addline(buffer, "int(round(%s)));\n", src0_param.param_str);
2343 shader_addline(buffer, "ivec%d(floor(abs(%s) + vec%d(0.5)) * sign(%s)));\n",
2344 mask_size, src0_param.param_str, mask_size, src0_param.param_str);
2346 shader_addline(buffer, "int(floor(abs(%s) + 0.5) * sign(%s)));\n",
2347 src0_param.param_str, src0_param.param_str);
2352 shader_addline(buffer, "%s);\n", src0_param.param_str);
2356 /* Process the dot product operators DP3 and DP4 in GLSL (dst = dot(src0, src1)) */
2357 static void shader_glsl_dot(const struct wined3d_shader_instruction *ins)
2359 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2360 struct glsl_src_param src0_param;
2361 struct glsl_src_param src1_param;
2362 DWORD dst_write_mask, src_write_mask;
2363 unsigned int dst_size = 0;
2365 dst_write_mask = shader_glsl_append_dst(buffer, ins);
2366 dst_size = shader_glsl_get_write_mask_size(dst_write_mask);
2368 /* dp3 works on vec3, dp4 on vec4 */
2369 if (ins->handler_idx == WINED3DSIH_DP4)
2371 src_write_mask = WINED3DSP_WRITEMASK_ALL;
2373 src_write_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
2376 shader_glsl_add_src_param(ins, &ins->src[0], src_write_mask, &src0_param);
2377 shader_glsl_add_src_param(ins, &ins->src[1], src_write_mask, &src1_param);
2380 shader_addline(buffer, "vec%d(dot(%s, %s)));\n", dst_size, src0_param.param_str, src1_param.param_str);
2382 shader_addline(buffer, "dot(%s, %s));\n", src0_param.param_str, src1_param.param_str);
2386 /* Note that this instruction has some restrictions. The destination write mask
2387 * can't contain the w component, and the source swizzles have to be .xyzw */
2388 static void shader_glsl_cross(const struct wined3d_shader_instruction *ins)
2390 DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
2391 struct glsl_src_param src0_param;
2392 struct glsl_src_param src1_param;
2395 shader_glsl_get_write_mask(&ins->dst[0], dst_mask);
2396 shader_glsl_append_dst(ins->ctx->buffer, ins);
2397 shader_glsl_add_src_param(ins, &ins->src[0], src_mask, &src0_param);
2398 shader_glsl_add_src_param(ins, &ins->src[1], src_mask, &src1_param);
2399 shader_addline(ins->ctx->buffer, "cross(%s, %s)%s);\n", src0_param.param_str, src1_param.param_str, dst_mask);
2402 static void shader_glsl_cut(const struct wined3d_shader_instruction *ins)
2404 shader_addline(ins->ctx->buffer, "EndPrimitive();\n");
2407 /* Process the WINED3DSIO_POW instruction in GLSL (dst = |src0|^src1)
2408 * Src0 and src1 are scalars. Note that D3D uses the absolute of src0, while
2409 * GLSL uses the value as-is. */
2410 static void shader_glsl_pow(const struct wined3d_shader_instruction *ins)
2412 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2413 struct glsl_src_param src0_param;
2414 struct glsl_src_param src1_param;
2415 DWORD dst_write_mask;
2416 unsigned int dst_size;
2418 dst_write_mask = shader_glsl_append_dst(buffer, ins);
2419 dst_size = shader_glsl_get_write_mask_size(dst_write_mask);
2421 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0, &src0_param);
2422 shader_glsl_add_src_param(ins, &ins->src[1], WINED3DSP_WRITEMASK_0, &src1_param);
2426 shader_addline(buffer, "vec%u(%s == 0.0 ? 1.0 : pow(abs(%s), %s)));\n",
2427 dst_size, src1_param.param_str, src0_param.param_str, src1_param.param_str);
2431 shader_addline(buffer, "%s == 0.0 ? 1.0 : pow(abs(%s), %s));\n",
2432 src1_param.param_str, src0_param.param_str, src1_param.param_str);
2436 /* Process the WINED3DSIO_LOG instruction in GLSL (dst = log2(|src0|))
2437 * Src0 is a scalar. Note that D3D uses the absolute of src0, while
2438 * GLSL uses the value as-is. */
2439 static void shader_glsl_log(const struct wined3d_shader_instruction *ins)
2441 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2442 struct glsl_src_param src0_param;
2443 DWORD dst_write_mask;
2444 unsigned int dst_size;
2446 dst_write_mask = shader_glsl_append_dst(buffer, ins);
2447 dst_size = shader_glsl_get_write_mask_size(dst_write_mask);
2449 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0, &src0_param);
2453 shader_addline(buffer, "vec%u(log2(abs(%s))));\n",
2454 dst_size, src0_param.param_str);
2458 shader_addline(buffer, "log2(abs(%s)));\n",
2459 src0_param.param_str);
2463 /* Map the opcode 1-to-1 to the GL code (arg->dst = instruction(src0, src1, ...) */
2464 static void shader_glsl_map2gl(const struct wined3d_shader_instruction *ins)
2466 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2467 struct glsl_src_param src_param;
2468 const char *instruction;
2472 /* Determine the GLSL function to use based on the opcode */
2473 /* TODO: Possibly make this a table for faster lookups */
2474 switch (ins->handler_idx)
2476 case WINED3DSIH_MIN: instruction = "min"; break;
2477 case WINED3DSIH_MAX: instruction = "max"; break;
2478 case WINED3DSIH_ABS: instruction = "abs"; break;
2479 case WINED3DSIH_FRC: instruction = "fract"; break;
2480 case WINED3DSIH_EXP: instruction = "exp2"; break;
2481 case WINED3DSIH_DSX: instruction = "dFdx"; break;
2482 case WINED3DSIH_DSY: instruction = "ycorrection.y * dFdy"; break;
2483 default: instruction = "";
2484 FIXME("Opcode %#x not yet handled in GLSL\n", ins->handler_idx);
2488 write_mask = shader_glsl_append_dst(buffer, ins);
2490 shader_addline(buffer, "%s(", instruction);
2494 shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src_param);
2495 shader_addline(buffer, "%s", src_param.param_str);
2496 for (i = 1; i < ins->src_count; ++i)
2498 shader_glsl_add_src_param(ins, &ins->src[i], write_mask, &src_param);
2499 shader_addline(buffer, ", %s", src_param.param_str);
2503 shader_addline(buffer, "));\n");
2506 static void shader_glsl_nop(const struct wined3d_shader_instruction *ins) {}
2508 static void shader_glsl_nrm(const struct wined3d_shader_instruction *ins)
2510 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2511 struct glsl_src_param src_param;
2512 unsigned int mask_size;
2516 write_mask = shader_glsl_get_write_mask(ins->dst, dst_mask);
2517 mask_size = shader_glsl_get_write_mask_size(write_mask);
2518 shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src_param);
2520 shader_addline(buffer, "tmp0.x = dot(%s, %s);\n",
2521 src_param.param_str, src_param.param_str);
2522 shader_glsl_append_dst(buffer, ins);
2526 shader_addline(buffer, "tmp0.x == 0.0 ? vec%u(0.0) : (%s * inversesqrt(tmp0.x)));\n",
2527 mask_size, src_param.param_str);
2531 shader_addline(buffer, "tmp0.x == 0.0 ? 0.0 : (%s * inversesqrt(tmp0.x)));\n",
2532 src_param.param_str);
2536 /** Process the WINED3DSIO_EXPP instruction in GLSL:
2537 * For shader model 1.x, do the following (and honor the writemask, so use a temporary variable):
2538 * dst.x = 2^(floor(src))
2539 * dst.y = src - floor(src)
2540 * dst.z = 2^src (partial precision is allowed, but optional)
2542 * For 2.0 shaders, just do this (honoring writemask and swizzle):
2543 * dst = 2^src; (partial precision is allowed, but optional)
2545 static void shader_glsl_expp(const struct wined3d_shader_instruction *ins)
2547 struct glsl_src_param src_param;
2549 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0, &src_param);
2551 if (ins->ctx->reg_maps->shader_version.major < 2)
2555 shader_addline(ins->ctx->buffer, "tmp0.x = exp2(floor(%s));\n", src_param.param_str);
2556 shader_addline(ins->ctx->buffer, "tmp0.y = %s - floor(%s);\n", src_param.param_str, src_param.param_str);
2557 shader_addline(ins->ctx->buffer, "tmp0.z = exp2(%s);\n", src_param.param_str);
2558 shader_addline(ins->ctx->buffer, "tmp0.w = 1.0;\n");
2560 shader_glsl_append_dst(ins->ctx->buffer, ins);
2561 shader_glsl_get_write_mask(&ins->dst[0], dst_mask);
2562 shader_addline(ins->ctx->buffer, "tmp0%s);\n", dst_mask);
2565 unsigned int mask_size;
2567 write_mask = shader_glsl_append_dst(ins->ctx->buffer, ins);
2568 mask_size = shader_glsl_get_write_mask_size(write_mask);
2570 if (mask_size > 1) {
2571 shader_addline(ins->ctx->buffer, "vec%d(exp2(%s)));\n", mask_size, src_param.param_str);
2573 shader_addline(ins->ctx->buffer, "exp2(%s));\n", src_param.param_str);
2578 static void shader_glsl_to_int(const struct wined3d_shader_instruction *ins)
2580 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2581 struct glsl_src_param src_param;
2582 unsigned int mask_size;
2585 write_mask = shader_glsl_append_dst(buffer, ins);
2586 mask_size = shader_glsl_get_write_mask_size(write_mask);
2587 shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src_param);
2590 shader_addline(buffer, "ivec%u(%s));\n", mask_size, src_param.param_str);
2592 shader_addline(buffer, "int(%s));\n", src_param.param_str);
2595 static void shader_glsl_to_float(const struct wined3d_shader_instruction *ins)
2597 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2598 struct glsl_src_param src_param;
2599 unsigned int mask_size;
2602 write_mask = shader_glsl_append_dst(buffer, ins);
2603 mask_size = shader_glsl_get_write_mask_size(write_mask);
2604 shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src_param);
2607 shader_addline(buffer, "vec%u(%s));\n", mask_size, src_param.param_str);
2609 shader_addline(buffer, "float(%s));\n", src_param.param_str);
2612 /** Process the RCP (reciprocal or inverse) opcode in GLSL (dst = 1 / src) */
2613 static void shader_glsl_rcp(const struct wined3d_shader_instruction *ins)
2615 struct glsl_src_param src_param;
2617 unsigned int mask_size;
2619 write_mask = shader_glsl_append_dst(ins->ctx->buffer, ins);
2620 mask_size = shader_glsl_get_write_mask_size(write_mask);
2621 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_3, &src_param);
2625 shader_addline(ins->ctx->buffer, "vec%u(1.0 / %s));\n",
2626 mask_size, src_param.param_str);
2630 shader_addline(ins->ctx->buffer, "1.0 / %s);\n",
2631 src_param.param_str);
2635 static void shader_glsl_rsq(const struct wined3d_shader_instruction *ins)
2637 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2638 struct glsl_src_param src_param;
2640 unsigned int mask_size;
2642 write_mask = shader_glsl_append_dst(buffer, ins);
2643 mask_size = shader_glsl_get_write_mask_size(write_mask);
2645 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_3, &src_param);
2649 shader_addline(buffer, "vec%u(inversesqrt(abs(%s))));\n",
2650 mask_size, src_param.param_str);
2654 shader_addline(buffer, "inversesqrt(abs(%s)));\n",
2655 src_param.param_str);
2659 /** Process signed comparison opcodes in GLSL. */
2660 static void shader_glsl_compare(const struct wined3d_shader_instruction *ins)
2662 struct glsl_src_param src0_param;
2663 struct glsl_src_param src1_param;
2665 unsigned int mask_size;
2667 write_mask = shader_glsl_append_dst(ins->ctx->buffer, ins);
2668 mask_size = shader_glsl_get_write_mask_size(write_mask);
2669 shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src0_param);
2670 shader_glsl_add_src_param(ins, &ins->src[1], write_mask, &src1_param);
2672 if (mask_size > 1) {
2673 const char *compare;
2675 switch(ins->handler_idx)
2677 case WINED3DSIH_SLT: compare = "lessThan"; break;
2678 case WINED3DSIH_SGE: compare = "greaterThanEqual"; break;
2679 default: compare = "";
2680 FIXME("Can't handle opcode %#x\n", ins->handler_idx);
2683 shader_addline(ins->ctx->buffer, "vec%d(%s(%s, %s)));\n", mask_size, compare,
2684 src0_param.param_str, src1_param.param_str);
2686 switch(ins->handler_idx)
2688 case WINED3DSIH_SLT:
2689 /* Step(src0, src1) is not suitable here because if src0 == src1 SLT is supposed,
2690 * to return 0.0 but step returns 1.0 because step is not < x
2691 * An alternative is a bvec compare padded with an unused second component.
2692 * step(src1 * -1.0, src0 * -1.0) is not an option because it suffers from the same
2693 * issue. Playing with not() is not possible either because not() does not accept
2696 shader_addline(ins->ctx->buffer, "(%s < %s) ? 1.0 : 0.0);\n",
2697 src0_param.param_str, src1_param.param_str);
2699 case WINED3DSIH_SGE:
2700 /* Here we can use the step() function and safe a conditional */
2701 shader_addline(ins->ctx->buffer, "step(%s, %s));\n", src1_param.param_str, src0_param.param_str);
2704 FIXME("Can't handle opcode %#x\n", ins->handler_idx);
2710 /** Process CMP instruction in GLSL (dst = src0 >= 0.0 ? src1 : src2), per channel */
2711 static void shader_glsl_cmp(const struct wined3d_shader_instruction *ins)
2713 struct glsl_src_param src0_param;
2714 struct glsl_src_param src1_param;
2715 struct glsl_src_param src2_param;
2716 DWORD write_mask, cmp_channel = 0;
2719 BOOL temp_destination = FALSE;
2721 if (shader_is_scalar(&ins->src[0].reg))
2723 write_mask = shader_glsl_append_dst(ins->ctx->buffer, ins);
2725 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_ALL, &src0_param);
2726 shader_glsl_add_src_param(ins, &ins->src[1], write_mask, &src1_param);
2727 shader_glsl_add_src_param(ins, &ins->src[2], write_mask, &src2_param);
2729 shader_addline(ins->ctx->buffer, "%s >= 0.0 ? %s : %s);\n",
2730 src0_param.param_str, src1_param.param_str, src2_param.param_str);
2732 DWORD dst_mask = ins->dst[0].write_mask;
2733 struct wined3d_shader_dst_param dst = ins->dst[0];
2735 /* Cycle through all source0 channels */
2736 for (i=0; i<4; i++) {
2738 /* Find the destination channels which use the current source0 channel */
2739 for (j=0; j<4; j++) {
2740 if (((ins->src[0].swizzle >> (2 * j)) & 0x3) == i)
2742 write_mask |= WINED3DSP_WRITEMASK_0 << j;
2743 cmp_channel = WINED3DSP_WRITEMASK_0 << j;
2746 dst.write_mask = dst_mask & write_mask;
2748 /* Splitting the cmp instruction up in multiple lines imposes a problem:
2749 * The first lines may overwrite source parameters of the following lines.
