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
120 struct wined3d_string_buffer shader_buffer
;
121 struct wined3d_string_buffer_list string_buffers
;
122 struct wine_rb_tree program_lookup
;
123 struct constant_heap vconst_heap
;
124 struct constant_heap pconst_heap
;
125 unsigned char *stack
;
126 UINT next_constant_version
;
128 const struct wined3d_vertex_pipe_ops
*vertex_pipe
;
129 const struct fragment_pipeline
*fragment_pipe
;
130 struct wine_rb_tree ffp_vertex_shaders
;
131 struct wine_rb_tree ffp_fragment_shaders
;
132 BOOL ffp_proj_control
;
133 BOOL legacy_lighting
;
136 struct glsl_vs_program
138 struct list shader_entry
;
140 GLenum vertex_color_clamp
;
141 GLint uniform_f_locations
[WINED3D_MAX_VS_CONSTS_F
];
142 GLint uniform_i_locations
[WINED3D_MAX_CONSTS_I
];
143 GLint uniform_b_locations
[WINED3D_MAX_CONSTS_B
];
144 GLint pos_fixup_location
;
146 GLint modelview_matrix_location
[MAX_VERTEX_BLENDS
];
147 GLint projection_matrix_location
;
148 GLint normal_matrix_location
;
149 GLint texture_matrix_location
[MAX_TEXTURES
];
150 GLint material_ambient_location
;
151 GLint material_diffuse_location
;
152 GLint material_specular_location
;
153 GLint material_emissive_location
;
154 GLint material_shininess_location
;
155 GLint light_ambient_location
;
170 } light_location
[MAX_ACTIVE_LIGHTS
];
171 GLint pointsize_location
;
172 GLint pointsize_min_location
;
173 GLint pointsize_max_location
;
174 GLint pointsize_c_att_location
;
175 GLint pointsize_l_att_location
;
176 GLint pointsize_q_att_location
;
177 GLint clip_planes_location
;
180 struct glsl_hs_program
182 struct list shader_entry
;
186 struct glsl_ds_program
188 struct list shader_entry
;
191 GLint pos_fixup_location
;
194 struct glsl_gs_program
196 struct list shader_entry
;
199 GLint pos_fixup_location
;
202 struct glsl_ps_program
204 struct list shader_entry
;
206 GLint uniform_f_locations
[WINED3D_MAX_PS_CONSTS_F
];
207 GLint uniform_i_locations
[WINED3D_MAX_CONSTS_I
];
208 GLint uniform_b_locations
[WINED3D_MAX_CONSTS_B
];
209 GLint bumpenv_mat_location
[MAX_TEXTURES
];
210 GLint bumpenv_lum_scale_location
[MAX_TEXTURES
];
211 GLint bumpenv_lum_offset_location
[MAX_TEXTURES
];
212 GLint tss_constant_location
[MAX_TEXTURES
];
213 GLint tex_factor_location
;
214 GLint specular_enable_location
;
215 GLint fog_color_location
;
216 GLint fog_density_location
;
217 GLint fog_end_location
;
218 GLint fog_scale_location
;
219 GLint alpha_test_ref_location
;
220 GLint ycorrection_location
;
221 GLint np2_fixup_location
;
222 GLint color_key_location
;
223 const struct ps_np2fixup_info
*np2_fixup_info
;
226 struct glsl_cs_program
228 struct list shader_entry
;
232 /* Struct to maintain data about a linked GLSL program */
233 struct glsl_shader_prog_link
235 struct wine_rb_entry program_lookup_entry
;
236 struct glsl_vs_program vs
;
237 struct glsl_hs_program hs
;
238 struct glsl_ds_program ds
;
239 struct glsl_gs_program gs
;
240 struct glsl_ps_program ps
;
241 struct glsl_cs_program cs
;
243 DWORD constant_update_mask
;
244 unsigned int constant_version
;
245 DWORD shader_controlled_clip_distances
: 1;
246 DWORD clip_distance_mask
: 8; /* MAX_CLIP_DISTANCES, 8 */
250 struct glsl_program_key
260 struct shader_glsl_ctx_priv
{
261 const struct vs_compile_args
*cur_vs_args
;
262 const struct ds_compile_args
*cur_ds_args
;
263 const struct ps_compile_args
*cur_ps_args
;
264 struct ps_np2fixup_info
*cur_np2fixup_info
;
265 struct wined3d_string_buffer_list
*string_buffers
;
268 struct glsl_context_data
270 struct glsl_shader_prog_link
*glsl_program
;
271 GLenum vertex_color_clamp
;
272 BOOL rasterization_disabled
;
275 struct glsl_ps_compiled_shader
277 struct ps_compile_args args
;
278 struct ps_np2fixup_info np2fixup
;
282 struct glsl_vs_compiled_shader
284 struct vs_compile_args args
;
288 struct glsl_hs_compiled_shader
293 struct glsl_ds_compiled_shader
295 struct ds_compile_args args
;
299 struct glsl_gs_compiled_shader
301 struct gs_compile_args args
;
305 struct glsl_cs_compiled_shader
310 struct glsl_shader_private
314 struct glsl_vs_compiled_shader
*vs
;
315 struct glsl_hs_compiled_shader
*hs
;
316 struct glsl_ds_compiled_shader
*ds
;
317 struct glsl_gs_compiled_shader
*gs
;
318 struct glsl_ps_compiled_shader
*ps
;
319 struct glsl_cs_compiled_shader
*cs
;
321 unsigned int num_gl_shaders
, shader_array_size
;
324 struct glsl_ffp_vertex_shader
326 struct wined3d_ffp_vs_desc desc
;
328 struct list linked_programs
;
331 struct glsl_ffp_fragment_shader
333 struct ffp_frag_desc entry
;
335 struct list linked_programs
;
338 struct glsl_ffp_destroy_ctx
340 struct shader_glsl_priv
*priv
;
341 const struct wined3d_gl_info
*gl_info
;
344 static void shader_glsl_generate_shader_epilogue(const struct wined3d_shader_context
*ctx
);
346 static const char *debug_gl_shader_type(GLenum type
)
350 #define WINED3D_TO_STR(u) case u: return #u
351 WINED3D_TO_STR(GL_VERTEX_SHADER
);
352 WINED3D_TO_STR(GL_TESS_CONTROL_SHADER
);
353 WINED3D_TO_STR(GL_TESS_EVALUATION_SHADER
);
354 WINED3D_TO_STR(GL_GEOMETRY_SHADER
);
355 WINED3D_TO_STR(GL_FRAGMENT_SHADER
);
356 WINED3D_TO_STR(GL_COMPUTE_SHADER
);
357 #undef WINED3D_TO_STR
359 return wine_dbg_sprintf("UNKNOWN(%#x)", type
);
363 static const char *shader_glsl_get_prefix(enum wined3d_shader_type type
)
367 case WINED3D_SHADER_TYPE_VERTEX
:
370 case WINED3D_SHADER_TYPE_HULL
:
373 case WINED3D_SHADER_TYPE_DOMAIN
:
376 case WINED3D_SHADER_TYPE_GEOMETRY
:
379 case WINED3D_SHADER_TYPE_PIXEL
:
382 case WINED3D_SHADER_TYPE_COMPUTE
:
386 FIXME("Unhandled shader type %#x.\n", type
);
391 static unsigned int shader_glsl_get_version(const struct wined3d_gl_info
*gl_info
)
393 if (gl_info
->glsl_version
>= MAKEDWORD_VERSION(4, 40))
395 else if (gl_info
->glsl_version
>= MAKEDWORD_VERSION(1, 50))
397 else if (gl_info
->glsl_version
>= MAKEDWORD_VERSION(1, 30))
403 static void shader_glsl_add_version_declaration(struct wined3d_string_buffer
*buffer
,
404 const struct wined3d_gl_info
*gl_info
)
406 shader_addline(buffer
, "#version %u\n", shader_glsl_get_version(gl_info
));
409 static void shader_glsl_append_imm_vec4(struct wined3d_string_buffer
*buffer
, const float *values
)
413 wined3d_ftoa(values
[0], str
[0]);
414 wined3d_ftoa(values
[1], str
[1]);
415 wined3d_ftoa(values
[2], str
[2]);
416 wined3d_ftoa(values
[3], str
[3]);
417 shader_addline(buffer
, "vec4(%s, %s, %s, %s)", str
[0], str
[1], str
[2], str
[3]);
420 static void shader_glsl_append_imm_ivec(struct wined3d_string_buffer
*buffer
,
421 const int *values
, unsigned int size
)
425 if (!size
|| size
> 4)
427 ERR("Invalid vector size %u.\n", size
);
432 shader_addline(buffer
, "ivec%u(", size
);
434 for (i
= 0; i
< size
; ++i
)
435 shader_addline(buffer
, i
? ", %#x" : "%#x", values
[i
]);
438 shader_addline(buffer
, ")");
441 static const char *get_info_log_line(const char **ptr
)
446 if (!(q
= strstr(p
, "\n")))
448 if (!*p
) return NULL
;
457 /* Context activation is done by the caller. */
458 void print_glsl_info_log(const struct wined3d_gl_info
*gl_info
, GLuint id
, BOOL program
)
463 if (!WARN_ON(d3d_shader
) && !FIXME_ON(d3d_shader
))
467 GL_EXTCALL(glGetProgramiv(id
, GL_INFO_LOG_LENGTH
, &length
));
469 GL_EXTCALL(glGetShaderiv(id
, GL_INFO_LOG_LENGTH
, &length
));
471 /* A size of 1 is just a null-terminated string, so the log should be bigger than
472 * that if there are errors. */
475 const char *ptr
, *line
;
477 log
= heap_alloc(length
);
478 /* The info log is supposed to be zero-terminated, but at least some
479 * versions of fglrx don't terminate the string properly. The reported
480 * length does include the terminator, so explicitly set it to zero
484 GL_EXTCALL(glGetProgramInfoLog(id
, length
, NULL
, log
));
486 GL_EXTCALL(glGetShaderInfoLog(id
, length
, NULL
, log
));
489 if (gl_info
->quirks
& WINED3D_QUIRK_INFO_LOG_SPAM
)
491 WARN("Info log received from GLSL shader #%u:\n", id
);
492 while ((line
= get_info_log_line(&ptr
))) WARN(" %.*s", (int)(ptr
- line
), line
);
496 FIXME("Info log received from GLSL shader #%u:\n", id
);
497 while ((line
= get_info_log_line(&ptr
))) FIXME(" %.*s", (int)(ptr
- line
), line
);
503 /* Context activation is done by the caller. */
504 static void shader_glsl_compile(const struct wined3d_gl_info
*gl_info
, GLuint shader
, const char *src
)
506 const char *ptr
, *line
;
508 TRACE("Compiling shader object %u.\n", shader
);
510 if (TRACE_ON(d3d_shader
))
513 while ((line
= get_info_log_line(&ptr
))) TRACE_(d3d_shader
)(" %.*s", (int)(ptr
- line
), line
);
516 GL_EXTCALL(glShaderSource(shader
, 1, &src
, NULL
));
517 checkGLcall("glShaderSource");
518 GL_EXTCALL(glCompileShader(shader
));
519 checkGLcall("glCompileShader");
520 print_glsl_info_log(gl_info
, shader
, FALSE
);
523 /* Context activation is done by the caller. */
524 static void shader_glsl_dump_program_source(const struct wined3d_gl_info
*gl_info
, GLuint program
)
526 GLint i
, shader_count
, source_size
= -1;
530 GL_EXTCALL(glGetProgramiv(program
, GL_ATTACHED_SHADERS
, &shader_count
));
531 if (!(shaders
= heap_calloc(shader_count
, sizeof(*shaders
))))
533 ERR("Failed to allocate shader array memory.\n");
537 GL_EXTCALL(glGetAttachedShaders(program
, shader_count
, NULL
, shaders
));
538 for (i
= 0; i
< shader_count
; ++i
)
540 const char *ptr
, *line
;
543 GL_EXTCALL(glGetShaderiv(shaders
[i
], GL_SHADER_SOURCE_LENGTH
, &tmp
));
545 if (source_size
< tmp
)
549 if (!(source
= heap_alloc_zero(tmp
)))
551 ERR("Failed to allocate %d bytes for shader source.\n", tmp
);
558 FIXME("Shader %u:\n", shaders
[i
]);
559 GL_EXTCALL(glGetShaderiv(shaders
[i
], GL_SHADER_TYPE
, &tmp
));
560 FIXME(" GL_SHADER_TYPE: %s.\n", debug_gl_shader_type(tmp
));
561 GL_EXTCALL(glGetShaderiv(shaders
[i
], GL_COMPILE_STATUS
, &tmp
));
562 FIXME(" GL_COMPILE_STATUS: %d.\n", tmp
);
566 GL_EXTCALL(glGetShaderSource(shaders
[i
], source_size
, NULL
, source
));
567 while ((line
= get_info_log_line(&ptr
))) FIXME(" %.*s", (int)(ptr
- line
), line
);
575 /* Context activation is done by the caller. */
576 void shader_glsl_validate_link(const struct wined3d_gl_info
*gl_info
, GLuint program
)
580 if (!TRACE_ON(d3d_shader
) && !FIXME_ON(d3d_shader
))
583 GL_EXTCALL(glGetProgramiv(program
, GL_LINK_STATUS
, &tmp
));
586 FIXME("Program %u link status invalid.\n", program
);
587 shader_glsl_dump_program_source(gl_info
, program
);
590 print_glsl_info_log(gl_info
, program
, TRUE
);
593 static BOOL
shader_glsl_use_layout_qualifier(const struct wined3d_gl_info
*gl_info
)
595 /* Layout qualifiers were introduced in GLSL 1.40. The Nvidia Legacy GPU
596 * driver (series 340.xx) doesn't parse layout qualifiers in older GLSL
598 return shader_glsl_get_version(gl_info
) >= 140;
601 static BOOL
shader_glsl_use_layout_binding_qualifier(const struct wined3d_gl_info
*gl_info
)
603 return gl_info
->supported
[ARB_SHADING_LANGUAGE_420PACK
] && shader_glsl_use_layout_qualifier(gl_info
);
606 static void shader_glsl_init_uniform_block_bindings(const struct wined3d_gl_info
*gl_info
,
607 struct shader_glsl_priv
*priv
, GLuint program_id
,
608 const struct wined3d_shader_reg_maps
*reg_maps
)
610 const char *prefix
= shader_glsl_get_prefix(reg_maps
->shader_version
.type
);
611 struct wined3d_string_buffer
*name
;
612 unsigned int i
, base
, count
;
615 if (shader_glsl_use_layout_binding_qualifier(gl_info
))
618 name
= string_buffer_get(&priv
->string_buffers
);
619 wined3d_gl_limits_get_uniform_block_range(&gl_info
->limits
, reg_maps
->shader_version
.type
, &base
, &count
);
620 for (i
= 0; i
< count
; ++i
)
622 if (!reg_maps
->cb_sizes
[i
])
625 string_buffer_sprintf(name
, "block_%s_cb%u", prefix
, i
);
626 block_idx
= GL_EXTCALL(glGetUniformBlockIndex(program_id
, name
->buffer
));
627 GL_EXTCALL(glUniformBlockBinding(program_id
, block_idx
, base
+ i
));
629 checkGLcall("glUniformBlockBinding");
630 string_buffer_release(&priv
->string_buffers
, name
);
633 /* Context activation is done by the caller. */
634 static void shader_glsl_load_samplers_range(const struct wined3d_gl_info
*gl_info
,
635 struct shader_glsl_priv
*priv
, GLuint program_id
, const char *prefix
,
636 unsigned int base
, unsigned int count
, const DWORD
*tex_unit_map
)
638 struct wined3d_string_buffer
*sampler_name
= string_buffer_get(&priv
->string_buffers
);
639 unsigned int i
, mapped_unit
;
642 for (i
= 0; i
< count
; ++i
)
644 string_buffer_sprintf(sampler_name
, "%s_sampler%u", prefix
, i
);
645 name_loc
= GL_EXTCALL(glGetUniformLocation(program_id
, sampler_name
->buffer
));
649 mapped_unit
= tex_unit_map
? tex_unit_map
[base
+ i
] : base
+ i
;
650 if (mapped_unit
== WINED3D_UNMAPPED_STAGE
|| mapped_unit
>= gl_info
->limits
.combined_samplers
)
652 ERR("Trying to load sampler %s on unsupported unit %u.\n", sampler_name
->buffer
, mapped_unit
);
656 TRACE("Loading sampler %s on unit %u.\n", sampler_name
->buffer
, mapped_unit
);
657 GL_EXTCALL(glUniform1i(name_loc
, mapped_unit
));
659 checkGLcall("Load sampler bindings");
660 string_buffer_release(&priv
->string_buffers
, sampler_name
);
663 static unsigned int shader_glsl_map_tex_unit(const struct wined3d_context
*context
,
664 const struct wined3d_shader_version
*shader_version
, unsigned int sampler_idx
)
666 const DWORD
*tex_unit_map
;
667 unsigned int base
, count
;
669 tex_unit_map
= context_get_tex_unit_mapping(context
, shader_version
, &base
, &count
);
670 if (sampler_idx
>= count
)
671 return WINED3D_UNMAPPED_STAGE
;
673 return base
+ sampler_idx
;
674 return tex_unit_map
[base
+ sampler_idx
];
677 static void shader_glsl_append_sampler_binding_qualifier(struct wined3d_string_buffer
*buffer
,
678 const struct wined3d_context
*context
, const struct wined3d_shader_version
*shader_version
,
679 unsigned int sampler_idx
)
681 unsigned int mapped_unit
= shader_glsl_map_tex_unit(context
, shader_version
, sampler_idx
);
682 if (mapped_unit
!= WINED3D_UNMAPPED_STAGE
)
683 shader_addline(buffer
, "layout(binding = %u)\n", mapped_unit
);
685 ERR("Unmapped sampler %u.\n", sampler_idx
);
688 /* Context activation is done by the caller. */
689 static void shader_glsl_load_samplers(const struct wined3d_context
*context
,
690 struct shader_glsl_priv
*priv
, GLuint program_id
, const struct wined3d_shader_reg_maps
*reg_maps
)
692 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
693 const struct wined3d_shader_version
*shader_version
;
694 const DWORD
*tex_unit_map
;
695 unsigned int base
, count
;
698 if (shader_glsl_use_layout_binding_qualifier(gl_info
))
701 shader_version
= reg_maps
? ®_maps
->shader_version
: NULL
;
702 prefix
= shader_glsl_get_prefix(shader_version
? shader_version
->type
: WINED3D_SHADER_TYPE_PIXEL
);
703 tex_unit_map
= context_get_tex_unit_mapping(context
, shader_version
, &base
, &count
);
704 shader_glsl_load_samplers_range(gl_info
, priv
, program_id
, prefix
, base
, count
, tex_unit_map
);
707 static void shader_glsl_load_icb(const struct wined3d_gl_info
*gl_info
, struct shader_glsl_priv
*priv
,
708 GLuint program_id
, const struct wined3d_shader_reg_maps
*reg_maps
)
710 const struct wined3d_shader_immediate_constant_buffer
*icb
= reg_maps
->icb
;
714 struct wined3d_string_buffer
*icb_name
= string_buffer_get(&priv
->string_buffers
);
715 const char *prefix
= shader_glsl_get_prefix(reg_maps
->shader_version
.type
);
718 string_buffer_sprintf(icb_name
, "%s_icb", prefix
);
719 icb_location
= GL_EXTCALL(glGetUniformLocation(program_id
, icb_name
->buffer
));
720 GL_EXTCALL(glUniform4fv(icb_location
, icb
->vec4_count
, (const GLfloat
*)icb
->data
));
721 checkGLcall("Load immediate constant buffer");
723 string_buffer_release(&priv
->string_buffers
, icb_name
);
727 /* Context activation is done by the caller. */
728 static void shader_glsl_load_images(const struct wined3d_gl_info
*gl_info
, struct shader_glsl_priv
*priv
,
729 GLuint program_id
, const struct wined3d_shader_reg_maps
*reg_maps
)
731 const char *prefix
= shader_glsl_get_prefix(reg_maps
->shader_version
.type
);
732 struct wined3d_string_buffer
*name
;
736 if (shader_glsl_use_layout_binding_qualifier(gl_info
))
739 name
= string_buffer_get(&priv
->string_buffers
);
740 for (i
= 0; i
< MAX_UNORDERED_ACCESS_VIEWS
; ++i
)
742 if (!reg_maps
->uav_resource_info
[i
].type
)
745 string_buffer_sprintf(name
, "%s_image%u", prefix
, i
);
746 location
= GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
750 TRACE("Loading image %s on unit %u.\n", name
->buffer
, i
);
751 GL_EXTCALL(glUniform1i(location
, i
));
753 checkGLcall("Load image bindings");
754 string_buffer_release(&priv
->string_buffers
, name
);
757 /* Context activation is done by the caller. */
758 static void shader_glsl_load_program_resources(const struct wined3d_context
*context
,
759 struct shader_glsl_priv
*priv
, GLuint program_id
, const struct wined3d_shader
*shader
)
761 const struct wined3d_shader_reg_maps
*reg_maps
= &shader
->reg_maps
;
763 shader_glsl_init_uniform_block_bindings(context
->gl_info
, priv
, program_id
, reg_maps
);
764 shader_glsl_load_icb(context
->gl_info
, priv
, program_id
, reg_maps
);
765 /* Texture unit mapping is set up to be the same each time the shader
766 * program is used so we can hardcode the sampler uniform values. */
767 shader_glsl_load_samplers(context
, priv
, program_id
, reg_maps
);
770 static void append_transform_feedback_varying(const char **varyings
, unsigned int *varying_count
,
771 char **strings
, unsigned int *strings_length
, struct wined3d_string_buffer
*buffer
)
773 if (varyings
&& *strings
)
775 char *ptr
= *strings
;
777 varyings
[*varying_count
] = ptr
;
779 memcpy(ptr
, buffer
->buffer
, buffer
->content_size
+ 1);
780 ptr
+= buffer
->content_size
+ 1;
785 *strings_length
+= buffer
->content_size
+ 1;
789 static void append_transform_feedback_skip_components(const char **varyings
,
790 unsigned int *varying_count
, char **strings
, unsigned int *strings_length
,
791 struct wined3d_string_buffer
*buffer
, unsigned int component_count
)
795 for (j
= 0; j
< component_count
/ 4; ++j
)
797 string_buffer_sprintf(buffer
, "gl_SkipComponents4");
798 append_transform_feedback_varying(varyings
, varying_count
, strings
, strings_length
, buffer
);
800 if (component_count
% 4)
802 string_buffer_sprintf(buffer
, "gl_SkipComponents%u", component_count
% 4);
803 append_transform_feedback_varying(varyings
, varying_count
, strings
, strings_length
, buffer
);
807 static void shader_glsl_generate_transform_feedback_varyings(const struct wined3d_stream_output_desc
*so_desc
,
808 struct wined3d_string_buffer
*buffer
, const char **varyings
, unsigned int *varying_count
,
809 char *strings
, unsigned int *strings_length
, GLenum buffer_mode
)
811 unsigned int i
, buffer_idx
, count
, length
, highest_output_slot
, stride
;
814 highest_output_slot
= 0;
815 for (buffer_idx
= 0; buffer_idx
< WINED3D_MAX_STREAM_OUTPUT_BUFFERS
; ++buffer_idx
)
819 for (i
= 0; i
< so_desc
->element_count
; ++i
)
821 const struct wined3d_stream_output_element
*e
= &so_desc
->elements
[i
];
823 highest_output_slot
= max(highest_output_slot
, e
->output_slot
);
824 if (e
->output_slot
!= buffer_idx
)
829 FIXME("Unhandled stream %u.\n", e
->stream_idx
);
833 stride
+= e
->component_count
;
835 if (e
->register_idx
== WINED3D_STREAM_OUTPUT_GAP
)
837 append_transform_feedback_skip_components(varyings
, &count
,
838 &strings
, &length
, buffer
, e
->component_count
);
842 if (e
->component_idx
|| e
->component_count
!= 4)
844 if (so_desc
->rasterizer_stream_idx
!= WINED3D_NO_RASTERIZER_STREAM
)
846 FIXME("Unsupported component range %u-%u.\n", e
->component_idx
, e
->component_count
);
847 append_transform_feedback_skip_components(varyings
, &count
,
848 &strings
, &length
, buffer
, e
->component_count
);
852 string_buffer_sprintf(buffer
, "shader_in_out.reg%u_%u_%u",
853 e
->register_idx
, e
->component_idx
, e
->component_idx
+ e
->component_count
- 1);
854 append_transform_feedback_varying(varyings
, &count
, &strings
, &length
, buffer
);
858 string_buffer_sprintf(buffer
, "shader_in_out.reg%u", e
->register_idx
);
859 append_transform_feedback_varying(varyings
, &count
, &strings
, &length
, buffer
);
863 if (buffer_idx
< so_desc
->buffer_stride_count
864 && stride
< so_desc
->buffer_strides
[buffer_idx
] / 4)
866 unsigned int component_count
= so_desc
->buffer_strides
[buffer_idx
] / 4 - stride
;
867 append_transform_feedback_skip_components(varyings
, &count
,
868 &strings
, &length
, buffer
, component_count
);
871 if (highest_output_slot
<= buffer_idx
)
874 if (buffer_mode
== GL_INTERLEAVED_ATTRIBS
)
876 string_buffer_sprintf(buffer
, "gl_NextBuffer");
877 append_transform_feedback_varying(varyings
, &count
, &strings
, &length
, buffer
);
882 *varying_count
= count
;
884 *strings_length
= length
;
887 static void shader_glsl_init_transform_feedback(const struct wined3d_context
*context
,
888 struct shader_glsl_priv
*priv
, GLuint program_id
, const struct wined3d_shader
*shader
)
890 const struct wined3d_stream_output_desc
*so_desc
= &shader
->u
.gs
.so_desc
;
891 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
892 struct wined3d_string_buffer
*buffer
;
893 unsigned int i
, count
, length
;
894 const char **varyings
;
898 if (!so_desc
->element_count
)
901 if (gl_info
->supported
[ARB_TRANSFORM_FEEDBACK3
])
903 mode
= GL_INTERLEAVED_ATTRIBS
;
907 unsigned int element_count
[WINED3D_MAX_STREAM_OUTPUT_BUFFERS
] = {0};
909 for (i
= 0; i
< so_desc
->element_count
; ++i
)
911 if (so_desc
->elements
[i
].register_idx
== WINED3D_STREAM_OUTPUT_GAP
)
913 FIXME("ARB_transform_feedback3 is needed for stream output gaps.\n");
916 ++element_count
[so_desc
->elements
[i
].output_slot
];
919 if (element_count
[0] == so_desc
->element_count
)
921 mode
= GL_INTERLEAVED_ATTRIBS
;
925 mode
= GL_SEPARATE_ATTRIBS
;
926 for (i
= 0; i
< ARRAY_SIZE(element_count
); ++i
)
928 if (element_count
[i
] != 1)
931 for (; i
< ARRAY_SIZE(element_count
); ++i
)
933 if (element_count
[i
])
935 FIXME("Only single element per buffer is allowed in separate mode.\n");
942 buffer
= string_buffer_get(&priv
->string_buffers
);
944 shader_glsl_generate_transform_feedback_varyings(so_desc
, buffer
, NULL
, &count
, NULL
, &length
, mode
);
946 if (!(varyings
= heap_calloc(count
, sizeof(*varyings
))))
948 ERR("Out of memory.\n");
949 string_buffer_release(&priv
->string_buffers
, buffer
);
952 if (!(strings
= heap_calloc(length
, sizeof(*strings
))))
954 ERR("Out of memory.\n");
956 string_buffer_release(&priv
->string_buffers
, buffer
);
960 shader_glsl_generate_transform_feedback_varyings(so_desc
, buffer
, varyings
, NULL
, strings
, NULL
, mode
);
961 GL_EXTCALL(glTransformFeedbackVaryings(program_id
, count
, varyings
, mode
));
962 checkGLcall("glTransformFeedbackVaryings");
966 string_buffer_release(&priv
->string_buffers
, buffer
);
969 /* Context activation is done by the caller. */
970 static inline void walk_constant_heap(const struct wined3d_gl_info
*gl_info
, const struct wined3d_vec4
*constants
,
971 const GLint
*constant_locations
, const struct constant_heap
*heap
, unsigned char *stack
, DWORD version
)
973 unsigned int start
= ~0U, end
= 0;
975 unsigned int heap_idx
= 1;
978 if (heap
->entries
[heap_idx
].version
<= version
) return;
980 idx
= heap
->entries
[heap_idx
].idx
;
981 if (constant_locations
[idx
] != -1)
983 stack
[stack_idx
] = HEAP_NODE_TRAVERSE_LEFT
;
985 while (stack_idx
>= 0)
987 /* Note that we fall through to the next case statement. */
988 switch(stack
[stack_idx
])
990 case HEAP_NODE_TRAVERSE_LEFT
:
992 unsigned int left_idx
= heap_idx
<< 1;
993 if (left_idx
< heap
->size
&& heap
->entries
[left_idx
].version
> version
)
996 idx
= heap
->entries
[heap_idx
].idx
;
997 if (constant_locations
[idx
] != -1)
1005 stack
[stack_idx
++] = HEAP_NODE_TRAVERSE_RIGHT
;
1006 stack
[stack_idx
] = HEAP_NODE_TRAVERSE_LEFT
;
1011 case HEAP_NODE_TRAVERSE_RIGHT
:
1013 unsigned int right_idx
= (heap_idx
<< 1) + 1;
1014 if (right_idx
< heap
->size
&& heap
->entries
[right_idx
].version
> version
)
1016 heap_idx
= right_idx
;
1017 idx
= heap
->entries
[heap_idx
].idx
;
1018 if (constant_locations
[idx
] != -1)
1026 stack
[stack_idx
++] = HEAP_NODE_POP
;
1027 stack
[stack_idx
] = HEAP_NODE_TRAVERSE_LEFT
;
1039 GL_EXTCALL(glUniform4fv(constant_locations
[start
], end
- start
+ 1, &constants
[start
].x
));
1040 checkGLcall("walk_constant_heap()");
1043 /* Context activation is done by the caller. */
1044 static inline void apply_clamped_constant(const struct wined3d_gl_info
*gl_info
,
1045 GLint location
, const struct wined3d_vec4
*data
)
1047 GLfloat clamped_constant
[4];
1049 if (location
== -1) return;
1051 clamped_constant
[0] = data
->x
< -1.0f
? -1.0f
: data
->x
> 1.0f
? 1.0f
: data
->x
;
1052 clamped_constant
[1] = data
->y
< -1.0f
? -1.0f
: data
->y
> 1.0f
? 1.0f
: data
->y
;
1053 clamped_constant
[2] = data
->z
< -1.0f
? -1.0f
: data
->z
> 1.0f
? 1.0f
: data
->z
;
1054 clamped_constant
[3] = data
->w
< -1.0f
? -1.0f
: data
->w
> 1.0f
? 1.0f
: data
->w
;
1056 GL_EXTCALL(glUniform4fv(location
, 1, clamped_constant
));
1059 /* Context activation is done by the caller. */
1060 static inline void walk_constant_heap_clamped(const struct wined3d_gl_info
*gl_info
,
1061 const struct wined3d_vec4
*constants
, const GLint
*constant_locations
,
1062 const struct constant_heap
*heap
, unsigned char *stack
, DWORD version
)
1065 unsigned int heap_idx
= 1;
1068 if (heap
->entries
[heap_idx
].version
<= version
) return;
1070 idx
= heap
->entries
[heap_idx
].idx
;
1071 apply_clamped_constant(gl_info
, constant_locations
[idx
], &constants
[idx
]);
1072 stack
[stack_idx
] = HEAP_NODE_TRAVERSE_LEFT
;
1074 while (stack_idx
>= 0)
1076 /* Note that we fall through to the next case statement. */
1077 switch(stack
[stack_idx
])
1079 case HEAP_NODE_TRAVERSE_LEFT
:
1081 unsigned int left_idx
= heap_idx
<< 1;
1082 if (left_idx
< heap
->size
&& heap
->entries
[left_idx
].version
> version
)
1084 heap_idx
= left_idx
;
1085 idx
= heap
->entries
[heap_idx
].idx
;
1086 apply_clamped_constant(gl_info
, constant_locations
[idx
], &constants
[idx
]);
1088 stack
[stack_idx
++] = HEAP_NODE_TRAVERSE_RIGHT
;
1089 stack
[stack_idx
] = HEAP_NODE_TRAVERSE_LEFT
;
1094 case HEAP_NODE_TRAVERSE_RIGHT
:
1096 unsigned int right_idx
= (heap_idx
<< 1) + 1;
1097 if (right_idx
< heap
->size
&& heap
->entries
[right_idx
].version
> version
)
1099 heap_idx
= right_idx
;
1100 idx
= heap
->entries
[heap_idx
].idx
;
1101 apply_clamped_constant(gl_info
, constant_locations
[idx
], &constants
[idx
]);
1103 stack
[stack_idx
++] = HEAP_NODE_POP
;
1104 stack
[stack_idx
] = HEAP_NODE_TRAVERSE_LEFT
;
1115 checkGLcall("walk_constant_heap_clamped()");
1118 /* Context activation is done by the caller. */
1119 static void shader_glsl_load_constants_f(const struct wined3d_shader
*shader
, const struct wined3d_gl_info
*gl_info
,
1120 const struct wined3d_vec4
*constants
, const GLint
*constant_locations
, const struct constant_heap
*heap
,
1121 unsigned char *stack
, unsigned int version
)
1123 const struct wined3d_shader_lconst
*lconst
;
1125 /* 1.X pshaders have the constants clamped to [-1;1] implicitly. */
1126 if (shader
->reg_maps
.shader_version
.major
== 1
1127 && shader
->reg_maps
.shader_version
.type
== WINED3D_SHADER_TYPE_PIXEL
)
1128 walk_constant_heap_clamped(gl_info
, constants
, constant_locations
, heap
, stack
, version
);
1130 walk_constant_heap(gl_info
, constants
, constant_locations
, heap
, stack
, version
);
1132 if (!shader
->load_local_constsF
)
1134 TRACE("No need to load local float constants for this shader.\n");
1138 /* Immediate constants are clamped to [-1;1] at shader creation time if needed */
1139 LIST_FOR_EACH_ENTRY(lconst
, &shader
->constantsF
, struct wined3d_shader_lconst
, entry
)
1141 GL_EXTCALL(glUniform4fv(constant_locations
[lconst
->idx
], 1, (const GLfloat
*)lconst
->value
));
1143 checkGLcall("glUniform4fv()");
1146 /* Context activation is done by the caller. */
1147 static void shader_glsl_load_constants_i(const struct wined3d_shader
*shader
, const struct wined3d_gl_info
*gl_info
,
1148 const struct wined3d_ivec4
*constants
, const GLint locations
[WINED3D_MAX_CONSTS_I
], WORD constants_set
)
1153 for (i
= 0; constants_set
; constants_set
>>= 1, ++i
)
1155 if (!(constants_set
& 1)) continue;
1157 /* We found this uniform name in the program - go ahead and send the data */
1158 GL_EXTCALL(glUniform4iv(locations
[i
], 1, &constants
[i
].x
));
1161 /* Load immediate constants */
1162 ptr
= list_head(&shader
->constantsI
);
1165 const struct wined3d_shader_lconst
*lconst
= LIST_ENTRY(ptr
, const struct wined3d_shader_lconst
, entry
);
1166 unsigned int idx
= lconst
->idx
;
1167 const GLint
*values
= (const GLint
*)lconst
->value
;
1169 /* We found this uniform name in the program - go ahead and send the data */
1170 GL_EXTCALL(glUniform4iv(locations
[idx
], 1, values
));
1171 ptr
= list_next(&shader
->constantsI
, ptr
);
1173 checkGLcall("glUniform4iv()");
1176 /* Context activation is done by the caller. */
1177 static void shader_glsl_load_constantsB(const struct wined3d_shader
*shader
, const struct wined3d_gl_info
*gl_info
,
1178 const GLint locations
[WINED3D_MAX_CONSTS_B
], const BOOL
*constants
, WORD constants_set
)
1183 for (i
= 0; constants_set
; constants_set
>>= 1, ++i
)
1185 if (!(constants_set
& 1)) continue;
1187 GL_EXTCALL(glUniform1iv(locations
[i
], 1, &constants
[i
]));
1190 /* Load immediate constants */
1191 ptr
= list_head(&shader
->constantsB
);
1194 const struct wined3d_shader_lconst
*lconst
= LIST_ENTRY(ptr
, const struct wined3d_shader_lconst
, entry
);
1195 unsigned int idx
= lconst
->idx
;
1196 const GLint
*values
= (const GLint
*)lconst
->value
;
1198 GL_EXTCALL(glUniform1iv(locations
[idx
], 1, values
));
1199 ptr
= list_next(&shader
->constantsB
, ptr
);
1201 checkGLcall("glUniform1iv()");
1204 static void reset_program_constant_version(struct wine_rb_entry
*entry
, void *context
)
1206 WINE_RB_ENTRY_VALUE(entry
, struct glsl_shader_prog_link
, program_lookup_entry
)->constant_version
= 0;
1209 /* Context activation is done by the caller (state handler). */
1210 static void shader_glsl_load_np2fixup_constants(const struct glsl_ps_program
*ps
,
1211 const struct wined3d_gl_info
*gl_info
, const struct wined3d_state
*state
)
1217 np2fixup_constants
[MAX_FRAGMENT_SAMPLERS
];
1218 UINT fixup
= ps
->np2_fixup_info
->active
;
1221 for (i
= 0; fixup
; fixup
>>= 1, ++i
)
1223 const struct wined3d_texture
*tex
= state
->textures
[i
];
1224 unsigned char idx
= ps
->np2_fixup_info
->idx
[i
];
1228 ERR("Nonexistent texture is flagged for NP2 texcoord fixup.\n");
1232 np2fixup_constants
[idx
].sx
= tex
->pow2_matrix
[0];
1233 np2fixup_constants
[idx
].sy
= tex
->pow2_matrix
[5];
1236 GL_EXTCALL(glUniform4fv(ps
->np2_fixup_location
, ps
->np2_fixup_info
->num_consts
, &np2fixup_constants
[0].sx
));
1239 /* Taken and adapted from Mesa. */
1240 static BOOL
invert_matrix_3d(struct wined3d_matrix
*out
, const struct wined3d_matrix
*in
)
1242 float pos
, neg
, t
, det
;
1243 struct wined3d_matrix temp
;
1245 /* Calculate the determinant of upper left 3x3 submatrix and
1246 * determine if the matrix is singular. */
1248 t
= in
->_11
* in
->_22
* in
->_33
;
1254 t
= in
->_21
* in
->_32
* in
->_13
;
1259 t
= in
->_31
* in
->_12
* in
->_23
;
1265 t
= -in
->_31
* in
->_22
* in
->_13
;
1270 t
= -in
->_21
* in
->_12
* in
->_33
;
1276 t
= -in
->_11
* in
->_32
* in
->_23
;
1284 if (fabsf(det
) < 1e-25f
)
1288 temp
._11
= (in
->_22
* in
->_33
- in
->_32
* in
->_23
) * det
;
1289 temp
._12
= -(in
->_12
* in
->_33
- in
->_32
* in
->_13
) * det
;
1290 temp
._13
= (in
->_12
* in
->_23
- in
->_22
* in
->_13
) * det
;
1291 temp
._21
= -(in
->_21
* in
->_33
- in
->_31
* in
->_23
) * det
;
1292 temp
._22
= (in
->_11
* in
->_33
- in
->_31
* in
->_13
) * det
;
1293 temp
._23
= -(in
->_11
* in
->_23
- in
->_21
* in
->_13
) * det
;
1294 temp
._31
= (in
->_21
* in
->_32
- in
->_31
* in
->_22
) * det
;
1295 temp
._32
= -(in
->_11
* in
->_32
- in
->_31
* in
->_12
) * det
;
1296 temp
._33
= (in
->_11
* in
->_22
- in
->_21
* in
->_12
) * det
;
1302 static void swap_rows(float **a
, float **b
)
1310 static BOOL
invert_matrix(struct wined3d_matrix
*out
, const struct wined3d_matrix
*m
)
1313 float m0
, m1
, m2
, m3
, s
;
1314 float *r0
, *r1
, *r2
, *r3
;
1326 r0
[5] = r0
[6] = r0
[7] = 0.0f
;
1333 r1
[4] = r1
[6] = r1
[7] = 0.0f
;
1340 r2
[4] = r2
[5] = r2
[7] = 0.0f
;
1347 r3
[4] = r3
[5] = r3
[6] = 0.0f
;
1349 /* Choose pivot - or die. */
1350 if (fabsf(r3
[0]) > fabsf(r2
[0]))
1351 swap_rows(&r3
, &r2
);
1352 if (fabsf(r2
[0]) > fabsf(r1
[0]))
1353 swap_rows(&r2
, &r1
);
1354 if (fabsf(r1
[0]) > fabsf(r0
[0]))
1355 swap_rows(&r1
, &r0
);
1359 /* Eliminate first variable. */
1360 m1
= r1
[0] / r0
[0]; m2
= r2
[0] / r0
[0]; m3
= r3
[0] / r0
[0];
1361 s
= r0
[1]; r1
[1] -= m1
* s
; r2
[1] -= m2
* s
; r3
[1] -= m3
* s
;
1362 s
= r0
[2]; r1
[2] -= m1
* s
; r2
[2] -= m2
* s
; r3
[2] -= m3
* s
;
1363 s
= r0
[3]; r1
[3] -= m1
* s
; r2
[3] -= m2
* s
; r3
[3] -= m3
* s
;
1393 /* Choose pivot - or die. */
1394 if (fabsf(r3
[1]) > fabsf(r2
[1]))
1395 swap_rows(&r3
, &r2
);
1396 if (fabsf(r2
[1]) > fabsf(r1
[1]))
1397 swap_rows(&r2
, &r1
);
1401 /* Eliminate second variable. */
1402 m2
= r2
[1] / r1
[1]; m3
= r3
[1] / r1
[1];
1403 r2
[2] -= m2
* r1
[2]; r3
[2] -= m3
* r1
[2];
1404 r2
[3] -= m2
* r1
[3]; r3
[3] -= m3
* r1
[3];
1430 /* Choose pivot - or die. */
1431 if (fabsf(r3
[2]) > fabsf(r2
[2]))
1432 swap_rows(&r3
, &r2
);
1436 /* Eliminate third variable. */
1438 r3
[3] -= m3
* r2
[3];
1439 r3
[4] -= m3
* r2
[4];
1440 r3
[5] -= m3
* r2
[5];
1441 r3
[6] -= m3
* r2
[6];
1442 r3
[7] -= m3
* r2
[7];
1448 /* Back substitute row 3. */
1455 /* Back substitute row 2. */
1458 r2
[4] = s
* (r2
[4] - r3
[4] * m2
);
1459 r2
[5] = s
* (r2
[5] - r3
[5] * m2
);
1460 r2
[6] = s
* (r2
[6] - r3
[6] * m2
);
1461 r2
[7] = s
* (r2
[7] - r3
[7] * m2
);
1463 r1
[4] -= r3
[4] * m1
;
1464 r1
[5] -= r3
[5] * m1
;
1465 r1
[6] -= r3
[6] * m1
;
1466 r1
[7] -= r3
[7] * m1
;
1468 r0
[4] -= r3
[4] * m0
;
1469 r0
[5] -= r3
[5] * m0
;
1470 r0
[6] -= r3
[6] * m0
;
1471 r0
[7] -= r3
[7] * m0
;
1473 /* Back substitute row 1. */
1476 r1
[4] = s
* (r1
[4] - r2
[4] * m1
);
1477 r1
[5] = s
* (r1
[5] - r2
[5] * m1
);
1478 r1
[6] = s
* (r1
[6] - r2
[6] * m1
);
1479 r1
[7] = s
* (r1
[7] - r2
[7] * m1
);
1481 r0
[4] -= r2
[4] * m0
;
1482 r0
[5] -= r2
[5] * m0
;
1483 r0
[6] -= r2
[6] * m0
;
1484 r0
[7] -= r2
[7] * m0
;
1486 /* Back substitute row 0. */
1489 r0
[4] = s
* (r0
[4] - r1
[4] * m0
);
1490 r0
[5] = s
* (r0
[5] - r1
[5] * m0
);
1491 r0
[6] = s
* (r0
[6] - r1
[6] * m0
);
1492 r0
[7] = s
* (r0
[7] - r1
[7] * m0
);
1514 static void transpose_matrix(struct wined3d_matrix
*out
, const struct wined3d_matrix
*m
)
1516 struct wined3d_matrix temp
;
1519 for (i
= 0; i
< 4; ++i
)
1520 for (j
= 0; j
< 4; ++j
)
1521 (&temp
._11
)[4 * j
+ i
] = (&m
->_11
)[4 * i
+ j
];
1526 static void shader_glsl_ffp_vertex_normalmatrix_uniform(const struct wined3d_context
*context
,
1527 const struct wined3d_state
*state
, struct glsl_shader_prog_link
*prog
)
1529 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
1531 struct wined3d_matrix mv
;
1534 if (prog
->vs
.normal_matrix_location
== -1)
1537 get_modelview_matrix(context
, state
, 0, &mv
);
1538 if (context
->d3d_info
->wined3d_creation_flags
& WINED3D_LEGACY_FFP_LIGHTING
)
1539 invert_matrix_3d(&mv
, &mv
);
1541 invert_matrix(&mv
, &mv
);
1542 /* Tests show that singular modelview matrices are used unchanged as normal
1543 * matrices on D3D3 and older. There seems to be no clearly consistent
1544 * behavior on newer D3D versions so always follow older ddraw behavior. */
1545 for (i
= 0; i
< 3; ++i
)
1546 for (j
= 0; j
< 3; ++j
)
1547 mat
[i
* 3 + j
] = (&mv
._11
)[j
* 4 + i
];
1549 GL_EXTCALL(glUniformMatrix3fv(prog
->vs
.normal_matrix_location
, 1, FALSE
, mat
));
1550 checkGLcall("glUniformMatrix3fv");
1553 static void shader_glsl_ffp_vertex_texmatrix_uniform(const struct wined3d_context
*context
,
1554 const struct wined3d_state
*state
, unsigned int tex
, struct glsl_shader_prog_link
*prog
)
1556 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
1557 struct wined3d_matrix mat
;
1559 if (tex
>= MAX_TEXTURES
)
1561 if (prog
->vs
.texture_matrix_location
[tex
] == -1)
1564 get_texture_matrix(context
, state
, tex
, &mat
);
1565 GL_EXTCALL(glUniformMatrix4fv(prog
->vs
.texture_matrix_location
[tex
], 1, FALSE
, &mat
._11
));
1566 checkGLcall("glUniformMatrix4fv");
1569 static void shader_glsl_ffp_vertex_material_uniform(const struct wined3d_context
*context
,
1570 const struct wined3d_state
*state
, struct glsl_shader_prog_link
*prog
)
1572 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
1574 if (state
->render_states
[WINED3D_RS_SPECULARENABLE
])
1576 GL_EXTCALL(glUniform4fv(prog
->vs
.material_specular_location
, 1, &state
->material
.specular
.r
));
1577 GL_EXTCALL(glUniform1f(prog
->vs
.material_shininess_location
, state
->material
.power
));
1581 static const float black
[] = {0.0f
, 0.0f
, 0.0f
, 0.0f
};
1583 GL_EXTCALL(glUniform4fv(prog
->vs
.material_specular_location
, 1, black
));
1585 GL_EXTCALL(glUniform4fv(prog
->vs
.material_ambient_location
, 1, &state
->material
.ambient
.r
));
1586 GL_EXTCALL(glUniform4fv(prog
->vs
.material_diffuse_location
, 1, &state
->material
.diffuse
.r
));
1587 GL_EXTCALL(glUniform4fv(prog
->vs
.material_emissive_location
, 1, &state
->material
.emissive
.r
));
1588 checkGLcall("setting FFP material uniforms");
1591 static void shader_glsl_ffp_vertex_lightambient_uniform(const struct wined3d_context
*context
,
1592 const struct wined3d_state
*state
, struct glsl_shader_prog_link
*prog
)
1594 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
1595 struct wined3d_color color
;
1597 wined3d_color_from_d3dcolor(&color
, state
->render_states
[WINED3D_RS_AMBIENT
]);
1598 GL_EXTCALL(glUniform3fv(prog
->vs
.light_ambient_location
, 1, &color
.r
));
1599 checkGLcall("glUniform3fv");
1602 static void multiply_vector_matrix(struct wined3d_vec4
*dest
, const struct wined3d_vec4
*src1
,
1603 const struct wined3d_matrix
*src2
)
1605 struct wined3d_vec4 temp
;
1607 temp
.x
= (src1
->x
* src2
->_11
) + (src1
->y
* src2
->_21
) + (src1
->z
* src2
->_31
) + (src1
->w
* src2
->_41
);
1608 temp
.y
= (src1
->x
* src2
->_12
) + (src1
->y
* src2
->_22
) + (src1
->z
* src2
->_32
) + (src1
->w
* src2
->_42
);
1609 temp
.z
= (src1
->x
* src2
->_13
) + (src1
->y
* src2
->_23
) + (src1
->z
* src2
->_33
) + (src1
->w
* src2
->_43
);
1610 temp
.w
= (src1
->x
* src2
->_14
) + (src1
->y
* src2
->_24
) + (src1
->z
* src2
->_34
) + (src1
->w
* src2
->_44
);
1615 static void shader_glsl_ffp_vertex_light_uniform(const struct wined3d_context
*context
,
1616 const struct wined3d_state
*state
, unsigned int light
, const struct wined3d_light_info
*light_info
,
1617 struct glsl_shader_prog_link
*prog
)
1619 const struct wined3d_matrix
*view
= &state
->transforms
[WINED3D_TS_VIEW
];
1620 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
1621 struct wined3d_vec4 vec4
;
1623 GL_EXTCALL(glUniform4fv(prog
->vs
.light_location
[light
].diffuse
, 1, &light_info
->OriginalParms
.diffuse
.r
));
1624 GL_EXTCALL(glUniform4fv(prog
->vs
.light_location
[light
].specular
, 1, &light_info
->OriginalParms
.specular
.r
));
1625 GL_EXTCALL(glUniform4fv(prog
->vs
.light_location
[light
].ambient
, 1, &light_info
->OriginalParms
.ambient
.r
));
1627 switch (light_info
->OriginalParms
.type
)
1629 case WINED3D_LIGHT_POINT
:
1630 multiply_vector_matrix(&vec4
, &light_info
->position
, view
);
1631 GL_EXTCALL(glUniform4fv(prog
->vs
.light_location
[light
].position
, 1, &vec4
.x
));
1632 GL_EXTCALL(glUniform1f(prog
->vs
.light_location
[light
].range
, light_info
->OriginalParms
.range
));
1633 GL_EXTCALL(glUniform1f(prog
->vs
.light_location
[light
].c_att
, light_info
->OriginalParms
.attenuation0
));
1634 GL_EXTCALL(glUniform1f(prog
->vs
.light_location
[light
].l_att
, light_info
->OriginalParms
.attenuation1
));
1635 GL_EXTCALL(glUniform1f(prog
->vs
.light_location
[light
].q_att
, light_info
->OriginalParms
.attenuation2
));
1638 case WINED3D_LIGHT_SPOT
:
1639 multiply_vector_matrix(&vec4
, &light_info
->position
, view
);
1640 GL_EXTCALL(glUniform4fv(prog
->vs
.light_location
[light
].position
, 1, &vec4
.x
));
1642 multiply_vector_matrix(&vec4
, &light_info
->direction
, view
);
1643 GL_EXTCALL(glUniform3fv(prog
->vs
.light_location
[light
].direction
, 1, &vec4
.x
));
1645 GL_EXTCALL(glUniform1f(prog
->vs
.light_location
[light
].range
, light_info
->OriginalParms
.range
));
1646 GL_EXTCALL(glUniform1f(prog
->vs
.light_location
[light
].falloff
, light_info
->OriginalParms
.falloff
));
1647 GL_EXTCALL(glUniform1f(prog
->vs
.light_location
[light
].c_att
, light_info
->OriginalParms
.attenuation0
));
1648 GL_EXTCALL(glUniform1f(prog
->vs
.light_location
[light
].l_att
, light_info
->OriginalParms
.attenuation1
));
1649 GL_EXTCALL(glUniform1f(prog
->vs
.light_location
[light
].q_att
, light_info
->OriginalParms
.attenuation2
));
1650 GL_EXTCALL(glUniform1f(prog
->vs
.light_location
[light
].cos_htheta
, cosf(light_info
->OriginalParms
.theta
/ 2.0f
)));
1651 GL_EXTCALL(glUniform1f(prog
->vs
.light_location
[light
].cos_hphi
, cosf(light_info
->OriginalParms
.phi
/ 2.0f
)));
1654 case WINED3D_LIGHT_DIRECTIONAL
:
1655 multiply_vector_matrix(&vec4
, &light_info
->direction
, view
);
1656 GL_EXTCALL(glUniform3fv(prog
->vs
.light_location
[light
].direction
, 1, &vec4
.x
));
1659 case WINED3D_LIGHT_PARALLELPOINT
:
1660 multiply_vector_matrix(&vec4
, &light_info
->position
, view
);
1661 GL_EXTCALL(glUniform4fv(prog
->vs
.light_location
[light
].position
, 1, &vec4
.x
));
1665 FIXME("Unrecognized light type %#x.\n", light_info
->OriginalParms
.type
);
1667 checkGLcall("setting FFP lights uniforms");
1670 static void shader_glsl_pointsize_uniform(const struct wined3d_context
*context
,
1671 const struct wined3d_state
*state
, struct glsl_shader_prog_link
*prog
)
1673 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
1677 get_pointsize_minmax(context
, state
, &min
, &max
);
1679 GL_EXTCALL(glUniform1f(prog
->vs
.pointsize_min_location
, min
));
1680 checkGLcall("glUniform1f");
1681 GL_EXTCALL(glUniform1f(prog
->vs
.pointsize_max_location
, max
));
1682 checkGLcall("glUniform1f");
1684 get_pointsize(context
, state
, &size
, att
);
1686 GL_EXTCALL(glUniform1f(prog
->vs
.pointsize_location
, size
));
1687 checkGLcall("glUniform1f");
1688 GL_EXTCALL(glUniform1f(prog
->vs
.pointsize_c_att_location
, att
[0]));
1689 checkGLcall("glUniform1f");
1690 GL_EXTCALL(glUniform1f(prog
->vs
.pointsize_l_att_location
, att
[1]));
1691 checkGLcall("glUniform1f");
1692 GL_EXTCALL(glUniform1f(prog
->vs
.pointsize_q_att_location
, att
[2]));
1693 checkGLcall("glUniform1f");
1696 static void shader_glsl_load_fog_uniform(const struct wined3d_context
*context
,
1697 const struct wined3d_state
*state
, struct glsl_shader_prog_link
*prog
)
1699 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
1700 struct wined3d_color color
;
1701 float start
, end
, scale
;
1708 wined3d_color_from_d3dcolor(&color
, state
->render_states
[WINED3D_RS_FOGCOLOR
]);
1709 GL_EXTCALL(glUniform4fv(prog
->ps
.fog_color_location
, 1, &color
.r
));
1710 tmpvalue
.d
= state
->render_states
[WINED3D_RS_FOGDENSITY
];
1711 GL_EXTCALL(glUniform1f(prog
->ps
.fog_density_location
, tmpvalue
.f
));
1712 get_fog_start_end(context
, state
, &start
, &end
);
1713 scale
= 1.0f
/ (end
- start
);
1714 GL_EXTCALL(glUniform1f(prog
->ps
.fog_end_location
, end
));
1715 GL_EXTCALL(glUniform1f(prog
->ps
.fog_scale_location
, scale
));
1716 checkGLcall("fog emulation uniforms");
1719 static void shader_glsl_clip_plane_uniform(const struct wined3d_context
*context
,
1720 const struct wined3d_state
*state
, unsigned int index
, struct glsl_shader_prog_link
*prog
)
1722 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
1723 struct wined3d_matrix matrix
;
1724 struct wined3d_vec4 plane
;
1726 plane
= state
->clip_planes
[index
];
1728 /* Clip planes are affected by the view transform in d3d for FFP draws. */
1731 invert_matrix(&matrix
, &state
->transforms
[WINED3D_TS_VIEW
]);
1732 transpose_matrix(&matrix
, &matrix
);
1733 multiply_vector_matrix(&plane
, &plane
, &matrix
);
1736 GL_EXTCALL(glUniform4fv(prog
->vs
.clip_planes_location
+ index
, 1, &plane
.x
));
1739 /* Context activation is done by the caller (state handler). */
1740 static void shader_glsl_load_color_key_constant(const struct glsl_ps_program
*ps
,
1741 const struct wined3d_gl_info
*gl_info
, const struct wined3d_state
*state
)
1743 struct wined3d_color float_key
[2];
1744 const struct wined3d_texture
*texture
= state
->textures
[0];
1746 wined3d_format_get_float_color_key(texture
->resource
.format
, &texture
->async
.src_blt_color_key
, float_key
);
1747 GL_EXTCALL(glUniform4fv(ps
->color_key_location
, 2, &float_key
[0].r
));
1750 /* Context activation is done by the caller (state handler). */
1751 static void shader_glsl_load_constants(void *shader_priv
, struct wined3d_context
*context
,
1752 const struct wined3d_state
*state
)
1754 const struct glsl_context_data
*ctx_data
= context
->shader_backend_data
;
1755 const struct wined3d_shader
*vshader
= state
->shader
[WINED3D_SHADER_TYPE_VERTEX
];
1756 const struct wined3d_shader
*pshader
= state
->shader
[WINED3D_SHADER_TYPE_PIXEL
];
1757 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
1758 struct shader_glsl_priv
*priv
= shader_priv
;
1759 float position_fixup
[4 * WINED3D_MAX_VIEWPORTS
];
1762 struct glsl_shader_prog_link
*prog
= ctx_data
->glsl_program
;
1763 UINT constant_version
;
1767 /* No GLSL program set - nothing to do. */
1770 constant_version
= prog
->constant_version
;
1771 update_mask
= context
->constant_update_mask
& prog
->constant_update_mask
;
1773 if (update_mask
& WINED3D_SHADER_CONST_VS_F
)
1774 shader_glsl_load_constants_f(vshader
, gl_info
, state
->vs_consts_f
,
1775 prog
->vs
.uniform_f_locations
, &priv
->vconst_heap
, priv
->stack
, constant_version
);
1777 if (update_mask
& WINED3D_SHADER_CONST_VS_I
)
1778 shader_glsl_load_constants_i(vshader
, gl_info
, state
->vs_consts_i
,
1779 prog
->vs
.uniform_i_locations
, vshader
->reg_maps
.integer_constants
);
1781 if (update_mask
& WINED3D_SHADER_CONST_VS_B
)
1782 shader_glsl_load_constantsB(vshader
, gl_info
, prog
->vs
.uniform_b_locations
, state
->vs_consts_b
,
1783 vshader
->reg_maps
.boolean_constants
);
1785 if (update_mask
& WINED3D_SHADER_CONST_VS_CLIP_PLANES
)
1787 for (i
= 0; i
< gl_info
->limits
.user_clip_distances
; ++i
)
1788 shader_glsl_clip_plane_uniform(context
, state
, i
, prog
);
1791 if (update_mask
& WINED3D_SHADER_CONST_VS_POINTSIZE
)
1792 shader_glsl_pointsize_uniform(context
, state
, prog
);
1794 if (update_mask
& WINED3D_SHADER_CONST_POS_FIXUP
)
1796 unsigned int fixup_count
= state
->shader
[WINED3D_SHADER_TYPE_GEOMETRY
] ?
1797 max(state
->viewport_count
, 1) : 1;
1798 shader_get_position_fixup(context
, state
, fixup_count
, position_fixup
);
1799 if (state
->shader
[WINED3D_SHADER_TYPE_GEOMETRY
])
1800 GL_EXTCALL(glUniform4fv(prog
->gs
.pos_fixup_location
, fixup_count
, position_fixup
));
1801 else if (state
->shader
[WINED3D_SHADER_TYPE_DOMAIN
])
1802 GL_EXTCALL(glUniform4fv(prog
->ds
.pos_fixup_location
, 1, position_fixup
));
1804 GL_EXTCALL(glUniform4fv(prog
->vs
.pos_fixup_location
, 1, position_fixup
));
1805 checkGLcall("glUniform4fv");
1808 if (update_mask
& WINED3D_SHADER_CONST_FFP_MODELVIEW
)
1810 struct wined3d_matrix mat
;
1812 get_modelview_matrix(context
, state
, 0, &mat
);
1813 GL_EXTCALL(glUniformMatrix4fv(prog
->vs
.modelview_matrix_location
[0], 1, FALSE
, &mat
._11
));
1814 checkGLcall("glUniformMatrix4fv");
1816 shader_glsl_ffp_vertex_normalmatrix_uniform(context
, state
, prog
);
1819 if (update_mask
& WINED3D_SHADER_CONST_FFP_VERTEXBLEND
)
1821 struct wined3d_matrix mat
;
1823 for (i
= 1; i
< MAX_VERTEX_BLENDS
; ++i
)
1825 if (prog
->vs
.modelview_matrix_location
[i
] == -1)
1828 get_modelview_matrix(context
, state
, i
, &mat
);
1829 GL_EXTCALL(glUniformMatrix4fv(prog
->vs
.modelview_matrix_location
[i
], 1, FALSE
, &mat
._11
));
1830 checkGLcall("glUniformMatrix4fv");
1834 if (update_mask
& WINED3D_SHADER_CONST_FFP_PROJ
)
1836 struct wined3d_matrix projection
;
1838 get_projection_matrix(context
, state
, &projection
);
1839 GL_EXTCALL(glUniformMatrix4fv(prog
->vs
.projection_matrix_location
, 1, FALSE
, &projection
._11
));
1840 checkGLcall("glUniformMatrix4fv");
1843 if (update_mask
& WINED3D_SHADER_CONST_FFP_TEXMATRIX
)
1845 for (i
= 0; i
< MAX_TEXTURES
; ++i
)
1846 shader_glsl_ffp_vertex_texmatrix_uniform(context
, state
, i
, prog
);
1849 if (update_mask
& WINED3D_SHADER_CONST_FFP_MATERIAL
)
1850 shader_glsl_ffp_vertex_material_uniform(context
, state
, prog
);
1852 if (update_mask
& WINED3D_SHADER_CONST_FFP_LIGHTS
)
1854 unsigned int point_idx
, spot_idx
, directional_idx
, parallel_point_idx
;
1855 DWORD point_count
= 0;
1856 DWORD spot_count
= 0;
1857 DWORD directional_count
= 0;
1858 DWORD parallel_point_count
= 0;
1860 for (i
= 0; i
< MAX_ACTIVE_LIGHTS
; ++i
)
1862 if (!state
->lights
[i
])
1865 switch (state
->lights
[i
]->OriginalParms
.type
)
1867 case WINED3D_LIGHT_POINT
:
1870 case WINED3D_LIGHT_SPOT
:
1873 case WINED3D_LIGHT_DIRECTIONAL
:
1874 ++directional_count
;
1876 case WINED3D_LIGHT_PARALLELPOINT
:
1877 ++parallel_point_count
;
1880 FIXME("Unhandled light type %#x.\n", state
->lights
[i
]->OriginalParms
.type
);
1885 spot_idx
= point_idx
+ point_count
;
1886 directional_idx
= spot_idx
+ spot_count
;
1887 parallel_point_idx
= directional_idx
+ directional_count
;
1889 shader_glsl_ffp_vertex_lightambient_uniform(context
, state
, prog
);
1890 for (i
= 0; i
< MAX_ACTIVE_LIGHTS
; ++i
)
1892 const struct wined3d_light_info
*light_info
= state
->lights
[i
];
1898 switch (light_info
->OriginalParms
.type
)
1900 case WINED3D_LIGHT_POINT
:
1903 case WINED3D_LIGHT_SPOT
:
1906 case WINED3D_LIGHT_DIRECTIONAL
:
1907 idx
= directional_idx
++;
1909 case WINED3D_LIGHT_PARALLELPOINT
:
1910 idx
= parallel_point_idx
++;
1913 FIXME("Unhandled light type %#x.\n", light_info
->OriginalParms
.type
);
1916 shader_glsl_ffp_vertex_light_uniform(context
, state
, idx
, light_info
, prog
);
1920 if (update_mask
& WINED3D_SHADER_CONST_PS_F
)
1921 shader_glsl_load_constants_f(pshader
, gl_info
, state
->ps_consts_f
,
1922 prog
->ps
.uniform_f_locations
, &priv
->pconst_heap
, priv
->stack
, constant_version
);
1924 if (update_mask
& WINED3D_SHADER_CONST_PS_I
)
1925 shader_glsl_load_constants_i(pshader
, gl_info
, state
->ps_consts_i
,
1926 prog
->ps
.uniform_i_locations
, pshader
->reg_maps
.integer_constants
);
1928 if (update_mask
& WINED3D_SHADER_CONST_PS_B
)
1929 shader_glsl_load_constantsB(pshader
, gl_info
, prog
->ps
.uniform_b_locations
, state
->ps_consts_b
,
1930 pshader
->reg_maps
.boolean_constants
);
1932 if (update_mask
& WINED3D_SHADER_CONST_PS_BUMP_ENV
)
1934 for (i
= 0; i
< MAX_TEXTURES
; ++i
)
1936 if (prog
->ps
.bumpenv_mat_location
[i
] == -1)
1939 GL_EXTCALL(glUniformMatrix2fv(prog
->ps
.bumpenv_mat_location
[i
], 1, 0,
1940 (const GLfloat
*)&state
->texture_states
[i
][WINED3D_TSS_BUMPENV_MAT00
]));
1942 if (prog
->ps
.bumpenv_lum_scale_location
[i
] != -1)
1944 GL_EXTCALL(glUniform1fv(prog
->ps
.bumpenv_lum_scale_location
[i
], 1,
1945 (const GLfloat
*)&state
->texture_states
[i
][WINED3D_TSS_BUMPENV_LSCALE
]));
1946 GL_EXTCALL(glUniform1fv(prog
->ps
.bumpenv_lum_offset_location
[i
], 1,
1947 (const GLfloat
*)&state
->texture_states
[i
][WINED3D_TSS_BUMPENV_LOFFSET
]));
1951 checkGLcall("bump env uniforms");
1954 if (update_mask
& WINED3D_SHADER_CONST_PS_Y_CORR
)
1956 const struct wined3d_vec4 correction_params
=
1958 /* Position is relative to the framebuffer, not the viewport. */
1959 context
->render_offscreen
? 0.0f
: (float)state
->fb
->render_targets
[0]->height
,
1960 context
->render_offscreen
? 1.0f
: -1.0f
,
1965 GL_EXTCALL(glUniform4fv(prog
->ps
.ycorrection_location
, 1, &correction_params
.x
));
1968 if (update_mask
& WINED3D_SHADER_CONST_PS_NP2_FIXUP
)
1969 shader_glsl_load_np2fixup_constants(&prog
->ps
, gl_info
, state
);
1970 if (update_mask
& WINED3D_SHADER_CONST_FFP_COLOR_KEY
)
1971 shader_glsl_load_color_key_constant(&prog
->ps
, gl_info
, state
);
1973 if (update_mask
& WINED3D_SHADER_CONST_FFP_PS
)
1975 struct wined3d_color color
;
1977 if (prog
->ps
.tex_factor_location
!= -1)
1979 wined3d_color_from_d3dcolor(&color
, state
->render_states
[WINED3D_RS_TEXTUREFACTOR
]);
1980 GL_EXTCALL(glUniform4fv(prog
->ps
.tex_factor_location
, 1, &color
.r
));
1983 if (state
->render_states
[WINED3D_RS_SPECULARENABLE
])
1984 GL_EXTCALL(glUniform4f(prog
->ps
.specular_enable_location
, 1.0f
, 1.0f
, 1.0f
, 0.0f
));
1986 GL_EXTCALL(glUniform4f(prog
->ps
.specular_enable_location
, 0.0f
, 0.0f
, 0.0f
, 0.0f
));
1988 for (i
= 0; i
< MAX_TEXTURES
; ++i
)
1990 if (prog
->ps
.tss_constant_location
[i
] == -1)
1993 wined3d_color_from_d3dcolor(&color
, state
->texture_states
[i
][WINED3D_TSS_CONSTANT
]);
1994 GL_EXTCALL(glUniform4fv(prog
->ps
.tss_constant_location
[i
], 1, &color
.r
));
1997 checkGLcall("fixed function uniforms");
2000 if (update_mask
& WINED3D_SHADER_CONST_PS_FOG
)
2001 shader_glsl_load_fog_uniform(context
, state
, prog
);
2003 if (update_mask
& WINED3D_SHADER_CONST_PS_ALPHA_TEST
)
2005 float ref
= state
->render_states
[WINED3D_RS_ALPHAREF
] / 255.0f
;
2007 GL_EXTCALL(glUniform1f(prog
->ps
.alpha_test_ref_location
, ref
));
2008 checkGLcall("alpha test emulation uniform");
2011 if (priv
->next_constant_version
== UINT_MAX
)
2013 TRACE("Max constant version reached, resetting to 0.\n");
2014 wine_rb_for_each_entry(&priv
->program_lookup
, reset_program_constant_version
, NULL
);
2015 priv
->next_constant_version
= 1;
2019 prog
->constant_version
= priv
->next_constant_version
++;
2023 static void update_heap_entry(struct constant_heap
*heap
, unsigned int idx
, DWORD new_version
)
2025 struct constant_entry
*entries
= heap
->entries
;
2026 unsigned int *positions
= heap
->positions
;
2027 unsigned int heap_idx
, parent_idx
;
2029 if (!heap
->contained
[idx
])
2031 heap_idx
= heap
->size
++;
2032 heap
->contained
[idx
] = TRUE
;
2036 heap_idx
= positions
[idx
];
2039 while (heap_idx
> 1)
2041 parent_idx
= heap_idx
>> 1;
2043 if (new_version
<= entries
[parent_idx
].version
) break;
2045 entries
[heap_idx
] = entries
[parent_idx
];
2046 positions
[entries
[parent_idx
].idx
] = heap_idx
;
2047 heap_idx
= parent_idx
;
2050 entries
[heap_idx
].version
= new_version
;
2051 entries
[heap_idx
].idx
= idx
;
2052 positions
[idx
] = heap_idx
;
2055 static void shader_glsl_update_float_vertex_constants(struct wined3d_device
*device
, UINT start
, UINT count
)
2057 struct shader_glsl_priv
*priv
= device
->shader_priv
;
2058 struct constant_heap
*heap
= &priv
->vconst_heap
;
2061 for (i
= start
; i
< count
+ start
; ++i
)
2063 update_heap_entry(heap
, i
, priv
->next_constant_version
);
2067 static void shader_glsl_update_float_pixel_constants(struct wined3d_device
*device
, UINT start
, UINT count
)
2069 struct shader_glsl_priv
*priv
= device
->shader_priv
;
2070 struct constant_heap
*heap
= &priv
->pconst_heap
;
2073 for (i
= start
; i
< count
+ start
; ++i
)
2075 update_heap_entry(heap
, i
, priv
->next_constant_version
);
2079 static unsigned int vec4_varyings(DWORD shader_major
, const struct wined3d_gl_info
*gl_info
)
2081 unsigned int ret
= gl_info
->limits
.glsl_varyings
/ 4;
2082 /* 4.0 shaders do not write clip coords because d3d10 does not support user clipplanes */
2083 if(shader_major
> 3) return ret
;
2085 /* 3.0 shaders may need an extra varying for the clip coord on some cards(mostly dx10 ones) */
2086 if (gl_info
->quirks
& WINED3D_QUIRK_GLSL_CLIP_VARYING
) ret
-= 1;
2090 static BOOL
needs_legacy_glsl_syntax(const struct wined3d_gl_info
*gl_info
)
2092 return gl_info
->glsl_version
< MAKEDWORD_VERSION(1, 30);
2095 static BOOL
shader_glsl_use_explicit_attrib_location(const struct wined3d_gl_info
*gl_info
)
2097 return gl_info
->supported
[ARB_EXPLICIT_ATTRIB_LOCATION
]
2098 && shader_glsl_use_layout_qualifier(gl_info
) && !needs_legacy_glsl_syntax(gl_info
);
2101 static BOOL
shader_glsl_use_interface_blocks(const struct wined3d_gl_info
*gl_info
)
2103 return shader_glsl_get_version(gl_info
) >= 150;
2106 static const char *get_attribute_keyword(const struct wined3d_gl_info
*gl_info
)
2108 return needs_legacy_glsl_syntax(gl_info
) ? "attribute" : "in";
2111 static void PRINTF_ATTR(4, 5) declare_in_varying(const struct wined3d_gl_info
*gl_info
,
2112 struct wined3d_string_buffer
*buffer
, BOOL flat
, const char *format
, ...)
