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 static const char *debug_gl_shader_type(GLenum type
)
163 #define WINED3D_TO_STR(u) case u: return #u
164 WINED3D_TO_STR(GL_VERTEX_SHADER_ARB
);
165 WINED3D_TO_STR(GL_GEOMETRY_SHADER_ARB
);
166 WINED3D_TO_STR(GL_FRAGMENT_SHADER_ARB
);
167 #undef WINED3D_TO_STR
169 return wine_dbg_sprintf("UNKNOWN(%#x)", type
);
173 /* Extract a line from the info log.
174 * Note that this modifies the source string. */
175 static char *get_info_log_line(char **ptr
)
180 if (!(q
= strstr(p
, "\n")))
182 if (!*p
) return NULL
;
192 /** Prints the GLSL info log which will contain error messages if they exist */
193 /* GL locking is done by the caller */
194 static void print_glsl_info_log(const struct wined3d_gl_info
*gl_info
, GLhandleARB obj
)
196 int infologLength
= 0;
201 static const char * const spam
[] =
203 "Vertex shader was successfully compiled to run on hardware.\n", /* fglrx */
204 "Fragment shader was successfully compiled to run on hardware.\n", /* fglrx, with \n */
205 "Fragment shader was successfully compiled to run on hardware.", /* fglrx, no \n */
206 "Fragment shader(s) linked, vertex shader(s) linked. \n ", /* fglrx, with \n */
207 "Fragment shader(s) linked, vertex shader(s) linked.", /* fglrx, no \n */
208 "Vertex shader(s) linked, no fragment shader(s) defined. \n ", /* fglrx, with \n */
209 "Vertex shader(s) linked, no fragment shader(s) defined.", /* fglrx, no \n */
210 "Fragment shader(s) linked, no vertex shader(s) defined. \n ", /* fglrx, with \n */
211 "Fragment shader(s) linked, no vertex shader(s) defined.", /* fglrx, no \n */
214 if (!TRACE_ON(d3d_shader
) && !FIXME_ON(d3d_shader
)) return;
216 GL_EXTCALL(glGetObjectParameterivARB(obj
,
217 GL_OBJECT_INFO_LOG_LENGTH_ARB
,
220 /* A size of 1 is just a null-terminated string, so the log should be bigger than
221 * that if there are errors. */
222 if (infologLength
> 1)
226 /* Fglrx doesn't terminate the string properly, but it tells us the proper length.
227 * So use HEAP_ZERO_MEMORY to avoid uninitialized bytes
229 infoLog
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, infologLength
);
230 GL_EXTCALL(glGetInfoLogARB(obj
, infologLength
, NULL
, infoLog
));
233 for(i
= 0; i
< sizeof(spam
) / sizeof(spam
[0]); i
++) {
234 if(strcmp(infoLog
, spam
[i
]) == 0) {
243 TRACE("Spam received from GLSL shader #%u:\n", obj
);
244 while ((line
= get_info_log_line(&ptr
))) TRACE(" %s\n", line
);
248 FIXME("Error received from GLSL shader #%u:\n", obj
);
249 while ((line
= get_info_log_line(&ptr
))) FIXME(" %s\n", line
);
251 HeapFree(GetProcessHeap(), 0, infoLog
);
255 /* GL locking is done by the caller. */
256 static void shader_glsl_dump_program_source(const struct wined3d_gl_info
*gl_info
, GLhandleARB program
)
258 GLint i
, object_count
, source_size
;
259 GLhandleARB
*objects
;
262 GL_EXTCALL(glGetObjectParameterivARB(program
, GL_OBJECT_ATTACHED_OBJECTS_ARB
, &object_count
));
263 objects
= HeapAlloc(GetProcessHeap(), 0, object_count
* sizeof(*objects
));
266 ERR("Failed to allocate object array memory.\n");
270 GL_EXTCALL(glGetAttachedObjectsARB(program
, object_count
, NULL
, objects
));
271 for (i
= 0; i
< object_count
; ++i
)
276 GL_EXTCALL(glGetObjectParameterivARB(objects
[i
], GL_OBJECT_SHADER_SOURCE_LENGTH_ARB
, &tmp
));
278 if (!source
|| source_size
< tmp
)
280 HeapFree(GetProcessHeap(), 0, source
);
282 source
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, tmp
);
285 ERR("Failed to allocate %d bytes for shader source.\n", tmp
);
286 HeapFree(GetProcessHeap(), 0, objects
);
292 FIXME("Object %u:\n", objects
[i
]);
293 GL_EXTCALL(glGetObjectParameterivARB(objects
[i
], GL_OBJECT_SUBTYPE_ARB
, &tmp
));
294 FIXME(" GL_OBJECT_SUBTYPE_ARB: %s.\n", debug_gl_shader_type(tmp
));
295 GL_EXTCALL(glGetObjectParameterivARB(objects
[i
], GL_OBJECT_COMPILE_STATUS_ARB
, &tmp
));
296 FIXME(" GL_OBJECT_COMPILE_STATUS_ARB: %d.\n", tmp
);
300 GL_EXTCALL(glGetShaderSourceARB(objects
[i
], source_size
, NULL
, source
));
301 while ((line
= get_info_log_line(&ptr
))) FIXME(" %s\n", line
);
305 HeapFree(GetProcessHeap(), 0, source
);
306 HeapFree(GetProcessHeap(), 0, objects
);
309 /* GL locking is done by the caller. */
310 static void shader_glsl_validate_link(const struct wined3d_gl_info
*gl_info
, GLhandleARB program
)
314 if (!TRACE_ON(d3d_shader
) && !FIXME_ON(d3d_shader
)) return;
316 GL_EXTCALL(glGetObjectParameterivARB(program
, GL_OBJECT_TYPE_ARB
, &tmp
));
317 if (tmp
== GL_PROGRAM_OBJECT_ARB
)
319 GL_EXTCALL(glGetObjectParameterivARB(program
, GL_OBJECT_LINK_STATUS_ARB
, &tmp
));
322 FIXME("Program %u link status invalid.\n", program
);
323 shader_glsl_dump_program_source(gl_info
, program
);
327 print_glsl_info_log(gl_info
, program
);
331 * Loads (pixel shader) samplers
333 /* GL locking is done by the caller */
334 static void shader_glsl_load_psamplers(const struct wined3d_gl_info
*gl_info
,
335 DWORD
*tex_unit_map
, GLhandleARB programId
)
339 char sampler_name
[20];
341 for (i
= 0; i
< MAX_FRAGMENT_SAMPLERS
; ++i
) {
342 snprintf(sampler_name
, sizeof(sampler_name
), "Psampler%d", i
);
343 name_loc
= GL_EXTCALL(glGetUniformLocationARB(programId
, sampler_name
));
344 if (name_loc
!= -1) {
345 DWORD mapped_unit
= tex_unit_map
[i
];
346 if (mapped_unit
!= WINED3D_UNMAPPED_STAGE
&& mapped_unit
< gl_info
->limits
.fragment_samplers
)
348 TRACE("Loading %s for texture %d\n", sampler_name
, mapped_unit
);
349 GL_EXTCALL(glUniform1iARB(name_loc
, mapped_unit
));
350 checkGLcall("glUniform1iARB");
352 ERR("Trying to load sampler %s on unsupported unit %d\n", sampler_name
, mapped_unit
);
358 /* GL locking is done by the caller */
359 static void shader_glsl_load_vsamplers(const struct wined3d_gl_info
*gl_info
,
360 DWORD
*tex_unit_map
, GLhandleARB programId
)
363 char sampler_name
[20];
366 for (i
= 0; i
< MAX_VERTEX_SAMPLERS
; ++i
) {
367 snprintf(sampler_name
, sizeof(sampler_name
), "Vsampler%d", i
);
368 name_loc
= GL_EXTCALL(glGetUniformLocationARB(programId
, sampler_name
));
369 if (name_loc
!= -1) {
370 DWORD mapped_unit
= tex_unit_map
[MAX_FRAGMENT_SAMPLERS
+ i
];
371 if (mapped_unit
!= WINED3D_UNMAPPED_STAGE
&& mapped_unit
< gl_info
->limits
.combined_samplers
)
373 TRACE("Loading %s for texture %d\n", sampler_name
, mapped_unit
);
374 GL_EXTCALL(glUniform1iARB(name_loc
, mapped_unit
));
375 checkGLcall("glUniform1iARB");
377 ERR("Trying to load sampler %s on unsupported unit %d\n", sampler_name
, mapped_unit
);
383 /* GL locking is done by the caller */
384 static inline void walk_constant_heap(const struct wined3d_gl_info
*gl_info
, const float *constants
,
385 const GLint
*constant_locations
, const struct constant_heap
*heap
, unsigned char *stack
, DWORD version
)
388 unsigned int heap_idx
= 1;
391 if (heap
->entries
[heap_idx
].version
<= version
) return;
393 idx
= heap
->entries
[heap_idx
].idx
;
394 if (constant_locations
[idx
] != -1) GL_EXTCALL(glUniform4fvARB(constant_locations
[idx
], 1, &constants
[idx
* 4]));
395 stack
[stack_idx
] = HEAP_NODE_TRAVERSE_LEFT
;
397 while (stack_idx
>= 0)
399 /* Note that we fall through to the next case statement. */
400 switch(stack
[stack_idx
])
402 case HEAP_NODE_TRAVERSE_LEFT
:
404 unsigned int left_idx
= heap_idx
<< 1;
405 if (left_idx
< heap
->size
&& heap
->entries
[left_idx
].version
> version
)
408 idx
= heap
->entries
[heap_idx
].idx
;
409 if (constant_locations
[idx
] != -1)
410 GL_EXTCALL(glUniform4fvARB(constant_locations
[idx
], 1, &constants
[idx
* 4]));
412 stack
[stack_idx
++] = HEAP_NODE_TRAVERSE_RIGHT
;
413 stack
[stack_idx
] = HEAP_NODE_TRAVERSE_LEFT
;
418 case HEAP_NODE_TRAVERSE_RIGHT
:
420 unsigned int right_idx
= (heap_idx
<< 1) + 1;
421 if (right_idx
< heap
->size
&& heap
->entries
[right_idx
].version
> version
)
423 heap_idx
= right_idx
;
424 idx
= heap
->entries
[heap_idx
].idx
;
425 if (constant_locations
[idx
] != -1)
426 GL_EXTCALL(glUniform4fvARB(constant_locations
[idx
], 1, &constants
[idx
* 4]));
428 stack
[stack_idx
++] = HEAP_NODE_POP
;
429 stack
[stack_idx
] = HEAP_NODE_TRAVERSE_LEFT
;
442 checkGLcall("walk_constant_heap()");
445 /* GL locking is done by the caller */
446 static inline void apply_clamped_constant(const struct wined3d_gl_info
*gl_info
, GLint location
, const GLfloat
*data
)
448 GLfloat clamped_constant
[4];
450 if (location
== -1) return;
452 clamped_constant
[0] = data
[0] < -1.0f
? -1.0f
: data
[0] > 1.0f
? 1.0f
: data
[0];
453 clamped_constant
[1] = data
[1] < -1.0f
? -1.0f
: data
[1] > 1.0f
? 1.0f
: data
[1];
454 clamped_constant
[2] = data
[2] < -1.0f
? -1.0f
: data
[2] > 1.0f
? 1.0f
: data
[2];
455 clamped_constant
[3] = data
[3] < -1.0f
? -1.0f
: data
[3] > 1.0f
? 1.0f
: data
[3];
457 GL_EXTCALL(glUniform4fvARB(location
, 1, clamped_constant
));
460 /* GL locking is done by the caller */
461 static inline void walk_constant_heap_clamped(const struct wined3d_gl_info
*gl_info
, const float *constants
,
462 const GLint
*constant_locations
, const struct constant_heap
*heap
, unsigned char *stack
, DWORD version
)
465 unsigned int heap_idx
= 1;
468 if (heap
->entries
[heap_idx
].version
<= version
) return;
470 idx
= heap
->entries
[heap_idx
].idx
;
471 apply_clamped_constant(gl_info
, constant_locations
[idx
], &constants
[idx
* 4]);
472 stack
[stack_idx
] = HEAP_NODE_TRAVERSE_LEFT
;
474 while (stack_idx
>= 0)
476 /* Note that we fall through to the next case statement. */
477 switch(stack
[stack_idx
])
479 case HEAP_NODE_TRAVERSE_LEFT
:
481 unsigned int left_idx
= heap_idx
<< 1;
482 if (left_idx
< heap
->size
&& heap
->entries
[left_idx
].version
> version
)
485 idx
= heap
->entries
[heap_idx
].idx
;
486 apply_clamped_constant(gl_info
, constant_locations
[idx
], &constants
[idx
* 4]);
488 stack
[stack_idx
++] = HEAP_NODE_TRAVERSE_RIGHT
;
489 stack
[stack_idx
] = HEAP_NODE_TRAVERSE_LEFT
;
494 case HEAP_NODE_TRAVERSE_RIGHT
:
496 unsigned int right_idx
= (heap_idx
<< 1) + 1;
497 if (right_idx
< heap
->size
&& heap
->entries
[right_idx
].version
> version
)
499 heap_idx
= right_idx
;
500 idx
= heap
->entries
[heap_idx
].idx
;
501 apply_clamped_constant(gl_info
, constant_locations
[idx
], &constants
[idx
* 4]);
503 stack
[stack_idx
++] = HEAP_NODE_POP
;
504 stack
[stack_idx
] = HEAP_NODE_TRAVERSE_LEFT
;
517 checkGLcall("walk_constant_heap_clamped()");
520 /* Loads floating point constants (aka uniforms) into the currently set GLSL program. */
521 /* GL locking is done by the caller */
522 static void shader_glsl_load_constantsF(IWineD3DBaseShaderImpl
*This
, const struct wined3d_gl_info
*gl_info
,
523 const float *constants
, const GLint
*constant_locations
, const struct constant_heap
*heap
,
524 unsigned char *stack
, UINT version
)
526 const local_constant
*lconst
;
528 /* 1.X pshaders have the constants clamped to [-1;1] implicitly. */
529 if (This
->baseShader
.reg_maps
.shader_version
.major
== 1
530 && shader_is_pshader_version(This
->baseShader
.reg_maps
.shader_version
.type
))
531 walk_constant_heap_clamped(gl_info
, constants
, constant_locations
, heap
, stack
, version
);
533 walk_constant_heap(gl_info
, constants
, constant_locations
, heap
, stack
, version
);
535 if (!This
->baseShader
.load_local_constsF
)
537 TRACE("No need to load local float constants for this shader\n");
541 /* Immediate constants are clamped to [-1;1] at shader creation time if needed */
542 LIST_FOR_EACH_ENTRY(lconst
, &This
->baseShader
.constantsF
, local_constant
, entry
)
544 GLint location
= constant_locations
[lconst
->idx
];
545 /* We found this uniform name in the program - go ahead and send the data */
546 if (location
!= -1) GL_EXTCALL(glUniform4fvARB(location
, 1, (const GLfloat
*)lconst
->value
));
548 checkGLcall("glUniform4fvARB()");
551 /* Loads integer constants (aka uniforms) into the currently set GLSL program. */
552 /* GL locking is done by the caller */
553 static void shader_glsl_load_constantsI(IWineD3DBaseShaderImpl
*This
, const struct wined3d_gl_info
*gl_info
,
554 const GLint locations
[MAX_CONST_I
], const int *constants
, WORD constants_set
)
559 for (i
= 0; constants_set
; constants_set
>>= 1, ++i
)
561 if (!(constants_set
& 1)) continue;
563 TRACE_(d3d_constants
)("Loading constants %u: %i, %i, %i, %i\n",
564 i
, constants
[i
*4], constants
[i
*4+1], constants
[i
*4+2], constants
[i
*4+3]);
566 /* We found this uniform name in the program - go ahead and send the data */
567 GL_EXTCALL(glUniform4ivARB(locations
[i
], 1, &constants
[i
*4]));
568 checkGLcall("glUniform4ivARB");
571 /* Load immediate constants */
572 ptr
= list_head(&This
->baseShader
.constantsI
);
574 const struct local_constant
*lconst
= LIST_ENTRY(ptr
, const struct local_constant
, entry
);
575 unsigned int idx
= lconst
->idx
;
576 const GLint
*values
= (const GLint
*)lconst
->value
;
578 TRACE_(d3d_constants
)("Loading local constants %i: %i, %i, %i, %i\n", idx
,
579 values
[0], values
[1], values
[2], values
[3]);
581 /* We found this uniform name in the program - go ahead and send the data */
582 GL_EXTCALL(glUniform4ivARB(locations
[idx
], 1, values
));
583 checkGLcall("glUniform4ivARB");
584 ptr
= list_next(&This
->baseShader
.constantsI
, ptr
);
588 /* Loads boolean constants (aka uniforms) into the currently set GLSL program. */
589 /* GL locking is done by the caller */
590 static void shader_glsl_load_constantsB(IWineD3DBaseShaderImpl
*This
, const struct wined3d_gl_info
*gl_info
,
591 GLhandleARB programId
, const BOOL
*constants
, WORD constants_set
)
599 switch (This
->baseShader
.reg_maps
.shader_version
.type
)
601 case WINED3D_SHADER_TYPE_VERTEX
:
605 case WINED3D_SHADER_TYPE_GEOMETRY
:
609 case WINED3D_SHADER_TYPE_PIXEL
:
614 FIXME("Unknown shader type %#x.\n",
615 This
->baseShader
.reg_maps
.shader_version
.type
);
620 /* TODO: Benchmark and see if it would be beneficial to store the
621 * locations of the constants to avoid looking up each time */
622 for (i
= 0; constants_set
; constants_set
>>= 1, ++i
)
624 if (!(constants_set
& 1)) continue;
626 TRACE_(d3d_constants
)("Loading constants %i: %i;\n", i
, constants
[i
]);
628 /* TODO: Benchmark and see if it would be beneficial to store the
629 * locations of the constants to avoid looking up each time */
630 snprintf(tmp_name
, sizeof(tmp_name
), "%s[%i]", prefix
, i
);
631 tmp_loc
= GL_EXTCALL(glGetUniformLocationARB(programId
, tmp_name
));
634 /* We found this uniform name in the program - go ahead and send the data */
635 GL_EXTCALL(glUniform1ivARB(tmp_loc
, 1, &constants
[i
]));
636 checkGLcall("glUniform1ivARB");
640 /* Load immediate constants */
641 ptr
= list_head(&This
->baseShader
.constantsB
);
643 const struct local_constant
*lconst
= LIST_ENTRY(ptr
, const struct local_constant
, entry
);
644 unsigned int idx
= lconst
->idx
;
645 const GLint
*values
= (const GLint
*)lconst
->value
;
647 TRACE_(d3d_constants
)("Loading local constants %i: %i\n", idx
, values
[0]);
649 snprintf(tmp_name
, sizeof(tmp_name
), "%s[%i]", prefix
, idx
);
650 tmp_loc
= GL_EXTCALL(glGetUniformLocationARB(programId
, tmp_name
));
652 /* We found this uniform name in the program - go ahead and send the data */
653 GL_EXTCALL(glUniform1ivARB(tmp_loc
, 1, values
));
654 checkGLcall("glUniform1ivARB");
656 ptr
= list_next(&This
->baseShader
.constantsB
, ptr
);
660 static void reset_program_constant_version(struct wine_rb_entry
*entry
, void *context
)
662 WINE_RB_ENTRY_VALUE(entry
, struct glsl_shader_prog_link
, program_lookup_entry
)->constant_version
= 0;
666 * Loads the texture dimensions for NP2 fixup into the currently set GLSL program.
668 /* GL locking is done by the caller (state handler) */
669 static void shader_glsl_load_np2fixup_constants(
670 IWineD3DDevice
* device
,
672 char useVertexShader
) {
674 const IWineD3DDeviceImpl
* deviceImpl
= (const IWineD3DDeviceImpl
*) device
;
675 const struct glsl_shader_prog_link
* prog
= ((struct shader_glsl_priv
*)(deviceImpl
->shader_priv
))->glsl_program
;
678 /* No GLSL program set - nothing to do. */
682 if (!usePixelShader
) {
683 /* NP2 texcoord fixup is (currently) only done for pixelshaders. */
687 if (prog
->ps_args
.np2_fixup
&& -1 != prog
->np2Fixup_location
) {
688 const struct wined3d_gl_info
*gl_info
= &deviceImpl
->adapter
->gl_info
;
689 const IWineD3DStateBlockImpl
* stateBlock
= (const IWineD3DStateBlockImpl
*) deviceImpl
->stateBlock
;
691 UINT fixup
= prog
->ps_args
.np2_fixup
;
692 GLfloat np2fixup_constants
[4 * MAX_FRAGMENT_SAMPLERS
];
694 for (i
= 0; fixup
; fixup
>>= 1, ++i
) {
695 const unsigned char idx
= prog
->np2Fixup_info
->idx
[i
];
696 const IWineD3DBaseTextureImpl
* const tex
= (const IWineD3DBaseTextureImpl
*) stateBlock
->textures
[i
];
697 GLfloat
* tex_dim
= &np2fixup_constants
[(idx
>> 1) * 4];
700 FIXME("Nonexistent texture is flagged for NP2 texcoord fixup\n");
705 tex_dim
[2] = tex
->baseTexture
.pow2Matrix
[0]; tex_dim
[3] = tex
->baseTexture
.pow2Matrix
[5];
707 tex_dim
[0] = tex
->baseTexture
.pow2Matrix
[0]; tex_dim
[1] = tex
->baseTexture
.pow2Matrix
[5];
711 GL_EXTCALL(glUniform4fvARB(prog
->np2Fixup_location
, prog
->np2Fixup_info
->num_consts
, np2fixup_constants
));
716 * Loads the app-supplied constants into the currently set GLSL program.
718 /* GL locking is done by the caller (state handler) */
719 static void shader_glsl_load_constants(const struct wined3d_context
*context
,
720 char usePixelShader
, char useVertexShader
)
722 IWineD3DDeviceImpl
*device
= ((IWineD3DSurfaceImpl
*)context
->surface
)->resource
.device
;
723 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
724 IWineD3DStateBlockImpl
* stateBlock
= device
->stateBlock
;
725 struct shader_glsl_priv
*priv
= device
->shader_priv
;
727 GLhandleARB programId
;
728 struct glsl_shader_prog_link
*prog
= priv
->glsl_program
;
729 UINT constant_version
;
733 /* No GLSL program set - nothing to do. */
736 programId
= prog
->programId
;
737 constant_version
= prog
->constant_version
;
739 if (useVertexShader
) {
740 IWineD3DBaseShaderImpl
* vshader
= (IWineD3DBaseShaderImpl
*) stateBlock
->vertexShader
;
742 /* Load DirectX 9 float constants/uniforms for vertex shader */
743 shader_glsl_load_constantsF(vshader
, gl_info
, stateBlock
->vertexShaderConstantF
,
744 prog
->vuniformF_locations
, &priv
->vconst_heap
, priv
->stack
, constant_version
);
746 /* Load DirectX 9 integer constants/uniforms for vertex shader */
747 shader_glsl_load_constantsI(vshader
, gl_info
, prog
->vuniformI_locations
, stateBlock
->vertexShaderConstantI
,
748 stateBlock
->changed
.vertexShaderConstantsI
& vshader
->baseShader
.reg_maps
.integer_constants
);
750 /* Load DirectX 9 boolean constants/uniforms for vertex shader */
751 shader_glsl_load_constantsB(vshader
, gl_info
, programId
, stateBlock
->vertexShaderConstantB
,
752 stateBlock
->changed
.vertexShaderConstantsB
& vshader
->baseShader
.reg_maps
.boolean_constants
);
754 /* Upload the position fixup params */
755 GL_EXTCALL(glUniform4fvARB(prog
->posFixup_location
, 1, &device
->posFixup
[0]));
756 checkGLcall("glUniform4fvARB");
759 if (usePixelShader
) {
761 IWineD3DBaseShaderImpl
* pshader
= (IWineD3DBaseShaderImpl
*) stateBlock
->pixelShader
;
763 /* Load DirectX 9 float constants/uniforms for pixel shader */
764 shader_glsl_load_constantsF(pshader
, gl_info
, stateBlock
->pixelShaderConstantF
,
765 prog
->puniformF_locations
, &priv
->pconst_heap
, priv
->stack
, constant_version
);
767 /* Load DirectX 9 integer constants/uniforms for pixel shader */
768 shader_glsl_load_constantsI(pshader
, gl_info
, prog
->puniformI_locations
, stateBlock
->pixelShaderConstantI
,
769 stateBlock
->changed
.pixelShaderConstantsI
& pshader
->baseShader
.reg_maps
.integer_constants
);
771 /* Load DirectX 9 boolean constants/uniforms for pixel shader */
772 shader_glsl_load_constantsB(pshader
, gl_info
, programId
, stateBlock
->pixelShaderConstantB
,
773 stateBlock
->changed
.pixelShaderConstantsB
& pshader
->baseShader
.reg_maps
.boolean_constants
);
775 /* Upload the environment bump map matrix if needed. The needsbumpmat member specifies the texture stage to load the matrix from.
776 * It can't be 0 for a valid texbem instruction.
