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 0x1
48 #define WINED3D_GLSL_SAMPLE_NPOT 0x2
49 #define WINED3D_GLSL_SAMPLE_LOD 0x4
50 #define WINED3D_GLSL_SAMPLE_GRAD 0x8
64 struct glsl_sample_function
68 enum wined3d_data_type data_type
;
73 HEAP_NODE_TRAVERSE_LEFT
,
74 HEAP_NODE_TRAVERSE_RIGHT
,
86 struct constant_entry
*entries
;
88 unsigned int *positions
;
92 /* GLSL shader private data */
93 struct shader_glsl_priv
{
94 struct wined3d_shader_buffer shader_buffer
;
95 struct wine_rb_tree program_lookup
;
96 struct constant_heap vconst_heap
;
97 struct constant_heap pconst_heap
;
99 GLuint depth_blt_program_full
[tex_type_count
];
100 GLuint depth_blt_program_masked
[tex_type_count
];
101 UINT next_constant_version
;
103 const struct wined3d_vertex_pipe_ops
*vertex_pipe
;
104 const struct fragment_pipeline
*fragment_pipe
;
105 struct wine_rb_tree ffp_vertex_shaders
;
106 struct wine_rb_tree ffp_fragment_shaders
;
107 BOOL ffp_proj_control
;
110 struct glsl_vs_program
112 struct list shader_entry
;
114 GLenum vertex_color_clamp
;
115 GLint
*uniform_f_locations
;
116 GLint uniform_i_locations
[MAX_CONST_I
];
117 GLint uniform_b_locations
[MAX_CONST_B
];
118 GLint pos_fixup_location
;
120 GLint modelview_matrix_location
;
121 GLint projection_matrix_location
;
122 GLint normal_matrix_location
;
125 struct glsl_gs_program
127 struct list shader_entry
;
131 struct glsl_ps_program
133 struct list shader_entry
;
135 GLint
*uniform_f_locations
;
136 GLint uniform_i_locations
[MAX_CONST_I
];
137 GLint uniform_b_locations
[MAX_CONST_B
];
138 GLint bumpenv_mat_location
[MAX_TEXTURES
];
139 GLint bumpenv_lum_scale_location
[MAX_TEXTURES
];
140 GLint bumpenv_lum_offset_location
[MAX_TEXTURES
];
141 GLint tss_constant_location
[MAX_TEXTURES
];
142 GLint tex_factor_location
;
143 GLint specular_enable_location
;
144 GLint ycorrection_location
;
145 GLint np2_fixup_location
;
146 const struct ps_np2fixup_info
*np2_fixup_info
;
149 /* Struct to maintain data about a linked GLSL program */
150 struct glsl_shader_prog_link
152 struct wine_rb_entry program_lookup_entry
;
153 struct glsl_vs_program vs
;
154 struct glsl_gs_program gs
;
155 struct glsl_ps_program ps
;
157 DWORD constant_update_mask
;
158 UINT constant_version
;
161 struct glsl_program_key
168 struct shader_glsl_ctx_priv
{
169 const struct vs_compile_args
*cur_vs_args
;
170 const struct ps_compile_args
*cur_ps_args
;
171 struct ps_np2fixup_info
*cur_np2fixup_info
;
174 struct glsl_context_data
176 struct glsl_shader_prog_link
*glsl_program
;
179 struct glsl_ps_compiled_shader
181 struct ps_compile_args args
;
182 struct ps_np2fixup_info np2fixup
;
186 struct glsl_vs_compiled_shader
188 struct vs_compile_args args
;
192 struct glsl_gs_compiled_shader
197 struct glsl_shader_private
201 struct glsl_vs_compiled_shader
*vs
;
202 struct glsl_gs_compiled_shader
*gs
;
203 struct glsl_ps_compiled_shader
*ps
;
205 UINT num_gl_shaders
, shader_array_size
;
208 struct glsl_ffp_vertex_shader
210 struct wined3d_ffp_vs_desc desc
;
212 struct list linked_programs
;
215 struct glsl_ffp_fragment_shader
217 struct ffp_frag_desc entry
;
219 struct list linked_programs
;
222 struct glsl_ffp_destroy_ctx
224 struct shader_glsl_priv
*priv
;
225 const struct wined3d_gl_info
*gl_info
;
228 static const char *debug_gl_shader_type(GLenum type
)
232 #define WINED3D_TO_STR(u) case u: return #u
233 WINED3D_TO_STR(GL_VERTEX_SHADER
);
234 WINED3D_TO_STR(GL_GEOMETRY_SHADER
);
235 WINED3D_TO_STR(GL_FRAGMENT_SHADER
);
236 #undef WINED3D_TO_STR
238 return wine_dbg_sprintf("UNKNOWN(%#x)", type
);
242 static const char *shader_glsl_get_prefix(enum wined3d_shader_type type
)
246 case WINED3D_SHADER_TYPE_VERTEX
:
249 case WINED3D_SHADER_TYPE_GEOMETRY
:
252 case WINED3D_SHADER_TYPE_PIXEL
:
256 FIXME("Unhandled shader type %#x.\n", type
);
261 static void shader_glsl_append_imm_vec4(struct wined3d_shader_buffer
*buffer
, const float *values
)
265 wined3d_ftoa(values
[0], str
[0]);
266 wined3d_ftoa(values
[1], str
[1]);
267 wined3d_ftoa(values
[2], str
[2]);
268 wined3d_ftoa(values
[3], str
[3]);
269 shader_addline(buffer
, "vec4(%s, %s, %s, %s)", str
[0], str
[1], str
[2], str
[3]);
272 /* Extract a line from the info log.
273 * Note that this modifies the source string. */
274 static char *get_info_log_line(char **ptr
)
279 if (!(q
= strstr(p
, "\n")))
281 if (!*p
) return NULL
;
291 /* Context activation is done by the caller. */
292 static void print_glsl_info_log(const struct wined3d_gl_info
*gl_info
, GLuint id
, BOOL program
)
297 if (!WARN_ON(d3d_shader
) && !FIXME_ON(d3d_shader
))
301 GL_EXTCALL(glGetProgramiv(id
, GL_INFO_LOG_LENGTH
, &length
));
303 GL_EXTCALL(glGetShaderiv(id
, GL_INFO_LOG_LENGTH
, &length
));
305 /* A size of 1 is just a null-terminated string, so the log should be bigger than
306 * that if there are errors. */
311 log
= HeapAlloc(GetProcessHeap(), 0, length
);
312 /* The info log is supposed to be zero-terminated, but at least some
313 * versions of fglrx don't terminate the string properly. The reported
314 * length does include the terminator, so explicitly set it to zero
318 GL_EXTCALL(glGetProgramInfoLog(id
, length
, NULL
, log
));
320 GL_EXTCALL(glGetShaderInfoLog(id
, length
, NULL
, log
));
323 if (gl_info
->quirks
& WINED3D_QUIRK_INFO_LOG_SPAM
)
325 WARN("Info log received from GLSL shader #%u:\n", id
);
326 while ((line
= get_info_log_line(&ptr
))) WARN(" %s\n", line
);
330 FIXME("Info log received from GLSL shader #%u:\n", id
);
331 while ((line
= get_info_log_line(&ptr
))) FIXME(" %s\n", line
);
333 HeapFree(GetProcessHeap(), 0, log
);
337 /* Context activation is done by the caller. */
338 static void shader_glsl_compile(const struct wined3d_gl_info
*gl_info
, GLuint shader
, const char *src
)
340 TRACE("Compiling shader object %u.\n", shader
);
341 GL_EXTCALL(glShaderSource(shader
, 1, &src
, NULL
));
342 checkGLcall("glShaderSource");
343 GL_EXTCALL(glCompileShader(shader
));
344 checkGLcall("glCompileShader");
345 print_glsl_info_log(gl_info
, shader
, FALSE
);
348 /* Context activation is done by the caller. */
349 static void shader_glsl_dump_program_source(const struct wined3d_gl_info
*gl_info
, GLuint program
)
351 GLint i
, shader_count
, source_size
= -1;
355 GL_EXTCALL(glGetProgramiv(program
, GL_ATTACHED_SHADERS
, &shader_count
));
356 shaders
= HeapAlloc(GetProcessHeap(), 0, shader_count
* sizeof(*shaders
));
359 ERR("Failed to allocate shader array memory.\n");
363 GL_EXTCALL(glGetAttachedShaders(program
, shader_count
, NULL
, shaders
));
364 for (i
= 0; i
< shader_count
; ++i
)
369 GL_EXTCALL(glGetShaderiv(shaders
[i
], GL_SHADER_SOURCE_LENGTH
, &tmp
));
371 if (source_size
< tmp
)
373 HeapFree(GetProcessHeap(), 0, source
);
375 source
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, tmp
);
378 ERR("Failed to allocate %d bytes for shader source.\n", tmp
);
379 HeapFree(GetProcessHeap(), 0, shaders
);
385 FIXME("Shader %u:\n", shaders
[i
]);
386 GL_EXTCALL(glGetShaderiv(shaders
[i
], GL_SHADER_TYPE
, &tmp
));
387 FIXME(" GL_SHADER_TYPE: %s.\n", debug_gl_shader_type(tmp
));
388 GL_EXTCALL(glGetShaderiv(shaders
[i
], GL_COMPILE_STATUS
, &tmp
));
389 FIXME(" GL_COMPILE_STATUS: %d.\n", tmp
);
393 GL_EXTCALL(glGetShaderSource(shaders
[i
], source_size
, NULL
, source
));
394 while ((line
= get_info_log_line(&ptr
))) FIXME(" %s\n", line
);
398 HeapFree(GetProcessHeap(), 0, source
);
399 HeapFree(GetProcessHeap(), 0, shaders
);
402 /* Context activation is done by the caller. */
403 static void shader_glsl_validate_link(const struct wined3d_gl_info
*gl_info
, GLuint program
)
407 if (!TRACE_ON(d3d_shader
) && !FIXME_ON(d3d_shader
))
410 GL_EXTCALL(glGetProgramiv(program
, GL_LINK_STATUS
, &tmp
));
413 FIXME("Program %u link status invalid.\n", program
);
414 shader_glsl_dump_program_source(gl_info
, program
);
417 print_glsl_info_log(gl_info
, program
, TRUE
);
420 /* Context activation is done by the caller. */
421 static void shader_glsl_load_samplers(const struct wined3d_gl_info
*gl_info
,
422 const DWORD
*tex_unit_map
, GLuint program_id
)
424 unsigned int mapped_unit
;
425 char sampler_name
[20];
432 enum wined3d_shader_type type
;
433 unsigned int base_idx
;
438 {WINED3D_SHADER_TYPE_PIXEL
, 0, MAX_FRAGMENT_SAMPLERS
},
439 {WINED3D_SHADER_TYPE_VERTEX
, MAX_FRAGMENT_SAMPLERS
, MAX_VERTEX_SAMPLERS
},
442 for (i
= 0; i
< ARRAY_SIZE(sampler_info
); ++i
)
444 prefix
= shader_glsl_get_prefix(sampler_info
[i
].type
);
446 for (j
= 0; j
< sampler_info
[i
].count
; ++j
)
448 snprintf(sampler_name
, sizeof(sampler_name
), "%s_sampler%u", prefix
, j
);
449 name_loc
= GL_EXTCALL(glGetUniformLocation(program_id
, sampler_name
));
453 mapped_unit
= tex_unit_map
[sampler_info
[i
].base_idx
+ j
];
454 if (mapped_unit
== WINED3D_UNMAPPED_STAGE
|| mapped_unit
>= gl_info
->limits
.combined_samplers
)
456 ERR("Trying to load sampler %s on unsupported unit %u.\n", sampler_name
, mapped_unit
);
460 TRACE("Loading sampler %s on unit %u.\n", sampler_name
, mapped_unit
);
461 GL_EXTCALL(glUniform1i(name_loc
, mapped_unit
));
464 checkGLcall("glUniform1i");
467 /* Context activation is done by the caller. */
468 static inline void walk_constant_heap(const struct wined3d_gl_info
*gl_info
, const float *constants
,
469 const GLint
*constant_locations
, const struct constant_heap
*heap
, unsigned char *stack
, DWORD version
)
471 unsigned int start
= ~0U, end
= 0;
473 unsigned int heap_idx
= 1;
476 if (heap
->entries
[heap_idx
].version
<= version
) return;
478 idx
= heap
->entries
[heap_idx
].idx
;
479 if (constant_locations
[idx
] != -1)
481 stack
[stack_idx
] = HEAP_NODE_TRAVERSE_LEFT
;
483 while (stack_idx
>= 0)
485 /* Note that we fall through to the next case statement. */
486 switch(stack
[stack_idx
])
488 case HEAP_NODE_TRAVERSE_LEFT
:
490 unsigned int left_idx
= heap_idx
<< 1;
491 if (left_idx
< heap
->size
&& heap
->entries
[left_idx
].version
> version
)
494 idx
= heap
->entries
[heap_idx
].idx
;
495 if (constant_locations
[idx
] != -1)
503 stack
[stack_idx
++] = HEAP_NODE_TRAVERSE_RIGHT
;
504 stack
[stack_idx
] = HEAP_NODE_TRAVERSE_LEFT
;
509 case HEAP_NODE_TRAVERSE_RIGHT
:
511 unsigned int right_idx
= (heap_idx
<< 1) + 1;
512 if (right_idx
< heap
->size
&& heap
->entries
[right_idx
].version
> version
)
514 heap_idx
= right_idx
;
515 idx
= heap
->entries
[heap_idx
].idx
;
516 if (constant_locations
[idx
] != -1)
524 stack
[stack_idx
++] = HEAP_NODE_POP
;
525 stack
[stack_idx
] = HEAP_NODE_TRAVERSE_LEFT
;
537 GL_EXTCALL(glUniform4fv(constant_locations
[start
], end
- start
+ 1, &constants
[start
* 4]));
538 checkGLcall("walk_constant_heap()");
541 /* Context activation is done by the caller. */
542 static inline void apply_clamped_constant(const struct wined3d_gl_info
*gl_info
, GLint location
, const GLfloat
*data
)
544 GLfloat clamped_constant
[4];
546 if (location
== -1) return;
548 clamped_constant
[0] = data
[0] < -1.0f
? -1.0f
: data
[0] > 1.0f
? 1.0f
: data
[0];
549 clamped_constant
[1] = data
[1] < -1.0f
? -1.0f
: data
[1] > 1.0f
? 1.0f
: data
[1];
550 clamped_constant
[2] = data
[2] < -1.0f
? -1.0f
: data
[2] > 1.0f
? 1.0f
: data
[2];
551 clamped_constant
[3] = data
[3] < -1.0f
? -1.0f
: data
[3] > 1.0f
? 1.0f
: data
[3];
553 GL_EXTCALL(glUniform4fv(location
, 1, clamped_constant
));
556 /* Context activation is done by the caller. */
557 static inline void walk_constant_heap_clamped(const struct wined3d_gl_info
*gl_info
, const float *constants
,
558 const GLint
*constant_locations
, const struct constant_heap
*heap
, unsigned char *stack
, DWORD version
)
561 unsigned int heap_idx
= 1;
564 if (heap
->entries
[heap_idx
].version
<= version
) return;
566 idx
= heap
->entries
[heap_idx
].idx
;
567 apply_clamped_constant(gl_info
, constant_locations
[idx
], &constants
[idx
* 4]);
568 stack
[stack_idx
] = HEAP_NODE_TRAVERSE_LEFT
;
570 while (stack_idx
>= 0)
572 /* Note that we fall through to the next case statement. */
573 switch(stack
[stack_idx
])
575 case HEAP_NODE_TRAVERSE_LEFT
:
577 unsigned int left_idx
= heap_idx
<< 1;
578 if (left_idx
< heap
->size
&& heap
->entries
[left_idx
].version
> version
)
581 idx
= heap
->entries
[heap_idx
].idx
;
582 apply_clamped_constant(gl_info
, constant_locations
[idx
], &constants
[idx
* 4]);
584 stack
[stack_idx
++] = HEAP_NODE_TRAVERSE_RIGHT
;
585 stack
[stack_idx
] = HEAP_NODE_TRAVERSE_LEFT
;
590 case HEAP_NODE_TRAVERSE_RIGHT
:
592 unsigned int right_idx
= (heap_idx
<< 1) + 1;
593 if (right_idx
< heap
->size
&& heap
->entries
[right_idx
].version
> version
)
595 heap_idx
= right_idx
;
596 idx
= heap
->entries
[heap_idx
].idx
;
597 apply_clamped_constant(gl_info
, constant_locations
[idx
], &constants
[idx
* 4]);
599 stack
[stack_idx
++] = HEAP_NODE_POP
;
600 stack
[stack_idx
] = HEAP_NODE_TRAVERSE_LEFT
;
611 checkGLcall("walk_constant_heap_clamped()");
614 /* Context activation is done by the caller. */
615 static void shader_glsl_load_constantsF(const struct wined3d_shader
*shader
, const struct wined3d_gl_info
*gl_info
,
616 const float *constants
, const GLint
*constant_locations
, const struct constant_heap
*heap
,
617 unsigned char *stack
, UINT version
)
619 const struct wined3d_shader_lconst
*lconst
;
621 /* 1.X pshaders have the constants clamped to [-1;1] implicitly. */
622 if (shader
->reg_maps
.shader_version
.major
== 1
623 && shader
->reg_maps
.shader_version
.type
== WINED3D_SHADER_TYPE_PIXEL
)
624 walk_constant_heap_clamped(gl_info
, constants
, constant_locations
, heap
, stack
, version
);
626 walk_constant_heap(gl_info
, constants
, constant_locations
, heap
, stack
, version
);
628 if (!shader
->load_local_constsF
)
630 TRACE("No need to load local float constants for this shader\n");
634 /* Immediate constants are clamped to [-1;1] at shader creation time if needed */
635 LIST_FOR_EACH_ENTRY(lconst
, &shader
->constantsF
, struct wined3d_shader_lconst
, entry
)
637 GL_EXTCALL(glUniform4fv(constant_locations
[lconst
->idx
], 1, (const GLfloat
*)lconst
->value
));
639 checkGLcall("glUniform4fv()");
642 /* Context activation is done by the caller. */
643 static void shader_glsl_load_constantsI(const struct wined3d_shader
*shader
, const struct wined3d_gl_info
*gl_info
,
644 const GLint locations
[MAX_CONST_I
], const int *constants
, WORD constants_set
)
649 for (i
= 0; constants_set
; constants_set
>>= 1, ++i
)
651 if (!(constants_set
& 1)) continue;
653 /* We found this uniform name in the program - go ahead and send the data */
654 GL_EXTCALL(glUniform4iv(locations
[i
], 1, &constants
[i
* 4]));
657 /* Load immediate constants */
658 ptr
= list_head(&shader
->constantsI
);
661 const struct wined3d_shader_lconst
*lconst
= LIST_ENTRY(ptr
, const struct wined3d_shader_lconst
, entry
);
662 unsigned int idx
= lconst
->idx
;
663 const GLint
*values
= (const GLint
*)lconst
->value
;
665 /* We found this uniform name in the program - go ahead and send the data */
666 GL_EXTCALL(glUniform4iv(locations
[idx
], 1, values
));
667 ptr
= list_next(&shader
->constantsI
, ptr
);
669 checkGLcall("glUniform4iv()");
672 /* Context activation is done by the caller. */
673 static void shader_glsl_load_constantsB(const struct wined3d_shader
*shader
, const struct wined3d_gl_info
*gl_info
,
674 const GLint locations
[MAX_CONST_B
], const BOOL
*constants
, WORD constants_set
)
679 for (i
= 0; constants_set
; constants_set
>>= 1, ++i
)
681 if (!(constants_set
& 1)) continue;
683 GL_EXTCALL(glUniform1iv(locations
[i
], 1, &constants
[i
]));
686 /* Load immediate constants */
687 ptr
= list_head(&shader
->constantsB
);
690 const struct wined3d_shader_lconst
*lconst
= LIST_ENTRY(ptr
, const struct wined3d_shader_lconst
, entry
);
691 unsigned int idx
= lconst
->idx
;
692 const GLint
*values
= (const GLint
*)lconst
->value
;
694 GL_EXTCALL(glUniform1iv(locations
[idx
], 1, values
));
695 ptr
= list_next(&shader
->constantsB
, ptr
);
697 checkGLcall("glUniform1iv()");
700 static void reset_program_constant_version(struct wine_rb_entry
*entry
, void *context
)
702 WINE_RB_ENTRY_VALUE(entry
, struct glsl_shader_prog_link
, program_lookup_entry
)->constant_version
= 0;
705 /* Context activation is done by the caller (state handler). */
706 static void shader_glsl_load_np2fixup_constants(const struct glsl_ps_program
*ps
,
707 const struct wined3d_gl_info
*gl_info
, const struct wined3d_state
*state
)
709 GLfloat np2fixup_constants
[4 * MAX_FRAGMENT_SAMPLERS
];
710 UINT fixup
= ps
->np2_fixup_info
->active
;
713 for (i
= 0; fixup
; fixup
>>= 1, ++i
)
715 const struct wined3d_texture
*tex
= state
->textures
[i
];
716 unsigned char idx
= ps
->np2_fixup_info
->idx
[i
];
717 GLfloat
*tex_dim
= &np2fixup_constants
[(idx
>> 1) * 4];
721 ERR("Nonexistent texture is flagged for NP2 texcoord fixup.\n");
727 tex_dim
[2] = tex
->pow2_matrix
[0];
728 tex_dim
[3] = tex
->pow2_matrix
[5];
732 tex_dim
[0] = tex
->pow2_matrix
[0];
733 tex_dim
[1] = tex
->pow2_matrix
[5];
737 GL_EXTCALL(glUniform4fv(ps
->np2_fixup_location
, ps
->np2_fixup_info
->num_consts
, np2fixup_constants
));
740 /* Taken and adapted from Mesa. */
741 static BOOL
invert_matrix_3d(struct wined3d_matrix
*out
, const struct wined3d_matrix
*in
)
743 float pos
, neg
, t
, det
;
744 struct wined3d_matrix temp
;
746 /* Calculate the determinant of upper left 3x3 submatrix and
747 * determine if the matrix is singular. */
749 t
= in
->_11
* in
->_22
* in
->_33
;
755 t
= in
->_21
* in
->_32
* in
->_13
;
760 t
= in
->_31
* in
->_12
* in
->_23
;
766 t
= -in
->_31
* in
->_22
* in
->_13
;
771 t
= -in
->_21
* in
->_12
* in
->_33
;
777 t
= -in
->_11
* in
->_32
* in
->_23
;
785 if (fabsf(det
) < 1e-25f
)
789 temp
._11
= (in
->_22
* in
->_33
- in
->_32
* in
->_23
) * det
;
790 temp
._12
= -(in
->_12
* in
->_33
- in
->_32
* in
->_13
) * det
;
791 temp
._13
= (in
->_12
* in
->_23
- in
->_22
* in
->_13
) * det
;
792 temp
._21
= -(in
->_21
* in
->_33
- in
->_31
* in
->_23
) * det
;
793 temp
._22
= (in
->_11
* in
->_33
- in
->_31
* in
->_13
) * det
;
794 temp
._23
= -(in
->_11
* in
->_23
- in
->_21
* in
->_13
) * det
;
795 temp
._31
= (in
->_21
* in
->_32
- in
->_31
* in
->_22
) * det
;
796 temp
._32
= -(in
->_11
* in
->_32
- in
->_31
* in
->_12
) * det
;
797 temp
._33
= (in
->_11
* in
->_22
- in
->_21
* in
->_12
) * det
;
803 static void shader_glsl_ffp_vertex_normalmatrix_uniform(const struct wined3d_context
*context
,
804 const struct wined3d_state
*state
, struct glsl_shader_prog_link
*prog
)
806 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
808 struct wined3d_matrix mv
;
811 /* gl_NormalMatrix is defined in the OpenGL spec as "transpose of the
812 * inverse of the upper leftmost 3x3 of gl_ModelViewMatrix" and that
813 * seems to be correct for D3D too. */
814 get_modelview_matrix(context
, state
, &mv
);
815 invert_matrix_3d(&mv
, &mv
);
816 /* Tests show that singular modelview matrices are used unchanged as normal
817 * matrices on D3D3 and older. There seems to be no clearly consistent
818 * behavior on newer D3D versions so always follow older ddraw behavior. */
819 for (i
= 0; i
< 3; ++i
)
820 for (j
= 0; j
< 3; ++j
)
821 mat
[i
* 3 + j
] = (&mv
._11
)[j
* 4 + i
];
823 GL_EXTCALL(glUniformMatrix3fv(prog
->vs
.normal_matrix_location
, 1, FALSE
, mat
));
824 checkGLcall("glUniformMatrix3fv");
827 /* Context activation is done by the caller (state handler). */
828 static void shader_glsl_load_constants(void *shader_priv
, struct wined3d_context
*context
,
829 const struct wined3d_state
*state
)
831 const struct glsl_context_data
*ctx_data
= context
->shader_backend_data
;
832 const struct wined3d_shader
*vshader
= state
->shader
[WINED3D_SHADER_TYPE_VERTEX
];
833 const struct wined3d_shader
*pshader
= state
->shader
[WINED3D_SHADER_TYPE_PIXEL
];
834 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
835 struct shader_glsl_priv
*priv
= shader_priv
;
836 float position_fixup
[4];
837 DWORD update_mask
= 0;
839 struct glsl_shader_prog_link
*prog
= ctx_data
->glsl_program
;
840 UINT constant_version
;
844 /* No GLSL program set - nothing to do. */
847 constant_version
= prog
->constant_version
;
848 update_mask
= context
->constant_update_mask
& prog
->constant_update_mask
;
850 if (update_mask
& WINED3D_SHADER_CONST_VS_F
)
851 shader_glsl_load_constantsF(vshader
, gl_info
, state
->vs_consts_f
,
852 prog
->vs
.uniform_f_locations
, &priv
->vconst_heap
, priv
->stack
, constant_version
);
854 if (update_mask
& WINED3D_SHADER_CONST_VS_I
)
855 shader_glsl_load_constantsI(vshader
, gl_info
, prog
->vs
.uniform_i_locations
, state
->vs_consts_i
,
856 vshader
->reg_maps
.integer_constants
);
858 if (update_mask
& WINED3D_SHADER_CONST_VS_B
)
859 shader_glsl_load_constantsB(vshader
, gl_info
, prog
->vs
.uniform_b_locations
, state
->vs_consts_b
,
860 vshader
->reg_maps
.boolean_constants
);
862 if (update_mask
& WINED3D_SHADER_CONST_VS_POS_FIXUP
)
864 shader_get_position_fixup(context
, state
, position_fixup
);
865 GL_EXTCALL(glUniform4fv(prog
->vs
.pos_fixup_location
, 1, position_fixup
));
866 checkGLcall("glUniform4fv");
869 if (update_mask
& WINED3D_SHADER_CONST_FFP_MODELVIEW
)
871 struct wined3d_matrix mat
;
873 get_modelview_matrix(context
, state
, &mat
);
874 GL_EXTCALL(glUniformMatrix4fv(prog
->vs
.modelview_matrix_location
, 1, FALSE
, &mat
._11
));
875 checkGLcall("glUniformMatrix4fv");
877 shader_glsl_ffp_vertex_normalmatrix_uniform(context
, state
, prog
);
880 if (update_mask
& WINED3D_SHADER_CONST_FFP_PROJ
)
882 struct wined3d_matrix projection
;
884 get_projection_matrix(context
, state
, &projection
);
885 GL_EXTCALL(glUniformMatrix4fv(prog
->vs
.projection_matrix_location
, 1, FALSE
, &projection
._11
));
886 checkGLcall("glUniformMatrix4fv");
889 if (update_mask
& WINED3D_SHADER_CONST_PS_F
)
890 shader_glsl_load_constantsF(pshader
, gl_info
, state
->ps_consts_f
,
891 prog
->ps
.uniform_f_locations
, &priv
->pconst_heap
, priv
->stack
, constant_version
);
893 if (update_mask
& WINED3D_SHADER_CONST_PS_I
)
894 shader_glsl_load_constantsI(pshader
, gl_info
, prog
->ps
.uniform_i_locations
, state
->ps_consts_i
,
895 pshader
->reg_maps
.integer_constants
);
897 if (update_mask
& WINED3D_SHADER_CONST_PS_B
)
898 shader_glsl_load_constantsB(pshader
, gl_info
, prog
->ps
.uniform_b_locations
, state
->ps_consts_b
,
899 pshader
->reg_maps
.boolean_constants
);
901 if (update_mask
& WINED3D_SHADER_CONST_PS_BUMP_ENV
)
903 for (i
= 0; i
< MAX_TEXTURES
; ++i
)
905 if (prog
->ps
.bumpenv_mat_location
[i
] == -1)
908 GL_EXTCALL(glUniformMatrix2fv(prog
->ps
.bumpenv_mat_location
[i
], 1, 0,
909 (const GLfloat
*)&state
->texture_states
[i
][WINED3D_TSS_BUMPENV_MAT00
]));
911 if (prog
->ps
.bumpenv_lum_scale_location
[i
] != -1)
913 GL_EXTCALL(glUniform1fv(prog
->ps
.bumpenv_lum_scale_location
[i
], 1,
914 (const GLfloat
*)&state
->texture_states
[i
][WINED3D_TSS_BUMPENV_LSCALE
]));
915 GL_EXTCALL(glUniform1fv(prog
->ps
.bumpenv_lum_offset_location
[i
], 1,
916 (const GLfloat
*)&state
->texture_states
[i
][WINED3D_TSS_BUMPENV_LOFFSET
]));
920 checkGLcall("bump env uniforms");
923 if (update_mask
& WINED3D_SHADER_CONST_PS_Y_CORR
)
925 float correction_params
[4];
927 if (context
->render_offscreen
)
929 correction_params
[0] = 0.0f
;
930 correction_params
[1] = 1.0f
;
932 /* position is window relative, not viewport relative */
933 correction_params
[0] = (float) context
->current_rt
->resource
.height
;
934 correction_params
[1] = -1.0f
;
936 GL_EXTCALL(glUniform4fv(prog
->ps
.ycorrection_location
, 1, correction_params
));
939 if (update_mask
& WINED3D_SHADER_CONST_PS_NP2_FIXUP
)
940 shader_glsl_load_np2fixup_constants(&prog
->ps
, gl_info
, state
);
942 if (update_mask
& WINED3D_SHADER_CONST_FFP_PS
)
946 if (prog
->ps
.tex_factor_location
!= -1)
948 D3DCOLORTOGLFLOAT4(state
->render_states
[WINED3D_RS_TEXTUREFACTOR
], col
);
949 GL_EXTCALL(glUniform4fv(prog
->ps
.tex_factor_location
, 1, col
));
952 if (state
->render_states
[WINED3D_RS_SPECULARENABLE
])
953 GL_EXTCALL(glUniform4f(prog
->ps
.specular_enable_location
, 1.0f
, 1.0f
, 1.0f
, 0.0f
));
955 GL_EXTCALL(glUniform4f(prog
->ps
.specular_enable_location
, 0.0f
, 0.0f
, 0.0f
, 0.0f
));
957 for (i
= 0; i
< MAX_TEXTURES
; ++i
)
959 if (prog
->ps
.tss_constant_location
[i
] == -1)
962 D3DCOLORTOGLFLOAT4(state
->texture_states
[i
][WINED3D_TSS_CONSTANT
], col
);
963 GL_EXTCALL(glUniform4fv(prog
->ps
.tss_constant_location
[i
], 1, col
));
966 checkGLcall("fixed function uniforms");
969 if (priv
->next_constant_version
== UINT_MAX
)
971 TRACE("Max constant version reached, resetting to 0.\n");
972 wine_rb_for_each_entry(&priv
->program_lookup
, reset_program_constant_version
, NULL
);
973 priv
->next_constant_version
= 1;
977 prog
->constant_version
= priv
->next_constant_version
++;
981 static void update_heap_entry(struct constant_heap
*heap
, unsigned int idx
, DWORD new_version
)
983 struct constant_entry
*entries
= heap
->entries
;
984 unsigned int *positions
= heap
->positions
;
985 unsigned int heap_idx
, parent_idx
;
987 if (!heap
->contained
[idx
])
989 heap_idx
= heap
->size
++;
990 heap
->contained
[idx
] = TRUE
;
994 heap_idx
= positions
[idx
];
999 parent_idx
= heap_idx
>> 1;
1001 if (new_version
<= entries
[parent_idx
].version
) break;
1003 entries
[heap_idx
] = entries
[parent_idx
];
1004 positions
[entries
[parent_idx
].idx
] = heap_idx
;
1005 heap_idx
= parent_idx
;
1008 entries
[heap_idx
].version
= new_version
;
1009 entries
[heap_idx
].idx
= idx
;
1010 positions
[idx
] = heap_idx
;
1013 static void shader_glsl_update_float_vertex_constants(struct wined3d_device
*device
, UINT start
, UINT count
)
1015 struct shader_glsl_priv
*priv
= device
->shader_priv
;
1016 struct constant_heap
*heap
= &priv
->vconst_heap
;
1019 for (i
= start
; i
< count
+ start
; ++i
)
1021 update_heap_entry(heap
, i
, priv
->next_constant_version
);
1024 for (i
= 0; i
< device
->context_count
; ++i
)
1026 device
->contexts
[i
]->constant_update_mask
|= WINED3D_SHADER_CONST_VS_F
;
1030 static void shader_glsl_update_float_pixel_constants(struct wined3d_device
*device
, UINT start
, UINT count
)
1032 struct shader_glsl_priv
*priv
= device
->shader_priv
;
1033 struct constant_heap
*heap
= &priv
->pconst_heap
;
1036 for (i
= start
; i
< count
+ start
; ++i
)
1038 update_heap_entry(heap
, i
, priv
->next_constant_version
);
1041 for (i
= 0; i
< device
->context_count
; ++i
)
1043 device
->contexts
[i
]->constant_update_mask
|= WINED3D_SHADER_CONST_PS_F
;
1047 static unsigned int vec4_varyings(DWORD shader_major
, const struct wined3d_gl_info
*gl_info
)
1049 unsigned int ret
= gl_info
->limits
.glsl_varyings
/ 4;
1050 /* 4.0 shaders do not write clip coords because d3d10 does not support user clipplanes */
1051 if(shader_major
> 3) return ret
;
1053 /* 3.0 shaders may need an extra varying for the clip coord on some cards(mostly dx10 ones) */
1054 if (gl_info
->quirks
& WINED3D_QUIRK_GLSL_CLIP_VARYING
) ret
-= 1;
1058 /** Generate the variable & register declarations for the GLSL output target */
1059 static void shader_generate_glsl_declarations(const struct wined3d_context
*context
,
1060 struct wined3d_shader_buffer
*buffer
, const struct wined3d_shader
*shader
,
1061 const struct wined3d_shader_reg_maps
*reg_maps
, const struct shader_glsl_ctx_priv
*ctx_priv
)
1063 const struct wined3d_shader_version
*version
= ®_maps
->shader_version
;
1064 const struct wined3d_state
*state
= &shader
->device
->state
;
1065 const struct ps_compile_args
*ps_args
= ctx_priv
->cur_ps_args
;
1066 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
1067 const struct wined3d_fb_state
*fb
= &shader
->device
->fb
;
1068 unsigned int i
, extra_constants_needed
= 0;
1069 const struct wined3d_shader_lconst
*lconst
;
1073 prefix
= shader_glsl_get_prefix(version
->type
);
1075 /* Prototype the subroutines */
1076 for (i
= 0, map
= reg_maps
->labels
; map
; map
>>= 1, ++i
)
1078 if (map
& 1) shader_addline(buffer
, "void subroutine%u();\n", i
);
1081 /* Declare the constants (aka uniforms) */
1082 if (shader
->limits
->constant_float
> 0)
1084 unsigned max_constantsF
;
1086 /* Unless the shader uses indirect addressing, always declare the
1087 * maximum array size and ignore that we need some uniforms privately.
1088 * E.g. if GL supports 256 uniforms, and we need 2 for the pos fixup
1089 * and immediate values, still declare VC[256]. If the shader needs
1090 * more uniforms than we have it won't work in any case. If it uses
1091 * less, the compiler will figure out which uniforms are really used
1092 * and strip them out. This allows a shader to use c255 on a dx9 card,
1093 * as long as it doesn't also use all the other constants.
1095 * If the shader uses indirect addressing the compiler must assume
1096 * that all declared uniforms are used. In this case, declare only the
1097 * amount that we're assured to have.
1099 * Thus we run into problems in these two cases:
1100 * 1) The shader really uses more uniforms than supported.
1101 * 2) The shader uses indirect addressing, less constants than
1102 * supported, but uses a constant index > #supported consts. */
1103 if (version
->type
== WINED3D_SHADER_TYPE_PIXEL
)
1105 /* No indirect addressing here. */
1106 max_constantsF
= gl_info
->limits
.glsl_ps_float_constants
;
1110 if (reg_maps
->usesrelconstF
)
1112 /* Subtract the other potential uniforms from the max
1113 * available (bools, ints, and 1 row of projection matrix).
1114 * Subtract another uniform for immediate values, which have
1115 * to be loaded via uniform by the driver as well. The shader
1116 * code only uses 0.5, 2.0, 1.0, 128 and -128 in vertex
1117 * shader code, so one vec4 should be enough. (Unfortunately
1118 * the Nvidia driver doesn't store 128 and -128 in one float).
1120 * Writing gl_ClipVertex requires one uniform for each
1121 * clipplane as well. */
1122 max_constantsF
= gl_info
->limits
.glsl_vs_float_constants
- 3;
1123 if(ctx_priv
->cur_vs_args
->clip_enabled
)
1125 max_constantsF
-= gl_info
->limits
.clipplanes
;
1127 max_constantsF
-= count_bits(reg_maps
->integer_constants
);
1128 /* Strictly speaking a bool only uses one scalar, but the nvidia(Linux) compiler doesn't pack them properly,
1129 * so each scalar requires a full vec4. We could work around this by packing the booleans ourselves, but
1130 * for now take this into account when calculating the number of available constants
1132 max_constantsF
-= count_bits(reg_maps
->boolean_constants
);
1133 /* Set by driver quirks in directx.c */
1134 max_constantsF
-= gl_info
->reserved_glsl_constants
;
1136 if (max_constantsF
< shader
->limits
->constant_float
)
1138 static unsigned int once
;
1141 ERR_(winediag
)("The hardware does not support enough uniform components to run this shader,"
1142 " it may not render correctly.\n");
1144 WARN("The hardware does not support enough uniform components to run this shader.\n");
1149 max_constantsF
= gl_info
->limits
.glsl_vs_float_constants
;
1152 max_constantsF
= min(shader
->limits
->constant_float
, max_constantsF
);
1153 shader_addline(buffer
, "uniform vec4 %s_c[%u];\n", prefix
, max_constantsF
);
1156 /* Always declare the full set of constants, the compiler can remove the
1157 * unused ones because d3d doesn't (yet) support indirect int and bool
1158 * constant addressing. This avoids problems if the app uses e.g. i0 and i9. */
1159 if (shader
->limits
->constant_int
> 0 && reg_maps
->integer_constants
)
1160 shader_addline(buffer
, "uniform ivec4 %s_i[%u];\n", prefix
, shader
->limits
->constant_int
);
1162 if (shader
->limits
->constant_bool
> 0 && reg_maps
->boolean_constants
)
1163 shader_addline(buffer
, "uniform bool %s_b[%u];\n", prefix
, shader
->limits
->constant_bool
);
1165 for (i
= 0; i
< WINED3D_MAX_CBS
; ++i
)
1167 if (reg_maps
->cb_sizes
[i
])
1168 shader_addline(buffer
, "layout(std140) uniform block_%s_cb%u { vec4 %s_cb%u[%u]; };\n",
1169 prefix
, i
, prefix
, i
, reg_maps
->cb_sizes
[i
]);
1172 /* Declare texture samplers */
1173 for (i
= 0; i
< reg_maps
->sampler_map
.count
; ++i
)
1175 struct wined3d_shader_sampler_map_entry
*entry
;
1176 BOOL shadow_sampler
, tex_rect
;
1177 const char *sampler_type
;
1179 entry
= ®_maps
->sampler_map
.entries
[i
];
1181 if (entry
->resource_idx
>= ARRAY_SIZE(reg_maps
->resource_info
))
1183 ERR("Invalid resource index %u.\n", entry
->resource_idx
);
1187 shadow_sampler
= version
->type
== WINED3D_SHADER_TYPE_PIXEL
&& (ps_args
->shadow
& (1 << entry
->sampler_idx
));
1188 switch (reg_maps
->resource_info
[entry
->resource_idx
].type
)
1190 case WINED3D_SHADER_RESOURCE_TEXTURE_1D
:
1192 sampler_type
= "sampler1DShadow";
1194 sampler_type
= "sampler1D";
1197 case WINED3D_SHADER_RESOURCE_TEXTURE_2D
:
1198 tex_rect
= version
->type
== WINED3D_SHADER_TYPE_PIXEL
1199 && (ps_args
->np2_fixup
& (1 << entry
->resource_idx
))
1200 && gl_info
->supported
[ARB_TEXTURE_RECTANGLE
];
1204 sampler_type
= "sampler2DRectShadow";
1206 sampler_type
= "sampler2DShadow";
1211 sampler_type
= "sampler2DRect";
1213 sampler_type
= "sampler2D";
1217 case WINED3D_SHADER_RESOURCE_TEXTURE_3D
:
1219 FIXME("Unsupported 3D shadow sampler.\n");
1220 sampler_type
= "sampler3D";
1223 case WINED3D_SHADER_RESOURCE_TEXTURE_CUBE
:
1225 FIXME("Unsupported Cube shadow sampler.\n");
1226 sampler_type
= "samplerCube";
1230 sampler_type
= "unsupported_sampler";
1231 FIXME("Unhandled resource type %#x.\n", reg_maps
->resource_info
[i
].type
);
1234 shader_addline(buffer
, "uniform %s %s_sampler%u;\n", sampler_type
, prefix
, entry
->bind_idx
);
1237 /* Declare uniforms for NP2 texcoord fixup:
1238 * This is NOT done inside the loop that declares the texture samplers
1239 * since the NP2 fixup code is currently only used for the GeforceFX
1240 * series and when forcing the ARB_npot extension off. Modern cards just
1241 * skip the code anyway, so put it inside a separate loop. */
1242 if (version
->type
== WINED3D_SHADER_TYPE_PIXEL
&& ps_args
->np2_fixup
)
1244 struct ps_np2fixup_info
*fixup
= ctx_priv
->cur_np2fixup_info
;
1247 /* NP2/RECT textures in OpenGL use texcoords in the range [0,width]x[0,height]
1248 * while D3D has them in the (normalized) [0,1]x[0,1] range.
