widl: Set the default calling convention at header generation time, not at parsing...
[wine/hramrach.git] / dlls / wined3d / glsl_shader.c
blob9642686e126737c19703b35add367b27d56305ef
1 /*
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.
32 #include "config.h"
33 #include <limits.h>
34 #include <stdio.h>
35 #include "wined3d_private.h"
37 WINE_DEFAULT_DEBUG_CHANNEL(d3d_shader);
38 WINE_DECLARE_DEBUG_CHANNEL(d3d_constants);
39 WINE_DECLARE_DEBUG_CHANNEL(d3d_caps);
40 WINE_DECLARE_DEBUG_CHANNEL(d3d);
42 #define WINED3D_GLSL_SAMPLE_PROJECTED 0x1
43 #define WINED3D_GLSL_SAMPLE_RECT 0x2
44 #define WINED3D_GLSL_SAMPLE_LOD 0x4
45 #define WINED3D_GLSL_SAMPLE_GRAD 0x8
47 typedef struct {
48 char reg_name[150];
49 char mask_str[6];
50 } glsl_dst_param_t;
52 typedef struct {
53 char reg_name[150];
54 char param_str[200];
55 } glsl_src_param_t;
57 typedef struct {
58 const char *name;
59 DWORD coord_mask;
60 } glsl_sample_function_t;
62 enum heap_node_op
64 HEAP_NODE_TRAVERSE_LEFT,
65 HEAP_NODE_TRAVERSE_RIGHT,
66 HEAP_NODE_POP,
69 struct constant_entry
71 unsigned int idx;
72 unsigned int version;
75 struct constant_heap
77 struct constant_entry *entries;
78 unsigned int *positions;
79 unsigned int size;
82 /* GLSL shader private data */
83 struct shader_glsl_priv {
84 struct wined3d_shader_buffer shader_buffer;
85 struct wine_rb_tree program_lookup;
86 struct glsl_shader_prog_link *glsl_program;
87 struct constant_heap vconst_heap;
88 struct constant_heap pconst_heap;
89 unsigned char *stack;
90 GLhandleARB depth_blt_program_full[tex_type_count];
91 GLhandleARB depth_blt_program_masked[tex_type_count];
92 UINT next_constant_version;
95 /* Struct to maintain data about a linked GLSL program */
96 struct glsl_shader_prog_link {
97 struct wine_rb_entry program_lookup_entry;
98 struct list vshader_entry;
99 struct list pshader_entry;
100 GLhandleARB programId;
101 GLint *vuniformF_locations;
102 GLint *puniformF_locations;
103 GLint vuniformI_locations[MAX_CONST_I];
104 GLint puniformI_locations[MAX_CONST_I];
105 GLint posFixup_location;
106 GLint np2Fixup_location;
107 GLint bumpenvmat_location[MAX_TEXTURES];
108 GLint luminancescale_location[MAX_TEXTURES];
109 GLint luminanceoffset_location[MAX_TEXTURES];
110 GLint ycorrection_location;
111 GLenum vertex_color_clamp;
112 IWineD3DVertexShader *vshader;
113 IWineD3DPixelShader *pshader;
114 struct vs_compile_args vs_args;
115 struct ps_compile_args ps_args;
116 UINT constant_version;
117 const struct ps_np2fixup_info *np2Fixup_info;
120 typedef struct {
121 IWineD3DVertexShader *vshader;
122 IWineD3DPixelShader *pshader;
123 struct ps_compile_args ps_args;
124 struct vs_compile_args vs_args;
125 } glsl_program_key_t;
127 struct shader_glsl_ctx_priv {
128 const struct vs_compile_args *cur_vs_args;
129 const struct ps_compile_args *cur_ps_args;
130 struct ps_np2fixup_info *cur_np2fixup_info;
133 struct glsl_ps_compiled_shader
135 struct ps_compile_args args;
136 struct ps_np2fixup_info np2fixup;
137 GLhandleARB prgId;
140 struct glsl_pshader_private
142 struct glsl_ps_compiled_shader *gl_shaders;
143 UINT num_gl_shaders, shader_array_size;
146 struct glsl_vs_compiled_shader
148 struct vs_compile_args args;
149 GLhandleARB prgId;
152 struct glsl_vshader_private
154 struct glsl_vs_compiled_shader *gl_shaders;
155 UINT num_gl_shaders, shader_array_size;
158 static const char *debug_gl_shader_type(GLenum type)
160 switch (type)
162 #define WINED3D_TO_STR(u) case u: return #u
163 WINED3D_TO_STR(GL_VERTEX_SHADER_ARB);
164 WINED3D_TO_STR(GL_GEOMETRY_SHADER_ARB);
165 WINED3D_TO_STR(GL_FRAGMENT_SHADER_ARB);
166 #undef WINED3D_TO_STR
167 default:
168 return wine_dbg_sprintf("UNKNOWN(%#x)", type);
172 /* Extract a line from the info log.
173 * Note that this modifies the source string. */
174 static char *get_info_log_line(char **ptr)
176 char *p, *q;
178 p = *ptr;
179 if (!(q = strstr(p, "\n")))
181 if (!*p) return NULL;
182 *ptr += strlen(p);
183 return p;
185 *q = '\0';
186 *ptr = q + 1;
188 return p;
191 /** Prints the GLSL info log which will contain error messages if they exist */
192 /* GL locking is done by the caller */
193 static void print_glsl_info_log(const struct wined3d_gl_info *gl_info, GLhandleARB obj)
195 int infologLength = 0;
196 char *infoLog;
197 unsigned int i;
198 BOOL is_spam;
200 static const char * const spam[] =
202 "Vertex shader was successfully compiled to run on hardware.\n", /* fglrx */
203 "Fragment shader was successfully compiled to run on hardware.\n", /* fglrx, with \n */
204 "Fragment shader was successfully compiled to run on hardware.", /* fglrx, no \n */
205 "Fragment shader(s) linked, vertex shader(s) linked. \n ", /* fglrx, with \n */
206 "Fragment shader(s) linked, vertex shader(s) linked. \n", /* fglrx, with \n */
207 "Fragment shader(s) linked, vertex shader(s) linked.", /* fglrx, no \n */
208 "Vertex shader(s) linked, no fragment shader(s) defined. \n ", /* fglrx, with \n */
209 "Vertex shader(s) linked, no fragment shader(s) defined. \n", /* fglrx, with \n */
210 "Vertex shader(s) linked, no fragment shader(s) defined.", /* fglrx, no \n */
211 "Fragment shader(s) linked, no vertex shader(s) defined. \n ", /* fglrx, with \n */
212 "Fragment shader(s) linked, no vertex shader(s) defined. \n", /* fglrx, with \n */
213 "Fragment shader(s) linked, no vertex shader(s) defined.", /* fglrx, no \n */
216 if (!TRACE_ON(d3d_shader) && !FIXME_ON(d3d_shader)) return;
218 GL_EXTCALL(glGetObjectParameterivARB(obj,
219 GL_OBJECT_INFO_LOG_LENGTH_ARB,
220 &infologLength));
222 /* A size of 1 is just a null-terminated string, so the log should be bigger than
223 * that if there are errors. */
224 if (infologLength > 1)
226 char *ptr, *line;
228 /* Fglrx doesn't terminate the string properly, but it tells us the proper length.
229 * So use HEAP_ZERO_MEMORY to avoid uninitialized bytes
231 infoLog = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, infologLength);
232 GL_EXTCALL(glGetInfoLogARB(obj, infologLength, NULL, infoLog));
233 is_spam = FALSE;
235 for(i = 0; i < sizeof(spam) / sizeof(spam[0]); i++) {
236 if(strcmp(infoLog, spam[i]) == 0) {
237 is_spam = TRUE;
238 break;
242 ptr = infoLog;
243 if (is_spam)
245 TRACE("Spam received from GLSL shader #%u:\n", obj);
246 while ((line = get_info_log_line(&ptr))) TRACE(" %s\n", line);
248 else
250 FIXME("Error received from GLSL shader #%u:\n", obj);
251 while ((line = get_info_log_line(&ptr))) FIXME(" %s\n", line);
253 HeapFree(GetProcessHeap(), 0, infoLog);
257 /* GL locking is done by the caller. */
258 static void shader_glsl_compile(const struct wined3d_gl_info *gl_info, GLhandleARB shader, const char *src)
260 TRACE("Compiling shader object %u.\n", shader);
261 GL_EXTCALL(glShaderSourceARB(shader, 1, &src, NULL));
262 checkGLcall("glShaderSourceARB");
263 GL_EXTCALL(glCompileShaderARB(shader));
264 checkGLcall("glCompileShaderARB");
265 print_glsl_info_log(gl_info, shader);
268 /* GL locking is done by the caller. */
269 static void shader_glsl_dump_program_source(const struct wined3d_gl_info *gl_info, GLhandleARB program)
271 GLint i, object_count, source_size = -1;
272 GLhandleARB *objects;
273 char *source = NULL;
275 GL_EXTCALL(glGetObjectParameterivARB(program, GL_OBJECT_ATTACHED_OBJECTS_ARB, &object_count));
276 objects = HeapAlloc(GetProcessHeap(), 0, object_count * sizeof(*objects));
277 if (!objects)
279 ERR("Failed to allocate object array memory.\n");
280 return;
283 GL_EXTCALL(glGetAttachedObjectsARB(program, object_count, NULL, objects));
284 for (i = 0; i < object_count; ++i)
286 char *ptr, *line;
287 GLint tmp;
289 GL_EXTCALL(glGetObjectParameterivARB(objects[i], GL_OBJECT_SHADER_SOURCE_LENGTH_ARB, &tmp));
291 if (source_size < tmp)
293 HeapFree(GetProcessHeap(), 0, source);
295 source = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, tmp);
296 if (!source)
298 ERR("Failed to allocate %d bytes for shader source.\n", tmp);
299 HeapFree(GetProcessHeap(), 0, objects);
300 return;
302 source_size = tmp;
305 FIXME("Object %u:\n", objects[i]);
306 GL_EXTCALL(glGetObjectParameterivARB(objects[i], GL_OBJECT_SUBTYPE_ARB, &tmp));
307 FIXME(" GL_OBJECT_SUBTYPE_ARB: %s.\n", debug_gl_shader_type(tmp));
308 GL_EXTCALL(glGetObjectParameterivARB(objects[i], GL_OBJECT_COMPILE_STATUS_ARB, &tmp));
309 FIXME(" GL_OBJECT_COMPILE_STATUS_ARB: %d.\n", tmp);
310 FIXME("\n");
312 ptr = source;
313 GL_EXTCALL(glGetShaderSourceARB(objects[i], source_size, NULL, source));
314 while ((line = get_info_log_line(&ptr))) FIXME(" %s\n", line);
315 FIXME("\n");
318 HeapFree(GetProcessHeap(), 0, source);
319 HeapFree(GetProcessHeap(), 0, objects);
322 /* GL locking is done by the caller. */
323 static void shader_glsl_validate_link(const struct wined3d_gl_info *gl_info, GLhandleARB program)
325 GLint tmp;
327 if (!TRACE_ON(d3d_shader) && !FIXME_ON(d3d_shader)) return;
329 GL_EXTCALL(glGetObjectParameterivARB(program, GL_OBJECT_TYPE_ARB, &tmp));
330 if (tmp == GL_PROGRAM_OBJECT_ARB)
332 GL_EXTCALL(glGetObjectParameterivARB(program, GL_OBJECT_LINK_STATUS_ARB, &tmp));
333 if (!tmp)
335 FIXME("Program %u link status invalid.\n", program);
336 shader_glsl_dump_program_source(gl_info, program);
340 print_glsl_info_log(gl_info, program);
344 * Loads (pixel shader) samplers
346 /* GL locking is done by the caller */
347 static void shader_glsl_load_psamplers(const struct wined3d_gl_info *gl_info,
348 DWORD *tex_unit_map, GLhandleARB programId)
350 GLint name_loc;
351 int i;
352 char sampler_name[20];
354 for (i = 0; i < MAX_FRAGMENT_SAMPLERS; ++i) {
355 snprintf(sampler_name, sizeof(sampler_name), "Psampler%d", i);
356 name_loc = GL_EXTCALL(glGetUniformLocationARB(programId, sampler_name));
357 if (name_loc != -1) {
358 DWORD mapped_unit = tex_unit_map[i];
359 if (mapped_unit != WINED3D_UNMAPPED_STAGE && mapped_unit < gl_info->limits.fragment_samplers)
361 TRACE("Loading %s for texture %d\n", sampler_name, mapped_unit);
362 GL_EXTCALL(glUniform1iARB(name_loc, mapped_unit));
363 checkGLcall("glUniform1iARB");
364 } else {
365 ERR("Trying to load sampler %s on unsupported unit %d\n", sampler_name, mapped_unit);
371 /* GL locking is done by the caller */
372 static void shader_glsl_load_vsamplers(const struct wined3d_gl_info *gl_info,
373 DWORD *tex_unit_map, GLhandleARB programId)
375 GLint name_loc;
376 char sampler_name[20];
377 int i;
379 for (i = 0; i < MAX_VERTEX_SAMPLERS; ++i) {
380 snprintf(sampler_name, sizeof(sampler_name), "Vsampler%d", i);
381 name_loc = GL_EXTCALL(glGetUniformLocationARB(programId, sampler_name));
382 if (name_loc != -1) {
383 DWORD mapped_unit = tex_unit_map[MAX_FRAGMENT_SAMPLERS + i];
384 if (mapped_unit != WINED3D_UNMAPPED_STAGE && mapped_unit < gl_info->limits.combined_samplers)
386 TRACE("Loading %s for texture %d\n", sampler_name, mapped_unit);
387 GL_EXTCALL(glUniform1iARB(name_loc, mapped_unit));
388 checkGLcall("glUniform1iARB");
389 } else {
390 ERR("Trying to load sampler %s on unsupported unit %d\n", sampler_name, mapped_unit);
396 /* GL locking is done by the caller */
397 static inline void walk_constant_heap(const struct wined3d_gl_info *gl_info, const float *constants,
398 const GLint *constant_locations, const struct constant_heap *heap, unsigned char *stack, DWORD version)
400 int stack_idx = 0;
401 unsigned int heap_idx = 1;
402 unsigned int idx;
404 if (heap->entries[heap_idx].version <= version) return;
406 idx = heap->entries[heap_idx].idx;
407 if (constant_locations[idx] != -1) GL_EXTCALL(glUniform4fvARB(constant_locations[idx], 1, &constants[idx * 4]));
408 stack[stack_idx] = HEAP_NODE_TRAVERSE_LEFT;
410 while (stack_idx >= 0)
412 /* Note that we fall through to the next case statement. */
413 switch(stack[stack_idx])
415 case HEAP_NODE_TRAVERSE_LEFT:
417 unsigned int left_idx = heap_idx << 1;
418 if (left_idx < heap->size && heap->entries[left_idx].version > version)
420 heap_idx = left_idx;
421 idx = heap->entries[heap_idx].idx;
422 if (constant_locations[idx] != -1)
423 GL_EXTCALL(glUniform4fvARB(constant_locations[idx], 1, &constants[idx * 4]));
425 stack[stack_idx++] = HEAP_NODE_TRAVERSE_RIGHT;
426 stack[stack_idx] = HEAP_NODE_TRAVERSE_LEFT;
427 break;
431 case HEAP_NODE_TRAVERSE_RIGHT:
433 unsigned int right_idx = (heap_idx << 1) + 1;
434 if (right_idx < heap->size && heap->entries[right_idx].version > version)
436 heap_idx = right_idx;
437 idx = heap->entries[heap_idx].idx;
438 if (constant_locations[idx] != -1)
439 GL_EXTCALL(glUniform4fvARB(constant_locations[idx], 1, &constants[idx * 4]));
441 stack[stack_idx++] = HEAP_NODE_POP;
442 stack[stack_idx] = HEAP_NODE_TRAVERSE_LEFT;
443 break;
447 case HEAP_NODE_POP:
449 heap_idx >>= 1;
450 --stack_idx;
451 break;
455 checkGLcall("walk_constant_heap()");
458 /* GL locking is done by the caller */
459 static inline void apply_clamped_constant(const struct wined3d_gl_info *gl_info, GLint location, const GLfloat *data)
461 GLfloat clamped_constant[4];
463 if (location == -1) return;
465 clamped_constant[0] = data[0] < -1.0f ? -1.0f : data[0] > 1.0f ? 1.0f : data[0];
466 clamped_constant[1] = data[1] < -1.0f ? -1.0f : data[1] > 1.0f ? 1.0f : data[1];
467 clamped_constant[2] = data[2] < -1.0f ? -1.0f : data[2] > 1.0f ? 1.0f : data[2];
468 clamped_constant[3] = data[3] < -1.0f ? -1.0f : data[3] > 1.0f ? 1.0f : data[3];
470 GL_EXTCALL(glUniform4fvARB(location, 1, clamped_constant));
473 /* GL locking is done by the caller */
474 static inline void walk_constant_heap_clamped(const struct wined3d_gl_info *gl_info, const float *constants,
475 const GLint *constant_locations, const struct constant_heap *heap, unsigned char *stack, DWORD version)
477 int stack_idx = 0;
478 unsigned int heap_idx = 1;
479 unsigned int idx;
481 if (heap->entries[heap_idx].version <= version) return;
483 idx = heap->entries[heap_idx].idx;
484 apply_clamped_constant(gl_info, constant_locations[idx], &constants[idx * 4]);
485 stack[stack_idx] = HEAP_NODE_TRAVERSE_LEFT;
487 while (stack_idx >= 0)
489 /* Note that we fall through to the next case statement. */
490 switch(stack[stack_idx])
492 case HEAP_NODE_TRAVERSE_LEFT:
494 unsigned int left_idx = heap_idx << 1;
495 if (left_idx < heap->size && heap->entries[left_idx].version > version)
497 heap_idx = left_idx;
498 idx = heap->entries[heap_idx].idx;
499 apply_clamped_constant(gl_info, constant_locations[idx], &constants[idx * 4]);
501 stack[stack_idx++] = HEAP_NODE_TRAVERSE_RIGHT;
502 stack[stack_idx] = HEAP_NODE_TRAVERSE_LEFT;
503 break;
507 case HEAP_NODE_TRAVERSE_RIGHT:
509 unsigned int right_idx = (heap_idx << 1) + 1;
510 if (right_idx < heap->size && heap->entries[right_idx].version > version)
512 heap_idx = right_idx;
513 idx = heap->entries[heap_idx].idx;
514 apply_clamped_constant(gl_info, constant_locations[idx], &constants[idx * 4]);
516 stack[stack_idx++] = HEAP_NODE_POP;
517 stack[stack_idx] = HEAP_NODE_TRAVERSE_LEFT;
518 break;
522 case HEAP_NODE_POP:
524 heap_idx >>= 1;
525 --stack_idx;
526 break;
530 checkGLcall("walk_constant_heap_clamped()");
533 /* Loads floating point constants (aka uniforms) into the currently set GLSL program. */
534 /* GL locking is done by the caller */
535 static void shader_glsl_load_constantsF(IWineD3DBaseShaderImpl *This, const struct wined3d_gl_info *gl_info,
536 const float *constants, const GLint *constant_locations, const struct constant_heap *heap,
537 unsigned char *stack, UINT version)
539 const local_constant *lconst;
541 /* 1.X pshaders have the constants clamped to [-1;1] implicitly. */
542 if (This->baseShader.reg_maps.shader_version.major == 1
543 && shader_is_pshader_version(This->baseShader.reg_maps.shader_version.type))
544 walk_constant_heap_clamped(gl_info, constants, constant_locations, heap, stack, version);
545 else
546 walk_constant_heap(gl_info, constants, constant_locations, heap, stack, version);
548 if (!This->baseShader.load_local_constsF)
550 TRACE("No need to load local float constants for this shader\n");
551 return;
554 /* Immediate constants are clamped to [-1;1] at shader creation time if needed */
555 LIST_FOR_EACH_ENTRY(lconst, &This->baseShader.constantsF, local_constant, entry)
557 GLint location = constant_locations[lconst->idx];
558 /* We found this uniform name in the program - go ahead and send the data */
559 if (location != -1) GL_EXTCALL(glUniform4fvARB(location, 1, (const GLfloat *)lconst->value));
561 checkGLcall("glUniform4fvARB()");
564 /* Loads integer constants (aka uniforms) into the currently set GLSL program. */
565 /* GL locking is done by the caller */
566 static void shader_glsl_load_constantsI(IWineD3DBaseShaderImpl *This, const struct wined3d_gl_info *gl_info,
567 const GLint locations[MAX_CONST_I], const int *constants, WORD constants_set)
569 unsigned int i;
570 struct list* ptr;
572 for (i = 0; constants_set; constants_set >>= 1, ++i)
574 if (!(constants_set & 1)) continue;
576 TRACE_(d3d_constants)("Loading constants %u: %i, %i, %i, %i\n",
577 i, constants[i*4], constants[i*4+1], constants[i*4+2], constants[i*4+3]);
579 /* We found this uniform name in the program - go ahead and send the data */
580 GL_EXTCALL(glUniform4ivARB(locations[i], 1, &constants[i*4]));
581 checkGLcall("glUniform4ivARB");
584 /* Load immediate constants */
585 ptr = list_head(&This->baseShader.constantsI);
586 while (ptr) {
587 const struct local_constant *lconst = LIST_ENTRY(ptr, const struct local_constant, entry);
588 unsigned int idx = lconst->idx;
589 const GLint *values = (const GLint *)lconst->value;
591 TRACE_(d3d_constants)("Loading local constants %i: %i, %i, %i, %i\n", idx,
592 values[0], values[1], values[2], values[3]);
594 /* We found this uniform name in the program - go ahead and send the data */
595 GL_EXTCALL(glUniform4ivARB(locations[idx], 1, values));
596 checkGLcall("glUniform4ivARB");
597 ptr = list_next(&This->baseShader.constantsI, ptr);
601 /* Loads boolean constants (aka uniforms) into the currently set GLSL program. */
602 /* GL locking is done by the caller */
603 static void shader_glsl_load_constantsB(IWineD3DBaseShaderImpl *This, const struct wined3d_gl_info *gl_info,
604 GLhandleARB programId, const BOOL *constants, WORD constants_set)
606 GLint tmp_loc;
607 unsigned int i;
608 char tmp_name[8];
609 const char *prefix;
610 struct list* ptr;
612 switch (This->baseShader.reg_maps.shader_version.type)
614 case WINED3D_SHADER_TYPE_VERTEX:
615 prefix = "VB";
616 break;
618 case WINED3D_SHADER_TYPE_GEOMETRY:
619 prefix = "GB";
620 break;
622 case WINED3D_SHADER_TYPE_PIXEL:
623 prefix = "PB";
624 break;
626 default:
627 FIXME("Unknown shader type %#x.\n",
628 This->baseShader.reg_maps.shader_version.type);
629 prefix = "UB";
630 break;
633 /* TODO: Benchmark and see if it would be beneficial to store the
634 * locations of the constants to avoid looking up each time */
635 for (i = 0; constants_set; constants_set >>= 1, ++i)
637 if (!(constants_set & 1)) continue;
639 TRACE_(d3d_constants)("Loading constants %i: %i;\n", i, constants[i]);
641 /* TODO: Benchmark and see if it would be beneficial to store the
642 * locations of the constants to avoid looking up each time */
643 snprintf(tmp_name, sizeof(tmp_name), "%s[%i]", prefix, i);
644 tmp_loc = GL_EXTCALL(glGetUniformLocationARB(programId, tmp_name));
645 if (tmp_loc != -1)
647 /* We found this uniform name in the program - go ahead and send the data */
648 GL_EXTCALL(glUniform1ivARB(tmp_loc, 1, &constants[i]));
649 checkGLcall("glUniform1ivARB");
653 /* Load immediate constants */
654 ptr = list_head(&This->baseShader.constantsB);
655 while (ptr) {
656 const struct local_constant *lconst = LIST_ENTRY(ptr, const struct local_constant, entry);
657 unsigned int idx = lconst->idx;
658 const GLint *values = (const GLint *)lconst->value;
660 TRACE_(d3d_constants)("Loading local constants %i: %i\n", idx, values[0]);
662 snprintf(tmp_name, sizeof(tmp_name), "%s[%i]", prefix, idx);
663 tmp_loc = GL_EXTCALL(glGetUniformLocationARB(programId, tmp_name));
664 if (tmp_loc != -1) {
665 /* We found this uniform name in the program - go ahead and send the data */
666 GL_EXTCALL(glUniform1ivARB(tmp_loc, 1, values));
667 checkGLcall("glUniform1ivARB");
669 ptr = list_next(&This->baseShader.constantsB, ptr);
673 static void reset_program_constant_version(struct wine_rb_entry *entry, void *context)
675 WINE_RB_ENTRY_VALUE(entry, struct glsl_shader_prog_link, program_lookup_entry)->constant_version = 0;
679 * Loads the texture dimensions for NP2 fixup into the currently set GLSL program.
681 /* GL locking is done by the caller (state handler) */
682 static void shader_glsl_load_np2fixup_constants(
683 IWineD3DDevice* device,
684 char usePixelShader,
685 char useVertexShader) {
687 const IWineD3DDeviceImpl* deviceImpl = (const IWineD3DDeviceImpl*) device;
688 const struct glsl_shader_prog_link* prog = ((struct shader_glsl_priv *)(deviceImpl->shader_priv))->glsl_program;
690 if (!prog) {
691 /* No GLSL program set - nothing to do. */
692 return;
695 if (!usePixelShader) {
696 /* NP2 texcoord fixup is (currently) only done for pixelshaders. */
697 return;
700 if (prog->ps_args.np2_fixup && -1 != prog->np2Fixup_location) {
701 const struct wined3d_gl_info *gl_info = &deviceImpl->adapter->gl_info;
702 const IWineD3DStateBlockImpl* stateBlock = (const IWineD3DStateBlockImpl*) deviceImpl->stateBlock;
703 UINT i;
704 UINT fixup = prog->ps_args.np2_fixup;
705 GLfloat np2fixup_constants[4 * MAX_FRAGMENT_SAMPLERS];
707 for (i = 0; fixup; fixup >>= 1, ++i) {
708 const unsigned char idx = prog->np2Fixup_info->idx[i];
709 const IWineD3DBaseTextureImpl* const tex = (const IWineD3DBaseTextureImpl*) stateBlock->textures[i];
710 GLfloat* tex_dim = &np2fixup_constants[(idx >> 1) * 4];
712 if (!tex)
714 ERR("Nonexistent texture is flagged for NP2 texcoord fixup.\n");
715 continue;
718 if (idx % 2) {
719 tex_dim[2] = tex->baseTexture.pow2Matrix[0]; tex_dim[3] = tex->baseTexture.pow2Matrix[5];
720 } else {
721 tex_dim[0] = tex->baseTexture.pow2Matrix[0]; tex_dim[1] = tex->baseTexture.pow2Matrix[5];
725 GL_EXTCALL(glUniform4fvARB(prog->np2Fixup_location, prog->np2Fixup_info->num_consts, np2fixup_constants));
730 * Loads the app-supplied constants into the currently set GLSL program.
