ReactOS 0.4.16-dev-109-gf4cb10f
glsl_shader.c
Go to the documentation of this file.
1/*
2 * GLSL pixel and vertex shader implementation
3 *
4 * Copyright 2006 Jason Green
5 * Copyright 2006-2007 Henri Verbeet
6 * Copyright 2007-2009, 2013 Stefan Dösinger for CodeWeavers
7 * Copyright 2009-2011 Henri Verbeet for CodeWeavers
8 *
9 * This library is free software; you can redistribute it and/or
10 * modify it under the terms of the GNU Lesser General Public
11 * License as published by the Free Software Foundation; either
12 * version 2.1 of the License, or (at your option) any later version.
13 *
14 * This library is distributed in the hope that it will be useful,
15 * but WITHOUT ANY WARRANTY; without even the implied warranty of
16 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
17 * Lesser General Public License for more details.
18 *
19 * You should have received a copy of the GNU Lesser General Public
20 * License along with this library; if not, write to the Free Software
21 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
22 */
23
24/*
25 * D3D shader asm has swizzles on source parameters, and write masks for
26 * destination parameters. GLSL uses swizzles for both. The result of this is
27 * that for example "mov dst.xw, src.zyxw" becomes "dst.xw = src.zw" in GLSL.
28 * Ie, to generate a proper GLSL source swizzle, we need to take the D3D write
29 * mask for the destination parameter into account.
30 */
31
32#include "config.h"
33#include "wine/port.h"
34
35#include <limits.h>
36#include <stdio.h>
37#ifdef HAVE_FLOAT_H
38# include <float.h>
39#endif
40
41#include "wined3d_private.h"
42
46
47#define WINED3D_GLSL_SAMPLE_PROJECTED 0x01
48#define WINED3D_GLSL_SAMPLE_LOD 0x02
49#define WINED3D_GLSL_SAMPLE_GRAD 0x04
50#define WINED3D_GLSL_SAMPLE_LOAD 0x08
51#define WINED3D_GLSL_SAMPLE_OFFSET 0x10
52
53static const struct
54{
55 unsigned int coord_size;
56 unsigned int resinfo_size;
57 const char *type_part;
58}
60{
61 {0, 0, ""}, /* WINED3D_SHADER_RESOURCE_NONE */
62 {1, 1, "Buffer"}, /* WINED3D_SHADER_RESOURCE_BUFFER */
63 {1, 1, "1D"}, /* WINED3D_SHADER_RESOURCE_TEXTURE_1D */
64 {2, 2, "2D"}, /* WINED3D_SHADER_RESOURCE_TEXTURE_2D */
65 {2, 2, ""}, /* WINED3D_SHADER_RESOURCE_TEXTURE_2DMS */
66 {3, 3, "3D"}, /* WINED3D_SHADER_RESOURCE_TEXTURE_3D */
67 {3, 2, "Cube"}, /* WINED3D_SHADER_RESOURCE_TEXTURE_CUBE */
68 {2, 2, ""}, /* WINED3D_SHADER_RESOURCE_TEXTURE_1DARRAY */
69 {3, 3, "2DArray"}, /* WINED3D_SHADER_RESOURCE_TEXTURE_2DARRAY */
70 {3, 3, ""}, /* WINED3D_SHADER_RESOURCE_TEXTURE_2DMSARRAY */
71 {4, 3, ""}, /* WINED3D_SHADER_RESOURCE_TEXTURE_CUBEARRAY */
72};
73
75{
76 char reg_name[150];
77 char mask_str[6];
78};
79
81{
82 char reg_name[150];
83 char param_str[200];
84};
85
87{
89 unsigned int coord_mask;
90 unsigned int deriv_mask;
93 unsigned int offset_size;
95};
96
98{
102};
103
105{
106 unsigned int idx;
107 unsigned int version;
108};
109
111{
114 unsigned int *positions;
115 unsigned int size;
116};
117
118/* GLSL shader private data */
120{
126 unsigned char *stack;
128
135};
136
138{
146
157 struct
158 {
179};
180
182{
185};
186
188{
191
193};
194
196{
199
201};
202
204{
225};
226
228{
231};
232
233/* Struct to maintain data about a linked GLSL program */
235{
245 unsigned int constant_version;
247 DWORD clip_distance_mask : 8; /* MAX_CLIP_DISTANCES, 8 */
249};
250
252{
259};
260
267};
268
270{
274};
275
277{
281};
282
284{
287};
288
290{
292};
293
295{
298};
299
301{
304};
305
307{
309};
310
312{
313 union
314 {
323};
324
326{
330};
331
333{
337};
338
340{
343};
344
346
348{
349 switch (type)
350 {
351#define WINED3D_TO_STR(u) case u: return #u
358#undef WINED3D_TO_STR
359 default:
360 return wine_dbg_sprintf("UNKNOWN(%#x)", type);
361 }
362}
363
365{
366 switch (type)
367 {
369 return "vs";
370
372 return "hs";
373
375 return "ds";
376
378 return "gs";
379
381 return "ps";
382
384 return "cs";
385
386 default:
387 FIXME("Unhandled shader type %#x.\n", type);
388 return "unknown";
389 }
390}
391
392static unsigned int shader_glsl_get_version(const struct wined3d_gl_info *gl_info)
393{
394 if (gl_info->glsl_version >= MAKEDWORD_VERSION(4, 40))
395 return 440;
396 else if (gl_info->glsl_version >= MAKEDWORD_VERSION(1, 50))
397 return 150;
398 else if (gl_info->glsl_version >= MAKEDWORD_VERSION(1, 30))
399 return 130;
400 else
401 return 120;
402}
403
405 const struct wined3d_gl_info *gl_info)
406{
407 shader_addline(buffer, "#version %u\n", shader_glsl_get_version(gl_info));
408}
409
411{
412 char str[4][17];
413
414 wined3d_ftoa(values[0], str[0]);
415 wined3d_ftoa(values[1], str[1]);
416 wined3d_ftoa(values[2], str[2]);
417 wined3d_ftoa(values[3], str[3]);
418 shader_addline(buffer, "vec4(%s, %s, %s, %s)", str[0], str[1], str[2], str[3]);
419}
420
422 const int *values, unsigned int size)
423{
424 int i;
425
426 if (!size || size > 4)
427 {
428 ERR("Invalid vector size %u.\n", size);
429 return;
430 }
431
432 if (size > 1)
433 shader_addline(buffer, "ivec%u(", size);
434
435 for (i = 0; i < size; ++i)
436 shader_addline(buffer, i ? ", %#x" : "%#x", values[i]);
437
438 if (size > 1)
440}
441
442static const char *get_info_log_line(const char **ptr)
443{
444 const char *p, *q;
445
446 p = *ptr;
447 if (!(q = strstr(p, "\n")))
448 {
449 if (!*p) return NULL;
450 *ptr += strlen(p);
451 return p;
452 }
453 *ptr = q + 1;
454
455 return p;
456}
457
458/* Context activation is done by the caller. */
459void print_glsl_info_log(const struct wined3d_gl_info *gl_info, GLuint id, BOOL program)
460{
461 int length = 0;
462 char *log;
463
464 if (!WARN_ON(d3d_shader) && !FIXME_ON(d3d_shader))
465 return;
466
467 if (program)
468 GL_EXTCALL(glGetProgramiv(id, GL_INFO_LOG_LENGTH, &length));
469 else
470 GL_EXTCALL(glGetShaderiv(id, GL_INFO_LOG_LENGTH, &length));
471
472 /* A size of 1 is just a null-terminated string, so the log should be bigger than
473 * that if there are errors. */
474 if (length > 1)
475 {
476 const char *ptr, *line;
477
479 /* The info log is supposed to be zero-terminated, but at least some
480 * versions of fglrx don't terminate the string properly. The reported
481 * length does include the terminator, so explicitly set it to zero
482 * here. */
483 log[length - 1] = 0;
484 if (program)
485 GL_EXTCALL(glGetProgramInfoLog(id, length, NULL, log));
486 else
487 GL_EXTCALL(glGetShaderInfoLog(id, length, NULL, log));
488
489 ptr = log;
490 if (gl_info->quirks & WINED3D_QUIRK_INFO_LOG_SPAM)
491 {
492 WARN("Info log received from GLSL shader #%u:\n", id);
493 while ((line = get_info_log_line(&ptr))) WARN(" %.*s", (int)(ptr - line), line);
494 }
495 else
496 {
497 FIXME("Info log received from GLSL shader #%u:\n", id);
498 while ((line = get_info_log_line(&ptr))) FIXME(" %.*s", (int)(ptr - line), line);
499 }
500 heap_free(log);
501 }
502}
503
504/* Context activation is done by the caller. */
505static void shader_glsl_compile(const struct wined3d_gl_info *gl_info, GLuint shader, const char *src)
506{
507 const char *ptr, *line;
508
509 TRACE("Compiling shader object %u.\n", shader);
510
511 if (TRACE_ON(d3d_shader))
512 {
513 ptr = src;
514 while ((line = get_info_log_line(&ptr))) TRACE_(d3d_shader)(" %.*s", (int)(ptr - line), line);
515 }
516
517 GL_EXTCALL(glShaderSource(shader, 1, &src, NULL));
518 checkGLcall("glShaderSource");
519 GL_EXTCALL(glCompileShader(shader));
520 checkGLcall("glCompileShader");
522}
523
524/* Context activation is done by the caller. */
526{
527 GLint i, shader_count, source_size = -1;
529 char *source = NULL;
530
531 GL_EXTCALL(glGetProgramiv(program, GL_ATTACHED_SHADERS, &shader_count));
532 if (!(shaders = heap_calloc(shader_count, sizeof(*shaders))))
533 {
534 ERR("Failed to allocate shader array memory.\n");
535 return;
536 }
537
538 GL_EXTCALL(glGetAttachedShaders(program, shader_count, NULL, shaders));
539 for (i = 0; i < shader_count; ++i)
540 {
541 const char *ptr, *line;
542 GLint tmp;
543
544 GL_EXTCALL(glGetShaderiv(shaders[i], GL_SHADER_SOURCE_LENGTH, &tmp));
545
546 if (source_size < tmp)
547 {
549
550 if (!(source = heap_alloc_zero(tmp)))
551 {
552 ERR("Failed to allocate %d bytes for shader source.\n", tmp);
554 return;
555 }
556 source_size = tmp;
557 }
558
559 FIXME("Shader %u:\n", shaders[i]);
560 GL_EXTCALL(glGetShaderiv(shaders[i], GL_SHADER_TYPE, &tmp));
561 FIXME(" GL_SHADER_TYPE: %s.\n", debug_gl_shader_type(tmp));
562 GL_EXTCALL(glGetShaderiv(shaders[i], GL_COMPILE_STATUS, &tmp));
563 FIXME(" GL_COMPILE_STATUS: %d.\n", tmp);
564 FIXME("\n");
565
566 ptr = source;
567 GL_EXTCALL(glGetShaderSource(shaders[i], source_size, NULL, source));
568 while ((line = get_info_log_line(&ptr))) FIXME(" %.*s", (int)(ptr - line), line);
569 FIXME("\n");
570 }
571
574}
575
576/* Context activation is done by the caller. */
578{
579 GLint tmp;
580
581 if (!TRACE_ON(d3d_shader) && !FIXME_ON(d3d_shader))
582 return;
583
584 GL_EXTCALL(glGetProgramiv(program, GL_LINK_STATUS, &tmp));
585 if (!tmp)
586 {
587 FIXME("Program %u link status invalid.\n", program);
589 }
590
592}
593
595{
596 /* Layout qualifiers were introduced in GLSL 1.40. The Nvidia Legacy GPU
597 * driver (series 340.xx) doesn't parse layout qualifiers in older GLSL
598 * versions. */
599 return shader_glsl_get_version(gl_info) >= 140;
600}
601
603{
605}
606
608 struct shader_glsl_priv *priv, GLuint program_id,
609 const struct wined3d_shader_reg_maps *reg_maps)
610{
611 const char *prefix = shader_glsl_get_prefix(reg_maps->shader_version.type);
613 unsigned int i, base, count;
614 GLuint block_idx;
615
617 return;
618
621 for (i = 0; i < count; ++i)
622 {
623 if (!reg_maps->cb_sizes[i])
624 continue;
625
626 string_buffer_sprintf(name, "block_%s_cb%u", prefix, i);
627 block_idx = GL_EXTCALL(glGetUniformBlockIndex(program_id, name->buffer));
628 GL_EXTCALL(glUniformBlockBinding(program_id, block_idx, base + i));
629 }
630 checkGLcall("glUniformBlockBinding");
632}
633
634/* Context activation is done by the caller. */
635static void shader_glsl_load_samplers_range(const struct wined3d_gl_info *gl_info,
636 struct shader_glsl_priv *priv, GLuint program_id, const char *prefix,
637 unsigned int base, unsigned int count, const DWORD *tex_unit_map)
638{
639 struct wined3d_string_buffer *sampler_name = string_buffer_get(&priv->string_buffers);
640 unsigned int i, mapped_unit;
641 GLint name_loc;
642
643 for (i = 0; i < count; ++i)
644 {
645 string_buffer_sprintf(sampler_name, "%s_sampler%u", prefix, i);
646 name_loc = GL_EXTCALL(glGetUniformLocation(program_id, sampler_name->buffer));
647 if (name_loc == -1)
648 continue;
649
650 mapped_unit = tex_unit_map ? tex_unit_map[base + i] : base + i;
651 if (mapped_unit == WINED3D_UNMAPPED_STAGE || mapped_unit >= gl_info->limits.combined_samplers)
652 {
653 ERR("Trying to load sampler %s on unsupported unit %u.\n", sampler_name->buffer, mapped_unit);
654 continue;
655 }
656
657 TRACE("Loading sampler %s on unit %u.\n", sampler_name->buffer, mapped_unit);
658 GL_EXTCALL(glUniform1i(name_loc, mapped_unit));
659 }
660 checkGLcall("Load sampler bindings");
661 string_buffer_release(&priv->string_buffers, sampler_name);
662}
663
664static unsigned int shader_glsl_map_tex_unit(const struct wined3d_context *context,
665 const struct wined3d_shader_version *shader_version, unsigned int sampler_idx)
666{
667 const DWORD *tex_unit_map;
668 unsigned int base, count;
669
670 tex_unit_map = context_get_tex_unit_mapping(context, shader_version, &base, &count);
671 if (sampler_idx >= count)
673 if (!tex_unit_map)
674 return base + sampler_idx;
675 return tex_unit_map[base + sampler_idx];
676}
677
679 const struct wined3d_context *context, const struct wined3d_shader_version *shader_version,
680 unsigned int sampler_idx)
681{
682 unsigned int mapped_unit = shader_glsl_map_tex_unit(context, shader_version, sampler_idx);
683 if (mapped_unit != WINED3D_UNMAPPED_STAGE)
684 shader_addline(buffer, "layout(binding = %u)\n", mapped_unit);
685 else
686 ERR("Unmapped sampler %u.\n", sampler_idx);
687}
688
689/* Context activation is done by the caller. */
691 struct shader_glsl_priv *priv, GLuint program_id, const struct wined3d_shader_reg_maps *reg_maps)
692{
693 const struct wined3d_gl_info *gl_info = context->gl_info;
694 const struct wined3d_shader_version *shader_version;
695 const DWORD *tex_unit_map;
696 unsigned int base, count;
697 const char *prefix;
698
700 return;
701
702 shader_version = reg_maps ? &reg_maps->shader_version : NULL;
703 prefix = shader_glsl_get_prefix(shader_version ? shader_version->type : WINED3D_SHADER_TYPE_PIXEL);
704 tex_unit_map = context_get_tex_unit_mapping(context, shader_version, &base, &count);
705 shader_glsl_load_samplers_range(gl_info, priv, program_id, prefix, base, count, tex_unit_map);
706}
707
708static void shader_glsl_load_icb(const struct wined3d_gl_info *gl_info, struct shader_glsl_priv *priv,
709 GLuint program_id, const struct wined3d_shader_reg_maps *reg_maps)
710{
711 const struct wined3d_shader_immediate_constant_buffer *icb = reg_maps->icb;
712
713 if (icb)
714 {
715 struct wined3d_string_buffer *icb_name = string_buffer_get(&priv->string_buffers);
716 const char *prefix = shader_glsl_get_prefix(reg_maps->shader_version.type);
717 GLint icb_location;
718
719 string_buffer_sprintf(icb_name, "%s_icb", prefix);
720 icb_location = GL_EXTCALL(glGetUniformLocation(program_id, icb_name->buffer));
721 GL_EXTCALL(glUniform4fv(icb_location, icb->vec4_count, (const GLfloat *)icb->data));
722 checkGLcall("Load immediate constant buffer");
723
724 string_buffer_release(&priv->string_buffers, icb_name);
725 }
726}
727
728/* Context activation is done by the caller. */
729static void shader_glsl_load_images(const struct wined3d_gl_info *gl_info, struct shader_glsl_priv *priv,
730 GLuint program_id, const struct wined3d_shader_reg_maps *reg_maps)