1249 * samplerNP2Fixup stores texture dimensions and is updated through
1250 * shader_glsl_load_np2fixup_constants when the sampler changes. */
1252 for (i
= 0; i
< shader
->limits
->sampler
; ++i
)
1254 if (!reg_maps
->resource_info
[i
].type
|| !(ps_args
->np2_fixup
& (1 << i
)))
1257 if (reg_maps
->resource_info
[i
].type
!= WINED3D_SHADER_RESOURCE_TEXTURE_2D
)
1259 FIXME("Non-2D texture is flagged for NP2 texcoord fixup.\n");
1263 fixup
->idx
[i
] = cur
++;
1266 fixup
->num_consts
= (cur
+ 1) >> 1;
1267 fixup
->active
= ps_args
->np2_fixup
;
1268 shader_addline(buffer
, "uniform vec4 %s_samplerNP2Fixup[%u];\n", prefix
, fixup
->num_consts
);
1271 /* Declare address variables */
1272 for (i
= 0, map
= reg_maps
->address
; map
; map
>>= 1, ++i
)
1274 if (map
& 1) shader_addline(buffer
, "ivec4 A%u;\n", i
);
1277 /* Declare texture coordinate temporaries and initialize them */
1278 for (i
= 0, map
= reg_maps
->texcoord
; map
; map
>>= 1, ++i
)
1280 if (map
& 1) shader_addline(buffer
, "vec4 T%u = gl_TexCoord[%u];\n", i
, i
);
1283 if (version
->type
== WINED3D_SHADER_TYPE_VERTEX
)
1285 for (i
= 0; i
< shader
->input_signature
.element_count
; ++i
)
1287 const struct wined3d_shader_signature_element
*e
= &shader
->input_signature
.elements
[i
];
1288 if (e
->sysval_semantic
== WINED3D_SV_INSTANCEID
)
1289 shader_addline(buffer
, "vec4 %s_in%u = vec4(intBitsToFloat(gl_InstanceID), 0.0, 0.0, 0.0);\n",
1290 prefix
, e
->register_idx
);
1292 shader_addline(buffer
, "attribute vec4 %s_in%u;\n", prefix
, e
->register_idx
);
1295 shader_addline(buffer
, "uniform vec4 posFixup;\n");
1296 shader_addline(buffer
, "void order_ps_input(in vec4[%u]);\n", shader
->limits
->packed_output
);
1298 else if (version
->type
== WINED3D_SHADER_TYPE_GEOMETRY
)
1300 shader_addline(buffer
, "varying in vec4 gs_in[][%u];\n", shader
->limits
->packed_input
);
1302 else if (version
->type
== WINED3D_SHADER_TYPE_PIXEL
)
1304 if (version
->major
>= 3)
1306 UINT in_count
= min(vec4_varyings(version
->major
, gl_info
), shader
->limits
->packed_input
);
1309 shader_addline(buffer
, "varying vec4 %s_link[%u];\n", prefix
, in_count
);
1310 shader_addline(buffer
, "vec4 %s_in[%u];\n", prefix
, in_count
);
1313 for (i
= 0, map
= reg_maps
->bumpmat
; map
; map
>>= 1, ++i
)
1318 shader_addline(buffer
, "uniform mat2 bumpenv_mat%u;\n", i
);
1320 if (reg_maps
->luminanceparams
& (1 << i
))
1322 shader_addline(buffer
, "uniform float bumpenv_lum_scale%u;\n", i
);
1323 shader_addline(buffer
, "uniform float bumpenv_lum_offset%u;\n", i
);
1324 extra_constants_needed
++;
1327 extra_constants_needed
++;
1330 if (ps_args
->srgb_correction
)
1332 shader_addline(buffer
, "const vec4 srgb_const0 = ");
1333 shader_glsl_append_imm_vec4(buffer
, wined3d_srgb_const0
);
1334 shader_addline(buffer
, ";\n");
1335 shader_addline(buffer
, "const vec4 srgb_const1 = ");
1336 shader_glsl_append_imm_vec4(buffer
, wined3d_srgb_const1
);
1337 shader_addline(buffer
, ";\n");
1339 if (reg_maps
->vpos
|| reg_maps
->usesdsy
)
1341 if (shader
->limits
->constant_float
+ extra_constants_needed
1342 + 1 < gl_info
->limits
.glsl_ps_float_constants
)
1344 shader_addline(buffer
, "uniform vec4 ycorrection;\n");
1345 extra_constants_needed
++;
1349 float ycorrection
[] =
1351 context
->render_offscreen
? 0.0f
: fb
->render_targets
[0]->height
,
1352 context
->render_offscreen
? 1.0f
: -1.0f
,
1357 /* This happens because we do not have proper tracking of the
1358 * constant registers that are actually used, only the max
1359 * limit of the shader version. */
1360 FIXME("Cannot find a free uniform for vpos correction params\n");
1361 shader_addline(buffer
, "const vec4 ycorrection = ");
1362 shader_glsl_append_imm_vec4(buffer
, ycorrection
);
1363 shader_addline(buffer
, ";\n");
1365 shader_addline(buffer
, "vec4 vpos;\n");
1369 /* Declare output register temporaries */
1370 if (shader
->limits
->packed_output
)
1371 shader_addline(buffer
, "vec4 %s_out[%u];\n", prefix
, shader
->limits
->packed_output
);
1373 /* Declare temporary variables */
1374 for (i
= 0, map
= reg_maps
->temporary
; map
; map
>>= 1, ++i
)
1376 if (map
& 1) shader_addline(buffer
, "vec4 R%u;\n", i
);
1379 /* Declare loop registers aLx */
1380 if (version
->major
< 4)
1382 for (i
= 0; i
< reg_maps
->loop_depth
; ++i
)
1384 shader_addline(buffer
, "int aL%u;\n", i
);
1385 shader_addline(buffer
, "int tmpInt%u;\n", i
);
1389 /* Temporary variables for matrix operations */
1390 shader_addline(buffer
, "vec4 tmp0;\n");
1391 shader_addline(buffer
, "vec4 tmp1;\n");
1393 if (!shader
->load_local_constsF
)
1395 LIST_FOR_EACH_ENTRY(lconst
, &shader
->constantsF
, struct wined3d_shader_lconst
, entry
)
1397 shader_addline(buffer
, "const vec4 %s_lc%u = ", prefix
, lconst
->idx
);
1398 shader_glsl_append_imm_vec4(buffer
, (const float *)lconst
->value
);
1399 shader_addline(buffer
, ";\n");
1403 /* Start the main program. */
1404 shader_addline(buffer
, "void main()\n{\n");
1406 /* Direct3D applications expect integer vPos values, while OpenGL drivers
1407 * add approximately 0.5. This causes off-by-one problems as spotted by
1408 * the vPos d3d9 visual test. Unfortunately ATI cards do not add exactly
1409 * 0.5, but rather something like 0.49999999 or 0.50000001, which still
1410 * causes precision troubles when we just subtract 0.5.
1412 * To deal with that, just floor() the position. This will eliminate the
1413 * fraction on all cards.
1415 * TODO: Test how this behaves with multisampling.
1417 * An advantage of floor is that it works even if the driver doesn't add
1418 * 0.5. It is somewhat questionable if 1.5, 2.5, ... are the proper values
1419 * to return in gl_FragCoord, even though coordinates specify the pixel
1420 * centers instead of the pixel corners. This code will behave correctly
1421 * on drivers that returns integer values. */
1422 if (version
->type
== WINED3D_SHADER_TYPE_PIXEL
&& reg_maps
->vpos
)
1423 shader_addline(buffer
,
1424 "vpos = floor(vec4(0, ycorrection[0], 0, 0) + gl_FragCoord * vec4(1, ycorrection[1], 1, 1));\n");
1427 /*****************************************************************************
1428 * Functions to generate GLSL strings from DirectX Shader bytecode begin here.
1430 * For more information, see http://wiki.winehq.org/DirectX-Shaders
1431 ****************************************************************************/
1434 static void shader_glsl_add_src_param(const struct wined3d_shader_instruction
*ins
,
1435 const struct wined3d_shader_src_param
*wined3d_src
, DWORD mask
, struct glsl_src_param
*glsl_src
);
1437 /** Used for opcode modifiers - They multiply the result by the specified amount */
1438 static const char * const shift_glsl_tab
[] = {
1440 "2.0 * ", /* 1 (x2) */
1441 "4.0 * ", /* 2 (x4) */
1442 "8.0 * ", /* 3 (x8) */
1443 "16.0 * ", /* 4 (x16) */
1444 "32.0 * ", /* 5 (x32) */
1451 "0.0625 * ", /* 12 (d16) */
1452 "0.125 * ", /* 13 (d8) */
1453 "0.25 * ", /* 14 (d4) */
1454 "0.5 * " /* 15 (d2) */
1457 /* Generate a GLSL parameter that does the input modifier computation and return the input register/mask to use */
1458 static void shader_glsl_gen_modifier(enum wined3d_shader_src_modifier src_modifier
,
1459 const char *in_reg
, const char *in_regswizzle
, char *out_str
)
1463 switch (src_modifier
)
1465 case WINED3DSPSM_DZ
: /* Need to handle this in the instructions itself (texld & texcrd). */
1466 case WINED3DSPSM_DW
:
1467 case WINED3DSPSM_NONE
:
1468 sprintf(out_str
, "%s%s", in_reg
, in_regswizzle
);
1470 case WINED3DSPSM_NEG
:
1471 sprintf(out_str
, "-%s%s", in_reg
, in_regswizzle
);
1473 case WINED3DSPSM_NOT
:
1474 sprintf(out_str
, "!%s%s", in_reg
, in_regswizzle
);
1476 case WINED3DSPSM_BIAS
:
1477 sprintf(out_str
, "(%s%s - vec4(0.5)%s)", in_reg
, in_regswizzle
, in_regswizzle
);
1479 case WINED3DSPSM_BIASNEG
:
1480 sprintf(out_str
, "-(%s%s - vec4(0.5)%s)", in_reg
, in_regswizzle
, in_regswizzle
);
1482 case WINED3DSPSM_SIGN
:
1483 sprintf(out_str
, "(2.0 * (%s%s - 0.5))", in_reg
, in_regswizzle
);
1485 case WINED3DSPSM_SIGNNEG
:
1486 sprintf(out_str
, "-(2.0 * (%s%s - 0.5))", in_reg
, in_regswizzle
);
1488 case WINED3DSPSM_COMP
:
1489 sprintf(out_str
, "(1.0 - %s%s)", in_reg
, in_regswizzle
);
1491 case WINED3DSPSM_X2
:
1492 sprintf(out_str
, "(2.0 * %s%s)", in_reg
, in_regswizzle
);
1494 case WINED3DSPSM_X2NEG
:
1495 sprintf(out_str
, "-(2.0 * %s%s)", in_reg
, in_regswizzle
);
1497 case WINED3DSPSM_ABS
:
1498 sprintf(out_str
, "abs(%s%s)", in_reg
, in_regswizzle
);
1500 case WINED3DSPSM_ABSNEG
:
1501 sprintf(out_str
, "-abs(%s%s)", in_reg
, in_regswizzle
);
1504 FIXME("Unhandled modifier %u\n", src_modifier
);
1505 sprintf(out_str
, "%s%s", in_reg
, in_regswizzle
);
1509 /** Writes the GLSL variable name that corresponds to the register that the
1510 * DX opcode parameter is trying to access */
1511 static void shader_glsl_get_register_name(const struct wined3d_shader_register
*reg
,
1512 char *register_name
, BOOL
*is_color
, const struct wined3d_shader_instruction
*ins
)
1514 /* oPos, oFog and oPts in D3D */
1515 static const char * const hwrastout_reg_names
[] = {"vs_out[10]", "vs_out[11].x", "vs_out[11].y"};
1517 const struct wined3d_shader
*shader
= ins
->ctx
->shader
;
1518 const struct wined3d_shader_reg_maps
*reg_maps
= ins
->ctx
->reg_maps
;
1519 const struct wined3d_shader_version
*version
= ®_maps
->shader_version
;
1520 const struct wined3d_gl_info
*gl_info
= ins
->ctx
->gl_info
;
1521 const char *prefix
= shader_glsl_get_prefix(version
->type
);
1522 struct glsl_src_param rel_param0
, rel_param1
;
1523 char imm_str
[4][17];
1525 if (reg
->idx
[0].offset
!= ~0U && reg
->idx
[0].rel_addr
)
1526 shader_glsl_add_src_param(ins
, reg
->idx
[0].rel_addr
, WINED3DSP_WRITEMASK_0
, &rel_param0
);
1527 if (reg
->idx
[1].offset
!= ~0U && reg
->idx
[1].rel_addr
)
1528 shader_glsl_add_src_param(ins
, reg
->idx
[1].rel_addr
, WINED3DSP_WRITEMASK_0
, &rel_param1
);
1533 case WINED3DSPR_TEMP
:
1534 sprintf(register_name
, "R%u", reg
->idx
[0].offset
);
1537 case WINED3DSPR_INPUT
:
1538 /* vertex shaders */
1539 if (version
->type
== WINED3D_SHADER_TYPE_VERTEX
)
1541 struct shader_glsl_ctx_priv
*priv
= ins
->ctx
->backend_data
;
1542 if (priv
->cur_vs_args
->swizzle_map
& (1 << reg
->idx
[0].offset
))
1544 sprintf(register_name
, "%s_in%u", prefix
, reg
->idx
[0].offset
);
1548 if (version
->type
== WINED3D_SHADER_TYPE_GEOMETRY
)
1550 if (reg
->idx
[0].rel_addr
)
1552 if (reg
->idx
[1].rel_addr
)
1553 sprintf(register_name
, "gs_in[%s + %u][%s + %u]",
1554 rel_param0
.param_str
, reg
->idx
[0].offset
, rel_param1
.param_str
, reg
->idx
[1].offset
);
1556 sprintf(register_name
, "gs_in[%s + %u][%u]",
1557 rel_param0
.param_str
, reg
->idx
[0].offset
, reg
->idx
[1].offset
);
1559 else if (reg
->idx
[1].rel_addr
)
1560 sprintf(register_name
, "gs_in[%u][%s + %u]",
1561 reg
->idx
[0].offset
, rel_param1
.param_str
, reg
->idx
[1].offset
);
1563 sprintf(register_name
, "gs_in[%u][%u]", reg
->idx
[0].offset
, reg
->idx
[1].offset
);
1567 /* pixel shaders >= 3.0 */
1568 if (version
->major
>= 3)
1570 DWORD idx
= shader
->u
.ps
.input_reg_map
[reg
->idx
[0].offset
];
1571 unsigned int in_count
= vec4_varyings(version
->major
, gl_info
);
1573 if (reg
->idx
[0].rel_addr
)
1575 /* Removing a + 0 would be an obvious optimization, but
1576 * OS X doesn't see the NOP operation there. */
1579 if (shader
->u
.ps
.declared_in_count
> in_count
)
1581 sprintf(register_name
,
1582 "((%s + %u) > %u ? (%s + %u) > %u ? gl_SecondaryColor : gl_Color : %s_in[%s + %u])",
1583 rel_param0
.param_str
, idx
, in_count
- 1, rel_param0
.param_str
, idx
, in_count
,
1584 prefix
, rel_param0
.param_str
, idx
);
1588 sprintf(register_name
, "%s_in[%s + %u]", prefix
, rel_param0
.param_str
, idx
);
1593 if (shader
->u
.ps
.declared_in_count
> in_count
)
1595 sprintf(register_name
, "((%s) > %u ? (%s) > %u ? gl_SecondaryColor : gl_Color : %s_in[%s])",
1596 rel_param0
.param_str
, in_count
- 1, rel_param0
.param_str
, in_count
,
1597 prefix
, rel_param0
.param_str
);
1601 sprintf(register_name
, "%s_in[%s]", prefix
, rel_param0
.param_str
);
1607 if (idx
== in_count
) sprintf(register_name
, "gl_Color");
1608 else if (idx
== in_count
+ 1) sprintf(register_name
, "gl_SecondaryColor");
1609 else sprintf(register_name
, "%s_in[%u]", prefix
, idx
);
1614 if (!reg
->idx
[0].offset
)
1615 strcpy(register_name
, "gl_Color");
1617 strcpy(register_name
, "gl_SecondaryColor");
1622 case WINED3DSPR_CONST
:
1624 /* Relative addressing */
1625 if (reg
->idx
[0].rel_addr
)
1627 if (reg
->idx
[0].offset
)
1628 sprintf(register_name
, "%s_c[%s + %u]", prefix
, rel_param0
.param_str
, reg
->idx
[0].offset
);
1630 sprintf(register_name
, "%s_c[%s]", prefix
, rel_param0
.param_str
);
1634 if (shader_constant_is_local(shader
, reg
->idx
[0].offset
))
1635 sprintf(register_name
, "%s_lc%u", prefix
, reg
->idx
[0].offset
);
1637 sprintf(register_name
, "%s_c[%u]", prefix
, reg
->idx
[0].offset
);
1642 case WINED3DSPR_CONSTINT
:
1643 sprintf(register_name
, "%s_i[%u]", prefix
, reg
->idx
[0].offset
);
1646 case WINED3DSPR_CONSTBOOL
:
1647 sprintf(register_name
, "%s_b[%u]", prefix
, reg
->idx
[0].offset
);
1650 case WINED3DSPR_TEXTURE
: /* case WINED3DSPR_ADDR: */
1651 if (version
->type
== WINED3D_SHADER_TYPE_PIXEL
)
1652 sprintf(register_name
, "T%u", reg
->idx
[0].offset
);
1654 sprintf(register_name
, "A%u", reg
->idx
[0].offset
);
1657 case WINED3DSPR_LOOP
:
1658 sprintf(register_name
, "aL%u", ins
->ctx
->loop_state
->current_reg
- 1);
1661 case WINED3DSPR_SAMPLER
:
1662 sprintf(register_name
, "%s_sampler%u", prefix
, reg
->idx
[0].offset
);
1665 case WINED3DSPR_COLOROUT
:
1666 if (reg
->idx
[0].offset
>= gl_info
->limits
.buffers
)
1667 WARN("Write to render target %u, only %d supported.\n",
1668 reg
->idx
[0].offset
, gl_info
->limits
.buffers
);
1670 sprintf(register_name
, "gl_FragData[%u]", reg
->idx
[0].offset
);
1673 case WINED3DSPR_RASTOUT
:
1674 sprintf(register_name
, "%s", hwrastout_reg_names
[reg
->idx
[0].offset
]);
1677 case WINED3DSPR_DEPTHOUT
:
1678 sprintf(register_name
, "gl_FragDepth");
1681 case WINED3DSPR_ATTROUT
:
1682 if (!reg
->idx
[0].offset
)
1683 sprintf(register_name
, "%s_out[8]", prefix
);
1685 sprintf(register_name
, "%s_out[9]", prefix
);
1688 case WINED3DSPR_TEXCRDOUT
:
1689 /* Vertex shaders >= 3.0: WINED3DSPR_OUTPUT */
1690 sprintf(register_name
, "%s_out[%u]", prefix
, reg
->idx
[0].offset
);
1693 case WINED3DSPR_MISCTYPE
:
1694 if (!reg
->idx
[0].offset
)
1697 sprintf(register_name
, "vpos");
1699 else if (reg
->idx
[0].offset
== 1)
1701 /* Note that gl_FrontFacing is a bool, while vFace is
1702 * a float for which the sign determines front/back */
1703 sprintf(register_name
, "(gl_FrontFacing ? 1.0 : -1.0)");
1707 FIXME("Unhandled misctype register %u.\n", reg
->idx
[0].offset
);
1708 sprintf(register_name
, "unrecognized_register");
1712 case WINED3DSPR_IMMCONST
:
1713 switch (reg
->immconst_type
)
1715 case WINED3D_IMMCONST_SCALAR
:
1716 switch (reg
->data_type
)
1718 case WINED3D_DATA_FLOAT
:
1719 wined3d_ftoa(*(const float *)reg
->immconst_data
, register_name
);
1721 case WINED3D_DATA_INT
:
1722 sprintf(register_name
, "%#x", reg
->immconst_data
[0]);
1724 case WINED3D_DATA_RESOURCE
:
1725 case WINED3D_DATA_SAMPLER
:
1726 case WINED3D_DATA_UINT
:
1727 sprintf(register_name
, "%#xu", reg
->immconst_data
[0]);
1730 sprintf(register_name
, "<unhandled data type %#x>", reg
->data_type
);
1735 case WINED3D_IMMCONST_VEC4
:
1736 switch (reg
->data_type
)
1738 case WINED3D_DATA_FLOAT
:
1739 wined3d_ftoa(*(const float *)®
->immconst_data
[0], imm_str
[0]);
1740 wined3d_ftoa(*(const float *)®
->immconst_data
[1], imm_str
[1]);
1741 wined3d_ftoa(*(const float *)®
->immconst_data
[2], imm_str
[2]);
1742 wined3d_ftoa(*(const float *)®
->immconst_data
[3], imm_str
[3]);
1743 sprintf(register_name
, "vec4(%s, %s, %s, %s)",
1744 imm_str
[0], imm_str
[1], imm_str
[2], imm_str
[3]);
1746 case WINED3D_DATA_INT
:
1747 sprintf(register_name
, "ivec4(%#x, %#x, %#x, %#x)",
1748 reg
->immconst_data
[0], reg
->immconst_data
[1],
1749 reg
->immconst_data
[2], reg
->immconst_data
[3]);
1751 case WINED3D_DATA_RESOURCE
:
1752 case WINED3D_DATA_SAMPLER
:
1753 case WINED3D_DATA_UINT
:
1754 sprintf(register_name
, "uvec4(%#xu, %#xu, %#xu, %#xu)",
1755 reg
->immconst_data
[0], reg
->immconst_data
[1],
1756 reg
->immconst_data
[2], reg
->immconst_data
[3]);
1759 sprintf(register_name
, "<unhandled data type %#x>", reg
->data_type
);
1765 FIXME("Unhandled immconst type %#x\n", reg
->immconst_type
);
1766 sprintf(register_name
, "<unhandled_immconst_type %#x>", reg
->immconst_type
);
1770 case WINED3DSPR_CONSTBUFFER
:
1771 if (reg
->idx
[1].rel_addr
)
1772 sprintf(register_name
, "%s_cb%u[%s + %u]",
1773 prefix
, reg
->idx
[0].offset
, rel_param1
.param_str
, reg
->idx
[1].offset
);
1775 sprintf(register_name
, "%s_cb%u[%u]", prefix
, reg
->idx
[0].offset
, reg
->idx
[1].offset
);
1778 case WINED3DSPR_PRIMID
:
1779 sprintf(register_name
, "uint(gl_PrimitiveIDIn)");
1783 FIXME("Unhandled register type %#x.\n", reg
->type
);
1784 sprintf(register_name
, "unrecognized_register");
1789 static void shader_glsl_write_mask_to_str(DWORD write_mask
, char *str
)
1792 if (write_mask
& WINED3DSP_WRITEMASK_0
) *str
++ = 'x';
1793 if (write_mask
& WINED3DSP_WRITEMASK_1
) *str
++ = 'y';
1794 if (write_mask
& WINED3DSP_WRITEMASK_2
) *str
++ = 'z';
1795 if (write_mask
& WINED3DSP_WRITEMASK_3
) *str
++ = 'w';
1799 /* Get the GLSL write mask for the destination register */
1800 static DWORD
shader_glsl_get_write_mask(const struct wined3d_shader_dst_param
*param
, char *write_mask
)
1802 DWORD mask
= param
->write_mask
;
1804 if (shader_is_scalar(¶m
->reg
))
1806 mask
= WINED3DSP_WRITEMASK_0
;
1811 shader_glsl_write_mask_to_str(mask
, write_mask
);
1817 static unsigned int shader_glsl_get_write_mask_size(DWORD write_mask
) {
1818 unsigned int size
= 0;
1820 if (write_mask
& WINED3DSP_WRITEMASK_0
) ++size
;
1821 if (write_mask
& WINED3DSP_WRITEMASK_1
) ++size
;
1822 if (write_mask
& WINED3DSP_WRITEMASK_2
) ++size
;
1823 if (write_mask
& WINED3DSP_WRITEMASK_3
) ++size
;
1828 static void shader_glsl_swizzle_to_str(const DWORD swizzle
, BOOL fixup
, DWORD mask
, char *str
)
1830 /* For registers of type WINED3DDECLTYPE_D3DCOLOR, data is stored as "bgra",
1831 * but addressed as "rgba". To fix this we need to swap the register's x
1832 * and z components. */
1833 const char *swizzle_chars
= fixup
? "zyxw" : "xyzw";
1836 /* swizzle bits fields: wwzzyyxx */
1837 if (mask
& WINED3DSP_WRITEMASK_0
) *str
++ = swizzle_chars
[swizzle
& 0x03];
1838 if (mask
& WINED3DSP_WRITEMASK_1
) *str
++ = swizzle_chars
[(swizzle
>> 2) & 0x03];
1839 if (mask
& WINED3DSP_WRITEMASK_2
) *str
++ = swizzle_chars
[(swizzle
>> 4) & 0x03];
1840 if (mask
& WINED3DSP_WRITEMASK_3
) *str
++ = swizzle_chars
[(swizzle
>> 6) & 0x03];
1844 static void shader_glsl_get_swizzle(const struct wined3d_shader_src_param
*param
,
1845 BOOL fixup
, DWORD mask
, char *swizzle_str
)
1847 if (shader_is_scalar(¶m
->reg
))
1848 *swizzle_str
= '\0';
1850 shader_glsl_swizzle_to_str(param
->swizzle
, fixup
, mask
, swizzle_str
);
1853 /* From a given parameter token, generate the corresponding GLSL string.
1854 * Also, return the actual register name and swizzle in case the
1855 * caller needs this information as well. */
1856 static void shader_glsl_add_src_param(const struct wined3d_shader_instruction
*ins
,
1857 const struct wined3d_shader_src_param
*wined3d_src
, DWORD mask
, struct glsl_src_param
*glsl_src
)
1859 BOOL is_color
= FALSE
;
1860 char swizzle_str
[6];
1862 glsl_src
->reg_name
[0] = '\0';
1863 glsl_src
->param_str
[0] = '\0';
1864 swizzle_str
[0] = '\0';
1866 shader_glsl_get_register_name(&wined3d_src
->reg
, glsl_src
->reg_name
, &is_color
, ins
);
1867 shader_glsl_get_swizzle(wined3d_src
, is_color
, mask
, swizzle_str
);
1869 if (wined3d_src
->reg
.type
== WINED3DSPR_IMMCONST
|| wined3d_src
->reg
.type
== WINED3DSPR_PRIMID
)
1871 shader_glsl_gen_modifier(wined3d_src
->modifiers
, glsl_src
->reg_name
, swizzle_str
, glsl_src
->param_str
);
1877 switch (wined3d_src
->reg
.data_type
)
1879 case WINED3D_DATA_FLOAT
:
1880 sprintf(reg_name
, "%s", glsl_src
->reg_name
);
1882 case WINED3D_DATA_INT
:
1883 sprintf(reg_name
, "floatBitsToInt(%s)", glsl_src
->reg_name
);
1885 case WINED3D_DATA_RESOURCE
:
1886 case WINED3D_DATA_SAMPLER
:
1887 case WINED3D_DATA_UINT
:
1888 sprintf(reg_name
, "floatBitsToUint(%s)", glsl_src
->reg_name
);
1891 FIXME("Unhandled data type %#x.\n", wined3d_src
->reg
.data_type
);
1892 sprintf(reg_name
, "%s", glsl_src
->reg_name
);
1896 shader_glsl_gen_modifier(wined3d_src
->modifiers
, reg_name
, swizzle_str
, glsl_src
->param_str
);
1900 /* From a given parameter token, generate the corresponding GLSL string.
1901 * Also, return the actual register name and swizzle in case the
1902 * caller needs this information as well. */
1903 static DWORD
shader_glsl_add_dst_param(const struct wined3d_shader_instruction
*ins
,
1904 const struct wined3d_shader_dst_param
*wined3d_dst
, struct glsl_dst_param
*glsl_dst
)
1906 BOOL is_color
= FALSE
;
1908 glsl_dst
->mask_str
[0] = '\0';
1909 glsl_dst
->reg_name
[0] = '\0';
1911 shader_glsl_get_register_name(&wined3d_dst
->reg
, glsl_dst
->reg_name
, &is_color
, ins
);
1912 return shader_glsl_get_write_mask(wined3d_dst
, glsl_dst
->mask_str
);
1915 /* Append the destination part of the instruction to the buffer, return the effective write mask */
1916 static DWORD
shader_glsl_append_dst_ext(struct wined3d_shader_buffer
*buffer
,
1917 const struct wined3d_shader_instruction
*ins
, const struct wined3d_shader_dst_param
*dst
,
1918 enum wined3d_data_type data_type
)
1920 struct glsl_dst_param glsl_dst
;
1923 if ((mask
= shader_glsl_add_dst_param(ins
, dst
, &glsl_dst
)))
1927 case WINED3D_DATA_FLOAT
:
1928 shader_addline(buffer
, "%s%s = %s(",
1929 glsl_dst
.reg_name
, glsl_dst
.mask_str
, shift_glsl_tab
[dst
->shift
]);
1931 case WINED3D_DATA_INT
:
1932 shader_addline(buffer
, "%s%s = %sintBitsToFloat(",
1933 glsl_dst
.reg_name
, glsl_dst
.mask_str
, shift_glsl_tab
[dst
->shift
]);
1935 case WINED3D_DATA_RESOURCE
:
1936 case WINED3D_DATA_SAMPLER
:
1937 case WINED3D_DATA_UINT
:
1938 shader_addline(buffer
, "%s%s = %suintBitsToFloat(",
1939 glsl_dst
.reg_name
, glsl_dst
.mask_str
, shift_glsl_tab
[dst
->shift
]);
1942 FIXME("Unhandled data type %#x.\n", data_type
);
1943 shader_addline(buffer
, "%s%s = %s(",
1944 glsl_dst
.reg_name
, glsl_dst
.mask_str
, shift_glsl_tab
[dst
->shift
]);
1952 /* Append the destination part of the instruction to the buffer, return the effective write mask */
1953 static DWORD
shader_glsl_append_dst(struct wined3d_shader_buffer
*buffer
, const struct wined3d_shader_instruction
*ins
)
1955 return shader_glsl_append_dst_ext(buffer
, ins
, &ins
->dst
[0], ins
->dst
[0].reg
.data_type
);
1958 /** Process GLSL instruction modifiers */
1959 static void shader_glsl_add_instruction_modifiers(const struct wined3d_shader_instruction
*ins
)
1961 struct glsl_dst_param dst_param
;
1964 if (!ins
->dst_count
) return;
1966 modifiers
= ins
->dst
[0].modifiers
;
1967 if (!modifiers
) return;
1969 shader_glsl_add_dst_param(ins
, &ins
->dst
[0], &dst_param
);
1971 if (modifiers
& WINED3DSPDM_SATURATE
)
1973 /* _SAT means to clamp the value of the register to between 0 and 1 */
1974 shader_addline(ins
->ctx
->buffer
, "%s%s = clamp(%s%s, 0.0, 1.0);\n", dst_param
.reg_name
,
1975 dst_param
.mask_str
, dst_param
.reg_name
, dst_param
.mask_str
);
1978 if (modifiers
& WINED3DSPDM_MSAMPCENTROID
)
1980 FIXME("_centroid modifier not handled\n");
1983 if (modifiers
& WINED3DSPDM_PARTIALPRECISION
)
1985 /* MSDN says this modifier can be safely ignored, so that's what we'll do. */
1989 static const char *shader_glsl_get_rel_op(enum wined3d_shader_rel_op op
)
1993 case WINED3D_SHADER_REL_OP_GT
: return ">";
1994 case WINED3D_SHADER_REL_OP_EQ
: return "==";
1995 case WINED3D_SHADER_REL_OP_GE
: return ">=";
1996 case WINED3D_SHADER_REL_OP_LT
: return "<";
1997 case WINED3D_SHADER_REL_OP_NE
: return "!=";
1998 case WINED3D_SHADER_REL_OP_LE
: return "<=";
2000 FIXME("Unrecognized operator %#x.\n", op
);
2005 static void shader_glsl_get_sample_function(const struct wined3d_shader_context
*ctx
,
2006 DWORD resource_idx
, DWORD flags
, struct glsl_sample_function
*sample_function
)
2008 enum wined3d_shader_resource_type resource_type
= ctx
->reg_maps
->resource_info
[resource_idx
].type
;
2009 const struct wined3d_gl_info
*gl_info
= ctx
->gl_info
;
2010 BOOL shadow
= ctx
->reg_maps
->shader_version
.type
== WINED3D_SHADER_TYPE_PIXEL
2011 && (((const struct shader_glsl_ctx_priv
*)ctx
->backend_data
)->cur_ps_args
->shadow
& (1 << resource_idx
));
2012 BOOL projected
= flags
& WINED3D_GLSL_SAMPLE_PROJECTED
;
2013 BOOL texrect
= flags
& WINED3D_GLSL_SAMPLE_NPOT
&& gl_info
->supported
[ARB_TEXTURE_RECTANGLE
];
2014 BOOL lod
= flags
& WINED3D_GLSL_SAMPLE_LOD
;
2015 BOOL grad
= flags
& WINED3D_GLSL_SAMPLE_GRAD
;
2017 sample_function
->data_type
= ctx
->reg_maps
->resource_info
[resource_idx
].data_type
;
2019 /* Note that there's no such thing as a projected cube texture. */
2020 switch (resource_type
)
2022 case WINED3D_SHADER_RESOURCE_TEXTURE_1D
:
2027 sample_function
->name
= projected
? "shadow1DProjLod" : "shadow1DLod";
2031 if (gl_info
->supported
[EXT_GPU_SHADER4
])
2032 sample_function
->name
= projected
? "shadow1DProjGrad" : "shadow1DGrad";
2033 else if (gl_info
->supported
[ARB_SHADER_TEXTURE_LOD
])
2034 sample_function
->name
= projected
? "shadow1DProjGradARB" : "shadow1DGradARB";
2037 FIXME("Unsupported 1D shadow grad function.\n");
2038 sample_function
->name
= "unsupported1DGrad";
2043 sample_function
->name
= projected
? "shadow1DProj" : "shadow1D";
2045 sample_function
->coord_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
;
2051 sample_function
->name
= projected
? "texture1DProjLod" : "texture1DLod";
2055 if (gl_info
->supported
[EXT_GPU_SHADER4
])
2056 sample_function
->name
= projected
? "texture1DProjGrad" : "texture1DGrad";
2057 else if (gl_info
->supported
[ARB_SHADER_TEXTURE_LOD
])
2058 sample_function
->name
= projected
? "texture1DProjGradARB" : "texture1DGradARB";
2061 FIXME("Unsupported 1D grad function.\n");
2062 sample_function
->name
= "unsupported1DGrad";
2067 sample_function
->name
= projected
? "texture1DProj" : "texture1D";
2069 sample_function
->coord_mask
= WINED3DSP_WRITEMASK_0
;
2073 case WINED3D_SHADER_RESOURCE_TEXTURE_2D
:
2080 sample_function
->name
= projected
? "shadow2DRectProjLod" : "shadow2DRectLod";
2084 if (gl_info
->supported
[EXT_GPU_SHADER4
])
2085 sample_function
->name
= projected
? "shadow2DRectProjGrad" : "shadow2DRectGrad";
2086 else if (gl_info
->supported
[ARB_SHADER_TEXTURE_LOD
])
2087 sample_function
->name
= projected
? "shadow2DRectProjGradARB" : "shadow2DRectGradARB";
2090 FIXME("Unsupported RECT shadow grad function.\n");
2091 sample_function
->name
= "unsupported2DRectGrad";
2096 sample_function
->name
= projected
? "shadow2DRectProj" : "shadow2DRect";
2103 sample_function
->name
= projected
? "shadow2DProjLod" : "shadow2DLod";
2107 if (gl_info
->supported
[EXT_GPU_SHADER4
])
2108 sample_function
->name
= projected
? "shadow2DProjGrad" : "shadow2DGrad";
2109 else if (gl_info
->supported
[ARB_SHADER_TEXTURE_LOD
])
2110 sample_function
->name
= projected
? "shadow2DProjGradARB" : "shadow2DGradARB";
2113 FIXME("Unsupported 2D shadow grad function.\n");
2114 sample_function
->name
= "unsupported2DGrad";
2119 sample_function
->name
= projected
? "shadow2DProj" : "shadow2D";
2122 sample_function
->coord_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
2130 sample_function
->name
= projected
? "texture2DRectProjLod" : "texture2DRectLod";
2134 if (gl_info
->supported
[EXT_GPU_SHADER4
])
2135 sample_function
->name
= projected
? "texture2DRectProjGrad" : "texture2DRectGrad";
2136 else if (gl_info
->supported
[ARB_SHADER_TEXTURE_LOD
])
2137 sample_function
->name
= projected
? "texture2DRectProjGradARB" : "texture2DRectGradARB";
2140 FIXME("Unsupported RECT grad function.\n");
2141 sample_function
->name
= "unsupported2DRectGrad";
2146 sample_function
->name
= projected
? "texture2DRectProj" : "texture2DRect";
2153 sample_function
->name
= projected
? "texture2DProjLod" : "texture2DLod";
2157 if (gl_info
->supported
[EXT_GPU_SHADER4
])
2158 sample_function
->name
= projected
? "texture2DProjGrad" : "texture2DGrad";
2159 else if (gl_info
->supported
[ARB_SHADER_TEXTURE_LOD
])
2160 sample_function
->name
= projected
? "texture2DProjGradARB" : "texture2DGradARB";
2163 FIXME("Unsupported 2D grad function.\n");
2164 sample_function
->name
= "unsupported2DGrad";
2169 sample_function
->name
= projected
? "texture2DProj" : "texture2D";
2172 sample_function
->coord_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
;
2176 case WINED3D_SHADER_RESOURCE_TEXTURE_3D
:
2179 FIXME("Unsupported 3D shadow function.\n");
2180 sample_function
->name
= "unsupported3DShadow";
2181 sample_function
->coord_mask
= 0;
2187 sample_function
->name
= projected
? "texture3DProjLod" : "texture3DLod";
2191 if (gl_info
->supported
[EXT_GPU_SHADER4
])
2192 sample_function
->name
= projected
? "texture3DProjGrad" : "texture3DGrad";
2193 else if (gl_info
->supported
[ARB_SHADER_TEXTURE_LOD
])
2194 sample_function
->name
= projected
? "texture3DProjGradARB" : "texture3DGradARB";
2197 FIXME("Unsupported 3D grad function.\n");
2198 sample_function
->name
= "unsupported3DGrad";
2203 sample_function
->name
= projected
? "texture3DProj" : "texture3D";
2205 sample_function
->coord_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
2209 case WINED3D_SHADER_RESOURCE_TEXTURE_CUBE
:
2212 FIXME("Unsupported Cube shadow function.\n");
2213 sample_function
->name
= "unsupportedCubeShadow";
2214 sample_function
->coord_mask
= 0;
2220 sample_function
->name
= "textureCubeLod";
2224 if (gl_info
->supported
[EXT_GPU_SHADER4
])
2225 sample_function
->name
= "textureCubeGrad";
2226 else if (gl_info
->supported
[ARB_SHADER_TEXTURE_LOD
])
2227 sample_function
->name
= "textureCubeGradARB";
2230 FIXME("Unsupported Cube grad function.\n");
2231 sample_function
->name
= "unsupportedCubeGrad";
2236 sample_function
->name
= "textureCube";
2238 sample_function
->coord_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
2243 sample_function
->name
= "";
2244 sample_function
->coord_mask
= 0;
2245 FIXME("Unhandled resource type %#x.\n", resource_type
);
2250 static void shader_glsl_append_fixup_arg(char *arguments
, const char *reg_name
,
2251 BOOL sign_fixup
, enum fixup_channel_source channel_source
)
2253 switch(channel_source
)
2255 case CHANNEL_SOURCE_ZERO
:
2256 strcat(arguments
, "0.0");
2259 case CHANNEL_SOURCE_ONE
:
2260 strcat(arguments
, "1.0");
2263 case CHANNEL_SOURCE_X
:
2264 strcat(arguments
, reg_name
);
2265 strcat(arguments
, ".x");
2268 case CHANNEL_SOURCE_Y
:
2269 strcat(arguments
, reg_name
);
2270 strcat(arguments
, ".y");
2273 case CHANNEL_SOURCE_Z
:
2274 strcat(arguments
, reg_name
);
2275 strcat(arguments
, ".z");
2278 case CHANNEL_SOURCE_W
:
2279 strcat(arguments
, reg_name
);
2280 strcat(arguments
, ".w");
2284 FIXME("Unhandled channel source %#x\n", channel_source
);
2285 strcat(arguments
, "undefined");
2289 if (sign_fixup
) strcat(arguments
, " * 2.0 - 1.0");
2292 static void shader_glsl_color_correction_ext(struct wined3d_shader_buffer
*buffer
,
2293 const char *reg_name
, DWORD mask
, struct color_fixup_desc fixup
)
2295 unsigned int mask_size
, remaining
;
2296 DWORD fixup_mask
= 0;
2297 char arguments
[256];
2300 if (fixup
.x_sign_fixup
|| fixup
.x_source
!= CHANNEL_SOURCE_X
) fixup_mask
|= WINED3DSP_WRITEMASK_0
;
2301 if (fixup
.y_sign_fixup
|| fixup
.y_source
!= CHANNEL_SOURCE_Y
) fixup_mask
|= WINED3DSP_WRITEMASK_1
;
2302 if (fixup
.z_sign_fixup
|| fixup
.z_source
!= CHANNEL_SOURCE_Z
) fixup_mask
|= WINED3DSP_WRITEMASK_2
;
2303 if (fixup
.w_sign_fixup
|| fixup
.w_source
!= CHANNEL_SOURCE_W
) fixup_mask
|= WINED3DSP_WRITEMASK_3
;
2304 if (!(mask
&= fixup_mask
))
2307 if (is_complex_fixup(fixup
))
2309 enum complex_fixup complex_fixup
= get_complex_fixup(fixup
);
2310 FIXME("Complex fixup (%#x) not supported\n",complex_fixup
);
2314 shader_glsl_write_mask_to_str(mask
, mask_str
);
2315 mask_size
= shader_glsl_get_write_mask_size(mask
);
2317 arguments
[0] = '\0';
2318 remaining
= mask_size
;
2319 if (mask
& WINED3DSP_WRITEMASK_0
)
2321 shader_glsl_append_fixup_arg(arguments
, reg_name
, fixup
.x_sign_fixup
, fixup
.x_source
);
2322 if (--remaining
) strcat(arguments
, ", ");
2324 if (mask
& WINED3DSP_WRITEMASK_1
)
2326 shader_glsl_append_fixup_arg(arguments
, reg_name
, fixup
.y_sign_fixup
, fixup
.y_source
);
2327 if (--remaining
) strcat(arguments
, ", ");
2329 if (mask
& WINED3DSP_WRITEMASK_2
)
2331 shader_glsl_append_fixup_arg(arguments
, reg_name
, fixup
.z_sign_fixup
, fixup
.z_source
);
2332 if (--remaining
) strcat(arguments
, ", ");
2334 if (mask
& WINED3DSP_WRITEMASK_3
)
2336 shader_glsl_append_fixup_arg(arguments
, reg_name
, fixup
.w_sign_fixup
, fixup
.w_source
);
2337 if (--remaining
) strcat(arguments
, ", ");
2341 shader_addline(buffer
, "%s%s = vec%u(%s);\n", reg_name
, mask_str
, mask_size
, arguments
);
2343 shader_addline(buffer
, "%s%s = %s;\n", reg_name
, mask_str
, arguments
);
2346 static void shader_glsl_color_correction(const struct wined3d_shader_instruction
*ins
, struct color_fixup_desc fixup
)
2351 shader_glsl_get_register_name(&ins
->dst
[0].reg
, reg_name
, &is_color
, ins
);
2352 shader_glsl_color_correction_ext(ins
->ctx
->buffer
, reg_name
, ins
->dst
[0].write_mask
, fixup
);
2355 static void PRINTF_ATTR(8, 9) shader_glsl_gen_sample_code(const struct wined3d_shader_instruction
*ins
,
2356 DWORD sampler
, const struct glsl_sample_function
*sample_function
, DWORD swizzle
,
2357 const char *dx
, const char *dy
, const char *bias
, const char *coord_reg_fmt
, ...)