732 /* GL locking is done by the caller (state handler) */
733 static void shader_glsl_load_constants(const struct wined3d_context *context,
734 char usePixelShader, char useVertexShader)
736 const struct wined3d_gl_info *gl_info = context->gl_info;
737 IWineD3DDeviceImpl *device = context->swapchain->device;
738 IWineD3DStateBlockImpl* stateBlock = device->stateBlock;
739 struct shader_glsl_priv *priv = device->shader_priv;
741 GLhandleARB programId;
742 struct glsl_shader_prog_link *prog = priv->glsl_program;
743 UINT constant_version;
744 int i;
746 if (!prog) {
747 /* No GLSL program set - nothing to do. */
748 return;
750 programId = prog->programId;
751 constant_version = prog->constant_version;
753 if (useVertexShader) {
754 IWineD3DBaseShaderImpl* vshader = (IWineD3DBaseShaderImpl*) stateBlock->vertexShader;
756 /* Load DirectX 9 float constants/uniforms for vertex shader */
757 shader_glsl_load_constantsF(vshader, gl_info, stateBlock->vertexShaderConstantF,
758 prog->vuniformF_locations, &priv->vconst_heap, priv->stack, constant_version);
760 /* Load DirectX 9 integer constants/uniforms for vertex shader */
761 shader_glsl_load_constantsI(vshader, gl_info, prog->vuniformI_locations, stateBlock->vertexShaderConstantI,
762 stateBlock->changed.vertexShaderConstantsI & vshader->baseShader.reg_maps.integer_constants);
764 /* Load DirectX 9 boolean constants/uniforms for vertex shader */
765 shader_glsl_load_constantsB(vshader, gl_info, programId, stateBlock->vertexShaderConstantB,
766 stateBlock->changed.vertexShaderConstantsB & vshader->baseShader.reg_maps.boolean_constants);
768 /* Upload the position fixup params */
769 GL_EXTCALL(glUniform4fvARB(prog->posFixup_location, 1, &device->posFixup[0]));
770 checkGLcall("glUniform4fvARB");
773 if (usePixelShader) {
775 IWineD3DBaseShaderImpl* pshader = (IWineD3DBaseShaderImpl*) stateBlock->pixelShader;
777 /* Load DirectX 9 float constants/uniforms for pixel shader */
778 shader_glsl_load_constantsF(pshader, gl_info, stateBlock->pixelShaderConstantF,
779 prog->puniformF_locations, &priv->pconst_heap, priv->stack, constant_version);
781 /* Load DirectX 9 integer constants/uniforms for pixel shader */
782 shader_glsl_load_constantsI(pshader, gl_info, prog->puniformI_locations, stateBlock->pixelShaderConstantI,
783 stateBlock->changed.pixelShaderConstantsI & pshader->baseShader.reg_maps.integer_constants);
785 /* Load DirectX 9 boolean constants/uniforms for pixel shader */
786 shader_glsl_load_constantsB(pshader, gl_info, programId, stateBlock->pixelShaderConstantB,
787 stateBlock->changed.pixelShaderConstantsB & pshader->baseShader.reg_maps.boolean_constants);
789 /* Upload the environment bump map matrix if needed. The needsbumpmat member specifies the texture stage to load the matrix from.
790 * It can't be 0 for a valid texbem instruction.
792 for(i = 0; i < MAX_TEXTURES; i++) {
793 const float *data;
795 if(prog->bumpenvmat_location[i] == -1) continue;
797 data = (const float *)&stateBlock->textureState[i][WINED3DTSS_BUMPENVMAT00];
798 GL_EXTCALL(glUniformMatrix2fvARB(prog->bumpenvmat_location[i], 1, 0, data));
799 checkGLcall("glUniformMatrix2fvARB");
801 /* texbeml needs the luminance scale and offset too. If texbeml is used, needsbumpmat
802 * is set too, so we can check that in the needsbumpmat check
804 if(prog->luminancescale_location[i] != -1) {
805 const GLfloat *scale = (const GLfloat *)&stateBlock->textureState[i][WINED3DTSS_BUMPENVLSCALE];
806 const GLfloat *offset = (const GLfloat *)&stateBlock->textureState[i][WINED3DTSS_BUMPENVLOFFSET];
808 GL_EXTCALL(glUniform1fvARB(prog->luminancescale_location[i], 1, scale));
809 checkGLcall("glUniform1fvARB");
810 GL_EXTCALL(glUniform1fvARB(prog->luminanceoffset_location[i], 1, offset));
811 checkGLcall("glUniform1fvARB");
815 if(((IWineD3DPixelShaderImpl *) pshader)->vpos_uniform) {
816 float correction_params[4];
818 if (context->render_offscreen)
820 correction_params[0] = 0.0f;
821 correction_params[1] = 1.0f;
822 } else {
823 /* position is window relative, not viewport relative */
824 correction_params[0] = context->current_rt->currentDesc.Height;
825 correction_params[1] = -1.0f;
827 GL_EXTCALL(glUniform4fvARB(prog->ycorrection_location, 1, correction_params));
831 if (priv->next_constant_version == UINT_MAX)
833 TRACE("Max constant version reached, resetting to 0.\n");
834 wine_rb_for_each_entry(&priv->program_lookup, reset_program_constant_version, NULL);
835 priv->next_constant_version = 1;
837 else
839 prog->constant_version = priv->next_constant_version++;
843 static inline void update_heap_entry(struct constant_heap *heap, unsigned int idx,
844 unsigned int heap_idx, DWORD new_version)
846 struct constant_entry *entries = heap->entries;
847 unsigned int *positions = heap->positions;
848 unsigned int parent_idx;
850 while (heap_idx > 1)
852 parent_idx = heap_idx >> 1;
854 if (new_version <= entries[parent_idx].version) break;
856 entries[heap_idx] = entries[parent_idx];
857 positions[entries[parent_idx].idx] = heap_idx;
858 heap_idx = parent_idx;
861 entries[heap_idx].version = new_version;
862 entries[heap_idx].idx = idx;
863 positions[idx] = heap_idx;
866 static void shader_glsl_update_float_vertex_constants(IWineD3DDevice *iface, UINT start, UINT count)
868 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
869 struct shader_glsl_priv *priv = This->shader_priv;
870 struct constant_heap *heap = &priv->vconst_heap;
871 UINT i;
873 for (i = start; i < count + start; ++i)
875 if (!This->stateBlock->changed.vertexShaderConstantsF[i])
876 update_heap_entry(heap, i, heap->size++, priv->next_constant_version);
877 else
878 update_heap_entry(heap, i, heap->positions[i], priv->next_constant_version);
882 static void shader_glsl_update_float_pixel_constants(IWineD3DDevice *iface, UINT start, UINT count)
884 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
885 struct shader_glsl_priv *priv = This->shader_priv;
886 struct constant_heap *heap = &priv->pconst_heap;
887 UINT i;
889 for (i = start; i < count + start; ++i)
891 if (!This->stateBlock->changed.pixelShaderConstantsF[i])
892 update_heap_entry(heap, i, heap->size++, priv->next_constant_version);
893 else
894 update_heap_entry(heap, i, heap->positions[i], priv->next_constant_version);
898 static unsigned int vec4_varyings(DWORD shader_major, const struct wined3d_gl_info *gl_info)
900 unsigned int ret = gl_info->limits.glsl_varyings / 4;
901 /* 4.0 shaders do not write clip coords because d3d10 does not support user clipplanes */
902 if(shader_major > 3) return ret;
904 /* 3.0 shaders may need an extra varying for the clip coord on some cards(mostly dx10 ones) */
905 if (gl_info->quirks & WINED3D_QUIRK_GLSL_CLIP_VARYING) ret -= 1;
906 return ret;
909 /** Generate the variable & register declarations for the GLSL output target */
910 static void shader_generate_glsl_declarations(const struct wined3d_context *context,
911 struct wined3d_shader_buffer *buffer, IWineD3DBaseShader *iface,
912 const shader_reg_maps *reg_maps, struct shader_glsl_ctx_priv *ctx_priv)
914 IWineD3DBaseShaderImpl* This = (IWineD3DBaseShaderImpl*) iface;
915 IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *) This->baseShader.device;
916 const struct ps_compile_args *ps_args = ctx_priv->cur_ps_args;
917 const struct wined3d_gl_info *gl_info = context->gl_info;
918 unsigned int i, extra_constants_needed = 0;
919 const local_constant *lconst;
920 DWORD map;
922 /* There are some minor differences between pixel and vertex shaders */
923 char pshader = shader_is_pshader_version(reg_maps->shader_version.type);
924 char prefix = pshader ? 'P' : 'V';
926 /* Prototype the subroutines */
927 for (i = 0, map = reg_maps->labels; map; map >>= 1, ++i)
929 if (map & 1) shader_addline(buffer, "void subroutine%u();\n", i);
932 /* Declare the constants (aka uniforms) */
933 if (This->baseShader.limits.constant_float > 0) {
934 unsigned max_constantsF;
935 /* Unless the shader uses indirect addressing, always declare the maximum array size and ignore that we need some
936 * uniforms privately. E.g. if GL supports 256 uniforms, and we need 2 for the pos fixup and immediate values, still
937 * declare VC[256]. If the shader needs more uniforms than we have it won't work in any case. If it uses less, the
938 * compiler will figure out which uniforms are really used and strip them out. This allows a shader to use c255 on
939 * a dx9 card, as long as it doesn't also use all the other constants.
941 * If the shader uses indirect addressing the compiler must assume that all declared uniforms are used. In this case,
942 * declare only the amount that we're assured to have.
944 * Thus we run into problems in these two cases:
945 * 1) The shader really uses more uniforms than supported
946 * 2) The shader uses indirect addressing, less constants than supported, but uses a constant index > #supported consts
948 if (pshader)
950 /* No indirect addressing here. */
951 max_constantsF = gl_info->limits.glsl_ps_float_constants;
953 else
955 if(This->baseShader.reg_maps.usesrelconstF) {
956 /* Subtract the other potential uniforms from the max available (bools, ints, and 1 row of projection matrix).
957 * Subtract another uniform for immediate values, which have to be loaded via uniform by the driver as well.
958 * The shader code only uses 0.5, 2.0, 1.0, 128 and -128 in vertex shader code, so one vec4 should be enough
959 * (Unfortunately the Nvidia driver doesn't store 128 and -128 in one float).
961 * Writing gl_ClipVertex requires one uniform for each clipplane as well.
963 max_constantsF = gl_info->limits.glsl_vs_float_constants - 3;
964 if(ctx_priv->cur_vs_args->clip_enabled)
966 max_constantsF -= gl_info->limits.clipplanes;
968 max_constantsF -= count_bits(This->baseShader.reg_maps.integer_constants);
969 /* Strictly speaking a bool only uses one scalar, but the nvidia(Linux) compiler doesn't pack them properly,
970 * so each scalar requires a full vec4. We could work around this by packing the booleans ourselves, but
971 * for now take this into account when calculating the number of available constants
973 max_constantsF -= count_bits(This->baseShader.reg_maps.boolean_constants);
974 /* Set by driver quirks in directx.c */
975 max_constantsF -= gl_info->reserved_glsl_constants;
977 else
979 max_constantsF = gl_info->limits.glsl_vs_float_constants;
982 max_constantsF = min(This->baseShader.limits.constant_float, max_constantsF);
983 shader_addline(buffer, "uniform vec4 %cC[%u];\n", prefix, max_constantsF);
986 /* Always declare the full set of constants, the compiler can remove the unused ones because d3d doesn't(yet)
987 * support indirect int and bool constant addressing. This avoids problems if the app uses e.g. i0 and i9.
989 if (This->baseShader.limits.constant_int > 0 && This->baseShader.reg_maps.integer_constants)
990 shader_addline(buffer, "uniform ivec4 %cI[%u];\n", prefix, This->baseShader.limits.constant_int);
992 if (This->baseShader.limits.constant_bool > 0 && This->baseShader.reg_maps.boolean_constants)
993 shader_addline(buffer, "uniform bool %cB[%u];\n", prefix, This->baseShader.limits.constant_bool);
995 if (!pshader)
997 shader_addline(buffer, "uniform vec4 posFixup;\n");
998 shader_addline(buffer, "void order_ps_input(in vec4[%u]);\n", MAX_REG_OUTPUT);
1000 else
1002 for (i = 0, map = reg_maps->bumpmat; map; map >>= 1, ++i)
1004 if (!(map & 1)) continue;
1006 shader_addline(buffer, "uniform mat2 bumpenvmat%d;\n", i);
1008 if (reg_maps->luminanceparams & (1 << i))
1010 shader_addline(buffer, "uniform float luminancescale%d;\n", i);
1011 shader_addline(buffer, "uniform float luminanceoffset%d;\n", i);
1012 extra_constants_needed++;
1015 extra_constants_needed++;
1018 if (ps_args->srgb_correction)
1020 shader_addline(buffer, "const vec4 srgb_const0 = vec4(%.8e, %.8e, %.8e, %.8e);\n",
1021 srgb_pow, srgb_mul_high, srgb_sub_high, srgb_mul_low);
1022 shader_addline(buffer, "const vec4 srgb_const1 = vec4(%.8e, 0.0, 0.0, 0.0);\n",
1023 srgb_cmp);
1025 if (reg_maps->vpos || reg_maps->usesdsy)
1027 if (This->baseShader.limits.constant_float + extra_constants_needed
1028 + 1 < gl_info->limits.glsl_ps_float_constants)
1030 shader_addline(buffer, "uniform vec4 ycorrection;\n");
1031 ((IWineD3DPixelShaderImpl *) This)->vpos_uniform = 1;
1032 extra_constants_needed++;
1033 } else {
1034 /* This happens because we do not have proper tracking of the constant registers that are
1035 * actually used, only the max limit of the shader version
1037 FIXME("Cannot find a free uniform for vpos correction params\n");
1038 shader_addline(buffer, "const vec4 ycorrection = vec4(%f, %f, 0.0, 0.0);\n",
1039 context->render_offscreen ? 0.0f : device->render_targets[0]->currentDesc.Height,
1040 context->render_offscreen ? 1.0f : -1.0f);
1042 shader_addline(buffer, "vec4 vpos;\n");
1046 /* Declare texture samplers */
1047 for (i = 0; i < This->baseShader.limits.sampler; i++) {
1048 if (reg_maps->sampler_type[i])
1050 switch (reg_maps->sampler_type[i])
1052 case WINED3DSTT_1D:
1053 if (pshader && ps_args->shadow & (1 << i))
1054 shader_addline(buffer, "uniform sampler1DShadow %csampler%u;\n", prefix, i);
1055 else
1056 shader_addline(buffer, "uniform sampler1D %csampler%u;\n", prefix, i);
1057 break;
1058 case WINED3DSTT_2D:
1059 if (pshader && ps_args->shadow & (1 << i))
1061 if (device->stateBlock->textures[i]
1062 && IWineD3DBaseTexture_GetTextureDimensions(device->stateBlock->textures[i])
1063 == GL_TEXTURE_RECTANGLE_ARB)
1064 shader_addline(buffer, "uniform sampler2DRectShadow %csampler%u;\n", prefix, i);
1065 else
1066 shader_addline(buffer, "uniform sampler2DShadow %csampler%u;\n", prefix, i);
1068 else
1070 if (device->stateBlock->textures[i]
1071 && IWineD3DBaseTexture_GetTextureDimensions(device->stateBlock->textures[i])
1072 == GL_TEXTURE_RECTANGLE_ARB)
1073 shader_addline(buffer, "uniform sampler2DRect %csampler%u;\n", prefix, i);
1074 else
1075 shader_addline(buffer, "uniform sampler2D %csampler%u;\n", prefix, i);
1077 break;
1078 case WINED3DSTT_CUBE:
1079 if (pshader && ps_args->shadow & (1 << i)) FIXME("Unsupported Cube shadow sampler.\n");
1080 shader_addline(buffer, "uniform samplerCube %csampler%u;\n", prefix, i);
1081 break;
1082 case WINED3DSTT_VOLUME:
1083 if (pshader && ps_args->shadow & (1 << i)) FIXME("Unsupported 3D shadow sampler.\n");
1084 shader_addline(buffer, "uniform sampler3D %csampler%u;\n", prefix, i);
1085 break;
1086 default:
1087 shader_addline(buffer, "uniform unsupported_sampler %csampler%u;\n", prefix, i);
1088 FIXME("Unrecognized sampler type: %#x\n", reg_maps->sampler_type[i]);
1089 break;
1094 /* Declare uniforms for NP2 texcoord fixup:
1095 * This is NOT done inside the loop that declares the texture samplers since the NP2 fixup code
1096 * is currently only used for the GeforceFX series and when forcing the ARB_npot extension off.
1097 * Modern cards just skip the code anyway, so put it inside a separate loop. */
1098 if (pshader && ps_args->np2_fixup) {
1100 struct ps_np2fixup_info* const fixup = ctx_priv->cur_np2fixup_info;
1101 UINT cur = 0;
1103 /* NP2/RECT textures in OpenGL use texcoords in the range [0,width]x[0,height]
1104 * while D3D has them in the (normalized) [0,1]x[0,1] range.
1105 * samplerNP2Fixup stores texture dimensions and is updated through
1106 * shader_glsl_load_np2fixup_constants when the sampler changes. */
1108 for (i = 0; i < This->baseShader.limits.sampler; ++i) {
1109 if (reg_maps->sampler_type[i]) {
1110 if (!(ps_args->np2_fixup & (1 << i))) continue;
1112 if (WINED3DSTT_2D != reg_maps->sampler_type[i]) {
1113 FIXME("Non-2D texture is flagged for NP2 texcoord fixup.\n");
1114 continue;
1117 fixup->idx[i] = cur++;
1121 fixup->num_consts = (cur + 1) >> 1;
1122 shader_addline(buffer, "uniform vec4 %csamplerNP2Fixup[%u];\n", prefix, fixup->num_consts);
1125 /* Declare address variables */
1126 for (i = 0, map = reg_maps->address; map; map >>= 1, ++i)
1128 if (map & 1) shader_addline(buffer, "ivec4 A%u;\n", i);
1131 /* Declare texture coordinate temporaries and initialize them */
1132 for (i = 0, map = reg_maps->texcoord; map; map >>= 1, ++i)
1134 if (map & 1) shader_addline(buffer, "vec4 T%u = gl_TexCoord[%u];\n", i, i);
1137 /* Declare input register varyings. Only pixel shader, vertex shaders have that declared in the
1138 * helper function shader that is linked in at link time
1140 if (pshader && reg_maps->shader_version.major >= 3)
1142 if (use_vs(device->stateBlock))
1144 shader_addline(buffer, "varying vec4 IN[%u];\n", vec4_varyings(reg_maps->shader_version.major, gl_info));
1145 } else {
1146 /* TODO: Write a replacement shader for the fixed function vertex pipeline, so this isn't needed.
1147 * For fixed function vertex processing + 3.0 pixel shader we need a separate function in the
1148 * pixel shader that reads the fixed function color into the packed input registers.
1150 shader_addline(buffer, "vec4 IN[%u];\n", vec4_varyings(reg_maps->shader_version.major, gl_info));
1154 /* Declare output register temporaries */
1155 if(This->baseShader.limits.packed_output) {
1156 shader_addline(buffer, "vec4 OUT[%u];\n", This->baseShader.limits.packed_output);
1159 /* Declare temporary variables */
1160 for (i = 0, map = reg_maps->temporary; map; map >>= 1, ++i)
1162 if (map & 1) shader_addline(buffer, "vec4 R%u;\n", i);
1165 /* Declare attributes */
1166 if (reg_maps->shader_version.type == WINED3D_SHADER_TYPE_VERTEX)
1168 for (i = 0, map = reg_maps->input_registers; map; map >>= 1, ++i)
1170 if (map & 1) shader_addline(buffer, "attribute vec4 attrib%i;\n", i);
1174 /* Declare loop registers aLx */
1175 for (i = 0; i < reg_maps->loop_depth; i++) {
1176 shader_addline(buffer, "int aL%u;\n", i);
1177 shader_addline(buffer, "int tmpInt%u;\n", i);
1180 /* Temporary variables for matrix operations */
1181 shader_addline(buffer, "vec4 tmp0;\n");
1182 shader_addline(buffer, "vec4 tmp1;\n");
1184 /* Local constants use a different name so they can be loaded once at shader link time
1185 * They can't be hardcoded into the shader text via LC = {x, y, z, w}; because the
1186 * float -> string conversion can cause precision loss.
1188 if(!This->baseShader.load_local_constsF) {
1189 LIST_FOR_EACH_ENTRY(lconst, &This->baseShader.constantsF, local_constant, entry) {
1190 shader_addline(buffer, "uniform vec4 %cLC%u;\n", prefix, lconst->idx);
1194 /* Start the main program */
1195 shader_addline(buffer, "void main() {\n");
1196 if(pshader && reg_maps->vpos) {
1197 /* DirectX apps expect integer values, while OpenGL drivers add approximately 0.5. This causes
1198 * off-by-one problems as spotted by the vPos d3d9 visual test. Unfortunately the ATI cards do
1199 * not add exactly 0.5, but rather something like 0.49999999 or 0.50000001, which still causes
1200 * precision troubles when we just substract 0.5.
1202 * To deal with that just floor() the position. This will eliminate the fraction on all cards.
1204 * TODO: Test how that behaves with multisampling once we can enable multisampling in winex11.
1206 * An advantage of floor is that it works even if the driver doesn't add 1/2. It is somewhat
1207 * questionable if 1.5, 2.5, ... are the proper values to return in gl_FragCoord, even though
1208 * coordinates specify the pixel centers instead of the pixel corners. This code will behave
1209 * correctly on drivers that returns integer values.
1211 shader_addline(buffer, "vpos = floor(vec4(0, ycorrection[0], 0, 0) + gl_FragCoord * vec4(1, ycorrection[1], 1, 1));\n");
1215 /*****************************************************************************
1216 * Functions to generate GLSL strings from DirectX Shader bytecode begin here.
