2 * GLSL pixel and vertex shader implementation
4 * Copyright 2006 Jason Green
5 * Copyright 2006-2007 Henri Verbeet
6 * Copyright 2007-2008 Stefan Dösinger for CodeWeavers
7 * Copyright 2009 Henri Verbeet for CodeWeavers
9 * This library is free software; you can redistribute it and/or
10 * modify it under the terms of the GNU Lesser General Public
11 * License as published by the Free Software Foundation; either
12 * version 2.1 of the License, or (at your option) any later version.
14 * This library is distributed in the hope that it will be useful,
15 * but WITHOUT ANY WARRANTY; without even the implied warranty of
16 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
17 * Lesser General Public License for more details.
19 * You should have received a copy of the GNU Lesser General Public
20 * License along with this library; if not, write to the Free Software
21 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
25 * D3D shader asm has swizzles on source parameters, and write masks for
26 * destination parameters. GLSL uses swizzles for both. The result of this is
27 * that for example "mov dst.xw, src.zyxw" becomes "dst.xw = src.zw" in GLSL.
28 * Ie, to generate a proper GLSL source swizzle, we need to take the D3D write
29 * mask for the destination parameter into account.
35 #include "wined3d_private.h"
37 WINE_DEFAULT_DEBUG_CHANNEL(d3d_shader
);
38 WINE_DECLARE_DEBUG_CHANNEL(d3d_constants
);
39 WINE_DECLARE_DEBUG_CHANNEL(d3d_caps
);
40 WINE_DECLARE_DEBUG_CHANNEL(d3d
);
42 #define GLINFO_LOCATION (*gl_info)
44 #define WINED3D_GLSL_SAMPLE_PROJECTED 0x1
45 #define WINED3D_GLSL_SAMPLE_RECT 0x2
46 #define WINED3D_GLSL_SAMPLE_LOD 0x4
47 #define WINED3D_GLSL_SAMPLE_GRAD 0x8
62 } glsl_sample_function_t
;
66 HEAP_NODE_TRAVERSE_LEFT
,
67 HEAP_NODE_TRAVERSE_RIGHT
,
79 struct constant_entry
*entries
;
80 unsigned int *positions
;
84 /* GLSL shader private data */
85 struct shader_glsl_priv
{
86 struct wined3d_shader_buffer shader_buffer
;
87 struct wine_rb_tree program_lookup
;
88 struct glsl_shader_prog_link
*glsl_program
;
89 struct constant_heap vconst_heap
;
90 struct constant_heap pconst_heap
;
92 GLhandleARB depth_blt_program
[tex_type_count
];
93 UINT next_constant_version
;
96 /* Struct to maintain data about a linked GLSL program */
97 struct glsl_shader_prog_link
{
98 struct wine_rb_entry program_lookup_entry
;
99 struct list vshader_entry
;
100 struct list pshader_entry
;
101 GLhandleARB programId
;
102 GLint
*vuniformF_locations
;
103 GLint
*puniformF_locations
;
104 GLint vuniformI_locations
[MAX_CONST_I
];
105 GLint puniformI_locations
[MAX_CONST_I
];
106 GLint posFixup_location
;
107 GLint np2Fixup_location
;
108 GLint bumpenvmat_location
[MAX_TEXTURES
];
109 GLint luminancescale_location
[MAX_TEXTURES
];
110 GLint luminanceoffset_location
[MAX_TEXTURES
];
111 GLint ycorrection_location
;
112 GLenum vertex_color_clamp
;
113 IWineD3DVertexShader
*vshader
;
114 IWineD3DPixelShader
*pshader
;
115 struct vs_compile_args vs_args
;
116 struct ps_compile_args ps_args
;
117 UINT constant_version
;
118 const struct ps_np2fixup_info
*np2Fixup_info
;
122 IWineD3DVertexShader
*vshader
;
123 IWineD3DPixelShader
*pshader
;
124 struct ps_compile_args ps_args
;
125 struct vs_compile_args vs_args
;
126 } glsl_program_key_t
;
128 struct shader_glsl_ctx_priv
{
129 const struct vs_compile_args
*cur_vs_args
;
130 const struct ps_compile_args
*cur_ps_args
;
131 struct ps_np2fixup_info
*cur_np2fixup_info
;
134 struct glsl_ps_compiled_shader
136 struct ps_compile_args args
;
137 struct ps_np2fixup_info np2fixup
;
141 struct glsl_pshader_private
143 struct glsl_ps_compiled_shader
*gl_shaders
;
144 UINT num_gl_shaders
, shader_array_size
;
147 struct glsl_vs_compiled_shader
149 struct vs_compile_args args
;
153 struct glsl_vshader_private
155 struct glsl_vs_compiled_shader
*gl_shaders
;
156 UINT num_gl_shaders
, shader_array_size
;
159 static const char *debug_gl_shader_type(GLenum type
)
163 #define WINED3D_TO_STR(u) case u: return #u
164 WINED3D_TO_STR(GL_VERTEX_SHADER_ARB
);
165 WINED3D_TO_STR(GL_GEOMETRY_SHADER_ARB
);
166 WINED3D_TO_STR(GL_FRAGMENT_SHADER_ARB
);
167 #undef WINED3D_TO_STR
169 return wine_dbg_sprintf("UNKNOWN(%#x)", type
);
173 /* Extract a line from the info log.
174 * Note that this modifies the source string. */
175 static char *get_info_log_line(char **ptr
)
180 if (!(q
= strstr(p
, "\n")))
182 if (!*p
) return NULL
;
192 /** Prints the GLSL info log which will contain error messages if they exist */
193 /* GL locking is done by the caller */
194 static void print_glsl_info_log(const struct wined3d_gl_info
*gl_info
, GLhandleARB obj
)
196 int infologLength
= 0;
201 static const char * const spam
[] =
203 "Vertex shader was successfully compiled to run on hardware.\n", /* fglrx */
204 "Fragment shader was successfully compiled to run on hardware.\n", /* fglrx, with \n */
205 "Fragment shader was successfully compiled to run on hardware.", /* fglrx, no \n */
206 "Fragment shader(s) linked, vertex shader(s) linked. \n ", /* fglrx, with \n */
207 "Fragment shader(s) linked, vertex shader(s) linked.", /* fglrx, no \n */
208 "Vertex shader(s) linked, no fragment shader(s) defined. \n ", /* fglrx, with \n */
209 "Vertex shader(s) linked, no fragment shader(s) defined.", /* fglrx, no \n */
210 "Fragment shader(s) linked, no vertex shader(s) defined. \n ", /* fglrx, with \n */
211 "Fragment shader(s) linked, no vertex shader(s) defined.", /* fglrx, no \n */
214 if (!TRACE_ON(d3d_shader
) && !FIXME_ON(d3d_shader
)) return;
216 GL_EXTCALL(glGetObjectParameterivARB(obj
,
217 GL_OBJECT_INFO_LOG_LENGTH_ARB
,
220 /* A size of 1 is just a null-terminated string, so the log should be bigger than
221 * that if there are errors. */
222 if (infologLength
> 1)
226 /* Fglrx doesn't terminate the string properly, but it tells us the proper length.
227 * So use HEAP_ZERO_MEMORY to avoid uninitialized bytes
229 infoLog
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, infologLength
);
230 GL_EXTCALL(glGetInfoLogARB(obj
, infologLength
, NULL
, infoLog
));
233 for(i
= 0; i
< sizeof(spam
) / sizeof(spam
[0]); i
++) {
234 if(strcmp(infoLog
, spam
[i
]) == 0) {
243 TRACE("Spam received from GLSL shader #%u:\n", obj
);
244 while ((line
= get_info_log_line(&ptr
))) TRACE(" %s\n", line
);
248 FIXME("Error received from GLSL shader #%u:\n", obj
);
249 while ((line
= get_info_log_line(&ptr
))) FIXME(" %s\n", line
);
251 HeapFree(GetProcessHeap(), 0, infoLog
);
255 /* GL locking is done by the caller. */
256 static void shader_glsl_dump_program_source(const struct wined3d_gl_info
*gl_info
, GLhandleARB program
)
258 GLint i
, object_count
, source_size
;
259 GLhandleARB
*objects
;
262 GL_EXTCALL(glGetObjectParameterivARB(program
, GL_OBJECT_ATTACHED_OBJECTS_ARB
, &object_count
));
263 objects
= HeapAlloc(GetProcessHeap(), 0, object_count
* sizeof(*objects
));
266 ERR("Failed to allocate object array memory.\n");
270 GL_EXTCALL(glGetAttachedObjectsARB(program
, object_count
, NULL
, objects
));
271 for (i
= 0; i
< object_count
; ++i
)
276 GL_EXTCALL(glGetObjectParameterivARB(objects
[i
], GL_OBJECT_SHADER_SOURCE_LENGTH_ARB
, &tmp
));
278 if (!source
|| source_size
< tmp
)
280 HeapFree(GetProcessHeap(), 0, source
);
282 source
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, tmp
);
285 ERR("Failed to allocate %d bytes for shader source.\n", tmp
);
286 HeapFree(GetProcessHeap(), 0, objects
);
292 FIXME("Object %u:\n", objects
[i
]);
293 GL_EXTCALL(glGetObjectParameterivARB(objects
[i
], GL_OBJECT_SUBTYPE_ARB
, &tmp
));
294 FIXME(" GL_OBJECT_SUBTYPE_ARB: %s.\n", debug_gl_shader_type(tmp
));
295 GL_EXTCALL(glGetObjectParameterivARB(objects
[i
], GL_OBJECT_COMPILE_STATUS_ARB
, &tmp
));
296 FIXME(" GL_OBJECT_COMPILE_STATUS_ARB: %d.\n", tmp
);
300 GL_EXTCALL(glGetShaderSourceARB(objects
[i
], source_size
, NULL
, source
));
301 while ((line
= get_info_log_line(&ptr
))) FIXME(" %s\n", line
);
305 HeapFree(GetProcessHeap(), 0, source
);
306 HeapFree(GetProcessHeap(), 0, objects
);
309 /* GL locking is done by the caller. */
310 static void shader_glsl_validate_link(const struct wined3d_gl_info
*gl_info
, GLhandleARB program
)
314 if (!TRACE_ON(d3d_shader
) && !FIXME_ON(d3d_shader
)) return;
316 GL_EXTCALL(glGetObjectParameterivARB(program
, GL_OBJECT_TYPE_ARB
, &tmp
));
317 if (tmp
== GL_PROGRAM_OBJECT_ARB
)
319 GL_EXTCALL(glGetObjectParameterivARB(program
, GL_OBJECT_LINK_STATUS_ARB
, &tmp
));
322 FIXME("Program %u link status invalid.\n", program
);
323 shader_glsl_dump_program_source(gl_info
, program
);
327 print_glsl_info_log(gl_info
, program
);
331 * Loads (pixel shader) samplers
333 /* GL locking is done by the caller */
334 static void shader_glsl_load_psamplers(const struct wined3d_gl_info
*gl_info
,
335 DWORD
*tex_unit_map
, GLhandleARB programId
)
339 char sampler_name
[20];
341 for (i
= 0; i
< MAX_FRAGMENT_SAMPLERS
; ++i
) {
342 snprintf(sampler_name
, sizeof(sampler_name
), "Psampler%d", i
);
343 name_loc
= GL_EXTCALL(glGetUniformLocationARB(programId
, sampler_name
));
344 if (name_loc
!= -1) {
345 DWORD mapped_unit
= tex_unit_map
[i
];
346 if (mapped_unit
!= WINED3D_UNMAPPED_STAGE
&& mapped_unit
< gl_info
->limits
.fragment_samplers
)
348 TRACE("Loading %s for texture %d\n", sampler_name
, mapped_unit
);
349 GL_EXTCALL(glUniform1iARB(name_loc
, mapped_unit
));
350 checkGLcall("glUniform1iARB");
352 ERR("Trying to load sampler %s on unsupported unit %d\n", sampler_name
, mapped_unit
);
358 /* GL locking is done by the caller */
359 static void shader_glsl_load_vsamplers(const struct wined3d_gl_info
*gl_info
,
360 DWORD
*tex_unit_map
, GLhandleARB programId
)
363 char sampler_name
[20];
366 for (i
= 0; i
< MAX_VERTEX_SAMPLERS
; ++i
) {
367 snprintf(sampler_name
, sizeof(sampler_name
), "Vsampler%d", i
);
368 name_loc
= GL_EXTCALL(glGetUniformLocationARB(programId
, sampler_name
));
369 if (name_loc
!= -1) {
370 DWORD mapped_unit
= tex_unit_map
[MAX_FRAGMENT_SAMPLERS
+ i
];
371 if (mapped_unit
!= WINED3D_UNMAPPED_STAGE
&& mapped_unit
< gl_info
->limits
.combined_samplers
)
373 TRACE("Loading %s for texture %d\n", sampler_name
, mapped_unit
);
374 GL_EXTCALL(glUniform1iARB(name_loc
, mapped_unit
));
375 checkGLcall("glUniform1iARB");
377 ERR("Trying to load sampler %s on unsupported unit %d\n", sampler_name
, mapped_unit
);
383 /* GL locking is done by the caller */
384 static inline void walk_constant_heap(const struct wined3d_gl_info
*gl_info
, const float *constants
,
385 const GLint
*constant_locations
, const struct constant_heap
*heap
, unsigned char *stack
, DWORD version
)
388 unsigned int heap_idx
= 1;
391 if (heap
->entries
[heap_idx
].version
<= version
) return;
393 idx
= heap
->entries
[heap_idx
].idx
;
394 if (constant_locations
[idx
] != -1) GL_EXTCALL(glUniform4fvARB(constant_locations
[idx
], 1, &constants
[idx
* 4]));
395 stack
[stack_idx
] = HEAP_NODE_TRAVERSE_LEFT
;
397 while (stack_idx
>= 0)
399 /* Note that we fall through to the next case statement. */
400 switch(stack
[stack_idx
])
402 case HEAP_NODE_TRAVERSE_LEFT
:
404 unsigned int left_idx
= heap_idx
<< 1;
405 if (left_idx
< heap
->size
&& heap
->entries
[left_idx
].version
> version
)
408 idx
= heap
->entries
[heap_idx
].idx
;
409 if (constant_locations
[idx
] != -1)
410 GL_EXTCALL(glUniform4fvARB(constant_locations
[idx
], 1, &constants
[idx
* 4]));
412 stack
[stack_idx
++] = HEAP_NODE_TRAVERSE_RIGHT
;
413 stack
[stack_idx
] = HEAP_NODE_TRAVERSE_LEFT
;
418 case HEAP_NODE_TRAVERSE_RIGHT
:
420 unsigned int right_idx
= (heap_idx
<< 1) + 1;
421 if (right_idx
< heap
->size
&& heap
->entries
[right_idx
].version
> version
)
423 heap_idx
= right_idx
;
424 idx
= heap
->entries
[heap_idx
].idx
;
425 if (constant_locations
[idx
] != -1)
426 GL_EXTCALL(glUniform4fvARB(constant_locations
[idx
], 1, &constants
[idx
* 4]));
428 stack
[stack_idx
++] = HEAP_NODE_POP
;
429 stack
[stack_idx
] = HEAP_NODE_TRAVERSE_LEFT
;
442 checkGLcall("walk_constant_heap()");
445 /* GL locking is done by the caller */
446 static inline void apply_clamped_constant(const struct wined3d_gl_info
*gl_info
, GLint location
, const GLfloat
*data
)
448 GLfloat clamped_constant
[4];
450 if (location
== -1) return;
452 clamped_constant
[0] = data
[0] < -1.0f
? -1.0f
: data
[0] > 1.0f
? 1.0f
: data
[0];
453 clamped_constant
[1] = data
[1] < -1.0f
? -1.0f
: data
[1] > 1.0f
? 1.0f
: data
[1];
454 clamped_constant
[2] = data
[2] < -1.0f
? -1.0f
: data
[2] > 1.0f
? 1.0f
: data
[2];
455 clamped_constant
[3] = data
[3] < -1.0f
? -1.0f
: data
[3] > 1.0f
? 1.0f
: data
[3];
457 GL_EXTCALL(glUniform4fvARB(location
, 1, clamped_constant
));
460 /* GL locking is done by the caller */
461 static inline void walk_constant_heap_clamped(const struct wined3d_gl_info
*gl_info
, const float *constants
,
462 const GLint
*constant_locations
, const struct constant_heap
*heap
, unsigned char *stack
, DWORD version
)
465 unsigned int heap_idx
= 1;
468 if (heap
->entries
[heap_idx
].version
<= version
) return;
470 idx
= heap
->entries
[heap_idx
].idx
;
471 apply_clamped_constant(gl_info
, constant_locations
[idx
], &constants
[idx
* 4]);
472 stack
[stack_idx
] = HEAP_NODE_TRAVERSE_LEFT
;
474 while (stack_idx
>= 0)
476 /* Note that we fall through to the next case statement. */
477 switch(stack
[stack_idx
])
479 case HEAP_NODE_TRAVERSE_LEFT
:
481 unsigned int left_idx
= heap_idx
<< 1;
482 if (left_idx
< heap
->size
&& heap
->entries
[left_idx
].version
> version
)
485 idx
= heap
->entries
[heap_idx
].idx
;
486 apply_clamped_constant(gl_info
, constant_locations
[idx
], &constants
[idx
* 4]);
488 stack
[stack_idx
++] = HEAP_NODE_TRAVERSE_RIGHT
;
489 stack
[stack_idx
] = HEAP_NODE_TRAVERSE_LEFT
;
494 case HEAP_NODE_TRAVERSE_RIGHT
:
496 unsigned int right_idx
= (heap_idx
<< 1) + 1;
497 if (right_idx
< heap
->size
&& heap
->entries
[right_idx
].version
> version
)
499 heap_idx
= right_idx
;
500 idx
= heap
->entries
[heap_idx
].idx
;
501 apply_clamped_constant(gl_info
, constant_locations
[idx
], &constants
[idx
* 4]);
503 stack
[stack_idx
++] = HEAP_NODE_POP
;
504 stack
[stack_idx
] = HEAP_NODE_TRAVERSE_LEFT
;
517 checkGLcall("walk_constant_heap_clamped()");
520 /* Loads floating point constants (aka uniforms) into the currently set GLSL program. */
521 /* GL locking is done by the caller */
522 static void shader_glsl_load_constantsF(IWineD3DBaseShaderImpl
*This
, const struct wined3d_gl_info
*gl_info
,
523 const float *constants
, const GLint
*constant_locations
, const struct constant_heap
*heap
,
524 unsigned char *stack
, UINT version
)
526 const local_constant
*lconst
;
528 /* 1.X pshaders have the constants clamped to [-1;1] implicitly. */
529 if (This
->baseShader
.reg_maps
.shader_version
.major
== 1
530 && shader_is_pshader_version(This
->baseShader
.reg_maps
.shader_version
.type
))
531 walk_constant_heap_clamped(gl_info
, constants
, constant_locations
, heap
, stack
, version
);
533 walk_constant_heap(gl_info
, constants
, constant_locations
, heap
, stack
, version
);
535 if (!This
->baseShader
.load_local_constsF
)
537 TRACE("No need to load local float constants for this shader\n");
541 /* Immediate constants are clamped to [-1;1] at shader creation time if needed */
542 LIST_FOR_EACH_ENTRY(lconst
, &This
->baseShader
.constantsF
, local_constant
, entry
)
544 GLint location
= constant_locations
[lconst
->idx
];
545 /* We found this uniform name in the program - go ahead and send the data */
546 if (location
!= -1) GL_EXTCALL(glUniform4fvARB(location
, 1, (const GLfloat
*)lconst
->value
));
548 checkGLcall("glUniform4fvARB()");
551 /* Loads integer constants (aka uniforms) into the currently set GLSL program. */
552 /* GL locking is done by the caller */
553 static void shader_glsl_load_constantsI(IWineD3DBaseShaderImpl
*This
, const struct wined3d_gl_info
*gl_info
,
554 const GLint locations
[MAX_CONST_I
], const int *constants
, WORD constants_set
)
559 for (i
= 0; constants_set
; constants_set
>>= 1, ++i
)
561 if (!(constants_set
& 1)) continue;
563 TRACE_(d3d_constants
)("Loading constants %u: %i, %i, %i, %i\n",
564 i
, constants
[i
*4], constants
[i
*4+1], constants
[i
*4+2], constants
[i
*4+3]);
566 /* We found this uniform name in the program - go ahead and send the data */
567 GL_EXTCALL(glUniform4ivARB(locations
[i
], 1, &constants
[i
*4]));
568 checkGLcall("glUniform4ivARB");
571 /* Load immediate constants */
572 ptr
= list_head(&This
->baseShader
.constantsI
);
574 const struct local_constant
*lconst
= LIST_ENTRY(ptr
, const struct local_constant
, entry
);
575 unsigned int idx
= lconst
->idx
;
576 const GLint
*values
= (const GLint
*)lconst
->value
;
578 TRACE_(d3d_constants
)("Loading local constants %i: %i, %i, %i, %i\n", idx
,
579 values
[0], values
[1], values
[2], values
[3]);
581 /* We found this uniform name in the program - go ahead and send the data */
582 GL_EXTCALL(glUniform4ivARB(locations
[idx
], 1, values
));
583 checkGLcall("glUniform4ivARB");
584 ptr
= list_next(&This
->baseShader
.constantsI
, ptr
);
588 /* Loads boolean constants (aka uniforms) into the currently set GLSL program. */
589 /* GL locking is done by the caller */
590 static void shader_glsl_load_constantsB(IWineD3DBaseShaderImpl
*This
, const struct wined3d_gl_info
*gl_info
,
591 GLhandleARB programId
, const BOOL
*constants
, WORD constants_set
)
599 switch (This
->baseShader
.reg_maps
.shader_version
.type
)
601 case WINED3D_SHADER_TYPE_VERTEX
:
605 case WINED3D_SHADER_TYPE_GEOMETRY
:
609 case WINED3D_SHADER_TYPE_PIXEL
:
614 FIXME("Unknown shader type %#x.\n",
615 This
->baseShader
.reg_maps
.shader_version
.type
);
620 /* TODO: Benchmark and see if it would be beneficial to store the
621 * locations of the constants to avoid looking up each time */
622 for (i
= 0; constants_set
; constants_set
>>= 1, ++i
)
624 if (!(constants_set
& 1)) continue;
626 TRACE_(d3d_constants
)("Loading constants %i: %i;\n", i
, constants
[i
]);
628 /* TODO: Benchmark and see if it would be beneficial to store the
629 * locations of the constants to avoid looking up each time */
630 snprintf(tmp_name
, sizeof(tmp_name
), "%s[%i]", prefix
, i
);
631 tmp_loc
= GL_EXTCALL(glGetUniformLocationARB(programId
, tmp_name
));
634 /* We found this uniform name in the program - go ahead and send the data */
635 GL_EXTCALL(glUniform1ivARB(tmp_loc
, 1, &constants
[i
]));
636 checkGLcall("glUniform1ivARB");
640 /* Load immediate constants */
641 ptr
= list_head(&This
->baseShader
.constantsB
);
643 const struct local_constant
*lconst
= LIST_ENTRY(ptr
, const struct local_constant
, entry
);
644 unsigned int idx
= lconst
->idx
;
645 const GLint
*values
= (const GLint
*)lconst
->value
;
647 TRACE_(d3d_constants
)("Loading local constants %i: %i\n", idx
, values
[0]);
649 snprintf(tmp_name
, sizeof(tmp_name
), "%s[%i]", prefix
, idx
);
650 tmp_loc
= GL_EXTCALL(glGetUniformLocationARB(programId
, tmp_name
));
652 /* We found this uniform name in the program - go ahead and send the data */
653 GL_EXTCALL(glUniform1ivARB(tmp_loc
, 1, values
));
654 checkGLcall("glUniform1ivARB");
656 ptr
= list_next(&This
->baseShader
.constantsB
, ptr
);
660 static void reset_program_constant_version(struct wine_rb_entry
*entry
, void *context
)
662 WINE_RB_ENTRY_VALUE(entry
, struct glsl_shader_prog_link
, program_lookup_entry
)->constant_version
= 0;
666 * Loads the texture dimensions for NP2 fixup into the currently set GLSL program.
668 /* GL locking is done by the caller (state handler) */
669 static void shader_glsl_load_np2fixup_constants(
670 IWineD3DDevice
* device
,
672 char useVertexShader
) {
674 const IWineD3DDeviceImpl
* deviceImpl
= (const IWineD3DDeviceImpl
*) device
;
675 const struct glsl_shader_prog_link
* prog
= ((struct shader_glsl_priv
*)(deviceImpl
->shader_priv
))->glsl_program
;
678 /* No GLSL program set - nothing to do. */
682 if (!usePixelShader
) {
683 /* NP2 texcoord fixup is (currently) only done for pixelshaders. */
687 if (prog
->ps_args
.np2_fixup
&& -1 != prog
->np2Fixup_location
) {
688 const struct wined3d_gl_info
*gl_info
= &deviceImpl
->adapter
->gl_info
;
689 const IWineD3DStateBlockImpl
* stateBlock
= (const IWineD3DStateBlockImpl
*) deviceImpl
->stateBlock
;
691 UINT fixup
= prog
->ps_args
.np2_fixup
;
692 GLfloat np2fixup_constants
[4 * MAX_FRAGMENT_SAMPLERS
];
694 for (i
= 0; fixup
; fixup
>>= 1, ++i
) {
695 const unsigned char idx
= prog
->np2Fixup_info
->idx
[i
];
696 const IWineD3DBaseTextureImpl
* const tex
= (const IWineD3DBaseTextureImpl
*) stateBlock
->textures
[i
];
697 GLfloat
* tex_dim
= &np2fixup_constants
[(idx
>> 1) * 4];
700 FIXME("Nonexistent texture is flagged for NP2 texcoord fixup\n");
705 tex_dim
[2] = tex
->baseTexture
.pow2Matrix
[0]; tex_dim
[3] = tex
->baseTexture
.pow2Matrix
[5];
707 tex_dim
[0] = tex
->baseTexture
.pow2Matrix
[0]; tex_dim
[1] = tex
->baseTexture
.pow2Matrix
[5];
711 GL_EXTCALL(glUniform4fvARB(prog
->np2Fixup_location
, prog
->np2Fixup_info
->num_consts
, np2fixup_constants
));
716 * Loads the app-supplied constants into the currently set GLSL program.
718 /* GL locking is done by the caller (state handler) */
719 static void shader_glsl_load_constants(const struct wined3d_context
*context
,
720 char usePixelShader
, char useVertexShader
)
722 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
723 IWineD3DDeviceImpl
*device
= context
->swapchain
->device
;
724 IWineD3DStateBlockImpl
* stateBlock
= device
->stateBlock
;
725 struct shader_glsl_priv
*priv
= device
->shader_priv
;
727 GLhandleARB programId
;
728 struct glsl_shader_prog_link
*prog
= priv
->glsl_program
;
729 UINT constant_version
;
733 /* No GLSL program set - nothing to do. */
736 programId
= prog
->programId
;
737 constant_version
= prog
->constant_version
;
739 if (useVertexShader
) {
740 IWineD3DBaseShaderImpl
* vshader
= (IWineD3DBaseShaderImpl
*) stateBlock
->vertexShader
;
742 /* Load DirectX 9 float constants/uniforms for vertex shader */
743 shader_glsl_load_constantsF(vshader
, gl_info
, stateBlock
->vertexShaderConstantF
,
744 prog
->vuniformF_locations
, &priv
->vconst_heap
, priv
->stack
, constant_version
);
746 /* Load DirectX 9 integer constants/uniforms for vertex shader */
747 shader_glsl_load_constantsI(vshader
, gl_info
, prog
->vuniformI_locations
, stateBlock
->vertexShaderConstantI
,
748 stateBlock
->changed
.vertexShaderConstantsI
& vshader
->baseShader
.reg_maps
.integer_constants
);
750 /* Load DirectX 9 boolean constants/uniforms for vertex shader */
751 shader_glsl_load_constantsB(vshader
, gl_info
, programId
, stateBlock
->vertexShaderConstantB
,
752 stateBlock
->changed
.vertexShaderConstantsB
& vshader
->baseShader
.reg_maps
.boolean_constants
);
754 /* Upload the position fixup params */
755 GL_EXTCALL(glUniform4fvARB(prog
->posFixup_location
, 1, &device
->posFixup
[0]));
756 checkGLcall("glUniform4fvARB");
759 if (usePixelShader
) {
761 IWineD3DBaseShaderImpl
* pshader
= (IWineD3DBaseShaderImpl
*) stateBlock
->pixelShader
;
763 /* Load DirectX 9 float constants/uniforms for pixel shader */
764 shader_glsl_load_constantsF(pshader
, gl_info
, stateBlock
->pixelShaderConstantF
,
765 prog
->puniformF_locations
, &priv
->pconst_heap
, priv
->stack
, constant_version
);
767 /* Load DirectX 9 integer constants/uniforms for pixel shader */
768 shader_glsl_load_constantsI(pshader
, gl_info
, prog
->puniformI_locations
, stateBlock
->pixelShaderConstantI
,
769 stateBlock
->changed
.pixelShaderConstantsI
& pshader
->baseShader
.reg_maps
.integer_constants
);
771 /* Load DirectX 9 boolean constants/uniforms for pixel shader */
772 shader_glsl_load_constantsB(pshader
, gl_info
, programId
, stateBlock
->pixelShaderConstantB
,
773 stateBlock
->changed
.pixelShaderConstantsB
& pshader
->baseShader
.reg_maps
.boolean_constants
);
775 /* Upload the environment bump map matrix if needed. The needsbumpmat member specifies the texture stage to load the matrix from.
