wine/dlls/wined3d/glsl_shader.c
2009-12-10 11:54:47 +01:00

4829 lines
194 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 wined3d_shader_buffer shader_buffer;
struct wine_rb_tree 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 wine_rb_entry program_lookup_entry;
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;
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;
const struct ps_np2fixup_info *np2Fixup_info;
};
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 ps_np2fixup_info *cur_np2fixup_info;
};
struct glsl_ps_compiled_shader
{
struct ps_compile_args args;
struct ps_np2fixup_info np2fixup;
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 struct 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, with \n */
"Fragment shader was successfully compiled to run on hardware.", /* fglrx, no \n */
"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(s) linked, no vertex shader(s) defined. \n ", /* fglrx, with \n */
"Fragment shader(s) linked, no vertex shader(s) defined.", /* fglrx, no \n */
};
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 struct 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_info->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 struct 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_info->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 struct 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 struct 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] > 1.0f ? 1.0f : data[0];
clamped_constant[1] = data[1] < -1.0f ? -1.0f : data[1] > 1.0f ? 1.0f : data[1];
clamped_constant[2] = data[2] < -1.0f ? -1.0f : data[2] > 1.0f ? 1.0f : data[2];
clamped_constant[3] = data[3] < -1.0f ? -1.0f : data[3] > 1.0f ? 1.0f : data[3];
GL_EXTCALL(glUniform4fvARB(location, 1, clamped_constant));
}
/* GL locking is done by the caller */
static inline void walk_constant_heap_clamped(const struct 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 struct 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 struct 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 struct wined3d_gl_info *gl_info,
GLhandleARB programId, const BOOL *constants, WORD constants_set)
{
GLint tmp_loc;
unsigned int i;
char tmp_name[8];
const char *prefix;
struct list* ptr;
switch (This->baseShader.reg_maps.shader_version.type)
{
case WINED3D_SHADER_TYPE_VERTEX:
prefix = "VB";
break;
case WINED3D_SHADER_TYPE_GEOMETRY:
prefix = "GB";
break;
case WINED3D_SHADER_TYPE_PIXEL:
prefix = "PB";
break;
default:
FIXME("Unknown shader type %#x.\n",
This->baseShader.reg_maps.shader_version.type);
prefix = "UB";
break;
}
/* 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(struct wine_rb_entry *entry, void *context)
{
WINE_RB_ENTRY_VALUE(entry, struct glsl_shader_prog_link, program_lookup_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 && -1 != prog->np2Fixup_location) {
const struct wined3d_gl_info *gl_info = &deviceImpl->adapter->gl_info;
const IWineD3DStateBlockImpl* stateBlock = (const IWineD3DStateBlockImpl*) deviceImpl->stateBlock;
UINT i;
UINT fixup = prog->ps_args.np2_fixup;
GLfloat np2fixup_constants[4 * MAX_FRAGMENT_SAMPLERS];
for (i = 0; fixup; fixup >>= 1, ++i) {
const unsigned char idx = prog->np2Fixup_info->idx[i];
const IWineD3DBaseTextureImpl* const tex = (const IWineD3DBaseTextureImpl*) stateBlock->textures[i];
GLfloat* tex_dim = &np2fixup_constants[(idx >> 1) * 4];
if (!tex) {
FIXME("Nonexistent texture is flagged for NP2 texcoord fixup\n");
continue;
}
if (idx % 2) {
tex_dim[2] = tex->baseTexture.pow2Matrix[0]; tex_dim[3] = tex->baseTexture.pow2Matrix[5];
} else {
tex_dim[0] = tex->baseTexture.pow2Matrix[0]; tex_dim[1] = tex->baseTexture.pow2Matrix[5];
}
}
GL_EXTCALL(glUniform4fvARB(prog->np2Fixup_location, prog->np2Fixup_info->num_consts, np2fixup_constants));
}
}
/**
* 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(const struct wined3d_context *context,
char usePixelShader, char useVertexShader)
{
IWineD3DDeviceImpl *device = ((IWineD3DSurfaceImpl *)context->surface)->resource.device;
