2 * GLSL pixel and vertex shader implementation
4 * Copyright 2006 Jason Green
5 * Copyright 2006-2007 Henri Verbeet
6 * Copyright 2007-2008 Stefan Dösinger for CodeWeavers
7 * Copyright 2009 Henri Verbeet for CodeWeavers
9 * This library is free software; you can redistribute it and/or
10 * modify it under the terms of the GNU Lesser General Public
11 * License as published by the Free Software Foundation; either
12 * version 2.1 of the License, or (at your option) any later version.
14 * This library is distributed in the hope that it will be useful,
15 * but WITHOUT ANY WARRANTY; without even the implied warranty of
16 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
17 * Lesser General Public License for more details.
19 * You should have received a copy of the GNU Lesser General Public
20 * License along with this library; if not, write to the Free Software
21 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
25 * D3D shader asm has swizzles on source parameters, and write masks for
26 * destination parameters. GLSL uses swizzles for both. The result of this is
27 * that for example "mov dst.xw, src.zyxw" becomes "dst.xw = src.zw" in GLSL.
28 * Ie, to generate a proper GLSL source swizzle, we need to take the D3D write
29 * mask for the destination parameter into account.
35 #include "wined3d_private.h"
37 WINE_DEFAULT_DEBUG_CHANNEL(d3d_shader
);
38 WINE_DECLARE_DEBUG_CHANNEL(d3d_constants
);
39 WINE_DECLARE_DEBUG_CHANNEL(d3d_caps
);
40 WINE_DECLARE_DEBUG_CHANNEL(d3d
);
42 #define GLINFO_LOCATION (*gl_info)
44 #define WINED3D_GLSL_SAMPLE_PROJECTED 0x1
45 #define WINED3D_GLSL_SAMPLE_RECT 0x2
46 #define WINED3D_GLSL_SAMPLE_LOD 0x4
47 #define WINED3D_GLSL_SAMPLE_GRAD 0x8
62 } glsl_sample_function_t
;
66 HEAP_NODE_TRAVERSE_LEFT
,
67 HEAP_NODE_TRAVERSE_RIGHT
,
79 struct constant_entry
*entries
;
80 unsigned int *positions
;
84 /* GLSL shader private data */
85 struct shader_glsl_priv
{
86 struct wined3d_shader_buffer shader_buffer
;
87 struct wine_rb_tree program_lookup
;
88 struct glsl_shader_prog_link
*glsl_program
;
89 struct constant_heap vconst_heap
;
90 struct constant_heap pconst_heap
;
92 GLhandleARB depth_blt_program
[tex_type_count
];
93 UINT next_constant_version
;
96 /* Struct to maintain data about a linked GLSL program */
97 struct glsl_shader_prog_link
{
98 struct wine_rb_entry program_lookup_entry
;
99 struct list vshader_entry
;
100 struct list pshader_entry
;
101 GLhandleARB programId
;
102 GLint
*vuniformF_locations
;
103 GLint
*puniformF_locations
;
104 GLint vuniformI_locations
[MAX_CONST_I
];
105 GLint puniformI_locations
[MAX_CONST_I
];
106 GLint posFixup_location
;
107 GLint np2Fixup_location
;
108 GLint bumpenvmat_location
[MAX_TEXTURES
];
109 GLint luminancescale_location
[MAX_TEXTURES
];
110 GLint luminanceoffset_location
[MAX_TEXTURES
];
111 GLint ycorrection_location
;
112 GLenum vertex_color_clamp
;
113 IWineD3DVertexShader
*vshader
;
114 IWineD3DPixelShader
*pshader
;
115 struct vs_compile_args vs_args
;
116 struct ps_compile_args ps_args
;
117 UINT constant_version
;
118 const struct ps_np2fixup_info
*np2Fixup_info
;
122 IWineD3DVertexShader
*vshader
;
123 IWineD3DPixelShader
*pshader
;
124 struct ps_compile_args ps_args
;
125 struct vs_compile_args vs_args
;
126 } glsl_program_key_t
;
128 struct shader_glsl_ctx_priv
{
129 const struct vs_compile_args
*cur_vs_args
;
130 const struct ps_compile_args
*cur_ps_args
;
131 struct ps_np2fixup_info
*cur_np2fixup_info
;
134 struct glsl_ps_compiled_shader
136 struct ps_compile_args args
;
137 struct ps_np2fixup_info np2fixup
;
141 struct glsl_pshader_private
143 struct glsl_ps_compiled_shader
*gl_shaders
;
144 UINT num_gl_shaders
, shader_array_size
;
147 struct glsl_vs_compiled_shader
149 struct vs_compile_args args
;
153 struct glsl_vshader_private
155 struct glsl_vs_compiled_shader
*gl_shaders
;
156 UINT num_gl_shaders
, shader_array_size
;
159 /* Extract a line from the info log.
160 * Note that this modifies the source string. */
161 static char *get_info_log_line(char **ptr
)
166 if (!(q
= strstr(p
, "\n")))
168 if (!*p
) return NULL
;
178 /** Prints the GLSL info log which will contain error messages if they exist */
179 /* GL locking is done by the caller */
180 static void print_glsl_info_log(const struct wined3d_gl_info
*gl_info
, GLhandleARB obj
)
182 int infologLength
= 0;
187 static const char * const spam
[] =
189 "Vertex shader was successfully compiled to run on hardware.\n", /* fglrx */
190 "Fragment shader was successfully compiled to run on hardware.\n", /* fglrx, with \n */
191 "Fragment shader was successfully compiled to run on hardware.", /* fglrx, no \n */
192 "Fragment shader(s) linked, vertex shader(s) linked. \n ", /* fglrx, with \n */
193 "Fragment shader(s) linked, vertex shader(s) linked.", /* fglrx, no \n */
194 "Vertex shader(s) linked, no fragment shader(s) defined. \n ", /* fglrx, with \n */
195 "Vertex shader(s) linked, no fragment shader(s) defined.", /* fglrx, no \n */
196 "Fragment shader(s) linked, no vertex shader(s) defined. \n ", /* fglrx, with \n */
197 "Fragment shader(s) linked, no vertex shader(s) defined.", /* fglrx, no \n */
200 if (!TRACE_ON(d3d_shader
) && !FIXME_ON(d3d_shader
)) return;
202 GL_EXTCALL(glGetObjectParameterivARB(obj
,
203 GL_OBJECT_INFO_LOG_LENGTH_ARB
,
206 /* A size of 1 is just a null-terminated string, so the log should be bigger than
207 * that if there are errors. */
208 if (infologLength
> 1)
212 /* Fglrx doesn't terminate the string properly, but it tells us the proper length.
213 * So use HEAP_ZERO_MEMORY to avoid uninitialized bytes
215 infoLog
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, infologLength
);
216 GL_EXTCALL(glGetInfoLogARB(obj
, infologLength
, NULL
, infoLog
));
219 for(i
= 0; i
< sizeof(spam
) / sizeof(spam
[0]); i
++) {
220 if(strcmp(infoLog
, spam
[i
]) == 0) {
229 TRACE("Spam received from GLSL shader #%u:\n", obj
);
230 while ((line
= get_info_log_line(&ptr
))) TRACE(" %s\n", line
);
234 FIXME("Error received from GLSL shader #%u:\n", obj
);
235 while ((line
= get_info_log_line(&ptr
))) FIXME(" %s\n", line
);
237 HeapFree(GetProcessHeap(), 0, infoLog
);
242 * Loads (pixel shader) samplers
244 /* GL locking is done by the caller */
245 static void shader_glsl_load_psamplers(const struct wined3d_gl_info
*gl_info
,
246 DWORD
*tex_unit_map
, GLhandleARB programId
)
250 char sampler_name
[20];
252 for (i
= 0; i
< MAX_FRAGMENT_SAMPLERS
; ++i
) {
253 snprintf(sampler_name
, sizeof(sampler_name
), "Psampler%d", i
);
254 name_loc
= GL_EXTCALL(glGetUniformLocationARB(programId
, sampler_name
));
255 if (name_loc
!= -1) {
256 DWORD mapped_unit
= tex_unit_map
[i
];
257 if (mapped_unit
!= WINED3D_UNMAPPED_STAGE
&& mapped_unit
< gl_info
->limits
.fragment_samplers
)
259 TRACE("Loading %s for texture %d\n", sampler_name
, mapped_unit
);
260 GL_EXTCALL(glUniform1iARB(name_loc
, mapped_unit
));
261 checkGLcall("glUniform1iARB");
263 ERR("Trying to load sampler %s on unsupported unit %d\n", sampler_name
, mapped_unit
);
269 /* GL locking is done by the caller */
270 static void shader_glsl_load_vsamplers(const struct wined3d_gl_info
*gl_info
,
271 DWORD
*tex_unit_map
, GLhandleARB programId
)
274 char sampler_name
[20];
277 for (i
= 0; i
< MAX_VERTEX_SAMPLERS
; ++i
) {
278 snprintf(sampler_name
, sizeof(sampler_name
), "Vsampler%d", i
);
279 name_loc
= GL_EXTCALL(glGetUniformLocationARB(programId
, sampler_name
));
280 if (name_loc
!= -1) {
281 DWORD mapped_unit
= tex_unit_map
[MAX_FRAGMENT_SAMPLERS
+ i
];
282 if (mapped_unit
!= WINED3D_UNMAPPED_STAGE
&& mapped_unit
< gl_info
->limits
.combined_samplers
)
284 TRACE("Loading %s for texture %d\n", sampler_name
, mapped_unit
);
285 GL_EXTCALL(glUniform1iARB(name_loc
, mapped_unit
));
286 checkGLcall("glUniform1iARB");
288 ERR("Trying to load sampler %s on unsupported unit %d\n", sampler_name
, mapped_unit
);
294 /* GL locking is done by the caller */
295 static inline void walk_constant_heap(const struct wined3d_gl_info
*gl_info
, const float *constants
,
296 const GLint
*constant_locations
, const struct constant_heap
*heap
, unsigned char *stack
, DWORD version
)
299 unsigned int heap_idx
= 1;
302 if (heap
->entries
[heap_idx
].version
<= version
) return;
304 idx
= heap
->entries
[heap_idx
].idx
;
305 if (constant_locations
[idx
] != -1) GL_EXTCALL(glUniform4fvARB(constant_locations
[idx
], 1, &constants
[idx
* 4]));
306 stack
[stack_idx
] = HEAP_NODE_TRAVERSE_LEFT
;
308 while (stack_idx
>= 0)
310 /* Note that we fall through to the next case statement. */
311 switch(stack
[stack_idx
])
313 case HEAP_NODE_TRAVERSE_LEFT
:
315 unsigned int left_idx
= heap_idx
<< 1;
316 if (left_idx
< heap
->size
&& heap
->entries
[left_idx
].version
> version
)
319 idx
= heap
->entries
[heap_idx
].idx
;
320 if (constant_locations
[idx
] != -1)
321 GL_EXTCALL(glUniform4fvARB(constant_locations
[idx
], 1, &constants
[idx
* 4]));
323 stack
[stack_idx
++] = HEAP_NODE_TRAVERSE_RIGHT
;
324 stack
[stack_idx
] = HEAP_NODE_TRAVERSE_LEFT
;
329 case HEAP_NODE_TRAVERSE_RIGHT
:
331 unsigned int right_idx
= (heap_idx
<< 1) + 1;
332 if (right_idx
< heap
->size
&& heap
->entries
[right_idx
].version
> version
)
334 heap_idx
= right_idx
;
335 idx
= heap
->entries
[heap_idx
].idx
;
336 if (constant_locations
[idx
] != -1)
337 GL_EXTCALL(glUniform4fvARB(constant_locations
[idx
], 1, &constants
[idx
* 4]));
339 stack
[stack_idx
++] = HEAP_NODE_POP
;
340 stack
[stack_idx
] = HEAP_NODE_TRAVERSE_LEFT
;
353 checkGLcall("walk_constant_heap()");
356 /* GL locking is done by the caller */
357 static inline void apply_clamped_constant(const struct wined3d_gl_info
*gl_info
, GLint location
, const GLfloat
*data
)
359 GLfloat clamped_constant
[4];
361 if (location
== -1) return;
363 clamped_constant
[0] = data
[0] < -1.0f
? -1.0f
: data
[0] > 1.0f
? 1.0f
: data
[0];
364 clamped_constant
[1] = data
[1] < -1.0f
? -1.0f
: data
[1] > 1.0f
? 1.0f
: data
[1];
365 clamped_constant
[2] = data
[2] < -1.0f
? -1.0f
: data
[2] > 1.0f
? 1.0f
: data
[2];
366 clamped_constant
[3] = data
[3] < -1.0f
? -1.0f
: data
[3] > 1.0f
? 1.0f
: data
[3];
368 GL_EXTCALL(glUniform4fvARB(location
, 1, clamped_constant
));
371 /* GL locking is done by the caller */
372 static inline void walk_constant_heap_clamped(const struct wined3d_gl_info
*gl_info
, const float *constants
,
373 const GLint
*constant_locations
, const struct constant_heap
*heap
, unsigned char *stack
, DWORD version
)
376 unsigned int heap_idx
= 1;
379 if (heap
->entries
[heap_idx
].version
<= version
) return;
381 idx
= heap
->entries
[heap_idx
].idx
;
382 apply_clamped_constant(gl_info
, constant_locations
[idx
], &constants
[idx
* 4]);
383 stack
[stack_idx
] = HEAP_NODE_TRAVERSE_LEFT
;
385 while (stack_idx
>= 0)
387 /* Note that we fall through to the next case statement. */
388 switch(stack
[stack_idx
])
390 case HEAP_NODE_TRAVERSE_LEFT
:
392 unsigned int left_idx
= heap_idx
<< 1;
393 if (left_idx
< heap
->size
&& heap
->entries
[left_idx
].version
> version
)
396 idx
= heap
->entries
[heap_idx
].idx
;
397 apply_clamped_constant(gl_info
, constant_locations
[idx
], &constants
[idx
* 4]);
399 stack
[stack_idx
++] = HEAP_NODE_TRAVERSE_RIGHT
;
400 stack
[stack_idx
] = HEAP_NODE_TRAVERSE_LEFT
;
405 case HEAP_NODE_TRAVERSE_RIGHT
:
407 unsigned int right_idx
= (heap_idx
<< 1) + 1;
408 if (right_idx
< heap
->size
&& heap
->entries
[right_idx
].version
> version
)
410 heap_idx
= right_idx
;
411 idx
= heap
->entries
[heap_idx
].idx
;
412 apply_clamped_constant(gl_info
, constant_locations
[idx
], &constants
[idx
* 4]);
414 stack
[stack_idx
++] = HEAP_NODE_POP
;
415 stack
[stack_idx
] = HEAP_NODE_TRAVERSE_LEFT
;
428 checkGLcall("walk_constant_heap_clamped()");
431 /* Loads floating point constants (aka uniforms) into the currently set GLSL program. */
432 /* GL locking is done by the caller */
433 static void shader_glsl_load_constantsF(IWineD3DBaseShaderImpl
*This
, const struct wined3d_gl_info
*gl_info
,
434 const float *constants
, const GLint
*constant_locations
, const struct constant_heap
*heap
,
435 unsigned char *stack
, UINT version
)
437 const local_constant
*lconst
;
439 /* 1.X pshaders have the constants clamped to [-1;1] implicitly. */
440 if (This
->baseShader
.reg_maps
.shader_version
.major
== 1
441 && shader_is_pshader_version(This
->baseShader
.reg_maps
.shader_version
.type
))
442 walk_constant_heap_clamped(gl_info
, constants
, constant_locations
, heap
, stack
, version
);
444 walk_constant_heap(gl_info
, constants
, constant_locations
, heap
, stack
, version
);
446 if (!This
->baseShader
.load_local_constsF
)
448 TRACE("No need to load local float constants for this shader\n");
452 /* Immediate constants are clamped to [-1;1] at shader creation time if needed */
453 LIST_FOR_EACH_ENTRY(lconst
, &This
->baseShader
.constantsF
, local_constant
, entry
)
455 GLint location
= constant_locations
[lconst
->idx
];
456 /* We found this uniform name in the program - go ahead and send the data */
457 if (location
!= -1) GL_EXTCALL(glUniform4fvARB(location
, 1, (const GLfloat
*)lconst
->value
));
459 checkGLcall("glUniform4fvARB()");
462 /* Loads integer constants (aka uniforms) into the currently set GLSL program. */
463 /* GL locking is done by the caller */
464 static void shader_glsl_load_constantsI(IWineD3DBaseShaderImpl
*This
, const struct wined3d_gl_info
*gl_info
,
465 const GLint locations
[MAX_CONST_I
], const int *constants
, WORD constants_set
)
470 for (i
= 0; constants_set
; constants_set
>>= 1, ++i
)
472 if (!(constants_set
& 1)) continue;
474 TRACE_(d3d_constants
)("Loading constants %u: %i, %i, %i, %i\n",
475 i
, constants
[i
*4], constants
[i
*4+1], constants
[i
*4+2], constants
[i
*4+3]);
477 /* We found this uniform name in the program - go ahead and send the data */
478 GL_EXTCALL(glUniform4ivARB(locations
[i
], 1, &constants
[i
*4]));
479 checkGLcall("glUniform4ivARB");
482 /* Load immediate constants */
483 ptr
= list_head(&This
->baseShader
.constantsI
);
485 const struct local_constant
*lconst
= LIST_ENTRY(ptr
, const struct local_constant
, entry
);
486 unsigned int idx
= lconst
->idx
;
487 const GLint
*values
= (const GLint
*)lconst
->value
;
489 TRACE_(d3d_constants
)("Loading local constants %i: %i, %i, %i, %i\n", idx
,
490 values
[0], values
[1], values
[2], values
[3]);
492 /* We found this uniform name in the program - go ahead and send the data */
493 GL_EXTCALL(glUniform4ivARB(locations
[idx
], 1, values
));
494 checkGLcall("glUniform4ivARB");
495 ptr
= list_next(&This
->baseShader
.constantsI
, ptr
);
499 /* Loads boolean constants (aka uniforms) into the currently set GLSL program. */
500 /* GL locking is done by the caller */
501 static void shader_glsl_load_constantsB(IWineD3DBaseShaderImpl
*This
, const struct wined3d_gl_info
*gl_info
,
502 GLhandleARB programId
, const BOOL
*constants
, WORD constants_set
)
510 switch (This
->baseShader
.reg_maps
.shader_version
.type
)
512 case WINED3D_SHADER_TYPE_VERTEX
:
516 case WINED3D_SHADER_TYPE_GEOMETRY
:
520 case WINED3D_SHADER_TYPE_PIXEL
:
525 FIXME("Unknown shader type %#x.\n",
526 This
->baseShader
.reg_maps
.shader_version
.type
);
531 /* TODO: Benchmark and see if it would be beneficial to store the
532 * locations of the constants to avoid looking up each time */
533 for (i
= 0; constants_set
; constants_set
>>= 1, ++i
)
535 if (!(constants_set
& 1)) continue;
537 TRACE_(d3d_constants
)("Loading constants %i: %i;\n", i
, constants
[i
]);
539 /* TODO: Benchmark and see if it would be beneficial to store the
540 * locations of the constants to avoid looking up each time */
541 snprintf(tmp_name
, sizeof(tmp_name
), "%s[%i]", prefix
, i
);
542 tmp_loc
= GL_EXTCALL(glGetUniformLocationARB(programId
, tmp_name
));
545 /* We found this uniform name in the program - go ahead and send the data */
546 GL_EXTCALL(glUniform1ivARB(tmp_loc
, 1, &constants
[i
]));
547 checkGLcall("glUniform1ivARB");
551 /* Load immediate constants */
552 ptr
= list_head(&This
->baseShader
.constantsB
);
554 const struct local_constant
*lconst
= LIST_ENTRY(ptr
, const struct local_constant
, entry
);
555 unsigned int idx
= lconst
->idx
;
556 const GLint
*values
= (const GLint
*)lconst
->value
;
558 TRACE_(d3d_constants
)("Loading local constants %i: %i\n", idx
, values
[0]);
560 snprintf(tmp_name
, sizeof(tmp_name
), "%s[%i]", prefix
, idx
);
561 tmp_loc
= GL_EXTCALL(glGetUniformLocationARB(programId
, tmp_name
));
563 /* We found this uniform name in the program - go ahead and send the data */
564 GL_EXTCALL(glUniform1ivARB(tmp_loc
, 1, values
));
565 checkGLcall("glUniform1ivARB");
567 ptr
= list_next(&This
->baseShader
.constantsB
, ptr
);
571 static void reset_program_constant_version(struct wine_rb_entry
*entry
, void *context
)
573 WINE_RB_ENTRY_VALUE(entry
, struct glsl_shader_prog_link
, program_lookup_entry
)->constant_version
= 0;
577 * Loads the texture dimensions for NP2 fixup into the currently set GLSL program.
579 /* GL locking is done by the caller (state handler) */
580 static void shader_glsl_load_np2fixup_constants(
581 IWineD3DDevice
* device
,
583 char useVertexShader
) {
585 const IWineD3DDeviceImpl
* deviceImpl
= (const IWineD3DDeviceImpl
*) device
;
586 const struct glsl_shader_prog_link
* prog
= ((struct shader_glsl_priv
*)(deviceImpl
->shader_priv
))->glsl_program
;
589 /* No GLSL program set - nothing to do. */
593 if (!usePixelShader
) {
594 /* NP2 texcoord fixup is (currently) only done for pixelshaders. */
598 if (prog
->ps_args
.np2_fixup
&& -1 != prog
->np2Fixup_location
) {
599 const struct wined3d_gl_info
*gl_info
= &deviceImpl
->adapter
->gl_info
;
600 const IWineD3DStateBlockImpl
* stateBlock
= (const IWineD3DStateBlockImpl
*) deviceImpl
->stateBlock
;
602 UINT fixup
= prog
->ps_args
.np2_fixup
;
603 GLfloat np2fixup_constants
[4 * MAX_FRAGMENT_SAMPLERS
];
605 for (i
= 0; fixup
; fixup
>>= 1, ++i
) {
606 const unsigned char idx
= prog
->np2Fixup_info
->idx
[i
];
607 const IWineD3DBaseTextureImpl
* const tex
= (const IWineD3DBaseTextureImpl
*) stateBlock
->textures
[i
];
608 GLfloat
* tex_dim
= &np2fixup_constants
[(idx
>> 1) * 4];
611 FIXME("Nonexistent texture is flagged for NP2 texcoord fixup\n");
616 tex_dim
[2] = tex
->baseTexture
.pow2Matrix
[0]; tex_dim
[3] = tex
->baseTexture
.pow2Matrix
[5];
618 tex_dim
[0] = tex
->baseTexture
.pow2Matrix
[0]; tex_dim
[1] = tex
->baseTexture
.pow2Matrix
[5];
622 GL_EXTCALL(glUniform4fvARB(prog
->np2Fixup_location
, prog
->np2Fixup_info
->num_consts
, np2fixup_constants
));
627 * Loads the app-supplied constants into the currently set GLSL program.
629 /* GL locking is done by the caller (state handler) */
630 static void shader_glsl_load_constants(const struct wined3d_context
*context
,
631 char usePixelShader
, char useVertexShader
)
633 IWineD3DDeviceImpl
*device
= ((IWineD3DSurfaceImpl
*)context
->surface
)->resource
.device
;
634 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
635 IWineD3DStateBlockImpl
* stateBlock
= device
->stateBlock
;
636 struct shader_glsl_priv
*priv
= device
->shader_priv
;
638 GLhandleARB programId
;
639 struct glsl_shader_prog_link
*prog
= priv
->glsl_program
;
640 UINT constant_version
;
644 /* No GLSL program set - nothing to do. */
647 programId
= prog
->programId
;
648 constant_version
= prog
->constant_version
;
650 if (useVertexShader
) {
651 IWineD3DBaseShaderImpl
* vshader
= (IWineD3DBaseShaderImpl
*) stateBlock
->vertexShader
;
653 /* Load DirectX 9 float constants/uniforms for vertex shader */
654 shader_glsl_load_constantsF(vshader
, gl_info
, stateBlock
->vertexShaderConstantF
,
655 prog
->vuniformF_locations
, &priv
->vconst_heap
, priv
->stack
, constant_version
);
657 /* Load DirectX 9 integer constants/uniforms for vertex shader */
658 shader_glsl_load_constantsI(vshader
, gl_info
, prog
->vuniformI_locations
, stateBlock
->vertexShaderConstantI
,
659 stateBlock
->changed
.vertexShaderConstantsI
& vshader
->baseShader
.reg_maps
.integer_constants
);
661 /* Load DirectX 9 boolean constants/uniforms for vertex shader */
662 shader_glsl_load_constantsB(vshader
, gl_info
, programId
, stateBlock
->vertexShaderConstantB
,
663 stateBlock
->changed
.vertexShaderConstantsB
& vshader
->baseShader
.reg_maps
.boolean_constants
);
665 /* Upload the position fixup params */
666 GL_EXTCALL(glUniform4fvARB(prog
->posFixup_location
, 1, &device
->posFixup
[0]));
667 checkGLcall("glUniform4fvARB");
670 if (usePixelShader
) {
672 IWineD3DBaseShaderImpl
* pshader
= (IWineD3DBaseShaderImpl
*) stateBlock
->pixelShader
;
674 /* Load DirectX 9 float constants/uniforms for pixel shader */
675 shader_glsl_load_constantsF(pshader
, gl_info
, stateBlock
->pixelShaderConstantF
,
676 prog
->puniformF_locations
, &priv
->pconst_heap
, priv
->stack
, constant_version
);
678 /* Load DirectX 9 integer constants/uniforms for pixel shader */
679 shader_glsl_load_constantsI(pshader
, gl_info
, prog
->puniformI_locations
, stateBlock
->pixelShaderConstantI
,
680 stateBlock
->changed
.pixelShaderConstantsI
& pshader
->baseShader
.reg_maps
.integer_constants
);
682 /* Load DirectX 9 boolean constants/uniforms for pixel shader */
683 shader_glsl_load_constantsB(pshader
, gl_info
, programId
, stateBlock
->pixelShaderConstantB
,
684 stateBlock
->changed
.pixelShaderConstantsB
& pshader
->baseShader
.reg_maps
.boolean_constants
);
686 /* Upload the environment bump map matrix if needed. The needsbumpmat member specifies the texture stage to load the matrix from.
687 * It can't be 0 for a valid texbem instruction.
