wine/dlls/wined3d/glsl_shader.c
Stefan Dösinger e492dd858e wined3d: Add a function around the handler table.
This reduces the number of methods in the shader backend(the instr
modifiers can be handled in that wrapper) and it will help flow
control emulation in the ARB backend.
2009-05-28 12:45:45 +02:00

4692 lines
190 KiB
C

/*
* GLSL pixel and vertex shader implementation
*
* Copyright 2006 Jason Green
* Copyright 2006-2007 Henri Verbeet
* Copyright 2007-2008 Stefan Dösinger for CodeWeavers
* Copyright 2009 Henri Verbeet for CodeWeavers
*
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation; either
* version 2.1 of the License, or (at your option) any later version.
*
* This library is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public
* License along with this library; if not, write to the Free Software
* Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
*/
/*
* D3D shader asm has swizzles on source parameters, and write masks for
* destination parameters. GLSL uses swizzles for both. The result of this is
* that for example "mov dst.xw, src.zyxw" becomes "dst.xw = src.zw" in GLSL.
* Ie, to generate a proper GLSL source swizzle, we need to take the D3D write
* mask for the destination parameter into account.
*/
#include "config.h"
#include <limits.h>
#include <stdio.h>
#include "wined3d_private.h"
WINE_DEFAULT_DEBUG_CHANNEL(d3d_shader);
WINE_DECLARE_DEBUG_CHANNEL(d3d_constants);
WINE_DECLARE_DEBUG_CHANNEL(d3d_caps);
WINE_DECLARE_DEBUG_CHANNEL(d3d);
#define GLINFO_LOCATION (*gl_info)
#define WINED3D_GLSL_SAMPLE_PROJECTED 0x1
#define WINED3D_GLSL_SAMPLE_RECT 0x2
#define WINED3D_GLSL_SAMPLE_LOD 0x4
#define WINED3D_GLSL_SAMPLE_GRAD 0x8
typedef struct {
char reg_name[150];
char mask_str[6];
} glsl_dst_param_t;
typedef struct {
char reg_name[150];
char param_str[200];
} glsl_src_param_t;
typedef struct {
const char *name;
DWORD coord_mask;
} glsl_sample_function_t;
enum heap_node_op
{
HEAP_NODE_TRAVERSE_LEFT,
HEAP_NODE_TRAVERSE_RIGHT,
HEAP_NODE_POP,
};
struct constant_entry
{
unsigned int idx;
unsigned int version;
};
struct constant_heap
{
struct constant_entry *entries;
unsigned int *positions;
unsigned int size;
};
/* GLSL shader private data */
struct shader_glsl_priv {
struct hash_table_t *glsl_program_lookup;
struct glsl_shader_prog_link *glsl_program;
struct constant_heap vconst_heap;
struct constant_heap pconst_heap;
unsigned char *stack;
GLhandleARB depth_blt_program[tex_type_count];
UINT next_constant_version;
};
/* Struct to maintain data about a linked GLSL program */
struct glsl_shader_prog_link {
struct list vshader_entry;
struct list pshader_entry;
GLhandleARB programId;
GLint *vuniformF_locations;
GLint *puniformF_locations;
GLint vuniformI_locations[MAX_CONST_I];
GLint puniformI_locations[MAX_CONST_I];
GLint posFixup_location;
GLint np2Fixup_location[MAX_FRAGMENT_SAMPLERS];
GLint bumpenvmat_location[MAX_TEXTURES];
GLint luminancescale_location[MAX_TEXTURES];
GLint luminanceoffset_location[MAX_TEXTURES];
GLint ycorrection_location;
GLenum vertex_color_clamp;
IWineD3DVertexShader *vshader;
IWineD3DPixelShader *pshader;
struct vs_compile_args vs_args;
struct ps_compile_args ps_args;
UINT constant_version;
};
typedef struct {
IWineD3DVertexShader *vshader;
IWineD3DPixelShader *pshader;
struct ps_compile_args ps_args;
struct vs_compile_args vs_args;
} glsl_program_key_t;
struct shader_glsl_ctx_priv {
const struct vs_compile_args *cur_vs_args;
const struct ps_compile_args *cur_ps_args;
};
struct glsl_ps_compiled_shader
{
struct ps_compile_args args;
GLhandleARB prgId;
};
struct glsl_pshader_private
{
struct glsl_ps_compiled_shader *gl_shaders;
UINT num_gl_shaders, shader_array_size;
};
struct glsl_vs_compiled_shader
{
struct vs_compile_args args;
GLhandleARB prgId;
};
struct glsl_vshader_private
{
struct glsl_vs_compiled_shader *gl_shaders;
UINT num_gl_shaders, shader_array_size;
};
/* Extract a line from the info log.
* Note that this modifies the source string. */
static char *get_info_log_line(char **ptr)
{
char *p, *q;
p = *ptr;
if (!(q = strstr(p, "\n")))
{
if (!*p) return NULL;
*ptr += strlen(p);
return p;
}
*q = '\0';
*ptr = q + 1;
return p;
}
/** Prints the GLSL info log which will contain error messages if they exist */
/* GL locking is done by the caller */
static void print_glsl_info_log(const WineD3D_GL_Info *gl_info, GLhandleARB obj)
{
int infologLength = 0;
char *infoLog;
unsigned int i;
BOOL is_spam;
static const char * const spam[] =
{
"Vertex shader was successfully compiled to run on hardware.\n", /* fglrx */
"Fragment shader was successfully compiled to run on hardware.\n", /* fglrx */
"Fragment shader(s) linked, vertex shader(s) linked. \n ", /* fglrx, with \n */
"Fragment shader(s) linked, vertex shader(s) linked.", /* fglrx, no \n */
"Vertex shader(s) linked, no fragment shader(s) defined. \n ", /* fglrx, with \n */
"Vertex shader(s) linked, no fragment shader(s) defined.", /* fglrx, no \n */
"Fragment shader was successfully compiled to run on hardware.\n"
"WARNING: 0:2: extension 'GL_ARB_draw_buffers' is not supported",
"Fragment shader(s) linked, no vertex shader(s) defined.", /* fglrx, no \n */
"Fragment shader(s) linked, no vertex shader(s) defined. \n ", /* fglrx, with \n */
"WARNING: 0:2: extension 'GL_ARB_draw_buffers' is not supported\n" /* MacOS ati */
};
if (!TRACE_ON(d3d_shader) && !FIXME_ON(d3d_shader)) return;
GL_EXTCALL(glGetObjectParameterivARB(obj,
GL_OBJECT_INFO_LOG_LENGTH_ARB,
&infologLength));
/* A size of 1 is just a null-terminated string, so the log should be bigger than
* that if there are errors. */
if (infologLength > 1)
{
char *ptr, *line;
/* Fglrx doesn't terminate the string properly, but it tells us the proper length.
* So use HEAP_ZERO_MEMORY to avoid uninitialized bytes
*/
infoLog = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, infologLength);
GL_EXTCALL(glGetInfoLogARB(obj, infologLength, NULL, infoLog));
is_spam = FALSE;
for(i = 0; i < sizeof(spam) / sizeof(spam[0]); i++) {
if(strcmp(infoLog, spam[i]) == 0) {
is_spam = TRUE;
break;
}
}
ptr = infoLog;
if (is_spam)
{
TRACE("Spam received from GLSL shader #%u:\n", obj);
while ((line = get_info_log_line(&ptr))) TRACE(" %s\n", line);
}
else
{
FIXME("Error received from GLSL shader #%u:\n", obj);
while ((line = get_info_log_line(&ptr))) FIXME(" %s\n", line);
}
HeapFree(GetProcessHeap(), 0, infoLog);
}
}
/**
* Loads (pixel shader) samplers
*/
/* GL locking is done by the caller */
static void shader_glsl_load_psamplers(const WineD3D_GL_Info *gl_info, DWORD *tex_unit_map, GLhandleARB programId)
{
GLint name_loc;
int i;
char sampler_name[20];
for (i = 0; i < MAX_FRAGMENT_SAMPLERS; ++i) {
snprintf(sampler_name, sizeof(sampler_name), "Psampler%d", i);
name_loc = GL_EXTCALL(glGetUniformLocationARB(programId, sampler_name));
if (name_loc != -1) {
DWORD mapped_unit = tex_unit_map[i];
if (mapped_unit != WINED3D_UNMAPPED_STAGE && mapped_unit < GL_LIMITS(fragment_samplers))
{
TRACE("Loading %s for texture %d\n", sampler_name, mapped_unit);
GL_EXTCALL(glUniform1iARB(name_loc, mapped_unit));
checkGLcall("glUniform1iARB");
} else {
ERR("Trying to load sampler %s on unsupported unit %d\n", sampler_name, mapped_unit);
}
}
}
}
/* GL locking is done by the caller */
static void shader_glsl_load_vsamplers(const WineD3D_GL_Info *gl_info, DWORD *tex_unit_map, GLhandleARB programId)
{
GLint name_loc;
char sampler_name[20];
int i;
for (i = 0; i < MAX_VERTEX_SAMPLERS; ++i) {
snprintf(sampler_name, sizeof(sampler_name), "Vsampler%d", i);
name_loc = GL_EXTCALL(glGetUniformLocationARB(programId, sampler_name));
if (name_loc != -1) {
DWORD mapped_unit = tex_unit_map[MAX_FRAGMENT_SAMPLERS + i];
if (mapped_unit != WINED3D_UNMAPPED_STAGE && mapped_unit < GL_LIMITS(combined_samplers))
{
TRACE("Loading %s for texture %d\n", sampler_name, mapped_unit);
GL_EXTCALL(glUniform1iARB(name_loc, mapped_unit));
checkGLcall("glUniform1iARB");
} else {
ERR("Trying to load sampler %s on unsupported unit %d\n", sampler_name, mapped_unit);
}
}
}
}
/* GL locking is done by the caller */
static inline void walk_constant_heap(const WineD3D_GL_Info *gl_info, const float *constants,
const GLint *constant_locations, const struct constant_heap *heap, unsigned char *stack, DWORD version)
{
int stack_idx = 0;
unsigned int heap_idx = 1;
unsigned int idx;
if (heap->entries[heap_idx].version <= version) return;
idx = heap->entries[heap_idx].idx;
if (constant_locations[idx] != -1) GL_EXTCALL(glUniform4fvARB(constant_locations[idx], 1, &constants[idx * 4]));
stack[stack_idx] = HEAP_NODE_TRAVERSE_LEFT;
while (stack_idx >= 0)
{
/* Note that we fall through to the next case statement. */
switch(stack[stack_idx])
{
case HEAP_NODE_TRAVERSE_LEFT:
{
unsigned int left_idx = heap_idx << 1;
if (left_idx < heap->size && heap->entries[left_idx].version > version)
{
heap_idx = left_idx;
idx = heap->entries[heap_idx].idx;
if (constant_locations[idx] != -1)
GL_EXTCALL(glUniform4fvARB(constant_locations[idx], 1, &constants[idx * 4]));
stack[stack_idx++] = HEAP_NODE_TRAVERSE_RIGHT;
stack[stack_idx] = HEAP_NODE_TRAVERSE_LEFT;
break;
}
}
case HEAP_NODE_TRAVERSE_RIGHT:
{
unsigned int right_idx = (heap_idx << 1) + 1;
if (right_idx < heap->size && heap->entries[right_idx].version > version)
{
heap_idx = right_idx;
idx = heap->entries[heap_idx].idx;
if (constant_locations[idx] != -1)
GL_EXTCALL(glUniform4fvARB(constant_locations[idx], 1, &constants[idx * 4]));
stack[stack_idx++] = HEAP_NODE_POP;
stack[stack_idx] = HEAP_NODE_TRAVERSE_LEFT;
break;
}
}
case HEAP_NODE_POP:
{
heap_idx >>= 1;
--stack_idx;
break;
}
}
}
checkGLcall("walk_constant_heap()");
}
/* GL locking is done by the caller */
static inline void apply_clamped_constant(const WineD3D_GL_Info *gl_info, GLint location, const GLfloat *data)
{
GLfloat clamped_constant[4];
if (location == -1) return;
clamped_constant[0] = data[0] < -1.0f ? -1.0f : data[0] > 1.0 ? 1.0 : data[0];
clamped_constant[1] = data[1] < -1.0f ? -1.0f : data[1] > 1.0 ? 1.0 : data[1];
clamped_constant[2] = data[2] < -1.0f ? -1.0f : data[2] > 1.0 ? 1.0 : data[2];
clamped_constant[3] = data[3] < -1.0f ? -1.0f : data[3] > 1.0 ? 1.0 : data[3];
GL_EXTCALL(glUniform4fvARB(location, 1, clamped_constant));
}
/* GL locking is done by the caller */
static inline void walk_constant_heap_clamped(const WineD3D_GL_Info *gl_info, const float *constants,
const GLint *constant_locations, const struct constant_heap *heap, unsigned char *stack, DWORD version)
{
int stack_idx = 0;
unsigned int heap_idx = 1;
unsigned int idx;
if (heap->entries[heap_idx].version <= version) return;
idx = heap->entries[heap_idx].idx;
apply_clamped_constant(gl_info, constant_locations[idx], &constants[idx * 4]);
stack[stack_idx] = HEAP_NODE_TRAVERSE_LEFT;
while (stack_idx >= 0)
{
/* Note that we fall through to the next case statement. */
switch(stack[stack_idx])
{
case HEAP_NODE_TRAVERSE_LEFT:
{
unsigned int left_idx = heap_idx << 1;
if (left_idx < heap->size && heap->entries[left_idx].version > version)
{
heap_idx = left_idx;
idx = heap->entries[heap_idx].idx;
apply_clamped_constant(gl_info, constant_locations[idx], &constants[idx * 4]);
stack[stack_idx++] = HEAP_NODE_TRAVERSE_RIGHT;
stack[stack_idx] = HEAP_NODE_TRAVERSE_LEFT;
break;
}
}
case HEAP_NODE_TRAVERSE_RIGHT:
{
unsigned int right_idx = (heap_idx << 1) + 1;
if (right_idx < heap->size && heap->entries[right_idx].version > version)
{
heap_idx = right_idx;
idx = heap->entries[heap_idx].idx;
apply_clamped_constant(gl_info, constant_locations[idx], &constants[idx * 4]);
stack[stack_idx++] = HEAP_NODE_POP;
stack[stack_idx] = HEAP_NODE_TRAVERSE_LEFT;
break;
}
}
case HEAP_NODE_POP:
{
heap_idx >>= 1;
--stack_idx;
break;
}
}
}
checkGLcall("walk_constant_heap_clamped()");
}
/* Loads floating point constants (aka uniforms) into the currently set GLSL program. */
/* GL locking is done by the caller */
static void shader_glsl_load_constantsF(IWineD3DBaseShaderImpl *This, const WineD3D_GL_Info *gl_info,
const float *constants, const GLint *constant_locations, const struct constant_heap *heap,
unsigned char *stack, UINT version)
{
const local_constant *lconst;
/* 1.X pshaders have the constants clamped to [-1;1] implicitly. */
if (This->baseShader.reg_maps.shader_version.major == 1
&& shader_is_pshader_version(This->baseShader.reg_maps.shader_version.type))
walk_constant_heap_clamped(gl_info, constants, constant_locations, heap, stack, version);
else
walk_constant_heap(gl_info, constants, constant_locations, heap, stack, version);
if (!This->baseShader.load_local_constsF)
{
TRACE("No need to load local float constants for this shader\n");
return;
}
/* Immediate constants are clamped to [-1;1] at shader creation time if needed */
LIST_FOR_EACH_ENTRY(lconst, &This->baseShader.constantsF, local_constant, entry)
{
GLint location = constant_locations[lconst->idx];
/* We found this uniform name in the program - go ahead and send the data */
if (location != -1) GL_EXTCALL(glUniform4fvARB(location, 1, (const GLfloat *)lconst->value));
}
checkGLcall("glUniform4fvARB()");
}
/* Loads integer constants (aka uniforms) into the currently set GLSL program. */
/* GL locking is done by the caller */
static void shader_glsl_load_constantsI(IWineD3DBaseShaderImpl *This, const WineD3D_GL_Info *gl_info,
const GLint locations[MAX_CONST_I], const int *constants, WORD constants_set)
{
unsigned int i;
struct list* ptr;
for (i = 0; constants_set; constants_set >>= 1, ++i)
{
if (!(constants_set & 1)) continue;
TRACE_(d3d_constants)("Loading constants %u: %i, %i, %i, %i\n",
i, constants[i*4], constants[i*4+1], constants[i*4+2], constants[i*4+3]);
/* We found this uniform name in the program - go ahead and send the data */
GL_EXTCALL(glUniform4ivARB(locations[i], 1, &constants[i*4]));
checkGLcall("glUniform4ivARB");
}
/* Load immediate constants */
ptr = list_head(&This->baseShader.constantsI);
while (ptr) {
const struct local_constant *lconst = LIST_ENTRY(ptr, const struct local_constant, entry);
unsigned int idx = lconst->idx;
const GLint *values = (const GLint *)lconst->value;
TRACE_(d3d_constants)("Loading local constants %i: %i, %i, %i, %i\n", idx,
values[0], values[1], values[2], values[3]);
/* We found this uniform name in the program - go ahead and send the data */
GL_EXTCALL(glUniform4ivARB(locations[idx], 1, values));
checkGLcall("glUniform4ivARB");
ptr = list_next(&This->baseShader.constantsI, ptr);
}
}
/* Loads boolean constants (aka uniforms) into the currently set GLSL program. */
/* GL locking is done by the caller */
static void shader_glsl_load_constantsB(IWineD3DBaseShaderImpl *This, const WineD3D_GL_Info *gl_info,
GLhandleARB programId, const BOOL *constants, WORD constants_set)
{
GLint tmp_loc;
unsigned int i;
char tmp_name[8];
char is_pshader = shader_is_pshader_version(This->baseShader.reg_maps.shader_version.type);
const char* prefix = is_pshader? "PB":"VB";
struct list* ptr;
/* TODO: Benchmark and see if it would be beneficial to store the
* locations of the constants to avoid looking up each time */
for (i = 0; constants_set; constants_set >>= 1, ++i)
{
if (!(constants_set & 1)) continue;
TRACE_(d3d_constants)("Loading constants %i: %i;\n", i, constants[i]);
/* TODO: Benchmark and see if it would be beneficial to store the
* locations of the constants to avoid looking up each time */
snprintf(tmp_name, sizeof(tmp_name), "%s[%i]", prefix, i);
tmp_loc = GL_EXTCALL(glGetUniformLocationARB(programId, tmp_name));
if (tmp_loc != -1)
{
/* We found this uniform name in the program - go ahead and send the data */
GL_EXTCALL(glUniform1ivARB(tmp_loc, 1, &constants[i]));
checkGLcall("glUniform1ivARB");
}
}
/* Load immediate constants */
ptr = list_head(&This->baseShader.constantsB);
while (ptr) {
const struct local_constant *lconst = LIST_ENTRY(ptr, const struct local_constant, entry);
unsigned int idx = lconst->idx;
const GLint *values = (const GLint *)lconst->value;
TRACE_(d3d_constants)("Loading local constants %i: %i\n", idx, values[0]);
snprintf(tmp_name, sizeof(tmp_name), "%s[%i]", prefix, idx);
tmp_loc = GL_EXTCALL(glGetUniformLocationARB(programId, tmp_name));
if (tmp_loc != -1) {
/* We found this uniform name in the program - go ahead and send the data */
GL_EXTCALL(glUniform1ivARB(tmp_loc, 1, values));
checkGLcall("glUniform1ivARB");
}
ptr = list_next(&This->baseShader.constantsB, ptr);
}
}
static void reset_program_constant_version(void *value, void *context)
{
struct glsl_shader_prog_link *entry = value;
entry->constant_version = 0;
}
/**
* Loads the texture dimensions for NP2 fixup into the currently set GLSL program.
*/
/* GL locking is done by the caller (state handler) */
static void shader_glsl_load_np2fixup_constants(
IWineD3DDevice* device,
char usePixelShader,
char useVertexShader) {
const IWineD3DDeviceImpl* deviceImpl = (const IWineD3DDeviceImpl*) device;
const struct glsl_shader_prog_link* prog = ((struct shader_glsl_priv *)(deviceImpl->shader_priv))->glsl_program;
if (!prog) {
/* No GLSL program set - nothing to do. */
return;
}
if (!usePixelShader) {
/* NP2 texcoord fixup is (currently) only done for pixelshaders. */
return;
}
if (prog->ps_args.np2_fixup) {
UINT i;
UINT fixup = prog->ps_args.np2_fixup;
const WineD3D_GL_Info* gl_info = &deviceImpl->adapter->gl_info;
const IWineD3DStateBlockImpl* stateBlock = (const IWineD3DStateBlockImpl*) deviceImpl->stateBlock;
for (i = 0; fixup; fixup >>= 1, ++i) {
if (-1 != prog->np2Fixup_location[i]) {
const IWineD3DBaseTextureImpl* const tex = (const IWineD3DBaseTextureImpl*) stateBlock->textures[i];
if (!tex) {
FIXME("Nonexistent texture is flagged for NP2 texcoord fixup\n");
continue;
} else {
const float tex_dim[2] = {tex->baseTexture.pow2Matrix[0], tex->baseTexture.pow2Matrix[5]};
GL_EXTCALL(glUniform2fvARB(prog->np2Fixup_location[i], 1, tex_dim));
}
}
}
}
}
/**
* Loads the app-supplied constants into the currently set GLSL program.
*/
/* GL locking is done by the caller (state handler) */
static void shader_glsl_load_constants(
IWineD3DDevice* device,
char usePixelShader,
char useVertexShader) {
IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) device;
struct shader_glsl_priv *priv = deviceImpl->shader_priv;
IWineD3DStateBlockImpl* stateBlock = deviceImpl->stateBlock;
const WineD3D_GL_Info *gl_info = &deviceImpl->adapter->gl_info;
GLhandleARB programId;
struct glsl_shader_prog_link *prog = priv->glsl_program;
UINT constant_version;
int i;
if (!prog) {
/* No GLSL program set - nothing to do. */
return;
}
programId = prog->programId;
constant_version = prog->constant_version;
if (useVertexShader) {
IWineD3DBaseShaderImpl* vshader = (IWineD3DBaseShaderImpl*) stateBlock->vertexShader;
/* Load DirectX 9 float constants/uniforms for vertex shader */
shader_glsl_load_constantsF(vshader, gl_info, stateBlock->vertexShaderConstantF,
prog->vuniformF_locations, &priv->vconst_heap, priv->stack, constant_version);
/* Load DirectX 9 integer constants/uniforms for vertex shader */
shader_glsl_load_constantsI(vshader, gl_info, prog->vuniformI_locations, stateBlock->vertexShaderConstantI,
stateBlock->changed.vertexShaderConstantsI & vshader->baseShader.reg_maps.integer_constants);
/* Load DirectX 9 boolean constants/uniforms for vertex shader */
shader_glsl_load_constantsB(vshader, gl_info, programId, stateBlock->vertexShaderConstantB,
stateBlock->changed.vertexShaderConstantsB & vshader->baseShader.reg_maps.boolean_constants);
/* Upload the position fixup params */
GL_EXTCALL(glUniform4fvARB(prog->posFixup_location, 1, &deviceImpl->posFixup[0]));
checkGLcall("glUniform4fvARB");
}
if (usePixelShader) {
IWineD3DBaseShaderImpl* pshader = (IWineD3DBaseShaderImpl*) stateBlock->pixelShader;
/* Load DirectX 9 float constants/uniforms for pixel shader */
shader_glsl_load_constantsF(pshader, gl_info, stateBlock->pixelShaderConstantF,
prog->puniformF_locations, &priv->pconst_heap, priv->stack, constant_version);
/* Load DirectX 9 integer constants/uniforms for pixel shader */
shader_glsl_load_constantsI(pshader, gl_info, prog->puniformI_locations, stateBlock->pixelShaderConstantI,
stateBlock->changed.pixelShaderConstantsI & pshader->baseShader.reg_maps.integer_constants);
/* Load DirectX 9 boolean constants/uniforms for pixel shader */
shader_glsl_load_constantsB(pshader, gl_info, programId, stateBlock->pixelShaderConstantB,
stateBlock->changed.pixelShaderConstantsB & pshader->baseShader.reg_maps.boolean_constants);
/* Upload the environment bump map matrix if needed. The needsbumpmat member specifies the texture stage to load the matrix from.
* It can't be 0 for a valid texbem instruction.
