wined3d: read_from_framebuffer_texture() isn't suitable for readback of onscreen...
[wine/testsucceed.git] / dlls / wined3d / glsl_shader.c
blob9781a4bd6ebdb00cdee88e326128cb4e456a819f
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_dump_program_source(const struct wined3d_gl_info *gl_info, GLhandleARB program)
260 GLint i, object_count, source_size = -1;
261 GLhandleARB *objects;
262 char *source = NULL;
264 GL_EXTCALL(glGetObjectParameterivARB(program, GL_OBJECT_ATTACHED_OBJECTS_ARB, &object_count));
265 objects = HeapAlloc(GetProcessHeap(), 0, object_count * sizeof(*objects));
266 if (!objects)
268 ERR("Failed to allocate object array memory.\n");
269 return;
272 GL_EXTCALL(glGetAttachedObjectsARB(program, object_count, NULL, objects));
273 for (i = 0; i < object_count; ++i)
275 char *ptr, *line;
276 GLint tmp;
278 GL_EXTCALL(glGetObjectParameterivARB(objects[i], GL_OBJECT_SHADER_SOURCE_LENGTH_ARB, &tmp));
280 if (source_size < tmp)
282 HeapFree(GetProcessHeap(), 0, source);
284 source = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, tmp);
285 if (!source)
287 ERR("Failed to allocate %d bytes for shader source.\n", tmp);
288 HeapFree(GetProcessHeap(), 0, objects);
289 return;
291 source_size = tmp;
294 FIXME("Object %u:\n", objects[i]);
295 GL_EXTCALL(glGetObjectParameterivARB(objects[i], GL_OBJECT_SUBTYPE_ARB, &tmp));
296 FIXME(" GL_OBJECT_SUBTYPE_ARB: %s.\n", debug_gl_shader_type(tmp));
297 GL_EXTCALL(glGetObjectParameterivARB(objects[i], GL_OBJECT_COMPILE_STATUS_ARB, &tmp));
298 FIXME(" GL_OBJECT_COMPILE_STATUS_ARB: %d.\n", tmp);
299 FIXME("\n");
301 ptr = source;
302 GL_EXTCALL(glGetShaderSourceARB(objects[i], source_size, NULL, source));
303 while ((line = get_info_log_line(&ptr))) FIXME(" %s\n", line);
304 FIXME("\n");
307 HeapFree(GetProcessHeap(), 0, source);
308 HeapFree(GetProcessHeap(), 0, objects);
311 /* GL locking is done by the caller. */
312 static void shader_glsl_validate_link(const struct wined3d_gl_info *gl_info, GLhandleARB program)
314 GLint tmp;
316 if (!TRACE_ON(d3d_shader) && !FIXME_ON(d3d_shader)) return;
318 GL_EXTCALL(glGetObjectParameterivARB(program, GL_OBJECT_TYPE_ARB, &tmp));
319 if (tmp == GL_PROGRAM_OBJECT_ARB)
321 GL_EXTCALL(glGetObjectParameterivARB(program, GL_OBJECT_LINK_STATUS_ARB, &tmp));
322 if (!tmp)
324 FIXME("Program %u link status invalid.\n", program);
325 shader_glsl_dump_program_source(gl_info, program);
329 print_glsl_info_log(gl_info, program);
333 * Loads (pixel shader) samplers
335 /* GL locking is done by the caller */
336 static void shader_glsl_load_psamplers(const struct wined3d_gl_info *gl_info,
337 DWORD *tex_unit_map, GLhandleARB programId)
339 GLint name_loc;
340 int i;
341 char sampler_name[20];
343 for (i = 0; i < MAX_FRAGMENT_SAMPLERS; ++i) {
344 snprintf(sampler_name, sizeof(sampler_name), "Psampler%d", i);
345 name_loc = GL_EXTCALL(glGetUniformLocationARB(programId, sampler_name));
346 if (name_loc != -1) {
347 DWORD mapped_unit = tex_unit_map[i];
348 if (mapped_unit != WINED3D_UNMAPPED_STAGE && mapped_unit < gl_info->limits.fragment_samplers)
350 TRACE("Loading %s for texture %d\n", sampler_name, mapped_unit);
351 GL_EXTCALL(glUniform1iARB(name_loc, mapped_unit));
352 checkGLcall("glUniform1iARB");
353 } else {
354 ERR("Trying to load sampler %s on unsupported unit %d\n", sampler_name, mapped_unit);
360 /* GL locking is done by the caller */
361 static void shader_glsl_load_vsamplers(const struct wined3d_gl_info *gl_info,
362 DWORD *tex_unit_map, GLhandleARB programId)
364 GLint name_loc;
365 char sampler_name[20];
366 int i;
368 for (i = 0; i < MAX_VERTEX_SAMPLERS; ++i) {
369 snprintf(sampler_name, sizeof(sampler_name), "Vsampler%d", i);
370 name_loc = GL_EXTCALL(glGetUniformLocationARB(programId, sampler_name));
371 if (name_loc != -1) {
372 DWORD mapped_unit = tex_unit_map[MAX_FRAGMENT_SAMPLERS + i];
373 if (mapped_unit != WINED3D_UNMAPPED_STAGE && mapped_unit < gl_info->limits.combined_samplers)
375 TRACE("Loading %s for texture %d\n", sampler_name, mapped_unit);
376 GL_EXTCALL(glUniform1iARB(name_loc, mapped_unit));
377 checkGLcall("glUniform1iARB");
378 } else {
379 ERR("Trying to load sampler %s on unsupported unit %d\n", sampler_name, mapped_unit);
385 /* GL locking is done by the caller */
386 static inline void walk_constant_heap(const struct wined3d_gl_info *gl_info, const float *constants,
387 const GLint *constant_locations, const struct constant_heap *heap, unsigned char *stack, DWORD version)
389 int stack_idx = 0;
390 unsigned int heap_idx = 1;
391 unsigned int idx;
393 if (heap->entries[heap_idx].version <= version) return;
395 idx = heap->entries[heap_idx].idx;
396 if (constant_locations[idx] != -1) GL_EXTCALL(glUniform4fvARB(constant_locations[idx], 1, &constants[idx * 4]));
397 stack[stack_idx] = HEAP_NODE_TRAVERSE_LEFT;
399 while (stack_idx >= 0)
401 /* Note that we fall through to the next case statement. */
402 switch(stack[stack_idx])
404 case HEAP_NODE_TRAVERSE_LEFT:
406 unsigned int left_idx = heap_idx << 1;
407 if (left_idx < heap->size && heap->entries[left_idx].version > version)
409 heap_idx = left_idx;
410 idx = heap->entries[heap_idx].idx;
411 if (constant_locations[idx] != -1)
412 GL_EXTCALL(glUniform4fvARB(constant_locations[idx], 1, &constants[idx * 4]));
414 stack[stack_idx++] = HEAP_NODE_TRAVERSE_RIGHT;
415 stack[stack_idx] = HEAP_NODE_TRAVERSE_LEFT;
416 break;
420 case HEAP_NODE_TRAVERSE_RIGHT:
422 unsigned int right_idx = (heap_idx << 1) + 1;
423 if (right_idx < heap->size && heap->entries[right_idx].version > version)
425 heap_idx = right_idx;
426 idx = heap->entries[heap_idx].idx;
427 if (constant_locations[idx] != -1)
428 GL_EXTCALL(glUniform4fvARB(constant_locations[idx], 1, &constants[idx * 4]));
430 stack[stack_idx++] = HEAP_NODE_POP;
431 stack[stack_idx] = HEAP_NODE_TRAVERSE_LEFT;
432 break;
436 case HEAP_NODE_POP:
438 heap_idx >>= 1;
439 --stack_idx;
440 break;
444 checkGLcall("walk_constant_heap()");
447 /* GL locking is done by the caller */
448 static inline void apply_clamped_constant(const struct wined3d_gl_info *gl_info, GLint location, const GLfloat *data)
450 GLfloat clamped_constant[4];
452 if (location == -1) return;
454 clamped_constant[0] = data[0] < -1.0f ? -1.0f : data[0] > 1.0f ? 1.0f : data[0];
455 clamped_constant[1] = data[1] < -1.0f ? -1.0f : data[1] > 1.0f ? 1.0f : data[1];
456 clamped_constant[2] = data[2] < -1.0f ? -1.0f : data[2] > 1.0f ? 1.0f : data[2];
457 clamped_constant[3] = data[3] < -1.0f ? -1.0f : data[3] > 1.0f ? 1.0f : data[3];
459 GL_EXTCALL(glUniform4fvARB(location, 1, clamped_constant));
462 /* GL locking is done by the caller */
463 static inline void walk_constant_heap_clamped(const struct wined3d_gl_info *gl_info, const float *constants,
464 const GLint *constant_locations, const struct constant_heap *heap, unsigned char *stack, DWORD version)
466 int stack_idx = 0;
467 unsigned int heap_idx = 1;
468 unsigned int idx;
470 if (heap->entries[heap_idx].version <= version) return;
472 idx = heap->entries[heap_idx].idx;
473 apply_clamped_constant(gl_info, constant_locations[idx], &constants[idx * 4]);
474 stack[stack_idx] = HEAP_NODE_TRAVERSE_LEFT;
476 while (stack_idx >= 0)
478 /* Note that we fall through to the next case statement. */
479 switch(stack[stack_idx])
481 case HEAP_NODE_TRAVERSE_LEFT:
483 unsigned int left_idx = heap_idx << 1;
484 if (left_idx < heap->size && heap->entries[left_idx].version > version)
486 heap_idx = left_idx;
487 idx = heap->entries[heap_idx].idx;
488 apply_clamped_constant(gl_info, constant_locations[idx], &constants[idx * 4]);
490 stack[stack_idx++] = HEAP_NODE_TRAVERSE_RIGHT;
491 stack[stack_idx] = HEAP_NODE_TRAVERSE_LEFT;
492 break;
496 case HEAP_NODE_TRAVERSE_RIGHT:
498 unsigned int right_idx = (heap_idx << 1) + 1;
499 if (right_idx < heap->size && heap->entries[right_idx].version > version)
501 heap_idx = right_idx;
502 idx = heap->entries[heap_idx].idx;
503 apply_clamped_constant(gl_info, constant_locations[idx], &constants[idx * 4]);
505 stack[stack_idx++] = HEAP_NODE_POP;
506 stack[stack_idx] = HEAP_NODE_TRAVERSE_LEFT;
507 break;
511 case HEAP_NODE_POP:
513 heap_idx >>= 1;
514 --stack_idx;
515 break;
519 checkGLcall("walk_constant_heap_clamped()");
522 /* Loads floating point constants (aka uniforms) into the currently set GLSL program. */
523 /* GL locking is done by the caller */
524 static void shader_glsl_load_constantsF(IWineD3DBaseShaderImpl *This, const struct wined3d_gl_info *gl_info,
525 const float *constants, const GLint *constant_locations, const struct constant_heap *heap,
526 unsigned char *stack, UINT version)
528 const local_constant *lconst;
530 /* 1.X pshaders have the constants clamped to [-1;1] implicitly. */
531 if (This->baseShader.reg_maps.shader_version.major == 1
532 && shader_is_pshader_version(This->baseShader.reg_maps.shader_version.type))
533 walk_constant_heap_clamped(gl_info, constants, constant_locations, heap, stack, version);
534 else
535 walk_constant_heap(gl_info, constants, constant_locations, heap, stack, version);
537 if (!This->baseShader.load_local_constsF)
539 TRACE("No need to load local float constants for this shader\n");
540 return;
543 /* Immediate constants are clamped to [-1;1] at shader creation time if needed */
544 LIST_FOR_EACH_ENTRY(lconst, &This->baseShader.constantsF, local_constant, entry)
546 GLint location = constant_locations[lconst->idx];
547 /* We found this uniform name in the program - go ahead and send the data */
548 if (location != -1) GL_EXTCALL(glUniform4fvARB(location, 1, (const GLfloat *)lconst->value));
550 checkGLcall("glUniform4fvARB()");
553 /* Loads integer constants (aka uniforms) into the currently set GLSL program. */
554 /* GL locking is done by the caller */
555 static void shader_glsl_load_constantsI(IWineD3DBaseShaderImpl *This, const struct wined3d_gl_info *gl_info,
556 const GLint locations[MAX_CONST_I], const int *constants, WORD constants_set)
558 unsigned int i;
559 struct list* ptr;
561 for (i = 0; constants_set; constants_set >>= 1, ++i)
563 if (!(constants_set & 1)) continue;
565 TRACE_(d3d_constants)("Loading constants %u: %i, %i, %i, %i\n",
566 i, constants[i*4], constants[i*4+1], constants[i*4+2], constants[i*4+3]);
568 /* We found this uniform name in the program - go ahead and send the data */
569 GL_EXTCALL(glUniform4ivARB(locations[i], 1, &constants[i*4]));
570 checkGLcall("glUniform4ivARB");
573 /* Load immediate constants */
574 ptr = list_head(&This->baseShader.constantsI);
575 while (ptr) {
576 const struct local_constant *lconst = LIST_ENTRY(ptr, const struct local_constant, entry);
577 unsigned int idx = lconst->idx;
578 const GLint *values = (const GLint *)lconst->value;
580 TRACE_(d3d_constants)("Loading local constants %i: %i, %i, %i, %i\n", idx,
581 values[0], values[1], values[2], values[3]);
583 /* We found this uniform name in the program - go ahead and send the data */
584 GL_EXTCALL(glUniform4ivARB(locations[idx], 1, values));
585 checkGLcall("glUniform4ivARB");
586 ptr = list_next(&This->baseShader.constantsI, ptr);
590 /* Loads boolean constants (aka uniforms) into the currently set GLSL program. */
591 /* GL locking is done by the caller */
592 static void shader_glsl_load_constantsB(IWineD3DBaseShaderImpl *This, const struct wined3d_gl_info *gl_info,
593 GLhandleARB programId, const BOOL *constants, WORD constants_set)
595 GLint tmp_loc;
596 unsigned int i;
597 char tmp_name[8];
598 const char *prefix;
599 struct list* ptr;
601 switch (This->baseShader.reg_maps.shader_version.type)
603 case WINED3D_SHADER_TYPE_VERTEX:
604 prefix = "VB";
605 break;
607 case WINED3D_SHADER_TYPE_GEOMETRY:
608 prefix = "GB";
609 break;
611 case WINED3D_SHADER_TYPE_PIXEL:
612 prefix = "PB";
613 break;
615 default:
616 FIXME("Unknown shader type %#x.\n",
617 This->baseShader.reg_maps.shader_version.type);
618 prefix = "UB";
619 break;
622 /* TODO: Benchmark and see if it would be beneficial to store the
623 * locations of the constants to avoid looking up each time */
624 for (i = 0; constants_set; constants_set >>= 1, ++i)
626 if (!(constants_set & 1)) continue;
628 TRACE_(d3d_constants)("Loading constants %i: %i;\n", i, constants[i]);
630 /* TODO: Benchmark and see if it would be beneficial to store the
631 * locations of the constants to avoid looking up each time */
632 snprintf(tmp_name, sizeof(tmp_name), "%s[%i]", prefix, i);
633 tmp_loc = GL_EXTCALL(glGetUniformLocationARB(programId, tmp_name));
634 if (tmp_loc != -1)
636 /* We found this uniform name in the program - go ahead and send the data */
637 GL_EXTCALL(glUniform1ivARB(tmp_loc, 1, &constants[i]));
638 checkGLcall("glUniform1ivARB");
642 /* Load immediate constants */
643 ptr = list_head(&This->baseShader.constantsB);
644 while (ptr) {
645 const struct local_constant *lconst = LIST_ENTRY(ptr, const struct local_constant, entry);
646 unsigned int idx = lconst->idx;
647 const GLint *values = (const GLint *)lconst->value;
649 TRACE_(d3d_constants)("Loading local constants %i: %i\n", idx, values[0]);
651 snprintf(tmp_name, sizeof(tmp_name), "%s[%i]", prefix, idx);
652 tmp_loc = GL_EXTCALL(glGetUniformLocationARB(programId, tmp_name));
653 if (tmp_loc != -1) {
654 /* We found this uniform name in the program - go ahead and send the data */
655 GL_EXTCALL(glUniform1ivARB(tmp_loc, 1, values));
656 checkGLcall("glUniform1ivARB");
658 ptr = list_next(&This->baseShader.constantsB, ptr);
662 static void reset_program_constant_version(struct wine_rb_entry *entry, void *context)
664 WINE_RB_ENTRY_VALUE(entry, struct glsl_shader_prog_link, program_lookup_entry)->constant_version = 0;
668 * Loads the texture dimensions for NP2 fixup into the currently set GLSL program.
670 /* GL locking is done by the caller (state handler) */
671 static void shader_glsl_load_np2fixup_constants(
672 IWineD3DDevice* device,
673 char usePixelShader,
674 char useVertexShader) {
676 const IWineD3DDeviceImpl* deviceImpl = (const IWineD3DDeviceImpl*) device;
677 const struct glsl_shader_prog_link* prog = ((struct shader_glsl_priv *)(deviceImpl->shader_priv))->glsl_program;
679 if (!prog) {
680 /* No GLSL program set - nothing to do. */
681 return;
684 if (!usePixelShader) {
685 /* NP2 texcoord fixup is (currently) only done for pixelshaders. */
686 return;
689 if (prog->ps_args.np2_fixup && -1 != prog->np2Fixup_location) {
690 const struct wined3d_gl_info *gl_info = &deviceImpl->adapter->gl_info;
691 const IWineD3DStateBlockImpl* stateBlock = (const IWineD3DStateBlockImpl*) deviceImpl->stateBlock;
692 UINT i;
693 UINT fixup = prog->ps_args.np2_fixup;
694 GLfloat np2fixup_constants[4 * MAX_FRAGMENT_SAMPLERS];
696 for (i = 0; fixup; fixup >>= 1, ++i) {
697 const unsigned char idx = prog->np2Fixup_info->idx[i];
698 const IWineD3DBaseTextureImpl* const tex = (const IWineD3DBaseTextureImpl*) stateBlock->textures[i];
699 GLfloat* tex_dim = &np2fixup_constants[(idx >> 1) * 4];
701 if (!tex) {
702 FIXME("Nonexistent texture is flagged for NP2 texcoord fixup\n");
703 continue;
706 if (idx % 2) {
707 tex_dim[2] = tex->baseTexture.pow2Matrix[0]; tex_dim[3] = tex->baseTexture.pow2Matrix[5];
708 } else {
709 tex_dim[0] = tex->baseTexture.pow2Matrix[0]; tex_dim[1] = tex->baseTexture.pow2Matrix[5];
713 GL_EXTCALL(glUniform4fvARB(prog->np2Fixup_location, prog->np2Fixup_info->num_consts, np2fixup_constants));
718 * Loads the app-supplied constants into the currently set GLSL program.
720 /* GL locking is done by the caller (state handler) */
721 static void shader_glsl_load_constants(const struct wined3d_context *context,
722 char usePixelShader, char useVertexShader)
724 const struct wined3d_gl_info *gl_info = context->gl_info;
725 IWineD3DDeviceImpl *device = context->swapchain->device;
726 IWineD3DStateBlockImpl* stateBlock = device->stateBlock;
727 struct shader_glsl_priv *priv = device->shader_priv;
729 GLhandleARB programId;
730 struct glsl_shader_prog_link *prog = priv->glsl_program;
731 UINT constant_version;
732 int i;
734 if (!prog) {
735 /* No GLSL program set - nothing to do. */
736 return;
738 programId = prog->programId;
739 constant_version = prog->constant_version;
741 if (useVertexShader) {
742 IWineD3DBaseShaderImpl* vshader = (IWineD3DBaseShaderImpl*) stateBlock->vertexShader;
744 /* Load DirectX 9 float constants/uniforms for vertex shader */
745 shader_glsl_load_constantsF(vshader, gl_info, stateBlock->vertexShaderConstantF,
746 prog->vuniformF_locations, &priv->vconst_heap, priv->stack, constant_version);
748 /* Load DirectX 9 integer constants/uniforms for vertex shader */
749 shader_glsl_load_constantsI(vshader, gl_info, prog->vuniformI_locations, stateBlock->vertexShaderConstantI,
750 stateBlock->changed.vertexShaderConstantsI & vshader->baseShader.reg_maps.integer_constants);
752 /* Load DirectX 9 boolean constants/uniforms for vertex shader */
753 shader_glsl_load_constantsB(vshader, gl_info, programId, stateBlock->vertexShaderConstantB,
754 stateBlock->changed.vertexShaderConstantsB & vshader->baseShader.reg_maps.boolean_constants);
756 /* Upload the position fixup params */
757 GL_EXTCALL(glUniform4fvARB(prog->posFixup_location, 1, &device->posFixup[0]));
758 checkGLcall("glUniform4fvARB");
761 if (usePixelShader) {
763 IWineD3DBaseShaderImpl* pshader = (IWineD3DBaseShaderImpl*) stateBlock->pixelShader;
765 /* Load DirectX 9 float constants/uniforms for pixel shader */
766 shader_glsl_load_constantsF(pshader, gl_info, stateBlock->pixelShaderConstantF,
767 prog->puniformF_locations, &priv->pconst_heap, priv->stack, constant_version);
769 /* Load DirectX 9 integer constants/uniforms for pixel shader */
770 shader_glsl_load_constantsI(pshader, gl_info, prog->puniformI_locations, stateBlock->pixelShaderConstantI,
771 stateBlock->changed.pixelShaderConstantsI & pshader->baseShader.reg_maps.integer_constants);
773 /* Load DirectX 9 boolean constants/uniforms for pixel shader */
774 shader_glsl_load_constantsB(pshader, gl_info, programId, stateBlock->pixelShaderConstantB,
775 stateBlock->changed.pixelShaderConstantsB & pshader->baseShader.reg_maps.boolean_constants);
777 /* Upload the environment bump map matrix if needed. The needsbumpmat member specifies the texture stage to load the matrix from.
778 * It can't be 0 for a valid texbem instruction.
780 for(i = 0; i < MAX_TEXTURES; i++) {
781 const float *data;
783 if(prog->bumpenvmat_location[i] == -1) continue;
785 data = (const float *)&stateBlock->textureState[i][WINED3DTSS_BUMPENVMAT00];
786 GL_EXTCALL(glUniformMatrix2fvARB(prog->bumpenvmat_location[i], 1, 0, data));
787 checkGLcall("glUniformMatrix2fvARB");
789 /* texbeml needs the luminance scale and offset too. If texbeml is used, needsbumpmat
790 * is set too, so we can check that in the needsbumpmat check
792 if(prog->luminancescale_location[i] != -1) {
793 const GLfloat *scale = (const GLfloat *)&stateBlock->textureState[i][WINED3DTSS_BUMPENVLSCALE];
794 const GLfloat *offset = (const GLfloat *)&stateBlock->textureState[i][WINED3DTSS_BUMPENVLOFFSET];
796 GL_EXTCALL(glUniform1fvARB(prog->luminancescale_location[i], 1, scale));
797 checkGLcall("glUniform1fvARB");
798 GL_EXTCALL(glUniform1fvARB(prog->luminanceoffset_location[i], 1, offset));
799 checkGLcall("glUniform1fvARB");
803 if(((IWineD3DPixelShaderImpl *) pshader)->vpos_uniform) {
804 float correction_params[4];
806 if (context->render_offscreen)
808 correction_params[0] = 0.0f;
809 correction_params[1] = 1.0f;
810 } else {
811 /* position is window relative, not viewport relative */
812 correction_params[0] = context->current_rt->currentDesc.Height;
813 correction_params[1] = -1.0f;
815 GL_EXTCALL(glUniform4fvARB(prog->ycorrection_location, 1, correction_params));
819 if (priv->next_constant_version == UINT_MAX)
821 TRACE("Max constant version reached, resetting to 0.\n");
822 wine_rb_for_each_entry(&priv->program_lookup, reset_program_constant_version, NULL);
823 priv->next_constant_version = 1;
825 else
827 prog->constant_version = priv->next_constant_version++;
831 static inline void update_heap_entry(struct constant_heap *heap, unsigned int idx,
832 unsigned int heap_idx, DWORD new_version)
834 struct constant_entry *entries = heap->entries;
835 unsigned int *positions = heap->positions;
836 unsigned int parent_idx;
838 while (heap_idx > 1)
840 parent_idx = heap_idx >> 1;
842 if (new_version <= entries[parent_idx].version) break;
844 entries[heap_idx] = entries[parent_idx];
845 positions[entries[parent_idx].idx] = heap_idx;
846 heap_idx = parent_idx;
849 entries[heap_idx].version = new_version;
850 entries[heap_idx].idx = idx;
851 positions[idx] = heap_idx;
854 static void shader_glsl_update_float_vertex_constants(IWineD3DDevice *iface, UINT start, UINT count)
856 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
857 struct shader_glsl_priv *priv = This->shader_priv;
858 struct constant_heap *heap = &priv->vconst_heap;
859 UINT i;
861 for (i = start; i < count + start; ++i)
863 if (!This->stateBlock->changed.vertexShaderConstantsF[i])
864 update_heap_entry(heap, i, heap->size++, priv->next_constant_version);
865 else
866 update_heap_entry(heap, i, heap->positions[i], priv->next_constant_version);
870 static void shader_glsl_update_float_pixel_constants(IWineD3DDevice *iface, UINT start, UINT count)
872 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
873 struct shader_glsl_priv *priv = This->shader_priv;
874 struct constant_heap *heap = &priv->pconst_heap;
875 UINT i;
877 for (i = start; i < count + start; ++i)
879 if (!This->stateBlock->changed.pixelShaderConstantsF[i])
880 update_heap_entry(heap, i, heap->size++, priv->next_constant_version);
881 else
882 update_heap_entry(heap, i, heap->positions[i], priv->next_constant_version);
886 static unsigned int vec4_varyings(DWORD shader_major, const struct wined3d_gl_info *gl_info)
888 unsigned int ret = gl_info->limits.glsl_varyings / 4;
889 /* 4.0 shaders do not write clip coords because d3d10 does not support user clipplanes */
890 if(shader_major > 3) return ret;
892 /* 3.0 shaders may need an extra varying for the clip coord on some cards(mostly dx10 ones) */
893 if (gl_info->quirks & WINED3D_QUIRK_GLSL_CLIP_VARYING) ret -= 1;
894 return ret;
897 /** Generate the variable & register declarations for the GLSL output target */
898 static void shader_generate_glsl_declarations(const struct wined3d_context *context,
899 struct wined3d_shader_buffer *buffer, IWineD3DBaseShader *iface,
900 const shader_reg_maps *reg_maps, struct shader_glsl_ctx_priv *ctx_priv)
902 IWineD3DBaseShaderImpl* This = (IWineD3DBaseShaderImpl*) iface;
903 IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *) This->baseShader.device;
904 const struct ps_compile_args *ps_args = ctx_priv->cur_ps_args;
905 const struct wined3d_gl_info *gl_info = context->gl_info;
906 unsigned int i, extra_constants_needed = 0;
907 const local_constant *lconst;
908 DWORD map;
910 /* There are some minor differences between pixel and vertex shaders */
911 char pshader = shader_is_pshader_version(reg_maps->shader_version.type);
912 char prefix = pshader ? 'P' : 'V';
914 /* Prototype the subroutines */
915 for (i = 0, map = reg_maps->labels; map; map >>= 1, ++i)
917 if (map & 1) shader_addline(buffer, "void subroutine%u();\n", i);
920 /* Declare the constants (aka uniforms) */
921 if (This->baseShader.limits.constant_float > 0) {
922 unsigned max_constantsF;
923 /* Unless the shader uses indirect addressing, always declare the maximum array size and ignore that we need some
924 * uniforms privately. E.g. if GL supports 256 uniforms, and we need 2 for the pos fixup and immediate values, still
925 * declare VC[256]. If the shader needs more uniforms than we have it won't work in any case. If it uses less, the
926 * compiler will figure out which uniforms are really used and strip them out. This allows a shader to use c255 on
927 * a dx9 card, as long as it doesn't also use all the other constants.