778 for(i
= 0; i
< MAX_TEXTURES
; i
++) {
781 if(prog
->bumpenvmat_location
[i
] == -1) continue;
783 data
= (const float *)&stateBlock
->textureState
[i
][WINED3DTSS_BUMPENVMAT00
];
784 GL_EXTCALL(glUniformMatrix2fvARB(prog
->bumpenvmat_location
[i
], 1, 0, data
));
785 checkGLcall("glUniformMatrix2fvARB");
787 /* texbeml needs the luminance scale and offset too. If texbeml is used, needsbumpmat
788 * is set too, so we can check that in the needsbumpmat check
790 if(prog
->luminancescale_location
[i
] != -1) {
791 const GLfloat
*scale
= (const GLfloat
*)&stateBlock
->textureState
[i
][WINED3DTSS_BUMPENVLSCALE
];
792 const GLfloat
*offset
= (const GLfloat
*)&stateBlock
->textureState
[i
][WINED3DTSS_BUMPENVLOFFSET
];
794 GL_EXTCALL(glUniform1fvARB(prog
->luminancescale_location
[i
], 1, scale
));
795 checkGLcall("glUniform1fvARB");
796 GL_EXTCALL(glUniform1fvARB(prog
->luminanceoffset_location
[i
], 1, offset
));
797 checkGLcall("glUniform1fvARB");
801 if(((IWineD3DPixelShaderImpl
*) pshader
)->vpos_uniform
) {
802 float correction_params
[4];
804 if (context
->render_offscreen
)
806 correction_params
[0] = 0.0f
;
807 correction_params
[1] = 1.0f
;
809 /* position is window relative, not viewport relative */
810 correction_params
[0] = ((IWineD3DSurfaceImpl
*)context
->current_rt
)->currentDesc
.Height
;
811 correction_params
[1] = -1.0f
;
813 GL_EXTCALL(glUniform4fvARB(prog
->ycorrection_location
, 1, correction_params
));
817 if (priv
->next_constant_version
== UINT_MAX
)
819 TRACE("Max constant version reached, resetting to 0.\n");
820 wine_rb_for_each_entry(&priv
->program_lookup
, reset_program_constant_version
, NULL
);
821 priv
->next_constant_version
= 1;
825 prog
->constant_version
= priv
->next_constant_version
++;
829 static inline void update_heap_entry(struct constant_heap
*heap
, unsigned int idx
,
830 unsigned int heap_idx
, DWORD new_version
)
832 struct constant_entry
*entries
= heap
->entries
;
833 unsigned int *positions
= heap
->positions
;
834 unsigned int parent_idx
;
838 parent_idx
= heap_idx
>> 1;
840 if (new_version
<= entries
[parent_idx
].version
) break;
842 entries
[heap_idx
] = entries
[parent_idx
];
843 positions
[entries
[parent_idx
].idx
] = heap_idx
;
844 heap_idx
= parent_idx
;
847 entries
[heap_idx
].version
= new_version
;
848 entries
[heap_idx
].idx
= idx
;
849 positions
[idx
] = heap_idx
;
852 static void shader_glsl_update_float_vertex_constants(IWineD3DDevice
*iface
, UINT start
, UINT count
)
854 IWineD3DDeviceImpl
*This
= (IWineD3DDeviceImpl
*)iface
;
855 struct shader_glsl_priv
*priv
= This
->shader_priv
;
856 struct constant_heap
*heap
= &priv
->vconst_heap
;
859 for (i
= start
; i
< count
+ start
; ++i
)
861 if (!This
->stateBlock
->changed
.vertexShaderConstantsF
[i
])
862 update_heap_entry(heap
, i
, heap
->size
++, priv
->next_constant_version
);
864 update_heap_entry(heap
, i
, heap
->positions
[i
], priv
->next_constant_version
);
868 static void shader_glsl_update_float_pixel_constants(IWineD3DDevice
*iface
, UINT start
, UINT count
)
870 IWineD3DDeviceImpl
*This
= (IWineD3DDeviceImpl
*)iface
;
871 struct shader_glsl_priv
*priv
= This
->shader_priv
;
872 struct constant_heap
*heap
= &priv
->pconst_heap
;
875 for (i
= start
; i
< count
+ start
; ++i
)
877 if (!This
->stateBlock
->changed
.pixelShaderConstantsF
[i
])
878 update_heap_entry(heap
, i
, heap
->size
++, priv
->next_constant_version
);
880 update_heap_entry(heap
, i
, heap
->positions
[i
], priv
->next_constant_version
);
884 static unsigned int vec4_varyings(DWORD shader_major
, const struct wined3d_gl_info
*gl_info
)
886 unsigned int ret
= gl_info
->limits
.glsl_varyings
/ 4;
887 /* 4.0 shaders do not write clip coords because d3d10 does not support user clipplanes */
888 if(shader_major
> 3) return ret
;
890 /* 3.0 shaders may need an extra varying for the clip coord on some cards(mostly dx10 ones) */
891 if (gl_info
->quirks
& WINED3D_QUIRK_GLSL_CLIP_VARYING
) ret
-= 1;
895 /** Generate the variable & register declarations for the GLSL output target */
896 static void shader_generate_glsl_declarations(const struct wined3d_context
*context
,
897 struct wined3d_shader_buffer
*buffer
, IWineD3DBaseShader
*iface
,
898 const shader_reg_maps
*reg_maps
, struct shader_glsl_ctx_priv
*ctx_priv
)
900 IWineD3DBaseShaderImpl
* This
= (IWineD3DBaseShaderImpl
*) iface
;
901 IWineD3DDeviceImpl
*device
= (IWineD3DDeviceImpl
*) This
->baseShader
.device
;
902 const struct ps_compile_args
*ps_args
= ctx_priv
->cur_ps_args
;
903 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
904 unsigned int i
, extra_constants_needed
= 0;
905 const local_constant
*lconst
;
908 /* There are some minor differences between pixel and vertex shaders */
909 char pshader
= shader_is_pshader_version(reg_maps
->shader_version
.type
);
910 char prefix
= pshader
? 'P' : 'V';
912 /* Prototype the subroutines */
913 for (i
= 0, map
= reg_maps
->labels
; map
; map
>>= 1, ++i
)
915 if (map
& 1) shader_addline(buffer
, "void subroutine%u();\n", i
);
918 /* Declare the constants (aka uniforms) */
919 if (This
->baseShader
.limits
.constant_float
> 0) {
920 unsigned max_constantsF
;
921 /* Unless the shader uses indirect addressing, always declare the maximum array size and ignore that we need some
922 * uniforms privately. E.g. if GL supports 256 uniforms, and we need 2 for the pos fixup and immediate values, still
923 * declare VC[256]. If the shader needs more uniforms than we have it won't work in any case. If it uses less, the
924 * compiler will figure out which uniforms are really used and strip them out. This allows a shader to use c255 on
925 * a dx9 card, as long as it doesn't also use all the other constants.
927 * If the shader uses indirect addressing the compiler must assume that all declared uniforms are used. In this case,
928 * declare only the amount that we're assured to have.
930 * Thus we run into problems in these two cases:
931 * 1) The shader really uses more uniforms than supported
932 * 2) The shader uses indirect addressing, less constants than supported, but uses a constant index > #supported consts
936 /* No indirect addressing here. */
937 max_constantsF
= gl_info
->limits
.glsl_ps_float_constants
;
941 if(This
->baseShader
.reg_maps
.usesrelconstF
) {
942 /* Subtract the other potential uniforms from the max available (bools, ints, and 1 row of projection matrix).
943 * Subtract another uniform for immediate values, which have to be loaded via uniform by the driver as well.
944 * The shader code only uses 0.5, 2.0, 1.0, 128 and -128 in vertex shader code, so one vec4 should be enough
945 * (Unfortunately the Nvidia driver doesn't store 128 and -128 in one float).
947 * Writing gl_ClipVertex requires one uniform for each clipplane as well.
949 max_constantsF
= gl_info
->limits
.glsl_vs_float_constants
- 3;
950 if(ctx_priv
->cur_vs_args
->clip_enabled
)
952 max_constantsF
-= gl_info
->limits
.clipplanes
;
954 max_constantsF
-= count_bits(This
->baseShader
.reg_maps
.integer_constants
);
955 /* Strictly speaking a bool only uses one scalar, but the nvidia(Linux) compiler doesn't pack them properly,
956 * so each scalar requires a full vec4. We could work around this by packing the booleans ourselves, but
957 * for now take this into account when calculating the number of available constants
959 max_constantsF
-= count_bits(This
->baseShader
.reg_maps
.boolean_constants
);
960 /* Set by driver quirks in directx.c */
961 max_constantsF
-= gl_info
->reserved_glsl_constants
;
965 max_constantsF
= gl_info
->limits
.glsl_vs_float_constants
;
968 max_constantsF
= min(This
->baseShader
.limits
.constant_float
, max_constantsF
);
969 shader_addline(buffer
, "uniform vec4 %cC[%u];\n", prefix
, max_constantsF
);
972 /* Always declare the full set of constants, the compiler can remove the unused ones because d3d doesn't(yet)
973 * support indirect int and bool constant addressing. This avoids problems if the app uses e.g. i0 and i9.
975 if (This
->baseShader
.limits
.constant_int
> 0 && This
->baseShader
.reg_maps
.integer_constants
)
976 shader_addline(buffer
, "uniform ivec4 %cI[%u];\n", prefix
, This
->baseShader
.limits
.constant_int
);
978 if (This
->baseShader
.limits
.constant_bool
> 0 && This
->baseShader
.reg_maps
.boolean_constants
)
979 shader_addline(buffer
, "uniform bool %cB[%u];\n", prefix
, This
->baseShader
.limits
.constant_bool
);
982 shader_addline(buffer
, "uniform vec4 posFixup;\n");
983 /* Predeclaration; This function is added at link time based on the pixel shader.
984 * VS 3.0 shaders have an array OUT[] the shader writes to, earlier versions don't have
985 * that. We know the input to the reorder function at vertex shader compile time, so
986 * we can deal with that. The reorder function for a 1.x and 2.x vertex shader can just
987 * read gl_FrontColor. The output depends on the pixel shader. The reorder function for a
988 * 1.x and 2.x pshader or for fixed function will write gl_FrontColor, and for a 3.0 shader
989 * it will write to the varying array. Here we depend on the shader optimizer on sorting that
990 * out. The nvidia driver only does that if the parameter is inout instead of out, hence the
993 if (reg_maps
->shader_version
.major
>= 3)
995 shader_addline(buffer
, "void order_ps_input(in vec4[%u]);\n", MAX_REG_OUTPUT
);
997 shader_addline(buffer
, "void order_ps_input();\n");
1000 for (i
= 0, map
= reg_maps
->bumpmat
; map
; map
>>= 1, ++i
)
1002 if (!(map
& 1)) continue;
1004 shader_addline(buffer
, "uniform mat2 bumpenvmat%d;\n", i
);
1006 if (reg_maps
->luminanceparams
& (1 << i
))
1008 shader_addline(buffer
, "uniform float luminancescale%d;\n", i
);
1009 shader_addline(buffer
, "uniform float luminanceoffset%d;\n", i
);
1010 extra_constants_needed
++;
1013 extra_constants_needed
++;
1016 if (ps_args
->srgb_correction
)
1018 shader_addline(buffer
, "const vec4 srgb_const0 = vec4(%.8e, %.8e, %.8e, %.8e);\n",
1019 srgb_pow
, srgb_mul_high
, srgb_sub_high
, srgb_mul_low
);
1020 shader_addline(buffer
, "const vec4 srgb_const1 = vec4(%.8e, 0.0, 0.0, 0.0);\n",
1023 if (reg_maps
->vpos
|| reg_maps
->usesdsy
)
1025 if (This
->baseShader
.limits
.constant_float
+ extra_constants_needed
1026 + 1 < gl_info
->limits
.glsl_ps_float_constants
)
1028 shader_addline(buffer
, "uniform vec4 ycorrection;\n");
1029 ((IWineD3DPixelShaderImpl
*) This
)->vpos_uniform
= 1;
1030 extra_constants_needed
++;
1032 /* This happens because we do not have proper tracking of the constant registers that are
1033 * actually used, only the max limit of the shader version
1035 FIXME("Cannot find a free uniform for vpos correction params\n");
1036 shader_addline(buffer
, "const vec4 ycorrection = vec4(%f, %f, 0.0, 0.0);\n",
1037 context
->render_offscreen
? 0.0f
: ((IWineD3DSurfaceImpl
*)device
->render_targets
[0])->currentDesc
.Height
,
1038 context
->render_offscreen
? 1.0f
: -1.0f
);
1040 shader_addline(buffer
, "vec4 vpos;\n");
1044 /* Declare texture samplers */
1045 for (i
= 0; i
< This
->baseShader
.limits
.sampler
; i
++) {
1046 if (reg_maps
->sampler_type
[i
])
1048 switch (reg_maps
->sampler_type
[i
])
1051 shader_addline(buffer
, "uniform sampler1D %csampler%u;\n", prefix
, i
);
1054 if(device
->stateBlock
->textures
[i
] &&
1055 IWineD3DBaseTexture_GetTextureDimensions(device
->stateBlock
->textures
[i
]) == GL_TEXTURE_RECTANGLE_ARB
) {
1056 shader_addline(buffer
, "uniform sampler2DRect %csampler%u;\n", prefix
, i
);
1058 shader_addline(buffer
, "uniform sampler2D %csampler%u;\n", prefix
, i
);
1061 case WINED3DSTT_CUBE
:
1062 shader_addline(buffer
, "uniform samplerCube %csampler%u;\n", prefix
, i
);
1064 case WINED3DSTT_VOLUME
:
1065 shader_addline(buffer
, "uniform sampler3D %csampler%u;\n", prefix
, i
);
1068 shader_addline(buffer
, "uniform unsupported_sampler %csampler%u;\n", prefix
, i
);
1069 FIXME("Unrecognized sampler type: %#x\n", reg_maps
->sampler_type
[i
]);
1075 /* Declare uniforms for NP2 texcoord fixup:
1076 * This is NOT done inside the loop that declares the texture samplers since the NP2 fixup code
1077 * is currently only used for the GeforceFX series and when forcing the ARB_npot extension off.
1078 * Modern cards just skip the code anyway, so put it inside a separate loop. */
1079 if (pshader
&& ps_args
->np2_fixup
) {
1081 struct ps_np2fixup_info
* const fixup
= ctx_priv
->cur_np2fixup_info
;
1084 /* NP2/RECT textures in OpenGL use texcoords in the range [0,width]x[0,height]
1085 * while D3D has them in the (normalized) [0,1]x[0,1] range.
1086 * samplerNP2Fixup stores texture dimensions and is updated through
1087 * shader_glsl_load_np2fixup_constants when the sampler changes. */
1089 for (i
= 0; i
< This
->baseShader
.limits
.sampler
; ++i
) {
1090 if (reg_maps
->sampler_type
[i
]) {
1091 if (!(ps_args
->np2_fixup
& (1 << i
))) continue;
1093 if (WINED3DSTT_2D
!= reg_maps
->sampler_type
[i
]) {
1094 FIXME("Non-2D texture is flagged for NP2 texcoord fixup.\n");
1098 fixup
->idx
[i
] = cur
++;
1102 fixup
->num_consts
= (cur
+ 1) >> 1;
1103 shader_addline(buffer
, "uniform vec4 %csamplerNP2Fixup[%u];\n", prefix
, fixup
->num_consts
);
1106 /* Declare address variables */
1107 for (i
= 0, map
= reg_maps
->address
; map
; map
>>= 1, ++i
)
1109 if (map
& 1) shader_addline(buffer
, "ivec4 A%u;\n", i
);
1112 /* Declare texture coordinate temporaries and initialize them */
1113 for (i
= 0, map
= reg_maps
->texcoord
; map
; map
>>= 1, ++i
)
1115 if (map
& 1) shader_addline(buffer
, "vec4 T%u = gl_TexCoord[%u];\n", i
, i
);
1118 /* Declare input register varyings. Only pixel shader, vertex shaders have that declared in the
1119 * helper function shader that is linked in at link time
1121 if (pshader
&& reg_maps
->shader_version
.major
>= 3)
1123 if (use_vs(device
->stateBlock
))
1125 shader_addline(buffer
, "varying vec4 IN[%u];\n", vec4_varyings(reg_maps
->shader_version
.major
, gl_info
));
1127 /* TODO: Write a replacement shader for the fixed function vertex pipeline, so this isn't needed.
1128 * For fixed function vertex processing + 3.0 pixel shader we need a separate function in the
1129 * pixel shader that reads the fixed function color into the packed input registers.
1131 shader_addline(buffer
, "vec4 IN[%u];\n", vec4_varyings(reg_maps
->shader_version
.major
, gl_info
));
1135 /* Declare output register temporaries */
1136 if(This
->baseShader
.limits
.packed_output
) {
1137 shader_addline(buffer
, "vec4 OUT[%u];\n", This
->baseShader
.limits
.packed_output
);
1140 /* Declare temporary variables */
1141 for (i
= 0, map
= reg_maps
->temporary
; map
; map
>>= 1, ++i
)
1143 if (map
& 1) shader_addline(buffer
, "vec4 R%u;\n", i
);
1146 /* Declare attributes */
1147 if (reg_maps
->shader_version
.type
== WINED3D_SHADER_TYPE_VERTEX
)
1149 for (i
= 0, map
= reg_maps
->input_registers
; map
; map
>>= 1, ++i
)
1151 if (map
& 1) shader_addline(buffer
, "attribute vec4 attrib%i;\n", i
);
1155 /* Declare loop registers aLx */
1156 for (i
= 0; i
< reg_maps
->loop_depth
; i
++) {
1157 shader_addline(buffer
, "int aL%u;\n", i
);
1158 shader_addline(buffer
, "int tmpInt%u;\n", i
);
1161 /* Temporary variables for matrix operations */
1162 shader_addline(buffer
, "vec4 tmp0;\n");
1163 shader_addline(buffer
, "vec4 tmp1;\n");
1165 /* Local constants use a different name so they can be loaded once at shader link time
1166 * They can't be hardcoded into the shader text via LC = {x, y, z, w}; because the
1167 * float -> string conversion can cause precision loss.
1169 if(!This
->baseShader
.load_local_constsF
) {
1170 LIST_FOR_EACH_ENTRY(lconst
, &This
->baseShader
.constantsF
, local_constant
, entry
) {
1171 shader_addline(buffer
, "uniform vec4 %cLC%u;\n", prefix
, lconst
->idx
);
1175 shader_addline(buffer
, "const float FLT_MAX = 1e38;\n");
1177 /* Start the main program */
1178 shader_addline(buffer
, "void main() {\n");
1179 if(pshader
&& reg_maps
->vpos
) {
1180 /* DirectX apps expect integer values, while OpenGL drivers add approximately 0.5. This causes
1181 * off-by-one problems as spotted by the vPos d3d9 visual test. Unfortunately the ATI cards do
1182 * not add exactly 0.5, but rather something like 0.49999999 or 0.50000001, which still causes
1183 * precision troubles when we just substract 0.5.
1185 * To deal with that just floor() the position. This will eliminate the fraction on all cards.
1187 * TODO: Test how that behaves with multisampling once we can enable multisampling in winex11.
1189 * An advantage of floor is that it works even if the driver doesn't add 1/2. It is somewhat
1190 * questionable if 1.5, 2.5, ... are the proper values to return in gl_FragCoord, even though
1191 * coordinates specify the pixel centers instead of the pixel corners. This code will behave
1192 * correctly on drivers that returns integer values.
1194 shader_addline(buffer
, "vpos = floor(vec4(0, ycorrection[0], 0, 0) + gl_FragCoord * vec4(1, ycorrection[1], 1, 1));\n");
1198 /*****************************************************************************
1199 * Functions to generate GLSL strings from DirectX Shader bytecode begin here.
1201 * For more information, see http://wiki.winehq.org/DirectX-Shaders
1202 ****************************************************************************/
1205 static void shader_glsl_add_src_param(const struct wined3d_shader_instruction
*ins
,
1206 const struct wined3d_shader_src_param
*wined3d_src
, DWORD mask
, glsl_src_param_t
*glsl_src
);
1208 /** Used for opcode modifiers - They multiply the result by the specified amount */
1209 static const char * const shift_glsl_tab
[] = {
1211 "2.0 * ", /* 1 (x2) */
1212 "4.0 * ", /* 2 (x4) */
1213 "8.0 * ", /* 3 (x8) */
1214 "16.0 * ", /* 4 (x16) */
1215 "32.0 * ", /* 5 (x32) */
1222 "0.0625 * ", /* 12 (d16) */
1223 "0.125 * ", /* 13 (d8) */
1224 "0.25 * ", /* 14 (d4) */
1225 "0.5 * " /* 15 (d2) */
1228 /* Generate a GLSL parameter that does the input modifier computation and return the input register/mask to use */
1229 static void shader_glsl_gen_modifier(DWORD src_modifier
, const char *in_reg
, const char *in_regswizzle
, char *out_str
)
1233 switch (src_modifier
)
1235 case WINED3DSPSM_DZ
: /* Need to handle this in the instructions itself (texld & texcrd). */
1236 case WINED3DSPSM_DW
:
1237 case WINED3DSPSM_NONE
:
1238 sprintf(out_str
, "%s%s", in_reg
, in_regswizzle
);
1240 case WINED3DSPSM_NEG
:
1241 sprintf(out_str
, "-%s%s", in_reg
, in_regswizzle
);
1243 case WINED3DSPSM_NOT
:
1244 sprintf(out_str
, "!%s%s", in_reg
, in_regswizzle
);
1246 case WINED3DSPSM_BIAS
:
1247 sprintf(out_str
, "(%s%s - vec4(0.5)%s)", in_reg
, in_regswizzle
, in_regswizzle
);
1249 case WINED3DSPSM_BIASNEG
:
1250 sprintf(out_str
, "-(%s%s - vec4(0.5)%s)", in_reg
, in_regswizzle
, in_regswizzle
);
1252 case WINED3DSPSM_SIGN
:
1253 sprintf(out_str
, "(2.0 * (%s%s - 0.5))", in_reg
, in_regswizzle
);
1255 case WINED3DSPSM_SIGNNEG
:
1256 sprintf(out_str
, "-(2.0 * (%s%s - 0.5))", in_reg
, in_regswizzle
);
1258 case WINED3DSPSM_COMP
:
1259 sprintf(out_str
, "(1.0 - %s%s)", in_reg
, in_regswizzle
);
1261 case WINED3DSPSM_X2
:
1262 sprintf(out_str
, "(2.0 * %s%s)", in_reg
, in_regswizzle
);
1264 case WINED3DSPSM_X2NEG
:
1265 sprintf(out_str
, "-(2.0 * %s%s)", in_reg
, in_regswizzle
);
1267 case WINED3DSPSM_ABS
:
1268 sprintf(out_str
, "abs(%s%s)", in_reg
, in_regswizzle
);
1270 case WINED3DSPSM_ABSNEG
:
1271 sprintf(out_str
, "-abs(%s%s)", in_reg
, in_regswizzle
);
1274 FIXME("Unhandled modifier %u\n", src_modifier
);
1275 sprintf(out_str
, "%s%s", in_reg
, in_regswizzle
);
1279 /** Writes the GLSL variable name that corresponds to the register that the
1280 * DX opcode parameter is trying to access */
1281 static void shader_glsl_get_register_name(const struct wined3d_shader_register
*reg
,
1282 char *register_name
, BOOL
*is_color
, const struct wined3d_shader_instruction
*ins
)
1284 /* oPos, oFog and oPts in D3D */
1285 static const char * const hwrastout_reg_names
[] = { "gl_Position", "gl_FogFragCoord", "gl_PointSize" };
1287 IWineD3DBaseShaderImpl
*This
= (IWineD3DBaseShaderImpl
*)ins
->ctx
->shader
;
1288 const struct wined3d_gl_info
*gl_info
= ins
->ctx
->gl_info
;
1289 char pshader
= shader_is_pshader_version(This
->baseShader
.reg_maps
.shader_version
.type
);
1295 case WINED3DSPR_TEMP
:
1296 sprintf(register_name
, "R%u", reg
->idx
);
1299 case WINED3DSPR_INPUT
:
1300 /* vertex shaders */
1303 struct shader_glsl_ctx_priv
*priv
= ins
->ctx
->backend_data
;
1304 if (priv
->cur_vs_args
->swizzle_map
& (1 << reg
->idx
)) *is_color
= TRUE
;
1305 sprintf(register_name
, "attrib%u", reg
->idx
);
1309 /* pixel shaders >= 3.0 */
1310 if (This
->baseShader
.reg_maps
.shader_version
.major
>= 3)
1312 DWORD idx
= ((IWineD3DPixelShaderImpl
*)This
)->input_reg_map
[reg
->idx
];
1313 unsigned int in_count
= vec4_varyings(This
->baseShader
.reg_maps
.shader_version
.major
, gl_info
);
1317 glsl_src_param_t rel_param
;
1319 shader_glsl_add_src_param(ins
, reg
->rel_addr
, WINED3DSP_WRITEMASK_0
, &rel_param
);
1321 /* Removing a + 0 would be an obvious optimization, but macos doesn't see the NOP
1322 * operation there */
1325 if (((IWineD3DPixelShaderImpl
*)This
)->declared_in_count
> in_count
)
1327 sprintf(register_name
,
1328 "((%s + %u) > %d ? (%s + %u) > %d ? gl_SecondaryColor : gl_Color : IN[%s + %u])",
1329 rel_param
.param_str
, idx
, in_count
- 1, rel_param
.param_str
, idx
, in_count
,
1330 rel_param
.param_str
, idx
);
1334 sprintf(register_name
, "IN[%s + %u]", rel_param
.param_str
, idx
);
1339 if (((IWineD3DPixelShaderImpl
*)This
)->declared_in_count
> in_count
)
1341 sprintf(register_name
, "((%s) > %d ? (%s) > %d ? gl_SecondaryColor : gl_Color : IN[%s])",
1342 rel_param
.param_str
, in_count
- 1, rel_param
.param_str
, in_count
,
1343 rel_param
.param_str
);
1347 sprintf(register_name
, "IN[%s]", rel_param
.param_str
);
1353 if (idx
== in_count
) sprintf(register_name
, "gl_Color");
1354 else if (idx
== in_count
+ 1) sprintf(register_name
, "gl_SecondaryColor");
1355 else sprintf(register_name
, "IN[%u]", idx
);
1360 if (reg
->idx
== 0) strcpy(register_name
, "gl_Color");
1361 else strcpy(register_name
, "gl_SecondaryColor");
1366 case WINED3DSPR_CONST
:
1368 const char prefix
= pshader
? 'P' : 'V';
1370 /* Relative addressing */
1373 glsl_src_param_t rel_param
;
1374 shader_glsl_add_src_param(ins
, reg
->rel_addr
, WINED3DSP_WRITEMASK_0
, &rel_param
);
1375 if (reg
->idx
) sprintf(register_name
, "%cC[%s + %u]", prefix
, rel_param
.param_str
, reg
->idx
);
1376 else sprintf(register_name
, "%cC[%s]", prefix
, rel_param
.param_str
);
1380 if (shader_constant_is_local(This
, reg
->idx
))
1381 sprintf(register_name
, "%cLC%u", prefix
, reg
->idx
);
1383 sprintf(register_name
, "%cC[%u]", prefix
, reg
->idx
);
1388 case WINED3DSPR_CONSTINT
:
1389 if (pshader
) sprintf(register_name
, "PI[%u]", reg
->idx
);
1390 else sprintf(register_name
, "VI[%u]", reg
->idx
);
1393 case WINED3DSPR_CONSTBOOL
:
1394 if (pshader
) sprintf(register_name
, "PB[%u]", reg
->idx
);
1395 else sprintf(register_name
, "VB[%u]", reg
->idx
);
1398 case WINED3DSPR_TEXTURE
: /* case WINED3DSPR_ADDR: */
1399 if (pshader
) sprintf(register_name
, "T%u", reg
->idx
);
1400 else sprintf(register_name
, "A%u", reg
->idx
);
1403 case WINED3DSPR_LOOP
:
1404 sprintf(register_name
, "aL%u", This
->baseShader
.cur_loop_regno
- 1);
1407 case WINED3DSPR_SAMPLER
:
1408 if (pshader
) sprintf(register_name
, "Psampler%u", reg
->idx
);
1409 else sprintf(register_name
, "Vsampler%u", reg
->idx
);
1412 case WINED3DSPR_COLOROUT
:
1413 if (reg
->idx
>= gl_info
->limits
.buffers
)
1414 WARN("Write to render target %u, only %d supported.\n", reg
->idx
, gl_info
->limits
.buffers
);
1416 sprintf(register_name
, "gl_FragData[%u]", reg
->idx
);
1419 case WINED3DSPR_RASTOUT
:
1420 sprintf(register_name
, "%s", hwrastout_reg_names
[reg
->idx
]);
1423 case WINED3DSPR_DEPTHOUT
:
1424 sprintf(register_name
, "gl_FragDepth");
1427 case WINED3DSPR_ATTROUT
:
1428 if (reg
->idx
== 0) sprintf(register_name
, "gl_FrontColor");
1429 else sprintf(register_name
, "gl_FrontSecondaryColor");
1432 case WINED3DSPR_TEXCRDOUT
:
1433 /* Vertex shaders >= 3.0: WINED3DSPR_OUTPUT */
1434 if (This
->baseShader
.reg_maps
.shader_version
.major
>= 3) sprintf(register_name
, "OUT[%u]", reg
->idx
);
1435 else sprintf(register_name
, "gl_TexCoord[%u]", reg
->idx
);
1438 case WINED3DSPR_MISCTYPE
:
1442 sprintf(register_name
, "vpos");
1444 else if (reg
->idx
== 1)
1446 /* Note that gl_FrontFacing is a bool, while vFace is
1447 * a float for which the sign determines front/back */
1448 sprintf(register_name
, "(gl_FrontFacing ? 1.0 : -1.0)");
1452 FIXME("Unhandled misctype register %d\n", reg
->idx
);
1453 sprintf(register_name
, "unrecognized_register");
1457 case WINED3DSPR_IMMCONST
:
1458 switch (reg
->immconst_type
)
1460 case WINED3D_IMMCONST_FLOAT
:
1461 sprintf(register_name
, "%.8e", *(const float *)reg
->immconst_data
);
1464 case WINED3D_IMMCONST_FLOAT4
:
1465 sprintf(register_name
, "vec4(%.8e, %.8e, %.8e, %.8e)",
1466 *(const float *)®
->immconst_data
[0], *(const float *)®
->immconst_data
[1],
1467 *(const float *)®
->immconst_data
[2], *(const float *)®
->immconst_data
[3]);
1471 FIXME("Unhandled immconst type %#x\n", reg
->immconst_type
);
1472 sprintf(register_name
, "<unhandled_immconst_type %#x>", reg
->immconst_type
);
1477 FIXME("Unhandled register name Type(%d)\n", reg
->type
);
1478 sprintf(register_name
, "unrecognized_register");
1483 static void shader_glsl_write_mask_to_str(DWORD write_mask
, char *str
)
1486 if (write_mask
& WINED3DSP_WRITEMASK_0
) *str
++ = 'x';
1487 if (write_mask
& WINED3DSP_WRITEMASK_1
) *str
++ = 'y';
1488 if (write_mask
& WINED3DSP_WRITEMASK_2
) *str
++ = 'z';
1489 if (write_mask
& WINED3DSP_WRITEMASK_3
) *str
++ = 'w';
1493 /* Get the GLSL write mask for the destination register */
1494 static DWORD
shader_glsl_get_write_mask(const struct wined3d_shader_dst_param
*param
, char *write_mask
)
1496 DWORD mask
= param
->write_mask
;
1498 if (shader_is_scalar(¶m
->reg
))
1500 mask
= WINED3DSP_WRITEMASK_0
;
1505 shader_glsl_write_mask_to_str(mask
, write_mask
);
1511 static unsigned int shader_glsl_get_write_mask_size(DWORD write_mask
) {
1512 unsigned int size
= 0;
1514 if (write_mask
& WINED3DSP_WRITEMASK_0
) ++size
;
1515 if (write_mask
& WINED3DSP_WRITEMASK_1
) ++size
;
1516 if (write_mask
& WINED3DSP_WRITEMASK_2
) ++size
;
1517 if (write_mask
& WINED3DSP_WRITEMASK_3
) ++size
;
1522 static void shader_glsl_swizzle_to_str(const DWORD swizzle
, BOOL fixup
, DWORD mask
, char *str
)
1524 /* For registers of type WINED3DDECLTYPE_D3DCOLOR, data is stored as "bgra",
1525 * but addressed as "rgba". To fix this we need to swap the register's x
1526 * and z components. */
1527 const char *swizzle_chars
= fixup
? "zyxw" : "xyzw";
1530 /* swizzle bits fields: wwzzyyxx */
1531 if (mask
& WINED3DSP_WRITEMASK_0
) *str
++ = swizzle_chars
[swizzle
& 0x03];
1532 if (mask
& WINED3DSP_WRITEMASK_1
) *str
++ = swizzle_chars
[(swizzle
>> 2) & 0x03];
1533 if (mask
& WINED3DSP_WRITEMASK_2
) *str
++ = swizzle_chars
[(swizzle
>> 4) & 0x03];
1534 if (mask
& WINED3DSP_WRITEMASK_3
) *str
++ = swizzle_chars
[(swizzle
>> 6) & 0x03];
1538 static void shader_glsl_get_swizzle(const struct wined3d_shader_src_param
*param
,
1539 BOOL fixup
, DWORD mask
, char *swizzle_str
)
1541 if (shader_is_scalar(¶m
->reg
))
1542 *swizzle_str
= '\0';
1544 shader_glsl_swizzle_to_str(param
->swizzle
, fixup
, mask
, swizzle_str
);
1547 /* From a given parameter token, generate the corresponding GLSL string.