*/
for(i = 0; i < ((IWineD3DPixelShaderImpl *) pshader)->numbumpenvmatconsts; i++) {
IWineD3DPixelShaderImpl *ps = (IWineD3DPixelShaderImpl *) pshader;
int stage = ps->luminanceconst[i].texunit;
const float *data = (const float *)&stateBlock->textureState[(int)ps->bumpenvmatconst[i].texunit][WINED3DTSS_BUMPENVMAT00];
GL_EXTCALL(glUniformMatrix2fvARB(prog->bumpenvmat_location[i], 1, 0, data));
checkGLcall("glUniformMatrix2fvARB");
/* texbeml needs the luminance scale and offset too. If texbeml is used, needsbumpmat
* is set too, so we can check that in the needsbumpmat check
*/
if(ps->baseShader.reg_maps.luminanceparams[stage]) {
const GLfloat *scale = (const GLfloat *)&stateBlock->textureState[stage][WINED3DTSS_BUMPENVLSCALE];
const GLfloat *offset = (const GLfloat *)&stateBlock->textureState[stage][WINED3DTSS_BUMPENVLOFFSET];
GL_EXTCALL(glUniform1fvARB(prog->luminancescale_location[i], 1, scale));
checkGLcall("glUniform1fvARB");
GL_EXTCALL(glUniform1fvARB(prog->luminanceoffset_location[i], 1, offset));
checkGLcall("glUniform1fvARB");
}
}
if(((IWineD3DPixelShaderImpl *) pshader)->vpos_uniform) {
float correction_params[4];
if(deviceImpl->render_offscreen) {
correction_params[0] = 0.0;
correction_params[1] = 1.0;
} else {
/* position is window relative, not viewport relative */
correction_params[0] = ((IWineD3DSurfaceImpl *) deviceImpl->render_targets[0])->currentDesc.Height;
correction_params[1] = -1.0;
}
GL_EXTCALL(glUniform4fvARB(prog->ycorrection_location, 1, correction_params));
}
}
if (priv->next_constant_version == UINT_MAX)
{
TRACE("Max constant version reached, resetting to 0.\n");
hash_table_for_each_entry(priv->glsl_program_lookup, reset_program_constant_version, NULL);
priv->next_constant_version = 1;
}
else
{
prog->constant_version = priv->next_constant_version++;
}
}
static inline void update_heap_entry(struct constant_heap *heap, unsigned int idx,
unsigned int heap_idx, DWORD new_version)
{
struct constant_entry *entries = heap->entries;
unsigned int *positions = heap->positions;
unsigned int parent_idx;
while (heap_idx > 1)
{
parent_idx = heap_idx >> 1;
if (new_version <= entries[parent_idx].version) break;
entries[heap_idx] = entries[parent_idx];
positions[entries[parent_idx].idx] = heap_idx;
heap_idx = parent_idx;
}
entries[heap_idx].version = new_version;
entries[heap_idx].idx = idx;
positions[idx] = heap_idx;
}
static void shader_glsl_update_float_vertex_constants(IWineD3DDevice *iface, UINT start, UINT count)
{
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
struct shader_glsl_priv *priv = This->shader_priv;
struct constant_heap *heap = &priv->vconst_heap;
UINT i;
for (i = start; i < count + start; ++i)
{
if (!This->stateBlock->changed.vertexShaderConstantsF[i])
update_heap_entry(heap, i, heap->size++, priv->next_constant_version);
else
update_heap_entry(heap, i, heap->positions[i], priv->next_constant_version);
}
}
static void shader_glsl_update_float_pixel_constants(IWineD3DDevice *iface, UINT start, UINT count)
{
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
struct shader_glsl_priv *priv = This->shader_priv;
struct constant_heap *heap = &priv->pconst_heap;
UINT i;
for (i = start; i < count + start; ++i)
{
if (!This->stateBlock->changed.pixelShaderConstantsF[i])
update_heap_entry(heap, i, heap->size++, priv->next_constant_version);
else
update_heap_entry(heap, i, heap->positions[i], priv->next_constant_version);
}
}
static int vec4_varyings(DWORD shader_major, const WineD3D_GL_Info *gl_info)
{
int ret = GL_LIMITS(glsl_varyings) / 4;
/* 4.0 shaders do not write clip coords because d3d10 does not support user clipplanes */
if(shader_major > 3) return ret;
/* 3.0 shaders may need an extra varying for the clip coord on some cards(mostly dx10 ones) */
if(gl_info->glsl_clip_varying) ret -= 1;
return ret;
}
/** Generate the variable & register declarations for the GLSL output target */
static void shader_generate_glsl_declarations(IWineD3DBaseShader *iface, const shader_reg_maps *reg_maps,
SHADER_BUFFER *buffer, const WineD3D_GL_Info *gl_info,
const struct ps_compile_args *ps_args)
{
IWineD3DBaseShaderImpl* This = (IWineD3DBaseShaderImpl*) iface;
IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *) This->baseShader.device;
unsigned int i, extra_constants_needed = 0;
const local_constant *lconst;
/* There are some minor differences between pixel and vertex shaders */
char pshader = shader_is_pshader_version(reg_maps->shader_version.type);
char prefix = pshader ? 'P' : 'V';
/* Prototype the subroutines */
for (i = 0; i < This->baseShader.limits.label; i++) {
if (reg_maps->labels[i])
shader_addline(buffer, "void subroutine%u();\n", i);
}
/* Declare the constants (aka uniforms) */
if (This->baseShader.limits.constant_float > 0) {
unsigned max_constantsF;
/* Unless the shader uses indirect addressing, always declare the maximum array size and ignore that we need some
* uniforms privately. E.g. if GL supports 256 uniforms, and we need 2 for the pos fixup and immediate values, still
* declare VC[256]. If the shader needs more uniforms than we have it won't work in any case. If it uses less, the
* compiler will figure out which uniforms are really used and strip them out. This allows a shader to use c255 on
* a dx9 card, as long as it doesn't also use all the other constants.
*
* If the shader uses indirect addressing the compiler must assume that all declared uniforms are used. In this case,
* declare only the amount that we're assured to have.
*
* Thus we run into problems in these two cases:
* 1) The shader really uses more uniforms than supported
* 2) The shader uses indirect addressing, less constants than supported, but uses a constant index > #supported consts
*/
if(pshader) {
/* No indirect addressing here */
max_constantsF = GL_LIMITS(pshader_constantsF);
} else {
if(This->baseShader.reg_maps.usesrelconstF) {
/* Subtract the other potential uniforms from the max available (bools, ints, and 1 row of projection matrix).
* Subtract another uniform for immediate values, which have to be loaded via uniform by the driver as well.
* The shader code only uses 0.5, 2.0, 1.0, 128 and -128 in vertex shader code, so one vec4 should be enough
* (Unfortunately the Nvidia driver doesn't store 128 and -128 in one float).
*
* Writing gl_ClipPos requires one uniform for each clipplane as well.
*/
max_constantsF = GL_LIMITS(vshader_constantsF) - 3 - GL_LIMITS(clipplanes);
max_constantsF -= count_bits(This->baseShader.reg_maps.integer_constants);
/* Strictly speaking a bool only uses one scalar, but the nvidia(Linux) compiler doesn't pack them properly,
* so each scalar requires a full vec4. We could work around this by packing the booleans ourselves, but
* for now take this into account when calculating the number of available constants
*/
max_constantsF -= count_bits(This->baseShader.reg_maps.boolean_constants);
/* Set by driver quirks in directx.c */
max_constantsF -= GLINFO_LOCATION.reserved_glsl_constants;
} else {
max_constantsF = GL_LIMITS(vshader_constantsF);
}
}
max_constantsF = min(This->baseShader.limits.constant_float, max_constantsF);
shader_addline(buffer, "uniform vec4 %cC[%u];\n", prefix, max_constantsF);
}
/* Always declare the full set of constants, the compiler can remove the unused ones because d3d doesn't(yet)
* support indirect int and bool constant addressing. This avoids problems if the app uses e.g. i0 and i9.
*/
if (This->baseShader.limits.constant_int > 0 && This->baseShader.reg_maps.integer_constants)
shader_addline(buffer, "uniform ivec4 %cI[%u];\n", prefix, This->baseShader.limits.constant_int);
if (This->baseShader.limits.constant_bool > 0 && This->baseShader.reg_maps.boolean_constants)
shader_addline(buffer, "uniform bool %cB[%u];\n", prefix, This->baseShader.limits.constant_bool);
if(!pshader) {
shader_addline(buffer, "uniform vec4 posFixup;\n");
/* Predeclaration; This function is added at link time based on the pixel shader.
* VS 3.0 shaders have an array OUT[] the shader writes to, earlier versions don't have
* that. We know the input to the reorder function at vertex shader compile time, so
* we can deal with that. The reorder function for a 1.x and 2.x vertex shader can just
* read gl_FrontColor. The output depends on the pixel shader. The reorder function for a
* 1.x and 2.x pshader or for fixed function will write gl_FrontColor, and for a 3.0 shader
* it will write to the varying array. Here we depend on the shader optimizer on sorting that
* out. The nvidia driver only does that if the parameter is inout instead of out, hence the
* inout.
*/
if (reg_maps->shader_version.major >= 3)
{
shader_addline(buffer, "void order_ps_input(in vec4[%u]);\n", MAX_REG_OUTPUT);
} else {
shader_addline(buffer, "void order_ps_input();\n");
}
} else {
IWineD3DPixelShaderImpl *ps_impl = (IWineD3DPixelShaderImpl *) This;
ps_impl->numbumpenvmatconsts = 0;
for(i = 0; i < (sizeof(reg_maps->bumpmat) / sizeof(reg_maps->bumpmat[0])); i++) {
if(!reg_maps->bumpmat[i]) {
continue;
}
ps_impl->bumpenvmatconst[(int) ps_impl->numbumpenvmatconsts].texunit = i;
shader_addline(buffer, "uniform mat2 bumpenvmat%d;\n", i);
if(reg_maps->luminanceparams) {
ps_impl->luminanceconst[(int) ps_impl->numbumpenvmatconsts].texunit = i;
shader_addline(buffer, "uniform float luminancescale%d;\n", i);
shader_addline(buffer, "uniform float luminanceoffset%d;\n", i);
extra_constants_needed++;
} else {
ps_impl->luminanceconst[(int) ps_impl->numbumpenvmatconsts].texunit = -1;
}
extra_constants_needed++;
ps_impl->numbumpenvmatconsts++;
}
if(ps_args->srgb_correction) {
shader_addline(buffer, "const vec4 srgb_mul_low = vec4(%f, %f, %f, %f);\n",
srgb_mul_low, srgb_mul_low, srgb_mul_low, srgb_mul_low);
shader_addline(buffer, "const vec4 srgb_comparison = vec4(%f, %f, %f, %f);\n",
srgb_cmp, srgb_cmp, srgb_cmp, srgb_cmp);
}
if(reg_maps->vpos || reg_maps->usesdsy) {
if(This->baseShader.limits.constant_float + extra_constants_needed + 1 < GL_LIMITS(pshader_constantsF)) {
shader_addline(buffer, "uniform vec4 ycorrection;\n");
((IWineD3DPixelShaderImpl *) This)->vpos_uniform = 1;
extra_constants_needed++;
} else {
/* This happens because we do not have proper tracking of the constant registers that are
* actually used, only the max limit of the shader version
*/
FIXME("Cannot find a free uniform for vpos correction params\n");
shader_addline(buffer, "const vec4 ycorrection = vec4(%f, %f, 0.0, 0.0);\n",
device->render_offscreen ? 0.0 : ((IWineD3DSurfaceImpl *) device->render_targets[0])->currentDesc.Height,
device->render_offscreen ? 1.0 : -1.0);
}
shader_addline(buffer, "vec4 vpos;\n");
}
}
/* Declare texture samplers */
for (i = 0; i < This->baseShader.limits.sampler; i++) {
if (reg_maps->sampler_type[i])
{
switch (reg_maps->sampler_type[i])
{
case WINED3DSTT_1D:
shader_addline(buffer, "uniform sampler1D %csampler%u;\n", prefix, i);
break;
case WINED3DSTT_2D:
if(device->stateBlock->textures[i] &&
IWineD3DBaseTexture_GetTextureDimensions(device->stateBlock->textures[i]) == GL_TEXTURE_RECTANGLE_ARB) {
shader_addline(buffer, "uniform sampler2DRect %csampler%u;\n", prefix, i);
} else {
shader_addline(buffer, "uniform sampler2D %csampler%u;\n", prefix, i);
}
if (pshader && ps_args->np2_fixup & (1 << i))
{
/* NP2/RECT textures in OpenGL use texcoords in the range [0,width]x[0,height]
* while D3D has them in the (normalized) [0,1]x[0,1] range.
* samplerNP2Fixup stores texture dimensions and is updated through
* shader_glsl_load_np2fixup_constants when the sampler changes. */
shader_addline(buffer, "uniform vec2 %csamplerNP2Fixup%u;\n", prefix, i);
}
break;
case WINED3DSTT_CUBE:
shader_addline(buffer, "uniform samplerCube %csampler%u;\n", prefix, i);
break;
case WINED3DSTT_VOLUME:
shader_addline(buffer, "uniform sampler3D %csampler%u;\n", prefix, i);
break;
default:
shader_addline(buffer, "uniform unsupported_sampler %csampler%u;\n", prefix, i);
FIXME("Unrecognized sampler type: %#x\n", reg_maps->sampler_type[i]);
break;
}
}
}
/* Declare address variables */
for (i = 0; i < This->baseShader.limits.address; i++) {
if (reg_maps->address[i])
shader_addline(buffer, "ivec4 A%d;\n", i);
}
/* Declare texture coordinate temporaries and initialize them */
for (i = 0; i < This->baseShader.limits.texcoord; i++) {
if (reg_maps->texcoord[i])
shader_addline(buffer, "vec4 T%u = gl_TexCoord[%u];\n", i, i);
}
/* Declare input register varyings. Only pixel shader, vertex shaders have that declared in the
* helper function shader that is linked in at link time
*/
if (pshader && reg_maps->shader_version.major >= 3)
{
if (use_vs(device->stateBlock))
{
shader_addline(buffer, "varying vec4 IN[%u];\n", vec4_varyings(reg_maps->shader_version.major, gl_info));
} else {
/* TODO: Write a replacement shader for the fixed function vertex pipeline, so this isn't needed.
* For fixed function vertex processing + 3.0 pixel shader we need a separate function in the
* pixel shader that reads the fixed function color into the packed input registers.
*/
shader_addline(buffer, "vec4 IN[%u];\n", vec4_varyings(reg_maps->shader_version.major, gl_info));
}
}
/* Declare output register temporaries */
if(This->baseShader.limits.packed_output) {
shader_addline(buffer, "vec4 OUT[%u];\n", This->baseShader.limits.packed_output);
}
/* Declare temporary variables */
for(i = 0; i < This->baseShader.limits.temporary; i++) {
if (reg_maps->temporary[i])
shader_addline(buffer, "vec4 R%u;\n", i);
}
/* Declare attributes */
if (reg_maps->shader_version.type == WINED3D_SHADER_TYPE_VERTEX)
{
WORD map = reg_maps->input_registers;
for (i = 0; map; map >>= 1, ++i)
{
if (!(map & 1)) continue;
shader_addline(buffer, "attribute vec4 attrib%i;\n", i);
}
}
/* Declare loop registers aLx */
for (i = 0; i < reg_maps->loop_depth; i++) {
shader_addline(buffer, "int aL%u;\n", i);
shader_addline(buffer, "int tmpInt%u;\n", i);
}
/* Temporary variables for matrix operations */
shader_addline(buffer, "vec4 tmp0;\n");
shader_addline(buffer, "vec4 tmp1;\n");
/* Local constants use a different name so they can be loaded once at shader link time
* They can't be hardcoded into the shader text via LC = {x, y, z, w}; because the
* float -> string conversion can cause precision loss.
*/
if(!This->baseShader.load_local_constsF) {
LIST_FOR_EACH_ENTRY(lconst, &This->baseShader.constantsF, local_constant, entry) {
shader_addline(buffer, "uniform vec4 %cLC%u;\n", prefix, lconst->idx);
}
}
/* Start the main program */
shader_addline(buffer, "void main() {\n");
if(pshader && reg_maps->vpos) {
/* DirectX apps expect integer values, while OpenGL drivers add approximately 0.5. This causes
* off-by-one problems as spotted by the vPos d3d9 visual test. Unfortunately the ATI cards do
* not add exactly 0.5, but rather something like 0.49999999 or 0.50000001, which still causes
* precision troubles when we just substract 0.5.
*
* To deal with that just floor() the position. This will eliminate the fraction on all cards.
*
* TODO: Test how that behaves with multisampling once we can enable multisampling in winex11.
*
* An advantage of floor is that it works even if the driver doesn't add 1/2. It is somewhat
* questionable if 1.5, 2.5, ... are the proper values to return in gl_FragCoord, even though
* coordinates specify the pixel centers instead of the pixel corners. This code will behave
* correctly on drivers that returns integer values.
*/
shader_addline(buffer, "vpos = floor(vec4(0, ycorrection[0], 0, 0) + gl_FragCoord * vec4(1, ycorrection[1], 1, 1));\n");
}
}
/*****************************************************************************
* Functions to generate GLSL strings from DirectX Shader bytecode begin here.
*
* For more information, see http://wiki.winehq.org/DirectX-Shaders
****************************************************************************/
/* Prototypes */
static void shader_glsl_add_src_param(const struct wined3d_shader_instruction *ins,
const struct wined3d_shader_src_param *wined3d_src, DWORD mask, glsl_src_param_t *glsl_src);
/** Used for opcode modifiers - They multiply the result by the specified amount */
static const char * const shift_glsl_tab[] = {
"", /* 0 (none) */
"2.0 * ", /* 1 (x2) */
"4.0 * ", /* 2 (x4) */
"8.0 * ", /* 3 (x8) */
"16.0 * ", /* 4 (x16) */
"32.0 * ", /* 5 (x32) */
"", /* 6 (x64) */
"", /* 7 (x128) */
"", /* 8 (d256) */
"", /* 9 (d128) */
"", /* 10 (d64) */
"", /* 11 (d32) */
"0.0625 * ", /* 12 (d16) */
"0.125 * ", /* 13 (d8) */
"0.25 * ", /* 14 (d4) */
"0.5 * " /* 15 (d2) */
};
/* Generate a GLSL parameter that does the input modifier computation and return the input register/mask to use */
static void shader_glsl_gen_modifier(DWORD src_modifier, const char *in_reg, const char *in_regswizzle, char *out_str)
{
out_str[0] = 0;
switch (src_modifier)
{
case WINED3DSPSM_DZ: /* Need to handle this in the instructions itself (texld & texcrd). */
case WINED3DSPSM_DW:
case WINED3DSPSM_NONE:
sprintf(out_str, "%s%s", in_reg, in_regswizzle);
break;
case WINED3DSPSM_NEG:
sprintf(out_str, "-%s%s", in_reg, in_regswizzle);
break;
case WINED3DSPSM_NOT:
sprintf(out_str, "!%s%s", in_reg, in_regswizzle);
break;
case WINED3DSPSM_BIAS:
sprintf(out_str, "(%s%s - vec4(0.5)%s)", in_reg, in_regswizzle, in_regswizzle);
break;
case WINED3DSPSM_BIASNEG:
sprintf(out_str, "-(%s%s - vec4(0.5)%s)", in_reg, in_regswizzle, in_regswizzle);
break;
case WINED3DSPSM_SIGN:
sprintf(out_str, "(2.0 * (%s%s - 0.5))", in_reg, in_regswizzle);
break;
case WINED3DSPSM_SIGNNEG:
sprintf(out_str, "-(2.0 * (%s%s - 0.5))", in_reg, in_regswizzle);
break;
case WINED3DSPSM_COMP:
sprintf(out_str, "(1.0 - %s%s)", in_reg, in_regswizzle);
break;
case WINED3DSPSM_X2:
sprintf(out_str, "(2.0 * %s%s)", in_reg, in_regswizzle);
break;
case WINED3DSPSM_X2NEG:
sprintf(out_str, "-(2.0 * %s%s)", in_reg, in_regswizzle);
break;
case WINED3DSPSM_ABS:
sprintf(out_str, "abs(%s%s)", in_reg, in_regswizzle);
break;
case WINED3DSPSM_ABSNEG:
sprintf(out_str, "-abs(%s%s)", in_reg, in_regswizzle);
break;
default:
FIXME("Unhandled modifier %u\n", src_modifier);
sprintf(out_str, "%s%s", in_reg, in_regswizzle);
}
}
/** Writes the GLSL variable name that corresponds to the register that the
* DX opcode parameter is trying to access */
static void shader_glsl_get_register_name(const struct wined3d_shader_register *reg,
char *register_name, BOOL *is_color, const struct wined3d_shader_instruction *ins)
{
/* oPos, oFog and oPts in D3D */
static const char * const hwrastout_reg_names[] = { "gl_Position", "gl_FogFragCoord", "gl_PointSize" };
IWineD3DBaseShaderImpl *This = (IWineD3DBaseShaderImpl *)ins->ctx->shader;
IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device;
const WineD3D_GL_Info* gl_info = &deviceImpl->adapter->gl_info;
char pshader = shader_is_pshader_version(This->baseShader.reg_maps.shader_version.type);
*is_color = FALSE;
switch (reg->type)
{
case WINED3DSPR_TEMP:
sprintf(register_name, "R%u", reg->idx);
break;
case WINED3DSPR_INPUT:
/* vertex shaders */
if (!pshader)
{
struct shader_glsl_ctx_priv *priv = ins->ctx->backend_data;
if (priv->cur_vs_args->swizzle_map & (1 << reg->idx)) *is_color = TRUE;
sprintf(register_name, "attrib%u", reg->idx);
break;
}
/* pixel shaders >= 3.0 */
if (This->baseShader.reg_maps.shader_version.major >= 3)
{
DWORD idx = ((IWineD3DPixelShaderImpl *)This)->input_reg_map[reg->idx];
DWORD in_count = vec4_varyings(This->baseShader.reg_maps.shader_version.major, gl_info);
if (reg->rel_addr)
{
glsl_src_param_t rel_param;
shader_glsl_add_src_param(ins, reg->rel_addr, WINED3DSP_WRITEMASK_0, &rel_param);
/* Removing a + 0 would be an obvious optimization, but macos doesn't see the NOP
* operation there */
if (idx)
{
if (((IWineD3DPixelShaderImpl *)This)->declared_in_count > in_count)
{
sprintf(register_name,
"((%s + %u) > %d ? (%s + %u) > %d ? gl_SecondaryColor : gl_Color : IN[%s + %u])",
rel_param.param_str, idx, in_count - 1, rel_param.param_str, idx, in_count,
rel_param.param_str, idx);
}
else
{
sprintf(register_name, "IN[%s + %u]", rel_param.param_str, idx);
}
}
else
{
if (((IWineD3DPixelShaderImpl *)This)->declared_in_count > in_count)
{
sprintf(register_name, "((%s) > %d ? (%s) > %d ? gl_SecondaryColor : gl_Color : IN[%s])",
rel_param.param_str, in_count - 1, rel_param.param_str, in_count,
rel_param.param_str);
}
else
{
sprintf(register_name, "IN[%s]", rel_param.param_str);
}
}
}
else
{
if (idx == in_count) sprintf(register_name, "gl_Color");
else if (idx == in_count + 1) sprintf(register_name, "gl_SecondaryColor");
else sprintf(register_name, "IN[%u]", idx);
}
}
else
{
if (reg->idx == 0) strcpy(register_name, "gl_Color");
else strcpy(register_name, "gl_SecondaryColor");
break;
}
break;
case WINED3DSPR_CONST:
{
const char prefix = pshader ? 'P' : 'V';
/* Relative addressing */
if (reg->rel_addr)
{
glsl_src_param_t rel_param;
shader_glsl_add_src_param(ins, reg->rel_addr, WINED3DSP_WRITEMASK_0, &rel_param);
if (reg->idx) sprintf(register_name, "%cC[%s + %u]", prefix, rel_param.param_str, reg->idx);
else sprintf(register_name, "%cC[%s]", prefix, rel_param.param_str);
}
else
{
if (shader_constant_is_local(This, reg->idx))
sprintf(register_name, "%cLC%u", prefix, reg->idx);
else
sprintf(register_name, "%cC[%u]", prefix, reg->idx);
}
}
break;
case WINED3DSPR_CONSTINT:
if (pshader) sprintf(register_name, "PI[%u]", reg->idx);
else sprintf(register_name, "VI[%u]", reg->idx);
break;
case WINED3DSPR_CONSTBOOL:
if (pshader) sprintf(register_name, "PB[%u]", reg->idx);
else sprintf(register_name, "VB[%u]", reg->idx);
break;
case WINED3DSPR_TEXTURE: /* case WINED3DSPR_ADDR: */
if (pshader) sprintf(register_name, "T%u", reg->idx);
else sprintf(register_name, "A%u", reg->idx);
break;
case WINED3DSPR_LOOP:
sprintf(register_name, "aL%u", This->baseShader.cur_loop_regno - 1);
break;
case WINED3DSPR_SAMPLER:
if (pshader) sprintf(register_name, "Psampler%u", reg->idx);
else sprintf(register_name, "Vsampler%u", reg->idx);
break;
case WINED3DSPR_COLOROUT:
if (reg->idx >= GL_LIMITS(buffers))
WARN("Write to render target %u, only %d supported\n", reg->idx, GL_LIMITS(buffers));
if (GL_SUPPORT(ARB_DRAW_BUFFERS)) sprintf(register_name, "gl_FragData[%u]", reg->idx);
/* On older cards with GLSL support like the GeforceFX there's only one buffer. */
else sprintf(register_name, "gl_FragColor");
break;
case WINED3DSPR_RASTOUT:
sprintf(register_name, "%s", hwrastout_reg_names[reg->idx]);
break;
case WINED3DSPR_DEPTHOUT:
sprintf(register_name, "gl_FragDepth");
break;
case WINED3DSPR_ATTROUT:
if (reg->idx == 0) sprintf(register_name, "gl_FrontColor");
else sprintf(register_name, "gl_FrontSecondaryColor");
break;
case WINED3DSPR_TEXCRDOUT:
/* Vertex shaders >= 3.0: WINED3DSPR_OUTPUT */
if (This->baseShader.reg_maps.shader_version.major >= 3) sprintf(register_name, "OUT[%u]", reg->idx);
else sprintf(register_name, "gl_TexCoord[%u]", reg->idx);
break;
case WINED3DSPR_MISCTYPE:
if (reg->idx == 0)
{
/* vPos */
sprintf(register_name, "vpos");
}
else if (reg->idx == 1)
{
/* Note that gl_FrontFacing is a bool, while vFace is
* a float for which the sign determines front/back */
sprintf(register_name, "(gl_FrontFacing ? 1.0 : -1.0)");
}
else
{
FIXME("Unhandled misctype register %d\n", reg->idx);
sprintf(register_name, "unrecognized_register");
}
break;
case WINED3DSPR_IMMCONST:
switch (reg->immconst_type)
{
case WINED3D_IMMCONST_FLOAT:
sprintf(register_name, "%.8e", *(float *)reg->immconst_data);
break;
case WINED3D_IMMCONST_FLOAT4:
sprintf(register_name, "vec4(%.8e, %.8e, %.8e, %.8e)",
*(float *)&reg->immconst_data[0], *(float *)&reg->immconst_data[1],
*(float *)&reg->immconst_data[2], *(float *)&reg->immconst_data[3]);
break;
default:
FIXME("Unhandled immconst type %#x\n", reg->immconst_type);
sprintf(register_name, "<unhandled_immconst_type %#x>", reg->immconst_type);
}
break;
default:
FIXME("Unhandled register name Type(%d)\n", reg->type);
sprintf(register_name, "unrecognized_register");
break;
}
}
static void shader_glsl_write_mask_to_str(DWORD write_mask, char *str)
{
*str++ = '.';
if (write_mask & WINED3DSP_WRITEMASK_0) *str++ = 'x';
if (write_mask & WINED3DSP_WRITEMASK_1) *str++ = 'y';
if (write_mask & WINED3DSP_WRITEMASK_2) *str++ = 'z';
if (write_mask & WINED3DSP_WRITEMASK_3) *str++ = 'w';
*str = '\0';
}
/* Get the GLSL write mask for the destination register */
static DWORD shader_glsl_get_write_mask(const struct wined3d_shader_dst_param *param, char *write_mask)
{
DWORD mask = param->write_mask;
if (shader_is_scalar(&param->reg))
{
mask = WINED3DSP_WRITEMASK_0;
*write_mask = '\0';
}
else
{
shader_glsl_write_mask_to_str(mask, write_mask);
}
return mask;
}
static unsigned int shader_glsl_get_write_mask_size(DWORD write_mask) {
unsigned int size = 0;
if (write_mask & WINED3DSP_WRITEMASK_0) ++size;
if (write_mask & WINED3DSP_WRITEMASK_1) ++size;
if (write_mask & WINED3DSP_WRITEMASK_2) ++size;
if (write_mask & WINED3DSP_WRITEMASK_3) ++size;
return size;
}
static void shader_glsl_swizzle_to_str(const DWORD swizzle, BOOL fixup, DWORD mask, char *str)
{
/* For registers of type WINED3DDECLTYPE_D3DCOLOR, data is stored as "bgra",
* but addressed as "rgba". To fix this we need to swap the register's x
* and z components. */
const char *swizzle_chars = fixup ? "zyxw" : "xyzw";
*str++ = '.';
/* swizzle bits fields: wwzzyyxx */
if (mask & WINED3DSP_WRITEMASK_0) *str++ = swizzle_chars[swizzle & 0x03];
if (mask & WINED3DSP_WRITEMASK_1) *str++ = swizzle_chars[(swizzle >> 2) & 0x03];
if (mask & WINED3DSP_WRITEMASK_2) *str++ = swizzle_chars[(swizzle >> 4) & 0x03];
if (mask & WINED3DSP_WRITEMASK_3) *str++ = swizzle_chars[(swizzle >> 6) & 0x03];
*str = '\0';
}
static void shader_glsl_get_swizzle(const struct wined3d_shader_src_param *param,
BOOL fixup, DWORD mask, char *swizzle_str)
{
if (shader_is_scalar(&param->reg))
*swizzle_str = '\0';
else
shader_glsl_swizzle_to_str(param->swizzle, fixup, mask, swizzle_str);
}
/* From a given parameter token, generate the corresponding GLSL string.