1218 * For more information, see http://wiki.winehq.org/DirectX-Shaders
1219 ****************************************************************************/
1221 /* Prototypes */
1222 static void shader_glsl_add_src_param(const struct wined3d_shader_instruction *ins,
1223 const struct wined3d_shader_src_param *wined3d_src, DWORD mask, glsl_src_param_t *glsl_src);
1225 /** Used for opcode modifiers - They multiply the result by the specified amount */
1226 static const char * const shift_glsl_tab[] = {
1227 "", /* 0 (none) */
1228 "2.0 * ", /* 1 (x2) */
1229 "4.0 * ", /* 2 (x4) */
1230 "8.0 * ", /* 3 (x8) */
1231 "16.0 * ", /* 4 (x16) */
1232 "32.0 * ", /* 5 (x32) */
1233 "", /* 6 (x64) */
1234 "", /* 7 (x128) */
1235 "", /* 8 (d256) */
1236 "", /* 9 (d128) */
1237 "", /* 10 (d64) */
1238 "", /* 11 (d32) */
1239 "0.0625 * ", /* 12 (d16) */
1240 "0.125 * ", /* 13 (d8) */
1241 "0.25 * ", /* 14 (d4) */
1242 "0.5 * " /* 15 (d2) */
1245 /* Generate a GLSL parameter that does the input modifier computation and return the input register/mask to use */
1246 static void shader_glsl_gen_modifier(DWORD src_modifier, const char *in_reg, const char *in_regswizzle, char *out_str)
1248 out_str[0] = 0;
1250 switch (src_modifier)
1252 case WINED3DSPSM_DZ: /* Need to handle this in the instructions itself (texld & texcrd). */
1253 case WINED3DSPSM_DW:
1254 case WINED3DSPSM_NONE:
1255 sprintf(out_str, "%s%s", in_reg, in_regswizzle);
1256 break;
1257 case WINED3DSPSM_NEG:
1258 sprintf(out_str, "-%s%s", in_reg, in_regswizzle);
1259 break;
1260 case WINED3DSPSM_NOT:
1261 sprintf(out_str, "!%s%s", in_reg, in_regswizzle);
1262 break;
1263 case WINED3DSPSM_BIAS:
1264 sprintf(out_str, "(%s%s - vec4(0.5)%s)", in_reg, in_regswizzle, in_regswizzle);
1265 break;
1266 case WINED3DSPSM_BIASNEG:
1267 sprintf(out_str, "-(%s%s - vec4(0.5)%s)", in_reg, in_regswizzle, in_regswizzle);
1268 break;
1269 case WINED3DSPSM_SIGN:
1270 sprintf(out_str, "(2.0 * (%s%s - 0.5))", in_reg, in_regswizzle);
1271 break;
1272 case WINED3DSPSM_SIGNNEG:
1273 sprintf(out_str, "-(2.0 * (%s%s - 0.5))", in_reg, in_regswizzle);
1274 break;
1275 case WINED3DSPSM_COMP:
1276 sprintf(out_str, "(1.0 - %s%s)", in_reg, in_regswizzle);
1277 break;
1278 case WINED3DSPSM_X2:
1279 sprintf(out_str, "(2.0 * %s%s)", in_reg, in_regswizzle);
1280 break;
1281 case WINED3DSPSM_X2NEG:
1282 sprintf(out_str, "-(2.0 * %s%s)", in_reg, in_regswizzle);
1283 break;
1284 case WINED3DSPSM_ABS:
1285 sprintf(out_str, "abs(%s%s)", in_reg, in_regswizzle);
1286 break;
1287 case WINED3DSPSM_ABSNEG:
1288 sprintf(out_str, "-abs(%s%s)", in_reg, in_regswizzle);
1289 break;
1290 default:
1291 FIXME("Unhandled modifier %u\n", src_modifier);
1292 sprintf(out_str, "%s%s", in_reg, in_regswizzle);
1296 /** Writes the GLSL variable name that corresponds to the register that the
1297 * DX opcode parameter is trying to access */
1298 static void shader_glsl_get_register_name(const struct wined3d_shader_register *reg,
1299 char *register_name, BOOL *is_color, const struct wined3d_shader_instruction *ins)
1301 /* oPos, oFog and oPts in D3D */
1302 static const char * const hwrastout_reg_names[] = {"OUT[10]", "OUT[11].x", "OUT[11].y"};
1304 IWineD3DBaseShaderImpl *This = (IWineD3DBaseShaderImpl *)ins->ctx->shader;
1305 const struct wined3d_gl_info *gl_info = ins->ctx->gl_info;
1306 char pshader = shader_is_pshader_version(This->baseShader.reg_maps.shader_version.type);
1308 *is_color = FALSE;
1310 switch (reg->type)
1312 case WINED3DSPR_TEMP:
1313 sprintf(register_name, "R%u", reg->idx);
1314 break;
1316 case WINED3DSPR_INPUT:
1317 /* vertex shaders */
1318 if (!pshader)
1320 struct shader_glsl_ctx_priv *priv = ins->ctx->backend_data;
1321 if (priv->cur_vs_args->swizzle_map & (1 << reg->idx)) *is_color = TRUE;
1322 sprintf(register_name, "attrib%u", reg->idx);
1323 break;
1326 /* pixel shaders >= 3.0 */
1327 if (This->baseShader.reg_maps.shader_version.major >= 3)
1329 DWORD idx = ((IWineD3DPixelShaderImpl *)This)->input_reg_map[reg->idx];
1330 unsigned int in_count = vec4_varyings(This->baseShader.reg_maps.shader_version.major, gl_info);
1332 if (reg->rel_addr)
1334 glsl_src_param_t rel_param;
1336 shader_glsl_add_src_param(ins, reg->rel_addr, WINED3DSP_WRITEMASK_0, &rel_param);
1338 /* Removing a + 0 would be an obvious optimization, but macos doesn't see the NOP
1339 * operation there */
1340 if (idx)
1342 if (((IWineD3DPixelShaderImpl *)This)->declared_in_count > in_count)
1344 sprintf(register_name,
1345 "((%s + %u) > %d ? (%s + %u) > %d ? gl_SecondaryColor : gl_Color : IN[%s + %u])",
1346 rel_param.param_str, idx, in_count - 1, rel_param.param_str, idx, in_count,
1347 rel_param.param_str, idx);
1349 else
1351 sprintf(register_name, "IN[%s + %u]", rel_param.param_str, idx);
1354 else
1356 if (((IWineD3DPixelShaderImpl *)This)->declared_in_count > in_count)
1358 sprintf(register_name, "((%s) > %d ? (%s) > %d ? gl_SecondaryColor : gl_Color : IN[%s])",
1359 rel_param.param_str, in_count - 1, rel_param.param_str, in_count,
1360 rel_param.param_str);
1362 else
1364 sprintf(register_name, "IN[%s]", rel_param.param_str);
1368 else
1370 if (idx == in_count) sprintf(register_name, "gl_Color");
1371 else if (idx == in_count + 1) sprintf(register_name, "gl_SecondaryColor");
1372 else sprintf(register_name, "IN[%u]", idx);
1375 else
1377 if (reg->idx == 0) strcpy(register_name, "gl_Color");
1378 else strcpy(register_name, "gl_SecondaryColor");
1379 break;
1381 break;
1383 case WINED3DSPR_CONST:
1385 const char prefix = pshader ? 'P' : 'V';
1387 /* Relative addressing */
1388 if (reg->rel_addr)
1390 glsl_src_param_t rel_param;
1391 shader_glsl_add_src_param(ins, reg->rel_addr, WINED3DSP_WRITEMASK_0, &rel_param);
1392 if (reg->idx) sprintf(register_name, "%cC[%s + %u]", prefix, rel_param.param_str, reg->idx);
1393 else sprintf(register_name, "%cC[%s]", prefix, rel_param.param_str);
1395 else
1397 if (shader_constant_is_local(This, reg->idx))
1398 sprintf(register_name, "%cLC%u", prefix, reg->idx);
1399 else
1400 sprintf(register_name, "%cC[%u]", prefix, reg->idx);
1403 break;
1405 case WINED3DSPR_CONSTINT:
1406 if (pshader) sprintf(register_name, "PI[%u]", reg->idx);
1407 else sprintf(register_name, "VI[%u]", reg->idx);
1408 break;
1410 case WINED3DSPR_CONSTBOOL:
1411 if (pshader) sprintf(register_name, "PB[%u]", reg->idx);
1412 else sprintf(register_name, "VB[%u]", reg->idx);
1413 break;
1415 case WINED3DSPR_TEXTURE: /* case WINED3DSPR_ADDR: */
1416 if (pshader) sprintf(register_name, "T%u", reg->idx);
1417 else sprintf(register_name, "A%u", reg->idx);
1418 break;
1420 case WINED3DSPR_LOOP:
1421 sprintf(register_name, "aL%u", This->baseShader.cur_loop_regno - 1);
1422 break;
1424 case WINED3DSPR_SAMPLER:
1425 if (pshader) sprintf(register_name, "Psampler%u", reg->idx);
1426 else sprintf(register_name, "Vsampler%u", reg->idx);
1427 break;
1429 case WINED3DSPR_COLOROUT:
1430 if (reg->idx >= gl_info->limits.buffers)
1431 WARN("Write to render target %u, only %d supported.\n", reg->idx, gl_info->limits.buffers);
1433 sprintf(register_name, "gl_FragData[%u]", reg->idx);
1434 break;
1436 case WINED3DSPR_RASTOUT:
1437 sprintf(register_name, "%s", hwrastout_reg_names[reg->idx]);
1438 break;
1440 case WINED3DSPR_DEPTHOUT:
1441 sprintf(register_name, "gl_FragDepth");
1442 break;
1444 case WINED3DSPR_ATTROUT:
1445 if (reg->idx == 0) sprintf(register_name, "OUT[8]");
1446 else sprintf(register_name, "OUT[9]");
1447 break;
1449 case WINED3DSPR_TEXCRDOUT:
1450 /* Vertex shaders >= 3.0: WINED3DSPR_OUTPUT */
1451 sprintf(register_name, "OUT[%u]", reg->idx);
1452 break;
1454 case WINED3DSPR_MISCTYPE:
1455 if (reg->idx == 0)
1457 /* vPos */
1458 sprintf(register_name, "vpos");
1460 else if (reg->idx == 1)
1462 /* Note that gl_FrontFacing is a bool, while vFace is
1463 * a float for which the sign determines front/back */
1464 sprintf(register_name, "(gl_FrontFacing ? 1.0 : -1.0)");
1466 else
1468 FIXME("Unhandled misctype register %d\n", reg->idx);
1469 sprintf(register_name, "unrecognized_register");
1471 break;
1473 case WINED3DSPR_IMMCONST:
1474 switch (reg->immconst_type)
1476 case WINED3D_IMMCONST_FLOAT:
1477 sprintf(register_name, "%.8e", *(const float *)reg->immconst_data);
1478 break;
1480 case WINED3D_IMMCONST_FLOAT4:
1481 sprintf(register_name, "vec4(%.8e, %.8e, %.8e, %.8e)",
1482 *(const float *)&reg->immconst_data[0], *(const float *)&reg->immconst_data[1],
1483 *(const float *)&reg->immconst_data[2], *(const float *)&reg->immconst_data[3]);
1484 break;
1486 default:
1487 FIXME("Unhandled immconst type %#x\n", reg->immconst_type);
1488 sprintf(register_name, "<unhandled_immconst_type %#x>", reg->immconst_type);
1490 break;
1492 default:
1493 FIXME("Unhandled register name Type(%d)\n", reg->type);
1494 sprintf(register_name, "unrecognized_register");
1495 break;
1499 static void shader_glsl_write_mask_to_str(DWORD write_mask, char *str)
1501 *str++ = '.';
1502 if (write_mask & WINED3DSP_WRITEMASK_0) *str++ = 'x';
1503 if (write_mask & WINED3DSP_WRITEMASK_1) *str++ = 'y';
1504 if (write_mask & WINED3DSP_WRITEMASK_2) *str++ = 'z';
1505 if (write_mask & WINED3DSP_WRITEMASK_3) *str++ = 'w';
1506 *str = '\0';
1509 /* Get the GLSL write mask for the destination register */
1510 static DWORD shader_glsl_get_write_mask(const struct wined3d_shader_dst_param *param, char *write_mask)
1512 DWORD mask = param->write_mask;
1514 if (shader_is_scalar(&param->reg))
1516 mask = WINED3DSP_WRITEMASK_0;
1517 *write_mask = '\0';
1519 else
1521 shader_glsl_write_mask_to_str(mask, write_mask);
1524 return mask;
1527 static unsigned int shader_glsl_get_write_mask_size(DWORD write_mask) {
1528 unsigned int size = 0;
1530 if (write_mask & WINED3DSP_WRITEMASK_0) ++size;
1531 if (write_mask & WINED3DSP_WRITEMASK_1) ++size;
1532 if (write_mask & WINED3DSP_WRITEMASK_2) ++size;
1533 if (write_mask & WINED3DSP_WRITEMASK_3) ++size;
1535 return size;
1538 static void shader_glsl_swizzle_to_str(const DWORD swizzle, BOOL fixup, DWORD mask, char *str)
1540 /* For registers of type WINED3DDECLTYPE_D3DCOLOR, data is stored as "bgra",
1541 * but addressed as "rgba". To fix this we need to swap the register's x
1542 * and z components. */
1543 const char *swizzle_chars = fixup ? "zyxw" : "xyzw";
1545 *str++ = '.';
1546 /* swizzle bits fields: wwzzyyxx */
1547 if (mask & WINED3DSP_WRITEMASK_0) *str++ = swizzle_chars[swizzle & 0x03];
1548 if (mask & WINED3DSP_WRITEMASK_1) *str++ = swizzle_chars[(swizzle >> 2) & 0x03];
1549 if (mask & WINED3DSP_WRITEMASK_2) *str++ = swizzle_chars[(swizzle >> 4) & 0x03];
1550 if (mask & WINED3DSP_WRITEMASK_3) *str++ = swizzle_chars[(swizzle >> 6) & 0x03];
1551 *str = '\0';
1554 static void shader_glsl_get_swizzle(const struct wined3d_shader_src_param *param,
1555 BOOL fixup, DWORD mask, char *swizzle_str)
1557 if (shader_is_scalar(&param->reg))
1558 *swizzle_str = '\0';
1559 else
1560 shader_glsl_swizzle_to_str(param->swizzle, fixup, mask, swizzle_str);
1563 /* From a given parameter token, generate the corresponding GLSL string.
1564 * Also, return the actual register name and swizzle in case the
1565 * caller needs this information as well. */
1566 static void shader_glsl_add_src_param(const struct wined3d_shader_instruction *ins,
1567 const struct wined3d_shader_src_param *wined3d_src, DWORD mask, glsl_src_param_t *glsl_src)
1569 BOOL is_color = FALSE;
1570 char swizzle_str[6];
1572 glsl_src->reg_name[0] = '\0';
1573 glsl_src->param_str[0] = '\0';
1574 swizzle_str[0] = '\0';
1576 shader_glsl_get_register_name(&wined3d_src->reg, glsl_src->reg_name, &is_color, ins);
1577 shader_glsl_get_swizzle(wined3d_src, is_color, mask, swizzle_str);
1578 shader_glsl_gen_modifier(wined3d_src->modifiers, glsl_src->reg_name, swizzle_str, glsl_src->param_str);
1581 /* From a given parameter token, generate the corresponding GLSL string.
1582 * Also, return the actual register name and swizzle in case the
1583 * caller needs this information as well. */
1584 static DWORD shader_glsl_add_dst_param(const struct wined3d_shader_instruction *ins,
1585 const struct wined3d_shader_dst_param *wined3d_dst, glsl_dst_param_t *glsl_dst)
1587 BOOL is_color = FALSE;
1589 glsl_dst->mask_str[0] = '\0';
1590 glsl_dst->reg_name[0] = '\0';
1592 shader_glsl_get_register_name(&wined3d_dst->reg, glsl_dst->reg_name, &is_color, ins);
1593 return shader_glsl_get_write_mask(wined3d_dst, glsl_dst->mask_str);
1596 /* Append the destination part of the instruction to the buffer, return the effective write mask */
1597 static DWORD shader_glsl_append_dst_ext(struct wined3d_shader_buffer *buffer,
1598 const struct wined3d_shader_instruction *ins, const struct wined3d_shader_dst_param *dst)
1600 glsl_dst_param_t glsl_dst;
1601 DWORD mask;
1603 mask = shader_glsl_add_dst_param(ins, dst, &glsl_dst);
1604 if (mask) shader_addline(buffer, "%s%s = %s(", glsl_dst.reg_name, glsl_dst.mask_str, shift_glsl_tab[dst->shift]);
1606 return mask;
1609 /* Append the destination part of the instruction to the buffer, return the effective write mask */
1610 static DWORD shader_glsl_append_dst(struct wined3d_shader_buffer *buffer, const struct wined3d_shader_instruction *ins)
1612 return shader_glsl_append_dst_ext(buffer, ins, &ins->dst[0]);
1615 /** Process GLSL instruction modifiers */
1616 static void shader_glsl_add_instruction_modifiers(const struct wined3d_shader_instruction *ins)
1618 glsl_dst_param_t dst_param;
1619 DWORD modifiers;
1621 if (!ins->dst_count) return;
1623 modifiers = ins->dst[0].modifiers;
1624 if (!modifiers) return;
1626 shader_glsl_add_dst_param(ins, &ins->dst[0], &dst_param);
1628 if (modifiers & WINED3DSPDM_SATURATE)
1630 /* _SAT means to clamp the value of the register to between 0 and 1 */
1631 shader_addline(ins->ctx->buffer, "%s%s = clamp(%s%s, 0.0, 1.0);\n", dst_param.reg_name,
1632 dst_param.mask_str, dst_param.reg_name, dst_param.mask_str);
1635 if (modifiers & WINED3DSPDM_MSAMPCENTROID)
1637 FIXME("_centroid modifier not handled\n");
1640 if (modifiers & WINED3DSPDM_PARTIALPRECISION)
1642 /* MSDN says this modifier can be safely ignored, so that's what we'll do. */
1646 static inline const char *shader_get_comp_op(DWORD op)
1648 switch (op) {
1649 case COMPARISON_GT: return ">";
1650 case COMPARISON_EQ: return "==";
1651 case COMPARISON_GE: return ">=";
1652 case COMPARISON_LT: return "<";
1653 case COMPARISON_NE: return "!=";
1654 case COMPARISON_LE: return "<=";
1655 default:
1656 FIXME("Unrecognized comparison value: %u\n", op);
1657 return "(\?\?)";
1661 static void shader_glsl_get_sample_function(const struct wined3d_shader_context *ctx,
1662 DWORD sampler_idx, DWORD flags, glsl_sample_function_t *sample_function)
1664 WINED3DSAMPLER_TEXTURE_TYPE sampler_type = ctx->reg_maps->sampler_type[sampler_idx];
1665 const struct wined3d_gl_info *gl_info = ctx->gl_info;
1666 BOOL shadow = shader_is_pshader_version(ctx->reg_maps->shader_version.type)
1667 && (((const struct shader_glsl_ctx_priv *)ctx->backend_data)->cur_ps_args->shadow & (1 << sampler_idx));
1668 BOOL projected = flags & WINED3D_GLSL_SAMPLE_PROJECTED;
1669 BOOL texrect = flags & WINED3D_GLSL_SAMPLE_RECT;
1670 BOOL lod = flags & WINED3D_GLSL_SAMPLE_LOD;
1671 BOOL grad = flags & WINED3D_GLSL_SAMPLE_GRAD;
1673 /* Note that there's no such thing as a projected cube texture. */
1674 switch(sampler_type) {
1675 case WINED3DSTT_1D:
1676 if (shadow)
1678 if (lod)
1680 sample_function->name = projected ? "shadow1DProjLod" : "shadow1DLod";
1682 else if (grad)
1684 if (gl_info->supported[EXT_GPU_SHADER4])
1685 sample_function->name = projected ? "shadow1DProjGrad" : "shadow1DGrad";
1686 else if (gl_info->supported[ARB_SHADER_TEXTURE_LOD])
1687 sample_function->name = projected ? "shadow1DProjGradARB" : "shadow1DGradARB";
1688 else
1690 FIXME("Unsupported 1D shadow grad function.\n");
1691 sample_function->name = "unsupported1DGrad";
1694 else
1696 sample_function->name = projected ? "shadow1DProj" : "shadow1D";
1698 sample_function->coord_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1;
1700 else
1702 if (lod)
1704 sample_function->name = projected ? "texture1DProjLod" : "texture1DLod";
1706 else if (grad)
1708 if (gl_info->supported[EXT_GPU_SHADER4])
1709 sample_function->name = projected ? "texture1DProjGrad" : "texture1DGrad";
1710 else if (gl_info->supported[ARB_SHADER_TEXTURE_LOD])
1711 sample_function->name = projected ? "texture1DProjGradARB" : "texture1DGradARB";
1712 else
1714 FIXME("Unsupported 1D grad function.\n");
1715 sample_function->name = "unsupported1DGrad";
1718 else
1720 sample_function->name = projected ? "texture1DProj" : "texture1D";
1722 sample_function->coord_mask = WINED3DSP_WRITEMASK_0;
1724 break;
1726 case WINED3DSTT_2D:
1727 if (shadow)
1729 if (texrect)
1731 if (lod)
1733 sample_function->name = projected ? "shadow2DRectProjLod" : "shadow2DRectLod";
1735 else if (grad)
1737 if (gl_info->supported[EXT_GPU_SHADER4])
1738 sample_function->name = projected ? "shadow2DRectProjGrad" : "shadow2DRectGrad";
1739 else if (gl_info->supported[ARB_SHADER_TEXTURE_LOD])
1740 sample_function->name = projected ? "shadow2DRectProjGradARB" : "shadow2DRectGradARB";
1741 else
1743 FIXME("Unsupported RECT shadow grad function.\n");
1744 sample_function->name = "unsupported2DRectGrad";
1747 else
1749 sample_function->name = projected ? "shadow2DRectProj" : "shadow2DRect";
1752 else
1754 if (lod)
1756 sample_function->name = projected ? "shadow2DProjLod" : "shadow2DLod";
1758 else if (grad)
1760 if (gl_info->supported[EXT_GPU_SHADER4])
1761 sample_function->name = projected ? "shadow2DProjGrad" : "shadow2DGrad";
1762 else if (gl_info->supported[ARB_SHADER_TEXTURE_LOD])
1763 sample_function->name = projected ? "shadow2DProjGradARB" : "shadow2DGradARB";
1764 else
1766 FIXME("Unsupported 2D shadow grad function.\n");
1767 sample_function->name = "unsupported2DGrad";
1770 else
1772 sample_function->name = projected ? "shadow2DProj" : "shadow2D";
1775 sample_function->coord_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
1777 else
1779 if (texrect)
1781 if (lod)
1783 sample_function->name = projected ? "texture2DRectProjLod" : "texture2DRectLod";
1785 else if (grad)
1787 if (gl_info->supported[EXT_GPU_SHADER4])
1788 sample_function->name = projected ? "texture2DRectProjGrad" : "texture2DRectGrad";
1789 else if (gl_info->supported[ARB_SHADER_TEXTURE_LOD])
1790 sample_function->name = projected ? "texture2DRectProjGradARB" : "texture2DRectGradARB";
1791 else
1793 FIXME("Unsupported RECT grad function.\n");
1794 sample_function->name = "unsupported2DRectGrad";
1797 else
1799 sample_function->name = projected ? "texture2DRectProj" : "texture2DRect";
1802 else
1804 if (lod)
1806 sample_function->name = projected ? "texture2DProjLod" : "texture2DLod";
1808 else if (grad)
1810 if (gl_info->supported[EXT_GPU_SHADER4])
1811 sample_function->name = projected ? "texture2DProjGrad" : "texture2DGrad";
1812 else if (gl_info->supported[ARB_SHADER_TEXTURE_LOD])
1813 sample_function->name = projected ? "texture2DProjGradARB" : "texture2DGradARB";
1814 else
1816 FIXME("Unsupported 2D grad function.\n");
1817 sample_function->name = "unsupported2DGrad";
1820 else
1822 sample_function->name = projected ? "texture2DProj" : "texture2D";
1825 sample_function->coord_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1;
1827 break;
1829 case WINED3DSTT_CUBE:
1830 if (shadow)
1832 FIXME("Unsupported Cube shadow function.\n");
1833 sample_function->name = "unsupportedCubeShadow";
1834 sample_function->coord_mask = 0;
1836 else
1838 if (lod)
1840 sample_function->name = "textureCubeLod";
1842 else if (grad)
1844 if (gl_info->supported[EXT_GPU_SHADER4])
1845 sample_function->name = "textureCubeGrad";
1846 else if (gl_info->supported[ARB_SHADER_TEXTURE_LOD])
1847 sample_function->name = "textureCubeGradARB";
1848 else
1850 FIXME("Unsupported Cube grad function.\n");
1851 sample_function->name = "unsupportedCubeGrad";
1854 else
1856 sample_function->name = "textureCube";
1858 sample_function->coord_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
1860 break;
1862 case WINED3DSTT_VOLUME:
1863 if (shadow)
1865 FIXME("Unsupported 3D shadow function.\n");
1866 sample_function->name = "unsupported3DShadow";
1867 sample_function->coord_mask = 0;
1869 else
1871 if (lod)
1873 sample_function->name = projected ? "texture3DProjLod" : "texture3DLod";
1875 else if (grad)
1877 if (gl_info->supported[EXT_GPU_SHADER4])
1878 sample_function->name = projected ? "texture3DProjGrad" : "texture3DGrad";
1879 else if (gl_info->supported[ARB_SHADER_TEXTURE_LOD])
1880 sample_function->name = projected ? "texture3DProjGradARB" : "texture3DGradARB";
1881 else
1883 FIXME("Unsupported 3D grad function.\n");
1884 sample_function->name = "unsupported3DGrad";
1887 else
1889 sample_function->name = projected ? "texture3DProj" : "texture3D";
1891 sample_function->coord_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
1893 break;
1895 default:
1896 sample_function->name = "";
1897 sample_function->coord_mask = 0;
1898 FIXME("Unrecognized sampler type: %#x;\n", sampler_type);
1899 break;
1903 static void shader_glsl_append_fixup_arg(char *arguments, const char *reg_name,
1904 BOOL sign_fixup, enum fixup_channel_source channel_source)
1906 switch(channel_source)
1908 case CHANNEL_SOURCE_ZERO:
1909 strcat(arguments, "0.0");
1910 break;
1912 case CHANNEL_SOURCE_ONE:
1913 strcat(arguments, "1.0");
1914 break;
1916 case CHANNEL_SOURCE_X:
1917 strcat(arguments, reg_name);
1918 strcat(arguments, ".x");
1919 break;
1921 case CHANNEL_SOURCE_Y:
1922 strcat(arguments, reg_name);
1923 strcat(arguments, ".y");
1924 break;
1926 case CHANNEL_SOURCE_Z:
1927 strcat(arguments, reg_name);
1928 strcat(arguments, ".z");
1929 break;
1931 case CHANNEL_SOURCE_W:
1932 strcat(arguments, reg_name);
1933 strcat(arguments, ".w");
1934 break;
1936 default:
1937 FIXME("Unhandled channel source %#x\n", channel_source);
1938 strcat(arguments, "undefined");
1939 break;
1942 if (sign_fixup) strcat(arguments, " * 2.0 - 1.0");
1945 static void shader_glsl_color_correction(const struct wined3d_shader_instruction *ins, struct color_fixup_desc fixup)
1947 struct wined3d_shader_dst_param dst;
1948 unsigned int mask_size, remaining;
1949 glsl_dst_param_t dst_param;
1950 char arguments[256];
1951 DWORD mask;
1953 mask = 0;
1954 if (fixup.x_sign_fixup || fixup.x_source != CHANNEL_SOURCE_X) mask |= WINED3DSP_WRITEMASK_0;
1955 if (fixup.y_sign_fixup || fixup.y_source != CHANNEL_SOURCE_Y) mask |= WINED3DSP_WRITEMASK_1;
1956 if (fixup.z_sign_fixup || fixup.z_source != CHANNEL_SOURCE_Z) mask |= WINED3DSP_WRITEMASK_2;
1957 if (fixup.w_sign_fixup || fixup.w_source != CHANNEL_SOURCE_W) mask |= WINED3DSP_WRITEMASK_3;
1958 mask &= ins->dst[0].write_mask;
1960 if (!mask) return; /* Nothing to do */
1962 if (is_complex_fixup(fixup))
1964 enum complex_fixup complex_fixup = get_complex_fixup(fixup);
1965 FIXME("Complex fixup (%#x) not supported\n",complex_fixup);
1966 return;
1969 mask_size = shader_glsl_get_write_mask_size(mask);
1971 dst = ins->dst[0];
1972 dst.write_mask = mask;
1973 shader_glsl_add_dst_param(ins, &dst, &dst_param);
1975 arguments[0] = '\0';
1976 remaining = mask_size;
1977 if (mask & WINED3DSP_WRITEMASK_0)
1979 shader_glsl_append_fixup_arg(arguments, dst_param.reg_name, fixup.x_sign_fixup, fixup.x_source);
1980 if (--remaining) strcat(arguments, ", ");
1982 if (mask & WINED3DSP_WRITEMASK_1)
1984 shader_glsl_append_fixup_arg(arguments, dst_param.reg_name, fixup.y_sign_fixup, fixup.y_source);
1985 if (--remaining) strcat(arguments, ", ");
1987 if (mask & WINED3DSP_WRITEMASK_2)
1989 shader_glsl_append_fixup_arg(arguments, dst_param.reg_name, fixup.z_sign_fixup, fixup.z_source);
1990 if (--remaining) strcat(arguments, ", ");
1992 if (mask & WINED3DSP_WRITEMASK_3)
1994 shader_glsl_append_fixup_arg(arguments, dst_param.reg_name, fixup.w_sign_fixup, fixup.w_source);
1995 if (--remaining) strcat(arguments, ", ");
1998 if (mask_size > 1)
2000 shader_addline(ins->ctx->buffer, "%s%s = vec%u(%s);\n",
2001 dst_param.reg_name, dst_param.mask_str, mask_size, arguments);
2003 else
2005 shader_addline(ins->ctx->buffer, "%s%s = %s;\n", dst_param.reg_name, dst_param.mask_str, arguments);
2009 static void PRINTF_ATTR(8, 9) shader_glsl_gen_sample_code(const struct wined3d_shader_instruction *ins,
2010 DWORD sampler, const glsl_sample_function_t *sample_function, DWORD swizzle,
2011 const char *dx, const char *dy,
2012 const char *bias, const char *coord_reg_fmt, ...)
