2 * GLSL pixel and vertex shader implementation
4 * Copyright 2006 Jason Green
5 * Copyright 2006-2007 Henri Verbeet
6 * Copyright 2007-2009, 2013 Stefan Dösinger for CodeWeavers
7 * Copyright 2009-2011 Henri Verbeet for CodeWeavers
9 * This library is free software; you can redistribute it and/or
10 * modify it under the terms of the GNU Lesser General Public
11 * License as published by the Free Software Foundation; either
12 * version 2.1 of the License, or (at your option) any later version.
14 * This library is distributed in the hope that it will be useful,
15 * but WITHOUT ANY WARRANTY; without even the implied warranty of
16 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
17 * Lesser General Public License for more details.
19 * You should have received a copy of the GNU Lesser General Public
20 * License along with this library; if not, write to the Free Software
21 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
25 * D3D shader asm has swizzles on source parameters, and write masks for
26 * destination parameters. GLSL uses swizzles for both. The result of this is
27 * that for example "mov dst.xw, src.zyxw" becomes "dst.xw = src.zw" in GLSL.
28 * Ie, to generate a proper GLSL source swizzle, we need to take the D3D write
29 * mask for the destination parameter into account.
33 #include "wine/port.h"
41 #include "wined3d_private.h"
43 WINE_DEFAULT_DEBUG_CHANNEL(d3d_shader
);
44 WINE_DECLARE_DEBUG_CHANNEL(d3d
);
45 WINE_DECLARE_DEBUG_CHANNEL(winediag
);
47 #define WINED3D_GLSL_SAMPLE_PROJECTED 0x01
48 #define WINED3D_GLSL_SAMPLE_LOD 0x02
49 #define WINED3D_GLSL_SAMPLE_GRAD 0x04
50 #define WINED3D_GLSL_SAMPLE_LOAD 0x08
51 #define WINED3D_GLSL_SAMPLE_OFFSET 0x10
55 unsigned int coord_size
;
56 unsigned int resinfo_size
;
57 const char *type_part
;
59 resource_type_info
[] =
61 {0, 0, ""}, /* WINED3D_SHADER_RESOURCE_NONE */
62 {1, 1, "Buffer"}, /* WINED3D_SHADER_RESOURCE_BUFFER */
63 {1, 1, "1D"}, /* WINED3D_SHADER_RESOURCE_TEXTURE_1D */
64 {2, 2, "2D"}, /* WINED3D_SHADER_RESOURCE_TEXTURE_2D */
65 {2, 2, ""}, /* WINED3D_SHADER_RESOURCE_TEXTURE_2DMS */
66 {3, 3, "3D"}, /* WINED3D_SHADER_RESOURCE_TEXTURE_3D */
67 {3, 2, "Cube"}, /* WINED3D_SHADER_RESOURCE_TEXTURE_CUBE */
68 {2, 2, ""}, /* WINED3D_SHADER_RESOURCE_TEXTURE_1DARRAY */
69 {3, 3, "2DArray"}, /* WINED3D_SHADER_RESOURCE_TEXTURE_2DARRAY */
70 {3, 3, ""}, /* WINED3D_SHADER_RESOURCE_TEXTURE_2DMSARRAY */
71 {4, 3, ""}, /* WINED3D_SHADER_RESOURCE_TEXTURE_CUBEARRAY */
86 struct glsl_sample_function
88 struct wined3d_string_buffer
*name
;
89 unsigned int coord_mask
;
90 unsigned int deriv_mask
;
91 enum wined3d_data_type data_type
;
92 BOOL output_single_component
;
93 unsigned int offset_size
;
98 HEAP_NODE_TRAVERSE_LEFT
,
99 HEAP_NODE_TRAVERSE_RIGHT
,
103 struct constant_entry
106 unsigned int version
;
111 struct constant_entry
*entries
;
113 unsigned int *positions
;
117 /* GLSL shader private data */
118 struct shader_glsl_priv
120 struct wined3d_string_buffer shader_buffer
;
121 struct wined3d_string_buffer_list string_buffers
;
122 struct wine_rb_tree program_lookup
;
123 struct constant_heap vconst_heap
;
124 struct constant_heap pconst_heap
;
125 unsigned char *stack
;
126 UINT next_constant_version
;
128 const struct wined3d_vertex_pipe_ops
*vertex_pipe
;
129 const struct fragment_pipeline
*fragment_pipe
;
130 struct wine_rb_tree ffp_vertex_shaders
;
131 struct wine_rb_tree ffp_fragment_shaders
;
132 BOOL ffp_proj_control
;
133 BOOL legacy_lighting
;
136 struct glsl_vs_program
138 struct list shader_entry
;
140 GLenum vertex_color_clamp
;
141 GLint uniform_f_locations
[WINED3D_MAX_VS_CONSTS_F
];
142 GLint uniform_i_locations
[WINED3D_MAX_CONSTS_I
];
143 GLint uniform_b_locations
[WINED3D_MAX_CONSTS_B
];
144 GLint pos_fixup_location
;
146 GLint modelview_matrix_location
[MAX_VERTEX_BLENDS
];
147 GLint projection_matrix_location
;
148 GLint normal_matrix_location
;
149 GLint texture_matrix_location
[MAX_TEXTURES
];
150 GLint material_ambient_location
;
151 GLint material_diffuse_location
;
152 GLint material_specular_location
;
153 GLint material_emissive_location
;
154 GLint material_shininess_location
;
155 GLint light_ambient_location
;
170 } light_location
[MAX_ACTIVE_LIGHTS
];
171 GLint pointsize_location
;
172 GLint pointsize_min_location
;
173 GLint pointsize_max_location
;
174 GLint pointsize_c_att_location
;
175 GLint pointsize_l_att_location
;
176 GLint pointsize_q_att_location
;
177 GLint clip_planes_location
;
180 struct glsl_hs_program
182 struct list shader_entry
;
186 struct glsl_ds_program
188 struct list shader_entry
;
191 GLint pos_fixup_location
;
194 struct glsl_gs_program
196 struct list shader_entry
;
199 GLint pos_fixup_location
;
202 struct glsl_ps_program
204 struct list shader_entry
;
206 GLint uniform_f_locations
[WINED3D_MAX_PS_CONSTS_F
];
207 GLint uniform_i_locations
[WINED3D_MAX_CONSTS_I
];
208 GLint uniform_b_locations
[WINED3D_MAX_CONSTS_B
];
209 GLint bumpenv_mat_location
[MAX_TEXTURES
];
210 GLint bumpenv_lum_scale_location
[MAX_TEXTURES
];
211 GLint bumpenv_lum_offset_location
[MAX_TEXTURES
];
212 GLint tss_constant_location
[MAX_TEXTURES
];
213 GLint tex_factor_location
;
214 GLint specular_enable_location
;
215 GLint fog_color_location
;
216 GLint fog_density_location
;
217 GLint fog_end_location
;
218 GLint fog_scale_location
;
219 GLint alpha_test_ref_location
;
220 GLint ycorrection_location
;
221 GLint np2_fixup_location
;
222 GLint color_key_location
;
223 const struct ps_np2fixup_info
*np2_fixup_info
;
226 struct glsl_cs_program
228 struct list shader_entry
;
232 /* Struct to maintain data about a linked GLSL program */
233 struct glsl_shader_prog_link
235 struct wine_rb_entry program_lookup_entry
;
236 struct glsl_vs_program vs
;
237 struct glsl_hs_program hs
;
238 struct glsl_ds_program ds
;
239 struct glsl_gs_program gs
;
240 struct glsl_ps_program ps
;
241 struct glsl_cs_program cs
;
243 DWORD constant_update_mask
;
244 unsigned int constant_version
;
245 DWORD shader_controlled_clip_distances
: 1;
246 DWORD clip_distance_mask
: 8; /* MAX_CLIP_DISTANCES, 8 */
250 struct glsl_program_key
260 struct shader_glsl_ctx_priv
{
261 const struct vs_compile_args
*cur_vs_args
;
262 const struct ds_compile_args
*cur_ds_args
;
263 const struct ps_compile_args
*cur_ps_args
;
264 struct ps_np2fixup_info
*cur_np2fixup_info
;
265 struct wined3d_string_buffer_list
*string_buffers
;
268 struct glsl_context_data
270 struct glsl_shader_prog_link
*glsl_program
;
271 GLenum vertex_color_clamp
;
272 BOOL rasterization_disabled
;
275 struct glsl_ps_compiled_shader
277 struct ps_compile_args args
;
278 struct ps_np2fixup_info np2fixup
;
282 struct glsl_vs_compiled_shader
284 struct vs_compile_args args
;
288 struct glsl_hs_compiled_shader
293 struct glsl_ds_compiled_shader
295 struct ds_compile_args args
;
299 struct glsl_gs_compiled_shader
301 struct gs_compile_args args
;
305 struct glsl_cs_compiled_shader
310 struct glsl_shader_private
314 struct glsl_vs_compiled_shader
*vs
;
315 struct glsl_hs_compiled_shader
*hs
;
316 struct glsl_ds_compiled_shader
*ds
;
317 struct glsl_gs_compiled_shader
*gs
;
318 struct glsl_ps_compiled_shader
*ps
;
319 struct glsl_cs_compiled_shader
*cs
;
321 unsigned int num_gl_shaders
, shader_array_size
;
324 struct glsl_ffp_vertex_shader
326 struct wined3d_ffp_vs_desc desc
;
328 struct list linked_programs
;
331 struct glsl_ffp_fragment_shader
333 struct ffp_frag_desc entry
;
335 struct list linked_programs
;
338 struct glsl_ffp_destroy_ctx
340 struct shader_glsl_priv
*priv
;
341 const struct wined3d_gl_info
*gl_info
;
344 static void shader_glsl_generate_shader_epilogue(const struct wined3d_shader_context
*ctx
);
346 static const char *debug_gl_shader_type(GLenum type
)
350 #define WINED3D_TO_STR(u) case u: return #u
351 WINED3D_TO_STR(GL_VERTEX_SHADER
);
352 WINED3D_TO_STR(GL_TESS_CONTROL_SHADER
);
353 WINED3D_TO_STR(GL_TESS_EVALUATION_SHADER
);
354 WINED3D_TO_STR(GL_GEOMETRY_SHADER
);
355 WINED3D_TO_STR(GL_FRAGMENT_SHADER
);
356 WINED3D_TO_STR(GL_COMPUTE_SHADER
);
357 #undef WINED3D_TO_STR
359 return wine_dbg_sprintf("UNKNOWN(%#x)", type
);
363 static const char *shader_glsl_get_prefix(enum wined3d_shader_type type
)
367 case WINED3D_SHADER_TYPE_VERTEX
:
370 case WINED3D_SHADER_TYPE_HULL
:
373 case WINED3D_SHADER_TYPE_DOMAIN
:
376 case WINED3D_SHADER_TYPE_GEOMETRY
:
379 case WINED3D_SHADER_TYPE_PIXEL
:
382 case WINED3D_SHADER_TYPE_COMPUTE
:
386 FIXME("Unhandled shader type %#x.\n", type
);
391 static unsigned int shader_glsl_get_version(const struct wined3d_gl_info
*gl_info
)
393 if (gl_info
->glsl_version
>= MAKEDWORD_VERSION(4, 40))
395 else if (gl_info
->glsl_version
>= MAKEDWORD_VERSION(1, 50))
397 else if (gl_info
->glsl_version
>= MAKEDWORD_VERSION(1, 30))
403 static void shader_glsl_add_version_declaration(struct wined3d_string_buffer
*buffer
,
404 const struct wined3d_gl_info
*gl_info
)
406 shader_addline(buffer
, "#version %u\n", shader_glsl_get_version(gl_info
));
409 static void shader_glsl_append_imm_vec4(struct wined3d_string_buffer
*buffer
, const float *values
)
413 wined3d_ftoa(values
[0], str
[0]);
414 wined3d_ftoa(values
[1], str
[1]);
415 wined3d_ftoa(values
[2], str
[2]);
416 wined3d_ftoa(values
[3], str
[3]);
417 shader_addline(buffer
, "vec4(%s, %s, %s, %s)", str
[0], str
[1], str
[2], str
[3]);
420 static void shader_glsl_append_imm_ivec(struct wined3d_string_buffer
*buffer
,
421 const int *values
, unsigned int size
)
425 if (!size
|| size
> 4)
427 ERR("Invalid vector size %u.\n", size
);
432 shader_addline(buffer
, "ivec%u(", size
);
434 for (i
= 0; i
< size
; ++i
)
435 shader_addline(buffer
, i
? ", %#x" : "%#x", values
[i
]);
438 shader_addline(buffer
, ")");
441 static const char *get_info_log_line(const char **ptr
)
446 if (!(q
= strstr(p
, "\n")))
448 if (!*p
) return NULL
;
457 /* Context activation is done by the caller. */
458 void print_glsl_info_log(const struct wined3d_gl_info
*gl_info
, GLuint id
, BOOL program
)
463 if (!WARN_ON(d3d_shader
) && !FIXME_ON(d3d_shader
))
467 GL_EXTCALL(glGetProgramiv(id
, GL_INFO_LOG_LENGTH
, &length
));
469 GL_EXTCALL(glGetShaderiv(id
, GL_INFO_LOG_LENGTH
, &length
));
471 /* A size of 1 is just a null-terminated string, so the log should be bigger than
472 * that if there are errors. */
475 const char *ptr
, *line
;
477 log
= heap_alloc(length
);
478 /* The info log is supposed to be zero-terminated, but at least some
479 * versions of fglrx don't terminate the string properly. The reported
480 * length does include the terminator, so explicitly set it to zero
484 GL_EXTCALL(glGetProgramInfoLog(id
, length
, NULL
, log
));
486 GL_EXTCALL(glGetShaderInfoLog(id
, length
, NULL
, log
));
489 if (gl_info
->quirks
& WINED3D_QUIRK_INFO_LOG_SPAM
)
491 WARN("Info log received from GLSL shader #%u:\n", id
);
492 while ((line
= get_info_log_line(&ptr
))) WARN(" %.*s", (int)(ptr
- line
), line
);
496 FIXME("Info log received from GLSL shader #%u:\n", id
);
497 while ((line
= get_info_log_line(&ptr
))) FIXME(" %.*s", (int)(ptr
- line
), line
);
503 /* Context activation is done by the caller. */
504 static void shader_glsl_compile(const struct wined3d_gl_info
*gl_info
, GLuint shader
, const char *src
)
506 const char *ptr
, *line
;
508 TRACE("Compiling shader object %u.\n", shader
);
510 if (TRACE_ON(d3d_shader
))
513 while ((line
= get_info_log_line(&ptr
))) TRACE_(d3d_shader
)(" %.*s", (int)(ptr
- line
), line
);
516 GL_EXTCALL(glShaderSource(shader
, 1, &src
, NULL
));
517 checkGLcall("glShaderSource");
518 GL_EXTCALL(glCompileShader(shader
));
519 checkGLcall("glCompileShader");
520 print_glsl_info_log(gl_info
, shader
, FALSE
);
523 /* Context activation is done by the caller. */
524 static void shader_glsl_dump_program_source(const struct wined3d_gl_info
*gl_info
, GLuint program
)
526 GLint i
, shader_count
, source_size
= -1;
530 GL_EXTCALL(glGetProgramiv(program
, GL_ATTACHED_SHADERS
, &shader_count
));
531 if (!(shaders
= heap_calloc(shader_count
, sizeof(*shaders
))))
533 ERR("Failed to allocate shader array memory.\n");
537 GL_EXTCALL(glGetAttachedShaders(program
, shader_count
, NULL
, shaders
));
538 for (i
= 0; i
< shader_count
; ++i
)
540 const char *ptr
, *line
;
543 GL_EXTCALL(glGetShaderiv(shaders
[i
], GL_SHADER_SOURCE_LENGTH
, &tmp
));
545 if (source_size
< tmp
)
549 if (!(source
= heap_alloc_zero(tmp
)))
551 ERR("Failed to allocate %d bytes for shader source.\n", tmp
);
558 FIXME("Shader %u:\n", shaders
[i
]);
559 GL_EXTCALL(glGetShaderiv(shaders
[i
], GL_SHADER_TYPE
, &tmp
));
560 FIXME(" GL_SHADER_TYPE: %s.\n", debug_gl_shader_type(tmp
));
561 GL_EXTCALL(glGetShaderiv(shaders
[i
], GL_COMPILE_STATUS
, &tmp
));
562 FIXME(" GL_COMPILE_STATUS: %d.\n", tmp
);
566 GL_EXTCALL(glGetShaderSource(shaders
[i
], source_size
, NULL
, source
));
567 while ((line
= get_info_log_line(&ptr
))) FIXME(" %.*s", (int)(ptr
- line
), line
);
575 /* Context activation is done by the caller. */
576 void shader_glsl_validate_link(const struct wined3d_gl_info
*gl_info
, GLuint program
)
580 if (!TRACE_ON(d3d_shader
) && !FIXME_ON(d3d_shader
))
583 GL_EXTCALL(glGetProgramiv(program
, GL_LINK_STATUS
, &tmp
));
586 FIXME("Program %u link status invalid.\n", program
);
587 shader_glsl_dump_program_source(gl_info
, program
);
590 print_glsl_info_log(gl_info
, program
, TRUE
);
593 static BOOL
shader_glsl_use_layout_qualifier(const struct wined3d_gl_info
*gl_info
)
595 /* Layout qualifiers were introduced in GLSL 1.40. The Nvidia Legacy GPU
596 * driver (series 340.xx) doesn't parse layout qualifiers in older GLSL
598 return shader_glsl_get_version(gl_info
) >= 140;
601 static BOOL
shader_glsl_use_layout_binding_qualifier(const struct wined3d_gl_info
*gl_info
)
603 return gl_info
->supported
[ARB_SHADING_LANGUAGE_420PACK
] && shader_glsl_use_layout_qualifier(gl_info
);
606 static void shader_glsl_init_uniform_block_bindings(const struct wined3d_gl_info
*gl_info
,
607 struct shader_glsl_priv
*priv
, GLuint program_id
,
608 const struct wined3d_shader_reg_maps
*reg_maps
)
610 const char *prefix
= shader_glsl_get_prefix(reg_maps
->shader_version
.type
);
611 struct wined3d_string_buffer
*name
;
612 unsigned int i
, base
, count
;
615 if (shader_glsl_use_layout_binding_qualifier(gl_info
))
618 name
= string_buffer_get(&priv
->string_buffers
);
619 wined3d_gl_limits_get_uniform_block_range(&gl_info
->limits
, reg_maps
->shader_version
.type
, &base
, &count
);
620 for (i
= 0; i
< count
; ++i
)
622 if (!reg_maps
->cb_sizes
[i
])
625 string_buffer_sprintf(name
, "block_%s_cb%u", prefix
, i
);
626 block_idx
= GL_EXTCALL(glGetUniformBlockIndex(program_id
, name
->buffer
));
627 GL_EXTCALL(glUniformBlockBinding(program_id
, block_idx
, base
+ i
));
629 checkGLcall("glUniformBlockBinding");
630 string_buffer_release(&priv
->string_buffers
, name
);
633 /* Context activation is done by the caller. */
634 static void shader_glsl_load_samplers_range(const struct wined3d_gl_info
*gl_info
,
635 struct shader_glsl_priv
*priv
, GLuint program_id
, const char *prefix
,
636 unsigned int base
, unsigned int count
, const DWORD
*tex_unit_map
)
638 struct wined3d_string_buffer
*sampler_name
= string_buffer_get(&priv
->string_buffers
);
639 unsigned int i
, mapped_unit
;
642 for (i
= 0; i
< count
; ++i
)
644 string_buffer_sprintf(sampler_name
, "%s_sampler%u", prefix
, i
);
645 name_loc
= GL_EXTCALL(glGetUniformLocation(program_id
, sampler_name
->buffer
));
649 mapped_unit
= tex_unit_map
? tex_unit_map
[base
+ i
] : base
+ i
;
650 if (mapped_unit
== WINED3D_UNMAPPED_STAGE
|| mapped_unit
>= gl_info
->limits
.combined_samplers
)
652 ERR("Trying to load sampler %s on unsupported unit %u.\n", sampler_name
->buffer
, mapped_unit
);
656 TRACE("Loading sampler %s on unit %u.\n", sampler_name
->buffer
, mapped_unit
);
657 GL_EXTCALL(glUniform1i(name_loc
, mapped_unit
));
659 checkGLcall("Load sampler bindings");
660 string_buffer_release(&priv
->string_buffers
, sampler_name
);
663 static unsigned int shader_glsl_map_tex_unit(const struct wined3d_context
*context
,
664 const struct wined3d_shader_version
*shader_version
, unsigned int sampler_idx
)
666 const DWORD
*tex_unit_map
;
667 unsigned int base
, count
;
669 tex_unit_map
= context_get_tex_unit_mapping(context
, shader_version
, &base
, &count
);
670 if (sampler_idx
>= count
)
671 return WINED3D_UNMAPPED_STAGE
;
673 return base
+ sampler_idx
;
674 return tex_unit_map
[base
+ sampler_idx
];
677 static void shader_glsl_append_sampler_binding_qualifier(struct wined3d_string_buffer
*buffer
,
678 const struct wined3d_context
*context
, const struct wined3d_shader_version
*shader_version
,
679 unsigned int sampler_idx
)
681 unsigned int mapped_unit
= shader_glsl_map_tex_unit(context
, shader_version
, sampler_idx
);
682 if (mapped_unit
!= WINED3D_UNMAPPED_STAGE
)
683 shader_addline(buffer
, "layout(binding = %u)\n", mapped_unit
);
685 ERR("Unmapped sampler %u.\n", sampler_idx
);
688 /* Context activation is done by the caller. */
689 static void shader_glsl_load_samplers(const struct wined3d_context
*context
,
690 struct shader_glsl_priv
*priv
, GLuint program_id
, const struct wined3d_shader_reg_maps
*reg_maps
)
692 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
693 const struct wined3d_shader_version
*shader_version
;
694 const DWORD
*tex_unit_map
;
695 unsigned int base
, count
;
698 if (shader_glsl_use_layout_binding_qualifier(gl_info
))
701 shader_version
= reg_maps
? ®_maps
->shader_version
: NULL
;
702 prefix
= shader_glsl_get_prefix(shader_version
? shader_version
->type
: WINED3D_SHADER_TYPE_PIXEL
);
703 tex_unit_map
= context_get_tex_unit_mapping(context
, shader_version
, &base
, &count
);
704 shader_glsl_load_samplers_range(gl_info
, priv
, program_id
, prefix
, base
, count
, tex_unit_map
);
707 static void shader_glsl_load_icb(const struct wined3d_gl_info
*gl_info
, struct shader_glsl_priv
*priv
,
708 GLuint program_id
, const struct wined3d_shader_reg_maps
*reg_maps
)
710 const struct wined3d_shader_immediate_constant_buffer
*icb
= reg_maps
->icb
;
714 struct wined3d_string_buffer
*icb_name
= string_buffer_get(&priv
->string_buffers
);
715 const char *prefix
= shader_glsl_get_prefix(reg_maps
->shader_version
.type
);
718 string_buffer_sprintf(icb_name
, "%s_icb", prefix
);
719 icb_location
= GL_EXTCALL(glGetUniformLocation(program_id
, icb_name
->buffer
));
720 GL_EXTCALL(glUniform4fv(icb_location
, icb
->vec4_count
, (const GLfloat
*)icb
->data
));
721 checkGLcall("Load immediate constant buffer");
723 string_buffer_release(&priv
->string_buffers
, icb_name
);
727 /* Context activation is done by the caller. */
728 static void shader_glsl_load_images(const struct wined3d_gl_info
*gl_info
, struct shader_glsl_priv
*priv
,
729 GLuint program_id
, const struct wined3d_shader_reg_maps
*reg_maps
)
731 const char *prefix
= shader_glsl_get_prefix(reg_maps
->shader_version
.type
);
732 struct wined3d_string_buffer
*name
;
736 if (shader_glsl_use_layout_binding_qualifier(gl_info
))
739 name
= string_buffer_get(&priv
->string_buffers
);
740 for (i
= 0; i
< MAX_UNORDERED_ACCESS_VIEWS
; ++i
)
742 if (!reg_maps
->uav_resource_info
[i
].type
)
745 string_buffer_sprintf(name
, "%s_image%u", prefix
, i
);
746 location
= GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
750 TRACE("Loading image %s on unit %u.\n", name
->buffer
, i
);
751 GL_EXTCALL(glUniform1i(location
, i
));
753 checkGLcall("Load image bindings");
754 string_buffer_release(&priv
->string_buffers
, name
);
757 /* Context activation is done by the caller. */
758 static void shader_glsl_load_program_resources(const struct wined3d_context
*context
,
759 struct shader_glsl_priv
*priv
, GLuint program_id
, const struct wined3d_shader
*shader
)
761 const struct wined3d_shader_reg_maps
*reg_maps
= &shader
->reg_maps
;
763 shader_glsl_init_uniform_block_bindings(context
->gl_info
, priv
, program_id
, reg_maps
);
764 shader_glsl_load_icb(context
->gl_info
, priv
, program_id
, reg_maps
);
765 /* Texture unit mapping is set up to be the same each time the shader
766 * program is used so we can hardcode the sampler uniform values. */
767 shader_glsl_load_samplers(context
, priv
, program_id
, reg_maps
);
770 static void append_transform_feedback_varying(const char **varyings
, unsigned int *varying_count
,
771 char **strings
, unsigned int *strings_length
, struct wined3d_string_buffer
*buffer
)
773 if (varyings
&& *strings
)
775 char *ptr
= *strings
;
777 varyings
[*varying_count
] = ptr
;
779 memcpy(ptr
, buffer
->buffer
, buffer
->content_size
+ 1);
780 ptr
+= buffer
->content_size
+ 1;
785 *strings_length
+= buffer
->content_size
+ 1;
789 static void append_transform_feedback_skip_components(const char **varyings
,
790 unsigned int *varying_count
, char **strings
, unsigned int *strings_length
,
791 struct wined3d_string_buffer
*buffer
, unsigned int component_count
)
795 for (j
= 0; j
< component_count
/ 4; ++j
)
797 string_buffer_sprintf(buffer
, "gl_SkipComponents4");
798 append_transform_feedback_varying(varyings
, varying_count
, strings
, strings_length
, buffer
);
800 if (component_count
% 4)
802 string_buffer_sprintf(buffer
, "gl_SkipComponents%u", component_count
% 4);
803 append_transform_feedback_varying(varyings
, varying_count
, strings
, strings_length
, buffer
);
807 static BOOL
shader_glsl_generate_transform_feedback_varyings(const struct wined3d_stream_output_desc
*so_desc
,
808 struct wined3d_string_buffer
*buffer
, const char **varyings
, unsigned int *varying_count
,
809 char *strings
, unsigned int *strings_length
, GLenum buffer_mode
)
811 unsigned int i
, buffer_idx
, count
, length
, highest_output_slot
, stride
;
812 BOOL have_varyings_to_record
= FALSE
;
815 highest_output_slot
= 0;
816 for (buffer_idx
= 0; buffer_idx
< WINED3D_MAX_STREAM_OUTPUT_BUFFERS
; ++buffer_idx
)
820 for (i
= 0; i
< so_desc
->element_count
; ++i
)
822 const struct wined3d_stream_output_element
*e
= &so_desc
->elements
[i
];
824 highest_output_slot
= max(highest_output_slot
, e
->output_slot
);
825 if (e
->output_slot
!= buffer_idx
)
830 FIXME("Unhandled stream %u.\n", e
->stream_idx
);
834 stride
+= e
->component_count
;
836 if (e
->register_idx
== WINED3D_STREAM_OUTPUT_GAP
)
838 append_transform_feedback_skip_components(varyings
, &count
,
839 &strings
, &length
, buffer
, e
->component_count
);
843 if (e
->component_idx
|| e
->component_count
!= 4)
845 if (so_desc
->rasterizer_stream_idx
!= WINED3D_NO_RASTERIZER_STREAM
)
847 FIXME("Unsupported component range %u-%u.\n", e
->component_idx
, e
->component_count
);
848 append_transform_feedback_skip_components(varyings
, &count
,
849 &strings
, &length
, buffer
, e
->component_count
);
853 string_buffer_sprintf(buffer
, "shader_in_out.reg%u_%u_%u",
854 e
->register_idx
, e
->component_idx
, e
->component_idx
+ e
->component_count
- 1);
855 append_transform_feedback_varying(varyings
, &count
, &strings
, &length
, buffer
);
859 string_buffer_sprintf(buffer
, "shader_in_out.reg%u", e
->register_idx
);
860 append_transform_feedback_varying(varyings
, &count
, &strings
, &length
, buffer
);
863 have_varyings_to_record
= TRUE
;
866 if (buffer_idx
< so_desc
->buffer_stride_count
867 && stride
< so_desc
->buffer_strides
[buffer_idx
] / 4)
869 unsigned int component_count
= so_desc
->buffer_strides
[buffer_idx
] / 4 - stride
;
870 append_transform_feedback_skip_components(varyings
, &count
,
871 &strings
, &length
, buffer
, component_count
);
874 if (highest_output_slot
<= buffer_idx
)
877 if (buffer_mode
== GL_INTERLEAVED_ATTRIBS
)
879 string_buffer_sprintf(buffer
, "gl_NextBuffer");
880 append_transform_feedback_varying(varyings
, &count
, &strings
, &length
, buffer
);
885 *varying_count
= count
;
887 *strings_length
= length
;
889 return have_varyings_to_record
;
892 static void shader_glsl_init_transform_feedback(const struct wined3d_context
*context
,
893 struct shader_glsl_priv
*priv
, GLuint program_id
, struct wined3d_shader
*shader
)
895 const struct wined3d_stream_output_desc
*so_desc
= &shader
->u
.gs
.so_desc
;
896 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
897 struct wined3d_string_buffer
*buffer
;
898 unsigned int i
, count
, length
;
899 const char **varyings
;
903 if (!so_desc
->element_count
)
906 if (gl_info
->supported
[ARB_TRANSFORM_FEEDBACK3
])
908 mode
= GL_INTERLEAVED_ATTRIBS
;
912 unsigned int element_count
[WINED3D_MAX_STREAM_OUTPUT_BUFFERS
] = {0};
914 for (i
= 0; i
< so_desc
->element_count
; ++i
)
916 if (so_desc
->elements
[i
].register_idx
== WINED3D_STREAM_OUTPUT_GAP
)
918 FIXME("ARB_transform_feedback3 is needed for stream output gaps.\n");
921 ++element_count
[so_desc
->elements
[i
].output_slot
];
924 if (element_count
[0] == so_desc
->element_count
)
926 mode
= GL_INTERLEAVED_ATTRIBS
;
930 mode
= GL_SEPARATE_ATTRIBS
;
931 for (i
= 0; i
< ARRAY_SIZE(element_count
); ++i
)
933 if (element_count
[i
] != 1)
936 for (; i
< ARRAY_SIZE(element_count
); ++i
)
938 if (element_count
[i
])
940 FIXME("Only single element per buffer is allowed in separate mode.\n");
947 buffer
= string_buffer_get(&priv
->string_buffers