689 for(i
= 0; i
< MAX_TEXTURES
; i
++) {
692 if(prog
->bumpenvmat_location
[i
] == -1) continue;
694 data
= (const float *)&stateBlock
->textureState
[i
][WINED3DTSS_BUMPENVMAT00
];
695 GL_EXTCALL(glUniformMatrix2fvARB(prog
->bumpenvmat_location
[i
], 1, 0, data
));
696 checkGLcall("glUniformMatrix2fvARB");
698 /* texbeml needs the luminance scale and offset too. If texbeml is used, needsbumpmat
699 * is set too, so we can check that in the needsbumpmat check
701 if(prog
->luminancescale_location
[i
] != -1) {
702 const GLfloat
*scale
= (const GLfloat
*)&stateBlock
->textureState
[i
][WINED3DTSS_BUMPENVLSCALE
];
703 const GLfloat
*offset
= (const GLfloat
*)&stateBlock
->textureState
[i
][WINED3DTSS_BUMPENVLOFFSET
];
705 GL_EXTCALL(glUniform1fvARB(prog
->luminancescale_location
[i
], 1, scale
));
706 checkGLcall("glUniform1fvARB");
707 GL_EXTCALL(glUniform1fvARB(prog
->luminanceoffset_location
[i
], 1, offset
));
708 checkGLcall("glUniform1fvARB");
712 if(((IWineD3DPixelShaderImpl
*) pshader
)->vpos_uniform
) {
713 float correction_params
[4];
715 if (context
->render_offscreen
)
717 correction_params
[0] = 0.0f
;
718 correction_params
[1] = 1.0f
;
720 /* position is window relative, not viewport relative */
721 correction_params
[0] = ((IWineD3DSurfaceImpl
*)context
->current_rt
)->currentDesc
.Height
;
722 correction_params
[1] = -1.0f
;
724 GL_EXTCALL(glUniform4fvARB(prog
->ycorrection_location
, 1, correction_params
));
728 if (priv
->next_constant_version
== UINT_MAX
)
730 TRACE("Max constant version reached, resetting to 0.\n");
731 wine_rb_for_each_entry(&priv
->program_lookup
, reset_program_constant_version
, NULL
);
732 priv
->next_constant_version
= 1;
736 prog
->constant_version
= priv
->next_constant_version
++;
740 static inline void update_heap_entry(struct constant_heap
*heap
, unsigned int idx
,
741 unsigned int heap_idx
, DWORD new_version
)
743 struct constant_entry
*entries
= heap
->entries
;
744 unsigned int *positions
= heap
->positions
;
745 unsigned int parent_idx
;
749 parent_idx
= heap_idx
>> 1;
751 if (new_version
<= entries
[parent_idx
].version
) break;
753 entries
[heap_idx
] = entries
[parent_idx
];
754 positions
[entries
[parent_idx
].idx
] = heap_idx
;
755 heap_idx
= parent_idx
;
758 entries
[heap_idx
].version
= new_version
;
759 entries
[heap_idx
].idx
= idx
;
760 positions
[idx
] = heap_idx
;
763 static void shader_glsl_update_float_vertex_constants(IWineD3DDevice
*iface
, UINT start
, UINT count
)
765 IWineD3DDeviceImpl
*This
= (IWineD3DDeviceImpl
*)iface
;
766 struct shader_glsl_priv
*priv
= This
->shader_priv
;
767 struct constant_heap
*heap
= &priv
->vconst_heap
;
770 for (i
= start
; i
< count
+ start
; ++i
)
772 if (!This
->stateBlock
->changed
.vertexShaderConstantsF
[i
])
773 update_heap_entry(heap
, i
, heap
->size
++, priv
->next_constant_version
);
775 update_heap_entry(heap
, i
, heap
->positions
[i
], priv
->next_constant_version
);
779 static void shader_glsl_update_float_pixel_constants(IWineD3DDevice
*iface
, UINT start
, UINT count
)
781 IWineD3DDeviceImpl
*This
= (IWineD3DDeviceImpl
*)iface
;
782 struct shader_glsl_priv
*priv
= This
->shader_priv
;
783 struct constant_heap
*heap
= &priv
->pconst_heap
;
786 for (i
= start
; i
< count
+ start
; ++i
)
788 if (!This
->stateBlock
->changed
.pixelShaderConstantsF
[i
])
789 update_heap_entry(heap
, i
, heap
->size
++, priv
->next_constant_version
);
791 update_heap_entry(heap
, i
, heap
->positions
[i
], priv
->next_constant_version
);
795 static unsigned int vec4_varyings(DWORD shader_major
, const struct wined3d_gl_info
*gl_info
)
797 unsigned int ret
= gl_info
->limits
.glsl_varyings
/ 4;
798 /* 4.0 shaders do not write clip coords because d3d10 does not support user clipplanes */
799 if(shader_major
> 3) return ret
;
801 /* 3.0 shaders may need an extra varying for the clip coord on some cards(mostly dx10 ones) */
802 if (gl_info
->quirks
& WINED3D_QUIRK_GLSL_CLIP_VARYING
) ret
-= 1;
806 /** Generate the variable & register declarations for the GLSL output target */
807 static void shader_generate_glsl_declarations(const struct wined3d_context
*context
,
808 struct wined3d_shader_buffer
*buffer
, IWineD3DBaseShader
*iface
,
809 const shader_reg_maps
*reg_maps
, struct shader_glsl_ctx_priv
*ctx_priv
)
811 IWineD3DBaseShaderImpl
* This
= (IWineD3DBaseShaderImpl
*) iface
;
812 IWineD3DDeviceImpl
*device
= (IWineD3DDeviceImpl
*) This
->baseShader
.device
;
813 const struct ps_compile_args
*ps_args
= ctx_priv
->cur_ps_args
;
814 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
815 unsigned int i
, extra_constants_needed
= 0;
816 const local_constant
*lconst
;
819 /* There are some minor differences between pixel and vertex shaders */
820 char pshader
= shader_is_pshader_version(reg_maps
->shader_version
.type
);
821 char prefix
= pshader
? 'P' : 'V';
823 /* Prototype the subroutines */
824 for (i
= 0, map
= reg_maps
->labels
; map
; map
>>= 1, ++i
)
826 if (map
& 1) shader_addline(buffer
, "void subroutine%u();\n", i
);
829 /* Declare the constants (aka uniforms) */
830 if (This
->baseShader
.limits
.constant_float
> 0) {
831 unsigned max_constantsF
;
832 /* Unless the shader uses indirect addressing, always declare the maximum array size and ignore that we need some
833 * uniforms privately. E.g. if GL supports 256 uniforms, and we need 2 for the pos fixup and immediate values, still
834 * declare VC[256]. If the shader needs more uniforms than we have it won't work in any case. If it uses less, the
835 * compiler will figure out which uniforms are really used and strip them out. This allows a shader to use c255 on
836 * a dx9 card, as long as it doesn't also use all the other constants.
838 * If the shader uses indirect addressing the compiler must assume that all declared uniforms are used. In this case,
839 * declare only the amount that we're assured to have.
841 * Thus we run into problems in these two cases:
842 * 1) The shader really uses more uniforms than supported
843 * 2) The shader uses indirect addressing, less constants than supported, but uses a constant index > #supported consts
847 /* No indirect addressing here. */
848 max_constantsF
= gl_info
->limits
.glsl_ps_float_constants
;
852 if(This
->baseShader
.reg_maps
.usesrelconstF
) {
853 /* Subtract the other potential uniforms from the max available (bools, ints, and 1 row of projection matrix).
854 * Subtract another uniform for immediate values, which have to be loaded via uniform by the driver as well.
855 * The shader code only uses 0.5, 2.0, 1.0, 128 and -128 in vertex shader code, so one vec4 should be enough
856 * (Unfortunately the Nvidia driver doesn't store 128 and -128 in one float).
858 * Writing gl_ClipVertex requires one uniform for each clipplane as well.
860 max_constantsF
= gl_info
->limits
.glsl_vs_float_constants
- 3;
861 if(ctx_priv
->cur_vs_args
->clip_enabled
)
863 max_constantsF
-= gl_info
->limits
.clipplanes
;
865 max_constantsF
-= count_bits(This
->baseShader
.reg_maps
.integer_constants
);
866 /* Strictly speaking a bool only uses one scalar, but the nvidia(Linux) compiler doesn't pack them properly,
867 * so each scalar requires a full vec4. We could work around this by packing the booleans ourselves, but
868 * for now take this into account when calculating the number of available constants
870 max_constantsF
-= count_bits(This
->baseShader
.reg_maps
.boolean_constants
);
871 /* Set by driver quirks in directx.c */
872 max_constantsF
-= gl_info
->reserved_glsl_constants
;
876 max_constantsF
= gl_info
->limits
.glsl_vs_float_constants
;
879 max_constantsF
= min(This
->baseShader
.limits
.constant_float
, max_constantsF
);
880 shader_addline(buffer
, "uniform vec4 %cC[%u];\n", prefix
, max_constantsF
);
883 /* Always declare the full set of constants, the compiler can remove the unused ones because d3d doesn't(yet)
884 * support indirect int and bool constant addressing. This avoids problems if the app uses e.g. i0 and i9.
886 if (This
->baseShader
.limits
.constant_int
> 0 && This
->baseShader
.reg_maps
.integer_constants
)
887 shader_addline(buffer
, "uniform ivec4 %cI[%u];\n", prefix
, This
->baseShader
.limits
.constant_int
);
889 if (This
->baseShader
.limits
.constant_bool
> 0 && This
->baseShader
.reg_maps
.boolean_constants
)
890 shader_addline(buffer
, "uniform bool %cB[%u];\n", prefix
, This
->baseShader
.limits
.constant_bool
);
893 shader_addline(buffer
, "uniform vec4 posFixup;\n");
894 /* Predeclaration; This function is added at link time based on the pixel shader.
895 * VS 3.0 shaders have an array OUT[] the shader writes to, earlier versions don't have
896 * that. We know the input to the reorder function at vertex shader compile time, so
897 * we can deal with that. The reorder function for a 1.x and 2.x vertex shader can just
898 * read gl_FrontColor. The output depends on the pixel shader. The reorder function for a
899 * 1.x and 2.x pshader or for fixed function will write gl_FrontColor, and for a 3.0 shader
900 * it will write to the varying array. Here we depend on the shader optimizer on sorting that
901 * out. The nvidia driver only does that if the parameter is inout instead of out, hence the
904 if (reg_maps
->shader_version
.major
>= 3)
906 shader_addline(buffer
, "void order_ps_input(in vec4[%u]);\n", MAX_REG_OUTPUT
);
908 shader_addline(buffer
, "void order_ps_input();\n");
911 for (i
= 0, map
= reg_maps
->bumpmat
; map
; map
>>= 1, ++i
)
913 if (!(map
& 1)) continue;
915 shader_addline(buffer
, "uniform mat2 bumpenvmat%d;\n", i
);
917 if (reg_maps
->luminanceparams
& (1 << i
))
919 shader_addline(buffer
, "uniform float luminancescale%d;\n", i
);
920 shader_addline(buffer
, "uniform float luminanceoffset%d;\n", i
);
921 extra_constants_needed
++;
924 extra_constants_needed
++;
927 if (ps_args
->srgb_correction
)
929 shader_addline(buffer
, "const vec4 srgb_const0 = vec4(%.8e, %.8e, %.8e, %.8e);\n",
930 srgb_pow
, srgb_mul_high
, srgb_sub_high
, srgb_mul_low
);
931 shader_addline(buffer
, "const vec4 srgb_const1 = vec4(%.8e, 0.0, 0.0, 0.0);\n",
934 if (reg_maps
->vpos
|| reg_maps
->usesdsy
)
936 if (This
->baseShader
.limits
.constant_float
+ extra_constants_needed
937 + 1 < gl_info
->limits
.glsl_ps_float_constants
)
939 shader_addline(buffer
, "uniform vec4 ycorrection;\n");
940 ((IWineD3DPixelShaderImpl
*) This
)->vpos_uniform
= 1;
941 extra_constants_needed
++;
943 /* This happens because we do not have proper tracking of the constant registers that are
944 * actually used, only the max limit of the shader version
946 FIXME("Cannot find a free uniform for vpos correction params\n");
947 shader_addline(buffer
, "const vec4 ycorrection = vec4(%f, %f, 0.0, 0.0);\n",
948 context
->render_offscreen
? 0.0f
: ((IWineD3DSurfaceImpl
*)device
->render_targets
[0])->currentDesc
.Height
,
949 context
->render_offscreen
? 1.0f
: -1.0f
);
951 shader_addline(buffer
, "vec4 vpos;\n");
955 /* Declare texture samplers */
956 for (i
= 0; i
< This
->baseShader
.limits
.sampler
; i
++) {
957 if (reg_maps
->sampler_type
[i
])
959 switch (reg_maps
->sampler_type
[i
])
962 shader_addline(buffer
, "uniform sampler1D %csampler%u;\n", prefix
, i
);
965 if(device
->stateBlock
->textures
[i
] &&
966 IWineD3DBaseTexture_GetTextureDimensions(device
->stateBlock
->textures
[i
]) == GL_TEXTURE_RECTANGLE_ARB
) {
967 shader_addline(buffer
, "uniform sampler2DRect %csampler%u;\n", prefix
, i
);
969 shader_addline(buffer
, "uniform sampler2D %csampler%u;\n", prefix
, i
);
972 case WINED3DSTT_CUBE
:
973 shader_addline(buffer
, "uniform samplerCube %csampler%u;\n", prefix
, i
);
975 case WINED3DSTT_VOLUME
:
976 shader_addline(buffer
, "uniform sampler3D %csampler%u;\n", prefix
, i
);
979 shader_addline(buffer
, "uniform unsupported_sampler %csampler%u;\n", prefix
, i
);
980 FIXME("Unrecognized sampler type: %#x\n", reg_maps
->sampler_type
[i
]);
986 /* Declare uniforms for NP2 texcoord fixup:
987 * This is NOT done inside the loop that declares the texture samplers since the NP2 fixup code
988 * is currently only used for the GeforceFX series and when forcing the ARB_npot extension off.
989 * Modern cards just skip the code anyway, so put it inside a separate loop. */
990 if (pshader
&& ps_args
->np2_fixup
) {
992 struct ps_np2fixup_info
* const fixup
= ctx_priv
->cur_np2fixup_info
;
995 /* NP2/RECT textures in OpenGL use texcoords in the range [0,width]x[0,height]
996 * while D3D has them in the (normalized) [0,1]x[0,1] range.
997 * samplerNP2Fixup stores texture dimensions and is updated through
998 * shader_glsl_load_np2fixup_constants when the sampler changes. */
1000 for (i
= 0; i
< This
->baseShader
.limits
.sampler
; ++i
) {
1001 if (reg_maps
->sampler_type
[i
]) {
1002 if (!(ps_args
->np2_fixup
& (1 << i
))) continue;
1004 if (WINED3DSTT_2D
!= reg_maps
->sampler_type
[i
]) {
1005 FIXME("Non-2D texture is flagged for NP2 texcoord fixup.\n");
1009 fixup
->idx
[i
] = cur
++;
1013 fixup
->num_consts
= (cur
+ 1) >> 1;
1014 shader_addline(buffer
, "uniform vec4 %csamplerNP2Fixup[%u];\n", prefix
, fixup
->num_consts
);
1017 /* Declare address variables */
1018 for (i
= 0, map
= reg_maps
->address
; map
; map
>>= 1, ++i
)
1020 if (map
& 1) shader_addline(buffer
, "ivec4 A%u;\n", i
);
1023 /* Declare texture coordinate temporaries and initialize them */
1024 for (i
= 0, map
= reg_maps
->texcoord
; map
; map
>>= 1, ++i
)
1026 if (map
& 1) shader_addline(buffer
, "vec4 T%u = gl_TexCoord[%u];\n", i
, i
);
1029 /* Declare input register varyings. Only pixel shader, vertex shaders have that declared in the
1030 * helper function shader that is linked in at link time
1032 if (pshader
&& reg_maps
->shader_version
.major
>= 3)
1034 if (use_vs(device
->stateBlock
))
1036 shader_addline(buffer
, "varying vec4 IN[%u];\n", vec4_varyings(reg_maps
->shader_version
.major
, gl_info
));
1038 /* TODO: Write a replacement shader for the fixed function vertex pipeline, so this isn't needed.
1039 * For fixed function vertex processing + 3.0 pixel shader we need a separate function in the
1040 * pixel shader that reads the fixed function color into the packed input registers.
1042 shader_addline(buffer
, "vec4 IN[%u];\n", vec4_varyings(reg_maps
->shader_version
.major
, gl_info
));
1046 /* Declare output register temporaries */
1047 if(This
->baseShader
.limits
.packed_output
) {
1048 shader_addline(buffer
, "vec4 OUT[%u];\n", This
->baseShader
.limits
.packed_output
);
1051 /* Declare temporary variables */
1052 for (i
= 0, map
= reg_maps
->temporary
; map
; map
>>= 1, ++i
)
1054 if (map
& 1) shader_addline(buffer
, "vec4 R%u;\n", i
);
1057 /* Declare attributes */
1058 if (reg_maps
->shader_version
.type
== WINED3D_SHADER_TYPE_VERTEX
)
1060 for (i
= 0, map
= reg_maps
->input_registers
; map
; map
>>= 1, ++i
)
1062 if (map
& 1) shader_addline(buffer
, "attribute vec4 attrib%i;\n", i
);
1066 /* Declare loop registers aLx */
1067 for (i
= 0; i
< reg_maps
->loop_depth
; i
++) {
1068 shader_addline(buffer
, "int aL%u;\n", i
);
1069 shader_addline(buffer
, "int tmpInt%u;\n", i
);
1072 /* Temporary variables for matrix operations */
1073 shader_addline(buffer
, "vec4 tmp0;\n");
1074 shader_addline(buffer
, "vec4 tmp1;\n");
1076 /* Local constants use a different name so they can be loaded once at shader link time
1077 * They can't be hardcoded into the shader text via LC = {x, y, z, w}; because the
1078 * float -> string conversion can cause precision loss.
1080 if(!This
->baseShader
.load_local_constsF
) {
1081 LIST_FOR_EACH_ENTRY(lconst
, &This
->baseShader
.constantsF
, local_constant
, entry
) {
1082 shader_addline(buffer
, "uniform vec4 %cLC%u;\n", prefix
, lconst
->idx
);
1086 /* Start the main program */
1087 shader_addline(buffer
, "void main() {\n");
1088 if(pshader
&& reg_maps
->vpos
) {
1089 /* DirectX apps expect integer values, while OpenGL drivers add approximately 0.5. This causes
1090 * off-by-one problems as spotted by the vPos d3d9 visual test. Unfortunately the ATI cards do
1091 * not add exactly 0.5, but rather something like 0.49999999 or 0.50000001, which still causes
1092 * precision troubles when we just substract 0.5.
1094 * To deal with that just floor() the position. This will eliminate the fraction on all cards.
1096 * TODO: Test how that behaves with multisampling once we can enable multisampling in winex11.
1098 * An advantage of floor is that it works even if the driver doesn't add 1/2. It is somewhat
1099 * questionable if 1.5, 2.5, ... are the proper values to return in gl_FragCoord, even though
1100 * coordinates specify the pixel centers instead of the pixel corners. This code will behave
1101 * correctly on drivers that returns integer values.
1103 shader_addline(buffer
, "vpos = floor(vec4(0, ycorrection[0], 0, 0) + gl_FragCoord * vec4(1, ycorrection[1], 1, 1));\n");
1107 /*****************************************************************************
1108 * Functions to generate GLSL strings from DirectX Shader bytecode begin here.
1110 * For more information, see http://wiki.winehq.org/DirectX-Shaders
1111 ****************************************************************************/
1114 static void shader_glsl_add_src_param(const struct wined3d_shader_instruction
*ins
,
1115 const struct wined3d_shader_src_param
*wined3d_src
, DWORD mask
, glsl_src_param_t
*glsl_src
);
1117 /** Used for opcode modifiers - They multiply the result by the specified amount */
1118 static const char * const shift_glsl_tab
[] = {
1120 "2.0 * ", /* 1 (x2) */
1121 "4.0 * ", /* 2 (x4) */
1122 "8.0 * ", /* 3 (x8) */
1123 "16.0 * ", /* 4 (x16) */
1124 "32.0 * ", /* 5 (x32) */
1131 "0.0625 * ", /* 12 (d16) */
1132 "0.125 * ", /* 13 (d8) */
1133 "0.25 * ", /* 14 (d4) */
1134 "0.5 * " /* 15 (d2) */
1137 /* Generate a GLSL parameter that does the input modifier computation and return the input register/mask to use */
1138 static void shader_glsl_gen_modifier(DWORD src_modifier
, const char *in_reg
, const char *in_regswizzle
, char *out_str
)
1142 switch (src_modifier
)
1144 case WINED3DSPSM_DZ
: /* Need to handle this in the instructions itself (texld & texcrd). */
1145 case WINED3DSPSM_DW
:
1146 case WINED3DSPSM_NONE
:
1147 sprintf(out_str
, "%s%s", in_reg
, in_regswizzle
);
1149 case WINED3DSPSM_NEG
:
1150 sprintf(out_str
, "-%s%s", in_reg
, in_regswizzle
);
1152 case WINED3DSPSM_NOT
:
1153 sprintf(out_str
, "!%s%s", in_reg
, in_regswizzle
);
1155 case WINED3DSPSM_BIAS
:
1156 sprintf(out_str
, "(%s%s - vec4(0.5)%s)", in_reg
, in_regswizzle
, in_regswizzle
);
1158 case WINED3DSPSM_BIASNEG
:
1159 sprintf(out_str
, "-(%s%s - vec4(0.5)%s)", in_reg
, in_regswizzle
, in_regswizzle
);
1161 case WINED3DSPSM_SIGN
:
1162 sprintf(out_str
, "(2.0 * (%s%s - 0.5))", in_reg
, in_regswizzle
);
1164 case WINED3DSPSM_SIGNNEG
:
1165 sprintf(out_str
, "-(2.0 * (%s%s - 0.5))", in_reg
, in_regswizzle
);
1167 case WINED3DSPSM_COMP
:
1168 sprintf(out_str
, "(1.0 - %s%s)", in_reg
, in_regswizzle
);
1170 case WINED3DSPSM_X2
:
1171 sprintf(out_str
, "(2.0 * %s%s)", in_reg
, in_regswizzle
);
1173 case WINED3DSPSM_X2NEG
:
1174 sprintf(out_str
, "-(2.0 * %s%s)", in_reg
, in_regswizzle
);
1176 case WINED3DSPSM_ABS
:
1177 sprintf(out_str
, "abs(%s%s)", in_reg
, in_regswizzle
);
1179 case WINED3DSPSM_ABSNEG
:
1180 sprintf(out_str
, "-abs(%s%s)", in_reg
, in_regswizzle
);
1183 FIXME("Unhandled modifier %u\n", src_modifier
);
1184 sprintf(out_str
, "%s%s", in_reg
, in_regswizzle
);
1188 /** Writes the GLSL variable name that corresponds to the register that the
1189 * DX opcode parameter is trying to access */
1190 static void shader_glsl_get_register_name(const struct wined3d_shader_register
*reg
,
1191 char *register_name
, BOOL
*is_color
, const struct wined3d_shader_instruction
*ins
)
1193 /* oPos, oFog and oPts in D3D */
1194 static const char * const hwrastout_reg_names
[] = { "gl_Position", "gl_FogFragCoord", "gl_PointSize" };
1196 IWineD3DBaseShaderImpl
*This
= (IWineD3DBaseShaderImpl
*)ins
->ctx
->shader
;
1197 IWineD3DDeviceImpl
* deviceImpl
= (IWineD3DDeviceImpl
*) This
->baseShader
.device
;
1198 const struct wined3d_gl_info
*gl_info
= &deviceImpl
->adapter
->gl_info
;
1199 char pshader
= shader_is_pshader_version(This
->baseShader
.reg_maps
.shader_version
.type
);
1205 case WINED3DSPR_TEMP
:
1206 sprintf(register_name
, "R%u", reg
->idx
);
1209 case WINED3DSPR_INPUT
:
1210 /* vertex shaders */
1213 struct shader_glsl_ctx_priv
*priv
= ins
->ctx
->backend_data
;
1214 if (priv
->cur_vs_args
->swizzle_map
& (1 << reg
->idx
)) *is_color
= TRUE
;
1215 sprintf(register_name
, "attrib%u", reg
->idx
);
1219 /* pixel shaders >= 3.0 */
1220 if (This
->baseShader
.reg_maps
.shader_version
.major
>= 3)
1222 DWORD idx
= ((IWineD3DPixelShaderImpl
*)This
)->input_reg_map
[reg
->idx
];
1223 unsigned int in_count
= vec4_varyings(This
->baseShader
.reg_maps
.shader_version
.major
, gl_info
);
1227 glsl_src_param_t rel_param
;
1229 shader_glsl_add_src_param(ins
, reg
->rel_addr
, WINED3DSP_WRITEMASK_0
, &rel_param
);
1231 /* Removing a + 0 would be an obvious optimization, but macos doesn't see the NOP
1232 * operation there */
1235 if (((IWineD3DPixelShaderImpl
*)This
)->declared_in_count
> in_count
)
1237 sprintf(register_name
,
1238 "((%s + %u) > %d ? (%s + %u) > %d ? gl_SecondaryColor : gl_Color : IN[%s + %u])",
1239 rel_param
.param_str
, idx
, in_count
- 1, rel_param
.param_str
, idx
, in_count
,
1240 rel_param
.param_str
, idx
);
1244 sprintf(register_name
, "IN[%s + %u]", rel_param
.param_str
, idx
);
1249 if (((IWineD3DPixelShaderImpl
*)This
)->declared_in_count
> in_count
)
1251 sprintf(register_name
, "((%s) > %d ? (%s) > %d ? gl_SecondaryColor : gl_Color : IN[%s])",
1252 rel_param
.param_str
, in_count
- 1, rel_param
.param_str
, in_count
,
1253 rel_param
.param_str
);
1257 sprintf(register_name
, "IN[%s]", rel_param
.param_str
);
1263 if (idx
== in_count
) sprintf(register_name
, "gl_Color");
1264 else if (idx
== in_count
+ 1) sprintf(register_name
, "gl_SecondaryColor");
1265 else sprintf(register_name
, "IN[%u]", idx
);
1270 if (reg
->idx
== 0) strcpy(register_name
, "gl_Color");
1271 else strcpy(register_name
, "gl_SecondaryColor");
1276 case WINED3DSPR_CONST
:
1278 const char prefix
= pshader
? 'P' : 'V';
1280 /* Relative addressing */
1283 glsl_src_param_t rel_param
;
1284 shader_glsl_add_src_param(ins
, reg
->rel_addr
, WINED3DSP_WRITEMASK_0
, &rel_param
);
1285 if (reg
->idx
) sprintf(register_name
, "%cC[%s + %u]", prefix
, rel_param
.param_str
, reg
->idx
);
1286 else sprintf(register_name
, "%cC[%s]", prefix
, rel_param
.param_str
);
1290 if (shader_constant_is_local(This
, reg
->idx
))
1291 sprintf(register_name
, "%cLC%u", prefix
, reg
->idx
);
1293 sprintf(register_name
, "%cC[%u]", prefix
, reg
->idx
);
1298 case WINED3DSPR_CONSTINT
:
1299 if (pshader
) sprintf(register_name
, "PI[%u]", reg
->idx
);
1300 else sprintf(register_name
, "VI[%u]", reg
->idx
);
1303 case WINED3DSPR_CONSTBOOL
:
1304 if (pshader
) sprintf(register_name
, "PB[%u]", reg
->idx
);
1305 else sprintf(register_name
, "VB[%u]", reg
->idx
);
1308 case WINED3DSPR_TEXTURE
: /* case WINED3DSPR_ADDR: */
1309 if (pshader
) sprintf(register_name
, "T%u", reg
->idx
);
1310 else sprintf(register_name
, "A%u", reg
->idx
);
1313 case WINED3DSPR_LOOP
:
1314 sprintf(register_name
, "aL%u", This
->baseShader
.cur_loop_regno
- 1);
1317 case WINED3DSPR_SAMPLER
:
1318 if (pshader
) sprintf(register_name
, "Psampler%u", reg
->idx
);
1319 else sprintf(register_name
, "Vsampler%u", reg
->idx
);
1322 case WINED3DSPR_COLOROUT
:
1323 if (reg
->idx
>= gl_info
->limits
.buffers
)
1324 WARN("Write to render target %u, only %d supported.\n", reg
->idx
, gl_info
->limits
.buffers
);
1326 sprintf(register_name
, "gl_FragData[%u]", reg
->idx
);
1329 case WINED3DSPR_RASTOUT
:
1330 sprintf(register_name
, "%s", hwrastout_reg_names
[reg
->idx
]);
1333 case WINED3DSPR_DEPTHOUT
:
1334 sprintf(register_name
, "gl_FragDepth");
1337 case WINED3DSPR_ATTROUT
:
1338 if (reg
->idx
== 0) sprintf(register_name
, "gl_FrontColor");
1339 else sprintf(register_name
, "gl_FrontSecondaryColor");
1342 case WINED3DSPR_TEXCRDOUT
:
1343 /* Vertex shaders >= 3.0: WINED3DSPR_OUTPUT */
1344 if (This
->baseShader
.reg_maps
.shader_version
.major
>= 3) sprintf(register_name
, "OUT[%u]", reg
->idx
);
1345 else sprintf(register_name
, "gl_TexCoord[%u]", reg
->idx
);
1348 case WINED3DSPR_MISCTYPE
:
1352 sprintf(register_name
, "vpos");
1354 else if (reg
->idx
== 1)
1356 /* Note that gl_FrontFacing is a bool, while vFace is
1357 * a float for which the sign determines front/back */
1358 sprintf(register_name
, "(gl_FrontFacing ? 1.0 : -1.0)");
1362 FIXME("Unhandled misctype register %d\n", reg
->idx
);
1363 sprintf(register_name
, "unrecognized_register");
1367 case WINED3DSPR_IMMCONST
:
1368 switch (reg
->immconst_type
)
1370 case WINED3D_IMMCONST_FLOAT
:
1371 sprintf(register_name
, "%.8e", *(const float *)reg
->immconst_data
);
1374 case WINED3D_IMMCONST_FLOAT4
:
1375 sprintf(register_name
, "vec4(%.8e, %.8e, %.8e, %.8e)",
1376 *(const float *)®
->immconst_data
[0], *(const float *)®
->immconst_data
[1],
1377 *(const float *)®
->immconst_data
[2], *(const float *)®
->immconst_data
[3]);
1381 FIXME("Unhandled immconst type %#x\n", reg
->immconst_type
);
1382 sprintf(register_name
, "<unhandled_immconst_type %#x>", reg
->immconst_type
);
1387 FIXME("Unhandled register name Type(%d)\n", reg
->type
);
1388 sprintf(register_name
, "unrecognized_register");
1393 static void shader_glsl_write_mask_to_str(DWORD write_mask
, char *str
)
1396 if (write_mask
& WINED3DSP_WRITEMASK_0
) *str
++ = 'x';
1397 if (write_mask
& WINED3DSP_WRITEMASK_1
) *str
++ = 'y';
1398 if (write_mask
& WINED3DSP_WRITEMASK_2
) *str
++ = 'z';
1399 if (write_mask
& WINED3DSP_WRITEMASK_3
) *str
++ = 'w';
1403 /* Get the GLSL write mask for the destination register */
1404 static DWORD
shader_glsl_get_write_mask(const struct wined3d_shader_dst_param
*param
, char *write_mask
)
1406 DWORD mask
= param
->write_mask
;
1408 if (shader_is_scalar(¶m
->reg
))
1410 mask
= WINED3DSP_WRITEMASK_0
;
1415 shader_glsl_write_mask_to_str(mask
, write_mask
);
1421 static unsigned int shader_glsl_get_write_mask_size(DWORD write_mask
) {
1422 unsigned int size
= 0;
1424 if (write_mask
& WINED3DSP_WRITEMASK_0
) ++size
;
1425 if (write_mask
& WINED3DSP_WRITEMASK_1
) ++size
;
1426 if (write_mask
& WINED3DSP_WRITEMASK_2
) ++size
;
1427 if (write_mask
& WINED3DSP_WRITEMASK_3
) ++size
;
1432 static void shader_glsl_swizzle_to_str(const DWORD swizzle
, BOOL fixup
, DWORD mask
, char *str
)
1434 /* For registers of type WINED3DDECLTYPE_D3DCOLOR, data is stored as "bgra",
1435 * but addressed as "rgba". To fix this we need to swap the register's x
1436 * and z components. */
1437 const char *swizzle_chars
= fixup
? "zyxw" : "xyzw";
1440 /* swizzle bits fields: wwzzyyxx */
1441 if (mask
& WINED3DSP_WRITEMASK_0
) *str
++ = swizzle_chars
[swizzle
& 0x03];
1442 if (mask
& WINED3DSP_WRITEMASK_1
) *str
++ = swizzle_chars
[(swizzle
>> 2) & 0x03];
1443 if (mask
& WINED3DSP_WRITEMASK_2
) *str
++ = swizzle_chars
[(swizzle
>> 4) & 0x03];
1444 if (mask
& WINED3DSP_WRITEMASK_3
) *str
++ = swizzle_chars
[(swizzle
>> 6) & 0x03];
1448 static void shader_glsl_get_swizzle(const struct wined3d_shader_src_param
*param
,
1449 BOOL fixup
, DWORD mask
, char *swizzle_str
)
1451 if (shader_is_scalar(¶m
->reg
))
1452 *swizzle_str
= '\0';
1454 shader_glsl_swizzle_to_str(param
->swizzle
, fixup
, mask
, swizzle_str
);
1457 /* From a given parameter token, generate the corresponding GLSL string.