2014 const char *sampler_base;
2015 char dst_swizzle[6];
2016 struct color_fixup_desc fixup;
2017 BOOL np2_fixup = FALSE;
2018 va_list args;
2020 shader_glsl_swizzle_to_str(swizzle, FALSE, ins->dst[0].write_mask, dst_swizzle);
2022 if (shader_is_pshader_version(ins->ctx->reg_maps->shader_version.type))
2024 const struct shader_glsl_ctx_priv *priv = ins->ctx->backend_data;
2025 fixup = priv->cur_ps_args->color_fixup[sampler];
2026 sampler_base = "Psampler";
2028 if(priv->cur_ps_args->np2_fixup & (1 << sampler)) {
2029 if(bias) {
2030 FIXME("Biased sampling from NP2 textures is unsupported\n");
2031 } else {
2032 np2_fixup = TRUE;
2035 } else {
2036 sampler_base = "Vsampler";
2037 fixup = COLOR_FIXUP_IDENTITY; /* FIXME: Vshader color fixup */
2040 shader_glsl_append_dst(ins->ctx->buffer, ins);
2042 shader_addline(ins->ctx->buffer, "%s(%s%u, ", sample_function->name, sampler_base, sampler);
2044 va_start(args, coord_reg_fmt);
2045 shader_vaddline(ins->ctx->buffer, coord_reg_fmt, args);
2046 va_end(args);
2048 if(bias) {
2049 shader_addline(ins->ctx->buffer, ", %s)%s);\n", bias, dst_swizzle);
2050 } else {
2051 if (np2_fixup) {
2052 const struct shader_glsl_ctx_priv *priv = ins->ctx->backend_data;
2053 const unsigned char idx = priv->cur_np2fixup_info->idx[sampler];
2055 shader_addline(ins->ctx->buffer, " * PsamplerNP2Fixup[%u].%s)%s);\n", idx >> 1,
2056 (idx % 2) ? "zw" : "xy", dst_swizzle);
2057 } else if(dx && dy) {
2058 shader_addline(ins->ctx->buffer, ", %s, %s)%s);\n", dx, dy, dst_swizzle);
2059 } else {
2060 shader_addline(ins->ctx->buffer, ")%s);\n", dst_swizzle);
2064 if(!is_identity_fixup(fixup)) {
2065 shader_glsl_color_correction(ins, fixup);
2069 /*****************************************************************************
2070 * Begin processing individual instruction opcodes
2071 ****************************************************************************/
2073 /* Generate GLSL arithmetic functions (dst = src1 + src2) */
2074 static void shader_glsl_arith(const struct wined3d_shader_instruction *ins)
2076 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2077 glsl_src_param_t src0_param;
2078 glsl_src_param_t src1_param;
2079 DWORD write_mask;
2080 char op;
2082 /* Determine the GLSL operator to use based on the opcode */
2083 switch (ins->handler_idx)
2085 case WINED3DSIH_MUL: op = '*'; break;
2086 case WINED3DSIH_ADD: op = '+'; break;
2087 case WINED3DSIH_SUB: op = '-'; break;
2088 default:
2089 op = ' ';
2090 FIXME("Opcode %#x not yet handled in GLSL\n", ins->handler_idx);
2091 break;
2094 write_mask = shader_glsl_append_dst(buffer, ins);
2095 shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src0_param);
2096 shader_glsl_add_src_param(ins, &ins->src[1], write_mask, &src1_param);
2097 shader_addline(buffer, "%s %c %s);\n", src0_param.param_str, op, src1_param.param_str);
2100 /* Process the WINED3DSIO_MOV opcode using GLSL (dst = src) */
2101 static void shader_glsl_mov(const struct wined3d_shader_instruction *ins)
2103 const struct wined3d_gl_info *gl_info = ins->ctx->gl_info;
2104 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2105 glsl_src_param_t src0_param;
2106 DWORD write_mask;
2108 write_mask = shader_glsl_append_dst(buffer, ins);
2109 shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src0_param);
2111 /* In vs_1_1 WINED3DSIO_MOV can write to the address register. In later
2112 * shader versions WINED3DSIO_MOVA is used for this. */
2113 if (ins->ctx->reg_maps->shader_version.major == 1
2114 && !shader_is_pshader_version(ins->ctx->reg_maps->shader_version.type)
2115 && ins->dst[0].reg.type == WINED3DSPR_ADDR)
2117 /* This is a simple floor() */
2118 unsigned int mask_size = shader_glsl_get_write_mask_size(write_mask);
2119 if (mask_size > 1) {
2120 shader_addline(buffer, "ivec%d(floor(%s)));\n", mask_size, src0_param.param_str);
2121 } else {
2122 shader_addline(buffer, "int(floor(%s)));\n", src0_param.param_str);
2125 else if(ins->handler_idx == WINED3DSIH_MOVA)
2127 /* We need to *round* to the nearest int here. */
2128 unsigned int mask_size = shader_glsl_get_write_mask_size(write_mask);
2130 if (gl_info->supported[EXT_GPU_SHADER4])
2132 if (mask_size > 1)
2133 shader_addline(buffer, "ivec%d(round(%s)));\n", mask_size, src0_param.param_str);
2134 else
2135 shader_addline(buffer, "int(round(%s)));\n", src0_param.param_str);
2137 else
2139 if (mask_size > 1)
2140 shader_addline(buffer, "ivec%d(floor(abs(%s) + vec%d(0.5)) * sign(%s)));\n",
2141 mask_size, src0_param.param_str, mask_size, src0_param.param_str);
2142 else
2143 shader_addline(buffer, "int(floor(abs(%s) + 0.5) * sign(%s)));\n",
2144 src0_param.param_str, src0_param.param_str);
2147 else
2149 shader_addline(buffer, "%s);\n", src0_param.param_str);
2153 /* Process the dot product operators DP3 and DP4 in GLSL (dst = dot(src0, src1)) */
2154 static void shader_glsl_dot(const struct wined3d_shader_instruction *ins)
2156 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2157 glsl_src_param_t src0_param;
2158 glsl_src_param_t src1_param;
2159 DWORD dst_write_mask, src_write_mask;
2160 unsigned int dst_size = 0;
2162 dst_write_mask = shader_glsl_append_dst(buffer, ins);
2163 dst_size = shader_glsl_get_write_mask_size(dst_write_mask);
2165 /* dp3 works on vec3, dp4 on vec4 */
2166 if (ins->handler_idx == WINED3DSIH_DP4)
2168 src_write_mask = WINED3DSP_WRITEMASK_ALL;
2169 } else {
2170 src_write_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
2173 shader_glsl_add_src_param(ins, &ins->src[0], src_write_mask, &src0_param);
2174 shader_glsl_add_src_param(ins, &ins->src[1], src_write_mask, &src1_param);
2176 if (dst_size > 1) {
2177 shader_addline(buffer, "vec%d(dot(%s, %s)));\n", dst_size, src0_param.param_str, src1_param.param_str);
2178 } else {
2179 shader_addline(buffer, "dot(%s, %s));\n", src0_param.param_str, src1_param.param_str);
2183 /* Note that this instruction has some restrictions. The destination write mask
2184 * can't contain the w component, and the source swizzles have to be .xyzw */
2185 static void shader_glsl_cross(const struct wined3d_shader_instruction *ins)
2187 DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
2188 glsl_src_param_t src0_param;
2189 glsl_src_param_t src1_param;
2190 char dst_mask[6];
2192 shader_glsl_get_write_mask(&ins->dst[0], dst_mask);
2193 shader_glsl_append_dst(ins->ctx->buffer, ins);
2194 shader_glsl_add_src_param(ins, &ins->src[0], src_mask, &src0_param);
2195 shader_glsl_add_src_param(ins, &ins->src[1], src_mask, &src1_param);
2196 shader_addline(ins->ctx->buffer, "cross(%s, %s)%s);\n", src0_param.param_str, src1_param.param_str, dst_mask);
2199 /* Process the WINED3DSIO_POW instruction in GLSL (dst = |src0|^src1)
2200 * Src0 and src1 are scalars. Note that D3D uses the absolute of src0, while
2201 * GLSL uses the value as-is. */
2202 static void shader_glsl_pow(const struct wined3d_shader_instruction *ins)
2204 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2205 glsl_src_param_t src0_param;
2206 glsl_src_param_t src1_param;
2207 DWORD dst_write_mask;
2208 unsigned int dst_size;
2210 dst_write_mask = shader_glsl_append_dst(buffer, ins);
2211 dst_size = shader_glsl_get_write_mask_size(dst_write_mask);
2213 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0, &src0_param);
2214 shader_glsl_add_src_param(ins, &ins->src[1], WINED3DSP_WRITEMASK_0, &src1_param);
2216 if (dst_size > 1)
2218 shader_addline(buffer, "vec%u(pow(abs(%s), %s)));\n",
2219 dst_size, src0_param.param_str, src1_param.param_str);
2221 else
2223 shader_addline(buffer, "pow(abs(%s), %s));\n",
2224 src0_param.param_str, src1_param.param_str);
2228 /* Process the WINED3DSIO_LOG instruction in GLSL (dst = log2(|src0|))
2229 * Src0 is a scalar. Note that D3D uses the absolute of src0, while
2230 * GLSL uses the value as-is. */
2231 static void shader_glsl_log(const struct wined3d_shader_instruction *ins)
2233 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2234 glsl_src_param_t src0_param;
2235 DWORD dst_write_mask;
2236 unsigned int dst_size;
2238 dst_write_mask = shader_glsl_append_dst(buffer, ins);
2239 dst_size = shader_glsl_get_write_mask_size(dst_write_mask);
2241 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0, &src0_param);
2243 if (dst_size > 1)
2245 shader_addline(buffer, "vec%u(log2(abs(%s))));\n",
2246 dst_size, src0_param.param_str);
2248 else
2250 shader_addline(buffer, "log2(abs(%s)));\n",
2251 src0_param.param_str);
2255 /* Map the opcode 1-to-1 to the GL code (arg->dst = instruction(src0, src1, ...) */
2256 static void shader_glsl_map2gl(const struct wined3d_shader_instruction *ins)
2258 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2259 glsl_src_param_t src_param;
2260 const char *instruction;
2261 DWORD write_mask;
2262 unsigned i;
2264 /* Determine the GLSL function to use based on the opcode */
2265 /* TODO: Possibly make this a table for faster lookups */
2266 switch (ins->handler_idx)
2268 case WINED3DSIH_MIN: instruction = "min"; break;
2269 case WINED3DSIH_MAX: instruction = "max"; break;
2270 case WINED3DSIH_ABS: instruction = "abs"; break;
2271 case WINED3DSIH_FRC: instruction = "fract"; break;
2272 case WINED3DSIH_EXP: instruction = "exp2"; break;
2273 case WINED3DSIH_DSX: instruction = "dFdx"; break;
2274 case WINED3DSIH_DSY: instruction = "ycorrection.y * dFdy"; break;
2275 default: instruction = "";
2276 FIXME("Opcode %#x not yet handled in GLSL\n", ins->handler_idx);
2277 break;
2280 write_mask = shader_glsl_append_dst(buffer, ins);
2282 shader_addline(buffer, "%s(", instruction);
2284 if (ins->src_count)
2286 shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src_param);
2287 shader_addline(buffer, "%s", src_param.param_str);
2288 for (i = 1; i < ins->src_count; ++i)
2290 shader_glsl_add_src_param(ins, &ins->src[i], write_mask, &src_param);
2291 shader_addline(buffer, ", %s", src_param.param_str);
2295 shader_addline(buffer, "));\n");
2298 static void shader_glsl_nrm(const struct wined3d_shader_instruction *ins)
2300 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2301 glsl_src_param_t src_param;
2302 unsigned int mask_size;
2303 DWORD write_mask;
2304 char dst_mask[6];
2306 write_mask = shader_glsl_get_write_mask(ins->dst, dst_mask);
2307 mask_size = shader_glsl_get_write_mask_size(write_mask);
2308 shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src_param);
2310 shader_addline(buffer, "tmp0.x = length(%s);\n", src_param.param_str);
2311 shader_glsl_append_dst(buffer, ins);
2312 if (mask_size > 1)
2314 shader_addline(buffer, "tmp0.x == 0.0 ? vec%u(0.0) : (%s / tmp0.x));\n",
2315 mask_size, src_param.param_str);
2317 else
2319 shader_addline(buffer, "tmp0.x == 0.0 ? 0.0 : (%s / tmp0.x));\n",
2320 src_param.param_str);
2324 /** Process the WINED3DSIO_EXPP instruction in GLSL:
2325 * For shader model 1.x, do the following (and honor the writemask, so use a temporary variable):
2326 * dst.x = 2^(floor(src))
2327 * dst.y = src - floor(src)
2328 * dst.z = 2^src (partial precision is allowed, but optional)
2329 * dst.w = 1.0;
2330 * For 2.0 shaders, just do this (honoring writemask and swizzle):
2331 * dst = 2^src; (partial precision is allowed, but optional)
2333 static void shader_glsl_expp(const struct wined3d_shader_instruction *ins)
2335 glsl_src_param_t src_param;
2337 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0, &src_param);
2339 if (ins->ctx->reg_maps->shader_version.major < 2)
2341 char dst_mask[6];
2343 shader_addline(ins->ctx->buffer, "tmp0.x = exp2(floor(%s));\n", src_param.param_str);
2344 shader_addline(ins->ctx->buffer, "tmp0.y = %s - floor(%s);\n", src_param.param_str, src_param.param_str);
2345 shader_addline(ins->ctx->buffer, "tmp0.z = exp2(%s);\n", src_param.param_str);
2346 shader_addline(ins->ctx->buffer, "tmp0.w = 1.0;\n");
2348 shader_glsl_append_dst(ins->ctx->buffer, ins);
2349 shader_glsl_get_write_mask(&ins->dst[0], dst_mask);
2350 shader_addline(ins->ctx->buffer, "tmp0%s);\n", dst_mask);
2351 } else {
2352 DWORD write_mask;
2353 unsigned int mask_size;
2355 write_mask = shader_glsl_append_dst(ins->ctx->buffer, ins);
2356 mask_size = shader_glsl_get_write_mask_size(write_mask);
2358 if (mask_size > 1) {
2359 shader_addline(ins->ctx->buffer, "vec%d(exp2(%s)));\n", mask_size, src_param.param_str);
2360 } else {
2361 shader_addline(ins->ctx->buffer, "exp2(%s));\n", src_param.param_str);
2366 /** Process the RCP (reciprocal or inverse) opcode in GLSL (dst = 1 / src) */
2367 static void shader_glsl_rcp(const struct wined3d_shader_instruction *ins)
2369 glsl_src_param_t src_param;
2370 DWORD write_mask;
2371 unsigned int mask_size;
2373 write_mask = shader_glsl_append_dst(ins->ctx->buffer, ins);
2374 mask_size = shader_glsl_get_write_mask_size(write_mask);
2375 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_3, &src_param);
2377 if (mask_size > 1)
2379 shader_addline(ins->ctx->buffer, "vec%u(1.0 / %s));\n",
2380 mask_size, src_param.param_str);
2382 else
2384 shader_addline(ins->ctx->buffer, "1.0 / %s);\n",
2385 src_param.param_str);
2389 static void shader_glsl_rsq(const struct wined3d_shader_instruction *ins)
2391 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2392 glsl_src_param_t src_param;
2393 DWORD write_mask;
2394 unsigned int mask_size;
2396 write_mask = shader_glsl_append_dst(buffer, ins);
2397 mask_size = shader_glsl_get_write_mask_size(write_mask);
2399 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_3, &src_param);
2401 if (mask_size > 1)
2403 shader_addline(buffer, "vec%u(inversesqrt(abs(%s))));\n",
2404 mask_size, src_param.param_str);
2406 else
2408 shader_addline(buffer, "inversesqrt(abs(%s)));\n",
2409 src_param.param_str);
2413 /** Process signed comparison opcodes in GLSL. */
2414 static void shader_glsl_compare(const struct wined3d_shader_instruction *ins)
2416 glsl_src_param_t src0_param;
2417 glsl_src_param_t src1_param;
2418 DWORD write_mask;
2419 unsigned int mask_size;
2421 write_mask = shader_glsl_append_dst(ins->ctx->buffer, ins);
2422 mask_size = shader_glsl_get_write_mask_size(write_mask);
2423 shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src0_param);
2424 shader_glsl_add_src_param(ins, &ins->src[1], write_mask, &src1_param);
2426 if (mask_size > 1) {
2427 const char *compare;
2429 switch(ins->handler_idx)
2431 case WINED3DSIH_SLT: compare = "lessThan"; break;
2432 case WINED3DSIH_SGE: compare = "greaterThanEqual"; break;
2433 default: compare = "";
2434 FIXME("Can't handle opcode %#x\n", ins->handler_idx);
2437 shader_addline(ins->ctx->buffer, "vec%d(%s(%s, %s)));\n", mask_size, compare,
2438 src0_param.param_str, src1_param.param_str);
2439 } else {
2440 switch(ins->handler_idx)
2442 case WINED3DSIH_SLT:
2443 /* Step(src0, src1) is not suitable here because if src0 == src1 SLT is supposed,
2444 * to return 0.0 but step returns 1.0 because step is not < x
2445 * An alternative is a bvec compare padded with an unused second component.
2446 * step(src1 * -1.0, src0 * -1.0) is not an option because it suffers from the same
2447 * issue. Playing with not() is not possible either because not() does not accept
2448 * a scalar.
2450 shader_addline(ins->ctx->buffer, "(%s < %s) ? 1.0 : 0.0);\n",
2451 src0_param.param_str, src1_param.param_str);
2452 break;
2453 case WINED3DSIH_SGE:
2454 /* Here we can use the step() function and safe a conditional */
2455 shader_addline(ins->ctx->buffer, "step(%s, %s));\n", src1_param.param_str, src0_param.param_str);
2456 break;
2457 default:
2458 FIXME("Can't handle opcode %#x\n", ins->handler_idx);
2464 /** Process CMP instruction in GLSL (dst = src0 >= 0.0 ? src1 : src2), per channel */
2465 static void shader_glsl_cmp(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;
2470 DWORD write_mask, cmp_channel = 0;
2471 unsigned int i, j;
2472 char mask_char[6];
2473 BOOL temp_destination = FALSE;
2475 if (shader_is_scalar(&ins->src[0].reg))
2477 write_mask = shader_glsl_append_dst(ins->ctx->buffer, ins);
2479 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_ALL, &src0_param);
2480 shader_glsl_add_src_param(ins, &ins->src[1], write_mask, &src1_param);
2481 shader_glsl_add_src_param(ins, &ins->src[2], write_mask, &src2_param);
2483 shader_addline(ins->ctx->buffer, "%s >= 0.0 ? %s : %s);\n",
2484 src0_param.param_str, src1_param.param_str, src2_param.param_str);
2485 } else {
2486 DWORD dst_mask = ins->dst[0].write_mask;
2487 struct wined3d_shader_dst_param dst = ins->dst[0];
2489 /* Cycle through all source0 channels */
2490 for (i=0; i<4; i++) {
2491 write_mask = 0;
2492 /* Find the destination channels which use the current source0 channel */
2493 for (j=0; j<4; j++) {
2494 if (((ins->src[0].swizzle >> (2 * j)) & 0x3) == i)
2496 write_mask |= WINED3DSP_WRITEMASK_0 << j;
2497 cmp_channel = WINED3DSP_WRITEMASK_0 << j;
2500 dst.write_mask = dst_mask & write_mask;
2502 /* Splitting the cmp instruction up in multiple lines imposes a problem:
2503 * The first lines may overwrite source parameters of the following lines.
2504 * Deal with that by using a temporary destination register if needed
2506 if ((ins->src[0].reg.idx == ins->dst[0].reg.idx
2507 && ins->src[0].reg.type == ins->dst[0].reg.type)
2508 || (ins->src[1].reg.idx == ins->dst[0].reg.idx
2509 && ins->src[1].reg.type == ins->dst[0].reg.type)
2510 || (ins->src[2].reg.idx == ins->dst[0].reg.idx
2511 && ins->src[2].reg.type == ins->dst[0].reg.type))
2513 write_mask = shader_glsl_get_write_mask(&dst, mask_char);
2514 if (!write_mask) continue;
2515 shader_addline(ins->ctx->buffer, "tmp0%s = (", mask_char);
2516 temp_destination = TRUE;
2517 } else {
2518 write_mask = shader_glsl_append_dst_ext(ins->ctx->buffer, ins, &dst);
2519 if (!write_mask) continue;
2522 shader_glsl_add_src_param(ins, &ins->src[0], cmp_channel, &src0_param);
2523 shader_glsl_add_src_param(ins, &ins->src[1], write_mask, &src1_param);
2524 shader_glsl_add_src_param(ins, &ins->src[2], write_mask, &src2_param);
2526 shader_addline(ins->ctx->buffer, "%s >= 0.0 ? %s : %s);\n",
2527 src0_param.param_str, src1_param.param_str, src2_param.param_str);
2530 if(temp_destination) {
2531 shader_glsl_get_write_mask(&ins->dst[0], mask_char);
2532 shader_glsl_append_dst(ins->ctx->buffer, ins);
2533 shader_addline(ins->ctx->buffer, "tmp0%s);\n", mask_char);
2539 /** Process the CND opcode in GLSL (dst = (src0 > 0.5) ? src1 : src2) */
2540 /* For ps 1.1-1.3, only a single component of src0 is used. For ps 1.4
2541 * the compare is done per component of src0. */
2542 static void shader_glsl_cnd(const struct wined3d_shader_instruction *ins)
2544 struct wined3d_shader_dst_param dst;
2545 glsl_src_param_t src0_param;
2546 glsl_src_param_t src1_param;
2547 glsl_src_param_t src2_param;
2548 DWORD write_mask, cmp_channel = 0;
2549 unsigned int i, j;
2550 DWORD dst_mask;
2551 DWORD shader_version = WINED3D_SHADER_VERSION(ins->ctx->reg_maps->shader_version.major,
2552 ins->ctx->reg_maps->shader_version.minor);
2554 if (shader_version < WINED3D_SHADER_VERSION(1, 4))
2556 write_mask = shader_glsl_append_dst(ins->ctx->buffer, ins);
2557 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0, &src0_param);
2558 shader_glsl_add_src_param(ins, &ins->src[1], write_mask, &src1_param);
2559 shader_glsl_add_src_param(ins, &ins->src[2], write_mask, &src2_param);
2561 /* Fun: The D3DSI_COISSUE flag changes the semantic of the cnd instruction for < 1.4 shaders */
2562 if (ins->coissue)
2564 shader_addline(ins->ctx->buffer, "%s /* COISSUE! */);\n", src1_param.param_str);
2565 } else {
2566 shader_addline(ins->ctx->buffer, "%s > 0.5 ? %s : %s);\n",
2567 src0_param.param_str, src1_param.param_str, src2_param.param_str);
2569 return;
2571 /* Cycle through all source0 channels */
2572 dst_mask = ins->dst[0].write_mask;
2573 dst = ins->dst[0];
2574 for (i=0; i<4; i++) {
2575 write_mask = 0;
2576 /* Find the destination channels which use the current source0 channel */
2577 for (j=0; j<4; j++) {
2578 if (((ins->src[0].swizzle >> (2 * j)) & 0x3) == i)
2580 write_mask |= WINED3DSP_WRITEMASK_0 << j;
2581 cmp_channel = WINED3DSP_WRITEMASK_0 << j;
2585 dst.write_mask = dst_mask & write_mask;
2586 write_mask = shader_glsl_append_dst_ext(ins->ctx->buffer, ins, &dst);
2587 if (!write_mask) continue;
2589 shader_glsl_add_src_param(ins, &ins->src[0], cmp_channel, &src0_param);
2590 shader_glsl_add_src_param(ins, &ins->src[1], write_mask, &src1_param);
2591 shader_glsl_add_src_param(ins, &ins->src[2], write_mask, &src2_param);
2593 shader_addline(ins->ctx->buffer, "%s > 0.5 ? %s : %s);\n",
2594 src0_param.param_str, src1_param.param_str, src2_param.param_str);
2598 /** GLSL code generation for WINED3DSIO_MAD: Multiply the first 2 opcodes, then add the last */
2599 static void shader_glsl_mad(const struct wined3d_shader_instruction *ins)
2601 glsl_src_param_t src0_param;
2602 glsl_src_param_t src1_param;
2603 glsl_src_param_t src2_param;
2604 DWORD write_mask;
2606 write_mask = shader_glsl_append_dst(ins->ctx->buffer, ins);
2607 shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src0_param);
2608 shader_glsl_add_src_param(ins, &ins->src[1], write_mask, &src1_param);
2609 shader_glsl_add_src_param(ins, &ins->src[2], write_mask, &src2_param);
2610 shader_addline(ins->ctx->buffer, "(%s * %s) + %s);\n",
2611 src0_param.param_str, src1_param.param_str, src2_param.param_str);
2614 /* Handles transforming all WINED3DSIO_M?x? opcodes for
2615 Vertex shaders to GLSL codes */
2616 static void shader_glsl_mnxn(const struct wined3d_shader_instruction *ins)
2618 int i;
2619 int nComponents = 0;
2620 struct wined3d_shader_dst_param tmp_dst = {{0}};
2621 struct wined3d_shader_src_param tmp_src[2] = {{{0}}};
2622 struct wined3d_shader_instruction tmp_ins;
2624 memset(&tmp_ins, 0, sizeof(tmp_ins));
2626 /* Set constants for the temporary argument */
2627 tmp_ins.ctx = ins->ctx;
2628 tmp_ins.dst_count = 1;
2629 tmp_ins.dst = &tmp_dst;
2630 tmp_ins.src_count = 2;
2631 tmp_ins.src = tmp_src;
2633 switch(ins->handler_idx)
2635 case WINED3DSIH_M4x4:
2636 nComponents = 4;
2637 tmp_ins.handler_idx = WINED3DSIH_DP4;
2638 break;
2639 case WINED3DSIH_M4x3:
2640 nComponents = 3;
2641 tmp_ins.handler_idx = WINED3DSIH_DP4;
2642 break;
2643 case WINED3DSIH_M3x4:
2644 nComponents = 4;
2645 tmp_ins.handler_idx = WINED3DSIH_DP3;
2646 break;
2647 case WINED3DSIH_M3x3:
2648 nComponents = 3;
2649 tmp_ins.handler_idx = WINED3DSIH_DP3;
2650 break;
2651 case WINED3DSIH_M3x2:
2652 nComponents = 2;
2653 tmp_ins.handler_idx = WINED3DSIH_DP3;
2654 break;
2655 default:
2656 break;
2659 tmp_dst = ins->dst[0];
2660 tmp_src[0] = ins->src[0];
2661 tmp_src[1] = ins->src[1];
2662 for (i = 0; i < nComponents; ++i)
2664 tmp_dst.write_mask = WINED3DSP_WRITEMASK_0 << i;
2665 shader_glsl_dot(&tmp_ins);
2666 ++tmp_src[1].reg.idx;
2671 The LRP instruction performs a component-wise linear interpolation
2672 between the second and third operands using the first operand as the
2673 blend factor. Equation: (dst = src2 + src0 * (src1 - src2))
2674 This is equivalent to mix(src2, src1, src0);
2676 static void shader_glsl_lrp(const struct wined3d_shader_instruction *ins)
2678 glsl_src_param_t src0_param;
2679 glsl_src_param_t src1_param;
2680 glsl_src_param_t src2_param;
2681 DWORD write_mask;
2683 write_mask = shader_glsl_append_dst(ins->ctx->buffer, ins);
2685 shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src0_param);
2686 shader_glsl_add_src_param(ins, &ins->src[1], write_mask, &src1_param);
2687 shader_glsl_add_src_param(ins, &ins->src[2], write_mask, &src2_param);
2689 shader_addline(ins->ctx->buffer, "mix(%s, %s, %s));\n",
2690 src2_param.param_str, src1_param.param_str, src0_param.param_str);
2693 /** Process the WINED3DSIO_LIT instruction in GLSL:
2694 * dst.x = dst.w = 1.0
2695 * dst.y = (src0.x > 0) ? src0.x
2696 * dst.z = (src0.x > 0) ? ((src0.y > 0) ? pow(src0.y, src.w) : 0) : 0
2697 * where src.w is clamped at +- 128
2699 static void shader_glsl_lit(const struct wined3d_shader_instruction *ins)
2701 glsl_src_param_t src0_param;
2702 glsl_src_param_t src1_param;
2703 glsl_src_param_t src3_param;
2704 char dst_mask[6];
2706 shader_glsl_append_dst(ins->ctx->buffer, ins);
2707 shader_glsl_get_write_mask(&ins->dst[0], dst_mask);
2709 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0, &src0_param);
2710 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_1, &src1_param);
2711 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_3, &src3_param);
2713 /* The sdk specifies the instruction like this
2714 * dst.x = 1.0;
2715 * if(src.x > 0.0) dst.y = src.x
2716 * else dst.y = 0.0.
2717 * if(src.x > 0.0 && src.y > 0.0) dst.z = pow(src.y, power);
2718 * else dst.z = 0.0;
2719 * dst.w = 1.0;
2721 * Obviously that has quite a few conditionals in it which we don't like. So the first step is this:
2722 * dst.x = 1.0 ... No further explanation needed
2723 * dst.y = max(src.y, 0.0); ... If x < 0.0, use 0.0, otherwise x. Same as the conditional
2724 * dst.z = x > 0.0 ? pow(max(y, 0.0), p) : 0; ... 0 ^ power is 0, and otherwise we use y anyway
2725 * dst.w = 1.0. ... Nothing fancy.
2727 * So we still have one conditional in there. So do this:
2728 * dst.z = pow(max(0.0, src.y) * step(0.0, src.x), power);
2730 * 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),
2731 * 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.
2732 * if both x and y are > 0, we get pow(y * 1.0, power), as it is supposed to
2734 shader_addline(ins->ctx->buffer,
2735 "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",
2736 src0_param.param_str, src1_param.param_str, src0_param.param_str, src3_param.param_str, dst_mask);
2739 /** Process the WINED3DSIO_DST instruction in GLSL:
2740 * dst.x = 1.0
2741 * dst.y = src0.x * src0.y
2742 * dst.z = src0.z
2743 * dst.w = src1.w
2745 static void shader_glsl_dst(const struct wined3d_shader_instruction *ins)
2747 glsl_src_param_t src0y_param;
2748 glsl_src_param_t src0z_param;
2749 glsl_src_param_t src1y_param;
2750 glsl_src_param_t src1w_param;
2751 char dst_mask[6];
2753 shader_glsl_append_dst(ins->ctx->buffer, ins);
2754 shader_glsl_get_write_mask(&ins->dst[0], dst_mask);
2756 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_1, &src0y_param);
2757 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_2, &src0z_param);
2758 shader_glsl_add_src_param(ins, &ins->src[1], WINED3DSP_WRITEMASK_1, &src1y_param);
2759 shader_glsl_add_src_param(ins, &ins->src[1], WINED3DSP_WRITEMASK_3, &src1w_param);
2761 shader_addline(ins->ctx->buffer, "vec4(1.0, %s * %s, %s, %s))%s;\n",
2762 src0y_param.param_str, src1y_param.param_str, src0z_param.param_str, src1w_param.param_str, dst_mask);
2765 /** Process the WINED3DSIO_SINCOS instruction in GLSL:
2766 * VS 2.0 requires that specific cosine and sine constants be passed to this instruction so the hardware
2767 * can handle it. But, these functions are built-in for GLSL, so we can just ignore the last 2 params.