929 * If the shader uses indirect addressing the compiler must assume that all declared uniforms are used. In this case,
930 * declare only the amount that we're assured to have.
932 * Thus we run into problems in these two cases:
933 * 1) The shader really uses more uniforms than supported
934 * 2) The shader uses indirect addressing, less constants than supported, but uses a constant index > #supported consts
936 if (pshader)
938 /* No indirect addressing here. */
939 max_constantsF = gl_info->limits.glsl_ps_float_constants;
941 else
943 if(This->baseShader.reg_maps.usesrelconstF) {
944 /* Subtract the other potential uniforms from the max available (bools, ints, and 1 row of projection matrix).
945 * Subtract another uniform for immediate values, which have to be loaded via uniform by the driver as well.
946 * The shader code only uses 0.5, 2.0, 1.0, 128 and -128 in vertex shader code, so one vec4 should be enough
947 * (Unfortunately the Nvidia driver doesn't store 128 and -128 in one float).
949 * Writing gl_ClipVertex requires one uniform for each clipplane as well.
951 max_constantsF = gl_info->limits.glsl_vs_float_constants - 3;
952 if(ctx_priv->cur_vs_args->clip_enabled)
954 max_constantsF -= gl_info->limits.clipplanes;
956 max_constantsF -= count_bits(This->baseShader.reg_maps.integer_constants);
957 /* Strictly speaking a bool only uses one scalar, but the nvidia(Linux) compiler doesn't pack them properly,
958 * so each scalar requires a full vec4. We could work around this by packing the booleans ourselves, but
959 * for now take this into account when calculating the number of available constants
961 max_constantsF -= count_bits(This->baseShader.reg_maps.boolean_constants);
962 /* Set by driver quirks in directx.c */
963 max_constantsF -= gl_info->reserved_glsl_constants;
965 else
967 max_constantsF = gl_info->limits.glsl_vs_float_constants;
970 max_constantsF = min(This->baseShader.limits.constant_float, max_constantsF);
971 shader_addline(buffer, "uniform vec4 %cC[%u];\n", prefix, max_constantsF);
974 /* Always declare the full set of constants, the compiler can remove the unused ones because d3d doesn't(yet)
975 * support indirect int and bool constant addressing. This avoids problems if the app uses e.g. i0 and i9.
977 if (This->baseShader.limits.constant_int > 0 && This->baseShader.reg_maps.integer_constants)
978 shader_addline(buffer, "uniform ivec4 %cI[%u];\n", prefix, This->baseShader.limits.constant_int);
980 if (This->baseShader.limits.constant_bool > 0 && This->baseShader.reg_maps.boolean_constants)
981 shader_addline(buffer, "uniform bool %cB[%u];\n", prefix, This->baseShader.limits.constant_bool);
983 if(!pshader) {
984 shader_addline(buffer, "uniform vec4 posFixup;\n");
985 /* Predeclaration; This function is added at link time based on the pixel shader.
986 * VS 3.0 shaders have an array OUT[] the shader writes to, earlier versions don't have
987 * that. We know the input to the reorder function at vertex shader compile time, so
988 * we can deal with that. The reorder function for a 1.x and 2.x vertex shader can just
989 * read gl_FrontColor. The output depends on the pixel shader. The reorder function for a
990 * 1.x and 2.x pshader or for fixed function will write gl_FrontColor, and for a 3.0 shader
991 * it will write to the varying array. Here we depend on the shader optimizer on sorting that
992 * out. The nvidia driver only does that if the parameter is inout instead of out, hence the
993 * inout.
995 if (reg_maps->shader_version.major >= 3)
997 shader_addline(buffer, "void order_ps_input(in vec4[%u]);\n", MAX_REG_OUTPUT);
998 } else {
999 shader_addline(buffer, "void order_ps_input();\n");
1001 } 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 shader_addline(buffer, "const float FLT_MAX = 1e38;\n");
1196 /* Start the main program */
1197 shader_addline(buffer, "void main() {\n");
1198 if(pshader && reg_maps->vpos) {
1199 /* DirectX apps expect integer values, while OpenGL drivers add approximately 0.5. This causes
1200 * off-by-one problems as spotted by the vPos d3d9 visual test. Unfortunately the ATI cards do
1201 * not add exactly 0.5, but rather something like 0.49999999 or 0.50000001, which still causes
1202 * precision troubles when we just substract 0.5.
1204 * To deal with that just floor() the position. This will eliminate the fraction on all cards.
1206 * TODO: Test how that behaves with multisampling once we can enable multisampling in winex11.
1208 * An advantage of floor is that it works even if the driver doesn't add 1/2. It is somewhat
1209 * questionable if 1.5, 2.5, ... are the proper values to return in gl_FragCoord, even though
1210 * coordinates specify the pixel centers instead of the pixel corners. This code will behave
1211 * correctly on drivers that returns integer values.
1213 shader_addline(buffer, "vpos = floor(vec4(0, ycorrection[0], 0, 0) + gl_FragCoord * vec4(1, ycorrection[1], 1, 1));\n");
1217 /*****************************************************************************
1218 * Functions to generate GLSL strings from DirectX Shader bytecode begin here.
1220 * For more information, see http://wiki.winehq.org/DirectX-Shaders
1221 ****************************************************************************/
1223 /* Prototypes */
1224 static void shader_glsl_add_src_param(const struct wined3d_shader_instruction *ins,
1225 const struct wined3d_shader_src_param *wined3d_src, DWORD mask, glsl_src_param_t *glsl_src);
1227 /** Used for opcode modifiers - They multiply the result by the specified amount */
1228 static const char * const shift_glsl_tab[] = {
1229 "", /* 0 (none) */
1230 "2.0 * ", /* 1 (x2) */
1231 "4.0 * ", /* 2 (x4) */
1232 "8.0 * ", /* 3 (x8) */
1233 "16.0 * ", /* 4 (x16) */
1234 "32.0 * ", /* 5 (x32) */
1235 "", /* 6 (x64) */
1236 "", /* 7 (x128) */
1237 "", /* 8 (d256) */
1238 "", /* 9 (d128) */
1239 "", /* 10 (d64) */
1240 "", /* 11 (d32) */
1241 "0.0625 * ", /* 12 (d16) */
1242 "0.125 * ", /* 13 (d8) */
1243 "0.25 * ", /* 14 (d4) */
1244 "0.5 * " /* 15 (d2) */
1247 /* Generate a GLSL parameter that does the input modifier computation and return the input register/mask to use */
1248 static void shader_glsl_gen_modifier(DWORD src_modifier, const char *in_reg, const char *in_regswizzle, char *out_str)
1250 out_str[0] = 0;
1252 switch (src_modifier)
1254 case WINED3DSPSM_DZ: /* Need to handle this in the instructions itself (texld & texcrd). */
1255 case WINED3DSPSM_DW:
1256 case WINED3DSPSM_NONE:
1257 sprintf(out_str, "%s%s", in_reg, in_regswizzle);
1258 break;
1259 case WINED3DSPSM_NEG:
1260 sprintf(out_str, "-%s%s", in_reg, in_regswizzle);
1261 break;
1262 case WINED3DSPSM_NOT:
1263 sprintf(out_str, "!%s%s", in_reg, in_regswizzle);
1264 break;
1265 case WINED3DSPSM_BIAS:
1266 sprintf(out_str, "(%s%s - vec4(0.5)%s)", in_reg, in_regswizzle, in_regswizzle);
1267 break;
1268 case WINED3DSPSM_BIASNEG:
1269 sprintf(out_str, "-(%s%s - vec4(0.5)%s)", in_reg, in_regswizzle, in_regswizzle);
1270 break;
1271 case WINED3DSPSM_SIGN:
1272 sprintf(out_str, "(2.0 * (%s%s - 0.5))", in_reg, in_regswizzle);
1273 break;
1274 case WINED3DSPSM_SIGNNEG:
1275 sprintf(out_str, "-(2.0 * (%s%s - 0.5))", in_reg, in_regswizzle);
1276 break;
1277 case WINED3DSPSM_COMP:
1278 sprintf(out_str, "(1.0 - %s%s)", in_reg, in_regswizzle);
1279 break;
1280 case WINED3DSPSM_X2:
1281 sprintf(out_str, "(2.0 * %s%s)", in_reg, in_regswizzle);
1282 break;
1283 case WINED3DSPSM_X2NEG:
1284 sprintf(out_str, "-(2.0 * %s%s)", in_reg, in_regswizzle);
1285 break;
1286 case WINED3DSPSM_ABS:
1287 sprintf(out_str, "abs(%s%s)", in_reg, in_regswizzle);
1288 break;
1289 case WINED3DSPSM_ABSNEG:
1290 sprintf(out_str, "-abs(%s%s)", in_reg, in_regswizzle);
1291 break;
1292 default:
1293 FIXME("Unhandled modifier %u\n", src_modifier);
1294 sprintf(out_str, "%s%s", in_reg, in_regswizzle);
1298 /** Writes the GLSL variable name that corresponds to the register that the
1299 * DX opcode parameter is trying to access */
1300 static void shader_glsl_get_register_name(const struct wined3d_shader_register *reg,
1301 char *register_name, BOOL *is_color, const struct wined3d_shader_instruction *ins)
1303 /* oPos, oFog and oPts in D3D */
1304 static const char * const hwrastout_reg_names[] = { "gl_Position", "gl_FogFragCoord", "gl_PointSize" };
1306 IWineD3DBaseShaderImpl *This = (IWineD3DBaseShaderImpl *)ins->ctx->shader;
1307 const struct wined3d_gl_info *gl_info = ins->ctx->gl_info;
1308 char pshader = shader_is_pshader_version(This->baseShader.reg_maps.shader_version.type);
1310 *is_color = FALSE;
1312 switch (reg->type)
1314 case WINED3DSPR_TEMP:
1315 sprintf(register_name, "R%u", reg->idx);
1316 break;
1318 case WINED3DSPR_INPUT:
1319 /* vertex shaders */
1320 if (!pshader)
1322 struct shader_glsl_ctx_priv *priv = ins->ctx->backend_data;
1323 if (priv->cur_vs_args->swizzle_map & (1 << reg->idx)) *is_color = TRUE;
1324 sprintf(register_name, "attrib%u", reg->idx);
1325 break;
1328 /* pixel shaders >= 3.0 */
1329 if (This->baseShader.reg_maps.shader_version.major >= 3)
1331 DWORD idx = ((IWineD3DPixelShaderImpl *)This)->input_reg_map[reg->idx];
1332 unsigned int in_count = vec4_varyings(This->baseShader.reg_maps.shader_version.major, gl_info);
1334 if (reg->rel_addr)
1336 glsl_src_param_t rel_param;
1338 shader_glsl_add_src_param(ins, reg->rel_addr, WINED3DSP_WRITEMASK_0, &rel_param);
1340 /* Removing a + 0 would be an obvious optimization, but macos doesn't see the NOP
1341 * operation there */
1342 if (idx)
1344 if (((IWineD3DPixelShaderImpl *)This)->declared_in_count > in_count)
1346 sprintf(register_name,
1347 "((%s + %u) > %d ? (%s + %u) > %d ? gl_SecondaryColor : gl_Color : IN[%s + %u])",
1348 rel_param.param_str, idx, in_count - 1, rel_param.param_str, idx, in_count,
1349 rel_param.param_str, idx);
1351 else
1353 sprintf(register_name, "IN[%s + %u]", rel_param.param_str, idx);
1356 else
1358 if (((IWineD3DPixelShaderImpl *)This)->declared_in_count > in_count)
1360 sprintf(register_name, "((%s) > %d ? (%s) > %d ? gl_SecondaryColor : gl_Color : IN[%s])",
1361 rel_param.param_str, in_count - 1, rel_param.param_str, in_count,
1362 rel_param.param_str);
1364 else
1366 sprintf(register_name, "IN[%s]", rel_param.param_str);
1370 else
1372 if (idx == in_count) sprintf(register_name, "gl_Color");
1373 else if (idx == in_count + 1) sprintf(register_name, "gl_SecondaryColor");
1374 else sprintf(register_name, "IN[%u]", idx);
1377 else
1379 if (reg->idx == 0) strcpy(register_name, "gl_Color");
1380 else strcpy(register_name, "gl_SecondaryColor");
1381 break;
1383 break;
1385 case WINED3DSPR_CONST:
1387 const char prefix = pshader ? 'P' : 'V';
1389 /* Relative addressing */
1390 if (reg->rel_addr)
1392 glsl_src_param_t rel_param;
1393 shader_glsl_add_src_param(ins, reg->rel_addr, WINED3DSP_WRITEMASK_0, &rel_param);
1394 if (reg->idx) sprintf(register_name, "%cC[%s + %u]", prefix, rel_param.param_str, reg->idx);
1395 else sprintf(register_name, "%cC[%s]", prefix, rel_param.param_str);
1397 else
1399 if (shader_constant_is_local(This, reg->idx))
1400 sprintf(register_name, "%cLC%u", prefix, reg->idx);
1401 else
1402 sprintf(register_name, "%cC[%u]", prefix, reg->idx);
1405 break;
1407 case WINED3DSPR_CONSTINT:
1408 if (pshader) sprintf(register_name, "PI[%u]", reg->idx);
1409 else sprintf(register_name, "VI[%u]", reg->idx);
1410 break;
1412 case WINED3DSPR_CONSTBOOL:
1413 if (pshader) sprintf(register_name, "PB[%u]", reg->idx);
1414 else sprintf(register_name, "VB[%u]", reg->idx);
1415 break;
1417 case WINED3DSPR_TEXTURE: /* case WINED3DSPR_ADDR: */
1418 if (pshader) sprintf(register_name, "T%u", reg->idx);
1419 else sprintf(register_name, "A%u", reg->idx);
1420 break;
1422 case WINED3DSPR_LOOP:
1423 sprintf(register_name, "aL%u", This->baseShader.cur_loop_regno - 1);
1424 break;
1426 case WINED3DSPR_SAMPLER:
1427 if (pshader) sprintf(register_name, "Psampler%u", reg->idx);
1428 else sprintf(register_name, "Vsampler%u", reg->idx);
1429 break;
1431 case WINED3DSPR_COLOROUT:
1432 if (reg->idx >= gl_info->limits.buffers)
1433 WARN("Write to render target %u, only %d supported.\n", reg->idx, gl_info->limits.buffers);
1435 sprintf(register_name, "gl_FragData[%u]", reg->idx);
1436 break;
1438 case WINED3DSPR_RASTOUT:
1439 sprintf(register_name, "%s", hwrastout_reg_names[reg->idx]);
1440 break;
1442 case WINED3DSPR_DEPTHOUT:
1443 sprintf(register_name, "gl_FragDepth");
1444 break;
1446 case WINED3DSPR_ATTROUT:
1447 if (reg->idx == 0) sprintf(register_name, "gl_FrontColor");
1448 else sprintf(register_name, "gl_FrontSecondaryColor");
1449 break;
1451 case WINED3DSPR_TEXCRDOUT:
1452 /* Vertex shaders >= 3.0: WINED3DSPR_OUTPUT */
1453 if (This->baseShader.reg_maps.shader_version.major >= 3) sprintf(register_name, "OUT[%u]", reg->idx);
1454 else sprintf(register_name, "gl_TexCoord[%u]", reg->idx);
1455 break;
1457 case WINED3DSPR_MISCTYPE:
1458 if (reg->idx == 0)
1460 /* vPos */
1461 sprintf(register_name, "vpos");
1463 else if (reg->idx == 1)
1465 /* Note that gl_FrontFacing is a bool, while vFace is
1466 * a float for which the sign determines front/back */
1467 sprintf(register_name, "(gl_FrontFacing ? 1.0 : -1.0)");
1469 else
1471 FIXME("Unhandled misctype register %d\n", reg->idx);
1472 sprintf(register_name, "unrecognized_register");
1474 break;
1476 case WINED3DSPR_IMMCONST:
1477 switch (reg->immconst_type)
1479 case WINED3D_IMMCONST_FLOAT:
1480 sprintf(register_name, "%.8e", *(const float *)reg->immconst_data);
1481 break;
1483 case WINED3D_IMMCONST_FLOAT4:
1484 sprintf(register_name, "vec4(%.8e, %.8e, %.8e, %.8e)",
1485 *(const float *)&reg->immconst_data[0], *(const float *)&reg->immconst_data[1],
1486 *(const float *)&reg->immconst_data[2], *(const float *)&reg->immconst_data[3]);
1487 break;
1489 default:
1490 FIXME("Unhandled immconst type %#x\n", reg->immconst_type);
1491 sprintf(register_name, "<unhandled_immconst_type %#x>", reg->immconst_type);
1493 break;
1495 default:
1496 FIXME("Unhandled register name Type(%d)\n", reg->type);
1497 sprintf(register_name, "unrecognized_register");
1498 break;
1502 static void shader_glsl_write_mask_to_str(DWORD write_mask, char *str)
1504 *str++ = '.';
1505 if (write_mask & WINED3DSP_WRITEMASK_0) *str++ = 'x';
1506 if (write_mask & WINED3DSP_WRITEMASK_1) *str++ = 'y';
1507 if (write_mask & WINED3DSP_WRITEMASK_2) *str++ = 'z';
1508 if (write_mask & WINED3DSP_WRITEMASK_3) *str++ = 'w';
1509 *str = '\0';
1512 /* Get the GLSL write mask for the destination register */
1513 static DWORD shader_glsl_get_write_mask(const struct wined3d_shader_dst_param *param, char *write_mask)
1515 DWORD mask = param->write_mask;
1517 if (shader_is_scalar(&param->reg))
1519 mask = WINED3DSP_WRITEMASK_0;
1520 *write_mask = '\0';
1522 else
1524 shader_glsl_write_mask_to_str(mask, write_mask);
1527 return mask;
1530 static unsigned int shader_glsl_get_write_mask_size(DWORD write_mask) {
1531 unsigned int size = 0;
1533 if (write_mask & WINED3DSP_WRITEMASK_0) ++size;
1534 if (write_mask & WINED3DSP_WRITEMASK_1) ++size;
1535 if (write_mask & WINED3DSP_WRITEMASK_2) ++size;
1536 if (write_mask & WINED3DSP_WRITEMASK_3) ++size;
1538 return size;
1541 static void shader_glsl_swizzle_to_str(const DWORD swizzle, BOOL fixup, DWORD mask, char *str)
1543 /* For registers of type WINED3DDECLTYPE_D3DCOLOR, data is stored as "bgra",
1544 * but addressed as "rgba". To fix this we need to swap the register's x
1545 * and z components. */
1546 const char *swizzle_chars = fixup ? "zyxw" : "xyzw";
1548 *str++ = '.';
1549 /* swizzle bits fields: wwzzyyxx */
1550 if (mask & WINED3DSP_WRITEMASK_0) *str++ = swizzle_chars[swizzle & 0x03];
1551 if (mask & WINED3DSP_WRITEMASK_1) *str++ = swizzle_chars[(swizzle >> 2) & 0x03];
1552 if (mask & WINED3DSP_WRITEMASK_2) *str++ = swizzle_chars[(swizzle >> 4) & 0x03];
1553 if (mask & WINED3DSP_WRITEMASK_3) *str++ = swizzle_chars[(swizzle >> 6) & 0x03];
1554 *str = '\0';
1557 static void shader_glsl_get_swizzle(const struct wined3d_shader_src_param *param,
1558 BOOL fixup, DWORD mask, char *swizzle_str)
1560 if (shader_is_scalar(&param->reg))
1561 *swizzle_str = '\0';
1562 else
1563 shader_glsl_swizzle_to_str(param->swizzle, fixup, mask, swizzle_str);
1566 /* From a given parameter token, generate the corresponding GLSL string.
1567 * Also, return the actual register name and swizzle in case the
1568 * caller needs this information as well. */
1569 static void shader_glsl_add_src_param(const struct wined3d_shader_instruction *ins,
1570 const struct wined3d_shader_src_param *wined3d_src, DWORD mask, glsl_src_param_t *glsl_src)
1572 BOOL is_color = FALSE;
1573 char swizzle_str[6];
1575 glsl_src->reg_name[0] = '\0';
1576 glsl_src->param_str[0] = '\0';
1577 swizzle_str[0] = '\0';
1579 shader_glsl_get_register_name(&wined3d_src->reg, glsl_src->reg_name, &is_color, ins);
1580 shader_glsl_get_swizzle(wined3d_src, is_color, mask, swizzle_str);
1581 shader_glsl_gen_modifier(wined3d_src->modifiers, glsl_src->reg_name, swizzle_str, glsl_src->param_str);
1584 /* From a given parameter token, generate the corresponding GLSL string.