2359 const struct wined3d_shader_version
*version
= &ins
->ctx
->reg_maps
->shader_version
;
2360 char dst_swizzle
[6];
2361 struct color_fixup_desc fixup
;
2362 BOOL np2_fixup
= FALSE
;
2365 shader_glsl_swizzle_to_str(swizzle
, FALSE
, ins
->dst
[0].write_mask
, dst_swizzle
);
2367 if (version
->type
== WINED3D_SHADER_TYPE_PIXEL
)
2369 const struct shader_glsl_ctx_priv
*priv
= ins
->ctx
->backend_data
;
2370 fixup
= priv
->cur_ps_args
->color_fixup
[sampler
];
2372 if(priv
->cur_ps_args
->np2_fixup
& (1 << sampler
)) {
2374 FIXME("Biased sampling from NP2 textures is unsupported\n");
2382 fixup
= COLOR_FIXUP_IDENTITY
; /* FIXME: Vshader color fixup */
2385 shader_glsl_append_dst_ext(ins
->ctx
->buffer
, ins
, &ins
->dst
[0], sample_function
->data_type
);
2387 shader_addline(ins
->ctx
->buffer
, "%s(%s_sampler%u, ",
2388 sample_function
->name
, shader_glsl_get_prefix(version
->type
), sampler
);
2390 va_start(args
, coord_reg_fmt
);
2391 shader_vaddline(ins
->ctx
->buffer
, coord_reg_fmt
, args
);
2395 shader_addline(ins
->ctx
->buffer
, ", %s)%s);\n", bias
, dst_swizzle
);
2398 const struct shader_glsl_ctx_priv
*priv
= ins
->ctx
->backend_data
;
2399 const unsigned char idx
= priv
->cur_np2fixup_info
->idx
[sampler
];
2401 shader_addline(ins
->ctx
->buffer
, " * ps_samplerNP2Fixup[%u].%s)%s);\n", idx
>> 1,
2402 (idx
% 2) ? "zw" : "xy", dst_swizzle
);
2403 } else if(dx
&& dy
) {
2404 shader_addline(ins
->ctx
->buffer
, ", %s, %s)%s);\n", dx
, dy
, dst_swizzle
);
2406 shader_addline(ins
->ctx
->buffer
, ")%s);\n", dst_swizzle
);
2410 if(!is_identity_fixup(fixup
)) {
2411 shader_glsl_color_correction(ins
, fixup
);
2415 /*****************************************************************************
2416 * Begin processing individual instruction opcodes
2417 ****************************************************************************/
2419 static void shader_glsl_binop(const struct wined3d_shader_instruction
*ins
)
2421 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
2422 struct glsl_src_param src0_param
;
2423 struct glsl_src_param src1_param
;
2427 /* Determine the GLSL operator to use based on the opcode */
2428 switch (ins
->handler_idx
)
2430 case WINED3DSIH_ADD
: op
= "+"; break;
2431 case WINED3DSIH_AND
: op
= "&"; break;
2432 case WINED3DSIH_DIV
: op
= "/"; break;
2433 case WINED3DSIH_IADD
: op
= "+"; break;
2434 case WINED3DSIH_ISHL
: op
= "<<"; break;
2435 case WINED3DSIH_MUL
: op
= "*"; break;
2436 case WINED3DSIH_OR
: op
= "|"; break;
2437 case WINED3DSIH_SUB
: op
= "-"; break;
2438 case WINED3DSIH_USHR
: op
= ">>"; break;
2439 case WINED3DSIH_XOR
: op
= "^"; break;
2441 op
= "<unhandled operator>";
2442 FIXME("Opcode %#x not yet handled in GLSL\n", ins
->handler_idx
);
2446 write_mask
= shader_glsl_append_dst(buffer
, ins
);
2447 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
2448 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
2449 shader_addline(buffer
, "%s %s %s);\n", src0_param
.param_str
, op
, src1_param
.param_str
);
2452 static void shader_glsl_relop(const struct wined3d_shader_instruction
*ins
)
2454 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
2455 struct glsl_src_param src0_param
;
2456 struct glsl_src_param src1_param
;
2457 unsigned int mask_size
;
2461 write_mask
= shader_glsl_append_dst(buffer
, ins
);
2462 mask_size
= shader_glsl_get_write_mask_size(write_mask
);
2463 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
2464 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
2468 switch (ins
->handler_idx
)
2470 case WINED3DSIH_EQ
: op
= "equal"; break;
2471 case WINED3DSIH_GE
: op
= "greaterThanEqual"; break;
2472 case WINED3DSIH_IGE
: op
= "greaterThanEqual"; break;
2473 case WINED3DSIH_UGE
: op
= "greaterThanEqual"; break;
2474 case WINED3DSIH_LT
: op
= "lessThan"; break;
2475 case WINED3DSIH_NE
: op
= "notEqual"; break;
2477 op
= "<unhandled operator>";
2478 ERR("Unhandled opcode %#x.\n", ins
->handler_idx
);
2482 shader_addline(buffer
, "uvec%u(%s(%s, %s)) * 0xffffffffu);\n",
2483 mask_size
, op
, src0_param
.param_str
, src1_param
.param_str
);
2487 switch (ins
->handler_idx
)
2489 case WINED3DSIH_EQ
: op
= "=="; break;
2490 case WINED3DSIH_GE
: op
= ">="; break;
2491 case WINED3DSIH_IGE
: op
= ">="; break;
2492 case WINED3DSIH_UGE
: op
= ">="; break;
2493 case WINED3DSIH_LT
: op
= "<"; break;
2494 case WINED3DSIH_NE
: op
= "!="; break;
2496 op
= "<unhandled operator>";
2497 ERR("Unhandled opcode %#x.\n", ins
->handler_idx
);
2501 shader_addline(buffer
, "%s %s %s ? 0xffffffffu : 0u);\n",
2502 src0_param
.param_str
, op
, src1_param
.param_str
);
2506 static void shader_glsl_imul(const struct wined3d_shader_instruction
*ins
)
2508 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
2509 struct glsl_src_param src0_param
;
2510 struct glsl_src_param src1_param
;
2513 /* If we have ARB_gpu_shader5 or GLSL 4.0, we can use imulExtended(). If
2514 * not, we can emulate it. */
2515 if (ins
->dst
[0].reg
.type
!= WINED3DSPR_NULL
)
2516 FIXME("64-bit integer multiplies not implemented.\n");
2518 if (ins
->dst
[1].reg
.type
!= WINED3DSPR_NULL
)
2520 write_mask
= shader_glsl_append_dst_ext(buffer
, ins
, &ins
->dst
[1], ins
->dst
[1].reg
.data_type
);
2521 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
2522 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
2524 shader_addline(ins
->ctx
->buffer
, "%s * %s);\n",
2525 src0_param
.param_str
, src1_param
.param_str
);
2529 static void shader_glsl_udiv(const struct wined3d_shader_instruction
*ins
)
2531 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
2532 struct glsl_src_param src0_param
, src1_param
;
2535 if (ins
->dst
[0].reg
.type
!= WINED3DSPR_NULL
)
2538 if (ins
->dst
[1].reg
.type
!= WINED3DSPR_NULL
)
2542 write_mask
= shader_glsl_get_write_mask(&ins
->dst
[0], dst_mask
);
2543 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
2544 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
2545 shader_addline(buffer
, "tmp0%s = %s / %s;\n",
2546 dst_mask
, src0_param
.param_str
, src1_param
.param_str
);
2548 write_mask
= shader_glsl_append_dst_ext(buffer
, ins
, &ins
->dst
[1], ins
->dst
[1].reg
.data_type
);
2549 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
2550 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
2551 shader_addline(buffer
, "%s %% %s));\n", src0_param
.param_str
, src1_param
.param_str
);
2553 shader_glsl_append_dst_ext(buffer
, ins
, &ins
->dst
[0], ins
->dst
[0].reg
.data_type
);
2554 shader_addline(buffer
, "tmp0%s);\n", dst_mask
);
2558 write_mask
= shader_glsl_append_dst_ext(buffer
, ins
, &ins
->dst
[0], ins
->dst
[0].reg
.data_type
);
2559 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
2560 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
2561 shader_addline(buffer
, "%s / %s);\n", src0_param
.param_str
, src1_param
.param_str
);
2564 else if (ins
->dst
[1].reg
.type
!= WINED3DSPR_NULL
)
2566 write_mask
= shader_glsl_append_dst_ext(buffer
, ins
, &ins
->dst
[1], ins
->dst
[1].reg
.data_type
);
2567 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
2568 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
2569 shader_addline(buffer
, "%s %% %s);\n", src0_param
.param_str
, src1_param
.param_str
);
2573 /* Process the WINED3DSIO_MOV opcode using GLSL (dst = src) */
2574 static void shader_glsl_mov(const struct wined3d_shader_instruction
*ins
)
2576 const struct wined3d_gl_info
*gl_info
= ins
->ctx
->gl_info
;
2577 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
2578 struct glsl_src_param src0_param
;
2581 write_mask
= shader_glsl_append_dst(buffer
, ins
);
2582 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
2584 /* In vs_1_1 WINED3DSIO_MOV can write to the address register. In later
2585 * shader versions WINED3DSIO_MOVA is used for this. */
2586 if (ins
->ctx
->reg_maps
->shader_version
.major
== 1
2587 && ins
->ctx
->reg_maps
->shader_version
.type
== WINED3D_SHADER_TYPE_VERTEX
2588 && ins
->dst
[0].reg
.type
== WINED3DSPR_ADDR
)
2590 /* This is a simple floor() */
2591 unsigned int mask_size
= shader_glsl_get_write_mask_size(write_mask
);
2592 if (mask_size
> 1) {
2593 shader_addline(buffer
, "ivec%d(floor(%s)));\n", mask_size
, src0_param
.param_str
);
2595 shader_addline(buffer
, "int(floor(%s)));\n", src0_param
.param_str
);
2598 else if(ins
->handler_idx
== WINED3DSIH_MOVA
)
2600 /* We need to *round* to the nearest int here. */
2601 unsigned int mask_size
= shader_glsl_get_write_mask_size(write_mask
);
2603 if (gl_info
->supported
[EXT_GPU_SHADER4
])
2606 shader_addline(buffer
, "ivec%d(round(%s)));\n", mask_size
, src0_param
.param_str
);
2608 shader_addline(buffer
, "int(round(%s)));\n", src0_param
.param_str
);
2613 shader_addline(buffer
, "ivec%d(floor(abs(%s) + vec%d(0.5)) * sign(%s)));\n",
2614 mask_size
, src0_param
.param_str
, mask_size
, src0_param
.param_str
);
2616 shader_addline(buffer
, "int(floor(abs(%s) + 0.5) * sign(%s)));\n",
2617 src0_param
.param_str
, src0_param
.param_str
);
2622 shader_addline(buffer
, "%s);\n", src0_param
.param_str
);
2626 /* Process the dot product operators DP3 and DP4 in GLSL (dst = dot(src0, src1)) */
2627 static void shader_glsl_dot(const struct wined3d_shader_instruction
*ins
)
2629 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
2630 struct glsl_src_param src0_param
;
2631 struct glsl_src_param src1_param
;
2632 DWORD dst_write_mask
, src_write_mask
;
2633 unsigned int dst_size
= 0;
2635 dst_write_mask
= shader_glsl_append_dst(buffer
, ins
);
2636 dst_size
= shader_glsl_get_write_mask_size(dst_write_mask
);
2638 /* dp3 works on vec3, dp4 on vec4 */
2639 if (ins
->handler_idx
== WINED3DSIH_DP4
)
2641 src_write_mask
= WINED3DSP_WRITEMASK_ALL
;
2643 src_write_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
2646 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_write_mask
, &src0_param
);
2647 shader_glsl_add_src_param(ins
, &ins
->src
[1], src_write_mask
, &src1_param
);
2650 shader_addline(buffer
, "vec%d(dot(%s, %s)));\n", dst_size
, src0_param
.param_str
, src1_param
.param_str
);
2652 shader_addline(buffer
, "dot(%s, %s));\n", src0_param
.param_str
, src1_param
.param_str
);
2656 /* Note that this instruction has some restrictions. The destination write mask
2657 * can't contain the w component, and the source swizzles have to be .xyzw */
2658 static void shader_glsl_cross(const struct wined3d_shader_instruction
*ins
)
2660 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
2661 struct glsl_src_param src0_param
;
2662 struct glsl_src_param src1_param
;
2665 shader_glsl_get_write_mask(&ins
->dst
[0], dst_mask
);
2666 shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
2667 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_mask
, &src0_param
);
2668 shader_glsl_add_src_param(ins
, &ins
->src
[1], src_mask
, &src1_param
);
2669 shader_addline(ins
->ctx
->buffer
, "cross(%s, %s)%s);\n", src0_param
.param_str
, src1_param
.param_str
, dst_mask
);
2672 static void shader_glsl_cut(const struct wined3d_shader_instruction
*ins
)
2674 shader_addline(ins
->ctx
->buffer
, "EndPrimitive();\n");
2677 /* Process the WINED3DSIO_POW instruction in GLSL (dst = |src0|^src1)
2678 * Src0 and src1 are scalars. Note that D3D uses the absolute of src0, while
2679 * GLSL uses the value as-is. */
2680 static void shader_glsl_pow(const struct wined3d_shader_instruction
*ins
)
2682 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
2683 struct glsl_src_param src0_param
;
2684 struct glsl_src_param src1_param
;
2685 DWORD dst_write_mask
;
2686 unsigned int dst_size
;
2688 dst_write_mask
= shader_glsl_append_dst(buffer
, ins
);
2689 dst_size
= shader_glsl_get_write_mask_size(dst_write_mask
);
2691 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
, &src0_param
);
2692 shader_glsl_add_src_param(ins
, &ins
->src
[1], WINED3DSP_WRITEMASK_0
, &src1_param
);
2696 shader_addline(buffer
, "vec%u(%s == 0.0 ? 1.0 : pow(abs(%s), %s)));\n",
2697 dst_size
, src1_param
.param_str
, src0_param
.param_str
, src1_param
.param_str
);
2701 shader_addline(buffer
, "%s == 0.0 ? 1.0 : pow(abs(%s), %s));\n",
2702 src1_param
.param_str
, src0_param
.param_str
, src1_param
.param_str
);
2706 /* Map the opcode 1-to-1 to the GL code (arg->dst = instruction(src0, src1, ...) */
2707 static void shader_glsl_map2gl(const struct wined3d_shader_instruction
*ins
)
2709 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
2710 struct glsl_src_param src_param
;
2711 const char *instruction
;
2715 /* Determine the GLSL function to use based on the opcode */
2716 /* TODO: Possibly make this a table for faster lookups */
2717 switch (ins
->handler_idx
)
2719 case WINED3DSIH_MIN
: instruction
= "min"; break;
2720 case WINED3DSIH_MAX
: instruction
= "max"; break;
2721 case WINED3DSIH_ABS
: instruction
= "abs"; break;
2722 case WINED3DSIH_FRC
: instruction
= "fract"; break;
2723 case WINED3DSIH_DSX
: instruction
= "dFdx"; break;
2724 case WINED3DSIH_DSY
: instruction
= "ycorrection.y * dFdy"; break;
2725 case WINED3DSIH_ROUND_NI
: instruction
= "floor"; break;
2726 case WINED3DSIH_SQRT
: instruction
= "sqrt"; break;
2727 default: instruction
= "";
2728 FIXME("Opcode %#x not yet handled in GLSL\n", ins
->handler_idx
);
2732 write_mask
= shader_glsl_append_dst(buffer
, ins
);
2734 shader_addline(buffer
, "%s(", instruction
);
2738 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src_param
);
2739 shader_addline(buffer
, "%s", src_param
.param_str
);
2740 for (i
= 1; i
< ins
->src_count
; ++i
)
2742 shader_glsl_add_src_param(ins
, &ins
->src
[i
], write_mask
, &src_param
);
2743 shader_addline(buffer
, ", %s", src_param
.param_str
);
2747 shader_addline(buffer
, "));\n");
2750 static void shader_glsl_nop(const struct wined3d_shader_instruction
*ins
) {}
2752 static void shader_glsl_nrm(const struct wined3d_shader_instruction
*ins
)
2754 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
2755 struct glsl_src_param src_param
;
2756 unsigned int mask_size
;
2760 write_mask
= shader_glsl_get_write_mask(ins
->dst
, dst_mask
);
2761 mask_size
= shader_glsl_get_write_mask_size(write_mask
);
2762 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src_param
);
2764 shader_addline(buffer
, "tmp0.x = dot(%s, %s);\n",
2765 src_param
.param_str
, src_param
.param_str
);
2766 shader_glsl_append_dst(buffer
, ins
);
2770 shader_addline(buffer
, "tmp0.x == 0.0 ? vec%u(0.0) : (%s * inversesqrt(tmp0.x)));\n",
2771 mask_size
, src_param
.param_str
);
2775 shader_addline(buffer
, "tmp0.x == 0.0 ? 0.0 : (%s * inversesqrt(tmp0.x)));\n",
2776 src_param
.param_str
);
2780 static void shader_glsl_scalar_op(const struct wined3d_shader_instruction
*ins
)
2782 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
2783 struct glsl_src_param src0_param
;
2784 const char *prefix
, *suffix
;
2785 unsigned int dst_size
;
2786 DWORD dst_write_mask
;
2788 dst_write_mask
= shader_glsl_append_dst(buffer
, ins
);
2789 dst_size
= shader_glsl_get_write_mask_size(dst_write_mask
);
2791 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_3
, &src0_param
);
2793 switch (ins
->handler_idx
)
2795 case WINED3DSIH_EXP
:
2796 case WINED3DSIH_EXPP
:
2801 case WINED3DSIH_LOG
:
2802 case WINED3DSIH_LOGP
:
2803 prefix
= "log2(abs(";
2807 case WINED3DSIH_RCP
:
2812 case WINED3DSIH_RSQ
:
2813 prefix
= "inversesqrt(abs(";
2820 FIXME("Unhandled instruction %#x.\n", ins
->handler_idx
);
2825 shader_addline(buffer
, "vec%u(%s%s%s));\n", dst_size
, prefix
, src0_param
.param_str
, suffix
);
2827 shader_addline(buffer
, "%s%s%s);\n", prefix
, src0_param
.param_str
, suffix
);
2830 /** Process the WINED3DSIO_EXPP instruction in GLSL:
2831 * For shader model 1.x, do the following (and honor the writemask, so use a temporary variable):
2832 * dst.x = 2^(floor(src))
2833 * dst.y = src - floor(src)
2834 * dst.z = 2^src (partial precision is allowed, but optional)
2836 * For 2.0 shaders, just do this (honoring writemask and swizzle):
2837 * dst = 2^src; (partial precision is allowed, but optional)
2839 static void shader_glsl_expp(const struct wined3d_shader_instruction
*ins
)
2841 if (ins
->ctx
->reg_maps
->shader_version
.major
< 2)
2843 struct glsl_src_param src_param
;
2846 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_3
, &src_param
);
2848 shader_addline(ins
->ctx
->buffer
, "tmp0.x = exp2(floor(%s));\n", src_param
.param_str
);
2849 shader_addline(ins
->ctx
->buffer
, "tmp0.y = %s - floor(%s);\n", src_param
.param_str
, src_param
.param_str
);
2850 shader_addline(ins
->ctx
->buffer
, "tmp0.z = exp2(%s);\n", src_param
.param_str
);
2851 shader_addline(ins
->ctx
->buffer
, "tmp0.w = 1.0;\n");
2853 shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
2854 shader_glsl_get_write_mask(&ins
->dst
[0], dst_mask
);
2855 shader_addline(ins
->ctx
->buffer
, "tmp0%s);\n", dst_mask
);
2859 shader_glsl_scalar_op(ins
);
2862 static void shader_glsl_to_int(const struct wined3d_shader_instruction
*ins
)
2864 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
2865 struct glsl_src_param src_param
;
2866 unsigned int mask_size
;
2869 write_mask
= shader_glsl_append_dst(buffer
, ins
);
2870 mask_size
= shader_glsl_get_write_mask_size(write_mask
);
2871 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src_param
);
2874 shader_addline(buffer
, "ivec%u(%s));\n", mask_size
, src_param
.param_str
);
2876 shader_addline(buffer
, "int(%s));\n", src_param
.param_str
);
2879 static void shader_glsl_to_float(const struct wined3d_shader_instruction
*ins
)
2881 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
2882 struct glsl_src_param src_param
;
2883 unsigned int mask_size
;
2886 write_mask
= shader_glsl_append_dst(buffer
, ins
);
2887 mask_size
= shader_glsl_get_write_mask_size(write_mask
);
2888 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src_param
);
2891 shader_addline(buffer
, "vec%u(%s));\n", mask_size
, src_param
.param_str
);
2893 shader_addline(buffer
, "float(%s));\n", src_param
.param_str
);
2896 /** Process signed comparison opcodes in GLSL. */
2897 static void shader_glsl_compare(const struct wined3d_shader_instruction
*ins
)
2899 struct glsl_src_param src0_param
;
2900 struct glsl_src_param src1_param
;
2902 unsigned int mask_size
;
2904 write_mask
= shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
2905 mask_size
= shader_glsl_get_write_mask_size(write_mask
);
2906 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
2907 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
2909 if (mask_size
> 1) {
2910 const char *compare
;
2912 switch(ins
->handler_idx
)
2914 case WINED3DSIH_SLT
: compare
= "lessThan"; break;
2915 case WINED3DSIH_SGE
: compare
= "greaterThanEqual"; break;
2916 default: compare
= "";
2917 FIXME("Can't handle opcode %#x\n", ins
->handler_idx
);
2920 shader_addline(ins
->ctx
->buffer
, "vec%d(%s(%s, %s)));\n", mask_size
, compare
,
2921 src0_param
.param_str
, src1_param
.param_str
);
2923 switch(ins
->handler_idx
)
2925 case WINED3DSIH_SLT
:
2926 /* Step(src0, src1) is not suitable here because if src0 == src1 SLT is supposed,
2927 * to return 0.0 but step returns 1.0 because step is not < x
2928 * An alternative is a bvec compare padded with an unused second component.
2929 * step(src1 * -1.0, src0 * -1.0) is not an option because it suffers from the same
2930 * issue. Playing with not() is not possible either because not() does not accept
2933 shader_addline(ins
->ctx
->buffer
, "(%s < %s) ? 1.0 : 0.0);\n",
2934 src0_param
.param_str
, src1_param
.param_str
);
2936 case WINED3DSIH_SGE
:
2937 /* Here we can use the step() function and safe a conditional */
2938 shader_addline(ins
->ctx
->buffer
, "step(%s, %s));\n", src1_param
.param_str
, src0_param
.param_str
);
2941 FIXME("Can't handle opcode %#x\n", ins
->handler_idx
);
2947 static void shader_glsl_conditional_move(const struct wined3d_shader_instruction
*ins
)
2949 const char *condition_prefix
, *condition_suffix
;
2950 struct wined3d_shader_dst_param dst
;
2951 struct glsl_src_param src0_param
;
2952 struct glsl_src_param src1_param
;
2953 struct glsl_src_param src2_param
;
2954 BOOL temp_destination
= FALSE
;
2955 DWORD cmp_channel
= 0;
2960 switch (ins
->handler_idx
)
2962 case WINED3DSIH_CMP
:
2963 condition_prefix
= "";
2964 condition_suffix
= " >= 0.0";
2967 case WINED3DSIH_CND
:
2968 condition_prefix
= "";
2969 condition_suffix
= " > 0.5";
2972 case WINED3DSIH_MOVC
:
2973 condition_prefix
= "bool(";
2974 condition_suffix
= ")";
2978 FIXME("Unhandled instruction %#x.\n", ins
->handler_idx
);
2979 condition_prefix
= "<unhandled prefix>";
2980 condition_suffix
= "<unhandled suffix>";
2984 if (shader_is_scalar(&ins
->dst
[0].reg
) || shader_is_scalar(&ins
->src
[0].reg
))
2986 write_mask
= shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
2987 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
2988 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
2989 shader_glsl_add_src_param(ins
, &ins
->src
[2], write_mask
, &src2_param
);
2991 shader_addline(ins
->ctx
->buffer
, "%s%s%s ? %s : %s);\n",
2992 condition_prefix
, src0_param
.param_str
, condition_suffix
,
2993 src1_param
.param_str
, src2_param
.param_str
);
2999 /* Splitting the instruction up in multiple lines imposes a problem:
3000 * The first lines may overwrite source parameters of the following lines.
3001 * Deal with that by using a temporary destination register if needed. */
3002 if ((ins
->src
[0].reg
.idx
[0].offset
== dst
.reg
.idx
[0].offset
3003 && ins
->src
[0].reg
.type
== dst
.reg
.type
)
3004 || (ins
->src
[1].reg
.idx
[0].offset
== dst
.reg
.idx
[0].offset
3005 && ins
->src
[1].reg
.type
== dst
.reg
.type
)
3006 || (ins
->src
[2].reg
.idx
[0].offset
== dst
.reg
.idx
[0].offset
3007 && ins
->src
[2].reg
.type
== dst
.reg
.type
))
3008 temp_destination
= TRUE
;
3010 /* Cycle through all source0 channels. */
3011 for (i
= 0; i
< 4; ++i
)
3014 /* Find the destination channels which use the current source0 channel. */
3015 for (j
= 0; j
< 4; ++j
)
3017 if (((ins
->src
[0].swizzle
>> (2 * j
)) & 0x3) == i
)
3019 write_mask
|= WINED3DSP_WRITEMASK_0
<< j
;
3020 cmp_channel
= WINED3DSP_WRITEMASK_0
<< j
;
3023 dst
.write_mask
= ins
->dst
[0].write_mask
& write_mask
;
3025 if (temp_destination
)
3027 if (!(write_mask
= shader_glsl_get_write_mask(&dst
, mask_char
)))
3029 shader_addline(ins
->ctx
->buffer
, "tmp0%s = (", mask_char
);
3031 else if (!(write_mask
= shader_glsl_append_dst_ext(ins
->ctx
->buffer
, ins
, &dst
, dst
.reg
.data_type
)))
3034 shader_glsl_add_src_param(ins
, &ins
->src
[0], cmp_channel
, &src0_param
);
3035 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
3036 shader_glsl_add_src_param(ins
, &ins
->src
[2], write_mask
, &src2_param
);
3038 shader_addline(ins
->ctx
->buffer
, "%s%s%s ? %s : %s);\n",
3039 condition_prefix
, src0_param
.param_str
, condition_suffix
,
3040 src1_param
.param_str
, src2_param
.param_str
);
3043 if (temp_destination
)
3045 shader_glsl_get_write_mask(&ins
->dst
[0], mask_char
);
3046 shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
3047 shader_addline(ins
->ctx
->buffer
, "tmp0%s);\n", mask_char
);
3051 /** Process the CND opcode in GLSL (dst = (src0 > 0.5) ? src1 : src2) */
3052 /* For ps 1.1-1.3, only a single component of src0 is used. For ps 1.4
3053 * the compare is done per component of src0. */
3054 static void shader_glsl_cnd(const struct wined3d_shader_instruction
*ins
)
3056 struct glsl_src_param src0_param
;
3057 struct glsl_src_param src1_param
;
3058 struct glsl_src_param src2_param
;
3060 DWORD shader_version
= WINED3D_SHADER_VERSION(ins
->ctx
->reg_maps
->shader_version
.major
,
3061 ins
->ctx
->reg_maps
->shader_version
.minor
);
3063 if (shader_version
< WINED3D_SHADER_VERSION(1, 4))
3065 write_mask
= shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
3066 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
, &src0_param
);
3067 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
3068 shader_glsl_add_src_param(ins
, &ins
->src
[2], write_mask
, &src2_param
);
3070 if (ins
->coissue
&& ins
->dst
->write_mask
!= WINED3DSP_WRITEMASK_3
)
3071 shader_addline(ins
->ctx
->buffer
, "%s /* COISSUE! */);\n", src1_param
.param_str
);
3073 shader_addline(ins
->ctx
->buffer
, "%s > 0.5 ? %s : %s);\n",
3074 src0_param
.param_str
, src1_param
.param_str
, src2_param
.param_str
);
3078 shader_glsl_conditional_move(ins
);
3081 /** GLSL code generation for WINED3DSIO_MAD: Multiply the first 2 opcodes, then add the last */
3082 static void shader_glsl_mad(const struct wined3d_shader_instruction
*ins
)
3084 struct glsl_src_param src0_param
;
3085 struct glsl_src_param src1_param
;
3086 struct glsl_src_param src2_param
;
3089 write_mask
= shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
3090 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
3091 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
3092 shader_glsl_add_src_param(ins
, &ins
->src
[2], write_mask
, &src2_param
);
3093 shader_addline(ins
->ctx
->buffer
, "(%s * %s) + %s);\n",
3094 src0_param
.param_str
, src1_param
.param_str
, src2_param
.param_str
);
3097 /* Handles transforming all WINED3DSIO_M?x? opcodes for
3098 Vertex shaders to GLSL codes */
3099 static void shader_glsl_mnxn(const struct wined3d_shader_instruction
*ins
)
3102 int nComponents
= 0;
3103 struct wined3d_shader_dst_param tmp_dst
= {{0}};
3104 struct wined3d_shader_src_param tmp_src
[2] = {{{0}}};
3105 struct wined3d_shader_instruction tmp_ins
;
3107 memset(&tmp_ins
, 0, sizeof(tmp_ins
));
3109 /* Set constants for the temporary argument */
3110 tmp_ins
.ctx
= ins
->ctx
;
3111 tmp_ins
.dst_count
= 1;
3112 tmp_ins
.dst
= &tmp_dst
;
3113 tmp_ins
.src_count
= 2;
3114 tmp_ins
.src
= tmp_src
;
3116 switch(ins
->handler_idx
)
3118 case WINED3DSIH_M4x4
:
3120 tmp_ins
.handler_idx
= WINED3DSIH_DP4
;
3122 case WINED3DSIH_M4x3
:
3124 tmp_ins
.handler_idx
= WINED3DSIH_DP4
;
3126 case WINED3DSIH_M3x4
:
3128 tmp_ins
.handler_idx
= WINED3DSIH_DP3
;
3130 case WINED3DSIH_M3x3
:
3132 tmp_ins
.handler_idx
= WINED3DSIH_DP3
;
3134 case WINED3DSIH_M3x2
:
3136 tmp_ins
.handler_idx
= WINED3DSIH_DP3
;
3142 tmp_dst
= ins
->dst
[0];
3143 tmp_src
[0] = ins
->src
[0];
3144 tmp_src
[1] = ins
->src
[1];
3145 for (i
= 0; i
< nComponents
; ++i
)
3147 tmp_dst
.write_mask
= WINED3DSP_WRITEMASK_0
<< i
;
3148 shader_glsl_dot(&tmp_ins
);
3149 ++tmp_src
[1].reg
.idx
[0].offset
;
3154 The LRP instruction performs a component-wise linear interpolation
3155 between the second and third operands using the first operand as the
3156 blend factor. Equation: (dst = src2 + src0 * (src1 - src2))
3157 This is equivalent to mix(src2, src1, src0);
3159 static void shader_glsl_lrp(const struct wined3d_shader_instruction
*ins
)
3161 struct glsl_src_param src0_param
;
3162 struct glsl_src_param src1_param
;
3163 struct glsl_src_param src2_param
;
3166 write_mask
= shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
3168 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
3169 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
3170 shader_glsl_add_src_param(ins
, &ins
->src
[2], write_mask
, &src2_param
);
3172 shader_addline(ins
->ctx
->buffer
, "mix(%s, %s, %s));\n",
3173 src2_param
.param_str
, src1_param
.param_str
, src0_param
.param_str
);
3176 /** Process the WINED3DSIO_LIT instruction in GLSL:
3177 * dst.x = dst.w = 1.0
3178 * dst.y = (src0.x > 0) ? src0.x
3179 * dst.z = (src0.x > 0) ? ((src0.y > 0) ? pow(src0.y, src.w) : 0) : 0
3180 * where src.w is clamped at +- 128
3182 static void shader_glsl_lit(const struct wined3d_shader_instruction
*ins
)
3184 struct glsl_src_param src0_param
;
3185 struct glsl_src_param src1_param
;
3186 struct glsl_src_param src3_param
;
3189 shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
3190 shader_glsl_get_write_mask(&ins
->dst
[0], dst_mask
);
3192 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
, &src0_param
);
3193 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_1
, &src1_param
);
3194 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_3
, &src3_param
);
3196 /* The sdk specifies the instruction like this
3198 * if(src.x > 0.0) dst.y = src.x
3200 * if(src.x > 0.0 && src.y > 0.0) dst.z = pow(src.y, power);
3203 * (where power = src.w clamped between -128 and 128)
3205 * Obviously that has quite a few conditionals in it which we don't like. So the first step is this:
3206 * dst.x = 1.0 ... No further explanation needed
3207 * dst.y = max(src.y, 0.0); ... If x < 0.0, use 0.0, otherwise x. Same as the conditional
3208 * dst.z = x > 0.0 ? pow(max(y, 0.0), p) : 0; ... 0 ^ power is 0, and otherwise we use y anyway
3209 * dst.w = 1.0. ... Nothing fancy.
3211 * So we still have one conditional in there. So do this:
3212 * dst.z = pow(max(0.0, src.y) * step(0.0, src.x), power);
3214 * 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),
3215 * 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.
3216 * if both x and y are > 0, we get pow(y * 1.0, power), as it is supposed to.
3218 * Unfortunately pow(0.0 ^ 0.0) returns NaN on most GPUs, but lit with src.y = 0 and src.w = 0 returns
3219 * a non-NaN value in dst.z. What we return doesn't matter, as long as it is not NaN. Return 0, which is
3220 * what all Windows HW drivers and GL_ARB_vertex_program's LIT do.
3222 shader_addline(ins
->ctx
->buffer
,
3223 "vec4(1.0, max(%s, 0.0), %s == 0.0 ? 0.0 : "
3224 "pow(max(0.0, %s) * step(0.0, %s), clamp(%s, -128.0, 128.0)), 1.0)%s);\n",
3225 src0_param
.param_str
, src3_param
.param_str
, src1_param
.param_str
,
3226 src0_param
.param_str
, src3_param
.param_str
, dst_mask
);
3229 /** Process the WINED3DSIO_DST instruction in GLSL:
3231 * dst.y = src0.x * src0.y
3235 static void shader_glsl_dst(const struct wined3d_shader_instruction
*ins
)
3237 struct glsl_src_param src0y_param
;
3238 struct glsl_src_param src0z_param
;
3239 struct glsl_src_param src1y_param
;
3240 struct glsl_src_param src1w_param
;
3243 shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
3244 shader_glsl_get_write_mask(&ins
->dst
[0], dst_mask
);
3246 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_1
, &src0y_param
);
3247 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_2
, &src0z_param
);
3248 shader_glsl_add_src_param(ins
, &ins
->src
[1], WINED3DSP_WRITEMASK_1
, &src1y_param
);
3249 shader_glsl_add_src_param(ins
, &ins
->src
[1], WINED3DSP_WRITEMASK_3
, &src1w_param
);
3251 shader_addline(ins
->ctx
->buffer
, "vec4(1.0, %s * %s, %s, %s))%s;\n",
3252 src0y_param
.param_str
, src1y_param
.param_str
, src0z_param
.param_str
, src1w_param
.param_str
, dst_mask
);
3255 /** Process the WINED3DSIO_SINCOS instruction in GLSL:
3256 * VS 2.0 requires that specific cosine and sine constants be passed to this instruction so the hardware
3257 * can handle it. But, these functions are built-in for GLSL, so we can just ignore the last 2 params.
3259 * dst.x = cos(src0.?)
3260 * dst.y = sin(src0.?)
3264 static void shader_glsl_sincos(const struct wined3d_shader_instruction
*ins
)
3266 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
3267 struct glsl_src_param src0_param
;
3270 if (ins
->ctx
->reg_maps
->shader_version
.major
< 4)
3272 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
, &src0_param
);
3274 write_mask
= shader_glsl_append_dst(buffer
, ins
);
3277 case WINED3DSP_WRITEMASK_0
:
3278 shader_addline(buffer
, "cos(%s));\n", src0_param
.param_str
);
3281 case WINED3DSP_WRITEMASK_1
:
3282 shader_addline(buffer
, "sin(%s));\n", src0_param
.param_str
);
3285 case (WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
):
3286 shader_addline(buffer
, "vec2(cos(%s), sin(%s)));\n",
3287 src0_param
.param_str
, src0_param
.param_str
);
3291 ERR("Write mask should be .x, .y or .xy\n");
3298 if (ins
->dst
[0].reg
.type
!= WINED3DSPR_NULL
)
3301 if (ins
->dst
[1].reg
.type
!= WINED3DSPR_NULL
)
3305 write_mask
= shader_glsl_get_write_mask(&ins
->dst
[0], dst_mask
);
3306 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
3307 shader_addline(buffer
, "tmp0%s = sin(%s);\n", dst_mask
, src0_param
.param_str
);
3309 write_mask
= shader_glsl_append_dst_ext(buffer
, ins
, &ins
->dst
[1], ins
->dst
[1].reg
.data_type
);
3310 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
3311 shader_addline(buffer
, "cos(%s));\n", src0_param
.param_str
);
3313 shader_glsl_append_dst_ext(buffer
, ins
, &ins
->dst
[0], ins
->dst
[0].reg
.data_type
);
3314 shader_addline(buffer
, "tmp0%s);\n", dst_mask
);
3318 write_mask
= shader_glsl_append_dst_ext(buffer
, ins
, &ins
->dst
[0], ins
->dst
[0].reg
.data_type
);
3319 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
3320 shader_addline(buffer
, "sin(%s));\n", src0_param
.param_str
);
3323 else if (ins
->dst
[1].reg
.type
!= WINED3DSPR_NULL
)
3325 write_mask
= shader_glsl_append_dst_ext(buffer
, ins
, &ins
->dst
[1], ins
->dst
[1].reg
.data_type
);
3326 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
3327 shader_addline(buffer
, "cos(%s));\n", src0_param
.param_str
);
3331 /* sgn in vs_2_0 has 2 extra parameters(registers for temporary storage) which we don't use
3332 * here. But those extra parameters require a dedicated function for sgn, since map2gl would
3333 * generate invalid code
3335 static void shader_glsl_sgn(const struct wined3d_shader_instruction
*ins
)
3337 struct glsl_src_param src0_param
;
3340 write_mask
= shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
3341 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
3343 shader_addline(ins
->ctx
->buffer
, "sign(%s));\n", src0_param
.param_str
);
3346 /** Process the WINED3DSIO_LOOP instruction in GLSL:
3347 * Start a for() loop where src1.y is the initial value of aL,
3348 * increment aL by src1.z for a total of src1.x iterations.
3349 * Need to use a temporary variable for this operation.