2750 * Deal with that by using a temporary destination register if needed
2752 if ((ins->src[0].reg.idx[0].offset == ins->dst[0].reg.idx[0].offset
2753 && ins->src[0].reg.type == ins->dst[0].reg.type)
2754 || (ins->src[1].reg.idx[0].offset == ins->dst[0].reg.idx[0].offset
2755 && ins->src[1].reg.type == ins->dst[0].reg.type)
2756 || (ins->src[2].reg.idx[0].offset == ins->dst[0].reg.idx[0].offset
2757 && ins->src[2].reg.type == ins->dst[0].reg.type))
2759 write_mask = shader_glsl_get_write_mask(&dst, mask_char);
2760 if (!write_mask) continue;
2761 shader_addline(ins->ctx->buffer, "tmp0%s = (", mask_char);
2762 temp_destination = TRUE;
2764 write_mask = shader_glsl_append_dst_ext(ins->ctx->buffer, ins, &dst);
2765 if (!write_mask) continue;
2768 shader_glsl_add_src_param(ins, &ins->src[0], cmp_channel, &src0_param);
2769 shader_glsl_add_src_param(ins, &ins->src[1], write_mask, &src1_param);
2770 shader_glsl_add_src_param(ins, &ins->src[2], write_mask, &src2_param);
2772 shader_addline(ins->ctx->buffer, "%s >= 0.0 ? %s : %s);\n",
2773 src0_param.param_str, src1_param.param_str, src2_param.param_str);
2776 if(temp_destination) {
2777 shader_glsl_get_write_mask(&ins->dst[0], mask_char);
2778 shader_glsl_append_dst(ins->ctx->buffer, ins);
2779 shader_addline(ins->ctx->buffer, "tmp0%s);\n", mask_char);
2785 /** Process the CND opcode in GLSL (dst = (src0 > 0.5) ? src1 : src2) */
2786 /* For ps 1.1-1.3, only a single component of src0 is used. For ps 1.4
2787 * the compare is done per component of src0. */
2788 static void shader_glsl_cnd(const struct wined3d_shader_instruction *ins)
2790 struct wined3d_shader_dst_param dst;
2791 struct glsl_src_param src0_param;
2792 struct glsl_src_param src1_param;
2793 struct glsl_src_param src2_param;
2794 DWORD write_mask, cmp_channel = 0;
2797 DWORD shader_version = WINED3D_SHADER_VERSION(ins->ctx->reg_maps->shader_version.major,
2798 ins->ctx->reg_maps->shader_version.minor);
2800 if (shader_version < WINED3D_SHADER_VERSION(1, 4))
2802 write_mask = shader_glsl_append_dst(ins->ctx->buffer, ins);
2803 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0, &src0_param);
2804 shader_glsl_add_src_param(ins, &ins->src[1], write_mask, &src1_param);
2805 shader_glsl_add_src_param(ins, &ins->src[2], write_mask, &src2_param);
2807 /* Fun: The D3DSI_COISSUE flag changes the semantic of the cnd instruction for < 1.4 shaders */
2810 shader_addline(ins->ctx->buffer, "%s /* COISSUE! */);\n", src1_param.param_str);
2812 shader_addline(ins->ctx->buffer, "%s > 0.5 ? %s : %s);\n",
2813 src0_param.param_str, src1_param.param_str, src2_param.param_str);
2817 /* Cycle through all source0 channels */
2818 dst_mask = ins->dst[0].write_mask;
2820 for (i=0; i<4; i++) {
2822 /* Find the destination channels which use the current source0 channel */
2823 for (j=0; j<4; j++) {
2824 if (((ins->src[0].swizzle >> (2 * j)) & 0x3) == i)
2826 write_mask |= WINED3DSP_WRITEMASK_0 << j;
2827 cmp_channel = WINED3DSP_WRITEMASK_0 << j;
2831 dst.write_mask = dst_mask & write_mask;
2832 write_mask = shader_glsl_append_dst_ext(ins->ctx->buffer, ins, &dst);
2833 if (!write_mask) continue;
2835 shader_glsl_add_src_param(ins, &ins->src[0], cmp_channel, &src0_param);
2836 shader_glsl_add_src_param(ins, &ins->src[1], write_mask, &src1_param);
2837 shader_glsl_add_src_param(ins, &ins->src[2], write_mask, &src2_param);
2839 shader_addline(ins->ctx->buffer, "%s > 0.5 ? %s : %s);\n",
2840 src0_param.param_str, src1_param.param_str, src2_param.param_str);
2844 /** GLSL code generation for WINED3DSIO_MAD: Multiply the first 2 opcodes, then add the last */
2845 static void shader_glsl_mad(const struct wined3d_shader_instruction *ins)
2847 struct glsl_src_param src0_param;
2848 struct glsl_src_param src1_param;
2849 struct glsl_src_param src2_param;
2852 write_mask = shader_glsl_append_dst(ins->ctx->buffer, ins);
2853 shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src0_param);
2854 shader_glsl_add_src_param(ins, &ins->src[1], write_mask, &src1_param);
2855 shader_glsl_add_src_param(ins, &ins->src[2], write_mask, &src2_param);
2856 shader_addline(ins->ctx->buffer, "(%s * %s) + %s);\n",
2857 src0_param.param_str, src1_param.param_str, src2_param.param_str);
2860 /* Handles transforming all WINED3DSIO_M?x? opcodes for
2861 Vertex shaders to GLSL codes */
2862 static void shader_glsl_mnxn(const struct wined3d_shader_instruction *ins)
2865 int nComponents = 0;
2866 struct wined3d_shader_dst_param tmp_dst = {{0}};
2867 struct wined3d_shader_src_param tmp_src[2] = {{{0}}};
2868 struct wined3d_shader_instruction tmp_ins;
2870 memset(&tmp_ins, 0, sizeof(tmp_ins));
2872 /* Set constants for the temporary argument */
2873 tmp_ins.ctx = ins->ctx;
2874 tmp_ins.dst_count = 1;
2875 tmp_ins.dst = &tmp_dst;
2876 tmp_ins.src_count = 2;
2877 tmp_ins.src = tmp_src;
2879 switch(ins->handler_idx)
2881 case WINED3DSIH_M4x4:
2883 tmp_ins.handler_idx = WINED3DSIH_DP4;
2885 case WINED3DSIH_M4x3:
2887 tmp_ins.handler_idx = WINED3DSIH_DP4;
2889 case WINED3DSIH_M3x4:
2891 tmp_ins.handler_idx = WINED3DSIH_DP3;
2893 case WINED3DSIH_M3x3:
2895 tmp_ins.handler_idx = WINED3DSIH_DP3;
2897 case WINED3DSIH_M3x2:
2899 tmp_ins.handler_idx = WINED3DSIH_DP3;
2905 tmp_dst = ins->dst[0];
2906 tmp_src[0] = ins->src[0];
2907 tmp_src[1] = ins->src[1];
2908 for (i = 0; i < nComponents; ++i)
2910 tmp_dst.write_mask = WINED3DSP_WRITEMASK_0 << i;
2911 shader_glsl_dot(&tmp_ins);
2912 ++tmp_src[1].reg.idx[0].offset;
2917 The LRP instruction performs a component-wise linear interpolation
2918 between the second and third operands using the first operand as the
2919 blend factor. Equation: (dst = src2 + src0 * (src1 - src2))
2920 This is equivalent to mix(src2, src1, src0);
2922 static void shader_glsl_lrp(const struct wined3d_shader_instruction *ins)
2924 struct glsl_src_param src0_param;
2925 struct glsl_src_param src1_param;
2926 struct glsl_src_param src2_param;
2929 write_mask = shader_glsl_append_dst(ins->ctx->buffer, ins);
2931 shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src0_param);
2932 shader_glsl_add_src_param(ins, &ins->src[1], write_mask, &src1_param);
2933 shader_glsl_add_src_param(ins, &ins->src[2], write_mask, &src2_param);
2935 shader_addline(ins->ctx->buffer, "mix(%s, %s, %s));\n",
2936 src2_param.param_str, src1_param.param_str, src0_param.param_str);
2939 /** Process the WINED3DSIO_LIT instruction in GLSL:
2940 * dst.x = dst.w = 1.0
2941 * dst.y = (src0.x > 0) ? src0.x
2942 * dst.z = (src0.x > 0) ? ((src0.y > 0) ? pow(src0.y, src.w) : 0) : 0
2943 * where src.w is clamped at +- 128
2945 static void shader_glsl_lit(const struct wined3d_shader_instruction *ins)
2947 struct glsl_src_param src0_param;
2948 struct glsl_src_param src1_param;
2949 struct glsl_src_param src3_param;
2952 shader_glsl_append_dst(ins->ctx->buffer, ins);
2953 shader_glsl_get_write_mask(&ins->dst[0], dst_mask);
2955 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0, &src0_param);
2956 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_1, &src1_param);
2957 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_3, &src3_param);
2959 /* The sdk specifies the instruction like this
2961 * if(src.x > 0.0) dst.y = src.x
2963 * if(src.x > 0.0 && src.y > 0.0) dst.z = pow(src.y, power);
2966 * (where power = src.w clamped between -128 and 128)
2968 * Obviously that has quite a few conditionals in it which we don't like. So the first step is this:
2969 * dst.x = 1.0 ... No further explanation needed
2970 * dst.y = max(src.y, 0.0); ... If x < 0.0, use 0.0, otherwise x. Same as the conditional
2971 * dst.z = x > 0.0 ? pow(max(y, 0.0), p) : 0; ... 0 ^ power is 0, and otherwise we use y anyway
2972 * dst.w = 1.0. ... Nothing fancy.
2974 * So we still have one conditional in there. So do this:
2975 * dst.z = pow(max(0.0, src.y) * step(0.0, src.x), power);
2977 * 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),
2978 * 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.
2979 * if both x and y are > 0, we get pow(y * 1.0, power), as it is supposed to.
2981 * Unfortunately pow(0.0 ^ 0.0) returns NaN on most GPUs, but lit with src.y = 0 and src.w = 0 returns
2982 * a non-NaN value in dst.z. What we return doesn't matter, as long as it is not NaN. Return 0, which is
2983 * what all Windows HW drivers and GL_ARB_vertex_program's LIT do.
2985 shader_addline(ins->ctx->buffer,
2986 "vec4(1.0, max(%s, 0.0), %s == 0.0 ? 0.0 : "
2987 "pow(max(0.0, %s) * step(0.0, %s), clamp(%s, -128.0, 128.0)), 1.0)%s);\n",
2988 src0_param.param_str, src3_param.param_str, src1_param.param_str,
2989 src0_param.param_str, src3_param.param_str, dst_mask);
2992 /** Process the WINED3DSIO_DST instruction in GLSL:
2994 * dst.y = src0.x * src0.y
2998 static void shader_glsl_dst(const struct wined3d_shader_instruction *ins)
3000 struct glsl_src_param src0y_param;
3001 struct glsl_src_param src0z_param;
3002 struct glsl_src_param src1y_param;
3003 struct glsl_src_param src1w_param;
3006 shader_glsl_append_dst(ins->ctx->buffer, ins);
3007 shader_glsl_get_write_mask(&ins->dst[0], dst_mask);
3009 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_1, &src0y_param);
3010 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_2, &src0z_param);
3011 shader_glsl_add_src_param(ins, &ins->src[1], WINED3DSP_WRITEMASK_1, &src1y_param);
3012 shader_glsl_add_src_param(ins, &ins->src[1], WINED3DSP_WRITEMASK_3, &src1w_param);
3014 shader_addline(ins->ctx->buffer, "vec4(1.0, %s * %s, %s, %s))%s;\n",
3015 src0y_param.param_str, src1y_param.param_str, src0z_param.param_str, src1w_param.param_str, dst_mask);
3018 /** Process the WINED3DSIO_SINCOS instruction in GLSL:
3019 * VS 2.0 requires that specific cosine and sine constants be passed to this instruction so the hardware
3020 * can handle it. But, these functions are built-in for GLSL, so we can just ignore the last 2 params.
3022 * dst.x = cos(src0.?)
3023 * dst.y = sin(src0.?)
3027 static void shader_glsl_sincos(const struct wined3d_shader_instruction *ins)
3029 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
3030 struct glsl_src_param src0_param;
3033 if (ins->ctx->reg_maps->shader_version.major < 4)
3035 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0, &src0_param);
3037 write_mask = shader_glsl_append_dst(buffer, ins);
3040 case WINED3DSP_WRITEMASK_0:
3041 shader_addline(buffer, "cos(%s));\n", src0_param.param_str);
3044 case WINED3DSP_WRITEMASK_1:
3045 shader_addline(buffer, "sin(%s));\n", src0_param.param_str);
3048 case (WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1):
3049 shader_addline(buffer, "vec2(cos(%s), sin(%s)));\n",
3050 src0_param.param_str, src0_param.param_str);
3054 ERR("Write mask should be .x, .y or .xy\n");
3061 if (ins->dst[0].reg.type != WINED3DSPR_NULL)
3064 if (ins->dst[1].reg.type != WINED3DSPR_NULL)
3068 write_mask = shader_glsl_get_write_mask(&ins->dst[0], dst_mask);
3069 shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src0_param);
3070 shader_addline(buffer, "tmp0%s = sin(%s);\n", dst_mask, src0_param.param_str);
3072 write_mask = shader_glsl_append_dst_ext(buffer, ins, &ins->dst[1]);
3073 shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src0_param);
3074 shader_addline(buffer, "cos(%s));\n", src0_param.param_str);
3076 shader_glsl_append_dst_ext(buffer, ins, &ins->dst[0]);
3077 shader_addline(buffer, "tmp0%s);\n", dst_mask);
3081 write_mask = shader_glsl_append_dst_ext(buffer, ins, &ins->dst[0]);
3082 shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src0_param);
3083 shader_addline(buffer, "sin(%s));\n", src0_param.param_str);
3086 else if (ins->dst[1].reg.type != WINED3DSPR_NULL)
3088 write_mask = shader_glsl_append_dst_ext(buffer, ins, &ins->dst[1]);
3089 shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src0_param);
3090 shader_addline(buffer, "cos(%s));\n", src0_param.param_str);
3094 /* sgn in vs_2_0 has 2 extra parameters(registers for temporary storage) which we don't use
3095 * here. But those extra parameters require a dedicated function for sgn, since map2gl would
3096 * generate invalid code
3098 static void shader_glsl_sgn(const struct wined3d_shader_instruction *ins)
3100 struct glsl_src_param src0_param;
3103 write_mask = shader_glsl_append_dst(ins->ctx->buffer, ins);
3104 shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src0_param);
3106 shader_addline(ins->ctx->buffer, "sign(%s));\n", src0_param.param_str);
3109 /** Process the WINED3DSIO_LOOP instruction in GLSL:
3110 * Start a for() loop where src1.y is the initial value of aL,
3111 * increment aL by src1.z for a total of src1.x iterations.
3112 * Need to use a temporary variable for this operation.