1458 * Also, return the actual register name and swizzle in case the
1459 * caller needs this information as well. */
1460 static void shader_glsl_add_src_param(const struct wined3d_shader_instruction
*ins
,
1461 const struct wined3d_shader_src_param
*wined3d_src
, DWORD mask
, glsl_src_param_t
*glsl_src
)
1463 BOOL is_color
= FALSE
;
1464 char swizzle_str
[6];
1466 glsl_src
->reg_name
[0] = '\0';
1467 glsl_src
->param_str
[0] = '\0';
1468 swizzle_str
[0] = '\0';
1470 shader_glsl_get_register_name(&wined3d_src
->reg
, glsl_src
->reg_name
, &is_color
, ins
);
1471 shader_glsl_get_swizzle(wined3d_src
, is_color
, mask
, swizzle_str
);
1472 shader_glsl_gen_modifier(wined3d_src
->modifiers
, glsl_src
->reg_name
, swizzle_str
, glsl_src
->param_str
);
1475 /* From a given parameter token, generate the corresponding GLSL string.
1476 * Also, return the actual register name and swizzle in case the
1477 * caller needs this information as well. */
1478 static DWORD
shader_glsl_add_dst_param(const struct wined3d_shader_instruction
*ins
,
1479 const struct wined3d_shader_dst_param
*wined3d_dst
, glsl_dst_param_t
*glsl_dst
)
1481 BOOL is_color
= FALSE
;
1483 glsl_dst
->mask_str
[0] = '\0';
1484 glsl_dst
->reg_name
[0] = '\0';
1486 shader_glsl_get_register_name(&wined3d_dst
->reg
, glsl_dst
->reg_name
, &is_color
, ins
);
1487 return shader_glsl_get_write_mask(wined3d_dst
, glsl_dst
->mask_str
);
1490 /* Append the destination part of the instruction to the buffer, return the effective write mask */
1491 static DWORD
shader_glsl_append_dst_ext(struct wined3d_shader_buffer
*buffer
,
1492 const struct wined3d_shader_instruction
*ins
, const struct wined3d_shader_dst_param
*dst
)
1494 glsl_dst_param_t glsl_dst
;
1497 mask
= shader_glsl_add_dst_param(ins
, dst
, &glsl_dst
);
1498 if (mask
) shader_addline(buffer
, "%s%s = %s(", glsl_dst
.reg_name
, glsl_dst
.mask_str
, shift_glsl_tab
[dst
->shift
]);
1503 /* Append the destination part of the instruction to the buffer, return the effective write mask */
1504 static DWORD
shader_glsl_append_dst(struct wined3d_shader_buffer
*buffer
, const struct wined3d_shader_instruction
*ins
)
1506 return shader_glsl_append_dst_ext(buffer
, ins
, &ins
->dst
[0]);
1509 /** Process GLSL instruction modifiers */
1510 static void shader_glsl_add_instruction_modifiers(const struct wined3d_shader_instruction
*ins
)
1512 glsl_dst_param_t dst_param
;
1515 if (!ins
->dst_count
) return;
1517 modifiers
= ins
->dst
[0].modifiers
;
1518 if (!modifiers
) return;
1520 shader_glsl_add_dst_param(ins
, &ins
->dst
[0], &dst_param
);
1522 if (modifiers
& WINED3DSPDM_SATURATE
)
1524 /* _SAT means to clamp the value of the register to between 0 and 1 */
1525 shader_addline(ins
->ctx
->buffer
, "%s%s = clamp(%s%s, 0.0, 1.0);\n", dst_param
.reg_name
,
1526 dst_param
.mask_str
, dst_param
.reg_name
, dst_param
.mask_str
);
1529 if (modifiers
& WINED3DSPDM_MSAMPCENTROID
)
1531 FIXME("_centroid modifier not handled\n");
1534 if (modifiers
& WINED3DSPDM_PARTIALPRECISION
)
1536 /* MSDN says this modifier can be safely ignored, so that's what we'll do. */
1540 static inline const char *shader_get_comp_op(DWORD op
)
1543 case COMPARISON_GT
: return ">";
1544 case COMPARISON_EQ
: return "==";
1545 case COMPARISON_GE
: return ">=";
1546 case COMPARISON_LT
: return "<";
1547 case COMPARISON_NE
: return "!=";
1548 case COMPARISON_LE
: return "<=";
1550 FIXME("Unrecognized comparison value: %u\n", op
);
1555 static void shader_glsl_get_sample_function(DWORD sampler_type
, DWORD flags
, glsl_sample_function_t
*sample_function
)
1557 BOOL projected
= flags
& WINED3D_GLSL_SAMPLE_PROJECTED
;
1558 BOOL texrect
= flags
& WINED3D_GLSL_SAMPLE_RECT
;
1559 BOOL lod
= flags
& WINED3D_GLSL_SAMPLE_LOD
;
1560 BOOL grad
= flags
& WINED3D_GLSL_SAMPLE_GRAD
;
1562 /* Note that there's no such thing as a projected cube texture. */
1563 switch(sampler_type
) {
1566 sample_function
->name
= projected
? "texture1DProjLod" : "texture1DLod";
1568 sample_function
->name
= projected
? "texture1DProjGradARB" : "texture1DGradARB";
1570 sample_function
->name
= projected
? "texture1DProj" : "texture1D";
1572 sample_function
->coord_mask
= WINED3DSP_WRITEMASK_0
;
1577 sample_function
->name
= projected
? "texture2DRectProjLod" : "texture2DRectLod";
1579 /* What good are texrect grad functions? I don't know, but GL_EXT_gpu_shader4 defines them.
1580 * There is no GL_ARB_shader_texture_lod spec yet, so I don't know if they're defined there
1582 sample_function
->name
= projected
? "shadow2DRectProjGradARB" : "shadow2DRectGradARB";
1584 sample_function
->name
= projected
? "texture2DRectProj" : "texture2DRect";
1588 sample_function
->name
= projected
? "texture2DProjLod" : "texture2DLod";
1590 sample_function
->name
= projected
? "texture2DProjGradARB" : "texture2DGradARB";
1592 sample_function
->name
= projected
? "texture2DProj" : "texture2D";
1595 sample_function
->coord_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
;
1597 case WINED3DSTT_CUBE
:
1599 sample_function
->name
= "textureCubeLod";
1601 sample_function
->name
= "textureCubeGradARB";
1603 sample_function
->name
= "textureCube";
1605 sample_function
->coord_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
1607 case WINED3DSTT_VOLUME
:
1609 sample_function
->name
= projected
? "texture3DProjLod" : "texture3DLod";
1611 sample_function
->name
= projected
? "texture3DProjGradARB" : "texture3DGradARB";
1613 sample_function
->name
= projected
? "texture3DProj" : "texture3D";
1615 sample_function
->coord_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
1618 sample_function
->name
= "";
1619 sample_function
->coord_mask
= 0;
1620 FIXME("Unrecognized sampler type: %#x;\n", sampler_type
);
1625 static void shader_glsl_append_fixup_arg(char *arguments
, const char *reg_name
,
1626 BOOL sign_fixup
, enum fixup_channel_source channel_source
)
1628 switch(channel_source
)
1630 case CHANNEL_SOURCE_ZERO
:
1631 strcat(arguments
, "0.0");
1634 case CHANNEL_SOURCE_ONE
:
1635 strcat(arguments
, "1.0");
1638 case CHANNEL_SOURCE_X
:
1639 strcat(arguments
, reg_name
);
1640 strcat(arguments
, ".x");
1643 case CHANNEL_SOURCE_Y
:
1644 strcat(arguments
, reg_name
);
1645 strcat(arguments
, ".y");
1648 case CHANNEL_SOURCE_Z
:
1649 strcat(arguments
, reg_name
);
1650 strcat(arguments
, ".z");
1653 case CHANNEL_SOURCE_W
:
1654 strcat(arguments
, reg_name
);
1655 strcat(arguments
, ".w");
1659 FIXME("Unhandled channel source %#x\n", channel_source
);
1660 strcat(arguments
, "undefined");
1664 if (sign_fixup
) strcat(arguments
, " * 2.0 - 1.0");
1667 static void shader_glsl_color_correction(const struct wined3d_shader_instruction
*ins
, struct color_fixup_desc fixup
)
1669 struct wined3d_shader_dst_param dst
;
1670 unsigned int mask_size
, remaining
;
1671 glsl_dst_param_t dst_param
;
1672 char arguments
[256];
1676 if (fixup
.x_sign_fixup
|| fixup
.x_source
!= CHANNEL_SOURCE_X
) mask
|= WINED3DSP_WRITEMASK_0
;
1677 if (fixup
.y_sign_fixup
|| fixup
.y_source
!= CHANNEL_SOURCE_Y
) mask
|= WINED3DSP_WRITEMASK_1
;
1678 if (fixup
.z_sign_fixup
|| fixup
.z_source
!= CHANNEL_SOURCE_Z
) mask
|= WINED3DSP_WRITEMASK_2
;
1679 if (fixup
.w_sign_fixup
|| fixup
.w_source
!= CHANNEL_SOURCE_W
) mask
|= WINED3DSP_WRITEMASK_3
;
1680 mask
&= ins
->dst
[0].write_mask
;
1682 if (!mask
) return; /* Nothing to do */
1684 if (is_yuv_fixup(fixup
))
1686 enum yuv_fixup yuv_fixup
= get_yuv_fixup(fixup
);
1687 FIXME("YUV fixup (%#x) not supported\n", yuv_fixup
);
1691 mask_size
= shader_glsl_get_write_mask_size(mask
);
1694 dst
.write_mask
= mask
;
1695 shader_glsl_add_dst_param(ins
, &dst
, &dst_param
);
1697 arguments
[0] = '\0';
1698 remaining
= mask_size
;
1699 if (mask
& WINED3DSP_WRITEMASK_0
)
1701 shader_glsl_append_fixup_arg(arguments
, dst_param
.reg_name
, fixup
.x_sign_fixup
, fixup
.x_source
);
1702 if (--remaining
) strcat(arguments
, ", ");
1704 if (mask
& WINED3DSP_WRITEMASK_1
)
1706 shader_glsl_append_fixup_arg(arguments
, dst_param
.reg_name
, fixup
.y_sign_fixup
, fixup
.y_source
);
1707 if (--remaining
) strcat(arguments
, ", ");
1709 if (mask
& WINED3DSP_WRITEMASK_2
)
1711 shader_glsl_append_fixup_arg(arguments
, dst_param
.reg_name
, fixup
.z_sign_fixup
, fixup
.z_source
);
1712 if (--remaining
) strcat(arguments
, ", ");
1714 if (mask
& WINED3DSP_WRITEMASK_3
)
1716 shader_glsl_append_fixup_arg(arguments
, dst_param
.reg_name
, fixup
.w_sign_fixup
, fixup
.w_source
);
1717 if (--remaining
) strcat(arguments
, ", ");
1722 shader_addline(ins
->ctx
->buffer
, "%s%s = vec%u(%s);\n",
1723 dst_param
.reg_name
, dst_param
.mask_str
, mask_size
, arguments
);
1727 shader_addline(ins
->ctx
->buffer
, "%s%s = %s;\n", dst_param
.reg_name
, dst_param
.mask_str
, arguments
);
1731 static void PRINTF_ATTR(8, 9) shader_glsl_gen_sample_code(const struct wined3d_shader_instruction
*ins
,
1732 DWORD sampler
, const glsl_sample_function_t
*sample_function
, DWORD swizzle
,
1733 const char *dx
, const char *dy
,
1734 const char *bias
, const char *coord_reg_fmt
, ...)
1736 const char *sampler_base
;
1737 char dst_swizzle
[6];
1738 struct color_fixup_desc fixup
;
1739 BOOL np2_fixup
= FALSE
;
1742 shader_glsl_swizzle_to_str(swizzle
, FALSE
, ins
->dst
[0].write_mask
, dst_swizzle
);
1744 if (shader_is_pshader_version(ins
->ctx
->reg_maps
->shader_version
.type
))
1746 const struct shader_glsl_ctx_priv
*priv
= ins
->ctx
->backend_data
;
1747 fixup
= priv
->cur_ps_args
->color_fixup
[sampler
];
1748 sampler_base
= "Psampler";
1750 if(priv
->cur_ps_args
->np2_fixup
& (1 << sampler
)) {
1752 FIXME("Biased sampling from NP2 textures is unsupported\n");
1758 sampler_base
= "Vsampler";
1759 fixup
= COLOR_FIXUP_IDENTITY
; /* FIXME: Vshader color fixup */
1762 shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
1764 shader_addline(ins
->ctx
->buffer
, "%s(%s%u, ", sample_function
->name
, sampler_base
, sampler
);
1766 va_start(args
, coord_reg_fmt
);
1767 shader_vaddline(ins
->ctx
->buffer
, coord_reg_fmt
, args
);
1771 shader_addline(ins
->ctx
->buffer
, ", %s)%s);\n", bias
, dst_swizzle
);
1774 const struct shader_glsl_ctx_priv
*priv
= ins
->ctx
->backend_data
;
1775 const unsigned char idx
= priv
->cur_np2fixup_info
->idx
[sampler
];
1777 shader_addline(ins
->ctx
->buffer
, " * PsamplerNP2Fixup[%u].%s)%s);\n", idx
>> 1,
1778 (idx
% 2) ? "zw" : "xy", dst_swizzle
);
1779 } else if(dx
&& dy
) {
1780 shader_addline(ins
->ctx
->buffer
, ", %s, %s)%s);\n", dx
, dy
, dst_swizzle
);
1782 shader_addline(ins
->ctx
->buffer
, ")%s);\n", dst_swizzle
);
1786 if(!is_identity_fixup(fixup
)) {
1787 shader_glsl_color_correction(ins
, fixup
);
1791 /*****************************************************************************
1792 * Begin processing individual instruction opcodes
1793 ****************************************************************************/
1795 /* Generate GLSL arithmetic functions (dst = src1 + src2) */
1796 static void shader_glsl_arith(const struct wined3d_shader_instruction
*ins
)
1798 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
1799 glsl_src_param_t src0_param
;
1800 glsl_src_param_t src1_param
;
1804 /* Determine the GLSL operator to use based on the opcode */
1805 switch (ins
->handler_idx
)
1807 case WINED3DSIH_MUL
: op
= '*'; break;
1808 case WINED3DSIH_ADD
: op
= '+'; break;
1809 case WINED3DSIH_SUB
: op
= '-'; break;
1812 FIXME("Opcode %#x not yet handled in GLSL\n", ins
->handler_idx
);
1816 write_mask
= shader_glsl_append_dst(buffer
, ins
);
1817 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
1818 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
1819 shader_addline(buffer
, "%s %c %s);\n", src0_param
.param_str
, op
, src1_param
.param_str
);
1822 /* Process the WINED3DSIO_MOV opcode using GLSL (dst = src) */
1823 static void shader_glsl_mov(const struct wined3d_shader_instruction
*ins
)
1825 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
1826 glsl_src_param_t src0_param
;
1829 write_mask
= shader_glsl_append_dst(buffer
, ins
);
1830 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
1832 /* In vs_1_1 WINED3DSIO_MOV can write to the address register. In later
1833 * shader versions WINED3DSIO_MOVA is used for this. */
1834 if (ins
->ctx
->reg_maps
->shader_version
.major
== 1
1835 && !shader_is_pshader_version(ins
->ctx
->reg_maps
->shader_version
.type
)
1836 && ins
->dst
[0].reg
.type
== WINED3DSPR_ADDR
)
1838 /* This is a simple floor() */
1839 unsigned int mask_size
= shader_glsl_get_write_mask_size(write_mask
);
1840 if (mask_size
> 1) {
1841 shader_addline(buffer
, "ivec%d(floor(%s)));\n", mask_size
, src0_param
.param_str
);
1843 shader_addline(buffer
, "int(floor(%s)));\n", src0_param
.param_str
);
1846 else if(ins
->handler_idx
== WINED3DSIH_MOVA
)
1848 /* We need to *round* to the nearest int here. */
1849 unsigned int mask_size
= shader_glsl_get_write_mask_size(write_mask
);
1850 if (mask_size
> 1) {
1851 shader_addline(buffer
, "ivec%d(floor(abs(%s) + vec%d(0.5)) * sign(%s)));\n", mask_size
, src0_param
.param_str
, mask_size
, src0_param
.param_str
);
1853 shader_addline(buffer
, "int(floor(abs(%s) + 0.5) * sign(%s)));\n", src0_param
.param_str
, src0_param
.param_str
);
1856 shader_addline(buffer
, "%s);\n", src0_param
.param_str
);
1860 /* Process the dot product operators DP3 and DP4 in GLSL (dst = dot(src0, src1)) */
1861 static void shader_glsl_dot(const struct wined3d_shader_instruction
*ins
)
1863 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
1864 glsl_src_param_t src0_param
;
1865 glsl_src_param_t src1_param
;
1866 DWORD dst_write_mask
, src_write_mask
;
1867 unsigned int dst_size
= 0;
1869 dst_write_mask
= shader_glsl_append_dst(buffer
, ins
);
1870 dst_size
= shader_glsl_get_write_mask_size(dst_write_mask
);
1872 /* dp3 works on vec3, dp4 on vec4 */
1873 if (ins
->handler_idx
== WINED3DSIH_DP4
)
1875 src_write_mask
= WINED3DSP_WRITEMASK_ALL
;
1877 src_write_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
1880 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_write_mask
, &src0_param
);
1881 shader_glsl_add_src_param(ins
, &ins
->src
[1], src_write_mask
, &src1_param
);
1884 shader_addline(buffer
, "vec%d(dot(%s, %s)));\n", dst_size
, src0_param
.param_str
, src1_param
.param_str
);
1886 shader_addline(buffer
, "dot(%s, %s));\n", src0_param
.param_str
, src1_param
.param_str
);
1890 /* Note that this instruction has some restrictions. The destination write mask
1891 * can't contain the w component, and the source swizzles have to be .xyzw */
1892 static void shader_glsl_cross(const struct wined3d_shader_instruction
*ins
)
1894 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
1895 glsl_src_param_t src0_param
;
1896 glsl_src_param_t src1_param
;
1899 shader_glsl_get_write_mask(&ins
->dst
[0], dst_mask
);
1900 shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
1901 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_mask
, &src0_param
);
1902 shader_glsl_add_src_param(ins
, &ins
->src
[1], src_mask
, &src1_param
);
1903 shader_addline(ins
->ctx
->buffer
, "cross(%s, %s)%s);\n", src0_param
.param_str
, src1_param
.param_str
, dst_mask
);
1906 /* Process the WINED3DSIO_POW instruction in GLSL (dst = |src0|^src1)
1907 * Src0 and src1 are scalars. Note that D3D uses the absolute of src0, while
1908 * GLSL uses the value as-is. */
1909 static void shader_glsl_pow(const struct wined3d_shader_instruction
*ins
)
1911 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
1912 glsl_src_param_t src0_param
;
1913 glsl_src_param_t src1_param
;
1914 DWORD dst_write_mask
;
1915 unsigned int dst_size
;
1917 dst_write_mask
= shader_glsl_append_dst(buffer
, ins
);
1918 dst_size
= shader_glsl_get_write_mask_size(dst_write_mask
);
1920 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
, &src0_param
);
1921 shader_glsl_add_src_param(ins
, &ins
->src
[1], WINED3DSP_WRITEMASK_0
, &src1_param
);
1924 shader_addline(buffer
, "vec%d(pow(abs(%s), %s)));\n", dst_size
, src0_param
.param_str
, src1_param
.param_str
);
1926 shader_addline(buffer
, "pow(abs(%s), %s));\n", src0_param
.param_str
, src1_param
.param_str
);
1930 /* Process the WINED3DSIO_LOG instruction in GLSL (dst = log2(|src0|))
1931 * Src0 is a scalar. Note that D3D uses the absolute of src0, while
1932 * GLSL uses the value as-is. */
1933 static void shader_glsl_log(const struct wined3d_shader_instruction
*ins
)
1935 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
1936 glsl_src_param_t src0_param
;
1937 DWORD dst_write_mask
;
1938 unsigned int dst_size
;
1940 dst_write_mask
= shader_glsl_append_dst(buffer
, ins
);
1941 dst_size
= shader_glsl_get_write_mask_size(dst_write_mask
);
1943 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
, &src0_param
);
1946 shader_addline(buffer
, "vec%d(log2(abs(%s))));\n", dst_size
, src0_param
.param_str
);
1948 shader_addline(buffer
, "log2(abs(%s)));\n", src0_param
.param_str
);
1952 /* Map the opcode 1-to-1 to the GL code (arg->dst = instruction(src0, src1, ...) */
1953 static void shader_glsl_map2gl(const struct wined3d_shader_instruction
*ins
)
1955 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
1956 glsl_src_param_t src_param
;
1957 const char *instruction
;
1961 /* Determine the GLSL function to use based on the opcode */
1962 /* TODO: Possibly make this a table for faster lookups */
1963 switch (ins
->handler_idx
)
1965 case WINED3DSIH_MIN
: instruction
= "min"; break;
1966 case WINED3DSIH_MAX
: instruction
= "max"; break;
1967 case WINED3DSIH_ABS
: instruction
= "abs"; break;
1968 case WINED3DSIH_FRC
: instruction
= "fract"; break;
1969 case WINED3DSIH_NRM
: instruction
= "normalize"; break;
1970 case WINED3DSIH_EXP
: instruction
= "exp2"; break;
1971 case WINED3DSIH_DSX
: instruction
= "dFdx"; break;
1972 case WINED3DSIH_DSY
: instruction
= "ycorrection.y * dFdy"; break;
1973 default: instruction
= "";
1974 FIXME("Opcode %#x not yet handled in GLSL\n", ins
->handler_idx
);
1978 write_mask
= shader_glsl_append_dst(buffer
, ins
);
1980 shader_addline(buffer
, "%s(", instruction
);
1984 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src_param
);
1985 shader_addline(buffer
, "%s", src_param
.param_str
);
1986 for (i
= 1; i
< ins
->src_count
; ++i
)
1988 shader_glsl_add_src_param(ins
, &ins
->src
[i
], write_mask
, &src_param
);
1989 shader_addline(buffer
, ", %s", src_param
.param_str
);
1993 shader_addline(buffer
, "));\n");
1996 /** Process the WINED3DSIO_EXPP instruction in GLSL:
1997 * For shader model 1.x, do the following (and honor the writemask, so use a temporary variable):
1998 * dst.x = 2^(floor(src))
1999 * dst.y = src - floor(src)
2000 * dst.z = 2^src (partial precision is allowed, but optional)
2002 * For 2.0 shaders, just do this (honoring writemask and swizzle):
2003 * dst = 2^src; (partial precision is allowed, but optional)
2005 static void shader_glsl_expp(const struct wined3d_shader_instruction
*ins
)
2007 glsl_src_param_t src_param
;
2009 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
, &src_param
);
2011 if (ins
->ctx
->reg_maps
->shader_version
.major
< 2)
2015 shader_addline(ins
->ctx
->buffer
, "tmp0.x = exp2(floor(%s));\n", src_param
.param_str
);
2016 shader_addline(ins
->ctx
->buffer
, "tmp0.y = %s - floor(%s);\n", src_param
.param_str
, src_param
.param_str
);
2017 shader_addline(ins
->ctx
->buffer
, "tmp0.z = exp2(%s);\n", src_param
.param_str
);
2018 shader_addline(ins
->ctx
->buffer
, "tmp0.w = 1.0;\n");
2020 shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
2021 shader_glsl_get_write_mask(&ins
->dst
[0], dst_mask
);
2022 shader_addline(ins
->ctx
->buffer
, "tmp0%s);\n", dst_mask
);
2025 unsigned int mask_size
;
2027 write_mask
= shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
2028 mask_size
= shader_glsl_get_write_mask_size(write_mask
);
2030 if (mask_size
> 1) {
2031 shader_addline(ins
->ctx
->buffer
, "vec%d(exp2(%s)));\n", mask_size
, src_param
.param_str
);
2033 shader_addline(ins
->ctx
->buffer
, "exp2(%s));\n", src_param
.param_str
);
2038 /** Process the RCP (reciprocal or inverse) opcode in GLSL (dst = 1 / src) */
2039 static void shader_glsl_rcp(const struct wined3d_shader_instruction
*ins
)
2041 glsl_src_param_t src_param
;
2043 unsigned int mask_size
;
2045 write_mask
= shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
2046 mask_size
= shader_glsl_get_write_mask_size(write_mask
);
2047 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_3
, &src_param
);
2049 if (mask_size
> 1) {
2050 shader_addline(ins
->ctx
->buffer
, "vec%d(1.0 / %s));\n", mask_size
, src_param
.param_str
);
2052 shader_addline(ins
->ctx
->buffer
, "1.0 / %s);\n", src_param
.param_str
);
2056 static void shader_glsl_rsq(const struct wined3d_shader_instruction
*ins
)
2058 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
2059 glsl_src_param_t src_param
;
2061 unsigned int mask_size
;
2063 write_mask
= shader_glsl_append_dst(buffer
, ins
);
2064 mask_size
= shader_glsl_get_write_mask_size(write_mask
);
2066 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_3
, &src_param
);
2068 if (mask_size
> 1) {
2069 shader_addline(buffer
, "vec%d(inversesqrt(%s)));\n", mask_size
, src_param
.param_str
);
2071 shader_addline(buffer
, "inversesqrt(%s));\n", src_param
.param_str
);
2075 /** Process signed comparison opcodes in GLSL. */
2076 static void shader_glsl_compare(const struct wined3d_shader_instruction
*ins
)
2078 glsl_src_param_t src0_param
;
2079 glsl_src_param_t src1_param
;
2081 unsigned int mask_size
;
2083 write_mask
= shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
2084 mask_size
= shader_glsl_get_write_mask_size(write_mask
);
2085 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
2086 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
2088 if (mask_size
> 1) {
2089 const char *compare
;
2091 switch(ins
->handler_idx
)
2093 case WINED3DSIH_SLT
: compare
= "lessThan"; break;
2094 case WINED3DSIH_SGE
: compare
= "greaterThanEqual"; break;
2095 default: compare
= "";
2096 FIXME("Can't handle opcode %#x\n", ins
->handler_idx
);
2099 shader_addline(ins
->ctx
->buffer
, "vec%d(%s(%s, %s)));\n", mask_size
, compare
,
2100 src0_param
.param_str
, src1_param
.param_str
);
2102 switch(ins
->handler_idx
)
2104 case WINED3DSIH_SLT
:
2105 /* Step(src0, src1) is not suitable here because if src0 == src1 SLT is supposed,
2106 * to return 0.0 but step returns 1.0 because step is not < x
2107 * An alternative is a bvec compare padded with an unused second component.