const struct wined3d_gl_info *gl_info = context->gl_info;
IWineD3DStateBlockImpl* stateBlock = device->stateBlock;
struct shader_glsl_priv *priv = device->shader_priv;
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, &device->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 < MAX_TEXTURES; i++) {
const float *data;
if(prog->bumpenvmat_location[i] == -1) continue;
data = (const float *)&stateBlock->textureState[i][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(prog->luminancescale_location[i] != -1) {
const GLfloat *scale = (const GLfloat *)&stateBlock->textureState[i][WINED3DTSS_BUMPENVLSCALE];
const GLfloat *offset = (const GLfloat *)&stateBlock->textureState[i][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 (context->render_offscreen)
{
correction_params[0] = 0.0f;
correction_params[1] = 1.0f;
} else {
/* position is window relative, not viewport relative */
correction_params[0] = ((IWineD3DSurfaceImpl *)context->current_rt)->currentDesc.Height;
correction_params[1] = -1.0f;
}
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");
wine_rb_for_each_entry(&priv->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 unsigned int vec4_varyings(DWORD shader_major, const struct wined3d_gl_info *gl_info)
{
unsigned int ret = gl_info->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->quirks & WINED3D_QUIRK_GLSL_CLIP_VARYING) ret -= 1;
return ret;
}
/** Generate the variable & register declarations for the GLSL output target */
static void shader_generate_glsl_declarations(const struct wined3d_context *context,
struct wined3d_shader_buffer *buffer, IWineD3DBaseShader *iface,
const shader_reg_maps *reg_maps, struct shader_glsl_ctx_priv *ctx_priv)
{
IWineD3DBaseShaderImpl* This = (IWineD3DBaseShaderImpl*) iface;
IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *) This->baseShader.device;
const struct ps_compile_args *ps_args = ctx_priv->cur_ps_args;
const struct wined3d_gl_info *gl_info = context->gl_info;
unsigned int i, extra_constants_needed = 0;
const local_constant *lconst;
DWORD map;
/* 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, map = reg_maps->labels; map; map >>= 1, ++i)
{
if (map & 1) 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_info->limits.glsl_ps_float_constants;
}
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_ClipVertex requires one uniform for each clipplane as well.
*/
max_constantsF = gl_info->limits.glsl_vs_float_constants - 3;
if(ctx_priv->cur_vs_args->clip_enabled)
{
max_constantsF -= gl_info->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 -= gl_info->reserved_glsl_constants;
}
else
{
max_constantsF = gl_info->limits.glsl_vs_float_constants;
}
}
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 {
for (i = 0, map = reg_maps->bumpmat; map; map >>= 1, ++i)
{
if (!(map & 1)) continue;
shader_addline(buffer, "uniform mat2 bumpenvmat%d;\n", i);
if (reg_maps->luminanceparams & (1 << i))
{
shader_addline(buffer, "uniform float luminancescale%d;\n", i);
shader_addline(buffer, "uniform float luminanceoffset%d;\n", i);
extra_constants_needed++;
}
extra_constants_needed++;
}
if (ps_args->srgb_correction)
{
shader_addline(buffer, "const vec4 srgb_const0 = vec4(%.8e, %.8e, %.8e, %.8e);\n",
srgb_pow, srgb_mul_high, srgb_sub_high, srgb_mul_low);
shader_addline(buffer, "const vec4 srgb_const1 = vec4(%.8e, 0.0, 0.0, 0.0);\n",
srgb_cmp);
}
if (reg_maps->vpos || reg_maps->usesdsy)
{
if (This->baseShader.limits.constant_float + extra_constants_needed
+ 1 < gl_info->limits.glsl_ps_float_constants)
{
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",
context->render_offscreen ? 0.0f : ((IWineD3DSurfaceImpl *)device->render_targets[0])->currentDesc.Height,
context->render_offscreen ? 1.0f : -1.0f);
}
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);
}
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 uniforms for NP2 texcoord fixup:
* This is NOT done inside the loop that declares the texture samplers since the NP2 fixup code
* is currently only used for the GeforceFX series and when forcing the ARB_npot extension off.