776 * It can't be 0 for a valid texbem instruction.
778 for(i
= 0; i
< MAX_TEXTURES
; i
++) {
781 if(prog
->bumpenvmat_location
[i
] == -1) continue;
783 data
= (const float *)&stateBlock
->textureState
[i
][WINED3DTSS_BUMPENVMAT00
];
784 GL_EXTCALL(glUniformMatrix2fvARB(prog
->bumpenvmat_location
[i
], 1, 0, data
));
785 checkGLcall("glUniformMatrix2fvARB");
787 /* texbeml needs the luminance scale and offset too. If texbeml is used, needsbumpmat
788 * is set too, so we can check that in the needsbumpmat check
790 if(prog
->luminancescale_location
[i
] != -1) {
791 const GLfloat
*scale
= (const GLfloat
*)&stateBlock
->textureState
[i
][WINED3DTSS_BUMPENVLSCALE
];
792 const GLfloat
*offset
= (const GLfloat
*)&stateBlock
->textureState
[i
][WINED3DTSS_BUMPENVLOFFSET
];
794 GL_EXTCALL(glUniform1fvARB(prog
->luminancescale_location
[i
], 1, scale
));
795 checkGLcall("glUniform1fvARB");
796 GL_EXTCALL(glUniform1fvARB(prog
->luminanceoffset_location
[i
], 1, offset
));
797 checkGLcall("glUniform1fvARB");
801 if(((IWineD3DPixelShaderImpl
*) pshader
)->vpos_uniform
) {
802 float correction_params
[4];
804 if (context
->render_offscreen
)
806 correction_params
[0] = 0.0f
;
807 correction_params
[1] = 1.0f
;
809 /* position is window relative, not viewport relative */
810 correction_params
[0] = ((IWineD3DSurfaceImpl
*)context
->current_rt
)->currentDesc
.Height
;
811 correction_params
[1] = -1.0f
;
813 GL_EXTCALL(glUniform4fvARB(prog
->ycorrection_location
, 1, correction_params
));
817 if (priv
->next_constant_version
== UINT_MAX
)
819 TRACE("Max constant version reached, resetting to 0.\n");
820 wine_rb_for_each_entry(&priv
->program_lookup
, reset_program_constant_version
, NULL
);
821 priv
->next_constant_version
= 1;
825 prog
->constant_version
= priv
->next_constant_version
++;
829 static inline void update_heap_entry(struct constant_heap
*heap
, unsigned int idx
,
830 unsigned int heap_idx
, DWORD new_version
)
832 struct constant_entry
*entries
= heap
->entries
;
833 unsigned int *positions
= heap
->positions
;
834 unsigned int parent_idx
;
838 parent_idx
= heap_idx
>> 1;
840 if (new_version
<= entries
[parent_idx
].version
) break;
842 entries
[heap_idx
] = entries
[parent_idx
];
843 positions
[entries
[parent_idx
].idx
] = heap_idx
;
844 heap_idx
= parent_idx
;
847 entries
[heap_idx
].version
= new_version
;
848 entries
[heap_idx
].idx
= idx
;
849 positions
[idx
] = heap_idx
;
852 static void shader_glsl_update_float_vertex_constants(IWineD3DDevice
*iface
, UINT start
, UINT count
)
854 IWineD3DDeviceImpl
*This
= (IWineD3DDeviceImpl
*)iface
;
855 struct shader_glsl_priv
*priv
= This
->shader_priv
;
856 struct constant_heap
*heap
= &priv
->vconst_heap
;
859 for (i
= start
; i
< count
+ start
; ++i
)
861 if (!This
->stateBlock
->changed
.vertexShaderConstantsF
[i
])
862 update_heap_entry(heap
, i
, heap
->size
++, priv
->next_constant_version
);
864 update_heap_entry(heap
, i
, heap
->positions
[i
], priv
->next_constant_version
);
868 static void shader_glsl_update_float_pixel_constants(IWineD3DDevice
*iface
, UINT start
, UINT count
)
870 IWineD3DDeviceImpl
*This
= (IWineD3DDeviceImpl
*)iface
;
871 struct shader_glsl_priv
*priv
= This
->shader_priv
;
872 struct constant_heap
*heap
= &priv
->pconst_heap
;
875 for (i
= start
; i
< count
+ start
; ++i
)
877 if (!This
->stateBlock
->changed
.pixelShaderConstantsF
[i
])
878 update_heap_entry(heap
, i
, heap
->size
++, priv
->next_constant_version
);
880 update_heap_entry(heap
, i
, heap
->positions
[i
], priv
->next_constant_version
);
884 static unsigned int vec4_varyings(DWORD shader_major
, const struct wined3d_gl_info
*gl_info
)
886 unsigned int ret
= gl_info
->limits
.glsl_varyings
/ 4;
887 /* 4.0 shaders do not write clip coords because d3d10 does not support user clipplanes */
888 if(shader_major
> 3) return ret
;
890 /* 3.0 shaders may need an extra varying for the clip coord on some cards(mostly dx10 ones) */
891 if (gl_info
->quirks
& WINED3D_QUIRK_GLSL_CLIP_VARYING
) ret
-= 1;
895 /** Generate the variable & register declarations for the GLSL output target */
896 static void shader_generate_glsl_declarations(const struct wined3d_context
*context
,
897 struct wined3d_shader_buffer
*buffer
, IWineD3DBaseShader
*iface
,
898 const shader_reg_maps
*reg_maps
, struct shader_glsl_ctx_priv
*ctx_priv
)
900 IWineD3DBaseShaderImpl
* This
= (IWineD3DBaseShaderImpl
*) iface
;
901 IWineD3DDeviceImpl
*device
= (IWineD3DDeviceImpl
*) This
->baseShader
.device
;
902 const struct ps_compile_args
*ps_args
= ctx_priv
->cur_ps_args
;
903 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
904 unsigned int i
, extra_constants_needed
= 0;
905 const local_constant
*lconst
;
908 /* There are some minor differences between pixel and vertex shaders */
909 char pshader
= shader_is_pshader_version(reg_maps
->shader_version
.type
);
910 char prefix
= pshader
? 'P' : 'V';
912 /* Prototype the subroutines */
913 for (i
= 0, map
= reg_maps
->labels
; map
; map
>>= 1, ++i
)
915 if (map
& 1) shader_addline(buffer
, "void subroutine%u();\n", i
);
918 /* Declare the constants (aka uniforms) */
919 if (This
->baseShader
.limits
.constant_float
> 0) {
920 unsigned max_constantsF
;
921 /* Unless the shader uses indirect addressing, always declare the maximum array size and ignore that we need some
922 * uniforms privately. E.g. if GL supports 256 uniforms, and we need 2 for the pos fixup and immediate values, still
923 * declare VC[256]. If the shader needs more uniforms than we have it won't work in any case. If it uses less, the
924 * compiler will figure out which uniforms are really used and strip them out. This allows a shader to use c255 on
925 * a dx9 card, as long as it doesn't also use all the other constants.
927 * If the shader uses indirect addressing the compiler must assume that all declared uniforms are used. In this case,
928 * declare only the amount that we're assured to have.
930 * Thus we run into problems in these two cases:
931 * 1) The shader really uses more uniforms than supported
932 * 2) The shader uses indirect addressing, less constants than supported, but uses a constant index > #supported consts
936 /* No indirect addressing here. */
937 max_constantsF
= gl_info
->limits
.glsl_ps_float_constants
;
941 if(This
->baseShader
.reg_maps
.usesrelconstF
) {
942 /* Subtract the other potential uniforms from the max available (bools, ints, and 1 row of projection matrix).
943 * Subtract another uniform for immediate values, which have to be loaded via uniform by the driver as well.
944 * The shader code only uses 0.5, 2.0, 1.0, 128 and -128 in vertex shader code, so one vec4 should be enough
945 * (Unfortunately the Nvidia driver doesn't store 128 and -128 in one float).
947 * Writing gl_ClipVertex requires one uniform for each clipplane as well.
949 max_constantsF
= gl_info
->limits
.glsl_vs_float_constants
- 3;
950 if(ctx_priv
->cur_vs_args
->clip_enabled
)
952 max_constantsF
-= gl_info
->limits
.clipplanes
;
954 max_constantsF
-= count_bits(This
->baseShader
.reg_maps
.integer_constants
);
955 /* Strictly speaking a bool only uses one scalar, but the nvidia(Linux) compiler doesn't pack them properly,
956 * so each scalar requires a full vec4. We could work around this by packing the booleans ourselves, but
957 * for now take this into account when calculating the number of available constants
959 max_constantsF
-= count_bits(This
->baseShader
.reg_maps
.boolean_constants
);
960 /* Set by driver quirks in directx.c */
961 max_constantsF
-= gl_info
->reserved_glsl_constants
;
965 max_constantsF
= gl_info
->limits
.glsl_vs_float_constants
;
968 max_constantsF
= min(This
->baseShader
.limits
.constant_float
, max_constantsF
);
969 shader_addline(buffer
, "uniform vec4 %cC[%u];\n", prefix
, max_constantsF
);
972 /* Always declare the full set of constants, the compiler can remove the unused ones because d3d doesn't(yet)
973 * support indirect int and bool constant addressing. This avoids problems if the app uses e.g. i0 and i9.
975 if (This
->baseShader
.limits
.constant_int
> 0 && This
->baseShader
.reg_maps
.integer_constants
)
976 shader_addline(buffer
, "uniform ivec4 %cI[%u];\n", prefix
, This
->baseShader
.limits
.constant_int
);
978 if (This
->baseShader
.limits
.constant_bool
> 0 && This
->baseShader
.reg_maps
.boolean_constants
)
979 shader_addline(buffer
, "uniform bool %cB[%u];\n", prefix
, This
->baseShader
.limits
.constant_bool
);
982 shader_addline(buffer
, "uniform vec4 posFixup;\n");
983 /* Predeclaration; This function is added at link time based on the pixel shader.
984 * VS 3.0 shaders have an array OUT[] the shader writes to, earlier versions don't have
985 * that. We know the input to the reorder function at vertex shader compile time, so
986 * we can deal with that. The reorder function for a 1.x and 2.x vertex shader can just
987 * read gl_FrontColor. The output depends on the pixel shader. The reorder function for a
988 * 1.x and 2.x pshader or for fixed function will write gl_FrontColor, and for a 3.0 shader
989 * it will write to the varying array. Here we depend on the shader optimizer on sorting that
990 * out. The nvidia driver only does that if the parameter is inout instead of out, hence the
993 if (reg_maps
->shader_version
.major
>= 3)
995 shader_addline(buffer
, "void order_ps_input(in vec4[%u]);\n", MAX_REG_OUTPUT
);
997 shader_addline(buffer
, "void order_ps_input();\n");
1000 for (i
= 0, map
= reg_maps
->bumpmat
; map
; map
>>= 1, ++i
)
1002 if (!(map
& 1)) continue;
1004 shader_addline(buffer
, "uniform mat2 bumpenvmat%d;\n", i
);
1006 if (reg_maps
->luminanceparams
& (1 << i
))
1008 shader_addline(buffer
, "uniform float luminancescale%d;\n", i
);
1009 shader_addline(buffer
, "uniform float luminanceoffset%d;\n", i
);
1010 extra_constants_needed
++;
1013 extra_constants_needed
++;
1016 if (ps_args
->srgb_correction
)
1018 shader_addline(buffer
, "const vec4 srgb_const0 = vec4(%.8e, %.8e, %.8e, %.8e);\n",
1019 srgb_pow
, srgb_mul_high
, srgb_sub_high
, srgb_mul_low
);
1020 shader_addline(buffer
, "const vec4 srgb_const1 = vec4(%.8e, 0.0, 0.0, 0.0);\n",
1023 if (reg_maps
->vpos
|| reg_maps
->usesdsy
)
1025 if (This
->baseShader
.limits
.constant_float
+ extra_constants_needed
1026 + 1 < gl_info
->limits
.glsl_ps_float_constants
)
1028 shader_addline(buffer
, "uniform vec4 ycorrection;\n");
1029 ((IWineD3DPixelShaderImpl
*) This
)->vpos_uniform
= 1;
1030 extra_constants_needed
++;
1032 /* This happens because we do not have proper tracking of the constant registers that are
1033 * actually used, only the max limit of the shader version
1035 FIXME("Cannot find a free uniform for vpos correction params\n");
1036 shader_addline(buffer
, "const vec4 ycorrection = vec4(%f, %f, 0.0, 0.0);\n",
1037 context
->render_offscreen
? 0.0f
: ((IWineD3DSurfaceImpl
*)device
->render_targets
[0])->currentDesc
.Height
,
1038 context
->render_offscreen
? 1.0f
: -1.0f
);
1040 shader_addline(buffer
, "vec4 vpos;\n");
1044 /* Declare texture samplers */
1045 for (i
= 0; i
< This
->baseShader
.limits
.sampler
; i
++) {
1046 if (reg_maps
->sampler_type
[i
])
1048 switch (reg_maps
->sampler_type
[i
])
1051 shader_addline(buffer
, "uniform sampler1D %csampler%u;\n", prefix
, i
);
1054 if(device
->stateBlock
->textures
[i
] &&
1055 IWineD3DBaseTexture_GetTextureDimensions(device
->stateBlock
->textures
[i
]) == GL_TEXTURE_RECTANGLE_ARB
) {
1056 shader_addline(buffer
, "uniform sampler2DRect %csampler%u;\n", prefix
, i
);
1058 shader_addline(buffer
, "uniform sampler2D %csampler%u;\n", prefix
, i
);
1061 case WINED3DSTT_CUBE
:
1062 shader_addline(buffer
, "uniform samplerCube %csampler%u;\n", prefix
, i
);
1064 case WINED3DSTT_VOLUME
:
1065 shader_addline(buffer
, "uniform sampler3D %csampler%u;\n", prefix
, i
);
1068 shader_addline(buffer
, "uniform unsupported_sampler %csampler%u;\n", prefix
, i
);
1069 FIXME("Unrecognized sampler type: %#x\n", reg_maps
->sampler_type
[i
]);
1075 /* Declare uniforms for NP2 texcoord fixup:
1076 * This is NOT done inside the loop that declares the texture samplers since the NP2 fixup code
1077 * is currently only used for the GeforceFX series and when forcing the ARB_npot extension off.
1078 * Modern cards just skip the code anyway, so put it inside a separate loop. */
1079 if (pshader
&& ps_args
->np2_fixup
) {
1081 struct ps_np2fixup_info
* const fixup
= ctx_priv
->cur_np2fixup_info
;
1084 /* NP2/RECT textures in OpenGL use texcoords in the range [0,width]x[0,height]
1085 * while D3D has them in the (normalized) [0,1]x[0,1] range.
1086 * samplerNP2Fixup stores texture dimensions and is updated through
1087 * shader_glsl_load_np2fixup_constants when the sampler changes. */
1089 for (i
= 0; i
< This
->baseShader
.limits
.sampler
; ++i
) {
1090 if (reg_maps
->sampler_type
[i
]) {
1091 if (!(ps_args
->np2_fixup
& (1 << i
))) continue;
1093 if (WINED3DSTT_2D
!= reg_maps
->sampler_type
[i
]) {
1094 FIXME("Non-2D texture is flagged for NP2 texcoord fixup.\n");
1098 fixup
->idx
[i
] = cur
++;
1102 fixup
->num_consts
= (cur
+ 1) >> 1;
1103 shader_addline(buffer
, "uniform vec4 %csamplerNP2Fixup[%u];\n", prefix
, fixup
->num_consts
);
1106 /* Declare address variables */
1107 for (i
= 0, map
= reg_maps
->address
; map
; map
>>= 1, ++i
)
1109 if (map
& 1) shader_addline(buffer
, "ivec4 A%u;\n", i
);
1112 /* Declare texture coordinate temporaries and initialize them */
1113 for (i
= 0, map
= reg_maps
->texcoord
; map
; map
>>= 1, ++i
)
1115 if (map
& 1) shader_addline(buffer
, "vec4 T%u = gl_TexCoord[%u];\n", i
, i
);
1118 /* Declare input register varyings. Only pixel shader, vertex shaders have that declared in the
1119 * helper function shader that is linked in at link time
1121 if (pshader
&& reg_maps
->shader_version
.major
>= 3)
1123 if (use_vs(device
->stateBlock
))
1125 shader_addline(buffer
, "varying vec4 IN[%u];\n", vec4_varyings(reg_maps
->shader_version
.major
, gl_info
));
1127 /* TODO: Write a replacement shader for the fixed function vertex pipeline, so this isn't needed.
1128 * For fixed function vertex processing + 3.0 pixel shader we need a separate function in the
1129 * pixel shader that reads the fixed function color into the packed input registers.
1131 shader_addline(buffer
, "vec4 IN[%u];\n", vec4_varyings(reg_maps
->shader_version
.major
, gl_info
));
1135 /* Declare output register temporaries */
1136 if(This
->baseShader
.limits
.packed_output
) {
1137 shader_addline(buffer
, "vec4 OUT[%u];\n", This
->baseShader
.limits
.packed_output
);
1140 /* Declare temporary variables */
1141 for (i
= 0, map
= reg_maps
->temporary
; map
; map
>>= 1, ++i
)
1143 if (map
& 1) shader_addline(buffer
, "vec4 R%u;\n", i
);
1146 /* Declare attributes */
1147 if (reg_maps
->shader_version
.type
== WINED3D_SHADER_TYPE_VERTEX
)
1149 for (i
= 0, map
= reg_maps
->input_registers
; map
; map
>>= 1, ++i
)
1151 if (map
& 1) shader_addline(buffer
, "attribute vec4 attrib%i;\n", i
);
1155 /* Declare loop registers aLx */
1156 for (i
= 0; i
< reg_maps
->loop_depth
; i
++) {
1157 shader_addline(buffer
, "int aL%u;\n", i
);
1158 shader_addline(buffer
, "int tmpInt%u;\n", i
);
1161 /* Temporary variables for matrix operations */
1162 shader_addline(buffer
, "vec4 tmp0;\n");
1163 shader_addline(buffer
, "vec4 tmp1;\n");
1165 /* Local constants use a different name so they can be loaded once at shader link time
1166 * They can't be hardcoded into the shader text via LC = {x, y, z, w}; because the
1167 * float -> string conversion can cause precision loss.
1169 if(!This
->baseShader
.load_local_constsF
) {
1170 LIST_FOR_EACH_ENTRY(lconst
, &This
->baseShader
.constantsF
, local_constant
, entry
) {
1171 shader_addline(buffer
, "uniform vec4 %cLC%u;\n", prefix
, lconst
->idx
);
1175 shader_addline(buffer
, "const float FLT_MAX = 1e38;\n");
1177 /* Start the main program */
1178 shader_addline(buffer
, "void main() {\n");
1179 if(pshader
&& reg_maps
->vpos
) {
1180 /* DirectX apps expect integer values, while OpenGL drivers add approximately 0.5. This causes
1181 * off-by-one problems as spotted by the vPos d3d9 visual test. Unfortunately the ATI cards do
1182 * not add exactly 0.5, but rather something like 0.49999999 or 0.50000001, which still causes
1183 * precision troubles when we just substract 0.5.
1185 * To deal with that just floor() the position. This will eliminate the fraction on all cards.
1187 * TODO: Test how that behaves with multisampling once we can enable multisampling in winex11.
1189 * An advantage of floor is that it works even if the driver doesn't add 1/2. It is somewhat
1190 * questionable if 1.5, 2.5, ... are the proper values to return in gl_FragCoord, even though
1191 * coordinates specify the pixel centers instead of the pixel corners. This code will behave
1192 * correctly on drivers that returns integer values.
1194 shader_addline(buffer
, "vpos = floor(vec4(0, ycorrection[0], 0, 0) + gl_FragCoord * vec4(1, ycorrection[1], 1, 1));\n");
1198 /*****************************************************************************
1199 * Functions to generate GLSL strings from DirectX Shader bytecode begin here.
1201 * For more information, see http://wiki.winehq.org/DirectX-Shaders
1202 ****************************************************************************/
1205 static void shader_glsl_add_src_param(const struct wined3d_shader_instruction
*ins
,
1206 const struct wined3d_shader_src_param
*wined3d_src
, DWORD mask
, glsl_src_param_t
*glsl_src
);
1208 /** Used for opcode modifiers - They multiply the result by the specified amount */
1209 static const char * const shift_glsl_tab
[] = {
1211 "2.0 * ", /* 1 (x2) */
1212 "4.0 * ", /* 2 (x4) */
1213 "8.0 * ", /* 3 (x8) */
1214 "16.0 * ", /* 4 (x16) */
1215 "32.0 * ", /* 5 (x32) */
1222 "0.0625 * ", /* 12 (d16) */
1223 "0.125 * ", /* 13 (d8) */
1224 "0.25 * ", /* 14 (d4) */
1225 "0.5 * " /* 15 (d2) */
1228 /* Generate a GLSL parameter that does the input modifier computation and return the input register/mask to use */
1229 static void shader_glsl_gen_modifier(DWORD src_modifier
, const char *in_reg
, const char *in_regswizzle
, char *out_str
)
1233 switch (src_modifier
)
1235 case WINED3DSPSM_DZ
: /* Need to handle this in the instructions itself (texld & texcrd). */
1236 case WINED3DSPSM_DW
:
1237 case WINED3DSPSM_NONE
:
1238 sprintf(out_str
, "%s%s", in_reg
, in_regswizzle
);
1240 case WINED3DSPSM_NEG
:
1241 sprintf(out_str
, "-%s%s", in_reg
, in_regswizzle
);
1243 case WINED3DSPSM_NOT
:
1244 sprintf(out_str
, "!%s%s", in_reg
, in_regswizzle
);
1246 case WINED3DSPSM_BIAS
:
1247 sprintf(out_str
, "(%s%s - vec4(0.5)%s)", in_reg
, in_regswizzle
, in_regswizzle
);
1249 case WINED3DSPSM_BIASNEG
:
1250 sprintf(out_str
, "-(%s%s - vec4(0.5)%s)", in_reg
, in_regswizzle
, in_regswizzle
);
1252 case WINED3DSPSM_SIGN
:
1253 sprintf(out_str
, "(2.0 * (%s%s - 0.5))", in_reg
, in_regswizzle
);
1255 case WINED3DSPSM_SIGNNEG
:
1256 sprintf(out_str
, "-(2.0 * (%s%s - 0.5))", in_reg
, in_regswizzle
);
1258 case WINED3DSPSM_COMP
:
1259 sprintf(out_str
, "(1.0 - %s%s)", in_reg
, in_regswizzle
);
1261 case WINED3DSPSM_X2
:
1262 sprintf(out_str
, "(2.0 * %s%s)", in_reg
, in_regswizzle
);
1264 case WINED3DSPSM_X2NEG
:
1265 sprintf(out_str
, "-(2.0 * %s%s)", in_reg
, in_regswizzle
);
1267 case WINED3DSPSM_ABS
:
1268 sprintf(out_str
, "abs(%s%s)", in_reg
, in_regswizzle
);
1270 case WINED3DSPSM_ABSNEG
:
1271 sprintf(out_str
, "-abs(%s%s)", in_reg
, in_regswizzle
);
1274 FIXME("Unhandled modifier %u\n", src_modifier
);
1275 sprintf(out_str
, "%s%s", in_reg
, in_regswizzle
);
1279 /** Writes the GLSL variable name that corresponds to the register that the
1280 * DX opcode parameter is trying to access */
1281 static void shader_glsl_get_register_name(const struct wined3d_shader_register
*reg
,
1282 char *register_name
, BOOL
*is_color
, const struct wined3d_shader_instruction
*ins
)
1284 /* oPos, oFog and oPts in D3D */
1285 static const char * const hwrastout_reg_names
[] = { "gl_Position", "gl_FogFragCoord", "gl_PointSize" };
1287 IWineD3DBaseShaderImpl
*This
= (IWineD3DBaseShaderImpl
*)ins
->ctx
->shader
;
1288 const struct wined3d_gl_info
*gl_info
= ins
->ctx
->gl_info
;
1289 char pshader
= shader_is_pshader_version(This
->baseShader
.reg_maps
.shader_version
.type
);
1295 case WINED3DSPR_TEMP
:
1296 sprintf(register_name
, "R%u", reg
->idx
);
1299 case WINED3DSPR_INPUT
:
1300 /* vertex shaders */
1303 struct shader_glsl_ctx_priv
*priv
= ins
->ctx
->backend_data
;
1304 if (priv
->cur_vs_args
->swizzle_map
& (1 << reg
->idx
)) *is_color
= TRUE
;
1305 sprintf(register_name
, "attrib%u", reg
->idx
);
1309 /* pixel shaders >= 3.0 */
1310 if (This
->baseShader
.reg_maps
.shader_version
.major
>= 3)
1312 DWORD idx
= ((IWineD3DPixelShaderImpl
*)This
)->input_reg_map
[reg
->idx
];
1313 unsigned int in_count
= vec4_varyings(This
->baseShader
.reg_maps
.shader_version
.major
, gl_info
);
1317 glsl_src_param_t rel_param
;
1319 shader_glsl_add_src_param(ins
, reg
->rel_addr
, WINED3DSP_WRITEMASK_0
, &rel_param
);
1321 /* Removing a + 0 would be an obvious optimization, but macos doesn't see the NOP
1322 * operation there */
1325 if (((IWineD3DPixelShaderImpl
*)This
)->declared_in_count
> in_count
)
1327 sprintf(register_name
,
1328 "((%s + %u) > %d ? (%s + %u) > %d ? gl_SecondaryColor : gl_Color : IN[%s + %u])",
1329 rel_param
.param_str
, idx
, in_count
- 1, rel_param
.param_str
, idx
, in_count
,
1330 rel_param
.param_str
, idx
);
1334 sprintf(register_name
, "IN[%s + %u]", rel_param
.param_str
, idx
);
1339 if (((IWineD3DPixelShaderImpl
*)This
)->declared_in_count
> in_count
)
1341 sprintf(register_name
, "((%s) > %d ? (%s) > %d ? gl_SecondaryColor : gl_Color : IN[%s])",
1342 rel_param
.param_str
, in_count
- 1, rel_param
.param_str
, in_count
,
1343 rel_param
.param_str
);
1347 sprintf(register_name
, "IN[%s]", rel_param
.param_str
);
1353 if (idx
== in_count
) sprintf(register_name
, "gl_Color");
1354 else if (idx
== in_count
+ 1) sprintf(register_name
, "gl_SecondaryColor");
1355 else sprintf(register_name
, "IN[%u]", idx
);
1360 if (reg
->idx
== 0) strcpy(register_name
, "gl_Color");
1361 else strcpy(register_name
, "gl_SecondaryColor");
1366 case WINED3DSPR_CONST
:
1368 const char prefix
= pshader
? 'P' : 'V';
1370 /* Relative addressing */
1373 glsl_src_param_t rel_param
;
1374 shader_glsl_add_src_param(ins
, reg
->rel_addr
, WINED3DSP_WRITEMASK_0
, &rel_param
);
1375 if (reg
->idx
) sprintf(register_name
, "%cC[%s + %u]", prefix
, rel_param
.param_str
, reg
->idx
);
1376 else sprintf(register_name
, "%cC[%s]", prefix
, rel_param
.param_str
);
1380 if (shader_constant_is_local(This
, reg
->idx
))
1381 sprintf(register_name
, "%cLC%u", prefix
, reg
->idx
);
1383 sprintf(register_name
, "%cC[%u]", prefix
, reg
->idx
);
1388 case WINED3DSPR_CONSTINT
:
1389 if (pshader
) sprintf(register_name
, "PI[%u]", reg
->idx
);
1390 else sprintf(register_name
, "VI[%u]", reg
->idx
);
1393 case WINED3DSPR_CONSTBOOL
:
1394 if (pshader
) sprintf(register_name
, "PB[%u]", reg
->idx
);
1395 else sprintf(register_name
, "VB[%u]", reg
->idx
);
1398 case WINED3DSPR_TEXTURE
: /* case WINED3DSPR_ADDR: */
1399 if (pshader
) sprintf(register_name
, "T%u", reg
->idx
);
1400 else sprintf(register_name
, "A%u", reg
->idx
);
1403 case WINED3DSPR_LOOP
:
1404 sprintf(register_name
, "aL%u", This
->baseShader
.cur_loop_regno
- 1);
1407 case WINED3DSPR_SAMPLER
:
1408 if (pshader
) sprintf(register_name
, "Psampler%u", reg
->idx
);
1409 else sprintf(register_name
, "Vsampler%u", reg
->idx
);
1412 case WINED3DSPR_COLOROUT
:
1413 if (reg
->idx
>= gl_info
->limits
.buffers
)
1414 WARN("Write to render target %u, only %d supported.\n", reg
->idx
, gl_info
->limits
.buffers
);
1416 sprintf(register_name
, "gl_FragData[%u]", reg
->idx
);
1419 case WINED3DSPR_RASTOUT
:
1420 sprintf(register_name
, "%s", hwrastout_reg_names
[reg
->idx
]);
1423 case WINED3DSPR_DEPTHOUT
:
1424 sprintf(register_name
, "gl_FragDepth");
1427 case WINED3DSPR_ATTROUT
:
1428 if (reg
->idx
== 0) sprintf(register_name
, "gl_FrontColor");
1429 else sprintf(register_name
, "gl_FrontSecondaryColor");
1432 case WINED3DSPR_TEXCRDOUT
:
1433 /* Vertex shaders >= 3.0: WINED3DSPR_OUTPUT */
1434 if (This
->baseShader
.reg_maps
.shader_version
.major
>= 3) sprintf(register_name
, "OUT[%u]", reg
->idx
);
1435 else sprintf(register_name
, "gl_TexCoord[%u]", reg
->idx
);
1438 case WINED3DSPR_MISCTYPE
:
1442 sprintf(register_name
, "vpos");
1444 else if (reg
->idx
== 1)
1446 /* Note that gl_FrontFacing is a bool, while vFace is
1447 * a float for which the sign determines front/back */
1448 sprintf(register_name
, "(gl_FrontFacing ? 1.0 : -1.0)");
1452 FIXME("Unhandled misctype register %d\n", reg
->idx
);
1453 sprintf(register_name
, "unrecognized_register");
1457 case WINED3DSPR_IMMCONST
:
1458 switch (reg
->immconst_type
)
1460 case WINED3D_IMMCONST_FLOAT
:
1461 sprintf(register_name
, "%.8e", *(const float *)reg
->immconst_data
);
1464 case WINED3D_IMMCONST_FLOAT4
:
1465 sprintf(register_name
, "vec4(%.8e, %.8e, %.8e, %.8e)",
1466 *(const float *)®
->immconst_data
[0], *(const float *)®
->immconst_data
[1],
1467 *(const float *)®
->immconst_data
[2], *(const float *)®
->immconst_data
[3]);
1471 FIXME("Unhandled immconst type %#x\n", reg
->immconst_type
);
1472 sprintf(register_name
, "<unhandled_immconst_type %#x>", reg
->immconst_type
);
1477 FIXME("Unhandled register name Type(%d)\n", reg
->type
);
1478 sprintf(register_name
, "unrecognized_register");
1483 static void shader_glsl_write_mask_to_str(DWORD write_mask
, char *str
)
1486 if (write_mask
& WINED3DSP_WRITEMASK_0
) *str
++ = 'x';
1487 if (write_mask
& WINED3DSP_WRITEMASK_1
) *str
++ = 'y';
1488 if (write_mask
& WINED3DSP_WRITEMASK_2
) *str
++ = 'z';
1489 if (write_mask
& WINED3DSP_WRITEMASK_3
) *str
++ = 'w';
1493 /* Get the GLSL write mask for the destination register */
1494 static DWORD
shader_glsl_get_write_mask(const struct wined3d_shader_dst_param
*param
, char *write_mask
)
1496 DWORD mask
= param
->write_mask
;
1498 if (shader_is_scalar(¶m
->reg
))
1500 mask
= WINED3DSP_WRITEMASK_0
;
1505 shader_glsl_write_mask_to_str(mask
, write_mask
);
1511 static unsigned int shader_glsl_get_write_mask_size(DWORD write_mask
) {
1512 unsigned int size
= 0;
1514 if (write_mask
& WINED3DSP_WRITEMASK_0
) ++size
;
1515 if (write_mask
& WINED3DSP_WRITEMASK_1
) ++size
;
1516 if (write_mask
& WINED3DSP_WRITEMASK_2
) ++size
;
1517 if (write_mask
& WINED3DSP_WRITEMASK_3
) ++size
;
1522 static void shader_glsl_swizzle_to_str(const DWORD swizzle
, BOOL fixup
, DWORD mask
, char *str
)
1524 /* For registers of type WINED3DDECLTYPE_D3DCOLOR, data is stored as "bgra",
1525 * but addressed as "rgba". To fix this we need to swap the register's x
1526 * and z components. */
1527 const char *swizzle_chars
= fixup
? "zyxw" : "xyzw";
1530 /* swizzle bits fields: wwzzyyxx */
1531 if (mask
& WINED3DSP_WRITEMASK_0
) *str
++ = swizzle_chars
[swizzle
& 0x03];
1532 if (mask
& WINED3DSP_WRITEMASK_1
) *str
++ = swizzle_chars
[(swizzle
>> 2) & 0x03];
1533 if (mask
& WINED3DSP_WRITEMASK_2
) *str
++ = swizzle_chars
[(swizzle
>> 4) & 0x03];
1534 if (mask
& WINED3DSP_WRITEMASK_3
) *str
++ = swizzle_chars
[(swizzle
>> 6) & 0x03];
1538 static void shader_glsl_get_swizzle(const struct wined3d_shader_src_param
*param
,
1539 BOOL fixup
, DWORD mask
, char *swizzle_str
)
1541 if (shader_is_scalar(¶m
->reg
))
1542 *swizzle_str
= '\0';
1544 shader_glsl_swizzle_to_str(param
->swizzle
, fixup
, mask
, swizzle_str
);
1547 /* From a given parameter token, generate the corresponding GLSL string.
