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Diffstat (limited to 'src/VBox/Devices/Graphics/shaderlib/glsl_shader.c')
-rw-r--r--src/VBox/Devices/Graphics/shaderlib/glsl_shader.c5608
1 files changed, 5608 insertions, 0 deletions
diff --git a/src/VBox/Devices/Graphics/shaderlib/glsl_shader.c b/src/VBox/Devices/Graphics/shaderlib/glsl_shader.c
new file mode 100644
index 00000000..15b337b7
--- /dev/null
+++ b/src/VBox/Devices/Graphics/shaderlib/glsl_shader.c
@@ -0,0 +1,5608 @@
+/*
+ * GLSL pixel and vertex shader implementation
+ *
+ * Copyright 2006 Jason Green
+ * Copyright 2006-2007 Henri Verbeet
+ * Copyright 2007-2008 Stefan Dösinger for CodeWeavers
+ * Copyright 2009 Henri Verbeet for CodeWeavers
+ *
+ * This library is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU Lesser General Public
+ * License as published by the Free Software Foundation; either
+ * version 2.1 of the License, or (at your option) any later version.
+ *
+ * This library is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
+ * Lesser General Public License for more details.
+ *
+ * You should have received a copy of the GNU Lesser General Public
+ * License along with this library; if not, write to the Free Software
+ * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
+ */
+
+/*
+ * Oracle LGPL Disclaimer: For the avoidance of doubt, except that if any license choice
+ * other than GPL or LGPL is available it will apply instead, Oracle elects to use only
+ * the Lesser General Public License version 2.1 (LGPLv2) at this time for any software where
+ * a choice of LGPL license versions is made available with the language indicating
+ * that LGPLv2 or any later version may be used, or where a choice of which version
+ * of the LGPL is applied is otherwise unspecified.
+ */
+
+/*
+ * D3D shader asm has swizzles on source parameters, and write masks for
+ * destination parameters. GLSL uses swizzles for both. The result of this is
+ * that for example "mov dst.xw, src.zyxw" becomes "dst.xw = src.zw" in GLSL.
+ * Ie, to generate a proper GLSL source swizzle, we need to take the D3D write
+ * mask for the destination parameter into account.
+ */
+
+#include "config.h"
+#include "wine/port.h"
+#include <limits.h>
+#include <stdio.h>
+#include "wined3d_private.h"
+
+WINE_DEFAULT_DEBUG_CHANNEL(d3d_shader);
+WINE_DECLARE_DEBUG_CHANNEL(d3d_constants);
+WINE_DECLARE_DEBUG_CHANNEL(d3d_caps);
+WINE_DECLARE_DEBUG_CHANNEL(d3d);
+
+#ifdef VBOX_WITH_VMSVGA
+#define LOG_GROUP LOG_GROUP_DEV_VMSVGA
+#include <VBox/log.h>
+#undef WDLOG
+#define WDLOG(_m) Log(_m)
+#undef CONST
+#define CONST const
+#endif
+
+#define GLINFO_LOCATION (*gl_info)
+
+#define WINED3D_GLSL_SAMPLE_PROJECTED 0x1
+#define WINED3D_GLSL_SAMPLE_RECT 0x2
+#define WINED3D_GLSL_SAMPLE_LOD 0x4
+#define WINED3D_GLSL_SAMPLE_GRAD 0x8
+
+typedef struct {
+ char reg_name[150];
+ char mask_str[6];
+} glsl_dst_param_t;
+
+typedef struct {
+ char reg_name[150];
+ char param_str[200];
+} glsl_src_param_t;
+
+typedef struct {
+ const char *name;
+ DWORD coord_mask;
+} glsl_sample_function_t;
+
+enum heap_node_op
+{
+ HEAP_NODE_TRAVERSE_LEFT,
+ HEAP_NODE_TRAVERSE_RIGHT,
+ HEAP_NODE_POP,
+};
+
+struct constant_entry
+{
+ unsigned int idx;
+ unsigned int version;
+};
+
+struct constant_heap
+{
+ struct constant_entry *entries;
+ unsigned int *positions;
+ unsigned int size;
+};
+
+/* GLSL shader private data */
+struct shader_glsl_priv {
+ struct wined3d_shader_buffer shader_buffer;
+ struct wine_rb_tree program_lookup;
+ struct glsl_shader_prog_link *glsl_program;
+ struct constant_heap vconst_heap;
+ struct constant_heap pconst_heap;
+ unsigned char *stack;
+ GLhandleARB depth_blt_program[tex_type_count];
+ UINT next_constant_version;
+};
+
+/* Struct to maintain data about a linked GLSL program */
+struct glsl_shader_prog_link {
+ struct wine_rb_entry program_lookup_entry;
+ struct list vshader_entry;
+ struct list pshader_entry;
+ GLhandleARB programId;
+ GLint *vuniformF_locations;
+ GLint *puniformF_locations;
+ GLint vuniformI_locations[MAX_CONST_I];
+ GLint puniformI_locations[MAX_CONST_I];
+ GLint posFixup_location;
+ GLint np2Fixup_location;
+ GLint bumpenvmat_location[MAX_TEXTURES];
+ GLint luminancescale_location[MAX_TEXTURES];
+ GLint luminanceoffset_location[MAX_TEXTURES];
+ GLint ycorrection_location;
+ GLenum vertex_color_clamp;
+ IWineD3DVertexShader *vshader;
+ IWineD3DPixelShader *pshader;
+ struct vs_compile_args vs_args;
+ struct ps_compile_args ps_args;
+ UINT constant_version;
+ const struct wined3d_context *context;
+ UINT inp2Fixup_info;
+};
+
+#ifdef VBOX_WITH_VMSVGA
+# define WINEFIXUPINFO_NOINDEX (~0U)
+#else
+#define WINEFIXUPINFO_NOINDEX (~0UL)
+#endif
+#define WINEFIXUPINFO_GET(_p) get_fixup_info((const IWineD3DPixelShaderImpl*)(_p)->pshader, (_p)->inp2Fixup_info)
+#define WINEFIXUPINFO_ISVALID(_p) ((_p)->inp2Fixup_info != WINEFIXUPINFO_NOINDEX)
+#ifdef VBOX_WITH_VMSVGA
+# define WINEFIXUPINFO_INIT(_p) do { (_p)->inp2Fixup_info = WINEFIXUPINFO_NOINDEX; } while (0)
+#else
+#define WINEFIXUPINFO_INIT(_p) ((_p)->inp2Fixup_info == WINEFIXUPINFO_NOINDEX)
+#endif
+
+typedef struct {
+ IWineD3DVertexShader *vshader;
+ IWineD3DPixelShader *pshader;
+ struct ps_compile_args ps_args;
+ struct vs_compile_args vs_args;
+ const struct wined3d_context *context;
+} glsl_program_key_t;
+
+struct shader_glsl_ctx_priv {
+ const struct vs_compile_args *cur_vs_args;
+ const struct ps_compile_args *cur_ps_args;
+ struct ps_np2fixup_info *cur_np2fixup_info;
+};
+
+struct glsl_ps_compiled_shader
+{
+ struct ps_compile_args args;
+ struct ps_np2fixup_info np2fixup;
+ GLhandleARB prgId;
+ const struct wined3d_context *context;
+};
+
+struct glsl_pshader_private
+{
+ struct glsl_ps_compiled_shader *gl_shaders;
+ UINT num_gl_shaders, shader_array_size;
+};
+
+struct glsl_vs_compiled_shader
+{
+ struct vs_compile_args args;
+ GLhandleARB prgId;
+ const struct wined3d_context *context;
+};
+
+struct glsl_vshader_private
+{
+ struct glsl_vs_compiled_shader *gl_shaders;
+ UINT num_gl_shaders, shader_array_size;
+};
+
+static const char *debug_gl_shader_type(GLenum type)
+{
+ switch (type)
+ {
+#define WINED3D_TO_STR(u) case u: return #u
+ WINED3D_TO_STR(GL_VERTEX_SHADER_ARB);
+ WINED3D_TO_STR(GL_GEOMETRY_SHADER_ARB);
+ WINED3D_TO_STR(GL_FRAGMENT_SHADER_ARB);
+#undef WINED3D_TO_STR
+ default:
+ return wine_dbg_sprintf("UNKNOWN(%#x)", type);
+ }
+}
+
+/* Extract a line from the info log.
+ * Note that this modifies the source string. */
+static char *get_info_log_line(char **ptr, int *pcbStr)
+{
+ char *p, *q;
+ const int cbStr = *pcbStr;
+
+ if (!cbStr)
+ {
+ /* zero-length string */
+ return NULL;
+ }
+
+ if ((*ptr)[cbStr-1] != '\0')
+ {
+ ERR("string should be null-rerminated, forcing it!");
+ (*ptr)[cbStr-1] = '\0';
+ }
+ p = *ptr;
+ if (!*p)
+ {
+ *pcbStr = 0;
+ return NULL;
+ }
+
+ if (!(q = strstr(p, "\n")))
+ {
+ /* the string contains a single line! */
+ *ptr += strlen(p);
+ *pcbStr = 0;
+ return p;
+ }
+
+ *q = '\0';
+ *pcbStr = cbStr - (((uintptr_t)q) - ((uintptr_t)p)) - 1;
+ Assert((*pcbStr) >= 0);
+ Assert((*pcbStr) < cbStr);
+ *ptr = q + 1;
+
+ return p;
+}
+
+/** Prints the GLSL info log which will contain error messages if they exist */
+/* GL locking is done by the caller */
+static void print_glsl_info_log(const struct wined3d_gl_info *gl_info, GLhandleARB obj)
+{
+ int infologLength = 0;
+ char *infoLog;
+ unsigned int i;
+ BOOL is_spam;
+
+ static const char * const spam[] =
+ {
+ "Vertex shader was successfully compiled to run on hardware.\n", /* fglrx */
+ "Fragment shader was successfully compiled to run on hardware.\n", /* fglrx, with \n */
+ "Fragment shader was successfully compiled to run on hardware.", /* fglrx, no \n */
+ "Fragment shader(s) linked, vertex shader(s) linked. \n ", /* fglrx, with \n */
+ "Fragment shader(s) linked, vertex shader(s) linked.", /* fglrx, no \n */
+ "Vertex shader(s) linked, no fragment shader(s) defined. \n ", /* fglrx, with \n */
+ "Vertex shader(s) linked, no fragment shader(s) defined.", /* fglrx, no \n */
+ "Fragment shader(s) linked, no vertex shader(s) defined. \n ", /* fglrx, with \n */
+ "Fragment shader(s) linked, no vertex shader(s) defined.", /* fglrx, no \n */
+ };
+
+#ifndef VBOXWINEDBG_SHADERS
+ if (!TRACE_ON(d3d_shader) && !FIXME_ON(d3d_shader)) return;
+#endif
+
+ GL_EXTCALL(glGetObjectParameterivARB(obj,
+ GL_OBJECT_INFO_LOG_LENGTH_ARB,
+ &infologLength));
+
+ /* A size of 1 is just a null-terminated string, so the log should be bigger than
+ * that if there are errors. */
+ if (infologLength > 1)
+ {
+ char *ptr, *line;
+ int cbPtr;
+
+ /* Fglrx doesn't terminate the string properly, but it tells us the proper length.
+ * So use HEAP_ZERO_MEMORY to avoid uninitialized bytes
+ */
+ infoLog = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, infologLength);
+ GL_EXTCALL(glGetInfoLogARB(obj, infologLength, NULL, infoLog));
+ is_spam = FALSE;
+
+ for(i = 0; i < sizeof(spam) / sizeof(spam[0]); i++) {
+ if(strcmp(infoLog, spam[i]) == 0) {
+ is_spam = TRUE;
+ break;
+ }
+ }
+
+ ptr = infoLog;
+ cbPtr = infologLength;
+ if (is_spam)
+ {
+ WDLOG(("Spam received from GLSL shader #%u:\n", obj));
+ while ((line = get_info_log_line(&ptr, &cbPtr))) WDLOG((" %s\n", line));
+ }
+ else
+ {
+ WDLOG(("Error received from GLSL shader #%u:\n", obj));
+ while ((line = get_info_log_line(&ptr, &cbPtr))) WDLOG((" %s\n", line));
+ }
+ HeapFree(GetProcessHeap(), 0, infoLog);
+ }
+}
+
+static void shader_glsl_dump_shader_source(const struct wined3d_gl_info *gl_info, GLhandleARB shader)
+{
+ char *ptr;
+ GLint tmp, source_size;
+ char *source = NULL;
+ int cbPtr;
+
+ GL_EXTCALL(glGetObjectParameterivARB(shader, GL_OBJECT_SHADER_SOURCE_LENGTH_ARB, &tmp));
+
+ source = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, tmp);
+ if (!source)
+ {
+ ERR("Failed to allocate %d bytes for shader source.\n", tmp);
+ return;
+ }
+
+ source_size = tmp;
+
+ WDLOG(("Object %u:\n", shader));
+ GL_EXTCALL(glGetObjectParameterivARB(shader, GL_OBJECT_SUBTYPE_ARB, &tmp));
+ WDLOG((" GL_OBJECT_SUBTYPE_ARB: %s.\n", debug_gl_shader_type(tmp)));
+ GL_EXTCALL(glGetObjectParameterivARB(shader, GL_OBJECT_COMPILE_STATUS_ARB, &tmp));
+ WDLOG((" GL_OBJECT_COMPILE_STATUS_ARB: %d.\n", tmp));
+ WDLOG(("\n"));
+
+ if (tmp == 0)
+ {
+ /* Compilation error, print the compiler's error messages. */
+ print_glsl_info_log(gl_info, shader);
+ }
+
+ ptr = source;
+ cbPtr = source_size;
+ GL_EXTCALL(glGetShaderSourceARB(shader, source_size, NULL, source));
+#if 0
+ while ((line = get_info_log_line(&ptr, &cbPtr))) WDLOG((" %s\n", line));
+#else
+ WDLOG(("*****shader source***\n"));
+ WDLOG((" %s\n", source));
+ WDLOG(("\n*****END shader source***\n\n"));
+#endif
+ WDLOG(("\n"));
+#ifdef VBOX
+ HeapFree(GetProcessHeap(), 0, source);
+#endif
+}
+
+/* GL locking is done by the caller. */
+static void shader_glsl_dump_program_source(const struct wined3d_gl_info *gl_info, GLhandleARB program)
+{
+ GLint i, object_count;
+ GLhandleARB *objects;
+ char *source = NULL;
+
+ WDLOG(("\n***************************dumping program %d******************************\n", program));
+
+ GL_EXTCALL(glGetObjectParameterivARB(program, GL_OBJECT_ATTACHED_OBJECTS_ARB, &object_count));
+ objects = HeapAlloc(GetProcessHeap(), 0, object_count * sizeof(*objects));
+ if (!objects)
+ {
+ ERR("Failed to allocate object array memory.\n");
+ return;
+ }
+
+ GL_EXTCALL(glGetAttachedObjectsARB(program, object_count, NULL, objects));
+ for (i = 0; i < object_count; ++i)
+ {
+ shader_glsl_dump_shader_source(gl_info, objects[i]);
+ }
+
+ HeapFree(GetProcessHeap(), 0, source);
+ HeapFree(GetProcessHeap(), 0, objects);
+
+ WDLOG(("\n***************************END dumping program %d******************************\n\n", program));
+}
+
+/* GL locking is done by the caller. */
+static void shader_glsl_validate_compile_link(const struct wined3d_gl_info *gl_info, GLhandleARB program, GLboolean fIsProgram)
+{
+ GLint tmp = -1;
+
+#ifndef VBOXWINEDBG_SHADERS
+ if (!TRACE_ON(d3d_shader) && !FIXME_ON(d3d_shader)) return;
+#endif
+
+ GL_EXTCALL(glGetObjectParameterivARB(program, GL_OBJECT_TYPE_ARB, &tmp));
+ if (tmp == GL_PROGRAM_OBJECT_ARB)
+ {
+ if (!fIsProgram)
+ {
+ ERR("this is a program, but shader expected");
+ }
+ GL_EXTCALL(glGetObjectParameterivARB(program, GL_OBJECT_LINK_STATUS_ARB, &tmp));
+ if (!tmp)
+ {
+ ERR("Program %p link status invalid.\n", (void *)(uintptr_t)program);
+#ifndef VBOXWINEDBG_SHADERS
+ shader_glsl_dump_program_source(gl_info, program);
+#endif
+ }
+#if defined(VBOX_WITH_VMSVGA) && defined(DEBUG)
+ shader_glsl_dump_program_source(gl_info, program);
+#endif
+ }
+ else if (tmp == GL_SHADER_OBJECT_ARB)
+ {
+ if (fIsProgram)
+ {
+ ERR("this is a shader, but program expected");
+ }
+
+ GL_EXTCALL(glGetObjectParameterivARB(program, GL_OBJECT_COMPILE_STATUS_ARB, &tmp));
+ if (!tmp)
+ {
+ ERR("Shader %p compile status invalid.\n", (void *)(uintptr_t)program);
+ shader_glsl_dump_shader_source(gl_info, program);
+ }
+ }
+ else
+ {
+ ERR("unexpected oject type(%d)!", tmp);
+ }
+
+ print_glsl_info_log(gl_info, program);
+}
+
+/**
+ * Loads (pixel shader) samplers
+ */
+/* GL locking is done by the caller */
+static void shader_glsl_load_psamplers(const struct wined3d_gl_info *gl_info,
+ DWORD *tex_unit_map, GLhandleARB programId)
+{
+ GLint name_loc;
+ int i;
+ char sampler_name[20];
+
+ for (i = 0; i < MAX_FRAGMENT_SAMPLERS; ++i) {
+ snprintf(sampler_name, sizeof(sampler_name), "Psampler%d", i);
+ name_loc = GL_EXTCALL(glGetUniformLocationARB(programId, sampler_name));
+ if (name_loc != -1) {
+ DWORD mapped_unit = tex_unit_map[i];
+ if (mapped_unit != WINED3D_UNMAPPED_STAGE && mapped_unit < gl_info->limits.fragment_samplers)
+ {
+ TRACE("Loading %s for texture %d\n", sampler_name, mapped_unit);
+ GL_EXTCALL(glUniform1iARB(name_loc, mapped_unit));
+ checkGLcall("glUniform1iARB");
+ } else {
+ ERR("Trying to load sampler %s on unsupported unit %d\n", sampler_name, mapped_unit);
+ }
+ }
+ }
+}
+
+/* GL locking is done by the caller */
+static void shader_glsl_load_vsamplers(const struct wined3d_gl_info *gl_info,
+ DWORD *tex_unit_map, GLhandleARB programId)
+{
+ GLint name_loc;
+ char sampler_name[20];
+ int i;
+
+ for (i = 0; i < MAX_VERTEX_SAMPLERS; ++i) {
+ snprintf(sampler_name, sizeof(sampler_name), "Vsampler%d", i);
+ name_loc = GL_EXTCALL(glGetUniformLocationARB(programId, sampler_name));
+ if (name_loc != -1) {
+ DWORD mapped_unit = tex_unit_map[MAX_FRAGMENT_SAMPLERS + i];
+ if (mapped_unit != WINED3D_UNMAPPED_STAGE && mapped_unit < gl_info->limits.combined_samplers)
+ {
+ TRACE("Loading %s for texture %d\n", sampler_name, mapped_unit);
+ GL_EXTCALL(glUniform1iARB(name_loc, mapped_unit));
+ checkGLcall("glUniform1iARB");
+ } else {
+ ERR("Trying to load sampler %s on unsupported unit %d\n", sampler_name, mapped_unit);
+ }
+ }
+ }
+}
+
+/* GL locking is done by the caller */
+static inline void walk_constant_heap(const struct wined3d_gl_info *gl_info, const float *constants,
+ const GLint *constant_locations, const struct constant_heap *heap, unsigned char *stack, DWORD version)
+{
+ int stack_idx = 0;
+ unsigned int heap_idx = 1;
+ unsigned int idx;
+
+ if (heap->entries[heap_idx].version <= version) return;
+
+ idx = heap->entries[heap_idx].idx;
+ if (constant_locations[idx] != -1) GL_EXTCALL(glUniform4fvARB(constant_locations[idx], 1, &constants[idx * 4]));
+ stack[stack_idx] = HEAP_NODE_TRAVERSE_LEFT;
+
+ while (stack_idx >= 0)
+ {
+ /* Note that we fall through to the next case statement. */
+ switch(stack[stack_idx])
+ {
+ case HEAP_NODE_TRAVERSE_LEFT:
+ {
+ unsigned int left_idx = heap_idx << 1;
+ if (left_idx < heap->size && heap->entries[left_idx].version > version)
+ {
+ heap_idx = left_idx;
+ idx = heap->entries[heap_idx].idx;
+ if (constant_locations[idx] != -1)
+ GL_EXTCALL(glUniform4fvARB(constant_locations[idx], 1, &constants[idx * 4]));
+
+ stack[stack_idx++] = HEAP_NODE_TRAVERSE_RIGHT;
+ stack[stack_idx] = HEAP_NODE_TRAVERSE_LEFT;
+ break;
+ }
+ } RT_FALL_THRU();
+
+ case HEAP_NODE_TRAVERSE_RIGHT:
+ {
+ unsigned int right_idx = (heap_idx << 1) + 1;
+ if (right_idx < heap->size && heap->entries[right_idx].version > version)
+ {
+ heap_idx = right_idx;
+ idx = heap->entries[heap_idx].idx;
+ if (constant_locations[idx] != -1)
+ GL_EXTCALL(glUniform4fvARB(constant_locations[idx], 1, &constants[idx * 4]));
+
+ stack[stack_idx++] = HEAP_NODE_POP;
+ stack[stack_idx] = HEAP_NODE_TRAVERSE_LEFT;
+ break;
+ }
+ } RT_FALL_THRU();
+
+ case HEAP_NODE_POP:
+ {
+ heap_idx >>= 1;
+ --stack_idx;
+ break;
+ }
+ }
+ }
+ checkGLcall("walk_constant_heap()");
+}
+
+/* GL locking is done by the caller */
+static inline void apply_clamped_constant(const struct wined3d_gl_info *gl_info, GLint location, const GLfloat *data)
+{
+ GLfloat clamped_constant[4];
+
+ if (location == -1) return;
+
+ clamped_constant[0] = data[0] < -1.0f ? -1.0f : data[0] > 1.0f ? 1.0f : data[0];
+ clamped_constant[1] = data[1] < -1.0f ? -1.0f : data[1] > 1.0f ? 1.0f : data[1];
+ clamped_constant[2] = data[2] < -1.0f ? -1.0f : data[2] > 1.0f ? 1.0f : data[2];
+ clamped_constant[3] = data[3] < -1.0f ? -1.0f : data[3] > 1.0f ? 1.0f : data[3];
+
+ GL_EXTCALL(glUniform4fvARB(location, 1, clamped_constant));
+}
+
+/* GL locking is done by the caller */
+static inline void walk_constant_heap_clamped(const struct wined3d_gl_info *gl_info, const float *constants,
+ const GLint *constant_locations, const struct constant_heap *heap, unsigned char *stack, DWORD version)
+{
+ int stack_idx = 0;
+ unsigned int heap_idx = 1;
+ unsigned int idx;
+
+ if (heap->entries[heap_idx].version <= version) return;
+
+ idx = heap->entries[heap_idx].idx;
+ apply_clamped_constant(gl_info, constant_locations[idx], &constants[idx * 4]);
+ stack[stack_idx] = HEAP_NODE_TRAVERSE_LEFT;
+
+ while (stack_idx >= 0)
+ {
+ /* Note that we fall through to the next case statement. */
+ switch(stack[stack_idx])
+ {
+ case HEAP_NODE_TRAVERSE_LEFT:
+ {
+ unsigned int left_idx = heap_idx << 1;
+ if (left_idx < heap->size && heap->entries[left_idx].version > version)
+ {
+ heap_idx = left_idx;
+ idx = heap->entries[heap_idx].idx;
+ apply_clamped_constant(gl_info, constant_locations[idx], &constants[idx * 4]);
+
+ stack[stack_idx++] = HEAP_NODE_TRAVERSE_RIGHT;
+ stack[stack_idx] = HEAP_NODE_TRAVERSE_LEFT;
+ break;
+ }
+ } RT_FALL_THRU();
+
+ case HEAP_NODE_TRAVERSE_RIGHT:
+ {
+ unsigned int right_idx = (heap_idx << 1) + 1;
+ if (right_idx < heap->size && heap->entries[right_idx].version > version)
+ {
+ heap_idx = right_idx;
+ idx = heap->entries[heap_idx].idx;
+ apply_clamped_constant(gl_info, constant_locations[idx], &constants[idx * 4]);
+
+ stack[stack_idx++] = HEAP_NODE_POP;
+ stack[stack_idx] = HEAP_NODE_TRAVERSE_LEFT;
+ break;
+ }
+ } RT_FALL_THRU();
+
+ case HEAP_NODE_POP:
+ {
+ heap_idx >>= 1;
+ --stack_idx;
+ break;
+ }
+ }
+ }
+ checkGLcall("walk_constant_heap_clamped()");
+}
+
+/* Loads floating point constants (aka uniforms) into the currently set GLSL program. */
+/* GL locking is done by the caller */
+static void shader_glsl_load_constantsF(IWineD3DBaseShaderImpl *This, const struct wined3d_gl_info *gl_info,
+ const float *constants, const GLint *constant_locations, const struct constant_heap *heap,
+ unsigned char *stack, UINT version)
+{
+ const local_constant *lconst;
+
+ /* 1.X pshaders have the constants clamped to [-1;1] implicitly. */
+ if (This->baseShader.reg_maps.shader_version.major == 1
+ && shader_is_pshader_version(This->baseShader.reg_maps.shader_version.type))
+ walk_constant_heap_clamped(gl_info, constants, constant_locations, heap, stack, version);
+ else
+ walk_constant_heap(gl_info, constants, constant_locations, heap, stack, version);
+
+ if (!This->baseShader.load_local_constsF)
+ {
+ TRACE("No need to load local float constants for this shader\n");
+ return;
+ }
+
+ /* Immediate constants are clamped to [-1;1] at shader creation time if needed */
+ LIST_FOR_EACH_ENTRY(lconst, &This->baseShader.constantsF, local_constant, entry)
+ {
+ GLint location = constant_locations[lconst->idx];
+ /* We found this uniform name in the program - go ahead and send the data */
+ if (location != -1) GL_EXTCALL(glUniform4fvARB(location, 1, (const GLfloat *)lconst->value));
+ }
+ checkGLcall("glUniform4fvARB()");
+}
+
+/* Loads integer constants (aka uniforms) into the currently set GLSL program. */
+/* GL locking is done by the caller */
+static void shader_glsl_load_constantsI(IWineD3DBaseShaderImpl *This, const struct wined3d_gl_info *gl_info,
+ const GLint locations[MAX_CONST_I], const int *constants, WORD constants_set)
+{
+ unsigned int i;
+ struct list* ptr;
+
+ for (i = 0; constants_set; constants_set >>= 1, ++i)
+ {
+ if (!(constants_set & 1)) continue;
+
+ TRACE_(d3d_constants)("Loading constants %u: %i, %i, %i, %i\n",
+ i, constants[i*4], constants[i*4+1], constants[i*4+2], constants[i*4+3]);
+
+ /* We found this uniform name in the program - go ahead and send the data */
+ GL_EXTCALL(glUniform4ivARB(locations[i], 1, &constants[i*4]));
+ checkGLcall("glUniform4ivARB");
+ }
+
+ /* Load immediate constants */
+ ptr = list_head(&This->baseShader.constantsI);
+ while (ptr) {
+ const struct local_constant *lconst = LIST_ENTRY(ptr, const struct local_constant, entry);
+ unsigned int idx = lconst->idx;
+ const GLint *values = (const GLint *)lconst->value;
+
+ TRACE_(d3d_constants)("Loading local constants %i: %i, %i, %i, %i\n", idx,
+ values[0], values[1], values[2], values[3]);
+
+ /* We found this uniform name in the program - go ahead and send the data */
+ GL_EXTCALL(glUniform4ivARB(locations[idx], 1, values));
+ checkGLcall("glUniform4ivARB");
+ ptr = list_next(&This->baseShader.constantsI, ptr);
+ }
+}
+
+/* Loads boolean constants (aka uniforms) into the currently set GLSL program. */
+/* GL locking is done by the caller */
+static void shader_glsl_load_constantsB(IWineD3DBaseShaderImpl *This, const struct wined3d_gl_info *gl_info,
+ GLhandleARB programId, const BOOL *constants, WORD constants_set)
+{
+ GLint tmp_loc;
+ unsigned int i;
+ char tmp_name[8];
+ const char *prefix;
+ struct list* ptr;
+
+ switch (This->baseShader.reg_maps.shader_version.type)
+ {
+ case WINED3D_SHADER_TYPE_VERTEX:
+ prefix = "VB";
+ break;
+
+ case WINED3D_SHADER_TYPE_GEOMETRY:
+ prefix = "GB";
+ break;
+
+ case WINED3D_SHADER_TYPE_PIXEL:
+ prefix = "PB";
+ break;
+
+ default:
+ FIXME("Unknown shader type %#x.\n",
+ This->baseShader.reg_maps.shader_version.type);
+ prefix = "UB";
+ break;
+ }
+
+ /* TODO: Benchmark and see if it would be beneficial to store the
+ * locations of the constants to avoid looking up each time */
+ for (i = 0; constants_set; constants_set >>= 1, ++i)
+ {
+ if (!(constants_set & 1)) continue;
+
+ TRACE_(d3d_constants)("Loading constants %i: %i;\n", i, constants[i]);
+
+ /* TODO: Benchmark and see if it would be beneficial to store the
+ * locations of the constants to avoid looking up each time */
+ snprintf(tmp_name, sizeof(tmp_name), "%s[%i]", prefix, i);
+ tmp_loc = GL_EXTCALL(glGetUniformLocationARB(programId, tmp_name));
+ if (tmp_loc != -1)
+ {
+ /* We found this uniform name in the program - go ahead and send the data */
+ GL_EXTCALL(glUniform1ivARB(tmp_loc, 1, &constants[i]));
+ checkGLcall("glUniform1ivARB");
+ }
+ }
+
+ /* Load immediate constants */
+ ptr = list_head(&This->baseShader.constantsB);
+ while (ptr) {
+ const struct local_constant *lconst = LIST_ENTRY(ptr, const struct local_constant, entry);
+ unsigned int idx = lconst->idx;
+ const GLint *values = (const GLint *)lconst->value;
+
+ TRACE_(d3d_constants)("Loading local constants %i: %i\n", idx, values[0]);
+
+ snprintf(tmp_name, sizeof(tmp_name), "%s[%i]", prefix, idx);
+ tmp_loc = GL_EXTCALL(glGetUniformLocationARB(programId, tmp_name));
+ if (tmp_loc != -1) {
+ /* We found this uniform name in the program - go ahead and send the data */
+ GL_EXTCALL(glUniform1ivARB(tmp_loc, 1, values));
+ checkGLcall("glUniform1ivARB");
+ }
+ ptr = list_next(&This->baseShader.constantsB, ptr);
+ }
+}
+
+static void reset_program_constant_version(struct wine_rb_entry *entry, void *context)
+{
+ WINE_RB_ENTRY_VALUE(entry, struct glsl_shader_prog_link, program_lookup_entry)->constant_version = 0;
+}
+
+static const struct ps_np2fixup_info * get_fixup_info(const IWineD3DPixelShaderImpl *shader, UINT inp2fixup_info)
+{
+ struct glsl_pshader_private *shader_data = shader->baseShader.backend_data;
+
+ if (inp2fixup_info == WINEFIXUPINFO_NOINDEX)
+ return NULL;
+
+ if (!shader->baseShader.backend_data)
+ {
+ ERR("no backend data\n");
+ return NULL;
+ }
+ shader_data = shader->baseShader.backend_data;
+
+ if (inp2fixup_info >= shader_data->num_gl_shaders)
+ {
+ ERR("invalid index\n");
+ return NULL;
+ }
+
+ return &shader_data->gl_shaders[inp2fixup_info].np2fixup;
+}
+
+/**
+ * Loads the texture dimensions for NP2 fixup into the currently set GLSL program.