* Also, return the actual register name and swizzle in case the
* caller needs this information as well. */
static void shader_glsl_add_src_param(const struct wined3d_shader_instruction *ins,
const struct wined3d_shader_src_param *wined3d_src, DWORD mask, glsl_src_param_t *glsl_src)
{
BOOL is_color = FALSE;
char swizzle_str[6];
glsl_src->reg_name[0] = '\0';
glsl_src->param_str[0] = '\0';
swizzle_str[0] = '\0';
shader_glsl_get_register_name(&wined3d_src->reg, glsl_src->reg_name, &is_color, ins);
shader_glsl_get_swizzle(wined3d_src, is_color, mask, swizzle_str);
shader_glsl_gen_modifier(wined3d_src->modifiers, glsl_src->reg_name, swizzle_str, glsl_src->param_str);
}
/* From a given parameter token, generate the corresponding GLSL string.
* Also, return the actual register name and swizzle in case the
* caller needs this information as well. */
static DWORD shader_glsl_add_dst_param(const struct wined3d_shader_instruction *ins,
const struct wined3d_shader_dst_param *wined3d_dst, glsl_dst_param_t *glsl_dst)
{
BOOL is_color = FALSE;
glsl_dst->mask_str[0] = '\0';
glsl_dst->reg_name[0] = '\0';
shader_glsl_get_register_name(&wined3d_dst->reg, glsl_dst->reg_name, &is_color, ins);
return shader_glsl_get_write_mask(wined3d_dst, glsl_dst->mask_str);
}
/* Append the destination part of the instruction to the buffer, return the effective write mask */
static DWORD shader_glsl_append_dst_ext(SHADER_BUFFER *buffer,
const struct wined3d_shader_instruction *ins, const struct wined3d_shader_dst_param *dst)
{
glsl_dst_param_t glsl_dst;
DWORD mask;
mask = shader_glsl_add_dst_param(ins, dst, &glsl_dst);
if (mask) shader_addline(buffer, "%s%s = %s(", glsl_dst.reg_name, glsl_dst.mask_str, shift_glsl_tab[dst->shift]);
return mask;
}
/* Append the destination part of the instruction to the buffer, return the effective write mask */
static DWORD shader_glsl_append_dst(SHADER_BUFFER *buffer, const struct wined3d_shader_instruction *ins)
{
return shader_glsl_append_dst_ext(buffer, ins, &ins->dst[0]);
}
/** Process GLSL instruction modifiers */
static void shader_glsl_add_instruction_modifiers(const struct wined3d_shader_instruction *ins)
{
glsl_dst_param_t dst_param;
DWORD modifiers;
if (!ins->dst_count) return;
modifiers = ins->dst[0].modifiers;
if (!modifiers) return;
shader_glsl_add_dst_param(ins, &ins->dst[0], &dst_param);
if (modifiers & WINED3DSPDM_SATURATE)
{
/* _SAT means to clamp the value of the register to between 0 and 1 */
shader_addline(ins->ctx->buffer, "%s%s = clamp(%s%s, 0.0, 1.0);\n", dst_param.reg_name,
dst_param.mask_str, dst_param.reg_name, dst_param.mask_str);
}
if (modifiers & WINED3DSPDM_MSAMPCENTROID)
{
FIXME("_centroid modifier not handled\n");
}
if (modifiers & WINED3DSPDM_PARTIALPRECISION)
{
/* MSDN says this modifier can be safely ignored, so that's what we'll do. */
}
}
static inline const char *shader_get_comp_op(DWORD op)
{
switch (op) {
case COMPARISON_GT: return ">";
case COMPARISON_EQ: return "==";
case COMPARISON_GE: return ">=";
case COMPARISON_LT: return "<";
case COMPARISON_NE: return "!=";
case COMPARISON_LE: return "<=";
default:
FIXME("Unrecognized comparison value: %u\n", op);
return "(\?\?)";
}
}
static void shader_glsl_get_sample_function(DWORD sampler_type, DWORD flags, glsl_sample_function_t *sample_function)
{
BOOL projected = flags & WINED3D_GLSL_SAMPLE_PROJECTED;
BOOL texrect = flags & WINED3D_GLSL_SAMPLE_RECT;
BOOL lod = flags & WINED3D_GLSL_SAMPLE_LOD;
BOOL grad = flags & WINED3D_GLSL_SAMPLE_GRAD;
/* Note that there's no such thing as a projected cube texture. */
switch(sampler_type) {
case WINED3DSTT_1D:
if(lod) {
sample_function->name = projected ? "texture1DProjLod" : "texture1DLod";
} else if(grad) {
sample_function->name = projected ? "texture1DProjGradARB" : "texture1DGradARB";
} else {
sample_function->name = projected ? "texture1DProj" : "texture1D";
}
sample_function->coord_mask = WINED3DSP_WRITEMASK_0;
break;
case WINED3DSTT_2D:
if(texrect) {
if(lod) {
sample_function->name = projected ? "texture2DRectProjLod" : "texture2DRectLod";
} else if(grad) {
/* What good are texrect grad functions? I don't know, but GL_EXT_gpu_shader4 defines them.
* There is no GL_ARB_shader_texture_lod spec yet, so I don't know if they're defined there
*/
sample_function->name = projected ? "shadow2DRectProjGradARB" : "shadow2DRectGradARB";
} else {
sample_function->name = projected ? "texture2DRectProj" : "texture2DRect";
}
} else {
if(lod) {
sample_function->name = projected ? "texture2DProjLod" : "texture2DLod";
} else if(grad) {
sample_function->name = projected ? "texture2DProjGradARB" : "texture2DGradARB";
} else {
sample_function->name = projected ? "texture2DProj" : "texture2D";
}
}
sample_function->coord_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1;
break;
case WINED3DSTT_CUBE:
if(lod) {
sample_function->name = "textureCubeLod";
} else if(grad) {
sample_function->name = "textureCubeGradARB";
} else {
sample_function->name = "textureCube";
}
sample_function->coord_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
break;
case WINED3DSTT_VOLUME:
if(lod) {
sample_function->name = projected ? "texture3DProjLod" : "texture3DLod";
} else if(grad) {
sample_function->name = projected ? "texture3DProjGradARB" : "texture3DGradARB";
} else {
sample_function->name = projected ? "texture3DProj" : "texture3D";
}
sample_function->coord_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
break;
default:
sample_function->name = "";
sample_function->coord_mask = 0;
FIXME("Unrecognized sampler type: %#x;\n", sampler_type);
break;
}
}
static void shader_glsl_append_fixup_arg(char *arguments, const char *reg_name,
BOOL sign_fixup, enum fixup_channel_source channel_source)
{
switch(channel_source)
{
case CHANNEL_SOURCE_ZERO:
strcat(arguments, "0.0");
break;
case CHANNEL_SOURCE_ONE:
strcat(arguments, "1.0");
break;
case CHANNEL_SOURCE_X:
strcat(arguments, reg_name);
strcat(arguments, ".x");
break;
case CHANNEL_SOURCE_Y:
strcat(arguments, reg_name);
strcat(arguments, ".y");
break;
case CHANNEL_SOURCE_Z:
strcat(arguments, reg_name);
strcat(arguments, ".z");
break;
case CHANNEL_SOURCE_W:
strcat(arguments, reg_name);
strcat(arguments, ".w");
break;
default:
FIXME("Unhandled channel source %#x\n", channel_source);
strcat(arguments, "undefined");
break;
}
if (sign_fixup) strcat(arguments, " * 2.0 - 1.0");
}
static void shader_glsl_color_correction(const struct wined3d_shader_instruction *ins, struct color_fixup_desc fixup)
{
struct wined3d_shader_dst_param dst;
unsigned int mask_size, remaining;
glsl_dst_param_t dst_param;
char arguments[256];
DWORD mask;
mask = 0;
if (fixup.x_sign_fixup || fixup.x_source != CHANNEL_SOURCE_X) mask |= WINED3DSP_WRITEMASK_0;
if (fixup.y_sign_fixup || fixup.y_source != CHANNEL_SOURCE_Y) mask |= WINED3DSP_WRITEMASK_1;
if (fixup.z_sign_fixup || fixup.z_source != CHANNEL_SOURCE_Z) mask |= WINED3DSP_WRITEMASK_2;
if (fixup.w_sign_fixup || fixup.w_source != CHANNEL_SOURCE_W) mask |= WINED3DSP_WRITEMASK_3;
mask &= ins->dst[0].write_mask;
if (!mask) return; /* Nothing to do */
if (is_yuv_fixup(fixup))
{
enum yuv_fixup yuv_fixup = get_yuv_fixup(fixup);
FIXME("YUV fixup (%#x) not supported\n", yuv_fixup);
return;
}
mask_size = shader_glsl_get_write_mask_size(mask);
dst = ins->dst[0];
dst.write_mask = mask;
shader_glsl_add_dst_param(ins, &dst, &dst_param);
arguments[0] = '\0';
remaining = mask_size;
if (mask & WINED3DSP_WRITEMASK_0)
{
shader_glsl_append_fixup_arg(arguments, dst_param.reg_name, fixup.x_sign_fixup, fixup.x_source);
if (--remaining) strcat(arguments, ", ");
}
if (mask & WINED3DSP_WRITEMASK_1)
{
shader_glsl_append_fixup_arg(arguments, dst_param.reg_name, fixup.y_sign_fixup, fixup.y_source);
if (--remaining) strcat(arguments, ", ");
}
if (mask & WINED3DSP_WRITEMASK_2)
{
shader_glsl_append_fixup_arg(arguments, dst_param.reg_name, fixup.z_sign_fixup, fixup.z_source);
if (--remaining) strcat(arguments, ", ");
}
if (mask & WINED3DSP_WRITEMASK_3)
{
shader_glsl_append_fixup_arg(arguments, dst_param.reg_name, fixup.w_sign_fixup, fixup.w_source);
if (--remaining) strcat(arguments, ", ");
}
if (mask_size > 1)
{
shader_addline(ins->ctx->buffer, "%s%s = vec%u(%s);\n",
dst_param.reg_name, dst_param.mask_str, mask_size, arguments);
}
else
{
shader_addline(ins->ctx->buffer, "%s%s = %s;\n", dst_param.reg_name, dst_param.mask_str, arguments);
}
}
static void PRINTF_ATTR(8, 9) shader_glsl_gen_sample_code(const struct wined3d_shader_instruction *ins,
DWORD sampler, const glsl_sample_function_t *sample_function, DWORD swizzle,
const char *dx, const char *dy,
const char *bias, const char *coord_reg_fmt, ...)
{
const char *sampler_base;
char dst_swizzle[6];
struct color_fixup_desc fixup;
BOOL np2_fixup = FALSE;
va_list args;
shader_glsl_swizzle_to_str(swizzle, FALSE, ins->dst[0].write_mask, dst_swizzle);
if (shader_is_pshader_version(ins->ctx->reg_maps->shader_version.type))
{
struct shader_glsl_ctx_priv *priv = ins->ctx->backend_data;
fixup = priv->cur_ps_args->color_fixup[sampler];
sampler_base = "Psampler";
if(priv->cur_ps_args->np2_fixup & (1 << sampler)) {
if(bias) {
FIXME("Biased sampling from NP2 textures is unsupported\n");
} else {
np2_fixup = TRUE;
}
}
} else {
sampler_base = "Vsampler";
fixup = COLOR_FIXUP_IDENTITY; /* FIXME: Vshader color fixup */
}
shader_glsl_append_dst(ins->ctx->buffer, ins);
shader_addline(ins->ctx->buffer, "%s(%s%u, ", sample_function->name, sampler_base, sampler);
va_start(args, coord_reg_fmt);
shader_vaddline(ins->ctx->buffer, coord_reg_fmt, args);
va_end(args);
if(bias) {
shader_addline(ins->ctx->buffer, ", %s)%s);\n", bias, dst_swizzle);
} else {
if (np2_fixup) {
shader_addline(ins->ctx->buffer, " * PsamplerNP2Fixup%u)%s);\n", sampler, dst_swizzle);
} else if(dx && dy) {
shader_addline(ins->ctx->buffer, ", %s, %s)%s);\n", dx, dy, dst_swizzle);
} else {
shader_addline(ins->ctx->buffer, ")%s);\n", dst_swizzle);
}
}
if(!is_identity_fixup(fixup)) {
shader_glsl_color_correction(ins, fixup);
}
}
/*****************************************************************************
*
* Begin processing individual instruction opcodes
*
****************************************************************************/
/* Generate GLSL arithmetic functions (dst = src1 + src2) */
static void shader_glsl_arith(const struct wined3d_shader_instruction *ins)
{
SHADER_BUFFER *buffer = ins->ctx->buffer;
glsl_src_param_t src0_param;
glsl_src_param_t src1_param;
DWORD write_mask;
char op;
/* Determine the GLSL operator to use based on the opcode */
switch (ins->handler_idx)
{
case WINED3DSIH_MUL: op = '*'; break;
case WINED3DSIH_ADD: op = '+'; break;
case WINED3DSIH_SUB: op = '-'; break;
default:
op = ' ';
FIXME("Opcode %#x not yet handled in GLSL\n", ins->handler_idx);
break;
}
write_mask = shader_glsl_append_dst(buffer, ins);
shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src0_param);
shader_glsl_add_src_param(ins, &ins->src[1], write_mask, &src1_param);
shader_addline(buffer, "%s %c %s);\n", src0_param.param_str, op, src1_param.param_str);
}
/* Process the WINED3DSIO_MOV opcode using GLSL (dst = src) */
static void shader_glsl_mov(const struct wined3d_shader_instruction *ins)
{
SHADER_BUFFER *buffer = ins->ctx->buffer;
glsl_src_param_t src0_param;
DWORD write_mask;
write_mask = shader_glsl_append_dst(buffer, ins);
shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src0_param);
/* In vs_1_1 WINED3DSIO_MOV can write to the address register. In later
* shader versions WINED3DSIO_MOVA is used for this. */
if (ins->ctx->reg_maps->shader_version.major == 1
&& !shader_is_pshader_version(ins->ctx->reg_maps->shader_version.type)
&& ins->dst[0].reg.type == WINED3DSPR_ADDR)
{
/* This is a simple floor() */
unsigned int mask_size = shader_glsl_get_write_mask_size(write_mask);
if (mask_size > 1) {
shader_addline(buffer, "ivec%d(floor(%s)));\n", mask_size, src0_param.param_str);
} else {
shader_addline(buffer, "int(floor(%s)));\n", src0_param.param_str);
}
}
else if(ins->handler_idx == WINED3DSIH_MOVA)
{
/* We need to *round* to the nearest int here. */
unsigned int mask_size = shader_glsl_get_write_mask_size(write_mask);
if (mask_size > 1) {
shader_addline(buffer, "ivec%d(floor(abs(%s) + vec%d(0.5)) * sign(%s)));\n", mask_size, src0_param.param_str, mask_size, src0_param.param_str);
} else {
shader_addline(buffer, "int(floor(abs(%s) + 0.5) * sign(%s)));\n", src0_param.param_str, src0_param.param_str);
}
} else {
shader_addline(buffer, "%s);\n", src0_param.param_str);
}
}
/* Process the dot product operators DP3 and DP4 in GLSL (dst = dot(src0, src1)) */
static void shader_glsl_dot(const struct wined3d_shader_instruction *ins)
{
SHADER_BUFFER *buffer = ins->ctx->buffer;
glsl_src_param_t src0_param;
glsl_src_param_t src1_param;
DWORD dst_write_mask, src_write_mask;
unsigned int dst_size = 0;
dst_write_mask = shader_glsl_append_dst(buffer, ins);
dst_size = shader_glsl_get_write_mask_size(dst_write_mask);
/* dp3 works on vec3, dp4 on vec4 */
if (ins->handler_idx == WINED3DSIH_DP4)
{
src_write_mask = WINED3DSP_WRITEMASK_ALL;
} else {
src_write_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
}
shader_glsl_add_src_param(ins, &ins->src[0], src_write_mask, &src0_param);
shader_glsl_add_src_param(ins, &ins->src[1], src_write_mask, &src1_param);
if (dst_size > 1) {
shader_addline(buffer, "vec%d(dot(%s, %s)));\n", dst_size, src0_param.param_str, src1_param.param_str);
} else {
shader_addline(buffer, "dot(%s, %s));\n", src0_param.param_str, src1_param.param_str);
}
}
/* Note that this instruction has some restrictions. The destination write mask
* can't contain the w component, and the source swizzles have to be .xyzw */
static void shader_glsl_cross(const struct wined3d_shader_instruction *ins)
{
DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
glsl_src_param_t src0_param;
glsl_src_param_t src1_param;
char dst_mask[6];
shader_glsl_get_write_mask(&ins->dst[0], dst_mask);
shader_glsl_append_dst(ins->ctx->buffer, ins);
shader_glsl_add_src_param(ins, &ins->src[0], src_mask, &src0_param);
shader_glsl_add_src_param(ins, &ins->src[1], src_mask, &src1_param);
shader_addline(ins->ctx->buffer, "cross(%s, %s)%s);\n", src0_param.param_str, src1_param.param_str, dst_mask);
}
/* Process the WINED3DSIO_POW instruction in GLSL (dst = |src0|^src1)
* Src0 and src1 are scalars. Note that D3D uses the absolute of src0, while
* GLSL uses the value as-is. */
static void shader_glsl_pow(const struct wined3d_shader_instruction *ins)
{
SHADER_BUFFER *buffer = ins->ctx->buffer;
glsl_src_param_t src0_param;
glsl_src_param_t src1_param;
DWORD dst_write_mask;
unsigned int dst_size;
dst_write_mask = shader_glsl_append_dst(buffer, ins);
dst_size = shader_glsl_get_write_mask_size(dst_write_mask);
shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0, &src0_param);
shader_glsl_add_src_param(ins, &ins->src[1], WINED3DSP_WRITEMASK_0, &src1_param);
if (dst_size > 1) {
shader_addline(buffer, "vec%d(pow(abs(%s), %s)));\n", dst_size, src0_param.param_str, src1_param.param_str);
} else {
shader_addline(buffer, "pow(abs(%s), %s));\n", src0_param.param_str, src1_param.param_str);
}
}
/* Process the WINED3DSIO_LOG instruction in GLSL (dst = log2(|src0|))
* Src0 is a scalar. Note that D3D uses the absolute of src0, while
* GLSL uses the value as-is. */
static void shader_glsl_log(const struct wined3d_shader_instruction *ins)
{
SHADER_BUFFER *buffer = ins->ctx->buffer;
glsl_src_param_t src0_param;
DWORD dst_write_mask;
unsigned int dst_size;
dst_write_mask = shader_glsl_append_dst(buffer, ins);
dst_size = shader_glsl_get_write_mask_size(dst_write_mask);
shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0, &src0_param);
if (dst_size > 1) {
shader_addline(buffer, "vec%d(log2(abs(%s))));\n", dst_size, src0_param.param_str);
} else {
shader_addline(buffer, "log2(abs(%s)));\n", src0_param.param_str);
}
}
/* Map the opcode 1-to-1 to the GL code (arg->dst = instruction(src0, src1, ...) */
static void shader_glsl_map2gl(const struct wined3d_shader_instruction *ins)
{
SHADER_BUFFER *buffer = ins->ctx->buffer;
glsl_src_param_t src_param;
const char *instruction;
DWORD write_mask;
unsigned i;
/* Determine the GLSL function to use based on the opcode */
/* TODO: Possibly make this a table for faster lookups */
switch (ins->handler_idx)
{
case WINED3DSIH_MIN: instruction = "min"; break;
case WINED3DSIH_MAX: instruction = "max"; break;
case WINED3DSIH_ABS: instruction = "abs"; break;
case WINED3DSIH_FRC: instruction = "fract"; break;
case WINED3DSIH_NRM: instruction = "normalize"; break;
case WINED3DSIH_EXP: instruction = "exp2"; break;
case WINED3DSIH_SGN: instruction = "sign"; break;
case WINED3DSIH_DSX: instruction = "dFdx"; break;
case WINED3DSIH_DSY: instruction = "ycorrection.y * dFdy"; break;
default: instruction = "";
FIXME("Opcode %#x not yet handled in GLSL\n", ins->handler_idx);
break;
}
write_mask = shader_glsl_append_dst(buffer, ins);
shader_addline(buffer, "%s(", instruction);
if (ins->src_count)
{
shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src_param);
shader_addline(buffer, "%s", src_param.param_str);
for (i = 1; i < ins->src_count; ++i)
{
shader_glsl_add_src_param(ins, &ins->src[i], write_mask, &src_param);
shader_addline(buffer, ", %s", src_param.param_str);
}
}
shader_addline(buffer, "));\n");
}
/** Process the WINED3DSIO_EXPP instruction in GLSL:
* For shader model 1.x, do the following (and honor the writemask, so use a temporary variable):
* dst.x = 2^(floor(src))
* dst.y = src - floor(src)
* dst.z = 2^src (partial precision is allowed, but optional)
* dst.w = 1.0;
* For 2.0 shaders, just do this (honoring writemask and swizzle):
* dst = 2^src; (partial precision is allowed, but optional)
*/
static void shader_glsl_expp(const struct wined3d_shader_instruction *ins)
{
glsl_src_param_t src_param;
shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0, &src_param);
if (ins->ctx->reg_maps->shader_version.major < 2)
{
char dst_mask[6];
shader_addline(ins->ctx->buffer, "tmp0.x = exp2(floor(%s));\n", src_param.param_str);
shader_addline(ins->ctx->buffer, "tmp0.y = %s - floor(%s);\n", src_param.param_str, src_param.param_str);
shader_addline(ins->ctx->buffer, "tmp0.z = exp2(%s);\n", src_param.param_str);
shader_addline(ins->ctx->buffer, "tmp0.w = 1.0;\n");
shader_glsl_append_dst(ins->ctx->buffer, ins);
shader_glsl_get_write_mask(&ins->dst[0], dst_mask);
shader_addline(ins->ctx->buffer, "tmp0%s);\n", dst_mask);
} else {
DWORD write_mask;
unsigned int mask_size;
write_mask = shader_glsl_append_dst(ins->ctx->buffer, ins);
mask_size = shader_glsl_get_write_mask_size(write_mask);
if (mask_size > 1) {
shader_addline(ins->ctx->buffer, "vec%d(exp2(%s)));\n", mask_size, src_param.param_str);
} else {
shader_addline(ins->ctx->buffer, "exp2(%s));\n", src_param.param_str);
}
}
}
/** Process the RCP (reciprocal or inverse) opcode in GLSL (dst = 1 / src) */
static void shader_glsl_rcp(const struct wined3d_shader_instruction *ins)
{
glsl_src_param_t src_param;
DWORD write_mask;
unsigned int mask_size;
write_mask = shader_glsl_append_dst(ins->ctx->buffer, ins);
mask_size = shader_glsl_get_write_mask_size(write_mask);
shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_3, &src_param);
if (mask_size > 1) {
shader_addline(ins->ctx->buffer, "vec%d(1.0 / %s));\n", mask_size, src_param.param_str);
} else {
shader_addline(ins->ctx->buffer, "1.0 / %s);\n", src_param.param_str);
}
}
static void shader_glsl_rsq(const struct wined3d_shader_instruction *ins)
{
SHADER_BUFFER *buffer = ins->ctx->buffer;
glsl_src_param_t src_param;
DWORD write_mask;
unsigned int mask_size;
write_mask = shader_glsl_append_dst(buffer, ins);
mask_size = shader_glsl_get_write_mask_size(write_mask);
shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_3, &src_param);
if (mask_size > 1) {
shader_addline(buffer, "vec%d(inversesqrt(%s)));\n", mask_size, src_param.param_str);
} else {
shader_addline(buffer, "inversesqrt(%s));\n", src_param.param_str);
}
}
/** Process signed comparison opcodes in GLSL. */
static void shader_glsl_compare(const struct wined3d_shader_instruction *ins)
{
glsl_src_param_t src0_param;
glsl_src_param_t src1_param;
DWORD write_mask;
unsigned int mask_size;
write_mask = shader_glsl_append_dst(ins->ctx->buffer, ins);
mask_size = shader_glsl_get_write_mask_size(write_mask);
shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src0_param);
shader_glsl_add_src_param(ins, &ins->src[1], write_mask, &src1_param);
if (mask_size > 1) {
const char *compare;
switch(ins->handler_idx)
{
case WINED3DSIH_SLT: compare = "lessThan"; break;
case WINED3DSIH_SGE: compare = "greaterThanEqual"; break;
default: compare = "";
FIXME("Can't handle opcode %#x\n", ins->handler_idx);
}
shader_addline(ins->ctx->buffer, "vec%d(%s(%s, %s)));\n", mask_size, compare,
src0_param.param_str, src1_param.param_str);
} else {
switch(ins->handler_idx)
{
case WINED3DSIH_SLT:
/* Step(src0, src1) is not suitable here because if src0 == src1 SLT is supposed,
* to return 0.0 but step returns 1.0 because step is not < x
* An alternative is a bvec compare padded with an unused second component.