* Modern cards just skip the code anyway, so put it inside a separate loop. */
if (pshader && ps_args->np2_fixup) {
struct ps_np2fixup_info* const fixup = ctx_priv->cur_np2fixup_info;
UINT cur = 0;
/* 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. */
for (i = 0; i < This->baseShader.limits.sampler; ++i) {
if (reg_maps->sampler_type[i]) {
if (!(ps_args->np2_fixup & (1 << i))) continue;
if (WINED3DSTT_2D != reg_maps->sampler_type[i]) {
FIXME("Non-2D texture is flagged for NP2 texcoord fixup.\n");
continue;
}
fixup->idx[i] = cur++;
}
}
fixup->num_consts = (cur + 1) >> 1;
shader_addline(buffer, "uniform vec4 %csamplerNP2Fixup[%u];\n", prefix, fixup->num_consts);
}
/* Declare address variables */
for (i = 0, map = reg_maps->address; map; map >>= 1, ++i)
{
if (map & 1) shader_addline(buffer, "ivec4 A%u;\n", i);
}
/* Declare texture coordinate temporaries and initialize them */
for (i = 0, map = reg_maps->texcoord; map; map >>= 1, ++i)
{
if (map & 1) 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, map = reg_maps->temporary; map; map >>= 1, ++i)
{
if (map & 1) shader_addline(buffer, "vec4 R%u;\n", i);
}
/* Declare attributes */
if (reg_maps->shader_version.type == WINED3D_SHADER_TYPE_VERTEX)
{
for (i = 0, map = reg_maps->input_registers; map; map >>= 1, ++i)
{
if (map & 1) 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 struct 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];
unsigned int 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_info->limits.buffers)
WARN("Write to render target %u, only %d supported.\n", reg->idx, gl_info->limits.buffers);
sprintf(register_name, "gl_FragData[%u]", reg->idx);
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", *(const float *)reg->immconst_data);
break;
case WINED3D_IMMCONST_FLOAT4:
sprintf(register_name, "vec4(%.8e, %.8e, %.8e, %.8e)",
*(const float *)&reg->immconst_data[0], *(const float *)&reg->immconst_data[1],
*(const float *)&reg->immconst_data[2], *(const 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(struct wined3d_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(struct wined3d_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))
{
const 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) {
const struct shader_glsl_ctx_priv *priv = ins->ctx->backend_data;
const unsigned char idx = priv->cur_np2fixup_info->idx[sampler];
shader_addline(ins->ctx->buffer, " * PsamplerNP2Fixup[%u].%s)%s);\n", idx >> 1,
(idx % 2) ? "zw" : "xy", 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)
{
struct wined3d_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)
{
struct wined3d_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)
{
struct wined3d_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)
{
struct wined3d_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)
{
struct wined3d_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)
{
struct wined3d_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_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)
{
struct wined3d_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;
}
}
/* sgn in vs_2_0 has 2 extra parameters(registers for temporary storage) which we don't use
* here. But those extra parameters require a dedicated function for sgn, since map2gl would
* generate invalid code
*/
static void shader_glsl_sgn(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], write_mask, &src0_param);
shader_addline(ins->ctx->buffer, "sign(%s));\n", src0_param.param_str);
}
/** 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)
{
struct wined3d_shader_loop_control loop_control;
loop_control.count = control_values[0];
loop_control.start = control_values[1];
loop_control.step = (int)control_values[2];
if (loop_control.step > 0)
{
shader_addline(ins->ctx->buffer, "for (aL%u = %u; aL%u < (%u * %d + %u); aL%u += %d) {\n",
shader->baseShader.cur_loop_depth, loop_control.start,
shader->baseShader.cur_loop_depth, loop_control.count, loop_control.step, loop_control.start,
shader->baseShader.cur_loop_depth, loop_control.step);
}
else if (loop_control.step < 0)
{
shader_addline(ins->ctx->buffer, "for (aL%u = %u; aL%u > (%u * %d + %u); aL%u += %d) {\n",
shader->baseShader.cur_loop_depth, loop_control.start,
shader->baseShader.cur_loop_depth, loop_control.count, loop_control.step, loop_control.start,