3114 /* FIXME: I don't think nested loops will work correctly this way. */
3115 static void shader_glsl_loop(const struct wined3d_shader_instruction *ins)
3117 struct wined3d_shader_loop_state *loop_state = ins->ctx->loop_state;
3118 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
3119 const struct wined3d_shader *shader = ins->ctx->shader;
3120 const struct wined3d_shader_lconst *constant;
3121 struct glsl_src_param src1_param;
3122 const DWORD *control_values = NULL;
3124 if (ins->ctx->reg_maps->shader_version.major < 4)
3126 shader_glsl_add_src_param(ins, &ins->src[1], WINED3DSP_WRITEMASK_ALL, &src1_param);
3128 /* Try to hardcode the loop control parameters if possible. Direct3D 9
3129 * class hardware doesn't support real varying indexing, but Microsoft
3130 * designed this feature for Shader model 2.x+. If the loop control is
3131 * known at compile time, the GLSL compiler can unroll the loop, and
3132 * replace indirect addressing with direct addressing. */
3133 if (ins->src[1].reg.type == WINED3DSPR_CONSTINT)
3135 LIST_FOR_EACH_ENTRY(constant, &shader->constantsI, struct wined3d_shader_lconst, entry)
3137 if (constant->idx == ins->src[1].reg.idx[0].offset)
3139 control_values = constant->value;
3147 struct wined3d_shader_loop_control loop_control;
3148 loop_control.count = control_values[0];
3149 loop_control.start = control_values[1];
3150 loop_control.step = (int)control_values[2];
3152 if (loop_control.step > 0)
3154 shader_addline(buffer, "for (aL%u = %u; aL%u < (%u * %d + %u); aL%u += %d)\n{\n",
3155 loop_state->current_depth, loop_control.start,
3156 loop_state->current_depth, loop_control.count, loop_control.step, loop_control.start,
3157 loop_state->current_depth, loop_control.step);
3159 else if (loop_control.step < 0)
3161 shader_addline(buffer, "for (aL%u = %u; aL%u > (%u * %d + %u); aL%u += %d)\n{\n",
3162 loop_state->current_depth, loop_control.start,
3163 loop_state->current_depth, loop_control.count, loop_control.step, loop_control.start,
3164 loop_state->current_depth, loop_control.step);
3168 shader_addline(buffer, "for (aL%u = %u, tmpInt%u = 0; tmpInt%u < %u; tmpInt%u++)\n{\n",
3169 loop_state->current_depth, loop_control.start, loop_state->current_depth,
3170 loop_state->current_depth, loop_control.count,
3171 loop_state->current_depth);
3176 shader_addline(buffer, "for (tmpInt%u = 0, aL%u = %s.y; tmpInt%u < %s.x; tmpInt%u++, aL%u += %s.z)\n{\n",
3177 loop_state->current_depth, loop_state->current_reg,
3178 src1_param.reg_name, loop_state->current_depth, src1_param.reg_name,
3179 loop_state->current_depth, loop_state->current_reg, src1_param.reg_name);
3182 ++loop_state->current_reg;
3186 shader_addline(buffer, "for (;;)\n{\n");
3189 ++loop_state->current_depth;
3192 static void shader_glsl_end(const struct wined3d_shader_instruction *ins)
3194 struct wined3d_shader_loop_state *loop_state = ins->ctx->loop_state;
3196 shader_addline(ins->ctx->buffer, "}\n");
3198 if (ins->handler_idx == WINED3DSIH_ENDLOOP)
3200 --loop_state->current_depth;
3201 --loop_state->current_reg;
3204 if (ins->handler_idx == WINED3DSIH_ENDREP)
3206 --loop_state->current_depth;
3210 static void shader_glsl_rep(const struct wined3d_shader_instruction *ins)
3212 const struct wined3d_shader *shader = ins->ctx->shader;
3213 struct wined3d_shader_loop_state *loop_state = ins->ctx->loop_state;
3214 const struct wined3d_shader_lconst *constant;
3215 struct glsl_src_param src0_param;
3216 const DWORD *control_values = NULL;
3218 /* Try to hardcode local values to help the GLSL compiler to unroll and optimize the loop */
3219 if (ins->src[0].reg.type == WINED3DSPR_CONSTINT)
3221 LIST_FOR_EACH_ENTRY(constant, &shader->constantsI, struct wined3d_shader_lconst, entry)
3223 if (constant->idx == ins->src[0].reg.idx[0].offset)
3225 control_values = constant->value;
3233 shader_addline(ins->ctx->buffer, "for (tmpInt%d = 0; tmpInt%d < %d; tmpInt%d++) {\n",
3234 loop_state->current_depth, loop_state->current_depth,
3235 control_values[0], loop_state->current_depth);
3239 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0, &src0_param);
3240 shader_addline(ins->ctx->buffer, "for (tmpInt%d = 0; tmpInt%d < %s; tmpInt%d++) {\n",
3241 loop_state->current_depth, loop_state->current_depth,
3242 src0_param.param_str, loop_state->current_depth);
3245 ++loop_state->current_depth;
3248 static void shader_glsl_if(const struct wined3d_shader_instruction *ins)
3250 struct glsl_src_param src0_param;
3252 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0, &src0_param);
3253 shader_addline(ins->ctx->buffer, "if (%s) {\n", src0_param.param_str);
3256 static void shader_glsl_ifc(const struct wined3d_shader_instruction *ins)
3258 struct glsl_src_param src0_param;
3259 struct glsl_src_param src1_param;
3261 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0, &src0_param);
3262 shader_glsl_add_src_param(ins, &ins->src[1], WINED3DSP_WRITEMASK_0, &src1_param);
3264 shader_addline(ins->ctx->buffer, "if (%s %s %s) {\n",
3265 src0_param.param_str, shader_glsl_get_rel_op(ins->flags), src1_param.param_str);
3268 static void shader_glsl_else(const struct wined3d_shader_instruction *ins)
3270 shader_addline(ins->ctx->buffer, "} else {\n");
3273 static void shader_glsl_emit(const struct wined3d_shader_instruction *ins)
3275 shader_addline(ins->ctx->buffer, "EmitVertex();\n");
3278 static void shader_glsl_break(const struct wined3d_shader_instruction *ins)
3280 shader_addline(ins->ctx->buffer, "break;\n");
3283 /* FIXME: According to MSDN the compare is done per component. */
3284 static void shader_glsl_breakc(const struct wined3d_shader_instruction *ins)
3286 struct glsl_src_param src0_param;
3287 struct glsl_src_param src1_param;
3289 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0, &src0_param);
3290 shader_glsl_add_src_param(ins, &ins->src[1], WINED3DSP_WRITEMASK_0, &src1_param);
3292 shader_addline(ins->ctx->buffer, "if (%s %s %s) break;\n",
3293 src0_param.param_str, shader_glsl_get_rel_op(ins->flags), src1_param.param_str);
3296 static void shader_glsl_breakp(const struct wined3d_shader_instruction *ins)
3298 struct glsl_src_param src_param;
3300 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0, &src_param);
3301 shader_addline(ins->ctx->buffer, "if (bool(%s)) break;\n", src_param.param_str);
3304 static void shader_glsl_label(const struct wined3d_shader_instruction *ins)
3306 shader_addline(ins->ctx->buffer, "}\n");
3307 shader_addline(ins->ctx->buffer, "void subroutine%u()\n{\n", ins->src[0].reg.idx[0].offset);
3310 static void shader_glsl_call(const struct wined3d_shader_instruction *ins)
3312 shader_addline(ins->ctx->buffer, "subroutine%u();\n", ins->src[0].reg.idx[0].offset);
3315 static void shader_glsl_callnz(const struct wined3d_shader_instruction *ins)
3317 struct glsl_src_param src1_param;
3319 shader_glsl_add_src_param(ins, &ins->src[1], WINED3DSP_WRITEMASK_0, &src1_param);
3320 shader_addline(ins->ctx->buffer, "if (%s) subroutine%u();\n",
3321 src1_param.param_str, ins->src[0].reg.idx[0].offset);
3324 static void shader_glsl_ret(const struct wined3d_shader_instruction *ins)
3326 /* No-op. The closing } is written when a new function is started, and at the end of the shader. This
3327 * function only suppresses the unhandled instruction warning
3331 /*********************************************
3332 * Pixel Shader Specific Code begins here
3333 ********************************************/
3334 static void shader_glsl_tex(const struct wined3d_shader_instruction *ins)
3336 const struct wined3d_shader *shader = ins->ctx->shader;
3337 struct wined3d_device *device = shader->device;
3338 DWORD shader_version = WINED3D_SHADER_VERSION(ins->ctx->reg_maps->shader_version.major,
3339 ins->ctx->reg_maps->shader_version.minor);
3340 struct glsl_sample_function sample_function;
3341 const struct wined3d_texture *texture;
3342 DWORD sample_flags = 0;
3344 DWORD mask = 0, swizzle;
3346 /* 1.0-1.4: Use destination register as sampler source.
3347 * 2.0+: Use provided sampler source. */
3348 if (shader_version < WINED3D_SHADER_VERSION(2,0))
3349 sampler_idx = ins->dst[0].reg.idx[0].offset;
3351 sampler_idx = ins->src[1].reg.idx[0].offset;
3352 texture = device->stateBlock->state.textures[sampler_idx];
3354 if (shader_version < WINED3D_SHADER_VERSION(1,4))
3356 const struct shader_glsl_ctx_priv *priv = ins->ctx->backend_data;
3357 DWORD flags = (priv->cur_ps_args->tex_transform >> sampler_idx * WINED3D_PSARGS_TEXTRANSFORM_SHIFT)
3358 & WINED3D_PSARGS_TEXTRANSFORM_MASK;
3359 enum wined3d_sampler_texture_type sampler_type = ins->ctx->reg_maps->sampler_type[sampler_idx];
3361 /* Projected cube textures don't make a lot of sense, the resulting coordinates stay the same. */
3362 if (flags & WINED3D_PSARGS_PROJECTED && sampler_type != WINED3DSTT_CUBE)
3364 sample_flags |= WINED3D_GLSL_SAMPLE_PROJECTED;
3365 switch (flags & ~WINED3D_PSARGS_PROJECTED)
3367 case WINED3D_TTFF_COUNT1:
3368 FIXME("WINED3D_TTFF_PROJECTED with WINED3D_TTFF_COUNT1?\n");
3370 case WINED3D_TTFF_COUNT2:
3371 mask = WINED3DSP_WRITEMASK_1;
3373 case WINED3D_TTFF_COUNT3:
3374 mask = WINED3DSP_WRITEMASK_2;
3376 case WINED3D_TTFF_COUNT4:
3377 case WINED3D_TTFF_DISABLE:
3378 mask = WINED3DSP_WRITEMASK_3;
3383 else if (shader_version < WINED3D_SHADER_VERSION(2,0))
3385 enum wined3d_shader_src_modifier src_mod = ins->src[0].modifiers;
3387 if (src_mod == WINED3DSPSM_DZ) {
3388 sample_flags |= WINED3D_GLSL_SAMPLE_PROJECTED;
3389 mask = WINED3DSP_WRITEMASK_2;
3390 } else if (src_mod == WINED3DSPSM_DW) {
3391 sample_flags |= WINED3D_GLSL_SAMPLE_PROJECTED;
3392 mask = WINED3DSP_WRITEMASK_3;
3395 if (ins->flags & WINED3DSI_TEXLD_PROJECT)
3397 /* ps 2.0 texldp instruction always divides by the fourth component. */
3398 sample_flags |= WINED3D_GLSL_SAMPLE_PROJECTED;
3399 mask = WINED3DSP_WRITEMASK_3;
3403 if (texture && texture->target == GL_TEXTURE_RECTANGLE_ARB)
3404 sample_flags |= WINED3D_GLSL_SAMPLE_RECT;
3406 shader_glsl_get_sample_function(ins->ctx, sampler_idx, sample_flags, &sample_function);
3407 mask |= sample_function.coord_mask;
3409 if (shader_version < WINED3D_SHADER_VERSION(2,0)) swizzle = WINED3DSP_NOSWIZZLE;
3410 else swizzle = ins->src[1].swizzle;
3412 /* 1.0-1.3: Use destination register as coordinate source.
3413 1.4+: Use provided coordinate source register. */
3414 if (shader_version < WINED3D_SHADER_VERSION(1,4))
3417 shader_glsl_write_mask_to_str(mask, coord_mask);
3418 shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, swizzle, NULL, NULL, NULL,
3419 "T%u%s", sampler_idx, coord_mask);
3423 struct glsl_src_param coord_param;
3424 shader_glsl_add_src_param(ins, &ins->src[0], mask, &coord_param);
3425 if (ins->flags & WINED3DSI_TEXLD_BIAS)
3427 struct glsl_src_param bias;
3428 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_3, &bias);
3429 shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, swizzle, NULL, NULL, bias.param_str,
3430 "%s", coord_param.param_str);
3432 shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, swizzle, NULL, NULL, NULL,
3433 "%s", coord_param.param_str);
3438 static void shader_glsl_texldd(const struct wined3d_shader_instruction *ins)
3440 const struct wined3d_shader *shader = ins->ctx->shader;
3441 struct wined3d_device *device = shader->device;
3442 const struct wined3d_gl_info *gl_info = ins->ctx->gl_info;
3443 struct glsl_src_param coord_param, dx_param, dy_param;
3444 DWORD sample_flags = WINED3D_GLSL_SAMPLE_GRAD;
3445 struct glsl_sample_function sample_function;
3447 DWORD swizzle = ins->src[1].swizzle;
3448 const struct wined3d_texture *texture;
3450 if (!gl_info->supported[ARB_SHADER_TEXTURE_LOD] && !gl_info->supported[EXT_GPU_SHADER4])
3452 FIXME("texldd used, but not supported by hardware. Falling back to regular tex\n");
3453 shader_glsl_tex(ins);
3457 sampler_idx = ins->src[1].reg.idx[0].offset;
3458 texture = device->stateBlock->state.textures[sampler_idx];
3459 if (texture && texture->target == GL_TEXTURE_RECTANGLE_ARB)
3460 sample_flags |= WINED3D_GLSL_SAMPLE_RECT;
3462 shader_glsl_get_sample_function(ins->ctx, sampler_idx, sample_flags, &sample_function);
3463 shader_glsl_add_src_param(ins, &ins->src[0], sample_function.coord_mask, &coord_param);
3464 shader_glsl_add_src_param(ins, &ins->src[2], sample_function.coord_mask, &dx_param);
3465 shader_glsl_add_src_param(ins, &ins->src[3], sample_function.coord_mask, &dy_param);
3467 shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, swizzle, dx_param.param_str, dy_param.param_str, NULL,
3468 "%s", coord_param.param_str);
3471 static void shader_glsl_texldl(const struct wined3d_shader_instruction *ins)
3473 const struct wined3d_shader *shader = ins->ctx->shader;
3474 struct wined3d_device *device = shader->device;
3475 const struct wined3d_gl_info *gl_info = ins->ctx->gl_info;
3476 struct glsl_src_param coord_param, lod_param;
3477 DWORD sample_flags = WINED3D_GLSL_SAMPLE_LOD;
3478 struct glsl_sample_function sample_function;
3480 DWORD swizzle = ins->src[1].swizzle;
3481 const struct wined3d_texture *texture;
3483 sampler_idx = ins->src[1].reg.idx[0].offset;
3484 texture = device->stateBlock->state.textures[sampler_idx];
3485 if (texture && texture->target == GL_TEXTURE_RECTANGLE_ARB)
3486 sample_flags |= WINED3D_GLSL_SAMPLE_RECT;
3488 shader_glsl_get_sample_function(ins->ctx, sampler_idx, sample_flags, &sample_function);
3489 shader_glsl_add_src_param(ins, &ins->src[0], sample_function.coord_mask, &coord_param);
3491 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_3, &lod_param);
3493 if (!gl_info->supported[ARB_SHADER_TEXTURE_LOD] && !gl_info->supported[EXT_GPU_SHADER4]
3494 && ins->ctx->reg_maps->shader_version.type == WINED3D_SHADER_TYPE_PIXEL)
3496 /* Plain GLSL only supports Lod sampling functions in vertex shaders.
3497 * However, the NVIDIA drivers allow them in fragment shaders as well,
3498 * even without the appropriate extension. */
3499 WARN("Using %s in fragment shader.\n", sample_function.name);
3501 shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, swizzle, NULL, NULL, lod_param.param_str,
3502 "%s", coord_param.param_str);
3505 static void shader_glsl_texcoord(const struct wined3d_shader_instruction *ins)
3507 /* FIXME: Make this work for more than just 2D textures */
3508 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
3509 DWORD write_mask = shader_glsl_append_dst(ins->ctx->buffer, ins);
3511 if (!(ins->ctx->reg_maps->shader_version.major == 1 && ins->ctx->reg_maps->shader_version.minor == 4))
3515 shader_glsl_get_write_mask(&ins->dst[0], dst_mask);
3516 shader_addline(buffer, "clamp(gl_TexCoord[%u], 0.0, 1.0)%s);\n",
3517 ins->dst[0].reg.idx[0].offset, dst_mask);
3521 enum wined3d_shader_src_modifier src_mod = ins->src[0].modifiers;
3522 DWORD reg = ins->src[0].reg.idx[0].offset;
3523 char dst_swizzle[6];
3525 shader_glsl_get_swizzle(&ins->src[0], FALSE, write_mask, dst_swizzle);
3527 if (src_mod == WINED3DSPSM_DZ)
3529 unsigned int mask_size = shader_glsl_get_write_mask_size(write_mask);
3530 struct glsl_src_param div_param;
3532 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_2, &div_param);
3534 if (mask_size > 1) {
3535 shader_addline(buffer, "gl_TexCoord[%u]%s / vec%d(%s));\n", reg, dst_swizzle, mask_size, div_param.param_str);
3537 shader_addline(buffer, "gl_TexCoord[%u]%s / %s);\n", reg, dst_swizzle, div_param.param_str);
3540 else if (src_mod == WINED3DSPSM_DW)
3542 unsigned int mask_size = shader_glsl_get_write_mask_size(write_mask);
3543 struct glsl_src_param div_param;
3545 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_3, &div_param);
3547 if (mask_size > 1) {
3548 shader_addline(buffer, "gl_TexCoord[%u]%s / vec%d(%s));\n", reg, dst_swizzle, mask_size, div_param.param_str);
3550 shader_addline(buffer, "gl_TexCoord[%u]%s / %s);\n", reg, dst_swizzle, div_param.param_str);
3553 shader_addline(buffer, "gl_TexCoord[%u]%s);\n", reg, dst_swizzle);
3558 /** Process the WINED3DSIO_TEXDP3TEX instruction in GLSL:
3559 * Take a 3-component dot product of the TexCoord[dstreg] and src,
3560 * then perform a 1D texture lookup from stage dstregnum, place into dst. */
3561 static void shader_glsl_texdp3tex(const struct wined3d_shader_instruction *ins)
3563 DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
3564 DWORD sampler_idx = ins->dst[0].reg.idx[0].offset;
3565 struct glsl_sample_function sample_function;
3566 struct glsl_src_param src0_param;
3569 shader_glsl_add_src_param(ins, &ins->src[0], src_mask, &src0_param);
3571 /* Do I have to take care about the projected bit? I don't think so, since the dp3 returns only one
3572 * scalar, and projected sampling would require 4.