2769 * dst.x = cos(src0.?)
2770 * dst.y = sin(src0.?)
2771 * dst.z = dst.z
2772 * dst.w = dst.w
2774 static void shader_glsl_sincos(const struct wined3d_shader_instruction *ins)
2776 glsl_src_param_t src0_param;
2777 DWORD write_mask;
2779 write_mask = shader_glsl_append_dst(ins->ctx->buffer, ins);
2780 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0, &src0_param);
2782 switch (write_mask) {
2783 case WINED3DSP_WRITEMASK_0:
2784 shader_addline(ins->ctx->buffer, "cos(%s));\n", src0_param.param_str);
2785 break;
2787 case WINED3DSP_WRITEMASK_1:
2788 shader_addline(ins->ctx->buffer, "sin(%s));\n", src0_param.param_str);
2789 break;
2791 case (WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1):
2792 shader_addline(ins->ctx->buffer, "vec2(cos(%s), sin(%s)));\n", src0_param.param_str, src0_param.param_str);
2793 break;
2795 default:
2796 ERR("Write mask should be .x, .y or .xy\n");
2797 break;
2801 /* sgn in vs_2_0 has 2 extra parameters(registers for temporary storage) which we don't use
2802 * here. But those extra parameters require a dedicated function for sgn, since map2gl would
2803 * generate invalid code
2805 static void shader_glsl_sgn(const struct wined3d_shader_instruction *ins)
2807 glsl_src_param_t src0_param;
2808 DWORD write_mask;
2810 write_mask = shader_glsl_append_dst(ins->ctx->buffer, ins);
2811 shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src0_param);
2813 shader_addline(ins->ctx->buffer, "sign(%s));\n", src0_param.param_str);
2816 /** Process the WINED3DSIO_LOOP instruction in GLSL:
2817 * Start a for() loop where src1.y is the initial value of aL,
2818 * increment aL by src1.z for a total of src1.x iterations.
2819 * Need to use a temporary variable for this operation.
2821 /* FIXME: I don't think nested loops will work correctly this way. */
2822 static void shader_glsl_loop(const struct wined3d_shader_instruction *ins)
2824 glsl_src_param_t src1_param;
2825 IWineD3DBaseShaderImpl *shader = (IWineD3DBaseShaderImpl *)ins->ctx->shader;
2826 const DWORD *control_values = NULL;
2827 const local_constant *constant;
2829 shader_glsl_add_src_param(ins, &ins->src[1], WINED3DSP_WRITEMASK_ALL, &src1_param);
2831 /* Try to hardcode the loop control parameters if possible. Direct3D 9 class hardware doesn't support real
2832 * varying indexing, but Microsoft designed this feature for Shader model 2.x+. If the loop control is
2833 * known at compile time, the GLSL compiler can unroll the loop, and replace indirect addressing with direct
2834 * addressing.
2836 if (ins->src[1].reg.type == WINED3DSPR_CONSTINT)
2838 LIST_FOR_EACH_ENTRY(constant, &shader->baseShader.constantsI, local_constant, entry) {
2839 if (constant->idx == ins->src[1].reg.idx)
2841 control_values = constant->value;
2842 break;
2847 if (control_values)
2849 struct wined3d_shader_loop_control loop_control;
2850 loop_control.count = control_values[0];
2851 loop_control.start = control_values[1];
2852 loop_control.step = (int)control_values[2];
2854 if (loop_control.step > 0)
2856 shader_addline(ins->ctx->buffer, "for (aL%u = %u; aL%u < (%u * %d + %u); aL%u += %d) {\n",
2857 shader->baseShader.cur_loop_depth, loop_control.start,
2858 shader->baseShader.cur_loop_depth, loop_control.count, loop_control.step, loop_control.start,
2859 shader->baseShader.cur_loop_depth, loop_control.step);
2861 else if (loop_control.step < 0)
2863 shader_addline(ins->ctx->buffer, "for (aL%u = %u; aL%u > (%u * %d + %u); aL%u += %d) {\n",
2864 shader->baseShader.cur_loop_depth, loop_control.start,
2865 shader->baseShader.cur_loop_depth, loop_control.count, loop_control.step, loop_control.start,
2866 shader->baseShader.cur_loop_depth, loop_control.step);
2868 else
2870 shader_addline(ins->ctx->buffer, "for (aL%u = %u, tmpInt%u = 0; tmpInt%u < %u; tmpInt%u++) {\n",
2871 shader->baseShader.cur_loop_depth, loop_control.start, shader->baseShader.cur_loop_depth,
2872 shader->baseShader.cur_loop_depth, loop_control.count,
2873 shader->baseShader.cur_loop_depth);
2875 } else {
2876 shader_addline(ins->ctx->buffer,
2877 "for (tmpInt%u = 0, aL%u = %s.y; tmpInt%u < %s.x; tmpInt%u++, aL%u += %s.z) {\n",
2878 shader->baseShader.cur_loop_depth, shader->baseShader.cur_loop_regno,
2879 src1_param.reg_name, shader->baseShader.cur_loop_depth, src1_param.reg_name,
2880 shader->baseShader.cur_loop_depth, shader->baseShader.cur_loop_regno, src1_param.reg_name);
2883 shader->baseShader.cur_loop_depth++;
2884 shader->baseShader.cur_loop_regno++;
2887 static void shader_glsl_end(const struct wined3d_shader_instruction *ins)
2889 IWineD3DBaseShaderImpl *shader = (IWineD3DBaseShaderImpl *)ins->ctx->shader;
2891 shader_addline(ins->ctx->buffer, "}\n");
2893 if (ins->handler_idx == WINED3DSIH_ENDLOOP)
2895 shader->baseShader.cur_loop_depth--;
2896 shader->baseShader.cur_loop_regno--;
2899 if (ins->handler_idx == WINED3DSIH_ENDREP)
2901 shader->baseShader.cur_loop_depth--;
2905 static void shader_glsl_rep(const struct wined3d_shader_instruction *ins)
2907 IWineD3DBaseShaderImpl *shader = (IWineD3DBaseShaderImpl *)ins->ctx->shader;
2908 glsl_src_param_t src0_param;
2909 const DWORD *control_values = NULL;
2910 const local_constant *constant;
2912 /* Try to hardcode local values to help the GLSL compiler to unroll and optimize the loop */
2913 if (ins->src[0].reg.type == WINED3DSPR_CONSTINT)
2915 LIST_FOR_EACH_ENTRY(constant, &shader->baseShader.constantsI, local_constant, entry)
2917 if (constant->idx == ins->src[0].reg.idx)
2919 control_values = constant->value;
2920 break;
2925 if(control_values) {
2926 shader_addline(ins->ctx->buffer, "for (tmpInt%d = 0; tmpInt%d < %d; tmpInt%d++) {\n",
2927 shader->baseShader.cur_loop_depth, shader->baseShader.cur_loop_depth,
2928 control_values[0], shader->baseShader.cur_loop_depth);
2929 } else {
2930 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0, &src0_param);
2931 shader_addline(ins->ctx->buffer, "for (tmpInt%d = 0; tmpInt%d < %s; tmpInt%d++) {\n",
2932 shader->baseShader.cur_loop_depth, shader->baseShader.cur_loop_depth,
2933 src0_param.param_str, shader->baseShader.cur_loop_depth);
2935 shader->baseShader.cur_loop_depth++;
2938 static void shader_glsl_if(const struct wined3d_shader_instruction *ins)
2940 glsl_src_param_t src0_param;
2942 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0, &src0_param);
2943 shader_addline(ins->ctx->buffer, "if (%s) {\n", src0_param.param_str);
2946 static void shader_glsl_ifc(const struct wined3d_shader_instruction *ins)
2948 glsl_src_param_t src0_param;
2949 glsl_src_param_t src1_param;
2951 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0, &src0_param);
2952 shader_glsl_add_src_param(ins, &ins->src[1], WINED3DSP_WRITEMASK_0, &src1_param);
2954 shader_addline(ins->ctx->buffer, "if (%s %s %s) {\n",
2955 src0_param.param_str, shader_get_comp_op(ins->flags), src1_param.param_str);
2958 static void shader_glsl_else(const struct wined3d_shader_instruction *ins)
2960 shader_addline(ins->ctx->buffer, "} else {\n");
2963 static void shader_glsl_break(const struct wined3d_shader_instruction *ins)
2965 shader_addline(ins->ctx->buffer, "break;\n");
2968 /* FIXME: According to MSDN the compare is done per component. */
2969 static void shader_glsl_breakc(const struct wined3d_shader_instruction *ins)
2971 glsl_src_param_t src0_param;
2972 glsl_src_param_t src1_param;
2974 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0, &src0_param);
2975 shader_glsl_add_src_param(ins, &ins->src[1], WINED3DSP_WRITEMASK_0, &src1_param);
2977 shader_addline(ins->ctx->buffer, "if (%s %s %s) break;\n",
2978 src0_param.param_str, shader_get_comp_op(ins->flags), src1_param.param_str);
2981 static void shader_glsl_label(const struct wined3d_shader_instruction *ins)
2983 shader_addline(ins->ctx->buffer, "}\n");
2984 shader_addline(ins->ctx->buffer, "void subroutine%u () {\n", ins->src[0].reg.idx);
2987 static void shader_glsl_call(const struct wined3d_shader_instruction *ins)
2989 shader_addline(ins->ctx->buffer, "subroutine%u();\n", ins->src[0].reg.idx);
2992 static void shader_glsl_callnz(const struct wined3d_shader_instruction *ins)
2994 glsl_src_param_t src1_param;
2996 shader_glsl_add_src_param(ins, &ins->src[1], WINED3DSP_WRITEMASK_0, &src1_param);
2997 shader_addline(ins->ctx->buffer, "if (%s) subroutine%u();\n", src1_param.param_str, ins->src[0].reg.idx);
3000 static void shader_glsl_ret(const struct wined3d_shader_instruction *ins)
3002 /* No-op. The closing } is written when a new function is started, and at the end of the shader. This
3003 * function only suppresses the unhandled instruction warning
3007 /*********************************************
3008 * Pixel Shader Specific Code begins here
3009 ********************************************/
3010 static void shader_glsl_tex(const struct wined3d_shader_instruction *ins)
3012 IWineD3DBaseShaderImpl *shader = (IWineD3DBaseShaderImpl *)ins->ctx->shader;
3013 IWineD3DDeviceImpl *deviceImpl = (IWineD3DDeviceImpl *)shader->baseShader.device;
3014 DWORD shader_version = WINED3D_SHADER_VERSION(ins->ctx->reg_maps->shader_version.major,
3015 ins->ctx->reg_maps->shader_version.minor);
3016 glsl_sample_function_t sample_function;
3017 DWORD sample_flags = 0;
3018 DWORD sampler_idx;
3019 DWORD mask = 0, swizzle;
3021 /* 1.0-1.4: Use destination register as sampler source.
3022 * 2.0+: Use provided sampler source. */
3023 if (shader_version < WINED3D_SHADER_VERSION(2,0)) sampler_idx = ins->dst[0].reg.idx;
3024 else sampler_idx = ins->src[1].reg.idx;
3026 if (shader_version < WINED3D_SHADER_VERSION(1,4))
3028 DWORD flags = deviceImpl->stateBlock->textureState[sampler_idx][WINED3DTSS_TEXTURETRANSFORMFLAGS];
3029 WINED3DSAMPLER_TEXTURE_TYPE sampler_type = ins->ctx->reg_maps->sampler_type[sampler_idx];
3031 /* Projected cube textures don't make a lot of sense, the resulting coordinates stay the same. */
3032 if (flags & WINED3DTTFF_PROJECTED && sampler_type != WINED3DSTT_CUBE) {
3033 sample_flags |= WINED3D_GLSL_SAMPLE_PROJECTED;
3034 switch (flags & ~WINED3DTTFF_PROJECTED) {
3035 case WINED3DTTFF_COUNT1: FIXME("WINED3DTTFF_PROJECTED with WINED3DTTFF_COUNT1?\n"); break;
3036 case WINED3DTTFF_COUNT2: mask = WINED3DSP_WRITEMASK_1; break;
3037 case WINED3DTTFF_COUNT3: mask = WINED3DSP_WRITEMASK_2; break;
3038 case WINED3DTTFF_COUNT4:
3039 case WINED3DTTFF_DISABLE: mask = WINED3DSP_WRITEMASK_3; break;
3043 else if (shader_version < WINED3D_SHADER_VERSION(2,0))
3045 DWORD src_mod = ins->src[0].modifiers;
3047 if (src_mod == WINED3DSPSM_DZ) {
3048 sample_flags |= WINED3D_GLSL_SAMPLE_PROJECTED;
3049 mask = WINED3DSP_WRITEMASK_2;
3050 } else if (src_mod == WINED3DSPSM_DW) {
3051 sample_flags |= WINED3D_GLSL_SAMPLE_PROJECTED;
3052 mask = WINED3DSP_WRITEMASK_3;
3054 } else {
3055 if (ins->flags & WINED3DSI_TEXLD_PROJECT)
3057 /* ps 2.0 texldp instruction always divides by the fourth component. */
3058 sample_flags |= WINED3D_GLSL_SAMPLE_PROJECTED;
3059 mask = WINED3DSP_WRITEMASK_3;
3063 if(deviceImpl->stateBlock->textures[sampler_idx] &&
3064 IWineD3DBaseTexture_GetTextureDimensions(deviceImpl->stateBlock->textures[sampler_idx]) == GL_TEXTURE_RECTANGLE_ARB) {
3065 sample_flags |= WINED3D_GLSL_SAMPLE_RECT;
3068 shader_glsl_get_sample_function(ins->ctx, sampler_idx, sample_flags, &sample_function);
3069 mask |= sample_function.coord_mask;
3071 if (shader_version < WINED3D_SHADER_VERSION(2,0)) swizzle = WINED3DSP_NOSWIZZLE;
3072 else swizzle = ins->src[1].swizzle;
3074 /* 1.0-1.3: Use destination register as coordinate source.
3075 1.4+: Use provided coordinate source register. */
3076 if (shader_version < WINED3D_SHADER_VERSION(1,4))
3078 char coord_mask[6];
3079 shader_glsl_write_mask_to_str(mask, coord_mask);
3080 shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, swizzle, NULL, NULL, NULL,
3081 "T%u%s", sampler_idx, coord_mask);
3082 } else {
3083 glsl_src_param_t coord_param;
3084 shader_glsl_add_src_param(ins, &ins->src[0], mask, &coord_param);
3085 if (ins->flags & WINED3DSI_TEXLD_BIAS)
3087 glsl_src_param_t bias;
3088 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_3, &bias);
3089 shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, swizzle, NULL, NULL, bias.param_str,
3090 "%s", coord_param.param_str);
3091 } else {
3092 shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, swizzle, NULL, NULL, NULL,
3093 "%s", coord_param.param_str);
3098 static void shader_glsl_texldd(const struct wined3d_shader_instruction *ins)
3100 IWineD3DBaseShaderImpl *This = (IWineD3DBaseShaderImpl *)ins->ctx->shader;
3101 IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device;
3102 const struct wined3d_gl_info *gl_info = ins->ctx->gl_info;
3103 glsl_sample_function_t sample_function;
3104 glsl_src_param_t coord_param, dx_param, dy_param;
3105 DWORD sample_flags = WINED3D_GLSL_SAMPLE_GRAD;
3106 DWORD sampler_idx;
3107 DWORD swizzle = ins->src[1].swizzle;
3109 if (!gl_info->supported[ARB_SHADER_TEXTURE_LOD] && !gl_info->supported[EXT_GPU_SHADER4])
3111 FIXME("texldd used, but not supported by hardware. Falling back to regular tex\n");
3112 shader_glsl_tex(ins);
3113 return;
3116 sampler_idx = ins->src[1].reg.idx;
3117 if(deviceImpl->stateBlock->textures[sampler_idx] &&
3118 IWineD3DBaseTexture_GetTextureDimensions(deviceImpl->stateBlock->textures[sampler_idx]) == GL_TEXTURE_RECTANGLE_ARB) {
3119 sample_flags |= WINED3D_GLSL_SAMPLE_RECT;
3122 shader_glsl_get_sample_function(ins->ctx, sampler_idx, sample_flags, &sample_function);
3123 shader_glsl_add_src_param(ins, &ins->src[0], sample_function.coord_mask, &coord_param);
3124 shader_glsl_add_src_param(ins, &ins->src[2], sample_function.coord_mask, &dx_param);
3125 shader_glsl_add_src_param(ins, &ins->src[3], sample_function.coord_mask, &dy_param);
3127 shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, swizzle, dx_param.param_str, dy_param.param_str, NULL,
3128 "%s", coord_param.param_str);
3131 static void shader_glsl_texldl(const struct wined3d_shader_instruction *ins)
3133 IWineD3DBaseShaderImpl *This = (IWineD3DBaseShaderImpl *)ins->ctx->shader;
3134 IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device;
3135 const struct wined3d_gl_info *gl_info = ins->ctx->gl_info;
3136 glsl_sample_function_t sample_function;
3137 glsl_src_param_t coord_param, lod_param;
3138 DWORD sample_flags = WINED3D_GLSL_SAMPLE_LOD;
3139 DWORD sampler_idx;
3140 DWORD swizzle = ins->src[1].swizzle;
3142 sampler_idx = ins->src[1].reg.idx;
3143 if(deviceImpl->stateBlock->textures[sampler_idx] &&
3144 IWineD3DBaseTexture_GetTextureDimensions(deviceImpl->stateBlock->textures[sampler_idx]) == GL_TEXTURE_RECTANGLE_ARB) {
3145 sample_flags |= WINED3D_GLSL_SAMPLE_RECT;
3147 shader_glsl_get_sample_function(ins->ctx, sampler_idx, sample_flags, &sample_function);
3148 shader_glsl_add_src_param(ins, &ins->src[0], sample_function.coord_mask, &coord_param);
3150 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_3, &lod_param);
3152 if (!gl_info->supported[ARB_SHADER_TEXTURE_LOD] && !gl_info->supported[EXT_GPU_SHADER4]
3153 && shader_is_pshader_version(ins->ctx->reg_maps->shader_version.type))
3155 /* The GLSL spec claims the Lod sampling functions are only supported in vertex shaders.
3156 * However, they seem to work just fine in fragment shaders as well. */
3157 WARN("Using %s in fragment shader.\n", sample_function.name);
3159 shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, swizzle, NULL, NULL, lod_param.param_str,
3160 "%s", coord_param.param_str);
3163 static void shader_glsl_texcoord(const struct wined3d_shader_instruction *ins)
3165 /* FIXME: Make this work for more than just 2D textures */
3166 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
3167 DWORD write_mask = shader_glsl_append_dst(ins->ctx->buffer, ins);
3169 if (!(ins->ctx->reg_maps->shader_version.major == 1 && ins->ctx->reg_maps->shader_version.minor == 4))
3171 char dst_mask[6];
3173 shader_glsl_get_write_mask(&ins->dst[0], dst_mask);
3174 shader_addline(buffer, "clamp(gl_TexCoord[%u], 0.0, 1.0)%s);\n",
3175 ins->dst[0].reg.idx, dst_mask);
3176 } else {
3177 DWORD reg = ins->src[0].reg.idx;
3178 DWORD src_mod = ins->src[0].modifiers;
3179 char dst_swizzle[6];
3181 shader_glsl_get_swizzle(&ins->src[0], FALSE, write_mask, dst_swizzle);
3183 if (src_mod == WINED3DSPSM_DZ) {
3184 glsl_src_param_t div_param;
3185 unsigned int mask_size = shader_glsl_get_write_mask_size(write_mask);
3186 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_2, &div_param);
3188 if (mask_size > 1) {
3189 shader_addline(buffer, "gl_TexCoord[%u]%s / vec%d(%s));\n", reg, dst_swizzle, mask_size, div_param.param_str);
3190 } else {
3191 shader_addline(buffer, "gl_TexCoord[%u]%s / %s);\n", reg, dst_swizzle, div_param.param_str);
3193 } else if (src_mod == WINED3DSPSM_DW) {
3194 glsl_src_param_t div_param;
3195 unsigned int mask_size = shader_glsl_get_write_mask_size(write_mask);
3196 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_3, &div_param);
3198 if (mask_size > 1) {
3199 shader_addline(buffer, "gl_TexCoord[%u]%s / vec%d(%s));\n", reg, dst_swizzle, mask_size, div_param.param_str);
3200 } else {
3201 shader_addline(buffer, "gl_TexCoord[%u]%s / %s);\n", reg, dst_swizzle, div_param.param_str);
3203 } else {
3204 shader_addline(buffer, "gl_TexCoord[%u]%s);\n", reg, dst_swizzle);
3209 /** Process the WINED3DSIO_TEXDP3TEX instruction in GLSL:
3210 * Take a 3-component dot product of the TexCoord[dstreg] and src,
3211 * then perform a 1D texture lookup from stage dstregnum, place into dst. */
3212 static void shader_glsl_texdp3tex(const struct wined3d_shader_instruction *ins)
3214 glsl_src_param_t src0_param;
3215 glsl_sample_function_t sample_function;
3216 DWORD sampler_idx = ins->dst[0].reg.idx;
3217 DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
3218 UINT mask_size;
3220 shader_glsl_add_src_param(ins, &ins->src[0], src_mask, &src0_param);
3222 /* Do I have to take care about the projected bit? I don't think so, since the dp3 returns only one
3223 * scalar, and projected sampling would require 4.
3225 * It is a dependent read - not valid with conditional NP2 textures
3227 shader_glsl_get_sample_function(ins->ctx, sampler_idx, 0, &sample_function);
3228 mask_size = shader_glsl_get_write_mask_size(sample_function.coord_mask);
3230 switch(mask_size)
3232 case 1:
3233 shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, WINED3DSP_NOSWIZZLE, NULL, NULL, NULL,
3234 "dot(gl_TexCoord[%u].xyz, %s)", sampler_idx, src0_param.param_str);
3235 break;
3237 case 2:
3238 shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, WINED3DSP_NOSWIZZLE, NULL, NULL, NULL,
3239 "vec2(dot(gl_TexCoord[%u].xyz, %s), 0.0)", sampler_idx, src0_param.param_str);
3240 break;
3242 case 3:
3243 shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, WINED3DSP_NOSWIZZLE, NULL, NULL, NULL,
3244 "vec3(dot(gl_TexCoord[%u].xyz, %s), 0.0, 0.0)", sampler_idx, src0_param.param_str);
3245 break;
3247 default:
3248 FIXME("Unexpected mask size %u\n", mask_size);
3249 break;
3253 /** Process the WINED3DSIO_TEXDP3 instruction in GLSL:
3254 * Take a 3-component dot product of the TexCoord[dstreg] and src. */
3255 static void shader_glsl_texdp3(const struct wined3d_shader_instruction *ins)
3257 glsl_src_param_t src0_param;
3258 DWORD dstreg = ins->dst[0].reg.idx;
3259 DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
3260 DWORD dst_mask;
3261 unsigned int mask_size;
3263 dst_mask = shader_glsl_append_dst(ins->ctx->buffer, ins);
3264 mask_size = shader_glsl_get_write_mask_size(dst_mask);
3265 shader_glsl_add_src_param(ins, &ins->src[0], src_mask, &src0_param);
3267 if (mask_size > 1) {
3268 shader_addline(ins->ctx->buffer, "vec%d(dot(T%u.xyz, %s)));\n", mask_size, dstreg, src0_param.param_str);
3269 } else {
3270 shader_addline(ins->ctx->buffer, "dot(T%u.xyz, %s));\n", dstreg, src0_param.param_str);
3274 /** Process the WINED3DSIO_TEXDEPTH instruction in GLSL:
3275 * Calculate the depth as dst.x / dst.y */
3276 static void shader_glsl_texdepth(const struct wined3d_shader_instruction *ins)
3278 glsl_dst_param_t dst_param;
3280 shader_glsl_add_dst_param(ins, &ins->dst[0], &dst_param);
3282 /* Tests show that texdepth never returns anything below 0.0, and that r5.y is clamped to 1.0.