3351 /* FIXME: I don't think nested loops will work correctly this way. */
3352 static void shader_glsl_loop(const struct wined3d_shader_instruction
*ins
)
3354 struct wined3d_shader_loop_state
*loop_state
= ins
->ctx
->loop_state
;
3355 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
3356 const struct wined3d_shader
*shader
= ins
->ctx
->shader
;
3357 const struct wined3d_shader_lconst
*constant
;
3358 struct glsl_src_param src1_param
;
3359 const DWORD
*control_values
= NULL
;
3361 if (ins
->ctx
->reg_maps
->shader_version
.major
< 4)
3363 shader_glsl_add_src_param(ins
, &ins
->src
[1], WINED3DSP_WRITEMASK_ALL
, &src1_param
);
3365 /* Try to hardcode the loop control parameters if possible. Direct3D 9
3366 * class hardware doesn't support real varying indexing, but Microsoft
3367 * designed this feature for Shader model 2.x+. If the loop control is
3368 * known at compile time, the GLSL compiler can unroll the loop, and
3369 * replace indirect addressing with direct addressing. */
3370 if (ins
->src
[1].reg
.type
== WINED3DSPR_CONSTINT
)
3372 LIST_FOR_EACH_ENTRY(constant
, &shader
->constantsI
, struct wined3d_shader_lconst
, entry
)
3374 if (constant
->idx
== ins
->src
[1].reg
.idx
[0].offset
)
3376 control_values
= constant
->value
;
3384 struct wined3d_shader_loop_control loop_control
;
3385 loop_control
.count
= control_values
[0];
3386 loop_control
.start
= control_values
[1];
3387 loop_control
.step
= (int)control_values
[2];
3389 if (loop_control
.step
> 0)
3391 shader_addline(buffer
, "for (aL%u = %u; aL%u < (%u * %d + %u); aL%u += %d)\n{\n",
3392 loop_state
->current_depth
, loop_control
.start
,
3393 loop_state
->current_depth
, loop_control
.count
, loop_control
.step
, loop_control
.start
,
3394 loop_state
->current_depth
, loop_control
.step
);
3396 else if (loop_control
.step
< 0)
3398 shader_addline(buffer
, "for (aL%u = %u; aL%u > (%u * %d + %u); aL%u += %d)\n{\n",
3399 loop_state
->current_depth
, loop_control
.start
,
3400 loop_state
->current_depth
, loop_control
.count
, loop_control
.step
, loop_control
.start
,
3401 loop_state
->current_depth
, loop_control
.step
);
3405 shader_addline(buffer
, "for (aL%u = %u, tmpInt%u = 0; tmpInt%u < %u; tmpInt%u++)\n{\n",
3406 loop_state
->current_depth
, loop_control
.start
, loop_state
->current_depth
,
3407 loop_state
->current_depth
, loop_control
.count
,
3408 loop_state
->current_depth
);
3413 shader_addline(buffer
, "for (tmpInt%u = 0, aL%u = %s.y; tmpInt%u < %s.x; tmpInt%u++, aL%u += %s.z)\n{\n",
3414 loop_state
->current_depth
, loop_state
->current_reg
,
3415 src1_param
.reg_name
, loop_state
->current_depth
, src1_param
.reg_name
,
3416 loop_state
->current_depth
, loop_state
->current_reg
, src1_param
.reg_name
);
3419 ++loop_state
->current_reg
;
3423 shader_addline(buffer
, "for (;;)\n{\n");
3426 ++loop_state
->current_depth
;
3429 static void shader_glsl_end(const struct wined3d_shader_instruction
*ins
)
3431 struct wined3d_shader_loop_state
*loop_state
= ins
->ctx
->loop_state
;
3433 shader_addline(ins
->ctx
->buffer
, "}\n");
3435 if (ins
->handler_idx
== WINED3DSIH_ENDLOOP
)
3437 --loop_state
->current_depth
;
3438 --loop_state
->current_reg
;
3441 if (ins
->handler_idx
== WINED3DSIH_ENDREP
)
3443 --loop_state
->current_depth
;
3447 static void shader_glsl_rep(const struct wined3d_shader_instruction
*ins
)
3449 const struct wined3d_shader
*shader
= ins
->ctx
->shader
;
3450 struct wined3d_shader_loop_state
*loop_state
= ins
->ctx
->loop_state
;
3451 const struct wined3d_shader_lconst
*constant
;
3452 struct glsl_src_param src0_param
;
3453 const DWORD
*control_values
= NULL
;
3455 /* Try to hardcode local values to help the GLSL compiler to unroll and optimize the loop */
3456 if (ins
->src
[0].reg
.type
== WINED3DSPR_CONSTINT
)
3458 LIST_FOR_EACH_ENTRY(constant
, &shader
->constantsI
, struct wined3d_shader_lconst
, entry
)
3460 if (constant
->idx
== ins
->src
[0].reg
.idx
[0].offset
)
3462 control_values
= constant
->value
;
3470 shader_addline(ins
->ctx
->buffer
, "for (tmpInt%d = 0; tmpInt%d < %d; tmpInt%d++) {\n",
3471 loop_state
->current_depth
, loop_state
->current_depth
,
3472 control_values
[0], loop_state
->current_depth
);
3476 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
, &src0_param
);
3477 shader_addline(ins
->ctx
->buffer
, "for (tmpInt%d = 0; tmpInt%d < %s; tmpInt%d++) {\n",
3478 loop_state
->current_depth
, loop_state
->current_depth
,
3479 src0_param
.param_str
, loop_state
->current_depth
);
3482 ++loop_state
->current_depth
;
3485 static void shader_glsl_if(const struct wined3d_shader_instruction
*ins
)
3487 struct glsl_src_param src0_param
;
3489 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
, &src0_param
);
3490 shader_addline(ins
->ctx
->buffer
, "if (bool(%s)) {\n", src0_param
.param_str
);
3493 static void shader_glsl_ifc(const struct wined3d_shader_instruction
*ins
)
3495 struct glsl_src_param src0_param
;
3496 struct glsl_src_param src1_param
;
3498 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
, &src0_param
);
3499 shader_glsl_add_src_param(ins
, &ins
->src
[1], WINED3DSP_WRITEMASK_0
, &src1_param
);
3501 shader_addline(ins
->ctx
->buffer
, "if (%s %s %s) {\n",
3502 src0_param
.param_str
, shader_glsl_get_rel_op(ins
->flags
), src1_param
.param_str
);
3505 static void shader_glsl_else(const struct wined3d_shader_instruction
*ins
)
3507 shader_addline(ins
->ctx
->buffer
, "} else {\n");
3510 static void shader_glsl_emit(const struct wined3d_shader_instruction
*ins
)
3512 shader_addline(ins
->ctx
->buffer
, "EmitVertex();\n");
3515 static void shader_glsl_break(const struct wined3d_shader_instruction
*ins
)
3517 shader_addline(ins
->ctx
->buffer
, "break;\n");
3520 /* FIXME: According to MSDN the compare is done per component. */
3521 static void shader_glsl_breakc(const struct wined3d_shader_instruction
*ins
)
3523 struct glsl_src_param src0_param
;
3524 struct glsl_src_param src1_param
;
3526 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
, &src0_param
);
3527 shader_glsl_add_src_param(ins
, &ins
->src
[1], WINED3DSP_WRITEMASK_0
, &src1_param
);
3529 shader_addline(ins
->ctx
->buffer
, "if (%s %s %s) break;\n",
3530 src0_param
.param_str
, shader_glsl_get_rel_op(ins
->flags
), src1_param
.param_str
);
3533 static void shader_glsl_breakp(const struct wined3d_shader_instruction
*ins
)
3535 struct glsl_src_param src_param
;
3537 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
, &src_param
);
3538 shader_addline(ins
->ctx
->buffer
, "if (bool(%s)) break;\n", src_param
.param_str
);
3541 static void shader_glsl_label(const struct wined3d_shader_instruction
*ins
)
3543 shader_addline(ins
->ctx
->buffer
, "}\n");
3544 shader_addline(ins
->ctx
->buffer
, "void subroutine%u()\n{\n", ins
->src
[0].reg
.idx
[0].offset
);
3547 static void shader_glsl_call(const struct wined3d_shader_instruction
*ins
)
3549 shader_addline(ins
->ctx
->buffer
, "subroutine%u();\n", ins
->src
[0].reg
.idx
[0].offset
);
3552 static void shader_glsl_callnz(const struct wined3d_shader_instruction
*ins
)
3554 struct glsl_src_param src1_param
;
3556 shader_glsl_add_src_param(ins
, &ins
->src
[1], WINED3DSP_WRITEMASK_0
, &src1_param
);
3557 shader_addline(ins
->ctx
->buffer
, "if (%s) subroutine%u();\n",
3558 src1_param
.param_str
, ins
->src
[0].reg
.idx
[0].offset
);
3561 static void shader_glsl_ret(const struct wined3d_shader_instruction
*ins
)
3563 /* No-op. The closing } is written when a new function is started, and at the end of the shader. This
3564 * function only suppresses the unhandled instruction warning
3568 /*********************************************
3569 * Pixel Shader Specific Code begins here
3570 ********************************************/
3571 static void shader_glsl_tex(const struct wined3d_shader_instruction
*ins
)
3573 DWORD shader_version
= WINED3D_SHADER_VERSION(ins
->ctx
->reg_maps
->shader_version
.major
,
3574 ins
->ctx
->reg_maps
->shader_version
.minor
);
3575 struct glsl_sample_function sample_function
;
3576 DWORD sample_flags
= 0;
3578 DWORD mask
= 0, swizzle
;
3579 const struct shader_glsl_ctx_priv
*priv
= ins
->ctx
->backend_data
;
3581 /* 1.0-1.4: Use destination register as sampler source.
3582 * 2.0+: Use provided sampler source. */
3583 if (shader_version
< WINED3D_SHADER_VERSION(2,0))
3584 resource_idx
= ins
->dst
[0].reg
.idx
[0].offset
;
3586 resource_idx
= ins
->src
[1].reg
.idx
[0].offset
;
3588 if (shader_version
< WINED3D_SHADER_VERSION(1,4))
3590 DWORD flags
= (priv
->cur_ps_args
->tex_transform
>> resource_idx
* WINED3D_PSARGS_TEXTRANSFORM_SHIFT
)
3591 & WINED3D_PSARGS_TEXTRANSFORM_MASK
;
3592 enum wined3d_shader_resource_type resource_type
= ins
->ctx
->reg_maps
->resource_info
[resource_idx
].type
;
3594 /* Projected cube textures don't make a lot of sense, the resulting coordinates stay the same. */
3595 if (flags
& WINED3D_PSARGS_PROJECTED
&& resource_type
!= WINED3D_SHADER_RESOURCE_TEXTURE_CUBE
)
3597 sample_flags
|= WINED3D_GLSL_SAMPLE_PROJECTED
;
3598 switch (flags
& ~WINED3D_PSARGS_PROJECTED
)
3600 case WINED3D_TTFF_COUNT1
:
3601 FIXME("WINED3D_TTFF_PROJECTED with WINED3D_TTFF_COUNT1?\n");
3603 case WINED3D_TTFF_COUNT2
:
3604 mask
= WINED3DSP_WRITEMASK_1
;
3606 case WINED3D_TTFF_COUNT3
:
3607 mask
= WINED3DSP_WRITEMASK_2
;
3609 case WINED3D_TTFF_COUNT4
:
3610 case WINED3D_TTFF_DISABLE
:
3611 mask
= WINED3DSP_WRITEMASK_3
;
3616 else if (shader_version
< WINED3D_SHADER_VERSION(2,0))
3618 enum wined3d_shader_src_modifier src_mod
= ins
->src
[0].modifiers
;
3620 if (src_mod
== WINED3DSPSM_DZ
) {
3621 sample_flags
|= WINED3D_GLSL_SAMPLE_PROJECTED
;
3622 mask
= WINED3DSP_WRITEMASK_2
;
3623 } else if (src_mod
== WINED3DSPSM_DW
) {
3624 sample_flags
|= WINED3D_GLSL_SAMPLE_PROJECTED
;
3625 mask
= WINED3DSP_WRITEMASK_3
;
3630 if ((ins
->flags
& WINED3DSI_TEXLD_PROJECT
)
3631 && ins
->ctx
->reg_maps
->resource_info
[resource_idx
].type
!= WINED3D_SHADER_RESOURCE_TEXTURE_CUBE
)
3633 /* ps 2.0 texldp instruction always divides by the fourth component. */
3634 sample_flags
|= WINED3D_GLSL_SAMPLE_PROJECTED
;
3635 mask
= WINED3DSP_WRITEMASK_3
;
3639 if (priv
->cur_ps_args
->np2_fixup
& (1 << resource_idx
))
3640 sample_flags
|= WINED3D_GLSL_SAMPLE_NPOT
;
3642 shader_glsl_get_sample_function(ins
->ctx
, resource_idx
, sample_flags
, &sample_function
);
3643 mask
|= sample_function
.coord_mask
;
3645 if (shader_version
< WINED3D_SHADER_VERSION(2,0)) swizzle
= WINED3DSP_NOSWIZZLE
;
3646 else swizzle
= ins
->src
[1].swizzle
;
3648 /* 1.0-1.3: Use destination register as coordinate source.
3649 1.4+: Use provided coordinate source register. */
3650 if (shader_version
< WINED3D_SHADER_VERSION(1,4))
3653 shader_glsl_write_mask_to_str(mask
, coord_mask
);
3654 shader_glsl_gen_sample_code(ins
, resource_idx
, &sample_function
, swizzle
, NULL
, NULL
, NULL
,
3655 "T%u%s", resource_idx
, coord_mask
);
3659 struct glsl_src_param coord_param
;
3660 shader_glsl_add_src_param(ins
, &ins
->src
[0], mask
, &coord_param
);
3661 if (ins
->flags
& WINED3DSI_TEXLD_BIAS
)
3663 struct glsl_src_param bias
;
3664 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_3
, &bias
);
3665 shader_glsl_gen_sample_code(ins
, resource_idx
, &sample_function
, swizzle
, NULL
, NULL
, bias
.param_str
,
3666 "%s", coord_param
.param_str
);
3668 shader_glsl_gen_sample_code(ins
, resource_idx
, &sample_function
, swizzle
, NULL
, NULL
, NULL
,
3669 "%s", coord_param
.param_str
);
3674 static void shader_glsl_texldd(const struct wined3d_shader_instruction
*ins
)
3676 const struct wined3d_gl_info
*gl_info
= ins
->ctx
->gl_info
;
3677 struct glsl_src_param coord_param
, dx_param
, dy_param
;
3678 DWORD sample_flags
= WINED3D_GLSL_SAMPLE_GRAD
;
3679 struct glsl_sample_function sample_function
;
3681 DWORD swizzle
= ins
->src
[1].swizzle
;
3682 const struct shader_glsl_ctx_priv
*priv
= ins
->ctx
->backend_data
;
3684 if (!gl_info
->supported
[ARB_SHADER_TEXTURE_LOD
] && !gl_info
->supported
[EXT_GPU_SHADER4
])
3686 FIXME("texldd used, but not supported by hardware. Falling back to regular tex\n");
3687 shader_glsl_tex(ins
);
3691 sampler_idx
= ins
->src
[1].reg
.idx
[0].offset
;
3692 if (priv
->cur_ps_args
->np2_fixup
& (1 << sampler_idx
))
3693 sample_flags
|= WINED3D_GLSL_SAMPLE_NPOT
;
3695 shader_glsl_get_sample_function(ins
->ctx
, sampler_idx
, sample_flags
, &sample_function
);
3696 shader_glsl_add_src_param(ins
, &ins
->src
[0], sample_function
.coord_mask
, &coord_param
);
3697 shader_glsl_add_src_param(ins
, &ins
->src
[2], sample_function
.coord_mask
, &dx_param
);
3698 shader_glsl_add_src_param(ins
, &ins
->src
[3], sample_function
.coord_mask
, &dy_param
);
3700 shader_glsl_gen_sample_code(ins
, sampler_idx
, &sample_function
, swizzle
, dx_param
.param_str
, dy_param
.param_str
, NULL
,
3701 "%s", coord_param
.param_str
);
3704 static void shader_glsl_texldl(const struct wined3d_shader_instruction
*ins
)
3706 const struct wined3d_gl_info
*gl_info
= ins
->ctx
->gl_info
;
3707 struct glsl_src_param coord_param
, lod_param
;
3708 DWORD sample_flags
= WINED3D_GLSL_SAMPLE_LOD
;
3709 struct glsl_sample_function sample_function
;
3711 DWORD swizzle
= ins
->src
[1].swizzle
;
3712 const struct shader_glsl_ctx_priv
*priv
= ins
->ctx
->backend_data
;
3714 sampler_idx
= ins
->src
[1].reg
.idx
[0].offset
;
3715 if (ins
->ctx
->reg_maps
->shader_version
.type
== WINED3D_SHADER_TYPE_PIXEL
3716 && priv
->cur_ps_args
->np2_fixup
& (1 << sampler_idx
))
3717 sample_flags
|= WINED3D_GLSL_SAMPLE_NPOT
;
3719 shader_glsl_get_sample_function(ins
->ctx
, sampler_idx
, sample_flags
, &sample_function
);
3720 shader_glsl_add_src_param(ins
, &ins
->src
[0], sample_function
.coord_mask
, &coord_param
);
3722 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_3
, &lod_param
);
3724 if (!gl_info
->supported
[ARB_SHADER_TEXTURE_LOD
] && !gl_info
->supported
[EXT_GPU_SHADER4
]
3725 && ins
->ctx
->reg_maps
->shader_version
.type
== WINED3D_SHADER_TYPE_PIXEL
)
3727 /* Plain GLSL only supports Lod sampling functions in vertex shaders.
3728 * However, the NVIDIA drivers allow them in fragment shaders as well,
3729 * even without the appropriate extension. */
3730 WARN("Using %s in fragment shader.\n", sample_function
.name
);
3732 shader_glsl_gen_sample_code(ins
, sampler_idx
, &sample_function
, swizzle
, NULL
, NULL
, lod_param
.param_str
,
3733 "%s", coord_param
.param_str
);
3736 static unsigned int shader_glsl_find_sampler(const struct wined3d_shader_sampler_map
*sampler_map
,
3737 unsigned int resource_idx
, unsigned int sampler_idx
)
3739 struct wined3d_shader_sampler_map_entry
*entries
= sampler_map
->entries
;
3742 for (i
= 0; i
< sampler_map
->count
; ++i
)
3744 if (entries
[i
].resource_idx
== resource_idx
&& entries
[i
].sampler_idx
== sampler_idx
)
3745 return entries
[i
].bind_idx
;
3748 ERR("No GLSL sampler found for resource %u / sampler %u.\n", resource_idx
, sampler_idx
);
3753 static void shader_glsl_sample(const struct wined3d_shader_instruction
*ins
)
3755 struct glsl_sample_function sample_function
;
3756 struct glsl_src_param coord_param
;
3757 unsigned int sampler_idx
;
3759 shader_glsl_get_sample_function(ins
->ctx
, ins
->src
[1].reg
.idx
[0].offset
, 0, &sample_function
);
3760 shader_glsl_add_src_param(ins
, &ins
->src
[0], sample_function
.coord_mask
, &coord_param
);
3761 sampler_idx
= shader_glsl_find_sampler(&ins
->ctx
->reg_maps
->sampler_map
,
3762 ins
->src
[1].reg
.idx
[0].offset
, ins
->src
[2].reg
.idx
[0].offset
);
3763 shader_glsl_gen_sample_code(ins
, sampler_idx
, &sample_function
, WINED3DSP_NOSWIZZLE
,
3764 NULL
, NULL
, NULL
, "%s", coord_param
.param_str
);
3767 static void shader_glsl_texcoord(const struct wined3d_shader_instruction
*ins
)
3769 /* FIXME: Make this work for more than just 2D textures */
3770 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
3771 DWORD write_mask
= shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
3773 if (!(ins
->ctx
->reg_maps
->shader_version
.major
== 1 && ins
->ctx
->reg_maps
->shader_version
.minor
== 4))
3777 shader_glsl_get_write_mask(&ins
->dst
[0], dst_mask
);
3778 shader_addline(buffer
, "clamp(gl_TexCoord[%u], 0.0, 1.0)%s);\n",
3779 ins
->dst
[0].reg
.idx
[0].offset
, dst_mask
);
3783 enum wined3d_shader_src_modifier src_mod
= ins
->src
[0].modifiers
;
3784 DWORD reg
= ins
->src
[0].reg
.idx
[0].offset
;
3785 char dst_swizzle
[6];
3787 shader_glsl_get_swizzle(&ins
->src
[0], FALSE
, write_mask
, dst_swizzle
);
3789 if (src_mod
== WINED3DSPSM_DZ
)
3791 unsigned int mask_size
= shader_glsl_get_write_mask_size(write_mask
);
3792 struct glsl_src_param div_param
;
3794 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_2
, &div_param
);
3796 if (mask_size
> 1) {
3797 shader_addline(buffer
, "gl_TexCoord[%u]%s / vec%d(%s));\n", reg
, dst_swizzle
, mask_size
, div_param
.param_str
);
3799 shader_addline(buffer
, "gl_TexCoord[%u]%s / %s);\n", reg
, dst_swizzle
, div_param
.param_str
);
3802 else if (src_mod
== WINED3DSPSM_DW
)
3804 unsigned int mask_size
= shader_glsl_get_write_mask_size(write_mask
);
3805 struct glsl_src_param div_param
;
3807 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_3
, &div_param
);
3809 if (mask_size
> 1) {
3810 shader_addline(buffer
, "gl_TexCoord[%u]%s / vec%d(%s));\n", reg
, dst_swizzle
, mask_size
, div_param
.param_str
);
3812 shader_addline(buffer
, "gl_TexCoord[%u]%s / %s);\n", reg
, dst_swizzle
, div_param
.param_str
);
3815 shader_addline(buffer
, "gl_TexCoord[%u]%s);\n", reg
, dst_swizzle
);
3820 /** Process the WINED3DSIO_TEXDP3TEX instruction in GLSL:
3821 * Take a 3-component dot product of the TexCoord[dstreg] and src,
3822 * then perform a 1D texture lookup from stage dstregnum, place into dst. */
3823 static void shader_glsl_texdp3tex(const struct wined3d_shader_instruction
*ins
)
3825 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
3826 DWORD sampler_idx
= ins
->dst
[0].reg
.idx
[0].offset
;
3827 struct glsl_sample_function sample_function
;
3828 struct glsl_src_param src0_param
;
3831 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_mask
, &src0_param
);
3833 /* Do I have to take care about the projected bit? I don't think so, since the dp3 returns only one
3834 * scalar, and projected sampling would require 4.
3836 * It is a dependent read - not valid with conditional NP2 textures
3838 shader_glsl_get_sample_function(ins
->ctx
, sampler_idx
, 0, &sample_function
);
3839 mask_size
= shader_glsl_get_write_mask_size(sample_function
.coord_mask
);
3844 shader_glsl_gen_sample_code(ins
, sampler_idx
, &sample_function
, WINED3DSP_NOSWIZZLE
, NULL
, NULL
, NULL
,
3845 "dot(gl_TexCoord[%u].xyz, %s)", sampler_idx
, src0_param
.param_str
);
3849 shader_glsl_gen_sample_code(ins
, sampler_idx
, &sample_function
, WINED3DSP_NOSWIZZLE
, NULL
, NULL
, NULL
,
3850 "vec2(dot(gl_TexCoord[%u].xyz, %s), 0.0)", sampler_idx
, src0_param
.param_str
);
3854 shader_glsl_gen_sample_code(ins
, sampler_idx
, &sample_function
, WINED3DSP_NOSWIZZLE
, NULL
, NULL
, NULL
,
3855 "vec3(dot(gl_TexCoord[%u].xyz, %s), 0.0, 0.0)", sampler_idx
, src0_param
.param_str
);
3859 FIXME("Unexpected mask size %u\n", mask_size
);
3864 /** Process the WINED3DSIO_TEXDP3 instruction in GLSL:
3865 * Take a 3-component dot product of the TexCoord[dstreg] and src. */
3866 static void shader_glsl_texdp3(const struct wined3d_shader_instruction
*ins
)
3868 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
3869 DWORD dstreg
= ins
->dst
[0].reg
.idx
[0].offset
;
3870 struct glsl_src_param src0_param
;
3872 unsigned int mask_size
;
3874 dst_mask
= shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
3875 mask_size
= shader_glsl_get_write_mask_size(dst_mask
);
3876 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_mask
, &src0_param
);
3878 if (mask_size
> 1) {
3879 shader_addline(ins
->ctx
->buffer
, "vec%d(dot(T%u.xyz, %s)));\n", mask_size
, dstreg
, src0_param
.param_str
);
3881 shader_addline(ins
->ctx
->buffer
, "dot(T%u.xyz, %s));\n", dstreg
, src0_param
.param_str
);
3885 /** Process the WINED3DSIO_TEXDEPTH instruction in GLSL:
3886 * Calculate the depth as dst.x / dst.y */
3887 static void shader_glsl_texdepth(const struct wined3d_shader_instruction
*ins
)
3889 struct glsl_dst_param dst_param
;
3891 shader_glsl_add_dst_param(ins
, &ins
->dst
[0], &dst_param
);
3893 /* Tests show that texdepth never returns anything below 0.0, and that r5.y is clamped to 1.0.
3894 * Negative input is accepted, -0.25 / -0.5 returns 0.5. GL should clamp gl_FragDepth to [0;1], but
3895 * this doesn't always work, so clamp the results manually. Whether or not the x value is clamped at 1
3896 * too is irrelevant, since if x = 0, any y value < 1.0 (and > 1.0 is not allowed) results in a result
3899 shader_addline(ins
->ctx
->buffer
, "gl_FragDepth = clamp((%s.x / min(%s.y, 1.0)), 0.0, 1.0);\n",
3900 dst_param
.reg_name
, dst_param
.reg_name
);
3903 /** Process the WINED3DSIO_TEXM3X2DEPTH instruction in GLSL:
3904 * Last row of a 3x2 matrix multiply, use the result to calculate the depth:
3905 * Calculate tmp0.y = TexCoord[dstreg] . src.xyz; (tmp0.x has already been calculated)
3906 * depth = (tmp0.y == 0.0) ? 1.0 : tmp0.x / tmp0.y
3908 static void shader_glsl_texm3x2depth(const struct wined3d_shader_instruction
*ins
)
3910 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
3911 DWORD dstreg
= ins
->dst
[0].reg
.idx
[0].offset
;
3912 struct glsl_src_param src0_param
;
3914 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_mask
, &src0_param
);
3916 shader_addline(ins
->ctx
->buffer
, "tmp0.y = dot(T%u.xyz, %s);\n", dstreg
, src0_param
.param_str
);
3917 shader_addline(ins
->ctx
->buffer
, "gl_FragDepth = (tmp0.y == 0.0) ? 1.0 : clamp(tmp0.x / tmp0.y, 0.0, 1.0);\n");
3920 /** Process the WINED3DSIO_TEXM3X2PAD instruction in GLSL
3921 * Calculate the 1st of a 2-row matrix multiplication. */
3922 static void shader_glsl_texm3x2pad(const struct wined3d_shader_instruction
*ins
)
3924 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
3925 DWORD reg
= ins
->dst
[0].reg
.idx
[0].offset
;
3926 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
3927 struct glsl_src_param src0_param
;
3929 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_mask
, &src0_param
);
3930 shader_addline(buffer
, "tmp0.x = dot(T%u.xyz, %s);\n", reg
, src0_param
.param_str
);
3933 /** Process the WINED3DSIO_TEXM3X3PAD instruction in GLSL
3934 * Calculate the 1st or 2nd row of a 3-row matrix multiplication. */
3935 static void shader_glsl_texm3x3pad(const struct wined3d_shader_instruction
*ins
)
3937 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
3938 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
3939 struct wined3d_shader_tex_mx
*tex_mx
= ins
->ctx
->tex_mx
;
3940 DWORD reg
= ins
->dst
[0].reg
.idx
[0].offset
;
3941 struct glsl_src_param src0_param
;
3943 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_mask
, &src0_param
);
3944 shader_addline(buffer
, "tmp0.%c = dot(T%u.xyz, %s);\n", 'x' + tex_mx
->current_row
, reg
, src0_param
.param_str
);
3945 tex_mx
->texcoord_w
[tex_mx
->current_row
++] = reg
;
3948 static void shader_glsl_texm3x2tex(const struct wined3d_shader_instruction
*ins
)
3950 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
3951 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
3952 struct glsl_sample_function sample_function
;
3953 DWORD reg
= ins
->dst
[0].reg
.idx
[0].offset
;
3954 struct glsl_src_param src0_param
;
3956 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_mask
, &src0_param
);
3957 shader_addline(buffer
, "tmp0.y = dot(T%u.xyz, %s);\n", reg
, src0_param
.param_str
);
3959 shader_glsl_get_sample_function(ins
->ctx
, reg
, 0, &sample_function
);
3961 /* Sample the texture using the calculated coordinates */
3962 shader_glsl_gen_sample_code(ins
, reg
, &sample_function
, WINED3DSP_NOSWIZZLE
, NULL
, NULL
, NULL
, "tmp0.xy");
3965 /** Process the WINED3DSIO_TEXM3X3TEX instruction in GLSL
3966 * Perform the 3rd row of a 3x3 matrix multiply, then sample the texture using the calculated coordinates */
3967 static void shader_glsl_texm3x3tex(const struct wined3d_shader_instruction
*ins
)
3969 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
3970 struct wined3d_shader_tex_mx
*tex_mx
= ins
->ctx
->tex_mx
;
3971 struct glsl_sample_function sample_function
;
3972 DWORD reg
= ins
->dst
[0].reg
.idx
[0].offset
;
3973 struct glsl_src_param src0_param
;
3975 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_mask
, &src0_param
);
3976 shader_addline(ins
->ctx
->buffer
, "tmp0.z = dot(T%u.xyz, %s);\n", reg
, src0_param
.param_str
);
3978 /* Dependent read, not valid with conditional NP2 */
3979 shader_glsl_get_sample_function(ins
->ctx
, reg
, 0, &sample_function
);
3981 /* Sample the texture using the calculated coordinates */
3982 shader_glsl_gen_sample_code(ins
, reg
, &sample_function
, WINED3DSP_NOSWIZZLE
, NULL
, NULL
, NULL
, "tmp0.xyz");
3984 tex_mx
->current_row
= 0;
3987 /** Process the WINED3DSIO_TEXM3X3 instruction in GLSL
3988 * Perform the 3rd row of a 3x3 matrix multiply */
3989 static void shader_glsl_texm3x3(const struct wined3d_shader_instruction
*ins
)
3991 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
3992 struct wined3d_shader_tex_mx
*tex_mx
= ins
->ctx
->tex_mx
;
3993 DWORD reg
= ins
->dst
[0].reg
.idx
[0].offset
;
3994 struct glsl_src_param src0_param
;
3997 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_mask
, &src0_param
);
3999 shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
4000 shader_glsl_get_write_mask(&ins
->dst
[0], dst_mask
);
4001 shader_addline(ins
->ctx
->buffer
, "vec4(tmp0.xy, dot(T%u.xyz, %s), 1.0)%s);\n", reg
, src0_param
.param_str
, dst_mask
);
4003 tex_mx
->current_row
= 0;
4006 /* Process the WINED3DSIO_TEXM3X3SPEC instruction in GLSL
4007 * Perform the final texture lookup based on the previous 2 3x3 matrix multiplies */
4008 static void shader_glsl_texm3x3spec(const struct wined3d_shader_instruction
*ins
)
4010 struct glsl_src_param src0_param
;
4011 struct glsl_src_param src1_param
;
4012 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
4013 struct wined3d_shader_tex_mx
*tex_mx
= ins
->ctx
->tex_mx
;
4014 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
4015 struct glsl_sample_function sample_function
;
4016 DWORD reg
= ins
->dst
[0].reg
.idx
[0].offset
;
4019 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_mask
, &src0_param
);
4020 shader_glsl_add_src_param(ins
, &ins
->src
[1], src_mask
, &src1_param
);
4022 /* Perform the last matrix multiply operation */
4023 shader_addline(buffer
, "tmp0.z = dot(T%u.xyz, %s);\n", reg
, src0_param
.param_str
);
4024 /* Reflection calculation */
4025 shader_addline(buffer
, "tmp0.xyz = -reflect((%s), normalize(tmp0.xyz));\n", src1_param
.param_str
);
4027 /* Dependent read, not valid with conditional NP2 */
4028 shader_glsl_get_sample_function(ins
->ctx
, reg
, 0, &sample_function
);
4029 shader_glsl_write_mask_to_str(sample_function
.coord_mask
, coord_mask
);
4031 /* Sample the texture */
4032 shader_glsl_gen_sample_code(ins
, reg
, &sample_function
, WINED3DSP_NOSWIZZLE
,
4033 NULL
, NULL
, NULL
, "tmp0%s", coord_mask
);
4035 tex_mx
->current_row
= 0;
4038 /* Process the WINED3DSIO_TEXM3X3VSPEC instruction in GLSL
4039 * Perform the final texture lookup based on the previous 2 3x3 matrix multiplies */
4040 static void shader_glsl_texm3x3vspec(const struct wined3d_shader_instruction
*ins
)
4042 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
4043 struct wined3d_shader_tex_mx
*tex_mx
= ins
->ctx
->tex_mx
;
4044 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
4045 struct glsl_sample_function sample_function
;
4046 DWORD reg
= ins
->dst
[0].reg
.idx
[0].offset
;
4047 struct glsl_src_param src0_param
;
4050 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_mask
, &src0_param
);
4052 /* Perform the last matrix multiply operation */
4053 shader_addline(buffer
, "tmp0.z = dot(vec3(T%u), vec3(%s));\n", reg
, src0_param
.param_str
);
4055 /* Construct the eye-ray vector from w coordinates */
4056 shader_addline(buffer
, "tmp1.xyz = normalize(vec3(gl_TexCoord[%u].w, gl_TexCoord[%u].w, gl_TexCoord[%u].w));\n",
4057 tex_mx
->texcoord_w
[0], tex_mx
->texcoord_w
[1], reg
);
4058 shader_addline(buffer
, "tmp0.xyz = -reflect(tmp1.xyz, normalize(tmp0.xyz));\n");
4060 /* Dependent read, not valid with conditional NP2 */
4061 shader_glsl_get_sample_function(ins
->ctx
, reg
, 0, &sample_function
);
4062 shader_glsl_write_mask_to_str(sample_function
.coord_mask
, coord_mask
);
4064 /* Sample the texture using the calculated coordinates */
4065 shader_glsl_gen_sample_code(ins
, reg
, &sample_function
, WINED3DSP_NOSWIZZLE
,
4066 NULL
, NULL
, NULL
, "tmp0%s", coord_mask
);
4068 tex_mx
->current_row
= 0;
4071 /** Process the WINED3DSIO_TEXBEM instruction in GLSL.
4072 * Apply a fake bump map transform.
4073 * texbem is pshader <= 1.3 only, this saves a few version checks
4075 static void shader_glsl_texbem(const struct wined3d_shader_instruction
*ins
)
4077 const struct shader_glsl_ctx_priv
*priv
= ins
->ctx
->backend_data
;
4078 struct glsl_sample_function sample_function
;
4079 struct glsl_src_param coord_param
;
4085 sampler_idx
= ins
->dst
[0].reg
.idx
[0].offset
;
4086 flags
= (priv
->cur_ps_args
->tex_transform
>> sampler_idx
* WINED3D_PSARGS_TEXTRANSFORM_SHIFT
)
4087 & WINED3D_PSARGS_TEXTRANSFORM_MASK
;
4089 /* Dependent read, not valid with conditional NP2 */
4090 shader_glsl_get_sample_function(ins
->ctx
, sampler_idx
, 0, &sample_function
);
4091 mask
= sample_function
.coord_mask
;
4093 shader_glsl_write_mask_to_str(mask
, coord_mask
);
4095 /* With projected textures, texbem only divides the static texture coord,
4096 * not the displacement, so we can't let GL handle this. */
4097 if (flags
& WINED3D_PSARGS_PROJECTED
)
4100 char coord_div_mask
[3];
4101 switch (flags
& ~WINED3D_PSARGS_PROJECTED
)
4103 case WINED3D_TTFF_COUNT1
:
4104 FIXME("WINED3D_TTFF_PROJECTED with WINED3D_TTFF_COUNT1?\n");
4106 case WINED3D_TTFF_COUNT2
:
4107 div_mask
= WINED3DSP_WRITEMASK_1
;
4109 case WINED3D_TTFF_COUNT3
:
4110 div_mask
= WINED3DSP_WRITEMASK_2
;
4112 case WINED3D_TTFF_COUNT4
:
4113 case WINED3D_TTFF_DISABLE
:
4114 div_mask
= WINED3DSP_WRITEMASK_3
;
4117 shader_glsl_write_mask_to_str(div_mask
, coord_div_mask
);
4118 shader_addline(ins
->ctx
->buffer
, "T%u%s /= T%u%s;\n", sampler_idx
, coord_mask
, sampler_idx
, coord_div_mask
);
4121 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
, &coord_param
);
4123 shader_glsl_gen_sample_code(ins
, sampler_idx
, &sample_function
, WINED3DSP_NOSWIZZLE
, NULL
, NULL
, NULL
,
4124 "T%u%s + vec4(bumpenv_mat%u * %s, 0.0, 0.0)%s", sampler_idx
, coord_mask
, sampler_idx
,
4125 coord_param
.param_str
, coord_mask
);
4127 if (ins
->handler_idx
== WINED3DSIH_TEXBEML
)
4129 struct glsl_src_param luminance_param
;
4130 struct glsl_dst_param dst_param
;
4132 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_2
, &luminance_param
);
4133 shader_glsl_add_dst_param(ins
, &ins
->dst
[0], &dst_param
);
4135 shader_addline(ins
->ctx
->buffer
, "%s%s *= (%s * bumpenv_lum_scale%u + bumpenv_lum_offset%u);\n",
4136 dst_param
.reg_name
, dst_param
.mask_str
,
4137 luminance_param
.param_str
, sampler_idx
, sampler_idx
);
4141 static void shader_glsl_bem(const struct wined3d_shader_instruction
*ins
)
4143 DWORD sampler_idx
= ins
->dst
[0].reg
.idx
[0].offset
;
4144 struct glsl_src_param src0_param
, src1_param
;
4146 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
, &src0_param
);
4147 shader_glsl_add_src_param(ins
, &ins
->src
[1], WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
, &src1_param
);
4149 shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
4150 shader_addline(ins
->ctx
->buffer
, "%s + bumpenv_mat%u * %s);\n",
4151 src0_param
.param_str
, sampler_idx
, src1_param
.param_str
);
4154 /** Process the WINED3DSIO_TEXREG2AR instruction in GLSL
4155 * Sample 2D texture at dst using the alpha & red (wx) components of src as texture coordinates */
4156 static void shader_glsl_texreg2ar(const struct wined3d_shader_instruction
*ins
)
4158 DWORD sampler_idx
= ins
->dst
[0].reg
.idx
[0].offset
;
4159 struct glsl_sample_function sample_function
;
4160 struct glsl_src_param src0_param
;
4162 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_ALL
, &src0_param
);
4164 shader_glsl_get_sample_function(ins
->ctx
, sampler_idx
, 0, &sample_function
);
4165 shader_glsl_gen_sample_code(ins
, sampler_idx
, &sample_function
, WINED3DSP_NOSWIZZLE
, NULL
, NULL
, NULL
,
4166 "%s.wx", src0_param
.reg_name
);
4169 /** Process the WINED3DSIO_TEXREG2GB instruction in GLSL
4170 * Sample 2D texture at dst using the green & blue (yz) components of src as texture coordinates */
4171 static void shader_glsl_texreg2gb(const struct wined3d_shader_instruction
*ins
)
4173 DWORD sampler_idx
= ins
->dst
[0].reg
.idx
[0].offset
;
4174 struct glsl_sample_function sample_function
;
4175 struct glsl_src_param src0_param
;
4177 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_ALL
, &src0_param
);
4179 shader_glsl_get_sample_function(ins
->ctx
, sampler_idx
, 0, &sample_function
);
4180 shader_glsl_gen_sample_code(ins
, sampler_idx
, &sample_function
, WINED3DSP_NOSWIZZLE
, NULL
, NULL
, NULL
,
4181 "%s.yz", src0_param
.reg_name
);
4184 /** Process the WINED3DSIO_TEXREG2RGB instruction in GLSL
4185 * Sample texture at dst using the rgb (xyz) components of src as texture coordinates */
4186 static void shader_glsl_texreg2rgb(const struct wined3d_shader_instruction
*ins
)
4188 DWORD sampler_idx
= ins
->dst
[0].reg
.idx
[0].offset
;
4189 struct glsl_sample_function sample_function
;
4190 struct glsl_src_param src0_param
;
4192 /* Dependent read, not valid with conditional NP2 */
4193 shader_glsl_get_sample_function(ins
->ctx
, sampler_idx
, 0, &sample_function
);
4194 shader_glsl_add_src_param(ins
, &ins
->src
[0], sample_function
.coord_mask
, &src0_param
);
4196 shader_glsl_gen_sample_code(ins
, sampler_idx
, &sample_function
, WINED3DSP_NOSWIZZLE
, NULL
, NULL
, NULL
,
4197 "%s", src0_param
.param_str
);
4200 /** Process the WINED3DSIO_TEXKILL instruction in GLSL.
4201 * If any of the first 3 components are < 0, discard this pixel */
4202 static void shader_glsl_texkill(const struct wined3d_shader_instruction
*ins
)
4204 struct glsl_dst_param dst_param
;
4206 /* The argument is a destination parameter, and no writemasks are allowed */
4207 shader_glsl_add_dst_param(ins
, &ins
->dst
[0], &dst_param
);
4208 if (ins
->ctx
->reg_maps
->shader_version
.major
>= 2)
4210 if (ins
->ctx
->reg_maps
->shader_version
.major
>= 4)
4211 FIXME("SM4 discard not implemented.\n");
4212 /* 2.0 shaders compare all 4 components in texkill */
4213 shader_addline(ins
->ctx
->buffer
, "if (any(lessThan(%s.xyzw, vec4(0.0)))) discard;\n", dst_param
.reg_name
);
4215 /* 1.X shaders only compare the first 3 components, probably due to the nature of the texkill
4216 * instruction as a tex* instruction, and phase, which kills all a / w components. Even if all
4217 * 4 components are defined, only the first 3 are used
4219 shader_addline(ins
->ctx
->buffer
, "if (any(lessThan(%s.xyz, vec3(0.0)))) discard;\n", dst_param
.reg_name
);
4223 /** Process the WINED3DSIO_DP2ADD instruction in GLSL.