731{
732 const char *prefix = shader_glsl_get_prefix(reg_maps->shader_version.type);
735 unsigned int i;
736
738 return;
739
741 for (i = 0; i < MAX_UNORDERED_ACCESS_VIEWS; ++i)
742 {
743 if (!reg_maps->uav_resource_info[i].type)
744 continue;
745
746 string_buffer_sprintf(name, "%s_image%u", prefix, i);
747 location = GL_EXTCALL(glGetUniformLocation(program_id, name->buffer));
748 if (location == -1)
749 continue;
750
751 TRACE("Loading image %s on unit %u.\n", name->buffer, i);
752 GL_EXTCALL(glUniform1i(location, i));
753 }
754 checkGLcall("Load image bindings");
756}
757
758/* Context activation is done by the caller. */
760 struct shader_glsl_priv *priv, GLuint program_id, const struct wined3d_shader *shader)
761{
762 const struct wined3d_shader_reg_maps *reg_maps = &shader->reg_maps;
763
764 shader_glsl_init_uniform_block_bindings(context->gl_info, priv, program_id, reg_maps);
765 shader_glsl_load_icb(context->gl_info, priv, program_id, reg_maps);
766 /* Texture unit mapping is set up to be the same each time the shader
767 * program is used so we can hardcode the sampler uniform values. */
768 shader_glsl_load_samplers(context, priv, program_id, reg_maps);
769}
770
771static void append_transform_feedback_varying(const char **varyings, unsigned int *varying_count,
772 char **strings, unsigned int *strings_length, struct wined3d_string_buffer *buffer)
773{
774 if (varyings && *strings)
775 {
776 char *ptr = *strings;
777
778 varyings[*varying_count] = ptr;
779
780 memcpy(ptr, buffer->buffer, buffer->content_size + 1);
781 ptr += buffer->content_size + 1;
782
783 *strings = ptr;
784 }
785
786 *strings_length += buffer->content_size + 1;
787 ++(*varying_count);
788}
789
791 unsigned int *varying_count, char **strings, unsigned int *strings_length,
792 struct wined3d_string_buffer *buffer, unsigned int component_count)
793{
794 unsigned int j;
795
796 for (j = 0; j < component_count / 4; ++j)
797 {
798 string_buffer_sprintf(buffer, "gl_SkipComponents4");
799 append_transform_feedback_varying(varyings, varying_count, strings, strings_length, buffer);
800 }
801 if (component_count % 4)
802 {
803 string_buffer_sprintf(buffer, "gl_SkipComponents%u", component_count % 4);
804 append_transform_feedback_varying(varyings, varying_count, strings, strings_length, buffer);
805 }
806}
807
809 struct wined3d_string_buffer *buffer, const char **varyings, unsigned int *varying_count,
810 char *strings, unsigned int *strings_length, GLenum buffer_mode)
811{
812 unsigned int i, buffer_idx, count, length, highest_output_slot, stride;
813
814 count = length = 0;
815 highest_output_slot = 0;
816 for (buffer_idx = 0; buffer_idx < WINED3D_MAX_STREAM_OUTPUT_BUFFERS; ++buffer_idx)
817 {
818 stride = 0;
819
820 for (i = 0; i < so_desc->element_count; ++i)
821 {
822 const struct wined3d_stream_output_element *e = &so_desc->elements[i];
823
824 highest_output_slot = max(highest_output_slot, e->output_slot);
825 if (e->output_slot != buffer_idx)
826 continue;
827
828 if (e->stream_idx)
829 {
830 FIXME("Unhandled stream %u.\n", e->stream_idx);
831 continue;
832 }
833
834 stride += e->component_count;
835
836 if (e->register_idx == WINED3D_STREAM_OUTPUT_GAP)
837 {
839 &strings, &length, buffer, e->component_count);
840 continue;
841 }
842
843 if (e->component_idx || e->component_count != 4)
844 {
846 {
847 FIXME("Unsupported component range %u-%u.\n", e->component_idx, e->component_count);
849 &strings, &length, buffer, e->component_count);
850 continue;
851 }
852
853 string_buffer_sprintf(buffer, "shader_in_out.reg%u_%u_%u",
854 e->register_idx, e->component_idx, e->component_idx + e->component_count - 1);
856 }
857 else
858 {
859 string_buffer_sprintf(buffer, "shader_in_out.reg%u", e->register_idx);
861 }
862 }
863
864 if (buffer_idx < so_desc->buffer_stride_count
865 && stride < so_desc->buffer_strides[buffer_idx] / 4)
866 {
867 unsigned int component_count = so_desc->buffer_strides[buffer_idx] / 4 - stride;
870 }
871
872 if (highest_output_slot <= buffer_idx)
873 break;
874
875 if (buffer_mode == GL_INTERLEAVED_ATTRIBS)
876 {
877 string_buffer_sprintf(buffer, "gl_NextBuffer");
879 }
880 }
881
882 if (varying_count)
883 *varying_count = count;
884 if (strings_length)
885 *strings_length = length;
886}
887
889 struct shader_glsl_priv *priv, GLuint program_id, const struct wined3d_shader *shader)
890{
891 const struct wined3d_stream_output_desc *so_desc = &shader->u.gs.so_desc;
892 const struct wined3d_gl_info *gl_info = context->gl_info;
894 unsigned int i, count, length;
895 const char **varyings;
896 char *strings;
897 GLenum mode;
898
899 if (!so_desc->element_count)
900 return;
901
903 {
905 }
906 else
907 {
908 unsigned int element_count[WINED3D_MAX_STREAM_OUTPUT_BUFFERS] = {0};
909
910 for (i = 0; i < so_desc->element_count; ++i)
911 {
912 if (so_desc->elements[i].register_idx == WINED3D_STREAM_OUTPUT_GAP)
913 {
914 FIXME("ARB_transform_feedback3 is needed for stream output gaps.\n");
915 return;
916 }
917 ++element_count[so_desc->elements[i].output_slot];
918 }
919
920 if (element_count[0] == so_desc->element_count)
921 {
923 }
924 else
925 {
927 for (i = 0; i < ARRAY_SIZE(element_count); ++i)
928 {
929 if (element_count[i] != 1)
930 break;
931 }
932 for (; i < ARRAY_SIZE(element_count); ++i)
933 {
934 if (element_count[i])
935 {
936 FIXME("Only single element per buffer is allowed in separate mode.\n");
937 return;
938 }
939 }
940 }
941 }
942
944
946
947 if (!(varyings = heap_calloc(count, sizeof(*varyings))))
948 {
949 ERR("Out of memory.\n");
951 return;
952 }
953 if (!(strings = heap_calloc(length, sizeof(*strings))))
954 {
955 ERR("Out of memory.\n");
958 return;
959 }
960
962 GL_EXTCALL(glTransformFeedbackVaryings(program_id, count, varyings, mode));
963 checkGLcall("glTransformFeedbackVaryings");
964
968}
969
970/* Context activation is done by the caller. */
971static inline void walk_constant_heap(const struct wined3d_gl_info *gl_info, const struct wined3d_vec4 *constants,
972 const GLint *constant_locations, const struct constant_heap *heap, unsigned char *stack, DWORD version)
973{
974 unsigned int start = ~0U, end = 0;
975 int stack_idx = 0;
976 unsigned int heap_idx = 1;
977 unsigned int idx;
978
979 if (heap->entries[heap_idx].version <= version) return;
980
981 idx = heap->entries[heap_idx].idx;
982 if (constant_locations[idx] != -1)
983 start = end = idx;
984 stack[stack_idx] = HEAP_NODE_TRAVERSE_LEFT;
985
986 while (stack_idx >= 0)
987 {
988 /* Note that we fall through to the next case statement. */
989 switch(stack[stack_idx])
990 {
992 {
993 unsigned int left_idx = heap_idx << 1;
994 if (left_idx < heap->size && heap->entries[left_idx].version > version)
995 {
996 heap_idx = left_idx;
997 idx = heap->entries[heap_idx].idx;
998 if (constant_locations[idx] != -1)
999 {
1000 if (start > idx)
1001 start = idx;
1002 if (end < idx)
1003 end = idx;
1004 }
1005
1006 stack[stack_idx++] = HEAP_NODE_TRAVERSE_RIGHT;
1007 stack[stack_idx] = HEAP_NODE_TRAVERSE_LEFT;
1008 break;
1009 }
1010 }
1011
1013 {
1014 unsigned int right_idx = (heap_idx << 1) + 1;
1015 if (right_idx < heap->size && heap->entries[right_idx].version > version)
1016 {
1017 heap_idx = right_idx;
1018 idx = heap->entries[heap_idx].idx;
1019 if (constant_locations[idx] != -1)
1020 {
1021 if (start > idx)
1022 start = idx;
1023 if (end < idx)
1024 end = idx;
1025 }
1026
1027 stack[stack_idx++] = HEAP_NODE_POP;
1028 stack[stack_idx] = HEAP_NODE_TRAVERSE_LEFT;
1029 break;
1030 }
1031 }
1032
1033 case HEAP_NODE_POP:
1034 heap_idx >>= 1;
1035 --stack_idx;
1036 break;
1037 }
1038 }
1039 if (start <= end)
1040 GL_EXTCALL(glUniform4fv(constant_locations[start], end - start + 1, &constants[start].x));
1041 checkGLcall("walk_constant_heap()");
1042}
1043
1044/* Context activation is done by the caller. */
1045static inline void apply_clamped_constant(const struct wined3d_gl_info *gl_info,
1046 GLint location, const struct wined3d_vec4 *data)
1047{
1048 GLfloat clamped_constant[4];
1049
1050 if (location == -1) return;
1051
1052 clamped_constant[0] = data->x < -1.0f ? -1.0f : data->x > 1.0f ? 1.0f : data->x;
1053 clamped_constant[1] = data->y < -1.0f ? -1.0f : data->y > 1.0f ? 1.0f : data->y;
1054 clamped_constant[2] = data->z < -1.0f ? -1.0f : data->z > 1.0f ? 1.0f : data->z;
1055 clamped_constant[3] = data->w < -1.0f ? -1.0f : data->w > 1.0f ? 1.0f : data->w;
1056
1057 GL_EXTCALL(glUniform4fv(location, 1, clamped_constant));
1058}
1059
1060/* Context activation is done by the caller. */
1061static inline void walk_constant_heap_clamped(const struct wined3d_gl_info *gl_info,
1062 const struct wined3d_vec4 *constants, const GLint *constant_locations,
1063 const struct constant_heap *heap, unsigned char *stack, DWORD version)
1064{
1065 int stack_idx = 0;
1066 unsigned int heap_idx = 1;
1067 unsigned int idx;
1068
1069 if (heap->entries[heap_idx].version <= version) return;
1070
1071 idx = heap->entries[heap_idx].idx;
1072 apply_clamped_constant(gl_info, constant_locations[idx], &constants[idx]);
1073 stack[stack_idx] = HEAP_NODE_TRAVERSE_LEFT;
1074
1075 while (stack_idx >= 0)
1076 {
1077 /* Note that we fall through to the next case statement. */
1078 switch(stack[stack_idx])
1079 {
1081 {
1082 unsigned int left_idx = heap_idx << 1;
1083 if (left_idx < heap->size && heap->entries[left_idx].version > version)
1084 {
1085 heap_idx = left_idx;
1086 idx = heap->entries[heap_idx].idx;
1087 apply_clamped_constant(gl_info, constant_locations[idx], &constants[idx]);
1088
1089 stack[stack_idx++] = HEAP_NODE_TRAVERSE_RIGHT;
1090 stack[stack_idx] = HEAP_NODE_TRAVERSE_LEFT;
1091 break;
1092 }
1093 }
1094
1096 {
1097 unsigned int right_idx = (heap_idx << 1) + 1;
1098 if (right_idx < heap->size && heap->entries[right_idx].version > version)
1099 {
1100 heap_idx = right_idx;
1101 idx = heap->entries[heap_idx].idx;
1102 apply_clamped_constant(gl_info, constant_locations[idx], &constants[idx]);
1103
1104 stack[stack_idx++] = HEAP_NODE_POP;
1105 stack[stack_idx] = HEAP_NODE_TRAVERSE_LEFT;
1106 break;
1107 }
1108 }
1109
1110 case HEAP_NODE_POP:
1111 heap_idx >>= 1;
1112 --stack_idx;
1113 break;
1114 }
1115 }
1116 checkGLcall("walk_constant_heap_clamped()");
1117}
1118
1119/* Context activation is done by the caller. */
1120static void shader_glsl_load_constants_f(const struct wined3d_shader *shader, const struct wined3d_gl_info *gl_info,
1121 const struct wined3d_vec4 *constants, const GLint *constant_locations, const struct constant_heap *heap,
1122 unsigned char *stack, unsigned int version)
1123{
1124 const struct wined3d_shader_lconst *lconst;
1125
1126 /* 1.X pshaders have the constants clamped to [-1;1] implicitly. */
1127 if (shader->reg_maps.shader_version.major == 1
1128 && shader->reg_maps.shader_version.type == WINED3D_SHADER_TYPE_PIXEL)
1129 walk_constant_heap_clamped(gl_info, constants, constant_locations, heap, stack, version);
1130 else
1131 walk_constant_heap(gl_info, constants, constant_locations, heap, stack, version);
1132
1133 if (!shader->load_local_constsF)
1134 {
1135 TRACE("No need to load local float constants for this shader.\n");
1136 return;
1137 }
1138
1139 /* Immediate constants are clamped to [-1;1] at shader creation time if needed */
1140 LIST_FOR_EACH_ENTRY(lconst, &shader->constantsF, struct wined3d_shader_lconst, entry)
1141 {
1142 GL_EXTCALL(glUniform4fv(constant_locations[lconst->idx], 1, (const GLfloat *)lconst->value));
1143 }
1144 checkGLcall("glUniform4fv()");
1145}
1146
1147/* Context activation is done by the caller. */
1148static void shader_glsl_load_constants_i(const struct wined3d_shader *shader, const struct wined3d_gl_info *gl_info,
1149 const struct wined3d_ivec4 *constants, const GLint locations[WINED3D_MAX_CONSTS_I], WORD constants_set)
1150{
1151 unsigned int i;
1152 struct list* ptr;
1153
1154 for (i = 0; constants_set; constants_set >>= 1, ++i)
1155 {
1156 if (!(constants_set & 1)) continue;
1157
1158 /* We found this uniform name in the program - go ahead and send the data */
1159 GL_EXTCALL(glUniform4iv(locations[i], 1, &constants[i].x));
1160 }
1161
1162 /* Load immediate constants */
1163 ptr = list_head(&shader->constantsI);
1164 while (ptr)
1165 {
1166 const struct wined3d_shader_lconst *lconst = LIST_ENTRY(ptr, const struct wined3d_shader_lconst, entry);
1167 unsigned int idx = lconst->idx;
1168 const GLint *values = (const GLint *)lconst->value;
1169
1170 /* We found this uniform name in the program - go ahead and send the data */
1171 GL_EXTCALL(glUniform4iv(locations[idx], 1, values));
1172 ptr = list_next(&shader->constantsI, ptr);
1173 }
1174 checkGLcall("glUniform4iv()");
1175}
1176
1177/* Context activation is done by the caller. */
1178static void shader_glsl_load_constantsB(const struct wined3d_shader *shader, const struct wined3d_gl_info *gl_info,
1179 const GLint locations[WINED3D_MAX_CONSTS_B], const BOOL *constants, WORD constants_set)
1180{
1181 unsigned int i;
1182 struct list* ptr;
1183
1184 for (i = 0; constants_set; constants_set >>= 1, ++i)
1185 {
1186 if (!(constants_set & 1)) continue;
1187
1188 GL_EXTCALL(glUniform1iv(locations[i], 1, &constants[i]));
1189 }
1190
1191 /* Load immediate constants */
1192 ptr = list_head(&shader->constantsB);
1193 while (ptr)
1194 {
1195 const struct wined3d_shader_lconst *lconst = LIST_ENTRY(ptr, const struct wined3d_shader_lconst, entry);
1196 unsigned int idx = lconst->idx;
1197 const GLint *values = (const GLint *)lconst->value;
1198
1199 GL_EXTCALL(glUniform1iv(locations[idx], 1, values));
1200 ptr = list_next(&shader->constantsB, ptr);
1201 }
1202 checkGLcall("glUniform1iv()");
1203}
1204
1206{
1207 WINE_RB_ENTRY_VALUE(entry, struct glsl_shader_prog_link, program_lookup_entry)->constant_version = 0;
1208}
1209
1210/* Context activation is done by the caller (state handler). */