+ */
+/* GL locking is done by the caller (state handler) */
+static void shader_glsl_load_np2fixup_constants(
+ IWineD3DDevice* device,
+ char usePixelShader,
+ char useVertexShader) {
+
+ const IWineD3DDeviceImpl* deviceImpl = (const IWineD3DDeviceImpl*) device;
+ const struct glsl_shader_prog_link* prog = ((struct shader_glsl_priv *)(deviceImpl->shader_priv))->glsl_program;
+
+ if (!prog) {
+ /* No GLSL program set - nothing to do. */
+ return;
+ }
+
+ if (!usePixelShader) {
+ /* NP2 texcoord fixup is (currently) only done for pixelshaders. */
+ return;
+ }
+
+ if (prog->ps_args.np2_fixup && -1 != prog->np2Fixup_location) {
+ const struct wined3d_gl_info *gl_info = &deviceImpl->adapter->gl_info;
+ const IWineD3DStateBlockImpl* stateBlock = (const IWineD3DStateBlockImpl*) deviceImpl->stateBlock;
+ UINT i;
+ UINT fixup = prog->ps_args.np2_fixup;
+ GLfloat np2fixup_constants[4 * MAX_FRAGMENT_SAMPLERS];
+
+ const struct ps_np2fixup_info *np2Fixup_info = WINEFIXUPINFO_GET(prog);
+
+ for (i = 0; fixup; fixup >>= 1, ++i) {
+ const unsigned char idx = np2Fixup_info->idx[i];
+ const IWineD3DBaseTextureImpl* const tex = (const IWineD3DBaseTextureImpl*) stateBlock->textures[i];
+ GLfloat* tex_dim = &np2fixup_constants[(idx >> 1) * 4];
+
+ if (!tex) {
+ FIXME("Nonexistent texture is flagged for NP2 texcoord fixup\n");
+ continue;
+ }
+
+ if (idx % 2) {
+ tex_dim[2] = tex->baseTexture.pow2Matrix[0]; tex_dim[3] = tex->baseTexture.pow2Matrix[5];
+ } else {
+ tex_dim[0] = tex->baseTexture.pow2Matrix[0]; tex_dim[1] = tex->baseTexture.pow2Matrix[5];
+ }
+ }
+
+ GL_EXTCALL(glUniform4fvARB(prog->np2Fixup_location, np2Fixup_info->num_consts, np2fixup_constants));
+ }
+}
+
+/**
+ * Loads the app-supplied constants into the currently set GLSL program.
+ */
+/* GL locking is done by the caller (state handler) */
+static void shader_glsl_load_constants(const struct wined3d_context *context,
+ char usePixelShader, char useVertexShader)
+{
+ const struct wined3d_gl_info *gl_info = context->gl_info;
+ IWineD3DDeviceImpl *device = context_get_device(context);
+ IWineD3DStateBlockImpl* stateBlock = device->stateBlock;
+ struct shader_glsl_priv *priv = device->shader_priv;
+
+ GLhandleARB programId;
+ struct glsl_shader_prog_link *prog = priv->glsl_program;
+ UINT constant_version;
+ int i;
+
+ if (!prog) {
+ /* No GLSL program set - nothing to do. */
+ return;
+ }
+ programId = prog->programId;
+ constant_version = prog->constant_version;
+
+ if (useVertexShader) {
+ IWineD3DBaseShaderImpl* vshader = (IWineD3DBaseShaderImpl*) stateBlock->vertexShader;
+
+ /* Load DirectX 9 float constants/uniforms for vertex shader */
+ shader_glsl_load_constantsF(vshader, gl_info, stateBlock->vertexShaderConstantF,
+ prog->vuniformF_locations, &priv->vconst_heap, priv->stack, constant_version);
+
+ /* Load DirectX 9 integer constants/uniforms for vertex shader */
+ shader_glsl_load_constantsI(vshader, gl_info, prog->vuniformI_locations, stateBlock->vertexShaderConstantI,
+ stateBlock->changed.vertexShaderConstantsI & vshader->baseShader.reg_maps.integer_constants);
+
+ /* Load DirectX 9 boolean constants/uniforms for vertex shader */
+ shader_glsl_load_constantsB(vshader, gl_info, programId, stateBlock->vertexShaderConstantB,
+ stateBlock->changed.vertexShaderConstantsB & vshader->baseShader.reg_maps.boolean_constants);
+
+ /* Upload the position fixup params */
+ GL_EXTCALL(glUniform4fvARB(prog->posFixup_location, 1, &device->posFixup[0]));
+ checkGLcall("glUniform4fvARB");
+ }
+
+ if (usePixelShader) {
+
+ IWineD3DBaseShaderImpl* pshader = (IWineD3DBaseShaderImpl*) stateBlock->pixelShader;
+
+ /* Load DirectX 9 float constants/uniforms for pixel shader */
+ shader_glsl_load_constantsF(pshader, gl_info, stateBlock->pixelShaderConstantF,
+ prog->puniformF_locations, &priv->pconst_heap, priv->stack, constant_version);
+
+ /* Load DirectX 9 integer constants/uniforms for pixel shader */
+ shader_glsl_load_constantsI(pshader, gl_info, prog->puniformI_locations, stateBlock->pixelShaderConstantI,
+ stateBlock->changed.pixelShaderConstantsI & pshader->baseShader.reg_maps.integer_constants);
+
+ /* Load DirectX 9 boolean constants/uniforms for pixel shader */
+ shader_glsl_load_constantsB(pshader, gl_info, programId, stateBlock->pixelShaderConstantB,
+ stateBlock->changed.pixelShaderConstantsB & pshader->baseShader.reg_maps.boolean_constants);
+
+ /* Upload the environment bump map matrix if needed. The needsbumpmat member specifies the texture stage to load the matrix from.
+ * It can't be 0 for a valid texbem instruction.
+ */
+ for(i = 0; i < MAX_TEXTURES; i++) {
+ const float *data;
+
+ if(prog->bumpenvmat_location[i] == -1) continue;
+
+ data = (const float *)&stateBlock->textureState[i][WINED3DTSS_BUMPENVMAT00];
+ GL_EXTCALL(glUniformMatrix2fvARB(prog->bumpenvmat_location[i], 1, 0, data));
+ checkGLcall("glUniformMatrix2fvARB");
+
+ /* texbeml needs the luminance scale and offset too. If texbeml is used, needsbumpmat
+ * is set too, so we can check that in the needsbumpmat check
+ */
+ if(prog->luminancescale_location[i] != -1) {
+ const GLfloat *scale = (const GLfloat *)&stateBlock->textureState[i][WINED3DTSS_BUMPENVLSCALE];
+ const GLfloat *offset = (const GLfloat *)&stateBlock->textureState[i][WINED3DTSS_BUMPENVLOFFSET];
+
+ GL_EXTCALL(glUniform1fvARB(prog->luminancescale_location[i], 1, scale));
+ checkGLcall("glUniform1fvARB");
+ GL_EXTCALL(glUniform1fvARB(prog->luminanceoffset_location[i], 1, offset));
+ checkGLcall("glUniform1fvARB");
+ }
+ }
+
+ if(((IWineD3DPixelShaderImpl *) pshader)->vpos_uniform) {
+ float correction_params[4];
+
+ if (context->render_offscreen)
+ {
+ correction_params[0] = 0.0f;
+ correction_params[1] = 1.0f;
+ } else {
+ /* position is window relative, not viewport relative */
+#ifdef VBOX_WITH_VMSVGA
+ correction_params[0] = device->rtHeight;
+#else
+ correction_params[0] = ((IWineD3DSurfaceImpl *)context->current_rt)->currentDesc.Height;
+#endif
+ correction_params[1] = -1.0f;
+ }
+ GL_EXTCALL(glUniform4fvARB(prog->ycorrection_location, 1, correction_params));
+ }
+ }
+
+ if (priv->next_constant_version == UINT_MAX)
+ {
+ TRACE("Max constant version reached, resetting to 0.\n");
+ wine_rb_for_each_entry(&priv->program_lookup, reset_program_constant_version, NULL);
+ priv->next_constant_version = 1;
+ }
+ else
+ {
+ prog->constant_version = priv->next_constant_version++;
+ }
+}
+
+static inline void update_heap_entry(struct constant_heap *heap, unsigned int idx,
+ unsigned int heap_idx, DWORD new_version)
+{
+ struct constant_entry *entries = heap->entries;
+ unsigned int *positions = heap->positions;
+ unsigned int parent_idx;
+
+ while (heap_idx > 1)
+ {
+ parent_idx = heap_idx >> 1;
+
+ if (new_version <= entries[parent_idx].version) break;
+
+ entries[heap_idx] = entries[parent_idx];
+ positions[entries[parent_idx].idx] = heap_idx;
+ heap_idx = parent_idx;
+ }
+
+ entries[heap_idx].version = new_version;
+ entries[heap_idx].idx = idx;
+ positions[idx] = heap_idx;
+}
+
+static void shader_glsl_update_float_vertex_constants(IWineD3DDevice *iface, UINT start, UINT count)
+{
+ IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
+ struct shader_glsl_priv *priv = This->shader_priv;
+ struct constant_heap *heap = &priv->vconst_heap;
+ UINT i;
+
+ for (i = start; i < count + start; ++i)
+ {
+ if (!This->stateBlock->changed.vertexShaderConstantsF[i])
+ update_heap_entry(heap, i, heap->size++, priv->next_constant_version);
+ else
+ update_heap_entry(heap, i, heap->positions[i], priv->next_constant_version);
+ }
+}
+
+static void shader_glsl_update_float_pixel_constants(IWineD3DDevice *iface, UINT start, UINT count)
+{
+ IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
+ struct shader_glsl_priv *priv = This->shader_priv;
+ struct constant_heap *heap = &priv->pconst_heap;
+ UINT i;
+
+ for (i = start; i < count + start; ++i)
+ {
+ if (!This->stateBlock->changed.pixelShaderConstantsF[i])
+ update_heap_entry(heap, i, heap->size++, priv->next_constant_version);
+ else
+ update_heap_entry(heap, i, heap->positions[i], priv->next_constant_version);
+ }
+}
+
+static unsigned int vec4_varyings(DWORD shader_major, const struct wined3d_gl_info *gl_info)
+{
+ unsigned int ret = gl_info->limits.glsl_varyings / 4;
+ /* 4.0 shaders do not write clip coords because d3d10 does not support user clipplanes */
+ if(shader_major > 3) return ret;
+
+ /* 3.0 shaders may need an extra varying for the clip coord on some cards(mostly dx10 ones) */
+ if (gl_info->quirks & WINED3D_QUIRK_GLSL_CLIP_VARYING) ret -= 1;
+ return ret;
+}
+
+/** Generate the variable & register declarations for the GLSL output target */
+static void shader_generate_glsl_declarations(const struct wined3d_context *context,
+ struct wined3d_shader_buffer *buffer, IWineD3DBaseShader *iface,
+ const shader_reg_maps *reg_maps, struct shader_glsl_ctx_priv *ctx_priv)
+{
+ IWineD3DBaseShaderImpl* This = (IWineD3DBaseShaderImpl*) iface;
+ IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *) This->baseShader.device;
+ const struct ps_compile_args *ps_args = ctx_priv->cur_ps_args;
+ const struct wined3d_gl_info *gl_info = context->gl_info;
+ unsigned int i, extra_constants_needed = 0;
+ const local_constant *lconst;
+ DWORD map;
+
+ /* There are some minor differences between pixel and vertex shaders */
+ char pshader = shader_is_pshader_version(reg_maps->shader_version.type);
+ char prefix = pshader ? 'P' : 'V';
+
+ /* Prototype the subroutines */
+ for (i = 0, map = reg_maps->labels; map; map >>= 1, ++i)
+ {
+ if (map & 1) shader_addline(buffer, "void subroutine%u();\n", i);
+ }
+
+#ifdef VBOX_WITH_VMSVGA
+ /* Declare texture samplers before the constants in order to workaround a NVidia driver quirk. */
+ for (i = 0; i < This->baseShader.limits.sampler; i++) {
+ if (reg_maps->sampler_type[i])
+ {
+ switch (reg_maps->sampler_type[i])
+ {
+ case WINED3DSTT_1D:
+ shader_addline(buffer, "uniform sampler1D %csampler%u;\n", prefix, i);
+ break;
+ case WINED3DSTT_2D:
+ if(device->stateBlock->textures[i] &&
+ IWineD3DBaseTexture_GetTextureDimensions(device->stateBlock->textures[i]) == GL_TEXTURE_RECTANGLE_ARB) {
+ shader_addline(buffer, "uniform sampler2DRect %csampler%u;\n", prefix, i);
+ } else {
+ shader_addline(buffer, "uniform sampler2D %csampler%u;\n", prefix, i);
+ }
+ break;
+ case WINED3DSTT_CUBE:
+ shader_addline(buffer, "uniform samplerCube %csampler%u;\n", prefix, i);
+ break;
+ case WINED3DSTT_VOLUME:
+ shader_addline(buffer, "uniform sampler3D %csampler%u;\n", prefix, i);
+ break;
+ default:
+ shader_addline(buffer, "uniform unsupported_sampler %csampler%u;\n", prefix, i);
+ FIXME("Unrecognized sampler type: %#x\n", reg_maps->sampler_type[i]);
+ break;
+ }
+ }
+ }
+#endif
+
+ /* Declare the constants (aka uniforms) */
+ if (This->baseShader.limits.constant_float > 0) {
+ unsigned max_constantsF;
+ /* Unless the shader uses indirect addressing, always declare the maximum array size and ignore that we need some
+ * uniforms privately. E.g. if GL supports 256 uniforms, and we need 2 for the pos fixup and immediate values, still
+ * declare VC[256]. If the shader needs more uniforms than we have it won't work in any case. If it uses less, the
+ * compiler will figure out which uniforms are really used and strip them out. This allows a shader to use c255 on
+ * a dx9 card, as long as it doesn't also use all the other constants.
+ *
+ * If the shader uses indirect addressing the compiler must assume that all declared uniforms are used. In this case,
+ * declare only the amount that we're assured to have.
+ *
+ * Thus we run into problems in these two cases:
+ * 1) The shader really uses more uniforms than supported
+ * 2) The shader uses indirect addressing, less constants than supported, but uses a constant index > #supported consts
+ */
+ if (pshader)
+ {
+ /* No indirect addressing here. */
+ max_constantsF = gl_info->limits.glsl_ps_float_constants;
+ }
+ else
+ {
+#ifndef VBOX_WITH_VMSVGA
+ if(This->baseShader.reg_maps.usesrelconstF) {
+#else
+ /* If GL supports only 256 constants (seen on macOS drivers for compatibility profile, which we use),
+ * then ignore the need for potential uniforms and always declare VC[256].
+ * This allows to compile Windows 10 shader which use hardcoded constants at 250+ index range.
+ * Fixes drawing problems on Windows 10 desktop.
+ *
+ * This hack is normally active only on macOS, because Windows and Linux OpenGL drivers
+ * have a more usable limit for GL compatibility context (1024+).
+ */
+ if (This->baseShader.reg_maps.usesrelconstF && gl_info->limits.glsl_vs_float_constants > 256) {
+#endif
+ /* Subtract the other potential uniforms from the max available (bools, ints, and 1 row of projection matrix).
+ * Subtract another uniform for immediate values, which have to be loaded via uniform by the driver as well.
+ * The shader code only uses 0.5, 2.0, 1.0, 128 and -128 in vertex shader code, so one vec4 should be enough
+ * (Unfortunately the Nvidia driver doesn't store 128 and -128 in one float).
+ *
+ * Writing gl_ClipVertex requires one uniform for each clipplane as well.
+ */
+#ifdef VBOX_WITH_WDDM
+ if (gl_info->limits.glsl_vs_float_constants == 256)
+ {
+ DWORD dwVersion = GetVersion();
+ DWORD dwMajor = (DWORD)(LOBYTE(LOWORD(dwVersion)));
+ DWORD dwMinor = (DWORD)(HIBYTE(LOWORD(dwVersion)));
+ /* tmp workaround Win8 Aero requirement for 256 */
+ if (dwMajor > 6 || dwMinor > 1)
+ {
+ /* tmp work-around to make Internet Explorer in win8 work with GPU supporting only with 256 shader uniform vars
+ * @todo: make it more robust */
+ max_constantsF = gl_info->limits.glsl_vs_float_constants - 1;
+ }
+ else
+ max_constantsF = gl_info->limits.glsl_vs_float_constants - 3;
+ }
+ else
+#endif
+ {
+ max_constantsF = gl_info->limits.glsl_vs_float_constants - 3;
+ }
+
+ if(ctx_priv->cur_vs_args->clip_enabled)
+ {
+ max_constantsF -= gl_info->limits.clipplanes;
+ }
+ max_constantsF -= count_bits(This->baseShader.reg_maps.integer_constants);
+ /* Strictly speaking a bool only uses one scalar, but the nvidia(Linux) compiler doesn't pack them properly,
+ * so each scalar requires a full vec4. We could work around this by packing the booleans ourselves, but
+ * for now take this into account when calculating the number of available constants
+ */
+ max_constantsF -= count_bits(This->baseShader.reg_maps.boolean_constants);
+ /* Set by driver quirks in directx.c */
+ max_constantsF -= gl_info->reserved_glsl_constants;
+ }
+ else
+ {
+ max_constantsF = gl_info->limits.glsl_vs_float_constants;
+ }
+ }
+ max_constantsF = min(This->baseShader.limits.constant_float, max_constantsF);
+ shader_addline(buffer, "uniform vec4 %cC[%u];\n", prefix, max_constantsF);
+ }
+
+ /* Always declare the full set of constants, the compiler can remove the unused ones because d3d doesn't(yet)
+ * support indirect int and bool constant addressing. This avoids problems if the app uses e.g. i0 and i9.
+ */
+ if (This->baseShader.limits.constant_int > 0 && This->baseShader.reg_maps.integer_constants)
+ shader_addline(buffer, "uniform ivec4 %cI[%u];\n", prefix, This->baseShader.limits.constant_int);
+
+ if (This->baseShader.limits.constant_bool > 0 && This->baseShader.reg_maps.boolean_constants)
+ shader_addline(buffer, "uniform bool %cB[%u];\n", prefix, This->baseShader.limits.constant_bool);
+
+ if(!pshader) {
+ shader_addline(buffer, "uniform vec4 posFixup;\n");
+ /* Predeclaration; This function is added at link time based on the pixel shader.
+ * VS 3.0 shaders have an array OUT[] the shader writes to, earlier versions don't have
+ * that. We know the input to the reorder function at vertex shader compile time, so
+ * we can deal with that. The reorder function for a 1.x and 2.x vertex shader can just
+ * read gl_FrontColor. The output depends on the pixel shader. The reorder function for a
+ * 1.x and 2.x pshader or for fixed function will write gl_FrontColor, and for a 3.0 shader
+ * it will write to the varying array. Here we depend on the shader optimizer on sorting that
+ * out. The nvidia driver only does that if the parameter is inout instead of out, hence the
+ * inout.
+ */
+ if (reg_maps->shader_version.major >= 3)
+ {
+ shader_addline(buffer, "void order_ps_input(in vec4[%u]);\n", MAX_REG_OUTPUT);
+ } else {
+ shader_addline(buffer, "void order_ps_input();\n");
+ }
+ } else {
+ for (i = 0, map = reg_maps->bumpmat; map; map >>= 1, ++i)
+ {
+ if (!(map & 1)) continue;
+
+ shader_addline(buffer, "uniform mat2 bumpenvmat%d;\n", i);
+
+ if (reg_maps->luminanceparams & (1 << i))
+ {
+ shader_addline(buffer, "uniform float luminancescale%d;\n", i);
+ shader_addline(buffer, "uniform float luminanceoffset%d;\n", i);
+ extra_constants_needed++;
+ }
+
+ extra_constants_needed++;
+ }
+
+ if (ps_args->srgb_correction)
+ {
+ shader_addline(buffer, "const vec4 srgb_const0 = vec4(%.8e, %.8e, %.8e, %.8e);\n",
+ srgb_pow, srgb_mul_high, srgb_sub_high, srgb_mul_low);
+ shader_addline(buffer, "const vec4 srgb_const1 = vec4(%.8e, 0.0, 0.0, 0.0);\n",
+ srgb_cmp);
+ }
+ if (reg_maps->vpos || reg_maps->usesdsy)
+ {
+ if (This->baseShader.limits.constant_float + extra_constants_needed
+ + 1 < gl_info->limits.glsl_ps_float_constants)
+ {
+ shader_addline(buffer, "uniform vec4 ycorrection;\n");
+ ((IWineD3DPixelShaderImpl *) This)->vpos_uniform = 1;
+ extra_constants_needed++;
+ } else {
+ /* This happens because we do not have proper tracking of the constant registers that are
+ * actually used, only the max limit of the shader version
+ */
+ FIXME("Cannot find a free uniform for vpos correction params\n");
+ AssertFailed();
+ shader_addline(buffer, "const vec4 ycorrection = vec4(%f, %f, 0.0, 0.0);\n",
+ context->render_offscreen ? 0.0f : ((IWineD3DSurfaceImpl *)device->render_targets[0])->currentDesc.Height,
+ context->render_offscreen ? 1.0f : -1.0f);
+ }
+ shader_addline(buffer, "vec4 vpos;\n");
+ }
+ }
+
+#ifdef VBOX_WITH_VMSVGA
+ /* Declare texture samplers before the constants in order to workaround a NVidia driver quirk. */
+#else
+ /* Declare texture samplers */
+ for (i = 0; i < This->baseShader.limits.sampler; i++) {
+ if (reg_maps->sampler_type[i])
+ {
+ switch (reg_maps->sampler_type[i])
+ {
+ case WINED3DSTT_1D:
+ shader_addline(buffer, "uniform sampler1D %csampler%u;\n", prefix, i);
+ break;
+ case WINED3DSTT_2D:
+ if(device->stateBlock->textures[i] &&
+ IWineD3DBaseTexture_GetTextureDimensions(device->stateBlock->textures[i]) == GL_TEXTURE_RECTANGLE_ARB) {
+ shader_addline(buffer, "uniform sampler2DRect %csampler%u;\n", prefix, i);
+ } else {
+ shader_addline(buffer, "uniform sampler2D %csampler%u;\n", prefix, i);
+ }
+ break;
+ case WINED3DSTT_CUBE:
+ shader_addline(buffer, "uniform samplerCube %csampler%u;\n", prefix, i);
+ break;
+ case WINED3DSTT_VOLUME:
+ shader_addline(buffer, "uniform sampler3D %csampler%u;\n", prefix, i);
+ break;
+ default:
+ shader_addline(buffer, "uniform unsupported_sampler %csampler%u;\n", prefix, i);
+ FIXME("Unrecognized sampler type: %#x\n", reg_maps->sampler_type[i]);
+ break;
+ }
+ }
+ }
+#endif
+
+ /* Declare uniforms for NP2 texcoord fixup:
+ * This is NOT done inside the loop that declares the texture samplers since the NP2 fixup code
+ * is currently only used for the GeforceFX series and when forcing the ARB_npot extension off.
+ * Modern cards just skip the code anyway, so put it inside a separate loop. */
+ if (pshader && ps_args->np2_fixup) {
+
+ struct ps_np2fixup_info* const fixup = ctx_priv->cur_np2fixup_info;
+ UINT cur = 0;
+
+ /* NP2/RECT textures in OpenGL use texcoords in the range [0,width]x[0,height]
+ * while D3D has them in the (normalized) [0,1]x[0,1] range.
+ * samplerNP2Fixup stores texture dimensions and is updated through
+ * shader_glsl_load_np2fixup_constants when the sampler changes. */
+
+ for (i = 0; i < This->baseShader.limits.sampler; ++i) {
+ if (reg_maps->sampler_type[i]) {
+ if (!(ps_args->np2_fixup & (1 << i))) continue;
+
+ if (WINED3DSTT_2D != reg_maps->sampler_type[i]) {
+ FIXME("Non-2D texture is flagged for NP2 texcoord fixup.\n");
+ continue;
+ }
+
+ fixup->idx[i] = cur++;
+ }
+ }
+
+ fixup->num_consts = (cur + 1) >> 1;
+ shader_addline(buffer, "uniform vec4 %csamplerNP2Fixup[%u];\n", prefix, fixup->num_consts);
+ }
+
+ /* Declare address variables */
+ for (i = 0, map = reg_maps->address; map; map >>= 1, ++i)
+ {
+ if (map & 1) shader_addline(buffer, "ivec4 A%u;\n", i);
+ }
+
+ /* Declare texture coordinate temporaries and initialize them */
+ for (i = 0, map = reg_maps->texcoord; map; map >>= 1, ++i)
+ {
+ if (map & 1) shader_addline(buffer, "vec4 T%u = gl_TexCoord[%u];\n", i, i);
+ }
+
+ /* Declare input register varyings. Only pixel shader, vertex shaders have that declared in the
+ * helper function shader that is linked in at link time
+ */
+ if (pshader && reg_maps->shader_version.major >= 3)
+ {
+ if (use_vs(device->stateBlock))
+ {
+ shader_addline(buffer, "varying vec4 IN[%u];\n", vec4_varyings(reg_maps->shader_version.major, gl_info));
+ } else {
+ /* TODO: Write a replacement shader for the fixed function vertex pipeline, so this isn't needed.
+ * For fixed function vertex processing + 3.0 pixel shader we need a separate function in the
+ * pixel shader that reads the fixed function color into the packed input registers.
+ */
+ shader_addline(buffer, "vec4 IN[%u];\n", vec4_varyings(reg_maps->shader_version.major, gl_info));
+ }
+ }
+
+ /* Declare output register temporaries */
+ if(This->baseShader.limits.packed_output) {
+ shader_addline(buffer, "vec4 OUT[%u];\n", This->baseShader.limits.packed_output);
+ }
+
+ /* Declare temporary variables */
+ for (i = 0, map = reg_maps->temporary; map; map >>= 1, ++i)
+ {
+ if (map & 1) shader_addline(buffer, "vec4 R%u;\n", i);
+ }
+
+ /* Declare attributes */
+ if (reg_maps->shader_version.type == WINED3D_SHADER_TYPE_VERTEX)
+ {
+ for (i = 0, map = reg_maps->input_registers; map; map >>= 1, ++i)
+ {
+ if (map & 1) shader_addline(buffer, "attribute vec4 attrib%i;\n", i);
+ }
+ }
+
+ /* Declare loop registers aLx */
+ for (i = 0; i < reg_maps->loop_depth; i++) {
+ shader_addline(buffer, "int aL%u;\n", i);
+ shader_addline(buffer, "int tmpInt%u;\n", i);
+ }
+
+ /* Temporary variables for matrix operations */
+ shader_addline(buffer, "vec4 tmp0;\n");
+ shader_addline(buffer, "vec4 tmp1;\n");
+#ifdef VBOX_WITH_VMSVGA
+ shader_addline(buffer, "bool p0[4];\n");
+#endif
+
+ /* Local constants use a different name so they can be loaded once at shader link time
+ * They can't be hardcoded into the shader text via LC = {x, y, z, w}; because the
+ * float -> string conversion can cause precision loss.
+ */
+ if(!This->baseShader.load_local_constsF) {
+ LIST_FOR_EACH_ENTRY(lconst, &This->baseShader.constantsF, local_constant, entry) {
+ shader_addline(buffer, "uniform vec4 %cLC%u;\n", prefix, lconst->idx);
+ }
+ }
+
+ shader_addline(buffer, "const float FLT_MAX = 1e38;\n");
+
+ /* Start the main program */
+ shader_addline(buffer, "void main() {\n");
+ if(pshader && reg_maps->vpos) {
+ /* DirectX apps expect integer values, while OpenGL drivers add approximately 0.5. This causes
+ * off-by-one problems as spotted by the vPos d3d9 visual test. Unfortunately the ATI cards do
+ * not add exactly 0.5, but rather something like 0.49999999 or 0.50000001, which still causes
+ * precision troubles when we just substract 0.5.
+ *
+ * To deal with that just floor() the position. This will eliminate the fraction on all cards.
+ *
+ * TODO: Test how that behaves with multisampling once we can enable multisampling in winex11.
+ *
+ * An advantage of floor is that it works even if the driver doesn't add 1/2. It is somewhat
+ * questionable if 1.5, 2.5, ... are the proper values to return in gl_FragCoord, even though
+ * coordinates specify the pixel centers instead of the pixel corners. This code will behave
+ * correctly on drivers that returns integer values.
+ */
+ shader_addline(buffer, "vpos = floor(vec4(0, ycorrection[0], 0, 0) + gl_FragCoord * vec4(1, ycorrection[1], 1, 1));\n");
+ }
+}
+
+/*****************************************************************************
+ * Functions to generate GLSL strings from DirectX Shader bytecode begin here.