1548 * Also, return the actual register name and swizzle in case the
1549 * caller needs this information as well. */
1550 static void shader_glsl_add_src_param(const struct wined3d_shader_instruction
*ins
,
1551 const struct wined3d_shader_src_param
*wined3d_src
, DWORD mask
, glsl_src_param_t
*glsl_src
)
1553 BOOL is_color
= FALSE
;
1554 char swizzle_str
[6];
1556 glsl_src
->reg_name
[0] = '\0';
1557 glsl_src
->param_str
[0] = '\0';
1558 swizzle_str
[0] = '\0';
1560 shader_glsl_get_register_name(&wined3d_src
->reg
, glsl_src
->reg_name
, &is_color
, ins
);
1561 shader_glsl_get_swizzle(wined3d_src
, is_color
, mask
, swizzle_str
);
1562 shader_glsl_gen_modifier(wined3d_src
->modifiers
, glsl_src
->reg_name
, swizzle_str
, glsl_src
->param_str
);
1565 /* From a given parameter token, generate the corresponding GLSL string.
1566 * Also, return the actual register name and swizzle in case the
1567 * caller needs this information as well. */
1568 static DWORD
shader_glsl_add_dst_param(const struct wined3d_shader_instruction
*ins
,
1569 const struct wined3d_shader_dst_param
*wined3d_dst
, glsl_dst_param_t
*glsl_dst
)
1571 BOOL is_color
= FALSE
;
1573 glsl_dst
->mask_str
[0] = '\0';
1574 glsl_dst
->reg_name
[0] = '\0';
1576 shader_glsl_get_register_name(&wined3d_dst
->reg
, glsl_dst
->reg_name
, &is_color
, ins
);
1577 return shader_glsl_get_write_mask(wined3d_dst
, glsl_dst
->mask_str
);
1580 /* Append the destination part of the instruction to the buffer, return the effective write mask */
1581 static DWORD
shader_glsl_append_dst_ext(struct wined3d_shader_buffer
*buffer
,
1582 const struct wined3d_shader_instruction
*ins
, const struct wined3d_shader_dst_param
*dst
)
1584 glsl_dst_param_t glsl_dst
;
1587 mask
= shader_glsl_add_dst_param(ins
, dst
, &glsl_dst
);
1588 if (mask
) shader_addline(buffer
, "%s%s = %s(", glsl_dst
.reg_name
, glsl_dst
.mask_str
, shift_glsl_tab
[dst
->shift
]);
1593 /* Append the destination part of the instruction to the buffer, return the effective write mask */
1594 static DWORD
shader_glsl_append_dst(struct wined3d_shader_buffer
*buffer
, const struct wined3d_shader_instruction
*ins
)
1596 return shader_glsl_append_dst_ext(buffer
, ins
, &ins
->dst
[0]);
1599 /** Process GLSL instruction modifiers */
1600 static void shader_glsl_add_instruction_modifiers(const struct wined3d_shader_instruction
*ins
)
1602 glsl_dst_param_t dst_param
;
1605 if (!ins
->dst_count
) return;
1607 modifiers
= ins
->dst
[0].modifiers
;
1608 if (!modifiers
) return;
1610 shader_glsl_add_dst_param(ins
, &ins
->dst
[0], &dst_param
);
1612 if (modifiers
& WINED3DSPDM_SATURATE
)
1614 /* _SAT means to clamp the value of the register to between 0 and 1 */
1615 shader_addline(ins
->ctx
->buffer
, "%s%s = clamp(%s%s, 0.0, 1.0);\n", dst_param
.reg_name
,
1616 dst_param
.mask_str
, dst_param
.reg_name
, dst_param
.mask_str
);
1619 if (modifiers
& WINED3DSPDM_MSAMPCENTROID
)
1621 FIXME("_centroid modifier not handled\n");
1624 if (modifiers
& WINED3DSPDM_PARTIALPRECISION
)
1626 /* MSDN says this modifier can be safely ignored, so that's what we'll do. */
1630 static inline const char *shader_get_comp_op(DWORD op
)
1633 case COMPARISON_GT
: return ">";
1634 case COMPARISON_EQ
: return "==";
1635 case COMPARISON_GE
: return ">=";
1636 case COMPARISON_LT
: return "<";
1637 case COMPARISON_NE
: return "!=";
1638 case COMPARISON_LE
: return "<=";
1640 FIXME("Unrecognized comparison value: %u\n", op
);
1645 static void shader_glsl_get_sample_function(const struct wined3d_gl_info
*gl_info
,
1646 DWORD sampler_type
, DWORD flags
, glsl_sample_function_t
*sample_function
)
1648 BOOL projected
= flags
& WINED3D_GLSL_SAMPLE_PROJECTED
;
1649 BOOL texrect
= flags
& WINED3D_GLSL_SAMPLE_RECT
;
1650 BOOL lod
= flags
& WINED3D_GLSL_SAMPLE_LOD
;
1651 BOOL grad
= flags
& WINED3D_GLSL_SAMPLE_GRAD
;
1653 /* Note that there's no such thing as a projected cube texture. */
1654 switch(sampler_type
) {
1657 sample_function
->name
= projected
? "texture1DProjLod" : "texture1DLod";
1661 if (gl_info
->supported
[EXT_GPU_SHADER4
])
1662 sample_function
->name
= projected
? "texture1DProjGrad" : "texture1DGrad";
1663 else if (gl_info
->supported
[ARB_SHADER_TEXTURE_LOD
])
1664 sample_function
->name
= projected
? "texture1DProjGradARB" : "texture1DGradARB";
1667 FIXME("Unsupported 1D grad function.\n");
1668 sample_function
->name
= "unsupported1DGrad";
1673 sample_function
->name
= projected
? "texture1DProj" : "texture1D";
1675 sample_function
->coord_mask
= WINED3DSP_WRITEMASK_0
;
1680 sample_function
->name
= projected
? "texture2DRectProjLod" : "texture2DRectLod";
1684 if (gl_info
->supported
[EXT_GPU_SHADER4
])
1685 sample_function
->name
= projected
? "texture2DRectProjGrad" : "texture2DRectGrad";
1686 else if (gl_info
->supported
[ARB_SHADER_TEXTURE_LOD
])
1687 sample_function
->name
= projected
? "texture2DRectProjGradARB" : "texture2DRectGradARB";
1690 FIXME("Unsupported RECT grad function.\n");
1691 sample_function
->name
= "unsupported2DRectGrad";
1696 sample_function
->name
= projected
? "texture2DRectProj" : "texture2DRect";
1700 sample_function
->name
= projected
? "texture2DProjLod" : "texture2DLod";
1704 if (gl_info
->supported
[EXT_GPU_SHADER4
])
1705 sample_function
->name
= projected
? "texture2DProjGrad" : "texture2DGrad";
1706 else if (gl_info
->supported
[ARB_SHADER_TEXTURE_LOD
])
1707 sample_function
->name
= projected
? "texture2DProjGradARB" : "texture2DGradARB";
1710 FIXME("Unsupported 2D grad function.\n");
1711 sample_function
->name
= "unsupported2DGrad";
1716 sample_function
->name
= projected
? "texture2DProj" : "texture2D";
1719 sample_function
->coord_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
;
1721 case WINED3DSTT_CUBE
:
1723 sample_function
->name
= "textureCubeLod";
1727 if (gl_info
->supported
[EXT_GPU_SHADER4
])
1728 sample_function
->name
= "textureCubeGrad";
1729 else if (gl_info
->supported
[ARB_SHADER_TEXTURE_LOD
])
1730 sample_function
->name
= "textureCubeGradARB";
1733 FIXME("Unsupported Cube grad function.\n");
1734 sample_function
->name
= "unsupportedCubeGrad";
1739 sample_function
->name
= "textureCube";
1741 sample_function
->coord_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
1743 case WINED3DSTT_VOLUME
:
1745 sample_function
->name
= projected
? "texture3DProjLod" : "texture3DLod";
1749 if (gl_info
->supported
[EXT_GPU_SHADER4
])
1750 sample_function
->name
= projected
? "texture3DProjGrad" : "texture3DGrad";
1751 else if (gl_info
->supported
[ARB_SHADER_TEXTURE_LOD
])
1752 sample_function
->name
= projected
? "texture3DProjGradARB" : "texture3DGradARB";
1755 FIXME("Unsupported 3D grad function.\n");
1756 sample_function
->name
= "unsupported3DGrad";
1761 sample_function
->name
= projected
? "texture3DProj" : "texture3D";
1763 sample_function
->coord_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
1766 sample_function
->name
= "";
1767 sample_function
->coord_mask
= 0;
1768 FIXME("Unrecognized sampler type: %#x;\n", sampler_type
);
1773 static void shader_glsl_append_fixup_arg(char *arguments
, const char *reg_name
,
1774 BOOL sign_fixup
, enum fixup_channel_source channel_source
)
1776 switch(channel_source
)
1778 case CHANNEL_SOURCE_ZERO
:
1779 strcat(arguments
, "0.0");
1782 case CHANNEL_SOURCE_ONE
:
1783 strcat(arguments
, "1.0");
1786 case CHANNEL_SOURCE_X
:
1787 strcat(arguments
, reg_name
);
1788 strcat(arguments
, ".x");
1791 case CHANNEL_SOURCE_Y
:
1792 strcat(arguments
, reg_name
);
1793 strcat(arguments
, ".y");
1796 case CHANNEL_SOURCE_Z
:
1797 strcat(arguments
, reg_name
);
1798 strcat(arguments
, ".z");
1801 case CHANNEL_SOURCE_W
:
1802 strcat(arguments
, reg_name
);
1803 strcat(arguments
, ".w");
1807 FIXME("Unhandled channel source %#x\n", channel_source
);
1808 strcat(arguments
, "undefined");
1812 if (sign_fixup
) strcat(arguments
, " * 2.0 - 1.0");
1815 static void shader_glsl_color_correction(const struct wined3d_shader_instruction
*ins
, struct color_fixup_desc fixup
)
1817 struct wined3d_shader_dst_param dst
;
1818 unsigned int mask_size
, remaining
;
1819 glsl_dst_param_t dst_param
;
1820 char arguments
[256];
1824 if (fixup
.x_sign_fixup
|| fixup
.x_source
!= CHANNEL_SOURCE_X
) mask
|= WINED3DSP_WRITEMASK_0
;
1825 if (fixup
.y_sign_fixup
|| fixup
.y_source
!= CHANNEL_SOURCE_Y
) mask
|= WINED3DSP_WRITEMASK_1
;
1826 if (fixup
.z_sign_fixup
|| fixup
.z_source
!= CHANNEL_SOURCE_Z
) mask
|= WINED3DSP_WRITEMASK_2
;
1827 if (fixup
.w_sign_fixup
|| fixup
.w_source
!= CHANNEL_SOURCE_W
) mask
|= WINED3DSP_WRITEMASK_3
;
1828 mask
&= ins
->dst
[0].write_mask
;
1830 if (!mask
) return; /* Nothing to do */
1832 if (is_yuv_fixup(fixup
))
1834 enum yuv_fixup yuv_fixup
= get_yuv_fixup(fixup
);
1835 FIXME("YUV fixup (%#x) not supported\n", yuv_fixup
);
1839 mask_size
= shader_glsl_get_write_mask_size(mask
);
1842 dst
.write_mask
= mask
;
1843 shader_glsl_add_dst_param(ins
, &dst
, &dst_param
);
1845 arguments
[0] = '\0';
1846 remaining
= mask_size
;
1847 if (mask
& WINED3DSP_WRITEMASK_0
)
1849 shader_glsl_append_fixup_arg(arguments
, dst_param
.reg_name
, fixup
.x_sign_fixup
, fixup
.x_source
);
1850 if (--remaining
) strcat(arguments
, ", ");
1852 if (mask
& WINED3DSP_WRITEMASK_1
)
1854 shader_glsl_append_fixup_arg(arguments
, dst_param
.reg_name
, fixup
.y_sign_fixup
, fixup
.y_source
);
1855 if (--remaining
) strcat(arguments
, ", ");
1857 if (mask
& WINED3DSP_WRITEMASK_2
)
1859 shader_glsl_append_fixup_arg(arguments
, dst_param
.reg_name
, fixup
.z_sign_fixup
, fixup
.z_source
);
1860 if (--remaining
) strcat(arguments
, ", ");
1862 if (mask
& WINED3DSP_WRITEMASK_3
)
1864 shader_glsl_append_fixup_arg(arguments
, dst_param
.reg_name
, fixup
.w_sign_fixup
, fixup
.w_source
);
1865 if (--remaining
) strcat(arguments
, ", ");
1870 shader_addline(ins
->ctx
->buffer
, "%s%s = vec%u(%s);\n",
1871 dst_param
.reg_name
, dst_param
.mask_str
, mask_size
, arguments
);
1875 shader_addline(ins
->ctx
->buffer
, "%s%s = %s;\n", dst_param
.reg_name
, dst_param
.mask_str
, arguments
);
1879 static void PRINTF_ATTR(8, 9) shader_glsl_gen_sample_code(const struct wined3d_shader_instruction
*ins
,
1880 DWORD sampler
, const glsl_sample_function_t
*sample_function
, DWORD swizzle
,
1881 const char *dx
, const char *dy
,
1882 const char *bias
, const char *coord_reg_fmt
, ...)
1884 const char *sampler_base
;
1885 char dst_swizzle
[6];
1886 struct color_fixup_desc fixup
;
1887 BOOL np2_fixup
= FALSE
;
1890 shader_glsl_swizzle_to_str(swizzle
, FALSE
, ins
->dst
[0].write_mask
, dst_swizzle
);
1892 if (shader_is_pshader_version(ins
->ctx
->reg_maps
->shader_version
.type
))
1894 const struct shader_glsl_ctx_priv
*priv
= ins
->ctx
->backend_data
;
1895 fixup
= priv
->cur_ps_args
->color_fixup
[sampler
];
1896 sampler_base
= "Psampler";
1898 if(priv
->cur_ps_args
->np2_fixup
& (1 << sampler
)) {
1900 FIXME("Biased sampling from NP2 textures is unsupported\n");
1906 sampler_base
= "Vsampler";
1907 fixup
= COLOR_FIXUP_IDENTITY
; /* FIXME: Vshader color fixup */
1910 shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
1912 shader_addline(ins
->ctx
->buffer
, "%s(%s%u, ", sample_function
->name
, sampler_base
, sampler
);
1914 va_start(args
, coord_reg_fmt
);
1915 shader_vaddline(ins
->ctx
->buffer
, coord_reg_fmt
, args
);
1919 shader_addline(ins
->ctx
->buffer
, ", %s)%s);\n", bias
, dst_swizzle
);
1922 const struct shader_glsl_ctx_priv
*priv
= ins
->ctx
->backend_data
;
1923 const unsigned char idx
= priv
->cur_np2fixup_info
->idx
[sampler
];
1925 shader_addline(ins
->ctx
->buffer
, " * PsamplerNP2Fixup[%u].%s)%s);\n", idx
>> 1,
1926 (idx
% 2) ? "zw" : "xy", dst_swizzle
);
1927 } else if(dx
&& dy
) {
1928 shader_addline(ins
->ctx
->buffer
, ", %s, %s)%s);\n", dx
, dy
, dst_swizzle
);
1930 shader_addline(ins
->ctx
->buffer
, ")%s);\n", dst_swizzle
);
1934 if(!is_identity_fixup(fixup
)) {
1935 shader_glsl_color_correction(ins
, fixup
);
1939 /*****************************************************************************
1940 * Begin processing individual instruction opcodes
1941 ****************************************************************************/
1943 /* Generate GLSL arithmetic functions (dst = src1 + src2) */
1944 static void shader_glsl_arith(const struct wined3d_shader_instruction
*ins
)
1946 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
1947 glsl_src_param_t src0_param
;
1948 glsl_src_param_t src1_param
;
1952 /* Determine the GLSL operator to use based on the opcode */
1953 switch (ins
->handler_idx
)
1955 case WINED3DSIH_MUL
: op
= '*'; break;
1956 case WINED3DSIH_ADD
: op
= '+'; break;
1957 case WINED3DSIH_SUB
: op
= '-'; break;
1960 FIXME("Opcode %#x not yet handled in GLSL\n", ins
->handler_idx
);
1964 write_mask
= shader_glsl_append_dst(buffer
, ins
);
1965 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
1966 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
1967 shader_addline(buffer
, "%s %c %s);\n", src0_param
.param_str
, op
, src1_param
.param_str
);
1970 /* Process the WINED3DSIO_MOV opcode using GLSL (dst = src) */
1971 static void shader_glsl_mov(const struct wined3d_shader_instruction
*ins
)
1973 const struct wined3d_gl_info
*gl_info
= ins
->ctx
->gl_info
;
1974 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
1975 glsl_src_param_t src0_param
;
1978 write_mask
= shader_glsl_append_dst(buffer
, ins
);
1979 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
1981 /* In vs_1_1 WINED3DSIO_MOV can write to the address register. In later
1982 * shader versions WINED3DSIO_MOVA is used for this. */
1983 if (ins
->ctx
->reg_maps
->shader_version
.major
== 1
1984 && !shader_is_pshader_version(ins
->ctx
->reg_maps
->shader_version
.type
)
1985 && ins
->dst
[0].reg
.type
== WINED3DSPR_ADDR
)
1987 /* This is a simple floor() */
1988 unsigned int mask_size
= shader_glsl_get_write_mask_size(write_mask
);
1989 if (mask_size
> 1) {
1990 shader_addline(buffer
, "ivec%d(floor(%s)));\n", mask_size
, src0_param
.param_str
);
1992 shader_addline(buffer
, "int(floor(%s)));\n", src0_param
.param_str
);
1995 else if(ins
->handler_idx
== WINED3DSIH_MOVA
)
1997 /* We need to *round* to the nearest int here. */
1998 unsigned int mask_size
= shader_glsl_get_write_mask_size(write_mask
);
2000 if (gl_info
->supported
[EXT_GPU_SHADER4
])
2003 shader_addline(buffer
, "ivec%d(round(%s)));\n", mask_size
, src0_param
.param_str
);
2005 shader_addline(buffer
, "int(round(%s)));\n", src0_param
.param_str
);
2010 shader_addline(buffer
, "ivec%d(floor(abs(%s) + vec%d(0.5)) * sign(%s)));\n",
2011 mask_size
, src0_param
.param_str
, mask_size
, src0_param
.param_str
);
2013 shader_addline(buffer
, "int(floor(abs(%s) + 0.5) * sign(%s)));\n",
2014 src0_param
.param_str
, src0_param
.param_str
);
2019 shader_addline(buffer
, "%s);\n", src0_param
.param_str
);
2023 /* Process the dot product operators DP3 and DP4 in GLSL (dst = dot(src0, src1)) */
2024 static void shader_glsl_dot(const struct wined3d_shader_instruction
*ins
)
2026 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
2027 glsl_src_param_t src0_param
;
2028 glsl_src_param_t src1_param
;
2029 DWORD dst_write_mask
, src_write_mask
;
2030 unsigned int dst_size
= 0;
2032 dst_write_mask
= shader_glsl_append_dst(buffer
, ins
);
2033 dst_size
= shader_glsl_get_write_mask_size(dst_write_mask
);
2035 /* dp3 works on vec3, dp4 on vec4 */
2036 if (ins
->handler_idx
== WINED3DSIH_DP4
)
2038 src_write_mask
= WINED3DSP_WRITEMASK_ALL
;
2040 src_write_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
2043 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_write_mask
, &src0_param
);
2044 shader_glsl_add_src_param(ins
, &ins
->src
[1], src_write_mask
, &src1_param
);
2047 shader_addline(buffer
, "vec%d(dot(%s, %s)));\n", dst_size
, src0_param
.param_str
, src1_param
.param_str
);
2049 shader_addline(buffer
, "dot(%s, %s));\n", src0_param
.param_str
, src1_param
.param_str
);
2053 /* Note that this instruction has some restrictions. The destination write mask
2054 * can't contain the w component, and the source swizzles have to be .xyzw */
2055 static void shader_glsl_cross(const struct wined3d_shader_instruction
*ins
)
2057 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
2058 glsl_src_param_t src0_param
;
2059 glsl_src_param_t src1_param
;
2062 shader_glsl_get_write_mask(&ins
->dst
[0], dst_mask
);
2063 shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
2064 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_mask
, &src0_param
);
2065 shader_glsl_add_src_param(ins
, &ins
->src
[1], src_mask
, &src1_param
);
2066 shader_addline(ins
->ctx
->buffer
, "cross(%s, %s)%s);\n", src0_param
.param_str
, src1_param
.param_str
, dst_mask
);
2069 /* Process the WINED3DSIO_POW instruction in GLSL (dst = |src0|^src1)
2070 * Src0 and src1 are scalars. Note that D3D uses the absolute of src0, while
2071 * GLSL uses the value as-is. */
2072 static void shader_glsl_pow(const struct wined3d_shader_instruction
*ins
)
2074 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
2075 glsl_src_param_t src0_param
;
2076 glsl_src_param_t src1_param
;
2077 DWORD dst_write_mask
;
2078 unsigned int dst_size
;
2080 dst_write_mask
= shader_glsl_append_dst(buffer
, ins
);
2081 dst_size
= shader_glsl_get_write_mask_size(dst_write_mask
);
2083 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
, &src0_param
);
2084 shader_glsl_add_src_param(ins
, &ins
->src
[1], WINED3DSP_WRITEMASK_0
, &src1_param
);
2087 shader_addline(buffer
, "vec%d(pow(abs(%s), %s)));\n", dst_size
, src0_param
.param_str
, src1_param
.param_str
);
2089 shader_addline(buffer
, "pow(abs(%s), %s));\n", src0_param
.param_str
, src1_param
.param_str
);
2093 /* Process the WINED3DSIO_LOG instruction in GLSL (dst = log2(|src0|))
2094 * Src0 is a scalar. Note that D3D uses the absolute of src0, while
2095 * GLSL uses the value as-is. */
2096 static void shader_glsl_log(const struct wined3d_shader_instruction
*ins
)
2098 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
2099 glsl_src_param_t src0_param
;
2100 DWORD dst_write_mask
;
2101 unsigned int dst_size
;
2103 dst_write_mask
= shader_glsl_append_dst(buffer
, ins
);
2104 dst_size
= shader_glsl_get_write_mask_size(dst_write_mask
);
2106 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
, &src0_param
);
2110 shader_addline(buffer
, "vec%d(%s == 0.0 ? -FLT_MAX : log2(abs(%s))));\n",
2111 dst_size
, src0_param
.param_str
, src0_param
.param_str
);
2115 shader_addline(buffer
, "%s == 0.0 ? -FLT_MAX : log2(abs(%s)));\n",
2116 src0_param
.param_str
, src0_param
.param_str
);
2120 /* Map the opcode 1-to-1 to the GL code (arg->dst = instruction(src0, src1, ...) */
2121 static void shader_glsl_map2gl(const struct wined3d_shader_instruction
*ins
)
2123 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
2124 glsl_src_param_t src_param
;
2125 const char *instruction
;
2129 /* Determine the GLSL function to use based on the opcode */
2130 /* TODO: Possibly make this a table for faster lookups */
2131 switch (ins
->handler_idx
)
2133 case WINED3DSIH_MIN
: instruction
= "min"; break;
2134 case WINED3DSIH_MAX
: instruction
= "max"; break;
2135 case WINED3DSIH_ABS
: instruction
= "abs"; break;
2136 case WINED3DSIH_FRC
: instruction
= "fract"; break;
2137 case WINED3DSIH_EXP
: instruction
= "exp2"; break;
2138 case WINED3DSIH_DSX
: instruction
= "dFdx"; break;
2139 case WINED3DSIH_DSY
: instruction
= "ycorrection.y * dFdy"; break;
2140 default: instruction
= "";
2141 FIXME("Opcode %#x not yet handled in GLSL\n", ins
->handler_idx
);
2145 write_mask
= shader_glsl_append_dst(buffer
, ins
);
2147 shader_addline(buffer
, "%s(", instruction
);
2151 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src_param
);
2152 shader_addline(buffer
, "%s", src_param
.param_str
);
2153 for (i
= 1; i
< ins
->src_count
; ++i
)
2155 shader_glsl_add_src_param(ins
, &ins
->src
[i
], write_mask
, &src_param
);
2156 shader_addline(buffer
, ", %s", src_param
.param_str
);
2160 shader_addline(buffer
, "));\n");
2163 static void shader_glsl_nrm(const struct wined3d_shader_instruction
*ins
)
2165 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
2166 glsl_src_param_t src_param
;
2170 write_mask
= shader_glsl_get_write_mask(ins
->dst
, dst_mask
);
2171 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src_param
);
2173 shader_addline(buffer
, "tmp0.x = length(%s);\n", src_param
.param_str
);
2174 shader_glsl_append_dst(buffer
, ins
);
2175 shader_addline(buffer
, "tmp0.x == 0.0 ? (%s * FLT_MAX) : (%s / tmp0.x));",
2176 src_param
.param_str
, src_param
.param_str
);
2179 /** Process the WINED3DSIO_EXPP instruction in GLSL:
2180 * For shader model 1.x, do the following (and honor the writemask, so use a temporary variable):
2181 * dst.x = 2^(floor(src))
2182 * dst.y = src - floor(src)
2183 * dst.z = 2^src (partial precision is allowed, but optional)
2185 * For 2.0 shaders, just do this (honoring writemask and swizzle):
2186 * dst = 2^src; (partial precision is allowed, but optional)
2188 static void shader_glsl_expp(const struct wined3d_shader_instruction
*ins
)
2190 glsl_src_param_t src_param
;
2192 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
, &src_param
);
2194 if (ins
->ctx
->reg_maps
->shader_version
.major
< 2)
2198 shader_addline(ins
->ctx
->buffer
, "tmp0.x = exp2(floor(%s));\n", src_param
.param_str
);
2199 shader_addline(ins
->ctx
->buffer
, "tmp0.y = %s - floor(%s);\n", src_param
.param_str
, src_param
.param_str
);
2200 shader_addline(ins
->ctx
->buffer
, "tmp0.z = exp2(%s);\n", src_param
.param_str
);
2201 shader_addline(ins
->ctx
->buffer
, "tmp0.w = 1.0;\n");
2203 shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
2204 shader_glsl_get_write_mask(&ins
->dst
[0], dst_mask
);
2205 shader_addline(ins
->ctx
->buffer
, "tmp0%s);\n", dst_mask
);
2208 unsigned int mask_size
;
2210 write_mask
= shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
2211 mask_size
= shader_glsl_get_write_mask_size(write_mask
);
2213 if (mask_size
> 1) {
2214 shader_addline(ins
->ctx
->buffer
, "vec%d(exp2(%s)));\n", mask_size
, src_param
.param_str
);
2216 shader_addline(ins
->ctx
->buffer
, "exp2(%s));\n", src_param
.param_str
);
2221 /** Process the RCP (reciprocal or inverse) opcode in GLSL (dst = 1 / src) */
2222 static void shader_glsl_rcp(const struct wined3d_shader_instruction
*ins
)
2224 glsl_src_param_t src_param
;
2226 unsigned int mask_size
;
2228 write_mask
= shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
2229 mask_size
= shader_glsl_get_write_mask_size(write_mask
);
2230 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_3
, &src_param
);
2234 shader_addline(ins
->ctx
->buffer
, "vec%d(%s == 0.0 ? FLT_MAX : 1.0 / %s));\n",
2235 mask_size
, src_param
.param_str
, src_param
.param_str
);
2239 shader_addline(ins
->ctx
->buffer
, "%s == 0.0 ? FLT_MAX : 1.0 / %s);\n",
2240 src_param
.param_str
, src_param
.param_str
);
2244 static void shader_glsl_rsq(const struct wined3d_shader_instruction
*ins
)
2246 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
2247 glsl_src_param_t src_param
;
2249 unsigned int mask_size
;
2251 write_mask
= shader_glsl_append_dst(buffer
, ins
);
2252 mask_size
= shader_glsl_get_write_mask_size(write_mask
);
2254 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_3
, &src_param
);
2258 shader_addline(buffer
, "vec%d(%s == 0.0 ? FLT_MAX : inversesqrt(abs(%s))));\n",
2259 mask_size
, src_param
.param_str
, src_param
.param_str
);
2263 shader_addline(buffer
, "%s == 0.0 ? FLT_MAX : inversesqrt(abs(%s)));\n",
2264 src_param
.param_str
, src_param
.param_str
);
2268 /** Process signed comparison opcodes in GLSL. */
2269 static void shader_glsl_compare(const struct wined3d_shader_instruction
*ins
)
2271 glsl_src_param_t src0_param
;
2272 glsl_src_param_t src1_param
;
2274 unsigned int mask_size
;
2276 write_mask
= shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
2277 mask_size
= shader_glsl_get_write_mask_size(write_mask
);
2278 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
2279 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
2281 if (mask_size
> 1) {
2282 const char *compare
;
2284 switch(ins
->handler_idx
)
2286 case WINED3DSIH_SLT
: compare
= "lessThan"; break;
2287 case WINED3DSIH_SGE
: compare
= "greaterThanEqual"; break;
2288 default: compare
= "";
2289 FIXME("Can't handle opcode %#x\n", ins
->handler_idx
);
2292 shader_addline(ins
->ctx
->buffer
, "vec%d(%s(%s, %s)));\n", mask_size
, compare
,
2293 src0_param
.param_str
, src1_param
.param_str
);
2295 switch(ins
->handler_idx
)
2297 case WINED3DSIH_SLT
:
2298 /* Step(src0, src1) is not suitable here because if src0 == src1 SLT is supposed,
2299 * to return 0.0 but step returns 1.0 because step is not < x
2300 * An alternative is a bvec compare padded with an unused second component.