3283 * Negative input is accepted, -0.25 / -0.5 returns 0.5. GL should clamp gl_FragDepth to [0;1], but
3284 * this doesn't always work, so clamp the results manually. Whether or not the x value is clamped at 1
3285 * too is irrelevant, since if x = 0, any y value < 1.0 (and > 1.0 is not allowed) results in a result
3286 * >= 1.0 or < 0.0
3288 shader_addline(ins->ctx->buffer, "gl_FragDepth = clamp((%s.x / min(%s.y, 1.0)), 0.0, 1.0);\n",
3289 dst_param.reg_name, dst_param.reg_name);
3292 /** Process the WINED3DSIO_TEXM3X2DEPTH instruction in GLSL:
3293 * Last row of a 3x2 matrix multiply, use the result to calculate the depth:
3294 * Calculate tmp0.y = TexCoord[dstreg] . src.xyz; (tmp0.x has already been calculated)
3295 * depth = (tmp0.y == 0.0) ? 1.0 : tmp0.x / tmp0.y
3297 static void shader_glsl_texm3x2depth(const struct wined3d_shader_instruction *ins)
3299 DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
3300 DWORD dstreg = ins->dst[0].reg.idx;
3301 glsl_src_param_t src0_param;
3303 shader_glsl_add_src_param(ins, &ins->src[0], src_mask, &src0_param);
3305 shader_addline(ins->ctx->buffer, "tmp0.y = dot(T%u.xyz, %s);\n", dstreg, src0_param.param_str);
3306 shader_addline(ins->ctx->buffer, "gl_FragDepth = (tmp0.y == 0.0) ? 1.0 : clamp(tmp0.x / tmp0.y, 0.0, 1.0);\n");
3309 /** Process the WINED3DSIO_TEXM3X2PAD instruction in GLSL
3310 * Calculate the 1st of a 2-row matrix multiplication. */
3311 static void shader_glsl_texm3x2pad(const struct wined3d_shader_instruction *ins)
3313 DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
3314 DWORD reg = ins->dst[0].reg.idx;
3315 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
3316 glsl_src_param_t src0_param;
3318 shader_glsl_add_src_param(ins, &ins->src[0], src_mask, &src0_param);
3319 shader_addline(buffer, "tmp0.x = dot(T%u.xyz, %s);\n", reg, src0_param.param_str);
3322 /** Process the WINED3DSIO_TEXM3X3PAD instruction in GLSL
3323 * Calculate the 1st or 2nd row of a 3-row matrix multiplication. */
3324 static void shader_glsl_texm3x3pad(const struct wined3d_shader_instruction *ins)
3326 IWineD3DBaseShaderImpl *shader = (IWineD3DBaseShaderImpl *)ins->ctx->shader;
3327 DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
3328 DWORD reg = ins->dst[0].reg.idx;
3329 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
3330 SHADER_PARSE_STATE* current_state = &shader->baseShader.parse_state;
3331 glsl_src_param_t src0_param;
3333 shader_glsl_add_src_param(ins, &ins->src[0], src_mask, &src0_param);
3334 shader_addline(buffer, "tmp0.%c = dot(T%u.xyz, %s);\n", 'x' + current_state->current_row, reg, src0_param.param_str);
3335 current_state->texcoord_w[current_state->current_row++] = reg;
3338 static void shader_glsl_texm3x2tex(const struct wined3d_shader_instruction *ins)
3340 DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
3341 DWORD reg = ins->dst[0].reg.idx;
3342 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
3343 glsl_src_param_t src0_param;
3344 glsl_sample_function_t sample_function;
3346 shader_glsl_add_src_param(ins, &ins->src[0], src_mask, &src0_param);
3347 shader_addline(buffer, "tmp0.y = dot(T%u.xyz, %s);\n", reg, src0_param.param_str);
3349 shader_glsl_get_sample_function(ins->ctx, reg, 0, &sample_function);
3351 /* Sample the texture using the calculated coordinates */
3352 shader_glsl_gen_sample_code(ins, reg, &sample_function, WINED3DSP_NOSWIZZLE, NULL, NULL, NULL, "tmp0.xy");
3355 /** Process the WINED3DSIO_TEXM3X3TEX instruction in GLSL
3356 * Perform the 3rd row of a 3x3 matrix multiply, then sample the texture using the calculated coordinates */
3357 static void shader_glsl_texm3x3tex(const struct wined3d_shader_instruction *ins)
3359 DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
3360 IWineD3DBaseShaderImpl *shader = (IWineD3DBaseShaderImpl *)ins->ctx->shader;
3361 SHADER_PARSE_STATE *current_state = &shader->baseShader.parse_state;
3362 glsl_src_param_t src0_param;
3363 DWORD reg = ins->dst[0].reg.idx;
3364 glsl_sample_function_t sample_function;
3366 shader_glsl_add_src_param(ins, &ins->src[0], src_mask, &src0_param);
3367 shader_addline(ins->ctx->buffer, "tmp0.z = dot(T%u.xyz, %s);\n", reg, src0_param.param_str);
3369 /* Dependent read, not valid with conditional NP2 */
3370 shader_glsl_get_sample_function(ins->ctx, reg, 0, &sample_function);
3372 /* Sample the texture using the calculated coordinates */
3373 shader_glsl_gen_sample_code(ins, reg, &sample_function, WINED3DSP_NOSWIZZLE, NULL, NULL, NULL, "tmp0.xyz");
3375 current_state->current_row = 0;
3378 /** Process the WINED3DSIO_TEXM3X3 instruction in GLSL
3379 * Perform the 3rd row of a 3x3 matrix multiply */
3380 static void shader_glsl_texm3x3(const struct wined3d_shader_instruction *ins)
3382 DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
3383 IWineD3DBaseShaderImpl *shader = (IWineD3DBaseShaderImpl *)ins->ctx->shader;
3384 SHADER_PARSE_STATE *current_state = &shader->baseShader.parse_state;
3385 glsl_src_param_t src0_param;
3386 char dst_mask[6];
3387 DWORD reg = ins->dst[0].reg.idx;
3389 shader_glsl_add_src_param(ins, &ins->src[0], src_mask, &src0_param);
3391 shader_glsl_append_dst(ins->ctx->buffer, ins);
3392 shader_glsl_get_write_mask(&ins->dst[0], dst_mask);
3393 shader_addline(ins->ctx->buffer, "vec4(tmp0.xy, dot(T%u.xyz, %s), 1.0)%s);\n", reg, src0_param.param_str, dst_mask);
3395 current_state->current_row = 0;
3398 /* Process the WINED3DSIO_TEXM3X3SPEC instruction in GLSL
3399 * Perform the final texture lookup based on the previous 2 3x3 matrix multiplies */
3400 static void shader_glsl_texm3x3spec(const struct wined3d_shader_instruction *ins)
3402 IWineD3DBaseShaderImpl *shader = (IWineD3DBaseShaderImpl *)ins->ctx->shader;
3403 DWORD reg = ins->dst[0].reg.idx;
3404 glsl_src_param_t src0_param;
3405 glsl_src_param_t src1_param;
3406 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
3407 SHADER_PARSE_STATE* current_state = &shader->baseShader.parse_state;
3408 DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
3409 glsl_sample_function_t sample_function;
3411 shader_glsl_add_src_param(ins, &ins->src[0], src_mask, &src0_param);
3412 shader_glsl_add_src_param(ins, &ins->src[1], src_mask, &src1_param);
3414 /* Perform the last matrix multiply operation */
3415 shader_addline(buffer, "tmp0.z = dot(T%u.xyz, %s);\n", reg, src0_param.param_str);
3416 /* Reflection calculation */
3417 shader_addline(buffer, "tmp0.xyz = -reflect((%s), normalize(tmp0.xyz));\n", src1_param.param_str);
3419 /* Dependent read, not valid with conditional NP2 */
3420 shader_glsl_get_sample_function(ins->ctx, reg, 0, &sample_function);
3422 /* Sample the texture */
3423 shader_glsl_gen_sample_code(ins, reg, &sample_function, WINED3DSP_NOSWIZZLE, NULL, NULL, NULL, "tmp0.xyz");
3425 current_state->current_row = 0;
3428 /* Process the WINED3DSIO_TEXM3X3VSPEC instruction in GLSL
3429 * Perform the final texture lookup based on the previous 2 3x3 matrix multiplies */
3430 static void shader_glsl_texm3x3vspec(const struct wined3d_shader_instruction *ins)
3432 IWineD3DBaseShaderImpl *shader = (IWineD3DBaseShaderImpl *)ins->ctx->shader;
3433 DWORD reg = ins->dst[0].reg.idx;
3434 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
3435 SHADER_PARSE_STATE* current_state = &shader->baseShader.parse_state;
3436 glsl_src_param_t src0_param;
3437 DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
3438 glsl_sample_function_t sample_function;
3440 shader_glsl_add_src_param(ins, &ins->src[0], src_mask, &src0_param);
3442 /* Perform the last matrix multiply operation */
3443 shader_addline(buffer, "tmp0.z = dot(vec3(T%u), vec3(%s));\n", reg, src0_param.param_str);
3445 /* Construct the eye-ray vector from w coordinates */
3446 shader_addline(buffer, "tmp1.xyz = normalize(vec3(gl_TexCoord[%u].w, gl_TexCoord[%u].w, gl_TexCoord[%u].w));\n",
3447 current_state->texcoord_w[0], current_state->texcoord_w[1], reg);
3448 shader_addline(buffer, "tmp0.xyz = -reflect(tmp1.xyz, normalize(tmp0.xyz));\n");
3450 /* Dependent read, not valid with conditional NP2 */
3451 shader_glsl_get_sample_function(ins->ctx, reg, 0, &sample_function);
3453 /* Sample the texture using the calculated coordinates */
3454 shader_glsl_gen_sample_code(ins, reg, &sample_function, WINED3DSP_NOSWIZZLE, NULL, NULL, NULL, "tmp0.xyz");
3456 current_state->current_row = 0;
3459 /** Process the WINED3DSIO_TEXBEM instruction in GLSL.
3460 * Apply a fake bump map transform.
3461 * texbem is pshader <= 1.3 only, this saves a few version checks
3463 static void shader_glsl_texbem(const struct wined3d_shader_instruction *ins)
3465 IWineD3DBaseShaderImpl *shader = (IWineD3DBaseShaderImpl *)ins->ctx->shader;
3466 IWineD3DDeviceImpl *deviceImpl = (IWineD3DDeviceImpl *)shader->baseShader.device;
3467 glsl_sample_function_t sample_function;
3468 glsl_src_param_t coord_param;
3469 DWORD sampler_idx;
3470 DWORD mask;
3471 DWORD flags;
3472 char coord_mask[6];
3474 sampler_idx = ins->dst[0].reg.idx;
3475 flags = deviceImpl->stateBlock->textureState[sampler_idx][WINED3DTSS_TEXTURETRANSFORMFLAGS];
3477 /* Dependent read, not valid with conditional NP2 */
3478 shader_glsl_get_sample_function(ins->ctx, sampler_idx, 0, &sample_function);
3479 mask = sample_function.coord_mask;
3481 shader_glsl_write_mask_to_str(mask, coord_mask);
3483 /* with projective textures, texbem only divides the static texture coord, not the displacement,
3484 * so we can't let the GL handle this.
3486 if (flags & WINED3DTTFF_PROJECTED) {
3487 DWORD div_mask=0;
3488 char coord_div_mask[3];
3489 switch (flags & ~WINED3DTTFF_PROJECTED) {
3490 case WINED3DTTFF_COUNT1: FIXME("WINED3DTTFF_PROJECTED with WINED3DTTFF_COUNT1?\n"); break;
3491 case WINED3DTTFF_COUNT2: div_mask = WINED3DSP_WRITEMASK_1; break;
3492 case WINED3DTTFF_COUNT3: div_mask = WINED3DSP_WRITEMASK_2; break;
3493 case WINED3DTTFF_COUNT4:
3494 case WINED3DTTFF_DISABLE: div_mask = WINED3DSP_WRITEMASK_3; break;
3496 shader_glsl_write_mask_to_str(div_mask, coord_div_mask);
3497 shader_addline(ins->ctx->buffer, "T%u%s /= T%u%s;\n", sampler_idx, coord_mask, sampler_idx, coord_div_mask);
3500 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1, &coord_param);
3502 shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, WINED3DSP_NOSWIZZLE, NULL, NULL, NULL,
3503 "T%u%s + vec4(bumpenvmat%d * %s, 0.0, 0.0)%s", sampler_idx, coord_mask, sampler_idx,
3504 coord_param.param_str, coord_mask);
3506 if (ins->handler_idx == WINED3DSIH_TEXBEML)
3508 glsl_src_param_t luminance_param;
3509 glsl_dst_param_t dst_param;
3511 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_2, &luminance_param);
3512 shader_glsl_add_dst_param(ins, &ins->dst[0], &dst_param);
3514 shader_addline(ins->ctx->buffer, "%s%s *= (%s * luminancescale%d + luminanceoffset%d);\n",
3515 dst_param.reg_name, dst_param.mask_str,
3516 luminance_param.param_str, sampler_idx, sampler_idx);
3520 static void shader_glsl_bem(const struct wined3d_shader_instruction *ins)
3522 glsl_src_param_t src0_param, src1_param;
3523 DWORD sampler_idx = ins->dst[0].reg.idx;
3525 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1, &src0_param);
3526 shader_glsl_add_src_param(ins, &ins->src[1], WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1, &src1_param);
3528 shader_glsl_append_dst(ins->ctx->buffer, ins);
3529 shader_addline(ins->ctx->buffer, "%s + bumpenvmat%d * %s);\n",
3530 src0_param.param_str, sampler_idx, src1_param.param_str);
3533 /** Process the WINED3DSIO_TEXREG2AR instruction in GLSL
3534 * Sample 2D texture at dst using the alpha & red (wx) components of src as texture coordinates */
3535 static void shader_glsl_texreg2ar(const struct wined3d_shader_instruction *ins)
3537 glsl_src_param_t src0_param;
3538 DWORD sampler_idx = ins->dst[0].reg.idx;
3539 glsl_sample_function_t sample_function;
3541 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_ALL, &src0_param);
3543 shader_glsl_get_sample_function(ins->ctx, sampler_idx, 0, &sample_function);
3544 shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, WINED3DSP_NOSWIZZLE, NULL, NULL, NULL,
3545 "%s.wx", src0_param.reg_name);
3548 /** Process the WINED3DSIO_TEXREG2GB instruction in GLSL
3549 * Sample 2D texture at dst using the green & blue (yz) components of src as texture coordinates */
3550 static void shader_glsl_texreg2gb(const struct wined3d_shader_instruction *ins)
3552 glsl_src_param_t src0_param;
3553 DWORD sampler_idx = ins->dst[0].reg.idx;
3554 glsl_sample_function_t sample_function;
3556 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_ALL, &src0_param);
3558 shader_glsl_get_sample_function(ins->ctx, sampler_idx, 0, &sample_function);
3559 shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, WINED3DSP_NOSWIZZLE, NULL, NULL, NULL,
3560 "%s.yz", src0_param.reg_name);
3563 /** Process the WINED3DSIO_TEXREG2RGB instruction in GLSL
3564 * Sample texture at dst using the rgb (xyz) components of src as texture coordinates */
3565 static void shader_glsl_texreg2rgb(const struct wined3d_shader_instruction *ins)
3567 glsl_src_param_t src0_param;
3568 DWORD sampler_idx = ins->dst[0].reg.idx;
3569 glsl_sample_function_t sample_function;
3571 /* Dependent read, not valid with conditional NP2 */
3572 shader_glsl_get_sample_function(ins->ctx, sampler_idx, 0, &sample_function);
3573 shader_glsl_add_src_param(ins, &ins->src[0], sample_function.coord_mask, &src0_param);
3575 shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, WINED3DSP_NOSWIZZLE, NULL, NULL, NULL,
3576 "%s", src0_param.param_str);
3579 /** Process the WINED3DSIO_TEXKILL instruction in GLSL.
3580 * If any of the first 3 components are < 0, discard this pixel */
3581 static void shader_glsl_texkill(const struct wined3d_shader_instruction *ins)
3583 glsl_dst_param_t dst_param;
3585 /* The argument is a destination parameter, and no writemasks are allowed */
3586 shader_glsl_add_dst_param(ins, &ins->dst[0], &dst_param);
3587 if (ins->ctx->reg_maps->shader_version.major >= 2)
3589 /* 2.0 shaders compare all 4 components in texkill */
3590 shader_addline(ins->ctx->buffer, "if (any(lessThan(%s.xyzw, vec4(0.0)))) discard;\n", dst_param.reg_name);
3591 } else {
3592 /* 1.X shaders only compare the first 3 components, probably due to the nature of the texkill
3593 * instruction as a tex* instruction, and phase, which kills all a / w components. Even if all
3594 * 4 components are defined, only the first 3 are used
3596 shader_addline(ins->ctx->buffer, "if (any(lessThan(%s.xyz, vec3(0.0)))) discard;\n", dst_param.reg_name);
3600 /** Process the WINED3DSIO_DP2ADD instruction in GLSL.
3601 * dst = dot2(src0, src1) + src2 */
3602 static void shader_glsl_dp2add(const struct wined3d_shader_instruction *ins)
3604 glsl_src_param_t src0_param;
3605 glsl_src_param_t src1_param;
3606 glsl_src_param_t src2_param;
3607 DWORD write_mask;
3608 unsigned int mask_size;
3610 write_mask = shader_glsl_append_dst(ins->ctx->buffer, ins);
3611 mask_size = shader_glsl_get_write_mask_size(write_mask);
3613 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1, &src0_param);
3614 shader_glsl_add_src_param(ins, &ins->src[1], WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1, &src1_param);
3615 shader_glsl_add_src_param(ins, &ins->src[2], WINED3DSP_WRITEMASK_0, &src2_param);
3617 if (mask_size > 1) {
3618 shader_addline(ins->ctx->buffer, "vec%d(dot(%s, %s) + %s));\n",
3619 mask_size, src0_param.param_str, src1_param.param_str, src2_param.param_str);
3620 } else {
3621 shader_addline(ins->ctx->buffer, "dot(%s, %s) + %s);\n",
3622 src0_param.param_str, src1_param.param_str, src2_param.param_str);
3626 static void shader_glsl_input_pack(IWineD3DPixelShader *iface, struct wined3d_shader_buffer *buffer,
3627 const struct wined3d_shader_signature_element *input_signature, const struct shader_reg_maps *reg_maps,
3628 enum vertexprocessing_mode vertexprocessing)
3630 unsigned int i;
3631 IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)iface;
3632 WORD map = reg_maps->input_registers;
3634 for (i = 0; map; map >>= 1, ++i)
3636 const char *semantic_name;
3637 UINT semantic_idx;
3638 char reg_mask[6];
3640 /* Unused */
3641 if (!(map & 1)) continue;
3643 semantic_name = input_signature[i].semantic_name;
3644 semantic_idx = input_signature[i].semantic_idx;
3645 shader_glsl_write_mask_to_str(input_signature[i].mask, reg_mask);
3647 if (shader_match_semantic(semantic_name, WINED3DDECLUSAGE_TEXCOORD))
3649 if (semantic_idx < 8 && vertexprocessing == pretransformed)
3650 shader_addline(buffer, "IN[%u]%s = gl_TexCoord[%u]%s;\n",
3651 This->input_reg_map[i], reg_mask, semantic_idx, reg_mask);
3652 else
3653 shader_addline(buffer, "IN[%u]%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
3654 This->input_reg_map[i], reg_mask, reg_mask);
3656 else if (shader_match_semantic(semantic_name, WINED3DDECLUSAGE_COLOR))
3658 if (semantic_idx == 0)
3659 shader_addline(buffer, "IN[%u]%s = vec4(gl_Color)%s;\n",
3660 This->input_reg_map[i], reg_mask, reg_mask);
3661 else if (semantic_idx == 1)
3662 shader_addline(buffer, "IN[%u]%s = vec4(gl_SecondaryColor)%s;\n",
3663 This->input_reg_map[i], reg_mask, reg_mask);
3664 else
3665 shader_addline(buffer, "IN[%u]%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
3666 This->input_reg_map[i], reg_mask, reg_mask);
3668 else
3670 shader_addline(buffer, "IN[%u]%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
3671 This->input_reg_map[i], reg_mask, reg_mask);
3676 /*********************************************
3677 * Vertex Shader Specific Code begins here
3678 ********************************************/
3680 static void add_glsl_program_entry(struct shader_glsl_priv *priv, struct glsl_shader_prog_link *entry) {
3681 glsl_program_key_t key;
3683 key.vshader = entry->vshader;
3684 key.pshader = entry->pshader;
3685 key.vs_args = entry->vs_args;
3686 key.ps_args = entry->ps_args;
3688 if (wine_rb_put(&priv->program_lookup, &key, &entry->program_lookup_entry) == -1)
3690 ERR("Failed to insert program entry.\n");
3694 static struct glsl_shader_prog_link *get_glsl_program_entry(struct shader_glsl_priv *priv,
3695 IWineD3DVertexShader *vshader, IWineD3DPixelShader *pshader, struct vs_compile_args *vs_args,
3696 struct ps_compile_args *ps_args) {
3697 struct wine_rb_entry *entry;
3698 glsl_program_key_t key;
3700 key.vshader = vshader;
3701 key.pshader = pshader;
3702 key.vs_args = *vs_args;
3703 key.ps_args = *ps_args;
3705 entry = wine_rb_get(&priv->program_lookup, &key);
3706 return entry ? WINE_RB_ENTRY_VALUE(entry, struct glsl_shader_prog_link, program_lookup_entry) : NULL;
3709 /* GL locking is done by the caller */
3710 static void delete_glsl_program_entry(struct shader_glsl_priv *priv, const struct wined3d_gl_info *gl_info,
3711 struct glsl_shader_prog_link *entry)
3713 glsl_program_key_t key;
3715 key.vshader = entry->vshader;
3716 key.pshader = entry->pshader;
3717 key.vs_args = entry->vs_args;
3718 key.ps_args = entry->ps_args;
3719 wine_rb_remove(&priv->program_lookup, &key);
3721 GL_EXTCALL(glDeleteObjectARB(entry->programId));
3722 if (entry->vshader) list_remove(&entry->vshader_entry);
3723 if (entry->pshader) list_remove(&entry->pshader_entry);
3724 HeapFree(GetProcessHeap(), 0, entry->vuniformF_locations);
3725 HeapFree(GetProcessHeap(), 0, entry->puniformF_locations);
3726 HeapFree(GetProcessHeap(), 0, entry);
3729 static void handle_ps3_input(struct wined3d_shader_buffer *buffer, const struct wined3d_gl_info *gl_info, const DWORD *map,
3730 const struct wined3d_shader_signature_element *input_signature, const struct shader_reg_maps *reg_maps_in,
3731 const struct wined3d_shader_signature_element *output_signature, const struct shader_reg_maps *reg_maps_out)
3733 unsigned int i, j;
3734 const char *semantic_name_in;
3735 UINT semantic_idx_in;
3736 DWORD *set;
3737 DWORD in_idx;
3738 unsigned int in_count = vec4_varyings(3, gl_info);
3739 char reg_mask[6];
3740 char destination[50];
3741 WORD input_map, output_map;
3743 set = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*set) * (in_count + 2));
3745 input_map = reg_maps_in->input_registers;
3746 for (i = 0; input_map; input_map >>= 1, ++i)
3748 if (!(input_map & 1)) continue;
3750 in_idx = map[i];
3751 /* Declared, but not read register */
3752 if (in_idx == ~0U) continue;
3753 if (in_idx >= (in_count + 2))
3755 FIXME("More input varyings declared than supported, expect issues.\n");
3756 continue;
3759 if (in_idx == in_count) {
3760 sprintf(destination, "gl_FrontColor");
3761 } else if (in_idx == in_count + 1) {
3762 sprintf(destination, "gl_FrontSecondaryColor");
3763 } else {
3764 sprintf(destination, "IN[%u]", in_idx);
3767 semantic_name_in = input_signature[i].semantic_name;
3768 semantic_idx_in = input_signature[i].semantic_idx;
3769 set[in_idx] = ~0U;
3771 output_map = reg_maps_out->output_registers;
3772 for (j = 0; output_map; output_map >>= 1, ++j)
3774 DWORD mask;
3776 if (!(output_map & 1)
3777 || semantic_idx_in != output_signature[j].semantic_idx
3778 || strcmp(semantic_name_in, output_signature[j].semantic_name)
3779 || !(mask = input_signature[i].mask & output_signature[j].mask))
3780 continue;
3782 set[in_idx] = mask;
3783 shader_glsl_write_mask_to_str(mask, reg_mask);
3785 shader_addline(buffer, "%s%s = clamp(OUT[%u]%s, -FLT_MAX, FLT_MAX);\n",
3786 destination, reg_mask, j, reg_mask);
3790 for (i = 0; i < in_count + 2; ++i)
3792 unsigned int size;
3794 if (!set[i] || set[i] == WINED3DSP_WRITEMASK_ALL)
3795 continue;
3797 if (set[i] == ~0U) set[i] = 0;
3799 size = 0;
3800 if (!(set[i] & WINED3DSP_WRITEMASK_0)) reg_mask[size++] = 'x';
3801 if (!(set[i] & WINED3DSP_WRITEMASK_1)) reg_mask[size++] = 'y';
3802 if (!(set[i] & WINED3DSP_WRITEMASK_2)) reg_mask[size++] = 'z';
3803 if (!(set[i] & WINED3DSP_WRITEMASK_3)) reg_mask[size++] = 'w';
3804 reg_mask[size] = '\0';
3806 if (i == in_count) sprintf(destination, "gl_FrontColor");
3807 else if (i == in_count + 1) sprintf(destination, "gl_FrontSecondaryColor");
3808 else sprintf(destination, "IN[%u]", i);
3810 if (size == 1) shader_addline(buffer, "%s.%s = 0.0;\n", destination, reg_mask);
3811 else shader_addline(buffer, "%s.%s = vec%u(0.0);\n", destination, reg_mask, size);
3814 HeapFree(GetProcessHeap(), 0, set);
3817 /* GL locking is done by the caller */
3818 static GLhandleARB generate_param_reorder_function(struct wined3d_shader_buffer *buffer,
3819 IWineD3DVertexShader *vertexshader, IWineD3DPixelShader *pixelshader, const struct wined3d_gl_info *gl_info)
3821 GLhandleARB ret = 0;
3822 IWineD3DVertexShaderImpl *vs = (IWineD3DVertexShaderImpl *) vertexshader;
3823 IWineD3DPixelShaderImpl *ps = (IWineD3DPixelShaderImpl *) pixelshader;
3824 DWORD ps_major = ps ? ps->baseShader.reg_maps.shader_version.major : 0;
3825 unsigned int i;
3826 const char *semantic_name;
3827 UINT semantic_idx;
3828 char reg_mask[6];
3829 const struct wined3d_shader_signature_element *output_signature = vs->baseShader.output_signature;
3830 WORD map = vs->baseShader.reg_maps.output_registers;
3832 shader_buffer_clear(buffer);
3834 shader_addline(buffer, "#version 120\n");
3835 shader_addline(buffer, "const float FLT_MAX = 1e38;\n");
3837 if (ps_major < 3)
3839 shader_addline(buffer, "void order_ps_input(in vec4 OUT[%u]) {\n", MAX_REG_OUTPUT);
3841 for (i = 0; map; map >>= 1, ++i)
3843 DWORD write_mask;
3845 if (!(map & 1)) continue;
3847 semantic_name = output_signature[i].semantic_name;
3848 semantic_idx = output_signature[i].semantic_idx;
3849 write_mask = output_signature[i].mask;
3850 shader_glsl_write_mask_to_str(write_mask, reg_mask);
3852 if (shader_match_semantic(semantic_name, WINED3DDECLUSAGE_COLOR))
3854 if (semantic_idx == 0)
3855 shader_addline(buffer, "gl_FrontColor%s = clamp(OUT[%u]%s, -FLT_MAX, FLT_MAX);\n",
3856 reg_mask, i, reg_mask);
3857 else if (semantic_idx == 1)
3858 shader_addline(buffer, "gl_FrontSecondaryColor%s = clamp(OUT[%u]%s, -FLT_MAX, FLT_MAX);\n",
3859 reg_mask, i, reg_mask);
3861 else if (shader_match_semantic(semantic_name, WINED3DDECLUSAGE_POSITION))
3863 shader_addline(buffer, "gl_Position%s = clamp(OUT[%u]%s, -FLT_MAX, FLT_MAX);\n",
3864 reg_mask, i, reg_mask);
3866 else if (shader_match_semantic(semantic_name, WINED3DDECLUSAGE_TEXCOORD))
3868 if (semantic_idx < 8)
3870 if (!(gl_info->quirks & WINED3D_QUIRK_SET_TEXCOORD_W) || ps_major > 0)
3871 write_mask |= WINED3DSP_WRITEMASK_3;
3873 shader_addline(buffer, "gl_TexCoord[%u]%s = clamp(OUT[%u]%s, -FLT_MAX, FLT_MAX);\n",
3874 semantic_idx, reg_mask, i, reg_mask);
3875 if (!(write_mask & WINED3DSP_WRITEMASK_3))
3876 shader_addline(buffer, "gl_TexCoord[%u].w = 1.0;\n", semantic_idx);
3879 else if (shader_match_semantic(semantic_name, WINED3DDECLUSAGE_PSIZE))
3881 shader_addline(buffer, "gl_PointSize = clamp(OUT[%u].%c, -FLT_MAX, FLT_MAX);\n", i, reg_mask[1]);
3883 else if (shader_match_semantic(semantic_name, WINED3DDECLUSAGE_FOG))
3885 shader_addline(buffer, "gl_FogFragCoord = clamp(OUT[%u].%c, -FLT_MAX, FLT_MAX);\n", i, reg_mask[1]);
3888 shader_addline(buffer, "}\n");
3891 else
3893 /* This one is tricky: a 3.0 pixel shader reads from a 3.0 vertex shader */
3894 shader_addline(buffer, "varying vec4 IN[%u];\n", vec4_varyings(3, gl_info));
3895 shader_addline(buffer, "void order_ps_input(in vec4 OUT[%u]) {\n", MAX_REG_OUTPUT);
3897 /* First, sort out position and point size. Those are not passed to the pixel shader */
3898 for (i = 0; map; map >>= 1, ++i)
3900 if (!(map & 1)) continue;
3902 semantic_name = output_signature[i].semantic_name;
3903 shader_glsl_write_mask_to_str(output_signature[i].mask, reg_mask);
3905 if (shader_match_semantic(semantic_name, WINED3DDECLUSAGE_POSITION))
3907 shader_addline(buffer, "gl_Position%s = clamp(OUT[%u]%s, -FLT_MAX, FLT_MAX);\n",
3908 reg_mask, i, reg_mask);
3910 else if (shader_match_semantic(semantic_name, WINED3DDECLUSAGE_PSIZE))
3912 shader_addline(buffer, "gl_PointSize = clamp(OUT[%u].%c, -FLT_MAX, FLT_MAX);\n", i, reg_mask[1]);
3916 /* Then, fix the pixel shader input */
3917 handle_ps3_input(buffer, gl_info, ps->input_reg_map, ps->baseShader.input_signature,
3918 &ps->baseShader.reg_maps, output_signature, &vs->baseShader.reg_maps);
3920 shader_addline(buffer, "}\n");
3923 ret = GL_EXTCALL(glCreateShaderObjectARB(GL_VERTEX_SHADER_ARB));
3924 checkGLcall("glCreateShaderObjectARB(GL_VERTEX_SHADER_ARB)");
3925 shader_glsl_compile(gl_info, ret, buffer->buffer);
3927 return ret;
3930 /* GL locking is done by the caller */
3931 static void hardcode_local_constants(IWineD3DBaseShaderImpl *shader, const struct wined3d_gl_info *gl_info,
3932 GLhandleARB programId, char prefix)
3934 const local_constant *lconst;
3935 GLint tmp_loc;
3936 const float *value;
3937 char glsl_name[8];
3939 LIST_FOR_EACH_ENTRY(lconst, &shader->baseShader.constantsF, local_constant, entry) {
3940 value = (const float *)lconst->value;
3941 snprintf(glsl_name, sizeof(glsl_name), "%cLC%u", prefix, lconst->idx);
3942 tmp_loc = GL_EXTCALL(glGetUniformLocationARB(programId, glsl_name));
3943 GL_EXTCALL(glUniform4fvARB(tmp_loc, 1, value));
3945 checkGLcall("Hardcoding local constants");
3948 /* GL locking is done by the caller */
3949 static GLuint shader_glsl_generate_pshader(const struct wined3d_context *context,
3950 struct wined3d_shader_buffer *buffer, IWineD3DPixelShaderImpl *This,
3951 const struct ps_compile_args *args, struct ps_np2fixup_info *np2fixup_info)
3953 const struct shader_reg_maps *reg_maps = &This->baseShader.reg_maps;
3954 const struct wined3d_gl_info *gl_info = context->gl_info;
3955 CONST DWORD *function = This->baseShader.function;
3956 struct shader_glsl_ctx_priv priv_ctx;
3958 /* Create the hw GLSL shader object and assign it as the shader->prgId */
3959 GLhandleARB shader_obj = GL_EXTCALL(glCreateShaderObjectARB(GL_FRAGMENT_SHADER_ARB));
3961 memset(&priv_ctx, 0, sizeof(priv_ctx));
3962 priv_ctx.cur_ps_args = args;
3963 priv_ctx.cur_np2fixup_info = np2fixup_info;
3965 shader_addline(buffer, "#version 120\n");
3967 if (gl_info->supported[ARB_SHADER_TEXTURE_LOD] && reg_maps->usestexldd)
3969 shader_addline(buffer, "#extension GL_ARB_shader_texture_lod : enable\n");
3971 if (gl_info->supported[ARB_TEXTURE_RECTANGLE])
3973 /* The spec says that it doesn't have to be explicitly enabled, but the nvidia
3974 * drivers write a warning if we don't do so
3976 shader_addline(buffer, "#extension GL_ARB_texture_rectangle : enable\n");
3978 if (gl_info->supported[EXT_GPU_SHADER4])
3980 shader_addline(buffer, "#extension GL_EXT_gpu_shader4 : enable\n");
3983 /* Base Declarations */
3984 shader_generate_glsl_declarations(context, buffer, (IWineD3DBaseShader *)This, reg_maps, &priv_ctx);
3986 /* Pack 3.0 inputs */
3987 if (reg_maps->shader_version.major >= 3 && args->vp_mode != vertexshader)
3989 shader_glsl_input_pack((IWineD3DPixelShader *) This, buffer,
3990 This->baseShader.input_signature, reg_maps, args->vp_mode);
3993 /* Base Shader Body */
3994 shader_generate_main((IWineD3DBaseShader *)This, buffer, reg_maps, function, &priv_ctx);
3996 /* Pixel shaders < 2.0 place the resulting color in R0 implicitly */
3997 if (reg_maps->shader_version.major < 2)
3999 /* Some older cards like GeforceFX ones don't support multiple buffers, so also not gl_FragData */
4000 shader_addline(buffer, "gl_FragData[0] = R0;\n");
4003 if (args->srgb_correction)
4005 shader_addline(buffer, "tmp0.xyz = pow(gl_FragData[0].xyz, vec3(srgb_const0.x));\n");
4006 shader_addline(buffer, "tmp0.xyz = tmp0.xyz * vec3(srgb_const0.y) - vec3(srgb_const0.z);\n");
4007 shader_addline(buffer, "tmp1.xyz = gl_FragData[0].xyz * vec3(srgb_const0.w);\n");
4008 shader_addline(buffer, "bvec3 srgb_compare = lessThan(gl_FragData[0].xyz, vec3(srgb_const1.x));\n");
4009 shader_addline(buffer, "gl_FragData[0].xyz = mix(tmp0.xyz, tmp1.xyz, vec3(srgb_compare));\n");
4010 shader_addline(buffer, "gl_FragData[0] = clamp(gl_FragData[0], 0.0, 1.0);\n");
4012 /* Pixel shader < 3.0 do not replace the fog stage.