1585 * Also, return the actual register name and swizzle in case the
1586 * caller needs this information as well. */
1587 static DWORD shader_glsl_add_dst_param(const struct wined3d_shader_instruction *ins,
1588 const struct wined3d_shader_dst_param *wined3d_dst, glsl_dst_param_t *glsl_dst)
1590 BOOL is_color = FALSE;
1592 glsl_dst->mask_str[0] = '\0';
1593 glsl_dst->reg_name[0] = '\0';
1595 shader_glsl_get_register_name(&wined3d_dst->reg, glsl_dst->reg_name, &is_color, ins);
1596 return shader_glsl_get_write_mask(wined3d_dst, glsl_dst->mask_str);
1599 /* Append the destination part of the instruction to the buffer, return the effective write mask */
1600 static DWORD shader_glsl_append_dst_ext(struct wined3d_shader_buffer *buffer,
1601 const struct wined3d_shader_instruction *ins, const struct wined3d_shader_dst_param *dst)
1603 glsl_dst_param_t glsl_dst;
1604 DWORD mask;
1606 mask = shader_glsl_add_dst_param(ins, dst, &glsl_dst);
1607 if (mask) shader_addline(buffer, "%s%s = %s(", glsl_dst.reg_name, glsl_dst.mask_str, shift_glsl_tab[dst->shift]);
1609 return mask;
1612 /* Append the destination part of the instruction to the buffer, return the effective write mask */
1613 static DWORD shader_glsl_append_dst(struct wined3d_shader_buffer *buffer, const struct wined3d_shader_instruction *ins)
1615 return shader_glsl_append_dst_ext(buffer, ins, &ins->dst[0]);
1618 /** Process GLSL instruction modifiers */
1619 static void shader_glsl_add_instruction_modifiers(const struct wined3d_shader_instruction *ins)
1621 glsl_dst_param_t dst_param;
1622 DWORD modifiers;
1624 if (!ins->dst_count) return;
1626 modifiers = ins->dst[0].modifiers;
1627 if (!modifiers) return;
1629 shader_glsl_add_dst_param(ins, &ins->dst[0], &dst_param);
1631 if (modifiers & WINED3DSPDM_SATURATE)
1633 /* _SAT means to clamp the value of the register to between 0 and 1 */
1634 shader_addline(ins->ctx->buffer, "%s%s = clamp(%s%s, 0.0, 1.0);\n", dst_param.reg_name,
1635 dst_param.mask_str, dst_param.reg_name, dst_param.mask_str);
1638 if (modifiers & WINED3DSPDM_MSAMPCENTROID)
1640 FIXME("_centroid modifier not handled\n");
1643 if (modifiers & WINED3DSPDM_PARTIALPRECISION)
1645 /* MSDN says this modifier can be safely ignored, so that's what we'll do. */
1649 static inline const char *shader_get_comp_op(DWORD op)
1651 switch (op) {
1652 case COMPARISON_GT: return ">";
1653 case COMPARISON_EQ: return "==";
1654 case COMPARISON_GE: return ">=";
1655 case COMPARISON_LT: return "<";
1656 case COMPARISON_NE: return "!=";
1657 case COMPARISON_LE: return "<=";
1658 default:
1659 FIXME("Unrecognized comparison value: %u\n", op);
1660 return "(\?\?)";
1664 static void shader_glsl_get_sample_function(const struct wined3d_shader_context *ctx,
1665 DWORD sampler_idx, DWORD flags, glsl_sample_function_t *sample_function)
1667 WINED3DSAMPLER_TEXTURE_TYPE sampler_type = ctx->reg_maps->sampler_type[sampler_idx];
1668 const struct wined3d_gl_info *gl_info = ctx->gl_info;
1669 BOOL shadow = shader_is_pshader_version(ctx->reg_maps->shader_version.type)
1670 && (((const struct shader_glsl_ctx_priv *)ctx->backend_data)->cur_ps_args->shadow & (1 << sampler_idx));
1671 BOOL projected = flags & WINED3D_GLSL_SAMPLE_PROJECTED;
1672 BOOL texrect = flags & WINED3D_GLSL_SAMPLE_RECT;
1673 BOOL lod = flags & WINED3D_GLSL_SAMPLE_LOD;
1674 BOOL grad = flags & WINED3D_GLSL_SAMPLE_GRAD;
1676 /* Note that there's no such thing as a projected cube texture. */
1677 switch(sampler_type) {
1678 case WINED3DSTT_1D:
1679 if (shadow)
1681 if (lod)
1683 sample_function->name = projected ? "shadow1DProjLod" : "shadow1DLod";
1685 else if (grad)
1687 if (gl_info->supported[EXT_GPU_SHADER4])
1688 sample_function->name = projected ? "shadow1DProjGrad" : "shadow1DGrad";
1689 else if (gl_info->supported[ARB_SHADER_TEXTURE_LOD])
1690 sample_function->name = projected ? "shadow1DProjGradARB" : "shadow1DGradARB";
1691 else
1693 FIXME("Unsupported 1D shadow grad function.\n");
1694 sample_function->name = "unsupported1DGrad";
1697 else
1699 sample_function->name = projected ? "shadow1DProj" : "shadow1D";
1701 sample_function->coord_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1;
1703 else
1705 if (lod)
1707 sample_function->name = projected ? "texture1DProjLod" : "texture1DLod";
1709 else if (grad)
1711 if (gl_info->supported[EXT_GPU_SHADER4])
1712 sample_function->name = projected ? "texture1DProjGrad" : "texture1DGrad";
1713 else if (gl_info->supported[ARB_SHADER_TEXTURE_LOD])
1714 sample_function->name = projected ? "texture1DProjGradARB" : "texture1DGradARB";
1715 else
1717 FIXME("Unsupported 1D grad function.\n");
1718 sample_function->name = "unsupported1DGrad";
1721 else
1723 sample_function->name = projected ? "texture1DProj" : "texture1D";
1725 sample_function->coord_mask = WINED3DSP_WRITEMASK_0;
1727 break;
1729 case WINED3DSTT_2D:
1730 if (shadow)
1732 if (texrect)
1734 if (lod)
1736 sample_function->name = projected ? "shadow2DRectProjLod" : "shadow2DRectLod";
1738 else if (grad)
1740 if (gl_info->supported[EXT_GPU_SHADER4])
1741 sample_function->name = projected ? "shadow2DRectProjGrad" : "shadow2DRectGrad";
1742 else if (gl_info->supported[ARB_SHADER_TEXTURE_LOD])
1743 sample_function->name = projected ? "shadow2DRectProjGradARB" : "shadow2DRectGradARB";
1744 else
1746 FIXME("Unsupported RECT shadow grad function.\n");
1747 sample_function->name = "unsupported2DRectGrad";
1750 else
1752 sample_function->name = projected ? "shadow2DRectProj" : "shadow2DRect";
1755 else
1757 if (lod)
1759 sample_function->name = projected ? "shadow2DProjLod" : "shadow2DLod";
1761 else if (grad)
1763 if (gl_info->supported[EXT_GPU_SHADER4])
1764 sample_function->name = projected ? "shadow2DProjGrad" : "shadow2DGrad";
1765 else if (gl_info->supported[ARB_SHADER_TEXTURE_LOD])
1766 sample_function->name = projected ? "shadow2DProjGradARB" : "shadow2DGradARB";
1767 else
1769 FIXME("Unsupported 2D shadow grad function.\n");
1770 sample_function->name = "unsupported2DGrad";
1773 else
1775 sample_function->name = projected ? "shadow2DProj" : "shadow2D";
1778 sample_function->coord_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
1780 else
1782 if (texrect)
1784 if (lod)
1786 sample_function->name = projected ? "texture2DRectProjLod" : "texture2DRectLod";
1788 else if (grad)
1790 if (gl_info->supported[EXT_GPU_SHADER4])
1791 sample_function->name = projected ? "texture2DRectProjGrad" : "texture2DRectGrad";
1792 else if (gl_info->supported[ARB_SHADER_TEXTURE_LOD])
1793 sample_function->name = projected ? "texture2DRectProjGradARB" : "texture2DRectGradARB";
1794 else
1796 FIXME("Unsupported RECT grad function.\n");
1797 sample_function->name = "unsupported2DRectGrad";
1800 else
1802 sample_function->name = projected ? "texture2DRectProj" : "texture2DRect";
1805 else
1807 if (lod)
1809 sample_function->name = projected ? "texture2DProjLod" : "texture2DLod";
1811 else if (grad)
1813 if (gl_info->supported[EXT_GPU_SHADER4])
1814 sample_function->name = projected ? "texture2DProjGrad" : "texture2DGrad";
1815 else if (gl_info->supported[ARB_SHADER_TEXTURE_LOD])
1816 sample_function->name = projected ? "texture2DProjGradARB" : "texture2DGradARB";
1817 else
1819 FIXME("Unsupported 2D grad function.\n");
1820 sample_function->name = "unsupported2DGrad";
1823 else
1825 sample_function->name = projected ? "texture2DProj" : "texture2D";
1828 sample_function->coord_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1;
1830 break;
1832 case WINED3DSTT_CUBE:
1833 if (shadow)
1835 FIXME("Unsupported Cube shadow function.\n ");
1836 sample_function->name = "unsupportedCubeShadow";
1837 sample_function->coord_mask = 0;
1839 else
1841 if (lod)
1843 sample_function->name = "textureCubeLod";
1845 else if (grad)
1847 if (gl_info->supported[EXT_GPU_SHADER4])
1848 sample_function->name = "textureCubeGrad";
1849 else if (gl_info->supported[ARB_SHADER_TEXTURE_LOD])
1850 sample_function->name = "textureCubeGradARB";
1851 else
1853 FIXME("Unsupported Cube grad function.\n");
1854 sample_function->name = "unsupportedCubeGrad";
1857 else
1859 sample_function->name = "textureCube";
1861 sample_function->coord_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
1863 break;
1865 case WINED3DSTT_VOLUME:
1866 if (shadow)
1868 FIXME("Unsupported 3D shadow function.\n ");
1869 sample_function->name = "unsupported3DShadow";
1870 sample_function->coord_mask = 0;
1872 else
1874 if (lod)
1876 sample_function->name = projected ? "texture3DProjLod" : "texture3DLod";
1878 else if (grad)
1880 if (gl_info->supported[EXT_GPU_SHADER4])
1881 sample_function->name = projected ? "texture3DProjGrad" : "texture3DGrad";
1882 else if (gl_info->supported[ARB_SHADER_TEXTURE_LOD])
1883 sample_function->name = projected ? "texture3DProjGradARB" : "texture3DGradARB";
1884 else
1886 FIXME("Unsupported 3D grad function.\n");
1887 sample_function->name = "unsupported3DGrad";
1890 else
1892 sample_function->name = projected ? "texture3DProj" : "texture3D";
1894 sample_function->coord_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
1896 break;
1898 default:
1899 sample_function->name = "";
1900 sample_function->coord_mask = 0;
1901 FIXME("Unrecognized sampler type: %#x;\n", sampler_type);
1902 break;
1906 static void shader_glsl_append_fixup_arg(char *arguments, const char *reg_name,
1907 BOOL sign_fixup, enum fixup_channel_source channel_source)
1909 switch(channel_source)
1911 case CHANNEL_SOURCE_ZERO:
1912 strcat(arguments, "0.0");
1913 break;
1915 case CHANNEL_SOURCE_ONE:
1916 strcat(arguments, "1.0");
1917 break;
1919 case CHANNEL_SOURCE_X:
1920 strcat(arguments, reg_name);
1921 strcat(arguments, ".x");
1922 break;
1924 case CHANNEL_SOURCE_Y:
1925 strcat(arguments, reg_name);
1926 strcat(arguments, ".y");
1927 break;
1929 case CHANNEL_SOURCE_Z:
1930 strcat(arguments, reg_name);
1931 strcat(arguments, ".z");
1932 break;
1934 case CHANNEL_SOURCE_W:
1935 strcat(arguments, reg_name);
1936 strcat(arguments, ".w");
1937 break;
1939 default:
1940 FIXME("Unhandled channel source %#x\n", channel_source);
1941 strcat(arguments, "undefined");
1942 break;
1945 if (sign_fixup) strcat(arguments, " * 2.0 - 1.0");
1948 static void shader_glsl_color_correction(const struct wined3d_shader_instruction *ins, struct color_fixup_desc fixup)
1950 struct wined3d_shader_dst_param dst;
1951 unsigned int mask_size, remaining;
1952 glsl_dst_param_t dst_param;
1953 char arguments[256];
1954 DWORD mask;
1956 mask = 0;
1957 if (fixup.x_sign_fixup || fixup.x_source != CHANNEL_SOURCE_X) mask |= WINED3DSP_WRITEMASK_0;
1958 if (fixup.y_sign_fixup || fixup.y_source != CHANNEL_SOURCE_Y) mask |= WINED3DSP_WRITEMASK_1;
1959 if (fixup.z_sign_fixup || fixup.z_source != CHANNEL_SOURCE_Z) mask |= WINED3DSP_WRITEMASK_2;
1960 if (fixup.w_sign_fixup || fixup.w_source != CHANNEL_SOURCE_W) mask |= WINED3DSP_WRITEMASK_3;
1961 mask &= ins->dst[0].write_mask;
1963 if (!mask) return; /* Nothing to do */
1965 if (is_complex_fixup(fixup))
1967 enum complex_fixup complex_fixup = get_complex_fixup(fixup);
1968 FIXME("Complex fixup (%#x) not supported\n",complex_fixup);
1969 return;
1972 mask_size = shader_glsl_get_write_mask_size(mask);
1974 dst = ins->dst[0];
1975 dst.write_mask = mask;
1976 shader_glsl_add_dst_param(ins, &dst, &dst_param);
1978 arguments[0] = '\0';
1979 remaining = mask_size;
1980 if (mask & WINED3DSP_WRITEMASK_0)
1982 shader_glsl_append_fixup_arg(arguments, dst_param.reg_name, fixup.x_sign_fixup, fixup.x_source);
1983 if (--remaining) strcat(arguments, ", ");
1985 if (mask & WINED3DSP_WRITEMASK_1)
1987 shader_glsl_append_fixup_arg(arguments, dst_param.reg_name, fixup.y_sign_fixup, fixup.y_source);
1988 if (--remaining) strcat(arguments, ", ");
1990 if (mask & WINED3DSP_WRITEMASK_2)
1992 shader_glsl_append_fixup_arg(arguments, dst_param.reg_name, fixup.z_sign_fixup, fixup.z_source);
1993 if (--remaining) strcat(arguments, ", ");
1995 if (mask & WINED3DSP_WRITEMASK_3)
1997 shader_glsl_append_fixup_arg(arguments, dst_param.reg_name, fixup.w_sign_fixup, fixup.w_source);
1998 if (--remaining) strcat(arguments, ", ");
2001 if (mask_size > 1)
2003 shader_addline(ins->ctx->buffer, "%s%s = vec%u(%s);\n",
2004 dst_param.reg_name, dst_param.mask_str, mask_size, arguments);
2006 else
2008 shader_addline(ins->ctx->buffer, "%s%s = %s;\n", dst_param.reg_name, dst_param.mask_str, arguments);
2012 static void PRINTF_ATTR(8, 9) shader_glsl_gen_sample_code(const struct wined3d_shader_instruction *ins,
2013 DWORD sampler, const glsl_sample_function_t *sample_function, DWORD swizzle,
2014 const char *dx, const char *dy,
2015 const char *bias, const char *coord_reg_fmt, ...)
2017 const char *sampler_base;
2018 char dst_swizzle[6];
2019 struct color_fixup_desc fixup;
2020 BOOL np2_fixup = FALSE;
2021 va_list args;
2023 shader_glsl_swizzle_to_str(swizzle, FALSE, ins->dst[0].write_mask, dst_swizzle);
2025 if (shader_is_pshader_version(ins->ctx->reg_maps->shader_version.type))
2027 const struct shader_glsl_ctx_priv *priv = ins->ctx->backend_data;
2028 fixup = priv->cur_ps_args->color_fixup[sampler];
2029 sampler_base = "Psampler";
2031 if(priv->cur_ps_args->np2_fixup & (1 << sampler)) {
2032 if(bias) {
2033 FIXME("Biased sampling from NP2 textures is unsupported\n");
2034 } else {
2035 np2_fixup = TRUE;
2038 } else {
2039 sampler_base = "Vsampler";
2040 fixup = COLOR_FIXUP_IDENTITY; /* FIXME: Vshader color fixup */
2043 shader_glsl_append_dst(ins->ctx->buffer, ins);
2045 shader_addline(ins->ctx->buffer, "%s(%s%u, ", sample_function->name, sampler_base, sampler);
2047 va_start(args, coord_reg_fmt);
2048 shader_vaddline(ins->ctx->buffer, coord_reg_fmt, args);
2049 va_end(args);
2051 if(bias) {
2052 shader_addline(ins->ctx->buffer, ", %s)%s);\n", bias, dst_swizzle);
2053 } else {
2054 if (np2_fixup) {
2055 const struct shader_glsl_ctx_priv *priv = ins->ctx->backend_data;
2056 const unsigned char idx = priv->cur_np2fixup_info->idx[sampler];
2058 shader_addline(ins->ctx->buffer, " * PsamplerNP2Fixup[%u].%s)%s);\n", idx >> 1,
2059 (idx % 2) ? "zw" : "xy", dst_swizzle);
2060 } else if(dx && dy) {
2061 shader_addline(ins->ctx->buffer, ", %s, %s)%s);\n", dx, dy, dst_swizzle);
2062 } else {
2063 shader_addline(ins->ctx->buffer, ")%s);\n", dst_swizzle);
2067 if(!is_identity_fixup(fixup)) {
2068 shader_glsl_color_correction(ins, fixup);
2072 /*****************************************************************************
2073 * Begin processing individual instruction opcodes
2074 ****************************************************************************/
2076 /* Generate GLSL arithmetic functions (dst = src1 + src2) */
2077 static void shader_glsl_arith(const struct wined3d_shader_instruction *ins)
2079 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2080 glsl_src_param_t src0_param;
2081 glsl_src_param_t src1_param;
2082 DWORD write_mask;
2083 char op;
2085 /* Determine the GLSL operator to use based on the opcode */
2086 switch (ins->handler_idx)
2088 case WINED3DSIH_MUL: op = '*'; break;
2089 case WINED3DSIH_ADD: op = '+'; break;
2090 case WINED3DSIH_SUB: op = '-'; break;
2091 default:
2092 op = ' ';
2093 FIXME("Opcode %#x not yet handled in GLSL\n", ins->handler_idx);
2094 break;
2097 write_mask = shader_glsl_append_dst(buffer, ins);
2098 shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src0_param);
2099 shader_glsl_add_src_param(ins, &ins->src[1], write_mask, &src1_param);
2100 shader_addline(buffer, "%s %c %s);\n", src0_param.param_str, op, src1_param.param_str);
2103 /* Process the WINED3DSIO_MOV opcode using GLSL (dst = src) */
2104 static void shader_glsl_mov(const struct wined3d_shader_instruction *ins)
2106 const struct wined3d_gl_info *gl_info = ins->ctx->gl_info;
2107 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2108 glsl_src_param_t src0_param;
2109 DWORD write_mask;
2111 write_mask = shader_glsl_append_dst(buffer, ins);
2112 shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src0_param);
2114 /* In vs_1_1 WINED3DSIO_MOV can write to the address register. In later
2115 * shader versions WINED3DSIO_MOVA is used for this. */
2116 if (ins->ctx->reg_maps->shader_version.major == 1
2117 && !shader_is_pshader_version(ins->ctx->reg_maps->shader_version.type)
2118 && ins->dst[0].reg.type == WINED3DSPR_ADDR)
2120 /* This is a simple floor() */
2121 unsigned int mask_size = shader_glsl_get_write_mask_size(write_mask);
2122 if (mask_size > 1) {
2123 shader_addline(buffer, "ivec%d(floor(%s)));\n", mask_size, src0_param.param_str);
2124 } else {
2125 shader_addline(buffer, "int(floor(%s)));\n", src0_param.param_str);
2128 else if(ins->handler_idx == WINED3DSIH_MOVA)
2130 /* We need to *round* to the nearest int here. */
2131 unsigned int mask_size = shader_glsl_get_write_mask_size(write_mask);
2133 if (gl_info->supported[EXT_GPU_SHADER4])
2135 if (mask_size > 1)
2136 shader_addline(buffer, "ivec%d(round(%s)));\n", mask_size, src0_param.param_str);
2137 else
2138 shader_addline(buffer, "int(round(%s)));\n", src0_param.param_str);
2140 else
2142 if (mask_size > 1)
2143 shader_addline(buffer, "ivec%d(floor(abs(%s) + vec%d(0.5)) * sign(%s)));\n",
2144 mask_size, src0_param.param_str, mask_size, src0_param.param_str);
2145 else
2146 shader_addline(buffer, "int(floor(abs(%s) + 0.5) * sign(%s)));\n",
2147 src0_param.param_str, src0_param.param_str);
2150 else
2152 shader_addline(buffer, "%s);\n", src0_param.param_str);
2156 /* Process the dot product operators DP3 and DP4 in GLSL (dst = dot(src0, src1)) */
2157 static void shader_glsl_dot(const struct wined3d_shader_instruction *ins)
2159 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2160 glsl_src_param_t src0_param;
2161 glsl_src_param_t src1_param;
2162 DWORD dst_write_mask, src_write_mask;
2163 unsigned int dst_size = 0;
2165 dst_write_mask = shader_glsl_append_dst(buffer, ins);
2166 dst_size = shader_glsl_get_write_mask_size(dst_write_mask);
2168 /* dp3 works on vec3, dp4 on vec4 */
2169 if (ins->handler_idx == WINED3DSIH_DP4)
2171 src_write_mask = WINED3DSP_WRITEMASK_ALL;
2172 } else {
2173 src_write_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
2176 shader_glsl_add_src_param(ins, &ins->src[0], src_write_mask, &src0_param);
2177 shader_glsl_add_src_param(ins, &ins->src[1], src_write_mask, &src1_param);
2179 if (dst_size > 1) {
2180 shader_addline(buffer, "vec%d(dot(%s, %s)));\n", dst_size, src0_param.param_str, src1_param.param_str);
2181 } else {
2182 shader_addline(buffer, "dot(%s, %s));\n", src0_param.param_str, src1_param.param_str);
2186 /* Note that this instruction has some restrictions. The destination write mask
2187 * can't contain the w component, and the source swizzles have to be .xyzw */
2188 static void shader_glsl_cross(const struct wined3d_shader_instruction *ins)
2190 DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
2191 glsl_src_param_t src0_param;
2192 glsl_src_param_t src1_param;
2193 char dst_mask[6];
2195 shader_glsl_get_write_mask(&ins->dst[0], dst_mask);
2196 shader_glsl_append_dst(ins->ctx->buffer, ins);
2197 shader_glsl_add_src_param(ins, &ins->src[0], src_mask, &src0_param);
2198 shader_glsl_add_src_param(ins, &ins->src[1], src_mask, &src1_param);
2199 shader_addline(ins->ctx->buffer, "cross(%s, %s)%s);\n", src0_param.param_str, src1_param.param_str, dst_mask);
2202 /* Process the WINED3DSIO_POW instruction in GLSL (dst = |src0|^src1)
2203 * Src0 and src1 are scalars. Note that D3D uses the absolute of src0, while
2204 * GLSL uses the value as-is. */
2205 static void shader_glsl_pow(const struct wined3d_shader_instruction *ins)
2207 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2208 glsl_src_param_t src0_param;
2209 glsl_src_param_t src1_param;
2210 DWORD dst_write_mask;
2211 unsigned int dst_size;
2213 dst_write_mask = shader_glsl_append_dst(buffer, ins);
2214 dst_size = shader_glsl_get_write_mask_size(dst_write_mask);
2216 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0, &src0_param);
2217 shader_glsl_add_src_param(ins, &ins->src[1], WINED3DSP_WRITEMASK_0, &src1_param);
2219 if (dst_size > 1)
2221 shader_addline(buffer, "vec%d(%s == 0.0 ? 0.0 : pow(abs(%s), %s)));\n",
2222 dst_size, src0_param.param_str, src0_param.param_str, src1_param.param_str);
2224 else
2226 shader_addline(buffer, "%s == 0.0 ? 0.0 : pow(abs(%s), %s));\n",
2227 src0_param.param_str, src0_param.param_str, src1_param.param_str);
2231 /* Process the WINED3DSIO_LOG instruction in GLSL (dst = log2(|src0|))
2232 * Src0 is a scalar. Note that D3D uses the absolute of src0, while
2233 * GLSL uses the value as-is. */
2234 static void shader_glsl_log(const struct wined3d_shader_instruction *ins)
2236 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2237 glsl_src_param_t src0_param;
2238 DWORD dst_write_mask;
2239 unsigned int dst_size;
2241 dst_write_mask = shader_glsl_append_dst(buffer, ins);
2242 dst_size = shader_glsl_get_write_mask_size(dst_write_mask);
2244 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0, &src0_param);
2246 if (dst_size > 1)
2248 shader_addline(buffer, "vec%d(%s == 0.0 ? -FLT_MAX : log2(abs(%s))));\n",
2249 dst_size, src0_param.param_str, src0_param.param_str);
2251 else
2253 shader_addline(buffer, "%s == 0.0 ? -FLT_MAX : log2(abs(%s)));\n",
2254 src0_param.param_str, src0_param.param_str);
2258 /* Map the opcode 1-to-1 to the GL code (arg->dst = instruction(src0, src1, ...) */
2259 static void shader_glsl_map2gl(const struct wined3d_shader_instruction *ins)
2261 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2262 glsl_src_param_t src_param;
2263 const char *instruction;
2264 DWORD write_mask;
2265 unsigned i;
2267 /* Determine the GLSL function to use based on the opcode */
2268 /* TODO: Possibly make this a table for faster lookups */
2269 switch (ins->handler_idx)
2271 case WINED3DSIH_MIN: instruction = "min"; break;
2272 case WINED3DSIH_MAX: instruction = "max"; break;
2273 case WINED3DSIH_ABS: instruction = "abs"; break;
2274 case WINED3DSIH_FRC: instruction = "fract"; break;
2275 case WINED3DSIH_EXP: instruction = "exp2"; break;
2276 case WINED3DSIH_DSX: instruction = "dFdx"; break;
2277 case WINED3DSIH_DSY: instruction = "ycorrection.y * dFdy"; break;
2278 default: instruction = "";
2279 FIXME("Opcode %#x not yet handled in GLSL\n", ins->handler_idx);
2280 break;
2283 write_mask = shader_glsl_append_dst(buffer, ins);
2285 shader_addline(buffer, "%s(", instruction);
2287 if (ins->src_count)
2289 shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src_param);
2290 shader_addline(buffer, "%s", src_param.param_str);
2291 for (i = 1; i < ins->src_count; ++i)
2293 shader_glsl_add_src_param(ins, &ins->src[i], write_mask, &src_param);
2294 shader_addline(buffer, ", %s", src_param.param_str);
2298 shader_addline(buffer, "));\n");
2301 static void shader_glsl_nrm(const struct wined3d_shader_instruction *ins)
2303 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2304 glsl_src_param_t src_param;
2305 unsigned int mask_size;
2306 DWORD write_mask;
2307 char dst_mask[6];
2309 write_mask = shader_glsl_get_write_mask(ins->dst, dst_mask);
2310 mask_size = shader_glsl_get_write_mask_size(write_mask);
2311 shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src_param);
2313 shader_addline(buffer, "tmp0.x = length(%s);\n", src_param.param_str);
2314 shader_glsl_append_dst(buffer, ins);
2315 if (mask_size > 1)
2317 shader_addline(buffer, "tmp0.x == 0.0 ? vec%u(0.0) : (%s / tmp0.x));\n",
2318 mask_size, src_param.param_str);
2320 else
2322 shader_addline(buffer, "tmp0.x == 0.0 ? 0.0 : (%s / tmp0.x));\n",
2323 src_param.param_str);
2327 /** Process the WINED3DSIO_EXPP instruction in GLSL:
2328 * For shader model 1.x, do the following (and honor the writemask, so use a temporary variable):
2329 * dst.x = 2^(floor(src))
2330 * dst.y = src - floor(src)
2331 * dst.z = 2^src (partial precision is allowed, but optional)
2332 * dst.w = 1.0;
2333 * For 2.0 shaders, just do this (honoring writemask and swizzle):
2334 * dst = 2^src; (partial precision is allowed, but optional)
2336 static void shader_glsl_expp(const struct wined3d_shader_instruction *ins)
2338 glsl_src_param_t src_param;
2340 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0, &src_param);
2342 if (ins->ctx->reg_maps->shader_version.major < 2)
2344 char dst_mask[6];
2346 shader_addline(ins->ctx->buffer, "tmp0.x = exp2(floor(%s));\n", src_param.param_str);
2347 shader_addline(ins->ctx->buffer, "tmp0.y = %s - floor(%s);\n", src_param.param_str, src_param.param_str);
2348 shader_addline(ins->ctx->buffer, "tmp0.z = exp2(%s);\n", src_param.param_str);
2349 shader_addline(ins->ctx->buffer, "tmp0.w = 1.0;\n");
2351 shader_glsl_append_dst(ins->ctx->buffer, ins);
2352 shader_glsl_get_write_mask(&ins->dst[0], dst_mask);
2353 shader_addline(ins->ctx->buffer, "tmp0%s);\n", dst_mask);
2354 } else {
2355 DWORD write_mask;
2356 unsigned int mask_size;
2358 write_mask = shader_glsl_append_dst(ins->ctx->buffer, ins);
2359 mask_size = shader_glsl_get_write_mask_size(write_mask);
2361 if (mask_size > 1) {
2362 shader_addline(ins->ctx->buffer, "vec%d(exp2(%s)));\n", mask_size, src_param.param_str);
2363 } else {
2364 shader_addline(ins->ctx->buffer, "exp2(%s));\n", src_param.param_str);
2369 /** Process the RCP (reciprocal or inverse) opcode in GLSL (dst = 1 / src) */
2370 static void shader_glsl_rcp(const struct wined3d_shader_instruction *ins)
2372 glsl_src_param_t src_param;
2373 DWORD write_mask;
2374 unsigned int mask_size;
2376 write_mask = shader_glsl_append_dst(ins->ctx->buffer, ins);
2377 mask_size = shader_glsl_get_write_mask_size(write_mask);
2378 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_3, &src_param);
2380 if (mask_size > 1)
2382 shader_addline(ins->ctx->buffer, "vec%d(%s == 0.0 ? FLT_MAX : 1.0 / %s));\n",
2383 mask_size, src_param.param_str, src_param.param_str);
2385 else
2387 shader_addline(ins->ctx->buffer, "%s == 0.0 ? FLT_MAX : 1.0 / %s);\n",
2388 src_param.param_str, src_param.param_str);
2392 static void shader_glsl_rsq(const struct wined3d_shader_instruction *ins)
2394 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2395 glsl_src_param_t src_param;
2396 DWORD write_mask;
2397 unsigned int mask_size;
2399 write_mask = shader_glsl_append_dst(buffer, ins);
2400 mask_size = shader_glsl_get_write_mask_size(write_mask);
2402 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_3, &src_param);
2404 if (mask_size > 1)
2406 shader_addline(buffer, "vec%d(%s == 0.0 ? FLT_MAX : inversesqrt(abs(%s))));\n",
2407 mask_size, src_param.param_str, src_param.param_str);
2409 else
2411 shader_addline(buffer, "%s == 0.0 ? FLT_MAX : inversesqrt(abs(%s)));\n",
2412 src_param.param_str, src_param.param_str);
2416 /** Process signed comparison opcodes in GLSL. */
2417 static void shader_glsl_compare(const struct wined3d_shader_instruction *ins)
2419 glsl_src_param_t src0_param;
2420 glsl_src_param_t src1_param;
2421 DWORD write_mask;
2422 unsigned int mask_size;
2424 write_mask = shader_glsl_append_dst(ins->ctx->buffer, ins);
2425 mask_size = shader_glsl_get_write_mask_size(write_mask);
2426 shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src0_param);
2427 shader_glsl_add_src_param(ins, &ins->src[1], write_mask, &src1_param);
2429 if (mask_size > 1) {
2430 const char *compare;
2432 switch(ins->handler_idx)
2434 case WINED3DSIH_SLT: compare = "lessThan"; break;
2435 case WINED3DSIH_SGE: compare = "greaterThanEqual"; break;
2436 default: compare = "";
2437 FIXME("Can't handle opcode %#x\n", ins->handler_idx);
2440 shader_addline(ins->ctx->buffer, "vec%d(%s(%s, %s)));\n", mask_size, compare,
2441 src0_param.param_str, src1_param.param_str);
2442 } else {
2443 switch(ins->handler_idx)
2445 case WINED3DSIH_SLT:
2446 /* Step(src0, src1) is not suitable here because if src0 == src1 SLT is supposed,
2447 * to return 0.0 but step returns 1.0 because step is not < x
2448 * An alternative is a bvec compare padded with an unused second component.