* step(src1 * -1.0, src0 * -1.0) is not an option because it suffers from the same
* issue. Playing with not() is not possible either because not() does not accept
* a scalar.
*/
shader_addline(ins->ctx->buffer, "(%s < %s) ? 1.0 : 0.0);\n",
src0_param.param_str, src1_param.param_str);
break;
case WINED3DSIH_SGE:
/* Here we can use the step() function and safe a conditional */
shader_addline(ins->ctx->buffer, "step(%s, %s));\n", src1_param.param_str, src0_param.param_str);
break;
default:
FIXME("Can't handle opcode %#x\n", ins->handler_idx);
}
}
}
/** Process CMP instruction in GLSL (dst = src0 >= 0.0 ? src1 : src2), per channel */
static void shader_glsl_cmp(const struct wined3d_shader_instruction *ins)
{
glsl_src_param_t src0_param;
glsl_src_param_t src1_param;
glsl_src_param_t src2_param;
DWORD write_mask, cmp_channel = 0;
unsigned int i, j;
char mask_char[6];
BOOL temp_destination = FALSE;
if (shader_is_scalar(&ins->src[0].reg))
{
write_mask = shader_glsl_append_dst(ins->ctx->buffer, ins);
shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_ALL, &src0_param);
shader_glsl_add_src_param(ins, &ins->src[1], write_mask, &src1_param);
shader_glsl_add_src_param(ins, &ins->src[2], write_mask, &src2_param);
shader_addline(ins->ctx->buffer, "%s >= 0.0 ? %s : %s);\n",
src0_param.param_str, src1_param.param_str, src2_param.param_str);
} else {
DWORD dst_mask = ins->dst[0].write_mask;
struct wined3d_shader_dst_param dst = ins->dst[0];
/* Cycle through all source0 channels */
for (i=0; i<4; i++) {
write_mask = 0;
/* Find the destination channels which use the current source0 channel */
for (j=0; j<4; j++) {
if (((ins->src[0].swizzle >> (2 * j)) & 0x3) == i)
{
write_mask |= WINED3DSP_WRITEMASK_0 << j;
cmp_channel = WINED3DSP_WRITEMASK_0 << j;
}
}
dst.write_mask = dst_mask & write_mask;
/* Splitting the cmp instruction up in multiple lines imposes a problem:
* The first lines may overwrite source parameters of the following lines.
* Deal with that by using a temporary destination register if needed
*/
if ((ins->src[0].reg.idx == ins->dst[0].reg.idx
&& ins->src[0].reg.type == ins->dst[0].reg.type)
|| (ins->src[1].reg.idx == ins->dst[0].reg.idx
&& ins->src[1].reg.type == ins->dst[0].reg.type)
|| (ins->src[2].reg.idx == ins->dst[0].reg.idx
&& ins->src[2].reg.type == ins->dst[0].reg.type))
{
write_mask = shader_glsl_get_write_mask(&dst, mask_char);
if (!write_mask) continue;
shader_addline(ins->ctx->buffer, "tmp0%s = (", mask_char);
temp_destination = TRUE;
} else {
write_mask = shader_glsl_append_dst_ext(ins->ctx->buffer, ins, &dst);
if (!write_mask) continue;
}
shader_glsl_add_src_param(ins, &ins->src[0], cmp_channel, &src0_param);
shader_glsl_add_src_param(ins, &ins->src[1], write_mask, &src1_param);
shader_glsl_add_src_param(ins, &ins->src[2], write_mask, &src2_param);
shader_addline(ins->ctx->buffer, "%s >= 0.0 ? %s : %s);\n",
src0_param.param_str, src1_param.param_str, src2_param.param_str);
}
if(temp_destination) {
shader_glsl_get_write_mask(&ins->dst[0], mask_char);
shader_glsl_append_dst(ins->ctx->buffer, ins);
shader_addline(ins->ctx->buffer, "tmp0%s);\n", mask_char);
}
}
}
/** Process the CND opcode in GLSL (dst = (src0 > 0.5) ? src1 : src2) */
/* For ps 1.1-1.3, only a single component of src0 is used. For ps 1.4
* the compare is done per component of src0. */
static void shader_glsl_cnd(const struct wined3d_shader_instruction *ins)
{
struct wined3d_shader_dst_param dst;
glsl_src_param_t src0_param;
glsl_src_param_t src1_param;
glsl_src_param_t src2_param;
DWORD write_mask, cmp_channel = 0;
unsigned int i, j;
DWORD dst_mask;
DWORD shader_version = WINED3D_SHADER_VERSION(ins->ctx->reg_maps->shader_version.major,
ins->ctx->reg_maps->shader_version.minor);
if (shader_version < WINED3D_SHADER_VERSION(1, 4))
{
write_mask = shader_glsl_append_dst(ins->ctx->buffer, ins);
shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0, &src0_param);
shader_glsl_add_src_param(ins, &ins->src[1], write_mask, &src1_param);
shader_glsl_add_src_param(ins, &ins->src[2], write_mask, &src2_param);
/* Fun: The D3DSI_COISSUE flag changes the semantic of the cnd instruction for < 1.4 shaders */
if (ins->coissue)
{
shader_addline(ins->ctx->buffer, "%s /* COISSUE! */);\n", src1_param.param_str);
} else {
shader_addline(ins->ctx->buffer, "%s > 0.5 ? %s : %s);\n",
src0_param.param_str, src1_param.param_str, src2_param.param_str);
}
return;
}
/* Cycle through all source0 channels */
dst_mask = ins->dst[0].write_mask;
dst = ins->dst[0];
for (i=0; i<4; i++) {
write_mask = 0;
/* Find the destination channels which use the current source0 channel */
for (j=0; j<4; j++) {
if (((ins->src[0].swizzle >> (2 * j)) & 0x3) == i)
{
write_mask |= WINED3DSP_WRITEMASK_0 << j;
cmp_channel = WINED3DSP_WRITEMASK_0 << j;
}
}
dst.write_mask = dst_mask & write_mask;
write_mask = shader_glsl_append_dst_ext(ins->ctx->buffer, ins, &dst);
if (!write_mask) continue;
shader_glsl_add_src_param(ins, &ins->src[0], cmp_channel, &src0_param);
shader_glsl_add_src_param(ins, &ins->src[1], write_mask, &src1_param);
shader_glsl_add_src_param(ins, &ins->src[2], write_mask, &src2_param);
shader_addline(ins->ctx->buffer, "%s > 0.5 ? %s : %s);\n",
src0_param.param_str, src1_param.param_str, src2_param.param_str);
}
}
/** GLSL code generation for WINED3DSIO_MAD: Multiply the first 2 opcodes, then add the last */
static void shader_glsl_mad(const struct wined3d_shader_instruction *ins)
{
glsl_src_param_t src0_param;
glsl_src_param_t src1_param;
glsl_src_param_t src2_param;
DWORD write_mask;
write_mask = shader_glsl_append_dst(ins->ctx->buffer, ins);
shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src0_param);
shader_glsl_add_src_param(ins, &ins->src[1], write_mask, &src1_param);
shader_glsl_add_src_param(ins, &ins->src[2], write_mask, &src2_param);
shader_addline(ins->ctx->buffer, "(%s * %s) + %s);\n",
src0_param.param_str, src1_param.param_str, src2_param.param_str);
}
/** Handles transforming all WINED3DSIO_M?x? opcodes for
Vertex shaders to GLSL codes */
static void shader_glsl_mnxn(const struct wined3d_shader_instruction *ins)
{
int i;
int nComponents = 0;
struct wined3d_shader_dst_param tmp_dst = {{0}};
struct wined3d_shader_src_param tmp_src[2] = {{{0}}};
struct wined3d_shader_instruction tmp_ins;
memset(&tmp_ins, 0, sizeof(tmp_ins));
/* Set constants for the temporary argument */
tmp_ins.ctx = ins->ctx;
tmp_ins.dst_count = 1;
tmp_ins.dst = &tmp_dst;
tmp_ins.src_count = 2;
tmp_ins.src = tmp_src;
switch(ins->handler_idx)
{
case WINED3DSIH_M4x4:
nComponents = 4;
tmp_ins.handler_idx = WINED3DSIH_DP4;
break;
case WINED3DSIH_M4x3:
nComponents = 3;
tmp_ins.handler_idx = WINED3DSIH_DP4;
break;
case WINED3DSIH_M3x4:
nComponents = 4;
tmp_ins.handler_idx = WINED3DSIH_DP3;
break;
case WINED3DSIH_M3x3:
nComponents = 3;
tmp_ins.handler_idx = WINED3DSIH_DP3;
break;
case WINED3DSIH_M3x2:
nComponents = 2;
tmp_ins.handler_idx = WINED3DSIH_DP3;
break;
default:
break;
}
tmp_dst = ins->dst[0];
tmp_src[0] = ins->src[0];
tmp_src[1] = ins->src[1];
for (i = 0; i < nComponents; ++i)
{
tmp_dst.write_mask = WINED3DSP_WRITEMASK_0 << i;
shader_glsl_dot(&tmp_ins);
++tmp_src[1].reg.idx;
}
}
/**
The LRP instruction performs a component-wise linear interpolation
between the second and third operands using the first operand as the
blend factor. Equation: (dst = src2 + src0 * (src1 - src2))
This is equivalent to mix(src2, src1, src0);
*/
static void shader_glsl_lrp(const struct wined3d_shader_instruction *ins)
{
glsl_src_param_t src0_param;
glsl_src_param_t src1_param;
glsl_src_param_t src2_param;
DWORD write_mask;
write_mask = shader_glsl_append_dst(ins->ctx->buffer, ins);
shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src0_param);
shader_glsl_add_src_param(ins, &ins->src[1], write_mask, &src1_param);
shader_glsl_add_src_param(ins, &ins->src[2], write_mask, &src2_param);
shader_addline(ins->ctx->buffer, "mix(%s, %s, %s));\n",
src2_param.param_str, src1_param.param_str, src0_param.param_str);
}
/** Process the WINED3DSIO_LIT instruction in GLSL:
* dst.x = dst.w = 1.0
* dst.y = (src0.x > 0) ? src0.x
* dst.z = (src0.x > 0) ? ((src0.y > 0) ? pow(src0.y, src.w) : 0) : 0
* where src.w is clamped at +- 128
*/
static void shader_glsl_lit(const struct wined3d_shader_instruction *ins)
{
glsl_src_param_t src0_param;
glsl_src_param_t src1_param;
glsl_src_param_t src3_param;
char dst_mask[6];
shader_glsl_append_dst(ins->ctx->buffer, ins);
shader_glsl_get_write_mask(&ins->dst[0], dst_mask);
shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0, &src0_param);
shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_1, &src1_param);
shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_3, &src3_param);
/* The sdk specifies the instruction like this
* dst.x = 1.0;
* if(src.x > 0.0) dst.y = src.x
* else dst.y = 0.0.
* if(src.x > 0.0 && src.y > 0.0) dst.z = pow(src.y, power);
* else dst.z = 0.0;
* dst.w = 1.0;
*
* Obviously that has quite a few conditionals in it which we don't like. So the first step is this:
* dst.x = 1.0 ... No further explanation needed
* dst.y = max(src.y, 0.0); ... If x < 0.0, use 0.0, otherwise x. Same as the conditional
* dst.z = x > 0.0 ? pow(max(y, 0.0), p) : 0; ... 0 ^ power is 0, and otherwise we use y anyway
* dst.w = 1.0. ... Nothing fancy.
*
* So we still have one conditional in there. So do this:
* dst.z = pow(max(0.0, src.y) * step(0.0, src.x), power);
*
* 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),
* 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.
* if both x and y are > 0, we get pow(y * 1.0, power), as it is supposed to
*/
shader_addline(ins->ctx->buffer,
"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",
src0_param.param_str, src1_param.param_str, src0_param.param_str, src3_param.param_str, dst_mask);
}
/** Process the WINED3DSIO_DST instruction in GLSL:
* dst.x = 1.0
* dst.y = src0.x * src0.y
* dst.z = src0.z
* dst.w = src1.w
*/
static void shader_glsl_dst(const struct wined3d_shader_instruction *ins)
{
glsl_src_param_t src0y_param;
glsl_src_param_t src0z_param;
glsl_src_param_t src1y_param;
glsl_src_param_t src1w_param;
char dst_mask[6];
shader_glsl_append_dst(ins->ctx->buffer, ins);
shader_glsl_get_write_mask(&ins->dst[0], dst_mask);
shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_1, &src0y_param);
shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_2, &src0z_param);
shader_glsl_add_src_param(ins, &ins->src[1], WINED3DSP_WRITEMASK_1, &src1y_param);
shader_glsl_add_src_param(ins, &ins->src[1], WINED3DSP_WRITEMASK_3, &src1w_param);
shader_addline(ins->ctx->buffer, "vec4(1.0, %s * %s, %s, %s))%s;\n",
src0y_param.param_str, src1y_param.param_str, src0z_param.param_str, src1w_param.param_str, dst_mask);
}
/** Process the WINED3DSIO_SINCOS instruction in GLSL:
* VS 2.0 requires that specific cosine and sine constants be passed to this instruction so the hardware
* can handle it. But, these functions are built-in for GLSL, so we can just ignore the last 2 params.
*
* dst.x = cos(src0.?)
* dst.y = sin(src0.?)
* dst.z = dst.z
* dst.w = dst.w
*/
static void shader_glsl_sincos(const struct wined3d_shader_instruction *ins)
{
glsl_src_param_t src0_param;
DWORD write_mask;
write_mask = shader_glsl_append_dst(ins->ctx->buffer, ins);
shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0, &src0_param);
switch (write_mask) {
case WINED3DSP_WRITEMASK_0:
shader_addline(ins->ctx->buffer, "cos(%s));\n", src0_param.param_str);
break;
case WINED3DSP_WRITEMASK_1:
shader_addline(ins->ctx->buffer, "sin(%s));\n", src0_param.param_str);
break;
case (WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1):
shader_addline(ins->ctx->buffer, "vec2(cos(%s), sin(%s)));\n", src0_param.param_str, src0_param.param_str);
break;
default:
ERR("Write mask should be .x, .y or .xy\n");
break;
}
}
/** Process the WINED3DSIO_LOOP instruction in GLSL:
* Start a for() loop where src1.y is the initial value of aL,
* increment aL by src1.z for a total of src1.x iterations.
* Need to use a temporary variable for this operation.
*/
/* FIXME: I don't think nested loops will work correctly this way. */
static void shader_glsl_loop(const struct wined3d_shader_instruction *ins)
{
glsl_src_param_t src1_param;
IWineD3DBaseShaderImpl *shader = (IWineD3DBaseShaderImpl *)ins->ctx->shader;
const DWORD *control_values = NULL;
const local_constant *constant;
shader_glsl_add_src_param(ins, &ins->src[1], WINED3DSP_WRITEMASK_ALL, &src1_param);
/* Try to hardcode the loop control parameters if possible. Direct3D 9 class hardware doesn't support real
* varying indexing, but Microsoft designed this feature for Shader model 2.x+. If the loop control is
* known at compile time, the GLSL compiler can unroll the loop, and replace indirect addressing with direct
* addressing.