2117 shader_addline(buffer
, "%s%s ", flat
? "flat " : "",
2118 needs_legacy_glsl_syntax(gl_info
) ? "varying" : "in");
2121 va_start(args
, format
);
2122 ret
= shader_vaddline(buffer
, format
, args
);
2126 if (!string_buffer_resize(buffer
, ret
))
2131 static void PRINTF_ATTR(4, 5) declare_out_varying(const struct wined3d_gl_info
*gl_info
,
2132 struct wined3d_string_buffer
*buffer
, BOOL flat
, const char *format
, ...)
2137 shader_addline(buffer
, "%s%s ", flat
? "flat " : "",
2138 needs_legacy_glsl_syntax(gl_info
) ? "varying" : "out");
2141 va_start(args
, format
);
2142 ret
= shader_vaddline(buffer
, format
, args
);
2146 if (!string_buffer_resize(buffer
, ret
))
2151 static const char *shader_glsl_shader_input_name(const struct wined3d_gl_info
*gl_info
)
2153 return shader_glsl_use_interface_blocks(gl_info
) ? "shader_in.reg" : "ps_link";
2156 static const char *shader_glsl_shader_output_name(const struct wined3d_gl_info
*gl_info
)
2158 return shader_glsl_use_interface_blocks(gl_info
) ? "shader_out.reg" : "ps_link";
2161 static const char *shader_glsl_interpolation_qualifiers(enum wined3d_shader_interpolation_mode mode
)
2165 case WINED3DSIM_CONSTANT
:
2167 case WINED3DSIM_LINEAR_NOPERSPECTIVE
:
2168 return "noperspective";
2170 FIXME("Unhandled interpolation mode %#x.\n", mode
);
2171 case WINED3DSIM_NONE
:
2172 case WINED3DSIM_LINEAR
:
2177 static enum wined3d_shader_interpolation_mode
wined3d_extract_interpolation_mode(
2178 const DWORD
*packed_interpolation_mode
, unsigned int register_idx
)
2180 return wined3d_extract_bits(packed_interpolation_mode
,
2181 register_idx
* WINED3D_PACKED_INTERPOLATION_BIT_COUNT
, WINED3D_PACKED_INTERPOLATION_BIT_COUNT
);
2184 static void shader_glsl_declare_shader_inputs(const struct wined3d_gl_info
*gl_info
,
2185 struct wined3d_string_buffer
*buffer
, unsigned int element_count
,
2186 const DWORD
*interpolation_mode
, BOOL unroll
)
2188 enum wined3d_shader_interpolation_mode mode
;
2191 if (shader_glsl_use_interface_blocks(gl_info
))
2195 shader_addline(buffer
, "in shader_in_out {\n");
2196 for (i
= 0; i
< element_count
; ++i
)
2198 mode
= wined3d_extract_interpolation_mode(interpolation_mode
, i
);
2199 shader_addline(buffer
, "%s vec4 reg%u;\n", shader_glsl_interpolation_qualifiers(mode
), i
);
2201 shader_addline(buffer
, "} shader_in;\n");
2205 shader_addline(buffer
, "in shader_in_out { vec4 reg[%u]; } shader_in;\n", element_count
);
2210 declare_in_varying(gl_info
, buffer
, FALSE
, "vec4 ps_link[%u];\n", element_count
);
2214 static void shader_glsl_declare_shader_outputs(const struct wined3d_gl_info
*gl_info
,
2215 struct wined3d_string_buffer
*buffer
, unsigned int element_count
, BOOL rasterizer_setup
,
2216 const DWORD
*interpolation_mode
)
2218 enum wined3d_shader_interpolation_mode mode
;
2221 if (shader_glsl_use_interface_blocks(gl_info
))
2223 if (rasterizer_setup
)
2225 shader_addline(buffer
, "out shader_in_out {\n");
2226 for (i
= 0; i
< element_count
; ++i
)
2228 const char *interpolation_qualifiers
= "";
2229 if (needs_interpolation_qualifiers_for_shader_outputs(gl_info
))
2231 mode
= wined3d_extract_interpolation_mode(interpolation_mode
, i
);
2232 interpolation_qualifiers
= shader_glsl_interpolation_qualifiers(mode
);
2234 shader_addline(buffer
, "%s vec4 reg%u;\n", interpolation_qualifiers
, i
);
2236 shader_addline(buffer
, "} shader_out;\n");
2240 shader_addline(buffer
, "out shader_in_out { vec4 reg[%u]; } shader_out;\n", element_count
);
2245 declare_out_varying(gl_info
, buffer
, FALSE
, "vec4 ps_link[%u];\n", element_count
);
2249 static const char *get_fragment_output(const struct wined3d_gl_info
*gl_info
)
2251 return needs_legacy_glsl_syntax(gl_info
) ? "gl_FragData" : "ps_out";
2254 static const char *glsl_primitive_type_from_d3d(enum wined3d_primitive_type primitive_type
)
2256 switch (primitive_type
)
2258 case WINED3D_PT_POINTLIST
:
2261 case WINED3D_PT_LINELIST
:
2264 case WINED3D_PT_LINESTRIP
:
2265 return "line_strip";
2267 case WINED3D_PT_TRIANGLELIST
:
2270 case WINED3D_PT_TRIANGLESTRIP
:
2271 return "triangle_strip";
2273 case WINED3D_PT_LINELIST_ADJ
:
2274 return "lines_adjacency";
2276 case WINED3D_PT_TRIANGLELIST_ADJ
:
2277 return "triangles_adjacency";
2280 FIXME("Unhandled primitive type %s.\n", debug_d3dprimitivetype(primitive_type
));
2285 static BOOL
glsl_is_color_reg_read(const struct wined3d_shader
*shader
, unsigned int idx
)
2287 const struct wined3d_shader_signature
*input_signature
= &shader
->input_signature
;
2288 const struct wined3d_shader_reg_maps
*reg_maps
= &shader
->reg_maps
;
2289 DWORD input_reg_used
= shader
->u
.ps
.input_reg_used
;
2292 if (reg_maps
->shader_version
.major
< 3)
2293 return input_reg_used
& (1u << idx
);
2295 for (i
= 0; i
< input_signature
->element_count
; ++i
)
2297 const struct wined3d_shader_signature_element
*input
= &input_signature
->elements
[i
];
2299 if (!(reg_maps
->input_registers
& (1u << input
->register_idx
)))
2302 if (shader_match_semantic(input
->semantic_name
, WINED3D_DECL_USAGE_COLOR
)
2303 && input
->semantic_idx
== idx
)
2304 return input_reg_used
& (1u << input
->register_idx
);
2309 static BOOL
glsl_is_shadow_sampler(const struct wined3d_shader
*shader
,
2310 const struct ps_compile_args
*ps_args
, unsigned int resource_idx
, unsigned int sampler_idx
)
2312 const struct wined3d_shader_version
*version
= &shader
->reg_maps
.shader_version
;
2314 if (version
->major
>= 4)
2315 return shader
->reg_maps
.sampler_comparison_mode
& (1u << sampler_idx
);
2317 return version
->type
== WINED3D_SHADER_TYPE_PIXEL
&& (ps_args
->shadow
& (1u << resource_idx
));
2320 static void shader_glsl_declare_typed_vertex_attribute(struct wined3d_string_buffer
*buffer
,
2321 const struct wined3d_gl_info
*gl_info
, const char *vector_type
, const char *scalar_type
,
2324 shader_addline(buffer
, "%s %s4 vs_in_%s%u;\n",
2325 get_attribute_keyword(gl_info
), vector_type
, scalar_type
, index
);
2326 shader_addline(buffer
, "vec4 vs_in%u = %sBitsToFloat(vs_in_%s%u);\n",
2327 index
, scalar_type
, scalar_type
, index
);
2330 static void shader_glsl_declare_generic_vertex_attribute(struct wined3d_string_buffer
*buffer
,
2331 const struct wined3d_gl_info
*gl_info
, const struct wined3d_shader_signature_element
*e
)
2333 unsigned int index
= e
->register_idx
;
2335 if (e
->sysval_semantic
== WINED3D_SV_VERTEX_ID
)
2337 shader_addline(buffer
, "vec4 vs_in%u = vec4(intBitsToFloat(gl_VertexID), 0.0, 0.0, 0.0);\n",
2341 if (e
->sysval_semantic
== WINED3D_SV_INSTANCE_ID
)
2343 shader_addline(buffer
, "vec4 vs_in%u = vec4(intBitsToFloat(gl_InstanceID), 0.0, 0.0, 0.0);\n",
2347 if (e
->sysval_semantic
&& e
->sysval_semantic
!= WINED3D_SV_POSITION
)
2348 FIXME("Unhandled sysval semantic %#x.\n", e
->sysval_semantic
);
2350 if (shader_glsl_use_explicit_attrib_location(gl_info
))
2351 shader_addline(buffer
, "layout(location = %u) ", index
);
2353 switch (e
->component_type
)
2355 case WINED3D_TYPE_UINT
:
2356 shader_glsl_declare_typed_vertex_attribute(buffer
, gl_info
, "uvec", "uint", index
);
2358 case WINED3D_TYPE_INT
:
2359 shader_glsl_declare_typed_vertex_attribute(buffer
, gl_info
, "ivec", "int", index
);
2363 FIXME("Unhandled type %#x.\n", e
->component_type
);
2365 case WINED3D_TYPE_UNKNOWN
:
2366 case WINED3D_TYPE_FLOAT
:
2367 shader_addline(buffer
, "%s vec4 vs_in%u;\n", get_attribute_keyword(gl_info
), index
);
2372 /** Generate the variable & register declarations for the GLSL output target */
2373 static void shader_generate_glsl_declarations(const struct wined3d_context
*context
,
2374 struct wined3d_string_buffer
*buffer
, const struct wined3d_shader
*shader
,
2375 const struct wined3d_shader_reg_maps
*reg_maps
, const struct shader_glsl_ctx_priv
*ctx_priv
)
2377 const struct wined3d_shader_version
*version
= ®_maps
->shader_version
;
2378 const struct vs_compile_args
*vs_args
= ctx_priv
->cur_vs_args
;
2379 const struct ps_compile_args
*ps_args
= ctx_priv
->cur_ps_args
;
2380 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
2381 const struct wined3d_shader_indexable_temp
*idx_temp_reg
;
2382 unsigned int uniform_block_base
, uniform_block_count
;
2383 const struct wined3d_shader_lconst
*lconst
;
2388 prefix
= shader_glsl_get_prefix(version
->type
);
2390 /* Prototype the subroutines */
2391 for (i
= 0, map
= reg_maps
->labels
; map
; map
>>= 1, ++i
)
2393 if (map
& 1) shader_addline(buffer
, "void subroutine%u();\n", i
);
2396 /* Declare the constants (aka uniforms) */
2397 if (shader
->limits
->constant_float
> 0)
2399 unsigned max_constantsF
;
2401 /* Unless the shader uses indirect addressing, always declare the
2402 * maximum array size and ignore that we need some uniforms privately.
2403 * E.g. if GL supports 256 uniforms, and we need 2 for the pos fixup
2404 * and immediate values, still declare VC[256]. If the shader needs
2405 * more uniforms than we have it won't work in any case. If it uses
2406 * less, the compiler will figure out which uniforms are really used
2407 * and strip them out. This allows a shader to use c255 on a dx9 card,
2408 * as long as it doesn't also use all the other constants.
2410 * If the shader uses indirect addressing the compiler must assume
2411 * that all declared uniforms are used. In this case, declare only the
2412 * amount that we're assured to have.
2414 * Thus we run into problems in these two cases:
2415 * 1) The shader really uses more uniforms than supported.
2416 * 2) The shader uses indirect addressing, less constants than
2417 * supported, but uses a constant index > #supported consts. */
2418 if (version
->type
== WINED3D_SHADER_TYPE_PIXEL
)
2420 /* No indirect addressing here. */
2421 max_constantsF
= gl_info
->limits
.glsl_ps_float_constants
;
2425 if (reg_maps
->usesrelconstF
)
2427 /* Subtract the other potential uniforms from the max
2428 * available (bools, ints, and 1 row of projection matrix).
2429 * Subtract another uniform for immediate values, which have
2430 * to be loaded via uniform by the driver as well. The shader
2431 * code only uses 0.5, 2.0, 1.0, 128 and -128 in vertex
2432 * shader code, so one vec4 should be enough. (Unfortunately
2433 * the Nvidia driver doesn't store 128 and -128 in one float).
2435 * Writing gl_ClipVertex requires one uniform for each
2436 * clipplane as well. */
2437 max_constantsF
= gl_info
->limits
.glsl_vs_float_constants
- 3;
2438 if (vs_args
->clip_enabled
)
2439 max_constantsF
-= gl_info
->limits
.user_clip_distances
;
2440 max_constantsF
-= wined3d_popcount(reg_maps
->integer_constants
);
2441 /* Strictly speaking a bool only uses one scalar, but the nvidia(Linux) compiler doesn't pack them properly,
2442 * so each scalar requires a full vec4. We could work around this by packing the booleans ourselves, but
2443 * for now take this into account when calculating the number of available constants
2445 max_constantsF
-= wined3d_popcount(reg_maps
->boolean_constants
);
2446 /* Set by driver quirks in directx.c */
2447 max_constantsF
-= gl_info
->reserved_glsl_constants
;
2449 if (max_constantsF
< shader
->limits
->constant_float
)
2451 static unsigned int once
;
2454 ERR_(winediag
)("The hardware does not support enough uniform components to run this shader,"
2455 " it may not render correctly.\n");
2457 WARN("The hardware does not support enough uniform components to run this shader.\n");
2462 max_constantsF
= gl_info
->limits
.glsl_vs_float_constants
;
2465 max_constantsF
= min(shader
->limits
->constant_float
, max_constantsF
);
2466 shader_addline(buffer
, "uniform vec4 %s_c[%u];\n", prefix
, max_constantsF
);
2469 /* Always declare the full set of constants, the compiler can remove the
2470 * unused ones because d3d doesn't (yet) support indirect int and bool
2471 * constant addressing. This avoids problems if the app uses e.g. i0 and i9. */
2472 if (shader
->limits
->constant_int
> 0 && reg_maps
->integer_constants
)
2473 shader_addline(buffer
, "uniform ivec4 %s_i[%u];\n", prefix
, shader
->limits
->constant_int
);
2475 if (shader
->limits
->constant_bool
> 0 && reg_maps
->boolean_constants
)
2476 shader_addline(buffer
, "uniform bool %s_b[%u];\n", prefix
, shader
->limits
->constant_bool
);
2478 /* Declare immediate constant buffer */
2480 shader_addline(buffer
, "uniform vec4 %s_icb[%u];\n", prefix
, reg_maps
->icb
->vec4_count
);
2482 /* Declare constant buffers */
2483 wined3d_gl_limits_get_uniform_block_range(&gl_info
->limits
, version
->type
,
2484 &uniform_block_base
, &uniform_block_count
);
2485 for (i
= 0; i
< min(uniform_block_count
, WINED3D_MAX_CBS
); ++i
)
2487 if (reg_maps
->cb_sizes
[i
])
2489 shader_addline(buffer
, "layout(std140");
2490 if (shader_glsl_use_layout_binding_qualifier(gl_info
))
2491 shader_addline(buffer
, ", binding = %u", uniform_block_base
+ i
);
2492 shader_addline(buffer
, ") uniform block_%s_cb%u { vec4 %s_cb%u[%u]; };\n",
2493 prefix
, i
, prefix
, i
, reg_maps
->cb_sizes
[i
]);
2497 /* Declare texture samplers */
2498 for (i
= 0; i
< reg_maps
->sampler_map
.count
; ++i
)
2500 struct wined3d_shader_sampler_map_entry
*entry
;
2501 const char *sampler_type_prefix
, *sampler_type
;
2502 BOOL shadow_sampler
, tex_rect
;
2504 entry
= ®_maps
->sampler_map
.entries
[i
];
2506 if (entry
->resource_idx
>= ARRAY_SIZE(reg_maps
->resource_info
))
2508 ERR("Invalid resource index %u.\n", entry
->resource_idx
);
2512 switch (reg_maps
->resource_info
[entry
->resource_idx
].data_type
)
2514 case WINED3D_DATA_FLOAT
:
2515 case WINED3D_DATA_UNORM
:
2516 case WINED3D_DATA_SNORM
:
2517 sampler_type_prefix
= "";
2520 case WINED3D_DATA_INT
:
2521 sampler_type_prefix
= "i";
2524 case WINED3D_DATA_UINT
:
2525 sampler_type_prefix
= "u";
2529 sampler_type_prefix
= "";
2530 ERR("Unhandled resource data type %#x.\n", reg_maps
->resource_info
[i
].data_type
);
2534 shadow_sampler
= glsl_is_shadow_sampler(shader
, ps_args
, entry
->resource_idx
, entry
->sampler_idx
);
2535 switch (reg_maps
->resource_info
[entry
->resource_idx
].type
)
2537 case WINED3D_SHADER_RESOURCE_BUFFER
:
2538 sampler_type
= "samplerBuffer";
2541 case WINED3D_SHADER_RESOURCE_TEXTURE_1D
:
2543 sampler_type
= "sampler1DShadow";
2545 sampler_type
= "sampler1D";
2548 case WINED3D_SHADER_RESOURCE_TEXTURE_2D
:
2549 tex_rect
= version
->type
== WINED3D_SHADER_TYPE_PIXEL
2550 && (ps_args
->np2_fixup
& (1u << entry
->resource_idx
))
2551 && gl_info
->supported
[ARB_TEXTURE_RECTANGLE
];
2555 sampler_type
= "sampler2DRectShadow";
2557 sampler_type
= "sampler2DShadow";
2562 sampler_type
= "sampler2DRect";
2564 sampler_type
= "sampler2D";
2568 case WINED3D_SHADER_RESOURCE_TEXTURE_3D
:
2570 FIXME("Unsupported 3D shadow sampler.\n");
2571 sampler_type
= "sampler3D";
2574 case WINED3D_SHADER_RESOURCE_TEXTURE_CUBE
:
2576 sampler_type
= "samplerCubeShadow";
2578 sampler_type
= "samplerCube";
2581 case WINED3D_SHADER_RESOURCE_TEXTURE_1DARRAY
:
2583 sampler_type
= "sampler1DArrayShadow";
2585 sampler_type
= "sampler1DArray";
2588 case WINED3D_SHADER_RESOURCE_TEXTURE_2DARRAY
:
2590 sampler_type
= "sampler2DArrayShadow";
2592 sampler_type
= "sampler2DArray";
2595 case WINED3D_SHADER_RESOURCE_TEXTURE_CUBEARRAY
:
2597 sampler_type
= "samplerCubeArrayShadow";
2599 sampler_type
= "samplerCubeArray";
2602 case WINED3D_SHADER_RESOURCE_TEXTURE_2DMS
:
2603 sampler_type
= "sampler2DMS";
2606 case WINED3D_SHADER_RESOURCE_TEXTURE_2DMSARRAY
:
2607 sampler_type
= "sampler2DMSArray";
2611 sampler_type
= "unsupported_sampler";
2612 FIXME("Unhandled resource type %#x.\n", reg_maps
->resource_info
[entry
->resource_idx
].type
);
2616 if (shader_glsl_use_layout_binding_qualifier(gl_info
))
2617 shader_glsl_append_sampler_binding_qualifier(buffer
, context
, version
, entry
->bind_idx
);
2618 shader_addline(buffer
, "uniform %s%s %s_sampler%u;\n",
2619 sampler_type_prefix
, sampler_type
, prefix
, entry
->bind_idx
);
2622 /* Declare images */
2623 for (i
= 0; i
< ARRAY_SIZE(reg_maps
->uav_resource_info
); ++i
)
2625 const char *image_type_prefix
, *image_type
, *read_format
;
2627 if (!reg_maps
->uav_resource_info
[i
].type
)
2630 switch (reg_maps
->uav_resource_info
[i
].data_type
)
2632 case WINED3D_DATA_FLOAT
:
2633 case WINED3D_DATA_UNORM
:
2634 case WINED3D_DATA_SNORM
:
2635 image_type_prefix
= "";
2636 read_format
= "r32f";
2639 case WINED3D_DATA_INT
:
2640 image_type_prefix
= "i";
2641 read_format
= "r32i";
2644 case WINED3D_DATA_UINT
:
2645 image_type_prefix
= "u";
2646 read_format
= "r32ui";
2650 image_type_prefix
= "";
2652 ERR("Unhandled resource data type %#x.\n", reg_maps
->uav_resource_info
[i
].data_type
);
2656 switch (reg_maps
->uav_resource_info
[i
].type
)
2658 case WINED3D_SHADER_RESOURCE_BUFFER
:
2659 image_type
= "imageBuffer";
2662 case WINED3D_SHADER_RESOURCE_TEXTURE_2D
:
2663 image_type
= "image2D";
2666 case WINED3D_SHADER_RESOURCE_TEXTURE_3D
:
2667 image_type
= "image3D";
2670 case WINED3D_SHADER_RESOURCE_TEXTURE_2DARRAY
:
2671 image_type
= "image2DArray";
2675 image_type
= "unsupported_image";
2676 FIXME("Unhandled resource type %#x.\n", reg_maps
->uav_resource_info
[i
].type
);
2680 if (shader_glsl_use_layout_binding_qualifier(gl_info
))
2681 shader_addline(buffer
, "layout(binding = %u)\n", i
);
2682 if (reg_maps
->uav_read_mask
& (1u << i
))
2683 shader_addline(buffer
, "layout(%s) uniform %s%s %s_image%u;\n",
2684 read_format
, image_type_prefix
, image_type
, prefix
, i
);
2686 shader_addline(buffer
, "writeonly uniform %s%s %s_image%u;\n",
2687 image_type_prefix
, image_type
, prefix
, i
);
2689 if (reg_maps
->uav_counter_mask
& (1u << i
))
2690 shader_addline(buffer
, "layout(binding = %u) uniform atomic_uint %s_counter%u;\n",
2694 /* Declare address variables */
2695 for (i
= 0, map
= reg_maps
->address
; map
; map
>>= 1, ++i
)
2697 if (map
& 1) shader_addline(buffer
, "ivec4 A%u;\n", i
);
2700 /* Declare output register temporaries */
2701 if (shader
->limits
->packed_output
)
2702 shader_addline(buffer
, "vec4 %s_out[%u];\n", prefix
, shader
->limits
->packed_output
);
2704 /* Declare temporary variables */
2705 if (reg_maps
->temporary_count
)
2707 for (i
= 0; i
< reg_maps
->temporary_count
; ++i
)
2708 shader_addline(buffer
, "vec4 R%u;\n", i
);
2710 else if (version
->major
< 4)
2712 for (i
= 0, map
= reg_maps
->temporary
; map
; map
>>= 1, ++i
)
2715 shader_addline(buffer
, "vec4 R%u;\n", i
);
2719 /* Declare indexable temporary variables */
2720 LIST_FOR_EACH_ENTRY(idx_temp_reg
, ®_maps
->indexable_temps
, struct wined3d_shader_indexable_temp
, entry
)
2722 if (idx_temp_reg
->component_count
!= 4)
2723 FIXME("Ignoring component count %u.\n", idx_temp_reg
->component_count
);
2724 shader_addline(buffer
, "vec4 X%u[%u];\n", idx_temp_reg
->register_idx
, idx_temp_reg
->register_size
);
2727 /* Declare loop registers aLx */
2728 if (version
->major
< 4)
2730 for (i
= 0; i
< reg_maps
->loop_depth
; ++i
)
2732 shader_addline(buffer
, "int aL%u;\n", i
);
2733 shader_addline(buffer
, "int tmpInt%u;\n", i
);
2737 /* Temporary variables for matrix operations */
2738 shader_addline(buffer
, "vec4 tmp0;\n");
2739 shader_addline(buffer
, "vec4 tmp1;\n");
2741 if (!shader
->load_local_constsF
)
2743 LIST_FOR_EACH_ENTRY(lconst
, &shader
->constantsF
, struct wined3d_shader_lconst
, entry
)
2745 shader_addline(buffer
, "const vec4 %s_lc%u = ", prefix
, lconst
->idx
);
2746 shader_glsl_append_imm_vec4(buffer
, (const float *)lconst
->value
);
2747 shader_addline(buffer
, ";\n");
2753 static void shader_glsl_add_src_param(const struct wined3d_shader_instruction
*ins
,
2754 const struct wined3d_shader_src_param
*wined3d_src
, DWORD mask
, struct glsl_src_param
*glsl_src
);
2756 /** Used for opcode modifiers - They multiply the result by the specified amount */
2757 static const char * const shift_glsl_tab
[] = {
2759 "2.0 * ", /* 1 (x2) */
2760 "4.0 * ", /* 2 (x4) */
2761 "8.0 * ", /* 3 (x8) */
2762 "16.0 * ", /* 4 (x16) */
2763 "32.0 * ", /* 5 (x32) */
2770 "0.0625 * ", /* 12 (d16) */
2771 "0.125 * ", /* 13 (d8) */
2772 "0.25 * ", /* 14 (d4) */
2773 "0.5 * " /* 15 (d2) */
2776 /* Generate a GLSL parameter that does the input modifier computation and return the input register/mask to use */
2777 static void shader_glsl_gen_modifier(enum wined3d_shader_src_modifier src_modifier
,
2778 const char *in_reg
, const char *in_regswizzle
, char *out_str
)
2780 switch (src_modifier
)
2782 case WINED3DSPSM_DZ
: /* Need to handle this in the instructions itself (texld & texcrd). */
2783 case WINED3DSPSM_DW
:
2784 case WINED3DSPSM_NONE
:
2785 sprintf(out_str
, "%s%s", in_reg
, in_regswizzle
);
2787 case WINED3DSPSM_NEG
:
2788 sprintf(out_str
, "-%s%s", in_reg
, in_regswizzle
);
2790 case WINED3DSPSM_NOT
:
2791 sprintf(out_str
, "!%s%s", in_reg
, in_regswizzle
);
2793 case WINED3DSPSM_BIAS
:
2794 sprintf(out_str
, "(%s%s - vec4(0.5)%s)", in_reg
, in_regswizzle
, in_regswizzle
);
2796 case WINED3DSPSM_BIASNEG
:
2797 sprintf(out_str
, "-(%s%s - vec4(0.5)%s)", in_reg
, in_regswizzle
, in_regswizzle
);
2799 case WINED3DSPSM_SIGN
:
2800 sprintf(out_str
, "(2.0 * (%s%s - 0.5))", in_reg
, in_regswizzle
);
2802 case WINED3DSPSM_SIGNNEG
:
2803 sprintf(out_str
, "-(2.0 * (%s%s - 0.5))", in_reg
, in_regswizzle
);
2805 case WINED3DSPSM_COMP
:
2806 sprintf(out_str
, "(1.0 - %s%s)", in_reg
, in_regswizzle
);
2808 case WINED3DSPSM_X2
:
2809 sprintf(out_str
, "(2.0 * %s%s)", in_reg
, in_regswizzle
);
2811 case WINED3DSPSM_X2NEG
:
2812 sprintf(out_str
, "-(2.0 * %s%s)", in_reg
, in_regswizzle
);
2814 case WINED3DSPSM_ABS
:
2815 sprintf(out_str
, "abs(%s%s)", in_reg
, in_regswizzle
);
2817 case WINED3DSPSM_ABSNEG
:
2818 sprintf(out_str
, "-abs(%s%s)", in_reg
, in_regswizzle
);
2821 FIXME("Unhandled modifier %u\n", src_modifier
);
2822 sprintf(out_str
, "%s%s", in_reg
, in_regswizzle
);
2826 static void shader_glsl_fixup_scalar_register_variable(char *register_name
,
2827 const char *glsl_variable
, const struct wined3d_gl_info
*gl_info
)
2829 /* The ARB_shading_language_420pack extension allows swizzle operations on
2831 if (gl_info
->supported
[ARB_SHADING_LANGUAGE_420PACK
])
2832 sprintf(register_name
, "%s", glsl_variable
);
2834 sprintf(register_name
, "ivec2(%s, 0)", glsl_variable
);
2837 /** Writes the GLSL variable name that corresponds to the register that the
2838 * DX opcode parameter is trying to access */
2839 static void shader_glsl_get_register_name(const struct wined3d_shader_register
*reg
,
2840 enum wined3d_data_type data_type
, char *register_name
, BOOL
*is_color
,
2841 const struct wined3d_shader_instruction
*ins
)
2843 /* oPos, oFog and oPts in D3D */
2844 static const char * const hwrastout_reg_names
[] = {"vs_out[10]", "vs_out[11].x", "vs_out[11].y"};
2846 const struct wined3d_shader
*shader
= ins
->ctx
->shader
;
2847 const struct wined3d_shader_reg_maps
*reg_maps
= ins
->ctx
->reg_maps
;
2848 const struct wined3d_shader_version
*version
= ®_maps
->shader_version
;
2849 const struct wined3d_gl_info
*gl_info
= ins
->ctx
->gl_info
;
2850 const char *prefix
= shader_glsl_get_prefix(version
->type
);
2851 struct glsl_src_param rel_param0
, rel_param1
;
2852 char imm_str
[4][17];
2854 if (reg
->idx
[0].offset
!= ~0U && reg
->idx
[0].rel_addr
)
2855 shader_glsl_add_src_param(ins
, reg
->idx
[0].rel_addr
, WINED3DSP_WRITEMASK_0
, &rel_param0
);
2856 if (reg
->idx
[1].offset
!= ~0U && reg
->idx
[1].rel_addr
)
2857 shader_glsl_add_src_param(ins
, reg
->idx
[1].rel_addr
, WINED3DSP_WRITEMASK_0
, &rel_param1
);
2862 case WINED3DSPR_TEMP
:
2863 sprintf(register_name
, "R%u", reg
->idx
[0].offset
);
2866 case WINED3DSPR_INPUT
:
2867 case WINED3DSPR_INCONTROLPOINT
:
2868 if (version
->type
== WINED3D_SHADER_TYPE_VERTEX
)
2870 struct shader_glsl_ctx_priv
*priv
= ins
->ctx
->backend_data
;
2872 if (reg
->idx
[0].rel_addr
)
2873 FIXME("VS3 input registers relative addressing.\n");
2874 if (priv
->cur_vs_args
->swizzle_map
& (1u << reg
->idx
[0].offset
))
2876 if (reg
->idx
[0].rel_addr
)
2878 sprintf(register_name
, "%s_in[%s + %u]",
2879 prefix
, rel_param0
.param_str
, reg
->idx
[0].offset
);
2883 sprintf(register_name
, "%s_in%u", prefix
, reg
->idx
[0].offset
);
2888 if (version
->type
== WINED3D_SHADER_TYPE_HULL
2889 || version
->type
== WINED3D_SHADER_TYPE_DOMAIN
2890 || version
->type
== WINED3D_SHADER_TYPE_GEOMETRY
)
2892 if (reg
->idx
[0].rel_addr
)
2894 if (reg
->idx
[1].rel_addr
)
2895 sprintf(register_name
, "shader_in[%s + %u].reg[%s + %u]",
2896 rel_param0
.param_str
, reg
->idx
[0].offset
,
2897 rel_param1
.param_str
, reg
->idx
[1].offset
);
2899 sprintf(register_name
, "shader_in[%s + %u].reg[%u]",
2900 rel_param0
.param_str
, reg
->idx
[0].offset
,
2901 reg
->idx
[1].offset
);
2903 else if (reg
->idx
[1].rel_addr
)
2904 sprintf(register_name
, "shader_in[%u].reg[%s + %u]", reg
->idx
[0].offset
,
2905 rel_param1
.param_str
, reg
->idx
[1].offset
);
2907 sprintf(register_name
, "shader_in[%u].reg[%u]",
2908 reg
->idx
[0].offset
, reg
->idx
[1].offset
);
2912 /* pixel shaders >= 3.0 */
2913 if (version
->major
>= 3)
2915 DWORD idx
= shader
->u
.ps
.input_reg_map
[reg
->idx
[0].offset
];
2916 unsigned int in_count
= vec4_varyings(version
->major
, gl_info
);
2918 if (reg
->idx
[0].rel_addr
)
2920 /* Removing a + 0 would be an obvious optimization, but
2921 * OS X doesn't see the NOP operation there. */
2924 if (needs_legacy_glsl_syntax(gl_info
)
2925 && shader
->u
.ps
.declared_in_count
> in_count
)
2927 sprintf(register_name
,
2928 "((%s + %u) > %u ? (%s + %u) > %u ? gl_SecondaryColor : gl_Color : %s_in[%s + %u])",
2929 rel_param0
.param_str
, idx
, in_count
- 1, rel_param0
.param_str
, idx
, in_count
,
2930 prefix
, rel_param0
.param_str
, idx
);
2934 sprintf(register_name
, "%s_in[%s + %u]", prefix
, rel_param0
.param_str
, idx
);
2939 if (needs_legacy_glsl_syntax(gl_info
)
2940 && shader
->u
.ps
.declared_in_count
> in_count
)
2942 sprintf(register_name
, "((%s) > %u ? (%s) > %u ? gl_SecondaryColor : gl_Color : %s_in[%s])",
2943 rel_param0
.param_str
, in_count
- 1, rel_param0
.param_str
, in_count
,
2944 prefix
, rel_param0
.param_str
);
2948 sprintf(register_name
, "%s_in[%s]", prefix
, rel_param0
.param_str
);
2954 if (idx
== in_count
) sprintf(register_name
, "gl_Color");
2955 else if (idx
== in_count
+ 1) sprintf(register_name
, "gl_SecondaryColor");
2956 else sprintf(register_name
, "%s_in[%u]", prefix
, idx
);
2961 if (!reg
->idx
[0].offset
)
2962 strcpy(register_name
, "ffp_varying_diffuse");
2964 strcpy(register_name
, "ffp_varying_specular");
2969 case WINED3DSPR_CONST
:
2971 /* Relative addressing */
2972 if (reg
->idx
[0].rel_addr
)
2974 if (wined3d_settings
.check_float_constants
)
2975 sprintf(register_name
, "(%s + %u >= 0 && %s + %u < %u ? %s_c[%s + %u] : vec4(0.0))",
2976 rel_param0
.param_str
, reg
->idx
[0].offset
,
2977 rel_param0
.param_str
, reg
->idx
[0].offset
, shader
->limits
->constant_float
,
2978 prefix
, rel_param0
.param_str
, reg
->idx
[0].offset
);
2979 else if (reg
->idx
[0].offset
)
2980 sprintf(register_name
, "%s_c[%s + %u]", prefix
, rel_param0
.param_str
, reg
->idx
[0].offset
);
2982 sprintf(register_name
, "%s_c[%s]", prefix
, rel_param0
.param_str
);
2986 if (shader_constant_is_local(shader
, reg
->idx
[0].offset
))
2987 sprintf(register_name
, "%s_lc%u", prefix
, reg
->idx
[0].offset
);
2989 sprintf(register_name
, "%s_c[%u]", prefix
, reg
->idx
[0].offset
);
2994 case WINED3DSPR_CONSTINT
:
2995 sprintf(register_name
, "%s_i[%u]", prefix
, reg
->idx
[0].offset
);
2998 case WINED3DSPR_CONSTBOOL
:
2999 sprintf(register_name
, "%s_b[%u]", prefix
, reg
->idx
[0].offset
);
3002 case WINED3DSPR_TEXTURE
: /* case WINED3DSPR_ADDR: */
3003 if (version
->type
== WINED3D_SHADER_TYPE_PIXEL
)
3004 sprintf(register_name
, "T%u", reg
->idx
[0].offset
);
3006 sprintf(register_name
, "A%u", reg
->idx
[0].offset
);
3009 case WINED3DSPR_LOOP
:
3010 sprintf(register_name
, "aL%u", ins
->ctx
->state
->current_loop_reg
- 1);
3013 case WINED3DSPR_SAMPLER
:
3014 sprintf(register_name
, "%s_sampler%u", prefix
, reg
->idx
[0].offset
);
3017 case WINED3DSPR_COLOROUT
:
3018 if (reg
->idx
[0].offset
>= gl_info
->limits
.buffers
)
3019 WARN("Write to render target %u, only %d supported.\n",
3020 reg
->idx
[0].offset
, gl_info
->limits
.buffers
);
3022 sprintf(register_name
, "%s[%u]", get_fragment_output(gl_info
), reg
->idx
[0].offset
);
3025 case WINED3DSPR_RASTOUT
:
3026 sprintf(register_name
, "%s", hwrastout_reg_names
[reg
->idx
[0].offset
]);
3029 case WINED3DSPR_DEPTHOUT
:
3030 case WINED3DSPR_DEPTHOUTGE
:
3031 case WINED3DSPR_DEPTHOUTLE
:
3032 sprintf(register_name
, "gl_FragDepth");
3035 case WINED3DSPR_ATTROUT
:
3036 if (!reg
->idx
[0].offset
)
3037 sprintf(register_name
, "%s_out[8]", prefix
);
3039 sprintf(register_name
, "%s_out[9]", prefix
);
3042 case WINED3DSPR_TEXCRDOUT
:
3043 /* Vertex shaders >= 3.0: WINED3DSPR_OUTPUT */
3044 if (reg
->idx
[0].rel_addr
)
3045 sprintf(register_name
, "%s_out[%s + %u]",
3046 prefix
, rel_param0
.param_str
, reg
->idx
[0].offset
);
3048 sprintf(register_name
, "%s_out[%u]", prefix
, reg
->idx
[0].offset
);
3051 case WINED3DSPR_MISCTYPE
:
3052 if (!reg
->idx
[0].offset
)
3055 sprintf(register_name
, "vpos");
3057 else if (reg
->idx
[0].offset
== 1)
3059 /* Note that gl_FrontFacing is a bool, while vFace is
3060 * a float for which the sign determines front/back */
3061 sprintf(register_name
, "(gl_FrontFacing ? 1.0 : -1.0)");
3065 FIXME("Unhandled misctype register %u.\n", reg
->idx
[0].offset
);
3066 sprintf(register_name
, "unrecognized_register");
3070 case WINED3DSPR_IMMCONST
:
3071 switch (reg
->immconst_type
)
3073 case WINED3D_IMMCONST_SCALAR
:
3076 case WINED3D_DATA_FLOAT
:
3077 if (gl_info
->supported
[ARB_SHADER_BIT_ENCODING
])
3078 sprintf(register_name
, "uintBitsToFloat(%#xu)", reg
->u
.immconst_data
[0]);
3080 wined3d_ftoa(*(const float *)reg
->u
.immconst_data
, register_name
);
3082 case WINED3D_DATA_INT
:
3083 sprintf(register_name
, "%#x", reg
->u
.immconst_data
[0]);
3085 case WINED3D_DATA_RESOURCE
:
3086 case WINED3D_DATA_SAMPLER
:
3087 case WINED3D_DATA_UINT
:
3088 sprintf(register_name
, "%#xu", reg
->u
.immconst_data
[0]);
3091 sprintf(register_name
, "<unhandled data type %#x>", data_type
);
3096 case WINED3D_IMMCONST_VEC4
:
3099 case WINED3D_DATA_FLOAT
:
3100 if (gl_info
->supported
[ARB_SHADER_BIT_ENCODING
])
3102 sprintf(register_name
, "uintBitsToFloat(uvec4(%#xu, %#xu, %#xu, %#xu))",
3103 reg
->u
.immconst_data
[0], reg
->u
.immconst_data
[1],
3104 reg
->u
.immconst_data
[2], reg
->u
.immconst_data
[3]);
3108 wined3d_ftoa(*(const float *)®
->u
.immconst_data
[0], imm_str
[0]);
3109 wined3d_ftoa(*(const float *)®
->u
.immconst_data
[1], imm_str
[1]);
3110 wined3d_ftoa(*(const float *)®
->u
.immconst_data
[2], imm_str
[2]);
3111 wined3d_ftoa(*(const float *)®
->u
.immconst_data
[3], imm_str
[3]);
3112 sprintf(register_name
, "vec4(%s, %s, %s, %s)",
3113 imm_str
[0], imm_str
[1], imm_str
[2], imm_str
[3]);
3116 case WINED3D_DATA_INT
:
3117 sprintf(register_name
, "ivec4(%#x, %#x, %#x, %#x)",
3118 reg
->u
.immconst_data
[0], reg
->u
.immconst_data
[1],
3119 reg
->u
.immconst_data
[2], reg
->u
.immconst_data
[3]);
3121 case WINED3D_DATA_RESOURCE
:
3122 case WINED3D_DATA_SAMPLER
:
3123 case WINED3D_DATA_UINT
:
3124 sprintf(register_name
, "uvec4(%#xu, %#xu, %#xu, %#xu)",
3125 reg
->u
.immconst_data
[0], reg
->u
.immconst_data
[1],
3126 reg
->u
.immconst_data
[2], reg
->u
.immconst_data
[3]);
3129 sprintf(register_name
, "<unhandled data type %#x>", data_type
);
3135 FIXME("Unhandled immconst type %#x\n", reg
->immconst_type
);
3136 sprintf(register_name
, "<unhandled_immconst_type %#x>", reg
->immconst_type
);
3140 case WINED3DSPR_CONSTBUFFER
:
3141 if (reg
->idx
[1].rel_addr
)
3142 sprintf(register_name
, "%s_cb%u[%s + %u]",
3143 prefix
, reg
->idx
[0].offset
, rel_param1
.param_str
, reg
->idx
[1].offset
);
3145 sprintf(register_name
, "%s_cb%u[%u]", prefix
, reg
->idx
[0].offset
, reg
->idx
[1].offset
);
3148 case WINED3DSPR_IMMCONSTBUFFER
:
3149 if (reg
->idx
[0].rel_addr
)
3150 sprintf(register_name
, "%s_icb[%s + %u]", prefix
, rel_param0
.param_str
, reg
->idx
[0].offset
);
3152 sprintf(register_name
, "%s_icb[%u]", prefix
, reg
->idx
[0].offset
);
3155 case WINED3DSPR_PRIMID
:
3156 if (version
->type
== WINED3D_SHADER_TYPE_GEOMETRY
)
3157 sprintf(register_name
, "gl_PrimitiveIDIn");
3159 sprintf(register_name
, "gl_PrimitiveID");
3162 case WINED3DSPR_IDXTEMP
:
3163 if (reg
->idx
[1].rel_addr
)
3164 sprintf(register_name
, "X%u[%s + %u]", reg
->idx
[0].offset
, rel_param1
.param_str
, reg
->idx
[1].offset
);
3166 sprintf(register_name
, "X%u[%u]", reg
->idx
[0].offset
, reg
->idx
[1].offset
);
3169 case WINED3DSPR_LOCALTHREADINDEX
:
3170 shader_glsl_fixup_scalar_register_variable(register_name
,
3171 "int(gl_LocalInvocationIndex)", gl_info
);
3174 case WINED3DSPR_GSINSTID
:
3175 case WINED3DSPR_OUTPOINTID
:
3176 shader_glsl_fixup_scalar_register_variable(register_name
,
3177 "gl_InvocationID", gl_info
);
3180 case WINED3DSPR_THREADID
:
3181 sprintf(register_name
, "ivec3(gl_GlobalInvocationID)");
3184 case WINED3DSPR_THREADGROUPID
:
3185 sprintf(register_name
, "ivec3(gl_WorkGroupID)");
3188 case WINED3DSPR_LOCALTHREADID
:
3189 sprintf(register_name
, "ivec3(gl_LocalInvocationID)");
3192 case WINED3DSPR_FORKINSTID
:
3193 case WINED3DSPR_JOININSTID
:
3194 shader_glsl_fixup_scalar_register_variable(register_name
,
3195 "phase_instance_id", gl_info
);
3198 case WINED3DSPR_TESSCOORD
:
3199 sprintf(register_name
, "gl_TessCoord");
3202 case WINED3DSPR_OUTCONTROLPOINT
:
3203 if (reg
->idx
[0].rel_addr
)
3205 if (reg
->idx
[1].rel_addr
)
3206 sprintf(register_name
, "shader_out[%s + %u].reg[%s + %u]",
3207 rel_param0
.param_str
, reg
->idx
[0].offset
,
3208 rel_param1
.param_str
, reg
->idx
[1].offset
);
3210 sprintf(register_name
, "shader_out[%s + %u].reg[%u]",
3211 rel_param0
.param_str
, reg
->idx
[0].offset
,
3212 reg
->idx
[1].offset
);
3214 else if (reg
->idx
[1].rel_addr
)
3216 sprintf(register_name
, "shader_out[%u].reg[%s + %u]",
3217 reg
->idx
[0].offset
, rel_param1
.param_str
,
3218 reg
->idx
[1].offset
);
3222 sprintf(register_name
, "shader_out[%u].reg[%u]",
3223 reg
->idx
[0].offset
, reg
->idx
[1].offset
);
3227 case WINED3DSPR_PATCHCONST
:
3228 if (version
->type
== WINED3D_SHADER_TYPE_HULL
)
3229 sprintf(register_name
, "hs_out[%u]", reg
->idx
[0].offset
);
3231 sprintf(register_name
, "vpc[%u]", reg
->idx
[0].offset
);
3235 FIXME("Unhandled register type %#x.\n", reg
->type
);
3236 sprintf(register_name
, "unrecognized_register");
3241 static void shader_glsl_write_mask_to_str(DWORD write_mask
, char *str
)
3244 if (write_mask
& WINED3DSP_WRITEMASK_0
) *str
++ = 'x';
3245 if (write_mask
& WINED3DSP_WRITEMASK_1
) *str
++ = 'y';
3246 if (write_mask
& WINED3DSP_WRITEMASK_2
) *str
++ = 'z';
3247 if (write_mask
& WINED3DSP_WRITEMASK_3
) *str
++ = 'w';
3251 /* Get the GLSL write mask for the destination register */
3252 static DWORD
shader_glsl_get_write_mask(const struct wined3d_shader_dst_param
*param
, char *write_mask
)
3254 DWORD mask
= param
->write_mask
;
3256 if (shader_is_scalar(¶m
->reg
))
3258 mask
= WINED3DSP_WRITEMASK_0
;
3263 shader_glsl_write_mask_to_str(mask
, write_mask
);
3269 static unsigned int shader_glsl_get_write_mask_size(DWORD write_mask
)
3271 unsigned int size
= 0;
3273 if (write_mask
& WINED3DSP_WRITEMASK_0
) ++size
;
3274 if (write_mask
& WINED3DSP_WRITEMASK_1
) ++size
;
3275 if (write_mask
& WINED3DSP_WRITEMASK_2
) ++size
;
3276 if (write_mask
& WINED3DSP_WRITEMASK_3
) ++size
;
3281 static unsigned int shader_glsl_swizzle_get_component(DWORD swizzle
,
3282 unsigned int component_idx
)
3284 /* swizzle bits fields: wwzzyyxx */
3285 return (swizzle
>> (2 * component_idx
)) & 0x3;
3288 static void shader_glsl_swizzle_to_str(DWORD swizzle
, BOOL fixup
, DWORD mask
, char *str
)
3290 /* For registers of type WINED3DDECLTYPE_D3DCOLOR, data is stored as "bgra",
3291 * but addressed as "rgba". To fix this we need to swap the register's x
3292 * and z components. */
3293 const char *swizzle_chars
= fixup
? "zyxw" : "xyzw";
3297 for (i
= 0; i
< 4; ++i
)
3299 if (mask
& (WINED3DSP_WRITEMASK_0
<< i
))
3300 *str
++ = swizzle_chars
[shader_glsl_swizzle_get_component(swizzle
, i
)];
3305 static void shader_glsl_get_swizzle(const struct wined3d_shader_src_param
*param
,
3306 BOOL fixup
, DWORD mask
, char *swizzle_str
)
3308 if (shader_is_scalar(¶m
->reg
))
3309 *swizzle_str
= '\0';
3311 shader_glsl_swizzle_to_str(param
->swizzle
, fixup
, mask
, swizzle_str
);
3314 static void shader_glsl_sprintf_cast(struct wined3d_string_buffer
*dst_param
, const char *src_param
,
3315 enum wined3d_data_type dst_data_type
, enum wined3d_data_type src_data_type
)
3317 if (dst_data_type
== src_data_type
)
3319 string_buffer_sprintf(dst_param
, "%s", src_param
);
3323 if (src_data_type
== WINED3D_DATA_FLOAT
)
3325 switch (dst_data_type
)
3327 case WINED3D_DATA_INT
:
3328 string_buffer_sprintf(dst_param
, "floatBitsToInt(%s)", src_param
);
3330 case WINED3D_DATA_RESOURCE
:
3331 case WINED3D_DATA_SAMPLER
:
3332 case WINED3D_DATA_UINT
:
3333 string_buffer_sprintf(dst_param
, "floatBitsToUint(%s)", src_param
);
3340 if (src_data_type
== WINED3D_DATA_UINT
&& dst_data_type
== WINED3D_DATA_FLOAT
)
3342 string_buffer_sprintf(dst_param
, "uintBitsToFloat(%s)", src_param
);
3346 if (src_data_type
== WINED3D_DATA_INT
&& dst_data_type
== WINED3D_DATA_FLOAT
)
3348 string_buffer_sprintf(dst_param
, "intBitsToFloat(%s)", src_param
);
3352 FIXME("Unhandled cast from %#x to %#x.\n", src_data_type
, dst_data_type
);
3353 string_buffer_sprintf(dst_param
, "%s", src_param
);
3356 /* From a given parameter token, generate the corresponding GLSL string.
3357 * Also, return the actual register name and swizzle in case the
3358 * caller needs this information as well. */
3359 static void shader_glsl_add_src_param_ext(const struct wined3d_shader_instruction
*ins
,
3360 const struct wined3d_shader_src_param
*wined3d_src
, DWORD mask
, struct glsl_src_param
*glsl_src
,
3361 enum wined3d_data_type data_type
)
3363 struct shader_glsl_ctx_priv
*priv
= ins
->ctx
->backend_data
;
3364 struct wined3d_string_buffer
*reg_name
= string_buffer_get(priv
->string_buffers
);
3365 enum wined3d_data_type param_data_type
;
3366 BOOL is_color
= FALSE
;
3367 char swizzle_str
[6];
3369 glsl_src
->reg_name
[0] = '\0';
3370 glsl_src
->param_str
[0] = '\0';
3371 swizzle_str
[0] = '\0';
3373 shader_glsl_get_register_name(&wined3d_src
->reg
, data_type
, glsl_src
->reg_name
, &is_color
, ins
);
3374 shader_glsl_get_swizzle(wined3d_src
, is_color
, mask
, swizzle_str
);
3376 switch (wined3d_src
->reg
.type
)
3378 case WINED3DSPR_IMMCONST
:
3379 param_data_type
= data_type
;
3381 case WINED3DSPR_FORKINSTID
:
3382 case WINED3DSPR_GSINSTID
:
3383 case WINED3DSPR_JOININSTID
:
3384 case WINED3DSPR_LOCALTHREADID
:
3385 case WINED3DSPR_LOCALTHREADINDEX
:
3386 case WINED3DSPR_OUTPOINTID
:
3387 case WINED3DSPR_PRIMID
:
3388 case WINED3DSPR_THREADGROUPID
:
3389 case WINED3DSPR_THREADID
:
3390 param_data_type
= WINED3D_DATA_INT
;
3393 param_data_type
= WINED3D_DATA_FLOAT
;
3397 shader_glsl_sprintf_cast(reg_name
, glsl_src
->reg_name
, data_type
, param_data_type
);
3398 shader_glsl_gen_modifier(wined3d_src
->modifiers
, reg_name
->buffer
, swizzle_str
, glsl_src
->param_str
);
3400 string_buffer_release(priv
->string_buffers
, reg_name
);
3403 static void shader_glsl_add_src_param(const struct wined3d_shader_instruction
*ins
,
3404 const struct wined3d_shader_src_param
*wined3d_src
, DWORD mask
, struct glsl_src_param
*glsl_src
)
3406 shader_glsl_add_src_param_ext(ins
, wined3d_src
, mask
, glsl_src
, wined3d_src
->reg
.data_type
);
3409 /* From a given parameter token, generate the corresponding GLSL string.
3410 * Also, return the actual register name and swizzle in case the
3411 * caller needs this information as well. */
3412 static DWORD
shader_glsl_add_dst_param(const struct wined3d_shader_instruction
*ins
,
3413 const struct wined3d_shader_dst_param
*wined3d_dst
, struct glsl_dst_param
*glsl_dst
)
3415 BOOL is_color
= FALSE
;
3417 glsl_dst
->mask_str
[0] = '\0';
3418 glsl_dst
->reg_name
[0] = '\0';
3420 shader_glsl_get_register_name(&wined3d_dst
->reg
, wined3d_dst
->reg
.data_type
,
3421 glsl_dst
->reg_name
, &is_color
, ins
);
3422 return shader_glsl_get_write_mask(wined3d_dst
, glsl_dst
->mask_str
);
3425 /* Append the destination part of the instruction to the buffer, return the effective write mask */
3426 static DWORD
shader_glsl_append_dst_ext(struct wined3d_string_buffer
*buffer
,
3427 const struct wined3d_shader_instruction
*ins
, const struct wined3d_shader_dst_param
*dst
,
3428 enum wined3d_data_type data_type
)
3430 struct glsl_dst_param glsl_dst
;
3433 if ((mask
= shader_glsl_add_dst_param(ins
, dst
, &glsl_dst
)))
3437 case WINED3D_DATA_FLOAT
:
3438 shader_addline(buffer
, "%s%s = %s(",
3439 glsl_dst
.reg_name
, glsl_dst
.mask_str
, shift_glsl_tab
[dst
->shift
]);
3441 case WINED3D_DATA_INT
:
3442 shader_addline(buffer
, "%s%s = %sintBitsToFloat(",
3443 glsl_dst
.reg_name
, glsl_dst
.mask_str
, shift_glsl_tab
[dst
->shift
]);
3445 case WINED3D_DATA_RESOURCE
:
3446 case WINED3D_DATA_SAMPLER
:
3447 case WINED3D_DATA_UINT
:
3448 shader_addline(buffer
, "%s%s = %suintBitsToFloat(",
3449 glsl_dst
.reg_name
, glsl_dst
.mask_str
, shift_glsl_tab
[dst
->shift
]);
3452 FIXME("Unhandled data type %#x.\n", data_type
);
3453 shader_addline(buffer
, "%s%s = %s(",
3454 glsl_dst
.reg_name
, glsl_dst
.mask_str
, shift_glsl_tab
[dst
->shift
]);
3462 /* Append the destination part of the instruction to the buffer, return the effective write mask */
3463 static DWORD
shader_glsl_append_dst(struct wined3d_string_buffer
*buffer
, const struct wined3d_shader_instruction
*ins
)
3465 return shader_glsl_append_dst_ext(buffer
, ins
, &ins
->dst
[0], ins
->dst
[0].reg
.data_type
);
3468 /** Process GLSL instruction modifiers */
3469 static void shader_glsl_add_instruction_modifiers(const struct wined3d_shader_instruction
*ins
)
3471 struct glsl_dst_param dst_param
;
3474 if (!ins
->dst_count
) return;
3476 modifiers
= ins
->dst
[0].modifiers
;
3477 if (!modifiers
) return;
3479 shader_glsl_add_dst_param(ins
, &ins
->dst
[0], &dst_param
);
3481 if (modifiers
& WINED3DSPDM_SATURATE
)
3483 /* _SAT means to clamp the value of the register to between 0 and 1 */
3484 shader_addline(ins
->ctx
->buffer
, "%s%s = clamp(%s%s, 0.0, 1.0);\n", dst_param
.reg_name
,
3485 dst_param
.mask_str
, dst_param
.reg_name
, dst_param
.mask_str
);
3488 if (modifiers
& WINED3DSPDM_MSAMPCENTROID
)
3490 FIXME("_centroid modifier not handled\n");
3493 if (modifiers
& WINED3DSPDM_PARTIALPRECISION
)
3495 /* MSDN says this modifier can be safely ignored, so that's what we'll do. */
3499 static const char *shader_glsl_get_rel_op(enum wined3d_shader_rel_op op
)
3503 case WINED3D_SHADER_REL_OP_GT
: return ">";
3504 case WINED3D_SHADER_REL_OP_EQ
: return "==";
3505 case WINED3D_SHADER_REL_OP_GE
: return ">=";
3506 case WINED3D_SHADER_REL_OP_LT
: return "<";
3507 case WINED3D_SHADER_REL_OP_NE
: return "!=";
3508 case WINED3D_SHADER_REL_OP_LE
: return "<=";
3510 FIXME("Unrecognized operator %#x.\n", op
);
3515 static BOOL
shader_glsl_has_core_grad(const struct wined3d_gl_info
*gl_info
)
3517 return shader_glsl_get_version(gl_info
) >= 130 || gl_info
->supported
[EXT_GPU_SHADER4
];
3520 static void shader_glsl_get_coord_size(enum wined3d_shader_resource_type resource_type
,
3521 unsigned int *coord_size
, unsigned int *deriv_size
)
3523 const BOOL is_array
= resource_type
== WINED3D_SHADER_RESOURCE_TEXTURE_1DARRAY
3524 || resource_type
== WINED3D_SHADER_RESOURCE_TEXTURE_2DARRAY
;
3526 *coord_size
= resource_type_info
[resource_type
].coord_size
;
3527 *deriv_size
= *coord_size
;
3532 static void shader_glsl_get_sample_function(const struct wined3d_shader_context
*ctx
,
3533 DWORD resource_idx
, DWORD sampler_idx
, DWORD flags
, struct glsl_sample_function
*sample_function
)
3535 enum wined3d_shader_resource_type resource_type
= ctx
->reg_maps
->resource_info
[resource_idx
].type
;
3536 struct shader_glsl_ctx_priv
*priv
= ctx
->backend_data
;
3537 const struct wined3d_gl_info
*gl_info
= ctx
->gl_info
;
3538 BOOL shadow
= glsl_is_shadow_sampler(ctx
->shader
, priv
->cur_ps_args
, resource_idx
, sampler_idx
);
3539 BOOL projected
= flags
& WINED3D_GLSL_SAMPLE_PROJECTED
;
3540 BOOL texrect
= ctx
->reg_maps
->shader_version
.type
== WINED3D_SHADER_TYPE_PIXEL
3541 && priv
->cur_ps_args
->np2_fixup
& (1u << resource_idx
)
3542 && gl_info
->supported
[ARB_TEXTURE_RECTANGLE
];
3543 BOOL lod
= flags
& WINED3D_GLSL_SAMPLE_LOD
;
3544 BOOL grad
= flags
& WINED3D_GLSL_SAMPLE_GRAD
;
3545 BOOL offset
= flags
& WINED3D_GLSL_SAMPLE_OFFSET
;
3546 const char *base
= "texture", *type_part
= "", *suffix
= "";
3547 unsigned int coord_size
, deriv_size
;
3549 sample_function
->data_type
= ctx
->reg_maps
->resource_info
[resource_idx
].data_type
;
3551 if (resource_type
>= ARRAY_SIZE(resource_type_info
))
3553 ERR("Unexpected resource type %#x.\n", resource_type
);
3554 resource_type
= WINED3D_SHADER_RESOURCE_TEXTURE_2D
;
3557 /* Note that there's no such thing as a projected cube texture. */
3558 if (resource_type
== WINED3D_SHADER_RESOURCE_TEXTURE_CUBE
)
3561 if (needs_legacy_glsl_syntax(gl_info
))
3566 type_part
= resource_type_info
[resource_type
].type_part
;
3567 if (resource_type
== WINED3D_SHADER_RESOURCE_TEXTURE_2D
&& texrect
)
3568 type_part
= "2DRect";
3569 if (!type_part
[0] && resource_type
!= WINED3D_SHADER_RESOURCE_TEXTURE_CUBEARRAY
)
3570 FIXME("Unhandled resource type %#x.\n", resource_type
);
3572 if (!lod
&& grad
&& !shader_glsl_has_core_grad(gl_info
))
3574 if (gl_info
->supported
[ARB_SHADER_TEXTURE_LOD
])
3577 FIXME("Unsupported grad function.\n");
3581 if (flags
& WINED3D_GLSL_SAMPLE_LOAD
)
3583 static const DWORD texel_fetch_flags
= WINED3D_GLSL_SAMPLE_LOAD
| WINED3D_GLSL_SAMPLE_OFFSET
;
3584 if (flags
& ~texel_fetch_flags
)
3585 ERR("Unexpected flags %#x for texelFetch.\n", flags
& ~texel_fetch_flags
);
3587 base
= "texelFetch";
3591 sample_function
->name
= string_buffer_get(priv
->string_buffers
);
3592 string_buffer_sprintf(sample_function
->name
, "%s%s%s%s%s%s", base
, type_part
, projected
? "Proj" : "",
3593 lod
? "Lod" : grad
? "Grad" : "", offset
? "Offset" : "", suffix
);
3595 shader_glsl_get_coord_size(resource_type
, &coord_size
, &deriv_size
);
3598 sample_function
->offset_size
= offset
? deriv_size
: 0;
3599 sample_function
->coord_mask
= (1u << coord_size
) - 1;
3600 sample_function
->deriv_mask
= (1u << deriv_size
) - 1;
3601 sample_function
->output_single_component
= shadow
&& !needs_legacy_glsl_syntax(gl_info
);
3604 static void shader_glsl_release_sample_function(const struct wined3d_shader_context
*ctx
,
3605 struct glsl_sample_function
*sample_function
)
3607 const struct shader_glsl_ctx_priv
*priv
= ctx
->backend_data
;
3609 string_buffer_release(priv
->string_buffers
, sample_function
->name
);
3612 static void shader_glsl_append_fixup_arg(char *arguments
, const char *reg_name
,
3613 BOOL sign_fixup
, enum fixup_channel_source channel_source
)
3615 switch(channel_source
)
3617 case CHANNEL_SOURCE_ZERO
:
3618 strcat(arguments
, "0.0");
3621 case CHANNEL_SOURCE_ONE
:
3622 strcat(arguments
, "1.0");
3625 case CHANNEL_SOURCE_X
:
3626 strcat(arguments
, reg_name
);
3627 strcat(arguments
, ".x");
3630 case CHANNEL_SOURCE_Y
:
3631 strcat(arguments
, reg_name
);
3632 strcat(arguments
, ".y");
3635 case CHANNEL_SOURCE_Z
:
3636 strcat(arguments
, reg_name
);
3637 strcat(arguments
, ".z");
3640 case CHANNEL_SOURCE_W
:
3641 strcat(arguments
, reg_name
);
3642 strcat(arguments
, ".w");
3646 FIXME("Unhandled channel source %#x\n", channel_source
);
3647 strcat(arguments
, "undefined");
3651 if (sign_fixup
) strcat(arguments
, " * 2.0 - 1.0");
3654 static void shader_glsl_color_correction_ext(struct wined3d_string_buffer
*buffer
,
3655 const char *reg_name
, DWORD mask
, struct color_fixup_desc fixup
)
3657 unsigned int mask_size
, remaining
;
3658 DWORD fixup_mask
= 0;
3659 char arguments
[256];
3662 if (fixup
.x_sign_fixup
|| fixup
.x_source
!= CHANNEL_SOURCE_X
) fixup_mask
|= WINED3DSP_WRITEMASK_0
;
3663 if (fixup
.y_sign_fixup
|| fixup
.y_source
!= CHANNEL_SOURCE_Y
) fixup_mask
|= WINED3DSP_WRITEMASK_1
;
3664 if (fixup
.z_sign_fixup
|| fixup
.z_source
!= CHANNEL_SOURCE_Z
) fixup_mask
|= WINED3DSP_WRITEMASK_2
;
3665 if (fixup
.w_sign_fixup
|| fixup
.w_source
!= CHANNEL_SOURCE_W
) fixup_mask
|= WINED3DSP_WRITEMASK_3
;
3666 if (!(mask
&= fixup_mask
))
3669 if (is_complex_fixup(fixup
))
3671 enum complex_fixup complex_fixup
= get_complex_fixup(fixup
);
3672 FIXME("Complex fixup (%#x) not supported\n",complex_fixup
);
3676 shader_glsl_write_mask_to_str(mask
, mask_str
);
3677 mask_size
= shader_glsl_get_write_mask_size(mask
);
3679 arguments
[0] = '\0';
3680 remaining
= mask_size
;
3681 if (mask
& WINED3DSP_WRITEMASK_0
)
3683 shader_glsl_append_fixup_arg(arguments
, reg_name
, fixup
.x_sign_fixup
, fixup
.x_source
);
3684 if (--remaining
) strcat(arguments
, ", ");
3686 if (mask
& WINED3DSP_WRITEMASK_1
)
3688 shader_glsl_append_fixup_arg(arguments
, reg_name
, fixup
.y_sign_fixup
, fixup
.y_source
);
3689 if (--remaining
) strcat(arguments
, ", ");
3691 if (mask
& WINED3DSP_WRITEMASK_2
)
3693 shader_glsl_append_fixup_arg(arguments
, reg_name
, fixup
.z_sign_fixup
, fixup
.z_source
);
3694 if (--remaining
) strcat(arguments
, ", ");
3696 if (mask
& WINED3DSP_WRITEMASK_3
)
3698 shader_glsl_append_fixup_arg(arguments
, reg_name
, fixup
.w_sign_fixup
, fixup
.w_source
);
3699 if (--remaining
) strcat(arguments
, ", ");
3703 shader_addline(buffer
, "%s%s = vec%u(%s);\n", reg_name
, mask_str
, mask_size
, arguments
);
3705 shader_addline(buffer
, "%s%s = %s;\n", reg_name
, mask_str
, arguments
);
3708 static void shader_glsl_color_correction(const struct wined3d_shader_instruction
*ins
, struct color_fixup_desc fixup
)
3713 shader_glsl_get_register_name(&ins
->dst
[0].reg
, ins
->dst
[0].reg
.data_type
, reg_name
, &is_color
, ins
);
3714 shader_glsl_color_correction_ext(ins
->ctx
->buffer
, reg_name
, ins
->dst
[0].write_mask
, fixup
);
3717 static void PRINTF_ATTR(9, 10) shader_glsl_gen_sample_code(const struct wined3d_shader_instruction
*ins
,
3718 unsigned int sampler_bind_idx
, const struct glsl_sample_function
*sample_function
, DWORD swizzle
,
3719 const char *dx
, const char *dy
, const char *bias
, const struct wined3d_shader_texel_offset
*offset
,
3720 const char *coord_reg_fmt
, ...)
3722 const struct wined3d_shader_version
*version
= &ins
->ctx
->reg_maps
->shader_version
;
3723 char dst_swizzle
[6];
3724 struct color_fixup_desc fixup
;
3725 BOOL np2_fixup
= FALSE
;
3729 shader_glsl_swizzle_to_str(swizzle
, FALSE
, ins
->dst
[0].write_mask
, dst_swizzle
);
3731 /* If ARB_texture_swizzle is supported we don't need to do anything here.
3732 * We actually rely on it for vertex shaders and SM4+. */
3733 if (version
->type
== WINED3D_SHADER_TYPE_PIXEL
&& version
->major
< 4)
3735 const struct shader_glsl_ctx_priv
*priv
= ins
->ctx
->backend_data
;
3736 fixup
= priv
->cur_ps_args
->color_fixup
[sampler_bind_idx
];
3738 if (priv
->cur_ps_args
->np2_fixup
& (1u << sampler_bind_idx
))
3743 fixup
= COLOR_FIXUP_IDENTITY
;
3746 shader_glsl_append_dst_ext(ins
->ctx
->buffer
, ins
, &ins
->dst
[0], sample_function
->data_type
);
3748 if (sample_function
->output_single_component
)
3749 shader_addline(ins
->ctx
->buffer
, "vec4(");
3751 shader_addline(ins
->ctx
->buffer
, "%s(%s_sampler%u, ",
3752 sample_function
->name
->buffer
, shader_glsl_get_prefix(version
->type
), sampler_bind_idx
);
3756 va_start(args
, coord_reg_fmt
);
3757 ret
= shader_vaddline(ins
->ctx
->buffer
, coord_reg_fmt
, args
);
3761 if (!string_buffer_resize(ins
->ctx
->buffer
, ret
))
3767 const struct shader_glsl_ctx_priv
*priv
= ins
->ctx
->backend_data
;
3768 const unsigned char idx
= priv
->cur_np2fixup_info
->idx
[sampler_bind_idx
];
3770 switch (shader_glsl_get_write_mask_size(sample_function
->coord_mask
))
3773 shader_addline(ins
->ctx
->buffer
, " * ps_samplerNP2Fixup[%u].%s",
3774 idx
>> 1, (idx
% 2) ? "z" : "x");
3777 shader_addline(ins
->ctx
->buffer
, " * ps_samplerNP2Fixup[%u].%s",
3778 idx
>> 1, (idx
% 2) ? "zw" : "xy");
3781 shader_addline(ins
->ctx
->buffer
, " * vec3(ps_samplerNP2Fixup[%u].%s, 1.0)",
3782 idx
>> 1, (idx
% 2) ? "zw" : "xy");
3785 shader_addline(ins
->ctx
->buffer
, " * vec4(ps_samplerNP2Fixup[%u].%s, 1.0, 1.0)",
3786 idx
>> 1, (idx
% 2) ? "zw" : "xy");
3791 shader_addline(ins
->ctx
->buffer
, ", %s, %s", dx
, dy
);
3793 shader_addline(ins
->ctx
->buffer
, ", %s", bias
);
3794 if (sample_function
->offset_size
)
3796 int offset_immdata
[4] = {offset
->u
, offset
->v
, offset
->w
};
3797 shader_addline(ins
->ctx
->buffer
, ", ");
3798 shader_glsl_append_imm_ivec(ins
->ctx
->buffer
, offset_immdata
, sample_function
->offset_size
);
3800 shader_addline(ins
->ctx
->buffer
, ")");
3802 if (sample_function
->output_single_component
)
3803 shader_addline(ins
->ctx
->buffer
, ")");
3805 shader_addline(ins
->ctx
->buffer
, "%s);\n", dst_swizzle
);
3807 if (!is_identity_fixup(fixup
))
3808 shader_glsl_color_correction(ins
, fixup
);
3811 static void shader_glsl_fixup_position(struct wined3d_string_buffer
*buffer
, BOOL use_viewport_index
)
3813 /* Write the final position.
