2 * GLSL pixel and vertex shader implementation
4 * Copyright 2006 Jason Green
5 * Copyright 2006-2007 Henri Verbeet
6 * Copyright 2007-2009, 2013 Stefan Dösinger for CodeWeavers
7 * Copyright 2009-2011 Henri Verbeet for CodeWeavers
9 * This library is free software; you can redistribute it and/or
10 * modify it under the terms of the GNU Lesser General Public
11 * License as published by the Free Software Foundation; either
12 * version 2.1 of the License, or (at your option) any later version.
14 * This library is distributed in the hope that it will be useful,
15 * but WITHOUT ANY WARRANTY; without even the implied warranty of
16 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
17 * Lesser General Public License for more details.
19 * You should have received a copy of the GNU Lesser General Public
20 * License along with this library; if not, write to the Free Software
21 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
25 * D3D shader asm has swizzles on source parameters, and write masks for
26 * destination parameters. GLSL uses swizzles for both. The result of this is
27 * that for example "mov dst.xw, src.zyxw" becomes "dst.xw = src.zw" in GLSL.
28 * Ie, to generate a proper GLSL source swizzle, we need to take the D3D write
29 * mask for the destination parameter into account.
33 #include "wine/port.h"
41 #include "wined3d_private.h"
43 WINE_DEFAULT_DEBUG_CHANNEL(d3d_shader
);
44 WINE_DECLARE_DEBUG_CHANNEL(d3d
);
45 WINE_DECLARE_DEBUG_CHANNEL(winediag
);
47 #define WINED3D_GLSL_SAMPLE_PROJECTED 0x01
48 #define WINED3D_GLSL_SAMPLE_LOD 0x02
49 #define WINED3D_GLSL_SAMPLE_GRAD 0x04
50 #define WINED3D_GLSL_SAMPLE_LOAD 0x08
51 #define WINED3D_GLSL_SAMPLE_OFFSET 0x10
55 unsigned int coord_size
;
56 unsigned int resinfo_size
;
57 const char *type_part
;
59 resource_type_info
[] =
61 {0, 0, ""}, /* WINED3D_SHADER_RESOURCE_NONE */
62 {1, 1, "Buffer"}, /* WINED3D_SHADER_RESOURCE_BUFFER */
63 {1, 1, "1D"}, /* WINED3D_SHADER_RESOURCE_TEXTURE_1D */
64 {2, 2, "2D"}, /* WINED3D_SHADER_RESOURCE_TEXTURE_2D */
65 {2, 2, ""}, /* WINED3D_SHADER_RESOURCE_TEXTURE_2DMS */
66 {3, 3, "3D"}, /* WINED3D_SHADER_RESOURCE_TEXTURE_3D */
67 {3, 2, "Cube"}, /* WINED3D_SHADER_RESOURCE_TEXTURE_CUBE */
68 {2, 2, ""}, /* WINED3D_SHADER_RESOURCE_TEXTURE_1DARRAY */
69 {3, 3, "2DArray"}, /* WINED3D_SHADER_RESOURCE_TEXTURE_2DARRAY */
70 {3, 3, ""}, /* WINED3D_SHADER_RESOURCE_TEXTURE_2DMSARRAY */
71 {4, 3, ""}, /* WINED3D_SHADER_RESOURCE_TEXTURE_CUBEARRAY */
86 struct glsl_sample_function
88 struct wined3d_string_buffer
*name
;
89 unsigned int coord_mask
;
90 unsigned int deriv_mask
;
91 enum wined3d_data_type data_type
;
92 BOOL output_single_component
;
93 unsigned int offset_size
;
98 HEAP_NODE_TRAVERSE_LEFT
,
99 HEAP_NODE_TRAVERSE_RIGHT
,
103 struct constant_entry
106 unsigned int version
;
111 struct constant_entry
*entries
;
113 unsigned int *positions
;
117 /* GLSL shader private data */
118 struct shader_glsl_priv
{
119 struct wined3d_string_buffer shader_buffer
;
120 struct wined3d_string_buffer_list string_buffers
;
121 struct wine_rb_tree program_lookup
;
122 struct constant_heap vconst_heap
;
123 struct constant_heap pconst_heap
;
124 unsigned char *stack
;
125 UINT next_constant_version
;
127 const struct wined3d_vertex_pipe_ops
*vertex_pipe
;
128 const struct fragment_pipeline
*fragment_pipe
;
129 struct wine_rb_tree ffp_vertex_shaders
;
130 struct wine_rb_tree ffp_fragment_shaders
;
131 BOOL ffp_proj_control
;
132 BOOL legacy_lighting
;
135 struct glsl_vs_program
137 struct list shader_entry
;
139 GLenum vertex_color_clamp
;
140 GLint uniform_f_locations
[WINED3D_MAX_VS_CONSTS_F
];
141 GLint uniform_i_locations
[WINED3D_MAX_CONSTS_I
];
142 GLint uniform_b_locations
[WINED3D_MAX_CONSTS_B
];
143 GLint pos_fixup_location
;
145 GLint modelview_matrix_location
[MAX_VERTEX_BLENDS
];
146 GLint projection_matrix_location
;
147 GLint normal_matrix_location
;
148 GLint texture_matrix_location
[MAX_TEXTURES
];
149 GLint material_ambient_location
;
150 GLint material_diffuse_location
;
151 GLint material_specular_location
;
152 GLint material_emissive_location
;
153 GLint material_shininess_location
;
154 GLint light_ambient_location
;
169 } light_location
[MAX_ACTIVE_LIGHTS
];
170 GLint pointsize_location
;
171 GLint pointsize_min_location
;
172 GLint pointsize_max_location
;
173 GLint pointsize_c_att_location
;
174 GLint pointsize_l_att_location
;
175 GLint pointsize_q_att_location
;
176 GLint clip_planes_location
;
179 struct glsl_gs_program
181 struct list shader_entry
;
184 GLint pos_fixup_location
;
187 struct glsl_ps_program
189 struct list shader_entry
;
191 GLint uniform_f_locations
[WINED3D_MAX_PS_CONSTS_F
];
192 GLint uniform_i_locations
[WINED3D_MAX_CONSTS_I
];
193 GLint uniform_b_locations
[WINED3D_MAX_CONSTS_B
];
194 GLint bumpenv_mat_location
[MAX_TEXTURES
];
195 GLint bumpenv_lum_scale_location
[MAX_TEXTURES
];
196 GLint bumpenv_lum_offset_location
[MAX_TEXTURES
];
197 GLint tss_constant_location
[MAX_TEXTURES
];
198 GLint tex_factor_location
;
199 GLint specular_enable_location
;
200 GLint fog_color_location
;
201 GLint fog_density_location
;
202 GLint fog_end_location
;
203 GLint fog_scale_location
;
204 GLint alpha_test_ref_location
;
205 GLint ycorrection_location
;
206 GLint np2_fixup_location
;
207 GLint color_key_location
;
208 const struct ps_np2fixup_info
*np2_fixup_info
;
211 struct glsl_cs_program
213 struct list shader_entry
;
217 /* Struct to maintain data about a linked GLSL program */
218 struct glsl_shader_prog_link
220 struct wine_rb_entry program_lookup_entry
;
221 struct glsl_vs_program vs
;
222 struct glsl_gs_program gs
;
223 struct glsl_ps_program ps
;
224 struct glsl_cs_program cs
;
226 DWORD constant_update_mask
;
227 UINT constant_version
;
230 struct glsl_program_key
238 struct shader_glsl_ctx_priv
{
239 const struct vs_compile_args
*cur_vs_args
;
240 const struct ps_compile_args
*cur_ps_args
;
241 struct ps_np2fixup_info
*cur_np2fixup_info
;
242 struct wined3d_string_buffer_list
*string_buffers
;
245 struct glsl_context_data
247 struct glsl_shader_prog_link
*glsl_program
;
248 GLenum vertex_color_clamp
;
251 struct glsl_ps_compiled_shader
253 struct ps_compile_args args
;
254 struct ps_np2fixup_info np2fixup
;
258 struct glsl_vs_compiled_shader
260 struct vs_compile_args args
;
264 struct glsl_gs_compiled_shader
266 struct gs_compile_args args
;
270 struct glsl_cs_compiled_shader
275 struct glsl_shader_private
279 struct glsl_vs_compiled_shader
*vs
;
280 struct glsl_gs_compiled_shader
*gs
;
281 struct glsl_ps_compiled_shader
*ps
;
282 struct glsl_cs_compiled_shader
*cs
;
284 UINT num_gl_shaders
, shader_array_size
;
287 struct glsl_ffp_vertex_shader
289 struct wined3d_ffp_vs_desc desc
;
291 struct list linked_programs
;
294 struct glsl_ffp_fragment_shader
296 struct ffp_frag_desc entry
;
298 struct list linked_programs
;
301 struct glsl_ffp_destroy_ctx
303 struct shader_glsl_priv
*priv
;
304 const struct wined3d_gl_info
*gl_info
;
307 static void shader_glsl_generate_shader_epilogue(const struct wined3d_shader_context
*ctx
);
309 static const char *debug_gl_shader_type(GLenum type
)
313 #define WINED3D_TO_STR(u) case u: return #u
314 WINED3D_TO_STR(GL_VERTEX_SHADER
);
315 WINED3D_TO_STR(GL_TESS_CONTROL_SHADER
);
316 WINED3D_TO_STR(GL_TESS_EVALUATION_SHADER
);
317 WINED3D_TO_STR(GL_GEOMETRY_SHADER
);
318 WINED3D_TO_STR(GL_FRAGMENT_SHADER
);
319 WINED3D_TO_STR(GL_COMPUTE_SHADER
);
320 #undef WINED3D_TO_STR
322 return wine_dbg_sprintf("UNKNOWN(%#x)", type
);
326 static const char *shader_glsl_get_prefix(enum wined3d_shader_type type
)
330 case WINED3D_SHADER_TYPE_VERTEX
:
333 case WINED3D_SHADER_TYPE_HULL
:
336 case WINED3D_SHADER_TYPE_DOMAIN
:
339 case WINED3D_SHADER_TYPE_GEOMETRY
:
342 case WINED3D_SHADER_TYPE_PIXEL
:
345 case WINED3D_SHADER_TYPE_COMPUTE
:
349 FIXME("Unhandled shader type %#x.\n", type
);
354 static unsigned int shader_glsl_get_version(const struct wined3d_gl_info
*gl_info
,
355 const struct wined3d_shader_version
*version
)
357 if (!gl_info
->supported
[WINED3D_GL_LEGACY_CONTEXT
]
358 || (version
&& version
->type
== WINED3D_SHADER_TYPE_COMPUTE
))
360 else if (gl_info
->glsl_version
>= MAKEDWORD_VERSION(1, 30) && version
&& version
->major
>= 4)
366 static void shader_glsl_add_version_declaration(struct wined3d_string_buffer
*buffer
,
367 const struct wined3d_gl_info
*gl_info
, const struct wined3d_shader_version
*version
)
369 unsigned int glsl_version
= shader_glsl_get_version(gl_info
, version
);
370 if (glsl_version
>= 150 && gl_info
->supported
[WINED3D_GL_LEGACY_CONTEXT
])
371 shader_addline(buffer
, "#version %u compatibility\n", glsl_version
);
373 shader_addline(buffer
, "#version %u\n", glsl_version
);
376 static void shader_glsl_append_imm_vec4(struct wined3d_string_buffer
*buffer
, const float *values
)
380 wined3d_ftoa(values
[0], str
[0]);
381 wined3d_ftoa(values
[1], str
[1]);
382 wined3d_ftoa(values
[2], str
[2]);
383 wined3d_ftoa(values
[3], str
[3]);
384 shader_addline(buffer
, "vec4(%s, %s, %s, %s)", str
[0], str
[1], str
[2], str
[3]);
387 static void shader_glsl_append_imm_ivec(struct wined3d_string_buffer
*buffer
,
388 const int *values
, unsigned int size
)
392 if (!size
|| size
> 4)
394 ERR("Invalid vector size %u.\n", size
);
399 shader_addline(buffer
, "ivec%u(", size
);
401 for (i
= 0; i
< size
; ++i
)
402 shader_addline(buffer
, i
? ", %#x" : "%#x", values
[i
]);
405 shader_addline(buffer
, ")");
408 static const char *get_info_log_line(const char **ptr
)
413 if (!(q
= strstr(p
, "\n")))
415 if (!*p
) return NULL
;
424 /* Context activation is done by the caller. */
425 void print_glsl_info_log(const struct wined3d_gl_info
*gl_info
, GLuint id
, BOOL program
)
430 if (!WARN_ON(d3d_shader
) && !FIXME_ON(d3d_shader
))
434 GL_EXTCALL(glGetProgramiv(id
, GL_INFO_LOG_LENGTH
, &length
));
436 GL_EXTCALL(glGetShaderiv(id
, GL_INFO_LOG_LENGTH
, &length
));
438 /* A size of 1 is just a null-terminated string, so the log should be bigger than
439 * that if there are errors. */
442 const char *ptr
, *line
;
444 log
= HeapAlloc(GetProcessHeap(), 0, length
);
445 /* The info log is supposed to be zero-terminated, but at least some
446 * versions of fglrx don't terminate the string properly. The reported
447 * length does include the terminator, so explicitly set it to zero
451 GL_EXTCALL(glGetProgramInfoLog(id
, length
, NULL
, log
));
453 GL_EXTCALL(glGetShaderInfoLog(id
, length
, NULL
, log
));
456 if (gl_info
->quirks
& WINED3D_QUIRK_INFO_LOG_SPAM
)
458 WARN("Info log received from GLSL shader #%u:\n", id
);
459 while ((line
= get_info_log_line(&ptr
))) WARN(" %.*s", (int)(ptr
- line
), line
);
463 FIXME("Info log received from GLSL shader #%u:\n", id
);
464 while ((line
= get_info_log_line(&ptr
))) FIXME(" %.*s", (int)(ptr
- line
), line
);
466 HeapFree(GetProcessHeap(), 0, log
);
470 /* Context activation is done by the caller. */
471 static void shader_glsl_compile(const struct wined3d_gl_info
*gl_info
, GLuint shader
, const char *src
)
473 const char *ptr
, *line
;
475 TRACE("Compiling shader object %u.\n", shader
);
477 if (TRACE_ON(d3d_shader
))
480 while ((line
= get_info_log_line(&ptr
))) TRACE_(d3d_shader
)(" %.*s", (int)(ptr
- line
), line
);
483 GL_EXTCALL(glShaderSource(shader
, 1, &src
, NULL
));
484 checkGLcall("glShaderSource");
485 GL_EXTCALL(glCompileShader(shader
));
486 checkGLcall("glCompileShader");
487 print_glsl_info_log(gl_info
, shader
, FALSE
);
490 /* Context activation is done by the caller. */
491 static void shader_glsl_dump_program_source(const struct wined3d_gl_info
*gl_info
, GLuint program
)
493 GLint i
, shader_count
, source_size
= -1;
497 GL_EXTCALL(glGetProgramiv(program
, GL_ATTACHED_SHADERS
, &shader_count
));
498 if (!(shaders
= wined3d_calloc(shader_count
, sizeof(*shaders
))))
500 ERR("Failed to allocate shader array memory.\n");
504 GL_EXTCALL(glGetAttachedShaders(program
, shader_count
, NULL
, shaders
));
505 for (i
= 0; i
< shader_count
; ++i
)
507 const char *ptr
, *line
;
510 GL_EXTCALL(glGetShaderiv(shaders
[i
], GL_SHADER_SOURCE_LENGTH
, &tmp
));
512 if (source_size
< tmp
)
514 HeapFree(GetProcessHeap(), 0, source
);
516 source
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, tmp
);
519 ERR("Failed to allocate %d bytes for shader source.\n", tmp
);
520 HeapFree(GetProcessHeap(), 0, shaders
);
526 FIXME("Shader %u:\n", shaders
[i
]);
527 GL_EXTCALL(glGetShaderiv(shaders
[i
], GL_SHADER_TYPE
, &tmp
));
528 FIXME(" GL_SHADER_TYPE: %s.\n", debug_gl_shader_type(tmp
));
529 GL_EXTCALL(glGetShaderiv(shaders
[i
], GL_COMPILE_STATUS
, &tmp
));
530 FIXME(" GL_COMPILE_STATUS: %d.\n", tmp
);
534 GL_EXTCALL(glGetShaderSource(shaders
[i
], source_size
, NULL
, source
));
535 while ((line
= get_info_log_line(&ptr
))) FIXME(" %.*s", (int)(ptr
- line
), line
);
539 HeapFree(GetProcessHeap(), 0, source
);
540 HeapFree(GetProcessHeap(), 0, shaders
);
543 /* Context activation is done by the caller. */
544 void shader_glsl_validate_link(const struct wined3d_gl_info
*gl_info
, GLuint program
)
548 if (!TRACE_ON(d3d_shader
) && !FIXME_ON(d3d_shader
))
551 GL_EXTCALL(glGetProgramiv(program
, GL_LINK_STATUS
, &tmp
));
554 FIXME("Program %u link status invalid.\n", program
);
555 shader_glsl_dump_program_source(gl_info
, program
);
558 print_glsl_info_log(gl_info
, program
, TRUE
);
561 /* Context activation is done by the caller. */
562 static void shader_glsl_load_samplers(const struct wined3d_gl_info
*gl_info
,
563 struct shader_glsl_priv
*priv
, const char *prefix
, unsigned int base_idx
,
564 unsigned int count
, const DWORD
*tex_unit_map
, GLuint program_id
)
566 struct wined3d_string_buffer
*sampler_name
= string_buffer_get(&priv
->string_buffers
);
567 unsigned int mapped_unit
, i
;
570 for (i
= 0; i
< count
; ++i
)
572 string_buffer_sprintf(sampler_name
, "%s_sampler%u", prefix
, i
);
573 name_loc
= GL_EXTCALL(glGetUniformLocation(program_id
, sampler_name
->buffer
));
577 mapped_unit
= tex_unit_map
? tex_unit_map
[base_idx
+ i
] : base_idx
+ i
;
578 if (mapped_unit
== WINED3D_UNMAPPED_STAGE
|| mapped_unit
>= gl_info
->limits
.combined_samplers
)
580 ERR("Trying to load sampler %s on unsupported unit %u.\n", sampler_name
->buffer
, mapped_unit
);
584 TRACE("Loading sampler %s on unit %u.\n", sampler_name
->buffer
, mapped_unit
);
585 GL_EXTCALL(glUniform1i(name_loc
, mapped_unit
));
587 checkGLcall("Load sampler bindings");
588 string_buffer_release(&priv
->string_buffers
, sampler_name
);
591 /* Context activation is done by the caller. */
592 static void shader_glsl_load_graphics_samplers(const struct wined3d_gl_info
*gl_info
,
593 struct shader_glsl_priv
*priv
, const DWORD
*tex_unit_map
, GLuint program_id
)
600 enum wined3d_shader_type type
;
601 unsigned int base_idx
;
606 {WINED3D_SHADER_TYPE_PIXEL
, 0, MAX_FRAGMENT_SAMPLERS
},
607 {WINED3D_SHADER_TYPE_VERTEX
, MAX_FRAGMENT_SAMPLERS
, MAX_VERTEX_SAMPLERS
},
610 for (i
= 0; i
< ARRAY_SIZE(sampler_info
); ++i
)
612 prefix
= shader_glsl_get_prefix(sampler_info
[i
].type
);
613 shader_glsl_load_samplers(gl_info
, priv
, prefix
,
614 sampler_info
[i
].base_idx
, sampler_info
[i
].count
, tex_unit_map
, program_id
);
618 static void shader_glsl_load_icb(const struct wined3d_gl_info
*gl_info
, struct shader_glsl_priv
*priv
,
619 GLuint program_id
, const struct wined3d_shader_reg_maps
*reg_maps
)
621 const struct wined3d_shader_immediate_constant_buffer
*icb
= reg_maps
->icb
;
625 struct wined3d_string_buffer
*icb_name
= string_buffer_get(&priv
->string_buffers
);
626 const char *prefix
= shader_glsl_get_prefix(reg_maps
->shader_version
.type
);
629 string_buffer_sprintf(icb_name
, "%s_icb", prefix
);
630 icb_location
= GL_EXTCALL(glGetUniformLocation(program_id
, icb_name
->buffer
));
631 GL_EXTCALL(glUniform4fv(icb_location
, icb
->vec4_count
, (const GLfloat
*)icb
->data
));
632 checkGLcall("Load immediate constant buffer");
634 string_buffer_release(&priv
->string_buffers
, icb_name
);
638 /* Context activation is done by the caller. */
639 static void shader_glsl_load_images(const struct wined3d_gl_info
*gl_info
, struct shader_glsl_priv
*priv
,
640 GLuint program_id
, const struct wined3d_shader_reg_maps
*reg_maps
)
642 struct wined3d_string_buffer
*name
= string_buffer_get(&priv
->string_buffers
);
643 const char *prefix
= shader_glsl_get_prefix(reg_maps
->shader_version
.type
);
647 for (i
= 0; i
< MAX_UNORDERED_ACCESS_VIEWS
; ++i
)
649 if (!reg_maps
->uav_resource_info
[i
].type
)
652 string_buffer_sprintf(name
, "%s_image%u", prefix
, i
);
653 location
= GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
657 TRACE("Loading image %s on unit %u.\n", name
->buffer
, i
);
658 GL_EXTCALL(glUniform1i(location
, i
));
660 checkGLcall("Load image bindings");
661 string_buffer_release(&priv
->string_buffers
, name
);
664 /* Context activation is done by the caller. */
665 static inline void walk_constant_heap(const struct wined3d_gl_info
*gl_info
, const struct wined3d_vec4
*constants
,
666 const GLint
*constant_locations
, const struct constant_heap
*heap
, unsigned char *stack
, DWORD version
)
668 unsigned int start
= ~0U, end
= 0;
670 unsigned int heap_idx
= 1;
673 if (heap
->entries
[heap_idx
].version
<= version
) return;
675 idx
= heap
->entries
[heap_idx
].idx
;
676 if (constant_locations
[idx
] != -1)
678 stack
[stack_idx
] = HEAP_NODE_TRAVERSE_LEFT
;
680 while (stack_idx
>= 0)
682 /* Note that we fall through to the next case statement. */
683 switch(stack
[stack_idx
])
685 case HEAP_NODE_TRAVERSE_LEFT
:
687 unsigned int left_idx
= heap_idx
<< 1;
688 if (left_idx
< heap
->size
&& heap
->entries
[left_idx
].version
> version
)
691 idx
= heap
->entries
[heap_idx
].idx
;
692 if (constant_locations
[idx
] != -1)
700 stack
[stack_idx
++] = HEAP_NODE_TRAVERSE_RIGHT
;
701 stack
[stack_idx
] = HEAP_NODE_TRAVERSE_LEFT
;
706 case HEAP_NODE_TRAVERSE_RIGHT
:
708 unsigned int right_idx
= (heap_idx
<< 1) + 1;
709 if (right_idx
< heap
->size
&& heap
->entries
[right_idx
].version
> version
)
711 heap_idx
= right_idx
;
712 idx
= heap
->entries
[heap_idx
].idx
;
713 if (constant_locations
[idx
] != -1)
721 stack
[stack_idx
++] = HEAP_NODE_POP
;
722 stack
[stack_idx
] = HEAP_NODE_TRAVERSE_LEFT
;
734 GL_EXTCALL(glUniform4fv(constant_locations
[start
], end
- start
+ 1, &constants
[start
].x
));
735 checkGLcall("walk_constant_heap()");
738 /* Context activation is done by the caller. */
739 static inline void apply_clamped_constant(const struct wined3d_gl_info
*gl_info
,
740 GLint location
, const struct wined3d_vec4
*data
)
742 GLfloat clamped_constant
[4];
744 if (location
== -1) return;
746 clamped_constant
[0] = data
->x
< -1.0f
? -1.0f
: data
->x
> 1.0f
? 1.0f
: data
->x
;
747 clamped_constant
[1] = data
->y
< -1.0f
? -1.0f
: data
->y
> 1.0f
? 1.0f
: data
->y
;
748 clamped_constant
[2] = data
->z
< -1.0f
? -1.0f
: data
->z
> 1.0f
? 1.0f
: data
->z
;
749 clamped_constant
[3] = data
->w
< -1.0f
? -1.0f
: data
->w
> 1.0f
? 1.0f
: data
->w
;
751 GL_EXTCALL(glUniform4fv(location
, 1, clamped_constant
));
754 /* Context activation is done by the caller. */
755 static inline void walk_constant_heap_clamped(const struct wined3d_gl_info
*gl_info
,
756 const struct wined3d_vec4
*constants
, const GLint
*constant_locations
,
757 const struct constant_heap
*heap
, unsigned char *stack
, DWORD version
)
760 unsigned int heap_idx
= 1;
763 if (heap
->entries
[heap_idx
].version
<= version
) return;
765 idx
= heap
->entries
[heap_idx
].idx
;
766 apply_clamped_constant(gl_info
, constant_locations
[idx
], &constants
[idx
]);
767 stack
[stack_idx
] = HEAP_NODE_TRAVERSE_LEFT
;
769 while (stack_idx
>= 0)
771 /* Note that we fall through to the next case statement. */
772 switch(stack
[stack_idx
])
774 case HEAP_NODE_TRAVERSE_LEFT
:
776 unsigned int left_idx
= heap_idx
<< 1;
777 if (left_idx
< heap
->size
&& heap
->entries
[left_idx
].version
> version
)
780 idx
= heap
->entries
[heap_idx
].idx
;
781 apply_clamped_constant(gl_info
, constant_locations
[idx
], &constants
[idx
]);
783 stack
[stack_idx
++] = HEAP_NODE_TRAVERSE_RIGHT
;
784 stack
[stack_idx
] = HEAP_NODE_TRAVERSE_LEFT
;
789 case HEAP_NODE_TRAVERSE_RIGHT
:
791 unsigned int right_idx
= (heap_idx
<< 1) + 1;
792 if (right_idx
< heap
->size
&& heap
->entries
[right_idx
].version
> version
)
794 heap_idx
= right_idx
;
795 idx
= heap
->entries
[heap_idx
].idx
;
796 apply_clamped_constant(gl_info
, constant_locations
[idx
], &constants
[idx
]);
798 stack
[stack_idx
++] = HEAP_NODE_POP
;
799 stack
[stack_idx
] = HEAP_NODE_TRAVERSE_LEFT
;
810 checkGLcall("walk_constant_heap_clamped()");
813 /* Context activation is done by the caller. */
814 static void shader_glsl_load_constants_f(const struct wined3d_shader
*shader
, const struct wined3d_gl_info
*gl_info
,
815 const struct wined3d_vec4
*constants
, const GLint
*constant_locations
, const struct constant_heap
*heap
,
816 unsigned char *stack
, unsigned int version
)
818 const struct wined3d_shader_lconst
*lconst
;
820 /* 1.X pshaders have the constants clamped to [-1;1] implicitly. */
821 if (shader
->reg_maps
.shader_version
.major
== 1
822 && shader
->reg_maps
.shader_version
.type
== WINED3D_SHADER_TYPE_PIXEL
)
823 walk_constant_heap_clamped(gl_info
, constants
, constant_locations
, heap
, stack
, version
);
825 walk_constant_heap(gl_info
, constants
, constant_locations
, heap
, stack
, version
);
827 if (!shader
->load_local_constsF
)
829 TRACE("No need to load local float constants for this shader.\n");
833 /* Immediate constants are clamped to [-1;1] at shader creation time if needed */
834 LIST_FOR_EACH_ENTRY(lconst
, &shader
->constantsF
, struct wined3d_shader_lconst
, entry
)
836 GL_EXTCALL(glUniform4fv(constant_locations
[lconst
->idx
], 1, (const GLfloat
*)lconst
->value
));
838 checkGLcall("glUniform4fv()");
841 /* Context activation is done by the caller. */
842 static void shader_glsl_load_constants_i(const struct wined3d_shader
*shader
, const struct wined3d_gl_info
*gl_info
,
843 const struct wined3d_ivec4
*constants
, const GLint locations
[WINED3D_MAX_CONSTS_I
], WORD constants_set
)
848 for (i
= 0; constants_set
; constants_set
>>= 1, ++i
)
850 if (!(constants_set
& 1)) continue;
852 /* We found this uniform name in the program - go ahead and send the data */
853 GL_EXTCALL(glUniform4iv(locations
[i
], 1, &constants
[i
].x
));
856 /* Load immediate constants */
857 ptr
= list_head(&shader
->constantsI
);
860 const struct wined3d_shader_lconst
*lconst
= LIST_ENTRY(ptr
, const struct wined3d_shader_lconst
, entry
);
861 unsigned int idx
= lconst
->idx
;
862 const GLint
*values
= (const GLint
*)lconst
->value
;
864 /* We found this uniform name in the program - go ahead and send the data */
865 GL_EXTCALL(glUniform4iv(locations
[idx
], 1, values
));
866 ptr
= list_next(&shader
->constantsI
, ptr
);
868 checkGLcall("glUniform4iv()");
871 /* Context activation is done by the caller. */
872 static void shader_glsl_load_constantsB(const struct wined3d_shader
*shader
, const struct wined3d_gl_info
*gl_info
,
873 const GLint locations
[WINED3D_MAX_CONSTS_B
], const BOOL
*constants
, WORD constants_set
)
878 for (i
= 0; constants_set
; constants_set
>>= 1, ++i
)
880 if (!(constants_set
& 1)) continue;
882 GL_EXTCALL(glUniform1iv(locations
[i
], 1, &constants
[i
]));
885 /* Load immediate constants */
886 ptr
= list_head(&shader
->constantsB
);
889 const struct wined3d_shader_lconst
*lconst
= LIST_ENTRY(ptr
, const struct wined3d_shader_lconst
, entry
);
890 unsigned int idx
= lconst
->idx
;
891 const GLint
*values
= (const GLint
*)lconst
->value
;
893 GL_EXTCALL(glUniform1iv(locations
[idx
], 1, values
));
894 ptr
= list_next(&shader
->constantsB
, ptr
);
896 checkGLcall("glUniform1iv()");
899 static void reset_program_constant_version(struct wine_rb_entry
*entry
, void *context
)
901 WINE_RB_ENTRY_VALUE(entry
, struct glsl_shader_prog_link
, program_lookup_entry
)->constant_version
= 0;
904 /* Context activation is done by the caller (state handler). */
905 static void shader_glsl_load_np2fixup_constants(const struct glsl_ps_program
*ps
,
906 const struct wined3d_gl_info
*gl_info
, const struct wined3d_state
*state
)
912 np2fixup_constants
[MAX_FRAGMENT_SAMPLERS
];
913 UINT fixup
= ps
->np2_fixup_info
->active
;
916 for (i
= 0; fixup
; fixup
>>= 1, ++i
)
918 const struct wined3d_texture
*tex
= state
->textures
[i
];
919 unsigned char idx
= ps
->np2_fixup_info
->idx
[i
];
923 ERR("Nonexistent texture is flagged for NP2 texcoord fixup.\n");
927 np2fixup_constants
[idx
].sx
= tex
->pow2_matrix
[0];
928 np2fixup_constants
[idx
].sy
= tex
->pow2_matrix
[5];
931 GL_EXTCALL(glUniform4fv(ps
->np2_fixup_location
, ps
->np2_fixup_info
->num_consts
, &np2fixup_constants
[0].sx
));
934 /* Taken and adapted from Mesa. */
935 static BOOL
invert_matrix_3d(struct wined3d_matrix
*out
, const struct wined3d_matrix
*in
)
937 float pos
, neg
, t
, det
;
938 struct wined3d_matrix temp
;
940 /* Calculate the determinant of upper left 3x3 submatrix and
941 * determine if the matrix is singular. */
943 t
= in
->_11
* in
->_22
* in
->_33
;
949 t
= in
->_21
* in
->_32
* in
->_13
;
954 t
= in
->_31
* in
->_12
* in
->_23
;
960 t
= -in
->_31
* in
->_22
* in
->_13
;
965 t
= -in
->_21
* in
->_12
* in
->_33
;
971 t
= -in
->_11
* in
->_32
* in
->_23
;
979 if (fabsf(det
) < 1e-25f
)
983 temp
._11
= (in
->_22
* in
->_33
- in
->_32
* in
->_23
) * det
;
984 temp
._12
= -(in
->_12
* in
->_33
- in
->_32
* in
->_13
) * det
;
985 temp
._13
= (in
->_12
* in
->_23
- in
->_22
* in
->_13
) * det
;
986 temp
._21
= -(in
->_21
* in
->_33
- in
->_31
* in
->_23
) * det
;
987 temp
._22
= (in
->_11
* in
->_33
- in
->_31
* in
->_13
) * det
;
988 temp
._23
= -(in
->_11
* in
->_23
- in
->_21
* in
->_13
) * det
;
989 temp
._31
= (in
->_21
* in
->_32
- in
->_31
* in
->_22
) * det
;
990 temp
._32
= -(in
->_11
* in
->_32
- in
->_31
* in
->_12
) * det
;
991 temp
._33
= (in
->_11
* in
->_22
- in
->_21
* in
->_12
) * det
;
997 static void swap_rows(float **a
, float **b
)
1005 static BOOL
invert_matrix(struct wined3d_matrix
*out
, struct wined3d_matrix
*m
)
1008 float m0
, m1
, m2
, m3
, s
;
1009 float *r0
, *r1
, *r2
, *r3
;
1021 r0
[5] = r0
[6] = r0
[7] = 0.0f
;
1028 r1
[4] = r1
[6] = r1
[7] = 0.0f
;
1035 r2
[4] = r2
[5] = r2
[7] = 0.0f
;
1042 r3
[4] = r3
[5] = r3
[6] = 0.0f
;
1044 /* Choose pivot - or die. */
1045 if (fabsf(r3
[0]) > fabsf(r2
[0]))
1046 swap_rows(&r3
, &r2
);
1047 if (fabsf(r2
[0]) > fabsf(r1
[0]))
1048 swap_rows(&r2
, &r1
);
1049 if (fabsf(r1
[0]) > fabsf(r0
[0]))
1050 swap_rows(&r1
, &r0
);
1054 /* Eliminate first variable. */
1055 m1
= r1
[0] / r0
[0]; m2
= r2
[0] / r0
[0]; m3
= r3
[0] / r0
[0];
1056 s
= r0
[1]; r1
[1] -= m1
* s
; r2
[1] -= m2
* s
; r3
[1] -= m3
* s
;
1057 s
= r0
[2]; r1
[2] -= m1
* s
; r2
[2] -= m2
* s
; r3
[2] -= m3
* s
;
1058 s
= r0
[3]; r1
[3] -= m1
* s
; r2
[3] -= m2
* s
; r3
[3] -= m3
* s
;
1088 /* Choose pivot - or die. */
1089 if (fabsf(r3
[1]) > fabsf(r2
[1]))
1090 swap_rows(&r3
, &r2
);
1091 if (fabsf(r2
[1]) > fabsf(r1
[1]))
1092 swap_rows(&r2
, &r1
);
1096 /* Eliminate second variable. */
1097 m2
= r2
[1] / r1
[1]; m3
= r3
[1] / r1
[1];
1098 r2
[2] -= m2
* r1
[2]; r3
[2] -= m3
* r1
[2];
1099 r2
[3] -= m2
* r1
[3]; r3
[3] -= m3
* r1
[3];
1125 /* Choose pivot - or die. */
1126 if (fabsf(r3
[2]) > fabsf(r2
[2]))
1127 swap_rows(&r3
, &r2
);
1131 /* Eliminate third variable. */
1133 r3
[3] -= m3
* r2
[3];
1134 r3
[4] -= m3
* r2
[4];
1135 r3
[5] -= m3
* r2
[5];
1136 r3
[6] -= m3
* r2
[6];
1137 r3
[7] -= m3
* r2
[7];
1143 /* Back substitute row 3. */
1150 /* Back substitute row 2. */
1153 r2
[4] = s
* (r2
[4] - r3
[4] * m2
);
1154 r2
[5] = s
* (r2
[5] - r3
[5] * m2
);
1155 r2
[6] = s
* (r2
[6] - r3
[6] * m2
);
1156 r2
[7] = s
* (r2
[7] - r3
[7] * m2
);
1158 r1
[4] -= r3
[4] * m1
;
1159 r1
[5] -= r3
[5] * m1
;
1160 r1
[6] -= r3
[6] * m1
;
1161 r1
[7] -= r3
[7] * m1
;
1163 r0
[4] -= r3
[4] * m0
;
1164 r0
[5] -= r3
[5] * m0
;
1165 r0
[6] -= r3
[6] * m0
;
1166 r0
[7] -= r3
[7] * m0
;
1168 /* Back substitute row 1. */
1171 r1
[4] = s
* (r1
[4] - r2
[4] * m1
);
1172 r1
[5] = s
* (r1
[5] - r2
[5] * m1
);
1173 r1
[6] = s
* (r1
[6] - r2
[6] * m1
);
1174 r1
[7] = s
* (r1
[7] - r2
[7] * m1
);
1176 r0
[4] -= r2
[4] * m0
;
1177 r0
[5] -= r2
[5] * m0
;
1178 r0
[6] -= r2
[6] * m0
;
1179 r0
[7] -= r2
[7] * m0
;
1181 /* Back substitute row 0. */
1184 r0
[4] = s
* (r0
[4] - r1
[4] * m0
);
1185 r0
[5] = s
* (r0
[5] - r1
[5] * m0
);
1186 r0
[6] = s
* (r0
[6] - r1
[6] * m0
);
1187 r0
[7] = s
* (r0
[7] - r1
[7] * m0
);
1209 static void shader_glsl_ffp_vertex_normalmatrix_uniform(const struct wined3d_context
*context
,
1210 const struct wined3d_state
*state
, struct glsl_shader_prog_link
*prog
)
1212 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
1214 struct wined3d_matrix mv
;
1217 if (prog
->vs
.normal_matrix_location
== -1)
1220 get_modelview_matrix(context
, state
, 0, &mv
);
1221 if (context
->d3d_info
->wined3d_creation_flags
& WINED3D_LEGACY_FFP_LIGHTING
)
1222 invert_matrix_3d(&mv
, &mv
);
1224 invert_matrix(&mv
, &mv
);
1225 /* Tests show that singular modelview matrices are used unchanged as normal
1226 * matrices on D3D3 and older. There seems to be no clearly consistent
1227 * behavior on newer D3D versions so always follow older ddraw behavior. */
1228 for (i
= 0; i
< 3; ++i
)
1229 for (j
= 0; j
< 3; ++j
)
1230 mat
[i
* 3 + j
] = (&mv
._11
)[j
* 4 + i
];
1232 GL_EXTCALL(glUniformMatrix3fv(prog
->vs
.normal_matrix_location
, 1, FALSE
, mat
));
1233 checkGLcall("glUniformMatrix3fv");
1236 static void shader_glsl_ffp_vertex_texmatrix_uniform(const struct wined3d_context
*context
,
1237 const struct wined3d_state
*state
, unsigned int tex
, struct glsl_shader_prog_link
*prog
)
1239 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
1240 struct wined3d_matrix mat
;
1242 if (tex
>= MAX_TEXTURES
)
1244 if (prog
->vs
.texture_matrix_location
[tex
] == -1)
1247 get_texture_matrix(context
, state
, tex
, &mat
);
1248 GL_EXTCALL(glUniformMatrix4fv(prog
->vs
.texture_matrix_location
[tex
], 1, FALSE
, &mat
._11
));
1249 checkGLcall("glUniformMatrix4fv");
1252 static void shader_glsl_ffp_vertex_material_uniform(const struct wined3d_context
*context
,
1253 const struct wined3d_state
*state
, struct glsl_shader_prog_link
*prog
)
1255 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
1257 if (state
->render_states
[WINED3D_RS_SPECULARENABLE
])
1259 GL_EXTCALL(glUniform4fv(prog
->vs
.material_specular_location
, 1, &state
->material
.specular
.r
));
1260 GL_EXTCALL(glUniform1f(prog
->vs
.material_shininess_location
, state
->material
.power
));
1264 static const float black
[] = {0.0f
, 0.0f
, 0.0f
, 0.0f
};
1266 GL_EXTCALL(glUniform4fv(prog
->vs
.material_specular_location
, 1, black
));
1268 GL_EXTCALL(glUniform4fv(prog
->vs
.material_ambient_location
, 1, &state
->material
.ambient
.r
));
1269 GL_EXTCALL(glUniform4fv(prog
->vs
.material_diffuse_location
, 1, &state
->material
.diffuse
.r
));
1270 GL_EXTCALL(glUniform4fv(prog
->vs
.material_emissive_location
, 1, &state
->material
.emissive
.r
));
1271 checkGLcall("setting FFP material uniforms");
1274 static void shader_glsl_ffp_vertex_lightambient_uniform(const struct wined3d_context
*context
,
1275 const struct wined3d_state
*state
, struct glsl_shader_prog_link
*prog
)
1277 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
1278 struct wined3d_color color
;
1280 wined3d_color_from_d3dcolor(&color
, state
->render_states
[WINED3D_RS_AMBIENT
]);
1281 GL_EXTCALL(glUniform3fv(prog
->vs
.light_ambient_location
, 1, &color
.r
));
1282 checkGLcall("glUniform3fv");
1285 static void multiply_vector_matrix(struct wined3d_vec4
*dest
, const struct wined3d_vec4
*src1
,
1286 const struct wined3d_matrix
*src2
)
1288 struct wined3d_vec4 temp
;
1290 temp
.x
= (src1
->x
* src2
->_11
) + (src1
->y
* src2
->_21
) + (src1
->z
* src2
->_31
) + (src1
->w
* src2
->_41
);
1291 temp
.y
= (src1
->x
* src2
->_12
) + (src1
->y
* src2
->_22
) + (src1
->z
* src2
->_32
) + (src1
->w
* src2
->_42
);
1292 temp
.z
= (src1
->x
* src2
->_13
) + (src1
->y
* src2
->_23
) + (src1
->z
* src2
->_33
) + (src1
->w
* src2
->_43
);
1293 temp
.w
= (src1
->x
* src2
->_14
) + (src1
->y
* src2
->_24
) + (src1
->z
* src2
->_34
) + (src1
->w
* src2
->_44
);
1298 static void shader_glsl_ffp_vertex_light_uniform(const struct wined3d_context
*context
,
1299 const struct wined3d_state
*state
, unsigned int light
, const struct wined3d_light_info
*light_info
,
1300 struct glsl_shader_prog_link
*prog
)
1302 const struct wined3d_matrix
*view
= &state
->transforms
[WINED3D_TS_VIEW
];
1303 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
1304 struct wined3d_vec4 vec4
;
1306 GL_EXTCALL(glUniform4fv(prog
->vs
.light_location
[light
].diffuse
, 1, &light_info
->OriginalParms
.diffuse
.r
));
1307 GL_EXTCALL(glUniform4fv(prog
->vs
.light_location
[light
].specular
, 1, &light_info
->OriginalParms
.specular
.r
));
1308 GL_EXTCALL(glUniform4fv(prog
->vs
.light_location
[light
].ambient
, 1, &light_info
->OriginalParms
.ambient
.r
));
1310 switch (light_info
->OriginalParms
.type
)
1312 case WINED3D_LIGHT_POINT
:
1313 multiply_vector_matrix(&vec4
, &light_info
->position
, view
);
1314 GL_EXTCALL(glUniform4fv(prog
->vs
.light_location
[light
].position
, 1, &vec4
.x
));
1315 GL_EXTCALL(glUniform1f(prog
->vs
.light_location
[light
].range
, light_info
->OriginalParms
.range
));
1316 GL_EXTCALL(glUniform1f(prog
->vs
.light_location
[light
].c_att
, light_info
->OriginalParms
.attenuation0
));
1317 GL_EXTCALL(glUniform1f(prog
->vs
.light_location
[light
].l_att
, light_info
->OriginalParms
.attenuation1
));
1318 GL_EXTCALL(glUniform1f(prog
->vs
.light_location
[light
].q_att
, light_info
->OriginalParms
.attenuation2
));
1321 case WINED3D_LIGHT_SPOT
:
1322 multiply_vector_matrix(&vec4
, &light_info
->position
, view
);
1323 GL_EXTCALL(glUniform4fv(prog
->vs
.light_location
[light
].position
, 1, &vec4
.x
));
1325 multiply_vector_matrix(&vec4
, &light_info
->direction
, view
);
1326 GL_EXTCALL(glUniform3fv(prog
->vs
.light_location
[light
].direction
, 1, &vec4
.x
));
1328 GL_EXTCALL(glUniform1f(prog
->vs
.light_location
[light
].range
, light_info
->OriginalParms
.range
));
1329 GL_EXTCALL(glUniform1f(prog
->vs
.light_location
[light
].falloff
, light_info
->OriginalParms
.falloff
));
1330 GL_EXTCALL(glUniform1f(prog
->vs
.light_location
[light
].c_att
, light_info
->OriginalParms
.attenuation0
));
1331 GL_EXTCALL(glUniform1f(prog
->vs
.light_location
[light
].l_att
, light_info
->OriginalParms
.attenuation1
));
1332 GL_EXTCALL(glUniform1f(prog
->vs
.light_location
[light
].q_att
, light_info
->OriginalParms
.attenuation2
));
1333 GL_EXTCALL(glUniform1f(prog
->vs
.light_location
[light
].cos_htheta
, cosf(light_info
->OriginalParms
.theta
/ 2.0f
)));
1334 GL_EXTCALL(glUniform1f(prog
->vs
.light_location
[light
].cos_hphi
, cosf(light_info
->OriginalParms
.phi
/ 2.0f
)));
1337 case WINED3D_LIGHT_DIRECTIONAL
:
1338 multiply_vector_matrix(&vec4
, &light_info
->direction
, view
);
1339 GL_EXTCALL(glUniform3fv(prog
->vs
.light_location
[light
].direction
, 1, &vec4
.x
));
1342 case WINED3D_LIGHT_PARALLELPOINT
:
1343 multiply_vector_matrix(&vec4
, &light_info
->position
, view
);
1344 GL_EXTCALL(glUniform4fv(prog
->vs
.light_location
[light
].position
, 1, &vec4
.x
));
1348 FIXME("Unrecognized light type %#x.\n", light_info
->OriginalParms
.type
);
1350 checkGLcall("setting FFP lights uniforms");
1353 static void shader_glsl_pointsize_uniform(const struct wined3d_context
*context
,
1354 const struct wined3d_state
*state
, struct glsl_shader_prog_link
*prog
)
1356 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
1360 get_pointsize_minmax(context
, state
, &min
, &max
);
1362 GL_EXTCALL(glUniform1f(prog
->vs
.pointsize_min_location
, min
));
1363 checkGLcall("glUniform1f");
1364 GL_EXTCALL(glUniform1f(prog
->vs
.pointsize_max_location
, max
));
1365 checkGLcall("glUniform1f");
1367 get_pointsize(context
, state
, &size
, att
);
1369 GL_EXTCALL(glUniform1f(prog
->vs
.pointsize_location
, size
));
1370 checkGLcall("glUniform1f");
1371 GL_EXTCALL(glUniform1f(prog
->vs
.pointsize_c_att_location
, att
[0]));
1372 checkGLcall("glUniform1f");
1373 GL_EXTCALL(glUniform1f(prog
->vs
.pointsize_l_att_location
, att
[1]));
1374 checkGLcall("glUniform1f");
1375 GL_EXTCALL(glUniform1f(prog
->vs
.pointsize_q_att_location
, att
[2]));
1376 checkGLcall("glUniform1f");
1379 static void shader_glsl_load_fog_uniform(const struct wined3d_context
*context
,
1380 const struct wined3d_state
*state
, struct glsl_shader_prog_link
*prog
)
1382 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
1383 struct wined3d_color color
;
1384 float start
, end
, scale
;
1391 wined3d_color_from_d3dcolor(&color
, state
->render_states
[WINED3D_RS_FOGCOLOR
]);
1392 GL_EXTCALL(glUniform4fv(prog
->ps
.fog_color_location
, 1, &color
.r
));
1393 tmpvalue
.d
= state
->render_states
[WINED3D_RS_FOGDENSITY
];
1394 GL_EXTCALL(glUniform1f(prog
->ps
.fog_density_location
, tmpvalue
.f
));
1395 get_fog_start_end(context
, state
, &start
, &end
);
1396 scale
= 1.0f
/ (end
- start
);
1397 GL_EXTCALL(glUniform1f(prog
->ps
.fog_end_location
, end
));
1398 GL_EXTCALL(glUniform1f(prog
->ps
.fog_scale_location
, scale
));
1399 checkGLcall("fog emulation uniforms");
1402 static void shader_glsl_clip_plane_uniform(const struct wined3d_context
*context
,
1403 const struct wined3d_state
*state
, unsigned int index
, struct glsl_shader_prog_link
*prog
)
1405 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
1406 struct wined3d_vec4 plane
;
1408 /* Clip planes are affected by the view transform in d3d for FFP draws. */
1410 multiply_vector_matrix(&plane
, &state
->clip_planes
[index
], &state
->transforms
[WINED3D_TS_VIEW
]);
1412 plane
= state
->clip_planes
[index
];
1414 GL_EXTCALL(glUniform4fv(prog
->vs
.clip_planes_location
+ index
, 1, &plane
.x
));
1417 /* Context activation is done by the caller (state handler). */
1418 static void shader_glsl_load_color_key_constant(const struct glsl_ps_program
*ps
,
1419 const struct wined3d_gl_info
*gl_info
, const struct wined3d_state
*state
)
1421 struct wined3d_color float_key
[2];
1422 const struct wined3d_texture
*texture
= state
->textures
[0];
1424 wined3d_format_get_float_color_key(texture
->resource
.format
, &texture
->async
.src_blt_color_key
, float_key
);
1425 GL_EXTCALL(glUniform4fv(ps
->color_key_location
, 2, &float_key
[0].r
));
1428 /* Context activation is done by the caller (state handler). */
1429 static void shader_glsl_load_constants(void *shader_priv
, struct wined3d_context
*context
,
1430 const struct wined3d_state
*state
)
1432 const struct glsl_context_data
*ctx_data
= context
->shader_backend_data
;
1433 const struct wined3d_shader
*vshader
= state
->shader
[WINED3D_SHADER_TYPE_VERTEX
];
1434 const struct wined3d_shader
*pshader
= state
->shader
[WINED3D_SHADER_TYPE_PIXEL
];
1435 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
1436 struct shader_glsl_priv
*priv
= shader_priv
;
1437 float position_fixup
[4];
1440 struct glsl_shader_prog_link
*prog
= ctx_data
->glsl_program
;
1441 UINT constant_version
;
1445 /* No GLSL program set - nothing to do. */
1448 constant_version
= prog
->constant_version
;
1449 update_mask
= context
->constant_update_mask
& prog
->constant_update_mask
;
1451 if (update_mask
& WINED3D_SHADER_CONST_VS_F
)
1452 shader_glsl_load_constants_f(vshader
, gl_info
, state
->vs_consts_f
,
1453 prog
->vs
.uniform_f_locations
, &priv
->vconst_heap
, priv
->stack
, constant_version
);
1455 if (update_mask
& WINED3D_SHADER_CONST_VS_I
)
1456 shader_glsl_load_constants_i(vshader
, gl_info
, state
->vs_consts_i
,
1457 prog
->vs
.uniform_i_locations
, vshader
->reg_maps
.integer_constants
);
1459 if (update_mask
& WINED3D_SHADER_CONST_VS_B
)
1460 shader_glsl_load_constantsB(vshader
, gl_info
, prog
->vs
.uniform_b_locations
, state
->vs_consts_b
,
1461 vshader
->reg_maps
.boolean_constants
);
1463 if (update_mask
& WINED3D_SHADER_CONST_VS_CLIP_PLANES
)
1465 for (i
= 0; i
< gl_info
->limits
.user_clip_distances
; ++i
)
1466 shader_glsl_clip_plane_uniform(context
, state
, i
, prog
);
1469 if (update_mask
& WINED3D_SHADER_CONST_VS_POINTSIZE
)
1470 shader_glsl_pointsize_uniform(context
, state
, prog
);
1472 if (update_mask
& WINED3D_SHADER_CONST_POS_FIXUP
)
1474 shader_get_position_fixup(context
, state
, position_fixup
);
1475 if (state
->shader
[WINED3D_SHADER_TYPE_GEOMETRY
])
1476 GL_EXTCALL(glUniform4fv(prog
->gs
.pos_fixup_location
, 1, position_fixup
));
1478 GL_EXTCALL(glUniform4fv(prog
->vs
.pos_fixup_location
, 1, position_fixup
));
1479 checkGLcall("glUniform4fv");
1482 if (update_mask
& WINED3D_SHADER_CONST_FFP_MODELVIEW
)
1484 struct wined3d_matrix mat
;
1486 get_modelview_matrix(context
, state
, 0, &mat
);
1487 GL_EXTCALL(glUniformMatrix4fv(prog
->vs
.modelview_matrix_location
[0], 1, FALSE
, &mat
._11
));
1488 checkGLcall("glUniformMatrix4fv");
1490 shader_glsl_ffp_vertex_normalmatrix_uniform(context
, state
, prog
);
1493 if (update_mask
& WINED3D_SHADER_CONST_FFP_VERTEXBLEND
)
1495 struct wined3d_matrix mat
;
1497 for (i
= 1; i
< MAX_VERTEX_BLENDS
; ++i
)
1499 if (prog
->vs
.modelview_matrix_location
[i
] == -1)
1502 get_modelview_matrix(context
, state
, i
, &mat
);
1503 GL_EXTCALL(glUniformMatrix4fv(prog
->vs
.modelview_matrix_location
[i
], 1, FALSE
, &mat
._11
));
1504 checkGLcall("glUniformMatrix4fv");
1508 if (update_mask
& WINED3D_SHADER_CONST_FFP_PROJ
)
1510 struct wined3d_matrix projection
;
1512 get_projection_matrix(context
, state
, &projection
);
1513 GL_EXTCALL(glUniformMatrix4fv(prog
->vs
.projection_matrix_location
, 1, FALSE
, &projection
._11
));
1514 checkGLcall("glUniformMatrix4fv");
1517 if (update_mask
& WINED3D_SHADER_CONST_FFP_TEXMATRIX
)
1519 for (i
= 0; i
< MAX_TEXTURES
; ++i
)
1520 shader_glsl_ffp_vertex_texmatrix_uniform(context
, state
, i
, prog
);
1523 if (update_mask
& WINED3D_SHADER_CONST_FFP_MATERIAL
)
1524 shader_glsl_ffp_vertex_material_uniform(context
, state
, prog
);
1526 if (update_mask
& WINED3D_SHADER_CONST_FFP_LIGHTS
)
1528 unsigned int point_idx
, spot_idx
, directional_idx
, parallel_point_idx
;
1529 DWORD point_count
= 0;
1530 DWORD spot_count
= 0;
1531 DWORD directional_count
= 0;
1532 DWORD parallel_point_count
= 0;
1534 for (i
= 0; i
< MAX_ACTIVE_LIGHTS
; ++i
)
1536 if (!state
->lights
[i
])
1539 switch (state
->lights
[i
]->OriginalParms
.type
)
1541 case WINED3D_LIGHT_POINT
:
1544 case WINED3D_LIGHT_SPOT
:
1547 case WINED3D_LIGHT_DIRECTIONAL
:
1548 ++directional_count
;
1550 case WINED3D_LIGHT_PARALLELPOINT
:
1551 ++parallel_point_count
;
1554 FIXME("Unhandled light type %#x.\n", state
->lights
[i
]->OriginalParms
.type
);
1559 spot_idx
= point_idx
+ point_count
;
1560 directional_idx
= spot_idx
+ spot_count
;
1561 parallel_point_idx
= directional_idx
+ directional_count
;
1563 shader_glsl_ffp_vertex_lightambient_uniform(context
, state
, prog
);
1564 for (i
= 0; i
< MAX_ACTIVE_LIGHTS
; ++i
)
1566 const struct wined3d_light_info
*light_info
= state
->lights
[i
];
1572 switch (light_info
->OriginalParms
.type
)
1574 case WINED3D_LIGHT_POINT
:
1577 case WINED3D_LIGHT_SPOT
:
1580 case WINED3D_LIGHT_DIRECTIONAL
:
1581 idx
= directional_idx
++;
1583 case WINED3D_LIGHT_PARALLELPOINT
:
1584 idx
= parallel_point_idx
++;
1587 FIXME("Unhandled light type %#x.\n", light_info
->OriginalParms
.type
);
1590 shader_glsl_ffp_vertex_light_uniform(context
, state
, idx
, light_info
, prog
);
1594 if (update_mask
& WINED3D_SHADER_CONST_PS_F
)
1595 shader_glsl_load_constants_f(pshader
, gl_info
, state
->ps_consts_f
,
1596 prog
->ps
.uniform_f_locations
, &priv
->pconst_heap
, priv
->stack
, constant_version
);
1598 if (update_mask
& WINED3D_SHADER_CONST_PS_I
)
1599 shader_glsl_load_constants_i(pshader
, gl_info
, state
->ps_consts_i
,
1600 prog
->ps
.uniform_i_locations
, pshader
->reg_maps
.integer_constants
);
1602 if (update_mask
& WINED3D_SHADER_CONST_PS_B
)
1603 shader_glsl_load_constantsB(pshader
, gl_info
, prog
->ps
.uniform_b_locations
, state
->ps_consts_b
,
1604 pshader
->reg_maps
.boolean_constants
);
1606 if (update_mask
& WINED3D_SHADER_CONST_PS_BUMP_ENV
)
1608 for (i
= 0; i
< MAX_TEXTURES
; ++i
)
1610 if (prog
->ps
.bumpenv_mat_location
[i
] == -1)
1613 GL_EXTCALL(glUniformMatrix2fv(prog
->ps
.bumpenv_mat_location
[i
], 1, 0,
1614 (const GLfloat
*)&state
->texture_states
[i
][WINED3D_TSS_BUMPENV_MAT00
]));
1616 if (prog
->ps
.bumpenv_lum_scale_location
[i
] != -1)
1618 GL_EXTCALL(glUniform1fv(prog
->ps
.bumpenv_lum_scale_location
[i
], 1,
1619 (const GLfloat
*)&state
->texture_states
[i
][WINED3D_TSS_BUMPENV_LSCALE
]));
1620 GL_EXTCALL(glUniform1fv(prog
->ps
.bumpenv_lum_offset_location
[i
], 1,
1621 (const GLfloat
*)&state
->texture_states
[i
][WINED3D_TSS_BUMPENV_LOFFSET
]));
1625 checkGLcall("bump env uniforms");
1628 if (update_mask
& WINED3D_SHADER_CONST_PS_Y_CORR
)
1630 const struct wined3d_vec4 correction_params
=
1632 /* Position is relative to the framebuffer, not the viewport. */
1633 context
->render_offscreen
? 0.0f
: (float)state
->fb
->render_targets
[0]->height
,
1634 context
->render_offscreen
? 1.0f
: -1.0f
,
1639 GL_EXTCALL(glUniform4fv(prog
->ps
.ycorrection_location
, 1, &correction_params
.x
));
1642 if (update_mask
& WINED3D_SHADER_CONST_PS_NP2_FIXUP
)
1643 shader_glsl_load_np2fixup_constants(&prog
->ps
, gl_info
, state
);
1644 if (update_mask
& WINED3D_SHADER_CONST_FFP_COLOR_KEY
)
1645 shader_glsl_load_color_key_constant(&prog
->ps
, gl_info
, state
);
1647 if (update_mask
& WINED3D_SHADER_CONST_FFP_PS
)
1649 struct wined3d_color color
;
1651 if (prog
->ps
.tex_factor_location
!= -1)
1653 wined3d_color_from_d3dcolor(&color
, state
->render_states
[WINED3D_RS_TEXTUREFACTOR
]);
1654 GL_EXTCALL(glUniform4fv(prog
->ps
.tex_factor_location
, 1, &color
.r
));
1657 if (state
->render_states
[WINED3D_RS_SPECULARENABLE
])
1658 GL_EXTCALL(glUniform4f(prog
->ps
.specular_enable_location
, 1.0f
, 1.0f
, 1.0f
, 0.0f
));
1660 GL_EXTCALL(glUniform4f(prog
->ps
.specular_enable_location
, 0.0f
, 0.0f
, 0.0f
, 0.0f
));
1662 for (i
= 0; i
< MAX_TEXTURES
; ++i
)
1664 if (prog
->ps
.tss_constant_location
[i
] == -1)
1667 wined3d_color_from_d3dcolor(&color
, state
->texture_states
[i
][WINED3D_TSS_CONSTANT
]);
1668 GL_EXTCALL(glUniform4fv(prog
->ps
.tss_constant_location
[i
], 1, &color
.r
));
1671 checkGLcall("fixed function uniforms");
1674 if (update_mask
& WINED3D_SHADER_CONST_PS_FOG
)
1675 shader_glsl_load_fog_uniform(context
, state
, prog
);
1677 if (update_mask
& WINED3D_SHADER_CONST_PS_ALPHA_TEST
)
1679 float ref
= state
->render_states
[WINED3D_RS_ALPHAREF
] / 255.0f
;
1681 GL_EXTCALL(glUniform1f(prog
->ps
.alpha_test_ref_location
, ref
));
1682 checkGLcall("alpha test emulation uniform");
1685 if (priv
->next_constant_version
== UINT_MAX
)
1687 TRACE("Max constant version reached, resetting to 0.\n");
1688 wine_rb_for_each_entry(&priv
->program_lookup
, reset_program_constant_version
, NULL
);
1689 priv
->next_constant_version
= 1;
1693 prog
->constant_version
= priv
->next_constant_version
++;
1697 static void update_heap_entry(struct constant_heap
*heap
, unsigned int idx
, DWORD new_version
)
1699 struct constant_entry
*entries
= heap
->entries
;
1700 unsigned int *positions
= heap
->positions
;
1701 unsigned int heap_idx
, parent_idx
;
1703 if (!heap
->contained
[idx
])
1705 heap_idx
= heap
->size
++;
1706 heap
->contained
[idx
] = TRUE
;
1710 heap_idx
= positions
[idx
];
1713 while (heap_idx
> 1)
1715 parent_idx
= heap_idx
>> 1;
1717 if (new_version
<= entries
[parent_idx
].version
) break;
1719 entries
[heap_idx
] = entries
[parent_idx
];
1720 positions
[entries
[parent_idx
].idx
] = heap_idx
;
1721 heap_idx
= parent_idx
;
1724 entries
[heap_idx
].version
= new_version
;
1725 entries
[heap_idx
].idx
= idx
;
1726 positions
[idx
] = heap_idx
;
1729 static void shader_glsl_update_float_vertex_constants(struct wined3d_device
*device
, UINT start
, UINT count
)
1731 struct shader_glsl_priv
*priv
= device
->shader_priv
;
1732 struct constant_heap
*heap
= &priv
->vconst_heap
;
1735 for (i
= start
; i
< count
+ start
; ++i
)
1737 update_heap_entry(heap
, i
, priv
->next_constant_version
);
1741 static void shader_glsl_update_float_pixel_constants(struct wined3d_device
*device
, UINT start
, UINT count
)
1743 struct shader_glsl_priv
*priv
= device
->shader_priv
;
1744 struct constant_heap
*heap
= &priv
->pconst_heap
;
1747 for (i
= start
; i
< count
+ start
; ++i
)
1749 update_heap_entry(heap
, i
, priv
->next_constant_version
);
1753 static unsigned int vec4_varyings(DWORD shader_major
, const struct wined3d_gl_info
*gl_info
)
1755 unsigned int ret
= gl_info
->limits
.glsl_varyings
/ 4;
1756 /* 4.0 shaders do not write clip coords because d3d10 does not support user clipplanes */
1757 if(shader_major
> 3) return ret
;
1759 /* 3.0 shaders may need an extra varying for the clip coord on some cards(mostly dx10 ones) */
1760 if (gl_info
->quirks
& WINED3D_QUIRK_GLSL_CLIP_VARYING
) ret
-= 1;
1764 static BOOL
needs_legacy_glsl_syntax(const struct wined3d_gl_info
*gl_info
)
1766 return gl_info
->supported
[WINED3D_GL_LEGACY_CONTEXT
];
1769 static BOOL
shader_glsl_use_explicit_attrib_location(const struct wined3d_gl_info
*gl_info
)
1771 return !needs_legacy_glsl_syntax(gl_info
) && gl_info
->supported
[ARB_EXPLICIT_ATTRIB_LOCATION
];
1774 static const char *get_attribute_keyword(const struct wined3d_gl_info
*gl_info
)
1776 return needs_legacy_glsl_syntax(gl_info
) ? "attribute" : "in";
1779 static void PRINTF_ATTR(4, 5) declare_in_varying(const struct wined3d_gl_info
*gl_info
,
1780 struct wined3d_string_buffer
*buffer
, BOOL flat
, const char *format
, ...)