*/
if (ins->src[1].reg.type == WINED3DSPR_CONSTINT)
{
LIST_FOR_EACH_ENTRY(constant, &shader->baseShader.constantsI, local_constant, entry) {
if (constant->idx == ins->src[1].reg.idx)
{
control_values = constant->value;
break;
}
}
}
if(control_values) {
if(control_values[2] > 0) {
shader_addline(ins->ctx->buffer, "for (aL%u = %d; aL%u < (%d * %d + %d); aL%u += %d) {\n",
shader->baseShader.cur_loop_depth, control_values[1],
shader->baseShader.cur_loop_depth, control_values[0], control_values[2], control_values[1],
shader->baseShader.cur_loop_depth, control_values[2]);
} else if(control_values[2] == 0) {
shader_addline(ins->ctx->buffer, "for (aL%u = %d, tmpInt%u = 0; tmpInt%u < %d; tmpInt%u++) {\n",
shader->baseShader.cur_loop_depth, control_values[1], shader->baseShader.cur_loop_depth,
shader->baseShader.cur_loop_depth, control_values[0],
shader->baseShader.cur_loop_depth);
} else {
shader_addline(ins->ctx->buffer, "for (aL%u = %d; aL%u > (%d * %d + %d); aL%u += %d) {\n",
shader->baseShader.cur_loop_depth, control_values[1],
shader->baseShader.cur_loop_depth, control_values[0], control_values[2], control_values[1],
shader->baseShader.cur_loop_depth, control_values[2]);
}
} else {
shader_addline(ins->ctx->buffer,
"for (tmpInt%u = 0, aL%u = %s.y; tmpInt%u < %s.x; tmpInt%u++, aL%u += %s.z) {\n",
shader->baseShader.cur_loop_depth, shader->baseShader.cur_loop_regno,
src1_param.reg_name, shader->baseShader.cur_loop_depth, src1_param.reg_name,
shader->baseShader.cur_loop_depth, shader->baseShader.cur_loop_regno, src1_param.reg_name);
}
shader->baseShader.cur_loop_depth++;
shader->baseShader.cur_loop_regno++;
}
static void shader_glsl_end(const struct wined3d_shader_instruction *ins)
{
IWineD3DBaseShaderImpl *shader = (IWineD3DBaseShaderImpl *)ins->ctx->shader;
shader_addline(ins->ctx->buffer, "}\n");
if (ins->handler_idx == WINED3DSIH_ENDLOOP)
{
shader->baseShader.cur_loop_depth--;
shader->baseShader.cur_loop_regno--;
}
if (ins->handler_idx == WINED3DSIH_ENDREP)
{
shader->baseShader.cur_loop_depth--;
}
}
static void shader_glsl_rep(const struct wined3d_shader_instruction *ins)
{
IWineD3DBaseShaderImpl *shader = (IWineD3DBaseShaderImpl *)ins->ctx->shader;
glsl_src_param_t src0_param;
const DWORD *control_values = NULL;
const local_constant *constant;
/* Try to hardcode local values to help the GLSL compiler to unroll and optimize the loop */
if (ins->src[0].reg.type == WINED3DSPR_CONSTINT)
{
LIST_FOR_EACH_ENTRY(constant, &shader->baseShader.constantsI, local_constant, entry)
{
if (constant->idx == ins->src[0].reg.idx)
{
control_values = constant->value;
break;
}
}
}
if(control_values) {
shader_addline(ins->ctx->buffer, "for (tmpInt%d = 0; tmpInt%d < %d; tmpInt%d++) {\n",
shader->baseShader.cur_loop_depth, shader->baseShader.cur_loop_depth,
control_values[0], shader->baseShader.cur_loop_depth);
} else {
shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0, &src0_param);
shader_addline(ins->ctx->buffer, "for (tmpInt%d = 0; tmpInt%d < %s; tmpInt%d++) {\n",
shader->baseShader.cur_loop_depth, shader->baseShader.cur_loop_depth,
src0_param.param_str, shader->baseShader.cur_loop_depth);
}
shader->baseShader.cur_loop_depth++;
}
static void shader_glsl_if(const struct wined3d_shader_instruction *ins)
{
glsl_src_param_t src0_param;
shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0, &src0_param);
shader_addline(ins->ctx->buffer, "if (%s) {\n", src0_param.param_str);
}
static void shader_glsl_ifc(const struct wined3d_shader_instruction *ins)
{
glsl_src_param_t src0_param;
glsl_src_param_t src1_param;
shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0, &src0_param);
shader_glsl_add_src_param(ins, &ins->src[1], WINED3DSP_WRITEMASK_0, &src1_param);
shader_addline(ins->ctx->buffer, "if (%s %s %s) {\n",
src0_param.param_str, shader_get_comp_op(ins->flags), src1_param.param_str);
}
static void shader_glsl_else(const struct wined3d_shader_instruction *ins)
{
shader_addline(ins->ctx->buffer, "} else {\n");
}
static void shader_glsl_break(const struct wined3d_shader_instruction *ins)
{
shader_addline(ins->ctx->buffer, "break;\n");
}
/* FIXME: According to MSDN the compare is done per component. */
static void shader_glsl_breakc(const struct wined3d_shader_instruction *ins)
{
glsl_src_param_t src0_param;
glsl_src_param_t src1_param;
shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0, &src0_param);
shader_glsl_add_src_param(ins, &ins->src[1], WINED3DSP_WRITEMASK_0, &src1_param);
shader_addline(ins->ctx->buffer, "if (%s %s %s) break;\n",
src0_param.param_str, shader_get_comp_op(ins->flags), src1_param.param_str);
}
static void shader_glsl_label(const struct wined3d_shader_instruction *ins)
{
shader_addline(ins->ctx->buffer, "}\n");
shader_addline(ins->ctx->buffer, "void subroutine%u () {\n", ins->src[0].reg.idx);
}
static void shader_glsl_call(const struct wined3d_shader_instruction *ins)
{
shader_addline(ins->ctx->buffer, "subroutine%u();\n", ins->src[0].reg.idx);
}
static void shader_glsl_callnz(const struct wined3d_shader_instruction *ins)
{
glsl_src_param_t src1_param;
shader_glsl_add_src_param(ins, &ins->src[1], WINED3DSP_WRITEMASK_0, &src1_param);
shader_addline(ins->ctx->buffer, "if (%s) subroutine%u();\n", src1_param.param_str, ins->src[0].reg.idx);
}
/*********************************************
* Pixel Shader Specific Code begins here
********************************************/
static void pshader_glsl_tex(const struct wined3d_shader_instruction *ins)
{
IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)ins->ctx->shader;
IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device;
DWORD shader_version = WINED3D_SHADER_VERSION(ins->ctx->reg_maps->shader_version.major,
ins->ctx->reg_maps->shader_version.minor);
glsl_sample_function_t sample_function;
DWORD sample_flags = 0;
WINED3DSAMPLER_TEXTURE_TYPE sampler_type;
DWORD sampler_idx;
DWORD mask = 0, swizzle;
/* 1.0-1.4: Use destination register as sampler source.
* 2.0+: Use provided sampler source. */
if (shader_version < WINED3D_SHADER_VERSION(2,0)) sampler_idx = ins->dst[0].reg.idx;
else sampler_idx = ins->src[1].reg.idx;
sampler_type = ins->ctx->reg_maps->sampler_type[sampler_idx];
if (shader_version < WINED3D_SHADER_VERSION(1,4))
{
DWORD flags = deviceImpl->stateBlock->textureState[sampler_idx][WINED3DTSS_TEXTURETRANSFORMFLAGS];
/* Projected cube textures don't make a lot of sense, the resulting coordinates stay the same. */
if (flags & WINED3DTTFF_PROJECTED && sampler_type != WINED3DSTT_CUBE) {
sample_flags |= WINED3D_GLSL_SAMPLE_PROJECTED;
switch (flags & ~WINED3DTTFF_PROJECTED) {
case WINED3DTTFF_COUNT1: FIXME("WINED3DTTFF_PROJECTED with WINED3DTTFF_COUNT1?\n"); break;
case WINED3DTTFF_COUNT2: mask = WINED3DSP_WRITEMASK_1; break;
case WINED3DTTFF_COUNT3: mask = WINED3DSP_WRITEMASK_2; break;
case WINED3DTTFF_COUNT4:
case WINED3DTTFF_DISABLE: mask = WINED3DSP_WRITEMASK_3; break;
}
}
}
else if (shader_version < WINED3D_SHADER_VERSION(2,0))
{
DWORD src_mod = ins->src[0].modifiers;
if (src_mod == WINED3DSPSM_DZ) {
sample_flags |= WINED3D_GLSL_SAMPLE_PROJECTED;
mask = WINED3DSP_WRITEMASK_2;
} else if (src_mod == WINED3DSPSM_DW) {
sample_flags |= WINED3D_GLSL_SAMPLE_PROJECTED;
mask = WINED3DSP_WRITEMASK_3;
}
} else {
if (ins->flags & WINED3DSI_TEXLD_PROJECT)
{
/* ps 2.0 texldp instruction always divides by the fourth component. */
sample_flags |= WINED3D_GLSL_SAMPLE_PROJECTED;
mask = WINED3DSP_WRITEMASK_3;
}
}
if(deviceImpl->stateBlock->textures[sampler_idx] &&
IWineD3DBaseTexture_GetTextureDimensions(deviceImpl->stateBlock->textures[sampler_idx]) == GL_TEXTURE_RECTANGLE_ARB) {
sample_flags |= WINED3D_GLSL_SAMPLE_RECT;
}
shader_glsl_get_sample_function(sampler_type, sample_flags, &sample_function);
mask |= sample_function.coord_mask;
if (shader_version < WINED3D_SHADER_VERSION(2,0)) swizzle = WINED3DSP_NOSWIZZLE;
else swizzle = ins->src[1].swizzle;
/* 1.0-1.3: Use destination register as coordinate source.
1.4+: Use provided coordinate source register. */
if (shader_version < WINED3D_SHADER_VERSION(1,4))
{
char coord_mask[6];
shader_glsl_write_mask_to_str(mask, coord_mask);
shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, swizzle, NULL, NULL, NULL,
"T%u%s", sampler_idx, coord_mask);
} else {
glsl_src_param_t coord_param;
shader_glsl_add_src_param(ins, &ins->src[0], mask, &coord_param);
if (ins->flags & WINED3DSI_TEXLD_BIAS)
{
glsl_src_param_t bias;
shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_3, &bias);
shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, swizzle, NULL, NULL, bias.param_str,
"%s", coord_param.param_str);
} else {
shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, swizzle, NULL, NULL, NULL,
"%s", coord_param.param_str);
}
}
}
static void shader_glsl_texldd(const struct wined3d_shader_instruction *ins)
{
IWineD3DBaseShaderImpl *This = (IWineD3DBaseShaderImpl *)ins->ctx->shader;
IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device;
const WineD3D_GL_Info* gl_info = &deviceImpl->adapter->gl_info;
glsl_sample_function_t sample_function;
glsl_src_param_t coord_param, dx_param, dy_param;
DWORD sample_flags = WINED3D_GLSL_SAMPLE_GRAD;
DWORD sampler_type;
DWORD sampler_idx;
DWORD swizzle = ins->src[1].swizzle;
if(!GL_SUPPORT(ARB_SHADER_TEXTURE_LOD)) {
FIXME("texldd used, but not supported by hardware. Falling back to regular tex\n");
return pshader_glsl_tex(ins);
}
sampler_idx = ins->src[1].reg.idx;
sampler_type = ins->ctx->reg_maps->sampler_type[sampler_idx];
if(deviceImpl->stateBlock->textures[sampler_idx] &&
IWineD3DBaseTexture_GetTextureDimensions(deviceImpl->stateBlock->textures[sampler_idx]) == GL_TEXTURE_RECTANGLE_ARB) {
sample_flags |= WINED3D_GLSL_SAMPLE_RECT;
}
shader_glsl_get_sample_function(sampler_type, sample_flags, &sample_function);
shader_glsl_add_src_param(ins, &ins->src[0], sample_function.coord_mask, &coord_param);
shader_glsl_add_src_param(ins, &ins->src[2], sample_function.coord_mask, &dx_param);
shader_glsl_add_src_param(ins, &ins->src[3], sample_function.coord_mask, &dy_param);
shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, swizzle, dx_param.param_str, dy_param.param_str, NULL,
"%s", coord_param.param_str);
}
static void shader_glsl_texldl(const struct wined3d_shader_instruction *ins)
{
IWineD3DBaseShaderImpl *This = (IWineD3DBaseShaderImpl *)ins->ctx->shader;
IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device;
glsl_sample_function_t sample_function;
glsl_src_param_t coord_param, lod_param;
DWORD sample_flags = WINED3D_GLSL_SAMPLE_LOD;
DWORD sampler_type;
DWORD sampler_idx;
DWORD swizzle = ins->src[1].swizzle;
sampler_idx = ins->src[1].reg.idx;
sampler_type = ins->ctx->reg_maps->sampler_type[sampler_idx];
if(deviceImpl->stateBlock->textures[sampler_idx] &&
IWineD3DBaseTexture_GetTextureDimensions(deviceImpl->stateBlock->textures[sampler_idx]) == GL_TEXTURE_RECTANGLE_ARB) {
sample_flags |= WINED3D_GLSL_SAMPLE_RECT;
}
shader_glsl_get_sample_function(sampler_type, sample_flags, &sample_function);
shader_glsl_add_src_param(ins, &ins->src[0], sample_function.coord_mask, &coord_param);
shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_3, &lod_param);
if (shader_is_pshader_version(ins->ctx->reg_maps->shader_version.type))
{
/* The GLSL spec claims the Lod sampling functions are only supported in vertex shaders.
* However, they seem to work just fine in fragment shaders as well. */
WARN("Using %s in fragment shader.\n", sample_function.name);
}
shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, swizzle, NULL, NULL, lod_param.param_str,
"%s", coord_param.param_str);
}
static void pshader_glsl_texcoord(const struct wined3d_shader_instruction *ins)
{
/* FIXME: Make this work for more than just 2D textures */
SHADER_BUFFER *buffer = ins->ctx->buffer;
DWORD write_mask = shader_glsl_append_dst(ins->ctx->buffer, ins);
if (!(ins->ctx->reg_maps->shader_version.major == 1 && ins->ctx->reg_maps->shader_version.minor == 4))
{
char dst_mask[6];
shader_glsl_get_write_mask(&ins->dst[0], dst_mask);
shader_addline(buffer, "clamp(gl_TexCoord[%u], 0.0, 1.0)%s);\n",
ins->dst[0].reg.idx, dst_mask);
} else {
DWORD reg = ins->src[0].reg.idx;
DWORD src_mod = ins->src[0].modifiers;
char dst_swizzle[6];
shader_glsl_get_swizzle(&ins->src[0], FALSE, write_mask, dst_swizzle);
if (src_mod == WINED3DSPSM_DZ) {
glsl_src_param_t div_param;
unsigned int mask_size = shader_glsl_get_write_mask_size(write_mask);
shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_2, &div_param);
if (mask_size > 1) {
shader_addline(buffer, "gl_TexCoord[%u]%s / vec%d(%s));\n", reg, dst_swizzle, mask_size, div_param.param_str);
} else {
shader_addline(buffer, "gl_TexCoord[%u]%s / %s);\n", reg, dst_swizzle, div_param.param_str);
}
} else if (src_mod == WINED3DSPSM_DW) {
glsl_src_param_t div_param;
unsigned int mask_size = shader_glsl_get_write_mask_size(write_mask);
shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_3, &div_param);
if (mask_size > 1) {
shader_addline(buffer, "gl_TexCoord[%u]%s / vec%d(%s));\n", reg, dst_swizzle, mask_size, div_param.param_str);
} else {
shader_addline(buffer, "gl_TexCoord[%u]%s / %s);\n", reg, dst_swizzle, div_param.param_str);
}
} else {
shader_addline(buffer, "gl_TexCoord[%u]%s);\n", reg, dst_swizzle);
}
}
}
/** Process the WINED3DSIO_TEXDP3TEX instruction in GLSL:
* Take a 3-component dot product of the TexCoord[dstreg] and src,
* then perform a 1D texture lookup from stage dstregnum, place into dst. */
static void pshader_glsl_texdp3tex(const struct wined3d_shader_instruction *ins)
{
glsl_src_param_t src0_param;
glsl_sample_function_t sample_function;
DWORD sampler_idx = ins->dst[0].reg.idx;
DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
WINED3DSAMPLER_TEXTURE_TYPE sampler_type = ins->ctx->reg_maps->sampler_type[sampler_idx];
UINT mask_size;
shader_glsl_add_src_param(ins, &ins->src[0], src_mask, &src0_param);
/* Do I have to take care about the projected bit? I don't think so, since the dp3 returns only one
* scalar, and projected sampling would require 4.
*
* It is a dependent read - not valid with conditional NP2 textures
*/
shader_glsl_get_sample_function(sampler_type, 0, &sample_function);
mask_size = shader_glsl_get_write_mask_size(sample_function.coord_mask);
switch(mask_size)
{
case 1:
shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, WINED3DSP_NOSWIZZLE, NULL, NULL, NULL,
"dot(gl_TexCoord[%u].xyz, %s)", sampler_idx, src0_param.param_str);
break;
case 2:
shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, WINED3DSP_NOSWIZZLE, NULL, NULL, NULL,
"vec2(dot(gl_TexCoord[%u].xyz, %s), 0.0)", sampler_idx, src0_param.param_str);
break;
case 3:
shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, WINED3DSP_NOSWIZZLE, NULL, NULL, NULL,
"vec3(dot(gl_TexCoord[%u].xyz, %s), 0.0, 0.0)", sampler_idx, src0_param.param_str);
break;
default:
FIXME("Unexpected mask size %u\n", mask_size);
break;
}
}
/** Process the WINED3DSIO_TEXDP3 instruction in GLSL:
* Take a 3-component dot product of the TexCoord[dstreg] and src. */
static void pshader_glsl_texdp3(const struct wined3d_shader_instruction *ins)
{
glsl_src_param_t src0_param;
DWORD dstreg = ins->dst[0].reg.idx;
DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
DWORD dst_mask;
unsigned int mask_size;
dst_mask = shader_glsl_append_dst(ins->ctx->buffer, ins);
mask_size = shader_glsl_get_write_mask_size(dst_mask);
shader_glsl_add_src_param(ins, &ins->src[0], src_mask, &src0_param);
if (mask_size > 1) {
shader_addline(ins->ctx->buffer, "vec%d(dot(T%u.xyz, %s)));\n", mask_size, dstreg, src0_param.param_str);
} else {
shader_addline(ins->ctx->buffer, "dot(T%u.xyz, %s));\n", dstreg, src0_param.param_str);
}
}
/** Process the WINED3DSIO_TEXDEPTH instruction in GLSL:
* Calculate the depth as dst.x / dst.y */
static void pshader_glsl_texdepth(const struct wined3d_shader_instruction *ins)
{
glsl_dst_param_t dst_param;
shader_glsl_add_dst_param(ins, &ins->dst[0], &dst_param);
/* Tests show that texdepth never returns anything below 0.0, and that r5.y is clamped to 1.0.
* Negative input is accepted, -0.25 / -0.5 returns 0.5. GL should clamp gl_FragDepth to [0;1], but
* this doesn't always work, so clamp the results manually. Whether or not the x value is clamped at 1
* too is irrelevant, since if x = 0, any y value < 1.0 (and > 1.0 is not allowed) results in a result
* >= 1.0 or < 0.0
*/
shader_addline(ins->ctx->buffer, "gl_FragDepth = clamp((%s.x / min(%s.y, 1.0)), 0.0, 1.0);\n",
dst_param.reg_name, dst_param.reg_name);
}
/** Process the WINED3DSIO_TEXM3X2DEPTH instruction in GLSL:
* Last row of a 3x2 matrix multiply, use the result to calculate the depth:
* Calculate tmp0.y = TexCoord[dstreg] . src.xyz; (tmp0.x has already been calculated)
* depth = (tmp0.y == 0.0) ? 1.0 : tmp0.x / tmp0.y
*/
static void pshader_glsl_texm3x2depth(const struct wined3d_shader_instruction *ins)
{
DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
DWORD dstreg = ins->dst[0].reg.idx;
glsl_src_param_t src0_param;
shader_glsl_add_src_param(ins, &ins->src[0], src_mask, &src0_param);
shader_addline(ins->ctx->buffer, "tmp0.y = dot(T%u.xyz, %s);\n", dstreg, src0_param.param_str);
shader_addline(ins->ctx->buffer, "gl_FragDepth = (tmp0.y == 0.0) ? 1.0 : clamp(tmp0.x / tmp0.y, 0.0, 1.0);\n");
}
/** Process the WINED3DSIO_TEXM3X2PAD instruction in GLSL
* Calculate the 1st of a 2-row matrix multiplication. */
static void pshader_glsl_texm3x2pad(const struct wined3d_shader_instruction *ins)
{
DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
DWORD reg = ins->dst[0].reg.idx;
SHADER_BUFFER *buffer = ins->ctx->buffer;
glsl_src_param_t src0_param;
shader_glsl_add_src_param(ins, &ins->src[0], src_mask, &src0_param);
shader_addline(buffer, "tmp0.x = dot(T%u.xyz, %s);\n", reg, src0_param.param_str);
}
/** Process the WINED3DSIO_TEXM3X3PAD instruction in GLSL
* Calculate the 1st or 2nd row of a 3-row matrix multiplication. */
static void pshader_glsl_texm3x3pad(const struct wined3d_shader_instruction *ins)
{
IWineD3DPixelShaderImpl *shader = (IWineD3DPixelShaderImpl *)ins->ctx->shader;
DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
DWORD reg = ins->dst[0].reg.idx;
SHADER_BUFFER *buffer = ins->ctx->buffer;
SHADER_PARSE_STATE* current_state = &shader->baseShader.parse_state;
glsl_src_param_t src0_param;
shader_glsl_add_src_param(ins, &ins->src[0], src_mask, &src0_param);
shader_addline(buffer, "tmp0.%c = dot(T%u.xyz, %s);\n", 'x' + current_state->current_row, reg, src0_param.param_str);
current_state->texcoord_w[current_state->current_row++] = reg;
}
static void pshader_glsl_texm3x2tex(const struct wined3d_shader_instruction *ins)
{
DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
DWORD reg = ins->dst[0].reg.idx;
SHADER_BUFFER *buffer = ins->ctx->buffer;
glsl_src_param_t src0_param;
WINED3DSAMPLER_TEXTURE_TYPE sampler_type = ins->ctx->reg_maps->sampler_type[reg];
glsl_sample_function_t sample_function;
shader_glsl_add_src_param(ins, &ins->src[0], src_mask, &src0_param);
shader_addline(buffer, "tmp0.y = dot(T%u.xyz, %s);\n", reg, src0_param.param_str);
shader_glsl_get_sample_function(sampler_type, 0, &sample_function);
/* Sample the texture using the calculated coordinates */
shader_glsl_gen_sample_code(ins, reg, &sample_function, WINED3DSP_NOSWIZZLE, NULL, NULL, NULL, "tmp0.xy");
}
/** Process the WINED3DSIO_TEXM3X3TEX instruction in GLSL
* Perform the 3rd row of a 3x3 matrix multiply, then sample the texture using the calculated coordinates */
static void pshader_glsl_texm3x3tex(const struct wined3d_shader_instruction *ins)
{
DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
glsl_src_param_t src0_param;
DWORD reg = ins->dst[0].reg.idx;
IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)ins->ctx->shader;
SHADER_PARSE_STATE* current_state = &This->baseShader.parse_state;
WINED3DSAMPLER_TEXTURE_TYPE sampler_type = ins->ctx->reg_maps->sampler_type[reg];
glsl_sample_function_t sample_function;
shader_glsl_add_src_param(ins, &ins->src[0], src_mask, &src0_param);
shader_addline(ins->ctx->buffer, "tmp0.z = dot(T%u.xyz, %s);\n", reg, src0_param.param_str);
/* Dependent read, not valid with conditional NP2 */
shader_glsl_get_sample_function(sampler_type, 0, &sample_function);
/* Sample the texture using the calculated coordinates */
shader_glsl_gen_sample_code(ins, reg, &sample_function, WINED3DSP_NOSWIZZLE, NULL, NULL, NULL, "tmp0.xyz");
current_state->current_row = 0;
}
/** Process the WINED3DSIO_TEXM3X3 instruction in GLSL
* Perform the 3rd row of a 3x3 matrix multiply */
static void pshader_glsl_texm3x3(const struct wined3d_shader_instruction *ins)
{
DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
glsl_src_param_t src0_param;
char dst_mask[6];
DWORD reg = ins->dst[0].reg.idx;
IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)ins->ctx->shader;
SHADER_PARSE_STATE* current_state = &This->baseShader.parse_state;
shader_glsl_add_src_param(ins, &ins->src[0], src_mask, &src0_param);
shader_glsl_append_dst(ins->ctx->buffer, ins);
shader_glsl_get_write_mask(&ins->dst[0], dst_mask);
shader_addline(ins->ctx->buffer, "vec4(tmp0.xy, dot(T%u.xyz, %s), 1.0)%s);\n", reg, src0_param.param_str, dst_mask);
current_state->current_row = 0;
}
/** Process the WINED3DSIO_TEXM3X3SPEC instruction in GLSL
* Perform the final texture lookup based on the previous 2 3x3 matrix multiplies */
static void pshader_glsl_texm3x3spec(const struct wined3d_shader_instruction *ins)
{
IWineD3DPixelShaderImpl *shader = (IWineD3DPixelShaderImpl *)ins->ctx->shader;
DWORD reg = ins->dst[0].reg.idx;
glsl_src_param_t src0_param;
glsl_src_param_t src1_param;
SHADER_BUFFER *buffer = ins->ctx->buffer;
SHADER_PARSE_STATE* current_state = &shader->baseShader.parse_state;
WINED3DSAMPLER_TEXTURE_TYPE stype = ins->ctx->reg_maps->sampler_type[reg];
DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
glsl_sample_function_t sample_function;
shader_glsl_add_src_param(ins, &ins->src[0], src_mask, &src0_param);
shader_glsl_add_src_param(ins, &ins->src[1], src_mask, &src1_param);
/* Perform the last matrix multiply operation */
shader_addline(buffer, "tmp0.z = dot(T%u.xyz, %s);\n", reg, src0_param.param_str);
/* Reflection calculation */
shader_addline(buffer, "tmp0.xyz = -reflect((%s), normalize(tmp0.xyz));\n", src1_param.param_str);
/* Dependent read, not valid with conditional NP2 */
shader_glsl_get_sample_function(stype, 0, &sample_function);
/* Sample the texture */
shader_glsl_gen_sample_code(ins, reg, &sample_function, WINED3DSP_NOSWIZZLE, NULL, NULL, NULL, "tmp0.xyz");
current_state->current_row = 0;
}
/** Process the WINED3DSIO_TEXM3X3VSPEC instruction in GLSL
* Perform the final texture lookup based on the previous 2 3x3 matrix multiplies */
static void pshader_glsl_texm3x3vspec(const struct wined3d_shader_instruction *ins)
{
IWineD3DPixelShaderImpl *shader = (IWineD3DPixelShaderImpl *)ins->ctx->shader;
DWORD reg = ins->dst[0].reg.idx;
SHADER_BUFFER *buffer = ins->ctx->buffer;
SHADER_PARSE_STATE* current_state = &shader->baseShader.parse_state;
glsl_src_param_t src0_param;
DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
WINED3DSAMPLER_TEXTURE_TYPE sampler_type = ins->ctx->reg_maps->sampler_type[reg];
glsl_sample_function_t sample_function;
shader_glsl_add_src_param(ins, &ins->src[0], src_mask, &src0_param);
/* Perform the last matrix multiply operation */
shader_addline(buffer, "tmp0.z = dot(vec3(T%u), vec3(%s));\n", reg, src0_param.param_str);
/* Construct the eye-ray vector from w coordinates */
shader_addline(buffer, "tmp1.xyz = normalize(vec3(gl_TexCoord[%u].w, gl_TexCoord[%u].w, gl_TexCoord[%u].w));\n",
current_state->texcoord_w[0], current_state->texcoord_w[1], reg);
shader_addline(buffer, "tmp0.xyz = -reflect(tmp1.xyz, normalize(tmp0.xyz));\n");
/* Dependent read, not valid with conditional NP2 */
shader_glsl_get_sample_function(sampler_type, 0, &sample_function);
/* Sample the texture using the calculated coordinates */
shader_glsl_gen_sample_code(ins, reg, &sample_function, WINED3DSP_NOSWIZZLE, NULL, NULL, NULL, "tmp0.xyz");
current_state->current_row = 0;
}
/** Process the WINED3DSIO_TEXBEM instruction in GLSL.