2108 * step(src1 * -1.0, src0 * -1.0) is not an option because it suffers from the same
2109 * issue. Playing with not() is not possible either because not() does not accept
2112 shader_addline(ins
->ctx
->buffer
, "(%s < %s) ? 1.0 : 0.0);\n",
2113 src0_param
.param_str
, src1_param
.param_str
);
2115 case WINED3DSIH_SGE
:
2116 /* Here we can use the step() function and safe a conditional */
2117 shader_addline(ins
->ctx
->buffer
, "step(%s, %s));\n", src1_param
.param_str
, src0_param
.param_str
);
2120 FIXME("Can't handle opcode %#x\n", ins
->handler_idx
);
2126 /** Process CMP instruction in GLSL (dst = src0 >= 0.0 ? src1 : src2), per channel */
2127 static void shader_glsl_cmp(const struct wined3d_shader_instruction
*ins
)
2129 glsl_src_param_t src0_param
;
2130 glsl_src_param_t src1_param
;
2131 glsl_src_param_t src2_param
;
2132 DWORD write_mask
, cmp_channel
= 0;
2135 BOOL temp_destination
= FALSE
;
2137 if (shader_is_scalar(&ins
->src
[0].reg
))
2139 write_mask
= shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
2141 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_ALL
, &src0_param
);
2142 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
2143 shader_glsl_add_src_param(ins
, &ins
->src
[2], write_mask
, &src2_param
);
2145 shader_addline(ins
->ctx
->buffer
, "%s >= 0.0 ? %s : %s);\n",
2146 src0_param
.param_str
, src1_param
.param_str
, src2_param
.param_str
);
2148 DWORD dst_mask
= ins
->dst
[0].write_mask
;
2149 struct wined3d_shader_dst_param dst
= ins
->dst
[0];
2151 /* Cycle through all source0 channels */
2152 for (i
=0; i
<4; i
++) {
2154 /* Find the destination channels which use the current source0 channel */
2155 for (j
=0; j
<4; j
++) {
2156 if (((ins
->src
[0].swizzle
>> (2 * j
)) & 0x3) == i
)
2158 write_mask
|= WINED3DSP_WRITEMASK_0
<< j
;
2159 cmp_channel
= WINED3DSP_WRITEMASK_0
<< j
;
2162 dst
.write_mask
= dst_mask
& write_mask
;
2164 /* Splitting the cmp instruction up in multiple lines imposes a problem:
2165 * The first lines may overwrite source parameters of the following lines.
2166 * Deal with that by using a temporary destination register if needed
2168 if ((ins
->src
[0].reg
.idx
== ins
->dst
[0].reg
.idx
2169 && ins
->src
[0].reg
.type
== ins
->dst
[0].reg
.type
)
2170 || (ins
->src
[1].reg
.idx
== ins
->dst
[0].reg
.idx
2171 && ins
->src
[1].reg
.type
== ins
->dst
[0].reg
.type
)
2172 || (ins
->src
[2].reg
.idx
== ins
->dst
[0].reg
.idx
2173 && ins
->src
[2].reg
.type
== ins
->dst
[0].reg
.type
))
2175 write_mask
= shader_glsl_get_write_mask(&dst
, mask_char
);
2176 if (!write_mask
) continue;
2177 shader_addline(ins
->ctx
->buffer
, "tmp0%s = (", mask_char
);
2178 temp_destination
= TRUE
;
2180 write_mask
= shader_glsl_append_dst_ext(ins
->ctx
->buffer
, ins
, &dst
);
2181 if (!write_mask
) continue;
2184 shader_glsl_add_src_param(ins
, &ins
->src
[0], cmp_channel
, &src0_param
);
2185 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
2186 shader_glsl_add_src_param(ins
, &ins
->src
[2], write_mask
, &src2_param
);
2188 shader_addline(ins
->ctx
->buffer
, "%s >= 0.0 ? %s : %s);\n",
2189 src0_param
.param_str
, src1_param
.param_str
, src2_param
.param_str
);
2192 if(temp_destination
) {
2193 shader_glsl_get_write_mask(&ins
->dst
[0], mask_char
);
2194 shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
2195 shader_addline(ins
->ctx
->buffer
, "tmp0%s);\n", mask_char
);
2201 /** Process the CND opcode in GLSL (dst = (src0 > 0.5) ? src1 : src2) */
2202 /* For ps 1.1-1.3, only a single component of src0 is used. For ps 1.4
2203 * the compare is done per component of src0. */
2204 static void shader_glsl_cnd(const struct wined3d_shader_instruction
*ins
)
2206 struct wined3d_shader_dst_param dst
;
2207 glsl_src_param_t src0_param
;
2208 glsl_src_param_t src1_param
;
2209 glsl_src_param_t src2_param
;
2210 DWORD write_mask
, cmp_channel
= 0;
2213 DWORD shader_version
= WINED3D_SHADER_VERSION(ins
->ctx
->reg_maps
->shader_version
.major
,
2214 ins
->ctx
->reg_maps
->shader_version
.minor
);
2216 if (shader_version
< WINED3D_SHADER_VERSION(1, 4))
2218 write_mask
= shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
2219 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
, &src0_param
);
2220 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
2221 shader_glsl_add_src_param(ins
, &ins
->src
[2], write_mask
, &src2_param
);
2223 /* Fun: The D3DSI_COISSUE flag changes the semantic of the cnd instruction for < 1.4 shaders */
2226 shader_addline(ins
->ctx
->buffer
, "%s /* COISSUE! */);\n", src1_param
.param_str
);
2228 shader_addline(ins
->ctx
->buffer
, "%s > 0.5 ? %s : %s);\n",
2229 src0_param
.param_str
, src1_param
.param_str
, src2_param
.param_str
);
2233 /* Cycle through all source0 channels */
2234 dst_mask
= ins
->dst
[0].write_mask
;
2236 for (i
=0; i
<4; i
++) {
2238 /* Find the destination channels which use the current source0 channel */
2239 for (j
=0; j
<4; j
++) {
2240 if (((ins
->src
[0].swizzle
>> (2 * j
)) & 0x3) == i
)
2242 write_mask
|= WINED3DSP_WRITEMASK_0
<< j
;
2243 cmp_channel
= WINED3DSP_WRITEMASK_0
<< j
;
2247 dst
.write_mask
= dst_mask
& write_mask
;
2248 write_mask
= shader_glsl_append_dst_ext(ins
->ctx
->buffer
, ins
, &dst
);
2249 if (!write_mask
) continue;
2251 shader_glsl_add_src_param(ins
, &ins
->src
[0], cmp_channel
, &src0_param
);
2252 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
2253 shader_glsl_add_src_param(ins
, &ins
->src
[2], write_mask
, &src2_param
);
2255 shader_addline(ins
->ctx
->buffer
, "%s > 0.5 ? %s : %s);\n",
2256 src0_param
.param_str
, src1_param
.param_str
, src2_param
.param_str
);
2260 /** GLSL code generation for WINED3DSIO_MAD: Multiply the first 2 opcodes, then add the last */
2261 static void shader_glsl_mad(const struct wined3d_shader_instruction
*ins
)
2263 glsl_src_param_t src0_param
;
2264 glsl_src_param_t src1_param
;
2265 glsl_src_param_t src2_param
;
2268 write_mask
= shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
2269 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
2270 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
2271 shader_glsl_add_src_param(ins
, &ins
->src
[2], write_mask
, &src2_param
);
2272 shader_addline(ins
->ctx
->buffer
, "(%s * %s) + %s);\n",
2273 src0_param
.param_str
, src1_param
.param_str
, src2_param
.param_str
);
2276 /* Handles transforming all WINED3DSIO_M?x? opcodes for
2277 Vertex shaders to GLSL codes */
2278 static void shader_glsl_mnxn(const struct wined3d_shader_instruction
*ins
)
2281 int nComponents
= 0;
2282 struct wined3d_shader_dst_param tmp_dst
= {{0}};
2283 struct wined3d_shader_src_param tmp_src
[2] = {{{0}}};
2284 struct wined3d_shader_instruction tmp_ins
;
2286 memset(&tmp_ins
, 0, sizeof(tmp_ins
));
2288 /* Set constants for the temporary argument */
2289 tmp_ins
.ctx
= ins
->ctx
;
2290 tmp_ins
.dst_count
= 1;
2291 tmp_ins
.dst
= &tmp_dst
;
2292 tmp_ins
.src_count
= 2;
2293 tmp_ins
.src
= tmp_src
;
2295 switch(ins
->handler_idx
)
2297 case WINED3DSIH_M4x4
:
2299 tmp_ins
.handler_idx
= WINED3DSIH_DP4
;
2301 case WINED3DSIH_M4x3
:
2303 tmp_ins
.handler_idx
= WINED3DSIH_DP4
;
2305 case WINED3DSIH_M3x4
:
2307 tmp_ins
.handler_idx
= WINED3DSIH_DP3
;
2309 case WINED3DSIH_M3x3
:
2311 tmp_ins
.handler_idx
= WINED3DSIH_DP3
;
2313 case WINED3DSIH_M3x2
:
2315 tmp_ins
.handler_idx
= WINED3DSIH_DP3
;
2321 tmp_dst
= ins
->dst
[0];
2322 tmp_src
[0] = ins
->src
[0];
2323 tmp_src
[1] = ins
->src
[1];
2324 for (i
= 0; i
< nComponents
; ++i
)
2326 tmp_dst
.write_mask
= WINED3DSP_WRITEMASK_0
<< i
;
2327 shader_glsl_dot(&tmp_ins
);
2328 ++tmp_src
[1].reg
.idx
;
2333 The LRP instruction performs a component-wise linear interpolation
2334 between the second and third operands using the first operand as the
2335 blend factor. Equation: (dst = src2 + src0 * (src1 - src2))
2336 This is equivalent to mix(src2, src1, src0);
2338 static void shader_glsl_lrp(const struct wined3d_shader_instruction
*ins
)
2340 glsl_src_param_t src0_param
;
2341 glsl_src_param_t src1_param
;
2342 glsl_src_param_t src2_param
;
2345 write_mask
= shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
2347 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
2348 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
2349 shader_glsl_add_src_param(ins
, &ins
->src
[2], write_mask
, &src2_param
);
2351 shader_addline(ins
->ctx
->buffer
, "mix(%s, %s, %s));\n",
2352 src2_param
.param_str
, src1_param
.param_str
, src0_param
.param_str
);
2355 /** Process the WINED3DSIO_LIT instruction in GLSL:
2356 * dst.x = dst.w = 1.0
2357 * dst.y = (src0.x > 0) ? src0.x
2358 * dst.z = (src0.x > 0) ? ((src0.y > 0) ? pow(src0.y, src.w) : 0) : 0
2359 * where src.w is clamped at +- 128
2361 static void shader_glsl_lit(const struct wined3d_shader_instruction
*ins
)
2363 glsl_src_param_t src0_param
;
2364 glsl_src_param_t src1_param
;
2365 glsl_src_param_t src3_param
;
2368 shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
2369 shader_glsl_get_write_mask(&ins
->dst
[0], dst_mask
);
2371 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
, &src0_param
);
2372 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_1
, &src1_param
);
2373 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_3
, &src3_param
);
2375 /* The sdk specifies the instruction like this
2377 * if(src.x > 0.0) dst.y = src.x
2379 * if(src.x > 0.0 && src.y > 0.0) dst.z = pow(src.y, power);
2383 * Obviously that has quite a few conditionals in it which we don't like. So the first step is this:
2384 * dst.x = 1.0 ... No further explanation needed
2385 * dst.y = max(src.y, 0.0); ... If x < 0.0, use 0.0, otherwise x. Same as the conditional
2386 * dst.z = x > 0.0 ? pow(max(y, 0.0), p) : 0; ... 0 ^ power is 0, and otherwise we use y anyway
2387 * dst.w = 1.0. ... Nothing fancy.
2389 * So we still have one conditional in there. So do this:
2390 * dst.z = pow(max(0.0, src.y) * step(0.0, src.x), power);
2392 * 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),
2393 * 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.
2394 * if both x and y are > 0, we get pow(y * 1.0, power), as it is supposed to
2396 shader_addline(ins
->ctx
->buffer
,
2397 "vec4(1.0, max(%s, 0.0), pow(max(0.0, %s) * step(0.0, %s), clamp(%s, -128.0, 128.0)), 1.0)%s);\n",
2398 src0_param
.param_str
, src1_param
.param_str
, src0_param
.param_str
, src3_param
.param_str
, dst_mask
);
2401 /** Process the WINED3DSIO_DST instruction in GLSL:
2403 * dst.y = src0.x * src0.y
2407 static void shader_glsl_dst(const struct wined3d_shader_instruction
*ins
)
2409 glsl_src_param_t src0y_param
;
2410 glsl_src_param_t src0z_param
;
2411 glsl_src_param_t src1y_param
;
2412 glsl_src_param_t src1w_param
;
2415 shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
2416 shader_glsl_get_write_mask(&ins
->dst
[0], dst_mask
);
2418 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_1
, &src0y_param
);
2419 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_2
, &src0z_param
);
2420 shader_glsl_add_src_param(ins
, &ins
->src
[1], WINED3DSP_WRITEMASK_1
, &src1y_param
);
2421 shader_glsl_add_src_param(ins
, &ins
->src
[1], WINED3DSP_WRITEMASK_3
, &src1w_param
);
2423 shader_addline(ins
->ctx
->buffer
, "vec4(1.0, %s * %s, %s, %s))%s;\n",
2424 src0y_param
.param_str
, src1y_param
.param_str
, src0z_param
.param_str
, src1w_param
.param_str
, dst_mask
);
2427 /** Process the WINED3DSIO_SINCOS instruction in GLSL:
2428 * VS 2.0 requires that specific cosine and sine constants be passed to this instruction so the hardware
2429 * can handle it. But, these functions are built-in for GLSL, so we can just ignore the last 2 params.
2431 * dst.x = cos(src0.?)
2432 * dst.y = sin(src0.?)
2436 static void shader_glsl_sincos(const struct wined3d_shader_instruction
*ins
)
2438 glsl_src_param_t src0_param
;
2441 write_mask
= shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
2442 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
, &src0_param
);
2444 switch (write_mask
) {
2445 case WINED3DSP_WRITEMASK_0
:
2446 shader_addline(ins
->ctx
->buffer
, "cos(%s));\n", src0_param
.param_str
);
2449 case WINED3DSP_WRITEMASK_1
:
2450 shader_addline(ins
->ctx
->buffer
, "sin(%s));\n", src0_param
.param_str
);
2453 case (WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
):
2454 shader_addline(ins
->ctx
->buffer
, "vec2(cos(%s), sin(%s)));\n", src0_param
.param_str
, src0_param
.param_str
);
2458 ERR("Write mask should be .x, .y or .xy\n");
2463 /* sgn in vs_2_0 has 2 extra parameters(registers for temporary storage) which we don't use
2464 * here. But those extra parameters require a dedicated function for sgn, since map2gl would
2465 * generate invalid code
2467 static void shader_glsl_sgn(const struct wined3d_shader_instruction
*ins
)
2469 glsl_src_param_t src0_param
;
2472 write_mask
= shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
2473 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
2475 shader_addline(ins
->ctx
->buffer
, "sign(%s));\n", src0_param
.param_str
);
2478 /** Process the WINED3DSIO_LOOP instruction in GLSL:
2479 * Start a for() loop where src1.y is the initial value of aL,
2480 * increment aL by src1.z for a total of src1.x iterations.
2481 * Need to use a temporary variable for this operation.
2483 /* FIXME: I don't think nested loops will work correctly this way. */
2484 static void shader_glsl_loop(const struct wined3d_shader_instruction
*ins
)
2486 glsl_src_param_t src1_param
;
2487 IWineD3DBaseShaderImpl
*shader
= (IWineD3DBaseShaderImpl
*)ins
->ctx
->shader
;
2488 const DWORD
*control_values
= NULL
;
2489 const local_constant
*constant
;
2491 shader_glsl_add_src_param(ins
, &ins
->src
[1], WINED3DSP_WRITEMASK_ALL
, &src1_param
);
2493 /* Try to hardcode the loop control parameters if possible. Direct3D 9 class hardware doesn't support real
2494 * varying indexing, but Microsoft designed this feature for Shader model 2.x+. If the loop control is
2495 * known at compile time, the GLSL compiler can unroll the loop, and replace indirect addressing with direct
2498 if (ins
->src
[1].reg
.type
== WINED3DSPR_CONSTINT
)
2500 LIST_FOR_EACH_ENTRY(constant
, &shader
->baseShader
.constantsI
, local_constant
, entry
) {
2501 if (constant
->idx
== ins
->src
[1].reg
.idx
)
2503 control_values
= constant
->value
;
2511 struct wined3d_shader_loop_control loop_control
;
2512 loop_control
.count
= control_values
[0];
2513 loop_control
.start
= control_values
[1];
2514 loop_control
.step
= (int)control_values
[2];
2516 if (loop_control
.step
> 0)
2518 shader_addline(ins
->ctx
->buffer
, "for (aL%u = %u; aL%u < (%u * %d + %u); aL%u += %d) {\n",
2519 shader
->baseShader
.cur_loop_depth
, loop_control
.start
,
2520 shader
->baseShader
.cur_loop_depth
, loop_control
.count
, loop_control
.step
, loop_control
.start
,
2521 shader
->baseShader
.cur_loop_depth
, loop_control
.step
);
2523 else if (loop_control
.step
< 0)
2525 shader_addline(ins
->ctx
->buffer
, "for (aL%u = %u; aL%u > (%u * %d + %u); aL%u += %d) {\n",
2526 shader
->baseShader
.cur_loop_depth
, loop_control
.start
,
2527 shader
->baseShader
.cur_loop_depth
, loop_control
.count
, loop_control
.step
, loop_control
.start
,
2528 shader
->baseShader
.cur_loop_depth
, loop_control
.step
);
2532 shader_addline(ins
->ctx
->buffer
, "for (aL%u = %u, tmpInt%u = 0; tmpInt%u < %u; tmpInt%u++) {\n",
2533 shader
->baseShader
.cur_loop_depth
, loop_control
.start
, shader
->baseShader
.cur_loop_depth
,
2534 shader
->baseShader
.cur_loop_depth
, loop_control
.count
,
2535 shader
->baseShader
.cur_loop_depth
);
2538 shader_addline(ins
->ctx
->buffer
,
2539 "for (tmpInt%u = 0, aL%u = %s.y; tmpInt%u < %s.x; tmpInt%u++, aL%u += %s.z) {\n",
2540 shader
->baseShader
.cur_loop_depth
, shader
->baseShader
.cur_loop_regno
,
2541 src1_param
.reg_name
, shader
->baseShader
.cur_loop_depth
, src1_param
.reg_name
,
2542 shader
->baseShader
.cur_loop_depth
, shader
->baseShader
.cur_loop_regno
, src1_param
.reg_name
);
2545 shader
->baseShader
.cur_loop_depth
++;
2546 shader
->baseShader
.cur_loop_regno
++;
2549 static void shader_glsl_end(const struct wined3d_shader_instruction
*ins
)
2551 IWineD3DBaseShaderImpl
*shader
= (IWineD3DBaseShaderImpl
*)ins
->ctx
->shader
;
2553 shader_addline(ins
->ctx
->buffer
, "}\n");
2555 if (ins
->handler_idx
== WINED3DSIH_ENDLOOP
)
2557 shader
->baseShader
.cur_loop_depth
--;
2558 shader
->baseShader
.cur_loop_regno
--;
2561 if (ins
->handler_idx
== WINED3DSIH_ENDREP
)
2563 shader
->baseShader
.cur_loop_depth
--;
2567 static void shader_glsl_rep(const struct wined3d_shader_instruction
*ins
)
2569 IWineD3DBaseShaderImpl
*shader
= (IWineD3DBaseShaderImpl
*)ins
->ctx
->shader
;
2570 glsl_src_param_t src0_param
;
2571 const DWORD
*control_values
= NULL
;
2572 const local_constant
*constant
;
2574 /* Try to hardcode local values to help the GLSL compiler to unroll and optimize the loop */
2575 if (ins
->src
[0].reg
.type
== WINED3DSPR_CONSTINT
)
2577 LIST_FOR_EACH_ENTRY(constant
, &shader
->baseShader
.constantsI
, local_constant
, entry
)
2579 if (constant
->idx
== ins
->src
[0].reg
.idx
)
2581 control_values
= constant
->value
;
2587 if(control_values
) {
2588 shader_addline(ins
->ctx
->buffer
, "for (tmpInt%d = 0; tmpInt%d < %d; tmpInt%d++) {\n",
2589 shader
->baseShader
.cur_loop_depth
, shader
->baseShader
.cur_loop_depth
,
2590 control_values
[0], shader
->baseShader
.cur_loop_depth
);
2592 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
, &src0_param
);
2593 shader_addline(ins
->ctx
->buffer
, "for (tmpInt%d = 0; tmpInt%d < %s; tmpInt%d++) {\n",
2594 shader
->baseShader
.cur_loop_depth
, shader
->baseShader
.cur_loop_depth
,
2595 src0_param
.param_str
, shader
->baseShader
.cur_loop_depth
);
2597 shader
->baseShader
.cur_loop_depth
++;
2600 static void shader_glsl_if(const struct wined3d_shader_instruction
*ins
)
2602 glsl_src_param_t src0_param
;
2604 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
, &src0_param
);
2605 shader_addline(ins
->ctx
->buffer
, "if (%s) {\n", src0_param
.param_str
);
2608 static void shader_glsl_ifc(const struct wined3d_shader_instruction
*ins
)
2610 glsl_src_param_t src0_param
;
2611 glsl_src_param_t src1_param
;
2613 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
, &src0_param
);
2614 shader_glsl_add_src_param(ins
, &ins
->src
[1], WINED3DSP_WRITEMASK_0
, &src1_param
);
2616 shader_addline(ins
->ctx
->buffer
, "if (%s %s %s) {\n",
2617 src0_param
.param_str
, shader_get_comp_op(ins
->flags
), src1_param
.param_str
);
2620 static void shader_glsl_else(const struct wined3d_shader_instruction
*ins
)
2622 shader_addline(ins
->ctx
->buffer
, "} else {\n");
2625 static void shader_glsl_break(const struct wined3d_shader_instruction
*ins
)
2627 shader_addline(ins
->ctx
->buffer
, "break;\n");
2630 /* FIXME: According to MSDN the compare is done per component. */
2631 static void shader_glsl_breakc(const struct wined3d_shader_instruction
*ins
)
2633 glsl_src_param_t src0_param
;
2634 glsl_src_param_t src1_param
;
2636 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
, &src0_param
);
2637 shader_glsl_add_src_param(ins
, &ins
->src
[1], WINED3DSP_WRITEMASK_0
, &src1_param
);
2639 shader_addline(ins
->ctx
->buffer
, "if (%s %s %s) break;\n",
2640 src0_param
.param_str
, shader_get_comp_op(ins
->flags
), src1_param
.param_str
);
2643 static void shader_glsl_label(const struct wined3d_shader_instruction
*ins
)
2645 shader_addline(ins
->ctx
->buffer
, "}\n");
2646 shader_addline(ins
->ctx
->buffer
, "void subroutine%u () {\n", ins
->src
[0].reg
.idx
);
2649 static void shader_glsl_call(const struct wined3d_shader_instruction
*ins
)
2651 shader_addline(ins
->ctx
->buffer
, "subroutine%u();\n", ins
->src
[0].reg
.idx
);
2654 static void shader_glsl_callnz(const struct wined3d_shader_instruction
*ins
)
2656 glsl_src_param_t src1_param
;
2658 shader_glsl_add_src_param(ins
, &ins
->src
[1], WINED3DSP_WRITEMASK_0
, &src1_param
);
2659 shader_addline(ins
->ctx
->buffer
, "if (%s) subroutine%u();\n", src1_param
.param_str
, ins
->src
[0].reg
.idx
);
2662 static void shader_glsl_ret(const struct wined3d_shader_instruction
*ins
)
2664 /* No-op. The closing } is written when a new function is started, and at the end of the shader. This
2665 * function only suppresses the unhandled instruction warning
2669 /*********************************************
2670 * Pixel Shader Specific Code begins here
2671 ********************************************/
2672 static void shader_glsl_tex(const struct wined3d_shader_instruction
*ins
)
2674 IWineD3DPixelShaderImpl
*This
= (IWineD3DPixelShaderImpl
*)ins
->ctx
->shader
;
2675 IWineD3DDeviceImpl
* deviceImpl
= (IWineD3DDeviceImpl
*) This
->baseShader
.device
;
2676 DWORD shader_version
= WINED3D_SHADER_VERSION(ins
->ctx
->reg_maps
->shader_version
.major
,
2677 ins
->ctx
->reg_maps
->shader_version
.minor
);
2678 glsl_sample_function_t sample_function
;
2679 DWORD sample_flags
= 0;
2680 WINED3DSAMPLER_TEXTURE_TYPE sampler_type
;
2682 DWORD mask
= 0, swizzle
;
2684 /* 1.0-1.4: Use destination register as sampler source.