2301 * step(src1 * -1.0, src0 * -1.0) is not an option because it suffers from the same
2302 * issue. Playing with not() is not possible either because not() does not accept
2305 shader_addline(ins
->ctx
->buffer
, "(%s < %s) ? 1.0 : 0.0);\n",
2306 src0_param
.param_str
, src1_param
.param_str
);
2308 case WINED3DSIH_SGE
:
2309 /* Here we can use the step() function and safe a conditional */
2310 shader_addline(ins
->ctx
->buffer
, "step(%s, %s));\n", src1_param
.param_str
, src0_param
.param_str
);
2313 FIXME("Can't handle opcode %#x\n", ins
->handler_idx
);
2319 /** Process CMP instruction in GLSL (dst = src0 >= 0.0 ? src1 : src2), per channel */
2320 static void shader_glsl_cmp(const struct wined3d_shader_instruction
*ins
)
2322 glsl_src_param_t src0_param
;
2323 glsl_src_param_t src1_param
;
2324 glsl_src_param_t src2_param
;
2325 DWORD write_mask
, cmp_channel
= 0;
2328 BOOL temp_destination
= FALSE
;
2330 if (shader_is_scalar(&ins
->src
[0].reg
))
2332 write_mask
= shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
2334 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_ALL
, &src0_param
);
2335 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
2336 shader_glsl_add_src_param(ins
, &ins
->src
[2], write_mask
, &src2_param
);
2338 shader_addline(ins
->ctx
->buffer
, "%s >= 0.0 ? %s : %s);\n",
2339 src0_param
.param_str
, src1_param
.param_str
, src2_param
.param_str
);
2341 DWORD dst_mask
= ins
->dst
[0].write_mask
;
2342 struct wined3d_shader_dst_param dst
= ins
->dst
[0];
2344 /* Cycle through all source0 channels */
2345 for (i
=0; i
<4; i
++) {
2347 /* Find the destination channels which use the current source0 channel */
2348 for (j
=0; j
<4; j
++) {
2349 if (((ins
->src
[0].swizzle
>> (2 * j
)) & 0x3) == i
)
2351 write_mask
|= WINED3DSP_WRITEMASK_0
<< j
;
2352 cmp_channel
= WINED3DSP_WRITEMASK_0
<< j
;
2355 dst
.write_mask
= dst_mask
& write_mask
;
2357 /* Splitting the cmp instruction up in multiple lines imposes a problem:
2358 * The first lines may overwrite source parameters of the following lines.
2359 * Deal with that by using a temporary destination register if needed
2361 if ((ins
->src
[0].reg
.idx
== ins
->dst
[0].reg
.idx
2362 && ins
->src
[0].reg
.type
== ins
->dst
[0].reg
.type
)
2363 || (ins
->src
[1].reg
.idx
== ins
->dst
[0].reg
.idx
2364 && ins
->src
[1].reg
.type
== ins
->dst
[0].reg
.type
)
2365 || (ins
->src
[2].reg
.idx
== ins
->dst
[0].reg
.idx
2366 && ins
->src
[2].reg
.type
== ins
->dst
[0].reg
.type
))
2368 write_mask
= shader_glsl_get_write_mask(&dst
, mask_char
);
2369 if (!write_mask
) continue;
2370 shader_addline(ins
->ctx
->buffer
, "tmp0%s = (", mask_char
);
2371 temp_destination
= TRUE
;
2373 write_mask
= shader_glsl_append_dst_ext(ins
->ctx
->buffer
, ins
, &dst
);
2374 if (!write_mask
) continue;
2377 shader_glsl_add_src_param(ins
, &ins
->src
[0], cmp_channel
, &src0_param
);
2378 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
2379 shader_glsl_add_src_param(ins
, &ins
->src
[2], write_mask
, &src2_param
);
2381 shader_addline(ins
->ctx
->buffer
, "%s >= 0.0 ? %s : %s);\n",
2382 src0_param
.param_str
, src1_param
.param_str
, src2_param
.param_str
);
2385 if(temp_destination
) {
2386 shader_glsl_get_write_mask(&ins
->dst
[0], mask_char
);
2387 shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
2388 shader_addline(ins
->ctx
->buffer
, "tmp0%s);\n", mask_char
);
2394 /** Process the CND opcode in GLSL (dst = (src0 > 0.5) ? src1 : src2) */
2395 /* For ps 1.1-1.3, only a single component of src0 is used. For ps 1.4
2396 * the compare is done per component of src0. */
2397 static void shader_glsl_cnd(const struct wined3d_shader_instruction
*ins
)
2399 struct wined3d_shader_dst_param dst
;
2400 glsl_src_param_t src0_param
;
2401 glsl_src_param_t src1_param
;
2402 glsl_src_param_t src2_param
;
2403 DWORD write_mask
, cmp_channel
= 0;
2406 DWORD shader_version
= WINED3D_SHADER_VERSION(ins
->ctx
->reg_maps
->shader_version
.major
,
2407 ins
->ctx
->reg_maps
->shader_version
.minor
);
2409 if (shader_version
< WINED3D_SHADER_VERSION(1, 4))
2411 write_mask
= shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
2412 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
, &src0_param
);
2413 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
2414 shader_glsl_add_src_param(ins
, &ins
->src
[2], write_mask
, &src2_param
);
2416 /* Fun: The D3DSI_COISSUE flag changes the semantic of the cnd instruction for < 1.4 shaders */
2419 shader_addline(ins
->ctx
->buffer
, "%s /* COISSUE! */);\n", src1_param
.param_str
);
2421 shader_addline(ins
->ctx
->buffer
, "%s > 0.5 ? %s : %s);\n",
2422 src0_param
.param_str
, src1_param
.param_str
, src2_param
.param_str
);
2426 /* Cycle through all source0 channels */
2427 dst_mask
= ins
->dst
[0].write_mask
;
2429 for (i
=0; i
<4; i
++) {
2431 /* Find the destination channels which use the current source0 channel */
2432 for (j
=0; j
<4; j
++) {
2433 if (((ins
->src
[0].swizzle
>> (2 * j
)) & 0x3) == i
)
2435 write_mask
|= WINED3DSP_WRITEMASK_0
<< j
;
2436 cmp_channel
= WINED3DSP_WRITEMASK_0
<< j
;
2440 dst
.write_mask
= dst_mask
& write_mask
;
2441 write_mask
= shader_glsl_append_dst_ext(ins
->ctx
->buffer
, ins
, &dst
);
2442 if (!write_mask
) continue;
2444 shader_glsl_add_src_param(ins
, &ins
->src
[0], cmp_channel
, &src0_param
);
2445 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
2446 shader_glsl_add_src_param(ins
, &ins
->src
[2], write_mask
, &src2_param
);
2448 shader_addline(ins
->ctx
->buffer
, "%s > 0.5 ? %s : %s);\n",
2449 src0_param
.param_str
, src1_param
.param_str
, src2_param
.param_str
);
2453 /** GLSL code generation for WINED3DSIO_MAD: Multiply the first 2 opcodes, then add the last */
2454 static void shader_glsl_mad(const struct wined3d_shader_instruction
*ins
)
2456 glsl_src_param_t src0_param
;
2457 glsl_src_param_t src1_param
;
2458 glsl_src_param_t src2_param
;
2461 write_mask
= shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
2462 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
2463 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
2464 shader_glsl_add_src_param(ins
, &ins
->src
[2], write_mask
, &src2_param
);
2465 shader_addline(ins
->ctx
->buffer
, "(%s * %s) + %s);\n",
2466 src0_param
.param_str
, src1_param
.param_str
, src2_param
.param_str
);
2469 /* Handles transforming all WINED3DSIO_M?x? opcodes for
2470 Vertex shaders to GLSL codes */
2471 static void shader_glsl_mnxn(const struct wined3d_shader_instruction
*ins
)
2474 int nComponents
= 0;
2475 struct wined3d_shader_dst_param tmp_dst
= {{0}};
2476 struct wined3d_shader_src_param tmp_src
[2] = {{{0}}};
2477 struct wined3d_shader_instruction tmp_ins
;
2479 memset(&tmp_ins
, 0, sizeof(tmp_ins
));
2481 /* Set constants for the temporary argument */
2482 tmp_ins
.ctx
= ins
->ctx
;
2483 tmp_ins
.dst_count
= 1;
2484 tmp_ins
.dst
= &tmp_dst
;
2485 tmp_ins
.src_count
= 2;
2486 tmp_ins
.src
= tmp_src
;
2488 switch(ins
->handler_idx
)
2490 case WINED3DSIH_M4x4
:
2492 tmp_ins
.handler_idx
= WINED3DSIH_DP4
;
2494 case WINED3DSIH_M4x3
:
2496 tmp_ins
.handler_idx
= WINED3DSIH_DP4
;
2498 case WINED3DSIH_M3x4
:
2500 tmp_ins
.handler_idx
= WINED3DSIH_DP3
;
2502 case WINED3DSIH_M3x3
:
2504 tmp_ins
.handler_idx
= WINED3DSIH_DP3
;
2506 case WINED3DSIH_M3x2
:
2508 tmp_ins
.handler_idx
= WINED3DSIH_DP3
;
2514 tmp_dst
= ins
->dst
[0];
2515 tmp_src
[0] = ins
->src
[0];
2516 tmp_src
[1] = ins
->src
[1];
2517 for (i
= 0; i
< nComponents
; ++i
)
2519 tmp_dst
.write_mask
= WINED3DSP_WRITEMASK_0
<< i
;
2520 shader_glsl_dot(&tmp_ins
);
2521 ++tmp_src
[1].reg
.idx
;
2526 The LRP instruction performs a component-wise linear interpolation
2527 between the second and third operands using the first operand as the
2528 blend factor. Equation: (dst = src2 + src0 * (src1 - src2))
2529 This is equivalent to mix(src2, src1, src0);
2531 static void shader_glsl_lrp(const struct wined3d_shader_instruction
*ins
)
2533 glsl_src_param_t src0_param
;
2534 glsl_src_param_t src1_param
;
2535 glsl_src_param_t src2_param
;
2538 write_mask
= shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
2540 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
2541 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
2542 shader_glsl_add_src_param(ins
, &ins
->src
[2], write_mask
, &src2_param
);
2544 shader_addline(ins
->ctx
->buffer
, "mix(%s, %s, %s));\n",
2545 src2_param
.param_str
, src1_param
.param_str
, src0_param
.param_str
);
2548 /** Process the WINED3DSIO_LIT instruction in GLSL:
2549 * dst.x = dst.w = 1.0
2550 * dst.y = (src0.x > 0) ? src0.x
2551 * dst.z = (src0.x > 0) ? ((src0.y > 0) ? pow(src0.y, src.w) : 0) : 0
2552 * where src.w is clamped at +- 128
2554 static void shader_glsl_lit(const struct wined3d_shader_instruction
*ins
)
2556 glsl_src_param_t src0_param
;
2557 glsl_src_param_t src1_param
;
2558 glsl_src_param_t src3_param
;
2561 shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
2562 shader_glsl_get_write_mask(&ins
->dst
[0], dst_mask
);
2564 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
, &src0_param
);
2565 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_1
, &src1_param
);
2566 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_3
, &src3_param
);
2568 /* The sdk specifies the instruction like this
2570 * if(src.x > 0.0) dst.y = src.x
2572 * if(src.x > 0.0 && src.y > 0.0) dst.z = pow(src.y, power);
2576 * Obviously that has quite a few conditionals in it which we don't like. So the first step is this:
2577 * dst.x = 1.0 ... No further explanation needed
2578 * dst.y = max(src.y, 0.0); ... If x < 0.0, use 0.0, otherwise x. Same as the conditional
2579 * dst.z = x > 0.0 ? pow(max(y, 0.0), p) : 0; ... 0 ^ power is 0, and otherwise we use y anyway
2580 * dst.w = 1.0. ... Nothing fancy.
2582 * So we still have one conditional in there. So do this:
2583 * dst.z = pow(max(0.0, src.y) * step(0.0, src.x), power);
2585 * 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),
2586 * 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.
2587 * if both x and y are > 0, we get pow(y * 1.0, power), as it is supposed to
2589 shader_addline(ins
->ctx
->buffer
,
2590 "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",
2591 src0_param
.param_str
, src1_param
.param_str
, src0_param
.param_str
, src3_param
.param_str
, dst_mask
);
2594 /** Process the WINED3DSIO_DST instruction in GLSL:
2596 * dst.y = src0.x * src0.y
2600 static void shader_glsl_dst(const struct wined3d_shader_instruction
*ins
)
2602 glsl_src_param_t src0y_param
;
2603 glsl_src_param_t src0z_param
;
2604 glsl_src_param_t src1y_param
;
2605 glsl_src_param_t src1w_param
;
2608 shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
2609 shader_glsl_get_write_mask(&ins
->dst
[0], dst_mask
);
2611 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_1
, &src0y_param
);
2612 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_2
, &src0z_param
);
2613 shader_glsl_add_src_param(ins
, &ins
->src
[1], WINED3DSP_WRITEMASK_1
, &src1y_param
);
2614 shader_glsl_add_src_param(ins
, &ins
->src
[1], WINED3DSP_WRITEMASK_3
, &src1w_param
);
2616 shader_addline(ins
->ctx
->buffer
, "vec4(1.0, %s * %s, %s, %s))%s;\n",
2617 src0y_param
.param_str
, src1y_param
.param_str
, src0z_param
.param_str
, src1w_param
.param_str
, dst_mask
);
2620 /** Process the WINED3DSIO_SINCOS instruction in GLSL:
2621 * VS 2.0 requires that specific cosine and sine constants be passed to this instruction so the hardware
2622 * can handle it. But, these functions are built-in for GLSL, so we can just ignore the last 2 params.
2624 * dst.x = cos(src0.?)
2625 * dst.y = sin(src0.?)
2629 static void shader_glsl_sincos(const struct wined3d_shader_instruction
*ins
)
2631 glsl_src_param_t src0_param
;
2634 write_mask
= shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
2635 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
, &src0_param
);
2637 switch (write_mask
) {
2638 case WINED3DSP_WRITEMASK_0
:
2639 shader_addline(ins
->ctx
->buffer
, "cos(%s));\n", src0_param
.param_str
);
2642 case WINED3DSP_WRITEMASK_1
:
2643 shader_addline(ins
->ctx
->buffer
, "sin(%s));\n", src0_param
.param_str
);
2646 case (WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
):
2647 shader_addline(ins
->ctx
->buffer
, "vec2(cos(%s), sin(%s)));\n", src0_param
.param_str
, src0_param
.param_str
);
2651 ERR("Write mask should be .x, .y or .xy\n");
2656 /* sgn in vs_2_0 has 2 extra parameters(registers for temporary storage) which we don't use
2657 * here. But those extra parameters require a dedicated function for sgn, since map2gl would
2658 * generate invalid code
2660 static void shader_glsl_sgn(const struct wined3d_shader_instruction
*ins
)
2662 glsl_src_param_t src0_param
;
2665 write_mask
= shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
2666 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
2668 shader_addline(ins
->ctx
->buffer
, "sign(%s));\n", src0_param
.param_str
);
2671 /** Process the WINED3DSIO_LOOP instruction in GLSL:
2672 * Start a for() loop where src1.y is the initial value of aL,
2673 * increment aL by src1.z for a total of src1.x iterations.
2674 * Need to use a temporary variable for this operation.
2676 /* FIXME: I don't think nested loops will work correctly this way. */
2677 static void shader_glsl_loop(const struct wined3d_shader_instruction
*ins
)
2679 glsl_src_param_t src1_param
;
2680 IWineD3DBaseShaderImpl
*shader
= (IWineD3DBaseShaderImpl
*)ins
->ctx
->shader
;
2681 const DWORD
*control_values
= NULL
;
2682 const local_constant
*constant
;
2684 shader_glsl_add_src_param(ins
, &ins
->src
[1], WINED3DSP_WRITEMASK_ALL
, &src1_param
);
2686 /* Try to hardcode the loop control parameters if possible. Direct3D 9 class hardware doesn't support real
2687 * varying indexing, but Microsoft designed this feature for Shader model 2.x+. If the loop control is
2688 * known at compile time, the GLSL compiler can unroll the loop, and replace indirect addressing with direct
2691 if (ins
->src
[1].reg
.type
== WINED3DSPR_CONSTINT
)
2693 LIST_FOR_EACH_ENTRY(constant
, &shader
->baseShader
.constantsI
, local_constant
, entry
) {
2694 if (constant
->idx
== ins
->src
[1].reg
.idx
)
2696 control_values
= constant
->value
;
2704 struct wined3d_shader_loop_control loop_control
;
2705 loop_control
.count
= control_values
[0];
2706 loop_control
.start
= control_values
[1];
2707 loop_control
.step
= (int)control_values
[2];
2709 if (loop_control
.step
> 0)
2711 shader_addline(ins
->ctx
->buffer
, "for (aL%u = %u; aL%u < (%u * %d + %u); aL%u += %d) {\n",
2712 shader
->baseShader
.cur_loop_depth
, loop_control
.start
,
2713 shader
->baseShader
.cur_loop_depth
, loop_control
.count
, loop_control
.step
, loop_control
.start
,
2714 shader
->baseShader
.cur_loop_depth
, loop_control
.step
);
2716 else if (loop_control
.step
< 0)
2718 shader_addline(ins
->ctx
->buffer
, "for (aL%u = %u; aL%u > (%u * %d + %u); aL%u += %d) {\n",
2719 shader
->baseShader
.cur_loop_depth
, loop_control
.start
,
2720 shader
->baseShader
.cur_loop_depth
, loop_control
.count
, loop_control
.step
, loop_control
.start
,
2721 shader
->baseShader
.cur_loop_depth
, loop_control
.step
);
2725 shader_addline(ins
->ctx
->buffer
, "for (aL%u = %u, tmpInt%u = 0; tmpInt%u < %u; tmpInt%u++) {\n",
2726 shader
->baseShader
.cur_loop_depth
, loop_control
.start
, shader
->baseShader
.cur_loop_depth
,
2727 shader
->baseShader
.cur_loop_depth
, loop_control
.count
,
2728 shader
->baseShader
.cur_loop_depth
);
2731 shader_addline(ins
->ctx
->buffer
,
2732 "for (tmpInt%u = 0, aL%u = %s.y; tmpInt%u < %s.x; tmpInt%u++, aL%u += %s.z) {\n",
2733 shader
->baseShader
.cur_loop_depth
, shader
->baseShader
.cur_loop_regno
,
2734 src1_param
.reg_name
, shader
->baseShader
.cur_loop_depth
, src1_param
.reg_name
,
2735 shader
->baseShader
.cur_loop_depth
, shader
->baseShader
.cur_loop_regno
, src1_param
.reg_name
);
2738 shader
->baseShader
.cur_loop_depth
++;
2739 shader
->baseShader
.cur_loop_regno
++;
2742 static void shader_glsl_end(const struct wined3d_shader_instruction
*ins
)
2744 IWineD3DBaseShaderImpl
*shader
= (IWineD3DBaseShaderImpl
*)ins
->ctx
->shader
;
2746 shader_addline(ins
->ctx
->buffer
, "}\n");
2748 if (ins
->handler_idx
== WINED3DSIH_ENDLOOP
)
2750 shader
->baseShader
.cur_loop_depth
--;
2751 shader
->baseShader
.cur_loop_regno
--;
2754 if (ins
->handler_idx
== WINED3DSIH_ENDREP
)
2756 shader
->baseShader
.cur_loop_depth
--;
2760 static void shader_glsl_rep(const struct wined3d_shader_instruction
*ins
)
2762 IWineD3DBaseShaderImpl
*shader
= (IWineD3DBaseShaderImpl
*)ins
->ctx
->shader
;
2763 glsl_src_param_t src0_param
;
2764 const DWORD
*control_values
= NULL
;
2765 const local_constant
*constant
;
2767 /* Try to hardcode local values to help the GLSL compiler to unroll and optimize the loop */
2768 if (ins
->src
[0].reg
.type
== WINED3DSPR_CONSTINT
)
2770 LIST_FOR_EACH_ENTRY(constant
, &shader
->baseShader
.constantsI
, local_constant
, entry
)
2772 if (constant
->idx
== ins
->src
[0].reg
.idx
)
2774 control_values
= constant
->value
;
2780 if(control_values
) {
2781 shader_addline(ins
->ctx
->buffer
, "for (tmpInt%d = 0; tmpInt%d < %d; tmpInt%d++) {\n",
2782 shader
->baseShader
.cur_loop_depth
, shader
->baseShader
.cur_loop_depth
,
2783 control_values
[0], shader
->baseShader
.cur_loop_depth
);
2785 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
, &src0_param
);
2786 shader_addline(ins
->ctx
->buffer
, "for (tmpInt%d = 0; tmpInt%d < %s; tmpInt%d++) {\n",
2787 shader
->baseShader
.cur_loop_depth
, shader
->baseShader
.cur_loop_depth
,
2788 src0_param
.param_str
, shader
->baseShader
.cur_loop_depth
);
2790 shader
->baseShader
.cur_loop_depth
++;
2793 static void shader_glsl_if(const struct wined3d_shader_instruction
*ins
)
2795 glsl_src_param_t src0_param
;
2797 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
, &src0_param
);
2798 shader_addline(ins
->ctx
->buffer
, "if (%s) {\n", src0_param
.param_str
);
2801 static void shader_glsl_ifc(const struct wined3d_shader_instruction
*ins
)
2803 glsl_src_param_t src0_param
;
2804 glsl_src_param_t src1_param
;
2806 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
, &src0_param
);
2807 shader_glsl_add_src_param(ins
, &ins
->src
[1], WINED3DSP_WRITEMASK_0
, &src1_param
);
2809 shader_addline(ins
->ctx
->buffer
, "if (%s %s %s) {\n",
2810 src0_param
.param_str
, shader_get_comp_op(ins
->flags
), src1_param
.param_str
);
2813 static void shader_glsl_else(const struct wined3d_shader_instruction
*ins
)
2815 shader_addline(ins
->ctx
->buffer
, "} else {\n");
2818 static void shader_glsl_break(const struct wined3d_shader_instruction
*ins
)
2820 shader_addline(ins
->ctx
->buffer
, "break;\n");
2823 /* FIXME: According to MSDN the compare is done per component. */
2824 static void shader_glsl_breakc(const struct wined3d_shader_instruction
*ins
)
2826 glsl_src_param_t src0_param
;
2827 glsl_src_param_t src1_param
;
2829 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
, &src0_param
);
2830 shader_glsl_add_src_param(ins
, &ins
->src
[1], WINED3DSP_WRITEMASK_0
, &src1_param
);
2832 shader_addline(ins
->ctx
->buffer
, "if (%s %s %s) break;\n",
2833 src0_param
.param_str
, shader_get_comp_op(ins
->flags
), src1_param
.param_str
);
2836 static void shader_glsl_label(const struct wined3d_shader_instruction
*ins
)
2838 shader_addline(ins
->ctx
->buffer
, "}\n");
2839 shader_addline(ins
->ctx
->buffer
, "void subroutine%u () {\n", ins
->src
[0].reg
.idx
);
2842 static void shader_glsl_call(const struct wined3d_shader_instruction
*ins
)
2844 shader_addline(ins
->ctx
->buffer
, "subroutine%u();\n", ins
->src
[0].reg
.idx
);
2847 static void shader_glsl_callnz(const struct wined3d_shader_instruction
*ins
)
2849 glsl_src_param_t src1_param
;
2851 shader_glsl_add_src_param(ins
, &ins
->src
[1], WINED3DSP_WRITEMASK_0
, &src1_param
);
2852 shader_addline(ins
->ctx
->buffer
, "if (%s) subroutine%u();\n", src1_param
.param_str
, ins
->src
[0].reg
.idx
);
2855 static void shader_glsl_ret(const struct wined3d_shader_instruction
*ins
)
2857 /* No-op. The closing } is written when a new function is started, and at the end of the shader. This
2858 * function only suppresses the unhandled instruction warning
2862 /*********************************************
2863 * Pixel Shader Specific Code begins here
2864 ********************************************/
2865 static void shader_glsl_tex(const struct wined3d_shader_instruction
*ins
)
2867 IWineD3DBaseShaderImpl
*shader
= (IWineD3DBaseShaderImpl
*)ins
->ctx
->shader
;
2868 IWineD3DDeviceImpl
*deviceImpl
= (IWineD3DDeviceImpl
*)shader
->baseShader
.device
;
2869 DWORD shader_version
= WINED3D_SHADER_VERSION(ins
->ctx
->reg_maps
->shader_version
.major
,
2870 ins
->ctx
->reg_maps
->shader_version
.minor
);
2871 const struct wined3d_gl_info
*gl_info
= ins
->ctx
->gl_info
;
2872 glsl_sample_function_t sample_function
;
2873 DWORD sample_flags
= 0;
2874 WINED3DSAMPLER_TEXTURE_TYPE sampler_type
;
2876 DWORD mask
= 0, swizzle
;
2878 /* 1.0-1.4: Use destination register as sampler source.