1785 shader_addline(buffer
, "%s%s ", flat
? "flat " : "",
1786 needs_legacy_glsl_syntax(gl_info
) ? "varying" : "in");
1789 va_start(args
, format
);
1790 ret
= shader_vaddline(buffer
, format
, args
);
1794 if (!string_buffer_resize(buffer
, ret
))
1799 static void PRINTF_ATTR(4, 5) declare_out_varying(const struct wined3d_gl_info
*gl_info
,
1800 struct wined3d_string_buffer
*buffer
, BOOL flat
, const char *format
, ...)
1805 shader_addline(buffer
, "%s%s ", flat
? "flat " : "",
1806 needs_legacy_glsl_syntax(gl_info
) ? "varying" : "out");
1809 va_start(args
, format
);
1810 ret
= shader_vaddline(buffer
, format
, args
);
1814 if (!string_buffer_resize(buffer
, ret
))
1819 static const char *get_fragment_output(const struct wined3d_gl_info
*gl_info
)
1821 return needs_legacy_glsl_syntax(gl_info
) ? "gl_FragData" : "ps_out";
1824 static const char *glsl_primitive_type_from_d3d(enum wined3d_primitive_type primitive_type
)
1826 switch (primitive_type
)
1828 case WINED3D_PT_POINTLIST
:
1831 case WINED3D_PT_LINELIST
:
1834 case WINED3D_PT_LINESTRIP
:
1835 return "line_strip";
1837 case WINED3D_PT_TRIANGLELIST
:
1840 case WINED3D_PT_TRIANGLESTRIP
:
1841 return "triangle_strip";
1843 case WINED3D_PT_LINELIST_ADJ
:
1844 return "lines_adjacency";
1846 case WINED3D_PT_TRIANGLELIST_ADJ
:
1847 return "triangles_adjacency";
1850 FIXME("Unhandled primitive type %s.\n", debug_d3dprimitivetype(primitive_type
));
1855 static BOOL
glsl_is_color_reg_read(const struct wined3d_shader
*shader
, unsigned int idx
)
1857 const struct wined3d_shader_signature
*input_signature
= &shader
->input_signature
;
1858 const struct wined3d_shader_reg_maps
*reg_maps
= &shader
->reg_maps
;
1859 DWORD input_reg_used
= shader
->u
.ps
.input_reg_used
;
1862 if (reg_maps
->shader_version
.major
< 3)
1863 return input_reg_used
& (1u << idx
);
1865 for (i
= 0; i
< input_signature
->element_count
; ++i
)
1867 const struct wined3d_shader_signature_element
*input
= &input_signature
->elements
[i
];
1869 if (!(reg_maps
->input_registers
& (1u << input
->register_idx
)))
1872 if (shader_match_semantic(input
->semantic_name
, WINED3D_DECL_USAGE_COLOR
)
1873 && input
->semantic_idx
== idx
)
1874 return input_reg_used
& (1u << input
->register_idx
);
1879 static BOOL
glsl_is_shadow_sampler(const struct wined3d_shader
*shader
,
1880 const struct ps_compile_args
*ps_args
, unsigned int resource_idx
, unsigned int sampler_idx
)
1882 const struct wined3d_shader_version
*version
= &shader
->reg_maps
.shader_version
;
1884 if (version
->major
>= 4)
1885 return shader
->reg_maps
.sampler_comparison_mode
& (1u << sampler_idx
);
1887 return version
->type
== WINED3D_SHADER_TYPE_PIXEL
&& (ps_args
->shadow
& (1u << resource_idx
));
1890 static void shader_glsl_declare_typed_vertex_attribute(struct wined3d_string_buffer
*buffer
,
1891 const struct wined3d_gl_info
*gl_info
, const char *vector_type
, const char *scalar_type
,
1894 shader_addline(buffer
, "%s %s4 vs_in_%s%u;\n",
1895 get_attribute_keyword(gl_info
), vector_type
, scalar_type
, index
);
1896 shader_addline(buffer
, "vec4 vs_in%u = %sBitsToFloat(vs_in_%s%u);\n",
1897 index
, scalar_type
, scalar_type
, index
);
1900 static void shader_glsl_declare_generic_vertex_attribute(struct wined3d_string_buffer
*buffer
,
1901 const struct wined3d_gl_info
*gl_info
, const struct wined3d_shader_signature_element
*e
)
1903 unsigned int index
= e
->register_idx
;
1905 if (e
->sysval_semantic
== WINED3D_SV_VERTEX_ID
)
1907 shader_addline(buffer
, "vec4 vs_in%u = vec4(intBitsToFloat(gl_VertexID), 0.0, 0.0, 0.0);\n",
1911 if (e
->sysval_semantic
== WINED3D_SV_INSTANCE_ID
)
1913 shader_addline(buffer
, "vec4 vs_in%u = vec4(intBitsToFloat(gl_InstanceID), 0.0, 0.0, 0.0);\n",
1917 if (e
->sysval_semantic
&& e
->sysval_semantic
!= WINED3D_SV_POSITION
)
1918 FIXME("Unhandled sysval semantic %#x.\n", e
->sysval_semantic
);
1920 if (shader_glsl_use_explicit_attrib_location(gl_info
))
1921 shader_addline(buffer
, "layout(location = %u) ", index
);
1923 switch (e
->component_type
)
1925 case WINED3D_TYPE_UINT
:
1926 shader_glsl_declare_typed_vertex_attribute(buffer
, gl_info
, "uvec", "uint", index
);
1928 case WINED3D_TYPE_INT
:
1929 shader_glsl_declare_typed_vertex_attribute(buffer
, gl_info
, "ivec", "int", index
);
1933 FIXME("Unhandled type %#x.\n", e
->component_type
);
1935 case WINED3D_TYPE_UNKNOWN
:
1936 case WINED3D_TYPE_FLOAT
:
1937 shader_addline(buffer
, "%s vec4 vs_in%u;\n", get_attribute_keyword(gl_info
), index
);
1942 /** Generate the variable & register declarations for the GLSL output target */
1943 static void shader_generate_glsl_declarations(const struct wined3d_context
*context
,
1944 struct wined3d_string_buffer
*buffer
, const struct wined3d_shader
*shader
,
1945 const struct wined3d_shader_reg_maps
*reg_maps
, const struct shader_glsl_ctx_priv
*ctx_priv
)
1947 const struct wined3d_shader_version
*version
= ®_maps
->shader_version
;
1948 const struct vs_compile_args
*vs_args
= ctx_priv
->cur_vs_args
;
1949 const struct ps_compile_args
*ps_args
= ctx_priv
->cur_ps_args
;
1950 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
1951 const struct wined3d_shader_indexable_temp
*idx_temp_reg
;
1952 unsigned int i
, extra_constants_needed
= 0;
1953 const struct wined3d_shader_lconst
*lconst
;
1957 prefix
= shader_glsl_get_prefix(version
->type
);
1959 /* Prototype the subroutines */
1960 for (i
= 0, map
= reg_maps
->labels
; map
; map
>>= 1, ++i
)
1962 if (map
& 1) shader_addline(buffer
, "void subroutine%u();\n", i
);
1965 /* Declare the constants (aka uniforms) */
1966 if (shader
->limits
->constant_float
> 0)
1968 unsigned max_constantsF
;
1970 /* Unless the shader uses indirect addressing, always declare the
1971 * maximum array size and ignore that we need some uniforms privately.
1972 * E.g. if GL supports 256 uniforms, and we need 2 for the pos fixup
1973 * and immediate values, still declare VC[256]. If the shader needs
1974 * more uniforms than we have it won't work in any case. If it uses
1975 * less, the compiler will figure out which uniforms are really used
1976 * and strip them out. This allows a shader to use c255 on a dx9 card,
1977 * as long as it doesn't also use all the other constants.
1979 * If the shader uses indirect addressing the compiler must assume
1980 * that all declared uniforms are used. In this case, declare only the
1981 * amount that we're assured to have.
1983 * Thus we run into problems in these two cases:
1984 * 1) The shader really uses more uniforms than supported.
1985 * 2) The shader uses indirect addressing, less constants than
1986 * supported, but uses a constant index > #supported consts. */
1987 if (version
->type
== WINED3D_SHADER_TYPE_PIXEL
)
1989 /* No indirect addressing here. */
1990 max_constantsF
= gl_info
->limits
.glsl_ps_float_constants
;
1994 if (reg_maps
->usesrelconstF
)
1996 /* Subtract the other potential uniforms from the max
1997 * available (bools, ints, and 1 row of projection matrix).
1998 * Subtract another uniform for immediate values, which have
1999 * to be loaded via uniform by the driver as well. The shader
2000 * code only uses 0.5, 2.0, 1.0, 128 and -128 in vertex
2001 * shader code, so one vec4 should be enough. (Unfortunately
2002 * the Nvidia driver doesn't store 128 and -128 in one float).
2004 * Writing gl_ClipVertex requires one uniform for each
2005 * clipplane as well. */
2006 max_constantsF
= gl_info
->limits
.glsl_vs_float_constants
- 3;
2007 if (vs_args
->clip_enabled
)
2008 max_constantsF
-= gl_info
->limits
.user_clip_distances
;
2009 max_constantsF
-= wined3d_popcount(reg_maps
->integer_constants
);
2010 /* Strictly speaking a bool only uses one scalar, but the nvidia(Linux) compiler doesn't pack them properly,
2011 * so each scalar requires a full vec4. We could work around this by packing the booleans ourselves, but
2012 * for now take this into account when calculating the number of available constants
2014 max_constantsF
-= wined3d_popcount(reg_maps
->boolean_constants
);
2015 /* Set by driver quirks in directx.c */
2016 max_constantsF
-= gl_info
->reserved_glsl_constants
;
2018 if (max_constantsF
< shader
->limits
->constant_float
)
2020 static unsigned int once
;
2023 ERR_(winediag
)("The hardware does not support enough uniform components to run this shader,"
2024 " it may not render correctly.\n");
2026 WARN("The hardware does not support enough uniform components to run this shader.\n");
2031 max_constantsF
= gl_info
->limits
.glsl_vs_float_constants
;
2034 max_constantsF
= min(shader
->limits
->constant_float
, max_constantsF
);
2035 shader_addline(buffer
, "uniform vec4 %s_c[%u];\n", prefix
, max_constantsF
);
2038 /* Always declare the full set of constants, the compiler can remove the
2039 * unused ones because d3d doesn't (yet) support indirect int and bool
2040 * constant addressing. This avoids problems if the app uses e.g. i0 and i9. */
2041 if (shader
->limits
->constant_int
> 0 && reg_maps
->integer_constants
)
2042 shader_addline(buffer
, "uniform ivec4 %s_i[%u];\n", prefix
, shader
->limits
->constant_int
);
2044 if (shader
->limits
->constant_bool
> 0 && reg_maps
->boolean_constants
)
2045 shader_addline(buffer
, "uniform bool %s_b[%u];\n", prefix
, shader
->limits
->constant_bool
);
2047 /* Declare immediate constant buffer */
2049 shader_addline(buffer
, "uniform vec4 %s_icb[%u];\n", prefix
, reg_maps
->icb
->vec4_count
);
2051 /* Declare constant buffers */
2052 for (i
= 0; i
< WINED3D_MAX_CBS
; ++i
)
2054 if (reg_maps
->cb_sizes
[i
])
2055 shader_addline(buffer
, "layout(std140) uniform block_%s_cb%u { vec4 %s_cb%u[%u]; };\n",
2056 prefix
, i
, prefix
, i
, reg_maps
->cb_sizes
[i
]);
2059 /* Declare texture samplers */
2060 for (i
= 0; i
< reg_maps
->sampler_map
.count
; ++i
)
2062 struct wined3d_shader_sampler_map_entry
*entry
;
2063 const char *sampler_type_prefix
, *sampler_type
;
2064 BOOL shadow_sampler
, tex_rect
;
2066 entry
= ®_maps
->sampler_map
.entries
[i
];
2068 if (entry
->resource_idx
>= ARRAY_SIZE(reg_maps
->resource_info
))
2070 ERR("Invalid resource index %u.\n", entry
->resource_idx
);
2074 switch (reg_maps
->resource_info
[entry
->resource_idx
].data_type
)
2076 case WINED3D_DATA_FLOAT
:
2077 case WINED3D_DATA_UNORM
:
2078 case WINED3D_DATA_SNORM
:
2079 sampler_type_prefix
= "";
2082 case WINED3D_DATA_INT
:
2083 sampler_type_prefix
= "i";
2086 case WINED3D_DATA_UINT
:
2087 sampler_type_prefix
= "u";
2091 sampler_type_prefix
= "";
2092 ERR("Unhandled resource data type %#x.\n", reg_maps
->resource_info
[i
].data_type
);
2096 shadow_sampler
= glsl_is_shadow_sampler(shader
, ps_args
, entry
->resource_idx
, entry
->sampler_idx
);
2097 switch (reg_maps
->resource_info
[entry
->resource_idx
].type
)
2099 case WINED3D_SHADER_RESOURCE_BUFFER
:
2100 sampler_type
= "samplerBuffer";
2103 case WINED3D_SHADER_RESOURCE_TEXTURE_1D
:
2105 sampler_type
= "sampler1DShadow";
2107 sampler_type
= "sampler1D";
2110 case WINED3D_SHADER_RESOURCE_TEXTURE_2D
:
2111 tex_rect
= version
->type
== WINED3D_SHADER_TYPE_PIXEL
2112 && (ps_args
->np2_fixup
& (1u << entry
->resource_idx
))
2113 && gl_info
->supported
[ARB_TEXTURE_RECTANGLE
];
2117 sampler_type
= "sampler2DRectShadow";
2119 sampler_type
= "sampler2DShadow";
2124 sampler_type
= "sampler2DRect";
2126 sampler_type
= "sampler2D";
2130 case WINED3D_SHADER_RESOURCE_TEXTURE_3D
:
2132 FIXME("Unsupported 3D shadow sampler.\n");
2133 sampler_type
= "sampler3D";
2136 case WINED3D_SHADER_RESOURCE_TEXTURE_CUBE
:
2138 FIXME("Unsupported Cube shadow sampler.\n");
2139 sampler_type
= "samplerCube";
2142 case WINED3D_SHADER_RESOURCE_TEXTURE_2DARRAY
:
2144 sampler_type
= "sampler2DArrayShadow";
2146 sampler_type
= "sampler2DArray";
2149 case WINED3D_SHADER_RESOURCE_TEXTURE_CUBEARRAY
:
2151 FIXME("Unsupported Cube array shadow sampler.\n");
2152 sampler_type
= "samplerCubeArray";
2156 sampler_type
= "unsupported_sampler";
2157 FIXME("Unhandled resource type %#x.\n", reg_maps
->resource_info
[entry
->resource_idx
].type
);
2160 shader_addline(buffer
, "uniform %s%s %s_sampler%u;\n",
2161 sampler_type_prefix
, sampler_type
, prefix
, entry
->bind_idx
);
2164 /* Declare images */
2165 for (i
= 0; i
< ARRAY_SIZE(reg_maps
->uav_resource_info
); ++i
)
2167 const char *image_type_prefix
, *image_type
, *read_format
;
2169 if (!reg_maps
->uav_resource_info
[i
].type
)
2172 switch (reg_maps
->uav_resource_info
[i
].data_type
)
2174 case WINED3D_DATA_FLOAT
:
2175 case WINED3D_DATA_UNORM
:
2176 case WINED3D_DATA_SNORM
:
2177 image_type_prefix
= "";
2178 read_format
= "r32f";
2181 case WINED3D_DATA_INT
:
2182 image_type_prefix
= "i";
2183 read_format
= "r32i";
2186 case WINED3D_DATA_UINT
:
2187 image_type_prefix
= "u";
2188 read_format
= "r32ui";
2192 image_type_prefix
= "";
2194 ERR("Unhandled resource data type %#x.\n", reg_maps
->uav_resource_info
[i
].data_type
);
2198 switch (reg_maps
->uav_resource_info
[i
].type
)
2200 case WINED3D_SHADER_RESOURCE_BUFFER
:
2201 image_type
= "imageBuffer";
2204 case WINED3D_SHADER_RESOURCE_TEXTURE_2D
:
2205 image_type
= "image2D";
2208 case WINED3D_SHADER_RESOURCE_TEXTURE_3D
:
2209 image_type
= "image3D";
2212 case WINED3D_SHADER_RESOURCE_TEXTURE_2DARRAY
:
2213 image_type
= "image2DArray";
2217 image_type
= "unsupported_image";
2218 FIXME("Unhandled resource type %#x.\n", reg_maps
->uav_resource_info
[i
].type
);
2222 if (reg_maps
->uav_read_mask
& (1u << i
))
2223 shader_addline(buffer
, "layout(%s) uniform %s%s %s_image%u;\n",
2224 read_format
, image_type_prefix
, image_type
, prefix
, i
);
2226 shader_addline(buffer
, "writeonly uniform %s%s %s_image%u;\n",
2227 image_type_prefix
, image_type
, prefix
, i
);
2230 /* Declare uniforms for NP2 texcoord fixup:
2231 * This is NOT done inside the loop that declares the texture samplers
2232 * since the NP2 fixup code is currently only used for the GeforceFX
2233 * series and when forcing the ARB_npot extension off. Modern cards just
2234 * skip the code anyway, so put it inside a separate loop. */
2235 if (version
->type
== WINED3D_SHADER_TYPE_PIXEL
&& ps_args
->np2_fixup
)
2237 struct ps_np2fixup_info
*fixup
= ctx_priv
->cur_np2fixup_info
;
2240 /* NP2/RECT textures in OpenGL use texcoords in the range [0,width]x[0,height]
2241 * while D3D has them in the (normalized) [0,1]x[0,1] range.
2242 * samplerNP2Fixup stores texture dimensions and is updated through
2243 * shader_glsl_load_np2fixup_constants when the sampler changes. */
2245 for (i
= 0; i
< shader
->limits
->sampler
; ++i
)
2247 if (!reg_maps
->resource_info
[i
].type
|| !(ps_args
->np2_fixup
& (1u << i
)))
2250 if (reg_maps
->resource_info
[i
].type
!= WINED3D_SHADER_RESOURCE_TEXTURE_2D
)
2252 FIXME("Non-2D texture is flagged for NP2 texcoord fixup.\n");
2256 fixup
->idx
[i
] = cur
++;
2259 fixup
->num_consts
= (cur
+ 1) >> 1;
2260 fixup
->active
= ps_args
->np2_fixup
;
2261 shader_addline(buffer
, "uniform vec4 %s_samplerNP2Fixup[%u];\n", prefix
, fixup
->num_consts
);
2264 /* Declare address variables */
2265 for (i
= 0, map
= reg_maps
->address
; map
; map
>>= 1, ++i
)
2267 if (map
& 1) shader_addline(buffer
, "ivec4 A%u;\n", i
);
2270 if (version
->type
== WINED3D_SHADER_TYPE_VERTEX
)
2272 for (i
= 0; i
< shader
->input_signature
.element_count
; ++i
)
2273 shader_glsl_declare_generic_vertex_attribute(buffer
, gl_info
, &shader
->input_signature
.elements
[i
]);
2275 if (vs_args
->point_size
&& !vs_args
->per_vertex_point_size
)
2277 shader_addline(buffer
, "uniform struct\n{\n");
2278 shader_addline(buffer
, " float size;\n");
2279 shader_addline(buffer
, " float size_min;\n");
2280 shader_addline(buffer
, " float size_max;\n");
2281 shader_addline(buffer
, "} ffp_point;\n");
2284 if (!gl_info
->supported
[WINED3D_GL_LEGACY_CONTEXT
])
2286 if (vs_args
->clip_enabled
)
2287 shader_addline(buffer
, "uniform vec4 clip_planes[%u];\n", gl_info
->limits
.user_clip_distances
);
2289 if (version
->major
< 3)
2291 declare_out_varying(gl_info
, buffer
, vs_args
->flatshading
, "vec4 ffp_varying_diffuse;\n");
2292 declare_out_varying(gl_info
, buffer
, vs_args
->flatshading
, "vec4 ffp_varying_specular;\n");
2293 declare_out_varying(gl_info
, buffer
, FALSE
, "vec4 ffp_varying_texcoord[%u];\n", MAX_TEXTURES
);
2294 declare_out_varying(gl_info
, buffer
, FALSE
, "float ffp_varying_fogcoord;\n");
2298 if (version
->major
< 4)
2299 shader_addline(buffer
, "void setup_vs_output(in vec4[%u]);\n", shader
->limits
->packed_output
);
2301 else if (version
->type
== WINED3D_SHADER_TYPE_GEOMETRY
)
2303 if (gl_info
->supported
[WINED3D_GL_LEGACY_CONTEXT
])
2305 shader_addline(buffer
, "varying in vec4 gs_in[][%u];\n", shader
->limits
->packed_input
);
2309 shader_addline(buffer
, "layout(%s) in;\n", glsl_primitive_type_from_d3d(shader
->u
.gs
.input_type
));
2310 shader_addline(buffer
, "layout(%s, max_vertices = %u) out;\n",
2311 glsl_primitive_type_from_d3d(shader
->u
.gs
.output_type
), shader
->u
.gs
.vertices_out
);
2312 shader_addline(buffer
, "in vs_gs_iface { vec4 gs_in[%u]; } gs_in[];\n", shader
->limits
->packed_input
);
2315 else if (version
->type
== WINED3D_SHADER_TYPE_PIXEL
)
2317 if (version
->major
< 3 || ps_args
->vp_mode
!= vertexshader
)
2319 shader_addline(buffer
, "uniform struct\n{\n");
2320 shader_addline(buffer
, " vec4 color;\n");
2321 shader_addline(buffer
, " float density;\n");
2322 shader_addline(buffer
, " float end;\n");
2323 shader_addline(buffer
, " float scale;\n");
2324 shader_addline(buffer
, "} ffp_fog;\n");
2326 if (gl_info
->supported
[WINED3D_GL_LEGACY_CONTEXT
])
2328 if (glsl_is_color_reg_read(shader
, 0))
2329 shader_addline(buffer
, "vec4 ffp_varying_diffuse;\n");
2330 if (glsl_is_color_reg_read(shader
, 1))
2331 shader_addline(buffer
, "vec4 ffp_varying_specular;\n");
2332 shader_addline(buffer
, "vec4 ffp_texcoord[%u];\n", MAX_TEXTURES
);
2333 shader_addline(buffer
, "float ffp_varying_fogcoord;\n");
2337 if (glsl_is_color_reg_read(shader
, 0))
2338 declare_in_varying(gl_info
, buffer
, ps_args
->flatshading
, "vec4 ffp_varying_diffuse;\n");
2339 if (glsl_is_color_reg_read(shader
, 1))
2340 declare_in_varying(gl_info
, buffer
, ps_args
->flatshading
, "vec4 ffp_varying_specular;\n");
2341 declare_in_varying(gl_info
, buffer
, FALSE
, "vec4 ffp_varying_texcoord[%u];\n", MAX_TEXTURES
);
2342 shader_addline(buffer
, "vec4 ffp_texcoord[%u];\n", MAX_TEXTURES
);
2343 declare_in_varying(gl_info
, buffer
, FALSE
, "float ffp_varying_fogcoord;\n");
2347 if (version
->major
>= 3)
2349 UINT in_count
= min(vec4_varyings(version
->major
, gl_info
), shader
->limits
->packed_input
);
2351 if (ps_args
->vp_mode
== vertexshader
)
2352 declare_in_varying(gl_info
, buffer
, FALSE
, "vec4 %s_link[%u];\n", prefix
, in_count
);
2353 shader_addline(buffer
, "vec4 %s_in[%u];\n", prefix
, in_count
);
2356 for (i
= 0, map
= reg_maps
->bumpmat
; map
; map
>>= 1, ++i
)
2361 shader_addline(buffer
, "uniform mat2 bumpenv_mat%u;\n", i
);
2363 if (reg_maps
->luminanceparams
& (1u << i
))
2365 shader_addline(buffer
, "uniform float bumpenv_lum_scale%u;\n", i
);
2366 shader_addline(buffer
, "uniform float bumpenv_lum_offset%u;\n", i
);
2367 extra_constants_needed
++;
2370 extra_constants_needed
++;
2373 if (ps_args
->srgb_correction
)
2375 shader_addline(buffer
, "const vec4 srgb_const0 = ");
2376 shader_glsl_append_imm_vec4(buffer
, wined3d_srgb_const0
);
2377 shader_addline(buffer
, ";\n");
2378 shader_addline(buffer
, "const vec4 srgb_const1 = ");
2379 shader_glsl_append_imm_vec4(buffer
, wined3d_srgb_const1
);
2380 shader_addline(buffer
, ";\n");
2382 if (reg_maps
->vpos
|| reg_maps
->usesdsy
)
2384 if (reg_maps
->usesdsy
|| !gl_info
->supported
[ARB_FRAGMENT_COORD_CONVENTIONS
])
2386 ++extra_constants_needed
;
2387 shader_addline(buffer
, "uniform vec4 ycorrection;\n");
2391 if (gl_info
->supported
[ARB_FRAGMENT_COORD_CONVENTIONS
])
2393 if (context
->d3d_info
->wined3d_creation_flags
& WINED3D_PIXEL_CENTER_INTEGER
)
2394 shader_addline(buffer
, "layout(%spixel_center_integer) in vec4 gl_FragCoord;\n",
2395 ps_args
->render_offscreen
? "" : "origin_upper_left, ");
2396 else if (!ps_args
->render_offscreen
)
2397 shader_addline(buffer
, "layout(origin_upper_left) in vec4 gl_FragCoord;\n");
2399 shader_addline(buffer
, "vec4 vpos;\n");
2403 if (ps_args
->alpha_test_func
+ 1 != WINED3D_CMP_ALWAYS
)
2404 shader_addline(buffer
, "uniform float alpha_test_ref;\n");
2406 if (!needs_legacy_glsl_syntax(gl_info
))
2407 shader_addline(buffer
, "out vec4 ps_out[%u];\n", gl_info
->limits
.buffers
);
2409 if (shader
->limits
->constant_float
+ extra_constants_needed
>= gl_info
->limits
.glsl_ps_float_constants
)
2410 FIXME("Insufficient uniforms to run this shader.\n");
2413 /* Declare output register temporaries */
2414 if (shader
->limits
->packed_output
)
2415 shader_addline(buffer
, "vec4 %s_out[%u];\n", prefix
, shader
->limits
->packed_output
);
2417 /* Declare temporary variables */
2418 if (reg_maps
->temporary_count
)
2420 for (i
= 0; i
< reg_maps
->temporary_count
; ++i
)
2421 shader_addline(buffer
, "vec4 R%u;\n", i
);
2425 for (i
= 0, map
= reg_maps
->temporary
; map
; map
>>= 1, ++i
)
2428 shader_addline(buffer
, "vec4 R%u;\n", i
);
2432 /* Declare indexable temporary variables */
2433 LIST_FOR_EACH_ENTRY(idx_temp_reg
, ®_maps
->indexable_temps
, struct wined3d_shader_indexable_temp
, entry
)
2435 if (idx_temp_reg
->component_count
!= 4)
2436 FIXME("Ignoring component count %u.\n", idx_temp_reg
->component_count
);
2437 shader_addline(buffer
, "vec4 X%u[%u];\n", idx_temp_reg
->register_idx
, idx_temp_reg
->register_size
);
2440 /* Declare loop registers aLx */
2441 if (version
->major
< 4)
2443 for (i
= 0; i
< reg_maps
->loop_depth
; ++i
)
2445 shader_addline(buffer
, "int aL%u;\n", i
);
2446 shader_addline(buffer
, "int tmpInt%u;\n", i
);
2450 /* Temporary variables for matrix operations */
2451 shader_addline(buffer
, "vec4 tmp0;\n");
2452 shader_addline(buffer
, "vec4 tmp1;\n");
2454 if (!shader
->load_local_constsF
)
2456 LIST_FOR_EACH_ENTRY(lconst
, &shader
->constantsF
, struct wined3d_shader_lconst
, entry
)
2458 shader_addline(buffer
, "const vec4 %s_lc%u = ", prefix
, lconst
->idx
);
2459 shader_glsl_append_imm_vec4(buffer
, (const float *)lconst
->value
);
2460 shader_addline(buffer
, ";\n");
2465 /*****************************************************************************
2466 * Functions to generate GLSL strings from DirectX Shader bytecode begin here.
2468 * For more information, see http://wiki.winehq.org/DirectX-Shaders
2469 ****************************************************************************/
2472 static void shader_glsl_add_src_param(const struct wined3d_shader_instruction
*ins
,
2473 const struct wined3d_shader_src_param
*wined3d_src
, DWORD mask
, struct glsl_src_param
*glsl_src
);
2475 /** Used for opcode modifiers - They multiply the result by the specified amount */
2476 static const char * const shift_glsl_tab
[] = {
2478 "2.0 * ", /* 1 (x2) */
2479 "4.0 * ", /* 2 (x4) */
2480 "8.0 * ", /* 3 (x8) */
2481 "16.0 * ", /* 4 (x16) */
2482 "32.0 * ", /* 5 (x32) */
2489 "0.0625 * ", /* 12 (d16) */
2490 "0.125 * ", /* 13 (d8) */
2491 "0.25 * ", /* 14 (d4) */
2492 "0.5 * " /* 15 (d2) */
2495 /* Generate a GLSL parameter that does the input modifier computation and return the input register/mask to use */
2496 static void shader_glsl_gen_modifier(enum wined3d_shader_src_modifier src_modifier
,
2497 const char *in_reg
, const char *in_regswizzle
, char *out_str
)
2499 switch (src_modifier
)
2501 case WINED3DSPSM_DZ
: /* Need to handle this in the instructions itself (texld & texcrd). */
2502 case WINED3DSPSM_DW
:
2503 case WINED3DSPSM_NONE
:
2504 sprintf(out_str
, "%s%s", in_reg
, in_regswizzle
);
2506 case WINED3DSPSM_NEG
:
2507 sprintf(out_str
, "-%s%s", in_reg
, in_regswizzle
);
2509 case WINED3DSPSM_NOT
:
2510 sprintf(out_str
, "!%s%s", in_reg
, in_regswizzle
);
2512 case WINED3DSPSM_BIAS
:
2513 sprintf(out_str
, "(%s%s - vec4(0.5)%s)", in_reg
, in_regswizzle
, in_regswizzle
);
2515 case WINED3DSPSM_BIASNEG
:
2516 sprintf(out_str
, "-(%s%s - vec4(0.5)%s)", in_reg
, in_regswizzle
, in_regswizzle
);
2518 case WINED3DSPSM_SIGN
:
2519 sprintf(out_str
, "(2.0 * (%s%s - 0.5))", in_reg
, in_regswizzle
);
2521 case WINED3DSPSM_SIGNNEG
:
2522 sprintf(out_str
, "-(2.0 * (%s%s - 0.5))", in_reg
, in_regswizzle
);
2524 case WINED3DSPSM_COMP
:
2525 sprintf(out_str
, "(1.0 - %s%s)", in_reg
, in_regswizzle
);
2527 case WINED3DSPSM_X2
:
2528 sprintf(out_str
, "(2.0 * %s%s)", in_reg
, in_regswizzle
);
2530 case WINED3DSPSM_X2NEG
:
2531 sprintf(out_str
, "-(2.0 * %s%s)", in_reg
, in_regswizzle
);
2533 case WINED3DSPSM_ABS
:
2534 sprintf(out_str
, "abs(%s%s)", in_reg
, in_regswizzle
);
2536 case WINED3DSPSM_ABSNEG
:
2537 sprintf(out_str
, "-abs(%s%s)", in_reg
, in_regswizzle
);
2540 FIXME("Unhandled modifier %u\n", src_modifier
);
2541 sprintf(out_str
, "%s%s", in_reg
, in_regswizzle
);
2545 /** Writes the GLSL variable name that corresponds to the register that the
2546 * DX opcode parameter is trying to access */
2547 static void shader_glsl_get_register_name(const struct wined3d_shader_register
*reg
,
2548 char *register_name
, BOOL
*is_color
, const struct wined3d_shader_instruction
*ins
)
2550 /* oPos, oFog and oPts in D3D */
2551 static const char * const hwrastout_reg_names
[] = {"vs_out[10]", "vs_out[11].x", "vs_out[11].y"};
2553 const struct wined3d_shader
*shader
= ins
->ctx
->shader
;
2554 const struct wined3d_shader_reg_maps
*reg_maps
= ins
->ctx
->reg_maps
;
2555 const struct wined3d_shader_version
*version
= ®_maps
->shader_version
;
2556 const struct wined3d_gl_info
*gl_info
= ins
->ctx
->gl_info
;
2557 const char *prefix
= shader_glsl_get_prefix(version
->type
);
2558 struct glsl_src_param rel_param0
, rel_param1
;
2559 char imm_str
[4][17];
2561 if (reg
->idx
[0].offset
!= ~0U && reg
->idx
[0].rel_addr
)
2562 shader_glsl_add_src_param(ins
, reg
->idx
[0].rel_addr
, WINED3DSP_WRITEMASK_0
, &rel_param0
);
2563 if (reg
->idx
[1].offset
!= ~0U && reg
->idx
[1].rel_addr
)
2564 shader_glsl_add_src_param(ins
, reg
->idx
[1].rel_addr
, WINED3DSP_WRITEMASK_0
, &rel_param1
);
2569 case WINED3DSPR_TEMP
:
2570 sprintf(register_name
, "R%u", reg
->idx
[0].offset
);
2573 case WINED3DSPR_INPUT
:
2574 if (version
->type
== WINED3D_SHADER_TYPE_VERTEX
)
2576 struct shader_glsl_ctx_priv
*priv
= ins
->ctx
->backend_data
;
2578 if (reg
->idx
[0].rel_addr
)
2579 FIXME("VS3+ input registers relative addressing.\n");
2580 if (priv
->cur_vs_args
->swizzle_map
& (1u << reg
->idx
[0].offset
))
2582 sprintf(register_name
, "%s_in%u", prefix
, reg
->idx
[0].offset
);
2586 if (version
->type
== WINED3D_SHADER_TYPE_GEOMETRY
)
2588 if (reg
->idx
[0].rel_addr
)
2590 if (reg
->idx
[1].rel_addr
)
2591 sprintf(register_name
, "gs_in[%s + %u]%s[%s + %u]",
2592 rel_param0
.param_str
, reg
->idx
[0].offset
,
2593 gl_info
->supported
[WINED3D_GL_LEGACY_CONTEXT
] ? "" : ".gs_in",
2594 rel_param1
.param_str
, reg
->idx
[1].offset
);
2596 sprintf(register_name
, "gs_in[%s + %u]%s[%u]",
2597 rel_param0
.param_str
, reg
->idx
[0].offset
,
2598 gl_info
->supported
[WINED3D_GL_LEGACY_CONTEXT
] ? "" : ".gs_in",
2599 reg
->idx
[1].offset
);
2601 else if (reg
->idx
[1].rel_addr
)
2602 sprintf(register_name
, "gs_in[%u]%s[%s + %u]", reg
->idx
[0].offset
,
2603 gl_info
->supported
[WINED3D_GL_LEGACY_CONTEXT
] ? "" : ".gs_in",
2604 rel_param1
.param_str
, reg
->idx
[1].offset
);
2606 sprintf(register_name
, "gs_in[%u]%s[%u]", reg
->idx
[0].offset
,
2607 gl_info
->supported
[WINED3D_GL_LEGACY_CONTEXT
] ? "" : ".gs_in",
2608 reg
->idx
[1].offset
);
2612 /* pixel shaders >= 3.0 */
2613 if (version
->major
>= 3)
2615 DWORD idx
= shader
->u
.ps
.input_reg_map
[reg
->idx
[0].offset
];
2616 unsigned int in_count
= vec4_varyings(version
->major
, gl_info
);
2618 if (reg
->idx
[0].rel_addr
)
2620 /* Removing a + 0 would be an obvious optimization, but
2621 * OS X doesn't see the NOP operation there. */
2624 if (gl_info
->supported
[WINED3D_GL_LEGACY_CONTEXT
]
2625 && shader
->u
.ps
.declared_in_count
> in_count
)
2627 sprintf(register_name
,
2628 "((%s + %u) > %u ? (%s + %u) > %u ? gl_SecondaryColor : gl_Color : %s_in[%s + %u])",
2629 rel_param0
.param_str
, idx
, in_count
- 1, rel_param0
.param_str
, idx
, in_count
,
2630 prefix
, rel_param0
.param_str
, idx
);
2634 sprintf(register_name
, "%s_in[%s + %u]", prefix
, rel_param0
.param_str
, idx
);
2639 if (gl_info
->supported
[WINED3D_GL_LEGACY_CONTEXT
]
2640 && shader
->u
.ps
.declared_in_count
> in_count
)
2642 sprintf(register_name
, "((%s) > %u ? (%s) > %u ? gl_SecondaryColor : gl_Color : %s_in[%s])",
2643 rel_param0
.param_str
, in_count
- 1, rel_param0
.param_str
, in_count
,
2644 prefix
, rel_param0
.param_str
);
2648 sprintf(register_name
, "%s_in[%s]", prefix
, rel_param0
.param_str
);
2654 if (idx
== in_count
) sprintf(register_name
, "gl_Color");
2655 else if (idx
== in_count
+ 1) sprintf(register_name
, "gl_SecondaryColor");
2656 else sprintf(register_name
, "%s_in[%u]", prefix
, idx
);
2661 if (!reg
->idx
[0].offset
)
2662 strcpy(register_name
, "ffp_varying_diffuse");
2664 strcpy(register_name
, "ffp_varying_specular");
2669 case WINED3DSPR_CONST
:
2671 /* Relative addressing */
2672 if (reg
->idx
[0].rel_addr
)
2674 if (wined3d_settings
.check_float_constants
)
2675 sprintf(register_name
, "(%s + %u >= 0 && %s + %u < %u ? %s_c[%s + %u] : vec4(0.0))",
2676 rel_param0
.param_str
, reg
->idx
[0].offset
,
2677 rel_param0
.param_str
, reg
->idx
[0].offset
, shader
->limits
->constant_float
,
2678 prefix
, rel_param0
.param_str
, reg
->idx
[0].offset
);
2679 else if (reg
->idx
[0].offset
)
2680 sprintf(register_name
, "%s_c[%s + %u]", prefix
, rel_param0
.param_str
, reg
->idx
[0].offset
);
2682 sprintf(register_name
, "%s_c[%s]", prefix
, rel_param0
.param_str
);
2686 if (shader_constant_is_local(shader
, reg
->idx
[0].offset
))
2687 sprintf(register_name
, "%s_lc%u", prefix
, reg
->idx
[0].offset
);
2689 sprintf(register_name
, "%s_c[%u]", prefix
, reg
->idx
[0].offset
);
2694 case WINED3DSPR_CONSTINT
:
2695 sprintf(register_name
, "%s_i[%u]", prefix
, reg
->idx
[0].offset
);
2698 case WINED3DSPR_CONSTBOOL
:
2699 sprintf(register_name
, "%s_b[%u]", prefix
, reg
->idx
[0].offset
);
2702 case WINED3DSPR_TEXTURE
: /* case WINED3DSPR_ADDR: */
2703 if (version
->type
== WINED3D_SHADER_TYPE_PIXEL
)
2704 sprintf(register_name
, "T%u", reg
->idx
[0].offset
);
2706 sprintf(register_name
, "A%u", reg
->idx
[0].offset
);
2709 case WINED3DSPR_LOOP
:
2710 sprintf(register_name
, "aL%u", ins
->ctx
->state
->current_loop_reg
- 1);
2713 case WINED3DSPR_SAMPLER
:
2714 sprintf(register_name
, "%s_sampler%u", prefix
, reg
->idx
[0].offset
);
2717 case WINED3DSPR_COLOROUT
:
2718 if (reg
->idx
[0].offset
>= gl_info
->limits
.buffers
)
2719 WARN("Write to render target %u, only %d supported.\n",
2720 reg
->idx
[0].offset
, gl_info
->limits
.buffers
);
2722 sprintf(register_name
, "%s[%u]", get_fragment_output(gl_info
), reg
->idx
[0].offset
);
2725 case WINED3DSPR_RASTOUT
:
2726 sprintf(register_name
, "%s", hwrastout_reg_names
[reg
->idx
[0].offset
]);
2729 case WINED3DSPR_DEPTHOUT
:
2730 sprintf(register_name
, "gl_FragDepth");
2733 case WINED3DSPR_ATTROUT
:
2734 if (!reg
->idx
[0].offset
)
2735 sprintf(register_name
, "%s_out[8]", prefix
);
2737 sprintf(register_name
, "%s_out[9]", prefix
);
2740 case WINED3DSPR_TEXCRDOUT
:
2741 /* Vertex shaders >= 3.0: WINED3DSPR_OUTPUT */
2742 if (reg
->idx
[0].rel_addr
)
2743 FIXME("VS3 output registers relative addressing.\n");
2744 sprintf(register_name
, "%s_out[%u]", prefix
, reg
->idx
[0].offset
);
2747 case WINED3DSPR_MISCTYPE
:
2748 if (!reg
->idx
[0].offset
)
2751 sprintf(register_name
, "vpos");
2753 else if (reg
->idx
[0].offset
== 1)
2755 /* Note that gl_FrontFacing is a bool, while vFace is
2756 * a float for which the sign determines front/back */
2757 sprintf(register_name
, "(gl_FrontFacing ? 1.0 : -1.0)");
2761 FIXME("Unhandled misctype register %u.\n", reg
->idx
[0].offset
);
2762 sprintf(register_name
, "unrecognized_register");
2766 case WINED3DSPR_IMMCONST
:
2767 switch (reg
->immconst_type
)
2769 case WINED3D_IMMCONST_SCALAR
:
2770 switch (reg
->data_type
)
2772 case WINED3D_DATA_FLOAT
:
2773 if (gl_info
->supported
[ARB_SHADER_BIT_ENCODING
])
2774 sprintf(register_name
, "uintBitsToFloat(%#xu)", reg
->u
.immconst_data
[0]);
2776 wined3d_ftoa(*(const float *)reg
->u
.immconst_data
, register_name
);
2778 case WINED3D_DATA_INT
:
2779 sprintf(register_name
, "%#x", reg
->u
.immconst_data
[0]);
2781 case WINED3D_DATA_RESOURCE
:
2782 case WINED3D_DATA_SAMPLER
:
2783 case WINED3D_DATA_UINT
:
2784 sprintf(register_name
, "%#xu", reg
->u
.immconst_data
[0]);
2787 sprintf(register_name
, "<unhandled data type %#x>", reg
->data_type
);
2792 case WINED3D_IMMCONST_VEC4
:
2793 switch (reg
->data_type
)
2795 case WINED3D_DATA_FLOAT
:
2796 if (gl_info
->supported
[ARB_SHADER_BIT_ENCODING
])
2798 sprintf(register_name
, "uintBitsToFloat(uvec4(%#xu, %#xu, %#xu, %#xu))",
2799 reg
->u
.immconst_data
[0], reg
->u
.immconst_data
[1],
2800 reg
->u
.immconst_data
[2], reg
->u
.immconst_data
[3]);
2804 wined3d_ftoa(*(const float *)®
->u
.immconst_data
[0], imm_str
[0]);
2805 wined3d_ftoa(*(const float *)®
->u
.immconst_data
[1], imm_str
[1]);
2806 wined3d_ftoa(*(const float *)®
->u
.immconst_data
[2], imm_str
[2]);
2807 wined3d_ftoa(*(const float *)®
->u
.immconst_data
[3], imm_str
[3]);
2808 sprintf(register_name
, "vec4(%s, %s, %s, %s)",
2809 imm_str
[0], imm_str
[1], imm_str
[2], imm_str
[3]);
2812 case WINED3D_DATA_INT
:
2813 sprintf(register_name
, "ivec4(%#x, %#x, %#x, %#x)",
2814 reg
->u
.immconst_data
[0], reg
->u
.immconst_data
[1],
2815 reg
->u
.immconst_data
[2], reg
->u
.immconst_data
[3]);
2817 case WINED3D_DATA_RESOURCE
:
2818 case WINED3D_DATA_SAMPLER
:
2819 case WINED3D_DATA_UINT
:
2820 sprintf(register_name
, "uvec4(%#xu, %#xu, %#xu, %#xu)",
2821 reg
->u
.immconst_data
[0], reg
->u
.immconst_data
[1],
2822 reg
->u
.immconst_data
[2], reg
->u
.immconst_data
[3]);
2825 sprintf(register_name
, "<unhandled data type %#x>", reg
->data_type
);
2831 FIXME("Unhandled immconst type %#x\n", reg
->immconst_type
);
2832 sprintf(register_name
, "<unhandled_immconst_type %#x>", reg
->immconst_type
);
2836 case WINED3DSPR_CONSTBUFFER
:
2837 if (reg
->idx
[1].rel_addr
)
2838 sprintf(register_name
, "%s_cb%u[%s + %u]",
2839 prefix
, reg
->idx
[0].offset
, rel_param1
.param_str
, reg
->idx
[1].offset
);
2841 sprintf(register_name
, "%s_cb%u[%u]", prefix
, reg
->idx
[0].offset
, reg
->idx
[1].offset
);
2844 case WINED3DSPR_IMMCONSTBUFFER
:
2845 if (reg
->idx
[0].rel_addr
)
2846 sprintf(register_name
, "%s_icb[%s + %u]", prefix
, rel_param0
.param_str
, reg
->idx
[0].offset
);
2848 sprintf(register_name
, "%s_icb[%u]", prefix
, reg
->idx
[0].offset
);
2851 case WINED3DSPR_PRIMID
:
2852 sprintf(register_name
, "uint(gl_PrimitiveIDIn)");
2855 case WINED3DSPR_IDXTEMP
:
2856 if (reg
->idx
[1].rel_addr
)
2857 sprintf(register_name
, "X%u[%s + %u]", reg
->idx
[0].offset
, rel_param1
.param_str
, reg
->idx
[1].offset
);
2859 sprintf(register_name
, "X%u[%u]", reg
->idx
[0].offset
, reg
->idx
[1].offset
);
2862 case WINED3DSPR_LOCALTHREADINDEX
:
2863 sprintf(register_name
, "int(gl_LocalInvocationIndex)");
2866 case WINED3DSPR_THREADID
:
2867 sprintf(register_name
, "ivec3(gl_GlobalInvocationID)");
2870 case WINED3DSPR_THREADGROUPID
:
2871 sprintf(register_name
, "ivec3(gl_WorkGroupID)");
2874 case WINED3DSPR_LOCALTHREADID
:
2875 sprintf(register_name
, "ivec3(gl_LocalInvocationID)");
2879 FIXME("Unhandled register type %#x.\n", reg
->type
);
2880 sprintf(register_name
, "unrecognized_register");
2885 static void shader_glsl_write_mask_to_str(DWORD write_mask
, char *str
)
2888 if (write_mask
& WINED3DSP_WRITEMASK_0
) *str
++ = 'x';
2889 if (write_mask
& WINED3DSP_WRITEMASK_1
) *str
++ = 'y';
2890 if (write_mask
& WINED3DSP_WRITEMASK_2
) *str
++ = 'z';
2891 if (write_mask
& WINED3DSP_WRITEMASK_3
) *str
++ = 'w';
2895 /* Get the GLSL write mask for the destination register */
2896 static DWORD
shader_glsl_get_write_mask(const struct wined3d_shader_dst_param
*param
, char *write_mask
)
2898 DWORD mask
= param
->write_mask
;
2900 if (shader_is_scalar(¶m
->reg
))
2902 mask
= WINED3DSP_WRITEMASK_0
;
2907 shader_glsl_write_mask_to_str(mask
, write_mask
);
2913 static unsigned int shader_glsl_get_write_mask_size(DWORD write_mask
)
2915 unsigned int size
= 0;
2917 if (write_mask
& WINED3DSP_WRITEMASK_0
) ++size
;
2918 if (write_mask
& WINED3DSP_WRITEMASK_1
) ++size
;
2919 if (write_mask
& WINED3DSP_WRITEMASK_2
) ++size
;
2920 if (write_mask
& WINED3DSP_WRITEMASK_3
) ++size
;
2925 static unsigned int shader_glsl_swizzle_get_component(DWORD swizzle
,
2926 unsigned int component_idx
)
2928 /* swizzle bits fields: wwzzyyxx */
2929 return (swizzle
>> (2 * component_idx
)) & 0x3;
2932 static void shader_glsl_swizzle_to_str(DWORD swizzle
, BOOL fixup
, DWORD mask
, char *str
)
2934 /* For registers of type WINED3DDECLTYPE_D3DCOLOR, data is stored as "bgra",
2935 * but addressed as "rgba". To fix this we need to swap the register's x
2936 * and z components. */
2937 const char *swizzle_chars
= fixup
? "zyxw" : "xyzw";
2941 for (i
= 0; i
< 4; ++i
)
2943 if (mask
& (WINED3DSP_WRITEMASK_0
<< i
))
2944 *str
++ = swizzle_chars
[shader_glsl_swizzle_get_component(swizzle
, i
)];
2949 static void shader_glsl_get_swizzle(const struct wined3d_shader_src_param
*param
,
2950 BOOL fixup
, DWORD mask
, char *swizzle_str
)
2952 if (shader_is_scalar(¶m
->reg
))
2953 *swizzle_str
= '\0';
2955 shader_glsl_swizzle_to_str(param
->swizzle
, fixup
, mask
, swizzle_str
);
2958 static void shader_glsl_sprintf_cast(struct wined3d_string_buffer
*dst_param
, const char *src_param
,
2959 enum wined3d_data_type dst_data_type
, enum wined3d_data_type src_data_type
)
2961 if (dst_data_type
== src_data_type
)
2963 string_buffer_sprintf(dst_param
, "%s", src_param
);
2967 if (src_data_type
== WINED3D_DATA_FLOAT
)
2969 switch (dst_data_type
)
2971 case WINED3D_DATA_INT
:
2972 string_buffer_sprintf(dst_param
, "floatBitsToInt(%s)", src_param
);
2974 case WINED3D_DATA_RESOURCE
:
2975 case WINED3D_DATA_SAMPLER
:
2976 case WINED3D_DATA_UINT
:
2977 string_buffer_sprintf(dst_param
, "floatBitsToUint(%s)", src_param
);
2984 if (src_data_type
== WINED3D_DATA_UINT
&& dst_data_type
== WINED3D_DATA_FLOAT
)
2986 string_buffer_sprintf(dst_param
, "uintBitsToFloat(%s)", src_param
);
2990 if (src_data_type
== WINED3D_DATA_INT
&& dst_data_type
== WINED3D_DATA_FLOAT
)
2992 string_buffer_sprintf(dst_param
, "intBitsToFloat(%s)", src_param
);
2996 FIXME("Unhandled cast from %#x to %#x.\n", src_data_type
, dst_data_type
);
2997 string_buffer_sprintf(dst_param
, "%s", src_param
);
3000 /* From a given parameter token, generate the corresponding GLSL string.
3001 * Also, return the actual register name and swizzle in case the
3002 * caller needs this information as well. */
3003 static void shader_glsl_add_src_param_ext(const struct wined3d_shader_instruction
*ins
,
3004 const struct wined3d_shader_src_param
*wined3d_src
, DWORD mask
, struct glsl_src_param
*glsl_src
,
3005 enum wined3d_data_type data_type
)
3007 struct shader_glsl_ctx_priv
*priv
= ins
->ctx
->backend_data
;
3008 struct wined3d_string_buffer
*reg_name
= string_buffer_get(priv
->string_buffers
);
3009 enum wined3d_data_type param_data_type
;
3010 BOOL is_color
= FALSE
;
3011 char swizzle_str
[6];
3013 glsl_src
->reg_name
[0] = '\0';
3014 glsl_src
->param_str
[0] = '\0';
3015 swizzle_str
[0] = '\0';
3017 shader_glsl_get_register_name(&wined3d_src
->reg
, glsl_src
->reg_name
, &is_color
, ins
);
3018 shader_glsl_get_swizzle(wined3d_src
, is_color
, mask
, swizzle_str
);
3020 switch (wined3d_src
->reg
.type
)
3022 case WINED3DSPR_IMMCONST
:
3023 param_data_type
= data_type
;
3025 case WINED3DSPR_PRIMID
:
3026 param_data_type
= WINED3D_DATA_UINT
;
3028 case WINED3DSPR_LOCALTHREADINDEX
:
3029 case WINED3DSPR_THREADID
:
3030 case WINED3DSPR_THREADGROUPID
:
3031 case WINED3DSPR_LOCALTHREADID
:
3032 param_data_type
= WINED3D_DATA_INT
;
3035 param_data_type
= WINED3D_DATA_FLOAT
;
3039 shader_glsl_sprintf_cast(reg_name
, glsl_src
->reg_name
, data_type
, param_data_type
);
3040 shader_glsl_gen_modifier(wined3d_src
->modifiers
, reg_name
->buffer
, swizzle_str
, glsl_src
->param_str
);
3042 string_buffer_release(priv
->string_buffers
, reg_name
);
3045 static void shader_glsl_add_src_param(const struct wined3d_shader_instruction
*ins
,
3046 const struct wined3d_shader_src_param
*wined3d_src
, DWORD mask
, struct glsl_src_param
*glsl_src
)
3048 shader_glsl_add_src_param_ext(ins
, wined3d_src
, mask
, glsl_src
, wined3d_src
->reg
.data_type
);
3051 /* From a given parameter token, generate the corresponding GLSL string.