3815 * OpenGL coordinates specify the center of the pixel while D3D coords
3816 * specify the corner. The offsets are stored in z and w in
3817 * pos_fixup. pos_fixup.y contains 1.0 or -1.0 to turn the rendering
3818 * upside down for offscreen rendering. pos_fixup.x contains 1.0 to allow
3820 if (use_viewport_index
)
3822 shader_addline(buffer
, "gl_Position.y = gl_Position.y * pos_fixup[gl_ViewportIndex].y;\n");
3823 shader_addline(buffer
, "gl_Position.xy += pos_fixup[gl_ViewportIndex].zw * gl_Position.ww;\n");
3827 shader_addline(buffer
, "gl_Position.y = gl_Position.y * pos_fixup.y;\n");
3828 shader_addline(buffer
, "gl_Position.xy += pos_fixup.zw * gl_Position.ww;\n");
3831 /* Z coord [0;1]->[-1;1] mapping, see comment in get_projection_matrix()
3834 * Basically we want (in homogeneous coordinates) z = z * 2 - 1. However,
3835 * shaders are run before the homogeneous divide, so we have to take the w
3836 * into account: z = ((z / w) * 2 - 1) * w, which is the same as
3838 shader_addline(buffer
, "gl_Position.z = gl_Position.z * 2.0 - gl_Position.w;\n");
3841 /*****************************************************************************
3842 * Begin processing individual instruction opcodes
3843 ****************************************************************************/
3845 static void shader_glsl_binop(const struct wined3d_shader_instruction
*ins
)
3847 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
3848 struct glsl_src_param src0_param
;
3849 struct glsl_src_param src1_param
;
3853 /* Determine the GLSL operator to use based on the opcode */
3854 switch (ins
->handler_idx
)
3856 case WINED3DSIH_ADD
: op
= "+"; break;
3857 case WINED3DSIH_AND
: op
= "&"; break;
3858 case WINED3DSIH_DIV
: op
= "/"; break;
3859 case WINED3DSIH_IADD
: op
= "+"; break;
3860 case WINED3DSIH_ISHL
: op
= "<<"; break;
3861 case WINED3DSIH_ISHR
: op
= ">>"; break;
3862 case WINED3DSIH_MUL
: op
= "*"; break;
3863 case WINED3DSIH_OR
: op
= "|"; break;
3864 case WINED3DSIH_SUB
: op
= "-"; break;
3865 case WINED3DSIH_USHR
: op
= ">>"; break;
3866 case WINED3DSIH_XOR
: op
= "^"; break;
3868 op
= "<unhandled operator>";
3869 FIXME("Opcode %s not yet handled in GLSL.\n", debug_d3dshaderinstructionhandler(ins
->handler_idx
));
3873 write_mask
= shader_glsl_append_dst(buffer
, ins
);
3874 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
3875 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
3876 shader_addline(buffer
, "%s %s %s);\n", src0_param
.param_str
, op
, src1_param
.param_str
);
3879 static void shader_glsl_relop(const struct wined3d_shader_instruction
*ins
)
3881 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
3882 struct glsl_src_param src0_param
;
3883 struct glsl_src_param src1_param
;
3884 unsigned int mask_size
;
3888 write_mask
= shader_glsl_append_dst(buffer
, ins
);
3889 mask_size
= shader_glsl_get_write_mask_size(write_mask
);
3890 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
3891 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
3895 switch (ins
->handler_idx
)
3897 case WINED3DSIH_EQ
: op
= "equal"; break;
3898 case WINED3DSIH_IEQ
: op
= "equal"; break;
3899 case WINED3DSIH_GE
: op
= "greaterThanEqual"; break;
3900 case WINED3DSIH_IGE
: op
= "greaterThanEqual"; break;
3901 case WINED3DSIH_UGE
: op
= "greaterThanEqual"; break;
3902 case WINED3DSIH_LT
: op
= "lessThan"; break;
3903 case WINED3DSIH_ILT
: op
= "lessThan"; break;
3904 case WINED3DSIH_ULT
: op
= "lessThan"; break;
3905 case WINED3DSIH_NE
: op
= "notEqual"; break;
3906 case WINED3DSIH_INE
: op
= "notEqual"; break;
3908 op
= "<unhandled operator>";
3909 ERR("Unhandled opcode %#x.\n", ins
->handler_idx
);
3913 shader_addline(buffer
, "uvec%u(%s(%s, %s)) * 0xffffffffu);\n",
3914 mask_size
, op
, src0_param
.param_str
, src1_param
.param_str
);
3918 switch (ins
->handler_idx
)
3920 case WINED3DSIH_EQ
: op
= "=="; break;
3921 case WINED3DSIH_IEQ
: op
= "=="; break;
3922 case WINED3DSIH_GE
: op
= ">="; break;
3923 case WINED3DSIH_IGE
: op
= ">="; break;
3924 case WINED3DSIH_UGE
: op
= ">="; break;
3925 case WINED3DSIH_LT
: op
= "<"; break;
3926 case WINED3DSIH_ILT
: op
= "<"; break;
3927 case WINED3DSIH_ULT
: op
= "<"; break;
3928 case WINED3DSIH_NE
: op
= "!="; break;
3929 case WINED3DSIH_INE
: op
= "!="; break;
3931 op
= "<unhandled operator>";
3932 ERR("Unhandled opcode %#x.\n", ins
->handler_idx
);
3936 shader_addline(buffer
, "%s %s %s ? 0xffffffffu : 0u);\n",
3937 src0_param
.param_str
, op
, src1_param
.param_str
);
3941 static void shader_glsl_unary_op(const struct wined3d_shader_instruction
*ins
)
3943 struct glsl_src_param src_param
;
3947 switch (ins
->handler_idx
)
3949 case WINED3DSIH_INEG
: op
= "-"; break;
3950 case WINED3DSIH_NOT
: op
= "~"; break;
3952 op
= "<unhandled operator>";
3953 ERR("Unhandled opcode %s.\n",
3954 debug_d3dshaderinstructionhandler(ins
->handler_idx
));
3958 write_mask
= shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
3959 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src_param
);
3960 shader_addline(ins
->ctx
->buffer
, "%s%s);\n", op
, src_param
.param_str
);
3963 static void shader_glsl_mul_extended(const struct wined3d_shader_instruction
*ins
)
3965 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
3966 struct glsl_src_param src0_param
;
3967 struct glsl_src_param src1_param
;
3970 /* If we have ARB_gpu_shader5, we can use imulExtended() / umulExtended().
3971 * If not, we can emulate it. */
3972 if (ins
->dst
[0].reg
.type
!= WINED3DSPR_NULL
)
3973 FIXME("64-bit integer multiplies not implemented.\n");
3975 if (ins
->dst
[1].reg
.type
!= WINED3DSPR_NULL
)
3977 write_mask
= shader_glsl_append_dst_ext(buffer
, ins
, &ins
->dst
[1], ins
->dst
[1].reg
.data_type
);
3978 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
3979 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
3981 shader_addline(ins
->ctx
->buffer
, "%s * %s);\n",
3982 src0_param
.param_str
, src1_param
.param_str
);
3986 static void shader_glsl_udiv(const struct wined3d_shader_instruction
*ins
)
3988 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
3989 struct glsl_src_param src0_param
, src1_param
;
3992 if (ins
->dst
[0].reg
.type
!= WINED3DSPR_NULL
)
3994 if (ins
->dst
[1].reg
.type
!= WINED3DSPR_NULL
)
3998 write_mask
= shader_glsl_get_write_mask(&ins
->dst
[0], dst_mask
);
3999 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
4000 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
4001 shader_addline(buffer
, "tmp0%s = uintBitsToFloat(%s / %s);\n",
4002 dst_mask
, src0_param
.param_str
, src1_param
.param_str
);
4004 write_mask
= shader_glsl_append_dst_ext(buffer
, ins
, &ins
->dst
[1], ins
->dst
[1].reg
.data_type
);
4005 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
4006 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
4007 shader_addline(buffer
, "%s %% %s);\n", src0_param
.param_str
, src1_param
.param_str
);
4009 shader_glsl_append_dst_ext(buffer
, ins
, &ins
->dst
[0], WINED3D_DATA_FLOAT
);
4010 shader_addline(buffer
, "tmp0%s);\n", dst_mask
);
4014 write_mask
= shader_glsl_append_dst_ext(buffer
, ins
, &ins
->dst
[0], ins
->dst
[0].reg
.data_type
);
4015 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
4016 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
4017 shader_addline(buffer
, "%s / %s);\n", src0_param
.param_str
, src1_param
.param_str
);
4020 else if (ins
->dst
[1].reg
.type
!= WINED3DSPR_NULL
)
4022 write_mask
= shader_glsl_append_dst_ext(buffer
, ins
, &ins
->dst
[1], ins
->dst
[1].reg
.data_type
);
4023 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
4024 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
4025 shader_addline(buffer
, "%s %% %s);\n", src0_param
.param_str
, src1_param
.param_str
);
4029 /* Process the WINED3DSIO_MOV opcode using GLSL (dst = src) */
4030 static void shader_glsl_mov(const struct wined3d_shader_instruction
*ins
)
4032 const struct wined3d_gl_info
*gl_info
= ins
->ctx
->gl_info
;
4033 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
4034 struct glsl_src_param src0_param
;
4037 write_mask
= shader_glsl_append_dst(buffer
, ins
);
4038 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
4040 /* In vs_1_1 WINED3DSIO_MOV can write to the address register. In later
4041 * shader versions WINED3DSIO_MOVA is used for this. */
4042 if (ins
->ctx
->reg_maps
->shader_version
.major
== 1
4043 && ins
->ctx
->reg_maps
->shader_version
.type
== WINED3D_SHADER_TYPE_VERTEX
4044 && ins
->dst
[0].reg
.type
== WINED3DSPR_ADDR
)
4046 /* This is a simple floor() */
4047 unsigned int mask_size
= shader_glsl_get_write_mask_size(write_mask
);
4048 if (mask_size
> 1) {
4049 shader_addline(buffer
, "ivec%d(floor(%s)));\n", mask_size
, src0_param
.param_str
);
4051 shader_addline(buffer
, "int(floor(%s)));\n", src0_param
.param_str
);
4054 else if (ins
->handler_idx
== WINED3DSIH_MOVA
)
4056 unsigned int mask_size
= shader_glsl_get_write_mask_size(write_mask
);
4058 if (shader_glsl_get_version(gl_info
) >= 130 || gl_info
->supported
[EXT_GPU_SHADER4
])
4061 shader_addline(buffer
, "ivec%d(round(%s)));\n", mask_size
, src0_param
.param_str
);
4063 shader_addline(buffer
, "int(round(%s)));\n", src0_param
.param_str
);
4068 shader_addline(buffer
, "ivec%d(floor(abs(%s) + vec%d(0.5)) * sign(%s)));\n",
4069 mask_size
, src0_param
.param_str
, mask_size
, src0_param
.param_str
);
4071 shader_addline(buffer
, "int(floor(abs(%s) + 0.5) * sign(%s)));\n",
4072 src0_param
.param_str
, src0_param
.param_str
);
4077 shader_addline(buffer
, "%s);\n", src0_param
.param_str
);
4081 /* Process the dot product operators DP3 and DP4 in GLSL (dst = dot(src0, src1)) */
4082 static void shader_glsl_dot(const struct wined3d_shader_instruction
*ins
)
4084 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
4085 struct glsl_src_param src0_param
;
4086 struct glsl_src_param src1_param
;
4087 DWORD dst_write_mask
, src_write_mask
;
4088 unsigned int dst_size
;
4090 dst_write_mask
= shader_glsl_append_dst(buffer
, ins
);
4091 dst_size
= shader_glsl_get_write_mask_size(dst_write_mask
);
4093 /* dp4 works on vec4, dp3 on vec3, etc. */
4094 if (ins
->handler_idx
== WINED3DSIH_DP4
)
4095 src_write_mask
= WINED3DSP_WRITEMASK_ALL
;
4096 else if (ins
->handler_idx
== WINED3DSIH_DP3
)
4097 src_write_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
4099 src_write_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
;
4101 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_write_mask
, &src0_param
);
4102 shader_glsl_add_src_param(ins
, &ins
->src
[1], src_write_mask
, &src1_param
);
4105 shader_addline(buffer
, "vec%d(dot(%s, %s)));\n", dst_size
, src0_param
.param_str
, src1_param
.param_str
);
4107 shader_addline(buffer
, "dot(%s, %s));\n", src0_param
.param_str
, src1_param
.param_str
);
4111 /* Note that this instruction has some restrictions. The destination write mask
4112 * can't contain the w component, and the source swizzles have to be .xyzw */
4113 static void shader_glsl_cross(const struct wined3d_shader_instruction
*ins
)
4115 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
4116 struct glsl_src_param src0_param
;
4117 struct glsl_src_param src1_param
;
4120 shader_glsl_get_write_mask(&ins
->dst
[0], dst_mask
);
4121 shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
4122 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_mask
, &src0_param
);
4123 shader_glsl_add_src_param(ins
, &ins
->src
[1], src_mask
, &src1_param
);
4124 shader_addline(ins
->ctx
->buffer
, "cross(%s, %s)%s);\n", src0_param
.param_str
, src1_param
.param_str
, dst_mask
);
4127 static void shader_glsl_cut(const struct wined3d_shader_instruction
*ins
)
4129 unsigned int stream
= ins
->handler_idx
== WINED3DSIH_CUT
? 0 : ins
->src
[0].reg
.idx
[0].offset
;
4132 shader_addline(ins
->ctx
->buffer
, "EndPrimitive();\n");
4134 FIXME("Unhandled primitive stream %u.\n", stream
);
4137 /* Process the WINED3DSIO_POW instruction in GLSL (dst = |src0|^src1)
4138 * Src0 and src1 are scalars. Note that D3D uses the absolute of src0, while
4139 * GLSL uses the value as-is. */
4140 static void shader_glsl_pow(const struct wined3d_shader_instruction
*ins
)
4142 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
4143 struct glsl_src_param src0_param
;
4144 struct glsl_src_param src1_param
;
4145 DWORD dst_write_mask
;
4146 unsigned int dst_size
;
4148 dst_write_mask
= shader_glsl_append_dst(buffer
, ins
);
4149 dst_size
= shader_glsl_get_write_mask_size(dst_write_mask
);
4151 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
, &src0_param
);
4152 shader_glsl_add_src_param(ins
, &ins
->src
[1], WINED3DSP_WRITEMASK_0
, &src1_param
);
4156 shader_addline(buffer
, "vec%u(%s == 0.0 ? 1.0 : pow(abs(%s), %s)));\n",
4157 dst_size
, src1_param
.param_str
, src0_param
.param_str
, src1_param
.param_str
);
4161 shader_addline(buffer
, "%s == 0.0 ? 1.0 : pow(abs(%s), %s));\n",
4162 src1_param
.param_str
, src0_param
.param_str
, src1_param
.param_str
);
4166 /* Map the opcode 1-to-1 to the GL code (arg->dst = instruction(src0, src1, ...) */
4167 static void shader_glsl_map2gl(const struct wined3d_shader_instruction
*ins
)
4169 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
4170 struct glsl_src_param src_param
;
4171 const char *instruction
;
4175 /* Determine the GLSL function to use based on the opcode */
4176 /* TODO: Possibly make this a table for faster lookups */
4177 switch (ins
->handler_idx
)
4179 case WINED3DSIH_ABS
: instruction
= "abs"; break;
4180 case WINED3DSIH_BFREV
: instruction
= "bitfieldReverse"; break;
4181 case WINED3DSIH_COUNTBITS
: instruction
= "bitCount"; break;
4182 case WINED3DSIH_DSX
: instruction
= "dFdx"; break;
4183 case WINED3DSIH_DSX_COARSE
: instruction
= "dFdxCoarse"; break;
4184 case WINED3DSIH_DSX_FINE
: instruction
= "dFdxFine"; break;
4185 case WINED3DSIH_DSY
: instruction
= "ycorrection.y * dFdy"; break;
4186 case WINED3DSIH_DSY_COARSE
: instruction
= "ycorrection.y * dFdyCoarse"; break;
4187 case WINED3DSIH_DSY_FINE
: instruction
= "ycorrection.y * dFdyFine"; break;
4188 case WINED3DSIH_FIRSTBIT_HI
: instruction
= "findMSB"; break;
4189 case WINED3DSIH_FIRSTBIT_LO
: instruction
= "findLSB"; break;
4190 case WINED3DSIH_FIRSTBIT_SHI
: instruction
= "findMSB"; break;
4191 case WINED3DSIH_FRC
: instruction
= "fract"; break;
4192 case WINED3DSIH_IMAX
: instruction
= "max"; break;
4193 case WINED3DSIH_IMIN
: instruction
= "min"; break;
4194 case WINED3DSIH_MAX
: instruction
= "max"; break;
4195 case WINED3DSIH_MIN
: instruction
= "min"; break;
4196 case WINED3DSIH_ROUND_NE
: instruction
= "roundEven"; break;
4197 case WINED3DSIH_ROUND_NI
: instruction
= "floor"; break;
4198 case WINED3DSIH_ROUND_PI
: instruction
= "ceil"; break;
4199 case WINED3DSIH_ROUND_Z
: instruction
= "trunc"; break;
4200 case WINED3DSIH_SQRT
: instruction
= "sqrt"; break;
4201 case WINED3DSIH_UMAX
: instruction
= "max"; break;
4202 case WINED3DSIH_UMIN
: instruction
= "min"; break;
4203 default: instruction
= "";
4204 ERR("Opcode %s not yet handled in GLSL.\n", debug_d3dshaderinstructionhandler(ins
->handler_idx
));
4208 write_mask
= shader_glsl_append_dst(buffer
, ins
);
4210 /* In D3D bits are numbered from the most significant bit. */
4211 if (ins
->handler_idx
== WINED3DSIH_FIRSTBIT_HI
|| ins
->handler_idx
== WINED3DSIH_FIRSTBIT_SHI
)
4212 shader_addline(buffer
, "31 - ");
4213 shader_addline(buffer
, "%s(", instruction
);
4217 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src_param
);
4218 shader_addline(buffer
, "%s", src_param
.param_str
);
4219 for (i
= 1; i
< ins
->src_count
; ++i
)
4221 shader_glsl_add_src_param(ins
, &ins
->src
[i
], write_mask
, &src_param
);
4222 shader_addline(buffer
, ", %s", src_param
.param_str
);
4226 shader_addline(buffer
, "));\n");
4229 static void shader_glsl_float16(const struct wined3d_shader_instruction
*ins
)
4231 struct wined3d_shader_dst_param dst
;
4232 struct glsl_src_param src
;
4237 fmt
= ins
->handler_idx
== WINED3DSIH_F16TOF32
4238 ? "unpackHalf2x16(%s).x);\n" : "packHalf2x16(vec2(%s, 0.0)));\n";
4241 for (i
= 0; i
< 4; ++i
)
4243 dst
.write_mask
= ins
->dst
[0].write_mask
& (WINED3DSP_WRITEMASK_0
<< i
);
4244 if (!(write_mask
= shader_glsl_append_dst_ext(ins
->ctx
->buffer
, ins
,
4245 &dst
, dst
.reg
.data_type
)))
4248 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src
);
4249 shader_addline(ins
->ctx
->buffer
, fmt
, src
.param_str
);
4253 static void shader_glsl_bitwise_op(const struct wined3d_shader_instruction
*ins
)
4255 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
4256 struct wined3d_shader_dst_param dst
;
4257 struct glsl_src_param src
[4];
4258 const char *instruction
;
4259 BOOL tmp_dst
= FALSE
;
4264 switch (ins
->handler_idx
)
4266 case WINED3DSIH_BFI
: instruction
= "bitfieldInsert"; break;
4267 case WINED3DSIH_IBFE
: instruction
= "bitfieldExtract"; break;
4268 case WINED3DSIH_UBFE
: instruction
= "bitfieldExtract"; break;
4270 ERR("Unhandled opcode %#x.\n", ins
->handler_idx
);
4274 for (i
= 0; i
< ins
->src_count
; ++i
)
4276 if (ins
->dst
[0].reg
.idx
[0].offset
== ins
->src
[i
].reg
.idx
[0].offset
4277 && ins
->dst
[0].reg
.type
== ins
->src
[i
].reg
.type
)
4282 for (i
= 0; i
< 4; ++i
)
4284 dst
.write_mask
= ins
->dst
[0].write_mask
& (WINED3DSP_WRITEMASK_0
<< i
);
4285 if (tmp_dst
&& (write_mask
= shader_glsl_get_write_mask(&dst
, mask_char
)))
4286 shader_addline(buffer
, "tmp0%s = %sBitsToFloat(", mask_char
,
4287 dst
.reg
.data_type
== WINED3D_DATA_INT
? "int" : "uint");
4288 else if (!(write_mask
= shader_glsl_append_dst_ext(buffer
, ins
, &dst
, dst
.reg
.data_type
)))
4291 for (j
= 0; j
< ins
->src_count
; ++j
)
4292 shader_glsl_add_src_param(ins
, &ins
->src
[j
], write_mask
, &src
[j
]);
4293 shader_addline(buffer
, "%s(", instruction
);
4294 for (j
= 0; j
< ins
->src_count
- 2; ++j
)
4295 shader_addline(buffer
, "%s, ", src
[ins
->src_count
- j
- 1].param_str
);
4296 shader_addline(buffer
, "%s & 0x1f, %s & 0x1f));\n", src
[1].param_str
, src
[0].param_str
);
4301 shader_glsl_append_dst_ext(buffer
, ins
, &ins
->dst
[0], WINED3D_DATA_FLOAT
);
4302 shader_glsl_get_write_mask(&ins
->dst
[0], mask_char
);
4303 shader_addline(buffer
, "tmp0%s);\n", mask_char
);
4307 static void shader_glsl_nop(const struct wined3d_shader_instruction
*ins
) {}
4309 static void shader_glsl_nrm(const struct wined3d_shader_instruction
*ins
)
4311 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
4312 struct glsl_src_param src_param
;
4313 unsigned int mask_size
;
4317 write_mask
= shader_glsl_get_write_mask(ins
->dst
, dst_mask
);
4318 mask_size
= shader_glsl_get_write_mask_size(write_mask
);
4319 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src_param
);
4321 shader_addline(buffer
, "tmp0.x = dot(%s, %s);\n",
4322 src_param
.param_str
, src_param
.param_str
);
4323 shader_glsl_append_dst(buffer
, ins
);
4327 shader_addline(buffer
, "tmp0.x == 0.0 ? vec%u(0.0) : (%s * inversesqrt(tmp0.x)));\n",
4328 mask_size
, src_param
.param_str
);
4332 shader_addline(buffer
, "tmp0.x == 0.0 ? 0.0 : (%s * inversesqrt(tmp0.x)));\n",
4333 src_param
.param_str
);
4337 static void shader_glsl_scalar_op(const struct wined3d_shader_instruction
*ins
)
4339 DWORD shader_version
= WINED3D_SHADER_VERSION(ins
->ctx
->reg_maps
->shader_version
.major
,
4340 ins
->ctx
->reg_maps
->shader_version
.minor
);
4341 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
4342 struct glsl_src_param src0_param
;
4343 const char *prefix
, *suffix
;
4344 unsigned int dst_size
;
4345 DWORD dst_write_mask
;
4347 dst_write_mask
= shader_glsl_append_dst(buffer
, ins
);
4348 dst_size
= shader_glsl_get_write_mask_size(dst_write_mask
);
4350 if (shader_version
< WINED3D_SHADER_VERSION(4, 0))
4351 dst_write_mask
= WINED3DSP_WRITEMASK_3
;
4353 shader_glsl_add_src_param(ins
, &ins
->src
[0], dst_write_mask
, &src0_param
);
4355 switch (ins
->handler_idx
)
4357 case WINED3DSIH_EXP
:
4358 case WINED3DSIH_EXPP
:
4363 case WINED3DSIH_LOG
:
4364 case WINED3DSIH_LOGP
:
4365 prefix
= "log2(abs(";
4369 case WINED3DSIH_RCP
:
4374 case WINED3DSIH_RSQ
:
4375 prefix
= "inversesqrt(abs(";
4382 FIXME("Unhandled instruction %#x.\n", ins
->handler_idx
);
4386 if (dst_size
> 1 && shader_version
< WINED3D_SHADER_VERSION(4, 0))
4387 shader_addline(buffer
, "vec%u(%s%s%s));\n", dst_size
, prefix
, src0_param
.param_str
, suffix
);
4389 shader_addline(buffer
, "%s%s%s);\n", prefix
, src0_param
.param_str
, suffix
);
4392 /** Process the WINED3DSIO_EXPP instruction in GLSL:
4393 * For shader model 1.x, do the following (and honor the writemask, so use a temporary variable):
4394 * dst.x = 2^(floor(src))
4395 * dst.y = src - floor(src)
4396 * dst.z = 2^src (partial precision is allowed, but optional)
4398 * For 2.0 shaders, just do this (honoring writemask and swizzle):
4399 * dst = 2^src; (partial precision is allowed, but optional)
4401 static void shader_glsl_expp(const struct wined3d_shader_instruction
*ins
)
4403 if (ins
->ctx
->reg_maps
->shader_version
.major
< 2)
4405 struct glsl_src_param src_param
;
4408 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_3
, &src_param
);
4410 shader_addline(ins
->ctx
->buffer
, "tmp0.x = exp2(floor(%s));\n", src_param
.param_str
);
4411 shader_addline(ins
->ctx
->buffer
, "tmp0.y = %s - floor(%s);\n", src_param
.param_str
, src_param
.param_str
);
4412 shader_addline(ins
->ctx
->buffer
, "tmp0.z = exp2(%s);\n", src_param
.param_str
);
4413 shader_addline(ins
->ctx
->buffer
, "tmp0.w = 1.0;\n");
4415 shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
4416 shader_glsl_get_write_mask(&ins
->dst
[0], dst_mask
);
4417 shader_addline(ins
->ctx
->buffer
, "tmp0%s);\n", dst_mask
);
4421 shader_glsl_scalar_op(ins
);
4424 static void shader_glsl_cast(const struct wined3d_shader_instruction
*ins
,
4425 const char *vector_constructor
, const char *scalar_constructor
)
4427 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
4428 struct glsl_src_param src_param
;
4429 unsigned int mask_size
;
4432 write_mask
= shader_glsl_append_dst(buffer
, ins
);
4433 mask_size
= shader_glsl_get_write_mask_size(write_mask
);
4434 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src_param
);
4437 shader_addline(buffer
, "%s%u(%s));\n", vector_constructor
, mask_size
, src_param
.param_str
);
4439 shader_addline(buffer
, "%s(%s));\n", scalar_constructor
, src_param
.param_str
);
4442 static void shader_glsl_to_int(const struct wined3d_shader_instruction
*ins
)
4444 shader_glsl_cast(ins
, "ivec", "int");
4447 static void shader_glsl_to_uint(const struct wined3d_shader_instruction
*ins
)
4449 shader_glsl_cast(ins
, "uvec", "uint");
4452 static void shader_glsl_to_float(const struct wined3d_shader_instruction
*ins
)
4454 shader_glsl_cast(ins
, "vec", "float");
4457 /** Process signed comparison opcodes in GLSL. */
4458 static void shader_glsl_compare(const struct wined3d_shader_instruction
*ins
)
4460 struct glsl_src_param src0_param
;
4461 struct glsl_src_param src1_param
;
4463 unsigned int mask_size
;
4465 write_mask
= shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
4466 mask_size
= shader_glsl_get_write_mask_size(write_mask
);
4467 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
4468 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
4470 if (mask_size
> 1) {
4471 const char *compare
;
4473 switch(ins
->handler_idx
)
4475 case WINED3DSIH_SLT
: compare
= "lessThan"; break;
4476 case WINED3DSIH_SGE
: compare
= "greaterThanEqual"; break;
4477 default: compare
= "";
4478 FIXME("Can't handle opcode %s.\n", debug_d3dshaderinstructionhandler(ins
->handler_idx
));
4481 shader_addline(ins
->ctx
->buffer
, "vec%d(%s(%s, %s)));\n", mask_size
, compare
,
4482 src0_param
.param_str
, src1_param
.param_str
);
4484 switch(ins
->handler_idx
)
4486 case WINED3DSIH_SLT
:
4487 /* Step(src0, src1) is not suitable here because if src0 == src1 SLT is supposed,
4488 * to return 0.0 but step returns 1.0 because step is not < x
4489 * An alternative is a bvec compare padded with an unused second component.
4490 * step(src1 * -1.0, src0 * -1.0) is not an option because it suffers from the same
4491 * issue. Playing with not() is not possible either because not() does not accept
4494 shader_addline(ins
->ctx
->buffer
, "(%s < %s) ? 1.0 : 0.0);\n",
4495 src0_param
.param_str
, src1_param
.param_str
);
4497 case WINED3DSIH_SGE
:
4498 /* Here we can use the step() function and safe a conditional */
4499 shader_addline(ins
->ctx
->buffer
, "step(%s, %s));\n", src1_param
.param_str
, src0_param
.param_str
);
4502 FIXME("Can't handle opcode %s.\n", debug_d3dshaderinstructionhandler(ins
->handler_idx
));
4508 static void shader_glsl_swapc(const struct wined3d_shader_instruction
*ins
)
4510 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
4511 struct wined3d_shader_dst_param dst
[2];
4512 struct glsl_src_param src
[3];
4513 unsigned int i
, j
, k
;
4518 for (i
= 0; i
< ins
->dst_count
; ++i
)
4521 for (j
= 0; j
< ins
->src_count
; ++j
)
4523 if (ins
->dst
[i
].reg
.idx
[0].offset
== ins
->src
[j
].reg
.idx
[0].offset
4524 && ins
->dst
[i
].reg
.type
== ins
->src
[j
].reg
.type
)
4529 dst
[0] = ins
->dst
[0];
4530 dst
[1] = ins
->dst
[1];
4531 for (i
= 0; i
< 4; ++i
)
4533 for (j
= 0; j
< ARRAY_SIZE(dst
); ++j
)
4535 dst
[j
].write_mask
= ins
->dst
[j
].write_mask
& (WINED3DSP_WRITEMASK_0
<< i
);
4536 if (tmp_dst
[j
] && (write_mask
= shader_glsl_get_write_mask(&dst
[j
], mask_char
)))
4537 shader_addline(buffer
, "tmp%u%s = (", j
, mask_char
);
4538 else if (!(write_mask
= shader_glsl_append_dst_ext(buffer
, ins
, &dst
[j
], dst
[j
].reg
.data_type
)))
4541 for (k
= 0; k
< ARRAY_SIZE(src
); ++k
)
4542 shader_glsl_add_src_param(ins
, &ins
->src
[k
], write_mask
, &src
[k
]);
4544 shader_addline(buffer
, "%sbool(%s) ? %s : %s);\n", !j
? "!" : "",
4545 src
[0].param_str
, src
[1].param_str
, src
[2].param_str
);
4549 for (i
= 0; i
< ARRAY_SIZE(tmp_dst
); ++i
)
4553 shader_glsl_get_write_mask(&ins
->dst
[i
], mask_char
);
4554 shader_glsl_append_dst_ext(buffer
, ins
, &ins
->dst
[i
], ins
->dst
[i
].reg
.data_type
);
4555 shader_addline(buffer
, "tmp%u%s);\n", i
, mask_char
);
4560 static void shader_glsl_conditional_move(const struct wined3d_shader_instruction
*ins
)
4562 const char *condition_prefix
, *condition_suffix
;
4563 struct wined3d_shader_dst_param dst
;
4564 struct glsl_src_param src0_param
;
4565 struct glsl_src_param src1_param
;
4566 struct glsl_src_param src2_param
;
4567 BOOL temp_destination
= FALSE
;
4568 DWORD cmp_channel
= 0;
4573 switch (ins
->handler_idx
)
4575 case WINED3DSIH_CMP
:
4576 condition_prefix
= "";
4577 condition_suffix
= " >= 0.0";
4580 case WINED3DSIH_CND
:
4581 condition_prefix
= "";
4582 condition_suffix
= " > 0.5";
4585 case WINED3DSIH_MOVC
:
4586 condition_prefix
= "bool(";
4587 condition_suffix
= ")";
4591 FIXME("Unhandled instruction %#x.\n", ins
->handler_idx
);
4592 condition_prefix
= "<unhandled prefix>";
4593 condition_suffix
= "<unhandled suffix>";
4597 if (shader_is_scalar(&ins
->dst
[0].reg
) || shader_is_scalar(&ins
->src
[0].reg
))
4599 write_mask
= shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
4600 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
4601 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
4602 shader_glsl_add_src_param(ins
, &ins
->src
[2], write_mask
, &src2_param
);
4604 shader_addline(ins
->ctx
->buffer
, "%s%s%s ? %s : %s);\n",
4605 condition_prefix
, src0_param
.param_str
, condition_suffix
,
4606 src1_param
.param_str
, src2_param
.param_str
);
4612 /* Splitting the instruction up in multiple lines imposes a problem:
4613 * The first lines may overwrite source parameters of the following lines.
4614 * Deal with that by using a temporary destination register if needed. */
4615 if ((ins
->src
[0].reg
.idx
[0].offset
== dst
.reg
.idx
[0].offset
4616 && ins
->src
[0].reg
.type
== dst
.reg
.type
)
4617 || (ins
->src
[1].reg
.idx
[0].offset
== dst
.reg
.idx
[0].offset
4618 && ins
->src
[1].reg
.type
== dst
.reg
.type
)
4619 || (ins
->src
[2].reg
.idx
[0].offset
== dst
.reg
.idx
[0].offset
4620 && ins
->src
[2].reg
.type
== dst
.reg
.type
))
4621 temp_destination
= TRUE
;
4623 /* Cycle through all source0 channels. */
4624 for (i
= 0; i
< 4; ++i
)
4627 /* Find the destination channels which use the current source0 channel. */
4628 for (j
= 0; j
< 4; ++j
)
4630 if (shader_glsl_swizzle_get_component(ins
->src
[0].swizzle
, j
) == i
)
4632 write_mask
|= WINED3DSP_WRITEMASK_0
<< j
;
4633 cmp_channel
= WINED3DSP_WRITEMASK_0
<< j
;
4636 dst
.write_mask
= ins
->dst
[0].write_mask
& write_mask
;
4638 if (temp_destination
)
4640 if (!(write_mask
= shader_glsl_get_write_mask(&dst
, mask_char
)))
4642 shader_addline(ins
->ctx
->buffer
, "tmp0%s = (", mask_char
);
4644 else if (!(write_mask
= shader_glsl_append_dst_ext(ins
->ctx
->buffer
, ins
, &dst
, dst
.reg
.data_type
)))
4647 shader_glsl_add_src_param(ins
, &ins
->src
[0], cmp_channel
, &src0_param
);
4648 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
4649 shader_glsl_add_src_param(ins
, &ins
->src
[2], write_mask
, &src2_param
);
4651 shader_addline(ins
->ctx
->buffer
, "%s%s%s ? %s : %s);\n",
4652 condition_prefix
, src0_param
.param_str
, condition_suffix
,
4653 src1_param
.param_str
, src2_param
.param_str
);
4656 if (temp_destination
)
4658 shader_glsl_get_write_mask(&ins
->dst
[0], mask_char
);
4659 shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
4660 shader_addline(ins
->ctx
->buffer
, "tmp0%s);\n", mask_char
);
4664 /** Process the CND opcode in GLSL (dst = (src0 > 0.5) ? src1 : src2) */
4665 /* For ps 1.1-1.3, only a single component of src0 is used. For ps 1.4
4666 * the compare is done per component of src0. */
4667 static void shader_glsl_cnd(const struct wined3d_shader_instruction
*ins
)
4669 struct glsl_src_param src0_param
;
4670 struct glsl_src_param src1_param
;
4671 struct glsl_src_param src2_param
;
4673 DWORD shader_version
= WINED3D_SHADER_VERSION(ins
->ctx
->reg_maps
->shader_version
.major
,
4674 ins
->ctx
->reg_maps
->shader_version
.minor
);
4676 if (shader_version
< WINED3D_SHADER_VERSION(1, 4))
4678 write_mask
= shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
4679 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
, &src0_param
);
4680 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
4681 shader_glsl_add_src_param(ins
, &ins
->src
[2], write_mask
, &src2_param
);
4683 if (ins
->coissue
&& ins
->dst
->write_mask
!= WINED3DSP_WRITEMASK_3
)
4684 shader_addline(ins
->ctx
->buffer
, "%s /* COISSUE! */);\n", src1_param
.param_str
);
4686 shader_addline(ins
->ctx
->buffer
, "%s > 0.5 ? %s : %s);\n",
4687 src0_param
.param_str
, src1_param
.param_str
, src2_param
.param_str
);
4691 shader_glsl_conditional_move(ins
);
4694 /** GLSL code generation for WINED3DSIO_MAD: Multiply the first 2 opcodes, then add the last */
4695 static void shader_glsl_mad(const struct wined3d_shader_instruction
*ins
)
4697 struct glsl_src_param src0_param
;
4698 struct glsl_src_param src1_param
;
4699 struct glsl_src_param src2_param
;
4702 write_mask
= shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
4703 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
4704 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
4705 shader_glsl_add_src_param(ins
, &ins
->src
[2], write_mask
, &src2_param
);
4706 shader_addline(ins
->ctx
->buffer
, "(%s * %s) + %s);\n",
4707 src0_param
.param_str
, src1_param
.param_str
, src2_param
.param_str
);
4710 /* Handles transforming all WINED3DSIO_M?x? opcodes for
4711 Vertex shaders to GLSL codes */
4712 static void shader_glsl_mnxn(const struct wined3d_shader_instruction
*ins
)
4715 int nComponents
= 0;
4716 struct wined3d_shader_dst_param tmp_dst
= {{0}};
4717 struct wined3d_shader_src_param tmp_src
[2] = {{{0}}};
4718 struct wined3d_shader_instruction tmp_ins
;
4720 memset(&tmp_ins
, 0, sizeof(tmp_ins
));
4722 /* Set constants for the temporary argument */
4723 tmp_ins
.ctx
= ins
->ctx
;
4724 tmp_ins
.dst_count
= 1;
4725 tmp_ins
.dst
= &tmp_dst
;
4726 tmp_ins
.src_count
= 2;
4727 tmp_ins
.src
= tmp_src
;
4729 switch(ins
->handler_idx
)
4731 case WINED3DSIH_M4x4
:
4733 tmp_ins
.handler_idx
= WINED3DSIH_DP4
;
4735 case WINED3DSIH_M4x3
:
4737 tmp_ins
.handler_idx
= WINED3DSIH_DP4
;
4739 case WINED3DSIH_M3x4
:
4741 tmp_ins
.handler_idx
= WINED3DSIH_DP3
;
4743 case WINED3DSIH_M3x3
:
4745 tmp_ins
.handler_idx
= WINED3DSIH_DP3
;
4747 case WINED3DSIH_M3x2
:
4749 tmp_ins
.handler_idx
= WINED3DSIH_DP3
;
4755 tmp_dst
= ins
->dst
[0];
4756 tmp_src
[0] = ins
->src
[0];
4757 tmp_src
[1] = ins
->src
[1];
4758 for (i
= 0; i
< nComponents
; ++i
)
4760 tmp_dst
.write_mask
= WINED3DSP_WRITEMASK_0
<< i
;
4761 shader_glsl_dot(&tmp_ins
);
4762 ++tmp_src
[1].reg
.idx
[0].offset
;
4767 The LRP instruction performs a component-wise linear interpolation
4768 between the second and third operands using the first operand as the
4769 blend factor. Equation: (dst = src2 + src0 * (src1 - src2))
4770 This is equivalent to mix(src2, src1, src0);
4772 static void shader_glsl_lrp(const struct wined3d_shader_instruction
*ins
)
4774 struct glsl_src_param src0_param
;
4775 struct glsl_src_param src1_param
;
4776 struct glsl_src_param src2_param
;
4779 write_mask
= shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
4781 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
4782 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
4783 shader_glsl_add_src_param(ins
, &ins
->src
[2], write_mask
, &src2_param
);
4785 shader_addline(ins
->ctx
->buffer
, "mix(%s, %s, %s));\n",
4786 src2_param
.param_str
, src1_param
.param_str
, src0_param
.param_str
);
4789 /** Process the WINED3DSIO_LIT instruction in GLSL:
4790 * dst.x = dst.w = 1.0
4791 * dst.y = (src0.x > 0) ? src0.x
4792 * dst.z = (src0.x > 0) ? ((src0.y > 0) ? pow(src0.y, src.w) : 0) : 0
4793 * where src.w is clamped at +- 128
4795 static void shader_glsl_lit(const struct wined3d_shader_instruction
*ins
)
4797 struct glsl_src_param src0_param
;
4798 struct glsl_src_param src1_param
;
4799 struct glsl_src_param src3_param
;
4802 shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
4803 shader_glsl_get_write_mask(&ins
->dst
[0], dst_mask
);
4805 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
, &src0_param
);
4806 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_1
, &src1_param
);
4807 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_3
, &src3_param
);
4809 /* The sdk specifies the instruction like this
4811 * if(src.x > 0.0) dst.y = src.x
4813 * if(src.x > 0.0 && src.y > 0.0) dst.z = pow(src.y, power);
4816 * (where power = src.w clamped between -128 and 128)
4818 * Obviously that has quite a few conditionals in it which we don't like. So the first step is this:
4819 * dst.x = 1.0 ... No further explanation needed
4820 * dst.y = max(src.y, 0.0); ... If x < 0.0, use 0.0, otherwise x. Same as the conditional
4821 * dst.z = x > 0.0 ? pow(max(y, 0.0), p) : 0; ... 0 ^ power is 0, and otherwise we use y anyway
4822 * dst.w = 1.0. ... Nothing fancy.
4824 * So we still have one conditional in there. So do this:
4825 * dst.z = pow(max(0.0, src.y) * step(0.0, src.x), power);
4827 * 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),
4828 * 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.
4829 * if both x and y are > 0, we get pow(y * 1.0, power), as it is supposed to.
4831 * Unfortunately pow(0.0 ^ 0.0) returns NaN on most GPUs, but lit with src.y = 0 and src.w = 0 returns
4832 * a non-NaN value in dst.z. What we return doesn't matter, as long as it is not NaN. Return 0, which is
4833 * what all Windows HW drivers and GL_ARB_vertex_program's LIT do.
4835 shader_addline(ins
->ctx
->buffer
,
4836 "vec4(1.0, max(%s, 0.0), %s == 0.0 ? 0.0 : "
4837 "pow(max(0.0, %s) * step(0.0, %s), clamp(%s, -128.0, 128.0)), 1.0)%s);\n",
4838 src0_param
.param_str
, src3_param
.param_str
, src1_param
.param_str
,
4839 src0_param
.param_str
, src3_param
.param_str
, dst_mask
);
4842 /** Process the WINED3DSIO_DST instruction in GLSL:
4844 * dst.y = src0.x * src0.y
4848 static void shader_glsl_dst(const struct wined3d_shader_instruction
*ins
)
4850 struct glsl_src_param src0y_param
;
4851 struct glsl_src_param src0z_param
;
4852 struct glsl_src_param src1y_param
;
4853 struct glsl_src_param src1w_param
;
4856 shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
4857 shader_glsl_get_write_mask(&ins
->dst
[0], dst_mask
);
4859 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_1
, &src0y_param
);
4860 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_2
, &src0z_param
);
4861 shader_glsl_add_src_param(ins
, &ins
->src
[1], WINED3DSP_WRITEMASK_1
, &src1y_param
);
4862 shader_glsl_add_src_param(ins
, &ins
->src
[1], WINED3DSP_WRITEMASK_3
, &src1w_param
);
4864 shader_addline(ins
->ctx
->buffer
, "vec4(1.0, %s * %s, %s, %s))%s;\n",
4865 src0y_param
.param_str
, src1y_param
.param_str
, src0z_param
.param_str
, src1w_param
.param_str
, dst_mask
);
4868 /** Process the WINED3DSIO_SINCOS instruction in GLSL:
4869 * VS 2.0 requires that specific cosine and sine constants be passed to this instruction so the hardware
4870 * can handle it. But, these functions are built-in for GLSL, so we can just ignore the last 2 params.
4872 * dst.x = cos(src0.?)
4873 * dst.y = sin(src0.?)
4877 static void shader_glsl_sincos(const struct wined3d_shader_instruction
*ins
)
4879 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
4880 struct glsl_src_param src0_param
;
4883 if (ins
->ctx
->reg_maps
->shader_version
.major
< 4)
4885 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
, &src0_param
);
4887 write_mask
= shader_glsl_append_dst(buffer
, ins
);
4890 case WINED3DSP_WRITEMASK_0
:
4891 shader_addline(buffer
, "cos(%s));\n", src0_param
.param_str
);
4894 case WINED3DSP_WRITEMASK_1
:
4895 shader_addline(buffer
, "sin(%s));\n", src0_param
.param_str
);
4898 case (WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
):
4899 shader_addline(buffer
, "vec2(cos(%s), sin(%s)));\n",
4900 src0_param
.param_str
, src0_param
.param_str
);
4904 ERR("Write mask should be .x, .y or .xy\n");
4911 if (ins
->dst
[0].reg
.type
!= WINED3DSPR_NULL
)
4914 if (ins
->dst
[1].reg
.type
!= WINED3DSPR_NULL
)
4918 write_mask
= shader_glsl_get_write_mask(&ins
->dst
[0], dst_mask
);
4919 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
4920 shader_addline(buffer
, "tmp0%s = sin(%s);\n", dst_mask
, src0_param
.param_str
);
4922 write_mask
= shader_glsl_append_dst_ext(buffer
, ins
, &ins
->dst
[1], ins
->dst
[1].reg
.data_type
);
4923 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
4924 shader_addline(buffer
, "cos(%s));\n", src0_param
.param_str
);
4926 shader_glsl_append_dst_ext(buffer
, ins
, &ins
->dst
[0], ins
->dst
[0].reg
.data_type
);
4927 shader_addline(buffer
, "tmp0%s);\n", dst_mask
);
4931 write_mask
= shader_glsl_append_dst_ext(buffer
, ins
, &ins
->dst
[0], ins
->dst
[0].reg
.data_type
);
4932 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
4933 shader_addline(buffer
, "sin(%s));\n", src0_param
.param_str
);
4936 else if (ins
->dst
[1].reg
.type
!= WINED3DSPR_NULL
)
4938 write_mask
= shader_glsl_append_dst_ext(buffer
, ins
, &ins
->dst
[1], ins
->dst
[1].reg
.data_type
);
4939 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
4940 shader_addline(buffer
, "cos(%s));\n", src0_param
.param_str
);
4944 /* sgn in vs_2_0 has 2 extra parameters(registers for temporary storage) which we don't use
4945 * here. But those extra parameters require a dedicated function for sgn, since map2gl would
4946 * generate invalid code
4948 static void shader_glsl_sgn(const struct wined3d_shader_instruction
*ins
)
4950 struct glsl_src_param src0_param
;
4953 write_mask
= shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
4954 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
4956 shader_addline(ins
->ctx
->buffer
, "sign(%s));\n", src0_param
.param_str
);
4959 /** Process the WINED3DSIO_LOOP instruction in GLSL:
4960 * Start a for() loop where src1.y is the initial value of aL,
4961 * increment aL by src1.z for a total of src1.x iterations.
4962 * Need to use a temporary variable for this operation.
4964 /* FIXME: I don't think nested loops will work correctly this way. */
4965 static void shader_glsl_loop(const struct wined3d_shader_instruction
*ins
)
4967 struct wined3d_shader_parser_state
*state
= ins
->ctx
->state
;
4968 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
4969 const struct wined3d_shader
*shader
= ins
->ctx
->shader
;
4970 const struct wined3d_shader_lconst
*constant
;
4971 struct glsl_src_param src1_param
;
4972 const DWORD
*control_values
= NULL
;
4974 if (ins
->ctx
->reg_maps
->shader_version
.major
< 4)
4976 shader_glsl_add_src_param(ins
, &ins
->src
[1], WINED3DSP_WRITEMASK_ALL
, &src1_param
);
4978 /* Try to hardcode the loop control parameters if possible. Direct3D 9
4979 * class hardware doesn't support real varying indexing, but Microsoft
4980 * designed this feature for Shader model 2.x+. If the loop control is
4981 * known at compile time, the GLSL compiler can unroll the loop, and
4982 * replace indirect addressing with direct addressing. */
4983 if (ins
->src
[1].reg
.type
== WINED3DSPR_CONSTINT
)
4985 LIST_FOR_EACH_ENTRY(constant
, &shader
->constantsI
, struct wined3d_shader_lconst
, entry
)
4987 if (constant
->idx
== ins
->src
[1].reg
.idx
[0].offset
)
4989 control_values
= constant
->value
;
4997 struct wined3d_shader_loop_control loop_control
;
4998 loop_control
.count
= control_values
[0];
4999 loop_control
.start
= control_values
[1];
5000 loop_control
.step
= (int)control_values
[2];
5002 if (loop_control
.step
> 0)
5004 shader_addline(buffer
, "for (aL%u = %u; aL%u < (%u * %d + %u); aL%u += %d)\n{\n",
5005 state
->current_loop_depth
, loop_control
.start
,
5006 state
->current_loop_depth
, loop_control
.count
, loop_control
.step
, loop_control
.start
,
5007 state
->current_loop_depth
, loop_control
.step
);
5009 else if (loop_control
.step
< 0)
5011 shader_addline(buffer
, "for (aL%u = %u; aL%u > (%u * %d + %u); aL%u += %d)\n{\n",
5012 state
->current_loop_depth
, loop_control
.start
,
5013 state
->current_loop_depth
, loop_control
.count
, loop_control
.step
, loop_control
.start
,
5014 state
->current_loop_depth
, loop_control
.step
);
5018 shader_addline(buffer
, "for (aL%u = %u, tmpInt%u = 0; tmpInt%u < %u; tmpInt%u++)\n{\n",
5019 state
->current_loop_depth
, loop_control
.start
, state
->current_loop_depth
,
5020 state
->current_loop_depth
, loop_control
.count
,
5021 state
->current_loop_depth
);
5026 shader_addline(buffer
, "for (tmpInt%u = 0, aL%u = %s.y; tmpInt%u < %s.x; tmpInt%u++, aL%u += %s.z)\n{\n",
5027 state
->current_loop_depth
, state
->current_loop_reg
,
5028 src1_param
.reg_name
, state
->current_loop_depth
, src1_param
.reg_name
,
5029 state
->current_loop_depth
, state
->current_loop_reg
, src1_param
.reg_name
);
5032 ++state
->current_loop_reg
;
5036 shader_addline(buffer
, "for (;;)\n{\n");
5039 ++state
->current_loop_depth
;
5042 static void shader_glsl_end(const struct wined3d_shader_instruction
*ins
)
5044 struct wined3d_shader_parser_state
*state
= ins
->ctx
->state
;
5046 shader_addline(ins
->ctx
->buffer
, "}\n");
5048 if (ins
->handler_idx
== WINED3DSIH_ENDLOOP
)
5050 --state
->current_loop_depth
;
5051 --state
->current_loop_reg
;
5054 if (ins
->handler_idx
== WINED3DSIH_ENDREP
)
5056 --state
->current_loop_depth
;
5060 static void shader_glsl_rep(const struct wined3d_shader_instruction
*ins
)
5062 struct wined3d_shader_parser_state
*state
= ins
->ctx
->state
;
5063 const struct wined3d_shader
*shader
= ins
->ctx
->shader
;
5064 const struct wined3d_shader_lconst
*constant
;
5065 struct glsl_src_param src0_param
;
5066 const DWORD
*control_values
= NULL
;
5068 /* Try to hardcode local values to help the GLSL compiler to unroll and optimize the loop */
5069 if (ins
->src
[0].reg
.type
== WINED3DSPR_CONSTINT
)
5071 LIST_FOR_EACH_ENTRY(constant
, &shader
->constantsI
, struct wined3d_shader_lconst
, entry
)
5073 if (constant
->idx
== ins
->src
[0].reg
.idx
[0].offset
)
5075 control_values
= constant
->value
;
5083 shader_addline(ins
->ctx
->buffer
, "for (tmpInt%d = 0; tmpInt%d < %d; tmpInt%d++) {\n",
5084 state
->current_loop_depth
, state
->current_loop_depth
,
5085 control_values
[0], state
->current_loop_depth
);
5089 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
, &src0_param
);
5090 shader_addline(ins
->ctx
->buffer
, "for (tmpInt%d = 0; tmpInt%d < %s; tmpInt%d++) {\n",
5091 state
->current_loop_depth
, state
->current_loop_depth
,
5092 src0_param
.param_str
, state
->current_loop_depth
);
5095 ++state
->current_loop_depth
;
5098 static void shader_glsl_switch(const struct wined3d_shader_instruction
*ins
)
5100 struct glsl_src_param src0_param
;
5102 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
, &src0_param
);
5103 shader_addline(ins
->ctx
->buffer
, "switch (%s)\n{\n", src0_param
.param_str
);
5106 static void shader_glsl_case(const struct wined3d_shader_instruction
*ins
)
5108 struct glsl_src_param src0_param
;
5110 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
, &src0_param
);
5111 shader_addline(ins
->ctx
->buffer
, "case %s:\n", src0_param
.param_str
);
5114 static void shader_glsl_default(const struct wined3d_shader_instruction
*ins
)
5116 shader_addline(ins
->ctx
->buffer
, "default:\n");
5119 static void shader_glsl_generate_conditional_op(const struct wined3d_shader_instruction
*ins
,
5122 struct glsl_src_param src_param
;
5123 const char *condition
;
5125 condition
= ins
->flags
== WINED3D_SHADER_CONDITIONAL_OP_NZ
? "bool" : "!bool";
5126 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
, &src_param
);
5127 shader_addline(ins
->ctx
->buffer
, "if (%s(%s)) %s\n", condition
, src_param
.param_str
, op
);
5130 static void shader_glsl_if(const struct wined3d_shader_instruction
*ins
)
5132 shader_glsl_generate_conditional_op(ins
, "{");
5135 static void shader_glsl_ifc(const struct wined3d_shader_instruction
*ins
)
5137 struct glsl_src_param src0_param
;
5138 struct glsl_src_param src1_param
;
5140 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
, &src0_param
);
5141 shader_glsl_add_src_param(ins
, &ins
->src
[1], WINED3DSP_WRITEMASK_0
, &src1_param
);
5143 shader_addline(ins
->ctx
->buffer
, "if (%s %s %s) {\n",
5144 src0_param
.param_str
, shader_glsl_get_rel_op(ins
->flags
), src1_param
.param_str
);
5147 static void shader_glsl_else(const struct wined3d_shader_instruction
*ins
)
5149 shader_addline(ins
->ctx
->buffer
, "} else {\n");
5152 static void shader_glsl_emit(const struct wined3d_shader_instruction
*ins
)
5154 unsigned int stream
= ins
->handler_idx
== WINED3DSIH_EMIT
? 0 : ins
->src
[0].reg
.idx
[0].offset
;
5155 const struct wined3d_shader_reg_maps
*reg_maps
= ins
->ctx
->reg_maps
;
5157 shader_addline(ins
->ctx
->buffer
, "setup_gs_output(gs_out);\n");
5158 if (!ins
->ctx
->gl_info
->supported
[ARB_CLIP_CONTROL
])
5159 shader_glsl_fixup_position(ins
->ctx
->buffer
, reg_maps
->viewport_array
);
5162 shader_addline(ins
->ctx
->buffer
, "EmitVertex();\n");
5164 FIXME("Unhandled primitive stream %u.\n", stream
);
5167 static void shader_glsl_break(const struct wined3d_shader_instruction
*ins
)
5169 shader_addline(ins
->ctx
->buffer
, "break;\n");
5172 /* FIXME: According to MSDN the compare is done per component. */
5173 static void shader_glsl_breakc(const struct wined3d_shader_instruction
*ins
)
5175 struct glsl_src_param src0_param
;
5176 struct glsl_src_param src1_param
;
5178 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
, &src0_param
);
5179 shader_glsl_add_src_param(ins
, &ins
->src
[1], WINED3DSP_WRITEMASK_0
, &src1_param
);
5181 shader_addline(ins
->ctx
->buffer
, "if (%s %s %s) break;\n",
5182 src0_param
.param_str
, shader_glsl_get_rel_op(ins
->flags
), src1_param
.param_str
);
5185 static void shader_glsl_conditional_op(const struct wined3d_shader_instruction
*ins
)
5189 switch (ins
->handler_idx
)
5191 case WINED3DSIH_BREAKP
: op
= "break;"; break;
5192 case WINED3DSIH_CONTINUEP
: op
= "continue;"; break;
5193 case WINED3DSIH_RETP
: op
= "return;"; break;
5195 ERR("Unhandled opcode %#x.\n", ins
->handler_idx
);
5199 shader_glsl_generate_conditional_op(ins
, op
);
5202 static void shader_glsl_continue(const struct wined3d_shader_instruction
*ins
)
5204 shader_addline(ins
->ctx
->buffer
, "continue;\n");
5207 static void shader_glsl_label(const struct wined3d_shader_instruction
*ins
)
5209 shader_addline(ins
->ctx
->buffer
, "}\n");
5210 shader_addline(ins
->ctx
->buffer
, "void subroutine%u()\n{\n", ins
->src
[0].reg
.idx
[0].offset
);
5212 /* Subroutines appear at the end of the shader. */
5213 ins
->ctx
->state
->in_subroutine
= TRUE
;
5216 static void shader_glsl_call(const struct wined3d_shader_instruction
*ins
)
5218 shader_addline(ins
->ctx
->buffer
, "subroutine%u();\n", ins
->src
[0].reg
.idx
[0].offset
);
5221 static void shader_glsl_callnz(const struct wined3d_shader_instruction
*ins
)
5223 struct glsl_src_param src1_param
;
5225 shader_glsl_add_src_param(ins
, &ins
->src
[1], WINED3DSP_WRITEMASK_0
, &src1_param
);
5226 shader_addline(ins
->ctx
->buffer
, "if (%s) subroutine%u();\n",
5227 src1_param
.param_str
, ins
->src
[0].reg
.idx
[0].offset
);
5230 static void shader_glsl_ret(const struct wined3d_shader_instruction
*ins
)
5232 const struct wined3d_shader_version
*version
= &ins
->ctx
->shader
->reg_maps
.shader_version
;
5234 if (version
->major
>= 4 && !ins
->ctx
->state
->in_subroutine
)
5236 shader_glsl_generate_shader_epilogue(ins
->ctx
);
5237 shader_addline(ins
->ctx
->buffer
, "return;\n");
5241 static void shader_glsl_tex(const struct wined3d_shader_instruction
*ins
)
5243 DWORD shader_version
= WINED3D_SHADER_VERSION(ins
->ctx
->reg_maps
->shader_version
.major
,
5244 ins
->ctx
->reg_maps
->shader_version
.minor
);
5245 struct glsl_sample_function sample_function
;
5246 DWORD sample_flags
= 0;
5248 DWORD mask
= 0, swizzle
;
5249 const struct shader_glsl_ctx_priv
*priv
= ins
->ctx
->backend_data
;
5251 /* 1.0-1.4: Use destination register as sampler source.
5252 * 2.0+: Use provided sampler source. */
5253 if (shader_version
< WINED3D_SHADER_VERSION(2,0))
5254 resource_idx
= ins
->dst
[0].reg
.idx
[0].offset
;
5256 resource_idx
= ins
->src
[1].reg
.idx
[0].offset
;
5258 if (shader_version
< WINED3D_SHADER_VERSION(1,4))
5260 DWORD flags
= (priv
->cur_ps_args
->tex_transform
>> resource_idx
* WINED3D_PSARGS_TEXTRANSFORM_SHIFT
)
5261 & WINED3D_PSARGS_TEXTRANSFORM_MASK
;
5262 enum wined3d_shader_resource_type resource_type
= ins
->ctx
->reg_maps
->resource_info
[resource_idx
].type
;
5264 /* Projected cube textures don't make a lot of sense, the resulting coordinates stay the same. */
5265 if (flags
& WINED3D_PSARGS_PROJECTED
&& resource_type
!= WINED3D_SHADER_RESOURCE_TEXTURE_CUBE
)
5267 sample_flags
|= WINED3D_GLSL_SAMPLE_PROJECTED
;
5268 switch (flags
& ~WINED3D_PSARGS_PROJECTED
)
5270 case WINED3D_TTFF_COUNT1
:
5271 FIXME("WINED3D_TTFF_PROJECTED with WINED3D_TTFF_COUNT1?\n");
5273 case WINED3D_TTFF_COUNT2
:
5274 mask
= WINED3DSP_WRITEMASK_1
;
5276 case WINED3D_TTFF_COUNT3
:
5277 mask
= WINED3DSP_WRITEMASK_2
;
5279 case WINED3D_TTFF_COUNT4
:
5280 case WINED3D_TTFF_DISABLE
:
5281 mask
= WINED3DSP_WRITEMASK_3
;
5286 else if (shader_version
< WINED3D_SHADER_VERSION(2,0))
5288 enum wined3d_shader_src_modifier src_mod
= ins
->src
[0].modifiers
;
5290 if (src_mod
== WINED3DSPSM_DZ
) {
5291 sample_flags
|= WINED3D_GLSL_SAMPLE_PROJECTED
;
5292 mask
= WINED3DSP_WRITEMASK_2
;
5293 } else if (src_mod
== WINED3DSPSM_DW
) {
5294 sample_flags
|= WINED3D_GLSL_SAMPLE_PROJECTED
;
5295 mask
= WINED3DSP_WRITEMASK_3
;
5300 if ((ins
->flags
& WINED3DSI_TEXLD_PROJECT
)
5301 && ins
->ctx
->reg_maps
->resource_info
[resource_idx
].type
!= WINED3D_SHADER_RESOURCE_TEXTURE_CUBE
)
5303 /* ps 2.0 texldp instruction always divides by the fourth component. */
5304 sample_flags
|= WINED3D_GLSL_SAMPLE_PROJECTED
;
5305 mask
= WINED3DSP_WRITEMASK_3
;
5309 shader_glsl_get_sample_function(ins
->ctx
, resource_idx
, resource_idx
, sample_flags
, &sample_function
);
5310 mask
|= sample_function
.coord_mask
;
5311 sample_function
.coord_mask
= mask
;
5313 if (shader_version
< WINED3D_SHADER_VERSION(2,0)) swizzle
= WINED3DSP_NOSWIZZLE
;
5314 else swizzle
= ins
->src
[1].swizzle
;
5316 /* 1.0-1.3: Use destination register as coordinate source.
5317 1.4+: Use provided coordinate source register. */
5318 if (shader_version
< WINED3D_SHADER_VERSION(1,4))
5321 shader_glsl_write_mask_to_str(mask
, coord_mask
);
5322 shader_glsl_gen_sample_code(ins
, resource_idx
, &sample_function
, swizzle
, NULL
, NULL
, NULL
, NULL
,
5323 "T%u%s", resource_idx
, coord_mask
);
5327 struct glsl_src_param coord_param
;
5328 shader_glsl_add_src_param(ins
, &ins
->src
[0], mask
, &coord_param
);
5329 if (ins
->flags
& WINED3DSI_TEXLD_BIAS
)
5331 struct glsl_src_param bias
;
5332 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_3
, &bias
);
5333 shader_glsl_gen_sample_code(ins
, resource_idx
, &sample_function
, swizzle
, NULL
, NULL
, bias
.param_str
,
5334 NULL
, "%s", coord_param
.param_str
);
5336 shader_glsl_gen_sample_code(ins
, resource_idx
, &sample_function
, swizzle
, NULL
, NULL
, NULL
, NULL
,
5337 "%s", coord_param
.param_str
);
5340 shader_glsl_release_sample_function(ins
->ctx
, &sample_function
);
5343 static void shader_glsl_texldd(const struct wined3d_shader_instruction
*ins
)
5345 const struct wined3d_gl_info
*gl_info
= ins
->ctx
->gl_info
;
5346 struct glsl_src_param coord_param
, dx_param
, dy_param
;
5347 struct glsl_sample_function sample_function
;
5349 DWORD swizzle
= ins
->src
[1].swizzle
;
5351 if (!shader_glsl_has_core_grad(gl_info
) && !gl_info
->supported
[ARB_SHADER_TEXTURE_LOD
])
5353 FIXME("texldd used, but not supported by hardware. Falling back to regular tex.\n");
5354 shader_glsl_tex(ins
);
5358 sampler_idx
= ins
->src
[1].reg
.idx
[0].offset
;
5360 shader_glsl_get_sample_function(ins
->ctx
, sampler_idx
, sampler_idx
, WINED3D_GLSL_SAMPLE_GRAD
, &sample_function
);
5361 shader_glsl_add_src_param(ins
, &ins
->src
[0], sample_function
.coord_mask
, &coord_param
);
5362 shader_glsl_add_src_param(ins
, &ins
->src
[2], sample_function
.deriv_mask
, &dx_param
);
5363 shader_glsl_add_src_param(ins
, &ins
->src
[3], sample_function
.deriv_mask
, &dy_param
);
5365 shader_glsl_gen_sample_code(ins
, sampler_idx
, &sample_function
, swizzle
, dx_param
.param_str
, dy_param
.param_str
,
5366 NULL
, NULL
, "%s", coord_param
.param_str
);
5367 shader_glsl_release_sample_function(ins
->ctx
, &sample_function
);
5370 static void shader_glsl_texldl(const struct wined3d_shader_instruction
*ins
)
5372 const struct wined3d_shader_version
*shader_version
= &ins
->ctx
->reg_maps
->shader_version
;
5373 const struct wined3d_gl_info
*gl_info
= ins
->ctx
->gl_info
;
5374 struct glsl_src_param coord_param
, lod_param
;
5375 struct glsl_sample_function sample_function
;
5376 DWORD swizzle
= ins
->src
[1].swizzle
;
5379 sampler_idx
= ins
->src
[1].reg
.idx
[0].offset
;
5381 shader_glsl_get_sample_function(ins
->ctx
, sampler_idx
, sampler_idx
, WINED3D_GLSL_SAMPLE_LOD
, &sample_function
);
5382 shader_glsl_add_src_param(ins
, &ins
->src
[0], sample_function
.coord_mask
, &coord_param
);
5384 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_3
, &lod_param
);
5386 if (shader_version
->type
== WINED3D_SHADER_TYPE_PIXEL
&& !shader_glsl_has_core_grad(gl_info
)
5387 && !gl_info
->supported
[ARB_SHADER_TEXTURE_LOD
])
5389 /* Plain GLSL only supports Lod sampling functions in vertex shaders.