+ *
+ * For more information, see http://wiki.winehq.org/DirectX-Shaders
+ ****************************************************************************/
+
+/* Prototypes */
+static void shader_glsl_add_src_param(const struct wined3d_shader_instruction *ins,
+ const struct wined3d_shader_src_param *wined3d_src, DWORD mask, glsl_src_param_t *glsl_src);
+
+/** Used for opcode modifiers - They multiply the result by the specified amount */
+static const char * const shift_glsl_tab[] = {
+ "", /* 0 (none) */
+ "2.0 * ", /* 1 (x2) */
+ "4.0 * ", /* 2 (x4) */
+ "8.0 * ", /* 3 (x8) */
+ "16.0 * ", /* 4 (x16) */
+ "32.0 * ", /* 5 (x32) */
+ "", /* 6 (x64) */
+ "", /* 7 (x128) */
+ "", /* 8 (d256) */
+ "", /* 9 (d128) */
+ "", /* 10 (d64) */
+ "", /* 11 (d32) */
+ "0.0625 * ", /* 12 (d16) */
+ "0.125 * ", /* 13 (d8) */
+ "0.25 * ", /* 14 (d4) */
+ "0.5 * " /* 15 (d2) */
+};
+
+/* Generate a GLSL parameter that does the input modifier computation and return the input register/mask to use */
+static void shader_glsl_gen_modifier(DWORD src_modifier, const char *in_reg, const char *in_regswizzle, char *out_str)
+{
+ out_str[0] = 0;
+
+ switch (src_modifier)
+ {
+ case WINED3DSPSM_DZ: /* Need to handle this in the instructions itself (texld & texcrd). */
+ case WINED3DSPSM_DW:
+ case WINED3DSPSM_NONE:
+ sprintf(out_str, "%s%s", in_reg, in_regswizzle);
+ break;
+ case WINED3DSPSM_NEG:
+ sprintf(out_str, "-%s%s", in_reg, in_regswizzle);
+ break;
+ case WINED3DSPSM_NOT:
+ sprintf(out_str, "!%s%s", in_reg, in_regswizzle);
+ break;
+ case WINED3DSPSM_BIAS:
+ sprintf(out_str, "(%s%s - vec4(0.5)%s)", in_reg, in_regswizzle, in_regswizzle);
+ break;
+ case WINED3DSPSM_BIASNEG:
+ sprintf(out_str, "-(%s%s - vec4(0.5)%s)", in_reg, in_regswizzle, in_regswizzle);
+ break;
+ case WINED3DSPSM_SIGN:
+ sprintf(out_str, "(2.0 * (%s%s - 0.5))", in_reg, in_regswizzle);
+ break;
+ case WINED3DSPSM_SIGNNEG:
+ sprintf(out_str, "-(2.0 * (%s%s - 0.5))", in_reg, in_regswizzle);
+ break;
+ case WINED3DSPSM_COMP:
+ sprintf(out_str, "(1.0 - %s%s)", in_reg, in_regswizzle);
+ break;
+ case WINED3DSPSM_X2:
+ sprintf(out_str, "(2.0 * %s%s)", in_reg, in_regswizzle);
+ break;
+ case WINED3DSPSM_X2NEG:
+ sprintf(out_str, "-(2.0 * %s%s)", in_reg, in_regswizzle);
+ break;
+ case WINED3DSPSM_ABS:
+ sprintf(out_str, "abs(%s%s)", in_reg, in_regswizzle);
+ break;
+ case WINED3DSPSM_ABSNEG:
+ sprintf(out_str, "-abs(%s%s)", in_reg, in_regswizzle);
+ break;
+ default:
+ FIXME("Unhandled modifier %u\n", src_modifier);
+ sprintf(out_str, "%s%s", in_reg, in_regswizzle);
+ }
+}
+
+/** Writes the GLSL variable name that corresponds to the register that the
+ * DX opcode parameter is trying to access */
+static void shader_glsl_get_register_name(const struct wined3d_shader_register *reg,
+ char *register_name, BOOL *is_color, const struct wined3d_shader_instruction *ins)
+{
+ /* oPos, oFog and oPts in D3D */
+ static const char * const hwrastout_reg_names[] = { "gl_Position", "gl_FogFragCoord", "gl_PointSize" };
+
+ IWineD3DBaseShaderImpl *This = (IWineD3DBaseShaderImpl *)ins->ctx->shader;
+ const struct wined3d_gl_info *gl_info = ins->ctx->gl_info;
+ char pshader = shader_is_pshader_version(This->baseShader.reg_maps.shader_version.type);
+
+ *is_color = FALSE;
+
+ switch (reg->type)
+ {
+ case WINED3DSPR_TEMP:
+ sprintf(register_name, "R%u", reg->idx);
+ break;
+
+ case WINED3DSPR_INPUT:
+ /* vertex shaders */
+ if (!pshader)
+ {
+ struct shader_glsl_ctx_priv *priv = ins->ctx->backend_data;
+ if (priv->cur_vs_args->swizzle_map & (1 << reg->idx)) *is_color = TRUE;
+ sprintf(register_name, "attrib%u", reg->idx);
+ break;
+ }
+
+ /* pixel shaders >= 3.0 */
+ if (This->baseShader.reg_maps.shader_version.major >= 3)
+ {
+ DWORD idx = ((IWineD3DPixelShaderImpl *)This)->input_reg_map[reg->idx];
+ unsigned int in_count = vec4_varyings(This->baseShader.reg_maps.shader_version.major, gl_info);
+
+ if (reg->rel_addr)
+ {
+ glsl_src_param_t rel_param;
+
+ shader_glsl_add_src_param(ins, reg->rel_addr, WINED3DSP_WRITEMASK_0, &rel_param);
+
+ /* Removing a + 0 would be an obvious optimization, but macos doesn't see the NOP
+ * operation there */
+ if (idx)
+ {
+ if (((IWineD3DPixelShaderImpl *)This)->declared_in_count > in_count)
+ {
+ sprintf(register_name,
+ "((%s + %u) > %d ? (%s + %u) > %d ? gl_SecondaryColor : gl_Color : IN[%s + %u])",
+ rel_param.param_str, idx, in_count - 1, rel_param.param_str, idx, in_count,
+ rel_param.param_str, idx);
+ }
+ else
+ {
+ sprintf(register_name, "IN[%s + %u]", rel_param.param_str, idx);
+ }
+ }
+ else
+ {
+ if (((IWineD3DPixelShaderImpl *)This)->declared_in_count > in_count)
+ {
+ sprintf(register_name, "((%s) > %d ? (%s) > %d ? gl_SecondaryColor : gl_Color : IN[%s])",
+ rel_param.param_str, in_count - 1, rel_param.param_str, in_count,
+ rel_param.param_str);
+ }
+ else
+ {
+ sprintf(register_name, "IN[%s]", rel_param.param_str);
+ }
+ }
+ }
+ else
+ {
+ if (idx == in_count) sprintf(register_name, "gl_Color");
+ else if (idx == in_count + 1) sprintf(register_name, "gl_SecondaryColor");
+ else sprintf(register_name, "IN[%u]", idx);
+ }
+ }
+ else
+ {
+ if (reg->idx == 0) strcpy(register_name, "gl_Color");
+ else strcpy(register_name, "gl_SecondaryColor");
+ break;
+ }
+ break;
+
+ case WINED3DSPR_CONST:
+ {
+ const char prefix = pshader ? 'P' : 'V';
+
+ /* Relative addressing */
+ if (reg->rel_addr)
+ {
+ glsl_src_param_t rel_param;
+ shader_glsl_add_src_param(ins, reg->rel_addr, WINED3DSP_WRITEMASK_0, &rel_param);
+ if (reg->idx) sprintf(register_name, "%cC[%s + %u]", prefix, rel_param.param_str, reg->idx);
+ else sprintf(register_name, "%cC[%s]", prefix, rel_param.param_str);
+ }
+ else
+ {
+ if (shader_constant_is_local(This, reg->idx))
+ sprintf(register_name, "%cLC%u", prefix, reg->idx);
+ else
+ sprintf(register_name, "%cC[%u]", prefix, reg->idx);
+ }
+ }
+ break;
+
+ case WINED3DSPR_CONSTINT:
+ if (pshader) sprintf(register_name, "PI[%u]", reg->idx);
+ else sprintf(register_name, "VI[%u]", reg->idx);
+ break;
+
+ case WINED3DSPR_CONSTBOOL:
+ if (pshader) sprintf(register_name, "PB[%u]", reg->idx);
+ else sprintf(register_name, "VB[%u]", reg->idx);
+ break;
+
+ case WINED3DSPR_TEXTURE: /* case WINED3DSPR_ADDR: */
+ if (pshader) sprintf(register_name, "T%u", reg->idx);
+ else sprintf(register_name, "A%u", reg->idx);
+ break;
+
+ case WINED3DSPR_LOOP:
+ sprintf(register_name, "aL%u", This->baseShader.cur_loop_regno - 1);
+ break;
+
+ case WINED3DSPR_SAMPLER:
+ if (pshader) sprintf(register_name, "Psampler%u", reg->idx);
+ else sprintf(register_name, "Vsampler%u", reg->idx);
+ break;
+
+ case WINED3DSPR_COLOROUT:
+ if (reg->idx >= gl_info->limits.buffers)
+ WARN("Write to render target %u, only %d supported.\n", reg->idx, gl_info->limits.buffers);
+
+ sprintf(register_name, "gl_FragData[%u]", reg->idx);
+ break;
+
+ case WINED3DSPR_RASTOUT:
+ if (reg->idx < RT_ELEMENTS(hwrastout_reg_names)) sprintf(register_name, "%s", hwrastout_reg_names[reg->idx]);
+ else sprintf(register_name, "%s", hwrastout_reg_names[0]);
+ break;
+
+ case WINED3DSPR_DEPTHOUT:
+ sprintf(register_name, "gl_FragDepth");
+ break;
+
+ case WINED3DSPR_ATTROUT:
+ if (reg->idx == 0) sprintf(register_name, "gl_FrontColor");
+ else sprintf(register_name, "gl_FrontSecondaryColor");
+ break;
+
+ case WINED3DSPR_TEXCRDOUT:
+ /* Vertex shaders >= 3.0: WINED3DSPR_OUTPUT */
+ if (This->baseShader.reg_maps.shader_version.major >= 3) sprintf(register_name, "OUT[%u]", reg->idx);
+ else sprintf(register_name, "gl_TexCoord[%u]", reg->idx);
+ break;
+
+ case WINED3DSPR_MISCTYPE:
+ if (reg->idx == 0)
+ {
+ /* vPos */
+ sprintf(register_name, "vpos");
+ }
+ else if (reg->idx == 1)
+ {
+ /* Note that gl_FrontFacing is a bool, while vFace is
+ * a float for which the sign determines front/back */
+ sprintf(register_name, "(gl_FrontFacing ? 1.0 : -1.0)");
+ }
+ else
+ {
+ FIXME("Unhandled misctype register %d\n", reg->idx);
+ sprintf(register_name, "unrecognized_register");
+ }
+ break;
+
+ case WINED3DSPR_IMMCONST:
+ switch (reg->immconst_type)
+ {
+ case WINED3D_IMMCONST_FLOAT:
+ sprintf(register_name, "%.8e", *(const float *)reg->immconst_data);
+ break;
+
+ case WINED3D_IMMCONST_FLOAT4:
+ sprintf(register_name, "vec4(%.8e, %.8e, %.8e, %.8e)",
+ *(const float *)&reg->immconst_data[0], *(const float *)&reg->immconst_data[1],
+ *(const float *)&reg->immconst_data[2], *(const float *)&reg->immconst_data[3]);
+ break;
+
+ default:
+ FIXME("Unhandled immconst type %#x\n", reg->immconst_type);
+ sprintf(register_name, "<unhandled_immconst_type %#x>", reg->immconst_type);
+ }
+ break;
+
+#ifdef VBOX_WITH_VMSVGA
+ case WINED3DSPR_PREDICATE:
+ sprintf(register_name, "p0");
+ break;
+#endif
+
+ default:
+ FIXME("Unhandled register name Type(%d)\n", reg->type);
+ sprintf(register_name, "unrecognized_register");
+ break;
+ }
+}
+
+static void shader_glsl_write_mask_to_str(DWORD write_mask, char *str)
+{
+ *str++ = '.';
+ if (write_mask & WINED3DSP_WRITEMASK_0) *str++ = 'x';
+ if (write_mask & WINED3DSP_WRITEMASK_1) *str++ = 'y';
+ if (write_mask & WINED3DSP_WRITEMASK_2) *str++ = 'z';
+ if (write_mask & WINED3DSP_WRITEMASK_3) *str++ = 'w';
+ *str = '\0';
+}
+
+/* Get the GLSL write mask for the destination register */
+static DWORD shader_glsl_get_write_mask(const struct wined3d_shader_dst_param *param, char *write_mask)
+{
+ DWORD mask = param->write_mask;
+
+ if (shader_is_scalar(&param->reg))
+ {
+ mask = WINED3DSP_WRITEMASK_0;
+ *write_mask = '\0';
+ }
+ else
+ {
+#ifdef VBOX_WITH_VMSVGA
+ if (param->reg.type == WINED3DSPR_PREDICATE)
+ {
+ *write_mask++ = '[';
+ if (mask & WINED3DSP_WRITEMASK_0) *write_mask++ = '0';
+ else
+ if (mask & WINED3DSP_WRITEMASK_1) *write_mask++ = '1';
+ else
+ if (mask & WINED3DSP_WRITEMASK_2) *write_mask++ = '2';
+ else
+ if (mask & WINED3DSP_WRITEMASK_3) *write_mask++ = '3';
+ *write_mask++ = ']';
+ *write_mask = '\0';
+ }
+ else
+#endif
+ shader_glsl_write_mask_to_str(mask, write_mask);
+ }
+
+ return mask;
+}
+
+static unsigned int shader_glsl_get_write_mask_size(DWORD write_mask) {
+ unsigned int size = 0;
+
+ if (write_mask & WINED3DSP_WRITEMASK_0) ++size;
+ if (write_mask & WINED3DSP_WRITEMASK_1) ++size;
+ if (write_mask & WINED3DSP_WRITEMASK_2) ++size;
+ if (write_mask & WINED3DSP_WRITEMASK_3) ++size;
+
+ return size;
+}
+
+static void shader_glsl_swizzle_to_str(const DWORD swizzle, BOOL fixup, DWORD mask, char *str)
+{
+ /* For registers of type WINED3DDECLTYPE_D3DCOLOR, data is stored as "bgra",
+ * but addressed as "rgba". To fix this we need to swap the register's x
+ * and z components. */
+ const char *swizzle_chars = fixup ? "zyxw" : "xyzw";
+
+ *str++ = '.';
+ /* swizzle bits fields: wwzzyyxx */
+ if (mask & WINED3DSP_WRITEMASK_0) *str++ = swizzle_chars[swizzle & 0x03];
+ if (mask & WINED3DSP_WRITEMASK_1) *str++ = swizzle_chars[(swizzle >> 2) & 0x03];
+ if (mask & WINED3DSP_WRITEMASK_2) *str++ = swizzle_chars[(swizzle >> 4) & 0x03];
+ if (mask & WINED3DSP_WRITEMASK_3) *str++ = swizzle_chars[(swizzle >> 6) & 0x03];
+ *str = '\0';
+}
+
+static void shader_glsl_get_swizzle(const struct wined3d_shader_src_param *param,
+ BOOL fixup, DWORD mask, char *swizzle_str)
+{
+ if (shader_is_scalar(&param->reg))
+ *swizzle_str = '\0';
+ else
+ shader_glsl_swizzle_to_str(param->swizzle, fixup, mask, swizzle_str);
+}
+
+/* From a given parameter token, generate the corresponding GLSL string.
+ * Also, return the actual register name and swizzle in case the
+ * caller needs this information as well. */
+static void shader_glsl_add_src_param(const struct wined3d_shader_instruction *ins,
+ const struct wined3d_shader_src_param *wined3d_src, DWORD mask, glsl_src_param_t *glsl_src)
+{
+ BOOL is_color = FALSE;
+ char swizzle_str[6];
+
+ glsl_src->reg_name[0] = '\0';
+ glsl_src->param_str[0] = '\0';
+ swizzle_str[0] = '\0';
+
+ shader_glsl_get_register_name(&wined3d_src->reg, glsl_src->reg_name, &is_color, ins);
+ shader_glsl_get_swizzle(wined3d_src, is_color, mask, swizzle_str);
+ shader_glsl_gen_modifier(wined3d_src->modifiers, glsl_src->reg_name, swizzle_str, glsl_src->param_str);
+}
+
+/* From a given parameter token, generate the corresponding GLSL string.
+ * Also, return the actual register name and swizzle in case the
+ * caller needs this information as well. */
+static DWORD shader_glsl_add_dst_param(const struct wined3d_shader_instruction *ins,
+ const struct wined3d_shader_dst_param *wined3d_dst, glsl_dst_param_t *glsl_dst)
+{
+ BOOL is_color = FALSE;
+
+ glsl_dst->mask_str[0] = '\0';
+ glsl_dst->reg_name[0] = '\0';
+
+ shader_glsl_get_register_name(&wined3d_dst->reg, glsl_dst->reg_name, &is_color, ins);
+ return shader_glsl_get_write_mask(wined3d_dst, glsl_dst->mask_str);
+}
+
+/* Append the destination part of the instruction to the buffer, return the effective write mask */
+static DWORD shader_glsl_append_dst_ext(struct wined3d_shader_buffer *buffer,
+ const struct wined3d_shader_instruction *ins, const struct wined3d_shader_dst_param *dst)
+{
+ glsl_dst_param_t glsl_dst;
+ DWORD mask;
+
+ mask = shader_glsl_add_dst_param(ins, dst, &glsl_dst);
+ if (mask) shader_addline(buffer, "%s%s = %s(", glsl_dst.reg_name, glsl_dst.mask_str, shift_glsl_tab[dst->shift]);
+
+ return mask;
+}
+
+/* Append the destination part of the instruction to the buffer, return the effective write mask */
+static DWORD shader_glsl_append_dst(struct wined3d_shader_buffer *buffer, const struct wined3d_shader_instruction *ins)
+{
+ return shader_glsl_append_dst_ext(buffer, ins, &ins->dst[0]);
+}
+
+/** Process GLSL instruction modifiers */
+static void shader_glsl_add_instruction_modifiers(const struct wined3d_shader_instruction *ins)
+{
+ glsl_dst_param_t dst_param;
+ DWORD modifiers;
+
+ if (!ins->dst_count) return;
+
+ modifiers = ins->dst[0].modifiers;
+ if (!modifiers) return;
+
+ shader_glsl_add_dst_param(ins, &ins->dst[0], &dst_param);
+
+ if (modifiers & WINED3DSPDM_SATURATE)
+ {
+ /* _SAT means to clamp the value of the register to between 0 and 1 */
+ shader_addline(ins->ctx->buffer, "%s%s = clamp(%s%s, 0.0, 1.0);\n", dst_param.reg_name,
+ dst_param.mask_str, dst_param.reg_name, dst_param.mask_str);
+ }
+
+ if (modifiers & WINED3DSPDM_MSAMPCENTROID)
+ {
+ FIXME("_centroid modifier not handled\n");
+ }
+
+ if (modifiers & WINED3DSPDM_PARTIALPRECISION)
+ {
+ /* MSDN says this modifier can be safely ignored, so that's what we'll do. */
+ }
+}
+
+static inline const char *shader_get_comp_op(DWORD op)
+{
+ switch (op) {
+ case COMPARISON_GT: return ">";
+ case COMPARISON_EQ: return "==";
+ case COMPARISON_GE: return ">=";
+ case COMPARISON_LT: return "<";
+ case COMPARISON_NE: return "!=";
+ case COMPARISON_LE: return "<=";
+ default:
+ FIXME("Unrecognized comparison value: %u\n", op);
+ return "(\?\?)";
+ }
+}
+
+static void shader_glsl_get_sample_function(const struct wined3d_gl_info *gl_info,
+ DWORD sampler_type, DWORD flags, glsl_sample_function_t *sample_function)
+{
+ BOOL projected = flags & WINED3D_GLSL_SAMPLE_PROJECTED;
+ BOOL texrect = flags & WINED3D_GLSL_SAMPLE_RECT;
+ BOOL lod = flags & WINED3D_GLSL_SAMPLE_LOD;
+ BOOL grad = flags & WINED3D_GLSL_SAMPLE_GRAD;
+
+ /* Note that there's no such thing as a projected cube texture. */
+ switch(sampler_type) {
+ case WINED3DSTT_1D:
+ if(lod) {
+ sample_function->name = projected ? "texture1DProjLod" : "texture1DLod";
+ }
+ else if (grad)
+ {
+ if (gl_info->supported[EXT_GPU_SHADER4])
+ sample_function->name = projected ? "texture1DProjGrad" : "texture1DGrad";
+ else if (gl_info->supported[ARB_SHADER_TEXTURE_LOD])
+ sample_function->name = projected ? "texture1DProjGradARB" : "texture1DGradARB";
+ else
+ {
+ FIXME("Unsupported 1D grad function.\n");
+ sample_function->name = "unsupported1DGrad";
+ }
+ }
+ else
+ {
+ sample_function->name = projected ? "texture1DProj" : "texture1D";
+ }
+ sample_function->coord_mask = WINED3DSP_WRITEMASK_0;
+ break;
+ case WINED3DSTT_2D:
+ if(texrect) {
+ if(lod) {
+ sample_function->name = projected ? "texture2DRectProjLod" : "texture2DRectLod";
+ }
+ else if (grad)
+ {
+ if (gl_info->supported[EXT_GPU_SHADER4])
+ sample_function->name = projected ? "texture2DRectProjGrad" : "texture2DRectGrad";
+ else if (gl_info->supported[ARB_SHADER_TEXTURE_LOD])
+ sample_function->name = projected ? "texture2DRectProjGradARB" : "texture2DRectGradARB";
+ else
+ {
+ FIXME("Unsupported RECT grad function.\n");
+ sample_function->name = "unsupported2DRectGrad";
+ }
+ }
+ else
+ {
+ sample_function->name = projected ? "texture2DRectProj" : "texture2DRect";
+ }
+ } else {
+ if(lod) {
+ sample_function->name = projected ? "texture2DProjLod" : "texture2DLod";
+ }
+ else if (grad)
+ {
+ if (gl_info->supported[EXT_GPU_SHADER4])
+ sample_function->name = projected ? "texture2DProjGrad" : "texture2DGrad";
+ else if (gl_info->supported[ARB_SHADER_TEXTURE_LOD])
+ sample_function->name = projected ? "texture2DProjGradARB" : "texture2DGradARB";
+ else
+ {
+ FIXME("Unsupported 2D grad function.\n");
+ sample_function->name = "unsupported2DGrad";
+ }
+ }
+ else
+ {
+ sample_function->name = projected ? "texture2DProj" : "texture2D";
+ }
+ }
+ sample_function->coord_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1;
+ break;
+ case WINED3DSTT_CUBE:
+ if(lod) {
+ sample_function->name = "textureCubeLod";
+ }
+ else if (grad)
+ {
+ if (gl_info->supported[EXT_GPU_SHADER4])
+ sample_function->name = "textureCubeGrad";
+ else if (gl_info->supported[ARB_SHADER_TEXTURE_LOD])
+ sample_function->name = "textureCubeGradARB";
+ else
+ {
+ FIXME("Unsupported Cube grad function.\n");
+ sample_function->name = "unsupportedCubeGrad";
+ }
+ }
+ else
+ {
+ sample_function->name = "textureCube";
+ }
+ sample_function->coord_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
+ break;
+ case WINED3DSTT_VOLUME:
+ if(lod) {
+ sample_function->name = projected ? "texture3DProjLod" : "texture3DLod";
+ }
+ else if (grad)
+ {
+ if (gl_info->supported[EXT_GPU_SHADER4])
+ sample_function->name = projected ? "texture3DProjGrad" : "texture3DGrad";
+ else if (gl_info->supported[ARB_SHADER_TEXTURE_LOD])
+ sample_function->name = projected ? "texture3DProjGradARB" : "texture3DGradARB";
+ else
+ {
+ FIXME("Unsupported 3D grad function.\n");
+ sample_function->name = "unsupported3DGrad";
+ }
+ }
+ else
+ {
+ sample_function->name = projected ? "texture3DProj" : "texture3D";
+ }
+ sample_function->coord_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
+ break;
+ default:
+ sample_function->name = "";
+ sample_function->coord_mask = 0;
+ FIXME("Unrecognized sampler type: %#x;\n", sampler_type);
+ break;
+ }
+}
+
+static void shader_glsl_append_fixup_arg(char *arguments, const char *reg_name,
+ BOOL sign_fixup, enum fixup_channel_source channel_source)
+{
+ switch(channel_source)
+ {
+ case CHANNEL_SOURCE_ZERO:
+ strcat(arguments, "0.0");
+ break;
+
+ case CHANNEL_SOURCE_ONE:
+ strcat(arguments, "1.0");
+ break;
+
+ case CHANNEL_SOURCE_X:
+ strcat(arguments, reg_name);
+ strcat(arguments, ".x");
+ break;
+
+ case CHANNEL_SOURCE_Y:
+ strcat(arguments, reg_name);
+ strcat(arguments, ".y");
+ break;
+
+ case CHANNEL_SOURCE_Z:
+ strcat(arguments, reg_name);
+ strcat(arguments, ".z");
+ break;
+
+ case CHANNEL_SOURCE_W:
+ strcat(arguments, reg_name);
+ strcat(arguments, ".w");
+ break;
+
+ default:
+ FIXME("Unhandled channel source %#x\n", channel_source);
+ strcat(arguments, "undefined");
+ break;
+ }
+
+ if (sign_fixup) strcat(arguments, " * 2.0 - 1.0");
+}
+
+static void shader_glsl_color_correction(const struct wined3d_shader_instruction *ins, struct color_fixup_desc fixup)
+{
+ struct wined3d_shader_dst_param dst;
+ unsigned int mask_size, remaining;
+ glsl_dst_param_t dst_param;
+ char arguments[256];
+ DWORD mask;
+
+ mask = 0;
+ if (fixup.x_sign_fixup || fixup.x_source != CHANNEL_SOURCE_X) mask |= WINED3DSP_WRITEMASK_0;
+ if (fixup.y_sign_fixup || fixup.y_source != CHANNEL_SOURCE_Y) mask |= WINED3DSP_WRITEMASK_1;
+ if (fixup.z_sign_fixup || fixup.z_source != CHANNEL_SOURCE_Z) mask |= WINED3DSP_WRITEMASK_2;
+ if (fixup.w_sign_fixup || fixup.w_source != CHANNEL_SOURCE_W) mask |= WINED3DSP_WRITEMASK_3;
+ mask &= ins->dst[0].write_mask;
+
+ if (!mask) return; /* Nothing to do */
+
+ if (is_complex_fixup(fixup))
+ {
+ enum complex_fixup complex_fixup = get_complex_fixup(fixup);
+ FIXME("Complex fixup (%#x) not supported\n",complex_fixup); (void)complex_fixup;
+ return;
+ }
+
+ mask_size = shader_glsl_get_write_mask_size(mask);
+
+ dst = ins->dst[0];
+ dst.write_mask = mask;
+ shader_glsl_add_dst_param(ins, &dst, &dst_param);
+
+ arguments[0] = '\0';
+ remaining = mask_size;
+ if (mask & WINED3DSP_WRITEMASK_0)
+ {
+ shader_glsl_append_fixup_arg(arguments, dst_param.reg_name, fixup.x_sign_fixup, fixup.x_source);
+ if (--remaining) strcat(arguments, ", ");
+ }
+ if (mask & WINED3DSP_WRITEMASK_1)
+ {
+ shader_glsl_append_fixup_arg(arguments, dst_param.reg_name, fixup.y_sign_fixup, fixup.y_source);
+ if (--remaining) strcat(arguments, ", ");
+ }
+ if (mask & WINED3DSP_WRITEMASK_2)
+ {
+ shader_glsl_append_fixup_arg(arguments, dst_param.reg_name, fixup.z_sign_fixup, fixup.z_source);
+ if (--remaining) strcat(arguments, ", ");
+ }
+ if (mask & WINED3DSP_WRITEMASK_3)
+ {
+ shader_glsl_append_fixup_arg(arguments, dst_param.reg_name, fixup.w_sign_fixup, fixup.w_source);
+ if (--remaining) strcat(arguments, ", ");
+ }
+
+ if (mask_size > 1)
+ {
+ shader_addline(ins->ctx->buffer, "%s%s = vec%u(%s);\n",
+ dst_param.reg_name, dst_param.mask_str, mask_size, arguments);
+ }
+ else
+ {
+ shader_addline(ins->ctx->buffer, "%s%s = %s;\n", dst_param.reg_name, dst_param.mask_str, arguments);
+ }
+}
+
+static void PRINTF_ATTR(8, 9) shader_glsl_gen_sample_code(const struct wined3d_shader_instruction *ins,
+ DWORD sampler, const glsl_sample_function_t *sample_function, DWORD swizzle,
+ const char *dx, const char *dy,
+ const char *bias, const char *coord_reg_fmt, ...)