2879 * 2.0+: Use provided sampler source. */
2880 if (shader_version
< WINED3D_SHADER_VERSION(2,0)) sampler_idx
= ins
->dst
[0].reg
.idx
;
2881 else sampler_idx
= ins
->src
[1].reg
.idx
;
2882 sampler_type
= ins
->ctx
->reg_maps
->sampler_type
[sampler_idx
];
2884 if (shader_version
< WINED3D_SHADER_VERSION(1,4))
2886 DWORD flags
= deviceImpl
->stateBlock
->textureState
[sampler_idx
][WINED3DTSS_TEXTURETRANSFORMFLAGS
];
2888 /* Projected cube textures don't make a lot of sense, the resulting coordinates stay the same. */
2889 if (flags
& WINED3DTTFF_PROJECTED
&& sampler_type
!= WINED3DSTT_CUBE
) {
2890 sample_flags
|= WINED3D_GLSL_SAMPLE_PROJECTED
;
2891 switch (flags
& ~WINED3DTTFF_PROJECTED
) {
2892 case WINED3DTTFF_COUNT1
: FIXME("WINED3DTTFF_PROJECTED with WINED3DTTFF_COUNT1?\n"); break;
2893 case WINED3DTTFF_COUNT2
: mask
= WINED3DSP_WRITEMASK_1
; break;
2894 case WINED3DTTFF_COUNT3
: mask
= WINED3DSP_WRITEMASK_2
; break;
2895 case WINED3DTTFF_COUNT4
:
2896 case WINED3DTTFF_DISABLE
: mask
= WINED3DSP_WRITEMASK_3
; break;
2900 else if (shader_version
< WINED3D_SHADER_VERSION(2,0))
2902 DWORD src_mod
= ins
->src
[0].modifiers
;
2904 if (src_mod
== WINED3DSPSM_DZ
) {
2905 sample_flags
|= WINED3D_GLSL_SAMPLE_PROJECTED
;
2906 mask
= WINED3DSP_WRITEMASK_2
;
2907 } else if (src_mod
== WINED3DSPSM_DW
) {
2908 sample_flags
|= WINED3D_GLSL_SAMPLE_PROJECTED
;
2909 mask
= WINED3DSP_WRITEMASK_3
;
2912 if (ins
->flags
& WINED3DSI_TEXLD_PROJECT
)
2914 /* ps 2.0 texldp instruction always divides by the fourth component. */
2915 sample_flags
|= WINED3D_GLSL_SAMPLE_PROJECTED
;
2916 mask
= WINED3DSP_WRITEMASK_3
;
2920 if(deviceImpl
->stateBlock
->textures
[sampler_idx
] &&
2921 IWineD3DBaseTexture_GetTextureDimensions(deviceImpl
->stateBlock
->textures
[sampler_idx
]) == GL_TEXTURE_RECTANGLE_ARB
) {
2922 sample_flags
|= WINED3D_GLSL_SAMPLE_RECT
;
2925 shader_glsl_get_sample_function(gl_info
, sampler_type
, sample_flags
, &sample_function
);
2926 mask
|= sample_function
.coord_mask
;
2928 if (shader_version
< WINED3D_SHADER_VERSION(2,0)) swizzle
= WINED3DSP_NOSWIZZLE
;
2929 else swizzle
= ins
->src
[1].swizzle
;
2931 /* 1.0-1.3: Use destination register as coordinate source.
2932 1.4+: Use provided coordinate source register. */
2933 if (shader_version
< WINED3D_SHADER_VERSION(1,4))
2936 shader_glsl_write_mask_to_str(mask
, coord_mask
);
2937 shader_glsl_gen_sample_code(ins
, sampler_idx
, &sample_function
, swizzle
, NULL
, NULL
, NULL
,
2938 "T%u%s", sampler_idx
, coord_mask
);
2940 glsl_src_param_t coord_param
;
2941 shader_glsl_add_src_param(ins
, &ins
->src
[0], mask
, &coord_param
);
2942 if (ins
->flags
& WINED3DSI_TEXLD_BIAS
)
2944 glsl_src_param_t bias
;
2945 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_3
, &bias
);
2946 shader_glsl_gen_sample_code(ins
, sampler_idx
, &sample_function
, swizzle
, NULL
, NULL
, bias
.param_str
,
2947 "%s", coord_param
.param_str
);
2949 shader_glsl_gen_sample_code(ins
, sampler_idx
, &sample_function
, swizzle
, NULL
, NULL
, NULL
,
2950 "%s", coord_param
.param_str
);
2955 static void shader_glsl_texldd(const struct wined3d_shader_instruction
*ins
)
2957 IWineD3DBaseShaderImpl
*This
= (IWineD3DBaseShaderImpl
*)ins
->ctx
->shader
;
2958 IWineD3DDeviceImpl
* deviceImpl
= (IWineD3DDeviceImpl
*) This
->baseShader
.device
;
2959 const struct wined3d_gl_info
*gl_info
= ins
->ctx
->gl_info
;
2960 glsl_sample_function_t sample_function
;
2961 glsl_src_param_t coord_param
, dx_param
, dy_param
;
2962 DWORD sample_flags
= WINED3D_GLSL_SAMPLE_GRAD
;
2965 DWORD swizzle
= ins
->src
[1].swizzle
;
2967 if (!gl_info
->supported
[ARB_SHADER_TEXTURE_LOD
] && !gl_info
->supported
[EXT_GPU_SHADER4
])
2969 FIXME("texldd used, but not supported by hardware. Falling back to regular tex\n");
2970 return shader_glsl_tex(ins
);
2973 sampler_idx
= ins
->src
[1].reg
.idx
;
2974 sampler_type
= ins
->ctx
->reg_maps
->sampler_type
[sampler_idx
];
2975 if(deviceImpl
->stateBlock
->textures
[sampler_idx
] &&
2976 IWineD3DBaseTexture_GetTextureDimensions(deviceImpl
->stateBlock
->textures
[sampler_idx
]) == GL_TEXTURE_RECTANGLE_ARB
) {
2977 sample_flags
|= WINED3D_GLSL_SAMPLE_RECT
;
2980 shader_glsl_get_sample_function(gl_info
, sampler_type
, sample_flags
, &sample_function
);
2981 shader_glsl_add_src_param(ins
, &ins
->src
[0], sample_function
.coord_mask
, &coord_param
);
2982 shader_glsl_add_src_param(ins
, &ins
->src
[2], sample_function
.coord_mask
, &dx_param
);
2983 shader_glsl_add_src_param(ins
, &ins
->src
[3], sample_function
.coord_mask
, &dy_param
);
2985 shader_glsl_gen_sample_code(ins
, sampler_idx
, &sample_function
, swizzle
, dx_param
.param_str
, dy_param
.param_str
, NULL
,
2986 "%s", coord_param
.param_str
);
2989 static void shader_glsl_texldl(const struct wined3d_shader_instruction
*ins
)
2991 IWineD3DBaseShaderImpl
*This
= (IWineD3DBaseShaderImpl
*)ins
->ctx
->shader
;
2992 IWineD3DDeviceImpl
* deviceImpl
= (IWineD3DDeviceImpl
*) This
->baseShader
.device
;
2993 const struct wined3d_gl_info
*gl_info
= ins
->ctx
->gl_info
;
2994 glsl_sample_function_t sample_function
;
2995 glsl_src_param_t coord_param
, lod_param
;
2996 DWORD sample_flags
= WINED3D_GLSL_SAMPLE_LOD
;
2999 DWORD swizzle
= ins
->src
[1].swizzle
;
3001 sampler_idx
= ins
->src
[1].reg
.idx
;
3002 sampler_type
= ins
->ctx
->reg_maps
->sampler_type
[sampler_idx
];
3003 if(deviceImpl
->stateBlock
->textures
[sampler_idx
] &&
3004 IWineD3DBaseTexture_GetTextureDimensions(deviceImpl
->stateBlock
->textures
[sampler_idx
]) == GL_TEXTURE_RECTANGLE_ARB
) {
3005 sample_flags
|= WINED3D_GLSL_SAMPLE_RECT
;
3007 shader_glsl_get_sample_function(gl_info
, sampler_type
, sample_flags
, &sample_function
);
3008 shader_glsl_add_src_param(ins
, &ins
->src
[0], sample_function
.coord_mask
, &coord_param
);
3010 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_3
, &lod_param
);
3012 if (!gl_info
->supported
[ARB_SHADER_TEXTURE_LOD
] && !gl_info
->supported
[EXT_GPU_SHADER4
]
3013 && shader_is_pshader_version(ins
->ctx
->reg_maps
->shader_version
.type
))
3015 /* The GLSL spec claims the Lod sampling functions are only supported in vertex shaders.
3016 * However, they seem to work just fine in fragment shaders as well. */
3017 WARN("Using %s in fragment shader.\n", sample_function
.name
);
3019 shader_glsl_gen_sample_code(ins
, sampler_idx
, &sample_function
, swizzle
, NULL
, NULL
, lod_param
.param_str
,
3020 "%s", coord_param
.param_str
);
3023 static void shader_glsl_texcoord(const struct wined3d_shader_instruction
*ins
)
3025 /* FIXME: Make this work for more than just 2D textures */
3026 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
3027 DWORD write_mask
= shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
3029 if (!(ins
->ctx
->reg_maps
->shader_version
.major
== 1 && ins
->ctx
->reg_maps
->shader_version
.minor
== 4))
3033 shader_glsl_get_write_mask(&ins
->dst
[0], dst_mask
);
3034 shader_addline(buffer
, "clamp(gl_TexCoord[%u], 0.0, 1.0)%s);\n",
3035 ins
->dst
[0].reg
.idx
, dst_mask
);
3037 DWORD reg
= ins
->src
[0].reg
.idx
;
3038 DWORD src_mod
= ins
->src
[0].modifiers
;
3039 char dst_swizzle
[6];
3041 shader_glsl_get_swizzle(&ins
->src
[0], FALSE
, write_mask
, dst_swizzle
);
3043 if (src_mod
== WINED3DSPSM_DZ
) {
3044 glsl_src_param_t div_param
;
3045 unsigned int mask_size
= shader_glsl_get_write_mask_size(write_mask
);
3046 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_2
, &div_param
);
3048 if (mask_size
> 1) {
3049 shader_addline(buffer
, "gl_TexCoord[%u]%s / vec%d(%s));\n", reg
, dst_swizzle
, mask_size
, div_param
.param_str
);
3051 shader_addline(buffer
, "gl_TexCoord[%u]%s / %s);\n", reg
, dst_swizzle
, div_param
.param_str
);
3053 } else if (src_mod
== WINED3DSPSM_DW
) {
3054 glsl_src_param_t div_param
;
3055 unsigned int mask_size
= shader_glsl_get_write_mask_size(write_mask
);
3056 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_3
, &div_param
);
3058 if (mask_size
> 1) {
3059 shader_addline(buffer
, "gl_TexCoord[%u]%s / vec%d(%s));\n", reg
, dst_swizzle
, mask_size
, div_param
.param_str
);
3061 shader_addline(buffer
, "gl_TexCoord[%u]%s / %s);\n", reg
, dst_swizzle
, div_param
.param_str
);
3064 shader_addline(buffer
, "gl_TexCoord[%u]%s);\n", reg
, dst_swizzle
);
3069 /** Process the WINED3DSIO_TEXDP3TEX instruction in GLSL:
3070 * Take a 3-component dot product of the TexCoord[dstreg] and src,
3071 * then perform a 1D texture lookup from stage dstregnum, place into dst. */
3072 static void shader_glsl_texdp3tex(const struct wined3d_shader_instruction
*ins
)
3074 const struct wined3d_gl_info
*gl_info
= ins
->ctx
->gl_info
;
3075 glsl_src_param_t src0_param
;
3076 glsl_sample_function_t sample_function
;
3077 DWORD sampler_idx
= ins
->dst
[0].reg
.idx
;
3078 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
3079 WINED3DSAMPLER_TEXTURE_TYPE sampler_type
= ins
->ctx
->reg_maps
->sampler_type
[sampler_idx
];
3082 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_mask
, &src0_param
);
3084 /* Do I have to take care about the projected bit? I don't think so, since the dp3 returns only one
3085 * scalar, and projected sampling would require 4.
3087 * It is a dependent read - not valid with conditional NP2 textures
3089 shader_glsl_get_sample_function(gl_info
, sampler_type
, 0, &sample_function
);
3090 mask_size
= shader_glsl_get_write_mask_size(sample_function
.coord_mask
);
3095 shader_glsl_gen_sample_code(ins
, sampler_idx
, &sample_function
, WINED3DSP_NOSWIZZLE
, NULL
, NULL
, NULL
,
3096 "dot(gl_TexCoord[%u].xyz, %s)", sampler_idx
, src0_param
.param_str
);
3100 shader_glsl_gen_sample_code(ins
, sampler_idx
, &sample_function
, WINED3DSP_NOSWIZZLE
, NULL
, NULL
, NULL
,
3101 "vec2(dot(gl_TexCoord[%u].xyz, %s), 0.0)", sampler_idx
, src0_param
.param_str
);
3105 shader_glsl_gen_sample_code(ins
, sampler_idx
, &sample_function
, WINED3DSP_NOSWIZZLE
, NULL
, NULL
, NULL
,
3106 "vec3(dot(gl_TexCoord[%u].xyz, %s), 0.0, 0.0)", sampler_idx
, src0_param
.param_str
);
3110 FIXME("Unexpected mask size %u\n", mask_size
);
3115 /** Process the WINED3DSIO_TEXDP3 instruction in GLSL:
3116 * Take a 3-component dot product of the TexCoord[dstreg] and src. */
3117 static void shader_glsl_texdp3(const struct wined3d_shader_instruction
*ins
)
3119 glsl_src_param_t src0_param
;
3120 DWORD dstreg
= ins
->dst
[0].reg
.idx
;
3121 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
3123 unsigned int mask_size
;
3125 dst_mask
= shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
3126 mask_size
= shader_glsl_get_write_mask_size(dst_mask
);
3127 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_mask
, &src0_param
);
3129 if (mask_size
> 1) {
3130 shader_addline(ins
->ctx
->buffer
, "vec%d(dot(T%u.xyz, %s)));\n", mask_size
, dstreg
, src0_param
.param_str
);
3132 shader_addline(ins
->ctx
->buffer
, "dot(T%u.xyz, %s));\n", dstreg
, src0_param
.param_str
);
3136 /** Process the WINED3DSIO_TEXDEPTH instruction in GLSL:
3137 * Calculate the depth as dst.x / dst.y */
3138 static void shader_glsl_texdepth(const struct wined3d_shader_instruction
*ins
)
3140 glsl_dst_param_t dst_param
;
3142 shader_glsl_add_dst_param(ins
, &ins
->dst
[0], &dst_param
);
3144 /* Tests show that texdepth never returns anything below 0.0, and that r5.y is clamped to 1.0.
3145 * Negative input is accepted, -0.25 / -0.5 returns 0.5. GL should clamp gl_FragDepth to [0;1], but
3146 * this doesn't always work, so clamp the results manually. Whether or not the x value is clamped at 1
3147 * too is irrelevant, since if x = 0, any y value < 1.0 (and > 1.0 is not allowed) results in a result
3150 shader_addline(ins
->ctx
->buffer
, "gl_FragDepth = clamp((%s.x / min(%s.y, 1.0)), 0.0, 1.0);\n",
3151 dst_param
.reg_name
, dst_param
.reg_name
);
3154 /** Process the WINED3DSIO_TEXM3X2DEPTH instruction in GLSL:
3155 * Last row of a 3x2 matrix multiply, use the result to calculate the depth:
3156 * Calculate tmp0.y = TexCoord[dstreg] . src.xyz; (tmp0.x has already been calculated)
3157 * depth = (tmp0.y == 0.0) ? 1.0 : tmp0.x / tmp0.y
3159 static void shader_glsl_texm3x2depth(const struct wined3d_shader_instruction
*ins
)
3161 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
3162 DWORD dstreg
= ins
->dst
[0].reg
.idx
;
3163 glsl_src_param_t src0_param
;
3165 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_mask
, &src0_param
);
3167 shader_addline(ins
->ctx
->buffer
, "tmp0.y = dot(T%u.xyz, %s);\n", dstreg
, src0_param
.param_str
);
3168 shader_addline(ins
->ctx
->buffer
, "gl_FragDepth = (tmp0.y == 0.0) ? 1.0 : clamp(tmp0.x / tmp0.y, 0.0, 1.0);\n");
3171 /** Process the WINED3DSIO_TEXM3X2PAD instruction in GLSL
3172 * Calculate the 1st of a 2-row matrix multiplication. */
3173 static void shader_glsl_texm3x2pad(const struct wined3d_shader_instruction
*ins
)
3175 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
3176 DWORD reg
= ins
->dst
[0].reg
.idx
;
3177 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
3178 glsl_src_param_t src0_param
;
3180 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_mask
, &src0_param
);
3181 shader_addline(buffer
, "tmp0.x = dot(T%u.xyz, %s);\n", reg
, src0_param
.param_str
);
3184 /** Process the WINED3DSIO_TEXM3X3PAD instruction in GLSL
3185 * Calculate the 1st or 2nd row of a 3-row matrix multiplication. */
3186 static void shader_glsl_texm3x3pad(const struct wined3d_shader_instruction
*ins
)
3188 IWineD3DBaseShaderImpl
*shader
= (IWineD3DBaseShaderImpl
*)ins
->ctx
->shader
;
3189 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
3190 DWORD reg
= ins
->dst
[0].reg
.idx
;
3191 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
3192 SHADER_PARSE_STATE
* current_state
= &shader
->baseShader
.parse_state
;
3193 glsl_src_param_t src0_param
;
3195 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_mask
, &src0_param
);
3196 shader_addline(buffer
, "tmp0.%c = dot(T%u.xyz, %s);\n", 'x' + current_state
->current_row
, reg
, src0_param
.param_str
);
3197 current_state
->texcoord_w
[current_state
->current_row
++] = reg
;
3200 static void shader_glsl_texm3x2tex(const struct wined3d_shader_instruction
*ins
)
3202 const struct wined3d_gl_info
*gl_info
= ins
->ctx
->gl_info
;
3203 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
3204 DWORD reg
= ins
->dst
[0].reg
.idx
;
3205 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
3206 glsl_src_param_t src0_param
;
3207 WINED3DSAMPLER_TEXTURE_TYPE sampler_type
= ins
->ctx
->reg_maps
->sampler_type
[reg
];
3208 glsl_sample_function_t sample_function
;
3210 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_mask
, &src0_param
);
3211 shader_addline(buffer
, "tmp0.y = dot(T%u.xyz, %s);\n", reg
, src0_param
.param_str
);
3213 shader_glsl_get_sample_function(gl_info
, sampler_type
, 0, &sample_function
);
3215 /* Sample the texture using the calculated coordinates */
3216 shader_glsl_gen_sample_code(ins
, reg
, &sample_function
, WINED3DSP_NOSWIZZLE
, NULL
, NULL
, NULL
, "tmp0.xy");
3219 /** Process the WINED3DSIO_TEXM3X3TEX instruction in GLSL
3220 * Perform the 3rd row of a 3x3 matrix multiply, then sample the texture using the calculated coordinates */
3221 static void shader_glsl_texm3x3tex(const struct wined3d_shader_instruction
*ins
)
3223 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
3224 IWineD3DBaseShaderImpl
*shader
= (IWineD3DBaseShaderImpl
*)ins
->ctx
->shader
;
3225 SHADER_PARSE_STATE
*current_state
= &shader
->baseShader
.parse_state
;
3226 const struct wined3d_gl_info
*gl_info
= ins
->ctx
->gl_info
;
3227 glsl_src_param_t src0_param
;
3228 DWORD reg
= ins
->dst
[0].reg
.idx
;
3229 WINED3DSAMPLER_TEXTURE_TYPE sampler_type
= ins
->ctx
->reg_maps
->sampler_type
[reg
];
3230 glsl_sample_function_t sample_function
;
3232 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_mask
, &src0_param
);
3233 shader_addline(ins
->ctx
->buffer
, "tmp0.z = dot(T%u.xyz, %s);\n", reg
, src0_param
.param_str
);
3235 /* Dependent read, not valid with conditional NP2 */
3236 shader_glsl_get_sample_function(gl_info
, sampler_type
, 0, &sample_function
);
3238 /* Sample the texture using the calculated coordinates */
3239 shader_glsl_gen_sample_code(ins
, reg
, &sample_function
, WINED3DSP_NOSWIZZLE
, NULL
, NULL
, NULL
, "tmp0.xyz");
3241 current_state
->current_row
= 0;
3244 /** Process the WINED3DSIO_TEXM3X3 instruction in GLSL
3245 * Perform the 3rd row of a 3x3 matrix multiply */
3246 static void shader_glsl_texm3x3(const struct wined3d_shader_instruction
*ins
)
3248 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
3249 IWineD3DBaseShaderImpl
*shader
= (IWineD3DBaseShaderImpl
*)ins
->ctx
->shader
;
3250 SHADER_PARSE_STATE
*current_state
= &shader
->baseShader
.parse_state
;
3251 glsl_src_param_t src0_param
;
3253 DWORD reg
= ins
->dst
[0].reg
.idx
;
3255 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_mask
, &src0_param
);
3257 shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
3258 shader_glsl_get_write_mask(&ins
->dst
[0], dst_mask
);
3259 shader_addline(ins
->ctx
->buffer
, "vec4(tmp0.xy, dot(T%u.xyz, %s), 1.0)%s);\n", reg
, src0_param
.param_str
, dst_mask
);
3261 current_state
->current_row
= 0;
3264 /* Process the WINED3DSIO_TEXM3X3SPEC instruction in GLSL
3265 * Perform the final texture lookup based on the previous 2 3x3 matrix multiplies */
3266 static void shader_glsl_texm3x3spec(const struct wined3d_shader_instruction
*ins
)
3268 IWineD3DBaseShaderImpl
*shader
= (IWineD3DBaseShaderImpl
*)ins
->ctx
->shader
;
3269 const struct wined3d_gl_info
*gl_info
= ins
->ctx
->gl_info
;
3270 DWORD reg
= ins
->dst
[0].reg
.idx
;
3271 glsl_src_param_t src0_param
;
3272 glsl_src_param_t src1_param
;
3273 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
3274 SHADER_PARSE_STATE
* current_state
= &shader
->baseShader
.parse_state
;
3275 WINED3DSAMPLER_TEXTURE_TYPE stype
= ins
->ctx
->reg_maps
->sampler_type
[reg
];
3276 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
3277 glsl_sample_function_t sample_function
;
3279 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_mask
, &src0_param
);
3280 shader_glsl_add_src_param(ins
, &ins
->src
[1], src_mask
, &src1_param
);
3282 /* Perform the last matrix multiply operation */
3283 shader_addline(buffer
, "tmp0.z = dot(T%u.xyz, %s);\n", reg
, src0_param
.param_str
);
3284 /* Reflection calculation */
3285 shader_addline(buffer
, "tmp0.xyz = -reflect((%s), normalize(tmp0.xyz));\n", src1_param
.param_str
);
3287 /* Dependent read, not valid with conditional NP2 */
3288 shader_glsl_get_sample_function(gl_info
, stype
, 0, &sample_function
);
3290 /* Sample the texture */
3291 shader_glsl_gen_sample_code(ins
, reg
, &sample_function
, WINED3DSP_NOSWIZZLE
, NULL
, NULL
, NULL
, "tmp0.xyz");
3293 current_state
->current_row
= 0;
3296 /* Process the WINED3DSIO_TEXM3X3VSPEC instruction in GLSL
3297 * Perform the final texture lookup based on the previous 2 3x3 matrix multiplies */
3298 static void shader_glsl_texm3x3vspec(const struct wined3d_shader_instruction
*ins
)
3300 IWineD3DBaseShaderImpl
*shader
= (IWineD3DBaseShaderImpl
*)ins
->ctx
->shader
;
3301 const struct wined3d_gl_info
*gl_info
= ins
->ctx
->gl_info
;
3302 DWORD reg
= ins
->dst
[0].reg
.idx
;
3303 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
3304 SHADER_PARSE_STATE
* current_state
= &shader
->baseShader
.parse_state
;
3305 glsl_src_param_t src0_param
;
3306 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
3307 WINED3DSAMPLER_TEXTURE_TYPE sampler_type
= ins
->ctx
->reg_maps
->sampler_type
[reg
];
3308 glsl_sample_function_t sample_function
;
3310 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_mask
, &src0_param
);
3312 /* Perform the last matrix multiply operation */
3313 shader_addline(buffer
, "tmp0.z = dot(vec3(T%u), vec3(%s));\n", reg
, src0_param
.param_str
);
3315 /* Construct the eye-ray vector from w coordinates */
3316 shader_addline(buffer
, "tmp1.xyz = normalize(vec3(gl_TexCoord[%u].w, gl_TexCoord[%u].w, gl_TexCoord[%u].w));\n",
3317 current_state
->texcoord_w
[0], current_state
->texcoord_w
[1], reg
);
3318 shader_addline(buffer
, "tmp0.xyz = -reflect(tmp1.xyz, normalize(tmp0.xyz));\n");
3320 /* Dependent read, not valid with conditional NP2 */
3321 shader_glsl_get_sample_function(gl_info
, sampler_type
, 0, &sample_function
);
3323 /* Sample the texture using the calculated coordinates */
3324 shader_glsl_gen_sample_code(ins
, reg
, &sample_function
, WINED3DSP_NOSWIZZLE
, NULL
, NULL
, NULL
, "tmp0.xyz");
3326 current_state
->current_row
= 0;
3329 /** Process the WINED3DSIO_TEXBEM instruction in GLSL.
3330 * Apply a fake bump map transform.