5390 * However, the NVIDIA drivers allow them in fragment shaders as well,
5391 * even without the appropriate extension. */
5392 WARN("Using %s in fragment shader.\n", sample_function
.name
->buffer
);
5394 shader_glsl_gen_sample_code(ins
, sampler_idx
, &sample_function
, swizzle
, NULL
, NULL
, lod_param
.param_str
, NULL
,
5395 "%s", coord_param
.param_str
);
5396 shader_glsl_release_sample_function(ins
->ctx
, &sample_function
);
5399 static unsigned int shader_glsl_find_sampler(const struct wined3d_shader_sampler_map
*sampler_map
,
5400 unsigned int resource_idx
, unsigned int sampler_idx
)
5402 struct wined3d_shader_sampler_map_entry
*entries
= sampler_map
->entries
;
5405 for (i
= 0; i
< sampler_map
->count
; ++i
)
5407 if (entries
[i
].resource_idx
== resource_idx
&& entries
[i
].sampler_idx
== sampler_idx
)
5408 return entries
[i
].bind_idx
;
5411 ERR("No GLSL sampler found for resource %u / sampler %u.\n", resource_idx
, sampler_idx
);
5416 static void shader_glsl_atomic(const struct wined3d_shader_instruction
*ins
)
5418 const BOOL is_imm_instruction
= WINED3DSIH_IMM_ATOMIC_AND
<= ins
->handler_idx
5419 && ins
->handler_idx
<= WINED3DSIH_IMM_ATOMIC_XOR
;
5420 const struct wined3d_shader_reg_maps
*reg_maps
= ins
->ctx
->reg_maps
;
5421 const struct wined3d_shader_version
*version
= ®_maps
->shader_version
;
5422 struct shader_glsl_ctx_priv
*priv
= ins
->ctx
->backend_data
;
5423 struct glsl_src_param structure_idx
, offset
, data
, data2
;
5424 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
5425 enum wined3d_shader_resource_type resource_type
;
5426 struct wined3d_string_buffer
*address
;
5427 enum wined3d_data_type data_type
;
5428 unsigned int resource_idx
, stride
;
5429 const char *op
, *resource
;
5433 resource_idx
= ins
->dst
[is_imm_instruction
].reg
.idx
[0].offset
;
5434 is_tgsm
= ins
->dst
[is_imm_instruction
].reg
.type
== WINED3DSPR_GROUPSHAREDMEM
;
5437 if (resource_idx
>= reg_maps
->tgsm_count
)
5439 ERR("Invalid TGSM index %u.\n", resource_idx
);
5443 data_type
= WINED3D_DATA_UINT
;
5445 stride
= reg_maps
->tgsm
[resource_idx
].stride
;
5449 if (resource_idx
>= ARRAY_SIZE(reg_maps
->uav_resource_info
))
5451 ERR("Invalid UAV index %u.\n", resource_idx
);
5454 resource_type
= reg_maps
->uav_resource_info
[resource_idx
].type
;
5455 if (resource_type
>= ARRAY_SIZE(resource_type_info
))
5457 ERR("Unexpected resource type %#x.\n", resource_type
);
5461 data_type
= reg_maps
->uav_resource_info
[resource_idx
].data_type
;
5462 coord_mask
= (1u << resource_type_info
[resource_type
].coord_size
) - 1;
5463 stride
= reg_maps
->uav_resource_info
[resource_idx
].stride
;
5466 switch (ins
->handler_idx
)
5468 case WINED3DSIH_ATOMIC_AND
:
5469 case WINED3DSIH_IMM_ATOMIC_AND
:
5473 op
= "imageAtomicAnd";
5475 case WINED3DSIH_ATOMIC_CMP_STORE
:
5476 case WINED3DSIH_IMM_ATOMIC_CMP_EXCH
:
5478 op
= "atomicCompSwap";
5480 op
= "imageAtomicCompSwap";
5482 case WINED3DSIH_ATOMIC_IADD
:
5483 case WINED3DSIH_IMM_ATOMIC_IADD
:
5487 op
= "imageAtomicAdd";
5489 case WINED3DSIH_ATOMIC_IMAX
:
5490 case WINED3DSIH_IMM_ATOMIC_IMAX
:
5494 op
= "imageAtomicMax";
5495 if (data_type
!= WINED3D_DATA_INT
)
5497 FIXME("Unhandled opcode %#x for unsigned integers.\n", ins
->handler_idx
);
5501 case WINED3DSIH_ATOMIC_IMIN
:
5502 case WINED3DSIH_IMM_ATOMIC_IMIN
:
5506 op
= "imageAtomicMin";
5507 if (data_type
!= WINED3D_DATA_INT
)
5509 FIXME("Unhandled opcode %#x for unsigned integers.\n", ins
->handler_idx
);
5513 case WINED3DSIH_ATOMIC_OR
:
5514 case WINED3DSIH_IMM_ATOMIC_OR
:
5518 op
= "imageAtomicOr";
5520 case WINED3DSIH_ATOMIC_UMAX
:
5521 case WINED3DSIH_IMM_ATOMIC_UMAX
:
5525 op
= "imageAtomicMax";
5526 if (data_type
!= WINED3D_DATA_UINT
)
5528 FIXME("Unhandled opcode %#x for signed integers.\n", ins
->handler_idx
);
5532 case WINED3DSIH_ATOMIC_UMIN
:
5533 case WINED3DSIH_IMM_ATOMIC_UMIN
:
5537 op
= "imageAtomicMin";
5538 if (data_type
!= WINED3D_DATA_UINT
)
5540 FIXME("Unhandled opcode %#x for signed integers.\n", ins
->handler_idx
);
5544 case WINED3DSIH_ATOMIC_XOR
:
5545 case WINED3DSIH_IMM_ATOMIC_XOR
:
5549 op
= "imageAtomicXor";
5551 case WINED3DSIH_IMM_ATOMIC_EXCH
:
5553 op
= "atomicExchange";
5555 op
= "imageAtomicExchange";
5558 ERR("Unhandled opcode %#x.\n", ins
->handler_idx
);
5562 address
= string_buffer_get(priv
->string_buffers
);
5565 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
, &structure_idx
);
5566 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_1
, &offset
);
5567 string_buffer_sprintf(address
, "%s * %u + %s / 4", structure_idx
.param_str
, stride
, offset
.param_str
);
5571 shader_glsl_add_src_param(ins
, &ins
->src
[0], coord_mask
, &offset
);
5572 string_buffer_sprintf(address
, "%s", offset
.param_str
);
5573 if (is_tgsm
|| (reg_maps
->uav_resource_info
[resource_idx
].flags
& WINED3D_VIEW_BUFFER_RAW
))
5574 shader_addline(address
, "/ 4");
5577 if (is_imm_instruction
)
5578 shader_glsl_append_dst_ext(ins
->ctx
->buffer
, ins
, &ins
->dst
[0], data_type
);
5581 shader_addline(buffer
, "%s(%s_%s%u[%s], ",
5582 op
, shader_glsl_get_prefix(version
->type
), resource
, resource_idx
, address
->buffer
);
5584 shader_addline(buffer
, "%s(%s_%s%u, %s, ",
5585 op
, shader_glsl_get_prefix(version
->type
), resource
, resource_idx
, address
->buffer
);
5587 shader_glsl_add_src_param_ext(ins
, &ins
->src
[1], WINED3DSP_WRITEMASK_0
, &data
, data_type
);
5588 shader_addline(buffer
, "%s", data
.param_str
);
5589 if (ins
->src_count
>= 3)
5591 shader_glsl_add_src_param_ext(ins
, &ins
->src
[2], WINED3DSP_WRITEMASK_0
, &data2
, data_type
);
5592 shader_addline(buffer
, ", %s", data2
.param_str
);
5595 if (is_imm_instruction
)
5596 shader_addline(buffer
, ")");
5597 shader_addline(buffer
, ");\n");
5599 string_buffer_release(priv
->string_buffers
, address
);
5602 static void shader_glsl_uav_counter(const struct wined3d_shader_instruction
*ins
)
5604 const char *prefix
= shader_glsl_get_prefix(ins
->ctx
->reg_maps
->shader_version
.type
);
5607 if (ins
->handler_idx
== WINED3DSIH_IMM_ATOMIC_ALLOC
)
5608 op
= "atomicCounterIncrement";
5610 op
= "atomicCounterDecrement";
5612 shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
5613 shader_addline(ins
->ctx
->buffer
, "%s(%s_counter%u));\n", op
, prefix
, ins
->src
[0].reg
.idx
[0].offset
);
5616 static void shader_glsl_ld_uav(const struct wined3d_shader_instruction
*ins
)
5618 const struct wined3d_shader_reg_maps
*reg_maps
= ins
->ctx
->reg_maps
;
5619 const struct wined3d_shader_version
*version
= ®_maps
->shader_version
;
5620 enum wined3d_shader_resource_type resource_type
;
5621 struct glsl_src_param image_coord_param
;
5622 enum wined3d_data_type data_type
;
5623 DWORD coord_mask
, write_mask
;
5624 unsigned int uav_idx
;
5625 char dst_swizzle
[6];
5627 uav_idx
= ins
->src
[1].reg
.idx
[0].offset
;
5628 if (uav_idx
>= ARRAY_SIZE(reg_maps
->uav_resource_info
))
5630 ERR("Invalid UAV index %u.\n", uav_idx
);
5633 resource_type
= reg_maps
->uav_resource_info
[uav_idx
].type
;
5634 if (resource_type
>= ARRAY_SIZE(resource_type_info
))
5636 ERR("Unexpected resource type %#x.\n", resource_type
);
5637 resource_type
= WINED3D_SHADER_RESOURCE_TEXTURE_2D
;
5639 data_type
= reg_maps
->uav_resource_info
[uav_idx
].data_type
;
5640 coord_mask
= (1u << resource_type_info
[resource_type
].coord_size
) - 1;
5642 write_mask
= shader_glsl_append_dst_ext(ins
->ctx
->buffer
, ins
, &ins
->dst
[0], data_type
);
5643 shader_glsl_get_swizzle(&ins
->src
[1], FALSE
, write_mask
, dst_swizzle
);
5645 shader_glsl_add_src_param(ins
, &ins
->src
[0], coord_mask
, &image_coord_param
);
5646 shader_addline(ins
->ctx
->buffer
, "imageLoad(%s_image%u, %s)%s);\n",
5647 shader_glsl_get_prefix(version
->type
), uav_idx
, image_coord_param
.param_str
, dst_swizzle
);
5650 static void shader_glsl_ld_raw_structured(const struct wined3d_shader_instruction
*ins
)
5652 const char *prefix
= shader_glsl_get_prefix(ins
->ctx
->reg_maps
->shader_version
.type
);
5653 const struct wined3d_shader_src_param
*src
= &ins
->src
[ins
->src_count
- 1];
5654 unsigned int i
, swizzle
, resource_idx
, bind_idx
, stride
, src_idx
= 0;
5655 const struct wined3d_shader_reg_maps
*reg_maps
= ins
->ctx
->reg_maps
;
5656 struct shader_glsl_ctx_priv
*priv
= ins
->ctx
->backend_data
;
5657 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
5658 struct glsl_src_param structure_idx
, offset
;
5659 struct wined3d_string_buffer
*address
;
5660 struct wined3d_shader_dst_param dst
;
5661 const char *function
, *resource
;
5663 resource_idx
= src
->reg
.idx
[0].offset
;
5664 if (src
->reg
.type
== WINED3DSPR_RESOURCE
)
5666 if (resource_idx
>= ARRAY_SIZE(reg_maps
->resource_info
))
5668 ERR("Invalid resource index %u.\n", resource_idx
);
5671 stride
= reg_maps
->resource_info
[resource_idx
].stride
;
5672 bind_idx
= shader_glsl_find_sampler(®_maps
->sampler_map
, resource_idx
, WINED3D_SAMPLER_DEFAULT
);
5673 function
= "texelFetch";
5674 resource
= "sampler";
5676 else if (src
->reg
.type
== WINED3DSPR_UAV
)
5678 if (resource_idx
>= ARRAY_SIZE(reg_maps
->uav_resource_info
))
5680 ERR("Invalid UAV index %u.\n", resource_idx
);
5683 stride
= reg_maps
->uav_resource_info
[resource_idx
].stride
;
5684 bind_idx
= resource_idx
;
5685 function
= "imageLoad";
5690 if (resource_idx
>= reg_maps
->tgsm_count
)
5692 ERR("Invalid TGSM index %u.\n", resource_idx
);
5695 stride
= reg_maps
->tgsm
[resource_idx
].stride
;
5696 bind_idx
= resource_idx
;
5701 address
= string_buffer_get(priv
->string_buffers
);
5702 if (ins
->handler_idx
== WINED3DSIH_LD_STRUCTURED
)
5704 shader_glsl_add_src_param(ins
, &ins
->src
[src_idx
++], WINED3DSP_WRITEMASK_0
, &structure_idx
);
5705 shader_addline(address
, "%s * %u + ", structure_idx
.param_str
, stride
);
5707 shader_glsl_add_src_param(ins
, &ins
->src
[src_idx
++], WINED3DSP_WRITEMASK_0
, &offset
);
5708 shader_addline(address
, "%s / 4", offset
.param_str
);
5711 if (shader_glsl_get_write_mask_size(dst
.write_mask
) > 1)
5713 /* The instruction is split into multiple lines. The first lines may
5714 * overwrite source parameters of the following lines. */
5715 shader_addline(buffer
, "tmp0.x = intBitsToFloat(%s);\n", address
->buffer
);
5716 string_buffer_sprintf(address
, "floatBitsToInt(tmp0.x)");
5719 for (i
= 0; i
< 4; ++i
)
5721 dst
.write_mask
= ins
->dst
[0].write_mask
& (WINED3DSP_WRITEMASK_0
<< i
);
5722 if (!shader_glsl_append_dst_ext(ins
->ctx
->buffer
, ins
, &dst
, dst
.reg
.data_type
))
5725 swizzle
= shader_glsl_swizzle_get_component(src
->swizzle
, i
);
5727 shader_addline(buffer
, "%s(%s_%s%u, %s + %u).x);\n",
5728 function
, prefix
, resource
, bind_idx
, address
->buffer
, swizzle
);
5730 shader_addline(buffer
, "%s_%s%u[%s + %u]);\n",
5731 prefix
, resource
, bind_idx
, address
->buffer
, swizzle
);
5734 string_buffer_release(priv
->string_buffers
, address
);
5737 static void shader_glsl_store_uav(const struct wined3d_shader_instruction
*ins
)
5739 const struct wined3d_shader_reg_maps
*reg_maps
= ins
->ctx
->reg_maps
;
5740 const struct wined3d_shader_version
*version
= ®_maps
->shader_version
;
5741 struct glsl_src_param image_coord_param
, image_data_param
;
5742 enum wined3d_shader_resource_type resource_type
;
5743 enum wined3d_data_type data_type
;
5744 unsigned int uav_idx
;
5747 uav_idx
= ins
->dst
[0].reg
.idx
[0].offset
;
5748 if (uav_idx
>= ARRAY_SIZE(reg_maps
->uav_resource_info
))
5750 ERR("Invalid UAV index %u.\n", uav_idx
);
5753 resource_type
= reg_maps
->uav_resource_info
[uav_idx
].type
;
5754 if (resource_type
>= ARRAY_SIZE(resource_type_info
))
5756 ERR("Unexpected resource type %#x.\n", resource_type
);
5759 data_type
= reg_maps
->uav_resource_info
[uav_idx
].data_type
;
5760 coord_mask
= (1u << resource_type_info
[resource_type
].coord_size
) - 1;
5762 shader_glsl_add_src_param(ins
, &ins
->src
[0], coord_mask
, &image_coord_param
);
5763 shader_glsl_add_src_param_ext(ins
, &ins
->src
[1], WINED3DSP_WRITEMASK_ALL
, &image_data_param
, data_type
);
5764 shader_addline(ins
->ctx
->buffer
, "imageStore(%s_image%u, %s, %s);\n",
5765 shader_glsl_get_prefix(version
->type
), uav_idx
,
5766 image_coord_param
.param_str
, image_data_param
.param_str
);
5769 static void shader_glsl_store_raw_structured(const struct wined3d_shader_instruction
*ins
)
5771 const char *prefix
= shader_glsl_get_prefix(ins
->ctx
->reg_maps
->shader_version
.type
);
5772 const struct wined3d_shader_reg_maps
*reg_maps
= ins
->ctx
->reg_maps
;
5773 struct shader_glsl_ctx_priv
*priv
= ins
->ctx
->backend_data
;
5774 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
5775 struct glsl_src_param structure_idx
, offset
, data
;
5776 unsigned int i
, resource_idx
, stride
, src_idx
= 0;
5777 struct wined3d_string_buffer
*address
;
5781 resource_idx
= ins
->dst
[0].reg
.idx
[0].offset
;
5782 is_tgsm
= ins
->dst
[0].reg
.type
== WINED3DSPR_GROUPSHAREDMEM
;
5785 if (resource_idx
>= reg_maps
->tgsm_count
)
5787 ERR("Invalid TGSM index %u.\n", resource_idx
);
5790 stride
= reg_maps
->tgsm
[resource_idx
].stride
;
5794 if (resource_idx
>= ARRAY_SIZE(reg_maps
->uav_resource_info
))
5796 ERR("Invalid UAV index %u.\n", resource_idx
);
5799 stride
= reg_maps
->uav_resource_info
[resource_idx
].stride
;
5802 address
= string_buffer_get(priv
->string_buffers
);
5803 if (ins
->handler_idx
== WINED3DSIH_STORE_STRUCTURED
)
5805 shader_glsl_add_src_param(ins
, &ins
->src
[src_idx
++], WINED3DSP_WRITEMASK_0
, &structure_idx
);
5806 shader_addline(address
, "%s * %u + ", structure_idx
.param_str
, stride
);
5808 shader_glsl_add_src_param(ins
, &ins
->src
[src_idx
++], WINED3DSP_WRITEMASK_0
, &offset
);
5809 shader_addline(address
, "%s / 4", offset
.param_str
);
5811 for (i
= 0; i
< 4; ++i
)
5813 if (!(write_mask
= ins
->dst
[0].write_mask
& (WINED3DSP_WRITEMASK_0
<< i
)))
5816 shader_glsl_add_src_param(ins
, &ins
->src
[src_idx
], write_mask
, &data
);
5819 shader_addline(buffer
, "%s_g%u[%s + %u] = %s;\n",
5820 prefix
, resource_idx
, address
->buffer
, i
, data
.param_str
);
5822 shader_addline(buffer
, "imageStore(%s_image%u, %s + %u, uvec4(%s, 0, 0, 0));\n",
5823 prefix
, resource_idx
, address
->buffer
, i
, data
.param_str
);
5826 string_buffer_release(priv
->string_buffers
, address
);
5829 static void shader_glsl_sync(const struct wined3d_shader_instruction
*ins
)
5831 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
5832 unsigned int sync_flags
= ins
->flags
;
5834 if (sync_flags
& WINED3DSSF_THREAD_GROUP
)
5836 shader_addline(buffer
, "barrier();\n");
5837 sync_flags
&= ~(WINED3DSSF_THREAD_GROUP
| WINED3DSSF_GROUP_SHARED_MEMORY
);
5840 if (sync_flags
& WINED3DSSF_GROUP_SHARED_MEMORY
)
5842 shader_addline(buffer
, "memoryBarrierShared();\n");
5843 sync_flags
&= ~WINED3DSSF_GROUP_SHARED_MEMORY
;
5847 FIXME("Unhandled sync flags %#x.\n", sync_flags
);
5850 static const struct wined3d_shader_resource_info
*shader_glsl_get_resource_info(
5851 const struct wined3d_shader_instruction
*ins
, const struct wined3d_shader_register
*reg
)
5853 const struct wined3d_shader_reg_maps
*reg_maps
= ins
->ctx
->reg_maps
;
5854 unsigned int idx
= reg
->idx
[0].offset
;
5856 if (reg
->type
== WINED3DSPR_RESOURCE
)
5858 if (idx
>= ARRAY_SIZE(reg_maps
->resource_info
))
5860 ERR("Invalid resource index %u.\n", idx
);
5863 return ®_maps
->resource_info
[idx
];
5866 if (reg
->type
== WINED3DSPR_UAV
)
5868 if (idx
>= ARRAY_SIZE(reg_maps
->uav_resource_info
))
5870 ERR("Invalid UAV index %u.\n", idx
);
5873 return ®_maps
->uav_resource_info
[idx
];
5876 FIXME("Unhandled register type %#x.\n", reg
->type
);
5880 static void shader_glsl_bufinfo(const struct wined3d_shader_instruction
*ins
)
5882 const char *prefix
= shader_glsl_get_prefix(ins
->ctx
->reg_maps
->shader_version
.type
);
5883 const struct wined3d_shader_resource_info
*resource_info
;
5884 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
5885 unsigned int resource_idx
;
5886 char dst_swizzle
[6];
5889 write_mask
= shader_glsl_append_dst(buffer
, ins
);
5890 shader_glsl_get_swizzle(&ins
->src
[0], FALSE
, write_mask
, dst_swizzle
);
5892 if (!(resource_info
= shader_glsl_get_resource_info(ins
, &ins
->src
[0].reg
)))
5894 resource_idx
= ins
->src
[0].reg
.idx
[0].offset
;
5896 shader_addline(buffer
, "ivec2(");
5897 if (ins
->src
[0].reg
.type
== WINED3DSPR_RESOURCE
)
5899 unsigned int bind_idx
= shader_glsl_find_sampler(&ins
->ctx
->reg_maps
->sampler_map
,
5900 resource_idx
, WINED3D_SAMPLER_DEFAULT
);
5901 shader_addline(buffer
, "textureSize(%s_sampler%u)", prefix
, bind_idx
);
5905 shader_addline(buffer
, "imageSize(%s_image%u)", prefix
, resource_idx
);
5907 if (resource_info
->stride
)
5908 shader_addline(buffer
, " / %u", resource_info
->stride
);
5909 else if (resource_info
->flags
& WINED3D_VIEW_BUFFER_RAW
)
5910 shader_addline(buffer
, " * 4");
5911 shader_addline(buffer
, ", %u)%s);\n", resource_info
->stride
, dst_swizzle
);
5914 static BOOL
is_multisampled(enum wined3d_shader_resource_type resource_type
)
5916 return resource_type
== WINED3D_SHADER_RESOURCE_TEXTURE_2DMS
5917 || resource_type
== WINED3D_SHADER_RESOURCE_TEXTURE_2DMSARRAY
;
5920 static BOOL
is_mipmapped(enum wined3d_shader_resource_type resource_type
)
5922 return resource_type
!= WINED3D_SHADER_RESOURCE_BUFFER
&& !is_multisampled(resource_type
);
5925 static void shader_glsl_resinfo(const struct wined3d_shader_instruction
*ins
)
5927 const struct wined3d_shader_version
*version
= &ins
->ctx
->reg_maps
->shader_version
;
5928 const struct wined3d_gl_info
*gl_info
= ins
->ctx
->gl_info
;
5929 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
5930 enum wined3d_shader_resource_type resource_type
;
5931 enum wined3d_shader_register_type reg_type
;
5932 unsigned int resource_idx
, bind_idx
, i
;
5933 enum wined3d_data_type dst_data_type
;
5934 struct glsl_src_param lod_param
;
5935 BOOL supports_mipmaps
;
5936 char dst_swizzle
[6];
5939 dst_data_type
= ins
->dst
[0].reg
.data_type
;
5940 if (ins
->flags
== WINED3DSI_RESINFO_UINT
)
5941 dst_data_type
= WINED3D_DATA_UINT
;
5942 else if (ins
->flags
)
5943 FIXME("Unhandled flags %#x.\n", ins
->flags
);
5945 reg_type
= ins
->src
[1].reg
.type
;
5946 resource_idx
= ins
->src
[1].reg
.idx
[0].offset
;
5947 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
, &lod_param
);
5948 if (reg_type
== WINED3DSPR_RESOURCE
)
5950 resource_type
= ins
->ctx
->reg_maps
->resource_info
[resource_idx
].type
;
5951 bind_idx
= shader_glsl_find_sampler(&ins
->ctx
->reg_maps
->sampler_map
,
5952 resource_idx
, WINED3D_SAMPLER_DEFAULT
);
5956 resource_type
= ins
->ctx
->reg_maps
->uav_resource_info
[resource_idx
].type
;
5957 bind_idx
= resource_idx
;
5960 if (resource_type
>= ARRAY_SIZE(resource_type_info
))
5962 ERR("Unexpected resource type %#x.\n", resource_type
);
5966 write_mask
= shader_glsl_append_dst_ext(buffer
, ins
, &ins
->dst
[0], dst_data_type
);
5967 shader_glsl_get_swizzle(&ins
->src
[1], FALSE
, write_mask
, dst_swizzle
);
5969 if (dst_data_type
== WINED3D_DATA_UINT
)
5970 shader_addline(buffer
, "uvec4(");
5972 shader_addline(buffer
, "vec4(");
5974 if (reg_type
== WINED3DSPR_RESOURCE
)
5976 shader_addline(buffer
, "textureSize(%s_sampler%u",
5977 shader_glsl_get_prefix(version
->type
), bind_idx
);
5981 shader_addline(buffer
, "imageSize(%s_image%u",
5982 shader_glsl_get_prefix(version
->type
), bind_idx
);
5985 supports_mipmaps
= is_mipmapped(resource_type
) && reg_type
!= WINED3DSPR_UAV
;
5986 if (supports_mipmaps
)
5987 shader_addline(buffer
, ", %s", lod_param
.param_str
);
5988 shader_addline(buffer
, "), ");
5990 for (i
= 0; i
< 3 - resource_type_info
[resource_type
].resinfo_size
; ++i
)
5991 shader_addline(buffer
, "0, ");
5993 if (supports_mipmaps
)
5995 if (gl_info
->supported
[ARB_TEXTURE_QUERY_LEVELS
])
5997 shader_addline(buffer
, "textureQueryLevels(%s_sampler%u)",
5998 shader_glsl_get_prefix(version
->type
), bind_idx
);
6002 FIXME("textureQueryLevels is not supported, returning 1 level.\n");
6003 shader_addline(buffer
, "1");
6008 shader_addline(buffer
, "1");
6011 shader_addline(buffer
, ")%s);\n", dst_swizzle
);
6014 static void shader_glsl_ld(const struct wined3d_shader_instruction
*ins
)
6016 const struct wined3d_shader_reg_maps
*reg_maps
= ins
->ctx
->reg_maps
;
6017 struct glsl_src_param coord_param
, lod_param
, sample_param
;
6018 unsigned int resource_idx
, sampler_idx
, sampler_bind_idx
;
6019 struct glsl_sample_function sample_function
;
6020 DWORD flags
= WINED3D_GLSL_SAMPLE_LOAD
;
6023 if (wined3d_shader_instruction_has_texel_offset(ins
))
6024 flags
|= WINED3D_GLSL_SAMPLE_OFFSET
;
6026 resource_idx
= ins
->src
[1].reg
.idx
[0].offset
;
6027 sampler_idx
= WINED3D_SAMPLER_DEFAULT
;
6029 if (resource_idx
>= ARRAY_SIZE(reg_maps
->resource_info
))
6031 ERR("Invalid resource index %u.\n", resource_idx
);
6034 has_lod_param
= is_mipmapped(reg_maps
->resource_info
[resource_idx
].type
);
6036 shader_glsl_get_sample_function(ins
->ctx
, resource_idx
, sampler_idx
, flags
, &sample_function
);
6037 shader_glsl_add_src_param(ins
, &ins
->src
[0], sample_function
.coord_mask
, &coord_param
);
6038 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_3
, &lod_param
);
6039 sampler_bind_idx
= shader_glsl_find_sampler(®_maps
->sampler_map
, resource_idx
, sampler_idx
);
6040 if (is_multisampled(reg_maps
->resource_info
[resource_idx
].type
))
6042 shader_glsl_add_src_param(ins
, &ins
->src
[2], WINED3DSP_WRITEMASK_0
, &sample_param
);
6043 shader_glsl_gen_sample_code(ins
, sampler_bind_idx
, &sample_function
, ins
->src
[1].swizzle
,
6044 NULL
, NULL
, NULL
, &ins
->texel_offset
, "%s, %s", coord_param
.param_str
, sample_param
.param_str
);
6048 shader_glsl_gen_sample_code(ins
, sampler_bind_idx
, &sample_function
, ins
->src
[1].swizzle
,
6049 NULL
, NULL
, has_lod_param
? lod_param
.param_str
: NULL
, &ins
->texel_offset
,
6050 "%s", coord_param
.param_str
);
6052 shader_glsl_release_sample_function(ins
->ctx
, &sample_function
);
6055 static void shader_glsl_sample(const struct wined3d_shader_instruction
*ins
)
6057 const char *lod_param_str
= NULL
, *dx_param_str
= NULL
, *dy_param_str
= NULL
;
6058 struct glsl_src_param coord_param
, lod_param
, dx_param
, dy_param
;
6059 unsigned int resource_idx
, sampler_idx
, sampler_bind_idx
;
6060 struct glsl_sample_function sample_function
;
6063 if (ins
->handler_idx
== WINED3DSIH_SAMPLE_GRAD
)
6064 flags
|= WINED3D_GLSL_SAMPLE_GRAD
;
6065 if (ins
->handler_idx
== WINED3DSIH_SAMPLE_LOD
)
6066 flags
|= WINED3D_GLSL_SAMPLE_LOD
;
6067 if (wined3d_shader_instruction_has_texel_offset(ins
))
6068 flags
|= WINED3D_GLSL_SAMPLE_OFFSET
;
6070 resource_idx
= ins
->src
[1].reg
.idx
[0].offset
;
6071 sampler_idx
= ins
->src
[2].reg
.idx
[0].offset
;
6073 shader_glsl_get_sample_function(ins
->ctx
, resource_idx
, sampler_idx
, flags
, &sample_function
);
6074 shader_glsl_add_src_param(ins
, &ins
->src
[0], sample_function
.coord_mask
, &coord_param
);
6076 switch (ins
->handler_idx
)
6078 case WINED3DSIH_SAMPLE
:
6080 case WINED3DSIH_SAMPLE_B
:
6081 shader_glsl_add_src_param(ins
, &ins
->src
[3], WINED3DSP_WRITEMASK_0
, &lod_param
);
6082 lod_param_str
= lod_param
.param_str
;
6084 case WINED3DSIH_SAMPLE_GRAD
:
6085 shader_glsl_add_src_param(ins
, &ins
->src
[3], sample_function
.deriv_mask
, &dx_param
);
6086 shader_glsl_add_src_param(ins
, &ins
->src
[4], sample_function
.deriv_mask
, &dy_param
);
6087 dx_param_str
= dx_param
.param_str
;
6088 dy_param_str
= dy_param
.param_str
;
6090 case WINED3DSIH_SAMPLE_LOD
:
6091 shader_glsl_add_src_param(ins
, &ins
->src
[3], WINED3DSP_WRITEMASK_0
, &lod_param
);
6092 lod_param_str
= lod_param
.param_str
;
6095 ERR("Unhandled opcode %s.\n", debug_d3dshaderinstructionhandler(ins
->handler_idx
));
6099 sampler_bind_idx
= shader_glsl_find_sampler(&ins
->ctx
->reg_maps
->sampler_map
, resource_idx
, sampler_idx
);
6100 shader_glsl_gen_sample_code(ins
, sampler_bind_idx
, &sample_function
, ins
->src
[1].swizzle
,
6101 dx_param_str
, dy_param_str
, lod_param_str
, &ins
->texel_offset
, "%s", coord_param
.param_str
);
6102 shader_glsl_release_sample_function(ins
->ctx
, &sample_function
);
6105 /* GLSL doesn't provide a function to sample from level zero with depth
6106 * comparison for array textures and cube textures. We use textureGrad*()
6107 * to implement sample_c_lz.
6109 static void shader_glsl_gen_sample_c_lz(const struct wined3d_shader_instruction
*ins
,
6110 unsigned int sampler_bind_idx
, const struct glsl_sample_function
*sample_function
,
6111 unsigned int coord_size
, const char *coord_param
, const char *ref_param
)
6113 const struct wined3d_shader_version
*version
= &ins
->ctx
->reg_maps
->shader_version
;
6114 unsigned int deriv_size
= wined3d_popcount(sample_function
->deriv_mask
);
6115 const struct wined3d_shader_texel_offset
*offset
= &ins
->texel_offset
;
6116 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
6117 char dst_swizzle
[6];
6119 WARN("Emitting textureGrad() for sample_c_lz.\n");
6121 shader_glsl_swizzle_to_str(WINED3DSP_NOSWIZZLE
, FALSE
, ins
->dst
[0].write_mask
, dst_swizzle
);
6122 shader_glsl_append_dst_ext(buffer
, ins
, &ins
->dst
[0], sample_function
->data_type
);
6123 shader_addline(buffer
, "vec4(textureGrad%s(%s_sampler%u, vec%u(%s, %s), vec%u(0.0), vec%u(0.0)",
6124 sample_function
->offset_size
? "Offset" : "",
6125 shader_glsl_get_prefix(version
->type
), sampler_bind_idx
,
6126 coord_size
, coord_param
, ref_param
, deriv_size
, deriv_size
);
6127 if (sample_function
->offset_size
)
6129 int offset_immdata
[4] = {offset
->u
, offset
->v
, offset
->w
};
6130 shader_addline(buffer
, ", ");
6131 shader_glsl_append_imm_ivec(buffer
, offset_immdata
, sample_function
->offset_size
);
6133 shader_addline(buffer
, "))%s);\n", dst_swizzle
);
6136 static void shader_glsl_sample_c(const struct wined3d_shader_instruction
*ins
)
6138 unsigned int resource_idx
, sampler_idx
, sampler_bind_idx
;
6139 const struct wined3d_shader_resource_info
*resource_info
;
6140 struct glsl_src_param coord_param
, compare_param
;
6141 struct glsl_sample_function sample_function
;
6142 const char *lod_param
= NULL
;
6143 unsigned int coord_size
;
6146 if (ins
->handler_idx
== WINED3DSIH_SAMPLE_C_LZ
)
6149 flags
|= WINED3D_GLSL_SAMPLE_LOD
;
6152 if (wined3d_shader_instruction_has_texel_offset(ins
))
6153 flags
|= WINED3D_GLSL_SAMPLE_OFFSET
;
6155 if (!(resource_info
= shader_glsl_get_resource_info(ins
, &ins
->src
[1].reg
)))
6157 resource_idx
= ins
->src
[1].reg
.idx
[0].offset
;
6158 sampler_idx
= ins
->src
[2].reg
.idx
[0].offset
;
6160 shader_glsl_get_sample_function(ins
->ctx
, resource_idx
, sampler_idx
, flags
, &sample_function
);
6161 coord_size
= shader_glsl_get_write_mask_size(sample_function
.coord_mask
);
6162 shader_glsl_add_src_param(ins
, &ins
->src
[0], sample_function
.coord_mask
>> 1, &coord_param
);
6163 shader_glsl_add_src_param(ins
, &ins
->src
[3], WINED3DSP_WRITEMASK_0
, &compare_param
);
6164 sampler_bind_idx
= shader_glsl_find_sampler(&ins
->ctx
->reg_maps
->sampler_map
, resource_idx
, sampler_idx
);
6165 if (ins
->handler_idx
== WINED3DSIH_SAMPLE_C_LZ
6166 && (resource_info
->type
== WINED3D_SHADER_RESOURCE_TEXTURE_2DARRAY
6167 || resource_info
->type
== WINED3D_SHADER_RESOURCE_TEXTURE_CUBE
))
6169 shader_glsl_gen_sample_c_lz(ins
, sampler_bind_idx
, &sample_function
,
6170 coord_size
, coord_param
.param_str
, compare_param
.param_str
);
6174 shader_glsl_gen_sample_code(ins
, sampler_bind_idx
, &sample_function
, WINED3DSP_NOSWIZZLE
,
6175 NULL
, NULL
, lod_param
, &ins
->texel_offset
, "vec%u(%s, %s)",
6176 coord_size
, coord_param
.param_str
, compare_param
.param_str
);
6178 shader_glsl_release_sample_function(ins
->ctx
, &sample_function
);
6181 static void shader_glsl_gather4(const struct wined3d_shader_instruction
*ins
)
6183 unsigned int resource_param_idx
, resource_idx
, sampler_idx
, sampler_bind_idx
, component_idx
;
6184 const struct wined3d_shader_reg_maps
*reg_maps
= ins
->ctx
->reg_maps
;
6185 const char *prefix
= shader_glsl_get_prefix(reg_maps
->shader_version
.type
);
6186 struct glsl_src_param coord_param
, compare_param
, offset_param
;
6187 const struct wined3d_gl_info
*gl_info
= ins
->ctx
->gl_info
;
6188 const struct wined3d_shader_resource_info
*resource_info
;
6189 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
6190 unsigned int coord_size
, offset_size
;
6191 char dst_swizzle
[6];
6194 if (!gl_info
->supported
[ARB_TEXTURE_GATHER
])
6196 FIXME("OpenGL implementation does not support textureGather.\n");
6200 has_offset
= ins
->handler_idx
== WINED3DSIH_GATHER4_PO
6201 || ins
->handler_idx
== WINED3DSIH_GATHER4_PO_C
6202 || wined3d_shader_instruction_has_texel_offset(ins
);
6204 resource_param_idx
=
6205 (ins
->handler_idx
== WINED3DSIH_GATHER4_PO
|| ins
->handler_idx
== WINED3DSIH_GATHER4_PO_C
) ? 2 : 1;
6206 resource_idx
= ins
->src
[resource_param_idx
].reg
.idx
[0].offset
;
6207 sampler_idx
= ins
->src
[resource_param_idx
+ 1].reg
.idx
[0].offset
;
6208 component_idx
= shader_glsl_swizzle_get_component(ins
->src
[resource_param_idx
+ 1].swizzle
, 0);
6209 sampler_bind_idx
= shader_glsl_find_sampler(®_maps
->sampler_map
, resource_idx
, sampler_idx
);
6211 if (!(resource_info
= shader_glsl_get_resource_info(ins
, &ins
->src
[resource_param_idx
].reg
)))
6214 if (resource_info
->type
>= ARRAY_SIZE(resource_type_info
))
6216 ERR("Unexpected resource type %#x.\n", resource_info
->type
);
6219 shader_glsl_get_coord_size(resource_info
->type
, &coord_size
, &offset_size
);
6221 shader_glsl_swizzle_to_str(ins
->src
[resource_param_idx
].swizzle
, FALSE
, ins
->dst
[0].write_mask
, dst_swizzle
);
6222 shader_glsl_append_dst_ext(buffer
, ins
, &ins
->dst
[0], resource_info
->data_type
);
6224 shader_glsl_add_src_param(ins
, &ins
->src
[0], (1u << coord_size
) - 1, &coord_param
);
6226 shader_addline(buffer
, "textureGather%s(%s_sampler%u, %s",
6227 has_offset
? "Offset" : "", prefix
, sampler_bind_idx
, coord_param
.param_str
);
6228 if (ins
->handler_idx
== WINED3DSIH_GATHER4_C
|| ins
->handler_idx
== WINED3DSIH_GATHER4_PO_C
)
6230 shader_glsl_add_src_param(ins
, &ins
->src
[resource_param_idx
+ 2], WINED3DSP_WRITEMASK_0
, &compare_param
);
6231 shader_addline(buffer
, ", %s", compare_param
.param_str
);
6233 if (ins
->handler_idx
== WINED3DSIH_GATHER4_PO
|| ins
->handler_idx
== WINED3DSIH_GATHER4_PO_C
)
6235 shader_glsl_add_src_param(ins
, &ins
->src
[1], (1u << offset_size
) - 1, &offset_param
);
6236 shader_addline(buffer
, ", %s", offset_param
.param_str
);
6238 else if (has_offset
)
6240 int offset_immdata
[4] = {ins
->texel_offset
.u
, ins
->texel_offset
.v
, ins
->texel_offset
.w
};
6241 shader_addline(buffer
, ", ");
6242 shader_glsl_append_imm_ivec(buffer
, offset_immdata
, offset_size
);
6245 shader_addline(buffer
, ", %u", component_idx
);
6247 shader_addline(buffer
, ")%s);\n", dst_swizzle
);
6250 static void shader_glsl_texcoord(const struct wined3d_shader_instruction
*ins
)
6252 /* FIXME: Make this work for more than just 2D textures */
6253 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
6254 DWORD write_mask
= shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
6256 if (!(ins
->ctx
->reg_maps
->shader_version
.major
== 1 && ins
->ctx
->reg_maps
->shader_version
.minor
== 4))
6260 shader_glsl_get_write_mask(&ins
->dst
[0], dst_mask
);
6261 shader_addline(buffer
, "clamp(ffp_texcoord[%u], 0.0, 1.0)%s);\n",
6262 ins
->dst
[0].reg
.idx
[0].offset
, dst_mask
);
6266 enum wined3d_shader_src_modifier src_mod
= ins
->src
[0].modifiers
;
6267 DWORD reg
= ins
->src
[0].reg
.idx
[0].offset
;
6268 char dst_swizzle
[6];
6270 shader_glsl_get_swizzle(&ins
->src
[0], FALSE
, write_mask
, dst_swizzle
);
6272 if (src_mod
== WINED3DSPSM_DZ
|| src_mod
== WINED3DSPSM_DW
)
6274 unsigned int mask_size
= shader_glsl_get_write_mask_size(write_mask
);
6275 struct glsl_src_param div_param
;
6276 DWORD src_writemask
= src_mod
== WINED3DSPSM_DZ
? WINED3DSP_WRITEMASK_2
: WINED3DSP_WRITEMASK_3
;
6278 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_writemask
, &div_param
);
6281 shader_addline(buffer
, "ffp_texcoord[%u]%s / vec%d(%s));\n", reg
, dst_swizzle
, mask_size
, div_param
.param_str
);
6283 shader_addline(buffer
, "ffp_texcoord[%u]%s / %s);\n", reg
, dst_swizzle
, div_param
.param_str
);
6287 shader_addline(buffer
, "ffp_texcoord[%u]%s);\n", reg
, dst_swizzle
);
6292 /** Process the WINED3DSIO_TEXDP3TEX instruction in GLSL:
6293 * Take a 3-component dot product of the TexCoord[dstreg] and src,
6294 * then perform a 1D texture lookup from stage dstregnum, place into dst. */
6295 static void shader_glsl_texdp3tex(const struct wined3d_shader_instruction
*ins
)
6297 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
6298 DWORD sampler_idx
= ins
->dst
[0].reg
.idx
[0].offset
;
6299 struct glsl_sample_function sample_function
;
6300 struct glsl_src_param src0_param
;
6303 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_mask
, &src0_param
);
6305 /* Do I have to take care about the projected bit? I don't think so, since the dp3 returns only one
6306 * scalar, and projected sampling would require 4.
6308 * It is a dependent read - not valid with conditional NP2 textures
6310 shader_glsl_get_sample_function(ins
->ctx
, sampler_idx
, sampler_idx
, 0, &sample_function
);
6311 mask_size
= shader_glsl_get_write_mask_size(sample_function
.coord_mask
);
6316 shader_glsl_gen_sample_code(ins
, sampler_idx
, &sample_function
, WINED3DSP_NOSWIZZLE
, NULL
, NULL
, NULL
,
6317 NULL
, "dot(ffp_texcoord[%u].xyz, %s)", sampler_idx
, src0_param
.param_str
);
6321 shader_glsl_gen_sample_code(ins
, sampler_idx
, &sample_function
, WINED3DSP_NOSWIZZLE
, NULL
, NULL
, NULL
,
6322 NULL
, "vec2(dot(ffp_texcoord[%u].xyz, %s), 0.0)", sampler_idx
, src0_param
.param_str
);
6326 shader_glsl_gen_sample_code(ins
, sampler_idx
, &sample_function
, WINED3DSP_NOSWIZZLE
, NULL
, NULL
, NULL
,
6327 NULL
, "vec3(dot(ffp_texcoord[%u].xyz, %s), 0.0, 0.0)", sampler_idx
, src0_param
.param_str
);
6331 FIXME("Unexpected mask size %u\n", mask_size
);
6334 shader_glsl_release_sample_function(ins
->ctx
, &sample_function
);
6337 /** Process the WINED3DSIO_TEXDP3 instruction in GLSL:
6338 * Take a 3-component dot product of the TexCoord[dstreg] and src. */
6339 static void shader_glsl_texdp3(const struct wined3d_shader_instruction
*ins
)
6341 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
6342 DWORD dstreg
= ins
->dst
[0].reg
.idx
[0].offset
;
6343 struct glsl_src_param src0_param
;
6345 unsigned int mask_size
;
6347 dst_mask
= shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
6348 mask_size
= shader_glsl_get_write_mask_size(dst_mask
);
6349 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_mask
, &src0_param
);
6351 if (mask_size
> 1) {
6352 shader_addline(ins
->ctx
->buffer
, "vec%d(dot(T%u.xyz, %s)));\n", mask_size
, dstreg
, src0_param
.param_str
);
6354 shader_addline(ins
->ctx
->buffer
, "dot(T%u.xyz, %s));\n", dstreg
, src0_param
.param_str
);
6358 /** Process the WINED3DSIO_TEXDEPTH instruction in GLSL:
6359 * Calculate the depth as dst.x / dst.y */
6360 static void shader_glsl_texdepth(const struct wined3d_shader_instruction
*ins
)
6362 struct glsl_dst_param dst_param
;
6364 shader_glsl_add_dst_param(ins
, &ins
->dst
[0], &dst_param
);
6366 /* Tests show that texdepth never returns anything below 0.0, and that r5.y is clamped to 1.0.
6367 * Negative input is accepted, -0.25 / -0.5 returns 0.5. GL should clamp gl_FragDepth to [0;1], but
6368 * this doesn't always work, so clamp the results manually. Whether or not the x value is clamped at 1
6369 * too is irrelevant, since if x = 0, any y value < 1.0 (and > 1.0 is not allowed) results in a result
6372 shader_addline(ins
->ctx
->buffer
, "gl_FragDepth = clamp((%s.x / min(%s.y, 1.0)), 0.0, 1.0);\n",
6373 dst_param
.reg_name
, dst_param
.reg_name
);
6376 /** Process the WINED3DSIO_TEXM3X2DEPTH instruction in GLSL:
6377 * Last row of a 3x2 matrix multiply, use the result to calculate the depth:
6378 * Calculate tmp0.y = TexCoord[dstreg] . src.xyz; (tmp0.x has already been calculated)
6379 * depth = (tmp0.y == 0.0) ? 1.0 : tmp0.x / tmp0.y
6381 static void shader_glsl_texm3x2depth(const struct wined3d_shader_instruction
*ins
)
6383 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
6384 DWORD dstreg
= ins
->dst
[0].reg
.idx
[0].offset
;
6385 struct glsl_src_param src0_param
;
6387 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_mask
, &src0_param
);
6389 shader_addline(ins
->ctx
->buffer
, "tmp0.y = dot(T%u.xyz, %s);\n", dstreg
, src0_param
.param_str
);
6390 shader_addline(ins
->ctx
->buffer
, "gl_FragDepth = (tmp0.y == 0.0) ? 1.0 : clamp(tmp0.x / tmp0.y, 0.0, 1.0);\n");
6393 /** Process the WINED3DSIO_TEXM3X2PAD instruction in GLSL
6394 * Calculate the 1st of a 2-row matrix multiplication. */
6395 static void shader_glsl_texm3x2pad(const struct wined3d_shader_instruction
*ins
)
6397 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
6398 DWORD reg
= ins
->dst
[0].reg
.idx
[0].offset
;
6399 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
6400 struct glsl_src_param src0_param
;
6402 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_mask
, &src0_param
);
6403 shader_addline(buffer
, "tmp0.x = dot(T%u.xyz, %s);\n", reg
, src0_param
.param_str
);
6406 /** Process the WINED3DSIO_TEXM3X3PAD instruction in GLSL
6407 * Calculate the 1st or 2nd row of a 3-row matrix multiplication. */
6408 static void shader_glsl_texm3x3pad(const struct wined3d_shader_instruction
*ins
)
6410 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
6411 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
6412 struct wined3d_shader_tex_mx
*tex_mx
= ins
->ctx
->tex_mx
;
6413 DWORD reg
= ins
->dst
[0].reg
.idx
[0].offset
;
6414 struct glsl_src_param src0_param
;
6416 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_mask
, &src0_param
);
6417 shader_addline(buffer
, "tmp0.%c = dot(T%u.xyz, %s);\n", 'x' + tex_mx
->current_row
, reg
, src0_param
.param_str
);
6418 tex_mx
->texcoord_w
[tex_mx
->current_row
++] = reg
;
6421 static void shader_glsl_texm3x2tex(const struct wined3d_shader_instruction
*ins
)
6423 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
6424 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
6425 struct glsl_sample_function sample_function
;
6426 DWORD reg
= ins
->dst
[0].reg
.idx
[0].offset
;
6427 struct glsl_src_param src0_param
;
6429 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_mask
, &src0_param
);
6430 shader_addline(buffer
, "tmp0.y = dot(T%u.xyz, %s);\n", reg
, src0_param
.param_str
);
6432 shader_glsl_get_sample_function(ins
->ctx
, reg
, reg
, 0, &sample_function
);
6434 /* Sample the texture using the calculated coordinates */
6435 shader_glsl_gen_sample_code(ins
, reg
, &sample_function
, WINED3DSP_NOSWIZZLE
, NULL
, NULL
, NULL
, NULL
, "tmp0.xy");
6436 shader_glsl_release_sample_function(ins
->ctx
, &sample_function
);
6439 /** Process the WINED3DSIO_TEXM3X3TEX instruction in GLSL
6440 * Perform the 3rd row of a 3x3 matrix multiply, then sample the texture using the calculated coordinates */
6441 static void shader_glsl_texm3x3tex(const struct wined3d_shader_instruction
*ins
)
6443 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
6444 struct wined3d_shader_tex_mx
*tex_mx
= ins
->ctx
->tex_mx
;
6445 struct glsl_sample_function sample_function
;
6446 DWORD reg
= ins
->dst
[0].reg
.idx
[0].offset
;
6447 struct glsl_src_param src0_param
;
6449 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_mask
, &src0_param
);
6450 shader_addline(ins
->ctx
->buffer
, "tmp0.z = dot(T%u.xyz, %s);\n", reg
, src0_param
.param_str
);
6452 /* Dependent read, not valid with conditional NP2 */
6453 shader_glsl_get_sample_function(ins
->ctx
, reg
, reg
, 0, &sample_function
);
6455 /* Sample the texture using the calculated coordinates */
6456 shader_glsl_gen_sample_code(ins
, reg
, &sample_function
, WINED3DSP_NOSWIZZLE
, NULL
, NULL
, NULL
, NULL
, "tmp0.xyz");
6457 shader_glsl_release_sample_function(ins
->ctx
, &sample_function
);
6459 tex_mx
->current_row
= 0;
6462 /** Process the WINED3DSIO_TEXM3X3 instruction in GLSL
6463 * Perform the 3rd row of a 3x3 matrix multiply */
6464 static void shader_glsl_texm3x3(const struct wined3d_shader_instruction
*ins
)
6466 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
6467 struct wined3d_shader_tex_mx
*tex_mx
= ins
->ctx
->tex_mx
;
6468 DWORD reg
= ins
->dst
[0].reg
.idx
[0].offset
;
6469 struct glsl_src_param src0_param
;
6472 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_mask
, &src0_param
);
6474 shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
6475 shader_glsl_get_write_mask(&ins
->dst
[0], dst_mask
);
6476 shader_addline(ins
->ctx
->buffer
, "vec4(tmp0.xy, dot(T%u.xyz, %s), 1.0)%s);\n", reg
, src0_param
.param_str
, dst_mask
);
6478 tex_mx
->current_row
= 0;
6481 /* Process the WINED3DSIO_TEXM3X3SPEC instruction in GLSL
6482 * Perform the final texture lookup based on the previous 2 3x3 matrix multiplies */
6483 static void shader_glsl_texm3x3spec(const struct wined3d_shader_instruction
*ins
)
6485 struct glsl_src_param src0_param
;
6486 struct glsl_src_param src1_param
;
6487 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
6488 struct wined3d_shader_tex_mx
*tex_mx
= ins
->ctx
->tex_mx
;
6489 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
6490 struct glsl_sample_function sample_function
;
6491 DWORD reg
= ins
->dst
[0].reg
.idx
[0].offset
;
6494 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_mask
, &src0_param
);
6495 shader_glsl_add_src_param(ins
, &ins
->src
[1], src_mask
, &src1_param
);
6497 /* Perform the last matrix multiply operation */
6498 shader_addline(buffer
, "tmp0.z = dot(T%u.xyz, %s);\n", reg
, src0_param
.param_str
);
6499 /* Reflection calculation */
6500 shader_addline(buffer
, "tmp0.xyz = -reflect((%s), normalize(tmp0.xyz));\n", src1_param
.param_str
);
6502 /* Dependent read, not valid with conditional NP2 */
6503 shader_glsl_get_sample_function(ins
->ctx
, reg
, reg
, 0, &sample_function
);
6504 shader_glsl_write_mask_to_str(sample_function
.coord_mask
, coord_mask
);
6506 /* Sample the texture */
6507 shader_glsl_gen_sample_code(ins
, reg
, &sample_function
, WINED3DSP_NOSWIZZLE
,
6508 NULL
, NULL
, NULL
, NULL
, "tmp0%s", coord_mask
);
6509 shader_glsl_release_sample_function(ins
->ctx
, &sample_function
);
6511 tex_mx
->current_row
= 0;
6514 /* Process the WINED3DSIO_TEXM3X3VSPEC instruction in GLSL
6515 * Perform the final texture lookup based on the previous 2 3x3 matrix multiplies */
6516 static void shader_glsl_texm3x3vspec(const struct wined3d_shader_instruction
*ins
)
6518 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
6519 struct wined3d_shader_tex_mx
*tex_mx
= ins
->ctx
->tex_mx
;
6520 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
6521 struct glsl_sample_function sample_function
;
6522 DWORD reg
= ins
->dst
[0].reg
.idx
[0].offset
;
6523 struct glsl_src_param src0_param
;
6526 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_mask
, &src0_param
);
6528 /* Perform the last matrix multiply operation */
6529 shader_addline(buffer
, "tmp0.z = dot(vec3(T%u), vec3(%s));\n", reg
, src0_param
.param_str
);
6531 /* Construct the eye-ray vector from w coordinates */
6532 shader_addline(buffer
, "tmp1.xyz = normalize(vec3(ffp_texcoord[%u].w, ffp_texcoord[%u].w, ffp_texcoord[%u].w));\n",
6533 tex_mx
->texcoord_w
[0], tex_mx
->texcoord_w
[1], reg
);
6534 shader_addline(buffer
, "tmp0.xyz = -reflect(tmp1.xyz, normalize(tmp0.xyz));\n");
6536 /* Dependent read, not valid with conditional NP2 */
6537 shader_glsl_get_sample_function(ins
->ctx
, reg
, reg
, 0, &sample_function
);
6538 shader_glsl_write_mask_to_str(sample_function
.coord_mask
, coord_mask
);
6540 /* Sample the texture using the calculated coordinates */
6541 shader_glsl_gen_sample_code(ins
, reg
, &sample_function
, WINED3DSP_NOSWIZZLE
,
6542 NULL
, NULL
, NULL
, NULL
, "tmp0%s", coord_mask
);
6543 shader_glsl_release_sample_function(ins
->ctx
, &sample_function
);
6545 tex_mx
->current_row
= 0;
6548 /** Process the WINED3DSIO_TEXBEM instruction in GLSL.
6549 * Apply a fake bump map transform.
6550 * texbem is pshader <= 1.3 only, this saves a few version checks
6552 static void shader_glsl_texbem(const struct wined3d_shader_instruction
*ins
)
6554 const struct shader_glsl_ctx_priv
*priv
= ins
->ctx
->backend_data
;
6555 struct glsl_sample_function sample_function
;
6556 struct glsl_src_param coord_param
;
6562 sampler_idx
= ins
->dst
[0].reg
.idx
[0].offset
;
6563 flags
= (priv
->cur_ps_args
->tex_transform
>> sampler_idx
* WINED3D_PSARGS_TEXTRANSFORM_SHIFT
)
6564 & WINED3D_PSARGS_TEXTRANSFORM_MASK
;
6566 /* Dependent read, not valid with conditional NP2 */
6567 shader_glsl_get_sample_function(ins
->ctx
, sampler_idx
, sampler_idx
, 0, &sample_function
);
6568 mask
= sample_function
.coord_mask
;
6570 shader_glsl_write_mask_to_str(mask
, coord_mask
);
6572 /* With projected textures, texbem only divides the static texture coord,
6573 * not the displacement, so we can't let GL handle this. */
6574 if (flags
& WINED3D_PSARGS_PROJECTED
)
6577 char coord_div_mask
[3];
6578 switch (flags
& ~WINED3D_PSARGS_PROJECTED
)
6580 case WINED3D_TTFF_COUNT1
:
6581 FIXME("WINED3D_TTFF_PROJECTED with WINED3D_TTFF_COUNT1?\n");
6583 case WINED3D_TTFF_COUNT2
:
6584 div_mask
= WINED3DSP_WRITEMASK_1
;
6586 case WINED3D_TTFF_COUNT3
:
6587 div_mask
= WINED3DSP_WRITEMASK_2
;
6589 case WINED3D_TTFF_COUNT4
:
6590 case WINED3D_TTFF_DISABLE
:
6591 div_mask
= WINED3DSP_WRITEMASK_3
;
6594 shader_glsl_write_mask_to_str(div_mask
, coord_div_mask
);
6595 shader_addline(ins
->ctx
->buffer
, "T%u%s /= T%u%s;\n", sampler_idx
, coord_mask
, sampler_idx
, coord_div_mask
);
6598 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
, &coord_param
);
6600 shader_glsl_gen_sample_code(ins
, sampler_idx
, &sample_function
, WINED3DSP_NOSWIZZLE
, NULL
, NULL
, NULL
, NULL
,
6601 "T%u%s + vec4(bumpenv_mat%u * %s, 0.0, 0.0)%s", sampler_idx
, coord_mask
, sampler_idx
,
6602 coord_param
.param_str
, coord_mask
);
6604 if (ins
->handler_idx
== WINED3DSIH_TEXBEML
)
6606 struct glsl_src_param luminance_param
;
6607 struct glsl_dst_param dst_param
;
6609 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_2
, &luminance_param
);
6610 shader_glsl_add_dst_param(ins
, &ins
->dst
[0], &dst_param
);
6612 shader_addline(ins
->ctx
->buffer
, "%s%s *= (%s * bumpenv_lum_scale%u + bumpenv_lum_offset%u);\n",
6613 dst_param
.reg_name
, dst_param
.mask_str
,
6614 luminance_param
.param_str
, sampler_idx
, sampler_idx
);
6616 shader_glsl_release_sample_function(ins
->ctx
, &sample_function
);
6619 static void shader_glsl_bem(const struct wined3d_shader_instruction
*ins
)
6621 DWORD sampler_idx
= ins
->dst
[0].reg
.idx
[0].offset
;
6622 struct glsl_src_param src0_param
, src1_param
;
6624 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
, &src0_param
);
6625 shader_glsl_add_src_param(ins
, &ins
->src
[1], WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
, &src1_param
);
6627 shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
6628 shader_addline(ins
->ctx
->buffer
, "%s + bumpenv_mat%u * %s);\n",
6629 src0_param
.param_str
, sampler_idx
, src1_param
.param_str
);
6632 /** Process the WINED3DSIO_TEXREG2AR instruction in GLSL
6633 * Sample 2D texture at dst using the alpha & red (wx) components of src as texture coordinates */
6634 static void shader_glsl_texreg2ar(const struct wined3d_shader_instruction
*ins
)
6636 DWORD sampler_idx
= ins
->dst
[0].reg
.idx
[0].offset
;
6637 struct glsl_sample_function sample_function
;
6638 struct glsl_src_param src0_param
;
6640 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_ALL
, &src0_param
);
6642 shader_glsl_get_sample_function(ins
->ctx
, sampler_idx
, sampler_idx
, 0, &sample_function
);
6643 shader_glsl_gen_sample_code(ins
, sampler_idx
, &sample_function
, WINED3DSP_NOSWIZZLE
, NULL
, NULL
, NULL
, NULL
,
6644 "%s.wx", src0_param
.reg_name
);
6645 shader_glsl_release_sample_function(ins
->ctx
, &sample_function
);
6648 /** Process the WINED3DSIO_TEXREG2GB instruction in GLSL
6649 * Sample 2D texture at dst using the green & blue (yz) components of src as texture coordinates */
6650 static void shader_glsl_texreg2gb(const struct wined3d_shader_instruction
*ins
)
6652 DWORD sampler_idx
= ins
->dst
[0].reg
.idx
[0].offset
;
6653 struct glsl_sample_function sample_function
;
6654 struct glsl_src_param src0_param
;
6656 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_ALL
, &src0_param
);
6658 shader_glsl_get_sample_function(ins
->ctx
, sampler_idx
, sampler_idx
, 0, &sample_function
);
6659 shader_glsl_gen_sample_code(ins
, sampler_idx
, &sample_function
, WINED3DSP_NOSWIZZLE
, NULL
, NULL
, NULL
, NULL
,
6660 "%s.yz", src0_param
.reg_name
);
6661 shader_glsl_release_sample_function(ins
->ctx
, &sample_function
);
6664 /** Process the WINED3DSIO_TEXREG2RGB instruction in GLSL
6665 * Sample texture at dst using the rgb (xyz) components of src as texture coordinates */
6666 static void shader_glsl_texreg2rgb(const struct wined3d_shader_instruction
*ins
)
6668 DWORD sampler_idx
= ins
->dst
[0].reg
.idx
[0].offset
;
6669 struct glsl_sample_function sample_function
;
6670 struct glsl_src_param src0_param
;
6672 /* Dependent read, not valid with conditional NP2 */
6673 shader_glsl_get_sample_function(ins
->ctx
, sampler_idx
, sampler_idx
, 0, &sample_function
);
6674 shader_glsl_add_src_param(ins
, &ins
->src
[0], sample_function
.coord_mask
, &src0_param
);
6676 shader_glsl_gen_sample_code(ins
, sampler_idx
, &sample_function
, WINED3DSP_NOSWIZZLE
, NULL
, NULL
, NULL
, NULL
,
6677 "%s", src0_param
.param_str
);
6678 shader_glsl_release_sample_function(ins
->ctx
, &sample_function
);
6681 /** Process the WINED3DSIO_TEXKILL instruction in GLSL.
6682 * If any of the first 3 components are < 0, discard this pixel */
6683 static void shader_glsl_texkill(const struct wined3d_shader_instruction
*ins
)
6685 if (ins
->ctx
->reg_maps
->shader_version
.major
>= 4)
6687 shader_glsl_generate_conditional_op(ins
, "discard;");
6691 struct glsl_dst_param dst_param
;
6693 /* The argument is a destination parameter, and no writemasks are allowed */
6694 shader_glsl_add_dst_param(ins
, &ins
->dst
[0], &dst_param
);
6696 /* 2.0 shaders compare all 4 components in texkill. */
6697 if (ins
->ctx
->reg_maps
->shader_version
.major
>= 2)
6698 shader_addline(ins
->ctx
->buffer
, "if (any(lessThan(%s.xyzw, vec4(0.0)))) discard;\n", dst_param
.reg_name
);
6699 /* 1.x shaders only compare the first 3 components, probably due to
6700 * the nature of the texkill instruction as a tex* instruction, and
6701 * phase, which kills all .w components. Even if all 4 components are
6702 * defined, only the first 3 are used. */
6704 shader_addline(ins
->ctx
->buffer
, "if (any(lessThan(%s.xyz, vec3(0.0)))) discard;\n", dst_param
.reg_name
);
6708 /** Process the WINED3DSIO_DP2ADD instruction in GLSL.