shader->baseShader.cur_loop_depth, loop_control.step);
}
else
{
shader_addline(ins->ctx->buffer, "for (aL%u = %u, tmpInt%u = 0; tmpInt%u < %u; tmpInt%u++) {\n",
shader->baseShader.cur_loop_depth, loop_control.start, shader->baseShader.cur_loop_depth,
shader->baseShader.cur_loop_depth, loop_control.count,
shader->baseShader.cur_loop_depth);
}
} 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);
}
static void shader_glsl_ret(const struct wined3d_shader_instruction *ins)
{
/* No-op. The closing } is written when a new function is started, and at the end of the shader. This
* function only suppresses the unhandled instruction warning
*/
}
/*********************************************
* Pixel Shader Specific Code begins here
********************************************/
static void shader_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 struct 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_info->supported[ARB_SHADER_TEXTURE_LOD])
{
FIXME("texldd used, but not supported by hardware. Falling back to regular tex\n");
return shader_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;
const struct wined3d_gl_info *gl_info = &deviceImpl->adapter->gl_info;
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 (!gl_info->supported[ARB_SHADER_TEXTURE_LOD]
&& 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 shader_glsl_texcoord(const struct wined3d_shader_instruction *ins)
{
/* FIXME: Make this work for more than just 2D textures */
struct wined3d_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 shader_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 shader_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 shader_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 shader_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 shader_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;
struct wined3d_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 shader_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;
struct wined3d_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 shader_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;
struct wined3d_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 shader_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 shader_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 shader_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;
struct wined3d_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 shader_glsl_texm3x3vspec(const struct wined3d_shader_instruction *ins)
{
IWineD3DPixelShaderImpl *shader = (IWineD3DPixelShaderImpl *)ins->ctx->shader;
DWORD reg = ins->dst[0].reg.idx;
struct wined3d_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 shader_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 shader_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 shader_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 shader_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 shader_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 shader_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 shader_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 shader_glsl_input_pack(IWineD3DPixelShader *iface, struct wined3d_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.vshader = entry->vshader;
key.pshader = entry->pshader;
key.vs_args = entry->vs_args;
key.ps_args = entry->ps_args;
if (wine_rb_put(&priv->program_lookup, &key, &entry->program_lookup_entry) == -1)
{
ERR("Failed to insert program entry.\n");
}
}
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) {
struct wine_rb_entry *entry;
glsl_program_key_t key;
key.vshader = vshader;
key.pshader = pshader;
key.vs_args = *vs_args;
key.ps_args = *ps_args;
entry = wine_rb_get(&priv->program_lookup, &key);
return entry ? WINE_RB_ENTRY_VALUE(entry, struct glsl_shader_prog_link, program_lookup_entry) : NULL;
}
/* GL locking is done by the caller */
static void delete_glsl_program_entry(struct shader_glsl_priv *priv, const struct wined3d_gl_info *gl_info,
struct glsl_shader_prog_link *entry)
{
glsl_program_key_t key;
key.vshader = entry->vshader;
key.pshader = entry->pshader;
key.vs_args = entry->vs_args;
key.ps_args = entry->ps_args;