);
949 if (!shader_glsl_generate_transform_feedback_varyings(so_desc
, buffer
, NULL
, &count
, NULL
, &length
, mode
))
951 FIXME("No varyings to record, disabling transform feedback.\n");
952 shader
->u
.gs
.so_desc
.element_count
= 0;
953 string_buffer_release(&priv
->string_buffers
, buffer
);
957 if (!(varyings
= heap_calloc(count
, sizeof(*varyings
))))
959 ERR("Out of memory.\n");
960 string_buffer_release(&priv
->string_buffers
, buffer
);
963 if (!(strings
= heap_calloc(length
, sizeof(*strings
))))
965 ERR("Out of memory.\n");
967 string_buffer_release(&priv
->string_buffers
, buffer
);
971 shader_glsl_generate_transform_feedback_varyings(so_desc
, buffer
, varyings
, NULL
, strings
, NULL
, mode
);
972 GL_EXTCALL(glTransformFeedbackVaryings(program_id
, count
, varyings
, mode
));
973 checkGLcall("glTransformFeedbackVaryings");
977 string_buffer_release(&priv
->string_buffers
, buffer
);
980 /* Context activation is done by the caller. */
981 static inline void walk_constant_heap(const struct wined3d_gl_info
*gl_info
, const struct wined3d_vec4
*constants
,
982 const GLint
*constant_locations
, const struct constant_heap
*heap
, unsigned char *stack
, DWORD version
)
984 unsigned int start
= ~0U, end
= 0;
986 unsigned int heap_idx
= 1;
989 if (heap
->entries
[heap_idx
].version
<= version
) return;
991 idx
= heap
->entries
[heap_idx
].idx
;
992 if (constant_locations
[idx
] != -1)
994 stack
[stack_idx
] = HEAP_NODE_TRAVERSE_LEFT
;
996 while (stack_idx
>= 0)
998 /* Note that we fall through to the next case statement. */
999 switch(stack
[stack_idx
])
1001 case HEAP_NODE_TRAVERSE_LEFT
:
1003 unsigned int left_idx
= heap_idx
<< 1;
1004 if (left_idx
< heap
->size
&& heap
->entries
[left_idx
].version
> version
)
1006 heap_idx
= left_idx
;
1007 idx
= heap
->entries
[heap_idx
].idx
;
1008 if (constant_locations
[idx
] != -1)
1016 stack
[stack_idx
++] = HEAP_NODE_TRAVERSE_RIGHT
;
1017 stack
[stack_idx
] = HEAP_NODE_TRAVERSE_LEFT
;
1022 case HEAP_NODE_TRAVERSE_RIGHT
:
1024 unsigned int right_idx
= (heap_idx
<< 1) + 1;
1025 if (right_idx
< heap
->size
&& heap
->entries
[right_idx
].version
> version
)
1027 heap_idx
= right_idx
;
1028 idx
= heap
->entries
[heap_idx
].idx
;
1029 if (constant_locations
[idx
] != -1)
1037 stack
[stack_idx
++] = HEAP_NODE_POP
;
1038 stack
[stack_idx
] = HEAP_NODE_TRAVERSE_LEFT
;
1050 GL_EXTCALL(glUniform4fv(constant_locations
[start
], end
- start
+ 1, &constants
[start
].x
));
1051 checkGLcall("walk_constant_heap()");
1054 /* Context activation is done by the caller. */
1055 static inline void apply_clamped_constant(const struct wined3d_gl_info
*gl_info
,
1056 GLint location
, const struct wined3d_vec4
*data
)
1058 GLfloat clamped_constant
[4];
1060 if (location
== -1) return;
1062 clamped_constant
[0] = data
->x
< -1.0f
? -1.0f
: data
->x
> 1.0f
? 1.0f
: data
->x
;
1063 clamped_constant
[1] = data
->y
< -1.0f
? -1.0f
: data
->y
> 1.0f
? 1.0f
: data
->y
;
1064 clamped_constant
[2] = data
->z
< -1.0f
? -1.0f
: data
->z
> 1.0f
? 1.0f
: data
->z
;
1065 clamped_constant
[3] = data
->w
< -1.0f
? -1.0f
: data
->w
> 1.0f
? 1.0f
: data
->w
;
1067 GL_EXTCALL(glUniform4fv(location
, 1, clamped_constant
));
1070 /* Context activation is done by the caller. */
1071 static inline void walk_constant_heap_clamped(const struct wined3d_gl_info
*gl_info
,
1072 const struct wined3d_vec4
*constants
, const GLint
*constant_locations
,
1073 const struct constant_heap
*heap
, unsigned char *stack
, DWORD version
)
1076 unsigned int heap_idx
= 1;
1079 if (heap
->entries
[heap_idx
].version
<= version
) return;
1081 idx
= heap
->entries
[heap_idx
].idx
;
1082 apply_clamped_constant(gl_info
, constant_locations
[idx
], &constants
[idx
]);
1083 stack
[stack_idx
] = HEAP_NODE_TRAVERSE_LEFT
;
1085 while (stack_idx
>= 0)
1087 /* Note that we fall through to the next case statement. */
1088 switch(stack
[stack_idx
])
1090 case HEAP_NODE_TRAVERSE_LEFT
:
1092 unsigned int left_idx
= heap_idx
<< 1;
1093 if (left_idx
< heap
->size
&& heap
->entries
[left_idx
].version
> version
)
1095 heap_idx
= left_idx
;
1096 idx
= heap
->entries
[heap_idx
].idx
;
1097 apply_clamped_constant(gl_info
, constant_locations
[idx
], &constants
[idx
]);
1099 stack
[stack_idx
++] = HEAP_NODE_TRAVERSE_RIGHT
;
1100 stack
[stack_idx
] = HEAP_NODE_TRAVERSE_LEFT
;
1105 case HEAP_NODE_TRAVERSE_RIGHT
:
1107 unsigned int right_idx
= (heap_idx
<< 1) + 1;
1108 if (right_idx
< heap
->size
&& heap
->entries
[right_idx
].version
> version
)
1110 heap_idx
= right_idx
;
1111 idx
= heap
->entries
[heap_idx
].idx
;
1112 apply_clamped_constant(gl_info
, constant_locations
[idx
], &constants
[idx
]);
1114 stack
[stack_idx
++] = HEAP_NODE_POP
;
1115 stack
[stack_idx
] = HEAP_NODE_TRAVERSE_LEFT
;
1126 checkGLcall("walk_constant_heap_clamped()");
1129 /* Context activation is done by the caller. */
1130 static void shader_glsl_load_constants_f(const struct wined3d_shader
*shader
, const struct wined3d_gl_info
*gl_info
,
1131 const struct wined3d_vec4
*constants
, const GLint
*constant_locations
, const struct constant_heap
*heap
,
1132 unsigned char *stack
, unsigned int version
)
1134 const struct wined3d_shader_lconst
*lconst
;
1136 /* 1.X pshaders have the constants clamped to [-1;1] implicitly. */
1137 if (shader
->reg_maps
.shader_version
.major
== 1
1138 && shader
->reg_maps
.shader_version
.type
== WINED3D_SHADER_TYPE_PIXEL
)
1139 walk_constant_heap_clamped(gl_info
, constants
, constant_locations
, heap
, stack
, version
);
1141 walk_constant_heap(gl_info
, constants
, constant_locations
, heap
, stack
, version
);
1143 if (!shader
->load_local_constsF
)
1145 TRACE("No need to load local float constants for this shader.\n");
1149 /* Immediate constants are clamped to [-1;1] at shader creation time if needed */
1150 LIST_FOR_EACH_ENTRY(lconst
, &shader
->constantsF
, struct wined3d_shader_lconst
, entry
)
1152 GL_EXTCALL(glUniform4fv(constant_locations
[lconst
->idx
], 1, (const GLfloat
*)lconst
->value
));
1154 checkGLcall("glUniform4fv()");
1157 /* Context activation is done by the caller. */
1158 static void shader_glsl_load_constants_i(const struct wined3d_shader
*shader
, const struct wined3d_gl_info
*gl_info
,
1159 const struct wined3d_ivec4
*constants
, const GLint locations
[WINED3D_MAX_CONSTS_I
], WORD constants_set
)
1164 for (i
= 0; constants_set
; constants_set
>>= 1, ++i
)
1166 if (!(constants_set
& 1)) continue;
1168 /* We found this uniform name in the program - go ahead and send the data */
1169 GL_EXTCALL(glUniform4iv(locations
[i
], 1, &constants
[i
].x
));
1172 /* Load immediate constants */
1173 ptr
= list_head(&shader
->constantsI
);
1176 const struct wined3d_shader_lconst
*lconst
= LIST_ENTRY(ptr
, const struct wined3d_shader_lconst
, entry
);
1177 unsigned int idx
= lconst
->idx
;
1178 const GLint
*values
= (const GLint
*)lconst
->value
;
1180 /* We found this uniform name in the program - go ahead and send the data */
1181 GL_EXTCALL(glUniform4iv(locations
[idx
], 1, values
));
1182 ptr
= list_next(&shader
->constantsI
, ptr
);
1184 checkGLcall("glUniform4iv()");
1187 /* Context activation is done by the caller. */
1188 static void shader_glsl_load_constantsB(const struct wined3d_shader
*shader
, const struct wined3d_gl_info
*gl_info
,
1189 const GLint locations
[WINED3D_MAX_CONSTS_B
], const BOOL
*constants
, WORD constants_set
)
1194 for (i
= 0; constants_set
; constants_set
>>= 1, ++i
)
1196 if (!(constants_set
& 1)) continue;
1198 GL_EXTCALL(glUniform1iv(locations
[i
], 1, &constants
[i
]));
1201 /* Load immediate constants */
1202 ptr
= list_head(&shader
->constantsB
);
1205 const struct wined3d_shader_lconst
*lconst
= LIST_ENTRY(ptr
, const struct wined3d_shader_lconst
, entry
);
1206 unsigned int idx
= lconst
->idx
;
1207 const GLint
*values
= (const GLint
*)lconst
->value
;
1209 GL_EXTCALL(glUniform1iv(locations
[idx
], 1, values
));
1210 ptr
= list_next(&shader
->constantsB
, ptr
);
1212 checkGLcall("glUniform1iv()");
1215 static void reset_program_constant_version(struct wine_rb_entry
*entry
, void *context
)
1217 WINE_RB_ENTRY_VALUE(entry
, struct glsl_shader_prog_link
, program_lookup_entry
)->constant_version
= 0;
1220 /* Context activation is done by the caller (state handler). */
1221 static void shader_glsl_load_np2fixup_constants(const struct glsl_ps_program
*ps
,
1222 const struct wined3d_gl_info
*gl_info
, const struct wined3d_state
*state
)
1228 np2fixup_constants
[MAX_FRAGMENT_SAMPLERS
];
1229 UINT fixup
= ps
->np2_fixup_info
->active
;
1232 for (i
= 0; fixup
; fixup
>>= 1, ++i
)
1234 const struct wined3d_texture
*tex
= state
->textures
[i
];
1235 unsigned char idx
= ps
->np2_fixup_info
->idx
[i
];
1239 ERR("Nonexistent texture is flagged for NP2 texcoord fixup.\n");
1243 np2fixup_constants
[idx
].sx
= tex
->pow2_matrix
[0];
1244 np2fixup_constants
[idx
].sy
= tex
->pow2_matrix
[5];
1247 GL_EXTCALL(glUniform4fv(ps
->np2_fixup_location
, ps
->np2_fixup_info
->num_consts
, &np2fixup_constants
[0].sx
));
1250 /* Taken and adapted from Mesa. */
1251 static BOOL
invert_matrix_3d(struct wined3d_matrix
*out
, const struct wined3d_matrix
*in
)
1253 float pos
, neg
, t
, det
;
1254 struct wined3d_matrix temp
;
1256 /* Calculate the determinant of upper left 3x3 submatrix and
1257 * determine if the matrix is singular. */
1259 t
= in
->_11
* in
->_22
* in
->_33
;
1265 t
= in
->_21
* in
->_32
* in
->_13
;
1270 t
= in
->_31
* in
->_12
* in
->_23
;
1276 t
= -in
->_31
* in
->_22
* in
->_13
;
1281 t
= -in
->_21
* in
->_12
* in
->_33
;
1287 t
= -in
->_11
* in
->_32
* in
->_23
;
1295 if (fabsf(det
) < 1e-25f
)
1299 temp
._11
= (in
->_22
* in
->_33
- in
->_32
* in
->_23
) * det
;
1300 temp
._12
= -(in
->_12
* in
->_33
- in
->_32
* in
->_13
) * det
;
1301 temp
._13
= (in
->_12
* in
->_23
- in
->_22
* in
->_13
) * det
;
1302 temp
._21
= -(in
->_21
* in
->_33
- in
->_31
* in
->_23
) * det
;
1303 temp
._22
= (in
->_11
* in
->_33
- in
->_31
* in
->_13
) * det
;
1304 temp
._23
= -(in
->_11
* in
->_23
- in
->_21
* in
->_13
) * det
;
1305 temp
._31
= (in
->_21
* in
->_32
- in
->_31
* in
->_22
) * det
;
1306 temp
._32
= -(in
->_11
* in
->_32
- in
->_31
* in
->_12
) * det
;
1307 temp
._33
= (in
->_11
* in
->_22
- in
->_21
* in
->_12
) * det
;
1313 static void swap_rows(float **a
, float **b
)
1321 static BOOL
invert_matrix(struct wined3d_matrix
*out
, const struct wined3d_matrix
*m
)
1324 float m0
, m1
, m2
, m3
, s
;
1325 float *r0
, *r1
, *r2
, *r3
;
1337 r0
[5] = r0
[6] = r0
[7] = 0.0f
;
1344 r1
[4] = r1
[6] = r1
[7] = 0.0f
;
1351 r2
[4] = r2
[5] = r2
[7] = 0.0f
;
1358 r3
[4] = r3
[5] = r3
[6] = 0.0f
;
1360 /* Choose pivot - or die. */
1361 if (fabsf(r3
[0]) > fabsf(r2
[0]))
1362 swap_rows(&r3
, &r2
);
1363 if (fabsf(r2
[0]) > fabsf(r1
[0]))
1364 swap_rows(&r2
, &r1
);
1365 if (fabsf(r1
[0]) > fabsf(r0
[0]))
1366 swap_rows(&r1
, &r0
);
1370 /* Eliminate first variable. */
1371 m1
= r1
[0] / r0
[0]; m2
= r2
[0] / r0
[0]; m3
= r3
[0] / r0
[0];
1372 s
= r0
[1]; r1
[1] -= m1
* s
; r2
[1] -= m2
* s
; r3
[1] -= m3
* s
;
1373 s
= r0
[2]; r1
[2] -= m1
* s
; r2
[2] -= m2
* s
; r3
[2] -= m3
* s
;
1374 s
= r0
[3]; r1
[3] -= m1
* s
; r2
[3] -= m2
* s
; r3
[3] -= m3
* s
;
1404 /* Choose pivot - or die. */
1405 if (fabsf(r3
[1]) > fabsf(r2
[1]))
1406 swap_rows(&r3
, &r2
);
1407 if (fabsf(r2
[1]) > fabsf(r1
[1]))
1408 swap_rows(&r2
, &r1
);
1412 /* Eliminate second variable. */
1413 m2
= r2
[1] / r1
[1]; m3
= r3
[1] / r1
[1];
1414 r2
[2] -= m2
* r1
[2]; r3
[2] -= m3
* r1
[2];
1415 r2
[3] -= m2
* r1
[3]; r3
[3] -= m3
* r1
[3];
1441 /* Choose pivot - or die. */
1442 if (fabsf(r3
[2]) > fabsf(r2
[2]))
1443 swap_rows(&r3
, &r2
);
1447 /* Eliminate third variable. */
1449 r3
[3] -= m3
* r2
[3];
1450 r3
[4] -= m3
* r2
[4];
1451 r3
[5] -= m3
* r2
[5];
1452 r3
[6] -= m3
* r2
[6];
1453 r3
[7] -= m3
* r2
[7];
1459 /* Back substitute row 3. */
1466 /* Back substitute row 2. */
1469 r2
[4] = s
* (r2
[4] - r3
[4] * m2
);
1470 r2
[5] = s
* (r2
[5] - r3
[5] * m2
);
1471 r2
[6] = s
* (r2
[6] - r3
[6] * m2
);
1472 r2
[7] = s
* (r2
[7] - r3
[7] * m2
);
1474 r1
[4] -= r3
[4] * m1
;
1475 r1
[5] -= r3
[5] * m1
;
1476 r1
[6] -= r3
[6] * m1
;
1477 r1
[7] -= r3
[7] * m1
;
1479 r0
[4] -= r3
[4] * m0
;
1480 r0
[5] -= r3
[5] * m0
;
1481 r0
[6] -= r3
[6] * m0
;
1482 r0
[7] -= r3
[7] * m0
;
1484 /* Back substitute row 1. */
1487 r1
[4] = s
* (r1
[4] - r2
[4] * m1
);
1488 r1
[5] = s
* (r1
[5] - r2
[5] * m1
);
1489 r1
[6] = s
* (r1
[6] - r2
[6] * m1
);
1490 r1
[7] = s
* (r1
[7] - r2
[7] * m1
);
1492 r0
[4] -= r2
[4] * m0
;
1493 r0
[5] -= r2
[5] * m0
;
1494 r0
[6] -= r2
[6] * m0
;
1495 r0
[7] -= r2
[7] * m0
;
1497 /* Back substitute row 0. */
1500 r0
[4] = s
* (r0
[4] - r1
[4] * m0
);
1501 r0
[5] = s
* (r0
[5] - r1
[5] * m0
);
1502 r0
[6] = s
* (r0
[6] - r1
[6] * m0
);
1503 r0
[7] = s
* (r0
[7] - r1
[7] * m0
);
1525 static void transpose_matrix(struct wined3d_matrix
*out
, const struct wined3d_matrix
*m
)
1527 struct wined3d_matrix temp
;
1530 for (i
= 0; i
< 4; ++i
)
1531 for (j
= 0; j
< 4; ++j
)
1532 (&temp
._11
)[4 * j
+ i
] = (&m
->_11
)[4 * i
+ j
];
1537 static void shader_glsl_ffp_vertex_normalmatrix_uniform(const struct wined3d_context
*context
,
1538 const struct wined3d_state
*state
, struct glsl_shader_prog_link
*prog
)
1540 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
1542 struct wined3d_matrix mv
;
1545 if (prog
->vs
.normal_matrix_location
== -1)
1548 get_modelview_matrix(context
, state
, 0, &mv
);
1549 if (context
->d3d_info
->wined3d_creation_flags
& WINED3D_LEGACY_FFP_LIGHTING
)
1550 invert_matrix_3d(&mv
, &mv
);
1552 invert_matrix(&mv
, &mv
);
1553 /* Tests show that singular modelview matrices are used unchanged as normal
1554 * matrices on D3D3 and older. There seems to be no clearly consistent
1555 * behavior on newer D3D versions so always follow older ddraw behavior. */
1556 for (i
= 0; i
< 3; ++i
)
1557 for (j
= 0; j
< 3; ++j
)
1558 mat
[i
* 3 + j
] = (&mv
._11
)[j
* 4 + i
];
1560 GL_EXTCALL(glUniformMatrix3fv(prog
->vs
.normal_matrix_location
, 1, FALSE
, mat
));
1561 checkGLcall("glUniformMatrix3fv");
1564 static void shader_glsl_ffp_vertex_texmatrix_uniform(const struct wined3d_context
*context
,
1565 const struct wined3d_state
*state
, unsigned int tex
, struct glsl_shader_prog_link
*prog
)
1567 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
1568 struct wined3d_matrix mat
;
1570 if (tex
>= MAX_TEXTURES
)
1572 if (prog
->vs
.texture_matrix_location
[tex
] == -1)
1575 get_texture_matrix(context
, state
, tex
, &mat
);
1576 GL_EXTCALL(glUniformMatrix4fv(prog
->vs
.texture_matrix_location
[tex
], 1, FALSE
, &mat
._11
));
1577 checkGLcall("glUniformMatrix4fv");
1580 static void shader_glsl_ffp_vertex_material_uniform(const struct wined3d_context
*context
,
1581 const struct wined3d_state
*state
, struct glsl_shader_prog_link
*prog
)
1583 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
1585 if (state
->render_states
[WINED3D_RS_SPECULARENABLE
])
1587 GL_EXTCALL(glUniform4fv(prog
->vs
.material_specular_location
, 1, &state
->material
.specular
.r
));
1588 GL_EXTCALL(glUniform1f(prog
->vs
.material_shininess_location
, state
->material
.power
));
1592 static const float black
[] = {0.0f
, 0.0f
, 0.0f
, 0.0f
};
1594 GL_EXTCALL(glUniform4fv(prog
->vs
.material_specular_location
, 1, black
));
1596 GL_EXTCALL(glUniform4fv(prog
->vs
.material_ambient_location
, 1, &state
->material
.ambient
.r
));
1597 GL_EXTCALL(glUniform4fv(prog
->vs
.material_diffuse_location
, 1, &state
->material
.diffuse
.r
));
1598 GL_EXTCALL(glUniform4fv(prog
->vs
.material_emissive_location
, 1, &state
->material
.emissive
.r
));
1599 checkGLcall("setting FFP material uniforms");
1602 static void shader_glsl_ffp_vertex_lightambient_uniform(const struct wined3d_context
*context
,
1603 const struct wined3d_state
*state
, struct glsl_shader_prog_link
*prog
)
1605 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
1606 struct wined3d_color color
;
1608 wined3d_color_from_d3dcolor(&color
, state
->render_states
[WINED3D_RS_AMBIENT
]);
1609 GL_EXTCALL(glUniform3fv(prog
->vs
.light_ambient_location
, 1, &color
.r
));
1610 checkGLcall("glUniform3fv");
1613 static void multiply_vector_matrix(struct wined3d_vec4
*dest
, const struct wined3d_vec4
*src1
,
1614 const struct wined3d_matrix
*src2
)
1616 struct wined3d_vec4 temp
;
1618 temp
.x
= (src1
->x
* src2
->_11
) + (src1
->y
* src2
->_21
) + (src1
->z
* src2
->_31
) + (src1
->w
* src2
->_41
);
1619 temp
.y
= (src1
->x
* src2
->_12
) + (src1
->y
* src2
->_22
) + (src1
->z
* src2
->_32
) + (src1
->w
* src2
->_42
);
1620 temp
.z
= (src1
->x
* src2
->_13
) + (src1
->y
* src2
->_23
) + (src1
->z
* src2
->_33
) + (src1
->w
* src2
->_43
);
1621 temp
.w
= (src1
->x
* src2
->_14
) + (src1
->y
* src2
->_24
) + (src1
->z
* src2
->_34
) + (src1
->w
* src2
->_44
);
1626 static void shader_glsl_ffp_vertex_light_uniform(const struct wined3d_context
*context
,
1627 const struct wined3d_state
*state
, unsigned int light
, const struct wined3d_light_info
*light_info
,
1628 struct glsl_shader_prog_link
*prog
)
1630 const struct wined3d_matrix
*view
= &state
->transforms
[WINED3D_TS_VIEW
];
1631 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
1632 struct wined3d_vec4 vec4
;
1634 GL_EXTCALL(glUniform4fv(prog
->vs
.light_location
[light
].diffuse
, 1, &light_info
->OriginalParms
.diffuse
.r
));
1635 GL_EXTCALL(glUniform4fv(prog
->vs
.light_location
[light
].specular
, 1, &light_info
->OriginalParms
.specular
.r
));
1636 GL_EXTCALL(glUniform4fv(prog
->vs
.light_location
[light
].ambient
, 1, &light_info
->OriginalParms
.ambient
.r
));
1638 switch (light_info
->OriginalParms
.type
)
1640 case WINED3D_LIGHT_POINT
:
1641 multiply_vector_matrix(&vec4
, &light_info
->position
, view
);
1642 GL_EXTCALL(glUniform4fv(prog
->vs
.light_location
[light
].position
, 1, &vec4
.x
));
1643 GL_EXTCALL(glUniform1f(prog
->vs
.light_location
[light
].range
, light_info
->OriginalParms
.range
));
1644 GL_EXTCALL(glUniform1f(prog
->vs
.light_location
[light
].c_att
, light_info
->OriginalParms
.attenuation0
));
1645 GL_EXTCALL(glUniform1f(prog
->vs
.light_location
[light
].l_att
, light_info
->OriginalParms
.attenuation1
));
1646 GL_EXTCALL(glUniform1f(prog
->vs
.light_location
[light
].q_att
, light_info
->OriginalParms
.attenuation2
));
1649 case WINED3D_LIGHT_SPOT
:
1650 multiply_vector_matrix(&vec4
, &light_info
->position
, view
);
1651 GL_EXTCALL(glUniform4fv(prog
->vs
.light_location
[light
].position
, 1, &vec4
.x
));
1653 multiply_vector_matrix(&vec4
, &light_info
->direction
, view
);
1654 GL_EXTCALL(glUniform3fv(prog
->vs
.light_location
[light
].direction
, 1, &vec4
.x
));
1656 GL_EXTCALL(glUniform1f(prog
->vs
.light_location
[light
].range
, light_info
->OriginalParms
.range
));
1657 GL_EXTCALL(glUniform1f(prog
->vs
.light_location
[light
].falloff
, light_info
->OriginalParms
.falloff
));
1658 GL_EXTCALL(glUniform1f(prog
->vs
.light_location
[light
].c_att
, light_info
->OriginalParms
.attenuation0
));
1659 GL_EXTCALL(glUniform1f(prog
->vs
.light_location
[light
].l_att
, light_info
->OriginalParms
.attenuation1
));
1660 GL_EXTCALL(glUniform1f(prog
->vs
.light_location
[light
].q_att
, light_info
->OriginalParms
.attenuation2
));
1661 GL_EXTCALL(glUniform1f(prog
->vs
.light_location
[light
].cos_htheta
, cosf(light_info
->OriginalParms
.theta
/ 2.0f
)));
1662 GL_EXTCALL(glUniform1f(prog
->vs
.light_location
[light
].cos_hphi
, cosf(light_info
->OriginalParms
.phi
/ 2.0f
)));
1665 case WINED3D_LIGHT_DIRECTIONAL
:
1666 multiply_vector_matrix(&vec4
, &light_info
->direction
, view
);
1667 GL_EXTCALL(glUniform3fv(prog
->vs
.light_location
[light
].direction
, 1, &vec4
.x
));
1670 case WINED3D_LIGHT_PARALLELPOINT
:
1671 multiply_vector_matrix(&vec4
, &light_info
->position
, view
);
1672 GL_EXTCALL(glUniform4fv(prog
->vs
.light_location
[light
].position
, 1, &vec4
.x
));
1676 FIXME("Unrecognized light type %#x.\n", light_info
->OriginalParms
.type
);
1678 checkGLcall("setting FFP lights uniforms");
1681 static void shader_glsl_pointsize_uniform(const struct wined3d_context
*context
,
1682 const struct wined3d_state
*state
, struct glsl_shader_prog_link
*prog
)
1684 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
1688 get_pointsize_minmax(context
, state
, &min
, &max
);
1690 GL_EXTCALL(glUniform1f(prog
->vs
.pointsize_min_location
, min
));
1691 checkGLcall("glUniform1f");
1692 GL_EXTCALL(glUniform1f(prog
->vs
.pointsize_max_location
, max
));
1693 checkGLcall("glUniform1f");
1695 get_pointsize(context
, state
, &size
, att
);
1697 GL_EXTCALL(glUniform1f(prog
->vs
.pointsize_location
, size
));
1698 checkGLcall("glUniform1f");
1699 GL_EXTCALL(glUniform1f(prog
->vs
.pointsize_c_att_location
, att
[0]));
1700 checkGLcall("glUniform1f");
1701 GL_EXTCALL(glUniform1f(prog
->vs
.pointsize_l_att_location
, att
[1]));
1702 checkGLcall("glUniform1f");
1703 GL_EXTCALL(glUniform1f(prog
->vs
.pointsize_q_att_location
, att
[2]));
1704 checkGLcall("glUniform1f");
1707 static void shader_glsl_load_fog_uniform(const struct wined3d_context
*context
,
1708 const struct wined3d_state
*state
, struct glsl_shader_prog_link
*prog
)
1710 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
1711 struct wined3d_color color
;
1712 float start
, end
, scale
;
1719 wined3d_color_from_d3dcolor(&color
, state
->render_states
[WINED3D_RS_FOGCOLOR
]);
1720 GL_EXTCALL(glUniform4fv(prog
->ps
.fog_color_location
, 1, &color
.r
));
1721 tmpvalue
.d
= state
->render_states
[WINED3D_RS_FOGDENSITY
];
1722 GL_EXTCALL(glUniform1f(prog
->ps
.fog_density_location
, tmpvalue
.f
));
1723 get_fog_start_end(context
, state
, &start
, &end
);
1724 scale
= 1.0f
/ (end
- start
);
1725 GL_EXTCALL(glUniform1f(prog
->ps
.fog_end_location
, end
));
1726 GL_EXTCALL(glUniform1f(prog
->ps
.fog_scale_location
, scale
));
1727 checkGLcall("fog emulation uniforms");
1730 static void shader_glsl_clip_plane_uniform(const struct wined3d_context
*context
,
1731 const struct wined3d_state
*state
, unsigned int index
, struct glsl_shader_prog_link
*prog
)
1733 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
1734 struct wined3d_matrix matrix
;
1735 struct wined3d_vec4 plane
;
1737 plane
= state
->clip_planes
[index
];
1739 /* Clip planes are affected by the view transform in d3d for FFP draws. */
1742 invert_matrix(&matrix
, &state
->transforms
[WINED3D_TS_VIEW
]);
1743 transpose_matrix(&matrix
, &matrix
);
1744 multiply_vector_matrix(&plane
, &plane
, &matrix
);
1747 GL_EXTCALL(glUniform4fv(prog
->vs
.clip_planes_location
+ index
, 1, &plane
.x
));
1750 /* Context activation is done by the caller (state handler). */
1751 static void shader_glsl_load_color_key_constant(const struct glsl_ps_program
*ps
,
1752 const struct wined3d_gl_info
*gl_info
, const struct wined3d_state
*state
)
1754 struct wined3d_color float_key
[2];
1755 const struct wined3d_texture
*texture
= state
->textures
[0];
1757 wined3d_format_get_float_color_key(texture
->resource
.format
, &texture
->async
.src_blt_color_key
, float_key
);
1758 GL_EXTCALL(glUniform4fv(ps
->color_key_location
, 2, &float_key
[0].r
));
1761 /* Context activation is done by the caller (state handler). */
1762 static void shader_glsl_load_constants(void *shader_priv
, struct wined3d_context
*context
,
1763 const struct wined3d_state
*state
)
1765 const struct glsl_context_data
*ctx_data
= context
->shader_backend_data
;
1766 const struct wined3d_shader
*vshader
= state
->shader
[WINED3D_SHADER_TYPE_VERTEX
];
1767 const struct wined3d_shader
*pshader
= state
->shader
[WINED3D_SHADER_TYPE_PIXEL
];
1768 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
1769 struct shader_glsl_priv
*priv
= shader_priv
;
1770 float position_fixup
[4 * WINED3D_MAX_VIEWPORTS
];
1773 struct glsl_shader_prog_link
*prog
= ctx_data
->glsl_program
;
1774 UINT constant_version
;
1778 /* No GLSL program set - nothing to do. */
1781 constant_version
= prog
->constant_version
;
1782 update_mask
= context
->constant_update_mask
& prog
->constant_update_mask
;
1784 if (update_mask
& WINED3D_SHADER_CONST_VS_F
)
1785 shader_glsl_load_constants_f(vshader
, gl_info
, state
->vs_consts_f
,
1786 prog
->vs
.uniform_f_locations
, &priv
->vconst_heap
, priv
->stack
, constant_version
);
1788 if (update_mask
& WINED3D_SHADER_CONST_VS_I
)
1789 shader_glsl_load_constants_i(vshader
, gl_info
, state
->vs_consts_i
,
1790 prog
->vs
.uniform_i_locations
, vshader
->reg_maps
.integer_constants
);
1792 if (update_mask
& WINED3D_SHADER_CONST_VS_B
)
1793 shader_glsl_load_constantsB(vshader
, gl_info
, prog
->vs
.uniform_b_locations
, state
->vs_consts_b
,
1794 vshader
->reg_maps
.boolean_constants
);
1796 if (update_mask
& WINED3D_SHADER_CONST_VS_CLIP_PLANES
)
1798 for (i
= 0; i
< gl_info
->limits
.user_clip_distances
; ++i
)
1799 shader_glsl_clip_plane_uniform(context
, state
, i
, prog
);
1802 if (update_mask
& WINED3D_SHADER_CONST_VS_POINTSIZE
)
1803 shader_glsl_pointsize_uniform(context
, state
, prog
);
1805 if (update_mask
& WINED3D_SHADER_CONST_POS_FIXUP
)
1807 unsigned int fixup_count
= state
->shader
[WINED3D_SHADER_TYPE_GEOMETRY
] ?