2449 * step(src1 * -1.0, src0 * -1.0) is not an option because it suffers from the same
2450 * issue. Playing with not() is not possible either because not() does not accept
2451 * a scalar.
2453 shader_addline(ins->ctx->buffer, "(%s < %s) ? 1.0 : 0.0);\n",
2454 src0_param.param_str, src1_param.param_str);
2455 break;
2456 case WINED3DSIH_SGE:
2457 /* Here we can use the step() function and safe a conditional */
2458 shader_addline(ins->ctx->buffer, "step(%s, %s));\n", src1_param.param_str, src0_param.param_str);
2459 break;
2460 default:
2461 FIXME("Can't handle opcode %#x\n", ins->handler_idx);
2467 /** Process CMP instruction in GLSL (dst = src0 >= 0.0 ? src1 : src2), per channel */
2468 static void shader_glsl_cmp(const struct wined3d_shader_instruction *ins)
2470 glsl_src_param_t src0_param;
2471 glsl_src_param_t src1_param;
2472 glsl_src_param_t src2_param;
2473 DWORD write_mask, cmp_channel = 0;
2474 unsigned int i, j;
2475 char mask_char[6];
2476 BOOL temp_destination = FALSE;
2478 if (shader_is_scalar(&ins->src[0].reg))
2480 write_mask = shader_glsl_append_dst(ins->ctx->buffer, ins);
2482 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_ALL, &src0_param);
2483 shader_glsl_add_src_param(ins, &ins->src[1], write_mask, &src1_param);
2484 shader_glsl_add_src_param(ins, &ins->src[2], write_mask, &src2_param);
2486 shader_addline(ins->ctx->buffer, "%s >= 0.0 ? %s : %s);\n",
2487 src0_param.param_str, src1_param.param_str, src2_param.param_str);
2488 } else {
2489 DWORD dst_mask = ins->dst[0].write_mask;
2490 struct wined3d_shader_dst_param dst = ins->dst[0];
2492 /* Cycle through all source0 channels */
2493 for (i=0; i<4; i++) {
2494 write_mask = 0;
2495 /* Find the destination channels which use the current source0 channel */
2496 for (j=0; j<4; j++) {
2497 if (((ins->src[0].swizzle >> (2 * j)) & 0x3) == i)
2499 write_mask |= WINED3DSP_WRITEMASK_0 << j;
2500 cmp_channel = WINED3DSP_WRITEMASK_0 << j;
2503 dst.write_mask = dst_mask & write_mask;
2505 /* Splitting the cmp instruction up in multiple lines imposes a problem:
2506 * The first lines may overwrite source parameters of the following lines.
2507 * Deal with that by using a temporary destination register if needed
2509 if ((ins->src[0].reg.idx == ins->dst[0].reg.idx
2510 && ins->src[0].reg.type == ins->dst[0].reg.type)
2511 || (ins->src[1].reg.idx == ins->dst[0].reg.idx
2512 && ins->src[1].reg.type == ins->dst[0].reg.type)
2513 || (ins->src[2].reg.idx == ins->dst[0].reg.idx
2514 && ins->src[2].reg.type == ins->dst[0].reg.type))
2516 write_mask = shader_glsl_get_write_mask(&dst, mask_char);
2517 if (!write_mask) continue;
2518 shader_addline(ins->ctx->buffer, "tmp0%s = (", mask_char);
2519 temp_destination = TRUE;
2520 } else {
2521 write_mask = shader_glsl_append_dst_ext(ins->ctx->buffer, ins, &dst);
2522 if (!write_mask) continue;
2525 shader_glsl_add_src_param(ins, &ins->src[0], cmp_channel, &src0_param);
2526 shader_glsl_add_src_param(ins, &ins->src[1], write_mask, &src1_param);
2527 shader_glsl_add_src_param(ins, &ins->src[2], write_mask, &src2_param);
2529 shader_addline(ins->ctx->buffer, "%s >= 0.0 ? %s : %s);\n",
2530 src0_param.param_str, src1_param.param_str, src2_param.param_str);
2533 if(temp_destination) {
2534 shader_glsl_get_write_mask(&ins->dst[0], mask_char);
2535 shader_glsl_append_dst(ins->ctx->buffer, ins);
2536 shader_addline(ins->ctx->buffer, "tmp0%s);\n", mask_char);
2542 /** Process the CND opcode in GLSL (dst = (src0 > 0.5) ? src1 : src2) */
2543 /* For ps 1.1-1.3, only a single component of src0 is used. For ps 1.4
2544 * the compare is done per component of src0. */
2545 static void shader_glsl_cnd(const struct wined3d_shader_instruction *ins)
2547 struct wined3d_shader_dst_param dst;
2548 glsl_src_param_t src0_param;
2549 glsl_src_param_t src1_param;
2550 glsl_src_param_t src2_param;
2551 DWORD write_mask, cmp_channel = 0;
2552 unsigned int i, j;
2553 DWORD dst_mask;
2554 DWORD shader_version = WINED3D_SHADER_VERSION(ins->ctx->reg_maps->shader_version.major,
2555 ins->ctx->reg_maps->shader_version.minor);
2557 if (shader_version < WINED3D_SHADER_VERSION(1, 4))
2559 write_mask = shader_glsl_append_dst(ins->ctx->buffer, ins);
2560 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0, &src0_param);
2561 shader_glsl_add_src_param(ins, &ins->src[1], write_mask, &src1_param);
2562 shader_glsl_add_src_param(ins, &ins->src[2], write_mask, &src2_param);
2564 /* Fun: The D3DSI_COISSUE flag changes the semantic of the cnd instruction for < 1.4 shaders */
2565 if (ins->coissue)
2567 shader_addline(ins->ctx->buffer, "%s /* COISSUE! */);\n", src1_param.param_str);
2568 } else {
2569 shader_addline(ins->ctx->buffer, "%s > 0.5 ? %s : %s);\n",
2570 src0_param.param_str, src1_param.param_str, src2_param.param_str);
2572 return;
2574 /* Cycle through all source0 channels */
2575 dst_mask = ins->dst[0].write_mask;
2576 dst = ins->dst[0];
2577 for (i=0; i<4; i++) {
2578 write_mask = 0;
2579 /* Find the destination channels which use the current source0 channel */
2580 for (j=0; j<4; j++) {
2581 if (((ins->src[0].swizzle >> (2 * j)) & 0x3) == i)
2583 write_mask |= WINED3DSP_WRITEMASK_0 << j;
2584 cmp_channel = WINED3DSP_WRITEMASK_0 << j;
2588 dst.write_mask = dst_mask & write_mask;
2589 write_mask = shader_glsl_append_dst_ext(ins->ctx->buffer, ins, &dst);
2590 if (!write_mask) continue;
2592 shader_glsl_add_src_param(ins, &ins->src[0], cmp_channel, &src0_param);
2593 shader_glsl_add_src_param(ins, &ins->src[1], write_mask, &src1_param);
2594 shader_glsl_add_src_param(ins, &ins->src[2], write_mask, &src2_param);
2596 shader_addline(ins->ctx->buffer, "%s > 0.5 ? %s : %s);\n",
2597 src0_param.param_str, src1_param.param_str, src2_param.param_str);
2601 /** GLSL code generation for WINED3DSIO_MAD: Multiply the first 2 opcodes, then add the last */
2602 static void shader_glsl_mad(const struct wined3d_shader_instruction *ins)
2604 glsl_src_param_t src0_param;
2605 glsl_src_param_t src1_param;
2606 glsl_src_param_t src2_param;
2607 DWORD write_mask;
2609 write_mask = shader_glsl_append_dst(ins->ctx->buffer, ins);
2610 shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src0_param);
2611 shader_glsl_add_src_param(ins, &ins->src[1], write_mask, &src1_param);
2612 shader_glsl_add_src_param(ins, &ins->src[2], write_mask, &src2_param);
2613 shader_addline(ins->ctx->buffer, "(%s * %s) + %s);\n",
2614 src0_param.param_str, src1_param.param_str, src2_param.param_str);
2617 /* Handles transforming all WINED3DSIO_M?x? opcodes for
2618 Vertex shaders to GLSL codes */
2619 static void shader_glsl_mnxn(const struct wined3d_shader_instruction *ins)
2621 int i;
2622 int nComponents = 0;
2623 struct wined3d_shader_dst_param tmp_dst = {{0}};
2624 struct wined3d_shader_src_param tmp_src[2] = {{{0}}};
2625 struct wined3d_shader_instruction tmp_ins;
2627 memset(&tmp_ins, 0, sizeof(tmp_ins));
2629 /* Set constants for the temporary argument */
2630 tmp_ins.ctx = ins->ctx;
2631 tmp_ins.dst_count = 1;
2632 tmp_ins.dst = &tmp_dst;
2633 tmp_ins.src_count = 2;
2634 tmp_ins.src = tmp_src;
2636 switch(ins->handler_idx)
2638 case WINED3DSIH_M4x4:
2639 nComponents = 4;
2640 tmp_ins.handler_idx = WINED3DSIH_DP4;
2641 break;
2642 case WINED3DSIH_M4x3:
2643 nComponents = 3;
2644 tmp_ins.handler_idx = WINED3DSIH_DP4;
2645 break;
2646 case WINED3DSIH_M3x4:
2647 nComponents = 4;
2648 tmp_ins.handler_idx = WINED3DSIH_DP3;
2649 break;
2650 case WINED3DSIH_M3x3:
2651 nComponents = 3;
2652 tmp_ins.handler_idx = WINED3DSIH_DP3;
2653 break;
2654 case WINED3DSIH_M3x2:
2655 nComponents = 2;
2656 tmp_ins.handler_idx = WINED3DSIH_DP3;
2657 break;
2658 default:
2659 break;
2662 tmp_dst = ins->dst[0];
2663 tmp_src[0] = ins->src[0];
2664 tmp_src[1] = ins->src[1];
2665 for (i = 0; i < nComponents; ++i)
2667 tmp_dst.write_mask = WINED3DSP_WRITEMASK_0 << i;
2668 shader_glsl_dot(&tmp_ins);
2669 ++tmp_src[1].reg.idx;
2674 The LRP instruction performs a component-wise linear interpolation
2675 between the second and third operands using the first operand as the
2676 blend factor. Equation: (dst = src2 + src0 * (src1 - src2))
2677 This is equivalent to mix(src2, src1, src0);
2679 static void shader_glsl_lrp(const struct wined3d_shader_instruction *ins)
2681 glsl_src_param_t src0_param;
2682 glsl_src_param_t src1_param;
2683 glsl_src_param_t src2_param;
2684 DWORD write_mask;
2686 write_mask = shader_glsl_append_dst(ins->ctx->buffer, ins);
2688 shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src0_param);
2689 shader_glsl_add_src_param(ins, &ins->src[1], write_mask, &src1_param);
2690 shader_glsl_add_src_param(ins, &ins->src[2], write_mask, &src2_param);
2692 shader_addline(ins->ctx->buffer, "mix(%s, %s, %s));\n",
2693 src2_param.param_str, src1_param.param_str, src0_param.param_str);
2696 /** Process the WINED3DSIO_LIT instruction in GLSL:
2697 * dst.x = dst.w = 1.0
2698 * dst.y = (src0.x > 0) ? src0.x
2699 * dst.z = (src0.x > 0) ? ((src0.y > 0) ? pow(src0.y, src.w) : 0) : 0
2700 * where src.w is clamped at +- 128
2702 static void shader_glsl_lit(const struct wined3d_shader_instruction *ins)
2704 glsl_src_param_t src0_param;
2705 glsl_src_param_t src1_param;
2706 glsl_src_param_t src3_param;
2707 char dst_mask[6];
2709 shader_glsl_append_dst(ins->ctx->buffer, ins);
2710 shader_glsl_get_write_mask(&ins->dst[0], dst_mask);
2712 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0, &src0_param);
2713 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_1, &src1_param);
2714 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_3, &src3_param);
2716 /* The sdk specifies the instruction like this
2717 * dst.x = 1.0;
2718 * if(src.x > 0.0) dst.y = src.x
2719 * else dst.y = 0.0.
2720 * if(src.x > 0.0 && src.y > 0.0) dst.z = pow(src.y, power);
2721 * else dst.z = 0.0;
2722 * dst.w = 1.0;
2724 * Obviously that has quite a few conditionals in it which we don't like. So the first step is this:
2725 * dst.x = 1.0 ... No further explanation needed
2726 * dst.y = max(src.y, 0.0); ... If x < 0.0, use 0.0, otherwise x. Same as the conditional
2727 * dst.z = x > 0.0 ? pow(max(y, 0.0), p) : 0; ... 0 ^ power is 0, and otherwise we use y anyway
2728 * dst.w = 1.0. ... Nothing fancy.
2730 * So we still have one conditional in there. So do this:
2731 * dst.z = pow(max(0.0, src.y) * step(0.0, src.x), power);
2733 * 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),
2734 * 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.
2735 * if both x and y are > 0, we get pow(y * 1.0, power), as it is supposed to
2737 shader_addline(ins->ctx->buffer,
2738 "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",
2739 src0_param.param_str, src1_param.param_str, src0_param.param_str, src3_param.param_str, dst_mask);
2742 /** Process the WINED3DSIO_DST instruction in GLSL:
2743 * dst.x = 1.0
2744 * dst.y = src0.x * src0.y
2745 * dst.z = src0.z
2746 * dst.w = src1.w
2748 static void shader_glsl_dst(const struct wined3d_shader_instruction *ins)
2750 glsl_src_param_t src0y_param;
2751 glsl_src_param_t src0z_param;
2752 glsl_src_param_t src1y_param;
2753 glsl_src_param_t src1w_param;
2754 char dst_mask[6];
2756 shader_glsl_append_dst(ins->ctx->buffer, ins);
2757 shader_glsl_get_write_mask(&ins->dst[0], dst_mask);
2759 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_1, &src0y_param);
2760 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_2, &src0z_param);
2761 shader_glsl_add_src_param(ins, &ins->src[1], WINED3DSP_WRITEMASK_1, &src1y_param);
2762 shader_glsl_add_src_param(ins, &ins->src[1], WINED3DSP_WRITEMASK_3, &src1w_param);
2764 shader_addline(ins->ctx->buffer, "vec4(1.0, %s * %s, %s, %s))%s;\n",
2765 src0y_param.param_str, src1y_param.param_str, src0z_param.param_str, src1w_param.param_str, dst_mask);
2768 /** Process the WINED3DSIO_SINCOS instruction in GLSL:
2769 * VS 2.0 requires that specific cosine and sine constants be passed to this instruction so the hardware
2770 * can handle it. But, these functions are built-in for GLSL, so we can just ignore the last 2 params.
2772 * dst.x = cos(src0.?)
2773 * dst.y = sin(src0.?)
2774 * dst.z = dst.z
2775 * dst.w = dst.w
2777 static void shader_glsl_sincos(const struct wined3d_shader_instruction *ins)
2779 glsl_src_param_t src0_param;
2780 DWORD write_mask;
2782 write_mask = shader_glsl_append_dst(ins->ctx->buffer, ins);
2783 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0, &src0_param);
2785 switch (write_mask) {
2786 case WINED3DSP_WRITEMASK_0:
2787 shader_addline(ins->ctx->buffer, "cos(%s));\n", src0_param.param_str);
2788 break;
2790 case WINED3DSP_WRITEMASK_1:
2791 shader_addline(ins->ctx->buffer, "sin(%s));\n", src0_param.param_str);
2792 break;
2794 case (WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1):
2795 shader_addline(ins->ctx->buffer, "vec2(cos(%s), sin(%s)));\n", src0_param.param_str, src0_param.param_str);
2796 break;
2798 default:
2799 ERR("Write mask should be .x, .y or .xy\n");
2800 break;
2804 /* sgn in vs_2_0 has 2 extra parameters(registers for temporary storage) which we don't use
2805 * here. But those extra parameters require a dedicated function for sgn, since map2gl would
2806 * generate invalid code
2808 static void shader_glsl_sgn(const struct wined3d_shader_instruction *ins)
2810 glsl_src_param_t src0_param;
2811 DWORD write_mask;
2813 write_mask = shader_glsl_append_dst(ins->ctx->buffer, ins);
2814 shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src0_param);
2816 shader_addline(ins->ctx->buffer, "sign(%s));\n", src0_param.param_str);
2819 /** Process the WINED3DSIO_LOOP instruction in GLSL:
2820 * Start a for() loop where src1.y is the initial value of aL,
2821 * increment aL by src1.z for a total of src1.x iterations.
2822 * Need to use a temporary variable for this operation.
2824 /* FIXME: I don't think nested loops will work correctly this way. */
2825 static void shader_glsl_loop(const struct wined3d_shader_instruction *ins)
2827 glsl_src_param_t src1_param;
2828 IWineD3DBaseShaderImpl *shader = (IWineD3DBaseShaderImpl *)ins->ctx->shader;
2829 const DWORD *control_values = NULL;
2830 const local_constant *constant;
2832 shader_glsl_add_src_param(ins, &ins->src[1], WINED3DSP_WRITEMASK_ALL, &src1_param);
2834 /* Try to hardcode the loop control parameters if possible. Direct3D 9 class hardware doesn't support real
2835 * varying indexing, but Microsoft designed this feature for Shader model 2.x+. If the loop control is
2836 * known at compile time, the GLSL compiler can unroll the loop, and replace indirect addressing with direct
2837 * addressing.
2839 if (ins->src[1].reg.type == WINED3DSPR_CONSTINT)
2841 LIST_FOR_EACH_ENTRY(constant, &shader->baseShader.constantsI, local_constant, entry) {
2842 if (constant->idx == ins->src[1].reg.idx)
2844 control_values = constant->value;
2845 break;
2850 if (control_values)
2852 struct wined3d_shader_loop_control loop_control;
2853 loop_control.count = control_values[0];
2854 loop_control.start = control_values[1];
2855 loop_control.step = (int)control_values[2];
2857 if (loop_control.step > 0)
2859 shader_addline(ins->ctx->buffer, "for (aL%u = %u; aL%u < (%u * %d + %u); aL%u += %d) {\n",
2860 shader->baseShader.cur_loop_depth, loop_control.start,
2861 shader->baseShader.cur_loop_depth, loop_control.count, loop_control.step, loop_control.start,
2862 shader->baseShader.cur_loop_depth, loop_control.step);
2864 else if (loop_control.step < 0)
2866 shader_addline(ins->ctx->buffer, "for (aL%u = %u; aL%u > (%u * %d + %u); aL%u += %d) {\n",
2867 shader->baseShader.cur_loop_depth, loop_control.start,
2868 shader->baseShader.cur_loop_depth, loop_control.count, loop_control.step, loop_control.start,
2869 shader->baseShader.cur_loop_depth, loop_control.step);
2871 else
2873 shader_addline(ins->ctx->buffer, "for (aL%u = %u, tmpInt%u = 0; tmpInt%u < %u; tmpInt%u++) {\n",
2874 shader->baseShader.cur_loop_depth, loop_control.start, shader->baseShader.cur_loop_depth,
2875 shader->baseShader.cur_loop_depth, loop_control.count,
2876 shader->baseShader.cur_loop_depth);
2878 } else {
2879 shader_addline(ins->ctx->buffer,
2880 "for (tmpInt%u = 0, aL%u = %s.y; tmpInt%u < %s.x; tmpInt%u++, aL%u += %s.z) {\n",
2881 shader->baseShader.cur_loop_depth, shader->baseShader.cur_loop_regno,
2882 src1_param.reg_name, shader->baseShader.cur_loop_depth, src1_param.reg_name,
2883 shader->baseShader.cur_loop_depth, shader->baseShader.cur_loop_regno, src1_param.reg_name);
2886 shader->baseShader.cur_loop_depth++;
2887 shader->baseShader.cur_loop_regno++;
2890 static void shader_glsl_end(const struct wined3d_shader_instruction *ins)
2892 IWineD3DBaseShaderImpl *shader = (IWineD3DBaseShaderImpl *)ins->ctx->shader;
2894 shader_addline(ins->ctx->buffer, "}\n");
2896 if (ins->handler_idx == WINED3DSIH_ENDLOOP)
2898 shader->baseShader.cur_loop_depth--;
2899 shader->baseShader.cur_loop_regno--;
2902 if (ins->handler_idx == WINED3DSIH_ENDREP)
2904 shader->baseShader.cur_loop_depth--;
2908 static void shader_glsl_rep(const struct wined3d_shader_instruction *ins)
2910 IWineD3DBaseShaderImpl *shader = (IWineD3DBaseShaderImpl *)ins->ctx->shader;
2911 glsl_src_param_t src0_param;
2912 const DWORD *control_values = NULL;
2913 const local_constant *constant;
2915 /* Try to hardcode local values to help the GLSL compiler to unroll and optimize the loop */
2916 if (ins->src[0].reg.type == WINED3DSPR_CONSTINT)
2918 LIST_FOR_EACH_ENTRY(constant, &shader->baseShader.constantsI, local_constant, entry)
2920 if (constant->idx == ins->src[0].reg.idx)
2922 control_values = constant->value;
2923 break;
2928 if(control_values) {
2929 shader_addline(ins->ctx->buffer, "for (tmpInt%d = 0; tmpInt%d < %d; tmpInt%d++) {\n",
2930 shader->baseShader.cur_loop_depth, shader->baseShader.cur_loop_depth,
2931 control_values[0], shader->baseShader.cur_loop_depth);
2932 } else {
2933 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0, &src0_param);
2934 shader_addline(ins->ctx->buffer, "for (tmpInt%d = 0; tmpInt%d < %s; tmpInt%d++) {\n",
2935 shader->baseShader.cur_loop_depth, shader->baseShader.cur_loop_depth,
2936 src0_param.param_str, shader->baseShader.cur_loop_depth);
2938 shader->baseShader.cur_loop_depth++;
2941 static void shader_glsl_if(const struct wined3d_shader_instruction *ins)
2943 glsl_src_param_t src0_param;
2945 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0, &src0_param);
2946 shader_addline(ins->ctx->buffer, "if (%s) {\n", src0_param.param_str);
2949 static void shader_glsl_ifc(const struct wined3d_shader_instruction *ins)
2951 glsl_src_param_t src0_param;
2952 glsl_src_param_t src1_param;
2954 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0, &src0_param);
2955 shader_glsl_add_src_param(ins, &ins->src[1], WINED3DSP_WRITEMASK_0, &src1_param);
2957 shader_addline(ins->ctx->buffer, "if (%s %s %s) {\n",
2958 src0_param.param_str, shader_get_comp_op(ins->flags), src1_param.param_str);
2961 static void shader_glsl_else(const struct wined3d_shader_instruction *ins)
2963 shader_addline(ins->ctx->buffer, "} else {\n");
2966 static void shader_glsl_break(const struct wined3d_shader_instruction *ins)
2968 shader_addline(ins->ctx->buffer, "break;\n");
2971 /* FIXME: According to MSDN the compare is done per component. */
2972 static void shader_glsl_breakc(const struct wined3d_shader_instruction *ins)
2974 glsl_src_param_t src0_param;
2975 glsl_src_param_t src1_param;
2977 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0, &src0_param);
2978 shader_glsl_add_src_param(ins, &ins->src[1], WINED3DSP_WRITEMASK_0, &src1_param);
2980 shader_addline(ins->ctx->buffer, "if (%s %s %s) break;\n",
2981 src0_param.param_str, shader_get_comp_op(ins->flags), src1_param.param_str);
2984 static void shader_glsl_label(const struct wined3d_shader_instruction *ins)
2986 shader_addline(ins->ctx->buffer, "}\n");
2987 shader_addline(ins->ctx->buffer, "void subroutine%u () {\n", ins->src[0].reg.idx);
2990 static void shader_glsl_call(const struct wined3d_shader_instruction *ins)
2992 shader_addline(ins->ctx->buffer, "subroutine%u();\n", ins->src[0].reg.idx);
2995 static void shader_glsl_callnz(const struct wined3d_shader_instruction *ins)
2997 glsl_src_param_t src1_param;
2999 shader_glsl_add_src_param(ins, &ins->src[1], WINED3DSP_WRITEMASK_0, &src1_param);
3000 shader_addline(ins->ctx->buffer, "if (%s) subroutine%u();\n", src1_param.param_str, ins->src[0].reg.idx);
3003 static void shader_glsl_ret(const struct wined3d_shader_instruction *ins)
3005 /* No-op. The closing } is written when a new function is started, and at the end of the shader. This
3006 * function only suppresses the unhandled instruction warning
3010 /*********************************************
3011 * Pixel Shader Specific Code begins here
3012 ********************************************/
3013 static void shader_glsl_tex(const struct wined3d_shader_instruction *ins)
3015 IWineD3DBaseShaderImpl *shader = (IWineD3DBaseShaderImpl *)ins->ctx->shader;
3016 IWineD3DDeviceImpl *deviceImpl = (IWineD3DDeviceImpl *)shader->baseShader.device;
3017 DWORD shader_version = WINED3D_SHADER_VERSION(ins->ctx->reg_maps->shader_version.major,
3018 ins->ctx->reg_maps->shader_version.minor);
3019 glsl_sample_function_t sample_function;
3020 DWORD sample_flags = 0;
3021 DWORD sampler_idx;
3022 DWORD mask = 0, swizzle;
3024 /* 1.0-1.4: Use destination register as sampler source.