+{
+ const char *sampler_base;
+ char dst_swizzle[6];
+ struct color_fixup_desc fixup;
+ BOOL np2_fixup = FALSE;
+ BOOL tmirror_tmp_reg = FALSE;
+ va_list args;
+
+ shader_glsl_swizzle_to_str(swizzle, FALSE, ins->dst[0].write_mask, dst_swizzle);
+
+ if (shader_is_pshader_version(ins->ctx->reg_maps->shader_version.type))
+ {
+ const struct shader_glsl_ctx_priv *priv = ins->ctx->backend_data;
+ fixup = priv->cur_ps_args->color_fixup[sampler];
+ sampler_base = "Psampler";
+
+ if (priv->cur_ps_args->np2_fixup & (1 << sampler)) {
+ if(bias) {
+ FIXME("Biased sampling from NP2 textures is unsupported\n");
+ } else {
+ np2_fixup = TRUE;
+ }
+ }
+
+ if (priv->cur_ps_args->t_mirror & (1 << sampler))
+ {
+ if (ins->ctx->reg_maps->sampler_type[sampler]==WINED3DSTT_2D)
+ {
+ if (sample_function->coord_mask & WINED3DSP_WRITEMASK_1)
+ {
+ glsl_src_param_t coord_param;
+ shader_glsl_add_src_param(ins, &ins->src[0], sample_function->coord_mask, &coord_param);
+
+ if (ins->src[0].reg.type != WINED3DSPR_INPUT)
+ {
+ shader_addline(ins->ctx->buffer, "%s.y=1.0-%s.y;\n",
+ coord_param.reg_name, coord_param.reg_name);
+ }
+ else
+ {
+ tmirror_tmp_reg = TRUE;
+ shader_addline(ins->ctx->buffer, "tmp0.xy=vec2(%s.x, 1.0-%s.y).xy;\n",
+ coord_param.reg_name, coord_param.reg_name);
+ }
+ }
+ else
+ {
+ DebugBreak();
+ FIXME("Unexpected coord_mask with t_mirror\n");
+ }
+ }
+ }
+ } else {
+ sampler_base = "Vsampler";
+ fixup = COLOR_FIXUP_IDENTITY; /* FIXME: Vshader color fixup */
+ }
+
+ shader_glsl_append_dst(ins->ctx->buffer, ins);
+
+ shader_addline(ins->ctx->buffer, "%s(%s%u, ", sample_function->name, sampler_base, sampler);
+
+ if (tmirror_tmp_reg)
+ {
+ shader_addline(ins->ctx->buffer, "%s", "tmp0.xy");
+ }
+ else
+ {
+ va_start(args, coord_reg_fmt);
+ shader_vaddline(ins->ctx->buffer, coord_reg_fmt, args);
+ va_end(args);
+ }
+
+ if(bias) {
+ shader_addline(ins->ctx->buffer, ", %s)%s);\n", bias, dst_swizzle);
+ } else {
+ if (np2_fixup) {
+ const struct shader_glsl_ctx_priv *priv = ins->ctx->backend_data;
+ const unsigned char idx = priv->cur_np2fixup_info->idx[sampler];
+
+ shader_addline(ins->ctx->buffer, " * PsamplerNP2Fixup[%u].%s)%s);\n", idx >> 1,
+ (idx % 2) ? "zw" : "xy", dst_swizzle);
+ } else if(dx && dy) {
+ shader_addline(ins->ctx->buffer, ", %s, %s)%s);\n", dx, dy, dst_swizzle);
+ } else {
+ shader_addline(ins->ctx->buffer, ")%s);\n", dst_swizzle);
+ }
+ }
+
+ if(!is_identity_fixup(fixup)) {
+ shader_glsl_color_correction(ins, fixup);
+ }
+}
+
+/*****************************************************************************
+ * Begin processing individual instruction opcodes
+ ****************************************************************************/
+
+/* Generate GLSL arithmetic functions (dst = src1 + src2) */
+static void shader_glsl_arith(const struct wined3d_shader_instruction *ins)
+{
+ struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
+ glsl_src_param_t src0_param;
+ glsl_src_param_t src1_param;
+ DWORD write_mask;
+ char op;
+
+ /* Determine the GLSL operator to use based on the opcode */
+ switch (ins->handler_idx)
+ {
+ case WINED3DSIH_MUL: op = '*'; break;
+ case WINED3DSIH_ADD: op = '+'; break;
+ case WINED3DSIH_SUB: op = '-'; break;
+ default:
+ op = ' ';
+ FIXME("Opcode %#x not yet handled in GLSL\n", ins->handler_idx);
+ break;
+ }
+
+ write_mask = shader_glsl_append_dst(buffer, ins);
+ shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src0_param);
+ shader_glsl_add_src_param(ins, &ins->src[1], write_mask, &src1_param);
+ shader_addline(buffer, "%s %c %s);\n", src0_param.param_str, op, src1_param.param_str);
+}
+
+#ifdef VBOX_WITH_VMSVGA
+static void shader_glsl_mov_impl(const struct wined3d_shader_instruction *ins, int p0_idx);
+
+/* Process the WINED3DSIO_MOV opcode using GLSL (dst = src) */
+static void shader_glsl_mov(const struct wined3d_shader_instruction *ins)
+{
+ if (ins->predicate)
+ {
+ int i;
+ DWORD dst_mask = ins->dst[0].write_mask;
+ struct wined3d_shader_dst_param *dst = (struct wined3d_shader_dst_param *)&ins->dst[0];
+
+ for (i = 0; i < 4; i++)
+ {
+ if (dst_mask & RT_BIT(i))
+ {
+ dst->write_mask = RT_BIT(i);
+
+ shader_glsl_mov_impl(ins, i);
+ }
+ }
+ dst->write_mask = dst_mask;
+ }
+ else
+ shader_glsl_mov_impl(ins, 0);
+}
+
+/* Process the WINED3DSIO_MOV opcode using GLSL (dst = src) */
+static void shader_glsl_mov_impl(const struct wined3d_shader_instruction *ins, int p0_idx)
+
+#else
+/* Process the WINED3DSIO_MOV opcode using GLSL (dst = src) */
+static void shader_glsl_mov(const struct wined3d_shader_instruction *ins)
+#endif
+{
+ const struct wined3d_gl_info *gl_info = ins->ctx->gl_info;
+ struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
+ glsl_src_param_t src0_param;
+ DWORD write_mask;
+
+#ifdef VBOX_WITH_VMSVGA
+ if (ins->predicate)
+ {
+ shader_addline(buffer, "if (p0[%d]) {\n", p0_idx);
+ }
+#endif
+
+ write_mask = shader_glsl_append_dst(buffer, ins);
+ shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src0_param);
+
+ /* In vs_1_1 WINED3DSIO_MOV can write to the address register. In later
+ * shader versions WINED3DSIO_MOVA is used for this. */
+ if (ins->ctx->reg_maps->shader_version.major == 1
+ && !shader_is_pshader_version(ins->ctx->reg_maps->shader_version.type)
+ && ins->dst[0].reg.type == WINED3DSPR_ADDR)
+ {
+ /* This is a simple floor() */
+ unsigned int mask_size = shader_glsl_get_write_mask_size(write_mask);
+ if (mask_size > 1) {
+ shader_addline(buffer, "ivec%d(floor(%s)));\n", mask_size, src0_param.param_str);
+ } else {
+ shader_addline(buffer, "int(floor(%s)));\n", src0_param.param_str);
+ }
+ }
+ else if(ins->handler_idx == WINED3DSIH_MOVA)
+ {
+ /* We need to *round* to the nearest int here. */
+ unsigned int mask_size = shader_glsl_get_write_mask_size(write_mask);
+
+ if (gl_info->supported[EXT_GPU_SHADER4])
+ {
+ if (mask_size > 1)
+ shader_addline(buffer, "ivec%d(round(%s)));\n", mask_size, src0_param.param_str);
+ else
+ shader_addline(buffer, "int(round(%s)));\n", src0_param.param_str);
+ }
+ else
+ {
+ if (mask_size > 1)
+ shader_addline(buffer, "ivec%d(floor(abs(%s) + vec%d(0.5)) * sign(%s)));\n",
+ mask_size, src0_param.param_str, mask_size, src0_param.param_str);
+ else
+ shader_addline(buffer, "int(floor(abs(%s) + 0.5) * sign(%s)));\n",
+ src0_param.param_str, src0_param.param_str);
+ }
+ }
+ else
+ {
+ shader_addline(buffer, "%s);\n", src0_param.param_str);
+ }
+#ifdef VBOX_WITH_VMSVGA
+ if (ins->predicate)
+ {
+ shader_addline(buffer, "}\n");
+ }
+#endif
+}
+
+/* Process the dot product operators DP3 and DP4 in GLSL (dst = dot(src0, src1)) */
+static void shader_glsl_dot(const struct wined3d_shader_instruction *ins)
+{
+ struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
+ glsl_src_param_t src0_param;
+ glsl_src_param_t src1_param;
+ DWORD dst_write_mask, src_write_mask;
+ unsigned int dst_size = 0;
+
+ dst_write_mask = shader_glsl_append_dst(buffer, ins);
+ dst_size = shader_glsl_get_write_mask_size(dst_write_mask);
+
+ /* dp3 works on vec3, dp4 on vec4 */
+ if (ins->handler_idx == WINED3DSIH_DP4)
+ {
+ src_write_mask = WINED3DSP_WRITEMASK_ALL;
+ } else {
+ src_write_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
+ }
+
+ shader_glsl_add_src_param(ins, &ins->src[0], src_write_mask, &src0_param);
+ shader_glsl_add_src_param(ins, &ins->src[1], src_write_mask, &src1_param);
+
+ if (dst_size > 1) {
+ shader_addline(buffer, "vec%d(dot(%s, %s)));\n", dst_size, src0_param.param_str, src1_param.param_str);
+ } else {
+ shader_addline(buffer, "dot(%s, %s));\n", src0_param.param_str, src1_param.param_str);
+ }
+}
+
+/* Note that this instruction has some restrictions. The destination write mask
+ * can't contain the w component, and the source swizzles have to be .xyzw */
+static void shader_glsl_cross(const struct wined3d_shader_instruction *ins)
+{
+ DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
+ glsl_src_param_t src0_param;
+ glsl_src_param_t src1_param;
+ char dst_mask[6];
+
+ shader_glsl_get_write_mask(&ins->dst[0], dst_mask);
+ shader_glsl_append_dst(ins->ctx->buffer, ins);
+ shader_glsl_add_src_param(ins, &ins->src[0], src_mask, &src0_param);
+ shader_glsl_add_src_param(ins, &ins->src[1], src_mask, &src1_param);
+ shader_addline(ins->ctx->buffer, "cross(%s, %s)%s);\n", src0_param.param_str, src1_param.param_str, dst_mask);
+}
+
+/* Process the WINED3DSIO_POW instruction in GLSL (dst = |src0|^src1)
+ * Src0 and src1 are scalars. Note that D3D uses the absolute of src0, while
+ * GLSL uses the value as-is. */
+static void shader_glsl_pow(const struct wined3d_shader_instruction *ins)
+{
+ struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
+ glsl_src_param_t src0_param;
+ glsl_src_param_t src1_param;
+ DWORD dst_write_mask;
+ unsigned int dst_size;
+
+ dst_write_mask = shader_glsl_append_dst(buffer, ins);
+ dst_size = shader_glsl_get_write_mask_size(dst_write_mask);
+
+ shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0, &src0_param);
+ shader_glsl_add_src_param(ins, &ins->src[1], WINED3DSP_WRITEMASK_0, &src1_param);
+
+ if (dst_size > 1) {
+ shader_addline(buffer, "vec%d(pow(abs(%s), %s)));\n", dst_size, src0_param.param_str, src1_param.param_str);
+ } else {
+ shader_addline(buffer, "pow(abs(%s), %s));\n", src0_param.param_str, src1_param.param_str);
+ }
+}
+
+/* Process the WINED3DSIO_LOG instruction in GLSL (dst = log2(|src0|))
+ * Src0 is a scalar. Note that D3D uses the absolute of src0, while
+ * GLSL uses the value as-is. */
+static void shader_glsl_log(const struct wined3d_shader_instruction *ins)
+{
+ struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
+ glsl_src_param_t src0_param;
+ DWORD dst_write_mask;
+ unsigned int dst_size;
+
+ dst_write_mask = shader_glsl_append_dst(buffer, ins);
+ dst_size = shader_glsl_get_write_mask_size(dst_write_mask);
+
+ shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0, &src0_param);
+
+ if (dst_size > 1)
+ {
+ shader_addline(buffer, "vec%d(%s == 0.0 ? -FLT_MAX : log2(abs(%s))));\n",
+ dst_size, src0_param.param_str, src0_param.param_str);
+ }
+ else
+ {
+ shader_addline(buffer, "%s == 0.0 ? -FLT_MAX : log2(abs(%s)));\n",
+ src0_param.param_str, src0_param.param_str);
+ }
+}
+
+/* Map the opcode 1-to-1 to the GL code (arg->dst = instruction(src0, src1, ...) */
+static void shader_glsl_map2gl(const struct wined3d_shader_instruction *ins)
+{
+ struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
+ glsl_src_param_t src_param;
+ const char *instruction;
+ DWORD write_mask;
+ unsigned i;
+
+ /* Determine the GLSL function to use based on the opcode */
+ /* TODO: Possibly make this a table for faster lookups */
+ switch (ins->handler_idx)
+ {
+ case WINED3DSIH_MIN: instruction = "min"; break;
+ case WINED3DSIH_MAX: instruction = "max"; break;
+ case WINED3DSIH_ABS: instruction = "abs"; break;
+ case WINED3DSIH_FRC: instruction = "fract"; break;
+ case WINED3DSIH_EXP: instruction = "exp2"; break;
+ case WINED3DSIH_DSX: instruction = "dFdx"; break;
+ case WINED3DSIH_DSY: instruction = "ycorrection.y * dFdy"; break;
+ default: instruction = "";
+ FIXME("Opcode %#x not yet handled in GLSL\n", ins->handler_idx);
+ break;
+ }
+
+ write_mask = shader_glsl_append_dst(buffer, ins);
+
+ shader_addline(buffer, "%s(", instruction);
+
+ if (ins->src_count)
+ {
+ shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src_param);
+ shader_addline(buffer, "%s", src_param.param_str);
+ for (i = 1; i < ins->src_count; ++i)
+ {
+ shader_glsl_add_src_param(ins, &ins->src[i], write_mask, &src_param);
+ shader_addline(buffer, ", %s", src_param.param_str);
+ }
+ }
+
+ shader_addline(buffer, "));\n");
+}
+
+static void shader_glsl_nrm(const struct wined3d_shader_instruction *ins)
+{
+ struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
+ glsl_src_param_t src_param;
+ unsigned int mask_size;
+ DWORD write_mask;
+ char dst_mask[6];
+
+ write_mask = shader_glsl_get_write_mask(ins->dst, dst_mask);
+ mask_size = shader_glsl_get_write_mask_size(write_mask);
+ shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src_param);
+
+ shader_addline(buffer, "tmp0.x = length(%s);\n", src_param.param_str);
+ shader_glsl_append_dst(buffer, ins);
+ if (mask_size > 1)
+ {
+ shader_addline(buffer, "tmp0.x == 0.0 ? vec%u(0.0) : (%s / tmp0.x));\n",
+ mask_size, src_param.param_str);
+ }
+ else
+ {
+ shader_addline(buffer, "tmp0.x == 0.0 ? 0.0 : (%s / tmp0.x));\n",
+ src_param.param_str);
+ }
+}
+
+/** Process the WINED3DSIO_EXPP instruction in GLSL:
+ * For shader model 1.x, do the following (and honor the writemask, so use a temporary variable):
+ * dst.x = 2^(floor(src))
+ * dst.y = src - floor(src)
+ * dst.z = 2^src (partial precision is allowed, but optional)
+ * dst.w = 1.0;
+ * For 2.0 shaders, just do this (honoring writemask and swizzle):
+ * dst = 2^src; (partial precision is allowed, but optional)
+ */
+static void shader_glsl_expp(const struct wined3d_shader_instruction *ins)
+{
+ glsl_src_param_t src_param;
+
+ shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0, &src_param);
+
+ if (ins->ctx->reg_maps->shader_version.major < 2)
+ {
+ char dst_mask[6];
+
+ shader_addline(ins->ctx->buffer, "tmp0.x = exp2(floor(%s));\n", src_param.param_str);
+ shader_addline(ins->ctx->buffer, "tmp0.y = %s - floor(%s);\n", src_param.param_str, src_param.param_str);
+ shader_addline(ins->ctx->buffer, "tmp0.z = exp2(%s);\n", src_param.param_str);
+ shader_addline(ins->ctx->buffer, "tmp0.w = 1.0;\n");
+
+ shader_glsl_append_dst(ins->ctx->buffer, ins);
+ shader_glsl_get_write_mask(&ins->dst[0], dst_mask);
+ shader_addline(ins->ctx->buffer, "tmp0%s);\n", dst_mask);
+ } else {
+ DWORD write_mask;
+ unsigned int mask_size;
+
+ write_mask = shader_glsl_append_dst(ins->ctx->buffer, ins);
+ mask_size = shader_glsl_get_write_mask_size(write_mask);
+
+ if (mask_size > 1) {
+ shader_addline(ins->ctx->buffer, "vec%d(exp2(%s)));\n", mask_size, src_param.param_str);
+ } else {
+ shader_addline(ins->ctx->buffer, "exp2(%s));\n", src_param.param_str);
+ }
+ }
+}
+
+/** Process the RCP (reciprocal or inverse) opcode in GLSL (dst = 1 / src) */
+static void shader_glsl_rcp(const struct wined3d_shader_instruction *ins)
+{
+ glsl_src_param_t src_param;
+ DWORD write_mask;
+ unsigned int mask_size;
+
+ write_mask = shader_glsl_append_dst(ins->ctx->buffer, ins);
+ mask_size = shader_glsl_get_write_mask_size(write_mask);
+ shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_3, &src_param);
+
+ if (mask_size > 1)
+ {
+ shader_addline(ins->ctx->buffer, "vec%d(%s == 0.0 ? FLT_MAX : 1.0 / %s));\n",
+ mask_size, src_param.param_str, src_param.param_str);
+ }
+ else
+ {
+ shader_addline(ins->ctx->buffer, "%s == 0.0 ? FLT_MAX : 1.0 / %s);\n",
+ src_param.param_str, src_param.param_str);
+ }
+}
+
+static void shader_glsl_rsq(const struct wined3d_shader_instruction *ins)
+{
+ struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
+ glsl_src_param_t src_param;
+ DWORD write_mask;
+ unsigned int mask_size;
+
+ write_mask = shader_glsl_append_dst(buffer, ins);
+ mask_size = shader_glsl_get_write_mask_size(write_mask);
+
+ shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_3, &src_param);
+
+ if (mask_size > 1)
+ {
+ shader_addline(buffer, "vec%d(%s == 0.0 ? FLT_MAX : inversesqrt(abs(%s))));\n",
+ mask_size, src_param.param_str, src_param.param_str);
+ }
+ else
+ {
+ shader_addline(buffer, "%s == 0.0 ? FLT_MAX : inversesqrt(abs(%s)));\n",
+ src_param.param_str, src_param.param_str);
+ }
+}
+
+#ifdef VBOX_WITH_VMSVGA
+static void shader_glsl_setp(const struct wined3d_shader_instruction *ins)
+{
+ struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
+ glsl_src_param_t src_param1, src_param2;
+ DWORD write_mask;
+
+ int i;
+ DWORD dst_mask = ins->dst[0].write_mask;
+ struct wined3d_shader_dst_param dst = ins->dst[0];
+
+ /* Cycle through all source0 channels */
+ for (i=0; i<4; i++) {
+ if (dst_mask & RT_BIT(i))
+ {
+ write_mask = WINED3DSP_WRITEMASK_0 << i;
+ dst.write_mask = dst_mask & write_mask;
+
+ write_mask = shader_glsl_append_dst_ext(ins->ctx->buffer, ins, &dst);
+ Assert(write_mask);
+
+ shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src_param1);
+ shader_glsl_add_src_param(ins, &ins->src[1], write_mask, &src_param2);
+
+ shader_addline(buffer, "%s %s %s);\n",
+ src_param1.param_str, shader_get_comp_op(ins->flags), src_param2.param_str);
+ }
+ }
+}
+#endif
+
+/** Process signed comparison opcodes in GLSL. */
+static void shader_glsl_compare(const struct wined3d_shader_instruction *ins)
+{
+ glsl_src_param_t src0_param;
+ glsl_src_param_t src1_param;
+ DWORD write_mask;
+ unsigned int mask_size;
+
+ write_mask = shader_glsl_append_dst(ins->ctx->buffer, ins);
+ mask_size = shader_glsl_get_write_mask_size(write_mask);
+ shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src0_param);
+ shader_glsl_add_src_param(ins, &ins->src[1], write_mask, &src1_param);
+
+ if (mask_size > 1) {
+ const char *compare;
+
+ switch(ins->handler_idx)
+ {
+ case WINED3DSIH_SLT: compare = "lessThan"; break;
+ case WINED3DSIH_SGE: compare = "greaterThanEqual"; break;
+ default: compare = "";
+ FIXME("Can't handle opcode %#x\n", ins->handler_idx);
+ }
+
+ shader_addline(ins->ctx->buffer, "vec%d(%s(%s, %s)));\n", mask_size, compare,
+ src0_param.param_str, src1_param.param_str);
+ } else {
+ switch(ins->handler_idx)
+ {
+ case WINED3DSIH_SLT:
+ /* Step(src0, src1) is not suitable here because if src0 == src1 SLT is supposed,
+ * to return 0.0 but step returns 1.0 because step is not < x
+ * An alternative is a bvec compare padded with an unused second component.
+ * step(src1 * -1.0, src0 * -1.0) is not an option because it suffers from the same
+ * issue. Playing with not() is not possible either because not() does not accept
+ * a scalar.
+ */
+ shader_addline(ins->ctx->buffer, "(%s < %s) ? 1.0 : 0.0);\n",
+ src0_param.param_str, src1_param.param_str);
+ break;
+ case WINED3DSIH_SGE:
+ /* Here we can use the step() function and safe a conditional */
+ shader_addline(ins->ctx->buffer, "step(%s, %s));\n", src1_param.param_str, src0_param.param_str);
+ break;
+ default:
+ FIXME("Can't handle opcode %#x\n", ins->handler_idx);
+ }
+
+ }
+}
+
+/** Process CMP instruction in GLSL (dst = src0 >= 0.0 ? src1 : src2), per channel */
+static void shader_glsl_cmp(const struct wined3d_shader_instruction *ins)
+{
+ glsl_src_param_t src0_param;
+ glsl_src_param_t src1_param;
+ glsl_src_param_t src2_param;
+ DWORD write_mask, cmp_channel = 0;
+ unsigned int i, j;
+ char mask_char[6];
+ BOOL temp_destination = FALSE;
+
+ if (shader_is_scalar(&ins->src[0].reg))
+ {
+ write_mask = shader_glsl_append_dst(ins->ctx->buffer, ins);
+
+ shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_ALL, &src0_param);
+ shader_glsl_add_src_param(ins, &ins->src[1], write_mask, &src1_param);
+ shader_glsl_add_src_param(ins, &ins->src[2], write_mask, &src2_param);
+
+ shader_addline(ins->ctx->buffer, "%s >= 0.0 ? %s : %s);\n",
+ src0_param.param_str, src1_param.param_str, src2_param.param_str);
+ } else {
+ DWORD dst_mask = ins->dst[0].write_mask;
+ struct wined3d_shader_dst_param dst = ins->dst[0];
+
+ /* Cycle through all source0 channels */
+ for (i=0; i<4; i++) {
+ write_mask = 0;
+ /* Find the destination channels which use the current source0 channel */
+ for (j=0; j<4; j++) {
+ if (((ins->src[0].swizzle >> (2 * j)) & 0x3) == i)
+ {
+ write_mask |= WINED3DSP_WRITEMASK_0 << j;
+ cmp_channel = WINED3DSP_WRITEMASK_0 << j;
+ }
+ }
+ dst.write_mask = dst_mask & write_mask;
+
+ /* Splitting the cmp instruction up in multiple lines imposes a problem:
+ * The first lines may overwrite source parameters of the following lines.
+ * Deal with that by using a temporary destination register if needed
+ */
+ if ((ins->src[0].reg.idx == ins->dst[0].reg.idx
+ && ins->src[0].reg.type == ins->dst[0].reg.type)
+ || (ins->src[1].reg.idx == ins->dst[0].reg.idx
+ && ins->src[1].reg.type == ins->dst[0].reg.type)
+ || (ins->src[2].reg.idx == ins->dst[0].reg.idx
+ && ins->src[2].reg.type == ins->dst[0].reg.type))
+ {
+ write_mask = shader_glsl_get_write_mask(&dst, mask_char);
+ if (!write_mask) continue;
+ shader_addline(ins->ctx->buffer, "tmp0%s = (", mask_char);
+ temp_destination = TRUE;
+ } else {
+ write_mask = shader_glsl_append_dst_ext(ins->ctx->buffer, ins, &dst);
+ if (!write_mask) continue;
+ }
+
+ shader_glsl_add_src_param(ins, &ins->src[0], cmp_channel, &src0_param);
+ shader_glsl_add_src_param(ins, &ins->src[1], write_mask, &src1_param);
+ shader_glsl_add_src_param(ins, &ins->src[2], write_mask, &src2_param);
+
+ shader_addline(ins->ctx->buffer, "%s >= 0.0 ? %s : %s);\n",
+ src0_param.param_str, src1_param.param_str, src2_param.param_str);
+ }
+
+ if(temp_destination) {
+ shader_glsl_get_write_mask(&ins->dst[0], mask_char);
+ shader_glsl_append_dst(ins->ctx->buffer, ins);
+ shader_addline(ins->ctx->buffer, "tmp0%s);\n", mask_char);
+ }
+ }
+
+}
+
+/** Process the CND opcode in GLSL (dst = (src0 > 0.5) ? src1 : src2) */
+/* For ps 1.1-1.3, only a single component of src0 is used. For ps 1.4
+ * the compare is done per component of src0. */
+static void shader_glsl_cnd(const struct wined3d_shader_instruction *ins)
+{
+ struct wined3d_shader_dst_param dst;
+ glsl_src_param_t src0_param;
+ glsl_src_param_t src1_param;
+ glsl_src_param_t src2_param;
+ DWORD write_mask, cmp_channel = 0;
+ unsigned int i, j;
+ DWORD dst_mask;
+ DWORD shader_version = WINED3D_SHADER_VERSION(ins->ctx->reg_maps->shader_version.major,
+ ins->ctx->reg_maps->shader_version.minor);
+
+ if (shader_version < WINED3D_SHADER_VERSION(1, 4))
+ {
+ write_mask = shader_glsl_append_dst(ins->ctx->buffer, ins);
+ shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0, &src0_param);
+ shader_glsl_add_src_param(ins, &ins->src[1], write_mask, &src1_param);
+ shader_glsl_add_src_param(ins, &ins->src[2], write_mask, &src2_param);
+
+ /* Fun: The D3DSI_COISSUE flag changes the semantic of the cnd instruction for < 1.4 shaders */
+ if (ins->coissue)
+ {
+ shader_addline(ins->ctx->buffer, "%s /* COISSUE! */);\n", src1_param.param_str);
+ } else {
+ shader_addline(ins->ctx->buffer, "%s > 0.5 ? %s : %s);\n",
+ src0_param.param_str, src1_param.param_str, src2_param.param_str);
+ }
+ return;
+ }
+ /* Cycle through all source0 channels */
+ dst_mask = ins->dst[0].write_mask;
+ dst = ins->dst[0];
+ for (i=0; i<4; i++) {
+ write_mask = 0;
+ /* Find the destination channels which use the current source0 channel */
+ for (j=0; j<4; j++) {
+ if (((ins->src[0].swizzle >> (2 * j)) & 0x3) == i)
+ {
+ write_mask |= WINED3DSP_WRITEMASK_0 << j;
+ cmp_channel = WINED3DSP_WRITEMASK_0 << j;
+ }
+ }
+
+ dst.write_mask = dst_mask & write_mask;
+ write_mask = shader_glsl_append_dst_ext(ins->ctx->buffer, ins, &dst);
+ if (!write_mask) continue;
+
+ shader_glsl_add_src_param(ins, &ins->src[0], cmp_channel, &src0_param);
+ shader_glsl_add_src_param(ins, &ins->src[1], write_mask, &src1_param);
+ shader_glsl_add_src_param(ins, &ins->src[2], write_mask, &src2_param);
+
+ shader_addline(ins->ctx->buffer, "%s > 0.5 ? %s : %s);\n",
+ src0_param.param_str, src1_param.param_str, src2_param.param_str);
+ }
+}
+
+/** GLSL code generation for WINED3DSIO_MAD: Multiply the first 2 opcodes, then add the last */
+static void shader_glsl_mad(const struct wined3d_shader_instruction *ins)
+{
+ glsl_src_param_t src0_param;
+ glsl_src_param_t src1_param;
+ glsl_src_param_t src2_param;
+ DWORD write_mask;
+
+ write_mask = shader_glsl_append_dst(ins->ctx->buffer, ins);
+ shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src0_param);
+ shader_glsl_add_src_param(ins, &ins->src[1], write_mask, &src1_param);
+ shader_glsl_add_src_param(ins, &ins->src[2], write_mask, &src2_param);
+ shader_addline(ins->ctx->buffer, "(%s * %s) + %s);\n",
+ src0_param.param_str, src1_param.param_str, src2_param.param_str);
+}
+
+/* Handles transforming all WINED3DSIO_M?x? opcodes for
+ Vertex shaders to GLSL codes */
+static void shader_glsl_mnxn(const struct wined3d_shader_instruction *ins)
+{
+ int i;
+ int nComponents = 0;
+ struct wined3d_shader_dst_param tmp_dst = {{0}};
+ struct wined3d_shader_src_param tmp_src[2] = {{{0}}};
+ struct wined3d_shader_instruction tmp_ins;
+
+ memset(&tmp_ins, 0, sizeof(tmp_ins));
+
+ /* Set constants for the temporary argument */
+ tmp_ins.ctx = ins->ctx;
+ tmp_ins.dst_count = 1;
+ tmp_ins.dst = &tmp_dst;
+ tmp_ins.src_count = 2;
+ tmp_ins.src = tmp_src;
+
+ switch(ins->handler_idx)
+ {
+ case WINED3DSIH_M4x4:
+ nComponents = 4;
+ tmp_ins.handler_idx = WINED3DSIH_DP4;
+ break;
+ case WINED3DSIH_M4x3:
+ nComponents = 3;
+ tmp_ins.handler_idx = WINED3DSIH_DP4;
+ break;
+ case WINED3DSIH_M3x4:
+ nComponents = 4;
+ tmp_ins.handler_idx = WINED3DSIH_DP3;
+ break;
+ case WINED3DSIH_M3x3:
+ nComponents = 3;
+ tmp_ins.handler_idx = WINED3DSIH_DP3;
+ break;
+ case WINED3DSIH_M3x2:
+ nComponents = 2;
+ tmp_ins.handler_idx = WINED3DSIH_DP3;
+ break;
+ default:
+ break;
+ }
+
+ tmp_dst = ins->dst[0];
+ tmp_src[0] = ins->src[0];
+ tmp_src[1] = ins->src[1];
+ for (i = 0; i < nComponents; ++i)
+ {
+ tmp_dst.write_mask = WINED3DSP_WRITEMASK_0 << i;
+ shader_glsl_dot(&tmp_ins);
+ ++tmp_src[1].reg.idx;
+ }
+}
+
+/**
+ The LRP instruction performs a component-wise linear interpolation
+ between the second and third operands using the first operand as the
+ blend factor. Equation: (dst = src2 + src0 * (src1 - src2))
+ This is equivalent to mix(src2, src1, src0);
+*/
+static void shader_glsl_lrp(const struct wined3d_shader_instruction *ins)
+{
+ glsl_src_param_t src0_param;
+ glsl_src_param_t src1_param;
+ glsl_src_param_t src2_param;
+ DWORD write_mask;
+
+ write_mask = shader_glsl_append_dst(ins->ctx->buffer, ins);
+
+ shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src0_param);
+ shader_glsl_add_src_param(ins, &ins->src[1], write_mask, &src1_param);
+ shader_glsl_add_src_param(ins, &ins->src[2], write_mask, &src2_param);
+
+ shader_addline(ins->ctx->buffer, "mix(%s, %s, %s));\n",
+ src2_param.param_str, src1_param.param_str, src0_param.param_str);
+}
+
+/** Process the WINED3DSIO_LIT instruction in GLSL:
+ * dst.x = dst.w = 1.0
+ * dst.y = (src0.x > 0) ? src0.x
+ * dst.z = (src0.x > 0) ? ((src0.y > 0) ? pow(src0.y, src.w) : 0) : 0
+ * where src.w is clamped at +- 128
+ */
+static void shader_glsl_lit(const struct wined3d_shader_instruction *ins)
+{
+ glsl_src_param_t src0_param;
+ glsl_src_param_t src1_param;
+ glsl_src_param_t src3_param;
+ char dst_mask[6];
+
+ shader_glsl_append_dst(ins->ctx->buffer, ins);
+ shader_glsl_get_write_mask(&ins->dst[0], dst_mask);
+
+ shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0, &src0_param);
+ shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_1, &src1_param);
+ shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_3, &src3_param);
+
+ /* The sdk specifies the instruction like this
+ * dst.x = 1.0;
+ * if(src.x > 0.0) dst.y = src.x
+ * else dst.y = 0.0.
+ * if(src.x > 0.0 && src.y > 0.0) dst.z = pow(src.y, power);
+ * else dst.z = 0.0;
+ * dst.w = 1.0;
+ *
+ * Obviously that has quite a few conditionals in it which we don't like. So the first step is this:
+ * dst.x = 1.0 ... No further explanation needed
+ * dst.y = max(src.y, 0.0); ... If x < 0.0, use 0.0, otherwise x. Same as the conditional
+ * dst.z = x > 0.0 ? pow(max(y, 0.0), p) : 0; ... 0 ^ power is 0, and otherwise we use y anyway
+ * dst.w = 1.0. ... Nothing fancy.
+ *
+ * So we still have one conditional in there. So do this:
+ * dst.z = pow(max(0.0, src.y) * step(0.0, src.x), power);
+ *
+ * step(0.0, x) will return 1 if src.x > 0.0, and 0 otherwise. So if y is 0 we get pow(0.0 * 1.0, power),
+ * which sets dst.z to 0. If y > 0, but x = 0.0, we get pow(y * 0.0, power), which results in 0 too.
+ * if both x and y are > 0, we get pow(y * 1.0, power), as it is supposed to
+ */
+ shader_addline(ins->ctx->buffer,
+ "vec4(1.0, max(%s, 0.0), pow(max(0.0, %s) * step(0.0, %s), clamp(%s, -128.0, 128.0)), 1.0)%s);\n",
+ src0_param.param_str, src1_param.param_str, src0_param.param_str, src3_param.param_str, dst_mask);
+}
+
+/** Process the WINED3DSIO_DST instruction in GLSL:
+ * dst.x = 1.0
+ * dst.y = src0.x * src0.y
+ * dst.z = src0.z
+ * dst.w = src1.w
+ */
+static void shader_glsl_dst(const struct wined3d_shader_instruction *ins)
+{
+ glsl_src_param_t src0y_param;
+ glsl_src_param_t src0z_param;
+ glsl_src_param_t src1y_param;
+ glsl_src_param_t src1w_param;
+ char dst_mask[6];
+
+ shader_glsl_append_dst(ins->ctx->buffer, ins);
+ shader_glsl_get_write_mask(&ins->dst[0], dst_mask);
+
+ shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_1, &src0y_param);
+ shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_2, &src0z_param);
+ shader_glsl_add_src_param(ins, &ins->src[1], WINED3DSP_WRITEMASK_1, &src1y_param);
+ shader_glsl_add_src_param(ins, &ins->src[1], WINED3DSP_WRITEMASK_3, &src1w_param);
+
+ shader_addline(ins->ctx->buffer, "vec4(1.0, %s * %s, %s, %s))%s;\n",
+ src0y_param.param_str, src1y_param.param_str, src0z_param.param_str, src1w_param.param_str, dst_mask);
+}
+
+/** Process the WINED3DSIO_SINCOS instruction in GLSL:
+ * VS 2.0 requires that specific cosine and sine constants be passed to this instruction so the hardware
+ * can handle it. But, these functions are built-in for GLSL, so we can just ignore the last 2 params.