1548 * Also, return the actual register name and swizzle in case the
1549 * caller needs this information as well. */
1550 static void shader_glsl_add_src_param(const struct wined3d_shader_instruction
*ins
,
1551 const struct wined3d_shader_src_param
*wined3d_src
, DWORD mask
, glsl_src_param_t
*glsl_src
)
1553 BOOL is_color
= FALSE
;
1554 char swizzle_str
[6];
1556 glsl_src
->reg_name
[0] = '\0';
1557 glsl_src
->param_str
[0] = '\0';
1558 swizzle_str
[0] = '\0';
1560 shader_glsl_get_register_name(&wined3d_src
->reg
, glsl_src
->reg_name
, &is_color
, ins
);
1561 shader_glsl_get_swizzle(wined3d_src
, is_color
, mask
, swizzle_str
);
1562 shader_glsl_gen_modifier(wined3d_src
->modifiers
, glsl_src
->reg_name
, swizzle_str
, glsl_src
->param_str
);
1565 /* From a given parameter token, generate the corresponding GLSL string.
1566 * Also, return the actual register name and swizzle in case the
1567 * caller needs this information as well. */
1568 static DWORD
shader_glsl_add_dst_param(const struct wined3d_shader_instruction
*ins
,
1569 const struct wined3d_shader_dst_param
*wined3d_dst
, glsl_dst_param_t
*glsl_dst
)
1571 BOOL is_color
= FALSE
;
1573 glsl_dst
->mask_str
[0] = '\0';
1574 glsl_dst
->reg_name
[0] = '\0';
1576 shader_glsl_get_register_name(&wined3d_dst
->reg
, glsl_dst
->reg_name
, &is_color
, ins
);
1577 return shader_glsl_get_write_mask(wined3d_dst
, glsl_dst
->mask_str
);
1580 /* Append the destination part of the instruction to the buffer, return the effective write mask */
1581 static DWORD
shader_glsl_append_dst_ext(struct wined3d_shader_buffer
*buffer
,
1582 const struct wined3d_shader_instruction
*ins
, const struct wined3d_shader_dst_param
*dst
)
1584 glsl_dst_param_t glsl_dst
;
1587 mask
= shader_glsl_add_dst_param(ins
, dst
, &glsl_dst
);
1588 if (mask
) shader_addline(buffer
, "%s%s = %s(", glsl_dst
.reg_name
, glsl_dst
.mask_str
, shift_glsl_tab
[dst
->shift
]);
1593 /* Append the destination part of the instruction to the buffer, return the effective write mask */
1594 static DWORD
shader_glsl_append_dst(struct wined3d_shader_buffer
*buffer
, const struct wined3d_shader_instruction
*ins
)
1596 return shader_glsl_append_dst_ext(buffer
, ins
, &ins
->dst
[0]);
1599 /** Process GLSL instruction modifiers */
1600 static void shader_glsl_add_instruction_modifiers(const struct wined3d_shader_instruction
*ins
)
1602 glsl_dst_param_t dst_param
;
1605 if (!ins
->dst_count
) return;
1607 modifiers
= ins
->dst
[0].modifiers
;
1608 if (!modifiers
) return;
1610 shader_glsl_add_dst_param(ins
, &ins
->dst
[0], &dst_param
);
1612 if (modifiers
& WINED3DSPDM_SATURATE
)
1614 /* _SAT means to clamp the value of the register to between 0 and 1 */
1615 shader_addline(ins
->ctx
->buffer
, "%s%s = clamp(%s%s, 0.0, 1.0);\n", dst_param
.reg_name
,
1616 dst_param
.mask_str
, dst_param
.reg_name
, dst_param
.mask_str
);
1619 if (modifiers
& WINED3DSPDM_MSAMPCENTROID
)
1621 FIXME("_centroid modifier not handled\n");
1624 if (modifiers
& WINED3DSPDM_PARTIALPRECISION
)
1626 /* MSDN says this modifier can be safely ignored, so that's what we'll do. */
1630 static inline const char *shader_get_comp_op(DWORD op
)
1633 case COMPARISON_GT
: return ">";
1634 case COMPARISON_EQ
: return "==";
1635 case COMPARISON_GE
: return ">=";
1636 case COMPARISON_LT
: return "<";
1637 case COMPARISON_NE
: return "!=";
1638 case COMPARISON_LE
: return "<=";
1640 FIXME("Unrecognized comparison value: %u\n", op
);
1645 static void shader_glsl_get_sample_function(const struct wined3d_gl_info
*gl_info
,
1646 DWORD sampler_type
, DWORD flags
, glsl_sample_function_t
*sample_function
)
1648 BOOL projected
= flags
& WINED3D_GLSL_SAMPLE_PROJECTED
;
1649 BOOL texrect
= flags
& WINED3D_GLSL_SAMPLE_RECT
;
1650 BOOL lod
= flags
& WINED3D_GLSL_SAMPLE_LOD
;
1651 BOOL grad
= flags
& WINED3D_GLSL_SAMPLE_GRAD
;
1653 /* Note that there's no such thing as a projected cube texture. */
1654 switch(sampler_type
) {
1657 sample_function
->name
= projected
? "texture1DProjLod" : "texture1DLod";
1661 if (gl_info
->supported
[EXT_GPU_SHADER4
])
1662 sample_function
->name
= projected
? "texture1DProjGrad" : "texture1DGrad";
1663 else if (gl_info
->supported
[ARB_SHADER_TEXTURE_LOD
])
1664 sample_function
->name
= projected
? "texture1DProjGradARB" : "texture1DGradARB";
1667 FIXME("Unsupported 1D grad function.\n");
1668 sample_function
->name
= "unsupported1DGrad";
1673 sample_function
->name
= projected
? "texture1DProj" : "texture1D";
1675 sample_function
->coord_mask
= WINED3DSP_WRITEMASK_0
;
1680 sample_function
->name
= projected
? "texture2DRectProjLod" : "texture2DRectLod";
1684 if (gl_info
->supported
[EXT_GPU_SHADER4
])
1685 sample_function
->name
= projected
? "texture2DRectProjGrad" : "texture2DRectGrad";
1686 else if (gl_info
->supported
[ARB_SHADER_TEXTURE_LOD
])
1687 sample_function
->name
= projected
? "texture2DRectProjGradARB" : "texture2DRectGradARB";
1690 FIXME("Unsupported RECT grad function.\n");
1691 sample_function
->name
= "unsupported2DRectGrad";
1696 sample_function
->name
= projected
? "texture2DRectProj" : "texture2DRect";
1700 sample_function
->name
= projected
? "texture2DProjLod" : "texture2DLod";
1704 if (gl_info
->supported
[EXT_GPU_SHADER4
])
1705 sample_function
->name
= projected
? "texture2DProjGrad" : "texture2DGrad";
1706 else if (gl_info
->supported
[ARB_SHADER_TEXTURE_LOD
])
1707 sample_function
->name
= projected
? "texture2DProjGradARB" : "texture2DGradARB";
1710 FIXME("Unsupported 2D grad function.\n");
1711 sample_function
->name
= "unsupported2DGrad";
1716 sample_function
->name
= projected
? "texture2DProj" : "texture2D";
1719 sample_function
->coord_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
;
1721 case WINED3DSTT_CUBE
:
1723 sample_function
->name
= "textureCubeLod";
1727 if (gl_info
->supported
[EXT_GPU_SHADER4
])
1728 sample_function
->name
= "textureCubeGrad";
1729 else if (gl_info
->supported
[ARB_SHADER_TEXTURE_LOD
])
1730 sample_function
->name
= "textureCubeGradARB";
1733 FIXME("Unsupported Cube grad function.\n");
1734 sample_function
->name
= "unsupportedCubeGrad";
1739 sample_function
->name
= "textureCube";
1741 sample_function
->coord_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
1743 case WINED3DSTT_VOLUME
:
1745 sample_function
->name
= projected
? "texture3DProjLod" : "texture3DLod";
1749 if (gl_info
->supported
[EXT_GPU_SHADER4
])
1750 sample_function
->name
= projected
? "texture3DProjGrad" : "texture3DGrad";
1751 else if (gl_info
->supported
[ARB_SHADER_TEXTURE_LOD
])
1752 sample_function
->name
= projected
? "texture3DProjGradARB" : "texture3DGradARB";
1755 FIXME("Unsupported 3D grad function.\n");
1756 sample_function
->name
= "unsupported3DGrad";
1761 sample_function
->name
= projected
? "texture3DProj" : "texture3D";
1763 sample_function
->coord_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
1766 sample_function
->name
= "";
1767 sample_function
->coord_mask
= 0;
1768 FIXME("Unrecognized sampler type: %#x;\n", sampler_type
);
1773 static void shader_glsl_append_fixup_arg(char *arguments
, const char *reg_name
,
1774 BOOL sign_fixup
, enum fixup_channel_source channel_source
)
1776 switch(channel_source
)
1778 case CHANNEL_SOURCE_ZERO
:
1779 strcat(arguments
, "0.0");
1782 case CHANNEL_SOURCE_ONE
:
1783 strcat(arguments
, "1.0");
1786 case CHANNEL_SOURCE_X
:
1787 strcat(arguments
, reg_name
);
1788 strcat(arguments
, ".x");
1791 case CHANNEL_SOURCE_Y
:
1792 strcat(arguments
, reg_name
);
1793 strcat(arguments
, ".y");
1796 case CHANNEL_SOURCE_Z
:
1797 strcat(arguments
, reg_name
);
1798 strcat(arguments
, ".z");
1801 case CHANNEL_SOURCE_W
:
1802 strcat(arguments
, reg_name
);
1803 strcat(arguments
, ".w");
1807 FIXME("Unhandled channel source %#x\n", channel_source
);
1808 strcat(arguments
, "undefined");
1812 if (sign_fixup
) strcat(arguments
, " * 2.0 - 1.0");
1815 static void shader_glsl_color_correction(const struct wined3d_shader_instruction
*ins
, struct color_fixup_desc fixup
)
1817 struct wined3d_shader_dst_param dst
;
1818 unsigned int mask_size
, remaining
;
1819 glsl_dst_param_t dst_param
;
1820 char arguments
[256];
1824 if (fixup
.x_sign_fixup
|| fixup
.x_source
!= CHANNEL_SOURCE_X
) mask
|= WINED3DSP_WRITEMASK_0
;
1825 if (fixup
.y_sign_fixup
|| fixup
.y_source
!= CHANNEL_SOURCE_Y
) mask
|= WINED3DSP_WRITEMASK_1
;
1826 if (fixup
.z_sign_fixup
|| fixup
.z_source
!= CHANNEL_SOURCE_Z
) mask
|= WINED3DSP_WRITEMASK_2
;
1827 if (fixup
.w_sign_fixup
|| fixup
.w_source
!= CHANNEL_SOURCE_W
) mask
|= WINED3DSP_WRITEMASK_3
;
1828 mask
&= ins
->dst
[0].write_mask
;
1830 if (!mask
) return; /* Nothing to do */
1832 if (is_complex_fixup(fixup
))
1834 enum complex_fixup complex_fixup
= get_complex_fixup(fixup
);
1835 FIXME("Complex fixup (%#x) not supported\n",complex_fixup
);
1839 mask_size
= shader_glsl_get_write_mask_size(mask
);
1842 dst
.write_mask
= mask
;
1843 shader_glsl_add_dst_param(ins
, &dst
, &dst_param
);
1845 arguments
[0] = '\0';
1846 remaining
= mask_size
;
1847 if (mask
& WINED3DSP_WRITEMASK_0
)
1849 shader_glsl_append_fixup_arg(arguments
, dst_param
.reg_name
, fixup
.x_sign_fixup
, fixup
.x_source
);
1850 if (--remaining
) strcat(arguments
, ", ");
1852 if (mask
& WINED3DSP_WRITEMASK_1
)
1854 shader_glsl_append_fixup_arg(arguments
, dst_param
.reg_name
, fixup
.y_sign_fixup
, fixup
.y_source
);
1855 if (--remaining
) strcat(arguments
, ", ");
1857 if (mask
& WINED3DSP_WRITEMASK_2
)
1859 shader_glsl_append_fixup_arg(arguments
, dst_param
.reg_name
, fixup
.z_sign_fixup
, fixup
.z_source
);
1860 if (--remaining
) strcat(arguments
, ", ");
1862 if (mask
& WINED3DSP_WRITEMASK_3
)
1864 shader_glsl_append_fixup_arg(arguments
, dst_param
.reg_name
, fixup
.w_sign_fixup
, fixup
.w_source
);
1865 if (--remaining
) strcat(arguments
, ", ");
1870 shader_addline(ins
->ctx
->buffer
, "%s%s = vec%u(%s);\n",
1871 dst_param
.reg_name
, dst_param
.mask_str
, mask_size
, arguments
);
1875 shader_addline(ins
->ctx
->buffer
, "%s%s = %s;\n", dst_param
.reg_name
, dst_param
.mask_str
, arguments
);
1879 static void PRINTF_ATTR(8, 9) shader_glsl_gen_sample_code(const struct wined3d_shader_instruction
*ins
,
1880 DWORD sampler
, const glsl_sample_function_t
*sample_function
, DWORD swizzle
,
1881 const char *dx
, const char *dy
,
1882 const char *bias
, const char *coord_reg_fmt
, ...)
1884 const char *sampler_base
;
1885 char dst_swizzle
[6];
1886 struct color_fixup_desc fixup
;
1887 BOOL np2_fixup
= FALSE
;
1890 shader_glsl_swizzle_to_str(swizzle
, FALSE
, ins
->dst
[0].write_mask
, dst_swizzle
);
1892 if (shader_is_pshader_version(ins
->ctx
->reg_maps
->shader_version
.type
))
1894 const struct shader_glsl_ctx_priv
*priv
= ins
->ctx
->backend_data
;
1895 fixup
= priv
->cur_ps_args
->color_fixup
[sampler
];
1896 sampler_base
= "Psampler";
1898 if(priv
->cur_ps_args
->np2_fixup
& (1 << sampler
)) {
1900 FIXME("Biased sampling from NP2 textures is unsupported\n");
1906 sampler_base
= "Vsampler";
1907 fixup
= COLOR_FIXUP_IDENTITY
; /* FIXME: Vshader color fixup */
1910 shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
1912 shader_addline(ins
->ctx
->buffer
, "%s(%s%u, ", sample_function
->name
, sampler_base
, sampler
);
1914 va_start(args
, coord_reg_fmt
);
1915 shader_vaddline(ins
->ctx
->buffer
, coord_reg_fmt
, args
);
1919 shader_addline(ins
->ctx
->buffer
, ", %s)%s);\n", bias
, dst_swizzle
);
1922 const struct shader_glsl_ctx_priv
*priv
= ins
->ctx
->backend_data
;
1923 const unsigned char idx
= priv
->cur_np2fixup_info
->idx
[sampler
];
1925 shader_addline(ins
->ctx
->buffer
, " * PsamplerNP2Fixup[%u].%s)%s);\n", idx
>> 1,
1926 (idx
% 2) ? "zw" : "xy", dst_swizzle
);
1927 } else if(dx
&& dy
) {
1928 shader_addline(ins
->ctx
->buffer
, ", %s, %s)%s);\n", dx
, dy
, dst_swizzle
);
1930 shader_addline(ins
->ctx
->buffer
, ")%s);\n", dst_swizzle
);
1934 if(!is_identity_fixup(fixup
)) {
1935 shader_glsl_color_correction(ins
, fixup
);
1939 /*****************************************************************************
1940 * Begin processing individual instruction opcodes
1941 ****************************************************************************/
1943 /* Generate GLSL arithmetic functions (dst = src1 + src2) */
1944 static void shader_glsl_arith(const struct wined3d_shader_instruction
*ins
)
1946 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
1947 glsl_src_param_t src0_param
;
1948 glsl_src_param_t src1_param
;
1952 /* Determine the GLSL operator to use based on the opcode */
1953 switch (ins
->handler_idx
)
1955 case WINED3DSIH_MUL
: op
= '*'; break;
1956 case WINED3DSIH_ADD
: op
= '+'; break;
1957 case WINED3DSIH_SUB
: op
= '-'; break;
1960 FIXME("Opcode %#x not yet handled in GLSL\n", ins
->handler_idx
);
1964 write_mask
= shader_glsl_append_dst(buffer
, ins
);
1965 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
1966 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
1967 shader_addline(buffer
, "%s %c %s);\n", src0_param
.param_str
, op
, src1_param
.param_str
);
1970 /* Process the WINED3DSIO_MOV opcode using GLSL (dst = src) */
1971 static void shader_glsl_mov(const struct wined3d_shader_instruction
*ins
)
1973 const struct wined3d_gl_info
*gl_info
= ins
->ctx
->gl_info
;
1974 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
1975 glsl_src_param_t src0_param
;
1978 write_mask
= shader_glsl_append_dst(buffer
, ins
);
1979 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
1981 /* In vs_1_1 WINED3DSIO_MOV can write to the address register. In later
1982 * shader versions WINED3DSIO_MOVA is used for this. */
1983 if (ins
->ctx
->reg_maps
->shader_version
.major
== 1
1984 && !shader_is_pshader_version(ins
->ctx
->reg_maps
->shader_version
.type
)
1985 && ins
->dst
[0].reg
.type
== WINED3DSPR_ADDR
)
1987 /* This is a simple floor() */
1988 unsigned int mask_size
= shader_glsl_get_write_mask_size(write_mask
);
1989 if (mask_size
> 1) {
1990 shader_addline(buffer
, "ivec%d(floor(%s)));\n", mask_size
, src0_param
.param_str
);
1992 shader_addline(buffer
, "int(floor(%s)));\n", src0_param
.param_str
);
1995 else if(ins
->handler_idx
== WINED3DSIH_MOVA
)
1997 /* We need to *round* to the nearest int here. */
1998 unsigned int mask_size
= shader_glsl_get_write_mask_size(write_mask
);
2000 if (gl_info
->supported
[EXT_GPU_SHADER4
])
2003 shader_addline(buffer
, "ivec%d(round(%s)));\n", mask_size
, src0_param
.param_str
);
2005 shader_addline(buffer
, "int(round(%s)));\n", src0_param
.param_str
);
2010 shader_addline(buffer
, "ivec%d(floor(abs(%s) + vec%d(0.5)) * sign(%s)));\n",
2011 mask_size
, src0_param
.param_str
, mask_size
, src0_param
.param_str
);
2013 shader_addline(buffer
, "int(floor(abs(%s) + 0.5) * sign(%s)));\n",
2014 src0_param
.param_str
, src0_param
.param_str
);
2019 shader_addline(buffer
, "%s);\n", src0_param
.param_str
);
2023 /* Process the dot product operators DP3 and DP4 in GLSL (dst = dot(src0, src1)) */
2024 static void shader_glsl_dot(const struct wined3d_shader_instruction
*ins
)
2026 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
2027 glsl_src_param_t src0_param
;
2028 glsl_src_param_t src1_param
;
2029 DWORD dst_write_mask
, src_write_mask
;
2030 unsigned int dst_size
= 0;
2032 dst_write_mask
= shader_glsl_append_dst(buffer
, ins
);
2033 dst_size
= shader_glsl_get_write_mask_size(dst_write_mask
);
2035 /* dp3 works on vec3, dp4 on vec4 */
2036 if (ins
->handler_idx
== WINED3DSIH_DP4
)
2038 src_write_mask
= WINED3DSP_WRITEMASK_ALL
;
2040 src_write_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
2043 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_write_mask
, &src0_param
);
2044 shader_glsl_add_src_param(ins
, &ins
->src
[1], src_write_mask
, &src1_param
);
2047 shader_addline(buffer
, "vec%d(dot(%s, %s)));\n", dst_size
, src0_param
.param_str
, src1_param
.param_str
);
2049 shader_addline(buffer
, "dot(%s, %s));\n", src0_param
.param_str
, src1_param
.param_str
);
2053 /* Note that this instruction has some restrictions. The destination write mask
2054 * can't contain the w component, and the source swizzles have to be .xyzw */
2055 static void shader_glsl_cross(const struct wined3d_shader_instruction
*ins
)
2057 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
2058 glsl_src_param_t src0_param
;
2059 glsl_src_param_t src1_param
;
2062 shader_glsl_get_write_mask(&ins
->dst
[0], dst_mask
);
2063 shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
2064 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_mask
, &src0_param
);
2065 shader_glsl_add_src_param(ins
, &ins
->src
[1], src_mask
, &src1_param
);
2066 shader_addline(ins
->ctx
->buffer
, "cross(%s, %s)%s);\n", src0_param
.param_str
, src1_param
.param_str
, dst_mask
);
2069 /* Process the WINED3DSIO_POW instruction in GLSL (dst = |src0|^src1)
2070 * Src0 and src1 are scalars. Note that D3D uses the absolute of src0, while
2071 * GLSL uses the value as-is. */
2072 static void shader_glsl_pow(const struct wined3d_shader_instruction
*ins
)
2074 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
2075 glsl_src_param_t src0_param
;
2076 glsl_src_param_t src1_param
;
2077 DWORD dst_write_mask
;
2078 unsigned int dst_size
;
2080 dst_write_mask
= shader_glsl_append_dst(buffer
, ins
);
2081 dst_size
= shader_glsl_get_write_mask_size(dst_write_mask
);
2083 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
, &src0_param
);
2084 shader_glsl_add_src_param(ins
, &ins
->src
[1], WINED3DSP_WRITEMASK_0
, &src1_param
);
2087 shader_addline(buffer
, "vec%d(pow(abs(%s), %s)));\n", dst_size
, src0_param
.param_str
, src1_param
.param_str
);
2089 shader_addline(buffer
, "pow(abs(%s), %s));\n", src0_param
.param_str
, src1_param
.param_str
);
2093 /* Process the WINED3DSIO_LOG instruction in GLSL (dst = log2(|src0|))
2094 * Src0 is a scalar. Note that D3D uses the absolute of src0, while
2095 * GLSL uses the value as-is. */
2096 static void shader_glsl_log(const struct wined3d_shader_instruction
*ins
)
2098 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
2099 glsl_src_param_t src0_param
;
2100 DWORD dst_write_mask
;
2101 unsigned int dst_size
;
2103 dst_write_mask
= shader_glsl_append_dst(buffer
, ins
);
2104 dst_size
= shader_glsl_get_write_mask_size(dst_write_mask
);
2106 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
, &src0_param
);
2110 shader_addline(buffer
, "vec%d(%s == 0.0 ? -FLT_MAX : log2(abs(%s))));\n",
2111 dst_size
, src0_param
.param_str
, src0_param
.param_str
);
2115 shader_addline(buffer
, "%s == 0.0 ? -FLT_MAX : log2(abs(%s)));\n",
2116 src0_param
.param_str
, src0_param
.param_str
);
2120 /* Map the opcode 1-to-1 to the GL code (arg->dst = instruction(src0, src1, ...) */
2121 static void shader_glsl_map2gl(const struct wined3d_shader_instruction
*ins
)
2123 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
2124 glsl_src_param_t src_param
;
2125 const char *instruction
;
2129 /* Determine the GLSL function to use based on the opcode */
2130 /* TODO: Possibly make this a table for faster lookups */
2131 switch (ins
->handler_idx
)
2133 case WINED3DSIH_MIN
: instruction
= "min"; break;
2134 case WINED3DSIH_MAX
: instruction
= "max"; break;
2135 case WINED3DSIH_ABS
: instruction
= "abs"; break;
2136 case WINED3DSIH_FRC
: instruction
= "fract"; break;
2137 case WINED3DSIH_EXP
: instruction
= "exp2"; break;
2138 case WINED3DSIH_DSX
: instruction
= "dFdx"; break;
2139 case WINED3DSIH_DSY
: instruction
= "ycorrection.y * dFdy"; break;
2140 default: instruction
= "";
2141 FIXME("Opcode %#x not yet handled in GLSL\n", ins
->handler_idx
);
2145 write_mask
= shader_glsl_append_dst(buffer
, ins
);
2147 shader_addline(buffer
, "%s(", instruction
);
2151 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src_param
);
2152 shader_addline(buffer
, "%s", src_param
.param_str
);
2153 for (i
= 1; i
< ins
->src_count
; ++i
)
2155 shader_glsl_add_src_param(ins
, &ins
->src
[i
], write_mask
, &src_param
);
2156 shader_addline(buffer
, ", %s", src_param
.param_str
);
2160 shader_addline(buffer
, "));\n");
2163 static void shader_glsl_nrm(const struct wined3d_shader_instruction
*ins
)
2165 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
2166 glsl_src_param_t src_param
;
2167 unsigned int mask_size
;
2171 write_mask
= shader_glsl_get_write_mask(ins
->dst
, dst_mask
);
2172 mask_size
= shader_glsl_get_write_mask_size(write_mask
);
2173 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src_param
);
2175 shader_addline(buffer
, "tmp0.x = length(%s);\n", src_param
.param_str
);
2176 shader_glsl_append_dst(buffer
, ins
);
2179 shader_addline(buffer
, "tmp0.x == 0.0 ? vec%u(0.0) : (%s / tmp0.x));\n",
2180 mask_size
, src_param
.param_str
);
2184 shader_addline(buffer
, "tmp0.x == 0.0 ? 0.0 : (%s / tmp0.x));\n",
2185 src_param
.param_str
);
2189 /** Process the WINED3DSIO_EXPP instruction in GLSL:
2190 * For shader model 1.x, do the following (and honor the writemask, so use a temporary variable):
2191 * dst.x = 2^(floor(src))
2192 * dst.y = src - floor(src)
2193 * dst.z = 2^src (partial precision is allowed, but optional)
2195 * For 2.0 shaders, just do this (honoring writemask and swizzle):
2196 * dst = 2^src; (partial precision is allowed, but optional)
2198 static void shader_glsl_expp(const struct wined3d_shader_instruction
*ins
)
2200 glsl_src_param_t src_param
;
2202 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
, &src_param
);
2204 if (ins
->ctx
->reg_maps
->shader_version
.major
< 2)
2208 shader_addline(ins
->ctx
->buffer
, "tmp0.x = exp2(floor(%s));\n", src_param
.param_str
);
2209 shader_addline(ins
->ctx
->buffer
, "tmp0.y = %s - floor(%s);\n", src_param
.param_str
, src_param
.param_str
);
2210 shader_addline(ins
->ctx
->buffer
, "tmp0.z = exp2(%s);\n", src_param
.param_str
);
2211 shader_addline(ins
->ctx
->buffer
, "tmp0.w = 1.0;\n");
2213 shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
2214 shader_glsl_get_write_mask(&ins
->dst
[0], dst_mask
);
2215 shader_addline(ins
->ctx
->buffer
, "tmp0%s);\n", dst_mask
);
2218 unsigned int mask_size
;
2220 write_mask
= shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
2221 mask_size
= shader_glsl_get_write_mask_size(write_mask
);
2223 if (mask_size
> 1) {
2224 shader_addline(ins
->ctx
->buffer
, "vec%d(exp2(%s)));\n", mask_size
, src_param
.param_str
);
2226 shader_addline(ins
->ctx
->buffer
, "exp2(%s));\n", src_param
.param_str
);
2231 /** Process the RCP (reciprocal or inverse) opcode in GLSL (dst = 1 / src) */
2232 static void shader_glsl_rcp(const struct wined3d_shader_instruction
*ins
)
2234 glsl_src_param_t src_param
;
2236 unsigned int mask_size
;
2238 write_mask
= shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
2239 mask_size
= shader_glsl_get_write_mask_size(write_mask
);
2240 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_3
, &src_param
);
2244 shader_addline(ins
->ctx
->buffer
, "vec%d(%s == 0.0 ? FLT_MAX : 1.0 / %s));\n",
2245 mask_size
, src_param
.param_str
, src_param
.param_str
);
2249 shader_addline(ins
->ctx
->buffer
, "%s == 0.0 ? FLT_MAX : 1.0 / %s);\n",
2250 src_param
.param_str
, src_param
.param_str
);
2254 static void shader_glsl_rsq(const struct wined3d_shader_instruction
*ins
)
2256 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
2257 glsl_src_param_t src_param
;
2259 unsigned int mask_size
;
2261 write_mask
= shader_glsl_append_dst(buffer
, ins
);
2262 mask_size
= shader_glsl_get_write_mask_size(write_mask
);
2264 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_3
, &src_param
);
2268 shader_addline(buffer
, "vec%d(%s == 0.0 ? FLT_MAX : inversesqrt(abs(%s))));\n",
2269 mask_size
, src_param
.param_str
, src_param
.param_str
);
2273 shader_addline(buffer
, "%s == 0.0 ? FLT_MAX : inversesqrt(abs(%s)));\n",
2274 src_param
.param_str
, src_param
.param_str
);
2278 /** Process signed comparison opcodes in GLSL. */
2279 static void shader_glsl_compare(const struct wined3d_shader_instruction
*ins
)
2281 glsl_src_param_t src0_param
;
2282 glsl_src_param_t src1_param
;
2284 unsigned int mask_size
;
2286 write_mask
= shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
2287 mask_size
= shader_glsl_get_write_mask_size(write_mask
);
2288 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
2289 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
2291 if (mask_size
> 1) {
2292 const char *compare
;
2294 switch(ins
->handler_idx
)
2296 case WINED3DSIH_SLT
: compare
= "lessThan"; break;
2297 case WINED3DSIH_SGE
: compare
= "greaterThanEqual"; break;
2298 default: compare
= "";
2299 FIXME("Can't handle opcode %#x\n", ins
->handler_idx
);
2302 shader_addline(ins
->ctx
->buffer
, "vec%d(%s(%s, %s)));\n", mask_size
, compare
,
2303 src0_param
.param_str
, src1_param
.param_str
);
2305 switch(ins
->handler_idx
)
2307 case WINED3DSIH_SLT
:
2308 /* Step(src0, src1) is not suitable here because if src0 == src1 SLT is supposed,
2309 * to return 0.0 but step returns 1.0 because step is not < x
2310 * An alternative is a bvec compare padded with an unused second component.