6709 * dst = dot2(src0, src1) + src2 */
6710 static void shader_glsl_dp2add(const struct wined3d_shader_instruction
*ins
)
6712 struct glsl_src_param src0_param
;
6713 struct glsl_src_param src1_param
;
6714 struct glsl_src_param src2_param
;
6716 unsigned int mask_size
;
6718 write_mask
= shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
6719 mask_size
= shader_glsl_get_write_mask_size(write_mask
);
6721 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
, &src0_param
);
6722 shader_glsl_add_src_param(ins
, &ins
->src
[1], WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
, &src1_param
);
6723 shader_glsl_add_src_param(ins
, &ins
->src
[2], WINED3DSP_WRITEMASK_0
, &src2_param
);
6725 if (mask_size
> 1) {
6726 shader_addline(ins
->ctx
->buffer
, "vec%d(dot(%s, %s) + %s));\n",
6727 mask_size
, src0_param
.param_str
, src1_param
.param_str
, src2_param
.param_str
);
6729 shader_addline(ins
->ctx
->buffer
, "dot(%s, %s) + %s);\n",
6730 src0_param
.param_str
, src1_param
.param_str
, src2_param
.param_str
);
6734 static void shader_glsl_input_pack(const struct wined3d_shader
*shader
, struct wined3d_string_buffer
*buffer
,
6735 const struct wined3d_shader_signature
*input_signature
,
6736 const struct wined3d_shader_reg_maps
*reg_maps
,
6737 const struct ps_compile_args
*args
, const struct wined3d_gl_info
*gl_info
, BOOL unroll
)
6741 for (i
= 0; i
< input_signature
->element_count
; ++i
)
6743 const struct wined3d_shader_signature_element
*input
= &input_signature
->elements
[i
];
6744 const char *semantic_name
;
6749 if (!(reg_maps
->input_registers
& (1u << input
->register_idx
)))
6752 semantic_name
= input
->semantic_name
;
6753 semantic_idx
= input
->semantic_idx
;
6754 shader_glsl_write_mask_to_str(input
->mask
, reg_mask
);
6756 if (args
->vp_mode
== WINED3D_VP_MODE_SHADER
)
6758 if (input
->sysval_semantic
== WINED3D_SV_POSITION
&& !semantic_idx
)
6760 shader_addline(buffer
, "ps_in[%u]%s = vpos%s;\n",
6761 shader
->u
.ps
.input_reg_map
[input
->register_idx
], reg_mask
, reg_mask
);
6763 else if (args
->pointsprite
&& shader_match_semantic(semantic_name
, WINED3D_DECL_USAGE_TEXCOORD
))
6765 shader_addline(buffer
, "ps_in[%u] = vec4(gl_PointCoord.xy, 0.0, 0.0);\n", input
->register_idx
);
6767 else if (input
->sysval_semantic
== WINED3D_SV_IS_FRONT_FACE
)
6769 shader_addline(buffer
, "ps_in[%u]%s = uintBitsToFloat(gl_FrontFacing ? 0xffffffffu : 0u);\n",
6770 input
->register_idx
, reg_mask
);
6772 else if (input
->sysval_semantic
== WINED3D_SV_RENDER_TARGET_ARRAY_INDEX
&& !semantic_idx
)
6774 if (gl_info
->supported
[ARB_FRAGMENT_LAYER_VIEWPORT
])
6775 shader_addline(buffer
, "ps_in[%u]%s = intBitsToFloat(gl_Layer);\n",
6776 input
->register_idx
, reg_mask
);
6778 FIXME("ARB_fragment_layer_viewport is not supported.\n");
6780 else if (input
->sysval_semantic
== WINED3D_SV_VIEWPORT_ARRAY_INDEX
&& !semantic_idx
)
6782 if (gl_info
->supported
[ARB_VIEWPORT_ARRAY
])
6783 shader_addline(buffer
, "ps_in[%u]%s = intBitsToFloat(gl_ViewportIndex);\n",
6784 input
->register_idx
, reg_mask
);
6786 FIXME("ARB_viewport_array is not supported.\n");
6790 if (input
->sysval_semantic
)
6791 FIXME("Unhandled sysval semantic %#x.\n", input
->sysval_semantic
);
6792 shader_addline(buffer
, unroll
? "ps_in[%u]%s = %s%u%s;\n" : "ps_in[%u]%s = %s[%u]%s;\n",
6793 shader
->u
.ps
.input_reg_map
[input
->register_idx
], reg_mask
,
6794 shader_glsl_shader_input_name(gl_info
),
6795 shader
->u
.ps
.input_reg_map
[input
->register_idx
], reg_mask
);
6798 else if (shader_match_semantic(semantic_name
, WINED3D_DECL_USAGE_TEXCOORD
))
6800 if (args
->pointsprite
)
6801 shader_addline(buffer
, "ps_in[%u] = vec4(gl_PointCoord.xy, 0.0, 0.0);\n",
6802 shader
->u
.ps
.input_reg_map
[input
->register_idx
]);
6803 else if (args
->vp_mode
== WINED3D_VP_MODE_NONE
&& args
->texcoords_initialized
& (1u << semantic_idx
))
6804 shader_addline(buffer
, "ps_in[%u]%s = %s[%u]%s;\n",
6805 shader
->u
.ps
.input_reg_map
[input
->register_idx
], reg_mask
,
6806 needs_legacy_glsl_syntax(gl_info
)
6807 ? "gl_TexCoord" : "ffp_varying_texcoord", semantic_idx
, reg_mask
);
6809 shader_addline(buffer
, "ps_in[%u]%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
6810 shader
->u
.ps
.input_reg_map
[input
->register_idx
], reg_mask
, reg_mask
);
6812 else if (shader_match_semantic(semantic_name
, WINED3D_DECL_USAGE_COLOR
))
6815 shader_addline(buffer
, "ps_in[%u]%s = vec4(ffp_varying_diffuse)%s;\n",
6816 shader
->u
.ps
.input_reg_map
[input
->register_idx
], reg_mask
, reg_mask
);
6817 else if (semantic_idx
== 1)
6818 shader_addline(buffer
, "ps_in[%u]%s = vec4(ffp_varying_specular)%s;\n",
6819 shader
->u
.ps
.input_reg_map
[input
->register_idx
], reg_mask
, reg_mask
);
6821 shader_addline(buffer
, "ps_in[%u]%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
6822 shader
->u
.ps
.input_reg_map
[input
->register_idx
], reg_mask
, reg_mask
);
6826 shader_addline(buffer
, "ps_in[%u]%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
6827 shader
->u
.ps
.input_reg_map
[input
->register_idx
], reg_mask
, reg_mask
);
6832 static void add_glsl_program_entry(struct shader_glsl_priv
*priv
, struct glsl_shader_prog_link
*entry
)
6834 struct glsl_program_key key
;
6836 key
.vs_id
= entry
->vs
.id
;
6837 key
.hs_id
= entry
->hs
.id
;
6838 key
.ds_id
= entry
->ds
.id
;
6839 key
.gs_id
= entry
->gs
.id
;
6840 key
.ps_id
= entry
->ps
.id
;
6841 key
.cs_id
= entry
->cs
.id
;
6843 if (wine_rb_put(&priv
->program_lookup
, &key
, &entry
->program_lookup_entry
) == -1)
6845 ERR("Failed to insert program entry.\n");
6849 static struct glsl_shader_prog_link
*get_glsl_program_entry(const struct shader_glsl_priv
*priv
,
6850 const struct glsl_program_key
*key
)
6852 struct wine_rb_entry
*entry
;
6854 entry
= wine_rb_get(&priv
->program_lookup
, key
);
6855 return entry
? WINE_RB_ENTRY_VALUE(entry
, struct glsl_shader_prog_link
, program_lookup_entry
) : NULL
;
6858 /* Context activation is done by the caller. */
6859 static void delete_glsl_program_entry(struct shader_glsl_priv
*priv
, const struct wined3d_gl_info
*gl_info
,
6860 struct glsl_shader_prog_link
*entry
)
6862 wine_rb_remove(&priv
->program_lookup
, &entry
->program_lookup_entry
);
6864 GL_EXTCALL(glDeleteProgram(entry
->id
));
6866 list_remove(&entry
->vs
.shader_entry
);
6868 list_remove(&entry
->hs
.shader_entry
);
6870 list_remove(&entry
->ds
.shader_entry
);
6872 list_remove(&entry
->gs
.shader_entry
);
6874 list_remove(&entry
->ps
.shader_entry
);
6876 list_remove(&entry
->cs
.shader_entry
);
6880 static void shader_glsl_setup_vs3_output(struct shader_glsl_priv
*priv
,
6881 const struct wined3d_gl_info
*gl_info
, const DWORD
*map
,
6882 const struct wined3d_shader_signature
*input_signature
,
6883 const struct wined3d_shader_reg_maps
*reg_maps_in
,
6884 const struct wined3d_shader_signature
*output_signature
,
6885 const struct wined3d_shader_reg_maps
*reg_maps_out
)
6887 struct wined3d_string_buffer
*destination
= string_buffer_get(&priv
->string_buffers
);
6888 const char *out_array_name
= shader_glsl_shader_output_name(gl_info
);
6889 struct wined3d_string_buffer
*buffer
= &priv
->shader_buffer
;
6890 unsigned int in_count
= vec4_varyings(3, gl_info
);
6891 unsigned int max_varyings
= needs_legacy_glsl_syntax(gl_info
) ? in_count
+ 2 : in_count
;
6892 DWORD in_idx
, *set
= NULL
;
6896 set
= heap_calloc(max_varyings
, sizeof(*set
));
6898 for (i
= 0; i
< input_signature
->element_count
; ++i
)
6900 const struct wined3d_shader_signature_element
*input
= &input_signature
->elements
[i
];
6902 if (!(reg_maps_in
->input_registers
& (1u << input
->register_idx
)))
6905 in_idx
= map
[input
->register_idx
];
6906 /* Declared, but not read register */
6909 if (in_idx
>= max_varyings
)
6911 FIXME("More input varyings declared than supported, expect issues.\n");
6915 if (in_idx
== in_count
)
6916 string_buffer_sprintf(destination
, "gl_FrontColor");
6917 else if (in_idx
== in_count
+ 1)
6918 string_buffer_sprintf(destination
, "gl_FrontSecondaryColor");
6920 string_buffer_sprintf(destination
, "%s[%u]", out_array_name
, in_idx
);
6925 for (j
= 0; j
< output_signature
->element_count
; ++j
)
6927 const struct wined3d_shader_signature_element
*output
= &output_signature
->elements
[j
];
6930 if (!(reg_maps_out
->output_registers
& (1u << output
->register_idx
))
6931 || input
->semantic_idx
!= output
->semantic_idx
6932 || strcmp(input
->semantic_name
, output
->semantic_name
)
6933 || !(mask
= input
->mask
& output
->mask
))
6936 if (set
[in_idx
] == ~0u)
6938 set
[in_idx
] |= mask
& reg_maps_out
->u
.output_registers_mask
[output
->register_idx
];
6939 shader_glsl_write_mask_to_str(mask
, reg_mask
);
6941 shader_addline(buffer
, "%s%s = outputs[%u]%s;\n",
6942 destination
->buffer
, reg_mask
, output
->register_idx
, reg_mask
);
6946 for (i
= 0; i
< max_varyings
; ++i
)
6950 if (!set
[i
] || set
[i
] == WINED3DSP_WRITEMASK_ALL
)
6957 if (!(set
[i
] & WINED3DSP_WRITEMASK_0
))
6958 reg_mask
[size
++] = 'x';
6959 if (!(set
[i
] & WINED3DSP_WRITEMASK_1
))
6960 reg_mask
[size
++] = 'y';
6961 if (!(set
[i
] & WINED3DSP_WRITEMASK_2
))
6962 reg_mask
[size
++] = 'z';
6963 if (!(set
[i
] & WINED3DSP_WRITEMASK_3
))
6964 reg_mask
[size
++] = 'w';
6965 reg_mask
[size
] = '\0';
6968 string_buffer_sprintf(destination
, "gl_FrontColor");
6969 else if (i
== in_count
+ 1)
6970 string_buffer_sprintf(destination
, "gl_FrontSecondaryColor");
6972 string_buffer_sprintf(destination
, "%s[%u]", out_array_name
, i
);
6975 shader_addline(buffer
, "%s.%s = 0.0;\n", destination
->buffer
, reg_mask
);
6977 shader_addline(buffer
, "%s.%s = vec%u(0.0);\n", destination
->buffer
, reg_mask
, size
);
6981 string_buffer_release(&priv
->string_buffers
, destination
);
6984 static void shader_glsl_setup_sm4_shader_output(struct shader_glsl_priv
*priv
,
6985 unsigned int input_count
, const struct wined3d_shader_signature
*output_signature
,
6986 const struct wined3d_shader_reg_maps
*reg_maps_out
, const char *output_variable_name
,
6987 BOOL rasterizer_setup
)
6989 struct wined3d_string_buffer
*buffer
= &priv
->shader_buffer
;
6993 for (i
= 0; i
< output_signature
->element_count
; ++i
)
6995 const struct wined3d_shader_signature_element
*output
= &output_signature
->elements
[i
];
6997 if (!(reg_maps_out
->output_registers
& (1u << output
->register_idx
)))
7000 if (output
->stream_idx
)
7003 if (output
->register_idx
>= input_count
)
7006 shader_glsl_write_mask_to_str(output
->mask
, reg_mask
);
7008 shader_addline(buffer
,
7009 rasterizer_setup
? "%s.reg%u%s = outputs[%u]%s;\n" : "%s.reg[%u]%s = outputs[%u]%s;\n",
7010 output_variable_name
, output
->register_idx
, reg_mask
, output
->register_idx
, reg_mask
);
7014 static void shader_glsl_generate_clip_or_cull_distances(struct wined3d_string_buffer
*buffer
,
7015 const struct wined3d_shader_signature_element
*element
, DWORD clip_or_cull_distance_mask
)
7017 unsigned int i
, clip_or_cull_index
;
7021 name
= element
->sysval_semantic
== WINED3D_SV_CLIP_DISTANCE
? "Clip" : "Cull";
7022 /* Assign consecutive indices starting from 0. */
7023 clip_or_cull_index
= element
->semantic_idx
? wined3d_popcount(clip_or_cull_distance_mask
& 0xf) : 0;
7024 for (i
= 0; i
< 4; ++i
)
7026 if (!(element
->mask
& (WINED3DSP_WRITEMASK_0
<< i
)))
7029 shader_glsl_write_mask_to_str(WINED3DSP_WRITEMASK_0
<< i
, reg_mask
);
7030 shader_addline(buffer
, "gl_%sDistance[%u] = outputs[%u]%s;\n",
7031 name
, clip_or_cull_index
, element
->register_idx
, reg_mask
);
7032 ++clip_or_cull_index
;
7036 static void shader_glsl_setup_sm3_rasterizer_input(struct shader_glsl_priv
*priv
,
7037 const struct wined3d_gl_info
*gl_info
, const DWORD
*map
,
7038 const struct wined3d_shader_signature
*input_signature
,
7039 const struct wined3d_shader_reg_maps
*reg_maps_in
, unsigned int input_count
,
7040 const struct wined3d_shader_signature
*output_signature
,
7041 const struct wined3d_shader_reg_maps
*reg_maps_out
, BOOL per_vertex_point_size
)
7043 struct wined3d_string_buffer
*buffer
= &priv
->shader_buffer
;
7044 const char *semantic_name
;
7045 unsigned int semantic_idx
;
7049 /* First, sort out position and point size system values. */
7050 for (i
= 0; i
< output_signature
->element_count
; ++i
)
7052 const struct wined3d_shader_signature_element
*output
= &output_signature
->elements
[i
];
7054 if (!(reg_maps_out
->output_registers
& (1u << output
->register_idx
)))
7057 if (output
->stream_idx
)
7060 semantic_name
= output
->semantic_name
;
7061 semantic_idx
= output
->semantic_idx
;
7062 shader_glsl_write_mask_to_str(output
->mask
, reg_mask
);
7064 if (output
->sysval_semantic
== WINED3D_SV_POSITION
&& !semantic_idx
)
7066 shader_addline(buffer
, "gl_Position%s = outputs[%u]%s;\n",
7067 reg_mask
, output
->register_idx
, reg_mask
);
7069 else if (shader_match_semantic(semantic_name
, WINED3D_DECL_USAGE_PSIZE
) && per_vertex_point_size
)
7071 shader_addline(buffer
, "gl_PointSize = clamp(outputs[%u].%c, "
7072 "ffp_point.size_min, ffp_point.size_max);\n", output
->register_idx
, reg_mask
[1]);
7074 else if (output
->sysval_semantic
== WINED3D_SV_RENDER_TARGET_ARRAY_INDEX
&& !semantic_idx
)
7076 shader_addline(buffer
, "gl_Layer = floatBitsToInt(outputs[%u])%s;\n",
7077 output
->register_idx
, reg_mask
);
7079 else if (output
->sysval_semantic
== WINED3D_SV_VIEWPORT_ARRAY_INDEX
&& !semantic_idx
)
7081 shader_addline(buffer
, "gl_ViewportIndex = floatBitsToInt(outputs[%u])%s;\n",
7082 output
->register_idx
, reg_mask
);
7084 else if (output
->sysval_semantic
== WINED3D_SV_CLIP_DISTANCE
)
7086 shader_glsl_generate_clip_or_cull_distances(buffer
, output
, reg_maps_out
->clip_distance_mask
);
7088 else if (output
->sysval_semantic
== WINED3D_SV_CULL_DISTANCE
)
7090 shader_glsl_generate_clip_or_cull_distances(buffer
, output
, reg_maps_out
->cull_distance_mask
);
7092 else if (output
->sysval_semantic
)
7094 FIXME("Unhandled sysval semantic %#x.\n", output
->sysval_semantic
);
7098 /* Then, setup the pixel shader input. */
7099 if (reg_maps_out
->shader_version
.major
< 4)
7100 shader_glsl_setup_vs3_output(priv
, gl_info
, map
, input_signature
, reg_maps_in
,
7101 output_signature
, reg_maps_out
);
7103 shader_glsl_setup_sm4_shader_output(priv
, input_count
, output_signature
, reg_maps_out
, "shader_out", TRUE
);
7106 /* Context activation is done by the caller. */
7107 static GLuint
shader_glsl_generate_vs3_rasterizer_input_setup(struct shader_glsl_priv
*priv
,
7108 const struct wined3d_shader
*vs
, const struct wined3d_shader
*ps
,
7109 BOOL per_vertex_point_size
, BOOL flatshading
, const struct wined3d_gl_info
*gl_info
)
7111 const BOOL legacy_syntax
= needs_legacy_glsl_syntax(gl_info
);
7112 DWORD ps_major
= ps
? ps
->reg_maps
.shader_version
.major
: 0;
7113 struct wined3d_string_buffer
*buffer
= &priv
->shader_buffer
;
7114 const char *semantic_name
;
7120 string_buffer_clear(buffer
);
7122 shader_glsl_add_version_declaration(buffer
, gl_info
);
7124 if (per_vertex_point_size
)
7126 shader_addline(buffer
, "uniform struct\n{\n");
7127 shader_addline(buffer
, " float size_min;\n");
7128 shader_addline(buffer
, " float size_max;\n");
7129 shader_addline(buffer
, "} ffp_point;\n");
7134 DWORD colors_written_mask
[2] = {0};
7135 DWORD texcoords_written_mask
[MAX_TEXTURES
] = {0};
7139 declare_out_varying(gl_info
, buffer
, flatshading
, "vec4 ffp_varying_diffuse;\n");
7140 declare_out_varying(gl_info
, buffer
, flatshading
, "vec4 ffp_varying_specular;\n");
7141 declare_out_varying(gl_info
, buffer
, FALSE
, "vec4 ffp_varying_texcoord[%u];\n", MAX_TEXTURES
);
7142 declare_out_varying(gl_info
, buffer
, FALSE
, "float ffp_varying_fogcoord;\n");
7145 shader_addline(buffer
, "void setup_vs_output(in vec4 outputs[%u])\n{\n", vs
->limits
->packed_output
);
7147 for (i
= 0; i
< vs
->output_signature
.element_count
; ++i
)
7149 const struct wined3d_shader_signature_element
*output
= &vs
->output_signature
.elements
[i
];
7152 if (!(vs
->reg_maps
.output_registers
& (1u << output
->register_idx
)))
7155 semantic_name
= output
->semantic_name
;
7156 semantic_idx
= output
->semantic_idx
;
7157 write_mask
= output
->mask
;
7158 shader_glsl_write_mask_to_str(write_mask
, reg_mask
);
7160 if (shader_match_semantic(semantic_name
, WINED3D_DECL_USAGE_COLOR
) && semantic_idx
< 2)
7163 shader_addline(buffer
, "gl_Front%sColor%s = outputs[%u]%s;\n",
7164 semantic_idx
? "Secondary" : "", reg_mask
, output
->register_idx
, reg_mask
);
7166 shader_addline(buffer
, "ffp_varying_%s%s = clamp(outputs[%u]%s, 0.0, 1.0);\n",
7167 semantic_idx
? "specular" : "diffuse", reg_mask
, output
->register_idx
, reg_mask
);
7169 colors_written_mask
[semantic_idx
] = write_mask
;
7171 else if (shader_match_semantic(semantic_name
, WINED3D_DECL_USAGE_POSITION
) && !semantic_idx
)
7173 shader_addline(buffer
, "gl_Position%s = outputs[%u]%s;\n",
7174 reg_mask
, output
->register_idx
, reg_mask
);
7176 else if (shader_match_semantic(semantic_name
, WINED3D_DECL_USAGE_TEXCOORD
))
7178 if (semantic_idx
< MAX_TEXTURES
)
7180 shader_addline(buffer
, "%s[%u]%s = outputs[%u]%s;\n",
7181 legacy_syntax
? "gl_TexCoord" : "ffp_varying_texcoord",
7182 semantic_idx
, reg_mask
, output
->register_idx
, reg_mask
);
7183 texcoords_written_mask
[semantic_idx
] = write_mask
;
7186 else if (shader_match_semantic(semantic_name
, WINED3D_DECL_USAGE_PSIZE
) && per_vertex_point_size
)
7188 shader_addline(buffer
, "gl_PointSize = clamp(outputs[%u].%c, "
7189 "ffp_point.size_min, ffp_point.size_max);\n", output
->register_idx
, reg_mask
[1]);
7191 else if (shader_match_semantic(semantic_name
, WINED3D_DECL_USAGE_FOG
))
7193 shader_addline(buffer
, "%s = clamp(outputs[%u].%c, 0.0, 1.0);\n",
7194 legacy_syntax
? "gl_FogFragCoord" : "ffp_varying_fogcoord",
7195 output
->register_idx
, reg_mask
[1]);
7199 for (i
= 0; i
< 2; ++i
)
7201 if (colors_written_mask
[i
] != WINED3DSP_WRITEMASK_ALL
)
7203 shader_glsl_write_mask_to_str(~colors_written_mask
[i
] & WINED3DSP_WRITEMASK_ALL
, reg_mask
);
7205 shader_addline(buffer
, "%s%s = vec4(1.0)%s;\n",
7206 legacy_syntax
? "gl_FrontColor" : "ffp_varying_diffuse",
7207 reg_mask
, reg_mask
);
7209 shader_addline(buffer
, "%s%s = vec4(0.0)%s;\n",
7210 legacy_syntax
? "gl_FrontSecondaryColor" : "ffp_varying_specular",
7211 reg_mask
, reg_mask
);
7214 for (i
= 0; i
< MAX_TEXTURES
; ++i
)
7216 if (ps
&& !(ps
->reg_maps
.texcoord
& (1u << i
)))
7219 if (texcoords_written_mask
[i
] != WINED3DSP_WRITEMASK_ALL
)
7221 if (gl_info
->limits
.glsl_varyings
< wined3d_max_compat_varyings(gl_info
)
7222 && !texcoords_written_mask
[i
])
7225 shader_glsl_write_mask_to_str(~texcoords_written_mask
[i
] & WINED3DSP_WRITEMASK_ALL
, reg_mask
);
7226 shader_addline(buffer
, "%s[%u]%s = vec4(0.0)%s;\n",
7227 legacy_syntax
? "gl_TexCoord" : "ffp_varying_texcoord", i
, reg_mask
, reg_mask
);
7233 unsigned int in_count
= min(vec4_varyings(ps_major
, gl_info
), ps
->limits
->packed_input
);
7235 shader_glsl_declare_shader_outputs(gl_info
, buffer
, in_count
, FALSE
, NULL
);
7236 shader_addline(buffer
, "void setup_vs_output(in vec4 outputs[%u])\n{\n", vs
->limits
->packed_output
);
7237 shader_glsl_setup_sm3_rasterizer_input(priv
, gl_info
, ps
->u
.ps
.input_reg_map
, &ps
->input_signature
,
7238 &ps
->reg_maps
, 0, &vs
->output_signature
, &vs
->reg_maps
, per_vertex_point_size
);
7241 shader_addline(buffer
, "}\n");
7243 ret
= GL_EXTCALL(glCreateShader(GL_VERTEX_SHADER
));
7244 checkGLcall("glCreateShader(GL_VERTEX_SHADER)");
7245 shader_glsl_compile(gl_info
, ret
, buffer
->buffer
);
7250 static void shader_glsl_generate_stream_output_setup(struct shader_glsl_priv
*priv
,
7251 const struct wined3d_shader
*shader
, const struct wined3d_stream_output_desc
*so_desc
)
7253 struct wined3d_string_buffer
*buffer
= &priv
->shader_buffer
;
7256 shader_addline(buffer
, "out shader_in_out\n{\n");
7257 for (i
= 0; i
< so_desc
->element_count
; ++i
)
7259 const struct wined3d_stream_output_element
*e
= &so_desc
->elements
[i
];
7263 FIXME("Unhandled stream %u.\n", e
->stream_idx
);
7266 if (e
->register_idx
== WINED3D_STREAM_OUTPUT_GAP
)
7269 if (e
->component_idx
|| e
->component_count
!= 4)
7271 if (e
->component_count
== 1)
7272 shader_addline(buffer
, "float");
7274 shader_addline(buffer
, "vec%u", e
->component_count
);
7275 shader_addline(buffer
, " reg%u_%u_%u;\n",
7276 e
->register_idx
, e
->component_idx
, e
->component_idx
+ e
->component_count
- 1);
7280 shader_addline(buffer
, "vec4 reg%u;\n", e
->register_idx
);
7283 shader_addline(buffer
, "} shader_out;\n");
7285 shader_addline(buffer
, "void setup_gs_output(in vec4 outputs[%u])\n{\n",
7286 shader
->limits
->packed_output
);
7287 for (i
= 0; i
< so_desc
->element_count
; ++i
)
7289 const struct wined3d_stream_output_element
*e
= &so_desc
->elements
[i
];
7293 FIXME("Unhandled stream %u.\n", e
->stream_idx
);
7296 if (e
->register_idx
== WINED3D_STREAM_OUTPUT_GAP
)
7299 if (e
->component_idx
|| e
->component_count
!= 4)
7304 write_mask
= ((1u << e
->component_count
) - 1) << e
->component_idx
;
7305 shader_glsl_write_mask_to_str(write_mask
, str_mask
);
7306 shader_addline(buffer
, "shader_out.reg%u_%u_%u = outputs[%u]%s;\n",
7307 e
->register_idx
, e
->component_idx
, e
->component_idx
+ e
->component_count
- 1,
7308 e
->register_idx
, str_mask
);
7312 shader_addline(buffer
, "shader_out.reg%u = outputs[%u];\n",
7313 e
->register_idx
, e
->register_idx
);
7316 shader_addline(buffer
, "}\n");
7319 static void shader_glsl_generate_sm4_output_setup(struct shader_glsl_priv
*priv
,
7320 const struct wined3d_shader
*shader
, unsigned int input_count
,
7321 const struct wined3d_gl_info
*gl_info
, BOOL rasterizer_setup
, const DWORD
*interpolation_mode
)
7323 const char *prefix
= shader_glsl_get_prefix(shader
->reg_maps
.shader_version
.type
);
7324 struct wined3d_string_buffer
*buffer
= &priv
->shader_buffer
;
7326 if (rasterizer_setup
)
7327 input_count
= min(vec4_varyings(4, gl_info
), input_count
);
7330 shader_glsl_declare_shader_outputs(gl_info
, buffer
, input_count
, rasterizer_setup
, interpolation_mode
);
7332 shader_addline(buffer
, "void setup_%s_output(in vec4 outputs[%u])\n{\n",
7333 prefix
, shader
->limits
->packed_output
);
7335 if (rasterizer_setup
)
7336 shader_glsl_setup_sm3_rasterizer_input(priv
, gl_info
, NULL
, NULL
,
7337 NULL
, input_count
, &shader
->output_signature
, &shader
->reg_maps
, FALSE
);
7339 shader_glsl_setup_sm4_shader_output(priv
, input_count
, &shader
->output_signature
,
7340 &shader
->reg_maps
, "shader_out", rasterizer_setup
);
7342 shader_addline(buffer
, "}\n");
7345 static void shader_glsl_generate_patch_constant_name(struct wined3d_string_buffer
*buffer
,
7346 const struct wined3d_shader_signature_element
*constant
, unsigned int *user_constant_idx
,
7347 const char *reg_mask
)
7349 if (!constant
->sysval_semantic
)
7351 shader_addline(buffer
, "user_patch_constant[%u]%s", (*user_constant_idx
)++, reg_mask
);
7355 switch (constant
->sysval_semantic
)
7357 case WINED3D_SV_TESS_FACTOR_QUADEDGE
:
7358 case WINED3D_SV_TESS_FACTOR_TRIEDGE
:
7359 case WINED3D_SV_TESS_FACTOR_LINEDET
:
7360 case WINED3D_SV_TESS_FACTOR_LINEDEN
:
7361 shader_addline(buffer
, "gl_TessLevelOuter[%u]", constant
->semantic_idx
);
7363 case WINED3D_SV_TESS_FACTOR_QUADINT
:
7364 case WINED3D_SV_TESS_FACTOR_TRIINT
:
7365 shader_addline(buffer
, "gl_TessLevelInner[%u]", constant
->semantic_idx
);
7368 FIXME("Unhandled sysval semantic %#x.\n", constant
->sysval_semantic
);
7369 shader_addline(buffer
, "vec4(0.0)%s", reg_mask
);
7373 static void shader_glsl_generate_patch_constant_setup(struct wined3d_string_buffer
*buffer
,
7374 const struct wined3d_shader_signature
*signature
, BOOL input_setup
)
7376 unsigned int i
, register_count
, user_constant_index
, user_constant_count
;
7378 register_count
= user_constant_count
= 0;
7379 for (i
= 0; i
< signature
->element_count
; ++i
)
7381 const struct wined3d_shader_signature_element
*constant
= &signature
->elements
[i
];
7382 register_count
= max(constant
->register_idx
+ 1, register_count
);
7383 if (!constant
->sysval_semantic
)
7384 ++user_constant_count
;
7387 if (user_constant_count
)
7388 shader_addline(buffer
, "patch %s vec4 user_patch_constant[%u];\n",
7389 input_setup
? "in" : "out", user_constant_count
);
7391 shader_addline(buffer
, "vec4 vpc[%u];\n", register_count
);
7393 shader_addline(buffer
, "void setup_patch_constant_%s()\n{\n", input_setup
? "input" : "output");
7394 for (i
= 0, user_constant_index
= 0; i
< signature
->element_count
; ++i
)
7396 const struct wined3d_shader_signature_element
*constant
= &signature
->elements
[i
];
7399 shader_glsl_write_mask_to_str(constant
->mask
, reg_mask
);
7402 shader_addline(buffer
, "vpc[%u]%s", constant
->register_idx
, reg_mask
);
7404 shader_glsl_generate_patch_constant_name(buffer
, constant
, &user_constant_index
, reg_mask
);
7406 shader_addline(buffer
, " = ");
7409 shader_glsl_generate_patch_constant_name(buffer
, constant
, &user_constant_index
, reg_mask
);
7411 shader_addline(buffer
, "hs_out[%u]%s", constant
->register_idx
, reg_mask
);
7413 shader_addline(buffer
, ";\n");
7415 shader_addline(buffer
, "}\n");
7418 static void shader_glsl_generate_srgb_write_correction(struct wined3d_string_buffer
*buffer
,
7419 const struct wined3d_gl_info
*gl_info
)
7421 const char *output
= get_fragment_output(gl_info
);
7423 shader_addline(buffer
, "tmp0.xyz = pow(%s[0].xyz, vec3(srgb_const0.x));\n", output
);
7424 shader_addline(buffer
, "tmp0.xyz = tmp0.xyz * vec3(srgb_const0.y) - vec3(srgb_const0.z);\n");
7425 shader_addline(buffer
, "tmp1.xyz = %s[0].xyz * vec3(srgb_const0.w);\n", output
);
7426 shader_addline(buffer
, "bvec3 srgb_compare = lessThan(%s[0].xyz, vec3(srgb_const1.x));\n", output
);
7427 shader_addline(buffer
, "%s[0].xyz = mix(tmp0.xyz, tmp1.xyz, vec3(srgb_compare));\n", output
);
7428 shader_addline(buffer
, "%s[0] = clamp(%s[0], 0.0, 1.0);\n", output
, output
);
7431 static void shader_glsl_generate_fog_code(struct wined3d_string_buffer
*buffer
,
7432 const struct wined3d_gl_info
*gl_info
, enum wined3d_ffp_ps_fog_mode mode
)
7434 const char *output
= get_fragment_output(gl_info
);
7438 case WINED3D_FFP_PS_FOG_OFF
:
7441 case WINED3D_FFP_PS_FOG_LINEAR
:
7442 shader_addline(buffer
, "float fog = (ffp_fog.end - ffp_varying_fogcoord) * ffp_fog.scale;\n");
7445 case WINED3D_FFP_PS_FOG_EXP
:
7446 shader_addline(buffer
, "float fog = exp(-ffp_fog.density * ffp_varying_fogcoord);\n");
7449 case WINED3D_FFP_PS_FOG_EXP2
:
7450 shader_addline(buffer
, "float fog = exp(-ffp_fog.density * ffp_fog.density"
7451 " * ffp_varying_fogcoord * ffp_varying_fogcoord);\n");
7455 ERR("Invalid fog mode %#x.\n", mode
);
7459 shader_addline(buffer
, "%s[0].xyz = mix(ffp_fog.color.xyz, %s[0].xyz, clamp(fog, 0.0, 1.0));\n",
7463 static void shader_glsl_generate_alpha_test(struct wined3d_string_buffer
*buffer
,
7464 const struct wined3d_gl_info
*gl_info
, enum wined3d_cmp_func alpha_func
)
7466 /* alpha_func is the PASS condition, not the DISCARD condition. Instead of
7467 * flipping all the operators here, just negate the comparison below. */
7468 static const char * const comparison_operator
[] =
7470 "", /* WINED3D_CMP_NEVER */
7471 "<", /* WINED3D_CMP_LESS */
7472 "==", /* WINED3D_CMP_EQUAL */
7473 "<=", /* WINED3D_CMP_LESSEQUAL */
7474 ">", /* WINED3D_CMP_GREATER */
7475 "!=", /* WINED3D_CMP_NOTEQUAL */
7476 ">=", /* WINED3D_CMP_GREATEREQUAL */
7477 "" /* WINED3D_CMP_ALWAYS */
7480 if (alpha_func
== WINED3D_CMP_ALWAYS
)
7483 if (alpha_func
!= WINED3D_CMP_NEVER
)
7484 shader_addline(buffer
, "if (!(%s[0].a %s alpha_test_ref))\n",
7485 get_fragment_output(gl_info
), comparison_operator
[alpha_func
- WINED3D_CMP_NEVER
]);
7486 shader_addline(buffer
, " discard;\n");
7489 static void shader_glsl_enable_extensions(struct wined3d_string_buffer
*buffer
,
7490 const struct wined3d_gl_info
*gl_info
)
7492 if (gl_info
->supported
[ARB_CULL_DISTANCE
])
7493 shader_addline(buffer
, "#extension GL_ARB_cull_distance : enable\n");
7494 if (gl_info
->supported
[ARB_GPU_SHADER5
])
7495 shader_addline(buffer
, "#extension GL_ARB_gpu_shader5 : enable\n");
7496 if (gl_info
->supported
[ARB_SHADER_ATOMIC_COUNTERS
])
7497 shader_addline(buffer
, "#extension GL_ARB_shader_atomic_counters : enable\n");
7498 if (gl_info
->supported
[ARB_SHADER_BIT_ENCODING
])
7499 shader_addline(buffer
, "#extension GL_ARB_shader_bit_encoding : enable\n");
7500 if (gl_info
->supported
[ARB_SHADER_IMAGE_LOAD_STORE
])
7501 shader_addline(buffer
, "#extension GL_ARB_shader_image_load_store : enable\n");
7502 if (gl_info
->supported
[ARB_SHADER_IMAGE_SIZE
])
7503 shader_addline(buffer
, "#extension GL_ARB_shader_image_size : enable\n");
7504 if (gl_info
->supported
[ARB_SHADER_STORAGE_BUFFER_OBJECT
])
7505 shader_addline(buffer
, "#extension GL_ARB_shader_storage_buffer_object : enable\n");
7506 if (gl_info
->supported
[ARB_SHADING_LANGUAGE_420PACK
])
7507 shader_addline(buffer
, "#extension GL_ARB_shading_language_420pack : enable\n");
7508 if (gl_info
->supported
[ARB_SHADING_LANGUAGE_PACKING
])
7509 shader_addline(buffer
, "#extension GL_ARB_shading_language_packing : enable\n");
7510 if (gl_info
->supported
[ARB_TEXTURE_CUBE_MAP_ARRAY
])
7511 shader_addline(buffer
, "#extension GL_ARB_texture_cube_map_array : enable\n");
7512 if (gl_info
->supported
[ARB_TEXTURE_GATHER
])
7513 shader_addline(buffer
, "#extension GL_ARB_texture_gather : enable\n");
7514 if (gl_info
->supported
[ARB_TEXTURE_QUERY_LEVELS
])
7515 shader_addline(buffer
, "#extension GL_ARB_texture_query_levels : enable\n");
7516 if (gl_info
->supported
[ARB_UNIFORM_BUFFER_OBJECT
])
7517 shader_addline(buffer
, "#extension GL_ARB_uniform_buffer_object : enable\n");
7518 if (gl_info
->supported
[ARB_VIEWPORT_ARRAY
])
7519 shader_addline(buffer
, "#extension GL_ARB_viewport_array : enable\n");
7520 if (gl_info
->supported
[EXT_GPU_SHADER4
])
7521 shader_addline(buffer
, "#extension GL_EXT_gpu_shader4 : enable\n");
7522 if (gl_info
->supported
[EXT_TEXTURE_ARRAY
])
7523 shader_addline(buffer
, "#extension GL_EXT_texture_array : enable\n");
7526 static void shader_glsl_generate_ps_epilogue(const struct wined3d_gl_info
*gl_info
,
7527 struct wined3d_string_buffer
*buffer
, const struct wined3d_shader
*shader
,
7528 const struct ps_compile_args
*args
)
7530 const struct wined3d_shader_reg_maps
*reg_maps
= &shader
->reg_maps
;
7532 /* Pixel shaders < 2.0 place the resulting color in R0 implicitly. */
7533 if (reg_maps
->shader_version
.major
< 2)
7534 shader_addline(buffer
, "%s[0] = R0;\n", get_fragment_output(gl_info
));
7536 if (args
->srgb_correction
)
7537 shader_glsl_generate_srgb_write_correction(buffer
, gl_info
);
7539 /* SM < 3 does not replace the fog stage. */
7540 if (reg_maps
->shader_version
.major
< 3)
7541 shader_glsl_generate_fog_code(buffer
, gl_info
, args
->fog
);
7543 shader_glsl_generate_alpha_test(buffer
, gl_info
, args
->alpha_test_func
+ 1);
7546 /* Context activation is done by the caller. */
7547 static GLuint
shader_glsl_generate_pshader(const struct wined3d_context
*context
,
7548 struct wined3d_string_buffer
*buffer
, struct wined3d_string_buffer_list
*string_buffers
,
7549 const struct wined3d_shader
*shader
,
7550 const struct ps_compile_args
*args
, struct ps_np2fixup_info
*np2fixup_info
)
7552 const struct wined3d_shader_reg_maps
*reg_maps
= &shader
->reg_maps
;
7553 const struct wined3d_shader_version
*version
= ®_maps
->shader_version
;
7554 const char *prefix
= shader_glsl_get_prefix(version
->type
);
7555 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
7556 const BOOL legacy_syntax
= needs_legacy_glsl_syntax(gl_info
);
7557 unsigned int i
, extra_constants_needed
= 0;
7558 struct shader_glsl_ctx_priv priv_ctx
;
7562 memset(&priv_ctx
, 0, sizeof(priv_ctx
));
7563 priv_ctx
.cur_ps_args
= args
;
7564 priv_ctx
.cur_np2fixup_info
= np2fixup_info
;
7565 priv_ctx
.string_buffers
= string_buffers
;
7567 shader_glsl_add_version_declaration(buffer
, gl_info
);
7569 shader_glsl_enable_extensions(buffer
, gl_info
);
7570 if (gl_info
->supported
[ARB_CONSERVATIVE_DEPTH
])
7571 shader_addline(buffer
, "#extension GL_ARB_conservative_depth : enable\n");
7572 if (gl_info
->supported
[ARB_DERIVATIVE_CONTROL
])
7573 shader_addline(buffer
, "#extension GL_ARB_derivative_control : enable\n");
7574 if (shader_glsl_use_explicit_attrib_location(gl_info
))
7575 shader_addline(buffer
, "#extension GL_ARB_explicit_attrib_location : enable\n");
7576 if (gl_info
->supported
[ARB_FRAGMENT_COORD_CONVENTIONS
])
7577 shader_addline(buffer
, "#extension GL_ARB_fragment_coord_conventions : enable\n");
7578 if (gl_info
->supported
[ARB_FRAGMENT_LAYER_VIEWPORT
])
7579 shader_addline(buffer
, "#extension GL_ARB_fragment_layer_viewport : enable\n");
7580 if (gl_info
->supported
[ARB_SHADER_TEXTURE_LOD
])
7581 shader_addline(buffer
, "#extension GL_ARB_shader_texture_lod : enable\n");
7582 /* The spec says that it doesn't have to be explicitly enabled, but the
7583 * nvidia drivers write a warning if we don't do so. */
7584 if (gl_info
->supported
[ARB_TEXTURE_RECTANGLE
])
7585 shader_addline(buffer
, "#extension GL_ARB_texture_rectangle : enable\n");
7587 /* Base Declarations */
7588 shader_generate_glsl_declarations(context
, buffer
, shader
, reg_maps
, &priv_ctx
);
7590 if (gl_info
->supported
[ARB_CONSERVATIVE_DEPTH
])
7592 if (shader
->u
.ps
.depth_output
== WINED3DSPR_DEPTHOUTGE
)
7593 shader_addline(buffer
, "layout (depth_greater) out float gl_FragDepth;\n");
7594 else if (shader
->u
.ps
.depth_output
== WINED3DSPR_DEPTHOUTLE
)
7595 shader_addline(buffer
, "layout (depth_less) out float gl_FragDepth;\n");
7598 /* Declare uniforms for NP2 texcoord fixup:
7599 * This is NOT done inside the loop that declares the texture samplers
7600 * since the NP2 fixup code is currently only used for the GeforceFX
7601 * series and when forcing the ARB_npot extension off. Modern cards just
7602 * skip the code anyway, so put it inside a separate loop. */
7603 if (args
->np2_fixup
)
7605 struct ps_np2fixup_info
*fixup
= priv_ctx
.cur_np2fixup_info
;
7606 unsigned int cur
= 0;
7608 /* NP2/RECT textures in OpenGL use texcoords in the range [0,width]x[0,height]
7609 * while D3D has them in the (normalized) [0,1]x[0,1] range.
7610 * samplerNP2Fixup stores texture dimensions and is updated through
7611 * shader_glsl_load_np2fixup_constants when the sampler changes. */
7613 for (i
= 0; i
< shader
->limits
->sampler
; ++i
)
7615 if (!reg_maps
->resource_info
[i
].type
|| !(args
->np2_fixup
& (1u << i
)))
7618 if (reg_maps
->resource_info
[i
].type
!= WINED3D_SHADER_RESOURCE_TEXTURE_2D
)
7620 FIXME("Non-2D texture is flagged for NP2 texcoord fixup.\n");
7624 fixup
->idx
[i
] = cur
++;
7627 fixup
->num_consts
= (cur
+ 1) >> 1;
7628 fixup
->active
= args
->np2_fixup
;
7629 shader_addline(buffer
, "uniform vec4 %s_samplerNP2Fixup[%u];\n", prefix
, fixup
->num_consts
);
7632 if (version
->major
< 3 || args
->vp_mode
!= WINED3D_VP_MODE_SHADER
)
7634 shader_addline(buffer
, "uniform struct\n{\n");
7635 shader_addline(buffer
, " vec4 color;\n");
7636 shader_addline(buffer
, " float density;\n");
7637 shader_addline(buffer
, " float end;\n");
7638 shader_addline(buffer
, " float scale;\n");
7639 shader_addline(buffer
, "} ffp_fog;\n");
7641 if (needs_legacy_glsl_syntax(gl_info
))
7643 if (glsl_is_color_reg_read(shader
, 0))
7644 shader_addline(buffer
, "vec4 ffp_varying_diffuse;\n");
7645 if (glsl_is_color_reg_read(shader
, 1))
7646 shader_addline(buffer
, "vec4 ffp_varying_specular;\n");
7647 shader_addline(buffer
, "vec4 ffp_texcoord[%u];\n", MAX_TEXTURES
);
7648 shader_addline(buffer
, "float ffp_varying_fogcoord;\n");
7652 if (glsl_is_color_reg_read(shader
, 0))
7653 declare_in_varying(gl_info
, buffer
, args
->flatshading
, "vec4 ffp_varying_diffuse;\n");
7654 if (glsl_is_color_reg_read(shader
, 1))
7655 declare_in_varying(gl_info
, buffer
, args
->flatshading
, "vec4 ffp_varying_specular;\n");
7656 declare_in_varying(gl_info
, buffer
, FALSE
, "vec4 ffp_varying_texcoord[%u];\n", MAX_TEXTURES
);
7657 shader_addline(buffer
, "vec4 ffp_texcoord[%u];\n", MAX_TEXTURES
);
7658 declare_in_varying(gl_info
, buffer
, FALSE
, "float ffp_varying_fogcoord;\n");
7662 if (version
->major
>= 3)
7664 unsigned int in_count
= min(vec4_varyings(version
->major
, gl_info
), shader
->limits
->packed_input
);
7666 if (args
->vp_mode
== WINED3D_VP_MODE_SHADER
&& reg_maps
->input_registers
)
7667 shader_glsl_declare_shader_inputs(gl_info
, buffer
, in_count
,
7668 shader
->u
.ps
.interpolation_mode
, version
->major
>= 4);
7669 shader_addline(buffer
, "vec4 %s_in[%u];\n", prefix
, in_count
);
7672 for (i
= 0, map
= reg_maps
->bumpmat
; map
; map
>>= 1, ++i
)
7677 shader_addline(buffer
, "uniform mat2 bumpenv_mat%u;\n", i
);
7679 if (reg_maps
->luminanceparams
& (1u << i
))
7681 shader_addline(buffer
, "uniform float bumpenv_lum_scale%u;\n", i
);
7682 shader_addline(buffer
, "uniform float bumpenv_lum_offset%u;\n", i
);
7683 extra_constants_needed
++;
7686 extra_constants_needed
++;
7689 if (args
->srgb_correction
)
7691 shader_addline(buffer
, "const vec4 srgb_const0 = ");
7692 shader_glsl_append_imm_vec4(buffer
, wined3d_srgb_const0
);
7693 shader_addline(buffer
, ";\n");
7694 shader_addline(buffer
, "const vec4 srgb_const1 = ");
7695 shader_glsl_append_imm_vec4(buffer
, wined3d_srgb_const1
);
7696 shader_addline(buffer
, ";\n");
7698 if (reg_maps
->vpos
|| reg_maps
->usesdsy
)
7700 if (reg_maps
->usesdsy
|| !gl_info
->supported
[ARB_FRAGMENT_COORD_CONVENTIONS
])
7702 ++extra_constants_needed
;
7703 shader_addline(buffer
, "uniform vec4 ycorrection;\n");
7707 if (gl_info
->supported
[ARB_FRAGMENT_COORD_CONVENTIONS
])
7709 if (context
->d3d_info
->wined3d_creation_flags
& WINED3D_PIXEL_CENTER_INTEGER
)
7710 shader_addline(buffer
, "layout(%spixel_center_integer) in vec4 gl_FragCoord;\n",
7711 args
->render_offscreen
? "" : "origin_upper_left, ");
7712 else if (!args
->render_offscreen
)
7713 shader_addline(buffer
, "layout(origin_upper_left) in vec4 gl_FragCoord;\n");
7715 shader_addline(buffer
, "vec4 vpos;\n");
7719 if (args
->alpha_test_func
+ 1 != WINED3D_CMP_ALWAYS
)
7720 shader_addline(buffer
, "uniform float alpha_test_ref;\n");
7722 if (!needs_legacy_glsl_syntax(gl_info
))
7724 if (shader_glsl_use_explicit_attrib_location(gl_info
))
7725 shader_addline(buffer
, "layout(location = 0) ");
7726 shader_addline(buffer
, "out vec4 ps_out[%u];\n", gl_info
->limits
.buffers
);
7729 if (shader
->limits
->constant_float
+ extra_constants_needed
>= gl_info
->limits
.glsl_ps_float_constants
)
7730 FIXME("Insufficient uniforms to run this shader.\n");
7732 if (shader
->u
.ps
.force_early_depth_stencil
)
7733 shader_addline(buffer
, "layout(early_fragment_tests) in;\n");
7735 shader_addline(buffer
, "void main()\n{\n");
7737 /* Direct3D applications expect integer vPos values, while OpenGL drivers
7738 * add approximately 0.5. This causes off-by-one problems as spotted by
7739 * the vPos d3d9 visual test. Unfortunately ATI cards do not add exactly
7740 * 0.5, but rather something like 0.49999999 or 0.50000001, which still
7741 * causes precision troubles when we just subtract 0.5.
7743 * To deal with that, just floor() the position. This will eliminate the
7744 * fraction on all cards.
7746 * TODO: Test how this behaves with multisampling.
7748 * An advantage of floor is that it works even if the driver doesn't add
7749 * 0.5. It is somewhat questionable if 1.5, 2.5, ... are the proper values
7750 * to return in gl_FragCoord, even though coordinates specify the pixel
7751 * centers instead of the pixel corners. This code will behave correctly
7752 * on drivers that returns integer values. */
7755 if (gl_info
->supported
[ARB_FRAGMENT_COORD_CONVENTIONS
])
7756 shader_addline(buffer
, "vpos = gl_FragCoord;\n");
7757 else if (context
->d3d_info
->wined3d_creation_flags
& WINED3D_PIXEL_CENTER_INTEGER
)
7758 shader_addline(buffer
,
7759 "vpos = floor(vec4(0, ycorrection[0], 0, 0) + gl_FragCoord * vec4(1, ycorrection[1], 1, 1));\n");
7761 shader_addline(buffer
,
7762 "vpos = vec4(0, ycorrection[0], 0, 0) + gl_FragCoord * vec4(1, ycorrection[1], 1, 1);\n");
7765 if (reg_maps
->shader_version
.major
< 3 || args
->vp_mode
!= WINED3D_VP_MODE_SHADER
)
7768 WORD map
= reg_maps
->texcoord
;
7772 if (glsl_is_color_reg_read(shader
, 0))
7773 shader_addline(buffer
, "ffp_varying_diffuse = gl_Color;\n");
7774 if (glsl_is_color_reg_read(shader
, 1))
7775 shader_addline(buffer
, "ffp_varying_specular = gl_SecondaryColor;\n");
7778 for (i
= 0; map
; map
>>= 1, ++i
)
7782 if (args
->pointsprite
)
7783 shader_addline(buffer
, "ffp_texcoord[%u] = vec4(gl_PointCoord.xy, 0.0, 0.0);\n", i
);
7784 else if (args
->texcoords_initialized
& (1u << i
))
7785 shader_addline(buffer
, "ffp_texcoord[%u] = %s[%u];\n", i
,
7786 legacy_syntax
? "gl_TexCoord" : "ffp_varying_texcoord", i
);
7788 shader_addline(buffer
, "ffp_texcoord[%u] = vec4(0.0);\n", i
);
7789 shader_addline(buffer
, "vec4 T%u = ffp_texcoord[%u];\n", i
, i
);
7794 shader_addline(buffer
, "ffp_varying_fogcoord = gl_FogFragCoord;\n");
7797 /* Pack 3.0 inputs */
7798 if (reg_maps
->shader_version
.major
>= 3)
7799 shader_glsl_input_pack(shader
, buffer
, &shader
->input_signature
, reg_maps
, args
, gl_info
,
7800 reg_maps
->shader_version
.major
>= 4);
7802 /* Base Shader Body */
7803 if (FAILED(shader_generate_code(shader
, buffer
, reg_maps
, &priv_ctx
, NULL
, NULL
)))
7806 /* In SM4+ the shader epilogue is generated by the "ret" instruction. */
7807 if (reg_maps
->shader_version
.major
< 4)
7808 shader_glsl_generate_ps_epilogue(gl_info
, buffer
, shader
, args
);
7810 shader_addline(buffer
, "}\n");
7812 shader_id
= GL_EXTCALL(glCreateShader(GL_FRAGMENT_SHADER
));
7813 TRACE("Compiling shader object %u.\n", shader_id
);
7814 shader_glsl_compile(gl_info
, shader_id
, buffer
->buffer
);
7819 static void shader_glsl_generate_vs_epilogue(const struct wined3d_gl_info
*gl_info
,
7820 struct wined3d_string_buffer
*buffer
, const struct wined3d_shader
*shader
,
7821 const struct vs_compile_args
*args
)
7823 const struct wined3d_shader_reg_maps
*reg_maps
= &shader
->reg_maps
;
7824 const BOOL legacy_syntax
= needs_legacy_glsl_syntax(gl_info
);
7827 /* Unpack outputs. */
7828 shader_addline(buffer
, "setup_vs_output(vs_out);\n");
7830 /* The D3DRS_FOGTABLEMODE render state defines if the shader-generated fog coord is used
7831 * or if the fragment depth is used. If the fragment depth is used(FOGTABLEMODE != NONE),
7832 * the fog frag coord is thrown away. If the fog frag coord is used, but not written by
7833 * the shader, it is set to 0.0(fully fogged, since start = 1.0, end = 0.0).
7835 if (reg_maps
->shader_version
.major
< 3)
7837 if (args
->fog_src
== VS_FOG_Z
)
7838 shader_addline(buffer
, "%s = gl_Position.z;\n",
7839 legacy_syntax
? "gl_FogFragCoord" : "ffp_varying_fogcoord");
7840 else if (!reg_maps
->fog
)
7841 shader_addline(buffer
, "%s = 0.0;\n",
7842 legacy_syntax
? "gl_FogFragCoord" : "ffp_varying_fogcoord");
7845 /* We always store the clipplanes without y inversion. */
7846 if (args
->clip_enabled
)
7849 shader_addline(buffer
, "gl_ClipVertex = gl_Position;\n");
7851 for (i
= 0; i
< gl_info
->limits
.user_clip_distances
; ++i
)
7852 shader_addline(buffer
, "gl_ClipDistance[%u] = dot(gl_Position, clip_planes[%u]);\n", i
, i
);
7855 if (args
->point_size
&& !args
->per_vertex_point_size
)
7856 shader_addline(buffer
, "gl_PointSize = clamp(ffp_point.size, ffp_point.size_min, ffp_point.size_max);\n");
7858 if (args
->next_shader_type
== WINED3D_SHADER_TYPE_PIXEL
&& !gl_info
->supported
[ARB_CLIP_CONTROL
])
7859 shader_glsl_fixup_position(buffer
, FALSE
);
7862 /* Context activation is done by the caller. */
7863 static GLuint
shader_glsl_generate_vshader(const struct wined3d_context
*context
,
7864 struct shader_glsl_priv
*priv
, const struct wined3d_shader
*shader
, const struct vs_compile_args
*args
)
7866 struct wined3d_string_buffer_list
*string_buffers
= &priv
->string_buffers
;
7867 const struct wined3d_shader_reg_maps
*reg_maps
= &shader
->reg_maps
;
7868 const struct wined3d_shader_version
*version
= ®_maps
->shader_version
;
7869 struct wined3d_string_buffer
*buffer
= &priv
->shader_buffer
;
7870 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
7871 struct shader_glsl_ctx_priv priv_ctx
;
7875 memset(&priv_ctx
, 0, sizeof(priv_ctx
));
7876 priv_ctx
.cur_vs_args
= args
;
7877 priv_ctx
.string_buffers
= string_buffers
;
7879 shader_glsl_add_version_declaration(buffer
, gl_info
);
7881 shader_glsl_enable_extensions(buffer
, gl_info
);
7882 if (gl_info
->supported
[ARB_DRAW_INSTANCED
])
7883 shader_addline(buffer
, "#extension GL_ARB_draw_instanced : enable\n");
7884 if (shader_glsl_use_explicit_attrib_location(gl_info
))
7885 shader_addline(buffer
, "#extension GL_ARB_explicit_attrib_location : enable\n");
7887 /* Base Declarations */
7888 shader_generate_glsl_declarations(context
, buffer
, shader
, reg_maps
, &priv_ctx
);
7890 for (i
= 0; i
< shader
->input_signature
.element_count
; ++i
)
7891 shader_glsl_declare_generic_vertex_attribute(buffer
, gl_info
, &shader
->input_signature
.elements
[i
]);
7893 if (args
->point_size
&& !args
->per_vertex_point_size
)
7895 shader_addline(buffer
, "uniform struct\n{\n");
7896 shader_addline(buffer
, " float size;\n");
7897 shader_addline(buffer
, " float size_min;\n");
7898 shader_addline(buffer
, " float size_max;\n");
7899 shader_addline(buffer
, "} ffp_point;\n");
7902 if (!needs_legacy_glsl_syntax(gl_info
))
7904 if (args
->clip_enabled
)
7905 shader_addline(buffer
, "uniform vec4 clip_planes[%u];\n", gl_info
->limits
.user_clip_distances
);
7907 if (version
->major
< 3)
7909 declare_out_varying(gl_info
, buffer
, args
->flatshading
, "vec4 ffp_varying_diffuse;\n");
7910 declare_out_varying(gl_info
, buffer
, args
->flatshading
, "vec4 ffp_varying_specular;\n");
7911 declare_out_varying(gl_info
, buffer
, FALSE
, "vec4 ffp_varying_texcoord[%u];\n", MAX_TEXTURES
);
7912 declare_out_varying(gl_info
, buffer
, FALSE
, "float ffp_varying_fogcoord;\n");
7916 if (version
->major
< 4)
7917 shader_addline(buffer
, "void setup_vs_output(in vec4[%u]);\n", shader
->limits
->packed_output
);
7919 if (args
->next_shader_type
== WINED3D_SHADER_TYPE_PIXEL
&& !gl_info
->supported
[ARB_CLIP_CONTROL
])
7920 shader_addline(buffer
, "uniform vec4 pos_fixup;\n");
7922 if (reg_maps
->shader_version
.major
>= 4)
7923 shader_glsl_generate_sm4_output_setup(priv
, shader
, args
->next_shader_input_count
,
7924 gl_info
, args
->next_shader_type
== WINED3D_SHADER_TYPE_PIXEL
, args
->interpolation_mode
);
7926 shader_addline(buffer
, "void main()\n{\n");
7928 if (reg_maps
->input_rel_addressing
)
7930 unsigned int highest_input_register
= wined3d_log2i(reg_maps
->input_registers
);
7931 shader_addline(buffer
, "vec4 vs_in[%u];\n", highest_input_register
+ 1);
7932 for (i
= 0; i
< shader
->input_signature
.element_count
; ++i
)
7934 const struct wined3d_shader_signature_element
*e
= &shader
->input_signature
.elements
[i
];
7935 shader_addline(buffer
, "vs_in[%u] = vs_in%u;\n", e
->register_idx
, e
->register_idx
);
7939 if (FAILED(shader_generate_code(shader
, buffer
, reg_maps
, &priv_ctx
, NULL
, NULL
)))
7942 /* In SM4+ the shader epilogue is generated by the "ret" instruction. */
7943 if (reg_maps
->shader_version
.major
< 4)
7944 shader_glsl_generate_vs_epilogue(gl_info
, buffer
, shader
, args
);
7946 shader_addline(buffer
, "}\n");
7948 shader_id
= GL_EXTCALL(glCreateShader(GL_VERTEX_SHADER
));
7949 TRACE("Compiling shader object %u.\n", shader_id
);
7950 shader_glsl_compile(gl_info
, shader_id
, buffer
->buffer
);
7955 static void shader_glsl_generate_default_control_point_phase(const struct wined3d_shader
*shader
,
7956 struct wined3d_string_buffer
*buffer
, const struct wined3d_shader_reg_maps
*reg_maps
)
7958 const struct wined3d_shader_signature
*output_signature
= &shader
->output_signature
;
7962 for (i
= 0; i
< output_signature
->element_count
; ++i
)
7964 const struct wined3d_shader_signature_element
*output
= &output_signature
->elements
[i
];
7966 shader_glsl_write_mask_to_str(output
->mask
, reg_mask
);
7967 shader_addline(buffer
, "shader_out[gl_InvocationID].reg[%u]%s = shader_in[gl_InvocationID].reg[%u]%s;\n",
7968 output
->register_idx
, reg_mask
, output
->register_idx
, reg_mask
);
7972 static HRESULT
shader_glsl_generate_shader_phase(const struct wined3d_shader
*shader
,
7973 struct wined3d_string_buffer
*buffer
, const struct wined3d_shader_reg_maps
*reg_maps
,
7974 struct shader_glsl_ctx_priv
*priv_ctx
, const struct wined3d_shader_phase
*phase
,
7975 const char *phase_name
, unsigned phase_idx
)
7980 shader_addline(buffer
, "void hs_%s_phase%u(%s)\n{\n",
7981 phase_name
, phase_idx
, phase
->instance_count
? "int phase_instance_id" : "");
7982 for (i
= 0; i
< phase
->temporary_count
; ++i
)
7983 shader_addline(buffer
, "vec4 R%u;\n", i
);
7984 hr
= shader_generate_code(shader
, buffer
, reg_maps
, priv_ctx
, phase
->start
, phase
->end
);
7985 shader_addline(buffer
, "}\n");
7989 static void shader_glsl_generate_shader_phase_invocation(struct wined3d_string_buffer
*buffer
,
7990 const struct wined3d_shader_phase
*phase
, const char *phase_name
, unsigned int phase_idx
)
7992 if (phase
->instance_count
)
7994 shader_addline(buffer
, "for (int i = 0; i < %u; ++i)\n{\n", phase
->instance_count
);
7995 shader_addline(buffer
, "hs_%s_phase%u(i);\n", phase_name
, phase_idx
);
7996 shader_addline(buffer
, "}\n");
8000 shader_addline(buffer
, "hs_%s_phase%u();\n", phase_name
, phase_idx
);
8004 static GLuint
shader_glsl_generate_hull_shader(const struct wined3d_context
*context
,
8005 struct shader_glsl_priv
*priv
, const struct wined3d_shader
*shader
)
8007 struct wined3d_string_buffer_list
*string_buffers
= &priv
->string_buffers
;
8008 const struct wined3d_shader_reg_maps
*reg_maps
= &shader
->reg_maps
;
8009 struct wined3d_string_buffer
*buffer
= &priv
->shader_buffer
;
8010 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
8011 const struct wined3d_hull_shader
*hs
= &shader
->u
.hs
;
8012 const struct wined3d_shader_phase
*phase
;
8013 struct shader_glsl_ctx_priv priv_ctx
;
8017 memset(&priv_ctx
, 0, sizeof(priv_ctx
));
8018 priv_ctx
.string_buffers
= string_buffers
;
8020 shader_glsl_add_version_declaration(buffer
, gl_info
);
8022 shader_glsl_enable_extensions(buffer
, gl_info
);
8023 shader_addline(buffer
, "#extension GL_ARB_tessellation_shader : enable\n");
8025 shader_generate_glsl_declarations(context
, buffer
, shader
, reg_maps
, &priv_ctx
);
8027 shader_addline(buffer
, "layout(vertices = %u) out;\n", hs
->output_vertex_count
);
8029 shader_addline(buffer
, "in shader_in_out { vec4 reg[%u]; } shader_in[];\n", shader
->limits
->packed_input
);
8030 shader_addline(buffer
, "out shader_in_out { vec4 reg[%u]; } shader_out[];\n", shader
->limits
->packed_output
);
8032 shader_glsl_generate_patch_constant_setup(buffer
, &shader
->patch_constant_signature
, FALSE
);
8034 if (hs
->phases
.control_point
)
8036 shader_addline(buffer
, "void setup_hs_output(in vec4 outputs[%u])\n{\n",
8037 shader
->limits
->packed_output
);
8038 shader_glsl_setup_sm4_shader_output(priv
, shader
->limits
->packed_output
, &shader
->output_signature
,
8039 &shader
->reg_maps
, "shader_out[gl_InvocationID]", FALSE
);
8040 shader_addline(buffer
, "}\n");
8043 shader_addline(buffer
, "void hs_control_point_phase()\n{\n");
8044 if ((phase
= hs
->phases
.control_point
))
8046 for (i
= 0; i
< phase
->temporary_count
; ++i
)
8047 shader_addline(buffer
, "vec4 R%u;\n", i
);
8048 if (FAILED(shader_generate_code(shader
, buffer
, reg_maps
, &priv_ctx
, phase
->start
, phase
->end
)))
8050 shader_addline(buffer
, "setup_hs_output(hs_out);\n");
8054 shader_glsl_generate_default_control_point_phase(shader
, buffer
, reg_maps
);
8056 shader_addline(buffer
, "}\n");
8058 for (i
= 0; i
< hs
->phases
.fork_count
; ++i
)
8060 if (FAILED(shader_glsl_generate_shader_phase(shader
, buffer
, reg_maps
, &priv_ctx
,
8061 &hs
->phases
.fork
[i
], "fork", i
)))
8065 for (i
= 0; i
< hs
->phases
.join_count
; ++i
)
8067 if (FAILED(shader_glsl_generate_shader_phase(shader
, buffer
, reg_maps
, &priv_ctx
,
8068 &hs
->phases
.join
[i
], "join", i
)))
8072 shader_addline(buffer
, "void main()\n{\n");
8073 shader_addline(buffer
, "hs_control_point_phase();\n");
8075 shader_addline(buffer
, "barrier();\n");
8076 for (i
= 0; i
< hs
->phases
.fork_count
; ++i
)
8077 shader_glsl_generate_shader_phase_invocation(buffer
, &hs
->phases
.fork
[i
], "fork", i
);
8078 for (i
= 0; i
< hs
->phases
.join_count
; ++i
)
8079 shader_glsl_generate_shader_phase_invocation(buffer
, &hs
->phases
.join
[i
], "join", i
);
8080 shader_addline(buffer
, "setup_patch_constant_output();\n");
8081 shader_addline(buffer
, "}\n");
8083 shader_id
= GL_EXTCALL(glCreateShader(GL_TESS_CONTROL_SHADER
));
8084 TRACE("Compiling shader object %u.\n", shader_id
);
8085 shader_glsl_compile(gl_info
, shader_id
, buffer
->buffer
);
8090 static void shader_glsl_generate_ds_epilogue(const struct wined3d_gl_info
*gl_info
,
8091 struct wined3d_string_buffer
*buffer
, const struct wined3d_shader
*shader
,
8092 const struct ds_compile_args
*args
)
8094 shader_addline(buffer
, "setup_ds_output(ds_out);\n");
8096 if (args
->next_shader_type
== WINED3D_SHADER_TYPE_PIXEL
&& !gl_info
->supported
[ARB_CLIP_CONTROL
])
8097 shader_glsl_fixup_position(buffer
, FALSE
);
8100 static GLuint
shader_glsl_generate_domain_shader(const struct wined3d_context
*context
,
8101 struct shader_glsl_priv
*priv
, const struct wined3d_shader
*shader
, const struct ds_compile_args
*args
)
8103 struct wined3d_string_buffer_list
*string_buffers
= &priv
->string_buffers
;
8104 const struct wined3d_shader_reg_maps
*reg_maps
= &shader
->reg_maps
;
8105 struct wined3d_string_buffer
*buffer
= &priv
->shader_buffer
;
8106 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
8107 struct shader_glsl_ctx_priv priv_ctx
;
8110 memset(&priv_ctx
, 0, sizeof(priv_ctx
));
8111 priv_ctx
.cur_ds_args
= args
;
8112 priv_ctx
.string_buffers
= string_buffers
;
8114 shader_glsl_add_version_declaration(buffer
, gl_info
);
8116 shader_glsl_enable_extensions(buffer
, gl_info
);
8117 shader_addline(buffer
, "#extension GL_ARB_tessellation_shader : enable\n");
8119 shader_generate_glsl_declarations(context
, buffer
, shader
, reg_maps
, &priv_ctx
);
8121 shader_addline(buffer
, "layout(");
8122 switch (shader
->u
.ds
.tessellator_domain
)
8124 case WINED3D_TESSELLATOR_DOMAIN_LINE
:
8125 shader_addline(buffer
, "isolines");
8127 case WINED3D_TESSELLATOR_DOMAIN_QUAD
:
8128 shader_addline(buffer
, "quads");
8130 case WINED3D_TESSELLATOR_DOMAIN_TRIANGLE
:
8131 shader_addline(buffer
, "triangles");
8134 switch (args
->tessellator_output_primitive
)
8136 case WINED3D_TESSELLATOR_OUTPUT_TRIANGLE_CW
:
8137 if (args
->render_offscreen
)
8138 shader_addline(buffer
, ", ccw");
8140 shader_addline(buffer
, ", cw");
8142 case WINED3D_TESSELLATOR_OUTPUT_TRIANGLE_CCW
:
8143 if (args
->render_offscreen
)
8144 shader_addline(buffer
, ", cw");
8146 shader_addline(buffer
, ", ccw");
8148 case WINED3D_TESSELLATOR_OUTPUT_POINT
:
8149 shader_addline(buffer
, ", point_mode");
8151 case WINED3D_TESSELLATOR_OUTPUT_LINE
:
8154 switch (args
->tessellator_partitioning
)
8156 case WINED3D_TESSELLATOR_PARTITIONING_FRACTIONAL_ODD
:
8157 shader_addline(buffer
, ", fractional_odd_spacing");
8159 case WINED3D_TESSELLATOR_PARTITIONING_FRACTIONAL_EVEN
:
8160 shader_addline(buffer
, ", fractional_even_spacing");
8162 case WINED3D_TESSELLATOR_PARTITIONING_INTEGER
:
8163 case WINED3D_TESSELLATOR_PARTITIONING_POW2
:
8164 shader_addline(buffer
, ", equal_spacing");
8167 shader_addline(buffer
, ") in;\n");
8169 shader_addline(buffer
, "in shader_in_out { vec4 reg[%u]; } shader_in[];\n", shader
->limits
->packed_input
);
8171 if (args
->next_shader_type
== WINED3D_SHADER_TYPE_PIXEL
&& !gl_info
->supported
[ARB_CLIP_CONTROL
])
8172 shader_addline(buffer
, "uniform vec4 pos_fixup;\n");
8174 shader_glsl_generate_sm4_output_setup(priv
, shader
, args
->output_count
, gl_info
,
8175 args
->next_shader_type
== WINED3D_SHADER_TYPE_PIXEL
, args
->interpolation_mode
);
8176 shader_glsl_generate_patch_constant_setup(buffer
, &shader
->patch_constant_signature
, TRUE
);
8178 shader_addline(buffer
, "void main()\n{\n");
8179 shader_addline(buffer
, "setup_patch_constant_input();\n");
8181 if (FAILED(shader_generate_code(shader
, buffer
, reg_maps
, &priv_ctx
, NULL
, NULL
)))
8184 shader_addline(buffer
, "}\n");
8186 shader_id
= GL_EXTCALL(glCreateShader(GL_TESS_EVALUATION_SHADER
));
8187 TRACE("Compiling shader object %u.\n", shader_id
);
8188 shader_glsl_compile(gl_info
, shader_id
, buffer
->buffer
);
8193 /* Context activation is done by the caller. */
8194 static GLuint
shader_glsl_generate_geometry_shader(const struct wined3d_context
*context
,
8195 struct shader_glsl_priv
*priv
, const struct wined3d_shader
*shader
, const struct gs_compile_args
*args
)
8197 struct wined3d_string_buffer_list
*string_buffers
= &priv
->string_buffers
;
8198 const struct wined3d_shader_reg_maps
*reg_maps
= &shader
->reg_maps
;
8199 struct wined3d_string_buffer
*buffer
= &priv
->shader_buffer
;
8200 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
8201 const struct wined3d_shader_signature_element
*output
;
8202 enum wined3d_primitive_type primitive_type
;
8203 struct shader_glsl_ctx_priv priv_ctx
;
8204 unsigned int max_vertices
;
8208 memset(&priv_ctx
, 0, sizeof(priv_ctx
));
8209 priv_ctx
.string_buffers
= string_buffers
;
8211 shader_glsl_add_version_declaration(buffer
, gl_info
);
8213 shader_glsl_enable_extensions(buffer
, gl_info
);
8215 shader_generate_glsl_declarations(context
, buffer
, shader
, reg_maps
, &priv_ctx
);
8217 primitive_type
= shader
->u
.gs
.input_type
? shader
->u
.gs
.input_type
: args
->primitive_type
;
8218 shader_addline(buffer
, "layout(%s", glsl_primitive_type_from_d3d(primitive_type
));
8219 if (shader
->u
.gs
.instance_count
> 1)
8220 shader_addline(buffer
, ", invocations = %u", shader
->u
.gs
.instance_count
);
8221 shader_addline(buffer
, ") in;\n");
8223 primitive_type
= shader
->u
.gs
.output_type
? shader
->u
.gs
.output_type
: args
->primitive_type
;
8224 if (!(max_vertices
= shader
->u
.gs
.vertices_out
))
8226 switch (args
->primitive_type
)