1212 const struct wined3d_gl_info *gl_info, const struct wined3d_state *state)
1213{
1214 struct
1215 {
1216 float sx, sy;
1217 }
1218 np2fixup_constants[MAX_FRAGMENT_SAMPLERS];
1219 UINT fixup = ps->np2_fixup_info->active;
1220 UINT i;
1221
1222 for (i = 0; fixup; fixup >>= 1, ++i)
1223 {
1224 const struct wined3d_texture *tex = state->textures[i];
1225 unsigned char idx = ps->np2_fixup_info->idx[i];
1226
1227 if (!tex)
1228 {
1229 ERR("Nonexistent texture is flagged for NP2 texcoord fixup.\n");
1230 continue;
1231 }
1232
1233 np2fixup_constants[idx].sx = tex->pow2_matrix[0];
1234 np2fixup_constants[idx].sy = tex->pow2_matrix[5];
1235 }
1236
1237 GL_EXTCALL(glUniform4fv(ps->np2_fixup_location, ps->np2_fixup_info->num_consts, &np2fixup_constants[0].sx));
1238}
1239
1241 const struct wined3d_state *state, unsigned int tex, struct glsl_shader_prog_link *prog)
1242{
1243 const struct wined3d_gl_info *gl_info = context->gl_info;
1244 struct wined3d_matrix mat;
1245
1246 if (tex >= MAX_TEXTURES)
1247 return;
1248 if (prog->vs.texture_matrix_location[tex] == -1)
1249 return;
1250
1252 GL_EXTCALL(glUniformMatrix4fv(prog->vs.texture_matrix_location[tex], 1, FALSE, &mat._11));
1253 checkGLcall("glUniformMatrix4fv");
1254}
1255
1257 const struct wined3d_state *state, struct glsl_shader_prog_link *prog)
1258{
1259 const struct wined3d_gl_info *gl_info = context->gl_info;
1260
1261 if (state->render_states[WINED3D_RS_SPECULARENABLE])
1262 {
1263 GL_EXTCALL(glUniform4fv(prog->vs.material_specular_location, 1, &state->material.specular.r));
1264 GL_EXTCALL(glUniform1f(prog->vs.material_shininess_location, state->material.power));
1265 }
1266 else
1267 {
1268 static const float black[] = {0.0f, 0.0f, 0.0f, 0.0f};
1269
1270 GL_EXTCALL(glUniform4fv(prog->vs.material_specular_location, 1, black));
1271 }
1272 GL_EXTCALL(glUniform4fv(prog->vs.material_ambient_location, 1, &state->material.ambient.r));
1273 GL_EXTCALL(glUniform4fv(prog->vs.material_diffuse_location, 1, &state->material.diffuse.r));
1274 GL_EXTCALL(glUniform4fv(prog->vs.material_emissive_location, 1, &state->material.emissive.r));
1275 checkGLcall("setting FFP material uniforms");
1276}
1277
1279 const struct wined3d_state *state, struct glsl_shader_prog_link *prog)
1280{
1281 const struct wined3d_gl_info *gl_info = context->gl_info;
1282 struct wined3d_color color;
1283
1285 GL_EXTCALL(glUniform3fv(prog->vs.light_ambient_location, 1, &color.r));
1286 checkGLcall("glUniform3fv");
1287}
1288
1289static void multiply_vector_matrix(struct wined3d_vec4 *dest, const struct wined3d_vec4 *src1,
1290 const struct wined3d_matrix *src2)
1291{
1292 struct wined3d_vec4 temp;
1293
1294 temp.x = (src1->x * src2->_11) + (src1->y * src2->_21) + (src1->z * src2->_31) + (src1->w * src2->_41);
1295 temp.y = (src1->x * src2->_12) + (src1->y * src2->_22) + (src1->z * src2->_32) + (src1->w * src2->_42);
1296 temp.z = (src1->x * src2->_13) + (src1->y * src2->_23) + (src1->z * src2->_33) + (src1->w * src2->_43);
1297 temp.w = (src1->x * src2->_14) + (src1->y * src2->_24) + (src1->z * src2->_34) + (src1->w * src2->_44);
1298
1299 *dest = temp;
1300}
1301
1303 const struct wined3d_state *state, unsigned int light, const struct wined3d_light_info *light_info,
1305{
1306 const struct wined3d_matrix *view = &state->transforms[WINED3D_TS_VIEW];
1307 const struct wined3d_gl_info *gl_info = context->gl_info;
1308 struct wined3d_vec4 vec4;
1309
1310 GL_EXTCALL(glUniform4fv(prog->vs.light_location[light].diffuse, 1, &light_info->OriginalParms.diffuse.r));
1311 GL_EXTCALL(glUniform4fv(prog->vs.light_location[light].specular, 1, &light_info->OriginalParms.specular.r));
1312 GL_EXTCALL(glUniform4fv(prog->vs.light_location[light].ambient, 1, &light_info->OriginalParms.ambient.r));
1313
1314 switch (light_info->OriginalParms.type)
1315 {
1317 multiply_vector_matrix(&vec4, &light_info->position, view);
1318 GL_EXTCALL(glUniform4fv(prog->vs.light_location[light].position, 1, &vec4.x));
1319 GL_EXTCALL(glUniform1f(prog->vs.light_location[light].range, light_info->OriginalParms.range));
1320 GL_EXTCALL(glUniform1f(prog->vs.light_location[light].c_att, light_info->OriginalParms.attenuation0));
1321 GL_EXTCALL(glUniform1f(prog->vs.light_location[light].l_att, light_info->OriginalParms.attenuation1));
1322 GL_EXTCALL(glUniform1f(prog->vs.light_location[light].q_att, light_info->OriginalParms.attenuation2));
1323 break;
1324
1325 case WINED3D_LIGHT_SPOT:
1326 multiply_vector_matrix(&vec4, &light_info->position, view);
1327 GL_EXTCALL(glUniform4fv(prog->vs.light_location[light].position, 1, &vec4.x));
1328
1329 multiply_vector_matrix(&vec4, &light_info->direction, view);
1330 GL_EXTCALL(glUniform3fv(prog->vs.light_location[light].direction, 1, &vec4.x));
1331
1332 GL_EXTCALL(glUniform1f(prog->vs.light_location[light].range, light_info->OriginalParms.range));
1333 GL_EXTCALL(glUniform1f(prog->vs.light_location[light].falloff, light_info->OriginalParms.falloff));
1334 GL_EXTCALL(glUniform1f(prog->vs.light_location[light].c_att, light_info->OriginalParms.attenuation0));
1335 GL_EXTCALL(glUniform1f(prog->vs.light_location[light].l_att, light_info->OriginalParms.attenuation1));
1336 GL_EXTCALL(glUniform1f(prog->vs.light_location[light].q_att, light_info->OriginalParms.attenuation2));
1337 GL_EXTCALL(glUniform1f(prog->vs.light_location[light].cos_htheta, cosf(light_info->OriginalParms.theta / 2.0f)));
1338 GL_EXTCALL(glUniform1f(prog->vs.light_location[light].cos_hphi, cosf(light_info->OriginalParms.phi / 2.0f)));
1339 break;
1340
1342 multiply_vector_matrix(&vec4, &light_info->direction, view);
1343 GL_EXTCALL(glUniform3fv(prog->vs.light_location[light].direction, 1, &vec4.x));
1344 break;
1345
1347 multiply_vector_matrix(&vec4, &light_info->position, view);
1348 GL_EXTCALL(glUniform4fv(prog->vs.light_location[light].position, 1, &vec4.x));
1349 break;
1350
1351 default:
1352 FIXME("Unrecognized light type %#x.\n", light_info->OriginalParms.type);
1353 }
1354 checkGLcall("setting FFP lights uniforms");
1355}
1356
1358 const struct wined3d_state *state, struct glsl_shader_prog_link *prog)
1359{
1360 const struct wined3d_gl_info *gl_info = context->gl_info;
1361 float min, max;
1362 float size, att[3];
1363
1365
1366 GL_EXTCALL(glUniform1f(prog->vs.pointsize_min_location, min));
1367 checkGLcall("glUniform1f");
1368 GL_EXTCALL(glUniform1f(prog->vs.pointsize_max_location, max));
1369 checkGLcall("glUniform1f");
1370
1372
1373 GL_EXTCALL(glUniform1f(prog->vs.pointsize_location, size));
1374 checkGLcall("glUniform1f");
1375 GL_EXTCALL(glUniform1f(prog->vs.pointsize_c_att_location, att[0]));
1376 checkGLcall("glUniform1f");
1377 GL_EXTCALL(glUniform1f(prog->vs.pointsize_l_att_location, att[1]));
1378 checkGLcall("glUniform1f");
1379 GL_EXTCALL(glUniform1f(prog->vs.pointsize_q_att_location, att[2]));
1380 checkGLcall("glUniform1f");
1381}
1382
1384 const struct wined3d_state *state, struct glsl_shader_prog_link *prog)
1385{
1386 const struct wined3d_gl_info *gl_info = context->gl_info;
1387 struct wined3d_color color;
1388 float start, end, scale;
1389 union
1390 {
1391 DWORD d;
1392 float f;
1393 } tmpvalue;
1394
1396 GL_EXTCALL(glUniform4fv(prog->ps.fog_color_location, 1, &color.r));
1397 tmpvalue.d = state->render_states[WINED3D_RS_FOGDENSITY];
1398 GL_EXTCALL(glUniform1f(prog->ps.fog_density_location, tmpvalue.f));
1400 scale = 1.0f / (end - start);
1401 GL_EXTCALL(glUniform1f(prog->ps.fog_end_location, end));
1402 GL_EXTCALL(glUniform1f(prog->ps.fog_scale_location, scale));
1403 checkGLcall("fog emulation uniforms");
1404}
1405
1407 const struct wined3d_state *state, unsigned int index, struct glsl_shader_prog_link *prog)
1408{
1409 const struct wined3d_gl_info *gl_info = context->gl_info;
1410 struct wined3d_matrix matrix;
1411 struct wined3d_vec4 plane;
1412
1413 plane = state->clip_planes[index];
1414
1415 /* Clip planes are affected by the view transform in d3d for FFP draws. */
1416 if (!use_vs(state))
1417 {
1418 invert_matrix(&matrix, &state->transforms[WINED3D_TS_VIEW]);
1421 }
1422
1423 GL_EXTCALL(glUniform4fv(prog->vs.clip_planes_location + index, 1, &plane.x));
1424}
1425
1426/* Context activation is done by the caller (state handler). */
1428 const struct wined3d_gl_info *gl_info, const struct wined3d_state *state)
1429{
1430 struct wined3d_color float_key[2];
1431 const struct wined3d_texture *texture = state->textures[0];
1432
1433 wined3d_format_get_float_color_key(texture->resource.format, &texture->async.src_blt_color_key, float_key);
1434 GL_EXTCALL(glUniform4fv(ps->color_key_location, 2, &float_key[0].r));
1435}
1436
1437/* Context activation is done by the caller. */
1439{
1440 int i, j;
1441
1442 if (context->d3d_info->wined3d_creation_flags & WINED3D_LEGACY_FFP_LIGHTING)
1444 else
1446 /* Tests show that singular modelview matrices are used unchanged as normal
1447 * matrices on D3D3 and older. There seems to be no clearly consistent
1448 * behavior on newer D3D versions so always follow older ddraw behavior. */
1449 for (i = 0; i < 3; ++i)
1450 for (j = 0; j < 3; ++j)
1451 normal[i * 3 + j] = (&mat->_11)[j * 4 + i];
1452}
1453
1454/* Context activation is done by the caller (state handler). */
1455static void shader_glsl_load_constants(void *shader_priv, struct wined3d_context *context,
1456 const struct wined3d_state *state)
1457{
1458 const struct glsl_context_data *ctx_data = context->shader_backend_data;
1459 const struct wined3d_shader *vshader = state->shader[WINED3D_SHADER_TYPE_VERTEX];
1460 const struct wined3d_shader *pshader = state->shader[WINED3D_SHADER_TYPE_PIXEL];
1461 const struct wined3d_gl_info *gl_info = context->gl_info;
1462 struct shader_glsl_priv *priv = shader_priv;
1463 float position_fixup[4];
1464 float normal[3 * 3];
1465 DWORD update_mask;
1466
1467 struct glsl_shader_prog_link *prog = ctx_data->glsl_program;
1469 int i;
1470
1471 if (!prog) {
1472 /* No GLSL program set - nothing to do. */
1473 return;
1474 }
1475 constant_version = prog->constant_version;
1476 update_mask = context->constant_update_mask & prog->constant_update_mask;
1477
1478 if (update_mask & WINED3D_SHADER_CONST_VS_F)
1479 shader_glsl_load_constants_f(vshader, gl_info, state->vs_consts_f,
1480 prog->vs.uniform_f_locations, &priv->vconst_heap, priv->stack, constant_version);
1481
1482 if (update_mask & WINED3D_SHADER_CONST_VS_I)
1483 shader_glsl_load_constants_i(vshader, gl_info, state->vs_consts_i,
1484 prog->vs.uniform_i_locations, vshader->reg_maps.integer_constants);
1485
1486 if (update_mask & WINED3D_SHADER_CONST_VS_B)
1487 shader_glsl_load_constantsB(vshader, gl_info, prog->vs.uniform_b_locations, state->vs_consts_b,
1488 vshader->reg_maps.boolean_constants);
1489
1490 if (update_mask & WINED3D_SHADER_CONST_VS_CLIP_PLANES)
1491 {
1492 for (i = 0; i < gl_info->limits.user_clip_distances; ++i)
1494 }
1495
1496 if (update_mask & WINED3D_SHADER_CONST_VS_POINTSIZE)
1498
1499 if (update_mask & WINED3D_SHADER_CONST_POS_FIXUP)
1500 {
1501 shader_get_position_fixup(context, state, position_fixup);
1503 GL_EXTCALL(glUniform4fv(prog->gs.pos_fixup_location, 1, position_fixup));
1504 else if (state->shader[WINED3D_SHADER_TYPE_DOMAIN])
1505 GL_EXTCALL(glUniform4fv(prog->ds.pos_fixup_location, 1, position_fixup));
1506 else
1507 GL_EXTCALL(glUniform4fv(prog->vs.pos_fixup_location, 1, position_fixup));
1508 checkGLcall("glUniform4fv");
1509 }
1510
1511 if (update_mask & WINED3D_SHADER_CONST_FFP_MODELVIEW)
1512 {
1513 struct wined3d_matrix mat;
1514
1516 GL_EXTCALL(glUniformMatrix4fv(prog->vs.modelview_matrix_location[0], 1, FALSE, &mat._11));
1517 checkGLcall("glUniformMatrix4fv");
1518
1520 GL_EXTCALL(glUniformMatrix3fv(prog->vs.normal_matrix_location[0], 1, FALSE, normal));
1521 checkGLcall("glUniformMatrix3fv");
1522 }
1523
1524 if (update_mask & WINED3D_SHADER_CONST_FFP_VERTEXBLEND)
1525 {
1526 struct wined3d_matrix mat;
1527
1528 for (i = 1; i < MAX_VERTEX_INDEX_BLENDS; ++i)
1529 {
1530 if (prog->vs.modelview_matrix_location[i] == -1)
1531 break;
1532 if (!(update_mask & WINED3D_SHADER_CONST_FFP_VERTEXBLEND_INDEX(i)))
1533 continue;
1534
1536 GL_EXTCALL(glUniformMatrix4fv(prog->vs.modelview_matrix_location[i], 1, FALSE, &mat._11));
1537 checkGLcall("glUniformMatrix4fv");
1538
1540 GL_EXTCALL(glUniformMatrix3fv(prog->vs.normal_matrix_location[i], 1, FALSE, normal));
1541 checkGLcall("glUniformMatrix3fv");
1542 }
1543 }
1544
1545 if (update_mask & WINED3D_SHADER_CONST_FFP_PROJ)
1546 {
1547 struct wined3d_matrix projection;
1548
1549 get_projection_matrix(context, state, &projection);
1550 GL_EXTCALL(glUniformMatrix4fv(prog->vs.projection_matrix_location, 1, FALSE, &projection._11));
1551 checkGLcall("glUniformMatrix4fv");
1552 }
1553
1554 if (update_mask & WINED3D_SHADER_CONST_FFP_TEXMATRIX)
1555 {
1556 for (i = 0; i < MAX_TEXTURES; ++i)
1558 }
1559
1560 if (update_mask & WINED3D_SHADER_CONST_FFP_MATERIAL)
1562
1563 if (update_mask & WINED3D_SHADER_CONST_FFP_LIGHTS)
1564 {
1565 unsigned int point_idx, spot_idx, directional_idx, parallel_point_idx;
1566 DWORD point_count = 0;
1567 DWORD spot_count = 0;
1568 DWORD directional_count = 0;
1569 DWORD parallel_point_count = 0;
1570
1571 for (i = 0; i < MAX_ACTIVE_LIGHTS; ++i)
1572 {
1573 if (!state->lights[i])
1574 continue;
1575
1576 switch (state->lights[i]->OriginalParms.type)
1577 {
1579 ++point_count;
1580 break;
1581 case WINED3D_LIGHT_SPOT:
1582 ++spot_count;
1583 break;
1585 ++directional_count;
1586 break;
1588 ++parallel_point_count;
1589 break;
1590 default:
1591 FIXME("Unhandled light type %#x.\n", state->lights[i]->OriginalParms.type);
1592 break;
1593 }
1594 }
1595 point_idx = 0;
1596 spot_idx = point_idx + point_count;
1597 directional_idx = spot_idx + spot_count;
1598 parallel_point_idx = directional_idx + directional_count;
1599