3052 * Also, return the actual register name and swizzle in case the
3053 * caller needs this information as well. */
3054 static DWORD
shader_glsl_add_dst_param(const struct wined3d_shader_instruction
*ins
,
3055 const struct wined3d_shader_dst_param
*wined3d_dst
, struct glsl_dst_param
*glsl_dst
)
3057 BOOL is_color
= FALSE
;
3059 glsl_dst
->mask_str
[0] = '\0';
3060 glsl_dst
->reg_name
[0] = '\0';
3062 shader_glsl_get_register_name(&wined3d_dst
->reg
, glsl_dst
->reg_name
, &is_color
, ins
);
3063 return shader_glsl_get_write_mask(wined3d_dst
, glsl_dst
->mask_str
);
3066 /* Append the destination part of the instruction to the buffer, return the effective write mask */
3067 static DWORD
shader_glsl_append_dst_ext(struct wined3d_string_buffer
*buffer
,
3068 const struct wined3d_shader_instruction
*ins
, const struct wined3d_shader_dst_param
*dst
,
3069 enum wined3d_data_type data_type
)
3071 struct glsl_dst_param glsl_dst
;
3074 if ((mask
= shader_glsl_add_dst_param(ins
, dst
, &glsl_dst
)))
3078 case WINED3D_DATA_FLOAT
:
3079 shader_addline(buffer
, "%s%s = %s(",
3080 glsl_dst
.reg_name
, glsl_dst
.mask_str
, shift_glsl_tab
[dst
->shift
]);
3082 case WINED3D_DATA_INT
:
3083 shader_addline(buffer
, "%s%s = %sintBitsToFloat(",
3084 glsl_dst
.reg_name
, glsl_dst
.mask_str
, shift_glsl_tab
[dst
->shift
]);
3086 case WINED3D_DATA_RESOURCE
:
3087 case WINED3D_DATA_SAMPLER
:
3088 case WINED3D_DATA_UINT
:
3089 shader_addline(buffer
, "%s%s = %suintBitsToFloat(",
3090 glsl_dst
.reg_name
, glsl_dst
.mask_str
, shift_glsl_tab
[dst
->shift
]);
3093 FIXME("Unhandled data type %#x.\n", data_type
);
3094 shader_addline(buffer
, "%s%s = %s(",
3095 glsl_dst
.reg_name
, glsl_dst
.mask_str
, shift_glsl_tab
[dst
->shift
]);
3103 /* Append the destination part of the instruction to the buffer, return the effective write mask */
3104 static DWORD
shader_glsl_append_dst(struct wined3d_string_buffer
*buffer
, const struct wined3d_shader_instruction
*ins
)
3106 return shader_glsl_append_dst_ext(buffer
, ins
, &ins
->dst
[0], ins
->dst
[0].reg
.data_type
);
3109 /** Process GLSL instruction modifiers */
3110 static void shader_glsl_add_instruction_modifiers(const struct wined3d_shader_instruction
*ins
)
3112 struct glsl_dst_param dst_param
;
3115 if (!ins
->dst_count
) return;
3117 modifiers
= ins
->dst
[0].modifiers
;
3118 if (!modifiers
) return;
3120 shader_glsl_add_dst_param(ins
, &ins
->dst
[0], &dst_param
);
3122 if (modifiers
& WINED3DSPDM_SATURATE
)
3124 /* _SAT means to clamp the value of the register to between 0 and 1 */
3125 shader_addline(ins
->ctx
->buffer
, "%s%s = clamp(%s%s, 0.0, 1.0);\n", dst_param
.reg_name
,
3126 dst_param
.mask_str
, dst_param
.reg_name
, dst_param
.mask_str
);
3129 if (modifiers
& WINED3DSPDM_MSAMPCENTROID
)
3131 FIXME("_centroid modifier not handled\n");
3134 if (modifiers
& WINED3DSPDM_PARTIALPRECISION
)
3136 /* MSDN says this modifier can be safely ignored, so that's what we'll do. */
3140 static const char *shader_glsl_get_rel_op(enum wined3d_shader_rel_op op
)
3144 case WINED3D_SHADER_REL_OP_GT
: return ">";
3145 case WINED3D_SHADER_REL_OP_EQ
: return "==";
3146 case WINED3D_SHADER_REL_OP_GE
: return ">=";
3147 case WINED3D_SHADER_REL_OP_LT
: return "<";
3148 case WINED3D_SHADER_REL_OP_NE
: return "!=";
3149 case WINED3D_SHADER_REL_OP_LE
: return "<=";
3151 FIXME("Unrecognized operator %#x.\n", op
);
3156 static BOOL
shader_glsl_has_core_grad(const struct wined3d_gl_info
*gl_info
,
3157 const struct wined3d_shader_version
*version
)
3159 return shader_glsl_get_version(gl_info
, version
) >= 130 || gl_info
->supported
[EXT_GPU_SHADER4
];
3162 static void shader_glsl_get_sample_function(const struct wined3d_shader_context
*ctx
,
3163 DWORD resource_idx
, DWORD sampler_idx
, DWORD flags
, struct glsl_sample_function
*sample_function
)
3165 enum wined3d_shader_resource_type resource_type
= ctx
->reg_maps
->resource_info
[resource_idx
].type
;
3166 struct shader_glsl_ctx_priv
*priv
= ctx
->backend_data
;
3167 const struct wined3d_gl_info
*gl_info
= ctx
->gl_info
;
3168 BOOL shadow
= glsl_is_shadow_sampler(ctx
->shader
, priv
->cur_ps_args
, resource_idx
, sampler_idx
);
3169 BOOL projected
= flags
& WINED3D_GLSL_SAMPLE_PROJECTED
;
3170 BOOL texrect
= ctx
->reg_maps
->shader_version
.type
== WINED3D_SHADER_TYPE_PIXEL
3171 && priv
->cur_ps_args
->np2_fixup
& (1u << resource_idx
)
3172 && gl_info
->supported
[ARB_TEXTURE_RECTANGLE
];
3173 BOOL lod
= flags
& WINED3D_GLSL_SAMPLE_LOD
;
3174 BOOL grad
= flags
& WINED3D_GLSL_SAMPLE_GRAD
;
3175 BOOL offset
= flags
& WINED3D_GLSL_SAMPLE_OFFSET
;
3176 const char *base
= "texture", *type_part
= "", *suffix
= "";
3177 unsigned int coord_size
, deriv_size
;
3180 sample_function
->data_type
= ctx
->reg_maps
->resource_info
[resource_idx
].data_type
;
3182 if (resource_type
>= ARRAY_SIZE(resource_type_info
))
3184 ERR("Unexpected resource type %#x.\n", resource_type
);
3185 resource_type
= WINED3D_SHADER_RESOURCE_TEXTURE_2D
;
3187 array
= resource_type
== WINED3D_SHADER_RESOURCE_TEXTURE_1DARRAY
3188 || resource_type
== WINED3D_SHADER_RESOURCE_TEXTURE_2DARRAY
;
3190 /* Note that there's no such thing as a projected cube texture. */
3191 if (resource_type
== WINED3D_SHADER_RESOURCE_TEXTURE_CUBE
)
3194 if (needs_legacy_glsl_syntax(gl_info
))
3199 type_part
= resource_type_info
[resource_type
].type_part
;
3200 if (resource_type
== WINED3D_SHADER_RESOURCE_TEXTURE_2D
&& texrect
)
3201 type_part
= "2DRect";
3203 FIXME("Unhandled resource type %#x.\n", resource_type
);
3205 if (!lod
&& grad
&& !shader_glsl_has_core_grad(gl_info
, &ctx
->shader
->reg_maps
.shader_version
))
3207 if (gl_info
->supported
[ARB_SHADER_TEXTURE_LOD
])
3210 FIXME("Unsupported grad function.\n");
3214 if (flags
& WINED3D_GLSL_SAMPLE_LOAD
)
3216 static const DWORD texel_fetch_flags
= WINED3D_GLSL_SAMPLE_LOAD
| WINED3D_GLSL_SAMPLE_OFFSET
;
3217 if (flags
& ~texel_fetch_flags
)
3218 ERR("Unexpected flags %#x for texelFetch.\n", flags
& ~texel_fetch_flags
);
3220 base
= "texelFetch";
3224 sample_function
->name
= string_buffer_get(priv
->string_buffers
);
3225 string_buffer_sprintf(sample_function
->name
, "%s%s%s%s%s%s", base
, type_part
, projected
? "Proj" : "",
3226 lod
? "Lod" : grad
? "Grad" : "", offset
? "Offset" : "", suffix
);
3228 coord_size
= resource_type_info
[resource_type
].coord_size
;
3229 deriv_size
= coord_size
;
3234 sample_function
->offset_size
= offset
? deriv_size
: 0;
3235 sample_function
->coord_mask
= (1u << coord_size
) - 1;
3236 sample_function
->deriv_mask
= (1u << deriv_size
) - 1;
3237 sample_function
->output_single_component
= shadow
&& !needs_legacy_glsl_syntax(gl_info
);
3240 static void shader_glsl_release_sample_function(const struct wined3d_shader_context
*ctx
,
3241 struct glsl_sample_function
*sample_function
)
3243 const struct shader_glsl_ctx_priv
*priv
= ctx
->backend_data
;
3245 string_buffer_release(priv
->string_buffers
, sample_function
->name
);
3248 static void shader_glsl_append_fixup_arg(char *arguments
, const char *reg_name
,
3249 BOOL sign_fixup
, enum fixup_channel_source channel_source
)
3251 switch(channel_source
)
3253 case CHANNEL_SOURCE_ZERO
:
3254 strcat(arguments
, "0.0");
3257 case CHANNEL_SOURCE_ONE
:
3258 strcat(arguments
, "1.0");
3261 case CHANNEL_SOURCE_X
:
3262 strcat(arguments
, reg_name
);
3263 strcat(arguments
, ".x");
3266 case CHANNEL_SOURCE_Y
:
3267 strcat(arguments
, reg_name
);
3268 strcat(arguments
, ".y");
3271 case CHANNEL_SOURCE_Z
:
3272 strcat(arguments
, reg_name
);
3273 strcat(arguments
, ".z");
3276 case CHANNEL_SOURCE_W
:
3277 strcat(arguments
, reg_name
);
3278 strcat(arguments
, ".w");
3282 FIXME("Unhandled channel source %#x\n", channel_source
);
3283 strcat(arguments
, "undefined");
3287 if (sign_fixup
) strcat(arguments
, " * 2.0 - 1.0");
3290 static void shader_glsl_color_correction_ext(struct wined3d_string_buffer
*buffer
,
3291 const char *reg_name
, DWORD mask
, struct color_fixup_desc fixup
)
3293 unsigned int mask_size
, remaining
;
3294 DWORD fixup_mask
= 0;
3295 char arguments
[256];
3298 if (fixup
.x_sign_fixup
|| fixup
.x_source
!= CHANNEL_SOURCE_X
) fixup_mask
|= WINED3DSP_WRITEMASK_0
;
3299 if (fixup
.y_sign_fixup
|| fixup
.y_source
!= CHANNEL_SOURCE_Y
) fixup_mask
|= WINED3DSP_WRITEMASK_1
;
3300 if (fixup
.z_sign_fixup
|| fixup
.z_source
!= CHANNEL_SOURCE_Z
) fixup_mask
|= WINED3DSP_WRITEMASK_2
;
3301 if (fixup
.w_sign_fixup
|| fixup
.w_source
!= CHANNEL_SOURCE_W
) fixup_mask
|= WINED3DSP_WRITEMASK_3
;
3302 if (!(mask
&= fixup_mask
))
3305 if (is_complex_fixup(fixup
))
3307 enum complex_fixup complex_fixup
= get_complex_fixup(fixup
);
3308 FIXME("Complex fixup (%#x) not supported\n",complex_fixup
);
3312 shader_glsl_write_mask_to_str(mask
, mask_str
);
3313 mask_size
= shader_glsl_get_write_mask_size(mask
);
3315 arguments
[0] = '\0';
3316 remaining
= mask_size
;
3317 if (mask
& WINED3DSP_WRITEMASK_0
)
3319 shader_glsl_append_fixup_arg(arguments
, reg_name
, fixup
.x_sign_fixup
, fixup
.x_source
);
3320 if (--remaining
) strcat(arguments
, ", ");
3322 if (mask
& WINED3DSP_WRITEMASK_1
)
3324 shader_glsl_append_fixup_arg(arguments
, reg_name
, fixup
.y_sign_fixup
, fixup
.y_source
);
3325 if (--remaining
) strcat(arguments
, ", ");
3327 if (mask
& WINED3DSP_WRITEMASK_2
)
3329 shader_glsl_append_fixup_arg(arguments
, reg_name
, fixup
.z_sign_fixup
, fixup
.z_source
);
3330 if (--remaining
) strcat(arguments
, ", ");
3332 if (mask
& WINED3DSP_WRITEMASK_3
)
3334 shader_glsl_append_fixup_arg(arguments
, reg_name
, fixup
.w_sign_fixup
, fixup
.w_source
);
3335 if (--remaining
) strcat(arguments
, ", ");
3339 shader_addline(buffer
, "%s%s = vec%u(%s);\n", reg_name
, mask_str
, mask_size
, arguments
);
3341 shader_addline(buffer
, "%s%s = %s;\n", reg_name
, mask_str
, arguments
);
3344 static void shader_glsl_color_correction(const struct wined3d_shader_instruction
*ins
, struct color_fixup_desc fixup
)
3349 shader_glsl_get_register_name(&ins
->dst
[0].reg
, reg_name
, &is_color
, ins
);
3350 shader_glsl_color_correction_ext(ins
->ctx
->buffer
, reg_name
, ins
->dst
[0].write_mask
, fixup
);
3353 static void PRINTF_ATTR(9, 10) shader_glsl_gen_sample_code(const struct wined3d_shader_instruction
*ins
,
3354 unsigned int sampler_bind_idx
, const struct glsl_sample_function
*sample_function
, DWORD swizzle
,
3355 const char *dx
, const char *dy
, const char *bias
, const struct wined3d_shader_texel_offset
*offset
,
3356 const char *coord_reg_fmt
, ...)
3358 const struct wined3d_shader_version
*version
= &ins
->ctx
->reg_maps
->shader_version
;
3359 char dst_swizzle
[6];
3360 struct color_fixup_desc fixup
;
3361 BOOL np2_fixup
= FALSE
;
3365 shader_glsl_swizzle_to_str(swizzle
, FALSE
, ins
->dst
[0].write_mask
, dst_swizzle
);
3367 /* If ARB_texture_swizzle is supported we don't need to do anything here.
3368 * We actually rely on it for vertex shaders and SM4+. */
3369 if (version
->type
== WINED3D_SHADER_TYPE_PIXEL
&& version
->major
< 4)
3371 const struct shader_glsl_ctx_priv
*priv
= ins
->ctx
->backend_data
;
3372 fixup
= priv
->cur_ps_args
->color_fixup
[sampler_bind_idx
];
3374 if (priv
->cur_ps_args
->np2_fixup
& (1u << sampler_bind_idx
))
3379 fixup
= COLOR_FIXUP_IDENTITY
;
3382 shader_glsl_append_dst_ext(ins
->ctx
->buffer
, ins
, &ins
->dst
[0], sample_function
->data_type
);
3384 if (sample_function
->output_single_component
)
3385 shader_addline(ins
->ctx
->buffer
, "vec4(");
3387 shader_addline(ins
->ctx
->buffer
, "%s(%s_sampler%u, ",
3388 sample_function
->name
->buffer
, shader_glsl_get_prefix(version
->type
), sampler_bind_idx
);
3392 va_start(args
, coord_reg_fmt
);
3393 ret
= shader_vaddline(ins
->ctx
->buffer
, coord_reg_fmt
, args
);
3397 if (!string_buffer_resize(ins
->ctx
->buffer
, ret
))
3403 const struct shader_glsl_ctx_priv
*priv
= ins
->ctx
->backend_data
;
3404 const unsigned char idx
= priv
->cur_np2fixup_info
->idx
[sampler_bind_idx
];
3406 switch (shader_glsl_get_write_mask_size(sample_function
->coord_mask
))
3409 shader_addline(ins
->ctx
->buffer
, " * ps_samplerNP2Fixup[%u].%s",
3410 idx
>> 1, (idx
% 2) ? "z" : "x");
3413 shader_addline(ins
->ctx
->buffer
, " * ps_samplerNP2Fixup[%u].%s",
3414 idx
>> 1, (idx
% 2) ? "zw" : "xy");
3417 shader_addline(ins
->ctx
->buffer
, " * vec3(ps_samplerNP2Fixup[%u].%s, 1.0)",
3418 idx
>> 1, (idx
% 2) ? "zw" : "xy");
3421 shader_addline(ins
->ctx
->buffer
, " * vec4(ps_samplerNP2Fixup[%u].%s, 1.0, 1.0)",
3422 idx
>> 1, (idx
% 2) ? "zw" : "xy");
3427 shader_addline(ins
->ctx
->buffer
, ", %s, %s", dx
, dy
);
3429 shader_addline(ins
->ctx
->buffer
, ", %s", bias
);
3430 if (sample_function
->offset_size
)
3432 int offset_immdata
[4] = {offset
->u
, offset
->v
, offset
->w
};
3433 shader_addline(ins
->ctx
->buffer
, ", ");
3434 shader_glsl_append_imm_ivec(ins
->ctx
->buffer
, offset_immdata
, sample_function
->offset_size
);
3436 shader_addline(ins
->ctx
->buffer
, ")");
3438 if (sample_function
->output_single_component
)
3439 shader_addline(ins
->ctx
->buffer
, ")");
3441 shader_addline(ins
->ctx
->buffer
, "%s);\n", dst_swizzle
);
3443 if (!is_identity_fixup(fixup
))
3444 shader_glsl_color_correction(ins
, fixup
);
3447 static void shader_glsl_fixup_position(struct wined3d_string_buffer
*buffer
)
3449 /* Write the final position.
3451 * OpenGL coordinates specify the center of the pixel while D3D coords
3452 * specify the corner. The offsets are stored in z and w in
3453 * pos_fixup. pos_fixup.y contains 1.0 or -1.0 to turn the rendering
3454 * upside down for offscreen rendering. pos_fixup.x contains 1.0 to allow
3456 shader_addline(buffer
, "gl_Position.y = gl_Position.y * pos_fixup.y;\n");
3457 shader_addline(buffer
, "gl_Position.xy += pos_fixup.zw * gl_Position.ww;\n");
3459 /* Z coord [0;1]->[-1;1] mapping, see comment in get_projection_matrix()
3462 * Basically we want (in homogeneous coordinates) z = z * 2 - 1. However,
3463 * shaders are run before the homogeneous divide, so we have to take the w
3464 * into account: z = ((z / w) * 2 - 1) * w, which is the same as
3466 shader_addline(buffer
, "gl_Position.z = gl_Position.z * 2.0 - gl_Position.w;\n");
3469 /*****************************************************************************
3470 * Begin processing individual instruction opcodes
3471 ****************************************************************************/
3473 static void shader_glsl_binop(const struct wined3d_shader_instruction
*ins
)
3475 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
3476 struct glsl_src_param src0_param
;
3477 struct glsl_src_param src1_param
;
3481 /* Determine the GLSL operator to use based on the opcode */
3482 switch (ins
->handler_idx
)
3484 case WINED3DSIH_ADD
: op
= "+"; break;
3485 case WINED3DSIH_AND
: op
= "&"; break;
3486 case WINED3DSIH_DIV
: op
= "/"; break;
3487 case WINED3DSIH_IADD
: op
= "+"; break;
3488 case WINED3DSIH_ISHL
: op
= "<<"; break;
3489 case WINED3DSIH_ISHR
: op
= ">>"; break;
3490 case WINED3DSIH_MUL
: op
= "*"; break;
3491 case WINED3DSIH_OR
: op
= "|"; break;
3492 case WINED3DSIH_SUB
: op
= "-"; break;
3493 case WINED3DSIH_USHR
: op
= ">>"; break;
3494 case WINED3DSIH_XOR
: op
= "^"; break;
3496 op
= "<unhandled operator>";
3497 FIXME("Opcode %s not yet handled in GLSL.\n", debug_d3dshaderinstructionhandler(ins
->handler_idx
));
3501 write_mask
= shader_glsl_append_dst(buffer
, ins
);
3502 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
3503 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
3504 shader_addline(buffer
, "%s %s %s);\n", src0_param
.param_str
, op
, src1_param
.param_str
);
3507 static void shader_glsl_relop(const struct wined3d_shader_instruction
*ins
)
3509 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
3510 struct glsl_src_param src0_param
;
3511 struct glsl_src_param src1_param
;
3512 unsigned int mask_size
;
3516 write_mask
= shader_glsl_append_dst(buffer
, ins
);
3517 mask_size
= shader_glsl_get_write_mask_size(write_mask
);
3518 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
3519 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
3523 switch (ins
->handler_idx
)
3525 case WINED3DSIH_EQ
: op
= "equal"; break;
3526 case WINED3DSIH_IEQ
: op
= "equal"; break;
3527 case WINED3DSIH_GE
: op
= "greaterThanEqual"; break;
3528 case WINED3DSIH_IGE
: op
= "greaterThanEqual"; break;
3529 case WINED3DSIH_UGE
: op
= "greaterThanEqual"; break;
3530 case WINED3DSIH_LT
: op
= "lessThan"; break;
3531 case WINED3DSIH_ILT
: op
= "lessThan"; break;
3532 case WINED3DSIH_ULT
: op
= "lessThan"; break;
3533 case WINED3DSIH_NE
: op
= "notEqual"; break;
3534 case WINED3DSIH_INE
: op
= "notEqual"; break;
3536 op
= "<unhandled operator>";
3537 ERR("Unhandled opcode %#x.\n", ins
->handler_idx
);
3541 shader_addline(buffer
, "uvec%u(%s(%s, %s)) * 0xffffffffu);\n",
3542 mask_size
, op
, src0_param
.param_str
, src1_param
.param_str
);
3546 switch (ins
->handler_idx
)
3548 case WINED3DSIH_EQ
: op
= "=="; break;
3549 case WINED3DSIH_IEQ
: op
= "=="; break;
3550 case WINED3DSIH_GE
: op
= ">="; break;
3551 case WINED3DSIH_IGE
: op
= ">="; break;
3552 case WINED3DSIH_UGE
: op
= ">="; break;
3553 case WINED3DSIH_LT
: op
= "<"; break;
3554 case WINED3DSIH_ILT
: op
= "<"; break;
3555 case WINED3DSIH_ULT
: op
= "<"; break;
3556 case WINED3DSIH_NE
: op
= "!="; break;
3557 case WINED3DSIH_INE
: op
= "!="; break;
3559 op
= "<unhandled operator>";
3560 ERR("Unhandled opcode %#x.\n", ins
->handler_idx
);
3564 shader_addline(buffer
, "%s %s %s ? 0xffffffffu : 0u);\n",
3565 src0_param
.param_str
, op
, src1_param
.param_str
);
3569 static void shader_glsl_unary_op(const struct wined3d_shader_instruction
*ins
)
3571 struct glsl_src_param src_param
;
3575 switch (ins
->handler_idx
)
3577 case WINED3DSIH_INEG
: op
= "-"; break;
3578 case WINED3DSIH_NOT
: op
= "~"; break;
3580 op
= "<unhandled operator>";
3581 ERR("Unhandled opcode %s.\n",
3582 debug_d3dshaderinstructionhandler(ins
->handler_idx
));
3586 write_mask
= shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
3587 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src_param
);
3588 shader_addline(ins
->ctx
->buffer
, "%s%s);\n", op
, src_param
.param_str
);
3591 static void shader_glsl_imul(const struct wined3d_shader_instruction
*ins
)
3593 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
3594 struct glsl_src_param src0_param
;
3595 struct glsl_src_param src1_param
;
3598 /* If we have ARB_gpu_shader5 or GLSL 4.0, we can use imulExtended(). If
3599 * not, we can emulate it. */
3600 if (ins
->dst
[0].reg
.type
!= WINED3DSPR_NULL
)
3601 FIXME("64-bit integer multiplies not implemented.\n");
3603 if (ins
->dst
[1].reg
.type
!= WINED3DSPR_NULL
)
3605 write_mask
= shader_glsl_append_dst_ext(buffer
, ins
, &ins
->dst
[1], ins
->dst
[1].reg
.data_type
);
3606 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
3607 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
3609 shader_addline(ins
->ctx
->buffer
, "%s * %s);\n",
3610 src0_param
.param_str
, src1_param
.param_str
);
3614 static void shader_glsl_udiv(const struct wined3d_shader_instruction
*ins
)
3616 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
3617 struct glsl_src_param src0_param
, src1_param
;
3620 if (ins
->dst
[0].reg
.type
!= WINED3DSPR_NULL
)
3622 if (ins
->dst
[1].reg
.type
!= WINED3DSPR_NULL
)
3626 write_mask
= shader_glsl_get_write_mask(&ins
->dst
[0], dst_mask
);
3627 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
3628 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
3629 shader_addline(buffer
, "tmp0%s = uintBitsToFloat(%s / %s);\n",
3630 dst_mask
, src0_param
.param_str
, src1_param
.param_str
);
3632 write_mask
= shader_glsl_append_dst_ext(buffer
, ins
, &ins
->dst
[1], ins
->dst
[1].reg
.data_type
);
3633 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
3634 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
3635 shader_addline(buffer
, "%s %% %s);\n", src0_param
.param_str
, src1_param
.param_str
);
3637 shader_glsl_append_dst_ext(buffer
, ins
, &ins
->dst
[0], WINED3D_DATA_FLOAT
);
3638 shader_addline(buffer
, "tmp0%s);\n", dst_mask
);
3642 write_mask
= shader_glsl_append_dst_ext(buffer
, ins
, &ins
->dst
[0], ins
->dst
[0].reg
.data_type
);
3643 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
3644 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
3645 shader_addline(buffer
, "%s / %s);\n", src0_param
.param_str
, src1_param
.param_str
);
3648 else if (ins
->dst
[1].reg
.type
!= WINED3DSPR_NULL
)
3650 write_mask
= shader_glsl_append_dst_ext(buffer
, ins
, &ins
->dst
[1], ins
->dst
[1].reg
.data_type
);
3651 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
3652 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
3653 shader_addline(buffer
, "%s %% %s);\n", src0_param
.param_str
, src1_param
.param_str
);
3657 /* Process the WINED3DSIO_MOV opcode using GLSL (dst = src) */
3658 static void shader_glsl_mov(const struct wined3d_shader_instruction
*ins
)
3660 const struct wined3d_gl_info
*gl_info
= ins
->ctx
->gl_info
;
3661 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
3662 struct glsl_src_param src0_param
;
3665 write_mask
= shader_glsl_append_dst(buffer
, ins
);
3666 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
3668 /* In vs_1_1 WINED3DSIO_MOV can write to the address register. In later
3669 * shader versions WINED3DSIO_MOVA is used for this. */
3670 if (ins
->ctx
->reg_maps
->shader_version
.major
== 1
3671 && ins
->ctx
->reg_maps
->shader_version
.type
== WINED3D_SHADER_TYPE_VERTEX
3672 && ins
->dst
[0].reg
.type
== WINED3DSPR_ADDR
)
3674 /* This is a simple floor() */
3675 unsigned int mask_size
= shader_glsl_get_write_mask_size(write_mask
);
3676 if (mask_size
> 1) {
3677 shader_addline(buffer
, "ivec%d(floor(%s)));\n", mask_size
, src0_param
.param_str
);
3679 shader_addline(buffer
, "int(floor(%s)));\n", src0_param
.param_str
);
3682 else if (ins
->handler_idx
== WINED3DSIH_MOVA
)
3684 const struct wined3d_shader_version
*version
= &ins
->ctx
->shader
->reg_maps
.shader_version
;
3685 unsigned int mask_size
= shader_glsl_get_write_mask_size(write_mask
);
3687 if (shader_glsl_get_version(gl_info
, version
) >= 130 || gl_info
->supported
[EXT_GPU_SHADER4
])
3690 shader_addline(buffer
, "ivec%d(round(%s)));\n", mask_size
, src0_param
.param_str
);
3692 shader_addline(buffer
, "int(round(%s)));\n", src0_param
.param_str
);
3697 shader_addline(buffer
, "ivec%d(floor(abs(%s) + vec%d(0.5)) * sign(%s)));\n",
3698 mask_size
, src0_param
.param_str
, mask_size
, src0_param
.param_str
);
3700 shader_addline(buffer
, "int(floor(abs(%s) + 0.5) * sign(%s)));\n",
3701 src0_param
.param_str
, src0_param
.param_str
);
3706 shader_addline(buffer
, "%s);\n", src0_param
.param_str
);
3710 /* Process the dot product operators DP3 and DP4 in GLSL (dst = dot(src0, src1)) */
3711 static void shader_glsl_dot(const struct wined3d_shader_instruction
*ins
)
3713 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
3714 struct glsl_src_param src0_param
;
3715 struct glsl_src_param src1_param
;
3716 DWORD dst_write_mask
, src_write_mask
;
3717 unsigned int dst_size
;
3719 dst_write_mask
= shader_glsl_append_dst(buffer
, ins
);
3720 dst_size
= shader_glsl_get_write_mask_size(dst_write_mask
);
3722 /* dp4 works on vec4, dp3 on vec3, etc. */
3723 if (ins
->handler_idx
== WINED3DSIH_DP4
)
3724 src_write_mask
= WINED3DSP_WRITEMASK_ALL
;
3725 else if (ins
->handler_idx
== WINED3DSIH_DP3
)
3726 src_write_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
3728 src_write_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
;
3730 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_write_mask
, &src0_param
);
3731 shader_glsl_add_src_param(ins
, &ins
->src
[1], src_write_mask
, &src1_param
);
3734 shader_addline(buffer
, "vec%d(dot(%s, %s)));\n", dst_size
, src0_param
.param_str
, src1_param
.param_str
);
3736 shader_addline(buffer
, "dot(%s, %s));\n", src0_param
.param_str
, src1_param
.param_str
);
3740 /* Note that this instruction has some restrictions. The destination write mask
3741 * can't contain the w component, and the source swizzles have to be .xyzw */
3742 static void shader_glsl_cross(const struct wined3d_shader_instruction
*ins
)
3744 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
3745 struct glsl_src_param src0_param
;
3746 struct glsl_src_param src1_param
;
3749 shader_glsl_get_write_mask(&ins
->dst
[0], dst_mask
);
3750 shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
3751 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_mask
, &src0_param
);
3752 shader_glsl_add_src_param(ins
, &ins
->src
[1], src_mask
, &src1_param
);
3753 shader_addline(ins
->ctx
->buffer
, "cross(%s, %s)%s);\n", src0_param
.param_str
, src1_param
.param_str
, dst_mask
);
3756 static void shader_glsl_cut(const struct wined3d_shader_instruction
*ins
)
3758 unsigned int stream
= ins
->handler_idx
== WINED3DSIH_CUT
? 0 : ins
->src
[0].reg
.idx
[0].offset
;
3761 shader_addline(ins
->ctx
->buffer
, "EndPrimitive();\n");
3763 FIXME("Unhandled primitive stream %u.\n", stream
);
3766 /* Process the WINED3DSIO_POW instruction in GLSL (dst = |src0|^src1)
3767 * Src0 and src1 are scalars. Note that D3D uses the absolute of src0, while
3768 * GLSL uses the value as-is. */
3769 static void shader_glsl_pow(const struct wined3d_shader_instruction
*ins
)
3771 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
3772 struct glsl_src_param src0_param
;
3773 struct glsl_src_param src1_param
;
3774 DWORD dst_write_mask
;
3775 unsigned int dst_size
;
3777 dst_write_mask
= shader_glsl_append_dst(buffer
, ins
);
3778 dst_size
= shader_glsl_get_write_mask_size(dst_write_mask
);
3780 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
, &src0_param
);
3781 shader_glsl_add_src_param(ins
, &ins
->src
[1], WINED3DSP_WRITEMASK_0
, &src1_param
);
3785 shader_addline(buffer
, "vec%u(%s == 0.0 ? 1.0 : pow(abs(%s), %s)));\n",
3786 dst_size
, src1_param
.param_str
, src0_param
.param_str
, src1_param
.param_str
);
3790 shader_addline(buffer
, "%s == 0.0 ? 1.0 : pow(abs(%s), %s));\n",
3791 src1_param
.param_str
, src0_param
.param_str
, src1_param
.param_str
);
3795 /* Map the opcode 1-to-1 to the GL code (arg->dst = instruction(src0, src1, ...) */
3796 static void shader_glsl_map2gl(const struct wined3d_shader_instruction
*ins
)
3798 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
3799 struct glsl_src_param src_param
;
3800 const char *instruction
;
3804 /* Determine the GLSL function to use based on the opcode */
3805 /* TODO: Possibly make this a table for faster lookups */
3806 switch (ins
->handler_idx
)
3808 case WINED3DSIH_ABS
: instruction
= "abs"; break;
3809 case WINED3DSIH_BFREV
: instruction
= "bitfieldReverse"; break;
3810 case WINED3DSIH_COUNTBITS
: instruction
= "bitCount"; break;
3811 case WINED3DSIH_DSX
: instruction
= "dFdx"; break;
3812 case WINED3DSIH_DSX_COARSE
: instruction
= "dFdxCoarse"; break;
3813 case WINED3DSIH_DSX_FINE
: instruction
= "dFdxFine"; break;
3814 case WINED3DSIH_DSY
: instruction
= "ycorrection.y * dFdy"; break;
3815 case WINED3DSIH_DSY_COARSE
: instruction
= "ycorrection.y * dFdyCoarse"; break;
3816 case WINED3DSIH_DSY_FINE
: instruction
= "ycorrection.y * dFdyFine"; break;
3817 case WINED3DSIH_FIRSTBIT_HI
: instruction
= "findMSB"; break;
3818 case WINED3DSIH_FIRSTBIT_LO
: instruction
= "findLSB"; break;
3819 case WINED3DSIH_FIRSTBIT_SHI
: instruction
= "findMSB"; break;
3820 case WINED3DSIH_FRC
: instruction
= "fract"; break;
3821 case WINED3DSIH_IMAX
: instruction
= "max"; break;
3822 case WINED3DSIH_IMIN
: instruction
= "min"; break;
3823 case WINED3DSIH_MAX
: instruction
= "max"; break;
3824 case WINED3DSIH_MIN
: instruction
= "min"; break;
3825 case WINED3DSIH_ROUND_NE
: instruction
= "roundEven"; break;
3826 case WINED3DSIH_ROUND_NI
: instruction
= "floor"; break;
3827 case WINED3DSIH_ROUND_PI
: instruction
= "ceil"; break;
3828 case WINED3DSIH_ROUND_Z
: instruction
= "trunc"; break;
3829 case WINED3DSIH_SQRT
: instruction
= "sqrt"; break;
3830 case WINED3DSIH_UMAX
: instruction
= "max"; break;
3831 case WINED3DSIH_UMIN
: instruction
= "min"; break;
3832 default: instruction
= "";
3833 ERR("Opcode %s not yet handled in GLSL.\n", debug_d3dshaderinstructionhandler(ins
->handler_idx
));
3837 write_mask
= shader_glsl_append_dst(buffer
, ins
);
3839 /* In D3D bits are numbered from the most significant bit. */
3840 if (ins
->handler_idx
== WINED3DSIH_FIRSTBIT_HI
|| ins
->handler_idx
== WINED3DSIH_FIRSTBIT_SHI
)
3841 shader_addline(buffer
, "31 - ");
3842 shader_addline(buffer
, "%s(", instruction
);
3846 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src_param
);
3847 shader_addline(buffer
, "%s", src_param
.param_str
);
3848 for (i
= 1; i
< ins
->src_count
; ++i
)
3850 shader_glsl_add_src_param(ins
, &ins
->src
[i
], write_mask
, &src_param
);
3851 shader_addline(buffer
, ", %s", src_param
.param_str
);
3855 shader_addline(buffer
, "));\n");
3858 static void shader_glsl_float16(const struct wined3d_shader_instruction
*ins
)
3860 struct wined3d_shader_dst_param dst
;
3861 struct glsl_src_param src
;
3866 fmt
= ins
->handler_idx
== WINED3DSIH_F16TOF32
3867 ? "unpackHalf2x16(%s).x);\n" : "packHalf2x16(vec2(%s, 0.0)));\n";
3870 for (i
= 0; i
< 4; ++i
)
3872 dst
.write_mask
= ins
->dst
[0].write_mask
& (WINED3DSP_WRITEMASK_0
<< i
);
3873 if (!(write_mask
= shader_glsl_append_dst_ext(ins
->ctx
->buffer
, ins
,
3874 &dst
, dst
.reg
.data_type
)))
3877 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src
);
3878 shader_addline(ins
->ctx
->buffer
, fmt
, src
.param_str
);
3882 static void shader_glsl_bitwise_op(const struct wined3d_shader_instruction
*ins
)
3884 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
3885 struct wined3d_shader_dst_param dst
;
3886 struct glsl_src_param src
[4];
3887 const char *instruction
;
3891 switch (ins
->handler_idx
)
3893 case WINED3DSIH_BFI
: instruction
= "bitfieldInsert"; break;
3894 case WINED3DSIH_UBFE
: instruction
= "bitfieldExtract"; break;
3896 ERR("Unhandled opcode %#x.\n", ins
->handler_idx
);
3901 for (i
= 0; i
< 4; ++i
)
3903 dst
.write_mask
= ins
->dst
[0].write_mask
& (WINED3DSP_WRITEMASK_0
<< i
);
3904 if (!(write_mask
= shader_glsl_append_dst_ext(ins
->ctx
->buffer
, ins
,
3905 &dst
, dst
.reg
.data_type
)))
3908 for (j
= 0; j
< ins
->src_count
; ++j
)
3909 shader_glsl_add_src_param(ins
, &ins
->src
[j
], write_mask
, &src
[j
]);
3910 shader_addline(buffer
, "%s(", instruction
);
3911 for (j
= 0; j
< ins
->src_count
- 2; ++j
)
3912 shader_addline(buffer
, "%s, ", src
[ins
->src_count
- j
- 1].param_str
);
3913 shader_addline(buffer
, "%s & 0x1f, %s & 0x1f));\n", src
[1].param_str
, src
[0].param_str
);
3917 static void shader_glsl_nop(const struct wined3d_shader_instruction
*ins
) {}
3919 static void shader_glsl_nrm(const struct wined3d_shader_instruction
*ins
)
3921 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
3922 struct glsl_src_param src_param
;
3923 unsigned int mask_size
;
3927 write_mask
= shader_glsl_get_write_mask(ins
->dst
, dst_mask
);
3928 mask_size
= shader_glsl_get_write_mask_size(write_mask
);
3929 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src_param
);
3931 shader_addline(buffer
, "tmp0.x = dot(%s, %s);\n",
3932 src_param
.param_str
, src_param
.param_str
);
3933 shader_glsl_append_dst(buffer
, ins
);
3937 shader_addline(buffer
, "tmp0.x == 0.0 ? vec%u(0.0) : (%s * inversesqrt(tmp0.x)));\n",
3938 mask_size
, src_param
.param_str
);
3942 shader_addline(buffer
, "tmp0.x == 0.0 ? 0.0 : (%s * inversesqrt(tmp0.x)));\n",
3943 src_param
.param_str
);
3947 static void shader_glsl_scalar_op(const struct wined3d_shader_instruction
*ins
)
3949 DWORD shader_version
= WINED3D_SHADER_VERSION(ins
->ctx
->reg_maps
->shader_version
.major
,
3950 ins
->ctx
->reg_maps
->shader_version
.minor
);
3951 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
3952 struct glsl_src_param src0_param
;
3953 const char *prefix
, *suffix
;
3954 unsigned int dst_size
;
3955 DWORD dst_write_mask
;
3957 dst_write_mask
= shader_glsl_append_dst(buffer
, ins
);
3958 dst_size
= shader_glsl_get_write_mask_size(dst_write_mask
);
3960 if (shader_version
< WINED3D_SHADER_VERSION(4, 0))
3961 dst_write_mask
= WINED3DSP_WRITEMASK_3
;
3963 shader_glsl_add_src_param(ins
, &ins
->src
[0], dst_write_mask
, &src0_param
);
3965 switch (ins
->handler_idx
)
3967 case WINED3DSIH_EXP
:
3968 case WINED3DSIH_EXPP
:
3973 case WINED3DSIH_LOG
:
3974 case WINED3DSIH_LOGP
:
3975 prefix
= "log2(abs(";
3979 case WINED3DSIH_RCP
:
3984 case WINED3DSIH_RSQ
:
3985 prefix
= "inversesqrt(abs(";
3992 FIXME("Unhandled instruction %#x.\n", ins
->handler_idx
);
3996 if (dst_size
> 1 && shader_version
< WINED3D_SHADER_VERSION(4, 0))
3997 shader_addline(buffer
, "vec%u(%s%s%s));\n", dst_size
, prefix
, src0_param
.param_str
, suffix
);
3999 shader_addline(buffer
, "%s%s%s);\n", prefix
, src0_param
.param_str
, suffix
);
4002 /** Process the WINED3DSIO_EXPP instruction in GLSL:
4003 * For shader model 1.x, do the following (and honor the writemask, so use a temporary variable):
4004 * dst.x = 2^(floor(src))
4005 * dst.y = src - floor(src)
4006 * dst.z = 2^src (partial precision is allowed, but optional)
4008 * For 2.0 shaders, just do this (honoring writemask and swizzle):
4009 * dst = 2^src; (partial precision is allowed, but optional)
4011 static void shader_glsl_expp(const struct wined3d_shader_instruction
*ins
)
4013 if (ins
->ctx
->reg_maps
->shader_version
.major
< 2)
4015 struct glsl_src_param src_param
;
4018 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_3
, &src_param
);
4020 shader_addline(ins
->ctx
->buffer
, "tmp0.x = exp2(floor(%s));\n", src_param
.param_str
);
4021 shader_addline(ins
->ctx
->buffer
, "tmp0.y = %s - floor(%s);\n", src_param
.param_str
, src_param
.param_str
);
4022 shader_addline(ins
->ctx
->buffer
, "tmp0.z = exp2(%s);\n", src_param
.param_str
);
4023 shader_addline(ins
->ctx
->buffer
, "tmp0.w = 1.0;\n");
4025 shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
4026 shader_glsl_get_write_mask(&ins
->dst
[0], dst_mask
);
4027 shader_addline(ins
->ctx
->buffer
, "tmp0%s);\n", dst_mask
);
4031 shader_glsl_scalar_op(ins
);
4034 static void shader_glsl_cast(const struct wined3d_shader_instruction
*ins
,
4035 const char *vector_constructor
, const char *scalar_constructor
)
4037 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
4038 struct glsl_src_param src_param
;
4039 unsigned int mask_size
;
4042 write_mask
= shader_glsl_append_dst(buffer
, ins
);
4043 mask_size
= shader_glsl_get_write_mask_size(write_mask
);
4044 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src_param
);
4047 shader_addline(buffer
, "%s%u(%s));\n", vector_constructor
, mask_size
, src_param
.param_str
);
4049 shader_addline(buffer
, "%s(%s));\n", scalar_constructor
, src_param
.param_str
);
4052 static void shader_glsl_to_int(const struct wined3d_shader_instruction
*ins
)
4054 shader_glsl_cast(ins
, "ivec", "int");
4057 static void shader_glsl_to_uint(const struct wined3d_shader_instruction
*ins
)
4059 shader_glsl_cast(ins
, "uvec", "uint");
4062 static void shader_glsl_to_float(const struct wined3d_shader_instruction
*ins
)
4064 shader_glsl_cast(ins
, "vec", "float");
4067 /** Process signed comparison opcodes in GLSL. */
4068 static void shader_glsl_compare(const struct wined3d_shader_instruction
*ins
)
4070 struct glsl_src_param src0_param
;
4071 struct glsl_src_param src1_param
;
4073 unsigned int mask_size
;
4075 write_mask
= shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
4076 mask_size
= shader_glsl_get_write_mask_size(write_mask
);
4077 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
4078 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
4080 if (mask_size
> 1) {
4081 const char *compare
;
4083 switch(ins
->handler_idx
)
4085 case WINED3DSIH_SLT
: compare
= "lessThan"; break;
4086 case WINED3DSIH_SGE
: compare
= "greaterThanEqual"; break;
4087 default: compare
= "";
4088 FIXME("Can't handle opcode %s.\n", debug_d3dshaderinstructionhandler(ins
->handler_idx
));
4091 shader_addline(ins
->ctx
->buffer
, "vec%d(%s(%s, %s)));\n", mask_size
, compare
,
4092 src0_param
.param_str
, src1_param
.param_str
);
4094 switch(ins
->handler_idx
)
4096 case WINED3DSIH_SLT
:
4097 /* Step(src0, src1) is not suitable here because if src0 == src1 SLT is supposed,
4098 * to return 0.0 but step returns 1.0 because step is not < x
4099 * An alternative is a bvec compare padded with an unused second component.
4100 * step(src1 * -1.0, src0 * -1.0) is not an option because it suffers from the same
4101 * issue. Playing with not() is not possible either because not() does not accept
4104 shader_addline(ins
->ctx
->buffer
, "(%s < %s) ? 1.0 : 0.0);\n",
4105 src0_param
.param_str
, src1_param
.param_str
);
4107 case WINED3DSIH_SGE
:
4108 /* Here we can use the step() function and safe a conditional */
4109 shader_addline(ins
->ctx
->buffer
, "step(%s, %s));\n", src1_param
.param_str
, src0_param
.param_str
);
4112 FIXME("Can't handle opcode %s.\n", debug_d3dshaderinstructionhandler(ins
->handler_idx
));
4118 static void shader_glsl_conditional_move(const struct wined3d_shader_instruction
*ins
)
4120 const char *condition_prefix
, *condition_suffix
;
4121 struct wined3d_shader_dst_param dst
;
4122 struct glsl_src_param src0_param
;
4123 struct glsl_src_param src1_param
;
4124 struct glsl_src_param src2_param
;
4125 BOOL temp_destination
= FALSE
;
4126 DWORD cmp_channel
= 0;
4131 switch (ins
->handler_idx
)
4133 case WINED3DSIH_CMP
:
4134 condition_prefix
= "";
4135 condition_suffix
= " >= 0.0";
4138 case WINED3DSIH_CND
:
4139 condition_prefix
= "";
4140 condition_suffix
= " > 0.5";
4143 case WINED3DSIH_MOVC
:
4144 condition_prefix
= "bool(";
4145 condition_suffix
= ")";
4149 FIXME("Unhandled instruction %#x.\n", ins
->handler_idx
);
4150 condition_prefix
= "<unhandled prefix>";
4151 condition_suffix
= "<unhandled suffix>";
4155 if (shader_is_scalar(&ins
->dst
[0].reg
) || shader_is_scalar(&ins
->src
[0].reg
))
4157 write_mask
= shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
4158 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
4159 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
4160 shader_glsl_add_src_param(ins
, &ins
->src
[2], write_mask
, &src2_param
);
4162 shader_addline(ins
->ctx
->buffer
, "%s%s%s ? %s : %s);\n",
4163 condition_prefix
, src0_param
.param_str
, condition_suffix
,
4164 src1_param
.param_str
, src2_param
.param_str
);
4170 /* Splitting the instruction up in multiple lines imposes a problem:
4171 * The first lines may overwrite source parameters of the following lines.
4172 * Deal with that by using a temporary destination register if needed. */
4173 if ((ins
->src
[0].reg
.idx
[0].offset
== dst
.reg
.idx
[0].offset
4174 && ins
->src
[0].reg
.type
== dst
.reg
.type
)
4175 || (ins
->src
[1].reg
.idx
[0].offset
== dst
.reg
.idx
[0].offset
4176 && ins
->src
[1].reg
.type
== dst
.reg
.type
)
4177 || (ins
->src
[2].reg
.idx
[0].offset
== dst
.reg
.idx
[0].offset
4178 && ins
->src
[2].reg
.type
== dst
.reg
.type
))
4179 temp_destination
= TRUE
;
4181 /* Cycle through all source0 channels. */
4182 for (i
= 0; i
< 4; ++i
)
4185 /* Find the destination channels which use the current source0 channel. */
4186 for (j
= 0; j
< 4; ++j
)
4188 if (shader_glsl_swizzle_get_component(ins
->src
[0].swizzle
, j
) == i
)
4190 write_mask
|= WINED3DSP_WRITEMASK_0
<< j
;
4191 cmp_channel
= WINED3DSP_WRITEMASK_0
<< j
;
4194 dst
.write_mask
= ins
->dst
[0].write_mask
& write_mask
;
4196 if (temp_destination
)
4198 if (!(write_mask
= shader_glsl_get_write_mask(&dst
, mask_char
)))
4200 shader_addline(ins
->ctx
->buffer
, "tmp0%s = (", mask_char
);
4202 else if (!(write_mask
= shader_glsl_append_dst_ext(ins
->ctx
->buffer
, ins
, &dst
, dst
.reg
.data_type
)))
4205 shader_glsl_add_src_param(ins
, &ins
->src
[0], cmp_channel
, &src0_param
);
4206 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
4207 shader_glsl_add_src_param(ins
, &ins
->src
[2], write_mask
, &src2_param
);
4209 shader_addline(ins
->ctx
->buffer
, "%s%s%s ? %s : %s);\n",
4210 condition_prefix
, src0_param
.param_str
, condition_suffix
,
4211 src1_param
.param_str
, src2_param
.param_str
);
4214 if (temp_destination
)
4216 shader_glsl_get_write_mask(&ins
->dst
[0], mask_char
);
4217 shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
4218 shader_addline(ins
->ctx
->buffer
, "tmp0%s);\n", mask_char
);
4222 /** Process the CND opcode in GLSL (dst = (src0 > 0.5) ? src1 : src2) */
4223 /* For ps 1.1-1.3, only a single component of src0 is used. For ps 1.4
4224 * the compare is done per component of src0. */
4225 static void shader_glsl_cnd(const struct wined3d_shader_instruction
*ins
)
4227 struct glsl_src_param src0_param
;
4228 struct glsl_src_param src1_param
;
4229 struct glsl_src_param src2_param
;
4231 DWORD shader_version
= WINED3D_SHADER_VERSION(ins
->ctx
->reg_maps
->shader_version
.major
,
4232 ins
->ctx
->reg_maps
->shader_version
.minor
);
4234 if (shader_version
< WINED3D_SHADER_VERSION(1, 4))
4236 write_mask
= shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
4237 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
, &src0_param
);
4238 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
4239 shader_glsl_add_src_param(ins
, &ins
->src
[2], write_mask
, &src2_param
);
4241 if (ins
->coissue
&& ins
->dst
->write_mask
!= WINED3DSP_WRITEMASK_3
)
4242 shader_addline(ins
->ctx
->buffer
, "%s /* COISSUE! */);\n", src1_param
.param_str
);
4244 shader_addline(ins
->ctx
->buffer
, "%s > 0.5 ? %s : %s);\n",
4245 src0_param
.param_str
, src1_param
.param_str
, src2_param
.param_str
);
4249 shader_glsl_conditional_move(ins
);
4252 /** GLSL code generation for WINED3DSIO_MAD: Multiply the first 2 opcodes, then add the last */
4253 static void shader_glsl_mad(const struct wined3d_shader_instruction
*ins
)
4255 struct glsl_src_param src0_param
;
4256 struct glsl_src_param src1_param
;
4257 struct glsl_src_param src2_param
;
4260 write_mask
= shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
4261 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
4262 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
4263 shader_glsl_add_src_param(ins
, &ins
->src
[2], write_mask
, &src2_param
);
4264 shader_addline(ins
->ctx
->buffer
, "(%s * %s) + %s);\n",
4265 src0_param
.param_str
, src1_param
.param_str
, src2_param
.param_str
);
4268 /* Handles transforming all WINED3DSIO_M?x? opcodes for
4269 Vertex shaders to GLSL codes */
4270 static void shader_glsl_mnxn(const struct wined3d_shader_instruction
*ins
)
4273 int nComponents
= 0;
4274 struct wined3d_shader_dst_param tmp_dst
= {{0}};
4275 struct wined3d_shader_src_param tmp_src
[2] = {{{0}}};
4276 struct wined3d_shader_instruction tmp_ins
;
4278 memset(&tmp_ins
, 0, sizeof(tmp_ins
));
4280 /* Set constants for the temporary argument */
4281 tmp_ins
.ctx
= ins
->ctx
;
4282 tmp_ins
.dst_count
= 1;
4283 tmp_ins
.dst
= &tmp_dst
;
4284 tmp_ins
.src_count
= 2;
4285 tmp_ins
.src
= tmp_src
;
4287 switch(ins
->handler_idx
)
4289 case WINED3DSIH_M4x4
:
4291 tmp_ins
.handler_idx
= WINED3DSIH_DP4
;
4293 case WINED3DSIH_M4x3
:
4295 tmp_ins
.handler_idx
= WINED3DSIH_DP4
;
4297 case WINED3DSIH_M3x4
:
4299 tmp_ins
.handler_idx
= WINED3DSIH_DP3
;
4301 case WINED3DSIH_M3x3
:
4303 tmp_ins
.handler_idx
= WINED3DSIH_DP3
;
4305 case WINED3DSIH_M3x2
:
4307 tmp_ins
.handler_idx
= WINED3DSIH_DP3
;
4313 tmp_dst
= ins
->dst
[0];
4314 tmp_src
[0] = ins
->src
[0];
4315 tmp_src
[1] = ins
->src
[1];
4316 for (i
= 0; i
< nComponents
; ++i
)
4318 tmp_dst
.write_mask
= WINED3DSP_WRITEMASK_0
<< i
;
4319 shader_glsl_dot(&tmp_ins
);
4320 ++tmp_src
[1].reg
.idx
[0].offset
;
4325 The LRP instruction performs a component-wise linear interpolation
4326 between the second and third operands using the first operand as the
4327 blend factor. Equation: (dst = src2 + src0 * (src1 - src2))
4328 This is equivalent to mix(src2, src1, src0);
4330 static void shader_glsl_lrp(const struct wined3d_shader_instruction
*ins
)
4332 struct glsl_src_param src0_param
;
4333 struct glsl_src_param src1_param
;
4334 struct glsl_src_param src2_param
;
4337 write_mask
= shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
4339 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
4340 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
4341 shader_glsl_add_src_param(ins
, &ins
->src
[2], write_mask
, &src2_param
);
4343 shader_addline(ins
->ctx
->buffer
, "mix(%s, %s, %s));\n",
4344 src2_param
.param_str
, src1_param
.param_str
, src0_param
.param_str
);
4347 /** Process the WINED3DSIO_LIT instruction in GLSL:
4348 * dst.x = dst.w = 1.0
4349 * dst.y = (src0.x > 0) ? src0.x
4350 * dst.z = (src0.x > 0) ? ((src0.y > 0) ? pow(src0.y, src.w) : 0) : 0
4351 * where src.w is clamped at +- 128
4353 static void shader_glsl_lit(const struct wined3d_shader_instruction
*ins
)
4355 struct glsl_src_param src0_param
;
4356 struct glsl_src_param src1_param
;
4357 struct glsl_src_param src3_param
;
4360 shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
4361 shader_glsl_get_write_mask(&ins
->dst
[0], dst_mask
);
4363 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
, &src0_param
);
4364 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_1
, &src1_param
);
4365 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_3
, &src3_param
);
4367 /* The sdk specifies the instruction like this
4369 * if(src.x > 0.0) dst.y = src.x
4371 * if(src.x > 0.0 && src.y > 0.0) dst.z = pow(src.y, power);
4374 * (where power = src.w clamped between -128 and 128)
4376 * Obviously that has quite a few conditionals in it which we don't like. So the first step is this:
4377 * dst.x = 1.0 ... No further explanation needed
4378 * dst.y = max(src.y, 0.0); ... If x < 0.0, use 0.0, otherwise x. Same as the conditional
4379 * dst.z = x > 0.0 ? pow(max(y, 0.0), p) : 0; ... 0 ^ power is 0, and otherwise we use y anyway
4380 * dst.w = 1.0. ... Nothing fancy.
4382 * So we still have one conditional in there. So do this:
4383 * dst.z = pow(max(0.0, src.y) * step(0.0, src.x), power);
4385 * 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),
4386 * 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.
4387 * if both x and y are > 0, we get pow(y * 1.0, power), as it is supposed to.
4389 * Unfortunately pow(0.0 ^ 0.0) returns NaN on most GPUs, but lit with src.y = 0 and src.w = 0 returns
4390 * a non-NaN value in dst.z. What we return doesn't matter, as long as it is not NaN. Return 0, which is
4391 * what all Windows HW drivers and GL_ARB_vertex_program's LIT do.
4393 shader_addline(ins
->ctx
->buffer
,
4394 "vec4(1.0, max(%s, 0.0), %s == 0.0 ? 0.0 : "
4395 "pow(max(0.0, %s) * step(0.0, %s), clamp(%s, -128.0, 128.0)), 1.0)%s);\n",
4396 src0_param
.param_str
, src3_param
.param_str
, src1_param
.param_str
,
4397 src0_param
.param_str
, src3_param
.param_str
, dst_mask
);
4400 /** Process the WINED3DSIO_DST instruction in GLSL:
4402 * dst.y = src0.x * src0.y
4406 static void shader_glsl_dst(const struct wined3d_shader_instruction
*ins
)
4408 struct glsl_src_param src0y_param
;
4409 struct glsl_src_param src0z_param
;
4410 struct glsl_src_param src1y_param
;
4411 struct glsl_src_param src1w_param
;
4414 shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
4415 shader_glsl_get_write_mask(&ins
->dst
[0], dst_mask
);
4417 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_1
, &src0y_param
);
4418 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_2
, &src0z_param
);
4419 shader_glsl_add_src_param(ins
, &ins
->src
[1], WINED3DSP_WRITEMASK_1
, &src1y_param
);
4420 shader_glsl_add_src_param(ins
, &ins
->src
[1], WINED3DSP_WRITEMASK_3
, &src1w_param
);
4422 shader_addline(ins
->ctx
->buffer
, "vec4(1.0, %s * %s, %s, %s))%s;\n",
4423 src0y_param
.param_str
, src1y_param
.param_str
, src0z_param
.param_str
, src1w_param
.param_str
, dst_mask
);
4426 /** Process the WINED3DSIO_SINCOS instruction in GLSL:
4427 * VS 2.0 requires that specific cosine and sine constants be passed to this instruction so the hardware
4428 * can handle it. But, these functions are built-in for GLSL, so we can just ignore the last 2 params.
4430 * dst.x = cos(src0.?)
4431 * dst.y = sin(src0.?)
4435 static void shader_glsl_sincos(const struct wined3d_shader_instruction
*ins
)
4437 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
4438 struct glsl_src_param src0_param
;
4441 if (ins
->ctx
->reg_maps
->shader_version
.major
< 4)
4443 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
, &src0_param
);
4445 write_mask
= shader_glsl_append_dst(buffer
, ins
);
4448 case WINED3DSP_WRITEMASK_0
:
4449 shader_addline(buffer
, "cos(%s));\n", src0_param
.param_str
);
4452 case WINED3DSP_WRITEMASK_1
:
4453 shader_addline(buffer
, "sin(%s));\n", src0_param
.param_str
);
4456 case (WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
):
4457 shader_addline(buffer
, "vec2(cos(%s), sin(%s)));\n",
4458 src0_param
.param_str
, src0_param
.param_str
);
4462 ERR("Write mask should be .x, .y or .xy\n");
4469 if (ins
->dst
[0].reg
.type
!= WINED3DSPR_NULL
)
4472 if (ins
->dst
[1].reg
.type
!= WINED3DSPR_NULL
)
4476 write_mask
= shader_glsl_get_write_mask(&ins
->dst
[0], dst_mask
);
4477 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
4478 shader_addline(buffer
, "tmp0%s = sin(%s);\n", dst_mask
, src0_param
.param_str
);
4480 write_mask
= shader_glsl_append_dst_ext(buffer
, ins
, &ins
->dst
[1], ins
->dst
[1].reg
.data_type
);
4481 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
4482 shader_addline(buffer
, "cos(%s));\n", src0_param
.param_str
);
4484 shader_glsl_append_dst_ext(buffer
, ins
, &ins
->dst
[0], ins
->dst
[0].reg
.data_type
);
4485 shader_addline(buffer
, "tmp0%s);\n", dst_mask
);
4489 write_mask
= shader_glsl_append_dst_ext(buffer
, ins
, &ins
->dst
[0], ins
->dst
[0].reg
.data_type
);
4490 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
4491 shader_addline(buffer
, "sin(%s));\n", src0_param
.param_str
);
4494 else if (ins
->dst
[1].reg
.type
!= WINED3DSPR_NULL
)
4496 write_mask
= shader_glsl_append_dst_ext(buffer
, ins
, &ins
->dst
[1], ins
->dst
[1].reg
.data_type
);
4497 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
4498 shader_addline(buffer
, "cos(%s));\n", src0_param
.param_str
);
4502 /* sgn in vs_2_0 has 2 extra parameters(registers for temporary storage) which we don't use
4503 * here. But those extra parameters require a dedicated function for sgn, since map2gl would
4504 * generate invalid code
4506 static void shader_glsl_sgn(const struct wined3d_shader_instruction
*ins
)
4508 struct glsl_src_param src0_param
;
4511 write_mask
= shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
4512 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
4514 shader_addline(ins
->ctx
->buffer
, "sign(%s));\n", src0_param
.param_str
);
4517 /** Process the WINED3DSIO_LOOP instruction in GLSL:
4518 * Start a for() loop where src1.y is the initial value of aL,
4519 * increment aL by src1.z for a total of src1.x iterations.
4520 * Need to use a temporary variable for this operation.