1808 max(state
->viewport_count
, 1) : 1;
1809 shader_get_position_fixup(context
, state
, fixup_count
, position_fixup
);
1810 if (state
->shader
[WINED3D_SHADER_TYPE_GEOMETRY
])
1811 GL_EXTCALL(glUniform4fv(prog
->gs
.pos_fixup_location
, fixup_count
, position_fixup
));
1812 else if (state
->shader
[WINED3D_SHADER_TYPE_DOMAIN
])
1813 GL_EXTCALL(glUniform4fv(prog
->ds
.pos_fixup_location
, 1, position_fixup
));
1815 GL_EXTCALL(glUniform4fv(prog
->vs
.pos_fixup_location
, 1, position_fixup
));
1816 checkGLcall("glUniform4fv");
1819 if (update_mask
& WINED3D_SHADER_CONST_FFP_MODELVIEW
)
1821 struct wined3d_matrix mat
;
1823 get_modelview_matrix(context
, state
, 0, &mat
);
1824 GL_EXTCALL(glUniformMatrix4fv(prog
->vs
.modelview_matrix_location
[0], 1, FALSE
, &mat
._11
));
1825 checkGLcall("glUniformMatrix4fv");
1827 shader_glsl_ffp_vertex_normalmatrix_uniform(context
, state
, prog
);
1830 if (update_mask
& WINED3D_SHADER_CONST_FFP_VERTEXBLEND
)
1832 struct wined3d_matrix mat
;
1834 for (i
= 1; i
< MAX_VERTEX_BLENDS
; ++i
)
1836 if (prog
->vs
.modelview_matrix_location
[i
] == -1)
1839 get_modelview_matrix(context
, state
, i
, &mat
);
1840 GL_EXTCALL(glUniformMatrix4fv(prog
->vs
.modelview_matrix_location
[i
], 1, FALSE
, &mat
._11
));
1841 checkGLcall("glUniformMatrix4fv");
1845 if (update_mask
& WINED3D_SHADER_CONST_FFP_PROJ
)
1847 struct wined3d_matrix projection
;
1849 get_projection_matrix(context
, state
, &projection
);
1850 GL_EXTCALL(glUniformMatrix4fv(prog
->vs
.projection_matrix_location
, 1, FALSE
, &projection
._11
));
1851 checkGLcall("glUniformMatrix4fv");
1854 if (update_mask
& WINED3D_SHADER_CONST_FFP_TEXMATRIX
)
1856 for (i
= 0; i
< MAX_TEXTURES
; ++i
)
1857 shader_glsl_ffp_vertex_texmatrix_uniform(context
, state
, i
, prog
);
1860 if (update_mask
& WINED3D_SHADER_CONST_FFP_MATERIAL
)
1861 shader_glsl_ffp_vertex_material_uniform(context
, state
, prog
);
1863 if (update_mask
& WINED3D_SHADER_CONST_FFP_LIGHTS
)
1865 unsigned int point_idx
, spot_idx
, directional_idx
, parallel_point_idx
;
1866 DWORD point_count
= 0;
1867 DWORD spot_count
= 0;
1868 DWORD directional_count
= 0;
1869 DWORD parallel_point_count
= 0;
1871 for (i
= 0; i
< MAX_ACTIVE_LIGHTS
; ++i
)
1873 if (!state
->lights
[i
])
1876 switch (state
->lights
[i
]->OriginalParms
.type
)
1878 case WINED3D_LIGHT_POINT
:
1881 case WINED3D_LIGHT_SPOT
:
1884 case WINED3D_LIGHT_DIRECTIONAL
:
1885 ++directional_count
;
1887 case WINED3D_LIGHT_PARALLELPOINT
:
1888 ++parallel_point_count
;
1891 FIXME("Unhandled light type %#x.\n", state
->lights
[i
]->OriginalParms
.type
);
1896 spot_idx
= point_idx
+ point_count
;
1897 directional_idx
= spot_idx
+ spot_count
;
1898 parallel_point_idx
= directional_idx
+ directional_count
;
1900 shader_glsl_ffp_vertex_lightambient_uniform(context
, state
, prog
);
1901 for (i
= 0; i
< MAX_ACTIVE_LIGHTS
; ++i
)
1903 const struct wined3d_light_info
*light_info
= state
->lights
[i
];
1909 switch (light_info
->OriginalParms
.type
)
1911 case WINED3D_LIGHT_POINT
:
1914 case WINED3D_LIGHT_SPOT
:
1917 case WINED3D_LIGHT_DIRECTIONAL
:
1918 idx
= directional_idx
++;
1920 case WINED3D_LIGHT_PARALLELPOINT
:
1921 idx
= parallel_point_idx
++;
1924 FIXME("Unhandled light type %#x.\n", light_info
->OriginalParms
.type
);
1927 shader_glsl_ffp_vertex_light_uniform(context
, state
, idx
, light_info
, prog
);
1931 if (update_mask
& WINED3D_SHADER_CONST_PS_F
)
1932 shader_glsl_load_constants_f(pshader
, gl_info
, state
->ps_consts_f
,
1933 prog
->ps
.uniform_f_locations
, &priv
->pconst_heap
, priv
->stack
, constant_version
);
1935 if (update_mask
& WINED3D_SHADER_CONST_PS_I
)
1936 shader_glsl_load_constants_i(pshader
, gl_info
, state
->ps_consts_i
,
1937 prog
->ps
.uniform_i_locations
, pshader
->reg_maps
.integer_constants
);
1939 if (update_mask
& WINED3D_SHADER_CONST_PS_B
)
1940 shader_glsl_load_constantsB(pshader
, gl_info
, prog
->ps
.uniform_b_locations
, state
->ps_consts_b
,
1941 pshader
->reg_maps
.boolean_constants
);
1943 if (update_mask
& WINED3D_SHADER_CONST_PS_BUMP_ENV
)
1945 for (i
= 0; i
< MAX_TEXTURES
; ++i
)
1947 if (prog
->ps
.bumpenv_mat_location
[i
] == -1)
1950 GL_EXTCALL(glUniformMatrix2fv(prog
->ps
.bumpenv_mat_location
[i
], 1, 0,
1951 (const GLfloat
*)&state
->texture_states
[i
][WINED3D_TSS_BUMPENV_MAT00
]));
1953 if (prog
->ps
.bumpenv_lum_scale_location
[i
] != -1)
1955 GL_EXTCALL(glUniform1fv(prog
->ps
.bumpenv_lum_scale_location
[i
], 1,
1956 (const GLfloat
*)&state
->texture_states
[i
][WINED3D_TSS_BUMPENV_LSCALE
]));
1957 GL_EXTCALL(glUniform1fv(prog
->ps
.bumpenv_lum_offset_location
[i
], 1,
1958 (const GLfloat
*)&state
->texture_states
[i
][WINED3D_TSS_BUMPENV_LOFFSET
]));
1962 checkGLcall("bump env uniforms");
1965 if (update_mask
& WINED3D_SHADER_CONST_PS_Y_CORR
)
1967 const struct wined3d_vec4 correction_params
=
1969 /* Position is relative to the framebuffer, not the viewport. */
1970 context
->render_offscreen
? 0.0f
: (float)state
->fb
->render_targets
[0]->height
,
1971 context
->render_offscreen
? 1.0f
: -1.0f
,
1976 GL_EXTCALL(glUniform4fv(prog
->ps
.ycorrection_location
, 1, &correction_params
.x
));
1979 if (update_mask
& WINED3D_SHADER_CONST_PS_NP2_FIXUP
)
1980 shader_glsl_load_np2fixup_constants(&prog
->ps
, gl_info
, state
);
1981 if (update_mask
& WINED3D_SHADER_CONST_FFP_COLOR_KEY
)
1982 shader_glsl_load_color_key_constant(&prog
->ps
, gl_info
, state
);
1984 if (update_mask
& WINED3D_SHADER_CONST_FFP_PS
)
1986 struct wined3d_color color
;
1988 if (prog
->ps
.tex_factor_location
!= -1)
1990 wined3d_color_from_d3dcolor(&color
, state
->render_states
[WINED3D_RS_TEXTUREFACTOR
]);
1991 GL_EXTCALL(glUniform4fv(prog
->ps
.tex_factor_location
, 1, &color
.r
));
1994 if (state
->render_states
[WINED3D_RS_SPECULARENABLE
])
1995 GL_EXTCALL(glUniform4f(prog
->ps
.specular_enable_location
, 1.0f
, 1.0f
, 1.0f
, 0.0f
));
1997 GL_EXTCALL(glUniform4f(prog
->ps
.specular_enable_location
, 0.0f
, 0.0f
, 0.0f
, 0.0f
));
1999 for (i
= 0; i
< MAX_TEXTURES
; ++i
)
2001 if (prog
->ps
.tss_constant_location
[i
] == -1)
2004 wined3d_color_from_d3dcolor(&color
, state
->texture_states
[i
][WINED3D_TSS_CONSTANT
]);
2005 GL_EXTCALL(glUniform4fv(prog
->ps
.tss_constant_location
[i
], 1, &color
.r
));
2008 checkGLcall("fixed function uniforms");
2011 if (update_mask
& WINED3D_SHADER_CONST_PS_FOG
)
2012 shader_glsl_load_fog_uniform(context
, state
, prog
);
2014 if (update_mask
& WINED3D_SHADER_CONST_PS_ALPHA_TEST
)
2016 float ref
= state
->render_states
[WINED3D_RS_ALPHAREF
] / 255.0f
;
2018 GL_EXTCALL(glUniform1f(prog
->ps
.alpha_test_ref_location
, ref
));
2019 checkGLcall("alpha test emulation uniform");
2022 if (priv
->next_constant_version
== UINT_MAX
)
2024 TRACE("Max constant version reached, resetting to 0.\n");
2025 wine_rb_for_each_entry(&priv
->program_lookup
, reset_program_constant_version
, NULL
);
2026 priv
->next_constant_version
= 1;
2030 prog
->constant_version
= priv
->next_constant_version
++;
2034 static void update_heap_entry(struct constant_heap
*heap
, unsigned int idx
, DWORD new_version
)
2036 struct constant_entry
*entries
= heap
->entries
;
2037 unsigned int *positions
= heap
->positions
;
2038 unsigned int heap_idx
, parent_idx
;
2040 if (!heap
->contained
[idx
])
2042 heap_idx
= heap
->size
++;
2043 heap
->contained
[idx
] = TRUE
;
2047 heap_idx
= positions
[idx
];
2050 while (heap_idx
> 1)
2052 parent_idx
= heap_idx
>> 1;
2054 if (new_version
<= entries
[parent_idx
].version
) break;
2056 entries
[heap_idx
] = entries
[parent_idx
];
2057 positions
[entries
[parent_idx
].idx
] = heap_idx
;
2058 heap_idx
= parent_idx
;
2061 entries
[heap_idx
].version
= new_version
;
2062 entries
[heap_idx
].idx
= idx
;
2063 positions
[idx
] = heap_idx
;
2066 static void shader_glsl_update_float_vertex_constants(struct wined3d_device
*device
, UINT start
, UINT count
)
2068 struct shader_glsl_priv
*priv
= device
->shader_priv
;
2069 struct constant_heap
*heap
= &priv
->vconst_heap
;
2072 for (i
= start
; i
< count
+ start
; ++i
)
2074 update_heap_entry(heap
, i
, priv
->next_constant_version
);
2078 static void shader_glsl_update_float_pixel_constants(struct wined3d_device
*device
, UINT start
, UINT count
)
2080 struct shader_glsl_priv
*priv
= device
->shader_priv
;
2081 struct constant_heap
*heap
= &priv
->pconst_heap
;
2084 for (i
= start
; i
< count
+ start
; ++i
)
2086 update_heap_entry(heap
, i
, priv
->next_constant_version
);
2090 static unsigned int vec4_varyings(DWORD shader_major
, const struct wined3d_gl_info
*gl_info
)
2092 unsigned int ret
= gl_info
->limits
.glsl_varyings
/ 4;
2093 /* 4.0 shaders do not write clip coords because d3d10 does not support user clipplanes */
2094 if(shader_major
> 3) return ret
;
2096 /* 3.0 shaders may need an extra varying for the clip coord on some cards(mostly dx10 ones) */
2097 if (gl_info
->quirks
& WINED3D_QUIRK_GLSL_CLIP_VARYING
) ret
-= 1;
2101 static BOOL
needs_legacy_glsl_syntax(const struct wined3d_gl_info
*gl_info
)
2103 return gl_info
->glsl_version
< MAKEDWORD_VERSION(1, 30);
2106 static BOOL
shader_glsl_use_explicit_attrib_location(const struct wined3d_gl_info
*gl_info
)
2108 return gl_info
->supported
[ARB_EXPLICIT_ATTRIB_LOCATION
]
2109 && shader_glsl_use_layout_qualifier(gl_info
) && !needs_legacy_glsl_syntax(gl_info
);
2112 static BOOL
shader_glsl_use_interface_blocks(const struct wined3d_gl_info
*gl_info
)
2114 return shader_glsl_get_version(gl_info
) >= 150;
2117 static const char *get_attribute_keyword(const struct wined3d_gl_info
*gl_info
)
2119 return needs_legacy_glsl_syntax(gl_info
) ? "attribute" : "in";
2122 static void PRINTF_ATTR(4, 5) declare_in_varying(const struct wined3d_gl_info
*gl_info
,
2123 struct wined3d_string_buffer
*buffer
, BOOL flat
, const char *format
, ...)
2128 shader_addline(buffer
, "%s%s ", flat
? "flat " : "",
2129 needs_legacy_glsl_syntax(gl_info
) ? "varying" : "in");
2132 va_start(args
, format
);
2133 ret
= shader_vaddline(buffer
, format
, args
);
2137 if (!string_buffer_resize(buffer
, ret
))
2142 static void PRINTF_ATTR(4, 5) declare_out_varying(const struct wined3d_gl_info
*gl_info
,
2143 struct wined3d_string_buffer
*buffer
, BOOL flat
, const char *format
, ...)
2148 shader_addline(buffer
, "%s%s ", flat
? "flat " : "",
2149 needs_legacy_glsl_syntax(gl_info
) ? "varying" : "out");
2152 va_start(args
, format
);
2153 ret
= shader_vaddline(buffer
, format
, args
);
2157 if (!string_buffer_resize(buffer
, ret
))
2162 static const char *shader_glsl_shader_input_name(const struct wined3d_gl_info
*gl_info
)
2164 return shader_glsl_use_interface_blocks(gl_info
) ? "shader_in.reg" : "ps_link";
2167 static const char *shader_glsl_shader_output_name(const struct wined3d_gl_info
*gl_info
)
2169 return shader_glsl_use_interface_blocks(gl_info
) ? "shader_out.reg" : "ps_link";
2172 static const char *shader_glsl_interpolation_qualifiers(enum wined3d_shader_interpolation_mode mode
)
2176 case WINED3DSIM_CONSTANT
:
2178 case WINED3DSIM_LINEAR_NOPERSPECTIVE
:
2179 return "noperspective";
2181 FIXME("Unhandled interpolation mode %#x.\n", mode
);
2182 case WINED3DSIM_NONE
:
2183 case WINED3DSIM_LINEAR
:
2188 static enum wined3d_shader_interpolation_mode
wined3d_extract_interpolation_mode(
2189 const DWORD
*packed_interpolation_mode
, unsigned int register_idx
)
2191 return wined3d_extract_bits(packed_interpolation_mode
,
2192 register_idx
* WINED3D_PACKED_INTERPOLATION_BIT_COUNT
, WINED3D_PACKED_INTERPOLATION_BIT_COUNT
);
2195 static void shader_glsl_declare_shader_inputs(const struct wined3d_gl_info
*gl_info
,
2196 struct wined3d_string_buffer
*buffer
, unsigned int element_count
,
2197 const DWORD
*interpolation_mode
, BOOL unroll
)
2199 enum wined3d_shader_interpolation_mode mode
;
2202 if (shader_glsl_use_interface_blocks(gl_info
))
2206 shader_addline(buffer
, "in shader_in_out {\n");
2207 for (i
= 0; i
< element_count
; ++i
)
2209 mode
= wined3d_extract_interpolation_mode(interpolation_mode
, i
);
2210 shader_addline(buffer
, "%s vec4 reg%u;\n", shader_glsl_interpolation_qualifiers(mode
), i
);
2212 shader_addline(buffer
, "} shader_in;\n");
2216 shader_addline(buffer
, "in shader_in_out { vec4 reg[%u]; } shader_in;\n", element_count
);
2221 declare_in_varying(gl_info
, buffer
, FALSE
, "vec4 ps_link[%u];\n", element_count
);
2225 static void shader_glsl_declare_shader_outputs(const struct wined3d_gl_info
*gl_info
,
2226 struct wined3d_string_buffer
*buffer
, unsigned int element_count
, BOOL rasterizer_setup
,
2227 const DWORD
*interpolation_mode
)
2229 enum wined3d_shader_interpolation_mode mode
;
2232 if (shader_glsl_use_interface_blocks(gl_info
))
2234 if (rasterizer_setup
)
2236 shader_addline(buffer
, "out shader_in_out {\n");
2237 for (i
= 0; i
< element_count
; ++i
)
2239 const char *interpolation_qualifiers
= "";
2240 if (needs_interpolation_qualifiers_for_shader_outputs(gl_info
))
2242 mode
= wined3d_extract_interpolation_mode(interpolation_mode
, i
);
2243 interpolation_qualifiers
= shader_glsl_interpolation_qualifiers(mode
);
2245 shader_addline(buffer
, "%s vec4 reg%u;\n", interpolation_qualifiers
, i
);
2247 shader_addline(buffer
, "} shader_out;\n");
2251 shader_addline(buffer
, "out shader_in_out { vec4 reg[%u]; } shader_out;\n", element_count
);
2256 declare_out_varying(gl_info
, buffer
, FALSE
, "vec4 ps_link[%u];\n", element_count
);
2260 static const char *get_fragment_output(const struct wined3d_gl_info
*gl_info
)
2262 return needs_legacy_glsl_syntax(gl_info
) ? "gl_FragData" : "ps_out";
2265 static const char *glsl_primitive_type_from_d3d(enum wined3d_primitive_type primitive_type
)
2267 switch (primitive_type
)
2269 case WINED3D_PT_POINTLIST
:
2272 case WINED3D_PT_LINELIST
:
2275 case WINED3D_PT_LINESTRIP
:
2276 return "line_strip";
2278 case WINED3D_PT_TRIANGLELIST
:
2281 case WINED3D_PT_TRIANGLESTRIP
:
2282 return "triangle_strip";
2284 case WINED3D_PT_LINELIST_ADJ
:
2285 return "lines_adjacency";
2287 case WINED3D_PT_TRIANGLELIST_ADJ
:
2288 return "triangles_adjacency";
2291 FIXME("Unhandled primitive type %s.\n", debug_d3dprimitivetype(primitive_type
));
2296 static BOOL
glsl_is_color_reg_read(const struct wined3d_shader
*shader
, unsigned int idx
)
2298 const struct wined3d_shader_signature
*input_signature
= &shader
->input_signature
;
2299 const struct wined3d_shader_reg_maps
*reg_maps
= &shader
->reg_maps
;
2300 DWORD input_reg_used
= shader
->u
.ps
.input_reg_used
;
2303 if (reg_maps
->shader_version
.major
< 3)
2304 return input_reg_used
& (1u << idx
);
2306 for (i
= 0; i
< input_signature
->element_count
; ++i
)
2308 const struct wined3d_shader_signature_element
*input
= &input_signature
->elements
[i
];
2310 if (!(reg_maps
->input_registers
& (1u << input
->register_idx
)))
2313 if (shader_match_semantic(input
->semantic_name
, WINED3D_DECL_USAGE_COLOR
)
2314 && input
->semantic_idx
== idx
)
2315 return input_reg_used
& (1u << input
->register_idx
);
2320 static BOOL
glsl_is_shadow_sampler(const struct wined3d_shader
*shader
,
2321 const struct ps_compile_args
*ps_args
, unsigned int resource_idx
, unsigned int sampler_idx
)
2323 const struct wined3d_shader_version
*version
= &shader
->reg_maps
.shader_version
;
2325 if (version
->major
>= 4)
2326 return shader
->reg_maps
.sampler_comparison_mode
& (1u << sampler_idx
);
2328 return version
->type
== WINED3D_SHADER_TYPE_PIXEL
&& (ps_args
->shadow
& (1u << resource_idx
));
2331 static void shader_glsl_declare_typed_vertex_attribute(struct wined3d_string_buffer
*buffer
,
2332 const struct wined3d_gl_info
*gl_info
, const char *vector_type
, const char *scalar_type
,
2335 shader_addline(buffer
, "%s %s4 vs_in_%s%u;\n",
2336 get_attribute_keyword(gl_info
), vector_type
, scalar_type
, index
);
2337 shader_addline(buffer
, "vec4 vs_in%u = %sBitsToFloat(vs_in_%s%u);\n",
2338 index
, scalar_type
, scalar_type
, index
);
2341 static void shader_glsl_declare_generic_vertex_attribute(struct wined3d_string_buffer
*buffer
,
2342 const struct wined3d_gl_info
*gl_info
, const struct wined3d_shader_signature_element
*e
)
2344 unsigned int index
= e
->register_idx
;
2346 if (e
->sysval_semantic
== WINED3D_SV_VERTEX_ID
)
2348 shader_addline(buffer
, "vec4 vs_in%u = vec4(intBitsToFloat(gl_VertexID), 0.0, 0.0, 0.0);\n",
2352 if (e
->sysval_semantic
== WINED3D_SV_INSTANCE_ID
)
2354 shader_addline(buffer
, "vec4 vs_in%u = vec4(intBitsToFloat(gl_InstanceID), 0.0, 0.0, 0.0);\n",
2358 if (e
->sysval_semantic
&& e
->sysval_semantic
!= WINED3D_SV_POSITION
)
2359 FIXME("Unhandled sysval semantic %#x.\n", e
->sysval_semantic
);
2361 if (shader_glsl_use_explicit_attrib_location(gl_info
))
2362 shader_addline(buffer
, "layout(location = %u) ", index
);
2364 switch (e
->component_type
)
2366 case WINED3D_TYPE_UINT
:
2367 shader_glsl_declare_typed_vertex_attribute(buffer
, gl_info
, "uvec", "uint", index
);
2369 case WINED3D_TYPE_INT
:
2370 shader_glsl_declare_typed_vertex_attribute(buffer
, gl_info
, "ivec", "int", index
);
2374 FIXME("Unhandled type %#x.\n", e
->component_type
);
2376 case WINED3D_TYPE_UNKNOWN
:
2377 case WINED3D_TYPE_FLOAT
:
2378 shader_addline(buffer
, "%s vec4 vs_in%u;\n", get_attribute_keyword(gl_info
), index
);
2383 /** Generate the variable & register declarations for the GLSL output target */
2384 static void shader_generate_glsl_declarations(const struct wined3d_context
*context
,
2385 struct wined3d_string_buffer
*buffer
, const struct wined3d_shader
*shader
,
2386 const struct wined3d_shader_reg_maps
*reg_maps
, const struct shader_glsl_ctx_priv
*ctx_priv
)
2388 const struct wined3d_shader_version
*version
= ®_maps
->shader_version
;
2389 const struct vs_compile_args
*vs_args
= ctx_priv
->cur_vs_args
;
2390 const struct ps_compile_args
*ps_args
= ctx_priv
->cur_ps_args
;
2391 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
2392 const struct wined3d_shader_indexable_temp
*idx_temp_reg
;
2393 unsigned int uniform_block_base
, uniform_block_count
;
2394 const struct wined3d_shader_lconst
*lconst
;
2399 prefix
= shader_glsl_get_prefix(version
->type
);
2401 /* Prototype the subroutines */
2402 for (i
= 0, map
= reg_maps
->labels
; map
; map
>>= 1, ++i
)
2404 if (map
& 1) shader_addline(buffer
, "void subroutine%u();\n", i
);
2407 /* Declare the constants (aka uniforms) */
2408 if (shader
->limits
->constant_float
> 0)
2410 unsigned max_constantsF
;
2412 /* Unless the shader uses indirect addressing, always declare the
2413 * maximum array size and ignore that we need some uniforms privately.