1601 for (i = 0; i < MAX_ACTIVE_LIGHTS; ++i)
1602 {
1603 const struct wined3d_light_info *light_info = state->lights[i];
1604 unsigned int idx;
1605
1606 if (!light_info)
1607 continue;
1608
1609 switch (light_info->OriginalParms.type)
1610 {
1612 idx = point_idx++;
1613 break;
1614 case WINED3D_LIGHT_SPOT:
1615 idx = spot_idx++;
1616 break;
1618 idx = directional_idx++;
1619 break;
1621 idx = parallel_point_idx++;
1622 break;
1623 default:
1624 FIXME("Unhandled light type %#x.\n", light_info->OriginalParms.type);
1625 continue;
1626 }
1628 }
1629 }
1630
1631 if (update_mask & WINED3D_SHADER_CONST_PS_F)
1632 shader_glsl_load_constants_f(pshader, gl_info, state->ps_consts_f,
1633 prog->ps.uniform_f_locations, &priv->pconst_heap, priv->stack, constant_version);
1634
1635 if (update_mask & WINED3D_SHADER_CONST_PS_I)
1636 shader_glsl_load_constants_i(pshader, gl_info, state->ps_consts_i,
1637 prog->ps.uniform_i_locations, pshader->reg_maps.integer_constants);
1638
1639 if (update_mask & WINED3D_SHADER_CONST_PS_B)
1640 shader_glsl_load_constantsB(pshader, gl_info, prog->ps.uniform_b_locations, state->ps_consts_b,
1641 pshader->reg_maps.boolean_constants);
1642
1643 if (update_mask & WINED3D_SHADER_CONST_PS_BUMP_ENV)
1644 {
1645 for (i = 0; i < MAX_TEXTURES; ++i)
1646 {
1647 if (prog->ps.bumpenv_mat_location[i] == -1)
1648 continue;
1649
1650 GL_EXTCALL(glUniformMatrix2fv(prog->ps.bumpenv_mat_location[i], 1, 0,
1651 (const GLfloat *)&state->texture_states[i][WINED3D_TSS_BUMPENV_MAT00]));
1652
1653 if (prog->ps.bumpenv_lum_scale_location[i] != -1)
1654 {
1655 GL_EXTCALL(glUniform1fv(prog->ps.bumpenv_lum_scale_location[i], 1,
1656 (const GLfloat *)&state->texture_states[i][WINED3D_TSS_BUMPENV_LSCALE]));
1657 GL_EXTCALL(glUniform1fv(prog->ps.bumpenv_lum_offset_location[i], 1,
1658 (const GLfloat *)&state->texture_states[i][WINED3D_TSS_BUMPENV_LOFFSET]));
1659 }
1660 }
1661
1662 checkGLcall("bump env uniforms");
1663 }
1664
1665 if (update_mask & WINED3D_SHADER_CONST_PS_Y_CORR)
1666 {
1667 const struct wined3d_vec4 correction_params =
1668 {
1669 /* Position is relative to the framebuffer, not the viewport. */
1670 context->render_offscreen ? 0.0f : (float)state->fb->render_targets[0]->height,
1671 context->render_offscreen ? 1.0f : -1.0f,
1672 0.0f,
1673 0.0f,
1674 };
1675
1676 GL_EXTCALL(glUniform4fv(prog->ps.ycorrection_location, 1, &correction_params.x));
1677 }
1678
1679 if (update_mask & WINED3D_SHADER_CONST_PS_NP2_FIXUP)
1681 if (update_mask & WINED3D_SHADER_CONST_FFP_COLOR_KEY)
1683
1684 if (update_mask & WINED3D_SHADER_CONST_FFP_PS)
1685 {
1686 struct wined3d_color color;
1687
1688 if (prog->ps.tex_factor_location != -1)
1689 {
1691 GL_EXTCALL(glUniform4fv(prog->ps.tex_factor_location, 1, &color.r));
1692 }
1693
1694 if (state->render_states[WINED3D_RS_SPECULARENABLE])
1695 GL_EXTCALL(glUniform4f(prog->ps.specular_enable_location, 1.0f, 1.0f, 1.0f, 0.0f));
1696 else
1697 GL_EXTCALL(glUniform4f(prog->ps.specular_enable_location, 0.0f, 0.0f, 0.0f, 0.0f));
1698
1699 for (i = 0; i < MAX_TEXTURES; ++i)
1700 {
1701 if (prog->ps.tss_constant_location[i] == -1)
1702 continue;
1703
1705 GL_EXTCALL(glUniform4fv(prog->ps.tss_constant_location[i], 1, &color.r));
1706 }
1707
1708 checkGLcall("fixed function uniforms");
1709 }
1710
1711 if (update_mask & WINED3D_SHADER_CONST_PS_FOG)
1713
1714 if (update_mask & WINED3D_SHADER_CONST_PS_ALPHA_TEST)
1715 {
1716 float ref = state->render_states[WINED3D_RS_ALPHAREF] / 255.0f;
1717
1718 GL_EXTCALL(glUniform1f(prog->ps.alpha_test_ref_location, ref));
1719 checkGLcall("alpha test emulation uniform");
1720 }
1721
1722 if (priv->next_constant_version == UINT_MAX)
1723 {
1724 TRACE("Max constant version reached, resetting to 0.\n");
1726 priv->next_constant_version = 1;
1727 }
1728 else
1729 {
1730 prog->constant_version = priv->next_constant_version++;
1731 }
1732}
1733
1734static void update_heap_entry(struct constant_heap *heap, unsigned int idx, DWORD new_version)
1735{
1736 struct constant_entry *entries = heap->entries;
1737 unsigned int *positions = heap->positions;
1738 unsigned int heap_idx, parent_idx;
1739
1740 if (!heap->contained[idx])
1741 {
1742 heap_idx = heap->size++;
1743 heap->contained[idx] = TRUE;
1744 }
1745 else
1746 {
1747 heap_idx = positions[idx];
1748 }
1749
1750 while (heap_idx > 1)
1751 {
1752 parent_idx = heap_idx >> 1;
1753
1754 if (new_version <= entries[parent_idx].version) break;
1755
1756 entries[heap_idx] = entries[parent_idx];
1757 positions[entries[parent_idx].idx] = heap_idx;
1758 heap_idx = parent_idx;
1759 }
1760
1761 entries[heap_idx].version = new_version;
1762 entries[heap_idx].idx = idx;
1763 positions[idx] = heap_idx;
1764}
1765
1767{
1768 struct shader_glsl_priv *priv = device->shader_priv;
1769 struct constant_heap *heap = &priv->vconst_heap;
1770 UINT i;
1771
1772 for (i = start; i < count + start; ++i)
1773 {
1775 }
1776}
1777
1779{
1780 struct shader_glsl_priv *priv = device->shader_priv;
1781 struct constant_heap *heap = &priv->pconst_heap;
1782 UINT i;
1783
1784 for (i = start; i < count + start; ++i)
1785 {
1787 }
1788}
1789
1790static unsigned int vec4_varyings(DWORD shader_major, const struct wined3d_gl_info *gl_info)
1791{
1792 unsigned int ret = gl_info->limits.glsl_varyings / 4;
1793 /* 4.0 shaders do not write clip coords because d3d10 does not support user clipplanes */
1794 if(shader_major > 3) return ret;
1795
1796 /* 3.0 shaders may need an extra varying for the clip coord on some cards(mostly dx10 ones) */
1797 if (gl_info->quirks & WINED3D_QUIRK_GLSL_CLIP_VARYING) ret -= 1;
1798 return ret;
1799}
1800
1801static BOOL needs_legacy_glsl_syntax(const struct wined3d_gl_info *gl_info)
1802{
1803 return gl_info->glsl_version < MAKEDWORD_VERSION(1, 30);
1804}
1805
1807{
1810}
1811
1813{
1814 return shader_glsl_get_version(gl_info) >= 150;
1815}
1816
1817static const char *get_attribute_keyword(const struct wined3d_gl_info *gl_info)
1818{
1819 return needs_legacy_glsl_syntax(gl_info) ? "attribute" : "in";
1820}
1821
1822static void PRINTF_ATTR(4, 5) declare_in_varying(const struct wined3d_gl_info *gl_info,
1824{
1825 va_list args;
1826 int ret;
1827
1828 shader_addline(buffer, "%s%s ", flat ? "flat " : "",
1829 needs_legacy_glsl_syntax(gl_info) ? "varying" : "in");
1830 for (;;)
1831 {
1834 va_end(args);
1835 if (!ret)
1836 return;
1838 return;
1839 }
1840}
1841
1842static void PRINTF_ATTR(4, 5) declare_out_varying(const struct wined3d_gl_info *gl_info,
1844{
1845 va_list args;
1846 int ret;
1847
1848 shader_addline(buffer, "%s%s ", flat ? "flat " : "",
1849 needs_legacy_glsl_syntax(gl_info) ? "varying" : "out");
1850 for (;;)
1851 {
1854 va_end(args);
1855 if (!ret)
1856 return;
1858 return;
1859 }
1860}
1861
1862static const char *shader_glsl_shader_input_name(const struct wined3d_gl_info *gl_info)
1863{
1864 return shader_glsl_use_interface_blocks(gl_info) ? "shader_in.reg" : "ps_link";
1865}
1866
1867static const char *shader_glsl_shader_output_name(const struct wined3d_gl_info *gl_info)
1868{
1869 return shader_glsl_use_interface_blocks(gl_info) ? "shader_out.reg" : "ps_link";
1870}
1871
1873{
1874 switch (mode)
1875 {
1877 return "flat";
1879 return "noperspective";
1880 default:
1881 FIXME("Unhandled interpolation mode %#x.\n", mode);
1882 case WINED3DSIM_NONE:
1883 case WINED3DSIM_LINEAR:
1884 return "";
1885 }
1886}
1887
1889 const DWORD *packed_interpolation_mode, unsigned int register_idx)
1890{
1891 return wined3d_extract_bits(packed_interpolation_mode,
1893}
1894
1895static void shader_glsl_declare_shader_inputs(const struct wined3d_gl_info *gl_info,
1896 struct wined3d_string_buffer *buffer, unsigned int element_count,
1897 const DWORD *interpolation_mode, BOOL unroll)
1898{
1900 unsigned int i;
1901
1903 {
1904 if (unroll)
1905 {
1906 shader_addline(buffer, "in shader_in_out {\n");
1907 for (i = 0; i < element_count; ++i)
1908 {
1909 mode = wined3d_extract_interpolation_mode(interpolation_mode, i);
1911 }
1912 shader_addline(buffer, "} shader_in;\n");
1913 }
1914 else
1915 {
1916 shader_addline(buffer, "in shader_in_out { vec4 reg[%u]; } shader_in;\n", element_count);
1917 }
1918 }
1919 else
1920 {
1921 declare_in_varying(gl_info, buffer, FALSE, "vec4 ps_link[%u];\n", element_count);
1922 }
1923}
1924
1925static void shader_glsl_declare_shader_outputs(const struct wined3d_gl_info *gl_info,
1926 struct wined3d_string_buffer *buffer, unsigned int element_count, BOOL rasterizer_setup,
1927 const DWORD *interpolation_mode)
1928{
1930 unsigned int i;
1931
1933 {
1934 if (rasterizer_setup)
1935 {
1936 shader_addline(buffer, "out shader_in_out {\n");
1937 for (i = 0; i < element_count; ++i)
1938 {
1939 const char *interpolation_qualifiers = "";
1941 {
1942 mode = wined3d_extract_interpolation_mode(interpolation_mode, i);
1943 interpolation_qualifiers = shader_glsl_interpolation_qualifiers(mode);
1944 }
1945 shader_addline(buffer, "%s vec4 reg%u;\n", interpolation_qualifiers, i);
1946 }
1947 shader_addline(buffer, "} shader_out;\n");
1948 }
1949 else
1950 {
1951 shader_addline(buffer, "out shader_in_out { vec4 reg[%u]; } shader_out;\n", element_count);
1952 }
1953 }
1954 else
1955 {
1956 declare_out_varying(gl_info, buffer, FALSE, "vec4 ps_link[%u];\n", element_count);
1957 }
1958}
1959
1960static const char *glsl_primitive_type_from_d3d(enum wined3d_primitive_type primitive_type)
1961{
1962 switch (primitive_type)
1963 {
1965 return "points";
1966
1968 return "lines";
1969
1971 return "line_strip";
1972
1974 return "triangles";
1975
1977 return "triangle_strip";
1978
1980 return "lines_adjacency";
1981
1983 return "triangles_adjacency";
1984
1985 default:
1986 FIXME("Unhandled primitive type %s.\n", debug_d3dprimitivetype(primitive_type));
1987 return "";
1988 }
1989}
1990
1991static BOOL glsl_is_color_reg_read(const struct wined3d_shader *shader, unsigned int idx)
1992{
1993 const struct wined3d_shader_signature *input_signature = &shader->input_signature;
1994 const struct wined3d_shader_reg_maps *reg_maps = &shader->reg_maps;
1995 DWORD input_reg_used = shader->u.ps.input_reg_used;
1996 unsigned int i;
1997
1998 if (reg_maps->shader_version.major < 3)
1999 return input_reg_used & (1u << idx);
2000
2001 for (i = 0; i < input_signature->element_count; ++i)
2002 {
2003 const struct wined3d_shader_signature_element *input = &input_signature->elements[i];
2004
2005 if (!(reg_maps->input_registers & (1u << input->register_idx)))
2006 continue;
2007
2009 && input->semantic_idx == idx)
2010 return input_reg_used & (1u << input->register_idx);
2011 }
2012 return FALSE;
2013}
2014
2016 const struct ps_compile_args *ps_args, unsigned int resource_idx, unsigned int sampler_idx)
2017{
2018 const struct wined3d_shader_version *version = &shader->reg_maps.shader_version;
2019
2020 if (version->major >= 4)
2021 return shader->reg_maps.sampler_comparison_mode & (1u << sampler_idx);
2022 else
2023 return version->type == WINED3D_SHADER_TYPE_PIXEL && (ps_args->shadow & (1u << resource_idx));
2024}
2025
2027 const struct wined3d_gl_info *gl_info, const char *vector_type, const char *scalar_type,
2028 unsigned int index)
2029{
2030 shader_addline(buffer, "%s %s4 vs_in_%s%u;\n",
2031 get_attribute_keyword(gl_info), vector_type, scalar_type, index);
2032 shader_addline(buffer, "vec4 vs_in%u = %sBitsToFloat(vs_in_%s%u);\n",
2033 index, scalar_type, scalar_type, index);
2034}
2035
2037 const struct wined3d_gl_info *gl_info, const struct wined3d_shader_signature_element *e)
2038{
2039 unsigned int index = e->register_idx;
2040
2041 if (e->sysval_semantic == WINED3D_SV_VERTEX_ID)
2042 {
2043 shader_addline(buffer, "vec4 vs_in%u = vec4(intBitsToFloat(gl_VertexID), 0.0, 0.0, 0.0);\n",
2044 index);
2045 return;
2046 }
2047 if (e->sysval_semantic == WINED3D_SV_INSTANCE_ID)
2048 {
2049 shader_addline(buffer, "vec4 vs_in%u = vec4(intBitsToFloat(gl_InstanceID), 0.0, 0.0, 0.0);\n",
2050 index);
2051 return;
2052 }
2053 if (e->sysval_semantic && e->sysval_semantic != WINED3D_SV_POSITION)
2054 FIXME("Unhandled sysval semantic %#x.\n", e->sysval_semantic);
2055
2057 shader_addline(buffer, "layout(location = %u) ", index);
2058
2059 switch (e->component_type)
2060 {
2061 case WINED3D_TYPE_UINT:
2062 shader_glsl_declare_typed_vertex_attribute(buffer, gl_info, "uvec", "uint", index);
2063 break;
2064 case WINED3D_TYPE_INT:
2066 break;
2067
2068 default:
2069 FIXME("Unhandled type %#x.\n", e->component_type);
2070 /* Fall through. */
2072 case WINED3D_TYPE_FLOAT:
2073 shader_addline(buffer, "%s vec4 vs_in%u;\n", get_attribute_keyword(gl_info), index);
2074 break;
2075 }
2076}
2077
2080 struct wined3d_string_buffer *buffer, const struct wined3d_shader *shader,
2081 const struct wined3d_shader_reg_maps *reg_maps, const struct shader_glsl_ctx_priv *ctx_priv)
2082{
2083 const struct wined3d_shader_version *version = &reg_maps->shader_version;
2084 const struct vs_compile_args *vs_args = ctx_priv->cur_vs_args;
2085 const struct ps_compile_args *ps_args = ctx_priv->cur_ps_args;
2086 const struct wined3d_gl_info *gl_info = context->gl_info;
2087 const struct wined3d_shader_indexable_temp *idx_temp_reg;
2088 unsigned int uniform_block_base, uniform_block_count;
2089 const struct wined3d_shader_lconst *lconst;
2090 const char *prefix;
2091 unsigned int i;
2092 DWORD map;
2093
2094 prefix = shader_glsl_get_prefix(version->type);
2095
2096 /* Prototype the subroutines */
2097 for (i = 0, map = reg_maps->labels; map; map >>= 1, ++i)
2098 {
2099 if (map & 1) shader_addline(buffer, "void subroutine%u();\n", i);
2100 }
2101
2102 /* Declare the constants (aka uniforms) */
2103 if (shader->limits->constant_float > 0)
2104 {
2105 unsigned max_constantsF;
2106
2107 /* Unless the shader uses indirect addressing, always declare the
2108 * maximum array size and ignore that we need some uniforms privately.