+ *
+ * dst.x = cos(src0.?)
+ * dst.y = sin(src0.?)
+ * dst.z = dst.z
+ * dst.w = dst.w
+ */
+static void shader_glsl_sincos(const struct wined3d_shader_instruction *ins)
+{
+ glsl_src_param_t src0_param;
+ DWORD write_mask;
+
+ write_mask = shader_glsl_append_dst(ins->ctx->buffer, ins);
+ shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0, &src0_param);
+
+ switch (write_mask) {
+ case WINED3DSP_WRITEMASK_0:
+ shader_addline(ins->ctx->buffer, "cos(%s));\n", src0_param.param_str);
+ break;
+
+ case WINED3DSP_WRITEMASK_1:
+ shader_addline(ins->ctx->buffer, "sin(%s));\n", src0_param.param_str);
+ break;
+
+ case (WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1):
+ shader_addline(ins->ctx->buffer, "vec2(cos(%s), sin(%s)));\n", src0_param.param_str, src0_param.param_str);
+ break;
+
+ default:
+ ERR("Write mask should be .x, .y or .xy\n");
+ break;
+ }
+}
+
+/* sgn in vs_2_0 has 2 extra parameters(registers for temporary storage) which we don't use
+ * here. But those extra parameters require a dedicated function for sgn, since map2gl would
+ * generate invalid code
+ */
+static void shader_glsl_sgn(const struct wined3d_shader_instruction *ins)
+{
+ glsl_src_param_t src0_param;
+ DWORD write_mask;
+
+ write_mask = shader_glsl_append_dst(ins->ctx->buffer, ins);
+ shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src0_param);
+
+ shader_addline(ins->ctx->buffer, "sign(%s));\n", src0_param.param_str);
+}
+
+/** Process the WINED3DSIO_LOOP instruction in GLSL:
+ * Start a for() loop where src1.y is the initial value of aL,
+ * increment aL by src1.z for a total of src1.x iterations.
+ * Need to use a temporary variable for this operation.
+ */
+/* FIXME: I don't think nested loops will work correctly this way. */
+static void shader_glsl_loop(const struct wined3d_shader_instruction *ins)
+{
+ glsl_src_param_t src1_param;
+ IWineD3DBaseShaderImpl *shader = (IWineD3DBaseShaderImpl *)ins->ctx->shader;
+ const DWORD *control_values = NULL;
+ const local_constant *constant;
+
+ shader_glsl_add_src_param(ins, &ins->src[1], WINED3DSP_WRITEMASK_ALL, &src1_param);
+
+ /* Try to hardcode the loop control parameters if possible. Direct3D 9 class hardware doesn't support real
+ * varying indexing, but Microsoft designed this feature for Shader model 2.x+. If the loop control is
+ * known at compile time, the GLSL compiler can unroll the loop, and replace indirect addressing with direct
+ * addressing.
+ */
+ if (ins->src[1].reg.type == WINED3DSPR_CONSTINT)
+ {
+ LIST_FOR_EACH_ENTRY(constant, &shader->baseShader.constantsI, local_constant, entry) {
+ if (constant->idx == ins->src[1].reg.idx)
+ {
+ control_values = constant->value;
+ break;
+ }
+ }
+ }
+
+ if (control_values)
+ {
+ struct wined3d_shader_loop_control loop_control;
+ loop_control.count = control_values[0];
+ loop_control.start = control_values[1];
+ loop_control.step = (int)control_values[2];
+
+ if (loop_control.step > 0)
+ {
+ shader_addline(ins->ctx->buffer, "for (aL%u = %u; aL%u < (%u * %d + %u); aL%u += %d) {\n",
+ shader->baseShader.cur_loop_depth, loop_control.start,
+ shader->baseShader.cur_loop_depth, loop_control.count, loop_control.step, loop_control.start,
+ shader->baseShader.cur_loop_depth, loop_control.step);
+ }
+ else if (loop_control.step < 0)
+ {
+ shader_addline(ins->ctx->buffer, "for (aL%u = %u; aL%u > (%u * %d + %u); aL%u += %d) {\n",
+ shader->baseShader.cur_loop_depth, loop_control.start,
+ shader->baseShader.cur_loop_depth, loop_control.count, loop_control.step, loop_control.start,
+ shader->baseShader.cur_loop_depth, loop_control.step);
+ }
+ else
+ {
+ shader_addline(ins->ctx->buffer, "for (aL%u = %u, tmpInt%u = 0; tmpInt%u < %u; tmpInt%u++) {\n",
+ shader->baseShader.cur_loop_depth, loop_control.start, shader->baseShader.cur_loop_depth,
+ shader->baseShader.cur_loop_depth, loop_control.count,
+ shader->baseShader.cur_loop_depth);
+ }
+ } else {
+ shader_addline(ins->ctx->buffer,
+ "for (tmpInt%u = 0, aL%u = %s.y; tmpInt%u < %s.x; tmpInt%u++, aL%u += %s.z) {\n",
+ shader->baseShader.cur_loop_depth, shader->baseShader.cur_loop_regno,
+ src1_param.reg_name, shader->baseShader.cur_loop_depth, src1_param.reg_name,
+ shader->baseShader.cur_loop_depth, shader->baseShader.cur_loop_regno, src1_param.reg_name);
+ }
+
+ shader->baseShader.cur_loop_depth++;
+ shader->baseShader.cur_loop_regno++;
+}
+
+static void shader_glsl_end(const struct wined3d_shader_instruction *ins)
+{
+ IWineD3DBaseShaderImpl *shader = (IWineD3DBaseShaderImpl *)ins->ctx->shader;
+
+ shader_addline(ins->ctx->buffer, "}\n");
+
+ if (ins->handler_idx == WINED3DSIH_ENDLOOP)
+ {
+ shader->baseShader.cur_loop_depth--;
+ shader->baseShader.cur_loop_regno--;
+ }
+
+ if (ins->handler_idx == WINED3DSIH_ENDREP)
+ {
+ shader->baseShader.cur_loop_depth--;
+ }
+}
+
+static void shader_glsl_rep(const struct wined3d_shader_instruction *ins)
+{
+ IWineD3DBaseShaderImpl *shader = (IWineD3DBaseShaderImpl *)ins->ctx->shader;
+ glsl_src_param_t src0_param;
+ const DWORD *control_values = NULL;
+ const local_constant *constant;
+
+ /* Try to hardcode local values to help the GLSL compiler to unroll and optimize the loop */
+ if (ins->src[0].reg.type == WINED3DSPR_CONSTINT)
+ {
+ LIST_FOR_EACH_ENTRY(constant, &shader->baseShader.constantsI, local_constant, entry)
+ {
+ if (constant->idx == ins->src[0].reg.idx)
+ {
+ control_values = constant->value;
+ break;
+ }
+ }
+ }
+
+ if(control_values) {
+ shader_addline(ins->ctx->buffer, "for (tmpInt%d = 0; tmpInt%d < %d; tmpInt%d++) {\n",
+ shader->baseShader.cur_loop_depth, shader->baseShader.cur_loop_depth,
+ control_values[0], shader->baseShader.cur_loop_depth);
+ } else {
+ shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0, &src0_param);
+ shader_addline(ins->ctx->buffer, "for (tmpInt%d = 0; tmpInt%d < %s; tmpInt%d++) {\n",
+ shader->baseShader.cur_loop_depth, shader->baseShader.cur_loop_depth,
+ src0_param.param_str, shader->baseShader.cur_loop_depth);
+ }
+ shader->baseShader.cur_loop_depth++;
+}
+
+static void shader_glsl_if(const struct wined3d_shader_instruction *ins)
+{
+ glsl_src_param_t src0_param;
+
+ shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0, &src0_param);
+ shader_addline(ins->ctx->buffer, "if (%s) {\n", src0_param.param_str);
+}
+
+static void shader_glsl_ifc(const struct wined3d_shader_instruction *ins)
+{
+ glsl_src_param_t src0_param;
+ glsl_src_param_t src1_param;
+
+ shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0, &src0_param);
+ shader_glsl_add_src_param(ins, &ins->src[1], WINED3DSP_WRITEMASK_0, &src1_param);
+
+ shader_addline(ins->ctx->buffer, "if (%s %s %s) {\n",
+ src0_param.param_str, shader_get_comp_op(ins->flags), src1_param.param_str);
+}
+
+static void shader_glsl_else(const struct wined3d_shader_instruction *ins)
+{
+ shader_addline(ins->ctx->buffer, "} else {\n");
+}
+
+static void shader_glsl_break(const struct wined3d_shader_instruction *ins)
+{
+ shader_addline(ins->ctx->buffer, "break;\n");
+}
+
+/* FIXME: According to MSDN the compare is done per component. */
+static void shader_glsl_breakc(const struct wined3d_shader_instruction *ins)
+{
+ glsl_src_param_t src0_param;
+ glsl_src_param_t src1_param;
+
+ shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0, &src0_param);
+ shader_glsl_add_src_param(ins, &ins->src[1], WINED3DSP_WRITEMASK_0, &src1_param);
+
+ shader_addline(ins->ctx->buffer, "if (%s %s %s) break;\n",
+ src0_param.param_str, shader_get_comp_op(ins->flags), src1_param.param_str);
+}
+
+static void shader_glsl_label(const struct wined3d_shader_instruction *ins)
+{
+ shader_addline(ins->ctx->buffer, "}\n");
+ shader_addline(ins->ctx->buffer, "void subroutine%u () {\n", ins->src[0].reg.idx);
+}
+
+static void shader_glsl_call(const struct wined3d_shader_instruction *ins)
+{
+ shader_addline(ins->ctx->buffer, "subroutine%u();\n", ins->src[0].reg.idx);
+}
+
+static void shader_glsl_callnz(const struct wined3d_shader_instruction *ins)
+{
+ glsl_src_param_t src1_param;
+
+ shader_glsl_add_src_param(ins, &ins->src[1], WINED3DSP_WRITEMASK_0, &src1_param);
+ shader_addline(ins->ctx->buffer, "if (%s) subroutine%u();\n", src1_param.param_str, ins->src[0].reg.idx);
+}
+
+static void shader_glsl_ret(const struct wined3d_shader_instruction *ins)
+{
+ /* No-op. The closing } is written when a new function is started, and at the end of the shader. This
+ * function only suppresses the unhandled instruction warning
+ */
+}
+
+/*********************************************
+ * Pixel Shader Specific Code begins here
+ ********************************************/
+static void shader_glsl_tex(const struct wined3d_shader_instruction *ins)
+{
+ IWineD3DBaseShaderImpl *shader = (IWineD3DBaseShaderImpl *)ins->ctx->shader;
+ IWineD3DDeviceImpl *deviceImpl = (IWineD3DDeviceImpl *)shader->baseShader.device;
+ DWORD shader_version = WINED3D_SHADER_VERSION(ins->ctx->reg_maps->shader_version.major,
+ ins->ctx->reg_maps->shader_version.minor);
+ const struct wined3d_gl_info *gl_info = ins->ctx->gl_info;
+ glsl_sample_function_t sample_function;
+ DWORD sample_flags = 0;
+ WINED3DSAMPLER_TEXTURE_TYPE sampler_type;
+ DWORD sampler_idx;
+ DWORD mask = 0, swizzle;
+
+ /* 1.0-1.4: Use destination register as sampler source.
+ * 2.0+: Use provided sampler source. */
+ if (shader_version < WINED3D_SHADER_VERSION(2,0)) sampler_idx = ins->dst[0].reg.idx;
+ else sampler_idx = ins->src[1].reg.idx;
+
+ AssertReturnVoid(sampler_idx < RT_ELEMENTS(ins->ctx->reg_maps->sampler_type));
+ sampler_type = ins->ctx->reg_maps->sampler_type[sampler_idx];
+
+ if (shader_version < WINED3D_SHADER_VERSION(1,4))
+ {
+ const struct shader_glsl_ctx_priv *priv = ins->ctx->backend_data;
+ DWORD flags = (priv->cur_ps_args->tex_transform >> (sampler_idx * WINED3D_PSARGS_TEXTRANSFORM_SHIFT))
+ & WINED3D_PSARGS_TEXTRANSFORM_MASK;
+
+ /* Projected cube textures don't make a lot of sense, the resulting coordinates stay the same. */
+ if (flags & WINED3D_PSARGS_PROJECTED && sampler_type != WINED3DSTT_CUBE) {
+ sample_flags |= WINED3D_GLSL_SAMPLE_PROJECTED;
+ switch (flags & ~WINED3D_PSARGS_PROJECTED) {
+ case WINED3DTTFF_COUNT1: FIXME("WINED3DTTFF_PROJECTED with WINED3DTTFF_COUNT1?\n"); break;
+ case WINED3DTTFF_COUNT2: mask = WINED3DSP_WRITEMASK_1; break;
+ case WINED3DTTFF_COUNT3: mask = WINED3DSP_WRITEMASK_2; break;
+ case WINED3DTTFF_COUNT4:
+ case WINED3DTTFF_DISABLE: mask = WINED3DSP_WRITEMASK_3; break;
+ }
+ }
+ }
+ else if (shader_version < WINED3D_SHADER_VERSION(2,0))
+ {
+ DWORD src_mod = ins->src[0].modifiers;
+
+ if (src_mod == WINED3DSPSM_DZ) {
+ sample_flags |= WINED3D_GLSL_SAMPLE_PROJECTED;
+ mask = WINED3DSP_WRITEMASK_2;
+ } else if (src_mod == WINED3DSPSM_DW) {
+ sample_flags |= WINED3D_GLSL_SAMPLE_PROJECTED;
+ mask = WINED3DSP_WRITEMASK_3;
+ }
+ } else {
+ if (ins->flags & WINED3DSI_TEXLD_PROJECT)
+ {
+ /* ps 2.0 texldp instruction always divides by the fourth component. */
+ sample_flags |= WINED3D_GLSL_SAMPLE_PROJECTED;
+ mask = WINED3DSP_WRITEMASK_3;
+ }
+ }
+
+ if(deviceImpl->stateBlock->textures[sampler_idx] &&
+ IWineD3DBaseTexture_GetTextureDimensions(deviceImpl->stateBlock->textures[sampler_idx]) == GL_TEXTURE_RECTANGLE_ARB) {
+ sample_flags |= WINED3D_GLSL_SAMPLE_RECT;
+ }
+
+ shader_glsl_get_sample_function(gl_info, sampler_type, sample_flags, &sample_function);
+ mask |= sample_function.coord_mask;
+
+ if (shader_version < WINED3D_SHADER_VERSION(2,0)) swizzle = WINED3DSP_NOSWIZZLE;
+ else swizzle = ins->src[1].swizzle;
+
+ /* 1.0-1.3: Use destination register as coordinate source.
+ 1.4+: Use provided coordinate source register. */
+ if (shader_version < WINED3D_SHADER_VERSION(1,4))
+ {
+ char coord_mask[6];
+ shader_glsl_write_mask_to_str(mask, coord_mask);
+ shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, swizzle, NULL, NULL, NULL,
+ "T%u%s", sampler_idx, coord_mask);
+ } else {
+ glsl_src_param_t coord_param;
+ shader_glsl_add_src_param(ins, &ins->src[0], mask, &coord_param);
+ if (ins->flags & WINED3DSI_TEXLD_BIAS)
+ {
+ glsl_src_param_t bias;
+ shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_3, &bias);
+ shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, swizzle, NULL, NULL, bias.param_str,
+ "%s", coord_param.param_str);
+ } else {
+ shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, swizzle, NULL, NULL, NULL,
+ "%s", coord_param.param_str);
+ }
+ }
+}
+
+static void shader_glsl_texldd(const struct wined3d_shader_instruction *ins)
+{
+ IWineD3DBaseShaderImpl *This = (IWineD3DBaseShaderImpl *)ins->ctx->shader;
+ IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device;
+ const struct wined3d_gl_info *gl_info = ins->ctx->gl_info;
+ glsl_sample_function_t sample_function;
+ glsl_src_param_t coord_param, dx_param, dy_param;
+ DWORD sample_flags = WINED3D_GLSL_SAMPLE_GRAD;
+ DWORD sampler_type;
+ DWORD sampler_idx;
+ DWORD swizzle = ins->src[1].swizzle;
+
+ if (!gl_info->supported[ARB_SHADER_TEXTURE_LOD] && !gl_info->supported[EXT_GPU_SHADER4])
+ {
+ FIXME("texldd used, but not supported by hardware. Falling back to regular tex\n");
+ shader_glsl_tex(ins);
+ return;
+ }
+
+ sampler_idx = ins->src[1].reg.idx;
+ AssertReturnVoid(sampler_idx < RT_ELEMENTS(ins->ctx->reg_maps->sampler_type));
+
+ sampler_type = ins->ctx->reg_maps->sampler_type[sampler_idx];
+ if(deviceImpl->stateBlock->textures[sampler_idx] &&
+ IWineD3DBaseTexture_GetTextureDimensions(deviceImpl->stateBlock->textures[sampler_idx]) == GL_TEXTURE_RECTANGLE_ARB) {
+ sample_flags |= WINED3D_GLSL_SAMPLE_RECT;
+ }
+
+ shader_glsl_get_sample_function(gl_info, sampler_type, sample_flags, &sample_function);
+ shader_glsl_add_src_param(ins, &ins->src[0], sample_function.coord_mask, &coord_param);
+ shader_glsl_add_src_param(ins, &ins->src[2], sample_function.coord_mask, &dx_param);
+ shader_glsl_add_src_param(ins, &ins->src[3], sample_function.coord_mask, &dy_param);
+
+ shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, swizzle, dx_param.param_str, dy_param.param_str, NULL,
+ "%s", coord_param.param_str);
+}
+
+static void shader_glsl_texldl(const struct wined3d_shader_instruction *ins)
+{
+ IWineD3DBaseShaderImpl *This = (IWineD3DBaseShaderImpl *)ins->ctx->shader;
+ IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device;
+ const struct wined3d_gl_info *gl_info = ins->ctx->gl_info;
+ glsl_sample_function_t sample_function;
+ glsl_src_param_t coord_param, lod_param;
+ DWORD sample_flags = WINED3D_GLSL_SAMPLE_LOD;
+ DWORD sampler_type;
+ DWORD sampler_idx;
+ DWORD swizzle = ins->src[1].swizzle;
+
+ sampler_idx = ins->src[1].reg.idx;
+ AssertReturnVoid(sampler_idx < RT_ELEMENTS(ins->ctx->reg_maps->sampler_type));
+
+ sampler_type = ins->ctx->reg_maps->sampler_type[sampler_idx];
+ if(deviceImpl->stateBlock->textures[sampler_idx] &&
+ IWineD3DBaseTexture_GetTextureDimensions(deviceImpl->stateBlock->textures[sampler_idx]) == GL_TEXTURE_RECTANGLE_ARB) {
+ sample_flags |= WINED3D_GLSL_SAMPLE_RECT;
+ }
+ shader_glsl_get_sample_function(gl_info, sampler_type, sample_flags, &sample_function);
+ shader_glsl_add_src_param(ins, &ins->src[0], sample_function.coord_mask, &coord_param);
+
+ shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_3, &lod_param);
+
+ if (!gl_info->supported[ARB_SHADER_TEXTURE_LOD] && !gl_info->supported[EXT_GPU_SHADER4]
+ && shader_is_pshader_version(ins->ctx->reg_maps->shader_version.type))
+ {
+ /* The GLSL spec claims the Lod sampling functions are only supported in vertex shaders.
+ * However, they seem to work just fine in fragment shaders as well. */
+ WARN("Using %s in fragment shader.\n", sample_function.name);
+ }
+ shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, swizzle, NULL, NULL, lod_param.param_str,
+ "%s", coord_param.param_str);
+}
+
+static void shader_glsl_texcoord(const struct wined3d_shader_instruction *ins)
+{
+ /* FIXME: Make this work for more than just 2D textures */
+ struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
+ DWORD write_mask = shader_glsl_append_dst(ins->ctx->buffer, ins);
+
+ if (!(ins->ctx->reg_maps->shader_version.major == 1 && ins->ctx->reg_maps->shader_version.minor == 4))
+ {
+ char dst_mask[6];
+
+ shader_glsl_get_write_mask(&ins->dst[0], dst_mask);
+ shader_addline(buffer, "clamp(gl_TexCoord[%u], 0.0, 1.0)%s);\n",
+ ins->dst[0].reg.idx, dst_mask);
+ } else {
+ DWORD reg = ins->src[0].reg.idx;
+ DWORD src_mod = ins->src[0].modifiers;
+ char dst_swizzle[6];
+
+ shader_glsl_get_swizzle(&ins->src[0], FALSE, write_mask, dst_swizzle);
+
+ if (src_mod == WINED3DSPSM_DZ) {
+ glsl_src_param_t div_param;
+ unsigned int mask_size = shader_glsl_get_write_mask_size(write_mask);
+ shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_2, &div_param);
+
+ if (mask_size > 1) {
+ shader_addline(buffer, "gl_TexCoord[%u]%s / vec%d(%s));\n", reg, dst_swizzle, mask_size, div_param.param_str);
+ } else {
+ shader_addline(buffer, "gl_TexCoord[%u]%s / %s);\n", reg, dst_swizzle, div_param.param_str);
+ }
+ } else if (src_mod == WINED3DSPSM_DW) {
+ glsl_src_param_t div_param;
+ unsigned int mask_size = shader_glsl_get_write_mask_size(write_mask);
+ shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_3, &div_param);
+
+ if (mask_size > 1) {
+ shader_addline(buffer, "gl_TexCoord[%u]%s / vec%d(%s));\n", reg, dst_swizzle, mask_size, div_param.param_str);
+ } else {
+ shader_addline(buffer, "gl_TexCoord[%u]%s / %s);\n", reg, dst_swizzle, div_param.param_str);
+ }
+ } else {
+ shader_addline(buffer, "gl_TexCoord[%u]%s);\n", reg, dst_swizzle);
+ }
+ }
+}
+
+/** Process the WINED3DSIO_TEXDP3TEX instruction in GLSL:
+ * Take a 3-component dot product of the TexCoord[dstreg] and src,
+ * then perform a 1D texture lookup from stage dstregnum, place into dst. */
+static void shader_glsl_texdp3tex(const struct wined3d_shader_instruction *ins)
+{
+ const struct wined3d_gl_info *gl_info = ins->ctx->gl_info;
+ glsl_src_param_t src0_param;
+ glsl_sample_function_t sample_function;
+ DWORD sampler_idx = ins->dst[0].reg.idx;
+ DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
+ WINED3DSAMPLER_TEXTURE_TYPE sampler_type = ins->ctx->reg_maps->sampler_type[sampler_idx];
+ UINT mask_size;
+
+ shader_glsl_add_src_param(ins, &ins->src[0], src_mask, &src0_param);
+
+ /* Do I have to take care about the projected bit? I don't think so, since the dp3 returns only one
+ * scalar, and projected sampling would require 4.
+ *
+ * It is a dependent read - not valid with conditional NP2 textures
+ */
+ shader_glsl_get_sample_function(gl_info, sampler_type, 0, &sample_function);
+ mask_size = shader_glsl_get_write_mask_size(sample_function.coord_mask);
+
+ switch(mask_size)
+ {
+ case 1:
+ shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, WINED3DSP_NOSWIZZLE, NULL, NULL, NULL,
+ "dot(gl_TexCoord[%u].xyz, %s)", sampler_idx, src0_param.param_str);
+ break;
+
+ case 2:
+ shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, WINED3DSP_NOSWIZZLE, NULL, NULL, NULL,
+ "vec2(dot(gl_TexCoord[%u].xyz, %s), 0.0)", sampler_idx, src0_param.param_str);
+ break;
+
+ case 3:
+ shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, WINED3DSP_NOSWIZZLE, NULL, NULL, NULL,
+ "vec3(dot(gl_TexCoord[%u].xyz, %s), 0.0, 0.0)", sampler_idx, src0_param.param_str);
+ break;
+
+ default:
+ FIXME("Unexpected mask size %u\n", mask_size);
+ break;
+ }
+}
+
+/** Process the WINED3DSIO_TEXDP3 instruction in GLSL:
+ * Take a 3-component dot product of the TexCoord[dstreg] and src. */
+static void shader_glsl_texdp3(const struct wined3d_shader_instruction *ins)
+{
+ glsl_src_param_t src0_param;
+ DWORD dstreg = ins->dst[0].reg.idx;
+ DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
+ DWORD dst_mask;
+ unsigned int mask_size;
+
+ dst_mask = shader_glsl_append_dst(ins->ctx->buffer, ins);
+ mask_size = shader_glsl_get_write_mask_size(dst_mask);
+ shader_glsl_add_src_param(ins, &ins->src[0], src_mask, &src0_param);
+
+ if (mask_size > 1) {
+ shader_addline(ins->ctx->buffer, "vec%d(dot(T%u.xyz, %s)));\n", mask_size, dstreg, src0_param.param_str);
+ } else {
+ shader_addline(ins->ctx->buffer, "dot(T%u.xyz, %s));\n", dstreg, src0_param.param_str);
+ }
+}
+
+/** Process the WINED3DSIO_TEXDEPTH instruction in GLSL:
+ * Calculate the depth as dst.x / dst.y */
+static void shader_glsl_texdepth(const struct wined3d_shader_instruction *ins)
+{
+ glsl_dst_param_t dst_param;
+
+ shader_glsl_add_dst_param(ins, &ins->dst[0], &dst_param);
+
+ /* Tests show that texdepth never returns anything below 0.0, and that r5.y is clamped to 1.0.
+ * Negative input is accepted, -0.25 / -0.5 returns 0.5. GL should clamp gl_FragDepth to [0;1], but
+ * this doesn't always work, so clamp the results manually. Whether or not the x value is clamped at 1
+ * too is irrelevant, since if x = 0, any y value < 1.0 (and > 1.0 is not allowed) results in a result
+ * >= 1.0 or < 0.0
+ */
+ shader_addline(ins->ctx->buffer, "gl_FragDepth = clamp((%s.x / min(%s.y, 1.0)), 0.0, 1.0);\n",
+ dst_param.reg_name, dst_param.reg_name);
+}
+
+/** Process the WINED3DSIO_TEXM3X2DEPTH instruction in GLSL:
+ * Last row of a 3x2 matrix multiply, use the result to calculate the depth:
+ * Calculate tmp0.y = TexCoord[dstreg] . src.xyz; (tmp0.x has already been calculated)
+ * depth = (tmp0.y == 0.0) ? 1.0 : tmp0.x / tmp0.y
+ */
+static void shader_glsl_texm3x2depth(const struct wined3d_shader_instruction *ins)
+{
+ DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
+ DWORD dstreg = ins->dst[0].reg.idx;
+ glsl_src_param_t src0_param;
+
+ shader_glsl_add_src_param(ins, &ins->src[0], src_mask, &src0_param);
+
+ shader_addline(ins->ctx->buffer, "tmp0.y = dot(T%u.xyz, %s);\n", dstreg, src0_param.param_str);
+ shader_addline(ins->ctx->buffer, "gl_FragDepth = (tmp0.y == 0.0) ? 1.0 : clamp(tmp0.x / tmp0.y, 0.0, 1.0);\n");
+}
+
+/** Process the WINED3DSIO_TEXM3X2PAD instruction in GLSL
+ * Calculate the 1st of a 2-row matrix multiplication. */
+static void shader_glsl_texm3x2pad(const struct wined3d_shader_instruction *ins)
+{
+ DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
+ DWORD reg = ins->dst[0].reg.idx;
+ struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
+ glsl_src_param_t src0_param;
+
+ shader_glsl_add_src_param(ins, &ins->src[0], src_mask, &src0_param);
+ shader_addline(buffer, "tmp0.x = dot(T%u.xyz, %s);\n", reg, src0_param.param_str);
+}
+
+/** Process the WINED3DSIO_TEXM3X3PAD instruction in GLSL
+ * Calculate the 1st or 2nd row of a 3-row matrix multiplication. */
+static void shader_glsl_texm3x3pad(const struct wined3d_shader_instruction *ins)
+{
+ IWineD3DBaseShaderImpl *shader = (IWineD3DBaseShaderImpl *)ins->ctx->shader;
+ DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
+ DWORD reg = ins->dst[0].reg.idx;
+ struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
+ SHADER_PARSE_STATE* current_state = &shader->baseShader.parse_state;
+ glsl_src_param_t src0_param;
+
+ shader_glsl_add_src_param(ins, &ins->src[0], src_mask, &src0_param);
+ shader_addline(buffer, "tmp0.%c = dot(T%u.xyz, %s);\n", 'x' + current_state->current_row, reg, src0_param.param_str);
+ current_state->texcoord_w[current_state->current_row++] = reg;
+}
+
+static void shader_glsl_texm3x2tex(const struct wined3d_shader_instruction *ins)
+{
+ const struct wined3d_gl_info *gl_info = ins->ctx->gl_info;
+ DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
+ DWORD reg = ins->dst[0].reg.idx;
+ struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
+ glsl_src_param_t src0_param;
+ WINED3DSAMPLER_TEXTURE_TYPE sampler_type = ins->ctx->reg_maps->sampler_type[reg];
+ glsl_sample_function_t sample_function;
+
+ shader_glsl_add_src_param(ins, &ins->src[0], src_mask, &src0_param);
+ shader_addline(buffer, "tmp0.y = dot(T%u.xyz, %s);\n", reg, src0_param.param_str);
+
+ shader_glsl_get_sample_function(gl_info, sampler_type, 0, &sample_function);
+
+ /* Sample the texture using the calculated coordinates */
+ shader_glsl_gen_sample_code(ins, reg, &sample_function, WINED3DSP_NOSWIZZLE, NULL, NULL, NULL, "tmp0.xy");
+}
+
+/** Process the WINED3DSIO_TEXM3X3TEX instruction in GLSL
+ * Perform the 3rd row of a 3x3 matrix multiply, then sample the texture using the calculated coordinates */
+static void shader_glsl_texm3x3tex(const struct wined3d_shader_instruction *ins)
+{
+ DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
+ IWineD3DBaseShaderImpl *shader = (IWineD3DBaseShaderImpl *)ins->ctx->shader;
+ SHADER_PARSE_STATE *current_state = &shader->baseShader.parse_state;
+ const struct wined3d_gl_info *gl_info = ins->ctx->gl_info;
+ glsl_src_param_t src0_param;
+ DWORD reg = ins->dst[0].reg.idx;
+ WINED3DSAMPLER_TEXTURE_TYPE sampler_type = ins->ctx->reg_maps->sampler_type[reg];
+ glsl_sample_function_t sample_function;
+
+ shader_glsl_add_src_param(ins, &ins->src[0], src_mask, &src0_param);
+ shader_addline(ins->ctx->buffer, "tmp0.z = dot(T%u.xyz, %s);\n", reg, src0_param.param_str);
+
+ /* Dependent read, not valid with conditional NP2 */
+ shader_glsl_get_sample_function(gl_info, sampler_type, 0, &sample_function);
+
+ /* Sample the texture using the calculated coordinates */
+ shader_glsl_gen_sample_code(ins, reg, &sample_function, WINED3DSP_NOSWIZZLE, NULL, NULL, NULL, "tmp0.xyz");
+
+ current_state->current_row = 0;
+}
+
+/** Process the WINED3DSIO_TEXM3X3 instruction in GLSL
+ * Perform the 3rd row of a 3x3 matrix multiply */
+static void shader_glsl_texm3x3(const struct wined3d_shader_instruction *ins)
+{
+ DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
+ IWineD3DBaseShaderImpl *shader = (IWineD3DBaseShaderImpl *)ins->ctx->shader;
+ SHADER_PARSE_STATE *current_state = &shader->baseShader.parse_state;
+ glsl_src_param_t src0_param;
+ char dst_mask[6];
+ DWORD reg = ins->dst[0].reg.idx;
+
+ shader_glsl_add_src_param(ins, &ins->src[0], src_mask, &src0_param);
+
+ shader_glsl_append_dst(ins->ctx->buffer, ins);
+ shader_glsl_get_write_mask(&ins->dst[0], dst_mask);
+ shader_addline(ins->ctx->buffer, "vec4(tmp0.xy, dot(T%u.xyz, %s), 1.0)%s);\n", reg, src0_param.param_str, dst_mask);
+
+ current_state->current_row = 0;
+}
+
+/* Process the WINED3DSIO_TEXM3X3SPEC instruction in GLSL
+ * Perform the final texture lookup based on the previous 2 3x3 matrix multiplies */
+static void shader_glsl_texm3x3spec(const struct wined3d_shader_instruction *ins)
+{
+ IWineD3DBaseShaderImpl *shader = (IWineD3DBaseShaderImpl *)ins->ctx->shader;
+ const struct wined3d_gl_info *gl_info = ins->ctx->gl_info;
+ DWORD reg = ins->dst[0].reg.idx;
+ glsl_src_param_t src0_param;
+ glsl_src_param_t src1_param;
+ struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
+ SHADER_PARSE_STATE* current_state = &shader->baseShader.parse_state;
+ WINED3DSAMPLER_TEXTURE_TYPE stype = ins->ctx->reg_maps->sampler_type[reg];
+ DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
+ glsl_sample_function_t sample_function;
+
+ shader_glsl_add_src_param(ins, &ins->src[0], src_mask, &src0_param);
+ shader_glsl_add_src_param(ins, &ins->src[1], src_mask, &src1_param);
+
+ /* Perform the last matrix multiply operation */
+ shader_addline(buffer, "tmp0.z = dot(T%u.xyz, %s);\n", reg, src0_param.param_str);
+ /* Reflection calculation */
+ shader_addline(buffer, "tmp0.xyz = -reflect((%s), normalize(tmp0.xyz));\n", src1_param.param_str);
+
+ /* Dependent read, not valid with conditional NP2 */
+ shader_glsl_get_sample_function(gl_info, stype, 0, &sample_function);
+
+ /* Sample the texture */
+ shader_glsl_gen_sample_code(ins, reg, &sample_function, WINED3DSP_NOSWIZZLE, NULL, NULL, NULL, "tmp0.xyz");
+
+ current_state->current_row = 0;
+}
+
+/* Process the WINED3DSIO_TEXM3X3VSPEC instruction in GLSL
+ * Perform the final texture lookup based on the previous 2 3x3 matrix multiplies */
+static void shader_glsl_texm3x3vspec(const struct wined3d_shader_instruction *ins)
+{
+ IWineD3DBaseShaderImpl *shader = (IWineD3DBaseShaderImpl *)ins->ctx->shader;
+ const struct wined3d_gl_info *gl_info = ins->ctx->gl_info;
+ DWORD reg = ins->dst[0].reg.idx;
+ struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
+ SHADER_PARSE_STATE* current_state = &shader->baseShader.parse_state;
+ glsl_src_param_t src0_param;
+ DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
+ WINED3DSAMPLER_TEXTURE_TYPE sampler_type = ins->ctx->reg_maps->sampler_type[reg];
+ glsl_sample_function_t sample_function;
+
+ shader_glsl_add_src_param(ins, &ins->src[0], src_mask, &src0_param);
+
+ /* Perform the last matrix multiply operation */
+ shader_addline(buffer, "tmp0.z = dot(vec3(T%u), vec3(%s));\n", reg, src0_param.param_str);
+
+ /* Construct the eye-ray vector from w coordinates */
+ shader_addline(buffer, "tmp1.xyz = normalize(vec3(gl_TexCoord[%u].w, gl_TexCoord[%u].w, gl_TexCoord[%u].w));\n",
+ current_state->texcoord_w[0], current_state->texcoord_w[1], reg);
+ shader_addline(buffer, "tmp0.xyz = -reflect(tmp1.xyz, normalize(tmp0.xyz));\n");
+
+ /* Dependent read, not valid with conditional NP2 */
+ shader_glsl_get_sample_function(gl_info, sampler_type, 0, &sample_function);
+
+ /* Sample the texture using the calculated coordinates */
+ shader_glsl_gen_sample_code(ins, reg, &sample_function, WINED3DSP_NOSWIZZLE, NULL, NULL, NULL, "tmp0.xyz");
+
+ current_state->current_row = 0;
+}
+
+/** Process the WINED3DSIO_TEXBEM instruction in GLSL.