2685 * 2.0+: Use provided sampler source. */
2686 if (shader_version
< WINED3D_SHADER_VERSION(2,0)) sampler_idx
= ins
->dst
[0].reg
.idx
;
2687 else sampler_idx
= ins
->src
[1].reg
.idx
;
2688 sampler_type
= ins
->ctx
->reg_maps
->sampler_type
[sampler_idx
];
2690 if (shader_version
< WINED3D_SHADER_VERSION(1,4))
2692 DWORD flags
= deviceImpl
->stateBlock
->textureState
[sampler_idx
][WINED3DTSS_TEXTURETRANSFORMFLAGS
];
2694 /* Projected cube textures don't make a lot of sense, the resulting coordinates stay the same. */
2695 if (flags
& WINED3DTTFF_PROJECTED
&& sampler_type
!= WINED3DSTT_CUBE
) {
2696 sample_flags
|= WINED3D_GLSL_SAMPLE_PROJECTED
;
2697 switch (flags
& ~WINED3DTTFF_PROJECTED
) {
2698 case WINED3DTTFF_COUNT1
: FIXME("WINED3DTTFF_PROJECTED with WINED3DTTFF_COUNT1?\n"); break;
2699 case WINED3DTTFF_COUNT2
: mask
= WINED3DSP_WRITEMASK_1
; break;
2700 case WINED3DTTFF_COUNT3
: mask
= WINED3DSP_WRITEMASK_2
; break;
2701 case WINED3DTTFF_COUNT4
:
2702 case WINED3DTTFF_DISABLE
: mask
= WINED3DSP_WRITEMASK_3
; break;
2706 else if (shader_version
< WINED3D_SHADER_VERSION(2,0))
2708 DWORD src_mod
= ins
->src
[0].modifiers
;
2710 if (src_mod
== WINED3DSPSM_DZ
) {
2711 sample_flags
|= WINED3D_GLSL_SAMPLE_PROJECTED
;
2712 mask
= WINED3DSP_WRITEMASK_2
;
2713 } else if (src_mod
== WINED3DSPSM_DW
) {
2714 sample_flags
|= WINED3D_GLSL_SAMPLE_PROJECTED
;
2715 mask
= WINED3DSP_WRITEMASK_3
;
2718 if (ins
->flags
& WINED3DSI_TEXLD_PROJECT
)
2720 /* ps 2.0 texldp instruction always divides by the fourth component. */
2721 sample_flags
|= WINED3D_GLSL_SAMPLE_PROJECTED
;
2722 mask
= WINED3DSP_WRITEMASK_3
;
2726 if(deviceImpl
->stateBlock
->textures
[sampler_idx
] &&
2727 IWineD3DBaseTexture_GetTextureDimensions(deviceImpl
->stateBlock
->textures
[sampler_idx
]) == GL_TEXTURE_RECTANGLE_ARB
) {
2728 sample_flags
|= WINED3D_GLSL_SAMPLE_RECT
;
2731 shader_glsl_get_sample_function(sampler_type
, sample_flags
, &sample_function
);
2732 mask
|= sample_function
.coord_mask
;
2734 if (shader_version
< WINED3D_SHADER_VERSION(2,0)) swizzle
= WINED3DSP_NOSWIZZLE
;
2735 else swizzle
= ins
->src
[1].swizzle
;
2737 /* 1.0-1.3: Use destination register as coordinate source.
2738 1.4+: Use provided coordinate source register. */
2739 if (shader_version
< WINED3D_SHADER_VERSION(1,4))
2742 shader_glsl_write_mask_to_str(mask
, coord_mask
);
2743 shader_glsl_gen_sample_code(ins
, sampler_idx
, &sample_function
, swizzle
, NULL
, NULL
, NULL
,
2744 "T%u%s", sampler_idx
, coord_mask
);
2746 glsl_src_param_t coord_param
;
2747 shader_glsl_add_src_param(ins
, &ins
->src
[0], mask
, &coord_param
);
2748 if (ins
->flags
& WINED3DSI_TEXLD_BIAS
)
2750 glsl_src_param_t bias
;
2751 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_3
, &bias
);
2752 shader_glsl_gen_sample_code(ins
, sampler_idx
, &sample_function
, swizzle
, NULL
, NULL
, bias
.param_str
,
2753 "%s", coord_param
.param_str
);
2755 shader_glsl_gen_sample_code(ins
, sampler_idx
, &sample_function
, swizzle
, NULL
, NULL
, NULL
,
2756 "%s", coord_param
.param_str
);
2761 static void shader_glsl_texldd(const struct wined3d_shader_instruction
*ins
)
2763 IWineD3DBaseShaderImpl
*This
= (IWineD3DBaseShaderImpl
*)ins
->ctx
->shader
;
2764 IWineD3DDeviceImpl
* deviceImpl
= (IWineD3DDeviceImpl
*) This
->baseShader
.device
;
2765 const struct wined3d_gl_info
*gl_info
= &deviceImpl
->adapter
->gl_info
;
2766 glsl_sample_function_t sample_function
;
2767 glsl_src_param_t coord_param
, dx_param
, dy_param
;
2768 DWORD sample_flags
= WINED3D_GLSL_SAMPLE_GRAD
;
2771 DWORD swizzle
= ins
->src
[1].swizzle
;
2773 if (!gl_info
->supported
[ARB_SHADER_TEXTURE_LOD
])
2775 FIXME("texldd used, but not supported by hardware. Falling back to regular tex\n");
2776 return shader_glsl_tex(ins
);
2779 sampler_idx
= ins
->src
[1].reg
.idx
;
2780 sampler_type
= ins
->ctx
->reg_maps
->sampler_type
[sampler_idx
];
2781 if(deviceImpl
->stateBlock
->textures
[sampler_idx
] &&
2782 IWineD3DBaseTexture_GetTextureDimensions(deviceImpl
->stateBlock
->textures
[sampler_idx
]) == GL_TEXTURE_RECTANGLE_ARB
) {
2783 sample_flags
|= WINED3D_GLSL_SAMPLE_RECT
;
2786 shader_glsl_get_sample_function(sampler_type
, sample_flags
, &sample_function
);
2787 shader_glsl_add_src_param(ins
, &ins
->src
[0], sample_function
.coord_mask
, &coord_param
);
2788 shader_glsl_add_src_param(ins
, &ins
->src
[2], sample_function
.coord_mask
, &dx_param
);
2789 shader_glsl_add_src_param(ins
, &ins
->src
[3], sample_function
.coord_mask
, &dy_param
);
2791 shader_glsl_gen_sample_code(ins
, sampler_idx
, &sample_function
, swizzle
, dx_param
.param_str
, dy_param
.param_str
, NULL
,
2792 "%s", coord_param
.param_str
);
2795 static void shader_glsl_texldl(const struct wined3d_shader_instruction
*ins
)
2797 IWineD3DBaseShaderImpl
*This
= (IWineD3DBaseShaderImpl
*)ins
->ctx
->shader
;
2798 IWineD3DDeviceImpl
* deviceImpl
= (IWineD3DDeviceImpl
*) This
->baseShader
.device
;
2799 const struct wined3d_gl_info
*gl_info
= &deviceImpl
->adapter
->gl_info
;
2800 glsl_sample_function_t sample_function
;
2801 glsl_src_param_t coord_param
, lod_param
;
2802 DWORD sample_flags
= WINED3D_GLSL_SAMPLE_LOD
;
2805 DWORD swizzle
= ins
->src
[1].swizzle
;
2807 sampler_idx
= ins
->src
[1].reg
.idx
;
2808 sampler_type
= ins
->ctx
->reg_maps
->sampler_type
[sampler_idx
];
2809 if(deviceImpl
->stateBlock
->textures
[sampler_idx
] &&
2810 IWineD3DBaseTexture_GetTextureDimensions(deviceImpl
->stateBlock
->textures
[sampler_idx
]) == GL_TEXTURE_RECTANGLE_ARB
) {
2811 sample_flags
|= WINED3D_GLSL_SAMPLE_RECT
;
2813 shader_glsl_get_sample_function(sampler_type
, sample_flags
, &sample_function
);
2814 shader_glsl_add_src_param(ins
, &ins
->src
[0], sample_function
.coord_mask
, &coord_param
);
2816 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_3
, &lod_param
);
2818 if (!gl_info
->supported
[ARB_SHADER_TEXTURE_LOD
]
2819 && shader_is_pshader_version(ins
->ctx
->reg_maps
->shader_version
.type
))
2821 /* The GLSL spec claims the Lod sampling functions are only supported in vertex shaders.
2822 * However, they seem to work just fine in fragment shaders as well. */
2823 WARN("Using %s in fragment shader.\n", sample_function
.name
);
2825 shader_glsl_gen_sample_code(ins
, sampler_idx
, &sample_function
, swizzle
, NULL
, NULL
, lod_param
.param_str
,
2826 "%s", coord_param
.param_str
);
2829 static void shader_glsl_texcoord(const struct wined3d_shader_instruction
*ins
)
2831 /* FIXME: Make this work for more than just 2D textures */
2832 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
2833 DWORD write_mask
= shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
2835 if (!(ins
->ctx
->reg_maps
->shader_version
.major
== 1 && ins
->ctx
->reg_maps
->shader_version
.minor
== 4))
2839 shader_glsl_get_write_mask(&ins
->dst
[0], dst_mask
);
2840 shader_addline(buffer
, "clamp(gl_TexCoord[%u], 0.0, 1.0)%s);\n",
2841 ins
->dst
[0].reg
.idx
, dst_mask
);
2843 DWORD reg
= ins
->src
[0].reg
.idx
;
2844 DWORD src_mod
= ins
->src
[0].modifiers
;
2845 char dst_swizzle
[6];
2847 shader_glsl_get_swizzle(&ins
->src
[0], FALSE
, write_mask
, dst_swizzle
);
2849 if (src_mod
== WINED3DSPSM_DZ
) {
2850 glsl_src_param_t div_param
;
2851 unsigned int mask_size
= shader_glsl_get_write_mask_size(write_mask
);
2852 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_2
, &div_param
);
2854 if (mask_size
> 1) {
2855 shader_addline(buffer
, "gl_TexCoord[%u]%s / vec%d(%s));\n", reg
, dst_swizzle
, mask_size
, div_param
.param_str
);
2857 shader_addline(buffer
, "gl_TexCoord[%u]%s / %s);\n", reg
, dst_swizzle
, div_param
.param_str
);
2859 } else if (src_mod
== WINED3DSPSM_DW
) {
2860 glsl_src_param_t div_param
;
2861 unsigned int mask_size
= shader_glsl_get_write_mask_size(write_mask
);
2862 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_3
, &div_param
);
2864 if (mask_size
> 1) {
2865 shader_addline(buffer
, "gl_TexCoord[%u]%s / vec%d(%s));\n", reg
, dst_swizzle
, mask_size
, div_param
.param_str
);
2867 shader_addline(buffer
, "gl_TexCoord[%u]%s / %s);\n", reg
, dst_swizzle
, div_param
.param_str
);
2870 shader_addline(buffer
, "gl_TexCoord[%u]%s);\n", reg
, dst_swizzle
);
2875 /** Process the WINED3DSIO_TEXDP3TEX instruction in GLSL:
2876 * Take a 3-component dot product of the TexCoord[dstreg] and src,
2877 * then perform a 1D texture lookup from stage dstregnum, place into dst. */
2878 static void shader_glsl_texdp3tex(const struct wined3d_shader_instruction
*ins
)
2880 glsl_src_param_t src0_param
;
2881 glsl_sample_function_t sample_function
;
2882 DWORD sampler_idx
= ins
->dst
[0].reg
.idx
;
2883 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
2884 WINED3DSAMPLER_TEXTURE_TYPE sampler_type
= ins
->ctx
->reg_maps
->sampler_type
[sampler_idx
];
2887 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_mask
, &src0_param
);
2889 /* Do I have to take care about the projected bit? I don't think so, since the dp3 returns only one
2890 * scalar, and projected sampling would require 4.
2892 * It is a dependent read - not valid with conditional NP2 textures
2894 shader_glsl_get_sample_function(sampler_type
, 0, &sample_function
);
2895 mask_size
= shader_glsl_get_write_mask_size(sample_function
.coord_mask
);
2900 shader_glsl_gen_sample_code(ins
, sampler_idx
, &sample_function
, WINED3DSP_NOSWIZZLE
, NULL
, NULL
, NULL
,
2901 "dot(gl_TexCoord[%u].xyz, %s)", sampler_idx
, src0_param
.param_str
);
2905 shader_glsl_gen_sample_code(ins
, sampler_idx
, &sample_function
, WINED3DSP_NOSWIZZLE
, NULL
, NULL
, NULL
,
2906 "vec2(dot(gl_TexCoord[%u].xyz, %s), 0.0)", sampler_idx
, src0_param
.param_str
);
2910 shader_glsl_gen_sample_code(ins
, sampler_idx
, &sample_function
, WINED3DSP_NOSWIZZLE
, NULL
, NULL
, NULL
,
2911 "vec3(dot(gl_TexCoord[%u].xyz, %s), 0.0, 0.0)", sampler_idx
, src0_param
.param_str
);
2915 FIXME("Unexpected mask size %u\n", mask_size
);
2920 /** Process the WINED3DSIO_TEXDP3 instruction in GLSL:
2921 * Take a 3-component dot product of the TexCoord[dstreg] and src. */
2922 static void shader_glsl_texdp3(const struct wined3d_shader_instruction
*ins
)
2924 glsl_src_param_t src0_param
;
2925 DWORD dstreg
= ins
->dst
[0].reg
.idx
;
2926 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
2928 unsigned int mask_size
;
2930 dst_mask
= shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
2931 mask_size
= shader_glsl_get_write_mask_size(dst_mask
);
2932 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_mask
, &src0_param
);
2934 if (mask_size
> 1) {
2935 shader_addline(ins
->ctx
->buffer
, "vec%d(dot(T%u.xyz, %s)));\n", mask_size
, dstreg
, src0_param
.param_str
);
2937 shader_addline(ins
->ctx
->buffer
, "dot(T%u.xyz, %s));\n", dstreg
, src0_param
.param_str
);
2941 /** Process the WINED3DSIO_TEXDEPTH instruction in GLSL:
2942 * Calculate the depth as dst.x / dst.y */
2943 static void shader_glsl_texdepth(const struct wined3d_shader_instruction
*ins
)
2945 glsl_dst_param_t dst_param
;
2947 shader_glsl_add_dst_param(ins
, &ins
->dst
[0], &dst_param
);
2949 /* Tests show that texdepth never returns anything below 0.0, and that r5.y is clamped to 1.0.
2950 * Negative input is accepted, -0.25 / -0.5 returns 0.5. GL should clamp gl_FragDepth to [0;1], but
2951 * this doesn't always work, so clamp the results manually. Whether or not the x value is clamped at 1
2952 * too is irrelevant, since if x = 0, any y value < 1.0 (and > 1.0 is not allowed) results in a result
2955 shader_addline(ins
->ctx
->buffer
, "gl_FragDepth = clamp((%s.x / min(%s.y, 1.0)), 0.0, 1.0);\n",
2956 dst_param
.reg_name
, dst_param
.reg_name
);
2959 /** Process the WINED3DSIO_TEXM3X2DEPTH instruction in GLSL:
2960 * Last row of a 3x2 matrix multiply, use the result to calculate the depth:
2961 * Calculate tmp0.y = TexCoord[dstreg] . src.xyz; (tmp0.x has already been calculated)
2962 * depth = (tmp0.y == 0.0) ? 1.0 : tmp0.x / tmp0.y
2964 static void shader_glsl_texm3x2depth(const struct wined3d_shader_instruction
*ins
)
2966 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
2967 DWORD dstreg
= ins
->dst
[0].reg
.idx
;
2968 glsl_src_param_t src0_param
;
2970 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_mask
, &src0_param
);
2972 shader_addline(ins
->ctx
->buffer
, "tmp0.y = dot(T%u.xyz, %s);\n", dstreg
, src0_param
.param_str
);
2973 shader_addline(ins
->ctx
->buffer
, "gl_FragDepth = (tmp0.y == 0.0) ? 1.0 : clamp(tmp0.x / tmp0.y, 0.0, 1.0);\n");
2976 /** Process the WINED3DSIO_TEXM3X2PAD instruction in GLSL
2977 * Calculate the 1st of a 2-row matrix multiplication. */
2978 static void shader_glsl_texm3x2pad(const struct wined3d_shader_instruction
*ins
)
2980 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
2981 DWORD reg
= ins
->dst
[0].reg
.idx
;
2982 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
2983 glsl_src_param_t src0_param
;
2985 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_mask
, &src0_param
);
2986 shader_addline(buffer
, "tmp0.x = dot(T%u.xyz, %s);\n", reg
, src0_param
.param_str
);
2989 /** Process the WINED3DSIO_TEXM3X3PAD instruction in GLSL
2990 * Calculate the 1st or 2nd row of a 3-row matrix multiplication. */
2991 static void shader_glsl_texm3x3pad(const struct wined3d_shader_instruction
*ins
)
2993 IWineD3DPixelShaderImpl
*shader
= (IWineD3DPixelShaderImpl
*)ins
->ctx
->shader
;
2994 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
2995 DWORD reg
= ins
->dst
[0].reg
.idx
;
2996 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
2997 SHADER_PARSE_STATE
* current_state
= &shader
->baseShader
.parse_state
;
2998 glsl_src_param_t src0_param
;
3000 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_mask
, &src0_param
);
3001 shader_addline(buffer
, "tmp0.%c = dot(T%u.xyz, %s);\n", 'x' + current_state
->current_row
, reg
, src0_param
.param_str
);
3002 current_state
->texcoord_w
[current_state
->current_row
++] = reg
;
3005 static void shader_glsl_texm3x2tex(const struct wined3d_shader_instruction
*ins
)
3007 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
3008 DWORD reg
= ins
->dst
[0].reg
.idx
;
3009 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
3010 glsl_src_param_t src0_param
;
3011 WINED3DSAMPLER_TEXTURE_TYPE sampler_type
= ins
->ctx
->reg_maps
->sampler_type
[reg
];
3012 glsl_sample_function_t sample_function
;
3014 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_mask
, &src0_param
);
3015 shader_addline(buffer
, "tmp0.y = dot(T%u.xyz, %s);\n", reg
, src0_param
.param_str
);
3017 shader_glsl_get_sample_function(sampler_type
, 0, &sample_function
);
3019 /* Sample the texture using the calculated coordinates */
3020 shader_glsl_gen_sample_code(ins
, reg
, &sample_function
, WINED3DSP_NOSWIZZLE
, NULL
, NULL
, NULL
, "tmp0.xy");
3023 /** Process the WINED3DSIO_TEXM3X3TEX instruction in GLSL
3024 * Perform the 3rd row of a 3x3 matrix multiply, then sample the texture using the calculated coordinates */
3025 static void shader_glsl_texm3x3tex(const struct wined3d_shader_instruction
*ins
)
3027 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
3028 glsl_src_param_t src0_param
;
3029 DWORD reg
= ins
->dst
[0].reg
.idx
;
3030 IWineD3DPixelShaderImpl
*This
= (IWineD3DPixelShaderImpl
*)ins
->ctx
->shader
;
3031 SHADER_PARSE_STATE
* current_state
= &This
->baseShader
.parse_state
;
3032 WINED3DSAMPLER_TEXTURE_TYPE sampler_type
= ins
->ctx
->reg_maps
->sampler_type
[reg
];
3033 glsl_sample_function_t sample_function
;
3035 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_mask
, &src0_param
);
3036 shader_addline(ins
->ctx
->buffer
, "tmp0.z = dot(T%u.xyz, %s);\n", reg
, src0_param
.param_str
);
3038 /* Dependent read, not valid with conditional NP2 */
3039 shader_glsl_get_sample_function(sampler_type
, 0, &sample_function
);
3041 /* Sample the texture using the calculated coordinates */
3042 shader_glsl_gen_sample_code(ins
, reg
, &sample_function
, WINED3DSP_NOSWIZZLE
, NULL
, NULL
, NULL
, "tmp0.xyz");
3044 current_state
->current_row
= 0;
3047 /** Process the WINED3DSIO_TEXM3X3 instruction in GLSL
3048 * Perform the 3rd row of a 3x3 matrix multiply */
3049 static void shader_glsl_texm3x3(const struct wined3d_shader_instruction
*ins
)
3051 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
3052 glsl_src_param_t src0_param
;
3054 DWORD reg
= ins
->dst
[0].reg
.idx
;
3055 IWineD3DPixelShaderImpl
*This
= (IWineD3DPixelShaderImpl
*)ins
->ctx
->shader
;
3056 SHADER_PARSE_STATE
* current_state
= &This
->baseShader
.parse_state
;
3058 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_mask
, &src0_param
);
3060 shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
3061 shader_glsl_get_write_mask(&ins
->dst
[0], dst_mask
);
3062 shader_addline(ins
->ctx
->buffer
, "vec4(tmp0.xy, dot(T%u.xyz, %s), 1.0)%s);\n", reg
, src0_param
.param_str
, dst_mask
);
3064 current_state
->current_row
= 0;
3067 /* Process the WINED3DSIO_TEXM3X3SPEC instruction in GLSL
3068 * Perform the final texture lookup based on the previous 2 3x3 matrix multiplies */
3069 static void shader_glsl_texm3x3spec(const struct wined3d_shader_instruction
*ins
)
3071 IWineD3DPixelShaderImpl
*shader
= (IWineD3DPixelShaderImpl
*)ins
->ctx
->shader
;
3072 DWORD reg
= ins
->dst
[0].reg
.idx
;
3073 glsl_src_param_t src0_param
;
3074 glsl_src_param_t src1_param
;
3075 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
3076 SHADER_PARSE_STATE
* current_state
= &shader
->baseShader
.parse_state
;
3077 WINED3DSAMPLER_TEXTURE_TYPE stype
= ins
->ctx
->reg_maps
->sampler_type
[reg
];
3078 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
3079 glsl_sample_function_t sample_function
;
3081 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_mask
, &src0_param
);
3082 shader_glsl_add_src_param(ins
, &ins
->src
[1], src_mask
, &src1_param
);
3084 /* Perform the last matrix multiply operation */
3085 shader_addline(buffer
, "tmp0.z = dot(T%u.xyz, %s);\n", reg
, src0_param
.param_str
);
3086 /* Reflection calculation */
3087 shader_addline(buffer
, "tmp0.xyz = -reflect((%s), normalize(tmp0.xyz));\n", src1_param
.param_str
);
3089 /* Dependent read, not valid with conditional NP2 */
3090 shader_glsl_get_sample_function(stype
, 0, &sample_function
);
3092 /* Sample the texture */
3093 shader_glsl_gen_sample_code(ins
, reg
, &sample_function
, WINED3DSP_NOSWIZZLE
, NULL
, NULL
, NULL
, "tmp0.xyz");
3095 current_state
->current_row
= 0;
3098 /* Process the WINED3DSIO_TEXM3X3VSPEC instruction in GLSL
3099 * Perform the final texture lookup based on the previous 2 3x3 matrix multiplies */
3100 static void shader_glsl_texm3x3vspec(const struct wined3d_shader_instruction
*ins
)
3102 IWineD3DPixelShaderImpl
*shader
= (IWineD3DPixelShaderImpl
*)ins
->ctx
->shader
;
3103 DWORD reg
= ins
->dst
[0].reg
.idx
;
3104 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
3105 SHADER_PARSE_STATE
* current_state
= &shader
->baseShader
.parse_state
;
3106 glsl_src_param_t src0_param
;
3107 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
3108 WINED3DSAMPLER_TEXTURE_TYPE sampler_type
= ins
->ctx
->reg_maps
->sampler_type
[reg
];
3109 glsl_sample_function_t sample_function
;
3111 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_mask
, &src0_param
);
3113 /* Perform the last matrix multiply operation */
3114 shader_addline(buffer
, "tmp0.z = dot(vec3(T%u), vec3(%s));\n", reg
, src0_param
.param_str
);
3116 /* Construct the eye-ray vector from w coordinates */
3117 shader_addline(buffer
, "tmp1.xyz = normalize(vec3(gl_TexCoord[%u].w, gl_TexCoord[%u].w, gl_TexCoord[%u].w));\n",
3118 current_state
->texcoord_w
[0], current_state
->texcoord_w
[1], reg
);
3119 shader_addline(buffer
, "tmp0.xyz = -reflect(tmp1.xyz, normalize(tmp0.xyz));\n");
3121 /* Dependent read, not valid with conditional NP2 */
3122 shader_glsl_get_sample_function(sampler_type
, 0, &sample_function
);
3124 /* Sample the texture using the calculated coordinates */
3125 shader_glsl_gen_sample_code(ins
, reg
, &sample_function
, WINED3DSP_NOSWIZZLE
, NULL
, NULL
, NULL
, "tmp0.xyz");
3127 current_state
->current_row
= 0;
3130 /** Process the WINED3DSIO_TEXBEM instruction in GLSL.
3131 * Apply a fake bump map transform.