2109 * E.g. if GL supports 256 uniforms, and we need 2 for the pos fixup
2110 * and immediate values, still declare VC[256]. If the shader needs
2111 * more uniforms than we have it won't work in any case. If it uses
2112 * less, the compiler will figure out which uniforms are really used
2113 * and strip them out. This allows a shader to use c255 on a dx9 card,
2114 * as long as it doesn't also use all the other constants.
2115 *
2116 * If the shader uses indirect addressing the compiler must assume
2117 * that all declared uniforms are used. In this case, declare only the
2118 * amount that we're assured to have.
2119 *
2120 * Thus we run into problems in these two cases:
2121 * 1) The shader really uses more uniforms than supported.
2122 * 2) The shader uses indirect addressing, less constants than
2123 * supported, but uses a constant index > #supported consts. */
2125 {
2126 /* No indirect addressing here. */
2127 max_constantsF = gl_info->limits.glsl_ps_float_constants;
2128 }
2129 else
2130 {
2131 if (reg_maps->usesrelconstF)
2132 {
2133 /* Subtract the other potential uniforms from the max
2134 * available (bools, ints, and 1 row of projection matrix).
2135 * Subtract another uniform for immediate values, which have
2136 * to be loaded via uniform by the driver as well. The shader
2137 * code only uses 0.5, 2.0, 1.0, 128 and -128 in vertex
2138 * shader code, so one vec4 should be enough. (Unfortunately
2139 * the Nvidia driver doesn't store 128 and -128 in one float).
2140 *
2141 * Writing gl_ClipVertex requires one uniform for each
2142 * clipplane as well. */
2143 max_constantsF = gl_info->limits.glsl_vs_float_constants - 3;
2144 if (vs_args->clip_enabled)
2145 max_constantsF -= gl_info->limits.user_clip_distances;
2146 max_constantsF -= wined3d_popcount(reg_maps->integer_constants);
2147 /* Strictly speaking a bool only uses one scalar, but the nvidia(Linux) compiler doesn't pack them properly,
2148 * so each scalar requires a full vec4. We could work around this by packing the booleans ourselves, but
2149 * for now take this into account when calculating the number of available constants
2150 */
2151 max_constantsF -= wined3d_popcount(reg_maps->boolean_constants);
2152 /* Set by driver quirks in directx.c */
2153 max_constantsF -= gl_info->reserved_glsl_constants;
2154
2155 if (max_constantsF < shader->limits->constant_float)
2156 {
2157 static unsigned int once;
2158
2159 if (!once++)
2160 ERR_(winediag)("The hardware does not support enough uniform components to run this shader,"
2161 " it may not render correctly.\n");
2162 else
2163 WARN("The hardware does not support enough uniform components to run this shader.\n");
2164 }
2165 }
2166 else
2167 {
2168 max_constantsF = gl_info->limits.glsl_vs_float_constants;
2169 }
2170 }
2171 max_constantsF = min(shader->limits->constant_float, max_constantsF);
2172 shader_addline(buffer, "uniform vec4 %s_c[%u];\n", prefix, max_constantsF);
2173 }
2174
2175 /* Always declare the full set of constants, the compiler can remove the
2176 * unused ones because d3d doesn't (yet) support indirect int and bool
2177 * constant addressing. This avoids problems if the app uses e.g. i0 and i9. */
2178 if (shader->limits->constant_int > 0 && reg_maps->integer_constants)
2179 shader_addline(buffer, "uniform ivec4 %s_i[%u];\n", prefix, shader->limits->constant_int);
2180
2181 if (shader->limits->constant_bool > 0 && reg_maps->boolean_constants)
2182 shader_addline(buffer, "uniform bool %s_b[%u];\n", prefix, shader->limits->constant_bool);
2183
2184 /* Declare immediate constant buffer */
2185 if (reg_maps->icb)
2186 shader_addline(buffer, "uniform vec4 %s_icb[%u];\n", prefix, reg_maps->icb->vec4_count);
2187
2188 /* Declare constant buffers */
2190 &uniform_block_base, &uniform_block_count);
2191 for (i = 0; i < min(uniform_block_count, WINED3D_MAX_CBS); ++i)
2192 {
2193 if (reg_maps->cb_sizes[i])
2194 {
2195 shader_addline(buffer, "layout(std140");
2197 shader_addline(buffer, ", binding = %u", uniform_block_base + i);
2198 shader_addline(buffer, ") uniform block_%s_cb%u { vec4 %s_cb%u[%u]; };\n",
2199 prefix, i, prefix, i, reg_maps->cb_sizes[i]);
2200 }
2201 }
2202
2203 /* Declare texture samplers */
2204 for (i = 0; i < reg_maps->sampler_map.count; ++i)
2205 {
2207 const char *sampler_type_prefix, *sampler_type;
2208 BOOL shadow_sampler, tex_rect;
2209
2210 entry = &reg_maps->sampler_map.entries[i];
2211
2212 if (entry->resource_idx >= ARRAY_SIZE(reg_maps->resource_info))
2213 {
2214 ERR("Invalid resource index %u.\n", entry->resource_idx);
2215 continue;
2216 }
2217
2218 switch (reg_maps->resource_info[entry->resource_idx].data_type)
2219 {
2220 case WINED3D_DATA_FLOAT:
2221 case WINED3D_DATA_UNORM:
2222 case WINED3D_DATA_SNORM:
2223 sampler_type_prefix = "";
2224 break;
2225
2226 case WINED3D_DATA_INT:
2227 sampler_type_prefix = "i";
2228 break;
2229
2230 case WINED3D_DATA_UINT:
2231 sampler_type_prefix = "u";
2232 break;
2233
2234 default:
2235 sampler_type_prefix = "";
2236 ERR("Unhandled resource data type %#x.\n", reg_maps->resource_info[i].data_type);
2237 break;
2238 }
2239
2240 shadow_sampler = glsl_is_shadow_sampler(shader, ps_args, entry->resource_idx, entry->sampler_idx);
2241 switch (reg_maps->resource_info[entry->resource_idx].type)
2242 {
2244 sampler_type = "samplerBuffer";
2245 break;
2246
2248 if (shadow_sampler)
2249 sampler_type = "sampler1DShadow";
2250 else
2251 sampler_type = "sampler1D";
2252 break;
2253
2255 tex_rect = version->type == WINED3D_SHADER_TYPE_PIXEL
2256 && (ps_args->np2_fixup & (1u << entry->resource_idx))
2257 && gl_info->supported[ARB_TEXTURE_RECTANGLE];
2258 if (shadow_sampler)
2259 {
2260 if (tex_rect)
2261 sampler_type = "sampler2DRectShadow";
2262 else
2263 sampler_type = "sampler2DShadow";
2264 }
2265 else
2266 {
2267 if (tex_rect)
2268 sampler_type = "sampler2DRect";
2269 else
2270 sampler_type = "sampler2D";
2271 }
2272 break;
2273
2275 if (shadow_sampler)
2276 FIXME("Unsupported 3D shadow sampler.\n");
2277 sampler_type = "sampler3D";
2278 break;
2279
2281 if (shadow_sampler)
2282 sampler_type = "samplerCubeShadow";
2283 else
2284 sampler_type = "samplerCube";
2285 break;
2286
2288 if (shadow_sampler)
2289 sampler_type = "sampler1DArrayShadow";
2290 else
2291 sampler_type = "sampler1DArray";
2292 break;
2293
2295 if (shadow_sampler)
2296 sampler_type = "sampler2DArrayShadow";
2297 else
2298 sampler_type = "sampler2DArray";
2299 break;
2300
2302 if (shadow_sampler)
2303 sampler_type = "samplerCubeArrayShadow";
2304 else
2305 sampler_type = "samplerCubeArray";
2306 break;
2307
2309 sampler_type = "sampler2DMS";
2310 break;
2311
2313 sampler_type = "sampler2DMSArray";
2314 break;
2315
2316 default:
2317 sampler_type = "unsupported_sampler";
2318 FIXME("Unhandled resource type %#x.\n", reg_maps->resource_info[entry->resource_idx].type);
2319 break;
2320 }
2321
2324 shader_addline(buffer, "uniform %s%s %s_sampler%u;\n",
2325 sampler_type_prefix, sampler_type, prefix, entry->bind_idx);
2326 }
2327
2328 /* Declare images */
2329 for (i = 0; i < ARRAY_SIZE(reg_maps->uav_resource_info); ++i)
2330 {
2331 const char *image_type_prefix, *image_type, *read_format;
2332
2333 if (!reg_maps->uav_resource_info[i].type)
2334 continue;
2335
2336 switch (reg_maps->uav_resource_info[i].data_type)
2337 {
2338 case WINED3D_DATA_FLOAT:
2339 case WINED3D_DATA_UNORM:
2340 case WINED3D_DATA_SNORM:
2341 image_type_prefix = "";
2342 read_format = "r32f";
2343 break;
2344
2345 case WINED3D_DATA_INT:
2346 image_type_prefix = "i";
2347 read_format = "r32i";
2348 break;
2349
2350 case WINED3D_DATA_UINT:
2351 image_type_prefix = "u";
2352 read_format = "r32ui";
2353 break;
2354
2355 default:
2356 image_type_prefix = "";
2357 read_format = "";
2358 ERR("Unhandled resource data type %#x.\n", reg_maps->uav_resource_info[i].data_type);
2359 break;
2360 }
2361
2362 switch (reg_maps->uav_resource_info[i].type)
2363 {
2365 image_type = "imageBuffer";
2366 break;
2367
2369 image_type = "image2D";
2370 break;
2371
2373 image_type = "image3D";
2374 break;
2375
2377 image_type = "image2DArray";
2378 break;
2379
2380 default:
2381 image_type = "unsupported_image";
2382 FIXME("Unhandled resource type %#x.\n", reg_maps->uav_resource_info[i].type);
2383 break;
2384 }
2385
2387 shader_addline(buffer, "layout(binding = %u)\n", i);
2388 if (reg_maps->uav_read_mask & (1u << i))
2389 shader_addline(buffer, "layout(%s) uniform %s%s %s_image%u;\n",
2390 read_format, image_type_prefix, image_type, prefix, i);
2391 else
2392 shader_addline(buffer, "writeonly uniform %s%s %s_image%u;\n",
2393 image_type_prefix, image_type, prefix, i);
2394
2395 if (reg_maps->uav_counter_mask & (1u << i))
2396 shader_addline(buffer, "layout(binding = %u) uniform atomic_uint %s_counter%u;\n",
2397 i, prefix, i);
2398 }
2399
2400 /* Declare address variables */
2401 for (i = 0, map = reg_maps->address; map; map >>= 1, ++i)
2402 {
2403 if (map & 1) shader_addline(buffer, "ivec4 A%u;\n", i);
2404 }
2405
2406 /* Declare output register temporaries */
2407 if (shader->limits->packed_output)
2408 shader_addline(buffer, "vec4 %s_out[%u];\n", prefix, shader->limits->packed_output);
2409
2410 /* Declare temporary variables */
2411 if (reg_maps->temporary_count)
2412 {
2413 for (i = 0; i < reg_maps->temporary_count; ++i)
2414 shader_addline(buffer, "vec4 R%u;\n", i);
2415 }
2416 else if (version->major < 4)
2417 {
2418 for (i = 0, map = reg_maps->temporary; map; map >>= 1, ++i)
2419 {
2420 if (map & 1)
2421 shader_addline(buffer, "vec4 R%u;\n", i);
2422 }
2423 }
2424
2425 /* Declare indexable temporary variables */
2427 {
2428 if (idx_temp_reg->component_count != 4)
2429 FIXME("Ignoring component count %u.\n", idx_temp_reg->component_count);
2430 shader_addline(buffer, "vec4 X%u[%u];\n", idx_temp_reg->register_idx, idx_temp_reg->register_size);
2431 }
2432
2433 /* Declare loop registers aLx */
2434 if (version->major < 4)
2435 {
2436 for (i = 0; i < reg_maps->loop_depth; ++i)
2437 {
2438 shader_addline(buffer, "int aL%u;\n", i);
2439 shader_addline(buffer, "int tmpInt%u;\n", i);
2440 }
2441 }
2442
2443 /* Temporary variables for matrix operations */
2444 shader_addline(buffer, "vec4 tmp0;\n");
2445 shader_addline(buffer, "vec4 tmp1;\n");
2446
2447 if (!shader->load_local_constsF)
2448 {
2449 LIST_FOR_EACH_ENTRY(lconst, &shader->constantsF, struct wined3d_shader_lconst, entry)
2450 {
2451 shader_addline(buffer, "const vec4 %s_lc%u = ", prefix, lconst->idx);
2452 shader_glsl_append_imm_vec4(buffer, (const float *)lconst->value);
2453 shader_addline(buffer, ";\n");
2454 }
2455 }
2456}
2457
2458/* Prototypes */
2459static void shader_glsl_add_src_param(const struct wined3d_shader_instruction *ins,
2460 const struct wined3d_shader_src_param *wined3d_src, DWORD mask, struct glsl_src_param *glsl_src);
2461
2463static const char * const shift_glsl_tab[] = {
2464 "", /* 0 (none) */
2465 "2.0 * ", /* 1 (x2) */
2466 "4.0 * ", /* 2 (x4) */
2467 "8.0 * ", /* 3 (x8) */
2468 "16.0 * ", /* 4 (x16) */
2469 "32.0 * ", /* 5 (x32) */
2470 "", /* 6 (x64) */
2471 "", /* 7 (x128) */
2472 "", /* 8 (d256) */
2473 "", /* 9 (d128) */
2474 "", /* 10 (d64) */
2475 "", /* 11 (d32) */
2476 "0.0625 * ", /* 12 (d16) */
2477 "0.125 * ", /* 13 (d8) */
2478 "0.25 * ", /* 14 (d4) */
2479 "0.5 * " /* 15 (d2) */
2480};
2481
2482/* Generate a GLSL parameter that does the input modifier computation and return the input register/mask to use */
2484 const char *in_reg, const char *in_regswizzle, char *out_str)
2485{
2486 switch (src_modifier)
2487 {
2488 case WINED3DSPSM_DZ: /* Need to handle this in the instructions itself (texld & texcrd). */
2489 case WINED3DSPSM_DW:
2490 case WINED3DSPSM_NONE:
2491 sprintf(out_str, "%s%s", in_reg, in_regswizzle);
2492 break;
2493 case WINED3DSPSM_NEG:
2494 sprintf(out_str, "-%s%s", in_reg, in_regswizzle);
2495 break;
2496 case WINED3DSPSM_NOT:
2497 sprintf(out_str, "!%s%s", in_reg, in_regswizzle);
2498 break;
2499 case WINED3DSPSM_BIAS:
2500 sprintf(out_str, "(%s%s - vec4(0.5)%s)", in_reg, in_regswizzle, in_regswizzle);
2501 break;
2503 sprintf(out_str, "-(%s%s - vec4(0.5)%s)", in_reg, in_regswizzle, in_regswizzle);
2504 break;
2505 case WINED3DSPSM_SIGN:
2506 sprintf(out_str, "(2.0 * (%s%s - 0.5))", in_reg, in_regswizzle);
2507 break;
2509 sprintf(out_str, "-(2.0 * (%s%s - 0.5))", in_reg, in_regswizzle);
2510 break;
2511 case WINED3DSPSM_COMP:
2512 sprintf(out_str, "(1.0 - %s%s)", in_reg, in_regswizzle);
2513 break;
2514 case WINED3DSPSM_X2:
2515 sprintf(out_str, "(2.0 * %s%s)", in_reg, in_regswizzle);
2516 break;
2517 case WINED3DSPSM_X2NEG:
2518 sprintf(out_str, "-(2.0 * %s%s)", in_reg, in_regswizzle);
2519 break;
2520 case WINED3DSPSM_ABS:
2521 sprintf(out_str, "abs(%s%s)", in_reg, in_regswizzle);
2522 break;
2523 case WINED3DSPSM_ABSNEG:
2524 sprintf(out_str, "-abs(%s%s)", in_reg, in_regswizzle);
2525 break;
2526 default:
2527 FIXME("Unhandled modifier %u\n", src_modifier);
2528 sprintf(out_str, "%s%s", in_reg, in_regswizzle);
2529 }
2530}
2531
2532static void shader_glsl_fixup_scalar_register_variable(char *register_name,
2533 const char *glsl_variable, const struct wined3d_gl_info *gl_info)
2534{
2535 /* The ARB_shading_language_420pack extension allows swizzle operations on
2536 * scalars. */
2538 sprintf(register_name, "%s", glsl_variable);
2539 else
2540 sprintf(register_name, "ivec2(%s, 0)", glsl_variable);
2541}
2542
2546 enum wined3d_data_type data_type, char *register_name, BOOL *is_color,
2547 const struct wined3d_shader_instruction *ins)
2548{
2549 /* oPos, oFog and oPts in D3D */
2550 static const char * const hwrastout_reg_names[] = {"vs_out[10]", "vs_out[11].x", "vs_out[11].y"};
2551
2552 const struct wined3d_shader *shader = ins->ctx->shader;
2553 const struct wined3d_shader_reg_maps *reg_maps = ins->ctx->reg_maps;
2554 const struct wined3d_shader_version *version = &reg_maps->shader_version;
2555 const struct wined3d_gl_info *gl_info = ins->ctx->gl_info;
2556 const char *prefix = shader_glsl_get_prefix(version->type);
2557 struct glsl_src_param rel_param0, rel_param1;
2558 char imm_str[4][17];