3331 * texbem is pshader <= 1.3 only, this saves a few version checks
3333 static void shader_glsl_texbem(const struct wined3d_shader_instruction
*ins
)
3335 IWineD3DBaseShaderImpl
*shader
= (IWineD3DBaseShaderImpl
*)ins
->ctx
->shader
;
3336 IWineD3DDeviceImpl
*deviceImpl
= (IWineD3DDeviceImpl
*)shader
->baseShader
.device
;
3337 const struct wined3d_gl_info
*gl_info
= ins
->ctx
->gl_info
;
3338 glsl_sample_function_t sample_function
;
3339 glsl_src_param_t coord_param
;
3340 WINED3DSAMPLER_TEXTURE_TYPE sampler_type
;
3346 sampler_idx
= ins
->dst
[0].reg
.idx
;
3347 flags
= deviceImpl
->stateBlock
->textureState
[sampler_idx
][WINED3DTSS_TEXTURETRANSFORMFLAGS
];
3349 sampler_type
= ins
->ctx
->reg_maps
->sampler_type
[sampler_idx
];
3350 /* Dependent read, not valid with conditional NP2 */
3351 shader_glsl_get_sample_function(gl_info
, sampler_type
, 0, &sample_function
);
3352 mask
= sample_function
.coord_mask
;
3354 shader_glsl_write_mask_to_str(mask
, coord_mask
);
3356 /* with projective textures, texbem only divides the static texture coord, not the displacement,
3357 * so we can't let the GL handle this.
3359 if (flags
& WINED3DTTFF_PROJECTED
) {
3361 char coord_div_mask
[3];
3362 switch (flags
& ~WINED3DTTFF_PROJECTED
) {
3363 case WINED3DTTFF_COUNT1
: FIXME("WINED3DTTFF_PROJECTED with WINED3DTTFF_COUNT1?\n"); break;
3364 case WINED3DTTFF_COUNT2
: div_mask
= WINED3DSP_WRITEMASK_1
; break;
3365 case WINED3DTTFF_COUNT3
: div_mask
= WINED3DSP_WRITEMASK_2
; break;
3366 case WINED3DTTFF_COUNT4
:
3367 case WINED3DTTFF_DISABLE
: div_mask
= WINED3DSP_WRITEMASK_3
; break;
3369 shader_glsl_write_mask_to_str(div_mask
, coord_div_mask
);
3370 shader_addline(ins
->ctx
->buffer
, "T%u%s /= T%u%s;\n", sampler_idx
, coord_mask
, sampler_idx
, coord_div_mask
);
3373 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
, &coord_param
);
3375 shader_glsl_gen_sample_code(ins
, sampler_idx
, &sample_function
, WINED3DSP_NOSWIZZLE
, NULL
, NULL
, NULL
,
3376 "T%u%s + vec4(bumpenvmat%d * %s, 0.0, 0.0)%s", sampler_idx
, coord_mask
, sampler_idx
,
3377 coord_param
.param_str
, coord_mask
);
3379 if (ins
->handler_idx
== WINED3DSIH_TEXBEML
)
3381 glsl_src_param_t luminance_param
;
3382 glsl_dst_param_t dst_param
;
3384 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_2
, &luminance_param
);
3385 shader_glsl_add_dst_param(ins
, &ins
->dst
[0], &dst_param
);
3387 shader_addline(ins
->ctx
->buffer
, "%s%s *= (%s * luminancescale%d + luminanceoffset%d);\n",
3388 dst_param
.reg_name
, dst_param
.mask_str
,
3389 luminance_param
.param_str
, sampler_idx
, sampler_idx
);
3393 static void shader_glsl_bem(const struct wined3d_shader_instruction
*ins
)
3395 glsl_src_param_t src0_param
, src1_param
;
3396 DWORD sampler_idx
= ins
->dst
[0].reg
.idx
;
3398 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
, &src0_param
);
3399 shader_glsl_add_src_param(ins
, &ins
->src
[1], WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
, &src1_param
);
3401 shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
3402 shader_addline(ins
->ctx
->buffer
, "%s + bumpenvmat%d * %s);\n",
3403 src0_param
.param_str
, sampler_idx
, src1_param
.param_str
);
3406 /** Process the WINED3DSIO_TEXREG2AR instruction in GLSL
3407 * Sample 2D texture at dst using the alpha & red (wx) components of src as texture coordinates */
3408 static void shader_glsl_texreg2ar(const struct wined3d_shader_instruction
*ins
)
3410 const struct wined3d_gl_info
*gl_info
= ins
->ctx
->gl_info
;
3411 glsl_src_param_t src0_param
;
3412 DWORD sampler_idx
= ins
->dst
[0].reg
.idx
;
3413 WINED3DSAMPLER_TEXTURE_TYPE sampler_type
= ins
->ctx
->reg_maps
->sampler_type
[sampler_idx
];
3414 glsl_sample_function_t sample_function
;
3416 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_ALL
, &src0_param
);
3418 shader_glsl_get_sample_function(gl_info
, sampler_type
, 0, &sample_function
);
3419 shader_glsl_gen_sample_code(ins
, sampler_idx
, &sample_function
, WINED3DSP_NOSWIZZLE
, NULL
, NULL
, NULL
,
3420 "%s.wx", src0_param
.reg_name
);
3423 /** Process the WINED3DSIO_TEXREG2GB instruction in GLSL
3424 * Sample 2D texture at dst using the green & blue (yz) components of src as texture coordinates */
3425 static void shader_glsl_texreg2gb(const struct wined3d_shader_instruction
*ins
)
3427 const struct wined3d_gl_info
*gl_info
= ins
->ctx
->gl_info
;
3428 glsl_src_param_t src0_param
;
3429 DWORD sampler_idx
= ins
->dst
[0].reg
.idx
;
3430 WINED3DSAMPLER_TEXTURE_TYPE sampler_type
= ins
->ctx
->reg_maps
->sampler_type
[sampler_idx
];
3431 glsl_sample_function_t sample_function
;
3433 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_ALL
, &src0_param
);
3435 shader_glsl_get_sample_function(gl_info
, sampler_type
, 0, &sample_function
);
3436 shader_glsl_gen_sample_code(ins
, sampler_idx
, &sample_function
, WINED3DSP_NOSWIZZLE
, NULL
, NULL
, NULL
,
3437 "%s.yz", src0_param
.reg_name
);
3440 /** Process the WINED3DSIO_TEXREG2RGB instruction in GLSL
3441 * Sample texture at dst using the rgb (xyz) components of src as texture coordinates */
3442 static void shader_glsl_texreg2rgb(const struct wined3d_shader_instruction
*ins
)
3444 const struct wined3d_gl_info
*gl_info
= ins
->ctx
->gl_info
;
3445 glsl_src_param_t src0_param
;
3446 DWORD sampler_idx
= ins
->dst
[0].reg
.idx
;
3447 WINED3DSAMPLER_TEXTURE_TYPE sampler_type
= ins
->ctx
->reg_maps
->sampler_type
[sampler_idx
];
3448 glsl_sample_function_t sample_function
;
3450 /* Dependent read, not valid with conditional NP2 */
3451 shader_glsl_get_sample_function(gl_info
, sampler_type
, 0, &sample_function
);
3452 shader_glsl_add_src_param(ins
, &ins
->src
[0], sample_function
.coord_mask
, &src0_param
);
3454 shader_glsl_gen_sample_code(ins
, sampler_idx
, &sample_function
, WINED3DSP_NOSWIZZLE
, NULL
, NULL
, NULL
,
3455 "%s", src0_param
.param_str
);
3458 /** Process the WINED3DSIO_TEXKILL instruction in GLSL.
3459 * If any of the first 3 components are < 0, discard this pixel */
3460 static void shader_glsl_texkill(const struct wined3d_shader_instruction
*ins
)
3462 glsl_dst_param_t dst_param
;
3464 /* The argument is a destination parameter, and no writemasks are allowed */
3465 shader_glsl_add_dst_param(ins
, &ins
->dst
[0], &dst_param
);
3466 if (ins
->ctx
->reg_maps
->shader_version
.major
>= 2)
3468 /* 2.0 shaders compare all 4 components in texkill */
3469 shader_addline(ins
->ctx
->buffer
, "if (any(lessThan(%s.xyzw, vec4(0.0)))) discard;\n", dst_param
.reg_name
);
3471 /* 1.X shaders only compare the first 3 components, probably due to the nature of the texkill
3472 * instruction as a tex* instruction, and phase, which kills all a / w components. Even if all
3473 * 4 components are defined, only the first 3 are used
3475 shader_addline(ins
->ctx
->buffer
, "if (any(lessThan(%s.xyz, vec3(0.0)))) discard;\n", dst_param
.reg_name
);
3479 /** Process the WINED3DSIO_DP2ADD instruction in GLSL.
3480 * dst = dot2(src0, src1) + src2 */
3481 static void shader_glsl_dp2add(const struct wined3d_shader_instruction
*ins
)
3483 glsl_src_param_t src0_param
;
3484 glsl_src_param_t src1_param
;
3485 glsl_src_param_t src2_param
;
3487 unsigned int mask_size
;
3489 write_mask
= shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
3490 mask_size
= shader_glsl_get_write_mask_size(write_mask
);
3492 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
, &src0_param
);
3493 shader_glsl_add_src_param(ins
, &ins
->src
[1], WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
, &src1_param
);
3494 shader_glsl_add_src_param(ins
, &ins
->src
[2], WINED3DSP_WRITEMASK_0
, &src2_param
);
3496 if (mask_size
> 1) {
3497 shader_addline(ins
->ctx
->buffer
, "vec%d(dot(%s, %s) + %s));\n",
3498 mask_size
, src0_param
.param_str
, src1_param
.param_str
, src2_param
.param_str
);
3500 shader_addline(ins
->ctx
->buffer
, "dot(%s, %s) + %s);\n",
3501 src0_param
.param_str
, src1_param
.param_str
, src2_param
.param_str
);
3505 static void shader_glsl_input_pack(IWineD3DPixelShader
*iface
, struct wined3d_shader_buffer
*buffer
,
3506 const struct wined3d_shader_signature_element
*input_signature
, const struct shader_reg_maps
*reg_maps
,
3507 enum vertexprocessing_mode vertexprocessing
)
3510 IWineD3DPixelShaderImpl
*This
= (IWineD3DPixelShaderImpl
*)iface
;
3511 WORD map
= reg_maps
->input_registers
;
3513 for (i
= 0; map
; map
>>= 1, ++i
)
3515 const char *semantic_name
;
3520 if (!(map
& 1)) continue;
3522 semantic_name
= input_signature
[i
].semantic_name
;
3523 semantic_idx
= input_signature
[i
].semantic_idx
;
3524 shader_glsl_write_mask_to_str(input_signature
[i
].mask
, reg_mask
);
3526 if (shader_match_semantic(semantic_name
, WINED3DDECLUSAGE_TEXCOORD
))
3528 if (semantic_idx
< 8 && vertexprocessing
== pretransformed
)
3529 shader_addline(buffer
, "IN[%u]%s = gl_TexCoord[%u]%s;\n",
3530 This
->input_reg_map
[i
], reg_mask
, semantic_idx
, reg_mask
);
3532 shader_addline(buffer
, "IN[%u]%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
3533 This
->input_reg_map
[i
], reg_mask
, reg_mask
);
3535 else if (shader_match_semantic(semantic_name
, WINED3DDECLUSAGE_COLOR
))
3537 if (semantic_idx
== 0)
3538 shader_addline(buffer
, "IN[%u]%s = vec4(gl_Color)%s;\n",
3539 This
->input_reg_map
[i
], reg_mask
, reg_mask
);
3540 else if (semantic_idx
== 1)
3541 shader_addline(buffer
, "IN[%u]%s = vec4(gl_SecondaryColor)%s;\n",
3542 This
->input_reg_map
[i
], reg_mask
, reg_mask
);
3544 shader_addline(buffer
, "IN[%u]%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
3545 This
->input_reg_map
[i
], reg_mask
, reg_mask
);
3549 shader_addline(buffer
, "IN[%u]%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
3550 This
->input_reg_map
[i
], reg_mask
, reg_mask
);
3555 /*********************************************
3556 * Vertex Shader Specific Code begins here
3557 ********************************************/
3559 static void add_glsl_program_entry(struct shader_glsl_priv
*priv
, struct glsl_shader_prog_link
*entry
) {
3560 glsl_program_key_t key
;
3562 key
.vshader
= entry
->vshader
;
3563 key
.pshader
= entry
->pshader
;
3564 key
.vs_args
= entry
->vs_args
;
3565 key
.ps_args
= entry
->ps_args
;
3567 if (wine_rb_put(&priv
->program_lookup
, &key
, &entry
->program_lookup_entry
) == -1)
3569 ERR("Failed to insert program entry.\n");
3573 static struct glsl_shader_prog_link
*get_glsl_program_entry(struct shader_glsl_priv
*priv
,
3574 IWineD3DVertexShader
*vshader
, IWineD3DPixelShader
*pshader
, struct vs_compile_args
*vs_args
,
3575 struct ps_compile_args
*ps_args
) {
3576 struct wine_rb_entry
*entry
;
3577 glsl_program_key_t key
;
3579 key
.vshader
= vshader
;
3580 key
.pshader
= pshader
;
3581 key
.vs_args
= *vs_args
;
3582 key
.ps_args
= *ps_args
;
3584 entry
= wine_rb_get(&priv
->program_lookup
, &key
);
3585 return entry
? WINE_RB_ENTRY_VALUE(entry
, struct glsl_shader_prog_link
, program_lookup_entry
) : NULL
;
3588 /* GL locking is done by the caller */
3589 static void delete_glsl_program_entry(struct shader_glsl_priv
*priv
, const struct wined3d_gl_info
*gl_info
,
3590 struct glsl_shader_prog_link
*entry
)
3592 glsl_program_key_t key
;
3594 key
.vshader
= entry
->vshader
;
3595 key
.pshader
= entry
->pshader
;
3596 key
.vs_args
= entry
->vs_args
;
3597 key
.ps_args
= entry
->ps_args
;
3598 wine_rb_remove(&priv
->program_lookup
, &key
);
3600 GL_EXTCALL(glDeleteObjectARB(entry
->programId
));
3601 if (entry
->vshader
) list_remove(&entry
->vshader_entry
);
3602 if (entry
->pshader
) list_remove(&entry
->pshader_entry
);
3603 HeapFree(GetProcessHeap(), 0, entry
->vuniformF_locations
);
3604 HeapFree(GetProcessHeap(), 0, entry
->puniformF_locations
);
3605 HeapFree(GetProcessHeap(), 0, entry
);
3608 static void handle_ps3_input(struct wined3d_shader_buffer
*buffer
, const struct wined3d_gl_info
*gl_info
, const DWORD
*map
,
3609 const struct wined3d_shader_signature_element
*input_signature
, const struct shader_reg_maps
*reg_maps_in
,
3610 const struct wined3d_shader_signature_element
*output_signature
, const struct shader_reg_maps
*reg_maps_out
)
3613 const char *semantic_name_in
, *semantic_name_out
;
3614 UINT semantic_idx_in
, semantic_idx_out
;
3617 unsigned int in_count
= vec4_varyings(3, gl_info
);
3618 char reg_mask
[6], reg_mask_out
[6];
3619 char destination
[50];
3620 WORD input_map
, output_map
;
3622 set
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(*set
) * (in_count
+ 2));
3624 if (!output_signature
)
3626 /* Save gl_FrontColor & gl_FrontSecondaryColor before overwriting them. */
3627 shader_addline(buffer
, "vec4 front_color = gl_FrontColor;\n");
3628 shader_addline(buffer
, "vec4 front_secondary_color = gl_FrontSecondaryColor;\n");
3631 input_map
= reg_maps_in
->input_registers
;
3632 for (i
= 0; input_map
; input_map
>>= 1, ++i
)
3634 if (!(input_map
& 1)) continue;
3637 if (in_idx
>= (in_count
+ 2)) {
3638 FIXME("More input varyings declared than supported, expect issues\n");
3641 else if (map
[i
] == ~0U)
3643 /* Declared, but not read register */
3647 if (in_idx
== in_count
) {
3648 sprintf(destination
, "gl_FrontColor");
3649 } else if (in_idx
== in_count
+ 1) {
3650 sprintf(destination
, "gl_FrontSecondaryColor");
3652 sprintf(destination
, "IN[%u]", in_idx
);
3655 semantic_name_in
= input_signature
[i
].semantic_name
;
3656 semantic_idx_in
= input_signature
[i
].semantic_idx
;
3657 set
[map
[i
]] = input_signature
[i
].mask
;
3658 shader_glsl_write_mask_to_str(input_signature
[i
].mask
, reg_mask
);
3660 if (!output_signature
)
3662 if (shader_match_semantic(semantic_name_in
, WINED3DDECLUSAGE_COLOR
))
3664 if (semantic_idx_in
== 0)
3665 shader_addline(buffer
, "%s%s = front_color%s;\n",
3666 destination
, reg_mask
, reg_mask
);
3667 else if (semantic_idx_in
== 1)
3668 shader_addline(buffer
, "%s%s = front_secondary_color%s;\n",
3669 destination
, reg_mask
, reg_mask
);
3671 shader_addline(buffer
, "%s%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
3672 destination
, reg_mask
, reg_mask
);
3674 else if (shader_match_semantic(semantic_name_in
, WINED3DDECLUSAGE_TEXCOORD
))
3676 if (semantic_idx_in
< 8)
3678 shader_addline(buffer
, "%s%s = gl_TexCoord[%u]%s;\n",
3679 destination
, reg_mask
, semantic_idx_in
, reg_mask
);
3683 shader_addline(buffer
, "%s%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
3684 destination
, reg_mask
, reg_mask
);
3687 else if (shader_match_semantic(semantic_name_in
, WINED3DDECLUSAGE_FOG
))
3689 shader_addline(buffer
, "%s%s = vec4(gl_FogFragCoord, 0.0, 0.0, 0.0)%s;\n",
3690 destination
, reg_mask
, reg_mask
);
3694 shader_addline(buffer
, "%s%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
3695 destination
, reg_mask
, reg_mask
);
3700 output_map
= reg_maps_out
->output_registers
;
3701 for (j
= 0; output_map
; output_map
>>= 1, ++j
)
3703 if (!(output_map
& 1)) continue;
3705 semantic_name_out
= output_signature
[j
].semantic_name
;
3706 semantic_idx_out
= output_signature
[j
].semantic_idx
;
3707 shader_glsl_write_mask_to_str(output_signature
[j
].mask
, reg_mask_out
);
3709 if (semantic_idx_in
== semantic_idx_out
3710 && !strcmp(semantic_name_in
, semantic_name_out
))
3712 shader_addline(buffer
, "%s%s = OUT[%u]%s;\n",
3713 destination
, reg_mask
, j
, reg_mask
);
3718 shader_addline(buffer
, "%s%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
3719 destination
, reg_mask
, reg_mask
);
3724 /* This is solely to make the compiler / linker happy and avoid warning about undefined
3725 * varyings. It shouldn't result in any real code executed on the GPU, since all read
3726 * input varyings are assigned above, if the optimizer works properly.
3728 for(i
= 0; i
< in_count
+ 2; i
++) {
3729 if (set
[i
] && set
[i
] != WINED3DSP_WRITEMASK_ALL
)
3731 unsigned int size
= 0;
3732 memset(reg_mask
, 0, sizeof(reg_mask
));
3733 if(!(set
[i
] & WINED3DSP_WRITEMASK_0
)) {
3734 reg_mask
[size
] = 'x';
3737 if(!(set
[i
] & WINED3DSP_WRITEMASK_1
)) {
3738 reg_mask
[size
] = 'y';
3741 if(!(set
[i
] & WINED3DSP_WRITEMASK_2
)) {
3742 reg_mask
[size
] = 'z';
3745 if(!(set
[i
] & WINED3DSP_WRITEMASK_3
)) {
3746 reg_mask
[size
] = 'w';
3750 if (i
== in_count
) {
3751 sprintf(destination
, "gl_FrontColor");
3752 } else if (i
== in_count
+ 1) {
3753 sprintf(destination
, "gl_FrontSecondaryColor");
3755 sprintf(destination
, "IN[%u]", i
);
3759 shader_addline(buffer
, "%s.%s = 0.0;\n", destination
, reg_mask
);
3761 shader_addline(buffer
, "%s.%s = vec%u(0.0);\n", destination
, reg_mask
, size
);
3766 HeapFree(GetProcessHeap(), 0, set
);
3769 /* GL locking is done by the caller */
3770 static GLhandleARB
generate_param_reorder_function(struct wined3d_shader_buffer
*buffer
,
3771 IWineD3DVertexShader
*vertexshader
, IWineD3DPixelShader
*pixelshader
, const struct wined3d_gl_info
*gl_info
)
3773 GLhandleARB ret
= 0;
3774 IWineD3DVertexShaderImpl
*vs
= (IWineD3DVertexShaderImpl
*) vertexshader
;
3775 IWineD3DPixelShaderImpl
*ps
= (IWineD3DPixelShaderImpl
*) pixelshader
;
3776 IWineD3DDeviceImpl
*device
;
3777 DWORD vs_major
= vs
->baseShader
.reg_maps
.shader_version
.major
;
3778 DWORD ps_major
= ps
? ps
->baseShader
.reg_maps
.shader_version
.major
: 0;
3780 const char *semantic_name
;
3783 const struct wined3d_shader_signature_element
*output_signature
;
3785 shader_buffer_clear(buffer
);
3787 shader_addline(buffer
, "#version 120\n");
3789 if(vs_major
< 3 && ps_major
< 3) {
3790 /* That one is easy: The vertex shader writes to the builtin varyings, the pixel shader reads from them.
3791 * Take care about the texcoord .w fixup though if we're using the fixed function fragment pipeline
3793 device
= (IWineD3DDeviceImpl
*) vs
->baseShader
.device
;
3794 if ((gl_info
->quirks
& WINED3D_QUIRK_SET_TEXCOORD_W
)
3795 && ps_major
== 0 && vs_major
> 0 && !device
->frag_pipe
->ffp_proj_control
)
3797 shader_addline(buffer
, "void order_ps_input() {\n");
3798 for(i
= 0; i
< min(8, MAX_REG_TEXCRD
); i
++) {
3799 if(vs
->baseShader
.reg_maps
.texcoord_mask
[i
] != 0 &&
3800 vs
->baseShader
.reg_maps
.texcoord_mask
[i
] != WINED3DSP_WRITEMASK_ALL
) {
3801 shader_addline(buffer
, "gl_TexCoord[%u].w = 1.0;\n", i
);
3804 shader_addline(buffer
, "}\n");
3806 shader_addline(buffer
, "void order_ps_input() { /* do nothing */ }\n");
3808 } else if(ps_major
< 3 && vs_major
>= 3) {
3809 WORD map
= vs
->baseShader
.reg_maps
.output_registers
;
3811 /* The vertex shader writes to its own varyings, the pixel shader needs them in the builtin ones */
3812 output_signature
= vs
->baseShader
.output_signature
;
3814 shader_addline(buffer
, "void order_ps_input(in vec4 OUT[%u]) {\n", MAX_REG_OUTPUT
);
3815 for (i
= 0; map
; map
>>= 1, ++i
)
3819 if (!(map
& 1)) continue;
3821 semantic_name
= output_signature
[i
].semantic_name
;
3822 semantic_idx
= output_signature
[i
].semantic_idx
;
3823 write_mask
= output_signature
[i
].mask
;
3824 shader_glsl_write_mask_to_str(write_mask
, reg_mask
);
3826 if (shader_match_semantic(semantic_name
, WINED3DDECLUSAGE_COLOR
))
3828 if (semantic_idx
== 0)
3829 shader_addline(buffer
, "gl_FrontColor%s = OUT[%u]%s;\n", reg_mask
, i
, reg_mask
);
3830 else if (semantic_idx
== 1)
3831 shader_addline(buffer
, "gl_FrontSecondaryColor%s = OUT[%u]%s;\n", reg_mask
, i
, reg_mask
);
3833 else if (shader_match_semantic(semantic_name
, WINED3DDECLUSAGE_POSITION
))
3835 shader_addline(buffer
, "gl_Position%s = OUT[%u]%s;\n", reg_mask
, i
, reg_mask
);
3837 else if (shader_match_semantic(semantic_name
, WINED3DDECLUSAGE_TEXCOORD
))
3839 if (semantic_idx
< 8)
3841 if (!(gl_info
->quirks
& WINED3D_QUIRK_SET_TEXCOORD_W
) || ps_major
> 0)
3842 write_mask
|= WINED3DSP_WRITEMASK_3
;
3844 shader_addline(buffer
, "gl_TexCoord[%u]%s = OUT[%u]%s;\n",
3845 semantic_idx
, reg_mask
, i
, reg_mask
);
3846 if (!(write_mask
& WINED3DSP_WRITEMASK_3
))
3847 shader_addline(buffer
, "gl_TexCoord[%u].w = 1.0;\n", semantic_idx
);
3850 else if (shader_match_semantic(semantic_name
, WINED3DDECLUSAGE_PSIZE
))
3852 shader_addline(buffer
, "gl_PointSize = OUT[%u].x;\n", i
);
3854 else if (shader_match_semantic(semantic_name
, WINED3DDECLUSAGE_FOG
))
3856 shader_addline(buffer
, "gl_FogFragCoord = OUT[%u].%c;\n", i
, reg_mask
[1]);
3859 shader_addline(buffer
, "}\n");
3861 } else if(ps_major
>= 3 && vs_major
>= 3) {
3862 WORD map
= vs
->baseShader
.reg_maps
.output_registers
;
3864 output_signature
= vs
->baseShader
.output_signature
;
3866 /* This one is tricky: a 3.0 pixel shader reads from a 3.0 vertex shader */
3867 shader_addline(buffer
, "varying vec4 IN[%u];\n", vec4_varyings(3, gl_info
));
3868 shader_addline(buffer
, "void order_ps_input(in vec4 OUT[%u]) {\n", MAX_REG_OUTPUT
);
3870 /* First, sort out position and point size. Those are not passed to the pixel shader */
3871 for (i
= 0; map
; map
>>= 1, ++i
)
3873 if (!(map
& 1)) continue;
3875 semantic_name
= output_signature
[i
].semantic_name
;
3876 shader_glsl_write_mask_to_str(output_signature
[i
].mask
, reg_mask
);
3878 if (shader_match_semantic(semantic_name
, WINED3DDECLUSAGE_POSITION
))
3880 shader_addline(buffer
, "gl_Position%s = OUT[%u]%s;\n", reg_mask
, i
, reg_mask
);
3882 else if (shader_match_semantic(semantic_name
, WINED3DDECLUSAGE_PSIZE
))
3884 shader_addline(buffer
, "gl_PointSize = OUT[%u].x;\n", i
);
3888 /* Then, fix the pixel shader input */
3889 handle_ps3_input(buffer
, gl_info
, ps
->input_reg_map
, ps
->baseShader
.input_signature
,
3890 &ps
->baseShader
.reg_maps
, output_signature
, &vs
->baseShader
.reg_maps
);
3892 shader_addline(buffer
, "}\n");
3893 } else if(ps_major
>= 3 && vs_major
< 3) {
3894 shader_addline(buffer
, "varying vec4 IN[%u];\n", vec4_varyings(3, gl_info
));
3895 shader_addline(buffer
, "void order_ps_input() {\n");
3896 /* The vertex shader wrote to the builtin varyings. There is no need to figure out position and
3897 * point size, but we depend on the optimizers kindness to find out that the pixel shader doesn't
3898 * read gl_TexCoord and gl_ColorX, otherwise we'll run out of varyings
3900 handle_ps3_input(buffer
, gl_info
, ps
->input_reg_map
, ps
->baseShader
.input_signature
,
3901 &ps
->baseShader
.reg_maps
, NULL
, NULL
);
3902 shader_addline(buffer
, "}\n");
3904 ERR("Unexpected vertex and pixel shader version condition: vs: %d, ps: %d\n", vs_major
, ps_major
);
3907 ret
= GL_EXTCALL(glCreateShaderObjectARB(GL_VERTEX_SHADER_ARB
));
3908 checkGLcall("glCreateShaderObjectARB(GL_VERTEX_SHADER_ARB)");
3909 GL_EXTCALL(glShaderSourceARB(ret
, 1, (const char**)&buffer
->buffer
, NULL
));
3910 checkGLcall("glShaderSourceARB(ret, 1, &buffer->buffer, NULL)");
3911 GL_EXTCALL(glCompileShaderARB(ret
));
3912 checkGLcall("glCompileShaderARB(ret)");
3917 /* GL locking is done by the caller */
3918 static void hardcode_local_constants(IWineD3DBaseShaderImpl
*shader
, const struct wined3d_gl_info
*gl_info
,
3919 GLhandleARB programId
, char prefix
)
3921 const local_constant
*lconst
;
3926 LIST_FOR_EACH_ENTRY(lconst
, &shader
->baseShader
.constantsF
, local_constant
, entry
) {
3927 value
= (const float *)lconst
->value
;
3928 snprintf(glsl_name
, sizeof(glsl_name
), "%cLC%u", prefix
, lconst
->idx
);
3929 tmp_loc
= GL_EXTCALL(glGetUniformLocationARB(programId
, glsl_name
));
3930 GL_EXTCALL(glUniform4fvARB(tmp_loc
, 1, value
));
3932 checkGLcall("Hardcoding local constants");
3935 /* GL locking is done by the caller */
3936 static GLuint
shader_glsl_generate_pshader(const struct wined3d_context
*context
,
3937 struct wined3d_shader_buffer
*buffer
, IWineD3DPixelShaderImpl
*This
,
3938 const struct ps_compile_args
*args
, struct ps_np2fixup_info
*np2fixup_info
)
3940 const struct shader_reg_maps
*reg_maps
= &This
->baseShader
.reg_maps
;
3941 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
3942 CONST DWORD
*function
= This
->baseShader
.function
;
3943 struct shader_glsl_ctx_priv priv_ctx
;
3945 /* Create the hw GLSL shader object and assign it as the shader->prgId */
3946 GLhandleARB shader_obj
= GL_EXTCALL(glCreateShaderObjectARB(GL_FRAGMENT_SHADER_ARB
));
3948 memset(&priv_ctx
, 0, sizeof(priv_ctx
));
3949 priv_ctx
.cur_ps_args
= args
;
3950 priv_ctx
.cur_np2fixup_info
= np2fixup_info
;
3952 shader_addline(buffer
, "#version 120\n");
3954 if (gl_info
->supported
[ARB_SHADER_TEXTURE_LOD
] && reg_maps
->usestexldd
)
3956 shader_addline(buffer
, "#extension GL_ARB_shader_texture_lod : enable\n");
3958 if (gl_info
->supported
[ARB_TEXTURE_RECTANGLE
])
3960 /* The spec says that it doesn't have to be explicitly enabled, but the nvidia
3961 * drivers write a warning if we don't do so
3963 shader_addline(buffer
, "#extension GL_ARB_texture_rectangle : enable\n");
3965 if (gl_info
->supported
[EXT_GPU_SHADER4
])
3967 shader_addline(buffer
, "#extension GL_EXT_gpu_shader4 : enable\n");
3970 /* Base Declarations */
3971 shader_generate_glsl_declarations(context
, buffer
, (IWineD3DBaseShader
*)This
, reg_maps
, &priv_ctx
);
3973 /* Pack 3.0 inputs */
3974 if (reg_maps
->shader_version
.major
>= 3 && args
->vp_mode
!= vertexshader
)
3976 shader_glsl_input_pack((IWineD3DPixelShader
*) This
, buffer
,
3977 This
->baseShader
.input_signature
, reg_maps
, args
->vp_mode
);
3980 /* Base Shader Body */
3981 shader_generate_main((IWineD3DBaseShader
*)This
, buffer
, reg_maps
, function
, &priv_ctx
);
3983 /* Pixel shaders < 2.0 place the resulting color in R0 implicitly */
3984 if (reg_maps
->shader_version
.major
< 2)
3986 /* Some older cards like GeforceFX ones don't support multiple buffers, so also not gl_FragData */
3987 shader_addline(buffer
, "gl_FragData[0] = R0;\n");
3990 if (args
->srgb_correction
)
3992 shader_addline(buffer
, "tmp0.xyz = pow(gl_FragData[0].xyz, vec3(srgb_const0.x));\n");
3993 shader_addline(buffer
, "tmp0.xyz = tmp0.xyz * vec3(srgb_const0.y) - vec3(srgb_const0.z);\n");
3994 shader_addline(buffer
, "tmp1.xyz = gl_FragData[0].xyz * vec3(srgb_const0.w);\n");
3995 shader_addline(buffer
, "bvec3 srgb_compare = lessThan(gl_FragData[0].xyz, vec3(srgb_const1.x));\n");
3996 shader_addline(buffer
, "gl_FragData[0].xyz = mix(tmp0.xyz, tmp1.xyz, vec3(srgb_compare));\n");
3997 shader_addline(buffer
, "gl_FragData[0] = clamp(gl_FragData[0], 0.0, 1.0);\n");
3999 /* Pixel shader < 3.0 do not replace the fog stage.
