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_full
[tex_type_count
];
93 GLhandleARB depth_blt_program_masked
[tex_type_count
];
94 UINT next_constant_version
;
97 /* Struct to maintain data about a linked GLSL program */
98 struct glsl_shader_prog_link
{
99 struct wine_rb_entry program_lookup_entry
;
100 struct list vshader_entry
;
101 struct list pshader_entry
;
102 GLhandleARB programId
;
103 GLint
*vuniformF_locations
;
104 GLint
*puniformF_locations
;
105 GLint vuniformI_locations
[MAX_CONST_I
];
106 GLint puniformI_locations
[MAX_CONST_I
];
107 GLint posFixup_location
;
108 GLint np2Fixup_location
;
109 GLint bumpenvmat_location
[MAX_TEXTURES
];
110 GLint luminancescale_location
[MAX_TEXTURES
];
111 GLint luminanceoffset_location
[MAX_TEXTURES
];
112 GLint ycorrection_location
;
113 GLenum vertex_color_clamp
;
114 IWineD3DVertexShader
*vshader
;
115 IWineD3DPixelShader
*pshader
;
116 struct vs_compile_args vs_args
;
117 struct ps_compile_args ps_args
;
118 UINT constant_version
;
119 const struct ps_np2fixup_info
*np2Fixup_info
;
123 IWineD3DVertexShader
*vshader
;
124 IWineD3DPixelShader
*pshader
;
125 struct ps_compile_args ps_args
;
126 struct vs_compile_args vs_args
;
127 } glsl_program_key_t
;
129 struct shader_glsl_ctx_priv
{
130 const struct vs_compile_args
*cur_vs_args
;
131 const struct ps_compile_args
*cur_ps_args
;
132 struct ps_np2fixup_info
*cur_np2fixup_info
;
135 struct glsl_ps_compiled_shader
137 struct ps_compile_args args
;
138 struct ps_np2fixup_info np2fixup
;
142 struct glsl_pshader_private
144 struct glsl_ps_compiled_shader
*gl_shaders
;
145 UINT num_gl_shaders
, shader_array_size
;
148 struct glsl_vs_compiled_shader
150 struct vs_compile_args args
;
154 struct glsl_vshader_private
156 struct glsl_vs_compiled_shader
*gl_shaders
;
157 UINT num_gl_shaders
, shader_array_size
;
160 static const char *debug_gl_shader_type(GLenum type
)
164 #define WINED3D_TO_STR(u) case u: return #u
165 WINED3D_TO_STR(GL_VERTEX_SHADER_ARB
);
166 WINED3D_TO_STR(GL_GEOMETRY_SHADER_ARB
);
167 WINED3D_TO_STR(GL_FRAGMENT_SHADER_ARB
);
168 #undef WINED3D_TO_STR
170 return wine_dbg_sprintf("UNKNOWN(%#x)", type
);
174 /* Extract a line from the info log.
175 * Note that this modifies the source string. */
176 static char *get_info_log_line(char **ptr
)
181 if (!(q
= strstr(p
, "\n")))
183 if (!*p
) return NULL
;
193 /** Prints the GLSL info log which will contain error messages if they exist */
194 /* GL locking is done by the caller */
195 static void print_glsl_info_log(const struct wined3d_gl_info
*gl_info
, GLhandleARB obj
)
197 int infologLength
= 0;
202 static const char * const spam
[] =
204 "Vertex shader was successfully compiled to run on hardware.\n", /* fglrx */
205 "Fragment shader was successfully compiled to run on hardware.\n", /* fglrx, with \n */
206 "Fragment shader was successfully compiled to run on hardware.", /* fglrx, no \n */
207 "Fragment shader(s) linked, vertex shader(s) linked. \n ", /* fglrx, with \n */
208 "Fragment shader(s) linked, vertex shader(s) linked.", /* fglrx, no \n */
209 "Vertex shader(s) linked, no fragment shader(s) defined. \n ", /* fglrx, with \n */
210 "Vertex shader(s) linked, no fragment shader(s) defined.", /* fglrx, no \n */
211 "Fragment shader(s) linked, no vertex shader(s) defined. \n ", /* fglrx, with \n */
212 "Fragment shader(s) linked, no vertex shader(s) defined.", /* fglrx, no \n */
215 if (!TRACE_ON(d3d_shader
) && !FIXME_ON(d3d_shader
)) return;
217 GL_EXTCALL(glGetObjectParameterivARB(obj
,
218 GL_OBJECT_INFO_LOG_LENGTH_ARB
,
221 /* A size of 1 is just a null-terminated string, so the log should be bigger than
222 * that if there are errors. */
223 if (infologLength
> 1)
227 /* Fglrx doesn't terminate the string properly, but it tells us the proper length.
228 * So use HEAP_ZERO_MEMORY to avoid uninitialized bytes
230 infoLog
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, infologLength
);
231 GL_EXTCALL(glGetInfoLogARB(obj
, infologLength
, NULL
, infoLog
));
234 for(i
= 0; i
< sizeof(spam
) / sizeof(spam
[0]); i
++) {
235 if(strcmp(infoLog
, spam
[i
]) == 0) {
244 TRACE("Spam received from GLSL shader #%u:\n", obj
);
245 while ((line
= get_info_log_line(&ptr
))) TRACE(" %s\n", line
);
249 FIXME("Error received from GLSL shader #%u:\n", obj
);
250 while ((line
= get_info_log_line(&ptr
))) FIXME(" %s\n", line
);
252 HeapFree(GetProcessHeap(), 0, infoLog
);
256 /* GL locking is done by the caller. */
257 static void shader_glsl_dump_program_source(const struct wined3d_gl_info
*gl_info
, GLhandleARB program
)
259 GLint i
, object_count
, source_size
= -1;
260 GLhandleARB
*objects
;
263 GL_EXTCALL(glGetObjectParameterivARB(program
, GL_OBJECT_ATTACHED_OBJECTS_ARB
, &object_count
));
264 objects
= HeapAlloc(GetProcessHeap(), 0, object_count
* sizeof(*objects
));
267 ERR("Failed to allocate object array memory.\n");
271 GL_EXTCALL(glGetAttachedObjectsARB(program
, object_count
, NULL
, objects
));
272 for (i
= 0; i
< object_count
; ++i
)
277 GL_EXTCALL(glGetObjectParameterivARB(objects
[i
], GL_OBJECT_SHADER_SOURCE_LENGTH_ARB
, &tmp
));
279 if (source_size
< tmp
)
281 HeapFree(GetProcessHeap(), 0, source
);
283 source
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, tmp
);
286 ERR("Failed to allocate %d bytes for shader source.\n", tmp
);
287 HeapFree(GetProcessHeap(), 0, objects
);
293 FIXME("Object %u:\n", objects
[i
]);
294 GL_EXTCALL(glGetObjectParameterivARB(objects
[i
], GL_OBJECT_SUBTYPE_ARB
, &tmp
));
295 FIXME(" GL_OBJECT_SUBTYPE_ARB: %s.\n", debug_gl_shader_type(tmp
));
296 GL_EXTCALL(glGetObjectParameterivARB(objects
[i
], GL_OBJECT_COMPILE_STATUS_ARB
, &tmp
));
297 FIXME(" GL_OBJECT_COMPILE_STATUS_ARB: %d.\n", tmp
);
301 GL_EXTCALL(glGetShaderSourceARB(objects
[i
], source_size
, NULL
, source
));
302 while ((line
= get_info_log_line(&ptr
))) FIXME(" %s\n", line
);
306 HeapFree(GetProcessHeap(), 0, source
);
307 HeapFree(GetProcessHeap(), 0, objects
);
310 /* GL locking is done by the caller. */
311 static void shader_glsl_validate_link(const struct wined3d_gl_info
*gl_info
, GLhandleARB program
)
315 if (!TRACE_ON(d3d_shader
) && !FIXME_ON(d3d_shader
)) return;
317 GL_EXTCALL(glGetObjectParameterivARB(program
, GL_OBJECT_TYPE_ARB
, &tmp
));
318 if (tmp
== GL_PROGRAM_OBJECT_ARB
)
320 GL_EXTCALL(glGetObjectParameterivARB(program
, GL_OBJECT_LINK_STATUS_ARB
, &tmp
));
323 FIXME("Program %u link status invalid.\n", program
);
324 shader_glsl_dump_program_source(gl_info
, program
);
328 print_glsl_info_log(gl_info
, program
);
332 * Loads (pixel shader) samplers
334 /* GL locking is done by the caller */
335 static void shader_glsl_load_psamplers(const struct wined3d_gl_info
*gl_info
,
336 DWORD
*tex_unit_map
, GLhandleARB programId
)
340 char sampler_name
[20];
342 for (i
= 0; i
< MAX_FRAGMENT_SAMPLERS
; ++i
) {
343 snprintf(sampler_name
, sizeof(sampler_name
), "Psampler%d", i
);
344 name_loc
= GL_EXTCALL(glGetUniformLocationARB(programId
, sampler_name
));
345 if (name_loc
!= -1) {
346 DWORD mapped_unit
= tex_unit_map
[i
];
347 if (mapped_unit
!= WINED3D_UNMAPPED_STAGE
&& mapped_unit
< gl_info
->limits
.fragment_samplers
)
349 TRACE("Loading %s for texture %d\n", sampler_name
, mapped_unit
);
350 GL_EXTCALL(glUniform1iARB(name_loc
, mapped_unit
));
351 checkGLcall("glUniform1iARB");
353 ERR("Trying to load sampler %s on unsupported unit %d\n", sampler_name
, mapped_unit
);
359 /* GL locking is done by the caller */
360 static void shader_glsl_load_vsamplers(const struct wined3d_gl_info
*gl_info
,
361 DWORD
*tex_unit_map
, GLhandleARB programId
)
364 char sampler_name
[20];
367 for (i
= 0; i
< MAX_VERTEX_SAMPLERS
; ++i
) {
368 snprintf(sampler_name
, sizeof(sampler_name
), "Vsampler%d", i
);
369 name_loc
= GL_EXTCALL(glGetUniformLocationARB(programId
, sampler_name
));
370 if (name_loc
!= -1) {
371 DWORD mapped_unit
= tex_unit_map
[MAX_FRAGMENT_SAMPLERS
+ i
];
372 if (mapped_unit
!= WINED3D_UNMAPPED_STAGE
&& mapped_unit
< gl_info
->limits
.combined_samplers
)
374 TRACE("Loading %s for texture %d\n", sampler_name
, mapped_unit
);
375 GL_EXTCALL(glUniform1iARB(name_loc
, mapped_unit
));
376 checkGLcall("glUniform1iARB");
378 ERR("Trying to load sampler %s on unsupported unit %d\n", sampler_name
, mapped_unit
);
384 /* GL locking is done by the caller */
385 static inline void walk_constant_heap(const struct wined3d_gl_info
*gl_info
, const float *constants
,
386 const GLint
*constant_locations
, const struct constant_heap
*heap
, unsigned char *stack
, DWORD version
)
389 unsigned int heap_idx
= 1;
392 if (heap
->entries
[heap_idx
].version
<= version
) return;
394 idx
= heap
->entries
[heap_idx
].idx
;
395 if (constant_locations
[idx
] != -1) GL_EXTCALL(glUniform4fvARB(constant_locations
[idx
], 1, &constants
[idx
* 4]));
396 stack
[stack_idx
] = HEAP_NODE_TRAVERSE_LEFT
;
398 while (stack_idx
>= 0)
400 /* Note that we fall through to the next case statement. */
401 switch(stack
[stack_idx
])
403 case HEAP_NODE_TRAVERSE_LEFT
:
405 unsigned int left_idx
= heap_idx
<< 1;
406 if (left_idx
< heap
->size
&& heap
->entries
[left_idx
].version
> version
)
409 idx
= heap
->entries
[heap_idx
].idx
;
410 if (constant_locations
[idx
] != -1)
411 GL_EXTCALL(glUniform4fvARB(constant_locations
[idx
], 1, &constants
[idx
* 4]));
413 stack
[stack_idx
++] = HEAP_NODE_TRAVERSE_RIGHT
;
414 stack
[stack_idx
] = HEAP_NODE_TRAVERSE_LEFT
;
419 case HEAP_NODE_TRAVERSE_RIGHT
:
421 unsigned int right_idx
= (heap_idx
<< 1) + 1;
422 if (right_idx
< heap
->size
&& heap
->entries
[right_idx
].version
> version
)
424 heap_idx
= right_idx
;
425 idx
= heap
->entries
[heap_idx
].idx
;
426 if (constant_locations
[idx
] != -1)
427 GL_EXTCALL(glUniform4fvARB(constant_locations
[idx
], 1, &constants
[idx
* 4]));
429 stack
[stack_idx
++] = HEAP_NODE_POP
;
430 stack
[stack_idx
] = HEAP_NODE_TRAVERSE_LEFT
;
443 checkGLcall("walk_constant_heap()");
446 /* GL locking is done by the caller */
447 static inline void apply_clamped_constant(const struct wined3d_gl_info
*gl_info
, GLint location
, const GLfloat
*data
)
449 GLfloat clamped_constant
[4];
451 if (location
== -1) return;
453 clamped_constant
[0] = data
[0] < -1.0f
? -1.0f
: data
[0] > 1.0f
? 1.0f
: data
[0];
454 clamped_constant
[1] = data
[1] < -1.0f
? -1.0f
: data
[1] > 1.0f
? 1.0f
: data
[1];
455 clamped_constant
[2] = data
[2] < -1.0f
? -1.0f
: data
[2] > 1.0f
? 1.0f
: data
[2];
456 clamped_constant
[3] = data
[3] < -1.0f
? -1.0f
: data
[3] > 1.0f
? 1.0f
: data
[3];
458 GL_EXTCALL(glUniform4fvARB(location
, 1, clamped_constant
));
461 /* GL locking is done by the caller */
462 static inline void walk_constant_heap_clamped(const struct wined3d_gl_info
*gl_info
, const float *constants
,
463 const GLint
*constant_locations
, const struct constant_heap
*heap
, unsigned char *stack
, DWORD version
)
466 unsigned int heap_idx
= 1;
469 if (heap
->entries
[heap_idx
].version
<= version
) return;
471 idx
= heap
->entries
[heap_idx
].idx
;
472 apply_clamped_constant(gl_info
, constant_locations
[idx
], &constants
[idx
* 4]);
473 stack
[stack_idx
] = HEAP_NODE_TRAVERSE_LEFT
;
475 while (stack_idx
>= 0)
477 /* Note that we fall through to the next case statement. */
478 switch(stack
[stack_idx
])
480 case HEAP_NODE_TRAVERSE_LEFT
:
482 unsigned int left_idx
= heap_idx
<< 1;
483 if (left_idx
< heap
->size
&& heap
->entries
[left_idx
].version
> version
)
486 idx
= heap
->entries
[heap_idx
].idx
;
487 apply_clamped_constant(gl_info
, constant_locations
[idx
], &constants
[idx
* 4]);
489 stack
[stack_idx
++] = HEAP_NODE_TRAVERSE_RIGHT
;
490 stack
[stack_idx
] = HEAP_NODE_TRAVERSE_LEFT
;
495 case HEAP_NODE_TRAVERSE_RIGHT
:
497 unsigned int right_idx
= (heap_idx
<< 1) + 1;
498 if (right_idx
< heap
->size
&& heap
->entries
[right_idx
].version
> version
)
500 heap_idx
= right_idx
;
501 idx
= heap
->entries
[heap_idx
].idx
;
502 apply_clamped_constant(gl_info
, constant_locations
[idx
], &constants
[idx
* 4]);
504 stack
[stack_idx
++] = HEAP_NODE_POP
;
505 stack
[stack_idx
] = HEAP_NODE_TRAVERSE_LEFT
;
518 checkGLcall("walk_constant_heap_clamped()");
521 /* Loads floating point constants (aka uniforms) into the currently set GLSL program. */
522 /* GL locking is done by the caller */
523 static void shader_glsl_load_constantsF(IWineD3DBaseShaderImpl
*This
, const struct wined3d_gl_info
*gl_info
,
524 const float *constants
, const GLint
*constant_locations
, const struct constant_heap
*heap
,
525 unsigned char *stack
, UINT version
)
527 const local_constant
*lconst
;
529 /* 1.X pshaders have the constants clamped to [-1;1] implicitly. */
530 if (This
->baseShader
.reg_maps
.shader_version
.major
== 1
531 && shader_is_pshader_version(This
->baseShader
.reg_maps
.shader_version
.type
))
532 walk_constant_heap_clamped(gl_info
, constants
, constant_locations
, heap
, stack
, version
);
534 walk_constant_heap(gl_info
, constants
, constant_locations
, heap
, stack
, version
);
536 if (!This
->baseShader
.load_local_constsF
)
538 TRACE("No need to load local float constants for this shader\n");
542 /* Immediate constants are clamped to [-1;1] at shader creation time if needed */
543 LIST_FOR_EACH_ENTRY(lconst
, &This
->baseShader
.constantsF
, local_constant
, entry
)
545 GLint location
= constant_locations
[lconst
->idx
];
546 /* We found this uniform name in the program - go ahead and send the data */
547 if (location
!= -1) GL_EXTCALL(glUniform4fvARB(location
, 1, (const GLfloat
*)lconst
->value
));
549 checkGLcall("glUniform4fvARB()");
552 /* Loads integer constants (aka uniforms) into the currently set GLSL program. */
553 /* GL locking is done by the caller */
554 static void shader_glsl_load_constantsI(IWineD3DBaseShaderImpl
*This
, const struct wined3d_gl_info
*gl_info
,
555 const GLint locations
[MAX_CONST_I
], const int *constants
, WORD constants_set
)
560 for (i
= 0; constants_set
; constants_set
>>= 1, ++i
)
562 if (!(constants_set
& 1)) continue;
564 TRACE_(d3d_constants
)("Loading constants %u: %i, %i, %i, %i\n",
565 i
, constants
[i
*4], constants
[i
*4+1], constants
[i
*4+2], constants
[i
*4+3]);
567 /* We found this uniform name in the program - go ahead and send the data */
568 GL_EXTCALL(glUniform4ivARB(locations
[i
], 1, &constants
[i
*4]));
569 checkGLcall("glUniform4ivARB");
572 /* Load immediate constants */
573 ptr
= list_head(&This
->baseShader
.constantsI
);
575 const struct local_constant
*lconst
= LIST_ENTRY(ptr
, const struct local_constant
, entry
);
576 unsigned int idx
= lconst
->idx
;
577 const GLint
*values
= (const GLint
*)lconst
->value
;
579 TRACE_(d3d_constants
)("Loading local constants %i: %i, %i, %i, %i\n", idx
,
580 values
[0], values
[1], values
[2], values
[3]);
582 /* We found this uniform name in the program - go ahead and send the data */
583 GL_EXTCALL(glUniform4ivARB(locations
[idx
], 1, values
));
584 checkGLcall("glUniform4ivARB");
585 ptr
= list_next(&This
->baseShader
.constantsI
, ptr
);
589 /* Loads boolean constants (aka uniforms) into the currently set GLSL program. */
590 /* GL locking is done by the caller */
591 static void shader_glsl_load_constantsB(IWineD3DBaseShaderImpl
*This
, const struct wined3d_gl_info
*gl_info
,
592 GLhandleARB programId
, const BOOL
*constants
, WORD constants_set
)
600 switch (This
->baseShader
.reg_maps
.shader_version
.type
)
602 case WINED3D_SHADER_TYPE_VERTEX
:
606 case WINED3D_SHADER_TYPE_GEOMETRY
:
610 case WINED3D_SHADER_TYPE_PIXEL
:
615 FIXME("Unknown shader type %#x.\n",
616 This
->baseShader
.reg_maps
.shader_version
.type
);
621 /* TODO: Benchmark and see if it would be beneficial to store the
622 * locations of the constants to avoid looking up each time */
623 for (i
= 0; constants_set
; constants_set
>>= 1, ++i
)
625 if (!(constants_set
& 1)) continue;
627 TRACE_(d3d_constants
)("Loading constants %i: %i;\n", i
, constants
[i
]);
629 /* TODO: Benchmark and see if it would be beneficial to store the
630 * locations of the constants to avoid looking up each time */
631 snprintf(tmp_name
, sizeof(tmp_name
), "%s[%i]", prefix
, i
);
632 tmp_loc
= GL_EXTCALL(glGetUniformLocationARB(programId
, tmp_name
));
635 /* We found this uniform name in the program - go ahead and send the data */
636 GL_EXTCALL(glUniform1ivARB(tmp_loc
, 1, &constants
[i
]));
637 checkGLcall("glUniform1ivARB");
641 /* Load immediate constants */
642 ptr
= list_head(&This
->baseShader
.constantsB
);
644 const struct local_constant
*lconst
= LIST_ENTRY(ptr
, const struct local_constant
, entry
);
645 unsigned int idx
= lconst
->idx
;
646 const GLint
*values
= (const GLint
*)lconst
->value
;
648 TRACE_(d3d_constants
)("Loading local constants %i: %i\n", idx
, values
[0]);
650 snprintf(tmp_name
, sizeof(tmp_name
), "%s[%i]", prefix
, idx
);
651 tmp_loc
= GL_EXTCALL(glGetUniformLocationARB(programId
, tmp_name
));
653 /* We found this uniform name in the program - go ahead and send the data */
654 GL_EXTCALL(glUniform1ivARB(tmp_loc
, 1, values
));
655 checkGLcall("glUniform1ivARB");
657 ptr
= list_next(&This
->baseShader
.constantsB
, ptr
);
661 static void reset_program_constant_version(struct wine_rb_entry
*entry
, void *context
)
663 WINE_RB_ENTRY_VALUE(entry
, struct glsl_shader_prog_link
, program_lookup_entry
)->constant_version
= 0;
667 * Loads the texture dimensions for NP2 fixup into the currently set GLSL program.
669 /* GL locking is done by the caller (state handler) */
670 static void shader_glsl_load_np2fixup_constants(
671 IWineD3DDevice
* device
,
673 char useVertexShader
) {
675 const IWineD3DDeviceImpl
* deviceImpl
= (const IWineD3DDeviceImpl
*) device
;
676 const struct glsl_shader_prog_link
* prog
= ((struct shader_glsl_priv
*)(deviceImpl
->shader_priv
))->glsl_program
;
679 /* No GLSL program set - nothing to do. */
683 if (!usePixelShader
) {
684 /* NP2 texcoord fixup is (currently) only done for pixelshaders. */
688 if (prog
->ps_args
.np2_fixup
&& -1 != prog
->np2Fixup_location
) {
689 const struct wined3d_gl_info
*gl_info
= &deviceImpl
->adapter
->gl_info
;
690 const IWineD3DStateBlockImpl
* stateBlock
= (const IWineD3DStateBlockImpl
*) deviceImpl
->stateBlock
;
692 UINT fixup
= prog
->ps_args
.np2_fixup
;
693 GLfloat np2fixup_constants
[4 * MAX_FRAGMENT_SAMPLERS
];
695 for (i
= 0; fixup
; fixup
>>= 1, ++i
) {
696 const unsigned char idx
= prog
->np2Fixup_info
->idx
[i
];
697 const IWineD3DBaseTextureImpl
* const tex
= (const IWineD3DBaseTextureImpl
*) stateBlock
->textures
[i
];
698 GLfloat
* tex_dim
= &np2fixup_constants
[(idx
>> 1) * 4];
701 FIXME("Nonexistent texture is flagged for NP2 texcoord fixup\n");
706 tex_dim
[2] = tex
->baseTexture
.pow2Matrix
[0]; tex_dim
[3] = tex
->baseTexture
.pow2Matrix
[5];
708 tex_dim
[0] = tex
->baseTexture
.pow2Matrix
[0]; tex_dim
[1] = tex
->baseTexture
.pow2Matrix
[5];
712 GL_EXTCALL(glUniform4fvARB(prog
->np2Fixup_location
, prog
->np2Fixup_info
->num_consts
, np2fixup_constants
));
717 * Loads the app-supplied constants into the currently set GLSL program.
719 /* GL locking is done by the caller (state handler) */
720 static void shader_glsl_load_constants(const struct wined3d_context
*context
,
721 char usePixelShader
, char useVertexShader
)
723 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
724 IWineD3DDeviceImpl
*device
= context
->swapchain
->device
;
725 IWineD3DStateBlockImpl
* stateBlock
= device
->stateBlock
;
726 struct shader_glsl_priv
*priv
= device
->shader_priv
;
728 GLhandleARB programId
;
729 struct glsl_shader_prog_link
*prog
= priv
->glsl_program
;
730 UINT constant_version
;
734 /* No GLSL program set - nothing to do. */
737 programId
= prog
->programId
;
738 constant_version
= prog
->constant_version
;
740 if (useVertexShader
) {
741 IWineD3DBaseShaderImpl
* vshader
= (IWineD3DBaseShaderImpl
*) stateBlock
->vertexShader
;
743 /* Load DirectX 9 float constants/uniforms for vertex shader */
744 shader_glsl_load_constantsF(vshader
, gl_info
, stateBlock
->vertexShaderConstantF
,
745 prog
->vuniformF_locations
, &priv
->vconst_heap
, priv
->stack
, constant_version
);
747 /* Load DirectX 9 integer constants/uniforms for vertex shader */
748 shader_glsl_load_constantsI(vshader
, gl_info
, prog
->vuniformI_locations
, stateBlock
->vertexShaderConstantI
,
749 stateBlock
->changed
.vertexShaderConstantsI
& vshader
->baseShader
.reg_maps
.integer_constants
);
751 /* Load DirectX 9 boolean constants/uniforms for vertex shader */
752 shader_glsl_load_constantsB(vshader
, gl_info
, programId
, stateBlock
->vertexShaderConstantB
,
753 stateBlock
->changed
.vertexShaderConstantsB
& vshader
->baseShader
.reg_maps
.boolean_constants
);
755 /* Upload the position fixup params */
756 GL_EXTCALL(glUniform4fvARB(prog
->posFixup_location
, 1, &device
->posFixup
[0]));
757 checkGLcall("glUniform4fvARB");
760 if (usePixelShader
) {
762 IWineD3DBaseShaderImpl
* pshader
= (IWineD3DBaseShaderImpl
*) stateBlock
->pixelShader
;
764 /* Load DirectX 9 float constants/uniforms for pixel shader */
765 shader_glsl_load_constantsF(pshader
, gl_info
, stateBlock
->pixelShaderConstantF
,
766 prog
->puniformF_locations
, &priv
->pconst_heap
, priv
->stack
, constant_version
);
768 /* Load DirectX 9 integer constants/uniforms for pixel shader */
769 shader_glsl_load_constantsI(pshader
, gl_info
, prog
->puniformI_locations
, stateBlock
->pixelShaderConstantI
,
770 stateBlock
->changed
.pixelShaderConstantsI
& pshader
->baseShader
.reg_maps
.integer_constants
);
772 /* Load DirectX 9 boolean constants/uniforms for pixel shader */
773 shader_glsl_load_constantsB(pshader
, gl_info
, programId
, stateBlock
->pixelShaderConstantB
,
774 stateBlock
->changed
.pixelShaderConstantsB
& pshader
->baseShader
.reg_maps
.boolean_constants
);
776 /* Upload the environment bump map matrix if needed. The needsbumpmat member specifies the texture stage to load the matrix from.
777 * It can't be 0 for a valid texbem instruction.