3574 * It is a dependent read - not valid with conditional NP2 textures
3576 shader_glsl_get_sample_function(ins->ctx, sampler_idx, 0, &sample_function);
3577 mask_size = shader_glsl_get_write_mask_size(sample_function.coord_mask);
3582 shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, WINED3DSP_NOSWIZZLE, NULL, NULL, NULL,
3583 "dot(gl_TexCoord[%u].xyz, %s)", sampler_idx, src0_param.param_str);
3587 shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, WINED3DSP_NOSWIZZLE, NULL, NULL, NULL,
3588 "vec2(dot(gl_TexCoord[%u].xyz, %s), 0.0)", sampler_idx, src0_param.param_str);
3592 shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, WINED3DSP_NOSWIZZLE, NULL, NULL, NULL,
3593 "vec3(dot(gl_TexCoord[%u].xyz, %s), 0.0, 0.0)", sampler_idx, src0_param.param_str);
3597 FIXME("Unexpected mask size %u\n", mask_size);
3602 /** Process the WINED3DSIO_TEXDP3 instruction in GLSL:
3603 * Take a 3-component dot product of the TexCoord[dstreg] and src. */
3604 static void shader_glsl_texdp3(const struct wined3d_shader_instruction *ins)
3606 DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
3607 DWORD dstreg = ins->dst[0].reg.idx[0].offset;
3608 struct glsl_src_param src0_param;
3610 unsigned int mask_size;
3612 dst_mask = shader_glsl_append_dst(ins->ctx->buffer, ins);
3613 mask_size = shader_glsl_get_write_mask_size(dst_mask);
3614 shader_glsl_add_src_param(ins, &ins->src[0], src_mask, &src0_param);
3616 if (mask_size > 1) {
3617 shader_addline(ins->ctx->buffer, "vec%d(dot(T%u.xyz, %s)));\n", mask_size, dstreg, src0_param.param_str);
3619 shader_addline(ins->ctx->buffer, "dot(T%u.xyz, %s));\n", dstreg, src0_param.param_str);
3623 /** Process the WINED3DSIO_TEXDEPTH instruction in GLSL:
3624 * Calculate the depth as dst.x / dst.y */
3625 static void shader_glsl_texdepth(const struct wined3d_shader_instruction *ins)
3627 struct glsl_dst_param dst_param;
3629 shader_glsl_add_dst_param(ins, &ins->dst[0], &dst_param);
3631 /* Tests show that texdepth never returns anything below 0.0, and that r5.y is clamped to 1.0.
3632 * Negative input is accepted, -0.25 / -0.5 returns 0.5. GL should clamp gl_FragDepth to [0;1], but
3633 * this doesn't always work, so clamp the results manually. Whether or not the x value is clamped at 1
3634 * too is irrelevant, since if x = 0, any y value < 1.0 (and > 1.0 is not allowed) results in a result
3637 shader_addline(ins->ctx->buffer, "gl_FragDepth = clamp((%s.x / min(%s.y, 1.0)), 0.0, 1.0);\n",
3638 dst_param.reg_name, dst_param.reg_name);
3641 /** Process the WINED3DSIO_TEXM3X2DEPTH instruction in GLSL:
3642 * Last row of a 3x2 matrix multiply, use the result to calculate the depth:
3643 * Calculate tmp0.y = TexCoord[dstreg] . src.xyz; (tmp0.x has already been calculated)
3644 * depth = (tmp0.y == 0.0) ? 1.0 : tmp0.x / tmp0.y
3646 static void shader_glsl_texm3x2depth(const struct wined3d_shader_instruction *ins)
3648 DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
3649 DWORD dstreg = ins->dst[0].reg.idx[0].offset;
3650 struct glsl_src_param src0_param;
3652 shader_glsl_add_src_param(ins, &ins->src[0], src_mask, &src0_param);
3654 shader_addline(ins->ctx->buffer, "tmp0.y = dot(T%u.xyz, %s);\n", dstreg, src0_param.param_str);
3655 shader_addline(ins->ctx->buffer, "gl_FragDepth = (tmp0.y == 0.0) ? 1.0 : clamp(tmp0.x / tmp0.y, 0.0, 1.0);\n");
3658 /** Process the WINED3DSIO_TEXM3X2PAD instruction in GLSL
3659 * Calculate the 1st of a 2-row matrix multiplication. */
3660 static void shader_glsl_texm3x2pad(const struct wined3d_shader_instruction *ins)
3662 DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
3663 DWORD reg = ins->dst[0].reg.idx[0].offset;
3664 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
3665 struct glsl_src_param src0_param;
3667 shader_glsl_add_src_param(ins, &ins->src[0], src_mask, &src0_param);
3668 shader_addline(buffer, "tmp0.x = dot(T%u.xyz, %s);\n", reg, src0_param.param_str);
3671 /** Process the WINED3DSIO_TEXM3X3PAD instruction in GLSL
3672 * Calculate the 1st or 2nd row of a 3-row matrix multiplication. */
3673 static void shader_glsl_texm3x3pad(const struct wined3d_shader_instruction *ins)
3675 DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
3676 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
3677 struct wined3d_shader_tex_mx *tex_mx = ins->ctx->tex_mx;
3678 DWORD reg = ins->dst[0].reg.idx[0].offset;
3679 struct glsl_src_param src0_param;
3681 shader_glsl_add_src_param(ins, &ins->src[0], src_mask, &src0_param);
3682 shader_addline(buffer, "tmp0.%c = dot(T%u.xyz, %s);\n", 'x' + tex_mx->current_row, reg, src0_param.param_str);
3683 tex_mx->texcoord_w[tex_mx->current_row++] = reg;
3686 static void shader_glsl_texm3x2tex(const struct wined3d_shader_instruction *ins)
3688 DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
3689 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
3690 struct glsl_sample_function sample_function;
3691 DWORD reg = ins->dst[0].reg.idx[0].offset;
3692 struct glsl_src_param src0_param;
3694 shader_glsl_add_src_param(ins, &ins->src[0], src_mask, &src0_param);
3695 shader_addline(buffer, "tmp0.y = dot(T%u.xyz, %s);\n", reg, src0_param.param_str);
3697 shader_glsl_get_sample_function(ins->ctx, reg, 0, &sample_function);
3699 /* Sample the texture using the calculated coordinates */
3700 shader_glsl_gen_sample_code(ins, reg, &sample_function, WINED3DSP_NOSWIZZLE, NULL, NULL, NULL, "tmp0.xy");
3703 /** Process the WINED3DSIO_TEXM3X3TEX instruction in GLSL
3704 * Perform the 3rd row of a 3x3 matrix multiply, then sample the texture using the calculated coordinates */
3705 static void shader_glsl_texm3x3tex(const struct wined3d_shader_instruction *ins)
3707 DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
3708 struct wined3d_shader_tex_mx *tex_mx = ins->ctx->tex_mx;
3709 struct glsl_sample_function sample_function;
3710 DWORD reg = ins->dst[0].reg.idx[0].offset;
3711 struct glsl_src_param src0_param;
3713 shader_glsl_add_src_param(ins, &ins->src[0], src_mask, &src0_param);
3714 shader_addline(ins->ctx->buffer, "tmp0.z = dot(T%u.xyz, %s);\n", reg, src0_param.param_str);
3716 /* Dependent read, not valid with conditional NP2 */
3717 shader_glsl_get_sample_function(ins->ctx, reg, 0, &sample_function);
3719 /* Sample the texture using the calculated coordinates */
3720 shader_glsl_gen_sample_code(ins, reg, &sample_function, WINED3DSP_NOSWIZZLE, NULL, NULL, NULL, "tmp0.xyz");
3722 tex_mx->current_row = 0;
3725 /** Process the WINED3DSIO_TEXM3X3 instruction in GLSL
3726 * Perform the 3rd row of a 3x3 matrix multiply */
3727 static void shader_glsl_texm3x3(const struct wined3d_shader_instruction *ins)
3729 DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
3730 struct wined3d_shader_tex_mx *tex_mx = ins->ctx->tex_mx;
3731 DWORD reg = ins->dst[0].reg.idx[0].offset;
3732 struct glsl_src_param src0_param;
3735 shader_glsl_add_src_param(ins, &ins->src[0], src_mask, &src0_param);
3737 shader_glsl_append_dst(ins->ctx->buffer, ins);
3738 shader_glsl_get_write_mask(&ins->dst[0], dst_mask);
3739 shader_addline(ins->ctx->buffer, "vec4(tmp0.xy, dot(T%u.xyz, %s), 1.0)%s);\n", reg, src0_param.param_str, dst_mask);
3741 tex_mx->current_row = 0;
3744 /* Process the WINED3DSIO_TEXM3X3SPEC instruction in GLSL
3745 * Perform the final texture lookup based on the previous 2 3x3 matrix multiplies */
3746 static void shader_glsl_texm3x3spec(const struct wined3d_shader_instruction *ins)
3748 struct glsl_src_param src0_param;
3749 struct glsl_src_param src1_param;
3750 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
3751 struct wined3d_shader_tex_mx *tex_mx = ins->ctx->tex_mx;
3752 DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
3753 struct glsl_sample_function sample_function;
3754 DWORD reg = ins->dst[0].reg.idx[0].offset;
3757 shader_glsl_add_src_param(ins, &ins->src[0], src_mask, &src0_param);
3758 shader_glsl_add_src_param(ins, &ins->src[1], src_mask, &src1_param);
3760 /* Perform the last matrix multiply operation */
3761 shader_addline(buffer, "tmp0.z = dot(T%u.xyz, %s);\n", reg, src0_param.param_str);
3762 /* Reflection calculation */
3763 shader_addline(buffer, "tmp0.xyz = -reflect((%s), normalize(tmp0.xyz));\n", src1_param.param_str);
3765 /* Dependent read, not valid with conditional NP2 */
3766 shader_glsl_get_sample_function(ins->ctx, reg, 0, &sample_function);
3767 shader_glsl_write_mask_to_str(sample_function.coord_mask, coord_mask);
3769 /* Sample the texture */
3770 shader_glsl_gen_sample_code(ins, reg, &sample_function, WINED3DSP_NOSWIZZLE,
3771 NULL, NULL, NULL, "tmp0%s", coord_mask);
3773 tex_mx->current_row = 0;
3776 /* Process the WINED3DSIO_TEXM3X3VSPEC instruction in GLSL
3777 * Perform the final texture lookup based on the previous 2 3x3 matrix multiplies */
3778 static void shader_glsl_texm3x3vspec(const struct wined3d_shader_instruction *ins)
3780 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
3781 struct wined3d_shader_tex_mx *tex_mx = ins->ctx->tex_mx;
3782 DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
3783 struct glsl_sample_function sample_function;
3784 DWORD reg = ins->dst[0].reg.idx[0].offset;
3785 struct glsl_src_param src0_param;
3788 shader_glsl_add_src_param(ins, &ins->src[0], src_mask, &src0_param);
3790 /* Perform the last matrix multiply operation */
3791 shader_addline(buffer, "tmp0.z = dot(vec3(T%u), vec3(%s));\n", reg, src0_param.param_str);
3793 /* Construct the eye-ray vector from w coordinates */
3794 shader_addline(buffer, "tmp1.xyz = normalize(vec3(gl_TexCoord[%u].w, gl_TexCoord[%u].w, gl_TexCoord[%u].w));\n",
3795 tex_mx->texcoord_w[0], tex_mx->texcoord_w[1], reg);
3796 shader_addline(buffer, "tmp0.xyz = -reflect(tmp1.xyz, normalize(tmp0.xyz));\n");
3798 /* Dependent read, not valid with conditional NP2 */
3799 shader_glsl_get_sample_function(ins->ctx, reg, 0, &sample_function);
3800 shader_glsl_write_mask_to_str(sample_function.coord_mask, coord_mask);
3802 /* Sample the texture using the calculated coordinates */
3803 shader_glsl_gen_sample_code(ins, reg, &sample_function, WINED3DSP_NOSWIZZLE,
3804 NULL, NULL, NULL, "tmp0%s", coord_mask);
3806 tex_mx->current_row = 0;
3809 /** Process the WINED3DSIO_TEXBEM instruction in GLSL.
3810 * Apply a fake bump map transform.
3811 * texbem is pshader <= 1.3 only, this saves a few version checks
3813 static void shader_glsl_texbem(const struct wined3d_shader_instruction *ins)
3815 const struct shader_glsl_ctx_priv *priv = ins->ctx->backend_data;
3816 struct glsl_sample_function sample_function;
3817 struct glsl_src_param coord_param;
3823 sampler_idx = ins->dst[0].reg.idx[0].offset;
3824 flags = (priv->cur_ps_args->tex_transform >> sampler_idx * WINED3D_PSARGS_TEXTRANSFORM_SHIFT)
3825 & WINED3D_PSARGS_TEXTRANSFORM_MASK;
3827 /* Dependent read, not valid with conditional NP2 */
3828 shader_glsl_get_sample_function(ins->ctx, sampler_idx, 0, &sample_function);
3829 mask = sample_function.coord_mask;
3831 shader_glsl_write_mask_to_str(mask, coord_mask);
3833 /* With projected textures, texbem only divides the static texture coord,
3834 * not the displacement, so we can't let GL handle this. */
3835 if (flags & WINED3D_PSARGS_PROJECTED)
3838 char coord_div_mask[3];
3839 switch (flags & ~WINED3D_PSARGS_PROJECTED)
3841 case WINED3D_TTFF_COUNT1:
3842 FIXME("WINED3D_TTFF_PROJECTED with WINED3D_TTFF_COUNT1?\n");
3844 case WINED3D_TTFF_COUNT2:
3845 div_mask = WINED3DSP_WRITEMASK_1;
3847 case WINED3D_TTFF_COUNT3:
3848 div_mask = WINED3DSP_WRITEMASK_2;
3850 case WINED3D_TTFF_COUNT4:
3851 case WINED3D_TTFF_DISABLE:
3852 div_mask = WINED3DSP_WRITEMASK_3;
3855 shader_glsl_write_mask_to_str(div_mask, coord_div_mask);
3856 shader_addline(ins->ctx->buffer, "T%u%s /= T%u%s;\n", sampler_idx, coord_mask, sampler_idx, coord_div_mask);
3859 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1, &coord_param);
3861 shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, WINED3DSP_NOSWIZZLE, NULL, NULL, NULL,
3862 "T%u%s + vec4(bumpenvmat%d * %s, 0.0, 0.0)%s", sampler_idx, coord_mask, sampler_idx,
3863 coord_param.param_str, coord_mask);
3865 if (ins->handler_idx == WINED3DSIH_TEXBEML)
3867 struct glsl_src_param luminance_param;
3868 struct glsl_dst_param dst_param;
3870 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_2, &luminance_param);
3871 shader_glsl_add_dst_param(ins, &ins->dst[0], &dst_param);
3873 shader_addline(ins->ctx->buffer, "%s%s *= (%s * luminancescale%d + luminanceoffset%d);\n",
3874 dst_param.reg_name, dst_param.mask_str,
3875 luminance_param.param_str, sampler_idx, sampler_idx);
3879 static void shader_glsl_bem(const struct wined3d_shader_instruction *ins)
3881 DWORD sampler_idx = ins->dst[0].reg.idx[0].offset;
3882 struct glsl_src_param src0_param, src1_param;
3884 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1, &src0_param);
3885 shader_glsl_add_src_param(ins, &ins->src[1], WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1, &src1_param);
3887 shader_glsl_append_dst(ins->ctx->buffer, ins);
3888 shader_addline(ins->ctx->buffer, "%s + bumpenvmat%d * %s);\n",
3889 src0_param.param_str, sampler_idx, src1_param.param_str);
3892 /** Process the WINED3DSIO_TEXREG2AR instruction in GLSL
3893 * Sample 2D texture at dst using the alpha & red (wx) components of src as texture coordinates */
3894 static void shader_glsl_texreg2ar(const struct wined3d_shader_instruction *ins)
3896 DWORD sampler_idx = ins->dst[0].reg.idx[0].offset;
3897 struct glsl_sample_function sample_function;
3898 struct glsl_src_param src0_param;
3900 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_ALL, &src0_param);
3902 shader_glsl_get_sample_function(ins->ctx, sampler_idx, 0, &sample_function);
3903 shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, WINED3DSP_NOSWIZZLE, NULL, NULL, NULL,
3904 "%s.wx", src0_param.reg_name);
3907 /** Process the WINED3DSIO_TEXREG2GB instruction in GLSL
3908 * Sample 2D texture at dst using the green & blue (yz) components of src as texture coordinates */
3909 static void shader_glsl_texreg2gb(const struct wined3d_shader_instruction *ins)
3911 DWORD sampler_idx = ins->dst[0].reg.idx[0].offset;
3912 struct glsl_sample_function sample_function;
3913 struct glsl_src_param src0_param;
3915 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_ALL, &src0_param);
3917 shader_glsl_get_sample_function(ins->ctx, sampler_idx, 0, &sample_function);
3918 shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, WINED3DSP_NOSWIZZLE, NULL, NULL, NULL,
3919 "%s.yz", src0_param.reg_name);
3922 /** Process the WINED3DSIO_TEXREG2RGB instruction in GLSL
3923 * Sample texture at dst using the rgb (xyz) components of src as texture coordinates */
3924 static void shader_glsl_texreg2rgb(const struct wined3d_shader_instruction *ins)
3926 DWORD sampler_idx = ins->dst[0].reg.idx[0].offset;
3927 struct glsl_sample_function sample_function;
3928 struct glsl_src_param src0_param;
3930 /* Dependent read, not valid with conditional NP2 */
3931 shader_glsl_get_sample_function(ins->ctx, sampler_idx, 0, &sample_function);
3932 shader_glsl_add_src_param(ins, &ins->src[0], sample_function.coord_mask, &src0_param);
3934 shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, WINED3DSP_NOSWIZZLE, NULL, NULL, NULL,
3935 "%s", src0_param.param_str);
3938 /** Process the WINED3DSIO_TEXKILL instruction in GLSL.