3025 * 2.0+: Use provided sampler source. */
3026 if (shader_version < WINED3D_SHADER_VERSION(2,0)) sampler_idx = ins->dst[0].reg.idx;
3027 else sampler_idx = ins->src[1].reg.idx;
3029 if (shader_version < WINED3D_SHADER_VERSION(1,4))
3031 DWORD flags = deviceImpl->stateBlock->textureState[sampler_idx][WINED3DTSS_TEXTURETRANSFORMFLAGS];
3032 WINED3DSAMPLER_TEXTURE_TYPE sampler_type = ins->ctx->reg_maps->sampler_type[sampler_idx];
3034 /* Projected cube textures don't make a lot of sense, the resulting coordinates stay the same. */
3035 if (flags & WINED3DTTFF_PROJECTED && sampler_type != WINED3DSTT_CUBE) {
3036 sample_flags |= WINED3D_GLSL_SAMPLE_PROJECTED;
3037 switch (flags & ~WINED3DTTFF_PROJECTED) {
3038 case WINED3DTTFF_COUNT1: FIXME("WINED3DTTFF_PROJECTED with WINED3DTTFF_COUNT1?\n"); break;
3039 case WINED3DTTFF_COUNT2: mask = WINED3DSP_WRITEMASK_1; break;
3040 case WINED3DTTFF_COUNT3: mask = WINED3DSP_WRITEMASK_2; break;
3041 case WINED3DTTFF_COUNT4:
3042 case WINED3DTTFF_DISABLE: mask = WINED3DSP_WRITEMASK_3; break;
3046 else if (shader_version < WINED3D_SHADER_VERSION(2,0))
3048 DWORD src_mod = ins->src[0].modifiers;
3050 if (src_mod == WINED3DSPSM_DZ) {
3051 sample_flags |= WINED3D_GLSL_SAMPLE_PROJECTED;
3052 mask = WINED3DSP_WRITEMASK_2;
3053 } else if (src_mod == WINED3DSPSM_DW) {
3054 sample_flags |= WINED3D_GLSL_SAMPLE_PROJECTED;
3055 mask = WINED3DSP_WRITEMASK_3;
3057 } else {
3058 if (ins->flags & WINED3DSI_TEXLD_PROJECT)
3060 /* ps 2.0 texldp instruction always divides by the fourth component. */
3061 sample_flags |= WINED3D_GLSL_SAMPLE_PROJECTED;
3062 mask = WINED3DSP_WRITEMASK_3;
3066 if(deviceImpl->stateBlock->textures[sampler_idx] &&
3067 IWineD3DBaseTexture_GetTextureDimensions(deviceImpl->stateBlock->textures[sampler_idx]) == GL_TEXTURE_RECTANGLE_ARB) {
3068 sample_flags |= WINED3D_GLSL_SAMPLE_RECT;
3071 shader_glsl_get_sample_function(ins->ctx, sampler_idx, sample_flags, &sample_function);
3072 mask |= sample_function.coord_mask;
3074 if (shader_version < WINED3D_SHADER_VERSION(2,0)) swizzle = WINED3DSP_NOSWIZZLE;
3075 else swizzle = ins->src[1].swizzle;
3077 /* 1.0-1.3: Use destination register as coordinate source.
3078 1.4+: Use provided coordinate source register. */
3079 if (shader_version < WINED3D_SHADER_VERSION(1,4))
3081 char coord_mask[6];
3082 shader_glsl_write_mask_to_str(mask, coord_mask);
3083 shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, swizzle, NULL, NULL, NULL,
3084 "T%u%s", sampler_idx, coord_mask);
3085 } else {
3086 glsl_src_param_t coord_param;
3087 shader_glsl_add_src_param(ins, &ins->src[0], mask, &coord_param);
3088 if (ins->flags & WINED3DSI_TEXLD_BIAS)
3090 glsl_src_param_t bias;
3091 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_3, &bias);
3092 shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, swizzle, NULL, NULL, bias.param_str,
3093 "%s", coord_param.param_str);
3094 } else {
3095 shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, swizzle, NULL, NULL, NULL,
3096 "%s", coord_param.param_str);
3101 static void shader_glsl_texldd(const struct wined3d_shader_instruction *ins)
3103 IWineD3DBaseShaderImpl *This = (IWineD3DBaseShaderImpl *)ins->ctx->shader;
3104 IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device;
3105 const struct wined3d_gl_info *gl_info = ins->ctx->gl_info;
3106 glsl_sample_function_t sample_function;
3107 glsl_src_param_t coord_param, dx_param, dy_param;
3108 DWORD sample_flags = WINED3D_GLSL_SAMPLE_GRAD;
3109 DWORD sampler_idx;
3110 DWORD swizzle = ins->src[1].swizzle;
3112 if (!gl_info->supported[ARB_SHADER_TEXTURE_LOD] && !gl_info->supported[EXT_GPU_SHADER4])
3114 FIXME("texldd used, but not supported by hardware. Falling back to regular tex\n");
3115 return shader_glsl_tex(ins);
3118 sampler_idx = ins->src[1].reg.idx;
3119 if(deviceImpl->stateBlock->textures[sampler_idx] &&
3120 IWineD3DBaseTexture_GetTextureDimensions(deviceImpl->stateBlock->textures[sampler_idx]) == GL_TEXTURE_RECTANGLE_ARB) {
3121 sample_flags |= WINED3D_GLSL_SAMPLE_RECT;
3124 shader_glsl_get_sample_function(ins->ctx, sampler_idx, sample_flags, &sample_function);
3125 shader_glsl_add_src_param(ins, &ins->src[0], sample_function.coord_mask, &coord_param);
3126 shader_glsl_add_src_param(ins, &ins->src[2], sample_function.coord_mask, &dx_param);
3127 shader_glsl_add_src_param(ins, &ins->src[3], sample_function.coord_mask, &dy_param);
3129 shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, swizzle, dx_param.param_str, dy_param.param_str, NULL,
3130 "%s", coord_param.param_str);
3133 static void shader_glsl_texldl(const struct wined3d_shader_instruction *ins)
3135 IWineD3DBaseShaderImpl *This = (IWineD3DBaseShaderImpl *)ins->ctx->shader;
3136 IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device;
3137 const struct wined3d_gl_info *gl_info = ins->ctx->gl_info;
3138 glsl_sample_function_t sample_function;
3139 glsl_src_param_t coord_param, lod_param;
3140 DWORD sample_flags = WINED3D_GLSL_SAMPLE_LOD;
3141 DWORD sampler_idx;
3142 DWORD swizzle = ins->src[1].swizzle;
3144 sampler_idx = ins->src[1].reg.idx;
3145 if(deviceImpl->stateBlock->textures[sampler_idx] &&
3146 IWineD3DBaseTexture_GetTextureDimensions(deviceImpl->stateBlock->textures[sampler_idx]) == GL_TEXTURE_RECTANGLE_ARB) {
3147 sample_flags |= WINED3D_GLSL_SAMPLE_RECT;
3149 shader_glsl_get_sample_function(ins->ctx, sampler_idx, sample_flags, &sample_function);
3150 shader_glsl_add_src_param(ins, &ins->src[0], sample_function.coord_mask, &coord_param);
3152 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_3, &lod_param);
3154 if (!gl_info->supported[ARB_SHADER_TEXTURE_LOD] && !gl_info->supported[EXT_GPU_SHADER4]
3155 && shader_is_pshader_version(ins->ctx->reg_maps->shader_version.type))
3157 /* The GLSL spec claims the Lod sampling functions are only supported in vertex shaders.
3158 * However, they seem to work just fine in fragment shaders as well. */
3159 WARN("Using %s in fragment shader.\n", sample_function.name);
3161 shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, swizzle, NULL, NULL, lod_param.param_str,
3162 "%s", coord_param.param_str);
3165 static void shader_glsl_texcoord(const struct wined3d_shader_instruction *ins)
3167 /* FIXME: Make this work for more than just 2D textures */
3168 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
3169 DWORD write_mask = shader_glsl_append_dst(ins->ctx->buffer, ins);
3171 if (!(ins->ctx->reg_maps->shader_version.major == 1 && ins->ctx->reg_maps->shader_version.minor == 4))
3173 char dst_mask[6];
3175 shader_glsl_get_write_mask(&ins->dst[0], dst_mask);
3176 shader_addline(buffer, "clamp(gl_TexCoord[%u], 0.0, 1.0)%s);\n",
3177 ins->dst[0].reg.idx, dst_mask);
3178 } else {
3179 DWORD reg = ins->src[0].reg.idx;
3180 DWORD src_mod = ins->src[0].modifiers;
3181 char dst_swizzle[6];
3183 shader_glsl_get_swizzle(&ins->src[0], FALSE, write_mask, dst_swizzle);
3185 if (src_mod == WINED3DSPSM_DZ) {
3186 glsl_src_param_t div_param;
3187 unsigned int mask_size = shader_glsl_get_write_mask_size(write_mask);
3188 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_2, &div_param);
3190 if (mask_size > 1) {
3191 shader_addline(buffer, "gl_TexCoord[%u]%s / vec%d(%s));\n", reg, dst_swizzle, mask_size, div_param.param_str);
3192 } else {
3193 shader_addline(buffer, "gl_TexCoord[%u]%s / %s);\n", reg, dst_swizzle, div_param.param_str);
3195 } else if (src_mod == WINED3DSPSM_DW) {
3196 glsl_src_param_t div_param;
3197 unsigned int mask_size = shader_glsl_get_write_mask_size(write_mask);
3198 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_3, &div_param);
3200 if (mask_size > 1) {
3201 shader_addline(buffer, "gl_TexCoord[%u]%s / vec%d(%s));\n", reg, dst_swizzle, mask_size, div_param.param_str);
3202 } else {
3203 shader_addline(buffer, "gl_TexCoord[%u]%s / %s);\n", reg, dst_swizzle, div_param.param_str);
3205 } else {
3206 shader_addline(buffer, "gl_TexCoord[%u]%s);\n", reg, dst_swizzle);
3211 /** Process the WINED3DSIO_TEXDP3TEX instruction in GLSL:
3212 * Take a 3-component dot product of the TexCoord[dstreg] and src,
3213 * then perform a 1D texture lookup from stage dstregnum, place into dst. */
3214 static void shader_glsl_texdp3tex(const struct wined3d_shader_instruction *ins)
3216 glsl_src_param_t src0_param;
3217 glsl_sample_function_t sample_function;
3218 DWORD sampler_idx = ins->dst[0].reg.idx;
3219 DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
3220 UINT mask_size;
3222 shader_glsl_add_src_param(ins, &ins->src[0], src_mask, &src0_param);
3224 /* Do I have to take care about the projected bit? I don't think so, since the dp3 returns only one
3225 * scalar, and projected sampling would require 4.
3227 * It is a dependent read - not valid with conditional NP2 textures
3229 shader_glsl_get_sample_function(ins->ctx, sampler_idx, 0, &sample_function);
3230 mask_size = shader_glsl_get_write_mask_size(sample_function.coord_mask);
3232 switch(mask_size)
3234 case 1:
3235 shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, WINED3DSP_NOSWIZZLE, NULL, NULL, NULL,
3236 "dot(gl_TexCoord[%u].xyz, %s)", sampler_idx, src0_param.param_str);
3237 break;
3239 case 2:
3240 shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, WINED3DSP_NOSWIZZLE, NULL, NULL, NULL,
3241 "vec2(dot(gl_TexCoord[%u].xyz, %s), 0.0)", sampler_idx, src0_param.param_str);
3242 break;
3244 case 3:
3245 shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, WINED3DSP_NOSWIZZLE, NULL, NULL, NULL,
3246 "vec3(dot(gl_TexCoord[%u].xyz, %s), 0.0, 0.0)", sampler_idx, src0_param.param_str);
3247 break;
3249 default:
3250 FIXME("Unexpected mask size %u\n", mask_size);
3251 break;
3255 /** Process the WINED3DSIO_TEXDP3 instruction in GLSL:
3256 * Take a 3-component dot product of the TexCoord[dstreg] and src. */
3257 static void shader_glsl_texdp3(const struct wined3d_shader_instruction *ins)
3259 glsl_src_param_t src0_param;
3260 DWORD dstreg = ins->dst[0].reg.idx;
3261 DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
3262 DWORD dst_mask;
3263 unsigned int mask_size;
3265 dst_mask = shader_glsl_append_dst(ins->ctx->buffer, ins);
3266 mask_size = shader_glsl_get_write_mask_size(dst_mask);
3267 shader_glsl_add_src_param(ins, &ins->src[0], src_mask, &src0_param);
3269 if (mask_size > 1) {
3270 shader_addline(ins->ctx->buffer, "vec%d(dot(T%u.xyz, %s)));\n", mask_size, dstreg, src0_param.param_str);
3271 } else {
3272 shader_addline(ins->ctx->buffer, "dot(T%u.xyz, %s));\n", dstreg, src0_param.param_str);
3276 /** Process the WINED3DSIO_TEXDEPTH instruction in GLSL:
3277 * Calculate the depth as dst.x / dst.y */
3278 static void shader_glsl_texdepth(const struct wined3d_shader_instruction *ins)
3280 glsl_dst_param_t dst_param;
3282 shader_glsl_add_dst_param(ins, &ins->dst[0], &dst_param);
3284 /* Tests show that texdepth never returns anything below 0.0, and that r5.y is clamped to 1.0.
3285 * Negative input is accepted, -0.25 / -0.5 returns 0.5. GL should clamp gl_FragDepth to [0;1], but
3286 * this doesn't always work, so clamp the results manually. Whether or not the x value is clamped at 1
3287 * too is irrelevant, since if x = 0, any y value < 1.0 (and > 1.0 is not allowed) results in a result
3288 * >= 1.0 or < 0.0
3290 shader_addline(ins->ctx->buffer, "gl_FragDepth = clamp((%s.x / min(%s.y, 1.0)), 0.0, 1.0);\n",
3291 dst_param.reg_name, dst_param.reg_name);
3294 /** Process the WINED3DSIO_TEXM3X2DEPTH instruction in GLSL:
3295 * Last row of a 3x2 matrix multiply, use the result to calculate the depth:
3296 * Calculate tmp0.y = TexCoord[dstreg] . src.xyz; (tmp0.x has already been calculated)
3297 * depth = (tmp0.y == 0.0) ? 1.0 : tmp0.x / tmp0.y
3299 static void shader_glsl_texm3x2depth(const struct wined3d_shader_instruction *ins)
3301 DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
3302 DWORD dstreg = ins->dst[0].reg.idx;
3303 glsl_src_param_t src0_param;
3305 shader_glsl_add_src_param(ins, &ins->src[0], src_mask, &src0_param);
3307 shader_addline(ins->ctx->buffer, "tmp0.y = dot(T%u.xyz, %s);\n", dstreg, src0_param.param_str);
3308 shader_addline(ins->ctx->buffer, "gl_FragDepth = (tmp0.y == 0.0) ? 1.0 : clamp(tmp0.x / tmp0.y, 0.0, 1.0);\n");
3311 /** Process the WINED3DSIO_TEXM3X2PAD instruction in GLSL
3312 * Calculate the 1st of a 2-row matrix multiplication. */
3313 static void shader_glsl_texm3x2pad(const struct wined3d_shader_instruction *ins)
3315 DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
3316 DWORD reg = ins->dst[0].reg.idx;
3317 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
3318 glsl_src_param_t src0_param;
3320 shader_glsl_add_src_param(ins, &ins->src[0], src_mask, &src0_param);
3321 shader_addline(buffer, "tmp0.x = dot(T%u.xyz, %s);\n", reg, src0_param.param_str);
3324 /** Process the WINED3DSIO_TEXM3X3PAD instruction in GLSL
3325 * Calculate the 1st or 2nd row of a 3-row matrix multiplication. */
3326 static void shader_glsl_texm3x3pad(const struct wined3d_shader_instruction *ins)
3328 IWineD3DBaseShaderImpl *shader = (IWineD3DBaseShaderImpl *)ins->ctx->shader;
3329 DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
3330 DWORD reg = ins->dst[0].reg.idx;
3331 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
3332 SHADER_PARSE_STATE* current_state = &shader->baseShader.parse_state;
3333 glsl_src_param_t src0_param;
3335 shader_glsl_add_src_param(ins, &ins->src[0], src_mask, &src0_param);
3336 shader_addline(buffer, "tmp0.%c = dot(T%u.xyz, %s);\n", 'x' + current_state->current_row, reg, src0_param.param_str);
3337 current_state->texcoord_w[current_state->current_row++] = reg;
3340 static void shader_glsl_texm3x2tex(const struct wined3d_shader_instruction *ins)
3342 DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
3343 DWORD reg = ins->dst[0].reg.idx;
3344 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
3345 glsl_src_param_t src0_param;
3346 glsl_sample_function_t sample_function;
3348 shader_glsl_add_src_param(ins, &ins->src[0], src_mask, &src0_param);
3349 shader_addline(buffer, "tmp0.y = dot(T%u.xyz, %s);\n", reg, src0_param.param_str);
3351 shader_glsl_get_sample_function(ins->ctx, reg, 0, &sample_function);
3353 /* Sample the texture using the calculated coordinates */
3354 shader_glsl_gen_sample_code(ins, reg, &sample_function, WINED3DSP_NOSWIZZLE, NULL, NULL, NULL, "tmp0.xy");
3357 /** Process the WINED3DSIO_TEXM3X3TEX instruction in GLSL
3358 * Perform the 3rd row of a 3x3 matrix multiply, then sample the texture using the calculated coordinates */
3359 static void shader_glsl_texm3x3tex(const struct wined3d_shader_instruction *ins)
3361 DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
3362 IWineD3DBaseShaderImpl *shader = (IWineD3DBaseShaderImpl *)ins->ctx->shader;
3363 SHADER_PARSE_STATE *current_state = &shader->baseShader.parse_state;
3364 glsl_src_param_t src0_param;
3365 DWORD reg = ins->dst[0].reg.idx;
3366 glsl_sample_function_t sample_function;
3368 shader_glsl_add_src_param(ins, &ins->src[0], src_mask, &src0_param);
3369 shader_addline(ins->ctx->buffer, "tmp0.z = dot(T%u.xyz, %s);\n", reg, src0_param.param_str);
3371 /* Dependent read, not valid with conditional NP2 */
3372 shader_glsl_get_sample_function(ins->ctx, reg, 0, &sample_function);
3374 /* Sample the texture using the calculated coordinates */
3375 shader_glsl_gen_sample_code(ins, reg, &sample_function, WINED3DSP_NOSWIZZLE, NULL, NULL, NULL, "tmp0.xyz");
3377 current_state->current_row = 0;
3380 /** Process the WINED3DSIO_TEXM3X3 instruction in GLSL
3381 * Perform the 3rd row of a 3x3 matrix multiply */
3382 static void shader_glsl_texm3x3(const struct wined3d_shader_instruction *ins)
3384 DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
3385 IWineD3DBaseShaderImpl *shader = (IWineD3DBaseShaderImpl *)ins->ctx->shader;
3386 SHADER_PARSE_STATE *current_state = &shader->baseShader.parse_state;
3387 glsl_src_param_t src0_param;
3388 char dst_mask[6];
3389 DWORD reg = ins->dst[0].reg.idx;
3391 shader_glsl_add_src_param(ins, &ins->src[0], src_mask, &src0_param);
3393 shader_glsl_append_dst(ins->ctx->buffer, ins);
3394 shader_glsl_get_write_mask(&ins->dst[0], dst_mask);
3395 shader_addline(ins->ctx->buffer, "vec4(tmp0.xy, dot(T%u.xyz, %s), 1.0)%s);\n", reg, src0_param.param_str, dst_mask);
3397 current_state->current_row = 0;
3400 /* Process the WINED3DSIO_TEXM3X3SPEC instruction in GLSL
3401 * Perform the final texture lookup based on the previous 2 3x3 matrix multiplies */
3402 static void shader_glsl_texm3x3spec(const struct wined3d_shader_instruction *ins)
3404 IWineD3DBaseShaderImpl *shader = (IWineD3DBaseShaderImpl *)ins->ctx->shader;
3405 DWORD reg = ins->dst[0].reg.idx;
3406 glsl_src_param_t src0_param;
3407 glsl_src_param_t src1_param;
3408 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
3409 SHADER_PARSE_STATE* current_state = &shader->baseShader.parse_state;
3410 DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
3411 glsl_sample_function_t sample_function;
3413 shader_glsl_add_src_param(ins, &ins->src[0], src_mask, &src0_param);
3414 shader_glsl_add_src_param(ins, &ins->src[1], src_mask, &src1_param);
3416 /* Perform the last matrix multiply operation */
3417 shader_addline(buffer, "tmp0.z = dot(T%u.xyz, %s);\n", reg, src0_param.param_str);
3418 /* Reflection calculation */
3419 shader_addline(buffer, "tmp0.xyz = -reflect((%s), normalize(tmp0.xyz));\n", src1_param.param_str);
3421 /* Dependent read, not valid with conditional NP2 */
3422 shader_glsl_get_sample_function(ins->ctx, reg, 0, &sample_function);
3424 /* Sample the texture */
3425 shader_glsl_gen_sample_code(ins, reg, &sample_function, WINED3DSP_NOSWIZZLE, NULL, NULL, NULL, "tmp0.xyz");
3427 current_state->current_row = 0;
3430 /* Process the WINED3DSIO_TEXM3X3VSPEC instruction in GLSL
3431 * Perform the final texture lookup based on the previous 2 3x3 matrix multiplies */
3432 static void shader_glsl_texm3x3vspec(const struct wined3d_shader_instruction *ins)
3434 IWineD3DBaseShaderImpl *shader = (IWineD3DBaseShaderImpl *)ins->ctx->shader;
3435 DWORD reg = ins->dst[0].reg.idx;
3436 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
3437 SHADER_PARSE_STATE* current_state = &shader->baseShader.parse_state;
3438 glsl_src_param_t src0_param;
3439 DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
3440 glsl_sample_function_t sample_function;
3442 shader_glsl_add_src_param(ins, &ins->src[0], src_mask, &src0_param);
3444 /* Perform the last matrix multiply operation */
3445 shader_addline(buffer, "tmp0.z = dot(vec3(T%u), vec3(%s));\n", reg, src0_param.param_str);
3447 /* Construct the eye-ray vector from w coordinates */
3448 shader_addline(buffer, "tmp1.xyz = normalize(vec3(gl_TexCoord[%u].w, gl_TexCoord[%u].w, gl_TexCoord[%u].w));\n",
3449 current_state->texcoord_w[0], current_state->texcoord_w[1], reg);
3450 shader_addline(buffer, "tmp0.xyz = -reflect(tmp1.xyz, normalize(tmp0.xyz));\n");
3452 /* Dependent read, not valid with conditional NP2 */
3453 shader_glsl_get_sample_function(ins->ctx, reg, 0, &sample_function);
3455 /* Sample the texture using the calculated coordinates */
3456 shader_glsl_gen_sample_code(ins, reg, &sample_function, WINED3DSP_NOSWIZZLE, NULL, NULL, NULL, "tmp0.xyz");
3458 current_state->current_row = 0;
3461 /** Process the WINED3DSIO_TEXBEM instruction in GLSL.
3462 * Apply a fake bump map transform.
3463 * texbem is pshader <= 1.3 only, this saves a few version checks
3465 static void shader_glsl_texbem(const struct wined3d_shader_instruction *ins)
3467 IWineD3DBaseShaderImpl *shader = (IWineD3DBaseShaderImpl *)ins->ctx->shader;
3468 IWineD3DDeviceImpl *deviceImpl = (IWineD3DDeviceImpl *)shader->baseShader.device;
3469 glsl_sample_function_t sample_function;
3470 glsl_src_param_t coord_param;
3471 DWORD sampler_idx;
3472 DWORD mask;
3473 DWORD flags;
3474 char coord_mask[6];
3476 sampler_idx = ins->dst[0].reg.idx;
3477 flags = deviceImpl->stateBlock->textureState[sampler_idx][WINED3DTSS_TEXTURETRANSFORMFLAGS];
3479 /* Dependent read, not valid with conditional NP2 */
3480 shader_glsl_get_sample_function(ins->ctx, sampler_idx, 0, &sample_function);
3481 mask = sample_function.coord_mask;
3483 shader_glsl_write_mask_to_str(mask, coord_mask);
3485 /* with projective textures, texbem only divides the static texture coord, not the displacement,
3486 * so we can't let the GL handle this.