779 for(i
= 0; i
< MAX_TEXTURES
; i
++) {
782 if(prog
->bumpenvmat_location
[i
] == -1) continue;
784 data
= (const float *)&stateBlock
->textureState
[i
][WINED3DTSS_BUMPENVMAT00
];
785 GL_EXTCALL(glUniformMatrix2fvARB(prog
->bumpenvmat_location
[i
], 1, 0, data
));
786 checkGLcall("glUniformMatrix2fvARB");
788 /* texbeml needs the luminance scale and offset too. If texbeml is used, needsbumpmat
789 * is set too, so we can check that in the needsbumpmat check
791 if(prog
->luminancescale_location
[i
] != -1) {
792 const GLfloat
*scale
= (const GLfloat
*)&stateBlock
->textureState
[i
][WINED3DTSS_BUMPENVLSCALE
];
793 const GLfloat
*offset
= (const GLfloat
*)&stateBlock
->textureState
[i
][WINED3DTSS_BUMPENVLOFFSET
];
795 GL_EXTCALL(glUniform1fvARB(prog
->luminancescale_location
[i
], 1, scale
));
796 checkGLcall("glUniform1fvARB");
797 GL_EXTCALL(glUniform1fvARB(prog
->luminanceoffset_location
[i
], 1, offset
));
798 checkGLcall("glUniform1fvARB");
802 if(((IWineD3DPixelShaderImpl
*) pshader
)->vpos_uniform
) {
803 float correction_params
[4];
805 if (context
->render_offscreen
)
807 correction_params
[0] = 0.0f
;
808 correction_params
[1] = 1.0f
;
810 /* position is window relative, not viewport relative */
811 correction_params
[0] = context
->current_rt
->currentDesc
.Height
;
812 correction_params
[1] = -1.0f
;
814 GL_EXTCALL(glUniform4fvARB(prog
->ycorrection_location
, 1, correction_params
));
818 if (priv
->next_constant_version
== UINT_MAX
)
820 TRACE("Max constant version reached, resetting to 0.\n");
821 wine_rb_for_each_entry(&priv
->program_lookup
, reset_program_constant_version
, NULL
);
822 priv
->next_constant_version
= 1;
826 prog
->constant_version
= priv
->next_constant_version
++;
830 static inline void update_heap_entry(struct constant_heap
*heap
, unsigned int idx
,
831 unsigned int heap_idx
, DWORD new_version
)
833 struct constant_entry
*entries
= heap
->entries
;
834 unsigned int *positions
= heap
->positions
;
835 unsigned int parent_idx
;
839 parent_idx
= heap_idx
>> 1;
841 if (new_version
<= entries
[parent_idx
].version
) break;
843 entries
[heap_idx
] = entries
[parent_idx
];
844 positions
[entries
[parent_idx
].idx
] = heap_idx
;
845 heap_idx
= parent_idx
;
848 entries
[heap_idx
].version
= new_version
;
849 entries
[heap_idx
].idx
= idx
;
850 positions
[idx
] = heap_idx
;
853 static void shader_glsl_update_float_vertex_constants(IWineD3DDevice
*iface
, UINT start
, UINT count
)
855 IWineD3DDeviceImpl
*This
= (IWineD3DDeviceImpl
*)iface
;
856 struct shader_glsl_priv
*priv
= This
->shader_priv
;
857 struct constant_heap
*heap
= &priv
->vconst_heap
;
860 for (i
= start
; i
< count
+ start
; ++i
)
862 if (!This
->stateBlock
->changed
.vertexShaderConstantsF
[i
])
863 update_heap_entry(heap
, i
, heap
->size
++, priv
->next_constant_version
);
865 update_heap_entry(heap
, i
, heap
->positions
[i
], priv
->next_constant_version
);
869 static void shader_glsl_update_float_pixel_constants(IWineD3DDevice
*iface
, UINT start
, UINT count
)
871 IWineD3DDeviceImpl
*This
= (IWineD3DDeviceImpl
*)iface
;
872 struct shader_glsl_priv
*priv
= This
->shader_priv
;
873 struct constant_heap
*heap
= &priv
->pconst_heap
;
876 for (i
= start
; i
< count
+ start
; ++i
)
878 if (!This
->stateBlock
->changed
.pixelShaderConstantsF
[i
])
879 update_heap_entry(heap
, i
, heap
->size
++, priv
->next_constant_version
);
881 update_heap_entry(heap
, i
, heap
->positions
[i
], priv
->next_constant_version
);
885 static unsigned int vec4_varyings(DWORD shader_major
, const struct wined3d_gl_info
*gl_info
)
887 unsigned int ret
= gl_info
->limits
.glsl_varyings
/ 4;
888 /* 4.0 shaders do not write clip coords because d3d10 does not support user clipplanes */
889 if(shader_major
> 3) return ret
;
891 /* 3.0 shaders may need an extra varying for the clip coord on some cards(mostly dx10 ones) */
892 if (gl_info
->quirks
& WINED3D_QUIRK_GLSL_CLIP_VARYING
) ret
-= 1;
896 /** Generate the variable & register declarations for the GLSL output target */
897 static void shader_generate_glsl_declarations(const struct wined3d_context
*context
,
898 struct wined3d_shader_buffer
*buffer
, IWineD3DBaseShader
*iface
,
899 const shader_reg_maps
*reg_maps
, struct shader_glsl_ctx_priv
*ctx_priv
)
901 IWineD3DBaseShaderImpl
* This
= (IWineD3DBaseShaderImpl
*) iface
;
902 IWineD3DDeviceImpl
*device
= (IWineD3DDeviceImpl
*) This
->baseShader
.device
;
903 const struct ps_compile_args
*ps_args
= ctx_priv
->cur_ps_args
;
904 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
905 unsigned int i
, extra_constants_needed
= 0;
906 const local_constant
*lconst
;
909 /* There are some minor differences between pixel and vertex shaders */
910 char pshader
= shader_is_pshader_version(reg_maps
->shader_version
.type
);
911 char prefix
= pshader
? 'P' : 'V';
913 /* Prototype the subroutines */
914 for (i
= 0, map
= reg_maps
->labels
; map
; map
>>= 1, ++i
)
916 if (map
& 1) shader_addline(buffer
, "void subroutine%u();\n", i
);
919 /* Declare the constants (aka uniforms) */
920 if (This
->baseShader
.limits
.constant_float
> 0) {
921 unsigned max_constantsF
;
922 /* Unless the shader uses indirect addressing, always declare the maximum array size and ignore that we need some
923 * uniforms privately. E.g. if GL supports 256 uniforms, and we need 2 for the pos fixup and immediate values, still
924 * declare VC[256]. If the shader needs more uniforms than we have it won't work in any case. If it uses less, the
925 * compiler will figure out which uniforms are really used and strip them out. This allows a shader to use c255 on
926 * a dx9 card, as long as it doesn't also use all the other constants.
928 * If the shader uses indirect addressing the compiler must assume that all declared uniforms are used. In this case,
929 * declare only the amount that we're assured to have.
931 * Thus we run into problems in these two cases:
932 * 1) The shader really uses more uniforms than supported
933 * 2) The shader uses indirect addressing, less constants than supported, but uses a constant index > #supported consts
937 /* No indirect addressing here. */
938 max_constantsF
= gl_info
->limits
.glsl_ps_float_constants
;
942 if(This
->baseShader
.reg_maps
.usesrelconstF
) {
943 /* Subtract the other potential uniforms from the max available (bools, ints, and 1 row of projection matrix).
944 * Subtract another uniform for immediate values, which have to be loaded via uniform by the driver as well.
945 * The shader code only uses 0.5, 2.0, 1.0, 128 and -128 in vertex shader code, so one vec4 should be enough
946 * (Unfortunately the Nvidia driver doesn't store 128 and -128 in one float).
948 * Writing gl_ClipVertex requires one uniform for each clipplane as well.
950 max_constantsF
= gl_info
->limits
.glsl_vs_float_constants
- 3;
951 if(ctx_priv
->cur_vs_args
->clip_enabled
)
953 max_constantsF
-= gl_info
->limits
.clipplanes
;
955 max_constantsF
-= count_bits(This
->baseShader
.reg_maps
.integer_constants
);
956 /* Strictly speaking a bool only uses one scalar, but the nvidia(Linux) compiler doesn't pack them properly,
957 * so each scalar requires a full vec4. We could work around this by packing the booleans ourselves, but
958 * for now take this into account when calculating the number of available constants
960 max_constantsF
-= count_bits(This
->baseShader
.reg_maps
.boolean_constants
);
961 /* Set by driver quirks in directx.c */
962 max_constantsF
-= gl_info
->reserved_glsl_constants
;
966 max_constantsF
= gl_info
->limits
.glsl_vs_float_constants
;
969 max_constantsF
= min(This
->baseShader
.limits
.constant_float
, max_constantsF
);
970 shader_addline(buffer
, "uniform vec4 %cC[%u];\n", prefix
, max_constantsF
);
973 /* Always declare the full set of constants, the compiler can remove the unused ones because d3d doesn't(yet)
974 * support indirect int and bool constant addressing. This avoids problems if the app uses e.g. i0 and i9.
976 if (This
->baseShader
.limits
.constant_int
> 0 && This
->baseShader
.reg_maps
.integer_constants
)
977 shader_addline(buffer
, "uniform ivec4 %cI[%u];\n", prefix
, This
->baseShader
.limits
.constant_int
);
979 if (This
->baseShader
.limits
.constant_bool
> 0 && This
->baseShader
.reg_maps
.boolean_constants
)
980 shader_addline(buffer
, "uniform bool %cB[%u];\n", prefix
, This
->baseShader
.limits
.constant_bool
);
983 shader_addline(buffer
, "uniform vec4 posFixup;\n");
984 /* Predeclaration; This function is added at link time based on the pixel shader.
985 * VS 3.0 shaders have an array OUT[] the shader writes to, earlier versions don't have
986 * that. We know the input to the reorder function at vertex shader compile time, so
987 * we can deal with that. The reorder function for a 1.x and 2.x vertex shader can just
988 * read gl_FrontColor. The output depends on the pixel shader. The reorder function for a
989 * 1.x and 2.x pshader or for fixed function will write gl_FrontColor, and for a 3.0 shader
990 * it will write to the varying array. Here we depend on the shader optimizer on sorting that
991 * out. The nvidia driver only does that if the parameter is inout instead of out, hence the
994 if (reg_maps
->shader_version
.major
>= 3)
996 shader_addline(buffer
, "void order_ps_input(in vec4[%u]);\n", MAX_REG_OUTPUT
);
998 shader_addline(buffer
, "void order_ps_input();\n");
1001 for (i
= 0, map
= reg_maps
->bumpmat
; map
; map
>>= 1, ++i
)
1003 if (!(map
& 1)) continue;
1005 shader_addline(buffer
, "uniform mat2 bumpenvmat%d;\n", i
);
1007 if (reg_maps
->luminanceparams
& (1 << i
))
1009 shader_addline(buffer
, "uniform float luminancescale%d;\n", i
);
1010 shader_addline(buffer
, "uniform float luminanceoffset%d;\n", i
);
1011 extra_constants_needed
++;
1014 extra_constants_needed
++;
1017 if (ps_args
->srgb_correction
)
1019 shader_addline(buffer
, "const vec4 srgb_const0 = vec4(%.8e, %.8e, %.8e, %.8e);\n",
1020 srgb_pow
, srgb_mul_high
, srgb_sub_high
, srgb_mul_low
);
1021 shader_addline(buffer
, "const vec4 srgb_const1 = vec4(%.8e, 0.0, 0.0, 0.0);\n",
1024 if (reg_maps
->vpos
|| reg_maps
->usesdsy
)
1026 if (This
->baseShader
.limits
.constant_float
+ extra_constants_needed
1027 + 1 < gl_info
->limits
.glsl_ps_float_constants
)
1029 shader_addline(buffer
, "uniform vec4 ycorrection;\n");
1030 ((IWineD3DPixelShaderImpl
*) This
)->vpos_uniform
= 1;
1031 extra_constants_needed
++;
1033 /* This happens because we do not have proper tracking of the constant registers that are
1034 * actually used, only the max limit of the shader version
1036 FIXME("Cannot find a free uniform for vpos correction params\n");
1037 shader_addline(buffer
, "const vec4 ycorrection = vec4(%f, %f, 0.0, 0.0);\n",
1038 context
->render_offscreen
? 0.0f
: device
->render_targets
[0]->currentDesc
.Height
,
1039 context
->render_offscreen
? 1.0f
: -1.0f
);
1041 shader_addline(buffer
, "vec4 vpos;\n");
1045 /* Declare texture samplers */
1046 for (i
= 0; i
< This
->baseShader
.limits
.sampler
; i
++) {
1047 if (reg_maps
->sampler_type
[i
])
1049 switch (reg_maps
->sampler_type
[i
])
1052 shader_addline(buffer
, "uniform sampler1D %csampler%u;\n", prefix
, i
);
1055 if(device
->stateBlock
->textures
[i
] &&
1056 IWineD3DBaseTexture_GetTextureDimensions(device
->stateBlock
->textures
[i
]) == GL_TEXTURE_RECTANGLE_ARB
) {
1057 shader_addline(buffer
, "uniform sampler2DRect %csampler%u;\n", prefix
, i
);
1059 shader_addline(buffer
, "uniform sampler2D %csampler%u;\n", prefix
, i
);
1062 case WINED3DSTT_CUBE
:
1063 shader_addline(buffer
, "uniform samplerCube %csampler%u;\n", prefix
, i
);
1065 case WINED3DSTT_VOLUME
:
1066 shader_addline(buffer
, "uniform sampler3D %csampler%u;\n", prefix
, i
);
1069 shader_addline(buffer
, "uniform unsupported_sampler %csampler%u;\n", prefix
, i
);
1070 FIXME("Unrecognized sampler type: %#x\n", reg_maps
->sampler_type
[i
]);
1076 /* Declare uniforms for NP2 texcoord fixup:
1077 * This is NOT done inside the loop that declares the texture samplers since the NP2 fixup code
1078 * is currently only used for the GeforceFX series and when forcing the ARB_npot extension off.
1079 * Modern cards just skip the code anyway, so put it inside a separate loop. */
1080 if (pshader
&& ps_args
->np2_fixup
) {
1082 struct ps_np2fixup_info
* const fixup
= ctx_priv
->cur_np2fixup_info
;
1085 /* NP2/RECT textures in OpenGL use texcoords in the range [0,width]x[0,height]
1086 * while D3D has them in the (normalized) [0,1]x[0,1] range.
1087 * samplerNP2Fixup stores texture dimensions and is updated through
1088 * shader_glsl_load_np2fixup_constants when the sampler changes. */
1090 for (i
= 0; i
< This
->baseShader
.limits
.sampler
; ++i
) {
1091 if (reg_maps
->sampler_type
[i
]) {
1092 if (!(ps_args
->np2_fixup
& (1 << i
))) continue;
1094 if (WINED3DSTT_2D
!= reg_maps
->sampler_type
[i
]) {
1095 FIXME("Non-2D texture is flagged for NP2 texcoord fixup.\n");
1099 fixup
->idx
[i
] = cur
++;
1103 fixup
->num_consts
= (cur
+ 1) >> 1;
1104 shader_addline(buffer
, "uniform vec4 %csamplerNP2Fixup[%u];\n", prefix
, fixup
->num_consts
);
1107 /* Declare address variables */
1108 for (i
= 0, map
= reg_maps
->address
; map
; map
>>= 1, ++i
)
1110 if (map
& 1) shader_addline(buffer
, "ivec4 A%u;\n", i
);
1113 /* Declare texture coordinate temporaries and initialize them */
1114 for (i
= 0, map
= reg_maps
->texcoord
; map
; map
>>= 1, ++i
)
1116 if (map
& 1) shader_addline(buffer
, "vec4 T%u = gl_TexCoord[%u];\n", i
, i
);
1119 /* Declare input register varyings. Only pixel shader, vertex shaders have that declared in the
1120 * helper function shader that is linked in at link time
1122 if (pshader
&& reg_maps
->shader_version
.major
>= 3)
1124 if (use_vs(device
->stateBlock
))
1126 shader_addline(buffer
, "varying vec4 IN[%u];\n", vec4_varyings(reg_maps
->shader_version
.major
, gl_info
));
1128 /* TODO: Write a replacement shader for the fixed function vertex pipeline, so this isn't needed.
1129 * For fixed function vertex processing + 3.0 pixel shader we need a separate function in the
1130 * pixel shader that reads the fixed function color into the packed input registers.
1132 shader_addline(buffer
, "vec4 IN[%u];\n", vec4_varyings(reg_maps
->shader_version
.major
, gl_info
));
1136 /* Declare output register temporaries */
1137 if(This
->baseShader
.limits
.packed_output
) {
1138 shader_addline(buffer
, "vec4 OUT[%u];\n", This
->baseShader
.limits
.packed_output
);
1141 /* Declare temporary variables */
1142 for (i
= 0, map
= reg_maps
->temporary
; map
; map
>>= 1, ++i
)
1144 if (map
& 1) shader_addline(buffer
, "vec4 R%u;\n", i
);
1147 /* Declare attributes */
1148 if (reg_maps
->shader_version
.type
== WINED3D_SHADER_TYPE_VERTEX
)
1150 for (i
= 0, map
= reg_maps
->input_registers
; map
; map
>>= 1, ++i
)
1152 if (map
& 1) shader_addline(buffer
, "attribute vec4 attrib%i;\n", i
);
1156 /* Declare loop registers aLx */
1157 for (i
= 0; i
< reg_maps
->loop_depth
; i
++) {
1158 shader_addline(buffer
, "int aL%u;\n", i
);
1159 shader_addline(buffer
, "int tmpInt%u;\n", i
);
1162 /* Temporary variables for matrix operations */
1163 shader_addline(buffer
, "vec4 tmp0;\n");
1164 shader_addline(buffer
, "vec4 tmp1;\n");
1166 /* Local constants use a different name so they can be loaded once at shader link time
1167 * They can't be hardcoded into the shader text via LC = {x, y, z, w}; because the
1168 * float -> string conversion can cause precision loss.
1170 if(!This
->baseShader
.load_local_constsF
) {
1171 LIST_FOR_EACH_ENTRY(lconst
, &This
->baseShader
.constantsF
, local_constant
, entry
) {
1172 shader_addline(buffer
, "uniform vec4 %cLC%u;\n", prefix
, lconst
->idx
);
1176 shader_addline(buffer
, "const float FLT_MAX = 1e38;\n");
1178 /* Start the main program */
1179 shader_addline(buffer
, "void main() {\n");
1180 if(pshader
&& reg_maps
->vpos
) {
1181 /* DirectX apps expect integer values, while OpenGL drivers add approximately 0.5. This causes
1182 * off-by-one problems as spotted by the vPos d3d9 visual test. Unfortunately the ATI cards do
1183 * not add exactly 0.5, but rather something like 0.49999999 or 0.50000001, which still causes
1184 * precision troubles when we just substract 0.5.
1186 * To deal with that just floor() the position. This will eliminate the fraction on all cards.
1188 * TODO: Test how that behaves with multisampling once we can enable multisampling in winex11.
1190 * An advantage of floor is that it works even if the driver doesn't add 1/2. It is somewhat
1191 * questionable if 1.5, 2.5, ... are the proper values to return in gl_FragCoord, even though
1192 * coordinates specify the pixel centers instead of the pixel corners. This code will behave
1193 * correctly on drivers that returns integer values.
1195 shader_addline(buffer
, "vpos = floor(vec4(0, ycorrection[0], 0, 0) + gl_FragCoord * vec4(1, ycorrection[1], 1, 1));\n");
1199 /*****************************************************************************
1200 * Functions to generate GLSL strings from DirectX Shader bytecode begin here.
1202 * For more information, see http://wiki.winehq.org/DirectX-Shaders
1203 ****************************************************************************/
1206 static void shader_glsl_add_src_param(const struct wined3d_shader_instruction
*ins
,
1207 const struct wined3d_shader_src_param
*wined3d_src
, DWORD mask
, glsl_src_param_t
*glsl_src
);
1209 /** Used for opcode modifiers - They multiply the result by the specified amount */
1210 static const char * const shift_glsl_tab
[] = {
1212 "2.0 * ", /* 1 (x2) */
1213 "4.0 * ", /* 2 (x4) */
1214 "8.0 * ", /* 3 (x8) */
1215 "16.0 * ", /* 4 (x16) */
1216 "32.0 * ", /* 5 (x32) */
1223 "0.0625 * ", /* 12 (d16) */
1224 "0.125 * ", /* 13 (d8) */
1225 "0.25 * ", /* 14 (d4) */
1226 "0.5 * " /* 15 (d2) */
1229 /* Generate a GLSL parameter that does the input modifier computation and return the input register/mask to use */
1230 static void shader_glsl_gen_modifier(DWORD src_modifier
, const char *in_reg
, const char *in_regswizzle
, char *out_str
)
1234 switch (src_modifier
)
1236 case WINED3DSPSM_DZ
: /* Need to handle this in the instructions itself (texld & texcrd). */
1237 case WINED3DSPSM_DW
:
1238 case WINED3DSPSM_NONE
:
1239 sprintf(out_str
, "%s%s", in_reg
, in_regswizzle
);
1241 case WINED3DSPSM_NEG
:
1242 sprintf(out_str
, "-%s%s", in_reg
, in_regswizzle
);
1244 case WINED3DSPSM_NOT
:
1245 sprintf(out_str
, "!%s%s", in_reg
, in_regswizzle
);
1247 case WINED3DSPSM_BIAS
:
1248 sprintf(out_str
, "(%s%s - vec4(0.5)%s)", in_reg
, in_regswizzle
, in_regswizzle
);
1250 case WINED3DSPSM_BIASNEG
:
1251 sprintf(out_str
, "-(%s%s - vec4(0.5)%s)", in_reg
, in_regswizzle
, in_regswizzle
);
1253 case WINED3DSPSM_SIGN
:
1254 sprintf(out_str
, "(2.0 * (%s%s - 0.5))", in_reg
, in_regswizzle
);
1256 case WINED3DSPSM_SIGNNEG
:
1257 sprintf(out_str
, "-(2.0 * (%s%s - 0.5))", in_reg
, in_regswizzle
);
1259 case WINED3DSPSM_COMP
:
1260 sprintf(out_str
, "(1.0 - %s%s)", in_reg
, in_regswizzle
);
1262 case WINED3DSPSM_X2
:
1263 sprintf(out_str
, "(2.0 * %s%s)", in_reg
, in_regswizzle
);
1265 case WINED3DSPSM_X2NEG
:
1266 sprintf(out_str
, "-(2.0 * %s%s)", in_reg
, in_regswizzle
);
1268 case WINED3DSPSM_ABS
:
1269 sprintf(out_str
, "abs(%s%s)", in_reg
, in_regswizzle
);
1271 case WINED3DSPSM_ABSNEG
:
1272 sprintf(out_str
, "-abs(%s%s)", in_reg
, in_regswizzle
);
1275 FIXME("Unhandled modifier %u\n", src_modifier
);
1276 sprintf(out_str
, "%s%s", in_reg
, in_regswizzle
);
1280 /** Writes the GLSL variable name that corresponds to the register that the
1281 * DX opcode parameter is trying to access */
1282 static void shader_glsl_get_register_name(const struct wined3d_shader_register
*reg
,
1283 char *register_name
, BOOL
*is_color
, const struct wined3d_shader_instruction
*ins
)
1285 /* oPos, oFog and oPts in D3D */
1286 static const char * const hwrastout_reg_names
[] = { "gl_Position", "gl_FogFragCoord", "gl_PointSize" };
1288 IWineD3DBaseShaderImpl
*This
= (IWineD3DBaseShaderImpl
*)ins
->ctx
->shader
;
1289 const struct wined3d_gl_info
*gl_info
= ins
->ctx
->gl_info
;
1290 char pshader
= shader_is_pshader_version(This
->baseShader
.reg_maps
.shader_version
.type
);
1296 case WINED3DSPR_TEMP
:
1297 sprintf(register_name
, "R%u", reg
->idx
);
1300 case WINED3DSPR_INPUT
:
1301 /* vertex shaders */
1304 struct shader_glsl_ctx_priv
*priv
= ins
->ctx
->backend_data
;
1305 if (priv
->cur_vs_args
->swizzle_map
& (1 << reg
->idx
)) *is_color
= TRUE
;
1306 sprintf(register_name
, "attrib%u", reg
->idx
);
1310 /* pixel shaders >= 3.0 */
1311 if (This
->baseShader
.reg_maps
.shader_version
.major
>= 3)
1313 DWORD idx
= ((IWineD3DPixelShaderImpl
*)This
)->input_reg_map
[reg
->idx
];
1314 unsigned int in_count
= vec4_varyings(This
->baseShader
.reg_maps
.shader_version
.major
, gl_info
);
1318 glsl_src_param_t rel_param
;
1320 shader_glsl_add_src_param(ins
, reg
->rel_addr
, WINED3DSP_WRITEMASK_0
, &rel_param
);
1322 /* Removing a + 0 would be an obvious optimization, but macos doesn't see the NOP
1323 * operation there */
1326 if (((IWineD3DPixelShaderImpl
*)This
)->declared_in_count
> in_count
)
1328 sprintf(register_name
,
1329 "((%s + %u) > %d ? (%s + %u) > %d ? gl_SecondaryColor : gl_Color : IN[%s + %u])",
1330 rel_param
.param_str
, idx
, in_count
- 1, rel_param
.param_str
, idx
, in_count
,
1331 rel_param
.param_str
, idx
);
1335 sprintf(register_name
, "IN[%s + %u]", rel_param
.param_str
, idx
);
1340 if (((IWineD3DPixelShaderImpl
*)This
)->declared_in_count
> in_count
)
1342 sprintf(register_name
, "((%s) > %d ? (%s) > %d ? gl_SecondaryColor : gl_Color : IN[%s])",
1343 rel_param
.param_str
, in_count
- 1, rel_param
.param_str
, in_count
,
1344 rel_param
.param_str
);
1348 sprintf(register_name
, "IN[%s]", rel_param
.param_str
);
1354 if (idx
== in_count
) sprintf(register_name
, "gl_Color");
1355 else if (idx
== in_count
+ 1) sprintf(register_name
, "gl_SecondaryColor");
1356 else sprintf(register_name
, "IN[%u]", idx
);
1361 if (reg
->idx
== 0) strcpy(register_name
, "gl_Color");
1362 else strcpy(register_name
, "gl_SecondaryColor");
1367 case WINED3DSPR_CONST
:
1369 const char prefix
= pshader
? 'P' : 'V';
1371 /* Relative addressing */
1374 glsl_src_param_t rel_param
;
1375 shader_glsl_add_src_param(ins
, reg
->rel_addr
, WINED3DSP_WRITEMASK_0
, &rel_param
);
1376 if (reg
->idx
) sprintf(register_name
, "%cC[%s + %u]", prefix
, rel_param
.param_str
, reg
->idx
);
1377 else sprintf(register_name
, "%cC[%s]", prefix
, rel_param
.param_str
);
1381 if (shader_constant_is_local(This
, reg
->idx
))
1382 sprintf(register_name
, "%cLC%u", prefix
, reg
->idx
);
1384 sprintf(register_name
, "%cC[%u]", prefix
, reg
->idx
);
1389 case WINED3DSPR_CONSTINT
:
1390 if (pshader
) sprintf(register_name
, "PI[%u]", reg
->idx
);
1391 else sprintf(register_name
, "VI[%u]", reg
->idx
);
1394 case WINED3DSPR_CONSTBOOL
:
1395 if (pshader
) sprintf(register_name
, "PB[%u]", reg
->idx
);
1396 else sprintf(register_name
, "VB[%u]", reg
->idx
);
1399 case WINED3DSPR_TEXTURE
: /* case WINED3DSPR_ADDR: */
1400 if (pshader
) sprintf(register_name
, "T%u", reg
->idx
);
1401 else sprintf(register_name
, "A%u", reg
->idx
);
1404 case WINED3DSPR_LOOP
:
1405 sprintf(register_name
, "aL%u", This
->baseShader
.cur_loop_regno
- 1);
1408 case WINED3DSPR_SAMPLER
:
1409 if (pshader
) sprintf(register_name
, "Psampler%u", reg
->idx
);
1410 else sprintf(register_name
, "Vsampler%u", reg
->idx
);
1413 case WINED3DSPR_COLOROUT
:
1414 if (reg
->idx
>= gl_info
->limits
.buffers
)
1415 WARN("Write to render target %u, only %d supported.\n", reg
->idx
, gl_info
->limits
.buffers
);
1417 sprintf(register_name
, "gl_FragData[%u]", reg
->idx
);
1420 case WINED3DSPR_RASTOUT
:
1421 sprintf(register_name
, "%s", hwrastout_reg_names
[reg
->idx
]);
1424 case WINED3DSPR_DEPTHOUT
:
1425 sprintf(register_name
, "gl_FragDepth");
1428 case WINED3DSPR_ATTROUT
:
1429 if (reg
->idx
== 0) sprintf(register_name
, "gl_FrontColor");
1430 else sprintf(register_name
, "gl_FrontSecondaryColor");
1433 case WINED3DSPR_TEXCRDOUT
:
1434 /* Vertex shaders >= 3.0: WINED3DSPR_OUTPUT */
1435 if (This
->baseShader
.reg_maps
.shader_version
.major
>= 3) sprintf(register_name
, "OUT[%u]", reg
->idx
);
1436 else sprintf(register_name
, "gl_TexCoord[%u]", reg
->idx
);
1439 case WINED3DSPR_MISCTYPE
:
1443 sprintf(register_name
, "vpos");
1445 else if (reg
->idx
== 1)
1447 /* Note that gl_FrontFacing is a bool, while vFace is
1448 * a float for which the sign determines front/back */
1449 sprintf(register_name
, "(gl_FrontFacing ? 1.0 : -1.0)");
1453 FIXME("Unhandled misctype register %d\n", reg
->idx
);
1454 sprintf(register_name
, "unrecognized_register");
1458 case WINED3DSPR_IMMCONST
:
1459 switch (reg
->immconst_type
)
1461 case WINED3D_IMMCONST_FLOAT
:
1462 sprintf(register_name
, "%.8e", *(const float *)reg
->immconst_data
);
1465 case WINED3D_IMMCONST_FLOAT4
:
1466 sprintf(register_name
, "vec4(%.8e, %.8e, %.8e, %.8e)",
1467 *(const float *)®
->immconst_data
[0], *(const float *)®
->immconst_data
[1],
1468 *(const float *)®
->immconst_data
[2], *(const float *)®
->immconst_data
[3]);
1472 FIXME("Unhandled immconst type %#x\n", reg
->immconst_type
);
1473 sprintf(register_name
, "<unhandled_immconst_type %#x>", reg
->immconst_type
);
1478 FIXME("Unhandled register name Type(%d)\n", reg
->type
);
1479 sprintf(register_name
, "unrecognized_register");
1484 static void shader_glsl_write_mask_to_str(DWORD write_mask
, char *str
)
1487 if (write_mask
& WINED3DSP_WRITEMASK_0
) *str
++ = 'x';
1488 if (write_mask
& WINED3DSP_WRITEMASK_1
) *str
++ = 'y';
1489 if (write_mask
& WINED3DSP_WRITEMASK_2
) *str
++ = 'z';
1490 if (write_mask
& WINED3DSP_WRITEMASK_3
) *str
++ = 'w';
1494 /* Get the GLSL write mask for the destination register */
1495 static DWORD
shader_glsl_get_write_mask(const struct wined3d_shader_dst_param
*param
, char *write_mask
)
1497 DWORD mask
= param
->write_mask
;
1499 if (shader_is_scalar(¶m
->reg
))
1501 mask
= WINED3DSP_WRITEMASK_0
;
1506 shader_glsl_write_mask_to_str(mask
, write_mask
);
1512 static unsigned int shader_glsl_get_write_mask_size(DWORD write_mask
) {
1513 unsigned int size
= 0;
1515 if (write_mask
& WINED3DSP_WRITEMASK_0
) ++size
;
1516 if (write_mask
& WINED3DSP_WRITEMASK_1
) ++size
;
1517 if (write_mask
& WINED3DSP_WRITEMASK_2
) ++size
;
1518 if (write_mask
& WINED3DSP_WRITEMASK_3
) ++size
;
1523 static void shader_glsl_swizzle_to_str(const DWORD swizzle
, BOOL fixup
, DWORD mask
, char *str
)
1525 /* For registers of type WINED3DDECLTYPE_D3DCOLOR, data is stored as "bgra",
1526 * but addressed as "rgba". To fix this we need to swap the register's x
1527 * and z components. */
1528 const char *swizzle_chars
= fixup
? "zyxw" : "xyzw";
1531 /* swizzle bits fields: wwzzyyxx */
1532 if (mask
& WINED3DSP_WRITEMASK_0
) *str
++ = swizzle_chars
[swizzle
& 0x03];
1533 if (mask
& WINED3DSP_WRITEMASK_1
) *str
++ = swizzle_chars
[(swizzle
>> 2) & 0x03];
1534 if (mask
& WINED3DSP_WRITEMASK_2
) *str
++ = swizzle_chars
[(swizzle
>> 4) & 0x03];
1535 if (mask
& WINED3DSP_WRITEMASK_3
) *str
++ = swizzle_chars
[(swizzle
>> 6) & 0x03];
1539 static void shader_glsl_get_swizzle(const struct wined3d_shader_src_param
*param
,
1540 BOOL fixup
, DWORD mask
, char *swizzle_str
)
1542 if (shader_is_scalar(¶m
->reg
))
1543 *swizzle_str
= '\0';
1545 shader_glsl_swizzle_to_str(param
->swizzle
, fixup
, mask
, swizzle_str
);
1548 /* From a given parameter token, generate the corresponding GLSL string.