2414 * E.g. if GL supports 256 uniforms, and we need 2 for the pos fixup
2415 * and immediate values, still declare VC[256]. If the shader needs
2416 * more uniforms than we have it won't work in any case. If it uses
2417 * less, the compiler will figure out which uniforms are really used
2418 * and strip them out. This allows a shader to use c255 on a dx9 card,
2419 * as long as it doesn't also use all the other constants.
2421 * If the shader uses indirect addressing the compiler must assume
2422 * that all declared uniforms are used. In this case, declare only the
2423 * amount that we're assured to have.
2425 * Thus we run into problems in these two cases:
2426 * 1) The shader really uses more uniforms than supported.
2427 * 2) The shader uses indirect addressing, less constants than
2428 * supported, but uses a constant index > #supported consts. */
2429 if (version
->type
== WINED3D_SHADER_TYPE_PIXEL
)
2431 /* No indirect addressing here. */
2432 max_constantsF
= gl_info
->limits
.glsl_ps_float_constants
;
2436 if (reg_maps
->usesrelconstF
)
2438 /* Subtract the other potential uniforms from the max
2439 * available (bools, ints, and 1 row of projection matrix).
2440 * Subtract another uniform for immediate values, which have
2441 * to be loaded via uniform by the driver as well. The shader
2442 * code only uses 0.5, 2.0, 1.0, 128 and -128 in vertex
2443 * shader code, so one vec4 should be enough. (Unfortunately
2444 * the Nvidia driver doesn't store 128 and -128 in one float).
2446 * Writing gl_ClipVertex requires one uniform for each
2447 * clipplane as well. */
2448 max_constantsF
= gl_info
->limits
.glsl_vs_float_constants
- 3;
2449 if (vs_args
->clip_enabled
)
2450 max_constantsF
-= gl_info
->limits
.user_clip_distances
;
2451 max_constantsF
-= wined3d_popcount(reg_maps
->integer_constants
);
2452 /* Strictly speaking a bool only uses one scalar, but the nvidia(Linux) compiler doesn't pack them properly,
2453 * so each scalar requires a full vec4. We could work around this by packing the booleans ourselves, but
2454 * for now take this into account when calculating the number of available constants
2456 max_constantsF
-= wined3d_popcount(reg_maps
->boolean_constants
);
2457 /* Set by driver quirks in directx.c */
2458 max_constantsF
-= gl_info
->reserved_glsl_constants
;
2460 if (max_constantsF
< shader
->limits
->constant_float
)
2462 static unsigned int once
;
2465 ERR_(winediag
)("The hardware does not support enough uniform components to run this shader,"
2466 " it may not render correctly.\n");
2468 WARN("The hardware does not support enough uniform components to run this shader.\n");
2473 max_constantsF
= gl_info
->limits
.glsl_vs_float_constants
;
2476 max_constantsF
= min(shader
->limits
->constant_float
, max_constantsF
);
2477 shader_addline(buffer
, "uniform vec4 %s_c[%u];\n", prefix
, max_constantsF
);
2480 /* Always declare the full set of constants, the compiler can remove the
2481 * unused ones because d3d doesn't (yet) support indirect int and bool
2482 * constant addressing. This avoids problems if the app uses e.g. i0 and i9. */
2483 if (shader
->limits
->constant_int
> 0 && reg_maps
->integer_constants
)
2484 shader_addline(buffer
, "uniform ivec4 %s_i[%u];\n", prefix
, shader
->limits
->constant_int
);
2486 if (shader
->limits
->constant_bool
> 0 && reg_maps
->boolean_constants
)
2487 shader_addline(buffer
, "uniform bool %s_b[%u];\n", prefix
, shader
->limits
->constant_bool
);
2489 /* Declare immediate constant buffer */
2491 shader_addline(buffer
, "uniform vec4 %s_icb[%u];\n", prefix
, reg_maps
->icb
->vec4_count
);
2493 /* Declare constant buffers */
2494 wined3d_gl_limits_get_uniform_block_range(&gl_info
->limits
, version
->type
,
2495 &uniform_block_base
, &uniform_block_count
);
2496 for (i
= 0; i
< min(uniform_block_count
, WINED3D_MAX_CBS
); ++i
)
2498 if (reg_maps
->cb_sizes
[i
])
2500 shader_addline(buffer
, "layout(std140");
2501 if (shader_glsl_use_layout_binding_qualifier(gl_info
))
2502 shader_addline(buffer
, ", binding = %u", uniform_block_base
+ i
);
2503 shader_addline(buffer
, ") uniform block_%s_cb%u { vec4 %s_cb%u[%u]; };\n",
2504 prefix
, i
, prefix
, i
, reg_maps
->cb_sizes
[i
]);
2508 /* Declare texture samplers */
2509 for (i
= 0; i
< reg_maps
->sampler_map
.count
; ++i
)
2511 struct wined3d_shader_sampler_map_entry
*entry
;
2512 const char *sampler_type_prefix
, *sampler_type
;
2513 BOOL shadow_sampler
, tex_rect
;
2515 entry
= ®_maps
->sampler_map
.entries
[i
];
2517 if (entry
->resource_idx
>= ARRAY_SIZE(reg_maps
->resource_info
))
2519 ERR("Invalid resource index %u.\n", entry
->resource_idx
);
2523 switch (reg_maps
->resource_info
[entry
->resource_idx
].data_type
)
2525 case WINED3D_DATA_FLOAT
:
2526 case WINED3D_DATA_UNORM
:
2527 case WINED3D_DATA_SNORM
:
2528 sampler_type_prefix
= "";
2531 case WINED3D_DATA_INT
:
2532 sampler_type_prefix
= "i";
2535 case WINED3D_DATA_UINT
:
2536 sampler_type_prefix
= "u";
2540 sampler_type_prefix
= "";
2541 ERR("Unhandled resource data type %#x.\n", reg_maps
->resource_info
[i
].data_type
);
2545 shadow_sampler
= glsl_is_shadow_sampler(shader
, ps_args
, entry
->resource_idx
, entry
->sampler_idx
);
2546 switch (reg_maps
->resource_info
[entry
->resource_idx
].type
)
2548 case WINED3D_SHADER_RESOURCE_BUFFER
:
2549 sampler_type
= "samplerBuffer";
2552 case WINED3D_SHADER_RESOURCE_TEXTURE_1D
:
2554 sampler_type
= "sampler1DShadow";
2556 sampler_type
= "sampler1D";
2559 case WINED3D_SHADER_RESOURCE_TEXTURE_2D
:
2560 tex_rect
= version
->type
== WINED3D_SHADER_TYPE_PIXEL
2561 && (ps_args
->np2_fixup
& (1u << entry
->resource_idx
))
2562 && gl_info
->supported
[ARB_TEXTURE_RECTANGLE
];
2566 sampler_type
= "sampler2DRectShadow";
2568 sampler_type
= "sampler2DShadow";
2573 sampler_type
= "sampler2DRect";
2575 sampler_type
= "sampler2D";
2579 case WINED3D_SHADER_RESOURCE_TEXTURE_3D
:
2581 FIXME("Unsupported 3D shadow sampler.\n");
2582 sampler_type
= "sampler3D";
2585 case WINED3D_SHADER_RESOURCE_TEXTURE_CUBE
:
2587 sampler_type
= "samplerCubeShadow";
2589 sampler_type
= "samplerCube";
2592 case WINED3D_SHADER_RESOURCE_TEXTURE_1DARRAY
:
2594 sampler_type
= "sampler1DArrayShadow";
2596 sampler_type
= "sampler1DArray";
2599 case WINED3D_SHADER_RESOURCE_TEXTURE_2DARRAY
:
2601 sampler_type
= "sampler2DArrayShadow";
2603 sampler_type
= "sampler2DArray";
2606 case WINED3D_SHADER_RESOURCE_TEXTURE_CUBEARRAY
:
2608 sampler_type
= "samplerCubeArrayShadow";
2610 sampler_type
= "samplerCubeArray";
2613 case WINED3D_SHADER_RESOURCE_TEXTURE_2DMS
:
2614 sampler_type
= "sampler2DMS";
2617 case WINED3D_SHADER_RESOURCE_TEXTURE_2DMSARRAY
:
2618 sampler_type
= "sampler2DMSArray";
2622 sampler_type
= "unsupported_sampler";
2623 FIXME("Unhandled resource type %#x.\n", reg_maps
->resource_info
[entry
->resource_idx
].type
);
2627 if (shader_glsl_use_layout_binding_qualifier(gl_info
))
2628 shader_glsl_append_sampler_binding_qualifier(buffer
, context
, version
, entry
->bind_idx
);
2629 shader_addline(buffer
, "uniform %s%s %s_sampler%u;\n",
2630 sampler_type_prefix
, sampler_type
, prefix
, entry
->bind_idx
);
2633 /* Declare images */
2634 for (i
= 0; i
< ARRAY_SIZE(reg_maps
->uav_resource_info
); ++i
)
2636 const char *image_type_prefix
, *image_type
, *read_format
;
2638 if (!reg_maps
->uav_resource_info
[i
].type
)
2641 switch (reg_maps
->uav_resource_info
[i
].data_type
)
2643 case WINED3D_DATA_FLOAT
:
2644 case WINED3D_DATA_UNORM
:
2645 case WINED3D_DATA_SNORM
:
2646 image_type_prefix
= "";
2647 read_format
= "r32f";
2650 case WINED3D_DATA_INT
:
2651 image_type_prefix
= "i";
2652 read_format
= "r32i";
2655 case WINED3D_DATA_UINT
:
2656 image_type_prefix
= "u";
2657 read_format
= "r32ui";
2661 image_type_prefix
= "";
2663 ERR("Unhandled resource data type %#x.\n", reg_maps
->uav_resource_info
[i
].data_type
);
2667 switch (reg_maps
->uav_resource_info
[i
].type
)
2669 case WINED3D_SHADER_RESOURCE_BUFFER
:
2670 image_type
= "imageBuffer";
2673 case WINED3D_SHADER_RESOURCE_TEXTURE_2D
:
2674 image_type
= "image2D";
2677 case WINED3D_SHADER_RESOURCE_TEXTURE_3D
:
2678 image_type
= "image3D";
2681 case WINED3D_SHADER_RESOURCE_TEXTURE_2DARRAY
:
2682 image_type
= "image2DArray";
2686 image_type
= "unsupported_image";
2687 FIXME("Unhandled resource type %#x.\n", reg_maps
->uav_resource_info
[i
].type
);
2691 if (shader_glsl_use_layout_binding_qualifier(gl_info
))
2692 shader_addline(buffer
, "layout(binding = %u)\n", i
);
2693 if (reg_maps
->uav_read_mask
& (1u << i
))
2694 shader_addline(buffer
, "layout(%s) uniform %s%s %s_image%u;\n",
2695 read_format
, image_type_prefix
, image_type
, prefix
, i
);
2697 shader_addline(buffer
, "writeonly uniform %s%s %s_image%u;\n",
2698 image_type_prefix
, image_type
, prefix
, i
);
2700 if (reg_maps
->uav_counter_mask
& (1u << i
))
2701 shader_addline(buffer
, "layout(binding = %u) uniform atomic_uint %s_counter%u;\n",
2705 /* Declare address variables */
2706 for (i
= 0, map
= reg_maps
->address
; map
; map
>>= 1, ++i
)
2708 if (map
& 1) shader_addline(buffer
, "ivec4 A%u;\n", i
);
2711 /* Declare output register temporaries */
2712 if (shader
->limits
->packed_output
)
2713 shader_addline(buffer
, "vec4 %s_out[%u];\n", prefix
, shader
->limits
->packed_output
);
2715 /* Declare temporary variables */
2716 if (reg_maps
->temporary_count
)
2718 for (i
= 0; i
< reg_maps
->temporary_count
; ++i
)
2719 shader_addline(buffer
, "vec4 R%u;\n", i
);
2721 else if (version
->major
< 4)
2723 for (i
= 0, map
= reg_maps
->temporary
; map
; map
>>= 1, ++i
)
2726 shader_addline(buffer
, "vec4 R%u;\n", i
);
2730 /* Declare indexable temporary variables */
2731 LIST_FOR_EACH_ENTRY(idx_temp_reg
, ®_maps
->indexable_temps
, struct wined3d_shader_indexable_temp
, entry
)
2733 if (idx_temp_reg
->component_count
!= 4)
2734 FIXME("Ignoring component count %u.\n", idx_temp_reg
->component_count
);
2735 shader_addline(buffer
, "vec4 X%u[%u];\n", idx_temp_reg
->register_idx
, idx_temp_reg
->register_size
);
2738 /* Declare loop registers aLx */
2739 if (version
->major
< 4)
2741 for (i
= 0; i
< reg_maps
->loop_depth
; ++i
)
2743 shader_addline(buffer
, "int aL%u;\n", i
);
2744 shader_addline(buffer
, "int tmpInt%u;\n", i
);
2748 /* Temporary variables for matrix operations */
2749 shader_addline(buffer
, "vec4 tmp0;\n");
2750 shader_addline(buffer
, "vec4 tmp1;\n");
2752 if (!shader
->load_local_constsF
)
2754 LIST_FOR_EACH_ENTRY(lconst
, &shader
->constantsF
, struct wined3d_shader_lconst
, entry
)
2756 shader_addline(buffer
, "const vec4 %s_lc%u = ", prefix
, lconst
->idx
);
2757 shader_glsl_append_imm_vec4(buffer
, (const float *)lconst
->value
);
2758 shader_addline(buffer
, ";\n");
2764 static void shader_glsl_add_src_param(const struct wined3d_shader_instruction
*ins
,
2765 const struct wined3d_shader_src_param
*wined3d_src
, DWORD mask
, struct glsl_src_param
*glsl_src
);
2767 /** Used for opcode modifiers - They multiply the result by the specified amount */
2768 static const char * const shift_glsl_tab
[] = {
2770 "2.0 * ", /* 1 (x2) */
2771 "4.0 * ", /* 2 (x4) */
2772 "8.0 * ", /* 3 (x8) */
2773 "16.0 * ", /* 4 (x16) */
2774 "32.0 * ", /* 5 (x32) */
2781 "0.0625 * ", /* 12 (d16) */
2782 "0.125 * ", /* 13 (d8) */
2783 "0.25 * ", /* 14 (d4) */
2784 "0.5 * " /* 15 (d2) */
2787 /* Generate a GLSL parameter that does the input modifier computation and return the input register/mask to use */
2788 static void shader_glsl_gen_modifier(enum wined3d_shader_src_modifier src_modifier
,
2789 const char *in_reg
, const char *in_regswizzle
, char *out_str
)
2791 switch (src_modifier
)
2793 case WINED3DSPSM_DZ
: /* Need to handle this in the instructions itself (texld & texcrd). */
2794 case WINED3DSPSM_DW
:
2795 case WINED3DSPSM_NONE
:
2796 sprintf(out_str
, "%s%s", in_reg
, in_regswizzle
);
2798 case WINED3DSPSM_NEG
:
2799 sprintf(out_str
, "-%s%s", in_reg
, in_regswizzle
);
2801 case WINED3DSPSM_NOT
:
2802 sprintf(out_str
, "!%s%s", in_reg
, in_regswizzle
);
2804 case WINED3DSPSM_BIAS
:
2805 sprintf(out_str
, "(%s%s - vec4(0.5)%s)", in_reg
, in_regswizzle
, in_regswizzle
);
2807 case WINED3DSPSM_BIASNEG
:
2808 sprintf(out_str
, "-(%s%s - vec4(0.5)%s)", in_reg
, in_regswizzle
, in_regswizzle
);
2810 case WINED3DSPSM_SIGN
:
2811 sprintf(out_str
, "(2.0 * (%s%s - 0.5))", in_reg
, in_regswizzle
);
2813 case WINED3DSPSM_SIGNNEG
:
2814 sprintf(out_str
, "-(2.0 * (%s%s - 0.5))", in_reg
, in_regswizzle
);
2816 case WINED3DSPSM_COMP
:
2817 sprintf(out_str
, "(1.0 - %s%s)", in_reg
, in_regswizzle
);
2819 case WINED3DSPSM_X2
:
2820 sprintf(out_str
, "(2.0 * %s%s)", in_reg
, in_regswizzle
);
2822 case WINED3DSPSM_X2NEG
:
2823 sprintf(out_str
, "-(2.0 * %s%s)", in_reg
, in_regswizzle
);
2825 case WINED3DSPSM_ABS
:
2826 sprintf(out_str
, "abs(%s%s)", in_reg
, in_regswizzle
);
2828 case WINED3DSPSM_ABSNEG
:
2829 sprintf(out_str
, "-abs(%s%s)", in_reg
, in_regswizzle
);
2832 FIXME("Unhandled modifier %u\n", src_modifier
);
2833 sprintf(out_str
, "%s%s", in_reg
, in_regswizzle
);
2837 static void shader_glsl_fixup_scalar_register_variable(char *register_name
,
2838 const char *glsl_variable
, const struct wined3d_gl_info
*gl_info
)
2840 /* The ARB_shading_language_420pack extension allows swizzle operations on
2842 if (gl_info
->supported
[ARB_SHADING_LANGUAGE_420PACK
])
2843 sprintf(register_name
, "%s", glsl_variable
);
2845 sprintf(register_name
, "ivec2(%s, 0)", glsl_variable
);
2848 /** Writes the GLSL variable name that corresponds to the register that the
2849 * DX opcode parameter is trying to access */
2850 static void shader_glsl_get_register_name(const struct wined3d_shader_register
*reg
,
2851 enum wined3d_data_type data_type
, char *register_name
, BOOL
*is_color
,
2852 const struct wined3d_shader_instruction
*ins
)
2854 /* oPos, oFog and oPts in D3D */
2855 static const char * const hwrastout_reg_names
[] = {"vs_out[10]", "vs_out[11].x", "vs_out[11].y"};
2857 const struct wined3d_shader
*shader
= ins
->ctx
->shader
;
2858 const struct wined3d_shader_reg_maps
*reg_maps
= ins
->ctx
->reg_maps
;
2859 const struct wined3d_shader_version
*version
= ®_maps
->shader_version
;
2860 const struct wined3d_gl_info
*gl_info
= ins
->ctx
->gl_info
;
2861 const char *prefix
= shader_glsl_get_prefix(version
->type
);
2862 struct glsl_src_param rel_param0
, rel_param1
;
2863 char imm_str
[4][17];
2865 if (reg
->idx
[0].offset
!= ~0U && reg
->idx
[0].rel_addr
)
2866 shader_glsl_add_src_param(ins
, reg
->idx
[0].rel_addr
, WINED3DSP_WRITEMASK_0
, &rel_param0
);
2867 if (reg
->idx
[1].offset
!= ~0U && reg
->idx
[1].rel_addr
)
2868 shader_glsl_add_src_param(ins
, reg
->idx
[1].rel_addr
, WINED3DSP_WRITEMASK_0
, &rel_param1
);
2873 case WINED3DSPR_TEMP
:
2874 sprintf(register_name
, "R%u", reg
->idx
[0].offset
);
2877 case WINED3DSPR_INPUT
:
2878 case WINED3DSPR_INCONTROLPOINT
:
2879 if (version
->type
== WINED3D_SHADER_TYPE_VERTEX
)
2881 struct shader_glsl_ctx_priv
*priv
= ins
->ctx
->backend_data
;
2883 if (reg
->idx
[0].rel_addr
)
2884 FIXME("VS3 input registers relative addressing.\n");
2885 if (priv
->cur_vs_args
->swizzle_map
& (1u << reg
->idx
[0].offset
))
2887 if (reg
->idx
[0].rel_addr
)
2889 sprintf(register_name
, "%s_in[%s + %u]",
2890 prefix
, rel_param0
.param_str
, reg
->idx
[0].offset
);
2894 sprintf(register_name
, "%s_in%u", prefix
, reg
->idx
[0].offset
);
2899 if (version
->type
== WINED3D_SHADER_TYPE_HULL
2900 || version
->type
== WINED3D_SHADER_TYPE_DOMAIN
2901 || version
->type
== WINED3D_SHADER_TYPE_GEOMETRY
)
2903 if (reg
->idx
[0].rel_addr
)
2905 if (reg
->idx
[1].rel_addr
)
2906 sprintf(register_name
, "shader_in[%s + %u].reg[%s + %u]",
2907 rel_param0
.param_str
, reg
->idx
[0].offset
,
2908 rel_param1
.param_str
, reg
->idx
[1].offset
);
2910 sprintf(register_name
, "shader_in[%s + %u].reg[%u]",
2911 rel_param0
.param_str
, reg
->idx
[0].offset
,
2912 reg
->idx
[1].offset
);
2914 else if (reg
->idx
[1].rel_addr
)
2915 sprintf(register_name
, "shader_in[%u].reg[%s + %u]", reg
->idx
[0].offset
,
2916 rel_param1
.param_str
, reg
->idx
[1].offset
);
2918 sprintf(register_name
, "shader_in[%u].reg[%u]",
2919 reg
->idx
[0].offset
, reg
->idx
[1].offset
);
2923 /* pixel shaders >= 3.0 */
2924 if (version
->major
>= 3)
2926 DWORD idx
= shader
->u
.ps
.input_reg_map
[reg
->idx
[0].offset
];
2927 unsigned int in_count
= vec4_varyings(version
->major
, gl_info
);
2929 if (reg
->idx
[0].rel_addr
)
2931 /* Removing a + 0 would be an obvious optimization, but
2932 * OS X doesn't see the NOP operation there. */
2935 if (needs_legacy_glsl_syntax(gl_info
)
2936 && shader
->u
.ps
.declared_in_count
> in_count
)
2938 sprintf(register_name
,
2939 "((%s + %u) > %u ? (%s + %u) > %u ? gl_SecondaryColor : gl_Color : %s_in[%s + %u])",
2940 rel_param0
.param_str
, idx
, in_count
- 1, rel_param0
.param_str
, idx
, in_count
,
2941 prefix
, rel_param0
.param_str
, idx
);
2945 sprintf(register_name
, "%s_in[%s + %u]", prefix
, rel_param0
.param_str
, idx
);
2950 if (needs_legacy_glsl_syntax(gl_info
)
2951 && shader
->u
.ps
.declared_in_count
> in_count
)
2953 sprintf(register_name
, "((%s) > %u ? (%s) > %u ? gl_SecondaryColor : gl_Color : %s_in[%s])",
2954 rel_param0
.param_str
, in_count
- 1, rel_param0
.param_str
, in_count
,
2955 prefix
, rel_param0
.param_str
);
2959 sprintf(register_name
, "%s_in[%s]", prefix
, rel_param0
.param_str
);
2965 if (idx
== in_count
) sprintf(register_name
, "gl_Color");
2966 else if (idx
== in_count
+ 1) sprintf(register_name
, "gl_SecondaryColor");
2967 else sprintf(register_name
, "%s_in[%u]", prefix
, idx
);
2972 if (!reg
->idx
[0].offset
)
2973 strcpy(register_name
, "ffp_varying_diffuse");
2975 strcpy(register_name
, "ffp_varying_specular");
2980 case WINED3DSPR_CONST
:
2982 /* Relative addressing */
2983 if (reg
->idx
[0].rel_addr
)
2985 if (wined3d_settings
.check_float_constants
)
2986 sprintf(register_name
, "(%s + %u >= 0 && %s + %u < %u ? %s_c[%s + %u] : vec4(0.0))",
2987 rel_param0
.param_str
, reg
->idx
[0].offset
,
2988 rel_param0
.param_str
, reg
->idx
[0].offset
, shader
->limits
->constant_float
,
2989 prefix
, rel_param0
.param_str
, reg
->idx
[0].offset
);
2990 else if (reg
->idx
[0].offset
)
2991 sprintf(register_name
, "%s_c[%s + %u]", prefix
, rel_param0
.param_str
, reg
->idx
[0].offset
);
2993 sprintf(register_name
, "%s_c[%s]", prefix
, rel_param0
.param_str
);
2997 if (shader_constant_is_local(shader
, reg
->idx
[0].offset
))
2998 sprintf(register_name
, "%s_lc%u", prefix
, reg
->idx
[0].offset
);
3000 sprintf(register_name
, "%s_c[%u]", prefix
, reg
->idx
[0].offset
);
3005 case WINED3DSPR_CONSTINT
:
3006 sprintf(register_name
, "%s_i[%u]", prefix
, reg
->idx
[0].offset
);
3009 case WINED3DSPR_CONSTBOOL
:
3010 sprintf(register_name
, "%s_b[%u]", prefix
, reg
->idx
[0].offset
);
3013 case WINED3DSPR_TEXTURE
: /* case WINED3DSPR_ADDR: */
3014 if (version
->type
== WINED3D_SHADER_TYPE_PIXEL
)
3015 sprintf(register_name
, "T%u", reg
->idx
[0].offset
);
3017 sprintf(register_name
, "A%u", reg
->idx
[0].offset
);
3020 case WINED3DSPR_LOOP
:
3021 sprintf(register_name
, "aL%u", ins
->ctx
->state
->current_loop_reg
- 1);
3024 case WINED3DSPR_SAMPLER
:
3025 sprintf(register_name
, "%s_sampler%u", prefix
, reg
->idx
[0].offset
);
3028 case WINED3DSPR_COLOROUT
:
3029 if (reg
->idx
[0].offset
>= gl_info
->limits
.buffers
)
3030 WARN("Write to render target %u, only %d supported.\n",
3031 reg
->idx
[0].offset
, gl_info
->limits
.buffers
);
3033 sprintf(register_name
, "%s[%u]", get_fragment_output(gl_info
), reg
->idx
[0].offset
);
3036 case WINED3DSPR_RASTOUT
:
3037 sprintf(register_name
, "%s", hwrastout_reg_names
[reg
->idx
[0].offset
]);
3040 case WINED3DSPR_DEPTHOUT
:
3041 case WINED3DSPR_DEPTHOUTGE
:
3042 case WINED3DSPR_DEPTHOUTLE
:
3043 sprintf(register_name
, "gl_FragDepth");
3046 case WINED3DSPR_ATTROUT
:
3047 if (!reg
->idx
[0].offset
)
3048 sprintf(register_name
, "%s_out[8]", prefix
);
3050 sprintf(register_name
, "%s_out[9]", prefix
);
3053 case WINED3DSPR_TEXCRDOUT
:
3054 /* Vertex shaders >= 3.0: WINED3DSPR_OUTPUT */
3055 if (reg
->idx
[0].rel_addr
)
3056 sprintf(register_name
, "%s_out[%s + %u]",
3057 prefix
, rel_param0
.param_str
, reg
->idx
[0].offset
);
3059 sprintf(register_name
, "%s_out[%u]", prefix
, reg
->idx
[0].offset
);
3062 case WINED3DSPR_MISCTYPE
:
3063 if (!reg
->idx
[0].offset
)
3066 sprintf(register_name
, "vpos");
3068 else if (reg
->idx
[0].offset
== 1)
3070 /* Note that gl_FrontFacing is a bool, while vFace is
3071 * a float for which the sign determines front/back */
3072 sprintf(register_name
, "(gl_FrontFacing ? 1.0 : -1.0)");
3076 FIXME("Unhandled misctype register %u.\n", reg
->idx
[0].offset
);
3077 sprintf(register_name
, "unrecognized_register");
3081 case WINED3DSPR_IMMCONST
:
3082 switch (reg
->immconst_type
)
3084 case WINED3D_IMMCONST_SCALAR
:
3087 case WINED3D_DATA_FLOAT
:
3088 if (gl_info
->supported
[ARB_SHADER_BIT_ENCODING