4522 /* FIXME: I don't think nested loops will work correctly this way. */
4523 static void shader_glsl_loop(const struct wined3d_shader_instruction
*ins
)
4525 struct wined3d_shader_parser_state
*state
= ins
->ctx
->state
;
4526 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
4527 const struct wined3d_shader
*shader
= ins
->ctx
->shader
;
4528 const struct wined3d_shader_lconst
*constant
;
4529 struct glsl_src_param src1_param
;
4530 const DWORD
*control_values
= NULL
;
4532 if (ins
->ctx
->reg_maps
->shader_version
.major
< 4)
4534 shader_glsl_add_src_param(ins
, &ins
->src
[1], WINED3DSP_WRITEMASK_ALL
, &src1_param
);
4536 /* Try to hardcode the loop control parameters if possible. Direct3D 9
4537 * class hardware doesn't support real varying indexing, but Microsoft
4538 * designed this feature for Shader model 2.x+. If the loop control is
4539 * known at compile time, the GLSL compiler can unroll the loop, and
4540 * replace indirect addressing with direct addressing. */
4541 if (ins
->src
[1].reg
.type
== WINED3DSPR_CONSTINT
)
4543 LIST_FOR_EACH_ENTRY(constant
, &shader
->constantsI
, struct wined3d_shader_lconst
, entry
)
4545 if (constant
->idx
== ins
->src
[1].reg
.idx
[0].offset
)
4547 control_values
= constant
->value
;
4555 struct wined3d_shader_loop_control loop_control
;
4556 loop_control
.count
= control_values
[0];
4557 loop_control
.start
= control_values
[1];
4558 loop_control
.step
= (int)control_values
[2];
4560 if (loop_control
.step
> 0)
4562 shader_addline(buffer
, "for (aL%u = %u; aL%u < (%u * %d + %u); aL%u += %d)\n{\n",
4563 state
->current_loop_depth
, loop_control
.start
,
4564 state
->current_loop_depth
, loop_control
.count
, loop_control
.step
, loop_control
.start
,
4565 state
->current_loop_depth
, loop_control
.step
);
4567 else if (loop_control
.step
< 0)
4569 shader_addline(buffer
, "for (aL%u = %u; aL%u > (%u * %d + %u); aL%u += %d)\n{\n",
4570 state
->current_loop_depth
, loop_control
.start
,
4571 state
->current_loop_depth
, loop_control
.count
, loop_control
.step
, loop_control
.start
,
4572 state
->current_loop_depth
, loop_control
.step
);
4576 shader_addline(buffer
, "for (aL%u = %u, tmpInt%u = 0; tmpInt%u < %u; tmpInt%u++)\n{\n",
4577 state
->current_loop_depth
, loop_control
.start
, state
->current_loop_depth
,
4578 state
->current_loop_depth
, loop_control
.count
,
4579 state
->current_loop_depth
);
4584 shader_addline(buffer
, "for (tmpInt%u = 0, aL%u = %s.y; tmpInt%u < %s.x; tmpInt%u++, aL%u += %s.z)\n{\n",
4585 state
->current_loop_depth
, state
->current_loop_reg
,
4586 src1_param
.reg_name
, state
->current_loop_depth
, src1_param
.reg_name
,
4587 state
->current_loop_depth
, state
->current_loop_reg
, src1_param
.reg_name
);
4590 ++state
->current_loop_reg
;
4594 shader_addline(buffer
, "for (;;)\n{\n");
4597 ++state
->current_loop_depth
;
4600 static void shader_glsl_end(const struct wined3d_shader_instruction
*ins
)
4602 struct wined3d_shader_parser_state
*state
= ins
->ctx
->state
;
4604 shader_addline(ins
->ctx
->buffer
, "}\n");
4606 if (ins
->handler_idx
== WINED3DSIH_ENDLOOP
)
4608 --state
->current_loop_depth
;
4609 --state
->current_loop_reg
;
4612 if (ins
->handler_idx
== WINED3DSIH_ENDREP
)
4614 --state
->current_loop_depth
;
4618 static void shader_glsl_rep(const struct wined3d_shader_instruction
*ins
)
4620 struct wined3d_shader_parser_state
*state
= ins
->ctx
->state
;
4621 const struct wined3d_shader
*shader
= ins
->ctx
->shader
;
4622 const struct wined3d_shader_lconst
*constant
;
4623 struct glsl_src_param src0_param
;
4624 const DWORD
*control_values
= NULL
;
4626 /* Try to hardcode local values to help the GLSL compiler to unroll and optimize the loop */
4627 if (ins
->src
[0].reg
.type
== WINED3DSPR_CONSTINT
)
4629 LIST_FOR_EACH_ENTRY(constant
, &shader
->constantsI
, struct wined3d_shader_lconst
, entry
)
4631 if (constant
->idx
== ins
->src
[0].reg
.idx
[0].offset
)
4633 control_values
= constant
->value
;
4641 shader_addline(ins
->ctx
->buffer
, "for (tmpInt%d = 0; tmpInt%d < %d; tmpInt%d++) {\n",
4642 state
->current_loop_depth
, state
->current_loop_depth
,
4643 control_values
[0], state
->current_loop_depth
);
4647 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
, &src0_param
);
4648 shader_addline(ins
->ctx
->buffer
, "for (tmpInt%d = 0; tmpInt%d < %s; tmpInt%d++) {\n",
4649 state
->current_loop_depth
, state
->current_loop_depth
,
4650 src0_param
.param_str
, state
->current_loop_depth
);
4653 ++state
->current_loop_depth
;
4656 static void shader_glsl_switch(const struct wined3d_shader_instruction
*ins
)
4658 struct glsl_src_param src0_param
;
4660 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
, &src0_param
);
4661 shader_addline(ins
->ctx
->buffer
, "switch (%s)\n{\n", src0_param
.param_str
);
4664 static void shader_glsl_case(const struct wined3d_shader_instruction
*ins
)
4666 struct glsl_src_param src0_param
;
4668 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
, &src0_param
);
4669 shader_addline(ins
->ctx
->buffer
, "case %s:\n", src0_param
.param_str
);
4672 static void shader_glsl_default(const struct wined3d_shader_instruction
*ins
)
4674 shader_addline(ins
->ctx
->buffer
, "default:\n");
4677 static void shader_glsl_if(const struct wined3d_shader_instruction
*ins
)
4679 const char *condition
= (ins
->flags
== WINED3D_SHADER_CONDITIONAL_OP_NZ
) ? "bool" : "!bool";
4680 struct glsl_src_param src0_param
;
4682 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
, &src0_param
);
4683 shader_addline(ins
->ctx
->buffer
, "if (%s(%s)) {\n", condition
, src0_param
.param_str
);
4686 static void shader_glsl_ifc(const struct wined3d_shader_instruction
*ins
)
4688 struct glsl_src_param src0_param
;
4689 struct glsl_src_param src1_param
;
4691 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
, &src0_param
);
4692 shader_glsl_add_src_param(ins
, &ins
->src
[1], WINED3DSP_WRITEMASK_0
, &src1_param
);
4694 shader_addline(ins
->ctx
->buffer
, "if (%s %s %s) {\n",
4695 src0_param
.param_str
, shader_glsl_get_rel_op(ins
->flags
), src1_param
.param_str
);
4698 static void shader_glsl_else(const struct wined3d_shader_instruction
*ins
)
4700 shader_addline(ins
->ctx
->buffer
, "} else {\n");
4703 static void shader_glsl_emit(const struct wined3d_shader_instruction
*ins
)
4705 unsigned int stream
= ins
->handler_idx
== WINED3DSIH_EMIT
? 0 : ins
->src
[0].reg
.idx
[0].offset
;
4707 shader_addline(ins
->ctx
->buffer
, "setup_gs_output(gs_out);\n");
4708 if (!ins
->ctx
->gl_info
->supported
[ARB_CLIP_CONTROL
])
4709 shader_glsl_fixup_position(ins
->ctx
->buffer
);
4712 shader_addline(ins
->ctx
->buffer
, "EmitVertex();\n");
4714 FIXME("Unhandled primitive stream %u.\n", stream
);
4717 static void shader_glsl_break(const struct wined3d_shader_instruction
*ins
)
4719 shader_addline(ins
->ctx
->buffer
, "break;\n");
4722 /* FIXME: According to MSDN the compare is done per component. */
4723 static void shader_glsl_breakc(const struct wined3d_shader_instruction
*ins
)
4725 struct glsl_src_param src0_param
;
4726 struct glsl_src_param src1_param
;
4728 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
, &src0_param
);
4729 shader_glsl_add_src_param(ins
, &ins
->src
[1], WINED3DSP_WRITEMASK_0
, &src1_param
);
4731 shader_addline(ins
->ctx
->buffer
, "if (%s %s %s) break;\n",
4732 src0_param
.param_str
, shader_glsl_get_rel_op(ins
->flags
), src1_param
.param_str
);
4735 static void shader_glsl_breakp(const struct wined3d_shader_instruction
*ins
)
4737 const char *condition
= (ins
->flags
== WINED3D_SHADER_CONDITIONAL_OP_NZ
) ? "bool" : "!bool";
4738 struct glsl_src_param src_param
;
4740 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
, &src_param
);
4741 shader_addline(ins
->ctx
->buffer
, "if (%s(%s)) break;\n", condition
, src_param
.param_str
);
4744 static void shader_glsl_continue(const struct wined3d_shader_instruction
*ins
)
4746 shader_addline(ins
->ctx
->buffer
, "continue;\n");
4749 static void shader_glsl_label(const struct wined3d_shader_instruction
*ins
)
4751 shader_addline(ins
->ctx
->buffer
, "}\n");
4752 shader_addline(ins
->ctx
->buffer
, "void subroutine%u()\n{\n", ins
->src
[0].reg
.idx
[0].offset
);
4754 /* Subroutines appear at the end of the shader. */
4755 ins
->ctx
->state
->in_subroutine
= TRUE
;
4758 static void shader_glsl_call(const struct wined3d_shader_instruction
*ins
)
4760 shader_addline(ins
->ctx
->buffer
, "subroutine%u();\n", ins
->src
[0].reg
.idx
[0].offset
);
4763 static void shader_glsl_callnz(const struct wined3d_shader_instruction
*ins
)
4765 struct glsl_src_param src1_param
;
4767 shader_glsl_add_src_param(ins
, &ins
->src
[1], WINED3DSP_WRITEMASK_0
, &src1_param
);
4768 shader_addline(ins
->ctx
->buffer
, "if (%s) subroutine%u();\n",
4769 src1_param
.param_str
, ins
->src
[0].reg
.idx
[0].offset
);
4772 static void shader_glsl_ret(const struct wined3d_shader_instruction
*ins
)
4774 const struct wined3d_shader_version
*version
= &ins
->ctx
->shader
->reg_maps
.shader_version
;
4776 if (version
->major
>= 4 && !ins
->ctx
->state
->in_subroutine
)
4778 shader_glsl_generate_shader_epilogue(ins
->ctx
);
4779 shader_addline(ins
->ctx
->buffer
, "return;\n");
4783 static void shader_glsl_tex(const struct wined3d_shader_instruction
*ins
)
4785 DWORD shader_version
= WINED3D_SHADER_VERSION(ins
->ctx
->reg_maps
->shader_version
.major
,
4786 ins
->ctx
->reg_maps
->shader_version
.minor
);
4787 struct glsl_sample_function sample_function
;
4788 DWORD sample_flags
= 0;
4790 DWORD mask
= 0, swizzle
;
4791 const struct shader_glsl_ctx_priv
*priv
= ins
->ctx
->backend_data
;
4793 /* 1.0-1.4: Use destination register as sampler source.
4794 * 2.0+: Use provided sampler source. */
4795 if (shader_version
< WINED3D_SHADER_VERSION(2,0))
4796 resource_idx
= ins
->dst
[0].reg
.idx
[0].offset
;
4798 resource_idx
= ins
->src
[1].reg
.idx
[0].offset
;
4800 if (shader_version
< WINED3D_SHADER_VERSION(1,4))
4802 DWORD flags
= (priv
->cur_ps_args
->tex_transform
>> resource_idx
* WINED3D_PSARGS_TEXTRANSFORM_SHIFT
)
4803 & WINED3D_PSARGS_TEXTRANSFORM_MASK
;
4804 enum wined3d_shader_resource_type resource_type
= ins
->ctx
->reg_maps
->resource_info
[resource_idx
].type
;
4806 /* Projected cube textures don't make a lot of sense, the resulting coordinates stay the same. */
4807 if (flags
& WINED3D_PSARGS_PROJECTED
&& resource_type
!= WINED3D_SHADER_RESOURCE_TEXTURE_CUBE
)
4809 sample_flags
|= WINED3D_GLSL_SAMPLE_PROJECTED
;
4810 switch (flags
& ~WINED3D_PSARGS_PROJECTED
)
4812 case WINED3D_TTFF_COUNT1
:
4813 FIXME("WINED3D_TTFF_PROJECTED with WINED3D_TTFF_COUNT1?\n");
4815 case WINED3D_TTFF_COUNT2
:
4816 mask
= WINED3DSP_WRITEMASK_1
;
4818 case WINED3D_TTFF_COUNT3
:
4819 mask
= WINED3DSP_WRITEMASK_2
;
4821 case WINED3D_TTFF_COUNT4
:
4822 case WINED3D_TTFF_DISABLE
:
4823 mask
= WINED3DSP_WRITEMASK_3
;
4828 else if (shader_version
< WINED3D_SHADER_VERSION(2,0))
4830 enum wined3d_shader_src_modifier src_mod
= ins
->src
[0].modifiers
;
4832 if (src_mod
== WINED3DSPSM_DZ
) {
4833 sample_flags
|= WINED3D_GLSL_SAMPLE_PROJECTED
;
4834 mask
= WINED3DSP_WRITEMASK_2
;
4835 } else if (src_mod
== WINED3DSPSM_DW
) {
4836 sample_flags
|= WINED3D_GLSL_SAMPLE_PROJECTED
;
4837 mask
= WINED3DSP_WRITEMASK_3
;
4842 if ((ins
->flags
& WINED3DSI_TEXLD_PROJECT
)
4843 && ins
->ctx
->reg_maps
->resource_info
[resource_idx
].type
!= WINED3D_SHADER_RESOURCE_TEXTURE_CUBE
)
4845 /* ps 2.0 texldp instruction always divides by the fourth component. */
4846 sample_flags
|= WINED3D_GLSL_SAMPLE_PROJECTED
;
4847 mask
= WINED3DSP_WRITEMASK_3
;
4851 shader_glsl_get_sample_function(ins
->ctx
, resource_idx
, resource_idx
, sample_flags
, &sample_function
);
4852 mask
|= sample_function
.coord_mask
;
4853 sample_function
.coord_mask
= mask
;
4855 if (shader_version
< WINED3D_SHADER_VERSION(2,0)) swizzle
= WINED3DSP_NOSWIZZLE
;
4856 else swizzle
= ins
->src
[1].swizzle
;
4858 /* 1.0-1.3: Use destination register as coordinate source.
4859 1.4+: Use provided coordinate source register. */
4860 if (shader_version
< WINED3D_SHADER_VERSION(1,4))
4863 shader_glsl_write_mask_to_str(mask
, coord_mask
);
4864 shader_glsl_gen_sample_code(ins
, resource_idx
, &sample_function
, swizzle
, NULL
, NULL
, NULL
, NULL
,
4865 "T%u%s", resource_idx
, coord_mask
);
4869 struct glsl_src_param coord_param
;
4870 shader_glsl_add_src_param(ins
, &ins
->src
[0], mask
, &coord_param
);
4871 if (ins
->flags
& WINED3DSI_TEXLD_BIAS
)
4873 struct glsl_src_param bias
;
4874 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_3
, &bias
);
4875 shader_glsl_gen_sample_code(ins
, resource_idx
, &sample_function
, swizzle
, NULL
, NULL
, bias
.param_str
,
4876 NULL
, "%s", coord_param
.param_str
);
4878 shader_glsl_gen_sample_code(ins
, resource_idx
, &sample_function
, swizzle
, NULL
, NULL
, NULL
, NULL
,
4879 "%s", coord_param
.param_str
);
4882 shader_glsl_release_sample_function(ins
->ctx
, &sample_function
);
4885 static void shader_glsl_texldd(const struct wined3d_shader_instruction
*ins
)
4887 const struct wined3d_gl_info
*gl_info
= ins
->ctx
->gl_info
;
4888 struct glsl_src_param coord_param
, dx_param
, dy_param
;
4889 struct glsl_sample_function sample_function
;
4891 DWORD swizzle
= ins
->src
[1].swizzle
;
4893 if (!shader_glsl_has_core_grad(gl_info
, &ins
->ctx
->shader
->reg_maps
.shader_version
)
4894 && !gl_info
->supported
[ARB_SHADER_TEXTURE_LOD
])
4896 FIXME("texldd used, but not supported by hardware. Falling back to regular tex\n");
4897 shader_glsl_tex(ins
);
4901 sampler_idx
= ins
->src
[1].reg
.idx
[0].offset
;
4903 shader_glsl_get_sample_function(ins
->ctx
, sampler_idx
, sampler_idx
, WINED3D_GLSL_SAMPLE_GRAD
, &sample_function
);
4904 shader_glsl_add_src_param(ins
, &ins
->src
[0], sample_function
.coord_mask
, &coord_param
);
4905 shader_glsl_add_src_param(ins
, &ins
->src
[2], sample_function
.deriv_mask
, &dx_param
);
4906 shader_glsl_add_src_param(ins
, &ins
->src
[3], sample_function
.deriv_mask
, &dy_param
);
4908 shader_glsl_gen_sample_code(ins
, sampler_idx
, &sample_function
, swizzle
, dx_param
.param_str
, dy_param
.param_str
,
4909 NULL
, NULL
, "%s", coord_param
.param_str
);
4910 shader_glsl_release_sample_function(ins
->ctx
, &sample_function
);
4913 static void shader_glsl_texldl(const struct wined3d_shader_instruction
*ins
)
4915 const struct wined3d_shader_version
*shader_version
= &ins
->ctx
->reg_maps
->shader_version
;
4916 const struct wined3d_gl_info
*gl_info
= ins
->ctx
->gl_info
;
4917 struct glsl_src_param coord_param
, lod_param
;
4918 struct glsl_sample_function sample_function
;
4919 DWORD swizzle
= ins
->src
[1].swizzle
;
4922 sampler_idx
= ins
->src
[1].reg
.idx
[0].offset
;
4924 shader_glsl_get_sample_function(ins
->ctx
, sampler_idx
, sampler_idx
, WINED3D_GLSL_SAMPLE_LOD
, &sample_function
);
4925 shader_glsl_add_src_param(ins
, &ins
->src
[0], sample_function
.coord_mask
, &coord_param
);
4927 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_3
, &lod_param
);
4929 if (shader_version
->type
== WINED3D_SHADER_TYPE_PIXEL
&& !shader_glsl_has_core_grad(gl_info
, shader_version
)
4930 && !gl_info
->supported
[ARB_SHADER_TEXTURE_LOD
])
4932 /* Plain GLSL only supports Lod sampling functions in vertex shaders.
4933 * However, the NVIDIA drivers allow them in fragment shaders as well,
4934 * even without the appropriate extension. */
4935 WARN("Using %s in fragment shader.\n", sample_function
.name
->buffer
);
4937 shader_glsl_gen_sample_code(ins
, sampler_idx
, &sample_function
, swizzle
, NULL
, NULL
, lod_param
.param_str
, NULL
,
4938 "%s", coord_param
.param_str
);
4939 shader_glsl_release_sample_function(ins
->ctx
, &sample_function
);
4942 static unsigned int shader_glsl_find_sampler(const struct wined3d_shader_sampler_map
*sampler_map
,
4943 unsigned int resource_idx
, unsigned int sampler_idx
)
4945 struct wined3d_shader_sampler_map_entry
*entries
= sampler_map
->entries
;
4948 for (i
= 0; i
< sampler_map
->count
; ++i
)
4950 if (entries
[i
].resource_idx
== resource_idx
&& entries
[i
].sampler_idx
== sampler_idx
)
4951 return entries
[i
].bind_idx
;
4954 ERR("No GLSL sampler found for resource %u / sampler %u.\n", resource_idx
, sampler_idx
);
4959 static void shader_glsl_atomic(const struct wined3d_shader_instruction
*ins
)
4961 const BOOL is_imm_instruction
= WINED3DSIH_IMM_ATOMIC_AND
<= ins
->handler_idx
4962 && ins
->handler_idx
<= WINED3DSIH_IMM_ATOMIC_XOR
;
4963 const struct wined3d_shader_reg_maps
*reg_maps
= ins
->ctx
->reg_maps
;
4964 const struct wined3d_shader_version
*version
= ®_maps
->shader_version
;
4965 struct glsl_src_param coord_param
, data_param
, data_param2
;
4966 enum wined3d_shader_resource_type resource_type
;
4967 enum wined3d_data_type data_type
;
4968 unsigned int uav_idx
;
4972 uav_idx
= ins
->dst
[is_imm_instruction
].reg
.idx
[0].offset
;
4973 resource_type
= reg_maps
->uav_resource_info
[uav_idx
].type
;
4974 if (resource_type
>= ARRAY_SIZE(resource_type_info
))
4976 ERR("Unexpected resource type %#x.\n", resource_type
);
4979 data_type
= reg_maps
->uav_resource_info
[uav_idx
].data_type
;
4980 coord_mask
= (1u << resource_type_info
[resource_type
].coord_size
) - 1;
4982 switch (ins
->handler_idx
)
4984 case WINED3DSIH_ATOMIC_AND
:
4985 case WINED3DSIH_IMM_ATOMIC_AND
:
4986 op
= "imageAtomicAnd";
4988 case WINED3DSIH_ATOMIC_CMP_STORE
:
4989 case WINED3DSIH_IMM_ATOMIC_CMP_EXCH
:
4990 op
= "imageAtomicCompSwap";
4992 case WINED3DSIH_ATOMIC_IADD
:
4993 case WINED3DSIH_IMM_ATOMIC_IADD
:
4994 op
= "imageAtomicAdd";
4996 case WINED3DSIH_ATOMIC_OR
:
4997 case WINED3DSIH_IMM_ATOMIC_OR
:
4998 op
= "imageAtomicOr";
5000 case WINED3DSIH_ATOMIC_XOR
:
5001 case WINED3DSIH_IMM_ATOMIC_XOR
:
5002 op
= "imageAtomicXor";
5004 case WINED3DSIH_IMM_ATOMIC_EXCH
:
5005 op
= "imageAtomicExchange";
5008 ERR("Unhandled opcode %#x.\n", ins
->handler_idx
);
5012 if (is_imm_instruction
)
5013 shader_glsl_append_dst_ext(ins
->ctx
->buffer
, ins
, &ins
->dst
[0], data_type
);
5015 shader_glsl_add_src_param(ins
, &ins
->src
[0], coord_mask
, &coord_param
);
5017 if (reg_maps
->uav_resource_info
[uav_idx
].flags
& WINED3D_VIEW_BUFFER_RAW
)
5018 shader_addline(ins
->ctx
->buffer
, "%s(%s_image%u, %s / 4, ",
5019 op
, shader_glsl_get_prefix(version
->type
), uav_idx
, coord_param
.param_str
);
5021 shader_addline(ins
->ctx
->buffer
, "%s(%s_image%u, %s, ",
5022 op
, shader_glsl_get_prefix(version
->type
), uav_idx
, coord_param
.param_str
);
5024 shader_glsl_add_src_param_ext(ins
, &ins
->src
[1], WINED3DSP_WRITEMASK_0
, &data_param
, data_type
);
5025 shader_addline(ins
->ctx
->buffer
, "%s", data_param
.param_str
);
5026 if (ins
->src_count
>= 3)
5028 shader_glsl_add_src_param_ext(ins
, &ins
->src
[2], WINED3DSP_WRITEMASK_0
, &data_param2
, data_type
);
5029 shader_addline(ins
->ctx
->buffer
, ", %s", data_param2
.param_str
);
5032 if (is_imm_instruction
)
5033 shader_addline(ins
->ctx
->buffer
, ")");
5034 shader_addline(ins
->ctx
->buffer
, ");\n");
5037 static void shader_glsl_ld_uav(const struct wined3d_shader_instruction
*ins
)
5039 const struct wined3d_shader_reg_maps
*reg_maps
= ins
->ctx
->reg_maps
;
5040 const struct wined3d_shader_version
*version
= ®_maps
->shader_version
;
5041 enum wined3d_shader_resource_type resource_type
;
5042 struct glsl_src_param image_coord_param
;
5043 enum wined3d_data_type data_type
;
5044 DWORD coord_mask
, write_mask
;
5045 unsigned int uav_idx
;
5046 char dst_swizzle
[6];
5048 uav_idx
= ins
->src
[1].reg
.idx
[0].offset
;
5049 if (uav_idx
>= ARRAY_SIZE(reg_maps
->uav_resource_info
))
5051 ERR("Invalid UAV index %u.\n", uav_idx
);
5054 resource_type
= reg_maps
->uav_resource_info
[uav_idx
].type
;
5055 if (resource_type
>= ARRAY_SIZE(resource_type_info
))
5057 ERR("Unexpected resource type %#x.\n", resource_type
);
5058 resource_type
= WINED3D_SHADER_RESOURCE_TEXTURE_2D
;
5060 data_type
= reg_maps
->uav_resource_info
[uav_idx
].data_type
;
5061 coord_mask
= (1u << resource_type_info
[resource_type
].coord_size
) - 1;
5063 write_mask
= shader_glsl_append_dst_ext(ins
->ctx
->buffer
, ins
, &ins
->dst
[0], data_type
);
5064 shader_glsl_get_swizzle(&ins
->src
[1], FALSE
, write_mask
, dst_swizzle
);
5066 shader_glsl_add_src_param(ins
, &ins
->src
[0], coord_mask
, &image_coord_param
);
5067 shader_addline(ins
->ctx
->buffer
, "imageLoad(%s_image%u, %s)%s);\n",
5068 shader_glsl_get_prefix(version
->type
), uav_idx
, image_coord_param
.param_str
, dst_swizzle
);
5071 static void shader_glsl_ld_raw(const struct wined3d_shader_instruction
*ins
)
5073 const char *prefix
= shader_glsl_get_prefix(ins
->ctx
->reg_maps
->shader_version
.type
);
5074 const struct wined3d_shader_src_param
*src
= &ins
->src
[1];
5075 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
5076 struct wined3d_shader_dst_param dst
;
5077 const char *function
, *resource
;
5078 struct glsl_src_param offset
;
5079 unsigned int i
, swizzle
;
5081 if (src
->reg
.type
== WINED3DSPR_RESOURCE
)
5083 function
= "texelFetch";
5084 resource
= "sampler";
5088 function
= "imageLoad";
5092 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
, &offset
);
5095 for (i
= 0; i
< 4; ++i
)
5097 dst
.write_mask
= ins
->dst
[0].write_mask
& (WINED3DSP_WRITEMASK_0
<< i
);
5098 if (!shader_glsl_append_dst_ext(ins
->ctx
->buffer
, ins
, &dst
, dst
.reg
.data_type
))
5101 swizzle
= shader_glsl_swizzle_get_component(src
->swizzle
, i
);
5102 shader_addline(buffer
, "%s(%s_%s%u, %s / 4 + %u).x);\n",
5103 function
, prefix
, resource
, src
->reg
.idx
[0].offset
, offset
.param_str
, swizzle
);
5107 static void shader_glsl_store_uav(const struct wined3d_shader_instruction
*ins
)
5109 const struct wined3d_shader_reg_maps
*reg_maps
= ins
->ctx
->reg_maps
;
5110 const struct wined3d_shader_version
*version
= ®_maps
->shader_version
;
5111 struct glsl_src_param image_coord_param
, image_data_param
;
5112 enum wined3d_shader_resource_type resource_type
;
5113 enum wined3d_data_type data_type
;
5114 unsigned int uav_idx
;
5117 uav_idx
= ins
->dst
[0].reg
.idx
[0].offset
;
5118 if (uav_idx
>= ARRAY_SIZE(reg_maps
->uav_resource_info
))
5120 ERR("Invalid UAV index %u.\n", uav_idx
);
5123 resource_type
= reg_maps
->uav_resource_info
[uav_idx
].type
;
5124 if (resource_type
>= ARRAY_SIZE(resource_type_info
))
5126 ERR("Unexpected resource type %#x.\n", resource_type
);
5129 data_type
= reg_maps
->uav_resource_info
[uav_idx
].data_type
;
5130 coord_mask
= (1u << resource_type_info
[resource_type
].coord_size
) - 1;
5132 shader_glsl_add_src_param(ins
, &ins
->src
[0], coord_mask
, &image_coord_param
);
5133 shader_glsl_add_src_param_ext(ins
, &ins
->src
[1], WINED3DSP_WRITEMASK_ALL
, &image_data_param
, data_type
);
5134 shader_addline(ins
->ctx
->buffer
, "imageStore(%s_image%u, %s, %s);\n",
5135 shader_glsl_get_prefix(version
->type
), uav_idx
,
5136 image_coord_param
.param_str
, image_data_param
.param_str
);
5139 static void shader_glsl_store_buffer(const struct wined3d_shader_instruction
*ins
)
5141 const char *prefix
= shader_glsl_get_prefix(ins
->ctx
->reg_maps
->shader_version
.type
);
5142 struct shader_glsl_ctx_priv
*priv
= ins
->ctx
->backend_data
;
5143 const struct wined3d_shader_reg_maps
*reg_maps
= ins
->ctx
->reg_maps
;
5144 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
5145 struct glsl_src_param structure_idx
, offset
, data
;
5146 struct wined3d_string_buffer
*address
;
5147 unsigned int i
, uav_idx
, src_idx
= 0;
5150 uav_idx
= ins
->dst
[0].reg
.idx
[0].offset
;
5151 if (uav_idx
>= ARRAY_SIZE(reg_maps
->uav_resource_info
))
5153 ERR("Invalid UAV index %u.\n", uav_idx
);
5157 address
= string_buffer_get(priv
->string_buffers
);
5158 if (ins
->handler_idx
== WINED3DSIH_STORE_STRUCTURED
)
5160 shader_glsl_add_src_param(ins
, &ins
->src
[src_idx
++], WINED3DSP_WRITEMASK_0
, &structure_idx
);
5161 shader_addline(address
, "%s * %u + ", structure_idx
.param_str
,
5162 reg_maps
->uav_resource_info
[uav_idx
].stride
);
5164 shader_glsl_add_src_param(ins
, &ins
->src
[src_idx
++], WINED3DSP_WRITEMASK_0
, &offset
);
5165 shader_addline(address
, "%s / 4", offset
.param_str
);
5167 for (i
= 0; i
< 4; ++i
)
5169 if (!(write_mask
= ins
->dst
[0].write_mask
& (WINED3DSP_WRITEMASK_0
<< i
)))
5172 shader_glsl_add_src_param(ins
, &ins
->src
[src_idx
], write_mask
, &data
);
5174 shader_addline(buffer
, "imageStore(%s_image%u, %s + %u, uvec4(%s, 0, 0, 0));\n",
5175 prefix
, uav_idx
, address
->buffer
, i
, data
.param_str
);
5178 string_buffer_release(priv
->string_buffers
, address
);
5181 static void shader_glsl_resinfo(const struct wined3d_shader_instruction
*ins
)
5183 const struct wined3d_shader_version
*version
= &ins
->ctx
->reg_maps
->shader_version
;
5184 const struct wined3d_gl_info
*gl_info
= ins
->ctx
->gl_info
;
5185 enum wined3d_shader_resource_type resource_type
;
5186 enum wined3d_shader_register_type reg_type
;
5187 unsigned int resource_idx
, bind_idx
, i
;
5188 enum wined3d_data_type dst_data_type
;
5189 struct glsl_src_param lod_param
;
5190 char dst_swizzle
[6];
5193 dst_data_type
= ins
->dst
[0].reg
.data_type
;
5194 if (ins
->flags
== WINED3DSI_RESINFO_UINT
)
5195 dst_data_type
= WINED3D_DATA_UINT
;
5196 else if (ins
->flags
)
5197 FIXME("Unhandled flags %#x.\n", ins
->flags
);
5199 write_mask
= shader_glsl_append_dst_ext(ins
->ctx
->buffer
, ins
, &ins
->dst
[0], dst_data_type
);
5200 shader_glsl_get_swizzle(&ins
->src
[1], FALSE
, write_mask
, dst_swizzle
);
5202 reg_type
= ins
->src
[1].reg
.type
;
5203 resource_idx
= ins
->src
[1].reg
.idx
[0].offset
;
5204 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
, &lod_param
);
5205 if (reg_type
== WINED3DSPR_RESOURCE
)
5207 resource_type
= ins
->ctx
->reg_maps
->resource_info
[resource_idx
].type
;
5208 bind_idx
= shader_glsl_find_sampler(&ins
->ctx
->reg_maps
->sampler_map
,
5209 resource_idx
, WINED3D_SAMPLER_DEFAULT
);
5213 resource_type
= ins
->ctx
->reg_maps
->uav_resource_info
[resource_idx
].type
;
5214 bind_idx
= resource_idx
;
5217 if (resource_type
>= ARRAY_SIZE(resource_type_info
))
5219 ERR("Unexpected resource type %#x.\n", resource_type
);
5220 resource_type
= WINED3D_SHADER_RESOURCE_TEXTURE_2D
;
5223 if (dst_data_type
== WINED3D_DATA_UINT
)
5224 shader_addline(ins
->ctx
->buffer
, "uvec4(");
5226 shader_addline(ins
->ctx
->buffer
, "vec4(");
5228 if (reg_type
== WINED3DSPR_RESOURCE
)
5230 shader_addline(ins
->ctx
->buffer
, "textureSize(%s_sampler%u, %s), ",
5231 shader_glsl_get_prefix(version
->type
), bind_idx
, lod_param
.param_str
);
5233 for (i
= 0; i
< 3 - resource_type_info
[resource_type
].resinfo_size
; ++i
)
5234 shader_addline(ins
->ctx
->buffer
, "0, ");
5236 if (gl_info
->supported
[ARB_TEXTURE_QUERY_LEVELS
])
5238 shader_addline(ins
->ctx
->buffer
, "textureQueryLevels(%s_sampler%u)",
5239 shader_glsl_get_prefix(version
->type
), bind_idx
);
5243 FIXME("textureQueryLevels is not supported, returning 1 mipmap level.\n");
5244 shader_addline(ins
->ctx
->buffer
, "1");
5249 shader_addline(ins
->ctx
->buffer
, "imageSize(%s_image%u), ",
5250 shader_glsl_get_prefix(version
->type
), bind_idx
);
5252 for (i
= 0; i
< 3 - resource_type_info
[resource_type
].resinfo_size
; ++i
)
5253 shader_addline(ins
->ctx
->buffer
, "0, ");
5255 /* For UAVs the returned miplevel count is always 1. */
5256 shader_addline(ins
->ctx
->buffer
, "1");
5259 shader_addline(ins
->ctx
->buffer
, ")%s);\n", dst_swizzle
);
5262 /* FIXME: The current implementation does not handle multisample textures correctly. */
5263 static void shader_glsl_ld(const struct wined3d_shader_instruction
*ins
)
5265 const struct wined3d_shader_reg_maps
*reg_maps
= ins
->ctx
->reg_maps
;
5266 unsigned int resource_idx
, sampler_idx
, sampler_bind_idx
;
5267 struct glsl_src_param coord_param
, lod_param
;
5268 struct glsl_sample_function sample_function
;
5269 DWORD flags
= WINED3D_GLSL_SAMPLE_LOAD
;
5272 if (wined3d_shader_instruction_has_texel_offset(ins
))
5273 flags
|= WINED3D_GLSL_SAMPLE_OFFSET
;
5275 resource_idx
= ins
->src
[1].reg
.idx
[0].offset
;
5276 sampler_idx
= WINED3D_SAMPLER_DEFAULT
;
5278 if (resource_idx
>= ARRAY_SIZE(reg_maps
->resource_info
))
5280 ERR("Invalid resource index %u.\n", resource_idx
);
5283 has_lod_param
= reg_maps
->resource_info
[resource_idx
].type
!= WINED3D_SHADER_RESOURCE_BUFFER
;
5285 shader_glsl_get_sample_function(ins
->ctx
, resource_idx
, sampler_idx
, flags
, &sample_function
);
5286 shader_glsl_add_src_param(ins
, &ins
->src
[0], sample_function
.coord_mask
, &coord_param
);
5287 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_3
, &lod_param
);
5288 sampler_bind_idx
= shader_glsl_find_sampler(®_maps
->sampler_map
, resource_idx
, sampler_idx
);
5289 shader_glsl_gen_sample_code(ins
, sampler_bind_idx
, &sample_function
, ins
->src
[1].swizzle
,
5290 NULL
, NULL
, has_lod_param
? lod_param
.param_str
: NULL
, &ins
->texel_offset
,
5291 "%s", coord_param
.param_str
);
5292 shader_glsl_release_sample_function(ins
->ctx
, &sample_function
);
5295 static void shader_glsl_sample(const struct wined3d_shader_instruction
*ins
)
5297 const char *lod_param_str
= NULL
, *dx_param_str
= NULL
, *dy_param_str
= NULL
;
5298 struct glsl_src_param coord_param
, lod_param
, dx_param
, dy_param
;
5299 unsigned int resource_idx
, sampler_idx
, sampler_bind_idx
;
5300 struct glsl_sample_function sample_function
;
5303 if (ins
->handler_idx
== WINED3DSIH_SAMPLE_GRAD
)
5304 flags
|= WINED3D_GLSL_SAMPLE_GRAD
;
5305 if (ins
->handler_idx
== WINED3DSIH_SAMPLE_LOD
)
5306 flags
|= WINED3D_GLSL_SAMPLE_LOD
;
5307 if (wined3d_shader_instruction_has_texel_offset(ins
))
5308 flags
|= WINED3D_GLSL_SAMPLE_OFFSET
;
5310 resource_idx
= ins
->src
[1].reg
.idx
[0].offset
;
5311 sampler_idx
= ins
->src
[2].reg
.idx
[0].offset
;
5313 shader_glsl_get_sample_function(ins
->ctx
, resource_idx
, sampler_idx
, flags
, &sample_function
);
5314 shader_glsl_add_src_param(ins
, &ins
->src
[0], sample_function
.coord_mask
, &coord_param
);
5316 switch (ins
->handler_idx
)
5318 case WINED3DSIH_SAMPLE
:
5320 case WINED3DSIH_SAMPLE_B
:
5321 shader_glsl_add_src_param(ins
, &ins
->src
[3], WINED3DSP_WRITEMASK_0
, &lod_param
);
5322 lod_param_str
= lod_param
.param_str
;
5324 case WINED3DSIH_SAMPLE_GRAD
:
5325 shader_glsl_add_src_param(ins
, &ins
->src
[3], sample_function
.deriv_mask
, &dx_param
);
5326 shader_glsl_add_src_param(ins
, &ins
->src
[4], sample_function
.deriv_mask
, &dy_param
);
5327 dx_param_str
= dx_param
.param_str
;
5328 dy_param_str
= dy_param
.param_str
;
5330 case WINED3DSIH_SAMPLE_LOD
:
5331 shader_glsl_add_src_param(ins
, &ins
->src
[3], WINED3DSP_WRITEMASK_0
, &lod_param
);
5332 lod_param_str
= lod_param
.param_str
;
5335 ERR("Unhandled opcode %s.\n", debug_d3dshaderinstructionhandler(ins
->handler_idx
));
5339 sampler_bind_idx
= shader_glsl_find_sampler(&ins
->ctx
->reg_maps
->sampler_map
, resource_idx
, sampler_idx
);
5340 shader_glsl_gen_sample_code(ins
, sampler_bind_idx
, &sample_function
, ins
->src
[1].swizzle
,
5341 dx_param_str
, dy_param_str
, lod_param_str
, &ins
->texel_offset
, "%s", coord_param
.param_str
);
5342 shader_glsl_release_sample_function(ins
->ctx
, &sample_function
);
5345 static void shader_glsl_sample_c(const struct wined3d_shader_instruction
*ins
)
5347 unsigned int resource_idx
, sampler_idx
, sampler_bind_idx
;
5348 struct glsl_src_param coord_param
, compare_param
;
5349 struct glsl_sample_function sample_function
;
5350 const char *lod_param
= NULL
;
5354 if (ins
->handler_idx
== WINED3DSIH_SAMPLE_C_LZ
)
5357 flags
|= WINED3D_GLSL_SAMPLE_LOD
;
5360 if (wined3d_shader_instruction_has_texel_offset(ins
))
5361 flags
|= WINED3D_GLSL_SAMPLE_OFFSET
;
5363 resource_idx
= ins
->src
[1].reg
.idx
[0].offset
;
5364 sampler_idx
= ins
->src
[2].reg
.idx
[0].offset
;
5366 shader_glsl_get_sample_function(ins
->ctx
, resource_idx
, sampler_idx
, flags
, &sample_function
);
5367 coord_size
= shader_glsl_get_write_mask_size(sample_function
.coord_mask
);
5368 shader_glsl_add_src_param(ins
, &ins
->src
[0], sample_function
.coord_mask
>> 1, &coord_param
);
5369 shader_glsl_add_src_param(ins
, &ins
->src
[3], WINED3DSP_WRITEMASK_0
, &compare_param
);
5370 sampler_bind_idx
= shader_glsl_find_sampler(&ins
->ctx
->reg_maps
->sampler_map
, resource_idx
, sampler_idx
);
5371 shader_glsl_gen_sample_code(ins
, sampler_bind_idx
, &sample_function
, WINED3DSP_NOSWIZZLE
,
5372 NULL
, NULL
, lod_param
, &ins
->texel_offset
, "vec%u(%s, %s)",
5373 coord_size
, coord_param
.param_str
, compare_param
.param_str
);
5374 shader_glsl_release_sample_function(ins
->ctx
, &sample_function
);
5377 static void shader_glsl_texcoord(const struct wined3d_shader_instruction
*ins
)
5379 /* FIXME: Make this work for more than just 2D textures */
5380 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
5381 DWORD write_mask
= shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
5383 if (!(ins
->ctx
->reg_maps
->shader_version
.major
== 1 && ins
->ctx
->reg_maps
->shader_version
.minor
== 4))
5387 shader_glsl_get_write_mask(&ins
->dst
[0], dst_mask
);
5388 shader_addline(buffer
, "clamp(ffp_texcoord[%u], 0.0, 1.0)%s);\n",
5389 ins
->dst
[0].reg
.idx
[0].offset
, dst_mask
);
5393 enum wined3d_shader_src_modifier src_mod
= ins
->src
[0].modifiers
;
5394 DWORD reg
= ins
->src
[0].reg
.idx
[0].offset
;
5395 char dst_swizzle
[6];
5397 shader_glsl_get_swizzle(&ins
->src
[0], FALSE
, write_mask
, dst_swizzle
);
5399 if (src_mod
== WINED3DSPSM_DZ
|| src_mod
== WINED3DSPSM_DW
)
5401 unsigned int mask_size
= shader_glsl_get_write_mask_size(write_mask
);
5402 struct glsl_src_param div_param
;
5403 DWORD src_writemask
= src_mod
== WINED3DSPSM_DZ
? WINED3DSP_WRITEMASK_2
: WINED3DSP_WRITEMASK_3
;
5405 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_writemask
, &div_param
);
5408 shader_addline(buffer
, "ffp_texcoord[%u]%s / vec%d(%s));\n", reg
, dst_swizzle
, mask_size
, div_param
.param_str
);
5410 shader_addline(buffer
, "ffp_texcoord[%u]%s / %s);\n", reg
, dst_swizzle
, div_param
.param_str
);
5414 shader_addline(buffer
, "ffp_texcoord[%u]%s);\n", reg
, dst_swizzle
);
5419 /** Process the WINED3DSIO_TEXDP3TEX instruction in GLSL:
5420 * Take a 3-component dot product of the TexCoord[dstreg] and src,
5421 * then perform a 1D texture lookup from stage dstregnum, place into dst. */
5422 static void shader_glsl_texdp3tex(const struct wined3d_shader_instruction
*ins
)
5424 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
5425 DWORD sampler_idx
= ins
->dst
[0].reg
.idx
[0].offset
;
5426 struct glsl_sample_function sample_function
;
5427 struct glsl_src_param src0_param
;
5430 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_mask
, &src0_param
);
5432 /* Do I have to take care about the projected bit? I don't think so, since the dp3 returns only one
5433 * scalar, and projected sampling would require 4.
5435 * It is a dependent read - not valid with conditional NP2 textures
5437 shader_glsl_get_sample_function(ins
->ctx
, sampler_idx
, sampler_idx
, 0, &sample_function
);
5438 mask_size
= shader_glsl_get_write_mask_size(sample_function
.coord_mask
);
5443 shader_glsl_gen_sample_code(ins
, sampler_idx
, &sample_function
, WINED3DSP_NOSWIZZLE
, NULL
, NULL
, NULL
,
5444 NULL
, "dot(ffp_texcoord[%u].xyz, %s)", sampler_idx
, src0_param
.param_str
);
5448 shader_glsl_gen_sample_code(ins
, sampler_idx
, &sample_function
, WINED3DSP_NOSWIZZLE
, NULL
, NULL
, NULL
,
5449 NULL
, "vec2(dot(ffp_texcoord[%u].xyz, %s), 0.0)", sampler_idx
, src0_param
.param_str
);
5453 shader_glsl_gen_sample_code(ins
, sampler_idx
, &sample_function
, WINED3DSP_NOSWIZZLE
, NULL
, NULL
, NULL
,
5454 NULL
, "vec3(dot(ffp_texcoord[%u].xyz, %s), 0.0, 0.0)", sampler_idx
, src0_param
.param_str
);
5458 FIXME("Unexpected mask size %u\n", mask_size
);
5461 shader_glsl_release_sample_function(ins
->ctx
, &sample_function
);
5464 /** Process the WINED3DSIO_TEXDP3 instruction in GLSL:
5465 * Take a 3-component dot product of the TexCoord[dstreg] and src. */
5466 static void shader_glsl_texdp3(const struct wined3d_shader_instruction
*ins
)
5468 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
5469 DWORD dstreg
= ins
->dst
[0].reg
.idx
[0].offset
;
5470 struct glsl_src_param src0_param
;
5472 unsigned int mask_size
;
5474 dst_mask
= shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
5475 mask_size
= shader_glsl_get_write_mask_size(dst_mask
);
5476 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_mask
, &src0_param
);
5478 if (mask_size
> 1) {
5479 shader_addline(ins
->ctx
->buffer
, "vec%d(dot(T%u.xyz, %s)));\n", mask_size
, dstreg
, src0_param
.param_str
);
5481 shader_addline(ins
->ctx
->buffer
, "dot(T%u.xyz, %s));\n", dstreg
, src0_param
.param_str
);
5485 /** Process the WINED3DSIO_TEXDEPTH instruction in GLSL:
5486 * Calculate the depth as dst.x / dst.y */
5487 static void shader_glsl_texdepth(const struct wined3d_shader_instruction
*ins
)
5489 struct glsl_dst_param dst_param
;
5491 shader_glsl_add_dst_param(ins
, &ins
->dst
[0], &dst_param
);
5493 /* Tests show that texdepth never returns anything below 0.0, and that r5.y is clamped to 1.0.
5494 * Negative input is accepted, -0.25 / -0.5 returns 0.5. GL should clamp gl_FragDepth to [0;1], but
5495 * this doesn't always work, so clamp the results manually. Whether or not the x value is clamped at 1
5496 * too is irrelevant, since if x = 0, any y value < 1.0 (and > 1.0 is not allowed) results in a result
5499 shader_addline(ins
->ctx
->buffer
, "gl_FragDepth = clamp((%s.x / min(%s.y, 1.0)), 0.0, 1.0);\n",
5500 dst_param
.reg_name
, dst_param
.reg_name
);
5503 /** Process the WINED3DSIO_TEXM3X2DEPTH instruction in GLSL:
5504 * Last row of a 3x2 matrix multiply, use the result to calculate the depth:
5505 * Calculate tmp0.y = TexCoord[dstreg] . src.xyz; (tmp0.x has already been calculated)
5506 * depth = (tmp0.y == 0.0) ? 1.0 : tmp0.x / tmp0.y
5508 static void shader_glsl_texm3x2depth(const struct wined3d_shader_instruction
*ins
)
5510 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
5511 DWORD dstreg
= ins
->dst
[0].reg
.idx
[0].offset
;
5512 struct glsl_src_param src0_param
;
5514 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_mask
, &src0_param
);
5516 shader_addline(ins
->ctx
->buffer
, "tmp0.y = dot(T%u.xyz, %s);\n", dstreg
, src0_param
.param_str
);
5517 shader_addline(ins
->ctx
->buffer
, "gl_FragDepth = (tmp0.y == 0.0) ? 1.0 : clamp(tmp0.x / tmp0.y, 0.0, 1.0);\n");
5520 /** Process the WINED3DSIO_TEXM3X2PAD instruction in GLSL
5521 * Calculate the 1st of a 2-row matrix multiplication. */
5522 static void shader_glsl_texm3x2pad(const struct wined3d_shader_instruction
*ins
)
5524 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
5525 DWORD reg
= ins
->dst
[0].reg
.idx
[0].offset
;
5526 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
5527 struct glsl_src_param src0_param
;
5529 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_mask
, &src0_param
);
5530 shader_addline(buffer
, "tmp0.x = dot(T%u.xyz, %s);\n", reg
, src0_param
.param_str
);
5533 /** Process the WINED3DSIO_TEXM3X3PAD instruction in GLSL
5534 * Calculate the 1st or 2nd row of a 3-row matrix multiplication. */
5535 static void shader_glsl_texm3x3pad(const struct wined3d_shader_instruction
*ins
)
5537 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
5538 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
5539 struct wined3d_shader_tex_mx
*tex_mx
= ins
->ctx
->tex_mx
;
5540 DWORD reg
= ins
->dst
[0].reg
.idx
[0].offset
;
5541 struct glsl_src_param src0_param
;
5543 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_mask
, &src0_param
);
5544 shader_addline(buffer
, "tmp0.%c = dot(T%u.xyz, %s);\n", 'x' + tex_mx
->current_row
, reg
, src0_param
.param_str
);
5545 tex_mx
->texcoord_w
[tex_mx
->current_row
++] = reg
;
5548 static void shader_glsl_texm3x2tex(const struct wined3d_shader_instruction
*ins
)
5550 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
5551 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
5552 struct glsl_sample_function sample_function
;
5553 DWORD reg
= ins
->dst
[0].reg
.idx
[0].offset
;
5554 struct glsl_src_param src0_param
;
5556 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_mask
, &src0_param
);
5557 shader_addline(buffer
, "tmp0.y = dot(T%u.xyz, %s);\n", reg
, src0_param
.param_str
);
5559 shader_glsl_get_sample_function(ins
->ctx
, reg
, reg
, 0, &sample_function
);
5561 /* Sample the texture using the calculated coordinates */
5562 shader_glsl_gen_sample_code(ins
, reg
, &sample_function
, WINED3DSP_NOSWIZZLE
, NULL
, NULL
, NULL
, NULL
, "tmp0.xy");
5563 shader_glsl_release_sample_function(ins
->ctx
, &sample_function
);
5566 /** Process the WINED3DSIO_TEXM3X3TEX instruction in GLSL
5567 * Perform the 3rd row of a 3x3 matrix multiply, then sample the texture using the calculated coordinates */
5568 static void shader_glsl_texm3x3tex(const struct wined3d_shader_instruction
*ins
)
5570 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
5571 struct wined3d_shader_tex_mx
*tex_mx
= ins
->ctx
->tex_mx
;
5572 struct glsl_sample_function sample_function
;
5573 DWORD reg
= ins
->dst
[0].reg
.idx
[0].offset
;
5574 struct glsl_src_param src0_param
;
5576 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_mask
, &src0_param
);
5577 shader_addline(ins
->ctx
->buffer
, "tmp0.z = dot(T%u.xyz, %s);\n", reg
, src0_param
.param_str
);
5579 /* Dependent read, not valid with conditional NP2 */
5580 shader_glsl_get_sample_function(ins
->ctx
, reg
, reg
, 0, &sample_function
);
5582 /* Sample the texture using the calculated coordinates */
5583 shader_glsl_gen_sample_code(ins
, reg
, &sample_function
, WINED3DSP_NOSWIZZLE
, NULL
, NULL
, NULL
, NULL
, "tmp0.xyz");
5584 shader_glsl_release_sample_function(ins
->ctx
, &sample_function
);
5586 tex_mx
->current_row
= 0;
5589 /** Process the WINED3DSIO_TEXM3X3 instruction in GLSL
5590 * Perform the 3rd row of a 3x3 matrix multiply */
5591 static void shader_glsl_texm3x3(const struct wined3d_shader_instruction
*ins
)
5593 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
5594 struct wined3d_shader_tex_mx
*tex_mx
= ins
->ctx
->tex_mx
;
5595 DWORD reg
= ins
->dst
[0].reg
.idx
[0].offset
;
5596 struct glsl_src_param src0_param
;
5599 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_mask
, &src0_param
);
5601 shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
5602 shader_glsl_get_write_mask(&ins
->dst
[0], dst_mask
);
5603 shader_addline(ins
->ctx
->buffer
, "vec4(tmp0.xy, dot(T%u.xyz, %s), 1.0)%s);\n", reg
, src0_param
.param_str
, dst_mask
);
5605 tex_mx
->current_row
= 0;
5608 /* Process the WINED3DSIO_TEXM3X3SPEC instruction in GLSL
5609 * Perform the final texture lookup based on the previous 2 3x3 matrix multiplies */
5610 static void shader_glsl_texm3x3spec(const struct wined3d_shader_instruction
*ins
)
5612 struct glsl_src_param src0_param
;
5613 struct glsl_src_param src1_param
;
5614 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
5615 struct wined3d_shader_tex_mx
*tex_mx
= ins
->ctx
->tex_mx
;
5616 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
5617 struct glsl_sample_function sample_function
;
5618 DWORD reg
= ins
->dst
[0].reg
.idx
[0].offset
;
5621 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_mask
, &src0_param
);
5622 shader_glsl_add_src_param(ins
, &ins
->src
[1], src_mask
, &src1_param
);
5624 /* Perform the last matrix multiply operation */
5625 shader_addline(buffer
, "tmp0.z = dot(T%u.xyz, %s);\n", reg
, src0_param
.param_str
);
5626 /* Reflection calculation */
5627 shader_addline(buffer
, "tmp0.xyz = -reflect((%s), normalize(tmp0.xyz));\n", src1_param
.param_str
);
5629 /* Dependent read, not valid with conditional NP2 */
5630 shader_glsl_get_sample_function(ins
->ctx
, reg
, reg
, 0, &sample_function
);
5631 shader_glsl_write_mask_to_str(sample_function
.coord_mask
, coord_mask
);
5633 /* Sample the texture */
5634 shader_glsl_gen_sample_code(ins
, reg
, &sample_function
, WINED3DSP_NOSWIZZLE
,
5635 NULL
, NULL
, NULL
, NULL
, "tmp0%s", coord_mask
);
5636 shader_glsl_release_sample_function(ins
->ctx
, &sample_function
);
5638 tex_mx
->current_row
= 0;
5641 /* Process the WINED3DSIO_TEXM3X3VSPEC instruction in GLSL
5642 * Perform the final texture lookup based on the previous 2 3x3 matrix multiplies */
5643 static void shader_glsl_texm3x3vspec(const struct wined3d_shader_instruction
*ins
)
5645 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
5646 struct wined3d_shader_tex_mx
*tex_mx
= ins
->ctx
->tex_mx
;
5647 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
5648 struct glsl_sample_function sample_function
;
5649 DWORD reg
= ins
->dst
[0].reg
.idx
[0].offset
;
5650 struct glsl_src_param src0_param
;
5653 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_mask
, &src0_param
);
5655 /* Perform the last matrix multiply operation */
5656 shader_addline(buffer
, "tmp0.z = dot(vec3(T%u), vec3(%s));\n", reg
, src0_param
.param_str
);
5658 /* Construct the eye-ray vector from w coordinates */
5659 shader_addline(buffer
, "tmp1.xyz = normalize(vec3(ffp_texcoord[%u].w, ffp_texcoord[%u].w, ffp_texcoord[%u].w));\n",
5660 tex_mx
->texcoord_w
[0], tex_mx
->texcoord_w
[1], reg
);
5661 shader_addline(buffer
, "tmp0.xyz = -reflect(tmp1.xyz, normalize(tmp0.xyz));\n");
5663 /* Dependent read, not valid with conditional NP2 */
5664 shader_glsl_get_sample_function(ins
->ctx
, reg
, reg
, 0, &sample_function
);
5665 shader_glsl_write_mask_to_str(sample_function
.coord_mask
, coord_mask
);
5667 /* Sample the texture using the calculated coordinates */
5668 shader_glsl_gen_sample_code(ins
, reg
, &sample_function
, WINED3DSP_NOSWIZZLE
,
5669 NULL
, NULL
, NULL
, NULL
, "tmp0%s", coord_mask
);
5670 shader_glsl_release_sample_function(ins
->ctx
, &sample_function
);
5672 tex_mx
->current_row
= 0;
5675 /** Process the WINED3DSIO_TEXBEM instruction in GLSL.
5676 * Apply a fake bump map transform.
5677 * texbem is pshader <= 1.3 only, this saves a few version checks
5679 static void shader_glsl_texbem(const struct wined3d_shader_instruction
*ins
)
5681 const struct shader_glsl_ctx_priv
*priv
= ins
->ctx
->backend_data
;
5682 struct glsl_sample_function sample_function
;
5683 struct glsl_src_param coord_param
;
5689 sampler_idx
= ins
->dst
[0].reg
.idx
[0].offset
;
5690 flags
= (priv
->cur_ps_args
->tex_transform
>> sampler_idx
* WINED3D_PSARGS_TEXTRANSFORM_SHIFT
)
5691 & WINED3D_PSARGS_TEXTRANSFORM_MASK
;
5693 /* Dependent read, not valid with conditional NP2 */
5694 shader_glsl_get_sample_function(ins
->ctx
, sampler_idx
, sampler_idx
, 0, &sample_function
);
5695 mask
= sample_function
.coord_mask
;
5697 shader_glsl_write_mask_to_str(mask
, coord_mask
);
5699 /* With projected textures, texbem only divides the static texture coord,
5700 * not the displacement, so we can't let GL handle this. */
5701 if (flags
& WINED3D_PSARGS_PROJECTED
)
5704 char coord_div_mask
[3];
5705 switch (flags
& ~WINED3D_PSARGS_PROJECTED
)
5707 case WINED3D_TTFF_COUNT1
:
5708 FIXME("WINED3D_TTFF_PROJECTED with WINED3D_TTFF_COUNT1?\n");
5710 case WINED3D_TTFF_COUNT2
:
5711 div_mask
= WINED3DSP_WRITEMASK_1
;
5713 case WINED3D_TTFF_COUNT3
:
5714 div_mask
= WINED3DSP_WRITEMASK_2
;
5716 case WINED3D_TTFF_COUNT4
:
5717 case WINED3D_TTFF_DISABLE
:
5718 div_mask
= WINED3DSP_WRITEMASK_3
;
5721 shader_glsl_write_mask_to_str(div_mask
, coord_div_mask
);
5722 shader_addline(ins
->ctx
->buffer
, "T%u%s /= T%u%s;\n", sampler_idx
, coord_mask
, sampler_idx
, coord_div_mask
);
5725 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
, &coord_param
);
5727 shader_glsl_gen_sample_code(ins
, sampler_idx
, &sample_function
, WINED3DSP_NOSWIZZLE
, NULL
, NULL
, NULL
, NULL
,
5728 "T%u%s + vec4(bumpenv_mat%u * %s, 0.0, 0.0)%s", sampler_idx
, coord_mask
, sampler_idx
,
5729 coord_param
.param_str
, coord_mask
);
5731 if (ins
->handler_idx
== WINED3DSIH_TEXBEML
)
5733 struct glsl_src_param luminance_param
;
5734 struct glsl_dst_param dst_param
;
5736 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_2
, &luminance_param
);
5737 shader_glsl_add_dst_param(ins
, &ins
->dst
[0], &dst_param
);
5739 shader_addline(ins
->ctx
->buffer
, "%s%s *= (%s * bumpenv_lum_scale%u + bumpenv_lum_offset%u);\n",
5740 dst_param
.reg_name
, dst_param
.mask_str
,
5741 luminance_param
.param_str
, sampler_idx
, sampler_idx
);
5743 shader_glsl_release_sample_function(ins
->ctx
, &sample_function
);
5746 static void shader_glsl_bem(const struct wined3d_shader_instruction
*ins
)
5748 DWORD sampler_idx
= ins
->dst
[0].reg
.idx
[0].offset
;
5749 struct glsl_src_param src0_param
, src1_param
;
5751 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
, &src0_param
);
5752 shader_glsl_add_src_param(ins
, &ins
->src
[1], WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
, &src1_param
);
5754 shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
5755 shader_addline(ins
->ctx
->buffer
, "%s + bumpenv_mat%u * %s);\n",
5756 src0_param
.param_str
, sampler_idx
, src1_param
.param_str
);
5759 /** Process the WINED3DSIO_TEXREG2AR instruction in GLSL
5760 * Sample 2D texture at dst using the alpha & red (wx) components of src as texture coordinates */
5761 static void shader_glsl_texreg2ar(const struct wined3d_shader_instruction
*ins
)
5763 DWORD sampler_idx
= ins
->dst
[0].reg
.idx
[0].offset
;
5764 struct glsl_sample_function sample_function
;
5765 struct glsl_src_param src0_param
;
5767 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_ALL
, &src0_param
);
5769 shader_glsl_get_sample_function(ins
->ctx
, sampler_idx
, sampler_idx
, 0, &sample_function
);
5770 shader_glsl_gen_sample_code(ins
, sampler_idx
, &sample_function
, WINED3DSP_NOSWIZZLE
, NULL
, NULL
, NULL
, NULL
,
5771 "%s.wx", src0_param
.reg_name
);
5772 shader_glsl_release_sample_function(ins
->ctx
, &sample_function
);
5775 /** Process the WINED3DSIO_TEXREG2GB instruction in GLSL
5776 * Sample 2D texture at dst using the green & blue (yz) components of src as texture coordinates */
5777 static void shader_glsl_texreg2gb(const struct wined3d_shader_instruction
*ins
)
5779 DWORD sampler_idx
= ins
->dst
[0].reg
.idx
[0].offset
;
5780 struct glsl_sample_function sample_function
;
5781 struct glsl_src_param src0_param
;
5783 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_ALL
, &src0_param
);
5785 shader_glsl_get_sample_function(ins
->ctx
, sampler_idx
, sampler_idx
, 0, &sample_function
);
5786 shader_glsl_gen_sample_code(ins
, sampler_idx
, &sample_function
, WINED3DSP_NOSWIZZLE
, NULL
, NULL
, NULL
, NULL
,
5787 "%s.yz", src0_param
.reg_name
);
5788 shader_glsl_release_sample_function(ins
->ctx
, &sample_function
);
5791 /** Process the WINED3DSIO_TEXREG2RGB instruction in GLSL
5792 * Sample texture at dst using the rgb (xyz) components of src as texture coordinates */
5793 static void shader_glsl_texreg2rgb(const struct wined3d_shader_instruction
*ins
)
5795 DWORD sampler_idx
= ins
->dst
[0].reg
.idx
[0].offset
;
5796 struct glsl_sample_function sample_function
;
5797 struct glsl_src_param src0_param
;
5799 /* Dependent read, not valid with conditional NP2 */
5800 shader_glsl_get_sample_function(ins
->ctx
, sampler_idx
, sampler_idx
, 0, &sample_function
);
5801 shader_glsl_add_src_param(ins
, &ins
->src
[0], sample_function
.coord_mask
, &src0_param
);
5803 shader_glsl_gen_sample_code(ins
, sampler_idx
, &sample_function
, WINED3DSP_NOSWIZZLE
, NULL
, NULL
, NULL
, NULL
,
5804 "%s", src0_param
.param_str
);
5805 shader_glsl_release_sample_function(ins
->ctx
, &sample_function
);
5808 /** Process the WINED3DSIO_TEXKILL instruction in GLSL.
5809 * If any of the first 3 components are < 0, discard this pixel */
5810 static void shader_glsl_texkill(const struct wined3d_shader_instruction
*ins
)
5812 if (ins
->ctx
->reg_maps
->shader_version
.major
>= 4)
5814 struct glsl_src_param src_param
;
5816 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
, &src_param
);
5817 shader_addline(ins
->ctx
->buffer
, "if (bool(%s)) discard;\n", src_param
.param_str
);
5821 struct glsl_dst_param dst_param
;
5823 /* The argument is a destination parameter, and no writemasks are allowed */
5824 shader_glsl_add_dst_param(ins
, &ins
->dst
[0], &dst_param
);
5826 /* 2.0 shaders compare all 4 components in texkill. */
5827 if (ins
->ctx
->reg_maps
->shader_version
.major
>= 2)
5828 shader_addline(ins
->ctx
->buffer
, "if (any(lessThan(%s.xyzw, vec4(0.0)))) discard;\n", dst_param
.reg_name
);
5829 /* 1.x shaders only compare the first 3 components, probably due to
5830 * the nature of the texkill instruction as a tex* instruction, and
5831 * phase, which kills all .w components. Even if all 4 components are
5832 * defined, only the first 3 are used. */
5834 shader_addline(ins
->ctx
->buffer
, "if (any(lessThan(%s.xyz, vec3(0.0)))) discard;\n", dst_param
.reg_name
);
5838 /** Process the WINED3DSIO_DP2ADD instruction in GLSL.