4224 * dst = dot2(src0, src1) + src2 */
4225 static void shader_glsl_dp2add(const struct wined3d_shader_instruction
*ins
)
4227 struct glsl_src_param src0_param
;
4228 struct glsl_src_param src1_param
;
4229 struct glsl_src_param src2_param
;
4231 unsigned int mask_size
;
4233 write_mask
= shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
4234 mask_size
= shader_glsl_get_write_mask_size(write_mask
);
4236 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
, &src0_param
);
4237 shader_glsl_add_src_param(ins
, &ins
->src
[1], WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
, &src1_param
);
4238 shader_glsl_add_src_param(ins
, &ins
->src
[2], WINED3DSP_WRITEMASK_0
, &src2_param
);
4240 if (mask_size
> 1) {
4241 shader_addline(ins
->ctx
->buffer
, "vec%d(dot(%s, %s) + %s));\n",
4242 mask_size
, src0_param
.param_str
, src1_param
.param_str
, src2_param
.param_str
);
4244 shader_addline(ins
->ctx
->buffer
, "dot(%s, %s) + %s);\n",
4245 src0_param
.param_str
, src1_param
.param_str
, src2_param
.param_str
);
4249 static void shader_glsl_input_pack(const struct wined3d_shader
*shader
, struct wined3d_shader_buffer
*buffer
,
4250 const struct wined3d_shader_signature
*input_signature
,
4251 const struct wined3d_shader_reg_maps
*reg_maps
,
4252 enum vertexprocessing_mode vertexprocessing
)
4256 for (i
= 0; i
< input_signature
->element_count
; ++i
)
4258 const struct wined3d_shader_signature_element
*input
= &input_signature
->elements
[i
];
4259 const char *semantic_name
;
4264 if (!(reg_maps
->input_registers
& (1 << input
->register_idx
)))
4267 semantic_name
= input
->semantic_name
;
4268 semantic_idx
= input
->semantic_idx
;
4269 shader_glsl_write_mask_to_str(input
->mask
, reg_mask
);
4271 if (vertexprocessing
== vertexshader
)
4273 if (input
->sysval_semantic
== WINED3D_SV_POSITION
)
4274 shader_addline(buffer
, "ps_in[%u]%s = vpos%s;\n",
4275 shader
->u
.ps
.input_reg_map
[input
->register_idx
], reg_mask
, reg_mask
);
4277 shader_addline(buffer
, "ps_in[%u]%s = ps_link[%u]%s;\n",
4278 shader
->u
.ps
.input_reg_map
[input
->register_idx
], reg_mask
,
4279 shader
->u
.ps
.input_reg_map
[input
->register_idx
], reg_mask
);
4281 else if (shader_match_semantic(semantic_name
, WINED3D_DECL_USAGE_TEXCOORD
))
4283 if (semantic_idx
< 8 && vertexprocessing
== pretransformed
)
4284 shader_addline(buffer
, "ps_in[%u]%s = gl_TexCoord[%u]%s;\n",
4285 shader
->u
.ps
.input_reg_map
[input
->register_idx
], reg_mask
, semantic_idx
, reg_mask
);
4287 shader_addline(buffer
, "ps_in[%u]%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
4288 shader
->u
.ps
.input_reg_map
[input
->register_idx
], reg_mask
, reg_mask
);
4290 else if (shader_match_semantic(semantic_name
, WINED3D_DECL_USAGE_COLOR
))
4293 shader_addline(buffer
, "ps_in[%u]%s = vec4(gl_Color)%s;\n",
4294 shader
->u
.ps
.input_reg_map
[input
->register_idx
], reg_mask
, reg_mask
);
4295 else if (semantic_idx
== 1)
4296 shader_addline(buffer
, "ps_in[%u]%s = vec4(gl_SecondaryColor)%s;\n",
4297 shader
->u
.ps
.input_reg_map
[input
->register_idx
], reg_mask
, reg_mask
);
4299 shader_addline(buffer
, "ps_in[%u]%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
4300 shader
->u
.ps
.input_reg_map
[input
->register_idx
], reg_mask
, reg_mask
);
4304 shader_addline(buffer
, "ps_in[%u]%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
4305 shader
->u
.ps
.input_reg_map
[input
->register_idx
], reg_mask
, reg_mask
);
4310 /*********************************************
4311 * Vertex Shader Specific Code begins here
4312 ********************************************/
4314 static void add_glsl_program_entry(struct shader_glsl_priv
*priv
, struct glsl_shader_prog_link
*entry
)
4316 struct glsl_program_key key
;
4318 key
.vs_id
= entry
->vs
.id
;
4319 key
.gs_id
= entry
->gs
.id
;
4320 key
.ps_id
= entry
->ps
.id
;
4322 if (wine_rb_put(&priv
->program_lookup
, &key
, &entry
->program_lookup_entry
) == -1)
4324 ERR("Failed to insert program entry.\n");
4328 static struct glsl_shader_prog_link
*get_glsl_program_entry(const struct shader_glsl_priv
*priv
,
4329 GLuint vs_id
, GLuint gs_id
, GLuint ps_id
)
4331 struct wine_rb_entry
*entry
;
4332 struct glsl_program_key key
;
4338 entry
= wine_rb_get(&priv
->program_lookup
, &key
);
4339 return entry
? WINE_RB_ENTRY_VALUE(entry
, struct glsl_shader_prog_link
, program_lookup_entry
) : NULL
;
4342 /* Context activation is done by the caller. */
4343 static void delete_glsl_program_entry(struct shader_glsl_priv
*priv
, const struct wined3d_gl_info
*gl_info
,
4344 struct glsl_shader_prog_link
*entry
)
4346 struct glsl_program_key key
;
4348 key
.vs_id
= entry
->vs
.id
;
4349 key
.gs_id
= entry
->gs
.id
;
4350 key
.ps_id
= entry
->ps
.id
;
4351 wine_rb_remove(&priv
->program_lookup
, &key
);
4353 GL_EXTCALL(glDeleteProgram(entry
->id
));
4355 list_remove(&entry
->vs
.shader_entry
);
4357 list_remove(&entry
->gs
.shader_entry
);
4359 list_remove(&entry
->ps
.shader_entry
);
4360 HeapFree(GetProcessHeap(), 0, entry
->vs
.uniform_f_locations
);
4361 HeapFree(GetProcessHeap(), 0, entry
->ps
.uniform_f_locations
);
4362 HeapFree(GetProcessHeap(), 0, entry
);
4365 static void handle_ps3_input(struct wined3d_shader_buffer
*buffer
,
4366 const struct wined3d_gl_info
*gl_info
, const DWORD
*map
,
4367 const struct wined3d_shader_signature
*input_signature
,
4368 const struct wined3d_shader_reg_maps
*reg_maps_in
,
4369 const struct wined3d_shader_signature
*output_signature
,
4370 const struct wined3d_shader_reg_maps
*reg_maps_out
)
4375 unsigned int in_count
= vec4_varyings(3, gl_info
);
4377 char destination
[50];
4379 set
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(*set
) * (in_count
+ 2));
4381 for (i
= 0; i
< input_signature
->element_count
; ++i
)
4383 const struct wined3d_shader_signature_element
*input
= &input_signature
->elements
[i
];
4385 if (!(reg_maps_in
->input_registers
& (1 << input
->register_idx
)))
4388 in_idx
= map
[input
->register_idx
];
4389 /* Declared, but not read register */
4392 if (in_idx
>= (in_count
+ 2))
4394 FIXME("More input varyings declared than supported, expect issues.\n");
4398 if (in_idx
== in_count
)
4399 sprintf(destination
, "gl_FrontColor");
4400 else if (in_idx
== in_count
+ 1)
4401 sprintf(destination
, "gl_FrontSecondaryColor");
4403 sprintf(destination
, "ps_link[%u]", in_idx
);
4408 for (j
= 0; j
< output_signature
->element_count
; ++j
)
4410 const struct wined3d_shader_signature_element
*output
= &output_signature
->elements
[j
];
4413 if (!(reg_maps_out
->output_registers
& (1 << output
->register_idx
))
4414 || input
->semantic_idx
!= output
->semantic_idx
4415 || strcmp(input
->semantic_name
, output
->semantic_name
)
4416 || !(mask
= input
->mask
& output
->mask
))
4419 if (set
[in_idx
] == ~0u)
4422 set
[in_idx
] |= mask
;
4423 shader_glsl_write_mask_to_str(mask
, reg_mask
);
4425 shader_addline(buffer
, "%s%s = vs_out[%u]%s;\n",
4426 destination
, reg_mask
, output
->register_idx
, reg_mask
);
4430 for (i
= 0; i
< in_count
+ 2; ++i
)
4434 if (!set
[i
] || set
[i
] == WINED3DSP_WRITEMASK_ALL
)
4437 if (set
[i
] == ~0U) set
[i
] = 0;
4440 if (!(set
[i
] & WINED3DSP_WRITEMASK_0
)) reg_mask
[size
++] = 'x';
4441 if (!(set
[i
] & WINED3DSP_WRITEMASK_1
)) reg_mask
[size
++] = 'y';
4442 if (!(set
[i
] & WINED3DSP_WRITEMASK_2
)) reg_mask
[size
++] = 'z';
4443 if (!(set
[i
] & WINED3DSP_WRITEMASK_3
)) reg_mask
[size
++] = 'w';
4444 reg_mask
[size
] = '\0';
4447 sprintf(destination
, "gl_FrontColor");
4448 else if (i
== in_count
+ 1)
4449 sprintf(destination
, "gl_FrontSecondaryColor");
4451 sprintf(destination
, "ps_link[%u]", i
);
4453 if (size
== 1) shader_addline(buffer
, "%s.%s = 0.0;\n", destination
, reg_mask
);
4454 else shader_addline(buffer
, "%s.%s = vec%u(0.0);\n", destination
, reg_mask
, size
);
4457 HeapFree(GetProcessHeap(), 0, set
);
4460 /* Context activation is done by the caller. */
4461 static GLuint
generate_param_reorder_function(struct wined3d_shader_buffer
*buffer
,
4462 const struct wined3d_shader
*vs
, const struct wined3d_shader
*ps
,
4463 const struct wined3d_gl_info
*gl_info
)
4466 DWORD ps_major
= ps
? ps
->reg_maps
.shader_version
.major
: 0;
4468 const char *semantic_name
;
4472 shader_buffer_clear(buffer
);
4474 shader_addline(buffer
, "#version 120\n");
4478 shader_addline(buffer
, "void order_ps_input(in vec4 vs_out[%u])\n{\n", vs
->limits
->packed_output
);
4480 for (i
= 0; i
< vs
->output_signature
.element_count
; ++i
)
4482 const struct wined3d_shader_signature_element
*output
= &vs
->output_signature
.elements
[i
];
4485 if (!(vs
->reg_maps
.output_registers
& (1 << output
->register_idx
)))
4488 semantic_name
= output
->semantic_name
;
4489 semantic_idx
= output
->semantic_idx
;
4490 write_mask
= output
->mask
;
4491 shader_glsl_write_mask_to_str(write_mask
, reg_mask
);
4493 if (shader_match_semantic(semantic_name
, WINED3D_DECL_USAGE_COLOR
))
4496 shader_addline(buffer
, "gl_FrontColor%s = vs_out[%u]%s;\n",
4497 reg_mask
, output
->register_idx
, reg_mask
);
4498 else if (semantic_idx
== 1)
4499 shader_addline(buffer
, "gl_FrontSecondaryColor%s = vs_out[%u]%s;\n",
4500 reg_mask
, output
->register_idx
, reg_mask
);
4502 else if (shader_match_semantic(semantic_name
, WINED3D_DECL_USAGE_POSITION
) && !semantic_idx
)
4504 shader_addline(buffer
, "gl_Position%s = vs_out[%u]%s;\n",
4505 reg_mask
, output
->register_idx
, reg_mask
);
4507 else if (shader_match_semantic(semantic_name
, WINED3D_DECL_USAGE_TEXCOORD
))
4509 if (semantic_idx
< 8)
4511 if (!(gl_info
->quirks
& WINED3D_QUIRK_SET_TEXCOORD_W
) || ps_major
> 0)
4512 write_mask
|= WINED3DSP_WRITEMASK_3
;
4514 shader_addline(buffer
, "gl_TexCoord[%u]%s = vs_out[%u]%s;\n",
4515 semantic_idx
, reg_mask
, output
->register_idx
, reg_mask
);
4516 if (!(write_mask
& WINED3DSP_WRITEMASK_3
))
4517 shader_addline(buffer
, "gl_TexCoord[%u].w = 1.0;\n", semantic_idx
);
4520 else if (shader_match_semantic(semantic_name
, WINED3D_DECL_USAGE_PSIZE
))
4522 shader_addline(buffer
, "gl_PointSize = vs_out[%u].%c;\n", output
->register_idx
, reg_mask
[1]);
4524 else if (shader_match_semantic(semantic_name
, WINED3D_DECL_USAGE_FOG
))
4526 shader_addline(buffer
, "gl_FogFragCoord = clamp(vs_out[%u].%c, 0.0, 1.0);\n",
4527 output
->register_idx
, reg_mask
[1]);
4530 shader_addline(buffer
, "}\n");
4534 UINT in_count
= min(vec4_varyings(ps_major
, gl_info
), ps
->limits
->packed_input
);
4535 /* This one is tricky: a 3.0 pixel shader reads from a 3.0 vertex shader */
4536 shader_addline(buffer
, "varying vec4 ps_link[%u];\n", in_count
);
4537 shader_addline(buffer
, "void order_ps_input(in vec4 vs_out[%u])\n{\n", vs
->limits
->packed_output
);
4539 /* First, sort out position and point size. Those are not passed to the pixel shader */
4540 for (i
= 0; i
< vs
->output_signature
.element_count
; ++i
)
4542 const struct wined3d_shader_signature_element
*output
= &vs
->output_signature
.elements
[i
];
4544 if (!(vs
->reg_maps
.output_registers
& (1 << output
->register_idx
)))
4547 semantic_name
= output
->semantic_name
;
4548 semantic_idx
= output
->semantic_idx
;
4549 shader_glsl_write_mask_to_str(output
->mask
, reg_mask
);
4551 if (shader_match_semantic(semantic_name
, WINED3D_DECL_USAGE_POSITION
) && !semantic_idx
)
4553 shader_addline(buffer
, "gl_Position%s = vs_out[%u]%s;\n",
4554 reg_mask
, output
->register_idx
, reg_mask
);
4556 else if (shader_match_semantic(semantic_name
, WINED3D_DECL_USAGE_PSIZE
))
4558 shader_addline(buffer
, "gl_PointSize = vs_out[%u].%c;\n", output
->register_idx
, reg_mask
[1]);
4562 /* Then, fix the pixel shader input */
4563 handle_ps3_input(buffer
, gl_info
, ps
->u
.ps
.input_reg_map
, &ps
->input_signature
,
4564 &ps
->reg_maps
, &vs
->output_signature
, &vs
->reg_maps
);
4566 shader_addline(buffer
, "}\n");
4569 ret
= GL_EXTCALL(glCreateShader(GL_VERTEX_SHADER
));
4570 checkGLcall("glCreateShader(GL_VERTEX_SHADER)");
4571 shader_glsl_compile(gl_info
, ret
, buffer
->buffer
);
4576 static void shader_glsl_generate_srgb_write_correction(struct wined3d_shader_buffer
*buffer
)
4578 shader_addline(buffer
, "tmp0.xyz = pow(gl_FragData[0].xyz, vec3(srgb_const0.x));\n");
4579 shader_addline(buffer
, "tmp0.xyz = tmp0.xyz * vec3(srgb_const0.y) - vec3(srgb_const0.z);\n");
4580 shader_addline(buffer
, "tmp1.xyz = gl_FragData[0].xyz * vec3(srgb_const0.w);\n");
4581 shader_addline(buffer
, "bvec3 srgb_compare = lessThan(gl_FragData[0].xyz, vec3(srgb_const1.x));\n");
4582 shader_addline(buffer
, "gl_FragData[0].xyz = mix(tmp0.xyz, tmp1.xyz, vec3(srgb_compare));\n");
4583 shader_addline(buffer
, "gl_FragData[0] = clamp(gl_FragData[0], 0.0, 1.0);\n");
4586 static void shader_glsl_generate_fog_code(struct wined3d_shader_buffer
*buffer
, enum wined3d_ffp_ps_fog_mode mode
)
4590 case WINED3D_FFP_PS_FOG_OFF
:
4593 case WINED3D_FFP_PS_FOG_LINEAR
:
4594 shader_addline(buffer
, "float Fog = (gl_Fog.end - gl_FogFragCoord) * gl_Fog.scale;\n");
4597 case WINED3D_FFP_PS_FOG_EXP
:
4598 /* Fog = e^-(gl_Fog.density * gl_FogFragCoord) */
4599 shader_addline(buffer
, "float Fog = exp(-gl_Fog.density * gl_FogFragCoord);\n");
4602 case WINED3D_FFP_PS_FOG_EXP2
:
4603 /* Fog = e^-((gl_Fog.density * gl_FogFragCoord)^2) */
4604 shader_addline(buffer
, "float Fog = exp(-gl_Fog.density * gl_Fog.density * gl_FogFragCoord * gl_FogFragCoord);\n");
4608 ERR("Invalid fog mode %#x.\n", mode
);
4612 shader_addline(buffer
, "gl_FragData[0].xyz = mix(gl_Fog.color.xyz, gl_FragData[0].xyz, clamp(Fog, 0.0, 1.0));\n");
4615 /* Context activation is done by the caller. */
4616 static GLuint
shader_glsl_generate_pshader(const struct wined3d_context
*context
,
4617 struct wined3d_shader_buffer
*buffer
, const struct wined3d_shader
*shader
,
4618 const struct ps_compile_args
*args
, struct ps_np2fixup_info
*np2fixup_info
)
4620 const struct wined3d_shader_reg_maps
*reg_maps
= &shader
->reg_maps
;
4621 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
4622 const DWORD
*function
= shader
->function
;
4623 struct shader_glsl_ctx_priv priv_ctx
;
4625 /* Create the hw GLSL shader object and assign it as the shader->prgId */
4626 GLuint shader_id
= GL_EXTCALL(glCreateShader(GL_FRAGMENT_SHADER
));
4628 memset(&priv_ctx
, 0, sizeof(priv_ctx
));
4629 priv_ctx
.cur_ps_args
= args
;
4630 priv_ctx
.cur_np2fixup_info
= np2fixup_info
;
4632 shader_addline(buffer
, "#version 120\n");
4634 if (gl_info
->supported
[ARB_SHADER_BIT_ENCODING
])
4635 shader_addline(buffer
, "#extension GL_ARB_shader_bit_encoding : enable\n");
4636 if (gl_info
->supported
[ARB_SHADER_TEXTURE_LOD
])
4637 shader_addline(buffer
, "#extension GL_ARB_shader_texture_lod : enable\n");
4638 /* The spec says that it doesn't have to be explicitly enabled, but the
4639 * nvidia drivers write a warning if we don't do so. */
4640 if (gl_info
->supported
[ARB_TEXTURE_RECTANGLE
])
4641 shader_addline(buffer
, "#extension GL_ARB_texture_rectangle : enable\n");
4642 if (gl_info
->supported
[ARB_UNIFORM_BUFFER_OBJECT
])
4643 shader_addline(buffer
, "#extension GL_ARB_uniform_buffer_object : enable\n");
4644 if (gl_info
->supported
[EXT_GPU_SHADER4
])
4645 shader_addline(buffer
, "#extension GL_EXT_gpu_shader4 : enable\n");
4647 /* Base Declarations */
4648 shader_generate_glsl_declarations(context
, buffer
, shader
, reg_maps
, &priv_ctx
);
4650 /* Pack 3.0 inputs */
4651 if (reg_maps
->shader_version
.major
>= 3)
4652 shader_glsl_input_pack(shader
, buffer
, &shader
->input_signature
, reg_maps
, args
->vp_mode
);
4654 /* Base Shader Body */
4655 shader_generate_main(shader
, buffer
, reg_maps
, function
, &priv_ctx
);
4657 /* Pixel shaders < 2.0 place the resulting color in R0 implicitly */
4658 if (reg_maps
->shader_version
.major
< 2)
4660 /* Some older cards like GeforceFX ones don't support multiple buffers, so also not gl_FragData */
4661 shader_addline(buffer
, "gl_FragData[0] = R0;\n");
4664 if (args
->srgb_correction
)
4665 shader_glsl_generate_srgb_write_correction(buffer
);
4667 /* SM < 3 does not replace the fog stage. */
4668 if (reg_maps
->shader_version
.major
< 3)
4669 shader_glsl_generate_fog_code(buffer
, args
->fog
);
4671 shader_addline(buffer
, "}\n");
4673 TRACE("Compiling shader object %u.\n", shader_id
);
4674 shader_glsl_compile(gl_info
, shader_id
, buffer
->buffer
);
4679 /* Context activation is done by the caller. */
4680 static GLuint
shader_glsl_generate_vshader(const struct wined3d_context
*context
,
4681 struct wined3d_shader_buffer
*buffer
, const struct wined3d_shader
*shader
,
4682 const struct vs_compile_args
*args
)
4684 const struct wined3d_shader_reg_maps
*reg_maps
= &shader
->reg_maps
;
4685 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
4686 const DWORD
*function
= shader
->function
;
4687 struct shader_glsl_ctx_priv priv_ctx
;
4689 /* Create the hw GLSL shader program and assign it as the shader->prgId */
4690 GLuint shader_id
= GL_EXTCALL(glCreateShader(GL_VERTEX_SHADER
));
4692 shader_addline(buffer
, "#version 120\n");
4694 if (gl_info
->supported
[ARB_DRAW_INSTANCED
])
4695 shader_addline(buffer
, "#extension GL_ARB_draw_instanced : enable\n");
4696 if (gl_info
->supported
[ARB_SHADER_BIT_ENCODING
])
4697 shader_addline(buffer
, "#extension GL_ARB_shader_bit_encoding : enable\n");
4698 if (gl_info
->supported
[ARB_UNIFORM_BUFFER_OBJECT
])
4699 shader_addline(buffer
, "#extension GL_ARB_uniform_buffer_object : enable\n");
4700 if (gl_info
->supported
[EXT_GPU_SHADER4
])
4701 shader_addline(buffer
, "#extension GL_EXT_gpu_shader4 : enable\n");
4703 memset(&priv_ctx
, 0, sizeof(priv_ctx
));
4704 priv_ctx
.cur_vs_args
= args
;
4706 /* Base Declarations */
4707 shader_generate_glsl_declarations(context
, buffer
, shader
, reg_maps
, &priv_ctx
);
4709 /* Base Shader Body */
4710 shader_generate_main(shader
, buffer
, reg_maps
, function
, &priv_ctx
);
4712 /* Unpack outputs */
4713 shader_addline(buffer
, "order_ps_input(vs_out);\n");
4715 /* The D3DRS_FOGTABLEMODE render state defines if the shader-generated fog coord is used
4716 * or if the fragment depth is used. If the fragment depth is used(FOGTABLEMODE != NONE),
4717 * the fog frag coord is thrown away. If the fog frag coord is used, but not written by
4718 * the shader, it is set to 0.0(fully fogged, since start = 1.0, end = 0.0)
4720 if (args
->fog_src
== VS_FOG_Z
)
4721 shader_addline(buffer
, "gl_FogFragCoord = gl_Position.z;\n");
4722 else if (!reg_maps
->fog
)
4723 shader_addline(buffer
, "gl_FogFragCoord = 0.0;\n");
4725 /* We always store the clipplanes without y inversion */
4726 if (args
->clip_enabled
)
4727 shader_addline(buffer
, "gl_ClipVertex = gl_Position;\n");
4729 /* Write the final position.
4731 * OpenGL coordinates specify the center of the pixel while d3d coords specify
4732 * the corner. The offsets are stored in z and w in posFixup. posFixup.y contains
4733 * 1.0 or -1.0 to turn the rendering upside down for offscreen rendering. PosFixup.x
4734 * contains 1.0 to allow a mad.
4736 shader_addline(buffer
, "gl_Position.y = gl_Position.y * posFixup.y;\n");
4737 shader_addline(buffer
, "gl_Position.xy += posFixup.zw * gl_Position.ww;\n");
4739 /* Z coord [0;1]->[-1;1] mapping, see comment in transform_projection in state.c
4741 * Basically we want (in homogeneous coordinates) z = z * 2 - 1. However, shaders are run
4742 * before the homogeneous divide, so we have to take the w into account: z = ((z / w) * 2 - 1) * w,
4743 * which is the same as z = z * 2 - w.
4745 shader_addline(buffer
, "gl_Position.z = gl_Position.z * 2.0 - gl_Position.w;\n");
4747 shader_addline(buffer
, "}\n");
4749 TRACE("Compiling shader object %u.\n", shader_id
);
4750 shader_glsl_compile(gl_info
, shader_id
, buffer
->buffer
);
4755 /* Context activation is done by the caller. */
4756 static GLuint
shader_glsl_generate_geometry_shader(const struct wined3d_context
*context
,
4757 struct wined3d_shader_buffer
*buffer
, const struct wined3d_shader
*shader
)
4759 const struct wined3d_shader_reg_maps
*reg_maps
= &shader
->reg_maps
;
4760 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
4761 const DWORD
*function
= shader
->function
;
4762 struct shader_glsl_ctx_priv priv_ctx
;
4765 shader_id
= GL_EXTCALL(glCreateShader(GL_GEOMETRY_SHADER
));
4767 shader_addline(buffer
, "#version 120\n");
4769 if (gl_info
->supported
[ARB_GEOMETRY_SHADER4
])
4770 shader_addline(buffer
, "#extension GL_ARB_geometry_shader4 : enable\n");
4771 if (gl_info
->supported
[ARB_SHADER_BIT_ENCODING
])
4772 shader_addline(buffer
, "#extension GL_ARB_shader_bit_encoding : enable\n");
4773 if (gl_info
->supported
[ARB_UNIFORM_BUFFER_OBJECT
])
4774 shader_addline(buffer
, "#extension GL_ARB_uniform_buffer_object : enable\n");
4775 if (gl_info
->supported
[EXT_GPU_SHADER4
])
4776 shader_addline(buffer
, "#extension GL_EXT_gpu_shader4 : enable\n");
4778 memset(&priv_ctx
, 0, sizeof(priv_ctx
));
4779 shader_generate_glsl_declarations(context
, buffer
, shader
, reg_maps
, &priv_ctx
);
4780 shader_generate_main(shader
, buffer
, reg_maps
, function
, &priv_ctx
);
4781 shader_addline(buffer
, "}\n");
4783 TRACE("Compiling shader object %u.\n", shader_id
);
4784 shader_glsl_compile(gl_info
, shader_id
, buffer
->buffer
);
4789 static GLuint
find_glsl_pshader(const struct wined3d_context
*context
,
4790 struct wined3d_shader_buffer
*buffer
, struct wined3d_shader
*shader
,
4791 const struct ps_compile_args
*args
, const struct ps_np2fixup_info
**np2fixup_info
)
4793 struct glsl_ps_compiled_shader
*gl_shaders
, *new_array
;
4794 struct glsl_shader_private
*shader_data
;
4795 struct ps_np2fixup_info
*np2fixup
;
4800 if (!shader
->backend_data
)
4802 shader
->backend_data
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(*shader_data
));
4803 if (!shader
->backend_data
)
4805 ERR("Failed to allocate backend data.\n");
4809 shader_data
= shader
->backend_data
;
4810 gl_shaders
= shader_data
->gl_shaders
.ps
;
4812 /* Usually we have very few GL shaders for each d3d shader(just 1 or maybe 2),
4813 * so a linear search is more performant than a hashmap or a binary search
4814 * (cache coherency etc)
4816 for (i
= 0; i
< shader_data
->num_gl_shaders
; ++i
)
4818 if (!memcmp(&gl_shaders
[i
].args
, args
, sizeof(*args
)))
4820 if (args
->np2_fixup
)
4821 *np2fixup_info
= &gl_shaders
[i
].np2fixup
;
4822 return gl_shaders
[i
].id
;
4826 TRACE("No matching GL shader found for shader %p, compiling a new shader.\n", shader
);
4827 if(shader_data
->shader_array_size
== shader_data
->num_gl_shaders
) {
4828 if (shader_data
->num_gl_shaders
)
4830 new_size
= shader_data
->shader_array_size
+ max(1, shader_data
->shader_array_size
/ 2);
4831 new_array
= HeapReAlloc(GetProcessHeap(), 0, shader_data
->gl_shaders
.ps
,
4832 new_size
* sizeof(*gl_shaders
));
4836 new_array
= HeapAlloc(GetProcessHeap(), 0, sizeof(*gl_shaders
));
4841 ERR("Out of memory\n");
4844 shader_data
->gl_shaders
.ps
= new_array
;
4845 shader_data
->shader_array_size
= new_size
;
4846 gl_shaders
= new_array
;
4849 gl_shaders
[shader_data
->num_gl_shaders
].args
= *args
;
4851 np2fixup
= &gl_shaders
[shader_data
->num_gl_shaders
].np2fixup
;
4852 memset(np2fixup
, 0, sizeof(*np2fixup
));
4853 *np2fixup_info
= args
->np2_fixup
? np2fixup
: NULL
;
4855 pixelshader_update_resource_types(shader
, args
->tex_types
);
4857 shader_buffer_clear(buffer
);
4858 ret
= shader_glsl_generate_pshader(context
, buffer
, shader
, args
, np2fixup
);
4859 gl_shaders
[shader_data
->num_gl_shaders
++].id
= ret
;
4864 static inline BOOL
vs_args_equal(const struct vs_compile_args
*stored
, const struct vs_compile_args
*new,
4865 const DWORD use_map
) {
4866 if((stored
->swizzle_map
& use_map
) != new->swizzle_map
) return FALSE
;
4867 if((stored
->clip_enabled
) != new->clip_enabled
) return FALSE
;
4868 return stored
->fog_src
== new->fog_src
;
4871 static GLuint
find_glsl_vshader(const struct wined3d_context
*context
,
4872 struct wined3d_shader_buffer
*buffer
, struct wined3d_shader
*shader
,
4873 const struct vs_compile_args
*args
)
4877 DWORD use_map
= context
->stream_info
.use_map
;
4878 struct glsl_vs_compiled_shader
*gl_shaders
, *new_array
;
4879 struct glsl_shader_private
*shader_data
;
4882 if (!shader
->backend_data
)
4884 shader
->backend_data
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(*shader_data
));
4885 if (!shader
->backend_data
)
4887 ERR("Failed to allocate backend data.\n");
4891 shader_data
= shader
->backend_data
;
4892 gl_shaders
= shader_data
->gl_shaders
.vs
;
4894 /* Usually we have very few GL shaders for each d3d shader(just 1 or maybe 2),
4895 * so a linear search is more performant than a hashmap or a binary search
4896 * (cache coherency etc)
4898 for (i
= 0; i
< shader_data
->num_gl_shaders
; ++i
)
4900 if (vs_args_equal(&gl_shaders
[i
].args
, args
, use_map
))
4901 return gl_shaders
[i
].id
;
4904 TRACE("No matching GL shader found for shader %p, compiling a new shader.\n", shader
);
4906 if(shader_data
->shader_array_size
== shader_data
->num_gl_shaders
) {
4907 if (shader_data
->num_gl_shaders
)
4909 new_size
= shader_data
->shader_array_size
+ max(1, shader_data
->shader_array_size
/ 2);
4910 new_array
= HeapReAlloc(GetProcessHeap(), 0, shader_data
->gl_shaders
.vs
,
4911 new_size
* sizeof(*gl_shaders
));
4915 new_array
= HeapAlloc(GetProcessHeap(), 0, sizeof(*gl_shaders
));
4920 ERR("Out of memory\n");
4923 shader_data
->gl_shaders
.vs
= new_array
;
4924 shader_data
->shader_array_size
= new_size
;
4925 gl_shaders
= new_array
;
4928 gl_shaders
[shader_data
->num_gl_shaders
].args
= *args
;
4930 shader_buffer_clear(buffer
);
4931 ret
= shader_glsl_generate_vshader(context
, buffer
, shader
, args
);
4932 gl_shaders
[shader_data
->num_gl_shaders
++].id
= ret
;
4937 static GLuint
find_glsl_geometry_shader(const struct wined3d_context
*context
,
4938 struct wined3d_shader_buffer
*buffer
, struct wined3d_shader
*shader
)
4940 struct glsl_gs_compiled_shader
*gl_shaders
;
4941 struct glsl_shader_private
*shader_data
;
4944 if (!shader
->backend_data
)
4946 if (!(shader
->backend_data
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(*shader_data
))))
4948 ERR("Failed to allocate backend data.\n");
4952 shader_data
= shader
->backend_data
;
4953 gl_shaders
= shader_data
->gl_shaders
.gs
;
4955 if (shader_data
->num_gl_shaders
)
4956 return gl_shaders
[0].id
;
4958 TRACE("No matching GL shader found for shader %p, compiling a new shader.\n", shader
);
4960 if (!(shader_data
->gl_shaders
.gs
= HeapAlloc(GetProcessHeap(), 0, sizeof(*gl_shaders
))))
4962 ERR("Failed to allocate GL shader array.\n");
4965 shader_data
->shader_array_size
= 1;
4966 gl_shaders
= shader_data
->gl_shaders
.gs
;
4968 shader_buffer_clear(buffer
);
4969 ret
= shader_glsl_generate_geometry_shader(context
, buffer
, shader
);
4970 gl_shaders
[shader_data
->num_gl_shaders
++].id
= ret
;
4975 static const char *shader_glsl_ffp_mcs(enum wined3d_material_color_source mcs
, const char *material
)
4979 case WINED3D_MCS_MATERIAL
:
4981 case WINED3D_MCS_COLOR1
:
4983 case WINED3D_MCS_COLOR2
:
4984 return "gl_SecondaryColor";
4986 ERR("Invalid material color source %#x.\n", mcs
);
4991 static void shader_glsl_ffp_vertex_lighting(struct wined3d_shader_buffer
*buffer
,
4992 const struct wined3d_ffp_vs_settings
*settings
, const struct wined3d_gl_info
*gl_info
)
4994 const char *diffuse
, *specular
, *emission
, *ambient
;
4995 enum wined3d_light_type light_type
;
4998 if (!settings
->lighting
)
5000 shader_addline(buffer
, "gl_FrontColor = gl_Color;\n");
5001 shader_addline(buffer
, "gl_FrontSecondaryColor = gl_SecondaryColor;\n");
5005 shader_addline(buffer
, "vec3 ambient = gl_LightModel.ambient.xyz;\n");
5006 shader_addline(buffer
, "vec3 diffuse = vec3(0.0);\n");
5007 shader_addline(buffer
, "vec4 specular = vec4(0.0);\n");
5008 shader_addline(buffer
, "vec3 dir, dst;\n");
5009 shader_addline(buffer
, "float att, t;\n");
5011 ambient
= shader_glsl_ffp_mcs(settings
->ambient_source
, "gl_FrontMaterial.ambient");
5012 diffuse
= shader_glsl_ffp_mcs(settings
->diffuse_source
, "gl_FrontMaterial.diffuse");
5013 specular
= shader_glsl_ffp_mcs(settings
->specular_source
, "gl_FrontMaterial.specular");
5014 emission
= shader_glsl_ffp_mcs(settings
->emission_source
, "gl_FrontMaterial.emission");
5016 for (i
= 0; i
< MAX_ACTIVE_LIGHTS
; ++i
)
5018 light_type
= (settings
->light_type
>> WINED3D_FFP_LIGHT_TYPE_SHIFT(i
)) & WINED3D_FFP_LIGHT_TYPE_MASK
;
5021 case WINED3D_LIGHT_POINT
:
5022 shader_addline(buffer
, "dir = gl_LightSource[%u].position.xyz - ec_pos.xyz;\n", i
);
5023 shader_addline(buffer
, "dst.z = dot(dir, dir);\n");
5024 shader_addline(buffer
, "dst.y = sqrt(dst.z);\n");
5025 shader_addline(buffer
, "dst.x = 1.0;\n");
5026 shader_addline(buffer
, "att = dot(dst.xyz, vec3(gl_LightSource[%u].constantAttenuation,"
5027 " gl_LightSource[%u].linearAttenuation, gl_LightSource[%u].quadraticAttenuation));\n", i
, i
, i
);
5028 shader_addline(buffer
, "ambient += gl_LightSource[%u].ambient.xyz / att;\n", i
);
5029 if (!settings
->normal
)
5031 shader_addline(buffer
, "dir = normalize(dir);\n");
5032 shader_addline(buffer
, "diffuse += (clamp(dot(dir, normal), 0.0, 1.0)"
5033 " * gl_LightSource[%u].diffuse.xyz) / att;\n", i
);
5034 if (settings
->localviewer
)
5035 shader_addline(buffer
, "t = dot(normal, normalize(dir - normalize(ec_pos.xyz)));\n");
5037 shader_addline(buffer
, "t = dot(normal, normalize(dir + vec3(0.0, 0.0, 1.0)));\n");
5038 shader_addline(buffer
, "if (t > 0.0) specular += (pow(t, gl_FrontMaterial.shininess)"
5039 " * gl_LightSource[%u].specular) / att;\n", i
);
5042 case WINED3D_LIGHT_SPOT
:
5043 shader_addline(buffer
, "dir = gl_LightSource[%u].position.xyz - ec_pos.xyz;\n", i
);
5044 shader_addline(buffer
, "dst.z = dot(dir, dir);\n");
5045 shader_addline(buffer
, "dst.y = sqrt(dst.z);\n");
5046 shader_addline(buffer
, "dst.x = 1.0;\n");
5047 shader_addline(buffer
, "dir = normalize(dir);\n");
5048 shader_addline(buffer
, "t = dot(-dir, normalize(gl_LightSource[%u].spotDirection));\n", i
);
5049 shader_addline(buffer
, "if (t < gl_LightSource[%u].spotCosCutoff) att = 0.0;\n", i
);
5050 shader_addline(buffer
, "else att = pow(t, gl_LightSource[%u].spotExponent)"
5051 " / dot(dst.xyz, vec3(gl_LightSource[%u].constantAttenuation,"
5052 " gl_LightSource[%u].linearAttenuation, gl_LightSource[%u].quadraticAttenuation));\n",
5054 shader_addline(buffer
, "ambient += gl_LightSource[%u].ambient.xyz * att;\n", i
);
5055 if (!settings
->normal
)
5057 shader_addline(buffer
, "diffuse += (clamp(dot(dir, normal), 0.0, 1.0)"
5058 " * gl_LightSource[%u].diffuse.xyz) * att;\n", i
);
5059 if (settings
->localviewer
)
5060 shader_addline(buffer
, "t = dot(normal, normalize(dir - normalize(ec_pos.xyz)));\n");
5062 shader_addline(buffer
, "t = dot(normal, normalize(dir + vec3(0.0, 0.0, 1.0)));\n");
5063 shader_addline(buffer
, "if (t > 0.0) specular += (pow(t, gl_FrontMaterial.shininess)"
5064 " * gl_LightSource[%u].specular) * att;\n", i
);
5067 case WINED3D_LIGHT_DIRECTIONAL
:
5068 shader_addline(buffer
, "ambient += gl_LightSource[%u].ambient.xyz;\n", i
);
5069 if (!settings
->normal
)
5071 shader_addline(buffer
, "dir = normalize(gl_LightSource[%u].position.xyz);\n", i
);
5072 shader_addline(buffer
, "diffuse += clamp(dot(dir, normal), 0.0, 1.0)"
5073 " * gl_LightSource[%u].diffuse.xyz;\n", i
);
5074 shader_addline(buffer
, "t = dot(normal, gl_LightSource[%u].halfVector.xyz);\n", i
);
5075 shader_addline(buffer
, "if (t > 0.0) specular += pow(t, gl_FrontMaterial.shininess)"
5076 " * gl_LightSource[%u].specular;\n", i
);
5081 FIXME("Unhandled light type %#x.\n", light_type
);
5086 shader_addline(buffer
, "gl_FrontColor.xyz = %s.xyz * ambient + %s.xyz * diffuse + %s.xyz;\n",
5087 ambient
, diffuse
, emission
);
5088 shader_addline(buffer
, "gl_FrontColor.w = %s.w;\n", diffuse
);
5089 shader_addline(buffer
, "gl_FrontSecondaryColor = %s * specular;\n", specular
);
5092 /* Context activation is done by the caller. */
5093 static GLuint
shader_glsl_generate_ffp_vertex_shader(struct wined3d_shader_buffer
*buffer
,
5094 const struct wined3d_ffp_vs_settings
*settings
, const struct wined3d_gl_info
*gl_info
)
5099 shader_buffer_clear(buffer
);
5101 shader_addline(buffer
, "#version 120\n");
5102 shader_addline(buffer
, "\n");
5104 shader_addline(buffer
, "uniform mat4 ffp_modelview_matrix;\n");
5105 shader_addline(buffer
, "uniform mat4 ffp_projection_matrix;\n");
5106 shader_addline(buffer
, "uniform mat3 ffp_normal_matrix;\n");
5108 shader_addline(buffer
, "\nvoid main()\n{\n");
5109 shader_addline(buffer
, "float m;\n");
5110 shader_addline(buffer
, "vec3 r;\n");
5112 if (settings
->transformed
)
5114 shader_addline(buffer