])
3089 sprintf(register_name
, "uintBitsToFloat(%#xu)", reg
->u
.immconst_data
[0]);
3091 wined3d_ftoa(*(const float *)reg
->u
.immconst_data
, register_name
);
3093 case WINED3D_DATA_INT
:
3094 sprintf(register_name
, "%#x", reg
->u
.immconst_data
[0]);
3096 case WINED3D_DATA_RESOURCE
:
3097 case WINED3D_DATA_SAMPLER
:
3098 case WINED3D_DATA_UINT
:
3099 sprintf(register_name
, "%#xu", reg
->u
.immconst_data
[0]);
3102 sprintf(register_name
, "<unhandled data type %#x>", data_type
);
3107 case WINED3D_IMMCONST_VEC4
:
3110 case WINED3D_DATA_FLOAT
:
3111 if (gl_info
->supported
[ARB_SHADER_BIT_ENCODING
])
3113 sprintf(register_name
, "uintBitsToFloat(uvec4(%#xu, %#xu, %#xu, %#xu))",
3114 reg
->u
.immconst_data
[0], reg
->u
.immconst_data
[1],
3115 reg
->u
.immconst_data
[2], reg
->u
.immconst_data
[3]);
3119 wined3d_ftoa(*(const float *)®
->u
.immconst_data
[0], imm_str
[0]);
3120 wined3d_ftoa(*(const float *)®
->u
.immconst_data
[1], imm_str
[1]);
3121 wined3d_ftoa(*(const float *)®
->u
.immconst_data
[2], imm_str
[2]);
3122 wined3d_ftoa(*(const float *)®
->u
.immconst_data
[3], imm_str
[3]);
3123 sprintf(register_name
, "vec4(%s, %s, %s, %s)",
3124 imm_str
[0], imm_str
[1], imm_str
[2], imm_str
[3]);
3127 case WINED3D_DATA_INT
:
3128 sprintf(register_name
, "ivec4(%#x, %#x, %#x, %#x)",
3129 reg
->u
.immconst_data
[0], reg
->u
.immconst_data
[1],
3130 reg
->u
.immconst_data
[2], reg
->u
.immconst_data
[3]);
3132 case WINED3D_DATA_RESOURCE
:
3133 case WINED3D_DATA_SAMPLER
:
3134 case WINED3D_DATA_UINT
:
3135 sprintf(register_name
, "uvec4(%#xu, %#xu, %#xu, %#xu)",
3136 reg
->u
.immconst_data
[0], reg
->u
.immconst_data
[1],
3137 reg
->u
.immconst_data
[2], reg
->u
.immconst_data
[3]);
3140 sprintf(register_name
, "<unhandled data type %#x>", data_type
);
3146 FIXME("Unhandled immconst type %#x\n", reg
->immconst_type
);
3147 sprintf(register_name
, "<unhandled_immconst_type %#x>", reg
->immconst_type
);
3151 case WINED3DSPR_CONSTBUFFER
:
3152 if (reg
->idx
[1].rel_addr
)
3153 sprintf(register_name
, "%s_cb%u[%s + %u]",
3154 prefix
, reg
->idx
[0].offset
, rel_param1
.param_str
, reg
->idx
[1].offset
);
3156 sprintf(register_name
, "%s_cb%u[%u]", prefix
, reg
->idx
[0].offset
, reg
->idx
[1].offset
);
3159 case WINED3DSPR_IMMCONSTBUFFER
:
3160 if (reg
->idx
[0].rel_addr
)
3161 sprintf(register_name
, "%s_icb[%s + %u]", prefix
, rel_param0
.param_str
, reg
->idx
[0].offset
);
3163 sprintf(register_name
, "%s_icb[%u]", prefix
, reg
->idx
[0].offset
);
3166 case WINED3DSPR_PRIMID
:
3167 if (version
->type
== WINED3D_SHADER_TYPE_GEOMETRY
)
3168 sprintf(register_name
, "gl_PrimitiveIDIn");
3170 sprintf(register_name
, "gl_PrimitiveID");
3173 case WINED3DSPR_IDXTEMP
:
3174 if (reg
->idx
[1].rel_addr
)
3175 sprintf(register_name
, "X%u[%s + %u]", reg
->idx
[0].offset
, rel_param1
.param_str
, reg
->idx
[1].offset
);
3177 sprintf(register_name
, "X%u[%u]", reg
->idx
[0].offset
, reg
->idx
[1].offset
);
3180 case WINED3DSPR_LOCALTHREADINDEX
:
3181 shader_glsl_fixup_scalar_register_variable(register_name
,
3182 "int(gl_LocalInvocationIndex)", gl_info
);
3185 case WINED3DSPR_GSINSTID
:
3186 case WINED3DSPR_OUTPOINTID
:
3187 shader_glsl_fixup_scalar_register_variable(register_name
,
3188 "gl_InvocationID", gl_info
);
3191 case WINED3DSPR_THREADID
:
3192 sprintf(register_name
, "ivec3(gl_GlobalInvocationID)");
3195 case WINED3DSPR_THREADGROUPID
:
3196 sprintf(register_name
, "ivec3(gl_WorkGroupID)");
3199 case WINED3DSPR_LOCALTHREADID
:
3200 sprintf(register_name
, "ivec3(gl_LocalInvocationID)");
3203 case WINED3DSPR_FORKINSTID
:
3204 case WINED3DSPR_JOININSTID
:
3205 shader_glsl_fixup_scalar_register_variable(register_name
,
3206 "phase_instance_id", gl_info
);
3209 case WINED3DSPR_TESSCOORD
:
3210 sprintf(register_name
, "gl_TessCoord");
3213 case WINED3DSPR_OUTCONTROLPOINT
:
3214 if (reg
->idx
[0].rel_addr
)
3216 if (reg
->idx
[1].rel_addr
)
3217 sprintf(register_name
, "shader_out[%s + %u].reg[%s + %u]",
3218 rel_param0
.param_str
, reg
->idx
[0].offset
,
3219 rel_param1
.param_str
, reg
->idx
[1].offset
);
3221 sprintf(register_name
, "shader_out[%s + %u].reg[%u]",
3222 rel_param0
.param_str
, reg
->idx
[0].offset
,
3223 reg
->idx
[1].offset
);
3225 else if (reg
->idx
[1].rel_addr
)
3227 sprintf(register_name
, "shader_out[%u].reg[%s + %u]",
3228 reg
->idx
[0].offset
, rel_param1
.param_str
,
3229 reg
->idx
[1].offset
);
3233 sprintf(register_name
, "shader_out[%u].reg[%u]",
3234 reg
->idx
[0].offset
, reg
->idx
[1].offset
);
3238 case WINED3DSPR_PATCHCONST
:
3239 if (version
->type
== WINED3D_SHADER_TYPE_HULL
)
3240 sprintf(register_name
, "hs_out[%u]", reg
->idx
[0].offset
);
3242 sprintf(register_name
, "vpc[%u]", reg
->idx
[0].offset
);
3245 case WINED3DSPR_SAMPLEMASK
:
3246 sprintf(register_name
, "sample_mask");
3250 FIXME("Unhandled register type %#x.\n", reg
->type
);
3251 sprintf(register_name
, "unrecognized_register");
3256 static void shader_glsl_write_mask_to_str(DWORD write_mask
, char *str
)
3259 if (write_mask
& WINED3DSP_WRITEMASK_0
) *str
++ = 'x';
3260 if (write_mask
& WINED3DSP_WRITEMASK_1
) *str
++ = 'y';
3261 if (write_mask
& WINED3DSP_WRITEMASK_2
) *str
++ = 'z';
3262 if (write_mask
& WINED3DSP_WRITEMASK_3
) *str
++ = 'w';
3266 /* Get the GLSL write mask for the destination register */
3267 static DWORD
shader_glsl_get_write_mask(const struct wined3d_shader_dst_param
*param
, char *write_mask
)
3269 DWORD mask
= param
->write_mask
;
3271 if (shader_is_scalar(¶m
->reg
))
3273 mask
= WINED3DSP_WRITEMASK_0
;
3278 shader_glsl_write_mask_to_str(mask
, write_mask
);
3284 static unsigned int shader_glsl_get_write_mask_size(DWORD write_mask
)
3286 unsigned int size
= 0;
3288 if (write_mask
& WINED3DSP_WRITEMASK_0
) ++size
;
3289 if (write_mask
& WINED3DSP_WRITEMASK_1
) ++size
;
3290 if (write_mask
& WINED3DSP_WRITEMASK_2
) ++size
;
3291 if (write_mask
& WINED3DSP_WRITEMASK_3
) ++size
;
3296 static unsigned int shader_glsl_swizzle_get_component(DWORD swizzle
,
3297 unsigned int component_idx
)
3299 /* swizzle bits fields: wwzzyyxx */
3300 return (swizzle
>> (2 * component_idx
)) & 0x3;
3303 static void shader_glsl_swizzle_to_str(DWORD swizzle
, BOOL fixup
, DWORD mask
, char *str
)
3305 /* For registers of type WINED3DDECLTYPE_D3DCOLOR, data is stored as "bgra",
3306 * but addressed as "rgba". To fix this we need to swap the register's x
3307 * and z components. */
3308 const char *swizzle_chars
= fixup
? "zyxw" : "xyzw";
3312 for (i
= 0; i
< 4; ++i
)
3314 if (mask
& (WINED3DSP_WRITEMASK_0
<< i
))
3315 *str
++ = swizzle_chars
[shader_glsl_swizzle_get_component(swizzle
, i
)];
3320 static void shader_glsl_get_swizzle(const struct wined3d_shader_src_param
*param
,
3321 BOOL fixup
, DWORD mask
, char *swizzle_str
)
3323 if (shader_is_scalar(¶m
->reg
))
3324 *swizzle_str
= '\0';
3326 shader_glsl_swizzle_to_str(param
->swizzle
, fixup
, mask
, swizzle_str
);
3329 static void shader_glsl_sprintf_cast(struct wined3d_string_buffer
*dst_param
, const char *src_param
,
3330 enum wined3d_data_type dst_data_type
, enum wined3d_data_type src_data_type
)
3332 if (dst_data_type
== src_data_type
)
3334 string_buffer_sprintf(dst_param
, "%s", src_param
);
3338 if (src_data_type
== WINED3D_DATA_FLOAT
)
3340 switch (dst_data_type
)
3342 case WINED3D_DATA_INT
:
3343 string_buffer_sprintf(dst_param
, "floatBitsToInt(%s)", src_param
);
3345 case WINED3D_DATA_RESOURCE
:
3346 case WINED3D_DATA_SAMPLER
:
3347 case WINED3D_DATA_UINT
:
3348 string_buffer_sprintf(dst_param
, "floatBitsToUint(%s)", src_param
);
3355 if (src_data_type
== WINED3D_DATA_UINT
&& dst_data_type
== WINED3D_DATA_FLOAT
)
3357 string_buffer_sprintf(dst_param
, "uintBitsToFloat(%s)", src_param
);
3361 if (src_data_type
== WINED3D_DATA_INT
&& dst_data_type
== WINED3D_DATA_FLOAT
)
3363 string_buffer_sprintf(dst_param
, "intBitsToFloat(%s)", src_param
);
3367 FIXME("Unhandled cast from %#x to %#x.\n", src_data_type
, dst_data_type
);
3368 string_buffer_sprintf(dst_param
, "%s", src_param
);
3371 /* From a given parameter token, generate the corresponding GLSL string.
3372 * Also, return the actual register name and swizzle in case the
3373 * caller needs this information as well. */
3374 static void shader_glsl_add_src_param_ext(const struct wined3d_shader_instruction
*ins
,
3375 const struct wined3d_shader_src_param
*wined3d_src
, DWORD mask
, struct glsl_src_param
*glsl_src
,
3376 enum wined3d_data_type data_type
)
3378 struct shader_glsl_ctx_priv
*priv
= ins
->ctx
->backend_data
;
3379 struct wined3d_string_buffer
*reg_name
= string_buffer_get(priv
->string_buffers
);
3380 enum wined3d_data_type param_data_type
;
3381 BOOL is_color
= FALSE
;
3382 char swizzle_str
[6];
3384 glsl_src
->reg_name
[0] = '\0';
3385 glsl_src
->param_str
[0] = '\0';
3386 swizzle_str
[0] = '\0';
3388 shader_glsl_get_register_name(&wined3d_src
->reg
, data_type
, glsl_src
->reg_name
, &is_color
, ins
);
3389 shader_glsl_get_swizzle(wined3d_src
, is_color
, mask
, swizzle_str
);
3391 switch (wined3d_src
->reg
.type
)
3393 case WINED3DSPR_IMMCONST
:
3394 param_data_type
= data_type
;
3396 case WINED3DSPR_FORKINSTID
:
3397 case WINED3DSPR_GSINSTID
:
3398 case WINED3DSPR_JOININSTID
:
3399 case WINED3DSPR_LOCALTHREADID
:
3400 case WINED3DSPR_LOCALTHREADINDEX
:
3401 case WINED3DSPR_OUTPOINTID
:
3402 case WINED3DSPR_PRIMID
:
3403 case WINED3DSPR_THREADGROUPID
:
3404 case WINED3DSPR_THREADID
:
3405 param_data_type
= WINED3D_DATA_INT
;
3408 param_data_type
= WINED3D_DATA_FLOAT
;
3412 shader_glsl_sprintf_cast(reg_name
, glsl_src
->reg_name
, data_type
, param_data_type
);
3413 shader_glsl_gen_modifier(wined3d_src
->modifiers
, reg_name
->buffer
, swizzle_str
, glsl_src
->param_str
);
3415 string_buffer_release(priv
->string_buffers
, reg_name
);
3418 static void shader_glsl_add_src_param(const struct wined3d_shader_instruction
*ins
,
3419 const struct wined3d_shader_src_param
*wined3d_src
, DWORD mask
, struct glsl_src_param
*glsl_src
)
3421 shader_glsl_add_src_param_ext(ins
, wined3d_src
, mask
, glsl_src
, wined3d_src
->reg
.data_type
);
3424 /* From a given parameter token, generate the corresponding GLSL string.
3425 * Also, return the actual register name and swizzle in case the
3426 * caller needs this information as well. */
3427 static DWORD
shader_glsl_add_dst_param(const struct wined3d_shader_instruction
*ins
,
3428 const struct wined3d_shader_dst_param
*wined3d_dst
, struct glsl_dst_param
*glsl_dst
)
3430 BOOL is_color
= FALSE
;
3432 glsl_dst
->mask_str
[0] = '\0';
3433 glsl_dst
->reg_name
[0] = '\0';
3435 shader_glsl_get_register_name(&wined3d_dst
->reg
, wined3d_dst
->reg
.data_type
,
3436 glsl_dst
->reg_name
, &is_color
, ins
);
3437 return shader_glsl_get_write_mask(wined3d_dst
, glsl_dst
->mask_str
);
3440 /* Append the destination part of the instruction to the buffer, return the effective write mask */
3441 static DWORD
shader_glsl_append_dst_ext(struct wined3d_string_buffer
*buffer
,
3442 const struct wined3d_shader_instruction
*ins
, const struct wined3d_shader_dst_param
*dst
,
3443 enum wined3d_data_type data_type
)
3445 struct glsl_dst_param glsl_dst
;
3448 if ((mask
= shader_glsl_add_dst_param(ins
, dst
, &glsl_dst
)))
3452 case WINED3D_DATA_FLOAT
:
3453 shader_addline(buffer
, "%s%s = %s(",
3454 glsl_dst
.reg_name
, glsl_dst
.mask_str
, shift_glsl_tab
[dst
->shift
]);
3456 case WINED3D_DATA_INT
:
3457 shader_addline(buffer
, "%s%s = %sintBitsToFloat(",
3458 glsl_dst
.reg_name
, glsl_dst
.mask_str
, shift_glsl_tab
[dst
->shift
]);
3460 case WINED3D_DATA_RESOURCE
:
3461 case WINED3D_DATA_SAMPLER
:
3462 case WINED3D_DATA_UINT
:
3463 shader_addline(buffer
, "%s%s = %suintBitsToFloat(",
3464 glsl_dst
.reg_name
, glsl_dst
.mask_str
, shift_glsl_tab
[dst
->shift
]);
3467 FIXME("Unhandled data type %#x.\n", data_type
);
3468 shader_addline(buffer
, "%s%s = %s(",
3469 glsl_dst
.reg_name
, glsl_dst
.mask_str
, shift_glsl_tab
[dst
->shift
]);
3477 /* Append the destination part of the instruction to the buffer, return the effective write mask */
3478 static DWORD
shader_glsl_append_dst(struct wined3d_string_buffer
*buffer
, const struct wined3d_shader_instruction
*ins
)
3480 return shader_glsl_append_dst_ext(buffer
, ins
, &ins
->dst
[0], ins
->dst
[0].reg
.data_type
);
3483 /** Process GLSL instruction modifiers */
3484 static void shader_glsl_add_instruction_modifiers(const struct wined3d_shader_instruction
*ins
)
3486 struct glsl_dst_param dst_param
;
3489 if (!ins
->dst_count
) return;
3491 modifiers
= ins
->dst
[0].modifiers
;
3492 if (!modifiers
) return;
3494 shader_glsl_add_dst_param(ins
, &ins
->dst
[0], &dst_param
);
3496 if (modifiers
& WINED3DSPDM_SATURATE
)
3498 /* _SAT means to clamp the value of the register to between 0 and 1 */
3499 shader_addline(ins
->ctx
->buffer
, "%s%s = clamp(%s%s, 0.0, 1.0);\n", dst_param
.reg_name
,
3500 dst_param
.mask_str
, dst_param
.reg_name
, dst_param
.mask_str
);
3503 if (modifiers
& WINED3DSPDM_MSAMPCENTROID
)
3505 FIXME("_centroid modifier not handled\n");
3508 if (modifiers
& WINED3DSPDM_PARTIALPRECISION
)
3510 /* MSDN says this modifier can be safely ignored, so that's what we'll do. */
3514 static const char *shader_glsl_get_rel_op(enum wined3d_shader_rel_op op
)
3518 case WINED3D_SHADER_REL_OP_GT
: return ">";
3519 case WINED3D_SHADER_REL_OP_EQ
: return "==";
3520 case WINED3D_SHADER_REL_OP_GE
: return ">=";
3521 case WINED3D_SHADER_REL_OP_LT
: return "<";
3522 case WINED3D_SHADER_REL_OP_NE
: return "!=";
3523 case WINED3D_SHADER_REL_OP_LE
: return "<=";
3525 FIXME("Unrecognized operator %#x.\n", op
);
3530 static BOOL
shader_glsl_has_core_grad(const struct wined3d_gl_info
*gl_info
)
3532 return shader_glsl_get_version(gl_info
) >= 130 || gl_info
->supported
[EXT_GPU_SHADER4
];
3535 static void shader_glsl_get_coord_size(enum wined3d_shader_resource_type resource_type
,
3536 unsigned int *coord_size
, unsigned int *deriv_size
)
3538 const BOOL is_array
= resource_type
== WINED3D_SHADER_RESOURCE_TEXTURE_1DARRAY
3539 || resource_type
== WINED3D_SHADER_RESOURCE_TEXTURE_2DARRAY
;
3541 *coord_size
= resource_type_info
[resource_type
].coord_size
;
3542 *deriv_size
= *coord_size
;
3547 static void shader_glsl_get_sample_function(const struct wined3d_shader_context
*ctx
,
3548 DWORD resource_idx
, DWORD sampler_idx
, DWORD flags
, struct glsl_sample_function
*sample_function
)
3550 enum wined3d_shader_resource_type resource_type
= ctx
->reg_maps
->resource_info
[resource_idx
].type
;
3551 struct shader_glsl_ctx_priv
*priv
= ctx
->backend_data
;
3552 const struct wined3d_gl_info
*gl_info
= ctx
->gl_info
;
3553 BOOL shadow
= glsl_is_shadow_sampler(ctx
->shader
, priv
->cur_ps_args
, resource_idx
, sampler_idx
);
3554 BOOL projected
= flags
& WINED3D_GLSL_SAMPLE_PROJECTED
;
3555 BOOL texrect
= ctx
->reg_maps
->shader_version
.type
== WINED3D_SHADER_TYPE_PIXEL
3556 && priv
->cur_ps_args
->np2_fixup
& (1u << resource_idx
)
3557 && gl_info
->supported
[ARB_TEXTURE_RECTANGLE
];
3558 BOOL lod
= flags
& WINED3D_GLSL_SAMPLE_LOD
;
3559 BOOL grad
= flags
& WINED3D_GLSL_SAMPLE_GRAD
;
3560 BOOL offset
= flags
& WINED3D_GLSL_SAMPLE_OFFSET
;
3561 const char *base
= "texture", *type_part
= "", *suffix
= "";
3562 unsigned int coord_size
, deriv_size
;
3564 sample_function
->data_type
= ctx
->reg_maps
->resource_info
[resource_idx
].data_type
;
3566 if (resource_type
>= ARRAY_SIZE(resource_type_info
))
3568 ERR("Unexpected resource type %#x.\n", resource_type
);
3569 resource_type
= WINED3D_SHADER_RESOURCE_TEXTURE_2D
;
3572 /* Note that there's no such thing as a projected cube texture. */
3573 if (resource_type
== WINED3D_SHADER_RESOURCE_TEXTURE_CUBE
)
3576 if (needs_legacy_glsl_syntax(gl_info
))
3581 type_part
= resource_type_info
[resource_type
].type_part
;
3582 if (resource_type
== WINED3D_SHADER_RESOURCE_TEXTURE_2D
&& texrect
)
3583 type_part
= "2DRect";
3584 if (!type_part
[0] && resource_type
!= WINED3D_SHADER_RESOURCE_TEXTURE_CUBEARRAY
)
3585 FIXME("Unhandled resource type %#x.\n", resource_type
);
3587 if (!lod
&& grad
&& !shader_glsl_has_core_grad(gl_info
))
3589 if (gl_info
->supported
[ARB_SHADER_TEXTURE_LOD
])
3592 FIXME("Unsupported grad function.\n");
3596 if (flags
& WINED3D_GLSL_SAMPLE_LOAD
)
3598 static const DWORD texel_fetch_flags
= WINED3D_GLSL_SAMPLE_LOAD
| WINED3D_GLSL_SAMPLE_OFFSET
;
3599 if (flags
& ~texel_fetch_flags
)
3600 ERR("Unexpected flags %#x for texelFetch.\n", flags
& ~texel_fetch_flags
);
3602 base
= "texelFetch";
3606 sample_function
->name
= string_buffer_get(priv
->string_buffers
);
3607 string_buffer_sprintf(sample_function
->name
, "%s%s%s%s%s%s", base
, type_part
, projected
? "Proj" : "",
3608 lod
? "Lod" : grad
? "Grad" : "", offset
? "Offset" : "", suffix
);
3610 shader_glsl_get_coord_size(resource_type
, &coord_size
, &deriv_size
);
3613 sample_function
->offset_size
= offset
? deriv_size
: 0;
3614 sample_function
->coord_mask
= (1u << coord_size
) - 1;
3615 sample_function
->deriv_mask
= (1u << deriv_size
) - 1;
3616 sample_function
->output_single_component
= shadow
&& !needs_legacy_glsl_syntax(gl_info
);
3619 static void shader_glsl_release_sample_function(const struct wined3d_shader_context
*ctx
,
3620 struct glsl_sample_function
*sample_function
)
3622 const struct shader_glsl_ctx_priv
*priv
= ctx
->backend_data
;
3624 string_buffer_release(priv
->string_buffers
, sample_function
->name
);
3627 static void shader_glsl_append_fixup_arg(char *arguments
, const char *reg_name
,
3628 BOOL sign_fixup
, enum fixup_channel_source channel_source
)
3630 switch(channel_source
)
3632 case CHANNEL_SOURCE_ZERO
:
3633 strcat(arguments
, "0.0");
3636 case CHANNEL_SOURCE_ONE
:
3637 strcat(arguments
, "1.0");
3640 case CHANNEL_SOURCE_X
:
3641 strcat(arguments
, reg_name
);
3642 strcat(arguments
, ".x");
3645 case CHANNEL_SOURCE_Y
:
3646 strcat(arguments
, reg_name
);
3647 strcat(arguments
, ".y");
3650 case CHANNEL_SOURCE_Z
:
3651 strcat(arguments
, reg_name
);
3652 strcat(arguments
, ".z");
3655 case CHANNEL_SOURCE_W
:
3656 strcat(arguments
, reg_name
);
3657 strcat(arguments
, ".w");
3661 FIXME("Unhandled channel source %#x\n", channel_source
);
3662 strcat(arguments
, "undefined");
3666 if (sign_fixup
) strcat(arguments
, " * 2.0 - 1.0");
3669 static void shader_glsl_color_correction_ext(struct wined3d_string_buffer
*buffer
,
3670 const char *reg_name
, DWORD mask
, struct color_fixup_desc fixup
)
3672 unsigned int mask_size
, remaining
;
3673 DWORD fixup_mask
= 0;
3674 char arguments
[256];
3677 if (fixup
.x_sign_fixup
|| fixup
.x_source
!= CHANNEL_SOURCE_X
) fixup_mask
|= WINED3DSP_WRITEMASK_0
;
3678 if (fixup
.y_sign_fixup
|| fixup
.y_source
!= CHANNEL_SOURCE_Y
) fixup_mask
|= WINED3DSP_WRITEMASK_1
;
3679 if (fixup
.z_sign_fixup
|| fixup
.z_source
!= CHANNEL_SOURCE_Z
) fixup_mask
|= WINED3DSP_WRITEMASK_2
;
3680 if (fixup
.w_sign_fixup
|| fixup
.w_source
!= CHANNEL_SOURCE_W
) fixup_mask
|= WINED3DSP_WRITEMASK_3
;
3681 if (!(mask
&= fixup_mask
))
3684 if (is_complex_fixup(fixup
))
3686 enum complex_fixup complex_fixup
= get_complex_fixup(fixup
);
3687 FIXME("Complex fixup (%#x) not supported\n",complex_fixup
);
3691 shader_glsl_write_mask_to_str(mask
, mask_str
);
3692 mask_size
= shader_glsl_get_write_mask_size(mask
);
3694 arguments
[0] = '\0';
3695 remaining
= mask_size
;
3696 if (mask
& WINED3DSP_WRITEMASK_0
)
3698 shader_glsl_append_fixup_arg(arguments
, reg_name
, fixup
.x_sign_fixup
, fixup
.x_source
);
3699 if (--remaining
) strcat(arguments
, ", ");
3701 if (mask
& WINED3DSP_WRITEMASK_1
)
3703 shader_glsl_append_fixup_arg(arguments
, reg_name
, fixup
.y_sign_fixup
, fixup
.y_source
);
3704 if (--remaining
) strcat(arguments
, ", ");
3706 if (mask
& WINED3DSP_WRITEMASK_2
)
3708 shader_glsl_append_fixup_arg(arguments
, reg_name
, fixup
.z_sign_fixup
, fixup
.z_source
);
3709 if (--remaining
) strcat(arguments
, ", ");
3711 if (mask
& WINED3DSP_WRITEMASK_3
)
3713 shader_glsl_append_fixup_arg(arguments
, reg_name
, fixup
.w_sign_fixup
, fixup
.w_source
);
3714 if (--remaining
) strcat(arguments
, ", ");
3718 shader_addline(buffer
, "%s%s = vec%u(%s);\n", reg_name
, mask_str
, mask_size
, arguments
);
3720 shader_addline(buffer
, "%s%s = %s;\n", reg_name
, mask_str
, arguments
);
3723 static void shader_glsl_color_correction(const struct wined3d_shader_instruction
*ins
, struct color_fixup_desc fixup
)
3728 shader_glsl_get_register_name(&ins
->dst
[0].reg
, ins
->dst
[0].reg
.data_type
, reg_name
, &is_color
, ins
);
3729 shader_glsl_color_correction_ext(ins
->ctx
->buffer
, reg_name
, ins
->dst
[0].write_mask
, fixup
);
3732 static void PRINTF_ATTR(9, 10) shader_glsl_gen_sample_code(const struct wined3d_shader_instruction
*ins
,
3733 unsigned int sampler_bind_idx
, const struct glsl_sample_function
*sample_function
, DWORD swizzle
,
3734 const char *dx
, const char *dy
, const char *bias
, const struct wined3d_shader_texel_offset
*offset
,
3735 const char *coord_reg_fmt
, ...)