* Apply a fake bump map transform.
* texbem is pshader <= 1.3 only, this saves a few version checks
*/
static void pshader_glsl_texbem(const struct wined3d_shader_instruction *ins)
{
IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)ins->ctx->shader;
IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device;
glsl_sample_function_t sample_function;
glsl_src_param_t coord_param;
WINED3DSAMPLER_TEXTURE_TYPE sampler_type;
DWORD sampler_idx;
DWORD mask;
DWORD flags;
char coord_mask[6];
sampler_idx = ins->dst[0].reg.idx;
flags = deviceImpl->stateBlock->textureState[sampler_idx][WINED3DTSS_TEXTURETRANSFORMFLAGS];
sampler_type = ins->ctx->reg_maps->sampler_type[sampler_idx];
/* Dependent read, not valid with conditional NP2 */
shader_glsl_get_sample_function(sampler_type, 0, &sample_function);
mask = sample_function.coord_mask;
shader_glsl_write_mask_to_str(mask, coord_mask);
/* with projective textures, texbem only divides the static texture coord, not the displacement,
* so we can't let the GL handle this.
*/
if (flags & WINED3DTTFF_PROJECTED) {
DWORD div_mask=0;
char coord_div_mask[3];
switch (flags & ~WINED3DTTFF_PROJECTED) {
case WINED3DTTFF_COUNT1: FIXME("WINED3DTTFF_PROJECTED with WINED3DTTFF_COUNT1?\n"); break;
case WINED3DTTFF_COUNT2: div_mask = WINED3DSP_WRITEMASK_1; break;
case WINED3DTTFF_COUNT3: div_mask = WINED3DSP_WRITEMASK_2; break;
case WINED3DTTFF_COUNT4:
case WINED3DTTFF_DISABLE: div_mask = WINED3DSP_WRITEMASK_3; break;
}
shader_glsl_write_mask_to_str(div_mask, coord_div_mask);
shader_addline(ins->ctx->buffer, "T%u%s /= T%u%s;\n", sampler_idx, coord_mask, sampler_idx, coord_div_mask);
}
shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1, &coord_param);
shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, WINED3DSP_NOSWIZZLE, NULL, NULL, NULL,
"T%u%s + vec4(bumpenvmat%d * %s, 0.0, 0.0)%s", sampler_idx, coord_mask, sampler_idx,
coord_param.param_str, coord_mask);
if (ins->handler_idx == WINED3DSIH_TEXBEML)
{
glsl_src_param_t luminance_param;
glsl_dst_param_t dst_param;
shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_2, &luminance_param);
shader_glsl_add_dst_param(ins, &ins->dst[0], &dst_param);
shader_addline(ins->ctx->buffer, "%s%s *= (%s * luminancescale%d + luminanceoffset%d);\n",
dst_param.reg_name, dst_param.mask_str,
luminance_param.param_str, sampler_idx, sampler_idx);
}
}
static void pshader_glsl_bem(const struct wined3d_shader_instruction *ins)
{
glsl_src_param_t src0_param, src1_param;
DWORD sampler_idx = ins->dst[0].reg.idx;
shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1, &src0_param);
shader_glsl_add_src_param(ins, &ins->src[1], WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1, &src1_param);
shader_glsl_append_dst(ins->ctx->buffer, ins);
shader_addline(ins->ctx->buffer, "%s + bumpenvmat%d * %s);\n",
src0_param.param_str, sampler_idx, src1_param.param_str);
}
/** Process the WINED3DSIO_TEXREG2AR instruction in GLSL
* Sample 2D texture at dst using the alpha & red (wx) components of src as texture coordinates */
static void pshader_glsl_texreg2ar(const struct wined3d_shader_instruction *ins)
{
glsl_src_param_t src0_param;
DWORD sampler_idx = ins->dst[0].reg.idx;
WINED3DSAMPLER_TEXTURE_TYPE sampler_type = ins->ctx->reg_maps->sampler_type[sampler_idx];
glsl_sample_function_t sample_function;
shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_ALL, &src0_param);
shader_glsl_get_sample_function(sampler_type, 0, &sample_function);
shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, WINED3DSP_NOSWIZZLE, NULL, NULL, NULL,
"%s.wx", src0_param.reg_name);
}
/** Process the WINED3DSIO_TEXREG2GB instruction in GLSL
* Sample 2D texture at dst using the green & blue (yz) components of src as texture coordinates */
static void pshader_glsl_texreg2gb(const struct wined3d_shader_instruction *ins)
{
glsl_src_param_t src0_param;
DWORD sampler_idx = ins->dst[0].reg.idx;
WINED3DSAMPLER_TEXTURE_TYPE sampler_type = ins->ctx->reg_maps->sampler_type[sampler_idx];
glsl_sample_function_t sample_function;
shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_ALL, &src0_param);
shader_glsl_get_sample_function(sampler_type, 0, &sample_function);
shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, WINED3DSP_NOSWIZZLE, NULL, NULL, NULL,
"%s.yz", src0_param.reg_name);
}
/** Process the WINED3DSIO_TEXREG2RGB instruction in GLSL
* Sample texture at dst using the rgb (xyz) components of src as texture coordinates */
static void pshader_glsl_texreg2rgb(const struct wined3d_shader_instruction *ins)
{
glsl_src_param_t src0_param;
DWORD sampler_idx = ins->dst[0].reg.idx;
WINED3DSAMPLER_TEXTURE_TYPE sampler_type = ins->ctx->reg_maps->sampler_type[sampler_idx];
glsl_sample_function_t sample_function;
/* Dependent read, not valid with conditional NP2 */
shader_glsl_get_sample_function(sampler_type, 0, &sample_function);
shader_glsl_add_src_param(ins, &ins->src[0], sample_function.coord_mask, &src0_param);
shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, WINED3DSP_NOSWIZZLE, NULL, NULL, NULL,
"%s", src0_param.param_str);
}
/** Process the WINED3DSIO_TEXKILL instruction in GLSL.
* If any of the first 3 components are < 0, discard this pixel */
static void pshader_glsl_texkill(const struct wined3d_shader_instruction *ins)
{
glsl_dst_param_t dst_param;
/* The argument is a destination parameter, and no writemasks are allowed */
shader_glsl_add_dst_param(ins, &ins->dst[0], &dst_param);
if (ins->ctx->reg_maps->shader_version.major >= 2)
{
/* 2.0 shaders compare all 4 components in texkill */
shader_addline(ins->ctx->buffer, "if (any(lessThan(%s.xyzw, vec4(0.0)))) discard;\n", dst_param.reg_name);
} else {
/* 1.X shaders only compare the first 3 components, probably due to the nature of the texkill
* instruction as a tex* instruction, and phase, which kills all a / w components. Even if all
* 4 components are defined, only the first 3 are used
*/
shader_addline(ins->ctx->buffer, "if (any(lessThan(%s.xyz, vec3(0.0)))) discard;\n", dst_param.reg_name);
}
}
/** Process the WINED3DSIO_DP2ADD instruction in GLSL.
* dst = dot2(src0, src1) + src2 */
static void pshader_glsl_dp2add(const struct wined3d_shader_instruction *ins)
{
glsl_src_param_t src0_param;
glsl_src_param_t src1_param;
glsl_src_param_t src2_param;
DWORD write_mask;
unsigned int mask_size;
write_mask = shader_glsl_append_dst(ins->ctx->buffer, ins);
mask_size = shader_glsl_get_write_mask_size(write_mask);
shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1, &src0_param);
shader_glsl_add_src_param(ins, &ins->src[1], WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1, &src1_param);
shader_glsl_add_src_param(ins, &ins->src[2], WINED3DSP_WRITEMASK_0, &src2_param);
if (mask_size > 1) {
shader_addline(ins->ctx->buffer, "vec%d(dot(%s, %s) + %s));\n",
mask_size, src0_param.param_str, src1_param.param_str, src2_param.param_str);
} else {
shader_addline(ins->ctx->buffer, "dot(%s, %s) + %s);\n",
src0_param.param_str, src1_param.param_str, src2_param.param_str);
}
}
static void pshader_glsl_input_pack(IWineD3DPixelShader *iface, SHADER_BUFFER *buffer,
const struct wined3d_shader_signature_element *input_signature, const struct shader_reg_maps *reg_maps,
enum vertexprocessing_mode vertexprocessing)
{
unsigned int i;
IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)iface;
WORD map = reg_maps->input_registers;
for (i = 0; map; map >>= 1, ++i)
{
const char *semantic_name;
UINT semantic_idx;
char reg_mask[6];
/* Unused */
if (!(map & 1)) continue;
semantic_name = input_signature[i].semantic_name;
semantic_idx = input_signature[i].semantic_idx;
shader_glsl_write_mask_to_str(input_signature[i].mask, reg_mask);
if (shader_match_semantic(semantic_name, WINED3DDECLUSAGE_TEXCOORD))
{
if (semantic_idx < 8 && vertexprocessing == pretransformed)
shader_addline(buffer, "IN[%u]%s = gl_TexCoord[%u]%s;\n",
This->input_reg_map[i], reg_mask, semantic_idx, reg_mask);
else
shader_addline(buffer, "IN[%u]%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
This->input_reg_map[i], reg_mask, reg_mask);
}
else if (shader_match_semantic(semantic_name, WINED3DDECLUSAGE_COLOR))
{
if (semantic_idx == 0)
shader_addline(buffer, "IN[%u]%s = vec4(gl_Color)%s;\n",
This->input_reg_map[i], reg_mask, reg_mask);
else if (semantic_idx == 1)
shader_addline(buffer, "IN[%u]%s = vec4(gl_SecondaryColor)%s;\n",
This->input_reg_map[i], reg_mask, reg_mask);
else
shader_addline(buffer, "IN[%u]%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
This->input_reg_map[i], reg_mask, reg_mask);
}
else
{
shader_addline(buffer, "IN[%u]%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
This->input_reg_map[i], reg_mask, reg_mask);
}
}
}
/*********************************************
* Vertex Shader Specific Code begins here
********************************************/
static void add_glsl_program_entry(struct shader_glsl_priv *priv, struct glsl_shader_prog_link *entry) {
glsl_program_key_t *key;
key = HeapAlloc(GetProcessHeap(), 0, sizeof(glsl_program_key_t));
key->vshader = entry->vshader;
key->pshader = entry->pshader;
key->vs_args = entry->vs_args;
key->ps_args = entry->ps_args;
hash_table_put(priv->glsl_program_lookup, key, entry);
}
static struct glsl_shader_prog_link *get_glsl_program_entry(struct shader_glsl_priv *priv,
IWineD3DVertexShader *vshader, IWineD3DPixelShader *pshader, struct vs_compile_args *vs_args,
struct ps_compile_args *ps_args) {
glsl_program_key_t key;
key.vshader = vshader;
key.pshader = pshader;
key.vs_args = *vs_args;
key.ps_args = *ps_args;
return hash_table_get(priv->glsl_program_lookup, &key);
}
/* GL locking is done by the caller */
static void delete_glsl_program_entry(struct shader_glsl_priv *priv, const WineD3D_GL_Info *gl_info,
struct glsl_shader_prog_link *entry)
{
glsl_program_key_t *key;
key = HeapAlloc(GetProcessHeap(), 0, sizeof(glsl_program_key_t));
key->vshader = entry->vshader;
key->pshader = entry->pshader;
key->vs_args = entry->vs_args;
key->ps_args = entry->ps_args;
hash_table_remove(priv->glsl_program_lookup, key);
GL_EXTCALL(glDeleteObjectARB(entry->programId));
if (entry->vshader) list_remove(&entry->vshader_entry);
if (entry->pshader) list_remove(&entry->pshader_entry);
HeapFree(GetProcessHeap(), 0, entry->vuniformF_locations);
HeapFree(GetProcessHeap(), 0, entry->puniformF_locations);
HeapFree(GetProcessHeap(), 0, entry);
}
static void handle_ps3_input(SHADER_BUFFER *buffer, const WineD3D_GL_Info *gl_info, const DWORD *map,
const struct wined3d_shader_signature_element *input_signature, const struct shader_reg_maps *reg_maps_in,
const struct wined3d_shader_signature_element *output_signature, const struct shader_reg_maps *reg_maps_out)
{
unsigned int i, j;
const char *semantic_name_in, *semantic_name_out;
UINT semantic_idx_in, semantic_idx_out;
DWORD *set;
DWORD in_idx;
DWORD in_count = vec4_varyings(3, gl_info);
char reg_mask[6], reg_mask_out[6];
char destination[50];
WORD input_map, output_map;
set = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*set) * (in_count + 2));
if (!output_signature)
{
/* Save gl_FrontColor & gl_FrontSecondaryColor before overwriting them. */
shader_addline(buffer, "vec4 front_color = gl_FrontColor;\n");
shader_addline(buffer, "vec4 front_secondary_color = gl_FrontSecondaryColor;\n");
}
input_map = reg_maps_in->input_registers;
for (i = 0; input_map; input_map >>= 1, ++i)
{
if (!(input_map & 1)) continue;
in_idx = map[i];
if (in_idx >= (in_count + 2)) {
FIXME("More input varyings declared than supported, expect issues\n");
continue;
}
else if (map[i] == ~0U)
{
/* Declared, but not read register */
continue;
}
if (in_idx == in_count) {
sprintf(destination, "gl_FrontColor");
} else if (in_idx == in_count + 1) {
sprintf(destination, "gl_FrontSecondaryColor");
} else {
sprintf(destination, "IN[%u]", in_idx);
}
semantic_name_in = input_signature[i].semantic_name;
semantic_idx_in = input_signature[i].semantic_idx;
set[map[i]] = input_signature[i].mask;
shader_glsl_write_mask_to_str(input_signature[i].mask, reg_mask);
if (!output_signature)
{
if (shader_match_semantic(semantic_name_in, WINED3DDECLUSAGE_COLOR))
{
if (semantic_idx_in == 0)
shader_addline(buffer, "%s%s = front_color%s;\n",
destination, reg_mask, reg_mask);
else if (semantic_idx_in == 1)
shader_addline(buffer, "%s%s = front_secondary_color%s;\n",
destination, reg_mask, reg_mask);
else
shader_addline(buffer, "%s%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
destination, reg_mask, reg_mask);
}
else if (shader_match_semantic(semantic_name_in, WINED3DDECLUSAGE_TEXCOORD))
{
if (semantic_idx_in < 8)
{
shader_addline(buffer, "%s%s = gl_TexCoord[%u]%s;\n",
destination, reg_mask, semantic_idx_in, reg_mask);
}
else
{
shader_addline(buffer, "%s%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
destination, reg_mask, reg_mask);
}
}
else if (shader_match_semantic(semantic_name_in, WINED3DDECLUSAGE_FOG))
{
shader_addline(buffer, "%s%s = vec4(gl_FogFragCoord, 0.0, 0.0, 0.0)%s;\n",
destination, reg_mask, reg_mask);
}
else
{
shader_addline(buffer, "%s%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
destination, reg_mask, reg_mask);
}
} else {
BOOL found = FALSE;
output_map = reg_maps_out->output_registers;
for (j = 0; output_map; output_map >>= 1, ++j)
{
if (!(output_map & 1)) continue;
semantic_name_out = output_signature[j].semantic_name;
semantic_idx_out = output_signature[j].semantic_idx;
shader_glsl_write_mask_to_str(output_signature[i].mask, reg_mask_out);
if (semantic_idx_in == semantic_idx_out
&& !strcmp(semantic_name_in, semantic_name_out))
{
shader_addline(buffer, "%s%s = OUT[%u]%s;\n",
destination, reg_mask, j, reg_mask);
found = TRUE;
}
}
if(!found) {
shader_addline(buffer, "%s%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
destination, reg_mask, reg_mask);
}
}
}
/* This is solely to make the compiler / linker happy and avoid warning about undefined
* varyings. It shouldn't result in any real code executed on the GPU, since all read
* input varyings are assigned above, if the optimizer works properly.
*/
for(i = 0; i < in_count + 2; i++) {
if(set[i] != WINED3DSP_WRITEMASK_ALL) {
unsigned int size = 0;
memset(reg_mask, 0, sizeof(reg_mask));
if(!(set[i] & WINED3DSP_WRITEMASK_0)) {
reg_mask[size] = 'x';
size++;
}
if(!(set[i] & WINED3DSP_WRITEMASK_1)) {
reg_mask[size] = 'y';
size++;
}
if(!(set[i] & WINED3DSP_WRITEMASK_2)) {
reg_mask[size] = 'z';
size++;
}
if(!(set[i] & WINED3DSP_WRITEMASK_3)) {
reg_mask[size] = 'w';
size++;
}
if (i == in_count) {
sprintf(destination, "gl_FrontColor");
} else if (i == in_count + 1) {
sprintf(destination, "gl_FrontSecondaryColor");
} else {
sprintf(destination, "IN[%u]", i);
}
if (size == 1) {
shader_addline(buffer, "%s.%s = 0.0;\n", destination, reg_mask);
} else {
shader_addline(buffer, "%s.%s = vec%u(0.0);\n", destination, reg_mask, size);
}
}
}
HeapFree(GetProcessHeap(), 0, set);
}
/* GL locking is done by the caller */
static GLhandleARB generate_param_reorder_function(IWineD3DVertexShader *vertexshader,
IWineD3DPixelShader *pixelshader, const WineD3D_GL_Info *gl_info)
{
GLhandleARB ret = 0;
IWineD3DVertexShaderImpl *vs = (IWineD3DVertexShaderImpl *) vertexshader;
IWineD3DPixelShaderImpl *ps = (IWineD3DPixelShaderImpl *) pixelshader;
IWineD3DDeviceImpl *device;
DWORD vs_major = vs->baseShader.reg_maps.shader_version.major;
DWORD ps_major = ps ? ps->baseShader.reg_maps.shader_version.major : 0;
unsigned int i;
SHADER_BUFFER buffer;
const char *semantic_name;
UINT semantic_idx;
char reg_mask[6];
const struct wined3d_shader_signature_element *output_signature;
shader_buffer_init(&buffer);
shader_addline(&buffer, "#version 120\n");
if(vs_major < 3 && ps_major < 3) {
/* That one is easy: The vertex shader writes to the builtin varyings, the pixel shader reads from them.
* Take care about the texcoord .w fixup though if we're using the fixed function fragment pipeline
*/
device = (IWineD3DDeviceImpl *) vs->baseShader.device;
if((GLINFO_LOCATION).set_texcoord_w && ps_major == 0 && vs_major > 0 &&
!device->frag_pipe->ffp_proj_control) {
shader_addline(&buffer, "void order_ps_input() {\n");
for(i = 0; i < min(8, MAX_REG_TEXCRD); i++) {
if(vs->baseShader.reg_maps.texcoord_mask[i] != 0 &&
vs->baseShader.reg_maps.texcoord_mask[i] != WINED3DSP_WRITEMASK_ALL) {
shader_addline(&buffer, "gl_TexCoord[%u].w = 1.0;\n", i);
}
}
shader_addline(&buffer, "}\n");
} else {
shader_addline(&buffer, "void order_ps_input() { /* do nothing */ }\n");
}
} else if(ps_major < 3 && vs_major >= 3) {
WORD map = vs->baseShader.reg_maps.output_registers;
/* The vertex shader writes to its own varyings, the pixel shader needs them in the builtin ones */
output_signature = vs->output_signature;
shader_addline(&buffer, "void order_ps_input(in vec4 OUT[%u]) {\n", MAX_REG_OUTPUT);
for (i = 0; map; map >>= 1, ++i)
{
DWORD write_mask;
if (!(map & 1)) continue;
semantic_name = output_signature[i].semantic_name;
semantic_idx = output_signature[i].semantic_idx;
write_mask = output_signature[i].mask;
shader_glsl_write_mask_to_str(write_mask, reg_mask);
if (shader_match_semantic(semantic_name, WINED3DDECLUSAGE_COLOR))
{
if (semantic_idx == 0)
shader_addline(&buffer, "gl_FrontColor%s = OUT[%u]%s;\n", reg_mask, i, reg_mask);
else if (semantic_idx == 1)
shader_addline(&buffer, "gl_FrontSecondaryColor%s = OUT[%u]%s;\n", reg_mask, i, reg_mask);
}
else if (shader_match_semantic(semantic_name, WINED3DDECLUSAGE_POSITION))
{
shader_addline(&buffer, "gl_Position%s = OUT[%u]%s;\n", reg_mask, i, reg_mask);
}
else if (shader_match_semantic(semantic_name, WINED3DDECLUSAGE_TEXCOORD))
{
if (semantic_idx < 8)
{
if (!(GLINFO_LOCATION).set_texcoord_w || ps_major > 0) write_mask |= WINED3DSP_WRITEMASK_3;
shader_addline(&buffer, "gl_TexCoord[%u]%s = OUT[%u]%s;\n",
semantic_idx, reg_mask, i, reg_mask);
if (!(write_mask & WINED3DSP_WRITEMASK_3))
shader_addline(&buffer, "gl_TexCoord[%u].w = 1.0;\n", semantic_idx);
}
}
else if (shader_match_semantic(semantic_name, WINED3DDECLUSAGE_PSIZE))
{
shader_addline(&buffer, "gl_PointSize = OUT[%u].x;\n", i);
}
else if (shader_match_semantic(semantic_name, WINED3DDECLUSAGE_FOG))
{
shader_addline(&buffer, "gl_FogFragCoord = OUT[%u].%c;\n", i, reg_mask[1]);
}
}
shader_addline(&buffer, "}\n");
} else if(ps_major >= 3 && vs_major >= 3) {
WORD map = vs->baseShader.reg_maps.output_registers;
output_signature = vs->output_signature;
/* This one is tricky: a 3.0 pixel shader reads from a 3.0 vertex shader */
shader_addline(&buffer, "varying vec4 IN[%u];\n", vec4_varyings(3, gl_info));
shader_addline(&buffer, "void order_ps_input(in vec4 OUT[%u]) {\n", MAX_REG_OUTPUT);
/* First, sort out position and point size. Those are not passed to the pixel shader */
for (i = 0; map; map >>= 1, ++i)
{
if (!(map & 1)) continue;
semantic_name = output_signature[i].semantic_name;
shader_glsl_write_mask_to_str(output_signature[i].mask, reg_mask);
if (shader_match_semantic(semantic_name, WINED3DDECLUSAGE_POSITION))
{
shader_addline(&buffer, "gl_Position%s = OUT[%u]%s;\n", reg_mask, i, reg_mask);
}
else if (shader_match_semantic(semantic_name, WINED3DDECLUSAGE_PSIZE))
{
shader_addline(&buffer, "gl_PointSize = OUT[%u].x;\n", i);
}
}
/* Then, fix the pixel shader input */
handle_ps3_input(&buffer, gl_info, ps->input_reg_map, ps->input_signature,
&ps->baseShader.reg_maps, output_signature, &vs->baseShader.reg_maps);
shader_addline(&buffer, "}\n");
} else if(ps_major >= 3 && vs_major < 3) {
shader_addline(&buffer, "varying vec4 IN[%u];\n", vec4_varyings(3, gl_info));
shader_addline(&buffer, "void order_ps_input() {\n");
/* The vertex shader wrote to the builtin varyings. There is no need to figure out position and
* point size, but we depend on the optimizers kindness to find out that the pixel shader doesn't
* read gl_TexCoord and gl_ColorX, otherwise we'll run out of varyings
*/
handle_ps3_input(&buffer, gl_info, ps->input_reg_map, ps->input_signature,
&ps->baseShader.reg_maps, NULL, NULL);
shader_addline(&buffer, "}\n");
} else {
ERR("Unexpected vertex and pixel shader version condition: vs: %d, ps: %d\n", vs_major, ps_major);
}
ret = GL_EXTCALL(glCreateShaderObjectARB(GL_VERTEX_SHADER_ARB));
checkGLcall("glCreateShaderObjectARB(GL_VERTEX_SHADER_ARB)");
GL_EXTCALL(glShaderSourceARB(ret, 1, (const char**)&buffer.buffer, NULL));
checkGLcall("glShaderSourceARB(ret, 1, &buffer.buffer, NULL)");
GL_EXTCALL(glCompileShaderARB(ret));
checkGLcall("glCompileShaderARB(ret)");
shader_buffer_free(&buffer);
return ret;
}
/* GL locking is done by the caller */
static void hardcode_local_constants(IWineD3DBaseShaderImpl *shader, const WineD3D_GL_Info *gl_info,
GLhandleARB programId, char prefix)
{
const local_constant *lconst;
GLint tmp_loc;
const float *value;
char glsl_name[8];
LIST_FOR_EACH_ENTRY(lconst, &shader->baseShader.constantsF, local_constant, entry) {
value = (const float *)lconst->value;
snprintf(glsl_name, sizeof(glsl_name), "%cLC%u", prefix, lconst->idx);
tmp_loc = GL_EXTCALL(glGetUniformLocationARB(programId, glsl_name));
GL_EXTCALL(glUniform4fvARB(tmp_loc, 1, value));
}
checkGLcall("Hardcoding local constants\n");
}
/* GL locking is done by the caller */
static GLuint shader_glsl_generate_pshader(IWineD3DPixelShaderImpl *This,
SHADER_BUFFER *buffer, const struct ps_compile_args *args)
{
const struct shader_reg_maps *reg_maps = &This->baseShader.reg_maps;
CONST DWORD *function = This->baseShader.function;
const char *fragcolor;
const WineD3D_GL_Info *gl_info = &((IWineD3DDeviceImpl *)This->baseShader.device)->adapter->gl_info;
struct shader_glsl_ctx_priv priv_ctx;
/* Create the hw GLSL shader object and assign it as the shader->prgId */
GLhandleARB shader_obj = GL_EXTCALL(glCreateShaderObjectARB(GL_FRAGMENT_SHADER_ARB));
memset(&priv_ctx, 0, sizeof(priv_ctx));
priv_ctx.cur_ps_args = args;
shader_addline(buffer, "#version 120\n");
if (GL_SUPPORT(ARB_DRAW_BUFFERS)) {
shader_addline(buffer, "#extension GL_ARB_draw_buffers : enable\n");
}
if(GL_SUPPORT(ARB_SHADER_TEXTURE_LOD) && reg_maps->usestexldd) {
shader_addline(buffer, "#extension GL_ARB_shader_texture_lod : enable\n");
}
if (GL_SUPPORT(ARB_TEXTURE_RECTANGLE)) {
/* The spec says that it doesn't have to be explicitly enabled, but the nvidia
* drivers write a warning if we don't do so
*/
shader_addline(buffer, "#extension GL_ARB_texture_rectangle : enable\n");
}
/* Base Declarations */
shader_generate_glsl_declarations( (IWineD3DBaseShader*) This, reg_maps, buffer, &GLINFO_LOCATION, args);
/* Pack 3.0 inputs */
if (reg_maps->shader_version.major >= 3 && args->vp_mode != vertexshader)
{
pshader_glsl_input_pack((IWineD3DPixelShader *) This, buffer, This->input_signature, reg_maps, args->vp_mode);
}
/* Base Shader Body */
shader_generate_main((IWineD3DBaseShader *)This, buffer, reg_maps, function, &priv_ctx);
/* Pixel shaders < 2.0 place the resulting color in R0 implicitly */
if (reg_maps->shader_version.major < 2)
{
/* Some older cards like GeforceFX ones don't support multiple buffers, so also not gl_FragData */
if(GL_SUPPORT(ARB_DRAW_BUFFERS))
shader_addline(buffer, "gl_FragData[0] = R0;\n");
else
shader_addline(buffer, "gl_FragColor = R0;\n");
}
if(GL_SUPPORT(ARB_DRAW_BUFFERS)) {
fragcolor = "gl_FragData[0]";
} else {
fragcolor = "gl_FragColor";
}
if(args->srgb_correction) {
shader_addline(buffer, "tmp0.xyz = pow(%s.xyz, vec3(%f, %f, %f)) * vec3(%f, %f, %f) - vec3(%f, %f, %f);\n",
fragcolor, srgb_pow, srgb_pow, srgb_pow, srgb_mul_high, srgb_mul_high, srgb_mul_high,
srgb_sub_high, srgb_sub_high, srgb_sub_high);
shader_addline(buffer, "tmp1.xyz = %s.xyz * srgb_mul_low.xyz;\n", fragcolor);
shader_addline(buffer, "%s.x = %s.x < srgb_comparison.x ? tmp1.x : tmp0.x;\n", fragcolor, fragcolor);
shader_addline(buffer, "%s.y = %s.y < srgb_comparison.y ? tmp1.y : tmp0.y;\n", fragcolor, fragcolor);
shader_addline(buffer, "%s.z = %s.z < srgb_comparison.z ? tmp1.z : tmp0.z;\n", fragcolor, fragcolor);
shader_addline(buffer, "%s = clamp(%s, 0.0, 1.0);\n", fragcolor, fragcolor);
}
/* Pixel shader < 3.0 do not replace the fog stage.