2559
2560 if (reg->idx[0].offset != ~0U && reg->idx[0].rel_addr)
2561 shader_glsl_add_src_param(ins, reg->idx[0].rel_addr, WINED3DSP_WRITEMASK_0, &rel_param0);
2562 if (reg->idx[1].offset != ~0U && reg->idx[1].rel_addr)
2563 shader_glsl_add_src_param(ins, reg->idx[1].rel_addr, WINED3DSP_WRITEMASK_0, &rel_param1);
2564 *is_color = FALSE;
2565
2566 switch (reg->type)
2567 {
2568 case WINED3DSPR_TEMP:
2569 sprintf(register_name, "R%u", reg->idx[0].offset);
2570 break;
2571
2572 case WINED3DSPR_INPUT:
2575 {
2576 struct shader_glsl_ctx_priv *priv = ins->ctx->backend_data;
2577
2578 if (reg->idx[0].rel_addr)
2579 FIXME("VS3 input registers relative addressing.\n");
2580 if (priv->cur_vs_args->swizzle_map & (1u << reg->idx[0].offset))
2581 *is_color = TRUE;
2582 if (reg->idx[0].rel_addr)
2583 {
2584 sprintf(register_name, "%s_in[%s + %u]",
2585 prefix, rel_param0.param_str, reg->idx[0].offset);
2586 }
2587 else
2588 {
2589 sprintf(register_name, "%s_in%u", prefix, reg->idx[0].offset);
2590 }
2591 break;
2592 }
2593
2597 {
2598 if (reg->idx[0].rel_addr)
2599 {
2600 if (reg->idx[1].rel_addr)
2601 sprintf(register_name, "shader_in[%s + %u].reg[%s + %u]",
2602 rel_param0.param_str, reg->idx[0].offset,
2603 rel_param1.param_str, reg->idx[1].offset);
2604 else
2605 sprintf(register_name, "shader_in[%s + %u].reg[%u]",
2606 rel_param0.param_str, reg->idx[0].offset,
2607 reg->idx[1].offset);
2608 }
2609 else if (reg->idx[1].rel_addr)
2610 sprintf(register_name, "shader_in[%u].reg[%s + %u]", reg->idx[0].offset,
2611 rel_param1.param_str, reg->idx[1].offset);
2612 else
2613 sprintf(register_name, "shader_in[%u].reg[%u]",
2614 reg->idx[0].offset, reg->idx[1].offset);
2615 break;
2616 }
2617
2618 /* pixel shaders >= 3.0 */
2619 if (version->major >= 3)
2620 {
2621 DWORD idx = shader->u.ps.input_reg_map[reg->idx[0].offset];
2622 unsigned int in_count = vec4_varyings(version->major, gl_info);
2623
2624 if (reg->idx[0].rel_addr)
2625 {
2626 /* Removing a + 0 would be an obvious optimization, but
2627 * OS X doesn't see the NOP operation there. */
2628 if (idx)
2629 {
2630 if (needs_legacy_glsl_syntax(gl_info)
2631 && shader->u.ps.declared_in_count > in_count)
2632 {
2633 sprintf(register_name,
2634 "((%s + %u) > %u ? (%s + %u) > %u ? gl_SecondaryColor : gl_Color : %s_in[%s + %u])",
2635 rel_param0.param_str, idx, in_count - 1, rel_param0.param_str, idx, in_count,
2636 prefix, rel_param0.param_str, idx);
2637 }
2638 else
2639 {
2640 sprintf(register_name, "%s_in[%s + %u]", prefix, rel_param0.param_str, idx);
2641 }
2642 }
2643 else
2644 {
2645 if (needs_legacy_glsl_syntax(gl_info)
2646 && shader->u.ps.declared_in_count > in_count)
2647 {
2648 sprintf(register_name, "((%s) > %u ? (%s) > %u ? gl_SecondaryColor : gl_Color : %s_in[%s])",
2649 rel_param0.param_str, in_count - 1, rel_param0.param_str, in_count,
2650 prefix, rel_param0.param_str);
2651 }
2652 else
2653 {
2654 sprintf(register_name, "%s_in[%s]", prefix, rel_param0.param_str);
2655 }
2656 }
2657 }
2658 else
2659 {
2660 if (idx == in_count) sprintf(register_name, "gl_Color");
2661 else if (idx == in_count + 1) sprintf(register_name, "gl_SecondaryColor");
2662 else sprintf(register_name, "%s_in[%u]", prefix, idx);
2663 }
2664 }
2665 else
2666 {
2667 if (!reg->idx[0].offset)
2668 strcpy(register_name, "ffp_varying_diffuse");
2669 else
2670 strcpy(register_name, "ffp_varying_specular");
2671 break;
2672 }
2673 break;
2674
2675 case WINED3DSPR_CONST:
2676 {
2677 /* Relative addressing */
2678 if (reg->idx[0].rel_addr)
2679 {
2681 sprintf(register_name, "(%s + %u >= 0 && %s + %u < %u ? %s_c[%s + %u] : vec4(0.0))",
2682 rel_param0.param_str, reg->idx[0].offset,
2683 rel_param0.param_str, reg->idx[0].offset, shader->limits->constant_float,
2684 prefix, rel_param0.param_str, reg->idx[0].offset);
2685 else if (reg->idx[0].offset)
2686 sprintf(register_name, "%s_c[%s + %u]", prefix, rel_param0.param_str, reg->idx[0].offset);
2687 else
2688 sprintf(register_name, "%s_c[%s]", prefix, rel_param0.param_str);
2689 }
2690 else
2691 {
2692 if (shader_constant_is_local(shader, reg->idx[0].offset))
2693 sprintf(register_name, "%s_lc%u", prefix, reg->idx[0].offset);
2694 else
2695 sprintf(register_name, "%s_c[%u]", prefix, reg->idx[0].offset);
2696 }
2697 }
2698 break;
2699
2701 sprintf(register_name, "%s_i[%u]", prefix, reg->idx[0].offset);
2702 break;
2703
2705 sprintf(register_name, "%s_b[%u]", prefix, reg->idx[0].offset);
2706 break;
2707
2708 case WINED3DSPR_TEXTURE: /* case WINED3DSPR_ADDR: */
2710 sprintf(register_name, "T%u", reg->idx[0].offset);
2711 else
2712 sprintf(register_name, "A%u", reg->idx[0].offset);
2713 break;
2714
2715 case WINED3DSPR_LOOP:
2716 sprintf(register_name, "aL%u", ins->ctx->state->current_loop_reg - 1);
2717 break;
2718
2719 case WINED3DSPR_SAMPLER:
2720 sprintf(register_name, "%s_sampler%u", prefix, reg->idx[0].offset);
2721 break;
2722
2724 /* FIXME: should check dual_buffers when dual blending is enabled */
2725 if (reg->idx[0].offset >= gl_info->limits.buffers)
2726 WARN("Write to render target %u, only %d supported.\n",
2727 reg->idx[0].offset, gl_info->limits.buffers);
2728
2729 sprintf(register_name, needs_legacy_glsl_syntax(gl_info) ? "gl_FragData[%u]" : "ps_out%u",
2730 reg->idx[0].offset);
2731 break;
2732
2733 case WINED3DSPR_RASTOUT:
2734 sprintf(register_name, "%s", hwrastout_reg_names[reg->idx[0].offset]);
2735 break;
2736
2740 sprintf(register_name, "gl_FragDepth");
2741 break;
2742
2743 case WINED3DSPR_ATTROUT:
2744 if (!reg->idx[0].offset)
2745 sprintf(register_name, "%s_out[8]", prefix);
2746 else
2747 sprintf(register_name, "%s_out[9]", prefix);
2748 break;
2749
2751 /* Vertex shaders >= 3.0: WINED3DSPR_OUTPUT */
2752 if (reg->idx[0].rel_addr)
2753 sprintf(register_name, "%s_out[%s + %u]",
2754 prefix, rel_param0.param_str, reg->idx[0].offset);
2755 else
2756 sprintf(register_name, "%s_out[%u]", prefix, reg->idx[0].offset);
2757 break;
2758
2760 if (!reg->idx[0].offset)
2761 {
2762 /* vPos */
2763 sprintf(register_name, "vpos");
2764 }
2765 else if (reg->idx[0].offset == 1)
2766 {
2767 /* Note that gl_FrontFacing is a bool, while vFace is
2768 * a float for which the sign determines front/back */
2769 sprintf(register_name, "(gl_FrontFacing ? 1.0 : -1.0)");
2770 }
2771 else
2772 {
2773 FIXME("Unhandled misctype register %u.\n", reg->idx[0].offset);
2774 sprintf(register_name, "unrecognized_register");
2775 }
2776 break;
2777
2779 switch (reg->immconst_type)
2780 {
2782 switch (data_type)
2783 {
2784 case WINED3D_DATA_FLOAT:
2785 if (gl_info->supported[ARB_SHADER_BIT_ENCODING])
2786 sprintf(register_name, "uintBitsToFloat(%#xu)", reg->u.immconst_data[0]);
2787 else
2788 wined3d_ftoa(*(const float *)reg->u.immconst_data, register_name);
2789 break;
2790 case WINED3D_DATA_INT:
2791 sprintf(register_name, "%#x", reg->u.immconst_data[0]);
2792 break;
2795 case WINED3D_DATA_UINT:
2796 sprintf(register_name, "%#xu", reg->u.immconst_data[0]);
2797 break;
2798 default:
2799 sprintf(register_name, "<unhandled data type %#x>", data_type);
2800 break;
2801 }
2802 break;
2803
2805 switch (data_type)
2806 {
2807 case WINED3D_DATA_FLOAT:
2808 if (gl_info->supported[ARB_SHADER_BIT_ENCODING])
2809 {
2810 sprintf(register_name, "uintBitsToFloat(uvec4(%#xu, %#xu, %#xu, %#xu))",
2811 reg->u.immconst_data[0], reg->u.immconst_data[1],
2812 reg->u.immconst_data[2], reg->u.immconst_data[3]);
2813 }
2814 else
2815 {
2816 wined3d_ftoa(*(const float *)&reg->u.immconst_data[0], imm_str[0]);
2817 wined3d_ftoa(*(const float *)&reg->u.immconst_data[1], imm_str[1]);
2818 wined3d_ftoa(*(const float *)&reg->u.immconst_data[2], imm_str[2]);
2819 wined3d_ftoa(*(const float *)&reg->u.immconst_data[3], imm_str[3]);
2820 sprintf(register_name, "vec4(%s, %s, %s, %s)",
2821 imm_str[0], imm_str[1], imm_str[2], imm_str[3]);
2822 }
2823 break;
2824 case WINED3D_DATA_INT:
2825 sprintf(register_name, "ivec4(%#x, %#x, %#x, %#x)",
2826 reg->u.immconst_data[0], reg->u.immconst_data[1],
2827 reg->u.immconst_data[2], reg->u.immconst_data[3]);
2828 break;
2831 case WINED3D_DATA_UINT:
2832 sprintf(register_name, "uvec4(%#xu, %#xu, %#xu, %#xu)",
2833 reg->u.immconst_data[0], reg->u.immconst_data[1],
2834 reg->u.immconst_data[2], reg->u.immconst_data[3]);
2835 break;
2836 default:
2837 sprintf(register_name, "<unhandled data type %#x>", data_type);
2838 break;
2839 }
2840 break;
2841
2842 default:
2843 FIXME("Unhandled immconst type %#x\n", reg->immconst_type);
2844 sprintf(register_name, "<unhandled_immconst_type %#x>", reg->immconst_type);
2845 }
2846 break;
2847
2849 if (reg->idx[1].rel_addr)
2850 sprintf(register_name, "%s_cb%u[%s + %u]",
2851 prefix, reg->idx[0].offset, rel_param1.param_str, reg->idx[1].offset);
2852 else
2853 sprintf(register_name, "%s_cb%u[%u]", prefix, reg->idx[0].offset, reg->idx[1].offset);
2854 break;
2855
2857 if (reg->idx[0].rel_addr)
2858 sprintf(register_name, "%s_icb[%s + %u]", prefix, rel_param0.param_str, reg->idx[0].offset);
2859 else
2860 sprintf(register_name, "%s_icb[%u]", prefix, reg->idx[0].offset);
2861 break;
2862
2863 case WINED3DSPR_PRIMID:
2865 sprintf(register_name, "gl_PrimitiveIDIn");
2866 else
2867 sprintf(register_name, "gl_PrimitiveID");
2868 break;
2869
2870 case WINED3DSPR_IDXTEMP:
2871 if (reg->idx[1].rel_addr)
2872 sprintf(register_name, "X%u[%s + %u]", reg->idx[0].offset, rel_param1.param_str, reg->idx[1].offset);
2873 else
2874 sprintf(register_name, "X%u[%u]", reg->idx[0].offset, reg->idx[1].offset);
2875 break;
2876
2879 "int(gl_LocalInvocationIndex)", gl_info);
2880 break;
2881
2885 "gl_InvocationID", gl_info);
2886 break;
2887
2889 sprintf(register_name, "ivec3(gl_GlobalInvocationID)");
2890 break;
2891
2893 sprintf(register_name, "ivec3(gl_WorkGroupID)");
2894 break;
2895
2897 sprintf(register_name, "ivec3(gl_LocalInvocationID)");
2898 break;
2899
2903 "phase_instance_id", gl_info);
2904 break;
2905
2907 sprintf(register_name, "gl_TessCoord");
2908 break;
2909
2911 if (reg->idx[0].rel_addr)
2912 {
2913 if (reg->idx[1].rel_addr)
2914 sprintf(register_name, "shader_out[%s + %u].reg[%s + %u]",
2915 rel_param0.param_str, reg->idx[0].offset,
2916 rel_param1.param_str, reg->idx[1].offset);
2917 else
2918 sprintf(register_name, "shader_out[%s + %u].reg[%u]",
2919 rel_param0.param_str, reg->idx[0].offset,
2920 reg->idx[1].offset);
2921 }
2922 else if (reg->idx[1].rel_addr)
2923 {
2924 sprintf(register_name, "shader_out[%u].reg[%s + %u]",
2925 reg->idx[0].offset, rel_param1.param_str,
2926 reg->idx[1].offset);
2927 }
2928 else
2929 {
2930 sprintf(register_name, "shader_out[%u].reg[%u]",
2931 reg->idx[0].offset, reg->idx[1].offset);
2932 }
2933 break;
2934
2936 if (version->type == WINED3D_SHADER_TYPE_HULL)
2937 sprintf(register_name, "hs_out[%u]", reg->idx[0].offset);
2938 else
2939 sprintf(register_name, "vpc[%u]", reg->idx[0].offset);
2940 break;
2941
2942 default:
2943 FIXME("Unhandled register type %#x.\n", reg->type);
2944 sprintf(register_name, "unrecognized_register");
2945 break;
2946 }
2947}
2948
2949static void shader_glsl_write_mask_to_str(DWORD write_mask, char *str)
2950{
2951 *str++ = '.';
2952 if (write_mask & WINED3DSP_WRITEMASK_0) *str++ = 'x';
2953 if (write_mask & WINED3DSP_WRITEMASK_1) *str++ = 'y';
2954 if (write_mask & WINED3DSP_WRITEMASK_2) *str++ = 'z';
2955 if (write_mask & WINED3DSP_WRITEMASK_3) *str++ = 'w';
2956 *str = '\0';
2957}
2958
2959/* Get the GLSL write mask for the destination register */
2961{
2962 DWORD mask = param->write_mask;
2963
2964 if (shader_is_scalar(&param->reg))
2965 {
2967 *write_mask = '\0';
2968 }
2969 else
2970 {
2972 }
2973
2974 return mask;
2975}
2976
2977static unsigned int shader_glsl_get_write_mask_size(DWORD write_mask)
2978{
2979 unsigned int size = 0;
2980
2981 if (write_mask & WINED3DSP_WRITEMASK_0) ++size;
2982 if (write_mask & WINED3DSP_WRITEMASK_1) ++size;
2983 if (write_mask & WINED3DSP_WRITEMASK_2) ++size;
2984 if (write_mask & WINED3DSP_WRITEMASK_3) ++size;
2985
2986 return size;
2987}
2988
2990 unsigned int component_idx)
2991{
2992 /* swizzle bits fields: wwzzyyxx */
2993 return (swizzle >> (2 * component_idx)) & 0x3;
2994}
2995
2997{
2998 /* For registers of type WINED3DDECLTYPE_D3DCOLOR, data is stored as "bgra",
2999 * but addressed as "rgba". To fix this we need to swap the register's x
3000 * and z components. */
3001 const char *swizzle_chars = fixup ? "zyxw" : "xyzw";
3002 unsigned int i;
3003
3004 *str++ = '.';
3005 for (i = 0; i < 4; ++i)
3006 {
3007 if (mask & (WINED3DSP_WRITEMASK_0 << i))
3008 *str++ = swizzle_chars[shader_glsl_swizzle_get_component(swizzle, i)];
3009 }
3010 *str = '\0';
3011}
3012
3014 BOOL fixup, DWORD mask, char *swizzle_str)
3015{
3016 if (shader_is_scalar(&param->reg))
3017 *swizzle_str = '\0';
3018 else
3019 shader_glsl_swizzle_to_str(param->swizzle, fixup, mask, swizzle_str);
3020}
3021
3022static void shader_glsl_sprintf_cast(struct wined3d_string_buffer *dst_param, const char *src_param,
3023 enum wined3d_data_type dst_data_type, enum wined3d_data_type src_data_type)
3024{
3025 if (dst_data_type == src_data_type)
3026 {
3027 string_buffer_sprintf(dst_param, "%s", src_param);
3028 return;
3029 }
3030
3031 if (src_data_type == WINED3D_DATA_FLOAT)
3032 {
3033 switch (dst_data_type)
3034 {
3035 case WINED3D_DATA_INT:
3036 string_buffer_sprintf(dst_param, "floatBitsToInt(%s)", src_param);
3037 return;
3040 case WINED3D_DATA_UINT:
3041 string_buffer_sprintf(dst_param, "floatBitsToUint(%s)", src_param);
3042 return;
3043 default:
3044 break;
3045 }
3046 }
3047
3048 if (src_data_type == WINED3D_DATA_UINT && dst_data_type == WINED3D_DATA_FLOAT)
3049 {
3050 string_buffer_sprintf(dst_param, "uintBitsToFloat(%s)", src_param);
3051 return;
3052 }
3053
3054 if (src_data_type == WINED3D_DATA_INT && dst_data_type == WINED3D_DATA_FLOAT)
3055 {
3056 string_buffer_sprintf(dst_param, "intBitsToFloat(%s)", src_param);
3057 return;
3058 }
3059
3060 FIXME("Unhandled cast from %#x to %#x.\n", src_data_type, dst_data_type);
3061 string_buffer_sprintf(dst_param, "%s", src_param);
3062}
3063
3064/* From a given parameter token, generate the corresponding GLSL string.