+ * Apply a fake bump map transform.
+ * texbem is pshader <= 1.3 only, this saves a few version checks
+ */
+static void shader_glsl_texbem(const struct wined3d_shader_instruction *ins)
+{
+ /*IWineD3DBaseShaderImpl *shader = (IWineD3DBaseShaderImpl *)ins->ctx->shader;
+ IWineD3DDeviceImpl *deviceImpl = (IWineD3DDeviceImpl *)shader->baseShader.device; - unused */
+ const struct wined3d_gl_info *gl_info = ins->ctx->gl_info;
+ const struct shader_glsl_ctx_priv *priv = ins->ctx->backend_data;
+ glsl_sample_function_t sample_function;
+ glsl_src_param_t coord_param;
+ WINED3DSAMPLER_TEXTURE_TYPE sampler_type;
+ DWORD sampler_idx;
+ DWORD mask;
+ DWORD flags;
+ char coord_mask[6];
+
+ sampler_idx = ins->dst[0].reg.idx;
+ flags = (priv->cur_ps_args->tex_transform >> (sampler_idx * WINED3D_PSARGS_TEXTRANSFORM_SHIFT))
+ & WINED3D_PSARGS_TEXTRANSFORM_MASK;
+
+ sampler_type = ins->ctx->reg_maps->sampler_type[sampler_idx];
+ /* Dependent read, not valid with conditional NP2 */
+ shader_glsl_get_sample_function(gl_info, sampler_type, 0, &sample_function);
+ mask = sample_function.coord_mask;
+
+ shader_glsl_write_mask_to_str(mask, coord_mask);
+
+ /* with projective textures, texbem only divides the static texture coord, not the displacement,
+ * so we can't let the GL handle this.
+ */
+ if (flags & WINED3D_PSARGS_PROJECTED) {
+ DWORD div_mask=0;
+ char coord_div_mask[3];
+ switch (flags & ~WINED3D_PSARGS_PROJECTED) {
+ case WINED3DTTFF_COUNT1: FIXME("WINED3DTTFF_PROJECTED with WINED3DTTFF_COUNT1?\n"); break;
+ case WINED3DTTFF_COUNT2: div_mask = WINED3DSP_WRITEMASK_1; break;
+ case WINED3DTTFF_COUNT3: div_mask = WINED3DSP_WRITEMASK_2; break;
+ case WINED3DTTFF_COUNT4:
+ case WINED3DTTFF_DISABLE: div_mask = WINED3DSP_WRITEMASK_3; break;
+ }
+ shader_glsl_write_mask_to_str(div_mask, coord_div_mask);
+ shader_addline(ins->ctx->buffer, "T%u%s /= T%u%s;\n", sampler_idx, coord_mask, sampler_idx, coord_div_mask);
+ }
+
+ shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1, &coord_param);
+
+ shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, WINED3DSP_NOSWIZZLE, NULL, NULL, NULL,
+ "T%u%s + vec4(bumpenvmat%d * %s, 0.0, 0.0)%s", sampler_idx, coord_mask, sampler_idx,
+ coord_param.param_str, coord_mask);
+
+ if (ins->handler_idx == WINED3DSIH_TEXBEML)
+ {
+ glsl_src_param_t luminance_param;
+ glsl_dst_param_t dst_param;
+
+ shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_2, &luminance_param);
+ shader_glsl_add_dst_param(ins, &ins->dst[0], &dst_param);
+
+ shader_addline(ins->ctx->buffer, "%s%s *= (%s * luminancescale%d + luminanceoffset%d);\n",
+ dst_param.reg_name, dst_param.mask_str,
+ luminance_param.param_str, sampler_idx, sampler_idx);
+ }
+}
+
+static void shader_glsl_bem(const struct wined3d_shader_instruction *ins)
+{
+ glsl_src_param_t src0_param, src1_param;
+ DWORD sampler_idx = ins->dst[0].reg.idx;
+
+ shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1, &src0_param);
+ shader_glsl_add_src_param(ins, &ins->src[1], WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1, &src1_param);
+
+ shader_glsl_append_dst(ins->ctx->buffer, ins);
+ shader_addline(ins->ctx->buffer, "%s + bumpenvmat%d * %s);\n",
+ src0_param.param_str, sampler_idx, src1_param.param_str);
+}
+
+/** Process the WINED3DSIO_TEXREG2AR instruction in GLSL
+ * Sample 2D texture at dst using the alpha & red (wx) components of src as texture coordinates */
+static void shader_glsl_texreg2ar(const struct wined3d_shader_instruction *ins)
+{
+ const struct wined3d_gl_info *gl_info = ins->ctx->gl_info;
+ glsl_src_param_t src0_param;
+ DWORD sampler_idx = ins->dst[0].reg.idx;
+ WINED3DSAMPLER_TEXTURE_TYPE sampler_type = ins->ctx->reg_maps->sampler_type[sampler_idx];
+ glsl_sample_function_t sample_function;
+
+ shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_ALL, &src0_param);
+
+ shader_glsl_get_sample_function(gl_info, sampler_type, 0, &sample_function);
+ shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, WINED3DSP_NOSWIZZLE, NULL, NULL, NULL,
+ "%s.wx", src0_param.reg_name);
+}
+
+/** Process the WINED3DSIO_TEXREG2GB instruction in GLSL
+ * Sample 2D texture at dst using the green & blue (yz) components of src as texture coordinates */
+static void shader_glsl_texreg2gb(const struct wined3d_shader_instruction *ins)
+{
+ const struct wined3d_gl_info *gl_info = ins->ctx->gl_info;
+ glsl_src_param_t src0_param;
+ DWORD sampler_idx = ins->dst[0].reg.idx;
+ WINED3DSAMPLER_TEXTURE_TYPE sampler_type = ins->ctx->reg_maps->sampler_type[sampler_idx];
+ glsl_sample_function_t sample_function;
+
+ shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_ALL, &src0_param);
+
+ shader_glsl_get_sample_function(gl_info, sampler_type, 0, &sample_function);
+ shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, WINED3DSP_NOSWIZZLE, NULL, NULL, NULL,
+ "%s.yz", src0_param.reg_name);
+}
+
+/** Process the WINED3DSIO_TEXREG2RGB instruction in GLSL
+ * Sample texture at dst using the rgb (xyz) components of src as texture coordinates */
+static void shader_glsl_texreg2rgb(const struct wined3d_shader_instruction *ins)
+{
+ const struct wined3d_gl_info *gl_info = ins->ctx->gl_info;
+ glsl_src_param_t src0_param;
+ DWORD sampler_idx = ins->dst[0].reg.idx;
+ WINED3DSAMPLER_TEXTURE_TYPE sampler_type = ins->ctx->reg_maps->sampler_type[sampler_idx];
+ glsl_sample_function_t sample_function;
+
+ /* Dependent read, not valid with conditional NP2 */
+ shader_glsl_get_sample_function(gl_info, sampler_type, 0, &sample_function);
+ shader_glsl_add_src_param(ins, &ins->src[0], sample_function.coord_mask, &src0_param);
+
+ shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, WINED3DSP_NOSWIZZLE, NULL, NULL, NULL,
+ "%s", src0_param.param_str);
+}
+
+/** Process the WINED3DSIO_TEXKILL instruction in GLSL.
+ * If any of the first 3 components are < 0, discard this pixel */
+static void shader_glsl_texkill(const struct wined3d_shader_instruction *ins)
+{
+ glsl_dst_param_t dst_param;
+
+ /* The argument is a destination parameter, and no writemasks are allowed */
+ shader_glsl_add_dst_param(ins, &ins->dst[0], &dst_param);
+ if (ins->ctx->reg_maps->shader_version.major >= 2)
+ {
+ /* 2.0 shaders compare all 4 components in texkill */
+ shader_addline(ins->ctx->buffer, "if (any(lessThan(%s.xyzw, vec4(0.0)))) discard;\n", dst_param.reg_name);
+ } else {
+ /* 1.X shaders only compare the first 3 components, probably due to the nature of the texkill
+ * instruction as a tex* instruction, and phase, which kills all a / w components. Even if all
+ * 4 components are defined, only the first 3 are used
+ */
+ shader_addline(ins->ctx->buffer, "if (any(lessThan(%s.xyz, vec3(0.0)))) discard;\n", dst_param.reg_name);
+ }
+}
+
+/** Process the WINED3DSIO_DP2ADD instruction in GLSL.
+ * dst = dot2(src0, src1) + src2 */
+static void shader_glsl_dp2add(const struct wined3d_shader_instruction *ins)
+{
+ glsl_src_param_t src0_param;
+ glsl_src_param_t src1_param;
+ glsl_src_param_t src2_param;
+ DWORD write_mask;
+ unsigned int mask_size;
+
+ write_mask = shader_glsl_append_dst(ins->ctx->buffer, ins);
+ mask_size = shader_glsl_get_write_mask_size(write_mask);
+
+ shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1, &src0_param);
+ shader_glsl_add_src_param(ins, &ins->src[1], WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1, &src1_param);
+ shader_glsl_add_src_param(ins, &ins->src[2], WINED3DSP_WRITEMASK_0, &src2_param);
+
+ if (mask_size > 1) {
+ shader_addline(ins->ctx->buffer, "vec%d(dot(%s, %s) + %s));\n",
+ mask_size, src0_param.param_str, src1_param.param_str, src2_param.param_str);
+ } else {
+ shader_addline(ins->ctx->buffer, "dot(%s, %s) + %s);\n",
+ src0_param.param_str, src1_param.param_str, src2_param.param_str);
+ }
+}
+
+static void shader_glsl_input_pack(IWineD3DPixelShader *iface, struct wined3d_shader_buffer *buffer,
+ const struct wined3d_shader_signature_element *input_signature, const struct shader_reg_maps *reg_maps,
+ enum vertexprocessing_mode vertexprocessing)
+{
+ unsigned int i;
+ IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)iface;
+ WORD map = reg_maps->input_registers;
+
+ for (i = 0; map; map >>= 1, ++i)
+ {
+ const char *semantic_name;
+ UINT semantic_idx;
+ char reg_mask[6];
+
+ /* Unused */
+ if (!(map & 1)) continue;
+
+ semantic_name = input_signature[i].semantic_name;
+ semantic_idx = input_signature[i].semantic_idx;
+ shader_glsl_write_mask_to_str(input_signature[i].mask, reg_mask);
+
+ if (shader_match_semantic(semantic_name, WINED3DDECLUSAGE_TEXCOORD))
+ {
+ if (semantic_idx < 8 && vertexprocessing == pretransformed)
+ shader_addline(buffer, "IN[%u]%s = gl_TexCoord[%u]%s;\n",
+ This->input_reg_map[i], reg_mask, semantic_idx, reg_mask);
+ else
+ shader_addline(buffer, "IN[%u]%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
+ This->input_reg_map[i], reg_mask, reg_mask);
+ }
+ else if (shader_match_semantic(semantic_name, WINED3DDECLUSAGE_COLOR))
+ {
+ if (semantic_idx == 0)
+ shader_addline(buffer, "IN[%u]%s = vec4(gl_Color)%s;\n",
+ This->input_reg_map[i], reg_mask, reg_mask);
+ else if (semantic_idx == 1)
+ shader_addline(buffer, "IN[%u]%s = vec4(gl_SecondaryColor)%s;\n",
+ This->input_reg_map[i], reg_mask, reg_mask);
+ else
+ shader_addline(buffer, "IN[%u]%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
+ This->input_reg_map[i], reg_mask, reg_mask);
+ }
+ else
+ {
+ shader_addline(buffer, "IN[%u]%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
+ This->input_reg_map[i], reg_mask, reg_mask);
+ }
+ }
+}
+
+/*********************************************
+ * Vertex Shader Specific Code begins here
+ ********************************************/
+
+static void add_glsl_program_entry(struct shader_glsl_priv *priv, struct glsl_shader_prog_link *entry) {
+ glsl_program_key_t key;
+
+ key.vshader = entry->vshader;
+ key.pshader = entry->pshader;
+ key.vs_args = entry->vs_args;
+ key.ps_args = entry->ps_args;
+ key.context = entry->context;
+
+ if (wine_rb_put(&priv->program_lookup, &key, &entry->program_lookup_entry) == -1)
+ {
+ ERR("Failed to insert program entry.\n");
+ }
+}
+
+static struct glsl_shader_prog_link *get_glsl_program_entry(struct shader_glsl_priv *priv,
+ IWineD3DVertexShader *vshader, IWineD3DPixelShader *pshader, struct vs_compile_args *vs_args,
+ struct ps_compile_args *ps_args, const struct wined3d_context *context) {
+ struct wine_rb_entry *entry;
+ glsl_program_key_t key;
+
+ key.vshader = vshader;
+ key.pshader = pshader;
+ key.vs_args = *vs_args;
+ key.ps_args = *ps_args;
+ key.context = context;
+
+ entry = wine_rb_get(&priv->program_lookup, &key);
+ return entry ? WINE_RB_ENTRY_VALUE(entry, struct glsl_shader_prog_link, program_lookup_entry) : NULL;
+}
+
+/* GL locking is done by the caller */
+static void delete_glsl_program_entry(struct shader_glsl_priv *priv, const struct wined3d_gl_info *gl_info,
+ struct glsl_shader_prog_link *entry)
+{
+ glsl_program_key_t key;
+
+ key.vshader = entry->vshader;
+ key.pshader = entry->pshader;
+ key.vs_args = entry->vs_args;
+ key.ps_args = entry->ps_args;
+ key.context = entry->context;
+ wine_rb_remove(&priv->program_lookup, &key);
+
+ if (context_get_current() == entry->context)
+ {
+ TRACE("deleting program %p\n", (void *)(uintptr_t)entry->programId);
+ GL_EXTCALL(glDeleteObjectARB(entry->programId));
+ checkGLcall("glDeleteObjectARB");
+ }
+ else
+ {
+ WARN("Attempting to delete program %p created in ctx %p from ctx %p\n", (void *)(uintptr_t)entry->programId, entry->context, context_get_current());
+ }
+
+ if (entry->vshader) list_remove(&entry->vshader_entry);
+ if (entry->pshader) list_remove(&entry->pshader_entry);
+ HeapFree(GetProcessHeap(), 0, entry->vuniformF_locations);
+ HeapFree(GetProcessHeap(), 0, entry->puniformF_locations);
+ HeapFree(GetProcessHeap(), 0, entry);
+}
+
+static void handle_ps3_input(struct wined3d_shader_buffer *buffer, const struct wined3d_gl_info *gl_info, const DWORD *map,
+ const struct wined3d_shader_signature_element *input_signature, const struct shader_reg_maps *reg_maps_in,
+ const struct wined3d_shader_signature_element *output_signature, const struct shader_reg_maps *reg_maps_out)
+{
+ unsigned int i, j;
+ const char *semantic_name_in, *semantic_name_out;
+ UINT semantic_idx_in, semantic_idx_out;
+ DWORD *set;
+ DWORD in_idx;
+ unsigned int in_count = vec4_varyings(3, gl_info);
+ char reg_mask[6], reg_mask_out[6];
+ char destination[50];
+ WORD input_map, output_map;
+
+ set = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*set) * (in_count + 2));
+
+ if (!output_signature)
+ {
+ /* Save gl_FrontColor & gl_FrontSecondaryColor before overwriting them. */
+ shader_addline(buffer, "vec4 front_color = gl_FrontColor;\n");
+ shader_addline(buffer, "vec4 front_secondary_color = gl_FrontSecondaryColor;\n");
+ }
+
+ input_map = reg_maps_in->input_registers;
+ for (i = 0; input_map; input_map >>= 1, ++i)
+ {
+ if (!(input_map & 1)) continue;
+
+ in_idx = map[i];
+ if (in_idx >= (in_count + 2)) {
+ FIXME("More input varyings declared than supported, expect issues\n");
+ continue;
+ }
+ else if (map[i] == ~0U)
+ {
+ /* Declared, but not read register */
+ continue;
+ }
+
+ if (in_idx == in_count) {
+ sprintf(destination, "gl_FrontColor");
+ } else if (in_idx == in_count + 1) {
+ sprintf(destination, "gl_FrontSecondaryColor");
+ } else {
+ sprintf(destination, "IN[%u]", in_idx);
+ }
+
+ semantic_name_in = input_signature[i].semantic_name;
+ semantic_idx_in = input_signature[i].semantic_idx;
+ set[map[i]] = input_signature[i].mask;
+ shader_glsl_write_mask_to_str(input_signature[i].mask, reg_mask);
+
+ if (!output_signature)
+ {
+ if (shader_match_semantic(semantic_name_in, WINED3DDECLUSAGE_COLOR))
+ {
+ if (semantic_idx_in == 0)
+ shader_addline(buffer, "%s%s = front_color%s;\n",
+ destination, reg_mask, reg_mask);
+ else if (semantic_idx_in == 1)
+ shader_addline(buffer, "%s%s = front_secondary_color%s;\n",
+ destination, reg_mask, reg_mask);
+ else
+ shader_addline(buffer, "%s%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
+ destination, reg_mask, reg_mask);
+ }
+ else if (shader_match_semantic(semantic_name_in, WINED3DDECLUSAGE_TEXCOORD))
+ {
+ if (semantic_idx_in < 8)
+ {
+ shader_addline(buffer, "%s%s = gl_TexCoord[%u]%s;\n",
+ destination, reg_mask, semantic_idx_in, reg_mask);
+ }
+ else
+ {
+ shader_addline(buffer, "%s%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
+ destination, reg_mask, reg_mask);
+ }
+ }
+ else if (shader_match_semantic(semantic_name_in, WINED3DDECLUSAGE_FOG))
+ {
+ shader_addline(buffer, "%s%s = vec4(gl_FogFragCoord, 0.0, 0.0, 0.0)%s;\n",
+ destination, reg_mask, reg_mask);
+ }
+ else
+ {
+ shader_addline(buffer, "%s%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
+ destination, reg_mask, reg_mask);
+ }
+ } else {
+ BOOL found = FALSE;
+
+ output_map = reg_maps_out->output_registers;
+ for (j = 0; output_map; output_map >>= 1, ++j)
+ {
+ if (!(output_map & 1)) continue;
+
+ semantic_name_out = output_signature[j].semantic_name;
+ semantic_idx_out = output_signature[j].semantic_idx;
+ shader_glsl_write_mask_to_str(output_signature[j].mask, reg_mask_out);
+
+ if (semantic_idx_in == semantic_idx_out
+ && !strcmp(semantic_name_in, semantic_name_out))
+ {
+ shader_addline(buffer, "%s%s = OUT[%u]%s;\n",
+ destination, reg_mask, j, reg_mask);
+ found = TRUE;
+ }
+ }
+ if(!found) {
+ shader_addline(buffer, "%s%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
+ destination, reg_mask, reg_mask);
+ }
+ }
+ }
+
+ /* This is solely to make the compiler / linker happy and avoid warning about undefined
+ * varyings. It shouldn't result in any real code executed on the GPU, since all read
+ * input varyings are assigned above, if the optimizer works properly.
+ */
+ for(i = 0; i < in_count + 2; i++) {
+ if (set[i] && set[i] != WINED3DSP_WRITEMASK_ALL)
+ {
+ unsigned int size = 0;
+ memset(reg_mask, 0, sizeof(reg_mask));
+ if(!(set[i] & WINED3DSP_WRITEMASK_0)) {
+ reg_mask[size] = 'x';
+ size++;
+ }
+ if(!(set[i] & WINED3DSP_WRITEMASK_1)) {
+ reg_mask[size] = 'y';
+ size++;
+ }
+ if(!(set[i] & WINED3DSP_WRITEMASK_2)) {
+ reg_mask[size] = 'z';
+ size++;
+ }
+ if(!(set[i] & WINED3DSP_WRITEMASK_3)) {
+ reg_mask[size] = 'w';
+ size++;
+ }
+
+ if (i == in_count) {
+ sprintf(destination, "gl_FrontColor");
+ } else if (i == in_count + 1) {
+ sprintf(destination, "gl_FrontSecondaryColor");
+ } else {
+ sprintf(destination, "IN[%u]", i);
+ }
+
+ if (size == 1) {
+ shader_addline(buffer, "%s.%s = 0.0;\n", destination, reg_mask);
+ } else {
+ shader_addline(buffer, "%s.%s = vec%u(0.0);\n", destination, reg_mask, size);
+ }
+ }
+ }
+
+ HeapFree(GetProcessHeap(), 0, set);
+}
+
+static void generate_texcoord_assignment(struct wined3d_shader_buffer *buffer, IWineD3DVertexShaderImpl *vs, IWineD3DPixelShaderImpl *ps)
+{
+ DWORD map;
+ unsigned int i;
+ char reg_mask[6];
+
+ if (!ps)
+ return;
+
+ for (i = 0, map = ps->baseShader.reg_maps.texcoord; map && i < min(8, MAX_REG_TEXCRD); map >>= 1, ++i)
+ {
+ if (!(map & 1))
+ continue;
+
+ /* so far we assume that if texcoord_mask has any write flags, they are assigned appropriately with pixel shader */
+ if ((vs->baseShader.reg_maps.texcoord_mask[i]) & WINED3DSP_WRITEMASK_ALL)
+ continue;
+
+ shader_glsl_write_mask_to_str(WINED3DSP_WRITEMASK_ALL, reg_mask);
+ shader_addline(buffer, "gl_TexCoord[%u]%s = gl_MultiTexCoord%u%s;\n", i, reg_mask, i, reg_mask);
+ }
+}
+
+/* GL locking is done by the caller */
+static GLhandleARB generate_param_reorder_function(struct wined3d_shader_buffer *buffer,
+ IWineD3DVertexShader *a_vertexshader, IWineD3DPixelShader *pixelshader, const struct wined3d_gl_info *gl_info)
+{
+ GLhandleARB ret = 0;
+ IWineD3DVertexShaderImpl *vs = (IWineD3DVertexShaderImpl *) a_vertexshader;
+ IWineD3DPixelShaderImpl *ps = (IWineD3DPixelShaderImpl *) pixelshader;
+ IWineD3DDeviceImpl *device;
+ DWORD vs_major = vs->baseShader.reg_maps.shader_version.major;
+ DWORD ps_major = ps ? ps->baseShader.reg_maps.shader_version.major : 0;
+ unsigned int i;
+ const char *semantic_name;
+ UINT semantic_idx;
+ char reg_mask[6];
+ const struct wined3d_shader_signature_element *output_signature;
+
+ shader_buffer_clear(buffer);
+
+ shader_addline(buffer, "#version 120\n");
+
+ if(vs_major < 3 && ps_major < 3) {
+ /* That one is easy: The vertex shader writes to the builtin varyings, the pixel shader reads from them.