, "vec4 ec_pos = vec4(gl_Vertex.xyz, 1.0);\n");
5115 shader_addline(buffer
, "gl_Position = ffp_projection_matrix * ec_pos;\n");
5116 shader_addline(buffer
, "if (gl_Vertex.w != 0.0) gl_Position /= gl_Vertex.w;\n");
5120 shader_addline(buffer
, "vec4 ec_pos = ffp_modelview_matrix * gl_Vertex;\n");
5121 shader_addline(buffer
, "gl_Position = ffp_projection_matrix * ec_pos;\n");
5122 if (settings
->clipping
)
5123 shader_addline(buffer
, "gl_ClipVertex = ec_pos;\n");
5124 shader_addline(buffer
, "ec_pos /= ec_pos.w;\n");
5127 if (!settings
->normal
)
5128 shader_addline(buffer
, "vec3 normal = vec3(0.0);\n");
5129 else if (settings
->normalize
)
5130 shader_addline(buffer
, "vec3 normal = normalize(ffp_normal_matrix * gl_Normal);\n");
5132 shader_addline(buffer
, "vec3 normal = ffp_normal_matrix * gl_Normal;\n");
5134 shader_glsl_ffp_vertex_lighting(buffer
, settings
, gl_info
);
5136 for (i
= 0; i
< MAX_TEXTURES
; ++i
)
5138 switch (settings
->texgen
[i
] << WINED3D_FFP_TCI_SHIFT
)
5140 case WINED3DTSS_TCI_PASSTHRU
:
5141 if (settings
->texcoords
& (1 << i
))
5142 shader_addline(buffer
, "gl_TexCoord[%u] = gl_TextureMatrix[%u] * gl_MultiTexCoord%d;\n",
5146 case WINED3DTSS_TCI_CAMERASPACENORMAL
:
5147 shader_addline(buffer
, "gl_TexCoord[%u] = gl_TextureMatrix[%u] * vec4(normal, 1.0);\n", i
, i
);
5150 case WINED3DTSS_TCI_CAMERASPACEPOSITION
:
5151 shader_addline(buffer
, "gl_TexCoord[%u] = gl_TextureMatrix[%u] * ec_pos;\n", i
, i
);
5154 case WINED3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR
:
5155 shader_addline(buffer
, "gl_TexCoord[%u] = gl_TextureMatrix[%u]"
5156 " * vec4(reflect(normalize(ec_pos.xyz), normal), 1.0);\n", i
, i
);
5159 case WINED3DTSS_TCI_SPHEREMAP
:
5160 shader_addline(buffer
, "r = reflect(normalize(ec_pos.xyz), normal);\n");
5161 shader_addline(buffer
, "m = 2.0 * length(vec3(r.x, r.y, r.z + 1.0));\n");
5162 shader_addline(buffer
, "gl_TexCoord[%u] = gl_TextureMatrix[%u]"
5163 " * vec4(r.x / m + 0.5, r.y / m + 0.5, 0.0, 1.0);\n", i
, i
);
5167 ERR("Unhandled texgen %#x.\n", settings
->texgen
[i
]);
5172 switch (settings
->fog_mode
)
5174 case WINED3D_FFP_VS_FOG_OFF
:
5177 case WINED3D_FFP_VS_FOG_FOGCOORD
:
5178 shader_addline(buffer
, "gl_FogFragCoord = gl_SecondaryColor.w * 255.0;\n");
5181 case WINED3D_FFP_VS_FOG_RANGE
:
5182 shader_addline(buffer
, "gl_FogFragCoord = length(ec_pos.xyz);\n");
5185 case WINED3D_FFP_VS_FOG_DEPTH
:
5186 if (settings
->ortho_fog
)
5187 /* Need to undo the [0.0 - 1.0] -> [-1.0 - 1.0] transformation from D3D to GL coordinates. */
5188 shader_addline(buffer
, "gl_FogFragCoord = gl_Position.z * 0.5 + 0.5;\n");
5189 else if (settings
->transformed
)
5190 shader_addline(buffer
, "gl_FogFragCoord = ec_pos.z;\n");
5192 shader_addline(buffer
, "gl_FogFragCoord = abs(ec_pos.z);\n");
5196 ERR("Unhandled fog mode %#x.\n", settings
->fog_mode
);
5200 if (settings
->point_size
)
5202 shader_addline(buffer
, "gl_PointSize = gl_Point.size / sqrt(gl_Point.distanceConstantAttenuation"
5203 " + gl_Point.distanceLinearAttenuation * length(ec_pos.xyz)"
5204 " + gl_Point.distanceQuadraticAttenuation * dot(ec_pos.xyz, ec_pos.xyz));\n");
5205 shader_addline(buffer
, "gl_PointSize = clamp(gl_PointSize, gl_Point.sizeMin, gl_Point.sizeMax);\n");
5208 shader_addline(buffer
, "}\n");
5210 shader_obj
= GL_EXTCALL(glCreateShader(GL_VERTEX_SHADER
));
5211 shader_glsl_compile(gl_info
, shader_obj
, buffer
->buffer
);
5216 static const char *shader_glsl_get_ffp_fragment_op_arg(struct wined3d_shader_buffer
*buffer
,
5217 DWORD argnum
, unsigned int stage
, DWORD arg
)
5221 if (arg
== ARG_UNUSED
)
5222 return "<unused arg>";
5224 switch (arg
& WINED3DTA_SELECTMASK
)
5226 case WINED3DTA_DIFFUSE
:
5230 case WINED3DTA_CURRENT
:
5237 case WINED3DTA_TEXTURE
:
5240 case 0: ret
= "tex0"; break;
5241 case 1: ret
= "tex1"; break;
5242 case 2: ret
= "tex2"; break;
5243 case 3: ret
= "tex3"; break;
5244 case 4: ret
= "tex4"; break;
5245 case 5: ret
= "tex5"; break;
5246 case 6: ret
= "tex6"; break;
5247 case 7: ret
= "tex7"; break;
5249 ret
= "<invalid texture>";
5254 case WINED3DTA_TFACTOR
:
5258 case WINED3DTA_SPECULAR
:
5259 ret
= "gl_SecondaryColor";
5262 case WINED3DTA_TEMP
:
5266 case WINED3DTA_CONSTANT
:
5269 case 0: ret
= "tss_const0"; break;
5270 case 1: ret
= "tss_const1"; break;
5271 case 2: ret
= "tss_const2"; break;
5272 case 3: ret
= "tss_const3"; break;
5273 case 4: ret
= "tss_const4"; break;
5274 case 5: ret
= "tss_const5"; break;
5275 case 6: ret
= "tss_const6"; break;
5276 case 7: ret
= "tss_const7"; break;
5278 ret
= "<invalid constant>";
5284 return "<unhandled arg>";
5287 if (arg
& WINED3DTA_COMPLEMENT
)
5289 shader_addline(buffer
, "arg%u = vec4(1.0) - %s;\n", argnum
, ret
);
5292 else if (argnum
== 1)
5294 else if (argnum
== 2)
5298 if (arg
& WINED3DTA_ALPHAREPLICATE
)
5300 shader_addline(buffer
, "arg%u = vec4(%s.w);\n", argnum
, ret
);
5303 else if (argnum
== 1)
5305 else if (argnum
== 2)
5312 static void shader_glsl_ffp_fragment_op(struct wined3d_shader_buffer
*buffer
, unsigned int stage
, BOOL color
,
5313 BOOL alpha
, DWORD dst
, DWORD op
, DWORD dw_arg0
, DWORD dw_arg1
, DWORD dw_arg2
)
5315 const char *dstmask
, *dstreg
, *arg0
, *arg1
, *arg2
;
5325 dstreg
= "temp_reg";
5329 arg0
= shader_glsl_get_ffp_fragment_op_arg(buffer
, 0, stage
, dw_arg0
);
5330 arg1
= shader_glsl_get_ffp_fragment_op_arg(buffer
, 1, stage
, dw_arg1
);
5331 arg2
= shader_glsl_get_ffp_fragment_op_arg(buffer
, 2, stage
, dw_arg2
);
5335 case WINED3D_TOP_DISABLE
:
5337 shader_addline(buffer
, "%s%s = gl_Color%s;\n", dstreg
, dstmask
, dstmask
);
5340 case WINED3D_TOP_SELECT_ARG1
:
5341 shader_addline(buffer
, "%s%s = %s%s;\n", dstreg
, dstmask
, arg1
, dstmask
);
5344 case WINED3D_TOP_SELECT_ARG2
:
5345 shader_addline(buffer
, "%s%s = %s%s;\n", dstreg
, dstmask
, arg2
, dstmask
);
5348 case WINED3D_TOP_MODULATE
:
5349 shader_addline(buffer
, "%s%s = %s%s * %s%s;\n", dstreg
, dstmask
, arg1
, dstmask
, arg2
, dstmask
);
5352 case WINED3D_TOP_MODULATE_4X
:
5353 shader_addline(buffer
, "%s%s = clamp(%s%s * %s%s * 4.0, 0.0, 1.0);\n",
5354 dstreg
, dstmask
, arg1
, dstmask
, arg2
, dstmask
);
5357 case WINED3D_TOP_MODULATE_2X
:
5358 shader_addline(buffer
, "%s%s = clamp(%s%s * %s%s * 2.0, 0.0, 1.0);\n",
5359 dstreg
, dstmask
, arg1
, dstmask
, arg2
, dstmask
);
5362 case WINED3D_TOP_ADD
:
5363 shader_addline(buffer
, "%s%s = clamp(%s%s + %s%s, 0.0, 1.0);\n",
5364 dstreg
, dstmask
, arg1
, dstmask
, arg2
, dstmask
);
5367 case WINED3D_TOP_ADD_SIGNED
:
5368 shader_addline(buffer
, "%s%s = clamp(%s%s + (%s - vec4(0.5))%s, 0.0, 1.0);\n",
5369 dstreg
, dstmask
, arg1
, dstmask
, arg2
, dstmask
);
5372 case WINED3D_TOP_ADD_SIGNED_2X
:
5373 shader_addline(buffer
, "%s%s = clamp((%s%s + (%s - vec4(0.5))%s) * 2.0, 0.0, 1.0);\n",
5374 dstreg
, dstmask
, arg1
, dstmask
, arg2
, dstmask
);
5377 case WINED3D_TOP_SUBTRACT
:
5378 shader_addline(buffer
, "%s%s = clamp(%s%s - %s%s, 0.0, 1.0);\n",
5379 dstreg
, dstmask
, arg1
, dstmask
, arg2
, dstmask
);
5382 case WINED3D_TOP_ADD_SMOOTH
:
5383 shader_addline(buffer
, "%s%s = clamp((vec4(1.0) - %s)%s * %s%s + %s%s, 0.0, 1.0);\n",
5384 dstreg
, dstmask
, arg1
, dstmask
, arg2
, dstmask
, arg1
, dstmask
);
5387 case WINED3D_TOP_BLEND_DIFFUSE_ALPHA
:
5388 arg0
= shader_glsl_get_ffp_fragment_op_arg(buffer
, 0, stage
, WINED3DTA_DIFFUSE
);
5389 shader_addline(buffer
, "%s%s = mix(%s%s, %s%s, %s.w);\n",
5390 dstreg
, dstmask
, arg2
, dstmask
, arg1
, dstmask
, arg0
);
5393 case WINED3D_TOP_BLEND_TEXTURE_ALPHA
:
5394 arg0
= shader_glsl_get_ffp_fragment_op_arg(buffer
, 0, stage
, WINED3DTA_TEXTURE
);
5395 shader_addline(buffer
, "%s%s = mix(%s%s, %s%s, %s.w);\n",
5396 dstreg
, dstmask
, arg2
, dstmask
, arg1
, dstmask
, arg0
);
5399 case WINED3D_TOP_BLEND_FACTOR_ALPHA
:
5400 arg0
= shader_glsl_get_ffp_fragment_op_arg(buffer
, 0, stage
, WINED3DTA_TFACTOR
);
5401 shader_addline(buffer
, "%s%s = mix(%s%s, %s%s, %s.w);\n",
5402 dstreg
, dstmask
, arg2
, dstmask
, arg1
, dstmask
, arg0
);
5405 case WINED3D_TOP_BLEND_TEXTURE_ALPHA_PM
:
5406 arg0
= shader_glsl_get_ffp_fragment_op_arg(buffer
, 0, stage
, WINED3DTA_TEXTURE
);
5407 shader_addline(buffer
, "%s%s = clamp(%s%s * (1.0 - %s.w) + %s%s, 0.0, 1.0);\n",
5408 dstreg
, dstmask
, arg2
, dstmask
, arg0
, arg1
, dstmask
);
5411 case WINED3D_TOP_BLEND_CURRENT_ALPHA
:
5412 arg0
= shader_glsl_get_ffp_fragment_op_arg(buffer
, 0, stage
, WINED3DTA_CURRENT
);
5413 shader_addline(buffer
, "%s%s = mix(%s%s, %s%s, %s.w);\n",
5414 dstreg
, dstmask
, arg2
, dstmask
, arg1
, dstmask
, arg0
);
5417 case WINED3D_TOP_MODULATE_ALPHA_ADD_COLOR
:
5418 shader_addline(buffer
, "%s%s = clamp(%s%s * %s.w + %s%s, 0.0, 1.0);\n",
5419 dstreg
, dstmask
, arg2
, dstmask
, arg1
, arg1
, dstmask
);
5422 case WINED3D_TOP_MODULATE_COLOR_ADD_ALPHA
:
5423 shader_addline(buffer
, "%s%s = clamp(%s%s * %s%s + %s.w, 0.0, 1.0);\n",
5424 dstreg
, dstmask
, arg1
, dstmask
, arg2
, dstmask
, arg1
);
5427 case WINED3D_TOP_MODULATE_INVALPHA_ADD_COLOR
:
5428 shader_addline(buffer
, "%s%s = clamp(%s%s * (1.0 - %s.w) + %s%s, 0.0, 1.0);\n",
5429 dstreg
, dstmask
, arg2
, dstmask
, arg1
, arg1
, dstmask
);
5431 case WINED3D_TOP_MODULATE_INVCOLOR_ADD_ALPHA
:
5432 shader_addline(buffer
, "%s%s = clamp((vec4(1.0) - %s)%s * %s%s + %s.w, 0.0, 1.0);\n",
5433 dstreg
, dstmask
, arg1
, dstmask
, arg2
, dstmask
, arg1
);
5436 case WINED3D_TOP_BUMPENVMAP
:
5437 case WINED3D_TOP_BUMPENVMAP_LUMINANCE
:
5438 /* These are handled in the first pass, nothing to do. */
5441 case WINED3D_TOP_DOTPRODUCT3
:
5442 shader_addline(buffer
, "%s%s = vec4(clamp(dot(%s.xyz - 0.5, %s.xyz - 0.5) * 4.0, 0.0, 1.0))%s;\n",
5443 dstreg
, dstmask
, arg1
, arg2
, dstmask
);
5446 case WINED3D_TOP_MULTIPLY_ADD
:
5447 shader_addline(buffer
, "%s%s = clamp(%s%s * %s%s + %s%s, 0.0, 1.0);\n",
5448 dstreg
, dstmask
, arg1
, dstmask
, arg2
, dstmask
, arg0
, dstmask
);
5451 case WINED3D_TOP_LERP
:
5452 /* MSDN isn't quite right here. */
5453 shader_addline(buffer
, "%s%s = mix(%s%s, %s%s, %s%s);\n",
5454 dstreg
, dstmask
, arg2
, dstmask
, arg1
, dstmask
, arg0
, dstmask
);
5458 FIXME("Unhandled operation %#x.\n", op
);
5463 /* Context activation is done by the caller. */
5464 static GLuint
shader_glsl_generate_ffp_fragment_shader(struct wined3d_shader_buffer
*buffer
,
5465 const struct ffp_frag_settings
*settings
, const struct wined3d_gl_info
*gl_info
)
5467 BYTE lum_map
= 0, bump_map
= 0, tex_map
= 0, tss_const_map
= 0;
5468 BOOL tempreg_used
= FALSE
, tfactor_used
= FALSE
;
5469 const char *final_combiner_src
= "ret";
5470 UINT lowest_disabled_stage
;
5472 DWORD arg0
, arg1
, arg2
;
5475 shader_buffer_clear(buffer
);
5477 /* Find out which textures are read */
5478 for (stage
= 0; stage
< MAX_TEXTURES
; ++stage
)
5480 if (settings
->op
[stage
].cop
== WINED3D_TOP_DISABLE
)
5483 arg0
= settings
->op
[stage
].carg0
& WINED3DTA_SELECTMASK
;
5484 arg1
= settings
->op
[stage
].carg1
& WINED3DTA_SELECTMASK
;
5485 arg2
= settings
->op
[stage
].carg2
& WINED3DTA_SELECTMASK
;
5487 if (arg0
== WINED3DTA_TEXTURE
|| arg1
== WINED3DTA_TEXTURE
|| arg2
== WINED3DTA_TEXTURE
)
5488 tex_map
|= 1 << stage
;
5489 if (arg0
== WINED3DTA_TFACTOR
|| arg1
== WINED3DTA_TFACTOR
|| arg2
== WINED3DTA_TFACTOR
)
5490 tfactor_used
= TRUE
;
5491 if (arg0
== WINED3DTA_TEMP
|| arg1
== WINED3DTA_TEMP
|| arg2
== WINED3DTA_TEMP
)
5492 tempreg_used
= TRUE
;
5493 if (settings
->op
[stage
].dst
== tempreg
)
5494 tempreg_used
= TRUE
;
5495 if (arg0
== WINED3DTA_CONSTANT
|| arg1
== WINED3DTA_CONSTANT
|| arg2
== WINED3DTA_CONSTANT
)
5496 tss_const_map
|= 1 << stage
;
5498 switch (settings
->op
[stage
].cop
)
5500 case WINED3D_TOP_BUMPENVMAP_LUMINANCE
:
5501 lum_map
|= 1 << stage
;
5503 case WINED3D_TOP_BUMPENVMAP
:
5504 bump_map
|= 1 << stage
;
5506 case WINED3D_TOP_BLEND_TEXTURE_ALPHA
:
5507 case WINED3D_TOP_BLEND_TEXTURE_ALPHA_PM
:
5508 tex_map
|= 1 << stage
;
5511 case WINED3D_TOP_BLEND_FACTOR_ALPHA
:
5512 tfactor_used
= TRUE
;
5519 if (settings
->op
[stage
].aop
== WINED3D_TOP_DISABLE
)
5522 arg0
= settings
->op
[stage
].aarg0
& WINED3DTA_SELECTMASK
;
5523 arg1
= settings
->op
[stage
].aarg1
& WINED3DTA_SELECTMASK
;
5524 arg2
= settings
->op
[stage
].aarg2
& WINED3DTA_SELECTMASK
;
5526 if (arg0
== WINED3DTA_TEXTURE
|| arg1
== WINED3DTA_TEXTURE
|| arg2
== WINED3DTA_TEXTURE
)
5527 tex_map
|= 1 << stage
;
5528 if (arg0
== WINED3DTA_TFACTOR
|| arg1
== WINED3DTA_TFACTOR
|| arg2
== WINED3DTA_TFACTOR
)
5529 tfactor_used
= TRUE
;
5530 if (arg0
== WINED3DTA_TEMP
|| arg1
== WINED3DTA_TEMP
|| arg2
== WINED3DTA_TEMP
)
5531 tempreg_used
= TRUE
;
5532 if (arg0
== WINED3DTA_CONSTANT
|| arg1
== WINED3DTA_CONSTANT
|| arg2
== WINED3DTA_CONSTANT
)
5533 tss_const_map
|= 1 << stage
;
5535 lowest_disabled_stage
= stage
;
5537 shader_addline(buffer
, "#version 120\n");
5539 if (gl_info
->supported
[ARB_TEXTURE_RECTANGLE
])
5540 shader_addline(buffer
, "#extension GL_ARB_texture_rectangle : enable\n");
5542 shader_addline(buffer
, "vec4 tmp0, tmp1;\n");
5543 shader_addline(buffer
, "vec4 ret;\n");
5544 if (tempreg_used
|| settings
->sRGB_write
)
5545 shader_addline(buffer
, "vec4 temp_reg = vec4(0.0);\n");
5546 shader_addline(buffer
, "vec4 arg0, arg1, arg2;\n");
5548 for (stage
= 0; stage
< MAX_TEXTURES
; ++stage
)
5550 if (tss_const_map
& (1 << stage
))
5551 shader_addline(buffer
, "uniform vec4 tss_const%u;\n", stage
);
5553 if (!(tex_map
& (1 << stage
)))
5556 switch (settings
->op
[stage
].tex_type
)
5559 shader_addline(buffer
, "uniform sampler1D ps_sampler%u;\n", stage
);
5562 shader_addline(buffer
, "uniform sampler2D ps_sampler%u;\n", stage
);
5565 shader_addline(buffer
, "uniform sampler3D ps_sampler%u;\n", stage
);
5568 shader_addline(buffer
, "uniform samplerCube ps_sampler%u;\n", stage
);
5571 shader_addline(buffer
, "uniform sampler2DRect ps_sampler%u;\n", stage
);
5574 FIXME("Unhandled sampler type %#x.\n", settings
->op
[stage
].tex_type
);
5578 shader_addline(buffer
, "vec4 tex%u;\n", stage
);
5580 if (!(bump_map
& (1 << stage
)))
5582 shader_addline(buffer
, "uniform mat2 bumpenv_mat%u;\n", stage
);
5584 if (!(lum_map
& (1 << stage
)))
5586 shader_addline(buffer
, "uniform float bumpenv_lum_scale%u;\n", stage
);
5587 shader_addline(buffer
, "uniform float bumpenv_lum_offset%u;\n", stage
);
5590 shader_addline(buffer
, "uniform vec4 tex_factor;\n");
5591 shader_addline(buffer
, "uniform vec4 specular_enable;\n");
5593 if (settings
->sRGB_write
)
5595 shader_addline(buffer
, "const vec4 srgb_const0 = ");
5596 shader_glsl_append_imm_vec4(buffer
, wined3d_srgb_const0
);
5597 shader_addline(buffer
, ";\n");
5598 shader_addline(buffer
, "const vec4 srgb_const1 = ");
5599 shader_glsl_append_imm_vec4(buffer
, wined3d_srgb_const1
);
5600 shader_addline(buffer
, ";\n");
5603 shader_addline(buffer
, "void main()\n{\n");
5605 if (lowest_disabled_stage
< 7 && settings
->emul_clipplanes
)
5606 shader_addline(buffer
, "if (any(lessThan(gl_TexCoord[7], vec4(0.0)))) discard;\n");
5608 /* Generate texture sampling instructions) */
5609 for (stage
= 0; stage
< MAX_TEXTURES
&& settings
->op
[stage
].cop
!= WINED3D_TOP_DISABLE
; ++stage
)
5611 const char *texture_function
, *coord_mask
;
5612 char tex_reg_name
[8];
5615 if (!(tex_map
& (1 << stage
)))
5618 if (settings
->op
[stage
].projected
== proj_none
)
5622 else if (settings
->op
[stage
].projected
== proj_count4
5623 || settings
->op
[stage
].projected
== proj_count3
)
5629 FIXME("Unexpected projection mode %d\n", settings
->op
[stage
].projected
);
5633 switch (settings
->op
[stage
].tex_type
)
5638 texture_function
= "texture1DProj";
5643 texture_function
= "texture1D";
5650 texture_function
= "texture2DProj";
5655 texture_function
= "texture2D";
5662 texture_function
= "texture3DProj";
5663 coord_mask
= "xyzw";
5667 texture_function
= "texture3D";
5672 texture_function
= "textureCube";
5678 texture_function
= "texture2DRectProj";
5683 texture_function
= "texture2DRect";
5688 FIXME("Unhandled texture type %#x.\n", settings
->op
[stage
].tex_type
);
5689 texture_function
= "";
5690 coord_mask
= "xyzw";
5695 && (settings
->op
[stage
- 1].cop
== WINED3D_TOP_BUMPENVMAP
5696 || settings
->op
[stage
- 1].cop
== WINED3D_TOP_BUMPENVMAP_LUMINANCE
))
5698 shader_addline(buffer
, "ret.xy = bumpenv_mat%u * tex%u.xy;\n", stage
- 1, stage
- 1);
5700 /* With projective textures, texbem only divides the static
5701 * texture coord, not the displacement, so multiply the
5702 * displacement with the dividing parameter before passing it to
5704 if (settings
->op
[stage
].projected
!= proj_none
)
5706 if (settings
->op
[stage
].projected
== proj_count4
)
5708 shader_addline(buffer
, "ret.xy = (ret.xy * gl_TexCoord[%u].w) + gl_TexCoord[%u].xy;\n",
5710 shader_addline(buffer
, "ret.zw = gl_TexCoord[%u].ww;\n", stage
);
5714 shader_addline(buffer
, "ret.xy = (ret.xy * gl_TexCoord[%u].z) + gl_TexCoord[%u].xy;\n",
5716 shader_addline(buffer
, "ret.zw = gl_TexCoord[%u].zz;\n", stage
);
5721 shader_addline(buffer
, "ret = gl_TexCoord[%u] + ret.xyxy;\n", stage
);
5724 shader_addline(buffer
, "tex%u = %s(ps_sampler%u, ret.%s);\n",
5725 stage
, texture_function
, stage
, coord_mask
);
5727 if (settings
->op
[stage
- 1].cop
== WINED3D_TOP_BUMPENVMAP_LUMINANCE
)
5728 shader_addline(buffer
, "tex%u *= clamp(tex%u.z * bumpenv_lum_scale%u + bumpenv_lum_offset%u, 0.0, 1.0);\n",
5729 stage
, stage
- 1, stage
- 1, stage
- 1);
5731 else if (settings
->op
[stage
].projected
== proj_count3
)
5733 shader_addline(buffer
, "tex%u = %s(ps_sampler%u, gl_TexCoord[%u].xyz);\n",
5734 stage
, texture_function
, stage
, stage
);
5738 shader_addline(buffer
, "tex%u = %s(ps_sampler%u, gl_TexCoord[%u].%s);\n",
5739 stage
, texture_function
, stage
, stage
, coord_mask
);
5742 sprintf(tex_reg_name
, "tex%u", stage
);
5743 shader_glsl_color_correction_ext(buffer
, tex_reg_name
, WINED3DSP_WRITEMASK_ALL
,
5744 settings
->op
[stage
].color_fixup
);
5747 /* Generate the main shader */
5748 for (stage
= 0; stage
< MAX_TEXTURES
; ++stage
)
5752 if (settings
->op
[stage
].cop
== WINED3D_TOP_DISABLE
)
5755 final_combiner_src
= "gl_Color";
5759 if (settings
->op
[stage
].cop
== WINED3D_TOP_SELECT_ARG1
5760 && settings
->op
[stage
].aop
== WINED3D_TOP_SELECT_ARG1
)
5761 op_equal
= settings
->op
[stage
].carg1
== settings
->op
[stage
].aarg1
;
5762 else if (settings
->op
[stage
].cop
== WINED3D_TOP_SELECT_ARG1
5763 && settings
->op
[stage
].aop
== WINED3D_TOP_SELECT_ARG2
)
5764 op_equal
= settings
->op
[stage
].carg1
== settings
->op
[stage
].aarg2
;
5765 else if (settings
->op
[stage
].cop
== WINED3D_TOP_SELECT_ARG2
5766 && settings
->op
[stage
].aop
== WINED3D_TOP_SELECT_ARG1
)
5767 op_equal
= settings
->op
[stage
].carg2
== settings
->op
[stage
].aarg1
;
5768 else if (settings
->op
[stage
].cop
== WINED3D_TOP_SELECT_ARG2
5769 && settings
->op
[stage
].aop
== WINED3D_TOP_SELECT_ARG2
)
5770 op_equal
= settings
->op
[stage
].carg2
== settings
->op
[stage
].aarg2
;
5772 op_equal
= settings
->op
[stage
].aop
== settings
->op
[stage
].cop
5773 && settings
->op
[stage
].carg0
== settings
->op
[stage
].aarg0
5774 && settings
->op
[stage
].carg1
== settings
->op
[stage
].aarg1
5775 && settings
->op
[stage
].carg2
== settings
->op
[stage
].aarg2
;
5777 if (settings
->op
[stage
].aop
== WINED3D_TOP_DISABLE
)
5779 shader_glsl_ffp_fragment_op(buffer
, stage
, TRUE
, FALSE
, settings
->op
[stage
].dst
,
5780 settings
->op
[stage
].cop
, settings
->op
[stage
].carg0
,
5781 settings
->op
[stage
].carg1
, settings
->op
[stage
].carg2
);
5783 shader_addline(buffer
, "ret.w = gl_Color.w;\n");
5787 shader_glsl_ffp_fragment_op(buffer
, stage
, TRUE
, TRUE
, settings
->op
[stage
].dst
,
5788 settings
->op
[stage
].cop
, settings
->op
[stage
].carg0
,
5789 settings
->op
[stage
].carg1
, settings
->op
[stage
].carg2
);
5793 shader_glsl_ffp_fragment_op(buffer
, stage
, TRUE
, FALSE
, settings
->op
[stage
].dst
,
5794 settings
->op
[stage
].cop
, settings
->op
[stage
].carg0
,
5795 settings
->op
[stage
].carg1
, settings
->op
[stage
].carg2
);
5796 shader_glsl_ffp_fragment_op(buffer
, stage
, FALSE
, TRUE
, settings
->op
[stage
].dst
,
5797 settings
->op
[stage
].aop
, settings
->op
[stage
].aarg0
,
5798 settings
->op
[stage
].aarg1
, settings
->op
[stage
].aarg2
);
5802 shader_addline(buffer
, "gl_FragData[0] = gl_SecondaryColor * specular_enable + %s;\n", final_combiner_src
);
5804 if (settings
->sRGB_write
)
5805 shader_glsl_generate_srgb_write_correction(buffer
);
5807 shader_glsl_generate_fog_code(buffer
, settings
->fog
);
5809 shader_addline(buffer
, "}\n");
5811 shader_id
= GL_EXTCALL(glCreateShader(GL_FRAGMENT_SHADER
));
5812 shader_glsl_compile(gl_info
, shader_id
, buffer
->buffer
);
5816 static struct glsl_ffp_vertex_shader
*shader_glsl_find_ffp_vertex_shader(struct shader_glsl_priv
*priv
,
5817 const struct wined3d_gl_info
*gl_info
, const struct wined3d_ffp_vs_settings
*settings
)
5819 struct glsl_ffp_vertex_shader
*shader
;
5820 const struct wine_rb_entry
*entry
;
5822 if ((entry
= wine_rb_get(&priv
->ffp_vertex_shaders
, settings
)))
5823 return WINE_RB_ENTRY_VALUE(entry
, struct glsl_ffp_vertex_shader
, desc
.entry
);
5825 if (!(shader
= HeapAlloc(GetProcessHeap(), 0, sizeof(*shader
))))
5828 shader
->desc
.settings
= *settings
;
5829 shader
->id
= shader_glsl_generate_ffp_vertex_shader(&priv
->shader_buffer
, settings
, gl_info
);
5830 list_init(&shader
->linked_programs
);
5831 if (wine_rb_put(&priv
->ffp_vertex_shaders
, &shader
->desc
.settings
, &shader
->desc
.entry
) == -1)
5832 ERR("Failed to insert ffp vertex shader.\n");
5837 static struct glsl_ffp_fragment_shader
*shader_glsl_find_ffp_fragment_shader(struct shader_glsl_priv
*priv
,
5838 const struct wined3d_gl_info
*gl_info
, const struct ffp_frag_settings
*args
)
5840 struct glsl_ffp_fragment_shader
*glsl_desc
;
5841 const struct ffp_frag_desc
*desc
;
5843 if ((desc
= find_ffp_frag_shader(&priv
->ffp_fragment_shaders
, args
)))
5844 return CONTAINING_RECORD(desc
, struct glsl_ffp_fragment_shader
, entry
);
5846 if (!(glsl_desc
= HeapAlloc(GetProcessHeap(), 0, sizeof(*glsl_desc
))))
5849 glsl_desc
->entry
.settings
= *args
;
5850 glsl_desc
->id
= shader_glsl_generate_ffp_fragment_shader(&priv
->shader_buffer
, args
, gl_info
);
5851 list_init(&glsl_desc
->linked_programs
);
5852 add_ffp_frag_shader(&priv
->ffp_fragment_shaders
, &glsl_desc
->entry
);
5858 static void shader_glsl_init_vs_uniform_locations(const struct wined3d_gl_info
*gl_info
,
5859 GLuint program_id
, struct glsl_vs_program
*vs
, unsigned int vs_c_count
)
5864 vs
->uniform_f_locations
= HeapAlloc(GetProcessHeap(), 0,
5865 sizeof(GLuint
) * gl_info
->limits
.glsl_vs_float_constants
);
5866 for (i
= 0; i
< vs_c_count
; ++i
)
5868 snprintf(name
, sizeof(name
), "vs_c[%u]", i
);
5869 vs
->uniform_f_locations
[i
] = GL_EXTCALL(glGetUniformLocation(program_id
, name
));
5871 memset(&vs
->uniform_f_locations
[vs_c_count
], 0xff,
5872 (gl_info
->limits
.glsl_vs_float_constants
- vs_c_count
) * sizeof(GLuint
));
5874 for (i
= 0; i
< MAX_CONST_I
; ++i
)
5876 snprintf(name
, sizeof(name
), "vs_i[%u]", i
);
5877 vs
->uniform_i_locations
[i
] = GL_EXTCALL(glGetUniformLocation(program_id
, name
));
5880 for (i
= 0; i
< MAX_CONST_B
; ++i
)
5882 snprintf(name
, sizeof(name
), "vs_b[%u]", i
);
5883 vs
->uniform_b_locations
[i
] = GL_EXTCALL(glGetUniformLocation(program_id
, name
));
5886 vs
->pos_fixup_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "posFixup"));
5888 vs
->modelview_matrix_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ffp_modelview_matrix"));
5889 vs
->projection_matrix_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ffp_projection_matrix"));
5890 vs
->normal_matrix_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ffp_normal_matrix"));
5893 static void shader_glsl_init_ps_uniform_locations(const struct wined3d_gl_info
*gl_info
,
5894 GLuint program_id
, struct glsl_ps_program
*ps
, unsigned int ps_c_count
)
5899 ps
->uniform_f_locations
= HeapAlloc(GetProcessHeap(), 0,
5900 sizeof(GLuint
) * gl_info
->limits
.glsl_ps_float_constants
);
5901 for (i
= 0; i
< ps_c_count
; ++i
)
5903 snprintf(name
, sizeof(name
), "ps_c[%u]", i
);
5904 ps
->uniform_f_locations
[i
] = GL_EXTCALL(glGetUniformLocation(program_id
, name
));
5906 memset(&ps
->uniform_f_locations
[ps_c_count
], 0xff,
5907 (gl_info
->limits
.glsl_ps_float_constants
- ps_c_count
) * sizeof(GLuint
));
5909 for (i
= 0; i
< MAX_CONST_I
; ++i
)
5911 snprintf(name
, sizeof(name
), "ps_i[%u]", i
);
5912 ps
->uniform_i_locations
[i
] = GL_EXTCALL(glGetUniformLocation(program_id
, name
));
5915 for (i
= 0; i
< MAX_CONST_B
; ++i
)
5917 snprintf(name
, sizeof(name
), "ps_b[%u]", i
);
5918 ps
->uniform_b_locations
[i
] = GL_EXTCALL(glGetUniformLocation(program_id
, name
));
5921 for (i
= 0; i
< MAX_TEXTURES
; ++i
)
5923 snprintf(name
, sizeof(name
), "bumpenv_mat%u", i
);
5924 ps
->bumpenv_mat_location
[i
] = GL_EXTCALL(glGetUniformLocation(program_id
, name
));
5925 snprintf(name
, sizeof(name
), "bumpenv_lum_scale%u", i
);
5926 ps
->bumpenv_lum_scale_location
[i
] = GL_EXTCALL(glGetUniformLocation(program_id
, name
));
5927 snprintf(name
, sizeof(name
), "bumpenv_lum_offset%u", i
);
5928 ps
->bumpenv_lum_offset_location
[i
] = GL_EXTCALL(glGetUniformLocation(program_id
, name
));
5929 snprintf(name
, sizeof(name
), "tss_const%u", i
);
5930 ps
->tss_constant_location
[i
] = GL_EXTCALL(glGetUniformLocation(program_id
, name
));
5933 ps
->tex_factor_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "tex_factor"));
5934 ps
->specular_enable_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "specular_enable"));
5935 ps
->np2_fixup_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ps_samplerNP2Fixup"));
5936 ps
->ycorrection_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ycorrection"));
5939 static void shader_glsl_init_uniform_block_bindings(const struct wined3d_gl_info
*gl_info
, GLuint program_id
,
5940 const struct wined3d_shader_reg_maps
*reg_maps
, unsigned int base
, unsigned int count
)
5942 const char *prefix
= shader_glsl_get_prefix(reg_maps
->shader_version
.type
);
5947 for (i
= 0; i
< count
; ++i
)
5949 if (!reg_maps
->cb_sizes
[i
])
5952 snprintf(name
, sizeof(name
), "block_%s_cb%u", prefix
, i
);
5953 block_idx
= GL_EXTCALL(glGetUniformBlockIndex(program_id
, name
));
5954 GL_EXTCALL(glUniformBlockBinding(program_id
, block_idx
, base
+ i
));
5956 checkGLcall("glUniformBlockBinding");
5959 /* Context activation is done by the caller. */
5960 static void set_glsl_shader_program(const struct wined3d_context
*context
, const struct wined3d_state
*state
,
5961 struct shader_glsl_priv
*priv
, struct glsl_context_data
*ctx_data
)
5963 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
5964 const struct ps_np2fixup_info
*np2fixup_info
= NULL
;
5965 struct glsl_shader_prog_link
*entry
= NULL
;
5966 struct wined3d_shader
*vshader
= NULL
;
5967 struct wined3d_shader
*gshader
= NULL
;
5968 struct wined3d_shader
*pshader
= NULL
;
5969 GLuint program_id
= 0;
5970 GLuint reorder_shader_id
= 0;
5975 struct list
*ps_list
, *vs_list
;
5977 if (!(context
->shader_update_mask
& (1 << WINED3D_SHADER_TYPE_VERTEX
)))
5979 vs_id
= ctx_data
->glsl_program
->vs
.id
;
5980 vs_list
= &ctx_data
->glsl_program
->vs
.shader_entry
;
5984 vshader
= state
->shader
[WINED3D_SHADER_TYPE_VERTEX
];
5985 gshader
= state
->shader
[WINED3D_SHADER_TYPE_GEOMETRY
];
5987 if (!(context
->shader_update_mask
& (1 << WINED3D_SHADER_TYPE_GEOMETRY
))
5988 && ctx_data
->glsl_program
->gs
.id
)
5989 gs_id
= ctx_data
->glsl_program
->gs
.id
;
5991 gs_id
= find_glsl_geometry_shader(context
, &priv
->shader_buffer
, gshader
);
5994 else if (use_vs(state
))
5996 struct vs_compile_args vs_compile_args
;
5997 vshader
= state
->shader
[WINED3D_SHADER_TYPE_VERTEX
];
5999 find_vs_compile_args(state
, vshader
, context
->stream_info
.swizzle_map
, &vs_compile_args
);
6000 vs_id
= find_glsl_vshader(context
, &priv
->shader_buffer
, vshader
, &vs_compile_args
);
6001 vs_list
= &vshader
->linked_programs
;
6003 if ((gshader
= state
->shader
[WINED3D_SHADER_TYPE_GEOMETRY
]))
6004 gs_id
= find_glsl_geometry_shader(context
, &priv
->shader_buffer
, gshader
);
6006 else if (priv
->vertex_pipe
== &glsl_vertex_pipe
)
6008 struct glsl_ffp_vertex_shader
*ffp_shader
;
6009 struct wined3d_ffp_vs_settings settings
;
6011 wined3d_ffp_get_vs_settings(state
, &context
->stream_info
, &settings
);
6012 ffp_shader
= shader_glsl_find_ffp_vertex_shader(priv
, gl_info
, &settings
);
6013 vs_id
= ffp_shader
->id
;
6014 vs_list
= &ffp_shader
->linked_programs
;
6017 if (!(context
->shader_update_mask
& (1 << WINED3D_SHADER_TYPE_PIXEL
)))
6019 ps_id
= ctx_data
->glsl_program
->ps
.id
;
6020 ps_list
= &ctx_data
->glsl_program
->ps
.shader_entry
;
6023 pshader
= state
->shader
[WINED3D_SHADER_TYPE_PIXEL
];
6025 else if (use_ps(state
))
6027 struct ps_compile_args ps_compile_args
;
6028 pshader
= state
->shader
[WINED3D_SHADER_TYPE_PIXEL
];
6029 find_ps_compile_args(state
, pshader
, context
->stream_info
.position_transformed
, &ps_compile_args
, gl_info
);
6030 ps_id
= find_glsl_pshader(context
, &priv
->shader_buffer
,
6031 pshader
, &ps_compile_args
, &np2fixup_info
);
6032 ps_list
= &pshader
->linked_programs
;
6034 else if (priv
->fragment_pipe
== &glsl_fragment_pipe
)
6036 struct glsl_ffp_fragment_shader
*ffp_shader
;
6037 struct ffp_frag_settings settings
;
6039 gen_ffp_frag_op(context
, state
, &settings
, FALSE
);
6040 ffp_shader
= shader_glsl_find_ffp_fragment_shader(priv
, gl_info
, &settings
);
6041 ps_id
= ffp_shader
->id
;
6042 ps_list
= &ffp_shader
->linked_programs
;
6045 if ((!vs_id
&& !gs_id
&& !ps_id
) || (entry
= get_glsl_program_entry(priv
, vs_id
, gs_id
, ps_id
)))
6047 ctx_data
->glsl_program
= entry
;
6051 /* If we get to this point, then no matching program exists, so we create one */
6052 program_id
= GL_EXTCALL(glCreateProgram());
6053 TRACE("Created new GLSL shader program %u.\n", program_id
);
6055 /* Create the entry */
6056 entry
= HeapAlloc(GetProcessHeap(), 0, sizeof(struct glsl_shader_prog_link
));
6057 entry
->id
= program_id
;
6058 entry
->vs
.id
= vs_id
;
6059 entry
->gs
.id
= gs_id
;
6060 entry
->ps
.id
= ps_id
;
6061 entry
->constant_version
= 0;
6062 entry
->ps
.np2_fixup_info
= np2fixup_info
;
6063 /* Add the hash table entry */
6064 add_glsl_program_entry(priv
, entry
);
6066 /* Set the current program */
6067 ctx_data
->glsl_program
= entry
;
6069 /* Attach GLSL vshader */
6072 TRACE("Attaching GLSL shader object %u to program %u.\n", vs_id
, program_id
);
6073 GL_EXTCALL(glAttachShader(program_id
, vs_id
));
6074 checkGLcall("glAttachShader");
6076 list_add_head(vs_list
, &entry
->vs
.shader_entry
);
6081 WORD map
= vshader
->reg_maps
.input_registers
;
6084 reorder_shader_id
= generate_param_reorder_function(&priv
->shader_buffer
, vshader
, pshader
, gl_info
);
6085 TRACE("Attaching GLSL shader object %u to program %u.\n", reorder_shader_id
, program_id
);
6086 GL_EXTCALL(glAttachShader(program_id
, reorder_shader_id
));
6087 checkGLcall("glAttachShader");
6088 /* Flag the reorder function for deletion, then it will be freed automatically when the program
6091 GL_EXTCALL(glDeleteShader(reorder_shader_id
));
6093 /* Bind vertex attributes to a corresponding index number to match
6094 * the same index numbers as ARB_vertex_programs (makes loading
6095 * vertex attributes simpler). With this method, we can use the
6096 * exact same code to load the attributes later for both ARB and
6099 * We have to do this here because we need to know the Program ID
6100 * in order to make the bindings work, and it has to be done prior
6101 * to linking the GLSL program. */
6102 for (i
= 0; map
; map
>>= 1, ++i
)
6104 if (!(map
& 1)) continue;
6106 snprintf(tmp_name
, sizeof(tmp_name
), "vs_in%u", i
);
6107 GL_EXTCALL(glBindAttribLocation(program_id
, i
, tmp_name
));
6109 checkGLcall("glBindAttribLocation");
6114 TRACE("Attaching GLSL geometry shader object %u to program %u.\n", gs_id
, program_id
);
6115 GL_EXTCALL(glAttachShader(program_id
, gs_id
));
6116 checkGLcall("glAttachShader");
6118 TRACE("input type %s, output type %s, vertices out %u.\n",
6119 debug_d3dprimitivetype(gshader
->u
.gs
.input_type
),
6120 debug_d3dprimitivetype(gshader
->u
.gs
.output_type
),
6121 gshader
->u
.gs
.vertices_out
);
6122 GL_EXTCALL(glProgramParameteriARB(program_id
, GL_GEOMETRY_INPUT_TYPE_ARB
,
6123 gl_primitive_type_from_d3d(gshader
->u
.gs
.input_type
)));
6124 GL_EXTCALL(glProgramParameteriARB(program_id
, GL_GEOMETRY_OUTPUT_TYPE_ARB
,
6125 gl_primitive_type_from_d3d(gshader
->u
.gs
.output_type
)));
6126 GL_EXTCALL(glProgramParameteriARB(program_id
, GL_GEOMETRY_VERTICES_OUT_ARB
,
6127 gshader