2311 * step(src1 * -1.0, src0 * -1.0) is not an option because it suffers from the same
2312 * issue. Playing with not() is not possible either because not() does not accept
2315 shader_addline(ins
->ctx
->buffer
, "(%s < %s) ? 1.0 : 0.0);\n",
2316 src0_param
.param_str
, src1_param
.param_str
);
2318 case WINED3DSIH_SGE
:
2319 /* Here we can use the step() function and safe a conditional */
2320 shader_addline(ins
->ctx
->buffer
, "step(%s, %s));\n", src1_param
.param_str
, src0_param
.param_str
);
2323 FIXME("Can't handle opcode %#x\n", ins
->handler_idx
);
2329 /** Process CMP instruction in GLSL (dst = src0 >= 0.0 ? src1 : src2), per channel */
2330 static void shader_glsl_cmp(const struct wined3d_shader_instruction
*ins
)
2332 glsl_src_param_t src0_param
;
2333 glsl_src_param_t src1_param
;
2334 glsl_src_param_t src2_param
;
2335 DWORD write_mask
, cmp_channel
= 0;
2338 BOOL temp_destination
= FALSE
;
2340 if (shader_is_scalar(&ins
->src
[0].reg
))
2342 write_mask
= shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
2344 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_ALL
, &src0_param
);
2345 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
2346 shader_glsl_add_src_param(ins
, &ins
->src
[2], write_mask
, &src2_param
);
2348 shader_addline(ins
->ctx
->buffer
, "%s >= 0.0 ? %s : %s);\n",
2349 src0_param
.param_str
, src1_param
.param_str
, src2_param
.param_str
);
2351 DWORD dst_mask
= ins
->dst
[0].write_mask
;
2352 struct wined3d_shader_dst_param dst
= ins
->dst
[0];
2354 /* Cycle through all source0 channels */
2355 for (i
=0; i
<4; i
++) {
2357 /* Find the destination channels which use the current source0 channel */
2358 for (j
=0; j
<4; j
++) {
2359 if (((ins
->src
[0].swizzle
>> (2 * j
)) & 0x3) == i
)
2361 write_mask
|= WINED3DSP_WRITEMASK_0
<< j
;
2362 cmp_channel
= WINED3DSP_WRITEMASK_0
<< j
;
2365 dst
.write_mask
= dst_mask
& write_mask
;
2367 /* Splitting the cmp instruction up in multiple lines imposes a problem:
2368 * The first lines may overwrite source parameters of the following lines.
2369 * Deal with that by using a temporary destination register if needed
2371 if ((ins
->src
[0].reg
.idx
== ins
->dst
[0].reg
.idx
2372 && ins
->src
[0].reg
.type
== ins
->dst
[0].reg
.type
)
2373 || (ins
->src
[1].reg
.idx
== ins
->dst
[0].reg
.idx
2374 && ins
->src
[1].reg
.type
== ins
->dst
[0].reg
.type
)
2375 || (ins
->src
[2].reg
.idx
== ins
->dst
[0].reg
.idx
2376 && ins
->src
[2].reg
.type
== ins
->dst
[0].reg
.type
))
2378 write_mask
= shader_glsl_get_write_mask(&dst
, mask_char
);
2379 if (!write_mask
) continue;
2380 shader_addline(ins
->ctx
->buffer
, "tmp0%s = (", mask_char
);
2381 temp_destination
= TRUE
;
2383 write_mask
= shader_glsl_append_dst_ext(ins
->ctx
->buffer
, ins
, &dst
);
2384 if (!write_mask
) continue;
2387 shader_glsl_add_src_param(ins
, &ins
->src
[0], cmp_channel
, &src0_param
);
2388 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
2389 shader_glsl_add_src_param(ins
, &ins
->src
[2], write_mask
, &src2_param
);
2391 shader_addline(ins
->ctx
->buffer
, "%s >= 0.0 ? %s : %s);\n",
2392 src0_param
.param_str
, src1_param
.param_str
, src2_param
.param_str
);
2395 if(temp_destination
) {
2396 shader_glsl_get_write_mask(&ins
->dst
[0], mask_char
);
2397 shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
2398 shader_addline(ins
->ctx
->buffer
, "tmp0%s);\n", mask_char
);
2404 /** Process the CND opcode in GLSL (dst = (src0 > 0.5) ? src1 : src2) */
2405 /* For ps 1.1-1.3, only a single component of src0 is used. For ps 1.4
2406 * the compare is done per component of src0. */
2407 static void shader_glsl_cnd(const struct wined3d_shader_instruction
*ins
)
2409 struct wined3d_shader_dst_param dst
;
2410 glsl_src_param_t src0_param
;
2411 glsl_src_param_t src1_param
;
2412 glsl_src_param_t src2_param
;
2413 DWORD write_mask
, cmp_channel
= 0;
2416 DWORD shader_version
= WINED3D_SHADER_VERSION(ins
->ctx
->reg_maps
->shader_version
.major
,
2417 ins
->ctx
->reg_maps
->shader_version
.minor
);
2419 if (shader_version
< WINED3D_SHADER_VERSION(1, 4))
2421 write_mask
= shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
2422 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
, &src0_param
);
2423 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
2424 shader_glsl_add_src_param(ins
, &ins
->src
[2], write_mask
, &src2_param
);
2426 /* Fun: The D3DSI_COISSUE flag changes the semantic of the cnd instruction for < 1.4 shaders */
2429 shader_addline(ins
->ctx
->buffer
, "%s /* COISSUE! */);\n", src1_param
.param_str
);
2431 shader_addline(ins
->ctx
->buffer
, "%s > 0.5 ? %s : %s);\n",
2432 src0_param
.param_str
, src1_param
.param_str
, src2_param
.param_str
);
2436 /* Cycle through all source0 channels */
2437 dst_mask
= ins
->dst
[0].write_mask
;
2439 for (i
=0; i
<4; i
++) {
2441 /* Find the destination channels which use the current source0 channel */
2442 for (j
=0; j
<4; j
++) {
2443 if (((ins
->src
[0].swizzle
>> (2 * j
)) & 0x3) == i
)
2445 write_mask
|= WINED3DSP_WRITEMASK_0
<< j
;
2446 cmp_channel
= WINED3DSP_WRITEMASK_0
<< j
;
2450 dst
.write_mask
= dst_mask
& write_mask
;
2451 write_mask
= shader_glsl_append_dst_ext(ins
->ctx
->buffer
, ins
, &dst
);
2452 if (!write_mask
) continue;
2454 shader_glsl_add_src_param(ins
, &ins
->src
[0], cmp_channel
, &src0_param
);
2455 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
2456 shader_glsl_add_src_param(ins
, &ins
->src
[2], write_mask
, &src2_param
);
2458 shader_addline(ins
->ctx
->buffer
, "%s > 0.5 ? %s : %s);\n",
2459 src0_param
.param_str
, src1_param
.param_str
, src2_param
.param_str
);
2463 /** GLSL code generation for WINED3DSIO_MAD: Multiply the first 2 opcodes, then add the last */
2464 static void shader_glsl_mad(const struct wined3d_shader_instruction
*ins
)
2466 glsl_src_param_t src0_param
;
2467 glsl_src_param_t src1_param
;
2468 glsl_src_param_t src2_param
;
2471 write_mask
= shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
2472 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
2473 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
2474 shader_glsl_add_src_param(ins
, &ins
->src
[2], write_mask
, &src2_param
);
2475 shader_addline(ins
->ctx
->buffer
, "(%s * %s) + %s);\n",
2476 src0_param
.param_str
, src1_param
.param_str
, src2_param
.param_str
);
2479 /* Handles transforming all WINED3DSIO_M?x? opcodes for
2480 Vertex shaders to GLSL codes */
2481 static void shader_glsl_mnxn(const struct wined3d_shader_instruction
*ins
)
2484 int nComponents
= 0;
2485 struct wined3d_shader_dst_param tmp_dst
= {{0}};
2486 struct wined3d_shader_src_param tmp_src
[2] = {{{0}}};
2487 struct wined3d_shader_instruction tmp_ins
;
2489 memset(&tmp_ins
, 0, sizeof(tmp_ins
));
2491 /* Set constants for the temporary argument */
2492 tmp_ins
.ctx
= ins
->ctx
;
2493 tmp_ins
.dst_count
= 1;
2494 tmp_ins
.dst
= &tmp_dst
;
2495 tmp_ins
.src_count
= 2;
2496 tmp_ins
.src
= tmp_src
;
2498 switch(ins
->handler_idx
)
2500 case WINED3DSIH_M4x4
:
2502 tmp_ins
.handler_idx
= WINED3DSIH_DP4
;
2504 case WINED3DSIH_M4x3
:
2506 tmp_ins
.handler_idx
= WINED3DSIH_DP4
;
2508 case WINED3DSIH_M3x4
:
2510 tmp_ins
.handler_idx
= WINED3DSIH_DP3
;
2512 case WINED3DSIH_M3x3
:
2514 tmp_ins
.handler_idx
= WINED3DSIH_DP3
;
2516 case WINED3DSIH_M3x2
:
2518 tmp_ins
.handler_idx
= WINED3DSIH_DP3
;
2524 tmp_dst
= ins
->dst
[0];
2525 tmp_src
[0] = ins
->src
[0];
2526 tmp_src
[1] = ins
->src
[1];
2527 for (i
= 0; i
< nComponents
; ++i
)
2529 tmp_dst
.write_mask
= WINED3DSP_WRITEMASK_0
<< i
;
2530 shader_glsl_dot(&tmp_ins
);
2531 ++tmp_src
[1].reg
.idx
;
2536 The LRP instruction performs a component-wise linear interpolation
2537 between the second and third operands using the first operand as the
2538 blend factor. Equation: (dst = src2 + src0 * (src1 - src2))
2539 This is equivalent to mix(src2, src1, src0);
2541 static void shader_glsl_lrp(const struct wined3d_shader_instruction
*ins
)
2543 glsl_src_param_t src0_param
;
2544 glsl_src_param_t src1_param
;
2545 glsl_src_param_t src2_param
;
2548 write_mask
= shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
2550 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
2551 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
2552 shader_glsl_add_src_param(ins
, &ins
->src
[2], write_mask
, &src2_param
);
2554 shader_addline(ins
->ctx
->buffer
, "mix(%s, %s, %s));\n",
2555 src2_param
.param_str
, src1_param
.param_str
, src0_param
.param_str
);
2558 /** Process the WINED3DSIO_LIT instruction in GLSL:
2559 * dst.x = dst.w = 1.0
2560 * dst.y = (src0.x > 0) ? src0.x
2561 * dst.z = (src0.x > 0) ? ((src0.y > 0) ? pow(src0.y, src.w) : 0) : 0
2562 * where src.w is clamped at +- 128
2564 static void shader_glsl_lit(const struct wined3d_shader_instruction
*ins
)
2566 glsl_src_param_t src0_param
;
2567 glsl_src_param_t src1_param
;
2568 glsl_src_param_t src3_param
;
2571 shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
2572 shader_glsl_get_write_mask(&ins
->dst
[0], dst_mask
);
2574 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
, &src0_param
);
2575 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_1
, &src1_param
);
2576 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_3
, &src3_param
);
2578 /* The sdk specifies the instruction like this
2580 * if(src.x > 0.0) dst.y = src.x
2582 * if(src.x > 0.0 && src.y > 0.0) dst.z = pow(src.y, power);
2586 * Obviously that has quite a few conditionals in it which we don't like. So the first step is this:
2587 * dst.x = 1.0 ... No further explanation needed
2588 * dst.y = max(src.y, 0.0); ... If x < 0.0, use 0.0, otherwise x. Same as the conditional
2589 * dst.z = x > 0.0 ? pow(max(y, 0.0), p) : 0; ... 0 ^ power is 0, and otherwise we use y anyway
2590 * dst.w = 1.0. ... Nothing fancy.
2592 * So we still have one conditional in there. So do this:
2593 * dst.z = pow(max(0.0, src.y) * step(0.0, src.x), power);
2595 * 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),
2596 * 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.
2597 * if both x and y are > 0, we get pow(y * 1.0, power), as it is supposed to
2599 shader_addline(ins
->ctx
->buffer
,
2600 "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",
2601 src0_param
.param_str
, src1_param
.param_str
, src0_param
.param_str
, src3_param
.param_str
, dst_mask
);
2604 /** Process the WINED3DSIO_DST instruction in GLSL:
2606 * dst.y = src0.x * src0.y
2610 static void shader_glsl_dst(const struct wined3d_shader_instruction
*ins
)
2612 glsl_src_param_t src0y_param
;
2613 glsl_src_param_t src0z_param
;
2614 glsl_src_param_t src1y_param
;
2615 glsl_src_param_t src1w_param
;
2618 shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
2619 shader_glsl_get_write_mask(&ins
->dst
[0], dst_mask
);
2621 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_1
, &src0y_param
);
2622 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_2
, &src0z_param
);
2623 shader_glsl_add_src_param(ins
, &ins
->src
[1], WINED3DSP_WRITEMASK_1
, &src1y_param
);
2624 shader_glsl_add_src_param(ins
, &ins
->src
[1], WINED3DSP_WRITEMASK_3
, &src1w_param
);
2626 shader_addline(ins
->ctx
->buffer
, "vec4(1.0, %s * %s, %s, %s))%s;\n",
2627 src0y_param
.param_str
, src1y_param
.param_str
, src0z_param
.param_str
, src1w_param
.param_str
, dst_mask
);
2630 /** Process the WINED3DSIO_SINCOS instruction in GLSL:
2631 * VS 2.0 requires that specific cosine and sine constants be passed to this instruction so the hardware
2632 * can handle it. But, these functions are built-in for GLSL, so we can just ignore the last 2 params.
2634 * dst.x = cos(src0.?)
2635 * dst.y = sin(src0.?)
2639 static void shader_glsl_sincos(const struct wined3d_shader_instruction
*ins
)
2641 glsl_src_param_t src0_param
;
2644 write_mask
= shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
2645 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
, &src0_param
);
2647 switch (write_mask
) {
2648 case WINED3DSP_WRITEMASK_0
:
2649 shader_addline(ins
->ctx
->buffer
, "cos(%s));\n", src0_param
.param_str
);
2652 case WINED3DSP_WRITEMASK_1
:
2653 shader_addline(ins
->ctx
->buffer
, "sin(%s));\n", src0_param
.param_str
);
2656 case (WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
):
2657 shader_addline(ins
->ctx
->buffer
, "vec2(cos(%s), sin(%s)));\n", src0_param
.param_str
, src0_param
.param_str
);
2661 ERR("Write mask should be .x, .y or .xy\n");
2666 /* sgn in vs_2_0 has 2 extra parameters(registers for temporary storage) which we don't use
2667 * here. But those extra parameters require a dedicated function for sgn, since map2gl would
2668 * generate invalid code
2670 static void shader_glsl_sgn(const struct wined3d_shader_instruction
*ins
)
2672 glsl_src_param_t src0_param
;
2675 write_mask
= shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
2676 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
2678 shader_addline(ins
->ctx
->buffer
, "sign(%s));\n", src0_param
.param_str
);
2681 /** Process the WINED3DSIO_LOOP instruction in GLSL:
2682 * Start a for() loop where src1.y is the initial value of aL,
2683 * increment aL by src1.z for a total of src1.x iterations.
2684 * Need to use a temporary variable for this operation.
2686 /* FIXME: I don't think nested loops will work correctly this way. */
2687 static void shader_glsl_loop(const struct wined3d_shader_instruction
*ins
)
2689 glsl_src_param_t src1_param
;
2690 IWineD3DBaseShaderImpl
*shader
= (IWineD3DBaseShaderImpl
*)ins
->ctx
->shader
;
2691 const DWORD
*control_values
= NULL
;
2692 const local_constant
*constant
;
2694 shader_glsl_add_src_param(ins
, &ins
->src
[1], WINED3DSP_WRITEMASK_ALL
, &src1_param
);
2696 /* Try to hardcode the loop control parameters if possible. Direct3D 9 class hardware doesn't support real
2697 * varying indexing, but Microsoft designed this feature for Shader model 2.x+. If the loop control is
2698 * known at compile time, the GLSL compiler can unroll the loop, and replace indirect addressing with direct
2701 if (ins
->src
[1].reg
.type
== WINED3DSPR_CONSTINT
)
2703 LIST_FOR_EACH_ENTRY(constant
, &shader
->baseShader
.constantsI
, local_constant
, entry
) {
2704 if (constant
->idx
== ins
->src
[1].reg
.idx
)
2706 control_values
= constant
->value
;
2714 struct wined3d_shader_loop_control loop_control
;
2715 loop_control
.count
= control_values
[0];
2716 loop_control
.start
= control_values
[1];
2717 loop_control
.step
= (int)control_values
[2];
2719 if (loop_control
.step
> 0)
2721 shader_addline(ins
->ctx
->buffer
, "for (aL%u = %u; aL%u < (%u * %d + %u); aL%u += %d) {\n",
2722 shader
->baseShader
.cur_loop_depth
, loop_control
.start
,
2723 shader
->baseShader
.cur_loop_depth
, loop_control
.count
, loop_control
.step
, loop_control
.start
,
2724 shader
->baseShader
.cur_loop_depth
, loop_control
.step
);
2726 else if (loop_control
.step
< 0)
2728 shader_addline(ins
->ctx
->buffer
, "for (aL%u = %u; aL%u > (%u * %d + %u); aL%u += %d) {\n",
2729 shader
->baseShader
.cur_loop_depth
, loop_control
.start
,
2730 shader
->baseShader
.cur_loop_depth
, loop_control
.count
, loop_control
.step
, loop_control
.start
,
2731 shader
->baseShader
.cur_loop_depth
, loop_control
.step
);
2735 shader_addline(ins
->ctx
->buffer
, "for (aL%u = %u, tmpInt%u = 0; tmpInt%u < %u; tmpInt%u++) {\n",
2736 shader
->baseShader
.cur_loop_depth
, loop_control
.start
, shader
->baseShader
.cur_loop_depth
,
2737 shader
->baseShader
.cur_loop_depth
, loop_control
.count
,
2738 shader
->baseShader
.cur_loop_depth
);
2741 shader_addline(ins
->ctx
->buffer
,
2742 "for (tmpInt%u = 0, aL%u = %s.y; tmpInt%u < %s.x; tmpInt%u++, aL%u += %s.z) {\n",
2743 shader
->baseShader
.cur_loop_depth
, shader
->baseShader
.cur_loop_regno
,
2744 src1_param
.reg_name
, shader
->baseShader
.cur_loop_depth
, src1_param
.reg_name
,
2745 shader
->baseShader
.cur_loop_depth
, shader
->baseShader
.cur_loop_regno
, src1_param
.reg_name
);
2748 shader
->baseShader
.cur_loop_depth
++;
2749 shader
->baseShader
.cur_loop_regno
++;
2752 static void shader_glsl_end(const struct wined3d_shader_instruction
*ins
)
2754 IWineD3DBaseShaderImpl
*shader
= (IWineD3DBaseShaderImpl
*)ins
->ctx
->shader
;
2756 shader_addline(ins
->ctx
->buffer
, "}\n");
2758 if (ins
->handler_idx
== WINED3DSIH_ENDLOOP
)
2760 shader
->baseShader
.cur_loop_depth
--;
2761 shader
->baseShader
.cur_loop_regno
--;
2764 if (ins
->handler_idx
== WINED3DSIH_ENDREP
)
2766 shader
->baseShader
.cur_loop_depth
--;
2770 static void shader_glsl_rep(const struct wined3d_shader_instruction
*ins
)
2772 IWineD3DBaseShaderImpl
*shader
= (IWineD3DBaseShaderImpl
*)ins
->ctx
->shader
;
2773 glsl_src_param_t src0_param
;
2774 const DWORD
*control_values
= NULL
;
2775 const local_constant
*constant
;
2777 /* Try to hardcode local values to help the GLSL compiler to unroll and optimize the loop */
2778 if (ins
->src
[0].reg
.type
== WINED3DSPR_CONSTINT
)
2780 LIST_FOR_EACH_ENTRY(constant
, &shader
->baseShader
.constantsI
, local_constant
, entry
)
2782 if (constant
->idx
== ins
->src
[0].reg
.idx
)
2784 control_values
= constant
->value
;
2790 if(control_values
) {
2791 shader_addline(ins
->ctx
->buffer
, "for (tmpInt%d = 0; tmpInt%d < %d; tmpInt%d++) {\n",
2792 shader
->baseShader
.cur_loop_depth
, shader
->baseShader
.cur_loop_depth
,
2793 control_values
[0], shader
->baseShader
.cur_loop_depth
);
2795 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
, &src0_param
);
2796 shader_addline(ins
->ctx
->buffer
, "for (tmpInt%d = 0; tmpInt%d < %s; tmpInt%d++) {\n",
2797 shader
->baseShader
.cur_loop_depth
, shader
->baseShader
.cur_loop_depth
,
2798 src0_param
.param_str
, shader
->baseShader
.cur_loop_depth
);
2800 shader
->baseShader
.cur_loop_depth
++;
2803 static void shader_glsl_if(const struct wined3d_shader_instruction
*ins
)
2805 glsl_src_param_t src0_param
;
2807 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
, &src0_param
);
2808 shader_addline(ins
->ctx
->buffer
, "if (%s) {\n", src0_param
.param_str
);
2811 static void shader_glsl_ifc(const struct wined3d_shader_instruction
*ins
)
2813 glsl_src_param_t src0_param
;
2814 glsl_src_param_t src1_param
;
2816 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
, &src0_param
);
2817 shader_glsl_add_src_param(ins
, &ins
->src
[1], WINED3DSP_WRITEMASK_0
, &src1_param
);
2819 shader_addline(ins
->ctx
->buffer
, "if (%s %s %s) {\n",
2820 src0_param
.param_str
, shader_get_comp_op(ins
->flags
), src1_param
.param_str
);
2823 static void shader_glsl_else(const struct wined3d_shader_instruction
*ins
)
2825 shader_addline(ins
->ctx
->buffer
, "} else {\n");
2828 static void shader_glsl_break(const struct wined3d_shader_instruction
*ins
)
2830 shader_addline(ins
->ctx
->buffer
, "break;\n");
2833 /* FIXME: According to MSDN the compare is done per component. */
2834 static void shader_glsl_breakc(const struct wined3d_shader_instruction
*ins
)
2836 glsl_src_param_t src0_param
;
2837 glsl_src_param_t src1_param
;
2839 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
, &src0_param
);
2840 shader_glsl_add_src_param(ins
, &ins
->src
[1], WINED3DSP_WRITEMASK_0
, &src1_param
);
2842 shader_addline(ins
->ctx
->buffer
, "if (%s %s %s) break;\n",
2843 src0_param
.param_str
, shader_get_comp_op(ins
->flags
), src1_param
.param_str
);
2846 static void shader_glsl_label(const struct wined3d_shader_instruction
*ins
)
2848 shader_addline(ins
->ctx
->buffer
, "}\n");
2849 shader_addline(ins
->ctx
->buffer
, "void subroutine%u () {\n", ins
->src
[0].reg
.idx
);
2852 static void shader_glsl_call(const struct wined3d_shader_instruction
*ins
)
2854 shader_addline(ins
->ctx
->buffer
, "subroutine%u();\n", ins
->src
[0].reg
.idx
);
2857 static void shader_glsl_callnz(const struct wined3d_shader_instruction
*ins
)
2859 glsl_src_param_t src1_param
;
2861 shader_glsl_add_src_param(ins
, &ins
->src
[1], WINED3DSP_WRITEMASK_0
, &src1_param
);
2862 shader_addline(ins
->ctx
->buffer
, "if (%s) subroutine%u();\n", src1_param
.param_str
, ins
->src
[0].reg
.idx
);
2865 static void shader_glsl_ret(const struct wined3d_shader_instruction
*ins
)
2867 /* No-op. The closing } is written when a new function is started, and at the end of the shader. This
2868 * function only suppresses the unhandled instruction warning
2872 /*********************************************
2873 * Pixel Shader Specific Code begins here
2874 ********************************************/
2875 static void shader_glsl_tex(const struct wined3d_shader_instruction
*ins
)
2877 IWineD3DBaseShaderImpl
*shader
= (IWineD3DBaseShaderImpl
*)ins
->ctx
->shader
;
2878 IWineD3DDeviceImpl
*deviceImpl
= (IWineD3DDeviceImpl
*)shader
->baseShader
.device
;
2879 DWORD shader_version
= WINED3D_SHADER_VERSION(ins
->ctx
->reg_maps
->shader_version
.major
,
2880 ins
->ctx
->reg_maps
->shader_version
.minor
);
2881 const struct wined3d_gl_info
*gl_info
= ins
->ctx
->gl_info
;
2882 glsl_sample_function_t sample_function
;
2883 DWORD sample_flags
= 0;
2884 WINED3DSAMPLER_TEXTURE_TYPE sampler_type
;
2886 DWORD mask
= 0, swizzle
;
2888 /* 1.0-1.4: Use destination register as sampler source.