+ * Take care about the texcoord .w fixup though if we're using the fixed function fragment pipeline
+ */
+ device = (IWineD3DDeviceImpl *) vs->baseShader.device;
+ if ((gl_info->quirks & WINED3D_QUIRK_SET_TEXCOORD_W)
+ && ps_major == 0 && vs_major > 0 && !device->frag_pipe->ffp_proj_control)
+ {
+ shader_addline(buffer, "void order_ps_input() {\n");
+ for(i = 0; i < min(8, MAX_REG_TEXCRD); i++) {
+ if(vs->baseShader.reg_maps.texcoord_mask[i] != 0 &&
+ vs->baseShader.reg_maps.texcoord_mask[i] != WINED3DSP_WRITEMASK_ALL) {
+ shader_addline(buffer, "gl_TexCoord[%u].w = 1.0;\n", i);
+ }
+ }
+ shader_addline(buffer, "}\n");
+ } else {
+ shader_addline(buffer, "void order_ps_input() {\n");
+ generate_texcoord_assignment(buffer, vs, ps);
+ shader_addline(buffer, "}\n");
+ }
+ } else if(ps_major < 3 && vs_major >= 3) {
+ WORD map = vs->baseShader.reg_maps.output_registers;
+
+ /* The vertex shader writes to its own varyings, the pixel shader needs them in the builtin ones */
+ output_signature = vs->baseShader.output_signature;
+
+ shader_addline(buffer, "void order_ps_input(in vec4 OUT[%u]) {\n", MAX_REG_OUTPUT);
+ for (i = 0; map; map >>= 1, ++i)
+ {
+ DWORD write_mask;
+
+ if (!(map & 1)) continue;
+
+ semantic_name = output_signature[i].semantic_name;
+ semantic_idx = output_signature[i].semantic_idx;
+ write_mask = output_signature[i].mask;
+ shader_glsl_write_mask_to_str(write_mask, reg_mask);
+
+ if (shader_match_semantic(semantic_name, WINED3DDECLUSAGE_COLOR))
+ {
+ if (semantic_idx == 0)
+ shader_addline(buffer, "gl_FrontColor%s = OUT[%u]%s;\n", reg_mask, i, reg_mask);
+ else if (semantic_idx == 1)
+ shader_addline(buffer, "gl_FrontSecondaryColor%s = OUT[%u]%s;\n", reg_mask, i, reg_mask);
+ }
+ else if (shader_match_semantic(semantic_name, WINED3DDECLUSAGE_POSITION))
+ {
+ shader_addline(buffer, "gl_Position%s = OUT[%u]%s;\n", reg_mask, i, reg_mask);
+ }
+ else if (shader_match_semantic(semantic_name, WINED3DDECLUSAGE_TEXCOORD))
+ {
+ if (semantic_idx < 8)
+ {
+ if (!(gl_info->quirks & WINED3D_QUIRK_SET_TEXCOORD_W) || ps_major > 0)
+ write_mask |= WINED3DSP_WRITEMASK_3;
+
+ shader_addline(buffer, "gl_TexCoord[%u]%s = OUT[%u]%s;\n",
+ semantic_idx, reg_mask, i, reg_mask);
+ if (!(write_mask & WINED3DSP_WRITEMASK_3))
+ shader_addline(buffer, "gl_TexCoord[%u].w = 1.0;\n", semantic_idx);
+ }
+ }
+ else if (shader_match_semantic(semantic_name, WINED3DDECLUSAGE_PSIZE))
+ {
+ shader_addline(buffer, "gl_PointSize = OUT[%u].x;\n", i);
+ }
+ else if (shader_match_semantic(semantic_name, WINED3DDECLUSAGE_FOG))
+ {
+ shader_addline(buffer, "gl_FogFragCoord = OUT[%u].%c;\n", i, reg_mask[1]);
+ }
+ }
+ shader_addline(buffer, "}\n");
+
+ } else if(ps_major >= 3 && vs_major >= 3) {
+ WORD map = vs->baseShader.reg_maps.output_registers;
+
+ output_signature = vs->baseShader.output_signature;
+
+ /* This one is tricky: a 3.0 pixel shader reads from a 3.0 vertex shader */
+ shader_addline(buffer, "varying vec4 IN[%u];\n", vec4_varyings(3, gl_info));
+ shader_addline(buffer, "void order_ps_input(in vec4 OUT[%u]) {\n", MAX_REG_OUTPUT);
+
+ /* First, sort out position and point size. Those are not passed to the pixel shader */
+ for (i = 0; map; map >>= 1, ++i)
+ {
+ if (!(map & 1)) continue;
+
+ semantic_name = output_signature[i].semantic_name;
+ shader_glsl_write_mask_to_str(output_signature[i].mask, reg_mask);
+
+ if (shader_match_semantic(semantic_name, WINED3DDECLUSAGE_POSITION))
+ {
+ shader_addline(buffer, "gl_Position%s = OUT[%u]%s;\n", reg_mask, i, reg_mask);
+ }
+ else if (shader_match_semantic(semantic_name, WINED3DDECLUSAGE_PSIZE))
+ {
+ shader_addline(buffer, "gl_PointSize = OUT[%u].x;\n", i);
+ }
+ }
+
+ /* Then, fix the pixel shader input */
+ handle_ps3_input(buffer, gl_info, ps->input_reg_map, ps->baseShader.input_signature,
+ &ps->baseShader.reg_maps, output_signature, &vs->baseShader.reg_maps);
+
+ shader_addline(buffer, "}\n");
+ } else if(ps_major >= 3 && vs_major < 3) {
+ shader_addline(buffer, "varying vec4 IN[%u];\n", vec4_varyings(3, gl_info));
+ shader_addline(buffer, "void order_ps_input() {\n");
+ /* The vertex shader wrote to the builtin varyings. There is no need to figure out position and
+ * point size, but we depend on the optimizers kindness to find out that the pixel shader doesn't
+ * read gl_TexCoord and gl_ColorX, otherwise we'll run out of varyings
+ */
+ handle_ps3_input(buffer, gl_info, ps->input_reg_map, ps->baseShader.input_signature,
+ &ps->baseShader.reg_maps, NULL, NULL);
+ shader_addline(buffer, "}\n");
+ } else {
+ ERR("Unexpected vertex and pixel shader version condition: vs: %d, ps: %d\n", vs_major, ps_major);
+ }
+
+ ret = GL_EXTCALL(glCreateShaderObjectARB(GL_VERTEX_SHADER_ARB));
+ checkGLcall("glCreateShaderObjectARB(GL_VERTEX_SHADER_ARB)");
+ GL_EXTCALL(glShaderSourceARB(ret, 1, (const char**)&buffer->buffer, NULL));
+ checkGLcall("glShaderSourceARB(ret, 1, &buffer->buffer, NULL)");
+ GL_EXTCALL(glCompileShaderARB(ret));
+ checkGLcall("glCompileShaderARB(ret)");
+ shader_glsl_validate_compile_link(gl_info, ret, FALSE);
+ return ret;
+}
+
+#ifdef VBOX_WITH_VMSVGA
+static GLhandleARB generate_passthrough_vshader(const struct wined3d_gl_info *gl_info)
+{
+ GLhandleARB ret = 0;
+ static const char *passthrough_vshader[] =
+ {
+ "#version 120\n"
+ "vec4 R0;\n"
+ "void main(void)\n"
+ "{\n"
+ " R0 = gl_Vertex;\n"
+ " R0.w = 1.0;\n"
+ " R0.z = 0.0;\n"
+ " gl_Position = gl_ModelViewProjectionMatrix * R0;\n"
+ "}\n"
+ };
+
+ ret = GL_EXTCALL(glCreateShaderObjectARB(GL_VERTEX_SHADER_ARB));
+ checkGLcall("glCreateShaderObjectARB(GL_VERTEX_SHADER_ARB)");
+ GL_EXTCALL(glShaderSourceARB(ret, 1, passthrough_vshader, NULL));
+ checkGLcall("glShaderSourceARB(ret, 1, passthrough_vshader, NULL)");
+ GL_EXTCALL(glCompileShaderARB(ret));
+ checkGLcall("glCompileShaderARB(ret)");
+ shader_glsl_validate_compile_link(gl_info, ret, FALSE);
+
+ return ret;
+}
+
+#endif
+
+/* GL locking is done by the caller */
+static void hardcode_local_constants(IWineD3DBaseShaderImpl *shader, const struct wined3d_gl_info *gl_info,
+ GLhandleARB programId, char prefix)
+{
+ const local_constant *lconst;
+ GLint tmp_loc;
+ const float *value;
+ char glsl_name[8];
+
+ LIST_FOR_EACH_ENTRY(lconst, &shader->baseShader.constantsF, local_constant, entry) {
+ value = (const float *)lconst->value;
+ snprintf(glsl_name, sizeof(glsl_name), "%cLC%u", prefix, lconst->idx);
+ tmp_loc = GL_EXTCALL(glGetUniformLocationARB(programId, glsl_name));
+ GL_EXTCALL(glUniform4fvARB(tmp_loc, 1, value));
+ }
+ checkGLcall("Hardcoding local constants");
+}
+
+/* GL locking is done by the caller */
+#ifdef VBOX_WITH_VMSVGA
+static GLhandleARB shader_glsl_generate_pshader(const struct wined3d_context *context,
+#else
+static GLuint shader_glsl_generate_pshader(const struct wined3d_context *context,
+#endif
+ struct wined3d_shader_buffer *buffer, IWineD3DPixelShaderImpl *This,
+ const struct ps_compile_args *args, struct ps_np2fixup_info *np2fixup_info)
+{
+ const struct shader_reg_maps *reg_maps = &This->baseShader.reg_maps;
+ const struct wined3d_gl_info *gl_info = context->gl_info;
+ CONST DWORD *function = This->baseShader.function;
+ struct shader_glsl_ctx_priv priv_ctx;
+
+ /* Create the hw GLSL shader object and assign it as the shader->prgId */
+ GLhandleARB shader_obj = GL_EXTCALL(glCreateShaderObjectARB(GL_FRAGMENT_SHADER_ARB));
+
+ memset(&priv_ctx, 0, sizeof(priv_ctx));
+ priv_ctx.cur_ps_args = args;
+ priv_ctx.cur_np2fixup_info = np2fixup_info;
+
+ shader_addline(buffer, "#version 120\n");
+
+ if (gl_info->supported[ARB_SHADER_TEXTURE_LOD] && reg_maps->usestexldd)
+ {
+ shader_addline(buffer, "#extension GL_ARB_shader_texture_lod : enable\n");
+ }
+ if (gl_info->supported[ARB_TEXTURE_RECTANGLE])
+ {
+ /* The spec says that it doesn't have to be explicitly enabled, but the nvidia
+ * drivers write a warning if we don't do so
+ */
+ shader_addline(buffer, "#extension GL_ARB_texture_rectangle : enable\n");
+ }
+ if (gl_info->supported[EXT_GPU_SHADER4])
+ {
+ shader_addline(buffer, "#extension GL_EXT_gpu_shader4 : enable\n");
+ }
+
+ /* Base Declarations */
+ shader_generate_glsl_declarations(context, buffer, (IWineD3DBaseShader *)This, reg_maps, &priv_ctx);
+
+ /* Pack 3.0 inputs */
+ if (reg_maps->shader_version.major >= 3 && args->vp_mode != vertexshader)
+ {
+ shader_glsl_input_pack((IWineD3DPixelShader *) This, buffer,
+ This->baseShader.input_signature, reg_maps, args->vp_mode);
+ }
+
+ /* Base Shader Body */
+ shader_generate_main((IWineD3DBaseShader *)This, buffer, reg_maps, function, &priv_ctx);
+
+ /* Pixel shaders < 2.0 place the resulting color in R0 implicitly */
+ if (reg_maps->shader_version.major < 2)
+ {
+ /* Some older cards like GeforceFX ones don't support multiple buffers, so also not gl_FragData */
+ shader_addline(buffer, "gl_FragData[0] = R0;\n");
+ }
+
+ if (args->srgb_correction)
+ {
+ shader_addline(buffer, "tmp0.xyz = pow(gl_FragData[0].xyz, vec3(srgb_const0.x));\n");
+ shader_addline(buffer, "tmp0.xyz = tmp0.xyz * vec3(srgb_const0.y) - vec3(srgb_const0.z);\n");
+ shader_addline(buffer, "tmp1.xyz = gl_FragData[0].xyz * vec3(srgb_const0.w);\n");
+ shader_addline(buffer, "bvec3 srgb_compare = lessThan(gl_FragData[0].xyz, vec3(srgb_const1.x));\n");
+ shader_addline(buffer, "gl_FragData[0].xyz = mix(tmp0.xyz, tmp1.xyz, vec3(srgb_compare));\n");
+ shader_addline(buffer, "gl_FragData[0] = clamp(gl_FragData[0], 0.0, 1.0);\n");
+ }
+ /* Pixel shader < 3.0 do not replace the fog stage.
+ * This implements linear fog computation and blending.
+ * TODO: non linear fog
+ * NOTE: gl_Fog.start and gl_Fog.end don't hold fog start s and end e but
+ * -1/(e-s) and e/(e-s) respectively.
+ */
+ if (reg_maps->shader_version.major < 3)
+ {
+ switch(args->fog) {
+ case FOG_OFF: break;
+ case FOG_LINEAR:
+ shader_addline(buffer, "float fogstart = -1.0 / (gl_Fog.end - gl_Fog.start);\n");
+ shader_addline(buffer, "float fogend = gl_Fog.end * -fogstart;\n");
+ shader_addline(buffer, "float Fog = clamp(gl_FogFragCoord * fogstart + fogend, 0.0, 1.0);\n");
+ shader_addline(buffer, "gl_FragData[0].xyz = mix(gl_Fog.color.xyz, gl_FragData[0].xyz, Fog);\n");
+ break;
+ case FOG_EXP:
+ /* Fog = e^(-gl_Fog.density * gl_FogFragCoord) */
+ shader_addline(buffer, "float Fog = exp(-gl_Fog.density * gl_FogFragCoord);\n");
+ shader_addline(buffer, "Fog = clamp(Fog, 0.0, 1.0);\n");
+ shader_addline(buffer, "gl_FragData[0].xyz = mix(gl_Fog.color.xyz, gl_FragData[0].xyz, Fog);\n");
+ break;
+ case FOG_EXP2:
+ /* Fog = e^(-(gl_Fog.density * gl_FogFragCoord)^2) */
+ shader_addline(buffer, "float Fog = exp(-gl_Fog.density * gl_Fog.density * gl_FogFragCoord * gl_FogFragCoord);\n");
+ shader_addline(buffer, "Fog = clamp(Fog, 0.0, 1.0);\n");
+ shader_addline(buffer, "gl_FragData[0].xyz = mix(gl_Fog.color.xyz, gl_FragData[0].xyz, Fog);\n");
+ break;
+ }
+ }
+
+ shader_addline(buffer, "}\n");
+
+ TRACE("Compiling shader object %p\n", (void *)(uintptr_t)shader_obj);
+ GL_EXTCALL(glShaderSourceARB(shader_obj, 1, (const char**)&buffer->buffer, NULL));
+ GL_EXTCALL(glCompileShaderARB(shader_obj));
+ shader_glsl_validate_compile_link(gl_info, shader_obj, FALSE);
+
+ /* Store the shader object */
+ return shader_obj;
+}
+
+/* GL locking is done by the caller */
+#ifdef VBOX_WITH_VMSVGA
+static GLhandleARB shader_glsl_generate_vshader(const struct wined3d_context *context,
+#else
+static GLuint shader_glsl_generate_vshader(const struct wined3d_context *context,
+#endif
+ struct wined3d_shader_buffer *buffer, IWineD3DVertexShaderImpl *This,
+ const struct vs_compile_args *args)
+{
+ const struct shader_reg_maps *reg_maps = &This->baseShader.reg_maps;
+ const struct wined3d_gl_info *gl_info = context->gl_info;
+ CONST DWORD *function = This->baseShader.function;
+ struct shader_glsl_ctx_priv priv_ctx;
+
+ /* Create the hw GLSL shader program and assign it as the shader->prgId */
+ GLhandleARB shader_obj = GL_EXTCALL(glCreateShaderObjectARB(GL_VERTEX_SHADER_ARB));
+
+ shader_addline(buffer, "#version 120\n");
+
+ if (gl_info->supported[EXT_GPU_SHADER4])
+ {
+ shader_addline(buffer, "#extension GL_EXT_gpu_shader4 : enable\n");
+ }
+
+ memset(&priv_ctx, 0, sizeof(priv_ctx));
+ priv_ctx.cur_vs_args = args;
+
+ /* Base Declarations */
+ shader_generate_glsl_declarations(context, buffer, (IWineD3DBaseShader *)This, reg_maps, &priv_ctx);
+
+ /* Base Shader Body */
+ shader_generate_main((IWineD3DBaseShader*)This, buffer, reg_maps, function, &priv_ctx);
+
+ /* Unpack 3.0 outputs */
+ if (reg_maps->shader_version.major >= 3) shader_addline(buffer, "order_ps_input(OUT);\n");
+ else shader_addline(buffer, "order_ps_input();\n");
+
+ /* The D3DRS_FOGTABLEMODE render state defines if the shader-generated fog coord is used
+ * or if the fragment depth is used. If the fragment depth is used(FOGTABLEMODE != NONE),
+ * the fog frag coord is thrown away. If the fog frag coord is used, but not written by
+ * the shader, it is set to 0.0(fully fogged, since start = 1.0, end = 0.0)
+ */
+ if(args->fog_src == VS_FOG_Z) {
+ shader_addline(buffer, "gl_FogFragCoord = gl_Position.z;\n");
+ } else if (!reg_maps->fog) {
+ shader_addline(buffer, "gl_FogFragCoord = 0.0;\n");
+ }
+
+ /* Write the final position.
+ *
+ * OpenGL coordinates specify the center of the pixel while d3d coords specify
+ * the corner. The offsets are stored in z and w in posFixup. posFixup.y contains
+ * 1.0 or -1.0 to turn the rendering upside down for offscreen rendering. PosFixup.x
+ * contains 1.0 to allow a mad.
+ */
+ shader_addline(buffer, "gl_Position.y = gl_Position.y * posFixup.y;\n");
+ shader_addline(buffer, "gl_Position.xy += posFixup.zw * gl_Position.ww;\n");
+ if(args->clip_enabled) {
+ shader_addline(buffer, "gl_ClipVertex = gl_Position;\n");
+ }
+
+ /* Z coord [0;1]->[-1;1] mapping, see comment in transform_projection in state.c
+ *
+ * Basically we want (in homogeneous coordinates) z = z * 2 - 1. However, shaders are run
+ * before the homogeneous divide, so we have to take the w into account: z = ((z / w) * 2 - 1) * w,
+ * which is the same as z = z * 2 - w.
+ */
+ shader_addline(buffer, "gl_Position.z = gl_Position.z * 2.0 - gl_Position.w;\n");
+
+ shader_addline(buffer, "}\n");
+
+ TRACE("Compiling shader object %p\n", (void *)(uintptr_t)shader_obj);
+ GL_EXTCALL(glShaderSourceARB(shader_obj, 1, (const char**)&buffer->buffer, NULL));
+ GL_EXTCALL(glCompileShaderARB(shader_obj));
+ shader_glsl_validate_compile_link(gl_info, shader_obj, FALSE);
+
+ return shader_obj;
+}
+
+static GLhandleARB find_glsl_pshader(const struct wined3d_context *context,
+ struct wined3d_shader_buffer *buffer, IWineD3DPixelShaderImpl *shader,
+ const struct ps_compile_args *args,
+ UINT *inp2fixup_info
+ )
+{
+ UINT i;
+ DWORD new_size;
+ struct glsl_ps_compiled_shader *new_array;
+ struct glsl_pshader_private *shader_data;
+ struct ps_np2fixup_info *np2fixup = NULL;
+ GLhandleARB ret;
+
+ if (!shader->baseShader.backend_data)
+ {
+ shader->baseShader.backend_data = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*shader_data));
+ if (!shader->baseShader.backend_data)
+ {
+ ERR("Failed to allocate backend data.\n");
+ return 0;
+ }
+ }
+ shader_data = shader->baseShader.backend_data;
+
+ /* Usually we have very few GL shaders for each d3d shader(just 1 or maybe 2),
+ * so a linear search is more performant than a hashmap or a binary search
+ * (cache coherency etc)
+ */
+ for(i = 0; i < shader_data->num_gl_shaders; i++) {
+ if(shader_data->gl_shaders[i].context==context
+ && memcmp(&shader_data->gl_shaders[i].args, args, sizeof(*args)) == 0) {
+ if(args->np2_fixup) {
+ *inp2fixup_info = i;
+ }
+ return shader_data->gl_shaders[i].prgId;
+ }
+ }
+
+ TRACE("No matching GL shader found for shader %p, compiling a new shader.\n", shader);
+ if(shader_data->shader_array_size == shader_data->num_gl_shaders) {
+ if (shader_data->num_gl_shaders)
+ {
+ new_size = shader_data->shader_array_size + max(1, shader_data->shader_array_size / 2);
+ new_array = HeapReAlloc(GetProcessHeap(), 0, shader_data->gl_shaders,
+ new_size * sizeof(*shader_data->gl_shaders));
+ } else {
+ new_array = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*shader_data->gl_shaders));
+ new_size = 1;
+ }
+
+ if(!new_array) {
+ ERR("Out of memory\n");
+ return 0;
+ }
+ shader_data->gl_shaders = new_array;
+ shader_data->shader_array_size = new_size;
+ }
+
+ shader_data->gl_shaders[shader_data->num_gl_shaders].context = context;
+ shader_data->gl_shaders[shader_data->num_gl_shaders].args = *args;
+
+ memset(&shader_data->gl_shaders[shader_data->num_gl_shaders].np2fixup, 0, sizeof(struct ps_np2fixup_info));
+ if (args->np2_fixup) np2fixup = &shader_data->gl_shaders[shader_data->num_gl_shaders].np2fixup;
+
+ pixelshader_update_samplers(&shader->baseShader.reg_maps,
+ ((IWineD3DDeviceImpl *)shader->baseShader.device)->stateBlock->textures);
+
+ shader_buffer_clear(buffer);
+ ret = shader_glsl_generate_pshader(context, buffer, shader, args, np2fixup);
+ *inp2fixup_info = shader_data->num_gl_shaders;
+ shader_data->gl_shaders[shader_data->num_gl_shaders++].prgId = ret;
+
+ return ret;
+}
+
+static inline BOOL vs_args_equal(const struct vs_compile_args *stored, const struct vs_compile_args *new,
+ const DWORD use_map) {
+ if((stored->swizzle_map & use_map) != new->swizzle_map) return FALSE;
+ if((stored->clip_enabled) != new->clip_enabled) return FALSE;
+ return stored->fog_src == new->fog_src;
+}
+
+static GLhandleARB find_glsl_vshader(const struct wined3d_context *context,
+ struct wined3d_shader_buffer *buffer, IWineD3DVertexShaderImpl *shader,
+ const struct vs_compile_args *args)
+{
+ UINT i;
+ DWORD new_size;
+ struct glsl_vs_compiled_shader *new_array;
+ DWORD use_map = ((IWineD3DDeviceImpl *)shader->baseShader.device)->strided_streams.use_map;
+ struct glsl_vshader_private *shader_data;
+ GLhandleARB ret;
+
+ if (!shader->baseShader.backend_data)
+ {
+ shader->baseShader.backend_data = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*shader_data));
+ if (!shader->baseShader.backend_data)
+ {
+ ERR("Failed to allocate backend data.\n");
+ return 0;
+ }
+ }
+ shader_data = shader->baseShader.backend_data;
+
+ /* Usually we have very few GL shaders for each d3d shader(just 1 or maybe 2),
+ * so a linear search is more performant than a hashmap or a binary search
+ * (cache coherency etc)
+ */
+ for(i = 0; i < shader_data->num_gl_shaders; i++) {
+ if(shader_data->gl_shaders[i].context==context
+ && vs_args_equal(&shader_data->gl_shaders[i].args, args, use_map)) {
+ return shader_data->gl_shaders[i].prgId;
+ }
+ }
+
+ TRACE("No matching GL shader found for shader %p, compiling a new shader.\n", shader);
+
+ if(shader_data->shader_array_size == shader_data->num_gl_shaders) {
+ if (shader_data->num_gl_shaders)
+ {
+ new_size = shader_data->shader_array_size + max(1, shader_data->shader_array_size / 2);
+ new_array = HeapReAlloc(GetProcessHeap(), 0, shader_data->gl_shaders,
+ new_size * sizeof(*shader_data->gl_shaders));
+ } else {
+ new_array = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*shader_data->gl_shaders));
+ new_size = 1;
+ }
+
+ if(!new_array) {
+ ERR("Out of memory\n");
+ return 0;
+ }
+ shader_data->gl_shaders = new_array;
+ shader_data->shader_array_size = new_size;
+ }
+
+ shader_data->gl_shaders[shader_data->num_gl_shaders].context = context;
+ shader_data->gl_shaders[shader_data->num_gl_shaders].args = *args;
+
+ shader_buffer_clear(buffer);
+ ret = shader_glsl_generate_vshader(context, buffer, shader, args);
+ shader_data->gl_shaders[shader_data->num_gl_shaders++].prgId = ret;
+
+ return ret;
+}
+
+/** Sets the GLSL program ID for the given pixel and vertex shader combination.
+ * It sets the programId on the current StateBlock (because it should be called
+ * inside of the DrawPrimitive() part of the render loop).
+ *
+ * If a program for the given combination does not exist, create one, and store
+ * the program in the hash table. If it creates a program, it will link the
+ * given objects, too.
+ */
+
+/* GL locking is done by the caller */
+static void set_glsl_shader_program(const struct wined3d_context *context,
+ IWineD3DDeviceImpl *device, BOOL a_use_ps, BOOL a_use_vs)
+{
+ IWineD3DVertexShader *vshader = a_use_vs ? device->stateBlock->vertexShader : NULL;
+ IWineD3DPixelShader *pshader = a_use_ps ? device->stateBlock->pixelShader : NULL;
+ const struct wined3d_gl_info *gl_info = context->gl_info;
+ struct shader_glsl_priv *priv = device->shader_priv;
+ struct glsl_shader_prog_link *entry = NULL;
+ GLhandleARB programId = 0;
+ GLhandleARB reorder_shader_id = 0;
+ unsigned int i;
+ char glsl_name[8];
+ struct ps_compile_args ps_compile_args;
+ struct vs_compile_args vs_compile_args;
+
+ if (vshader) find_vs_compile_args((IWineD3DVertexShaderImpl *)vshader, device->stateBlock, &vs_compile_args);
+ if (pshader) find_ps_compile_args((IWineD3DPixelShaderImpl *)pshader, device->stateBlock, &ps_compile_args);
+
+ entry = get_glsl_program_entry(priv, vshader, pshader, &vs_compile_args, &ps_compile_args, context);
+ if (entry) {
+ priv->glsl_program = entry;
+ return;
+ }
+
+ /* If we get to this point, then no matching program exists, so we create one */
+ programId = GL_EXTCALL(glCreateProgramObjectARB());
+ TRACE("Created new GLSL shader program %p\n", (void *)(uintptr_t)programId);
+
+ /* Create the entry */
+ entry = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(struct glsl_shader_prog_link));
+ entry->context = context;
+ entry->programId = programId;
+ entry->vshader = vshader;
+ entry->pshader = pshader;
+ entry->vs_args = vs_compile_args;
+ entry->ps_args = ps_compile_args;
+ entry->constant_version = 0;
+ WINEFIXUPINFO_INIT(entry);
+ /* Add the hash table entry */
+ add_glsl_program_entry(priv, entry);
+
+ /* Set the current program */
+ priv->glsl_program = entry;
+
+ /* Attach GLSL vshader */
+ if (vshader)
+ {
+ GLhandleARB vshader_id = find_glsl_vshader(context, &priv->shader_buffer,
+ (IWineD3DVertexShaderImpl *)vshader, &vs_compile_args);
+ WORD map = ((IWineD3DBaseShaderImpl *)vshader)->baseShader.reg_maps.input_registers;
+ char tmp_name[10];
+
+ reorder_shader_id = generate_param_reorder_function(&priv->shader_buffer, vshader, pshader, gl_info);
+ TRACE("Attaching GLSL shader object %p to program %p\n", (void *)(uintptr_t)reorder_shader_id, (void *)(uintptr_t)programId);
+ GL_EXTCALL(glAttachObjectARB(programId, reorder_shader_id));
+ checkGLcall("glAttachObjectARB");
+ /* Flag the reorder function for deletion, then it will be freed automatically when the program
+ * is destroyed
+ */
+ GL_EXTCALL(glDeleteObjectARB(reorder_shader_id));
+
+ TRACE("Attaching GLSL shader object %p to program %p\n", (void *)(uintptr_t)vshader_id, (void *)(uintptr_t)programId);
+ GL_EXTCALL(glAttachObjectARB(programId, vshader_id));
+ checkGLcall("glAttachObjectARB");
+
+ /* Bind vertex attributes to a corresponding index number to match
+ * the same index numbers as ARB_vertex_programs (makes loading
+ * vertex attributes simpler). With this method, we can use the
+ * exact same code to load the attributes later for both ARB and
+ * GLSL shaders.
+ *
+ * We have to do this here because we need to know the Program ID
+ * in order to make the bindings work, and it has to be done prior
+ * to linking the GLSL program. */
+ for (i = 0; map; map >>= 1, ++i)
+ {
+ if (!(map & 1)) continue;
+
+ snprintf(tmp_name, sizeof(tmp_name), "attrib%u", i);
+ GL_EXTCALL(glBindAttribLocationARB(programId, i, tmp_name));
+ }
+ checkGLcall("glBindAttribLocationARB");
+
+ list_add_head(&((IWineD3DBaseShaderImpl *)vshader)->baseShader.linked_programs, &entry->vshader_entry);
+ }
+#ifdef VBOX_WITH_VMSVGA
+ else
+ if (device->strided_streams.position_transformed)
+ {
+ GLhandleARB passthrough_vshader_id;
+
+ passthrough_vshader_id = generate_passthrough_vshader(gl_info);
+ TRACE("Attaching GLSL shader object %p to program %p\n", (void *)(uintptr_t)passthrough_vshader_id, (void *)(uintptr_t)programId);
+ GL_EXTCALL(glAttachObjectARB(programId, passthrough_vshader_id));
+ checkGLcall("glAttachObjectARB");
+ /* Flag the reorder function for deletion, then it will be freed automatically when the program
+ * is destroyed
+ */
+ GL_EXTCALL(glDeleteObjectARB(passthrough_vshader_id));
+ }
+#endif
+
+
+ /* Attach GLSL pshader */
+ if (pshader)
+ {
+ GLhandleARB pshader_id = find_glsl_pshader(context, &priv->shader_buffer,
+ (IWineD3DPixelShaderImpl *)pshader, &ps_compile_args,
+ &entry->inp2Fixup_info
+ );
+ TRACE("Attaching GLSL shader object %p to program %p\n", (void *)(uintptr_t)pshader_id, (void *)(uintptr_t)programId);
+ GL_EXTCALL(glAttachObjectARB(programId, pshader_id));
+ checkGLcall("glAttachObjectARB");
+
+ list_add_head(&((IWineD3DBaseShaderImpl *)pshader)->baseShader.linked_programs, &entry->pshader_entry);
+ }
+
+ /* Link the program */
+ TRACE("Linking GLSL shader program %p\n", (void *)(uintptr_t)programId);
+ GL_EXTCALL(glLinkProgramARB(programId));
+ shader_glsl_validate_compile_link(gl_info, programId, TRUE);
+
+ entry->vuniformF_locations = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY,
+ sizeof(GLhandleARB) * gl_info->limits.glsl_vs_float_constants);
+ for (i = 0; i < gl_info->limits.glsl_vs_float_constants; ++i)
+ {
+ snprintf(glsl_name, sizeof(glsl_name), "VC[%i]", i);
+ entry->vuniformF_locations[i] = GL_EXTCALL(glGetUniformLocationARB(programId, glsl_name));
+ }
+ for (i = 0; i < MAX_CONST_I; ++i)
+ {
+ snprintf(glsl_name, sizeof(glsl_name), "VI[%i]", i);
+ entry->vuniformI_locations[i] = GL_EXTCALL(glGetUniformLocationARB(programId, glsl_name));
+ }
+ entry->puniformF_locations = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY,
+ sizeof(GLhandleARB) * gl_info->limits.glsl_ps_float_constants);
+ for (i = 0; i < gl_info->limits.glsl_ps_float_constants; ++i)
+ {
+ snprintf(glsl_name, sizeof(glsl_name), "PC[%i]", i);
+ entry->puniformF_locations[i] = GL_EXTCALL(glGetUniformLocationARB(programId, glsl_name));
+ }
+ for (i = 0; i < MAX_CONST_I; ++i)
+ {
+ snprintf(glsl_name, sizeof(glsl_name), "PI[%i]", i);
+ entry->puniformI_locations[i] = GL_EXTCALL(glGetUniformLocationARB(programId, glsl_name));
+ }
+
+ if(pshader) {
+ char name[32];
+
+ for(i = 0; i < MAX_TEXTURES; i++) {
+ sprintf(name, "bumpenvmat%u", i);
+ entry->bumpenvmat_location[i] = GL_EXTCALL(glGetUniformLocationARB(programId, name));
+ sprintf(name, "luminancescale%u", i);
+ entry->luminancescale_location[i] = GL_EXTCALL(glGetUniformLocationARB(programId, name));
+ sprintf(name, "luminanceoffset%u", i);
+ entry->luminanceoffset_location[i] = GL_EXTCALL(glGetUniformLocationARB(programId, name));
+ }
+
+ if (ps_compile_args.np2_fixup) {
+ if (WINEFIXUPINFO_ISVALID(entry)) {
+ entry->np2Fixup_location = GL_EXTCALL(glGetUniformLocationARB(programId, "PsamplerNP2Fixup"));
+ } else {
+ FIXME("NP2 texcoord fixup needed for this pixelshader, but no fixup uniform found.\n");
+ }
+ }
+ }
+
+ entry->posFixup_location = GL_EXTCALL(glGetUniformLocationARB(programId, "posFixup"));
+ entry->ycorrection_location = GL_EXTCALL(glGetUniformLocationARB(programId, "ycorrection"));
+ checkGLcall("Find glsl program uniform locations");
+
+ if (pshader
+ && ((IWineD3DPixelShaderImpl *)pshader)->baseShader.reg_maps.shader_version.major >= 3
+ && ((IWineD3DPixelShaderImpl *)pshader)->declared_in_count > vec4_varyings(3, gl_info))
+ {
+ TRACE("Shader %p needs vertex color clamping disabled\n", (void *)(uintptr_t)programId);
+ entry->vertex_color_clamp = GL_FALSE;
+ } else {
+ entry->vertex_color_clamp = GL_FIXED_ONLY_ARB;
+ }
+
+ /* Set the shader to allow uniform loading on it */
+ GL_EXTCALL(glUseProgramObjectARB(programId));
+ checkGLcall("glUseProgramObjectARB(programId)");
+
+#ifdef DEBUG_misha
+ {
+ GLint programIdTest = -1;
+ glGetIntegerv(GL_CURRENT_PROGRAM, &programIdTest);
+ Assert(programIdTest == programId);
+ }
+#endif
+
+ /* Load the vertex and pixel samplers now. The function that finds the mappings makes sure
+ * that it stays the same for each vertexshader-pixelshader pair(=linked glsl program). If
+ * a pshader with fixed function pipeline is used there are no vertex samplers, and if a
+ * vertex shader with fixed function pixel processing is used we make sure that the card
+ * supports enough samplers to allow the max number of vertex samplers with all possible
+ * fixed function fragment processing setups. So once the program is linked these samplers
+ * won't change.