* This implements linear fog computation and blending.
* TODO: non linear fog
* NOTE: gl_Fog.start and gl_Fog.end don't hold fog start s and end e but
* -1/(e-s) and e/(e-s) respectively.
*/
if (reg_maps->shader_version.major < 3)
{
switch(args->fog) {
case FOG_OFF: break;
case FOG_LINEAR:
shader_addline(buffer, "float fogstart = -1.0 / (gl_Fog.end - gl_Fog.start);\n");
shader_addline(buffer, "float fogend = gl_Fog.end * -fogstart;\n");
shader_addline(buffer, "float Fog = clamp(gl_FogFragCoord * fogstart + fogend, 0.0, 1.0);\n");
shader_addline(buffer, "%s.xyz = mix(gl_Fog.color.xyz, %s.xyz, Fog);\n", fragcolor, fragcolor);
break;
case FOG_EXP:
/* Fog = e^(-gl_Fog.density * gl_FogFragCoord) */
shader_addline(buffer, "float Fog = exp(-gl_Fog.density * gl_FogFragCoord);\n");
shader_addline(buffer, "Fog = clamp(Fog, 0.0, 1.0);\n");
shader_addline(buffer, "%s.xyz = mix(gl_Fog.color.xyz, %s.xyz, Fog);\n", fragcolor, fragcolor);
break;
case FOG_EXP2:
/* Fog = e^(-(gl_Fog.density * gl_FogFragCoord)^2) */
shader_addline(buffer, "float Fog = exp(-gl_Fog.density * gl_Fog.density * gl_FogFragCoord * gl_FogFragCoord);\n");
shader_addline(buffer, "Fog = clamp(Fog, 0.0, 1.0);\n");
shader_addline(buffer, "%s.xyz = mix(gl_Fog.color.xyz, %s.xyz, Fog);\n", fragcolor, fragcolor);
break;
}
}
shader_addline(buffer, "}\n");
TRACE("Compiling shader object %u\n", shader_obj);
GL_EXTCALL(glShaderSourceARB(shader_obj, 1, (const char**)&buffer->buffer, NULL));
GL_EXTCALL(glCompileShaderARB(shader_obj));
print_glsl_info_log(&GLINFO_LOCATION, shader_obj);
/* Store the shader object */
return shader_obj;
}
/* GL locking is done by the caller */
static GLuint shader_glsl_generate_vshader(IWineD3DVertexShaderImpl *This,
SHADER_BUFFER *buffer, const struct vs_compile_args *args)
{
const struct shader_reg_maps *reg_maps = &This->baseShader.reg_maps;
CONST DWORD *function = This->baseShader.function;
const WineD3D_GL_Info *gl_info = &((IWineD3DDeviceImpl *)This->baseShader.device)->adapter->gl_info;
struct shader_glsl_ctx_priv priv_ctx;
/* Create the hw GLSL shader program and assign it as the shader->prgId */
GLhandleARB shader_obj = GL_EXTCALL(glCreateShaderObjectARB(GL_VERTEX_SHADER_ARB));
shader_addline(buffer, "#version 120\n");
memset(&priv_ctx, 0, sizeof(priv_ctx));
priv_ctx.cur_vs_args = args;
/* Base Declarations */
shader_generate_glsl_declarations( (IWineD3DBaseShader*) This, reg_maps, buffer, &GLINFO_LOCATION, NULL);
/* Base Shader Body */
shader_generate_main((IWineD3DBaseShader*)This, buffer, reg_maps, function, &priv_ctx);
/* Unpack 3.0 outputs */
if (reg_maps->shader_version.major >= 3) shader_addline(buffer, "order_ps_input(OUT);\n");
else shader_addline(buffer, "order_ps_input();\n");
/* The D3DRS_FOGTABLEMODE render state defines if the shader-generated fog coord is used
* or if the fragment depth is used. If the fragment depth is used(FOGTABLEMODE != NONE),
* the fog frag coord is thrown away. If the fog frag coord is used, but not written by
* the shader, it is set to 0.0(fully fogged, since start = 1.0, end = 0.0)
*/
if(args->fog_src == VS_FOG_Z) {
shader_addline(buffer, "gl_FogFragCoord = gl_Position.z;\n");
} else if (!reg_maps->fog) {
shader_addline(buffer, "gl_FogFragCoord = 0.0;\n");
}
/* Write the final position.
*
* OpenGL coordinates specify the center of the pixel while d3d coords specify
* the corner. The offsets are stored in z and w in posFixup. posFixup.y contains
* 1.0 or -1.0 to turn the rendering upside down for offscreen rendering. PosFixup.x
* contains 1.0 to allow a mad.
*/
shader_addline(buffer, "gl_Position.y = gl_Position.y * posFixup.y;\n");
shader_addline(buffer, "gl_Position.xy += posFixup.zw * gl_Position.ww;\n");
shader_addline(buffer, "gl_ClipVertex = gl_Position;\n");
/* Z coord [0;1]->[-1;1] mapping, see comment in transform_projection in state.c
*
* Basically we want (in homogeneous coordinates) z = z * 2 - 1. However, shaders are run
* before the homogeneous divide, so we have to take the w into account: z = ((z / w) * 2 - 1) * w,
* which is the same as z = z * 2 - w.
*/
shader_addline(buffer, "gl_Position.z = gl_Position.z * 2.0 - gl_Position.w;\n");
shader_addline(buffer, "}\n");
TRACE("Compiling shader object %u\n", shader_obj);
GL_EXTCALL(glShaderSourceARB(shader_obj, 1, (const char**)&buffer->buffer, NULL));
GL_EXTCALL(glCompileShaderARB(shader_obj));
print_glsl_info_log(&GLINFO_LOCATION, shader_obj);
return shader_obj;
}
static GLhandleARB find_glsl_pshader(IWineD3DPixelShaderImpl *shader, const struct ps_compile_args *args)
{
UINT i;
DWORD new_size;
struct glsl_ps_compiled_shader *new_array;
SHADER_BUFFER buffer;
struct glsl_pshader_private *shader_data;
GLhandleARB ret;
if(!shader->backend_priv) {
shader->backend_priv = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*shader_data));
}
shader_data = shader->backend_priv;
/* Usually we have very few GL shaders for each d3d shader(just 1 or maybe 2),
* so a linear search is more performant than a hashmap or a binary search
* (cache coherency etc)
*/
for(i = 0; i < shader_data->num_gl_shaders; i++) {
if(memcmp(&shader_data->gl_shaders[i].args, args, sizeof(*args)) == 0) {
return shader_data->gl_shaders[i].prgId;
}
}
TRACE("No matching GL shader found, compiling a new shader\n");
if(shader_data->shader_array_size == shader_data->num_gl_shaders) {
if (shader_data->num_gl_shaders)
{
new_size = shader_data->shader_array_size + max(1, shader_data->shader_array_size / 2);
new_array = HeapReAlloc(GetProcessHeap(), 0, shader_data->gl_shaders,
new_size * sizeof(*shader_data->gl_shaders));
} else {
new_array = HeapAlloc(GetProcessHeap(), 0, sizeof(*shader_data->gl_shaders));
new_size = 1;
}
if(!new_array) {
ERR("Out of memory\n");
return 0;
}
shader_data->gl_shaders = new_array;
shader_data->shader_array_size = new_size;
}
shader_data->gl_shaders[shader_data->num_gl_shaders].args = *args;
pixelshader_update_samplers(&shader->baseShader.reg_maps,
((IWineD3DDeviceImpl *)shader->baseShader.device)->stateBlock->textures);
shader_buffer_init(&buffer);
ret = shader_glsl_generate_pshader(shader, &buffer, args);
shader_buffer_free(&buffer);
shader_data->gl_shaders[shader_data->num_gl_shaders++].prgId = ret;
return ret;
}
static inline BOOL vs_args_equal(const struct vs_compile_args *stored, const struct vs_compile_args *new,
const DWORD use_map) {
if((stored->swizzle_map & use_map) != new->swizzle_map) return FALSE;
return stored->fog_src == new->fog_src;
}
static GLhandleARB find_glsl_vshader(IWineD3DVertexShaderImpl *shader, const struct vs_compile_args *args)
{
UINT i;
DWORD new_size;
struct glsl_vs_compiled_shader *new_array;
DWORD use_map = ((IWineD3DDeviceImpl *)shader->baseShader.device)->strided_streams.use_map;
SHADER_BUFFER buffer;
struct glsl_vshader_private *shader_data;
GLhandleARB ret;
if(!shader->backend_priv) {
shader->backend_priv = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*shader_data));
}
shader_data = shader->backend_priv;
/* Usually we have very few GL shaders for each d3d shader(just 1 or maybe 2),
* so a linear search is more performant than a hashmap or a binary search
* (cache coherency etc)
*/
for(i = 0; i < shader_data->num_gl_shaders; i++) {
if(vs_args_equal(&shader_data->gl_shaders[i].args, args, use_map)) {
return shader_data->gl_shaders[i].prgId;
}
}
TRACE("No matching GL shader found, compiling a new shader\n");
if(shader_data->shader_array_size == shader_data->num_gl_shaders) {
if (shader_data->num_gl_shaders)
{
new_size = shader_data->shader_array_size + max(1, shader_data->shader_array_size / 2);
new_array = HeapReAlloc(GetProcessHeap(), 0, shader_data->gl_shaders,
new_size * sizeof(*shader_data->gl_shaders));
} else {
new_array = HeapAlloc(GetProcessHeap(), 0, sizeof(*shader_data->gl_shaders));
new_size = 1;
}
if(!new_array) {
ERR("Out of memory\n");
return 0;
}
shader_data->gl_shaders = new_array;
shader_data->shader_array_size = new_size;
}
shader_data->gl_shaders[shader_data->num_gl_shaders].args = *args;
shader_buffer_init(&buffer);
ret = shader_glsl_generate_vshader(shader, &buffer, args);
shader_buffer_free(&buffer);
shader_data->gl_shaders[shader_data->num_gl_shaders++].prgId = ret;
return ret;
}
/** Sets the GLSL program ID for the given pixel and vertex shader combination.
* It sets the programId on the current StateBlock (because it should be called
* inside of the DrawPrimitive() part of the render loop).
*
* If a program for the given combination does not exist, create one, and store
* the program in the hash table. If it creates a program, it will link the
* given objects, too.
*/
/* GL locking is done by the caller */
static void set_glsl_shader_program(IWineD3DDevice *iface, BOOL use_ps, BOOL use_vs) {
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
struct shader_glsl_priv *priv = This->shader_priv;
const WineD3D_GL_Info *gl_info = &This->adapter->gl_info;
IWineD3DPixelShader *pshader = This->stateBlock->pixelShader;
IWineD3DVertexShader *vshader = This->stateBlock->vertexShader;
struct glsl_shader_prog_link *entry = NULL;
GLhandleARB programId = 0;
GLhandleARB reorder_shader_id = 0;
unsigned int i;
char glsl_name[8];
GLhandleARB vshader_id, pshader_id;
struct ps_compile_args ps_compile_args;
struct vs_compile_args vs_compile_args;
if(use_vs) {
find_vs_compile_args((IWineD3DVertexShaderImpl*)This->stateBlock->vertexShader, This->stateBlock, &vs_compile_args);
} else {
/* FIXME: Do we really have to spend CPU cycles to generate a few zeroed bytes? */
memset(&vs_compile_args, 0, sizeof(vs_compile_args));
}
if(use_ps) {
find_ps_compile_args((IWineD3DPixelShaderImpl*)This->stateBlock->pixelShader, This->stateBlock, &ps_compile_args);
} else {
/* FIXME: Do we really have to spend CPU cycles to generate a few zeroed bytes? */
memset(&ps_compile_args, 0, sizeof(ps_compile_args));
}
entry = get_glsl_program_entry(priv, vshader, pshader, &vs_compile_args, &ps_compile_args);
if (entry) {
priv->glsl_program = entry;
return;
}
/* If we get to this point, then no matching program exists, so we create one */
programId = GL_EXTCALL(glCreateProgramObjectARB());
TRACE("Created new GLSL shader program %u\n", programId);
/* Create the entry */
entry = HeapAlloc(GetProcessHeap(), 0, sizeof(struct glsl_shader_prog_link));
entry->programId = programId;
entry->vshader = vshader;
entry->pshader = pshader;
entry->vs_args = vs_compile_args;
entry->ps_args = ps_compile_args;
entry->constant_version = 0;
/* Add the hash table entry */
add_glsl_program_entry(priv, entry);
/* Set the current program */
priv->glsl_program = entry;
if(use_vs) {
vshader_id = find_glsl_vshader((IWineD3DVertexShaderImpl *) vshader, &vs_compile_args);
} else {
vshader_id = 0;
}
/* Attach GLSL vshader */
if (vshader_id) {
WORD map = ((IWineD3DBaseShaderImpl *)vshader)->baseShader.reg_maps.input_registers;
char tmp_name[10];
reorder_shader_id = generate_param_reorder_function(vshader, pshader, gl_info);
TRACE("Attaching GLSL shader object %u to program %u\n", reorder_shader_id, programId);
GL_EXTCALL(glAttachObjectARB(programId, reorder_shader_id));
checkGLcall("glAttachObjectARB");
/* Flag the reorder function for deletion, then it will be freed automatically when the program
* is destroyed
*/
GL_EXTCALL(glDeleteObjectARB(reorder_shader_id));
TRACE("Attaching GLSL shader object %u to program %u\n", vshader_id, programId);
GL_EXTCALL(glAttachObjectARB(programId, vshader_id));
checkGLcall("glAttachObjectARB");
/* Bind vertex attributes to a corresponding index number to match
* the same index numbers as ARB_vertex_programs (makes loading
* vertex attributes simpler). With this method, we can use the
* exact same code to load the attributes later for both ARB and
* GLSL shaders.
*
* We have to do this here because we need to know the Program ID
* in order to make the bindings work, and it has to be done prior
* to linking the GLSL program. */
for (i = 0; map; map >>= 1, ++i)
{
if (!(map & 1)) continue;
snprintf(tmp_name, sizeof(tmp_name), "attrib%u", i);
GL_EXTCALL(glBindAttribLocationARB(programId, i, tmp_name));
}
checkGLcall("glBindAttribLocationARB");
list_add_head(&((IWineD3DBaseShaderImpl *)vshader)->baseShader.linked_programs, &entry->vshader_entry);
}
if(use_ps) {
pshader_id = find_glsl_pshader((IWineD3DPixelShaderImpl *) pshader, &ps_compile_args);
} else {
pshader_id = 0;
}
/* Attach GLSL pshader */
if (pshader_id) {
TRACE("Attaching GLSL shader object %u to program %u\n", pshader_id, programId);
GL_EXTCALL(glAttachObjectARB(programId, pshader_id));
checkGLcall("glAttachObjectARB");
list_add_head(&((IWineD3DBaseShaderImpl *)pshader)->baseShader.linked_programs, &entry->pshader_entry);
}
/* Link the program */
TRACE("Linking GLSL shader program %u\n", programId);
GL_EXTCALL(glLinkProgramARB(programId));
print_glsl_info_log(&GLINFO_LOCATION, programId);
entry->vuniformF_locations = HeapAlloc(GetProcessHeap(), 0, sizeof(GLhandleARB) * GL_LIMITS(vshader_constantsF));
for (i = 0; i < GL_LIMITS(vshader_constantsF); ++i) {
snprintf(glsl_name, sizeof(glsl_name), "VC[%i]", i);
entry->vuniformF_locations[i] = GL_EXTCALL(glGetUniformLocationARB(programId, glsl_name));
}
for (i = 0; i < MAX_CONST_I; ++i) {
snprintf(glsl_name, sizeof(glsl_name), "VI[%i]", i);
entry->vuniformI_locations[i] = GL_EXTCALL(glGetUniformLocationARB(programId, glsl_name));
}
entry->puniformF_locations = HeapAlloc(GetProcessHeap(), 0, sizeof(GLhandleARB) * GL_LIMITS(pshader_constantsF));
for (i = 0; i < GL_LIMITS(pshader_constantsF); ++i) {
snprintf(glsl_name, sizeof(glsl_name), "PC[%i]", i);
entry->puniformF_locations[i] = GL_EXTCALL(glGetUniformLocationARB(programId, glsl_name));
}
for (i = 0; i < MAX_CONST_I; ++i) {
snprintf(glsl_name, sizeof(glsl_name), "PI[%i]", i);
entry->puniformI_locations[i] = GL_EXTCALL(glGetUniformLocationARB(programId, glsl_name));
}
if(pshader) {
for(i = 0; i < ((IWineD3DPixelShaderImpl*)pshader)->numbumpenvmatconsts; i++) {
char name[32];
sprintf(name, "bumpenvmat%d", ((IWineD3DPixelShaderImpl*)pshader)->bumpenvmatconst[i].texunit);
entry->bumpenvmat_location[i] = GL_EXTCALL(glGetUniformLocationARB(programId, name));
sprintf(name, "luminancescale%d", ((IWineD3DPixelShaderImpl*)pshader)->luminanceconst[i].texunit);
entry->luminancescale_location[i] = GL_EXTCALL(glGetUniformLocationARB(programId, name));
sprintf(name, "luminanceoffset%d", ((IWineD3DPixelShaderImpl*)pshader)->luminanceconst[i].texunit);
entry->luminanceoffset_location[i] = GL_EXTCALL(glGetUniformLocationARB(programId, name));
}
}
if (use_ps && ps_compile_args.np2_fixup) {
char name[32];
for (i = 0; i < MAX_FRAGMENT_SAMPLERS; ++i) {
if (ps_compile_args.np2_fixup & (1 << i)) {
sprintf(name, "PsamplerNP2Fixup%u", i);
entry->np2Fixup_location[i] = GL_EXTCALL(glGetUniformLocationARB(programId, name));
} else {
entry->np2Fixup_location[i] = -1;
}
}
}
entry->posFixup_location = GL_EXTCALL(glGetUniformLocationARB(programId, "posFixup"));
entry->ycorrection_location = GL_EXTCALL(glGetUniformLocationARB(programId, "ycorrection"));
checkGLcall("Find glsl program uniform locations");
if (pshader
&& ((IWineD3DPixelShaderImpl *)pshader)->baseShader.reg_maps.shader_version.major >= 3
&& ((IWineD3DPixelShaderImpl *)pshader)->declared_in_count > vec4_varyings(3, gl_info))
{
TRACE("Shader %d needs vertex color clamping disabled\n", programId);
entry->vertex_color_clamp = GL_FALSE;
} else {
entry->vertex_color_clamp = GL_FIXED_ONLY_ARB;
}
/* Set the shader to allow uniform loading on it */
GL_EXTCALL(glUseProgramObjectARB(programId));
checkGLcall("glUseProgramObjectARB(programId)");
/* Load the vertex and pixel samplers now. The function that finds the mappings makes sure
* that it stays the same for each vertexshader-pixelshader pair(=linked glsl program). If
* a pshader with fixed function pipeline is used there are no vertex samplers, and if a
* vertex shader with fixed function pixel processing is used we make sure that the card
* supports enough samplers to allow the max number of vertex samplers with all possible
* fixed function fragment processing setups. So once the program is linked these samplers
* won't change.