1549 * Also, return the actual register name and swizzle in case the
1550 * caller needs this information as well. */
1551 static void shader_glsl_add_src_param(const struct wined3d_shader_instruction
*ins
,
1552 const struct wined3d_shader_src_param
*wined3d_src
, DWORD mask
, glsl_src_param_t
*glsl_src
)
1554 BOOL is_color
= FALSE
;
1555 char swizzle_str
[6];
1557 glsl_src
->reg_name
[0] = '\0';
1558 glsl_src
->param_str
[0] = '\0';
1559 swizzle_str
[0] = '\0';
1561 shader_glsl_get_register_name(&wined3d_src
->reg
, glsl_src
->reg_name
, &is_color
, ins
);
1562 shader_glsl_get_swizzle(wined3d_src
, is_color
, mask
, swizzle_str
);
1563 shader_glsl_gen_modifier(wined3d_src
->modifiers
, glsl_src
->reg_name
, swizzle_str
, glsl_src
->param_str
);
1566 /* From a given parameter token, generate the corresponding GLSL string.
1567 * Also, return the actual register name and swizzle in case the
1568 * caller needs this information as well. */
1569 static DWORD
shader_glsl_add_dst_param(const struct wined3d_shader_instruction
*ins
,
1570 const struct wined3d_shader_dst_param
*wined3d_dst
, glsl_dst_param_t
*glsl_dst
)
1572 BOOL is_color
= FALSE
;
1574 glsl_dst
->mask_str
[0] = '\0';
1575 glsl_dst
->reg_name
[0] = '\0';
1577 shader_glsl_get_register_name(&wined3d_dst
->reg
, glsl_dst
->reg_name
, &is_color
, ins
);
1578 return shader_glsl_get_write_mask(wined3d_dst
, glsl_dst
->mask_str
);
1581 /* Append the destination part of the instruction to the buffer, return the effective write mask */
1582 static DWORD
shader_glsl_append_dst_ext(struct wined3d_shader_buffer
*buffer
,
1583 const struct wined3d_shader_instruction
*ins
, const struct wined3d_shader_dst_param
*dst
)
1585 glsl_dst_param_t glsl_dst
;
1588 mask
= shader_glsl_add_dst_param(ins
, dst
, &glsl_dst
);
1589 if (mask
) shader_addline(buffer
, "%s%s = %s(", glsl_dst
.reg_name
, glsl_dst
.mask_str
, shift_glsl_tab
[dst
->shift
]);
1594 /* Append the destination part of the instruction to the buffer, return the effective write mask */
1595 static DWORD
shader_glsl_append_dst(struct wined3d_shader_buffer
*buffer
, const struct wined3d_shader_instruction
*ins
)
1597 return shader_glsl_append_dst_ext(buffer
, ins
, &ins
->dst
[0]);
1600 /** Process GLSL instruction modifiers */
1601 static void shader_glsl_add_instruction_modifiers(const struct wined3d_shader_instruction
*ins
)
1603 glsl_dst_param_t dst_param
;
1606 if (!ins
->dst_count
) return;
1608 modifiers
= ins
->dst
[0].modifiers
;
1609 if (!modifiers
) return;
1611 shader_glsl_add_dst_param(ins
, &ins
->dst
[0], &dst_param
);
1613 if (modifiers
& WINED3DSPDM_SATURATE
)
1615 /* _SAT means to clamp the value of the register to between 0 and 1 */
1616 shader_addline(ins
->ctx
->buffer
, "%s%s = clamp(%s%s, 0.0, 1.0);\n", dst_param
.reg_name
,
1617 dst_param
.mask_str
, dst_param
.reg_name
, dst_param
.mask_str
);
1620 if (modifiers
& WINED3DSPDM_MSAMPCENTROID
)
1622 FIXME("_centroid modifier not handled\n");
1625 if (modifiers
& WINED3DSPDM_PARTIALPRECISION
)
1627 /* MSDN says this modifier can be safely ignored, so that's what we'll do. */
1631 static inline const char *shader_get_comp_op(DWORD op
)
1634 case COMPARISON_GT
: return ">";
1635 case COMPARISON_EQ
: return "==";
1636 case COMPARISON_GE
: return ">=";
1637 case COMPARISON_LT
: return "<";
1638 case COMPARISON_NE
: return "!=";
1639 case COMPARISON_LE
: return "<=";
1641 FIXME("Unrecognized comparison value: %u\n", op
);
1646 static void shader_glsl_get_sample_function(const struct wined3d_gl_info
*gl_info
,
1647 DWORD sampler_type
, DWORD flags
, glsl_sample_function_t
*sample_function
)
1649 BOOL projected
= flags
& WINED3D_GLSL_SAMPLE_PROJECTED
;
1650 BOOL texrect
= flags
& WINED3D_GLSL_SAMPLE_RECT
;
1651 BOOL lod
= flags
& WINED3D_GLSL_SAMPLE_LOD
;
1652 BOOL grad
= flags
& WINED3D_GLSL_SAMPLE_GRAD
;
1654 /* Note that there's no such thing as a projected cube texture. */
1655 switch(sampler_type
) {
1658 sample_function
->name
= projected
? "texture1DProjLod" : "texture1DLod";
1662 if (gl_info
->supported
[EXT_GPU_SHADER4
])
1663 sample_function
->name
= projected
? "texture1DProjGrad" : "texture1DGrad";
1664 else if (gl_info
->supported
[ARB_SHADER_TEXTURE_LOD
])
1665 sample_function
->name
= projected
? "texture1DProjGradARB" : "texture1DGradARB";
1668 FIXME("Unsupported 1D grad function.\n");
1669 sample_function
->name
= "unsupported1DGrad";
1674 sample_function
->name
= projected
? "texture1DProj" : "texture1D";
1676 sample_function
->coord_mask
= WINED3DSP_WRITEMASK_0
;
1681 sample_function
->name
= projected
? "texture2DRectProjLod" : "texture2DRectLod";
1685 if (gl_info
->supported
[EXT_GPU_SHADER4
])
1686 sample_function
->name
= projected
? "texture2DRectProjGrad" : "texture2DRectGrad";
1687 else if (gl_info
->supported
[ARB_SHADER_TEXTURE_LOD
])
1688 sample_function
->name
= projected
? "texture2DRectProjGradARB" : "texture2DRectGradARB";
1691 FIXME("Unsupported RECT grad function.\n");
1692 sample_function
->name
= "unsupported2DRectGrad";
1697 sample_function
->name
= projected
? "texture2DRectProj" : "texture2DRect";
1701 sample_function
->name
= projected
? "texture2DProjLod" : "texture2DLod";
1705 if (gl_info
->supported
[EXT_GPU_SHADER4
])
1706 sample_function
->name
= projected
? "texture2DProjGrad" : "texture2DGrad";
1707 else if (gl_info
->supported
[ARB_SHADER_TEXTURE_LOD
])
1708 sample_function
->name
= projected
? "texture2DProjGradARB" : "texture2DGradARB";
1711 FIXME("Unsupported 2D grad function.\n");
1712 sample_function
->name
= "unsupported2DGrad";
1717 sample_function
->name
= projected
? "texture2DProj" : "texture2D";
1720 sample_function
->coord_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
;
1722 case WINED3DSTT_CUBE
:
1724 sample_function
->name
= "textureCubeLod";
1728 if (gl_info
->supported
[EXT_GPU_SHADER4
])
1729 sample_function
->name
= "textureCubeGrad";
1730 else if (gl_info
->supported
[ARB_SHADER_TEXTURE_LOD
])
1731 sample_function
->name
= "textureCubeGradARB";
1734 FIXME("Unsupported Cube grad function.\n");
1735 sample_function
->name
= "unsupportedCubeGrad";
1740 sample_function
->name
= "textureCube";
1742 sample_function
->coord_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
1744 case WINED3DSTT_VOLUME
:
1746 sample_function
->name
= projected
? "texture3DProjLod" : "texture3DLod";
1750 if (gl_info
->supported
[EXT_GPU_SHADER4
])
1751 sample_function
->name
= projected
? "texture3DProjGrad" : "texture3DGrad";
1752 else if (gl_info
->supported
[ARB_SHADER_TEXTURE_LOD
])
1753 sample_function
->name
= projected
? "texture3DProjGradARB" : "texture3DGradARB";
1756 FIXME("Unsupported 3D grad function.\n");
1757 sample_function
->name
= "unsupported3DGrad";
1762 sample_function
->name
= projected
? "texture3DProj" : "texture3D";
1764 sample_function
->coord_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
1767 sample_function
->name
= "";
1768 sample_function
->coord_mask
= 0;
1769 FIXME("Unrecognized sampler type: %#x;\n", sampler_type
);
1774 static void shader_glsl_append_fixup_arg(char *arguments
, const char *reg_name
,
1775 BOOL sign_fixup
, enum fixup_channel_source channel_source
)
1777 switch(channel_source
)
1779 case CHANNEL_SOURCE_ZERO
:
1780 strcat(arguments
, "0.0");
1783 case CHANNEL_SOURCE_ONE
:
1784 strcat(arguments
, "1.0");
1787 case CHANNEL_SOURCE_X
:
1788 strcat(arguments
, reg_name
);
1789 strcat(arguments
, ".x");
1792 case CHANNEL_SOURCE_Y
:
1793 strcat(arguments
, reg_name
);
1794 strcat(arguments
, ".y");
1797 case CHANNEL_SOURCE_Z
:
1798 strcat(arguments
, reg_name
);
1799 strcat(arguments
, ".z");
1802 case CHANNEL_SOURCE_W
:
1803 strcat(arguments
, reg_name
);
1804 strcat(arguments
, ".w");
1808 FIXME("Unhandled channel source %#x\n", channel_source
);
1809 strcat(arguments
, "undefined");
1813 if (sign_fixup
) strcat(arguments
, " * 2.0 - 1.0");
1816 static void shader_glsl_color_correction(const struct wined3d_shader_instruction
*ins
, struct color_fixup_desc fixup
)
1818 struct wined3d_shader_dst_param dst
;
1819 unsigned int mask_size
, remaining
;
1820 glsl_dst_param_t dst_param
;
1821 char arguments
[256];
1825 if (fixup
.x_sign_fixup
|| fixup
.x_source
!= CHANNEL_SOURCE_X
) mask
|= WINED3DSP_WRITEMASK_0
;
1826 if (fixup
.y_sign_fixup
|| fixup
.y_source
!= CHANNEL_SOURCE_Y
) mask
|= WINED3DSP_WRITEMASK_1
;
1827 if (fixup
.z_sign_fixup
|| fixup
.z_source
!= CHANNEL_SOURCE_Z
) mask
|= WINED3DSP_WRITEMASK_2
;
1828 if (fixup
.w_sign_fixup
|| fixup
.w_source
!= CHANNEL_SOURCE_W
) mask
|= WINED3DSP_WRITEMASK_3
;
1829 mask
&= ins
->dst
[0].write_mask
;
1831 if (!mask
) return; /* Nothing to do */
1833 if (is_complex_fixup(fixup
))
1835 enum complex_fixup complex_fixup
= get_complex_fixup(fixup
);
1836 FIXME("Complex fixup (%#x) not supported\n",complex_fixup
);
1840 mask_size
= shader_glsl_get_write_mask_size(mask
);
1843 dst
.write_mask
= mask
;
1844 shader_glsl_add_dst_param(ins
, &dst
, &dst_param
);
1846 arguments
[0] = '\0';
1847 remaining
= mask_size
;
1848 if (mask
& WINED3DSP_WRITEMASK_0
)
1850 shader_glsl_append_fixup_arg(arguments
, dst_param
.reg_name
, fixup
.x_sign_fixup
, fixup
.x_source
);
1851 if (--remaining
) strcat(arguments
, ", ");
1853 if (mask
& WINED3DSP_WRITEMASK_1
)
1855 shader_glsl_append_fixup_arg(arguments
, dst_param
.reg_name
, fixup
.y_sign_fixup
, fixup
.y_source
);
1856 if (--remaining
) strcat(arguments
, ", ");
1858 if (mask
& WINED3DSP_WRITEMASK_2
)
1860 shader_glsl_append_fixup_arg(arguments
, dst_param
.reg_name
, fixup
.z_sign_fixup
, fixup
.z_source
);
1861 if (--remaining
) strcat(arguments
, ", ");
1863 if (mask
& WINED3DSP_WRITEMASK_3
)
1865 shader_glsl_append_fixup_arg(arguments
, dst_param
.reg_name
, fixup
.w_sign_fixup
, fixup
.w_source
);
1866 if (--remaining
) strcat(arguments
, ", ");
1871 shader_addline(ins
->ctx
->buffer
, "%s%s = vec%u(%s);\n",
1872 dst_param
.reg_name
, dst_param
.mask_str
, mask_size
, arguments
);
1876 shader_addline(ins
->ctx
->buffer
, "%s%s = %s;\n", dst_param
.reg_name
, dst_param
.mask_str
, arguments
);
1880 static void PRINTF_ATTR(8, 9) shader_glsl_gen_sample_code(const struct wined3d_shader_instruction
*ins
,
1881 DWORD sampler
, const glsl_sample_function_t
*sample_function
, DWORD swizzle
,
1882 const char *dx
, const char *dy
,
1883 const char *bias
, const char *coord_reg_fmt
, ...)
1885 const char *sampler_base
;
1886 char dst_swizzle
[6];
1887 struct color_fixup_desc fixup
;
1888 BOOL np2_fixup
= FALSE
;
1891 shader_glsl_swizzle_to_str(swizzle
, FALSE
, ins
->dst
[0].write_mask
, dst_swizzle
);
1893 if (shader_is_pshader_version(ins
->ctx
->reg_maps
->shader_version
.type
))
1895 const struct shader_glsl_ctx_priv
*priv
= ins
->ctx
->backend_data
;
1896 fixup
= priv
->cur_ps_args
->color_fixup
[sampler
];
1897 sampler_base
= "Psampler";
1899 if(priv
->cur_ps_args
->np2_fixup
& (1 << sampler
)) {
1901 FIXME("Biased sampling from NP2 textures is unsupported\n");
1907 sampler_base
= "Vsampler";
1908 fixup
= COLOR_FIXUP_IDENTITY
; /* FIXME: Vshader color fixup */
1911 shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
1913 shader_addline(ins
->ctx
->buffer
, "%s(%s%u, ", sample_function
->name
, sampler_base
, sampler
);
1915 va_start(args
, coord_reg_fmt
);
1916 shader_vaddline(ins
->ctx
->buffer
, coord_reg_fmt
, args
);
1920 shader_addline(ins
->ctx
->buffer
, ", %s)%s);\n", bias
, dst_swizzle
);
1923 const struct shader_glsl_ctx_priv
*priv
= ins
->ctx
->backend_data
;
1924 const unsigned char idx
= priv
->cur_np2fixup_info
->idx
[sampler
];
1926 shader_addline(ins
->ctx
->buffer
, " * PsamplerNP2Fixup[%u].%s)%s);\n", idx
>> 1,
1927 (idx
% 2) ? "zw" : "xy", dst_swizzle
);
1928 } else if(dx
&& dy
) {
1929 shader_addline(ins
->ctx
->buffer
, ", %s, %s)%s);\n", dx
, dy
, dst_swizzle
);
1931 shader_addline(ins
->ctx
->buffer
, ")%s);\n", dst_swizzle
);
1935 if(!is_identity_fixup(fixup
)) {
1936 shader_glsl_color_correction(ins
, fixup
);
1940 /*****************************************************************************
1941 * Begin processing individual instruction opcodes
1942 ****************************************************************************/
1944 /* Generate GLSL arithmetic functions (dst = src1 + src2) */
1945 static void shader_glsl_arith(const struct wined3d_shader_instruction
*ins
)
1947 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
1948 glsl_src_param_t src0_param
;
1949 glsl_src_param_t src1_param
;
1953 /* Determine the GLSL operator to use based on the opcode */
1954 switch (ins
->handler_idx
)
1956 case WINED3DSIH_MUL
: op
= '*'; break;
1957 case WINED3DSIH_ADD
: op
= '+'; break;
1958 case WINED3DSIH_SUB
: op
= '-'; break;
1961 FIXME("Opcode %#x not yet handled in GLSL\n", ins
->handler_idx
);
1965 write_mask
= shader_glsl_append_dst(buffer
, ins
);
1966 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
1967 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
1968 shader_addline(buffer
, "%s %c %s);\n", src0_param
.param_str
, op
, src1_param
.param_str
);
1971 /* Process the WINED3DSIO_MOV opcode using GLSL (dst = src) */
1972 static void shader_glsl_mov(const struct wined3d_shader_instruction
*ins
)
1974 const struct wined3d_gl_info
*gl_info
= ins
->ctx
->gl_info
;
1975 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
1976 glsl_src_param_t src0_param
;
1979 write_mask
= shader_glsl_append_dst(buffer
, ins
);
1980 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
1982 /* In vs_1_1 WINED3DSIO_MOV can write to the address register. In later
1983 * shader versions WINED3DSIO_MOVA is used for this. */
1984 if (ins
->ctx
->reg_maps
->shader_version
.major
== 1
1985 && !shader_is_pshader_version(ins
->ctx
->reg_maps
->shader_version
.type
)
1986 && ins
->dst
[0].reg
.type
== WINED3DSPR_ADDR
)
1988 /* This is a simple floor() */
1989 unsigned int mask_size
= shader_glsl_get_write_mask_size(write_mask
);
1990 if (mask_size
> 1) {
1991 shader_addline(buffer
, "ivec%d(floor(%s)));\n", mask_size
, src0_param
.param_str
);
1993 shader_addline(buffer
, "int(floor(%s)));\n", src0_param
.param_str
);
1996 else if(ins
->handler_idx
== WINED3DSIH_MOVA
)
1998 /* We need to *round* to the nearest int here. */
1999 unsigned int mask_size
= shader_glsl_get_write_mask_size(write_mask
);
2001 if (gl_info
->supported
[EXT_GPU_SHADER4
])
2004 shader_addline(buffer
, "ivec%d(round(%s)));\n", mask_size
, src0_param
.param_str
);
2006 shader_addline(buffer
, "int(round(%s)));\n", src0_param
.param_str
);
2011 shader_addline(buffer
, "ivec%d(floor(abs(%s) + vec%d(0.5)) * sign(%s)));\n",
2012 mask_size
, src0_param
.param_str
, mask_size
, src0_param
.param_str
);
2014 shader_addline(buffer
, "int(floor(abs(%s) + 0.5) * sign(%s)));\n",
2015 src0_param
.param_str
, src0_param
.param_str
);
2020 shader_addline(buffer
, "%s);\n", src0_param
.param_str
);
2024 /* Process the dot product operators DP3 and DP4 in GLSL (dst = dot(src0, src1)) */
2025 static void shader_glsl_dot(const struct wined3d_shader_instruction
*ins
)
2027 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
2028 glsl_src_param_t src0_param
;
2029 glsl_src_param_t src1_param
;
2030 DWORD dst_write_mask
, src_write_mask
;
2031 unsigned int dst_size
= 0;
2033 dst_write_mask
= shader_glsl_append_dst(buffer
, ins
);
2034 dst_size
= shader_glsl_get_write_mask_size(dst_write_mask
);
2036 /* dp3 works on vec3, dp4 on vec4 */
2037 if (ins
->handler_idx
== WINED3DSIH_DP4
)
2039 src_write_mask
= WINED3DSP_WRITEMASK_ALL
;
2041 src_write_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
2044 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_write_mask
, &src0_param
);
2045 shader_glsl_add_src_param(ins
, &ins
->src
[1], src_write_mask
, &src1_param
);
2048 shader_addline(buffer
, "vec%d(dot(%s, %s)));\n", dst_size
, src0_param
.param_str
, src1_param
.param_str
);
2050 shader_addline(buffer
, "dot(%s, %s));\n", src0_param
.param_str
, src1_param
.param_str
);
2054 /* Note that this instruction has some restrictions. The destination write mask
2055 * can't contain the w component, and the source swizzles have to be .xyzw */
2056 static void shader_glsl_cross(const struct wined3d_shader_instruction
*ins
)
2058 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
2059 glsl_src_param_t src0_param
;
2060 glsl_src_param_t src1_param
;
2063 shader_glsl_get_write_mask(&ins
->dst
[0], dst_mask
);
2064 shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
2065 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_mask
, &src0_param
);
2066 shader_glsl_add_src_param(ins
, &ins
->src
[1], src_mask
, &src1_param
);
2067 shader_addline(ins
->ctx
->buffer
, "cross(%s, %s)%s);\n", src0_param
.param_str
, src1_param
.param_str
, dst_mask
);
2070 /* Process the WINED3DSIO_POW instruction in GLSL (dst = |src0|^src1)
2071 * Src0 and src1 are scalars. Note that D3D uses the absolute of src0, while
2072 * GLSL uses the value as-is. */
2073 static void shader_glsl_pow(const struct wined3d_shader_instruction
*ins
)
2075 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
2076 glsl_src_param_t src0_param
;
2077 glsl_src_param_t src1_param
;
2078 DWORD dst_write_mask
;
2079 unsigned int dst_size
;
2081 dst_write_mask
= shader_glsl_append_dst(buffer
, ins
);
2082 dst_size
= shader_glsl_get_write_mask_size(dst_write_mask
);
2084 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
, &src0_param
);
2085 shader_glsl_add_src_param(ins
, &ins
->src
[1], WINED3DSP_WRITEMASK_0
, &src1_param
);
2088 shader_addline(buffer
, "vec%d(pow(abs(%s), %s)));\n", dst_size
, src0_param
.param_str
, src1_param
.param_str
);
2090 shader_addline(buffer
, "pow(abs(%s), %s));\n", src0_param
.param_str
, src1_param
.param_str
);
2094 /* Process the WINED3DSIO_LOG instruction in GLSL (dst = log2(|src0|))
2095 * Src0 is a scalar. Note that D3D uses the absolute of src0, while
2096 * GLSL uses the value as-is. */
2097 static void shader_glsl_log(const struct wined3d_shader_instruction
*ins
)
2099 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
2100 glsl_src_param_t src0_param
;
2101 DWORD dst_write_mask
;
2102 unsigned int dst_size
;
2104 dst_write_mask
= shader_glsl_append_dst(buffer
, ins
);
2105 dst_size
= shader_glsl_get_write_mask_size(dst_write_mask
);
2107 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
, &src0_param
);
2111 shader_addline(buffer
, "vec%d(%s == 0.0 ? -FLT_MAX : log2(abs(%s))));\n",
2112 dst_size
, src0_param
.param_str
, src0_param
.param_str
);
2116 shader_addline(buffer
, "%s == 0.0 ? -FLT_MAX : log2(abs(%s)));\n",
2117 src0_param
.param_str
, src0_param
.param_str
);
2121 /* Map the opcode 1-to-1 to the GL code (arg->dst = instruction(src0, src1, ...) */
2122 static void shader_glsl_map2gl(const struct wined3d_shader_instruction
*ins
)
2124 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
2125 glsl_src_param_t src_param
;
2126 const char *instruction
;
2130 /* Determine the GLSL function to use based on the opcode */
2131 /* TODO: Possibly make this a table for faster lookups */
2132 switch (ins
->handler_idx
)
2134 case WINED3DSIH_MIN
: instruction
= "min"; break;
2135 case WINED3DSIH_MAX
: instruction
= "max"; break;
2136 case WINED3DSIH_ABS
: instruction
= "abs"; break;
2137 case WINED3DSIH_FRC
: instruction
= "fract"; break;
2138 case WINED3DSIH_EXP
: instruction
= "exp2"; break;
2139 case WINED3DSIH_DSX
: instruction
= "dFdx"; break;
2140 case WINED3DSIH_DSY
: instruction
= "ycorrection.y * dFdy"; break;
2141 default: instruction
= "";
2142 FIXME("Opcode %#x not yet handled in GLSL\n", ins
->handler_idx
);
2146 write_mask
= shader_glsl_append_dst(buffer
, ins
);
2148 shader_addline(buffer
, "%s(", instruction
);
2152 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src_param
);
2153 shader_addline(buffer
, "%s", src_param
.param_str
);
2154 for (i
= 1; i
< ins
->src_count
; ++i
)
2156 shader_glsl_add_src_param(ins
, &ins
->src
[i
], write_mask
, &src_param
);
2157 shader_addline(buffer
, ", %s", src_param
.param_str
);
2161 shader_addline(buffer
, "));\n");
2164 static void shader_glsl_nrm(const struct wined3d_shader_instruction
*ins
)
2166 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
2167 glsl_src_param_t src_param
;
2168 unsigned int mask_size
;
2172 write_mask
= shader_glsl_get_write_mask(ins
->dst
, dst_mask
);
2173 mask_size
= shader_glsl_get_write_mask_size(write_mask
);
2174 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src_param
);
2176 shader_addline(buffer
, "tmp0.x = length(%s);\n", src_param
.param_str
);
2177 shader_glsl_append_dst(buffer
, ins
);
2180 shader_addline(buffer
, "tmp0.x == 0.0 ? vec%u(0.0) : (%s / tmp0.x));\n",
2181 mask_size
, src_param
.param_str
);
2185 shader_addline(buffer
, "tmp0.x == 0.0 ? 0.0 : (%s / tmp0.x));\n",
2186 src_param
.param_str
);
2190 /** Process the WINED3DSIO_EXPP instruction in GLSL:
2191 * For shader model 1.x, do the following (and honor the writemask, so use a temporary variable):
2192 * dst.x = 2^(floor(src))
2193 * dst.y = src - floor(src)
2194 * dst.z = 2^src (partial precision is allowed, but optional)
2196 * For 2.0 shaders, just do this (honoring writemask and swizzle):
2197 * dst = 2^src; (partial precision is allowed, but optional)
2199 static void shader_glsl_expp(const struct wined3d_shader_instruction
*ins
)
2201 glsl_src_param_t src_param
;
2203 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
, &src_param
);
2205 if (ins
->ctx
->reg_maps
->shader_version
.major
< 2)
2209 shader_addline(ins
->ctx
->buffer
, "tmp0.x = exp2(floor(%s));\n", src_param
.param_str
);
2210 shader_addline(ins
->ctx
->buffer
, "tmp0.y = %s - floor(%s);\n", src_param
.param_str
, src_param
.param_str
);
2211 shader_addline(ins
->ctx
->buffer
, "tmp0.z = exp2(%s);\n", src_param
.param_str
);
2212 shader_addline(ins
->ctx
->buffer
, "tmp0.w = 1.0;\n");
2214 shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
2215 shader_glsl_get_write_mask(&ins
->dst
[0], dst_mask
);
2216 shader_addline(ins
->ctx
->buffer
, "tmp0%s);\n", dst_mask
);
2219 unsigned int mask_size
;
2221 write_mask
= shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
2222 mask_size
= shader_glsl_get_write_mask_size(write_mask
);
2224 if (mask_size
> 1) {
2225 shader_addline(ins
->ctx
->buffer
, "vec%d(exp2(%s)));\n", mask_size
, src_param
.param_str
);
2227 shader_addline(ins
->ctx
->buffer
, "exp2(%s));\n", src_param
.param_str
);
2232 /** Process the RCP (reciprocal or inverse) opcode in GLSL (dst = 1 / src) */
2233 static void shader_glsl_rcp(const struct wined3d_shader_instruction
*ins
)
2235 glsl_src_param_t src_param
;
2237 unsigned int mask_size
;
2239 write_mask
= shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
2240 mask_size
= shader_glsl_get_write_mask_size(write_mask
);
2241 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_3
, &src_param
);
2245 shader_addline(ins
->ctx
->buffer
, "vec%d(%s == 0.0 ? FLT_MAX : 1.0 / %s));\n",
2246 mask_size
, src_param
.param_str
, src_param
.param_str
);
2250 shader_addline(ins
->ctx
->buffer
, "%s == 0.0 ? FLT_MAX : 1.0 / %s);\n",
2251 src_param
.param_str
, src_param
.param_str
);
2255 static void shader_glsl_rsq(const struct wined3d_shader_instruction
*ins
)
2257 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
2258 glsl_src_param_t src_param
;
2260 unsigned int mask_size
;
2262 write_mask
= shader_glsl_append_dst(buffer
, ins
);
2263 mask_size
= shader_glsl_get_write_mask_size(write_mask
);
2265 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_3
, &src_param
);
2269 shader_addline(buffer
, "vec%d(%s == 0.0 ? FLT_MAX : inversesqrt(abs(%s))));\n",
2270 mask_size
, src_param
.param_str
, src_param
.param_str
);
2274 shader_addline(buffer
, "%s == 0.0 ? FLT_MAX : inversesqrt(abs(%s)));\n",
2275 src_param
.param_str
, src_param
.param_str
);
2279 /** Process signed comparison opcodes in GLSL. */
2280 static void shader_glsl_compare(const struct wined3d_shader_instruction
*ins
)
2282 glsl_src_param_t src0_param
;
2283 glsl_src_param_t src1_param
;
2285 unsigned int mask_size
;
2287 write_mask
= shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
2288 mask_size
= shader_glsl_get_write_mask_size(write_mask
);
2289 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
2290 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
2292 if (mask_size
> 1) {
2293 const char *compare
;
2295 switch(ins
->handler_idx
)
2297 case WINED3DSIH_SLT
: compare
= "lessThan"; break;
2298 case WINED3DSIH_SGE
: compare
= "greaterThanEqual"; break;
2299 default: compare
= "";
2300 FIXME("Can't handle opcode %#x\n", ins
->handler_idx
);
2303 shader_addline(ins
->ctx
->buffer
, "vec%d(%s(%s, %s)));\n", mask_size
, compare
,
2304 src0_param
.param_str
, src1_param
.param_str
);
2306 switch(ins
->handler_idx
)
2308 case WINED3DSIH_SLT
:
2309 /* Step(src0, src1) is not suitable here because if src0 == src1 SLT is supposed,
2310 * to return 0.0 but step returns 1.0 because step is not < x
2311 * An alternative is a bvec compare padded with an unused second component.