2889 * 2.0+: Use provided sampler source. */
2890 if (shader_version
< WINED3D_SHADER_VERSION(2,0)) sampler_idx
= ins
->dst
[0].reg
.idx
;
2891 else sampler_idx
= ins
->src
[1].reg
.idx
;
2892 sampler_type
= ins
->ctx
->reg_maps
->sampler_type
[sampler_idx
];
2894 if (shader_version
< WINED3D_SHADER_VERSION(1,4))
2896 DWORD flags
= deviceImpl
->stateBlock
->textureState
[sampler_idx
][WINED3DTSS_TEXTURETRANSFORMFLAGS
];
2898 /* Projected cube textures don't make a lot of sense, the resulting coordinates stay the same. */
2899 if (flags
& WINED3DTTFF_PROJECTED
&& sampler_type
!= WINED3DSTT_CUBE
) {
2900 sample_flags
|= WINED3D_GLSL_SAMPLE_PROJECTED
;
2901 switch (flags
& ~WINED3DTTFF_PROJECTED
) {
2902 case WINED3DTTFF_COUNT1
: FIXME("WINED3DTTFF_PROJECTED with WINED3DTTFF_COUNT1?\n"); break;
2903 case WINED3DTTFF_COUNT2
: mask
= WINED3DSP_WRITEMASK_1
; break;
2904 case WINED3DTTFF_COUNT3
: mask
= WINED3DSP_WRITEMASK_2
; break;
2905 case WINED3DTTFF_COUNT4
:
2906 case WINED3DTTFF_DISABLE
: mask
= WINED3DSP_WRITEMASK_3
; break;
2910 else if (shader_version
< WINED3D_SHADER_VERSION(2,0))
2912 DWORD src_mod
= ins
->src
[0].modifiers
;
2914 if (src_mod
== WINED3DSPSM_DZ
) {
2915 sample_flags
|= WINED3D_GLSL_SAMPLE_PROJECTED
;
2916 mask
= WINED3DSP_WRITEMASK_2
;
2917 } else if (src_mod
== WINED3DSPSM_DW
) {
2918 sample_flags
|= WINED3D_GLSL_SAMPLE_PROJECTED
;
2919 mask
= WINED3DSP_WRITEMASK_3
;
2922 if (ins
->flags
& WINED3DSI_TEXLD_PROJECT
)
2924 /* ps 2.0 texldp instruction always divides by the fourth component. */
2925 sample_flags
|= WINED3D_GLSL_SAMPLE_PROJECTED
;
2926 mask
= WINED3DSP_WRITEMASK_3
;
2930 if(deviceImpl
->stateBlock
->textures
[sampler_idx
] &&
2931 IWineD3DBaseTexture_GetTextureDimensions(deviceImpl
->stateBlock
->textures
[sampler_idx
]) == GL_TEXTURE_RECTANGLE_ARB
) {
2932 sample_flags
|= WINED3D_GLSL_SAMPLE_RECT
;
2935 shader_glsl_get_sample_function(gl_info
, sampler_type
, sample_flags
, &sample_function
);
2936 mask
|= sample_function
.coord_mask
;
2938 if (shader_version
< WINED3D_SHADER_VERSION(2,0)) swizzle
= WINED3DSP_NOSWIZZLE
;
2939 else swizzle
= ins
->src
[1].swizzle
;
2941 /* 1.0-1.3: Use destination register as coordinate source.
2942 1.4+: Use provided coordinate source register. */
2943 if (shader_version
< WINED3D_SHADER_VERSION(1,4))
2946 shader_glsl_write_mask_to_str(mask
, coord_mask
);
2947 shader_glsl_gen_sample_code(ins
, sampler_idx
, &sample_function
, swizzle
, NULL
, NULL
, NULL
,
2948 "T%u%s", sampler_idx
, coord_mask
);
2950 glsl_src_param_t coord_param
;
2951 shader_glsl_add_src_param(ins
, &ins
->src
[0], mask
, &coord_param
);
2952 if (ins
->flags
& WINED3DSI_TEXLD_BIAS
)
2954 glsl_src_param_t bias
;
2955 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_3
, &bias
);
2956 shader_glsl_gen_sample_code(ins
, sampler_idx
, &sample_function
, swizzle
, NULL
, NULL
, bias
.param_str
,
2957 "%s", coord_param
.param_str
);
2959 shader_glsl_gen_sample_code(ins
, sampler_idx
, &sample_function
, swizzle
, NULL
, NULL
, NULL
,
2960 "%s", coord_param
.param_str
);
2965 static void shader_glsl_texldd(const struct wined3d_shader_instruction
*ins
)
2967 IWineD3DBaseShaderImpl
*This
= (IWineD3DBaseShaderImpl
*)ins
->ctx
->shader
;
2968 IWineD3DDeviceImpl
* deviceImpl
= (IWineD3DDeviceImpl
*) This
->baseShader
.device
;
2969 const struct wined3d_gl_info
*gl_info
= ins
->ctx
->gl_info
;
2970 glsl_sample_function_t sample_function
;
2971 glsl_src_param_t coord_param
, dx_param
, dy_param
;
2972 DWORD sample_flags
= WINED3D_GLSL_SAMPLE_GRAD
;
2975 DWORD swizzle
= ins
->src
[1].swizzle
;
2977 if (!gl_info
->supported
[ARB_SHADER_TEXTURE_LOD
] && !gl_info
->supported
[EXT_GPU_SHADER4
])
2979 FIXME("texldd used, but not supported by hardware. Falling back to regular tex\n");
2980 return shader_glsl_tex(ins
);
2983 sampler_idx
= ins
->src
[1].reg
.idx
;
2984 sampler_type
= ins
->ctx
->reg_maps
->sampler_type
[sampler_idx
];
2985 if(deviceImpl
->stateBlock
->textures
[sampler_idx
] &&
2986 IWineD3DBaseTexture_GetTextureDimensions(deviceImpl
->stateBlock
->textures
[sampler_idx
]) == GL_TEXTURE_RECTANGLE_ARB
) {
2987 sample_flags
|= WINED3D_GLSL_SAMPLE_RECT
;
2990 shader_glsl_get_sample_function(gl_info
, sampler_type
, sample_flags
, &sample_function
);
2991 shader_glsl_add_src_param(ins
, &ins
->src
[0], sample_function
.coord_mask
, &coord_param
);
2992 shader_glsl_add_src_param(ins
, &ins
->src
[2], sample_function
.coord_mask
, &dx_param
);
2993 shader_glsl_add_src_param(ins
, &ins
->src
[3], sample_function
.coord_mask
, &dy_param
);
2995 shader_glsl_gen_sample_code(ins
, sampler_idx
, &sample_function
, swizzle
, dx_param
.param_str
, dy_param
.param_str
, NULL
,
2996 "%s", coord_param
.param_str
);
2999 static void shader_glsl_texldl(const struct wined3d_shader_instruction
*ins
)
3001 IWineD3DBaseShaderImpl
*This
= (IWineD3DBaseShaderImpl
*)ins
->ctx
->shader
;
3002 IWineD3DDeviceImpl
* deviceImpl
= (IWineD3DDeviceImpl
*) This
->baseShader
.device
;
3003 const struct wined3d_gl_info
*gl_info
= ins
->ctx
->gl_info
;
3004 glsl_sample_function_t sample_function
;
3005 glsl_src_param_t coord_param
, lod_param
;
3006 DWORD sample_flags
= WINED3D_GLSL_SAMPLE_LOD
;
3009 DWORD swizzle
= ins
->src
[1].swizzle
;
3011 sampler_idx
= ins
->src
[1].reg
.idx
;
3012 sampler_type
= ins
->ctx
->reg_maps
->sampler_type
[sampler_idx
];
3013 if(deviceImpl
->stateBlock
->textures
[sampler_idx
] &&
3014 IWineD3DBaseTexture_GetTextureDimensions(deviceImpl
->stateBlock
->textures
[sampler_idx
]) == GL_TEXTURE_RECTANGLE_ARB
) {
3015 sample_flags
|= WINED3D_GLSL_SAMPLE_RECT
;
3017 shader_glsl_get_sample_function(gl_info
, sampler_type
, sample_flags
, &sample_function
);
3018 shader_glsl_add_src_param(ins
, &ins
->src
[0], sample_function
.coord_mask
, &coord_param
);
3020 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_3
, &lod_param
);
3022 if (!gl_info
->supported
[ARB_SHADER_TEXTURE_LOD
] && !gl_info
->supported
[EXT_GPU_SHADER4
]
3023 && shader_is_pshader_version(ins
->ctx
->reg_maps
->shader_version
.type
))
3025 /* The GLSL spec claims the Lod sampling functions are only supported in vertex shaders.
3026 * However, they seem to work just fine in fragment shaders as well. */
3027 WARN("Using %s in fragment shader.\n", sample_function
.name
);
3029 shader_glsl_gen_sample_code(ins
, sampler_idx
, &sample_function
, swizzle
, NULL
, NULL
, lod_param
.param_str
,
3030 "%s", coord_param
.param_str
);
3033 static void shader_glsl_texcoord(const struct wined3d_shader_instruction
*ins
)
3035 /* FIXME: Make this work for more than just 2D textures */
3036 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
3037 DWORD write_mask
= shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
3039 if (!(ins
->ctx
->reg_maps
->shader_version
.major
== 1 && ins
->ctx
->reg_maps
->shader_version
.minor
== 4))
3043 shader_glsl_get_write_mask(&ins
->dst
[0], dst_mask
);
3044 shader_addline(buffer
, "clamp(gl_TexCoord[%u], 0.0, 1.0)%s);\n",
3045 ins
->dst
[0].reg
.idx
, dst_mask
);
3047 DWORD reg
= ins
->src
[0].reg
.idx
;
3048 DWORD src_mod
= ins
->src
[0].modifiers
;
3049 char dst_swizzle
[6];
3051 shader_glsl_get_swizzle(&ins
->src
[0], FALSE
, write_mask
, dst_swizzle
);
3053 if (src_mod
== WINED3DSPSM_DZ
) {
3054 glsl_src_param_t div_param
;
3055 unsigned int mask_size
= shader_glsl_get_write_mask_size(write_mask
);
3056 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_2
, &div_param
);
3058 if (mask_size
> 1) {
3059 shader_addline(buffer
, "gl_TexCoord[%u]%s / vec%d(%s));\n", reg
, dst_swizzle
, mask_size
, div_param
.param_str
);
3061 shader_addline(buffer
, "gl_TexCoord[%u]%s / %s);\n", reg
, dst_swizzle
, div_param
.param_str
);
3063 } else if (src_mod
== WINED3DSPSM_DW
) {
3064 glsl_src_param_t div_param
;
3065 unsigned int mask_size
= shader_glsl_get_write_mask_size(write_mask
);
3066 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_3
, &div_param
);
3068 if (mask_size
> 1) {
3069 shader_addline(buffer
, "gl_TexCoord[%u]%s / vec%d(%s));\n", reg
, dst_swizzle
, mask_size
, div_param
.param_str
);
3071 shader_addline(buffer
, "gl_TexCoord[%u]%s / %s);\n", reg
, dst_swizzle
, div_param
.param_str
);
3074 shader_addline(buffer
, "gl_TexCoord[%u]%s);\n", reg
, dst_swizzle
);
3079 /** Process the WINED3DSIO_TEXDP3TEX instruction in GLSL:
3080 * Take a 3-component dot product of the TexCoord[dstreg] and src,
3081 * then perform a 1D texture lookup from stage dstregnum, place into dst. */
3082 static void shader_glsl_texdp3tex(const struct wined3d_shader_instruction
*ins
)
3084 const struct wined3d_gl_info
*gl_info
= ins
->ctx
->gl_info
;
3085 glsl_src_param_t src0_param
;
3086 glsl_sample_function_t sample_function
;
3087 DWORD sampler_idx
= ins
->dst
[0].reg
.idx
;
3088 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
3089 WINED3DSAMPLER_TEXTURE_TYPE sampler_type
= ins
->ctx
->reg_maps
->sampler_type
[sampler_idx
];
3092 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_mask
, &src0_param
);
3094 /* Do I have to take care about the projected bit? I don't think so, since the dp3 returns only one
3095 * scalar, and projected sampling would require 4.
3097 * It is a dependent read - not valid with conditional NP2 textures
3099 shader_glsl_get_sample_function(gl_info
, sampler_type
, 0, &sample_function
);
3100 mask_size
= shader_glsl_get_write_mask_size(sample_function
.coord_mask
);
3105 shader_glsl_gen_sample_code(ins
, sampler_idx
, &sample_function
, WINED3DSP_NOSWIZZLE
, NULL
, NULL
, NULL
,
3106 "dot(gl_TexCoord[%u].xyz, %s)", sampler_idx
, src0_param
.param_str
);
3110 shader_glsl_gen_sample_code(ins
, sampler_idx
, &sample_function
, WINED3DSP_NOSWIZZLE
, NULL
, NULL
, NULL
,
3111 "vec2(dot(gl_TexCoord[%u].xyz, %s), 0.0)", sampler_idx
, src0_param
.param_str
);
3115 shader_glsl_gen_sample_code(ins
, sampler_idx
, &sample_function
, WINED3DSP_NOSWIZZLE
, NULL
, NULL
, NULL
,
3116 "vec3(dot(gl_TexCoord[%u].xyz, %s), 0.0, 0.0)", sampler_idx
, src0_param
.param_str
);
3120 FIXME("Unexpected mask size %u\n", mask_size
);
3125 /** Process the WINED3DSIO_TEXDP3 instruction in GLSL:
3126 * Take a 3-component dot product of the TexCoord[dstreg] and src. */
3127 static void shader_glsl_texdp3(const struct wined3d_shader_instruction
*ins
)
3129 glsl_src_param_t src0_param
;
3130 DWORD dstreg
= ins
->dst
[0].reg
.idx
;
3131 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
3133 unsigned int mask_size
;
3135 dst_mask
= shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
3136 mask_size
= shader_glsl_get_write_mask_size(dst_mask
);
3137 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_mask
, &src0_param
);
3139 if (mask_size
> 1) {
3140 shader_addline(ins
->ctx
->buffer
, "vec%d(dot(T%u.xyz, %s)));\n", mask_size
, dstreg
, src0_param
.param_str
);
3142 shader_addline(ins
->ctx
->buffer
, "dot(T%u.xyz, %s));\n", dstreg
, src0_param
.param_str
);
3146 /** Process the WINED3DSIO_TEXDEPTH instruction in GLSL:
3147 * Calculate the depth as dst.x / dst.y */
3148 static void shader_glsl_texdepth(const struct wined3d_shader_instruction
*ins
)
3150 glsl_dst_param_t dst_param
;
3152 shader_glsl_add_dst_param(ins
, &ins
->dst
[0], &dst_param
);
3154 /* Tests show that texdepth never returns anything below 0.0, and that r5.y is clamped to 1.0.
3155 * Negative input is accepted, -0.25 / -0.5 returns 0.5. GL should clamp gl_FragDepth to [0;1], but
3156 * this doesn't always work, so clamp the results manually. Whether or not the x value is clamped at 1
3157 * too is irrelevant, since if x = 0, any y value < 1.0 (and > 1.0 is not allowed) results in a result
3160 shader_addline(ins
->ctx
->buffer
, "gl_FragDepth = clamp((%s.x / min(%s.y, 1.0)), 0.0, 1.0);\n",
3161 dst_param
.reg_name
, dst_param
.reg_name
);
3164 /** Process the WINED3DSIO_TEXM3X2DEPTH instruction in GLSL:
3165 * Last row of a 3x2 matrix multiply, use the result to calculate the depth:
3166 * Calculate tmp0.y = TexCoord[dstreg] . src.xyz; (tmp0.x has already been calculated)
3167 * depth = (tmp0.y == 0.0) ? 1.0 : tmp0.x / tmp0.y
3169 static void shader_glsl_texm3x2depth(const struct wined3d_shader_instruction
*ins
)
3171 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
3172 DWORD dstreg
= ins
->dst
[0].reg
.idx
;
3173 glsl_src_param_t src0_param
;
3175 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_mask
, &src0_param
);
3177 shader_addline(ins
->ctx
->buffer
, "tmp0.y = dot(T%u.xyz, %s);\n", dstreg
, src0_param
.param_str
);
3178 shader_addline(ins
->ctx
->buffer
, "gl_FragDepth = (tmp0.y == 0.0) ? 1.0 : clamp(tmp0.x / tmp0.y, 0.0, 1.0);\n");
3181 /** Process the WINED3DSIO_TEXM3X2PAD instruction in GLSL
3182 * Calculate the 1st of a 2-row matrix multiplication. */
3183 static void shader_glsl_texm3x2pad(const struct wined3d_shader_instruction
*ins
)
3185 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
3186 DWORD reg
= ins
->dst
[0].reg
.idx
;
3187 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
3188 glsl_src_param_t src0_param
;
3190 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_mask
, &src0_param
);
3191 shader_addline(buffer
, "tmp0.x = dot(T%u.xyz, %s);\n", reg
, src0_param
.param_str
);
3194 /** Process the WINED3DSIO_TEXM3X3PAD instruction in GLSL
3195 * Calculate the 1st or 2nd row of a 3-row matrix multiplication. */
3196 static void shader_glsl_texm3x3pad(const struct wined3d_shader_instruction
*ins
)
3198 IWineD3DBaseShaderImpl
*shader
= (IWineD3DBaseShaderImpl
*)ins
->ctx
->shader
;
3199 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
3200 DWORD reg
= ins
->dst
[0].reg
.idx
;
3201 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
3202 SHADER_PARSE_STATE
* current_state
= &shader
->baseShader
.parse_state
;
3203 glsl_src_param_t src0_param
;
3205 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_mask
, &src0_param
);
3206 shader_addline(buffer
, "tmp0.%c = dot(T%u.xyz, %s);\n", 'x' + current_state
->current_row
, reg
, src0_param
.param_str
);
3207 current_state
->texcoord_w
[current_state
->current_row
++] = reg
;
3210 static void shader_glsl_texm3x2tex(const struct wined3d_shader_instruction
*ins
)
3212 const struct wined3d_gl_info
*gl_info
= ins
->ctx
->gl_info
;
3213 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
3214 DWORD reg
= ins
->dst
[0].reg
.idx
;
3215 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
3216 glsl_src_param_t src0_param
;
3217 WINED3DSAMPLER_TEXTURE_TYPE sampler_type
= ins
->ctx
->reg_maps
->sampler_type
[reg
];
3218 glsl_sample_function_t sample_function
;
3220 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_mask
, &src0_param
);
3221 shader_addline(buffer
, "tmp0.y = dot(T%u.xyz, %s);\n", reg
, src0_param
.param_str
);
3223 shader_glsl_get_sample_function(gl_info
, sampler_type
, 0, &sample_function
);
3225 /* Sample the texture using the calculated coordinates */
3226 shader_glsl_gen_sample_code(ins
, reg
, &sample_function
, WINED3DSP_NOSWIZZLE
, NULL
, NULL
, NULL
, "tmp0.xy");
3229 /** Process the WINED3DSIO_TEXM3X3TEX instruction in GLSL
3230 * Perform the 3rd row of a 3x3 matrix multiply, then sample the texture using the calculated coordinates */
3231 static void shader_glsl_texm3x3tex(const struct wined3d_shader_instruction
*ins
)
3233 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
3234 IWineD3DBaseShaderImpl
*shader
= (IWineD3DBaseShaderImpl
*)ins
->ctx
->shader
;
3235 SHADER_PARSE_STATE
*current_state
= &shader
->baseShader
.parse_state
;
3236 const struct wined3d_gl_info
*gl_info
= ins
->ctx
->gl_info
;
3237 glsl_src_param_t src0_param
;
3238 DWORD reg
= ins
->dst
[0].reg
.idx
;
3239 WINED3DSAMPLER_TEXTURE_TYPE sampler_type
= ins
->ctx
->reg_maps
->sampler_type
[reg
];
3240 glsl_sample_function_t sample_function
;
3242 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_mask
, &src0_param
);
3243 shader_addline(ins
->ctx
->buffer
, "tmp0.z = dot(T%u.xyz, %s);\n", reg
, src0_param
.param_str
);
3245 /* Dependent read, not valid with conditional NP2 */
3246 shader_glsl_get_sample_function(gl_info
, sampler_type
, 0, &sample_function
);
3248 /* Sample the texture using the calculated coordinates */
3249 shader_glsl_gen_sample_code(ins
, reg
, &sample_function
, WINED3DSP_NOSWIZZLE
, NULL
, NULL
, NULL
, "tmp0.xyz");
3251 current_state
->current_row
= 0;
3254 /** Process the WINED3DSIO_TEXM3X3 instruction in GLSL
3255 * Perform the 3rd row of a 3x3 matrix multiply */
3256 static void shader_glsl_texm3x3(const struct wined3d_shader_instruction
*ins
)
3258 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
3259 IWineD3DBaseShaderImpl
*shader
= (IWineD3DBaseShaderImpl
*)ins
->ctx
->shader
;
3260 SHADER_PARSE_STATE
*current_state
= &shader
->baseShader
.parse_state
;
3261 glsl_src_param_t src0_param
;
3263 DWORD reg
= ins
->dst
[0].reg
.idx
;
3265 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_mask
, &src0_param
);
3267 shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
3268 shader_glsl_get_write_mask(&ins
->dst
[0], dst_mask
);
3269 shader_addline(ins
->ctx
->buffer
, "vec4(tmp0.xy, dot(T%u.xyz, %s), 1.0)%s);\n", reg
, src0_param
.param_str
, dst_mask
);
3271 current_state
->current_row
= 0;
3274 /* Process the WINED3DSIO_TEXM3X3SPEC instruction in GLSL
3275 * Perform the final texture lookup based on the previous 2 3x3 matrix multiplies */
3276 static void shader_glsl_texm3x3spec(const struct wined3d_shader_instruction
*ins
)
3278 IWineD3DBaseShaderImpl
*shader
= (IWineD3DBaseShaderImpl
*)ins
->ctx
->shader
;
3279 const struct wined3d_gl_info
*gl_info
= ins
->ctx
->gl_info
;
3280 DWORD reg
= ins
->dst
[0].reg
.idx
;
3281 glsl_src_param_t src0_param
;
3282 glsl_src_param_t src1_param
;
3283 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
3284 SHADER_PARSE_STATE
* current_state
= &shader
->baseShader
.parse_state
;
3285 WINED3DSAMPLER_TEXTURE_TYPE stype
= ins
->ctx
->reg_maps
->sampler_type
[reg
];
3286 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
3287 glsl_sample_function_t sample_function
;
3289 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_mask
, &src0_param
);
3290 shader_glsl_add_src_param(ins
, &ins
->src
[1], src_mask
, &src1_param
);
3292 /* Perform the last matrix multiply operation */
3293 shader_addline(buffer
, "tmp0.z = dot(T%u.xyz, %s);\n", reg
, src0_param
.param_str
);
3294 /* Reflection calculation */
3295 shader_addline(buffer
, "tmp0.xyz = -reflect((%s), normalize(tmp0.xyz));\n", src1_param
.param_str
);
3297 /* Dependent read, not valid with conditional NP2 */
3298 shader_glsl_get_sample_function(gl_info
, stype
, 0, &sample_function
);
3300 /* Sample the texture */
3301 shader_glsl_gen_sample_code(ins
, reg
, &sample_function
, WINED3DSP_NOSWIZZLE
, NULL
, NULL
, NULL
, "tmp0.xyz");
3303 current_state
->current_row
= 0;
3306 /* Process the WINED3DSIO_TEXM3X3VSPEC instruction in GLSL
3307 * Perform the final texture lookup based on the previous 2 3x3 matrix multiplies */
3308 static void shader_glsl_texm3x3vspec(const struct wined3d_shader_instruction
*ins
)
3310 IWineD3DBaseShaderImpl
*shader
= (IWineD3DBaseShaderImpl
*)ins
->ctx
->shader
;
3311 const struct wined3d_gl_info
*gl_info
= ins
->ctx
->gl_info
;
3312 DWORD reg
= ins
->dst
[0].reg
.idx
;
3313 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
3314 SHADER_PARSE_STATE
* current_state
= &shader
->baseShader
.parse_state
;
3315 glsl_src_param_t src0_param
;
3316 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
3317 WINED3DSAMPLER_TEXTURE_TYPE sampler_type
= ins
->ctx
->reg_maps
->sampler_type
[reg
];
3318 glsl_sample_function_t sample_function
;
3320 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_mask
, &src0_param
);
3322 /* Perform the last matrix multiply operation */
3323 shader_addline(buffer
, "tmp0.z = dot(vec3(T%u), vec3(%s));\n", reg
, src0_param
.param_str
);
3325 /* Construct the eye-ray vector from w coordinates */
3326 shader_addline(buffer
, "tmp1.xyz = normalize(vec3(gl_TexCoord[%u].w, gl_TexCoord[%u].w, gl_TexCoord[%u].w));\n",
3327 current_state
->texcoord_w
[0], current_state
->texcoord_w
[1], reg
);
3328 shader_addline(buffer
, "tmp0.xyz = -reflect(tmp1.xyz, normalize(tmp0.xyz));\n");
3330 /* Dependent read, not valid with conditional NP2 */
3331 shader_glsl_get_sample_function(gl_info
, sampler_type
, 0, &sample_function
);
3333 /* Sample the texture using the calculated coordinates */
3334 shader_glsl_gen_sample_code(ins
, reg
, &sample_function
, WINED3DSP_NOSWIZZLE
, NULL
, NULL
, NULL
, "tmp0.xyz");
3336 current_state
->current_row
= 0;
3339 /** Process the WINED3DSIO_TEXBEM instruction in GLSL.