5839 * dst = dot2(src0, src1) + src2 */
5840 static void shader_glsl_dp2add(const struct wined3d_shader_instruction
*ins
)
5842 struct glsl_src_param src0_param
;
5843 struct glsl_src_param src1_param
;
5844 struct glsl_src_param src2_param
;
5846 unsigned int mask_size
;
5848 write_mask
= shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
5849 mask_size
= shader_glsl_get_write_mask_size(write_mask
);
5851 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
, &src0_param
);
5852 shader_glsl_add_src_param(ins
, &ins
->src
[1], WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
, &src1_param
);
5853 shader_glsl_add_src_param(ins
, &ins
->src
[2], WINED3DSP_WRITEMASK_0
, &src2_param
);
5855 if (mask_size
> 1) {
5856 shader_addline(ins
->ctx
->buffer
, "vec%d(dot(%s, %s) + %s));\n",
5857 mask_size
, src0_param
.param_str
, src1_param
.param_str
, src2_param
.param_str
);
5859 shader_addline(ins
->ctx
->buffer
, "dot(%s, %s) + %s);\n",
5860 src0_param
.param_str
, src1_param
.param_str
, src2_param
.param_str
);
5864 static void shader_glsl_input_pack(const struct wined3d_shader
*shader
, struct wined3d_string_buffer
*buffer
,
5865 const struct wined3d_shader_signature
*input_signature
,
5866 const struct wined3d_shader_reg_maps
*reg_maps
,
5867 const struct ps_compile_args
*args
, const struct wined3d_gl_info
*gl_info
)
5871 for (i
= 0; i
< input_signature
->element_count
; ++i
)
5873 const struct wined3d_shader_signature_element
*input
= &input_signature
->elements
[i
];
5874 const char *semantic_name
;
5879 if (!(reg_maps
->input_registers
& (1u << input
->register_idx
)))
5882 semantic_name
= input
->semantic_name
;
5883 semantic_idx
= input
->semantic_idx
;
5884 shader_glsl_write_mask_to_str(input
->mask
, reg_mask
);
5886 if (args
->vp_mode
== vertexshader
)
5888 if (input
->sysval_semantic
== WINED3D_SV_POSITION
&& !semantic_idx
)
5890 shader_addline(buffer
, "ps_in[%u]%s = vpos%s;\n",
5891 shader
->u
.ps
.input_reg_map
[input
->register_idx
], reg_mask
, reg_mask
);
5893 else if (args
->pointsprite
&& shader_match_semantic(semantic_name
, WINED3D_DECL_USAGE_TEXCOORD
))
5895 shader_addline(buffer
, "ps_in[%u] = vec4(gl_PointCoord.xy, 0.0, 0.0);\n", input
->register_idx
);
5897 else if (input
->sysval_semantic
== WINED3D_SV_IS_FRONT_FACE
)
5899 shader_addline(buffer
, "ps_in[%u] = vec4("
5900 "uintBitsToFloat(gl_FrontFacing ? 0xffffffffu : 0u), 0.0, 0.0, 0.0);\n",
5901 input
->register_idx
);
5905 if (input
->sysval_semantic
)
5906 FIXME("Unhandled sysval semantic %#x.\n", input
->sysval_semantic
);
5907 shader_addline(buffer
, "ps_in[%u]%s = ps_link[%u]%s;\n",
5908 shader
->u
.ps
.input_reg_map
[input
->register_idx
], reg_mask
,
5909 shader
->u
.ps
.input_reg_map
[input
->register_idx
], reg_mask
);
5912 else if (shader_match_semantic(semantic_name
, WINED3D_DECL_USAGE_TEXCOORD
))
5914 if (args
->pointsprite
)
5915 shader_addline(buffer
, "ps_in[%u] = vec4(gl_PointCoord.xy, 0.0, 0.0);\n",
5916 shader
->u
.ps
.input_reg_map
[input
->register_idx
]);
5917 else if (args
->vp_mode
== pretransformed
&& args
->texcoords_initialized
& (1u << semantic_idx
))
5918 shader_addline(buffer
, "ps_in[%u]%s = %s[%u]%s;\n",
5919 shader
->u
.ps
.input_reg_map
[input
->register_idx
], reg_mask
,
5920 gl_info
->supported
[WINED3D_GL_LEGACY_CONTEXT
]
5921 ? "gl_TexCoord" : "ffp_varying_texcoord", semantic_idx
, reg_mask
);
5923 shader_addline(buffer
, "ps_in[%u]%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
5924 shader
->u
.ps
.input_reg_map
[input
->register_idx
], reg_mask
, reg_mask
);
5926 else if (shader_match_semantic(semantic_name
, WINED3D_DECL_USAGE_COLOR
))
5929 shader_addline(buffer
, "ps_in[%u]%s = vec4(ffp_varying_diffuse)%s;\n",
5930 shader
->u
.ps
.input_reg_map
[input
->register_idx
], reg_mask
, reg_mask
);
5931 else if (semantic_idx
== 1)
5932 shader_addline(buffer
, "ps_in[%u]%s = vec4(ffp_varying_specular)%s;\n",
5933 shader
->u
.ps
.input_reg_map
[input
->register_idx
], reg_mask
, reg_mask
);
5935 shader_addline(buffer
, "ps_in[%u]%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
5936 shader
->u
.ps
.input_reg_map
[input
->register_idx
], reg_mask
, reg_mask
);
5940 shader_addline(buffer
, "ps_in[%u]%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
5941 shader
->u
.ps
.input_reg_map
[input
->register_idx
], reg_mask
, reg_mask
);
5946 static void add_glsl_program_entry(struct shader_glsl_priv
*priv
, struct glsl_shader_prog_link
*entry
)
5948 struct glsl_program_key key
;
5950 key
.vs_id
= entry
->vs
.id
;
5951 key
.gs_id
= entry
->gs
.id
;
5952 key
.ps_id
= entry
->ps
.id
;
5953 key
.cs_id
= entry
->cs
.id
;
5955 if (wine_rb_put(&priv
->program_lookup
, &key
, &entry
->program_lookup_entry
) == -1)
5957 ERR("Failed to insert program entry.\n");
5961 static struct glsl_shader_prog_link
*get_glsl_program_entry(const struct shader_glsl_priv
*priv
,
5962 const struct glsl_program_key
*key
)
5964 struct wine_rb_entry
*entry
;
5966 entry
= wine_rb_get(&priv
->program_lookup
, key
);
5967 return entry
? WINE_RB_ENTRY_VALUE(entry
, struct glsl_shader_prog_link
, program_lookup_entry
) : NULL
;
5970 /* Context activation is done by the caller. */
5971 static void delete_glsl_program_entry(struct shader_glsl_priv
*priv
, const struct wined3d_gl_info
*gl_info
,
5972 struct glsl_shader_prog_link
*entry
)
5974 wine_rb_remove(&priv
->program_lookup
, &entry
->program_lookup_entry
);
5976 GL_EXTCALL(glDeleteProgram(entry
->id
));
5978 list_remove(&entry
->vs
.shader_entry
);
5980 list_remove(&entry
->gs
.shader_entry
);
5982 list_remove(&entry
->ps
.shader_entry
);
5984 list_remove(&entry
->cs
.shader_entry
);
5985 HeapFree(GetProcessHeap(), 0, entry
);
5988 static void shader_glsl_setup_vs3_output(struct shader_glsl_priv
*priv
,
5989 const struct wined3d_gl_info
*gl_info
, const DWORD
*map
,
5990 const struct wined3d_shader_signature
*input_signature
,
5991 const struct wined3d_shader_reg_maps
*reg_maps_in
,
5992 const struct wined3d_shader_signature
*output_signature
,
5993 const struct wined3d_shader_reg_maps
*reg_maps_out
, const char *out_array_name
)
5995 struct wined3d_string_buffer
*destination
= string_buffer_get(&priv
->string_buffers
);
5996 BOOL legacy_context
= gl_info
->supported
[WINED3D_GL_LEGACY_CONTEXT
];
5997 struct wined3d_string_buffer
*buffer
= &priv
->shader_buffer
;
5998 unsigned int in_count
= vec4_varyings(3, gl_info
);
5999 unsigned int max_varyings
= legacy_context
? in_count
+ 2 : in_count
;
6000 DWORD in_idx
, *set
= NULL
;
6004 set
= wined3d_calloc(max_varyings
, sizeof(*set
));
6006 for (i
= 0; i
< input_signature
->element_count
; ++i
)
6008 const struct wined3d_shader_signature_element
*input
= &input_signature
->elements
[i
];
6010 if (!(reg_maps_in
->input_registers
& (1u << input
->register_idx
)))
6013 in_idx
= map
[input
->register_idx
];
6014 /* Declared, but not read register */
6017 if (in_idx
>= max_varyings
)
6019 FIXME("More input varyings declared than supported, expect issues.\n");
6023 if (in_idx
== in_count
)
6024 string_buffer_sprintf(destination
, "gl_FrontColor");
6025 else if (in_idx
== in_count
+ 1)
6026 string_buffer_sprintf(destination
, "gl_FrontSecondaryColor");
6028 string_buffer_sprintf(destination
, "%s[%u]", out_array_name
, in_idx
);
6033 for (j
= 0; j
< output_signature
->element_count
; ++j
)
6035 const struct wined3d_shader_signature_element
*output
= &output_signature
->elements
[j
];
6038 if (!(reg_maps_out
->output_registers
& (1u << output
->register_idx
))
6039 || input
->semantic_idx
!= output
->semantic_idx
6040 || strcmp(input
->semantic_name
, output
->semantic_name
)
6041 || !(mask
= input
->mask
& output
->mask
))
6044 if (set
[in_idx
] == ~0u)
6046 set
[in_idx
] |= mask
& reg_maps_out
->u
.output_registers_mask
[output
->register_idx
];
6047 shader_glsl_write_mask_to_str(mask
, reg_mask
);
6049 shader_addline(buffer
, "%s%s = shader_out[%u]%s;\n",
6050 destination
->buffer
, reg_mask
, output
->register_idx
, reg_mask
);
6054 for (i
= 0; i
< max_varyings
; ++i
)
6058 if (!set
[i
] || set
[i
] == WINED3DSP_WRITEMASK_ALL
)
6065 if (!(set
[i
] & WINED3DSP_WRITEMASK_0
))
6066 reg_mask
[size
++] = 'x';
6067 if (!(set
[i
] & WINED3DSP_WRITEMASK_1
))
6068 reg_mask
[size
++] = 'y';
6069 if (!(set
[i
] & WINED3DSP_WRITEMASK_2
))
6070 reg_mask
[size
++] = 'z';
6071 if (!(set
[i
] & WINED3DSP_WRITEMASK_3
))
6072 reg_mask
[size
++] = 'w';
6073 reg_mask
[size
] = '\0';
6076 string_buffer_sprintf(destination
, "gl_FrontColor");
6077 else if (i
== in_count
+ 1)
6078 string_buffer_sprintf(destination
, "gl_FrontSecondaryColor");
6080 string_buffer_sprintf(destination
, "%s[%u]", out_array_name
, i
);
6083 shader_addline(buffer
, "%s.%s = 0.0;\n", destination
->buffer
, reg_mask
);
6085 shader_addline(buffer
, "%s.%s = vec%u(0.0);\n", destination
->buffer
, reg_mask
, size
);
6088 HeapFree(GetProcessHeap(), 0, set
);
6089 string_buffer_release(&priv
->string_buffers
, destination
);
6092 static void shader_glsl_setup_sm4_shader_output(struct shader_glsl_priv
*priv
,
6093 unsigned int input_count
, const struct wined3d_shader_signature
*output_signature
,
6094 const struct wined3d_shader_reg_maps
*reg_maps_out
, const char *out_array_name
)
6096 struct wined3d_string_buffer
*destination
= string_buffer_get(&priv
->string_buffers
);
6097 struct wined3d_string_buffer
*buffer
= &priv
->shader_buffer
;
6101 for (i
= 0; i
< output_signature
->element_count
; ++i
)
6103 const struct wined3d_shader_signature_element
*output
= &output_signature
->elements
[i
];
6105 if (!(reg_maps_out
->output_registers
& (1u << output
->register_idx
)))
6108 if (output
->register_idx
>= input_count
)
6111 string_buffer_sprintf(destination
, "%s[%u]", out_array_name
, output
->register_idx
);
6113 shader_glsl_write_mask_to_str(output
->mask
, reg_mask
);
6115 shader_addline(buffer
, "%s%s = shader_out[%u]%s;\n",
6116 destination
->buffer
, reg_mask
, output
->register_idx
, reg_mask
);
6119 string_buffer_release(&priv
->string_buffers
, destination
);
6122 /* Context activation is done by the caller. */
6123 static void shader_glsl_generate_vs_gs_setup(struct shader_glsl_priv
*priv
,
6124 const struct wined3d_shader
*vs
, unsigned int input_count
,
6125 const struct wined3d_gl_info
*gl_info
)
6127 BOOL legacy_context
= gl_info
->supported
[WINED3D_GL_LEGACY_CONTEXT
];
6128 struct wined3d_string_buffer
*buffer
= &priv
->shader_buffer
;
6131 shader_addline(buffer
, "varying out vec4 gs_in[%u];\n", input_count
);
6133 shader_addline(buffer
, "out vs_gs_iface { vec4 gs_in[%u]; } gs_in;\n", input_count
);
6134 shader_addline(buffer
, "void setup_vs_output(in vec4 shader_out[%u])\n{\n", vs
->limits
->packed_output
);
6136 shader_glsl_setup_sm4_shader_output(priv
, input_count
, &vs
->output_signature
, &vs
->reg_maps
,
6137 legacy_context
? "gs_in" : "gs_in.gs_in");
6139 shader_addline(buffer
, "}\n");
6142 static void shader_glsl_setup_sm3_rasterizer_input(struct shader_glsl_priv
*priv
,
6143 const struct wined3d_gl_info
*gl_info
, const DWORD
*map
,
6144 const struct wined3d_shader_signature
*input_signature
,
6145 const struct wined3d_shader_reg_maps
*reg_maps_in
, unsigned int input_count
,
6146 const struct wined3d_shader_signature
*output_signature
,
6147 const struct wined3d_shader_reg_maps
*reg_maps_out
, BOOL per_vertex_point_size
)
6149 struct wined3d_string_buffer
*buffer
= &priv
->shader_buffer
;
6150 const char *semantic_name
;
6155 /* First, sort out position and point size system values. */
6156 for (i
= 0; i
< output_signature
->element_count
; ++i
)
6158 const struct wined3d_shader_signature_element
*output
= &output_signature
->elements
[i
];
6160 if (!(reg_maps_out
->output_registers
& (1u << output
->register_idx
)))
6163 semantic_name
= output
->semantic_name
;
6164 semantic_idx
= output
->semantic_idx
;
6165 shader_glsl_write_mask_to_str(output
->mask
, reg_mask
);
6167 if (output
->sysval_semantic
== WINED3D_SV_POSITION
&& !semantic_idx
)
6169 shader_addline(buffer
, "gl_Position%s = shader_out[%u]%s;\n",
6170 reg_mask
, output
->register_idx
, reg_mask
);
6172 else if (shader_match_semantic(semantic_name
, WINED3D_DECL_USAGE_PSIZE
) && per_vertex_point_size
)
6174 shader_addline(buffer
, "gl_PointSize = clamp(shader_out[%u].%c, "
6175 "ffp_point.size_min, ffp_point.size_max);\n", output
->register_idx
, reg_mask
[1]);
6177 else if (output
->sysval_semantic
)
6179 FIXME("Unhandled sysval semantic %#x.\n", output
->sysval_semantic
);
6183 /* Then, setup the pixel shader input. */
6184 if (reg_maps_out
->shader_version
.major
< 4)
6185 shader_glsl_setup_vs3_output(priv
, gl_info
, map
, input_signature
, reg_maps_in
,
6186 output_signature
, reg_maps_out
, "ps_link");
6188 shader_glsl_setup_sm4_shader_output(priv
, input_count
, output_signature
, reg_maps_out
, "ps_link");
6191 /* Context activation is done by the caller. */
6192 static GLuint
shader_glsl_generate_vs3_rasterizer_input_setup(struct shader_glsl_priv
*priv
,
6193 const struct wined3d_shader
*vs
, const struct wined3d_shader
*ps
,
6194 BOOL per_vertex_point_size
, BOOL flatshading
, const struct wined3d_gl_info
*gl_info
)
6196 struct wined3d_string_buffer
*buffer
= &priv
->shader_buffer
;
6198 DWORD ps_major
= ps
? ps
->reg_maps
.shader_version
.major
: 0;
6200 const char *semantic_name
;
6203 BOOL legacy_context
= gl_info
->supported
[WINED3D_GL_LEGACY_CONTEXT
];
6205 string_buffer_clear(buffer
);
6207 shader_glsl_add_version_declaration(buffer
, gl_info
, &vs
->reg_maps
.shader_version
);
6209 if (per_vertex_point_size
)
6211 shader_addline(buffer
, "uniform struct\n{\n");
6212 shader_addline(buffer
, " float size_min;\n");
6213 shader_addline(buffer
, " float size_max;\n");
6214 shader_addline(buffer
, "} ffp_point;\n");
6219 DWORD colors_written_mask
[2] = {0};
6220 DWORD texcoords_written_mask
[MAX_TEXTURES
] = {0};
6222 if (!legacy_context
)
6224 declare_out_varying(gl_info
, buffer
, flatshading
, "vec4 ffp_varying_diffuse;\n");
6225 declare_out_varying(gl_info
, buffer
, flatshading
, "vec4 ffp_varying_specular;\n");
6226 declare_out_varying(gl_info
, buffer
, FALSE
, "vec4 ffp_varying_texcoord[%u];\n", MAX_TEXTURES
);
6227 declare_out_varying(gl_info
, buffer
, FALSE
, "float ffp_varying_fogcoord;\n");
6230 shader_addline(buffer
, "void setup_vs_output(in vec4 shader_out[%u])\n{\n", vs
->limits
->packed_output
);
6232 for (i
= 0; i
< vs
->output_signature
.element_count
; ++i
)
6234 const struct wined3d_shader_signature_element
*output
= &vs
->output_signature
.elements
[i
];
6237 if (!(vs
->reg_maps
.output_registers
& (1u << output
->register_idx
)))
6240 semantic_name
= output
->semantic_name
;
6241 semantic_idx
= output
->semantic_idx
;
6242 write_mask
= output
->mask
;
6243 shader_glsl_write_mask_to_str(write_mask
, reg_mask
);
6245 if (shader_match_semantic(semantic_name
, WINED3D_DECL_USAGE_COLOR
) && semantic_idx
< 2)
6248 shader_addline(buffer
, "gl_Front%sColor%s = shader_out[%u]%s;\n",
6249 semantic_idx
? "Secondary" : "", reg_mask
, output
->register_idx
, reg_mask
);
6251 shader_addline(buffer
, "ffp_varying_%s%s = clamp(shader_out[%u]%s, 0.0, 1.0);\n",
6252 semantic_idx
? "specular" : "diffuse", reg_mask
, output
->register_idx
, reg_mask
);
6254 colors_written_mask
[semantic_idx
] = write_mask
;
6256 else if (shader_match_semantic(semantic_name
, WINED3D_DECL_USAGE_POSITION
) && !semantic_idx
)
6258 shader_addline(buffer
, "gl_Position%s = shader_out[%u]%s;\n",
6259 reg_mask
, output
->register_idx
, reg_mask
);
6261 else if (shader_match_semantic(semantic_name
, WINED3D_DECL_USAGE_TEXCOORD
))
6263 if (semantic_idx
< MAX_TEXTURES
)
6265 shader_addline(buffer
, "%s[%u]%s = shader_out[%u]%s;\n",
6266 legacy_context
? "gl_TexCoord" : "ffp_varying_texcoord",
6267 semantic_idx
, reg_mask
, output
->register_idx
, reg_mask
);
6268 texcoords_written_mask
[semantic_idx
] = write_mask
;
6271 else if (shader_match_semantic(semantic_name
, WINED3D_DECL_USAGE_PSIZE
) && per_vertex_point_size
)
6273 shader_addline(buffer
, "gl_PointSize = clamp(shader_out[%u].%c, "
6274 "ffp_point.size_min, ffp_point.size_max);\n", output
->register_idx
, reg_mask
[1]);
6276 else if (shader_match_semantic(semantic_name
, WINED3D_DECL_USAGE_FOG
))
6278 shader_addline(buffer
, "%s = clamp(shader_out[%u].%c, 0.0, 1.0);\n",
6279 legacy_context
? "gl_FogFragCoord" : "ffp_varying_fogcoord",
6280 output
->register_idx
, reg_mask
[1]);
6284 for (i
= 0; i
< 2; ++i
)
6286 if (colors_written_mask
[i
] != WINED3DSP_WRITEMASK_ALL
)
6288 shader_glsl_write_mask_to_str(~colors_written_mask
[i
] & WINED3DSP_WRITEMASK_ALL
, reg_mask
);
6290 shader_addline(buffer
, "%s%s = vec4(1.0)%s;\n",
6291 legacy_context
? "gl_FrontColor" : "ffp_varying_diffuse",
6292 reg_mask
, reg_mask
);
6294 shader_addline(buffer
, "%s%s = vec4(0.0)%s;\n",
6295 legacy_context
? "gl_FrontSecondaryColor" : "ffp_varying_specular",
6296 reg_mask
, reg_mask
);
6299 for (i
= 0; i
< MAX_TEXTURES
; ++i
)
6301 if (ps
&& !(ps
->reg_maps
.texcoord
& (1u << i
)))
6304 if (texcoords_written_mask
[i
] != WINED3DSP_WRITEMASK_ALL
)
6306 if (gl_info
->limits
.glsl_varyings
< wined3d_max_compat_varyings(gl_info
)
6307 && !texcoords_written_mask
[i
])
6310 shader_glsl_write_mask_to_str(~texcoords_written_mask
[i
] & WINED3DSP_WRITEMASK_ALL
, reg_mask
);
6311 shader_addline(buffer
, "%s[%u]%s = vec4(0.0)%s;\n",
6312 legacy_context
? "gl_TexCoord" : "ffp_varying_texcoord", i
, reg_mask
, reg_mask
);
6318 UINT in_count
= min(vec4_varyings(ps_major
, gl_info
), ps
->limits
->packed_input
);
6320 declare_out_varying(gl_info
, buffer
, FALSE
, "vec4 ps_link[%u];\n", in_count
);
6321 shader_addline(buffer
, "void setup_vs_output(in vec4 shader_out[%u])\n{\n", vs
->limits
->packed_output
);
6322 shader_glsl_setup_sm3_rasterizer_input(priv
, gl_info
, ps
->u
.ps
.input_reg_map
, &ps
->input_signature
,
6323 &ps
->reg_maps
, 0, &vs
->output_signature
, &vs
->reg_maps
, per_vertex_point_size
);
6326 shader_addline(buffer
, "}\n");
6328 ret
= GL_EXTCALL(glCreateShader(GL_VERTEX_SHADER
));
6329 checkGLcall("glCreateShader(GL_VERTEX_SHADER)");
6330 shader_glsl_compile(gl_info
, ret
, buffer
->buffer
);
6335 static void shader_glsl_generate_sm4_rasterizer_input_setup(struct shader_glsl_priv
*priv
,
6336 const struct wined3d_shader
*shader
, unsigned int input_count
,
6337 const struct wined3d_gl_info
*gl_info
)
6339 struct wined3d_string_buffer
*buffer
= &priv
->shader_buffer
;
6342 declare_out_varying(gl_info
, buffer
, FALSE
, "vec4 ps_link[%u];\n", min(vec4_varyings(4, gl_info
), input_count
));
6344 shader_addline(buffer
, "void setup_%s_output(in vec4 shader_out[%u])\n{\n",
6345 shader_glsl_get_prefix(shader
->reg_maps
.shader_version
.type
), shader
->limits
->packed_output
);
6347 shader_glsl_setup_sm3_rasterizer_input(priv
, gl_info
, NULL
, NULL
,
6348 NULL
, input_count
, &shader
->output_signature
, &shader
->reg_maps
, FALSE
);
6350 shader_addline(buffer
, "}\n");
6353 static void shader_glsl_generate_srgb_write_correction(struct wined3d_string_buffer
*buffer
,
6354 const struct wined3d_gl_info
*gl_info
)
6356 const char *output
= get_fragment_output(gl_info
);
6358 shader_addline(buffer
, "tmp0.xyz = pow(%s[0].xyz, vec3(srgb_const0.x));\n", output
);
6359 shader_addline(buffer
, "tmp0.xyz = tmp0.xyz * vec3(srgb_const0.y) - vec3(srgb_const0.z);\n");
6360 shader_addline(buffer
, "tmp1.xyz = %s[0].xyz * vec3(srgb_const0.w);\n", output
);
6361 shader_addline(buffer
, "bvec3 srgb_compare = lessThan(%s[0].xyz, vec3(srgb_const1.x));\n", output
);
6362 shader_addline(buffer
, "%s[0].xyz = mix(tmp0.xyz, tmp1.xyz, vec3(srgb_compare));\n", output
);
6363 shader_addline(buffer
, "%s[0] = clamp(%s[0], 0.0, 1.0);\n", output
, output
);
6366 static void shader_glsl_generate_fog_code(struct wined3d_string_buffer
*buffer
,
6367 const struct wined3d_gl_info
*gl_info
, enum wined3d_ffp_ps_fog_mode mode
)
6369 const char *output
= get_fragment_output(gl_info
);
6373 case WINED3D_FFP_PS_FOG_OFF
:
6376 case WINED3D_FFP_PS_FOG_LINEAR
:
6377 shader_addline(buffer
, "float fog = (ffp_fog.end - ffp_varying_fogcoord) * ffp_fog.scale;\n");
6380 case WINED3D_FFP_PS_FOG_EXP
:
6381 shader_addline(buffer
, "float fog = exp(-ffp_fog.density * ffp_varying_fogcoord);\n");
6384 case WINED3D_FFP_PS_FOG_EXP2
:
6385 shader_addline(buffer
, "float fog = exp(-ffp_fog.density * ffp_fog.density"
6386 " * ffp_varying_fogcoord * ffp_varying_fogcoord);\n");
6390 ERR("Invalid fog mode %#x.\n", mode
);
6394 shader_addline(buffer
, "%s[0].xyz = mix(ffp_fog.color.xyz, %s[0].xyz, clamp(fog, 0.0, 1.0));\n",
6398 static void shader_glsl_generate_alpha_test(struct wined3d_string_buffer
*buffer
,
6399 const struct wined3d_gl_info
*gl_info
, enum wined3d_cmp_func alpha_func
)
6401 /* alpha_func is the PASS condition, not the DISCARD condition. Instead of
6402 * flipping all the operators here, just negate the comparison below. */
6403 static const char * const comparison_operator
[] =
6405 "", /* WINED3D_CMP_NEVER */
6406 "<", /* WINED3D_CMP_LESS */
6407 "==", /* WINED3D_CMP_EQUAL */
6408 "<=", /* WINED3D_CMP_LESSEQUAL */
6409 ">", /* WINED3D_CMP_GREATER */
6410 "!=", /* WINED3D_CMP_NOTEQUAL */
6411 ">=", /* WINED3D_CMP_GREATEREQUAL */
6412 "" /* WINED3D_CMP_ALWAYS */
6415 if (alpha_func
== WINED3D_CMP_ALWAYS
)
6418 if (alpha_func
!= WINED3D_CMP_NEVER
)
6419 shader_addline(buffer
, "if (!(%s[0].a %s alpha_test_ref))\n",
6420 get_fragment_output(gl_info
), comparison_operator
[alpha_func
- WINED3D_CMP_NEVER
]);
6421 shader_addline(buffer
, " discard;\n");
6424 static void shader_glsl_enable_extensions(struct wined3d_string_buffer
*buffer
,
6425 const struct wined3d_gl_info
*gl_info
)
6427 if (gl_info
->supported
[ARB_GPU_SHADER5
])
6428 shader_addline(buffer
, "#extension GL_ARB_gpu_shader5 : enable\n");
6429 if (gl_info
->supported
[ARB_SHADER_BIT_ENCODING
])
6430 shader_addline(buffer
, "#extension GL_ARB_shader_bit_encoding : enable\n");
6431 if (gl_info
->supported
[ARB_SHADER_IMAGE_LOAD_STORE
])
6432 shader_addline(buffer
, "#extension GL_ARB_shader_image_load_store : enable\n");
6433 if (gl_info
->supported
[ARB_SHADER_IMAGE_SIZE
])
6434 shader_addline(buffer
, "#extension GL_ARB_shader_image_size : enable\n");
6435 if (gl_info
->supported
[ARB_SHADING_LANGUAGE_PACKING
])
6436 shader_addline(buffer
, "#extension GL_ARB_shading_language_packing : enable\n");
6437 if (gl_info
->supported
[ARB_TEXTURE_CUBE_MAP_ARRAY
])
6438 shader_addline(buffer
, "#extension GL_ARB_texture_cube_map_array : enable\n");
6439 if (gl_info
->supported
[ARB_TEXTURE_QUERY_LEVELS
])
6440 shader_addline(buffer
, "#extension GL_ARB_texture_query_levels : enable\n");
6441 if (gl_info
->supported
[ARB_UNIFORM_BUFFER_OBJECT
])
6442 shader_addline(buffer
, "#extension GL_ARB_uniform_buffer_object : enable\n");
6443 if (gl_info
->supported
[EXT_GPU_SHADER4
])
6444 shader_addline(buffer
, "#extension GL_EXT_gpu_shader4 : enable\n");
6445 if (gl_info
->supported
[EXT_TEXTURE_ARRAY
])
6446 shader_addline(buffer
, "#extension GL_EXT_texture_array : enable\n");
6449 static void shader_glsl_generate_ps_epilogue(const struct wined3d_gl_info
*gl_info
,
6450 struct wined3d_string_buffer
*buffer
, const struct wined3d_shader
*shader
,
6451 const struct ps_compile_args
*args
)
6453 const struct wined3d_shader_reg_maps
*reg_maps
= &shader
->reg_maps
;
6455 /* Pixel shaders < 2.0 place the resulting color in R0 implicitly. */
6456 if (reg_maps
->shader_version
.major
< 2)
6457 shader_addline(buffer
, "%s[0] = R0;\n", get_fragment_output(gl_info
));
6459 if (args
->srgb_correction
)
6460 shader_glsl_generate_srgb_write_correction(buffer
, gl_info
);
6462 /* SM < 3 does not replace the fog stage. */
6463 if (reg_maps
->shader_version
.major
< 3)
6464 shader_glsl_generate_fog_code(buffer
, gl_info
, args
->fog
);
6466 shader_glsl_generate_alpha_test(buffer
, gl_info
, args
->alpha_test_func
+ 1);
6469 /* Context activation is done by the caller. */
6470 static GLuint
shader_glsl_generate_pshader(const struct wined3d_context
*context
,
6471 struct wined3d_string_buffer
*buffer
, struct wined3d_string_buffer_list
*string_buffers
,
6472 const struct wined3d_shader
*shader
,
6473 const struct ps_compile_args
*args
, struct ps_np2fixup_info
*np2fixup_info
)
6475 const struct wined3d_shader_reg_maps
*reg_maps
= &shader
->reg_maps
;
6476 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
6477 struct shader_glsl_ctx_priv priv_ctx
;
6478 BOOL legacy_context
= gl_info
->supported
[WINED3D_GL_LEGACY_CONTEXT
];
6480 /* Create the hw GLSL shader object and assign it as the shader->prgId */
6481 GLuint shader_id
= GL_EXTCALL(glCreateShader(GL_FRAGMENT_SHADER
));
6483 memset(&priv_ctx
, 0, sizeof(priv_ctx
));
6484 priv_ctx
.cur_ps_args
= args
;
6485 priv_ctx
.cur_np2fixup_info
= np2fixup_info
;
6486 priv_ctx
.string_buffers
= string_buffers
;
6488 shader_glsl_add_version_declaration(buffer
, gl_info
, ®_maps
->shader_version
);
6490 shader_glsl_enable_extensions(buffer
, gl_info
);
6491 if (gl_info
->supported
[ARB_DERIVATIVE_CONTROL
])
6492 shader_addline(buffer
, "#extension GL_ARB_derivative_control : enable\n");
6493 if (gl_info
->supported
[ARB_FRAGMENT_COORD_CONVENTIONS
])
6494 shader_addline(buffer
, "#extension GL_ARB_fragment_coord_conventions : enable\n");
6495 if (gl_info
->supported
[ARB_SHADER_TEXTURE_LOD
])
6496 shader_addline(buffer
, "#extension GL_ARB_shader_texture_lod : enable\n");
6497 /* The spec says that it doesn't have to be explicitly enabled, but the
6498 * nvidia drivers write a warning if we don't do so. */
6499 if (gl_info
->supported
[ARB_TEXTURE_RECTANGLE
])
6500 shader_addline(buffer
, "#extension GL_ARB_texture_rectangle : enable\n");
6502 /* Base Declarations */
6503 shader_generate_glsl_declarations(context
, buffer
, shader
, reg_maps
, &priv_ctx
);
6505 shader_addline(buffer
, "void main()\n{\n");
6507 /* Direct3D applications expect integer vPos values, while OpenGL drivers
6508 * add approximately 0.5. This causes off-by-one problems as spotted by
6509 * the vPos d3d9 visual test. Unfortunately ATI cards do not add exactly
6510 * 0.5, but rather something like 0.49999999 or 0.50000001, which still
6511 * causes precision troubles when we just subtract 0.5.
6513 * To deal with that, just floor() the position. This will eliminate the
6514 * fraction on all cards.
6516 * TODO: Test how this behaves with multisampling.
6518 * An advantage of floor is that it works even if the driver doesn't add
6519 * 0.5. It is somewhat questionable if 1.5, 2.5, ... are the proper values
6520 * to return in gl_FragCoord, even though coordinates specify the pixel
6521 * centers instead of the pixel corners. This code will behave correctly
6522 * on drivers that returns integer values. */
6525 if (gl_info
->supported
[ARB_FRAGMENT_COORD_CONVENTIONS
])
6526 shader_addline(buffer
, "vpos = gl_FragCoord;\n");
6527 else if (context
->d3d_info
->wined3d_creation_flags
& WINED3D_PIXEL_CENTER_INTEGER
)
6528 shader_addline(buffer
,
6529 "vpos = floor(vec4(0, ycorrection[0], 0, 0) + gl_FragCoord * vec4(1, ycorrection[1], 1, 1));\n");
6531 shader_addline(buffer
,
6532 "vpos = vec4(0, ycorrection[0], 0, 0) + gl_FragCoord * vec4(1, ycorrection[1], 1, 1);\n");
6535 if (reg_maps
->shader_version
.major
< 3 || args
->vp_mode
!= vertexshader
)
6538 WORD map
= reg_maps
->texcoord
;
6542 if (glsl_is_color_reg_read(shader
, 0))
6543 shader_addline(buffer
, "ffp_varying_diffuse = gl_Color;\n");
6544 if (glsl_is_color_reg_read(shader
, 1))
6545 shader_addline(buffer
, "ffp_varying_specular = gl_SecondaryColor;\n");
6548 for (i
= 0; map
; map
>>= 1, ++i
)
6552 if (args
->pointsprite
)
6553 shader_addline(buffer
, "ffp_texcoord[%u] = vec4(gl_PointCoord.xy, 0.0, 0.0);\n", i
);
6554 else if (args
->texcoords_initialized
& (1u << i
))
6555 shader_addline(buffer
, "ffp_texcoord[%u] = %s[%u];\n", i
,
6556 legacy_context
? "gl_TexCoord" : "ffp_varying_texcoord", i
);
6558 shader_addline(buffer
, "ffp_texcoord[%u] = vec4(0.0);\n", i
);
6559 shader_addline(buffer
, "vec4 T%u = ffp_texcoord[%u];\n", i
, i
);
6564 shader_addline(buffer
, "ffp_varying_fogcoord = gl_FogFragCoord;\n");
6567 /* Pack 3.0 inputs */
6568 if (reg_maps
->shader_version
.major
>= 3)
6569 shader_glsl_input_pack(shader
, buffer
, &shader
->input_signature
, reg_maps
, args
, gl_info
);
6571 /* Base Shader Body */
6572 shader_generate_main(shader
, buffer
, reg_maps
, &priv_ctx
);
6574 /* In SM4+ the shader epilogue is generated by the "ret" instruction. */
6575 if (reg_maps
->shader_version
.major
< 4)
6576 shader_glsl_generate_ps_epilogue(gl_info
, buffer
, shader
, args
);
6578 shader_addline(buffer
, "}\n");
6580 TRACE("Compiling shader object %u.\n", shader_id
);
6581 shader_glsl_compile(gl_info
, shader_id
, buffer
->buffer
);
6586 static void shader_glsl_generate_vs_epilogue(const struct wined3d_gl_info
*gl_info
,
6587 struct wined3d_string_buffer
*buffer
, const struct wined3d_shader
*shader
,
6588 const struct vs_compile_args
*args
)
6590 const struct wined3d_shader_reg_maps
*reg_maps
= &shader
->reg_maps
;
6591 BOOL legacy_context
= gl_info
->supported
[WINED3D_GL_LEGACY_CONTEXT
];
6594 /* Unpack outputs. */
6595 shader_addline(buffer
, "setup_vs_output(vs_out);\n");
6597 /* The D3DRS_FOGTABLEMODE render state defines if the shader-generated fog coord is used
6598 * or if the fragment depth is used. If the fragment depth is used(FOGTABLEMODE != NONE),
6599 * the fog frag coord is thrown away. If the fog frag coord is used, but not written by
6600 * the shader, it is set to 0.0(fully fogged, since start = 1.0, end = 0.0).
6602 if (reg_maps
->shader_version
.major
< 3)
6604 if (args
->fog_src
== VS_FOG_Z
)
6605 shader_addline(buffer
, "%s = gl_Position.z;\n",
6606 legacy_context
? "gl_FogFragCoord" : "ffp_varying_fogcoord");
6607 else if (!reg_maps
->fog
)
6608 shader_addline(buffer
, "%s = 0.0;\n",
6609 legacy_context
? "gl_FogFragCoord" : "ffp_varying_fogcoord");
6612 /* We always store the clipplanes without y inversion. */
6613 if (args
->clip_enabled
)
6616 shader_addline(buffer
, "gl_ClipVertex = gl_Position;\n");
6618 for (i
= 0; i
< gl_info
->limits
.user_clip_distances
; ++i
)
6619 shader_addline(buffer
, "gl_ClipDistance[%u] = dot(gl_Position, clip_planes[%u]);\n", i
, i
);
6622 if (args
->point_size
&& !args
->per_vertex_point_size
)
6623 shader_addline(buffer
, "gl_PointSize = clamp(ffp_point.size, ffp_point.size_min, ffp_point.size_max);\n");
6625 if (args
->next_shader_type
== WINED3D_SHADER_TYPE_PIXEL
&& !gl_info
->supported
[ARB_CLIP_CONTROL
])
6626 shader_glsl_fixup_position(buffer
);
6629 /* Context activation is done by the caller. */
6630 static GLuint
shader_glsl_generate_vshader(const struct wined3d_context
*context
,
6631 struct shader_glsl_priv
*priv
, const struct wined3d_shader
*shader
, const struct vs_compile_args
*args
)
6633 struct wined3d_string_buffer_list
*string_buffers
= &priv
->string_buffers
;
6634 const struct wined3d_shader_reg_maps
*reg_maps
= &shader
->reg_maps
;
6635 struct wined3d_string_buffer
*buffer
= &priv
->shader_buffer
;
6636 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
6637 struct shader_glsl_ctx_priv priv_ctx
;
6639 /* Create the hw GLSL shader program and assign it as the shader->prgId */
6640 GLuint shader_id
= GL_EXTCALL(glCreateShader(GL_VERTEX_SHADER
));
6642 shader_glsl_add_version_declaration(buffer
, gl_info
, ®_maps
->shader_version
);
6644 shader_glsl_enable_extensions(buffer
, gl_info
);
6645 if (gl_info
->supported
[ARB_DRAW_INSTANCED
])
6646 shader_addline(buffer
, "#extension GL_ARB_draw_instanced : enable\n");
6647 if (gl_info
->supported
[ARB_EXPLICIT_ATTRIB_LOCATION
])
6648 shader_addline(buffer
, "#extension GL_ARB_explicit_attrib_location : enable\n");
6650 memset(&priv_ctx
, 0, sizeof(priv_ctx
));
6651 priv_ctx
.cur_vs_args
= args
;
6652 priv_ctx
.string_buffers
= string_buffers
;
6654 /* Base Declarations */
6655 shader_generate_glsl_declarations(context
, buffer
, shader
, reg_maps
, &priv_ctx
);
6657 if (args
->next_shader_type
== WINED3D_SHADER_TYPE_PIXEL
&& !gl_info
->supported
[ARB_CLIP_CONTROL
])
6658 shader_addline(buffer
, "uniform vec4 pos_fixup;\n");
6660 if (reg_maps
->shader_version
.major
>= 4)
6662 if (args
->next_shader_type
== WINED3D_SHADER_TYPE_PIXEL
)
6663 shader_glsl_generate_sm4_rasterizer_input_setup(priv
, shader
, args
->next_shader_input_count
, gl_info
);
6664 else if (args
->next_shader_type
== WINED3D_SHADER_TYPE_GEOMETRY
)
6665 shader_glsl_generate_vs_gs_setup(priv
, shader
, args
->next_shader_input_count
, gl_info
);
6668 shader_addline(buffer
, "void main()\n{\n");
6670 /* Base Shader Body */
6671 shader_generate_main(shader
, buffer
, reg_maps
, &priv_ctx
);
6673 /* In SM4+ the shader epilogue is generated by the "ret" instruction. */
6674 if (reg_maps
->shader_version
.major
< 4)
6675 shader_glsl_generate_vs_epilogue(gl_info
, buffer
, shader
, args
);
6677 shader_addline(buffer
, "}\n");
6679 TRACE("Compiling shader object %u.\n", shader_id
);
6680 shader_glsl_compile(gl_info
, shader_id
, buffer
->buffer
);
6685 /* Context activation is done by the caller. */
6686 static GLuint
shader_glsl_generate_geometry_shader(const struct wined3d_context
*context
,
6687 struct shader_glsl_priv
*priv
, const struct wined3d_shader
*shader
, const struct gs_compile_args
*args
)
6689 struct wined3d_string_buffer_list
*string_buffers
= &priv
->string_buffers
;
6690 const struct wined3d_shader_reg_maps
*reg_maps
= &shader
->reg_maps
;
6691 struct wined3d_string_buffer
*buffer
= &priv
->shader_buffer
;
6692 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
6693 struct shader_glsl_ctx_priv priv_ctx
;
6696 shader_id
= GL_EXTCALL(glCreateShader(GL_GEOMETRY_SHADER
));
6698 shader_glsl_add_version_declaration(buffer
, gl_info
, ®_maps
->shader_version
);
6700 shader_glsl_enable_extensions(buffer
, gl_info
);
6701 if (gl_info
->supported
[ARB_GEOMETRY_SHADER4
])
6702 shader_addline(buffer
, "#extension GL_ARB_geometry_shader4 : enable\n");
6704 memset(&priv_ctx
, 0, sizeof(priv_ctx
));
6705 priv_ctx
.string_buffers
= string_buffers
;
6706 shader_generate_glsl_declarations(context
, buffer
, shader
, reg_maps
, &priv_ctx
);
6707 if (!gl_info
->supported
[ARB_CLIP_CONTROL
])
6708 shader_addline(buffer
, "uniform vec4 pos_fixup;\n");
6709 shader_glsl_generate_sm4_rasterizer_input_setup(priv
, shader
, args
->ps_input_count
, gl_info
);
6710 shader_addline(buffer
, "void main()\n{\n");
6711 shader_generate_main(shader
, buffer
, reg_maps
, &priv_ctx
);
6712 shader_addline(buffer
, "}\n");
6714 TRACE("Compiling shader object %u.\n", shader_id
);
6715 shader_glsl_compile(gl_info
, shader_id
, buffer
->buffer
);
6720 static void shader_glsl_generate_shader_epilogue(const struct wined3d_shader_context
*ctx
)
6722 const struct shader_glsl_ctx_priv
*priv
= ctx
->backend_data
;
6723 const struct wined3d_gl_info
*gl_info
= ctx
->gl_info
;
6724 const struct wined3d_shader
*shader
= ctx
->shader
;
6726 switch (shader
->reg_maps
.shader_version
.type
)
6728 case WINED3D_SHADER_TYPE_PIXEL
:
6729 shader_glsl_generate_ps_epilogue(gl_info
, ctx
->buffer
, shader
, priv
->cur_ps_args
);
6731 case WINED3D_SHADER_TYPE_VERTEX
:
6732 shader_glsl_generate_vs_epilogue(gl_info
, ctx
->buffer
, shader
, priv
->cur_vs_args
);
6734 case WINED3D_SHADER_TYPE_GEOMETRY
:
6735 case WINED3D_SHADER_TYPE_COMPUTE
:
6738 FIXME("Unhandled shader type %#x.\n", shader
->reg_maps
.shader_version
.type
);
6743 /* Context activation is done by the caller. */
6744 static GLuint
shader_glsl_generate_compute_shader(const struct wined3d_context
*context
,
6745 struct wined3d_string_buffer
*buffer
, struct wined3d_string_buffer_list
*string_buffers
,
6746 const struct wined3d_shader
*shader
)
6748 const struct wined3d_shader_thread_group_size
*thread_group_size
= &shader
->u
.cs
.thread_group_size
;
6749 const struct wined3d_shader_reg_maps
*reg_maps
= &shader
->reg_maps
;
6750 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
6751 struct shader_glsl_ctx_priv priv_ctx
;
6754 shader_id
= GL_EXTCALL(glCreateShader(GL_COMPUTE_SHADER
));
6756 shader_glsl_add_version_declaration(buffer
, gl_info
, ®_maps
->shader_version
);
6758 shader_glsl_enable_extensions(buffer
, gl_info
);
6759 if (gl_info
->supported
[ARB_COMPUTE_SHADER
])
6760 shader_addline(buffer
, "#extension GL_ARB_compute_shader : enable\n");
6762 memset(&priv_ctx
, 0, sizeof(priv_ctx
));
6763 priv_ctx
.string_buffers
= string_buffers
;
6764 shader_generate_glsl_declarations(context
, buffer
, shader
, reg_maps
, &priv_ctx
);
6766 shader_addline(buffer
, "layout(local_size_x = %u, local_size_y = %u, local_size_z = %u) in;\n",
6767 thread_group_size
->x
, thread_group_size
->y
, thread_group_size
->z
);
6769 shader_addline(buffer
, "void main()\n{\n");
6770 shader_generate_main(shader
, buffer
, reg_maps
, &priv_ctx
);
6771 shader_addline(buffer
, "}\n");
6773 TRACE("Compiling shader object %u.\n", shader_id
);
6774 shader_glsl_compile(gl_info
, shader_id
, buffer
->buffer
);
6779 static GLuint
find_glsl_pshader(const struct wined3d_context
*context
,
6780 struct wined3d_string_buffer
*buffer
, struct wined3d_string_buffer_list
*string_buffers
,
6781 struct wined3d_shader
*shader
,
6782 const struct ps_compile_args
*args
, const struct ps_np2fixup_info
**np2fixup_info
)
6784 struct glsl_ps_compiled_shader
*gl_shaders
, *new_array
;
6785 struct glsl_shader_private
*shader_data
;
6786 struct ps_np2fixup_info
*np2fixup
;
6791 if (!shader
->backend_data
)
6793 shader
->backend_data
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(*shader_data
));
6794 if (!shader
->backend_data
)
6796 ERR("Failed to allocate backend data.\n");
6800 shader_data
= shader
->backend_data
;
6801 gl_shaders
= shader_data
->gl_shaders
.ps
;
6803 /* Usually we have very few GL shaders for each d3d shader(just 1 or maybe 2),
6804 * so a linear search is more performant than a hashmap or a binary search
6805 * (cache coherency etc)
6807 for (i
= 0; i
< shader_data
->num_gl_shaders
; ++i
)
6809 if (!memcmp(&gl_shaders
[i
].args
, args
, sizeof(*args
)))
6811 if (args
->np2_fixup
)
6812 *np2fixup_info
= &gl_shaders
[i
].np2fixup
;
6813 return gl_shaders
[i
].id
;
6817 TRACE("No matching GL shader found for shader %p, compiling a new shader.\n", shader
);
6818 if(shader_data
->shader_array_size
== shader_data
->num_gl_shaders
) {
6819 if (shader_data
->num_gl_shaders
)
6821 new_size
= shader_data
->shader_array_size
+ max(1, shader_data
->shader_array_size
/ 2);
6822 new_array
= HeapReAlloc(GetProcessHeap(), 0, shader_data
->gl_shaders
.ps
,
6823 new_size
* sizeof(*gl_shaders
));
6827 new_array
= HeapAlloc(GetProcessHeap(), 0, sizeof(*gl_shaders
));
6832 ERR("Out of memory\n");
6835 shader_data
->gl_shaders
.ps
= new_array
;
6836 shader_data
->shader_array_size
= new_size
;
6837 gl_shaders
= new_array
;
6840 gl_shaders
[shader_data
->num_gl_shaders
].args
= *args
;
6842 np2fixup
= &gl_shaders
[shader_data
->num_gl_shaders
].np2fixup
;
6843 memset(np2fixup
, 0, sizeof(*np2fixup
));
6844 *np2fixup_info
= args
->np2_fixup
? np2fixup
: NULL
;
6846 pixelshader_update_resource_types(shader
, args
->tex_types
);
6848 string_buffer_clear(buffer
);
6849 ret
= shader_glsl_generate_pshader(context
, buffer
, string_buffers
, shader
, args
, np2fixup
);
6850 gl_shaders
[shader_data
->num_gl_shaders
++].id
= ret
;
6855 static inline BOOL
vs_args_equal(const struct vs_compile_args
*stored
, const struct vs_compile_args
*new,
6856 const DWORD use_map
)
6858 if((stored
->swizzle_map
& use_map
) != new->swizzle_map
) return FALSE
;
6859 if((stored
->clip_enabled
) != new->clip_enabled
) return FALSE
;
6860 if (stored
->point_size
!= new->point_size
)
6862 if (stored
->per_vertex_point_size
!= new->per_vertex_point_size
)
6864 if (stored
->flatshading
!= new->flatshading
)
6866 if (stored
->next_shader_type
!= new->next_shader_type
)
6868 if (stored
->next_shader_input_count
!= new->next_shader_input_count
)
6870 return stored
->fog_src
== new->fog_src
;
6873 static GLuint
find_glsl_vshader(const struct wined3d_context
*context
, struct shader_glsl_priv
*priv
,
6874 struct wined3d_shader
*shader
, const struct vs_compile_args
*args
)
6878 DWORD use_map
= context
->stream_info
.use_map
;
6879 struct glsl_vs_compiled_shader
*gl_shaders
, *new_array
;
6880 struct glsl_shader_private
*shader_data
;
6883 if (!shader
->backend_data
)
6885 shader
->backend_data
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(*shader_data
));
6886 if (!shader
->backend_data
)
6888 ERR("Failed to allocate backend data.\n");
6892 shader_data
= shader
->backend_data
;
6893 gl_shaders
= shader_data
->gl_shaders
.vs
;
6895 /* Usually we have very few GL shaders for each d3d shader(just 1 or maybe 2),
6896 * so a linear search is more performant than a hashmap or a binary search
6897 * (cache coherency etc)
6899 for (i
= 0; i
< shader_data
->num_gl_shaders
; ++i
)
6901 if (vs_args_equal(&gl_shaders
[i
].args
, args
, use_map
))
6902 return gl_shaders
[i
].id
;
6905 TRACE("No matching GL shader found for shader %p, compiling a new shader.\n", shader
);
6907 if(shader_data
->shader_array_size
== shader_data
->num_gl_shaders
) {
6908 if (shader_data
->num_gl_shaders
)
6910 new_size
= shader_data
->shader_array_size
+ max(1, shader_data
->shader_array_size
/ 2);
6911 new_array
= HeapReAlloc(GetProcessHeap(), 0, shader_data
->gl_shaders
.vs
,
6912 new_size
* sizeof(*gl_shaders
));
6916 new_array
= HeapAlloc(GetProcessHeap(), 0, sizeof(*gl_shaders
));
6921 ERR("Out of memory\n");
6924 shader_data
->gl_shaders
.vs
= new_array
;
6925 shader_data
->shader_array_size
= new_size
;
6926 gl_shaders
= new_array
;
6929 gl_shaders
[shader_data
->num_gl_shaders
].args
= *args
;
6931 string_buffer_clear(&priv
->shader_buffer
);
6932 ret
= shader_glsl_generate_vshader(context
, priv
, shader
, args
);
6933 gl_shaders
[shader_data
->num_gl_shaders
++].id
= ret
;
6938 static GLuint
find_glsl_geometry_shader(const struct wined3d_context
*context
,
6939 struct shader_glsl_priv
*priv
, struct wined3d_shader
*shader
, const struct gs_compile_args
*args
)
6941 struct glsl_gs_compiled_shader
*gl_shaders
, *new_array
;
6942 struct glsl_shader_private
*shader_data
;
6943 unsigned int i
, new_size
;
6946 if (!shader
->backend_data
)
6948 if (!(shader
->backend_data
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(*shader_data
))))
6950 ERR("Failed to allocate backend data.\n");
6954 shader_data
= shader
->backend_data
;
6955 gl_shaders
= shader_data
->gl_shaders
.gs
;
6957 for (i
= 0; i
< shader_data
->num_gl_shaders
; ++i
)
6959 if (!memcmp(&gl_shaders
[i
].args
, args
, sizeof(*args
)))
6960 return gl_shaders
[i
].id
;
6963 TRACE("No matching GL shader found for shader %p, compiling a new shader.\n", shader
);
6965 if (shader_data
->num_gl_shaders
)
6967 new_size
= shader_data
->shader_array_size
+ 1;
6968 new_array
= HeapReAlloc(GetProcessHeap(), 0, shader_data
->gl_shaders
.gs
,
6969 new_size
* sizeof(*new_array
));
6973 new_array
= HeapAlloc(GetProcessHeap(), 0, sizeof(*new_array
));
6979 ERR("Failed to allocate GL shaders array.\n");
6982 shader_data
->gl_shaders
.gs
= new_array
;
6983 shader_data
->shader_array_size
= new_size
;
6984 gl_shaders
= new_array
;
6986 string_buffer_clear(&priv
->shader_buffer
);
6987 ret
= shader_glsl_generate_geometry_shader(context
, priv
, shader
, args
);
6988 gl_shaders
[shader_data
->num_gl_shaders
].args
= *args
;
6989 gl_shaders
[shader_data
->num_gl_shaders
++].id
= ret
;
6994 static GLuint
find_glsl_compute_shader(const struct wined3d_context
*context
,
6995 struct wined3d_string_buffer
*buffer
, struct wined3d_string_buffer_list
*string_buffers
,
6996 struct wined3d_shader
*shader
)
6998 struct glsl_cs_compiled_shader
*gl_shaders
;
6999 struct glsl_shader_private
*shader_data
;
7002 if (!shader
->backend_data
)
7004 if (!(shader
->backend_data
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(*shader_data
))))
7006 ERR("Failed to allocate backend data.\n");
7010 shader_data
= shader
->backend_data
;
7011 gl_shaders
= shader_data
->gl_shaders
.cs
;
7013 /* No shader variants are used for compute shaders. */
7014 if (shader_data
->num_gl_shaders
)
7015 return gl_shaders
[0].id
;
7017 TRACE("No matching GL shader found for shader %p, compiling a new shader.\n", shader
);
7019 if (!(shader_data
->gl_shaders
.cs
= HeapAlloc(GetProcessHeap(), 0, sizeof(*gl_shaders
))))
7021 ERR("Failed to allocate GL shader array.\n");
7024 shader_data
->shader_array_size
= 1;
7025 gl_shaders
= shader_data
->gl_shaders
.cs
;
7027 string_buffer_clear(buffer
);
7028 ret
= shader_glsl_generate_compute_shader(context
, buffer
, string_buffers
, shader
);
7029 gl_shaders
[shader_data
->num_gl_shaders
++].id
= ret
;
7034 static const char *shader_glsl_ffp_mcs(enum wined3d_material_color_source mcs
, const char *material
)
7038 case WINED3D_MCS_MATERIAL
:
7040 case WINED3D_MCS_COLOR1
:
7041 return "ffp_attrib_diffuse";
7042 case WINED3D_MCS_COLOR2
:
7043 return "ffp_attrib_specular";
7045 ERR("Invalid material color source %#x.\n", mcs
);
7050 static void shader_glsl_ffp_vertex_lighting(struct wined3d_string_buffer
*buffer
,
7051 const struct wined3d_ffp_vs_settings
*settings
, BOOL legacy_lighting
)
7053 const char *diffuse
, *specular
, *emissive
, *ambient
;
7054 unsigned int i
, idx
;
7056 if (!settings
->lighting
)
7058 shader_addline(buffer
, "ffp_varying_diffuse = ffp_attrib_diffuse;\n");
7059 shader_addline(buffer
, "ffp_varying_specular = ffp_attrib_specular;\n");
7063 shader_addline(buffer
, "vec3 ambient = ffp_light_ambient;\n");
7064 shader_addline(buffer
, "vec3 diffuse = vec3(0.0);\n");
7065 shader_addline(buffer
, "vec4 specular = vec4(0.0);\n");
7066 shader_addline(buffer
, "vec3 dir, dst;\n");
7067 shader_addline(buffer
, "float att, t;\n");
7069 ambient
= shader_glsl_ffp_mcs(settings
->ambient_source
, "ffp_material.ambient");
7070 diffuse
= shader_glsl_ffp_mcs(settings
->diffuse_source
, "ffp_material.diffuse");
7071 specular
= shader_glsl_ffp_mcs(settings
->specular_source
, "ffp_material.specular");
7072 emissive
= shader_glsl_ffp_mcs(settings
->emissive_source
, "ffp_material.emissive");
7075 for (i
= 0; i
< settings
->point_light_count
; ++i
, ++idx
)
7077 shader_addline(buffer
, "dir = ffp_light[%u].position.xyz - ec_pos.xyz;\n", idx
);
7078 shader_addline(buffer
, "dst.z = dot(dir, dir);\n");
7079 shader_addline(buffer
, "dst.y = sqrt(dst.z);\n");
7080 shader_addline(buffer
, "dst.x = 1.0;\n");
7081 if (legacy_lighting
)
7083 shader_addline(buffer
, "dst.y = (ffp_light[%u].range - dst.y) / ffp_light[%u].range;\n", idx
, idx
);
7084 shader_addline(buffer
, "dst.z = dst.y * dst.y;\n");
7088 shader_addline(buffer
, "if (dst.y <= ffp_light[%u].range)\n{\n", idx
);
7090 shader_addline(buffer
, "att = dot(dst.xyz, vec3(ffp_light[%u].c_att,"
7091 " ffp_light[%u].l_att, ffp_light[%u].q_att));\n", idx
, idx
, idx
);
7092 if (!legacy_lighting
)
7093 shader_addline(buffer
, "att = 1.0 / att;\n");
7094 shader_addline(buffer
, "ambient += ffp_light[%u].ambient.xyz * att;\n", idx
);
7095 if (!settings
->normal
)
7097 if (!legacy_lighting
)
7098 shader_addline(buffer
, "}\n");
7101 shader_addline(buffer
, "dir = normalize(dir);\n");
7102 shader_addline(buffer
, "diffuse += (clamp(dot(dir, normal), 0.0, 1.0)"
7103 " * ffp_light[%u].diffuse.xyz) * att;\n", idx
);
7104 if (settings
->localviewer
)
7105 shader_addline(buffer