3132 * texbem is pshader <= 1.3 only, this saves a few version checks
3134 static void shader_glsl_texbem(const struct wined3d_shader_instruction
*ins
)
3136 IWineD3DPixelShaderImpl
*This
= (IWineD3DPixelShaderImpl
*)ins
->ctx
->shader
;
3137 IWineD3DDeviceImpl
* deviceImpl
= (IWineD3DDeviceImpl
*) This
->baseShader
.device
;
3138 glsl_sample_function_t sample_function
;
3139 glsl_src_param_t coord_param
;
3140 WINED3DSAMPLER_TEXTURE_TYPE sampler_type
;
3146 sampler_idx
= ins
->dst
[0].reg
.idx
;
3147 flags
= deviceImpl
->stateBlock
->textureState
[sampler_idx
][WINED3DTSS_TEXTURETRANSFORMFLAGS
];
3149 sampler_type
= ins
->ctx
->reg_maps
->sampler_type
[sampler_idx
];
3150 /* Dependent read, not valid with conditional NP2 */
3151 shader_glsl_get_sample_function(sampler_type
, 0, &sample_function
);
3152 mask
= sample_function
.coord_mask
;
3154 shader_glsl_write_mask_to_str(mask
, coord_mask
);
3156 /* with projective textures, texbem only divides the static texture coord, not the displacement,
3157 * so we can't let the GL handle this.
3159 if (flags
& WINED3DTTFF_PROJECTED
) {
3161 char coord_div_mask
[3];
3162 switch (flags
& ~WINED3DTTFF_PROJECTED
) {
3163 case WINED3DTTFF_COUNT1
: FIXME("WINED3DTTFF_PROJECTED with WINED3DTTFF_COUNT1?\n"); break;
3164 case WINED3DTTFF_COUNT2
: div_mask
= WINED3DSP_WRITEMASK_1
; break;
3165 case WINED3DTTFF_COUNT3
: div_mask
= WINED3DSP_WRITEMASK_2
; break;
3166 case WINED3DTTFF_COUNT4
:
3167 case WINED3DTTFF_DISABLE
: div_mask
= WINED3DSP_WRITEMASK_3
; break;
3169 shader_glsl_write_mask_to_str(div_mask
, coord_div_mask
);
3170 shader_addline(ins
->ctx
->buffer
, "T%u%s /= T%u%s;\n", sampler_idx
, coord_mask
, sampler_idx
, coord_div_mask
);
3173 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
, &coord_param
);
3175 shader_glsl_gen_sample_code(ins
, sampler_idx
, &sample_function
, WINED3DSP_NOSWIZZLE
, NULL
, NULL
, NULL
,
3176 "T%u%s + vec4(bumpenvmat%d * %s, 0.0, 0.0)%s", sampler_idx
, coord_mask
, sampler_idx
,
3177 coord_param
.param_str
, coord_mask
);
3179 if (ins
->handler_idx
== WINED3DSIH_TEXBEML
)
3181 glsl_src_param_t luminance_param
;
3182 glsl_dst_param_t dst_param
;
3184 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_2
, &luminance_param
);
3185 shader_glsl_add_dst_param(ins
, &ins
->dst
[0], &dst_param
);
3187 shader_addline(ins
->ctx
->buffer
, "%s%s *= (%s * luminancescale%d + luminanceoffset%d);\n",
3188 dst_param
.reg_name
, dst_param
.mask_str
,
3189 luminance_param
.param_str
, sampler_idx
, sampler_idx
);
3193 static void shader_glsl_bem(const struct wined3d_shader_instruction
*ins
)
3195 glsl_src_param_t src0_param
, src1_param
;
3196 DWORD sampler_idx
= ins
->dst
[0].reg
.idx
;
3198 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
, &src0_param
);
3199 shader_glsl_add_src_param(ins
, &ins
->src
[1], WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
, &src1_param
);
3201 shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
3202 shader_addline(ins
->ctx
->buffer
, "%s + bumpenvmat%d * %s);\n",
3203 src0_param
.param_str
, sampler_idx
, src1_param
.param_str
);
3206 /** Process the WINED3DSIO_TEXREG2AR instruction in GLSL
3207 * Sample 2D texture at dst using the alpha & red (wx) components of src as texture coordinates */
3208 static void shader_glsl_texreg2ar(const struct wined3d_shader_instruction
*ins
)
3210 glsl_src_param_t src0_param
;
3211 DWORD sampler_idx
= ins
->dst
[0].reg
.idx
;
3212 WINED3DSAMPLER_TEXTURE_TYPE sampler_type
= ins
->ctx
->reg_maps
->sampler_type
[sampler_idx
];
3213 glsl_sample_function_t sample_function
;
3215 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_ALL
, &src0_param
);
3217 shader_glsl_get_sample_function(sampler_type
, 0, &sample_function
);
3218 shader_glsl_gen_sample_code(ins
, sampler_idx
, &sample_function
, WINED3DSP_NOSWIZZLE
, NULL
, NULL
, NULL
,
3219 "%s.wx", src0_param
.reg_name
);
3222 /** Process the WINED3DSIO_TEXREG2GB instruction in GLSL
3223 * Sample 2D texture at dst using the green & blue (yz) components of src as texture coordinates */
3224 static void shader_glsl_texreg2gb(const struct wined3d_shader_instruction
*ins
)
3226 glsl_src_param_t src0_param
;
3227 DWORD sampler_idx
= ins
->dst
[0].reg
.idx
;
3228 WINED3DSAMPLER_TEXTURE_TYPE sampler_type
= ins
->ctx
->reg_maps
->sampler_type
[sampler_idx
];
3229 glsl_sample_function_t sample_function
;
3231 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_ALL
, &src0_param
);
3233 shader_glsl_get_sample_function(sampler_type
, 0, &sample_function
);
3234 shader_glsl_gen_sample_code(ins
, sampler_idx
, &sample_function
, WINED3DSP_NOSWIZZLE
, NULL
, NULL
, NULL
,
3235 "%s.yz", src0_param
.reg_name
);
3238 /** Process the WINED3DSIO_TEXREG2RGB instruction in GLSL
3239 * Sample texture at dst using the rgb (xyz) components of src as texture coordinates */
3240 static void shader_glsl_texreg2rgb(const struct wined3d_shader_instruction
*ins
)
3242 glsl_src_param_t src0_param
;
3243 DWORD sampler_idx
= ins
->dst
[0].reg
.idx
;
3244 WINED3DSAMPLER_TEXTURE_TYPE sampler_type
= ins
->ctx
->reg_maps
->sampler_type
[sampler_idx
];
3245 glsl_sample_function_t sample_function
;
3247 /* Dependent read, not valid with conditional NP2 */
3248 shader_glsl_get_sample_function(sampler_type
, 0, &sample_function
);
3249 shader_glsl_add_src_param(ins
, &ins
->src
[0], sample_function
.coord_mask
, &src0_param
);
3251 shader_glsl_gen_sample_code(ins
, sampler_idx
, &sample_function
, WINED3DSP_NOSWIZZLE
, NULL
, NULL
, NULL
,
3252 "%s", src0_param
.param_str
);
3255 /** Process the WINED3DSIO_TEXKILL instruction in GLSL.
3256 * If any of the first 3 components are < 0, discard this pixel */
3257 static void shader_glsl_texkill(const struct wined3d_shader_instruction
*ins
)
3259 glsl_dst_param_t dst_param
;
3261 /* The argument is a destination parameter, and no writemasks are allowed */
3262 shader_glsl_add_dst_param(ins
, &ins
->dst
[0], &dst_param
);
3263 if (ins
->ctx
->reg_maps
->shader_version
.major
>= 2)
3265 /* 2.0 shaders compare all 4 components in texkill */
3266 shader_addline(ins
->ctx
->buffer
, "if (any(lessThan(%s.xyzw, vec4(0.0)))) discard;\n", dst_param
.reg_name
);
3268 /* 1.X shaders only compare the first 3 components, probably due to the nature of the texkill
3269 * instruction as a tex* instruction, and phase, which kills all a / w components. Even if all
3270 * 4 components are defined, only the first 3 are used
3272 shader_addline(ins
->ctx
->buffer
, "if (any(lessThan(%s.xyz, vec3(0.0)))) discard;\n", dst_param
.reg_name
);
3276 /** Process the WINED3DSIO_DP2ADD instruction in GLSL.
3277 * dst = dot2(src0, src1) + src2 */
3278 static void shader_glsl_dp2add(const struct wined3d_shader_instruction
*ins
)
3280 glsl_src_param_t src0_param
;
3281 glsl_src_param_t src1_param
;
3282 glsl_src_param_t src2_param
;
3284 unsigned int mask_size
;
3286 write_mask
= shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
3287 mask_size
= shader_glsl_get_write_mask_size(write_mask
);
3289 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
, &src0_param
);
3290 shader_glsl_add_src_param(ins
, &ins
->src
[1], WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
, &src1_param
);
3291 shader_glsl_add_src_param(ins
, &ins
->src
[2], WINED3DSP_WRITEMASK_0
, &src2_param
);
3293 if (mask_size
> 1) {
3294 shader_addline(ins
->ctx
->buffer
, "vec%d(dot(%s, %s) + %s));\n",
3295 mask_size
, src0_param
.param_str
, src1_param
.param_str
, src2_param
.param_str
);
3297 shader_addline(ins
->ctx
->buffer
, "dot(%s, %s) + %s);\n",
3298 src0_param
.param_str
, src1_param
.param_str
, src2_param
.param_str
);
3302 static void shader_glsl_input_pack(IWineD3DPixelShader
*iface
, struct wined3d_shader_buffer
*buffer
,
3303 const struct wined3d_shader_signature_element
*input_signature
, const struct shader_reg_maps
*reg_maps
,
3304 enum vertexprocessing_mode vertexprocessing
)
3307 IWineD3DPixelShaderImpl
*This
= (IWineD3DPixelShaderImpl
*)iface
;
3308 WORD map
= reg_maps
->input_registers
;
3310 for (i
= 0; map
; map
>>= 1, ++i
)
3312 const char *semantic_name
;
3317 if (!(map
& 1)) continue;
3319 semantic_name
= input_signature
[i
].semantic_name
;
3320 semantic_idx
= input_signature
[i
].semantic_idx
;
3321 shader_glsl_write_mask_to_str(input_signature
[i
].mask
, reg_mask
);
3323 if (shader_match_semantic(semantic_name
, WINED3DDECLUSAGE_TEXCOORD
))
3325 if (semantic_idx
< 8 && vertexprocessing
== pretransformed
)
3326 shader_addline(buffer
, "IN[%u]%s = gl_TexCoord[%u]%s;\n",
3327 This
->input_reg_map
[i
], reg_mask
, semantic_idx
, reg_mask
);
3329 shader_addline(buffer
, "IN[%u]%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
3330 This
->input_reg_map
[i
], reg_mask
, reg_mask
);
3332 else if (shader_match_semantic(semantic_name
, WINED3DDECLUSAGE_COLOR
))
3334 if (semantic_idx
== 0)
3335 shader_addline(buffer
, "IN[%u]%s = vec4(gl_Color)%s;\n",
3336 This
->input_reg_map
[i
], reg_mask
, reg_mask
);
3337 else if (semantic_idx
== 1)
3338 shader_addline(buffer
, "IN[%u]%s = vec4(gl_SecondaryColor)%s;\n",
3339 This
->input_reg_map
[i
], reg_mask
, reg_mask
);
3341 shader_addline(buffer
, "IN[%u]%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
3342 This
->input_reg_map
[i
], reg_mask
, reg_mask
);
3346 shader_addline(buffer
, "IN[%u]%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
3347 This
->input_reg_map
[i
], reg_mask
, reg_mask
);
3352 /*********************************************
3353 * Vertex Shader Specific Code begins here
3354 ********************************************/
3356 static void add_glsl_program_entry(struct shader_glsl_priv
*priv
, struct glsl_shader_prog_link
*entry
) {
3357 glsl_program_key_t key
;
3359 key
.vshader
= entry
->vshader
;
3360 key
.pshader
= entry
->pshader
;
3361 key
.vs_args
= entry
->vs_args
;
3362 key
.ps_args
= entry
->ps_args
;
3364 if (wine_rb_put(&priv
->program_lookup
, &key
, &entry
->program_lookup_entry
) == -1)
3366 ERR("Failed to insert program entry.\n");
3370 static struct glsl_shader_prog_link
*get_glsl_program_entry(struct shader_glsl_priv
*priv
,
3371 IWineD3DVertexShader
*vshader
, IWineD3DPixelShader
*pshader
, struct vs_compile_args
*vs_args
,
3372 struct ps_compile_args
*ps_args
) {
3373 struct wine_rb_entry
*entry
;
3374 glsl_program_key_t key
;
3376 key
.vshader
= vshader
;
3377 key
.pshader
= pshader
;
3378 key
.vs_args
= *vs_args
;
3379 key
.ps_args
= *ps_args
;
3381 entry
= wine_rb_get(&priv
->program_lookup
, &key
);
3382 return entry
? WINE_RB_ENTRY_VALUE(entry
, struct glsl_shader_prog_link
, program_lookup_entry
) : NULL
;
3385 /* GL locking is done by the caller */
3386 static void delete_glsl_program_entry(struct shader_glsl_priv
*priv
, const struct wined3d_gl_info
*gl_info
,
3387 struct glsl_shader_prog_link
*entry
)
3389 glsl_program_key_t key
;
3391 key
.vshader
= entry
->vshader
;
3392 key
.pshader
= entry
->pshader
;
3393 key
.vs_args
= entry
->vs_args
;
3394 key
.ps_args
= entry
->ps_args
;
3395 wine_rb_remove(&priv
->program_lookup
, &key
);
3397 GL_EXTCALL(glDeleteObjectARB(entry
->programId
));
3398 if (entry
->vshader
) list_remove(&entry
->vshader_entry
);
3399 if (entry
->pshader
) list_remove(&entry
->pshader_entry
);
3400 HeapFree(GetProcessHeap(), 0, entry
->vuniformF_locations
);
3401 HeapFree(GetProcessHeap(), 0, entry
->puniformF_locations
);
3402 HeapFree(GetProcessHeap(), 0, entry
);
3405 static void handle_ps3_input(struct wined3d_shader_buffer
*buffer
, const struct wined3d_gl_info
*gl_info
, const DWORD
*map
,
3406 const struct wined3d_shader_signature_element
*input_signature
, const struct shader_reg_maps
*reg_maps_in
,
3407 const struct wined3d_shader_signature_element
*output_signature
, const struct shader_reg_maps
*reg_maps_out
)
3410 const char *semantic_name_in
, *semantic_name_out
;
3411 UINT semantic_idx_in
, semantic_idx_out
;
3414 unsigned int in_count
= vec4_varyings(3, gl_info
);
3415 char reg_mask
[6], reg_mask_out
[6];
3416 char destination
[50];
3417 WORD input_map
, output_map
;
3419 set
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(*set
) * (in_count
+ 2));
3421 if (!output_signature
)
3423 /* Save gl_FrontColor & gl_FrontSecondaryColor before overwriting them. */
3424 shader_addline(buffer
, "vec4 front_color = gl_FrontColor;\n");
3425 shader_addline(buffer
, "vec4 front_secondary_color = gl_FrontSecondaryColor;\n");
3428 input_map
= reg_maps_in
->input_registers
;
3429 for (i
= 0; input_map
; input_map
>>= 1, ++i
)
3431 if (!(input_map
& 1)) continue;
3434 if (in_idx
>= (in_count
+ 2)) {
3435 FIXME("More input varyings declared than supported, expect issues\n");
3438 else if (map
[i
] == ~0U)
3440 /* Declared, but not read register */
3444 if (in_idx
== in_count
) {
3445 sprintf(destination
, "gl_FrontColor");
3446 } else if (in_idx
== in_count
+ 1) {
3447 sprintf(destination
, "gl_FrontSecondaryColor");
3449 sprintf(destination
, "IN[%u]", in_idx
);
3452 semantic_name_in
= input_signature
[i
].semantic_name
;
3453 semantic_idx_in
= input_signature
[i
].semantic_idx
;
3454 set
[map
[i
]] = input_signature
[i
].mask
;
3455 shader_glsl_write_mask_to_str(input_signature
[i
].mask
, reg_mask
);
3457 if (!output_signature
)
3459 if (shader_match_semantic(semantic_name_in
, WINED3DDECLUSAGE_COLOR
))
3461 if (semantic_idx_in
== 0)
3462 shader_addline(buffer
, "%s%s = front_color%s;\n",
3463 destination
, reg_mask
, reg_mask
);
3464 else if (semantic_idx_in
== 1)
3465 shader_addline(buffer
, "%s%s = front_secondary_color%s;\n",
3466 destination
, reg_mask
, reg_mask
);
3468 shader_addline(buffer
, "%s%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
3469 destination
, reg_mask
, reg_mask
);
3471 else if (shader_match_semantic(semantic_name_in
, WINED3DDECLUSAGE_TEXCOORD
))
3473 if (semantic_idx_in
< 8)
3475 shader_addline(buffer
, "%s%s = gl_TexCoord[%u]%s;\n",
3476 destination
, reg_mask
, semantic_idx_in
, reg_mask
);
3480 shader_addline(buffer
, "%s%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
3481 destination
, reg_mask
, reg_mask
);
3484 else if (shader_match_semantic(semantic_name_in
, WINED3DDECLUSAGE_FOG
))
3486 shader_addline(buffer
, "%s%s = vec4(gl_FogFragCoord, 0.0, 0.0, 0.0)%s;\n",
3487 destination
, reg_mask
, reg_mask
);
3491 shader_addline(buffer
, "%s%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
3492 destination
, reg_mask
, reg_mask
);
3497 output_map
= reg_maps_out
->output_registers
;
3498 for (j
= 0; output_map
; output_map
>>= 1, ++j
)
3500 if (!(output_map
& 1)) continue;
3502 semantic_name_out
= output_signature
[j
].semantic_name
;
3503 semantic_idx_out
= output_signature
[j
].semantic_idx
;
3504 shader_glsl_write_mask_to_str(output_signature
[j
].mask
, reg_mask_out
);
3506 if (semantic_idx_in
== semantic_idx_out
3507 && !strcmp(semantic_name_in
, semantic_name_out
))
3509 shader_addline(buffer
, "%s%s = OUT[%u]%s;\n",
3510 destination
, reg_mask
, j
, reg_mask
);
3515 shader_addline(buffer
, "%s%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
3516 destination
, reg_mask
, reg_mask
);
3521 /* This is solely to make the compiler / linker happy and avoid warning about undefined
3522 * varyings. It shouldn't result in any real code executed on the GPU, since all read
3523 * input varyings are assigned above, if the optimizer works properly.
3525 for(i
= 0; i
< in_count
+ 2; i
++) {
3526 if (set
[i
] && set
[i
] != WINED3DSP_WRITEMASK_ALL
)
3528 unsigned int size
= 0;
3529 memset(reg_mask
, 0, sizeof(reg_mask
));
3530 if(!(set
[i
] & WINED3DSP_WRITEMASK_0
)) {
3531 reg_mask
[size
] = 'x';
3534 if(!(set
[i
] & WINED3DSP_WRITEMASK_1
)) {
3535 reg_mask
[size
] = 'y';
3538 if(!(set
[i
] & WINED3DSP_WRITEMASK_2
)) {
3539 reg_mask
[size
] = 'z';
3542 if(!(set
[i
] & WINED3DSP_WRITEMASK_3
)) {
3543 reg_mask
[size
] = 'w';
3547 if (i
== in_count
) {
3548 sprintf(destination
, "gl_FrontColor");
3549 } else if (i
== in_count
+ 1) {
3550 sprintf(destination
, "gl_FrontSecondaryColor");
3552 sprintf(destination
, "IN[%u]", i
);
3556 shader_addline(buffer
, "%s.%s = 0.0;\n", destination
, reg_mask
);
3558 shader_addline(buffer
, "%s.%s = vec%u(0.0);\n", destination
, reg_mask
, size
);
3563 HeapFree(GetProcessHeap(), 0, set
);
3566 /* GL locking is done by the caller */
3567 static GLhandleARB
generate_param_reorder_function(struct wined3d_shader_buffer
*buffer
,
3568 IWineD3DVertexShader
*vertexshader
, IWineD3DPixelShader
*pixelshader
, const struct wined3d_gl_info
*gl_info
)
3570 GLhandleARB ret
= 0;
3571 IWineD3DVertexShaderImpl
*vs
= (IWineD3DVertexShaderImpl
*) vertexshader
;
3572 IWineD3DPixelShaderImpl
*ps
= (IWineD3DPixelShaderImpl
*) pixelshader
;
3573 IWineD3DDeviceImpl
*device
;
3574 DWORD vs_major
= vs
->baseShader
.reg_maps
.shader_version
.major
;
3575 DWORD ps_major
= ps
? ps
->baseShader
.reg_maps
.shader_version
.major
: 0;
3577 const char *semantic_name
;
3580 const struct wined3d_shader_signature_element
*output_signature
;
3582 shader_buffer_clear(buffer
);
3584 shader_addline(buffer
, "#version 120\n");
3586 if(vs_major
< 3 && ps_major
< 3) {
3587 /* That one is easy: The vertex shader writes to the builtin varyings, the pixel shader reads from them.
3588 * Take care about the texcoord .w fixup though if we're using the fixed function fragment pipeline
3590 device
= (IWineD3DDeviceImpl
*) vs
->baseShader
.device
;
3591 if ((gl_info
->quirks
& WINED3D_QUIRK_SET_TEXCOORD_W
)
3592 && ps_major
== 0 && vs_major
> 0 && !device
->frag_pipe
->ffp_proj_control
)
3594 shader_addline(buffer
, "void order_ps_input() {\n");
3595 for(i
= 0; i
< min(8, MAX_REG_TEXCRD
); i
++) {
3596 if(vs
->baseShader
.reg_maps
.texcoord_mask
[i
] != 0 &&
3597 vs
->baseShader
.reg_maps
.texcoord_mask
[i
] != WINED3DSP_WRITEMASK_ALL
) {
3598 shader_addline(buffer
, "gl_TexCoord[%u].w = 1.0;\n", i
);
3601 shader_addline(buffer
, "}\n");
3603 shader_addline(buffer
, "void order_ps_input() { /* do nothing */ }\n");
3605 } else if(ps_major
< 3 && vs_major
>= 3) {
3606 WORD map
= vs
->baseShader
.reg_maps
.output_registers
;
3608 /* The vertex shader writes to its own varyings, the pixel shader needs them in the builtin ones */
3609 output_signature
= vs
->output_signature
;
3611 shader_addline(buffer
, "void order_ps_input(in vec4 OUT[%u]) {\n", MAX_REG_OUTPUT
);
3612 for (i
= 0; map
; map
>>= 1, ++i
)
3616 if (!(map
& 1)) continue;
3618 semantic_name
= output_signature
[i
].semantic_name
;
3619 semantic_idx
= output_signature
[i
].semantic_idx
;
3620 write_mask
= output_signature
[i
].mask
;
3621 shader_glsl_write_mask_to_str(write_mask
, reg_mask
);
3623 if (shader_match_semantic(semantic_name
, WINED3DDECLUSAGE_COLOR
))
3625 if (semantic_idx
== 0)
3626 shader_addline(buffer
, "gl_FrontColor%s = OUT[%u]%s;\n", reg_mask
, i
, reg_mask
);
3627 else if (semantic_idx
== 1)
3628 shader_addline(buffer
, "gl_FrontSecondaryColor%s = OUT[%u]%s;\n", reg_mask
, i
, reg_mask
);
3630 else if (shader_match_semantic(semantic_name
, WINED3DDECLUSAGE_POSITION
))
3632 shader_addline(buffer
, "gl_Position%s = OUT[%u]%s;\n", reg_mask
, i
, reg_mask
);
3634 else if (shader_match_semantic(semantic_name
, WINED3DDECLUSAGE_TEXCOORD
))
3636 if (semantic_idx
< 8)
3638 if (!(gl_info
->quirks
& WINED3D_QUIRK_SET_TEXCOORD_W
) || ps_major
> 0)
3639 write_mask
|= WINED3DSP_WRITEMASK_3
;
3641 shader_addline(buffer
, "gl_TexCoord[%u]%s = OUT[%u]%s;\n",
3642 semantic_idx
, reg_mask
, i
, reg_mask
);
3643 if (!(write_mask
& WINED3DSP_WRITEMASK_3
))
3644 shader_addline(buffer
, "gl_TexCoord[%u].w = 1.0;\n", semantic_idx
);
3647 else if (shader_match_semantic(semantic_name
, WINED3DDECLUSAGE_PSIZE
))
3649 shader_addline(buffer
, "gl_PointSize = OUT[%u].x;\n", i
);
3651 else if (shader_match_semantic(semantic_name
, WINED3DDECLUSAGE_FOG
))
3653 shader_addline(buffer
, "gl_FogFragCoord = OUT[%u].%c;\n", i
, reg_mask
[1]);
3656 shader_addline(buffer
, "}\n");
3658 } else if(ps_major
>= 3 && vs_major
>= 3) {
3659 WORD map
= vs
->baseShader
.reg_maps
.output_registers
;
3661 output_signature
= vs
->output_signature
;
3663 /* This one is tricky: a 3.0 pixel shader reads from a 3.0 vertex shader */
3664 shader_addline(buffer
, "varying vec4 IN[%u];\n", vec4_varyings(3, gl_info
));
3665 shader_addline(buffer
, "void order_ps_input(in vec4 OUT[%u]) {\n", MAX_REG_OUTPUT
);
3667 /* First, sort out position and point size. Those are not passed to the pixel shader */
3668 for (i
= 0; map
; map
>>= 1, ++i
)
3670 if (!(map
& 1)) continue;
3672 semantic_name
= output_signature
[i
].semantic_name
;
3673 shader_glsl_write_mask_to_str(output_signature
[i
].mask
, reg_mask
);
3675 if (shader_match_semantic(semantic_name
, WINED3DDECLUSAGE_POSITION
))
3677 shader_addline(buffer
, "gl_Position%s = OUT[%u]%s;\n", reg_mask
, i
, reg_mask
);
3679 else if (shader_match_semantic(semantic_name
, WINED3DDECLUSAGE_PSIZE
))
3681 shader_addline(buffer
, "gl_PointSize = OUT[%u].x;\n", i
);
3685 /* Then, fix the pixel shader input */
3686 handle_ps3_input(buffer
, gl_info
, ps
->input_reg_map
, ps
->input_signature
,
3687 &ps
->baseShader
.reg_maps
, output_signature
, &vs
->baseShader
.reg_maps
);
3689 shader_addline(buffer
, "}\n");
3690 } else if(ps_major
>= 3 && vs_major
< 3) {
3691 shader_addline(buffer
, "varying vec4 IN[%u];\n", vec4_varyings(3, gl_info
));
3692 shader_addline(buffer
, "void order_ps_input() {\n");
3693 /* The vertex shader wrote to the builtin varyings. There is no need to figure out position and
3694 * point size, but we depend on the optimizers kindness to find out that the pixel shader doesn't
3695 * read gl_TexCoord and gl_ColorX, otherwise we'll run out of varyings
3697 handle_ps3_input(buffer
, gl_info
, ps
->input_reg_map
, ps
->input_signature
,
3698 &ps
->baseShader
.reg_maps
, NULL
, NULL
);
3699 shader_addline(buffer
, "}\n");
3701 ERR("Unexpected vertex and pixel shader version condition: vs: %d, ps: %d\n", vs_major
, ps_major
);
3704 ret
= GL_EXTCALL(glCreateShaderObjectARB(GL_VERTEX_SHADER_ARB
));
3705 checkGLcall("glCreateShaderObjectARB(GL_VERTEX_SHADER_ARB)");
3706 GL_EXTCALL(glShaderSourceARB(ret
, 1, (const char**)&buffer
->buffer
, NULL
));
3707 checkGLcall("glShaderSourceARB(ret, 1, &buffer->buffer, NULL)");
3708 GL_EXTCALL(glCompileShaderARB(ret
));
3709 checkGLcall("glCompileShaderARB(ret)");
3714 /* GL locking is done by the caller */
3715 static void hardcode_local_constants(IWineD3DBaseShaderImpl
*shader
, const struct wined3d_gl_info
*gl_info
,
3716 GLhandleARB programId
, char prefix
)
3718 const local_constant
*lconst
;
3723 LIST_FOR_EACH_ENTRY(lconst
, &shader
->baseShader
.constantsF
, local_constant
, entry
) {
3724 value
= (const float *)lconst
->value
;
3725 snprintf(glsl_name
, sizeof(glsl_name
), "%cLC%u", prefix
, lconst
->idx
);
3726 tmp_loc
= GL_EXTCALL(glGetUniformLocationARB(programId
, glsl_name
));
3727 GL_EXTCALL(glUniform4fvARB(tmp_loc
, 1, value
));
3729 checkGLcall("Hardcoding local constants");
3732 /* GL locking is done by the caller */
3733 static GLuint
shader_glsl_generate_pshader(const struct wined3d_context
*context
,
3734 struct wined3d_shader_buffer
*buffer
, IWineD3DPixelShaderImpl
*This
,
3735 const struct ps_compile_args
*args
, struct ps_np2fixup_info
*np2fixup_info
)
3737 const struct shader_reg_maps
*reg_maps
= &This
->baseShader
.reg_maps
;
3738 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
3739 CONST DWORD
*function
= This
->baseShader
.function
;
3740 struct shader_glsl_ctx_priv priv_ctx
;
3742 /* Create the hw GLSL shader object and assign it as the shader->prgId */
3743 GLhandleARB shader_obj
= GL_EXTCALL(glCreateShaderObjectARB(GL_FRAGMENT_SHADER_ARB
));
3745 memset(&priv_ctx
, 0, sizeof(priv_ctx
));
3746 priv_ctx
.cur_ps_args
= args
;
3747 priv_ctx
.cur_np2fixup_info
= np2fixup_info
;
3749 shader_addline(buffer
, "#version 120\n");
3751 if (gl_info
->supported
[ARB_SHADER_TEXTURE_LOD
] && reg_maps
->usestexldd
)
3753 shader_addline(buffer
, "#extension GL_ARB_shader_texture_lod : enable\n");
3755 if (gl_info
->supported
[ARB_TEXTURE_RECTANGLE
])
3757 /* The spec says that it doesn't have to be explicitly enabled, but the nvidia
3758 * drivers write a warning if we don't do so
3760 shader_addline(buffer
, "#extension GL_ARB_texture_rectangle : enable\n");
3763 /* Base Declarations */
3764 shader_generate_glsl_declarations(context
, buffer
, (IWineD3DBaseShader
*)This
, reg_maps
, &priv_ctx
);
3766 /* Pack 3.0 inputs */
3767 if (reg_maps
->shader_version
.major
>= 3 && args
->vp_mode
!= vertexshader
)
3769 shader_glsl_input_pack((IWineD3DPixelShader
*) This
, buffer
, This
->input_signature
, reg_maps
, args
->vp_mode
);
3772 /* Base Shader Body */
3773 shader_generate_main((IWineD3DBaseShader
*)This
, buffer
, reg_maps
, function
, &priv_ctx
);
3775 /* Pixel shaders < 2.0 place the resulting color in R0 implicitly */
3776 if (reg_maps
->shader_version
.major
< 2)
3778 /* Some older cards like GeforceFX ones don't support multiple buffers, so also not gl_FragData */
3779 shader_addline(buffer
, "gl_FragData[0] = R0;\n");
3782 if (args
->srgb_correction
)
3784 shader_addline(buffer
, "tmp0.xyz = pow(gl_FragData[0].xyz, vec3(srgb_const0.x));\n");
3785 shader_addline(buffer
, "tmp0.xyz = tmp0.xyz * vec3(srgb_const0.y) - vec3(srgb_const0.z);\n");
3786 shader_addline(buffer
, "tmp1.xyz = gl_FragData[0].xyz * vec3(srgb_const0.w);\n");
3787 shader_addline(buffer
, "bvec3 srgb_compare = lessThan(gl_FragData[0].xyz, vec3(srgb_const1.x));\n");
3788 shader_addline(buffer
, "gl_FragData[0].xyz = mix(tmp0.xyz, tmp1.xyz, vec3(srgb_compare));\n");
3789 shader_addline(buffer
, "gl_FragData[0] = clamp(gl_FragData[0], 0.0, 1.0);\n");
3791 /* Pixel shader < 3.0 do not replace the fog stage.