3488 if (flags & WINED3DTTFF_PROJECTED) {
3489 DWORD div_mask=0;
3490 char coord_div_mask[3];
3491 switch (flags & ~WINED3DTTFF_PROJECTED) {
3492 case WINED3DTTFF_COUNT1: FIXME("WINED3DTTFF_PROJECTED with WINED3DTTFF_COUNT1?\n"); break;
3493 case WINED3DTTFF_COUNT2: div_mask = WINED3DSP_WRITEMASK_1; break;
3494 case WINED3DTTFF_COUNT3: div_mask = WINED3DSP_WRITEMASK_2; break;
3495 case WINED3DTTFF_COUNT4:
3496 case WINED3DTTFF_DISABLE: div_mask = WINED3DSP_WRITEMASK_3; break;
3498 shader_glsl_write_mask_to_str(div_mask, coord_div_mask);
3499 shader_addline(ins->ctx->buffer, "T%u%s /= T%u%s;\n", sampler_idx, coord_mask, sampler_idx, coord_div_mask);
3502 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1, &coord_param);
3504 shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, WINED3DSP_NOSWIZZLE, NULL, NULL, NULL,
3505 "T%u%s + vec4(bumpenvmat%d * %s, 0.0, 0.0)%s", sampler_idx, coord_mask, sampler_idx,
3506 coord_param.param_str, coord_mask);
3508 if (ins->handler_idx == WINED3DSIH_TEXBEML)
3510 glsl_src_param_t luminance_param;
3511 glsl_dst_param_t dst_param;
3513 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_2, &luminance_param);
3514 shader_glsl_add_dst_param(ins, &ins->dst[0], &dst_param);
3516 shader_addline(ins->ctx->buffer, "%s%s *= (%s * luminancescale%d + luminanceoffset%d);\n",
3517 dst_param.reg_name, dst_param.mask_str,
3518 luminance_param.param_str, sampler_idx, sampler_idx);
3522 static void shader_glsl_bem(const struct wined3d_shader_instruction *ins)
3524 glsl_src_param_t src0_param, src1_param;
3525 DWORD sampler_idx = ins->dst[0].reg.idx;
3527 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1, &src0_param);
3528 shader_glsl_add_src_param(ins, &ins->src[1], WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1, &src1_param);
3530 shader_glsl_append_dst(ins->ctx->buffer, ins);
3531 shader_addline(ins->ctx->buffer, "%s + bumpenvmat%d * %s);\n",
3532 src0_param.param_str, sampler_idx, src1_param.param_str);
3535 /** Process the WINED3DSIO_TEXREG2AR instruction in GLSL
3536 * Sample 2D texture at dst using the alpha & red (wx) components of src as texture coordinates */
3537 static void shader_glsl_texreg2ar(const struct wined3d_shader_instruction *ins)
3539 glsl_src_param_t src0_param;
3540 DWORD sampler_idx = ins->dst[0].reg.idx;
3541 glsl_sample_function_t sample_function;
3543 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_ALL, &src0_param);
3545 shader_glsl_get_sample_function(ins->ctx, sampler_idx, 0, &sample_function);
3546 shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, WINED3DSP_NOSWIZZLE, NULL, NULL, NULL,
3547 "%s.wx", src0_param.reg_name);
3550 /** Process the WINED3DSIO_TEXREG2GB instruction in GLSL
3551 * Sample 2D texture at dst using the green & blue (yz) components of src as texture coordinates */
3552 static void shader_glsl_texreg2gb(const struct wined3d_shader_instruction *ins)
3554 glsl_src_param_t src0_param;
3555 DWORD sampler_idx = ins->dst[0].reg.idx;
3556 glsl_sample_function_t sample_function;
3558 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_ALL, &src0_param);
3560 shader_glsl_get_sample_function(ins->ctx, sampler_idx, 0, &sample_function);
3561 shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, WINED3DSP_NOSWIZZLE, NULL, NULL, NULL,
3562 "%s.yz", src0_param.reg_name);
3565 /** Process the WINED3DSIO_TEXREG2RGB instruction in GLSL
3566 * Sample texture at dst using the rgb (xyz) components of src as texture coordinates */
3567 static void shader_glsl_texreg2rgb(const struct wined3d_shader_instruction *ins)
3569 glsl_src_param_t src0_param;
3570 DWORD sampler_idx = ins->dst[0].reg.idx;
3571 glsl_sample_function_t sample_function;
3573 /* Dependent read, not valid with conditional NP2 */
3574 shader_glsl_get_sample_function(ins->ctx, sampler_idx, 0, &sample_function);
3575 shader_glsl_add_src_param(ins, &ins->src[0], sample_function.coord_mask, &src0_param);
3577 shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, WINED3DSP_NOSWIZZLE, NULL, NULL, NULL,
3578 "%s", src0_param.param_str);
3581 /** Process the WINED3DSIO_TEXKILL instruction in GLSL.
3582 * If any of the first 3 components are < 0, discard this pixel */
3583 static void shader_glsl_texkill(const struct wined3d_shader_instruction *ins)
3585 glsl_dst_param_t dst_param;
3587 /* The argument is a destination parameter, and no writemasks are allowed */
3588 shader_glsl_add_dst_param(ins, &ins->dst[0], &dst_param);
3589 if (ins->ctx->reg_maps->shader_version.major >= 2)
3591 /* 2.0 shaders compare all 4 components in texkill */
3592 shader_addline(ins->ctx->buffer, "if (any(lessThan(%s.xyzw, vec4(0.0)))) discard;\n", dst_param.reg_name);
3593 } else {
3594 /* 1.X shaders only compare the first 3 components, probably due to the nature of the texkill
3595 * instruction as a tex* instruction, and phase, which kills all a / w components. Even if all
3596 * 4 components are defined, only the first 3 are used
3598 shader_addline(ins->ctx->buffer, "if (any(lessThan(%s.xyz, vec3(0.0)))) discard;\n", dst_param.reg_name);
3602 /** Process the WINED3DSIO_DP2ADD instruction in GLSL.
3603 * dst = dot2(src0, src1) + src2 */
3604 static void shader_glsl_dp2add(const struct wined3d_shader_instruction *ins)
3606 glsl_src_param_t src0_param;
3607 glsl_src_param_t src1_param;
3608 glsl_src_param_t src2_param;
3609 DWORD write_mask;
3610 unsigned int mask_size;
3612 write_mask = shader_glsl_append_dst(ins->ctx->buffer, ins);
3613 mask_size = shader_glsl_get_write_mask_size(write_mask);
3615 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1, &src0_param);
3616 shader_glsl_add_src_param(ins, &ins->src[1], WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1, &src1_param);
3617 shader_glsl_add_src_param(ins, &ins->src[2], WINED3DSP_WRITEMASK_0, &src2_param);
3619 if (mask_size > 1) {
3620 shader_addline(ins->ctx->buffer, "vec%d(dot(%s, %s) + %s));\n",
3621 mask_size, src0_param.param_str, src1_param.param_str, src2_param.param_str);
3622 } else {
3623 shader_addline(ins->ctx->buffer, "dot(%s, %s) + %s);\n",
3624 src0_param.param_str, src1_param.param_str, src2_param.param_str);
3628 static void shader_glsl_input_pack(IWineD3DPixelShader *iface, struct wined3d_shader_buffer *buffer,
3629 const struct wined3d_shader_signature_element *input_signature, const struct shader_reg_maps *reg_maps,
3630 enum vertexprocessing_mode vertexprocessing)
3632 unsigned int i;
3633 IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)iface;
3634 WORD map = reg_maps->input_registers;
3636 for (i = 0; map; map >>= 1, ++i)
3638 const char *semantic_name;
3639 UINT semantic_idx;
3640 char reg_mask[6];
3642 /* Unused */
3643 if (!(map & 1)) continue;
3645 semantic_name = input_signature[i].semantic_name;
3646 semantic_idx = input_signature[i].semantic_idx;
3647 shader_glsl_write_mask_to_str(input_signature[i].mask, reg_mask);
3649 if (shader_match_semantic(semantic_name, WINED3DDECLUSAGE_TEXCOORD))
3651 if (semantic_idx < 8 && vertexprocessing == pretransformed)
3652 shader_addline(buffer, "IN[%u]%s = gl_TexCoord[%u]%s;\n",
3653 This->input_reg_map[i], reg_mask, semantic_idx, reg_mask);
3654 else
3655 shader_addline(buffer, "IN[%u]%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
3656 This->input_reg_map[i], reg_mask, reg_mask);
3658 else if (shader_match_semantic(semantic_name, WINED3DDECLUSAGE_COLOR))
3660 if (semantic_idx == 0)
3661 shader_addline(buffer, "IN[%u]%s = vec4(gl_Color)%s;\n",
3662 This->input_reg_map[i], reg_mask, reg_mask);
3663 else if (semantic_idx == 1)
3664 shader_addline(buffer, "IN[%u]%s = vec4(gl_SecondaryColor)%s;\n",
3665 This->input_reg_map[i], reg_mask, reg_mask);
3666 else
3667 shader_addline(buffer, "IN[%u]%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
3668 This->input_reg_map[i], reg_mask, reg_mask);
3670 else
3672 shader_addline(buffer, "IN[%u]%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
3673 This->input_reg_map[i], reg_mask, reg_mask);
3678 /*********************************************
3679 * Vertex Shader Specific Code begins here
3680 ********************************************/
3682 static void add_glsl_program_entry(struct shader_glsl_priv *priv, struct glsl_shader_prog_link *entry) {
3683 glsl_program_key_t key;
3685 key.vshader = entry->vshader;
3686 key.pshader = entry->pshader;
3687 key.vs_args = entry->vs_args;
3688 key.ps_args = entry->ps_args;
3690 if (wine_rb_put(&priv->program_lookup, &key, &entry->program_lookup_entry) == -1)
3692 ERR("Failed to insert program entry.\n");
3696 static struct glsl_shader_prog_link *get_glsl_program_entry(struct shader_glsl_priv *priv,
3697 IWineD3DVertexShader *vshader, IWineD3DPixelShader *pshader, struct vs_compile_args *vs_args,
3698 struct ps_compile_args *ps_args) {
3699 struct wine_rb_entry *entry;
3700 glsl_program_key_t key;
3702 key.vshader = vshader;
3703 key.pshader = pshader;
3704 key.vs_args = *vs_args;
3705 key.ps_args = *ps_args;
3707 entry = wine_rb_get(&priv->program_lookup, &key);
3708 return entry ? WINE_RB_ENTRY_VALUE(entry, struct glsl_shader_prog_link, program_lookup_entry) : NULL;
3711 /* GL locking is done by the caller */
3712 static void delete_glsl_program_entry(struct shader_glsl_priv *priv, const struct wined3d_gl_info *gl_info,
3713 struct glsl_shader_prog_link *entry)
3715 glsl_program_key_t key;
3717 key.vshader = entry->vshader;
3718 key.pshader = entry->pshader;
3719 key.vs_args = entry->vs_args;
3720 key.ps_args = entry->ps_args;
3721 wine_rb_remove(&priv->program_lookup, &key);
3723 GL_EXTCALL(glDeleteObjectARB(entry->programId));
3724 if (entry->vshader) list_remove(&entry->vshader_entry);
3725 if (entry->pshader) list_remove(&entry->pshader_entry);
3726 HeapFree(GetProcessHeap(), 0, entry->vuniformF_locations);
3727 HeapFree(GetProcessHeap(), 0, entry->puniformF_locations);
3728 HeapFree(GetProcessHeap(), 0, entry);
3731 static void handle_ps3_input(struct wined3d_shader_buffer *buffer, const struct wined3d_gl_info *gl_info, const DWORD *map,
3732 const struct wined3d_shader_signature_element *input_signature, const struct shader_reg_maps *reg_maps_in,
3733 const struct wined3d_shader_signature_element *output_signature, const struct shader_reg_maps *reg_maps_out)
3735 unsigned int i, j;
3736 const char *semantic_name_in, *semantic_name_out;
3737 UINT semantic_idx_in, semantic_idx_out;
3738 DWORD *set;
3739 DWORD in_idx;
3740 unsigned int in_count = vec4_varyings(3, gl_info);
3741 char reg_mask[6], reg_mask_out[6];
3742 char destination[50];
3743 WORD input_map, output_map;
3745 set = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*set) * (in_count + 2));
3747 if (!output_signature)
3749 /* Save gl_FrontColor & gl_FrontSecondaryColor before overwriting them. */
3750 shader_addline(buffer, "vec4 front_color = gl_FrontColor;\n");
3751 shader_addline(buffer, "vec4 front_secondary_color = gl_FrontSecondaryColor;\n");
3754 input_map = reg_maps_in->input_registers;
3755 for (i = 0; input_map; input_map >>= 1, ++i)
3757 if (!(input_map & 1)) continue;
3759 in_idx = map[i];
3760 if (in_idx >= (in_count + 2)) {
3761 FIXME("More input varyings declared than supported, expect issues\n");
3762 continue;
3764 else if (map[i] == ~0U)
3766 /* Declared, but not read register */
3767 continue;
3770 if (in_idx == in_count) {
3771 sprintf(destination, "gl_FrontColor");
3772 } else if (in_idx == in_count + 1) {
3773 sprintf(destination, "gl_FrontSecondaryColor");
3774 } else {
3775 sprintf(destination, "IN[%u]", in_idx);
3778 semantic_name_in = input_signature[i].semantic_name;
3779 semantic_idx_in = input_signature[i].semantic_idx;
3780 set[map[i]] = input_signature[i].mask;
3781 shader_glsl_write_mask_to_str(input_signature[i].mask, reg_mask);
3783 if (!output_signature)
3785 if (shader_match_semantic(semantic_name_in, WINED3DDECLUSAGE_COLOR))
3787 if (semantic_idx_in == 0)
3788 shader_addline(buffer, "%s%s = front_color%s;\n",
3789 destination, reg_mask, reg_mask);
3790 else if (semantic_idx_in == 1)
3791 shader_addline(buffer, "%s%s = front_secondary_color%s;\n",
3792 destination, reg_mask, reg_mask);
3793 else
3794 shader_addline(buffer, "%s%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
3795 destination, reg_mask, reg_mask);
3797 else if (shader_match_semantic(semantic_name_in, WINED3DDECLUSAGE_TEXCOORD))
3799 if (semantic_idx_in < 8)
3801 shader_addline(buffer, "%s%s = gl_TexCoord[%u]%s;\n",
3802 destination, reg_mask, semantic_idx_in, reg_mask);
3804 else
3806 shader_addline(buffer, "%s%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
3807 destination, reg_mask, reg_mask);
3810 else if (shader_match_semantic(semantic_name_in, WINED3DDECLUSAGE_FOG))
3812 shader_addline(buffer, "%s%s = vec4(gl_FogFragCoord, 0.0, 0.0, 0.0)%s;\n",
3813 destination, reg_mask, reg_mask);
3815 else
3817 shader_addline(buffer, "%s%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
3818 destination, reg_mask, reg_mask);
3820 } else {
3821 BOOL found = FALSE;
3823 output_map = reg_maps_out->output_registers;
3824 for (j = 0; output_map; output_map >>= 1, ++j)
3826 if (!(output_map & 1)) continue;
3828 semantic_name_out = output_signature[j].semantic_name;
3829 semantic_idx_out = output_signature[j].semantic_idx;
3830 shader_glsl_write_mask_to_str(output_signature[j].mask, reg_mask_out);
3832 if (semantic_idx_in == semantic_idx_out
3833 && !strcmp(semantic_name_in, semantic_name_out))
3835 shader_addline(buffer, "%s%s = OUT[%u]%s;\n",
3836 destination, reg_mask, j, reg_mask);
3837 found = TRUE;
3840 if(!found) {
3841 shader_addline(buffer, "%s%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
3842 destination, reg_mask, reg_mask);
3847 /* This is solely to make the compiler / linker happy and avoid warning about undefined
3848 * varyings. It shouldn't result in any real code executed on the GPU, since all read
3849 * input varyings are assigned above, if the optimizer works properly.
3851 for(i = 0; i < in_count + 2; i++) {
3852 if (set[i] && set[i] != WINED3DSP_WRITEMASK_ALL)
3854 unsigned int size = 0;
3855 memset(reg_mask, 0, sizeof(reg_mask));
3856 if(!(set[i] & WINED3DSP_WRITEMASK_0)) {
3857 reg_mask[size] = 'x';
3858 size++;
3860 if(!(set[i] & WINED3DSP_WRITEMASK_1)) {
3861 reg_mask[size] = 'y';
3862 size++;
3864 if(!(set[i] & WINED3DSP_WRITEMASK_2)) {
3865 reg_mask[size] = 'z';
3866 size++;
3868 if(!(set[i] & WINED3DSP_WRITEMASK_3)) {
3869 reg_mask[size] = 'w';
3870 size++;
3873 if (i == in_count) {
3874 sprintf(destination, "gl_FrontColor");
3875 } else if (i == in_count + 1) {
3876 sprintf(destination, "gl_FrontSecondaryColor");
3877 } else {
3878 sprintf(destination, "IN[%u]", i);
3881 if (size == 1) {
3882 shader_addline(buffer, "%s.%s = 0.0;\n", destination, reg_mask);
3883 } else {
3884 shader_addline(buffer, "%s.%s = vec%u(0.0);\n", destination, reg_mask, size);
3889 HeapFree(GetProcessHeap(), 0, set);
3892 /* GL locking is done by the caller */
3893 static GLhandleARB generate_param_reorder_function(struct wined3d_shader_buffer *buffer,
3894 IWineD3DVertexShader *vertexshader, IWineD3DPixelShader *pixelshader, const struct wined3d_gl_info *gl_info)
3896 GLhandleARB ret = 0;
3897 IWineD3DVertexShaderImpl *vs = (IWineD3DVertexShaderImpl *) vertexshader;
3898 IWineD3DPixelShaderImpl *ps = (IWineD3DPixelShaderImpl *) pixelshader;
3899 IWineD3DDeviceImpl *device;
3900 DWORD vs_major = vs->baseShader.reg_maps.shader_version.major;
3901 DWORD ps_major = ps ? ps->baseShader.reg_maps.shader_version.major : 0;
3902 unsigned int i;
3903 const char *semantic_name;
3904 UINT semantic_idx;
3905 char reg_mask[6];
3906 const struct wined3d_shader_signature_element *output_signature;
3908 shader_buffer_clear(buffer);
3910 shader_addline(buffer, "#version 120\n");
3912 if(vs_major < 3 && ps_major < 3) {
3913 /* That one is easy: The vertex shader writes to the builtin varyings, the pixel shader reads from them.
3914 * Take care about the texcoord .w fixup though if we're using the fixed function fragment pipeline
3916 device = (IWineD3DDeviceImpl *) vs->baseShader.device;
3917 if ((gl_info->quirks & WINED3D_QUIRK_SET_TEXCOORD_W)
3918 && ps_major == 0 && vs_major > 0 && !device->frag_pipe->ffp_proj_control)
3920 shader_addline(buffer, "void order_ps_input() {\n");
3921 for(i = 0; i < min(8, MAX_REG_TEXCRD); i++) {
3922 if(vs->baseShader.reg_maps.texcoord_mask[i] != 0 &&
3923 vs->baseShader.reg_maps.texcoord_mask[i] != WINED3DSP_WRITEMASK_ALL) {
3924 shader_addline(buffer, "gl_TexCoord[%u].w = 1.0;\n", i);
3927 shader_addline(buffer, "}\n");
3928 } else {
3929 shader_addline(buffer, "void order_ps_input() { /* do nothing */ }\n");
3931 } else if(ps_major < 3 && vs_major >= 3) {
3932 WORD map = vs->baseShader.reg_maps.output_registers;
3934 /* The vertex shader writes to its own varyings, the pixel shader needs them in the builtin ones */
3935 output_signature = vs->baseShader.output_signature;
3937 shader_addline(buffer, "void order_ps_input(in vec4 OUT[%u]) {\n", MAX_REG_OUTPUT);
3938 for (i = 0; map; map >>= 1, ++i)
3940 DWORD write_mask;
3942 if (!(map & 1)) continue;
3944 semantic_name = output_signature[i].semantic_name;
3945 semantic_idx = output_signature[i].semantic_idx;
3946 write_mask = output_signature[i].mask;
3947 shader_glsl_write_mask_to_str(write_mask, reg_mask);
3949 if (shader_match_semantic(semantic_name, WINED3DDECLUSAGE_COLOR))
3951 if (semantic_idx == 0)
3952 shader_addline(buffer, "gl_FrontColor%s = OUT[%u]%s;\n", reg_mask, i, reg_mask);
3953 else if (semantic_idx == 1)
3954 shader_addline(buffer, "gl_FrontSecondaryColor%s = OUT[%u]%s;\n", reg_mask, i, reg_mask);
3956 else if (shader_match_semantic(semantic_name, WINED3DDECLUSAGE_POSITION))
3958 shader_addline(buffer, "gl_Position%s = OUT[%u]%s;\n", reg_mask, i, reg_mask);
3960 else if (shader_match_semantic(semantic_name, WINED3DDECLUSAGE_TEXCOORD))
3962 if (semantic_idx < 8)
3964 if (!(gl_info->quirks & WINED3D_QUIRK_SET_TEXCOORD_W) || ps_major > 0)
3965 write_mask |= WINED3DSP_WRITEMASK_3;
3967 shader_addline(buffer, "gl_TexCoord[%u]%s = OUT[%u]%s;\n",
3968 semantic_idx, reg_mask, i, reg_mask);
3969 if (!(write_mask & WINED3DSP_WRITEMASK_3))
3970 shader_addline(buffer, "gl_TexCoord[%u].w = 1.0;\n", semantic_idx);
3973 else if (shader_match_semantic(semantic_name, WINED3DDECLUSAGE_PSIZE))
3975 shader_addline(buffer, "gl_PointSize = OUT[%u].x;\n", i);
3977 else if (shader_match_semantic(semantic_name, WINED3DDECLUSAGE_FOG))
3979 shader_addline(buffer, "gl_FogFragCoord = OUT[%u].%c;\n", i, reg_mask[1]);
3982 shader_addline(buffer, "}\n");
3984 } else if(ps_major >= 3 && vs_major >= 3) {
3985 WORD map = vs->baseShader.reg_maps.output_registers;
3987 output_signature = vs->baseShader.output_signature;
3989 /* This one is tricky: a 3.0 pixel shader reads from a 3.0 vertex shader */
3990 shader_addline(buffer, "varying vec4 IN[%u];\n", vec4_varyings(3, gl_info));
3991 shader_addline(buffer, "void order_ps_input(in vec4 OUT[%u]) {\n", MAX_REG_OUTPUT);
3993 /* First, sort out position and point size. Those are not passed to the pixel shader */
3994 for (i = 0; map; map >>= 1, ++i)
3996 if (!(map & 1)) continue;
3998 semantic_name = output_signature[i].semantic_name;
3999 shader_glsl_write_mask_to_str(output_signature[i].mask, reg_mask);
4001 if (shader_match_semantic(semantic_name, WINED3DDECLUSAGE_POSITION))
4003 shader_addline(buffer, "gl_Position%s = OUT[%u]%s;\n", reg_mask, i, reg_mask);
4005 else if (shader_match_semantic(semantic_name, WINED3DDECLUSAGE_PSIZE))
4007 shader_addline(buffer, "gl_PointSize = OUT[%u].x;\n", i);
4011 /* Then, fix the pixel shader input */
4012 handle_ps3_input(buffer, gl_info, ps->input_reg_map, ps->baseShader.input_signature,
4013 &ps->baseShader.reg_maps, output_signature, &vs->baseShader.reg_maps);
4015 shader_addline(buffer, "}\n");
4016 } else if(ps_major >= 3 && vs_major < 3) {
4017 shader_addline(buffer, "varying vec4 IN[%u];\n", vec4_varyings(3, gl_info));
4018 shader_addline(buffer, "void order_ps_input() {\n");
4019 /* The vertex shader wrote to the builtin varyings. There is no need to figure out position and
4020 * point size, but we depend on the optimizers kindness to find out that the pixel shader doesn't
4021 * read gl_TexCoord and gl_ColorX, otherwise we'll run out of varyings
4023 handle_ps3_input(buffer, gl_info, ps->input_reg_map, ps->baseShader.input_signature,
4024 &ps->baseShader.reg_maps, NULL, NULL);
4025 shader_addline(buffer, "}\n");
4026 } else {
4027 ERR("Unexpected vertex and pixel shader version condition: vs: %d, ps: %d\n", vs_major, ps_major);
4030 ret = GL_EXTCALL(glCreateShaderObjectARB(GL_VERTEX_SHADER_ARB));
4031 checkGLcall("glCreateShaderObjectARB(GL_VERTEX_SHADER_ARB)");
4032 GL_EXTCALL(glShaderSourceARB(ret, 1, (const char**)&buffer->buffer, NULL));
4033 checkGLcall("glShaderSourceARB(ret, 1, &buffer->buffer, NULL)");
4034 GL_EXTCALL(glCompileShaderARB(ret));
4035 checkGLcall("glCompileShaderARB(ret)");
4037 return ret;
4040 /* GL locking is done by the caller */
4041 static void hardcode_local_constants(IWineD3DBaseShaderImpl *shader, const struct wined3d_gl_info *gl_info,
4042 GLhandleARB programId, char prefix)
4044 const local_constant *lconst;
4045 GLint tmp_loc;
4046 const float *value;
4047 char glsl_name[8];
4049 LIST_FOR_EACH_ENTRY(lconst, &shader->baseShader.constantsF, local_constant, entry) {
4050 value = (const float *)lconst->value;
4051 snprintf(glsl_name, sizeof(glsl_name), "%cLC%u", prefix, lconst->idx);
4052 tmp_loc = GL_EXTCALL(glGetUniformLocationARB(programId, glsl_name));
4053 GL_EXTCALL(glUniform4fvARB(tmp_loc, 1, value));
4055 checkGLcall("Hardcoding local constants");
4058 /* GL locking is done by the caller */
4059 static GLuint shader_glsl_generate_pshader(const struct wined3d_context *context,
4060 struct wined3d_shader_buffer *buffer, IWineD3DPixelShaderImpl *This,
4061 const struct ps_compile_args *args, struct ps_np2fixup_info *np2fixup_info)
4063 const struct shader_reg_maps *reg_maps = &This->baseShader.reg_maps;
4064 const struct wined3d_gl_info *gl_info = context->gl_info;
4065 CONST DWORD *function = This->baseShader.function;
4066 struct shader_glsl_ctx_priv priv_ctx;
4068 /* Create the hw GLSL shader object and assign it as the shader->prgId */
4069 GLhandleARB shader_obj = GL_EXTCALL(glCreateShaderObjectARB(GL_FRAGMENT_SHADER_ARB));
4071 memset(&priv_ctx, 0, sizeof(priv_ctx));
4072 priv_ctx.cur_ps_args = args;
4073 priv_ctx.cur_np2fixup_info = np2fixup_info;
4075 shader_addline(buffer, "#version 120\n");
4077 if (gl_info->supported[ARB_SHADER_TEXTURE_LOD] && reg_maps->usestexldd)
4079 shader_addline(buffer, "#extension GL_ARB_shader_texture_lod : enable\n");
4081 if (gl_info->supported[ARB_TEXTURE_RECTANGLE])
4083 /* The spec says that it doesn't have to be explicitly enabled, but the nvidia
4084 * drivers write a warning if we don't do so
4086 shader_addline(buffer, "#extension GL_ARB_texture_rectangle : enable\n");
4088 if (gl_info->supported[EXT_GPU_SHADER4])
4090 shader_addline(buffer, "#extension GL_EXT_gpu_shader4 : enable\n");
4093 /* Base Declarations */
4094 shader_generate_glsl_declarations(context, buffer, (IWineD3DBaseShader *)This, reg_maps, &priv_ctx);
4096 /* Pack 3.0 inputs */
4097 if (reg_maps->shader_version.major >= 3 && args->vp_mode != vertexshader)
4099 shader_glsl_input_pack((IWineD3DPixelShader *) This, buffer,
4100 This->baseShader.input_signature, reg_maps, args->vp_mode);
4103 /* Base Shader Body */
4104 shader_generate_main((IWineD3DBaseShader *)This, buffer, reg_maps, function, &priv_ctx);
4106 /* Pixel shaders < 2.0 place the resulting color in R0 implicitly */
4107 if (reg_maps->shader_version.major < 2)
4109 /* Some older cards like GeforceFX ones don't support multiple buffers, so also not gl_FragData */
4110 shader_addline(buffer, "gl_FragData[0] = R0;\n");
4113 if (args->srgb_correction)
4115 shader_addline(buffer, "tmp0.xyz = pow(gl_FragData[0].xyz, vec3(srgb_const0.x));\n");
4116 shader_addline(buffer, "tmp0.xyz = tmp0.xyz * vec3(srgb_const0.y) - vec3(srgb_const0.z);\n");
4117 shader_addline(buffer, "tmp1.xyz = gl_FragData[0].xyz * vec3(srgb_const0.w);\n");
4118 shader_addline(buffer, "bvec3 srgb_compare = lessThan(gl_FragData[0].xyz, vec3(srgb_const1.x));\n");
4119 shader_addline(buffer, "gl_FragData[0].xyz = mix(tmp0.xyz, tmp1.xyz, vec3(srgb_compare));\n");
4120 shader_addline(buffer, "gl_FragData[0] = clamp(gl_FragData[0], 0.0, 1.0);\n");
4122 /* Pixel shader < 3.0 do not replace the fog stage.