3065 * Also, return the actual register name and swizzle in case the
3066 * caller needs this information as well. */
3068 const struct wined3d_shader_src_param *wined3d_src, DWORD mask, struct glsl_src_param *glsl_src,
3069 enum wined3d_data_type data_type)
3070{
3071 struct shader_glsl_ctx_priv *priv = ins->ctx->backend_data;
3073 enum wined3d_data_type param_data_type;
3074 BOOL is_color = FALSE;
3075 char swizzle_str[6];
3076
3077 glsl_src->reg_name[0] = '\0';
3078 glsl_src->param_str[0] = '\0';
3079 swizzle_str[0] = '\0';
3080
3081 shader_glsl_get_register_name(&wined3d_src->reg, data_type, glsl_src->reg_name, &is_color, ins);
3082 shader_glsl_get_swizzle(wined3d_src, is_color, mask, swizzle_str);
3083
3084 switch (wined3d_src->reg.type)
3085 {
3087 param_data_type = data_type;
3088 break;
3095 case WINED3DSPR_PRIMID:
3098 param_data_type = WINED3D_DATA_INT;
3099 break;
3100 default:
3101 param_data_type = WINED3D_DATA_FLOAT;
3102 break;
3103 }
3104
3105 shader_glsl_sprintf_cast(reg_name, glsl_src->reg_name, data_type, param_data_type);
3106 shader_glsl_gen_modifier(wined3d_src->modifiers, reg_name->buffer, swizzle_str, glsl_src->param_str);
3107
3109}
3110
3112 const struct wined3d_shader_src_param *wined3d_src, DWORD mask, struct glsl_src_param *glsl_src)
3113{
3114 shader_glsl_add_src_param_ext(ins, wined3d_src, mask, glsl_src, wined3d_src->reg.data_type);
3115}
3116
3117/* From a given parameter token, generate the corresponding GLSL string.
3118 * Also, return the actual register name and swizzle in case the
3119 * caller needs this information as well. */
3121 const struct wined3d_shader_dst_param *wined3d_dst, struct glsl_dst_param *glsl_dst)
3122{
3123 BOOL is_color = FALSE;
3124
3125 glsl_dst->mask_str[0] = '\0';
3126 glsl_dst->reg_name[0] = '\0';
3127
3128 shader_glsl_get_register_name(&wined3d_dst->reg, wined3d_dst->reg.data_type,
3129 glsl_dst->reg_name, &is_color, ins);
3130 return shader_glsl_get_write_mask(wined3d_dst, glsl_dst->mask_str);
3131}
3132
3133/* Append the destination part of the instruction to the buffer, return the effective write mask */
3135 const struct wined3d_shader_instruction *ins, const struct wined3d_shader_dst_param *dst,
3136 enum wined3d_data_type data_type)
3137{
3138 struct glsl_dst_param glsl_dst;
3139 DWORD mask;
3140
3141 if ((mask = shader_glsl_add_dst_param(ins, dst, &glsl_dst)))
3142 {
3143 switch (data_type)
3144 {
3145 case WINED3D_DATA_FLOAT:
3146 shader_addline(buffer, "%s%s = %s(",
3147 glsl_dst.reg_name, glsl_dst.mask_str, shift_glsl_tab[dst->shift]);
3148 break;
3149 case WINED3D_DATA_INT:
3150 shader_addline(buffer, "%s%s = %sintBitsToFloat(",
3151 glsl_dst.reg_name, glsl_dst.mask_str, shift_glsl_tab[dst->shift]);
3152 break;
3155 case WINED3D_DATA_UINT:
3156 shader_addline(buffer, "%s%s = %suintBitsToFloat(",
3157 glsl_dst.reg_name, glsl_dst.mask_str, shift_glsl_tab[dst->shift]);
3158 break;
3159 default:
3160 FIXME("Unhandled data type %#x.\n", data_type);
3161 shader_addline(buffer, "%s%s = %s(",
3162 glsl_dst.reg_name, glsl_dst.mask_str, shift_glsl_tab[dst->shift]);
3163 break;
3164 }
3165 }
3166
3167 return mask;
3168}
3169
3170/* Append the destination part of the instruction to the buffer, return the effective write mask */
3172{
3173 return shader_glsl_append_dst_ext(buffer, ins, &ins->dst[0], ins->dst[0].reg.data_type);
3174}
3175
3178{
3179 struct glsl_dst_param dst_param;
3180 DWORD modifiers;
3181
3182 if (!ins->dst_count) return;
3183
3184 modifiers = ins->dst[0].modifiers;
3185 if (!modifiers) return;
3186
3187 shader_glsl_add_dst_param(ins, &ins->dst[0], &dst_param);
3188
3189 if (modifiers & WINED3DSPDM_SATURATE)
3190 {
3191 /* _SAT means to clamp the value of the register to between 0 and 1 */
3192 shader_addline(ins->ctx->buffer, "%s%s = clamp(%s%s, 0.0, 1.0);\n", dst_param.reg_name,
3193 dst_param.mask_str, dst_param.reg_name, dst_param.mask_str);
3194 }
3195
3196 if (modifiers & WINED3DSPDM_MSAMPCENTROID)
3197 {
3198 FIXME("_centroid modifier not handled\n");
3199 }
3200
3201 if (modifiers & WINED3DSPDM_PARTIALPRECISION)
3202 {
3203 /* MSDN says this modifier can be safely ignored, so that's what we'll do. */
3204 }
3205}
3206
3208{
3209 switch (op)
3210 {
3211 case WINED3D_SHADER_REL_OP_GT: return ">";
3212 case WINED3D_SHADER_REL_OP_EQ: return "==";
3213 case WINED3D_SHADER_REL_OP_GE: return ">=";
3214 case WINED3D_SHADER_REL_OP_LT: return "<";
3215 case WINED3D_SHADER_REL_OP_NE: return "!=";
3216 case WINED3D_SHADER_REL_OP_LE: return "<=";
3217 default:
3218 FIXME("Unrecognized operator %#x.\n", op);
3219 return "(\?\?)";
3220 }
3221}
3222
3224{
3225 return shader_glsl_get_version(gl_info) >= 130 || gl_info->supported[EXT_GPU_SHADER4];
3226}
3227
3229 unsigned int *coord_size, unsigned int *deriv_size)
3230{
3232 || resource_type == WINED3D_SHADER_RESOURCE_TEXTURE_2DARRAY;
3233
3234 *coord_size = resource_type_info[resource_type].coord_size;
3235 *deriv_size = *coord_size;
3236 if (is_array)
3237 --(*deriv_size);
3238}
3239
3241 DWORD resource_idx, DWORD sampler_idx, DWORD flags, struct glsl_sample_function *sample_function)
3242{
3243 enum wined3d_shader_resource_type resource_type = ctx->reg_maps->resource_info[resource_idx].type;
3244 struct shader_glsl_ctx_priv *priv = ctx->backend_data;
3245 const struct wined3d_gl_info *gl_info = ctx->gl_info;
3246 BOOL legacy_syntax = needs_legacy_glsl_syntax(gl_info);
3247 BOOL shadow = glsl_is_shadow_sampler(ctx->shader, priv->cur_ps_args, resource_idx, sampler_idx);
3249 BOOL texrect = ctx->reg_maps->shader_version.type == WINED3D_SHADER_TYPE_PIXEL
3250 && priv->cur_ps_args->np2_fixup & (1u << resource_idx)
3251 && gl_info->supported[ARB_TEXTURE_RECTANGLE];
3255 const char *base = "texture", *type_part = "", *suffix = "";
3256 unsigned int coord_size, deriv_size;
3257
3258 sample_function->data_type = ctx->reg_maps->resource_info[resource_idx].data_type;
3259 sample_function->emulate_lod = WINED3D_SHADER_RESOURCE_NONE;
3260
3261 if (resource_type >= ARRAY_SIZE(resource_type_info))
3262 {
3263 ERR("Unexpected resource type %#x.\n", resource_type);
3264 resource_type = WINED3D_SHADER_RESOURCE_TEXTURE_2D;
3265 }
3266
3267 /* Note that there's no such thing as a projected cube texture. */
3268 if (resource_type == WINED3D_SHADER_RESOURCE_TEXTURE_CUBE)
3269 projected = FALSE;
3270
3271 if (shadow && lod)
3272 {
3273 switch (resource_type)
3274 {
3275 /* emulate textureLod(sampler2DArrayShadow, ...) using textureGradOffset */
3277 sample_function->emulate_lod = resource_type;
3278 grad = offset = TRUE;
3279 lod = FALSE;
3280 break;
3281
3282 /* emulate textureLod(samplerCubeShadow, ...) using shadowCubeGrad */
3284 sample_function->emulate_lod = resource_type;
3285 grad = legacy_syntax = TRUE;
3286 lod = FALSE;
3287 break;
3288
3289 default:
3290 break;
3291 }
3292 }
3293
3294 if (legacy_syntax)
3295 {
3296 if (shadow)
3297 base = "shadow";
3298
3299 type_part = resource_type_info[resource_type].type_part;
3300 if (resource_type == WINED3D_SHADER_RESOURCE_TEXTURE_2D && texrect)
3301 type_part = "2DRect";
3302 if (!type_part[0] && resource_type != WINED3D_SHADER_RESOURCE_TEXTURE_CUBEARRAY)
3303 FIXME("Unhandled resource type %#x.\n", resource_type);
3304
3305 if (!lod && grad && !shader_glsl_has_core_grad(gl_info))
3306 {
3307 if (gl_info->supported[ARB_SHADER_TEXTURE_LOD])
3308 suffix = "ARB";
3309 else
3310 FIXME("Unsupported grad function.\n");
3311 }
3312 }
3313
3315 {
3316 static const DWORD texel_fetch_flags = WINED3D_GLSL_SAMPLE_LOAD | WINED3D_GLSL_SAMPLE_OFFSET;
3317 if (flags & ~texel_fetch_flags)
3318 ERR("Unexpected flags %#x for texelFetch.\n", flags & ~texel_fetch_flags);
3319
3320 base = "texelFetch";
3321 type_part = "";
3322 }
3323
3324 sample_function->name = string_buffer_get(priv->string_buffers);
3325 string_buffer_sprintf(sample_function->name, "%s%s%s%s%s%s", base, type_part, projected ? "Proj" : "",
3326 lod ? "Lod" : grad ? "Grad" : "", offset ? "Offset" : "", suffix);
3327
3328 shader_glsl_get_coord_size(resource_type, &coord_size, &deriv_size);
3329 if (shadow)
3330 ++coord_size;
3331 sample_function->offset_size = offset ? deriv_size : 0;
3332 sample_function->coord_mask = (1u << coord_size) - 1;
3333 sample_function->deriv_mask = (1u << deriv_size) - 1;
3334 sample_function->output_single_component = shadow && !legacy_syntax;
3335}
3336
3338 struct glsl_sample_function *sample_function)
3339{
3340 const struct shader_glsl_ctx_priv *priv = ctx->backend_data;
3341
3342 string_buffer_release(priv->string_buffers, sample_function->name);
3343}
3344
3345static void shader_glsl_append_fixup_arg(char *arguments, const char *reg_name,
3346 BOOL sign_fixup, enum fixup_channel_source channel_source)
3347{
3348 switch(channel_source)
3349 {
3351 strcat(arguments, "0.0");
3352 break;
3353
3354 case CHANNEL_SOURCE_ONE:
3355 strcat(arguments, "1.0");
3356 break;
3357
3358 case CHANNEL_SOURCE_X:
3359 strcat(arguments, reg_name);
3360 strcat(arguments, ".x");
3361 break;
3362
3363 case CHANNEL_SOURCE_Y:
3364 strcat(arguments, reg_name);
3365 strcat(arguments, ".y");
3366 break;
3367
3368 case CHANNEL_SOURCE_Z:
3369 strcat(arguments, reg_name);
3370 strcat(arguments, ".z");
3371 break;
3372
3373 case CHANNEL_SOURCE_W:
3374 strcat(arguments, reg_name);
3375 strcat(arguments, ".w");
3376 break;
3377
3378 default:
3379 FIXME("Unhandled channel source %#x\n", channel_source);
3380 strcat(arguments, "undefined");
3381 break;
3382 }
3383
3384 if (sign_fixup) strcat(arguments, " * 2.0 - 1.0");
3385}
3386
3388 const char *reg_name, DWORD mask, struct color_fixup_desc fixup)
3389{
3390 unsigned int mask_size, remaining;
3391 DWORD fixup_mask = 0;
3392 char arguments[256];
3393 char mask_str[6];
3394
3395 if (fixup.x_sign_fixup || fixup.x_source != CHANNEL_SOURCE_X) fixup_mask |= WINED3DSP_WRITEMASK_0;
3396 if (fixup.y_sign_fixup || fixup.y_source != CHANNEL_SOURCE_Y) fixup_mask |= WINED3DSP_WRITEMASK_1;
3397 if (fixup.z_sign_fixup || fixup.z_source != CHANNEL_SOURCE_Z) fixup_mask |= WINED3DSP_WRITEMASK_2;
3398 if (fixup.w_sign_fixup || fixup.w_source != CHANNEL_SOURCE_W) fixup_mask |= WINED3DSP_WRITEMASK_3;
3399 if (!(mask &= fixup_mask))
3400 return;
3401
3402 if (is_complex_fixup(fixup))
3403 {
3405 FIXME("Complex fixup (%#x) not supported\n",complex_fixup);
3406 return;
3407 }
3408
3411
3412 arguments[0] = '\0';
3413 remaining = mask_size;
3415 {
3417 if (--remaining) strcat(arguments, ", ");
3418 }
3420 {
3422 if (--remaining) strcat(arguments, ", ");
3423 }
3425 {
3427 if (--remaining) strcat(arguments, ", ");
3428 }
3430 {
3432 if (--remaining) strcat(arguments, ", ");
3433 }
3434
3435 if (mask_size > 1)
3436 shader_addline(buffer, "%s%s = vec%u(%s);\n", reg_name, mask_str, mask_size, arguments);
3437 else
3438 shader_addline(buffer, "%s%s = %s;\n", reg_name, mask_str, arguments);
3439}
3440
3442{
3443 char reg_name[256];
3444 BOOL is_color;
3445
3446 shader_glsl_get_register_name(&ins->dst[0].reg, ins->dst[0].reg.data_type, reg_name, &is_color, ins);
3447 shader_glsl_color_correction_ext(ins->ctx->buffer, reg_name, ins->dst[0].write_mask, fixup);
3448}
3449
3450static void PRINTF_ATTR(9, 10) shader_glsl_gen_sample_code(const struct wined3d_shader_instruction *ins,
3451 unsigned int sampler_bind_idx, const struct glsl_sample_function *sample_function, DWORD swizzle,
3453 const char *coord_reg_fmt, ...)