->u
.gs
.vertices_out
));
6128 checkGLcall("glProgramParameteriARB");
6130 list_add_head(&gshader
->linked_programs
, &entry
->gs
.shader_entry
);
6133 /* Attach GLSL pshader */
6136 TRACE("Attaching GLSL shader object %u to program %u.\n", ps_id
, program_id
);
6137 GL_EXTCALL(glAttachShader(program_id
, ps_id
));
6138 checkGLcall("glAttachShader");
6140 list_add_head(ps_list
, &entry
->ps
.shader_entry
);
6143 /* Link the program */
6144 TRACE("Linking GLSL shader program %u.\n", program_id
);
6145 GL_EXTCALL(glLinkProgram(program_id
));
6146 shader_glsl_validate_link(gl_info
, program_id
);
6148 shader_glsl_init_vs_uniform_locations(gl_info
, program_id
, &entry
->vs
,
6149 vshader
? min(vshader
->limits
->constant_float
, gl_info
->limits
.glsl_vs_float_constants
) : 0);
6150 shader_glsl_init_ps_uniform_locations(gl_info
, program_id
, &entry
->ps
,
6151 pshader
? min(pshader
->limits
->constant_float
, gl_info
->limits
.glsl_ps_float_constants
) : 0);
6152 checkGLcall("Find glsl program uniform locations");
6154 if (pshader
&& pshader
->reg_maps
.shader_version
.major
>= 3
6155 && pshader
->u
.ps
.declared_in_count
> vec4_varyings(3, gl_info
))
6157 TRACE("Shader %d needs vertex color clamping disabled.\n", program_id
);
6158 entry
->vs
.vertex_color_clamp
= GL_FALSE
;
6162 entry
->vs
.vertex_color_clamp
= GL_FIXED_ONLY_ARB
;
6165 /* Set the shader to allow uniform loading on it */
6166 GL_EXTCALL(glUseProgram(program_id
));
6167 checkGLcall("glUseProgram");
6169 /* Load the vertex and pixel samplers now. The function that finds the mappings makes sure
6170 * that it stays the same for each vertexshader-pixelshader pair(=linked glsl program). If
6171 * a pshader with fixed function pipeline is used there are no vertex samplers, and if a
6172 * vertex shader with fixed function pixel processing is used we make sure that the card
6173 * supports enough samplers to allow the max number of vertex samplers with all possible
6174 * fixed function fragment processing setups. So once the program is linked these samplers
6176 shader_glsl_load_samplers(gl_info
, context
->tex_unit_map
, program_id
);
6178 entry
->constant_update_mask
= 0;
6181 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_VS_F
;
6182 if (vshader
->reg_maps
.integer_constants
)
6183 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_VS_I
;
6184 if (vshader
->reg_maps
.boolean_constants
)
6185 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_VS_B
;
6186 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_VS_POS_FIXUP
;
6188 shader_glsl_init_uniform_block_bindings(gl_info
, program_id
, &vshader
->reg_maps
,
6189 0, gl_info
->limits
.vertex_uniform_blocks
);
6193 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_FFP_MODELVIEW
6194 | WINED3D_SHADER_CONST_FFP_PROJ
;
6198 shader_glsl_init_uniform_block_bindings(gl_info
, program_id
, &gshader
->reg_maps
,
6199 gl_info
->limits
.vertex_uniform_blocks
, gl_info
->limits
.geometry_uniform_blocks
);
6205 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_PS_F
;
6206 if (pshader
->reg_maps
.integer_constants
)
6207 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_PS_I
;
6208 if (pshader
->reg_maps
.boolean_constants
)
6209 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_PS_B
;
6210 if (entry
->ps
.ycorrection_location
!= -1)
6211 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_PS_Y_CORR
;
6213 shader_glsl_init_uniform_block_bindings(gl_info
, program_id
, &pshader
->reg_maps
,
6214 gl_info
->limits
.vertex_uniform_blocks
+ gl_info
->limits
.geometry_uniform_blocks
,
6215 gl_info
->limits
.fragment_uniform_blocks
);
6219 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_FFP_PS
;
6222 for (i
= 0; i
< MAX_TEXTURES
; ++i
)
6224 if (entry
->ps
.bumpenv_mat_location
[i
] != -1)
6226 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_PS_BUMP_ENV
;
6231 if (entry
->ps
.np2_fixup_location
!= -1)
6232 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_PS_NP2_FIXUP
;
6236 /* Context activation is done by the caller. */
6237 static GLuint
create_glsl_blt_shader(const struct wined3d_gl_info
*gl_info
, enum tex_types tex_type
, BOOL masked
)
6240 GLuint vshader_id
, pshader_id
;
6241 const char *blt_pshader
;
6243 static const char blt_vshader
[] =
6247 " gl_Position = gl_Vertex;\n"
6248 " gl_FrontColor = vec4(1.0);\n"
6249 " gl_TexCoord[0] = gl_MultiTexCoord0;\n"
6252 static const char * const blt_pshaders_full
[tex_type_count
] =
6258 "uniform sampler2D sampler;\n"
6261 " gl_FragDepth = texture2D(sampler, gl_TexCoord[0].xy).x;\n"
6267 "uniform samplerCube sampler;\n"
6270 " gl_FragDepth = textureCube(sampler, gl_TexCoord[0].xyz).x;\n"
6274 "#extension GL_ARB_texture_rectangle : enable\n"
6275 "uniform sampler2DRect sampler;\n"
6278 " gl_FragDepth = texture2DRect(sampler, gl_TexCoord[0].xy).x;\n"
6282 static const char * const blt_pshaders_masked
[tex_type_count
] =
6288 "uniform sampler2D sampler;\n"
6289 "uniform vec4 mask;\n"
6292 " if (all(lessThan(gl_FragCoord.xy, mask.zw))) discard;\n"
6293 " gl_FragDepth = texture2D(sampler, gl_TexCoord[0].xy).x;\n"
6299 "uniform samplerCube sampler;\n"
6300 "uniform vec4 mask;\n"
6303 " if (all(lessThan(gl_FragCoord.xy, mask.zw))) discard;\n"
6304 " gl_FragDepth = textureCube(sampler, gl_TexCoord[0].xyz).x;\n"
6308 "#extension GL_ARB_texture_rectangle : enable\n"
6309 "uniform sampler2DRect sampler;\n"
6310 "uniform vec4 mask;\n"
6313 " if (all(lessThan(gl_FragCoord.xy, mask.zw))) discard;\n"
6314 " gl_FragDepth = texture2DRect(sampler, gl_TexCoord[0].xy).x;\n"
6318 blt_pshader
= masked
? blt_pshaders_masked
[tex_type
] : blt_pshaders_full
[tex_type
];
6321 FIXME("tex_type %#x not supported\n", tex_type
);
6325 vshader_id
= GL_EXTCALL(glCreateShader(GL_VERTEX_SHADER
));
6326 shader_glsl_compile(gl_info
, vshader_id
, blt_vshader
);
6328 pshader_id
= GL_EXTCALL(glCreateShader(GL_FRAGMENT_SHADER
));
6329 shader_glsl_compile(gl_info
, pshader_id
, blt_pshader
);
6331 program_id
= GL_EXTCALL(glCreateProgram());
6332 GL_EXTCALL(glAttachShader(program_id
, vshader_id
));
6333 GL_EXTCALL(glAttachShader(program_id
, pshader_id
));
6334 GL_EXTCALL(glLinkProgram(program_id
));
6336 shader_glsl_validate_link(gl_info
, program_id
);
6338 /* Once linked we can mark the shaders for deletion. They will be deleted once the program
6341 GL_EXTCALL(glDeleteShader(vshader_id
));
6342 GL_EXTCALL(glDeleteShader(pshader_id
));
6346 /* Context activation is done by the caller. */
6347 static void shader_glsl_select(void *shader_priv
, struct wined3d_context
*context
,
6348 const struct wined3d_state
*state
)
6350 struct glsl_context_data
*ctx_data
= context
->shader_backend_data
;
6351 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
6352 struct shader_glsl_priv
*priv
= shader_priv
;
6353 GLuint program_id
= 0, prev_id
= 0;
6354 GLenum old_vertex_color_clamp
, current_vertex_color_clamp
;
6356 priv
->vertex_pipe
->vp_enable(gl_info
, !use_vs(state
));
6357 priv
->fragment_pipe
->enable_extension(gl_info
, !use_ps(state
));
6359 if (ctx_data
->glsl_program
)
6361 prev_id
= ctx_data
->glsl_program
->id
;
6362 old_vertex_color_clamp
= ctx_data
->glsl_program
->vs
.vertex_color_clamp
;
6367 old_vertex_color_clamp
= GL_FIXED_ONLY_ARB
;
6370 set_glsl_shader_program(context
, state
, priv
, ctx_data
);
6372 if (ctx_data
->glsl_program
)
6374 program_id
= ctx_data
->glsl_program
->id
;
6375 current_vertex_color_clamp
= ctx_data
->glsl_program
->vs
.vertex_color_clamp
;
6380 current_vertex_color_clamp
= GL_FIXED_ONLY_ARB
;
6383 if (old_vertex_color_clamp
!= current_vertex_color_clamp
)
6385 if (gl_info
->supported
[ARB_COLOR_BUFFER_FLOAT
])
6387 GL_EXTCALL(glClampColorARB(GL_CLAMP_VERTEX_COLOR_ARB
, current_vertex_color_clamp
));
6388 checkGLcall("glClampColorARB");
6392 FIXME("vertex color clamp needs to be changed, but extension not supported.\n");
6396 TRACE("Using GLSL program %u.\n", program_id
);
6398 if (prev_id
!= program_id
)
6400 GL_EXTCALL(glUseProgram(program_id
));
6401 checkGLcall("glUseProgram");
6404 context
->constant_update_mask
|= ctx_data
->glsl_program
->constant_update_mask
;
6408 /* "context" is not necessarily the currently active context. */
6409 static void shader_glsl_invalidate_current_program(struct wined3d_context
*context
)
6411 struct glsl_context_data
*ctx_data
= context
->shader_backend_data
;
6413 ctx_data
->glsl_program
= NULL
;
6414 context
->shader_update_mask
= (1 << WINED3D_SHADER_TYPE_PIXEL
)
6415 | (1 << WINED3D_SHADER_TYPE_VERTEX
)
6416 | (1 << WINED3D_SHADER_TYPE_GEOMETRY
);
6419 /* Context activation is done by the caller. */
6420 static void shader_glsl_disable(void *shader_priv
, struct wined3d_context
*context
)
6422 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
6423 struct shader_glsl_priv
*priv
= shader_priv
;
6425 shader_glsl_invalidate_current_program(context
);
6426 GL_EXTCALL(glUseProgram(0));
6427 checkGLcall("glUseProgram");
6429 priv
->vertex_pipe
->vp_enable(gl_info
, FALSE
);
6430 priv
->fragment_pipe
->enable_extension(gl_info
, FALSE
);
6432 if (gl_info
->supported
[ARB_COLOR_BUFFER_FLOAT
])
6434 GL_EXTCALL(glClampColorARB(GL_CLAMP_VERTEX_COLOR_ARB
, GL_FIXED_ONLY_ARB
));
6435 checkGLcall("glClampColorARB");
6439 /* Context activation is done by the caller. */
6440 static void shader_glsl_select_depth_blt(void *shader_priv
, const struct wined3d_gl_info
*gl_info
,
6441 enum tex_types tex_type
, const SIZE
*ds_mask_size
)
6443 BOOL masked
= ds_mask_size
->cx
&& ds_mask_size
->cy
;
6444 struct shader_glsl_priv
*priv
= shader_priv
;
6445 GLuint
*blt_program
;
6448 blt_program
= masked
? &priv
->depth_blt_program_masked
[tex_type
] : &priv
->depth_blt_program_full
[tex_type
];
6451 *blt_program
= create_glsl_blt_shader(gl_info
, tex_type
, masked
);
6452 loc
= GL_EXTCALL(glGetUniformLocation(*blt_program
, "sampler"));
6453 GL_EXTCALL(glUseProgram(*blt_program
));
6454 GL_EXTCALL(glUniform1i(loc
, 0));
6458 GL_EXTCALL(glUseProgram(*blt_program
));
6463 loc
= GL_EXTCALL(glGetUniformLocation(*blt_program
, "mask"));
6464 GL_EXTCALL(glUniform4f(loc
, 0.0f
, 0.0f
, (float)ds_mask_size
->cx
, (float)ds_mask_size
->cy
));
6468 /* Context activation is done by the caller. */
6469 static void shader_glsl_deselect_depth_blt(void *shader_priv
, const struct wined3d_gl_info
*gl_info
)
6471 const struct glsl_context_data
*ctx_data
= context_get_current()->shader_backend_data
;
6474 program_id
= ctx_data
->glsl_program
? ctx_data
->glsl_program
->id
: 0;
6475 if (program_id
) TRACE("Using GLSL program %u\n", program_id
);
6477 GL_EXTCALL(glUseProgram(program_id
));
6478 checkGLcall("glUseProgram");
6481 static void shader_glsl_invalidate_contexts_program(struct wined3d_device
*device
,
6482 const struct glsl_shader_prog_link
*program
)
6484 const struct glsl_context_data
*ctx_data
;
6485 struct wined3d_context
*context
;
6488 for (i
= 0; i
< device
->context_count
; ++i
)
6490 context
= device
->contexts
[i
];
6491 ctx_data
= context
->shader_backend_data
;
6493 if (ctx_data
->glsl_program
== program
)
6494 shader_glsl_invalidate_current_program(context
);
6498 static void shader_glsl_destroy(struct wined3d_shader
*shader
)
6500 struct glsl_shader_private
*shader_data
= shader
->backend_data
;
6501 struct wined3d_device
*device
= shader
->device
;
6502 struct shader_glsl_priv
*priv
= device
->shader_priv
;
6503 const struct wined3d_gl_info
*gl_info
;
6504 const struct list
*linked_programs
;
6505 struct wined3d_context
*context
;
6507 if (!shader_data
|| !shader_data
->num_gl_shaders
)
6509 HeapFree(GetProcessHeap(), 0, shader_data
);
6510 shader
->backend_data
= NULL
;
6514 context
= context_acquire(device
, NULL
);
6515 gl_info
= context
->gl_info
;
6517 TRACE("Deleting linked programs.\n");
6518 linked_programs
= &shader
->linked_programs
;
6519 if (linked_programs
->next
)
6521 struct glsl_shader_prog_link
*entry
, *entry2
;
6524 switch (shader
->reg_maps
.shader_version
.type
)
6526 case WINED3D_SHADER_TYPE_PIXEL
:
6528 struct glsl_ps_compiled_shader
*gl_shaders
= shader_data
->gl_shaders
.ps
;
6530 for (i
= 0; i
< shader_data
->num_gl_shaders
; ++i
)
6532 TRACE("Deleting pixel shader %u.\n", gl_shaders
[i
].id
);
6533 GL_EXTCALL(glDeleteShader(gl_shaders
[i
].id
));
6534 checkGLcall("glDeleteShader");
6536 HeapFree(GetProcessHeap(), 0, shader_data
->gl_shaders
.ps
);
6538 LIST_FOR_EACH_ENTRY_SAFE(entry
, entry2
, linked_programs
,
6539 struct glsl_shader_prog_link
, ps
.shader_entry
)
6541 shader_glsl_invalidate_contexts_program(device
, entry
);
6542 delete_glsl_program_entry(priv
, gl_info
, entry
);
6548 case WINED3D_SHADER_TYPE_VERTEX
:
6550 struct glsl_vs_compiled_shader
*gl_shaders
= shader_data
->gl_shaders
.vs
;
6552 for (i
= 0; i
< shader_data
->num_gl_shaders
; ++i
)
6554 TRACE("Deleting vertex shader %u.\n", gl_shaders
[i
].id
);
6555 GL_EXTCALL(glDeleteShader(gl_shaders
[i
].id
));
6556 checkGLcall("glDeleteShader");
6558 HeapFree(GetProcessHeap(), 0, shader_data
->gl_shaders
.vs
);
6560 LIST_FOR_EACH_ENTRY_SAFE(entry
, entry2
, linked_programs
,
6561 struct glsl_shader_prog_link
, vs
.shader_entry
)
6563 shader_glsl_invalidate_contexts_program(device
, entry
);
6564 delete_glsl_program_entry(priv
, gl_info
, entry
);
6570 case WINED3D_SHADER_TYPE_GEOMETRY
:
6572 struct glsl_gs_compiled_shader
*gl_shaders
= shader_data
->gl_shaders
.gs
;
6574 for (i
= 0; i
< shader_data
->num_gl_shaders
; ++i
)
6576 TRACE("Deleting geometry shader %u.\n", gl_shaders
[i
].id
);
6577 GL_EXTCALL(glDeleteShader(gl_shaders
[i
].id
));
6578 checkGLcall("glDeleteShader");
6580 HeapFree(GetProcessHeap(), 0, shader_data
->gl_shaders
.gs
);
6582 LIST_FOR_EACH_ENTRY_SAFE(entry
, entry2
, linked_programs
,
6583 struct glsl_shader_prog_link
, gs
.shader_entry
)
6585 shader_glsl_invalidate_contexts_program(device
, entry
);
6586 delete_glsl_program_entry(priv
, gl_info
, entry
);
6593 ERR("Unhandled shader type %#x.\n", shader
->reg_maps
.shader_version
.type
);
6598 HeapFree(GetProcessHeap(), 0, shader
->backend_data
);
6599 shader
->backend_data
= NULL
;
6601 context_release(context
);
6604 static int glsl_program_key_compare(const void *key
, const struct wine_rb_entry
*entry
)
6606 const struct glsl_program_key
*k
= key
;
6607 const struct glsl_shader_prog_link
*prog
= WINE_RB_ENTRY_VALUE(entry
,
6608 const struct glsl_shader_prog_link
, program_lookup_entry
);
6610 if (k
->vs_id
> prog
->vs
.id
) return 1;
6611 else if (k
->vs_id
< prog
->vs
.id
) return -1;
6613 if (k
->gs_id
> prog
->gs
.id
) return 1;
6614 else if (k
->gs_id
< prog
->gs
.id
) return -1;
6616 if (k
->ps_id
> prog
->ps
.id
) return 1;
6617 else if (k
->ps_id
< prog
->ps
.id
) return -1;
6622 static BOOL
constant_heap_init(struct constant_heap
*heap
, unsigned int constant_count
)
6624 SIZE_T size
= (constant_count
+ 1) * sizeof(*heap
->entries
)
6625 + constant_count
* sizeof(*heap
->contained
)
6626 + constant_count
* sizeof(*heap
->positions
);
6627 void *mem
= HeapAlloc(GetProcessHeap(), 0, size
);
6631 ERR("Failed to allocate memory\n");
6635 heap
->entries
= mem
;
6636 heap
->entries
[1].version
= 0;
6637 heap
->contained
= (BOOL
*)(heap
->entries
+ constant_count
+ 1);
6638 memset(heap
->contained
, 0, constant_count
* sizeof(*heap
->contained
));
6639 heap
->positions
= (unsigned int *)(heap
->contained
+ constant_count
);
6645 static void constant_heap_free(struct constant_heap
*heap
)
6647 HeapFree(GetProcessHeap(), 0, heap
->entries
);
6650 static const struct wine_rb_functions wined3d_glsl_program_rb_functions
=
6655 glsl_program_key_compare
,
6658 static HRESULT
shader_glsl_alloc(struct wined3d_device
*device
, const struct wined3d_vertex_pipe_ops
*vertex_pipe
,
6659 const struct fragment_pipeline
*fragment_pipe
)
6661 const struct wined3d_gl_info
*gl_info
= &device
->adapter
->gl_info
;
6662 struct shader_glsl_priv
*priv
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(struct shader_glsl_priv
));
6663 SIZE_T stack_size
= wined3d_log2i(max(gl_info
->limits
.glsl_vs_float_constants
,
6664 gl_info
->limits
.glsl_ps_float_constants
)) + 1;
6665 struct fragment_caps fragment_caps
;
6666 void *vertex_priv
, *fragment_priv
;
6668 if (!(vertex_priv
= vertex_pipe
->vp_alloc(&glsl_shader_backend
, priv
)))
6670 ERR("Failed to initialize vertex pipe.\n");
6671 HeapFree(GetProcessHeap(), 0, priv
);
6675 if (!(fragment_priv
= fragment_pipe
->alloc_private(&glsl_shader_backend
, priv
)))
6677 ERR("Failed to initialize fragment pipe.\n");
6678 vertex_pipe
->vp_free(device
);
6679 HeapFree(GetProcessHeap(), 0, priv
);
6683 if (!shader_buffer_init(&priv
->shader_buffer
))
6685 ERR("Failed to initialize shader buffer.\n");
6689 priv
->stack
= HeapAlloc(GetProcessHeap(), 0, stack_size
* sizeof(*priv
->stack
));
6692 ERR("Failed to allocate memory.\n");
6696 if (!constant_heap_init(&priv
->vconst_heap
, gl_info
->limits
.glsl_vs_float_constants
))
6698 ERR("Failed to initialize vertex shader constant heap\n");
6702 if (!constant_heap_init(&priv
->pconst_heap
, gl_info
->limits
.glsl_ps_float_constants
))
6704 ERR("Failed to initialize pixel shader constant heap\n");
6708 if (wine_rb_init(&priv
->program_lookup
, &wined3d_glsl_program_rb_functions
) == -1)
6710 ERR("Failed to initialize rbtree.\n");
6714 priv
->next_constant_version
= 1;
6715 priv
->vertex_pipe
= vertex_pipe
;
6716 priv
->fragment_pipe
= fragment_pipe
;
6717 fragment_pipe
->get_caps(gl_info
, &fragment_caps
);
6718 priv
->ffp_proj_control
= fragment_caps
.wined3d_caps
& WINED3D_FRAGMENT_CAP_PROJ_CONTROL
;
6720 device
->vertex_priv
= vertex_priv
;
6721 device
->fragment_priv
= fragment_priv
;
6722 device
->shader_priv
= priv
;
6727 constant_heap_free(&priv
->pconst_heap
);
6728 constant_heap_free(&priv
->vconst_heap
);
6729 HeapFree(GetProcessHeap(), 0, priv
->stack
);
6730 shader_buffer_free(&priv
->shader_buffer
);
6731 fragment_pipe
->free_private(device
);
6732 vertex_pipe
->vp_free(device
);
6733 HeapFree(GetProcessHeap(), 0, priv
);
6734 return E_OUTOFMEMORY
;
6737 /* Context activation is done by the caller. */
6738 static void shader_glsl_free(struct wined3d_device
*device
)
6740 const struct wined3d_gl_info
*gl_info
= &device
->adapter
->gl_info
;
6741 struct shader_glsl_priv
*priv
= device
->shader_priv
;
6744 for (i
= 0; i
< tex_type_count
; ++i
)
6746 if (priv
->depth_blt_program_full
[i
])
6748 GL_EXTCALL(glDeleteProgram(priv
->depth_blt_program_full
[i
]));
6750 if (priv
->depth_blt_program_masked
[i
])
6752 GL_EXTCALL(glDeleteProgram(priv
->depth_blt_program_masked
[i
]));
6756 wine_rb_destroy(&priv
->program_lookup
, NULL
, NULL
);
6757 constant_heap_free(&priv
->pconst_heap
);
6758 constant_heap_free(&priv
->vconst_heap
);
6759 HeapFree(GetProcessHeap(), 0, priv
->stack
);
6760 shader_buffer_free(&priv
->shader_buffer
);
6761 priv
->fragment_pipe
->free_private(device
);
6762 priv
->vertex_pipe
->vp_free(device
);
6764 HeapFree(GetProcessHeap(), 0, device
->shader_priv
);
6765 device
->shader_priv
= NULL
;
6768 static BOOL
shader_glsl_allocate_context_data(struct wined3d_context
*context
)
6770 return !!(context
->shader_backend_data
= HeapAlloc(GetProcessHeap(),
6771 HEAP_ZERO_MEMORY
, sizeof(struct glsl_context_data
)));
6774 static void shader_glsl_free_context_data(struct wined3d_context
*context
)
6776 HeapFree(GetProcessHeap(), 0, context
->shader_backend_data
);
6779 static void shader_glsl_get_caps(const struct wined3d_gl_info
*gl_info
, struct shader_caps
*caps
)
6783 if (gl_info
->supported
[EXT_GPU_SHADER4
] && gl_info
->supported
[ARB_SHADER_BIT_ENCODING
]
6784 && gl_info
->supported
[ARB_GEOMETRY_SHADER4
] && gl_info
->glsl_version
>= MAKEDWORD_VERSION(1, 50)
6785 && gl_info
->supported
[ARB_DRAW_ELEMENTS_BASE_VERTEX
] && gl_info
->supported
[ARB_DRAW_INSTANCED
]
6786 && gl_info
->supported
[ARB_TEXTURE_RG
] && gl_info
->supported
[ARB_SAMPLER_OBJECTS
])
6788 /* ARB_shader_texture_lod or EXT_gpu_shader4 is required for the SM3
6789 * texldd and texldl instructions. */
6790 else if (gl_info
->supported
[ARB_SHADER_TEXTURE_LOD
] || gl_info
->supported
[EXT_GPU_SHADER4
])
6794 TRACE("Shader model %u.\n", shader_model
);
6796 caps
->vs_version
= min(wined3d_settings
.max_sm_vs
, shader_model
);
6797 caps
->gs_version
= min(wined3d_settings
.max_sm_gs
, shader_model
);
6798 caps
->ps_version
= min(wined3d_settings
.max_sm_ps
, shader_model
);
6800 caps
->vs_uniform_count
= gl_info
->limits
.glsl_vs_float_constants
;
6801 caps
->ps_uniform_count
= gl_info
->limits
.glsl_ps_float_constants
;
6803 /* FIXME: The following line is card dependent. -8.0 to 8.0 is the
6804 * Direct3D minimum requirement.
6806 * Both GL_ARB_fragment_program and GLSL require a "maximum representable magnitude"
6807 * of colors to be 2^10, and 2^32 for other floats. Should we use 1024 here?
6809 * The problem is that the refrast clamps temporary results in the shader to
6810 * [-MaxValue;+MaxValue]. If the card's max value is bigger than the one we advertize here,
6811 * then applications may miss the clamping behavior. On the other hand, if it is smaller,
6812 * the shader will generate incorrect results too. Unfortunately, GL deliberately doesn't
6813 * offer a way to query this.
6815 if (shader_model
>= 4)
6816 caps
->ps_1x_max_value
= FLT_MAX
;
6818 caps
->ps_1x_max_value
= 1024.0f
;
6820 /* Ideally we'd only set caps like sRGB writes here if supported by both
6821 * the shader backend and the fragment pipe, but we can get called before
6822 * shader_glsl_alloc(). */
6823 caps
->wined3d_caps
= WINED3D_SHADER_CAP_VS_CLIPPING
6824 | WINED3D_SHADER_CAP_SRGB_WRITE
;
6827 static BOOL
shader_glsl_color_fixup_supported(struct color_fixup_desc fixup
)
6829 if (TRACE_ON(d3d_shader
) && TRACE_ON(d3d
))
6831 TRACE("Checking support for fixup:\n");
6832 dump_color_fixup_desc(fixup
);
6835 /* We support everything except YUV conversions. */
6836 if (!is_complex_fixup(fixup
))
6842 TRACE("[FAILED]\n");
6846 static const SHADER_HANDLER shader_glsl_instruction_handler_table
[WINED3DSIH_TABLE_SIZE
] =
6848 /* WINED3DSIH_ABS */ shader_glsl_map2gl
,
6849 /* WINED3DSIH_ADD */ shader_glsl_binop
,
6850 /* WINED3DSIH_AND */ shader_glsl_binop
,
6851 /* WINED3DSIH_BEM */ shader_glsl_bem
,
6852 /* WINED3DSIH_BREAK */ shader_glsl_break
,
6853 /* WINED3DSIH_BREAKC */ shader_glsl_breakc
,
6854 /* WINED3DSIH_BREAKP */ shader_glsl_breakp
,
6855 /* WINED3DSIH_CALL */ shader_glsl_call
,
6856 /* WINED3DSIH_CALLNZ */ shader_glsl_callnz
,
6857 /* WINED3DSIH_CMP */ shader_glsl_conditional_move
,
6858 /* WINED3DSIH_CND */ shader_glsl_cnd
,
6859 /* WINED3DSIH_CRS */ shader_glsl_cross
,
6860 /* WINED3DSIH_CUT */ shader_glsl_cut
,
6861 /* WINED3DSIH_DCL */ shader_glsl_nop
,
6862 /* WINED3DSIH_DCL_CONSTANT_BUFFER */ shader_glsl_nop
,
6863 /* WINED3DSIH_DCL_INPUT_PRIMITIVE */ shader_glsl_nop
,
6864 /* WINED3DSIH_DCL_OUTPUT_TOPOLOGY */ shader_glsl_nop
,
6865 /* WINED3DSIH_DCL_VERTICES_OUT */ shader_glsl_nop
,
6866 /* WINED3DSIH_DEF */ shader_glsl_nop
,
6867 /* WINED3DSIH_DEFB */ shader_glsl_nop
,
6868 /* WINED3DSIH_DEFI */ shader_glsl_nop
,
6869 /* WINED3DSIH_DIV */ shader_glsl_binop
,
6870 /* WINED3DSIH_DP2 */ shader_glsl_dot
,
6871 /* WINED3DSIH_DP2ADD */ shader_glsl_dp2add
,
6872 /* WINED3DSIH_DP3 */ shader_glsl_dot
,
6873 /* WINED3DSIH_DP4 */ shader_glsl_dot
,
6874 /* WINED3DSIH_DST */ shader_glsl_dst
,
6875 /* WINED3DSIH_DSX */ shader_glsl_map2gl
,
6876 /* WINED3DSIH_DSY */ shader_glsl_map2gl
,
6877 /* WINED3DSIH_ELSE */ shader_glsl_else
,
6878 /* WINED3DSIH_EMIT */ shader_glsl_emit
,
6879 /* WINED3DSIH_ENDIF */ shader_glsl_end
,
6880 /* WINED3DSIH_ENDLOOP */ shader_glsl_end
,
6881 /* WINED3DSIH_ENDREP */ shader_glsl_end
,
6882 /* WINED3DSIH_EQ */ shader_glsl_relop
,
6883 /* WINED3DSIH_EXP */ shader_glsl_scalar_op
,
6884 /* WINED3DSIH_EXPP */ shader_glsl_expp
,
6885 /* WINED3DSIH_FRC */ shader_glsl_map2gl
,
6886 /* WINED3DSIH_FTOI */ shader_glsl_to_int
,
6887 /* WINED3DSIH_GE */ shader_glsl_relop
,
6888 /* WINED3DSIH_IADD */ shader_glsl_binop
,
6889 /* WINED3DSIH_IEQ */ NULL
,
6890 /* WINED3DSIH_IF */ shader_glsl_if
,
6891 /* WINED3DSIH_IFC */ shader_glsl_ifc
,
6892 /* WINED3DSIH_IGE */ shader_glsl_relop
,
6893 /* WINED3DSIH_IMUL */ shader_glsl_imul
,
6894 /* WINED3DSIH_ISHL */ shader_glsl_binop
,
6895 /* WINED3DSIH_ITOF */ shader_glsl_to_float
,
6896 /* WINED3DSIH_LABEL */ shader_glsl_label
,
6897 /* WINED3DSIH_LD */ NULL
,
6898 /* WINED3DSIH_LIT */ shader_glsl_lit
,
6899 /* WINED3DSIH_LOG */ shader_glsl_scalar_op
,
6900 /* WINED3DSIH_LOGP */ shader_glsl_scalar_op
,
6901 /* WINED3DSIH_LOOP */ shader_glsl_loop
,
6902 /* WINED3DSIH_LRP */ shader_glsl_lrp
,
6903 /* WINED3DSIH_LT */ shader_glsl_relop
,
6904 /* WINED3DSIH_M3x2 */ shader_glsl_mnxn
,
6905 /* WINED3DSIH_M3x3 */ shader_glsl_mnxn
,
6906 /* WINED3DSIH_M3x4 */ shader_glsl_mnxn
,
6907 /* WINED3DSIH_M4x3 */ shader_glsl_mnxn
,
6908 /* WINED3DSIH_M4x4 */ shader_glsl_mnxn
,
6909 /* WINED3DSIH_MAD */ shader_glsl_mad
,
6910 /* WINED3DSIH_MAX */ shader_glsl_map2gl
,
6911 /* WINED3DSIH_MIN */ shader_glsl_map2gl
,
6912 /* WINED3DSIH_MOV */ shader_glsl_mov
,
6913 /* WINED3DSIH_MOVA */ shader_glsl_mov
,
6914 /* WINED3DSIH_MOVC */ shader_glsl_conditional_move
,
6915 /* WINED3DSIH_MUL */ shader_glsl_binop
,
6916 /* WINED3DSIH_NE */ shader_glsl_relop
,
6917 /* WINED3DSIH_NOP */ shader_glsl_nop
,
6918 /* WINED3DSIH_NRM */ shader_glsl_nrm
,
6919 /* WINED3DSIH_OR */ shader_glsl_binop
,
6920 /* WINED3DSIH_PHASE */ shader_glsl_nop
,
6921 /* WINED3DSIH_POW */ shader_glsl_pow
,
6922 /* WINED3DSIH_RCP */ shader_glsl_scalar_op
,
6923 /* WINED3DSIH_REP */ shader_glsl_rep
,
6924 /* WINED3DSIH_RET */ shader_glsl_ret
,
6925 /* WINED3DSIH_ROUND_NI */ shader_glsl_map2gl
,
6926 /* WINED3DSIH_RSQ */ shader_glsl_scalar_op
,
6927 /* WINED3DSIH_SAMPLE */ shader_glsl_sample
,
6928 /* WINED3DSIH_SAMPLE_GRAD */ NULL
,
6929 /* WINED3DSIH_SAMPLE_LOD */ NULL
,
6930 /* WINED3DSIH_SETP */ NULL
,
6931 /* WINED3DSIH_SGE */ shader_glsl_compare
,
6932 /* WINED3DSIH_SGN */ shader_glsl_sgn
,
6933 /* WINED3DSIH_SINCOS */ shader_glsl_sincos
,
6934 /* WINED3DSIH_SLT */ shader_glsl_compare
,
6935 /* WINED3DSIH_SQRT */ shader_glsl_map2gl
,
6936 /* WINED3DSIH_SUB */ shader_glsl_binop
,
6937 /* WINED3DSIH_TEX */ shader_glsl_tex
,
6938 /* WINED3DSIH_TEXBEM */ shader_glsl_texbem
,
6939 /* WINED3DSIH_TEXBEML */ shader_glsl_texbem
,
6940 /* WINED3DSIH_TEXCOORD */ shader_glsl_texcoord
,
6941 /* WINED3DSIH_TEXDEPTH */ shader_glsl_texdepth
,
6942 /* WINED3DSIH_TEXDP3 */ shader_glsl_texdp3
,
6943 /* WINED3DSIH_TEXDP3TEX */ shader_glsl_texdp3tex
,
6944 /* WINED3DSIH_TEXKILL */ shader_glsl_texkill
,
6945 /* WINED3DSIH_TEXLDD */ shader_glsl_texldd
,
6946 /* WINED3DSIH_TEXLDL */ shader_glsl_texldl
,
6947 /* WINED3DSIH_TEXM3x2DEPTH */ shader_glsl_texm3x2depth
,
6948 /* WINED3DSIH_TEXM3x2PAD */ shader_glsl_texm3x2pad
,
6949 /* WINED3DSIH_TEXM3x2TEX */ shader_glsl_texm3x2tex
,
6950 /* WINED3DSIH_TEXM3x3 */ shader_glsl_texm3x3
,
6951 /* WINED3DSIH_TEXM3x3DIFF */ NULL
,
6952 /* WINED3DSIH_TEXM3x3PAD */ shader_glsl_texm3x3pad
,
6953 /* WINED3DSIH_TEXM3x3SPEC */ shader_glsl_texm3x3spec
,
6954 /* WINED3DSIH_TEXM3x3TEX */ shader_glsl_texm3x3tex
,
6955 /* WINED3DSIH_TEXM3x3VSPEC */ shader_glsl_texm3x3vspec
,
6956 /* WINED3DSIH_TEXREG2AR */ shader_glsl_texreg2ar
,
6957 /* WINED3DSIH_TEXREG2GB */ shader_glsl_texreg2gb
,
6958 /* WINED3DSIH_TEXREG2RGB */ shader_glsl_texreg2rgb
,
6959 /* WINED3DSIH_UDIV */ shader_glsl_udiv
,
6960 /* WINED3DSIH_UGE */ shader_glsl_relop
,
6961 /* WINED3DSIH_USHR */ shader_glsl_binop
,
6962 /* WINED3DSIH_UTOF */ shader_glsl_to_float
,
6963 /* WINED3DSIH_XOR */ shader_glsl_binop
,
6966 static void shader_glsl_handle_instruction(const struct wined3d_shader_instruction
*ins
) {
6967 SHADER_HANDLER hw_fct
;
6969 /* Select handler */
6970 hw_fct
= shader_glsl_instruction_handler_table
[ins
->handler_idx
];
6972 /* Unhandled opcode */
6975 FIXME("Backend can't handle opcode %#x\n", ins
->handler_idx
);
6980 shader_glsl_add_instruction_modifiers(ins
);
6983 static BOOL
shader_glsl_has_ffp_proj_control(void *shader_priv
)
6985 struct shader_glsl_priv
*priv
= shader_priv
;
6987 return priv
->ffp_proj_control
;
6990 const struct wined3d_shader_backend_ops glsl_shader_backend
=
6992 shader_glsl_handle_instruction
,
6994 shader_glsl_disable
,
6995 shader_glsl_select_depth_blt
,
6996 shader_glsl_deselect_depth_blt
,
6997 shader_glsl_update_float_vertex_constants
,
6998 shader_glsl_update_float_pixel_constants
,
6999 shader_glsl_load_constants
,
7000 shader_glsl_destroy
,
7003 shader_glsl_allocate_context_data
,
7004 shader_glsl_free_context_data
,
7005 shader_glsl_get_caps
,
7006 shader_glsl_color_fixup_supported
,
7007 shader_glsl_has_ffp_proj_control
,
7010 static void glsl_vertex_pipe_vp_enable(const struct wined3d_gl_info
*gl_info
, BOOL enable
)
7013 gl_info
->gl_ops
.gl
.p_glEnable(GL_VERTEX_PROGRAM_POINT_SIZE_ARB
);
7015 gl_info
->gl_ops
.gl
.p_glDisable(GL_VERTEX_PROGRAM_POINT_SIZE_ARB
);
7016 checkGLcall("GL_VERTEX_PROGRAM_POINT_SIZE_ARB");
7019 static void glsl_vertex_pipe_vp_get_caps(const struct wined3d_gl_info
*gl_info
, struct wined3d_vertex_caps
*caps
)
7021 caps
->xyzrhw
= TRUE
;
7022 caps
->max_active_lights
= gl_info
->limits
.lights
;
7023 caps
->max_vertex_blend_matrices
= 1;
7024 caps
->max_vertex_blend_matrix_index
= 0;
7025 caps
->vertex_processing_caps
= WINED3DVTXPCAPS_TEXGEN
7026 | WINED3DVTXPCAPS_MATERIALSOURCE7
7027 | WINED3DVTXPCAPS_VERTEXFOG
7028 | WINED3DVTXPCAPS_DIRECTIONALLIGHTS
7029 | WINED3DVTXPCAPS_POSITIONALLIGHTS
7030 | WINED3DVTXPCAPS_LOCALVIEWER
7031 | WINED3DVTXPCAPS_TEXGEN_SPHEREMAP
;
7032 caps
->fvf_caps
= WINED3DFVFCAPS_PSIZE
| 8; /* 8 texture coordinates. */
7033 caps
->max_user_clip_planes
= gl_info
->limits
.clipplanes
;
7034 caps
->raster_caps
= WINED3DPRASTERCAPS_FOGRANGE
;
7037 static void *glsl_vertex_pipe_vp_alloc(const struct wined3d_shader_backend_ops
*shader_backend
, void *shader_priv
)
7039 struct shader_glsl_priv
*priv
;
7041 if (shader_backend
== &glsl_shader_backend
)
7045 if (wine_rb_init(&priv
->ffp_vertex_shaders
, &wined3d_ffp_vertex_program_rb_functions
) == -1)
7047 ERR("Failed to initialize rbtree.\n");
7054 FIXME("GLSL vertex pipe without GLSL shader backend not implemented.\n");
7059 static void shader_glsl_free_ffp_vertex_shader(struct wine_rb_entry
*entry
, void *context
)
7061 struct glsl_ffp_vertex_shader
*shader
= WINE_RB_ENTRY_VALUE(entry
,
7062 struct glsl_ffp_vertex_shader
, desc
.entry
);
7063 struct glsl_shader_prog_link
*program
, *program2
;
7064 struct glsl_ffp_destroy_ctx
*ctx
= context
;
7066 LIST_FOR_EACH_ENTRY_SAFE(program
, program2
, &shader
->linked_programs
,
7067 struct glsl_shader_prog_link
, vs
.shader_entry
)
7069 delete_glsl_program_entry(ctx
->priv
, ctx
->gl_info
, program
);
7071 ctx
->gl_info
->gl_ops
.ext
.p_glDeleteShader(shader
->id
);
7072 HeapFree(GetProcessHeap(), 0, shader
);
7075 /* Context activation is done by the caller. */
7076 static void glsl_vertex_pipe_vp_free(struct wined3d_device
*device
)
7078 struct shader_glsl_priv
*priv
= device
->vertex_priv
;
7079 struct glsl_ffp_destroy_ctx ctx
;
7082 ctx
.gl_info
= &device
->adapter
->gl_info
;
7083 wine_rb_destroy(&priv
->ffp_vertex_shaders
, shader_glsl_free_ffp_vertex_shader
, &ctx
);
7086 static void glsl_vertex_pipe_shader(struct wined3d_context
*context
,
7087 const struct wined3d_state
*state
, DWORD state_id
)
7089 context
->shader_update_mask
|= 1 << WINED3D_SHADER_TYPE_VERTEX
;
7092 static void glsl_vertex_pipe_vdecl(struct wined3d_context
*context
,
7093 const struct wined3d_state
*state
, DWORD state_id
)
7095 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
7096 BOOL transformed
= context
->stream_info
.position_transformed
;
7097 BOOL wasrhw
= context
->last_was_rhw
;
7100 context
->last_was_rhw
= transformed
;
7104 if (context
->last_was_vshader
)
7106 for (i
= 0; i
< gl_info
->limits
.clipplanes
; ++i
)
7107 clipplane(context
, state
, STATE_CLIPPLANE(i
));
7110 if (transformed
!= wasrhw
)
7111 context
->constant_update_mask
|= WINED3D_SHADER_CONST_FFP_PROJ
;
7113 for (i
= 0; i
< MAX_TEXTURES
; ++i
)
7115 if (!isStateDirty(context
, STATE_TRANSFORM(WINED3D_TS_TEXTURE0
+ i
)))
7116 transform_texture(context
, state
, STATE_TEXTURESTAGE(i
, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
));
7119 if (!isStateDirty(context
, STATE_RENDER(WINED3D_RS_LIGHTING
)))
7120 state_lighting(context
, state
, STATE_RENDER(WINED3D_RS_LIGHTING
));
7121 if (!isStateDirty(context
, STATE_RENDER(WINED3D_RS_NORMALIZENORMALS
)))
7122 state_normalize(context
, state
, STATE_RENDER(WINED3D_RS_NORMALIZENORMALS
));
7124 /* Because of settings->texcoords, we have to always regenerate the
7125 * vertex shader on a vdecl change.