*/
if(vshader_id) {
/* Load vertex shader samplers */
shader_glsl_load_vsamplers(gl_info, This->texUnitMap, programId);
}
if(pshader_id) {
/* Load pixel shader samplers */
shader_glsl_load_psamplers(gl_info, This->texUnitMap, programId);
}
/* If the local constants do not have to be loaded with the environment constants,
* load them now to have them hardcoded in the GLSL program. This saves some CPU cycles
* later
*/
if(pshader && !((IWineD3DPixelShaderImpl*)pshader)->baseShader.load_local_constsF) {
hardcode_local_constants((IWineD3DBaseShaderImpl *) pshader, gl_info, programId, 'P');
}
if(vshader && !((IWineD3DVertexShaderImpl*)vshader)->baseShader.load_local_constsF) {
hardcode_local_constants((IWineD3DBaseShaderImpl *) vshader, gl_info, programId, 'V');
}
}
/* GL locking is done by the caller */
static GLhandleARB create_glsl_blt_shader(const WineD3D_GL_Info *gl_info, enum tex_types tex_type)
{
GLhandleARB program_id;
GLhandleARB vshader_id, pshader_id;
static const char *blt_vshader[] =
{
"#version 120\n"
"void main(void)\n"
"{\n"
" gl_Position = gl_Vertex;\n"
" gl_FrontColor = vec4(1.0);\n"
" gl_TexCoord[0] = gl_MultiTexCoord0;\n"
"}\n"
};
static const char *blt_pshaders[tex_type_count] =
{
/* tex_1d */
NULL,
/* tex_2d */
"#version 120\n"
"uniform sampler2D sampler;\n"
"void main(void)\n"
"{\n"
" gl_FragDepth = texture2D(sampler, gl_TexCoord[0].xy).x;\n"
"}\n",
/* tex_3d */
NULL,
/* tex_cube */
"#version 120\n"
"uniform samplerCube sampler;\n"
"void main(void)\n"
"{\n"
" gl_FragDepth = textureCube(sampler, gl_TexCoord[0].xyz).x;\n"
"}\n",
/* tex_rect */
"#version 120\n"
"#extension GL_ARB_texture_rectangle : enable\n"
"uniform sampler2DRect sampler;\n"
"void main(void)\n"
"{\n"
" gl_FragDepth = texture2DRect(sampler, gl_TexCoord[0].xy).x;\n"
"}\n",
};
if (!blt_pshaders[tex_type])
{
FIXME("tex_type %#x not supported\n", tex_type);
tex_type = tex_2d;
}
vshader_id = GL_EXTCALL(glCreateShaderObjectARB(GL_VERTEX_SHADER_ARB));
GL_EXTCALL(glShaderSourceARB(vshader_id, 1, blt_vshader, NULL));
GL_EXTCALL(glCompileShaderARB(vshader_id));
pshader_id = GL_EXTCALL(glCreateShaderObjectARB(GL_FRAGMENT_SHADER_ARB));
GL_EXTCALL(glShaderSourceARB(pshader_id, 1, &blt_pshaders[tex_type], NULL));
GL_EXTCALL(glCompileShaderARB(pshader_id));
program_id = GL_EXTCALL(glCreateProgramObjectARB());
GL_EXTCALL(glAttachObjectARB(program_id, vshader_id));
GL_EXTCALL(glAttachObjectARB(program_id, pshader_id));
GL_EXTCALL(glLinkProgramARB(program_id));
print_glsl_info_log(&GLINFO_LOCATION, program_id);
/* Once linked we can mark the shaders for deletion. They will be deleted once the program
* is destroyed
*/
GL_EXTCALL(glDeleteObjectARB(vshader_id));
GL_EXTCALL(glDeleteObjectARB(pshader_id));
return program_id;
}
/* GL locking is done by the caller */
static void shader_glsl_select(IWineD3DDevice *iface, BOOL usePS, BOOL useVS) {
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
struct shader_glsl_priv *priv = This->shader_priv;
const WineD3D_GL_Info *gl_info = &This->adapter->gl_info;
GLhandleARB program_id = 0;
GLenum old_vertex_color_clamp, current_vertex_color_clamp;
old_vertex_color_clamp = priv->glsl_program ? priv->glsl_program->vertex_color_clamp : GL_FIXED_ONLY_ARB;
if (useVS || usePS) set_glsl_shader_program(iface, usePS, useVS);
else priv->glsl_program = NULL;
current_vertex_color_clamp = priv->glsl_program ? priv->glsl_program->vertex_color_clamp : GL_FIXED_ONLY_ARB;
if (old_vertex_color_clamp != current_vertex_color_clamp) {
if (GL_SUPPORT(ARB_COLOR_BUFFER_FLOAT)) {
GL_EXTCALL(glClampColorARB(GL_CLAMP_VERTEX_COLOR_ARB, current_vertex_color_clamp));
checkGLcall("glClampColorARB");
} else {
FIXME("vertex color clamp needs to be changed, but extension not supported.\n");
}
}
program_id = priv->glsl_program ? priv->glsl_program->programId : 0;
if (program_id) TRACE("Using GLSL program %u\n", program_id);
GL_EXTCALL(glUseProgramObjectARB(program_id));
checkGLcall("glUseProgramObjectARB");
}
/* GL locking is done by the caller */
static void shader_glsl_select_depth_blt(IWineD3DDevice *iface, enum tex_types tex_type) {
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
const WineD3D_GL_Info *gl_info = &This->adapter->gl_info;
struct shader_glsl_priv *priv = This->shader_priv;
GLhandleARB *blt_program = &priv->depth_blt_program[tex_type];
if (!*blt_program) {
GLint loc;
*blt_program = create_glsl_blt_shader(gl_info, tex_type);
loc = GL_EXTCALL(glGetUniformLocationARB(*blt_program, "sampler"));
GL_EXTCALL(glUseProgramObjectARB(*blt_program));
GL_EXTCALL(glUniform1iARB(loc, 0));
} else {
GL_EXTCALL(glUseProgramObjectARB(*blt_program));
}
}
/* GL locking is done by the caller */
static void shader_glsl_deselect_depth_blt(IWineD3DDevice *iface) {
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
const WineD3D_GL_Info *gl_info = &This->adapter->gl_info;
struct shader_glsl_priv *priv = This->shader_priv;
GLhandleARB program_id;
program_id = priv->glsl_program ? priv->glsl_program->programId : 0;
if (program_id) TRACE("Using GLSL program %u\n", program_id);
GL_EXTCALL(glUseProgramObjectARB(program_id));
checkGLcall("glUseProgramObjectARB");
}
static void shader_glsl_destroy(IWineD3DBaseShader *iface) {
const struct list *linked_programs;
IWineD3DBaseShaderImpl *This = (IWineD3DBaseShaderImpl *) iface;
IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *)This->baseShader.device;
struct shader_glsl_priv *priv = device->shader_priv;
const WineD3D_GL_Info *gl_info = &device->adapter->gl_info;
IWineD3DPixelShaderImpl *ps = NULL;
IWineD3DVertexShaderImpl *vs = NULL;
/* Note: Do not use QueryInterface here to find out which shader type this is because this code
* can be called from IWineD3DBaseShader::Release
*/
char pshader = shader_is_pshader_version(This->baseShader.reg_maps.shader_version.type);
if(pshader) {
struct glsl_pshader_private *shader_data;
ps = (IWineD3DPixelShaderImpl *) This;
shader_data = ps->backend_priv;
if(!shader_data || shader_data->num_gl_shaders == 0)
{
HeapFree(GetProcessHeap(), 0, shader_data);
ps->backend_priv = NULL;
return;
}
if (priv->glsl_program && (IWineD3DBaseShader *)priv->glsl_program->pshader == iface)
{
ENTER_GL();
shader_glsl_select(This->baseShader.device, FALSE, FALSE);
LEAVE_GL();
}
} else {
struct glsl_vshader_private *shader_data;
vs = (IWineD3DVertexShaderImpl *) This;
shader_data = vs->backend_priv;
if(!shader_data || shader_data->num_gl_shaders == 0)
{
HeapFree(GetProcessHeap(), 0, shader_data);
vs->backend_priv = NULL;
return;
}
if (priv->glsl_program && (IWineD3DBaseShader *)priv->glsl_program->vshader == iface)
{
ENTER_GL();
shader_glsl_select(This->baseShader.device, FALSE, FALSE);
LEAVE_GL();
}
}
linked_programs = &This->baseShader.linked_programs;
TRACE("Deleting linked programs\n");
if (linked_programs->next) {
struct glsl_shader_prog_link *entry, *entry2;
ENTER_GL();
if(pshader) {
LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, linked_programs, struct glsl_shader_prog_link, pshader_entry) {
delete_glsl_program_entry(priv, gl_info, entry);
}
} else {
LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, linked_programs, struct glsl_shader_prog_link, vshader_entry) {
delete_glsl_program_entry(priv, gl_info, entry);
}
}
LEAVE_GL();
}
if(pshader) {
UINT i;
struct glsl_pshader_private *shader_data = ps->backend_priv;
ENTER_GL();
for(i = 0; i < shader_data->num_gl_shaders; i++) {
TRACE("deleting pshader %u\n", shader_data->gl_shaders[i].prgId);
GL_EXTCALL(glDeleteObjectARB(shader_data->gl_shaders[i].prgId));
checkGLcall("glDeleteObjectARB");
}
LEAVE_GL();
HeapFree(GetProcessHeap(), 0, shader_data->gl_shaders);
HeapFree(GetProcessHeap(), 0, shader_data);
ps->backend_priv = NULL;
} else {
UINT i;
struct glsl_vshader_private *shader_data = vs->backend_priv;
ENTER_GL();
for(i = 0; i < shader_data->num_gl_shaders; i++) {
TRACE("deleting vshader %u\n", shader_data->gl_shaders[i].prgId);
GL_EXTCALL(glDeleteObjectARB(shader_data->gl_shaders[i].prgId));
checkGLcall("glDeleteObjectARB");
}
LEAVE_GL();
HeapFree(GetProcessHeap(), 0, shader_data->gl_shaders);
HeapFree(GetProcessHeap(), 0, shader_data);
vs->backend_priv = NULL;
}
}
static unsigned int glsl_program_key_hash(const void *key)
{
const glsl_program_key_t *k = key;
unsigned int hash = ((DWORD_PTR) k->vshader) | ((DWORD_PTR) k->pshader) << 16;
hash += ~(hash << 15);
hash ^= (hash >> 10);
hash += (hash << 3);
hash ^= (hash >> 6);
hash += ~(hash << 11);
hash ^= (hash >> 16);
return hash;
}
static BOOL glsl_program_key_compare(const void *keya, const void *keyb)
{
const glsl_program_key_t *ka = keya;
const glsl_program_key_t *kb = keyb;
return ka->vshader == kb->vshader && ka->pshader == kb->pshader &&
(memcmp(&ka->ps_args, &kb->ps_args, sizeof(kb->ps_args)) == 0) &&
(memcmp(&ka->vs_args, &kb->vs_args, sizeof(kb->vs_args)) == 0);
}
static BOOL constant_heap_init(struct constant_heap *heap, unsigned int constant_count)
{
SIZE_T size = (constant_count + 1) * sizeof(*heap->entries) + constant_count * sizeof(*heap->positions);
void *mem = HeapAlloc(GetProcessHeap(), 0, size);
if (!mem)
{
ERR("Failed to allocate memory\n");
return FALSE;
}
heap->entries = mem;
heap->entries[1].version = 0;
heap->positions = (unsigned int *)(heap->entries + constant_count + 1);
heap->size = 1;
return TRUE;
}
static void constant_heap_free(struct constant_heap *heap)
{
HeapFree(GetProcessHeap(), 0, heap->entries);
}
static HRESULT shader_glsl_alloc(IWineD3DDevice *iface) {
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
const WineD3D_GL_Info *gl_info = &This->adapter->gl_info;
struct shader_glsl_priv *priv = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(struct shader_glsl_priv));
SIZE_T stack_size = wined3d_log2i(max(GL_LIMITS(vshader_constantsF), GL_LIMITS(pshader_constantsF))) + 1;
priv->stack = HeapAlloc(GetProcessHeap(), 0, stack_size * sizeof(*priv->stack));
if (!priv->stack)
{
ERR("Failed to allocate memory.\n");
HeapFree(GetProcessHeap(), 0, priv);
return E_OUTOFMEMORY;
}
if (!constant_heap_init(&priv->vconst_heap, GL_LIMITS(vshader_constantsF)))
{
ERR("Failed to initialize vertex shader constant heap\n");
HeapFree(GetProcessHeap(), 0, priv->stack);
HeapFree(GetProcessHeap(), 0, priv);
return E_OUTOFMEMORY;
}
if (!constant_heap_init(&priv->pconst_heap, GL_LIMITS(pshader_constantsF)))
{
ERR("Failed to initialize pixel shader constant heap\n");
constant_heap_free(&priv->vconst_heap);
HeapFree(GetProcessHeap(), 0, priv->stack);
HeapFree(GetProcessHeap(), 0, priv);
return E_OUTOFMEMORY;
}
priv->glsl_program_lookup = hash_table_create(glsl_program_key_hash, glsl_program_key_compare);
priv->next_constant_version = 1;
This->shader_priv = priv;
return WINED3D_OK;
}
static void shader_glsl_free(IWineD3DDevice *iface) {
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
const WineD3D_GL_Info *gl_info = &This->adapter->gl_info;
struct shader_glsl_priv *priv = This->shader_priv;
int i;
ENTER_GL();
for (i = 0; i < tex_type_count; ++i)
{
if (priv->depth_blt_program[i])
{
GL_EXTCALL(glDeleteObjectARB(priv->depth_blt_program[i]));
}
}
LEAVE_GL();
hash_table_destroy(priv->glsl_program_lookup, NULL, NULL);
constant_heap_free(&priv->pconst_heap);
constant_heap_free(&priv->vconst_heap);
HeapFree(GetProcessHeap(), 0, This->shader_priv);
This->shader_priv = NULL;
}
static BOOL shader_glsl_dirty_const(IWineD3DDevice *iface) {
/* TODO: GL_EXT_bindable_uniform can be used to share constants across shaders */
return FALSE;
}
static void shader_glsl_get_caps(WINED3DDEVTYPE devtype, const WineD3D_GL_Info *gl_info, struct shader_caps *pCaps)
{
/* Nvidia Geforce6/7 or Ati R4xx/R5xx cards with GLSL support, support VS 3.0 but older Nvidia/Ati
* models with GLSL support only support 2.0. In case of nvidia we can detect VS 2.0 support using
* vs_nv_version which is based on NV_vertex_program.
* For Ati cards there's no way using glsl (it abstracts the lowlevel info away) and also not
* using ARB_vertex_program. It is safe to assume that when a card supports pixel shader 2.0 it
* supports vertex shader 2.0 too and the way around. We can detect ps2.0 using the maximum number
* of native instructions, so use that here. For more info see the pixel shader versioning code below.
*/
if((GLINFO_LOCATION.vs_nv_version == VS_VERSION_20) || (GLINFO_LOCATION.ps_arb_max_instructions <= 512))
pCaps->VertexShaderVersion = WINED3DVS_VERSION(2,0);
else
pCaps->VertexShaderVersion = WINED3DVS_VERSION(3,0);
TRACE_(d3d_caps)("Hardware vertex shader version %d.%d enabled (GLSL)\n", (pCaps->VertexShaderVersion >> 8) & 0xff, pCaps->VertexShaderVersion & 0xff);
pCaps->MaxVertexShaderConst = GL_LIMITS(vshader_constantsF);
/* Older DX9-class videocards (GeforceFX / Radeon >9500/X*00) only support pixel shader 2.0/2.0a/2.0b.
* In OpenGL the extensions related to GLSL abstract lowlevel GL info away which is needed
* to distinguish between 2.0 and 3.0 (and 2.0a/2.0b). In case of Nvidia we use their fragment
* program extensions. On other hardware including ATI GL_ARB_fragment_program offers the info
* in max native instructions. Intel and others also offer the info in this extension but they
* don't support GLSL (at least on Windows).
*
* PS2.0 requires at least 96 instructions, 2.0a/2.0b go up to 512. Assume that if the number
* of instructions is 512 or less we have to do with ps2.0 hardware.
* 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.
*/
if((GLINFO_LOCATION.ps_nv_version == PS_VERSION_20) || (GLINFO_LOCATION.ps_arb_max_instructions <= 512))
pCaps->PixelShaderVersion = WINED3DPS_VERSION(2,0);
else
pCaps->PixelShaderVersion = WINED3DPS_VERSION(3,0);
pCaps->MaxPixelShaderConst = GL_LIMITS(pshader_constantsF);
/* FIXME: The following line is card dependent. -8.0 to 8.0 is the
* Direct3D minimum requirement.
*
* Both GL_ARB_fragment_program and GLSL require a "maximum representable magnitude"
* of colors to be 2^10, and 2^32 for other floats. Should we use 1024 here?
*
* The problem is that the refrast clamps temporary results in the shader to
* [-MaxValue;+MaxValue]. If the card's max value is bigger than the one we advertize here,
* then applications may miss the clamping behavior. On the other hand, if it is smaller,
* the shader will generate incorrect results too. Unfortunately, GL deliberately doesn't
* offer a way to query this.
*/
pCaps->PixelShader1xMaxValue = 8.0;
TRACE_(d3d_caps)("Hardware pixel shader version %d.%d enabled (GLSL)\n", (pCaps->PixelShaderVersion >> 8) & 0xff, pCaps->PixelShaderVersion & 0xff);
pCaps->VSClipping = TRUE;
}
static BOOL shader_glsl_color_fixup_supported(struct color_fixup_desc fixup)
{
if (TRACE_ON(d3d_shader) && TRACE_ON(d3d))
{
TRACE("Checking support for fixup:\n");
dump_color_fixup_desc(fixup);
}
/* We support everything except YUV conversions. */
if (!is_yuv_fixup(fixup))
{
TRACE("[OK]\n");
return TRUE;
}
TRACE("[FAILED]\n");
return FALSE;
}
static const SHADER_HANDLER shader_glsl_instruction_handler_table[WINED3DSIH_TABLE_SIZE] =
{
/* WINED3DSIH_ABS */ shader_glsl_map2gl,
/* WINED3DSIH_ADD */ shader_glsl_arith,
/* WINED3DSIH_BEM */ pshader_glsl_bem,
/* WINED3DSIH_BREAK */ shader_glsl_break,
/* WINED3DSIH_BREAKC */ shader_glsl_breakc,
/* WINED3DSIH_BREAKP */ NULL,
/* WINED3DSIH_CALL */ shader_glsl_call,
/* WINED3DSIH_CALLNZ */ shader_glsl_callnz,
/* WINED3DSIH_CMP */ shader_glsl_cmp,
/* WINED3DSIH_CND */ shader_glsl_cnd,
/* WINED3DSIH_CRS */ shader_glsl_cross,
/* WINED3DSIH_DCL */ NULL,
/* WINED3DSIH_DEF */ NULL,
/* WINED3DSIH_DEFB */ NULL,
/* WINED3DSIH_DEFI */ NULL,
/* WINED3DSIH_DP2ADD */ pshader_glsl_dp2add,
/* WINED3DSIH_DP3 */ shader_glsl_dot,
/* WINED3DSIH_DP4 */ shader_glsl_dot,
/* WINED3DSIH_DST */ shader_glsl_dst,
/* WINED3DSIH_DSX */ shader_glsl_map2gl,
/* WINED3DSIH_DSY */ shader_glsl_map2gl,
/* WINED3DSIH_ELSE */ shader_glsl_else,
/* WINED3DSIH_ENDIF */ shader_glsl_end,
/* WINED3DSIH_ENDLOOP */ shader_glsl_end,
/* WINED3DSIH_ENDREP */ shader_glsl_end,
/* WINED3DSIH_EXP */ shader_glsl_map2gl,
/* WINED3DSIH_EXPP */ shader_glsl_expp,
/* WINED3DSIH_FRC */ shader_glsl_map2gl,
/* WINED3DSIH_IF */ shader_glsl_if,
/* WINED3DSIH_IFC */ shader_glsl_ifc,
/* WINED3DSIH_LABEL */ shader_glsl_label,
/* WINED3DSIH_LIT */ shader_glsl_lit,
/* WINED3DSIH_LOG */ shader_glsl_log,
/* WINED3DSIH_LOGP */ shader_glsl_log,
/* WINED3DSIH_LOOP */ shader_glsl_loop,
/* WINED3DSIH_LRP */ shader_glsl_lrp,
/* WINED3DSIH_M3x2 */ shader_glsl_mnxn,
/* WINED3DSIH_M3x3 */ shader_glsl_mnxn,
/* WINED3DSIH_M3x4 */ shader_glsl_mnxn,
/* WINED3DSIH_M4x3 */ shader_glsl_mnxn,
/* WINED3DSIH_M4x4 */ shader_glsl_mnxn,
/* WINED3DSIH_MAD */ shader_glsl_mad,
/* WINED3DSIH_MAX */ shader_glsl_map2gl,
/* WINED3DSIH_MIN */ shader_glsl_map2gl,
/* WINED3DSIH_MOV */ shader_glsl_mov,
/* WINED3DSIH_MOVA */ shader_glsl_mov,
/* WINED3DSIH_MUL */ shader_glsl_arith,
/* WINED3DSIH_NOP */ NULL,
/* WINED3DSIH_NRM */ shader_glsl_map2gl,
/* WINED3DSIH_PHASE */ NULL,
/* WINED3DSIH_POW */ shader_glsl_pow,
/* WINED3DSIH_RCP */ shader_glsl_rcp,
/* WINED3DSIH_REP */ shader_glsl_rep,
/* WINED3DSIH_RET */ NULL,
/* WINED3DSIH_RSQ */ shader_glsl_rsq,
/* WINED3DSIH_SETP */ NULL,
/* WINED3DSIH_SGE */ shader_glsl_compare,
/* WINED3DSIH_SGN */ shader_glsl_map2gl,
/* WINED3DSIH_SINCOS */ shader_glsl_sincos,
/* WINED3DSIH_SLT */ shader_glsl_compare,
/* WINED3DSIH_SUB */ shader_glsl_arith,
/* WINED3DSIH_TEX */ pshader_glsl_tex,
/* WINED3DSIH_TEXBEM */ pshader_glsl_texbem,
/* WINED3DSIH_TEXBEML */ pshader_glsl_texbem,
/* WINED3DSIH_TEXCOORD */ pshader_glsl_texcoord,
/* WINED3DSIH_TEXDEPTH */ pshader_glsl_texdepth,
/* WINED3DSIH_TEXDP3 */ pshader_glsl_texdp3,
/* WINED3DSIH_TEXDP3TEX */ pshader_glsl_texdp3tex,
/* WINED3DSIH_TEXKILL */ pshader_glsl_texkill,
/* WINED3DSIH_TEXLDD */ shader_glsl_texldd,
/* WINED3DSIH_TEXLDL */ shader_glsl_texldl,
/* WINED3DSIH_TEXM3x2DEPTH */ pshader_glsl_texm3x2depth,
/* WINED3DSIH_TEXM3x2PAD */ pshader_glsl_texm3x2pad,
/* WINED3DSIH_TEXM3x2TEX */ pshader_glsl_texm3x2tex,
/* WINED3DSIH_TEXM3x3 */ pshader_glsl_texm3x3,
/* WINED3DSIH_TEXM3x3DIFF */ NULL,
/* WINED3DSIH_TEXM3x3PAD */ pshader_glsl_texm3x3pad,
/* WINED3DSIH_TEXM3x3SPEC */ pshader_glsl_texm3x3spec,
/* WINED3DSIH_TEXM3x3TEX */ pshader_glsl_texm3x3tex,
/* WINED3DSIH_TEXM3x3VSPEC */ pshader_glsl_texm3x3vspec,
/* WINED3DSIH_TEXREG2AR */ pshader_glsl_texreg2ar,
/* WINED3DSIH_TEXREG2GB */ pshader_glsl_texreg2gb,
/* WINED3DSIH_TEXREG2RGB */ pshader_glsl_texreg2rgb,
};
static void shader_glsl_handle_instruction(const struct wined3d_shader_instruction *ins) {
SHADER_HANDLER hw_fct;
/* Select handler */
hw_fct = shader_glsl_instruction_handler_table[ins->handler_idx];
/* Unhandled opcode */
if (!hw_fct)
{
FIXME("Backend can't handle opcode %#x\n", ins->handler_idx);
return;
}
hw_fct(ins);
shader_glsl_add_instruction_modifiers(ins);
}
const shader_backend_t glsl_shader_backend = {
shader_glsl_handle_instruction,
shader_glsl_select,
shader_glsl_select_depth_blt,
shader_glsl_deselect_depth_blt,
shader_glsl_update_float_vertex_constants,
shader_glsl_update_float_pixel_constants,
shader_glsl_load_constants,
shader_glsl_load_np2fixup_constants,
shader_glsl_destroy,
shader_glsl_alloc,
shader_glsl_free,
shader_glsl_dirty_const,
shader_glsl_get_caps,
shader_glsl_color_fixup_supported,
};