3939 * If any of the first 3 components are < 0, discard this pixel */
3940 static void shader_glsl_texkill(const struct wined3d_shader_instruction *ins)
3942 struct glsl_dst_param dst_param;
3944 /* The argument is a destination parameter, and no writemasks are allowed */
3945 shader_glsl_add_dst_param(ins, &ins->dst[0], &dst_param);
3946 if (ins->ctx->reg_maps->shader_version.major >= 2)
3948 /* 2.0 shaders compare all 4 components in texkill */
3949 shader_addline(ins->ctx->buffer, "if (any(lessThan(%s.xyzw, vec4(0.0)))) discard;\n", dst_param.reg_name);
3951 /* 1.X shaders only compare the first 3 components, probably due to the nature of the texkill
3952 * instruction as a tex* instruction, and phase, which kills all a / w components. Even if all
3953 * 4 components are defined, only the first 3 are used
3955 shader_addline(ins->ctx->buffer, "if (any(lessThan(%s.xyz, vec3(0.0)))) discard;\n", dst_param.reg_name);
3959 /** Process the WINED3DSIO_DP2ADD instruction in GLSL.
3960 * dst = dot2(src0, src1) + src2 */
3961 static void shader_glsl_dp2add(const struct wined3d_shader_instruction *ins)
3963 struct glsl_src_param src0_param;
3964 struct glsl_src_param src1_param;
3965 struct glsl_src_param src2_param;
3967 unsigned int mask_size;
3969 write_mask = shader_glsl_append_dst(ins->ctx->buffer, ins);
3970 mask_size = shader_glsl_get_write_mask_size(write_mask);
3972 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1, &src0_param);
3973 shader_glsl_add_src_param(ins, &ins->src[1], WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1, &src1_param);
3974 shader_glsl_add_src_param(ins, &ins->src[2], WINED3DSP_WRITEMASK_0, &src2_param);
3976 if (mask_size > 1) {
3977 shader_addline(ins->ctx->buffer, "vec%d(dot(%s, %s) + %s));\n",
3978 mask_size, src0_param.param_str, src1_param.param_str, src2_param.param_str);
3980 shader_addline(ins->ctx->buffer, "dot(%s, %s) + %s);\n",
3981 src0_param.param_str, src1_param.param_str, src2_param.param_str);
3985 static void shader_glsl_input_pack(const struct wined3d_shader *shader, struct wined3d_shader_buffer *buffer,
3986 const struct wined3d_shader_signature_element *input_signature,
3987 const struct wined3d_shader_reg_maps *reg_maps,
3988 enum vertexprocessing_mode vertexprocessing)
3990 WORD map = reg_maps->input_registers;
3993 for (i = 0; map; map >>= 1, ++i)
3995 const char *semantic_name;
4000 if (!(map & 1)) continue;
4002 semantic_name = input_signature[i].semantic_name;
4003 semantic_idx = input_signature[i].semantic_idx;
4004 shader_glsl_write_mask_to_str(input_signature[i].mask, reg_mask);
4006 if (shader_match_semantic(semantic_name, WINED3D_DECL_USAGE_TEXCOORD))
4008 if (semantic_idx < 8 && vertexprocessing == pretransformed)
4009 shader_addline(buffer, "ps_in[%u]%s = gl_TexCoord[%u]%s;\n",
4010 shader->u.ps.input_reg_map[i], reg_mask, semantic_idx, reg_mask);
4012 shader_addline(buffer, "ps_in[%u]%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
4013 shader->u.ps.input_reg_map[i], reg_mask, reg_mask);
4015 else if (shader_match_semantic(semantic_name, WINED3D_DECL_USAGE_COLOR))
4018 shader_addline(buffer, "ps_in[%u]%s = vec4(gl_Color)%s;\n",
4019 shader->u.ps.input_reg_map[i], reg_mask, reg_mask);
4020 else if (semantic_idx == 1)
4021 shader_addline(buffer, "ps_in[%u]%s = vec4(gl_SecondaryColor)%s;\n",
4022 shader->u.ps.input_reg_map[i], reg_mask, reg_mask);
4024 shader_addline(buffer, "ps_in[%u]%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
4025 shader->u.ps.input_reg_map[i], reg_mask, reg_mask);
4029 shader_addline(buffer, "ps_in[%u]%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
4030 shader->u.ps.input_reg_map[i], reg_mask, reg_mask);
4035 /*********************************************
4036 * Vertex Shader Specific Code begins here
4037 ********************************************/
4039 static void add_glsl_program_entry(struct shader_glsl_priv *priv, struct glsl_shader_prog_link *entry)
4041 struct glsl_program_key key;
4043 key.vshader = entry->vshader;
4044 key.pshader = entry->pshader;
4045 key.vs_args = entry->vs_args;
4046 key.ps_args = entry->ps_args;
4048 if (wine_rb_put(&priv->program_lookup, &key, &entry->program_lookup_entry) == -1)
4050 ERR("Failed to insert program entry.\n");
4054 static struct glsl_shader_prog_link *get_glsl_program_entry(const struct shader_glsl_priv *priv,
4055 const struct wined3d_shader *vshader, const struct wined3d_shader *pshader,
4056 const struct vs_compile_args *vs_args, const struct ps_compile_args *ps_args)
4058 struct wine_rb_entry *entry;
4059 struct glsl_program_key key;
4061 key.vshader = vshader;
4062 key.pshader = pshader;
4063 key.vs_args = *vs_args;
4064 key.ps_args = *ps_args;
4066 entry = wine_rb_get(&priv->program_lookup, &key);
4067 return entry ? WINE_RB_ENTRY_VALUE(entry, struct glsl_shader_prog_link, program_lookup_entry) : NULL;
4070 /* GL locking is done by the caller */
4071 static void delete_glsl_program_entry(struct shader_glsl_priv *priv, const struct wined3d_gl_info *gl_info,
4072 struct glsl_shader_prog_link *entry)
4074 struct glsl_program_key key;
4076 key.vshader = entry->vshader;
4077 key.pshader = entry->pshader;
4078 key.vs_args = entry->vs_args;
4079 key.ps_args = entry->ps_args;
4080 wine_rb_remove(&priv->program_lookup, &key);
4082 GL_EXTCALL(glDeleteObjectARB(entry->programId));
4083 if (entry->vshader) list_remove(&entry->vshader_entry);
4084 if (entry->pshader) list_remove(&entry->pshader_entry);
4085 HeapFree(GetProcessHeap(), 0, entry->vuniformF_locations);
4086 HeapFree(GetProcessHeap(), 0, entry->puniformF_locations);
4087 HeapFree(GetProcessHeap(), 0, entry);
4090 static void handle_ps3_input(struct wined3d_shader_buffer *buffer,
4091 const struct wined3d_gl_info *gl_info, const DWORD *map,
4092 const struct wined3d_shader_signature_element *input_signature,
4093 const struct wined3d_shader_reg_maps *reg_maps_in,
4094 const struct wined3d_shader_signature_element *output_signature,
4095 const struct wined3d_shader_reg_maps *reg_maps_out)
4098 const char *semantic_name_in;
4099 UINT semantic_idx_in;
4102 unsigned int in_count = vec4_varyings(3, gl_info);
4104 char destination[50];
4105 WORD input_map, output_map;
4107 set = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*set) * (in_count + 2));
4109 input_map = reg_maps_in->input_registers;
4110 for (i = 0; input_map; input_map >>= 1, ++i)
4112 if (!(input_map & 1)) continue;
4115 /* Declared, but not read register */
4116 if (in_idx == ~0U) continue;
4117 if (in_idx >= (in_count + 2))
4119 FIXME("More input varyings declared than supported, expect issues.\n");
4123 if (in_idx == in_count)
4124 sprintf(destination, "gl_FrontColor");
4125 else if (in_idx == in_count + 1)
4126 sprintf(destination, "gl_FrontSecondaryColor");
4128 sprintf(destination, "ps_in[%u]", in_idx);
4130 semantic_name_in = input_signature[i].semantic_name;
4131 semantic_idx_in = input_signature[i].semantic_idx;
4134 output_map = reg_maps_out->output_registers;
4135 for (j = 0; output_map; output_map >>= 1, ++j)
4139 if (!(output_map & 1)
4140 || semantic_idx_in != output_signature[j].semantic_idx
4141 || strcmp(semantic_name_in, output_signature[j].semantic_name)
4142 || !(mask = input_signature[i].mask & output_signature[j].mask))
4146 shader_glsl_write_mask_to_str(mask, reg_mask);
4148 shader_addline(buffer, "%s%s = vs_out[%u]%s;\n",
4149 destination, reg_mask, j, reg_mask);
4153 for (i = 0; i < in_count + 2; ++i)
4157 if (!set[i] || set[i] == WINED3DSP_WRITEMASK_ALL)
4160 if (set[i] == ~0U) set[i] = 0;
4163 if (!(set[i] & WINED3DSP_WRITEMASK_0)) reg_mask[size++] = 'x';
4164 if (!(set[i] & WINED3DSP_WRITEMASK_1)) reg_mask[size++] = 'y';
4165 if (!(set[i] & WINED3DSP_WRITEMASK_2)) reg_mask[size++] = 'z';
4166 if (!(set[i] & WINED3DSP_WRITEMASK_3)) reg_mask[size++] = 'w';
4167 reg_mask[size] = '\0';
4170 sprintf(destination, "gl_FrontColor");
4171 else if (i == in_count + 1)
4172 sprintf(destination, "gl_FrontSecondaryColor");
4174 sprintf(destination, "ps_in[%u]", i);
4176 if (size == 1) shader_addline(buffer, "%s.%s = 0.0;\n", destination, reg_mask);
4177 else shader_addline(buffer, "%s.%s = vec%u(0.0);\n", destination, reg_mask, size);
4180 HeapFree(GetProcessHeap(), 0, set);
4183 /* GL locking is done by the caller */
4184 static GLhandleARB generate_param_reorder_function(struct wined3d_shader_buffer *buffer,
4185 const struct wined3d_shader *vs, const struct wined3d_shader *ps,
4186 const struct wined3d_gl_info *gl_info)
4188 GLhandleARB ret = 0;
4189 DWORD ps_major = ps ? ps->reg_maps.shader_version.major : 0;
4191 const char *semantic_name;
4194 const struct wined3d_shader_signature_element *output_signature = vs->output_signature;
4195 WORD map = vs->reg_maps.output_registers;
4197 shader_buffer_clear(buffer);
4199 shader_addline(buffer, "#version 120\n");
4203 shader_addline(buffer, "void order_ps_input(in vec4 vs_out[%u])\n{\n", vs->limits.packed_output);
4205 for (i = 0; map; map >>= 1, ++i)
4209 if (!(map & 1)) continue;
4211 semantic_name = output_signature[i].semantic_name;
4212 semantic_idx = output_signature[i].semantic_idx;
4213 write_mask = output_signature[i].mask;
4214 shader_glsl_write_mask_to_str(write_mask, reg_mask);
4216 if (shader_match_semantic(semantic_name, WINED3D_DECL_USAGE_COLOR))
4219 shader_addline(buffer, "gl_FrontColor%s = vs_out[%u]%s;\n",
4220 reg_mask, i, reg_mask);
4221 else if (semantic_idx == 1)
4222 shader_addline(buffer, "gl_FrontSecondaryColor%s = vs_out[%u]%s;\n",
4223 reg_mask, i, reg_mask);
4225 else if (shader_match_semantic(semantic_name, WINED3D_DECL_USAGE_POSITION))
4227 shader_addline(buffer, "gl_Position%s = vs_out[%u]%s;\n",
4228 reg_mask, i, reg_mask);
4230 else if (shader_match_semantic(semantic_name, WINED3D_DECL_USAGE_TEXCOORD))
4232 if (semantic_idx < 8)
4234 if (!(gl_info->quirks & WINED3D_QUIRK_SET_TEXCOORD_W) || ps_major > 0)
4235 write_mask |= WINED3DSP_WRITEMASK_3;
4237 shader_addline(buffer, "gl_TexCoord[%u]%s = vs_out[%u]%s;\n",
4238 semantic_idx, reg_mask, i, reg_mask);
4239 if (!(write_mask & WINED3DSP_WRITEMASK_3))
4240 shader_addline(buffer, "gl_TexCoord[%u].w = 1.0;\n", semantic_idx);
4243 else if (shader_match_semantic(semantic_name, WINED3D_DECL_USAGE_PSIZE))
4245 shader_addline(buffer, "gl_PointSize = vs_out[%u].%c;\n", i, reg_mask[1]);
4247 else if (shader_match_semantic(semantic_name, WINED3D_DECL_USAGE_FOG))
4249 shader_addline(buffer, "gl_FogFragCoord = clamp(vs_out[%u].%c, 0.0, 1.0);\n", i, reg_mask[1]);
4252 shader_addline(buffer, "}\n");
4256 UINT in_count = min(vec4_varyings(ps_major, gl_info), ps->limits.packed_input);
4257 /* This one is tricky: a 3.0 pixel shader reads from a 3.0 vertex shader */
4258 shader_addline(buffer, "varying vec4 ps_in[%u];\n", in_count);
4259 shader_addline(buffer, "void order_ps_input(in vec4 vs_out[%u])\n{\n", vs->limits.packed_output);
4261 /* First, sort out position and point size. Those are not passed to the pixel shader */
4262 for (i = 0; map; map >>= 1, ++i)
4264 if (!(map & 1)) continue;
4266 semantic_name = output_signature[i].semantic_name;
4267 shader_glsl_write_mask_to_str(output_signature[i].mask, reg_mask);
4269 if (shader_match_semantic(semantic_name, WINED3D_DECL_USAGE_POSITION))
4271 shader_addline(buffer, "gl_Position%s = vs_out[%u]%s;\n",
4272 reg_mask, i, reg_mask);
4274 else if (shader_match_semantic(semantic_name, WINED3D_DECL_USAGE_PSIZE))
4276 shader_addline(buffer, "gl_PointSize = vs_out[%u].%c;\n", i, reg_mask[1]);
4280 /* Then, fix the pixel shader input */
4281 handle_ps3_input(buffer, gl_info, ps->u.ps.input_reg_map, ps->input_signature,
4282 &ps->reg_maps, output_signature, &vs->reg_maps);
4284 shader_addline(buffer, "}\n");
4287 ret = GL_EXTCALL(glCreateShaderObjectARB(GL_VERTEX_SHADER_ARB));
4288 checkGLcall("glCreateShaderObjectARB(GL_VERTEX_SHADER_ARB)");
4289 shader_glsl_compile(gl_info, ret, buffer->buffer);
4294 /* GL locking is done by the caller */
4295 static void hardcode_local_constants(const struct wined3d_shader *shader,
4296 const struct wined3d_gl_info *gl_info, GLhandleARB programId, const char *prefix)
4298 const struct wined3d_shader_lconst *lconst;
4303 LIST_FOR_EACH_ENTRY(lconst, &shader->constantsF, struct wined3d_shader_lconst, entry)
4305 value = (const float *)lconst->value;
4306 snprintf(glsl_name, sizeof(glsl_name), "%s_lc%u", prefix, lconst->idx);
4307 tmp_loc = GL_EXTCALL(glGetUniformLocationARB(programId, glsl_name));
4308 GL_EXTCALL(glUniform4fvARB(tmp_loc, 1, value));
4310 checkGLcall("Hardcoding local constants");
4313 /* GL locking is done by the caller */
4314 static GLuint shader_glsl_generate_pshader(const struct wined3d_context *context,
4315 struct wined3d_shader_buffer *buffer, const struct wined3d_shader *shader,
4316 const struct ps_compile_args *args, struct ps_np2fixup_info *np2fixup_info)
4318 const struct wined3d_shader_reg_maps *reg_maps = &shader->reg_maps;
4319 const struct wined3d_gl_info *gl_info = context->gl_info;
4320 const DWORD *function = shader->function;
4321 struct shader_glsl_ctx_priv priv_ctx;
4323 /* Create the hw GLSL shader object and assign it as the shader->prgId */
4324 GLhandleARB shader_obj = GL_EXTCALL(glCreateShaderObjectARB(GL_FRAGMENT_SHADER_ARB));
4326 memset(&priv_ctx, 0, sizeof(priv_ctx));
4327 priv_ctx.cur_ps_args = args;
4328 priv_ctx.cur_np2fixup_info = np2fixup_info;
4330 shader_addline(buffer, "#version 120\n");
4332 if (gl_info->supported[ARB_SHADER_BIT_ENCODING])
4333 shader_addline(buffer, "#extension GL_ARB_shader_bit_encoding : enable\n");
4334 if (gl_info->supported[ARB_SHADER_TEXTURE_LOD])
4335 shader_addline(buffer, "#extension GL_ARB_shader_texture_lod : enable\n");
4336 /* The spec says that it doesn't have to be explicitly enabled, but the
4337 * nvidia drivers write a warning if we don't do so. */
4338 if (gl_info->supported[ARB_TEXTURE_RECTANGLE])
4339 shader_addline(buffer, "#extension GL_ARB_texture_rectangle : enable\n");
4340 if (gl_info->supported[EXT_GPU_SHADER4])
4341 shader_addline(buffer, "#extension GL_EXT_gpu_shader4 : enable\n");
4343 /* Base Declarations */
4344 shader_generate_glsl_declarations(context, buffer, shader, reg_maps, &priv_ctx);
4346 /* Pack 3.0 inputs */
4347 if (reg_maps->shader_version.major >= 3 && args->vp_mode != vertexshader)
4348 shader_glsl_input_pack(shader, buffer, shader->input_signature, reg_maps, args->vp_mode);
4350 /* Base Shader Body */
4351 shader_generate_main(shader, buffer, reg_maps, function, &priv_ctx);
4353 /* Pixel shaders < 2.0 place the resulting color in R0 implicitly */
4354 if (reg_maps->shader_version.major < 2)
4356 /* Some older cards like GeforceFX ones don't support multiple buffers, so also not gl_FragData */
4357 shader_addline(buffer, "gl_FragData[0] = R0;\n");
4360 if (args->srgb_correction)
4362 shader_addline(buffer, "tmp0.xyz = pow(gl_FragData[0].xyz, vec3(srgb_const0.x));\n");
4363 shader_addline(buffer, "tmp0.xyz = tmp0.xyz * vec3(srgb_const0.y) - vec3(srgb_const0.z);\n");
4364 shader_addline(buffer, "tmp1.xyz = gl_FragData[0].xyz * vec3(srgb_const0.w);\n");
4365 shader_addline(buffer, "bvec3 srgb_compare = lessThan(gl_FragData[0].xyz, vec3(srgb_const1.x));\n");
4366 shader_addline(buffer, "gl_FragData[0].xyz = mix(tmp0.xyz, tmp1.xyz, vec3(srgb_compare));\n");
4367 shader_addline(buffer, "gl_FragData[0] = clamp(gl_FragData[0], 0.0, 1.0);\n");
4369 /* Pixel shader < 3.0 do not replace the fog stage.