4123 * This implements linear fog computation and blending.
4124 * TODO: non linear fog
4125 * NOTE: gl_Fog.start and gl_Fog.end don't hold fog start s and end e but
4126 * -1/(e-s) and e/(e-s) respectively.
4128 if (reg_maps->shader_version.major < 3)
4130 switch(args->fog) {
4131 case FOG_OFF: break;
4132 case FOG_LINEAR:
4133 shader_addline(buffer, "float fogstart = -1.0 / (gl_Fog.end - gl_Fog.start);\n");
4134 shader_addline(buffer, "float fogend = gl_Fog.end * -fogstart;\n");
4135 shader_addline(buffer, "float Fog = clamp(gl_FogFragCoord * fogstart + fogend, 0.0, 1.0);\n");
4136 shader_addline(buffer, "gl_FragData[0].xyz = mix(gl_Fog.color.xyz, gl_FragData[0].xyz, Fog);\n");
4137 break;
4138 case FOG_EXP:
4139 /* Fog = e^(-gl_Fog.density * gl_FogFragCoord) */
4140 shader_addline(buffer, "float Fog = exp(-gl_Fog.density * gl_FogFragCoord);\n");
4141 shader_addline(buffer, "Fog = clamp(Fog, 0.0, 1.0);\n");
4142 shader_addline(buffer, "gl_FragData[0].xyz = mix(gl_Fog.color.xyz, gl_FragData[0].xyz, Fog);\n");
4143 break;
4144 case FOG_EXP2:
4145 /* Fog = e^(-(gl_Fog.density * gl_FogFragCoord)^2) */
4146 shader_addline(buffer, "float Fog = exp(-gl_Fog.density * gl_Fog.density * gl_FogFragCoord * gl_FogFragCoord);\n");
4147 shader_addline(buffer, "Fog = clamp(Fog, 0.0, 1.0);\n");
4148 shader_addline(buffer, "gl_FragData[0].xyz = mix(gl_Fog.color.xyz, gl_FragData[0].xyz, Fog);\n");
4149 break;
4153 shader_addline(buffer, "}\n");
4155 TRACE("Compiling shader object %u\n", shader_obj);
4156 GL_EXTCALL(glShaderSourceARB(shader_obj, 1, (const char**)&buffer->buffer, NULL));
4157 GL_EXTCALL(glCompileShaderARB(shader_obj));
4158 print_glsl_info_log(gl_info, shader_obj);
4160 /* Store the shader object */
4161 return shader_obj;
4164 /* GL locking is done by the caller */
4165 static GLuint shader_glsl_generate_vshader(const struct wined3d_context *context,
4166 struct wined3d_shader_buffer *buffer, IWineD3DVertexShaderImpl *This,
4167 const struct vs_compile_args *args)
4169 const struct shader_reg_maps *reg_maps = &This->baseShader.reg_maps;
4170 const struct wined3d_gl_info *gl_info = context->gl_info;
4171 CONST DWORD *function = This->baseShader.function;
4172 struct shader_glsl_ctx_priv priv_ctx;
4174 /* Create the hw GLSL shader program and assign it as the shader->prgId */
4175 GLhandleARB shader_obj = GL_EXTCALL(glCreateShaderObjectARB(GL_VERTEX_SHADER_ARB));
4177 shader_addline(buffer, "#version 120\n");
4179 if (gl_info->supported[EXT_GPU_SHADER4])
4181 shader_addline(buffer, "#extension GL_EXT_gpu_shader4 : enable\n");
4184 memset(&priv_ctx, 0, sizeof(priv_ctx));
4185 priv_ctx.cur_vs_args = args;
4187 /* Base Declarations */
4188 shader_generate_glsl_declarations(context, buffer, (IWineD3DBaseShader *)This, reg_maps, &priv_ctx);
4190 /* Base Shader Body */
4191 shader_generate_main((IWineD3DBaseShader*)This, buffer, reg_maps, function, &priv_ctx);
4193 /* Unpack 3.0 outputs */
4194 if (reg_maps->shader_version.major >= 3) shader_addline(buffer, "order_ps_input(OUT);\n");
4195 else shader_addline(buffer, "order_ps_input();\n");
4197 /* The D3DRS_FOGTABLEMODE render state defines if the shader-generated fog coord is used
4198 * or if the fragment depth is used. If the fragment depth is used(FOGTABLEMODE != NONE),
4199 * the fog frag coord is thrown away. If the fog frag coord is used, but not written by
4200 * the shader, it is set to 0.0(fully fogged, since start = 1.0, end = 0.0)
4202 if(args->fog_src == VS_FOG_Z) {
4203 shader_addline(buffer, "gl_FogFragCoord = gl_Position.z;\n");
4204 } else if (!reg_maps->fog) {
4205 shader_addline(buffer, "gl_FogFragCoord = 0.0;\n");
4208 /* Write the final position.
4210 * OpenGL coordinates specify the center of the pixel while d3d coords specify
4211 * the corner. The offsets are stored in z and w in posFixup. posFixup.y contains
4212 * 1.0 or -1.0 to turn the rendering upside down for offscreen rendering. PosFixup.x
4213 * contains 1.0 to allow a mad.
4215 shader_addline(buffer, "gl_Position.y = gl_Position.y * posFixup.y;\n");
4216 shader_addline(buffer, "gl_Position.xy += posFixup.zw * gl_Position.ww;\n");
4217 if(args->clip_enabled) {
4218 shader_addline(buffer, "gl_ClipVertex = gl_Position;\n");
4221 /* Z coord [0;1]->[-1;1] mapping, see comment in transform_projection in state.c
4223 * Basically we want (in homogeneous coordinates) z = z * 2 - 1. However, shaders are run
4224 * before the homogeneous divide, so we have to take the w into account: z = ((z / w) * 2 - 1) * w,
4225 * which is the same as z = z * 2 - w.
4227 shader_addline(buffer, "gl_Position.z = gl_Position.z * 2.0 - gl_Position.w;\n");
4229 shader_addline(buffer, "}\n");
4231 TRACE("Compiling shader object %u\n", shader_obj);
4232 GL_EXTCALL(glShaderSourceARB(shader_obj, 1, (const char**)&buffer->buffer, NULL));
4233 GL_EXTCALL(glCompileShaderARB(shader_obj));
4234 print_glsl_info_log(gl_info, shader_obj);
4236 return shader_obj;
4239 static GLhandleARB find_glsl_pshader(const struct wined3d_context *context,
4240 struct wined3d_shader_buffer *buffer, IWineD3DPixelShaderImpl *shader,
4241 const struct ps_compile_args *args, const struct ps_np2fixup_info **np2fixup_info)
4243 UINT i;
4244 DWORD new_size;
4245 struct glsl_ps_compiled_shader *new_array;
4246 struct glsl_pshader_private *shader_data;
4247 struct ps_np2fixup_info *np2fixup = NULL;
4248 GLhandleARB ret;
4250 if (!shader->baseShader.backend_data)
4252 shader->baseShader.backend_data = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*shader_data));
4253 if (!shader->baseShader.backend_data)
4255 ERR("Failed to allocate backend data.\n");
4256 return 0;
4259 shader_data = shader->baseShader.backend_data;
4261 /* Usually we have very few GL shaders for each d3d shader(just 1 or maybe 2),
4262 * so a linear search is more performant than a hashmap or a binary search
4263 * (cache coherency etc)
4265 for(i = 0; i < shader_data->num_gl_shaders; i++) {
4266 if(memcmp(&shader_data->gl_shaders[i].args, args, sizeof(*args)) == 0) {
4267 if(args->np2_fixup) *np2fixup_info = &shader_data->gl_shaders[i].np2fixup;
4268 return shader_data->gl_shaders[i].prgId;
4272 TRACE("No matching GL shader found for shader %p, compiling a new shader.\n", shader);
4273 if(shader_data->shader_array_size == shader_data->num_gl_shaders) {
4274 if (shader_data->num_gl_shaders)
4276 new_size = shader_data->shader_array_size + max(1, shader_data->shader_array_size / 2);
4277 new_array = HeapReAlloc(GetProcessHeap(), 0, shader_data->gl_shaders,
4278 new_size * sizeof(*shader_data->gl_shaders));
4279 } else {
4280 new_array = HeapAlloc(GetProcessHeap(), 0, sizeof(*shader_data->gl_shaders));
4281 new_size = 1;
4284 if(!new_array) {
4285 ERR("Out of memory\n");
4286 return 0;
4288 shader_data->gl_shaders = new_array;
4289 shader_data->shader_array_size = new_size;
4292 shader_data->gl_shaders[shader_data->num_gl_shaders].args = *args;
4294 memset(&shader_data->gl_shaders[shader_data->num_gl_shaders].np2fixup, 0, sizeof(struct ps_np2fixup_info));
4295 if (args->np2_fixup) np2fixup = &shader_data->gl_shaders[shader_data->num_gl_shaders].np2fixup;
4297 pixelshader_update_samplers(&shader->baseShader.reg_maps,
4298 ((IWineD3DDeviceImpl *)shader->baseShader.device)->stateBlock->textures);
4300 shader_buffer_clear(buffer);
4301 ret = shader_glsl_generate_pshader(context, buffer, shader, args, np2fixup);
4302 shader_data->gl_shaders[shader_data->num_gl_shaders++].prgId = ret;
4303 *np2fixup_info = np2fixup;
4305 return ret;
4308 static inline BOOL vs_args_equal(const struct vs_compile_args *stored, const struct vs_compile_args *new,
4309 const DWORD use_map) {
4310 if((stored->swizzle_map & use_map) != new->swizzle_map) return FALSE;
4311 if((stored->clip_enabled) != new->clip_enabled) return FALSE;
4312 return stored->fog_src == new->fog_src;
4315 static GLhandleARB find_glsl_vshader(const struct wined3d_context *context,
4316 struct wined3d_shader_buffer *buffer, IWineD3DVertexShaderImpl *shader,
4317 const struct vs_compile_args *args)
4319 UINT i;
4320 DWORD new_size;
4321 struct glsl_vs_compiled_shader *new_array;
4322 DWORD use_map = ((IWineD3DDeviceImpl *)shader->baseShader.device)->strided_streams.use_map;
4323 struct glsl_vshader_private *shader_data;
4324 GLhandleARB ret;
4326 if (!shader->baseShader.backend_data)
4328 shader->baseShader.backend_data = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*shader_data));
4329 if (!shader->baseShader.backend_data)
4331 ERR("Failed to allocate backend data.\n");
4332 return 0;
4335 shader_data = shader->baseShader.backend_data;
4337 /* Usually we have very few GL shaders for each d3d shader(just 1 or maybe 2),
4338 * so a linear search is more performant than a hashmap or a binary search
4339 * (cache coherency etc)
4341 for(i = 0; i < shader_data->num_gl_shaders; i++) {
4342 if(vs_args_equal(&shader_data->gl_shaders[i].args, args, use_map)) {
4343 return shader_data->gl_shaders[i].prgId;
4347 TRACE("No matching GL shader found for shader %p, compiling a new shader.\n", shader);
4349 if(shader_data->shader_array_size == shader_data->num_gl_shaders) {
4350 if (shader_data->num_gl_shaders)
4352 new_size = shader_data->shader_array_size + max(1, shader_data->shader_array_size / 2);
4353 new_array = HeapReAlloc(GetProcessHeap(), 0, shader_data->gl_shaders,
4354 new_size * sizeof(*shader_data->gl_shaders));
4355 } else {
4356 new_array = HeapAlloc(GetProcessHeap(), 0, sizeof(*shader_data->gl_shaders));
4357 new_size = 1;
4360 if(!new_array) {
4361 ERR("Out of memory\n");
4362 return 0;
4364 shader_data->gl_shaders = new_array;
4365 shader_data->shader_array_size = new_size;
4368 shader_data->gl_shaders[shader_data->num_gl_shaders].args = *args;
4370 shader_buffer_clear(buffer);
4371 ret = shader_glsl_generate_vshader(context, buffer, shader, args);
4372 shader_data->gl_shaders[shader_data->num_gl_shaders++].prgId = ret;
4374 return ret;
4377 /** Sets the GLSL program ID for the given pixel and vertex shader combination.
4378 * It sets the programId on the current StateBlock (because it should be called
4379 * inside of the DrawPrimitive() part of the render loop).
4381 * If a program for the given combination does not exist, create one, and store
4382 * the program in the hash table. If it creates a program, it will link the
4383 * given objects, too.
4386 /* GL locking is done by the caller */
4387 static void set_glsl_shader_program(const struct wined3d_context *context,
4388 IWineD3DDeviceImpl *device, BOOL use_ps, BOOL use_vs)
4390 IWineD3DVertexShader *vshader = use_vs ? device->stateBlock->vertexShader : NULL;
4391 IWineD3DPixelShader *pshader = use_ps ? device->stateBlock->pixelShader : NULL;
4392 const struct wined3d_gl_info *gl_info = context->gl_info;
4393 struct shader_glsl_priv *priv = device->shader_priv;
4394 struct glsl_shader_prog_link *entry = NULL;
4395 GLhandleARB programId = 0;
4396 GLhandleARB reorder_shader_id = 0;
4397 unsigned int i;
4398 char glsl_name[8];
4399 struct ps_compile_args ps_compile_args;
4400 struct vs_compile_args vs_compile_args;
4402 if (vshader) find_vs_compile_args((IWineD3DVertexShaderImpl *)vshader, device->stateBlock, &vs_compile_args);
4403 if (pshader) find_ps_compile_args((IWineD3DPixelShaderImpl *)pshader, device->stateBlock, &ps_compile_args);
4405 entry = get_glsl_program_entry(priv, vshader, pshader, &vs_compile_args, &ps_compile_args);
4406 if (entry) {
4407 priv->glsl_program = entry;
4408 return;
4411 /* If we get to this point, then no matching program exists, so we create one */
4412 programId = GL_EXTCALL(glCreateProgramObjectARB());
4413 TRACE("Created new GLSL shader program %u\n", programId);
4415 /* Create the entry */
4416 entry = HeapAlloc(GetProcessHeap(), 0, sizeof(struct glsl_shader_prog_link));
4417 entry->programId = programId;
4418 entry->vshader = vshader;
4419 entry->pshader = pshader;
4420 entry->vs_args = vs_compile_args;
4421 entry->ps_args = ps_compile_args;
4422 entry->constant_version = 0;
4423 entry->np2Fixup_info = NULL;
4424 /* Add the hash table entry */
4425 add_glsl_program_entry(priv, entry);
4427 /* Set the current program */
4428 priv->glsl_program = entry;
4430 /* Attach GLSL vshader */
4431 if (vshader)
4433 GLhandleARB vshader_id = find_glsl_vshader(context, &priv->shader_buffer,
4434 (IWineD3DVertexShaderImpl *)vshader, &vs_compile_args);
4435 WORD map = ((IWineD3DBaseShaderImpl *)vshader)->baseShader.reg_maps.input_registers;
4436 char tmp_name[10];
4438 reorder_shader_id = generate_param_reorder_function(&priv->shader_buffer, vshader, pshader, gl_info);
4439 TRACE("Attaching GLSL shader object %u to program %u\n", reorder_shader_id, programId);
4440 GL_EXTCALL(glAttachObjectARB(programId, reorder_shader_id));
4441 checkGLcall("glAttachObjectARB");
4442 /* Flag the reorder function for deletion, then it will be freed automatically when the program
4443 * is destroyed
4445 GL_EXTCALL(glDeleteObjectARB(reorder_shader_id));
4447 TRACE("Attaching GLSL shader object %u to program %u\n", vshader_id, programId);
4448 GL_EXTCALL(glAttachObjectARB(programId, vshader_id));
4449 checkGLcall("glAttachObjectARB");
4451 /* Bind vertex attributes to a corresponding index number to match
4452 * the same index numbers as ARB_vertex_programs (makes loading
4453 * vertex attributes simpler). With this method, we can use the
4454 * exact same code to load the attributes later for both ARB and
4455 * GLSL shaders.
4457 * We have to do this here because we need to know the Program ID
4458 * in order to make the bindings work, and it has to be done prior
4459 * to linking the GLSL program. */
4460 for (i = 0; map; map >>= 1, ++i)
4462 if (!(map & 1)) continue;
4464 snprintf(tmp_name, sizeof(tmp_name), "attrib%u", i);
4465 GL_EXTCALL(glBindAttribLocationARB(programId, i, tmp_name));
4467 checkGLcall("glBindAttribLocationARB");
4469 list_add_head(&((IWineD3DBaseShaderImpl *)vshader)->baseShader.linked_programs, &entry->vshader_entry);
4472 /* Attach GLSL pshader */
4473 if (pshader)
4475 GLhandleARB pshader_id = find_glsl_pshader(context, &priv->shader_buffer,
4476 (IWineD3DPixelShaderImpl *)pshader, &ps_compile_args, &entry->np2Fixup_info);
4477 TRACE("Attaching GLSL shader object %u to program %u\n", pshader_id, programId);
4478 GL_EXTCALL(glAttachObjectARB(programId, pshader_id));
4479 checkGLcall("glAttachObjectARB");
4481 list_add_head(&((IWineD3DBaseShaderImpl *)pshader)->baseShader.linked_programs, &entry->pshader_entry);
4484 /* Link the program */
4485 TRACE("Linking GLSL shader program %u\n", programId);
4486 GL_EXTCALL(glLinkProgramARB(programId));
4487 shader_glsl_validate_link(gl_info, programId);
4489 entry->vuniformF_locations = HeapAlloc(GetProcessHeap(), 0,
4490 sizeof(GLhandleARB) * gl_info->limits.glsl_vs_float_constants);
4491 for (i = 0; i < gl_info->limits.glsl_vs_float_constants; ++i)
4493 snprintf(glsl_name, sizeof(glsl_name), "VC[%i]", i);
4494 entry->vuniformF_locations[i] = GL_EXTCALL(glGetUniformLocationARB(programId, glsl_name));
4496 for (i = 0; i < MAX_CONST_I; ++i)
4498 snprintf(glsl_name, sizeof(glsl_name), "VI[%i]", i);
4499 entry->vuniformI_locations[i] = GL_EXTCALL(glGetUniformLocationARB(programId, glsl_name));
4501 entry->puniformF_locations = HeapAlloc(GetProcessHeap(), 0,
4502 sizeof(GLhandleARB) * gl_info->limits.glsl_ps_float_constants);
4503 for (i = 0; i < gl_info->limits.glsl_ps_float_constants; ++i)
4505 snprintf(glsl_name, sizeof(glsl_name), "PC[%i]", i);
4506 entry->puniformF_locations[i] = GL_EXTCALL(glGetUniformLocationARB(programId, glsl_name));
4508 for (i = 0; i < MAX_CONST_I; ++i)
4510 snprintf(glsl_name, sizeof(glsl_name), "PI[%i]", i);
4511 entry->puniformI_locations[i] = GL_EXTCALL(glGetUniformLocationARB(programId, glsl_name));
4514 if(pshader) {
4515 char name[32];
4517 for(i = 0; i < MAX_TEXTURES; i++) {
4518 sprintf(name, "bumpenvmat%u", i);
4519 entry->bumpenvmat_location[i] = GL_EXTCALL(glGetUniformLocationARB(programId, name));
4520 sprintf(name, "luminancescale%u", i);
4521 entry->luminancescale_location[i] = GL_EXTCALL(glGetUniformLocationARB(programId, name));
4522 sprintf(name, "luminanceoffset%u", i);
4523 entry->luminanceoffset_location[i] = GL_EXTCALL(glGetUniformLocationARB(programId, name));
4526 if (ps_compile_args.np2_fixup) {
4527 if (entry->np2Fixup_info) {
4528 entry->np2Fixup_location = GL_EXTCALL(glGetUniformLocationARB(programId, "PsamplerNP2Fixup"));
4529 } else {
4530 FIXME("NP2 texcoord fixup needed for this pixelshader, but no fixup uniform found.\n");
4535 entry->posFixup_location = GL_EXTCALL(glGetUniformLocationARB(programId, "posFixup"));
4536 entry->ycorrection_location = GL_EXTCALL(glGetUniformLocationARB(programId, "ycorrection"));
4537 checkGLcall("Find glsl program uniform locations");
4539 if (pshader
4540 && ((IWineD3DPixelShaderImpl *)pshader)->baseShader.reg_maps.shader_version.major >= 3
4541 && ((IWineD3DPixelShaderImpl *)pshader)->declared_in_count > vec4_varyings(3, gl_info))
4543 TRACE("Shader %d needs vertex color clamping disabled\n", programId);
4544 entry->vertex_color_clamp = GL_FALSE;
4545 } else {
4546 entry->vertex_color_clamp = GL_FIXED_ONLY_ARB;
4549 /* Set the shader to allow uniform loading on it */
4550 GL_EXTCALL(glUseProgramObjectARB(programId));
4551 checkGLcall("glUseProgramObjectARB(programId)");
4553 /* Load the vertex and pixel samplers now. The function that finds the mappings makes sure
4554 * that it stays the same for each vertexshader-pixelshader pair(=linked glsl program). If
4555 * a pshader with fixed function pipeline is used there are no vertex samplers, and if a
4556 * vertex shader with fixed function pixel processing is used we make sure that the card
4557 * supports enough samplers to allow the max number of vertex samplers with all possible
4558 * fixed function fragment processing setups. So once the program is linked these samplers
4559 * won't change.