4013 * This implements linear fog computation and blending.
4014 * TODO: non linear fog
4015 * NOTE: gl_Fog.start and gl_Fog.end don't hold fog start s and end e but
4016 * -1/(e-s) and e/(e-s) respectively.
4018 if (reg_maps->shader_version.major < 3)
4020 switch(args->fog) {
4021 case FOG_OFF: break;
4022 case FOG_LINEAR:
4023 shader_addline(buffer, "float fogstart = -1.0 / (gl_Fog.end - gl_Fog.start);\n");
4024 shader_addline(buffer, "float fogend = gl_Fog.end * -fogstart;\n");
4025 shader_addline(buffer, "float Fog = clamp(gl_FogFragCoord * fogstart + fogend, 0.0, 1.0);\n");
4026 shader_addline(buffer, "gl_FragData[0].xyz = mix(gl_Fog.color.xyz, gl_FragData[0].xyz, Fog);\n");
4027 break;
4028 case FOG_EXP:
4029 /* Fog = e^(-gl_Fog.density * gl_FogFragCoord) */
4030 shader_addline(buffer, "float Fog = exp(-gl_Fog.density * gl_FogFragCoord);\n");
4031 shader_addline(buffer, "Fog = clamp(Fog, 0.0, 1.0);\n");
4032 shader_addline(buffer, "gl_FragData[0].xyz = mix(gl_Fog.color.xyz, gl_FragData[0].xyz, Fog);\n");
4033 break;
4034 case FOG_EXP2:
4035 /* Fog = e^(-(gl_Fog.density * gl_FogFragCoord)^2) */
4036 shader_addline(buffer, "float Fog = exp(-gl_Fog.density * gl_Fog.density * gl_FogFragCoord * gl_FogFragCoord);\n");
4037 shader_addline(buffer, "Fog = clamp(Fog, 0.0, 1.0);\n");
4038 shader_addline(buffer, "gl_FragData[0].xyz = mix(gl_Fog.color.xyz, gl_FragData[0].xyz, Fog);\n");
4039 break;
4043 shader_addline(buffer, "}\n");
4045 TRACE("Compiling shader object %u\n", shader_obj);
4046 shader_glsl_compile(gl_info, shader_obj, buffer->buffer);
4048 /* Store the shader object */
4049 return shader_obj;
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 outputs */
4082 shader_addline(buffer, "order_ps_input(OUT);\n");
4084 /* The D3DRS_FOGTABLEMODE render state defines if the shader-generated fog coord is used
4085 * or if the fragment depth is used. If the fragment depth is used(FOGTABLEMODE != NONE),
4086 * the fog frag coord is thrown away. If the fog frag coord is used, but not written by
4087 * the shader, it is set to 0.0(fully fogged, since start = 1.0, end = 0.0)
4089 if(args->fog_src == VS_FOG_Z) {
4090 shader_addline(buffer, "gl_FogFragCoord = gl_Position.z;\n");
4091 } else if (!reg_maps->fog) {
4092 shader_addline(buffer, "gl_FogFragCoord = 0.0;\n");
4095 /* Write the final position.
4097 * OpenGL coordinates specify the center of the pixel while d3d coords specify
4098 * the corner. The offsets are stored in z and w in posFixup. posFixup.y contains
4099 * 1.0 or -1.0 to turn the rendering upside down for offscreen rendering. PosFixup.x
4100 * contains 1.0 to allow a mad.
4102 shader_addline(buffer, "gl_Position.y = gl_Position.y * posFixup.y;\n");
4103 shader_addline(buffer, "gl_Position.xy += posFixup.zw * gl_Position.ww;\n");
4104 if(args->clip_enabled) {
4105 shader_addline(buffer, "gl_ClipVertex = gl_Position;\n");
4108 /* Z coord [0;1]->[-1;1] mapping, see comment in transform_projection in state.c
4110 * Basically we want (in homogeneous coordinates) z = z * 2 - 1. However, shaders are run
4111 * before the homogeneous divide, so we have to take the w into account: z = ((z / w) * 2 - 1) * w,
4112 * which is the same as z = z * 2 - w.
4114 shader_addline(buffer, "gl_Position.z = gl_Position.z * 2.0 - gl_Position.w;\n");
4116 shader_addline(buffer, "}\n");
4118 TRACE("Compiling shader object %u\n", shader_obj);
4119 shader_glsl_compile(gl_info, shader_obj, buffer->buffer);
4121 return shader_obj;
4124 static GLhandleARB find_glsl_pshader(const struct wined3d_context *context,
4125 struct wined3d_shader_buffer *buffer, IWineD3DPixelShaderImpl *shader,
4126 const struct ps_compile_args *args, const struct ps_np2fixup_info **np2fixup_info)
4128 UINT i;
4129 DWORD new_size;
4130 struct glsl_ps_compiled_shader *new_array;
4131 struct glsl_pshader_private *shader_data;
4132 struct ps_np2fixup_info *np2fixup = NULL;
4133 GLhandleARB ret;
4135 if (!shader->baseShader.backend_data)
4137 shader->baseShader.backend_data = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*shader_data));
4138 if (!shader->baseShader.backend_data)
4140 ERR("Failed to allocate backend data.\n");
4141 return 0;
4144 shader_data = shader->baseShader.backend_data;
4146 /* Usually we have very few GL shaders for each d3d shader(just 1 or maybe 2),
4147 * so a linear search is more performant than a hashmap or a binary search
4148 * (cache coherency etc)
4150 for(i = 0; i < shader_data->num_gl_shaders; i++) {
4151 if(memcmp(&shader_data->gl_shaders[i].args, args, sizeof(*args)) == 0) {
4152 if(args->np2_fixup) *np2fixup_info = &shader_data->gl_shaders[i].np2fixup;
4153 return shader_data->gl_shaders[i].prgId;
4157 TRACE("No matching GL shader found for shader %p, compiling a new shader.\n", shader);
4158 if(shader_data->shader_array_size == shader_data->num_gl_shaders) {
4159 if (shader_data->num_gl_shaders)
4161 new_size = shader_data->shader_array_size + max(1, shader_data->shader_array_size / 2);
4162 new_array = HeapReAlloc(GetProcessHeap(), 0, shader_data->gl_shaders,
4163 new_size * sizeof(*shader_data->gl_shaders));
4164 } else {
4165 new_array = HeapAlloc(GetProcessHeap(), 0, sizeof(*shader_data->gl_shaders));
4166 new_size = 1;
4169 if(!new_array) {
4170 ERR("Out of memory\n");
4171 return 0;
4173 shader_data->gl_shaders = new_array;
4174 shader_data->shader_array_size = new_size;
4177 shader_data->gl_shaders[shader_data->num_gl_shaders].args = *args;
4179 memset(&shader_data->gl_shaders[shader_data->num_gl_shaders].np2fixup, 0, sizeof(struct ps_np2fixup_info));
4180 if (args->np2_fixup) np2fixup = &shader_data->gl_shaders[shader_data->num_gl_shaders].np2fixup;
4182 pixelshader_update_samplers(&shader->baseShader.reg_maps,
4183 ((IWineD3DDeviceImpl *)shader->baseShader.device)->stateBlock->textures);
4185 shader_buffer_clear(buffer);
4186 ret = shader_glsl_generate_pshader(context, buffer, shader, args, np2fixup);
4187 shader_data->gl_shaders[shader_data->num_gl_shaders++].prgId = ret;
4188 *np2fixup_info = np2fixup;
4190 return ret;
4193 static inline BOOL vs_args_equal(const struct vs_compile_args *stored, const struct vs_compile_args *new,
4194 const DWORD use_map) {
4195 if((stored->swizzle_map & use_map) != new->swizzle_map) return FALSE;
4196 if((stored->clip_enabled) != new->clip_enabled) return FALSE;
4197 return stored->fog_src == new->fog_src;
4200 static GLhandleARB find_glsl_vshader(const struct wined3d_context *context,
4201 struct wined3d_shader_buffer *buffer, IWineD3DVertexShaderImpl *shader,
4202 const struct vs_compile_args *args)
4204 UINT i;
4205 DWORD new_size;
4206 struct glsl_vs_compiled_shader *new_array;
4207 DWORD use_map = ((IWineD3DDeviceImpl *)shader->baseShader.device)->strided_streams.use_map;
4208 struct glsl_vshader_private *shader_data;
4209 GLhandleARB ret;
4211 if (!shader->baseShader.backend_data)
4213 shader->baseShader.backend_data = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*shader_data));
4214 if (!shader->baseShader.backend_data)
4216 ERR("Failed to allocate backend data.\n");
4217 return 0;
4220 shader_data = shader->baseShader.backend_data;
4222 /* Usually we have very few GL shaders for each d3d shader(just 1 or maybe 2),
4223 * so a linear search is more performant than a hashmap or a binary search
4224 * (cache coherency etc)
4226 for(i = 0; i < shader_data->num_gl_shaders; i++) {
4227 if(vs_args_equal(&shader_data->gl_shaders[i].args, args, use_map)) {
4228 return shader_data->gl_shaders[i].prgId;
4232 TRACE("No matching GL shader found for shader %p, compiling a new shader.\n", shader);
4234 if(shader_data->shader_array_size == shader_data->num_gl_shaders) {
4235 if (shader_data->num_gl_shaders)
4237 new_size = shader_data->shader_array_size + max(1, shader_data->shader_array_size / 2);
4238 new_array = HeapReAlloc(GetProcessHeap(), 0, shader_data->gl_shaders,
4239 new_size * sizeof(*shader_data->gl_shaders));
4240 } else {
4241 new_array = HeapAlloc(GetProcessHeap(), 0, sizeof(*shader_data->gl_shaders));
4242 new_size = 1;
4245 if(!new_array) {
4246 ERR("Out of memory\n");
4247 return 0;
4249 shader_data->gl_shaders = new_array;
4250 shader_data->shader_array_size = new_size;
4253 shader_data->gl_shaders[shader_data->num_gl_shaders].args = *args;
4255 shader_buffer_clear(buffer);
4256 ret = shader_glsl_generate_vshader(context, buffer, shader, args);
4257 shader_data->gl_shaders[shader_data->num_gl_shaders++].prgId = ret;
4259 return ret;
4262 /** Sets the GLSL program ID for the given pixel and vertex shader combination.
4263 * It sets the programId on the current StateBlock (because it should be called
4264 * inside of the DrawPrimitive() part of the render loop).
4266 * If a program for the given combination does not exist, create one, and store
4267 * the program in the hash table. If it creates a program, it will link the
4268 * given objects, too.
4271 /* GL locking is done by the caller */
4272 static void set_glsl_shader_program(const struct wined3d_context *context,
4273 IWineD3DDeviceImpl *device, BOOL use_ps, BOOL use_vs)
4275 IWineD3DVertexShader *vshader = use_vs ? device->stateBlock->vertexShader : NULL;
4276 IWineD3DPixelShader *pshader = use_ps ? device->stateBlock->pixelShader : NULL;
4277 const struct wined3d_gl_info *gl_info = context->gl_info;
4278 struct shader_glsl_priv *priv = device->shader_priv;
4279 struct glsl_shader_prog_link *entry = NULL;
4280 GLhandleARB programId = 0;
4281 GLhandleARB reorder_shader_id = 0;
4282 unsigned int i;
4283 char glsl_name[8];
4284 struct ps_compile_args ps_compile_args;
4285 struct vs_compile_args vs_compile_args;
4287 if (vshader) find_vs_compile_args((IWineD3DVertexShaderImpl *)vshader, device->stateBlock, &vs_compile_args);
4288 if (pshader) find_ps_compile_args((IWineD3DPixelShaderImpl *)pshader, device->stateBlock, &ps_compile_args);
4290 entry = get_glsl_program_entry(priv, vshader, pshader, &vs_compile_args, &ps_compile_args);
4291 if (entry) {
4292 priv->glsl_program = entry;
4293 return;
4296 /* If we get to this point, then no matching program exists, so we create one */
4297 programId = GL_EXTCALL(glCreateProgramObjectARB());
4298 TRACE("Created new GLSL shader program %u\n", programId);
4300 /* Create the entry */
4301 entry = HeapAlloc(GetProcessHeap(), 0, sizeof(struct glsl_shader_prog_link));
4302 entry->programId = programId;
4303 entry->vshader = vshader;
4304 entry->pshader = pshader;
4305 entry->vs_args = vs_compile_args;
4306 entry->ps_args = ps_compile_args;
4307 entry->constant_version = 0;
4308 entry->np2Fixup_info = NULL;
4309 /* Add the hash table entry */
4310 add_glsl_program_entry(priv, entry);
4312 /* Set the current program */
4313 priv->glsl_program = entry;
4315 /* Attach GLSL vshader */
4316 if (vshader)
4318 GLhandleARB vshader_id = find_glsl_vshader(context, &priv->shader_buffer,
4319 (IWineD3DVertexShaderImpl *)vshader, &vs_compile_args);
4320 WORD map = ((IWineD3DBaseShaderImpl *)vshader)->baseShader.reg_maps.input_registers;
4321 char tmp_name[10];
4323 reorder_shader_id = generate_param_reorder_function(&priv->shader_buffer, vshader, pshader, gl_info);
4324 TRACE("Attaching GLSL shader object %u to program %u\n", reorder_shader_id, programId);
4325 GL_EXTCALL(glAttachObjectARB(programId, reorder_shader_id));
4326 checkGLcall("glAttachObjectARB");
4327 /* Flag the reorder function for deletion, then it will be freed automatically when the program
4328 * is destroyed
4330 GL_EXTCALL(glDeleteObjectARB(reorder_shader_id));
4332 TRACE("Attaching GLSL shader object %u to program %u\n", vshader_id, programId);
4333 GL_EXTCALL(glAttachObjectARB(programId, vshader_id));
4334 checkGLcall("glAttachObjectARB");
4336 /* Bind vertex attributes to a corresponding index number to match
4337 * the same index numbers as ARB_vertex_programs (makes loading
4338 * vertex attributes simpler). With this method, we can use the
4339 * exact same code to load the attributes later for both ARB and
4340 * GLSL shaders.
4342 * We have to do this here because we need to know the Program ID
4343 * in order to make the bindings work, and it has to be done prior
4344 * to linking the GLSL program. */
4345 for (i = 0; map; map >>= 1, ++i)
4347 if (!(map & 1)) continue;
4349 snprintf(tmp_name, sizeof(tmp_name), "attrib%u", i);
4350 GL_EXTCALL(glBindAttribLocationARB(programId, i, tmp_name));
4352 checkGLcall("glBindAttribLocationARB");
4354 list_add_head(&((IWineD3DBaseShaderImpl *)vshader)->baseShader.linked_programs, &entry->vshader_entry);
4357 /* Attach GLSL pshader */
4358 if (pshader)
4360 GLhandleARB pshader_id = find_glsl_pshader(context, &priv->shader_buffer,
4361 (IWineD3DPixelShaderImpl *)pshader, &ps_compile_args, &entry->np2Fixup_info);
4362 TRACE("Attaching GLSL shader object %u to program %u\n", pshader_id, programId);
4363 GL_EXTCALL(glAttachObjectARB(programId, pshader_id));
4364 checkGLcall("glAttachObjectARB");
4366 list_add_head(&((IWineD3DBaseShaderImpl *)pshader)->baseShader.linked_programs, &entry->pshader_entry);
4369 /* Link the program */
4370 TRACE("Linking GLSL shader program %u\n", programId);
4371 GL_EXTCALL(glLinkProgramARB(programId));
4372 shader_glsl_validate_link(gl_info, programId);
4374 entry->vuniformF_locations = HeapAlloc(GetProcessHeap(), 0,
4375 sizeof(GLhandleARB) * gl_info->limits.glsl_vs_float_constants);
4376 for (i = 0; i < gl_info->limits.glsl_vs_float_constants; ++i)
4378 snprintf(glsl_name, sizeof(glsl_name), "VC[%i]", i);
4379 entry->vuniformF_locations[i] = GL_EXTCALL(glGetUniformLocationARB(programId, glsl_name));
4381 for (i = 0; i < MAX_CONST_I; ++i)
4383 snprintf(glsl_name, sizeof(glsl_name), "VI[%i]", i);
4384 entry->vuniformI_locations[i] = GL_EXTCALL(glGetUniformLocationARB(programId, glsl_name));
4386 entry->puniformF_locations = HeapAlloc(GetProcessHeap(), 0,
4387 sizeof(GLhandleARB) * gl_info->limits.glsl_ps_float_constants);
4388 for (i = 0; i < gl_info->limits.glsl_ps_float_constants; ++i)
4390 snprintf(glsl_name, sizeof(glsl_name), "PC[%i]", i);
4391 entry->puniformF_locations[i] = GL_EXTCALL(glGetUniformLocationARB(programId, glsl_name));
4393 for (i = 0; i < MAX_CONST_I; ++i)
4395 snprintf(glsl_name, sizeof(glsl_name), "PI[%i]", i);
4396 entry->puniformI_locations[i] = GL_EXTCALL(glGetUniformLocationARB(programId, glsl_name));
4399 if(pshader) {
4400 char name[32];
4402 for(i = 0; i < MAX_TEXTURES; i++) {
4403 sprintf(name, "bumpenvmat%u", i);
4404 entry->bumpenvmat_location[i] = GL_EXTCALL(glGetUniformLocationARB(programId, name));
4405 sprintf(name, "luminancescale%u", i);
4406 entry->luminancescale_location[i] = GL_EXTCALL(glGetUniformLocationARB(programId, name));
4407 sprintf(name, "luminanceoffset%u", i);
4408 entry->luminanceoffset_location[i] = GL_EXTCALL(glGetUniformLocationARB(programId, name));
4411 if (ps_compile_args.np2_fixup) {
4412 if (entry->np2Fixup_info) {
4413 entry->np2Fixup_location = GL_EXTCALL(glGetUniformLocationARB(programId, "PsamplerNP2Fixup"));
4414 } else {
4415 FIXME("NP2 texcoord fixup needed for this pixelshader, but no fixup uniform found.\n");
4420 entry->posFixup_location = GL_EXTCALL(glGetUniformLocationARB(programId, "posFixup"));
4421 entry->ycorrection_location = GL_EXTCALL(glGetUniformLocationARB(programId, "ycorrection"));
4422 checkGLcall("Find glsl program uniform locations");
4424 if (pshader
4425 && ((IWineD3DPixelShaderImpl *)pshader)->baseShader.reg_maps.shader_version.major >= 3
4426 && ((IWineD3DPixelShaderImpl *)pshader)->declared_in_count > vec4_varyings(3, gl_info))
4428 TRACE("Shader %d needs vertex color clamping disabled\n", programId);
4429 entry->vertex_color_clamp = GL_FALSE;
4430 } else {
4431 entry->vertex_color_clamp = GL_FIXED_ONLY_ARB;
4434 /* Set the shader to allow uniform loading on it */
4435 GL_EXTCALL(glUseProgramObjectARB(programId));
4436 checkGLcall("glUseProgramObjectARB(programId)");
4438 /* Load the vertex and pixel samplers now. The function that finds the mappings makes sure
4439 * that it stays the same for each vertexshader-pixelshader pair(=linked glsl program). If
4440 * a pshader with fixed function pipeline is used there are no vertex samplers, and if a
4441 * vertex shader with fixed function pixel processing is used we make sure that the card
4442 * supports enough samplers to allow the max number of vertex samplers with all possible
4443 * fixed function fragment processing setups. So once the program is linked these samplers
4444 * won't change.