wine_rb_remove(&priv->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(struct wined3d_shader_buffer *buffer, const struct 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;
unsigned int 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[j].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] && 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(struct wined3d_shader_buffer *buffer,
IWineD3DVertexShader *vertexshader, IWineD3DPixelShader *pixelshader, const struct 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;
const char *semantic_name;
UINT semantic_idx;
char reg_mask[6];
const struct wined3d_shader_signature_element *output_signature;
shader_buffer_clear(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 ((gl_info->quirks & WINED3D_QUIRK_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 (!(gl_info->quirks & WINED3D_QUIRK_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)");
return ret;
}
/* GL locking is done by the caller */
static void hardcode_local_constants(IWineD3DBaseShaderImpl *shader, const struct 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");
}
/* GL locking is done by the caller */
static GLuint shader_glsl_generate_pshader(const struct wined3d_context *context,
struct wined3d_shader_buffer *buffer, IWineD3DPixelShaderImpl *This,
const struct ps_compile_args *args, struct ps_np2fixup_info *np2fixup_info)
{
const struct shader_reg_maps *reg_maps = &This->baseShader.reg_maps;
const struct wined3d_gl_info *gl_info = context->gl_info;
CONST DWORD *function = This->baseShader.function;
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;
priv_ctx.cur_np2fixup_info = np2fixup_info;
shader_addline(buffer, "#version 120\n");
if (gl_info->supported[ARB_SHADER_TEXTURE_LOD] && reg_maps->usestexldd)
{
shader_addline(buffer, "#extension GL_ARB_shader_texture_lod : enable\n");
}
if (gl_info->supported[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(context, buffer, (IWineD3DBaseShader *)This, reg_maps, &priv_ctx);
/* Pack 3.0 inputs */
if (reg_maps->shader_version.major >= 3 && args->vp_mode != vertexshader)
{
shader_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 */
shader_addline(buffer, "gl_FragData[0] = R0;\n");
}
if (args->srgb_correction)
{
shader_addline(buffer, "tmp0.xyz = pow(gl_FragData[0].xyz, vec3(srgb_const0.x));\n");
shader_addline(buffer, "tmp0.xyz = tmp0.xyz * vec3(srgb_const0.y) - vec3(srgb_const0.z);\n");
shader_addline(buffer, "tmp1.xyz = gl_FragData[0].xyz * vec3(srgb_const0.w);\n");
shader_addline(buffer, "bvec3 srgb_compare = lessThan(gl_FragData[0].xyz, vec3(srgb_const1.x));\n");
shader_addline(buffer, "gl_FragData[0].xyz = mix(tmp0.xyz, tmp1.xyz, vec3(srgb_compare));\n");
shader_addline(buffer, "gl_FragData[0] = clamp(gl_FragData[0], 0.0, 1.0);\n");
}
/* 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, "gl_FragData[0].xyz = mix(gl_Fog.color.xyz, gl_FragData[0].xyz, Fog);\n");
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, "gl_FragData[0].xyz = mix(gl_Fog.color.xyz, gl_FragData[0].xyz, Fog);\n");
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, "gl_FragData[0].xyz = mix(gl_Fog.color.xyz, gl_FragData[0].xyz, Fog);\n");
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(gl_info, shader_obj);
/* Store the shader object */
return shader_obj;
}
/* GL locking is done by the caller */
static GLuint shader_glsl_generate_vshader(const struct wined3d_context *context,
struct wined3d_shader_buffer *buffer, IWineD3DVertexShaderImpl *This,
const struct vs_compile_args *args)
{
const struct shader_reg_maps *reg_maps = &This->baseShader.reg_maps;
const struct wined3d_gl_info *gl_info = context->gl_info;
CONST DWORD *function = This->baseShader.function;
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(context, buffer, (IWineD3DBaseShader *)This, reg_maps, &priv_ctx);
/* 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");
if(args->clip_enabled) {
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(gl_info, shader_obj);
return shader_obj;
}
static GLhandleARB find_glsl_pshader(const struct wined3d_context *context,
struct wined3d_shader_buffer *buffer, IWineD3DPixelShaderImpl *shader,
const struct ps_compile_args *args, const struct ps_np2fixup_info **np2fixup_info)
{
UINT i;
DWORD new_size;
struct glsl_ps_compiled_shader *new_array;
struct glsl_pshader_private *shader_data;