, "t = dot(normal, normalize(dir - normalize(ec_pos.xyz)));\n");
7107 shader_addline(buffer
, "t = dot(normal, normalize(dir + vec3(0.0, 0.0, -1.0)));\n");
7108 shader_addline(buffer
, "if (t > 0.0) specular += (pow(t, ffp_material.shininess)"
7109 " * ffp_light[%u].specular) * att;\n", idx
);
7110 if (!legacy_lighting
)
7111 shader_addline(buffer
, "}\n");
7114 for (i
= 0; i
< settings
->spot_light_count
; ++i
, ++idx
)
7116 shader_addline(buffer
, "dir = ffp_light[%u].position.xyz - ec_pos.xyz;\n", idx
);
7117 shader_addline(buffer
, "dst.z = dot(dir, dir);\n");
7118 shader_addline(buffer
, "dst.y = sqrt(dst.z);\n");
7119 shader_addline(buffer
, "dst.x = 1.0;\n");
7120 if (legacy_lighting
)
7122 shader_addline(buffer
, "dst.y = (ffp_light[%u].range - dst.y) / ffp_light[%u].range;\n", idx
, idx
);
7123 shader_addline(buffer
, "dst.z = dst.y * dst.y;\n");
7127 shader_addline(buffer
, "if (dst.y <= ffp_light[%u].range)\n{\n", idx
);
7129 shader_addline(buffer
, "dir = normalize(dir);\n");
7130 shader_addline(buffer
, "t = dot(-dir, normalize(ffp_light[%u].direction));\n", idx
);
7131 shader_addline(buffer
, "if (t > ffp_light[%u].cos_htheta) att = 1.0;\n", idx
);
7132 shader_addline(buffer
, "else if (t <= ffp_light[%u].cos_hphi) att = 0.0;\n", idx
);
7133 shader_addline(buffer
, "else att = pow((t - ffp_light[%u].cos_hphi)"
7134 " / (ffp_light[%u].cos_htheta - ffp_light[%u].cos_hphi), ffp_light[%u].falloff);\n",
7135 idx
, idx
, idx
, idx
);
7136 if (legacy_lighting
)
7137 shader_addline(buffer
, "att *= dot(dst.xyz, vec3(ffp_light[%u].c_att,"
7138 " ffp_light[%u].l_att, ffp_light[%u].q_att));\n",
7141 shader_addline(buffer
, "att /= dot(dst.xyz, vec3(ffp_light[%u].c_att,"
7142 " ffp_light[%u].l_att, ffp_light[%u].q_att));\n",
7144 shader_addline(buffer
, "ambient += ffp_light[%u].ambient.xyz * att;\n", idx
);
7145 if (!settings
->normal
)
7147 if (!legacy_lighting
)
7148 shader_addline(buffer
, "}\n");
7151 shader_addline(buffer
, "diffuse += (clamp(dot(dir, normal), 0.0, 1.0)"
7152 " * ffp_light[%u].diffuse.xyz) * att;\n", idx
);
7153 if (settings
->localviewer
)
7154 shader_addline(buffer
, "t = dot(normal, normalize(dir - normalize(ec_pos.xyz)));\n");
7156 shader_addline(buffer
, "t = dot(normal, normalize(dir + vec3(0.0, 0.0, -1.0)));\n");
7157 shader_addline(buffer
, "if (t > 0.0) specular += (pow(t, ffp_material.shininess)"
7158 " * ffp_light[%u].specular) * att;\n", idx
);
7159 if (!legacy_lighting
)
7160 shader_addline(buffer
, "}\n");
7163 for (i
= 0; i
< settings
->directional_light_count
; ++i
, ++idx
)
7165 shader_addline(buffer
, "ambient += ffp_light[%u].ambient.xyz;\n", idx
);
7166 if (!settings
->normal
)
7168 shader_addline(buffer
, "dir = normalize(ffp_light[%u].direction.xyz);\n", idx
);
7169 shader_addline(buffer
, "diffuse += clamp(dot(dir, normal), 0.0, 1.0)"
7170 " * ffp_light[%u].diffuse.xyz;\n", idx
);
7171 /* TODO: In the non-local viewer case the halfvector is constant
7172 * and could be precomputed and stored in a uniform. */
7173 if (settings
->localviewer
)
7174 shader_addline(buffer
, "t = dot(normal, normalize(dir - normalize(ec_pos.xyz)));\n");
7176 shader_addline(buffer
, "t = dot(normal, normalize(dir + vec3(0.0, 0.0, -1.0)));\n");
7177 shader_addline(buffer
, "if (t > 0.0) specular += pow(t, ffp_material.shininess)"
7178 " * ffp_light[%u].specular;\n", idx
);
7181 for (i
= 0; i
< settings
->parallel_point_light_count
; ++i
, ++idx
)
7183 shader_addline(buffer
, "ambient += ffp_light[%u].ambient.xyz;\n", idx
);
7184 if (!settings
->normal
)
7186 shader_addline(buffer
, "dir = normalize(ffp_light[%u].position.xyz);\n", idx
);
7187 shader_addline(buffer
, "diffuse += clamp(dot(dir, normal), 0.0, 1.0)"
7188 " * ffp_light[%u].diffuse.xyz;\n", idx
);
7189 shader_addline(buffer
, "t = dot(normal, normalize(dir - normalize(ec_pos.xyz)));\n");
7190 shader_addline(buffer
, "if (t > 0.0) specular += pow(t, ffp_material.shininess)"
7191 " * ffp_light[%u].specular;\n", idx
);
7194 shader_addline(buffer
, "ffp_varying_diffuse.xyz = %s.xyz * ambient + %s.xyz * diffuse + %s.xyz;\n",
7195 ambient
, diffuse
, emissive
);
7196 shader_addline(buffer
, "ffp_varying_diffuse.w = %s.w;\n", diffuse
);
7197 shader_addline(buffer
, "ffp_varying_specular = %s * specular;\n", specular
);
7200 /* Context activation is done by the caller. */
7201 static GLuint
shader_glsl_generate_ffp_vertex_shader(struct shader_glsl_priv
*priv
,
7202 const struct wined3d_ffp_vs_settings
*settings
, const struct wined3d_gl_info
*gl_info
)
7204 static const struct attrib_info
7207 const char name
[24];
7211 {"vec4", "ffp_attrib_position"}, /* WINED3D_FFP_POSITION */
7212 {"vec4", "ffp_attrib_blendweight"}, /* WINED3D_FFP_BLENDWEIGHT */
7213 /* TODO: Indexed vertex blending */
7214 {"float", ""}, /* WINED3D_FFP_BLENDINDICES */
7215 {"vec3", "ffp_attrib_normal"}, /* WINED3D_FFP_NORMAL */
7216 {"float", "ffp_attrib_psize"}, /* WINED3D_FFP_PSIZE */
7217 {"vec4", "ffp_attrib_diffuse"}, /* WINED3D_FFP_DIFFUSE */
7218 {"vec4", "ffp_attrib_specular"}, /* WINED3D_FFP_SPECULAR */
7220 struct wined3d_string_buffer
*buffer
= &priv
->shader_buffer
;
7221 BOOL legacy_lighting
= priv
->legacy_lighting
;
7224 BOOL legacy_context
= gl_info
->supported
[WINED3D_GL_LEGACY_CONTEXT
];
7225 BOOL output_legacy_fogcoord
= legacy_context
;
7227 string_buffer_clear(buffer
);
7229 shader_glsl_add_version_declaration(buffer
, gl_info
, NULL
);
7231 if (shader_glsl_use_explicit_attrib_location(gl_info
))
7232 shader_addline(buffer
, "#extension GL_ARB_explicit_attrib_location : enable\n");
7234 for (i
= 0; i
< WINED3D_FFP_ATTRIBS_COUNT
; ++i
)
7236 const char *type
= i
< ARRAY_SIZE(attrib_info
) ? attrib_info
[i
].type
: "vec4";
7238 if (shader_glsl_use_explicit_attrib_location(gl_info
))
7239 shader_addline(buffer
, "layout(location = %u) ", i
);
7240 shader_addline(buffer
, "%s %s vs_in%u;\n", get_attribute_keyword(gl_info
), type
, i
);
7242 shader_addline(buffer
, "\n");
7244 shader_addline(buffer
, "uniform mat4 ffp_modelview_matrix[%u];\n", MAX_VERTEX_BLENDS
);
7245 shader_addline(buffer
, "uniform mat4 ffp_projection_matrix;\n");
7246 shader_addline(buffer
, "uniform mat3 ffp_normal_matrix;\n");
7247 shader_addline(buffer
, "uniform mat4 ffp_texture_matrix[%u];\n", MAX_TEXTURES
);
7249 shader_addline(buffer
, "uniform struct\n{\n");
7250 shader_addline(buffer
, " vec4 emissive;\n");
7251 shader_addline(buffer
, " vec4 ambient;\n");
7252 shader_addline(buffer
, " vec4 diffuse;\n");
7253 shader_addline(buffer
, " vec4 specular;\n");
7254 shader_addline(buffer
, " float shininess;\n");
7255 shader_addline(buffer
, "} ffp_material;\n");
7257 shader_addline(buffer
, "uniform vec3 ffp_light_ambient;\n");
7258 shader_addline(buffer
, "uniform struct\n{\n");
7259 shader_addline(buffer
, " vec4 diffuse;\n");
7260 shader_addline(buffer
, " vec4 specular;\n");
7261 shader_addline(buffer
, " vec4 ambient;\n");
7262 shader_addline(buffer
, " vec4 position;\n");
7263 shader_addline(buffer
, " vec3 direction;\n");
7264 shader_addline(buffer
, " float range;\n");
7265 shader_addline(buffer
, " float falloff;\n");
7266 shader_addline(buffer
, " float c_att;\n");
7267 shader_addline(buffer
, " float l_att;\n");
7268 shader_addline(buffer
, " float q_att;\n");
7269 shader_addline(buffer
, " float cos_htheta;\n");
7270 shader_addline(buffer
, " float cos_hphi;\n");
7271 shader_addline(buffer
, "} ffp_light[%u];\n", MAX_ACTIVE_LIGHTS
);
7273 if (settings
->point_size
)
7275 shader_addline(buffer
, "uniform struct\n{\n");
7276 shader_addline(buffer
, " float size;\n");
7277 shader_addline(buffer
, " float size_min;\n");
7278 shader_addline(buffer
, " float size_max;\n");
7279 shader_addline(buffer
, " float c_att;\n");
7280 shader_addline(buffer
, " float l_att;\n");
7281 shader_addline(buffer
, " float q_att;\n");
7282 shader_addline(buffer
, "} ffp_point;\n");
7287 shader_addline(buffer
, "vec4 ffp_varying_diffuse;\n");
7288 shader_addline(buffer
, "vec4 ffp_varying_specular;\n");
7289 shader_addline(buffer
, "vec4 ffp_varying_texcoord[%u];\n", MAX_TEXTURES
);
7290 shader_addline(buffer
, "float ffp_varying_fogcoord;\n");
7294 if (settings
->clipping
)
7295 shader_addline(buffer
, "uniform vec4 clip_planes[%u];\n", gl_info
->limits
.user_clip_distances
);
7297 declare_out_varying(gl_info
, buffer
, settings
->flatshading
, "vec4 ffp_varying_diffuse;\n");
7298 declare_out_varying(gl_info
, buffer
, settings
->flatshading
, "vec4 ffp_varying_specular;\n");
7299 declare_out_varying(gl_info
, buffer
, FALSE
, "vec4 ffp_varying_texcoord[%u];\n", MAX_TEXTURES
);
7300 declare_out_varying(gl_info
, buffer
, FALSE
, "float ffp_varying_fogcoord;\n");
7303 shader_addline(buffer
, "\nvoid main()\n{\n");
7304 shader_addline(buffer
, "float m;\n");
7305 shader_addline(buffer
, "vec3 r;\n");
7307 for (i
= 0; i
< ARRAY_SIZE(attrib_info
); ++i
)
7309 if (attrib_info
[i
].name
[0])
7310 shader_addline(buffer
, "%s %s = vs_in%u%s;\n", attrib_info
[i
].type
, attrib_info
[i
].name
,
7311 i
, settings
->swizzle_map
& (1u << i
) ? ".zyxw" : "");
7313 for (i
= 0; i
< MAX_TEXTURES
; ++i
)
7315 unsigned int coord_idx
= settings
->texgen
[i
] & 0x0000ffff;
7316 if ((settings
->texgen
[i
] & 0xffff0000) == WINED3DTSS_TCI_PASSTHRU
7317 && settings
->texcoords
& (1u << i
))
7318 shader_addline(buffer
, "vec4 ffp_attrib_texcoord%u = vs_in%u;\n", i
, coord_idx
+ WINED3D_FFP_TEXCOORD0
);
7321 shader_addline(buffer
, "ffp_attrib_blendweight[%u] = 1.0;\n", settings
->vertexblends
);
7323 if (settings
->transformed
)
7325 shader_addline(buffer
, "vec4 ec_pos = vec4(ffp_attrib_position.xyz, 1.0);\n");
7326 shader_addline(buffer
, "gl_Position = ffp_projection_matrix * ec_pos;\n");
7327 shader_addline(buffer
, "if (ffp_attrib_position.w != 0.0) gl_Position /= ffp_attrib_position.w;\n");
7331 for (i
= 0; i
< settings
->vertexblends
; ++i
)
7332 shader_addline(buffer
, "ffp_attrib_blendweight[%u] -= ffp_attrib_blendweight[%u];\n", settings
->vertexblends
, i
);
7334 shader_addline(buffer
, "vec4 ec_pos = vec4(0.0);\n");
7335 for (i
= 0; i
< settings
->vertexblends
+ 1; ++i
)
7336 shader_addline(buffer
, "ec_pos += ffp_attrib_blendweight[%u] * (ffp_modelview_matrix[%u] * ffp_attrib_position);\n", i
, i
);
7338 shader_addline(buffer
, "gl_Position = ffp_projection_matrix * ec_pos;\n");
7339 if (settings
->clipping
)
7341 if (gl_info
->supported
[WINED3D_GL_LEGACY_CONTEXT
])
7342 shader_addline(buffer
, "gl_ClipVertex = ec_pos;\n");
7344 for (i
= 0; i
< gl_info
->limits
.user_clip_distances
; ++i
)
7345 shader_addline(buffer
, "gl_ClipDistance[%u] = dot(ec_pos, clip_planes[%u]);\n", i
, i
);
7347 shader_addline(buffer
, "ec_pos /= ec_pos.w;\n");
7350 shader_addline(buffer
, "vec3 normal = vec3(0.0);\n");
7351 if (settings
->normal
)
7353 if (!settings
->vertexblends
)
7355 shader_addline(buffer
, "normal = ffp_normal_matrix * ffp_attrib_normal;\n");
7359 for (i
= 0; i
< settings
->vertexblends
+ 1; ++i
)
7360 shader_addline(buffer
, "normal += ffp_attrib_blendweight[%u] * (mat3(ffp_modelview_matrix[%u]) * ffp_attrib_normal);\n", i
, i
);
7363 if (settings
->normalize
)
7364 shader_addline(buffer
, "normal = normalize(normal);\n");
7367 shader_glsl_ffp_vertex_lighting(buffer
, settings
, legacy_lighting
);
7370 shader_addline(buffer
, "gl_FrontColor = ffp_varying_diffuse;\n");
7371 shader_addline(buffer
, "gl_FrontSecondaryColor = ffp_varying_specular;\n");
7375 shader_addline(buffer
, "ffp_varying_diffuse = clamp(ffp_varying_diffuse, 0.0, 1.0);\n");
7376 shader_addline(buffer
, "ffp_varying_specular = clamp(ffp_varying_specular, 0.0, 1.0);\n");
7379 for (i
= 0; i
< MAX_TEXTURES
; ++i
)
7381 BOOL output_legacy_texcoord
= gl_info
->supported
[WINED3D_GL_LEGACY_CONTEXT
];
7383 switch (settings
->texgen
[i
] & 0xffff0000)
7385 case WINED3DTSS_TCI_PASSTHRU
:
7386 if (settings
->texcoords
& (1u << i
))
7387 shader_addline(buffer
, "ffp_varying_texcoord[%u] = ffp_texture_matrix[%u] * ffp_attrib_texcoord%u;\n",
7389 else if (gl_info
->limits
.glsl_varyings
>= wined3d_max_compat_varyings(gl_info
))
7390 shader_addline(buffer
, "ffp_varying_texcoord[%u] = vec4(0.0);\n", i
);
7392 output_legacy_texcoord
= FALSE
;
7395 case WINED3DTSS_TCI_CAMERASPACENORMAL
:
7396 shader_addline(buffer
, "ffp_varying_texcoord[%u] = ffp_texture_matrix[%u] * vec4(normal, 1.0);\n", i
, i
);
7399 case WINED3DTSS_TCI_CAMERASPACEPOSITION
:
7400 shader_addline(buffer
, "ffp_varying_texcoord[%u] = ffp_texture_matrix[%u] * ec_pos;\n", i
, i
);
7403 case WINED3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR
:
7404 shader_addline(buffer
, "ffp_varying_texcoord[%u] = ffp_texture_matrix[%u]"
7405 " * vec4(reflect(normalize(ec_pos.xyz), normal), 1.0);\n", i
, i
);
7408 case WINED3DTSS_TCI_SPHEREMAP
:
7409 shader_addline(buffer
, "r = reflect(normalize(ec_pos.xyz), normal);\n");
7410 shader_addline(buffer
, "m = 2.0 * length(vec3(r.x, r.y, r.z + 1.0));\n");
7411 shader_addline(buffer
, "ffp_varying_texcoord[%u] = ffp_texture_matrix[%u]"
7412 " * vec4(r.x / m + 0.5, r.y / m + 0.5, 0.0, 1.0);\n", i
, i
);
7416 ERR("Unhandled texgen %#x.\n", settings
->texgen
[i
]);
7419 if (output_legacy_texcoord
)
7420 shader_addline(buffer
, "gl_TexCoord[%u] = ffp_varying_texcoord[%u];\n", i
, i
);
7423 switch (settings
->fog_mode
)
7425 case WINED3D_FFP_VS_FOG_OFF
:
7426 output_legacy_fogcoord
= FALSE
;
7429 case WINED3D_FFP_VS_FOG_FOGCOORD
:
7430 shader_addline(buffer
, "ffp_varying_fogcoord = ffp_attrib_specular.w * 255.0;\n");
7433 case WINED3D_FFP_VS_FOG_RANGE
:
7434 shader_addline(buffer
, "ffp_varying_fogcoord = length(ec_pos.xyz);\n");
7437 case WINED3D_FFP_VS_FOG_DEPTH
:
7438 if (settings
->ortho_fog
)
7440 if (gl_info
->supported
[ARB_CLIP_CONTROL
])
7441 shader_addline(buffer
, "ffp_varying_fogcoord = gl_Position.z;\n");
7443 /* Need to undo the [0.0 - 1.0] -> [-1.0 - 1.0] transformation from D3D to GL coordinates. */
7444 shader_addline(buffer
, "ffp_varying_fogcoord = gl_Position.z * 0.5 + 0.5;\n");
7446 else if (settings
->transformed
)
7448 shader_addline(buffer
, "ffp_varying_fogcoord = ec_pos.z;\n");
7452 shader_addline(buffer
, "ffp_varying_fogcoord = abs(ec_pos.z);\n");
7457 ERR("Unhandled fog mode %#x.\n", settings
->fog_mode
);
7460 if (output_legacy_fogcoord
)
7461 shader_addline(buffer
, "gl_FogFragCoord = ffp_varying_fogcoord;\n");
7463 if (settings
->point_size
)
7465 shader_addline(buffer
, "gl_PointSize = %s / sqrt(ffp_point.c_att"
7466 " + ffp_point.l_att * length(ec_pos.xyz)"
7467 " + ffp_point.q_att * dot(ec_pos.xyz, ec_pos.xyz));\n",
7468 settings
->per_vertex_point_size
? "ffp_attrib_psize" : "ffp_point.size");
7469 shader_addline(buffer
, "gl_PointSize = clamp(gl_PointSize, ffp_point.size_min, ffp_point.size_max);\n");
7472 shader_addline(buffer
, "}\n");
7474 shader_obj
= GL_EXTCALL(glCreateShader(GL_VERTEX_SHADER
));
7475 shader_glsl_compile(gl_info
, shader_obj
, buffer
->buffer
);
7480 static const char *shader_glsl_get_ffp_fragment_op_arg(struct wined3d_string_buffer
*buffer
,
7481 DWORD argnum
, unsigned int stage
, DWORD arg
)
7485 if (arg
== ARG_UNUSED
)
7486 return "<unused arg>";
7488 switch (arg
& WINED3DTA_SELECTMASK
)
7490 case WINED3DTA_DIFFUSE
:
7491 ret
= "ffp_varying_diffuse";
7494 case WINED3DTA_CURRENT
:
7498 case WINED3DTA_TEXTURE
:
7501 case 0: ret
= "tex0"; break;
7502 case 1: ret
= "tex1"; break;
7503 case 2: ret
= "tex2"; break;
7504 case 3: ret
= "tex3"; break;
7505 case 4: ret
= "tex4"; break;
7506 case 5: ret
= "tex5"; break;
7507 case 6: ret
= "tex6"; break;
7508 case 7: ret
= "tex7"; break;
7510 ret
= "<invalid texture>";
7515 case WINED3DTA_TFACTOR
:
7519 case WINED3DTA_SPECULAR
:
7520 ret
= "ffp_varying_specular";
7523 case WINED3DTA_TEMP
:
7527 case WINED3DTA_CONSTANT
:
7530 case 0: ret
= "tss_const0"; break;
7531 case 1: ret
= "tss_const1"; break;
7532 case 2: ret
= "tss_const2"; break;
7533 case 3: ret
= "tss_const3"; break;
7534 case 4: ret
= "tss_const4"; break;
7535 case 5: ret
= "tss_const5"; break;
7536 case 6: ret
= "tss_const6"; break;
7537 case 7: ret
= "tss_const7"; break;
7539 ret
= "<invalid constant>";
7545 return "<unhandled arg>";
7548 if (arg
& WINED3DTA_COMPLEMENT
)
7550 shader_addline(buffer
, "arg%u = vec4(1.0) - %s;\n", argnum
, ret
);
7553 else if (argnum
== 1)
7555 else if (argnum
== 2)
7559 if (arg
& WINED3DTA_ALPHAREPLICATE
)
7561 shader_addline(buffer
, "arg%u = vec4(%s.w);\n", argnum
, ret
);
7564 else if (argnum
== 1)
7566 else if (argnum
== 2)
7573 static void shader_glsl_ffp_fragment_op(struct wined3d_string_buffer
*buffer
, unsigned int stage
, BOOL color
,
7574 BOOL alpha
, DWORD dst
, DWORD op
, DWORD dw_arg0
, DWORD dw_arg1
, DWORD dw_arg2
)
7576 const char *dstmask
, *dstreg
, *arg0
, *arg1
, *arg2
;
7586 dstreg
= "temp_reg";
7590 arg0
= shader_glsl_get_ffp_fragment_op_arg(buffer
, 0, stage
, dw_arg0
);
7591 arg1
= shader_glsl_get_ffp_fragment_op_arg(buffer
, 1, stage
, dw_arg1
);
7592 arg2
= shader_glsl_get_ffp_fragment_op_arg(buffer
, 2, stage
, dw_arg2
);
7596 case WINED3D_TOP_DISABLE
:
7599 case WINED3D_TOP_SELECT_ARG1
:
7600 shader_addline(buffer
, "%s%s = %s%s;\n", dstreg
, dstmask
, arg1
, dstmask
);
7603 case WINED3D_TOP_SELECT_ARG2
:
7604 shader_addline(buffer
, "%s%s = %s%s;\n", dstreg
, dstmask
, arg2
, dstmask
);
7607 case WINED3D_TOP_MODULATE
:
7608 shader_addline(buffer
, "%s%s = %s%s * %s%s;\n", dstreg
, dstmask
, arg1
, dstmask
, arg2
, dstmask
);
7611 case WINED3D_TOP_MODULATE_4X
:
7612 shader_addline(buffer
, "%s%s = clamp(%s%s * %s%s * 4.0, 0.0, 1.0);\n",
7613 dstreg
, dstmask
, arg1
, dstmask
, arg2
, dstmask
);
7616 case WINED3D_TOP_MODULATE_2X
:
7617 shader_addline(buffer
, "%s%s = clamp(%s%s * %s%s * 2.0, 0.0, 1.0);\n",
7618 dstreg
, dstmask
, arg1
, dstmask
, arg2
, dstmask
);
7621 case WINED3D_TOP_ADD
:
7622 shader_addline(buffer
, "%s%s = clamp(%s%s + %s%s, 0.0, 1.0);\n",
7623 dstreg
, dstmask
, arg1
, dstmask
, arg2
, dstmask
);
7626 case WINED3D_TOP_ADD_SIGNED
:
7627 shader_addline(buffer
, "%s%s = clamp(%s%s + (%s - vec4(0.5))%s, 0.0, 1.0);\n",
7628 dstreg
, dstmask
, arg1
, dstmask
, arg2
, dstmask
);
7631 case WINED3D_TOP_ADD_SIGNED_2X
:
7632 shader_addline(buffer
, "%s%s = clamp((%s%s + (%s - vec4(0.5))%s) * 2.0, 0.0, 1.0);\n",
7633 dstreg
, dstmask
, arg1
, dstmask
, arg2
, dstmask
);
7636 case WINED3D_TOP_SUBTRACT
:
7637 shader_addline(buffer
, "%s%s = clamp(%s%s - %s%s, 0.0, 1.0);\n",
7638 dstreg
, dstmask
, arg1
, dstmask
, arg2
, dstmask
);
7641 case WINED3D_TOP_ADD_SMOOTH
:
7642 shader_addline(buffer
, "%s%s = clamp((vec4(1.0) - %s)%s * %s%s + %s%s, 0.0, 1.0);\n",
7643 dstreg
, dstmask
, arg1
, dstmask
, arg2
, dstmask
, arg1
, dstmask
);
7646 case WINED3D_TOP_BLEND_DIFFUSE_ALPHA
:
7647 arg0
= shader_glsl_get_ffp_fragment_op_arg(buffer
, 0, stage
, WINED3DTA_DIFFUSE
);
7648 shader_addline(buffer
, "%s%s = mix(%s%s, %s%s, %s.w);\n",
7649 dstreg
, dstmask
, arg2
, dstmask
, arg1
, dstmask
, arg0
);
7652 case WINED3D_TOP_BLEND_TEXTURE_ALPHA
:
7653 arg0
= shader_glsl_get_ffp_fragment_op_arg(buffer
, 0, stage
, WINED3DTA_TEXTURE
);
7654 shader_addline(buffer
, "%s%s = mix(%s%s, %s%s, %s.w);\n",
7655 dstreg
, dstmask
, arg2
, dstmask
, arg1
, dstmask
, arg0
);
7658 case WINED3D_TOP_BLEND_FACTOR_ALPHA
:
7659 arg0
= shader_glsl_get_ffp_fragment_op_arg(buffer
, 0, stage
, WINED3DTA_TFACTOR
);
7660 shader_addline(buffer
, "%s%s = mix(%s%s, %s%s, %s.w);\n",
7661 dstreg
, dstmask
, arg2
, dstmask
, arg1
, dstmask
, arg0
);
7664 case WINED3D_TOP_BLEND_TEXTURE_ALPHA_PM
:
7665 arg0
= shader_glsl_get_ffp_fragment_op_arg(buffer
, 0, stage
, WINED3DTA_TEXTURE
);
7666 shader_addline(buffer
, "%s%s = clamp(%s%s * (1.0 - %s.w) + %s%s, 0.0, 1.0);\n",
7667 dstreg
, dstmask
, arg2
, dstmask
, arg0
, arg1
, dstmask
);
7670 case WINED3D_TOP_BLEND_CURRENT_ALPHA
:
7671 arg0
= shader_glsl_get_ffp_fragment_op_arg(buffer
, 0, stage
, WINED3DTA_CURRENT
);
7672 shader_addline(buffer
, "%s%s = mix(%s%s, %s%s, %s.w);\n",
7673 dstreg
, dstmask
, arg2
, dstmask
, arg1
, dstmask
, arg0
);
7676 case WINED3D_TOP_MODULATE_ALPHA_ADD_COLOR
:
7677 shader_addline(buffer
, "%s%s = clamp(%s%s * %s.w + %s%s, 0.0, 1.0);\n",
7678 dstreg
, dstmask
, arg2
, dstmask
, arg1
, arg1
, dstmask
);
7681 case WINED3D_TOP_MODULATE_COLOR_ADD_ALPHA
:
7682 shader_addline(buffer
, "%s%s = clamp(%s%s * %s%s + %s.w, 0.0, 1.0);\n",
7683 dstreg
, dstmask
, arg1
, dstmask
, arg2
, dstmask
, arg1
);
7686 case WINED3D_TOP_MODULATE_INVALPHA_ADD_COLOR
:
7687 shader_addline(buffer
, "%s%s = clamp(%s%s * (1.0 - %s.w) + %s%s, 0.0, 1.0);\n",
7688 dstreg
, dstmask
, arg2
, dstmask
, arg1
, arg1
, dstmask
);
7690 case WINED3D_TOP_MODULATE_INVCOLOR_ADD_ALPHA
:
7691 shader_addline(buffer
, "%s%s = clamp((vec4(1.0) - %s)%s * %s%s + %s.w, 0.0, 1.0);\n",
7692 dstreg
, dstmask
, arg1
, dstmask
, arg2
, dstmask
, arg1
);
7695 case WINED3D_TOP_BUMPENVMAP
:
7696 case WINED3D_TOP_BUMPENVMAP_LUMINANCE
:
7697 /* These are handled in the first pass, nothing to do. */
7700 case WINED3D_TOP_DOTPRODUCT3
:
7701 shader_addline(buffer
, "%s%s = vec4(clamp(dot(%s.xyz - 0.5, %s.xyz - 0.5) * 4.0, 0.0, 1.0))%s;\n",
7702 dstreg
, dstmask
, arg1
, arg2
, dstmask
);
7705 case WINED3D_TOP_MULTIPLY_ADD
:
7706 shader_addline(buffer
, "%s%s = clamp(%s%s * %s%s + %s%s, 0.0, 1.0);\n",
7707 dstreg
, dstmask
, arg1
, dstmask
, arg2
, dstmask
, arg0
, dstmask
);
7710 case WINED3D_TOP_LERP
:
7711 /* MSDN isn't quite right here. */
7712 shader_addline(buffer
, "%s%s = mix(%s%s, %s%s, %s%s);\n",
7713 dstreg
, dstmask
, arg2
, dstmask
, arg1
, dstmask
, arg0
, dstmask
);
7717 FIXME("Unhandled operation %#x.\n", op
);
7722 /* Context activation is done by the caller. */
7723 static GLuint
shader_glsl_generate_ffp_fragment_shader(struct shader_glsl_priv
*priv
,
7724 const struct ffp_frag_settings
*settings
, const struct wined3d_gl_info
*gl_info
)
7726 struct wined3d_string_buffer
*tex_reg_name
= string_buffer_get(&priv
->string_buffers
);
7727 enum wined3d_cmp_func alpha_test_func
= settings
->alpha_test_func
+ 1;
7728 BOOL legacy_context
= gl_info
->supported
[WINED3D_GL_LEGACY_CONTEXT
];
7729 struct wined3d_string_buffer
*buffer
= &priv
->shader_buffer
;
7730 BYTE lum_map
= 0, bump_map
= 0, tex_map
= 0, tss_const_map
= 0;
7731 BOOL tempreg_used
= FALSE
, tfactor_used
= FALSE
;
7732 UINT lowest_disabled_stage
;
7734 DWORD arg0
, arg1
, arg2
;
7737 string_buffer_clear(buffer
);
7739 /* Find out which textures are read */
7740 for (stage
= 0; stage
< MAX_TEXTURES
; ++stage
)
7742 if (settings
->op
[stage
].cop
== WINED3D_TOP_DISABLE
)
7745 arg0
= settings
->op
[stage
].carg0
& WINED3DTA_SELECTMASK
;
7746 arg1
= settings
->op
[stage
].carg1
& WINED3DTA_SELECTMASK
;
7747 arg2
= settings
->op
[stage
].carg2
& WINED3DTA_SELECTMASK
;
7749 if (arg0
== WINED3DTA_TEXTURE
|| arg1
== WINED3DTA_TEXTURE
|| arg2
== WINED3DTA_TEXTURE
7750 || (stage
== 0 && settings
->color_key_enabled
))
7751 tex_map
|= 1u << stage
;
7752 if (arg0
== WINED3DTA_TFACTOR
|| arg1
== WINED3DTA_TFACTOR
|| arg2
== WINED3DTA_TFACTOR
)
7753 tfactor_used
= TRUE
;
7754 if (arg0
== WINED3DTA_TEMP
|| arg1
== WINED3DTA_TEMP
|| arg2
== WINED3DTA_TEMP
)
7755 tempreg_used
= TRUE
;
7756 if (settings
->op
[stage
].dst
== tempreg
)
7757 tempreg_used
= TRUE
;
7758 if (arg0
== WINED3DTA_CONSTANT
|| arg1
== WINED3DTA_CONSTANT
|| arg2
== WINED3DTA_CONSTANT
)
7759 tss_const_map
|= 1u << stage
;
7761 switch (settings
->op
[stage
].cop
)
7763 case WINED3D_TOP_BUMPENVMAP_LUMINANCE
:
7764 lum_map
|= 1u << stage
;
7766 case WINED3D_TOP_BUMPENVMAP
:
7767 bump_map
|= 1u << stage
;
7769 case WINED3D_TOP_BLEND_TEXTURE_ALPHA
:
7770 case WINED3D_TOP_BLEND_TEXTURE_ALPHA_PM
:
7771 tex_map
|= 1u << stage
;
7774 case WINED3D_TOP_BLEND_FACTOR_ALPHA
:
7775 tfactor_used
= TRUE
;
7782 if (settings
->op
[stage
].aop
== WINED3D_TOP_DISABLE
)
7785 arg0
= settings
->op
[stage
].aarg0
& WINED3DTA_SELECTMASK
;
7786 arg1
= settings
->op
[stage
].aarg1
& WINED3DTA_SELECTMASK
;
7787 arg2
= settings
->op
[stage
].aarg2
& WINED3DTA_SELECTMASK
;
7789 if (arg0
== WINED3DTA_TEXTURE
|| arg1
== WINED3DTA_TEXTURE
|| arg2
== WINED3DTA_TEXTURE
)
7790 tex_map
|= 1u << stage
;
7791 if (arg0
== WINED3DTA_TFACTOR
|| arg1
== WINED3DTA_TFACTOR
|| arg2
== WINED3DTA_TFACTOR
)
7792 tfactor_used
= TRUE
;
7793 if (arg0
== WINED3DTA_TEMP
|| arg1
== WINED3DTA_TEMP
|| arg2
== WINED3DTA_TEMP
)
7794 tempreg_used
= TRUE
;
7795 if (arg0
== WINED3DTA_CONSTANT
|| arg1
== WINED3DTA_CONSTANT
|| arg2
== WINED3DTA_CONSTANT
)
7796 tss_const_map
|= 1u << stage
;
7798 lowest_disabled_stage
= stage
;
7800 shader_glsl_add_version_declaration(buffer
, gl_info
, NULL
);
7802 if (gl_info
->supported
[ARB_TEXTURE_RECTANGLE
])
7803 shader_addline(buffer
, "#extension GL_ARB_texture_rectangle : enable\n");
7805 if (!needs_legacy_glsl_syntax(gl_info
))
7806 shader_addline(buffer
, "out vec4 ps_out[1];\n");
7808 shader_addline(buffer
, "vec4 tmp0, tmp1;\n");
7809 shader_addline(buffer
, "vec4 ret;\n");
7810 if (tempreg_used
|| settings
->sRGB_write
)
7811 shader_addline(buffer
, "vec4 temp_reg = vec4(0.0);\n");
7812 shader_addline(buffer
, "vec4 arg0, arg1, arg2;\n");
7814 for (stage
= 0; stage
< MAX_TEXTURES
; ++stage
)
7816 if (tss_const_map
& (1u << stage
))
7817 shader_addline(buffer
, "uniform vec4 tss_const%u;\n", stage
);
7819 if (!(tex_map
& (1u << stage
)))
7822 switch (settings
->op
[stage
].tex_type
)
7824 case WINED3D_GL_RES_TYPE_TEX_1D
:
7825 shader_addline(buffer
, "uniform sampler1D ps_sampler%u;\n", stage
);
7827 case WINED3D_GL_RES_TYPE_TEX_2D
:
7828 shader_addline(buffer
, "uniform sampler2D ps_sampler%u;\n", stage
);
7830 case WINED3D_GL_RES_TYPE_TEX_3D
:
7831 shader_addline(buffer
, "uniform sampler3D ps_sampler%u;\n", stage
);
7833 case WINED3D_GL_RES_TYPE_TEX_CUBE
:
7834 shader_addline(buffer
, "uniform samplerCube ps_sampler%u;\n", stage
);
7836 case WINED3D_GL_RES_TYPE_TEX_RECT
:
7837 shader_addline(buffer
, "uniform sampler2DRect ps_sampler%u;\n", stage
);
7840 FIXME("Unhandled sampler type %#x.\n", settings
->op
[stage
].tex_type
);
7844 shader_addline(buffer
, "vec4 tex%u;\n", stage
);
7846 if (!(bump_map
& (1u << stage
)))
7848 shader_addline(buffer
, "uniform mat2 bumpenv_mat%u;\n", stage
);
7850 if (!(lum_map
& (1u << stage
)))
7852 shader_addline(buffer
, "uniform float bumpenv_lum_scale%u;\n", stage
);
7853 shader_addline(buffer
, "uniform float bumpenv_lum_offset%u;\n", stage
);
7856 shader_addline(buffer
, "uniform vec4 tex_factor;\n");
7857 if (settings
->color_key_enabled
)
7858 shader_addline(buffer
, "uniform vec4 color_key[2];\n");
7859 shader_addline(buffer
, "uniform vec4 specular_enable;\n");
7861 if (settings
->sRGB_write
)
7863 shader_addline(buffer
, "const vec4 srgb_const0 = ");
7864 shader_glsl_append_imm_vec4(buffer
, wined3d_srgb_const0
);
7865 shader_addline(buffer
, ";\n");
7866 shader_addline(buffer
, "const vec4 srgb_const1 = ");
7867 shader_glsl_append_imm_vec4(buffer
, wined3d_srgb_const1
);
7868 shader_addline(buffer
, ";\n");
7871 shader_addline(buffer
, "uniform struct\n{\n");
7872 shader_addline(buffer
, " vec4 color;\n");
7873 shader_addline(buffer
, " float density;\n");
7874 shader_addline(buffer
, " float end;\n");
7875 shader_addline(buffer
, " float scale;\n");
7876 shader_addline(buffer
, "} ffp_fog;\n");
7878 if (alpha_test_func
!= WINED3D_CMP_ALWAYS
)
7879 shader_addline(buffer
, "uniform float alpha_test_ref;\n");
7883 shader_addline(buffer
, "vec4 ffp_varying_diffuse;\n");
7884 shader_addline(buffer
, "vec4 ffp_varying_specular;\n");
7885 shader_addline(buffer
, "vec4 ffp_varying_texcoord[%u];\n", MAX_TEXTURES
);
7886 shader_addline(buffer
, "vec4 ffp_texcoord[%u];\n", MAX_TEXTURES
);
7887 shader_addline(buffer
, "float ffp_varying_fogcoord;\n");
7891 declare_in_varying(gl_info
, buffer
, settings
->flatshading
, "vec4 ffp_varying_diffuse;\n");
7892 declare_in_varying(gl_info
, buffer
, settings
->flatshading
, "vec4 ffp_varying_specular;\n");
7893 declare_in_varying(gl_info
, buffer
, FALSE
, "vec4 ffp_varying_texcoord[%u];\n", MAX_TEXTURES
);
7894 shader_addline(buffer
, "vec4 ffp_texcoord[%u];\n", MAX_TEXTURES
);
7895 declare_in_varying(gl_info
, buffer
, FALSE
, "float ffp_varying_fogcoord;\n");
7898 shader_addline(buffer
, "void main()\n{\n");
7902 shader_addline(buffer
, "ffp_varying_diffuse = gl_Color;\n");
7903 shader_addline(buffer
, "ffp_varying_specular = gl_SecondaryColor;\n");
7906 for (stage
= 0; stage
< MAX_TEXTURES
; ++stage
)
7908 if (tex_map
& (1u << stage
))
7910 if (settings
->pointsprite
)
7911 shader_addline(buffer
, "ffp_texcoord[%u] = vec4(gl_PointCoord.xy, 0.0, 0.0);\n", stage
);
7912 else if (settings
->texcoords_initialized
& (1u << stage
))
7913 shader_addline(buffer
, "ffp_texcoord[%u] = %s[%u];\n",
7914 stage
, legacy_context
? "gl_TexCoord" : "ffp_varying_texcoord", stage
);
7916 shader_addline(buffer
, "ffp_texcoord[%u] = vec4(0.0);\n", stage
);
7920 if (legacy_context
&& settings
->fog
!= WINED3D_FFP_PS_FOG_OFF
)
7921 shader_addline(buffer
, "ffp_varying_fogcoord = gl_FogFragCoord;\n");
7923 if (lowest_disabled_stage
< 7 && settings
->emul_clipplanes
)
7924 shader_addline(buffer
, "if (any(lessThan(ffp_texcoord[7], vec4(0.0)))) discard;\n");
7926 /* Generate texture sampling instructions */
7927 for (stage
= 0; stage
< MAX_TEXTURES
&& settings
->op
[stage
].cop
!= WINED3D_TOP_DISABLE
; ++stage
)
7929 const char *texture_function
, *coord_mask
;
7932 if (!(tex_map
& (1u << stage
)))
7935 if (settings
->op
[stage
].projected
== proj_none
)
7939 else if (settings
->op
[stage
].projected
== proj_count4
7940 || settings
->op
[stage
].projected
== proj_count3
)
7946 FIXME("Unexpected projection mode %d\n", settings
->op
[stage
].projected
);
7950 if (settings
->op
[stage
].tex_type
== WINED3D_GL_RES_TYPE_TEX_CUBE
)
7953 switch (settings
->op
[stage
].tex_type
)
7955 case WINED3D_GL_RES_TYPE_TEX_1D
:
7958 texture_function
= "texture1DProj";
7963 texture_function
= "texture1D";
7967 case WINED3D_GL_RES_TYPE_TEX_2D
:
7970 texture_function
= "texture2DProj";
7975 texture_function
= "texture2D";
7979 case WINED3D_GL_RES_TYPE_TEX_3D
:
7982 texture_function
= "texture3DProj";
7983 coord_mask
= "xyzw";
7987 texture_function
= "texture3D";
7991 case WINED3D_GL_RES_TYPE_TEX_CUBE
:
7992 texture_function
= "textureCube";
7995 case WINED3D_GL_RES_TYPE_TEX_RECT
:
7998 texture_function
= "texture2DRectProj";
8003 texture_function
= "texture2DRect";
8008 FIXME("Unhandled texture type %#x.\n", settings
->op
[stage
].tex_type
);
8009 texture_function
= "";
8010 coord_mask
= "xyzw";
8013 if (!needs_legacy_glsl_syntax(gl_info
))
8014 texture_function
= proj
? "textureProj" : "texture";
8017 && (settings
->op
[stage
- 1].cop
== WINED3D_TOP_BUMPENVMAP
8018 || settings
->op
[stage
- 1].cop
== WINED3D_TOP_BUMPENVMAP_LUMINANCE
))
8020 shader_addline(buffer
, "ret.xy = bumpenv_mat%u * tex%u.xy;\n", stage
- 1, stage
- 1);
8022 /* With projective textures, texbem only divides the static
8023 * texture coord, not the displacement, so multiply the
8024 * displacement with the dividing parameter before passing it to
8026 if (settings
->op
[stage
].projected
!= proj_none
)
8028 if (settings
->op
[stage
].projected
== proj_count4
)
8030 shader_addline(buffer
, "ret.xy = (ret.xy * ffp_texcoord[%u].w) + ffp_texcoord[%u].xy;\n",
8032 shader_addline(buffer
, "ret.zw = ffp_texcoord[%u].ww;\n", stage
);
8036 shader_addline(buffer
, "ret.xy = (ret.xy * ffp_texcoord[%u].z) + ffp_texcoord[%u].xy;\n",
8038 shader_addline(buffer
, "ret.zw = ffp_texcoord[%u].zz;\n", stage
);
8043 shader_addline(buffer
, "ret = ffp_texcoord[%u] + ret.xyxy;\n", stage
);
8046 shader_addline(buffer
, "tex%u = %s(ps_sampler%u, ret.%s);\n",
8047 stage
, texture_function
, stage
, coord_mask
);
8049 if (settings
->op
[stage
- 1].cop
== WINED3D_TOP_BUMPENVMAP_LUMINANCE
)
8050 shader_addline(buffer
, "tex%u *= clamp(tex%u.z * bumpenv_lum_scale%u + bumpenv_lum_offset%u, 0.0, 1.0);\n",
8051 stage
, stage
- 1, stage
- 1, stage
- 1);
8053 else if (settings
->op
[stage
].projected
== proj_count3
)
8055 shader_addline(buffer
, "tex%u = %s(ps_sampler%u, ffp_texcoord[%u].xyz);\n",
8056 stage
, texture_function
, stage
, stage
);
8060 shader_addline(buffer
, "tex%u = %s(ps_sampler%u, ffp_texcoord[%u].%s);\n",
8061 stage
, texture_function
, stage
, stage
, coord_mask
);
8064 string_buffer_sprintf(tex_reg_name
, "tex%u", stage
);
8065 shader_glsl_color_correction_ext(buffer
, tex_reg_name
->buffer
, WINED3DSP_WRITEMASK_ALL
,
8066 settings
->op
[stage
].color_fixup
);
8069 if (settings
->color_key_enabled
)
8071 shader_addline(buffer
, "if (all(greaterThanEqual(tex0, color_key[0])) && all(lessThan(tex0, color_key[1])))\n");
8072 shader_addline(buffer
, " discard;\n");
8075 shader_addline(buffer
, "ret = ffp_varying_diffuse;\n");
8077 /* Generate the main shader */
8078 for (stage
= 0; stage
< MAX_TEXTURES
; ++stage
)
8082 if (settings
->op
[stage
].cop
== WINED3D_TOP_DISABLE
)
8085 if (settings
->op
[stage
].cop
== WINED3D_TOP_SELECT_ARG1
8086 && settings
->op
[stage
].aop
== WINED3D_TOP_SELECT_ARG1
)
8087 op_equal
= settings
->op
[stage
].carg1
== settings
->op
[stage
].aarg1
;
8088 else if (settings
->op
[stage
].cop
== WINED3D_TOP_SELECT_ARG1
8089 && settings
->op
[stage
].aop
== WINED3D_TOP_SELECT_ARG2
)
8090 op_equal
= settings
->op
[stage
].carg1
== settings
->op
[stage
].aarg2
;
8091 else if (settings
->op
[stage
].cop
== WINED3D_TOP_SELECT_ARG2
8092 && settings
->op
[stage
].aop
== WINED3D_TOP_SELECT_ARG1
)
8093 op_equal
= settings
->op
[stage
].carg2
== settings
->op
[stage
].aarg1
;
8094 else if (settings
->op
[stage
].cop
== WINED3D_TOP_SELECT_ARG2
8095 && settings
->op
[stage
].aop
== WINED3D_TOP_SELECT_ARG2
)
8096 op_equal
= settings
->op
[stage
].carg2
== settings
->op
[stage
].aarg2
;
8098 op_equal
= settings
->op
[stage
].aop
== settings
->op
[stage
].cop
8099 && settings
->op
[stage
].carg0
== settings
->op
[stage
].aarg0
8100 && settings
->op
[stage
].carg1
== settings
->op
[stage
].aarg1
8101 && settings
->op
[stage
].carg2
== settings
->op
[stage
].aarg2
;
8103 if (settings
->op
[stage
].aop
== WINED3D_TOP_DISABLE
)
8105 shader_glsl_ffp_fragment_op(buffer
, stage
, TRUE
, FALSE
, settings
->op
[stage
].dst
,
8106 settings
->op
[stage
].cop
, settings
->op
[stage
].carg0
,
8107 settings
->op
[stage
].carg1
, settings
->op
[stage
].carg2
);
8111 shader_glsl_ffp_fragment_op(buffer
, stage
, TRUE
, TRUE
, settings
->op
[stage
].dst
,
8112 settings
->op
[stage
].cop
, settings
->op
[stage
].carg0
,
8113 settings
->op
[stage
].carg1
, settings
->op
[stage
].carg2
);
8115 else if (settings
->op
[stage
].cop
!= WINED3D_TOP_BUMPENVMAP
8116 && settings
->op
[stage
].cop
!= WINED3D_TOP_BUMPENVMAP_LUMINANCE
)
8118 shader_glsl_ffp_fragment_op(buffer
, stage
, TRUE
, FALSE
, settings
->op
[stage
].dst
,
8119 settings
->op
[stage
].cop
, settings
->op
[stage
].carg0
,
8120 settings
->op
[stage
].carg1
, settings
->op
[stage
].carg2
);
8121 shader_glsl_ffp_fragment_op(buffer
, stage
, FALSE
, TRUE
, settings
->op
[stage
].dst
,
8122 settings
->op
[stage
].aop
, settings
->op
[stage
].aarg0
,
8123 settings
->op
[stage
].aarg1
, settings
->op
[stage
].aarg2
);
8127 shader_addline(buffer
, "%s[0] = ffp_varying_specular * specular_enable + ret;\n",
8128 get_fragment_output(gl_info
));
8130 if (settings
->sRGB_write
)
8131 shader_glsl_generate_srgb_write_correction(buffer
, gl_info
);
8133 shader_glsl_generate_fog_code(buffer
, gl_info
, settings
->fog
);
8135 shader_glsl_generate_alpha_test(buffer
, gl_info
, alpha_test_func
);
8137 shader_addline(buffer
, "}\n");
8139 shader_id
= GL_EXTCALL(glCreateShader(GL_FRAGMENT_SHADER
));
8140 shader_glsl_compile(gl_info
, shader_id
, buffer
->buffer
);
8142 string_buffer_release(&priv
->string_buffers
, tex_reg_name
);
8146 static struct glsl_ffp_vertex_shader
*shader_glsl_find_ffp_vertex_shader(struct shader_glsl_priv
*priv
,
8147 const struct wined3d_gl_info
*gl_info
, const struct wined3d_ffp_vs_settings
*settings
)
8149 struct glsl_ffp_vertex_shader
*shader
;
8150 const struct wine_rb_entry
*entry
;
8152 if ((entry
= wine_rb_get(&priv
->ffp_vertex_shaders
, settings
)))
8153 return WINE_RB_ENTRY_VALUE(entry
, struct glsl_ffp_vertex_shader
, desc
.entry
);
8155 if (!(shader
= HeapAlloc(GetProcessHeap(), 0, sizeof(*shader
))))
8158 shader
->desc
.settings
= *settings
;
8159 shader
->id
= shader_glsl_generate_ffp_vertex_shader(priv
, settings
, gl_info
);
8160 list_init(&shader
->linked_programs
);
8161 if (wine_rb_put(&priv
->ffp_vertex_shaders
, &shader
->desc
.settings
, &shader
->desc
.entry
) == -1)
8162 ERR("Failed to insert ffp vertex shader.\n");
8167 static struct glsl_ffp_fragment_shader
*shader_glsl_find_ffp_fragment_shader(struct shader_glsl_priv
*priv
,
8168 const struct wined3d_gl_info
*gl_info
, const struct ffp_frag_settings
*args
)
8170 struct glsl_ffp_fragment_shader
*glsl_desc
;
8171 const struct ffp_frag_desc
*desc
;
8173 if ((desc
= find_ffp_frag_shader(&priv
->ffp_fragment_shaders
, args
)))
8174 return CONTAINING_RECORD(desc
, struct glsl_ffp_fragment_shader
, entry
);
8176 if (!(glsl_desc
= HeapAlloc(GetProcessHeap(), 0, sizeof(*glsl_desc
))))
8179 glsl_desc
->entry
.settings
= *args
;
8180 glsl_desc
->id
= shader_glsl_generate_ffp_fragment_shader(priv
, args
, gl_info
);
8181 list_init(&glsl_desc
->linked_programs
);
8182 add_ffp_frag_shader(&priv
->ffp_fragment_shaders
, &glsl_desc
->entry
);
8188 static void shader_glsl_init_vs_uniform_locations(const struct wined3d_gl_info
*gl_info
,
8189 struct shader_glsl_priv
*priv
, GLuint program_id
, struct glsl_vs_program
*vs
, unsigned int vs_c_count
)
8192 struct wined3d_string_buffer
*name
= string_buffer_get(&priv
->string_buffers
);
8194 for (i
= 0; i
< vs_c_count
; ++i
)
8196 string_buffer_sprintf(name
, "vs_c[%u]", i
);
8197 vs
->uniform_f_locations
[i
] = GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
8199 memset(&vs
->uniform_f_locations
[vs_c_count
], 0xff, (WINED3D_MAX_VS_CONSTS_F
- vs_c_count
) * sizeof(GLuint
));
8201 for (i
= 0; i
< WINED3D_MAX_CONSTS_I
; ++i
)
8203 string_buffer_sprintf(name
, "vs_i[%u]", i
);
8204 vs
->uniform_i_locations
[i
] = GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
8207 for (i
= 0; i
< WINED3D_MAX_CONSTS_B
; ++i
)
8209 string_buffer_sprintf(name
, "vs_b[%u]", i
);
8210 vs
->uniform_b_locations
[i
] = GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
8213 vs
->pos_fixup_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "pos_fixup"));
8215 for (i
= 0; i
< MAX_VERTEX_BLENDS
; ++i
)
8217 string_buffer_sprintf(name
, "ffp_modelview_matrix[%u]", i
);
8218 vs
->modelview_matrix_location
[i
] = GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
8220 vs
->projection_matrix_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ffp_projection_matrix"));
8221 vs
->normal_matrix_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ffp_normal_matrix"));
8222 for (i
= 0; i
< MAX_TEXTURES
; ++i
)
8224 string_buffer_sprintf(name
, "ffp_texture_matrix[%u]", i
);
8225 vs
->texture_matrix_location
[i
] = GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
8227 vs
->material_ambient_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ffp_material.ambient"));
8228 vs
->material_diffuse_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ffp_material.diffuse"));
8229 vs
->material_specular_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ffp_material.specular"));
8230 vs
->material_emissive_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ffp_material.emissive"));
8231 vs
->material_shininess_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ffp_material.shininess"));
8232 vs
->light_ambient_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ffp_light_ambient"));
8233 for (i
= 0; i
< MAX_ACTIVE_LIGHTS
; ++i
)
8235 string_buffer_sprintf(name
, "ffp_light[%u].diffuse", i
);
8236 vs
->light_location
[i
].diffuse
= GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
8237 string_buffer_sprintf(name
, "ffp_light[%u].specular", i
);
8238 vs
->light_location
[i
].specular
= GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
8239 string_buffer_sprintf(name
, "ffp_light[%u].ambient", i
);
8240 vs
->light_location
[i
].ambient
= GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
8241 string_buffer_sprintf(name
, "ffp_light[%u].position", i
);
8242 vs
->light_location
[i
].position
= GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
8243 string_buffer_sprintf(name
, "ffp_light[%u].direction", i
);
8244 vs
->light_location
[i
].direction
= GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
8245 string_buffer_sprintf(name
, "ffp_light[%u].range", i
);
8246 vs
->light_location
[i
].range
= GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
8247 string_buffer_sprintf(name
, "ffp_light[%u].falloff", i
);
8248 vs
->light_location
[i
].falloff
= GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
8249 string_buffer_sprintf(name
, "ffp_light[%u].c_att", i
);
8250 vs
->light_location
[i
].c_att
= GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
8251 string_buffer_sprintf(name
, "ffp_light[%u].l_att", i
);
8252 vs
->light_location
[i
].l_att
= GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
8253 string_buffer_sprintf(name
, "ffp_light[%u].q_att", i
);
8254 vs
->light_location
[i
].q_att
= GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
8255 string_buffer_sprintf(name
, "ffp_light[%u].cos_htheta", i
);
8256 vs
->light_location
[i
].cos_htheta
= GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
8257 string_buffer_sprintf(name
, "ffp_light[%u].cos_hphi", i
);
8258 vs
->light_location
[i
].cos_hphi
= GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
8260 vs
->pointsize_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ffp_point.size"));
8261 vs
->pointsize_min_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ffp_point.size_min"));
8262 vs
->pointsize_max_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ffp_point.size_max"));
8263 vs
->pointsize_c_att_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ffp_point.c_att"));
8264 vs
->pointsize_l_att_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ffp_point.l_att"));
8265 vs
->pointsize_q_att_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ffp_point.q_att"));
8266 vs
->clip_planes_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "clip_planes"));
8268 string_buffer_release(&priv
->string_buffers
, name
);
8271 static void shader_glsl_init_gs_uniform_locations(const struct wined3d_gl_info
*gl_info
,
8272 struct shader_glsl_priv
*priv
, GLuint program_id
, struct glsl_gs_program
*gs
)
8274 gs
->pos_fixup_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "pos_fixup"));
8277 static void shader_glsl_init_ps_uniform_locations(const struct wined3d_gl_info
*gl_info
,
8278 struct shader_glsl_priv
*priv
, GLuint program_id
, struct glsl_ps_program
*ps
, unsigned int ps_c_count
)
8281 struct wined3d_string_buffer
*name
= string_buffer_get(&priv
->string_buffers
);
8283 for (i
= 0; i
< ps_c_count
; ++i
)
8285 string_buffer_sprintf(name
, "ps_c[%u]", i
);
8286 ps
->uniform_f_locations
[i
] = GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
8288 memset(&ps
->uniform_f_locations
[ps_c_count
], 0xff, (WINED3D_MAX_PS_CONSTS_F
- ps_c_count
) * sizeof(GLuint
));
8290 for (i
= 0; i
< WINED3D_MAX_CONSTS_I
; ++i
)
8292 string_buffer_sprintf(name
, "ps_i[%u]", i
);
8293 ps
->uniform_i_locations
[i
] = GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
8296 for (i
= 0; i
< WINED3D_MAX_CONSTS_B
; ++i
)
8298 string_buffer_sprintf(name
, "ps_b[%u]", i
);
8299 ps
->uniform_b_locations
[i
] = GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
8302 for (i
= 0; i
< MAX_TEXTURES
; ++i
)
8304 string_buffer_sprintf(name
, "bumpenv_mat%u", i
);
8305 ps
->bumpenv_mat_location
[i
] = GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
8306 string_buffer_sprintf(name
, "bumpenv_lum_scale%u", i
);
8307 ps
->bumpenv_lum_scale_location
[i
] = GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
8308 string_buffer_sprintf(name
, "bumpenv_lum_offset%u", i
);
8309 ps
->bumpenv_lum_offset_location
[i
] = GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
8310 string_buffer_sprintf(name
, "tss_const%u", i
);
8311 ps
->tss_constant_location
[i
] = GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
8314 ps
->tex_factor_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "tex_factor"));
8315 ps
->specular_enable_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "specular_enable"));
8317 ps
->fog_color_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ffp_fog.color"));
8318 ps
->fog_density_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ffp_fog.density"));
8319 ps
->fog_end_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ffp_fog.end"));
8320 ps
->fog_scale_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ffp_fog.scale"));
8322 ps
->alpha_test_ref_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "alpha_test_ref"));
8324 ps
->np2_fixup_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ps_samplerNP2Fixup"));
8325 ps
->ycorrection_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ycorrection"));
8326 ps
->color_key_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "color_key"));
8328 string_buffer_release(&priv
->string_buffers
, name
);
8331 static void shader_glsl_init_uniform_block_bindings(const struct wined3d_gl_info
*gl_info
,
8332 struct shader_glsl_priv
*priv
, GLuint program_id
,
8333 const struct wined3d_shader_reg_maps
*reg_maps
)
8335 struct wined3d_string_buffer
*name
= string_buffer_get(&priv
->string_buffers
);
8336 const char *prefix
= shader_glsl_get_prefix(reg_maps
->shader_version
.type
);
8337 unsigned int i
, base
, count
;
8340 wined3d_gl_limits_get_uniform_block_range(&gl_info
->limits
, reg_maps
->shader_version
.type
, &base
, &count
);
8341 for (i
= 0; i
< count
; ++i
)
8343 if (!reg_maps
->cb_sizes
[i
])
8346 string_buffer_sprintf(name
, "block_%s_cb%u", prefix
, i
);
8347 block_idx
= GL_EXTCALL(glGetUniformBlockIndex(program_id
, name
->buffer
));
8348 GL_EXTCALL(glUniformBlockBinding(program_id
, block_idx
, base
+ i
));
8350 checkGLcall("glUniformBlockBinding");
8351 string_buffer_release(&priv
->string_buffers
, name
);
8354 /* Context activation is done by the caller. */
8355 static void set_glsl_compute_shader_program(const struct wined3d_context
*context
,
8356 const struct wined3d_state
*state
, struct shader_glsl_priv
*priv
, struct glsl_context_data
*ctx_data
)
8358 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
8359 unsigned int base_sampler_idx
, sampler_count
;
8360 struct glsl_shader_prog_link
*entry
= NULL
;
8361 struct wined3d_shader
*shader
;
8362 struct glsl_program_key key
;
8363 GLuint program_id
, cs_id
;
8365 if (!(context
->shader_update_mask
& (1u << WINED3D_SHADER_TYPE_COMPUTE
)))
8368 if (!(shader
= state
->shader
[WINED3D_SHADER_TYPE_COMPUTE
]))
8370 WARN("Compute shader is NULL.\n");
8371 ctx_data
->glsl_program
= NULL
;
8375 cs_id
= find_glsl_compute_shader(context
, &priv
->shader_buffer
, &priv
->string_buffers
, shader
);
8376 memset(&key
, 0, sizeof(key
));
8378 if ((entry
= get_glsl_program_entry(priv
, &key
)))
8380 ctx_data
->glsl_program
= entry
;
8384 program_id
= GL_EXTCALL(glCreateProgram());
8385 TRACE("Created new GLSL shader program %u.\n", program_id
);
8387 if (!(entry
= HeapAlloc(GetProcessHeap(), 0, sizeof(*entry
))))
8389 ERR("Out of memory.\n");
8392 entry
->id
= program_id