4370 * This implements linear fog computation and blending.
4371 * TODO: non linear fog
4372 * NOTE: gl_Fog.start and gl_Fog.end don't hold fog start s and end e but
4373 * -1/(e-s) and e/(e-s) respectively.
4375 if (reg_maps->shader_version.major < 3)
4378 case FOG_OFF: break;
4380 shader_addline(buffer, "float fogstart = -1.0 / (gl_Fog.end - gl_Fog.start);\n");
4381 shader_addline(buffer, "float fogend = gl_Fog.end * -fogstart;\n");
4382 shader_addline(buffer, "float Fog = clamp(gl_FogFragCoord * fogstart + fogend, 0.0, 1.0);\n");
4383 shader_addline(buffer, "gl_FragData[0].xyz = mix(gl_Fog.color.xyz, gl_FragData[0].xyz, Fog);\n");
4386 /* Fog = e^(-gl_Fog.density * gl_FogFragCoord) */
4387 shader_addline(buffer, "float Fog = exp(-gl_Fog.density * gl_FogFragCoord);\n");
4388 shader_addline(buffer, "Fog = clamp(Fog, 0.0, 1.0);\n");
4389 shader_addline(buffer, "gl_FragData[0].xyz = mix(gl_Fog.color.xyz, gl_FragData[0].xyz, Fog);\n");
4392 /* Fog = e^(-(gl_Fog.density * gl_FogFragCoord)^2) */
4393 shader_addline(buffer, "float Fog = exp(-gl_Fog.density * gl_Fog.density * gl_FogFragCoord * gl_FogFragCoord);\n");
4394 shader_addline(buffer, "Fog = clamp(Fog, 0.0, 1.0);\n");
4395 shader_addline(buffer, "gl_FragData[0].xyz = mix(gl_Fog.color.xyz, gl_FragData[0].xyz, Fog);\n");
4400 shader_addline(buffer, "}\n");
4402 TRACE("Compiling shader object %u\n", shader_obj);
4403 shader_glsl_compile(gl_info, shader_obj, buffer->buffer);
4405 /* Store the shader object */
4409 /* GL locking is done by the caller */
4410 static GLuint shader_glsl_generate_vshader(const struct wined3d_context *context,
4411 struct wined3d_shader_buffer *buffer, const struct wined3d_shader *shader,
4412 const struct vs_compile_args *args)
4414 const struct wined3d_shader_reg_maps *reg_maps = &shader->reg_maps;
4415 const struct wined3d_gl_info *gl_info = context->gl_info;
4416 const DWORD *function = shader->function;
4417 struct shader_glsl_ctx_priv priv_ctx;
4419 /* Create the hw GLSL shader program and assign it as the shader->prgId */
4420 GLhandleARB shader_obj = GL_EXTCALL(glCreateShaderObjectARB(GL_VERTEX_SHADER_ARB));
4422 shader_addline(buffer, "#version 120\n");
4424 if (gl_info->supported[ARB_SHADER_BIT_ENCODING])
4425 shader_addline(buffer, "#extension GL_ARB_shader_bit_encoding : enable\n");
4426 if (gl_info->supported[EXT_GPU_SHADER4])
4427 shader_addline(buffer, "#extension GL_EXT_gpu_shader4 : enable\n");
4429 memset(&priv_ctx, 0, sizeof(priv_ctx));
4430 priv_ctx.cur_vs_args = args;
4432 /* Base Declarations */
4433 shader_generate_glsl_declarations(context, buffer, shader, reg_maps, &priv_ctx);
4435 /* Base Shader Body */
4436 shader_generate_main(shader, buffer, reg_maps, function, &priv_ctx);
4438 /* Unpack outputs */
4439 shader_addline(buffer, "order_ps_input(vs_out);\n");
4441 /* The D3DRS_FOGTABLEMODE render state defines if the shader-generated fog coord is used
4442 * or if the fragment depth is used. If the fragment depth is used(FOGTABLEMODE != NONE),
4443 * the fog frag coord is thrown away. If the fog frag coord is used, but not written by
4444 * the shader, it is set to 0.0(fully fogged, since start = 1.0, end = 0.0)
4446 if (args->fog_src == VS_FOG_Z)
4447 shader_addline(buffer, "gl_FogFragCoord = gl_Position.z;\n");
4448 else if (!reg_maps->fog)
4449 shader_addline(buffer, "gl_FogFragCoord = 0.0;\n");
4451 /* We always store the clipplanes without y inversion */
4452 if (args->clip_enabled)
4453 shader_addline(buffer, "gl_ClipVertex = gl_Position;\n");
4455 /* Write the final position.
4457 * OpenGL coordinates specify the center of the pixel while d3d coords specify
4458 * the corner. The offsets are stored in z and w in posFixup. posFixup.y contains
4459 * 1.0 or -1.0 to turn the rendering upside down for offscreen rendering. PosFixup.x
4460 * contains 1.0 to allow a mad.
4462 shader_addline(buffer, "gl_Position.y = gl_Position.y * posFixup.y;\n");
4463 shader_addline(buffer, "gl_Position.xy += posFixup.zw * gl_Position.ww;\n");
4465 /* Z coord [0;1]->[-1;1] mapping, see comment in transform_projection in state.c
4467 * Basically we want (in homogeneous coordinates) z = z * 2 - 1. However, shaders are run
4468 * before the homogeneous divide, so we have to take the w into account: z = ((z / w) * 2 - 1) * w,
4469 * which is the same as z = z * 2 - w.
4471 shader_addline(buffer, "gl_Position.z = gl_Position.z * 2.0 - gl_Position.w;\n");
4473 shader_addline(buffer, "}\n");
4475 TRACE("Compiling shader object %u\n", shader_obj);
4476 shader_glsl_compile(gl_info, shader_obj, buffer->buffer);
4481 static GLhandleARB find_glsl_pshader(const struct wined3d_context *context,
4482 struct wined3d_shader_buffer *buffer, struct wined3d_shader *shader,
4483 const struct ps_compile_args *args, const struct ps_np2fixup_info **np2fixup_info)
4485 struct wined3d_state *state = &shader->device->stateBlock->state;
4486 struct glsl_ps_compiled_shader *gl_shaders, *new_array;
4487 struct glsl_shader_private *shader_data;
4488 struct ps_np2fixup_info *np2fixup;
4493 if (!shader->backend_data)
4495 shader->backend_data = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*shader_data));
4496 if (!shader->backend_data)
4498 ERR("Failed to allocate backend data.\n");
4502 shader_data = shader->backend_data;
4503 gl_shaders = shader_data->gl_shaders.ps;
4505 /* Usually we have very few GL shaders for each d3d shader(just 1 or maybe 2),
4506 * so a linear search is more performant than a hashmap or a binary search
4507 * (cache coherency etc)
4509 for (i = 0; i < shader_data->num_gl_shaders; ++i)
4511 if (!memcmp(&gl_shaders[i].args, args, sizeof(*args)))
4513 if (args->np2_fixup)
4514 *np2fixup_info = &gl_shaders[i].np2fixup;
4515 return gl_shaders[i].prgId;
4519 TRACE("No matching GL shader found for shader %p, compiling a new shader.\n", shader);
4520 if(shader_data->shader_array_size == shader_data->num_gl_shaders) {
4521 if (shader_data->num_gl_shaders)
4523 new_size = shader_data->shader_array_size + max(1, shader_data->shader_array_size / 2);
4524 new_array = HeapReAlloc(GetProcessHeap(), 0, shader_data->gl_shaders.ps,
4525 new_size * sizeof(*gl_shaders));
4529 new_array = HeapAlloc(GetProcessHeap(), 0, sizeof(*gl_shaders));
4534 ERR("Out of memory\n");
4537 shader_data->gl_shaders.ps = new_array;
4538 shader_data->shader_array_size = new_size;
4539 gl_shaders = new_array;
4542 gl_shaders[shader_data->num_gl_shaders].args = *args;
4544 np2fixup = &gl_shaders[shader_data->num_gl_shaders].np2fixup;
4545 memset(np2fixup, 0, sizeof(*np2fixup));
4546 *np2fixup_info = args->np2_fixup ? np2fixup : NULL;
4548 pixelshader_update_samplers(&shader->reg_maps, state->textures);
4550 shader_buffer_clear(buffer);
4551 ret = shader_glsl_generate_pshader(context, buffer, shader, args, np2fixup);
4552 gl_shaders[shader_data->num_gl_shaders++].prgId = ret;
4557 static inline BOOL vs_args_equal(const struct vs_compile_args *stored, const struct vs_compile_args *new,
4558 const DWORD use_map) {
4559 if((stored->swizzle_map & use_map) != new->swizzle_map) return FALSE;
4560 if((stored->clip_enabled) != new->clip_enabled) return FALSE;
4561 return stored->fog_src == new->fog_src;
4564 static GLhandleARB find_glsl_vshader(const struct wined3d_context *context,
4565 struct wined3d_shader_buffer *buffer, struct wined3d_shader *shader,
4566 const struct vs_compile_args *args)
4570 DWORD use_map = shader->device->strided_streams.use_map;
4571 struct glsl_vs_compiled_shader *gl_shaders, *new_array;
4572 struct glsl_shader_private *shader_data;
4575 if (!shader->backend_data)
4577 shader->backend_data = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*shader_data));
4578 if (!shader->backend_data)
4580 ERR("Failed to allocate backend data.\n");
4584 shader_data = shader->backend_data;
4585 gl_shaders = shader_data->gl_shaders.vs;
4587 /* Usually we have very few GL shaders for each d3d shader(just 1 or maybe 2),
4588 * so a linear search is more performant than a hashmap or a binary search
4589 * (cache coherency etc)
4591 for (i = 0; i < shader_data->num_gl_shaders; ++i)
4593 if (vs_args_equal(&gl_shaders[i].args, args, use_map))
4594 return gl_shaders[i].prgId;
4597 TRACE("No matching GL shader found for shader %p, compiling a new shader.\n", shader);
4599 if(shader_data->shader_array_size == shader_data->num_gl_shaders) {
4600 if (shader_data->num_gl_shaders)
4602 new_size = shader_data->shader_array_size + max(1, shader_data->shader_array_size / 2);
4603 new_array = HeapReAlloc(GetProcessHeap(), 0, shader_data->gl_shaders.vs,
4604 new_size * sizeof(*gl_shaders));
4608 new_array = HeapAlloc(GetProcessHeap(), 0, sizeof(*gl_shaders));
4613 ERR("Out of memory\n");
4616 shader_data->gl_shaders.vs = new_array;
4617 shader_data->shader_array_size = new_size;
4618 gl_shaders = new_array;
4621 gl_shaders[shader_data->num_gl_shaders].args = *args;
4623 shader_buffer_clear(buffer);
4624 ret = shader_glsl_generate_vshader(context, buffer, shader, args);
4625 gl_shaders[shader_data->num_gl_shaders++].prgId = ret;
4630 /** Sets the GLSL program ID for the given pixel and vertex shader combination.
4631 * It sets the programId on the current StateBlock (because it should be called
4632 * inside of the DrawPrimitive() part of the render loop).
4634 * If a program for the given combination does not exist, create one, and store
4635 * the program in the hash table. If it creates a program, it will link the
4636 * given objects, too.