struct ps_np2fixup_info *np2fixup = NULL;
GLhandleARB ret;
if (!shader->baseShader.backend_data)
{
shader->baseShader.backend_data = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*shader_data));
if (!shader->baseShader.backend_data)
{
ERR("Failed to allocate backend data.\n");
return 0;
}
}
shader_data = shader->baseShader.backend_data;
/* 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) {
if(args->np2_fixup) *np2fixup_info = &shader_data->gl_shaders[i].np2fixup;
return shader_data->gl_shaders[i].prgId;
}
}
TRACE("No matching GL shader found for shader %p, compiling a new shader.\n", shader);
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;
memset(&shader_data->gl_shaders[shader_data->num_gl_shaders].np2fixup, 0, sizeof(struct ps_np2fixup_info));
if (args->np2_fixup) np2fixup = &shader_data->gl_shaders[shader_data->num_gl_shaders].np2fixup;
pixelshader_update_samplers(&shader->baseShader.reg_maps,
((IWineD3DDeviceImpl *)shader->baseShader.device)->stateBlock->textures);
shader_buffer_clear(buffer);
ret = shader_glsl_generate_pshader(context, buffer, shader, args, np2fixup);
shader_data->gl_shaders[shader_data->num_gl_shaders++].prgId = ret;
*np2fixup_info = np2fixup;
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;
if((stored->clip_enabled) != new->clip_enabled) return FALSE;
return stored->fog_src == new->fog_src;
}
static GLhandleARB find_glsl_vshader(const struct wined3d_context *context,
struct wined3d_shader_buffer *buffer, 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;
struct glsl_vshader_private *shader_data;
GLhandleARB ret;
if (!shader->baseShader.backend_data)
{
shader->baseShader.backend_data = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*shader_data));
if (!shader->baseShader.backend_data)
{
ERR("Failed to allocate backend data.\n");
return 0;
}
}
shader_data = shader->baseShader.backend_data;
/* 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 for shader %p, compiling a new shader.\n", shader);
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_clear(buffer);
ret = shader_glsl_generate_vshader(context, buffer, shader, args);
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(const struct wined3d_context *context,
IWineD3DDeviceImpl *device, BOOL use_ps, BOOL use_vs)
{
IWineD3DVertexShader *vshader = use_vs ? device->stateBlock->vertexShader : NULL;
IWineD3DPixelShader *pshader = use_ps ? device->stateBlock->pixelShader : NULL;
const struct wined3d_gl_info *gl_info = context->gl_info;
struct shader_glsl_priv *priv = device->shader_priv;
struct glsl_shader_prog_link *entry = NULL;
GLhandleARB programId = 0;
GLhandleARB reorder_shader_id = 0;
unsigned int i;
char glsl_name[8];
struct ps_compile_args ps_compile_args;
struct vs_compile_args vs_compile_args;
if (vshader) find_vs_compile_args((IWineD3DVertexShaderImpl *)vshader, device->stateBlock, &vs_compile_args);
if (pshader) find_ps_compile_args((IWineD3DPixelShaderImpl *)pshader, device->stateBlock, &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;
entry->np2Fixup_info = NULL;
/* Add the hash table entry */
add_glsl_program_entry(priv, entry);
/* Set the current program */
priv->glsl_program = entry;
/* Attach GLSL vshader */
if (vshader)
{
GLhandleARB vshader_id = find_glsl_vshader(context, &priv->shader_buffer,
(IWineD3DVertexShaderImpl *)vshader, &vs_compile_args);
WORD map = ((IWineD3DBaseShaderImpl *)vshader)->baseShader.reg_maps.input_registers;
char tmp_name[10];
reorder_shader_id = generate_param_reorder_function(&priv->shader_buffer, 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);
}
/* Attach GLSL pshader */
if (pshader)
{
GLhandleARB pshader_id = find_glsl_pshader(context, &priv->shader_buffer,
(IWineD3DPixelShaderImpl *)pshader, &ps_compile_args, &entry->np2Fixup_info);
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(gl_info, programId);
entry->vuniformF_locations = HeapAlloc(GetProcessHeap(), 0,
sizeof(GLhandleARB) * gl_info->limits.glsl_vs_float_constants);
for (i = 0; i < gl_info->limits.glsl_vs_float_constants; ++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_info->limits.glsl_ps_float_constants);
for (i = 0; i < gl_info->limits.glsl_ps_float_constants; ++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) {
char name[32];