4446 if (vshader) shader_glsl_load_vsamplers(gl_info, device->texUnitMap, programId);
4447 if (pshader) shader_glsl_load_psamplers(gl_info, device->texUnitMap, programId);
4449 /* If the local constants do not have to be loaded with the environment constants,
4450 * load them now to have them hardcoded in the GLSL program. This saves some CPU cycles
4451 * later
4453 if (pshader && !((IWineD3DBaseShaderImpl *)pshader)->baseShader.load_local_constsF)
4455 hardcode_local_constants((IWineD3DBaseShaderImpl *) pshader, gl_info, programId, 'P');
4457 if (vshader && !((IWineD3DBaseShaderImpl *)vshader)->baseShader.load_local_constsF)
4459 hardcode_local_constants((IWineD3DBaseShaderImpl *) vshader, gl_info, programId, 'V');
4463 /* GL locking is done by the caller */
4464 static GLhandleARB create_glsl_blt_shader(const struct wined3d_gl_info *gl_info, enum tex_types tex_type, BOOL masked)
4466 GLhandleARB program_id;
4467 GLhandleARB vshader_id, pshader_id;
4468 const char *blt_pshader;
4470 static const char *blt_vshader =
4471 "#version 120\n"
4472 "void main(void)\n"
4473 "{\n"
4474 " gl_Position = gl_Vertex;\n"
4475 " gl_FrontColor = vec4(1.0);\n"
4476 " gl_TexCoord[0] = gl_MultiTexCoord0;\n"
4477 "}\n";
4479 static const char * const blt_pshaders_full[tex_type_count] =
4481 /* tex_1d */
4482 NULL,
4483 /* tex_2d */
4484 "#version 120\n"
4485 "uniform sampler2D sampler;\n"
4486 "void main(void)\n"
4487 "{\n"
4488 " gl_FragDepth = texture2D(sampler, gl_TexCoord[0].xy).x;\n"
4489 "}\n",
4490 /* tex_3d */
4491 NULL,
4492 /* tex_cube */
4493 "#version 120\n"
4494 "uniform samplerCube sampler;\n"
4495 "void main(void)\n"
4496 "{\n"
4497 " gl_FragDepth = textureCube(sampler, gl_TexCoord[0].xyz).x;\n"
4498 "}\n",
4499 /* tex_rect */
4500 "#version 120\n"
4501 "#extension GL_ARB_texture_rectangle : enable\n"
4502 "uniform sampler2DRect sampler;\n"
4503 "void main(void)\n"
4504 "{\n"
4505 " gl_FragDepth = texture2DRect(sampler, gl_TexCoord[0].xy).x;\n"
4506 "}\n",
4509 static const char * const blt_pshaders_masked[tex_type_count] =
4511 /* tex_1d */
4512 NULL,
4513 /* tex_2d */
4514 "#version 120\n"
4515 "uniform sampler2D sampler;\n"
4516 "uniform vec4 mask;\n"
4517 "void main(void)\n"
4518 "{\n"
4519 " if (all(lessThan(gl_FragCoord.xy, mask.zw))) discard;\n"
4520 " gl_FragDepth = texture2D(sampler, gl_TexCoord[0].xy).x;\n"
4521 "}\n",
4522 /* tex_3d */
4523 NULL,
4524 /* tex_cube */
4525 "#version 120\n"
4526 "uniform samplerCube sampler;\n"
4527 "uniform vec4 mask;\n"
4528 "void main(void)\n"
4529 "{\n"
4530 " if (all(lessThan(gl_FragCoord.xy, mask.zw))) discard;\n"
4531 " gl_FragDepth = textureCube(sampler, gl_TexCoord[0].xyz).x;\n"
4532 "}\n",
4533 /* tex_rect */
4534 "#version 120\n"
4535 "#extension GL_ARB_texture_rectangle : enable\n"
4536 "uniform sampler2DRect sampler;\n"
4537 "uniform vec4 mask;\n"
4538 "void main(void)\n"
4539 "{\n"
4540 " if (all(lessThan(gl_FragCoord.xy, mask.zw))) discard;\n"
4541 " gl_FragDepth = texture2DRect(sampler, gl_TexCoord[0].xy).x;\n"
4542 "}\n",
4545 blt_pshader = masked ? blt_pshaders_masked[tex_type] : blt_pshaders_full[tex_type];
4546 if (!blt_pshader)
4548 FIXME("tex_type %#x not supported\n", tex_type);
4549 tex_type = tex_2d;
4552 vshader_id = GL_EXTCALL(glCreateShaderObjectARB(GL_VERTEX_SHADER_ARB));
4553 shader_glsl_compile(gl_info, vshader_id, blt_vshader);
4555 pshader_id = GL_EXTCALL(glCreateShaderObjectARB(GL_FRAGMENT_SHADER_ARB));
4556 shader_glsl_compile(gl_info, pshader_id, blt_pshader);
4558 program_id = GL_EXTCALL(glCreateProgramObjectARB());
4559 GL_EXTCALL(glAttachObjectARB(program_id, vshader_id));
4560 GL_EXTCALL(glAttachObjectARB(program_id, pshader_id));
4561 GL_EXTCALL(glLinkProgramARB(program_id));
4563 shader_glsl_validate_link(gl_info, program_id);
4565 /* Once linked we can mark the shaders for deletion. They will be deleted once the program
4566 * is destroyed
4568 GL_EXTCALL(glDeleteObjectARB(vshader_id));
4569 GL_EXTCALL(glDeleteObjectARB(pshader_id));
4570 return program_id;
4573 /* GL locking is done by the caller */
4574 static void shader_glsl_select(const struct wined3d_context *context, BOOL usePS, BOOL useVS)
4576 const struct wined3d_gl_info *gl_info = context->gl_info;
4577 IWineD3DDeviceImpl *device = context->swapchain->device;
4578 struct shader_glsl_priv *priv = device->shader_priv;
4579 GLhandleARB program_id = 0;
4580 GLenum old_vertex_color_clamp, current_vertex_color_clamp;
4582 old_vertex_color_clamp = priv->glsl_program ? priv->glsl_program->vertex_color_clamp : GL_FIXED_ONLY_ARB;
4584 if (useVS || usePS) set_glsl_shader_program(context, device, usePS, useVS);
4585 else priv->glsl_program = NULL;
4587 current_vertex_color_clamp = priv->glsl_program ? priv->glsl_program->vertex_color_clamp : GL_FIXED_ONLY_ARB;
4589 if (old_vertex_color_clamp != current_vertex_color_clamp)
4591 if (gl_info->supported[ARB_COLOR_BUFFER_FLOAT])
4593 GL_EXTCALL(glClampColorARB(GL_CLAMP_VERTEX_COLOR_ARB, current_vertex_color_clamp));
4594 checkGLcall("glClampColorARB");
4596 else
4598 FIXME("vertex color clamp needs to be changed, but extension not supported.\n");
4602 program_id = priv->glsl_program ? priv->glsl_program->programId : 0;
4603 if (program_id) TRACE("Using GLSL program %u\n", program_id);
4604 GL_EXTCALL(glUseProgramObjectARB(program_id));
4605 checkGLcall("glUseProgramObjectARB");
4607 /* In case that NP2 texcoord fixup data is found for the selected program, trigger a reload of the
4608 * constants. This has to be done because it can't be guaranteed that sampler() (from state.c) is
4609 * called between selecting the shader and using it, which results in wrong fixup for some frames. */
4610 if (priv->glsl_program && priv->glsl_program->np2Fixup_info)
4612 shader_glsl_load_np2fixup_constants((IWineD3DDevice *)device, usePS, useVS);
4616 /* GL locking is done by the caller */
4617 static void shader_glsl_select_depth_blt(IWineD3DDevice *iface,
4618 enum tex_types tex_type, const SIZE *ds_mask_size)
4620 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4621 const struct wined3d_gl_info *gl_info = &This->adapter->gl_info;
4622 BOOL masked = ds_mask_size->cx && ds_mask_size->cy;
4623 struct shader_glsl_priv *priv = This->shader_priv;
4624 GLhandleARB *blt_program;
4625 GLint loc;
4627 blt_program = masked ? &priv->depth_blt_program_masked[tex_type] : &priv->depth_blt_program_full[tex_type];
4628 if (!*blt_program)
4630 *blt_program = create_glsl_blt_shader(gl_info, tex_type, masked);
4631 loc = GL_EXTCALL(glGetUniformLocationARB(*blt_program, "sampler"));
4632 GL_EXTCALL(glUseProgramObjectARB(*blt_program));
4633 GL_EXTCALL(glUniform1iARB(loc, 0));
4635 else
4637 GL_EXTCALL(glUseProgramObjectARB(*blt_program));
4640 if (masked)
4642 loc = GL_EXTCALL(glGetUniformLocationARB(*blt_program, "mask"));
4643 GL_EXTCALL(glUniform4fARB(loc, 0.0f, 0.0f, (float)ds_mask_size->cx, (float)ds_mask_size->cy));
4647 /* GL locking is done by the caller */
4648 static void shader_glsl_deselect_depth_blt(IWineD3DDevice *iface) {
4649 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4650 const struct wined3d_gl_info *gl_info = &This->adapter->gl_info;
4651 struct shader_glsl_priv *priv = This->shader_priv;
4652 GLhandleARB program_id;
4654 program_id = priv->glsl_program ? priv->glsl_program->programId : 0;
4655 if (program_id) TRACE("Using GLSL program %u\n", program_id);
4657 GL_EXTCALL(glUseProgramObjectARB(program_id));
4658 checkGLcall("glUseProgramObjectARB");
4661 static void shader_glsl_destroy(IWineD3DBaseShader *iface) {
4662 const struct list *linked_programs;
4663 IWineD3DBaseShaderImpl *This = (IWineD3DBaseShaderImpl *) iface;
4664 IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *)This->baseShader.device;
4665 struct shader_glsl_priv *priv = device->shader_priv;
4666 const struct wined3d_gl_info *gl_info;
4667 struct wined3d_context *context;
4669 /* Note: Do not use QueryInterface here to find out which shader type this is because this code
4670 * can be called from IWineD3DBaseShader::Release
4672 char pshader = shader_is_pshader_version(This->baseShader.reg_maps.shader_version.type);
4674 if(pshader) {
4675 struct glsl_pshader_private *shader_data;
4676 shader_data = This->baseShader.backend_data;
4677 if(!shader_data || shader_data->num_gl_shaders == 0)
4679 HeapFree(GetProcessHeap(), 0, shader_data);
4680 This->baseShader.backend_data = NULL;
4681 return;
4684 context = context_acquire(device, NULL);
4685 gl_info = context->gl_info;
4687 if (priv->glsl_program && (IWineD3DBaseShader *)priv->glsl_program->pshader == iface)
4689 ENTER_GL();
4690 shader_glsl_select(context, FALSE, FALSE);
4691 LEAVE_GL();
4693 } else {
4694 struct glsl_vshader_private *shader_data;
4695 shader_data = This->baseShader.backend_data;
4696 if(!shader_data || shader_data->num_gl_shaders == 0)
4698 HeapFree(GetProcessHeap(), 0, shader_data);
4699 This->baseShader.backend_data = NULL;
4700 return;
4703 context = context_acquire(device, NULL);
4704 gl_info = context->gl_info;
4706 if (priv->glsl_program && (IWineD3DBaseShader *)priv->glsl_program->vshader == iface)
4708 ENTER_GL();
4709 shader_glsl_select(context, FALSE, FALSE);
4710 LEAVE_GL();
4714 linked_programs = &This->baseShader.linked_programs;
4716 TRACE("Deleting linked programs\n");
4717 if (linked_programs->next) {
4718 struct glsl_shader_prog_link *entry, *entry2;
4720 ENTER_GL();
4721 if(pshader) {
4722 LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, linked_programs, struct glsl_shader_prog_link, pshader_entry) {
4723 delete_glsl_program_entry(priv, gl_info, entry);
4725 } else {
4726 LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, linked_programs, struct glsl_shader_prog_link, vshader_entry) {
4727 delete_glsl_program_entry(priv, gl_info, entry);
4730 LEAVE_GL();
4733 if(pshader) {
4734 UINT i;
4735 struct glsl_pshader_private *shader_data = This->baseShader.backend_data;
4737 ENTER_GL();
4738 for(i = 0; i < shader_data->num_gl_shaders; i++) {
4739 TRACE("deleting pshader %u\n", shader_data->gl_shaders[i].prgId);
4740 GL_EXTCALL(glDeleteObjectARB(shader_data->gl_shaders[i].prgId));
4741 checkGLcall("glDeleteObjectARB");
4743 LEAVE_GL();
4744 HeapFree(GetProcessHeap(), 0, shader_data->gl_shaders);
4746 else
4748 UINT i;
4749 struct glsl_vshader_private *shader_data = This->baseShader.backend_data;
4751 ENTER_GL();
4752 for(i = 0; i < shader_data->num_gl_shaders; i++) {
4753 TRACE("deleting vshader %u\n", shader_data->gl_shaders[i].prgId);
4754 GL_EXTCALL(glDeleteObjectARB(shader_data->gl_shaders[i].prgId));
4755 checkGLcall("glDeleteObjectARB");
4757 LEAVE_GL();
4758 HeapFree(GetProcessHeap(), 0, shader_data->gl_shaders);
4761 HeapFree(GetProcessHeap(), 0, This->baseShader.backend_data);
4762 This->baseShader.backend_data = NULL;
4764 context_release(context);
4767 static int glsl_program_key_compare(const void *key, const struct wine_rb_entry *entry)
4769 const glsl_program_key_t *k = key;
4770 const struct glsl_shader_prog_link *prog = WINE_RB_ENTRY_VALUE(entry,
4771 const struct glsl_shader_prog_link, program_lookup_entry);
4772 int cmp;
4774 if (k->vshader > prog->vshader) return 1;
4775 else if (k->vshader < prog->vshader) return -1;
4777 if (k->pshader > prog->pshader) return 1;
4778 else if (k->pshader < prog->pshader) return -1;
4780 if (k->vshader && (cmp = memcmp(&k->vs_args, &prog->vs_args, sizeof(prog->vs_args)))) return cmp;
4781 if (k->pshader && (cmp = memcmp(&k->ps_args, &prog->ps_args, sizeof(prog->ps_args)))) return cmp;
4783 return 0;
4786 static BOOL constant_heap_init(struct constant_heap *heap, unsigned int constant_count)
4788 SIZE_T size = (constant_count + 1) * sizeof(*heap->entries) + constant_count * sizeof(*heap->positions);
4789 void *mem = HeapAlloc(GetProcessHeap(), 0, size);
4791 if (!mem)
4793 ERR("Failed to allocate memory\n");
4794 return FALSE;
4797 heap->entries = mem;
4798 heap->entries[1].version = 0;
4799 heap->positions = (unsigned int *)(heap->entries + constant_count + 1);
4800 heap->size = 1;
4802 return TRUE;
4805 static void constant_heap_free(struct constant_heap *heap)
4807 HeapFree(GetProcessHeap(), 0, heap->entries);
4810 static const struct wine_rb_functions wined3d_glsl_program_rb_functions =
4812 wined3d_rb_alloc,
4813 wined3d_rb_realloc,
4814 wined3d_rb_free,
4815 glsl_program_key_compare,
4818 static HRESULT shader_glsl_alloc(IWineD3DDevice *iface) {
4819 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4820 const struct wined3d_gl_info *gl_info = &This->adapter->gl_info;
4821 struct shader_glsl_priv *priv = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(struct shader_glsl_priv));
4822 SIZE_T stack_size = wined3d_log2i(max(gl_info->limits.glsl_vs_float_constants,
4823 gl_info->limits.glsl_ps_float_constants)) + 1;
4825 if (!shader_buffer_init(&priv->shader_buffer))
4827 ERR("Failed to initialize shader buffer.\n");
4828 goto fail;
4831 priv->stack = HeapAlloc(GetProcessHeap(), 0, stack_size * sizeof(*priv->stack));
4832 if (!priv->stack)
4834 ERR("Failed to allocate memory.\n");
4835 goto fail;
4838 if (!constant_heap_init(&priv->vconst_heap, gl_info->limits.glsl_vs_float_constants))
4840 ERR("Failed to initialize vertex shader constant heap\n");
4841 goto fail;
4844 if (!constant_heap_init(&priv->pconst_heap, gl_info->limits.glsl_ps_float_constants))
4846 ERR("Failed to initialize pixel shader constant heap\n");
4847 goto fail;
4850 if (wine_rb_init(&priv->program_lookup, &wined3d_glsl_program_rb_functions) == -1)
4852 ERR("Failed to initialize rbtree.\n");
4853 goto fail;
4856 priv->next_constant_version = 1;
4858 This->shader_priv = priv;
4859 return WINED3D_OK;
4861 fail:
4862 constant_heap_free(&priv->pconst_heap);
4863 constant_heap_free(&priv->vconst_heap);
4864 HeapFree(GetProcessHeap(), 0, priv->stack);
4865 shader_buffer_free(&priv->shader_buffer);
4866 HeapFree(GetProcessHeap(), 0, priv);
4867 return E_OUTOFMEMORY;
4870 /* Context activation is done by the caller. */
4871 static void shader_glsl_free(IWineD3DDevice *iface) {
4872 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4873 const struct wined3d_gl_info *gl_info = &This->adapter->gl_info;
4874 struct shader_glsl_priv *priv = This->shader_priv;
4875 int i;
4877 ENTER_GL();
4878 for (i = 0; i < tex_type_count; ++i)
4880 if (priv->depth_blt_program_full[i])
4882 GL_EXTCALL(glDeleteObjectARB(priv->depth_blt_program_full[i]));
4884 if (priv->depth_blt_program_masked[i])
4886 GL_EXTCALL(glDeleteObjectARB(priv->depth_blt_program_masked[i]));
4889 LEAVE_GL();
4891 wine_rb_destroy(&priv->program_lookup, NULL, NULL);
4892 constant_heap_free(&priv->pconst_heap);
4893 constant_heap_free(&priv->vconst_heap);
4894 HeapFree(GetProcessHeap(), 0, priv->stack);
4895 shader_buffer_free(&priv->shader_buffer);
4897 HeapFree(GetProcessHeap(), 0, This->shader_priv);
4898 This->shader_priv = NULL;
4901 static BOOL shader_glsl_dirty_const(IWineD3DDevice *iface) {
4902 /* TODO: GL_EXT_bindable_uniform can be used to share constants across shaders */
4903 return FALSE;
4906 static void shader_glsl_get_caps(const struct wined3d_gl_info *gl_info, struct shader_caps *pCaps)
4908 /* Nvidia Geforce6/7 or Ati R4xx/R5xx cards with GLSL support, support VS 3.0 but older Nvidia/Ati
4909 * models with GLSL support only support 2.0. In case of nvidia we can detect VS 2.0 support based
4910 * on the version of NV_vertex_program.
4911 * For Ati cards there's no way using glsl (it abstracts the lowlevel info away) and also not
4912 * using ARB_vertex_program. It is safe to assume that when a card supports pixel shader 2.0 it
4913 * supports vertex shader 2.0 too and the way around. We can detect ps2.0 using the maximum number
4914 * of native instructions, so use that here. For more info see the pixel shader versioning code below.
4916 if ((gl_info->supported[NV_VERTEX_PROGRAM2] && !gl_info->supported[NV_VERTEX_PROGRAM3])
4917 || gl_info->limits.arb_ps_instructions <= 512)
4918 pCaps->VertexShaderVersion = WINED3DVS_VERSION(2,0);
4919 else
4920 pCaps->VertexShaderVersion = WINED3DVS_VERSION(3,0);
4921 TRACE_(d3d_caps)("Hardware vertex shader version %d.%d enabled (GLSL)\n", (pCaps->VertexShaderVersion >> 8) & 0xff, pCaps->VertexShaderVersion & 0xff);
4922 pCaps->MaxVertexShaderConst = gl_info->limits.glsl_vs_float_constants;
4924 /* Older DX9-class videocards (GeforceFX / Radeon >9500/X*00) only support pixel shader 2.0/2.0a/2.0b.
4925 * In OpenGL the extensions related to GLSL abstract lowlevel GL info away which is needed
4926 * to distinguish between 2.0 and 3.0 (and 2.0a/2.0b). In case of Nvidia we use their fragment
4927 * program extensions. On other hardware including ATI GL_ARB_fragment_program offers the info
4928 * in max native instructions. Intel and others also offer the info in this extension but they
4929 * don't support GLSL (at least on Windows).
4931 * PS2.0 requires at least 96 instructions, 2.0a/2.0b go up to 512. Assume that if the number
4932 * of instructions is 512 or less we have to do with ps2.0 hardware.
4933 * 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.
4935 if ((gl_info->supported[NV_FRAGMENT_PROGRAM] && !gl_info->supported[NV_FRAGMENT_PROGRAM2])
4936 || gl_info->limits.arb_ps_instructions <= 512)
4937 pCaps->PixelShaderVersion = WINED3DPS_VERSION(2,0);
4938 else
4939 pCaps->PixelShaderVersion = WINED3DPS_VERSION(3,0);
4941 pCaps->MaxPixelShaderConst = gl_info->limits.glsl_ps_float_constants;
4943 /* FIXME: The following line is card dependent. -8.0 to 8.0 is the
4944 * Direct3D minimum requirement.
4946 * Both GL_ARB_fragment_program and GLSL require a "maximum representable magnitude"
4947 * of colors to be 2^10, and 2^32 for other floats. Should we use 1024 here?
4949 * The problem is that the refrast clamps temporary results in the shader to
4950 * [-MaxValue;+MaxValue]. If the card's max value is bigger than the one we advertize here,
4951 * then applications may miss the clamping behavior. On the other hand, if it is smaller,
4952 * the shader will generate incorrect results too. Unfortunately, GL deliberately doesn't
4953 * offer a way to query this.
4955 pCaps->PixelShader1xMaxValue = 8.0;
4956 TRACE_(d3d_caps)("Hardware pixel shader version %d.%d enabled (GLSL)\n", (pCaps->PixelShaderVersion >> 8) & 0xff, pCaps->PixelShaderVersion & 0xff);
4958 pCaps->VSClipping = TRUE;
4961 static BOOL shader_glsl_color_fixup_supported(struct color_fixup_desc fixup)
4963 if (TRACE_ON(d3d_shader) && TRACE_ON(d3d))
4965 TRACE("Checking support for fixup:\n");
4966 dump_color_fixup_desc(fixup);
4969 /* We support everything except YUV conversions. */
4970 if (!is_complex_fixup(fixup))
4972 TRACE("[OK]\n");
4973 return TRUE;
4976 TRACE("[FAILED]\n");
4977 return FALSE;
4980 static const SHADER_HANDLER shader_glsl_instruction_handler_table[WINED3DSIH_TABLE_SIZE] =
4982 /* WINED3DSIH_ABS */ shader_glsl_map2gl,
4983 /* WINED3DSIH_ADD */ shader_glsl_arith,
4984 /* WINED3DSIH_BEM */ shader_glsl_bem,
4985 /* WINED3DSIH_BREAK */ shader_glsl_break,
4986 /* WINED3DSIH_BREAKC */ shader_glsl_breakc,
4987 /* WINED3DSIH_BREAKP */ NULL,
4988 /* WINED3DSIH_CALL */ shader_glsl_call,
4989 /* WINED3DSIH_CALLNZ */ shader_glsl_callnz,
4990 /* WINED3DSIH_CMP */ shader_glsl_cmp,
4991 /* WINED3DSIH_CND */ shader_glsl_cnd,
4992 /* WINED3DSIH_CRS */ shader_glsl_cross,
4993 /* WINED3DSIH_CUT */ NULL,
4994 /* WINED3DSIH_DCL */ NULL,
4995 /* WINED3DSIH_DEF */ NULL,
4996 /* WINED3DSIH_DEFB */ NULL,
4997 /* WINED3DSIH_DEFI */ NULL,
4998 /* WINED3DSIH_DP2ADD */ shader_glsl_dp2add,
4999 /* WINED3DSIH_DP3 */ shader_glsl_dot,
5000 /* WINED3DSIH_DP4 */ shader_glsl_dot,
5001 /* WINED3DSIH_DST */ shader_glsl_dst,
5002 /* WINED3DSIH_DSX */ shader_glsl_map2gl,
5003 /* WINED3DSIH_DSY */ shader_glsl_map2gl,
5004 /* WINED3DSIH_ELSE */ shader_glsl_else,
5005 /* WINED3DSIH_EMIT */ NULL,
5006 /* WINED3DSIH_ENDIF */ shader_glsl_end,
5007 /* WINED3DSIH_ENDLOOP */ shader_glsl_end,
5008 /* WINED3DSIH_ENDREP */ shader_glsl_end,
5009 /* WINED3DSIH_EXP */ shader_glsl_map2gl,
5010 /* WINED3DSIH_EXPP */ shader_glsl_expp,
5011 /* WINED3DSIH_FRC */ shader_glsl_map2gl,
5012 /* WINED3DSIH_IADD */ NULL,
5013 /* WINED3DSIH_IF */ shader_glsl_if,
5014 /* WINED3DSIH_IFC */ shader_glsl_ifc,
5015 /* WINED3DSIH_IGE */ NULL,
5016 /* WINED3DSIH_LABEL */ shader_glsl_label,
5017 /* WINED3DSIH_LIT */ shader_glsl_lit,
5018 /* WINED3DSIH_LOG */ shader_glsl_log,
5019 /* WINED3DSIH_LOGP */ shader_glsl_log,
5020 /* WINED3DSIH_LOOP */ shader_glsl_loop,
5021 /* WINED3DSIH_LRP */ shader_glsl_lrp,
5022 /* WINED3DSIH_LT */ NULL,
5023 /* WINED3DSIH_M3x2 */ shader_glsl_mnxn,
5024 /* WINED3DSIH_M3x3 */ shader_glsl_mnxn,
5025 /* WINED3DSIH_M3x4 */ shader_glsl_mnxn,
5026 /* WINED3DSIH_M4x3 */ shader_glsl_mnxn,
5027 /* WINED3DSIH_M4x4 */ shader_glsl_mnxn,
5028 /* WINED3DSIH_MAD */ shader_glsl_mad,
5029 /* WINED3DSIH_MAX */ shader_glsl_map2gl,
5030 /* WINED3DSIH_MIN */ shader_glsl_map2gl,
5031 /* WINED3DSIH_MOV */ shader_glsl_mov,
5032 /* WINED3DSIH_MOVA */ shader_glsl_mov,
5033 /* WINED3DSIH_MUL */ shader_glsl_arith,
5034 /* WINED3DSIH_NOP */ NULL,
5035 /* WINED3DSIH_NRM */ shader_glsl_nrm,
5036 /* WINED3DSIH_PHASE */ NULL,
5037 /* WINED3DSIH_POW */ shader_glsl_pow,
5038 /* WINED3DSIH_RCP */ shader_glsl_rcp,
5039 /* WINED3DSIH_REP */ shader_glsl_rep,
5040 /* WINED3DSIH_RET */ shader_glsl_ret,
5041 /* WINED3DSIH_RSQ */ shader_glsl_rsq,
5042 /* WINED3DSIH_SETP */ NULL,
5043 /* WINED3DSIH_SGE */ shader_glsl_compare,
5044 /* WINED3DSIH_SGN */ shader_glsl_sgn,
5045 /* WINED3DSIH_SINCOS */ shader_glsl_sincos,
5046 /* WINED3DSIH_SLT */ shader_glsl_compare,
5047 /* WINED3DSIH_SUB */ shader_glsl_arith,
5048 /* WINED3DSIH_TEX */ shader_glsl_tex,
5049 /* WINED3DSIH_TEXBEM */ shader_glsl_texbem,
5050 /* WINED3DSIH_TEXBEML */ shader_glsl_texbem,
5051 /* WINED3DSIH_TEXCOORD */ shader_glsl_texcoord,
5052 /* WINED3DSIH_TEXDEPTH */ shader_glsl_texdepth,
5053 /* WINED3DSIH_TEXDP3 */ shader_glsl_texdp3,
5054 /* WINED3DSIH_TEXDP3TEX */ shader_glsl_texdp3tex,
5055 /* WINED3DSIH_TEXKILL */ shader_glsl_texkill,
5056 /* WINED3DSIH_TEXLDD */ shader_glsl_texldd,
5057 /* WINED3DSIH_TEXLDL */ shader_glsl_texldl,
5058 /* WINED3DSIH_TEXM3x2DEPTH */ shader_glsl_texm3x2depth,
5059 /* WINED3DSIH_TEXM3x2PAD */ shader_glsl_texm3x2pad,
5060 /* WINED3DSIH_TEXM3x2TEX */ shader_glsl_texm3x2tex,
5061 /* WINED3DSIH_TEXM3x3 */ shader_glsl_texm3x3,
5062 /* WINED3DSIH_TEXM3x3DIFF */ NULL,
5063 /* WINED3DSIH_TEXM3x3PAD */ shader_glsl_texm3x3pad,
5064 /* WINED3DSIH_TEXM3x3SPEC */ shader_glsl_texm3x3spec,
5065 /* WINED3DSIH_TEXM3x3TEX */ shader_glsl_texm3x3tex,
5066 /* WINED3DSIH_TEXM3x3VSPEC */ shader_glsl_texm3x3vspec,
5067 /* WINED3DSIH_TEXREG2AR */ shader_glsl_texreg2ar,
5068 /* WINED3DSIH_TEXREG2GB */ shader_glsl_texreg2gb,
5069 /* WINED3DSIH_TEXREG2RGB */ shader_glsl_texreg2rgb,
5072 static void shader_glsl_handle_instruction(const struct wined3d_shader_instruction *ins) {
5073 SHADER_HANDLER hw_fct;
5075 /* Select handler */
5076 hw_fct = shader_glsl_instruction_handler_table[ins->handler_idx];
5078 /* Unhandled opcode */
5079 if (!hw_fct)
5081 FIXME("Backend can't handle opcode %#x\n", ins->handler_idx);
5082 return;
5084 hw_fct(ins);
5086 shader_glsl_add_instruction_modifiers(ins);
5089 const shader_backend_t glsl_shader_backend = {
5090 shader_glsl_handle_instruction,
5091 shader_glsl_select,
5092 shader_glsl_select_depth_blt,
5093 shader_glsl_deselect_depth_blt,
5094 shader_glsl_update_float_vertex_constants,
5095 shader_glsl_update_float_pixel_constants,
5096 shader_glsl_load_constants,
5097 shader_glsl_load_np2fixup_constants,
5098 shader_glsl_destroy,
5099 shader_glsl_alloc,
5100 shader_glsl_free,
5101 shader_glsl_dirty_const,
5102 shader_glsl_get_caps,
5103 shader_glsl_color_fixup_supported,