3792 * This implements linear fog computation and blending.
3793 * TODO: non linear fog
3794 * NOTE: gl_Fog.start and gl_Fog.end don't hold fog start s and end e but
3795 * -1/(e-s) and e/(e-s) respectively.
3797 if (reg_maps
->shader_version
.major
< 3)
3800 case FOG_OFF
: break;
3802 shader_addline(buffer
, "float fogstart = -1.0 / (gl_Fog.end - gl_Fog.start);\n");
3803 shader_addline(buffer
, "float fogend = gl_Fog.end * -fogstart;\n");
3804 shader_addline(buffer
, "float Fog = clamp(gl_FogFragCoord * fogstart + fogend, 0.0, 1.0);\n");
3805 shader_addline(buffer
, "gl_FragData[0].xyz = mix(gl_Fog.color.xyz, gl_FragData[0].xyz, Fog);\n");
3808 /* Fog = e^(-gl_Fog.density * gl_FogFragCoord) */
3809 shader_addline(buffer
, "float Fog = exp(-gl_Fog.density * gl_FogFragCoord);\n");
3810 shader_addline(buffer
, "Fog = clamp(Fog, 0.0, 1.0);\n");
3811 shader_addline(buffer
, "gl_FragData[0].xyz = mix(gl_Fog.color.xyz, gl_FragData[0].xyz, Fog);\n");
3814 /* Fog = e^(-(gl_Fog.density * gl_FogFragCoord)^2) */
3815 shader_addline(buffer
, "float Fog = exp(-gl_Fog.density * gl_Fog.density * gl_FogFragCoord * gl_FogFragCoord);\n");
3816 shader_addline(buffer
, "Fog = clamp(Fog, 0.0, 1.0);\n");
3817 shader_addline(buffer
, "gl_FragData[0].xyz = mix(gl_Fog.color.xyz, gl_FragData[0].xyz, Fog);\n");
3822 shader_addline(buffer
, "}\n");
3824 TRACE("Compiling shader object %u\n", shader_obj
);
3825 GL_EXTCALL(glShaderSourceARB(shader_obj
, 1, (const char**)&buffer
->buffer
, NULL
));
3826 GL_EXTCALL(glCompileShaderARB(shader_obj
));
3827 print_glsl_info_log(gl_info
, shader_obj
);
3829 /* Store the shader object */
3833 /* GL locking is done by the caller */
3834 static GLuint
shader_glsl_generate_vshader(const struct wined3d_context
*context
,
3835 struct wined3d_shader_buffer
*buffer
, IWineD3DVertexShaderImpl
*This
,
3836 const struct vs_compile_args
*args
)
3838 const struct shader_reg_maps
*reg_maps
= &This
->baseShader
.reg_maps
;
3839 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
3840 CONST DWORD
*function
= This
->baseShader
.function
;
3841 struct shader_glsl_ctx_priv priv_ctx
;
3843 /* Create the hw GLSL shader program and assign it as the shader->prgId */
3844 GLhandleARB shader_obj
= GL_EXTCALL(glCreateShaderObjectARB(GL_VERTEX_SHADER_ARB
));
3846 shader_addline(buffer
, "#version 120\n");
3848 memset(&priv_ctx
, 0, sizeof(priv_ctx
));
3849 priv_ctx
.cur_vs_args
= args
;
3851 /* Base Declarations */
3852 shader_generate_glsl_declarations(context
, buffer
, (IWineD3DBaseShader
*)This
, reg_maps
, &priv_ctx
);
3854 /* Base Shader Body */
3855 shader_generate_main((IWineD3DBaseShader
*)This
, buffer
, reg_maps
, function
, &priv_ctx
);
3857 /* Unpack 3.0 outputs */
3858 if (reg_maps
->shader_version
.major
>= 3) shader_addline(buffer
, "order_ps_input(OUT);\n");
3859 else shader_addline(buffer
, "order_ps_input();\n");
3861 /* The D3DRS_FOGTABLEMODE render state defines if the shader-generated fog coord is used
3862 * or if the fragment depth is used. If the fragment depth is used(FOGTABLEMODE != NONE),
3863 * the fog frag coord is thrown away. If the fog frag coord is used, but not written by
3864 * the shader, it is set to 0.0(fully fogged, since start = 1.0, end = 0.0)
3866 if(args
->fog_src
== VS_FOG_Z
) {
3867 shader_addline(buffer
, "gl_FogFragCoord = gl_Position.z;\n");
3868 } else if (!reg_maps
->fog
) {
3869 shader_addline(buffer
, "gl_FogFragCoord = 0.0;\n");
3872 /* Write the final position.
3874 * OpenGL coordinates specify the center of the pixel while d3d coords specify
3875 * the corner. The offsets are stored in z and w in posFixup. posFixup.y contains
3876 * 1.0 or -1.0 to turn the rendering upside down for offscreen rendering. PosFixup.x
3877 * contains 1.0 to allow a mad.
3879 shader_addline(buffer
, "gl_Position.y = gl_Position.y * posFixup.y;\n");
3880 shader_addline(buffer
, "gl_Position.xy += posFixup.zw * gl_Position.ww;\n");
3881 if(args
->clip_enabled
) {
3882 shader_addline(buffer
, "gl_ClipVertex = gl_Position;\n");
3885 /* Z coord [0;1]->[-1;1] mapping, see comment in transform_projection in state.c
3887 * Basically we want (in homogeneous coordinates) z = z * 2 - 1. However, shaders are run
3888 * before the homogeneous divide, so we have to take the w into account: z = ((z / w) * 2 - 1) * w,
3889 * which is the same as z = z * 2 - w.
3891 shader_addline(buffer
, "gl_Position.z = gl_Position.z * 2.0 - gl_Position.w;\n");
3893 shader_addline(buffer
, "}\n");
3895 TRACE("Compiling shader object %u\n", shader_obj
);
3896 GL_EXTCALL(glShaderSourceARB(shader_obj
, 1, (const char**)&buffer
->buffer
, NULL
));
3897 GL_EXTCALL(glCompileShaderARB(shader_obj
));
3898 print_glsl_info_log(gl_info
, shader_obj
);
3903 static GLhandleARB
find_glsl_pshader(const struct wined3d_context
*context
,
3904 struct wined3d_shader_buffer
*buffer
, IWineD3DPixelShaderImpl
*shader
,
3905 const struct ps_compile_args
*args
, const struct ps_np2fixup_info
**np2fixup_info
)
3909 struct glsl_ps_compiled_shader
*new_array
;
3910 struct glsl_pshader_private
*shader_data
;
3911 struct ps_np2fixup_info
*np2fixup
= NULL
;
3914 if (!shader
->baseShader
.backend_data
)
3916 shader
->baseShader
.backend_data
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(*shader_data
));
3917 if (!shader
->baseShader
.backend_data
)
3919 ERR("Failed to allocate backend data.\n");
3923 shader_data
= shader
->baseShader
.backend_data
;
3925 /* Usually we have very few GL shaders for each d3d shader(just 1 or maybe 2),
3926 * so a linear search is more performant than a hashmap or a binary search
3927 * (cache coherency etc)
3929 for(i
= 0; i
< shader_data
->num_gl_shaders
; i
++) {
3930 if(memcmp(&shader_data
->gl_shaders
[i
].args
, args
, sizeof(*args
)) == 0) {
3931 if(args
->np2_fixup
) *np2fixup_info
= &shader_data
->gl_shaders
[i
].np2fixup
;
3932 return shader_data
->gl_shaders
[i
].prgId
;
3936 TRACE("No matching GL shader found for shader %p, compiling a new shader.\n", shader
);
3937 if(shader_data
->shader_array_size
== shader_data
->num_gl_shaders
) {
3938 if (shader_data
->num_gl_shaders
)
3940 new_size
= shader_data
->shader_array_size
+ max(1, shader_data
->shader_array_size
/ 2);
3941 new_array
= HeapReAlloc(GetProcessHeap(), 0, shader_data
->gl_shaders
,
3942 new_size
* sizeof(*shader_data
->gl_shaders
));
3944 new_array
= HeapAlloc(GetProcessHeap(), 0, sizeof(*shader_data
->gl_shaders
));
3949 ERR("Out of memory\n");
3952 shader_data
->gl_shaders
= new_array
;
3953 shader_data
->shader_array_size
= new_size
;
3956 shader_data
->gl_shaders
[shader_data
->num_gl_shaders
].args
= *args
;
3958 memset(&shader_data
->gl_shaders
[shader_data
->num_gl_shaders
].np2fixup
, 0, sizeof(struct ps_np2fixup_info
));
3959 if (args
->np2_fixup
) np2fixup
= &shader_data
->gl_shaders
[shader_data
->num_gl_shaders
].np2fixup
;
3961 pixelshader_update_samplers(&shader
->baseShader
.reg_maps
,
3962 ((IWineD3DDeviceImpl
*)shader
->baseShader
.device
)->stateBlock
->textures
);
3964 shader_buffer_clear(buffer
);
3965 ret
= shader_glsl_generate_pshader(context
, buffer
, shader
, args
, np2fixup
);
3966 shader_data
->gl_shaders
[shader_data
->num_gl_shaders
++].prgId
= ret
;
3967 *np2fixup_info
= np2fixup
;
3972 static inline BOOL
vs_args_equal(const struct vs_compile_args
*stored
, const struct vs_compile_args
*new,
3973 const DWORD use_map
) {
3974 if((stored
->swizzle_map
& use_map
) != new->swizzle_map
) return FALSE
;
3975 if((stored
->clip_enabled
) != new->clip_enabled
) return FALSE
;
3976 return stored
->fog_src
== new->fog_src
;
3979 static GLhandleARB
find_glsl_vshader(const struct wined3d_context
*context
,
3980 struct wined3d_shader_buffer
*buffer
, IWineD3DVertexShaderImpl
*shader
,
3981 const struct vs_compile_args
*args
)
3985 struct glsl_vs_compiled_shader
*new_array
;
3986 DWORD use_map
= ((IWineD3DDeviceImpl
*)shader
->baseShader
.device
)->strided_streams
.use_map
;
3987 struct glsl_vshader_private
*shader_data
;
3990 if (!shader
->baseShader
.backend_data
)
3992 shader
->baseShader
.backend_data
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(*shader_data
));
3993 if (!shader
->baseShader
.backend_data
)
3995 ERR("Failed to allocate backend data.\n");
3999 shader_data
= shader
->baseShader
.backend_data
;
4001 /* Usually we have very few GL shaders for each d3d shader(just 1 or maybe 2),
4002 * so a linear search is more performant than a hashmap or a binary search
4003 * (cache coherency etc)
4005 for(i
= 0; i
< shader_data
->num_gl_shaders
; i
++) {
4006 if(vs_args_equal(&shader_data
->gl_shaders
[i
].args
, args
, use_map
)) {
4007 return shader_data
->gl_shaders
[i
].prgId
;
4011 TRACE("No matching GL shader found for shader %p, compiling a new shader.\n", shader
);
4013 if(shader_data
->shader_array_size
== shader_data
->num_gl_shaders
) {
4014 if (shader_data
->num_gl_shaders
)
4016 new_size
= shader_data
->shader_array_size
+ max(1, shader_data
->shader_array_size
/ 2);
4017 new_array
= HeapReAlloc(GetProcessHeap(), 0, shader_data
->gl_shaders
,
4018 new_size
* sizeof(*shader_data
->gl_shaders
));
4020 new_array
= HeapAlloc(GetProcessHeap(), 0, sizeof(*shader_data
->gl_shaders
));
4025 ERR("Out of memory\n");
4028 shader_data
->gl_shaders
= new_array
;
4029 shader_data
->shader_array_size
= new_size
;
4032 shader_data
->gl_shaders
[shader_data
->num_gl_shaders
].args
= *args
;
4034 shader_buffer_clear(buffer
);
4035 ret
= shader_glsl_generate_vshader(context
, buffer
, shader
, args
);
4036 shader_data
->gl_shaders
[shader_data
->num_gl_shaders
++].prgId
= ret
;
4041 /** Sets the GLSL program ID for the given pixel and vertex shader combination.
4042 * It sets the programId on the current StateBlock (because it should be called
4043 * inside of the DrawPrimitive() part of the render loop).
4045 * If a program for the given combination does not exist, create one, and store
4046 * the program in the hash table. If it creates a program, it will link the
4047 * given objects, too.
4050 /* GL locking is done by the caller */
4051 static void set_glsl_shader_program(const struct wined3d_context
*context
,
4052 IWineD3DDeviceImpl
*device
, BOOL use_ps
, BOOL use_vs
)
4054 IWineD3DVertexShader
*vshader
= use_vs
? device
->stateBlock
->vertexShader
: NULL
;
4055 IWineD3DPixelShader
*pshader
= use_ps
? device
->stateBlock
->pixelShader
: NULL
;
4056 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
4057 struct shader_glsl_priv
*priv
= device
->shader_priv
;
4058 struct glsl_shader_prog_link
*entry
= NULL
;
4059 GLhandleARB programId
= 0;
4060 GLhandleARB reorder_shader_id
= 0;
4063 struct ps_compile_args ps_compile_args
;
4064 struct vs_compile_args vs_compile_args
;
4066 if (vshader
) find_vs_compile_args((IWineD3DVertexShaderImpl
*)vshader
, device
->stateBlock
, &vs_compile_args
);
4067 if (pshader
) find_ps_compile_args((IWineD3DPixelShaderImpl
*)pshader
, device
->stateBlock
, &ps_compile_args
);
4069 entry
= get_glsl_program_entry(priv
, vshader
, pshader
, &vs_compile_args
, &ps_compile_args
);
4071 priv
->glsl_program
= entry
;
4075 /* If we get to this point, then no matching program exists, so we create one */
4076 programId
= GL_EXTCALL(glCreateProgramObjectARB());
4077 TRACE("Created new GLSL shader program %u\n", programId
);
4079 /* Create the entry */
4080 entry
= HeapAlloc(GetProcessHeap(), 0, sizeof(struct glsl_shader_prog_link
));
4081 entry
->programId
= programId
;
4082 entry
->vshader
= vshader
;
4083 entry
->pshader
= pshader
;
4084 entry
->vs_args
= vs_compile_args
;
4085 entry
->ps_args
= ps_compile_args
;
4086 entry
->constant_version
= 0;
4087 entry
->np2Fixup_info
= NULL
;
4088 /* Add the hash table entry */
4089 add_glsl_program_entry(priv
, entry
);
4091 /* Set the current program */
4092 priv
->glsl_program
= entry
;
4094 /* Attach GLSL vshader */
4097 GLhandleARB vshader_id
= find_glsl_vshader(context
, &priv
->shader_buffer
,
4098 (IWineD3DVertexShaderImpl
*)vshader
, &vs_compile_args
);
4099 WORD map
= ((IWineD3DBaseShaderImpl
*)vshader
)->baseShader
.reg_maps
.input_registers
;
4102 reorder_shader_id
= generate_param_reorder_function(&priv
->shader_buffer
, vshader
, pshader
, gl_info
);
4103 TRACE("Attaching GLSL shader object %u to program %u\n", reorder_shader_id
, programId
);
4104 GL_EXTCALL(glAttachObjectARB(programId
, reorder_shader_id
));
4105 checkGLcall("glAttachObjectARB");
4106 /* Flag the reorder function for deletion, then it will be freed automatically when the program
4109 GL_EXTCALL(glDeleteObjectARB(reorder_shader_id
));
4111 TRACE("Attaching GLSL shader object %u to program %u\n", vshader_id
, programId
);
4112 GL_EXTCALL(glAttachObjectARB(programId
, vshader_id
));
4113 checkGLcall("glAttachObjectARB");
4115 /* Bind vertex attributes to a corresponding index number to match
4116 * the same index numbers as ARB_vertex_programs (makes loading
4117 * vertex attributes simpler). With this method, we can use the
4118 * exact same code to load the attributes later for both ARB and
4121 * We have to do this here because we need to know the Program ID
4122 * in order to make the bindings work, and it has to be done prior
4123 * to linking the GLSL program. */
4124 for (i
= 0; map
; map
>>= 1, ++i
)
4126 if (!(map
& 1)) continue;
4128 snprintf(tmp_name
, sizeof(tmp_name
), "attrib%u", i
);
4129 GL_EXTCALL(glBindAttribLocationARB(programId
, i
, tmp_name
));
4131 checkGLcall("glBindAttribLocationARB");
4133 list_add_head(&((IWineD3DBaseShaderImpl
*)vshader
)->baseShader
.linked_programs
, &entry
->vshader_entry
);
4136 /* Attach GLSL pshader */
4139 GLhandleARB pshader_id
= find_glsl_pshader(context
, &priv
->shader_buffer
,
4140 (IWineD3DPixelShaderImpl
*)pshader
, &ps_compile_args
, &entry
->np2Fixup_info
);
4141 TRACE("Attaching GLSL shader object %u to program %u\n", pshader_id
, programId
);
4142 GL_EXTCALL(glAttachObjectARB(programId
, pshader_id
));
4143 checkGLcall("glAttachObjectARB");
4145 list_add_head(&((IWineD3DBaseShaderImpl
*)pshader
)->baseShader
.linked_programs
, &entry
->pshader_entry
);
4148 /* Link the program */
4149 TRACE("Linking GLSL shader program %u\n", programId
);
4150 GL_EXTCALL(glLinkProgramARB(programId
));
4151 print_glsl_info_log(gl_info
, programId
);
4153 entry
->vuniformF_locations
= HeapAlloc(GetProcessHeap(), 0,
4154 sizeof(GLhandleARB
) * gl_info
->limits
.glsl_vs_float_constants
);
4155 for (i
= 0; i
< gl_info
->limits
.glsl_vs_float_constants
; ++i
)
4157 snprintf(glsl_name
, sizeof(glsl_name
), "VC[%i]", i
);
4158 entry
->vuniformF_locations
[i
] = GL_EXTCALL(glGetUniformLocationARB(programId
, glsl_name
));
4160 for (i
= 0; i
< MAX_CONST_I
; ++i
)
4162 snprintf(glsl_name
, sizeof(glsl_name
), "VI[%i]", i
);
4163 entry
->vuniformI_locations
[i
] = GL_EXTCALL(glGetUniformLocationARB(programId
, glsl_name
));
4165 entry
->puniformF_locations
= HeapAlloc(GetProcessHeap(), 0,
4166 sizeof(GLhandleARB
) * gl_info
->limits
.glsl_ps_float_constants
);
4167 for (i
= 0; i
< gl_info
->limits
.glsl_ps_float_constants
; ++i
)
4169 snprintf(glsl_name
, sizeof(glsl_name
), "PC[%i]", i
);
4170 entry
->puniformF_locations
[i
] = GL_EXTCALL(glGetUniformLocationARB(programId
, glsl_name
));
4172 for (i
= 0; i
< MAX_CONST_I
; ++i
)
4174 snprintf(glsl_name
, sizeof(glsl_name
), "PI[%i]", i
);
4175 entry
->puniformI_locations
[i
] = GL_EXTCALL(glGetUniformLocationARB(programId
, glsl_name
));
4181 for(i
= 0; i
< MAX_TEXTURES
; i
++) {
4182 sprintf(name
, "bumpenvmat%u", i
);
4183 entry
->bumpenvmat_location
[i
] = GL_EXTCALL(glGetUniformLocationARB(programId
, name
));
4184 sprintf(name
, "luminancescale%u", i
);
4185 entry
->luminancescale_location
[i
] = GL_EXTCALL(glGetUniformLocationARB(programId
, name
));
4186 sprintf(name
, "luminanceoffset%u", i
);
4187 entry
->luminanceoffset_location
[i
] = GL_EXTCALL(glGetUniformLocationARB(programId
, name
));
4190 if (ps_compile_args
.np2_fixup
) {
4191 if (entry
->np2Fixup_info
) {
4192 entry
->np2Fixup_location
= GL_EXTCALL(glGetUniformLocationARB(programId
, "PsamplerNP2Fixup"));
4194 FIXME("NP2 texcoord fixup needed for this pixelshader, but no fixup uniform found.\n");
4199 entry
->posFixup_location
= GL_EXTCALL(glGetUniformLocationARB(programId
, "posFixup"));
4200 entry
->ycorrection_location
= GL_EXTCALL(glGetUniformLocationARB(programId
, "ycorrection"));
4201 checkGLcall("Find glsl program uniform locations");
4204 && ((IWineD3DPixelShaderImpl
*)pshader
)->baseShader
.reg_maps
.shader_version
.major
>= 3
4205 && ((IWineD3DPixelShaderImpl
*)pshader
)->declared_in_count
> vec4_varyings(3, gl_info
))
4207 TRACE("Shader %d needs vertex color clamping disabled\n", programId
);
4208 entry
->vertex_color_clamp
= GL_FALSE
;
4210 entry
->vertex_color_clamp
= GL_FIXED_ONLY_ARB
;
4213 /* Set the shader to allow uniform loading on it */
4214 GL_EXTCALL(glUseProgramObjectARB(programId
));
4215 checkGLcall("glUseProgramObjectARB(programId)");
4217 /* Load the vertex and pixel samplers now. The function that finds the mappings makes sure
4218 * that it stays the same for each vertexshader-pixelshader pair(=linked glsl program). If
4219 * a pshader with fixed function pipeline is used there are no vertex samplers, and if a
4220 * vertex shader with fixed function pixel processing is used we make sure that the card
4221 * supports enough samplers to allow the max number of vertex samplers with all possible
4222 * fixed function fragment processing setups. So once the program is linked these samplers
4225 if (vshader
) shader_glsl_load_vsamplers(gl_info
, device
->texUnitMap
, programId
);
4226 if (pshader
) shader_glsl_load_psamplers(gl_info
, device
->texUnitMap
, programId
);
4228 /* If the local constants do not have to be loaded with the environment constants,
4229 * load them now to have them hardcoded in the GLSL program. This saves some CPU cycles
4232 if(pshader
&& !((IWineD3DPixelShaderImpl
*)pshader
)->baseShader
.load_local_constsF
) {
4233 hardcode_local_constants((IWineD3DBaseShaderImpl
*) pshader
, gl_info
, programId
, 'P');
4235 if(vshader
&& !((IWineD3DVertexShaderImpl
*)vshader
)->baseShader
.load_local_constsF
) {
4236 hardcode_local_constants((IWineD3DBaseShaderImpl
*) vshader
, gl_info
, programId
, 'V');
4240 /* GL locking is done by the caller */
4241 static GLhandleARB
create_glsl_blt_shader(const struct wined3d_gl_info
*gl_info
, enum tex_types tex_type
)
4243 GLhandleARB program_id
;
4244 GLhandleARB vshader_id
, pshader_id
;
4245 static const char *blt_vshader
[] =
4250 " gl_Position = gl_Vertex;\n"
4251 " gl_FrontColor = vec4(1.0);\n"
4252 " gl_TexCoord[0] = gl_MultiTexCoord0;\n"
4256 static const char *blt_pshaders
[tex_type_count
] =
4262 "uniform sampler2D sampler;\n"
4265 " gl_FragDepth = texture2D(sampler, gl_TexCoord[0].xy).x;\n"
4271 "uniform samplerCube sampler;\n"
4274 " gl_FragDepth = textureCube(sampler, gl_TexCoord[0].xyz).x;\n"
4278 "#extension GL_ARB_texture_rectangle : enable\n"
4279 "uniform sampler2DRect sampler;\n"
4282 " gl_FragDepth = texture2DRect(sampler, gl_TexCoord[0].xy).x;\n"
4286 if (!blt_pshaders
[tex_type
])
4288 FIXME("tex_type %#x not supported\n", tex_type
);
4292 vshader_id
= GL_EXTCALL(glCreateShaderObjectARB(GL_VERTEX_SHADER_ARB
));
4293 GL_EXTCALL(glShaderSourceARB(vshader_id
, 1, blt_vshader
, NULL
));
4294 GL_EXTCALL(glCompileShaderARB(vshader_id
));
4296 pshader_id
= GL_EXTCALL(glCreateShaderObjectARB(GL_FRAGMENT_SHADER_ARB
));
4297 GL_EXTCALL(glShaderSourceARB(pshader_id
, 1, &blt_pshaders
[tex_type
], NULL
));