4561 if (vshader) shader_glsl_load_vsamplers(gl_info, device->texUnitMap, programId);
4562 if (pshader) shader_glsl_load_psamplers(gl_info, device->texUnitMap, programId);
4564 /* If the local constants do not have to be loaded with the environment constants,
4565 * load them now to have them hardcoded in the GLSL program. This saves some CPU cycles
4566 * later
4568 if (pshader && !((IWineD3DBaseShaderImpl *)pshader)->baseShader.load_local_constsF)
4570 hardcode_local_constants((IWineD3DBaseShaderImpl *) pshader, gl_info, programId, 'P');
4572 if (vshader && !((IWineD3DBaseShaderImpl *)vshader)->baseShader.load_local_constsF)
4574 hardcode_local_constants((IWineD3DBaseShaderImpl *) vshader, gl_info, programId, 'V');
4578 /* GL locking is done by the caller */
4579 static GLhandleARB create_glsl_blt_shader(const struct wined3d_gl_info *gl_info, enum tex_types tex_type, BOOL masked)
4581 GLhandleARB program_id;
4582 GLhandleARB vshader_id, pshader_id;
4583 const char *blt_pshader;
4585 static const char *blt_vshader[] =
4587 "#version 120\n"
4588 "void main(void)\n"
4589 "{\n"
4590 " gl_Position = gl_Vertex;\n"
4591 " gl_FrontColor = vec4(1.0);\n"
4592 " gl_TexCoord[0] = gl_MultiTexCoord0;\n"
4593 "}\n"
4596 static const char *blt_pshaders_full[tex_type_count] =
4598 /* tex_1d */
4599 NULL,
4600 /* tex_2d */
4601 "#version 120\n"
4602 "uniform sampler2D sampler;\n"
4603 "void main(void)\n"
4604 "{\n"
4605 " gl_FragDepth = texture2D(sampler, gl_TexCoord[0].xy).x;\n"
4606 "}\n",
4607 /* tex_3d */
4608 NULL,
4609 /* tex_cube */
4610 "#version 120\n"
4611 "uniform samplerCube sampler;\n"
4612 "void main(void)\n"
4613 "{\n"
4614 " gl_FragDepth = textureCube(sampler, gl_TexCoord[0].xyz).x;\n"
4615 "}\n",
4616 /* tex_rect */
4617 "#version 120\n"
4618 "#extension GL_ARB_texture_rectangle : enable\n"
4619 "uniform sampler2DRect sampler;\n"
4620 "void main(void)\n"
4621 "{\n"
4622 " gl_FragDepth = texture2DRect(sampler, gl_TexCoord[0].xy).x;\n"
4623 "}\n",
4626 static const char *blt_pshaders_masked[tex_type_count] =
4628 /* tex_1d */
4629 NULL,
4630 /* tex_2d */
4631 "#version 120\n"
4632 "uniform sampler2D sampler;\n"
4633 "uniform vec4 mask;\n"
4634 "void main(void)\n"
4635 "{\n"
4636 " if (all(lessThan(gl_FragCoord.xy, mask.zw))) discard;\n"
4637 " gl_FragDepth = texture2D(sampler, gl_TexCoord[0].xy).x;\n"
4638 "}\n",
4639 /* tex_3d */
4640 NULL,
4641 /* tex_cube */
4642 "#version 120\n"
4643 "uniform samplerCube sampler;\n"
4644 "uniform vec4 mask;\n"
4645 "void main(void)\n"
4646 "{\n"
4647 " if (all(lessThan(gl_FragCoord.xy, mask.zw))) discard;\n"
4648 " gl_FragDepth = textureCube(sampler, gl_TexCoord[0].xyz).x;\n"
4649 "}\n",
4650 /* tex_rect */
4651 "#version 120\n"
4652 "#extension GL_ARB_texture_rectangle : enable\n"
4653 "uniform sampler2DRect sampler;\n"
4654 "uniform vec4 mask;\n"
4655 "void main(void)\n"
4656 "{\n"
4657 " if (all(lessThan(gl_FragCoord.xy, mask.zw))) discard;\n"
4658 " gl_FragDepth = texture2DRect(sampler, gl_TexCoord[0].xy).x;\n"
4659 "}\n",
4662 blt_pshader = masked ? blt_pshaders_masked[tex_type] : blt_pshaders_full[tex_type];
4663 if (!blt_pshader)
4665 FIXME("tex_type %#x not supported\n", tex_type);
4666 tex_type = tex_2d;
4669 vshader_id = GL_EXTCALL(glCreateShaderObjectARB(GL_VERTEX_SHADER_ARB));
4670 GL_EXTCALL(glShaderSourceARB(vshader_id, 1, blt_vshader, NULL));
4671 GL_EXTCALL(glCompileShaderARB(vshader_id));
4673 pshader_id = GL_EXTCALL(glCreateShaderObjectARB(GL_FRAGMENT_SHADER_ARB));
4674 GL_EXTCALL(glShaderSourceARB(pshader_id, 1, &blt_pshader, NULL));
4675 GL_EXTCALL(glCompileShaderARB(pshader_id));
4677 program_id = GL_EXTCALL(glCreateProgramObjectARB());
4678 GL_EXTCALL(glAttachObjectARB(program_id, vshader_id));
4679 GL_EXTCALL(glAttachObjectARB(program_id, pshader_id));
4680 GL_EXTCALL(glLinkProgramARB(program_id));
4682 shader_glsl_validate_link(gl_info, program_id);
4684 /* Once linked we can mark the shaders for deletion. They will be deleted once the program
4685 * is destroyed
4687 GL_EXTCALL(glDeleteObjectARB(vshader_id));
4688 GL_EXTCALL(glDeleteObjectARB(pshader_id));
4689 return program_id;
4692 /* GL locking is done by the caller */
4693 static void shader_glsl_select(const struct wined3d_context *context, BOOL usePS, BOOL useVS)
4695 const struct wined3d_gl_info *gl_info = context->gl_info;
4696 IWineD3DDeviceImpl *device = context->swapchain->device;
4697 struct shader_glsl_priv *priv = device->shader_priv;
4698 GLhandleARB program_id = 0;
4699 GLenum old_vertex_color_clamp, current_vertex_color_clamp;
4701 old_vertex_color_clamp = priv->glsl_program ? priv->glsl_program->vertex_color_clamp : GL_FIXED_ONLY_ARB;
4703 if (useVS || usePS) set_glsl_shader_program(context, device, usePS, useVS);
4704 else priv->glsl_program = NULL;
4706 current_vertex_color_clamp = priv->glsl_program ? priv->glsl_program->vertex_color_clamp : GL_FIXED_ONLY_ARB;
4708 if (old_vertex_color_clamp != current_vertex_color_clamp)
4710 if (gl_info->supported[ARB_COLOR_BUFFER_FLOAT])
4712 GL_EXTCALL(glClampColorARB(GL_CLAMP_VERTEX_COLOR_ARB, current_vertex_color_clamp));
4713 checkGLcall("glClampColorARB");
4715 else
4717 FIXME("vertex color clamp needs to be changed, but extension not supported.\n");
4721 program_id = priv->glsl_program ? priv->glsl_program->programId : 0;
4722 if (program_id) TRACE("Using GLSL program %u\n", program_id);
4723 GL_EXTCALL(glUseProgramObjectARB(program_id));
4724 checkGLcall("glUseProgramObjectARB");
4726 /* In case that NP2 texcoord fixup data is found for the selected program, trigger a reload of the
4727 * constants. This has to be done because it can't be guaranteed that sampler() (from state.c) is
4728 * called between selecting the shader and using it, which results in wrong fixup for some frames. */
4729 if (priv->glsl_program && priv->glsl_program->np2Fixup_info)
4731 shader_glsl_load_np2fixup_constants((IWineD3DDevice *)device, usePS, useVS);
4735 /* GL locking is done by the caller */
4736 static void shader_glsl_select_depth_blt(IWineD3DDevice *iface,
4737 enum tex_types tex_type, const SIZE *ds_mask_size)
4739 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4740 const struct wined3d_gl_info *gl_info = &This->adapter->gl_info;
4741 BOOL masked = ds_mask_size->cx && ds_mask_size->cy;
4742 struct shader_glsl_priv *priv = This->shader_priv;
4743 GLhandleARB *blt_program;
4744 GLint loc;
4746 blt_program = masked ? &priv->depth_blt_program_masked[tex_type] : &priv->depth_blt_program_full[tex_type];
4747 if (!*blt_program)
4749 *blt_program = create_glsl_blt_shader(gl_info, tex_type, masked);
4750 loc = GL_EXTCALL(glGetUniformLocationARB(*blt_program, "sampler"));
4751 GL_EXTCALL(glUseProgramObjectARB(*blt_program));
4752 GL_EXTCALL(glUniform1iARB(loc, 0));
4754 else
4756 GL_EXTCALL(glUseProgramObjectARB(*blt_program));
4759 if (masked)
4761 loc = GL_EXTCALL(glGetUniformLocationARB(*blt_program, "mask"));
4762 GL_EXTCALL(glUniform4fARB(loc, 0.0f, 0.0f, (float)ds_mask_size->cx, (float)ds_mask_size->cy));
4766 /* GL locking is done by the caller */
4767 static void shader_glsl_deselect_depth_blt(IWineD3DDevice *iface) {
4768 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4769 const struct wined3d_gl_info *gl_info = &This->adapter->gl_info;
4770 struct shader_glsl_priv *priv = This->shader_priv;
4771 GLhandleARB program_id;
4773 program_id = priv->glsl_program ? priv->glsl_program->programId : 0;
4774 if (program_id) TRACE("Using GLSL program %u\n", program_id);
4776 GL_EXTCALL(glUseProgramObjectARB(program_id));
4777 checkGLcall("glUseProgramObjectARB");
4780 static void shader_glsl_destroy(IWineD3DBaseShader *iface) {
4781 const struct list *linked_programs;
4782 IWineD3DBaseShaderImpl *This = (IWineD3DBaseShaderImpl *) iface;
4783 IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *)This->baseShader.device;
4784 struct shader_glsl_priv *priv = device->shader_priv;
4785 const struct wined3d_gl_info *gl_info;
4786 struct wined3d_context *context;
4788 /* Note: Do not use QueryInterface here to find out which shader type this is because this code
4789 * can be called from IWineD3DBaseShader::Release
4791 char pshader = shader_is_pshader_version(This->baseShader.reg_maps.shader_version.type);
4793 if(pshader) {
4794 struct glsl_pshader_private *shader_data;
4795 shader_data = This->baseShader.backend_data;
4796 if(!shader_data || shader_data->num_gl_shaders == 0)
4798 HeapFree(GetProcessHeap(), 0, shader_data);
4799 This->baseShader.backend_data = NULL;
4800 return;
4803 context = context_acquire(device, NULL);
4804 gl_info = context->gl_info;
4806 if (priv->glsl_program && (IWineD3DBaseShader *)priv->glsl_program->pshader == iface)
4808 ENTER_GL();
4809 shader_glsl_select(context, FALSE, FALSE);
4810 LEAVE_GL();
4812 } else {
4813 struct glsl_vshader_private *shader_data;
4814 shader_data = This->baseShader.backend_data;
4815 if(!shader_data || shader_data->num_gl_shaders == 0)
4817 HeapFree(GetProcessHeap(), 0, shader_data);
4818 This->baseShader.backend_data = NULL;
4819 return;
4822 context = context_acquire(device, NULL);
4823 gl_info = context->gl_info;
4825 if (priv->glsl_program && (IWineD3DBaseShader *)priv->glsl_program->vshader == iface)
4827 ENTER_GL();
4828 shader_glsl_select(context, FALSE, FALSE);
4829 LEAVE_GL();
4833 linked_programs = &This->baseShader.linked_programs;
4835 TRACE("Deleting linked programs\n");
4836 if (linked_programs->next) {
4837 struct glsl_shader_prog_link *entry, *entry2;
4839 ENTER_GL();
4840 if(pshader) {
4841 LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, linked_programs, struct glsl_shader_prog_link, pshader_entry) {
4842 delete_glsl_program_entry(priv, gl_info, entry);
4844 } else {
4845 LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, linked_programs, struct glsl_shader_prog_link, vshader_entry) {
4846 delete_glsl_program_entry(priv, gl_info, entry);
4849 LEAVE_GL();
4852 if(pshader) {
4853 UINT i;
4854 struct glsl_pshader_private *shader_data = This->baseShader.backend_data;
4856 ENTER_GL();
4857 for(i = 0; i < shader_data->num_gl_shaders; i++) {
4858 TRACE("deleting pshader %u\n", shader_data->gl_shaders[i].prgId);
4859 GL_EXTCALL(glDeleteObjectARB(shader_data->gl_shaders[i].prgId));
4860 checkGLcall("glDeleteObjectARB");
4862 LEAVE_GL();
4863 HeapFree(GetProcessHeap(), 0, shader_data->gl_shaders);
4865 else
4867 UINT i;
4868 struct glsl_vshader_private *shader_data = This->baseShader.backend_data;
4870 ENTER_GL();
4871 for(i = 0; i < shader_data->num_gl_shaders; i++) {
4872 TRACE("deleting vshader %u\n", shader_data->gl_shaders[i].prgId);
4873 GL_EXTCALL(glDeleteObjectARB(shader_data->gl_shaders[i].prgId));
4874 checkGLcall("glDeleteObjectARB");
4876 LEAVE_GL();
4877 HeapFree(GetProcessHeap(), 0, shader_data->gl_shaders);
4880 HeapFree(GetProcessHeap(), 0, This->baseShader.backend_data);
4881 This->baseShader.backend_data = NULL;
4883 context_release(context);
4886 static int glsl_program_key_compare(const void *key, const struct wine_rb_entry *entry)
4888 const glsl_program_key_t *k = key;
4889 const struct glsl_shader_prog_link *prog = WINE_RB_ENTRY_VALUE(entry,
4890 const struct glsl_shader_prog_link, program_lookup_entry);
4891 int cmp;
4893 if (k->vshader > prog->vshader) return 1;
4894 else if (k->vshader < prog->vshader) return -1;
4896 if (k->pshader > prog->pshader) return 1;
4897 else if (k->pshader < prog->pshader) return -1;
4899 if (k->vshader && (cmp = memcmp(&k->vs_args, &prog->vs_args, sizeof(prog->vs_args)))) return cmp;
4900 if (k->pshader && (cmp = memcmp(&k->ps_args, &prog->ps_args, sizeof(prog->ps_args)))) return cmp;
4902 return 0;
4905 static BOOL constant_heap_init(struct constant_heap *heap, unsigned int constant_count)
4907 SIZE_T size = (constant_count + 1) * sizeof(*heap->entries) + constant_count * sizeof(*heap->positions);
4908 void *mem = HeapAlloc(GetProcessHeap(), 0, size);
4910 if (!mem)
4912 ERR("Failed to allocate memory\n");
4913 return FALSE;
4916 heap->entries = mem;
4917 heap->entries[1].version = 0;
4918 heap->positions = (unsigned int *)(heap->entries + constant_count + 1);
4919 heap->size = 1;
4921 return TRUE;
4924 static void constant_heap_free(struct constant_heap *heap)
4926 HeapFree(GetProcessHeap(), 0, heap->entries);
4929 static const struct wine_rb_functions wined3d_glsl_program_rb_functions =
4931 wined3d_rb_alloc,
4932 wined3d_rb_realloc,
4933 wined3d_rb_free,
4934 glsl_program_key_compare,
4937 static HRESULT shader_glsl_alloc(IWineD3DDevice *iface) {
4938 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4939 const struct wined3d_gl_info *gl_info = &This->adapter->gl_info;
4940 struct shader_glsl_priv *priv = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(struct shader_glsl_priv));
4941 SIZE_T stack_size = wined3d_log2i(max(gl_info->limits.glsl_vs_float_constants,
4942 gl_info->limits.glsl_ps_float_constants)) + 1;
4944 if (!shader_buffer_init(&priv->shader_buffer))
4946 ERR("Failed to initialize shader buffer.\n");
4947 goto fail;
4950 priv->stack = HeapAlloc(GetProcessHeap(), 0, stack_size * sizeof(*priv->stack));
4951 if (!priv->stack)
4953 ERR("Failed to allocate memory.\n");
4954 goto fail;
4957 if (!constant_heap_init(&priv->vconst_heap, gl_info->limits.glsl_vs_float_constants))
4959 ERR("Failed to initialize vertex shader constant heap\n");
4960 goto fail;
4963 if (!constant_heap_init(&priv->pconst_heap, gl_info->limits.glsl_ps_float_constants))
4965 ERR("Failed to initialize pixel shader constant heap\n");
4966 goto fail;
4969 if (wine_rb_init(&priv->program_lookup, &wined3d_glsl_program_rb_functions) == -1)
4971 ERR("Failed to initialize rbtree.\n");
4972 goto fail;
4975 priv->next_constant_version = 1;
4977 This->shader_priv = priv;
4978 return WINED3D_OK;
4980 fail:
4981 constant_heap_free(&priv->pconst_heap);
4982 constant_heap_free(&priv->vconst_heap);
4983 HeapFree(GetProcessHeap(), 0, priv->stack);
4984 shader_buffer_free(&priv->shader_buffer);
4985 HeapFree(GetProcessHeap(), 0, priv);
4986 return E_OUTOFMEMORY;
4989 /* Context activation is done by the caller. */
4990 static void shader_glsl_free(IWineD3DDevice *iface) {
4991 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4992 const struct wined3d_gl_info *gl_info = &This->adapter->gl_info;
4993 struct shader_glsl_priv *priv = This->shader_priv;
4994 int i;
4996 ENTER_GL();
4997 for (i = 0; i < tex_type_count; ++i)
4999 if (priv->depth_blt_program_full[i])
5001 GL_EXTCALL(glDeleteObjectARB(priv->depth_blt_program_full[i]));
5003 if (priv->depth_blt_program_masked[i])
5005 GL_EXTCALL(glDeleteObjectARB(priv->depth_blt_program_masked[i]));
5008 LEAVE_GL();
5010 wine_rb_destroy(&priv->program_lookup, NULL, NULL);
5011 constant_heap_free(&priv->pconst_heap);
5012 constant_heap_free(&priv->vconst_heap);
5013 HeapFree(GetProcessHeap(), 0, priv->stack);
5014 shader_buffer_free(&priv->shader_buffer);
5016 HeapFree(GetProcessHeap(), 0, This->shader_priv);
5017 This->shader_priv = NULL;
5020 static BOOL shader_glsl_dirty_const(IWineD3DDevice *iface) {
5021 /* TODO: GL_EXT_bindable_uniform can be used to share constants across shaders */
5022 return FALSE;
5025 static void shader_glsl_get_caps(const struct wined3d_gl_info *gl_info, struct shader_caps *pCaps)
5027 /* Nvidia Geforce6/7 or Ati R4xx/R5xx cards with GLSL support, support VS 3.0 but older Nvidia/Ati
5028 * models with GLSL support only support 2.0. In case of nvidia we can detect VS 2.0 support based
5029 * on the version of NV_vertex_program.
5030 * For Ati cards there's no way using glsl (it abstracts the lowlevel info away) and also not
5031 * using ARB_vertex_program. It is safe to assume that when a card supports pixel shader 2.0 it
5032 * supports vertex shader 2.0 too and the way around. We can detect ps2.0 using the maximum number
5033 * of native instructions, so use that here. For more info see the pixel shader versioning code below.
5035 if ((gl_info->supported[NV_VERTEX_PROGRAM2] && !gl_info->supported[NV_VERTEX_PROGRAM3])
5036 || gl_info->limits.arb_ps_instructions <= 512)
5037 pCaps->VertexShaderVersion = WINED3DVS_VERSION(2,0);
5038 else
5039 pCaps->VertexShaderVersion = WINED3DVS_VERSION(3,0);
5040 TRACE_(d3d_caps)("Hardware vertex shader version %d.%d enabled (GLSL)\n", (pCaps->VertexShaderVersion >> 8) & 0xff, pCaps->VertexShaderVersion & 0xff);
5041 pCaps->MaxVertexShaderConst = gl_info->limits.glsl_vs_float_constants;
5043 /* Older DX9-class videocards (GeforceFX / Radeon >9500/X*00) only support pixel shader 2.0/2.0a/2.0b.
5044 * In OpenGL the extensions related to GLSL abstract lowlevel GL info away which is needed
5045 * to distinguish between 2.0 and 3.0 (and 2.0a/2.0b). In case of Nvidia we use their fragment
5046 * program extensions. On other hardware including ATI GL_ARB_fragment_program offers the info
5047 * in max native instructions. Intel and others also offer the info in this extension but they
5048 * don't support GLSL (at least on Windows).
5050 * PS2.0 requires at least 96 instructions, 2.0a/2.0b go up to 512. Assume that if the number
5051 * of instructions is 512 or less we have to do with ps2.0 hardware.
5052 * 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.
5054 if ((gl_info->supported[NV_FRAGMENT_PROGRAM] && !gl_info->supported[NV_FRAGMENT_PROGRAM2])
5055 || gl_info->limits.arb_ps_instructions <= 512)
5056 pCaps->PixelShaderVersion = WINED3DPS_VERSION(2,0);
5057 else
5058 pCaps->PixelShaderVersion = WINED3DPS_VERSION(3,0);
5060 pCaps->MaxPixelShaderConst = gl_info->limits.glsl_ps_float_constants;
5062 /* FIXME: The following line is card dependent. -8.0 to 8.0 is the
5063 * Direct3D minimum requirement.
5065 * Both GL_ARB_fragment_program and GLSL require a "maximum representable magnitude"
5066 * of colors to be 2^10, and 2^32 for other floats. Should we use 1024 here?
5068 * The problem is that the refrast clamps temporary results in the shader to
5069 * [-MaxValue;+MaxValue]. If the card's max value is bigger than the one we advertize here,
5070 * then applications may miss the clamping behavior. On the other hand, if it is smaller,
5071 * the shader will generate incorrect results too. Unfortunately, GL deliberately doesn't
5072 * offer a way to query this.
5074 pCaps->PixelShader1xMaxValue = 8.0;
5075 TRACE_(d3d_caps)("Hardware pixel shader version %d.%d enabled (GLSL)\n", (pCaps->PixelShaderVersion >> 8) & 0xff, pCaps->PixelShaderVersion & 0xff);
5077 pCaps->VSClipping = TRUE;
5080 static BOOL shader_glsl_color_fixup_supported(struct color_fixup_desc fixup)
5082 if (TRACE_ON(d3d_shader) && TRACE_ON(d3d))
5084 TRACE("Checking support for fixup:\n");
5085 dump_color_fixup_desc(fixup);
5088 /* We support everything except YUV conversions. */
5089 if (!is_complex_fixup(fixup))
5091 TRACE("[OK]\n");
5092 return TRUE;
5095 TRACE("[FAILED]\n");
5096 return FALSE;
5099 static const SHADER_HANDLER shader_glsl_instruction_handler_table[WINED3DSIH_TABLE_SIZE] =
5101 /* WINED3DSIH_ABS */ shader_glsl_map2gl,
5102 /* WINED3DSIH_ADD */ shader_glsl_arith,
5103 /* WINED3DSIH_BEM */ shader_glsl_bem,
5104 /* WINED3DSIH_BREAK */ shader_glsl_break,
5105 /* WINED3DSIH_BREAKC */ shader_glsl_breakc,
5106 /* WINED3DSIH_BREAKP */ NULL,
5107 /* WINED3DSIH_CALL */ shader_glsl_call,
5108 /* WINED3DSIH_CALLNZ */ shader_glsl_callnz,
5109 /* WINED3DSIH_CMP */ shader_glsl_cmp,
5110 /* WINED3DSIH_CND */ shader_glsl_cnd,
5111 /* WINED3DSIH_CRS */ shader_glsl_cross,
5112 /* WINED3DSIH_CUT */ NULL,
5113 /* WINED3DSIH_DCL */ NULL,
5114 /* WINED3DSIH_DEF */ NULL,
5115 /* WINED3DSIH_DEFB */ NULL,
5116 /* WINED3DSIH_DEFI */ NULL,
5117 /* WINED3DSIH_DP2ADD */ shader_glsl_dp2add,
5118 /* WINED3DSIH_DP3 */ shader_glsl_dot,
5119 /* WINED3DSIH_DP4 */ shader_glsl_dot,
5120 /* WINED3DSIH_DST */ shader_glsl_dst,
5121 /* WINED3DSIH_DSX */ shader_glsl_map2gl,
5122 /* WINED3DSIH_DSY */ shader_glsl_map2gl,
5123 /* WINED3DSIH_ELSE */ shader_glsl_else,
5124 /* WINED3DSIH_EMIT */ NULL,
5125 /* WINED3DSIH_ENDIF */ shader_glsl_end,
5126 /* WINED3DSIH_ENDLOOP */ shader_glsl_end,
5127 /* WINED3DSIH_ENDREP */ shader_glsl_end,
5128 /* WINED3DSIH_EXP */ shader_glsl_map2gl,
5129 /* WINED3DSIH_EXPP */ shader_glsl_expp,
5130 /* WINED3DSIH_FRC */ shader_glsl_map2gl,
5131 /* WINED3DSIH_IADD */ NULL,
5132 /* WINED3DSIH_IF */ shader_glsl_if,
5133 /* WINED3DSIH_IFC */ shader_glsl_ifc,
5134 /* WINED3DSIH_IGE */ NULL,
5135 /* WINED3DSIH_LABEL */ shader_glsl_label,
5136 /* WINED3DSIH_LIT */ shader_glsl_lit,
5137 /* WINED3DSIH_LOG */ shader_glsl_log,
5138 /* WINED3DSIH_LOGP */ shader_glsl_log,
5139 /* WINED3DSIH_LOOP */ shader_glsl_loop,
5140 /* WINED3DSIH_LRP */ shader_glsl_lrp,
5141 /* WINED3DSIH_LT */ NULL,
5142 /* WINED3DSIH_M3x2 */ shader_glsl_mnxn,
5143 /* WINED3DSIH_M3x3 */ shader_glsl_mnxn,
5144 /* WINED3DSIH_M3x4 */ shader_glsl_mnxn,
5145 /* WINED3DSIH_M4x3 */ shader_glsl_mnxn,
5146 /* WINED3DSIH_M4x4 */ shader_glsl_mnxn,
5147 /* WINED3DSIH_MAD */ shader_glsl_mad,
5148 /* WINED3DSIH_MAX */ shader_glsl_map2gl,
5149 /* WINED3DSIH_MIN */ shader_glsl_map2gl,
5150 /* WINED3DSIH_MOV */ shader_glsl_mov,
5151 /* WINED3DSIH_MOVA */ shader_glsl_mov,
5152 /* WINED3DSIH_MUL */ shader_glsl_arith,
5153 /* WINED3DSIH_NOP */ NULL,
5154 /* WINED3DSIH_NRM */ shader_glsl_nrm,
5155 /* WINED3DSIH_PHASE */ NULL,
5156 /* WINED3DSIH_POW */ shader_glsl_pow,
5157 /* WINED3DSIH_RCP */ shader_glsl_rcp,
5158 /* WINED3DSIH_REP */ shader_glsl_rep,
5159 /* WINED3DSIH_RET */ shader_glsl_ret,
5160 /* WINED3DSIH_RSQ */ shader_glsl_rsq,
5161 /* WINED3DSIH_SETP */ NULL,
5162 /* WINED3DSIH_SGE */ shader_glsl_compare,
5163 /* WINED3DSIH_SGN */ shader_glsl_sgn,
5164 /* WINED3DSIH_SINCOS */ shader_glsl_sincos,
5165 /* WINED3DSIH_SLT */ shader_glsl_compare,
5166 /* WINED3DSIH_SUB */ shader_glsl_arith,
5167 /* WINED3DSIH_TEX */ shader_glsl_tex,
5168 /* WINED3DSIH_TEXBEM */ shader_glsl_texbem,
5169 /* WINED3DSIH_TEXBEML */ shader_glsl_texbem,
5170 /* WINED3DSIH_TEXCOORD */ shader_glsl_texcoord,
5171 /* WINED3DSIH_TEXDEPTH */ shader_glsl_texdepth,
5172 /* WINED3DSIH_TEXDP3 */ shader_glsl_texdp3,
5173 /* WINED3DSIH_TEXDP3TEX */ shader_glsl_texdp3tex,
5174 /* WINED3DSIH_TEXKILL */ shader_glsl_texkill,
5175 /* WINED3DSIH_TEXLDD */ shader_glsl_texldd,
5176 /* WINED3DSIH_TEXLDL */ shader_glsl_texldl,
5177 /* WINED3DSIH_TEXM3x2DEPTH */ shader_glsl_texm3x2depth,
5178 /* WINED3DSIH_TEXM3x2PAD */ shader_glsl_texm3x2pad,
5179 /* WINED3DSIH_TEXM3x2TEX */ shader_glsl_texm3x2tex,
5180 /* WINED3DSIH_TEXM3x3 */ shader_glsl_texm3x3,
5181 /* WINED3DSIH_TEXM3x3DIFF */ NULL,
5182 /* WINED3DSIH_TEXM3x3PAD */ shader_glsl_texm3x3pad,
5183 /* WINED3DSIH_TEXM3x3SPEC */ shader_glsl_texm3x3spec,
5184 /* WINED3DSIH_TEXM3x3TEX */ shader_glsl_texm3x3tex,
5185 /* WINED3DSIH_TEXM3x3VSPEC */ shader_glsl_texm3x3vspec,
5186 /* WINED3DSIH_TEXREG2AR */ shader_glsl_texreg2ar,
5187 /* WINED3DSIH_TEXREG2GB */ shader_glsl_texreg2gb,
5188 /* WINED3DSIH_TEXREG2RGB */ shader_glsl_texreg2rgb,
5191 static void shader_glsl_handle_instruction(const struct wined3d_shader_instruction *ins) {
5192 SHADER_HANDLER hw_fct;
5194 /* Select handler */
5195 hw_fct = shader_glsl_instruction_handler_table[ins->handler_idx];
5197 /* Unhandled opcode */
5198 if (!hw_fct)
5200 FIXME("Backend can't handle opcode %#x\n", ins->handler_idx);
5201 return;
5203 hw_fct(ins);
5205 shader_glsl_add_instruction_modifiers(ins);
5208 const shader_backend_t glsl_shader_backend = {
5209 shader_glsl_handle_instruction,
5210 shader_glsl_select,
5211 shader_glsl_select_depth_blt,
5212 shader_glsl_deselect_depth_blt,
5213 shader_glsl_update_float_vertex_constants,
5214 shader_glsl_update_float_pixel_constants,
5215 shader_glsl_load_constants,
5216 shader_glsl_load_np2fixup_constants,
5217 shader_glsl_destroy,
5218 shader_glsl_alloc,
5219 shader_glsl_free,
5220 shader_glsl_dirty_const,
5221 shader_glsl_get_caps,
5222 shader_glsl_color_fixup_supported,