8228 case WINED3D_PT_POINTLIST
:
8231 case WINED3D_PT_LINELIST
:
8234 case WINED3D_PT_TRIANGLELIST
:
8238 FIXME("Unhandled primitive type %s.\n", debug_d3dprimitivetype(args
->primitive_type
));
8242 shader_addline(buffer
, "layout(%s, max_vertices = %u) out;\n",
8243 glsl_primitive_type_from_d3d(primitive_type
), max_vertices
);
8244 shader_addline(buffer
, "in shader_in_out { vec4 reg[%u]; } shader_in[];\n", shader
->limits
->packed_input
);
8246 if (!gl_info
->supported
[ARB_CLIP_CONTROL
])
8248 shader_addline(buffer
, "uniform vec4 pos_fixup");
8249 if (reg_maps
->viewport_array
)
8250 shader_addline(buffer
, "[%u]", WINED3D_MAX_VIEWPORTS
);
8251 shader_addline(buffer
, ";\n");
8254 if (is_rasterization_disabled(shader
))
8256 shader_glsl_generate_stream_output_setup(priv
, shader
, &shader
->u
.gs
.so_desc
);
8260 shader_glsl_generate_sm4_output_setup(priv
, shader
, args
->output_count
,
8261 gl_info
, TRUE
, args
->interpolation_mode
);
8264 shader_addline(buffer
, "void main()\n{\n");
8265 if (shader
->function
)
8267 if (FAILED(shader_generate_code(shader
, buffer
, reg_maps
, &priv_ctx
, NULL
, NULL
)))
8272 for (i
= 0; i
< max_vertices
; ++i
)
8274 for (j
= 0; j
< shader
->output_signature
.element_count
; ++j
)
8276 output
= &shader
->output_signature
.elements
[j
];
8277 shader_addline(buffer
, "gs_out[%u] = shader_in[%u].reg[%u];\n",
8278 output
->register_idx
, i
, output
->register_idx
);
8280 shader_addline(buffer
, "setup_gs_output(gs_out);\n");
8281 if (!gl_info
->supported
[ARB_CLIP_CONTROL
])
8282 shader_glsl_fixup_position(buffer
, FALSE
);
8283 shader_addline(buffer
, "EmitVertex();\n");
8286 shader_addline(buffer
, "}\n");
8288 shader_id
= GL_EXTCALL(glCreateShader(GL_GEOMETRY_SHADER
));
8289 TRACE("Compiling shader object %u.\n", shader_id
);
8290 shader_glsl_compile(gl_info
, shader_id
, buffer
->buffer
);
8295 static void shader_glsl_generate_shader_epilogue(const struct wined3d_shader_context
*ctx
)
8297 const struct shader_glsl_ctx_priv
*priv
= ctx
->backend_data
;
8298 const struct wined3d_gl_info
*gl_info
= ctx
->gl_info
;
8299 struct wined3d_string_buffer
*buffer
= ctx
->buffer
;
8300 const struct wined3d_shader
*shader
= ctx
->shader
;
8302 switch (shader
->reg_maps
.shader_version
.type
)
8304 case WINED3D_SHADER_TYPE_PIXEL
:
8305 shader_glsl_generate_ps_epilogue(gl_info
, buffer
, shader
, priv
->cur_ps_args
);
8307 case WINED3D_SHADER_TYPE_VERTEX
:
8308 shader_glsl_generate_vs_epilogue(gl_info
, buffer
, shader
, priv
->cur_vs_args
);
8310 case WINED3D_SHADER_TYPE_DOMAIN
:
8311 shader_glsl_generate_ds_epilogue(gl_info
, buffer
, shader
, priv
->cur_ds_args
);
8313 case WINED3D_SHADER_TYPE_GEOMETRY
:
8314 case WINED3D_SHADER_TYPE_COMPUTE
:
8317 FIXME("Unhandled shader type %#x.\n", shader
->reg_maps
.shader_version
.type
);
8322 /* Context activation is done by the caller. */
8323 static GLuint
shader_glsl_generate_compute_shader(const struct wined3d_context
*context
,
8324 struct wined3d_string_buffer
*buffer
, struct wined3d_string_buffer_list
*string_buffers
,
8325 const struct wined3d_shader
*shader
)
8327 const struct wined3d_shader_thread_group_size
*thread_group_size
= &shader
->u
.cs
.thread_group_size
;
8328 const struct wined3d_shader_reg_maps
*reg_maps
= &shader
->reg_maps
;
8329 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
8330 struct shader_glsl_ctx_priv priv_ctx
;
8334 memset(&priv_ctx
, 0, sizeof(priv_ctx
));
8335 priv_ctx
.string_buffers
= string_buffers
;
8337 shader_glsl_add_version_declaration(buffer
, gl_info
);
8339 shader_glsl_enable_extensions(buffer
, gl_info
);
8340 shader_addline(buffer
, "#extension GL_ARB_compute_shader : enable\n");
8342 shader_generate_glsl_declarations(context
, buffer
, shader
, reg_maps
, &priv_ctx
);
8344 for (i
= 0; i
< reg_maps
->tgsm_count
; ++i
)
8346 if (reg_maps
->tgsm
[i
].size
)
8347 shader_addline(buffer
, "shared uint cs_g%u[%u];\n", i
, reg_maps
->tgsm
[i
].size
);
8350 shader_addline(buffer
, "layout(local_size_x = %u, local_size_y = %u, local_size_z = %u) in;\n",
8351 thread_group_size
->x
, thread_group_size
->y
, thread_group_size
->z
);
8353 shader_addline(buffer
, "void main()\n{\n");
8354 shader_generate_code(shader
, buffer
, reg_maps
, &priv_ctx
, NULL
, NULL
);
8355 shader_addline(buffer
, "}\n");
8357 shader_id
= GL_EXTCALL(glCreateShader(GL_COMPUTE_SHADER
));
8358 TRACE("Compiling shader object %u.\n", shader_id
);
8359 shader_glsl_compile(gl_info
, shader_id
, buffer
->buffer
);
8364 static GLuint
find_glsl_pshader(const struct wined3d_context
*context
,
8365 struct wined3d_string_buffer
*buffer
, struct wined3d_string_buffer_list
*string_buffers
,
8366 struct wined3d_shader
*shader
,
8367 const struct ps_compile_args
*args
, const struct ps_np2fixup_info
**np2fixup_info
)
8369 struct glsl_ps_compiled_shader
*gl_shaders
, *new_array
;
8370 struct glsl_shader_private
*shader_data
;
8371 struct ps_np2fixup_info
*np2fixup
;
8376 if (!shader
->backend_data
)
8378 if (!(shader
->backend_data
= heap_alloc_zero(sizeof(*shader_data
))))
8380 ERR("Failed to allocate backend data.\n");
8384 shader_data
= shader
->backend_data
;
8385 gl_shaders
= shader_data
->gl_shaders
.ps
;
8387 /* Usually we have very few GL shaders for each d3d shader(just 1 or maybe 2),
8388 * so a linear search is more performant than a hashmap or a binary search
8389 * (cache coherency etc)
8391 for (i
= 0; i
< shader_data
->num_gl_shaders
; ++i
)
8393 if (!memcmp(&gl_shaders
[i
].args
, args
, sizeof(*args
)))
8395 if (args
->np2_fixup
)
8396 *np2fixup_info
= &gl_shaders
[i
].np2fixup
;
8397 return gl_shaders
[i
].id
;
8401 TRACE("No matching GL shader found for shader %p, compiling a new shader.\n", shader
);
8402 if (shader_data
->shader_array_size
== shader_data
->num_gl_shaders
)
8404 if (shader_data
->num_gl_shaders
)
8406 new_size
= shader_data
->shader_array_size
+ max(1, shader_data
->shader_array_size
/ 2);
8407 new_array
= heap_realloc(shader_data
->gl_shaders
.ps
, new_size
* sizeof(*gl_shaders
));
8411 new_array
= heap_alloc(sizeof(*gl_shaders
));
8416 ERR("Out of memory\n");
8419 shader_data
->gl_shaders
.ps
= new_array
;
8420 shader_data
->shader_array_size
= new_size
;
8421 gl_shaders
= new_array
;
8424 gl_shaders
[shader_data
->num_gl_shaders
].args
= *args
;
8426 np2fixup
= &gl_shaders
[shader_data
->num_gl_shaders
].np2fixup
;
8427 memset(np2fixup
, 0, sizeof(*np2fixup
));
8428 *np2fixup_info
= args
->np2_fixup
? np2fixup
: NULL
;
8430 pixelshader_update_resource_types(shader
, args
->tex_types
);
8432 string_buffer_clear(buffer
);
8433 ret
= shader_glsl_generate_pshader(context
, buffer
, string_buffers
, shader
, args
, np2fixup
);
8434 gl_shaders
[shader_data
->num_gl_shaders
++].id
= ret
;
8439 static inline BOOL
vs_args_equal(const struct vs_compile_args
*stored
, const struct vs_compile_args
*new,
8440 const DWORD use_map
)
8442 if((stored
->swizzle_map
& use_map
) != new->swizzle_map
) return FALSE
;
8443 if((stored
->clip_enabled
) != new->clip_enabled
) return FALSE
;
8444 if (stored
->point_size
!= new->point_size
)
8446 if (stored
->per_vertex_point_size
!= new->per_vertex_point_size
)
8448 if (stored
->flatshading
!= new->flatshading
)
8450 if (stored
->next_shader_type
!= new->next_shader_type
)
8452 if (stored
->next_shader_input_count
!= new->next_shader_input_count
)
8454 return stored
->fog_src
== new->fog_src
;
8457 static GLuint
find_glsl_vshader(const struct wined3d_context
*context
, struct shader_glsl_priv
*priv
,
8458 struct wined3d_shader
*shader
, const struct vs_compile_args
*args
)
8462 DWORD use_map
= context
->stream_info
.use_map
;
8463 struct glsl_vs_compiled_shader
*gl_shaders
, *new_array
;
8464 struct glsl_shader_private
*shader_data
;
8467 if (!shader
->backend_data
)
8469 if (!(shader
->backend_data
= heap_alloc_zero(sizeof(*shader_data
))))
8471 ERR("Failed to allocate backend data.\n");
8475 shader_data
= shader
->backend_data
;
8476 gl_shaders
= shader_data
->gl_shaders
.vs
;
8478 /* Usually we have very few GL shaders for each d3d shader(just 1 or maybe 2),
8479 * so a linear search is more performant than a hashmap or a binary search
8480 * (cache coherency etc)
8482 for (i
= 0; i
< shader_data
->num_gl_shaders
; ++i
)
8484 if (vs_args_equal(&gl_shaders
[i
].args
, args
, use_map
))
8485 return gl_shaders
[i
].id
;
8488 TRACE("No matching GL shader found for shader %p, compiling a new shader.\n", shader
);
8490 if (shader_data
->shader_array_size
== shader_data
->num_gl_shaders
)
8492 if (shader_data
->num_gl_shaders
)
8494 new_size
= shader_data
->shader_array_size
+ max(1, shader_data
->shader_array_size
/ 2);
8495 new_array
= heap_realloc(shader_data
->gl_shaders
.vs
, new_size
* sizeof(*gl_shaders
));
8499 new_array
= heap_alloc(sizeof(*gl_shaders
));
8504 ERR("Out of memory\n");
8507 shader_data
->gl_shaders
.vs
= new_array
;
8508 shader_data
->shader_array_size
= new_size
;
8509 gl_shaders
= new_array
;
8512 gl_shaders
[shader_data
->num_gl_shaders
].args
= *args
;
8514 string_buffer_clear(&priv
->shader_buffer
);
8515 ret
= shader_glsl_generate_vshader(context
, priv
, shader
, args
);
8516 gl_shaders
[shader_data
->num_gl_shaders
++].id
= ret
;
8521 static GLuint
find_glsl_hull_shader(const struct wined3d_context
*context
,
8522 struct shader_glsl_priv
*priv
, struct wined3d_shader
*shader
)
8524 struct glsl_hs_compiled_shader
*gl_shaders
, *new_array
;
8525 struct glsl_shader_private
*shader_data
;
8526 unsigned int new_size
;
8529 if (!shader
->backend_data
)
8531 if (!(shader
->backend_data
= heap_alloc_zero(sizeof(*shader_data
))))
8533 ERR("Failed to allocate backend data.\n");
8537 shader_data
= shader
->backend_data
;
8538 gl_shaders
= shader_data
->gl_shaders
.hs
;
8540 if (shader_data
->num_gl_shaders
> 0)
8542 assert(shader_data
->num_gl_shaders
== 1);
8543 return gl_shaders
[0].id
;
8546 TRACE("No matching GL shader found for shader %p, compiling a new shader.\n", shader
);
8548 assert(!shader_data
->gl_shaders
.hs
);
8550 if (!(new_array
= heap_alloc(sizeof(*new_array
))))
8552 ERR("Failed to allocate GL shaders array.\n");
8555 shader_data
->gl_shaders
.hs
= new_array
;
8556 shader_data
->shader_array_size
= new_size
;
8557 gl_shaders
= new_array
;
8559 string_buffer_clear(&priv
->shader_buffer
);
8560 ret
= shader_glsl_generate_hull_shader(context
, priv
, shader
);
8561 gl_shaders
[shader_data
->num_gl_shaders
++].id
= ret
;
8566 static GLuint
find_glsl_domain_shader(const struct wined3d_context
*context
,
8567 struct shader_glsl_priv
*priv
, struct wined3d_shader
*shader
, const struct ds_compile_args
*args
)
8569 struct glsl_ds_compiled_shader
*gl_shaders
, *new_array
;
8570 struct glsl_shader_private
*shader_data
;
8571 unsigned int i
, new_size
;
8574 if (!shader
->backend_data
)
8576 if (!(shader
->backend_data
= heap_alloc_zero(sizeof(*shader_data
))))
8578 ERR("Failed to allocate backend data.\n");
8582 shader_data
= shader
->backend_data
;
8583 gl_shaders
= shader_data
->gl_shaders
.ds
;
8585 for (i
= 0; i
< shader_data
->num_gl_shaders
; ++i
)
8587 if (!memcmp(&gl_shaders
[i
].args
, args
, sizeof(*args
)))
8588 return gl_shaders
[i
].id
;
8591 TRACE("No matching GL shader found for shader %p, compiling a new shader.\n", shader
);
8593 if (shader_data
->num_gl_shaders
)
8595 new_size
= shader_data
->shader_array_size
+ 1;
8596 new_array
= heap_realloc(shader_data
->gl_shaders
.ds
, new_size
* sizeof(*new_array
));
8600 new_array
= heap_alloc(sizeof(*new_array
));
8606 ERR("Failed to allocate GL shaders array.\n");
8609 shader_data
->gl_shaders
.ds
= new_array
;
8610 shader_data
->shader_array_size
= new_size
;
8611 gl_shaders
= new_array
;
8613 string_buffer_clear(&priv
->shader_buffer
);
8614 ret
= shader_glsl_generate_domain_shader(context
, priv
, shader
, args
);
8615 gl_shaders
[shader_data
->num_gl_shaders
].args
= *args
;
8616 gl_shaders
[shader_data
->num_gl_shaders
++].id
= ret
;
8621 static GLuint
find_glsl_geometry_shader(const struct wined3d_context
*context
,
8622 struct shader_glsl_priv
*priv
, struct wined3d_shader
*shader
, const struct gs_compile_args
*args
)
8624 struct glsl_gs_compiled_shader
*gl_shaders
, *new_array
;
8625 struct glsl_shader_private
*shader_data
;
8626 unsigned int i
, new_size
;
8629 if (!shader
->backend_data
)
8631 if (!(shader
->backend_data
= heap_alloc_zero(sizeof(*shader_data
))))
8633 ERR("Failed to allocate backend data.\n");
8637 shader_data
= shader
->backend_data
;
8638 gl_shaders
= shader_data
->gl_shaders
.gs
;
8640 for (i
= 0; i
< shader_data
->num_gl_shaders
; ++i
)
8642 if (!memcmp(&gl_shaders
[i
].args
, args
, sizeof(*args
)))
8643 return gl_shaders
[i
].id
;
8646 TRACE("No matching GL shader found for shader %p, compiling a new shader.\n", shader
);
8648 if (shader_data
->num_gl_shaders
)
8650 new_size
= shader_data
->shader_array_size
+ 1;
8651 new_array
= heap_realloc(shader_data
->gl_shaders
.gs
, new_size
* sizeof(*new_array
));
8655 new_array
= heap_alloc(sizeof(*new_array
));
8661 ERR("Failed to allocate GL shaders array.\n");
8664 shader_data
->gl_shaders
.gs
= new_array
;
8665 shader_data
->shader_array_size
= new_size
;
8666 gl_shaders
= new_array
;
8668 string_buffer_clear(&priv
->shader_buffer
);
8669 ret
= shader_glsl_generate_geometry_shader(context
, priv
, shader
, args
);
8670 gl_shaders
[shader_data
->num_gl_shaders
].args
= *args
;
8671 gl_shaders
[shader_data
->num_gl_shaders
++].id
= ret
;
8676 static const char *shader_glsl_ffp_mcs(enum wined3d_material_color_source mcs
, const char *material
)
8680 case WINED3D_MCS_MATERIAL
:
8682 case WINED3D_MCS_COLOR1
:
8683 return "ffp_attrib_diffuse";
8684 case WINED3D_MCS_COLOR2
:
8685 return "ffp_attrib_specular";
8687 ERR("Invalid material color source %#x.\n", mcs
);
8692 static void shader_glsl_ffp_vertex_lighting_footer(struct wined3d_string_buffer
*buffer
,
8693 const struct wined3d_ffp_vs_settings
*settings
, unsigned int idx
)
8695 shader_addline(buffer
, "diffuse += clamp(dot(dir, normal), 0.0, 1.0)"
8696 " * ffp_light[%u].diffuse.xyz * att;\n", idx
);
8697 if (settings
->localviewer
)
8698 shader_addline(buffer
, "t = dot(normal, normalize(dir - normalize(ec_pos.xyz)));\n");
8700 shader_addline(buffer
, "t = dot(normal, normalize(dir + vec3(0.0, 0.0, -1.0)));\n");
8701 shader_addline(buffer
, "if (dot(dir, normal) > 0.0 && t > 0.0) specular +="
8702 " pow(t, ffp_material.shininess) * ffp_light[%u].specular * att;\n", idx
);
8705 static void shader_glsl_ffp_vertex_lighting(struct wined3d_string_buffer
*buffer
,
8706 const struct wined3d_ffp_vs_settings
*settings
, BOOL legacy_lighting
)
8708 const char *diffuse
, *specular
, *emissive
, *ambient
;
8709 unsigned int i
, idx
;
8711 if (!settings
->lighting
)
8713 shader_addline(buffer
, "ffp_varying_diffuse = ffp_attrib_diffuse;\n");
8714 shader_addline(buffer
, "ffp_varying_specular = ffp_attrib_specular;\n");
8718 shader_addline(buffer
, "vec3 ambient = ffp_light_ambient;\n");
8719 shader_addline(buffer
, "vec3 diffuse = vec3(0.0);\n");
8720 shader_addline(buffer
, "vec4 specular = vec4(0.0);\n");
8721 shader_addline(buffer
, "vec3 dir, dst;\n");
8722 shader_addline(buffer
, "float att, t;\n");
8724 ambient
= shader_glsl_ffp_mcs(settings
->ambient_source
, "ffp_material.ambient");
8725 diffuse
= shader_glsl_ffp_mcs(settings
->diffuse_source
, "ffp_material.diffuse");
8726 specular
= shader_glsl_ffp_mcs(settings
->specular_source
, "ffp_material.specular");
8727 emissive
= shader_glsl_ffp_mcs(settings
->emissive_source
, "ffp_material.emissive");
8730 for (i
= 0; i
< settings
->point_light_count
; ++i
, ++idx
)
8732 shader_addline(buffer
, "dir = ffp_light[%u].position.xyz - ec_pos.xyz;\n", idx
);
8733 shader_addline(buffer
, "dst.z = dot(dir, dir);\n");
8734 shader_addline(buffer
, "dst.y = sqrt(dst.z);\n");
8735 shader_addline(buffer
, "dst.x = 1.0;\n");
8736 if (legacy_lighting
)
8738 shader_addline(buffer
, "dst.y = (ffp_light[%u].range - dst.y) / ffp_light[%u].range;\n", idx
, idx
);
8739 shader_addline(buffer
, "dst.z = dst.y * dst.y;\n");
8740 shader_addline(buffer
, "if (dst.y > 0.0)\n{\n");
8744 shader_addline(buffer
, "if (dst.y <= ffp_light[%u].range)\n{\n", idx
);
8746 shader_addline(buffer
, "att = dot(dst.xyz, vec3(ffp_light[%u].c_att,"
8747 " ffp_light[%u].l_att, ffp_light[%u].q_att));\n", idx
, idx
, idx
);
8748 if (!legacy_lighting
)
8749 shader_addline(buffer
, "att = 1.0 / att;\n");
8750 shader_addline(buffer
, "ambient += ffp_light[%u].ambient.xyz * att;\n", idx
);
8751 if (!settings
->normal
)
8753 shader_addline(buffer
, "}\n");
8756 shader_addline(buffer
, "dir = normalize(dir);\n");
8757 shader_glsl_ffp_vertex_lighting_footer(buffer
, settings
, idx
);
8758 shader_addline(buffer
, "}\n");
8761 for (i
= 0; i
< settings
->spot_light_count
; ++i
, ++idx
)
8763 shader_addline(buffer
, "dir = ffp_light[%u].position.xyz - ec_pos.xyz;\n", idx
);
8764 shader_addline(buffer
, "dst.z = dot(dir, dir);\n");
8765 shader_addline(buffer
, "dst.y = sqrt(dst.z);\n");
8766 shader_addline(buffer
, "dst.x = 1.0;\n");
8767 if (legacy_lighting
)
8769 shader_addline(buffer
, "dst.y = (ffp_light[%u].range - dst.y) / ffp_light[%u].range;\n", idx
, idx
);
8770 shader_addline(buffer
, "dst.z = dst.y * dst.y;\n");
8771 shader_addline(buffer
, "if (dst.y > 0.0)\n{\n");
8775 shader_addline(buffer
, "if (dst.y <= ffp_light[%u].range)\n{\n", idx
);
8777 shader_addline(buffer
, "dir = normalize(dir);\n");
8778 shader_addline(buffer
, "t = dot(-dir, normalize(ffp_light[%u].direction));\n", idx
);
8779 shader_addline(buffer
, "if (t > ffp_light[%u].cos_htheta) att = 1.0;\n", idx
);
8780 shader_addline(buffer
, "else if (t <= ffp_light[%u].cos_hphi) att = 0.0;\n", idx
);
8781 shader_addline(buffer
, "else att = pow((t - ffp_light[%u].cos_hphi)"
8782 " / (ffp_light[%u].cos_htheta - ffp_light[%u].cos_hphi), ffp_light[%u].falloff);\n",
8783 idx
, idx
, idx
, idx
);
8784 if (legacy_lighting
)
8785 shader_addline(buffer
, "att *= dot(dst.xyz, vec3(ffp_light[%u].c_att,"
8786 " ffp_light[%u].l_att, ffp_light[%u].q_att));\n",
8789 shader_addline(buffer
, "att /= dot(dst.xyz, vec3(ffp_light[%u].c_att,"
8790 " ffp_light[%u].l_att, ffp_light[%u].q_att));\n",
8792 shader_addline(buffer
, "ambient += ffp_light[%u].ambient.xyz * att;\n", idx
);
8793 if (!settings
->normal
)
8795 shader_addline(buffer
, "}\n");
8798 shader_glsl_ffp_vertex_lighting_footer(buffer
, settings
, idx
);
8799 shader_addline(buffer
, "}\n");
8802 for (i
= 0; i
< settings
->directional_light_count
; ++i
, ++idx
)
8804 shader_addline(buffer
, "ambient += ffp_light[%u].ambient.xyz;\n", idx
);
8805 if (!settings
->normal
)
8807 shader_addline(buffer
, "att = 1.0;\n");
8808 shader_addline(buffer
, "dir = normalize(ffp_light[%u].direction.xyz);\n", idx
);
8809 shader_glsl_ffp_vertex_lighting_footer(buffer
, settings
, idx
);
8812 for (i
= 0; i
< settings
->parallel_point_light_count
; ++i
, ++idx
)
8814 shader_addline(buffer
, "ambient += ffp_light[%u].ambient.xyz;\n", idx
);
8815 if (!settings
->normal
)
8817 shader_addline(buffer
, "att = 1.0;\n");
8818 shader_addline(buffer
, "dir = normalize(ffp_light[%u].position.xyz);\n", idx
);
8819 shader_glsl_ffp_vertex_lighting_footer(buffer
, settings
, idx
);
8822 shader_addline(buffer
, "ffp_varying_diffuse.xyz = %s.xyz * ambient + %s.xyz * diffuse + %s.xyz;\n",
8823 ambient
, diffuse
, emissive
);
8824 shader_addline(buffer
, "ffp_varying_diffuse.w = %s.w;\n", diffuse
);
8825 shader_addline(buffer
, "ffp_varying_specular = %s * specular;\n", specular
);
8828 /* Context activation is done by the caller. */
8829 static GLuint
shader_glsl_generate_ffp_vertex_shader(struct shader_glsl_priv
*priv
,
8830 const struct wined3d_ffp_vs_settings
*settings
, const struct wined3d_gl_info
*gl_info
)
8832 static const struct attrib_info
8835 const char name
[24];
8839 {"vec4", "ffp_attrib_position"}, /* WINED3D_FFP_POSITION */
8840 {"vec4", "ffp_attrib_blendweight"}, /* WINED3D_FFP_BLENDWEIGHT */
8841 /* TODO: Indexed vertex blending */
8842 {"float", ""}, /* WINED3D_FFP_BLENDINDICES */
8843 {"vec3", "ffp_attrib_normal"}, /* WINED3D_FFP_NORMAL */
8844 {"float", "ffp_attrib_psize"}, /* WINED3D_FFP_PSIZE */
8845 {"vec4", "ffp_attrib_diffuse"}, /* WINED3D_FFP_DIFFUSE */
8846 {"vec4", "ffp_attrib_specular"}, /* WINED3D_FFP_SPECULAR */
8848 const BOOL legacy_syntax
= needs_legacy_glsl_syntax(gl_info
);
8849 struct wined3d_string_buffer
*buffer
= &priv
->shader_buffer
;
8850 BOOL output_legacy_fogcoord
= legacy_syntax
;
8851 BOOL legacy_lighting
= priv
->legacy_lighting
;
8855 string_buffer_clear(buffer
);
8857 shader_glsl_add_version_declaration(buffer
, gl_info
);
8859 if (shader_glsl_use_explicit_attrib_location(gl_info
))
8860 shader_addline(buffer
, "#extension GL_ARB_explicit_attrib_location : enable\n");
8862 for (i
= 0; i
< WINED3D_FFP_ATTRIBS_COUNT
; ++i
)
8864 const char *type
= i
< ARRAY_SIZE(attrib_info
) ? attrib_info
[i
].type
: "vec4";
8866 if (shader_glsl_use_explicit_attrib_location(gl_info
))
8867 shader_addline(buffer
, "layout(location = %u) ", i
);
8868 shader_addline(buffer
, "%s %s vs_in%u;\n", get_attribute_keyword(gl_info
), type
, i
);
8870 shader_addline(buffer
, "\n");
8872 shader_addline(buffer
, "uniform mat4 ffp_modelview_matrix[%u];\n", MAX_VERTEX_BLENDS
);
8873 shader_addline(buffer
, "uniform mat4 ffp_projection_matrix;\n");
8874 shader_addline(buffer
, "uniform mat3 ffp_normal_matrix;\n");
8875 shader_addline(buffer
, "uniform mat4 ffp_texture_matrix[%u];\n", MAX_TEXTURES
);
8877 shader_addline(buffer
, "uniform struct\n{\n");
8878 shader_addline(buffer
, " vec4 emissive;\n");
8879 shader_addline(buffer
, " vec4 ambient;\n");
8880 shader_addline(buffer
, " vec4 diffuse;\n");
8881 shader_addline(buffer
, " vec4 specular;\n");
8882 shader_addline(buffer
, " float shininess;\n");
8883 shader_addline(buffer
, "} ffp_material;\n");
8885 shader_addline(buffer
, "uniform vec3 ffp_light_ambient;\n");
8886 shader_addline(buffer
, "uniform struct\n{\n");
8887 shader_addline(buffer
, " vec4 diffuse;\n");
8888 shader_addline(buffer
, " vec4 specular;\n");
8889 shader_addline(buffer
, " vec4 ambient;\n");
8890 shader_addline(buffer
, " vec4 position;\n");
8891 shader_addline(buffer
, " vec3 direction;\n");
8892 shader_addline(buffer
, " float range;\n");
8893 shader_addline(buffer
, " float falloff;\n");
8894 shader_addline(buffer
, " float c_att;\n");
8895 shader_addline(buffer
, " float l_att;\n");
8896 shader_addline(buffer
, " float q_att;\n");
8897 shader_addline(buffer
, " float cos_htheta;\n");
8898 shader_addline(buffer
, " float cos_hphi;\n");
8899 shader_addline(buffer
, "} ffp_light[%u];\n", MAX_ACTIVE_LIGHTS
);
8901 if (settings
->point_size
)
8903 shader_addline(buffer
, "uniform struct\n{\n");
8904 shader_addline(buffer
, " float size;\n");
8905 shader_addline(buffer
, " float size_min;\n");
8906 shader_addline(buffer
, " float size_max;\n");
8907 shader_addline(buffer
, " float c_att;\n");
8908 shader_addline(buffer
, " float l_att;\n");
8909 shader_addline(buffer
, " float q_att;\n");
8910 shader_addline(buffer
, "} ffp_point;\n");
8915 shader_addline(buffer
, "vec4 ffp_varying_diffuse;\n");
8916 shader_addline(buffer
, "vec4 ffp_varying_specular;\n");
8917 shader_addline(buffer
, "vec4 ffp_varying_texcoord[%u];\n", MAX_TEXTURES
);
8918 shader_addline(buffer
, "float ffp_varying_fogcoord;\n");
8922 if (settings
->clipping
)
8923 shader_addline(buffer
, "uniform vec4 clip_planes[%u];\n", gl_info
->limits
.user_clip_distances
);
8925 declare_out_varying(gl_info
, buffer
, settings
->flatshading
, "vec4 ffp_varying_diffuse;\n");
8926 declare_out_varying(gl_info
, buffer
, settings
->flatshading
, "vec4 ffp_varying_specular;\n");
8927 declare_out_varying(gl_info
, buffer
, FALSE
, "vec4 ffp_varying_texcoord[%u];\n", MAX_TEXTURES
);
8928 declare_out_varying(gl_info
, buffer
, FALSE
, "float ffp_varying_fogcoord;\n");
8931 shader_addline(buffer
, "\nvoid main()\n{\n");
8932 shader_addline(buffer
, "float m;\n");
8933 shader_addline(buffer
, "vec3 r;\n");
8935 for (i
= 0; i
< ARRAY_SIZE(attrib_info
); ++i
)
8937 if (attrib_info
[i
].name
[0])
8938 shader_addline(buffer
, "%s %s = vs_in%u%s;\n", attrib_info
[i
].type
, attrib_info
[i
].name
,
8939 i
, settings
->swizzle_map
& (1u << i
) ? ".zyxw" : "");
8941 for (i
= 0; i
< MAX_TEXTURES
; ++i
)
8943 unsigned int coord_idx
= settings
->texgen
[i
] & 0x0000ffff;
8944 if ((settings
->texgen
[i
] & 0xffff0000) == WINED3DTSS_TCI_PASSTHRU
8945 && settings
->texcoords
& (1u << i
))
8946 shader_addline(buffer
, "vec4 ffp_attrib_texcoord%u = vs_in%u;\n", i
, coord_idx
+ WINED3D_FFP_TEXCOORD0
);
8949 shader_addline(buffer
, "ffp_attrib_blendweight[%u] = 1.0;\n", settings
->vertexblends
);
8951 if (settings
->transformed
)
8953 shader_addline(buffer
, "vec4 ec_pos = vec4(ffp_attrib_position.xyz, 1.0);\n");
8954 shader_addline(buffer
, "gl_Position = ffp_projection_matrix * ec_pos;\n");
8955 shader_addline(buffer
, "if (ffp_attrib_position.w != 0.0) gl_Position /= ffp_attrib_position.w;\n");
8959 for (i
= 0; i
< settings
->vertexblends
; ++i
)
8960 shader_addline(buffer
, "ffp_attrib_blendweight[%u] -= ffp_attrib_blendweight[%u];\n", settings
->vertexblends
, i
);
8962 shader_addline(buffer
, "vec4 ec_pos = vec4(0.0);\n");
8963 for (i
= 0; i
< settings
->vertexblends
+ 1; ++i
)
8964 shader_addline(buffer
, "ec_pos += ffp_attrib_blendweight[%u] * (ffp_modelview_matrix[%u] * ffp_attrib_position);\n", i
, i
);
8966 shader_addline(buffer
, "gl_Position = ffp_projection_matrix * ec_pos;\n");
8967 if (settings
->clipping
)
8970 shader_addline(buffer
, "gl_ClipVertex = ec_pos;\n");
8972 for (i
= 0; i
< gl_info
->limits
.user_clip_distances
; ++i
)
8973 shader_addline(buffer
, "gl_ClipDistance[%u] = dot(ec_pos, clip_planes[%u]);\n", i
, i
);
8975 shader_addline(buffer
, "ec_pos /= ec_pos.w;\n");
8978 shader_addline(buffer
, "vec3 normal = vec3(0.0);\n");
8979 if (settings
->normal
)
8981 if (!settings
->vertexblends
)
8983 shader_addline(buffer
, "normal = ffp_normal_matrix * ffp_attrib_normal;\n");
8987 for (i
= 0; i
< settings
->vertexblends
+ 1; ++i
)
8988 shader_addline(buffer
, "normal += ffp_attrib_blendweight[%u] * (mat3(ffp_modelview_matrix[%u]) * ffp_attrib_normal);\n", i
, i
);
8991 if (settings
->normalize
)
8992 shader_addline(buffer
, "normal = normalize(normal);\n");
8995 shader_glsl_ffp_vertex_lighting(buffer
, settings
, legacy_lighting
);
8998 shader_addline(buffer
, "gl_FrontColor = ffp_varying_diffuse;\n");
8999 shader_addline(buffer
, "gl_FrontSecondaryColor = ffp_varying_specular;\n");
9003 shader_addline(buffer
, "ffp_varying_diffuse = clamp(ffp_varying_diffuse, 0.0, 1.0);\n");
9004 shader_addline(buffer
, "ffp_varying_specular = clamp(ffp_varying_specular, 0.0, 1.0);\n");
9007 for (i
= 0; i
< MAX_TEXTURES
; ++i
)
9009 BOOL output_legacy_texcoord
= legacy_syntax
;
9011 switch (settings
->texgen
[i
] & 0xffff0000)
9013 case WINED3DTSS_TCI_PASSTHRU
:
9014 if (settings
->texcoords
& (1u << i
))
9015 shader_addline(buffer
, "ffp_varying_texcoord[%u] = ffp_texture_matrix[%u] * ffp_attrib_texcoord%u;\n",
9017 else if (gl_info
->limits
.glsl_varyings
>= wined3d_max_compat_varyings(gl_info
))
9018 shader_addline(buffer
, "ffp_varying_texcoord[%u] = vec4(0.0);\n", i
);
9020 output_legacy_texcoord
= FALSE
;
9023 case WINED3DTSS_TCI_CAMERASPACENORMAL
:
9024 shader_addline(buffer
, "ffp_varying_texcoord[%u] = ffp_texture_matrix[%u] * vec4(normal, 1.0);\n", i
, i
);
9027 case WINED3DTSS_TCI_CAMERASPACEPOSITION
:
9028 shader_addline(buffer
, "ffp_varying_texcoord[%u] = ffp_texture_matrix[%u] * ec_pos;\n", i
, i
);
9031 case WINED3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR
:
9032 shader_addline(buffer
, "ffp_varying_texcoord[%u] = ffp_texture_matrix[%u]"
9033 " * vec4(reflect(normalize(ec_pos.xyz), normal), 1.0);\n", i
, i
);
9036 case WINED3DTSS_TCI_SPHEREMAP
:
9037 shader_addline(buffer
, "r = reflect(normalize(ec_pos.xyz), normal);\n");
9038 shader_addline(buffer
, "m = 2.0 * length(vec3(r.x, r.y, r.z + 1.0));\n");
9039 shader_addline(buffer
, "ffp_varying_texcoord[%u] = ffp_texture_matrix[%u]"
9040 " * vec4(r.x / m + 0.5, r.y / m + 0.5, 0.0, 1.0);\n", i
, i
);
9044 ERR("Unhandled texgen %#x.\n", settings
->texgen
[i
]);
9047 if (output_legacy_texcoord
)
9048 shader_addline(buffer
, "gl_TexCoord[%u] = ffp_varying_texcoord[%u];\n", i
, i
);
9051 switch (settings
->fog_mode
)
9053 case WINED3D_FFP_VS_FOG_OFF
:
9054 output_legacy_fogcoord
= FALSE
;
9057 case WINED3D_FFP_VS_FOG_FOGCOORD
:
9058 shader_addline(buffer
, "ffp_varying_fogcoord = ffp_attrib_specular.w * 255.0;\n");
9061 case WINED3D_FFP_VS_FOG_RANGE
:
9062 shader_addline(buffer
, "ffp_varying_fogcoord = length(ec_pos.xyz);\n");
9065 case WINED3D_FFP_VS_FOG_DEPTH
:
9066 if (settings
->ortho_fog
)
9068 if (gl_info
->supported
[ARB_CLIP_CONTROL
])
9069 shader_addline(buffer
, "ffp_varying_fogcoord = gl_Position.z;\n");
9071 /* Need to undo the [0.0 - 1.0] -> [-1.0 - 1.0] transformation from D3D to GL coordinates. */
9072 shader_addline(buffer
, "ffp_varying_fogcoord = gl_Position.z * 0.5 + 0.5;\n");
9074 else if (settings
->transformed
)
9076 shader_addline(buffer
, "ffp_varying_fogcoord = ec_pos.z;\n");
9080 shader_addline(buffer
, "ffp_varying_fogcoord = abs(ec_pos.z);\n");
9085 ERR("Unhandled fog mode %#x.\n", settings
->fog_mode
);
9088 if (output_legacy_fogcoord
)
9089 shader_addline(buffer
, "gl_FogFragCoord = ffp_varying_fogcoord;\n");
9091 if (settings
->point_size
)
9093 shader_addline(buffer
, "gl_PointSize = %s / sqrt(ffp_point.c_att"
9094 " + ffp_point.l_att * length(ec_pos.xyz)"
9095 " + ffp_point.q_att * dot(ec_pos.xyz, ec_pos.xyz));\n",
9096 settings
->per_vertex_point_size
? "ffp_attrib_psize" : "ffp_point.size");
9097 shader_addline(buffer
, "gl_PointSize = clamp(gl_PointSize, ffp_point.size_min, ffp_point.size_max);\n");
9100 shader_addline(buffer
, "}\n");
9102 shader_obj
= GL_EXTCALL(glCreateShader(GL_VERTEX_SHADER
));
9103 shader_glsl_compile(gl_info
, shader_obj
, buffer
->buffer
);
9108 static const char *shader_glsl_get_ffp_fragment_op_arg(struct wined3d_string_buffer
*buffer
,
9109 DWORD argnum
, unsigned int stage
, DWORD arg
)
9113 if (arg
== ARG_UNUSED
)
9114 return "<unused arg>";
9116 switch (arg
& WINED3DTA_SELECTMASK
)
9118 case WINED3DTA_DIFFUSE
:
9119 ret
= "ffp_varying_diffuse";
9122 case WINED3DTA_CURRENT
:
9126 case WINED3DTA_TEXTURE
:
9129 case 0: ret
= "tex0"; break;
9130 case 1: ret
= "tex1"; break;
9131 case 2: ret
= "tex2"; break;
9132 case 3: ret
= "tex3"; break;
9133 case 4: ret
= "tex4"; break;
9134 case 5: ret
= "tex5"; break;
9135 case 6: ret
= "tex6"; break;
9136 case 7: ret
= "tex7"; break;
9138 ret
= "<invalid texture>";
9143 case WINED3DTA_TFACTOR
:
9147 case WINED3DTA_SPECULAR
:
9148 ret
= "ffp_varying_specular";
9151 case WINED3DTA_TEMP
:
9155 case WINED3DTA_CONSTANT
:
9158 case 0: ret
= "tss_const0"; break;
9159 case 1: ret
= "tss_const1"; break;
9160 case 2: ret
= "tss_const2"; break;
9161 case 3: ret
= "tss_const3"; break;
9162 case 4: ret
= "tss_const4"; break;
9163 case 5: ret
= "tss_const5"; break;
9164 case 6: ret
= "tss_const6"; break;
9165 case 7: ret
= "tss_const7"; break;
9167 ret
= "<invalid constant>";
9173 return "<unhandled arg>";
9176 if (arg
& WINED3DTA_COMPLEMENT
)
9178 shader_addline(buffer
, "arg%u = vec4(1.0) - %s;\n", argnum
, ret
);
9181 else if (argnum
== 1)
9183 else if (argnum
== 2)
9187 if (arg
& WINED3DTA_ALPHAREPLICATE
)
9189 shader_addline(buffer
, "arg%u = vec4(%s.w);\n", argnum
, ret
);
9192 else if (argnum
== 1)
9194 else if (argnum
== 2)
9201 static void shader_glsl_ffp_fragment_op(struct wined3d_string_buffer
*buffer
, unsigned int stage
, BOOL color
,
9202 BOOL alpha
, BOOL tmp_dst
, DWORD op
, DWORD dw_arg0
, DWORD dw_arg1
, DWORD dw_arg2
)
9204 const char *dstmask
, *dstreg
, *arg0
, *arg1
, *arg2
;
9213 dstreg
= tmp_dst
? "temp_reg" : "ret";
9215 arg0
= shader_glsl_get_ffp_fragment_op_arg(buffer
, 0, stage
, dw_arg0
);
9216 arg1
= shader_glsl_get_ffp_fragment_op_arg(buffer
, 1, stage
, dw_arg1
);
9217 arg2
= shader_glsl_get_ffp_fragment_op_arg(buffer
, 2, stage
, dw_arg2
);
9221 case WINED3D_TOP_DISABLE
:
9224 case WINED3D_TOP_SELECT_ARG1
:
9225 shader_addline(buffer
, "%s%s = %s%s;\n", dstreg
, dstmask
, arg1
, dstmask
);
9228 case WINED3D_TOP_SELECT_ARG2
:
9229 shader_addline(buffer
, "%s%s = %s%s;\n", dstreg
, dstmask
, arg2
, dstmask
);
9232 case WINED3D_TOP_MODULATE
:
9233 shader_addline(buffer
, "%s%s = %s%s * %s%s;\n", dstreg
, dstmask
, arg1
, dstmask
, arg2
, dstmask
);
9236 case WINED3D_TOP_MODULATE_4X
:
9237 shader_addline(buffer
, "%s%s = clamp(%s%s * %s%s * 4.0, 0.0, 1.0);\n",
9238 dstreg
, dstmask
, arg1
, dstmask
, arg2
, dstmask
);
9241 case WINED3D_TOP_MODULATE_2X
:
9242 shader_addline(buffer
, "%s%s = clamp(%s%s * %s%s * 2.0, 0.0, 1.0);\n",
9243 dstreg
, dstmask
, arg1
, dstmask
, arg2
, dstmask
);
9246 case WINED3D_TOP_ADD
:
9247 shader_addline(buffer
, "%s%s = clamp(%s%s + %s%s, 0.0, 1.0);\n",
9248 dstreg
, dstmask
, arg1
, dstmask
, arg2
, dstmask
);
9251 case WINED3D_TOP_ADD_SIGNED
:
9252 shader_addline(buffer
, "%s%s = clamp(%s%s + (%s - vec4(0.5))%s, 0.0, 1.0);\n",
9253 dstreg
, dstmask
, arg1
, dstmask
, arg2
, dstmask
);
9256 case WINED3D_TOP_ADD_SIGNED_2X
:
9257 shader_addline(buffer
, "%s%s = clamp((%s%s + (%s - vec4(0.5))%s) * 2.0, 0.0, 1.0);\n",
9258 dstreg
, dstmask
, arg1
, dstmask
, arg2
, dstmask
);
9261 case WINED3D_TOP_SUBTRACT
:
9262 shader_addline(buffer
, "%s%s = clamp(%s%s - %s%s, 0.0, 1.0);\n",
9263 dstreg
, dstmask
, arg1
, dstmask
, arg2
, dstmask
);
9266 case WINED3D_TOP_ADD_SMOOTH
:
9267 shader_addline(buffer
, "%s%s = clamp((vec4(1.0) - %s)%s * %s%s + %s%s, 0.0, 1.0);\n",
9268 dstreg
, dstmask
, arg1
, dstmask
, arg2
, dstmask
, arg1
, dstmask
);
9271 case WINED3D_TOP_BLEND_DIFFUSE_ALPHA
:
9272 arg0
= shader_glsl_get_ffp_fragment_op_arg(buffer
, 0, stage
, WINED3DTA_DIFFUSE
);
9273 shader_addline(buffer
, "%s%s = mix(%s%s, %s%s, %s.w);\n",
9274 dstreg
, dstmask
, arg2
, dstmask
, arg1
, dstmask
, arg0
);
9277 case WINED3D_TOP_BLEND_TEXTURE_ALPHA
:
9278 arg0
= shader_glsl_get_ffp_fragment_op_arg(buffer
, 0, stage
, WINED3DTA_TEXTURE
);
9279 shader_addline(buffer
, "%s%s = mix(%s%s, %s%s, %s.w);\n",
9280 dstreg
, dstmask
, arg2
, dstmask
, arg1
, dstmask
, arg0
);
9283 case WINED3D_TOP_BLEND_FACTOR_ALPHA
:
9284 arg0
= shader_glsl_get_ffp_fragment_op_arg(buffer
, 0, stage
, WINED3DTA_TFACTOR
);
9285 shader_addline(buffer
, "%s%s = mix(%s%s, %s%s, %s.w);\n",
9286 dstreg
, dstmask
, arg2
, dstmask
, arg1
, dstmask
, arg0
);
9289 case WINED3D_TOP_BLEND_TEXTURE_ALPHA_PM
:
9290 arg0
= shader_glsl_get_ffp_fragment_op_arg(buffer
, 0, stage
, WINED3DTA_TEXTURE
);
9291 shader_addline(buffer
, "%s%s = clamp(%s%s * (1.0 - %s.w) + %s%s, 0.0, 1.0);\n",
9292 dstreg
, dstmask
, arg2
, dstmask
, arg0
, arg1
, dstmask
);
9295 case WINED3D_TOP_BLEND_CURRENT_ALPHA
:
9296 arg0
= shader_glsl_get_ffp_fragment_op_arg(buffer
, 0, stage
, WINED3DTA_CURRENT
);
9297 shader_addline(buffer
, "%s%s = mix(%s%s, %s%s, %s.w);\n",
9298 dstreg
, dstmask
, arg2
, dstmask
, arg1
, dstmask
, arg0
);
9301 case WINED3D_TOP_MODULATE_ALPHA_ADD_COLOR
:
9302 shader_addline(buffer
, "%s%s = clamp(%s%s * %s.w + %s%s, 0.0, 1.0);\n",
9303 dstreg
, dstmask
, arg2
, dstmask
, arg1
, arg1
, dstmask
);
9306 case WINED3D_TOP_MODULATE_COLOR_ADD_ALPHA
:
9307 shader_addline(buffer
, "%s%s = clamp(%s%s * %s%s + %s.w, 0.0, 1.0);\n",
9308 dstreg
, dstmask
, arg1
, dstmask
, arg2
, dstmask
, arg1
);
9311 case WINED3D_TOP_MODULATE_INVALPHA_ADD_COLOR
:
9312 shader_addline(buffer
, "%s%s = clamp(%s%s * (1.0 - %s.w) + %s%s, 0.0, 1.0);\n",
9313 dstreg
, dstmask
, arg2
, dstmask
, arg1
, arg1
, dstmask
);
9315 case WINED3D_TOP_MODULATE_INVCOLOR_ADD_ALPHA
:
9316 shader_addline(buffer
, "%s%s = clamp((vec4(1.0) - %s)%s * %s%s + %s.w, 0.0, 1.0);\n",
9317 dstreg
, dstmask
, arg1
, dstmask
, arg2
, dstmask
, arg1
);
9320 case WINED3D_TOP_BUMPENVMAP
:
9321 case WINED3D_TOP_BUMPENVMAP_LUMINANCE
:
9322 /* These are handled in the first pass, nothing to do. */
9325 case WINED3D_TOP_DOTPRODUCT3
:
9326 shader_addline(buffer
, "%s%s = vec4(clamp(dot(%s.xyz - 0.5, %s.xyz - 0.5) * 4.0, 0.0, 1.0))%s;\n",
9327 dstreg
, dstmask
, arg1
, arg2
, dstmask
);
9330 case WINED3D_TOP_MULTIPLY_ADD
:
9331 shader_addline(buffer
, "%s%s = clamp(%s%s * %s%s + %s%s, 0.0, 1.0);\n",
9332 dstreg
, dstmask
, arg1
, dstmask
, arg2
, dstmask
, arg0
, dstmask
);
9335 case WINED3D_TOP_LERP
:
9336 /* MSDN isn't quite right here. */
9337 shader_addline(buffer
, "%s%s = mix(%s%s, %s%s, %s%s);\n",
9338 dstreg
, dstmask
, arg2
, dstmask
, arg1
, dstmask
, arg0
, dstmask
);
9342 FIXME("Unhandled operation %#x.\n", op
);
9347 /* Context activation is done by the caller. */
9348 static GLuint
shader_glsl_generate_ffp_fragment_shader(struct shader_glsl_priv
*priv
,
9349 const struct ffp_frag_settings
*settings
, const struct wined3d_context
*context
)
9351 struct wined3d_string_buffer
*tex_reg_name
= string_buffer_get(&priv
->string_buffers
);
9352 enum wined3d_cmp_func alpha_test_func
= settings
->alpha_test_func
+ 1;
9353 struct wined3d_string_buffer
*buffer
= &priv
->shader_buffer
;
9354 BYTE lum_map
= 0, bump_map
= 0, tex_map
= 0, tss_const_map
= 0;
9355 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
9356 const BOOL legacy_syntax
= needs_legacy_glsl_syntax(gl_info
);
9357 BOOL tempreg_used
= FALSE
, tfactor_used
= FALSE
;
9358 UINT lowest_disabled_stage
;
9360 DWORD arg0
, arg1
, arg2
;
9363 string_buffer_clear(buffer
);
9365 /* Find out which textures are read */
9366 for (stage
= 0; stage
< MAX_TEXTURES
; ++stage
)
9368 if (settings
->op
[stage
].cop
== WINED3D_TOP_DISABLE
)
9371 arg0
= settings
->op
[stage
].carg0
& WINED3DTA_SELECTMASK
;
9372 arg1
= settings
->op
[stage
].carg1
& WINED3DTA_SELECTMASK
;
9373 arg2
= settings
->op
[stage
].carg2
& WINED3DTA_SELECTMASK
;
9375 if (arg0
== WINED3DTA_TEXTURE
|| arg1
== WINED3DTA_TEXTURE
|| arg2
== WINED3DTA_TEXTURE
9376 || (stage
== 0 && settings
->color_key_enabled
))
9377 tex_map
|= 1u << stage
;
9378 if (arg0
== WINED3DTA_TFACTOR
|| arg1
== WINED3DTA_TFACTOR
|| arg2
== WINED3DTA_TFACTOR
)
9379 tfactor_used
= TRUE
;
9380 if (arg0
== WINED3DTA_TEMP
|| arg1
== WINED3DTA_TEMP
|| arg2
== WINED3DTA_TEMP
)
9381 tempreg_used
= TRUE
;
9382 if (settings
->op
[stage
].tmp_dst
)
9383 tempreg_used
= TRUE
;
9384 if (arg0
== WINED3DTA_CONSTANT
|| arg1
== WINED3DTA_CONSTANT
|| arg2
== WINED3DTA_CONSTANT
)
9385 tss_const_map
|= 1u << stage
;
9387 switch (settings
->op
[stage
].cop
)
9389 case WINED3D_TOP_BUMPENVMAP_LUMINANCE
:
9390 lum_map
|= 1u << stage
;
9392 case WINED3D_TOP_BUMPENVMAP
:
9393 bump_map
|= 1u << stage
;
9395 case WINED3D_TOP_BLEND_TEXTURE_ALPHA
:
9396 case WINED3D_TOP_BLEND_TEXTURE_ALPHA_PM
:
9397 tex_map
|= 1u << stage
;
9400 case WINED3D_TOP_BLEND_FACTOR_ALPHA
:
9401 tfactor_used
= TRUE
;
9408 if (settings
->op
[stage
].aop
== WINED3D_TOP_DISABLE
)
9411 arg0
= settings
->op
[stage
].aarg0
& WINED3DTA_SELECTMASK
;
9412 arg1
= settings
->op
[stage
].aarg1
& WINED3DTA_SELECTMASK
;
9413 arg2
= settings
->op
[stage
].aarg2
& WINED3DTA_SELECTMASK
;
9415 if (arg0
== WINED3DTA_TEXTURE
|| arg1
== WINED3DTA_TEXTURE
|| arg2
== WINED3DTA_TEXTURE
)
9416 tex_map
|= 1u << stage
;
9417 if (arg0
== WINED3DTA_TFACTOR
|| arg1
== WINED3DTA_TFACTOR
|| arg2
== WINED3DTA_TFACTOR
)
9418 tfactor_used
= TRUE
;
9419 if (arg0
== WINED3DTA_TEMP
|| arg1
== WINED3DTA_TEMP
|| arg2
== WINED3DTA_TEMP
)
9420 tempreg_used
= TRUE
;
9421 if (arg0
== WINED3DTA_CONSTANT
|| arg1
== WINED3DTA_CONSTANT
|| arg2
== WINED3DTA_CONSTANT
)
9422 tss_const_map
|= 1u << stage
;
9424 lowest_disabled_stage
= stage
;
9426 shader_glsl_add_version_declaration(buffer
, gl_info
);
9428 if (shader_glsl_use_explicit_attrib_location(gl_info
))
9429 shader_addline(buffer
, "#extension GL_ARB_explicit_attrib_location : enable\n");
9430 if (gl_info
->supported
[ARB_SHADING_LANGUAGE_420PACK
])
9431 shader_addline(buffer
, "#extension GL_ARB_shading_language_420pack : enable\n");
9432 if (gl_info
->supported
[ARB_TEXTURE_RECTANGLE
])
9433 shader_addline(buffer
, "#extension GL_ARB_texture_rectangle : enable\n");
9435 if (!needs_legacy_glsl_syntax(gl_info
))
9437 if (shader_glsl_use_explicit_attrib_location(gl_info
))
9438 shader_addline(buffer
, "layout(location = 0) ");
9439 shader_addline(buffer
, "out vec4 ps_out[1];\n");
9442 shader_addline(buffer
, "vec4 tmp0, tmp1;\n");
9443 shader_addline(buffer
, "vec4 ret;\n");
9444 if (tempreg_used
|| settings
->sRGB_write
)
9445 shader_addline(buffer
, "vec4 temp_reg = vec4(0.0);\n");
9446 shader_addline(buffer
, "vec4 arg0, arg1, arg2;\n");
9448 for (stage
= 0; stage
< MAX_TEXTURES
; ++stage
)
9450 const char *sampler_type
;
9452 if (tss_const_map
& (1u << stage
))
9453 shader_addline(buffer
, "uniform vec4 tss_const%u;\n", stage
);
9455 if (!(tex_map
& (1u << stage
)))
9458 switch (settings
->op
[stage
].tex_type
)
9460 case WINED3D_GL_RES_TYPE_TEX_1D
:
9461 sampler_type
= "1D";
9463 case WINED3D_GL_RES_TYPE_TEX_2D
:
9464 sampler_type
= "2D";
9466 case WINED3D_GL_RES_TYPE_TEX_3D
:
9467 sampler_type
= "3D";
9469 case WINED3D_GL_RES_TYPE_TEX_CUBE
:
9470 sampler_type
= "Cube";
9472 case WINED3D_GL_RES_TYPE_TEX_RECT
:
9473 sampler_type
= "2DRect";
9476 FIXME("Unhandled sampler type %#x.\n", settings
->op
[stage
].tex_type
);
9477 sampler_type
= NULL
;
9482 if (shader_glsl_use_layout_binding_qualifier(gl_info
))
9483 shader_glsl_append_sampler_binding_qualifier(buffer
, context
, NULL
, stage
);
9484 shader_addline(buffer
, "uniform sampler%s ps_sampler%u;\n", sampler_type
, stage
);
9487 shader_addline(buffer
, "vec4 tex%u;\n", stage
);
9489 if (!(bump_map
& (1u << stage
)))
9491 shader_addline(buffer
, "uniform mat2 bumpenv_mat%u;\n", stage
);
9493 if (!(lum_map
& (1u << stage
)))
9495 shader_addline(buffer
, "uniform float bumpenv_lum_scale%u;\n", stage
);
9496 shader_addline(buffer
, "uniform float bumpenv_lum_offset%u;\n", stage
);
9499 shader_addline(buffer
, "uniform vec4 tex_factor;\n");
9500 if (settings
->color_key_enabled
)
9501 shader_addline(buffer
, "uniform vec4 color_key[2];\n");
9502 shader_addline(buffer
, "uniform vec4 specular_enable;\n");
9504 if (settings
->sRGB_write
)
9506 shader_addline(buffer
, "const vec4 srgb_const0 = ");
9507 shader_glsl_append_imm_vec4(buffer
, wined3d_srgb_const0
);
9508 shader_addline(buffer
, ";\n");
9509 shader_addline(buffer
, "const vec4 srgb_const1 = ");
9510 shader_glsl_append_imm_vec4(buffer
, wined3d_srgb_const1
);
9511 shader_addline(buffer
, ";\n");
9514 shader_addline(buffer
, "uniform struct\n{\n");
9515 shader_addline(buffer
, " vec4 color;\n");
9516 shader_addline(buffer
, " float density;\n");
9517 shader_addline(buffer
, " float end;\n");
9518 shader_addline(buffer
, " float scale;\n");
9519 shader_addline(buffer
, "} ffp_fog;\n");
9521 if (alpha_test_func
!= WINED3D_CMP_ALWAYS
)
9522 shader_addline(buffer
, "uniform float alpha_test_ref;\n");
9526 shader_addline(buffer
, "vec4 ffp_varying_diffuse;\n");
9527 shader_addline(buffer
, "vec4 ffp_varying_specular;\n");
9528 shader_addline(buffer
, "vec4 ffp_varying_texcoord[%u];\n", MAX_TEXTURES
);
9529 shader_addline(buffer
, "vec4 ffp_texcoord[%u];\n", MAX_TEXTURES
);
9530 shader_addline(buffer
, "float ffp_varying_fogcoord;\n");
9534 declare_in_varying(gl_info
, buffer
, settings
->flatshading
, "vec4 ffp_varying_diffuse;\n");
9535 declare_in_varying(gl_info
, buffer
, settings
->flatshading
, "vec4 ffp_varying_specular;\n");
9536 declare_in_varying(gl_info
, buffer
, FALSE
, "vec4 ffp_varying_texcoord[%u];\n", MAX_TEXTURES
);
9537 shader_addline(buffer
, "vec4 ffp_texcoord[%u];\n", MAX_TEXTURES
);
9538 declare_in_varying(gl_info
, buffer
, FALSE
, "float ffp_varying_fogcoord;\n");
9541 shader_addline(buffer
, "void main()\n{\n");
9545 shader_addline(buffer
, "ffp_varying_diffuse = gl_Color;\n");
9546 shader_addline(buffer
, "ffp_varying_specular = gl_SecondaryColor;\n");
9549 for (stage
= 0; stage
< MAX_TEXTURES
; ++stage
)
9551 if (tex_map
& (1u << stage
))
9553 if (settings
->pointsprite
)
9554 shader_addline(buffer
, "ffp_texcoord[%u] = vec4(gl_PointCoord.xy, 0.0, 0.0);\n", stage
);
9555 else if (settings
->texcoords_initialized
& (1u << stage
))
9556 shader_addline(buffer
, "ffp_texcoord[%u] = %s[%u];\n",
9557 stage
, legacy_syntax
? "gl_TexCoord" : "ffp_varying_texcoord", stage
);
9559 shader_addline(buffer
, "ffp_texcoord[%u] = vec4(0.0);\n", stage
);
9563 if (legacy_syntax
&& settings
->fog
!= WINED3D_FFP_PS_FOG_OFF
)
9564 shader_addline(buffer
, "ffp_varying_fogcoord = gl_FogFragCoord;\n");
9566 if (lowest_disabled_stage
< 7 && settings
->emul_clipplanes
)
9567 shader_addline(buffer
, "if (any(lessThan(ffp_texcoord[7], vec4(0.0)))) discard;\n");
9569 /* Generate texture sampling instructions */
9570 for (stage
= 0; stage
< MAX_TEXTURES
&& settings
->op
[stage
].cop
!= WINED3D_TOP_DISABLE
; ++stage
)
9572 const char *texture_function
, *coord_mask
;
9575 if (!(tex_map
& (1u << stage
)))
9578 if (settings
->op
[stage
].projected
== WINED3D_PROJECTION_NONE
)
9582 else if (settings
->op
[stage
].projected
== WINED3D_PROJECTION_COUNT4
9583 || settings
->op
[stage
].projected
== WINED3D_PROJECTION_COUNT3
)
9589 FIXME("Unexpected projection mode %d\n", settings
->op
[stage
].projected
);
9593 if (settings
->op
[stage
].tex_type
== WINED3D_GL_RES_TYPE_TEX_CUBE
)
9596 switch (settings
->op
[stage
].tex_type
)
9598 case WINED3D_GL_RES_TYPE_TEX_1D
:
9601 texture_function
= "texture1DProj";
9606 texture_function
= "texture1D";
9610 case WINED3D_GL_RES_TYPE_TEX_2D
:
9613 texture_function
= "texture2DProj";
9618 texture_function
= "texture2D";
9622 case WINED3D_GL_RES_TYPE_TEX_3D
:
9625 texture_function
= "texture3DProj";
9626 coord_mask
= "xyzw";
9630 texture_function
= "texture3D";
9634 case WINED3D_GL_RES_TYPE_TEX_CUBE
:
9635 texture_function
= "textureCube";
9638 case WINED3D_GL_RES_TYPE_TEX_RECT
:
9641 texture_function
= "texture2DRectProj";
9646 texture_function
= "texture2DRect";
9651 FIXME("Unhandled texture type %#x.\n", settings
->op
[stage
].tex_type
);
9652 texture_function
= "";
9653 coord_mask
= "xyzw";
9657 texture_function
= proj
? "textureProj" : "texture";
9660 && (settings
->op
[stage
- 1].cop
== WINED3D_TOP_BUMPENVMAP
9661 || settings
->op
[stage
- 1].cop
== WINED3D_TOP_BUMPENVMAP_LUMINANCE
))
9663 shader_addline(buffer
, "ret.xy = bumpenv_mat%u * tex%u.xy;\n", stage
- 1, stage
- 1);
9665 /* With projective textures, texbem only divides the static
9666 * texture coordinate, not the displacement, so multiply the
9667 * displacement with the dividing parameter before passing it to
9669 if (settings
->op
[stage
].projected
!= WINED3D_PROJECTION_NONE
)
9671 if (settings
->op
[stage
].projected
== WINED3D_PROJECTION_COUNT4
)
9673 shader_addline(buffer
, "ret.xy = (ret.xy * ffp_texcoord[%u].w) + ffp_texcoord[%u].xy;\n",
9675 shader_addline(buffer
, "ret.zw = ffp_texcoord[%u].ww;\n", stage
);
9679 shader_addline(buffer
, "ret.xy = (ret.xy * ffp_texcoord[%u].z) + ffp_texcoord[%u].xy;\n",
9681 shader_addline(buffer
, "ret.zw = ffp_texcoord[%u].zz;\n", stage
);
9686 shader_addline(buffer
, "ret = ffp_texcoord[%u] + ret.xyxy;\n", stage
);
9689 shader_addline(buffer
, "tex%u = %s(ps_sampler%u, ret.%s);\n",
9690 stage
, texture_function
, stage
, coord_mask
);
9692 if (settings
->op
[stage
- 1].cop
== WINED3D_TOP_BUMPENVMAP_LUMINANCE
)
9693 shader_addline(buffer
, "tex%u *= clamp(tex%u.z * bumpenv_lum_scale%u + bumpenv_lum_offset%u, 0.0, 1.0);\n",
9694 stage
, stage
- 1, stage
- 1, stage
- 1);
9696 else if (settings
->op
[stage
].projected
== WINED3D_PROJECTION_COUNT3
)
9698 shader_addline(buffer
, "tex%u = %s(ps_sampler%u, ffp_texcoord[%u].xyz);\n",
9699 stage
, texture_function
, stage
, stage
);
9703 shader_addline(buffer
, "tex%u = %s(ps_sampler%u, ffp_texcoord[%u].%s);\n",
9704 stage
, texture_function
, stage
, stage
, coord_mask
);
9707 string_buffer_sprintf(tex_reg_name
, "tex%u", stage
);
9708 shader_glsl_color_correction_ext(buffer
, tex_reg_name
->buffer
, WINED3DSP_WRITEMASK_ALL
,
9709 settings
->op
[stage
].color_fixup
);
9712 if (settings
->color_key_enabled
)
9714 shader_addline(buffer
, "if (all(greaterThanEqual(tex0, color_key[0])) && all(lessThan(tex0, color_key[1])))\n");
9715 shader_addline(buffer
, " discard;\n");
9718 shader_addline(buffer
, "ret = ffp_varying_diffuse;\n");
9720 /* Generate the main shader */
9721 for (stage
= 0; stage
< MAX_TEXTURES
; ++stage
)
9725 if (settings
->op
[stage
].cop
== WINED3D_TOP_DISABLE
)
9728 if (settings
->op
[stage
].cop
== WINED3D_TOP_SELECT_ARG1
9729 && settings
->op
[stage
].aop
== WINED3D_TOP_SELECT_ARG1
)
9730 op_equal
= settings
->op
[stage
].carg1
== settings
->op
[stage
].aarg1
;
9731 else if (settings
->op
[stage
].cop
== WINED3D_TOP_SELECT_ARG1
9732 && settings
->op
[stage
].aop
== WINED3D_TOP_SELECT_ARG2
)
9733 op_equal
= settings
->op
[stage
].carg1
== settings
->op
[stage
].aarg2
;
9734 else if (settings
->op
[stage
].cop
== WINED3D_TOP_SELECT_ARG2
9735 && settings
->op
[stage
].aop
== WINED3D_TOP_SELECT_ARG1
)
9736 op_equal
= settings
->op
[stage
].carg2
== settings
->op
[stage
].aarg1
;
9737 else if (settings
->op
[stage
].cop
== WINED3D_TOP_SELECT_ARG2
9738 && settings
->op
[stage
].aop
== WINED3D_TOP_SELECT_ARG2
)
9739 op_equal
= settings
->op
[stage
].carg2
== settings
->op
[stage
].aarg2
;
9741 op_equal
= settings
->op
[stage
].aop
== settings
->op
[stage
].cop
9742 && settings
->op
[stage
].carg0
== settings
->op
[stage
].aarg0
9743 && settings
->op
[stage
].carg1
== settings
->op
[stage
].aarg1
9744 && settings
->op
[stage
].carg2
== settings
->op
[stage
].aarg2
;
9746 if (settings
->op
[stage
].aop
== WINED3D_TOP_DISABLE
)
9748 shader_glsl_ffp_fragment_op(buffer
, stage
, TRUE
, FALSE
, settings
->op
[stage
].tmp_dst
,
9749 settings
->op
[stage
].cop
, settings
->op
[stage
].carg0
,
9750 settings
->op
[stage
].carg1
, settings
->op
[stage
].carg2
);
9754 shader_glsl_ffp_fragment_op(buffer
, stage
, TRUE
, TRUE
, settings
->op
[stage
].tmp_dst
,
9755 settings
->op
[stage
].cop
, settings
->op
[stage
].carg0
,
9756 settings
->op
[stage
].carg1
, settings
->op
[stage
].carg2
);
9758 else if (settings
->op
[stage
].cop
!= WINED3D_TOP_BUMPENVMAP
9759 && settings
->op
[stage
].cop
!= WINED3D_TOP_BUMPENVMAP_LUMINANCE
)
9761 shader_glsl_ffp_fragment_op(buffer
, stage
, TRUE
, FALSE
, settings
->op
[stage
].tmp_dst
,
9762 settings
->op
[stage
].cop
, settings
->op
[stage
].carg0
,
9763 settings
->op
[stage
].carg1
, settings
->op
[stage
].carg2
);
9764 shader_glsl_ffp_fragment_op(buffer
, stage
, FALSE
, TRUE
, settings
->op
[stage
].tmp_dst
,
9765 settings
->op
[stage
].aop
, settings
->op
[stage
].aarg0
,
9766 settings
->op
[stage
].aarg1
, settings
->op
[stage
].aarg2
);
9770 shader_addline(buffer
, "%s[0] = ffp_varying_specular * specular_enable + ret;\n",
9771 get_fragment_output(gl_info
));
9773 if (settings
->sRGB_write
)
9774 shader_glsl_generate_srgb_write_correction(buffer
, gl_info
);
9776 shader_glsl_generate_fog_code(buffer
, gl_info
, settings
->fog
);
9778 shader_glsl_generate_alpha_test(buffer
, gl_info
, alpha_test_func
);
9780 shader_addline(buffer
, "}\n");
9782 shader_id
= GL_EXTCALL(glCreateShader(GL_FRAGMENT_SHADER
));
9783 shader_glsl_compile(gl_info
, shader_id
, buffer
->buffer
);
9785 string_buffer_release(&priv
->string_buffers
, tex_reg_name
);
9789 static struct glsl_ffp_vertex_shader
*shader_glsl_find_ffp_vertex_shader(struct shader_glsl_priv
*priv
,
9790 const struct wined3d_gl_info
*gl_info
, const struct wined3d_ffp_vs_settings
*settings
)
9792 struct glsl_ffp_vertex_shader
*shader
;
9793 const struct wine_rb_entry
*entry
;
9795 if ((entry
= wine_rb_get(&priv
->ffp_vertex_shaders
, settings
)))
9796 return WINE_RB_ENTRY_VALUE(entry
, struct glsl_ffp_vertex_shader
, desc
.entry
);
9798 if (!(shader
= heap_alloc(sizeof(*shader
))))
9801 shader
->desc
.settings
= *settings
;
9802 shader
->id
= shader_glsl_generate_ffp_vertex_shader(priv
, settings
, gl_info
);
9803 list_init(&shader
->linked_programs
);
9804 if (wine_rb_put(&priv
->ffp_vertex_shaders
, &shader
->desc
.settings
, &shader
->desc
.entry
) == -1)
9805 ERR("Failed to insert ffp vertex shader.\n");
9810 static struct glsl_ffp_fragment_shader
*shader_glsl_find_ffp_fragment_shader(struct shader_glsl_priv
*priv
,
9811 const struct ffp_frag_settings
*args
, const struct wined3d_context
*context
)
9813 struct glsl_ffp_fragment_shader
*glsl_desc
;
9814 const struct ffp_frag_desc
*desc
;
9816 if ((desc
= find_ffp_frag_shader(&priv
->ffp_fragment_shaders
, args
)))
9817 return CONTAINING_RECORD(desc
, struct glsl_ffp_fragment_shader
, entry
);
9819 if (!(glsl_desc
= heap_alloc(sizeof(*glsl_desc
))))
9822 glsl_desc
->entry
.settings
= *args
;
9823 glsl_desc
->id
= shader_glsl_generate_ffp_fragment_shader(priv
, args
, context
);
9824 list_init(&glsl_desc
->linked_programs
);
9825 add_ffp_frag_shader(&priv
->ffp_fragment_shaders
, &glsl_desc
->entry
);
9831 static void shader_glsl_init_vs_uniform_locations(const struct wined3d_gl_info
*gl_info
,
9832 struct shader_glsl_priv
*priv
, GLuint program_id
, struct glsl_vs_program
*vs
, unsigned int vs_c_count
)
9835 struct wined3d_string_buffer
*name
= string_buffer_get(&priv
->string_buffers
);
9837 for (i
= 0; i
< vs_c_count
; ++i
)
9839 string_buffer_sprintf(name
, "vs_c[%u]", i
);
9840 vs
->uniform_f_locations
[i
] = GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
9842 memset(&vs
->uniform_f_locations
[vs_c_count
], 0xff, (WINED3D_MAX_VS_CONSTS_F
- vs_c_count
) * sizeof(GLuint
));
9844 for (i
= 0; i
< WINED3D_MAX_CONSTS_I
; ++i
)
9846 string_buffer_sprintf(name
, "vs_i[%u]", i
);
9847 vs
->uniform_i_locations
[i
] = GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
9850 for (i
= 0; i
< WINED3D_MAX_CONSTS_B
; ++i
)
9852 string_buffer_sprintf(name
, "vs_b[%u]", i
);
9853 vs
->uniform_b_locations
[i
] = GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
9856 vs
->pos_fixup_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "pos_fixup"));
9858 for (i
= 0; i
< MAX_VERTEX_BLENDS
; ++i
)
9860 string_buffer_sprintf(name
, "ffp_modelview_matrix[%u]", i
);
9861 vs
->modelview_matrix_location
[i
] = GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
9863 vs
->projection_matrix_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ffp_projection_matrix"));
9864 vs
->normal_matrix_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ffp_normal_matrix"));
9865 for (i
= 0; i
< MAX_TEXTURES
; ++i
)
9867 string_buffer_sprintf(name
, "ffp_texture_matrix[%u]", i
);
9868 vs
->texture_matrix_location
[i
] = GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
9870 vs
->material_ambient_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ffp_material.ambient"));
9871 vs
->material_diffuse_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ffp_material.diffuse"));
9872 vs
->material_specular_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ffp_material.specular"));
9873 vs
->material_emissive_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ffp_material.emissive"));
9874 vs
->material_shininess_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ffp_material.shininess"));
9875 vs
->light_ambient_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ffp_light_ambient"));
9876 for (i
= 0; i
< MAX_ACTIVE_LIGHTS
; ++i
)
9878 string_buffer_sprintf(name
, "ffp_light[%u].diffuse", i
);
9879 vs
->light_location
[i
].diffuse
= GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
9880 string_buffer_sprintf(name
, "ffp_light[%u].specular", i
);
9881 vs
->light_location
[i
].specular
= GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
9882 string_buffer_sprintf(name
, "ffp_light[%u].ambient", i
);
9883 vs
->light_location
[i
].ambient
= GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
9884 string_buffer_sprintf(name
, "ffp_light[%u].position", i
);
9885 vs
->light_location
[i
].position
= GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
9886 string_buffer_sprintf(name
, "ffp_light[%u].direction", i
);
9887 vs
->light_location
[i
].direction
= GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
9888 string_buffer_sprintf(name
, "ffp_light[%u].range", i
);
9889 vs
->light_location
[i
].range
= GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
9890 string_buffer_sprintf(name
, "ffp_light[%u].falloff", i
);
9891 vs
->light_location
[i
].falloff
= GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
9892 string_buffer_sprintf(name
, "ffp_light[%u].c_att", i
);
9893 vs
->light_location
[i
].c_att
= GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
9894 string_buffer_sprintf(name
, "ffp_light[%u].l_att", i
);
9895 vs
->light_location
[i
].l_att
= GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
9896 string_buffer_sprintf(name
, "ffp_light[%u].q_att", i
);
9897 vs
->light_location
[i
].q_att
= GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
9898 string_buffer_sprintf(name
, "ffp_light[%u].cos_htheta", i
);
9899 vs
->light_location
[i
].cos_htheta
= GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
9900 string_buffer_sprintf(name
, "ffp_light[%u].cos_hphi", i
);
9901 vs
->light_location
[i
].cos_hphi
= GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
9903 vs
->pointsize_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ffp_point.size"));
9904 vs
->pointsize_min_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ffp_point.size_min"));
9905 vs
->pointsize_max_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ffp_point.size_max"));
9906 vs
->pointsize_c_att_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ffp_point.c_att"));
9907 vs
->pointsize_l_att_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ffp_point.l_att"));
9908 vs
->pointsize_q_att_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ffp_point.q_att"));
9909 vs
->clip_planes_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "clip_planes"));
9911 string_buffer_release(&priv
->string_buffers
, name
);
9914 static void shader_glsl_init_ds_uniform_locations(const struct wined3d_gl_info
*gl_info
,
9915 struct shader_glsl_priv
*priv
, GLuint program_id
, struct glsl_ds_program
*ds
)
9917 ds
->pos_fixup_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "pos_fixup"));
9920 static void shader_glsl_init_gs_uniform_locations(const struct wined3d_gl_info
*gl_info
,
9921 struct shader_glsl_priv
*priv
, GLuint program_id