3340 * Apply a fake bump map transform.
3341 * texbem is pshader <= 1.3 only, this saves a few version checks
3343 static void shader_glsl_texbem(const struct wined3d_shader_instruction
*ins
)
3345 IWineD3DBaseShaderImpl
*shader
= (IWineD3DBaseShaderImpl
*)ins
->ctx
->shader
;
3346 IWineD3DDeviceImpl
*deviceImpl
= (IWineD3DDeviceImpl
*)shader
->baseShader
.device
;
3347 const struct wined3d_gl_info
*gl_info
= ins
->ctx
->gl_info
;
3348 glsl_sample_function_t sample_function
;
3349 glsl_src_param_t coord_param
;
3350 WINED3DSAMPLER_TEXTURE_TYPE sampler_type
;
3356 sampler_idx
= ins
->dst
[0].reg
.idx
;
3357 flags
= deviceImpl
->stateBlock
->textureState
[sampler_idx
][WINED3DTSS_TEXTURETRANSFORMFLAGS
];
3359 sampler_type
= ins
->ctx
->reg_maps
->sampler_type
[sampler_idx
];
3360 /* Dependent read, not valid with conditional NP2 */
3361 shader_glsl_get_sample_function(gl_info
, sampler_type
, 0, &sample_function
);
3362 mask
= sample_function
.coord_mask
;
3364 shader_glsl_write_mask_to_str(mask
, coord_mask
);
3366 /* with projective textures, texbem only divides the static texture coord, not the displacement,
3367 * so we can't let the GL handle this.
3369 if (flags
& WINED3DTTFF_PROJECTED
) {
3371 char coord_div_mask
[3];
3372 switch (flags
& ~WINED3DTTFF_PROJECTED
) {
3373 case WINED3DTTFF_COUNT1
: FIXME("WINED3DTTFF_PROJECTED with WINED3DTTFF_COUNT1?\n"); break;
3374 case WINED3DTTFF_COUNT2
: div_mask
= WINED3DSP_WRITEMASK_1
; break;
3375 case WINED3DTTFF_COUNT3
: div_mask
= WINED3DSP_WRITEMASK_2
; break;
3376 case WINED3DTTFF_COUNT4
:
3377 case WINED3DTTFF_DISABLE
: div_mask
= WINED3DSP_WRITEMASK_3
; break;
3379 shader_glsl_write_mask_to_str(div_mask
, coord_div_mask
);
3380 shader_addline(ins
->ctx
->buffer
, "T%u%s /= T%u%s;\n", sampler_idx
, coord_mask
, sampler_idx
, coord_div_mask
);
3383 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
, &coord_param
);
3385 shader_glsl_gen_sample_code(ins
, sampler_idx
, &sample_function
, WINED3DSP_NOSWIZZLE
, NULL
, NULL
, NULL
,
3386 "T%u%s + vec4(bumpenvmat%d * %s, 0.0, 0.0)%s", sampler_idx
, coord_mask
, sampler_idx
,
3387 coord_param
.param_str
, coord_mask
);
3389 if (ins
->handler_idx
== WINED3DSIH_TEXBEML
)
3391 glsl_src_param_t luminance_param
;
3392 glsl_dst_param_t dst_param
;
3394 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_2
, &luminance_param
);
3395 shader_glsl_add_dst_param(ins
, &ins
->dst
[0], &dst_param
);
3397 shader_addline(ins
->ctx
->buffer
, "%s%s *= (%s * luminancescale%d + luminanceoffset%d);\n",
3398 dst_param
.reg_name
, dst_param
.mask_str
,
3399 luminance_param
.param_str
, sampler_idx
, sampler_idx
);
3403 static void shader_glsl_bem(const struct wined3d_shader_instruction
*ins
)
3405 glsl_src_param_t src0_param
, src1_param
;
3406 DWORD sampler_idx
= ins
->dst
[0].reg
.idx
;
3408 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
, &src0_param
);
3409 shader_glsl_add_src_param(ins
, &ins
->src
[1], WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
, &src1_param
);
3411 shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
3412 shader_addline(ins
->ctx
->buffer
, "%s + bumpenvmat%d * %s);\n",
3413 src0_param
.param_str
, sampler_idx
, src1_param
.param_str
);
3416 /** Process the WINED3DSIO_TEXREG2AR instruction in GLSL
3417 * Sample 2D texture at dst using the alpha & red (wx) components of src as texture coordinates */
3418 static void shader_glsl_texreg2ar(const struct wined3d_shader_instruction
*ins
)
3420 const struct wined3d_gl_info
*gl_info
= ins
->ctx
->gl_info
;
3421 glsl_src_param_t src0_param
;
3422 DWORD sampler_idx
= ins
->dst
[0].reg
.idx
;
3423 WINED3DSAMPLER_TEXTURE_TYPE sampler_type
= ins
->ctx
->reg_maps
->sampler_type
[sampler_idx
];
3424 glsl_sample_function_t sample_function
;
3426 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_ALL
, &src0_param
);
3428 shader_glsl_get_sample_function(gl_info
, sampler_type
, 0, &sample_function
);
3429 shader_glsl_gen_sample_code(ins
, sampler_idx
, &sample_function
, WINED3DSP_NOSWIZZLE
, NULL
, NULL
, NULL
,
3430 "%s.wx", src0_param
.reg_name
);
3433 /** Process the WINED3DSIO_TEXREG2GB instruction in GLSL
3434 * Sample 2D texture at dst using the green & blue (yz) components of src as texture coordinates */
3435 static void shader_glsl_texreg2gb(const struct wined3d_shader_instruction
*ins
)
3437 const struct wined3d_gl_info
*gl_info
= ins
->ctx
->gl_info
;
3438 glsl_src_param_t src0_param
;
3439 DWORD sampler_idx
= ins
->dst
[0].reg
.idx
;
3440 WINED3DSAMPLER_TEXTURE_TYPE sampler_type
= ins
->ctx
->reg_maps
->sampler_type
[sampler_idx
];
3441 glsl_sample_function_t sample_function
;
3443 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_ALL
, &src0_param
);
3445 shader_glsl_get_sample_function(gl_info
, sampler_type
, 0, &sample_function
);
3446 shader_glsl_gen_sample_code(ins
, sampler_idx
, &sample_function
, WINED3DSP_NOSWIZZLE
, NULL
, NULL
, NULL
,
3447 "%s.yz", src0_param
.reg_name
);
3450 /** Process the WINED3DSIO_TEXREG2RGB instruction in GLSL
3451 * Sample texture at dst using the rgb (xyz) components of src as texture coordinates */
3452 static void shader_glsl_texreg2rgb(const struct wined3d_shader_instruction
*ins
)
3454 const struct wined3d_gl_info
*gl_info
= ins
->ctx
->gl_info
;
3455 glsl_src_param_t src0_param
;
3456 DWORD sampler_idx
= ins
->dst
[0].reg
.idx
;
3457 WINED3DSAMPLER_TEXTURE_TYPE sampler_type
= ins
->ctx
->reg_maps
->sampler_type
[sampler_idx
];
3458 glsl_sample_function_t sample_function
;
3460 /* Dependent read, not valid with conditional NP2 */
3461 shader_glsl_get_sample_function(gl_info
, sampler_type
, 0, &sample_function
);
3462 shader_glsl_add_src_param(ins
, &ins
->src
[0], sample_function
.coord_mask
, &src0_param
);
3464 shader_glsl_gen_sample_code(ins
, sampler_idx
, &sample_function
, WINED3DSP_NOSWIZZLE
, NULL
, NULL
, NULL
,
3465 "%s", src0_param
.param_str
);
3468 /** Process the WINED3DSIO_TEXKILL instruction in GLSL.
3469 * If any of the first 3 components are < 0, discard this pixel */
3470 static void shader_glsl_texkill(const struct wined3d_shader_instruction
*ins
)
3472 glsl_dst_param_t dst_param
;
3474 /* The argument is a destination parameter, and no writemasks are allowed */
3475 shader_glsl_add_dst_param(ins
, &ins
->dst
[0], &dst_param
);
3476 if (ins
->ctx
->reg_maps
->shader_version
.major
>= 2)
3478 /* 2.0 shaders compare all 4 components in texkill */
3479 shader_addline(ins
->ctx
->buffer
, "if (any(lessThan(%s.xyzw, vec4(0.0)))) discard;\n", dst_param
.reg_name
);
3481 /* 1.X shaders only compare the first 3 components, probably due to the nature of the texkill
3482 * instruction as a tex* instruction, and phase, which kills all a / w components. Even if all
3483 * 4 components are defined, only the first 3 are used
3485 shader_addline(ins
->ctx
->buffer
, "if (any(lessThan(%s.xyz, vec3(0.0)))) discard;\n", dst_param
.reg_name
);
3489 /** Process the WINED3DSIO_DP2ADD instruction in GLSL.
3490 * dst = dot2(src0, src1) + src2 */
3491 static void shader_glsl_dp2add(const struct wined3d_shader_instruction
*ins
)
3493 glsl_src_param_t src0_param
;
3494 glsl_src_param_t src1_param
;
3495 glsl_src_param_t src2_param
;
3497 unsigned int mask_size
;
3499 write_mask
= shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
3500 mask_size
= shader_glsl_get_write_mask_size(write_mask
);
3502 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
, &src0_param
);
3503 shader_glsl_add_src_param(ins
, &ins
->src
[1], WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
, &src1_param
);
3504 shader_glsl_add_src_param(ins
, &ins
->src
[2], WINED3DSP_WRITEMASK_0
, &src2_param
);
3506 if (mask_size
> 1) {
3507 shader_addline(ins
->ctx
->buffer
, "vec%d(dot(%s, %s) + %s));\n",
3508 mask_size
, src0_param
.param_str
, src1_param
.param_str
, src2_param
.param_str
);
3510 shader_addline(ins
->ctx
->buffer
, "dot(%s, %s) + %s);\n",
3511 src0_param
.param_str
, src1_param
.param_str
, src2_param
.param_str
);
3515 static void shader_glsl_input_pack(IWineD3DPixelShader
*iface
, struct wined3d_shader_buffer
*buffer
,
3516 const struct wined3d_shader_signature_element
*input_signature
, const struct shader_reg_maps
*reg_maps
,
3517 enum vertexprocessing_mode vertexprocessing
)
3520 IWineD3DPixelShaderImpl
*This
= (IWineD3DPixelShaderImpl
*)iface
;
3521 WORD map
= reg_maps
->input_registers
;
3523 for (i
= 0; map
; map
>>= 1, ++i
)
3525 const char *semantic_name
;
3530 if (!(map
& 1)) continue;
3532 semantic_name
= input_signature
[i
].semantic_name
;
3533 semantic_idx
= input_signature
[i
].semantic_idx
;
3534 shader_glsl_write_mask_to_str(input_signature
[i
].mask
, reg_mask
);
3536 if (shader_match_semantic(semantic_name
, WINED3DDECLUSAGE_TEXCOORD
))
3538 if (semantic_idx
< 8 && vertexprocessing
== pretransformed
)
3539 shader_addline(buffer
, "IN[%u]%s = gl_TexCoord[%u]%s;\n",
3540 This
->input_reg_map
[i
], reg_mask
, semantic_idx
, reg_mask
);
3542 shader_addline(buffer
, "IN[%u]%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
3543 This
->input_reg_map
[i
], reg_mask
, reg_mask
);
3545 else if (shader_match_semantic(semantic_name
, WINED3DDECLUSAGE_COLOR
))
3547 if (semantic_idx
== 0)
3548 shader_addline(buffer
, "IN[%u]%s = vec4(gl_Color)%s;\n",
3549 This
->input_reg_map
[i
], reg_mask
, reg_mask
);
3550 else if (semantic_idx
== 1)
3551 shader_addline(buffer
, "IN[%u]%s = vec4(gl_SecondaryColor)%s;\n",
3552 This
->input_reg_map
[i
], reg_mask
, reg_mask
);
3554 shader_addline(buffer
, "IN[%u]%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
3555 This
->input_reg_map
[i
], reg_mask
, reg_mask
);
3559 shader_addline(buffer
, "IN[%u]%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
3560 This
->input_reg_map
[i
], reg_mask
, reg_mask
);
3565 /*********************************************
3566 * Vertex Shader Specific Code begins here
3567 ********************************************/
3569 static void add_glsl_program_entry(struct shader_glsl_priv
*priv
, struct glsl_shader_prog_link
*entry
) {
3570 glsl_program_key_t key
;
3572 key
.vshader
= entry
->vshader
;
3573 key
.pshader
= entry
->pshader
;
3574 key
.vs_args
= entry
->vs_args
;
3575 key
.ps_args
= entry
->ps_args
;
3577 if (wine_rb_put(&priv
->program_lookup
, &key
, &entry
->program_lookup_entry
) == -1)
3579 ERR("Failed to insert program entry.\n");
3583 static struct glsl_shader_prog_link
*get_glsl_program_entry(struct shader_glsl_priv
*priv
,
3584 IWineD3DVertexShader
*vshader
, IWineD3DPixelShader
*pshader
, struct vs_compile_args
*vs_args
,
3585 struct ps_compile_args
*ps_args
) {
3586 struct wine_rb_entry
*entry
;
3587 glsl_program_key_t key
;
3589 key
.vshader
= vshader
;
3590 key
.pshader
= pshader
;
3591 key
.vs_args
= *vs_args
;
3592 key
.ps_args
= *ps_args
;
3594 entry
= wine_rb_get(&priv
->program_lookup
, &key
);
3595 return entry
? WINE_RB_ENTRY_VALUE(entry
, struct glsl_shader_prog_link
, program_lookup_entry
) : NULL
;
3598 /* GL locking is done by the caller */
3599 static void delete_glsl_program_entry(struct shader_glsl_priv
*priv
, const struct wined3d_gl_info
*gl_info
,
3600 struct glsl_shader_prog_link
*entry
)
3602 glsl_program_key_t key
;
3604 key
.vshader
= entry
->vshader
;
3605 key
.pshader
= entry
->pshader
;
3606 key
.vs_args
= entry
->vs_args
;
3607 key
.ps_args
= entry
->ps_args
;
3608 wine_rb_remove(&priv
->program_lookup
, &key
);
3610 GL_EXTCALL(glDeleteObjectARB(entry
->programId
));
3611 if (entry
->vshader
) list_remove(&entry
->vshader_entry
);
3612 if (entry
->pshader
) list_remove(&entry
->pshader_entry
);
3613 HeapFree(GetProcessHeap(), 0, entry
->vuniformF_locations
);
3614 HeapFree(GetProcessHeap(), 0, entry
->puniformF_locations
);
3615 HeapFree(GetProcessHeap(), 0, entry
);
3618 static void handle_ps3_input(struct wined3d_shader_buffer
*buffer
, const struct wined3d_gl_info
*gl_info
, const DWORD
*map
,
3619 const struct wined3d_shader_signature_element
*input_signature
, const struct shader_reg_maps
*reg_maps_in
,
3620 const struct wined3d_shader_signature_element
*output_signature
, const struct shader_reg_maps
*reg_maps_out
)
3623 const char *semantic_name_in
, *semantic_name_out
;
3624 UINT semantic_idx_in
, semantic_idx_out
;
3627 unsigned int in_count
= vec4_varyings(3, gl_info
);
3628 char reg_mask
[6], reg_mask_out
[6];
3629 char destination
[50];
3630 WORD input_map
, output_map
;
3632 set
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(*set
) * (in_count
+ 2));
3634 if (!output_signature
)
3636 /* Save gl_FrontColor & gl_FrontSecondaryColor before overwriting them. */
3637 shader_addline(buffer
, "vec4 front_color = gl_FrontColor;\n");
3638 shader_addline(buffer
, "vec4 front_secondary_color = gl_FrontSecondaryColor;\n");
3641 input_map
= reg_maps_in
->input_registers
;
3642 for (i
= 0; input_map
; input_map
>>= 1, ++i
)
3644 if (!(input_map
& 1)) continue;
3647 if (in_idx
>= (in_count
+ 2)) {
3648 FIXME("More input varyings declared than supported, expect issues\n");
3651 else if (map
[i
] == ~0U)
3653 /* Declared, but not read register */
3657 if (in_idx
== in_count
) {
3658 sprintf(destination
, "gl_FrontColor");
3659 } else if (in_idx
== in_count
+ 1) {
3660 sprintf(destination
, "gl_FrontSecondaryColor");
3662 sprintf(destination
, "IN[%u]", in_idx
);
3665 semantic_name_in
= input_signature
[i
].semantic_name
;
3666 semantic_idx_in
= input_signature
[i
].semantic_idx
;
3667 set
[map
[i
]] = input_signature
[i
].mask
;
3668 shader_glsl_write_mask_to_str(input_signature
[i
].mask
, reg_mask
);
3670 if (!output_signature
)
3672 if (shader_match_semantic(semantic_name_in
, WINED3DDECLUSAGE_COLOR
))
3674 if (semantic_idx_in
== 0)
3675 shader_addline(buffer
, "%s%s = front_color%s;\n",
3676 destination
, reg_mask
, reg_mask
);
3677 else if (semantic_idx_in
== 1)
3678 shader_addline(buffer
, "%s%s = front_secondary_color%s;\n",
3679 destination
, reg_mask
, reg_mask
);
3681 shader_addline(buffer
, "%s%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
3682 destination
, reg_mask
, reg_mask
);
3684 else if (shader_match_semantic(semantic_name_in
, WINED3DDECLUSAGE_TEXCOORD
))
3686 if (semantic_idx_in
< 8)
3688 shader_addline(buffer
, "%s%s = gl_TexCoord[%u]%s;\n",
3689 destination
, reg_mask
, semantic_idx_in
, reg_mask
);
3693 shader_addline(buffer
, "%s%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
3694 destination
, reg_mask
, reg_mask
);
3697 else if (shader_match_semantic(semantic_name_in
, WINED3DDECLUSAGE_FOG
))
3699 shader_addline(buffer
, "%s%s = vec4(gl_FogFragCoord, 0.0, 0.0, 0.0)%s;\n",
3700 destination
, reg_mask
, reg_mask
);
3704 shader_addline(buffer
, "%s%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
3705 destination
, reg_mask
, reg_mask
);
3710 output_map
= reg_maps_out
->output_registers
;
3711 for (j
= 0; output_map
; output_map
>>= 1, ++j
)
3713 if (!(output_map
& 1)) continue;
3715 semantic_name_out
= output_signature
[j
].semantic_name
;
3716 semantic_idx_out
= output_signature
[j
].semantic_idx
;
3717 shader_glsl_write_mask_to_str(output_signature
[j
].mask
, reg_mask_out
);
3719 if (semantic_idx_in
== semantic_idx_out
3720 && !strcmp(semantic_name_in
, semantic_name_out
))
3722 shader_addline(buffer
, "%s%s = OUT[%u]%s;\n",
3723 destination
, reg_mask
, j
, reg_mask
);
3728 shader_addline(buffer
, "%s%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
3729 destination
, reg_mask
, reg_mask
);
3734 /* This is solely to make the compiler / linker happy and avoid warning about undefined
3735 * varyings. It shouldn't result in any real code executed on the GPU, since all read
3736 * input varyings are assigned above, if the optimizer works properly.
3738 for(i
= 0; i
< in_count
+ 2; i
++) {
3739 if (set
[i
] && set
[i
] != WINED3DSP_WRITEMASK_ALL
)
3741 unsigned int size
= 0;
3742 memset(reg_mask
, 0, sizeof(reg_mask
));
3743 if(!(set
[i
] & WINED3DSP_WRITEMASK_0
)) {
3744 reg_mask
[size
] = 'x';
3747 if(!(set
[i
] & WINED3DSP_WRITEMASK_1
)) {
3748 reg_mask
[size
] = 'y';
3751 if(!(set
[i
] & WINED3DSP_WRITEMASK_2
)) {
3752 reg_mask
[size
] = 'z';
3755 if(!(set
[i
] & WINED3DSP_WRITEMASK_3
)) {
3756 reg_mask
[size
] = 'w';
3760 if (i
== in_count
) {
3761 sprintf(destination
, "gl_FrontColor");
3762 } else if (i
== in_count
+ 1) {
3763 sprintf(destination
, "gl_FrontSecondaryColor");
3765 sprintf(destination
, "IN[%u]", i
);
3769 shader_addline(buffer
, "%s.%s = 0.0;\n", destination
, reg_mask
);
3771 shader_addline(buffer
, "%s.%s = vec%u(0.0);\n", destination
, reg_mask
, size
);
3776 HeapFree(GetProcessHeap(), 0, set
);
3779 /* GL locking is done by the caller */
3780 static GLhandleARB
generate_param_reorder_function(struct wined3d_shader_buffer
*buffer
,
3781 IWineD3DVertexShader
*vertexshader
, IWineD3DPixelShader
*pixelshader
, const struct wined3d_gl_info
*gl_info
)
3783 GLhandleARB ret
= 0;
3784 IWineD3DVertexShaderImpl
*vs
= (IWineD3DVertexShaderImpl
*) vertexshader
;
3785 IWineD3DPixelShaderImpl
*ps
= (IWineD3DPixelShaderImpl
*) pixelshader
;
3786 IWineD3DDeviceImpl
*device
;
3787 DWORD vs_major
= vs
->baseShader
.reg_maps
.shader_version
.major
;
3788 DWORD ps_major
= ps
? ps
->baseShader
.reg_maps
.shader_version
.major
: 0;
3790 const char *semantic_name
;
3793 const struct wined3d_shader_signature_element
*output_signature
;
3795 shader_buffer_clear(buffer
);
3797 shader_addline(buffer
, "#version 120\n");
3799 if(vs_major
< 3 && ps_major
< 3) {
3800 /* That one is easy: The vertex shader writes to the builtin varyings, the pixel shader reads from them.