4639 /* GL locking is done by the caller */
4640 static void set_glsl_shader_program(const struct wined3d_context *context,
4641 struct wined3d_device *device, BOOL use_ps, BOOL use_vs)
4643 const struct wined3d_state *state = &device->stateBlock->state;
4644 struct wined3d_shader *vshader = use_vs ? state->vertex_shader : NULL;
4645 struct wined3d_shader *pshader = use_ps ? state->pixel_shader : NULL;
4646 const struct wined3d_gl_info *gl_info = context->gl_info;
4647 struct shader_glsl_priv *priv = device->shader_priv;
4648 struct glsl_shader_prog_link *entry = NULL;
4649 GLhandleARB programId = 0;
4650 GLhandleARB reorder_shader_id = 0;
4653 struct ps_compile_args ps_compile_args;
4654 struct vs_compile_args vs_compile_args;
4656 if (vshader) find_vs_compile_args(state, vshader, &vs_compile_args);
4657 if (pshader) find_ps_compile_args(state, pshader, &ps_compile_args);
4659 entry = get_glsl_program_entry(priv, vshader, pshader, &vs_compile_args, &ps_compile_args);
4662 priv->glsl_program = entry;
4666 /* If we get to this point, then no matching program exists, so we create one */
4667 programId = GL_EXTCALL(glCreateProgramObjectARB());
4668 TRACE("Created new GLSL shader program %u\n", programId);
4670 /* Create the entry */
4671 entry = HeapAlloc(GetProcessHeap(), 0, sizeof(struct glsl_shader_prog_link));
4672 entry->programId = programId;
4673 entry->vshader = vshader;
4674 entry->pshader = pshader;
4675 entry->vs_args = vs_compile_args;
4676 entry->ps_args = ps_compile_args;
4677 entry->constant_version = 0;
4678 entry->np2Fixup_info = NULL;
4679 /* Add the hash table entry */
4680 add_glsl_program_entry(priv, entry);
4682 /* Set the current program */
4683 priv->glsl_program = entry;
4685 /* Attach GLSL vshader */
4688 GLhandleARB vshader_id = find_glsl_vshader(context, &priv->shader_buffer, vshader, &vs_compile_args);
4689 WORD map = vshader->reg_maps.input_registers;
4692 reorder_shader_id = generate_param_reorder_function(&priv->shader_buffer, vshader, pshader, gl_info);
4693 TRACE("Attaching GLSL shader object %u to program %u\n", reorder_shader_id, programId);
4694 GL_EXTCALL(glAttachObjectARB(programId, reorder_shader_id));
4695 checkGLcall("glAttachObjectARB");
4696 /* Flag the reorder function for deletion, then it will be freed automatically when the program
4699 GL_EXTCALL(glDeleteObjectARB(reorder_shader_id));
4701 TRACE("Attaching GLSL shader object %u to program %u\n", vshader_id, programId);
4702 GL_EXTCALL(glAttachObjectARB(programId, vshader_id));
4703 checkGLcall("glAttachObjectARB");
4705 /* Bind vertex attributes to a corresponding index number to match
4706 * the same index numbers as ARB_vertex_programs (makes loading
4707 * vertex attributes simpler). With this method, we can use the
4708 * exact same code to load the attributes later for both ARB and
4711 * We have to do this here because we need to know the Program ID
4712 * in order to make the bindings work, and it has to be done prior
4713 * to linking the GLSL program. */
4714 for (i = 0; map; map >>= 1, ++i)
4716 if (!(map & 1)) continue;
4718 snprintf(tmp_name, sizeof(tmp_name), "vs_in%u", i);
4719 GL_EXTCALL(glBindAttribLocationARB(programId, i, tmp_name));
4721 checkGLcall("glBindAttribLocationARB");
4723 list_add_head(&vshader->linked_programs, &entry->vshader_entry);
4726 /* Attach GLSL pshader */
4729 GLhandleARB pshader_id = find_glsl_pshader(context, &priv->shader_buffer,
4730 pshader, &ps_compile_args, &entry->np2Fixup_info);
4731 TRACE("Attaching GLSL shader object %u to program %u\n", pshader_id, programId);
4732 GL_EXTCALL(glAttachObjectARB(programId, pshader_id));
4733 checkGLcall("glAttachObjectARB");
4735 list_add_head(&pshader->linked_programs, &entry->pshader_entry);
4738 /* Link the program */
4739 TRACE("Linking GLSL shader program %u\n", programId);
4740 GL_EXTCALL(glLinkProgramARB(programId));
4741 shader_glsl_validate_link(gl_info, programId);
4743 entry->vuniformF_locations = HeapAlloc(GetProcessHeap(), 0,
4744 sizeof(GLhandleARB) * gl_info->limits.glsl_vs_float_constants);
4745 for (i = 0; i < gl_info->limits.glsl_vs_float_constants; ++i)
4747 snprintf(glsl_name, sizeof(glsl_name), "vs_c[%u]", i);
4748 entry->vuniformF_locations[i] = GL_EXTCALL(glGetUniformLocationARB(programId, glsl_name));
4750 for (i = 0; i < MAX_CONST_I; ++i)
4752 snprintf(glsl_name, sizeof(glsl_name), "vs_i[%u]", i);
4753 entry->vuniformI_locations[i] = GL_EXTCALL(glGetUniformLocationARB(programId, glsl_name));
4755 entry->puniformF_locations = HeapAlloc(GetProcessHeap(), 0,
4756 sizeof(GLhandleARB) * gl_info->limits.glsl_ps_float_constants);
4757 for (i = 0; i < gl_info->limits.glsl_ps_float_constants; ++i)
4759 snprintf(glsl_name, sizeof(glsl_name), "ps_c[%u]", i);
4760 entry->puniformF_locations[i] = GL_EXTCALL(glGetUniformLocationARB(programId, glsl_name));
4762 for (i = 0; i < MAX_CONST_I; ++i)
4764 snprintf(glsl_name, sizeof(glsl_name), "ps_i[%u]", i);
4765 entry->puniformI_locations[i] = GL_EXTCALL(glGetUniformLocationARB(programId, glsl_name));
4771 for(i = 0; i < MAX_TEXTURES; i++) {
4772 sprintf(name, "bumpenvmat%u", i);
4773 entry->bumpenvmat_location[i] = GL_EXTCALL(glGetUniformLocationARB(programId, name));
4774 sprintf(name, "luminancescale%u", i);
4775 entry->luminancescale_location[i] = GL_EXTCALL(glGetUniformLocationARB(programId, name));
4776 sprintf(name, "luminanceoffset%u", i);
4777 entry->luminanceoffset_location[i] = GL_EXTCALL(glGetUniformLocationARB(programId, name));
4780 if (ps_compile_args.np2_fixup)
4782 if (entry->np2Fixup_info)
4783 entry->np2Fixup_location = GL_EXTCALL(glGetUniformLocationARB(programId, "ps_samplerNP2Fixup"));
4785 FIXME("NP2 texcoord fixup needed for this pixelshader, but no fixup uniform found.\n");
4789 entry->posFixup_location = GL_EXTCALL(glGetUniformLocationARB(programId, "posFixup"));
4790 entry->ycorrection_location = GL_EXTCALL(glGetUniformLocationARB(programId, "ycorrection"));
4791 checkGLcall("Find glsl program uniform locations");
4793 if (pshader && pshader->reg_maps.shader_version.major >= 3
4794 && pshader->u.ps.declared_in_count > vec4_varyings(3, gl_info))
4796 TRACE("Shader %d needs vertex color clamping disabled\n", programId);
4797 entry->vertex_color_clamp = GL_FALSE;
4799 entry->vertex_color_clamp = GL_FIXED_ONLY_ARB;
4802 /* Set the shader to allow uniform loading on it */
4803 GL_EXTCALL(glUseProgramObjectARB(programId));
4804 checkGLcall("glUseProgramObjectARB(programId)");
4806 /* Load the vertex and pixel samplers now. The function that finds the mappings makes sure
4807 * that it stays the same for each vertexshader-pixelshader pair(=linked glsl program). If
4808 * a pshader with fixed function pipeline is used there are no vertex samplers, and if a
4809 * vertex shader with fixed function pixel processing is used we make sure that the card
4810 * supports enough samplers to allow the max number of vertex samplers with all possible
4811 * fixed function fragment processing setups. So once the program is linked these samplers
4814 if (vshader) shader_glsl_load_vsamplers(gl_info, device->texUnitMap, programId);
4815 if (pshader) shader_glsl_load_psamplers(gl_info, device->texUnitMap, programId);
4817 /* If the local constants do not have to be loaded with the environment constants,
4818 * load them now to have them hardcoded in the GLSL program. This saves some CPU cycles
4821 if (pshader && !pshader->load_local_constsF)
4822 hardcode_local_constants(pshader, gl_info, programId, "ps");
4823 if (vshader && !vshader->load_local_constsF)
4824 hardcode_local_constants(vshader, gl_info, programId, "vs");
4827 /* GL locking is done by the caller */
4828 static GLhandleARB create_glsl_blt_shader(const struct wined3d_gl_info *gl_info, enum tex_types tex_type, BOOL masked)
4830 GLhandleARB program_id;
4831 GLhandleARB vshader_id, pshader_id;
4832 const char *blt_pshader;
4834 static const char *blt_vshader =
4838 " gl_Position = gl_Vertex;\n"
4839 " gl_FrontColor = vec4(1.0);\n"
4840 " gl_TexCoord[0] = gl_MultiTexCoord0;\n"
4843 static const char * const blt_pshaders_full[tex_type_count] =
4849 "uniform sampler2D sampler;\n"
4852 " gl_FragDepth = texture2D(sampler, gl_TexCoord[0].xy).x;\n"
4858 "uniform samplerCube sampler;\n"
4861 " gl_FragDepth = textureCube(sampler, gl_TexCoord[0].xyz).x;\n"
4865 "#extension GL_ARB_texture_rectangle : enable\n"
4866 "uniform sampler2DRect sampler;\n"
4869 " gl_FragDepth = texture2DRect(sampler, gl_TexCoord[0].xy).x;\n"
4873 static const char * const blt_pshaders_masked[tex_type_count] =
4879 "uniform sampler2D sampler;\n"
4880 "uniform vec4 mask;\n"
4883 " if (all(lessThan(gl_FragCoord.xy, mask.zw))) discard;\n"
4884 " gl_FragDepth = texture2D(sampler, gl_TexCoord[0].xy).x;\n"
4890 "uniform samplerCube sampler;\n"
4891 "uniform vec4 mask;\n"
4894 " if (all(lessThan(gl_FragCoord.xy, mask.zw))) discard;\n"
4895 " gl_FragDepth = textureCube(sampler, gl_TexCoord[0].xyz).x;\n"
4899 "#extension GL_ARB_texture_rectangle : enable\n"
4900 "uniform sampler2DRect sampler;\n"
4901 "uniform vec4 mask;\n"
4904 " if (all(lessThan(gl_FragCoord.xy, mask.zw))) discard;\n"
4905 " gl_FragDepth = texture2DRect(sampler, gl_TexCoord[0].xy).x;\n"
4909 blt_pshader = masked ? blt_pshaders_masked[tex_type] : blt_pshaders_full[tex_type];
4912 FIXME("tex_type %#x not supported\n", tex_type);
4916 vshader_id = GL_EXTCALL(glCreateShaderObjectARB(GL_VERTEX_SHADER_ARB));
4917 shader_glsl_compile(gl_info, vshader_id, blt_vshader);
4919 pshader_id = GL_EXTCALL(glCreateShaderObjectARB(GL_FRAGMENT_SHADER_ARB));
4920 shader_glsl_compile(gl_info, pshader_id, blt_pshader);
4922 program_id = GL_EXTCALL(glCreateProgramObjectARB());
4923 GL_EXTCALL(glAttachObjectARB(program_id, vshader_id));
4924 GL_EXTCALL(glAttachObjectARB(program_id, pshader_id));
4925 GL_EXTCALL(glLinkProgramARB(program_id));
4927 shader_glsl_validate_link(gl_info, program_id);
4929 /* Once linked we can mark the shaders for deletion. They will be deleted once the program
4932 GL_EXTCALL(glDeleteObjectARB(vshader_id));
4933 GL_EXTCALL(glDeleteObjectARB(pshader_id));
4937 /* GL locking is done by the caller */
4938 static void shader_glsl_select(const struct wined3d_context *context, BOOL usePS, BOOL useVS)
4940 const struct wined3d_gl_info *gl_info = context->gl_info;
4941 struct wined3d_device *device = context->swapchain->device;
4942 struct shader_glsl_priv *priv = device->shader_priv;
4943 GLhandleARB program_id = 0;
4944 GLenum old_vertex_color_clamp, current_vertex_color_clamp;
4946 old_vertex_color_clamp = priv->glsl_program ? priv->glsl_program->vertex_color_clamp : GL_FIXED_ONLY_ARB;
4948 if (useVS || usePS) set_glsl_shader_program(context, device, usePS, useVS);
4949 else priv->glsl_program = NULL;
4951 current_vertex_color_clamp = priv->glsl_program ? priv->glsl_program->vertex_color_clamp : GL_FIXED_ONLY_ARB;
4953 if (old_vertex_color_clamp != current_vertex_color_clamp)
4955 if (gl_info->supported[ARB_COLOR_BUFFER_FLOAT])
4957 GL_EXTCALL(glClampColorARB(GL_CLAMP_VERTEX_COLOR_ARB, current_vertex_color_clamp));
4958 checkGLcall("glClampColorARB");
4962 FIXME("vertex color clamp needs to be changed, but extension not supported.\n");
4966 program_id = priv->glsl_program ? priv->glsl_program->programId : 0;
4967 if (program_id) TRACE("Using GLSL program %u\n", program_id);
4968 GL_EXTCALL(glUseProgramObjectARB(program_id));
4969 checkGLcall("glUseProgramObjectARB");
4971 /* In case that NP2 texcoord fixup data is found for the selected program, trigger a reload of the
4972 * constants. This has to be done because it can't be guaranteed that sampler() (from state.c) is
4973 * called between selecting the shader and using it, which results in wrong fixup for some frames. */
4974 if (priv->glsl_program && priv->glsl_program->np2Fixup_info)
4976 shader_glsl_load_np2fixup_constants(priv, gl_info, &device->stateBlock->state);
4980 /* GL locking is done by the caller */
4981 static void shader_glsl_select_depth_blt(void *shader_priv, const struct wined3d_gl_info *gl_info,
4982 enum tex_types tex_type, const SIZE *ds_mask_size)
4984 BOOL masked = ds_mask_size->cx && ds_mask_size->cy;
4985 struct shader_glsl_priv *priv = shader_priv;
4986 GLhandleARB *blt_program;
4989 blt_program = masked ? &priv->depth_blt_program_masked[tex_type] : &priv->depth_blt_program_full[tex_type];
4992 *blt_program = create_glsl_blt_shader(gl_info, tex_type, masked);
4993 loc = GL_EXTCALL(glGetUniformLocationARB(*blt_program, "sampler"));
4994 GL_EXTCALL(glUseProgramObjectARB(*blt_program));
4995 GL_EXTCALL(glUniform1iARB(loc, 0));
4999 GL_EXTCALL(glUseProgramObjectARB(*blt_program));
5004 loc = GL_EXTCALL(glGetUniformLocationARB(*blt_program, "mask"));
5005 GL_EXTCALL(glUniform4fARB(loc, 0.0f, 0.0f, (float)ds_mask_size->cx, (float)ds_mask_size->cy));
5009 /* GL locking is done by the caller */
5010 static void shader_glsl_deselect_depth_blt(void *shader_priv, const struct wined3d_gl_info *gl_info)
5012 struct shader_glsl_priv *priv = shader_priv;
5013 GLhandleARB program_id;
5015 program_id = priv->glsl_program ? priv->glsl_program->programId : 0;
5016 if (program_id) TRACE("Using GLSL program %u\n", program_id);
5018 GL_EXTCALL(glUseProgramObjectARB(program_id));
5019 checkGLcall("glUseProgramObjectARB");
5022 static void shader_glsl_destroy(struct wined3d_shader *shader)
5024 struct glsl_shader_private *shader_data = shader->backend_data;
5025 struct wined3d_device *device = shader->device;
5026 struct shader_glsl_priv *priv = device->shader_priv;
5027 const struct wined3d_gl_info *gl_info;
5028 const struct list *linked_programs;