;
8396 entry
->cs
.id
= cs_id
;
8397 entry
->constant_version
= 0;
8398 entry
->ps
.np2_fixup_info
= NULL
;
8399 add_glsl_program_entry(priv
, entry
);
8401 ctx_data
->glsl_program
= entry
;
8403 TRACE("Attaching GLSL shader object %u to program %u.\n", cs_id
, program_id
);
8404 GL_EXTCALL(glAttachShader(program_id
, cs_id
));
8405 checkGLcall("glAttachShader");
8407 list_add_head(&shader
->linked_programs
, &entry
->cs
.shader_entry
);
8409 TRACE("Linking GLSL shader program %u.\n", program_id
);
8410 GL_EXTCALL(glLinkProgram(program_id
));
8411 shader_glsl_validate_link(gl_info
, program_id
);
8413 GL_EXTCALL(glUseProgram(program_id
));
8414 checkGLcall("glUseProgram");
8415 shader_glsl_init_uniform_block_bindings(gl_info
, priv
, program_id
, &shader
->reg_maps
);
8416 shader_glsl_load_icb(gl_info
, priv
, program_id
, &shader
->reg_maps
);
8417 shader_glsl_load_images(gl_info
, priv
, program_id
, &shader
->reg_maps
);
8418 wined3d_gl_limits_get_texture_unit_range(&gl_info
->limits
, WINED3D_SHADER_TYPE_COMPUTE
,
8419 &base_sampler_idx
, &sampler_count
);
8420 shader_glsl_load_samplers(gl_info
, priv
, shader_glsl_get_prefix(WINED3D_SHADER_TYPE_COMPUTE
),
8421 base_sampler_idx
, sampler_count
, NULL
, program_id
);
8423 entry
->constant_update_mask
= 0;
8426 /* Context activation is done by the caller. */
8427 static void set_glsl_shader_program(const struct wined3d_context
*context
, const struct wined3d_state
*state
,
8428 struct shader_glsl_priv
*priv
, struct glsl_context_data
*ctx_data
)
8430 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
8431 const struct wined3d_d3d_info
*d3d_info
= context
->d3d_info
;
8432 const struct ps_np2fixup_info
*np2fixup_info
= NULL
;
8433 struct glsl_shader_prog_link
*entry
= NULL
;
8434 struct wined3d_shader
*vshader
= NULL
;
8435 struct wined3d_shader
*gshader
= NULL
;
8436 struct wined3d_shader
*pshader
= NULL
;
8437 GLuint reorder_shader_id
= 0;
8438 struct glsl_program_key key
;
8444 struct list
*ps_list
, *vs_list
;
8446 struct wined3d_string_buffer
*tmp_name
;
8448 if (!(context
->shader_update_mask
& (1u << WINED3D_SHADER_TYPE_VERTEX
)) && ctx_data
->glsl_program
)
8450 vs_id
= ctx_data
->glsl_program
->vs
.id
;
8451 vs_list
= &ctx_data
->glsl_program
->vs
.shader_entry
;
8455 vshader
= state
->shader
[WINED3D_SHADER_TYPE_VERTEX
];
8456 gshader
= state
->shader
[WINED3D_SHADER_TYPE_GEOMETRY
];
8458 if (!(context
->shader_update_mask
& (1u << WINED3D_SHADER_TYPE_GEOMETRY
))
8459 && ctx_data
->glsl_program
->gs
.id
)
8461 gs_id
= ctx_data
->glsl_program
->gs
.id
;
8465 struct gs_compile_args args
;
8467 find_gs_compile_args(state
, gshader
, &args
);
8468 gs_id
= find_glsl_geometry_shader(context
, priv
, gshader
, &args
);
8472 else if (use_vs(state
))
8474 struct vs_compile_args vs_compile_args
;
8476 vshader
= state
->shader
[WINED3D_SHADER_TYPE_VERTEX
];
8477 gshader
= state
->shader
[WINED3D_SHADER_TYPE_GEOMETRY
];
8479 find_vs_compile_args(state
, vshader
, context
->stream_info
.swizzle_map
, &vs_compile_args
, d3d_info
);
8480 vs_id
= find_glsl_vshader(context
, priv
, vshader
, &vs_compile_args
);
8481 vs_list
= &vshader
->linked_programs
;
8483 if (!(context
->shader_update_mask
& (1u << WINED3D_SHADER_TYPE_GEOMETRY
))
8484 && ctx_data
->glsl_program
->gs
.id
)
8486 gs_id
= ctx_data
->glsl_program
->gs
.id
;
8490 struct gs_compile_args gs_compile_args
;
8492 find_gs_compile_args(state
, gshader
, &gs_compile_args
);
8493 gs_id
= find_glsl_geometry_shader(context
, priv
, gshader
, &gs_compile_args
);
8496 else if (priv
->vertex_pipe
== &glsl_vertex_pipe
)
8498 struct glsl_ffp_vertex_shader
*ffp_shader
;
8499 struct wined3d_ffp_vs_settings settings
;
8501 wined3d_ffp_get_vs_settings(context
, state
, &settings
);
8502 ffp_shader
= shader_glsl_find_ffp_vertex_shader(priv
, gl_info
, &settings
);
8503 vs_id
= ffp_shader
->id
;
8504 vs_list
= &ffp_shader
->linked_programs
;
8507 if (!(context
->shader_update_mask
& (1u << WINED3D_SHADER_TYPE_PIXEL
)) && ctx_data
->glsl_program
)
8509 ps_id
= ctx_data
->glsl_program
->ps
.id
;
8510 ps_list
= &ctx_data
->glsl_program
->ps
.shader_entry
;
8513 pshader
= state
->shader
[WINED3D_SHADER_TYPE_PIXEL
];
8515 else if (use_ps(state
))
8517 struct ps_compile_args ps_compile_args
;
8518 pshader
= state
->shader
[WINED3D_SHADER_TYPE_PIXEL
];
8519 find_ps_compile_args(state
, pshader
, context
->stream_info
.position_transformed
, &ps_compile_args
, context
);
8520 ps_id
= find_glsl_pshader(context
, &priv
->shader_buffer
, &priv
->string_buffers
,
8521 pshader
, &ps_compile_args
, &np2fixup_info
);
8522 ps_list
= &pshader
->linked_programs
;
8524 else if (priv
->fragment_pipe
== &glsl_fragment_pipe
)
8526 struct glsl_ffp_fragment_shader
*ffp_shader
;
8527 struct ffp_frag_settings settings
;
8529 gen_ffp_frag_op(context
, state
, &settings
, FALSE
);
8530 ffp_shader
= shader_glsl_find_ffp_fragment_shader(priv
, gl_info
, &settings
);
8531 ps_id
= ffp_shader
->id
;
8532 ps_list
= &ffp_shader
->linked_programs
;
8539 if ((!vs_id
&& !gs_id
&& !ps_id
) || (entry
= get_glsl_program_entry(priv
, &key
)))
8541 ctx_data
->glsl_program
= entry
;
8545 /* If we get to this point, then no matching program exists, so we create one */
8546 program_id
= GL_EXTCALL(glCreateProgram());
8547 TRACE("Created new GLSL shader program %u.\n", program_id
);
8549 /* Create the entry */
8550 entry
= HeapAlloc(GetProcessHeap(), 0, sizeof(struct glsl_shader_prog_link
));
8551 entry
->id
= program_id
;
8552 entry
->vs
.id
= vs_id
;
8553 entry
->gs
.id
= gs_id
;
8554 entry
->ps
.id
= ps_id
;
8556 entry
->constant_version
= 0;
8557 entry
->ps
.np2_fixup_info
= np2fixup_info
;
8558 /* Add the hash table entry */
8559 add_glsl_program_entry(priv
, entry
);
8561 /* Set the current program */
8562 ctx_data
->glsl_program
= entry
;
8564 /* Attach GLSL vshader */
8567 TRACE("Attaching GLSL shader object %u to program %u.\n", vs_id
, program_id
);
8568 GL_EXTCALL(glAttachShader(program_id
, vs_id
));
8569 checkGLcall("glAttachShader");
8571 list_add_head(vs_list
, &entry
->vs
.shader_entry
);
8576 attribs_map
= vshader
->reg_maps
.input_registers
;
8577 if (vshader
->reg_maps
.shader_version
.major
< 4)
8579 reorder_shader_id
= shader_glsl_generate_vs3_rasterizer_input_setup(priv
, vshader
, pshader
,
8580 state
->gl_primitive_type
== GL_POINTS
&& vshader
->reg_maps
.point_size
,
8581 d3d_info
->emulated_flatshading
8582 && state
->render_states
[WINED3D_RS_SHADEMODE
] == WINED3D_SHADE_FLAT
, gl_info
);
8583 TRACE("Attaching GLSL shader object %u to program %u.\n", reorder_shader_id
, program_id
);
8584 GL_EXTCALL(glAttachShader(program_id
, reorder_shader_id
));
8585 checkGLcall("glAttachShader");
8586 /* Flag the reorder function for deletion, it will be freed
8587 * automatically when the program is destroyed. */
8588 GL_EXTCALL(glDeleteShader(reorder_shader_id
));
8593 attribs_map
= (1u << WINED3D_FFP_ATTRIBS_COUNT
) - 1;
8596 if (!shader_glsl_use_explicit_attrib_location(gl_info
))
8598 /* Bind vertex attributes to a corresponding index number to match
8599 * the same index numbers as ARB_vertex_programs (makes loading
8600 * vertex attributes simpler). With this method, we can use the
8601 * exact same code to load the attributes later for both ARB and
8604 * We have to do this here because we need to know the Program ID
8605 * in order to make the bindings work, and it has to be done prior
8606 * to linking the GLSL program. */
8607 tmp_name
= string_buffer_get(&priv
->string_buffers
);
8608 for (i
= 0; attribs_map
; attribs_map
>>= 1, ++i
)
8610 if (!(attribs_map
& 1))
8613 string_buffer_sprintf(tmp_name
, "vs_in%u", i
);
8614 GL_EXTCALL(glBindAttribLocation(program_id
, i
, tmp_name
->buffer
));
8615 if (vshader
&& vshader
->reg_maps
.shader_version
.major
>= 4)
8617 string_buffer_sprintf(tmp_name
, "vs_in_uint%u", i
);
8618 GL_EXTCALL(glBindAttribLocation(program_id
, i
, tmp_name
->buffer
));
8619 string_buffer_sprintf(tmp_name
, "vs_in_int%u", i
);
8620 GL_EXTCALL(glBindAttribLocation(program_id
, i
, tmp_name
->buffer
));
8623 checkGLcall("glBindAttribLocation");
8624 string_buffer_release(&priv
->string_buffers
, tmp_name
);
8629 TRACE("Attaching GLSL geometry shader object %u to program %u.\n", gs_id
, program_id
);
8630 GL_EXTCALL(glAttachShader(program_id
, gs_id
));
8631 checkGLcall("glAttachShader");
8633 if (gl_info
->supported
[WINED3D_GL_LEGACY_CONTEXT
])
8635 TRACE("input type %s, output type %s, vertices out %u.\n",
8636 debug_d3dprimitivetype(gshader
->u
.gs
.input_type
),
8637 debug_d3dprimitivetype(gshader
->u
.gs
.output_type
),
8638 gshader
->u
.gs
.vertices_out
);
8639 GL_EXTCALL(glProgramParameteriARB(program_id
, GL_GEOMETRY_INPUT_TYPE_ARB
,
8640 gl_primitive_type_from_d3d(gshader
->u
.gs
.input_type
)));
8641 GL_EXTCALL(glProgramParameteriARB(program_id
, GL_GEOMETRY_OUTPUT_TYPE_ARB
,
8642 gl_primitive_type_from_d3d(gshader
->u
.gs
.output_type
)));
8643 GL_EXTCALL(glProgramParameteriARB(program_id
, GL_GEOMETRY_VERTICES_OUT_ARB
,
8644 gshader
->u
.gs
.vertices_out
));
8645 checkGLcall("glProgramParameteriARB");
8648 list_add_head(&gshader
->linked_programs
, &entry
->gs
.shader_entry
);
8651 /* Attach GLSL pshader */
8654 TRACE("Attaching GLSL shader object %u to program %u.\n", ps_id
, program_id
);
8655 GL_EXTCALL(glAttachShader(program_id
, ps_id
));
8656 checkGLcall("glAttachShader");
8658 list_add_head(ps_list
, &entry
->ps
.shader_entry
);
8661 /* Link the program */
8662 TRACE("Linking GLSL shader program %u.\n", program_id
);
8663 GL_EXTCALL(glLinkProgram(program_id
));
8664 shader_glsl_validate_link(gl_info
, program_id
);
8666 shader_glsl_init_vs_uniform_locations(gl_info
, priv
, program_id
, &entry
->vs
,
8667 vshader
? vshader
->limits
->constant_float
: 0);
8668 shader_glsl_init_gs_uniform_locations(gl_info
, priv
, program_id
, &entry
->gs
);
8669 shader_glsl_init_ps_uniform_locations(gl_info
, priv
, program_id
, &entry
->ps
,
8670 pshader
? pshader
->limits
->constant_float
: 0);
8671 checkGLcall("Find glsl program uniform locations");
8673 if (gl_info
->supported
[WINED3D_GL_LEGACY_CONTEXT
])
8675 if (pshader
&& pshader
->reg_maps
.shader_version
.major
>= 3
8676 && pshader
->u
.ps
.declared_in_count
> vec4_varyings(3, gl_info
))
8678 TRACE("Shader %d needs vertex color clamping disabled.\n", program_id
);
8679 entry
->vs
.vertex_color_clamp
= GL_FALSE
;
8683 entry
->vs
.vertex_color_clamp
= GL_FIXED_ONLY_ARB
;
8688 /* With core profile we never change vertex_color_clamp from
8689 * GL_FIXED_ONLY_MODE (which is also the initial value) so we never call
8690 * glClampColorARB(). */
8691 entry
->vs
.vertex_color_clamp
= GL_FIXED_ONLY_ARB
;
8694 /* Set the shader to allow uniform loading on it */
8695 GL_EXTCALL(glUseProgram(program_id
));
8696 checkGLcall("glUseProgram");
8698 /* Texture unit mapping is set up to be the same each time the shader
8699 * program is used so we can hardcode the sampler uniform values. */
8700 shader_glsl_load_graphics_samplers(gl_info
, priv
, context
->tex_unit_map
, program_id
);
8702 entry
->constant_update_mask
= 0;
8705 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_VS_F
;
8706 if (vshader
->reg_maps
.integer_constants
)
8707 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_VS_I
;
8708 if (vshader
->reg_maps
.boolean_constants
)
8709 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_VS_B
;
8710 if (entry
->vs
.pos_fixup_location
!= -1)
8711 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_POS_FIXUP
;
8713 shader_glsl_init_uniform_block_bindings(gl_info
, priv
, program_id
, &vshader
->reg_maps
);
8714 shader_glsl_load_icb(gl_info
, priv
, program_id
, &vshader
->reg_maps
);
8718 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_FFP_MODELVIEW
8719 | WINED3D_SHADER_CONST_FFP_PROJ
;
8721 for (i
= 1; i
< MAX_VERTEX_BLENDS
; ++i
)
8723 if (entry
->vs
.modelview_matrix_location
[i
] != -1)
8725 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_FFP_VERTEXBLEND
;
8730 for (i
= 0; i
< MAX_TEXTURES
; ++i
)
8732 if (entry
->vs
.texture_matrix_location
[i
] != -1)
8734 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_FFP_TEXMATRIX
;
8738 if (entry
->vs
.material_ambient_location
!= -1 || entry
->vs
.material_diffuse_location
!= -1
8739 || entry
->vs
.material_specular_location
!= -1
8740 || entry
->vs
.material_emissive_location
!= -1
8741 || entry
->vs
.material_shininess_location
!= -1)
8742 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_FFP_MATERIAL
;
8743 if (entry
->vs
.light_ambient_location
!= -1)
8744 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_FFP_LIGHTS
;
8746 if (entry
->vs
.clip_planes_location
!= -1)
8747 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_VS_CLIP_PLANES
;
8748 if (entry
->vs
.pointsize_min_location
!= -1)
8749 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_VS_POINTSIZE
;
8753 if (entry
->gs
.pos_fixup_location
!= -1)
8754 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_POS_FIXUP
;
8755 shader_glsl_init_uniform_block_bindings(gl_info
, priv
, program_id
, &gshader
->reg_maps
);
8756 shader_glsl_load_icb(gl_info
, priv
, program_id
, &gshader
->reg_maps
);
8763 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_PS_F
;
8764 if (pshader
->reg_maps
.integer_constants
)
8765 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_PS_I
;
8766 if (pshader
->reg_maps
.boolean_constants
)
8767 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_PS_B
;
8768 if (entry
->ps
.ycorrection_location
!= -1)
8769 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_PS_Y_CORR
;
8771 shader_glsl_init_uniform_block_bindings(gl_info
, priv
, program_id
, &pshader
->reg_maps
);
8772 shader_glsl_load_icb(gl_info
, priv
, program_id
, &pshader
->reg_maps
);
8773 shader_glsl_load_images(gl_info
, priv
, program_id
, &pshader
->reg_maps
);
8777 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_FFP_PS
;
8780 for (i
= 0; i
< MAX_TEXTURES
; ++i
)
8782 if (entry
->ps
.bumpenv_mat_location
[i
] != -1)
8784 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_PS_BUMP_ENV
;
8789 if (entry
->ps
.fog_color_location
!= -1)
8790 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_PS_FOG
;
8791 if (entry
->ps
.alpha_test_ref_location
!= -1)
8792 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_PS_ALPHA_TEST
;
8793 if (entry
->ps
.np2_fixup_location
!= -1)
8794 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_PS_NP2_FIXUP
;
8795 if (entry
->ps
.color_key_location
!= -1)
8796 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_FFP_COLOR_KEY
;
8800 /* Context activation is done by the caller. */
8801 static void shader_glsl_select(void *shader_priv
, struct wined3d_context
*context
,
8802 const struct wined3d_state
*state
)
8804 struct glsl_context_data
*ctx_data
= context
->shader_backend_data
;
8805 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
8806 struct shader_glsl_priv
*priv
= shader_priv
;
8807 GLenum current_vertex_color_clamp
;
8808 GLuint program_id
, prev_id
;
8810 priv
->vertex_pipe
->vp_enable(gl_info
, !use_vs(state
));
8811 priv
->fragment_pipe
->enable_extension(gl_info
, !use_ps(state
));
8813 prev_id
= ctx_data
->glsl_program
? ctx_data
->glsl_program
->id
: 0;
8815 set_glsl_shader_program(context
, state
, priv
, ctx_data
);
8817 if (ctx_data
->glsl_program
)
8819 program_id
= ctx_data
->glsl_program
->id
;
8820 current_vertex_color_clamp
= ctx_data
->glsl_program
->vs
.vertex_color_clamp
;
8825 current_vertex_color_clamp
= GL_FIXED_ONLY_ARB
;
8828 if (ctx_data
->vertex_color_clamp
!= current_vertex_color_clamp
)
8830 ctx_data
->vertex_color_clamp
= current_vertex_color_clamp
;
8831 if (gl_info
->supported
[ARB_COLOR_BUFFER_FLOAT
])
8833 GL_EXTCALL(glClampColorARB(GL_CLAMP_VERTEX_COLOR_ARB
, current_vertex_color_clamp
));
8834 checkGLcall("glClampColorARB");
8838 FIXME("Vertex color clamp needs to be changed, but extension not supported.\n");
8842 TRACE("Using GLSL program %u.\n", program_id
);
8844 if (prev_id
!= program_id
)
8846 GL_EXTCALL(glUseProgram(program_id
));
8847 checkGLcall("glUseProgram");
8850 context
->constant_update_mask
|= ctx_data
->glsl_program
->constant_update_mask
;
8853 context
->shader_update_mask
|= (1u << WINED3D_SHADER_TYPE_COMPUTE
);
8856 /* Context activation is done by the caller. */
8857 static void shader_glsl_select_compute(void *shader_priv
, struct wined3d_context
*context
,
8858 const struct wined3d_state
*state
)
8860 struct glsl_context_data
*ctx_data
= context
->shader_backend_data
;
8861 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
8862 struct shader_glsl_priv
*priv
= shader_priv
;
8863 GLuint program_id
, prev_id
;
8865 prev_id
= ctx_data
->glsl_program
? ctx_data
->glsl_program
->id
: 0;
8866 set_glsl_compute_shader_program(context
, state
, priv
, ctx_data
);
8867 program_id
= ctx_data
->glsl_program
? ctx_data
->glsl_program
->id
: 0;
8869 TRACE("Using GLSL program %u.\n", program_id
);
8871 if (prev_id
!= program_id
)
8873 GL_EXTCALL(glUseProgram(program_id
));
8874 checkGLcall("glUseProgram");
8877 context
->shader_update_mask
|= (1u << WINED3D_SHADER_TYPE_PIXEL
)
8878 | (1u << WINED3D_SHADER_TYPE_VERTEX
)
8879 | (1u << WINED3D_SHADER_TYPE_GEOMETRY
)
8880 | (1u << WINED3D_SHADER_TYPE_HULL
)
8881 | (1u << WINED3D_SHADER_TYPE_DOMAIN
);
8884 /* "context" is not necessarily the currently active context. */
8885 static void shader_glsl_invalidate_current_program(struct wined3d_context
*context
)
8887 struct glsl_context_data
*ctx_data
= context
->shader_backend_data
;
8889 ctx_data
->glsl_program
= NULL
;
8890 context
->shader_update_mask
= (1u << WINED3D_SHADER_TYPE_PIXEL
)
8891 | (1u << WINED3D_SHADER_TYPE_VERTEX
)
8892 | (1u << WINED3D_SHADER_TYPE_GEOMETRY
)
8893 | (1u << WINED3D_SHADER_TYPE_HULL
)
8894 | (1u << WINED3D_SHADER_TYPE_DOMAIN
)
8895 | (1u << WINED3D_SHADER_TYPE_COMPUTE
);
8898 /* Context activation is done by the caller. */
8899 static void shader_glsl_disable(void *shader_priv
, struct wined3d_context
*context
)
8901 struct glsl_context_data
*ctx_data
= context
->shader_backend_data
;
8902 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
8903 struct shader_glsl_priv
*priv
= shader_priv
;
8905 shader_glsl_invalidate_current_program(context
);
8906 GL_EXTCALL(glUseProgram(0));
8907 checkGLcall("glUseProgram");
8909 priv
->vertex_pipe
->vp_enable(gl_info
, FALSE
);
8910 priv
->fragment_pipe
->enable_extension(gl_info
, FALSE
);
8912 if (gl_info
->supported
[WINED3D_GL_LEGACY_CONTEXT
] && gl_info
->supported
[ARB_COLOR_BUFFER_FLOAT
])
8914 ctx_data
->vertex_color_clamp
= GL_FIXED_ONLY_ARB
;
8915 GL_EXTCALL(glClampColorARB(GL_CLAMP_VERTEX_COLOR_ARB
, GL_FIXED_ONLY_ARB
));
8916 checkGLcall("glClampColorARB");
8920 static void shader_glsl_invalidate_contexts_program(struct wined3d_device
*device
,
8921 const struct glsl_shader_prog_link
*program
)
8923 const struct glsl_context_data
*ctx_data
;
8924 struct wined3d_context
*context
;
8927 for (i
= 0; i
< device
->context_count
; ++i
)
8929 context
= device
->contexts
[i
];
8930 ctx_data
= context
->shader_backend_data
;
8932 if (ctx_data
->glsl_program
== program
)
8933 shader_glsl_invalidate_current_program(context
);
8937 static void shader_glsl_destroy(struct wined3d_shader
*shader
)
8939 struct glsl_shader_private
*shader_data
= shader
->backend_data
;
8940 struct wined3d_device
*device
= shader
->device
;
8941 struct shader_glsl_priv
*priv
= device
->shader_priv
;
8942 const struct wined3d_gl_info
*gl_info
;
8943 const struct list
*linked_programs
;
8944 struct wined3d_context
*context
;
8946 if (!shader_data
|| !shader_data
->num_gl_shaders
)
8948 HeapFree(GetProcessHeap(), 0, shader_data
);
8949 shader
->backend_data
= NULL
;
8953 context
= context_acquire(device
, NULL
, 0);
8954 gl_info
= context
->gl_info
;
8956 TRACE("Deleting linked programs.\n");
8957 linked_programs
= &shader
->linked_programs
;
8958 if (linked_programs
->next
)
8960 struct glsl_shader_prog_link
*entry
, *entry2
;
8963 switch (shader
->reg_maps
.shader_version
.type
)
8965 case WINED3D_SHADER_TYPE_PIXEL
:
8967 struct glsl_ps_compiled_shader
*gl_shaders
= shader_data
->gl_shaders
.ps
;
8969 for (i
= 0; i
< shader_data
->num_gl_shaders
; ++i
)
8971 TRACE("Deleting pixel shader %u.\n", gl_shaders
[i
].id
);
8972 GL_EXTCALL(glDeleteShader(gl_shaders
[i
].id
));
8973 checkGLcall("glDeleteShader");
8975 HeapFree(GetProcessHeap(), 0, shader_data
->gl_shaders
.ps
);
8977 LIST_FOR_EACH_ENTRY_SAFE(entry
, entry2
, linked_programs
,
8978 struct glsl_shader_prog_link
, ps
.shader_entry
)
8980 shader_glsl_invalidate_contexts_program(device
, entry
);
8981 delete_glsl_program_entry(priv
, gl_info
, entry
);
8987 case WINED3D_SHADER_TYPE_VERTEX
:
8989 struct glsl_vs_compiled_shader
*gl_shaders
= shader_data
->gl_shaders
.vs
;
8991 for (i
= 0; i
< shader_data
->num_gl_shaders
; ++i
)
8993 TRACE("Deleting vertex shader %u.\n", gl_shaders
[i
].id
);
8994 GL_EXTCALL(glDeleteShader(gl_shaders
[i
].id
));
8995 checkGLcall("glDeleteShader");
8997 HeapFree(GetProcessHeap(), 0, shader_data
->gl_shaders
.vs
);
8999 LIST_FOR_EACH_ENTRY_SAFE(entry
, entry2
, linked_programs
,
9000 struct glsl_shader_prog_link
, vs
.shader_entry
)
9002 shader_glsl_invalidate_contexts_program(device
, entry
);
9003 delete_glsl_program_entry(priv
, gl_info
, entry
);
9009 case WINED3D_SHADER_TYPE_GEOMETRY
:
9011 struct glsl_gs_compiled_shader
*gl_shaders
= shader_data
->gl_shaders
.gs
;
9013 for (i
= 0; i
< shader_data
->num_gl_shaders
; ++i
)
9015 TRACE("Deleting geometry shader %u.\n", gl_shaders
[i
].id
);
9016 GL_EXTCALL(glDeleteShader(gl_shaders
[i
].id
));
9017 checkGLcall("glDeleteShader");
9019 HeapFree(GetProcessHeap(), 0, shader_data
->gl_shaders
.gs
);
9021 LIST_FOR_EACH_ENTRY_SAFE(entry
, entry2
, linked_programs
,
9022 struct glsl_shader_prog_link
, gs
.shader_entry
)
9024 shader_glsl_invalidate_contexts_program(device
, entry
);
9025 delete_glsl_program_entry(priv
, gl_info
, entry
);
9031 case WINED3D_SHADER_TYPE_COMPUTE
:
9033 struct glsl_cs_compiled_shader
*gl_shaders
= shader_data
->gl_shaders
.cs
;
9035 for (i
= 0; i
< shader_data
->num_gl_shaders
; ++i
)
9037 TRACE("Deleting compute shader %u.\n", gl_shaders
[i
].id
);
9038 GL_EXTCALL(glDeleteShader(gl_shaders
[i
].id
));
9039 checkGLcall("glDeleteShader");
9041 HeapFree(GetProcessHeap(), 0, shader_data
->gl_shaders
.cs
);
9043 LIST_FOR_EACH_ENTRY_SAFE(entry
, entry2
, linked_programs
,
9044 struct glsl_shader_prog_link
, cs
.shader_entry
)
9046 shader_glsl_invalidate_contexts_program(device
, entry
);
9047 delete_glsl_program_entry(priv
, gl_info
, entry
);
9054 ERR("Unhandled shader type %#x.\n", shader
->reg_maps
.shader_version
.type
);
9059 HeapFree(GetProcessHeap(), 0, shader
->backend_data
);
9060 shader
->backend_data
= NULL
;
9062 context_release(context
);
9065 static int glsl_program_key_compare(const void *key
, const struct wine_rb_entry
*entry
)
9067 const struct glsl_program_key
*k
= key
;
9068 const struct glsl_shader_prog_link
*prog
= WINE_RB_ENTRY_VALUE(entry
,
9069 const struct glsl_shader_prog_link
, program_lookup_entry
);
9071 if (k
->vs_id
> prog
->vs
.id
) return 1;
9072 else if (k
->vs_id
< prog
->vs
.id
) return -1;
9074 if (k
->gs_id
> prog
->gs
.id
) return 1;
9075 else if (k
->gs_id
< prog
->gs
.id
) return -1;
9077 if (k
->ps_id
> prog
->ps
.id
) return 1;
9078 else if (k
->ps_id
< prog
->ps
.id
) return -1;
9080 if (k
->cs_id
> prog
->cs
.id
) return 1;
9081 else if (k
->cs_id
< prog
->cs
.id
) return -1;
9086 static BOOL
constant_heap_init(struct constant_heap
*heap
, unsigned int constant_count
)
9088 SIZE_T size
= (constant_count
+ 1) * sizeof(*heap
->entries
)
9089 + constant_count
* sizeof(*heap
->contained
)
9090 + constant_count
* sizeof(*heap
->positions
);
9091 void *mem
= HeapAlloc(GetProcessHeap(), 0, size
);
9095 ERR("Failed to allocate memory\n");
9099 heap
->entries
= mem
;
9100 heap
->entries
[1].version
= 0;
9101 heap
->contained
= (BOOL
*)(heap
->entries
+ constant_count
+ 1);
9102 memset(heap
->contained
, 0, constant_count
* sizeof(*heap
->contained
));
9103 heap
->positions
= (unsigned int *)(heap
->contained
+ constant_count
);
9109 static void constant_heap_free(struct constant_heap
*heap
)
9111 HeapFree(GetProcessHeap(), 0, heap
->entries
);
9114 static HRESULT
shader_glsl_alloc(struct wined3d_device
*device
, const struct wined3d_vertex_pipe_ops
*vertex_pipe
,
9115 const struct fragment_pipeline
*fragment_pipe
)
9117 const struct wined3d_gl_info
*gl_info
= &device
->adapter
->gl_info
;
9118 struct shader_glsl_priv
*priv
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(struct shader_glsl_priv
));
9119 SIZE_T stack_size
= wined3d_log2i(max(WINED3D_MAX_VS_CONSTS_F
, WINED3D_MAX_PS_CONSTS_F
)) + 1;
9120 struct fragment_caps fragment_caps
;
9121 void *vertex_priv
, *fragment_priv
;
9123 string_buffer_list_init(&priv
->string_buffers
);
9125 if (!(vertex_priv
= vertex_pipe
->vp_alloc(&glsl_shader_backend
, priv
)))
9127 ERR("Failed to initialize vertex pipe.\n");
9128 HeapFree(GetProcessHeap(), 0, priv
);
9132 if (!(fragment_priv
= fragment_pipe
->alloc_private(&glsl_shader_backend
, priv
)))
9134 ERR("Failed to initialize fragment pipe.\n");
9135 vertex_pipe
->vp_free(device
);
9136 HeapFree(GetProcessHeap(), 0, priv
);
9140 if (!string_buffer_init(&priv
->shader_buffer
))
9142 ERR("Failed to initialize shader buffer.\n");
9146 if (!(priv
->stack
= wined3d_calloc(stack_size
, sizeof(*priv
->stack
))))
9148 ERR("Failed to allocate memory.\n");
9152 if (!constant_heap_init(&priv
->vconst_heap
, WINED3D_MAX_VS_CONSTS_F
))
9154 ERR("Failed to initialize vertex shader constant heap\n");
9158 if (!constant_heap_init(&priv
->pconst_heap
, WINED3D_MAX_PS_CONSTS_F
))
9160 ERR("Failed to initialize pixel shader constant heap\n");
9164 wine_rb_init(&priv
->program_lookup
, glsl_program_key_compare
);
9166 priv
->next_constant_version
= 1;
9167 priv
->vertex_pipe
= vertex_pipe
;
9168 priv
->fragment_pipe
= fragment_pipe
;
9169 fragment_pipe
->get_caps(gl_info
, &fragment_caps
);
9170 priv
->ffp_proj_control
= fragment_caps
.wined3d_caps
& WINED3D_FRAGMENT_CAP_PROJ_CONTROL
;
9171 priv
->legacy_lighting
= device
->wined3d
->flags
& WINED3D_LEGACY_FFP_LIGHTING
;
9173 device
->vertex_priv
= vertex_priv
;
9174 device
->fragment_priv
= fragment_priv
;
9175 device
->shader_priv
= priv
;
9180 constant_heap_free(&priv
->pconst_heap
);
9181 constant_heap_free(&priv
->vconst_heap
);
9182 HeapFree(GetProcessHeap(), 0, priv
->stack
);
9183 string_buffer_free(&priv
->shader_buffer
);
9184 fragment_pipe
->free_private(device
);
9185 vertex_pipe
->vp_free(device
);
9186 HeapFree(GetProcessHeap(), 0, priv
);
9187 return E_OUTOFMEMORY
;
9190 /* Context activation is done by the caller. */
9191 static void shader_glsl_free(struct wined3d_device
*device
)
9193 struct shader_glsl_priv
*priv
= device
->shader_priv
;
9195 wine_rb_destroy(&priv
->program_lookup
, NULL
, NULL
);
9196 constant_heap_free(&priv
->pconst_heap
);
9197 constant_heap_free(&priv
->vconst_heap
);
9198 HeapFree(GetProcessHeap(), 0, priv
->stack
);
9199 string_buffer_list_cleanup(&priv
->string_buffers
);
9200 string_buffer_free(&priv
->shader_buffer
);
9201 priv
->fragment_pipe
->free_private(device
);
9202 priv
->vertex_pipe
->vp_free(device
);
9204 HeapFree(GetProcessHeap(), 0, device
->shader_priv
);
9205 device
->shader_priv
= NULL
;
9208 static BOOL
shader_glsl_allocate_context_data(struct wined3d_context
*context
)
9210 struct glsl_context_data
*ctx_data
;
9211 if (!(ctx_data
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(*ctx_data
))))
9213 ctx_data
->vertex_color_clamp
= GL_FIXED_ONLY_ARB
;
9214 context
->shader_backend_data
= ctx_data
;
9218 static void shader_glsl_free_context_data(struct wined3d_context
*context
)
9220 HeapFree(GetProcessHeap(), 0, context
->shader_backend_data
);
9223 static void shader_glsl_init_context_state(struct wined3d_context
*context
)
9225 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
9227 gl_info
->gl_ops
.gl
.p_glEnable(GL_PROGRAM_POINT_SIZE
);
9228 checkGLcall("GL_PROGRAM_POINT_SIZE");
9231 static void shader_glsl_get_caps(const struct wined3d_gl_info
*gl_info
, struct shader_caps
*caps
)
9235 /* FIXME: Check for the specific extensions required for SM5 support
9236 * (ARB_compute_shader, ARB_tessellation_shader, ARB_gpu_shader5, ...) as
9237 * soon as we introduce them, adjusting the GL / GLSL version checks
9239 if (gl_info
->glsl_version
>= MAKEDWORD_VERSION(4, 30) && gl_info
->supported
[WINED3D_GL_VERSION_4_3
]
9240 && gl_info
->supported
[ARB_COMPUTE_SHADER
]
9241 && gl_info
->supported
[ARB_DERIVATIVE_CONTROL
]
9242 && gl_info
->supported
[ARB_GPU_SHADER5
]
9243 && gl_info
->supported
[ARB_SHADER_IMAGE_LOAD_STORE
]
9244 && gl_info
->supported
[ARB_SHADER_IMAGE_SIZE
]
9245 && gl_info
->supported
[ARB_SHADING_LANGUAGE_PACKING
])
9247 else if (gl_info
->glsl_version
>= MAKEDWORD_VERSION(1, 50) && gl_info
->supported
[WINED3D_GL_VERSION_3_2
]
9248 && gl_info
->supported
[ARB_SHADER_BIT_ENCODING
] && gl_info
->supported
[ARB_SAMPLER_OBJECTS
]
9249 && gl_info
->supported
[ARB_TEXTURE_SWIZZLE
])
9251 /* Support for texldd and texldl instructions in pixel shaders is required
9253 else if (shader_glsl_has_core_grad(gl_info
, NULL
) || gl_info
->supported
[ARB_SHADER_TEXTURE_LOD
])
9257 TRACE("Shader model %u.\n", shader_model
);
9259 caps
->vs_version
= min(wined3d_settings
.max_sm_vs
, shader_model
);
9260 caps
->hs_version
= min(wined3d_settings
.max_sm_hs
, shader_model
);
9261 caps
->ds_version
= min(wined3d_settings
.max_sm_ds
, shader_model
);
9262 caps
->gs_version
= min(wined3d_settings
.max_sm_gs
, shader_model
);
9263 caps
->ps_version
= min(wined3d_settings
.max_sm_ps
, shader_model
);
9264 caps
->cs_version
= min(wined3d_settings
.max_sm_cs
, shader_model
);
9266 caps
->vs_uniform_count
= min(WINED3D_MAX_VS_CONSTS_F
, gl_info
->limits
.glsl_vs_float_constants
);
9267 caps
->ps_uniform_count
= min(WINED3D_MAX_PS_CONSTS_F
, gl_info
->limits
.glsl_ps_float_constants
);
9268 caps
->varying_count
= gl_info
->limits
.glsl_varyings
;
9270 /* FIXME: The following line is card dependent. -8.0 to 8.0 is the
9271 * Direct3D minimum requirement.
9273 * Both GL_ARB_fragment_program and GLSL require a "maximum representable magnitude"
9274 * of colors to be 2^10, and 2^32 for other floats. Should we use 1024 here?
9276 * The problem is that the refrast clamps temporary results in the shader to
9277 * [-MaxValue;+MaxValue]. If the card's max value is bigger than the one we advertize here,
9278 * then applications may miss the clamping behavior. On the other hand, if it is smaller,
9279 * the shader will generate incorrect results too. Unfortunately, GL deliberately doesn't
9280 * offer a way to query this.
9282 if (shader_model
>= 4)
9283 caps
->ps_1x_max_value
= FLT_MAX
;
9285 caps
->ps_1x_max_value
= 1024.0f
;
9287 /* Ideally we'd only set caps like sRGB writes here if supported by both
9288 * the shader backend and the fragment pipe, but we can get called before
9289 * shader_glsl_alloc(). */
9290 caps
->wined3d_caps
= WINED3D_SHADER_CAP_VS_CLIPPING
9291 | WINED3D_SHADER_CAP_SRGB_WRITE
;
9294 static BOOL
shader_glsl_color_fixup_supported(struct color_fixup_desc fixup
)
9296 if (TRACE_ON(d3d_shader
) && TRACE_ON(d3d
))
9298 TRACE("Checking support for fixup:\n");
9299 dump_color_fixup_desc(fixup
);
9302 /* We support everything except YUV conversions. */
9303 if (!is_complex_fixup(fixup
))
9309 TRACE("[FAILED]\n");
9313 static const SHADER_HANDLER shader_glsl_instruction_handler_table
[WINED3DSIH_TABLE_SIZE
] =
9315 /* WINED3DSIH_ABS */ shader_glsl_map2gl
,
9316 /* WINED3DSIH_ADD */ shader_glsl_binop
,
9317 /* WINED3DSIH_AND */ shader_glsl_binop
,
9318 /* WINED3DSIH_ATOMIC_AND */ shader_glsl_atomic
,
9319 /* WINED3DSIH_ATOMIC_CMP_STORE */ shader_glsl_atomic
,
9320 /* WINED3DSIH_ATOMIC_IADD */ shader_glsl_atomic
,
9321 /* WINED3DSIH_ATOMIC_IMAX */ NULL
,
9322 /* WINED3DSIH_ATOMIC_IMIN */ NULL
,
9323 /* WINED3DSIH_ATOMIC_OR */ shader_glsl_atomic
,
9324 /* WINED3DSIH_ATOMIC_UMAX */ NULL
,
9325 /* WINED3DSIH_ATOMIC_UMIN */ NULL
,
9326 /* WINED3DSIH_ATOMIC_XOR */ shader_glsl_atomic
,
9327 /* WINED3DSIH_BEM */ shader_glsl_bem
,
9328 /* WINED3DSIH_BFI */ shader_glsl_bitwise_op
,
9329 /* WINED3DSIH_BFREV */ shader_glsl_map2gl
,
9330 /* WINED3DSIH_BREAK */ shader_glsl_break
,
9331 /* WINED3DSIH_BREAKC */ shader_glsl_breakc
,
9332 /* WINED3DSIH_BREAKP */ shader_glsl_breakp
,
9333 /* WINED3DSIH_BUFINFO */ NULL
,
9334 /* WINED3DSIH_CALL */ shader_glsl_call
,
9335 /* WINED3DSIH_CALLNZ */ shader_glsl_callnz
,
9336 /* WINED3DSIH_CASE */ shader_glsl_case
,
9337 /* WINED3DSIH_CMP */ shader_glsl_conditional_move
,
9338 /* WINED3DSIH_CND */ shader_glsl_cnd
,
9339 /* WINED3DSIH_CONTINUE */ shader_glsl_continue
,
9340 /* WINED3DSIH_COUNTBITS */ shader_glsl_map2gl
,
9341 /* WINED3DSIH_CRS */ shader_glsl_cross
,
9342 /* WINED3DSIH_CUT */ shader_glsl_cut
,
9343 /* WINED3DSIH_CUT_STREAM */ shader_glsl_cut
,
9344 /* WINED3DSIH_DCL */ shader_glsl_nop
,
9345 /* WINED3DSIH_DCL_CONSTANT_BUFFER */ shader_glsl_nop
,
9346 /* WINED3DSIH_DCL_FUNCTION_BODY */ NULL
,
9347 /* WINED3DSIH_DCL_FUNCTION_TABLE */ NULL
,
9348 /* WINED3DSIH_DCL_GLOBAL_FLAGS */ shader_glsl_nop
,
9349 /* WINED3DSIH_DCL_HS_FORK_PHASE_INSTANCE_COUNT */ NULL
,
9350 /* WINED3DSIH_DCL_HS_MAX_TESSFACTOR */ NULL
,
9351 /* WINED3DSIH_DCL_IMMEDIATE_CONSTANT_BUFFER */ shader_glsl_nop
,
9352 /* WINED3DSIH_DCL_INDEXABLE_TEMP */ shader_glsl_nop
,
9353 /* WINED3DSIH_DCL_INPUT */ shader_glsl_nop
,
9354 /* WINED3DSIH_DCL_INPUT_CONTROL_POINT_COUNT */ NULL
,
9355 /* WINED3DSIH_DCL_INPUT_PRIMITIVE */ shader_glsl_nop
,
9356 /* WINED3DSIH_DCL_INPUT_PS */ NULL
,
9357 /* WINED3DSIH_DCL_INPUT_PS_SGV */ NULL
,
9358 /* WINED3DSIH_DCL_INPUT_PS_SIV */ NULL
,
9359 /* WINED3DSIH_DCL_INPUT_SGV */ shader_glsl_nop
,
9360 /* WINED3DSIH_DCL_INPUT_SIV */ shader_glsl_nop
,
9361 /* WINED3DSIH_DCL_INTERFACE */ NULL
,
9362 /* WINED3DSIH_DCL_OUTPUT */ shader_glsl_nop
,
9363 /* WINED3DSIH_DCL_OUTPUT_CONTROL_POINT_COUNT */ NULL
,
9364 /* WINED3DSIH_DCL_OUTPUT_SIV */ shader_glsl_nop
,
9365 /* WINED3DSIH_DCL_OUTPUT_TOPOLOGY */ shader_glsl_nop
,
9366 /* WINED3DSIH_DCL_RESOURCE_RAW */ shader_glsl_nop
,
9367 /* WINED3DSIH_DCL_RESOURCE_STRUCTURED */ NULL
,
9368 /* WINED3DSIH_DCL_SAMPLER */ shader_glsl_nop
,
9369 /* WINED3DSIH_DCL_STREAM */ NULL
,
9370 /* WINED3DSIH_DCL_TEMPS */ shader_glsl_nop
,
9371 /* WINED3DSIH_DCL_TESSELLATOR_DOMAIN */ NULL
,
9372 /* WINED3DSIH_DCL_TESSELLATOR_OUTPUT_PRIMITIVE */ NULL
,
9373 /* WINED3DSIH_DCL_TESSELLATOR_PARTITIONING */ NULL
,
9374 /* WINED3DSIH_DCL_TGSM_RAW */ NULL
,
9375 /* WINED3DSIH_DCL_TGSM_STRUCTURED */ NULL
,
9376 /* WINED3DSIH_DCL_THREAD_GROUP */ shader_glsl_nop
,
9377 /* WINED3DSIH_DCL_UAV_RAW */ shader_glsl_nop
,
9378 /* WINED3DSIH_DCL_UAV_STRUCTURED */ shader_glsl_nop
,
9379 /* WINED3DSIH_DCL_UAV_TYPED */ shader_glsl_nop
,
9380 /* WINED3DSIH_DCL_VERTICES_OUT */ shader_glsl_nop
,
9381 /* WINED3DSIH_DEF */ shader_glsl_nop
,
9382 /* WINED3DSIH_DEFAULT */ shader_glsl_default
,
9383 /* WINED3DSIH_DEFB */ shader_glsl_nop
,
9384 /* WINED3DSIH_DEFI */ shader_glsl_nop
,
9385 /* WINED3DSIH_DIV */ shader_glsl_binop
,
9386 /* WINED3DSIH_DP2 */ shader_glsl_dot
,
9387 /* WINED3DSIH_DP2ADD */ shader_glsl_dp2add
,
9388 /* WINED3DSIH_DP3 */ shader_glsl_dot
,
9389 /* WINED3DSIH_DP4 */ shader_glsl_dot
,
9390 /* WINED3DSIH_DST */ shader_glsl_dst
,
9391 /* WINED3DSIH_DSX */ shader_glsl_map2gl
,
9392 /* WINED3DSIH_DSX_COARSE */ shader_glsl_map2gl
,
9393 /* WINED3DSIH_DSX_FINE */ shader_glsl_map2gl
,
9394 /* WINED3DSIH_DSY */ shader_glsl_map2gl
,
9395 /* WINED3DSIH_DSY_COARSE */ shader_glsl_map2gl
,
9396 /* WINED3DSIH_DSY_FINE */ shader_glsl_map2gl
,
9397 /* WINED3DSIH_ELSE */ shader_glsl_else
,
9398 /* WINED3DSIH_EMIT */ shader_glsl_emit
,
9399 /* WINED3DSIH_EMIT_STREAM */ shader_glsl_emit
,
9400 /* WINED3DSIH_ENDIF */ shader_glsl_end
,
9401 /* WINED3DSIH_ENDLOOP */ shader_glsl_end
,
9402 /* WINED3DSIH_ENDREP */ shader_glsl_end
,
9403 /* WINED3DSIH_ENDSWITCH */ shader_glsl_end
,
9404 /* WINED3DSIH_EQ */ shader_glsl_relop
,
9405 /* WINED3DSIH_EXP */ shader_glsl_scalar_op
,
9406 /* WINED3DSIH_EXPP */ shader_glsl_expp
,
9407 /* WINED3DSIH_F16TOF32 */ shader_glsl_float16
,
9408 /* WINED3DSIH_F32TOF16 */ shader_glsl_float16
,
9409 /* WINED3DSIH_FCALL */ NULL
,
9410 /* WINED3DSIH_FIRSTBIT_HI */ shader_glsl_map2gl
,
9411 /* WINED3DSIH_FIRSTBIT_LO */ shader_glsl_map2gl
,
9412 /* WINED3DSIH_FIRSTBIT_SHI */ shader_glsl_map2gl
,
9413 /* WINED3DSIH_FRC */ shader_glsl_map2gl
,
9414 /* WINED3DSIH_FTOI */ shader_glsl_to_int
,
9415 /* WINED3DSIH_FTOU */ shader_glsl_to_uint
,
9416 /* WINED3DSIH_GATHER4 */ NULL
,
9417 /* WINED3DSIH_GATHER4_C */ NULL
,
9418 /* WINED3DSIH_GE */ shader_glsl_relop
,
9419 /* WINED3DSIH_HS_CONTROL_POINT_PHASE */ NULL
,
9420 /* WINED3DSIH_HS_DECLS */ shader_glsl_nop
,
9421 /* WINED3DSIH_HS_FORK_PHASE */ NULL
,
9422 /* WINED3DSIH_HS_JOIN_PHASE */ NULL
,
9423 /* WINED3DSIH_IADD */ shader_glsl_binop
,
9424 /* WINED3DSIH_IEQ */ shader_glsl_relop
,
9425 /* WINED3DSIH_IF */ shader_glsl_if
,
9426 /* WINED3DSIH_IFC */ shader_glsl_ifc
,
9427 /* WINED3DSIH_IGE */ shader_glsl_relop
,
9428 /* WINED3DSIH_ILT */ shader_glsl_relop
,
9429 /* WINED3DSIH_IMAD */ shader_glsl_mad
,
9430 /* WINED3DSIH_IMAX */ shader_glsl_map2gl
,
9431 /* WINED3DSIH_IMIN */ shader_glsl_map2gl
,
9432 /* WINED3DSIH_IMM_ATOMIC_ALLOC */ NULL
,
9433 /* WINED3DSIH_IMM_ATOMIC_AND */ shader_glsl_atomic
,
9434 /* WINED3DSIH_IMM_ATOMIC_CMP_EXCH */ shader_glsl_atomic
,
9435 /* WINED3DSIH_IMM_ATOMIC_CONSUME */ NULL
,
9436 /* WINED3DSIH_IMM_ATOMIC_EXCH */ shader_glsl_atomic
,
9437 /* WINED3DSIH_IMM_ATOMIC_IADD */ shader_glsl_atomic
,
9438 /* WINED3DSIH_IMM_ATOMIC_IMAX */ NULL
,
9439 /* WINED3DSIH_IMM_ATOMIC_IMIN */ NULL
,
9440 /* WINED3DSIH_IMM_ATOMIC_OR */ shader_glsl_atomic
,
9441 /* WINED3DSIH_IMM_ATOMIC_UMAX */ NULL
,
9442 /* WINED3DSIH_IMM_ATOMIC_UMIN */ NULL
,
9443 /* WINED3DSIH_IMM_ATOMIC_XOR */ shader_glsl_atomic
,
9444 /* WINED3DSIH_IMUL */ shader_glsl_imul
,
9445 /* WINED3DSIH_INE */ shader_glsl_relop
,
9446 /* WINED3DSIH_INEG */ shader_glsl_unary_op
,
9447 /* WINED3DSIH_ISHL */ shader_glsl_binop
,
9448 /* WINED3DSIH_ISHR */ shader_glsl_binop
,
9449 /* WINED3DSIH_ITOF */ shader_glsl_to_float
,
9450 /* WINED3DSIH_LABEL */ shader_glsl_label
,
9451 /* WINED3DSIH_LD */ shader_glsl_ld
,
9452 /* WINED3DSIH_LD2DMS */ NULL
,
9453 /* WINED3DSIH_LD_RAW */ shader_glsl_ld_raw
,
9454 /* WINED3DSIH_LD_STRUCTURED */ NULL
,
9455 /* WINED3DSIH_LD_UAV_TYPED */ shader_glsl_ld_uav
,
9456 /* WINED3DSIH_LIT */ shader_glsl_lit
,
9457 /* WINED3DSIH_LOD */ NULL
,
9458 /* WINED3DSIH_LOG */ shader_glsl_scalar_op
,
9459 /* WINED3DSIH_LOGP */ shader_glsl_scalar_op
,
9460 /* WINED3DSIH_LOOP */ shader_glsl_loop
,
9461 /* WINED3DSIH_LRP */ shader_glsl_lrp
,
9462 /* WINED3DSIH_LT */ shader_glsl_relop
,
9463 /* WINED3DSIH_M3x2 */ shader_glsl_mnxn
,
9464 /* WINED3DSIH_M3x3 */ shader_glsl_mnxn
,
9465 /* WINED3DSIH_M3x4 */ shader_glsl_mnxn
,
9466 /* WINED3DSIH_M4x3 */ shader_glsl_mnxn
,
9467 /* WINED3DSIH_M4x4 */ shader_glsl_mnxn
,
9468 /* WINED3DSIH_MAD */ shader_glsl_mad
,
9469 /* WINED3DSIH_MAX */ shader_glsl_map2gl
,
9470 /* WINED3DSIH_MIN */ shader_glsl_map2gl
,
9471 /* WINED3DSIH_MOV */ shader_glsl_mov
,
9472 /* WINED3DSIH_MOVA */ shader_glsl_mov
,
9473 /* WINED3DSIH_MOVC */ shader_glsl_conditional_move
,
9474 /* WINED3DSIH_MUL */ shader_glsl_binop
,
9475 /* WINED3DSIH_NE */ shader_glsl_relop
,
9476 /* WINED3DSIH_NOP */ shader_glsl_nop
,
9477 /* WINED3DSIH_NOT */ shader_glsl_unary_op
,
9478 /* WINED3DSIH_NRM */ shader_glsl_nrm
,
9479 /* WINED3DSIH_OR */ shader_glsl_binop
,
9480 /* WINED3DSIH_PHASE */ shader_glsl_nop
,
9481 /* WINED3DSIH_POW */ shader_glsl_pow
,
9482 /* WINED3DSIH_RCP */ shader_glsl_scalar_op
,
9483 /* WINED3DSIH_REP */ shader_glsl_rep
,
9484 /* WINED3DSIH_RESINFO */ shader_glsl_resinfo
,
9485 /* WINED3DSIH_RET */ shader_glsl_ret
,
9486 /* WINED3DSIH_ROUND_NE */ shader_glsl_map2gl
,
9487 /* WINED3DSIH_ROUND_NI */ shader_glsl_map2gl
,
9488 /* WINED3DSIH_ROUND_PI */ shader_glsl_map2gl
,
9489 /* WINED3DSIH_ROUND_Z */ shader_glsl_map2gl
,
9490 /* WINED3DSIH_RSQ */ shader_glsl_scalar_op
,
9491 /* WINED3DSIH_SAMPLE */ shader_glsl_sample
,
9492 /* WINED3DSIH_SAMPLE_B */ shader_glsl_sample
,
9493 /* WINED3DSIH_SAMPLE_C */ shader_glsl_sample_c
,
9494 /* WINED3DSIH_SAMPLE_C_LZ */ shader_glsl_sample_c
,
9495 /* WINED3DSIH_SAMPLE_GRAD */ shader_glsl_sample
,
9496 /* WINED3DSIH_SAMPLE_INFO */ NULL
,
9497 /* WINED3DSIH_SAMPLE_LOD */ shader_glsl_sample
,
9498 /* WINED3DSIH_SAMPLE_POS */ NULL
,
9499 /* WINED3DSIH_SETP */ NULL
,
9500 /* WINED3DSIH_SGE */ shader_glsl_compare
,
9501 /* WINED3DSIH_SGN */ shader_glsl_sgn
,
9502 /* WINED3DSIH_SINCOS */ shader_glsl_sincos
,
9503 /* WINED3DSIH_SLT */ shader_glsl_compare
,
9504 /* WINED3DSIH_SQRT */ shader_glsl_map2gl
,
9505 /* WINED3DSIH_STORE_RAW */ shader_glsl_store_buffer
,
9506 /* WINED3DSIH_STORE_STRUCTURED */ shader_glsl_store_buffer
,
9507 /* WINED3DSIH_STORE_UAV_TYPED */ shader_glsl_store_uav
,
9508 /* WINED3DSIH_SUB */ shader_glsl_binop
,
9509 /* WINED3DSIH_SWAPC */ NULL
,
9510 /* WINED3DSIH_SWITCH */ shader_glsl_switch
,
9511 /* WINED3DSIH_SYNC */ NULL
,
9512 /* WINED3DSIH_TEX */ shader_glsl_tex
,
9513 /* WINED3DSIH_TEXBEM */ shader_glsl_texbem
,
9514 /* WINED3DSIH_TEXBEML */ shader_glsl_texbem
,
9515 /* WINED3DSIH_TEXCOORD */ shader_glsl_texcoord
,
9516 /* WINED3DSIH_TEXDEPTH */ shader_glsl_texdepth
,
9517 /* WINED3DSIH_TEXDP3 */ shader_glsl_texdp3
,
9518 /* WINED3DSIH_TEXDP3TEX */ shader_glsl_texdp3tex
,
9519 /* WINED3DSIH_TEXKILL */ shader_glsl_texkill
,
9520 /* WINED3DSIH_TEXLDD */ shader_glsl_texldd
,
9521 /* WINED3DSIH_TEXLDL */ shader_glsl_texldl
,
9522 /* WINED3DSIH_TEXM3x2DEPTH */ shader_glsl_texm3x2depth
,
9523 /* WINED3DSIH_TEXM3x2PAD */ shader_glsl_texm3x2pad
,
9524 /* WINED3DSIH_TEXM3x2TEX */ shader_glsl_texm3x2tex
,
9525 /* WINED3DSIH_TEXM3x3 */ shader_glsl_texm3x3
,
9526 /* WINED3DSIH_TEXM3x3DIFF */ NULL
,
9527 /* WINED3DSIH_TEXM3x3PAD */ shader_glsl_texm3x3pad
,
9528 /* WINED3DSIH_TEXM3x3SPEC */ shader_glsl_texm3x3spec
,
9529 /* WINED3DSIH_TEXM3x3TEX */ shader_glsl_texm3x3tex
,
9530 /* WINED3DSIH_TEXM3x3VSPEC */ shader_glsl_texm3x3vspec
,
9531 /* WINED3DSIH_TEXREG2AR */ shader_glsl_texreg2ar
,
9532 /* WINED3DSIH_TEXREG2GB */ shader_glsl_texreg2gb
,
9533 /* WINED3DSIH_TEXREG2RGB */ shader_glsl_texreg2rgb
,
9534 /* WINED3DSIH_UBFE */ shader_glsl_bitwise_op
,
9535 /* WINED3DSIH_UDIV */ shader_glsl_udiv
,
9536 /* WINED3DSIH_UGE */ shader_glsl_relop
,
9537 /* WINED3DSIH_ULT */ shader_glsl_relop
,
9538 /* WINED3DSIH_UMAX */ shader_glsl_map2gl
,
9539 /* WINED3DSIH_UMIN */ shader_glsl_map2gl
,
9540 /* WINED3DSIH_USHR */ shader_glsl_binop
,
9541 /* WINED3DSIH_UTOF */ shader_glsl_to_float
,
9542 /* WINED3DSIH_XOR */ shader_glsl_binop
,
9545 static void shader_glsl_handle_instruction(const struct wined3d_shader_instruction
*ins
) {
9546 SHADER_HANDLER hw_fct
;
9548 /* Select handler */
9549 hw_fct
= shader_glsl_instruction_handler_table
[ins
->handler_idx
];
9551 /* Unhandled opcode */
9554 FIXME("Backend can't handle opcode %s.\n", debug_d3dshaderinstructionhandler(ins
->handler_idx
));
9559 shader_glsl_add_instruction_modifiers(ins
);
9562 static BOOL
shader_glsl_has_ffp_proj_control(void *shader_priv
)
9564 struct shader_glsl_priv
*priv
= shader_priv
;
9566 return priv
->ffp_proj_control
;
9569 const struct wined3d_shader_backend_ops glsl_shader_backend
=
9571 shader_glsl_handle_instruction
,
9573 shader_glsl_select_compute
,
9574 shader_glsl_disable
,
9575 shader_glsl_update_float_vertex_constants
,
9576 shader_glsl_update_float_pixel_constants
,
9577 shader_glsl_load_constants
,
9578 shader_glsl_destroy
,
9581 shader_glsl_allocate_context_data
,
9582 shader_glsl_free_context_data
,
9583 shader_glsl_init_context_state
,
9584 shader_glsl_get_caps
,
9585 shader_glsl_color_fixup_supported
,
9586 shader_glsl_has_ffp_proj_control
,
9589 static void glsl_vertex_pipe_vp_enable(const struct wined3d_gl_info
*gl_info
, BOOL enable
) {}
9591 static void glsl_vertex_pipe_vp_get_caps(const struct wined3d_gl_info
*gl_info
, struct wined3d_vertex_caps
*caps
)
9593 caps
->xyzrhw
= TRUE
;
9594 caps
->emulated_flatshading
= !gl_info
->supported
[WINED3D_GL_LEGACY_CONTEXT
];
9595 caps
->ffp_generic_attributes
= TRUE
;
9596 caps
->max_active_lights
= MAX_ACTIVE_LIGHTS
;
9597 caps
->max_vertex_blend_matrices
= MAX_VERTEX_BLENDS
;
9598 caps
->max_vertex_blend_matrix_index
= 0;
9599 caps
->vertex_processing_caps
= WINED3DVTXPCAPS_TEXGEN
9600 | WINED3DVTXPCAPS_MATERIALSOURCE7
9601 | WINED3DVTXPCAPS_VERTEXFOG
9602 | WINED3DVTXPCAPS_DIRECTIONALLIGHTS
9603 | WINED3DVTXPCAPS_POSITIONALLIGHTS
9604 | WINED3DVTXPCAPS_LOCALVIEWER
9605 | WINED3DVTXPCAPS_TEXGEN_SPHEREMAP
;
9606 caps
->fvf_caps
= WINED3DFVFCAPS_PSIZE
| 8; /* 8 texture coordinates. */
9607 caps
->max_user_clip_planes
= gl_info
->limits
.user_clip_distances
;
9608 caps
->raster_caps
= WINED3DPRASTERCAPS_FOGRANGE
;
9611 static DWORD
glsl_vertex_pipe_vp_get_emul_mask(const struct wined3d_gl_info
*gl_info
)
9613 if (gl_info
->supported
[WINED3D_GL_LEGACY_CONTEXT
])
9614 return GL_EXT_EMUL_ARB_MULTITEXTURE
;
9618 static void *glsl_vertex_pipe_vp_alloc(const struct wined3d_shader_backend_ops
*shader_backend
, void *shader_priv
)
9620 struct shader_glsl_priv
*priv
;
9622 if (shader_backend
== &glsl_shader_backend
)
9625 wine_rb_init(&priv
->ffp_vertex_shaders
, wined3d_ffp_vertex_program_key_compare
);
9629 FIXME("GLSL vertex pipe without GLSL shader backend not implemented.\n");
9634 static void shader_glsl_free_ffp_vertex_shader(struct wine_rb_entry
*entry
, void *context
)
9636 struct glsl_ffp_vertex_shader
*shader
= WINE_RB_ENTRY_VALUE(entry
,
9637 struct glsl_ffp_vertex_shader
, desc
.entry
);
9638 struct glsl_shader_prog_link
*program
, *program2
;
9639 struct glsl_ffp_destroy_ctx
*ctx
= context
;
9641 LIST_FOR_EACH_ENTRY_SAFE(program
, program2
, &shader
->linked_programs
,
9642 struct glsl_shader_prog_link
, vs
.shader_entry
)
9644 delete_glsl_program_entry(ctx
->priv
, ctx
->gl_info
, program
);
9646 ctx
->gl_info
->gl_ops
.ext
.p_glDeleteShader(shader
->id
);
9647 HeapFree(GetProcessHeap(), 0, shader
);
9650 /* Context activation is done by the caller. */
9651 static void glsl_vertex_pipe_vp_free(struct wined3d_device
*device
)
9653 struct shader_glsl_priv
*priv
= device
->vertex_priv
;
9654 struct glsl_ffp_destroy_ctx ctx
;
9657 ctx
.gl_info
= &device
->adapter
->gl_info
;
9658 wine_rb_destroy(&priv
->ffp_vertex_shaders
, shader_glsl_free_ffp_vertex_shader
, &ctx
);
9661 static void glsl_vertex_pipe_nop(struct wined3d_context
*context
,
9662 const struct wined3d_state
*state
, DWORD state_id
) {}
9664 static void glsl_vertex_pipe_shader(struct wined3d_context
*context
,
9665 const struct wined3d_state
*state
, DWORD state_id
)
9667 context
->shader_update_mask
|= 1u << WINED3D_SHADER_TYPE_VERTEX
;
9670 static void glsl_vertex_pipe_vdecl(struct wined3d_context
*context
,
9671 const struct wined3d_state
*state
, DWORD state_id
)
9673 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
9674 BOOL normal
= !!(context
->stream_info
.use_map
& (1u << WINED3D_FFP_NORMAL
));
9675 BOOL legacy_context
= gl_info
->supported
[WINED3D_GL_LEGACY_CONTEXT
];
9676 BOOL transformed
= context
->stream_info
.position_transformed
;
9677 BOOL wasrhw
= context