2312 * step(src1 * -1.0, src0 * -1.0) is not an option because it suffers from the same
2313 * issue. Playing with not() is not possible either because not() does not accept
2316 shader_addline(ins
->ctx
->buffer
, "(%s < %s) ? 1.0 : 0.0);\n",
2317 src0_param
.param_str
, src1_param
.param_str
);
2319 case WINED3DSIH_SGE
:
2320 /* Here we can use the step() function and safe a conditional */
2321 shader_addline(ins
->ctx
->buffer
, "step(%s, %s));\n", src1_param
.param_str
, src0_param
.param_str
);
2324 FIXME("Can't handle opcode %#x\n", ins
->handler_idx
);
2330 /** Process CMP instruction in GLSL (dst = src0 >= 0.0 ? src1 : src2), per channel */
2331 static void shader_glsl_cmp(const struct wined3d_shader_instruction
*ins
)
2333 glsl_src_param_t src0_param
;
2334 glsl_src_param_t src1_param
;
2335 glsl_src_param_t src2_param
;
2336 DWORD write_mask
, cmp_channel
= 0;
2339 BOOL temp_destination
= FALSE
;
2341 if (shader_is_scalar(&ins
->src
[0].reg
))
2343 write_mask
= shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
2345 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_ALL
, &src0_param
);
2346 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
2347 shader_glsl_add_src_param(ins
, &ins
->src
[2], write_mask
, &src2_param
);
2349 shader_addline(ins
->ctx
->buffer
, "%s >= 0.0 ? %s : %s);\n",
2350 src0_param
.param_str
, src1_param
.param_str
, src2_param
.param_str
);
2352 DWORD dst_mask
= ins
->dst
[0].write_mask
;
2353 struct wined3d_shader_dst_param dst
= ins
->dst
[0];
2355 /* Cycle through all source0 channels */
2356 for (i
=0; i
<4; i
++) {
2358 /* Find the destination channels which use the current source0 channel */
2359 for (j
=0; j
<4; j
++) {
2360 if (((ins
->src
[0].swizzle
>> (2 * j
)) & 0x3) == i
)
2362 write_mask
|= WINED3DSP_WRITEMASK_0
<< j
;
2363 cmp_channel
= WINED3DSP_WRITEMASK_0
<< j
;
2366 dst
.write_mask
= dst_mask
& write_mask
;
2368 /* Splitting the cmp instruction up in multiple lines imposes a problem:
2369 * The first lines may overwrite source parameters of the following lines.
2370 * Deal with that by using a temporary destination register if needed
2372 if ((ins
->src
[0].reg
.idx
== ins
->dst
[0].reg
.idx
2373 && ins
->src
[0].reg
.type
== ins
->dst
[0].reg
.type
)
2374 || (ins
->src
[1].reg
.idx
== ins
->dst
[0].reg
.idx
2375 && ins
->src
[1].reg
.type
== ins
->dst
[0].reg
.type
)
2376 || (ins
->src
[2].reg
.idx
== ins
->dst
[0].reg
.idx
2377 && ins
->src
[2].reg
.type
== ins
->dst
[0].reg
.type
))
2379 write_mask
= shader_glsl_get_write_mask(&dst
, mask_char
);
2380 if (!write_mask
) continue;
2381 shader_addline(ins
->ctx
->buffer
, "tmp0%s = (", mask_char
);
2382 temp_destination
= TRUE
;
2384 write_mask
= shader_glsl_append_dst_ext(ins
->ctx
->buffer
, ins
, &dst
);
2385 if (!write_mask
) continue;
2388 shader_glsl_add_src_param(ins
, &ins
->src
[0], cmp_channel
, &src0_param
);
2389 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
2390 shader_glsl_add_src_param(ins
, &ins
->src
[2], write_mask
, &src2_param
);
2392 shader_addline(ins
->ctx
->buffer
, "%s >= 0.0 ? %s : %s);\n",
2393 src0_param
.param_str
, src1_param
.param_str
, src2_param
.param_str
);
2396 if(temp_destination
) {
2397 shader_glsl_get_write_mask(&ins
->dst
[0], mask_char
);
2398 shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
2399 shader_addline(ins
->ctx
->buffer
, "tmp0%s);\n", mask_char
);
2405 /** Process the CND opcode in GLSL (dst = (src0 > 0.5) ? src1 : src2) */
2406 /* For ps 1.1-1.3, only a single component of src0 is used. For ps 1.4
2407 * the compare is done per component of src0. */
2408 static void shader_glsl_cnd(const struct wined3d_shader_instruction
*ins
)
2410 struct wined3d_shader_dst_param dst
;
2411 glsl_src_param_t src0_param
;
2412 glsl_src_param_t src1_param
;
2413 glsl_src_param_t src2_param
;
2414 DWORD write_mask
, cmp_channel
= 0;
2417 DWORD shader_version
= WINED3D_SHADER_VERSION(ins
->ctx
->reg_maps
->shader_version
.major
,
2418 ins
->ctx
->reg_maps
->shader_version
.minor
);
2420 if (shader_version
< WINED3D_SHADER_VERSION(1, 4))
2422 write_mask
= shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
2423 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
, &src0_param
);
2424 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
2425 shader_glsl_add_src_param(ins
, &ins
->src
[2], write_mask
, &src2_param
);
2427 /* Fun: The D3DSI_COISSUE flag changes the semantic of the cnd instruction for < 1.4 shaders */
2430 shader_addline(ins
->ctx
->buffer
, "%s /* COISSUE! */);\n", src1_param
.param_str
);
2432 shader_addline(ins
->ctx
->buffer
, "%s > 0.5 ? %s : %s);\n",
2433 src0_param
.param_str
, src1_param
.param_str
, src2_param
.param_str
);
2437 /* Cycle through all source0 channels */
2438 dst_mask
= ins
->dst
[0].write_mask
;
2440 for (i
=0; i
<4; i
++) {
2442 /* Find the destination channels which use the current source0 channel */
2443 for (j
=0; j
<4; j
++) {
2444 if (((ins
->src
[0].swizzle
>> (2 * j
)) & 0x3) == i
)
2446 write_mask
|= WINED3DSP_WRITEMASK_0
<< j
;
2447 cmp_channel
= WINED3DSP_WRITEMASK_0
<< j
;
2451 dst
.write_mask
= dst_mask
& write_mask
;
2452 write_mask
= shader_glsl_append_dst_ext(ins
->ctx
->buffer
, ins
, &dst
);
2453 if (!write_mask
) continue;
2455 shader_glsl_add_src_param(ins
, &ins
->src
[0], cmp_channel
, &src0_param
);
2456 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
2457 shader_glsl_add_src_param(ins
, &ins
->src
[2], write_mask
, &src2_param
);
2459 shader_addline(ins
->ctx
->buffer
, "%s > 0.5 ? %s : %s);\n",
2460 src0_param
.param_str
, src1_param
.param_str
, src2_param
.param_str
);
2464 /** GLSL code generation for WINED3DSIO_MAD: Multiply the first 2 opcodes, then add the last */
2465 static void shader_glsl_mad(const struct wined3d_shader_instruction
*ins
)
2467 glsl_src_param_t src0_param
;
2468 glsl_src_param_t src1_param
;
2469 glsl_src_param_t src2_param
;
2472 write_mask
= shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
2473 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
2474 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
2475 shader_glsl_add_src_param(ins
, &ins
->src
[2], write_mask
, &src2_param
);
2476 shader_addline(ins
->ctx
->buffer
, "(%s * %s) + %s);\n",
2477 src0_param
.param_str
, src1_param
.param_str
, src2_param
.param_str
);
2480 /* Handles transforming all WINED3DSIO_M?x? opcodes for
2481 Vertex shaders to GLSL codes */
2482 static void shader_glsl_mnxn(const struct wined3d_shader_instruction
*ins
)
2485 int nComponents
= 0;
2486 struct wined3d_shader_dst_param tmp_dst
= {{0}};
2487 struct wined3d_shader_src_param tmp_src
[2] = {{{0}}};
2488 struct wined3d_shader_instruction tmp_ins
;
2490 memset(&tmp_ins
, 0, sizeof(tmp_ins
));
2492 /* Set constants for the temporary argument */
2493 tmp_ins
.ctx
= ins
->ctx
;
2494 tmp_ins
.dst_count
= 1;
2495 tmp_ins
.dst
= &tmp_dst
;
2496 tmp_ins
.src_count
= 2;
2497 tmp_ins
.src
= tmp_src
;
2499 switch(ins
->handler_idx
)
2501 case WINED3DSIH_M4x4
:
2503 tmp_ins
.handler_idx
= WINED3DSIH_DP4
;
2505 case WINED3DSIH_M4x3
:
2507 tmp_ins
.handler_idx
= WINED3DSIH_DP4
;
2509 case WINED3DSIH_M3x4
:
2511 tmp_ins
.handler_idx
= WINED3DSIH_DP3
;
2513 case WINED3DSIH_M3x3
:
2515 tmp_ins
.handler_idx
= WINED3DSIH_DP3
;
2517 case WINED3DSIH_M3x2
:
2519 tmp_ins
.handler_idx
= WINED3DSIH_DP3
;
2525 tmp_dst
= ins
->dst
[0];
2526 tmp_src
[0] = ins
->src
[0];
2527 tmp_src
[1] = ins
->src
[1];
2528 for (i
= 0; i
< nComponents
; ++i
)
2530 tmp_dst
.write_mask
= WINED3DSP_WRITEMASK_0
<< i
;
2531 shader_glsl_dot(&tmp_ins
);
2532 ++tmp_src
[1].reg
.idx
;
2537 The LRP instruction performs a component-wise linear interpolation
2538 between the second and third operands using the first operand as the
2539 blend factor. Equation: (dst = src2 + src0 * (src1 - src2))
2540 This is equivalent to mix(src2, src1, src0);
2542 static void shader_glsl_lrp(const struct wined3d_shader_instruction
*ins
)
2544 glsl_src_param_t src0_param
;
2545 glsl_src_param_t src1_param
;
2546 glsl_src_param_t src2_param
;
2549 write_mask
= shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
2551 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
2552 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
2553 shader_glsl_add_src_param(ins
, &ins
->src
[2], write_mask
, &src2_param
);
2555 shader_addline(ins
->ctx
->buffer
, "mix(%s, %s, %s));\n",
2556 src2_param
.param_str
, src1_param
.param_str
, src0_param
.param_str
);
2559 /** Process the WINED3DSIO_LIT instruction in GLSL:
2560 * dst.x = dst.w = 1.0
2561 * dst.y = (src0.x > 0) ? src0.x
2562 * dst.z = (src0.x > 0) ? ((src0.y > 0) ? pow(src0.y, src.w) : 0) : 0
2563 * where src.w is clamped at +- 128
2565 static void shader_glsl_lit(const struct wined3d_shader_instruction
*ins
)
2567 glsl_src_param_t src0_param
;
2568 glsl_src_param_t src1_param
;
2569 glsl_src_param_t src3_param
;
2572 shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
2573 shader_glsl_get_write_mask(&ins
->dst
[0], dst_mask
);
2575 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
, &src0_param
);
2576 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_1
, &src1_param
);
2577 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_3
, &src3_param
);
2579 /* The sdk specifies the instruction like this
2581 * if(src.x > 0.0) dst.y = src.x
2583 * if(src.x > 0.0 && src.y > 0.0) dst.z = pow(src.y, power);
2587 * Obviously that has quite a few conditionals in it which we don't like. So the first step is this:
2588 * dst.x = 1.0 ... No further explanation needed
2589 * dst.y = max(src.y, 0.0); ... If x < 0.0, use 0.0, otherwise x. Same as the conditional
2590 * dst.z = x > 0.0 ? pow(max(y, 0.0), p) : 0; ... 0 ^ power is 0, and otherwise we use y anyway
2591 * dst.w = 1.0. ... Nothing fancy.
2593 * So we still have one conditional in there. So do this:
2594 * dst.z = pow(max(0.0, src.y) * step(0.0, src.x), power);
2596 * 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),
2597 * 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.
2598 * if both x and y are > 0, we get pow(y * 1.0, power), as it is supposed to
2600 shader_addline(ins
->ctx
->buffer
,
2601 "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",
2602 src0_param
.param_str
, src1_param
.param_str
, src0_param
.param_str
, src3_param
.param_str
, dst_mask
);
2605 /** Process the WINED3DSIO_DST instruction in GLSL:
2607 * dst.y = src0.x * src0.y
2611 static void shader_glsl_dst(const struct wined3d_shader_instruction
*ins
)
2613 glsl_src_param_t src0y_param
;
2614 glsl_src_param_t src0z_param
;
2615 glsl_src_param_t src1y_param
;
2616 glsl_src_param_t src1w_param
;
2619 shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
2620 shader_glsl_get_write_mask(&ins
->dst
[0], dst_mask
);
2622 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_1
, &src0y_param
);
2623 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_2
, &src0z_param
);
2624 shader_glsl_add_src_param(ins
, &ins
->src
[1], WINED3DSP_WRITEMASK_1
, &src1y_param
);
2625 shader_glsl_add_src_param(ins
, &ins
->src
[1], WINED3DSP_WRITEMASK_3
, &src1w_param
);
2627 shader_addline(ins
->ctx
->buffer
, "vec4(1.0, %s * %s, %s, %s))%s;\n",
2628 src0y_param
.param_str
, src1y_param
.param_str
, src0z_param
.param_str
, src1w_param
.param_str
, dst_mask
);
2631 /** Process the WINED3DSIO_SINCOS instruction in GLSL:
2632 * VS 2.0 requires that specific cosine and sine constants be passed to this instruction so the hardware
2633 * can handle it. But, these functions are built-in for GLSL, so we can just ignore the last 2 params.
2635 * dst.x = cos(src0.?)
2636 * dst.y = sin(src0.?)
2640 static void shader_glsl_sincos(const struct wined3d_shader_instruction
*ins
)
2642 glsl_src_param_t src0_param
;
2645 write_mask
= shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
2646 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
, &src0_param
);
2648 switch (write_mask
) {
2649 case WINED3DSP_WRITEMASK_0
:
2650 shader_addline(ins
->ctx
->buffer
, "cos(%s));\n", src0_param
.param_str
);
2653 case WINED3DSP_WRITEMASK_1
:
2654 shader_addline(ins
->ctx
->buffer
, "sin(%s));\n", src0_param
.param_str
);
2657 case (WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
):
2658 shader_addline(ins
->ctx
->buffer
, "vec2(cos(%s), sin(%s)));\n", src0_param
.param_str
, src0_param
.param_str
);
2662 ERR("Write mask should be .x, .y or .xy\n");
2667 /* sgn in vs_2_0 has 2 extra parameters(registers for temporary storage) which we don't use
2668 * here. But those extra parameters require a dedicated function for sgn, since map2gl would
2669 * generate invalid code
2671 static void shader_glsl_sgn(const struct wined3d_shader_instruction
*ins
)
2673 glsl_src_param_t src0_param
;
2676 write_mask
= shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
2677 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
2679 shader_addline(ins
->ctx
->buffer
, "sign(%s));\n", src0_param
.param_str
);
2682 /** Process the WINED3DSIO_LOOP instruction in GLSL:
2683 * Start a for() loop where src1.y is the initial value of aL,
2684 * increment aL by src1.z for a total of src1.x iterations.
2685 * Need to use a temporary variable for this operation.
2687 /* FIXME: I don't think nested loops will work correctly this way. */
2688 static void shader_glsl_loop(const struct wined3d_shader_instruction
*ins
)
2690 glsl_src_param_t src1_param
;
2691 IWineD3DBaseShaderImpl
*shader
= (IWineD3DBaseShaderImpl
*)ins
->ctx
->shader
;
2692 const DWORD
*control_values
= NULL
;
2693 const local_constant
*constant
;
2695 shader_glsl_add_src_param(ins
, &ins
->src
[1], WINED3DSP_WRITEMASK_ALL
, &src1_param
);
2697 /* Try to hardcode the loop control parameters if possible. Direct3D 9 class hardware doesn't support real
2698 * varying indexing, but Microsoft designed this feature for Shader model 2.x+. If the loop control is
2699 * known at compile time, the GLSL compiler can unroll the loop, and replace indirect addressing with direct
2702 if (ins
->src
[1].reg
.type
== WINED3DSPR_CONSTINT
)
2704 LIST_FOR_EACH_ENTRY(constant
, &shader
->baseShader
.constantsI
, local_constant
, entry
) {
2705 if (constant
->idx
== ins
->src
[1].reg
.idx
)
2707 control_values
= constant
->value
;
2715 struct wined3d_shader_loop_control loop_control
;
2716 loop_control
.count
= control_values
[0];
2717 loop_control
.start
= control_values
[1];
2718 loop_control
.step
= (int)control_values
[2];
2720 if (loop_control
.step
> 0)
2722 shader_addline(ins
->ctx
->buffer
, "for (aL%u = %u; aL%u < (%u * %d + %u); aL%u += %d) {\n",
2723 shader
->baseShader
.cur_loop_depth
, loop_control
.start
,
2724 shader
->baseShader
.cur_loop_depth
, loop_control
.count
, loop_control
.step
, loop_control
.start
,
2725 shader
->baseShader
.cur_loop_depth
, loop_control
.step
);
2727 else if (loop_control
.step
< 0)
2729 shader_addline(ins
->ctx
->buffer
, "for (aL%u = %u; aL%u > (%u * %d + %u); aL%u += %d) {\n",
2730 shader
->baseShader
.cur_loop_depth
, loop_control
.start
,
2731 shader
->baseShader
.cur_loop_depth
, loop_control
.count
, loop_control
.step
, loop_control
.start
,
2732 shader
->baseShader
.cur_loop_depth
, loop_control
.step
);
2736 shader_addline(ins
->ctx
->buffer
, "for (aL%u = %u, tmpInt%u = 0; tmpInt%u < %u; tmpInt%u++) {\n",
2737 shader
->baseShader
.cur_loop_depth
, loop_control
.start
, shader
->baseShader
.cur_loop_depth
,
2738 shader
->baseShader
.cur_loop_depth
, loop_control
.count
,
2739 shader
->baseShader
.cur_loop_depth
);
2742 shader_addline(ins
->ctx
->buffer
,
2743 "for (tmpInt%u = 0, aL%u = %s.y; tmpInt%u < %s.x; tmpInt%u++, aL%u += %s.z) {\n",
2744 shader
->baseShader
.cur_loop_depth
, shader
->baseShader
.cur_loop_regno
,
2745 src1_param
.reg_name
, shader
->baseShader
.cur_loop_depth
, src1_param
.reg_name
,
2746 shader
->baseShader
.cur_loop_depth
, shader
->baseShader
.cur_loop_regno
, src1_param
.reg_name
);
2749 shader
->baseShader
.cur_loop_depth
++;
2750 shader
->baseShader
.cur_loop_regno
++;
2753 static void shader_glsl_end(const struct wined3d_shader_instruction
*ins
)
2755 IWineD3DBaseShaderImpl
*shader
= (IWineD3DBaseShaderImpl
*)ins
->ctx
->shader
;
2757 shader_addline(ins
->ctx
->buffer
, "}\n");
2759 if (ins
->handler_idx
== WINED3DSIH_ENDLOOP
)
2761 shader
->baseShader
.cur_loop_depth
--;
2762 shader
->baseShader
.cur_loop_regno
--;
2765 if (ins
->handler_idx
== WINED3DSIH_ENDREP
)
2767 shader
->baseShader
.cur_loop_depth
--;
2771 static void shader_glsl_rep(const struct wined3d_shader_instruction
*ins
)
2773 IWineD3DBaseShaderImpl
*shader
= (IWineD3DBaseShaderImpl
*)ins
->ctx
->shader
;
2774 glsl_src_param_t src0_param
;
2775 const DWORD
*control_values
= NULL
;
2776 const local_constant
*constant
;
2778 /* Try to hardcode local values to help the GLSL compiler to unroll and optimize the loop */
2779 if (ins
->src
[0].reg
.type
== WINED3DSPR_CONSTINT
)
2781 LIST_FOR_EACH_ENTRY(constant
, &shader
->baseShader
.constantsI
, local_constant
, entry
)
2783 if (constant
->idx
== ins
->src
[0].reg
.idx
)
2785 control_values
= constant
->value
;
2791 if(control_values
) {
2792 shader_addline(ins
->ctx
->buffer
, "for (tmpInt%d = 0; tmpInt%d < %d; tmpInt%d++) {\n",
2793 shader
->baseShader
.cur_loop_depth
, shader
->baseShader
.cur_loop_depth
,
2794 control_values
[0], shader
->baseShader
.cur_loop_depth
);
2796 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
, &src0_param
);
2797 shader_addline(ins
->ctx
->buffer
, "for (tmpInt%d = 0; tmpInt%d < %s; tmpInt%d++) {\n",
2798 shader
->baseShader
.cur_loop_depth
, shader
->baseShader
.cur_loop_depth
,
2799 src0_param
.param_str
, shader
->baseShader
.cur_loop_depth
);
2801 shader
->baseShader
.cur_loop_depth
++;
2804 static void shader_glsl_if(const struct wined3d_shader_instruction
*ins
)
2806 glsl_src_param_t src0_param
;
2808 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
, &src0_param
);
2809 shader_addline(ins
->ctx
->buffer
, "if (%s) {\n", src0_param
.param_str
);
2812 static void shader_glsl_ifc(const struct wined3d_shader_instruction
*ins
)
2814 glsl_src_param_t src0_param
;
2815 glsl_src_param_t src1_param
;
2817 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
, &src0_param
);
2818 shader_glsl_add_src_param(ins
, &ins
->src
[1], WINED3DSP_WRITEMASK_0
, &src1_param
);
2820 shader_addline(ins
->ctx
->buffer
, "if (%s %s %s) {\n",
2821 src0_param
.param_str
, shader_get_comp_op(ins
->flags
), src1_param
.param_str
);
2824 static void shader_glsl_else(const struct wined3d_shader_instruction
*ins
)
2826 shader_addline(ins
->ctx
->buffer
, "} else {\n");
2829 static void shader_glsl_break(const struct wined3d_shader_instruction
*ins
)
2831 shader_addline(ins
->ctx
->buffer
, "break;\n");
2834 /* FIXME: According to MSDN the compare is done per component. */
2835 static void shader_glsl_breakc(const struct wined3d_shader_instruction
*ins
)
2837 glsl_src_param_t src0_param
;
2838 glsl_src_param_t src1_param
;
2840 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
, &src0_param
);
2841 shader_glsl_add_src_param(ins
, &ins
->src
[1], WINED3DSP_WRITEMASK_0
, &src1_param
);
2843 shader_addline(ins
->ctx
->buffer
, "if (%s %s %s) break;\n",
2844 src0_param
.param_str
, shader_get_comp_op(ins
->flags
), src1_param
.param_str
);
2847 static void shader_glsl_label(const struct wined3d_shader_instruction
*ins
)
2849 shader_addline(ins
->ctx
->buffer
, "}\n");
2850 shader_addline(ins
->ctx
->buffer
, "void subroutine%u () {\n", ins
->src
[0].reg
.idx
);
2853 static void shader_glsl_call(const struct wined3d_shader_instruction
*ins
)
2855 shader_addline(ins
->ctx
->buffer
, "subroutine%u();\n", ins
->src
[0].reg
.idx
);
2858 static void shader_glsl_callnz(const struct wined3d_shader_instruction
*ins
)
2860 glsl_src_param_t src1_param
;
2862 shader_glsl_add_src_param(ins
, &ins
->src
[1], WINED3DSP_WRITEMASK_0
, &src1_param
);
2863 shader_addline(ins
->ctx
->buffer
, "if (%s) subroutine%u();\n", src1_param
.param_str
, ins
->src
[0].reg
.idx
);
2866 static void shader_glsl_ret(const struct wined3d_shader_instruction
*ins
)
2868 /* No-op. The closing } is written when a new function is started, and at the end of the shader. This
2869 * function only suppresses the unhandled instruction warning
2873 /*********************************************
2874 * Pixel Shader Specific Code begins here
2875 ********************************************/
2876 static void shader_glsl_tex(const struct wined3d_shader_instruction
*ins
)
2878 IWineD3DBaseShaderImpl
*shader
= (IWineD3DBaseShaderImpl
*)ins
->ctx
->shader
;
2879 IWineD3DDeviceImpl
*deviceImpl
= (IWineD3DDeviceImpl
*)shader
->baseShader
.device
;
2880 DWORD shader_version
= WINED3D_SHADER_VERSION(ins
->ctx
->reg_maps
->shader_version
.major
,
2881 ins
->ctx
->reg_maps
->shader_version
.minor
);
2882 const struct wined3d_gl_info
*gl_info
= ins
->ctx
->gl_info
;
2883 glsl_sample_function_t sample_function
;
2884 DWORD sample_flags
= 0;
2885 WINED3DSAMPLER_TEXTURE_TYPE sampler_type
;
2887 DWORD mask
= 0, swizzle
;
2889 /* 1.0-1.4: Use destination register as sampler source.