4000 * This implements linear fog computation and blending.
4001 * TODO: non linear fog
4002 * NOTE: gl_Fog.start and gl_Fog.end don't hold fog start s and end e but
4003 * -1/(e-s) and e/(e-s) respectively.
4005 if (reg_maps
->shader_version
.major
< 3)
4008 case FOG_OFF
: break;
4010 shader_addline(buffer
, "float fogstart = -1.0 / (gl_Fog.end - gl_Fog.start);\n");
4011 shader_addline(buffer
, "float fogend = gl_Fog.end * -fogstart;\n");
4012 shader_addline(buffer
, "float Fog = clamp(gl_FogFragCoord * fogstart + fogend, 0.0, 1.0);\n");
4013 shader_addline(buffer
, "gl_FragData[0].xyz = mix(gl_Fog.color.xyz, gl_FragData[0].xyz, Fog);\n");
4016 /* Fog = e^(-gl_Fog.density * gl_FogFragCoord) */
4017 shader_addline(buffer
, "float Fog = exp(-gl_Fog.density * gl_FogFragCoord);\n");
4018 shader_addline(buffer
, "Fog = clamp(Fog, 0.0, 1.0);\n");
4019 shader_addline(buffer
, "gl_FragData[0].xyz = mix(gl_Fog.color.xyz, gl_FragData[0].xyz, Fog);\n");
4022 /* Fog = e^(-(gl_Fog.density * gl_FogFragCoord)^2) */
4023 shader_addline(buffer
, "float Fog = exp(-gl_Fog.density * gl_Fog.density * gl_FogFragCoord * gl_FogFragCoord);\n");
4024 shader_addline(buffer
, "Fog = clamp(Fog, 0.0, 1.0);\n");
4025 shader_addline(buffer
, "gl_FragData[0].xyz = mix(gl_Fog.color.xyz, gl_FragData[0].xyz, Fog);\n");
4030 shader_addline(buffer
, "}\n");
4032 TRACE("Compiling shader object %u\n", shader_obj
);
4033 GL_EXTCALL(glShaderSourceARB(shader_obj
, 1, (const char**)&buffer
->buffer
, NULL
));
4034 GL_EXTCALL(glCompileShaderARB(shader_obj
));
4035 print_glsl_info_log(gl_info
, shader_obj
);
4037 /* Store the shader object */
4041 /* GL locking is done by the caller */
4042 static GLuint
shader_glsl_generate_vshader(const struct wined3d_context
*context
,
4043 struct wined3d_shader_buffer
*buffer
, IWineD3DVertexShaderImpl
*This
,
4044 const struct vs_compile_args
*args
)
4046 const struct shader_reg_maps
*reg_maps
= &This
->baseShader
.reg_maps
;
4047 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
4048 CONST DWORD
*function
= This
->baseShader
.function
;
4049 struct shader_glsl_ctx_priv priv_ctx
;
4051 /* Create the hw GLSL shader program and assign it as the shader->prgId */
4052 GLhandleARB shader_obj
= GL_EXTCALL(glCreateShaderObjectARB(GL_VERTEX_SHADER_ARB
));
4054 shader_addline(buffer
, "#version 120\n");
4056 if (gl_info
->supported
[EXT_GPU_SHADER4
])
4058 shader_addline(buffer
, "#extension GL_EXT_gpu_shader4 : enable\n");
4061 memset(&priv_ctx
, 0, sizeof(priv_ctx
));
4062 priv_ctx
.cur_vs_args
= args
;
4064 /* Base Declarations */
4065 shader_generate_glsl_declarations(context
, buffer
, (IWineD3DBaseShader
*)This
, reg_maps
, &priv_ctx
);
4067 /* Base Shader Body */
4068 shader_generate_main((IWineD3DBaseShader
*)This
, buffer
, reg_maps
, function
, &priv_ctx
);
4070 /* Unpack 3.0 outputs */
4071 if (reg_maps
->shader_version
.major
>= 3) shader_addline(buffer
, "order_ps_input(OUT);\n");
4072 else shader_addline(buffer
, "order_ps_input();\n");
4074 /* The D3DRS_FOGTABLEMODE render state defines if the shader-generated fog coord is used
4075 * or if the fragment depth is used. If the fragment depth is used(FOGTABLEMODE != NONE),
4076 * the fog frag coord is thrown away. If the fog frag coord is used, but not written by
4077 * the shader, it is set to 0.0(fully fogged, since start = 1.0, end = 0.0)
4079 if(args
->fog_src
== VS_FOG_Z
) {
4080 shader_addline(buffer
, "gl_FogFragCoord = gl_Position.z;\n");
4081 } else if (!reg_maps
->fog
) {
4082 shader_addline(buffer
, "gl_FogFragCoord = 0.0;\n");
4085 /* Write the final position.
4087 * OpenGL coordinates specify the center of the pixel while d3d coords specify
4088 * the corner. The offsets are stored in z and w in posFixup. posFixup.y contains
4089 * 1.0 or -1.0 to turn the rendering upside down for offscreen rendering. PosFixup.x
4090 * contains 1.0 to allow a mad.
4092 shader_addline(buffer
, "gl_Position.y = gl_Position.y * posFixup.y;\n");
4093 shader_addline(buffer
, "gl_Position.xy += posFixup.zw * gl_Position.ww;\n");
4094 if(args
->clip_enabled
) {
4095 shader_addline(buffer
, "gl_ClipVertex = gl_Position;\n");
4098 /* Z coord [0;1]->[-1;1] mapping, see comment in transform_projection in state.c
4100 * Basically we want (in homogeneous coordinates) z = z * 2 - 1. However, shaders are run
4101 * before the homogeneous divide, so we have to take the w into account: z = ((z / w) * 2 - 1) * w,
4102 * which is the same as z = z * 2 - w.
4104 shader_addline(buffer
, "gl_Position.z = gl_Position.z * 2.0 - gl_Position.w;\n");
4106 shader_addline(buffer
, "}\n");
4108 TRACE("Compiling shader object %u\n", shader_obj
);
4109 GL_EXTCALL(glShaderSourceARB(shader_obj
, 1, (const char**)&buffer
->buffer
, NULL
));
4110 GL_EXTCALL(glCompileShaderARB(shader_obj
));
4111 print_glsl_info_log(gl_info
, shader_obj
);
4116 static GLhandleARB
find_glsl_pshader(const struct wined3d_context
*context
,
4117 struct wined3d_shader_buffer
*buffer
, IWineD3DPixelShaderImpl
*shader
,
4118 const struct ps_compile_args
*args
, const struct ps_np2fixup_info
**np2fixup_info
)
4122 struct glsl_ps_compiled_shader
*new_array
;
4123 struct glsl_pshader_private
*shader_data
;
4124 struct ps_np2fixup_info
*np2fixup
= NULL
;
4127 if (!shader
->baseShader
.backend_data
)
4129 shader
->baseShader
.backend_data
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(*shader_data
));
4130 if (!shader
->baseShader
.backend_data
)
4132 ERR("Failed to allocate backend data.\n");
4136 shader_data
= shader
->baseShader
.backend_data
;
4138 /* Usually we have very few GL shaders for each d3d shader(just 1 or maybe 2),
4139 * so a linear search is more performant than a hashmap or a binary search
4140 * (cache coherency etc)
4142 for(i
= 0; i
< shader_data
->num_gl_shaders
; i
++) {
4143 if(memcmp(&shader_data
->gl_shaders
[i
].args
, args
, sizeof(*args
)) == 0) {
4144 if(args
->np2_fixup
) *np2fixup_info
= &shader_data
->gl_shaders
[i
].np2fixup
;
4145 return shader_data
->gl_shaders
[i
].prgId
;
4149 TRACE("No matching GL shader found for shader %p, compiling a new shader.\n", shader
);
4150 if(shader_data
->shader_array_size
== shader_data
->num_gl_shaders
) {
4151 if (shader_data
->num_gl_shaders
)
4153 new_size
= shader_data
->shader_array_size
+ max(1, shader_data
->shader_array_size
/ 2);
4154 new_array
= HeapReAlloc(GetProcessHeap(), 0, shader_data
->gl_shaders
,
4155 new_size
* sizeof(*shader_data
->gl_shaders
));
4157 new_array
= HeapAlloc(GetProcessHeap(), 0, sizeof(*shader_data
->gl_shaders
));
4162 ERR("Out of memory\n");
4165 shader_data
->gl_shaders
= new_array
;
4166 shader_data
->shader_array_size
= new_size
;
4169 shader_data
->gl_shaders
[shader_data
->num_gl_shaders
].args
= *args
;
4171 memset(&shader_data
->gl_shaders
[shader_data
->num_gl_shaders
].np2fixup
, 0, sizeof(struct ps_np2fixup_info
));
4172 if (args
->np2_fixup
) np2fixup
= &shader_data
->gl_shaders
[shader_data
->num_gl_shaders
].np2fixup
;
4174 pixelshader_update_samplers(&shader
->baseShader
.reg_maps
,
4175 ((IWineD3DDeviceImpl
*)shader
->baseShader
.device
)->stateBlock
->textures
);
4177 shader_buffer_clear(buffer
);
4178 ret
= shader_glsl_generate_pshader(context
, buffer
, shader
, args
, np2fixup
);
4179 shader_data
->gl_shaders
[shader_data
->num_gl_shaders
++].prgId
= ret
;
4180 *np2fixup_info
= np2fixup
;
4185 static inline BOOL
vs_args_equal(const struct vs_compile_args
*stored
, const struct vs_compile_args
*new,
4186 const DWORD use_map
) {
4187 if((stored
->swizzle_map
& use_map
) != new->swizzle_map
) return FALSE
;
4188 if((stored
->clip_enabled
) != new->clip_enabled
) return FALSE
;
4189 return stored
->fog_src
== new->fog_src
;
4192 static GLhandleARB
find_glsl_vshader(const struct wined3d_context
*context
,
4193 struct wined3d_shader_buffer
*buffer
, IWineD3DVertexShaderImpl
*shader
,
4194 const struct vs_compile_args
*args
)
4198 struct glsl_vs_compiled_shader
*new_array
;
4199 DWORD use_map
= ((IWineD3DDeviceImpl
*)shader
->baseShader
.device
)->strided_streams
.use_map
;
4200 struct glsl_vshader_private
*shader_data
;
4203 if (!shader
->baseShader
.backend_data
)
4205 shader
->baseShader
.backend_data
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(*shader_data
));
4206 if (!shader
->baseShader
.backend_data
)
4208 ERR("Failed to allocate backend data.\n");
4212 shader_data
= shader
->baseShader
.backend_data
;
4214 /* Usually we have very few GL shaders for each d3d shader(just 1 or maybe 2),
4215 * so a linear search is more performant than a hashmap or a binary search
4216 * (cache coherency etc)
4218 for(i
= 0; i
< shader_data
->num_gl_shaders
; i
++) {
4219 if(vs_args_equal(&shader_data
->gl_shaders
[i
].args
, args
, use_map
)) {
4220 return shader_data
->gl_shaders
[i
].prgId
;
4224 TRACE("No matching GL shader found for shader %p, compiling a new shader.\n", shader
);
4226 if(shader_data
->shader_array_size
== shader_data
->num_gl_shaders
) {
4227 if (shader_data
->num_gl_shaders
)
4229 new_size
= shader_data
->shader_array_size
+ max(1, shader_data
->shader_array_size
/ 2);
4230 new_array
= HeapReAlloc(GetProcessHeap(), 0, shader_data
->gl_shaders
,
4231 new_size
* sizeof(*shader_data
->gl_shaders
));
4233 new_array
= HeapAlloc(GetProcessHeap(), 0, sizeof(*shader_data
->gl_shaders
));
4238 ERR("Out of memory\n");
4241 shader_data
->gl_shaders
= new_array
;
4242 shader_data
->shader_array_size
= new_size
;
4245 shader_data
->gl_shaders
[shader_data
->num_gl_shaders
].args
= *args
;
4247 shader_buffer_clear(buffer
);
4248 ret
= shader_glsl_generate_vshader(context
, buffer
, shader
, args
);
4249 shader_data
->gl_shaders
[shader_data
->num_gl_shaders
++].prgId
= ret
;
4254 /** Sets the GLSL program ID for the given pixel and vertex shader combination.
4255 * It sets the programId on the current StateBlock (because it should be called
4256 * inside of the DrawPrimitive() part of the render loop).
4258 * If a program for the given combination does not exist, create one, and store
4259 * the program in the hash table. If it creates a program, it will link the
4260 * given objects, too.
4263 /* GL locking is done by the caller */
4264 static void set_glsl_shader_program(const struct wined3d_context
*context
,
4265 IWineD3DDeviceImpl
*device
, BOOL use_ps
, BOOL use_vs
)
4267 IWineD3DVertexShader
*vshader
= use_vs
? device
->stateBlock
->vertexShader
: NULL
;
4268 IWineD3DPixelShader
*pshader
= use_ps
? device
->stateBlock
->pixelShader
: NULL
;
4269 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
4270 struct shader_glsl_priv
*priv
= device
->shader_priv
;
4271 struct glsl_shader_prog_link
*entry
= NULL
;
4272 GLhandleARB programId
= 0;
4273 GLhandleARB reorder_shader_id
= 0;
4276 struct ps_compile_args ps_compile_args
;
4277 struct vs_compile_args vs_compile_args
;
4279 if (vshader
) find_vs_compile_args((IWineD3DVertexShaderImpl
*)vshader
, device
->stateBlock
, &vs_compile_args
);
4280 if (pshader
) find_ps_compile_args((IWineD3DPixelShaderImpl
*)pshader
, device
->stateBlock
, &ps_compile_args
);
4282 entry
= get_glsl_program_entry(priv
, vshader
, pshader
, &vs_compile_args
, &ps_compile_args
);
4284 priv
->glsl_program
= entry
;
4288 /* If we get to this point, then no matching program exists, so we create one */
4289 programId
= GL_EXTCALL(glCreateProgramObjectARB());
4290 TRACE("Created new GLSL shader program %u\n", programId
);
4292 /* Create the entry */
4293 entry
= HeapAlloc(GetProcessHeap(), 0, sizeof(struct glsl_shader_prog_link
));
4294 entry
->programId
= programId
;
4295 entry
->vshader
= vshader
;
4296 entry
->pshader
= pshader
;
4297 entry
->vs_args
= vs_compile_args
;
4298 entry
->ps_args
= ps_compile_args
;
4299 entry
->constant_version
= 0;
4300 entry
->np2Fixup_info
= NULL
;
4301 /* Add the hash table entry */
4302 add_glsl_program_entry(priv
, entry
);
4304 /* Set the current program */
4305 priv
->glsl_program
= entry
;
4307 /* Attach GLSL vshader */
4310 GLhandleARB vshader_id
= find_glsl_vshader(context
, &priv
->shader_buffer
,
4311 (IWineD3DVertexShaderImpl
*)vshader
, &vs_compile_args
);
4312 WORD map
= ((IWineD3DBaseShaderImpl
*)vshader
)->baseShader
.reg_maps
.input_registers
;
4315 reorder_shader_id
= generate_param_reorder_function(&priv
->shader_buffer
, vshader
, pshader
, gl_info
);
4316 TRACE("Attaching GLSL shader object %u to program %u\n", reorder_shader_id
, programId
);
4317 GL_EXTCALL(glAttachObjectARB(programId
, reorder_shader_id
));
4318 checkGLcall("glAttachObjectARB");
4319 /* Flag the reorder function for deletion, then it will be freed automatically when the program
4322 GL_EXTCALL(glDeleteObjectARB(reorder_shader_id
));
4324 TRACE("Attaching GLSL shader object %u to program %u\n", vshader_id
, programId
);
4325 GL_EXTCALL(glAttachObjectARB(programId
, vshader_id
));
4326 checkGLcall("glAttachObjectARB");
4328 /* Bind vertex attributes to a corresponding index number to match
4329 * the same index numbers as ARB_vertex_programs (makes loading
4330 * vertex attributes simpler). With this method, we can use the
4331 * exact same code to load the attributes later for both ARB and
4334 * We have to do this here because we need to know the Program ID
4335 * in order to make the bindings work, and it has to be done prior
4336 * to linking the GLSL program. */
4337 for (i
= 0; map
; map
>>= 1, ++i
)
4339 if (!(map
& 1)) continue;
4341 snprintf(tmp_name
, sizeof(tmp_name
), "attrib%u", i
);
4342 GL_EXTCALL(glBindAttribLocationARB(programId
, i
, tmp_name
));
4344 checkGLcall("glBindAttribLocationARB");
4346 list_add_head(&((IWineD3DBaseShaderImpl
*)vshader
)->baseShader
.linked_programs
, &entry
->vshader_entry
);
4349 /* Attach GLSL pshader */
4352 GLhandleARB pshader_id
= find_glsl_pshader(context
, &priv
->shader_buffer
,
4353 (IWineD3DPixelShaderImpl
*)pshader
, &ps_compile_args
, &entry
->np2Fixup_info
);
4354 TRACE("Attaching GLSL shader object %u to program %u\n", pshader_id
, programId
);
4355 GL_EXTCALL(glAttachObjectARB(programId
, pshader_id
));
4356 checkGLcall("glAttachObjectARB");
4358 list_add_head(&((IWineD3DBaseShaderImpl
*)pshader
)->baseShader
.linked_programs
, &entry
->pshader_entry
);
4361 /* Link the program */
4362 TRACE("Linking GLSL shader program %u\n", programId
);
4363 GL_EXTCALL(glLinkProgramARB(programId
));
4364 shader_glsl_validate_link(gl_info
, programId
);
4366 entry
->vuniformF_locations
= HeapAlloc(GetProcessHeap(), 0,
4367 sizeof(GLhandleARB
) * gl_info
->limits
.glsl_vs_float_constants
);
4368 for (i
= 0; i
< gl_info
->limits
.glsl_vs_float_constants
; ++i
)
4370 snprintf(glsl_name
, sizeof(glsl_name
), "VC[%i]", i
);
4371 entry
->vuniformF_locations
[i
] = GL_EXTCALL(glGetUniformLocationARB(programId
, glsl_name
));
4373 for (i
= 0; i
< MAX_CONST_I
; ++i
)
4375 snprintf(glsl_name
, sizeof(glsl_name
), "VI[%i]", i
);
4376 entry
->vuniformI_locations
[i
] = GL_EXTCALL(glGetUniformLocationARB(programId
, glsl_name
));
4378 entry
->puniformF_locations
= HeapAlloc(GetProcessHeap(), 0,
4379 sizeof(GLhandleARB
) * gl_info
->limits
.glsl_ps_float_constants
);
4380 for (i
= 0; i
< gl_info
->limits
.glsl_ps_float_constants
; ++i
)
4382 snprintf(glsl_name
, sizeof(glsl_name
), "PC[%i]", i
);
4383 entry
->puniformF_locations
[i
] = GL_EXTCALL(glGetUniformLocationARB(programId
, glsl_name
));
4385 for (i
= 0; i
< MAX_CONST_I
; ++i
)
4387 snprintf(glsl_name
, sizeof(glsl_name
), "PI[%i]", i
);
4388 entry
->puniformI_locations
[i
] = GL_EXTCALL(glGetUniformLocationARB(programId
, glsl_name
));
4394 for(i
= 0; i
< MAX_TEXTURES
; i
++) {
4395 sprintf(name
, "bumpenvmat%u", i
);
4396 entry
->bumpenvmat_location
[i
] = GL_EXTCALL(glGetUniformLocationARB(programId
, name
));
4397 sprintf(name
, "luminancescale%u", i
);
4398 entry
->luminancescale_location
[i
] = GL_EXTCALL(glGetUniformLocationARB(programId
, name
));
4399 sprintf(name
, "luminanceoffset%u", i
);
4400 entry
->luminanceoffset_location
[i
] = GL_EXTCALL(glGetUniformLocationARB(programId
, name
));
4403 if (ps_compile_args
.np2_fixup
) {
4404 if (entry
->np2Fixup_info
) {
4405 entry
->np2Fixup_location
= GL_EXTCALL(glGetUniformLocationARB(programId
, "PsamplerNP2Fixup"));
4407 FIXME("NP2 texcoord fixup needed for this pixelshader, but no fixup uniform found.\n");
4412 entry
->posFixup_location
= GL_EXTCALL(glGetUniformLocationARB(programId
, "posFixup"));
4413 entry
->ycorrection_location
= GL_EXTCALL(glGetUniformLocationARB(programId
, "ycorrection"));
4414 checkGLcall("Find glsl program uniform locations");
4417 && ((IWineD3DPixelShaderImpl
*)pshader
)->baseShader
.reg_maps
.shader_version
.major
>= 3
4418 && ((IWineD3DPixelShaderImpl
*)pshader
)->declared_in_count
> vec4_varyings(3, gl_info
))
4420 TRACE("Shader %d needs vertex color clamping disabled\n", programId
);
4421 entry
->vertex_color_clamp
= GL_FALSE
;
4423 entry
->vertex_color_clamp
= GL_FIXED_ONLY_ARB
;
4426 /* Set the shader to allow uniform loading on it */
4427 GL_EXTCALL(glUseProgramObjectARB(programId
));
4428 checkGLcall("glUseProgramObjectARB(programId)");
4430 /* Load the vertex and pixel samplers now. The function that finds the mappings makes sure
4431 * that it stays the same for each vertexshader-pixelshader pair(=linked glsl program). If
4432 * a pshader with fixed function pipeline is used there are no vertex samplers, and if a
4433 * vertex shader with fixed function pixel processing is used we make sure that the card
4434 * supports enough samplers to allow the max number of vertex samplers with all possible
4435 * fixed function fragment processing setups. So once the program is linked these samplers
4438 if (vshader
) shader_glsl_load_vsamplers(gl_info
, device
->texUnitMap
, programId
);
4439 if (pshader
) shader_glsl_load_psamplers(gl_info
, device
->texUnitMap
, programId
);
4441 /* If the local constants do not have to be loaded with the environment constants,
4442 * load them now to have them hardcoded in the GLSL program. This saves some CPU cycles
4445 if (pshader
&& !((IWineD3DBaseShaderImpl
*)pshader
)->baseShader
.load_local_constsF
)
4447 hardcode_local_constants((IWineD3DBaseShaderImpl
*) pshader
, gl_info
, programId
, 'P');
4449 if (vshader
&& !((IWineD3DBaseShaderImpl
*)vshader
)->baseShader
.load_local_constsF
)
4451 hardcode_local_constants((IWineD3DBaseShaderImpl
*) vshader
, gl_info
, programId
, 'V');
4455 /* GL locking is done by the caller */
4456 static GLhandleARB
create_glsl_blt_shader(const struct wined3d_gl_info
*gl_info
, enum tex_types tex_type
)
4458 GLhandleARB program_id
;
4459 GLhandleARB vshader_id
, pshader_id
;
4460 static const char *blt_vshader
[] =
4465 " gl_Position = gl_Vertex;\n"
4466 " gl_FrontColor = vec4(1.0);\n"
4467 " gl_TexCoord[0] = gl_MultiTexCoord0;\n"
4471 static const char *blt_pshaders
[tex_type_count
] =
4477 "uniform sampler2D sampler;\n"
4480 " gl_FragDepth = texture2D(sampler, gl_TexCoord[0].xy).x;\n"
4486 "uniform samplerCube sampler;\n"
4489 " gl_FragDepth = textureCube(sampler, gl_TexCoord[0].xyz).x;\n"
4493 "#extension GL_ARB_texture_rectangle : enable\n"
4494 "uniform sampler2DRect sampler;\n"
4497 " gl_FragDepth = texture2DRect(sampler, gl_TexCoord[0].xy).x;\n"
4501 if (!blt_pshaders
[tex_type
])
4503 FIXME("tex_type %#x not supported\n", tex_type
);
4507 vshader_id
= GL_EXTCALL(glCreateShaderObjectARB(GL_VERTEX_SHADER_ARB
));
4508 GL_EXTCALL(glShaderSourceARB(vshader_id
, 1, blt_vshader
, NULL
));
4509 GL_EXTCALL(glCompileShaderARB(vshader_id
));
4511 pshader_id
= GL_EXTCALL(glCreateShaderObjectARB(GL_FRAGMENT_SHADER_ARB