->last_was_rhw
;
9680 context
->last_was_rhw
= transformed
;
9682 /* If the vertex declaration contains a transformed position attribute,
9683 * the draw uses the fixed function vertex pipeline regardless of any
9684 * vertex shader set by the application. */
9685 if (transformed
!= wasrhw
9686 || context
->stream_info
.swizzle_map
!= context
->last_swizzle_map
)
9687 context
->shader_update_mask
|= 1u << WINED3D_SHADER_TYPE_VERTEX
;
9689 context
->last_swizzle_map
= context
->stream_info
.swizzle_map
;
9693 if (context
->last_was_vshader
)
9696 for (i
= 0; i
< gl_info
->limits
.user_clip_distances
; ++i
)
9697 clipplane(context
, state
, STATE_CLIPPLANE(i
));
9699 context
->constant_update_mask
|= WINED3D_SHADER_CONST_VS_CLIP_PLANES
;
9702 context
->constant_update_mask
|= WINED3D_SHADER_CONST_FFP_TEXMATRIX
;
9704 /* Because of settings->texcoords, we have to regenerate the vertex
9705 * shader on a vdecl change if there aren't enough varyings to just
9706 * always output all the texture coordinates. */
9707 if (gl_info
->limits
.glsl_varyings
< wined3d_max_compat_varyings(gl_info
)
9708 || normal
!= context
->last_was_normal
)
9709 context
->shader_update_mask
|= 1u << WINED3D_SHADER_TYPE_VERTEX
;
9712 && state
->shader
[WINED3D_SHADER_TYPE_PIXEL
]->reg_maps
.shader_version
.major
== 1
9713 && state
->shader
[WINED3D_SHADER_TYPE_PIXEL
]->reg_maps
.shader_version
.minor
<= 3)
9714 context
->shader_update_mask
|= 1u << WINED3D_SHADER_TYPE_PIXEL
;
9718 if (!context
->last_was_vshader
)
9720 /* Vertex shader clipping ignores the view matrix. Update all clip planes. */
9722 for (i
= 0; i
< gl_info
->limits
.user_clip_distances
; ++i
)
9723 clipplane(context
, state
, STATE_CLIPPLANE(i
));
9725 context
->constant_update_mask
|= WINED3D_SHADER_CONST_VS_CLIP_PLANES
;
9729 context
->last_was_vshader
= use_vs(state
);
9730 context
->last_was_normal
= normal
;
9733 static void glsl_vertex_pipe_vs(struct wined3d_context
*context
,
9734 const struct wined3d_state
*state
, DWORD state_id
)
9736 context
->shader_update_mask
|= 1u << WINED3D_SHADER_TYPE_VERTEX
;
9737 /* Different vertex shaders potentially require a different vertex attributes setup. */
9738 if (!isStateDirty(context
, STATE_VDECL
))
9739 context_apply_state(context
, state
, STATE_VDECL
);
9742 static void glsl_vertex_pipe_geometry_shader(struct wined3d_context
*context
,
9743 const struct wined3d_state
*state
, DWORD state_id
)
9745 if (state
->shader
[WINED3D_SHADER_TYPE_VERTEX
]
9746 && state
->shader
[WINED3D_SHADER_TYPE_VERTEX
]->reg_maps
.shader_version
.major
>= 4)
9747 context
->shader_update_mask
|= 1u << WINED3D_SHADER_TYPE_VERTEX
;
9750 static void glsl_vertex_pipe_pixel_shader(struct wined3d_context
*context
,
9751 const struct wined3d_state
*state
, DWORD state_id
)
9753 if (state
->shader
[WINED3D_SHADER_TYPE_GEOMETRY
])
9754 context
->shader_update_mask
|= 1u << WINED3D_SHADER_TYPE_GEOMETRY
;
9755 else if (state
->shader
[WINED3D_SHADER_TYPE_VERTEX
]
9756 && state
->shader
[WINED3D_SHADER_TYPE_VERTEX
]->reg_maps
.shader_version
.major
>= 4)
9757 context
->shader_update_mask
|= 1u << WINED3D_SHADER_TYPE_VERTEX
;
9760 static void glsl_vertex_pipe_world(struct wined3d_context
*context
,
9761 const struct wined3d_state
*state
, DWORD state_id
)
9763 context
->constant_update_mask
|= WINED3D_SHADER_CONST_FFP_MODELVIEW
;
9766 static void glsl_vertex_pipe_vertexblend(struct wined3d_context
*context
,
9767 const struct wined3d_state
*state
, DWORD state_id
)
9769 context
->constant_update_mask
|= WINED3D_SHADER_CONST_FFP_VERTEXBLEND
;
9772 static void glsl_vertex_pipe_view(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
9774 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
9777 context
->constant_update_mask
|= WINED3D_SHADER_CONST_FFP_MODELVIEW
9778 | WINED3D_SHADER_CONST_FFP_LIGHTS
9779 | WINED3D_SHADER_CONST_FFP_VERTEXBLEND
;
9781 if (gl_info
->supported
[WINED3D_GL_LEGACY_CONTEXT
])
9783 for (k
= 0; k
< gl_info
->limits
.user_clip_distances
; ++k
)
9785 if (!isStateDirty(context
, STATE_CLIPPLANE(k
)))
9786 clipplane(context
, state
, STATE_CLIPPLANE(k
));
9791 context
->constant_update_mask
|= WINED3D_SHADER_CONST_VS_CLIP_PLANES
;
9795 static void glsl_vertex_pipe_projection(struct wined3d_context
*context
,
9796 const struct wined3d_state
*state
, DWORD state_id
)
9798 /* Table fog behavior depends on the projection matrix. */
9799 if (state
->render_states
[WINED3D_RS_FOGENABLE
]
9800 && state
->render_states
[WINED3D_RS_FOGTABLEMODE
] != WINED3D_FOG_NONE
)
9801 context
->shader_update_mask
|= 1u << WINED3D_SHADER_TYPE_VERTEX
;
9802 context
->constant_update_mask
|= WINED3D_SHADER_CONST_FFP_PROJ
;
9805 static void glsl_vertex_pipe_viewport(struct wined3d_context
*context
,
9806 const struct wined3d_state
*state
, DWORD state_id
)
9808 if (!isStateDirty(context
, STATE_TRANSFORM(WINED3D_TS_PROJECTION
)))
9809 glsl_vertex_pipe_projection(context
, state
, STATE_TRANSFORM(WINED3D_TS_PROJECTION
));
9810 if (!isStateDirty(context
, STATE_RENDER(WINED3D_RS_POINTSCALEENABLE
))
9811 && state
->render_states
[WINED3D_RS_POINTSCALEENABLE
])
9812 context
->constant_update_mask
|= WINED3D_SHADER_CONST_VS_POINTSIZE
;
9813 context
->constant_update_mask
|= WINED3D_SHADER_CONST_POS_FIXUP
;
9816 static void glsl_vertex_pipe_texmatrix(struct wined3d_context
*context
,
9817 const struct wined3d_state
*state
, DWORD state_id
)
9819 context
->constant_update_mask
|= WINED3D_SHADER_CONST_FFP_TEXMATRIX
;
9822 static void glsl_vertex_pipe_texmatrix_np2(struct wined3d_context
*context
,
9823 const struct wined3d_state
*state
, DWORD state_id
)
9825 DWORD sampler
= state_id
- STATE_SAMPLER(0);
9826 const struct wined3d_texture
*texture
= state
->textures
[sampler
];
9832 if (sampler
>= MAX_TEXTURES
)
9835 if ((np2
= !(texture
->flags
& WINED3D_TEXTURE_POW2_MAT_IDENT
))
9836 || context
->lastWasPow2Texture
& (1u << sampler
))
9839 context
->lastWasPow2Texture
|= 1u << sampler
;
9841 context
->lastWasPow2Texture
&= ~(1u << sampler
);
9843 context
->constant_update_mask
|= WINED3D_SHADER_CONST_FFP_TEXMATRIX
;
9847 static void glsl_vertex_pipe_material(struct wined3d_context
*context
,
9848 const struct wined3d_state
*state
, DWORD state_id
)
9850 context
->constant_update_mask
|= WINED3D_SHADER_CONST_FFP_MATERIAL
;
9853 static void glsl_vertex_pipe_light(struct wined3d_context
*context
,
9854 const struct wined3d_state
*state
, DWORD state_id
)
9856 context
->constant_update_mask
|= WINED3D_SHADER_CONST_FFP_LIGHTS
;
9859 static void glsl_vertex_pipe_pointsize(struct wined3d_context
*context
,
9860 const struct wined3d_state
*state
, DWORD state_id
)
9862 context
->constant_update_mask
|= WINED3D_SHADER_CONST_VS_POINTSIZE
;
9865 static void glsl_vertex_pipe_pointscale(struct wined3d_context
*context
,
9866 const struct wined3d_state
*state
, DWORD state_id
)
9869 context
->constant_update_mask
|= WINED3D_SHADER_CONST_VS_POINTSIZE
;
9872 static void glsl_vertex_pointsprite_core(struct wined3d_context
*context
,
9873 const struct wined3d_state
*state
, DWORD state_id
)
9875 static unsigned int once
;
9877 if (state
->gl_primitive_type
== GL_POINTS
&& !state
->render_states
[WINED3D_RS_POINTSPRITEENABLE
] && !once
++)
9878 FIXME("Non-point sprite points not supported in core profile.\n");
9881 static void glsl_vertex_pipe_shademode(struct wined3d_context
*context
,
9882 const struct wined3d_state
*state
, DWORD state_id
)
9884 context
->shader_update_mask
|= 1u << WINED3D_SHADER_TYPE_VERTEX
;
9887 static void glsl_vertex_pipe_clip_plane(struct wined3d_context
*context
,
9888 const struct wined3d_state
*state
, DWORD state_id
)
9890 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
9891 UINT index
= state_id
- STATE_CLIPPLANE(0);
9893 if (index
>= gl_info
->limits
.user_clip_distances
)
9896 context
->constant_update_mask
|= WINED3D_SHADER_CONST_VS_CLIP_PLANES
;
9899 static const struct StateEntryTemplate glsl_vertex_pipe_vp_states
[] =
9901 {STATE_VDECL
, {STATE_VDECL
, glsl_vertex_pipe_vdecl
}, WINED3D_GL_EXT_NONE
},
9902 {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), glsl_vertex_pipe_vs
}, WINED3D_GL_EXT_NONE
},
9903 {STATE_SHADER(WINED3D_SHADER_TYPE_GEOMETRY
), {STATE_SHADER(WINED3D_SHADER_TYPE_GEOMETRY
), glsl_vertex_pipe_geometry_shader
}, WINED3D_GL_EXT_NONE
},
9904 {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), glsl_vertex_pipe_pixel_shader
}, WINED3D_GL_EXT_NONE
},
9905 {STATE_MATERIAL
, {STATE_RENDER(WINED3D_RS_SPECULARENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
9906 {STATE_RENDER(WINED3D_RS_SPECULARENABLE
), {STATE_RENDER(WINED3D_RS_SPECULARENABLE
), glsl_vertex_pipe_material
}, WINED3D_GL_EXT_NONE
},
9908 {STATE_CLIPPLANE(0), {STATE_CLIPPLANE(0), clipplane
}, WINED3D_GL_LEGACY_CONTEXT
},
9909 {STATE_CLIPPLANE(0), {STATE_CLIPPLANE(0), glsl_vertex_pipe_clip_plane
}, WINED3D_GL_EXT_NONE
},
9910 {STATE_CLIPPLANE(1), {STATE_CLIPPLANE(1), clipplane
}, WINED3D_GL_LEGACY_CONTEXT
},
9911 {STATE_CLIPPLANE(1), {STATE_CLIPPLANE(1), glsl_vertex_pipe_clip_plane
}, WINED3D_GL_EXT_NONE
},
9912 {STATE_CLIPPLANE(2), {STATE_CLIPPLANE(2), clipplane
}, WINED3D_GL_LEGACY_CONTEXT
},
9913 {STATE_CLIPPLANE(2), {STATE_CLIPPLANE(2), glsl_vertex_pipe_clip_plane
}, WINED3D_GL_EXT_NONE
},
9914 {STATE_CLIPPLANE(3), {STATE_CLIPPLANE(3), clipplane
}, WINED3D_GL_LEGACY_CONTEXT
},
9915 {STATE_CLIPPLANE(3), {STATE_CLIPPLANE(3), glsl_vertex_pipe_clip_plane
}, WINED3D_GL_EXT_NONE
},
9916 {STATE_CLIPPLANE(4), {STATE_CLIPPLANE(4), clipplane
}, WINED3D_GL_LEGACY_CONTEXT
},
9917 {STATE_CLIPPLANE(4), {STATE_CLIPPLANE(4), glsl_vertex_pipe_clip_plane
}, WINED3D_GL_EXT_NONE
},
9918 {STATE_CLIPPLANE(5), {STATE_CLIPPLANE(5), clipplane
}, WINED3D_GL_LEGACY_CONTEXT
},
9919 {STATE_CLIPPLANE(5), {STATE_CLIPPLANE(5), glsl_vertex_pipe_clip_plane
}, WINED3D_GL_EXT_NONE
},
9920 {STATE_CLIPPLANE(6), {STATE_CLIPPLANE(6), clipplane
}, WINED3D_GL_LEGACY_CONTEXT
},
9921 {STATE_CLIPPLANE(6), {STATE_CLIPPLANE(6), glsl_vertex_pipe_clip_plane
}, WINED3D_GL_EXT_NONE
},
9922 {STATE_CLIPPLANE(7), {STATE_CLIPPLANE(7), clipplane
}, WINED3D_GL_LEGACY_CONTEXT
},
9923 {STATE_CLIPPLANE(7), {STATE_CLIPPLANE(7), glsl_vertex_pipe_clip_plane
}, WINED3D_GL_EXT_NONE
},
9924 {STATE_CLIPPLANE(8), {STATE_CLIPPLANE(8), clipplane
}, WINED3D_GL_LEGACY_CONTEXT
},
9925 {STATE_CLIPPLANE(8), {STATE_CLIPPLANE(8), glsl_vertex_pipe_clip_plane
}, WINED3D_GL_EXT_NONE
},
9926 {STATE_CLIPPLANE(9), {STATE_CLIPPLANE(9), clipplane
}, WINED3D_GL_LEGACY_CONTEXT
},
9927 {STATE_CLIPPLANE(9), {STATE_CLIPPLANE(9), glsl_vertex_pipe_clip_plane
}, WINED3D_GL_EXT_NONE
},
9928 {STATE_CLIPPLANE(10), {STATE_CLIPPLANE(10), clipplane
}, WINED3D_GL_LEGACY_CONTEXT
},
9929 {STATE_CLIPPLANE(10), {STATE_CLIPPLANE(10), glsl_vertex_pipe_clip_plane
}, WINED3D_GL_EXT_NONE
},
9930 {STATE_CLIPPLANE(11), {STATE_CLIPPLANE(11), clipplane
}, WINED3D_GL_LEGACY_CONTEXT
},
9931 {STATE_CLIPPLANE(11), {STATE_CLIPPLANE(11), glsl_vertex_pipe_clip_plane
}, WINED3D_GL_EXT_NONE
},
9932 {STATE_CLIPPLANE(12), {STATE_CLIPPLANE(12), clipplane
}, WINED3D_GL_LEGACY_CONTEXT
},
9933 {STATE_CLIPPLANE(12), {STATE_CLIPPLANE(12), glsl_vertex_pipe_clip_plane
}, WINED3D_GL_EXT_NONE
},
9934 {STATE_CLIPPLANE(13), {STATE_CLIPPLANE(13), clipplane
}, WINED3D_GL_LEGACY_CONTEXT
},
9935 {STATE_CLIPPLANE(13), {STATE_CLIPPLANE(13), glsl_vertex_pipe_clip_plane
}, WINED3D_GL_EXT_NONE
},
9936 {STATE_CLIPPLANE(14), {STATE_CLIPPLANE(14), clipplane
}, WINED3D_GL_LEGACY_CONTEXT
},
9937 {STATE_CLIPPLANE(14), {STATE_CLIPPLANE(14), glsl_vertex_pipe_clip_plane
}, WINED3D_GL_EXT_NONE
},
9938 {STATE_CLIPPLANE(15), {STATE_CLIPPLANE(15), clipplane
}, WINED3D_GL_LEGACY_CONTEXT
},
9939 {STATE_CLIPPLANE(15), {STATE_CLIPPLANE(15), glsl_vertex_pipe_clip_plane
}, WINED3D_GL_EXT_NONE
},
9940 {STATE_CLIPPLANE(16), {STATE_CLIPPLANE(16), clipplane
}, WINED3D_GL_LEGACY_CONTEXT
},
9941 {STATE_CLIPPLANE(16), {STATE_CLIPPLANE(16), glsl_vertex_pipe_clip_plane
}, WINED3D_GL_EXT_NONE
},
9942 {STATE_CLIPPLANE(17), {STATE_CLIPPLANE(17), clipplane
}, WINED3D_GL_LEGACY_CONTEXT
},
9943 {STATE_CLIPPLANE(17), {STATE_CLIPPLANE(17), glsl_vertex_pipe_clip_plane
}, WINED3D_GL_EXT_NONE
},
9944 {STATE_CLIPPLANE(18), {STATE_CLIPPLANE(18), clipplane
}, WINED3D_GL_LEGACY_CONTEXT
},
9945 {STATE_CLIPPLANE(18), {STATE_CLIPPLANE(18), glsl_vertex_pipe_clip_plane
}, WINED3D_GL_EXT_NONE
},
9946 {STATE_CLIPPLANE(19), {STATE_CLIPPLANE(19), clipplane
}, WINED3D_GL_LEGACY_CONTEXT
},
9947 {STATE_CLIPPLANE(19), {STATE_CLIPPLANE(19), glsl_vertex_pipe_clip_plane
}, WINED3D_GL_EXT_NONE
},
9948 {STATE_CLIPPLANE(20), {STATE_CLIPPLANE(20), clipplane
}, WINED3D_GL_LEGACY_CONTEXT
},
9949 {STATE_CLIPPLANE(20), {STATE_CLIPPLANE(20), glsl_vertex_pipe_clip_plane
}, WINED3D_GL_EXT_NONE
},
9950 {STATE_CLIPPLANE(21), {STATE_CLIPPLANE(21), clipplane
}, WINED3D_GL_LEGACY_CONTEXT
},
9951 {STATE_CLIPPLANE(21), {STATE_CLIPPLANE(21), glsl_vertex_pipe_clip_plane
}, WINED3D_GL_EXT_NONE
},
9952 {STATE_CLIPPLANE(22), {STATE_CLIPPLANE(22), clipplane
}, WINED3D_GL_LEGACY_CONTEXT
},
9953 {STATE_CLIPPLANE(22), {STATE_CLIPPLANE(22), glsl_vertex_pipe_clip_plane
}, WINED3D_GL_EXT_NONE
},
9954 {STATE_CLIPPLANE(23), {STATE_CLIPPLANE(23), clipplane
}, WINED3D_GL_LEGACY_CONTEXT
},
9955 {STATE_CLIPPLANE(23), {STATE_CLIPPLANE(23), glsl_vertex_pipe_clip_plane
}, WINED3D_GL_EXT_NONE
},
9956 {STATE_CLIPPLANE(24), {STATE_CLIPPLANE(24), clipplane
}, WINED3D_GL_LEGACY_CONTEXT
},
9957 {STATE_CLIPPLANE(24), {STATE_CLIPPLANE(24), glsl_vertex_pipe_clip_plane
}, WINED3D_GL_EXT_NONE
},
9958 {STATE_CLIPPLANE(25), {STATE_CLIPPLANE(25), clipplane
}, WINED3D_GL_LEGACY_CONTEXT
},
9959 {STATE_CLIPPLANE(25), {STATE_CLIPPLANE(25), glsl_vertex_pipe_clip_plane
}, WINED3D_GL_EXT_NONE
},
9960 {STATE_CLIPPLANE(26), {STATE_CLIPPLANE(26), clipplane
}, WINED3D_GL_LEGACY_CONTEXT
},
9961 {STATE_CLIPPLANE(26), {STATE_CLIPPLANE(26), glsl_vertex_pipe_clip_plane
}, WINED3D_GL_EXT_NONE
},
9962 {STATE_CLIPPLANE(27), {STATE_CLIPPLANE(27), clipplane
}, WINED3D_GL_LEGACY_CONTEXT
},
9963 {STATE_CLIPPLANE(27), {STATE_CLIPPLANE(27), glsl_vertex_pipe_clip_plane
}, WINED3D_GL_EXT_NONE
},
9964 {STATE_CLIPPLANE(28), {STATE_CLIPPLANE(28), clipplane
}, WINED3D_GL_LEGACY_CONTEXT
},
9965 {STATE_CLIPPLANE(28), {STATE_CLIPPLANE(28), glsl_vertex_pipe_clip_plane
}, WINED3D_GL_EXT_NONE
},
9966 {STATE_CLIPPLANE(29), {STATE_CLIPPLANE(29), clipplane
}, WINED3D_GL_LEGACY_CONTEXT
},
9967 {STATE_CLIPPLANE(29), {STATE_CLIPPLANE(29), glsl_vertex_pipe_clip_plane
}, WINED3D_GL_EXT_NONE
},
9968 {STATE_CLIPPLANE(30), {STATE_CLIPPLANE(30), clipplane
}, WINED3D_GL_LEGACY_CONTEXT
},
9969 {STATE_CLIPPLANE(30), {STATE_CLIPPLANE(30), glsl_vertex_pipe_clip_plane
}, WINED3D_GL_EXT_NONE
},
9970 {STATE_CLIPPLANE(31), {STATE_CLIPPLANE(31), clipplane
}, WINED3D_GL_LEGACY_CONTEXT
},
9971 {STATE_CLIPPLANE(31), {STATE_CLIPPLANE(31), glsl_vertex_pipe_clip_plane
}, WINED3D_GL_EXT_NONE
},
9973 {STATE_LIGHT_TYPE
, {STATE_RENDER(WINED3D_RS_FOGENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
9974 {STATE_ACTIVELIGHT(0), {STATE_ACTIVELIGHT(0), glsl_vertex_pipe_light
}, WINED3D_GL_EXT_NONE
},
9975 {STATE_ACTIVELIGHT(1), {STATE_ACTIVELIGHT(1), glsl_vertex_pipe_light
}, WINED3D_GL_EXT_NONE
},
9976 {STATE_ACTIVELIGHT(2), {STATE_ACTIVELIGHT(2), glsl_vertex_pipe_light
}, WINED3D_GL_EXT_NONE
},
9977 {STATE_ACTIVELIGHT(3), {STATE_ACTIVELIGHT(3), glsl_vertex_pipe_light
}, WINED3D_GL_EXT_NONE
},
9978 {STATE_ACTIVELIGHT(4), {STATE_ACTIVELIGHT(4), glsl_vertex_pipe_light
}, WINED3D_GL_EXT_NONE
},
9979 {STATE_ACTIVELIGHT(5), {STATE_ACTIVELIGHT(5), glsl_vertex_pipe_light
}, WINED3D_GL_EXT_NONE
},
9980 {STATE_ACTIVELIGHT(6), {STATE_ACTIVELIGHT(6), glsl_vertex_pipe_light
}, WINED3D_GL_EXT_NONE
},
9981 {STATE_ACTIVELIGHT(7), {STATE_ACTIVELIGHT(7), glsl_vertex_pipe_light
}, WINED3D_GL_EXT_NONE
},
9983 {STATE_VIEWPORT
, {STATE_VIEWPORT
, glsl_vertex_pipe_viewport
}, WINED3D_GL_EXT_NONE
},
9984 /* Transform states */
9985 {STATE_TRANSFORM(WINED3D_TS_VIEW
), {STATE_TRANSFORM(WINED3D_TS_VIEW
), glsl_vertex_pipe_view
}, WINED3D_GL_EXT_NONE
},
9986 {STATE_TRANSFORM(WINED3D_TS_PROJECTION
), {STATE_TRANSFORM(WINED3D_TS_PROJECTION
), glsl_vertex_pipe_projection
}, WINED3D_GL_EXT_NONE
},
9987 {STATE_TRANSFORM(WINED3D_TS_TEXTURE0
), {STATE_TEXTURESTAGE(0, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), NULL
}, WINED3D_GL_EXT_NONE
},
9988 {STATE_TRANSFORM(WINED3D_TS_TEXTURE1
), {STATE_TEXTURESTAGE(1, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), NULL
}, WINED3D_GL_EXT_NONE
},
9989 {STATE_TRANSFORM(WINED3D_TS_TEXTURE2
), {STATE_TEXTURESTAGE(2, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), NULL
}, WINED3D_GL_EXT_NONE
},
9990 {STATE_TRANSFORM(WINED3D_TS_TEXTURE3
), {STATE_TEXTURESTAGE(3, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), NULL
}, WINED3D_GL_EXT_NONE
},
9991 {STATE_TRANSFORM(WINED3D_TS_TEXTURE4
), {STATE_TEXTURESTAGE(4, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), NULL
}, WINED3D_GL_EXT_NONE
},
9992 {STATE_TRANSFORM(WINED3D_TS_TEXTURE5
), {STATE_TEXTURESTAGE(5, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), NULL
}, WINED3D_GL_EXT_NONE
},
9993 {STATE_TRANSFORM(WINED3D_TS_TEXTURE6
), {STATE_TEXTURESTAGE(6, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), NULL
}, WINED3D_GL_EXT_NONE
},
9994 {STATE_TRANSFORM(WINED3D_TS_TEXTURE7
), {STATE_TEXTURESTAGE(7, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), NULL
}, WINED3D_GL_EXT_NONE
},
9995 {STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(0)), {STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(0)), glsl_vertex_pipe_world
}, WINED3D_GL_EXT_NONE
},
9996 {STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(1)), {STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(1)), glsl_vertex_pipe_vertexblend
}, WINED3D_GL_EXT_NONE
},
9997 {STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(2)), {STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(2)), glsl_vertex_pipe_vertexblend
}, WINED3D_GL_EXT_NONE
},
9998 {STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(3)), {STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(3)), glsl_vertex_pipe_vertexblend
}, WINED3D_GL_EXT_NONE
},
9999 {STATE_TEXTURESTAGE(0, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), {STATE_TEXTURESTAGE(0, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), glsl_vertex_pipe_texmatrix
}, WINED3D_GL_EXT_NONE
},
10000 {STATE_TEXTURESTAGE(1, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), {STATE_TEXTURESTAGE(1, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), glsl_vertex_pipe_texmatrix
}, WINED3D_GL_EXT_NONE
},
10001 {STATE_TEXTURESTAGE(2, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), {STATE_TEXTURESTAGE(2, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), glsl_vertex_pipe_texmatrix
}, WINED3D_GL_EXT_NONE
},
10002 {STATE_TEXTURESTAGE(3, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), {STATE_TEXTURESTAGE(3, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), glsl_vertex_pipe_texmatrix
}, WINED3D_GL_EXT_NONE
},
10003 {STATE_TEXTURESTAGE(4, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), {STATE_TEXTURESTAGE(4, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), glsl_vertex_pipe_texmatrix
}, WINED3D_GL_EXT_NONE
},
10004 {STATE_TEXTURESTAGE(5, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), {STATE_TEXTURESTAGE(5, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), glsl_vertex_pipe_texmatrix
}, WINED3D_GL_EXT_NONE
},
10005 {STATE_TEXTURESTAGE(6, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), {STATE_TEXTURESTAGE(6, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), glsl_vertex_pipe_texmatrix
}, WINED3D_GL_EXT_NONE
},
10006 {STATE_TEXTURESTAGE(7, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), {STATE_TEXTURESTAGE(7, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), glsl_vertex_pipe_texmatrix
}, WINED3D_GL_EXT_NONE
},
10007 {STATE_TEXTURESTAGE(0, WINED3D_TSS_TEXCOORD_INDEX
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
10008 {STATE_TEXTURESTAGE(1, WINED3D_TSS_TEXCOORD_INDEX
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
10009 {STATE_TEXTURESTAGE(2, WINED3D_TSS_TEXCOORD_INDEX
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
10010 {STATE_TEXTURESTAGE(3, WINED3D_TSS_TEXCOORD_INDEX
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
10011 {STATE_TEXTURESTAGE(4, WINED3D_TSS_TEXCOORD_INDEX
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
10012 {STATE_TEXTURESTAGE(5, WINED3D_TSS_TEXCOORD_INDEX
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
10013 {STATE_TEXTURESTAGE(6, WINED3D_TSS_TEXCOORD_INDEX
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
10014 {STATE_TEXTURESTAGE(7, WINED3D_TSS_TEXCOORD_INDEX
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
10016 {STATE_RENDER(WINED3D_RS_FOGENABLE
), {STATE_RENDER(WINED3D_RS_FOGENABLE
), glsl_vertex_pipe_shader
}, WINED3D_GL_EXT_NONE
},
10017 {STATE_RENDER(WINED3D_RS_FOGTABLEMODE
), {STATE_RENDER(WINED3D_RS_FOGENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
10018 {STATE_RENDER(WINED3D_RS_FOGVERTEXMODE
), {STATE_RENDER(WINED3D_RS_FOGENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
10019 {STATE_RENDER(WINED3D_RS_RANGEFOGENABLE
), {STATE_RENDER(WINED3D_RS_FOGENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
10020 {STATE_RENDER(WINED3D_RS_CLIPPING
), {STATE_RENDER(WINED3D_RS_CLIPPING
), state_clipping
}, WINED3D_GL_EXT_NONE
},
10021 {STATE_RENDER(WINED3D_RS_CLIPPLANEENABLE
), {STATE_RENDER(WINED3D_RS_CLIPPING
), NULL
}, WINED3D_GL_EXT_NONE
},
10022 {STATE_RENDER(WINED3D_RS_LIGHTING
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
10023 {STATE_RENDER(WINED3D_RS_AMBIENT
), {STATE_RENDER(WINED3D_RS_AMBIENT
), glsl_vertex_pipe_light
}, WINED3D_GL_EXT_NONE
},
10024 {STATE_RENDER(WINED3D_RS_COLORVERTEX
), {STATE_RENDER(WINED3D_RS_COLORVERTEX
), glsl_vertex_pipe_shader
}, WINED3D_GL_EXT_NONE
},
10025 {STATE_RENDER(WINED3D_RS_LOCALVIEWER
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
10026 {STATE_RENDER(WINED3D_RS_NORMALIZENORMALS
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
10027 {STATE_RENDER(WINED3D_RS_DIFFUSEMATERIALSOURCE
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
10028 {STATE_RENDER(WINED3D_RS_SPECULARMATERIALSOURCE
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
10029 {STATE_RENDER(WINED3D_RS_AMBIENTMATERIALSOURCE
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
10030 {STATE_RENDER(WINED3D_RS_EMISSIVEMATERIALSOURCE
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
10031 {STATE_RENDER(WINED3D_RS_VERTEXBLEND
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
10032 {STATE_RENDER(WINED3D_RS_POINTSIZE
), {STATE_RENDER(WINED3D_RS_POINTSIZE_MIN
), NULL
}, WINED3D_GL_EXT_NONE
},
10033 {STATE_RENDER(WINED3D_RS_POINTSIZE_MIN
), {STATE_RENDER(WINED3D_RS_POINTSIZE_MIN
), glsl_vertex_pipe_pointsize
}, WINED3D_GL_EXT_NONE
},
10034 {STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE
), {STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE
), state_pointsprite
}, ARB_POINT_SPRITE
},
10035 {STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE
), {STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE
), state_pointsprite_w
}, WINED3D_GL_LEGACY_CONTEXT
},
10036 {STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE
), {STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE
), glsl_vertex_pointsprite_core
}, WINED3D_GL_EXT_NONE
},
10037 {STATE_RENDER(WINED3D_RS_POINTSCALEENABLE
), {STATE_RENDER(WINED3D_RS_POINTSCALEENABLE
), glsl_vertex_pipe_pointscale
}, WINED3D_GL_EXT_NONE
},
10038 {STATE_RENDER(WINED3D_RS_POINTSCALE_A
), {STATE_RENDER(WINED3D_RS_POINTSCALEENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
10039 {STATE_RENDER(WINED3D_RS_POINTSCALE_B
), {STATE_RENDER(WINED3D_RS_POINTSCALEENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
10040 {STATE_RENDER(WINED3D_RS_POINTSCALE_C
), {STATE_RENDER(WINED3D_RS_POINTSCALEENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
10041 {STATE_RENDER(WINED3D_RS_POINTSIZE_MAX
), {STATE_RENDER(WINED3D_RS_POINTSIZE_MIN
), NULL
}, WINED3D_GL_EXT_NONE
},
10042 {STATE_RENDER(WINED3D_RS_TWEENFACTOR
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
10043 {STATE_RENDER(WINED3D_RS_INDEXEDVERTEXBLENDENABLE
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
10044 /* NP2 texture matrix fixups. They are not needed if
10045 * GL_ARB_texture_non_power_of_two is supported. Otherwise, register
10046 * glsl_vertex_pipe_texmatrix(), which takes care of updating the texture
10048 {STATE_SAMPLER(0), {0, NULL
}, ARB_TEXTURE_NON_POWER_OF_TWO
},
10049 {STATE_SAMPLER(0), {0, NULL
}, WINED3D_GL_NORMALIZED_TEXRECT
},
10050 {STATE_SAMPLER(0), {STATE_SAMPLER(0), glsl_vertex_pipe_texmatrix_np2
}, WINED3D_GL_EXT_NONE
},
10051 {STATE_SAMPLER(1), {0, NULL
}, ARB_TEXTURE_NON_POWER_OF_TWO
},
10052 {STATE_SAMPLER(1), {0, NULL
}, WINED3D_GL_NORMALIZED_TEXRECT
},
10053 {STATE_SAMPLER(1), {STATE_SAMPLER(1), glsl_vertex_pipe_texmatrix_np2
}, WINED3D_GL_EXT_NONE
},
10054 {STATE_SAMPLER(2), {0, NULL
}, ARB_TEXTURE_NON_POWER_OF_TWO
},
10055 {STATE_SAMPLER(2), {0, NULL
}, WINED3D_GL_NORMALIZED_TEXRECT
},
10056 {STATE_SAMPLER(2), {STATE_SAMPLER(2), glsl_vertex_pipe_texmatrix_np2
}, WINED3D_GL_EXT_NONE
},
10057 {STATE_SAMPLER(3), {0, NULL
}, ARB_TEXTURE_NON_POWER_OF_TWO
},
10058 {STATE_SAMPLER(3), {0, NULL
}, WINED3D_GL_NORMALIZED_TEXRECT
},
10059 {STATE_SAMPLER(3), {STATE_SAMPLER(3), glsl_vertex_pipe_texmatrix_np2
}, WINED3D_GL_EXT_NONE
},
10060 {STATE_SAMPLER(4), {0, NULL
}, ARB_TEXTURE_NON_POWER_OF_TWO
},
10061 {STATE_SAMPLER(4), {0, NULL
}, WINED3D_GL_NORMALIZED_TEXRECT
},
10062 {STATE_SAMPLER(4), {STATE_SAMPLER(4), glsl_vertex_pipe_texmatrix_np2
}, WINED3D_GL_EXT_NONE
},
10063 {STATE_SAMPLER(5), {0, NULL
}, ARB_TEXTURE_NON_POWER_OF_TWO
},
10064 {STATE_SAMPLER(5), {0, NULL
}, WINED3D_GL_NORMALIZED_TEXRECT
},
10065 {STATE_SAMPLER(5), {STATE_SAMPLER(5), glsl_vertex_pipe_texmatrix_np2
}, WINED3D_GL_EXT_NONE
},
10066 {STATE_SAMPLER(6), {0, NULL
}, ARB_TEXTURE_NON_POWER_OF_TWO
},
10067 {STATE_SAMPLER(6), {0, NULL
}, WINED3D_GL_NORMALIZED_TEXRECT
},
10068 {STATE_SAMPLER(6), {STATE_SAMPLER(6), glsl_vertex_pipe_texmatrix_np2
}, WINED3D_GL_EXT_NONE
},
10069 {STATE_SAMPLER(7), {0, NULL
}, ARB_TEXTURE_NON_POWER_OF_TWO
},
10070 {STATE_SAMPLER(7), {0, NULL
}, WINED3D_GL_NORMALIZED_TEXRECT
},
10071 {STATE_SAMPLER(7), {STATE_SAMPLER(7), glsl_vertex_pipe_texmatrix_np2
}, WINED3D_GL_EXT_NONE
},
10072 {STATE_POINT_ENABLE
, {STATE_POINT_ENABLE
, glsl_vertex_pipe_shader
}, WINED3D_GL_EXT_NONE
},
10073 {STATE_RENDER(WINED3D_RS_SHADEMODE
), {STATE_RENDER(WINED3D_RS_SHADEMODE
), glsl_vertex_pipe_nop
}, WINED3D_GL_LEGACY_CONTEXT
},
10074 {STATE_RENDER(WINED3D_RS_SHADEMODE
), {STATE_RENDER(WINED3D_RS_SHADEMODE
), glsl_vertex_pipe_shademode
}, WINED3D_GL_EXT_NONE
},
10075 {0 /* Terminate */, {0, NULL
}, WINED3D_GL_EXT_NONE
},
10079 * - Implement vertex tweening. */
10080 const struct wined3d_vertex_pipe_ops glsl_vertex_pipe
=
10082 glsl_vertex_pipe_vp_enable
,
10083 glsl_vertex_pipe_vp_get_caps
,
10084 glsl_vertex_pipe_vp_get_emul_mask
,
10085 glsl_vertex_pipe_vp_alloc
,
10086 glsl_vertex_pipe_vp_free
,
10087 glsl_vertex_pipe_vp_states
,
10090 static void glsl_fragment_pipe_enable(const struct wined3d_gl_info
*gl_info
, BOOL enable
)
10092 /* Nothing to do. */
10095 static void glsl_fragment_pipe_get_caps(const struct wined3d_gl_info
*gl_info
, struct fragment_caps
*caps
)
10097 caps
->wined3d_caps
= WINED3D_FRAGMENT_CAP_PROJ_CONTROL
10098 | WINED3D_FRAGMENT_CAP_SRGB_WRITE
10099 | WINED3D_FRAGMENT_CAP_COLOR_KEY
;
10100 caps
->PrimitiveMiscCaps
= WINED3DPMISCCAPS_TSSARGTEMP
10101 | WINED3DPMISCCAPS_PERSTAGECONSTANT
;
10102 caps
->TextureOpCaps
= WINED3DTEXOPCAPS_DISABLE
10103 | WINED3DTEXOPCAPS_SELECTARG1
10104 | WINED3DTEXOPCAPS_SELECTARG2
10105 | WINED3DTEXOPCAPS_MODULATE4X
10106 | WINED3DTEXOPCAPS_MODULATE2X
10107 | WINED3DTEXOPCAPS_MODULATE
10108 | WINED3DTEXOPCAPS_ADDSIGNED2X
10109 | WINED3DTEXOPCAPS_ADDSIGNED
10110 | WINED3DTEXOPCAPS_ADD
10111 | WINED3DTEXOPCAPS_SUBTRACT
10112 | WINED3DTEXOPCAPS_ADDSMOOTH
10113 | WINED3DTEXOPCAPS_BLENDCURRENTALPHA
10114 | WINED3DTEXOPCAPS_BLENDFACTORALPHA
10115 | WINED3DTEXOPCAPS_BLENDTEXTUREALPHA
10116 | WINED3DTEXOPCAPS_BLENDDIFFUSEALPHA
10117 | WINED3DTEXOPCAPS_BLENDTEXTUREALPHAPM
10118 | WINED3DTEXOPCAPS_MODULATEALPHA_ADDCOLOR
10119 | WINED3DTEXOPCAPS_MODULATECOLOR_ADDALPHA
10120 | WINED3DTEXOPCAPS_MODULATEINVCOLOR_ADDALPHA
10121 | WINED3DTEXOPCAPS_MODULATEINVALPHA_ADDCOLOR
10122 | WINED3DTEXOPCAPS_DOTPRODUCT3
10123 | WINED3DTEXOPCAPS_MULTIPLYADD
10124 | WINED3DTEXOPCAPS_LERP
10125 | WINED3DTEXOPCAPS_BUMPENVMAP
10126 | WINED3DTEXOPCAPS_BUMPENVMAPLUMINANCE
;
10127 caps
->MaxTextureBlendStages
= MAX_TEXTURES
;
10128 caps
->MaxSimultaneousTextures
= min(gl_info
->limits
.fragment_samplers
, MAX_TEXTURES
);
10131 static DWORD
glsl_fragment_pipe_get_emul_mask(const struct wined3d_gl_info
*gl_info
)
10133 if (gl_info
->supported
[WINED3D_GL_LEGACY_CONTEXT
])
10134 return GL_EXT_EMUL_ARB_MULTITEXTURE
;
10138 static void *glsl_fragment_pipe_alloc(const struct wined3d_shader_backend_ops
*shader_backend
, void *shader_priv
)
10140 struct shader_glsl_priv
*priv
;
10142 if (shader_backend
== &glsl_shader_backend
)
10144 priv
= shader_priv
;
10145 wine_rb_init(&priv
->ffp_fragment_shaders
, wined3d_ffp_frag_program_key_compare
);
10149 FIXME("GLSL fragment pipe without GLSL shader backend not implemented.\n");
10154 static void shader_glsl_free_ffp_fragment_shader(struct wine_rb_entry
*entry
, void *context
)
10156 struct glsl_ffp_fragment_shader
*shader
= WINE_RB_ENTRY_VALUE(entry
,
10157 struct glsl_ffp_fragment_shader
, entry
.entry
);
10158 struct glsl_shader_prog_link
*program
, *program2
;
10159 struct glsl_ffp_destroy_ctx
*ctx
= context
;
10161 LIST_FOR_EACH_ENTRY_SAFE(program
, program2
, &shader
->linked_programs
,
10162 struct glsl_shader_prog_link
, ps
.shader_entry
)
10164 delete_glsl_program_entry(ctx
->priv
, ctx
->gl_info
, program
);
10166 ctx
->gl_info
->gl_ops
.ext
.p_glDeleteShader(shader
->id
);
10167 HeapFree(GetProcessHeap(), 0, shader
);
10170 /* Context activation is done by the caller. */
10171 static void glsl_fragment_pipe_free(struct wined3d_device
*device
)
10173 struct shader_glsl_priv
*priv
= device
->fragment_priv
;
10174 struct glsl_ffp_destroy_ctx ctx
;
10177 ctx
.gl_info
= &device
->adapter
->gl_info
;
10178 wine_rb_destroy(&priv
->ffp_fragment_shaders
, shader_glsl_free_ffp_fragment_shader
, &ctx
);
10181 static void glsl_fragment_pipe_shader(struct wined3d_context
*context
,
10182 const struct wined3d_state
*state
, DWORD state_id
)
10184 context
->last_was_pshader
= use_ps(state
);
10186 context
->shader_update_mask
|= 1u << WINED3D_SHADER_TYPE_PIXEL
;
10189 static void glsl_fragment_pipe_fogparams(struct wined3d_context
*context
,
10190 const struct wined3d_state
*state
, DWORD state_id
)
10192 context
->constant_update_mask
|= WINED3D_SHADER_CONST_PS_FOG
;
10195 static void glsl_fragment_pipe_fog(struct wined3d_context
*context
,
10196 const struct wined3d_state
*state
, DWORD state_id
)
10198 BOOL use_vshader
= use_vs(state
);
10199 enum fogsource new_source
;
10200 DWORD fogstart
= state
->render_states
[WINED3D_RS_FOGSTART
];
10201 DWORD fogend
= state
->render_states
[WINED3D_RS_FOGEND
];
10203 context
->shader_update_mask
|= 1u << WINED3D_SHADER_TYPE_PIXEL
;
10205 if (!state
->render_states
[WINED3D_RS_FOGENABLE
])
10208 if (state
->render_states
[WINED3D_RS_FOGTABLEMODE
] == WINED3D_FOG_NONE
)
10211 new_source
= FOGSOURCE_VS
;
10212 else if (state
->render_states
[WINED3D_RS_FOGVERTEXMODE
] == WINED3D_FOG_NONE
|| context
->stream_info
.position_transformed
)
10213 new_source
= FOGSOURCE_COORD
;
10215 new_source
= FOGSOURCE_FFP
;
10219 new_source
= FOGSOURCE_FFP
;
10222 if (new_source
!= context
->fog_source
|| fogstart
== fogend
)
10224 context
->fog_source
= new_source
;
10225 context
->constant_update_mask
|= WINED3D_SHADER_CONST_PS_FOG
;
10229 static void glsl_fragment_pipe_vdecl(struct wined3d_context
*context
,
10230 const struct wined3d_state
*state
, DWORD state_id
)
10232 /* Because of settings->texcoords_initialized and args->texcoords_initialized. */
10233 if (context
->gl_info
->limits
.glsl_varyings
< wined3d_max_compat_varyings(context
->gl_info
))
10234 context
->shader_update_mask
|= 1u << WINED3D_SHADER_TYPE_PIXEL
;
10236 if (!isStateDirty(context
, STATE_RENDER(WINED3D_RS_FOGENABLE
)))
10237 glsl_fragment_pipe_fog(context
, state
, state_id
);
10240 static void glsl_fragment_pipe_vs(struct wined3d_context
*context
,
10241 const struct wined3d_state
*state
, DWORD state_id
)
10243 /* Because of settings->texcoords_initialized and args->texcoords_initialized. */
10244 if (context
->gl_info
->limits
.glsl_varyings
< wined3d_max_compat_varyings(context
->gl_info
))
10245 context
->shader_update_mask
|= 1u << WINED3D_SHADER_TYPE_PIXEL
;
10248 static void glsl_fragment_pipe_tex_transform(struct wined3d_context
*context
,
10249 const struct wined3d_state
*state
, DWORD state_id
)
10251 context
->shader_update_mask
|= 1u << WINED3D_SHADER_TYPE_PIXEL
;
10254 static void glsl_fragment_pipe_invalidate_constants(struct wined3d_context
*context
,
10255 const struct wined3d_state
*state
, DWORD state_id
)
10257 context
->constant_update_mask
|= WINED3D_SHADER_CONST_FFP_PS
;
10260 static void glsl_fragment_pipe_alpha_test_func(struct wined3d_context
*context
,
10261 const struct wined3d_state
*state
, DWORD state_id
)
10263 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
10264 GLint func
= wined3d_gl_compare_func(state
->render_states
[WINED3D_RS_ALPHAFUNC
]);
10265 float ref
= state
->render_states
[WINED3D_RS_ALPHAREF
] / 255.0f
;
10269 gl_info
->gl_ops
.gl
.p_glAlphaFunc(func
, ref
);
10270 checkGLcall("glAlphaFunc");
10274 static void glsl_fragment_pipe_core_alpha_test(struct wined3d_context
*context
,
10275 const struct wined3d_state
*state
, DWORD state_id
)
10277 context
->shader_update_mask
|= 1u << WINED3D_SHADER_TYPE_PIXEL
;
10280 static void glsl_fragment_pipe_alpha_test(struct wined3d_context
*context
,
10281 const struct wined3d_state
*state
, DWORD state_id
)
10283 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
10285 if (state
->render_states
[WINED3D_RS_ALPHATESTENABLE
])
10287 gl_info
->gl_ops
.gl
.p_glEnable(GL_ALPHA_TEST
);
10288 checkGLcall("glEnable(GL_ALPHA_TEST)");
10292 gl_info
->gl_ops
.gl
.p_glDisable(GL_ALPHA_TEST
);
10293 checkGLcall("glDisable(GL_ALPHA_TEST)");
10297 static void glsl_fragment_pipe_core_alpha_test_ref(struct wined3d_context
*context
,
10298 const struct wined3d_state
*state
, DWORD state_id
)
10300 context
->constant_update_mask
|= WINED3D_SHADER_CONST_PS_ALPHA_TEST
;
10303 static void glsl_fragment_pipe_color_key(struct wined3d_context
*context
,
10304 const struct wined3d_state
*state
, DWORD state_id
)
10306 context
->constant_update_mask
|= WINED3D_SHADER_CONST_FFP_COLOR_KEY
;
10309 static void glsl_fragment_pipe_shademode(struct wined3d_context
*context
,
10310 const struct wined3d_state
*state
, DWORD state_id
)
10312 context
->shader_update_mask
|= 1u << WINED3D_SHADER_TYPE_PIXEL
;
10315 static const struct StateEntryTemplate glsl_fragment_pipe_state_template
[] =
10317 {STATE_VDECL
, {STATE_VDECL
, glsl_fragment_pipe_vdecl
}, WINED3D_GL_EXT_NONE
},
10318 {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), glsl_fragment_pipe_vs
}, WINED3D_GL_EXT_NONE
},
10319 {STATE_RENDER(WINED3D_RS_TEXTUREFACTOR
), {STATE_RENDER(WINED3D_RS_TEXTUREFACTOR
), glsl_fragment_pipe_invalidate_constants
}, WINED3D_GL_EXT_NONE
},
10320 {STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
10321 {STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
10322 {STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
10323 {STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
10324 {STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
10325 {STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
10326 {STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
10327 {STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
10328 {STATE_TEXTURESTAGE(0, WINED3D_TSS_RESULT_ARG
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
10329 {STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
10330 {STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
10331 {STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
10332 {STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
10333 {STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
10334 {STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
10335 {STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
10336 {STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
10337 {STATE_TEXTURESTAGE(1, WINED3D_TSS_RESULT_ARG
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
10338 {STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
10339 {STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
10340 {STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
10341 {STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
10342 {STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
10343 {STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
10344 {STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
10345 {STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
10346 {STATE_TEXTURESTAGE(2, WINED3D_TSS_RESULT_ARG
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
10347 {STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
10348 {STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
10349 {STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
10350 {STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
10351 {STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
10352 {STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
10353 {STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
10354 {STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
10355 {STATE_TEXTURESTAGE(3, WINED3D_TSS_RESULT_ARG
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
10356 {STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
10357 {STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
10358 {STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
10359 {STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
10360 {STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
10361 {STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
10362 {STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
10363 {STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
10364 {STATE_TEXTURESTAGE(4, WINED3D_TSS_RESULT_ARG
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
10365 {STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
10366 {STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
10367 {STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
10368 {STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
10369 {STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
10370 {STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
10371 {STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
10372 {STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
10373 {STATE_TEXTURESTAGE(5, WINED3D_TSS_RESULT_ARG
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
10374 {STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
10375 {STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
10376 {STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
10377 {STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
10378 {STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
10379 {STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
10380 {STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
10381 {STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
10382 {STATE_TEXTURESTAGE(6, WINED3D_TSS_RESULT_ARG
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
10383 {STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
10384 {STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
10385 {STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
10386 {STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
10387 {STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
10388 {STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
10389 {STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
10390 {STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
10391 {STATE_TEXTURESTAGE(7, WINED3D_TSS_RESULT_ARG
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
10392 {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), glsl_fragment_pipe_shader
}, WINED3D_GL_EXT_NONE
},
10393 {STATE_RENDER(WINED3D_RS_ALPHAFUNC
), {STATE_RENDER(WINED3D_RS_ALPHAFUNC
), glsl_fragment_pipe_alpha_test_func
}, WINED3D_GL_LEGACY_CONTEXT
},
10394 {STATE_RENDER(WINED3D_RS_ALPHAFUNC
), {STATE_RENDER(WINED3D_RS_ALPHATESTENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
10395 {STATE_RENDER(WINED3D_RS_ALPHAREF
), {STATE_RENDER(WINED3D_RS_ALPHAFUNC
), NULL
}, WINED3D_GL_LEGACY_CONTEXT
},
10396 {STATE_RENDER(WINED3D_RS_ALPHAREF
), {STATE_RENDER(WINED3D_RS_ALPHAREF
), glsl_fragment_pipe_core_alpha_test_ref
}, WINED3D_GL_EXT_NONE
},
10397 {STATE_RENDER(WINED3D_RS_ALPHATESTENABLE
), {STATE_RENDER(WINED3D_RS_ALPHATESTENABLE
), glsl_fragment_pipe_alpha_test
}, WINED3D_GL_LEGACY_CONTEXT
},
10398 {STATE_RENDER(WINED3D_RS_ALPHATESTENABLE
), {STATE_RENDER(WINED3D_RS_ALPHATESTENABLE
), glsl_fragment_pipe_core_alpha_test
}, WINED3D_GL_EXT_NONE
},
10399 {STATE_RENDER(WINED3D_RS_COLORKEYENABLE
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
10400 {STATE_COLOR_KEY
, { STATE_COLOR_KEY
, glsl_fragment_pipe_color_key
}, WINED3D_GL_EXT_NONE
},
10401 {STATE_RENDER(WINED3D_RS_FOGENABLE
), {STATE_RENDER(WINED3D_RS_FOGENABLE
), glsl_fragment_pipe_fog
}, WINED3D_GL_EXT_NONE
},
10402 {STATE_RENDER(WINED3D_RS_FOGTABLEMODE
), {STATE_RENDER(WINED3D_RS_FOGENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
10403 {STATE_RENDER(WINED3D_RS_FOGVERTEXMODE
), {STATE_RENDER(WINED3D_RS_FOGENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
10404 {STATE_RENDER(WINED3D_RS_FOGSTART
), {STATE_RENDER(WINED3D_RS_FOGSTART
), glsl_fragment_pipe_fogparams
}, WINED3D_GL_EXT_NONE
},
10405 {STATE_RENDER(WINED3D_RS_FOGEND
), {STATE_RENDER(WINED3D_RS_FOGSTART
), NULL
}, WINED3D_GL_EXT_NONE
},
10406 {STATE_RENDER(WINED3D_RS_SRGBWRITEENABLE
), {STATE_RENDER(WINED3D_RS_SRGBWRITEENABLE
), state_srgbwrite
}, ARB_FRAMEBUFFER_SRGB
},
10407 {STATE_RENDER(WINED3D_RS_SRGBWRITEENABLE
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
10408 {STATE_RENDER(WINED3D_RS_FOGCOLOR
), {STATE_RENDER(WINED3D_RS_FOGCOLOR
), glsl_fragment_pipe_fogparams
}, WINED3D_GL_EXT_NONE
},
10409 {STATE_RENDER(WINED3D_RS_FOGDENSITY
), {STATE_RENDER(WINED3D_RS_FOGDENSITY
), glsl_fragment_pipe_fogparams
}, WINED3D_GL_EXT_NONE
},
10410 {STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE
), {STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE
), glsl_fragment_pipe_shader
}, ARB_POINT_SPRITE
},
10411 {STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE
), {STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE
), glsl_fragment_pipe_shader
}, WINED3D_GL_VERSION_2_0
},
10412 {STATE_TEXTURESTAGE(0,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), {STATE_TEXTURESTAGE(0, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), glsl_fragment_pipe_tex_transform
}, WINED3D_GL_EXT_NONE
},
10413 {STATE_TEXTURESTAGE(1,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), {STATE_TEXTURESTAGE(1, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), glsl_fragment_pipe_tex_transform
}, WINED3D_GL_EXT_NONE
},
10414 {STATE_TEXTURESTAGE(2,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), {STATE_TEXTURESTAGE(2, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), glsl_fragment_pipe_tex_transform
}, WINED3D_GL_EXT_NONE
},
10415 {STATE_TEXTURESTAGE(3,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), {STATE_TEXTURESTAGE(3, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), glsl_fragment_pipe_tex_transform
}, WINED3D_GL_EXT_NONE
},
10416 {STATE_TEXTURESTAGE(4,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), {STATE_TEXTURESTAGE(4, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), glsl_fragment_pipe_tex_transform
}, WINED3D_GL_EXT_NONE
},
10417 {STATE_TEXTURESTAGE(5,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), {STATE_TEXTURESTAGE(5, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), glsl_fragment_pipe_tex_transform
}, WINED3D_GL_EXT_NONE
},
10418 {STATE_TEXTURESTAGE(6,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), {STATE_TEXTURESTAGE(6, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), glsl_fragment_pipe_tex_transform
}, WINED3D_GL_EXT_NONE
},
10419 {STATE_TEXTURESTAGE(7,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), {STATE_TEXTURESTAGE(7, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), glsl_fragment_pipe_tex_transform
}, WINED3D_GL_EXT_NONE
},
10420 {STATE_TEXTURESTAGE(0, WINED3D_TSS_CONSTANT
), {STATE_TEXTURESTAGE(0, WINED3D_TSS_CONSTANT
), glsl_fragment_pipe_invalidate_constants
}, WINED3D_GL_EXT_NONE
},
10421 {STATE_TEXTURESTAGE(1, WINED3D_TSS_CONSTANT
), {STATE_TEXTURESTAGE(1, WINED3D_TSS_CONSTANT
), glsl_fragment_pipe_invalidate_constants
}, WINED3D_GL_EXT_NONE
},
10422 {STATE_TEXTURESTAGE(2, WINED3D_TSS_CONSTANT
), {STATE_TEXTURESTAGE(2, WINED3D_TSS_CONSTANT
), glsl_fragment_pipe_invalidate_constants
}, WINED3D_GL_EXT_NONE
},
10423 {STATE_TEXTURESTAGE(3, WINED3D_TSS_CONSTANT
), {STATE_TEXTURESTAGE(3, WINED3D_TSS_CONSTANT
), glsl_fragment_pipe_invalidate_constants
}, WINED3D_GL_EXT_NONE
},
10424 {STATE_TEXTURESTAGE(4, WINED3D_TSS_CONSTANT
), {STATE_TEXTURESTAGE(4, WINED3D_TSS_CONSTANT
), glsl_fragment_pipe_invalidate_constants
}, WINED3D_GL_EXT_NONE
},
10425 {STATE_TEXTURESTAGE(5, WINED3D_TSS_CONSTANT
), {STATE_TEXTURESTAGE(5, WINED3D_TSS_CONSTANT
), glsl_fragment_pipe_invalidate_constants
}, WINED3D_GL_EXT_NONE
},
10426 {STATE_TEXTURESTAGE(6, WINED3D_TSS_CONSTANT
), {STATE_TEXTURESTAGE(6, WINED3D_TSS_CONSTANT
), glsl_fragment_pipe_invalidate_constants
}, WINED3D_GL_EXT_NONE
},
10427 {STATE_TEXTURESTAGE(7, WINED3D_TSS_CONSTANT
), {STATE_TEXTURESTAGE(7, WINED3D_TSS_CONSTANT
), glsl_fragment_pipe_invalidate_constants
}, WINED3D_GL_EXT_NONE
},
10428 {STATE_RENDER(WINED3D_RS_SPECULARENABLE
), {STATE_RENDER(WINED3D_RS_SPECULARENABLE
), glsl_fragment_pipe_invalidate_constants
}, WINED3D_GL_EXT_NONE
},
10429 {STATE_POINT_ENABLE
, {STATE_POINT_ENABLE
, glsl_fragment_pipe_shader
}, WINED3D_GL_EXT_NONE
},
10430 {STATE_RENDER(WINED3D_RS_SHADEMODE
), {STATE_RENDER(WINED3D_RS_SHADEMODE
), state_shademode
}, WINED3D_GL_LEGACY_CONTEXT
},
10431 {STATE_RENDER(WINED3D_RS_SHADEMODE
), {STATE_RENDER(WINED3D_RS_SHADEMODE
), glsl_fragment_pipe_shademode
}, WINED3D_GL_EXT_NONE
},
10432 {0 /* Terminate */, {0, 0 }, WINED3D_GL_EXT_NONE
},
10435 static BOOL
glsl_fragment_pipe_alloc_context_data(struct wined3d_context
*context
)
10440 static void glsl_fragment_pipe_free_context_data(struct wined3d_context
*context
)
10444 const struct fragment_pipeline glsl_fragment_pipe
=
10446 glsl_fragment_pipe_enable
,
10447 glsl_fragment_pipe_get_caps
,
10448 glsl_fragment_pipe_get_emul_mask
,
10449 glsl_fragment_pipe_alloc
,
10450 glsl_fragment_pipe_free
,
10451 glsl_fragment_pipe_alloc_context_data
,
10452 glsl_fragment_pipe_free_context_data
,
10453 shader_glsl_color_fixup_supported
,
10454 glsl_fragment_pipe_state_template
,