2890 * 2.0+: Use provided sampler source. */
2891 if (shader_version
< WINED3D_SHADER_VERSION(2,0)) sampler_idx
= ins
->dst
[0].reg
.idx
;
2892 else sampler_idx
= ins
->src
[1].reg
.idx
;
2893 sampler_type
= ins
->ctx
->reg_maps
->sampler_type
[sampler_idx
];
2895 if (shader_version
< WINED3D_SHADER_VERSION(1,4))
2897 DWORD flags
= deviceImpl
->stateBlock
->textureState
[sampler_idx
][WINED3DTSS_TEXTURETRANSFORMFLAGS
];
2899 /* Projected cube textures don't make a lot of sense, the resulting coordinates stay the same. */
2900 if (flags
& WINED3DTTFF_PROJECTED
&& sampler_type
!= WINED3DSTT_CUBE
) {
2901 sample_flags
|= WINED3D_GLSL_SAMPLE_PROJECTED
;
2902 switch (flags
& ~WINED3DTTFF_PROJECTED
) {
2903 case WINED3DTTFF_COUNT1
: FIXME("WINED3DTTFF_PROJECTED with WINED3DTTFF_COUNT1?\n"); break;
2904 case WINED3DTTFF_COUNT2
: mask
= WINED3DSP_WRITEMASK_1
; break;
2905 case WINED3DTTFF_COUNT3
: mask
= WINED3DSP_WRITEMASK_2
; break;
2906 case WINED3DTTFF_COUNT4
:
2907 case WINED3DTTFF_DISABLE
: mask
= WINED3DSP_WRITEMASK_3
; break;
2911 else if (shader_version
< WINED3D_SHADER_VERSION(2,0))
2913 DWORD src_mod
= ins
->src
[0].modifiers
;
2915 if (src_mod
== WINED3DSPSM_DZ
) {
2916 sample_flags
|= WINED3D_GLSL_SAMPLE_PROJECTED
;
2917 mask
= WINED3DSP_WRITEMASK_2
;
2918 } else if (src_mod
== WINED3DSPSM_DW
) {
2919 sample_flags
|= WINED3D_GLSL_SAMPLE_PROJECTED
;
2920 mask
= WINED3DSP_WRITEMASK_3
;
2923 if (ins
->flags
& WINED3DSI_TEXLD_PROJECT
)
2925 /* ps 2.0 texldp instruction always divides by the fourth component. */
2926 sample_flags
|= WINED3D_GLSL_SAMPLE_PROJECTED
;
2927 mask
= WINED3DSP_WRITEMASK_3
;
2931 if(deviceImpl
->stateBlock
->textures
[sampler_idx
] &&
2932 IWineD3DBaseTexture_GetTextureDimensions(deviceImpl
->stateBlock
->textures
[sampler_idx
]) == GL_TEXTURE_RECTANGLE_ARB
) {
2933 sample_flags
|= WINED3D_GLSL_SAMPLE_RECT
;
2936 shader_glsl_get_sample_function(gl_info
, sampler_type
, sample_flags
, &sample_function
);
2937 mask
|= sample_function
.coord_mask
;
2939 if (shader_version
< WINED3D_SHADER_VERSION(2,0)) swizzle
= WINED3DSP_NOSWIZZLE
;
2940 else swizzle
= ins
->src
[1].swizzle
;
2942 /* 1.0-1.3: Use destination register as coordinate source.
2943 1.4+: Use provided coordinate source register. */
2944 if (shader_version
< WINED3D_SHADER_VERSION(1,4))
2947 shader_glsl_write_mask_to_str(mask
, coord_mask
);
2948 shader_glsl_gen_sample_code(ins
, sampler_idx
, &sample_function
, swizzle
, NULL
, NULL
, NULL
,
2949 "T%u%s", sampler_idx
, coord_mask
);
2951 glsl_src_param_t coord_param
;
2952 shader_glsl_add_src_param(ins
, &ins
->src
[0], mask
, &coord_param
);
2953 if (ins
->flags
& WINED3DSI_TEXLD_BIAS
)
2955 glsl_src_param_t bias
;
2956 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_3
, &bias
);
2957 shader_glsl_gen_sample_code(ins
, sampler_idx
, &sample_function
, swizzle
, NULL
, NULL
, bias
.param_str
,
2958 "%s", coord_param
.param_str
);
2960 shader_glsl_gen_sample_code(ins
, sampler_idx
, &sample_function
, swizzle
, NULL
, NULL
, NULL
,
2961 "%s", coord_param
.param_str
);
2966 static void shader_glsl_texldd(const struct wined3d_shader_instruction
*ins
)
2968 IWineD3DBaseShaderImpl
*This
= (IWineD3DBaseShaderImpl
*)ins
->ctx
->shader
;
2969 IWineD3DDeviceImpl
* deviceImpl
= (IWineD3DDeviceImpl
*) This
->baseShader
.device
;
2970 const struct wined3d_gl_info
*gl_info
= ins
->ctx
->gl_info
;
2971 glsl_sample_function_t sample_function
;
2972 glsl_src_param_t coord_param
, dx_param
, dy_param
;
2973 DWORD sample_flags
= WINED3D_GLSL_SAMPLE_GRAD
;
2976 DWORD swizzle
= ins
->src
[1].swizzle
;
2978 if (!gl_info
->supported
[ARB_SHADER_TEXTURE_LOD
] && !gl_info
->supported
[EXT_GPU_SHADER4
])
2980 FIXME("texldd used, but not supported by hardware. Falling back to regular tex\n");
2981 return shader_glsl_tex(ins
);
2984 sampler_idx
= ins
->src
[1].reg
.idx
;
2985 sampler_type
= ins
->ctx
->reg_maps
->sampler_type
[sampler_idx
];
2986 if(deviceImpl
->stateBlock
->textures
[sampler_idx
] &&
2987 IWineD3DBaseTexture_GetTextureDimensions(deviceImpl
->stateBlock
->textures
[sampler_idx
]) == GL_TEXTURE_RECTANGLE_ARB
) {
2988 sample_flags
|= WINED3D_GLSL_SAMPLE_RECT
;
2991 shader_glsl_get_sample_function(gl_info
, sampler_type
, sample_flags
, &sample_function
);
2992 shader_glsl_add_src_param(ins
, &ins
->src
[0], sample_function
.coord_mask
, &coord_param
);
2993 shader_glsl_add_src_param(ins
, &ins
->src
[2], sample_function
.coord_mask
, &dx_param
);
2994 shader_glsl_add_src_param(ins
, &ins
->src
[3], sample_function
.coord_mask
, &dy_param
);
2996 shader_glsl_gen_sample_code(ins
, sampler_idx
, &sample_function
, swizzle
, dx_param
.param_str
, dy_param
.param_str
, NULL
,
2997 "%s", coord_param
.param_str
);
3000 static void shader_glsl_texldl(const struct wined3d_shader_instruction
*ins
)
3002 IWineD3DBaseShaderImpl
*This
= (IWineD3DBaseShaderImpl
*)ins
->ctx
->shader
;
3003 IWineD3DDeviceImpl
* deviceImpl
= (IWineD3DDeviceImpl
*) This
->baseShader
.device
;
3004 const struct wined3d_gl_info
*gl_info
= ins
->ctx
->gl_info
;
3005 glsl_sample_function_t sample_function
;
3006 glsl_src_param_t coord_param
, lod_param
;
3007 DWORD sample_flags
= WINED3D_GLSL_SAMPLE_LOD
;
3010 DWORD swizzle
= ins
->src
[1].swizzle
;
3012 sampler_idx
= ins
->src
[1].reg
.idx
;
3013 sampler_type
= ins
->ctx
->reg_maps
->sampler_type
[sampler_idx
];
3014 if(deviceImpl
->stateBlock
->textures
[sampler_idx
] &&
3015 IWineD3DBaseTexture_GetTextureDimensions(deviceImpl
->stateBlock
->textures
[sampler_idx
]) == GL_TEXTURE_RECTANGLE_ARB
) {
3016 sample_flags
|= WINED3D_GLSL_SAMPLE_RECT
;
3018 shader_glsl_get_sample_function(gl_info
, sampler_type
, sample_flags
, &sample_function
);
3019 shader_glsl_add_src_param(ins
, &ins
->src
[0], sample_function
.coord_mask
, &coord_param
);
3021 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_3
, &lod_param
);
3023 if (!gl_info
->supported
[ARB_SHADER_TEXTURE_LOD
] && !gl_info
->supported
[EXT_GPU_SHADER4
]
3024 && shader_is_pshader_version(ins
->ctx
->reg_maps
->shader_version
.type
))
3026 /* The GLSL spec claims the Lod sampling functions are only supported in vertex shaders.
3027 * However, they seem to work just fine in fragment shaders as well. */
3028 WARN("Using %s in fragment shader.\n", sample_function
.name
);
3030 shader_glsl_gen_sample_code(ins
, sampler_idx
, &sample_function
, swizzle
, NULL
, NULL
, lod_param
.param_str
,
3031 "%s", coord_param
.param_str
);
3034 static void shader_glsl_texcoord(const struct wined3d_shader_instruction
*ins
)
3036 /* FIXME: Make this work for more than just 2D textures */
3037 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
3038 DWORD write_mask
= shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
3040 if (!(ins
->ctx
->reg_maps
->shader_version
.major
== 1 && ins
->ctx
->reg_maps
->shader_version
.minor
== 4))
3044 shader_glsl_get_write_mask(&ins
->dst
[0], dst_mask
);
3045 shader_addline(buffer
, "clamp(gl_TexCoord[%u], 0.0, 1.0)%s);\n",
3046 ins
->dst
[0].reg
.idx
, dst_mask
);
3048 DWORD reg
= ins
->src
[0].reg
.idx
;
3049 DWORD src_mod
= ins
->src
[0].modifiers
;
3050 char dst_swizzle
[6];
3052 shader_glsl_get_swizzle(&ins
->src
[0], FALSE
, write_mask
, dst_swizzle
);
3054 if (src_mod
== WINED3DSPSM_DZ
) {
3055 glsl_src_param_t div_param
;
3056 unsigned int mask_size
= shader_glsl_get_write_mask_size(write_mask
);
3057 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_2
, &div_param
);
3059 if (mask_size
> 1) {
3060 shader_addline(buffer
, "gl_TexCoord[%u]%s / vec%d(%s));\n", reg
, dst_swizzle
, mask_size
, div_param
.param_str
);
3062 shader_addline(buffer
, "gl_TexCoord[%u]%s / %s);\n", reg
, dst_swizzle
, div_param
.param_str
);
3064 } else if (src_mod
== WINED3DSPSM_DW
) {
3065 glsl_src_param_t div_param
;
3066 unsigned int mask_size
= shader_glsl_get_write_mask_size(write_mask
);
3067 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_3
, &div_param
);
3069 if (mask_size
> 1) {
3070 shader_addline(buffer
, "gl_TexCoord[%u]%s / vec%d(%s));\n", reg
, dst_swizzle
, mask_size
, div_param
.param_str
);
3072 shader_addline(buffer
, "gl_TexCoord[%u]%s / %s);\n", reg
, dst_swizzle
, div_param
.param_str
);
3075 shader_addline(buffer
, "gl_TexCoord[%u]%s);\n", reg
, dst_swizzle
);
3080 /** Process the WINED3DSIO_TEXDP3TEX instruction in GLSL:
3081 * Take a 3-component dot product of the TexCoord[dstreg] and src,
3082 * then perform a 1D texture lookup from stage dstregnum, place into dst. */
3083 static void shader_glsl_texdp3tex(const struct wined3d_shader_instruction
*ins
)
3085 const struct wined3d_gl_info
*gl_info
= ins
->ctx
->gl_info
;
3086 glsl_src_param_t src0_param
;
3087 glsl_sample_function_t sample_function
;
3088 DWORD sampler_idx
= ins
->dst
[0].reg
.idx
;
3089 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
3090 WINED3DSAMPLER_TEXTURE_TYPE sampler_type
= ins
->ctx
->reg_maps
->sampler_type
[sampler_idx
];
3093 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_mask
, &src0_param
);
3095 /* Do I have to take care about the projected bit? I don't think so, since the dp3 returns only one
3096 * scalar, and projected sampling would require 4.
3098 * It is a dependent read - not valid with conditional NP2 textures
3100 shader_glsl_get_sample_function(gl_info
, sampler_type
, 0, &sample_function
);
3101 mask_size
= shader_glsl_get_write_mask_size(sample_function
.coord_mask
);
3106 shader_glsl_gen_sample_code(ins
, sampler_idx
, &sample_function
, WINED3DSP_NOSWIZZLE
, NULL
, NULL
, NULL
,
3107 "dot(gl_TexCoord[%u].xyz, %s)", sampler_idx
, src0_param
.param_str
);
3111 shader_glsl_gen_sample_code(ins
, sampler_idx
, &sample_function
, WINED3DSP_NOSWIZZLE
, NULL
, NULL
, NULL
,
3112 "vec2(dot(gl_TexCoord[%u].xyz, %s), 0.0)", sampler_idx
, src0_param
.param_str
);
3116 shader_glsl_gen_sample_code(ins
, sampler_idx
, &sample_function
, WINED3DSP_NOSWIZZLE
, NULL
, NULL
, NULL
,
3117 "vec3(dot(gl_TexCoord[%u].xyz, %s), 0.0, 0.0)", sampler_idx
, src0_param
.param_str
);
3121 FIXME("Unexpected mask size %u\n", mask_size
);
3126 /** Process the WINED3DSIO_TEXDP3 instruction in GLSL:
3127 * Take a 3-component dot product of the TexCoord[dstreg] and src. */
3128 static void shader_glsl_texdp3(const struct wined3d_shader_instruction
*ins
)
3130 glsl_src_param_t src0_param
;
3131 DWORD dstreg
= ins
->dst
[0].reg
.idx
;
3132 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
3134 unsigned int mask_size
;
3136 dst_mask
= shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
3137 mask_size
= shader_glsl_get_write_mask_size(dst_mask
);
3138 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_mask
, &src0_param
);
3140 if (mask_size
> 1) {
3141 shader_addline(ins
->ctx
->buffer
, "vec%d(dot(T%u.xyz, %s)));\n", mask_size
, dstreg
, src0_param
.param_str
);
3143 shader_addline(ins
->ctx
->buffer
, "dot(T%u.xyz, %s));\n", dstreg
, src0_param
.param_str
);
3147 /** Process the WINED3DSIO_TEXDEPTH instruction in GLSL:
3148 * Calculate the depth as dst.x / dst.y */
3149 static void shader_glsl_texdepth(const struct wined3d_shader_instruction
*ins
)
3151 glsl_dst_param_t dst_param
;
3153 shader_glsl_add_dst_param(ins
, &ins
->dst
[0], &dst_param
);
3155 /* Tests show that texdepth never returns anything below 0.0, and that r5.y is clamped to 1.0.
3156 * Negative input is accepted, -0.25 / -0.5 returns 0.5. GL should clamp gl_FragDepth to [0;1], but
3157 * this doesn't always work, so clamp the results manually. Whether or not the x value is clamped at 1
3158 * too is irrelevant, since if x = 0, any y value < 1.0 (and > 1.0 is not allowed) results in a result
3161 shader_addline(ins
->ctx
->buffer
, "gl_FragDepth = clamp((%s.x / min(%s.y, 1.0)), 0.0, 1.0);\n",
3162 dst_param
.reg_name
, dst_param
.reg_name
);
3165 /** Process the WINED3DSIO_TEXM3X2DEPTH instruction in GLSL:
3166 * Last row of a 3x2 matrix multiply, use the result to calculate the depth:
3167 * Calculate tmp0.y = TexCoord[dstreg] . src.xyz; (tmp0.x has already been calculated)
3168 * depth = (tmp0.y == 0.0) ? 1.0 : tmp0.x / tmp0.y
3170 static void shader_glsl_texm3x2depth(const struct wined3d_shader_instruction
*ins
)
3172 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
3173 DWORD dstreg
= ins
->dst
[0].reg
.idx
;
3174 glsl_src_param_t src0_param
;
3176 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_mask
, &src0_param
);
3178 shader_addline(ins
->ctx
->buffer
, "tmp0.y = dot(T%u.xyz, %s);\n", dstreg
, src0_param
.param_str
);
3179 shader_addline(ins
->ctx
->buffer
, "gl_FragDepth = (tmp0.y == 0.0) ? 1.0 : clamp(tmp0.x / tmp0.y, 0.0, 1.0);\n");
3182 /** Process the WINED3DSIO_TEXM3X2PAD instruction in GLSL
3183 * Calculate the 1st of a 2-row matrix multiplication. */
3184 static void shader_glsl_texm3x2pad(const struct wined3d_shader_instruction
*ins
)
3186 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
3187 DWORD reg
= ins
->dst
[0].reg
.idx
;
3188 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
3189 glsl_src_param_t src0_param
;
3191 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_mask
, &src0_param
);
3192 shader_addline(buffer
, "tmp0.x = dot(T%u.xyz, %s);\n", reg
, src0_param
.param_str
);
3195 /** Process the WINED3DSIO_TEXM3X3PAD instruction in GLSL
3196 * Calculate the 1st or 2nd row of a 3-row matrix multiplication. */
3197 static void shader_glsl_texm3x3pad(const struct wined3d_shader_instruction
*ins
)
3199 IWineD3DBaseShaderImpl
*shader
= (IWineD3DBaseShaderImpl
*)ins
->ctx
->shader
;
3200 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
3201 DWORD reg
= ins
->dst
[0].reg
.idx
;
3202 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
3203 SHADER_PARSE_STATE
* current_state
= &shader
->baseShader
.parse_state
;
3204 glsl_src_param_t src0_param
;
3206 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_mask
, &src0_param
);
3207 shader_addline(buffer
, "tmp0.%c = dot(T%u.xyz, %s);\n", 'x' + current_state
->current_row
, reg
, src0_param
.param_str
);
3208 current_state
->texcoord_w
[current_state
->current_row
++] = reg
;
3211 static void shader_glsl_texm3x2tex(const struct wined3d_shader_instruction
*ins
)
3213 const struct wined3d_gl_info
*gl_info
= ins
->ctx
->gl_info
;
3214 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
3215 DWORD reg
= ins
->dst
[0].reg
.idx
;
3216 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
3217 glsl_src_param_t src0_param
;
3218 WINED3DSAMPLER_TEXTURE_TYPE sampler_type
= ins
->ctx
->reg_maps
->sampler_type
[reg
];
3219 glsl_sample_function_t sample_function
;
3221 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_mask
, &src0_param
);
3222 shader_addline(buffer
, "tmp0.y = dot(T%u.xyz, %s);\n", reg
, src0_param
.param_str
);
3224 shader_glsl_get_sample_function(gl_info
, sampler_type
, 0, &sample_function
);
3226 /* Sample the texture using the calculated coordinates */
3227 shader_glsl_gen_sample_code(ins
, reg
, &sample_function
, WINED3DSP_NOSWIZZLE
, NULL
, NULL
, NULL
, "tmp0.xy");
3230 /** Process the WINED3DSIO_TEXM3X3TEX instruction in GLSL
3231 * Perform the 3rd row of a 3x3 matrix multiply, then sample the texture using the calculated coordinates */
3232 static void shader_glsl_texm3x3tex(const struct wined3d_shader_instruction
*ins
)
3234 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
3235 IWineD3DBaseShaderImpl
*shader
= (IWineD3DBaseShaderImpl
*)ins
->ctx
->shader
;
3236 SHADER_PARSE_STATE
*current_state
= &shader
->baseShader
.parse_state
;
3237 const struct wined3d_gl_info
*gl_info
= ins
->ctx
->gl_info
;
3238 glsl_src_param_t src0_param
;
3239 DWORD reg
= ins
->dst
[0].reg
.idx
;
3240 WINED3DSAMPLER_TEXTURE_TYPE sampler_type
= ins
->ctx
->reg_maps
->sampler_type
[reg
];
3241 glsl_sample_function_t sample_function
;
3243 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_mask
, &src0_param
);
3244 shader_addline(ins
->ctx
->buffer
, "tmp0.z = dot(T%u.xyz, %s);\n", reg
, src0_param
.param_str
);
3246 /* Dependent read, not valid with conditional NP2 */
3247 shader_glsl_get_sample_function(gl_info
, sampler_type
, 0, &sample_function
);
3249 /* Sample the texture using the calculated coordinates */
3250 shader_glsl_gen_sample_code(ins
, reg
, &sample_function
, WINED3DSP_NOSWIZZLE
, NULL
, NULL
, NULL
, "tmp0.xyz");
3252 current_state
->current_row
= 0;
3255 /** Process the WINED3DSIO_TEXM3X3 instruction in GLSL
3256 * Perform the 3rd row of a 3x3 matrix multiply */
3257 static void shader_glsl_texm3x3(const struct wined3d_shader_instruction
*ins
)
3259 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
3260 IWineD3DBaseShaderImpl
*shader
= (IWineD3DBaseShaderImpl
*)ins
->ctx
->shader
;
3261 SHADER_PARSE_STATE
*current_state
= &shader
->baseShader
.parse_state
;
3262 glsl_src_param_t src0_param
;
3264 DWORD reg
= ins
->dst
[0].reg
.idx
;
3266 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_mask
, &src0_param
);
3268 shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
3269 shader_glsl_get_write_mask(&ins
->dst
[0], dst_mask
);
3270 shader_addline(ins
->ctx
->buffer
, "vec4(tmp0.xy, dot(T%u.xyz, %s), 1.0)%s);\n", reg
, src0_param
.param_str
, dst_mask
);
3272 current_state
->current_row
= 0;
3275 /* Process the WINED3DSIO_TEXM3X3SPEC instruction in GLSL
3276 * Perform the final texture lookup based on the previous 2 3x3 matrix multiplies */
3277 static void shader_glsl_texm3x3spec(const struct wined3d_shader_instruction
*ins
)
3279 IWineD3DBaseShaderImpl
*shader
= (IWineD3DBaseShaderImpl
*)ins
->ctx
->shader
;
3280 const struct wined3d_gl_info
*gl_info
= ins
->ctx
->gl_info
;
3281 DWORD reg
= ins
->dst
[0].reg
.idx
;
3282 glsl_src_param_t src0_param
;
3283 glsl_src_param_t src1_param
;
3284 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
3285 SHADER_PARSE_STATE
* current_state
= &shader
->baseShader
.parse_state
;
3286 WINED3DSAMPLER_TEXTURE_TYPE stype
= ins
->ctx
->reg_maps
->sampler_type
[reg
];
3287 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
3288 glsl_sample_function_t sample_function
;
3290 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_mask
, &src0_param
);
3291 shader_glsl_add_src_param(ins
, &ins
->src
[1], src_mask
, &src1_param
);
3293 /* Perform the last matrix multiply operation */
3294 shader_addline(buffer
, "tmp0.z = dot(T%u.xyz, %s);\n", reg
, src0_param
.param_str
);
3295 /* Reflection calculation */
3296 shader_addline(buffer
, "tmp0.xyz = -reflect((%s), normalize(tmp0.xyz));\n", src1_param
.param_str
);
3298 /* Dependent read, not valid with conditional NP2 */
3299 shader_glsl_get_sample_function(gl_info
, stype
, 0, &sample_function
);
3301 /* Sample the texture */
3302 shader_glsl_gen_sample_code(ins
, reg
, &sample_function
, WINED3DSP_NOSWIZZLE
, NULL
, NULL
, NULL
, "tmp0.xyz");
3304 current_state
->current_row
= 0;
3307 /* Process the WINED3DSIO_TEXM3X3VSPEC instruction in GLSL
3308 * Perform the final texture lookup based on the previous 2 3x3 matrix multiplies */
3309 static void shader_glsl_texm3x3vspec(const struct wined3d_shader_instruction
*ins
)
3311 IWineD3DBaseShaderImpl
*shader
= (IWineD3DBaseShaderImpl
*)ins
->ctx
->shader
;
3312 const struct wined3d_gl_info
*gl_info
= ins
->ctx
->gl_info
;
3313 DWORD reg
= ins
->dst
[0].reg
.idx
;
3314 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
3315 SHADER_PARSE_STATE
* current_state
= &shader
->baseShader
.parse_state
;
3316 glsl_src_param_t src0_param
;
3317 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
3318 WINED3DSAMPLER_TEXTURE_TYPE sampler_type
= ins
->ctx
->reg_maps
->sampler_type
[reg
];
3319 glsl_sample_function_t sample_function
;
3321 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_mask
, &src0_param
);
3323 /* Perform the last matrix multiply operation */
3324 shader_addline(buffer
, "tmp0.z = dot(vec3(T%u), vec3(%s));\n", reg
, src0_param
.param_str
);
3326 /* Construct the eye-ray vector from w coordinates */
3327 shader_addline(buffer
, "tmp1.xyz = normalize(vec3(gl_TexCoord[%u].w, gl_TexCoord[%u].w, gl_TexCoord[%u].w));\n",
3328 current_state
->texcoord_w
[0], current_state
->texcoord_w
[1], reg
);
3329 shader_addline(buffer
, "tmp0.xyz = -reflect(tmp1.xyz, normalize(tmp0.xyz));\n");
3331 /* Dependent read, not valid with conditional NP2 */
3332 shader_glsl_get_sample_function(gl_info
, sampler_type
, 0, &sample_function
);
3334 /* Sample the texture using the calculated coordinates */
3335 shader_glsl_gen_sample_code(ins
, reg
, &sample_function
, WINED3DSP_NOSWIZZLE
, NULL
, NULL
, NULL
, "tmp0.xyz");
3337 current_state
->current_row
= 0;
3340 /** Process the WINED3DSIO_TEXBEM instruction in GLSL.
3341 * Apply a fake bump map transform.