5029 struct wined3d_context *context;
5031 if (!shader_data || !shader_data->num_gl_shaders)
5033 HeapFree(GetProcessHeap(), 0, shader_data);
5034 shader->backend_data = NULL;
5038 context = context_acquire(device, NULL);
5039 gl_info = context->gl_info;
5041 if (priv->glsl_program && (priv->glsl_program->vshader == shader
5042 || priv->glsl_program->pshader == shader))
5045 shader_glsl_select(context, FALSE, FALSE);
5049 TRACE("Deleting linked programs.\n");
5050 linked_programs = &shader->linked_programs;
5051 if (linked_programs->next)
5053 struct glsl_shader_prog_link *entry, *entry2;
5058 switch (shader->reg_maps.shader_version.type)
5060 case WINED3D_SHADER_TYPE_PIXEL:
5062 struct glsl_ps_compiled_shader *gl_shaders = shader_data->gl_shaders.ps;
5064 LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, linked_programs,
5065 struct glsl_shader_prog_link, pshader_entry)
5067 delete_glsl_program_entry(priv, gl_info, entry);
5070 for (i = 0; i < shader_data->num_gl_shaders; ++i)
5072 TRACE("Deleting pixel shader %u.\n", gl_shaders[i].prgId);
5073 GL_EXTCALL(glDeleteObjectARB(gl_shaders[i].prgId));
5074 checkGLcall("glDeleteObjectARB");
5076 HeapFree(GetProcessHeap(), 0, shader_data->gl_shaders.ps);
5081 case WINED3D_SHADER_TYPE_VERTEX:
5083 struct glsl_vs_compiled_shader *gl_shaders = shader_data->gl_shaders.vs;
5085 LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, linked_programs,
5086 struct glsl_shader_prog_link, vshader_entry)
5088 delete_glsl_program_entry(priv, gl_info, entry);
5091 for (i = 0; i < shader_data->num_gl_shaders; ++i)
5093 TRACE("Deleting vertex shader %u.\n", gl_shaders[i].prgId);
5094 GL_EXTCALL(glDeleteObjectARB(gl_shaders[i].prgId));
5095 checkGLcall("glDeleteObjectARB");
5097 HeapFree(GetProcessHeap(), 0, shader_data->gl_shaders.vs);
5103 ERR("Unhandled shader type %#x.\n", shader->reg_maps.shader_version.type);
5110 HeapFree(GetProcessHeap(), 0, shader->backend_data);
5111 shader->backend_data = NULL;
5113 context_release(context);
5116 static int glsl_program_key_compare(const void *key, const struct wine_rb_entry *entry)
5118 const struct glsl_program_key *k = key;
5119 const struct glsl_shader_prog_link *prog = WINE_RB_ENTRY_VALUE(entry,
5120 const struct glsl_shader_prog_link, program_lookup_entry);
5123 if (k->vshader > prog->vshader) return 1;
5124 else if (k->vshader < prog->vshader) return -1;
5126 if (k->pshader > prog->pshader) return 1;
5127 else if (k->pshader < prog->pshader) return -1;
5129 if (k->vshader && (cmp = memcmp(&k->vs_args, &prog->vs_args, sizeof(prog->vs_args)))) return cmp;
5130 if (k->pshader && (cmp = memcmp(&k->ps_args, &prog->ps_args, sizeof(prog->ps_args)))) return cmp;
5135 static BOOL constant_heap_init(struct constant_heap *heap, unsigned int constant_count)
5137 SIZE_T size = (constant_count + 1) * sizeof(*heap->entries) + constant_count * sizeof(*heap->positions);
5138 void *mem = HeapAlloc(GetProcessHeap(), 0, size);
5142 ERR("Failed to allocate memory\n");
5146 heap->entries = mem;
5147 heap->entries[1].version = 0;
5148 heap->positions = (unsigned int *)(heap->entries + constant_count + 1);
5154 static void constant_heap_free(struct constant_heap *heap)
5156 HeapFree(GetProcessHeap(), 0, heap->entries);
5159 static const struct wine_rb_functions wined3d_glsl_program_rb_functions =
5164 glsl_program_key_compare,
5167 static HRESULT shader_glsl_alloc(struct wined3d_device *device)
5169 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
5170 struct shader_glsl_priv *priv = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(struct shader_glsl_priv));
5171 SIZE_T stack_size = wined3d_log2i(max(gl_info->limits.glsl_vs_float_constants,
5172 gl_info->limits.glsl_ps_float_constants)) + 1;
5174 if (!shader_buffer_init(&priv->shader_buffer))
5176 ERR("Failed to initialize shader buffer.\n");
5180 priv->stack = HeapAlloc(GetProcessHeap(), 0, stack_size * sizeof(*priv->stack));
5183 ERR("Failed to allocate memory.\n");
5187 if (!constant_heap_init(&priv->vconst_heap, gl_info->limits.glsl_vs_float_constants))
5189 ERR("Failed to initialize vertex shader constant heap\n");
5193 if (!constant_heap_init(&priv->pconst_heap, gl_info->limits.glsl_ps_float_constants))
5195 ERR("Failed to initialize pixel shader constant heap\n");
5199 if (wine_rb_init(&priv->program_lookup, &wined3d_glsl_program_rb_functions) == -1)
5201 ERR("Failed to initialize rbtree.\n");
5205 priv->next_constant_version = 1;
5207 device->shader_priv = priv;
5211 constant_heap_free(&priv->pconst_heap);
5212 constant_heap_free(&priv->vconst_heap);
5213 HeapFree(GetProcessHeap(), 0, priv->stack);
5214 shader_buffer_free(&priv->shader_buffer);
5215 HeapFree(GetProcessHeap(), 0, priv);
5216 return E_OUTOFMEMORY;
5219 /* Context activation is done by the caller. */
5220 static void shader_glsl_free(struct wined3d_device *device)
5222 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
5223 struct shader_glsl_priv *priv = device->shader_priv;
5227 for (i = 0; i < tex_type_count; ++i)
5229 if (priv->depth_blt_program_full[i])
5231 GL_EXTCALL(glDeleteObjectARB(priv->depth_blt_program_full[i]));
5233 if (priv->depth_blt_program_masked[i])
5235 GL_EXTCALL(glDeleteObjectARB(priv->depth_blt_program_masked[i]));
5240 wine_rb_destroy(&priv->program_lookup, NULL, NULL);
5241 constant_heap_free(&priv->pconst_heap);
5242 constant_heap_free(&priv->vconst_heap);
5243 HeapFree(GetProcessHeap(), 0, priv->stack);
5244 shader_buffer_free(&priv->shader_buffer);
5246 HeapFree(GetProcessHeap(), 0, device->shader_priv);
5247 device->shader_priv = NULL;
5250 static void shader_glsl_context_destroyed(void *shader_priv, const struct wined3d_context *context) {}
5252 static void shader_glsl_get_caps(const struct wined3d_gl_info *gl_info, struct shader_caps *caps)
5256 if (gl_info->supported[EXT_GPU_SHADER4] && gl_info->supported[ARB_SHADER_BIT_ENCODING]
5257 && gl_info->supported[ARB_GEOMETRY_SHADER4] && gl_info->glsl_version >= MAKEDWORD_VERSION(1, 50))
5259 /* ARB_shader_texture_lod or EXT_gpu_shader4 is required for the SM3
5260 * texldd and texldl instructions. */
5261 else if (gl_info->supported[ARB_SHADER_TEXTURE_LOD] || gl_info->supported[EXT_GPU_SHADER4])
5265 TRACE("Shader model %u.\n", shader_model);
5267 caps->vs_version = shader_model;
5268 caps->gs_version = shader_model;
5269 caps->ps_version = shader_model;
5271 caps->vs_uniform_count = gl_info->limits.glsl_vs_float_constants;
5272 caps->ps_uniform_count = gl_info->limits.glsl_ps_float_constants;
5274 /* FIXME: The following line is card dependent. -8.0 to 8.0 is the
5275 * Direct3D minimum requirement.
5277 * Both GL_ARB_fragment_program and GLSL require a "maximum representable magnitude"
5278 * of colors to be 2^10, and 2^32 for other floats. Should we use 1024 here?
5280 * The problem is that the refrast clamps temporary results in the shader to
5281 * [-MaxValue;+MaxValue]. If the card's max value is bigger than the one we advertize here,
5282 * then applications may miss the clamping behavior. On the other hand, if it is smaller,
5283 * the shader will generate incorrect results too. Unfortunately, GL deliberately doesn't
5284 * offer a way to query this.
5286 caps->ps_1x_max_value = 8.0;
5288 caps->vs_clipping = TRUE;
5291 static BOOL shader_glsl_color_fixup_supported(struct color_fixup_desc fixup)
5293 if (TRACE_ON(d3d_shader) && TRACE_ON(d3d))
5295 TRACE("Checking support for fixup:\n");
5296 dump_color_fixup_desc(fixup);
5299 /* We support everything except YUV conversions. */
5300 if (!is_complex_fixup(fixup))
5306 TRACE("[FAILED]\n");
5310 static const SHADER_HANDLER shader_glsl_instruction_handler_table[WINED3DSIH_TABLE_SIZE] =
5312 /* WINED3DSIH_ABS */ shader_glsl_map2gl,
5313 /* WINED3DSIH_ADD */ shader_glsl_binop,
5314 /* WINED3DSIH_AND */ shader_glsl_binop,
5315 /* WINED3DSIH_BEM */ shader_glsl_bem,
5316 /* WINED3DSIH_BREAK */ shader_glsl_break,
5317 /* WINED3DSIH_BREAKC */ shader_glsl_breakc,
5318 /* WINED3DSIH_BREAKP */ shader_glsl_breakp,
5319 /* WINED3DSIH_CALL */ shader_glsl_call,
5320 /* WINED3DSIH_CALLNZ */ shader_glsl_callnz,
5321 /* WINED3DSIH_CMP */ shader_glsl_cmp,
5322 /* WINED3DSIH_CND */ shader_glsl_cnd,
5323 /* WINED3DSIH_CRS */ shader_glsl_cross,
5324 /* WINED3DSIH_CUT */ shader_glsl_cut,
5325 /* WINED3DSIH_DCL */ shader_glsl_nop,
5326 /* WINED3DSIH_DCL_CONSTANT_BUFFER */ shader_glsl_nop,
5327 /* WINED3DSIH_DCL_INPUT_PRIMITIVE */ shader_glsl_nop,
5328 /* WINED3DSIH_DCL_OUTPUT_TOPOLOGY */ shader_glsl_nop,
5329 /* WINED3DSIH_DCL_VERTICES_OUT */ shader_glsl_nop,
5330 /* WINED3DSIH_DEF */ shader_glsl_nop,
5331 /* WINED3DSIH_DEFB */ shader_glsl_nop,
5332 /* WINED3DSIH_DEFI */ shader_glsl_nop,
5333 /* WINED3DSIH_DIV */ shader_glsl_binop,
5334 /* WINED3DSIH_DP2ADD */ shader_glsl_dp2add,
5335 /* WINED3DSIH_DP3 */ shader_glsl_dot,
5336 /* WINED3DSIH_DP4 */ shader_glsl_dot,
5337 /* WINED3DSIH_DST */ shader_glsl_dst,
5338 /* WINED3DSIH_DSX */ shader_glsl_map2gl,
5339 /* WINED3DSIH_DSY */ shader_glsl_map2gl,
5340 /* WINED3DSIH_ELSE */ shader_glsl_else,
5341 /* WINED3DSIH_EMIT */ shader_glsl_emit,
5342 /* WINED3DSIH_ENDIF */ shader_glsl_end,
5343 /* WINED3DSIH_ENDLOOP */ shader_glsl_end,
5344 /* WINED3DSIH_ENDREP */ shader_glsl_end,
5345 /* WINED3DSIH_EQ */ shader_glsl_relop,
5346 /* WINED3DSIH_EXP */ shader_glsl_map2gl,
5347 /* WINED3DSIH_EXPP */ shader_glsl_expp,
5348 /* WINED3DSIH_FRC */ shader_glsl_map2gl,
5349 /* WINED3DSIH_FTOI */ shader_glsl_to_int,
5350 /* WINED3DSIH_GE */ shader_glsl_relop,
5351 /* WINED3DSIH_IADD */ shader_glsl_binop,
5352 /* WINED3DSIH_IEQ */ NULL,
5353 /* WINED3DSIH_IF */ shader_glsl_if,
5354 /* WINED3DSIH_IFC */ shader_glsl_ifc,
5355 /* WINED3DSIH_IGE */ shader_glsl_relop,
5356 /* WINED3DSIH_IMUL */ shader_glsl_imul,
5357 /* WINED3DSIH_ITOF */ shader_glsl_to_float,
5358 /* WINED3DSIH_LABEL */ shader_glsl_label,
5359 /* WINED3DSIH_LD */ NULL,
5360 /* WINED3DSIH_LIT */ shader_glsl_lit,
5361 /* WINED3DSIH_LOG */ shader_glsl_log,
5362 /* WINED3DSIH_LOGP */ shader_glsl_log,
5363 /* WINED3DSIH_LOOP */ shader_glsl_loop,
5364 /* WINED3DSIH_LRP */ shader_glsl_lrp,
5365 /* WINED3DSIH_LT */ shader_glsl_relop,
5366 /* WINED3DSIH_M3x2 */ shader_glsl_mnxn,
5367 /* WINED3DSIH_M3x3 */ shader_glsl_mnxn,
5368 /* WINED3DSIH_M3x4 */ shader_glsl_mnxn,
5369 /* WINED3DSIH_M4x3 */ shader_glsl_mnxn,
5370 /* WINED3DSIH_M4x4 */ shader_glsl_mnxn,
5371 /* WINED3DSIH_MAD */ shader_glsl_mad,
5372 /* WINED3DSIH_MAX */ shader_glsl_map2gl,
5373 /* WINED3DSIH_MIN */ shader_glsl_map2gl,
5374 /* WINED3DSIH_MOV */ shader_glsl_mov,
5375 /* WINED3DSIH_MOVA */ shader_glsl_mov,
5376 /* WINED3DSIH_MOVC */ NULL,
5377 /* WINED3DSIH_MUL */ shader_glsl_binop,
5378 /* WINED3DSIH_NOP */ shader_glsl_nop,
5379 /* WINED3DSIH_NRM */ shader_glsl_nrm,
5380 /* WINED3DSIH_PHASE */ shader_glsl_nop,
5381 /* WINED3DSIH_POW */ shader_glsl_pow,
5382 /* WINED3DSIH_RCP */ shader_glsl_rcp,
5383 /* WINED3DSIH_REP */ shader_glsl_rep,
5384 /* WINED3DSIH_RET */ shader_glsl_ret,
5385 /* WINED3DSIH_ROUND_NI */ NULL,
5386 /* WINED3DSIH_RSQ */ shader_glsl_rsq,
5387 /* WINED3DSIH_SAMPLE */ NULL,
5388 /* WINED3DSIH_SAMPLE_GRAD */ NULL,
5389 /* WINED3DSIH_SAMPLE_LOD */ NULL,
5390 /* WINED3DSIH_SETP */ NULL,
5391 /* WINED3DSIH_SGE */ shader_glsl_compare,
5392 /* WINED3DSIH_SGN */ shader_glsl_sgn,
5393 /* WINED3DSIH_SINCOS */ shader_glsl_sincos,
5394 /* WINED3DSIH_SLT */ shader_glsl_compare,
5395 /* WINED3DSIH_SQRT */ NULL,
5396 /* WINED3DSIH_SUB */ shader_glsl_binop,
5397 /* WINED3DSIH_TEX */ shader_glsl_tex,
5398 /* WINED3DSIH_TEXBEM */ shader_glsl_texbem,
5399 /* WINED3DSIH_TEXBEML */ shader_glsl_texbem,
5400 /* WINED3DSIH_TEXCOORD */ shader_glsl_texcoord,
5401 /* WINED3DSIH_TEXDEPTH */ shader_glsl_texdepth,
5402 /* WINED3DSIH_TEXDP3 */ shader_glsl_texdp3,
5403 /* WINED3DSIH_TEXDP3TEX */ shader_glsl_texdp3tex,
5404 /* WINED3DSIH_TEXKILL */ shader_glsl_texkill,
5405 /* WINED3DSIH_TEXLDD */ shader_glsl_texldd,
5406 /* WINED3DSIH_TEXLDL */ shader_glsl_texldl,
5407 /* WINED3DSIH_TEXM3x2DEPTH */ shader_glsl_texm3x2depth,
5408 /* WINED3DSIH_TEXM3x2PAD */ shader_glsl_texm3x2pad,
5409 /* WINED3DSIH_TEXM3x2TEX */ shader_glsl_texm3x2tex,
5410 /* WINED3DSIH_TEXM3x3 */ shader_glsl_texm3x3,
5411 /* WINED3DSIH_TEXM3x3DIFF */ NULL,
5412 /* WINED3DSIH_TEXM3x3PAD */ shader_glsl_texm3x3pad,
5413 /* WINED3DSIH_TEXM3x3SPEC */ shader_glsl_texm3x3spec,
5414 /* WINED3DSIH_TEXM3x3TEX */ shader_glsl_texm3x3tex,
5415 /* WINED3DSIH_TEXM3x3VSPEC */ shader_glsl_texm3x3vspec,
5416 /* WINED3DSIH_TEXREG2AR */ shader_glsl_texreg2ar,
5417 /* WINED3DSIH_TEXREG2GB */ shader_glsl_texreg2gb,
5418 /* WINED3DSIH_TEXREG2RGB */ shader_glsl_texreg2rgb,
5419 /* WINED3DSIH_UDIV */ NULL,
5420 /* WINED3DSIH_USHR */ NULL,
5421 /* WINED3DSIH_UTOF */ shader_glsl_to_float,
5422 /* WINED3DSIH_XOR */ shader_glsl_binop,
5425 static void shader_glsl_handle_instruction(const struct wined3d_shader_instruction *ins) {
5426 SHADER_HANDLER hw_fct;
5428 /* Select handler */
5429 hw_fct = shader_glsl_instruction_handler_table[ins->handler_idx];
5431 /* Unhandled opcode */
5434 FIXME("Backend can't handle opcode %#x\n", ins->handler_idx);
5439 shader_glsl_add_instruction_modifiers(ins);
5442 const struct wined3d_shader_backend_ops glsl_shader_backend =
5444 shader_glsl_handle_instruction,
5446 shader_glsl_select_depth_blt,
5447 shader_glsl_deselect_depth_blt,
5448 shader_glsl_update_float_vertex_constants,
5449 shader_glsl_update_float_pixel_constants,
5450 shader_glsl_load_constants,
5451 shader_glsl_load_np2fixup_constants,
5452 shader_glsl_destroy,
5455 shader_glsl_context_destroyed,
5456 shader_glsl_get_caps,
5457 shader_glsl_color_fixup_supported,