3801 * Take care about the texcoord .w fixup though if we're using the fixed function fragment pipeline
3803 device
= (IWineD3DDeviceImpl
*) vs
->baseShader
.device
;
3804 if ((gl_info
->quirks
& WINED3D_QUIRK_SET_TEXCOORD_W
)
3805 && ps_major
== 0 && vs_major
> 0 && !device
->frag_pipe
->ffp_proj_control
)
3807 shader_addline(buffer
, "void order_ps_input() {\n");
3808 for(i
= 0; i
< min(8, MAX_REG_TEXCRD
); i
++) {
3809 if(vs
->baseShader
.reg_maps
.texcoord_mask
[i
] != 0 &&
3810 vs
->baseShader
.reg_maps
.texcoord_mask
[i
] != WINED3DSP_WRITEMASK_ALL
) {
3811 shader_addline(buffer
, "gl_TexCoord[%u].w = 1.0;\n", i
);
3814 shader_addline(buffer
, "}\n");
3816 shader_addline(buffer
, "void order_ps_input() { /* do nothing */ }\n");
3818 } else if(ps_major
< 3 && vs_major
>= 3) {
3819 WORD map
= vs
->baseShader
.reg_maps
.output_registers
;
3821 /* The vertex shader writes to its own varyings, the pixel shader needs them in the builtin ones */
3822 output_signature
= vs
->baseShader
.output_signature
;
3824 shader_addline(buffer
, "void order_ps_input(in vec4 OUT[%u]) {\n", MAX_REG_OUTPUT
);
3825 for (i
= 0; map
; map
>>= 1, ++i
)
3829 if (!(map
& 1)) continue;
3831 semantic_name
= output_signature
[i
].semantic_name
;
3832 semantic_idx
= output_signature
[i
].semantic_idx
;
3833 write_mask
= output_signature
[i
].mask
;
3834 shader_glsl_write_mask_to_str(write_mask
, reg_mask
);
3836 if (shader_match_semantic(semantic_name
, WINED3DDECLUSAGE_COLOR
))
3838 if (semantic_idx
== 0)
3839 shader_addline(buffer
, "gl_FrontColor%s = OUT[%u]%s;\n", reg_mask
, i
, reg_mask
);
3840 else if (semantic_idx
== 1)
3841 shader_addline(buffer
, "gl_FrontSecondaryColor%s = OUT[%u]%s;\n", reg_mask
, i
, reg_mask
);
3843 else if (shader_match_semantic(semantic_name
, WINED3DDECLUSAGE_POSITION
))
3845 shader_addline(buffer
, "gl_Position%s = OUT[%u]%s;\n", reg_mask
, i
, reg_mask
);
3847 else if (shader_match_semantic(semantic_name
, WINED3DDECLUSAGE_TEXCOORD
))
3849 if (semantic_idx
< 8)
3851 if (!(gl_info
->quirks
& WINED3D_QUIRK_SET_TEXCOORD_W
) || ps_major
> 0)
3852 write_mask
|= WINED3DSP_WRITEMASK_3
;
3854 shader_addline(buffer
, "gl_TexCoord[%u]%s = OUT[%u]%s;\n",
3855 semantic_idx
, reg_mask
, i
, reg_mask
);
3856 if (!(write_mask
& WINED3DSP_WRITEMASK_3
))
3857 shader_addline(buffer
, "gl_TexCoord[%u].w = 1.0;\n", semantic_idx
);
3860 else if (shader_match_semantic(semantic_name
, WINED3DDECLUSAGE_PSIZE
))
3862 shader_addline(buffer
, "gl_PointSize = OUT[%u].x;\n", i
);
3864 else if (shader_match_semantic(semantic_name
, WINED3DDECLUSAGE_FOG
))
3866 shader_addline(buffer
, "gl_FogFragCoord = OUT[%u].%c;\n", i
, reg_mask
[1]);
3869 shader_addline(buffer
, "}\n");
3871 } else if(ps_major
>= 3 && vs_major
>= 3) {
3872 WORD map
= vs
->baseShader
.reg_maps
.output_registers
;
3874 output_signature
= vs
->baseShader
.output_signature
;
3876 /* This one is tricky: a 3.0 pixel shader reads from a 3.0 vertex shader */
3877 shader_addline(buffer
, "varying vec4 IN[%u];\n", vec4_varyings(3, gl_info
));
3878 shader_addline(buffer
, "void order_ps_input(in vec4 OUT[%u]) {\n", MAX_REG_OUTPUT
);
3880 /* First, sort out position and point size. Those are not passed to the pixel shader */
3881 for (i
= 0; map
; map
>>= 1, ++i
)
3883 if (!(map
& 1)) continue;
3885 semantic_name
= output_signature
[i
].semantic_name
;
3886 shader_glsl_write_mask_to_str(output_signature
[i
].mask
, reg_mask
);
3888 if (shader_match_semantic(semantic_name
, WINED3DDECLUSAGE_POSITION
))
3890 shader_addline(buffer
, "gl_Position%s = OUT[%u]%s;\n", reg_mask
, i
, reg_mask
);
3892 else if (shader_match_semantic(semantic_name
, WINED3DDECLUSAGE_PSIZE
))
3894 shader_addline(buffer
, "gl_PointSize = OUT[%u].x;\n", i
);
3898 /* Then, fix the pixel shader input */
3899 handle_ps3_input(buffer
, gl_info
, ps
->input_reg_map
, ps
->baseShader
.input_signature
,
3900 &ps
->baseShader
.reg_maps
, output_signature
, &vs
->baseShader
.reg_maps
);
3902 shader_addline(buffer
, "}\n");
3903 } else if(ps_major
>= 3 && vs_major
< 3) {
3904 shader_addline(buffer
, "varying vec4 IN[%u];\n", vec4_varyings(3, gl_info
));
3905 shader_addline(buffer
, "void order_ps_input() {\n");
3906 /* The vertex shader wrote to the builtin varyings. There is no need to figure out position and
3907 * point size, but we depend on the optimizers kindness to find out that the pixel shader doesn't
3908 * read gl_TexCoord and gl_ColorX, otherwise we'll run out of varyings
3910 handle_ps3_input(buffer
, gl_info
, ps
->input_reg_map
, ps
->baseShader
.input_signature
,
3911 &ps
->baseShader
.reg_maps
, NULL
, NULL
);
3912 shader_addline(buffer
, "}\n");
3914 ERR("Unexpected vertex and pixel shader version condition: vs: %d, ps: %d\n", vs_major
, ps_major
);
3917 ret
= GL_EXTCALL(glCreateShaderObjectARB(GL_VERTEX_SHADER_ARB
));
3918 checkGLcall("glCreateShaderObjectARB(GL_VERTEX_SHADER_ARB)");
3919 GL_EXTCALL(glShaderSourceARB(ret
, 1, (const char**)&buffer
->buffer
, NULL
));
3920 checkGLcall("glShaderSourceARB(ret, 1, &buffer->buffer, NULL)");
3921 GL_EXTCALL(glCompileShaderARB(ret
));
3922 checkGLcall("glCompileShaderARB(ret)");
3927 /* GL locking is done by the caller */
3928 static void hardcode_local_constants(IWineD3DBaseShaderImpl
*shader
, const struct wined3d_gl_info
*gl_info
,
3929 GLhandleARB programId
, char prefix
)
3931 const local_constant
*lconst
;
3936 LIST_FOR_EACH_ENTRY(lconst
, &shader
->baseShader
.constantsF
, local_constant
, entry
) {
3937 value
= (const float *)lconst
->value
;
3938 snprintf(glsl_name
, sizeof(glsl_name
), "%cLC%u", prefix
, lconst
->idx
);
3939 tmp_loc
= GL_EXTCALL(glGetUniformLocationARB(programId
, glsl_name
));
3940 GL_EXTCALL(glUniform4fvARB(tmp_loc
, 1, value
));
3942 checkGLcall("Hardcoding local constants");
3945 /* GL locking is done by the caller */
3946 static GLuint
shader_glsl_generate_pshader(const struct wined3d_context
*context
,
3947 struct wined3d_shader_buffer
*buffer
, IWineD3DPixelShaderImpl
*This
,
3948 const struct ps_compile_args
*args
, struct ps_np2fixup_info
*np2fixup_info
)
3950 const struct shader_reg_maps
*reg_maps
= &This
->baseShader
.reg_maps
;
3951 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
3952 CONST DWORD
*function
= This
->baseShader
.function
;
3953 struct shader_glsl_ctx_priv priv_ctx
;
3955 /* Create the hw GLSL shader object and assign it as the shader->prgId */
3956 GLhandleARB shader_obj
= GL_EXTCALL(glCreateShaderObjectARB(GL_FRAGMENT_SHADER_ARB
));
3958 memset(&priv_ctx
, 0, sizeof(priv_ctx
));
3959 priv_ctx
.cur_ps_args
= args
;
3960 priv_ctx
.cur_np2fixup_info
= np2fixup_info
;
3962 shader_addline(buffer
, "#version 120\n");
3964 if (gl_info
->supported
[ARB_SHADER_TEXTURE_LOD
] && reg_maps
->usestexldd
)
3966 shader_addline(buffer
, "#extension GL_ARB_shader_texture_lod : enable\n");
3968 if (gl_info
->supported
[ARB_TEXTURE_RECTANGLE
])
3970 /* The spec says that it doesn't have to be explicitly enabled, but the nvidia
3971 * drivers write a warning if we don't do so
3973 shader_addline(buffer
, "#extension GL_ARB_texture_rectangle : enable\n");
3975 if (gl_info
->supported
[EXT_GPU_SHADER4
])
3977 shader_addline(buffer
, "#extension GL_EXT_gpu_shader4 : enable\n");
3980 /* Base Declarations */
3981 shader_generate_glsl_declarations(context
, buffer
, (IWineD3DBaseShader
*)This
, reg_maps
, &priv_ctx
);
3983 /* Pack 3.0 inputs */
3984 if (reg_maps
->shader_version
.major
>= 3 && args
->vp_mode
!= vertexshader
)
3986 shader_glsl_input_pack((IWineD3DPixelShader
*) This
, buffer
,
3987 This
->baseShader
.input_signature
, reg_maps
, args
->vp_mode
);
3990 /* Base Shader Body */
3991 shader_generate_main((IWineD3DBaseShader
*)This
, buffer
, reg_maps
, function
, &priv_ctx
);
3993 /* Pixel shaders < 2.0 place the resulting color in R0 implicitly */
3994 if (reg_maps
->shader_version
.major
< 2)
3996 /* Some older cards like GeforceFX ones don't support multiple buffers, so also not gl_FragData */
3997 shader_addline(buffer
, "gl_FragData[0] = R0;\n");
4000 if (args
->srgb_correction
)
4002 shader_addline(buffer
, "tmp0.xyz = pow(gl_FragData[0].xyz, vec3(srgb_const0.x));\n");
4003 shader_addline(buffer
, "tmp0.xyz = tmp0.xyz * vec3(srgb_const0.y) - vec3(srgb_const0.z);\n");
4004 shader_addline(buffer
, "tmp1.xyz = gl_FragData[0].xyz * vec3(srgb_const0.w);\n");
4005 shader_addline(buffer
, "bvec3 srgb_compare = lessThan(gl_FragData[0].xyz, vec3(srgb_const1.x));\n");
4006 shader_addline(buffer
, "gl_FragData[0].xyz = mix(tmp0.xyz, tmp1.xyz, vec3(srgb_compare));\n");
4007 shader_addline(buffer
, "gl_FragData[0] = clamp(gl_FragData[0], 0.0, 1.0);\n");
4009 /* Pixel shader < 3.0 do not replace the fog stage.
4010 * This implements linear fog computation and blending.
4011 * TODO: non linear fog
4012 * NOTE: gl_Fog.start and gl_Fog.end don't hold fog start s and end e but
4013 * -1/(e-s) and e/(e-s) respectively.
4015 if (reg_maps
->shader_version
.major
< 3)
4018 case FOG_OFF
: break;
4020 shader_addline(buffer
, "float fogstart = -1.0 / (gl_Fog.end - gl_Fog.start);\n");
4021 shader_addline(buffer
, "float fogend = gl_Fog.end * -fogstart;\n");
4022 shader_addline(buffer
, "float Fog = clamp(gl_FogFragCoord * fogstart + fogend, 0.0, 1.0);\n");
4023 shader_addline(buffer
, "gl_FragData[0].xyz = mix(gl_Fog.color.xyz, gl_FragData[0].xyz, Fog);\n");
4026 /* Fog = e^(-gl_Fog.density * gl_FogFragCoord) */
4027 shader_addline(buffer
, "float Fog = exp(-gl_Fog.density * gl_FogFragCoord);\n");
4028 shader_addline(buffer
, "Fog = clamp(Fog, 0.0, 1.0);\n");
4029 shader_addline(buffer
, "gl_FragData[0].xyz = mix(gl_Fog.color.xyz, gl_FragData[0].xyz, Fog);\n");
4032 /* Fog = e^(-(gl_Fog.density * gl_FogFragCoord)^2) */
4033 shader_addline(buffer
, "float Fog = exp(-gl_Fog.density * gl_Fog.density * gl_FogFragCoord * gl_FogFragCoord);\n");
4034 shader_addline(buffer
, "Fog = clamp(Fog, 0.0, 1.0);\n");
4035 shader_addline(buffer
, "gl_FragData[0].xyz = mix(gl_Fog.color.xyz, gl_FragData[0].xyz, Fog);\n");
4040 shader_addline(buffer
, "}\n");
4042 TRACE("Compiling shader object %u\n", shader_obj
);
4043 GL_EXTCALL(glShaderSourceARB(shader_obj
, 1, (const char**)&buffer
->buffer
, NULL
));
4044 GL_EXTCALL(glCompileShaderARB(shader_obj
));
4045 print_glsl_info_log(gl_info
, shader_obj
);
4047 /* Store the shader object */
4051 /* GL locking is done by the caller */
4052 static GLuint
shader_glsl_generate_vshader(const struct wined3d_context
*context
,
4053 struct wined3d_shader_buffer
*buffer
, IWineD3DVertexShaderImpl
*This
,
4054 const struct vs_compile_args
*args
)
4056 const struct shader_reg_maps
*reg_maps
= &This
->baseShader
.reg_maps
;
4057 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
4058 CONST DWORD
*function
= This
->baseShader
.function
;
4059 struct shader_glsl_ctx_priv priv_ctx
;
4061 /* Create the hw GLSL shader program and assign it as the shader->prgId */
4062 GLhandleARB shader_obj
= GL_EXTCALL(glCreateShaderObjectARB(GL_VERTEX_SHADER_ARB
));
4064 shader_addline(buffer
, "#version 120\n");
4066 if (gl_info
->supported
[EXT_GPU_SHADER4
])
4068 shader_addline(buffer
, "#extension GL_EXT_gpu_shader4 : enable\n");
4071 memset(&priv_ctx
, 0, sizeof(priv_ctx
));
4072 priv_ctx
.cur_vs_args
= args
;
4074 /* Base Declarations */
4075 shader_generate_glsl_declarations(context
, buffer
, (IWineD3DBaseShader
*)This
, reg_maps
, &priv_ctx
);
4077 /* Base Shader Body */
4078 shader_generate_main((IWineD3DBaseShader
*)This
, buffer
, reg_maps
, function
, &priv_ctx
);
4080 /* Unpack 3.0 outputs */
4081 if (reg_maps
->shader_version
.major
>= 3) shader_addline(buffer
, "order_ps_input(OUT);\n");
4082 else shader_addline(buffer
, "order_ps_input();\n");
4084 /* The D3DRS_FOGTABLEMODE render state defines if the shader-generated fog coord is used
4085 * or if the fragment depth is used. If the fragment depth is used(FOGTABLEMODE != NONE),
4086 * the fog frag coord is thrown away. If the fog frag coord is used, but not written by
4087 * the shader, it is set to 0.0(fully fogged, since start = 1.0, end = 0.0)
4089 if(args
->fog_src
== VS_FOG_Z
) {
4090 shader_addline(buffer
, "gl_FogFragCoord = gl_Position.z;\n");
4091 } else if (!reg_maps
->fog
) {
4092 shader_addline(buffer
, "gl_FogFragCoord = 0.0;\n");
4095 /* Write the final position.
4097 * OpenGL coordinates specify the center of the pixel while d3d coords specify
4098 * the corner. The offsets are stored in z and w in posFixup. posFixup.y contains
4099 * 1.0 or -1.0 to turn the rendering upside down for offscreen rendering. PosFixup.x
4100 * contains 1.0 to allow a mad.
4102 shader_addline(buffer
, "gl_Position.y = gl_Position.y * posFixup.y;\n");
4103 shader_addline(buffer
, "gl_Position.xy += posFixup.zw * gl_Position.ww;\n");
4104 if(args
->clip_enabled
) {
4105 shader_addline(buffer
, "gl_ClipVertex = gl_Position;\n");
4108 /* Z coord [0;1]->[-1;1] mapping, see comment in transform_projection in state.c
4110 * Basically we want (in homogeneous coordinates) z = z * 2 - 1. However, shaders are run
4111 * before the homogeneous divide, so we have to take the w into account: z = ((z / w) * 2 - 1) * w,
4112 * which is the same as z = z * 2 - w.
4114 shader_addline(buffer
, "gl_Position.z = gl_Position.z * 2.0 - gl_Position.w;\n");
4116 shader_addline(buffer
, "}\n");
4118 TRACE("Compiling shader object %u\n", shader_obj
);
4119 GL_EXTCALL(glShaderSourceARB(shader_obj
, 1, (const char**)&buffer
->buffer
, NULL
));
4120 GL_EXTCALL(glCompileShaderARB(shader_obj
));
4121 print_glsl_info_log(gl_info
, shader_obj
);
4126 static GLhandleARB
find_glsl_pshader(const struct wined3d_context
*context
,
4127 struct wined3d_shader_buffer
*buffer
, IWineD3DPixelShaderImpl
*shader
,
4128 const struct ps_compile_args
*args
, const struct ps_np2fixup_info
**np2fixup_info
)
4132 struct glsl_ps_compiled_shader
*new_array
;
4133 struct glsl_pshader_private
*shader_data
;
4134 struct ps_np2fixup_info
*np2fixup
= NULL
;
4137 if (!shader
->baseShader
.backend_data
)
4139 shader
->baseShader
.backend_data
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(*shader_data
));
4140 if (!shader
->baseShader
.backend_data
)
4142 ERR("Failed to allocate backend data.\n");
4146 shader_data
= shader
->baseShader
.backend_data
;
4148 /* Usually we have very few GL shaders for each d3d shader(just 1 or maybe 2),
4149 * so a linear search is more performant than a hashmap or a binary search
4150 * (cache coherency etc)
4152 for(i
= 0; i
< shader_data
->num_gl_shaders
; i
++) {
4153 if(memcmp(&shader_data
->gl_shaders
[i
].args
, args
, sizeof(*args
)) == 0) {
4154 if(args
->np2_fixup
) *np2fixup_info
= &shader_data
->gl_shaders
[i
].np2fixup
;
4155 return shader_data
->gl_shaders
[i
].prgId
;
4159 TRACE("No matching GL shader found for shader %p, compiling a new shader.\n", shader
);
4160 if(shader_data
->shader_array_size
== shader_data
->num_gl_shaders
) {
4161 if (shader_data
->num_gl_shaders
)
4163 new_size
= shader_data
->shader_array_size
+ max(1, shader_data
->shader_array_size
/ 2);
4164 new_array
= HeapReAlloc(GetProcessHeap(), 0, shader_data
->gl_shaders
,
4165 new_size
* sizeof(*shader_data
->gl_shaders
));
4167 new_array
= HeapAlloc(GetProcessHeap(), 0, sizeof(*shader_data
->gl_shaders
));
4172 ERR("Out of memory\n");
4175 shader_data
->gl_shaders
= new_array
;
4176 shader_data
->shader_array_size
= new_size
;
4179 shader_data
->gl_shaders
[shader_data
->num_gl_shaders
].args
= *args
;
4181 memset(&shader_data
->gl_shaders
[shader_data
->num_gl_shaders
].np2fixup
, 0, sizeof(struct ps_np2fixup_info
));
4182 if (args
->np2_fixup
) np2fixup
= &shader_data
->gl_shaders
[shader_data
->num_gl_shaders
].np2fixup
;
4184 pixelshader_update_samplers(&shader
->baseShader
.reg_maps
,
4185 ((IWineD3DDeviceImpl
*)shader
->baseShader
.device
)->stateBlock
->textures
);
4187 shader_buffer_clear(buffer
);
4188 ret
= shader_glsl_generate_pshader(context
, buffer
, shader
, args
, np2fixup
);
4189 shader_data
->gl_shaders
[shader_data
->num_gl_shaders
++].prgId
= ret
;
4190 *np2fixup_info
= np2fixup
;
4195 static inline BOOL
vs_args_equal(const struct vs_compile_args
*stored
, const struct vs_compile_args
*new,
4196 const DWORD use_map
) {
4197 if((stored
->swizzle_map
& use_map
) != new->swizzle_map
) return FALSE
;
4198 if((stored
->clip_enabled
) != new->clip_enabled
) return FALSE
;
4199 return stored
->fog_src
== new->fog_src
;
4202 static GLhandleARB
find_glsl_vshader(const struct wined3d_context
*context
,
4203 struct wined3d_shader_buffer
*buffer
, IWineD3DVertexShaderImpl
*shader
,
4204 const struct vs_compile_args
*args
)
4208 struct glsl_vs_compiled_shader
*new_array
;
4209 DWORD use_map
= ((IWineD3DDeviceImpl
*)shader
->baseShader
.device
)->strided_streams
.use_map
;
4210 struct glsl_vshader_private
*shader_data
;
4213 if (!shader
->baseShader
.backend_data
)
4215 shader
->baseShader
.backend_data
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(*shader_data
));
4216 if (!shader
->baseShader
.backend_data
)
4218 ERR("Failed to allocate backend data.\n");
4222 shader_data
= shader
->baseShader
.backend_data
;
4224 /* Usually we have very few GL shaders for each d3d shader(just 1 or maybe 2),
4225 * so a linear search is more performant than a hashmap or a binary search
4226 * (cache coherency etc)
4228 for(i
= 0; i
< shader_data
->num_gl_shaders
; i
++) {
4229 if(vs_args_equal(&shader_data
->gl_shaders
[i
].args
, args
, use_map
)) {
4230 return shader_data
->gl_shaders
[i
].prgId
;
4234 TRACE("No matching GL shader found for shader %p, compiling a new shader.\n", shader
);
4236 if(shader_data
->shader_array_size
== shader_data
->num_gl_shaders
) {
4237 if (shader_data
->num_gl_shaders
)
4239 new_size
= shader_data
->shader_array_size
+ max(1, shader_data
->shader_array_size
/ 2);
4240 new_array
= HeapReAlloc(GetProcessHeap(), 0, shader_data
->gl_shaders
,
4241 new_size
* sizeof(*shader_data
->gl_shaders
));
4243 new_array
= HeapAlloc(GetProcessHeap(), 0, sizeof(*shader_data
->gl_shaders
));
4248 ERR("Out of memory\n");
4251 shader_data
->gl_shaders
= new_array
;
4252 shader_data
->shader_array_size
= new_size
;
4255 shader_data
->gl_shaders
[shader_data
->num_gl_shaders
].args
= *args
;
4257 shader_buffer_clear(buffer
);
4258 ret
= shader_glsl_generate_vshader(context
, buffer
, shader
, args
);
4259 shader_data
->gl_shaders
[shader_data
->num_gl_shaders
++].prgId
= ret
;
4264 /** Sets the GLSL program ID for the given pixel and vertex shader combination.
4265 * It sets the programId on the current StateBlock (because it should be called
4266 * inside of the DrawPrimitive() part of the render loop).
4268 * If a program for the given combination does not exist, create one, and store
4269 * the program in the hash table. If it creates a program, it will link the
4270 * given objects, too.
4273 /* GL locking is done by the caller */
4274 static void set_glsl_shader_program(const struct wined3d_context
*context
,
4275 IWineD3DDeviceImpl
*device
, BOOL use_ps
, BOOL use_vs
)
4277 IWineD3DVertexShader
*vshader
= use_vs
? device
->stateBlock
->vertexShader
: NULL
;
4278 IWineD3DPixelShader
*pshader
= use_ps
? device
->stateBlock
->pixelShader
: NULL
;
4279 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
4280 struct shader_glsl_priv
*priv
= device
->shader_priv
;
4281 struct glsl_shader_prog_link
*entry
= NULL
;
4282 GLhandleARB programId
= 0;
4283 GLhandleARB reorder_shader_id
= 0;
4286 struct ps_compile_args ps_compile_args
;
4287 struct vs_compile_args vs_compile_args
;
4289 if (vshader
) find_vs_compile_args((IWineD3DVertexShaderImpl
*)vshader
, device
->stateBlock
, &vs_compile_args
);
4290 if (pshader
) find_ps_compile_args((IWineD3DPixelShaderImpl
*)pshader
, device
->stateBlock
, &ps_compile_args
);
4292 entry
= get_glsl_program_entry(priv
, vshader
, pshader
, &vs_compile_args
, &ps_compile_args
);
4294 priv
->glsl_program
= entry
;
4298 /* If we get to this point, then no matching program exists, so we create one */
4299 programId
= GL_EXTCALL(glCreateProgramObjectARB());
4300 TRACE("Created new GLSL shader program %u\n", programId
);
4302 /* Create the entry */
4303 entry
= HeapAlloc(GetProcessHeap(), 0, sizeof(struct glsl_shader_prog_link
));
4304 entry
->programId
= programId
;
4305 entry
->vshader
= vshader
;
4306 entry
->pshader
= pshader
;
4307 entry
->vs_args
= vs_compile_args
;
4308 entry
->ps_args
= ps_compile_args
;
4309 entry
->constant_version
= 0;
4310 entry
->np2Fixup_info
= NULL
;
4311 /* Add the hash table entry */
4312 add_glsl_program_entry(priv
, entry
);
4314 /* Set the current program */
4315 priv
->glsl_program
= entry
;
4317 /* Attach GLSL vshader */
4320 GLhandleARB vshader_id
= find_glsl_vshader(context
, &priv
->shader_buffer
,
4321 (IWineD3DVertexShaderImpl
*)vshader
, &vs_compile_args
);
4322 WORD map
= ((IWineD3DBaseShaderImpl
*)vshader
)->baseShader
.reg_maps
.input_registers
;
4325 reorder_shader_id
= generate_param_reorder_function(&priv
->shader_buffer
, vshader
, pshader
, gl_info
);
4326 TRACE("Attaching GLSL shader object %u to program %u\n", reorder_shader_id
, programId
);
4327 GL_EXTCALL(glAttachObjectARB(programId
, reorder_shader_id
));
4328 checkGLcall("glAttachObjectARB");
4329 /* Flag the reorder function for deletion, then it will be freed automatically when the program
4332 GL_EXTCALL(glDeleteObjectARB(reorder_shader_id
));
4334 TRACE("Attaching GLSL shader object %u to program %u\n", vshader_id
, programId
);
4335 GL_EXTCALL(glAttachObjectARB(programId
, vshader_id
));
4336 checkGLcall("glAttachObjectARB");
4338 /* Bind vertex attributes to a corresponding index number to match
4339 * the same index numbers as ARB_vertex_programs (makes loading
4340 * vertex attributes simpler). With this method, we can use the
4341 * exact same code to load the attributes later for both ARB and
4344 * We have to do this here because we need to know the Program ID
4345 * in order to make the bindings work, and it has to be done prior
4346 * to linking the GLSL program. */
4347 for (i
= 0; map
; map
>>= 1, ++i
)
4349 if (!(map
& 1)) continue;
4351 snprintf(tmp_name
, sizeof(tmp_name
), "attrib%u", i
);
4352 GL_EXTCALL(glBindAttribLocationARB(programId
, i
, tmp_name
));
4354 checkGLcall("glBindAttribLocationARB");
4356 list_add_head(&((IWineD3DBaseShaderImpl
*)vshader
)->baseShader
.linked_programs
, &entry
->vshader_entry
);
4359 /* Attach GLSL pshader */
4362 GLhandleARB pshader_id
= find_glsl_pshader(context
, &priv
->shader_buffer
,
4363 (IWineD3DPixelShaderImpl
*)pshader
, &ps_compile_args
, &entry
->np2Fixup_info
);
4364 TRACE("Attaching GLSL shader object %u to program %u\n", pshader_id
, programId
);
4365 GL_EXTCALL(glAttachObjectARB(programId
, pshader_id
));
4366 checkGLcall("glAttachObjectARB");
4368 list_add_head(&((IWineD3DBaseShaderImpl
*)pshader
)->baseShader
.linked_programs
, &entry
->pshader_entry
);
4371 /* Link the program */
4372 TRACE("Linking GLSL shader program %u\n", programId
);
4373 GL_EXTCALL(glLinkProgramARB(programId
));
4374 shader_glsl_validate_link(gl_info
, programId
);
4376 entry
->vuniformF_locations
= HeapAlloc(GetProcessHeap(), 0,
4377 sizeof(GLhandleARB
) * gl_info
->limits
.glsl_vs_float_constants
);
4378 for (i
= 0; i
< gl_info
->limits
.glsl_vs_float_constants
; ++i
)
4380 snprintf(glsl_name
, sizeof(glsl_name
), "VC[%i]", i
);
4381 entry
->vuniformF_locations
[i
] = GL_EXTCALL(glGetUniformLocationARB(programId
, glsl_name
));
4383 for (i
= 0; i
< MAX_CONST_I
; ++i
)
4385 snprintf(glsl_name
, sizeof(glsl_name
), "VI[%i]", i
);
4386 entry
->vuniformI_locations
[i
] = GL_EXTCALL(glGetUniformLocationARB(programId
, glsl_name
));
4388 entry
->puniformF_locations
= HeapAlloc(GetProcessHeap(), 0,
4389 sizeof(GLhandleARB
) * gl_info
->limits
.glsl_ps_float_constants
);
4390 for (i
= 0; i
< gl_info
->limits
.glsl_ps_float_constants