3342 * texbem is pshader <= 1.3 only, this saves a few version checks
3344 static void shader_glsl_texbem(const struct wined3d_shader_instruction
*ins
)
3346 IWineD3DBaseShaderImpl
*shader
= (IWineD3DBaseShaderImpl
*)ins
->ctx
->shader
;
3347 IWineD3DDeviceImpl
*deviceImpl
= (IWineD3DDeviceImpl
*)shader
->baseShader
.device
;
3348 const struct wined3d_gl_info
*gl_info
= ins
->ctx
->gl_info
;
3349 glsl_sample_function_t sample_function
;
3350 glsl_src_param_t coord_param
;
3351 WINED3DSAMPLER_TEXTURE_TYPE sampler_type
;
3357 sampler_idx
= ins
->dst
[0].reg
.idx
;
3358 flags
= deviceImpl
->stateBlock
->textureState
[sampler_idx
][WINED3DTSS_TEXTURETRANSFORMFLAGS
];
3360 sampler_type
= ins
->ctx
->reg_maps
->sampler_type
[sampler_idx
];
3361 /* Dependent read, not valid with conditional NP2 */
3362 shader_glsl_get_sample_function(gl_info
, sampler_type
, 0, &sample_function
);
3363 mask
= sample_function
.coord_mask
;
3365 shader_glsl_write_mask_to_str(mask
, coord_mask
);
3367 /* with projective textures, texbem only divides the static texture coord, not the displacement,
3368 * so we can't let the GL handle this.
3370 if (flags
& WINED3DTTFF_PROJECTED
) {
3372 char coord_div_mask
[3];
3373 switch (flags
& ~WINED3DTTFF_PROJECTED
) {
3374 case WINED3DTTFF_COUNT1
: FIXME("WINED3DTTFF_PROJECTED with WINED3DTTFF_COUNT1?\n"); break;
3375 case WINED3DTTFF_COUNT2
: div_mask
= WINED3DSP_WRITEMASK_1
; break;
3376 case WINED3DTTFF_COUNT3
: div_mask
= WINED3DSP_WRITEMASK_2
; break;
3377 case WINED3DTTFF_COUNT4
:
3378 case WINED3DTTFF_DISABLE
: div_mask
= WINED3DSP_WRITEMASK_3
; break;
3380 shader_glsl_write_mask_to_str(div_mask
, coord_div_mask
);
3381 shader_addline(ins
->ctx
->buffer
, "T%u%s /= T%u%s;\n", sampler_idx
, coord_mask
, sampler_idx
, coord_div_mask
);
3384 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
, &coord_param
);
3386 shader_glsl_gen_sample_code(ins
, sampler_idx
, &sample_function
, WINED3DSP_NOSWIZZLE
, NULL
, NULL
, NULL
,
3387 "T%u%s + vec4(bumpenvmat%d * %s, 0.0, 0.0)%s", sampler_idx
, coord_mask
, sampler_idx
,
3388 coord_param
.param_str
, coord_mask
);
3390 if (ins
->handler_idx
== WINED3DSIH_TEXBEML
)
3392 glsl_src_param_t luminance_param
;
3393 glsl_dst_param_t dst_param
;
3395 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_2
, &luminance_param
);
3396 shader_glsl_add_dst_param(ins
, &ins
->dst
[0], &dst_param
);
3398 shader_addline(ins
->ctx
->buffer
, "%s%s *= (%s * luminancescale%d + luminanceoffset%d);\n",
3399 dst_param
.reg_name
, dst_param
.mask_str
,
3400 luminance_param
.param_str
, sampler_idx
, sampler_idx
);
3404 static void shader_glsl_bem(const struct wined3d_shader_instruction
*ins
)
3406 glsl_src_param_t src0_param
, src1_param
;
3407 DWORD sampler_idx
= ins
->dst
[0].reg
.idx
;
3409 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
, &src0_param
);
3410 shader_glsl_add_src_param(ins
, &ins
->src
[1], WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
, &src1_param
);
3412 shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
3413 shader_addline(ins
->ctx
->buffer
, "%s + bumpenvmat%d * %s);\n",
3414 src0_param
.param_str
, sampler_idx
, src1_param
.param_str
);
3417 /** Process the WINED3DSIO_TEXREG2AR instruction in GLSL
3418 * Sample 2D texture at dst using the alpha & red (wx) components of src as texture coordinates */
3419 static void shader_glsl_texreg2ar(const struct wined3d_shader_instruction
*ins
)
3421 const struct wined3d_gl_info
*gl_info
= ins
->ctx
->gl_info
;
3422 glsl_src_param_t src0_param
;
3423 DWORD sampler_idx
= ins
->dst
[0].reg
.idx
;
3424 WINED3DSAMPLER_TEXTURE_TYPE sampler_type
= ins
->ctx
->reg_maps
->sampler_type
[sampler_idx
];
3425 glsl_sample_function_t sample_function
;
3427 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_ALL
, &src0_param
);
3429 shader_glsl_get_sample_function(gl_info
, sampler_type
, 0, &sample_function
);
3430 shader_glsl_gen_sample_code(ins
, sampler_idx
, &sample_function
, WINED3DSP_NOSWIZZLE
, NULL
, NULL
, NULL
,
3431 "%s.wx", src0_param
.reg_name
);
3434 /** Process the WINED3DSIO_TEXREG2GB instruction in GLSL
3435 * Sample 2D texture at dst using the green & blue (yz) components of src as texture coordinates */
3436 static void shader_glsl_texreg2gb(const struct wined3d_shader_instruction
*ins
)
3438 const struct wined3d_gl_info
*gl_info
= ins
->ctx
->gl_info
;
3439 glsl_src_param_t src0_param
;
3440 DWORD sampler_idx
= ins
->dst
[0].reg
.idx
;
3441 WINED3DSAMPLER_TEXTURE_TYPE sampler_type
= ins
->ctx
->reg_maps
->sampler_type
[sampler_idx
];
3442 glsl_sample_function_t sample_function
;
3444 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_ALL
, &src0_param
);
3446 shader_glsl_get_sample_function(gl_info
, sampler_type
, 0, &sample_function
);
3447 shader_glsl_gen_sample_code(ins
, sampler_idx
, &sample_function
, WINED3DSP_NOSWIZZLE
, NULL
, NULL
, NULL
,
3448 "%s.yz", src0_param
.reg_name
);
3451 /** Process the WINED3DSIO_TEXREG2RGB instruction in GLSL
3452 * Sample texture at dst using the rgb (xyz) components of src as texture coordinates */
3453 static void shader_glsl_texreg2rgb(const struct wined3d_shader_instruction
*ins
)
3455 const struct wined3d_gl_info
*gl_info
= ins
->ctx
->gl_info
;
3456 glsl_src_param_t src0_param
;
3457 DWORD sampler_idx
= ins
->dst
[0].reg
.idx
;
3458 WINED3DSAMPLER_TEXTURE_TYPE sampler_type
= ins
->ctx
->reg_maps
->sampler_type
[sampler_idx
];
3459 glsl_sample_function_t sample_function
;
3461 /* Dependent read, not valid with conditional NP2 */
3462 shader_glsl_get_sample_function(gl_info
, sampler_type
, 0, &sample_function
);
3463 shader_glsl_add_src_param(ins
, &ins
->src
[0], sample_function
.coord_mask
, &src0_param
);
3465 shader_glsl_gen_sample_code(ins
, sampler_idx
, &sample_function
, WINED3DSP_NOSWIZZLE
, NULL
, NULL
, NULL
,
3466 "%s", src0_param
.param_str
);
3469 /** Process the WINED3DSIO_TEXKILL instruction in GLSL.
3470 * If any of the first 3 components are < 0, discard this pixel */
3471 static void shader_glsl_texkill(const struct wined3d_shader_instruction
*ins
)
3473 glsl_dst_param_t dst_param
;
3475 /* The argument is a destination parameter, and no writemasks are allowed */
3476 shader_glsl_add_dst_param(ins
, &ins
->dst
[0], &dst_param
);
3477 if (ins
->ctx
->reg_maps
->shader_version
.major
>= 2)
3479 /* 2.0 shaders compare all 4 components in texkill */
3480 shader_addline(ins
->ctx
->buffer
, "if (any(lessThan(%s.xyzw, vec4(0.0)))) discard;\n", dst_param
.reg_name
);
3482 /* 1.X shaders only compare the first 3 components, probably due to the nature of the texkill
3483 * instruction as a tex* instruction, and phase, which kills all a / w components. Even if all
3484 * 4 components are defined, only the first 3 are used
3486 shader_addline(ins
->ctx
->buffer
, "if (any(lessThan(%s.xyz, vec3(0.0)))) discard;\n", dst_param
.reg_name
);
3490 /** Process the WINED3DSIO_DP2ADD instruction in GLSL.
3491 * dst = dot2(src0, src1) + src2 */
3492 static void shader_glsl_dp2add(const struct wined3d_shader_instruction
*ins
)
3494 glsl_src_param_t src0_param
;
3495 glsl_src_param_t src1_param
;
3496 glsl_src_param_t src2_param
;
3498 unsigned int mask_size
;
3500 write_mask
= shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
3501 mask_size
= shader_glsl_get_write_mask_size(write_mask
);
3503 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
, &src0_param
);
3504 shader_glsl_add_src_param(ins
, &ins
->src
[1], WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
, &src1_param
);
3505 shader_glsl_add_src_param(ins
, &ins
->src
[2], WINED3DSP_WRITEMASK_0
, &src2_param
);
3507 if (mask_size
> 1) {
3508 shader_addline(ins
->ctx
->buffer
, "vec%d(dot(%s, %s) + %s));\n",
3509 mask_size
, src0_param
.param_str
, src1_param
.param_str
, src2_param
.param_str
);
3511 shader_addline(ins
->ctx
->buffer
, "dot(%s, %s) + %s);\n",
3512 src0_param
.param_str
, src1_param
.param_str
, src2_param
.param_str
);
3516 static void shader_glsl_input_pack(IWineD3DPixelShader
*iface
, struct wined3d_shader_buffer
*buffer
,
3517 const struct wined3d_shader_signature_element
*input_signature
, const struct shader_reg_maps
*reg_maps
,
3518 enum vertexprocessing_mode vertexprocessing
)
3521 IWineD3DPixelShaderImpl
*This
= (IWineD3DPixelShaderImpl
*)iface
;
3522 WORD map
= reg_maps
->input_registers
;
3524 for (i
= 0; map
; map
>>= 1, ++i
)
3526 const char *semantic_name
;
3531 if (!(map
& 1)) continue;
3533 semantic_name
= input_signature
[i
].semantic_name
;
3534 semantic_idx
= input_signature
[i
].semantic_idx
;
3535 shader_glsl_write_mask_to_str(input_signature
[i
].mask
, reg_mask
);
3537 if (shader_match_semantic(semantic_name
, WINED3DDECLUSAGE_TEXCOORD
))
3539 if (semantic_idx
< 8 && vertexprocessing
== pretransformed
)
3540 shader_addline(buffer
, "IN[%u]%s = gl_TexCoord[%u]%s;\n",
3541 This
->input_reg_map
[i
], reg_mask
, semantic_idx
, reg_mask
);
3543 shader_addline(buffer
, "IN[%u]%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
3544 This
->input_reg_map
[i
], reg_mask
, reg_mask
);
3546 else if (shader_match_semantic(semantic_name
, WINED3DDECLUSAGE_COLOR
))
3548 if (semantic_idx
== 0)
3549 shader_addline(buffer
, "IN[%u]%s = vec4(gl_Color)%s;\n",
3550 This
->input_reg_map
[i
], reg_mask
, reg_mask
);
3551 else if (semantic_idx
== 1)
3552 shader_addline(buffer
, "IN[%u]%s = vec4(gl_SecondaryColor)%s;\n",
3553 This
->input_reg_map
[i
], reg_mask
, reg_mask
);
3555 shader_addline(buffer
, "IN[%u]%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
3556 This
->input_reg_map
[i
], reg_mask
, reg_mask
);
3560 shader_addline(buffer
, "IN[%u]%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
3561 This
->input_reg_map
[i
], reg_mask
, reg_mask
);
3566 /*********************************************
3567 * Vertex Shader Specific Code begins here
3568 ********************************************/
3570 static void add_glsl_program_entry(struct shader_glsl_priv
*priv
, struct glsl_shader_prog_link
*entry
) {
3571 glsl_program_key_t key
;
3573 key
.vshader
= entry
->vshader
;
3574 key
.pshader
= entry
->pshader
;
3575 key
.vs_args
= entry
->vs_args
;
3576 key
.ps_args
= entry
->ps_args
;
3578 if (wine_rb_put(&priv
->program_lookup
, &key
, &entry
->program_lookup_entry
) == -1)
3580 ERR("Failed to insert program entry.\n");
3584 static struct glsl_shader_prog_link
*get_glsl_program_entry(struct shader_glsl_priv
*priv
,
3585 IWineD3DVertexShader
*vshader
, IWineD3DPixelShader
*pshader
, struct vs_compile_args
*vs_args
,
3586 struct ps_compile_args
*ps_args
) {
3587 struct wine_rb_entry
*entry
;
3588 glsl_program_key_t key
;
3590 key
.vshader
= vshader
;
3591 key
.pshader
= pshader
;
3592 key
.vs_args
= *vs_args
;
3593 key
.ps_args
= *ps_args
;
3595 entry
= wine_rb_get(&priv
->program_lookup
, &key
);
3596 return entry
? WINE_RB_ENTRY_VALUE(entry
, struct glsl_shader_prog_link
, program_lookup_entry
) : NULL
;
3599 /* GL locking is done by the caller */
3600 static void delete_glsl_program_entry(struct shader_glsl_priv
*priv
, const struct wined3d_gl_info
*gl_info
,
3601 struct glsl_shader_prog_link
*entry
)
3603 glsl_program_key_t key
;
3605 key
.vshader
= entry
->vshader
;
3606 key
.pshader
= entry
->pshader
;
3607 key
.vs_args
= entry
->vs_args
;
3608 key
.ps_args
= entry
->ps_args
;
3609 wine_rb_remove(&priv
->program_lookup
, &key
);
3611 GL_EXTCALL(glDeleteObjectARB(entry
->programId
));
3612 if (entry
->vshader
) list_remove(&entry
->vshader_entry
);
3613 if (entry
->pshader
) list_remove(&entry
->pshader_entry
);
3614 HeapFree(GetProcessHeap(), 0, entry
->vuniformF_locations
);
3615 HeapFree(GetProcessHeap(), 0, entry
->puniformF_locations
);
3616 HeapFree(GetProcessHeap(), 0, entry
);
3619 static void handle_ps3_input(struct wined3d_shader_buffer
*buffer
, const struct wined3d_gl_info
*gl_info
, const DWORD
*map
,
3620 const struct wined3d_shader_signature_element
*input_signature
, const struct shader_reg_maps
*reg_maps_in
,
3621 const struct wined3d_shader_signature_element
*output_signature
, const struct shader_reg_maps
*reg_maps_out
)
3624 const char *semantic_name_in
, *semantic_name_out
;
3625 UINT semantic_idx_in
, semantic_idx_out
;
3628 unsigned int in_count
= vec4_varyings(3, gl_info
);
3629 char reg_mask
[6], reg_mask_out
[6];
3630 char destination
[50];
3631 WORD input_map
, output_map
;
3633 set
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(*set
) * (in_count
+ 2));
3635 if (!output_signature
)
3637 /* Save gl_FrontColor & gl_FrontSecondaryColor before overwriting them. */
3638 shader_addline(buffer
, "vec4 front_color = gl_FrontColor;\n");
3639 shader_addline(buffer
, "vec4 front_secondary_color = gl_FrontSecondaryColor;\n");
3642 input_map
= reg_maps_in
->input_registers
;
3643 for (i
= 0; input_map
; input_map
>>= 1, ++i
)
3645 if (!(input_map
& 1)) continue;
3648 if (in_idx
>= (in_count
+ 2)) {
3649 FIXME("More input varyings declared than supported, expect issues\n");
3652 else if (map
[i
] == ~0U)
3654 /* Declared, but not read register */
3658 if (in_idx
== in_count
) {
3659 sprintf(destination
, "gl_FrontColor");
3660 } else if (in_idx
== in_count
+ 1) {
3661 sprintf(destination
, "gl_FrontSecondaryColor");
3663 sprintf(destination
, "IN[%u]", in_idx
);
3666 semantic_name_in
= input_signature
[i
].semantic_name
;
3667 semantic_idx_in
= input_signature
[i
].semantic_idx
;
3668 set
[map
[i
]] = input_signature
[i
].mask
;
3669 shader_glsl_write_mask_to_str(input_signature
[i
].mask
, reg_mask
);
3671 if (!output_signature
)
3673 if (shader_match_semantic(semantic_name_in
, WINED3DDECLUSAGE_COLOR
))
3675 if (semantic_idx_in
== 0)
3676 shader_addline(buffer
, "%s%s = front_color%s;\n",
3677 destination
, reg_mask
, reg_mask
);
3678 else if (semantic_idx_in
== 1)
3679 shader_addline(buffer
, "%s%s = front_secondary_color%s;\n",
3680 destination
, reg_mask
, reg_mask
);
3682 shader_addline(buffer
, "%s%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
3683 destination
, reg_mask
, reg_mask
);
3685 else if (shader_match_semantic(semantic_name_in
, WINED3DDECLUSAGE_TEXCOORD
))
3687 if (semantic_idx_in
< 8)
3689 shader_addline(buffer
, "%s%s = gl_TexCoord[%u]%s;\n",
3690 destination
, reg_mask
, semantic_idx_in
, 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
);
3698 else if (shader_match_semantic(semantic_name_in
, WINED3DDECLUSAGE_FOG
))
3700 shader_addline(buffer
, "%s%s = vec4(gl_FogFragCoord, 0.0, 0.0, 0.0)%s;\n",
3701 destination
, reg_mask
, reg_mask
);
3705 shader_addline(buffer
, "%s%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
3706 destination
, reg_mask
, reg_mask
);
3711 output_map
= reg_maps_out
->output_registers
;
3712 for (j
= 0; output_map
; output_map
>>= 1, ++j
)
3714 if (!(output_map
& 1)) continue;
3716 semantic_name_out
= output_signature
[j
].semantic_name
;
3717 semantic_idx_out
= output_signature
[j
].semantic_idx
;
3718 shader_glsl_write_mask_to_str(output_signature
[j
].mask
, reg_mask_out
);
3720 if (semantic_idx_in
== semantic_idx_out
3721 && !strcmp(semantic_name_in
, semantic_name_out
))
3723 shader_addline(buffer
, "%s%s = OUT[%u]%s;\n",
3724 destination
, reg_mask
, j
, reg_mask
);
3729 shader_addline(buffer
, "%s%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
3730 destination
, reg_mask
, reg_mask
);
3735 /* This is solely to make the compiler / linker happy and avoid warning about undefined
3736 * varyings. It shouldn't result in any real code executed on the GPU, since all read
3737 * input varyings are assigned above, if the optimizer works properly.
3739 for(i
= 0; i
< in_count
+ 2; i
++) {
3740 if (set
[i
] && set
[i
] != WINED3DSP_WRITEMASK_ALL
)
3742 unsigned int size
= 0;
3743 memset(reg_mask
, 0, sizeof(reg_mask
));
3744 if(!(set
[i
] & WINED3DSP_WRITEMASK_0
)) {
3745 reg_mask
[size
] = 'x';
3748 if(!(set
[i
] & WINED3DSP_WRITEMASK_1
)) {
3749 reg_mask
[size
] = 'y';
3752 if(!(set
[i
] & WINED3DSP_WRITEMASK_2
)) {
3753 reg_mask
[size
] = 'z';
3756 if(!(set
[i
] & WINED3DSP_WRITEMASK_3
)) {
3757 reg_mask
[size
] = 'w';
3761 if (i
== in_count
) {
3762 sprintf(destination
, "gl_FrontColor");
3763 } else if (i
== in_count
+ 1) {
3764 sprintf(destination
, "gl_FrontSecondaryColor");
3766 sprintf(destination
, "IN[%u]", i
);
3770 shader_addline(buffer
, "%s.%s = 0.0;\n", destination
, reg_mask
);
3772 shader_addline(buffer
, "%s.%s = vec%u(0.0);\n", destination
, reg_mask
, size
);
3777 HeapFree(GetProcessHeap(), 0, set
);
3780 /* GL locking is done by the caller */
3781 static GLhandleARB
generate_param_reorder_function(struct wined3d_shader_buffer
*buffer
,
3782 IWineD3DVertexShader
*vertexshader
, IWineD3DPixelShader
*pixelshader
, const struct wined3d_gl_info
*gl_info
)
3784 GLhandleARB ret
= 0;
3785 IWineD3DVertexShaderImpl
*vs
= (IWineD3DVertexShaderImpl
*) vertexshader
;
3786 IWineD3DPixelShaderImpl
*ps
= (IWineD3DPixelShaderImpl
*) pixelshader
;
3787 IWineD3DDeviceImpl
*device
;
3788 DWORD vs_major
= vs
->baseShader
.reg_maps
.shader_version
.major
;
3789 DWORD ps_major
= ps
? ps
->baseShader
.reg_maps
.shader_version
.major
: 0;
3791 const char *semantic_name
;
3794 const struct wined3d_shader_signature_element
*output_signature
;
3796 shader_buffer_clear(buffer
);
3798 shader_addline(buffer
, "#version 120\n");
3800 if(vs_major
< 3 && ps_major
< 3) {
3801 /* That one is easy: The vertex shader writes to the builtin varyings, the pixel shader reads from them.
3802 * Take care about the texcoord .w fixup though if we're using the fixed function fragment pipeline
3804 device
= (IWineD3DDeviceImpl
*) vs
->baseShader
.device
;
3805 if ((gl_info
->quirks
& WINED3D_QUIRK_SET_TEXCOORD_W
)
3806 && ps_major
== 0 && vs_major
> 0 && !device
->frag_pipe
->ffp_proj_control
)
3808 shader_addline(buffer
, "void order_ps_input() {\n");
3809 for(i
= 0; i
< min(8, MAX_REG_TEXCRD
); i
++) {
3810 if(vs
->baseShader
.reg_maps
.texcoord_mask
[i
] != 0 &&
3811 vs
->baseShader
.reg_maps
.texcoord_mask
[i
] != WINED3DSP_WRITEMASK_ALL
) {
3812 shader_addline(buffer
, "gl_TexCoord[%u].w = 1.0;\n", i
);
3815 shader_addline(buffer
, "}\n");
3817 shader_addline(buffer
, "void order_ps_input() { /* do nothing */ }\n");
3819 } else if(ps_major
< 3 && vs_major
>= 3) {
3820 WORD map
= vs
->baseShader
.reg_maps
.output_registers
;
3822 /* The vertex shader writes to its own varyings, the pixel shader needs them in the builtin ones */
3823 output_signature
= vs
->baseShader
.output_signature
;
3825 shader_addline(buffer
, "void order_ps_input(in vec4 OUT[%u]) {\n", MAX_REG_OUTPUT
);
3826 for (i
= 0; map
; map
>>= 1, ++i
)
3830 if (!(map
& 1)) continue;
3832 semantic_name
= output_signature
[i
].semantic_name
;
3833 semantic_idx
= output_signature
[i
].semantic_idx
;
3834 write_mask
= output_signature
[i
].mask
;
3835 shader_glsl_write_mask_to_str(write_mask
, reg_mask
);
3837 if (shader_match_semantic(semantic_name
, WINED3DDECLUSAGE_COLOR
))
3839 if (semantic_idx
== 0)
3840 shader_addline(buffer
, "gl_FrontColor%s = OUT[%u]%s;\n", reg_mask
, i
, reg_mask
);
3841 else if (semantic_idx
== 1)
3842 shader_addline(buffer
, "gl_FrontSecondaryColor%s = OUT[%u]%s;\n", reg_mask
, i
, reg_mask
);
3844 else if (shader_match_semantic(semantic_name
, WINED3DDECLUSAGE_POSITION
))
3846 shader_addline(buffer
, "gl_Position%s = OUT[%u]%s;\n", reg_mask
, i
, reg_mask
);
3848 else if (shader_match_semantic(semantic_name
, WINED3DDECLUSAGE_TEXCOORD
))
3850 if (semantic_idx
< 8)
3852 if (!(gl_info
->quirks
& WINED3D_QUIRK_SET_TEXCOORD_W
) || ps_major
> 0)
3853 write_mask
|= WINED3DSP_WRITEMASK_3
;
3855 shader_addline(buffer
, "gl_TexCoord[%u]%s = OUT[%u]%s;\n",
3856 semantic_idx
, reg_mask
, i
, reg_mask
);
3857 if (!(write_mask
& WINED3DSP_WRITEMASK_3
))
3858 shader_addline(buffer
, "gl_TexCoord[%u].w = 1.0;\n", semantic_idx
);
3861 else if (shader_match_semantic(semantic_name
, WINED3DDECLUSAGE_PSIZE
))
3863 shader_addline(buffer
, "gl_PointSize = OUT[%u].x;\n", i
);
3865 else if (shader_match_semantic(semantic_name
, WINED3DDECLUSAGE_FOG
))
3867 shader_addline(buffer
, "gl_FogFragCoord = OUT[%u].%c;\n", i
, reg_mask
[1]);
3870 shader_addline(buffer
, "}\n");
3872 } else if(ps_major
>= 3 && vs_major
>= 3) {
3873 WORD map
= vs
->baseShader
.reg_maps
.output_registers
;
3875 output_signature
= vs
->baseShader
.output_signature
;
3877 /* This one is tricky: a 3.0 pixel shader reads from a 3.0 vertex shader */
3878 shader_addline(buffer
, "varying vec4 IN[%u];\n", vec4_varyings(3, gl_info
));
3879 shader_addline(buffer
, "void order_ps_input(in vec4 OUT[%u]) {\n", MAX_REG_OUTPUT
);
3881 /* First, sort out position and point size. Those are not passed to the pixel shader */
3882 for (i
= 0; map
; map
>>= 1, ++i
)
3884 if (!(map
& 1)) continue;
3886 semantic_name
= output_signature
[i
].semantic_name
;
3887 shader_glsl_write_mask_to_str(output_signature
[i
].mask
, reg_mask
);
3889 if (shader_match_semantic(semantic_name
, WINED3DDECLUSAGE_POSITION
))
3891 shader_addline(buffer
, "gl_Position%s = OUT[%u]%s;\n", reg_mask
, i
, reg_mask
);
3893 else if (shader_match_semantic(semantic_name
, WINED3DDECLUSAGE_PSIZE
))
3895 shader_addline(buffer
, "gl_PointSize = OUT[%u].x;\n", i
);
3899 /* Then, fix the pixel shader input */
3900 handle_ps3_input(buffer
, gl_info
, ps
->input_reg_map
, ps
->baseShader
.input_signature
,
3901 &ps
->baseShader
.reg_maps
, output_signature
, &vs
->baseShader
.reg_maps
);
3903 shader_addline(buffer
, "}\n");
3904 } else if(ps_major
>= 3 && vs_major
< 3) {
3905 shader_addline(buffer
, "varying vec4 IN[%u];\n", vec4_varyings(3, gl_info
));
3906 shader_addline(buffer
, "void order_ps_input() {\n");
3907 /* The vertex shader wrote to the builtin varyings. There is no need to figure out position and
3908 * point size, but we depend on the optimizers kindness to find out that the pixel shader doesn't
3909 * read gl_TexCoord and gl_ColorX, otherwise we'll run out of varyings
3911 handle_ps3_input(buffer
, gl_info
, ps
->input_reg_map
, ps
->baseShader
.input_signature
,
3912 &ps
->baseShader
.reg_maps
, NULL
, NULL
);
3913 shader_addline(buffer
, "}\n");
3915 ERR("Unexpected vertex and pixel shader version condition: vs: %d, ps: %d\n", vs_major
, ps_major
);
3918 ret
= GL_EXTCALL(glCreateShaderObjectARB(GL_VERTEX_SHADER_ARB
));
3919 checkGLcall("glCreateShaderObjectARB(GL_VERTEX_SHADER_ARB)");
3920 GL_EXTCALL(glShaderSourceARB(ret
, 1, (const char**)&buffer
->buffer
, NULL
));
3921 checkGLcall("glShaderSourceARB(ret, 1, &buffer->buffer, NULL)");
3922 GL_EXTCALL(glCompileShaderARB(ret
));
3923 checkGLcall("glCompileShaderARB(ret)");
3928 /* GL locking is done by the caller */
3929 static void hardcode_local_constants(IWineD3DBaseShaderImpl
*shader
, const struct wined3d_gl_info
*gl_info
,
3930 GLhandleARB programId
, char prefix
)
3932 const local_constant
*lconst
;
3937 LIST_FOR_EACH_ENTRY(lconst
, &shader
->baseShader
.constantsF
, local_constant
, entry
) {
3938 value
= (const float *)lconst
->value
;
3939 snprintf(glsl_name
, sizeof(glsl_name
), "%cLC%u", prefix
, lconst
->idx
);
3940 tmp_loc
= GL_EXTCALL(glGetUniformLocationARB(programId
, glsl_name
));
3941 GL_EXTCALL(glUniform4fvARB(tmp_loc
, 1, value
));
3943 checkGLcall("Hardcoding local constants");
3946 /* GL locking is done by the caller */
3947 static GLuint
shader_glsl_generate_pshader(const struct wined3d_context
*context
,
3948 struct wined3d_shader_buffer
*buffer
, IWineD3DPixelShaderImpl
*This
,
3949 const struct ps_compile_args
*args
, struct ps_np2fixup_info
*np2fixup_info
)
3951 const struct shader_reg_maps
*reg_maps
= &This
->baseShader
.reg_maps
;
3952 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
3953 CONST DWORD
*function
= This
->baseShader
.function
;
3954 struct shader_glsl_ctx_priv priv_ctx
;
3956 /* Create the hw GLSL shader object and assign it as the shader->prgId */
3957 GLhandleARB shader_obj
= GL_EXTCALL(glCreateShaderObjectARB(GL_FRAGMENT_SHADER_ARB
));
3959 memset(&priv_ctx
, 0, sizeof(priv_ctx
));
3960 priv_ctx
.cur_ps_args
= args
;
3961 priv_ctx
.cur_np2fixup_info
= np2fixup_info
;
3963 shader_addline(buffer
, "#version 120\n");
3965 if (gl_info
->supported
[ARB_SHADER_TEXTURE_LOD
] && reg_maps
->usestexldd
)
3967 shader_addline(buffer
, "#extension GL_ARB_shader_texture_lod : enable\n");
3969 if (gl_info
->supported
[ARB_TEXTURE_RECTANGLE
])
3971 /* The spec says that it doesn't have to be explicitly enabled, but the nvidia
3972 * drivers write a warning if we don't do so
3974 shader_addline(buffer
, "#extension GL_ARB_texture_rectangle : enable\n");
3976 if (gl_info
->supported
[EXT_GPU_SHADER4
])
3978 shader_addline(buffer
, "#extension GL_EXT_gpu_shader4 : enable\n");
3981 /* Base Declarations */
3982 shader_generate_glsl_declarations(context
, buffer
, (IWineD3DBaseShader
*)This
, reg_maps
, &priv_ctx
);
3984 /* Pack 3.0 inputs */
3985 if (reg_maps
->shader_version
.major
>= 3 && args
->vp_mode
!= vertexshader
)
3987 shader_glsl_input_pack((IWineD3DPixelShader
*) This
, buffer
,
3988 This
->baseShader
.input_signature
, reg_maps
, args
->vp_mode
);
3991 /* Base Shader Body */
3992 shader_generate_main((IWineD3DBaseShader
*)This
, buffer
, reg_maps
, function
, &priv_ctx
);
3994 /* Pixel shaders < 2.0 place the resulting color in R0 implicitly */
3995 if (reg_maps
->shader_version
.major
< 2)
3997 /* Some older cards like GeforceFX ones don't support multiple buffers, so also not gl_FragData */
3998 shader_addline(buffer
, "gl_FragData[0] = R0;\n");
4001 if (args
->srgb_correction
)
4003 shader_addline(buffer
, "tmp0.xyz = pow(gl_FragData[0].xyz, vec3(srgb_const0.x));\n");
4004 shader_addline(buffer
, "tmp0.xyz = tmp0.xyz * vec3(srgb_const0.y) - vec3(srgb_const0.z);\n");
4005 shader_addline(buffer
, "tmp1.xyz = gl_FragData[0].xyz * vec3(srgb_const0.w);\n");
4006 shader_addline(buffer
, "bvec3 srgb_compare = lessThan(gl_FragData[0].xyz, vec3(srgb_const1.x));\n");
4007 shader_addline(buffer
, "gl_FragData[0].xyz = mix(tmp0.xyz, tmp1.xyz, vec3(srgb_compare));\n");
4008 shader_addline(buffer
, "gl_FragData[0] = clamp(gl_FragData[0], 0.0, 1.0);\n");
4010 /* Pixel shader < 3.0 do not replace the fog stage.