3454{
3455 static const struct wined3d_shader_texel_offset dummy_offset = {0, 0, 0};
3456 const struct wined3d_shader_version *version = &ins->ctx->reg_maps->shader_version;
3457 char dst_swizzle[6];
3458 struct color_fixup_desc fixup;
3459 BOOL np2_fixup = FALSE;
3460 va_list args;
3461 int ret;
3462
3463 shader_glsl_swizzle_to_str(swizzle, FALSE, ins->dst[0].write_mask, dst_swizzle);
3464
3465 /* If ARB_texture_swizzle is supported we don't need to do anything here.
3466 * We actually rely on it for vertex shaders and SM4+. */
3467 if (version->type == WINED3D_SHADER_TYPE_PIXEL && version->major < 4)
3468 {
3469 const struct shader_glsl_ctx_priv *priv = ins->ctx->backend_data;
3470 fixup = priv->cur_ps_args->color_fixup[sampler_bind_idx];
3471
3472 if (priv->cur_ps_args->np2_fixup & (1u << sampler_bind_idx))
3473 np2_fixup = TRUE;
3474 }
3475 else
3476 {
3477 fixup = COLOR_FIXUP_IDENTITY;
3478 }
3479
3480 shader_glsl_append_dst_ext(ins->ctx->buffer, ins, &ins->dst[0], sample_function->data_type);
3481
3482 if (sample_function->output_single_component)
3483 shader_addline(ins->ctx->buffer, "vec4(");
3484
3485 shader_addline(ins->ctx->buffer, "%s(%s_sampler%u, ",
3486 sample_function->name->buffer, shader_glsl_get_prefix(version->type), sampler_bind_idx);
3487
3488 for (;;)
3489 {
3490 va_start(args, coord_reg_fmt);
3491 ret = shader_vaddline(ins->ctx->buffer, coord_reg_fmt, args);
3492 va_end(args);
3493 if (!ret)
3494 break;
3495 if (!string_buffer_resize(ins->ctx->buffer, ret))
3496 break;
3497 }
3498
3499 if (np2_fixup)
3500 {
3501 const struct shader_glsl_ctx_priv *priv = ins->ctx->backend_data;
3502 const unsigned char idx = priv->cur_np2fixup_info->idx[sampler_bind_idx];
3503
3504 switch (shader_glsl_get_write_mask_size(sample_function->coord_mask))
3505 {
3506 case 1:
3507 shader_addline(ins->ctx->buffer, " * ps_samplerNP2Fixup[%u].%s",
3508 idx >> 1, (idx % 2) ? "z" : "x");
3509 break;
3510 case 2:
3511 shader_addline(ins->ctx->buffer, " * ps_samplerNP2Fixup[%u].%s",
3512 idx >> 1, (idx % 2) ? "zw" : "xy");
3513 break;
3514 case 3:
3515 shader_addline(ins->ctx->buffer, " * vec3(ps_samplerNP2Fixup[%u].%s, 1.0)",
3516 idx >> 1, (idx % 2) ? "zw" : "xy");
3517 break;
3518 case 4:
3519 shader_addline(ins->ctx->buffer, " * vec4(ps_samplerNP2Fixup[%u].%s, 1.0, 1.0)",
3520 idx >> 1, (idx % 2) ? "zw" : "xy");
3521 break;
3522 }
3523 }
3524 if (sample_function->emulate_lod)
3525 {
3526 if (strcmp(bias, "0")) FIXME("Don't know how to emulate lod level %s\n", bias);
3527 switch (sample_function->emulate_lod)
3528 {
3530 if (!dx) dx = "vec2(0.0, 0.0)";
3531 if (!dy) dy = "vec2(0.0, 0.0)";
3532 break;
3533
3535 if (!dx) dx = "vec3(0.0, 0.0, 0.0)";
3536 if (!dy) dy = "vec3(0.0, 0.0, 0.0)";
3537 break;
3538
3539 default:
3540 break;
3541 }
3542 if (!offset) offset = &dummy_offset;
3543 }
3544 if (dx && dy)
3545 shader_addline(ins->ctx->buffer, ", %s, %s", dx, dy);
3546 else if (bias)
3547 shader_addline(ins->ctx->buffer, ", %s", bias);
3548 if (sample_function->offset_size)
3549 {
3550 int offset_immdata[4] = {offset->u, offset->v, offset->w};
3551 shader_addline(ins->ctx->buffer, ", ");
3552 shader_glsl_append_imm_ivec(ins->ctx->buffer, offset_immdata, sample_function->offset_size);
3553 }
3554 shader_addline(ins->ctx->buffer, ")");
3555
3556 if (sample_function->output_single_component)
3557 shader_addline(ins->ctx->buffer, ")");
3558
3559 shader_addline(ins->ctx->buffer, "%s);\n", dst_swizzle);
3560
3561 if (!is_identity_fixup(fixup))
3562 shader_glsl_color_correction(ins, fixup);
3563}
3564
3566{
3567 /* Write the final position.
3568 *
3569 * OpenGL coordinates specify the center of the pixel while D3D coords
3570 * specify the corner. The offsets are stored in z and w in
3571 * pos_fixup. pos_fixup.y contains 1.0 or -1.0 to turn the rendering
3572 * upside down for offscreen rendering. pos_fixup.x contains 1.0 to allow
3573 * a MAD. */
3574 shader_addline(buffer, "gl_Position.y = gl_Position.y * pos_fixup.y;\n");
3575 shader_addline(buffer, "gl_Position.xy += pos_fixup.zw * gl_Position.ww;\n");
3576
3577 /* Z coord [0;1]->[-1;1] mapping, see comment in get_projection_matrix()
3578 * in utils.c
3579 *
3580 * Basically we want (in homogeneous coordinates) z = z * 2 - 1. However,
3581 * shaders are run before the homogeneous divide, so we have to take the w
3582 * into account: z = ((z / w) * 2 - 1) * w, which is the same as
3583 * z = z * 2 - w. */
3584 shader_addline(buffer, "gl_Position.z = gl_Position.z * 2.0 - gl_Position.w;\n");
3585}
3586
3587/*****************************************************************************
3588 * Begin processing individual instruction opcodes
3589 ****************************************************************************/
3590
3591static void shader_glsl_binop(const struct wined3d_shader_instruction *ins)
3592{
3593 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
3594 struct glsl_src_param src0_param;
3595 struct glsl_src_param src1_param;
3596 DWORD write_mask;
3597 const char *op;
3598
3599 /* Determine the GLSL operator to use based on the opcode */
3600 switch (ins->handler_idx)
3601 {
3602 case WINED3DSIH_ADD: op = "+"; break;
3603 case WINED3DSIH_AND: op = "&"; break;
3604 case WINED3DSIH_DIV: op = "/"; break;
3605 case WINED3DSIH_IADD: op = "+"; break;
3606 case WINED3DSIH_ISHL: op = "<<"; break;
3607 case WINED3DSIH_ISHR: op = ">>"; break;
3608 case WINED3DSIH_MUL: op = "*"; break;
3609 case WINED3DSIH_OR: op = "|"; break;
3610 case WINED3DSIH_SUB: op = "-"; break;
3611 case WINED3DSIH_USHR: op = ">>"; break;
3612 case WINED3DSIH_XOR: op = "^"; break;
3613 default:
3614 op = "<unhandled operator>";
3615 FIXME("Opcode %s not yet handled in GLSL.\n", debug_d3dshaderinstructionhandler(ins->handler_idx));
3616 break;
3617 }
3618
3619 write_mask = shader_glsl_append_dst(buffer, ins);
3620 shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src0_param);
3621 shader_glsl_add_src_param(ins, &ins->src[1], write_mask, &src1_param);
3622 shader_addline(buffer, "%s %s %s);\n", src0_param.param_str, op, src1_param.param_str);
3623}
3624
3625static void shader_glsl_relop(const struct wined3d_shader_instruction *ins)
3626{
3627 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
3628 struct glsl_src_param src0_param;
3629 struct glsl_src_param src1_param;
3630 unsigned int mask_size;
3631 DWORD write_mask;
3632 const char *op;
3633
3634 write_mask = shader_glsl_append_dst(buffer, ins);
3635 mask_size = shader_glsl_get_write_mask_size(write_mask);
3636 shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src0_param);
3637 shader_glsl_add_src_param(ins, &ins->src[1], write_mask, &src1_param);
3638
3639 if (mask_size > 1)
3640 {
3641 switch (ins->handler_idx)
3642 {
3643 case WINED3DSIH_EQ: op = "equal"; break;
3644 case WINED3DSIH_IEQ: op = "equal"; break;
3645 case WINED3DSIH_GE: op = "greaterThanEqual"; break;
3646 case WINED3DSIH_IGE: op = "greaterThanEqual"; break;
3647 case WINED3DSIH_UGE: op = "greaterThanEqual"; break;
3648 case WINED3DSIH_LT: op = "lessThan"; break;
3649 case WINED3DSIH_ILT: op = "lessThan"; break;
3650 case WINED3DSIH_ULT: op = "lessThan"; break;
3651 case WINED3DSIH_NE: op = "notEqual"; break;
3652 case WINED3DSIH_INE: op = "notEqual"; break;
3653 default:
3654 op = "<unhandled operator>";
3655 ERR("Unhandled opcode %#x.\n", ins->handler_idx);
3656 break;
3657 }
3658
3659 shader_addline(buffer, "uvec%u(%s(%s, %s)) * 0xffffffffu);\n",
3660 mask_size, op, src0_param.param_str, src1_param.param_str);
3661 }
3662 else
3663 {
3664 switch (ins->handler_idx)
3665 {
3666 case WINED3DSIH_EQ: op = "=="; break;
3667 case WINED3DSIH_IEQ: op = "=="; break;
3668 case WINED3DSIH_GE: op = ">="; break;
3669 case WINED3DSIH_IGE: op = ">="; break;
3670 case WINED3DSIH_UGE: op = ">="; break;
3671 case WINED3DSIH_LT: op = "<"; break;
3672 case WINED3DSIH_ILT: op = "<"; break;
3673 case WINED3DSIH_ULT: op = "<"; break;
3674 case WINED3DSIH_NE: op = "!="; break;
3675 case WINED3DSIH_INE: op = "!="; break;
3676 default:
3677 op = "<unhandled operator>";
3678 ERR("Unhandled opcode %#x.\n", ins->handler_idx);
3679 break;
3680 }
3681
3682 shader_addline(buffer, "%s %s %s ? 0xffffffffu : 0u);\n",
3683 src0_param.param_str, op, src1_param.param_str);
3684 }
3685}
3686
3688{
3689 struct glsl_src_param src_param;
3690 DWORD write_mask;
3691 const char *op;
3692
3693 switch (ins->handler_idx)
3694 {
3695 case WINED3DSIH_INEG: op = "-"; break;
3696 case WINED3DSIH_NOT: op = "~"; break;
3697 default:
3698 op = "<unhandled operator>";
3699 ERR("Unhandled opcode %s.\n",
3701 break;
3702 }
3703
3704 write_mask = shader_glsl_append_dst(ins->ctx->buffer, ins);
3705 shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src_param);
3706 shader_addline(ins->ctx->buffer, "%s%s);\n", op, src_param.param_str);
3707}
3708
3710{
3711 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
3712 struct glsl_src_param src0_param;
3713 struct glsl_src_param src1_param;
3714 DWORD write_mask;
3715
3716 /* If we have ARB_gpu_shader5, we can use imulExtended() / umulExtended().
3717 * If not, we can emulate it. */
3718 if (ins->dst[0].reg.type != WINED3DSPR_NULL)
3719 FIXME("64-bit integer multiplies not implemented.\n");
3720
3721 if (ins->dst[1].reg.type != WINED3DSPR_NULL)
3722 {
3723 write_mask = shader_glsl_append_dst_ext(buffer, ins, &ins->dst[1], ins->dst[1].reg.data_type);
3724 shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src0_param);
3725 shader_glsl_add_src_param(ins, &ins->src[1], write_mask, &src1_param);
3726
3727 shader_addline(ins->ctx->buffer, "%s * %s);\n",
3728 src0_param.param_str, src1_param.param_str);
3729 }
3730}
3731
3732static void shader_glsl_udiv(const struct wined3d_shader_instruction *ins)
3733{
3734 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
3735 struct glsl_src_param src0_param, src1_param;
3736 DWORD write_mask;
3737
3738 if (ins->dst[0].reg.type != WINED3DSPR_NULL)
3739 {
3740 if (ins->dst[1].reg.type != WINED3DSPR_NULL)
3741 {
3742 char dst_mask[6];
3743
3744 write_mask = shader_glsl_get_write_mask(&ins->dst[0], dst_mask);
3745 shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src0_param);
3746 shader_glsl_add_src_param(ins, &ins->src[1], write_mask, &src1_param);
3747 shader_addline(buffer, "tmp0%s = uintBitsToFloat(%s / %s);\n",
3748 dst_mask, src0_param.param_str, src1_param.param_str);
3749
3750 write_mask = shader_glsl_append_dst_ext(buffer, ins, &ins->dst[1], ins->dst[1].reg.data_type);
3751 shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src0_param);
3752 shader_glsl_add_src_param(ins, &ins->src[1], write_mask, &src1_param);
3753 shader_addline(buffer, "%s %% %s);\n", src0_param.param_str, src1_param.param_str);
3754
3756 shader_addline(buffer, "tmp0%s);\n", dst_mask);
3757 }
3758 else
3759 {
3760 write_mask = shader_glsl_append_dst_ext(buffer, ins, &ins->dst[0], ins->dst[0].reg.data_type);
3761 shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src0_param);
3762 shader_glsl_add_src_param(ins, &ins->src[1], write_mask, &src1_param);
3763 shader_addline(buffer, "%s / %s);\n", src0_param.param_str, src1_param.param_str);
3764 }
3765 }
3766 else if (ins->dst[1].reg.type != WINED3DSPR_NULL)
3767 {
3768 write_mask = shader_glsl_append_dst_ext(buffer, ins, &ins->dst[1], ins->dst[1].reg.data_type);
3769 shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src0_param);
3770 shader_glsl_add_src_param(ins, &ins->src[1], write_mask, &src1_param);
3771 shader_addline(buffer, "%s %% %s);\n", src0_param.param_str, src1_param.param_str);
3772 }
3773}
3774
3775/* Process the WINED3DSIO_MOV opcode using GLSL (dst = src) */
3776static void shader_glsl_mov(const struct wined3d_shader_instruction *ins)
3777{
3778 const struct wined3d_gl_info *gl_info = ins->ctx->gl_info;
3779 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
3780 struct glsl_src_param src0_param;
3781 DWORD write_mask;
3782
3783 write_mask = shader_glsl_append_dst(buffer, ins);
3784 shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src0_param);
3785
3786 /* In vs_1_1 WINED3DSIO_MOV can write to the address register. In later
3787 * shader versions WINED3DSIO_MOVA is used for this. */
3788 if (ins->ctx->reg_maps->shader_version.major == 1
3789 && ins->ctx->reg_maps->shader_version.type == WINED3D_SHADER_TYPE_VERTEX
3790 && ins->dst[0].reg.type == WINED3DSPR_ADDR)
3791 {
3792 /* This is a simple floor() */
3793 unsigned int mask_size = shader_glsl_get_write_mask_size(write_mask);
3794 if (mask_size > 1) {
3795 shader_addline(buffer, "ivec%d(floor(%s)));\n", mask_size, src0_param.param_str);
3796 } else {
3797 shader_addline(buffer, "int(floor(%s)));\n", src0_param.param_str);
3798 }
3799 }
3800 else if (ins->handler_idx == WINED3DSIH_MOVA)
3801 {
3802 unsigned int mask_size = shader_glsl_get_write_mask_size(write_mask);
3803
3804 if (shader_glsl_get_version(gl_info) >= 130 || gl_info->supported[EXT_GPU_SHADER4])
3805 {
3806 if (mask_size > 1)
3807 shader_addline(buffer, "ivec%d(round(%s)));\n", mask_size, src0_param.param_str);
3808 else