; ++i
)
4392 snprintf(glsl_name
, sizeof(glsl_name
), "PC[%i]", i
);
4393 entry
->puniformF_locations
[i
] = GL_EXTCALL(glGetUniformLocationARB(programId
, glsl_name
));
4395 for (i
= 0; i
< MAX_CONST_I
; ++i
)
4397 snprintf(glsl_name
, sizeof(glsl_name
), "PI[%i]", i
);
4398 entry
->puniformI_locations
[i
] = GL_EXTCALL(glGetUniformLocationARB(programId
, glsl_name
));
4404 for(i
= 0; i
< MAX_TEXTURES
; i
++) {
4405 sprintf(name
, "bumpenvmat%u", i
);
4406 entry
->bumpenvmat_location
[i
] = GL_EXTCALL(glGetUniformLocationARB(programId
, name
));
4407 sprintf(name
, "luminancescale%u", i
);
4408 entry
->luminancescale_location
[i
] = GL_EXTCALL(glGetUniformLocationARB(programId
, name
));
4409 sprintf(name
, "luminanceoffset%u", i
);
4410 entry
->luminanceoffset_location
[i
] = GL_EXTCALL(glGetUniformLocationARB(programId
, name
));
4413 if (ps_compile_args
.np2_fixup
) {
4414 if (entry
->np2Fixup_info
) {
4415 entry
->np2Fixup_location
= GL_EXTCALL(glGetUniformLocationARB(programId
, "PsamplerNP2Fixup"));
4417 FIXME("NP2 texcoord fixup needed for this pixelshader, but no fixup uniform found.\n");
4422 entry
->posFixup_location
= GL_EXTCALL(glGetUniformLocationARB(programId
, "posFixup"));
4423 entry
->ycorrection_location
= GL_EXTCALL(glGetUniformLocationARB(programId
, "ycorrection"));
4424 checkGLcall("Find glsl program uniform locations");
4427 && ((IWineD3DPixelShaderImpl
*)pshader
)->baseShader
.reg_maps
.shader_version
.major
>= 3
4428 && ((IWineD3DPixelShaderImpl
*)pshader
)->declared_in_count
> vec4_varyings(3, gl_info
))
4430 TRACE("Shader %d needs vertex color clamping disabled\n", programId
);
4431 entry
->vertex_color_clamp
= GL_FALSE
;
4433 entry
->vertex_color_clamp
= GL_FIXED_ONLY_ARB
;
4436 /* Set the shader to allow uniform loading on it */
4437 GL_EXTCALL(glUseProgramObjectARB(programId
));
4438 checkGLcall("glUseProgramObjectARB(programId)");
4440 /* Load the vertex and pixel samplers now. The function that finds the mappings makes sure
4441 * that it stays the same for each vertexshader-pixelshader pair(=linked glsl program). If
4442 * a pshader with fixed function pipeline is used there are no vertex samplers, and if a
4443 * vertex shader with fixed function pixel processing is used we make sure that the card
4444 * supports enough samplers to allow the max number of vertex samplers with all possible
4445 * fixed function fragment processing setups. So once the program is linked these samplers
4448 if (vshader
) shader_glsl_load_vsamplers(gl_info
, device
->texUnitMap
, programId
);
4449 if (pshader
) shader_glsl_load_psamplers(gl_info
, device
->texUnitMap
, programId
);
4451 /* If the local constants do not have to be loaded with the environment constants,
4452 * load them now to have them hardcoded in the GLSL program. This saves some CPU cycles
4455 if (pshader
&& !((IWineD3DBaseShaderImpl
*)pshader
)->baseShader
.load_local_constsF
)
4457 hardcode_local_constants((IWineD3DBaseShaderImpl
*) pshader
, gl_info
, programId
, 'P');
4459 if (vshader
&& !((IWineD3DBaseShaderImpl
*)vshader
)->baseShader
.load_local_constsF
)
4461 hardcode_local_constants((IWineD3DBaseShaderImpl
*) vshader
, gl_info
, programId
, 'V');
4465 /* GL locking is done by the caller */
4466 static GLhandleARB
create_glsl_blt_shader(const struct wined3d_gl_info
*gl_info
, enum tex_types tex_type
)
4468 GLhandleARB program_id
;
4469 GLhandleARB vshader_id
, pshader_id
;
4470 static const char *blt_vshader
[] =
4475 " gl_Position = gl_Vertex;\n"
4476 " gl_FrontColor = vec4(1.0);\n"
4477 " gl_TexCoord[0] = gl_MultiTexCoord0;\n"
4481 static const char *blt_pshaders
[tex_type_count
] =
4487 "uniform sampler2D sampler;\n"
4490 " gl_FragDepth = texture2D(sampler, gl_TexCoord[0].xy).x;\n"
4496 "uniform samplerCube sampler;\n"
4499 " gl_FragDepth = textureCube(sampler, gl_TexCoord[0].xyz).x;\n"
4503 "#extension GL_ARB_texture_rectangle : enable\n"
4504 "uniform sampler2DRect sampler;\n"
4507 " gl_FragDepth = texture2DRect(sampler, gl_TexCoord[0].xy).x;\n"
4511 if (!blt_pshaders
[tex_type
])
4513 FIXME("tex_type %#x not supported\n", tex_type
);
4517 vshader_id
= GL_EXTCALL(glCreateShaderObjectARB(GL_VERTEX_SHADER_ARB
));
4518 GL_EXTCALL(glShaderSourceARB(vshader_id
, 1, blt_vshader
, NULL
));
4519 GL_EXTCALL(glCompileShaderARB(vshader_id
));
4521 pshader_id
= GL_EXTCALL(glCreateShaderObjectARB(GL_FRAGMENT_SHADER_ARB
));
4522 GL_EXTCALL(glShaderSourceARB(pshader_id
, 1, &blt_pshaders
[tex_type
], NULL
));
4523 GL_EXTCALL(glCompileShaderARB(pshader_id
));
4525 program_id
= GL_EXTCALL(glCreateProgramObjectARB());
4526 GL_EXTCALL(glAttachObjectARB(program_id
, vshader_id
));
4527 GL_EXTCALL(glAttachObjectARB(program_id
, pshader_id
));
4528 GL_EXTCALL(glLinkProgramARB(program_id
));
4530 shader_glsl_validate_link(gl_info
, program_id
);
4532 /* Once linked we can mark the shaders for deletion. They will be deleted once the program
4535 GL_EXTCALL(glDeleteObjectARB(vshader_id
));
4536 GL_EXTCALL(glDeleteObjectARB(pshader_id
));
4540 /* GL locking is done by the caller */
4541 static void shader_glsl_select(const struct wined3d_context
*context
, BOOL usePS
, BOOL useVS
)
4543 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
4544 IWineD3DDeviceImpl
*device
= context
->swapchain
->device
;
4545 struct shader_glsl_priv
*priv
= device
->shader_priv
;
4546 GLhandleARB program_id
= 0;
4547 GLenum old_vertex_color_clamp
, current_vertex_color_clamp
;
4549 old_vertex_color_clamp
= priv
->glsl_program
? priv
->glsl_program
->vertex_color_clamp
: GL_FIXED_ONLY_ARB
;
4551 if (useVS
|| usePS
) set_glsl_shader_program(context
, device
, usePS
, useVS
);
4552 else priv
->glsl_program
= NULL
;
4554 current_vertex_color_clamp
= priv
->glsl_program
? priv
->glsl_program
->vertex_color_clamp
: GL_FIXED_ONLY_ARB
;
4556 if (old_vertex_color_clamp
!= current_vertex_color_clamp
)
4558 if (gl_info
->supported
[ARB_COLOR_BUFFER_FLOAT
])
4560 GL_EXTCALL(glClampColorARB(GL_CLAMP_VERTEX_COLOR_ARB
, current_vertex_color_clamp
));
4561 checkGLcall("glClampColorARB");
4565 FIXME("vertex color clamp needs to be changed, but extension not supported.\n");
4569 program_id
= priv
->glsl_program
? priv
->glsl_program
->programId
: 0;
4570 if (program_id
) TRACE("Using GLSL program %u\n", program_id
);
4571 GL_EXTCALL(glUseProgramObjectARB(program_id
));
4572 checkGLcall("glUseProgramObjectARB");
4574 /* In case that NP2 texcoord fixup data is found for the selected program, trigger a reload of the
4575 * constants. This has to be done because it can't be guaranteed that sampler() (from state.c) is
4576 * called between selecting the shader and using it, which results in wrong fixup for some frames. */
4577 if (priv
->glsl_program
&& priv
->glsl_program
->np2Fixup_info
)
4579 shader_glsl_load_np2fixup_constants((IWineD3DDevice
*)device
, usePS
, useVS
);
4583 /* GL locking is done by the caller */
4584 static void shader_glsl_select_depth_blt(IWineD3DDevice
*iface
, enum tex_types tex_type
) {
4585 IWineD3DDeviceImpl
*This
= (IWineD3DDeviceImpl
*)iface
;
4586 const struct wined3d_gl_info
*gl_info
= &This
->adapter
->gl_info
;
4587 struct shader_glsl_priv
*priv
= This
->shader_priv
;
4588 GLhandleARB
*blt_program
= &priv
->depth_blt_program
[tex_type
];
4590 if (!*blt_program
) {
4592 *blt_program
= create_glsl_blt_shader(gl_info
, tex_type
);
4593 loc
= GL_EXTCALL(glGetUniformLocationARB(*blt_program
, "sampler"));
4594 GL_EXTCALL(glUseProgramObjectARB(*blt_program
));
4595 GL_EXTCALL(glUniform1iARB(loc
, 0));
4597 GL_EXTCALL(glUseProgramObjectARB(*blt_program
));
4601 /* GL locking is done by the caller */
4602 static void shader_glsl_deselect_depth_blt(IWineD3DDevice
*iface
) {
4603 IWineD3DDeviceImpl
*This
= (IWineD3DDeviceImpl
*)iface
;
4604 const struct wined3d_gl_info
*gl_info
= &This
->adapter
->gl_info
;
4605 struct shader_glsl_priv
*priv
= This
->shader_priv
;
4606 GLhandleARB program_id
;
4608 program_id
= priv
->glsl_program
? priv
->glsl_program
->programId
: 0;
4609 if (program_id
) TRACE("Using GLSL program %u\n", program_id
);
4611 GL_EXTCALL(glUseProgramObjectARB(program_id
));
4612 checkGLcall("glUseProgramObjectARB");
4615 static void shader_glsl_destroy(IWineD3DBaseShader
*iface
) {
4616 const struct list
*linked_programs
;
4617 IWineD3DBaseShaderImpl
*This
= (IWineD3DBaseShaderImpl
*) iface
;
4618 IWineD3DDeviceImpl
*device
= (IWineD3DDeviceImpl
*)This
->baseShader
.device
;
4619 struct shader_glsl_priv
*priv
= device
->shader_priv
;
4620 const struct wined3d_gl_info
*gl_info
;
4621 struct wined3d_context
*context
;
4623 /* Note: Do not use QueryInterface here to find out which shader type this is because this code
4624 * can be called from IWineD3DBaseShader::Release
4626 char pshader
= shader_is_pshader_version(This
->baseShader
.reg_maps
.shader_version
.type
);
4629 struct glsl_pshader_private
*shader_data
;
4630 shader_data
= This
->baseShader
.backend_data
;
4631 if(!shader_data
|| shader_data
->num_gl_shaders
== 0)
4633 HeapFree(GetProcessHeap(), 0, shader_data
);
4634 This
->baseShader
.backend_data
= NULL
;
4638 context
= context_acquire(device
, NULL
, CTXUSAGE_RESOURCELOAD
);
4639 gl_info
= context
->gl_info
;
4641 if (priv
->glsl_program
&& (IWineD3DBaseShader
*)priv
->glsl_program
->pshader
== iface
)
4644 shader_glsl_select(context
, FALSE
, FALSE
);
4648 struct glsl_vshader_private
*shader_data
;
4649 shader_data
= This
->baseShader
.backend_data
;
4650 if(!shader_data
|| shader_data
->num_gl_shaders
== 0)
4652 HeapFree(GetProcessHeap(), 0, shader_data
);
4653 This
->baseShader
.backend_data
= NULL
;
4657 context
= context_acquire(device
, NULL
, CTXUSAGE_RESOURCELOAD
);
4658 gl_info
= context
->gl_info
;
4660 if (priv
->glsl_program
&& (IWineD3DBaseShader
*)priv
->glsl_program
->vshader
== iface
)
4663 shader_glsl_select(context
, FALSE
, FALSE
);
4668 linked_programs
= &This
->baseShader
.linked_programs
;
4670 TRACE("Deleting linked programs\n");
4671 if (linked_programs
->next
) {
4672 struct glsl_shader_prog_link
*entry
, *entry2
;
4676 LIST_FOR_EACH_ENTRY_SAFE(entry
, entry2
, linked_programs
, struct glsl_shader_prog_link
, pshader_entry
) {
4677 delete_glsl_program_entry(priv
, gl_info
, entry
);
4680 LIST_FOR_EACH_ENTRY_SAFE(entry
, entry2
, linked_programs
, struct glsl_shader_prog_link
, vshader_entry
) {
4681 delete_glsl_program_entry(priv
, gl_info
, entry
);
4689 struct glsl_pshader_private
*shader_data
= This
->baseShader
.backend_data
;
4692 for(i
= 0; i
< shader_data
->num_gl_shaders
; i
++) {
4693 TRACE("deleting pshader %u\n", shader_data
->gl_shaders
[i
].prgId
);
4694 GL_EXTCALL(glDeleteObjectARB(shader_data
->gl_shaders
[i
].prgId
));
4695 checkGLcall("glDeleteObjectARB");
4698 HeapFree(GetProcessHeap(), 0, shader_data
->gl_shaders
);
4703 struct glsl_vshader_private
*shader_data
= This
->baseShader
.backend_data
;
4706 for(i
= 0; i
< shader_data
->num_gl_shaders
; i
++) {
4707 TRACE("deleting vshader %u\n", shader_data
->gl_shaders
[i
].prgId
);
4708 GL_EXTCALL(glDeleteObjectARB(shader_data
->gl_shaders
[i
].prgId
));
4709 checkGLcall("glDeleteObjectARB");
4712 HeapFree(GetProcessHeap(), 0, shader_data
->gl_shaders
);
4715 HeapFree(GetProcessHeap(), 0, This
->baseShader
.backend_data
);
4716 This
->baseShader
.backend_data
= NULL
;
4718 context_release(context
);
4721 static int glsl_program_key_compare(const void *key
, const struct wine_rb_entry
*entry
)
4723 const glsl_program_key_t
*k
= key
;
4724 const struct glsl_shader_prog_link
*prog
= WINE_RB_ENTRY_VALUE(entry
,
4725 const struct glsl_shader_prog_link
, program_lookup_entry
);
4728 if (k
->vshader
> prog
->vshader
) return 1;
4729 else if (k
->vshader
< prog
->vshader
) return -1;
4731 if (k
->pshader
> prog
->pshader
) return 1;
4732 else if (k
->pshader
< prog
->pshader
) return -1;
4734 if (k
->vshader
&& (cmp
= memcmp(&k
->vs_args
, &prog
->vs_args
, sizeof(prog
->vs_args
)))) return cmp
;
4735 if (k
->pshader
&& (cmp
= memcmp(&k
->ps_args
, &prog
->ps_args
, sizeof(prog
->ps_args
)))) return cmp
;
4740 static BOOL
constant_heap_init(struct constant_heap
*heap
, unsigned int constant_count
)
4742 SIZE_T size
= (constant_count
+ 1) * sizeof(*heap
->entries
) + constant_count
* sizeof(*heap
->positions
);
4743 void *mem
= HeapAlloc(GetProcessHeap(), 0, size
);
4747 ERR("Failed to allocate memory\n");
4751 heap
->entries
= mem
;
4752 heap
->entries
[1].version
= 0;
4753 heap
->positions
= (unsigned int *)(heap
->entries
+ constant_count
+ 1);
4759 static void constant_heap_free(struct constant_heap
*heap
)
4761 HeapFree(GetProcessHeap(), 0, heap
->entries
);
4764 static const struct wine_rb_functions wined3d_glsl_program_rb_functions
=
4769 glsl_program_key_compare
,
4772 static HRESULT
shader_glsl_alloc(IWineD3DDevice
*iface
) {
4773 IWineD3DDeviceImpl
*This
= (IWineD3DDeviceImpl
*)iface
;
4774 const struct wined3d_gl_info
*gl_info
= &This
->adapter
->gl_info
;
4775 struct shader_glsl_priv
*priv
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(struct shader_glsl_priv
));
4776 SIZE_T stack_size
= wined3d_log2i(max(gl_info
->limits
.glsl_vs_float_constants
,
4777 gl_info
->limits
.glsl_ps_float_constants
)) + 1;
4779 if (!shader_buffer_init(&priv
->shader_buffer
))
4781 ERR("Failed to initialize shader buffer.\n");
4785 priv
->stack
= HeapAlloc(GetProcessHeap(), 0, stack_size
* sizeof(*priv
->stack
));
4788 ERR("Failed to allocate memory.\n");
4792 if (!constant_heap_init(&priv
->vconst_heap
, gl_info
->limits
.glsl_vs_float_constants
))
4794 ERR("Failed to initialize vertex shader constant heap\n");
4798 if (!constant_heap_init(&priv
->pconst_heap
, gl_info
->limits
.glsl_ps_float_constants
))
4800 ERR("Failed to initialize pixel shader constant heap\n");
4804 if (wine_rb_init(&priv
->program_lookup
, &wined3d_glsl_program_rb_functions
) == -1)
4806 ERR("Failed to initialize rbtree.\n");
4810 priv
->next_constant_version
= 1;
4812 This
->shader_priv
= priv
;
4816 constant_heap_free(&priv
->pconst_heap
);
4817 constant_heap_free(&priv
->vconst_heap
);
4818 HeapFree(GetProcessHeap(), 0, priv
->stack
);
4819 shader_buffer_free(&priv
->shader_buffer
);
4820 HeapFree(GetProcessHeap(), 0, priv
);
4821 return E_OUTOFMEMORY
;
4824 /* Context activation is done by the caller. */
4825 static void shader_glsl_free(IWineD3DDevice
*iface
) {
4826 IWineD3DDeviceImpl
*This
= (IWineD3DDeviceImpl
*)iface
;
4827 const struct wined3d_gl_info
*gl_info
= &This
->adapter
->gl_info
;
4828 struct shader_glsl_priv
*priv
= This
->shader_priv
;
4832 for (i
= 0; i
< tex_type_count
; ++i
)
4834 if (priv
->depth_blt_program
[i
])
4836 GL_EXTCALL(glDeleteObjectARB(priv
->depth_blt_program
[i
]));
4841 wine_rb_destroy(&priv
->program_lookup
, NULL
, NULL
);
4842 constant_heap_free(&priv
->pconst_heap
);
4843 constant_heap_free(&priv
->vconst_heap
);
4844 HeapFree(GetProcessHeap(), 0, priv
->stack
);
4845 shader_buffer_free(&priv
->shader_buffer
);
4847 HeapFree(GetProcessHeap(), 0, This
->shader_priv
);
4848 This
->shader_priv
= NULL
;
4851 static BOOL
shader_glsl_dirty_const(IWineD3DDevice
*iface
) {
4852 /* TODO: GL_EXT_bindable_uniform can be used to share constants across shaders */
4856 static void shader_glsl_get_caps(const struct wined3d_gl_info
*gl_info
, struct shader_caps
*pCaps
)
4858 /* Nvidia Geforce6/7 or Ati R4xx/R5xx cards with GLSL support, support VS 3.0 but older Nvidia/Ati
4859 * models with GLSL support only support 2.0. In case of nvidia we can detect VS 2.0 support based
4860 * on the version of NV_vertex_program.
4861 * For Ati cards there's no way using glsl (it abstracts the lowlevel info away) and also not
4862 * using ARB_vertex_program. It is safe to assume that when a card supports pixel shader 2.0 it
4863 * supports vertex shader 2.0 too and the way around. We can detect ps2.0 using the maximum number
4864 * of native instructions, so use that here. For more info see the pixel shader versioning code below.
4866 if ((gl_info
->supported
[NV_VERTEX_PROGRAM2
] && !gl_info
->supported
[NV_VERTEX_PROGRAM3
])
4867 || gl_info
->limits
.arb_ps_instructions
<= 512)
4868 pCaps
->VertexShaderVersion
= WINED3DVS_VERSION(2,0);
4870 pCaps
->VertexShaderVersion
= WINED3DVS_VERSION(3,0);
4871 TRACE_(d3d_caps
)("Hardware vertex shader version %d.%d enabled (GLSL)\n", (pCaps
->VertexShaderVersion
>> 8) & 0xff, pCaps
->VertexShaderVersion
& 0xff);
4872 pCaps
->MaxVertexShaderConst
= gl_info
->limits
.glsl_vs_float_constants
;
4874 /* Older DX9-class videocards (GeforceFX / Radeon >9500/X*00) only support pixel shader 2.0/2.0a/2.0b.
4875 * In OpenGL the extensions related to GLSL abstract lowlevel GL info away which is needed
4876 * to distinguish between 2.0 and 3.0 (and 2.0a/2.0b). In case of Nvidia we use their fragment
4877 * program extensions. On other hardware including ATI GL_ARB_fragment_program offers the info
4878 * in max native instructions. Intel and others also offer the info in this extension but they
4879 * don't support GLSL (at least on Windows).
4881 * PS2.0 requires at least 96 instructions, 2.0a/2.0b go up to 512. Assume that if the number
4882 * of instructions is 512 or less we have to do with ps2.0 hardware.
4883 * 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.
4885 if ((gl_info
->supported
[NV_FRAGMENT_PROGRAM
] && !gl_info
->supported
[NV_FRAGMENT_PROGRAM2
])
4886 || gl_info
->limits
.arb_ps_instructions
<= 512)
4887 pCaps
->PixelShaderVersion
= WINED3DPS_VERSION(2,0);
4889 pCaps
->PixelShaderVersion
= WINED3DPS_VERSION(3,0);
4891 pCaps
->MaxPixelShaderConst
= gl_info
->limits
.glsl_ps_float_constants
;
4893 /* FIXME: The following line is card dependent. -8.0 to 8.0 is the
4894 * Direct3D minimum requirement.
4896 * Both GL_ARB_fragment_program and GLSL require a "maximum representable magnitude"
4897 * of colors to be 2^10, and 2^32 for other floats. Should we use 1024 here?
4899 * The problem is that the refrast clamps temporary results in the shader to
4900 * [-MaxValue;+MaxValue]. If the card's max value is bigger than the one we advertize here,
4901 * then applications may miss the clamping behavior. On the other hand, if it is smaller,
4902 * the shader will generate incorrect results too. Unfortunately, GL deliberately doesn't
4903 * offer a way to query this.
4905 pCaps
->PixelShader1xMaxValue
= 8.0;
4906 TRACE_(d3d_caps
)("Hardware pixel shader version %d.%d enabled (GLSL)\n", (pCaps
->PixelShaderVersion
>> 8) & 0xff, pCaps
->PixelShaderVersion
& 0xff);
4908 pCaps
->VSClipping
= TRUE
;
4911 static BOOL
shader_glsl_color_fixup_supported(struct color_fixup_desc fixup
)
4913 if (TRACE_ON(d3d_shader
) && TRACE_ON(d3d
))
4915 TRACE("Checking support for fixup:\n");
4916 dump_color_fixup_desc(fixup
);
4919 /* We support everything except YUV conversions. */
4920 if (!is_complex_fixup(fixup
))
4926 TRACE("[FAILED]\n");
4930 static const SHADER_HANDLER shader_glsl_instruction_handler_table
[WINED3DSIH_TABLE_SIZE
] =
4932 /* WINED3DSIH_ABS */ shader_glsl_map2gl
,
4933 /* WINED3DSIH_ADD */ shader_glsl_arith
,
4934 /* WINED3DSIH_BEM */ shader_glsl_bem
,
4935 /* WINED3DSIH_BREAK */ shader_glsl_break
,
4936 /* WINED3DSIH_BREAKC */ shader_glsl_breakc
,
4937 /* WINED3DSIH_BREAKP */ NULL
,
4938 /* WINED3DSIH_CALL */ shader_glsl_call
,
4939 /* WINED3DSIH_CALLNZ */ shader_glsl_callnz
,
4940 /* WINED3DSIH_CMP */ shader_glsl_cmp
,
4941 /* WINED3DSIH_CND */ shader_glsl_cnd
,
4942 /* WINED3DSIH_CRS */ shader_glsl_cross
,
4943 /* WINED3DSIH_CUT */ NULL
,
4944 /* WINED3DSIH_DCL */ NULL
,
4945 /* WINED3DSIH_DEF */ NULL
,
4946 /* WINED3DSIH_DEFB */ NULL
,
4947 /* WINED3DSIH_DEFI */ NULL
,
4948 /* WINED3DSIH_DP2ADD */ shader_glsl_dp2add
,
4949 /* WINED3DSIH_DP3 */ shader_glsl_dot
,
4950 /* WINED3DSIH_DP4 */ shader_glsl_dot
,
4951 /* WINED3DSIH_DST */ shader_glsl_dst
,
4952 /* WINED3DSIH_DSX */ shader_glsl_map2gl
,
4953 /* WINED3DSIH_DSY */ shader_glsl_map2gl
,
4954 /* WINED3DSIH_ELSE */ shader_glsl_else
,
4955 /* WINED3DSIH_EMIT */ NULL
,
4956 /* WINED3DSIH_ENDIF */ shader_glsl_end
,
4957 /* WINED3DSIH_ENDLOOP */ shader_glsl_end
,
4958 /* WINED3DSIH_ENDREP */ shader_glsl_end
,
4959 /* WINED3DSIH_EXP */ shader_glsl_map2gl
,
4960 /* WINED3DSIH_EXPP */ shader_glsl_expp
,
4961 /* WINED3DSIH_FRC */ shader_glsl_map2gl
,
4962 /* WINED3DSIH_IADD */ NULL
,
4963 /* WINED3DSIH_IF */ shader_glsl_if
,
4964 /* WINED3DSIH_IFC */ shader_glsl_ifc
,
4965 /* WINED3DSIH_IGE */ NULL
,
4966 /* WINED3DSIH_LABEL */ shader_glsl_label
,
4967 /* WINED3DSIH_LIT */ shader_glsl_lit
,
4968 /* WINED3DSIH_LOG */ shader_glsl_log
,
4969 /* WINED3DSIH_LOGP */ shader_glsl_log
,
4970 /* WINED3DSIH_LOOP */ shader_glsl_loop
,
4971 /* WINED3DSIH_LRP */ shader_glsl_lrp
,
4972 /* WINED3DSIH_LT */ NULL
,
4973 /* WINED3DSIH_M3x2 */ shader_glsl_mnxn
,
4974 /* WINED3DSIH_M3x3 */ shader_glsl_mnxn
,
4975 /* WINED3DSIH_M3x4 */ shader_glsl_mnxn
,
4976 /* WINED3DSIH_M4x3 */ shader_glsl_mnxn
,
4977 /* WINED3DSIH_M4x4 */ shader_glsl_mnxn
,
4978 /* WINED3DSIH_MAD */ shader_glsl_mad
,
4979 /* WINED3DSIH_MAX */ shader_glsl_map2gl
,
4980 /* WINED3DSIH_MIN */ shader_glsl_map2gl
,
4981 /* WINED3DSIH_MOV */ shader_glsl_mov
,
4982 /* WINED3DSIH_MOVA */ shader_glsl_mov
,
4983 /* WINED3DSIH_MUL */ shader_glsl_arith
,
4984 /* WINED3DSIH_NOP */ NULL
,
4985 /* WINED3DSIH_NRM */ shader_glsl_nrm
,
4986 /* WINED3DSIH_PHASE */ NULL
,
4987 /* WINED3DSIH_POW */ shader_glsl_pow
,
4988 /* WINED3DSIH_RCP */ shader_glsl_rcp
,
4989 /* WINED3DSIH_REP */ shader_glsl_rep
,
4990 /* WINED3DSIH_RET */ shader_glsl_ret
,
4991 /* WINED3DSIH_RSQ */ shader_glsl_rsq
,
4992 /* WINED3DSIH_SETP */ NULL
,
4993 /* WINED3DSIH_SGE */ shader_glsl_compare
,
4994 /* WINED3DSIH_SGN */ shader_glsl_sgn
,
4995 /* WINED3DSIH_SINCOS */ shader_glsl_sincos
,
4996 /* WINED3DSIH_SLT */ shader_glsl_compare
,
4997 /* WINED3DSIH_SUB */ shader_glsl_arith
,
4998 /* WINED3DSIH_TEX */ shader_glsl_tex
,
4999 /* WINED3DSIH_TEXBEM */ shader_glsl_texbem
,
5000 /* WINED3DSIH_TEXBEML */ shader_glsl_texbem
,
5001 /* WINED3DSIH_TEXCOORD */ shader_glsl_texcoord
,
5002 /* WINED3DSIH_TEXDEPTH */ shader_glsl_texdepth
,
5003 /* WINED3DSIH_TEXDP3 */ shader_glsl_texdp3
,
5004 /* WINED3DSIH_TEXDP3TEX */ shader_glsl_texdp3tex
,
5005 /* WINED3DSIH_TEXKILL */ shader_glsl_texkill
,
5006 /* WINED3DSIH_TEXLDD */ shader_glsl_texldd
,
5007 /* WINED3DSIH_TEXLDL */ shader_glsl_texldl
,
5008 /* WINED3DSIH_TEXM3x2DEPTH */ shader_glsl_texm3x2depth
,
5009 /* WINED3DSIH_TEXM3x2PAD */ shader_glsl_texm3x2pad
,
5010 /* WINED3DSIH_TEXM3x2TEX */ shader_glsl_texm3x2tex
,
5011 /* WINED3DSIH_TEXM3x3 */ shader_glsl_texm3x3
,
5012 /* WINED3DSIH_TEXM3x3DIFF */ NULL
,
5013 /* WINED3DSIH_TEXM3x3PAD */ shader_glsl_texm3x3pad
,
5014 /* WINED3DSIH_TEXM3x3SPEC */ shader_glsl_texm3x3spec
,
5015 /* WINED3DSIH_TEXM3x3TEX */ shader_glsl_texm3x3tex
,
5016 /* WINED3DSIH_TEXM3x3VSPEC */ shader_glsl_texm3x3vspec
,
5017 /* WINED3DSIH_TEXREG2AR */ shader_glsl_texreg2ar
,
5018 /* WINED3DSIH_TEXREG2GB */ shader_glsl_texreg2gb
,
5019 /* WINED3DSIH_TEXREG2RGB */ shader_glsl_texreg2rgb
,
5022 static void shader_glsl_handle_instruction(const struct wined3d_shader_instruction
*ins
) {
5023 SHADER_HANDLER hw_fct
;
5025 /* Select handler */
5026 hw_fct
= shader_glsl_instruction_handler_table
[ins
->handler_idx
];
5028 /* Unhandled opcode */
5031 FIXME("Backend can't handle opcode %#x\n", ins
->handler_idx
);
5036 shader_glsl_add_instruction_modifiers(ins
);
5039 const shader_backend_t glsl_shader_backend
= {
5040 shader_glsl_handle_instruction
,
5042 shader_glsl_select_depth_blt
,
5043 shader_glsl_deselect_depth_blt
,
5044 shader_glsl_update_float_vertex_constants
,
5045 shader_glsl_update_float_pixel_constants
,
5046 shader_glsl_load_constants
,
5047 shader_glsl_load_np2fixup_constants
,
5048 shader_glsl_destroy
,
5051 shader_glsl_dirty_const
,
5052 shader_glsl_get_caps
,
5053 shader_glsl_color_fixup_supported
,