4011 * This implements linear fog computation and blending.
4012 * TODO: non linear fog
4013 * NOTE: gl_Fog.start and gl_Fog.end don't hold fog start s and end e but
4014 * -1/(e-s) and e/(e-s) respectively.
4016 if (reg_maps
->shader_version
.major
< 3)
4019 case FOG_OFF
: break;
4021 shader_addline(buffer
, "float fogstart = -1.0 / (gl_Fog.end - gl_Fog.start);\n");
4022 shader_addline(buffer
, "float fogend = gl_Fog.end * -fogstart;\n");
4023 shader_addline(buffer
, "float Fog = clamp(gl_FogFragCoord * fogstart + fogend, 0.0, 1.0);\n");
4024 shader_addline(buffer
, "gl_FragData[0].xyz = mix(gl_Fog.color.xyz, gl_FragData[0].xyz, Fog);\n");
4027 /* Fog = e^(-gl_Fog.density * gl_FogFragCoord) */
4028 shader_addline(buffer
, "float Fog = exp(-gl_Fog.density * gl_FogFragCoord);\n");
4029 shader_addline(buffer
, "Fog = clamp(Fog, 0.0, 1.0);\n");
4030 shader_addline(buffer
, "gl_FragData[0].xyz = mix(gl_Fog.color.xyz, gl_FragData[0].xyz, Fog);\n");
4033 /* Fog = e^(-(gl_Fog.density * gl_FogFragCoord)^2) */
4034 shader_addline(buffer
, "float Fog = exp(-gl_Fog.density * gl_Fog.density * gl_FogFragCoord * gl_FogFragCoord);\n");
4035 shader_addline(buffer
, "Fog = clamp(Fog, 0.0, 1.0);\n");
4036 shader_addline(buffer
, "gl_FragData[0].xyz = mix(gl_Fog.color.xyz, gl_FragData[0].xyz, Fog);\n");
4041 shader_addline(buffer
, "}\n");
4043 TRACE("Compiling shader object %u\n", shader_obj
);
4044 GL_EXTCALL(glShaderSourceARB(shader_obj
, 1, (const char**)&buffer
->buffer
, NULL
));
4045 GL_EXTCALL(glCompileShaderARB(shader_obj
));
4046 print_glsl_info_log(gl_info
, shader_obj
);
4048 /* Store the shader object */
4052 /* GL locking is done by the caller */
4053 static GLuint
shader_glsl_generate_vshader(const struct wined3d_context
*context
,
4054 struct wined3d_shader_buffer
*buffer
, IWineD3DVertexShaderImpl
*This
,
4055 const struct vs_compile_args
*args
)
4057 const struct shader_reg_maps
*reg_maps
= &This
->baseShader
.reg_maps
;
4058 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
4059 CONST DWORD
*function
= This
->baseShader
.function
;
4060 struct shader_glsl_ctx_priv priv_ctx
;
4062 /* Create the hw GLSL shader program and assign it as the shader->prgId */
4063 GLhandleARB shader_obj
= GL_EXTCALL(glCreateShaderObjectARB(GL_VERTEX_SHADER_ARB
));
4065 shader_addline(buffer
, "#version 120\n");
4067 if (gl_info
->supported
[EXT_GPU_SHADER4
])
4069 shader_addline(buffer
, "#extension GL_EXT_gpu_shader4 : enable\n");
4072 memset(&priv_ctx
, 0, sizeof(priv_ctx
));
4073 priv_ctx
.cur_vs_args
= args
;
4075 /* Base Declarations */
4076 shader_generate_glsl_declarations(context
, buffer
, (IWineD3DBaseShader
*)This
, reg_maps
, &priv_ctx
);
4078 /* Base Shader Body */
4079 shader_generate_main((IWineD3DBaseShader
*)This
, buffer
, reg_maps
, function
, &priv_ctx
);
4081 /* Unpack 3.0 outputs */
4082 if (reg_maps
->shader_version
.major
>= 3) shader_addline(buffer
, "order_ps_input(OUT);\n");
4083 else shader_addline(buffer
, "order_ps_input();\n");
4085 /* The D3DRS_FOGTABLEMODE render state defines if the shader-generated fog coord is used
4086 * or if the fragment depth is used. If the fragment depth is used(FOGTABLEMODE != NONE),
4087 * the fog frag coord is thrown away. If the fog frag coord is used, but not written by
4088 * the shader, it is set to 0.0(fully fogged, since start = 1.0, end = 0.0)
4090 if(args
->fog_src
== VS_FOG_Z
) {
4091 shader_addline(buffer
, "gl_FogFragCoord = gl_Position.z;\n");
4092 } else if (!reg_maps
->fog
) {
4093 shader_addline(buffer
, "gl_FogFragCoord = 0.0;\n");
4096 /* Write the final position.
4098 * OpenGL coordinates specify the center of the pixel while d3d coords specify
4099 * the corner. The offsets are stored in z and w in posFixup. posFixup.y contains
4100 * 1.0 or -1.0 to turn the rendering upside down for offscreen rendering. PosFixup.x
4101 * contains 1.0 to allow a mad.
4103 shader_addline(buffer
, "gl_Position.y = gl_Position.y * posFixup.y;\n");
4104 shader_addline(buffer
, "gl_Position.xy += posFixup.zw * gl_Position.ww;\n");
4105 if(args
->clip_enabled
) {
4106 shader_addline(buffer
, "gl_ClipVertex = gl_Position;\n");
4109 /* Z coord [0;1]->[-1;1] mapping, see comment in transform_projection in state.c
4111 * Basically we want (in homogeneous coordinates) z = z * 2 - 1. However, shaders are run
4112 * before the homogeneous divide, so we have to take the w into account: z = ((z / w) * 2 - 1) * w,
4113 * which is the same as z = z * 2 - w.
4115 shader_addline(buffer
, "gl_Position.z = gl_Position.z * 2.0 - gl_Position.w;\n");
4117 shader_addline(buffer
, "}\n");
4119 TRACE("Compiling shader object %u\n", shader_obj
);
4120 GL_EXTCALL(glShaderSourceARB(shader_obj
, 1, (const char**)&buffer
->buffer
, NULL
));
4121 GL_EXTCALL(glCompileShaderARB(shader_obj
));
4122 print_glsl_info_log(gl_info
, shader_obj
);
4127 static GLhandleARB
find_glsl_pshader(const struct wined3d_context
*context
,
4128 struct wined3d_shader_buffer
*buffer
, IWineD3DPixelShaderImpl
*shader
,
4129 const struct ps_compile_args
*args
, const struct ps_np2fixup_info
**np2fixup_info
)
4133 struct glsl_ps_compiled_shader
*new_array
;
4134 struct glsl_pshader_private
*shader_data
;
4135 struct ps_np2fixup_info
*np2fixup
= NULL
;
4138 if (!shader
->baseShader
.backend_data
)
4140 shader
->baseShader
.backend_data
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(*shader_data
));
4141 if (!shader
->baseShader
.backend_data
)
4143 ERR("Failed to allocate backend data.\n");
4147 shader_data
= shader
->baseShader
.backend_data
;
4149 /* Usually we have very few GL shaders for each d3d shader(just 1 or maybe 2),
4150 * so a linear search is more performant than a hashmap or a binary search
4151 * (cache coherency etc)
4153 for(i
= 0; i
< shader_data
->num_gl_shaders
; i
++) {
4154 if(memcmp(&shader_data
->gl_shaders
[i
].args
, args
, sizeof(*args
)) == 0) {
4155 if(args
->np2_fixup
) *np2fixup_info
= &shader_data
->gl_shaders
[i
].np2fixup
;
4156 return shader_data
->gl_shaders
[i
].prgId
;
4160 TRACE("No matching GL shader found for shader %p, compiling a new shader.\n", shader
);
4161 if(shader_data
->shader_array_size
== shader_data
->num_gl_shaders
) {
4162 if (shader_data
->num_gl_shaders
)
4164 new_size
= shader_data
->shader_array_size
+ max(1, shader_data
->shader_array_size
/ 2);
4165 new_array
= HeapReAlloc(GetProcessHeap(), 0, shader_data
->gl_shaders
,
4166 new_size
* sizeof(*shader_data
->gl_shaders
));
4168 new_array
= HeapAlloc(GetProcessHeap(), 0, sizeof(*shader_data
->gl_shaders
));
4173 ERR("Out of memory\n");
4176 shader_data
->gl_shaders
= new_array
;
4177 shader_data
->shader_array_size
= new_size
;
4180 shader_data
->gl_shaders
[shader_data
->num_gl_shaders
].args
= *args
;
4182 memset(&shader_data
->gl_shaders
[shader_data
->num_gl_shaders
].np2fixup
, 0, sizeof(struct ps_np2fixup_info
));
4183 if (args
->np2_fixup
) np2fixup
= &shader_data
->gl_shaders
[shader_data
->num_gl_shaders
].np2fixup
;
4185 pixelshader_update_samplers(&shader
->baseShader
.reg_maps
,
4186 ((IWineD3DDeviceImpl
*)shader
->baseShader
.device
)->stateBlock
->textures
);
4188 shader_buffer_clear(buffer
);
4189 ret
= shader_glsl_generate_pshader(context
, buffer
, shader
, args
, np2fixup
);
4190 shader_data
->gl_shaders
[shader_data
->num_gl_shaders
++].prgId
= ret
;
4191 *np2fixup_info
= np2fixup
;
4196 static inline BOOL
vs_args_equal(const struct vs_compile_args
*stored
, const struct vs_compile_args
*new,
4197 const DWORD use_map
) {
4198 if((stored
->swizzle_map
& use_map
) != new->swizzle_map
) return FALSE
;
4199 if((stored
->clip_enabled
) != new->clip_enabled
) return FALSE
;
4200 return stored
->fog_src
== new->fog_src
;
4203 static GLhandleARB
find_glsl_vshader(const struct wined3d_context
*context
,
4204 struct wined3d_shader_buffer
*buffer
, IWineD3DVertexShaderImpl
*shader
,
4205 const struct vs_compile_args
*args
)
4209 struct glsl_vs_compiled_shader
*new_array
;
4210 DWORD use_map
= ((IWineD3DDeviceImpl
*)shader
->baseShader
.device
)->strided_streams
.use_map
;
4211 struct glsl_vshader_private
*shader_data
;
4214 if (!shader
->baseShader
.backend_data
)
4216 shader
->baseShader
.backend_data
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(*shader_data
));
4217 if (!shader
->baseShader
.backend_data
)
4219 ERR("Failed to allocate backend data.\n");
4223 shader_data
= shader
->baseShader
.backend_data
;
4225 /* Usually we have very few GL shaders for each d3d shader(just 1 or maybe 2),
4226 * so a linear search is more performant than a hashmap or a binary search
4227 * (cache coherency etc)
4229 for(i
= 0; i
< shader_data
->num_gl_shaders
; i
++) {
4230 if(vs_args_equal(&shader_data
->gl_shaders
[i
].args
, args
, use_map
)) {
4231 return shader_data
->gl_shaders
[i
].prgId
;
4235 TRACE("No matching GL shader found for shader %p, compiling a new shader.\n", shader
);
4237 if(shader_data
->shader_array_size
== shader_data
->num_gl_shaders
) {
4238 if (shader_data
->num_gl_shaders
)
4240 new_size
= shader_data
->shader_array_size
+ max(1, shader_data
->shader_array_size
/ 2);
4241 new_array
= HeapReAlloc(GetProcessHeap(), 0, shader_data
->gl_shaders
,
4242 new_size
* sizeof(*shader_data
->gl_shaders
));
4244 new_array
= HeapAlloc(GetProcessHeap(), 0, sizeof(*shader_data
->gl_shaders
));
4249 ERR("Out of memory\n");
4252 shader_data
->gl_shaders
= new_array
;
4253 shader_data
->shader_array_size
= new_size
;
4256 shader_data
->gl_shaders
[shader_data
->num_gl_shaders
].args
= *args
;
4258 shader_buffer_clear(buffer
);
4259 ret
= shader_glsl_generate_vshader(context
, buffer
, shader
, args
);
4260 shader_data
->gl_shaders
[shader_data
->num_gl_shaders
++].prgId
= ret
;
4265 /** Sets the GLSL program ID for the given pixel and vertex shader combination.
4266 * It sets the programId on the current StateBlock (because it should be called
4267 * inside of the DrawPrimitive() part of the render loop).
4269 * If a program for the given combination does not exist, create one, and store
4270 * the program in the hash table. If it creates a program, it will link the
4271 * given objects, too.
4274 /* GL locking is done by the caller */
4275 static void set_glsl_shader_program(const struct wined3d_context
*context
,
4276 IWineD3DDeviceImpl
*device
, BOOL use_ps
, BOOL use_vs
)
4278 IWineD3DVertexShader
*vshader
= use_vs
? device
->stateBlock
->vertexShader
: NULL
;
4279 IWineD3DPixelShader
*pshader
= use_ps
? device
->stateBlock
->pixelShader
: NULL
;
4280 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
4281 struct shader_glsl_priv
*priv
= device
->shader_priv
;
4282 struct glsl_shader_prog_link
*entry
= NULL
;
4283 GLhandleARB programId
= 0;
4284 GLhandleARB reorder_shader_id
= 0;
4287 struct ps_compile_args ps_compile_args
;
4288 struct vs_compile_args vs_compile_args
;
4290 if (vshader
) find_vs_compile_args((IWineD3DVertexShaderImpl
*)vshader
, device
->stateBlock
, &vs_compile_args
);
4291 if (pshader
) find_ps_compile_args((IWineD3DPixelShaderImpl
*)pshader
, device
->stateBlock
, &ps_compile_args
);
4293 entry
= get_glsl_program_entry(priv
, vshader
, pshader
, &vs_compile_args
, &ps_compile_args
);
4295 priv
->glsl_program
= entry
;
4299 /* If we get to this point, then no matching program exists, so we create one */
4300 programId
= GL_EXTCALL(glCreateProgramObjectARB());
4301 TRACE("Created new GLSL shader program %u\n", programId
);
4303 /* Create the entry */
4304 entry
= HeapAlloc(GetProcessHeap(), 0, sizeof(struct glsl_shader_prog_link
));
4305 entry
->programId
= programId
;
4306 entry
->vshader
= vshader
;
4307 entry
->pshader
= pshader
;
4308 entry
->vs_args
= vs_compile_args
;
4309 entry
->ps_args
= ps_compile_args
;
4310 entry
->constant_version
= 0;
4311 entry
->np2Fixup_info
= NULL
;
4312 /* Add the hash table entry */
4313 add_glsl_program_entry(priv
, entry
);
4315 /* Set the current program */
4316 priv
->glsl_program
= entry
;
4318 /* Attach GLSL vshader */
4321 GLhandleARB vshader_id
= find_glsl_vshader(context
, &priv
->shader_buffer
,
4322 (IWineD3DVertexShaderImpl
*)vshader
, &vs_compile_args
);
4323 WORD map
= ((IWineD3DBaseShaderImpl
*)vshader
)->baseShader
.reg_maps
.input_registers
;
4326 reorder_shader_id
= generate_param_reorder_function(&priv
->shader_buffer
, vshader
, pshader
, gl_info
);
4327 TRACE("Attaching GLSL shader object %u to program %u\n", reorder_shader_id
, programId
);
4328 GL_EXTCALL(glAttachObjectARB(programId
, reorder_shader_id
));
4329 checkGLcall("glAttachObjectARB");
4330 /* Flag the reorder function for deletion, then it will be freed automatically when the program
4333 GL_EXTCALL(glDeleteObjectARB(reorder_shader_id
));
4335 TRACE("Attaching GLSL shader object %u to program %u\n", vshader_id
, programId
);
4336 GL_EXTCALL(glAttachObjectARB(programId
, vshader_id
));
4337 checkGLcall("glAttachObjectARB");
4339 /* Bind vertex attributes to a corresponding index number to match
4340 * the same index numbers as ARB_vertex_programs (makes loading
4341 * vertex attributes simpler). With this method, we can use the
4342 * exact same code to load the attributes later for both ARB and
4345 * We have to do this here because we need to know the Program ID
4346 * in order to make the bindings work, and it has to be done prior
4347 * to linking the GLSL program. */
4348 for (i
= 0; map
; map
>>= 1, ++i
)
4350 if (!(map
& 1)) continue;
4352 snprintf(tmp_name
, sizeof(tmp_name
), "attrib%u", i
);
4353 GL_EXTCALL(glBindAttribLocationARB(programId
, i
, tmp_name
));
4355 checkGLcall("glBindAttribLocationARB");
4357 list_add_head(&((IWineD3DBaseShaderImpl
*)vshader
)->baseShader
.linked_programs
, &entry
->vshader_entry
);
4360 /* Attach GLSL pshader */
4363 GLhandleARB pshader_id
= find_glsl_pshader(context
, &priv
->shader_buffer
,
4364 (IWineD3DPixelShaderImpl
*)pshader
, &ps_compile_args
, &entry
->np2Fixup_info
);
4365 TRACE("Attaching GLSL shader object %u to program %u\n", pshader_id
, programId
);
4366 GL_EXTCALL(glAttachObjectARB(programId
, pshader_id
));
4367 checkGLcall("glAttachObjectARB");
4369 list_add_head(&((IWineD3DBaseShaderImpl
*)pshader
)->baseShader
.linked_programs
, &entry
->pshader_entry
);
4372 /* Link the program */
4373 TRACE("Linking GLSL shader program %u\n", programId
);
4374 GL_EXTCALL(glLinkProgramARB(programId
));
4375 shader_glsl_validate_link(gl_info
, programId
);
4377 entry
->vuniformF_locations
= HeapAlloc(GetProcessHeap(), 0,
4378 sizeof(GLhandleARB
) * gl_info
->limits
.glsl_vs_float_constants
);
4379 for (i
= 0; i
< gl_info
->limits
.glsl_vs_float_constants
; ++i
)
4381 snprintf(glsl_name
, sizeof(glsl_name
), "VC[%i]", i
);
4382 entry
->vuniformF_locations
[i
] = GL_EXTCALL(glGetUniformLocationARB(programId
, glsl_name
));
4384 for (i
= 0; i
< MAX_CONST_I
; ++i
)
4386 snprintf(glsl_name
, sizeof(glsl_name
), "VI[%i]", i
);
4387 entry
->vuniformI_locations
[i
] = GL_EXTCALL(glGetUniformLocationARB(programId
, glsl_name
));
4389 entry
->puniformF_locations
= HeapAlloc(GetProcessHeap(), 0,
4390 sizeof(GLhandleARB
) * gl_info
->limits
.glsl_ps_float_constants
);
4391 for (i
= 0; i
< gl_info
->limits
.glsl_ps_float_constants
; ++i
)
4393 snprintf(glsl_name
, sizeof(glsl_name
), "PC[%i]", i
);
4394 entry
->puniformF_locations
[i
] = GL_EXTCALL(glGetUniformLocationARB(programId
, glsl_name
));
4396 for (i
= 0; i
< MAX_CONST_I
; ++i
)
4398 snprintf(glsl_name
, sizeof(glsl_name
), "PI[%i]", i
);
4399 entry
->puniformI_locations
[i
] = GL_EXTCALL(glGetUniformLocationARB(programId
, glsl_name
));
4405 for(i
= 0; i
< MAX_TEXTURES
; i
++) {
4406 sprintf(name
, "bumpenvmat%u", i
);
4407 entry
->bumpenvmat_location
[i
] = GL_EXTCALL(glGetUniformLocationARB(programId
, name
));
4408 sprintf(name
, "luminancescale%u", i
);
4409 entry
->luminancescale_location
[i
] = GL_EXTCALL(glGetUniformLocationARB(programId
, name
));
4410 sprintf(name
, "luminanceoffset%u", i
);
4411 entry
->luminanceoffset_location
[i
] = GL_EXTCALL(glGetUniformLocationARB(programId
, name
));
4414 if (ps_compile_args
.np2_fixup
) {
4415 if (entry
->np2Fixup_info
) {
4416 entry
->np2Fixup_location
= GL_EXTCALL(glGetUniformLocationARB(programId
, "PsamplerNP2Fixup"));
4418 FIXME("NP2 texcoord fixup needed for this pixelshader, but no fixup uniform found.\n");
4423 entry
->posFixup_location
= GL_EXTCALL(glGetUniformLocationARB(programId
, "posFixup"));
4424 entry
->ycorrection_location
= GL_EXTCALL(glGetUniformLocationARB(programId
, "ycorrection"));
4425 checkGLcall("Find glsl program uniform locations");
4428 && ((IWineD3DPixelShaderImpl
*)pshader
)->baseShader
.reg_maps
.shader_version
.major
>= 3
4429 && ((IWineD3DPixelShaderImpl
*)pshader
)->declared_in_count
> vec4_varyings(3, gl_info
))
4431 TRACE("Shader %d needs vertex color clamping disabled\n", programId
);
4432 entry
->vertex_color_clamp
= GL_FALSE
;
4434 entry
->vertex_color_clamp
= GL_FIXED_ONLY_ARB
;
4437 /* Set the shader to allow uniform loading on it */
4438 GL_EXTCALL(glUseProgramObjectARB(programId
));
4439 checkGLcall("glUseProgramObjectARB(programId)");
4441 /* Load the vertex and pixel samplers now. The function that finds the mappings makes sure
4442 * that it stays the same for each vertexshader-pixelshader pair(=linked glsl program). If
4443 * a pshader with fixed function pipeline is used there are no vertex samplers, and if a
4444 * vertex shader with fixed function pixel processing is used we make sure that the card
4445 * supports enough samplers to allow the max number of vertex samplers with all possible
4446 * fixed function fragment processing setups. So once the program is linked these samplers
4449 if (vshader
) shader_glsl_load_vsamplers(gl_info
, device
->texUnitMap
, programId
);
4450 if (pshader
) shader_glsl_load_psamplers(gl_info
, device
->texUnitMap
, programId
);
4452 /* If the local constants do not have to be loaded with the environment constants,
4453 * load them now to have them hardcoded in the GLSL program. This saves some CPU cycles
4456 if (pshader
&& !((IWineD3DBaseShaderImpl
*)pshader
)->baseShader
.load_local_constsF
)
4458 hardcode_local_constants((IWineD3DBaseShaderImpl
*) pshader
, gl_info
, programId
, 'P');
4460 if (vshader
&& !((IWineD3DBaseShaderImpl
*)vshader
)->baseShader
.load_local_constsF
)
4462 hardcode_local_constants((IWineD3DBaseShaderImpl
*) vshader
, gl_info
, programId
, 'V');
4466 /* GL locking is done by the caller */
4467 static GLhandleARB
create_glsl_blt_shader(const struct wined3d_gl_info
*gl_info
, enum tex_types tex_type
, BOOL masked
)
4469 GLhandleARB program_id
;
4470 GLhandleARB vshader_id
, pshader_id
;
4471 const char *blt_pshader
;
4473 static const char *blt_vshader
[] =
4478 " gl_Position = gl_Vertex;\n"
4479 " gl_FrontColor = vec4(1.0);\n"
4480 " gl_TexCoord[0] = gl_MultiTexCoord0;\n"
4484 static const char *blt_pshaders_full
[tex_type_count
] =
4490 "uniform sampler2D sampler;\n"
4493 " gl_FragDepth = texture2D(sampler, gl_TexCoord[0].xy).x;\n"
4499 "uniform samplerCube sampler;\n"
4502 " gl_FragDepth = textureCube(sampler, gl_TexCoord[0].xyz).x;\n"
4506 "#extension GL_ARB_texture_rectangle : enable\n"
4507 "uniform sampler2DRect sampler;\n"
4510 " gl_FragDepth = texture2DRect(sampler, gl_TexCoord[0].xy).x;\n"
4514 static const char *blt_pshaders_masked
[tex_type_count
] =
4520 "uniform sampler2D sampler;\n"
4521 "uniform vec4 mask;\n"
4524 " if (all(lessThan(gl_FragCoord.xy, mask.zw))) discard;\n"
4525 " gl_FragDepth = texture2D(sampler, gl_TexCoord[0].xy).x;\n"
4531 "uniform samplerCube sampler;\n"
4532 "uniform vec4 mask;\n"
4535 " if (all(lessThan(gl_FragCoord.xy, mask.zw))) discard;\n"
4536 " gl_FragDepth = textureCube(sampler, gl_TexCoord[0].xyz).x;\n"
4540 "#extension GL_ARB_texture_rectangle : enable\n"
4541 "uniform sampler2DRect sampler;\n"
4542 "uniform vec4 mask;\n"
4545 " if (all(lessThan(gl_FragCoord.xy, mask.zw))) discard;\n"
4546 " gl_FragDepth = texture2DRect(sampler, gl_TexCoord[0].xy).x;\n"
4550 blt_pshader
= masked
? blt_pshaders_masked
[tex_type
] : blt_pshaders_full
[tex_type
];
4553 FIXME("tex_type %#x not supported\n", tex_type
);
4557 vshader_id