for(i = 0; i < MAX_TEXTURES; i++) {
sprintf(name, "bumpenvmat%u", i);
entry->bumpenvmat_location[i] = GL_EXTCALL(glGetUniformLocationARB(programId, name));
sprintf(name, "luminancescale%u", i);
entry->luminancescale_location[i] = GL_EXTCALL(glGetUniformLocationARB(programId, name));
sprintf(name, "luminanceoffset%u", i);
entry->luminanceoffset_location[i] = GL_EXTCALL(glGetUniformLocationARB(programId, name));
}
if (ps_compile_args.np2_fixup) {
if (entry->np2Fixup_info) {
entry->np2Fixup_location = GL_EXTCALL(glGetUniformLocationARB(programId, "PsamplerNP2Fixup"));
} else {
FIXME("NP2 texcoord fixup needed for this pixelshader, but no fixup uniform found.\n");
}
}
}
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) shader_glsl_load_vsamplers(gl_info, device->texUnitMap, programId);
if (pshader) shader_glsl_load_psamplers(gl_info, device->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 struct 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(gl_info, 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(const struct wined3d_context *context, BOOL usePS, BOOL useVS)
{
IWineD3DDeviceImpl *device = ((IWineD3DSurfaceImpl *)context->surface)->resource.device;
const struct wined3d_gl_info *gl_info = context->gl_info;
struct shader_glsl_priv *priv = device->shader_priv;
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(context, device, 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_info->supported[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");
/* In case that NP2 texcoord fixup data is found for the selected program, trigger a reload of the
* constants. This has to be done because it can't be guaranteed that sampler() (from state.c) is
* called between selecting the shader and using it, which results in wrong fixup for some frames. */
if (priv->glsl_program && priv->glsl_program->np2Fixup_info)
{
shader_glsl_load_np2fixup_constants((IWineD3DDevice *)device, usePS, useVS);
}
}
/* 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 struct 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 struct 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 struct wined3d_gl_info *gl_info;
IWineD3DPixelShaderImpl *ps = NULL;
IWineD3DVertexShaderImpl *vs = NULL;
struct wined3d_context *context;
/* 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->baseShader.backend_data;
if(!shader_data || shader_data->num_gl_shaders == 0)
{
HeapFree(GetProcessHeap(), 0, shader_data);
ps->baseShader.backend_data = NULL;
return;
}
context = context_acquire(device, NULL, CTXUSAGE_RESOURCELOAD);
gl_info = context->gl_info;
if (priv->glsl_program && (IWineD3DBaseShader *)priv->glsl_program->pshader == iface)
{
ENTER_GL();
shader_glsl_select(context, FALSE, FALSE);
LEAVE_GL();
}
} else {
struct glsl_vshader_private *shader_data;
vs = (IWineD3DVertexShaderImpl *) This;
shader_data = vs->baseShader.backend_data;
if(!shader_data || shader_data->num_gl_shaders == 0)
{
HeapFree(GetProcessHeap(), 0, shader_data);
vs->baseShader.backend_data = NULL;
return;
}
context = context_acquire(device, NULL, CTXUSAGE_RESOURCELOAD);
gl_info = context->gl_info;
if (priv->glsl_program && (IWineD3DBaseShader *)priv->glsl_program->vshader == iface)
{
ENTER_GL();
shader_glsl_select(context, 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->baseShader.backend_data;
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->baseShader.backend_data = NULL;
} else {
UINT i;
struct glsl_vshader_private *shader_data = vs->baseShader.backend_data;
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->baseShader.backend_data = NULL;
}
context_release(context);
}
static int glsl_program_key_compare(const void *key, const struct wine_rb_entry *entry)
{
const glsl_program_key_t *k = key;
const struct glsl_shader_prog_link *prog = WINE_RB_ENTRY_VALUE(entry,
const struct glsl_shader_prog_link, program_lookup_entry);
int cmp;
if (k->vshader > prog->vshader) return 1;
else if (k->vshader < prog->vshader) return -1;
if (k->pshader > prog->pshader) return 1;
else if (k->pshader < prog->pshader) return -1;
if (k->vshader && (cmp = memcmp(&k->vs_args, &prog->vs_args, sizeof(prog->vs_args)))) return cmp;
if (k->pshader && (cmp = memcmp(&k->ps_args, &prog->ps_args, sizeof(prog->ps_args)))) return cmp;