, struct glsl_gs_program
*gs
)
9923 gs
->pos_fixup_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "pos_fixup"));
9926 static void shader_glsl_init_ps_uniform_locations(const struct wined3d_gl_info
*gl_info
,
9927 struct shader_glsl_priv
*priv
, GLuint program_id
, struct glsl_ps_program
*ps
, unsigned int ps_c_count
)
9930 struct wined3d_string_buffer
*name
= string_buffer_get(&priv
->string_buffers
);
9932 for (i
= 0; i
< ps_c_count
; ++i
)
9934 string_buffer_sprintf(name
, "ps_c[%u]", i
);
9935 ps
->uniform_f_locations
[i
] = GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
9937 memset(&ps
->uniform_f_locations
[ps_c_count
], 0xff, (WINED3D_MAX_PS_CONSTS_F
- ps_c_count
) * sizeof(GLuint
));
9939 for (i
= 0; i
< WINED3D_MAX_CONSTS_I
; ++i
)
9941 string_buffer_sprintf(name
, "ps_i[%u]", i
);
9942 ps
->uniform_i_locations
[i
] = GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
9945 for (i
= 0; i
< WINED3D_MAX_CONSTS_B
; ++i
)
9947 string_buffer_sprintf(name
, "ps_b[%u]", i
);
9948 ps
->uniform_b_locations
[i
] = GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
9951 for (i
= 0; i
< MAX_TEXTURES
; ++i
)
9953 string_buffer_sprintf(name
, "bumpenv_mat%u", i
);
9954 ps
->bumpenv_mat_location
[i
] = GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
9955 string_buffer_sprintf(name
, "bumpenv_lum_scale%u", i
);
9956 ps
->bumpenv_lum_scale_location
[i
] = GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
9957 string_buffer_sprintf(name
, "bumpenv_lum_offset%u", i
);
9958 ps
->bumpenv_lum_offset_location
[i
] = GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
9959 string_buffer_sprintf(name
, "tss_const%u", i
);
9960 ps
->tss_constant_location
[i
] = GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
9963 ps
->tex_factor_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "tex_factor"));
9964 ps
->specular_enable_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "specular_enable"));
9966 ps
->fog_color_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ffp_fog.color"));
9967 ps
->fog_density_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ffp_fog.density"));
9968 ps
->fog_end_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ffp_fog.end"));
9969 ps
->fog_scale_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ffp_fog.scale"));
9971 ps
->alpha_test_ref_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "alpha_test_ref"));
9973 ps
->np2_fixup_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ps_samplerNP2Fixup"));
9974 ps
->ycorrection_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ycorrection"));
9975 ps
->color_key_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "color_key"));
9977 string_buffer_release(&priv
->string_buffers
, name
);
9980 static HRESULT
shader_glsl_compile_compute_shader(struct shader_glsl_priv
*priv
,
9981 const struct wined3d_context
*context
, struct wined3d_shader
*shader
)
9983 struct glsl_context_data
*ctx_data
= context
->shader_backend_data
;
9984 struct wined3d_string_buffer
*buffer
= &priv
->shader_buffer
;
9985 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
9986 struct glsl_cs_compiled_shader
*gl_shaders
;
9987 struct glsl_shader_private
*shader_data
;
9988 struct glsl_shader_prog_link
*entry
;
9989 GLuint shader_id
, program_id
;
9991 if (!(entry
= heap_alloc(sizeof(*entry
))))
9993 ERR("Out of memory.\n");
9994 return E_OUTOFMEMORY
;
9997 if (!(shader
->backend_data
= heap_alloc_zero(sizeof(*shader_data
))))
9999 ERR("Failed to allocate backend data.\n");
10001 return E_OUTOFMEMORY
;
10003 shader_data
= shader
->backend_data
;
10004 gl_shaders
= shader_data
->gl_shaders
.cs
;
10006 if (!(shader_data
->gl_shaders
.cs
= heap_alloc(sizeof(*gl_shaders
))))
10008 ERR("Failed to allocate GL shader array.\n");
10010 heap_free(shader
->backend_data
);
10011 shader
->backend_data
= NULL
;
10012 return E_OUTOFMEMORY
;
10014 shader_data
->shader_array_size
= 1;
10015 gl_shaders
= shader_data
->gl_shaders
.cs
;
10017 TRACE("Compiling compute shader %p.\n", shader
);
10019 string_buffer_clear(buffer
);
10020 shader_id
= shader_glsl_generate_compute_shader(context
, buffer
, &priv
->string_buffers
, shader
);
10021 gl_shaders
[shader_data
->num_gl_shaders
++].id
= shader_id
;
10023 program_id
= GL_EXTCALL(glCreateProgram());
10024 TRACE("Created new GLSL shader program %u.\n", program_id
);
10026 entry
->id
= program_id
;
10032 entry
->cs
.id
= shader_id
;
10033 entry
->constant_version
= 0;
10034 entry
->shader_controlled_clip_distances
= 0;
10035 entry
->ps
.np2_fixup_info
= NULL
;
10036 add_glsl_program_entry(priv
, entry
);
10038 TRACE("Attaching GLSL shader object %u to program %u.\n", shader_id
, program_id
);
10039 GL_EXTCALL(glAttachShader(program_id
, shader_id
));
10040 checkGLcall("glAttachShader");
10042 list_add_head(&shader
->linked_programs
, &entry
->cs
.shader_entry
);
10044 TRACE("Linking GLSL shader program %u.\n", program_id
);
10045 GL_EXTCALL(glLinkProgram(program_id
));
10046 shader_glsl_validate_link(gl_info
, program_id
);
10048 GL_EXTCALL(glUseProgram(program_id
));
10049 checkGLcall("glUseProgram");
10050 shader_glsl_load_program_resources(context
, priv
, program_id
, shader
);
10051 shader_glsl_load_images(gl_info
, priv
, program_id
, &shader
->reg_maps
);
10053 entry
->constant_update_mask
= 0;
10055 GL_EXTCALL(glUseProgram(ctx_data
->glsl_program
? ctx_data
->glsl_program
->id
: 0));
10056 checkGLcall("glUseProgram");
10060 static GLuint
find_glsl_compute_shader(const struct wined3d_context
*context
,
10061 struct shader_glsl_priv
*priv
, struct wined3d_shader
*shader
)
10063 struct glsl_shader_private
*shader_data
;
10065 if (!shader
->backend_data
)
10067 WARN("Failed to find GLSL program for compute shader %p.\n", shader
);
10068 if (FAILED(shader_glsl_compile_compute_shader(priv
, context
, shader
)))
10070 ERR("Failed to compile compute shader %p.\n", shader
);
10074 shader_data
= shader
->backend_data
;
10075 return shader_data
->gl_shaders
.cs
[0].id
;
10078 /* Context activation is done by the caller. */
10079 static void set_glsl_compute_shader_program(const struct wined3d_context
*context
,
10080 const struct wined3d_state
*state
, struct shader_glsl_priv
*priv
, struct glsl_context_data
*ctx_data
)
10082 struct glsl_shader_prog_link
*entry
;
10083 struct wined3d_shader
*shader
;
10084 struct glsl_program_key key
;
10087 if (!(context
->shader_update_mask
& (1u << WINED3D_SHADER_TYPE_COMPUTE
)))
10090 if (!(shader
= state
->shader
[WINED3D_SHADER_TYPE_COMPUTE
]))
10092 WARN("Compute shader is NULL.\n");
10093 ctx_data
->glsl_program
= NULL
;
10097 cs_id
= find_glsl_compute_shader(context
, priv
, shader
);
10098 memset(&key
, 0, sizeof(key
));
10100 if (!(entry
= get_glsl_program_entry(priv
, &key
)))
10101 ERR("Failed to find GLSL program for compute shader %p.\n", shader
);
10102 ctx_data
->glsl_program
= entry
;
10105 /* Context activation is done by the caller. */
10106 static void set_glsl_shader_program(const struct wined3d_context
*context
, const struct wined3d_state
*state
,
10107 struct shader_glsl_priv
*priv
, struct glsl_context_data
*ctx_data
)
10109 const struct wined3d_d3d_info
*d3d_info
= context
->d3d_info
;
10110 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
10111 const struct wined3d_shader
*pre_rasterization_shader
;
10112 const struct ps_np2fixup_info
*np2fixup_info
= NULL
;
10113 struct wined3d_shader
*hshader
, *dshader
, *gshader
;
10114 struct glsl_shader_prog_link
*entry
= NULL
;
10115 struct wined3d_shader
*vshader
= NULL
;
10116 struct wined3d_shader
*pshader
= NULL
;
10117 GLuint reorder_shader_id
= 0;
10118 struct glsl_program_key key
;
10126 struct list
*ps_list
, *vs_list
;
10128 struct wined3d_string_buffer
*tmp_name
;
10130 if (!(context
->shader_update_mask
& (1u << WINED3D_SHADER_TYPE_VERTEX
)) && ctx_data
->glsl_program
)
10132 vs_id
= ctx_data
->glsl_program
->vs
.id
;
10133 vs_list
= &ctx_data
->glsl_program
->vs
.shader_entry
;
10136 vshader
= state
->shader
[WINED3D_SHADER_TYPE_VERTEX
];
10138 else if (use_vs(state
))
10140 struct vs_compile_args vs_compile_args
;
10142 vshader
= state
->shader
[WINED3D_SHADER_TYPE_VERTEX
];
10144 find_vs_compile_args(state
, vshader
, context
->stream_info
.swizzle_map
, &vs_compile_args
, context
);
10145 vs_id
= find_glsl_vshader(context
, priv
, vshader
, &vs_compile_args
);
10146 vs_list
= &vshader
->linked_programs
;
10148 else if (priv
->vertex_pipe
== &glsl_vertex_pipe
)
10150 struct glsl_ffp_vertex_shader
*ffp_shader
;
10151 struct wined3d_ffp_vs_settings settings
;
10153 wined3d_ffp_get_vs_settings(context
, state
, &settings
);
10154 ffp_shader
= shader_glsl_find_ffp_vertex_shader(priv
, gl_info
, &settings
);
10155 vs_id
= ffp_shader
->id
;
10156 vs_list
= &ffp_shader
->linked_programs
;
10159 hshader
= state
->shader
[WINED3D_SHADER_TYPE_HULL
];
10160 if (!(context
->shader_update_mask
& (1u << WINED3D_SHADER_TYPE_HULL
)) && ctx_data
->glsl_program
)
10161 hs_id
= ctx_data
->glsl_program
->hs
.id
;
10163 hs_id
= find_glsl_hull_shader(context
, priv
, hshader
);
10165 dshader
= state
->shader
[WINED3D_SHADER_TYPE_DOMAIN
];
10166 if (!(context
->shader_update_mask
& (1u << WINED3D_SHADER_TYPE_DOMAIN
)) && ctx_data
->glsl_program
)
10168 ds_id
= ctx_data
->glsl_program
->ds
.id
;
10172 struct ds_compile_args args
;
10174 find_ds_compile_args(state
, dshader
, &args
, context
);
10175 ds_id
= find_glsl_domain_shader(context
, priv
, dshader
, &args
);
10178 gshader
= state
->shader
[WINED3D_SHADER_TYPE_GEOMETRY
];
10179 if (!(context
->shader_update_mask
& (1u << WINED3D_SHADER_TYPE_GEOMETRY
)) && ctx_data
->glsl_program
)
10181 gs_id
= ctx_data
->glsl_program
->gs
.id
;
10185 struct gs_compile_args args
;
10187 find_gs_compile_args(state
, gshader
, &args
, context
);
10188 gs_id
= find_glsl_geometry_shader(context
, priv
, gshader
, &args
);
10191 /* A pixel shader is not used when rasterization is disabled. */
10192 if (is_rasterization_disabled(gshader
))
10197 else if (!(context
->shader_update_mask
& (1u << WINED3D_SHADER_TYPE_PIXEL
)) && ctx_data
->glsl_program
)
10199 ps_id
= ctx_data
->glsl_program
->ps
.id
;
10200 ps_list
= &ctx_data
->glsl_program
->ps
.shader_entry
;
10203 pshader
= state
->shader
[WINED3D_SHADER_TYPE_PIXEL
];
10205 else if (use_ps(state
))
10207 struct ps_compile_args ps_compile_args
;
10208 pshader
= state
->shader
[WINED3D_SHADER_TYPE_PIXEL
];
10209 find_ps_compile_args(state
, pshader
, context
->stream_info
.position_transformed
, &ps_compile_args
, context
);
10210 ps_id
= find_glsl_pshader(context
, &priv
->shader_buffer
, &priv
->string_buffers
,
10211 pshader
, &ps_compile_args
, &np2fixup_info
);
10212 ps_list
= &pshader
->linked_programs
;
10214 else if (priv
->fragment_pipe
== &glsl_fragment_pipe
10215 && !(vshader
&& vshader
->reg_maps
.shader_version
.major
>= 4))
10217 struct glsl_ffp_fragment_shader
*ffp_shader
;
10218 struct ffp_frag_settings settings
;
10220 gen_ffp_frag_op(context
, state
, &settings
, FALSE
);
10221 ffp_shader
= shader_glsl_find_ffp_fragment_shader(priv
, &settings
, context
);
10222 ps_id
= ffp_shader
->id
;
10223 ps_list
= &ffp_shader
->linked_programs
;
10232 if ((!vs_id
&& !hs_id
&& !ds_id
&& !gs_id
&& !ps_id
) || (entry
= get_glsl_program_entry(priv
, &key
)))
10234 ctx_data
->glsl_program
= entry
;
10238 /* If we get to this point, then no matching program exists, so we create one */
10239 program_id
= GL_EXTCALL(glCreateProgram());
10240 TRACE("Created new GLSL shader program %u.\n", program_id
);
10242 /* Create the entry */
10243 entry
= heap_alloc(sizeof(*entry
));
10244 entry
->id
= program_id
;
10245 entry
->vs
.id
= vs_id
;
10246 entry
->hs
.id
= hs_id
;
10247 entry
->ds
.id
= ds_id
;
10248 entry
->gs
.id
= gs_id
;
10249 entry
->ps
.id
= ps_id
;
10251 entry
->constant_version
= 0;
10252 entry
->shader_controlled_clip_distances
= 0;
10253 entry
->ps
.np2_fixup_info
= np2fixup_info
;
10254 /* Add the hash table entry */
10255 add_glsl_program_entry(priv
, entry
);
10257 /* Set the current program */
10258 ctx_data
->glsl_program
= entry
;
10260 /* Attach GLSL vshader */
10263 TRACE("Attaching GLSL shader object %u to program %u.\n", vs_id
, program_id
);
10264 GL_EXTCALL(glAttachShader(program_id
, vs_id
));
10265 checkGLcall("glAttachShader");
10267 list_add_head(vs_list
, &entry
->vs
.shader_entry
);
10272 attribs_map
= vshader
->reg_maps
.input_registers
;
10273 if (vshader
->reg_maps
.shader_version
.major
< 4)
10275 reorder_shader_id
= shader_glsl_generate_vs3_rasterizer_input_setup(priv
, vshader
, pshader
,
10276 state
->gl_primitive_type
== GL_POINTS
&& vshader
->reg_maps
.point_size
,
10277 d3d_info
->emulated_flatshading
10278 && state
->render_states
[WINED3D_RS_SHADEMODE
] == WINED3D_SHADE_FLAT
, gl_info
);
10279 TRACE("Attaching GLSL shader object %u to program %u.\n", reorder_shader_id
, program_id
);
10280 GL_EXTCALL(glAttachShader(program_id
, reorder_shader_id
));
10281 checkGLcall("glAttachShader");
10282 /* Flag the reorder function for deletion, it will be freed
10283 * automatically when the program is destroyed. */
10284 GL_EXTCALL(glDeleteShader(reorder_shader_id
));
10289 attribs_map
= (1u << WINED3D_FFP_ATTRIBS_COUNT
) - 1;
10292 if (!shader_glsl_use_explicit_attrib_location(gl_info
))
10294 /* Bind vertex attributes to a corresponding index number to match
10295 * the same index numbers as ARB_vertex_programs (makes loading
10296 * vertex attributes simpler). With this method, we can use the
10297 * exact same code to load the attributes later for both ARB and
10300 * We have to do this here because we need to know the Program ID
10301 * in order to make the bindings work, and it has to be done prior
10302 * to linking the GLSL program. */
10303 tmp_name
= string_buffer_get(&priv
->string_buffers
);
10304 for (i
= 0; attribs_map
; attribs_map
>>= 1, ++i
)
10306 if (!(attribs_map
& 1))
10309 string_buffer_sprintf(tmp_name
, "vs_in%u", i
);
10310 GL_EXTCALL(glBindAttribLocation(program_id
, i
, tmp_name
->buffer
));
10311 if (vshader
&& vshader
->reg_maps
.shader_version
.major
>= 4)
10313 string_buffer_sprintf(tmp_name
, "vs_in_uint%u", i
);
10314 GL_EXTCALL(glBindAttribLocation(program_id
, i
, tmp_name
->buffer
));
10315 string_buffer_sprintf(tmp_name
, "vs_in_int%u", i
);
10316 GL_EXTCALL(glBindAttribLocation(program_id
, i
, tmp_name
->buffer
));
10319 checkGLcall("glBindAttribLocation");
10320 string_buffer_release(&priv
->string_buffers
, tmp_name
);
10322 if (!needs_legacy_glsl_syntax(gl_info
))
10324 GL_EXTCALL(glBindFragDataLocation(program_id
, 0, "ps_out"));
10325 checkGLcall("glBindFragDataLocation");
10331 TRACE("Attaching GLSL tessellation control shader object %u to program %u.\n", hs_id
, program_id
);
10332 GL_EXTCALL(glAttachShader(program_id
, hs_id
));
10333 checkGLcall("glAttachShader");
10335 list_add_head(&hshader
->linked_programs
, &entry
->hs
.shader_entry
);
10340 TRACE("Attaching GLSL tessellation evaluation shader object %u to program %u.\n", ds_id
, program_id
);
10341 GL_EXTCALL(glAttachShader(program_id
, ds_id
));
10342 checkGLcall("glAttachShader");
10344 list_add_head(&dshader
->linked_programs
, &entry
->ds
.shader_entry
);
10349 TRACE("Attaching GLSL geometry shader object %u to program %u.\n", gs_id
, program_id
);
10350 GL_EXTCALL(glAttachShader(program_id
, gs_id
));
10351 checkGLcall("glAttachShader");
10353 shader_glsl_init_transform_feedback(context
, priv
, program_id
, gshader
);
10355 list_add_head(&gshader
->linked_programs
, &entry
->gs
.shader_entry
);
10358 /* Attach GLSL pshader */
10361 TRACE("Attaching GLSL shader object %u to program %u.\n", ps_id
, program_id
);
10362 GL_EXTCALL(glAttachShader(program_id
, ps_id
));
10363 checkGLcall("glAttachShader");
10365 list_add_head(ps_list
, &entry
->ps
.shader_entry
);
10368 /* Link the program */
10369 TRACE("Linking GLSL shader program %u.\n", program_id
);
10370 GL_EXTCALL(glLinkProgram(program_id
));
10371 shader_glsl_validate_link(gl_info
, program_id
);
10373 shader_glsl_init_vs_uniform_locations(gl_info
, priv
, program_id
, &entry
->vs
,
10374 vshader
? vshader
->limits
->constant_float
: 0);
10375 shader_glsl_init_ds_uniform_locations(gl_info
, priv
, program_id
, &entry
->ds
);
10376 shader_glsl_init_gs_uniform_locations(gl_info
, priv
, program_id
, &entry
->gs
);
10377 shader_glsl_init_ps_uniform_locations(gl_info
, priv
, program_id
, &entry
->ps
,
10378 pshader
? pshader
->limits
->constant_float
: 0);
10379 checkGLcall("find glsl program uniform locations");
10381 pre_rasterization_shader
= gshader
? gshader
: dshader
? dshader
: vshader
;
10382 if (pre_rasterization_shader
&& pre_rasterization_shader
->reg_maps
.shader_version
.major
>= 4)
10384 unsigned int clip_distance_count
= wined3d_popcount(pre_rasterization_shader
->reg_maps
.clip_distance_mask
);
10385 entry
->shader_controlled_clip_distances
= 1;
10386 entry
->clip_distance_mask
= (1u << clip_distance_count
) - 1;
10389 if (needs_legacy_glsl_syntax(gl_info
))
10391 if (pshader
&& pshader
->reg_maps
.shader_version
.major
>= 3
10392 && pshader
->u
.ps
.declared_in_count
> vec4_varyings(3, gl_info
))
10394 TRACE("Shader %d needs vertex color clamping disabled.\n", program_id
);
10395 entry
->vs
.vertex_color_clamp
= GL_FALSE
;
10399 entry
->vs
.vertex_color_clamp
= GL_FIXED_ONLY_ARB
;
10404 /* With core profile we never change vertex_color_clamp from
10405 * GL_FIXED_ONLY_MODE (which is also the initial value) so we never call
10406 * glClampColorARB(). */
10407 entry
->vs
.vertex_color_clamp
= GL_FIXED_ONLY_ARB
;
10410 /* Set the shader to allow uniform loading on it */
10411 GL_EXTCALL(glUseProgram(program_id
));
10412 checkGLcall("glUseProgram");
10414 entry
->constant_update_mask
= 0;
10417 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_VS_F
;
10418 if (vshader
->reg_maps
.integer_constants
)
10419 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_VS_I
;
10420 if (vshader
->reg_maps
.boolean_constants
)
10421 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_VS_B
;
10422 if (entry
->vs
.pos_fixup_location
!= -1)
10423 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_POS_FIXUP
;
10425 shader_glsl_load_program_resources(context
, priv
, program_id
, vshader
);
10429 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_FFP_MODELVIEW
10430 | WINED3D_SHADER_CONST_FFP_PROJ
;
10432 for (i
= 1; i
< MAX_VERTEX_BLENDS
; ++i
)
10434 if (entry
->vs
.modelview_matrix_location
[i
] != -1)
10436 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_FFP_VERTEXBLEND
;
10441 for (i
= 0; i
< MAX_TEXTURES
; ++i
)
10443 if (entry
->vs
.texture_matrix_location
[i
] != -1)
10445 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_FFP_TEXMATRIX
;
10449 if (entry
->vs
.material_ambient_location
!= -1 || entry
->vs
.material_diffuse_location
!= -1
10450 || entry
->vs
.material_specular_location
!= -1
10451 || entry
->vs
.material_emissive_location
!= -1
10452 || entry
->vs
.material_shininess_location
!= -1)
10453 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_FFP_MATERIAL
;
10454 if (entry
->vs
.light_ambient_location
!= -1)
10455 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_FFP_LIGHTS
;
10457 if (entry
->vs
.clip_planes_location
!= -1)
10458 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_VS_CLIP_PLANES
;
10459 if (entry
->vs
.pointsize_min_location
!= -1)
10460 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_VS_POINTSIZE
;
10463 shader_glsl_load_program_resources(context
, priv
, program_id
, hshader
);
10467 if (entry
->ds
.pos_fixup_location
!= -1)
10468 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_POS_FIXUP
;
10470 shader_glsl_load_program_resources(context
, priv
, program_id
, dshader
);
10475 if (entry
->gs
.pos_fixup_location
!= -1)
10476 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_POS_FIXUP
;
10478 shader_glsl_load_program_resources(context
, priv
, program_id
, gshader
);
10485 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_PS_F
;
10486 if (pshader
->reg_maps
.integer_constants
)
10487 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_PS_I
;
10488 if (pshader
->reg_maps
.boolean_constants
)
10489 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_PS_B
;
10490 if (entry
->ps
.ycorrection_location
!= -1)
10491 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_PS_Y_CORR
;
10493 shader_glsl_load_program_resources(context
, priv
, program_id
, pshader
);
10494 shader_glsl_load_images(gl_info
, priv
, program_id
, &pshader
->reg_maps
);
10498 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_FFP_PS
;
10500 shader_glsl_load_samplers(context
, priv
, program_id
, NULL
);
10503 for (i
= 0; i
< MAX_TEXTURES
; ++i
)
10505 if (entry
->ps
.bumpenv_mat_location
[i
] != -1)
10507 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_PS_BUMP_ENV
;
10512 if (entry
->ps
.fog_color_location
!= -1)
10513 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_PS_FOG
;
10514 if (entry
->ps
.alpha_test_ref_location
!= -1)
10515 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_PS_ALPHA_TEST
;
10516 if (entry
->ps
.np2_fixup_location
!= -1)
10517 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_PS_NP2_FIXUP
;
10518 if (entry
->ps
.color_key_location
!= -1)
10519 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_FFP_COLOR_KEY
;
10523 static void shader_glsl_precompile(void *shader_priv
, struct wined3d_shader
*shader
)
10525 struct wined3d_device
*device
= shader
->device
;
10526 struct wined3d_context
*context
;
10528 if (shader
->reg_maps
.shader_version
.type
== WINED3D_SHADER_TYPE_COMPUTE
)
10530 context
= context_acquire(device
, NULL
, 0);
10531 shader_glsl_compile_compute_shader(shader_priv
, context
, shader
);
10532 context_release(context
);
10536 /* Context activation is done by the caller. */
10537 static void shader_glsl_select(void *shader_priv
, struct wined3d_context
*context
,
10538 const struct wined3d_state
*state
)
10540 struct glsl_context_data
*ctx_data
= context
->shader_backend_data
;
10541 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
10542 struct shader_glsl_priv
*priv
= shader_priv
;
10543 struct glsl_shader_prog_link
*glsl_program
;
10544 GLenum current_vertex_color_clamp
;
10545 GLuint program_id
, prev_id
;
10547 priv
->vertex_pipe
->vp_enable(gl_info
, !use_vs(state
));
10548 priv
->fragment_pipe
->enable_extension(gl_info
, !use_ps(state
));
10550 prev_id
= ctx_data
->glsl_program
? ctx_data
->glsl_program
->id
: 0;
10551 set_glsl_shader_program(context
, state
, priv
, ctx_data
);
10552 glsl_program
= ctx_data
->glsl_program
;
10556 program_id
= glsl_program
->id
;
10557 current_vertex_color_clamp
= glsl_program
->vs
.vertex_color_clamp
;
10558 if (glsl_program
->shader_controlled_clip_distances
)
10559 context_enable_clip_distances(context
, glsl_program
->clip_distance_mask
);
10564 current_vertex_color_clamp
= GL_FIXED_ONLY_ARB
;
10567 if (ctx_data
->vertex_color_clamp
!= current_vertex_color_clamp
)
10569 ctx_data
->vertex_color_clamp
= current_vertex_color_clamp
;
10570 if (gl_info
->supported
[ARB_COLOR_BUFFER_FLOAT
])
10572 GL_EXTCALL(glClampColorARB(GL_CLAMP_VERTEX_COLOR_ARB
, current_vertex_color_clamp
));
10573 checkGLcall("glClampColorARB");
10577 FIXME("Vertex color clamp needs to be changed, but extension not supported.\n");
10581 TRACE("Using GLSL program %u.\n", program_id
);
10583 if (prev_id
!= program_id
)
10585 GL_EXTCALL(glUseProgram(program_id
));
10586 checkGLcall("glUseProgram");
10589 context
->constant_update_mask
|= glsl_program
->constant_update_mask
;
10592 context
->shader_update_mask
|= (1u << WINED3D_SHADER_TYPE_COMPUTE
);
10595 /* Context activation is done by the caller. */
10596 static void shader_glsl_select_compute(void *shader_priv
, struct wined3d_context
*context
,
10597 const struct wined3d_state
*state
)
10599 struct glsl_context_data
*ctx_data
= context
->shader_backend_data
;
10600 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
10601 struct shader_glsl_priv
*priv
= shader_priv
;
10602 GLuint program_id
, prev_id
;
10604 prev_id
= ctx_data
->glsl_program
? ctx_data
->glsl_program
->id
: 0;
10605 set_glsl_compute_shader_program(context
, state
, priv
, ctx_data
);
10606 program_id
= ctx_data
->glsl_program
? ctx_data
->glsl_program
->id
: 0;
10608 TRACE("Using GLSL program %u.\n", program_id
);
10610 if (prev_id
!= program_id
)
10612 GL_EXTCALL(glUseProgram(program_id
));
10613 checkGLcall("glUseProgram");
10616 context
->shader_update_mask
|= (1u << WINED3D_SHADER_TYPE_PIXEL
)
10617 | (1u << WINED3D_SHADER_TYPE_VERTEX
)
10618 | (1u << WINED3D_SHADER_TYPE_GEOMETRY
)
10619 | (1u << WINED3D_SHADER_TYPE_HULL
)
10620 | (1u << WINED3D_SHADER_TYPE_DOMAIN
);
10623 /* "context" is not necessarily the currently active context. */
10624 static void shader_glsl_invalidate_current_program(struct wined3d_context
*context
)
10626 struct glsl_context_data
*ctx_data
= context
->shader_backend_data
;
10628 ctx_data
->glsl_program
= NULL
;
10629 context
->shader_update_mask
= (1u << WINED3D_SHADER_TYPE_PIXEL
)
10630 | (1u << WINED3D_SHADER_TYPE_VERTEX
)
10631 | (1u << WINED3D_SHADER_TYPE_GEOMETRY
)
10632 | (1u << WINED3D_SHADER_TYPE_HULL
)
10633 | (1u << WINED3D_SHADER_TYPE_DOMAIN
)
10634 | (1u << WINED3D_SHADER_TYPE_COMPUTE
);
10637 /* Context activation is done by the caller. */
10638 static void shader_glsl_disable(void *shader_priv
, struct wined3d_context
*context
)
10640 struct glsl_context_data
*ctx_data
= context
->shader_backend_data
;
10641 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
10642 struct shader_glsl_priv
*priv
= shader_priv
;
10644 shader_glsl_invalidate_current_program(context
);
10645 GL_EXTCALL(glUseProgram(0));
10646 checkGLcall("glUseProgram");
10648 priv
->vertex_pipe
->vp_enable(gl_info
, FALSE
);
10649 priv
->fragment_pipe
->enable_extension(gl_info
, FALSE
);
10651 if (needs_legacy_glsl_syntax(gl_info
) && gl_info
->supported
[ARB_COLOR_BUFFER_FLOAT
])
10653 ctx_data
->vertex_color_clamp
= GL_FIXED_ONLY_ARB
;
10654 GL_EXTCALL(glClampColorARB(GL_CLAMP_VERTEX_COLOR_ARB
, GL_FIXED_ONLY_ARB
));
10655 checkGLcall("glClampColorARB");
10659 static void shader_glsl_invalidate_contexts_program(struct wined3d_device
*device
,
10660 const struct glsl_shader_prog_link
*program
)
10662 const struct glsl_context_data
*ctx_data
;
10663 struct wined3d_context
*context
;
10666 for (i
= 0; i
< device
->context_count
; ++i
)
10668 context
= device
->contexts
[i
];
10669 ctx_data
= context
->shader_backend_data
;
10671 if (ctx_data
->glsl_program
== program
)
10672 shader_glsl_invalidate_current_program(context
);
10676 static void shader_glsl_destroy(struct wined3d_shader
*shader
)
10678 struct glsl_shader_private
*shader_data
= shader
->backend_data
;
10679 struct wined3d_device
*device
= shader
->device
;
10680 struct shader_glsl_priv
*priv
= device
->shader_priv
;
10681 const struct wined3d_gl_info
*gl_info
;
10682 const struct list
*linked_programs
;
10683 struct wined3d_context
*context
;
10685 if (!shader_data
|| !shader_data
->num_gl_shaders
)
10687 heap_free(shader_data
);
10688 shader
->backend_data
= NULL
;
10692 context
= context_acquire(device
, NULL
, 0);
10693 gl_info
= context
->gl_info
;
10695 TRACE("Deleting linked programs.\n");
10696 linked_programs
= &shader
->linked_programs
;
10697 if (linked_programs
->next
)
10699 struct glsl_shader_prog_link
*entry
, *entry2
;
10702 switch (shader
->reg_maps
.shader_version
.type
)
10704 case WINED3D_SHADER_TYPE_PIXEL
:
10706 struct glsl_ps_compiled_shader
*gl_shaders
= shader_data
->gl_shaders
.ps
;
10708 for (i
= 0; i
< shader_data
->num_gl_shaders
; ++i
)
10710 TRACE("Deleting pixel shader %u.\n", gl_shaders
[i
].id
);
10711 GL_EXTCALL(glDeleteShader(gl_shaders
[i
].id
));
10712 checkGLcall("glDeleteShader");
10714 heap_free(shader_data
->gl_shaders
.ps
);
10716 LIST_FOR_EACH_ENTRY_SAFE(entry
, entry2
, linked_programs
,
10717 struct glsl_shader_prog_link
, ps
.shader_entry
)
10719 shader_glsl_invalidate_contexts_program(device
, entry
);
10720 delete_glsl_program_entry(priv
, gl_info
, entry
);
10726 case WINED3D_SHADER_TYPE_VERTEX
:
10728 struct glsl_vs_compiled_shader
*gl_shaders
= shader_data
->gl_shaders
.vs
;
10730 for (i
= 0; i
< shader_data
->num_gl_shaders
; ++i
)
10732 TRACE("Deleting vertex shader %u.\n", gl_shaders
[i
].id
);
10733 GL_EXTCALL(glDeleteShader(gl_shaders
[i
].id
));
10734 checkGLcall("glDeleteShader");
10736 heap_free(shader_data
->gl_shaders
.vs
);
10738 LIST_FOR_EACH_ENTRY_SAFE(entry
, entry2
, linked_programs
,
10739 struct glsl_shader_prog_link
, vs
.shader_entry
)
10741 shader_glsl_invalidate_contexts_program(device
, entry
);
10742 delete_glsl_program_entry(priv
, gl_info
, entry
);
10748 case WINED3D_SHADER_TYPE_HULL
:
10750 struct glsl_hs_compiled_shader
*gl_shaders
= shader_data
->gl_shaders
.hs
;
10752 for (i
= 0; i
< shader_data
->num_gl_shaders
; ++i
)
10754 TRACE("Deleting hull shader %u.\n", gl_shaders
[i
].id
);
10755 GL_EXTCALL(glDeleteShader(gl_shaders
[i
].id
));
10756 checkGLcall("glDeleteShader");
10758 heap_free(shader_data
->gl_shaders
.hs
);
10760 LIST_FOR_EACH_ENTRY_SAFE(entry
, entry2
, linked_programs
,
10761 struct glsl_shader_prog_link
, hs
.shader_entry
)
10763 shader_glsl_invalidate_contexts_program(device
, entry
);
10764 delete_glsl_program_entry(priv
, gl_info
, entry
);
10770 case WINED3D_SHADER_TYPE_DOMAIN
:
10772 struct glsl_ds_compiled_shader
*gl_shaders
= shader_data
->gl_shaders
.ds
;
10774 for (i
= 0; i
< shader_data
->num_gl_shaders
; ++i
)
10776 TRACE("Deleting domain shader %u.\n", gl_shaders
[i
].id
);
10777 GL_EXTCALL(glDeleteShader(gl_shaders
[i
].id
));
10778 checkGLcall("glDeleteShader");
10780 heap_free(shader_data
->gl_shaders
.ds
);
10782 LIST_FOR_EACH_ENTRY_SAFE(entry
, entry2
, linked_programs
,
10783 struct glsl_shader_prog_link
, ds
.shader_entry
)
10785 shader_glsl_invalidate_contexts_program(device
, entry
);
10786 delete_glsl_program_entry(priv
, gl_info
, entry
);
10792 case WINED3D_SHADER_TYPE_GEOMETRY
:
10794 struct glsl_gs_compiled_shader
*gl_shaders
= shader_data
->gl_shaders
.gs
;
10796 for (i
= 0; i
< shader_data
->num_gl_shaders
; ++i
)
10798 TRACE("Deleting geometry shader %u.\n", gl_shaders
[i
].id
);
10799 GL_EXTCALL(glDeleteShader(gl_shaders
[i
].id
));
10800 checkGLcall("glDeleteShader");
10802 heap_free(shader_data
->gl_shaders
.gs
);
10804 LIST_FOR_EACH_ENTRY_SAFE(entry
, entry2
, linked_programs
,
10805 struct glsl_shader_prog_link
, gs
.shader_entry
)
10807 shader_glsl_invalidate_contexts_program(device
, entry
);
10808 delete_glsl_program_entry(priv
, gl_info
, entry
);
10814 case WINED3D_SHADER_TYPE_COMPUTE
:
10816 struct glsl_cs_compiled_shader
*gl_shaders
= shader_data
->gl_shaders
.cs
;
10818 for (i
= 0; i
< shader_data
->num_gl_shaders
; ++i
)
10820 TRACE("Deleting compute shader %u.\n", gl_shaders
[i
].id
);
10821 GL_EXTCALL(glDeleteShader(gl_shaders
[i
].id
));
10822 checkGLcall("glDeleteShader");
10824 heap_free(shader_data
->gl_shaders
.cs
);
10826 LIST_FOR_EACH_ENTRY_SAFE(entry
, entry2
, linked_programs
,
10827 struct glsl_shader_prog_link
, cs
.shader_entry
)
10829 shader_glsl_invalidate_contexts_program(device
, entry
);
10830 delete_glsl_program_entry(priv
, gl_info
, entry
);
10837 ERR("Unhandled shader type %#x.\n", shader
->reg_maps
.shader_version
.type
);
10842 heap_free(shader
->backend_data
);
10843 shader
->backend_data
= NULL
;
10845 context_release(context
);
10848 static int glsl_program_key_compare(const void *key
, const struct wine_rb_entry
*entry
)
10850 const struct glsl_program_key
*k
= key
;
10851 const struct glsl_shader_prog_link
*prog
= WINE_RB_ENTRY_VALUE(entry
,
10852 const struct glsl_shader_prog_link
, program_lookup_entry
);
10854 if (k
->vs_id
> prog
->vs
.id
) return 1;
10855 else if (k
->vs_id
< prog
->vs
.id
) return -1;
10857 if (k
->gs_id
> prog
->gs
.id
) return 1;
10858 else if (k
->gs_id
< prog
->gs
.id
) return -1;
10860 if (k
->ps_id
> prog
->ps
.id
) return 1;
10861 else if (k
->ps_id
< prog
->ps
.id
) return -1;
10863 if (k
->hs_id
> prog
->hs
.id
) return 1;
10864 else if (k
->hs_id
< prog
->hs
.id
) return -1;
10866 if (k
->ds_id
> prog
->ds
.id
) return 1;
10867 else if (k
->ds_id
< prog
->ds
.id
) return -1;
10869 if (k
->cs_id
> prog
->cs
.id
) return 1;
10870 else if (k
->cs_id
< prog
->cs
.id
) return -1;
10875 static BOOL
constant_heap_init(struct constant_heap
*heap
, unsigned int constant_count
)
10877 SIZE_T size
= (constant_count
+ 1) * sizeof(*heap
->entries
)
10878 + constant_count
* sizeof(*heap
->contained
)
10879 + constant_count
* sizeof(*heap
->positions
);
10882 if (!(mem
= heap_alloc(size
)))
10884 ERR("Failed to allocate memory\n");
10888 heap
->entries
= mem
;
10889 heap
->entries
[1].version
= 0;
10890 heap
->contained
= (BOOL
*)(heap
->entries
+ constant_count
+ 1);
10891 memset(heap
->contained
, 0, constant_count
* sizeof(*heap
->contained
));
10892 heap
->positions
= (unsigned int *)(heap
->contained
+ constant_count
);
10898 static void constant_heap_free(struct constant_heap
*heap
)
10900 heap_free(heap
->entries
);
10903 static HRESULT
shader_glsl_alloc(struct wined3d_device
*device
, const struct wined3d_vertex_pipe_ops
*vertex_pipe
,
10904 const struct fragment_pipeline
*fragment_pipe
)
10906 SIZE_T stack_size
= wined3d_log2i(max(WINED3D_MAX_VS_CONSTS_F
, WINED3D_MAX_PS_CONSTS_F
)) + 1;
10907 const struct wined3d_gl_info
*gl_info
= &device
->adapter
->gl_info
;
10908 struct fragment_caps fragment_caps
;
10909 void *vertex_priv
, *fragment_priv
;
10910 struct shader_glsl_priv
*priv
;
10912 if (!(priv
= heap_alloc_zero(sizeof(*priv
))))
10913 return E_OUTOFMEMORY
;
10915 string_buffer_list_init(&priv
->string_buffers
);
10917 if (!(vertex_priv
= vertex_pipe
->vp_alloc(&glsl_shader_backend
, priv
)))
10919 ERR("Failed to initialize vertex pipe.\n");
10924 if (!(fragment_priv
= fragment_pipe
->alloc_private(&glsl_shader_backend
, priv
)))
10926 ERR("Failed to initialize fragment pipe.\n");
10927 vertex_pipe
->vp_free(device
);
10932 if (!string_buffer_init(&priv
->shader_buffer
))
10934 ERR("Failed to initialize shader buffer.\n");
10938 if (!(priv
->stack
= heap_calloc(stack_size
, sizeof(*priv
->stack
))))
10940 ERR("Failed to allocate memory.\n");
10944 if (!constant_heap_init(&priv
->vconst_heap
, WINED3D_MAX_VS_CONSTS_F
))
10946 ERR("Failed to initialize vertex shader constant heap\n");
10950 if (!constant_heap_init(&priv
->pconst_heap
, WINED3D_MAX_PS_CONSTS_F
))
10952 ERR("Failed to initialize pixel shader constant heap\n");
10956 wine_rb_init(&priv
->program_lookup
, glsl_program_key_compare
);
10958 priv
->next_constant_version
= 1;
10959 priv
->vertex_pipe
= vertex_pipe
;
10960 priv
->fragment_pipe
= fragment_pipe
;
10961 fragment_pipe
->get_caps(gl_info
, &fragment_caps
);
10962 priv
->ffp_proj_control
= fragment_caps
.wined3d_caps
& WINED3D_FRAGMENT_CAP_PROJ_CONTROL
;
10963 priv
->legacy_lighting
= device
->wined3d
->flags
& WINED3D_LEGACY_FFP_LIGHTING
;
10965 device
->vertex_priv
= vertex_priv
;
10966 device
->fragment_priv
= fragment_priv
;
10967 device
->shader_priv
= priv
;
10972 constant_heap_free(&priv
->pconst_heap
);
10973 constant_heap_free(&priv
->vconst_heap
);
10974 heap_free(priv
->stack
);
10975 string_buffer_free(&priv
->shader_buffer
);
10976 fragment_pipe
->free_private(device
);
10977 vertex_pipe
->vp_free(device
);
10979 return E_OUTOFMEMORY
;
10982 /* Context activation is done by the caller. */
10983 static void shader_glsl_free(struct wined3d_device
*device
)
10985 struct shader_glsl_priv
*priv
= device
->shader_priv
;
10987 wine_rb_destroy(&priv
->program_lookup
, NULL
, NULL
);
10988 constant_heap_free(&priv
->pconst_heap
);
10989 constant_heap_free(&priv
->vconst_heap
);
10990 heap_free(priv
->stack
);
10991 string_buffer_list_cleanup(&priv
->string_buffers
);
10992 string_buffer_free(&priv
->shader_buffer
);
10993 priv
->fragment_pipe
->free_private(device
);
10994 priv
->vertex_pipe
->vp_free(device
);
10996 heap_free(device
->shader_priv
);
10997 device
->shader_priv
= NULL
;
11000 static BOOL
shader_glsl_allocate_context_data(struct wined3d_context
*context
)
11002 struct glsl_context_data
*ctx_data
;
11004 if (!(ctx_data
= heap_alloc_zero(sizeof(*ctx_data
))))
11006 ctx_data
->vertex_color_clamp
= GL_FIXED_ONLY_ARB
;
11007 context
->shader_backend_data
= ctx_data
;
11011 static void shader_glsl_free_context_data(struct wined3d_context
*context
)
11013 heap_free(context
->shader_backend_data
);
11016 static void shader_glsl_init_context_state(struct wined3d_context
*context
)
11018 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
11020 gl_info
->gl_ops
.gl
.p_glEnable(GL_PROGRAM_POINT_SIZE
);
11021 checkGLcall("GL_PROGRAM_POINT_SIZE");
11024 static unsigned int shader_glsl_get_shader_model(const struct wined3d_gl_info
*gl_info
)
11026 BOOL shader_model_4
= gl_info
->glsl_version
>= MAKEDWORD_VERSION(1, 50)
11027 && gl_info
->supported
[WINED3D_GL_VERSION_3_2
]
11028 && gl_info
->supported
[ARB_SAMPLER_OBJECTS
]
11029 && gl_info
->supported
[ARB_SHADER_BIT_ENCODING
]
11030 && gl_info
->supported
[ARB_TEXTURE_SWIZZLE
];
11033 && gl_info
->supported
[ARB_COMPUTE_SHADER
]
11034 && gl_info
->supported
[ARB_CULL_DISTANCE
]
11035 && gl_info
->supported
[ARB_DERIVATIVE_CONTROL
]
11036 && gl_info
->supported
[ARB_DRAW_INDIRECT
]
11037 && gl_info
->supported
[ARB_GPU_SHADER5
]
11038 && gl_info
->supported
[ARB_SHADER_ATOMIC_COUNTERS
]
11039 && gl_info
->supported
[ARB_SHADER_IMAGE_LOAD_STORE
]
11040 && gl_info
->supported
[ARB_SHADER_IMAGE_SIZE
]
11041 && gl_info
->supported
[ARB_SHADING_LANGUAGE_PACKING
]
11042 && gl_info
->supported
[ARB_TESSELLATION_SHADER
]
11043 && gl_info
->supported
[ARB_TEXTURE_COMPRESSION_BPTC
]
11044 && gl_info
->supported
[ARB_TEXTURE_GATHER
]
11045 && gl_info
->supported
[ARB_TRANSFORM_FEEDBACK3
])
11048 if (shader_model_4
)
11051 /* Support for texldd and texldl instructions in pixel shaders is required
11053 if (shader_glsl_has_core_grad(gl_info
) || gl_info
->supported
[ARB_SHADER_TEXTURE_LOD
])
11059 static void shader_glsl_get_caps(const struct wined3d_gl_info
*gl_info
, struct shader_caps
*caps
)
11061 unsigned int shader_model
= shader_glsl_get_shader_model(gl_info
);
11063 TRACE("Shader model %u.\n", shader_model
);
11065 caps
->vs_version
= min(wined3d_settings
.max_sm_vs
, shader_model
);
11066 caps
->hs_version
= min(wined3d_settings
.max_sm_hs
, shader_model
);
11067 caps
->ds_version
= min(wined3d_settings
.max_sm_ds
, shader_model
);
11068 caps
->gs_version
= min(wined3d_settings
.max_sm_gs
, shader_model
);
11069 caps
->ps_version
= min(wined3d_settings
.max_sm_ps
, shader_model
);
11070 caps
->cs_version
= min(wined3d_settings
.max_sm_cs
, shader_model
);
11072 caps
->vs_version
= gl_info
->supported
[ARB_VERTEX_SHADER
] ? caps
->vs_version
: 0;
11073 caps
->ps_version
= gl_info
->supported
[ARB_FRAGMENT_SHADER
] ? caps
->ps_version
: 0;
11075 caps
->vs_uniform_count
= min(WINED3D_MAX_VS_CONSTS_F
, gl_info
->limits
.glsl_vs_float_constants
);
11076 caps
->ps_uniform_count
= min(WINED3D_MAX_PS_CONSTS_F
, gl_info
->limits
.glsl_ps_float_constants
);
11077 caps
->varying_count
= gl_info
->limits
.glsl_varyings
;
11079 /* FIXME: The following line is card dependent. -8.0 to 8.0 is the
11080 * Direct3D minimum requirement.
11082 * Both GL_ARB_fragment_program and GLSL require a "maximum representable magnitude"
11083 * of colors to be 2^10, and 2^32 for other floats. Should we use 1024 here?
11085 * The problem is that the refrast clamps temporary results in the shader to
11086 * [-MaxValue;+MaxValue]. If the card's max value is bigger than the one we advertize here,
11087 * then applications may miss the clamping behavior. On the other hand, if it is smaller,
11088 * the shader will generate incorrect results too. Unfortunately, GL deliberately doesn't
11089 * offer a way to query this.
11091 if (shader_model
>= 4)
11092 caps
->ps_1x_max_value
= FLT_MAX
;
11094 caps
->ps_1x_max_value
= 1024.0f
;
11096 /* Ideally we'd only set caps like sRGB writes here if supported by both
11097 * the shader backend and the fragment pipe, but we can get called before
11098 * shader_glsl_alloc(). */
11099 caps
->wined3d_caps
= WINED3D_SHADER_CAP_VS_CLIPPING
11100 | WINED3D_SHADER_CAP_SRGB_WRITE
;
11103 static BOOL
shader_glsl_color_fixup_supported(struct color_fixup_desc fixup
)
11105 /* We support everything except YUV conversions. */
11106 return !is_complex_fixup(fixup
);
11109 static const SHADER_HANDLER shader_glsl_instruction_handler_table
[WINED3DSIH_TABLE_SIZE
] =
11111 /* WINED3DSIH_ABS */ shader_glsl_map2gl
,
11112 /* WINED3DSIH_ADD */ shader_glsl_binop
,
11113 /* WINED3DSIH_AND */ shader_glsl_binop
,
11114 /* WINED3DSIH_ATOMIC_AND */ shader_glsl_atomic
,
11115 /* WINED3DSIH_ATOMIC_CMP_STORE */ shader_glsl_atomic
,
11116 /* WINED3DSIH_ATOMIC_IADD */ shader_glsl_atomic
,
11117 /* WINED3DSIH_ATOMIC_IMAX */ shader_glsl_atomic
,
11118 /* WINED3DSIH_ATOMIC_IMIN */ shader_glsl_atomic
,
11119 /* WINED3DSIH_ATOMIC_OR */ shader_glsl_atomic
,
11120 /* WINED3DSIH_ATOMIC_UMAX */ shader_glsl_atomic
,
11121 /* WINED3DSIH_ATOMIC_UMIN */ shader_glsl_atomic
,
11122 /* WINED3DSIH_ATOMIC_XOR */ shader_glsl_atomic
,
11123 /* WINED3DSIH_BEM */ shader_glsl_bem
,
11124 /* WINED3DSIH_BFI */ shader_glsl_bitwise_op
,
11125 /* WINED3DSIH_BFREV */ shader_glsl_map2gl
,
11126 /* WINED3DSIH_BREAK */ shader_glsl_break
,
11127 /* WINED3DSIH_BREAKC */ shader_glsl_breakc
,
11128 /* WINED3DSIH_BREAKP */ shader_glsl_conditional_op
,
11129 /* WINED3DSIH_BUFINFO */ shader_glsl_bufinfo
,
11130 /* WINED3DSIH_CALL */ shader_glsl_call
,
11131 /* WINED3DSIH_CALLNZ */ shader_glsl_callnz
,
11132 /* WINED3DSIH_CASE */ shader_glsl_case
,
11133 /* WINED3DSIH_CMP */ shader_glsl_conditional_move
,
11134 /* WINED3DSIH_CND */ shader_glsl_cnd
,
11135 /* WINED3DSIH_CONTINUE */ shader_glsl_continue
,
11136 /* WINED3DSIH_CONTINUEP */ shader_glsl_conditional_op
,
11137 /* WINED3DSIH_COUNTBITS */ shader_glsl_map2gl
,
11138 /* WINED3DSIH_CRS */ shader_glsl_cross
,
11139 /* WINED3DSIH_CUT */ shader_glsl_cut
,
11140 /* WINED3DSIH_CUT_STREAM */ shader_glsl_cut
,
11141 /* WINED3DSIH_DCL */ shader_glsl_nop
,
11142 /* WINED3DSIH_DCL_CONSTANT_BUFFER */ shader_glsl_nop
,
11143 /* WINED3DSIH_DCL_FUNCTION_BODY */ NULL
,
11144 /* WINED3DSIH_DCL_FUNCTION_TABLE */ NULL
,
11145 /* WINED3DSIH_DCL_GLOBAL_FLAGS */ shader_glsl_nop
,
11146 /* WINED3DSIH_DCL_GS_INSTANCES */ shader_glsl_nop
,
11147 /* WINED3DSIH_DCL_HS_FORK_PHASE_INSTANCE_COUNT */ shader_glsl_nop
,
11148 /* WINED3DSIH_DCL_HS_JOIN_PHASE_INSTANCE_COUNT */ shader_glsl_nop
,
11149 /* WINED3DSIH_DCL_HS_MAX_TESSFACTOR */ shader_glsl_nop
,
11150 /* WINED3DSIH_DCL_IMMEDIATE_CONSTANT_BUFFER */ shader_glsl_nop
,
11151 /* WINED3DSIH_DCL_INDEX_RANGE */ shader_glsl_nop
,
11152 /* WINED3DSIH_DCL_INDEXABLE_TEMP */ shader_glsl_nop
,
11153 /* WINED3DSIH_DCL_INPUT */ shader_glsl_nop
,
11154 /* WINED3DSIH_DCL_INPUT_CONTROL_POINT_COUNT */ shader_glsl_nop
,
11155 /* WINED3DSIH_DCL_INPUT_PRIMITIVE */ shader_glsl_nop
,
11156 /* WINED3DSIH_DCL_INPUT_PS */ shader_glsl_nop
,
11157 /* WINED3DSIH_DCL_INPUT_PS_SGV */ NULL
,
11158 /* WINED3DSIH_DCL_INPUT_PS_SIV */ NULL
,
11159 /* WINED3DSIH_DCL_INPUT_SGV */ shader_glsl_nop
,
11160 /* WINED3DSIH_DCL_INPUT_SIV */ shader_glsl_nop
,
11161 /* WINED3DSIH_DCL_INTERFACE */ NULL
,
11162 /* WINED3DSIH_DCL_OUTPUT */ shader_glsl_nop
,
11163 /* WINED3DSIH_DCL_OUTPUT_CONTROL_POINT_COUNT */ shader_glsl_nop
,
11164 /* WINED3DSIH_DCL_OUTPUT_SIV */ shader_glsl_nop
,
11165 /* WINED3DSIH_DCL_OUTPUT_TOPOLOGY */ shader_glsl_nop
,
11166 /* WINED3DSIH_DCL_RESOURCE_RAW */ shader_glsl_nop
,
11167 /* WINED3DSIH_DCL_RESOURCE_STRUCTURED */ shader_glsl_nop
,
11168 /* WINED3DSIH_DCL_SAMPLER */ shader_glsl_nop
,
11169 /* WINED3DSIH_DCL_STREAM */ NULL
,
11170 /* WINED3DSIH_DCL_TEMPS */ shader_glsl_nop
,
11171 /* WINED3DSIH_DCL_TESSELLATOR_DOMAIN */ shader_glsl_nop
,
11172 /* WINED3DSIH_DCL_TESSELLATOR_OUTPUT_PRIMITIVE */ shader_glsl_nop
,
11173 /* WINED3DSIH_DCL_TESSELLATOR_PARTITIONING */ shader_glsl_nop
,
11174 /* WINED3DSIH_DCL_TGSM_RAW */ shader_glsl_nop
,
11175 /* WINED3DSIH_DCL_TGSM_STRUCTURED */ shader_glsl_nop
,
11176 /* WINED3DSIH_DCL_THREAD_GROUP */ shader_glsl_nop
,
11177 /* WINED3DSIH_DCL_UAV_RAW */ shader_glsl_nop
,
11178 /* WINED3DSIH_DCL_UAV_STRUCTURED */ shader_glsl_nop
,
11179 /* WINED3DSIH_DCL_UAV_TYPED */ shader_glsl_nop
,
11180 /* WINED3DSIH_DCL_VERTICES_OUT */ shader_glsl_nop
,
11181 /* WINED3DSIH_DEF */ shader_glsl_nop
,
11182 /* WINED3DSIH_DEFAULT */ shader_glsl_default
,
11183 /* WINED3DSIH_DEFB */ shader_glsl_nop
,
11184 /* WINED3DSIH_DEFI */ shader_glsl_nop
,
11185 /* WINED3DSIH_DIV */ shader_glsl_binop
,
11186 /* WINED3DSIH_DP2 */ shader_glsl_dot
,
11187 /* WINED3DSIH_DP2ADD */ shader_glsl_dp2add
,
11188 /* WINED3DSIH_DP3 */ shader_glsl_dot
,
11189 /* WINED3DSIH_DP4 */ shader_glsl_dot
,
11190 /* WINED3DSIH_DST */ shader_glsl_dst
,
11191 /* WINED3DSIH_DSX */ shader_glsl_map2gl
,
11192 /* WINED3DSIH_DSX_COARSE */ shader_glsl_map2gl
,
11193 /* WINED3DSIH_DSX_FINE */ shader_glsl_map2gl
,
11194 /* WINED3DSIH_DSY */ shader_glsl_map2gl
,
11195 /* WINED3DSIH_DSY_COARSE */ shader_glsl_map2gl
,
11196 /* WINED3DSIH_DSY_FINE */ shader_glsl_map2gl
,
11197 /* WINED3DSIH_EVAL_SAMPLE_INDEX */ NULL
,
11198 /* WINED3DSIH_ELSE */ shader_glsl_else
,
11199 /* WINED3DSIH_EMIT */ shader_glsl_emit
,
11200 /* WINED3DSIH_EMIT_STREAM */ shader_glsl_emit
,
11201 /* WINED3DSIH_ENDIF */ shader_glsl_end
,
11202 /* WINED3DSIH_ENDLOOP */ shader_glsl_end
,
11203 /* WINED3DSIH_ENDREP */ shader_glsl_end
,
11204 /* WINED3DSIH_ENDSWITCH */ shader_glsl_end
,
11205 /* WINED3DSIH_EQ */ shader_glsl_relop
,
11206 /* WINED3DSIH_EXP */ shader_glsl_scalar_op
,
11207 /* WINED3DSIH_EXPP */ shader_glsl_expp
,
11208 /* WINED3DSIH_F16TOF32 */ shader_glsl_float16
,
11209 /* WINED3DSIH_F32TOF16 */ shader_glsl_float16
,
11210 /* WINED3DSIH_FCALL */ NULL
,
11211 /* WINED3DSIH_FIRSTBIT_HI */ shader_glsl_map2gl
,
11212 /* WINED3DSIH_FIRSTBIT_LO */ shader_glsl_map2gl
,
11213 /* WINED3DSIH_FIRSTBIT_SHI */ shader_glsl_map2gl
,
11214 /* WINED3DSIH_FRC */ shader_glsl_map2gl
,
11215 /* WINED3DSIH_FTOI */ shader_glsl_to_int
,
11216 /* WINED3DSIH_FTOU */ shader_glsl_to_uint
,
11217 /* WINED3DSIH_GATHER4 */ shader_glsl_gather4
,
11218 /* WINED3DSIH_GATHER4_C */ shader_glsl_gather4
,
11219 /* WINED3DSIH_GATHER4_PO */ shader_glsl_gather4
,
11220 /* WINED3DSIH_GATHER4_PO_C */ shader_glsl_gather4
,
11221 /* WINED3DSIH_GE */ shader_glsl_relop
,
11222 /* WINED3DSIH_HS_CONTROL_POINT_PHASE */ shader_glsl_nop
,
11223 /* WINED3DSIH_HS_DECLS */ shader_glsl_nop
,
11224 /* WINED3DSIH_HS_FORK_PHASE */ shader_glsl_nop
,
11225 /* WINED3DSIH_HS_JOIN_PHASE */ shader_glsl_nop
,
11226 /* WINED3DSIH_IADD */ shader_glsl_binop
,
11227 /* WINED3DSIH_IBFE */ shader_glsl_bitwise_op
,
11228 /* WINED3DSIH_IEQ */ shader_glsl_relop
,
11229 /* WINED3DSIH_IF */ shader_glsl_if
,
11230 /* WINED3DSIH_IFC */ shader_glsl_ifc
,
11231 /* WINED3DSIH_IGE */ shader_glsl_relop
,
11232 /* WINED3DSIH_ILT */ shader_glsl_relop
,
11233 /* WINED3DSIH_IMAD */ shader_glsl_mad
,
11234 /* WINED3DSIH_IMAX */ shader_glsl_map2gl
,
11235 /* WINED3DSIH_IMIN */ shader_glsl_map2gl
,
11236 /* WINED3DSIH_IMM_ATOMIC_ALLOC */ shader_glsl_uav_counter
,
11237 /* WINED3DSIH_IMM_ATOMIC_AND */ shader_glsl_atomic
,
11238 /* WINED3DSIH_IMM_ATOMIC_CMP_EXCH */ shader_glsl_atomic
,
11239 /* WINED3DSIH_IMM_ATOMIC_CONSUME */ shader_glsl_uav_counter
,
11240 /* WINED3DSIH_IMM_ATOMIC_EXCH */ shader_glsl_atomic
,
11241 /* WINED3DSIH_IMM_ATOMIC_IADD */ shader_glsl_atomic
,
11242 /* WINED3DSIH_IMM_ATOMIC_IMAX */ shader_glsl_atomic
,
11243 /* WINED3DSIH_IMM_ATOMIC_IMIN */ shader_glsl_atomic
,
11244 /* WINED3DSIH_IMM_ATOMIC_OR */ shader_glsl_atomic
,
11245 /* WINED3DSIH_IMM_ATOMIC_UMAX */ shader_glsl_atomic
,
11246 /* WINED3DSIH_IMM_ATOMIC_UMIN */ shader_glsl_atomic
,
11247 /* WINED3DSIH_IMM_ATOMIC_XOR */ shader_glsl_atomic
,
11248 /* WINED3DSIH_IMUL */ shader_glsl_mul_extended
,
11249 /* WINED3DSIH_INE */ shader_glsl_relop
,
11250 /* WINED3DSIH_INEG */ shader_glsl_unary_op
,
11251 /* WINED3DSIH_ISHL */ shader_glsl_binop
,
11252 /* WINED3DSIH_ISHR */ shader_glsl_binop
,
11253 /* WINED3DSIH_ITOF */ shader_glsl_to_float
,
11254 /* WINED3DSIH_LABEL */ shader_glsl_label
,
11255 /* WINED3DSIH_LD */ shader_glsl_ld
,
11256 /* WINED3DSIH_LD2DMS */ shader_glsl_ld
,
11257 /* WINED3DSIH_LD_RAW */ shader_glsl_ld_raw_structured
,
11258 /* WINED3DSIH_LD_STRUCTURED */ shader_glsl_ld_raw_structured
,
11259 /* WINED3DSIH_LD_UAV_TYPED */ shader_glsl_ld_uav
,
11260 /* WINED3DSIH_LIT */ shader_glsl_lit
,
11261 /* WINED3DSIH_LOD */ NULL
,
11262 /* WINED3DSIH_LOG */ shader_glsl_scalar_op
,
11263 /* WINED3DSIH_LOGP */ shader_glsl_scalar_op
,
11264 /* WINED3DSIH_LOOP */ shader_glsl_loop
,
11265 /* WINED3DSIH_LRP */ shader_glsl_lrp
,
11266 /* WINED3DSIH_LT */ shader_glsl_relop
,
11267 /* WINED3DSIH_M3x2 */ shader_glsl_mnxn
,
11268 /* WINED3DSIH_M3x3 */ shader_glsl_mnxn
,
11269 /* WINED3DSIH_M3x4 */ shader_glsl_mnxn
,
11270 /* WINED3DSIH_M4x3 */ shader_glsl_mnxn
,
11271 /* WINED3DSIH_M4x4 */ shader_glsl_mnxn
,
11272 /* WINED3DSIH_MAD */ shader_glsl_mad
,
11273 /* WINED3DSIH_MAX */ shader_glsl_map2gl
,
11274 /* WINED3DSIH_MIN */ shader_glsl_map2gl
,
11275 /* WINED3DSIH_MOV */ shader_glsl_mov
,
11276 /* WINED3DSIH_MOVA */ shader_glsl_mov
,
11277 /* WINED3DSIH_MOVC */ shader_glsl_conditional_move
,
11278 /* WINED3DSIH_MUL */ shader_glsl_binop
,
11279 /* WINED3DSIH_NE */ shader_glsl_relop
,
11280 /* WINED3DSIH_NOP */ shader_glsl_nop
,
11281 /* WINED3DSIH_NOT */ shader_glsl_unary_op
,
11282 /* WINED3DSIH_NRM */ shader_glsl_nrm
,
11283 /* WINED3DSIH_OR */ shader_glsl_binop
,
11284 /* WINED3DSIH_PHASE */ shader_glsl_nop
,
11285 /* WINED3DSIH_POW */ shader_glsl_pow
,
11286 /* WINED3DSIH_RCP */ shader_glsl_scalar_op
,
11287 /* WINED3DSIH_REP */ shader_glsl_rep
,
11288 /* WINED3DSIH_RESINFO */ shader_glsl_resinfo
,
11289 /* WINED3DSIH_RET */ shader_glsl_ret
,
11290 /* WINED3DSIH_RETP */ shader_glsl_conditional_op
,
11291 /* WINED3DSIH_ROUND_NE */ shader_glsl_map2gl
,
11292 /* WINED3DSIH_ROUND_NI */ shader_glsl_map2gl
,
11293 /* WINED3DSIH_ROUND_PI */ shader_glsl_map2gl
,
11294 /* WINED3DSIH_ROUND_Z */ shader_glsl_map2gl
,
11295 /* WINED3DSIH_RSQ */ shader_glsl_scalar_op
,
11296 /* WINED3DSIH_SAMPLE */ shader_glsl_sample
,
11297 /* WINED3DSIH_SAMPLE_B */ shader_glsl_sample
,
11298 /* WINED3DSIH_SAMPLE_C */ shader_glsl_sample_c
,
11299 /* WINED3DSIH_SAMPLE_C_LZ */ shader_glsl_sample_c
,
11300 /* WINED3DSIH_SAMPLE_GRAD */ shader_glsl_sample
,
11301 /* WINED3DSIH_SAMPLE_INFO */ NULL
,
11302 /* WINED3DSIH_SAMPLE_LOD */ shader_glsl_sample
,
11303 /* WINED3DSIH_SAMPLE_POS */ NULL
,
11304 /* WINED3DSIH_SETP */ NULL
,
11305 /* WINED3DSIH_SGE */ shader_glsl_compare
,
11306 /* WINED3DSIH_SGN */ shader_glsl_sgn
,
11307 /* WINED3DSIH_SINCOS */ shader_glsl_sincos
,
11308 /* WINED3DSIH_SLT */ shader_glsl_compare
,
11309 /* WINED3DSIH_SQRT */ shader_glsl_map2gl
,
11310 /* WINED3DSIH_STORE_RAW */ shader_glsl_store_raw_structured
,
11311 /* WINED3DSIH_STORE_STRUCTURED */ shader_glsl_store_raw_structured
,
11312 /* WINED3DSIH_STORE_UAV_TYPED */ shader_glsl_store_uav
,
11313 /* WINED3DSIH_SUB */ shader_glsl_binop
,
11314 /* WINED3DSIH_SWAPC */ shader_glsl_swapc
,
11315 /* WINED3DSIH_SWITCH */ shader_glsl_switch
,
11316 /* WINED3DSIH_SYNC */ shader_glsl_sync
,
11317 /* WINED3DSIH_TEX */ shader_glsl_tex
,
11318 /* WINED3DSIH_TEXBEM */ shader_glsl_texbem
,
11319 /* WINED3DSIH_TEXBEML */ shader_glsl_texbem
,
11320 /* WINED3DSIH_TEXCOORD */ shader_glsl_texcoord
,
11321 /* WINED3DSIH_TEXDEPTH */ shader_glsl_texdepth
,
11322 /* WINED3DSIH_TEXDP3 */ shader_glsl_texdp3
,
11323 /* WINED3DSIH_TEXDP3TEX */ shader_glsl_texdp3tex
,
11324 /* WINED3DSIH_TEXKILL */ shader_glsl_texkill
,
11325 /* WINED3DSIH_TEXLDD */ shader_glsl_texldd
,
11326 /* WINED3DSIH_TEXLDL */ shader_glsl_texldl
,
11327 /* WINED3DSIH_TEXM3x2DEPTH */ shader_glsl_texm3x2depth
,
11328 /* WINED3DSIH_TEXM3x2PAD */ shader_glsl_texm3x2pad
,
11329 /* WINED3DSIH_TEXM3x2TEX */ shader_glsl_texm3x2tex
,
11330 /* WINED3DSIH_TEXM3x3 */ shader_glsl_texm3x3
,
11331 /* WINED3DSIH_TEXM3x3DIFF */ NULL
,
11332 /* WINED3DSIH_TEXM3x3PAD */ shader_glsl_texm3x3pad
,
11333 /* WINED3DSIH_TEXM3x3SPEC */ shader_glsl_texm3x3spec
,
11334 /* WINED3DSIH_TEXM3x3TEX */ shader_glsl_texm3x3tex
,
11335 /* WINED3DSIH_TEXM3x3VSPEC */ shader_glsl_texm3x3vspec
,
11336 /* WINED3DSIH_TEXREG2AR */ shader_glsl_texreg2ar
,
11337 /* WINED3DSIH_TEXREG2GB */ shader_glsl_texreg2gb
,
11338 /* WINED3DSIH_TEXREG2RGB */ shader_glsl_texreg2rgb
,
11339 /* WINED3DSIH_UBFE */ shader_glsl_bitwise_op
,
11340 /* WINED3DSIH_UDIV */ shader_glsl_udiv
,
11341 /* WINED3DSIH_UGE */ shader_glsl_relop
,
11342 /* WINED3DSIH_ULT */ shader_glsl_relop
,
11343 /* WINED3DSIH_UMAX */ shader_glsl_map2gl
,
11344 /* WINED3DSIH_UMIN */ shader_glsl_map2gl
,
11345 /* WINED3DSIH_UMUL */ shader_glsl_mul_extended
,
11346 /* WINED3DSIH_USHR */ shader_glsl_binop
,
11347 /* WINED3DSIH_UTOF */ shader_glsl_to_float
,
11348 /* WINED3DSIH_XOR */ shader_glsl_binop
,
11351 static void shader_glsl_handle_instruction(const struct wined3d_shader_instruction
*ins
) {
11352 SHADER_HANDLER hw_fct
;
11354 /* Select handler */
11355 hw_fct
= shader_glsl_instruction_handler_table
[ins
->handler_idx
];
11357 /* Unhandled opcode */
11360 FIXME("Backend can't handle opcode %s.\n", debug_d3dshaderinstructionhandler(ins
->handler_idx
));
11365 shader_glsl_add_instruction_modifiers(ins
);
11368 static BOOL
shader_glsl_has_ffp_proj_control(void *shader_priv
)
11370 struct shader_glsl_priv
*priv
= shader_priv
;
11372 return priv
->ffp_proj_control
;
11375 const struct wined3d_shader_backend_ops glsl_shader_backend
=
11377 shader_glsl_handle_instruction
,
11378 shader_glsl_precompile
,
11379 shader_glsl_select
,
11380 shader_glsl_select_compute
,
11381 shader_glsl_disable
,
11382 shader_glsl_update_float_vertex_constants
,
11383 shader_glsl_update_float_pixel_constants
,
11384 shader_glsl_load_constants
,
11385 shader_glsl_destroy
,
11388 shader_glsl_allocate_context_data
,
11389 shader_glsl_free_context_data
,
11390 shader_glsl_init_context_state
,
11391 shader_glsl_get_caps
,
11392 shader_glsl_color_fixup_supported
,
11393 shader_glsl_has_ffp_proj_control
,
11396 static void glsl_vertex_pipe_vp_enable(const struct wined3d_gl_info
*gl_info
, BOOL enable
) {}
11398 static void glsl_vertex_pipe_vp_get_caps(const struct wined3d_gl_info
*gl_info
, struct wined3d_vertex_caps
*caps
)
11400 caps
->xyzrhw
= TRUE
;
11401 caps
->emulated_flatshading
= !needs_legacy_glsl_syntax(gl_info
);
11402 caps
->ffp_generic_attributes
= TRUE
;
11403 caps
->max_active_lights
= MAX_ACTIVE_LIGHTS
;
11404 caps
->max_vertex_blend_matrices
= MAX_VERTEX_BLENDS
;
11405 caps
->max_vertex_blend_matrix_index
= 0;
11406 caps
->vertex_processing_caps
= WINED3DVTXPCAPS_TEXGEN
11407 | WINED3DVTXPCAPS_MATERIALSOURCE7
11408 | WINED3DVTXPCAPS_VERTEXFOG
11409 | WINED3DVTXPCAPS_DIRECTIONALLIGHTS
11410 | WINED3DVTXPCAPS_POSITIONALLIGHTS
11411 | WINED3DVTXPCAPS_LOCALVIEWER
11412 | WINED3DVTXPCAPS_TEXGEN_SPHEREMAP
;
11413 caps
->fvf_caps
= WINED3DFVFCAPS_PSIZE
| 8; /* 8 texture coordinates. */
11414 caps
->max_user_clip_planes
= gl_info
->limits
.user_clip_distances
;
11415 caps
->raster_caps
= WINED3DPRASTERCAPS_FOGRANGE
;
11418 static DWORD
glsl_vertex_pipe_vp_get_emul_mask(const struct wined3d_gl_info
*gl_info
)
11420 if (gl_info
->supported
[WINED3D_GL_LEGACY_CONTEXT
])
11421 return GL_EXT_EMUL_ARB_MULTITEXTURE
;
11425 static void *glsl_vertex_pipe_vp_alloc(const struct wined3d_shader_backend_ops
*shader_backend
, void *shader_priv
)
11427 struct shader_glsl_priv
*priv
;
11429 if (shader_backend
== &glsl_shader_backend
)
11431 priv
= shader_priv
;
11432 wine_rb_init(&priv
->ffp_vertex_shaders
, wined3d_ffp_vertex_program_key_compare
);
11436 FIXME("GLSL vertex pipe without GLSL shader backend not implemented.\n");
11441 static void shader_glsl_free_ffp_vertex_shader(struct wine_rb_entry
*entry
, void *context
)
11443 struct glsl_ffp_vertex_shader
*shader
= WINE_RB_ENTRY_VALUE(entry
,
11444 struct glsl_ffp_vertex_shader
, desc
.entry
);
11445 struct glsl_shader_prog_link
*program
, *program2
;
11446 struct glsl_ffp_destroy_ctx
*ctx
= context
;
11448 LIST_FOR_EACH_ENTRY_SAFE(program
, program2
, &shader
->linked_programs
,
11449 struct glsl_shader_prog_link
, vs
.shader_entry
)
11451 delete_glsl_program_entry(ctx
->priv
, ctx
->gl_info
, program
);
11453 ctx
->gl_info
->gl_ops
.ext
.p_glDeleteShader(shader
->id
);
11457 /* Context activation is done by the caller. */
11458 static void glsl_vertex_pipe_vp_free(struct wined3d_device
*device
)
11460 struct shader_glsl_priv
*priv
= device
->vertex_priv
;
11461 struct glsl_ffp_destroy_ctx ctx
;
11464 ctx
.gl_info
= &device
->adapter
->gl_info
;
11465 wine_rb_destroy(&priv
->ffp_vertex_shaders
, shader_glsl_free_ffp_vertex_shader
, &ctx
);
11468 static void glsl_vertex_pipe_nop(struct wined3d_context
*context
,
11469 const struct wined3d_state
*state
, DWORD state_id
) {}
11471 static void glsl_vertex_pipe_shader(struct wined3d_context
*context
,
11472 const struct wined3d_state
*state
, DWORD state_id
)
11474 context
->shader_update_mask
|= 1u << WINED3D_SHADER_TYPE_VERTEX
;
11477 static void glsl_vertex_pipe_vdecl(struct wined3d_context
*context
,
11478 const struct wined3d_state
*state
, DWORD state_id
)
11480 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
11481 BOOL normal
= !!(context
->stream_info
.use_map
& (1u << WINED3D_FFP_NORMAL
));
11482 const BOOL legacy_clip_planes
= needs_legacy_glsl_syntax(gl_info
);
11483 BOOL transformed
= context
->stream_info
.position_transformed
;
11484 BOOL wasrhw
= context
->last_was_rhw
;
11487 context
->last_was_rhw
= transformed
;
11489 /* If the vertex declaration contains a transformed position attribute,
11490 * the draw uses the fixed function vertex pipeline regardless of any
11491 * vertex shader set by the application. */
11492 if (transformed
!= wasrhw
11493 || context
->stream_info
.swizzle_map
!= context
->last_swizzle_map
)
11494 context
->shader_update_mask
|= 1u << WINED3D_SHADER_TYPE_VERTEX
;
11496 context
->last_swizzle_map
= context
->stream_info
.swizzle_map
;
11498 if (!use_vs(state
))
11500 if (context
->last_was_vshader
)
11502 if (legacy_clip_planes
)
11503 for (i
= 0; i