3737 const struct wined3d_shader_version
*version
= &ins
->ctx
->reg_maps
->shader_version
;
3738 char dst_swizzle
[6];
3739 struct color_fixup_desc fixup
;
3740 BOOL np2_fixup
= FALSE
;
3744 shader_glsl_swizzle_to_str(swizzle
, FALSE
, ins
->dst
[0].write_mask
, dst_swizzle
);
3746 /* If ARB_texture_swizzle is supported we don't need to do anything here.
3747 * We actually rely on it for vertex shaders and SM4+. */
3748 if (version
->type
== WINED3D_SHADER_TYPE_PIXEL
&& version
->major
< 4)
3750 const struct shader_glsl_ctx_priv
*priv
= ins
->ctx
->backend_data
;
3751 fixup
= priv
->cur_ps_args
->color_fixup
[sampler_bind_idx
];
3753 if (priv
->cur_ps_args
->np2_fixup
& (1u << sampler_bind_idx
))
3758 fixup
= COLOR_FIXUP_IDENTITY
;
3761 shader_glsl_append_dst_ext(ins
->ctx
->buffer
, ins
, &ins
->dst
[0], sample_function
->data_type
);
3763 if (sample_function
->output_single_component
)
3764 shader_addline(ins
->ctx
->buffer
, "vec4(");
3766 shader_addline(ins
->ctx
->buffer
, "%s(%s_sampler%u, ",
3767 sample_function
->name
->buffer
, shader_glsl_get_prefix(version
->type
), sampler_bind_idx
);
3771 va_start(args
, coord_reg_fmt
);
3772 ret
= shader_vaddline(ins
->ctx
->buffer
, coord_reg_fmt
, args
);
3776 if (!string_buffer_resize(ins
->ctx
->buffer
, ret
))
3782 const struct shader_glsl_ctx_priv
*priv
= ins
->ctx
->backend_data
;
3783 const unsigned char idx
= priv
->cur_np2fixup_info
->idx
[sampler_bind_idx
];
3785 switch (shader_glsl_get_write_mask_size(sample_function
->coord_mask
))
3788 shader_addline(ins
->ctx
->buffer
, " * ps_samplerNP2Fixup[%u].%s",
3789 idx
>> 1, (idx
% 2) ? "z" : "x");
3792 shader_addline(ins
->ctx
->buffer
, " * ps_samplerNP2Fixup[%u].%s",
3793 idx
>> 1, (idx
% 2) ? "zw" : "xy");
3796 shader_addline(ins
->ctx
->buffer
, " * vec3(ps_samplerNP2Fixup[%u].%s, 1.0)",
3797 idx
>> 1, (idx
% 2) ? "zw" : "xy");
3800 shader_addline(ins
->ctx
->buffer
, " * vec4(ps_samplerNP2Fixup[%u].%s, 1.0, 1.0)",
3801 idx
>> 1, (idx
% 2) ? "zw" : "xy");
3806 shader_addline(ins
->ctx
->buffer
, ", %s, %s", dx
, dy
);
3808 shader_addline(ins
->ctx
->buffer
, ", %s", bias
);
3809 if (sample_function
->offset_size
)
3811 int offset_immdata
[4] = {offset
->u
, offset
->v
, offset
->w
};
3812 shader_addline(ins
->ctx
->buffer
, ", ");
3813 shader_glsl_append_imm_ivec(ins
->ctx
->buffer
, offset_immdata
, sample_function
->offset_size
);
3815 shader_addline(ins
->ctx
->buffer
, ")");
3817 if (sample_function
->output_single_component
)
3818 shader_addline(ins
->ctx
->buffer
, ")");
3820 shader_addline(ins
->ctx
->buffer
, "%s);\n", dst_swizzle
);
3822 if (!is_identity_fixup(fixup
))
3823 shader_glsl_color_correction(ins
, fixup
);
3826 static void shader_glsl_fixup_position(struct wined3d_string_buffer
*buffer
, BOOL use_viewport_index
)
3828 /* Write the final position.
3830 * OpenGL coordinates specify the center of the pixel while D3D coords
3831 * specify the corner. The offsets are stored in z and w in
3832 * pos_fixup. pos_fixup.y contains 1.0 or -1.0 to turn the rendering
3833 * upside down for offscreen rendering. pos_fixup.x contains 1.0 to allow
3835 if (use_viewport_index
)
3837 shader_addline(buffer
, "gl_Position.y = gl_Position.y * pos_fixup[gl_ViewportIndex].y;\n");
3838 shader_addline(buffer
, "gl_Position.xy += pos_fixup[gl_ViewportIndex].zw * gl_Position.ww;\n");
3842 shader_addline(buffer
, "gl_Position.y = gl_Position.y * pos_fixup.y;\n");
3843 shader_addline(buffer
, "gl_Position.xy += pos_fixup.zw * gl_Position.ww;\n");
3846 /* Z coord [0;1]->[-1;1] mapping, see comment in get_projection_matrix()
3849 * Basically we want (in homogeneous coordinates) z = z * 2 - 1. However,
3850 * shaders are run before the homogeneous divide, so we have to take the w
3851 * into account: z = ((z / w) * 2 - 1) * w, which is the same as
3853 shader_addline(buffer
, "gl_Position.z = gl_Position.z * 2.0 - gl_Position.w;\n");
3856 /*****************************************************************************
3857 * Begin processing individual instruction opcodes
3858 ****************************************************************************/
3860 static void shader_glsl_binop(const struct wined3d_shader_instruction
*ins
)
3862 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
3863 struct glsl_src_param src0_param
;
3864 struct glsl_src_param src1_param
;
3868 /* Determine the GLSL operator to use based on the opcode */
3869 switch (ins
->handler_idx
)
3871 case WINED3DSIH_ADD
: op
= "+"; break;
3872 case WINED3DSIH_AND
: op
= "&"; break;
3873 case WINED3DSIH_DIV
: op
= "/"; break;
3874 case WINED3DSIH_IADD
: op
= "+"; break;
3875 case WINED3DSIH_ISHL
: op
= "<<"; break;
3876 case WINED3DSIH_ISHR
: op
= ">>"; break;
3877 case WINED3DSIH_MUL
: op
= "*"; break;
3878 case WINED3DSIH_OR
: op
= "|"; break;
3879 case WINED3DSIH_SUB
: op
= "-"; break;
3880 case WINED3DSIH_USHR
: op
= ">>"; break;
3881 case WINED3DSIH_XOR
: op
= "^"; break;
3883 op
= "<unhandled operator>";
3884 FIXME("Opcode %s not yet handled in GLSL.\n", debug_d3dshaderinstructionhandler(ins
->handler_idx
));
3888 write_mask
= shader_glsl_append_dst(buffer
, ins
);
3889 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
3890 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
3891 shader_addline(buffer
, "%s %s %s);\n", src0_param
.param_str
, op
, src1_param
.param_str
);
3894 static void shader_glsl_relop(const struct wined3d_shader_instruction
*ins
)
3896 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
3897 struct glsl_src_param src0_param
;
3898 struct glsl_src_param src1_param
;
3899 unsigned int mask_size
;
3903 write_mask
= shader_glsl_append_dst(buffer
, ins
);
3904 mask_size
= shader_glsl_get_write_mask_size(write_mask
);
3905 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
3906 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
3910 switch (ins
->handler_idx
)
3912 case WINED3DSIH_EQ
: op
= "equal"; break;
3913 case WINED3DSIH_IEQ
: op
= "equal"; break;
3914 case WINED3DSIH_GE
: op
= "greaterThanEqual"; break;
3915 case WINED3DSIH_IGE
: op
= "greaterThanEqual"; break;
3916 case WINED3DSIH_UGE
: op
= "greaterThanEqual"; break;
3917 case WINED3DSIH_LT
: op
= "lessThan"; break;
3918 case WINED3DSIH_ILT
: op
= "lessThan"; break;
3919 case WINED3DSIH_ULT
: op
= "lessThan"; break;
3920 case WINED3DSIH_NE
: op
= "notEqual"; break;
3921 case WINED3DSIH_INE
: op
= "notEqual"; break;
3923 op
= "<unhandled operator>";
3924 ERR("Unhandled opcode %#x.\n", ins
->handler_idx
);
3928 shader_addline(buffer
, "uvec%u(%s(%s, %s)) * 0xffffffffu);\n",
3929 mask_size
, op
, src0_param
.param_str
, src1_param
.param_str
);
3933 switch (ins
->handler_idx
)
3935 case WINED3DSIH_EQ
: op
= "=="; break;
3936 case WINED3DSIH_IEQ
: op
= "=="; break;
3937 case WINED3DSIH_GE
: op
= ">="; break;
3938 case WINED3DSIH_IGE
: op
= ">="; break;
3939 case WINED3DSIH_UGE
: op
= ">="; break;
3940 case WINED3DSIH_LT
: op
= "<"; break;
3941 case WINED3DSIH_ILT
: op
= "<"; break;
3942 case WINED3DSIH_ULT
: op
= "<"; break;
3943 case WINED3DSIH_NE
: op
= "!="; break;
3944 case WINED3DSIH_INE
: op
= "!="; break;
3946 op
= "<unhandled operator>";
3947 ERR("Unhandled opcode %#x.\n", ins
->handler_idx
);
3951 shader_addline(buffer
, "%s %s %s ? 0xffffffffu : 0u);\n",
3952 src0_param
.param_str
, op
, src1_param
.param_str
);
3956 static void shader_glsl_unary_op(const struct wined3d_shader_instruction
*ins
)
3958 struct glsl_src_param src_param
;
3962 switch (ins
->handler_idx
)
3964 case WINED3DSIH_INEG
: op
= "-"; break;
3965 case WINED3DSIH_NOT
: op
= "~"; break;
3967 op
= "<unhandled operator>";
3968 ERR("Unhandled opcode %s.\n",
3969 debug_d3dshaderinstructionhandler(ins
->handler_idx
));
3973 write_mask
= shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
3974 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src_param
);
3975 shader_addline(ins
->ctx
->buffer
, "%s%s);\n", op
, src_param
.param_str
);
3978 static void shader_glsl_mul_extended(const struct wined3d_shader_instruction
*ins
)
3980 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
3981 struct glsl_src_param src0_param
;
3982 struct glsl_src_param src1_param
;
3985 /* If we have ARB_gpu_shader5, we can use imulExtended() / umulExtended().
3986 * If not, we can emulate it. */
3987 if (ins
->dst
[0].reg
.type
!= WINED3DSPR_NULL
)
3988 FIXME("64-bit integer multiplies not implemented.\n");
3990 if (ins
->dst
[1].reg
.type
!= WINED3DSPR_NULL
)
3992 write_mask
= shader_glsl_append_dst_ext(buffer
, ins
, &ins
->dst
[1], ins
->dst
[1].reg
.data_type
);
3993 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
3994 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
3996 shader_addline(ins
->ctx
->buffer
, "%s * %s);\n",
3997 src0_param
.param_str
, src1_param
.param_str
);
4001 static void shader_glsl_udiv(const struct wined3d_shader_instruction
*ins
)
4003 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
4004 struct glsl_src_param src0_param
, src1_param
;
4007 if (ins
->dst
[0].reg
.type
!= WINED3DSPR_NULL
)
4009 if (ins
->dst
[1].reg
.type
!= WINED3DSPR_NULL
)
4013 write_mask
= shader_glsl_get_write_mask(&ins
->dst
[0], dst_mask
);
4014 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
4015 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
4016 shader_addline(buffer
, "tmp0%s = uintBitsToFloat(%s / %s);\n",
4017 dst_mask
, src0_param
.param_str
, src1_param
.param_str
);
4019 write_mask
= shader_glsl_append_dst_ext(buffer
, ins
, &ins
->dst
[1], ins
->dst
[1].reg
.data_type
);
4020 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
4021 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
4022 shader_addline(buffer
, "%s %% %s);\n", src0_param
.param_str
, src1_param
.param_str
);
4024 shader_glsl_append_dst_ext(buffer
, ins
, &ins
->dst
[0], WINED3D_DATA_FLOAT
);
4025 shader_addline(buffer
, "tmp0%s);\n", dst_mask
);
4029 write_mask
= shader_glsl_append_dst_ext(buffer
, ins
, &ins
->dst
[0], ins
->dst
[0].reg
.data_type
);
4030 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
4031 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
4032 shader_addline(buffer
, "%s / %s);\n", src0_param
.param_str
, src1_param
.param_str
);
4035 else if (ins
->dst
[1].reg
.type
!= WINED3DSPR_NULL
)
4037 write_mask
= shader_glsl_append_dst_ext(buffer
, ins
, &ins
->dst
[1], ins
->dst
[1].reg
.data_type
);
4038 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
4039 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
4040 shader_addline(buffer
, "%s %% %s);\n", src0_param
.param_str
, src1_param
.param_str
);
4044 /* Process the WINED3DSIO_MOV opcode using GLSL (dst = src) */
4045 static void shader_glsl_mov(const struct wined3d_shader_instruction
*ins
)
4047 const struct wined3d_gl_info
*gl_info
= ins
->ctx
->gl_info
;
4048 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
4049 struct glsl_src_param src0_param
;
4052 write_mask
= shader_glsl_append_dst(buffer
, ins
);
4053 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
4055 /* In vs_1_1 WINED3DSIO_MOV can write to the address register. In later
4056 * shader versions WINED3DSIO_MOVA is used for this. */
4057 if (ins
->ctx
->reg_maps
->shader_version
.major
== 1
4058 && ins
->ctx
->reg_maps
->shader_version
.type
== WINED3D_SHADER_TYPE_VERTEX
4059 && ins
->dst
[0].reg
.type
== WINED3DSPR_ADDR
)
4061 /* This is a simple floor() */
4062 unsigned int mask_size
= shader_glsl_get_write_mask_size(write_mask
);
4063 if (mask_size
> 1) {
4064 shader_addline(buffer
, "ivec%d(floor(%s)));\n", mask_size
, src0_param
.param_str
);
4066 shader_addline(buffer
, "int(floor(%s)));\n", src0_param
.param_str
);
4069 else if (ins
->handler_idx
== WINED3DSIH_MOVA
)
4071 unsigned int mask_size
= shader_glsl_get_write_mask_size(write_mask
);
4073 if (shader_glsl_get_version(gl_info
) >= 130 || gl_info
->supported
[EXT_GPU_SHADER4
])
4076 shader_addline(buffer
, "ivec%d(round(%s)));\n", mask_size
, src0_param
.param_str
);
4078 shader_addline(buffer
, "int(round(%s)));\n", src0_param
.param_str
);
4083 shader_addline(buffer
, "ivec%d(floor(abs(%s) + vec%d(0.5)) * sign(%s)));\n",
4084 mask_size
, src0_param
.param_str
, mask_size
, src0_param
.param_str
);
4086 shader_addline(buffer
, "int(floor(abs(%s) + 0.5) * sign(%s)));\n",
4087 src0_param
.param_str
, src0_param
.param_str
);
4092 shader_addline(buffer
, "%s);\n", src0_param
.param_str
);
4096 /* Process the dot product operators DP3 and DP4 in GLSL (dst = dot(src0, src1)) */
4097 static void shader_glsl_dot(const struct wined3d_shader_instruction
*ins
)
4099 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
4100 struct glsl_src_param src0_param
;
4101 struct glsl_src_param src1_param
;
4102 DWORD dst_write_mask
, src_write_mask
;
4103 unsigned int dst_size
;
4105 dst_write_mask
= shader_glsl_append_dst(buffer
, ins
);
4106 dst_size
= shader_glsl_get_write_mask_size(dst_write_mask
);
4108 /* dp4 works on vec4, dp3 on vec3, etc. */
4109 if (ins
->handler_idx
== WINED3DSIH_DP4
)
4110 src_write_mask
= WINED3DSP_WRITEMASK_ALL
;
4111 else if (ins
->handler_idx
== WINED3DSIH_DP3
)
4112 src_write_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
4114 src_write_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
;
4116 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_write_mask
, &src0_param
);
4117 shader_glsl_add_src_param(ins
, &ins
->src
[1], src_write_mask
, &src1_param
);
4120 shader_addline(buffer
, "vec%d(dot(%s, %s)));\n", dst_size
, src0_param
.param_str
, src1_param
.param_str
);
4122 shader_addline(buffer
, "dot(%s, %s));\n", src0_param
.param_str
, src1_param
.param_str
);
4126 /* Note that this instruction has some restrictions. The destination write mask
4127 * can't contain the w component, and the source swizzles have to be .xyzw */
4128 static void shader_glsl_cross(const struct wined3d_shader_instruction
*ins
)
4130 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
4131 struct glsl_src_param src0_param
;
4132 struct glsl_src_param src1_param
;
4135 shader_glsl_get_write_mask(&ins
->dst
[0], dst_mask
);
4136 shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
4137 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_mask
, &src0_param
);
4138 shader_glsl_add_src_param(ins
, &ins
->src
[1], src_mask
, &src1_param
);
4139 shader_addline(ins
->ctx
->buffer
, "cross(%s, %s)%s);\n", src0_param
.param_str
, src1_param
.param_str
, dst_mask
);
4142 static void shader_glsl_cut(const struct wined3d_shader_instruction
*ins
)
4144 unsigned int stream
= ins
->handler_idx
== WINED3DSIH_CUT
? 0 : ins
->src
[0].reg
.idx
[0].offset
;
4147 shader_addline(ins
->ctx
->buffer
, "EndPrimitive();\n");
4149 FIXME("Unhandled primitive stream %u.\n", stream
);
4152 /* Process the WINED3DSIO_POW instruction in GLSL (dst = |src0|^src1)
4153 * Src0 and src1 are scalars. Note that D3D uses the absolute of src0, while
4154 * GLSL uses the value as-is. */
4155 static void shader_glsl_pow(const struct wined3d_shader_instruction
*ins
)
4157 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
4158 struct glsl_src_param src0_param
;
4159 struct glsl_src_param src1_param
;
4160 DWORD dst_write_mask
;
4161 unsigned int dst_size
;
4163 dst_write_mask
= shader_glsl_append_dst(buffer
, ins
);
4164 dst_size
= shader_glsl_get_write_mask_size(dst_write_mask
);
4166 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
, &src0_param
);
4167 shader_glsl_add_src_param(ins
, &ins
->src
[1], WINED3DSP_WRITEMASK_0
, &src1_param
);
4171 shader_addline(buffer
, "vec%u(%s == 0.0 ? 1.0 : pow(abs(%s), %s)));\n",
4172 dst_size
, src1_param
.param_str
, src0_param
.param_str
, src1_param
.param_str
);
4176 shader_addline(buffer
, "%s == 0.0 ? 1.0 : pow(abs(%s), %s));\n",
4177 src1_param
.param_str
, src0_param
.param_str
, src1_param
.param_str
);
4181 /* Map the opcode 1-to-1 to the GL code (arg->dst = instruction(src0, src1, ...) */
4182 static void shader_glsl_map2gl(const struct wined3d_shader_instruction
*ins
)
4184 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
4185 struct glsl_src_param src_param
;
4186 const char *instruction
;
4190 /* Determine the GLSL function to use based on the opcode */
4191 /* TODO: Possibly make this a table for faster lookups */
4192 switch (ins
->handler_idx
)
4194 case WINED3DSIH_ABS
: instruction
= "abs"; break;
4195 case WINED3DSIH_BFREV
: instruction
= "bitfieldReverse"; break;
4196 case WINED3DSIH_COUNTBITS
: instruction
= "bitCount"; break;
4197 case WINED3DSIH_DSX
: instruction
= "dFdx"; break;
4198 case WINED3DSIH_DSX_COARSE
: instruction
= "dFdxCoarse"; break;
4199 case WINED3DSIH_DSX_FINE
: instruction
= "dFdxFine"; break;
4200 case WINED3DSIH_DSY
: instruction
= "ycorrection.y * dFdy"; break;
4201 case WINED3DSIH_DSY_COARSE
: instruction
= "ycorrection.y * dFdyCoarse"; break;
4202 case WINED3DSIH_DSY_FINE
: instruction
= "ycorrection.y * dFdyFine"; break;
4203 case WINED3DSIH_FIRSTBIT_HI
: instruction
= "findMSB"; break;
4204 case WINED3DSIH_FIRSTBIT_LO
: instruction
= "findLSB"; break;
4205 case WINED3DSIH_FIRSTBIT_SHI
: instruction
= "findMSB"; break;
4206 case WINED3DSIH_FRC
: instruction
= "fract"; break;
4207 case WINED3DSIH_IMAX
: instruction
= "max"; break;
4208 case WINED3DSIH_IMIN
: instruction
= "min"; break;
4209 case WINED3DSIH_MAX
: instruction
= "max"; break;
4210 case WINED3DSIH_MIN
: instruction
= "min"; break;
4211 case WINED3DSIH_ROUND_NE
: instruction
= "roundEven"; break;
4212 case WINED3DSIH_ROUND_NI
: instruction
= "floor"; break;
4213 case WINED3DSIH_ROUND_PI
: instruction
= "ceil"; break;
4214 case WINED3DSIH_ROUND_Z
: instruction
= "trunc"; break;
4215 case WINED3DSIH_SQRT
: instruction
= "sqrt"; break;
4216 case WINED3DSIH_UMAX
: instruction
= "max"; break;
4217 case WINED3DSIH_UMIN
: instruction
= "min"; break;
4218 default: instruction
= "";
4219 ERR("Opcode %s not yet handled in GLSL.\n", debug_d3dshaderinstructionhandler(ins
->handler_idx
));
4223 write_mask
= shader_glsl_append_dst(buffer
, ins
);
4225 /* In D3D bits are numbered from the most significant bit. */
4226 if (ins
->handler_idx
== WINED3DSIH_FIRSTBIT_HI
|| ins
->handler_idx
== WINED3DSIH_FIRSTBIT_SHI
)
4227 shader_addline(buffer
, "31 - ");
4228 shader_addline(buffer
, "%s(", instruction
);
4232 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src_param
);
4233 shader_addline(buffer
, "%s", src_param
.param_str
);
4234 for (i
= 1; i
< ins
->src_count
; ++i
)
4236 shader_glsl_add_src_param(ins
, &ins
->src
[i
], write_mask
, &src_param
);
4237 shader_addline(buffer
, ", %s", src_param
.param_str
);
4241 shader_addline(buffer
, "));\n");
4244 static void shader_glsl_float16(const struct wined3d_shader_instruction
*ins
)
4246 struct wined3d_shader_dst_param dst
;
4247 struct glsl_src_param src
;
4252 fmt
= ins
->handler_idx
== WINED3DSIH_F16TOF32
4253 ? "unpackHalf2x16(%s).x);\n" : "packHalf2x16(vec2(%s, 0.0)));\n";
4256 for (i
= 0; i
< 4; ++i
)
4258 dst
.write_mask
= ins
->dst
[0].write_mask
& (WINED3DSP_WRITEMASK_0
<< i
);
4259 if (!(write_mask
= shader_glsl_append_dst_ext(ins
->ctx
->buffer
, ins
,
4260 &dst
, dst
.reg
.data_type
)))
4263 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src
);
4264 shader_addline(ins
->ctx
->buffer
, fmt
, src
.param_str
);
4268 static void shader_glsl_bitwise_op(const struct wined3d_shader_instruction
*ins
)
4270 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
4271 struct wined3d_shader_dst_param dst
;
4272 struct glsl_src_param src
[4];
4273 const char *instruction
;
4274 BOOL tmp_dst
= FALSE
;
4279 switch (ins
->handler_idx
)
4281 case WINED3DSIH_BFI
: instruction
= "bitfieldInsert"; break;
4282 case WINED3DSIH_IBFE
: instruction
= "bitfieldExtract"; break;
4283 case WINED3DSIH_UBFE
: instruction
= "bitfieldExtract"; break;
4285 ERR("Unhandled opcode %#x.\n", ins
->handler_idx
);
4289 for (i
= 0; i
< ins
->src_count
; ++i
)
4291 if (ins
->dst
[0].reg
.idx
[0].offset
== ins
->src
[i
].reg
.idx
[0].offset
4292 && ins
->dst
[0].reg
.type
== ins
->src
[i
].reg
.type
)
4297 for (i
= 0; i
< 4; ++i
)
4299 dst
.write_mask
= ins
->dst
[0].write_mask
& (WINED3DSP_WRITEMASK_0
<< i
);
4300 if (tmp_dst
&& (write_mask
= shader_glsl_get_write_mask(&dst
, mask_char
)))
4301 shader_addline(buffer
, "tmp0%s = %sBitsToFloat(", mask_char
,
4302 dst
.reg
.data_type
== WINED3D_DATA_INT
? "int" : "uint");
4303 else if (!(write_mask
= shader_glsl_append_dst_ext(buffer
, ins
, &dst
, dst
.reg
.data_type
)))
4306 for (j
= 0; j
< ins
->src_count
; ++j
)
4307 shader_glsl_add_src_param(ins
, &ins
->src
[j
], write_mask
, &src
[j
]);
4308 shader_addline(buffer
, "%s(", instruction
);
4309 for (j
= 0; j
< ins
->src_count
- 2; ++j
)
4310 shader_addline(buffer
, "%s, ", src
[ins
->src_count
- j
- 1].param_str
);
4311 shader_addline(buffer
, "%s & 0x1f, %s & 0x1f));\n", src
[1].param_str
, src
[0].param_str
);
4316 shader_glsl_append_dst_ext(buffer
, ins
, &ins
->dst
[0], WINED3D_DATA_FLOAT
);
4317 shader_glsl_get_write_mask(&ins
->dst
[0], mask_char
);
4318 shader_addline(buffer
, "tmp0%s);\n", mask_char
);
4322 static void shader_glsl_nop(const struct wined3d_shader_instruction
*ins
) {}
4324 static void shader_glsl_nrm(const struct wined3d_shader_instruction
*ins
)
4326 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
4327 struct glsl_src_param src_param
;
4328 unsigned int mask_size
;
4332 write_mask
= shader_glsl_get_write_mask(ins
->dst
, dst_mask
);
4333 mask_size
= shader_glsl_get_write_mask_size(write_mask
);
4334 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src_param
);
4336 shader_addline(buffer
, "tmp0.x = dot(%s, %s);\n",
4337 src_param
.param_str
, src_param
.param_str
);
4338 shader_glsl_append_dst(buffer
, ins
);
4342 shader_addline(buffer
, "tmp0.x == 0.0 ? vec%u(0.0) : (%s * inversesqrt(tmp0.x)));\n",
4343 mask_size
, src_param
.param_str
);
4347 shader_addline(buffer
, "tmp0.x == 0.0 ? 0.0 : (%s * inversesqrt(tmp0.x)));\n",
4348 src_param
.param_str
);
4352 static void shader_glsl_scalar_op(const struct wined3d_shader_instruction
*ins
)
4354 DWORD shader_version
= WINED3D_SHADER_VERSION(ins
->ctx
->reg_maps
->shader_version
.major
,
4355 ins
->ctx
->reg_maps
->shader_version
.minor
);
4356 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
4357 struct glsl_src_param src0_param
;
4358 const char *prefix
, *suffix
;
4359 unsigned int dst_size
;
4360 DWORD dst_write_mask
;
4362 dst_write_mask
= shader_glsl_append_dst(buffer
, ins
);
4363 dst_size
= shader_glsl_get_write_mask_size(dst_write_mask
);
4365 if (shader_version
< WINED3D_SHADER_VERSION(4, 0))
4366 dst_write_mask
= WINED3DSP_WRITEMASK_3
;
4368 shader_glsl_add_src_param(ins
, &ins
->src
[0], dst_write_mask
, &src0_param
);
4370 switch (ins
->handler_idx
)
4372 case WINED3DSIH_EXP
:
4373 case WINED3DSIH_EXPP
:
4378 case WINED3DSIH_LOG
:
4379 case WINED3DSIH_LOGP
:
4380 prefix
= "log2(abs(";
4384 case WINED3DSIH_RCP
:
4389 case WINED3DSIH_RSQ
:
4390 prefix
= "inversesqrt(abs(";
4397 FIXME("Unhandled instruction %#x.\n", ins
->handler_idx
);
4401 if (dst_size
> 1 && shader_version
< WINED3D_SHADER_VERSION(4, 0))
4402 shader_addline(buffer
, "vec%u(%s%s%s));\n", dst_size
, prefix
, src0_param
.param_str
, suffix
);
4404 shader_addline(buffer
, "%s%s%s);\n", prefix
, src0_param
.param_str
, suffix
);
4407 /** Process the WINED3DSIO_EXPP instruction in GLSL:
4408 * For shader model 1.x, do the following (and honor the writemask, so use a temporary variable):
4409 * dst.x = 2^(floor(src))
4410 * dst.y = src - floor(src)
4411 * dst.z = 2^src (partial precision is allowed, but optional)
4413 * For 2.0 shaders, just do this (honoring writemask and swizzle):
4414 * dst = 2^src; (partial precision is allowed, but optional)
4416 static void shader_glsl_expp(const struct wined3d_shader_instruction
*ins
)
4418 if (ins
->ctx
->reg_maps
->shader_version
.major
< 2)
4420 struct glsl_src_param src_param
;
4423 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_3
, &src_param
);
4425 shader_addline(ins
->ctx
->buffer
, "tmp0.x = exp2(floor(%s));\n", src_param
.param_str
);
4426 shader_addline(ins
->ctx
->buffer
, "tmp0.y = %s - floor(%s);\n", src_param
.param_str
, src_param
.param_str
);
4427 shader_addline(ins
->ctx
->buffer
, "tmp0.z = exp2(%s);\n", src_param
.param_str
);
4428 shader_addline(ins
->ctx
->buffer
, "tmp0.w = 1.0;\n");
4430 shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
4431 shader_glsl_get_write_mask(&ins
->dst
[0], dst_mask
);
4432 shader_addline(ins
->ctx
->buffer
, "tmp0%s);\n", dst_mask
);
4436 shader_glsl_scalar_op(ins
);
4439 static void shader_glsl_cast(const struct wined3d_shader_instruction
*ins
,
4440 const char *vector_constructor
, const char *scalar_constructor
)
4442 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
4443 struct glsl_src_param src_param
;
4444 unsigned int mask_size
;
4447 write_mask
= shader_glsl_append_dst(buffer
, ins
);
4448 mask_size
= shader_glsl_get_write_mask_size(write_mask
);
4449 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src_param
);
4452 shader_addline(buffer
, "%s%u(%s));\n", vector_constructor
, mask_size
, src_param
.param_str
);
4454 shader_addline(buffer
, "%s(%s));\n", scalar_constructor
, src_param
.param_str
);
4457 static void shader_glsl_to_int(const struct wined3d_shader_instruction
*ins
)
4459 shader_glsl_cast(ins
, "ivec", "int");
4462 static void shader_glsl_to_uint(const struct wined3d_shader_instruction
*ins
)
4464 shader_glsl_cast(ins
, "uvec", "uint");
4467 static void shader_glsl_to_float(const struct wined3d_shader_instruction
*ins
)
4469 shader_glsl_cast(ins
, "vec", "float");
4472 /** Process signed comparison opcodes in GLSL. */
4473 static void shader_glsl_compare(const struct wined3d_shader_instruction
*ins
)
4475 struct glsl_src_param src0_param
;
4476 struct glsl_src_param src1_param
;
4478 unsigned int mask_size
;
4480 write_mask
= shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
4481 mask_size
= shader_glsl_get_write_mask_size(write_mask
);
4482 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
4483 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
4485 if (mask_size
> 1) {
4486 const char *compare
;
4488 switch(ins
->handler_idx
)
4490 case WINED3DSIH_SLT
: compare
= "lessThan"; break;
4491 case WINED3DSIH_SGE
: compare
= "greaterThanEqual"; break;
4492 default: compare
= "";
4493 FIXME("Can't handle opcode %s.\n", debug_d3dshaderinstructionhandler(ins
->handler_idx
));
4496 shader_addline(ins
->ctx
->buffer
, "vec%d(%s(%s, %s)));\n", mask_size
, compare
,
4497 src0_param
.param_str
, src1_param
.param_str
);
4499 switch(ins
->handler_idx
)
4501 case WINED3DSIH_SLT
:
4502 /* Step(src0, src1) is not suitable here because if src0 == src1 SLT is supposed,
4503 * to return 0.0 but step returns 1.0 because step is not < x
4504 * An alternative is a bvec compare padded with an unused second component.
