diff options
Diffstat (limited to 'src/VBox/Devices/Graphics/shaderlib/glsl_shader.c')
-rw-r--r-- | src/VBox/Devices/Graphics/shaderlib/glsl_shader.c | 5608 |
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 *)®->immconst_data[0], *(const float *)®->immconst_data[1], + *(const float *)®->immconst_data[2], *(const float *)®->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(¶m->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(¶m->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 |