= GL_EXTCALL(glCreateShaderObjectARB(GL_VERTEX_SHADER_ARB
));
4558 GL_EXTCALL(glShaderSourceARB(vshader_id
, 1, blt_vshader
, NULL
));
4559 GL_EXTCALL(glCompileShaderARB(vshader_id
));
4561 pshader_id
= GL_EXTCALL(glCreateShaderObjectARB(GL_FRAGMENT_SHADER_ARB
));
4562 GL_EXTCALL(glShaderSourceARB(pshader_id
, 1, &blt_pshader
, NULL
));
4563 GL_EXTCALL(glCompileShaderARB(pshader_id
));
4565 program_id
= GL_EXTCALL(glCreateProgramObjectARB());
4566 GL_EXTCALL(glAttachObjectARB(program_id
, vshader_id
));
4567 GL_EXTCALL(glAttachObjectARB(program_id
, pshader_id
));
4568 GL_EXTCALL(glLinkProgramARB(program_id
));
4570 shader_glsl_validate_link(gl_info
, program_id
);
4572 /* Once linked we can mark the shaders for deletion. They will be deleted once the program
4575 GL_EXTCALL(glDeleteObjectARB(vshader_id
));
4576 GL_EXTCALL(glDeleteObjectARB(pshader_id
));
4580 /* GL locking is done by the caller */
4581 static void shader_glsl_select(const struct wined3d_context
*context
, BOOL usePS
, BOOL useVS
)
4583 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
4584 IWineD3DDeviceImpl
*device
= context
->swapchain
->device
;
4585 struct shader_glsl_priv
*priv
= device
->shader_priv
;
4586 GLhandleARB program_id
= 0;
4587 GLenum old_vertex_color_clamp
, current_vertex_color_clamp
;
4589 old_vertex_color_clamp
= priv
->glsl_program
? priv
->glsl_program
->vertex_color_clamp
: GL_FIXED_ONLY_ARB
;
4591 if (useVS
|| usePS
) set_glsl_shader_program(context
, device
, usePS
, useVS
);
4592 else priv
->glsl_program
= NULL
;
4594 current_vertex_color_clamp
= priv
->glsl_program
? priv
->glsl_program
->vertex_color_clamp
: GL_FIXED_ONLY_ARB
;
4596 if (old_vertex_color_clamp
!= current_vertex_color_clamp
)
4598 if (gl_info
->supported
[ARB_COLOR_BUFFER_FLOAT
])
4600 GL_EXTCALL(glClampColorARB(GL_CLAMP_VERTEX_COLOR_ARB
, current_vertex_color_clamp
));
4601 checkGLcall("glClampColorARB");
4605 FIXME("vertex color clamp needs to be changed, but extension not supported.\n");
4609 program_id
= priv
->glsl_program
? priv
->glsl_program
->programId
: 0;
4610 if (program_id
) TRACE("Using GLSL program %u\n", program_id
);
4611 GL_EXTCALL(glUseProgramObjectARB(program_id
));
4612 checkGLcall("glUseProgramObjectARB");
4614 /* In case that NP2 texcoord fixup data is found for the selected program, trigger a reload of the
4615 * constants. This has to be done because it can't be guaranteed that sampler() (from state.c) is
4616 * called between selecting the shader and using it, which results in wrong fixup for some frames. */
4617 if (priv
->glsl_program
&& priv
->glsl_program
->np2Fixup_info
)
4619 shader_glsl_load_np2fixup_constants((IWineD3DDevice
*)device
, usePS
, useVS
);
4623 /* GL locking is done by the caller */
4624 static void shader_glsl_select_depth_blt(IWineD3DDevice
*iface
,
4625 enum tex_types tex_type
, const SIZE
*ds_mask_size
)
4627 IWineD3DDeviceImpl
*This
= (IWineD3DDeviceImpl
*)iface
;
4628 const struct wined3d_gl_info
*gl_info
= &This
->adapter
->gl_info
;
4629 BOOL masked
= ds_mask_size
->cx
&& ds_mask_size
->cy
;
4630 struct shader_glsl_priv
*priv
= This
->shader_priv
;
4631 GLhandleARB
*blt_program
;
4634 blt_program
= masked
? &priv
->depth_blt_program_masked
[tex_type
] : &priv
->depth_blt_program_full
[tex_type
];
4637 *blt_program
= create_glsl_blt_shader(gl_info
, tex_type
, masked
);
4638 loc
= GL_EXTCALL(glGetUniformLocationARB(*blt_program
, "sampler"));
4639 GL_EXTCALL(glUseProgramObjectARB(*blt_program
));
4640 GL_EXTCALL(glUniform1iARB(loc
, 0));
4644 GL_EXTCALL(glUseProgramObjectARB(*blt_program
));
4649 loc
= GL_EXTCALL(glGetUniformLocationARB(*blt_program
, "mask"));
4650 GL_EXTCALL(glUniform4fARB(loc
, 0.0f
, 0.0f
, (float)ds_mask_size
->cx
, (float)ds_mask_size
->cy
));
4654 /* GL locking is done by the caller */
4655 static void shader_glsl_deselect_depth_blt(IWineD3DDevice
*iface
) {
4656 IWineD3DDeviceImpl
*This
= (IWineD3DDeviceImpl
*)iface
;
4657 const struct wined3d_gl_info
*gl_info
= &This
->adapter
->gl_info
;
4658 struct shader_glsl_priv
*priv
= This
->shader_priv
;
4659 GLhandleARB program_id
;
4661 program_id
= priv
->glsl_program
? priv
->glsl_program
->programId
: 0;
4662 if (program_id
) TRACE("Using GLSL program %u\n", program_id
);
4664 GL_EXTCALL(glUseProgramObjectARB(program_id
));
4665 checkGLcall("glUseProgramObjectARB");
4668 static void shader_glsl_destroy(IWineD3DBaseShader
*iface
) {
4669 const struct list
*linked_programs
;
4670 IWineD3DBaseShaderImpl
*This
= (IWineD3DBaseShaderImpl
*) iface
;
4671 IWineD3DDeviceImpl
*device
= (IWineD3DDeviceImpl
*)This
->baseShader
.device
;
4672 struct shader_glsl_priv
*priv
= device
->shader_priv
;
4673 const struct wined3d_gl_info
*gl_info
;
4674 struct wined3d_context
*context
;
4676 /* Note: Do not use QueryInterface here to find out which shader type this is because this code
4677 * can be called from IWineD3DBaseShader::Release
4679 char pshader
= shader_is_pshader_version(This
->baseShader
.reg_maps
.shader_version
.type
);
4682 struct glsl_pshader_private
*shader_data
;
4683 shader_data
= This
->baseShader
.backend_data
;
4684 if(!shader_data
|| shader_data
->num_gl_shaders
== 0)
4686 HeapFree(GetProcessHeap(), 0, shader_data
);
4687 This
->baseShader
.backend_data
= NULL
;
4691 context
= context_acquire(device
, NULL
);
4692 gl_info
= context
->gl_info
;
4694 if (priv
->glsl_program
&& (IWineD3DBaseShader
*)priv
->glsl_program
->pshader
== iface
)
4697 shader_glsl_select(context
, FALSE
, FALSE
);
4701 struct glsl_vshader_private
*shader_data
;
4702 shader_data
= This
->baseShader
.backend_data
;
4703 if(!shader_data
|| shader_data
->num_gl_shaders
== 0)
4705 HeapFree(GetProcessHeap(), 0, shader_data
);
4706 This
->baseShader
.backend_data
= NULL
;
4710 context
= context_acquire(device
, NULL
);
4711 gl_info
= context
->gl_info
;
4713 if (priv
->glsl_program
&& (IWineD3DBaseShader
*)priv
->glsl_program
->vshader
== iface
)
4716 shader_glsl_select(context
, FALSE
, FALSE
);
4721 linked_programs
= &This
->baseShader
.linked_programs
;
4723 TRACE("Deleting linked programs\n");
4724 if (linked_programs
->next
) {
4725 struct glsl_shader_prog_link
*entry
, *entry2
;
4729 LIST_FOR_EACH_ENTRY_SAFE(entry
, entry2
, linked_programs
, struct glsl_shader_prog_link
, pshader_entry
) {
4730 delete_glsl_program_entry(priv
, gl_info
, entry
);
4733 LIST_FOR_EACH_ENTRY_SAFE(entry
, entry2
, linked_programs
, struct glsl_shader_prog_link
, vshader_entry
) {
4734 delete_glsl_program_entry(priv
, gl_info
, entry
);
4742 struct glsl_pshader_private
*shader_data
= This
->baseShader
.backend_data
;
4745 for(i
= 0; i
< shader_data
->num_gl_shaders
; i
++) {
4746 TRACE("deleting pshader %u\n", shader_data
->gl_shaders
[i
].prgId
);
4747 GL_EXTCALL(glDeleteObjectARB(shader_data
->gl_shaders
[i
].prgId
));
4748 checkGLcall("glDeleteObjectARB");
4751 HeapFree(GetProcessHeap(), 0, shader_data
->gl_shaders
);
4756 struct glsl_vshader_private
*shader_data
= This
->baseShader
.backend_data
;
4759 for(i
= 0; i
< shader_data
->num_gl_shaders
; i
++) {
4760 TRACE("deleting vshader %u\n", shader_data
->gl_shaders
[i
].prgId
);
4761 GL_EXTCALL(glDeleteObjectARB(shader_data
->gl_shaders
[i
].prgId
));
4762 checkGLcall("glDeleteObjectARB");
4765 HeapFree(GetProcessHeap(), 0, shader_data
->gl_shaders
);
4768 HeapFree(GetProcessHeap(), 0, This
->baseShader
.backend_data
);
4769 This
->baseShader
.backend_data
= NULL
;
4771 context_release(context
);
4774 static int glsl_program_key_compare(const void *key
, const struct wine_rb_entry
*entry
)
4776 const glsl_program_key_t
*k
= key
;
4777 const struct glsl_shader_prog_link
*prog
= WINE_RB_ENTRY_VALUE(entry
,
4778 const struct glsl_shader_prog_link
, program_lookup_entry
);
4781 if (k
->vshader
> prog
->vshader
) return 1;
4782 else if (k
->vshader
< prog
->vshader
) return -1;
4784 if (k
->pshader
> prog
->pshader
) return 1;
4785 else if (k
->pshader
< prog
->pshader
) return -1;
4787 if (k
->vshader
&& (cmp
= memcmp(&k
->vs_args
, &prog
->vs_args
, sizeof(prog
->vs_args
)))) return cmp
;
4788 if (k
->pshader
&& (cmp
= memcmp(&k
->ps_args
, &prog
->ps_args
, sizeof(prog
->ps_args
)))) return cmp
;
4793 static BOOL
constant_heap_init(struct constant_heap
*heap
, unsigned int constant_count
)
4795 SIZE_T size
= (constant_count
+ 1) * sizeof(*heap
->entries
) + constant_count
* sizeof(*heap
->positions
);
4796 void *mem
= HeapAlloc(GetProcessHeap(), 0, size
);
4800 ERR("Failed to allocate memory\n");
4804 heap
->entries
= mem
;
4805 heap
->entries
[1].version
= 0;
4806 heap
->positions
= (unsigned int *)(heap
->entries
+ constant_count
+ 1);
4812 static void constant_heap_free(struct constant_heap
*heap
)
4814 HeapFree(GetProcessHeap(), 0, heap
->entries
);
4817 static const struct wine_rb_functions wined3d_glsl_program_rb_functions
=
4822 glsl_program_key_compare
,
4825 static HRESULT
shader_glsl_alloc(IWineD3DDevice
*iface
) {
4826 IWineD3DDeviceImpl
*This
= (IWineD3DDeviceImpl
*)iface
;
4827 const struct wined3d_gl_info
*gl_info
= &This
->adapter
->gl_info
;
4828 struct shader_glsl_priv
*priv
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(struct shader_glsl_priv
));
4829 SIZE_T stack_size
= wined3d_log2i(max(gl_info
->limits
.glsl_vs_float_constants
,
4830 gl_info
->limits
.glsl_ps_float_constants
)) + 1;
4832 if (!shader_buffer_init(&priv
->shader_buffer
))
4834 ERR("Failed to initialize shader buffer.\n");
4838 priv
->stack
= HeapAlloc(GetProcessHeap(), 0, stack_size
* sizeof(*priv
->stack
));
4841 ERR("Failed to allocate memory.\n");
4845 if (!constant_heap_init(&priv
->vconst_heap
, gl_info
->limits
.glsl_vs_float_constants
))
4847 ERR("Failed to initialize vertex shader constant heap\n");
4851 if (!constant_heap_init(&priv
->pconst_heap
, gl_info
->limits
.glsl_ps_float_constants
))
4853 ERR("Failed to initialize pixel shader constant heap\n");
4857 if (wine_rb_init(&priv
->program_lookup
, &wined3d_glsl_program_rb_functions
) == -1)
4859 ERR("Failed to initialize rbtree.\n");
4863 priv
->next_constant_version
= 1;
4865 This
->shader_priv
= priv
;
4869 constant_heap_free(&priv
->pconst_heap
);
4870 constant_heap_free(&priv
->vconst_heap
);
4871 HeapFree(GetProcessHeap(), 0, priv
->stack
);
4872 shader_buffer_free(&priv
->shader_buffer
);
4873 HeapFree(GetProcessHeap(), 0, priv
);
4874 return E_OUTOFMEMORY
;
4877 /* Context activation is done by the caller. */
4878 static void shader_glsl_free(IWineD3DDevice
*iface
) {
4879 IWineD3DDeviceImpl
*This
= (IWineD3DDeviceImpl
*)iface
;
4880 const struct wined3d_gl_info
*gl_info
= &This
->adapter
->gl_info
;
4881 struct shader_glsl_priv
*priv
= This
->shader_priv
;
4885 for (i
= 0; i
< tex_type_count
; ++i
)
4887 if (priv
->depth_blt_program_full
[i
])
4889 GL_EXTCALL(glDeleteObjectARB(priv
->depth_blt_program_full
[i
]));
4891 if (priv
->depth_blt_program_masked
[i
])
4893 GL_EXTCALL(glDeleteObjectARB(priv
->depth_blt_program_masked
[i
]));
4898 wine_rb_destroy(&priv
->program_lookup
, NULL
, NULL
);
4899 constant_heap_free(&priv
->pconst_heap
);
4900 constant_heap_free(&priv
->vconst_heap
);
4901 HeapFree(GetProcessHeap(), 0, priv
->stack
);
4902 shader_buffer_free(&priv
->shader_buffer
);
4904 HeapFree(GetProcessHeap(), 0, This
->shader_priv
);
4905 This
->shader_priv
= NULL
;
4908 static BOOL
shader_glsl_dirty_const(IWineD3DDevice
*iface
) {
4909 /* TODO: GL_EXT_bindable_uniform can be used to share constants across shaders */
4913 static void shader_glsl_get_caps(const struct wined3d_gl_info
*gl_info
, struct shader_caps
*pCaps
)
4915 /* Nvidia Geforce6/7 or Ati R4xx/R5xx cards with GLSL support, support VS 3.0 but older Nvidia/Ati
4916 * models with GLSL support only support 2.0. In case of nvidia we can detect VS 2.0 support based
4917 * on the version of NV_vertex_program.
4918 * For Ati cards there's no way using glsl (it abstracts the lowlevel info away) and also not
4919 * using ARB_vertex_program. It is safe to assume that when a card supports pixel shader 2.0 it
4920 * supports vertex shader 2.0 too and the way around. We can detect ps2.0 using the maximum number
4921 * of native instructions, so use that here. For more info see the pixel shader versioning code below.
4923 if ((gl_info
->supported
[NV_VERTEX_PROGRAM2
] && !gl_info
->supported
[NV_VERTEX_PROGRAM3
])
4924 || gl_info
->limits
.arb_ps_instructions
<= 512)
4925 pCaps
->VertexShaderVersion
= WINED3DVS_VERSION(2,0);
4927 pCaps
->VertexShaderVersion
= WINED3DVS_VERSION(3,0);
4928 TRACE_(d3d_caps
)("Hardware vertex shader version %d.%d enabled (GLSL)\n", (pCaps
->VertexShaderVersion
>> 8) & 0xff, pCaps
->VertexShaderVersion
& 0xff);
4929 pCaps
->MaxVertexShaderConst
= gl_info
->limits
.glsl_vs_float_constants
;
4931 /* Older DX9-class videocards (GeforceFX / Radeon >9500/X*00) only support pixel shader 2.0/2.0a/2.0b.
4932 * In OpenGL the extensions related to GLSL abstract lowlevel GL info away which is needed
4933 * to distinguish between 2.0 and 3.0 (and 2.0a/2.0b). In case of Nvidia we use their fragment
4934 * program extensions. On other hardware including ATI GL_ARB_fragment_program offers the info
4935 * in max native instructions. Intel and others also offer the info in this extension but they
4936 * don't support GLSL (at least on Windows).
4938 * PS2.0 requires at least 96 instructions, 2.0a/2.0b go up to 512. Assume that if the number
4939 * of instructions is 512 or less we have to do with ps2.0 hardware.
4940 * 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.
4942 if ((gl_info
->supported
[NV_FRAGMENT_PROGRAM
] && !gl_info
->supported
[NV_FRAGMENT_PROGRAM2
])
4943 || gl_info
->limits
.arb_ps_instructions
<= 512)
4944 pCaps
->PixelShaderVersion
= WINED3DPS_VERSION(2,0);
4946 pCaps
->PixelShaderVersion
= WINED3DPS_VERSION(3,0);
4948 pCaps
->MaxPixelShaderConst
= gl_info
->limits
.glsl_ps_float_constants
;
4950 /* FIXME: The following line is card dependent. -8.0 to 8.0 is the
4951 * Direct3D minimum requirement.
4953 * Both GL_ARB_fragment_program and GLSL require a "maximum representable magnitude"
4954 * of colors to be 2^10, and 2^32 for other floats. Should we use 1024 here?
4956 * The problem is that the refrast clamps temporary results in the shader to
4957 * [-MaxValue;+MaxValue]. If the card's max value is bigger than the one we advertize here,
4958 * then applications may miss the clamping behavior. On the other hand, if it is smaller,
4959 * the shader will generate incorrect results too. Unfortunately, GL deliberately doesn't
4960 * offer a way to query this.
4962 pCaps
->PixelShader1xMaxValue
= 8.0;
4963 TRACE_(d3d_caps
)("Hardware pixel shader version %d.%d enabled (GLSL)\n", (pCaps
->PixelShaderVersion
>> 8) & 0xff, pCaps
->PixelShaderVersion
& 0xff);
4965 pCaps
->VSClipping
= TRUE
;
4968 static BOOL
shader_glsl_color_fixup_supported(struct color_fixup_desc fixup
)
4970 if (TRACE_ON(d3d_shader
) && TRACE_ON(d3d
))
4972 TRACE("Checking support for fixup:\n");
4973 dump_color_fixup_desc(fixup
);
4976 /* We support everything except YUV conversions. */
4977 if (!is_complex_fixup(fixup
))
4983 TRACE("[FAILED]\n");
4987 static const SHADER_HANDLER shader_glsl_instruction_handler_table
[WINED3DSIH_TABLE_SIZE
] =
4989 /* WINED3DSIH_ABS */ shader_glsl_map2gl
,
4990 /* WINED3DSIH_ADD */ shader_glsl_arith
,
4991 /* WINED3DSIH_BEM */ shader_glsl_bem
,
4992 /* WINED3DSIH_BREAK */ shader_glsl_break
,
4993 /* WINED3DSIH_BREAKC */ shader_glsl_breakc
,
4994 /* WINED3DSIH_BREAKP */ NULL
,
4995 /* WINED3DSIH_CALL */ shader_glsl_call
,
4996 /* WINED3DSIH_CALLNZ */ shader_glsl_callnz
,
4997 /* WINED3DSIH_CMP */ shader_glsl_cmp
,
4998 /* WINED3DSIH_CND */ shader_glsl_cnd
,
4999 /* WINED3DSIH_CRS */ shader_glsl_cross
,
5000 /* WINED3DSIH_CUT */ NULL
,
5001 /* WINED3DSIH_DCL */ NULL
,
5002 /* WINED3DSIH_DEF */ NULL
,
5003 /* WINED3DSIH_DEFB */ NULL
,
5004 /* WINED3DSIH_DEFI */ NULL
,
5005 /* WINED3DSIH_DP2ADD */ shader_glsl_dp2add
,
5006 /* WINED3DSIH_DP3 */ shader_glsl_dot
,
5007 /* WINED3DSIH_DP4 */ shader_glsl_dot
,
5008 /* WINED3DSIH_DST */ shader_glsl_dst
,
5009 /* WINED3DSIH_DSX */ shader_glsl_map2gl
,
5010 /* WINED3DSIH_DSY */ shader_glsl_map2gl
,
5011 /* WINED3DSIH_ELSE */ shader_glsl_else
,
5012 /* WINED3DSIH_EMIT */ NULL
,
5013 /* WINED3DSIH_ENDIF */ shader_glsl_end
,
5014 /* WINED3DSIH_ENDLOOP */ shader_glsl_end
,
5015 /* WINED3DSIH_ENDREP */ shader_glsl_end
,
5016 /* WINED3DSIH_EXP */ shader_glsl_map2gl
,
5017 /* WINED3DSIH_EXPP */ shader_glsl_expp
,
5018 /* WINED3DSIH_FRC */ shader_glsl_map2gl
,
5019 /* WINED3DSIH_IADD */ NULL
,
5020 /* WINED3DSIH_IF */ shader_glsl_if
,
5021 /* WINED3DSIH_IFC */ shader_glsl_ifc
,
5022 /* WINED3DSIH_IGE */ NULL
,
5023 /* WINED3DSIH_LABEL */ shader_glsl_label
,
5024 /* WINED3DSIH_LIT */ shader_glsl_lit
,
5025 /* WINED3DSIH_LOG */ shader_glsl_log
,
5026 /* WINED3DSIH_LOGP */ shader_glsl_log
,
5027 /* WINED3DSIH_LOOP */ shader_glsl_loop
,
5028 /* WINED3DSIH_LRP */ shader_glsl_lrp
,
5029 /* WINED3DSIH_LT */ NULL
,
5030 /* WINED3DSIH_M3x2 */ shader_glsl_mnxn
,
5031 /* WINED3DSIH_M3x3 */ shader_glsl_mnxn
,
5032 /* WINED3DSIH_M3x4 */ shader_glsl_mnxn
,
5033 /* WINED3DSIH_M4x3 */ shader_glsl_mnxn
,
5034 /* WINED3DSIH_M4x4 */ shader_glsl_mnxn
,
5035 /* WINED3DSIH_MAD */ shader_glsl_mad
,
5036 /* WINED3DSIH_MAX */ shader_glsl_map2gl
,
5037 /* WINED3DSIH_MIN */ shader_glsl_map2gl
,
5038 /* WINED3DSIH_MOV */ shader_glsl_mov
,
5039 /* WINED3DSIH_MOVA */ shader_glsl_mov
,
5040 /* WINED3DSIH_MUL */ shader_glsl_arith
,
5041 /* WINED3DSIH_NOP */ NULL
,
5042 /* WINED3DSIH_NRM */ shader_glsl_nrm
,
5043 /* WINED3DSIH_PHASE */ NULL
,
5044 /* WINED3DSIH_POW */ shader_glsl_pow
,
5045 /* WINED3DSIH_RCP */ shader_glsl_rcp
,
5046 /* WINED3DSIH_REP */ shader_glsl_rep
,
5047 /* WINED3DSIH_RET */ shader_glsl_ret
,
5048 /* WINED3DSIH_RSQ */ shader_glsl_rsq
,
5049 /* WINED3DSIH_SETP */ NULL
,
5050 /* WINED3DSIH_SGE */ shader_glsl_compare
,
5051 /* WINED3DSIH_SGN */ shader_glsl_sgn
,
5052 /* WINED3DSIH_SINCOS */ shader_glsl_sincos
,
5053 /* WINED3DSIH_SLT */ shader_glsl_compare
,
5054 /* WINED3DSIH_SUB */ shader_glsl_arith
,
5055 /* WINED3DSIH_TEX */ shader_glsl_tex
,
5056 /* WINED3DSIH_TEXBEM */ shader_glsl_texbem
,
5057 /* WINED3DSIH_TEXBEML */ shader_glsl_texbem
,
5058 /* WINED3DSIH_TEXCOORD */ shader_glsl_texcoord
,
5059 /* WINED3DSIH_TEXDEPTH */ shader_glsl_texdepth
,
5060 /* WINED3DSIH_TEXDP3 */ shader_glsl_texdp3
,
5061 /* WINED3DSIH_TEXDP3TEX */ shader_glsl_texdp3tex
,
5062 /* WINED3DSIH_TEXKILL */ shader_glsl_texkill
,
5063 /* WINED3DSIH_TEXLDD */ shader_glsl_texldd
,
5064 /* WINED3DSIH_TEXLDL */ shader_glsl_texldl
,
5065 /* WINED3DSIH_TEXM3x2DEPTH */ shader_glsl_texm3x2depth
,
5066 /* WINED3DSIH_TEXM3x2PAD */ shader_glsl_texm3x2pad
,
5067 /* WINED3DSIH_TEXM3x2TEX */ shader_glsl_texm3x2tex
,
5068 /* WINED3DSIH_TEXM3x3 */ shader_glsl_texm3x3
,
5069 /* WINED3DSIH_TEXM3x3DIFF */ NULL
,
5070 /* WINED3DSIH_TEXM3x3PAD */ shader_glsl_texm3x3pad
,
5071 /* WINED3DSIH_TEXM3x3SPEC */ shader_glsl_texm3x3spec
,
5072 /* WINED3DSIH_TEXM3x3TEX */ shader_glsl_texm3x3tex
,
5073 /* WINED3DSIH_TEXM3x3VSPEC */ shader_glsl_texm3x3vspec
,
5074 /* WINED3DSIH_TEXREG2AR */ shader_glsl_texreg2ar
,
5075 /* WINED3DSIH_TEXREG2GB */ shader_glsl_texreg2gb
,
5076 /* WINED3DSIH_TEXREG2RGB */ shader_glsl_texreg2rgb
,
5079 static void shader_glsl_handle_instruction(const struct wined3d_shader_instruction
*ins
) {
5080 SHADER_HANDLER hw_fct
;
5082 /* Select handler */
5083 hw_fct
= shader_glsl_instruction_handler_table
[ins
->handler_idx
];
5085 /* Unhandled opcode */
5088 FIXME("Backend can't handle opcode %#x\n", ins
->handler_idx
);
5093 shader_glsl_add_instruction_modifiers(ins
);
5096 const shader_backend_t glsl_shader_backend
= {
5097 shader_glsl_handle_instruction
,
5099 shader_glsl_select_depth_blt
,
5100 shader_glsl_deselect_depth_blt
,
5101 shader_glsl_update_float_vertex_constants
,
5102 shader_glsl_update_float_pixel_constants
,
5103 shader_glsl_load_constants
,
5104 shader_glsl_load_np2fixup_constants
,
5105 shader_glsl_destroy
,
5108 shader_glsl_dirty_const
,
5109 shader_glsl_get_caps
,
5110 shader_glsl_color_fixup_supported
,