4505 * step(src1 * -1.0, src0 * -1.0) is not an option because it suffers from the same
4506 * issue. Playing with not() is not possible either because not() does not accept
4509 shader_addline(ins
->ctx
->buffer
, "(%s < %s) ? 1.0 : 0.0);\n",
4510 src0_param
.param_str
, src1_param
.param_str
);
4512 case WINED3DSIH_SGE
:
4513 /* Here we can use the step() function and safe a conditional */
4514 shader_addline(ins
->ctx
->buffer
, "step(%s, %s));\n", src1_param
.param_str
, src0_param
.param_str
);
4517 FIXME("Can't handle opcode %s.\n", debug_d3dshaderinstructionhandler(ins
->handler_idx
));
4523 static void shader_glsl_swapc(const struct wined3d_shader_instruction
*ins
)
4525 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
4526 struct wined3d_shader_dst_param dst
[2];
4527 struct glsl_src_param src
[3];
4528 unsigned int i
, j
, k
;
4533 for (i
= 0; i
< ins
->dst_count
; ++i
)
4536 for (j
= 0; j
< ins
->src_count
; ++j
)
4538 if (ins
->dst
[i
].reg
.idx
[0].offset
== ins
->src
[j
].reg
.idx
[0].offset
4539 && ins
->dst
[i
].reg
.type
== ins
->src
[j
].reg
.type
)
4544 dst
[0] = ins
->dst
[0];
4545 dst
[1] = ins
->dst
[1];
4546 for (i
= 0; i
< 4; ++i
)
4548 for (j
= 0; j
< ARRAY_SIZE(dst
); ++j
)
4550 dst
[j
].write_mask
= ins
->dst
[j
].write_mask
& (WINED3DSP_WRITEMASK_0
<< i
);
4551 if (tmp_dst
[j
] && (write_mask
= shader_glsl_get_write_mask(&dst
[j
], mask_char
)))
4552 shader_addline(buffer
, "tmp%u%s = (", j
, mask_char
);
4553 else if (!(write_mask
= shader_glsl_append_dst_ext(buffer
, ins
, &dst
[j
], dst
[j
].reg
.data_type
)))
4556 for (k
= 0; k
< ARRAY_SIZE(src
); ++k
)
4557 shader_glsl_add_src_param(ins
, &ins
->src
[k
], write_mask
, &src
[k
]);
4559 shader_addline(buffer
, "%sbool(%s) ? %s : %s);\n", !j
? "!" : "",
4560 src
[0].param_str
, src
[1].param_str
, src
[2].param_str
);
4564 for (i
= 0; i
< ARRAY_SIZE(tmp_dst
); ++i
)
4568 shader_glsl_get_write_mask(&ins
->dst
[i
], mask_char
);
4569 shader_glsl_append_dst_ext(buffer
, ins
, &ins
->dst
[i
], ins
->dst
[i
].reg
.data_type
);
4570 shader_addline(buffer
, "tmp%u%s);\n", i
, mask_char
);
4575 static void shader_glsl_conditional_move(const struct wined3d_shader_instruction
*ins
)
4577 const char *condition_prefix
, *condition_suffix
;
4578 struct wined3d_shader_dst_param dst
;
4579 struct glsl_src_param src0_param
;
4580 struct glsl_src_param src1_param
;
4581 struct glsl_src_param src2_param
;
4582 BOOL temp_destination
= FALSE
;
4583 DWORD cmp_channel
= 0;
4588 switch (ins
->handler_idx
)
4590 case WINED3DSIH_CMP
:
4591 condition_prefix
= "";
4592 condition_suffix
= " >= 0.0";
4595 case WINED3DSIH_CND
:
4596 condition_prefix
= "";
4597 condition_suffix
= " > 0.5";
4600 case WINED3DSIH_MOVC
:
4601 condition_prefix
= "bool(";
4602 condition_suffix
= ")";
4606 FIXME("Unhandled instruction %#x.\n", ins
->handler_idx
);
4607 condition_prefix
= "<unhandled prefix>";
4608 condition_suffix
= "<unhandled suffix>";
4612 if (shader_is_scalar(&ins
->dst
[0].reg
) || shader_is_scalar(&ins
->src
[0].reg
))
4614 write_mask
= shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
4615 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
4616 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
4617 shader_glsl_add_src_param(ins
, &ins
->src
[2], write_mask
, &src2_param
);
4619 shader_addline(ins
->ctx
->buffer
, "%s%s%s ? %s : %s);\n",
4620 condition_prefix
, src0_param
.param_str
, condition_suffix
,
4621 src1_param
.param_str
, src2_param
.param_str
);
4627 /* Splitting the instruction up in multiple lines imposes a problem:
4628 * The first lines may overwrite source parameters of the following lines.
4629 * Deal with that by using a temporary destination register if needed. */
4630 if ((ins
->src
[0].reg
.idx
[0].offset
== dst
.reg
.idx
[0].offset
4631 && ins
->src
[0].reg
.type
== dst
.reg
.type
)
4632 || (ins
->src
[1].reg
.idx
[0].offset
== dst
.reg
.idx
[0].offset
4633 && ins
->src
[1].reg
.type
== dst
.reg
.type
)
4634 || (ins
->src
[2].reg
.idx
[0].offset
== dst
.reg
.idx
[0].offset
4635 && ins
->src
[2].reg
.type
== dst
.reg
.type
))
4636 temp_destination
= TRUE
;
4638 /* Cycle through all source0 channels. */
4639 for (i
= 0; i
< 4; ++i
)
4642 /* Find the destination channels which use the current source0 channel. */
4643 for (j
= 0; j
< 4; ++j
)
4645 if (shader_glsl_swizzle_get_component(ins
->src
[0].swizzle
, j
) == i
)
4647 write_mask
|= WINED3DSP_WRITEMASK_0
<< j
;
4648 cmp_channel
= WINED3DSP_WRITEMASK_0
<< j
;
4651 dst
.write_mask
= ins
->dst
[0].write_mask
& write_mask
;
4653 if (temp_destination
)
4655 if (!(write_mask
= shader_glsl_get_write_mask(&dst
, mask_char
)))
4657 shader_addline(ins
->ctx
->buffer
, "tmp0%s = (", mask_char
);
4659 else if (!(write_mask
= shader_glsl_append_dst_ext(ins
->ctx
->buffer
, ins
, &dst
, dst
.reg
.data_type
)))
4662 shader_glsl_add_src_param(ins
, &ins
->src
[0], cmp_channel
, &src0_param
);
4663 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
4664 shader_glsl_add_src_param(ins
, &ins
->src
[2], write_mask
, &src2_param
);
4666 shader_addline(ins
->ctx
->buffer
, "%s%s%s ? %s : %s);\n",
4667 condition_prefix
, src0_param
.param_str
, condition_suffix
,
4668 src1_param
.param_str
, src2_param
.param_str
);
4671 if (temp_destination
)
4673 shader_glsl_get_write_mask(&ins
->dst
[0], mask_char
);
4674 shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
4675 shader_addline(ins
->ctx
->buffer
, "tmp0%s);\n", mask_char
);
4679 /** Process the CND opcode in GLSL (dst = (src0 > 0.5) ? src1 : src2) */
4680 /* For ps 1.1-1.3, only a single component of src0 is used. For ps 1.4
4681 * the compare is done per component of src0. */
4682 static void shader_glsl_cnd(const struct wined3d_shader_instruction
*ins
)
4684 struct glsl_src_param src0_param
;
4685 struct glsl_src_param src1_param
;
4686 struct glsl_src_param src2_param
;
4688 DWORD shader_version
= WINED3D_SHADER_VERSION(ins
->ctx
->reg_maps
->shader_version
.major
,
4689 ins
->ctx
->reg_maps
->shader_version
.minor
);
4691 if (shader_version
< WINED3D_SHADER_VERSION(1, 4))
4693 write_mask
= shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
4694 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
, &src0_param
);
4695 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
4696 shader_glsl_add_src_param(ins
, &ins
->src
[2], write_mask
, &src2_param
);
4698 if (ins
->coissue
&& ins
->dst
->write_mask
!= WINED3DSP_WRITEMASK_3
)
4699 shader_addline(ins
->ctx
->buffer
, "%s /* COISSUE! */);\n", src1_param
.param_str
);
4701 shader_addline(ins
->ctx
->buffer
, "%s > 0.5 ? %s : %s);\n",
4702 src0_param
.param_str
, src1_param
.param_str
, src2_param
.param_str
);
4706 shader_glsl_conditional_move(ins
);
4709 /** GLSL code generation for WINED3DSIO_MAD: Multiply the first 2 opcodes, then add the last */
4710 static void shader_glsl_mad(const struct wined3d_shader_instruction
*ins
)
4712 struct glsl_src_param src0_param
;
4713 struct glsl_src_param src1_param
;
4714 struct glsl_src_param src2_param
;
4717 write_mask
= shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
4718 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
4719 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
4720 shader_glsl_add_src_param(ins
, &ins
->src
[2], write_mask
, &src2_param
);
4721 shader_addline(ins
->ctx
->buffer
, "(%s * %s) + %s);\n",
4722 src0_param
.param_str
, src1_param
.param_str
, src2_param
.param_str
);
4725 /* Handles transforming all WINED3DSIO_M?x? opcodes for
4726 Vertex shaders to GLSL codes */
4727 static void shader_glsl_mnxn(const struct wined3d_shader_instruction
*ins
)
4730 int nComponents
= 0;
4731 struct wined3d_shader_dst_param tmp_dst
= {{0}};
4732 struct wined3d_shader_src_param tmp_src
[2] = {{{0}}};
4733 struct wined3d_shader_instruction tmp_ins
;
4735 memset(&tmp_ins
, 0, sizeof(tmp_ins
));
4737 /* Set constants for the temporary argument */
4738 tmp_ins
.ctx
= ins
->ctx
;
4739 tmp_ins
.dst_count
= 1;
4740 tmp_ins
.dst
= &tmp_dst
;
4741 tmp_ins
.src_count
= 2;
4742 tmp_ins
.src
= tmp_src
;
4744 switch(ins
->handler_idx
)
4746 case WINED3DSIH_M4x4
:
4748 tmp_ins
.handler_idx
= WINED3DSIH_DP4
;
4750 case WINED3DSIH_M4x3
:
4752 tmp_ins
.handler_idx
= WINED3DSIH_DP4
;
4754 case WINED3DSIH_M3x4
:
4756 tmp_ins
.handler_idx
= WINED3DSIH_DP3
;
4758 case WINED3DSIH_M3x3
:
4760 tmp_ins
.handler_idx
= WINED3DSIH_DP3
;
4762 case WINED3DSIH_M3x2
:
4764 tmp_ins
.handler_idx
= WINED3DSIH_DP3
;
4770 tmp_dst
= ins
->dst
[0];
4771 tmp_src
[0] = ins
->src
[0];
4772 tmp_src
[1] = ins
->src
[1];
4773 for (i
= 0; i
< nComponents
; ++i
)
4775 tmp_dst
.write_mask
= WINED3DSP_WRITEMASK_0
<< i
;
4776 shader_glsl_dot(&tmp_ins
);
4777 ++tmp_src
[1].reg
.idx
[0].offset
;
4782 The LRP instruction performs a component-wise linear interpolation
4783 between the second and third operands using the first operand as the
4784 blend factor. Equation: (dst = src2 + src0 * (src1 - src2))
4785 This is equivalent to mix(src2, src1, src0);
4787 static void shader_glsl_lrp(const struct wined3d_shader_instruction
*ins
)
4789 struct glsl_src_param src0_param
;
4790 struct glsl_src_param src1_param
;
4791 struct glsl_src_param src2_param
;
4794 write_mask
= shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
4796 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
4797 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
4798 shader_glsl_add_src_param(ins
, &ins
->src
[2], write_mask
, &src2_param
);
4800 shader_addline(ins
->ctx
->buffer
, "mix(%s, %s, %s));\n",
4801 src2_param
.param_str
, src1_param
.param_str
, src0_param
.param_str
);
4804 /** Process the WINED3DSIO_LIT instruction in GLSL:
4805 * dst.x = dst.w = 1.0
4806 * dst.y = (src0.x > 0) ? src0.x
4807 * dst.z = (src0.x > 0) ? ((src0.y > 0) ? pow(src0.y, src.w) : 0) : 0
4808 * where src.w is clamped at +- 128
4810 static void shader_glsl_lit(const struct wined3d_shader_instruction
*ins
)
4812 struct glsl_src_param src0_param
;
4813 struct glsl_src_param src1_param
;
4814 struct glsl_src_param src3_param
;
4817 shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
4818 shader_glsl_get_write_mask(&ins
->dst
[0], dst_mask
);
4820 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
, &src0_param
);
4821 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_1
, &src1_param
);
4822 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_3
, &src3_param
);
4824 /* The sdk specifies the instruction like this
4826 * if(src.x > 0.0) dst.y = src.x
4828 * if(src.x > 0.0 && src.y > 0.0) dst.z = pow(src.y, power);
4831 * (where power = src.w clamped between -128 and 128)
4833 * Obviously that has quite a few conditionals in it which we don't like. So the first step is this:
4834 * dst.x = 1.0 ... No further explanation needed
4835 * dst.y = max(src.y, 0.0); ... If x < 0.0, use 0.0, otherwise x. Same as the conditional
4836 * dst.z = x > 0.0 ? pow(max(y, 0.0), p) : 0; ... 0 ^ power is 0, and otherwise we use y anyway
4837 * dst.w = 1.0. ... Nothing fancy.
4839 * So we still have one conditional in there. So do this:
4840 * dst.z = pow(max(0.0, src.y) * step(0.0, src.x), power);
4842 * 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),
4843 * 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.
4844 * if both x and y are > 0, we get pow(y * 1.0, power), as it is supposed to.
4846 * Unfortunately pow(0.0 ^ 0.0) returns NaN on most GPUs, but lit with src.y = 0 and src.w = 0 returns
4847 * a non-NaN value in dst.z. What we return doesn't matter, as long as it is not NaN. Return 0, which is
4848 * what all Windows HW drivers and GL_ARB_vertex_program's LIT do.
4850 shader_addline(ins
->ctx
->buffer
,
4851 "vec4(1.0, max(%s, 0.0), %s == 0.0 ? 0.0 : "
4852 "pow(max(0.0, %s) * step(0.0, %s), clamp(%s, -128.0, 128.0)), 1.0)%s);\n",
4853 src0_param
.param_str
, src3_param
.param_str
, src1_param
.param_str
,
4854 src0_param
.param_str
, src3_param
.param_str
, dst_mask
);
4857 /** Process the WINED3DSIO_DST instruction in GLSL:
4859 * dst.y = src0.x * src0.y
4863 static void shader_glsl_dst(const struct wined3d_shader_instruction
*ins
)
4865 struct glsl_src_param src0y_param
;
4866 struct glsl_src_param src0z_param
;
4867 struct glsl_src_param src1y_param
;
4868 struct glsl_src_param src1w_param
;
4871 shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
4872 shader_glsl_get_write_mask(&ins
->dst
[0], dst_mask
);
4874 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_1
, &src0y_param
);
4875 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_2
, &src0z_param
);
4876 shader_glsl_add_src_param(ins
, &ins
->src
[1], WINED3DSP_WRITEMASK_1
, &src1y_param
);
4877 shader_glsl_add_src_param(ins
, &ins
->src
[1], WINED3DSP_WRITEMASK_3
, &src1w_param
);
4879 shader_addline(ins
->ctx
->buffer
, "vec4(1.0, %s * %s, %s, %s))%s;\n",
4880 src0y_param
.param_str
, src1y_param
.param_str
, src0z_param
.param_str
, src1w_param
.param_str
, dst_mask
);
4883 /** Process the WINED3DSIO_SINCOS instruction in GLSL:
4884 * VS 2.0 requires that specific cosine and sine constants be passed to this instruction so the hardware
4885 * can handle it. But, these functions are built-in for GLSL, so we can just ignore the last 2 params.
4887 * dst.x = cos(src0.?)
4888 * dst.y = sin(src0.?)
4892 static void shader_glsl_sincos(const struct wined3d_shader_instruction
*ins
)
4894 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
4895 struct glsl_src_param src0_param
;
4898 if (ins
->ctx
->reg_maps
->shader_version
.major
< 4)
4900 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
, &src0_param
);
4902 write_mask
= shader_glsl_append_dst(buffer
, ins
);
4905 case WINED3DSP_WRITEMASK_0
:
4906 shader_addline(buffer
, "cos(%s));\n", src0_param
.param_str
);
4909 case WINED3DSP_WRITEMASK_1
:
4910 shader_addline(buffer
, "sin(%s));\n", src0_param
.param_str
);
4913 case (WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
):
4914 shader_addline(buffer
, "vec2(cos(%s), sin(%s)));\n",
4915 src0_param
.param_str
, src0_param
.param_str
);
4919 ERR("Write mask should be .x, .y or .xy\n");
4926 if (ins
->dst
[0].reg
.type
!= WINED3DSPR_NULL
)
4929 if (ins
->dst
[1].reg
.type
!= WINED3DSPR_NULL
)
4933 write_mask
= shader_glsl_get_write_mask(&ins
->dst
[0], dst_mask
);
4934 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
4935 shader_addline(buffer
, "tmp0%s = sin(%s);\n", dst_mask
, src0_param
.param_str
);
4937 write_mask
= shader_glsl_append_dst_ext(buffer
, ins
, &ins
->dst
[1], ins
->dst
[1].reg
.data_type
);
4938 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
4939 shader_addline(buffer
, "cos(%s));\n", src0_param
.param_str
);
4941 shader_glsl_append_dst_ext(buffer
, ins
, &ins
->dst
[0], ins
->dst
[0].reg
.data_type
);
4942 shader_addline(buffer
, "tmp0%s);\n", dst_mask
);
4946 write_mask
= shader_glsl_append_dst_ext(buffer
, ins
, &ins
->dst
[0], ins
->dst
[0].reg
.data_type
);
4947 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
4948 shader_addline(buffer
, "sin(%s));\n", src0_param
.param_str
);
4951 else if (ins
->dst
[1].reg
.type
!= WINED3DSPR_NULL
)
4953 write_mask
= shader_glsl_append_dst_ext(buffer
, ins
, &ins
->dst
[1], ins
->dst
[1].reg
.data_type
);
4954 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
4955 shader_addline(buffer
, "cos(%s));\n", src0_param
.param_str
);
4959 /* sgn in vs_2_0 has 2 extra parameters(registers for temporary storage) which we don't use
4960 * here. But those extra parameters require a dedicated function for sgn, since map2gl would
4961 * generate invalid code
4963 static void shader_glsl_sgn(const struct wined3d_shader_instruction
*ins
)
4965 struct glsl_src_param src0_param
;
4968 write_mask
= shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
4969 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
4971 shader_addline(ins
->ctx
->buffer
, "sign(%s));\n", src0_param
.param_str
);
4974 /** Process the WINED3DSIO_LOOP instruction in GLSL:
4975 * Start a for() loop where src1.y is the initial value of aL,
4976 * increment aL by src1.z for a total of src1.x iterations.
4977 * Need to use a temporary variable for this operation.