< gl_info
->limits
.user_clip_distances
; ++i
)
11504 clipplane(context
, state
, STATE_CLIPPLANE(i
));
11506 context
->constant_update_mask
|= WINED3D_SHADER_CONST_VS_CLIP_PLANES
;
11509 context
->constant_update_mask
|= WINED3D_SHADER_CONST_FFP_TEXMATRIX
;
11511 /* Because of settings->texcoords, we have to regenerate the vertex
11512 * shader on a vdecl change if there aren't enough varyings to just
11513 * always output all the texture coordinates. */
11514 if (gl_info
->limits
.glsl_varyings
< wined3d_max_compat_varyings(gl_info
)
11515 || normal
!= context
->last_was_normal
)
11516 context
->shader_update_mask
|= 1u << WINED3D_SHADER_TYPE_VERTEX
;
11519 && state
->shader
[WINED3D_SHADER_TYPE_PIXEL
]->reg_maps
.shader_version
.major
== 1
11520 && state
->shader
[WINED3D_SHADER_TYPE_PIXEL
]->reg_maps
.shader_version
.minor
<= 3)
11521 context
->shader_update_mask
|= 1u << WINED3D_SHADER_TYPE_PIXEL
;
11525 if (!context
->last_was_vshader
)
11527 /* Vertex shader clipping ignores the view matrix. Update all clip planes. */
11528 if (legacy_clip_planes
)
11529 for (i
= 0; i
< gl_info
->limits
.user_clip_distances
; ++i
)
11530 clipplane(context
, state
, STATE_CLIPPLANE(i
));
11532 context
->constant_update_mask
|= WINED3D_SHADER_CONST_VS_CLIP_PLANES
;
11536 context
->last_was_vshader
= use_vs(state
);
11537 context
->last_was_normal
= normal
;
11540 static void glsl_vertex_pipe_vs(struct wined3d_context
*context
,
11541 const struct wined3d_state
*state
, DWORD state_id
)
11543 context
->shader_update_mask
|= 1u << WINED3D_SHADER_TYPE_VERTEX
;
11544 /* Different vertex shaders potentially require a different vertex attributes setup. */
11545 if (!isStateDirty(context
, STATE_VDECL
))
11546 context_apply_state(context
, state
, STATE_VDECL
);
11549 static void glsl_vertex_pipe_hs(struct wined3d_context
*context
,
11550 const struct wined3d_state
*state
, DWORD state_id
)
11552 /* In Direct3D tessellator options (e.g. output primitive type, primitive
11553 * winding) are defined in Hull Shaders, while in GLSL those are
11554 * specified in Tessellation Evaluation Shaders. */
11555 context
->shader_update_mask
|= 1u << WINED3D_SHADER_TYPE_DOMAIN
;
11557 if (state
->shader
[WINED3D_SHADER_TYPE_VERTEX
])
11558 context
->shader_update_mask
|= 1u << WINED3D_SHADER_TYPE_VERTEX
;
11561 static void glsl_vertex_pipe_geometry_shader(struct wined3d_context
*context
,
11562 const struct wined3d_state
*state
, DWORD state_id
)
11564 struct glsl_context_data
*ctx_data
= context
->shader_backend_data
;
11565 BOOL rasterization_disabled
;
11567 rasterization_disabled
= is_rasterization_disabled(state
->shader
[WINED3D_SHADER_TYPE_GEOMETRY
]);
11568 if (ctx_data
->rasterization_disabled
!= rasterization_disabled
)
11569 context
->shader_update_mask
|= 1u << WINED3D_SHADER_TYPE_PIXEL
;
11570 ctx_data
->rasterization_disabled
= rasterization_disabled
;
11572 if (state
->shader
[WINED3D_SHADER_TYPE_DOMAIN
])
11573 context
->shader_update_mask
|= 1u << WINED3D_SHADER_TYPE_DOMAIN
;
11574 else if (state
->shader
[WINED3D_SHADER_TYPE_VERTEX
]
11575 && state
->shader
[WINED3D_SHADER_TYPE_VERTEX
]->reg_maps
.shader_version
.major
>= 4)
11576 context
->shader_update_mask
|= 1u << WINED3D_SHADER_TYPE_VERTEX
;
11579 static void glsl_vertex_pipe_pixel_shader(struct wined3d_context
*context
,
11580 const struct wined3d_state
*state
, DWORD state_id
)
11582 if (state
->shader
[WINED3D_SHADER_TYPE_GEOMETRY
])
11583 context
->shader_update_mask
|= 1u << WINED3D_SHADER_TYPE_GEOMETRY
;
11584 else if (state
->shader
[WINED3D_SHADER_TYPE_DOMAIN
])
11585 context
->shader_update_mask
|= 1u << WINED3D_SHADER_TYPE_DOMAIN
;
11586 else if (state
->shader
[WINED3D_SHADER_TYPE_VERTEX
]
11587 && state
->shader
[WINED3D_SHADER_TYPE_VERTEX
]->reg_maps
.shader_version
.major
>= 4)
11588 context
->shader_update_mask
|= 1u << WINED3D_SHADER_TYPE_VERTEX
;
11591 static void glsl_vertex_pipe_world(struct wined3d_context
*context
,
11592 const struct wined3d_state
*state
, DWORD state_id
)
11594 context
->constant_update_mask
|= WINED3D_SHADER_CONST_FFP_MODELVIEW
;
11597 static void glsl_vertex_pipe_vertexblend(struct wined3d_context
*context
,
11598 const struct wined3d_state
*state
, DWORD state_id
)
11600 context
->constant_update_mask
|= WINED3D_SHADER_CONST_FFP_VERTEXBLEND
;
11603 static void glsl_vertex_pipe_view(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
11605 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
11608 context
->constant_update_mask
|= WINED3D_SHADER_CONST_FFP_MODELVIEW
11609 | WINED3D_SHADER_CONST_FFP_LIGHTS
11610 | WINED3D_SHADER_CONST_FFP_VERTEXBLEND
;
11612 if (needs_legacy_glsl_syntax(gl_info
))
11614 for (k
= 0; k
< gl_info
->limits
.user_clip_distances
; ++k
)
11616 if (!isStateDirty(context
, STATE_CLIPPLANE(k
)))
11617 clipplane(context
, state
, STATE_CLIPPLANE(k
));
11622 context
->constant_update_mask
|= WINED3D_SHADER_CONST_VS_CLIP_PLANES
;
11626 static void glsl_vertex_pipe_projection(struct wined3d_context
*context
,
11627 const struct wined3d_state
*state
, DWORD state_id
)
11629 /* Table fog behavior depends on the projection matrix. */
11630 if (state
->render_states
[WINED3D_RS_FOGENABLE
]
11631 && state
->render_states
[WINED3D_RS_FOGTABLEMODE
] != WINED3D_FOG_NONE
)
11632 context
->shader_update_mask
|= 1u << WINED3D_SHADER_TYPE_VERTEX
;
11633 context
->constant_update_mask
|= WINED3D_SHADER_CONST_FFP_PROJ
;
11636 static void glsl_vertex_pipe_viewport(struct wined3d_context
*context
,
11637 const struct wined3d_state
*state
, DWORD state_id
)
11639 if (!isStateDirty(context
, STATE_TRANSFORM(WINED3D_TS_PROJECTION
)))
11640 glsl_vertex_pipe_projection(context
, state
, STATE_TRANSFORM(WINED3D_TS_PROJECTION
));
11641 if (!isStateDirty(context
, STATE_RENDER(WINED3D_RS_POINTSCALEENABLE
))
11642 && state
->render_states
[WINED3D_RS_POINTSCALEENABLE
])
11643 context
->constant_update_mask
|= WINED3D_SHADER_CONST_VS_POINTSIZE
;
11644 context
->constant_update_mask
|= WINED3D_SHADER_CONST_POS_FIXUP
;
11647 static void glsl_vertex_pipe_texmatrix(struct wined3d_context
*context
,
11648 const struct wined3d_state
*state
, DWORD state_id
)
11650 context
->constant_update_mask
|= WINED3D_SHADER_CONST_FFP_TEXMATRIX
;
11653 static void glsl_vertex_pipe_texmatrix_np2(struct wined3d_context
*context
,
11654 const struct wined3d_state
*state
, DWORD state_id
)
11656 DWORD sampler
= state_id
- STATE_SAMPLER(0);
11657 const struct wined3d_texture
*texture
= state
->textures
[sampler
];
11663 if (sampler
>= MAX_TEXTURES
)
11666 if ((np2
= !(texture
->flags
& WINED3D_TEXTURE_POW2_MAT_IDENT
))
11667 || context
->lastWasPow2Texture
& (1u << sampler
))
11670 context
->lastWasPow2Texture
|= 1u << sampler
;
11672 context
->lastWasPow2Texture
&= ~(1u << sampler
);
11674 context
->constant_update_mask
|= WINED3D_SHADER_CONST_FFP_TEXMATRIX
;
11678 static void glsl_vertex_pipe_material(struct wined3d_context
*context
,
11679 const struct wined3d_state
*state
, DWORD state_id
)
11681 context
->constant_update_mask
|= WINED3D_SHADER_CONST_FFP_MATERIAL
;
11684 static void glsl_vertex_pipe_light(struct wined3d_context
*context
,
11685 const struct wined3d_state
*state
, DWORD state_id
)
11687 context
->constant_update_mask
|= WINED3D_SHADER_CONST_FFP_LIGHTS
;
11690 static void glsl_vertex_pipe_pointsize(struct wined3d_context
*context
,
11691 const struct wined3d_state
*state
, DWORD state_id
)
11693 context
->constant_update_mask
|= WINED3D_SHADER_CONST_VS_POINTSIZE
;
11696 static void glsl_vertex_pipe_pointscale(struct wined3d_context
*context
,
11697 const struct wined3d_state
*state
, DWORD state_id
)
11699 if (!use_vs(state
))
11700 context
->constant_update_mask
|= WINED3D_SHADER_CONST_VS_POINTSIZE
;
11703 static void glsl_vertex_pointsprite_core(struct wined3d_context
*context
,
11704 const struct wined3d_state
*state
, DWORD state_id
)
11706 static unsigned int once
;
11708 if (state
->gl_primitive_type
== GL_POINTS
&& !state
->render_states
[WINED3D_RS_POINTSPRITEENABLE
] && !once
++)
11709 FIXME("Non-point sprite points not supported in core profile.\n");
11712 static void glsl_vertex_pipe_shademode(struct wined3d_context
*context
,
11713 const struct wined3d_state
*state
, DWORD state_id
)
11715 context
->shader_update_mask
|= 1u << WINED3D_SHADER_TYPE_VERTEX
;
11718 static void glsl_vertex_pipe_clip_plane(struct wined3d_context
*context
,
11719 const struct wined3d_state
*state
, DWORD state_id
)
11721 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
11722 UINT index
= state_id
- STATE_CLIPPLANE(0);
11724 if (index
>= gl_info
->limits
.user_clip_distances
)
11727 context
->constant_update_mask
|= WINED3D_SHADER_CONST_VS_CLIP_PLANES
;
11730 static const struct StateEntryTemplate glsl_vertex_pipe_vp_states
[] =
11732 {STATE_VDECL
, {STATE_VDECL
, glsl_vertex_pipe_vdecl
}, WINED3D_GL_EXT_NONE
},
11733 {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), glsl_vertex_pipe_vs
}, WINED3D_GL_EXT_NONE
},
11734 {STATE_SHADER(WINED3D_SHADER_TYPE_HULL
), {STATE_SHADER(WINED3D_SHADER_TYPE_HULL
), glsl_vertex_pipe_hs
}, WINED3D_GL_EXT_NONE
},
11735 {STATE_SHADER(WINED3D_SHADER_TYPE_GEOMETRY
), {STATE_SHADER(WINED3D_SHADER_TYPE_GEOMETRY
), glsl_vertex_pipe_geometry_shader
}, WINED3D_GL_EXT_NONE
},
11736 {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), glsl_vertex_pipe_pixel_shader
}, WINED3D_GL_EXT_NONE
},
11737 {STATE_MATERIAL
, {STATE_RENDER(WINED3D_RS_SPECULARENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
11738 {STATE_RENDER(WINED3D_RS_SPECULARENABLE
), {STATE_RENDER(WINED3D_RS_SPECULARENABLE
), glsl_vertex_pipe_material
}, WINED3D_GL_EXT_NONE
},
11740 {STATE_CLIPPLANE(0), {STATE_CLIPPLANE(0), glsl_vertex_pipe_clip_plane
}, WINED3D_GLSL_130
},
11741 {STATE_CLIPPLANE(0), {STATE_CLIPPLANE(0), clipplane
}, WINED3D_GL_EXT_NONE
},
11742 {STATE_CLIPPLANE(1), {STATE_CLIPPLANE(1), glsl_vertex_pipe_clip_plane
}, WINED3D_GLSL_130
},
11743 {STATE_CLIPPLANE(1), {STATE_CLIPPLANE(1), clipplane
}, WINED3D_GL_EXT_NONE
},
11744 {STATE_CLIPPLANE(2), {STATE_CLIPPLANE(2), glsl_vertex_pipe_clip_plane
}, WINED3D_GLSL_130
},
11745 {STATE_CLIPPLANE(2), {STATE_CLIPPLANE(2), clipplane
}, WINED3D_GL_EXT_NONE
},
11746 {STATE_CLIPPLANE(3), {STATE_CLIPPLANE(3), glsl_vertex_pipe_clip_plane
}, WINED3D_GLSL_130
},
11747 {STATE_CLIPPLANE(3), {STATE_CLIPPLANE(3), clipplane
}, WINED3D_GL_EXT_NONE
},
11748 {STATE_CLIPPLANE(4), {STATE_CLIPPLANE(4), glsl_vertex_pipe_clip_plane
}, WINED3D_GLSL_130
},
11749 {STATE_CLIPPLANE(4), {STATE_CLIPPLANE(4), clipplane
}, WINED3D_GL_EXT_NONE
},
11750 {STATE_CLIPPLANE(5), {STATE_CLIPPLANE(5), glsl_vertex_pipe_clip_plane
}, WINED3D_GLSL_130
},
11751 {STATE_CLIPPLANE(5), {STATE_CLIPPLANE(5), clipplane
}, WINED3D_GL_EXT_NONE
},
11752 {STATE_CLIPPLANE(6), {STATE_CLIPPLANE(6), glsl_vertex_pipe_clip_plane
}, WINED3D_GLSL_130
},
11753 {STATE_CLIPPLANE(6), {STATE_CLIPPLANE(6), clipplane
}, WINED3D_GL_EXT_NONE
},
11754 {STATE_CLIPPLANE(7), {STATE_CLIPPLANE(7), glsl_vertex_pipe_clip_plane
}, WINED3D_GLSL_130
},
11755 {STATE_CLIPPLANE(7), {STATE_CLIPPLANE(7), clipplane
}, WINED3D_GL_EXT_NONE
},
11757 {STATE_LIGHT_TYPE
, {STATE_RENDER(WINED3D_RS_FOGENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
11758 {STATE_ACTIVELIGHT(0), {STATE_ACTIVELIGHT(0), glsl_vertex_pipe_light
}, WINED3D_GL_EXT_NONE
},
11759 {STATE_ACTIVELIGHT(1), {STATE_ACTIVELIGHT(1), glsl_vertex_pipe_light
}, WINED3D_GL_EXT_NONE
},
11760 {STATE_ACTIVELIGHT(2), {STATE_ACTIVELIGHT(2), glsl_vertex_pipe_light
}, WINED3D_GL_EXT_NONE
},
11761 {STATE_ACTIVELIGHT(3), {STATE_ACTIVELIGHT(3), glsl_vertex_pipe_light
}, WINED3D_GL_EXT_NONE
},
11762 {STATE_ACTIVELIGHT(4), {STATE_ACTIVELIGHT(4), glsl_vertex_pipe_light
}, WINED3D_GL_EXT_NONE
},
11763 {STATE_ACTIVELIGHT(5), {STATE_ACTIVELIGHT(5), glsl_vertex_pipe_light
}, WINED3D_GL_EXT_NONE
},
11764 {STATE_ACTIVELIGHT(6), {STATE_ACTIVELIGHT(6), glsl_vertex_pipe_light
}, WINED3D_GL_EXT_NONE
},
11765 {STATE_ACTIVELIGHT(7), {STATE_ACTIVELIGHT(7), glsl_vertex_pipe_light
}, WINED3D_GL_EXT_NONE
},
11767 {STATE_VIEWPORT
, {STATE_VIEWPORT
, glsl_vertex_pipe_viewport
}, WINED3D_GL_EXT_NONE
},
11768 /* Transform states */
11769 {STATE_TRANSFORM(WINED3D_TS_VIEW
), {STATE_TRANSFORM(WINED3D_TS_VIEW
), glsl_vertex_pipe_view
}, WINED3D_GL_EXT_NONE
},
11770 {STATE_TRANSFORM(WINED3D_TS_PROJECTION
), {STATE_TRANSFORM(WINED3D_TS_PROJECTION
), glsl_vertex_pipe_projection
}, WINED3D_GL_EXT_NONE
},
11771 {STATE_TRANSFORM(WINED3D_TS_TEXTURE0
), {STATE_TEXTURESTAGE(0, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), NULL
}, WINED3D_GL_EXT_NONE
},
11772 {STATE_TRANSFORM(WINED3D_TS_TEXTURE1
), {STATE_TEXTURESTAGE(1, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), NULL
}, WINED3D_GL_EXT_NONE
},
11773 {STATE_TRANSFORM(WINED3D_TS_TEXTURE2
), {STATE_TEXTURESTAGE(2, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), NULL
}, WINED3D_GL_EXT_NONE
},
11774 {STATE_TRANSFORM(WINED3D_TS_TEXTURE3
), {STATE_TEXTURESTAGE(3, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), NULL
}, WINED3D_GL_EXT_NONE
},
11775 {STATE_TRANSFORM(WINED3D_TS_TEXTURE4
), {STATE_TEXTURESTAGE(4, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), NULL
}, WINED3D_GL_EXT_NONE
},
11776 {STATE_TRANSFORM(WINED3D_TS_TEXTURE5
), {STATE_TEXTURESTAGE(5, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), NULL
}, WINED3D_GL_EXT_NONE
},
11777 {STATE_TRANSFORM(WINED3D_TS_TEXTURE6
), {STATE_TEXTURESTAGE(6, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), NULL
}, WINED3D_GL_EXT_NONE
},
11778 {STATE_TRANSFORM(WINED3D_TS_TEXTURE7
), {STATE_TEXTURESTAGE(7, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), NULL
}, WINED3D_GL_EXT_NONE
},
11779 {STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(0)), {STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(0)), glsl_vertex_pipe_world
}, WINED3D_GL_EXT_NONE
},
11780 {STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(1)), {STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(1)), glsl_vertex_pipe_vertexblend
}, WINED3D_GL_EXT_NONE
},
11781 {STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(2)), {STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(2)), glsl_vertex_pipe_vertexblend
}, WINED3D_GL_EXT_NONE
},
11782 {STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(3)), {STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(3)), glsl_vertex_pipe_vertexblend
}, WINED3D_GL_EXT_NONE
},
11783 {STATE_TEXTURESTAGE(0, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), {STATE_TEXTURESTAGE(0, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), glsl_vertex_pipe_texmatrix
}, WINED3D_GL_EXT_NONE
},
11784 {STATE_TEXTURESTAGE(1, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), {STATE_TEXTURESTAGE(1, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), glsl_vertex_pipe_texmatrix
}, WINED3D_GL_EXT_NONE
},
11785 {STATE_TEXTURESTAGE(2, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), {STATE_TEXTURESTAGE(2, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), glsl_vertex_pipe_texmatrix
}, WINED3D_GL_EXT_NONE
},
11786 {STATE_TEXTURESTAGE(3, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), {STATE_TEXTURESTAGE(3, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), glsl_vertex_pipe_texmatrix
}, WINED3D_GL_EXT_NONE
},
11787 {STATE_TEXTURESTAGE(4, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), {STATE_TEXTURESTAGE(4, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), glsl_vertex_pipe_texmatrix
}, WINED3D_GL_EXT_NONE
},
11788 {STATE_TEXTURESTAGE(5, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), {STATE_TEXTURESTAGE(5, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), glsl_vertex_pipe_texmatrix
}, WINED3D_GL_EXT_NONE
},
11789 {STATE_TEXTURESTAGE(6, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), {STATE_TEXTURESTAGE(6, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), glsl_vertex_pipe_texmatrix
}, WINED3D_GL_EXT_NONE
},
11790 {STATE_TEXTURESTAGE(7, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), {STATE_TEXTURESTAGE(7, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), glsl_vertex_pipe_texmatrix
}, WINED3D_GL_EXT_NONE
},
11791 {STATE_TEXTURESTAGE(0, WINED3D_TSS_TEXCOORD_INDEX
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
11792 {STATE_TEXTURESTAGE(1, WINED3D_TSS_TEXCOORD_INDEX
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
11793 {STATE_TEXTURESTAGE(2, WINED3D_TSS_TEXCOORD_INDEX
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
11794 {STATE_TEXTURESTAGE(3, WINED3D_TSS_TEXCOORD_INDEX
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
11795 {STATE_TEXTURESTAGE(4, WINED3D_TSS_TEXCOORD_INDEX
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
11796 {STATE_TEXTURESTAGE(5, WINED3D_TSS_TEXCOORD_INDEX
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
11797 {STATE_TEXTURESTAGE(6, WINED3D_TSS_TEXCOORD_INDEX
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
11798 {STATE_TEXTURESTAGE(7, WINED3D_TSS_TEXCOORD_INDEX
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
11800 {STATE_RENDER(WINED3D_RS_FOGENABLE
), {STATE_RENDER(WINED3D_RS_FOGENABLE
), glsl_vertex_pipe_shader
}, WINED3D_GL_EXT_NONE
},
11801 {STATE_RENDER(WINED3D_RS_FOGTABLEMODE
), {STATE_RENDER(WINED3D_RS_FOGENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
11802 {STATE_RENDER(WINED3D_RS_FOGVERTEXMODE
), {STATE_RENDER(WINED3D_RS_FOGENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
11803 {STATE_RENDER(WINED3D_RS_RANGEFOGENABLE
), {STATE_RENDER(WINED3D_RS_FOGENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
11804 {STATE_RENDER(WINED3D_RS_CLIPPING
), {STATE_RENDER(WINED3D_RS_CLIPPING
), state_clipping
}, WINED3D_GL_EXT_NONE
},
11805 {STATE_RENDER(WINED3D_RS_CLIPPLANEENABLE
), {STATE_RENDER(WINED3D_RS_CLIPPING
), NULL
}, WINED3D_GL_EXT_NONE
},
11806 {STATE_RENDER(WINED3D_RS_LIGHTING
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
11807 {STATE_RENDER(WINED3D_RS_AMBIENT
), {STATE_RENDER(WINED3D_RS_AMBIENT
), glsl_vertex_pipe_light
}, WINED3D_GL_EXT_NONE
},
11808 {STATE_RENDER(WINED3D_RS_COLORVERTEX
), {STATE_RENDER(WINED3D_RS_COLORVERTEX
), glsl_vertex_pipe_shader
}, WINED3D_GL_EXT_NONE
},
11809 {STATE_RENDER(WINED3D_RS_LOCALVIEWER
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
11810 {STATE_RENDER(WINED3D_RS_NORMALIZENORMALS
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
11811 {STATE_RENDER(WINED3D_RS_DIFFUSEMATERIALSOURCE
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
11812 {STATE_RENDER(WINED3D_RS_SPECULARMATERIALSOURCE
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
11813 {STATE_RENDER(WINED3D_RS_AMBIENTMATERIALSOURCE
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
11814 {STATE_RENDER(WINED3D_RS_EMISSIVEMATERIALSOURCE
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
11815 {STATE_RENDER(WINED3D_RS_VERTEXBLEND
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
11816 {STATE_RENDER(WINED3D_RS_POINTSIZE
), {STATE_RENDER(WINED3D_RS_POINTSIZE_MIN
), NULL
}, WINED3D_GL_EXT_NONE
},
11817 {STATE_RENDER(WINED3D_RS_POINTSIZE_MIN
), {STATE_RENDER(WINED3D_RS_POINTSIZE_MIN
), glsl_vertex_pipe_pointsize
}, WINED3D_GL_EXT_NONE
},
11818 {STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE
), {STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE
), state_pointsprite
}, ARB_POINT_SPRITE
},
11819 {STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE
), {STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE
), state_pointsprite_w
}, WINED3D_GL_LEGACY_CONTEXT
},
11820 {STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE
), {STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE
), glsl_vertex_pointsprite_core
}, WINED3D_GL_EXT_NONE
},
11821 {STATE_RENDER(WINED3D_RS_POINTSCALEENABLE
), {STATE_RENDER(WINED3D_RS_POINTSCALEENABLE
), glsl_vertex_pipe_pointscale
}, WINED3D_GL_EXT_NONE
},
11822 {STATE_RENDER(WINED3D_RS_POINTSCALE_A
), {STATE_RENDER(WINED3D_RS_POINTSCALEENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
11823 {STATE_RENDER(WINED3D_RS_POINTSCALE_B
), {STATE_RENDER(WINED3D_RS_POINTSCALEENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
11824 {STATE_RENDER(WINED3D_RS_POINTSCALE_C
), {STATE_RENDER(WINED3D_RS_POINTSCALEENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
11825 {STATE_RENDER(WINED3D_RS_POINTSIZE_MAX
), {STATE_RENDER(WINED3D_RS_POINTSIZE_MIN
), NULL
}, WINED3D_GL_EXT_NONE
},
11826 {STATE_RENDER(WINED3D_RS_TWEENFACTOR
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
11827 {STATE_RENDER(WINED3D_RS_INDEXEDVERTEXBLENDENABLE
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
11828 /* NP2 texture matrix fixups. They are not needed if
11829 * GL_ARB_texture_non_power_of_two is supported. Otherwise, register
11830 * glsl_vertex_pipe_texmatrix(), which takes care of updating the texture
11832 {STATE_SAMPLER(0), {0, NULL
}, ARB_TEXTURE_NON_POWER_OF_TWO
},
11833 {STATE_SAMPLER(0), {0, NULL
}, WINED3D_GL_NORMALIZED_TEXRECT
},
11834 {STATE_SAMPLER(0), {STATE_SAMPLER(0), glsl_vertex_pipe_texmatrix_np2
}, WINED3D_GL_EXT_NONE
},
11835 {STATE_SAMPLER(1), {0, NULL
}, ARB_TEXTURE_NON_POWER_OF_TWO
},
11836 {STATE_SAMPLER(1), {0, NULL
}, WINED3D_GL_NORMALIZED_TEXRECT
},
11837 {STATE_SAMPLER(1), {STATE_SAMPLER(1), glsl_vertex_pipe_texmatrix_np2
}, WINED3D_GL_EXT_NONE
},
11838 {STATE_SAMPLER(2), {0, NULL
}, ARB_TEXTURE_NON_POWER_OF_TWO
},
11839 {STATE_SAMPLER(2), {0, NULL
}, WINED3D_GL_NORMALIZED_TEXRECT
},
11840 {STATE_SAMPLER(2), {STATE_SAMPLER(2), glsl_vertex_pipe_texmatrix_np2
}, WINED3D_GL_EXT_NONE
},
11841 {STATE_SAMPLER(3), {0, NULL
}, ARB_TEXTURE_NON_POWER_OF_TWO
},
11842 {STATE_SAMPLER(3), {0, NULL
}, WINED3D_GL_NORMALIZED_TEXRECT
},
11843 {STATE_SAMPLER(3), {STATE_SAMPLER(3), glsl_vertex_pipe_texmatrix_np2
}, WINED3D_GL_EXT_NONE
},
11844 {STATE_SAMPLER(4), {0, NULL
}, ARB_TEXTURE_NON_POWER_OF_TWO
},
11845 {STATE_SAMPLER(4), {0, NULL
}, WINED3D_GL_NORMALIZED_TEXRECT
},
11846 {STATE_SAMPLER(4), {STATE_SAMPLER(4), glsl_vertex_pipe_texmatrix_np2
}, WINED3D_GL_EXT_NONE
},
11847 {STATE_SAMPLER(5), {0, NULL
}, ARB_TEXTURE_NON_POWER_OF_TWO
},
11848 {STATE_SAMPLER(5), {0, NULL
}, WINED3D_GL_NORMALIZED_TEXRECT
},
11849 {STATE_SAMPLER(5), {STATE_SAMPLER(5), glsl_vertex_pipe_texmatrix_np2
}, WINED3D_GL_EXT_NONE
},
11850 {STATE_SAMPLER(6), {0, NULL
}, ARB_TEXTURE_NON_POWER_OF_TWO
},
11851 {STATE_SAMPLER(6), {0, NULL
}, WINED3D_GL_NORMALIZED_TEXRECT
},
11852 {STATE_SAMPLER(6), {STATE_SAMPLER(6), glsl_vertex_pipe_texmatrix_np2
}, WINED3D_GL_EXT_NONE
},
11853 {STATE_SAMPLER(7), {0, NULL
}, ARB_TEXTURE_NON_POWER_OF_TWO
},
11854 {STATE_SAMPLER(7), {0, NULL
}, WINED3D_GL_NORMALIZED_TEXRECT
},
11855 {STATE_SAMPLER(7), {STATE_SAMPLER(7), glsl_vertex_pipe_texmatrix_np2
}, WINED3D_GL_EXT_NONE
},
11856 {STATE_POINT_ENABLE
, {STATE_POINT_ENABLE
, glsl_vertex_pipe_shader
}, WINED3D_GL_EXT_NONE
},
11857 {STATE_RENDER(WINED3D_RS_SHADEMODE
), {STATE_RENDER(WINED3D_RS_SHADEMODE
), glsl_vertex_pipe_shademode
}, WINED3D_GLSL_130
},
11858 {STATE_RENDER(WINED3D_RS_SHADEMODE
), {STATE_RENDER(WINED3D_RS_SHADEMODE
), glsl_vertex_pipe_nop
}, WINED3D_GL_EXT_NONE
},
11859 {0 /* Terminate */, {0, NULL
}, WINED3D_GL_EXT_NONE
},
11863 * - Implement vertex tweening. */
11864 const struct wined3d_vertex_pipe_ops glsl_vertex_pipe
=
11866 glsl_vertex_pipe_vp_enable
,
11867 glsl_vertex_pipe_vp_get_caps
,
11868 glsl_vertex_pipe_vp_get_emul_mask
,
11869 glsl_vertex_pipe_vp_alloc
,
11870 glsl_vertex_pipe_vp_free
,
11871 glsl_vertex_pipe_vp_states
,
11874 static void glsl_fragment_pipe_enable(const struct wined3d_gl_info
*gl_info
, BOOL enable
)
11876 /* Nothing to do. */
11879 static void glsl_fragment_pipe_get_caps(const struct wined3d_gl_info
*gl_info
, struct fragment_caps
*caps
)
11881 caps
->wined3d_caps
= WINED3D_FRAGMENT_CAP_PROJ_CONTROL
11882 | WINED3D_FRAGMENT_CAP_SRGB_WRITE
11883 | WINED3D_FRAGMENT_CAP_COLOR_KEY
;
11884 caps
->PrimitiveMiscCaps
= WINED3DPMISCCAPS_TSSARGTEMP
11885 | WINED3DPMISCCAPS_PERSTAGECONSTANT
;
11886 caps
->TextureOpCaps
= WINED3DTEXOPCAPS_DISABLE
11887 | WINED3DTEXOPCAPS_SELECTARG1
11888 | WINED3DTEXOPCAPS_SELECTARG2
11889 | WINED3DTEXOPCAPS_MODULATE4X
11890 | WINED3DTEXOPCAPS_MODULATE2X
11891 | WINED3DTEXOPCAPS_MODULATE
11892 | WINED3DTEXOPCAPS_ADDSIGNED2X
11893 | WINED3DTEXOPCAPS_ADDSIGNED
11894 | WINED3DTEXOPCAPS_ADD
11895 | WINED3DTEXOPCAPS_SUBTRACT
11896 | WINED3DTEXOPCAPS_ADDSMOOTH
11897 | WINED3DTEXOPCAPS_BLENDCURRENTALPHA
11898 | WINED3DTEXOPCAPS_BLENDFACTORALPHA
11899 | WINED3DTEXOPCAPS_BLENDTEXTUREALPHA
11900 | WINED3DTEXOPCAPS_BLENDDIFFUSEALPHA
11901 | WINED3DTEXOPCAPS_BLENDTEXTUREALPHAPM
11902 | WINED3DTEXOPCAPS_MODULATEALPHA_ADDCOLOR
11903 | WINED3DTEXOPCAPS_MODULATECOLOR_ADDALPHA
11904 | WINED3DTEXOPCAPS_MODULATEINVCOLOR_ADDALPHA
11905 | WINED3DTEXOPCAPS_MODULATEINVALPHA_ADDCOLOR
11906 | WINED3DTEXOPCAPS_DOTPRODUCT3
11907 | WINED3DTEXOPCAPS_MULTIPLYADD
11908 | WINED3DTEXOPCAPS_LERP
11909 | WINED3DTEXOPCAPS_BUMPENVMAP
11910 | WINED3DTEXOPCAPS_BUMPENVMAPLUMINANCE
;
11911 caps
->MaxTextureBlendStages
= MAX_TEXTURES
;
11912 caps
->MaxSimultaneousTextures
= min(gl_info
->limits
.samplers
[WINED3D_SHADER_TYPE_PIXEL
], MAX_TEXTURES
);
11915 static DWORD
glsl_fragment_pipe_get_emul_mask(const struct wined3d_gl_info
*gl_info
)
11917 if (gl_info
->supported
[WINED3D_GL_LEGACY_CONTEXT
])
11918 return GL_EXT_EMUL_ARB_MULTITEXTURE
;
11922 static void *glsl_fragment_pipe_alloc(const struct wined3d_shader_backend_ops
*shader_backend
, void *shader_priv
)
11924 struct shader_glsl_priv
*priv
;
11926 if (shader_backend
== &glsl_shader_backend
)
11928 priv
= shader_priv
;
11929 wine_rb_init(&priv
->ffp_fragment_shaders
, wined3d_ffp_frag_program_key_compare
);
11933 FIXME("GLSL fragment pipe without GLSL shader backend not implemented.\n");
11938 static void shader_glsl_free_ffp_fragment_shader(struct wine_rb_entry
*entry
, void *context
)
11940 struct glsl_ffp_fragment_shader
*shader
= WINE_RB_ENTRY_VALUE(entry
,
11941 struct glsl_ffp_fragment_shader
, entry
.entry
);
11942 struct glsl_shader_prog_link
*program
, *program2
;
11943 struct glsl_ffp_destroy_ctx
*ctx
= context
;
11945 LIST_FOR_EACH_ENTRY_SAFE(program
, program2
, &shader
->linked_programs
,
11946 struct glsl_shader_prog_link
, ps
.shader_entry
)
11948 delete_glsl_program_entry(ctx
->priv
, ctx
->gl_info
, program
);
11950 ctx
->gl_info
->gl_ops
.ext
.p_glDeleteShader(shader
->id
);
11954 /* Context activation is done by the caller. */
11955 static void glsl_fragment_pipe_free(struct wined3d_device
*device
)
11957 struct shader_glsl_priv
*priv
= device
->fragment_priv
;
11958 struct glsl_ffp_destroy_ctx ctx
;
11961 ctx
.gl_info
= &device
->adapter
->gl_info
;
11962 wine_rb_destroy(&priv
->ffp_fragment_shaders
, shader_glsl_free_ffp_fragment_shader
, &ctx
);
11965 static void glsl_fragment_pipe_shader(struct wined3d_context
*context
,
11966 const struct wined3d_state
*state
, DWORD state_id
)
11968 context
->last_was_pshader
= use_ps(state
);
11970 context
->shader_update_mask
|= 1u << WINED3D_SHADER_TYPE_PIXEL
;
11973 static void glsl_fragment_pipe_fogparams(struct wined3d_context
*context
,
11974 const struct wined3d_state
*state
, DWORD state_id
)
11976 context
->constant_update_mask
|= WINED3D_SHADER_CONST_PS_FOG
;
11979 static void glsl_fragment_pipe_fog(struct wined3d_context
*context
,
11980 const struct wined3d_state
*state
, DWORD state_id
)
11982 BOOL use_vshader
= use_vs(state
);
11983 enum fogsource new_source
;
11984 DWORD fogstart
= state
->render_states
[WINED3D_RS_FOGSTART
];
11985 DWORD fogend
= state
->render_states
[WINED3D_RS_FOGEND
];
11987 context
->shader_update_mask
|= 1u << WINED3D_SHADER_TYPE_PIXEL
;
11989 if (!state
->render_states
[WINED3D_RS_FOGENABLE
])
11992 if (state
->render_states
[WINED3D_RS_FOGTABLEMODE
] == WINED3D_FOG_NONE
)
11995 new_source
= FOGSOURCE_VS
;
11996 else if (state
->render_states
[WINED3D_RS_FOGVERTEXMODE
] == WINED3D_FOG_NONE
|| context
->stream_info
.position_transformed
)
11997 new_source
= FOGSOURCE_COORD
;
11999 new_source
= FOGSOURCE_FFP
;
12003 new_source
= FOGSOURCE_FFP
;
12006 if (new_source
!= context
->fog_source
|| fogstart
== fogend
)
12008 context
->fog_source
= new_source
;
12009 context
->constant_update_mask
|= WINED3D_SHADER_CONST_PS_FOG
;
12013 static void glsl_fragment_pipe_vdecl(struct wined3d_context
*context
,
12014 const struct wined3d_state
*state
, DWORD state_id
)
12016 /* Because of settings->texcoords_initialized and args->texcoords_initialized. */
12017 if (context
->gl_info
->limits
.glsl_varyings
< wined3d_max_compat_varyings(context
->gl_info
))
12018 context
->shader_update_mask
|= 1u << WINED3D_SHADER_TYPE_PIXEL
;
12020 if (!isStateDirty(context
, STATE_RENDER(WINED3D_RS_FOGENABLE
)))
12021 glsl_fragment_pipe_fog(context
, state
, state_id
);
12024 static void glsl_fragment_pipe_vs(struct wined3d_context
*context
,
12025 const struct wined3d_state
*state
, DWORD state_id
)
12027 /* Because of settings->texcoords_initialized and args->texcoords_initialized. */
12028 if (context
->gl_info
->limits
.glsl_varyings
< wined3d_max_compat_varyings(context
->gl_info
))
12029 context
->shader_update_mask
|= 1u << WINED3D_SHADER_TYPE_PIXEL
;
12032 static void glsl_fragment_pipe_tex_transform(struct wined3d_context
*context
,
12033 const struct wined3d_state
*state
, DWORD state_id
)
12035 context
->shader_update_mask
|= 1u << WINED3D_SHADER_TYPE_PIXEL
;
12038 static void glsl_fragment_pipe_invalidate_constants(struct wined3d_context
*context
,
12039 const struct wined3d_state
*state
, DWORD state_id
)
12041 context
->constant_update_mask
|= WINED3D_SHADER_CONST_FFP_PS
;
12044 static void glsl_fragment_pipe_alpha_test_func(struct wined3d_context
*context
,
12045 const struct wined3d_state
*state
, DWORD state_id
)
12047 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
12048 GLint func
= wined3d_gl_compare_func(state
->render_states
[WINED3D_RS_ALPHAFUNC
]);
12049 float ref
= state
->render_states
[WINED3D_RS_ALPHAREF
] / 255.0f
;
12053 gl_info
->gl_ops
.gl
.p_glAlphaFunc(func
, ref
);
12054 checkGLcall("glAlphaFunc");
12058 static void glsl_fragment_pipe_core_alpha_test(struct wined3d_context
*context
,
12059 const struct wined3d_state
*state
, DWORD state_id
)
12061 context
->shader_update_mask
|= 1u << WINED3D_SHADER_TYPE_PIXEL
;
12064 static void glsl_fragment_pipe_alpha_test(struct wined3d_context
*context
,
12065 const struct wined3d_state
*state
, DWORD state_id
)
12067 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
12069 if (state
->render_states
[WINED3D_RS_ALPHATESTENABLE
])
12071 gl_info
->gl_ops
.gl
.p_glEnable(GL_ALPHA_TEST
);
12072 checkGLcall("glEnable(GL_ALPHA_TEST)");
12076 gl_info
->gl_ops
.gl
.p_glDisable(GL_ALPHA_TEST
);
12077 checkGLcall("glDisable(GL_ALPHA_TEST)");
12081 static void glsl_fragment_pipe_core_alpha_test_ref(struct wined3d_context
*context
,
12082 const struct wined3d_state
*state
, DWORD state_id
)
12084 context
->constant_update_mask
|= WINED3D_SHADER_CONST_PS_ALPHA_TEST
;
12087 static void glsl_fragment_pipe_color_key(struct wined3d_context
*context
,
12088 const struct wined3d_state
*state
, DWORD state_id
)
12090 context
->constant_update_mask
|= WINED3D_SHADER_CONST_FFP_COLOR_KEY
;
12093 static void glsl_fragment_pipe_shademode(struct wined3d_context
*context
,
12094 const struct wined3d_state
*state
, DWORD state_id
)
12096 context
->shader_update_mask
|= 1u << WINED3D_SHADER_TYPE_PIXEL
;
12099 static const struct StateEntryTemplate glsl_fragment_pipe_state_template
[] =
12101 {STATE_VDECL
, {STATE_VDECL
, glsl_fragment_pipe_vdecl
}, WINED3D_GL_EXT_NONE
},
12102 {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), glsl_fragment_pipe_vs
}, WINED3D_GL_EXT_NONE
},
12103 {STATE_RENDER(WINED3D_RS_TEXTUREFACTOR
), {STATE_RENDER(WINED3D_RS_TEXTUREFACTOR
), glsl_fragment_pipe_invalidate_constants
}, WINED3D_GL_EXT_NONE
},
12104 {STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12105 {STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12106 {STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12107 {STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12108 {STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12109 {STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12110 {STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12111 {STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12112 {STATE_TEXTURESTAGE(0, WINED3D_TSS_RESULT_ARG
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12113 {STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12114 {STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12115 {STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12116 {STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12117 {STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12118 {STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12119 {STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12120 {STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12121 {STATE_TEXTURESTAGE(1, WINED3D_TSS_RESULT_ARG
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12122 {STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12123 {STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12124 {STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12125 {STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12126 {STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12127 {STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12128 {STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12129 {STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12130 {STATE_TEXTURESTAGE(2, WINED3D_TSS_RESULT_ARG
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12131 {STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12132 {STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12133 {STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12134 {STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12135 {STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12136 {STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12137 {STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12138 {STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12139 {STATE_TEXTURESTAGE(3, WINED3D_TSS_RESULT_ARG
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12140 {STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12141 {STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12142 {STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12143 {STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12144 {STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12145 {STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12146 {STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12147 {STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12148 {STATE_TEXTURESTAGE(4, WINED3D_TSS_RESULT_ARG
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12149 {STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12150 {STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12151 {STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12152 {STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12153 {STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12154 {STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12155 {STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12156 {STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12157 {STATE_TEXTURESTAGE(5, WINED3D_TSS_RESULT_ARG
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12158 {STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12159 {STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12160 {STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12161 {STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12162 {STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12163 {STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12164 {STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12165 {STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12166 {STATE_TEXTURESTAGE(6, WINED3D_TSS_RESULT_ARG
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12167 {STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12168 {STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12169 {STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12170 {STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12171 {STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12172 {STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12173 {STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12174 {STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12175 {STATE_TEXTURESTAGE(7, WINED3D_TSS_RESULT_ARG
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12176 {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), glsl_fragment_pipe_shader
}, WINED3D_GL_EXT_NONE
},
12177 {STATE_RENDER(WINED3D_RS_ALPHAFUNC
), {STATE_RENDER(WINED3D_RS_ALPHAFUNC
), glsl_fragment_pipe_alpha_test_func
}, WINED3D_GL_LEGACY_CONTEXT
},
12178 {STATE_RENDER(WINED3D_RS_ALPHAFUNC
), {STATE_RENDER(WINED3D_RS_ALPHATESTENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
12179 {STATE_RENDER(WINED3D_RS_ALPHAREF
), {STATE_RENDER(WINED3D_RS_ALPHAFUNC
), NULL
}, WINED3D_GL_LEGACY_CONTEXT
},
12180 {STATE_RENDER(WINED3D_RS_ALPHAREF
), {STATE_RENDER(WINED3D_RS_ALPHAREF
), glsl_fragment_pipe_core_alpha_test_ref
}, WINED3D_GL_EXT_NONE
},
12181 {STATE_RENDER(WINED3D_RS_ALPHATESTENABLE
), {STATE_RENDER(WINED3D_RS_ALPHATESTENABLE
), glsl_fragment_pipe_alpha_test
}, WINED3D_GL_LEGACY_CONTEXT
},
12182 {STATE_RENDER(WINED3D_RS_ALPHATESTENABLE
), {STATE_RENDER(WINED3D_RS_ALPHATESTENABLE
), glsl_fragment_pipe_core_alpha_test
}, WINED3D_GL_EXT_NONE
},
12183 {STATE_RENDER(WINED3D_RS_COLORKEYENABLE
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12184 {STATE_COLOR_KEY
, { STATE_COLOR_KEY
, glsl_fragment_pipe_color_key
}, WINED3D_GL_EXT_NONE
},
12185 {STATE_RENDER(WINED3D_RS_FOGENABLE
), {STATE_RENDER(WINED3D_RS_FOGENABLE
), glsl_fragment_pipe_fog
}, WINED3D_GL_EXT_NONE
},
12186 {STATE_RENDER(WINED3D_RS_FOGTABLEMODE
), {STATE_RENDER(WINED3D_RS_FOGENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
12187 {STATE_RENDER(WINED3D_RS_FOGVERTEXMODE
), {STATE_RENDER(WINED3D_RS_FOGENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
12188 {STATE_RENDER(WINED3D_RS_FOGSTART
), {STATE_RENDER(WINED3D_RS_FOGSTART
), glsl_fragment_pipe_fogparams
}, WINED3D_GL_EXT_NONE
},
12189 {STATE_RENDER(WINED3D_RS_FOGEND
), {STATE_RENDER(WINED3D_RS_FOGSTART
), NULL
}, WINED3D_GL_EXT_NONE
},
12190 {STATE_RENDER(WINED3D_RS_SRGBWRITEENABLE
), {STATE_RENDER(WINED3D_RS_SRGBWRITEENABLE
), state_srgbwrite
}, ARB_FRAMEBUFFER_SRGB
},
12191 {STATE_RENDER(WINED3D_RS_SRGBWRITEENABLE
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12192 {STATE_RENDER(WINED3D_RS_FOGCOLOR
), {STATE_RENDER(WINED3D_RS_FOGCOLOR
), glsl_fragment_pipe_fogparams
}, WINED3D_GL_EXT_NONE
},
12193 {STATE_RENDER(WINED3D_RS_FOGDENSITY
), {STATE_RENDER(WINED3D_RS_FOGDENSITY
), glsl_fragment_pipe_fogparams
}, WINED3D_GL_EXT_NONE
},
12194 {STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE
), {STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE
), glsl_fragment_pipe_shader
}, ARB_POINT_SPRITE
},
12195 {STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE
), {STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE
), glsl_fragment_pipe_shader
}, WINED3D_GL_VERSION_2_0
},
12196 {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
},
12197 {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
},
12198 {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
},
12199 {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
},
12200 {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
},
12201 {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
},
12202 {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
},
12203 {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
},
12204 {STATE_TEXTURESTAGE(0, WINED3D_TSS_CONSTANT
), {STATE_TEXTURESTAGE(0, WINED3D_TSS_CONSTANT
), glsl_fragment_pipe_invalidate_constants
}, WINED3D_GL_EXT_NONE
},
12205 {STATE_TEXTURESTAGE(1, WINED3D_TSS_CONSTANT
), {STATE_TEXTURESTAGE(1, WINED3D_TSS_CONSTANT
), glsl_fragment_pipe_invalidate_constants
}, WINED3D_GL_EXT_NONE
},
12206 {STATE_TEXTURESTAGE(2, WINED3D_TSS_CONSTANT
), {STATE_TEXTURESTAGE(2, WINED3D_TSS_CONSTANT
), glsl_fragment_pipe_invalidate_constants
}, WINED3D_GL_EXT_NONE
},
12207 {STATE_TEXTURESTAGE(3, WINED3D_TSS_CONSTANT
), {STATE_TEXTURESTAGE(3, WINED3D_TSS_CONSTANT
), glsl_fragment_pipe_invalidate_constants
}, WINED3D_GL_EXT_NONE
},
12208 {STATE_TEXTURESTAGE(4, WINED3D_TSS_CONSTANT
), {STATE_TEXTURESTAGE(4, WINED3D_TSS_CONSTANT
), glsl_fragment_pipe_invalidate_constants
}, WINED3D_GL_EXT_NONE
},
12209 {STATE_TEXTURESTAGE(5, WINED3D_TSS_CONSTANT
), {STATE_TEXTURESTAGE(5, WINED3D_TSS_CONSTANT
), glsl_fragment_pipe_invalidate_constants
}, WINED3D_GL_EXT_NONE
},
12210 {STATE_TEXTURESTAGE(6, WINED3D_TSS_CONSTANT
), {STATE_TEXTURESTAGE(6, WINED3D_TSS_CONSTANT
), glsl_fragment_pipe_invalidate_constants
}, WINED3D_GL_EXT_NONE
},
12211 {STATE_TEXTURESTAGE(7, WINED3D_TSS_CONSTANT
), {STATE_TEXTURESTAGE(7, WINED3D_TSS_CONSTANT
), glsl_fragment_pipe_invalidate_constants
}, WINED3D_GL_EXT_NONE
},
12212 {STATE_RENDER(WINED3D_RS_SPECULARENABLE
), {STATE_RENDER(WINED3D_RS_SPECULARENABLE
), glsl_fragment_pipe_invalidate_constants
}, WINED3D_GL_EXT_NONE
},
12213 {STATE_POINT_ENABLE
, {STATE_POINT_ENABLE
, glsl_fragment_pipe_shader
}, WINED3D_GL_EXT_NONE
},
12214 {STATE_RENDER(WINED3D_RS_SHADEMODE
), {STATE_RENDER(WINED3D_RS_SHADEMODE
), glsl_fragment_pipe_shademode
}, WINED3D_GLSL_130
},
12215 {STATE_RENDER(WINED3D_RS_SHADEMODE
), {STATE_RENDER(WINED3D_RS_SHADEMODE
), state_shademode
}, WINED3D_GL_EXT_NONE
},
12216 {0 /* Terminate */, {0, 0 }, WINED3D_GL_EXT_NONE
},
12219 static BOOL
glsl_fragment_pipe_alloc_context_data(struct wined3d_context
*context
)
12224 static void glsl_fragment_pipe_free_context_data(struct wined3d_context
*context
)
12228 const struct fragment_pipeline glsl_fragment_pipe
=
12230 glsl_fragment_pipe_enable
,
12231 glsl_fragment_pipe_get_caps
,
12232 glsl_fragment_pipe_get_emul_mask
,
12233 glsl_fragment_pipe_alloc
,
12234 glsl_fragment_pipe_free
,
12235 glsl_fragment_pipe_alloc_context_data
,
12236 glsl_fragment_pipe_free_context_data
,
12237 shader_glsl_color_fixup_supported
,
12238 glsl_fragment_pipe_state_template
,
12241 struct glsl_blitter_args
12243 GLenum texture_type
;
12244 struct color_fixup_desc fixup
;
12245 unsigned short padding
;
12248 struct glsl_blitter_program
12250 struct wine_rb_entry entry
;
12251 struct glsl_blitter_args args
;
12255 struct wined3d_glsl_blitter
12257 struct wined3d_blitter blitter
;
12258 struct wined3d_string_buffer_list string_buffers
;
12259 struct wine_rb_tree programs
;
12262 static int glsl_blitter_args_compare(const void *key
, const struct wine_rb_entry
*entry
)
12264 const struct glsl_blitter_args
*a
= key
;
12265 const struct glsl_blitter_args
*b
= &WINE_RB_ENTRY_VALUE(entry
, const struct glsl_blitter_program
, entry
)->args
;
12267 return memcmp(a
, b
, sizeof(*a
));
12270 /* Context activation is done by the caller. */
12271 static void glsl_free_blitter_program(struct wine_rb_entry
*entry
, void *ctx
)
12273 struct glsl_blitter_program
*program
= WINE_RB_ENTRY_VALUE(entry
, struct glsl_blitter_program
, entry
);
12274 struct wined3d_context
*context
= ctx
;
12275 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
12277 GL_EXTCALL(glDeleteProgram(program
->id
));
12278 checkGLcall("glDeleteProgram()");
12279 heap_free(program
);
12282 /* Context activation is done by the caller. */
12283 static void glsl_blitter_destroy(struct wined3d_blitter
*blitter
, struct wined3d_context
*context
)
12285 struct wined3d_glsl_blitter
*glsl_blitter
;
12286 struct wined3d_blitter
*next
;
12288 if ((next
= blitter
->next
))
12289 next
->ops
->blitter_destroy(next
, context
);
12291 glsl_blitter
= CONTAINING_RECORD(blitter
, struct wined3d_glsl_blitter
, blitter
);
12293 wine_rb_destroy(&glsl_blitter
->programs
, glsl_free_blitter_program
, context
);
12294 string_buffer_list_cleanup(&glsl_blitter
->string_buffers
);
12296 heap_free(glsl_blitter
);
12299 static GLuint
glsl_blitter_generate_program(struct wined3d_glsl_blitter
*blitter
,
12300 const struct wined3d_gl_info
*gl_info
, struct glsl_blitter_args
*args
)
12302 static const struct
12304 GLenum texture_target
;
12305 const char texture_type
[7];
12306 const char texcoord_swizzle
[4];
12310 {GL_TEXTURE_2D
, "2D", "xy"},
12311 {GL_TEXTURE_CUBE_MAP
, "Cube", "xyz"},
12312 {GL_TEXTURE_RECTANGLE_ARB
, "2DRect", "xy"},
12314 static const char vshader_main
[] =
12318 " gl_Position = vec4(pos, 0.0, 1.0);\n"
12319 " out_texcoord = texcoord;\n"
12321 static const char fshader_header
[] =
12325 struct wined3d_string_buffer
*buffer
, *string
;
12326 GLuint program
, vshader_id
, fshader_id
;
12327 const char *tex_type
, *swizzle
, *ptr
;
12330 for (i
= 0; i
< ARRAY_SIZE(texture_data
); ++i
)
12332 if (args
->texture_type
== texture_data
[i
].texture_target
)
12334 tex_type
= texture_data
[i
].texture_type
;
12335 swizzle
= texture_data
[i
].texcoord_swizzle
;
12339 if (i
== ARRAY_SIZE(texture_data
))
12341 FIXME("Unsupported texture type %#x.\n", args
->texture_type
);
12345 program
= GL_EXTCALL(glCreateProgram());
12347 vshader_id
= GL_EXTCALL(glCreateShader(GL_VERTEX_SHADER
));
12349 buffer
= string_buffer_get(&blitter
->string_buffers
);
12350 shader_glsl_add_version_declaration(buffer
, gl_info
);
12351 shader_addline(buffer
, "%s vec2 pos;\n", get_attribute_keyword(gl_info
));
12352 shader_addline(buffer
, "%s vec3 texcoord;\n", get_attribute_keyword(gl_info
));
12353 declare_out_varying(gl_info
, buffer
, FALSE
, "vec3 out_texcoord;\n");
12354 shader_addline(buffer
, vshader_main
);
12356 ptr
= buffer
->buffer
;
12357 GL_EXTCALL(glShaderSource(vshader_id
, 1, &ptr
, NULL
));
12358 GL_EXTCALL(glAttachShader(program
, vshader_id
));
12359 GL_EXTCALL(glDeleteShader(vshader_id
));
12361 fshader_id
= GL_EXTCALL(glCreateShader(GL_FRAGMENT_SHADER
));
12363 string_buffer_clear(buffer
);
12364 shader_glsl_add_version_declaration(buffer
, gl_info
);
12365 shader_addline(buffer
, "uniform sampler%s sampler;\n", tex_type
);
12366 declare_in_varying(gl_info
, buffer
, FALSE
, "vec3 out_texcoord;\n");
12367 if (!needs_legacy_glsl_syntax(gl_info
))
12368 shader_addline(buffer
, "out vec4 ps_out[1];\n");
12370 shader_addline(buffer
, fshader_header
);
12371 string
= string_buffer_get(&blitter
->string_buffers
);
12372 string_buffer_sprintf(string
, "%s[0]", get_fragment_output(gl_info
));
12373 shader_addline(buffer
, " %s = texture%s(sampler, out_texcoord.%s);\n",
12374 string
->buffer
, needs_legacy_glsl_syntax(gl_info
) ? tex_type
: "", swizzle
);
12375 shader_glsl_color_correction_ext(buffer
, string
->buffer
, WINED3DSP_WRITEMASK_ALL
, args
->fixup
);
12376 string_buffer_release(&blitter
->string_buffers
, string
);
12377 shader_addline(buffer
, "}\n");
12379 ptr
= buffer
->buffer
;
12380 GL_EXTCALL(glShaderSource(fshader_id
, 1, &ptr
, NULL
));
12381 string_buffer_release(&blitter
->string_buffers
, buffer
);
12382 GL_EXTCALL(glAttachShader(program
, fshader_id
));
12383 GL_EXTCALL(glDeleteShader(fshader_id
));
12385 GL_EXTCALL(glBindAttribLocation(program
, 0, "pos"));
12386 GL_EXTCALL(glBindAttribLocation(program
, 1, "texcoord"));
12388 if (!needs_legacy_glsl_syntax(gl_info
))
12389 GL_EXTCALL(glBindFragDataLocation(program
, 0, "ps_out"));
12391 GL_EXTCALL(glCompileShader(vshader_id
));
12392 print_glsl_info_log(gl_info
, vshader_id
, FALSE
);
12393 GL_EXTCALL(glCompileShader(fshader_id
));
12394 print_glsl_info_log(gl_info
, fshader_id
, FALSE
);
12395 GL_EXTCALL(glLinkProgram(program
));
12396 shader_glsl_validate_link(gl_info
, program
);
12400 /* Context activation is done by the caller. */
12401 static GLuint
glsl_blitter_get_program(struct wined3d_glsl_blitter
*blitter
,
12402 struct wined3d_context
*context
, const struct wined3d_texture
*texture
)
12404 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
12405 struct glsl_blitter_program
*program
;
12406 struct glsl_blitter_args args
;
12407 struct wine_rb_entry
*entry
;
12409 memset(&args
, 0, sizeof(args
));
12410 args
.texture_type
= texture
->target
;
12411 args
.fixup
= texture
->resource
.format
->color_fixup
;
12413 if (is_complex_fixup(args
.fixup
))
12415 FIXME("Complex fixups not supported.\n");
12419 if ((entry
= wine_rb_get(&blitter
->programs
, &args
)))
12421 program
= WINE_RB_ENTRY_VALUE(entry
, struct glsl_blitter_program
, entry
);
12422 return program
->id
;
12425 if (!(program
= heap_alloc(sizeof(*program
))))
12427 ERR("Failed to allocate blitter program memory.\n");
12431 program
->args
= args
;
12432 if (!(program
->id
= glsl_blitter_generate_program(blitter
, gl_info
, &args
)))
12434 WARN("Failed to generate blitter program.\n");
12435 heap_free(program
);
12439 if (wine_rb_put(&blitter
->programs
, &program
->args
, &program
->entry
) == -1)
12441 ERR("Failed to store blitter program.\n");
12442 GL_EXTCALL(glDeleteProgram(program
->id
));
12443 heap_free(program
);
12447 return program
->id
;
12450 static BOOL
glsl_blitter_supported(enum wined3d_blit_op blit_op
, const struct wined3d_context
*context
,
12451 const struct wined3d_texture
*src_texture
, DWORD src_location
,
12452 const struct wined3d_texture
*dst_texture
, DWORD dst_location
)
12454 const struct wined3d_resource
*src_resource
= &src_texture
->resource
;
12455 const struct wined3d_resource
*dst_resource
= &dst_texture
->resource
;
12456 const struct wined3d_format
*src_format
= src_resource
->format
;
12457 const struct wined3d_format
*dst_format
= dst_resource
->format
;
12460 if (blit_op
== WINED3D_BLIT_OP_RAW_BLIT
&& dst_format
->id
== src_format
->id
)
12462 if (dst_format
->flags
[WINED3D_GL_RES_TYPE_TEX_2D
] & (WINED3DFMT_FLAG_DEPTH
| WINED3DFMT_FLAG_STENCIL
))
12463 blit_op
= WINED3D_BLIT_OP_DEPTH_BLIT
;
12465 blit_op
= WINED3D_BLIT_OP_COLOR_BLIT
;
12468 if (blit_op
!= WINED3D_BLIT_OP_COLOR_BLIT
)
12470 TRACE("Unsupported blit_op %#x.\n", blit_op
);
12474 if (src_texture
->target
== GL_TEXTURE_2D_MULTISAMPLE
12475 || dst_texture
->target
== GL_TEXTURE_2D_MULTISAMPLE
12476 || src_texture
->target
== GL_TEXTURE_2D_MULTISAMPLE_ARRAY
12477 || dst_texture
->target
== GL_TEXTURE_2D_MULTISAMPLE_ARRAY
)
12479 TRACE("Multi-sample textures not supported.\n");
12483 /* We don't necessarily want to blit from resources without
12484 * WINED3D_RESOURCE_ACCESS_GPU, but that may be the only way to decompress
12485 * compressed textures. */
12486 decompress
= src_format
&& (src_format
->flags
[WINED3D_GL_RES_TYPE_TEX_2D
] & WINED3DFMT_FLAG_COMPRESSED
)
12487 && !(dst_format
->flags
[WINED3D_GL_RES_TYPE_TEX_2D
] & WINED3DFMT_FLAG_COMPRESSED
);
12488 if (!decompress
&& !(src_resource
->access
& dst_resource
->access
& WINED3D_RESOURCE_ACCESS_GPU
))
12490 TRACE("Source or destination resource does not have GPU access.\n");
12494 if (is_complex_fixup(src_format
->color_fixup
))
12496 TRACE("Complex source fixups are not supported.\n");
12500 if (!is_identity_fixup(dst_format
->color_fixup
))
12502 TRACE("Destination fixups are not supported.\n");
12506 TRACE("Returning supported.\n");
12510 static DWORD
glsl_blitter_blit(struct wined3d_blitter
*blitter
, enum wined3d_blit_op op
,
12511 struct wined3d_context
*context
, struct wined3d_texture
*src_texture
, unsigned int src_sub_resource_idx
,
12512 DWORD src_location
, const RECT
*src_rect
, struct wined3d_texture
*dst_texture
,
12513 unsigned int dst_sub_resource_idx
, DWORD dst_location
, const RECT
*dst_rect
,
12514 const struct wined3d_color_key
*colour_key
, enum wined3d_texture_filter_type filter
)
12516 struct wined3d_device
*device
= dst_texture
->resource
.device
;
12517 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
12518 struct wined3d_texture
*staging_texture
= NULL
;
12519 struct wined3d_glsl_blitter
*glsl_blitter
;
12520 struct wined3d_blitter
*next
;
12521 unsigned int src_level
;
12525 TRACE("blitter %p, op %#x, context %p, src_texture %p, src_sub_resource_idx %u, src_location %s, src_rect %s, "
12526 "dst_texture %p, dst_sub_resource_idx %u, dst_location %s, dst_rect %s, colour_key %p, filter %s.\n",
12527 blitter
, op
, context
, src_texture
, src_sub_resource_idx
, wined3d_debug_location(src_location
),
12528 wine_dbgstr_rect(src_rect
), dst_texture
, dst_sub_resource_idx
, wined3d_debug_location(dst_location
),
12529 wine_dbgstr_rect(dst_rect
), colour_key
, debug_d3dtexturefiltertype(filter
));
12531 if (!glsl_blitter_supported(op
, context
, src_texture
, src_location
, dst_texture
, dst_location
))
12533 if (!(next
= blitter
->next
))
12535 ERR("No blitter to handle blit op %#x.\n", op
);
12536 return dst_location
;
12539 TRACE("Forwarding to blitter %p.\n", next
);
12540 return next
->ops
->blitter_blit(next
, op
, context
, src_texture
, src_sub_resource_idx
, src_location
,
12541 src_rect
, dst_texture
, dst_sub_resource_idx
, dst_location
, dst_rect
, colour_key
, filter
);
12544 glsl_blitter
= CONTAINING_RECORD(blitter
, struct wined3d_glsl_blitter
, blitter
);
12546 if (!(src_texture
->resource
.access
& WINED3D_RESOURCE_ACCESS_GPU
))
12548 struct wined3d_resource_desc desc
;
12549 struct wined3d_box upload_box
;
12552 TRACE("Source texture is not GPU accessible, creating a staging texture.\n");
12554 src_level
= src_sub_resource_idx
% src_texture
->level_count
;
12555 desc
.resource_type
= WINED3D_RTYPE_TEXTURE_2D
;
12556 desc
.format
= src_texture
->resource
.format
->id
;
12557 desc
.multisample_type
= src_texture
->resource
.multisample_type
;
12558 desc
.multisample_quality
= src_texture
->resource
.multisample_quality
;
12559 desc
.usage
= WINED3DUSAGE_PRIVATE
;
12560 desc
.access
= WINED3D_RESOURCE_ACCESS_GPU
;
12561 desc
.width
= wined3d_texture_get_level_width(src_texture
, src_level
);
12562 desc
.height
= wined3d_texture_get_level_height(src_texture
, src_level
);
12566 if (FAILED(hr
= wined3d_texture_create(device
, &desc
, 1, 1, 0,
12567 NULL
, NULL
, &wined3d_null_parent_ops
, &staging_texture
)))
12569 ERR("Failed to create staging texture, hr %#x.\n", hr
);
12570 return dst_location
;
12573 wined3d_box_set(&upload_box
, 0, 0, desc
.width
, desc
.height
, 0, desc
.depth
);
12574 wined3d_texture_upload_from_texture(staging_texture
, 0, 0, 0, 0,
12575 src_texture
, src_sub_resource_idx
, &upload_box
);
12577 src_texture
= staging_texture
;
12578 src_sub_resource_idx
= 0;
12580 else if (wined3d_settings
.offscreen_rendering_mode
!= ORM_FBO
12581 && (src_texture
->sub_resources
[src_sub_resource_idx
].locations
12582 & (WINED3D_LOCATION_TEXTURE_RGB
| WINED3D_LOCATION_DRAWABLE
)) == WINED3D_LOCATION_DRAWABLE
12583 && !wined3d_resource_is_offscreen(&src_texture
->resource
))
12586 /* Without FBO blits transferring from the drawable to the texture is
12587 * expensive, because we have to flip the data in sysmem. Since we can
12588 * flip in the blitter, we don't actually need that flip anyway. So we
12589 * use the surface's texture as scratch texture, and flip the source
12590 * rectangle instead. */
12591 texture2d_load_fb_texture(src_texture
, src_sub_resource_idx
, FALSE
, context
);
12594 src_level
= src_sub_resource_idx
% src_texture
->level_count
;
12595 s
.top
= wined3d_texture_get_level_height(src_texture
, src_level
) - s
.top
;
12596 s
.bottom
= wined3d_texture_get_level_height(src_texture
, src_level
) - s
.bottom
;
12601 wined3d_texture_load(src_texture
, context
, FALSE
);
12604 context_apply_blit_state(context
, device
);
12606 if (dst_location
== WINED3D_LOCATION_DRAWABLE
)
12609 wined3d_texture_translate_drawable_coords(dst_texture
, context
->win_handle
, &d
);
12613 if (wined3d_settings
.offscreen_rendering_mode
== ORM_FBO
)
12617 if (dst_location
== WINED3D_LOCATION_DRAWABLE
)
12619 TRACE("Destination texture %p is onscreen.\n", dst_texture
);
12620 buffer
= wined3d_texture_get_gl_buffer(dst_texture
);
12624 TRACE("Destination texture %p is offscreen.\n", dst_texture
);
12625 buffer
= GL_COLOR_ATTACHMENT0
;
12627 context_apply_fbo_state_blit(context
, GL_DRAW_FRAMEBUFFER
,
12628 &dst_texture
->resource
, dst_sub_resource_idx
, NULL
, 0, dst_location
);
12629 context_set_draw_buffer(context
, buffer
);
12630 context_check_fbo_status(context
, GL_DRAW_FRAMEBUFFER
);
12631 context_invalidate_state(context
, STATE_FRAMEBUFFER
);
12634 if (!(program_id
= glsl_blitter_get_program(glsl_blitter
, context
, src_texture
)))
12636 ERR("Failed to get blitter program.\n");
12637 return dst_location
;
12639 GL_EXTCALL(glUseProgram(program_id
));
12640 context_draw_shaded_quad(context
, src_texture
, src_sub_resource_idx
, src_rect
, dst_rect
, filter
);
12641 GL_EXTCALL(glUseProgram(0));
12643 if (dst_texture
->swapchain
&& (dst_texture
->swapchain
->front_buffer
== dst_texture
))
12644 gl_info
->gl_ops
.gl
.p_glFlush();
12646 if (staging_texture
)
12647 wined3d_texture_decref(staging_texture
);
12649 return dst_location
;
12652 static void glsl_blitter_clear(struct wined3d_blitter
*blitter
, struct wined3d_device
*device
,
12653 unsigned int rt_count
, const struct wined3d_fb_state
*fb
, unsigned int rect_count
, const RECT
*clear_rects
,
12654 const RECT
*draw_rect
, DWORD flags
, const struct wined3d_color
*color
, float depth
, DWORD stencil
)
12656 struct wined3d_blitter
*next
;
12658 if ((next
= blitter
->next
))
12659 next
->ops
->blitter_clear(next
, device
, rt_count
, fb
, rect_count
,
12660 clear_rects
, draw_rect
, flags
, color
, depth
, stencil
);
12663 static const struct wined3d_blitter_ops glsl_blitter_ops
=
12665 glsl_blitter_destroy
,
12666 glsl_blitter_clear
,
12670 void wined3d_glsl_blitter_create(struct wined3d_blitter
**next
, const struct wined3d_device
*device
)
12672 const struct wined3d_gl_info
*gl_info
= &device
->adapter
->gl_info
;
12673 struct wined3d_glsl_blitter
*blitter
;
12675 if (device
->shader_backend
!= &glsl_shader_backend
)
12678 if (!gl_info
->supported
[ARB_VERTEX_SHADER
] || !gl_info
->supported
[ARB_FRAGMENT_SHADER
])
12681 if (!(blitter
= heap_alloc(sizeof(*blitter
))))
12683 ERR("Failed to allocate blitter.\n");
12687 TRACE("Created blitter %p.\n", blitter
);
12689 blitter
->blitter
.ops
= &glsl_blitter_ops
;
12690 blitter
->blitter
.next
= *next
;
12691 string_buffer_list_init(&blitter
->string_buffers
);
12692 wine_rb_init(&blitter
->programs
, glsl_blitter_args_compare
);
12693 *next
= &blitter
->blitter
;