return 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 const struct wine_rb_functions wined3d_glsl_program_rb_functions =
{
wined3d_rb_alloc,
wined3d_rb_realloc,
wined3d_rb_free,
glsl_program_key_compare,
};
static HRESULT shader_glsl_alloc(IWineD3DDevice *iface) {
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
const struct 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_info->limits.glsl_vs_float_constants,
gl_info->limits.glsl_ps_float_constants)) + 1;
if (!shader_buffer_init(&priv->shader_buffer))
{
ERR("Failed to initialize shader buffer.\n");
goto fail;
}
priv->stack = HeapAlloc(GetProcessHeap(), 0, stack_size * sizeof(*priv->stack));
if (!priv->stack)
{
ERR("Failed to allocate memory.\n");
goto fail;
}
if (!constant_heap_init(&priv->vconst_heap, gl_info->limits.glsl_vs_float_constants))
{
ERR("Failed to initialize vertex shader constant heap\n");
goto fail;
}
if (!constant_heap_init(&priv->pconst_heap, gl_info->limits.glsl_ps_float_constants))
{
ERR("Failed to initialize pixel shader constant heap\n");
goto fail;
}
if (wine_rb_init(&priv->program_lookup, &wined3d_glsl_program_rb_functions) == -1)
{
ERR("Failed to initialize rbtree.\n");
goto fail;
}
priv->next_constant_version = 1;
This->shader_priv = priv;
return WINED3D_OK;
fail:
constant_heap_free(&priv->pconst_heap);
constant_heap_free(&priv->vconst_heap);
HeapFree(GetProcessHeap(), 0, priv->stack);
shader_buffer_free(&priv->shader_buffer);
HeapFree(GetProcessHeap(), 0, priv);
return E_OUTOFMEMORY;
}
/* Context activation is done by the caller. */
static void shader_glsl_free(IWineD3DDevice *iface) {
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
const struct 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();
wine_rb_destroy(&priv->program_lookup, NULL, NULL);
constant_heap_free(&priv->pconst_heap);
constant_heap_free(&priv->vconst_heap);
HeapFree(GetProcessHeap(), 0, priv->stack);
shader_buffer_free(&priv->shader_buffer);
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 struct 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 based
* on the version of 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 ((gl_info->supported[NV_VERTEX_PROGRAM2] && !gl_info->supported[NV_VERTEX_PROGRAM3])
|| gl_info->limits.arb_ps_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_info->limits.glsl_vs_float_constants;
/* 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 ((gl_info->supported[NV_FRAGMENT_PROGRAM] && !gl_info->supported[NV_FRAGMENT_PROGRAM2])
|| gl_info->limits.arb_ps_instructions <= 512)
pCaps->PixelShaderVersion = WINED3DPS_VERSION(2,0);
else
pCaps->PixelShaderVersion = WINED3DPS_VERSION(3,0);
pCaps->MaxPixelShaderConst = gl_info->limits.glsl_ps_float_constants;
/* 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 */ shader_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 */ shader_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 */ shader_glsl_ret,
/* WINED3DSIH_RSQ */ shader_glsl_rsq,
/* WINED3DSIH_SETP */ NULL,
/* WINED3DSIH_SGE */ shader_glsl_compare,
/* WINED3DSIH_SGN */ shader_glsl_sgn,
/* WINED3DSIH_SINCOS */ shader_glsl_sincos,
/* WINED3DSIH_SLT */ shader_glsl_compare,
/* WINED3DSIH_SUB */ shader_glsl_arith,
/* WINED3DSIH_TEX */ shader_glsl_tex,
/* WINED3DSIH_TEXBEM */ shader_glsl_texbem,
/* WINED3DSIH_TEXBEML */ shader_glsl_texbem,
/* WINED3DSIH_TEXCOORD */ shader_glsl_texcoord,
/* WINED3DSIH_TEXDEPTH */ shader_glsl_texdepth,
/* WINED3DSIH_TEXDP3 */ shader_glsl_texdp3,
/* WINED3DSIH_TEXDP3TEX */ shader_glsl_texdp3tex,
/* WINED3DSIH_TEXKILL */ shader_glsl_texkill,
/* WINED3DSIH_TEXLDD */ shader_glsl_texldd,
/* WINED3DSIH_TEXLDL */ shader_glsl_texldl,
/* WINED3DSIH_TEXM3x2DEPTH */ shader_glsl_texm3x2depth,
/* WINED3DSIH_TEXM3x2PAD */ shader_glsl_texm3x2pad,
/* WINED3DSIH_TEXM3x2TEX */ shader_glsl_texm3x2tex,
/* WINED3DSIH_TEXM3x3 */ shader_glsl_texm3x3,
/* WINED3DSIH_TEXM3x3DIFF */ NULL,
/* WINED3DSIH_TEXM3x3PAD */ shader_glsl_texm3x3pad,
/* WINED3DSIH_TEXM3x3SPEC */ shader_glsl_texm3x3spec,
/* WINED3DSIH_TEXM3x3TEX */ shader_glsl_texm3x3tex,
/* WINED3DSIH_TEXM3x3VSPEC */ shader_glsl_texm3x3vspec,
/* WINED3DSIH_TEXREG2AR */ shader_glsl_texreg2ar,
/* WINED3DSIH_TEXREG2GB */ shader_glsl_texreg2gb,
/* WINED3DSIH_TEXREG2RGB */ shader_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,
};