4298 GL_EXTCALL(glCompileShaderARB(pshader_id
));
4300 program_id
= GL_EXTCALL(glCreateProgramObjectARB());
4301 GL_EXTCALL(glAttachObjectARB(program_id
, vshader_id
));
4302 GL_EXTCALL(glAttachObjectARB(program_id
, pshader_id
));
4303 GL_EXTCALL(glLinkProgramARB(program_id
));
4305 print_glsl_info_log(gl_info
, program_id
);
4307 /* Once linked we can mark the shaders for deletion. They will be deleted once the program
4310 GL_EXTCALL(glDeleteObjectARB(vshader_id
));
4311 GL_EXTCALL(glDeleteObjectARB(pshader_id
));
4315 /* GL locking is done by the caller */
4316 static void shader_glsl_select(const struct wined3d_context
*context
, BOOL usePS
, BOOL useVS
)
4318 IWineD3DDeviceImpl
*device
= ((IWineD3DSurfaceImpl
*)context
->surface
)->resource
.device
;
4319 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
4320 struct shader_glsl_priv
*priv
= device
->shader_priv
;
4321 GLhandleARB program_id
= 0;
4322 GLenum old_vertex_color_clamp
, current_vertex_color_clamp
;
4324 old_vertex_color_clamp
= priv
->glsl_program
? priv
->glsl_program
->vertex_color_clamp
: GL_FIXED_ONLY_ARB
;
4326 if (useVS
|| usePS
) set_glsl_shader_program(context
, device
, usePS
, useVS
);
4327 else priv
->glsl_program
= NULL
;
4329 current_vertex_color_clamp
= priv
->glsl_program
? priv
->glsl_program
->vertex_color_clamp
: GL_FIXED_ONLY_ARB
;
4331 if (old_vertex_color_clamp
!= current_vertex_color_clamp
)
4333 if (gl_info
->supported
[ARB_COLOR_BUFFER_FLOAT
])
4335 GL_EXTCALL(glClampColorARB(GL_CLAMP_VERTEX_COLOR_ARB
, current_vertex_color_clamp
));
4336 checkGLcall("glClampColorARB");
4340 FIXME("vertex color clamp needs to be changed, but extension not supported.\n");
4344 program_id
= priv
->glsl_program
? priv
->glsl_program
->programId
: 0;
4345 if (program_id
) TRACE("Using GLSL program %u\n", program_id
);
4346 GL_EXTCALL(glUseProgramObjectARB(program_id
));
4347 checkGLcall("glUseProgramObjectARB");
4349 /* In case that NP2 texcoord fixup data is found for the selected program, trigger a reload of the
4350 * constants. This has to be done because it can't be guaranteed that sampler() (from state.c) is
4351 * called between selecting the shader and using it, which results in wrong fixup for some frames. */
4352 if (priv
->glsl_program
&& priv
->glsl_program
->np2Fixup_info
)
4354 shader_glsl_load_np2fixup_constants((IWineD3DDevice
*)device
, usePS
, useVS
);
4358 /* GL locking is done by the caller */
4359 static void shader_glsl_select_depth_blt(IWineD3DDevice
*iface
, enum tex_types tex_type
) {
4360 IWineD3DDeviceImpl
*This
= (IWineD3DDeviceImpl
*)iface
;
4361 const struct wined3d_gl_info
*gl_info
= &This
->adapter
->gl_info
;
4362 struct shader_glsl_priv
*priv
= This
->shader_priv
;
4363 GLhandleARB
*blt_program
= &priv
->depth_blt_program
[tex_type
];
4365 if (!*blt_program
) {
4367 *blt_program
= create_glsl_blt_shader(gl_info
, tex_type
);
4368 loc
= GL_EXTCALL(glGetUniformLocationARB(*blt_program
, "sampler"));
4369 GL_EXTCALL(glUseProgramObjectARB(*blt_program
));
4370 GL_EXTCALL(glUniform1iARB(loc
, 0));
4372 GL_EXTCALL(glUseProgramObjectARB(*blt_program
));
4376 /* GL locking is done by the caller */
4377 static void shader_glsl_deselect_depth_blt(IWineD3DDevice
*iface
) {
4378 IWineD3DDeviceImpl
*This
= (IWineD3DDeviceImpl
*)iface
;
4379 const struct wined3d_gl_info
*gl_info
= &This
->adapter
->gl_info
;
4380 struct shader_glsl_priv
*priv
= This
->shader_priv
;
4381 GLhandleARB program_id
;
4383 program_id
= priv
->glsl_program
? priv
->glsl_program
->programId
: 0;
4384 if (program_id
) TRACE("Using GLSL program %u\n", program_id
);
4386 GL_EXTCALL(glUseProgramObjectARB(program_id
));
4387 checkGLcall("glUseProgramObjectARB");
4390 static void shader_glsl_destroy(IWineD3DBaseShader
*iface
) {
4391 const struct list
*linked_programs
;
4392 IWineD3DBaseShaderImpl
*This
= (IWineD3DBaseShaderImpl
*) iface
;
4393 IWineD3DDeviceImpl
*device
= (IWineD3DDeviceImpl
*)This
->baseShader
.device
;
4394 struct shader_glsl_priv
*priv
= device
->shader_priv
;
4395 const struct wined3d_gl_info
*gl_info
;
4396 IWineD3DPixelShaderImpl
*ps
= NULL
;
4397 IWineD3DVertexShaderImpl
*vs
= NULL
;
4398 struct wined3d_context
*context
;
4400 /* Note: Do not use QueryInterface here to find out which shader type this is because this code
4401 * can be called from IWineD3DBaseShader::Release
4403 char pshader
= shader_is_pshader_version(This
->baseShader
.reg_maps
.shader_version
.type
);
4406 struct glsl_pshader_private
*shader_data
;
4407 ps
= (IWineD3DPixelShaderImpl
*) This
;
4408 shader_data
= ps
->baseShader
.backend_data
;
4409 if(!shader_data
|| shader_data
->num_gl_shaders
== 0)
4411 HeapFree(GetProcessHeap(), 0, shader_data
);
4412 ps
->baseShader
.backend_data
= NULL
;
4416 context
= context_acquire(device
, NULL
, CTXUSAGE_RESOURCELOAD
);
4417 gl_info
= context
->gl_info
;
4419 if (priv
->glsl_program
&& (IWineD3DBaseShader
*)priv
->glsl_program
->pshader
== iface
)
4422 shader_glsl_select(context
, FALSE
, FALSE
);
4426 struct glsl_vshader_private
*shader_data
;
4427 vs
= (IWineD3DVertexShaderImpl
*) This
;
4428 shader_data
= vs
->baseShader
.backend_data
;
4429 if(!shader_data
|| shader_data
->num_gl_shaders
== 0)
4431 HeapFree(GetProcessHeap(), 0, shader_data
);
4432 vs
->baseShader
.backend_data
= NULL
;
4436 context
= context_acquire(device
, NULL
, CTXUSAGE_RESOURCELOAD
);
4437 gl_info
= context
->gl_info
;
4439 if (priv
->glsl_program
&& (IWineD3DBaseShader
*)priv
->glsl_program
->vshader
== iface
)
4442 shader_glsl_select(context
, FALSE
, FALSE
);
4447 linked_programs
= &This
->baseShader
.linked_programs
;
4449 TRACE("Deleting linked programs\n");
4450 if (linked_programs
->next
) {
4451 struct glsl_shader_prog_link
*entry
, *entry2
;
4455 LIST_FOR_EACH_ENTRY_SAFE(entry
, entry2
, linked_programs
, struct glsl_shader_prog_link
, pshader_entry
) {
4456 delete_glsl_program_entry(priv
, gl_info
, entry
);
4459 LIST_FOR_EACH_ENTRY_SAFE(entry
, entry2
, linked_programs
, struct glsl_shader_prog_link
, vshader_entry
) {
4460 delete_glsl_program_entry(priv
, gl_info
, entry
);
4468 struct glsl_pshader_private
*shader_data
= ps
->baseShader
.backend_data
;
4471 for(i
= 0; i
< shader_data
->num_gl_shaders
; i
++) {
4472 TRACE("deleting pshader %u\n", shader_data
->gl_shaders
[i
].prgId
);
4473 GL_EXTCALL(glDeleteObjectARB(shader_data
->gl_shaders
[i
].prgId
));
4474 checkGLcall("glDeleteObjectARB");
4477 HeapFree(GetProcessHeap(), 0, shader_data
->gl_shaders
);
4478 HeapFree(GetProcessHeap(), 0, shader_data
);
4479 ps
->baseShader
.backend_data
= NULL
;
4482 struct glsl_vshader_private
*shader_data
= vs
->baseShader
.backend_data
;
4485 for(i
= 0; i
< shader_data
->num_gl_shaders
; i
++) {
4486 TRACE("deleting vshader %u\n", shader_data
->gl_shaders
[i
].prgId
);
4487 GL_EXTCALL(glDeleteObjectARB(shader_data
->gl_shaders
[i
].prgId
));
4488 checkGLcall("glDeleteObjectARB");
4491 HeapFree(GetProcessHeap(), 0, shader_data
->gl_shaders
);
4492 HeapFree(GetProcessHeap(), 0, shader_data
);
4493 vs
->baseShader
.backend_data
= NULL
;
4496 context_release(context
);
4499 static int glsl_program_key_compare(const void *key
, const struct wine_rb_entry
*entry
)
4501 const glsl_program_key_t
*k
= key
;
4502 const struct glsl_shader_prog_link
*prog
= WINE_RB_ENTRY_VALUE(entry
,
4503 const struct glsl_shader_prog_link
, program_lookup_entry
);
4506 if (k
->vshader
> prog
->vshader
) return 1;
4507 else if (k
->vshader
< prog
->vshader
) return -1;
4509 if (k
->pshader
> prog
->pshader
) return 1;
4510 else if (k
->pshader
< prog
->pshader
) return -1;
4512 if (k
->vshader
&& (cmp
= memcmp(&k
->vs_args
, &prog
->vs_args
, sizeof(prog
->vs_args
)))) return cmp
;
4513 if (k
->pshader
&& (cmp
= memcmp(&k
->ps_args
, &prog
->ps_args
, sizeof(prog
->ps_args
)))) return cmp
;
4518 static BOOL
constant_heap_init(struct constant_heap
*heap
, unsigned int constant_count
)
4520 SIZE_T size
= (constant_count
+ 1) * sizeof(*heap
->entries
) + constant_count
* sizeof(*heap
->positions
);
4521 void *mem
= HeapAlloc(GetProcessHeap(), 0, size
);
4525 ERR("Failed to allocate memory\n");
4529 heap
->entries
= mem
;
4530 heap
->entries
[1].version
= 0;
4531 heap
->positions
= (unsigned int *)(heap
->entries
+ constant_count
+ 1);
4537 static void constant_heap_free(struct constant_heap
*heap
)
4539 HeapFree(GetProcessHeap(), 0, heap
->entries
);
4542 static const struct wine_rb_functions wined3d_glsl_program_rb_functions
=
4547 glsl_program_key_compare
,
4550 static HRESULT
shader_glsl_alloc(IWineD3DDevice
*iface
) {
4551 IWineD3DDeviceImpl
*This
= (IWineD3DDeviceImpl
*)iface
;
4552 const struct wined3d_gl_info
*gl_info
= &This
->adapter
->gl_info
;
4553 struct shader_glsl_priv
*priv
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(struct shader_glsl_priv
));
4554 SIZE_T stack_size
= wined3d_log2i(max(gl_info
->limits
.glsl_vs_float_constants
,
4555 gl_info
->limits
.glsl_ps_float_constants
)) + 1;
4557 if (!shader_buffer_init(&priv
->shader_buffer
))
4559 ERR("Failed to initialize shader buffer.\n");
4563 priv
->stack
= HeapAlloc(GetProcessHeap(), 0, stack_size
* sizeof(*priv
->stack
));
4566 ERR("Failed to allocate memory.\n");
4570 if (!constant_heap_init(&priv
->vconst_heap
, gl_info
->limits
.glsl_vs_float_constants
))
4572 ERR("Failed to initialize vertex shader constant heap\n");
4576 if (!constant_heap_init(&priv
->pconst_heap
, gl_info
->limits
.glsl_ps_float_constants
))
4578 ERR("Failed to initialize pixel shader constant heap\n");
4582 if (wine_rb_init(&priv
->program_lookup
, &wined3d_glsl_program_rb_functions
) == -1)
4584 ERR("Failed to initialize rbtree.\n");
4588 priv
->next_constant_version
= 1;
4590 This
->shader_priv
= priv
;
4594 constant_heap_free(&priv
->pconst_heap
);
4595 constant_heap_free(&priv
->vconst_heap
);
4596 HeapFree(GetProcessHeap(), 0, priv
->stack
);
4597 shader_buffer_free(&priv
->shader_buffer
);
4598 HeapFree(GetProcessHeap(), 0, priv
);
4599 return E_OUTOFMEMORY
;
4602 /* Context activation is done by the caller. */
4603 static void shader_glsl_free(IWineD3DDevice
*iface
) {
4604 IWineD3DDeviceImpl
*This
= (IWineD3DDeviceImpl
*)iface
;
4605 const struct wined3d_gl_info
*gl_info
= &This
->adapter
->gl_info
;
4606 struct shader_glsl_priv
*priv
= This
->shader_priv
;
4610 for (i
= 0; i
< tex_type_count
; ++i
)
4612 if (priv
->depth_blt_program
[i
])
4614 GL_EXTCALL(glDeleteObjectARB(priv
->depth_blt_program
[i
]));
4619 wine_rb_destroy(&priv
->program_lookup
, NULL
, NULL
);
4620 constant_heap_free(&priv
->pconst_heap
);
4621 constant_heap_free(&priv
->vconst_heap
);
4622 HeapFree(GetProcessHeap(), 0, priv
->stack
);
4623 shader_buffer_free(&priv
->shader_buffer
);
4625 HeapFree(GetProcessHeap(), 0, This
->shader_priv
);
4626 This
->shader_priv
= NULL
;
4629 static BOOL
shader_glsl_dirty_const(IWineD3DDevice
*iface
) {
4630 /* TODO: GL_EXT_bindable_uniform can be used to share constants across shaders */
4634 static void shader_glsl_get_caps(WINED3DDEVTYPE devtype
,
4635 const struct wined3d_gl_info
*gl_info
, struct shader_caps
*pCaps
)
4637 /* Nvidia Geforce6/7 or Ati R4xx/R5xx cards with GLSL support, support VS 3.0 but older Nvidia/Ati
4638 * models with GLSL support only support 2.0. In case of nvidia we can detect VS 2.0 support based
4639 * on the version of NV_vertex_program.
4640 * For Ati cards there's no way using glsl (it abstracts the lowlevel info away) and also not
4641 * using ARB_vertex_program. It is safe to assume that when a card supports pixel shader 2.0 it
4642 * supports vertex shader 2.0 too and the way around. We can detect ps2.0 using the maximum number
4643 * of native instructions, so use that here. For more info see the pixel shader versioning code below.
4645 if ((gl_info
->supported
[NV_VERTEX_PROGRAM2
] && !gl_info
->supported
[NV_VERTEX_PROGRAM3
])
4646 || gl_info
->limits
.arb_ps_instructions
<= 512)
4647 pCaps
->VertexShaderVersion
= WINED3DVS_VERSION(2,0);
4649 pCaps
->VertexShaderVersion
= WINED3DVS_VERSION(3,0);
4650 TRACE_(d3d_caps
)("Hardware vertex shader version %d.%d enabled (GLSL)\n", (pCaps
->VertexShaderVersion
>> 8) & 0xff, pCaps
->VertexShaderVersion
& 0xff);
4651 pCaps
->MaxVertexShaderConst
= gl_info
->limits
.glsl_vs_float_constants
;
4653 /* Older DX9-class videocards (GeforceFX / Radeon >9500/X*00) only support pixel shader 2.0/2.0a/2.0b.
4654 * In OpenGL the extensions related to GLSL abstract lowlevel GL info away which is needed
4655 * to distinguish between 2.0 and 3.0 (and 2.0a/2.0b). In case of Nvidia we use their fragment
4656 * program extensions. On other hardware including ATI GL_ARB_fragment_program offers the info
4657 * in max native instructions. Intel and others also offer the info in this extension but they
4658 * don't support GLSL (at least on Windows).
4660 * PS2.0 requires at least 96 instructions, 2.0a/2.0b go up to 512. Assume that if the number
4661 * of instructions is 512 or less we have to do with ps2.0 hardware.
4662 * NOTE: ps3.0 hardware requires 512 or more instructions but ati and nvidia offer 'enough' (1024 vs 4096) on their most basic ps3.0 hardware.
4664 if ((gl_info
->supported
[NV_FRAGMENT_PROGRAM
] && !gl_info
->supported
[NV_FRAGMENT_PROGRAM2
])
4665 || gl_info
->limits
.arb_ps_instructions
<= 512)
4666 pCaps
->PixelShaderVersion
= WINED3DPS_VERSION(2,0);
4668 pCaps
->PixelShaderVersion
= WINED3DPS_VERSION(3,0);
4670 pCaps
->MaxPixelShaderConst
= gl_info
->limits
.glsl_ps_float_constants
;
4672 /* FIXME: The following line is card dependent. -8.0 to 8.0 is the
4673 * Direct3D minimum requirement.
4675 * Both GL_ARB_fragment_program and GLSL require a "maximum representable magnitude"
4676 * of colors to be 2^10, and 2^32 for other floats. Should we use 1024 here?
4678 * The problem is that the refrast clamps temporary results in the shader to
4679 * [-MaxValue;+MaxValue]. If the card's max value is bigger than the one we advertize here,
4680 * then applications may miss the clamping behavior. On the other hand, if it is smaller,
4681 * the shader will generate incorrect results too. Unfortunately, GL deliberately doesn't
4682 * offer a way to query this.
4684 pCaps
->PixelShader1xMaxValue
= 8.0;
4685 TRACE_(d3d_caps
)("Hardware pixel shader version %d.%d enabled (GLSL)\n", (pCaps
->PixelShaderVersion
>> 8) & 0xff, pCaps
->PixelShaderVersion
& 0xff);
4687 pCaps
->VSClipping
= TRUE
;
4690 static BOOL
shader_glsl_color_fixup_supported(struct color_fixup_desc fixup
)
4692 if (TRACE_ON(d3d_shader
) && TRACE_ON(d3d
))
4694 TRACE("Checking support for fixup:\n");
4695 dump_color_fixup_desc(fixup
);
4698 /* We support everything except YUV conversions. */
4699 if (!is_yuv_fixup(fixup
))
4705 TRACE("[FAILED]\n");
4709 static const SHADER_HANDLER shader_glsl_instruction_handler_table
[WINED3DSIH_TABLE_SIZE
] =
4711 /* WINED3DSIH_ABS */ shader_glsl_map2gl
,
4712 /* WINED3DSIH_ADD */ shader_glsl_arith
,
4713 /* WINED3DSIH_BEM */ shader_glsl_bem
,
4714 /* WINED3DSIH_BREAK */ shader_glsl_break
,
4715 /* WINED3DSIH_BREAKC */ shader_glsl_breakc
,
4716 /* WINED3DSIH_BREAKP */ NULL
,
4717 /* WINED3DSIH_CALL */ shader_glsl_call
,
4718 /* WINED3DSIH_CALLNZ */ shader_glsl_callnz
,
4719 /* WINED3DSIH_CMP */ shader_glsl_cmp
,
4720 /* WINED3DSIH_CND */ shader_glsl_cnd
,
4721 /* WINED3DSIH_CRS */ shader_glsl_cross
,
4722 /* WINED3DSIH_DCL */ NULL
,
4723 /* WINED3DSIH_DEF */ NULL
,
4724 /* WINED3DSIH_DEFB */ NULL
,
4725 /* WINED3DSIH_DEFI */ NULL
,
4726 /* WINED3DSIH_DP2ADD */ shader_glsl_dp2add
,
4727 /* WINED3DSIH_DP3 */ shader_glsl_dot
,
4728 /* WINED3DSIH_DP4 */ shader_glsl_dot
,
4729 /* WINED3DSIH_DST */ shader_glsl_dst
,
4730 /* WINED3DSIH_DSX */ shader_glsl_map2gl
,
4731 /* WINED3DSIH_DSY */ shader_glsl_map2gl
,
4732 /* WINED3DSIH_ELSE */ shader_glsl_else
,
4733 /* WINED3DSIH_ENDIF */ shader_glsl_end
,
4734 /* WINED3DSIH_ENDLOOP */ shader_glsl_end
,
4735 /* WINED3DSIH_ENDREP */ shader_glsl_end
,
4736 /* WINED3DSIH_EXP */ shader_glsl_map2gl
,
4737 /* WINED3DSIH_EXPP */ shader_glsl_expp
,
4738 /* WINED3DSIH_FRC */ shader_glsl_map2gl
,
4739 /* WINED3DSIH_IF */ shader_glsl_if
,
4740 /* WINED3DSIH_IFC */ shader_glsl_ifc
,
4741 /* WINED3DSIH_LABEL */ shader_glsl_label
,
4742 /* WINED3DSIH_LIT */ shader_glsl_lit
,
4743 /* WINED3DSIH_LOG */ shader_glsl_log
,
4744 /* WINED3DSIH_LOGP */ shader_glsl_log
,
4745 /* WINED3DSIH_LOOP */ shader_glsl_loop
,
4746 /* WINED3DSIH_LRP */ shader_glsl_lrp
,
4747 /* WINED3DSIH_M3x2 */ shader_glsl_mnxn
,
4748 /* WINED3DSIH_M3x3 */ shader_glsl_mnxn
,
4749 /* WINED3DSIH_M3x4 */ shader_glsl_mnxn
,
4750 /* WINED3DSIH_M4x3 */ shader_glsl_mnxn
,
4751 /* WINED3DSIH_M4x4 */ shader_glsl_mnxn
,
4752 /* WINED3DSIH_MAD */ shader_glsl_mad
,
4753 /* WINED3DSIH_MAX */ shader_glsl_map2gl
,
4754 /* WINED3DSIH_MIN */ shader_glsl_map2gl
,
4755 /* WINED3DSIH_MOV */ shader_glsl_mov
,
4756 /* WINED3DSIH_MOVA */ shader_glsl_mov
,
4757 /* WINED3DSIH_MUL */ shader_glsl_arith
,
4758 /* WINED3DSIH_NOP */ NULL
,
4759 /* WINED3DSIH_NRM */ shader_glsl_map2gl
,
4760 /* WINED3DSIH_PHASE */ NULL
,
4761 /* WINED3DSIH_POW */ shader_glsl_pow
,
4762 /* WINED3DSIH_RCP */ shader_glsl_rcp
,
4763 /* WINED3DSIH_REP */ shader_glsl_rep
,
4764 /* WINED3DSIH_RET */ shader_glsl_ret
,
4765 /* WINED3DSIH_RSQ */ shader_glsl_rsq
,
4766 /* WINED3DSIH_SETP */ NULL
,
4767 /* WINED3DSIH_SGE */ shader_glsl_compare
,
4768 /* WINED3DSIH_SGN */ shader_glsl_sgn
,
4769 /* WINED3DSIH_SINCOS */ shader_glsl_sincos
,
4770 /* WINED3DSIH_SLT */ shader_glsl_compare
,
4771 /* WINED3DSIH_SUB */ shader_glsl_arith
,
4772 /* WINED3DSIH_TEX */ shader_glsl_tex
,
4773 /* WINED3DSIH_TEXBEM */ shader_glsl_texbem
,
4774 /* WINED3DSIH_TEXBEML */ shader_glsl_texbem
,
4775 /* WINED3DSIH_TEXCOORD */ shader_glsl_texcoord
,
4776 /* WINED3DSIH_TEXDEPTH */ shader_glsl_texdepth
,
4777 /* WINED3DSIH_TEXDP3 */ shader_glsl_texdp3
,
4778 /* WINED3DSIH_TEXDP3TEX */ shader_glsl_texdp3tex
,
4779 /* WINED3DSIH_TEXKILL */ shader_glsl_texkill
,
4780 /* WINED3DSIH_TEXLDD */ shader_glsl_texldd
,
4781 /* WINED3DSIH_TEXLDL */ shader_glsl_texldl
,
4782 /* WINED3DSIH_TEXM3x2DEPTH */ shader_glsl_texm3x2depth
,
4783 /* WINED3DSIH_TEXM3x2PAD */ shader_glsl_texm3x2pad
,
4784 /* WINED3DSIH_TEXM3x2TEX */ shader_glsl_texm3x2tex
,
4785 /* WINED3DSIH_TEXM3x3 */ shader_glsl_texm3x3
,
4786 /* WINED3DSIH_TEXM3x3DIFF */ NULL
,
4787 /* WINED3DSIH_TEXM3x3PAD */ shader_glsl_texm3x3pad
,
4788 /* WINED3DSIH_TEXM3x3SPEC */ shader_glsl_texm3x3spec
,
4789 /* WINED3DSIH_TEXM3x3TEX */ shader_glsl_texm3x3tex
,
4790 /* WINED3DSIH_TEXM3x3VSPEC */ shader_glsl_texm3x3vspec
,
4791 /* WINED3DSIH_TEXREG2AR */ shader_glsl_texreg2ar
,
4792 /* WINED3DSIH_TEXREG2GB */ shader_glsl_texreg2gb
,
4793 /* WINED3DSIH_TEXREG2RGB */ shader_glsl_texreg2rgb
,
4796 static void shader_glsl_handle_instruction(const struct wined3d_shader_instruction
*ins
) {
4797 SHADER_HANDLER hw_fct
;
4799 /* Select handler */
4800 hw_fct
= shader_glsl_instruction_handler_table
[ins
->handler_idx
];
4802 /* Unhandled opcode */
4805 FIXME("Backend can't handle opcode %#x\n", ins
->handler_idx
);
4810 shader_glsl_add_instruction_modifiers(ins
);
4813 const shader_backend_t glsl_shader_backend
= {
4814 shader_glsl_handle_instruction
,
4816 shader_glsl_select_depth_blt
,
4817 shader_glsl_deselect_depth_blt
,
4818 shader_glsl_update_float_vertex_constants
,
4819 shader_glsl_update_float_pixel_constants
,
4820 shader_glsl_load_constants
,
4821 shader_glsl_load_np2fixup_constants
,
4822 shader_glsl_destroy
,
4825 shader_glsl_dirty_const
,
4826 shader_glsl_get_caps
,
4827 shader_glsl_color_fixup_supported
,