+ */
+ if (vshader) shader_glsl_load_vsamplers(gl_info, device->texUnitMap, programId);
+ if (pshader) shader_glsl_load_psamplers(gl_info, device->texUnitMap, programId);
+
+ /* If the local constants do not have to be loaded with the environment constants,
+ * load them now to have them hardcoded in the GLSL program. This saves some CPU cycles
+ * later
+ */
+ if (pshader && !((IWineD3DBaseShaderImpl *)pshader)->baseShader.load_local_constsF)
+ {
+ hardcode_local_constants((IWineD3DBaseShaderImpl *) pshader, gl_info, programId, 'P');
+ }
+ if (vshader && !((IWineD3DBaseShaderImpl *)vshader)->baseShader.load_local_constsF)
+ {
+ hardcode_local_constants((IWineD3DBaseShaderImpl *) vshader, gl_info, programId, 'V');
+ }
+}
+
+/* GL locking is done by the caller */
+static GLhandleARB create_glsl_blt_shader(const struct wined3d_gl_info *gl_info, enum tex_types tex_type)
+{
+ GLhandleARB program_id;
+ GLhandleARB vshader_id, pshader_id;
+ static const char *blt_vshader[] =
+ {
+ "#version 120\n"
+ "void main(void)\n"
+ "{\n"
+ " gl_Position = gl_Vertex;\n"
+ " gl_FrontColor = vec4(1.0);\n"
+ " gl_TexCoord[0] = gl_MultiTexCoord0;\n"
+ "}\n"
+ };
+
+ static const char *blt_pshaders[tex_type_count] =
+ {
+ /* tex_1d */
+ NULL,
+ /* tex_2d */
+ "#version 120\n"
+ "uniform sampler2D sampler;\n"
+ "void main(void)\n"
+ "{\n"
+ " gl_FragDepth = texture2D(sampler, gl_TexCoord[0].xy).x;\n"
+ "}\n",
+ /* tex_3d */
+ NULL,
+ /* tex_cube */
+ "#version 120\n"
+ "uniform samplerCube sampler;\n"
+ "void main(void)\n"
+ "{\n"
+ " gl_FragDepth = textureCube(sampler, gl_TexCoord[0].xyz).x;\n"
+ "}\n",
+ /* tex_rect */
+ "#version 120\n"
+ "#extension GL_ARB_texture_rectangle : enable\n"
+ "uniform sampler2DRect sampler;\n"
+ "void main(void)\n"
+ "{\n"
+ " gl_FragDepth = texture2DRect(sampler, gl_TexCoord[0].xy).x;\n"
+ "}\n",
+ };
+
+ if (!blt_pshaders[tex_type])
+ {
+ FIXME("tex_type %#x not supported\n", tex_type);
+ tex_type = tex_2d;
+ }
+
+ vshader_id = GL_EXTCALL(glCreateShaderObjectARB(GL_VERTEX_SHADER_ARB));
+ GL_EXTCALL(glShaderSourceARB(vshader_id, 1, blt_vshader, NULL));
+ GL_EXTCALL(glCompileShaderARB(vshader_id));
+ shader_glsl_validate_compile_link(gl_info, vshader_id, FALSE);
+
+ pshader_id = GL_EXTCALL(glCreateShaderObjectARB(GL_FRAGMENT_SHADER_ARB));
+ GL_EXTCALL(glShaderSourceARB(pshader_id, 1, &blt_pshaders[tex_type], NULL));
+ GL_EXTCALL(glCompileShaderARB(pshader_id));
+
+ shader_glsl_validate_compile_link(gl_info, vshader_id, FALSE);
+
+ program_id = GL_EXTCALL(glCreateProgramObjectARB());
+ GL_EXTCALL(glAttachObjectARB(program_id, vshader_id));
+ GL_EXTCALL(glAttachObjectARB(program_id, pshader_id));
+ GL_EXTCALL(glLinkProgramARB(program_id));
+ shader_glsl_validate_compile_link(gl_info, program_id, TRUE);
+
+ /* Once linked we can mark the shaders for deletion. They will be deleted once the program
+ * is destroyed
+ */
+ GL_EXTCALL(glDeleteObjectARB(vshader_id));
+ GL_EXTCALL(glDeleteObjectARB(pshader_id));
+ return program_id;
+}
+
+/* GL locking is done by the caller */
+static void shader_glsl_select(const struct wined3d_context *context, BOOL usePS, BOOL useVS)
+{
+ const struct wined3d_gl_info *gl_info = context->gl_info;
+ IWineD3DDeviceImpl *device = context_get_device(context);
+ struct shader_glsl_priv *priv = device->shader_priv;
+ GLhandleARB program_id = 0;
+ GLenum old_vertex_color_clamp, current_vertex_color_clamp;
+
+ old_vertex_color_clamp = priv->glsl_program ? priv->glsl_program->vertex_color_clamp : GL_FIXED_ONLY_ARB;
+
+ if (useVS || usePS) set_glsl_shader_program(context, device, usePS, useVS);
+ else priv->glsl_program = NULL;
+
+ current_vertex_color_clamp = priv->glsl_program ? priv->glsl_program->vertex_color_clamp : GL_FIXED_ONLY_ARB;
+
+ if (old_vertex_color_clamp != current_vertex_color_clamp)
+ {
+ if (gl_info->supported[ARB_COLOR_BUFFER_FLOAT])
+ {
+ GL_EXTCALL(glClampColorARB(GL_CLAMP_VERTEX_COLOR_ARB, current_vertex_color_clamp));
+ checkGLcall("glClampColorARB");
+ }
+ else
+ {
+ FIXME("vertex color clamp needs to be changed, but extension not supported.\n");
+ }
+ }
+
+ program_id = priv->glsl_program ? priv->glsl_program->programId : 0;
+ if (program_id) TRACE("Using GLSL program %p\n", (void *)(uintptr_t)program_id);
+ GL_EXTCALL(glUseProgramObjectARB(program_id));
+ checkGLcall("glUseProgramObjectARB");
+#ifdef DEBUG_misha
+ {
+ GLint programIdTest = -1;
+ glGetIntegerv(GL_CURRENT_PROGRAM, &programIdTest);
+ Assert(programIdTest == program_id);
+ }
+#endif
+
+ /* In case that NP2 texcoord fixup data is found for the selected program, trigger a reload of the
+ * constants. This has to be done because it can't be guaranteed that sampler() (from state.c) is
+ * called between selecting the shader and using it, which results in wrong fixup for some frames. */
+ if (priv->glsl_program && WINEFIXUPINFO_ISVALID(priv->glsl_program))
+ {
+ shader_glsl_load_np2fixup_constants((IWineD3DDevice *)device, usePS, useVS);
+ }
+}
+
+/* GL locking is done by the caller */
+static void shader_glsl_select_depth_blt(IWineD3DDevice *iface, enum tex_types tex_type) {
+ IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
+ const struct wined3d_gl_info *gl_info = &This->adapter->gl_info;
+ struct shader_glsl_priv *priv = This->shader_priv;
+ GLhandleARB *blt_program = &priv->depth_blt_program[tex_type];
+
+ if (!*blt_program) {
+ GLint loc;
+ *blt_program = create_glsl_blt_shader(gl_info, tex_type);
+ loc = GL_EXTCALL(glGetUniformLocationARB(*blt_program, "sampler"));
+ GL_EXTCALL(glUseProgramObjectARB(*blt_program));
+#ifdef DEBUG_misha
+ {
+ GLint programIdTest = -1;
+ glGetIntegerv(GL_CURRENT_PROGRAM, &programIdTest);
+ Assert(programIdTest == *blt_program);
+ }
+#endif
+ GL_EXTCALL(glUniform1iARB(loc, 0));
+ } else {
+ GL_EXTCALL(glUseProgramObjectARB(*blt_program));
+#ifdef DEBUG_misha
+ {
+ GLint programIdTest = -1;
+ glGetIntegerv(GL_CURRENT_PROGRAM, &programIdTest);
+ Assert(programIdTest == *blt_program);
+ }
+#endif
+ }
+}
+
+/* GL locking is done by the caller */
+static void shader_glsl_deselect_depth_blt(IWineD3DDevice *iface) {
+ IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
+ const struct wined3d_gl_info *gl_info = &This->adapter->gl_info;
+ struct shader_glsl_priv *priv = This->shader_priv;
+ GLhandleARB program_id;
+
+ program_id = priv->glsl_program ? priv->glsl_program->programId : 0;
+ if (program_id) TRACE("Using GLSL program %p\n", (void *)(uintptr_t)program_id);
+
+ GL_EXTCALL(glUseProgramObjectARB(program_id));
+ checkGLcall("glUseProgramObjectARB");
+#ifdef DEBUG_misha
+ {
+ GLint programIdTest = -1;
+ glGetIntegerv(GL_CURRENT_PROGRAM, &programIdTest);
+ Assert(programIdTest == program_id);
+ }
+#endif
+}
+
+static void shader_glsl_destroy(IWineD3DBaseShader *iface) {
+ const struct list *linked_programs;
+ IWineD3DBaseShaderImpl *This = (IWineD3DBaseShaderImpl *) iface;
+ IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *)This->baseShader.device;
+ struct shader_glsl_priv *priv = device->shader_priv;
+ const struct wined3d_gl_info *gl_info;
+ struct wined3d_context *context;
+
+ /* Note: Do not use QueryInterface here to find out which shader type this is because this code
+ * can be called from IWineD3DBaseShader::Release
+ */
+ char pshader = shader_is_pshader_version(This->baseShader.reg_maps.shader_version.type);
+
+ if(pshader) {
+ struct glsl_pshader_private *shader_data;
+ shader_data = This->baseShader.backend_data;
+ if(!shader_data || shader_data->num_gl_shaders == 0)
+ {
+ HeapFree(GetProcessHeap(), 0, shader_data);
+ This->baseShader.backend_data = NULL;
+ return;
+ }
+
+ context = context_acquire(device, NULL, CTXUSAGE_RESOURCELOAD);
+ gl_info = context->gl_info;
+
+ if (priv->glsl_program && (IWineD3DBaseShader *)priv->glsl_program->pshader == iface)
+ {
+ ENTER_GL();
+ shader_glsl_select(context, FALSE, FALSE);
+ LEAVE_GL();
+ }
+ } else {
+ struct glsl_vshader_private *shader_data;
+ shader_data = This->baseShader.backend_data;
+ if(!shader_data || shader_data->num_gl_shaders == 0)
+ {
+ HeapFree(GetProcessHeap(), 0, shader_data);
+ This->baseShader.backend_data = NULL;
+ return;
+ }
+
+ context = context_acquire(device, NULL, CTXUSAGE_RESOURCELOAD);
+ gl_info = context->gl_info;
+
+ if (priv->glsl_program && (IWineD3DBaseShader *)priv->glsl_program->vshader == iface)
+ {
+ ENTER_GL();
+ shader_glsl_select(context, FALSE, FALSE);
+ LEAVE_GL();
+ }
+ }
+
+ linked_programs = &This->baseShader.linked_programs;
+
+ TRACE("Deleting linked programs\n");
+ if (linked_programs->next) {
+ struct glsl_shader_prog_link *entry, *entry2;
+
+ ENTER_GL();
+ if(pshader) {
+ LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, linked_programs, struct glsl_shader_prog_link, pshader_entry) {
+ delete_glsl_program_entry(priv, gl_info, entry);
+ }
+ } else {
+ LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, linked_programs, struct glsl_shader_prog_link, vshader_entry) {
+ delete_glsl_program_entry(priv, gl_info, entry);
+ }
+ }
+ LEAVE_GL();
+ }
+
+ if(pshader) {
+ UINT i;
+ struct glsl_pshader_private *shader_data = This->baseShader.backend_data;
+
+ ENTER_GL();
+ for(i = 0; i < shader_data->num_gl_shaders; i++) {
+ if (shader_data->gl_shaders[i].context==context_get_current())
+ {
+ TRACE("deleting pshader %p\n", (void *)(uintptr_t)shader_data->gl_shaders[i].prgId);
+ GL_EXTCALL(glDeleteObjectARB(shader_data->gl_shaders[i].prgId));
+ checkGLcall("glDeleteObjectARB");
+ }
+ else
+ {
+ WARN("Attempting to delete pshader %p created in ctx %p from ctx %p\n",
+ (void *)(uintptr_t)shader_data->gl_shaders[i].prgId, shader_data->gl_shaders[i].context, context_get_current());
+ }
+ }
+ LEAVE_GL();
+ HeapFree(GetProcessHeap(), 0, shader_data->gl_shaders);
+ }
+ else
+ {
+ UINT i;
+ struct glsl_vshader_private *shader_data = This->baseShader.backend_data;
+
+ ENTER_GL();
+ for(i = 0; i < shader_data->num_gl_shaders; i++) {
+ if (shader_data->gl_shaders[i].context==context_get_current())
+ {
+ TRACE("deleting vshader %p\n", (void *)(uintptr_t)shader_data->gl_shaders[i].prgId);
+ GL_EXTCALL(glDeleteObjectARB(shader_data->gl_shaders[i].prgId));
+ checkGLcall("glDeleteObjectARB");
+ }
+ else
+ {
+ WARN("Attempting to delete vshader %p created in ctx %p from ctx %p\n",
+ (void *)(uintptr_t)shader_data->gl_shaders[i].prgId, shader_data->gl_shaders[i].context, context_get_current());
+ }
+ }
+ LEAVE_GL();
+ HeapFree(GetProcessHeap(), 0, shader_data->gl_shaders);
+ }
+
+ HeapFree(GetProcessHeap(), 0, This->baseShader.backend_data);
+ This->baseShader.backend_data = NULL;
+
+ context_release(context);
+}
+
+static int glsl_program_key_compare(const void *key, const struct wine_rb_entry *entry)
+{
+ const glsl_program_key_t *k = key;
+ const struct glsl_shader_prog_link *prog = WINE_RB_ENTRY_VALUE(entry,
+ const struct glsl_shader_prog_link, program_lookup_entry);
+ int cmp;
+
+ if (k->context > prog->context) return 1;
+ else if (k->context < prog->context) return -1;
+
+ if (k->vshader > prog->vshader) return 1;
+ else if (k->vshader < prog->vshader) return -1;
+
+ if (k->pshader > prog->pshader) return 1;
+ else if (k->pshader < prog->pshader) return -1;
+
+ if (k->vshader && (cmp = memcmp(&k->vs_args, &prog->vs_args, sizeof(prog->vs_args)))) return cmp;
+ if (k->pshader && (cmp = memcmp(&k->ps_args, &prog->ps_args, sizeof(prog->ps_args)))) return cmp;
+
+ return 0;
+}
+
+static BOOL constant_heap_init(struct constant_heap *heap, unsigned int constant_count)
+{
+#ifndef VBOX
+ SIZE_T size = (constant_count + 1) * sizeof(*heap->entries) + constant_count * sizeof(*heap->positions);
+ void *mem = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, size);
+#else
+ SIZE_T size;
+ void *mem;
+
+ /* Don't trash the heap if the input is bogus. */
+ if (constant_count == 0)
+ constant_count = 1;
+
+ size = (constant_count + 1) * sizeof(*heap->entries) + constant_count * sizeof(*heap->positions);
+ mem = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, size);
+#endif
+
+ if (!mem)
+ {
+ ERR("Failed to allocate memory\n");
+ return FALSE;
+ }
+
+ heap->entries = mem;
+ heap->entries[1].version = 0;
+ heap->positions = (unsigned int *)(heap->entries + constant_count + 1);
+ heap->size = 1;
+
+ return TRUE;
+}
+
+static void constant_heap_free(struct constant_heap *heap)
+{
+ HeapFree(GetProcessHeap(), 0, heap->entries);
+}
+
+static const struct wine_rb_functions wined3d_glsl_program_rb_functions =
+{
+ wined3d_rb_alloc,
+ wined3d_rb_realloc,
+ wined3d_rb_free,
+ glsl_program_key_compare,
+};
+
+static HRESULT shader_glsl_alloc(IWineD3DDevice *iface) {
+ IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
+ const struct wined3d_gl_info *gl_info = &This->adapter->gl_info;
+ struct shader_glsl_priv *priv = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(struct shader_glsl_priv));
+ SIZE_T stack_size = wined3d_log2i(max(gl_info->limits.glsl_vs_float_constants,
+ gl_info->limits.glsl_ps_float_constants)) + 1;
+
+ if (!shader_buffer_init(&priv->shader_buffer))
+ {
+ ERR("Failed to initialize shader buffer.\n");
+ goto fail;
+ }
+
+ priv->stack = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, stack_size * sizeof(*priv->stack));
+ if (!priv->stack)
+ {
+ ERR("Failed to allocate memory.\n");
+ goto fail;
+ }
+ if (!constant_heap_init(&priv->vconst_heap, gl_info->limits.glsl_vs_float_constants))
+ {
+ ERR("Failed to initialize vertex shader constant heap\n");
+ goto fail;
+ }
+ if (!constant_heap_init(&priv->pconst_heap, gl_info->limits.glsl_ps_float_constants))
+ {
+ ERR("Failed to initialize pixel shader constant heap\n");
+ goto fail;
+ }
+
+ if (wine_rb_init(&priv->program_lookup, &wined3d_glsl_program_rb_functions) == -1)
+ {
+ ERR("Failed to initialize rbtree.\n");
+ goto fail;
+ }
+
+ priv->next_constant_version = 1;
+
+ This->shader_priv = priv;
+ return WINED3D_OK;
+
+fail:
+ constant_heap_free(&priv->pconst_heap);
+ constant_heap_free(&priv->vconst_heap);
+ HeapFree(GetProcessHeap(), 0, priv->stack);
+ shader_buffer_free(&priv->shader_buffer);
+ HeapFree(GetProcessHeap(), 0, priv);
+ return E_OUTOFMEMORY;
+}
+
+/* Context activation is done by the caller. */
+static void shader_glsl_free(IWineD3DDevice *iface) {
+ IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
+ const struct wined3d_gl_info *gl_info = &This->adapter->gl_info;
+ struct shader_glsl_priv *priv = This->shader_priv;
+ int i;
+
+ ENTER_GL();
+ for (i = 0; i < tex_type_count; ++i)
+ {
+ if (priv->depth_blt_program[i])
+ {
+ GL_EXTCALL(glDeleteObjectARB(priv->depth_blt_program[i]));
+ }
+ }
+ LEAVE_GL();
+
+ wine_rb_destroy(&priv->program_lookup, NULL, NULL);
+ constant_heap_free(&priv->pconst_heap);
+ constant_heap_free(&priv->vconst_heap);
+ HeapFree(GetProcessHeap(), 0, priv->stack);
+ shader_buffer_free(&priv->shader_buffer);
+
+ HeapFree(GetProcessHeap(), 0, This->shader_priv);
+ This->shader_priv = NULL;
+}
+
+static BOOL shader_glsl_dirty_const(IWineD3DDevice *iface) {
+ /* TODO: GL_EXT_bindable_uniform can be used to share constants across shaders */
+ return FALSE;
+}
+
+static void shader_glsl_get_caps(const struct wined3d_gl_info *gl_info, struct shader_caps *pCaps)
+{
+ /* Nvidia Geforce6/7 or Ati R4xx/R5xx cards with GLSL support, support VS 3.0 but older Nvidia/Ati
+ * models with GLSL support only support 2.0. In case of nvidia we can detect VS 2.0 support based
+ * on the version of NV_vertex_program.
+ * For Ati cards there's no way using glsl (it abstracts the lowlevel info away) and also not
+ * using ARB_vertex_program. It is safe to assume that when a card supports pixel shader 2.0 it
+ * supports vertex shader 2.0 too and the way around. We can detect ps2.0 using the maximum number
+ * of native instructions, so use that here. For more info see the pixel shader versioning code below.
+ */
+ if ((gl_info->supported[NV_VERTEX_PROGRAM2] && !gl_info->supported[NV_VERTEX_PROGRAM3])
+ || gl_info->limits.arb_ps_instructions <= 512
+ || gl_info->limits.glsl_vs_float_constants < 256)
+ pCaps->VertexShaderVersion = WINED3DVS_VERSION(2,0);
+ else
+ pCaps->VertexShaderVersion = WINED3DVS_VERSION(3,0);
+ TRACE_(d3d_caps)("Hardware vertex shader version %d.%d enabled (GLSL)\n", (pCaps->VertexShaderVersion >> 8) & 0xff, pCaps->VertexShaderVersion & 0xff);
+ pCaps->MaxVertexShaderConst = gl_info->limits.glsl_vs_float_constants;
+
+ /* Older DX9-class videocards (GeforceFX / Radeon >9500/X*00) only support pixel shader 2.0/2.0a/2.0b.
+ * In OpenGL the extensions related to GLSL abstract lowlevel GL info away which is needed
+ * to distinguish between 2.0 and 3.0 (and 2.0a/2.0b). In case of Nvidia we use their fragment
+ * program extensions. On other hardware including ATI GL_ARB_fragment_program offers the info
+ * in max native instructions. Intel and others also offer the info in this extension but they
+ * don't support GLSL (at least on Windows).
+ *
+ * PS2.0 requires at least 96 instructions, 2.0a/2.0b go up to 512. Assume that if the number
+ * of instructions is 512 or less we have to do with ps2.0 hardware.
+ * NOTE: ps3.0 hardware requires 512 or more instructions but ati and nvidia offer 'enough' (1024 vs 4096) on their most basic ps3.0 hardware.
+ */
+ if ((gl_info->supported[NV_FRAGMENT_PROGRAM] && !gl_info->supported[NV_FRAGMENT_PROGRAM2])
+ || gl_info->limits.arb_ps_instructions <= 512
+ || gl_info->limits.glsl_vs_float_constants < 256)
+ pCaps->PixelShaderVersion = WINED3DPS_VERSION(2,0);
+ else
+ pCaps->PixelShaderVersion = WINED3DPS_VERSION(3,0);
+
+ pCaps->MaxPixelShaderConst = gl_info->limits.glsl_ps_float_constants;
+
+ /* FIXME: The following line is card dependent. -8.0 to 8.0 is the
+ * Direct3D minimum requirement.
+ *
+ * Both GL_ARB_fragment_program and GLSL require a "maximum representable magnitude"
+ * of colors to be 2^10, and 2^32 for other floats. Should we use 1024 here?
+ *
+ * The problem is that the refrast clamps temporary results in the shader to
+ * [-MaxValue;+MaxValue]. If the card's max value is bigger than the one we advertize here,
+ * then applications may miss the clamping behavior. On the other hand, if it is smaller,
+ * the shader will generate incorrect results too. Unfortunately, GL deliberately doesn't
+ * offer a way to query this.
+ */
+ pCaps->PixelShader1xMaxValue = 8.0;
+ TRACE_(d3d_caps)("Hardware pixel shader version %d.%d enabled (GLSL)\n", (pCaps->PixelShaderVersion >> 8) & 0xff, pCaps->PixelShaderVersion & 0xff);
+
+ pCaps->VSClipping = TRUE;
+}
+
+static BOOL shader_glsl_color_fixup_supported(struct color_fixup_desc fixup)
+{
+ if (TRACE_ON(d3d_shader) && TRACE_ON(d3d))
+ {
+ TRACE("Checking support for fixup:\n");
+ dump_color_fixup_desc(fixup);
+ }
+
+ /* We support everything except YUV conversions. */
+ if (!is_complex_fixup(fixup))
+ {
+ TRACE("[OK]\n");
+ return TRUE;
+ }
+
+ TRACE("[FAILED]\n");
+ return FALSE;
+}
+
+static const SHADER_HANDLER shader_glsl_instruction_handler_table[WINED3DSIH_TABLE_SIZE] =
+{
+ /* WINED3DSIH_ABS */ shader_glsl_map2gl,
+ /* WINED3DSIH_ADD */ shader_glsl_arith,
+ /* WINED3DSIH_BEM */ shader_glsl_bem,
+ /* WINED3DSIH_BREAK */ shader_glsl_break,
+ /* WINED3DSIH_BREAKC */ shader_glsl_breakc,
+ /* WINED3DSIH_BREAKP */ NULL,
+ /* WINED3DSIH_CALL */ shader_glsl_call,
+ /* WINED3DSIH_CALLNZ */ shader_glsl_callnz,
+ /* WINED3DSIH_CMP */ shader_glsl_cmp,
+ /* WINED3DSIH_CND */ shader_glsl_cnd,
+ /* WINED3DSIH_CRS */ shader_glsl_cross,
+ /* WINED3DSIH_CUT */ NULL,
+ /* WINED3DSIH_DCL */ NULL,
+ /* WINED3DSIH_DEF */ NULL,
+ /* WINED3DSIH_DEFB */ NULL,
+ /* WINED3DSIH_DEFI */ NULL,
+ /* WINED3DSIH_DP2ADD */ shader_glsl_dp2add,
+ /* WINED3DSIH_DP3 */ shader_glsl_dot,
+ /* WINED3DSIH_DP4 */ shader_glsl_dot,
+ /* WINED3DSIH_DST */ shader_glsl_dst,
+ /* WINED3DSIH_DSX */ shader_glsl_map2gl,
+ /* WINED3DSIH_DSY */ shader_glsl_map2gl,
+ /* WINED3DSIH_ELSE */ shader_glsl_else,
+ /* WINED3DSIH_EMIT */ NULL,
+ /* WINED3DSIH_ENDIF */ shader_glsl_end,
+ /* WINED3DSIH_ENDLOOP */ shader_glsl_end,
+ /* WINED3DSIH_ENDREP */ shader_glsl_end,
+ /* WINED3DSIH_EXP */ shader_glsl_map2gl,
+ /* WINED3DSIH_EXPP */ shader_glsl_expp,
+ /* WINED3DSIH_FRC */ shader_glsl_map2gl,
+ /* WINED3DSIH_IADD */ NULL,
+ /* WINED3DSIH_IF */ shader_glsl_if,
+ /* WINED3DSIH_IFC */ shader_glsl_ifc,
+ /* WINED3DSIH_IGE */ NULL,
+ /* WINED3DSIH_LABEL */ shader_glsl_label,
+ /* WINED3DSIH_LIT */ shader_glsl_lit,
+ /* WINED3DSIH_LOG */ shader_glsl_log,
+ /* WINED3DSIH_LOGP */ shader_glsl_log,
+ /* WINED3DSIH_LOOP */ shader_glsl_loop,
+ /* WINED3DSIH_LRP */ shader_glsl_lrp,
+ /* WINED3DSIH_LT */ NULL,
+ /* WINED3DSIH_M3x2 */ shader_glsl_mnxn,
+ /* WINED3DSIH_M3x3 */ shader_glsl_mnxn,
+ /* WINED3DSIH_M3x4 */ shader_glsl_mnxn,
+ /* WINED3DSIH_M4x3 */ shader_glsl_mnxn,
+ /* WINED3DSIH_M4x4 */ shader_glsl_mnxn,
+ /* WINED3DSIH_MAD */ shader_glsl_mad,
+ /* WINED3DSIH_MAX */ shader_glsl_map2gl,
+ /* WINED3DSIH_MIN */ shader_glsl_map2gl,
+ /* WINED3DSIH_MOV */ shader_glsl_mov,
+ /* WINED3DSIH_MOVA */ shader_glsl_mov,
+ /* WINED3DSIH_MUL */ shader_glsl_arith,
+ /* WINED3DSIH_NOP */ NULL,
+ /* WINED3DSIH_NRM */ shader_glsl_nrm,
+ /* WINED3DSIH_PHASE */ NULL,
+ /* WINED3DSIH_POW */ shader_glsl_pow,
+ /* WINED3DSIH_RCP */ shader_glsl_rcp,
+ /* WINED3DSIH_REP */ shader_glsl_rep,
+ /* WINED3DSIH_RET */ shader_glsl_ret,
+ /* WINED3DSIH_RSQ */ shader_glsl_rsq,
+#ifdef VBOX_WITH_VMSVGA
+ /* WINED3DSIH_SETP */ shader_glsl_setp,
+#else
+ /* WINED3DSIH_SETP */ NULL,
+#endif
+ /* WINED3DSIH_SGE */ shader_glsl_compare,
+ /* WINED3DSIH_SGN */ shader_glsl_sgn,
+ /* WINED3DSIH_SINCOS */ shader_glsl_sincos,
+ /* WINED3DSIH_SLT */ shader_glsl_compare,
+ /* WINED3DSIH_SUB */ shader_glsl_arith,
+ /* WINED3DSIH_TEX */ shader_glsl_tex,
+ /* WINED3DSIH_TEXBEM */ shader_glsl_texbem,
+ /* WINED3DSIH_TEXBEML */ shader_glsl_texbem,
+ /* WINED3DSIH_TEXCOORD */ shader_glsl_texcoord,
+ /* WINED3DSIH_TEXDEPTH */ shader_glsl_texdepth,
+ /* WINED3DSIH_TEXDP3 */ shader_glsl_texdp3,
+ /* WINED3DSIH_TEXDP3TEX */ shader_glsl_texdp3tex,
+ /* WINED3DSIH_TEXKILL */ shader_glsl_texkill,
+ /* WINED3DSIH_TEXLDD */ shader_glsl_texldd,
+ /* WINED3DSIH_TEXLDL */ shader_glsl_texldl,
+ /* WINED3DSIH_TEXM3x2DEPTH */ shader_glsl_texm3x2depth,
+ /* WINED3DSIH_TEXM3x2PAD */ shader_glsl_texm3x2pad,
+ /* WINED3DSIH_TEXM3x2TEX */ shader_glsl_texm3x2tex,
+ /* WINED3DSIH_TEXM3x3 */ shader_glsl_texm3x3,
+ /* WINED3DSIH_TEXM3x3DIFF */ NULL,
+ /* WINED3DSIH_TEXM3x3PAD */ shader_glsl_texm3x3pad,
+ /* WINED3DSIH_TEXM3x3SPEC */ shader_glsl_texm3x3spec,
+ /* WINED3DSIH_TEXM3x3TEX */ shader_glsl_texm3x3tex,
+ /* WINED3DSIH_TEXM3x3VSPEC */ shader_glsl_texm3x3vspec,
+ /* WINED3DSIH_TEXREG2AR */ shader_glsl_texreg2ar,
+ /* WINED3DSIH_TEXREG2GB */ shader_glsl_texreg2gb,
+ /* WINED3DSIH_TEXREG2RGB */ shader_glsl_texreg2rgb,
+};
+
+static void shader_glsl_handle_instruction(const struct wined3d_shader_instruction *ins) {
+ SHADER_HANDLER hw_fct;
+
+ /* Select handler */
+ hw_fct = shader_glsl_instruction_handler_table[ins->handler_idx];
+
+ /* Unhandled opcode */
+ if (!hw_fct)
+ {
+ FIXME("Backend can't handle opcode %#x\n", ins->handler_idx);
+ return;
+ }
+ hw_fct(ins);
+
+ shader_glsl_add_instruction_modifiers(ins);
+}
+
+const shader_backend_t glsl_shader_backend = {
+ shader_glsl_handle_instruction,
+ shader_glsl_select,
+ shader_glsl_select_depth_blt,
+ shader_glsl_deselect_depth_blt,
+ shader_glsl_update_float_vertex_constants,
+ shader_glsl_update_float_pixel_constants,
+ shader_glsl_load_constants,
+ shader_glsl_load_np2fixup_constants,
+ shader_glsl_destroy,
+ shader_glsl_alloc,
+ shader_glsl_free,
+ shader_glsl_dirty_const,
+ shader_glsl_get_caps,
+ shader_glsl_color_fixup_supported,
+};
+
+#if defined(VBOXWINEDBG_SHADERS) || defined(VBOX_WINE_WITH_PROFILE)
+void vboxWDbgPrintF(char * szString, ...)
+{
+ char szBuffer[4096*2] = {0};
+ va_list pArgList;
+ va_start(pArgList, szString);
+ _vsnprintf(szBuffer, sizeof(szBuffer) / sizeof(szBuffer[0]), szString, pArgList);
+ va_end(pArgList);
+
+ OutputDebugStringA(szBuffer);
+}
+#endif