7126 * TODO: Just always output all the texcoords when there are enough
7127 * varyings available to drop the dependency. */
7128 context
->shader_update_mask
|= 1 << WINED3D_SHADER_TYPE_VERTEX
;
7131 && state
->shader
[WINED3D_SHADER_TYPE_PIXEL
]->reg_maps
.shader_version
.major
== 1
7132 && state
->shader
[WINED3D_SHADER_TYPE_PIXEL
]->reg_maps
.shader_version
.minor
<= 3)
7133 context
->shader_update_mask
|= 1 << WINED3D_SHADER_TYPE_PIXEL
;
7137 if (!context
->last_was_vshader
)
7139 /* Vertex shader clipping ignores the view matrix. Update all clipplanes. */
7140 for (i
= 0; i
< gl_info
->limits
.clipplanes
; ++i
)
7141 clipplane(context
, state
, STATE_CLIPPLANE(i
));
7145 context
->last_was_vshader
= use_vs(state
);
7148 static void glsl_vertex_pipe_vs(struct wined3d_context
*context
,
7149 const struct wined3d_state
*state
, DWORD state_id
)
7151 context
->shader_update_mask
|= 1 << WINED3D_SHADER_TYPE_VERTEX
;
7152 /* Different vertex shaders potentially require a different vertex attributes setup. */
7153 if (!isStateDirty(context
, STATE_VDECL
))
7154 context_apply_state(context
, state
, STATE_VDECL
);
7157 static void glsl_vertex_pipe_world(struct wined3d_context
*context
,
7158 const struct wined3d_state
*state
, DWORD state_id
)
7160 context
->constant_update_mask
|= WINED3D_SHADER_CONST_FFP_MODELVIEW
;
7163 void glsl_vertex_pipe_view(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
7165 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
7166 const struct wined3d_light_info
*light
= NULL
;
7169 context
->constant_update_mask
|= WINED3D_SHADER_CONST_FFP_MODELVIEW
;
7171 for (k
= 0; k
< gl_info
->limits
.lights
; ++k
)
7173 if (!(light
= state
->lights
[k
]))
7175 gl_info
->gl_ops
.gl
.p_glLightfv(GL_LIGHT0
+ light
->glIndex
, GL_POSITION
, light
->lightPosn
);
7176 checkGLcall("glLightfv posn");
7177 gl_info
->gl_ops
.gl
.p_glLightfv(GL_LIGHT0
+ light
->glIndex
, GL_SPOT_DIRECTION
, light
->lightDirn
);
7178 checkGLcall("glLightfv dirn");
7181 for (k
= 0; k
< gl_info
->limits
.clipplanes
; ++k
)
7183 if (!isStateDirty(context
, STATE_CLIPPLANE(k
)))
7184 clipplane(context
, state
, STATE_CLIPPLANE(k
));
7187 if (context
->swapchain
->device
->vertexBlendUsed
)
7192 FIXME("Vertex blending emulation.\n");
7196 static void glsl_vertex_pipe_projection(struct wined3d_context
*context
,
7197 const struct wined3d_state
*state
, DWORD state_id
)
7199 /* Table fog behavior depends on the projection matrix. */
7200 if (state
->render_states
[WINED3D_RS_FOGENABLE
]
7201 && state
->render_states
[WINED3D_RS_FOGTABLEMODE
] != WINED3D_FOG_NONE
)
7202 context
->shader_update_mask
|= 1 << WINED3D_SHADER_TYPE_VERTEX
;
7203 context
->constant_update_mask
|= WINED3D_SHADER_CONST_FFP_PROJ
;
7206 static void glsl_vertex_pipe_viewport(struct wined3d_context
*context
,
7207 const struct wined3d_state
*state
, DWORD state_id
)
7209 if (!isStateDirty(context
, STATE_TRANSFORM(WINED3D_TS_PROJECTION
)))
7210 glsl_vertex_pipe_projection(context
, state
, STATE_TRANSFORM(WINED3D_TS_PROJECTION
));
7211 if (!isStateDirty(context
, STATE_RENDER(WINED3D_RS_POINTSCALEENABLE
))
7212 && state
->render_states
[WINED3D_RS_POINTSCALEENABLE
])
7213 state_pscale(context
, state
, STATE_RENDER(WINED3D_RS_POINTSCALEENABLE
));
7214 context
->constant_update_mask
|= WINED3D_SHADER_CONST_VS_POS_FIXUP
;
7217 static const struct StateEntryTemplate glsl_vertex_pipe_vp_states
[] =
7219 {STATE_VDECL
, {STATE_VDECL
, glsl_vertex_pipe_vdecl
}, WINED3D_GL_EXT_NONE
},
7220 {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), glsl_vertex_pipe_vs
}, WINED3D_GL_EXT_NONE
},
7221 {STATE_MATERIAL
, {STATE_RENDER(WINED3D_RS_SPECULARENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
7222 {STATE_RENDER(WINED3D_RS_SPECULARENABLE
), {STATE_RENDER(WINED3D_RS_SPECULARENABLE
), state_specularenable
}, WINED3D_GL_EXT_NONE
},
7224 {STATE_CLIPPLANE(0), {STATE_CLIPPLANE(0), clipplane
}, WINED3D_GL_EXT_NONE
},
7225 {STATE_CLIPPLANE(1), {STATE_CLIPPLANE(1), clipplane
}, WINED3D_GL_EXT_NONE
},
7226 {STATE_CLIPPLANE(2), {STATE_CLIPPLANE(2), clipplane
}, WINED3D_GL_EXT_NONE
},
7227 {STATE_CLIPPLANE(3), {STATE_CLIPPLANE(3), clipplane
}, WINED3D_GL_EXT_NONE
},
7228 {STATE_CLIPPLANE(4), {STATE_CLIPPLANE(4), clipplane
}, WINED3D_GL_EXT_NONE
},
7229 {STATE_CLIPPLANE(5), {STATE_CLIPPLANE(5), clipplane
}, WINED3D_GL_EXT_NONE
},
7230 {STATE_CLIPPLANE(6), {STATE_CLIPPLANE(6), clipplane
}, WINED3D_GL_EXT_NONE
},
7231 {STATE_CLIPPLANE(7), {STATE_CLIPPLANE(7), clipplane
}, WINED3D_GL_EXT_NONE
},
7232 {STATE_CLIPPLANE(8), {STATE_CLIPPLANE(8), clipplane
}, WINED3D_GL_EXT_NONE
},
7233 {STATE_CLIPPLANE(9), {STATE_CLIPPLANE(9), clipplane
}, WINED3D_GL_EXT_NONE
},
7234 {STATE_CLIPPLANE(10), {STATE_CLIPPLANE(10), clipplane
}, WINED3D_GL_EXT_NONE
},
7235 {STATE_CLIPPLANE(11), {STATE_CLIPPLANE(11), clipplane
}, WINED3D_GL_EXT_NONE
},
7236 {STATE_CLIPPLANE(12), {STATE_CLIPPLANE(12), clipplane
}, WINED3D_GL_EXT_NONE
},
7237 {STATE_CLIPPLANE(13), {STATE_CLIPPLANE(13), clipplane
}, WINED3D_GL_EXT_NONE
},
7238 {STATE_CLIPPLANE(14), {STATE_CLIPPLANE(14), clipplane
}, WINED3D_GL_EXT_NONE
},
7239 {STATE_CLIPPLANE(15), {STATE_CLIPPLANE(15), clipplane
}, WINED3D_GL_EXT_NONE
},
7240 {STATE_CLIPPLANE(16), {STATE_CLIPPLANE(16), clipplane
}, WINED3D_GL_EXT_NONE
},
7241 {STATE_CLIPPLANE(17), {STATE_CLIPPLANE(17), clipplane
}, WINED3D_GL_EXT_NONE
},
7242 {STATE_CLIPPLANE(18), {STATE_CLIPPLANE(18), clipplane
}, WINED3D_GL_EXT_NONE
},
7243 {STATE_CLIPPLANE(19), {STATE_CLIPPLANE(19), clipplane
}, WINED3D_GL_EXT_NONE
},
7244 {STATE_CLIPPLANE(20), {STATE_CLIPPLANE(20), clipplane
}, WINED3D_GL_EXT_NONE
},
7245 {STATE_CLIPPLANE(21), {STATE_CLIPPLANE(21), clipplane
}, WINED3D_GL_EXT_NONE
},
7246 {STATE_CLIPPLANE(22), {STATE_CLIPPLANE(22), clipplane
}, WINED3D_GL_EXT_NONE
},
7247 {STATE_CLIPPLANE(23), {STATE_CLIPPLANE(23), clipplane
}, WINED3D_GL_EXT_NONE
},
7248 {STATE_CLIPPLANE(24), {STATE_CLIPPLANE(24), clipplane
}, WINED3D_GL_EXT_NONE
},
7249 {STATE_CLIPPLANE(25), {STATE_CLIPPLANE(25), clipplane
}, WINED3D_GL_EXT_NONE
},
7250 {STATE_CLIPPLANE(26), {STATE_CLIPPLANE(26), clipplane
}, WINED3D_GL_EXT_NONE
},
7251 {STATE_CLIPPLANE(27), {STATE_CLIPPLANE(27), clipplane
}, WINED3D_GL_EXT_NONE
},
7252 {STATE_CLIPPLANE(28), {STATE_CLIPPLANE(28), clipplane
}, WINED3D_GL_EXT_NONE
},
7253 {STATE_CLIPPLANE(29), {STATE_CLIPPLANE(29), clipplane
}, WINED3D_GL_EXT_NONE
},
7254 {STATE_CLIPPLANE(30), {STATE_CLIPPLANE(30), clipplane
}, WINED3D_GL_EXT_NONE
},
7255 {STATE_CLIPPLANE(31), {STATE_CLIPPLANE(31), clipplane
}, WINED3D_GL_EXT_NONE
},
7257 {STATE_LIGHT_TYPE
, {STATE_RENDER(WINED3D_RS_FOGENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
7258 {STATE_ACTIVELIGHT(0), {STATE_ACTIVELIGHT(0), light
}, WINED3D_GL_EXT_NONE
},
7259 {STATE_ACTIVELIGHT(1), {STATE_ACTIVELIGHT(1), light
}, WINED3D_GL_EXT_NONE
},
7260 {STATE_ACTIVELIGHT(2), {STATE_ACTIVELIGHT(2), light
}, WINED3D_GL_EXT_NONE
},
7261 {STATE_ACTIVELIGHT(3), {STATE_ACTIVELIGHT(3), light
}, WINED3D_GL_EXT_NONE
},
7262 {STATE_ACTIVELIGHT(4), {STATE_ACTIVELIGHT(4), light
}, WINED3D_GL_EXT_NONE
},
7263 {STATE_ACTIVELIGHT(5), {STATE_ACTIVELIGHT(5), light
}, WINED3D_GL_EXT_NONE
},
7264 {STATE_ACTIVELIGHT(6), {STATE_ACTIVELIGHT(6), light
}, WINED3D_GL_EXT_NONE
},
7265 {STATE_ACTIVELIGHT(7), {STATE_ACTIVELIGHT(7), light
}, WINED3D_GL_EXT_NONE
},
7267 {STATE_VIEWPORT
, {STATE_VIEWPORT
, glsl_vertex_pipe_viewport
}, WINED3D_GL_EXT_NONE
},
7268 /* Transform states */
7269 {STATE_TRANSFORM(WINED3D_TS_VIEW
), {STATE_TRANSFORM(WINED3D_TS_VIEW
), glsl_vertex_pipe_view
}, WINED3D_GL_EXT_NONE
},
7270 {STATE_TRANSFORM(WINED3D_TS_PROJECTION
), {STATE_TRANSFORM(WINED3D_TS_PROJECTION
), glsl_vertex_pipe_projection
}, WINED3D_GL_EXT_NONE
},
7271 {STATE_TRANSFORM(WINED3D_TS_TEXTURE0
), {STATE_TEXTURESTAGE(0, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), NULL
}, WINED3D_GL_EXT_NONE
},
7272 {STATE_TRANSFORM(WINED3D_TS_TEXTURE1
), {STATE_TEXTURESTAGE(1, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), NULL
}, WINED3D_GL_EXT_NONE
},
7273 {STATE_TRANSFORM(WINED3D_TS_TEXTURE2
), {STATE_TEXTURESTAGE(2, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), NULL
}, WINED3D_GL_EXT_NONE
},
7274 {STATE_TRANSFORM(WINED3D_TS_TEXTURE3
), {STATE_TEXTURESTAGE(3, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), NULL
}, WINED3D_GL_EXT_NONE
},
7275 {STATE_TRANSFORM(WINED3D_TS_TEXTURE4
), {STATE_TEXTURESTAGE(4, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), NULL
}, WINED3D_GL_EXT_NONE
},
7276 {STATE_TRANSFORM(WINED3D_TS_TEXTURE5
), {STATE_TEXTURESTAGE(5, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), NULL
}, WINED3D_GL_EXT_NONE
},
7277 {STATE_TRANSFORM(WINED3D_TS_TEXTURE6
), {STATE_TEXTURESTAGE(6, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), NULL
}, WINED3D_GL_EXT_NONE
},
7278 {STATE_TRANSFORM(WINED3D_TS_TEXTURE7
), {STATE_TEXTURESTAGE(7, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), NULL
}, WINED3D_GL_EXT_NONE
},
7279 {STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(0)), {STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(0)), glsl_vertex_pipe_world
}, WINED3D_GL_EXT_NONE
},
7280 {STATE_TEXTURESTAGE(0, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), {STATE_TEXTURESTAGE(0, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), transform_texture
}, WINED3D_GL_EXT_NONE
},
7281 {STATE_TEXTURESTAGE(1, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), {STATE_TEXTURESTAGE(1, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), transform_texture
}, WINED3D_GL_EXT_NONE
},
7282 {STATE_TEXTURESTAGE(2, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), {STATE_TEXTURESTAGE(2, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), transform_texture
}, WINED3D_GL_EXT_NONE
},
7283 {STATE_TEXTURESTAGE(3, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), {STATE_TEXTURESTAGE(3, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), transform_texture
}, WINED3D_GL_EXT_NONE
},
7284 {STATE_TEXTURESTAGE(4, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), {STATE_TEXTURESTAGE(4, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), transform_texture
}, WINED3D_GL_EXT_NONE
},
7285 {STATE_TEXTURESTAGE(5, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), {STATE_TEXTURESTAGE(5, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), transform_texture
}, WINED3D_GL_EXT_NONE
},
7286 {STATE_TEXTURESTAGE(6, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), {STATE_TEXTURESTAGE(6, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), transform_texture
}, WINED3D_GL_EXT_NONE
},
7287 {STATE_TEXTURESTAGE(7, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), {STATE_TEXTURESTAGE(7, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), transform_texture
}, WINED3D_GL_EXT_NONE
},
7288 {STATE_TEXTURESTAGE(0, WINED3D_TSS_TEXCOORD_INDEX
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
7289 {STATE_TEXTURESTAGE(1, WINED3D_TSS_TEXCOORD_INDEX
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
7290 {STATE_TEXTURESTAGE(2, WINED3D_TSS_TEXCOORD_INDEX
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
7291 {STATE_TEXTURESTAGE(3, WINED3D_TSS_TEXCOORD_INDEX
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
7292 {STATE_TEXTURESTAGE(4, WINED3D_TSS_TEXCOORD_INDEX
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
7293 {STATE_TEXTURESTAGE(5, WINED3D_TSS_TEXCOORD_INDEX
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
7294 {STATE_TEXTURESTAGE(6, WINED3D_TSS_TEXCOORD_INDEX
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
7295 {STATE_TEXTURESTAGE(7, WINED3D_TSS_TEXCOORD_INDEX
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
7297 {STATE_RENDER(WINED3D_RS_FOGENABLE
), {STATE_RENDER(WINED3D_RS_FOGENABLE
), glsl_vertex_pipe_shader
}, WINED3D_GL_EXT_NONE
},
7298 {STATE_RENDER(WINED3D_RS_FOGTABLEMODE
), {STATE_RENDER(WINED3D_RS_FOGENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
7299 {STATE_RENDER(WINED3D_RS_FOGVERTEXMODE
), {STATE_RENDER(WINED3D_RS_FOGENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
7300 {STATE_RENDER(WINED3D_RS_RANGEFOGENABLE
), {STATE_RENDER(WINED3D_RS_FOGENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
7301 {STATE_RENDER(WINED3D_RS_CLIPPING
), {STATE_RENDER(WINED3D_RS_CLIPPING
), state_clipping
}, WINED3D_GL_EXT_NONE
},
7302 {STATE_RENDER(WINED3D_RS_CLIPPLANEENABLE
), {STATE_RENDER(WINED3D_RS_CLIPPING
), NULL
}, WINED3D_GL_EXT_NONE
},
7303 {STATE_RENDER(WINED3D_RS_LIGHTING
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
7304 {STATE_RENDER(WINED3D_RS_AMBIENT
), {STATE_RENDER(WINED3D_RS_AMBIENT
), state_ambient
}, WINED3D_GL_EXT_NONE
},
7305 {STATE_RENDER(WINED3D_RS_COLORVERTEX
), {STATE_RENDER(WINED3D_RS_COLORVERTEX
), glsl_vertex_pipe_shader
}, WINED3D_GL_EXT_NONE
},
7306 {STATE_RENDER(WINED3D_RS_LOCALVIEWER
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
7307 {STATE_RENDER(WINED3D_RS_NORMALIZENORMALS
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
7308 {STATE_RENDER(WINED3D_RS_DIFFUSEMATERIALSOURCE
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
7309 {STATE_RENDER(WINED3D_RS_SPECULARMATERIALSOURCE
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
7310 {STATE_RENDER(WINED3D_RS_AMBIENTMATERIALSOURCE
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
7311 {STATE_RENDER(WINED3D_RS_EMISSIVEMATERIALSOURCE
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
7312 {STATE_RENDER(WINED3D_RS_VERTEXBLEND
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
7313 {STATE_RENDER(WINED3D_RS_POINTSIZE
), {STATE_RENDER(WINED3D_RS_POINTSCALEENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
7314 {STATE_RENDER(WINED3D_RS_POINTSIZE_MIN
), {STATE_RENDER(WINED3D_RS_POINTSIZE_MIN
), state_psizemin_arb
}, ARB_POINT_PARAMETERS
},
7315 {STATE_RENDER(WINED3D_RS_POINTSIZE_MIN
), {STATE_RENDER(WINED3D_RS_POINTSIZE_MIN
), state_psizemin_ext
}, EXT_POINT_PARAMETERS
},
7316 {STATE_RENDER(WINED3D_RS_POINTSIZE_MIN
), {STATE_RENDER(WINED3D_RS_POINTSIZE_MIN
), state_psizemin_w
}, WINED3D_GL_EXT_NONE
},
7317 {STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE
), {STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE
), state_pointsprite
}, ARB_POINT_SPRITE
},
7318 {STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE
), {STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE
), state_pointsprite_w
}, WINED3D_GL_EXT_NONE
},
7319 {STATE_RENDER(WINED3D_RS_POINTSCALEENABLE
), {STATE_RENDER(WINED3D_RS_POINTSCALEENABLE
), state_pscale
}, WINED3D_GL_EXT_NONE
},
7320 {STATE_RENDER(WINED3D_RS_POINTSCALE_A
), {STATE_RENDER(WINED3D_RS_POINTSCALEENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
7321 {STATE_RENDER(WINED3D_RS_POINTSCALE_B
), {STATE_RENDER(WINED3D_RS_POINTSCALEENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
7322 {STATE_RENDER(WINED3D_RS_POINTSCALE_C
), {STATE_RENDER(WINED3D_RS_POINTSCALEENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
7323 {STATE_RENDER(WINED3D_RS_POINTSIZE_MAX
), {STATE_RENDER(WINED3D_RS_POINTSIZE_MIN
), NULL
}, ARB_POINT_PARAMETERS
},
7324 {STATE_RENDER(WINED3D_RS_POINTSIZE_MAX
), {STATE_RENDER(WINED3D_RS_POINTSIZE_MIN
), NULL
}, EXT_POINT_PARAMETERS
},
7325 {STATE_RENDER(WINED3D_RS_POINTSIZE_MAX
), {STATE_RENDER(WINED3D_RS_POINTSIZE_MIN
), NULL
}, WINED3D_GL_EXT_NONE
},
7326 {STATE_RENDER(WINED3D_RS_TWEENFACTOR
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
7327 {STATE_RENDER(WINED3D_RS_INDEXEDVERTEXBLENDENABLE
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
7328 /* Samplers for NP2 texture matrix adjustions. They are not needed if
7329 * GL_ARB_texture_non_power_of_two is supported, so register a NULL state
7330 * handler in that case to get the vertex part of sampler() skipped (VTF
7331 * is handled in the misc states). Otherwise, register
7332 * sampler_texmatrix(), which takes care of updating the texture matrix. */
7333 {STATE_SAMPLER(0), {0, NULL
}, ARB_TEXTURE_NON_POWER_OF_TWO
},
7334 {STATE_SAMPLER(0), {0, NULL
}, WINED3D_GL_NORMALIZED_TEXRECT
},
7335 {STATE_SAMPLER(0), {STATE_SAMPLER(0), sampler_texmatrix
}, WINED3D_GL_EXT_NONE
},
7336 {STATE_SAMPLER(1), {0, NULL
}, ARB_TEXTURE_NON_POWER_OF_TWO
},
7337 {STATE_SAMPLER(1), {0, NULL
}, WINED3D_GL_NORMALIZED_TEXRECT
},
7338 {STATE_SAMPLER(1), {STATE_SAMPLER(1), sampler_texmatrix
}, WINED3D_GL_EXT_NONE
},
7339 {STATE_SAMPLER(2), {0, NULL
}, ARB_TEXTURE_NON_POWER_OF_TWO
},
7340 {STATE_SAMPLER(2), {0, NULL
}, WINED3D_GL_NORMALIZED_TEXRECT
},
7341 {STATE_SAMPLER(2), {STATE_SAMPLER(2), sampler_texmatrix
}, WINED3D_GL_EXT_NONE
},
7342 {STATE_SAMPLER(3), {0, NULL
}, ARB_TEXTURE_NON_POWER_OF_TWO
},
7343 {STATE_SAMPLER(3), {0, NULL
}, WINED3D_GL_NORMALIZED_TEXRECT
},
7344 {STATE_SAMPLER(3), {STATE_SAMPLER(3), sampler_texmatrix
}, WINED3D_GL_EXT_NONE
},
7345 {STATE_SAMPLER(4), {0, NULL
}, ARB_TEXTURE_NON_POWER_OF_TWO
},
7346 {STATE_SAMPLER(4), {0, NULL
}, WINED3D_GL_NORMALIZED_TEXRECT
},
7347 {STATE_SAMPLER(4), {STATE_SAMPLER(4), sampler_texmatrix
}, WINED3D_GL_EXT_NONE
},
7348 {STATE_SAMPLER(5), {0, NULL
}, ARB_TEXTURE_NON_POWER_OF_TWO
},
7349 {STATE_SAMPLER(5), {0, NULL
}, WINED3D_GL_NORMALIZED_TEXRECT
},
7350 {STATE_SAMPLER(5), {STATE_SAMPLER(5), sampler_texmatrix
}, WINED3D_GL_EXT_NONE
},
7351 {STATE_SAMPLER(6), {0, NULL
}, ARB_TEXTURE_NON_POWER_OF_TWO
},
7352 {STATE_SAMPLER(6), {0, NULL
}, WINED3D_GL_NORMALIZED_TEXRECT
},
7353 {STATE_SAMPLER(6), {STATE_SAMPLER(6), sampler_texmatrix
}, WINED3D_GL_EXT_NONE
},
7354 {STATE_SAMPLER(7), {0, NULL
}, ARB_TEXTURE_NON_POWER_OF_TWO
},
7355 {STATE_SAMPLER(7), {0, NULL
}, WINED3D_GL_NORMALIZED_TEXRECT
},
7356 {STATE_SAMPLER(7), {STATE_SAMPLER(7), sampler_texmatrix
}, WINED3D_GL_EXT_NONE
},
7357 {STATE_POINT_SIZE_ENABLE
, {STATE_RENDER(WINED3D_RS_FOGENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
7358 {0 /* Terminate */, {0, NULL
}, WINED3D_GL_EXT_NONE
},
7362 * - This currently depends on GL fixed function functions to set things
7363 * like light parameters. Ideally we'd use regular uniforms for that.
7364 * - In part because of the previous point, much of this is modelled after
7365 * GL fixed function, and has much of the same limitations. For example,
7366 * D3D spot lights are slightly different from GL spot lights.
7367 * - We can now implement drawing transformed vertices using the GLSL pipe,
7368 * instead of using the immediate mode fallback.
7369 * - Similarly, we don't need the fallback for certain combinations of
7370 * material sources anymore.
7371 * - Implement vertex blending and vertex tweening.
7372 * - Handle WINED3D_TSS_TEXCOORD_INDEX in the shader, instead of duplicating
7373 * attribute arrays in load_tex_coords().
7374 * - Per-vertex point sizes. */
7375 const struct wined3d_vertex_pipe_ops glsl_vertex_pipe
=
7377 glsl_vertex_pipe_vp_enable
,
7378 glsl_vertex_pipe_vp_get_caps
,
7379 glsl_vertex_pipe_vp_alloc
,
7380 glsl_vertex_pipe_vp_free
,
7381 glsl_vertex_pipe_vp_states
,
7384 static void glsl_fragment_pipe_enable(const struct wined3d_gl_info
*gl_info
, BOOL enable
)
7386 /* Nothing to do. */
7389 static void glsl_fragment_pipe_get_caps(const struct wined3d_gl_info
*gl_info
, struct fragment_caps
*caps
)
7391 caps
->wined3d_caps
= WINED3D_FRAGMENT_CAP_PROJ_CONTROL
7392 | WINED3D_FRAGMENT_CAP_SRGB_WRITE
;
7393 caps
->PrimitiveMiscCaps
= WINED3DPMISCCAPS_TSSARGTEMP
7394 | WINED3DPMISCCAPS_PERSTAGECONSTANT
;
7395 caps
->TextureOpCaps
= WINED3DTEXOPCAPS_DISABLE
7396 | WINED3DTEXOPCAPS_SELECTARG1
7397 | WINED3DTEXOPCAPS_SELECTARG2
7398 | WINED3DTEXOPCAPS_MODULATE4X
7399 | WINED3DTEXOPCAPS_MODULATE2X
7400 | WINED3DTEXOPCAPS_MODULATE
7401 | WINED3DTEXOPCAPS_ADDSIGNED2X
7402 | WINED3DTEXOPCAPS_ADDSIGNED
7403 | WINED3DTEXOPCAPS_ADD
7404 | WINED3DTEXOPCAPS_SUBTRACT
7405 | WINED3DTEXOPCAPS_ADDSMOOTH
7406 | WINED3DTEXOPCAPS_BLENDCURRENTALPHA
7407 | WINED3DTEXOPCAPS_BLENDFACTORALPHA
7408 | WINED3DTEXOPCAPS_BLENDTEXTUREALPHA
7409 | WINED3DTEXOPCAPS_BLENDDIFFUSEALPHA
7410 | WINED3DTEXOPCAPS_BLENDTEXTUREALPHAPM
7411 | WINED3DTEXOPCAPS_MODULATEALPHA_ADDCOLOR
7412 | WINED3DTEXOPCAPS_MODULATECOLOR_ADDALPHA
7413 | WINED3DTEXOPCAPS_MODULATEINVCOLOR_ADDALPHA
7414 | WINED3DTEXOPCAPS_MODULATEINVALPHA_ADDCOLOR
7415 | WINED3DTEXOPCAPS_DOTPRODUCT3
7416 | WINED3DTEXOPCAPS_MULTIPLYADD
7417 | WINED3DTEXOPCAPS_LERP
7418 | WINED3DTEXOPCAPS_BUMPENVMAP
7419 | WINED3DTEXOPCAPS_BUMPENVMAPLUMINANCE
;
7420 caps
->MaxTextureBlendStages
= 8;
7421 caps
->MaxSimultaneousTextures
= min(gl_info
->limits
.fragment_samplers
, 8);
7424 static void *glsl_fragment_pipe_alloc(const struct wined3d_shader_backend_ops
*shader_backend
, void *shader_priv
)
7426 struct shader_glsl_priv
*priv
;
7428 if (shader_backend
== &glsl_shader_backend
)
7432 if (wine_rb_init(&priv
->ffp_fragment_shaders
, &wined3d_ffp_frag_program_rb_functions
) == -1)
7434 ERR("Failed to initialize rbtree.\n");
7441 FIXME("GLSL fragment pipe without GLSL shader backend not implemented.\n");
7446 static void shader_glsl_free_ffp_fragment_shader(struct wine_rb_entry
*entry
, void *context
)
7448 struct glsl_ffp_fragment_shader
*shader
= WINE_RB_ENTRY_VALUE(entry
,
7449 struct glsl_ffp_fragment_shader
, entry
.entry
);
7450 struct glsl_shader_prog_link
*program
, *program2
;
7451 struct glsl_ffp_destroy_ctx
*ctx
= context
;
7453 LIST_FOR_EACH_ENTRY_SAFE(program
, program2
, &shader
->linked_programs
,
7454 struct glsl_shader_prog_link
, ps
.shader_entry
)
7456 delete_glsl_program_entry(ctx
->priv
, ctx
->gl_info
, program
);
7458 ctx
->gl_info
->gl_ops
.ext
.p_glDeleteShader(shader
->id
);
7459 HeapFree(GetProcessHeap(), 0, shader
);
7462 /* Context activation is done by the caller. */
7463 static void glsl_fragment_pipe_free(struct wined3d_device
*device
)
7465 struct shader_glsl_priv
*priv
= device
->fragment_priv
;
7466 struct glsl_ffp_destroy_ctx ctx
;
7469 ctx
.gl_info
= &device
->adapter
->gl_info
;
7470 wine_rb_destroy(&priv
->ffp_fragment_shaders
, shader_glsl_free_ffp_fragment_shader
, &ctx
);
7473 static void glsl_fragment_pipe_shader(struct wined3d_context
*context
,
7474 const struct wined3d_state
*state
, DWORD state_id
)
7476 context
->last_was_pshader
= use_ps(state
);
7478 context
->shader_update_mask
|= 1 << WINED3D_SHADER_TYPE_PIXEL
;
7481 static void glsl_fragment_pipe_fog(struct wined3d_context
*context
,
7482 const struct wined3d_state
*state
, DWORD state_id
)
7484 BOOL use_vshader
= use_vs(state
);
7485 enum fogsource new_source
;
7486 DWORD fogstart
= state
->render_states
[WINED3D_RS_FOGSTART
];
7487 DWORD fogend
= state
->render_states
[WINED3D_RS_FOGEND
];
7489 context
->shader_update_mask
|= 1 << WINED3D_SHADER_TYPE_PIXEL
;
7491 if (!state
->render_states
[WINED3D_RS_FOGENABLE
])
7494 if (state
->render_states
[WINED3D_RS_FOGTABLEMODE
] == WINED3D_FOG_NONE
)
7497 new_source
= FOGSOURCE_VS
;
7498 else if (state
->render_states
[WINED3D_RS_FOGVERTEXMODE
] == WINED3D_FOG_NONE
|| context
->stream_info
.position_transformed
)
7499 new_source
= FOGSOURCE_COORD
;
7501 new_source
= FOGSOURCE_FFP
;
7505 new_source
= FOGSOURCE_FFP
;
7508 if (new_source
!= context
->fog_source
|| fogstart
== fogend
)
7510 context
->fog_source
= new_source
;
7511 state_fogstartend(context
, state
, STATE_RENDER(WINED3D_RS_FOGSTART
));
7515 static void glsl_fragment_pipe_vdecl(struct wined3d_context
*context
,
7516 const struct wined3d_state
*state
, DWORD state_id
)
7518 if (!isStateDirty(context
, STATE_RENDER(WINED3D_RS_FOGENABLE
)))
7519 glsl_fragment_pipe_fog(context
, state
, state_id
);
7522 static void glsl_fragment_pipe_tex_transform(struct wined3d_context
*context
,
7523 const struct wined3d_state
*state
, DWORD state_id
)
7525 context
->shader_update_mask
|= 1 << WINED3D_SHADER_TYPE_PIXEL
;
7528 static void glsl_fragment_pipe_invalidate_constants(struct wined3d_context
*context
,
7529 const struct wined3d_state
*state
, DWORD state_id
)
7531 context
->constant_update_mask
|= WINED3D_SHADER_CONST_FFP_PS
;
7534 static const struct StateEntryTemplate glsl_fragment_pipe_state_template
[] =
7536 {STATE_VDECL
, {STATE_VDECL
, glsl_fragment_pipe_vdecl
}, WINED3D_GL_EXT_NONE
},
7537 {STATE_RENDER(WINED3D_RS_TEXTUREFACTOR
), {STATE_RENDER(WINED3D_RS_TEXTUREFACTOR
), glsl_fragment_pipe_invalidate_constants
}, WINED3D_GL_EXT_NONE
},
7538 {STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
7539 {STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
7540 {STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
7541 {STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
7542 {STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
7543 {STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
7544 {STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
7545 {STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
7546 {STATE_TEXTURESTAGE(0, WINED3D_TSS_RESULT_ARG
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
7547 {STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
7548 {STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
7549 {STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
7550 {STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
7551 {STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
7552 {STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
7553 {STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
7554 {STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
7555 {STATE_TEXTURESTAGE(1, WINED3D_TSS_RESULT_ARG
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
7556 {STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
7557 {STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
7558 {STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
7559 {STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
7560 {STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
7561 {STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
7562 {STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
7563 {STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
7564 {STATE_TEXTURESTAGE(2, WINED3D_TSS_RESULT_ARG
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
7565 {STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
7566 {STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
7567 {STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
7568 {STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
7569 {STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
7570 {STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
7571 {STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
7572 {STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
7573 {STATE_TEXTURESTAGE(3, WINED3D_TSS_RESULT_ARG
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
7574 {STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
7575 {STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
7576 {STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
7577 {STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
7578 {STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
7579 {STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
7580 {STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
7581 {STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
7582 {STATE_TEXTURESTAGE(4, WINED3D_TSS_RESULT_ARG
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
7583 {STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
7584 {STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
7585 {STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
7586 {STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
7587 {STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
7588 {STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
7589 {STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
7590 {STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
7591 {STATE_TEXTURESTAGE(5, WINED3D_TSS_RESULT_ARG
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
7592 {STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
7593 {STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
7594 {STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
7595 {STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
7596 {STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
7597 {STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
7598 {STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
7599 {STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
7600 {STATE_TEXTURESTAGE(6, WINED3D_TSS_RESULT_ARG
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
7601 {STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
7602 {STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
7603 {STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
7604 {STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
7605 {STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
7606 {STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
7607 {STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
7608 {STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
7609 {STATE_TEXTURESTAGE(7, WINED3D_TSS_RESULT_ARG
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
7610 {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), glsl_fragment_pipe_shader
}, WINED3D_GL_EXT_NONE
},
7611 {STATE_RENDER(WINED3D_RS_FOGENABLE
), {STATE_RENDER(WINED3D_RS_FOGENABLE
), glsl_fragment_pipe_fog
}, WINED3D_GL_EXT_NONE
},
7612 {STATE_RENDER(WINED3D_RS_FOGTABLEMODE
), {STATE_RENDER(WINED3D_RS_FOGENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
7613 {STATE_RENDER(WINED3D_RS_FOGVERTEXMODE
), {STATE_RENDER(WINED3D_RS_FOGENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
7614 {STATE_RENDER(WINED3D_RS_FOGSTART
), {STATE_RENDER(WINED3D_RS_FOGSTART
), state_fogstartend
}, WINED3D_GL_EXT_NONE
},
7615 {STATE_RENDER(WINED3D_RS_FOGEND
), {STATE_RENDER(WINED3D_RS_FOGSTART
), NULL
}, WINED3D_GL_EXT_NONE
},
7616 {STATE_RENDER(WINED3D_RS_SRGBWRITEENABLE
), {STATE_RENDER(WINED3D_RS_SRGBWRITEENABLE
), state_srgbwrite
}, ARB_FRAMEBUFFER_SRGB
},
7617 {STATE_RENDER(WINED3D_RS_SRGBWRITEENABLE
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
7618 {STATE_RENDER(WINED3D_RS_FOGCOLOR
), {STATE_RENDER(WINED3D_RS_FOGCOLOR
), state_fogcolor
}, WINED3D_GL_EXT_NONE
},
7619 {STATE_RENDER(WINED3D_RS_FOGDENSITY
), {STATE_RENDER(WINED3D_RS_FOGDENSITY
), state_fogdensity
}, WINED3D_GL_EXT_NONE
},
7620 {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
},
7621 {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
},
7622 {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
},
7623 {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
},
7624 {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
},
7625 {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
},
7626 {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
},
7627 {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
},
7628 {STATE_TEXTURESTAGE(0, WINED3D_TSS_CONSTANT
), {STATE_TEXTURESTAGE(0, WINED3D_TSS_CONSTANT
), glsl_fragment_pipe_invalidate_constants
}, WINED3D_GL_EXT_NONE
},
7629 {STATE_TEXTURESTAGE(1, WINED3D_TSS_CONSTANT
), {STATE_TEXTURESTAGE(1, WINED3D_TSS_CONSTANT
), glsl_fragment_pipe_invalidate_constants
}, WINED3D_GL_EXT_NONE
},
7630 {STATE_TEXTURESTAGE(2, WINED3D_TSS_CONSTANT
), {STATE_TEXTURESTAGE(2, WINED3D_TSS_CONSTANT
), glsl_fragment_pipe_invalidate_constants
}, WINED3D_GL_EXT_NONE
},
7631 {STATE_TEXTURESTAGE(3, WINED3D_TSS_CONSTANT
), {STATE_TEXTURESTAGE(3, WINED3D_TSS_CONSTANT
), glsl_fragment_pipe_invalidate_constants
}, WINED3D_GL_EXT_NONE
},
7632 {STATE_TEXTURESTAGE(4, WINED3D_TSS_CONSTANT
), {STATE_TEXTURESTAGE(4, WINED3D_TSS_CONSTANT
), glsl_fragment_pipe_invalidate_constants
}, WINED3D_GL_EXT_NONE
},
7633 {STATE_TEXTURESTAGE(5, WINED3D_TSS_CONSTANT
), {STATE_TEXTURESTAGE(5, WINED3D_TSS_CONSTANT
), glsl_fragment_pipe_invalidate_constants
}, WINED3D_GL_EXT_NONE
},
7634 {STATE_TEXTURESTAGE(6, WINED3D_TSS_CONSTANT
), {STATE_TEXTURESTAGE(6, WINED3D_TSS_CONSTANT
), glsl_fragment_pipe_invalidate_constants
}, WINED3D_GL_EXT_NONE
},
7635 {STATE_TEXTURESTAGE(7, WINED3D_TSS_CONSTANT
), {STATE_TEXTURESTAGE(7, WINED3D_TSS_CONSTANT
), glsl_fragment_pipe_invalidate_constants
}, WINED3D_GL_EXT_NONE
},
7636 {STATE_RENDER(WINED3D_RS_SPECULARENABLE
), {STATE_RENDER(WINED3D_RS_SPECULARENABLE
), glsl_fragment_pipe_invalidate_constants
}, WINED3D_GL_EXT_NONE
},
7637 {0 /* Terminate */, {0, 0 }, WINED3D_GL_EXT_NONE
},
7640 static BOOL
glsl_fragment_pipe_alloc_context_data(struct wined3d_context
*context
)
7645 static void glsl_fragment_pipe_free_context_data(struct wined3d_context
*context
)
7649 const struct fragment_pipeline glsl_fragment_pipe
=
7651 glsl_fragment_pipe_enable
,
7652 glsl_fragment_pipe_get_caps
,
7653 glsl_fragment_pipe_alloc
,
7654 glsl_fragment_pipe_free
,
7655 glsl_fragment_pipe_alloc_context_data
,
7656 glsl_fragment_pipe_free_context_data
,
7657 shader_glsl_color_fixup_supported
,
7658 glsl_fragment_pipe_state_template
,