));
4512 GL_EXTCALL(glShaderSourceARB(pshader_id
, 1, &blt_pshaders
[tex_type
], NULL
));
4513 GL_EXTCALL(glCompileShaderARB(pshader_id
));
4515 program_id
= GL_EXTCALL(glCreateProgramObjectARB());
4516 GL_EXTCALL(glAttachObjectARB(program_id
, vshader_id
));
4517 GL_EXTCALL(glAttachObjectARB(program_id
, pshader_id
));
4518 GL_EXTCALL(glLinkProgramARB(program_id
));
4520 shader_glsl_validate_link(gl_info
, program_id
);
4522 /* Once linked we can mark the shaders for deletion. They will be deleted once the program
4525 GL_EXTCALL(glDeleteObjectARB(vshader_id
));
4526 GL_EXTCALL(glDeleteObjectARB(pshader_id
));
4530 /* GL locking is done by the caller */
4531 static void shader_glsl_select(const struct wined3d_context
*context
, BOOL usePS
, BOOL useVS
)
4533 IWineD3DDeviceImpl
*device
= ((IWineD3DSurfaceImpl
*)context
->surface
)->resource
.device
;
4534 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
4535 struct shader_glsl_priv
*priv
= device
->shader_priv
;
4536 GLhandleARB program_id
= 0;
4537 GLenum old_vertex_color_clamp
, current_vertex_color_clamp
;
4539 old_vertex_color_clamp
= priv
->glsl_program
? priv
->glsl_program
->vertex_color_clamp
: GL_FIXED_ONLY_ARB
;
4541 if (useVS
|| usePS
) set_glsl_shader_program(context
, device
, usePS
, useVS
);
4542 else priv
->glsl_program
= NULL
;
4544 current_vertex_color_clamp
= priv
->glsl_program
? priv
->glsl_program
->vertex_color_clamp
: GL_FIXED_ONLY_ARB
;
4546 if (old_vertex_color_clamp
!= current_vertex_color_clamp
)
4548 if (gl_info
->supported
[ARB_COLOR_BUFFER_FLOAT
])
4550 GL_EXTCALL(glClampColorARB(GL_CLAMP_VERTEX_COLOR_ARB
, current_vertex_color_clamp
));
4551 checkGLcall("glClampColorARB");
4555 FIXME("vertex color clamp needs to be changed, but extension not supported.\n");
4559 program_id
= priv
->glsl_program
? priv
->glsl_program
->programId
: 0;
4560 if (program_id
) TRACE("Using GLSL program %u\n", program_id
);
4561 GL_EXTCALL(glUseProgramObjectARB(program_id
));
4562 checkGLcall("glUseProgramObjectARB");
4564 /* In case that NP2 texcoord fixup data is found for the selected program, trigger a reload of the
4565 * constants. This has to be done because it can't be guaranteed that sampler() (from state.c) is
4566 * called between selecting the shader and using it, which results in wrong fixup for some frames. */
4567 if (priv
->glsl_program
&& priv
->glsl_program
->np2Fixup_info
)
4569 shader_glsl_load_np2fixup_constants((IWineD3DDevice
*)device
, usePS
, useVS
);
4573 /* GL locking is done by the caller */
4574 static void shader_glsl_select_depth_blt(IWineD3DDevice
*iface
, enum tex_types tex_type
) {
4575 IWineD3DDeviceImpl
*This
= (IWineD3DDeviceImpl
*)iface
;
4576 const struct wined3d_gl_info
*gl_info
= &This
->adapter
->gl_info
;
4577 struct shader_glsl_priv
*priv
= This
->shader_priv
;
4578 GLhandleARB
*blt_program
= &priv
->depth_blt_program
[tex_type
];
4580 if (!*blt_program
) {
4582 *blt_program
= create_glsl_blt_shader(gl_info
, tex_type
);
4583 loc
= GL_EXTCALL(glGetUniformLocationARB(*blt_program
, "sampler"));
4584 GL_EXTCALL(glUseProgramObjectARB(*blt_program
));
4585 GL_EXTCALL(glUniform1iARB(loc
, 0));
4587 GL_EXTCALL(glUseProgramObjectARB(*blt_program
));
4591 /* GL locking is done by the caller */
4592 static void shader_glsl_deselect_depth_blt(IWineD3DDevice
*iface
) {
4593 IWineD3DDeviceImpl
*This
= (IWineD3DDeviceImpl
*)iface
;
4594 const struct wined3d_gl_info
*gl_info
= &This
->adapter
->gl_info
;
4595 struct shader_glsl_priv
*priv
= This
->shader_priv
;
4596 GLhandleARB program_id
;
4598 program_id
= priv
->glsl_program
? priv
->glsl_program
->programId
: 0;
4599 if (program_id
) TRACE("Using GLSL program %u\n", program_id
);
4601 GL_EXTCALL(glUseProgramObjectARB(program_id
));
4602 checkGLcall("glUseProgramObjectARB");
4605 static void shader_glsl_destroy(IWineD3DBaseShader
*iface
) {
4606 const struct list
*linked_programs
;
4607 IWineD3DBaseShaderImpl
*This
= (IWineD3DBaseShaderImpl
*) iface
;
4608 IWineD3DDeviceImpl
*device
= (IWineD3DDeviceImpl
*)This
->baseShader
.device
;
4609 struct shader_glsl_priv
*priv
= device
->shader_priv
;
4610 const struct wined3d_gl_info
*gl_info
;
4611 struct wined3d_context
*context
;
4613 /* Note: Do not use QueryInterface here to find out which shader type this is because this code
4614 * can be called from IWineD3DBaseShader::Release
4616 char pshader
= shader_is_pshader_version(This
->baseShader
.reg_maps
.shader_version
.type
);
4619 struct glsl_pshader_private
*shader_data
;
4620 shader_data
= This
->baseShader
.backend_data
;
4621 if(!shader_data
|| shader_data
->num_gl_shaders
== 0)
4623 HeapFree(GetProcessHeap(), 0, shader_data
);
4624 This
->baseShader
.backend_data
= NULL
;
4628 context
= context_acquire(device
, NULL
, CTXUSAGE_RESOURCELOAD
);
4629 gl_info
= context
->gl_info
;
4631 if (priv
->glsl_program
&& (IWineD3DBaseShader
*)priv
->glsl_program
->pshader
== iface
)
4634 shader_glsl_select(context
, FALSE
, FALSE
);
4638 struct glsl_vshader_private
*shader_data
;
4639 shader_data
= This
->baseShader
.backend_data
;
4640 if(!shader_data
|| shader_data
->num_gl_shaders
== 0)
4642 HeapFree(GetProcessHeap(), 0, shader_data
);
4643 This
->baseShader
.backend_data
= NULL
;
4647 context
= context_acquire(device
, NULL
, CTXUSAGE_RESOURCELOAD
);
4648 gl_info
= context
->gl_info
;
4650 if (priv
->glsl_program
&& (IWineD3DBaseShader
*)priv
->glsl_program
->vshader
== iface
)
4653 shader_glsl_select(context
, FALSE
, FALSE
);
4658 linked_programs
= &This
->baseShader
.linked_programs
;
4660 TRACE("Deleting linked programs\n");
4661 if (linked_programs
->next
) {
4662 struct glsl_shader_prog_link
*entry
, *entry2
;
4666 LIST_FOR_EACH_ENTRY_SAFE(entry
, entry2
, linked_programs
, struct glsl_shader_prog_link
, pshader_entry
) {
4667 delete_glsl_program_entry(priv
, gl_info
, entry
);
4670 LIST_FOR_EACH_ENTRY_SAFE(entry
, entry2
, linked_programs
, struct glsl_shader_prog_link
, vshader_entry
) {
4671 delete_glsl_program_entry(priv
, gl_info
, entry
);
4679 struct glsl_pshader_private
*shader_data
= This
->baseShader
.backend_data
;
4682 for(i
= 0; i
< shader_data
->num_gl_shaders
; i
++) {
4683 TRACE("deleting pshader %u\n", shader_data
->gl_shaders
[i
].prgId
);
4684 GL_EXTCALL(glDeleteObjectARB(shader_data
->gl_shaders
[i
].prgId
));
4685 checkGLcall("glDeleteObjectARB");
4688 HeapFree(GetProcessHeap(), 0, shader_data
->gl_shaders
);
4693 struct glsl_vshader_private
*shader_data
= This
->baseShader
.backend_data
;
4696 for(i
= 0; i
< shader_data
->num_gl_shaders
; i
++) {
4697 TRACE("deleting vshader %u\n", shader_data
->gl_shaders
[i
].prgId
);
4698 GL_EXTCALL(glDeleteObjectARB(shader_data
->gl_shaders
[i
].prgId
));
4699 checkGLcall("glDeleteObjectARB");
4702 HeapFree(GetProcessHeap(), 0, shader_data
->gl_shaders
);
4705 HeapFree(GetProcessHeap(), 0, This
->baseShader
.backend_data
);
4706 This
->baseShader
.backend_data
= NULL
;
4708 context_release(context
);
4711 static int glsl_program_key_compare(const void *key
, const struct wine_rb_entry
*entry
)
4713 const glsl_program_key_t
*k
= key
;
4714 const struct glsl_shader_prog_link
*prog
= WINE_RB_ENTRY_VALUE(entry
,
4715 const struct glsl_shader_prog_link
, program_lookup_entry
);
4718 if (k
->vshader
> prog
->vshader
) return 1;
4719 else if (k
->vshader
< prog
->vshader
) return -1;
4721 if (k
->pshader
> prog
->pshader
) return 1;
4722 else if (k
->pshader
< prog
->pshader
) return -1;
4724 if (k
->vshader
&& (cmp
= memcmp(&k
->vs_args
, &prog
->vs_args
, sizeof(prog
->vs_args
)))) return cmp
;
4725 if (k
->pshader
&& (cmp
= memcmp(&k
->ps_args
, &prog
->ps_args
, sizeof(prog
->ps_args
)))) return cmp
;
4730 static BOOL
constant_heap_init(struct constant_heap
*heap
, unsigned int constant_count
)
4732 SIZE_T size
= (constant_count
+ 1) * sizeof(*heap
->entries
) + constant_count
* sizeof(*heap
->positions
);
4733 void *mem
= HeapAlloc(GetProcessHeap(), 0, size
);
4737 ERR("Failed to allocate memory\n");
4741 heap
->entries
= mem
;
4742 heap
->entries
[1].version
= 0;
4743 heap
->positions
= (unsigned int *)(heap
->entries
+ constant_count
+ 1);
4749 static void constant_heap_free(struct constant_heap
*heap
)
4751 HeapFree(GetProcessHeap(), 0, heap
->entries
);
4754 static const struct wine_rb_functions wined3d_glsl_program_rb_functions
=
4759 glsl_program_key_compare
,
4762 static HRESULT
shader_glsl_alloc(IWineD3DDevice
*iface
) {
4763 IWineD3DDeviceImpl
*This
= (IWineD3DDeviceImpl
*)iface
;
4764 const struct wined3d_gl_info
*gl_info
= &This
->adapter
->gl_info
;
4765 struct shader_glsl_priv
*priv
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(struct shader_glsl_priv
));
4766 SIZE_T stack_size
= wined3d_log2i(max(gl_info
->limits
.glsl_vs_float_constants
,
4767 gl_info
->limits
.glsl_ps_float_constants
)) + 1;
4769 if (!shader_buffer_init(&priv
->shader_buffer
))
4771 ERR("Failed to initialize shader buffer.\n");
4775 priv
->stack
= HeapAlloc(GetProcessHeap(), 0, stack_size
* sizeof(*priv
->stack
));
4778 ERR("Failed to allocate memory.\n");
4782 if (!constant_heap_init(&priv
->vconst_heap
, gl_info
->limits
.glsl_vs_float_constants
))
4784 ERR("Failed to initialize vertex shader constant heap\n");
4788 if (!constant_heap_init(&priv
->pconst_heap
, gl_info
->limits
.glsl_ps_float_constants
))
4790 ERR("Failed to initialize pixel shader constant heap\n");
4794 if (wine_rb_init(&priv
->program_lookup
, &wined3d_glsl_program_rb_functions
) == -1)
4796 ERR("Failed to initialize rbtree.\n");
4800 priv
->next_constant_version
= 1;
4802 This
->shader_priv
= priv
;
4806 constant_heap_free(&priv
->pconst_heap
);
4807 constant_heap_free(&priv
->vconst_heap
);
4808 HeapFree(GetProcessHeap(), 0, priv
->stack
);
4809 shader_buffer_free(&priv
->shader_buffer
);
4810 HeapFree(GetProcessHeap(), 0, priv
);
4811 return E_OUTOFMEMORY
;
4814 /* Context activation is done by the caller. */
4815 static void shader_glsl_free(IWineD3DDevice
*iface
) {
4816 IWineD3DDeviceImpl
*This
= (IWineD3DDeviceImpl
*)iface
;
4817 const struct wined3d_gl_info
*gl_info
= &This
->adapter
->gl_info
;
4818 struct shader_glsl_priv
*priv
= This
->shader_priv
;
4822 for (i
= 0; i
< tex_type_count
; ++i
)
4824 if (priv
->depth_blt_program
[i
])
4826 GL_EXTCALL(glDeleteObjectARB(priv
->depth_blt_program
[i
]));
4831 wine_rb_destroy(&priv
->program_lookup
, NULL
, NULL
);
4832 constant_heap_free(&priv
->pconst_heap
);
4833 constant_heap_free(&priv
->vconst_heap
);
4834 HeapFree(GetProcessHeap(), 0, priv
->stack
);
4835 shader_buffer_free(&priv
->shader_buffer
);
4837 HeapFree(GetProcessHeap(), 0, This
->shader_priv
);
4838 This
->shader_priv
= NULL
;
4841 static BOOL
shader_glsl_dirty_const(IWineD3DDevice
*iface
) {
4842 /* TODO: GL_EXT_bindable_uniform can be used to share constants across shaders */
4846 static void shader_glsl_get_caps(WINED3DDEVTYPE devtype
,
4847 const struct wined3d_gl_info
*gl_info
, struct shader_caps
*pCaps
)
4849 /* Nvidia Geforce6/7 or Ati R4xx/R5xx cards with GLSL support, support VS 3.0 but older Nvidia/Ati
4850 * models with GLSL support only support 2.0. In case of nvidia we can detect VS 2.0 support based
4851 * on the version of NV_vertex_program.
4852 * For Ati cards there's no way using glsl (it abstracts the lowlevel info away) and also not
4853 * using ARB_vertex_program. It is safe to assume that when a card supports pixel shader 2.0 it
4854 * supports vertex shader 2.0 too and the way around. We can detect ps2.0 using the maximum number
4855 * of native instructions, so use that here. For more info see the pixel shader versioning code below.
4857 if ((gl_info
->supported
[NV_VERTEX_PROGRAM2
] && !gl_info
->supported
[NV_VERTEX_PROGRAM3
])
4858 || gl_info
->limits
.arb_ps_instructions
<= 512)
4859 pCaps
->VertexShaderVersion
= WINED3DVS_VERSION(2,0);
4861 pCaps
->VertexShaderVersion
= WINED3DVS_VERSION(3,0);
4862 TRACE_(d3d_caps
)("Hardware vertex shader version %d.%d enabled (GLSL)\n", (pCaps
->VertexShaderVersion
>> 8) & 0xff, pCaps
->VertexShaderVersion
& 0xff);
4863 pCaps
->MaxVertexShaderConst
= gl_info
->limits
.glsl_vs_float_constants
;
4865 /* Older DX9-class videocards (GeforceFX / Radeon >9500/X*00) only support pixel shader 2.0/2.0a/2.0b.
4866 * In OpenGL the extensions related to GLSL abstract lowlevel GL info away which is needed
4867 * to distinguish between 2.0 and 3.0 (and 2.0a/2.0b). In case of Nvidia we use their fragment
4868 * program extensions. On other hardware including ATI GL_ARB_fragment_program offers the info
4869 * in max native instructions. Intel and others also offer the info in this extension but they
4870 * don't support GLSL (at least on Windows).
4872 * PS2.0 requires at least 96 instructions, 2.0a/2.0b go up to 512. Assume that if the number
4873 * of instructions is 512 or less we have to do with ps2.0 hardware.
4874 * 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.
4876 if ((gl_info
->supported
[NV_FRAGMENT_PROGRAM
] && !gl_info
->supported
[NV_FRAGMENT_PROGRAM2
])
4877 || gl_info
->limits
.arb_ps_instructions
<= 512)
4878 pCaps
->PixelShaderVersion
= WINED3DPS_VERSION(2,0);
4880 pCaps
->PixelShaderVersion
= WINED3DPS_VERSION(3,0);
4882 pCaps
->MaxPixelShaderConst
= gl_info
->limits
.glsl_ps_float_constants
;
4884 /* FIXME: The following line is card dependent. -8.0 to 8.0 is the
4885 * Direct3D minimum requirement.
4887 * Both GL_ARB_fragment_program and GLSL require a "maximum representable magnitude"
4888 * of colors to be 2^10, and 2^32 for other floats. Should we use 1024 here?
4890 * The problem is that the refrast clamps temporary results in the shader to
4891 * [-MaxValue;+MaxValue]. If the card's max value is bigger than the one we advertize here,
4892 * then applications may miss the clamping behavior. On the other hand, if it is smaller,
4893 * the shader will generate incorrect results too. Unfortunately, GL deliberately doesn't
4894 * offer a way to query this.
4896 pCaps
->PixelShader1xMaxValue
= 8.0;
4897 TRACE_(d3d_caps
)("Hardware pixel shader version %d.%d enabled (GLSL)\n", (pCaps
->PixelShaderVersion
>> 8) & 0xff, pCaps
->PixelShaderVersion
& 0xff);
4899 pCaps
->VSClipping
= TRUE
;
4902 static BOOL
shader_glsl_color_fixup_supported(struct color_fixup_desc fixup
)
4904 if (TRACE_ON(d3d_shader
) && TRACE_ON(d3d
))
4906 TRACE("Checking support for fixup:\n");
4907 dump_color_fixup_desc(fixup
);
4910 /* We support everything except YUV conversions. */
4911 if (!is_yuv_fixup(fixup
))
4917 TRACE("[FAILED]\n");
4921 static const SHADER_HANDLER shader_glsl_instruction_handler_table
[WINED3DSIH_TABLE_SIZE
] =
4923 /* WINED3DSIH_ABS */ shader_glsl_map2gl
,
4924 /* WINED3DSIH_ADD */ shader_glsl_arith
,
4925 /* WINED3DSIH_BEM */ shader_glsl_bem
,
4926 /* WINED3DSIH_BREAK */ shader_glsl_break
,
4927 /* WINED3DSIH_BREAKC */ shader_glsl_breakc
,
4928 /* WINED3DSIH_BREAKP */ NULL
,
4929 /* WINED3DSIH_CALL */ shader_glsl_call
,
4930 /* WINED3DSIH_CALLNZ */ shader_glsl_callnz
,
4931 /* WINED3DSIH_CMP */ shader_glsl_cmp
,
4932 /* WINED3DSIH_CND */ shader_glsl_cnd
,
4933 /* WINED3DSIH_CRS */ shader_glsl_cross
,
4934 /* WINED3DSIH_CUT */ NULL
,
4935 /* WINED3DSIH_DCL */ NULL
,
4936 /* WINED3DSIH_DEF */ NULL
,
4937 /* WINED3DSIH_DEFB */ NULL
,
4938 /* WINED3DSIH_DEFI */ NULL
,
4939 /* WINED3DSIH_DP2ADD */ shader_glsl_dp2add
,
4940 /* WINED3DSIH_DP3 */ shader_glsl_dot
,
4941 /* WINED3DSIH_DP4 */ shader_glsl_dot
,
4942 /* WINED3DSIH_DST */ shader_glsl_dst
,
4943 /* WINED3DSIH_DSX */ shader_glsl_map2gl
,
4944 /* WINED3DSIH_DSY */ shader_glsl_map2gl
,
4945 /* WINED3DSIH_ELSE */ shader_glsl_else
,
4946 /* WINED3DSIH_EMIT */ NULL
,
4947 /* WINED3DSIH_ENDIF */ shader_glsl_end
,
4948 /* WINED3DSIH_ENDLOOP */ shader_glsl_end
,
4949 /* WINED3DSIH_ENDREP */ shader_glsl_end
,
4950 /* WINED3DSIH_EXP */ shader_glsl_map2gl
,
4951 /* WINED3DSIH_EXPP */ shader_glsl_expp
,
4952 /* WINED3DSIH_FRC */ shader_glsl_map2gl
,
4953 /* WINED3DSIH_IADD */ NULL
,
4954 /* WINED3DSIH_IF */ shader_glsl_if
,
4955 /* WINED3DSIH_IFC */ shader_glsl_ifc
,
4956 /* WINED3DSIH_IGE */ NULL
,
4957 /* WINED3DSIH_LABEL */ shader_glsl_label
,
4958 /* WINED3DSIH_LIT */ shader_glsl_lit
,
4959 /* WINED3DSIH_LOG */ shader_glsl_log
,
4960 /* WINED3DSIH_LOGP */ shader_glsl_log
,
4961 /* WINED3DSIH_LOOP */ shader_glsl_loop
,
4962 /* WINED3DSIH_LRP */ shader_glsl_lrp
,
4963 /* WINED3DSIH_LT */ NULL
,
4964 /* WINED3DSIH_M3x2 */ shader_glsl_mnxn
,
4965 /* WINED3DSIH_M3x3 */ shader_glsl_mnxn
,
4966 /* WINED3DSIH_M3x4 */ shader_glsl_mnxn
,
4967 /* WINED3DSIH_M4x3 */ shader_glsl_mnxn
,
4968 /* WINED3DSIH_M4x4 */ shader_glsl_mnxn
,
4969 /* WINED3DSIH_MAD */ shader_glsl_mad
,
4970 /* WINED3DSIH_MAX */ shader_glsl_map2gl
,
4971 /* WINED3DSIH_MIN */ shader_glsl_map2gl
,
4972 /* WINED3DSIH_MOV */ shader_glsl_mov
,
4973 /* WINED3DSIH_MOVA */ shader_glsl_mov
,
4974 /* WINED3DSIH_MUL */ shader_glsl_arith
,
4975 /* WINED3DSIH_NOP */ NULL
,
4976 /* WINED3DSIH_NRM */ shader_glsl_nrm
,
4977 /* WINED3DSIH_PHASE */ NULL
,
4978 /* WINED3DSIH_POW */ shader_glsl_pow
,
4979 /* WINED3DSIH_RCP */ shader_glsl_rcp
,
4980 /* WINED3DSIH_REP */ shader_glsl_rep
,
4981 /* WINED3DSIH_RET */ shader_glsl_ret
,
4982 /* WINED3DSIH_RSQ */ shader_glsl_rsq
,
4983 /* WINED3DSIH_SETP */ NULL
,
4984 /* WINED3DSIH_SGE */ shader_glsl_compare
,
4985 /* WINED3DSIH_SGN */ shader_glsl_sgn
,
4986 /* WINED3DSIH_SINCOS */ shader_glsl_sincos
,
4987 /* WINED3DSIH_SLT */ shader_glsl_compare
,
4988 /* WINED3DSIH_SUB */ shader_glsl_arith
,
4989 /* WINED3DSIH_TEX */ shader_glsl_tex
,
4990 /* WINED3DSIH_TEXBEM */ shader_glsl_texbem
,
4991 /* WINED3DSIH_TEXBEML */ shader_glsl_texbem
,
4992 /* WINED3DSIH_TEXCOORD */ shader_glsl_texcoord
,
4993 /* WINED3DSIH_TEXDEPTH */ shader_glsl_texdepth
,
4994 /* WINED3DSIH_TEXDP3 */ shader_glsl_texdp3
,
4995 /* WINED3DSIH_TEXDP3TEX */ shader_glsl_texdp3tex
,
4996 /* WINED3DSIH_TEXKILL */ shader_glsl_texkill
,
4997 /* WINED3DSIH_TEXLDD */ shader_glsl_texldd
,
4998 /* WINED3DSIH_TEXLDL */ shader_glsl_texldl
,
4999 /* WINED3DSIH_TEXM3x2DEPTH */ shader_glsl_texm3x2depth
,
5000 /* WINED3DSIH_TEXM3x2PAD */ shader_glsl_texm3x2pad
,
5001 /* WINED3DSIH_TEXM3x2TEX */ shader_glsl_texm3x2tex
,
5002 /* WINED3DSIH_TEXM3x3 */ shader_glsl_texm3x3
,
5003 /* WINED3DSIH_TEXM3x3DIFF */ NULL
,
5004 /* WINED3DSIH_TEXM3x3PAD */ shader_glsl_texm3x3pad
,
5005 /* WINED3DSIH_TEXM3x3SPEC */ shader_glsl_texm3x3spec
,
5006 /* WINED3DSIH_TEXM3x3TEX */ shader_glsl_texm3x3tex
,
5007 /* WINED3DSIH_TEXM3x3VSPEC */ shader_glsl_texm3x3vspec
,
5008 /* WINED3DSIH_TEXREG2AR */ shader_glsl_texreg2ar
,
5009 /* WINED3DSIH_TEXREG2GB */ shader_glsl_texreg2gb
,
5010 /* WINED3DSIH_TEXREG2RGB */ shader_glsl_texreg2rgb
,
5013 static void shader_glsl_handle_instruction(const struct wined3d_shader_instruction
*ins
) {
5014 SHADER_HANDLER hw_fct
;
5016 /* Select handler */
5017 hw_fct
= shader_glsl_instruction_handler_table
[ins
->handler_idx
];
5019 /* Unhandled opcode */
5022 FIXME("Backend can't handle opcode %#x\n", ins
->handler_idx
);
5027 shader_glsl_add_instruction_modifiers(ins
);
5030 const shader_backend_t glsl_shader_backend
= {
5031 shader_glsl_handle_instruction
,
5033 shader_glsl_select_depth_blt
,
5034 shader_glsl_deselect_depth_blt
,
5035 shader_glsl_update_float_vertex_constants
,
5036 shader_glsl_update_float_pixel_constants
,
5037 shader_glsl_load_constants
,
5038 shader_glsl_load_np2fixup_constants
,
5039 shader_glsl_destroy
,
5042 shader_glsl_dirty_const
,
5043 shader_glsl_get_caps
,
5044 shader_glsl_color_fixup_supported
,