4979 /* FIXME: I don't think nested loops will work correctly this way. */
4980 static void shader_glsl_loop(const struct wined3d_shader_instruction
*ins
)
4982 struct wined3d_shader_parser_state
*state
= ins
->ctx
->state
;
4983 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
4984 const struct wined3d_shader
*shader
= ins
->ctx
->shader
;
4985 const struct wined3d_shader_lconst
*constant
;
4986 struct glsl_src_param src1_param
;
4987 const DWORD
*control_values
= NULL
;
4989 if (ins
->ctx
->reg_maps
->shader_version
.major
< 4)
4991 shader_glsl_add_src_param(ins
, &ins
->src
[1], WINED3DSP_WRITEMASK_ALL
, &src1_param
);
4993 /* Try to hardcode the loop control parameters if possible. Direct3D 9
4994 * class hardware doesn't support real varying indexing, but Microsoft
4995 * designed this feature for Shader model 2.x+. If the loop control is
4996 * known at compile time, the GLSL compiler can unroll the loop, and
4997 * replace indirect addressing with direct addressing. */
4998 if (ins
->src
[1].reg
.type
== WINED3DSPR_CONSTINT
)
5000 LIST_FOR_EACH_ENTRY(constant
, &shader
->constantsI
, struct wined3d_shader_lconst
, entry
)
5002 if (constant
->idx
== ins
->src
[1].reg
.idx
[0].offset
)
5004 control_values
= constant
->value
;
5012 struct wined3d_shader_loop_control loop_control
;
5013 loop_control
.count
= control_values
[0];
5014 loop_control
.start
= control_values
[1];
5015 loop_control
.step
= (int)control_values
[2];
5017 if (loop_control
.step
> 0)
5019 shader_addline(buffer
, "for (aL%u = %u; aL%u < (%u * %d + %u); aL%u += %d)\n{\n",
5020 state
->current_loop_depth
, loop_control
.start
,
5021 state
->current_loop_depth
, loop_control
.count
, loop_control
.step
, loop_control
.start
,
5022 state
->current_loop_depth
, loop_control
.step
);
5024 else if (loop_control
.step
< 0)
5026 shader_addline(buffer
, "for (aL%u = %u; aL%u > (%u * %d + %u); aL%u += %d)\n{\n",
5027 state
->current_loop_depth
, loop_control
.start
,
5028 state
->current_loop_depth
, loop_control
.count
, loop_control
.step
, loop_control
.start
,
5029 state
->current_loop_depth
, loop_control
.step
);
5033 shader_addline(buffer
, "for (aL%u = %u, tmpInt%u = 0; tmpInt%u < %u; tmpInt%u++)\n{\n",
5034 state
->current_loop_depth
, loop_control
.start
, state
->current_loop_depth
,
5035 state
->current_loop_depth
, loop_control
.count
,
5036 state
->current_loop_depth
);
5041 shader_addline(buffer
, "for (tmpInt%u = 0, aL%u = %s.y; tmpInt%u < %s.x; tmpInt%u++, aL%u += %s.z)\n{\n",
5042 state
->current_loop_depth
, state
->current_loop_reg
,
5043 src1_param
.reg_name
, state
->current_loop_depth
, src1_param
.reg_name
,
5044 state
->current_loop_depth
, state
->current_loop_reg
, src1_param
.reg_name
);
5047 ++state
->current_loop_reg
;
5051 shader_addline(buffer
, "for (;;)\n{\n");
5054 ++state
->current_loop_depth
;
5057 static void shader_glsl_end(const struct wined3d_shader_instruction
*ins
)
5059 struct wined3d_shader_parser_state
*state
= ins
->ctx
->state
;
5061 shader_addline(ins
->ctx
->buffer
, "}\n");
5063 if (ins
->handler_idx
== WINED3DSIH_ENDLOOP
)
5065 --state
->current_loop_depth
;
5066 --state
->current_loop_reg
;
5069 if (ins
->handler_idx
== WINED3DSIH_ENDREP
)
5071 --state
->current_loop_depth
;
5075 static void shader_glsl_rep(const struct wined3d_shader_instruction
*ins
)
5077 struct wined3d_shader_parser_state
*state
= ins
->ctx
->state
;
5078 const struct wined3d_shader
*shader
= ins
->ctx
->shader
;
5079 const struct wined3d_shader_lconst
*constant
;
5080 struct glsl_src_param src0_param
;
5081 const DWORD
*control_values
= NULL
;
5083 /* Try to hardcode local values to help the GLSL compiler to unroll and optimize the loop */
5084 if (ins
->src
[0].reg
.type
== WINED3DSPR_CONSTINT
)
5086 LIST_FOR_EACH_ENTRY(constant
, &shader
->constantsI
, struct wined3d_shader_lconst
, entry
)
5088 if (constant
->idx
== ins
->src
[0].reg
.idx
[0].offset
)
5090 control_values
= constant
->value
;
5098 shader_addline(ins
->ctx
->buffer
, "for (tmpInt%d = 0; tmpInt%d < %d; tmpInt%d++) {\n",
5099 state
->current_loop_depth
, state
->current_loop_depth
,
5100 control_values
[0], state
->current_loop_depth
);
5104 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
, &src0_param
);
5105 shader_addline(ins
->ctx
->buffer
, "for (tmpInt%d = 0; tmpInt%d < %s; tmpInt%d++) {\n",
5106 state
->current_loop_depth
, state
->current_loop_depth
,
5107 src0_param
.param_str
, state
->current_loop_depth
);
5110 ++state
->current_loop_depth
;
5113 static void shader_glsl_switch(const struct wined3d_shader_instruction
*ins
)
5115 struct glsl_src_param src0_param
;
5117 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
, &src0_param
);
5118 shader_addline(ins
->ctx
->buffer
, "switch (%s)\n{\n", src0_param
.param_str
);
5121 static void shader_glsl_case(const struct wined3d_shader_instruction
*ins
)
5123 struct glsl_src_param src0_param
;
5125 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
, &src0_param
);
5126 shader_addline(ins
->ctx
->buffer
, "case %s:\n", src0_param
.param_str
);
5129 static void shader_glsl_default(const struct wined3d_shader_instruction
*ins
)
5131 shader_addline(ins
->ctx
->buffer
, "default:\n");
5134 static void shader_glsl_generate_conditional_op(const struct wined3d_shader_instruction
*ins
,
5137 struct glsl_src_param src_param
;
5138 const char *condition
;
5140 condition
= ins
->flags
== WINED3D_SHADER_CONDITIONAL_OP_NZ
? "bool" : "!bool";
5141 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
, &src_param
);
5142 shader_addline(ins
->ctx
->buffer
, "if (%s(%s)) %s\n", condition
, src_param
.param_str
, op
);
5145 static void shader_glsl_if(const struct wined3d_shader_instruction
*ins
)
5147 shader_glsl_generate_conditional_op(ins
, "{");
5150 static void shader_glsl_ifc(const struct wined3d_shader_instruction
*ins
)
5152 struct glsl_src_param src0_param
;
5153 struct glsl_src_param src1_param
;
5155 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
, &src0_param
);
5156 shader_glsl_add_src_param(ins
, &ins
->src
[1], WINED3DSP_WRITEMASK_0
, &src1_param
);
5158 shader_addline(ins
->ctx
->buffer
, "if (%s %s %s) {\n",
5159 src0_param
.param_str
, shader_glsl_get_rel_op(ins
->flags
), src1_param
.param_str
);
5162 static void shader_glsl_else(const struct wined3d_shader_instruction
*ins
)
5164 shader_addline(ins
->ctx
->buffer
, "} else {\n");
5167 static void shader_glsl_emit(const struct wined3d_shader_instruction
*ins
)
5169 unsigned int stream
= ins
->handler_idx
== WINED3DSIH_EMIT
? 0 : ins
->src
[0].reg
.idx
[0].offset
;
5170 const struct wined3d_shader_reg_maps
*reg_maps
= ins
->ctx
->reg_maps
;
5172 shader_addline(ins
->ctx
->buffer
, "setup_gs_output(gs_out);\n");
5173 if (!ins
->ctx
->gl_info
->supported
[ARB_CLIP_CONTROL
])
5174 shader_glsl_fixup_position(ins
->ctx
->buffer
, reg_maps
->viewport_array
);
5177 shader_addline(ins
->ctx
->buffer
, "EmitVertex();\n");
5179 FIXME("Unhandled primitive stream %u.\n", stream
);
5182 static void shader_glsl_break(const struct wined3d_shader_instruction
*ins
)
5184 shader_addline(ins
->ctx
->buffer
, "break;\n");
5187 /* FIXME: According to MSDN the compare is done per component. */
5188 static void shader_glsl_breakc(const struct wined3d_shader_instruction
*ins
)
5190 struct glsl_src_param src0_param
;
5191 struct glsl_src_param src1_param
;
5193 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
, &src0_param
);
5194 shader_glsl_add_src_param(ins
, &ins
->src
[1], WINED3DSP_WRITEMASK_0
, &src1_param
);
5196 shader_addline(ins
->ctx
->buffer
, "if (%s %s %s) break;\n",
5197 src0_param
.param_str
, shader_glsl_get_rel_op(ins
->flags
), src1_param
.param_str
);
5200 static void shader_glsl_conditional_op(const struct wined3d_shader_instruction
*ins
)
5204 switch (ins
->handler_idx
)
5206 case WINED3DSIH_BREAKP
: op
= "break;"; break;
5207 case WINED3DSIH_CONTINUEP
: op
= "continue;"; break;
5208 case WINED3DSIH_RETP
: op
= "return;"; break;
5210 ERR("Unhandled opcode %#x.\n", ins
->handler_idx
);
5214 shader_glsl_generate_conditional_op(ins
, op
);
5217 static void shader_glsl_continue(const struct wined3d_shader_instruction
*ins
)
5219 shader_addline(ins
->ctx
->buffer
, "continue;\n");
5222 static void shader_glsl_label(const struct wined3d_shader_instruction
*ins
)
5224 shader_addline(ins
->ctx
->buffer
, "}\n");
5225 shader_addline(ins
->ctx
->buffer
, "void subroutine%u()\n{\n", ins
->src
[0].reg
.idx
[0].offset
);
5227 /* Subroutines appear at the end of the shader. */
5228 ins
->ctx
->state
->in_subroutine
= TRUE
;
5231 static void shader_glsl_call(const struct wined3d_shader_instruction
*ins
)
5233 shader_addline(ins
->ctx
->buffer
, "subroutine%u();\n", ins
->src
[0].reg
.idx
[0].offset
);
5236 static void shader_glsl_callnz(const struct wined3d_shader_instruction
*ins
)
5238 struct glsl_src_param src1_param
;
5240 shader_glsl_add_src_param(ins
, &ins
->src
[1], WINED3DSP_WRITEMASK_0
, &src1_param
);
5241 shader_addline(ins
->ctx
->buffer
, "if (%s) subroutine%u();\n",
5242 src1_param
.param_str
, ins
->src
[0].reg
.idx
[0].offset
);
5245 static void shader_glsl_ret(const struct wined3d_shader_instruction
*ins
)
5247 const struct wined3d_shader_version
*version
= &ins
->ctx
->shader
->reg_maps
.shader_version
;
5249 if (version
->major
>= 4 && !ins
->ctx
->state
->in_subroutine
)
5251 shader_glsl_generate_shader_epilogue(ins
->ctx
);
5252 shader_addline(ins
->ctx
->buffer
, "return;\n");
5256 static void shader_glsl_tex(const struct wined3d_shader_instruction
*ins
)
5258 DWORD shader_version
= WINED3D_SHADER_VERSION(ins
->ctx
->reg_maps
->shader_version
.major
,
5259 ins
->ctx
->reg_maps
->shader_version
.minor
);
5260 struct glsl_sample_function sample_function
;
5261 DWORD sample_flags
= 0;
5263 DWORD mask
= 0, swizzle
;
5264 const struct shader_glsl_ctx_priv
*priv
= ins
->ctx
->backend_data
;
5266 /* 1.0-1.4: Use destination register as sampler source.
5267 * 2.0+: Use provided sampler source. */
5268 if (shader_version
< WINED3D_SHADER_VERSION(2,0))
5269 resource_idx
= ins
->dst
[0].reg
.idx
[0].offset
;
5271 resource_idx
= ins
->src
[1].reg
.idx
[0].offset
;
5273 if (shader_version
< WINED3D_SHADER_VERSION(1,4))
5275 DWORD flags
= (priv
->cur_ps_args
->tex_transform
>> resource_idx
* WINED3D_PSARGS_TEXTRANSFORM_SHIFT
)
5276 & WINED3D_PSARGS_TEXTRANSFORM_MASK
;
5277 enum wined3d_shader_resource_type resource_type
= ins
->ctx
->reg_maps
->resource_info
[resource_idx
].type
;
5279 /* Projected cube textures don't make a lot of sense, the resulting coordinates stay the same. */
5280 if (flags
& WINED3D_PSARGS_PROJECTED
&& resource_type
!= WINED3D_SHADER_RESOURCE_TEXTURE_CUBE
)
5282 sample_flags
|= WINED3D_GLSL_SAMPLE_PROJECTED
;
5283 switch (flags
& ~WINED3D_PSARGS_PROJECTED
)
5285 case WINED3D_TTFF_COUNT1
:
5286 FIXME("WINED3D_TTFF_PROJECTED with WINED3D_TTFF_COUNT1?\n");
5288 case WINED3D_TTFF_COUNT2
:
5289 mask
= WINED3DSP_WRITEMASK_1
;
5291 case WINED3D_TTFF_COUNT3
:
5292 mask
= WINED3DSP_WRITEMASK_2
;
5294 case WINED3D_TTFF_COUNT4
:
5295 case WINED3D_TTFF_DISABLE
:
5296 mask
= WINED3DSP_WRITEMASK_3
;
5301 else if (shader_version
< WINED3D_SHADER_VERSION(2,0))
5303 enum wined3d_shader_src_modifier src_mod
= ins
->src
[0].modifiers
;
5305 if (src_mod
== WINED3DSPSM_DZ
) {
5306 sample_flags
|= WINED3D_GLSL_SAMPLE_PROJECTED
;
5307 mask
= WINED3DSP_WRITEMASK_2
;
5308 } else if (src_mod
== WINED3DSPSM_DW
) {
5309 sample_flags
|= WINED3D_GLSL_SAMPLE_PROJECTED
;
5310 mask
= WINED3DSP_WRITEMASK_3
;
5315 if ((ins
->flags
& WINED3DSI_TEXLD_PROJECT
)
5316 && ins
->ctx
->reg_maps
->resource_info
[resource_idx
].type
!= WINED3D_SHADER_RESOURCE_TEXTURE_CUBE
)
5318 /* ps 2.0 texldp instruction always divides by the fourth component. */
5319 sample_flags
|= WINED3D_GLSL_SAMPLE_PROJECTED
;
5320 mask
= WINED3DSP_WRITEMASK_3
;
5324 shader_glsl_get_sample_function(ins
->ctx
, resource_idx
, resource_idx
, sample_flags
, &sample_function
);
5325 mask
|= sample_function
.coord_mask
;
5326 sample_function
.coord_mask
= mask
;
5328 if (shader_version
< WINED3D_SHADER_VERSION(2,0)) swizzle
= WINED3DSP_NOSWIZZLE
;
5329 else swizzle
= ins
->src
[1].swizzle
;
5331 /* 1.0-1.3: Use destination register as coordinate source.
5332 1.4+: Use provided coordinate source register. */
5333 if (shader_version
< WINED3D_SHADER_VERSION(1,4))
5336 shader_glsl_write_mask_to_str(mask
, coord_mask
);
5337 shader_glsl_gen_sample_code(ins
, resource_idx
, &sample_function
, swizzle
, NULL
, NULL
, NULL
, NULL
,
5338 "T%u%s", resource_idx
, coord_mask
);
5342 struct glsl_src_param coord_param
;
5343 shader_glsl_add_src_param(ins
, &ins
->src
[0], mask
, &coord_param
);
5344 if (ins
->flags
& WINED3DSI_TEXLD_BIAS
)
5346 struct glsl_src_param bias
;
5347 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_3
, &bias
);
5348 shader_glsl_gen_sample_code(ins
, resource_idx
, &sample_function
, swizzle
, NULL
, NULL
, bias
.param_str
,
5349 NULL
, "%s", coord_param
.param_str
);
5351 shader_glsl_gen_sample_code(ins
, resource_idx
, &sample_function
, swizzle
, NULL
, NULL
, NULL
, NULL
,
5352 "%s", coord_param
.param_str
);
5355 shader_glsl_release_sample_function(ins
->ctx
, &sample_function
);
5358 static void shader_glsl_texldd(const struct wined3d_shader_instruction
*ins
)
5360 const struct wined3d_gl_info
*gl_info
= ins
->ctx
->gl_info
;
5361 struct glsl_src_param coord_param
, dx_param
, dy_param
;
5362 struct glsl_sample_function sample_function
;
5364 DWORD swizzle
= ins
->src
[1].swizzle
;
5366 if (!shader_glsl_has_core_grad(gl_info
) && !gl_info
->supported
[ARB_SHADER_TEXTURE_LOD
])
5368 FIXME("texldd used, but not supported by hardware. Falling back to regular tex.\n");
5369 shader_glsl_tex(ins
);
5373 sampler_idx
= ins
->src
[1].reg
.idx
[0].offset
;
5375 shader_glsl_get_sample_function(ins
->ctx
, sampler_idx
, sampler_idx
, WINED3D_GLSL_SAMPLE_GRAD
, &sample_function
);
5376 shader_glsl_add_src_param(ins
, &ins
->src
[0], sample_function
.coord_mask
, &coord_param
);
5377 shader_glsl_add_src_param(ins
, &ins
->src
[2], sample_function
.deriv_mask
, &dx_param
);
5378 shader_glsl_add_src_param(ins
, &ins
->src
[3], sample_function
.deriv_mask
, &dy_param
);
5380 shader_glsl_gen_sample_code(ins
, sampler_idx
, &sample_function
, swizzle
, dx_param
.param_str
, dy_param
.param_str
,
5381 NULL
, NULL
, "%s", coord_param
.param_str
);
5382 shader_glsl_release_sample_function(ins
->ctx
, &sample_function
);
5385 static void shader_glsl_texldl(const struct wined3d_shader_instruction
*ins
)
5387 const struct wined3d_shader_version
*shader_version
= &ins
->ctx
->reg_maps
->shader_version
;
5388 const struct wined3d_gl_info
*gl_info
= ins
->ctx
->gl_info
;
5389 struct glsl_src_param coord_param
, lod_param
;
5390 struct glsl_sample_function sample_function
;
5391 DWORD swizzle
= ins
->src
[1].swizzle
;
5394 sampler_idx
= ins
->src
[1].reg
.idx
[0].offset
;
5396 shader_glsl_get_sample_function(ins
->ctx
, sampler_idx
, sampler_idx
, WINED3D_GLSL_SAMPLE_LOD
, &sample_function
);
5397 shader_glsl_add_src_param(ins
, &ins
->src
[0], sample_function
.coord_mask
, &coord_param
);
5399 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_3
, &lod_param
);
5401 if (shader_version
->type
== WINED3D_SHADER_TYPE_PIXEL
&& !shader_glsl_has_core_grad(gl_info
)
5402 && !gl_info
->supported
[ARB_SHADER_TEXTURE_LOD
])
5404 /* Plain GLSL only supports Lod sampling functions in vertex shaders.
5405 * However, the NVIDIA drivers allow them in fragment shaders as well,
5406 * even without the appropriate extension. */
5407 WARN("Using %s in fragment shader.\n", sample_function
.name
->buffer
);
5409 shader_glsl_gen_sample_code(ins
, sampler_idx
, &sample_function
, swizzle
, NULL
, NULL
, lod_param
.param_str
, NULL
,
5410 "%s", coord_param
.param_str
);
5411 shader_glsl_release_sample_function(ins
->ctx
, &sample_function
);
5414 static unsigned int shader_glsl_find_sampler(const struct wined3d_shader_sampler_map
*sampler_map
,
5415 unsigned int resource_idx
, unsigned int sampler_idx
)
5417 struct wined3d_shader_sampler_map_entry
*entries
= sampler_map
->entries
;
5420 for (i
= 0; i
< sampler_map
->count
; ++i
)
5422 if (entries
[i
].resource_idx
== resource_idx
&& entries
[i
].sampler_idx
== sampler_idx
)
5423 return entries
[i
].bind_idx
;
5426 ERR("No GLSL sampler found for resource %u / sampler %u.\n", resource_idx
, sampler_idx
);
5431 static void shader_glsl_atomic(const struct wined3d_shader_instruction
*ins
)
5433 const BOOL is_imm_instruction
= WINED3DSIH_IMM_ATOMIC_AND
<= ins
->handler_idx
5434 && ins
->handler_idx
<= WINED3DSIH_IMM_ATOMIC_XOR
;
5435 const struct wined3d_shader_reg_maps
*reg_maps
= ins
->ctx
->reg_maps
;
5436 const struct wined3d_shader_version
*version
= ®_maps
->shader_version
;
5437 struct shader_glsl_ctx_priv
*priv
= ins
->ctx
->backend_data
;
5438 struct glsl_src_param structure_idx
, offset
, data
, data2
;
5439 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
5440 enum wined3d_shader_resource_type resource_type
;
5441 struct wined3d_string_buffer
*address
;
5442 enum wined3d_data_type data_type
;
5443 unsigned int resource_idx
, stride
;
5444 const char *op
, *resource
;
5448 resource_idx
= ins
->dst
[is_imm_instruction
].reg
.idx
[0].offset
;
5449 is_tgsm
= ins
->dst
[is_imm_instruction
].reg
.type
== WINED3DSPR_GROUPSHAREDMEM
;
5452 if (resource_idx
>= reg_maps
->tgsm_count
)
5454 ERR("Invalid TGSM index %u.\n", resource_idx
);
5458 data_type
= WINED3D_DATA_UINT
;
5460 stride
= reg_maps
->tgsm
[resource_idx
].stride
;
5464 if (resource_idx
>= ARRAY_SIZE(reg_maps
->uav_resource_info
))
5466 ERR("Invalid UAV index %u.\n", resource_idx
);
5469 resource_type
= reg_maps
->uav_resource_info
[resource_idx
].type
;
5470 if (resource_type
>= ARRAY_SIZE(resource_type_info
))
5472 ERR("Unexpected resource type %#x.\n", resource_type
);
5476 data_type
= reg_maps
->uav_resource_info
[resource_idx
].data_type
;
5477 coord_mask
= (1u << resource_type_info
[resource_type
].coord_size
) - 1;
5478 stride
= reg_maps
->uav_resource_info
[resource_idx
].stride
;
5481 switch (ins
->handler_idx
)
5483 case WINED3DSIH_ATOMIC_AND
:
5484 case WINED3DSIH_IMM_ATOMIC_AND
:
5488 op
= "imageAtomicAnd";
5490 case WINED3DSIH_ATOMIC_CMP_STORE
:
5491 case WINED3DSIH_IMM_ATOMIC_CMP_EXCH
:
5493 op
= "atomicCompSwap";
5495 op
= "imageAtomicCompSwap";
5497 case WINED3DSIH_ATOMIC_IADD
:
5498 case WINED3DSIH_IMM_ATOMIC_IADD
:
5502 op
= "imageAtomicAdd";
5504 case WINED3DSIH_ATOMIC_IMAX
:
5505 case WINED3DSIH_IMM_ATOMIC_IMAX
:
5509 op
= "imageAtomicMax";
5510 if (data_type
!= WINED3D_DATA_INT
)
5512 FIXME("Unhandled opcode %#x for unsigned integers.\n", ins
->handler_idx
);
5516 case WINED3DSIH_ATOMIC_IMIN
:
5517 case WINED3DSIH_IMM_ATOMIC_IMIN
:
5521 op
= "imageAtomicMin";
5522 if (data_type
!= WINED3D_DATA_INT
)
5524 FIXME("Unhandled opcode %#x for unsigned integers.\n", ins
->handler_idx
);
5528 case WINED3DSIH_ATOMIC_OR
:
5529 case WINED3DSIH_IMM_ATOMIC_OR
:
5533 op
= "imageAtomicOr";
5535 case WINED3DSIH_ATOMIC_UMAX
:
5536 case WINED3DSIH_IMM_ATOMIC_UMAX
:
5540 op
= "imageAtomicMax";
5541 if (data_type
!= WINED3D_DATA_UINT
)
5543 FIXME("Unhandled opcode %#x for signed integers.\n", ins
->handler_idx
);
5547 case WINED3DSIH_ATOMIC_UMIN
:
5548 case WINED3DSIH_IMM_ATOMIC_UMIN
:
5552 op
= "imageAtomicMin";
5553 if (data_type
!= WINED3D_DATA_UINT
)
5555 FIXME("Unhandled opcode %#x for signed integers.\n", ins
->handler_idx
);
5559 case WINED3DSIH_ATOMIC_XOR
:
5560 case WINED3DSIH_IMM_ATOMIC_XOR
:
5564 op
= "imageAtomicXor";
5566 case WINED3DSIH_IMM_ATOMIC_EXCH
:
5568 op
= "atomicExchange";
5570 op
= "imageAtomicExchange";
5573 ERR("Unhandled opcode %#x.\n", ins
->handler_idx
);
5577 address
= string_buffer_get(priv
->string_buffers
);
5580 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
, &structure_idx
);
5581 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_1
, &offset
);
5582 string_buffer_sprintf(address
, "%s * %u + %s / 4", structure_idx
.param_str
, stride
, offset
.param_str
);
5586 shader_glsl_add_src_param(ins
, &ins
->src
[0], coord_mask
, &offset
);
5587 string_buffer_sprintf(address
, "%s", offset
.param_str
);
5588 if (is_tgsm
|| (reg_maps
->uav_resource_info
[resource_idx
].flags
& WINED3D_VIEW_BUFFER_RAW
))
5589 shader_addline(address
, "/ 4");
5592 if (is_imm_instruction
)
5593 shader_glsl_append_dst_ext(ins
->ctx
->buffer
, ins
, &ins
->dst
[0], data_type
);
5596 shader_addline(buffer
, "%s(%s_%s%u[%s], ",
5597 op
, shader_glsl_get_prefix(version
->type
), resource
, resource_idx
, address
->buffer
);
5599 shader_addline(buffer
, "%s(%s_%s%u, %s, ",
5600 op
, shader_glsl_get_prefix(version
->type
), resource
, resource_idx
, address
->buffer
);
5602 shader_glsl_add_src_param_ext(ins
, &ins
->src
[1], WINED3DSP_WRITEMASK_0
, &data
, data_type
);
5603 shader_addline(buffer
, "%s", data
.param_str
);
5604 if (ins
->src_count
>= 3)
5606 shader_glsl_add_src_param_ext(ins
, &ins
->src
[2], WINED3DSP_WRITEMASK_0
, &data2
, data_type
);
5607 shader_addline(buffer
, ", %s", data2
.param_str
);
5610 if (is_imm_instruction
)
5611 shader_addline(buffer
, ")");
5612 shader_addline(buffer
, ");\n");
5614 string_buffer_release(priv
->string_buffers
, address
);
5617 static void shader_glsl_uav_counter(const struct wined3d_shader_instruction
*ins
)
5619 const char *prefix
= shader_glsl_get_prefix(ins
->ctx
->reg_maps
->shader_version
.type
);
5622 if (ins
->handler_idx
== WINED3DSIH_IMM_ATOMIC_ALLOC
)
5623 op
= "atomicCounterIncrement";
5625 op
= "atomicCounterDecrement";
5627 shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
5628 shader_addline(ins
->ctx
->buffer
, "%s(%s_counter%u));\n", op
, prefix
, ins
->src
[0].reg
.idx
[0].offset
);
5631 static void shader_glsl_ld_uav(const struct wined3d_shader_instruction
*ins
)
5633 const struct wined3d_shader_reg_maps
*reg_maps
= ins
->ctx
->reg_maps
;
5634 const struct wined3d_shader_version
*version
= ®_maps
->shader_version
;
5635 enum wined3d_shader_resource_type resource_type
;
5636 struct glsl_src_param image_coord_param
;
5637 enum wined3d_data_type data_type
;
5638 DWORD coord_mask
, write_mask
;
5639 unsigned int uav_idx
;
5640 char dst_swizzle
[6];
5642 uav_idx
= ins
->src
[1].reg
.idx
[0].offset
;
5643 if (uav_idx
>= ARRAY_SIZE(reg_maps
->uav_resource_info
))
5645 ERR("Invalid UAV index %u.\n", uav_idx
);
5648 resource_type
= reg_maps
->uav_resource_info
[uav_idx
].type
;
5649 if (resource_type
>= ARRAY_SIZE(resource_type_info
))
5651 ERR("Unexpected resource type %#x.\n", resource_type
);
5652 resource_type
= WINED3D_SHADER_RESOURCE_TEXTURE_2D
;
5654 data_type
= reg_maps
->uav_resource_info
[uav_idx
].data_type
;
5655 coord_mask
= (1u << resource_type_info
[resource_type
].coord_size
) - 1;
5657 write_mask
= shader_glsl_append_dst_ext(ins
->ctx
->buffer
, ins
, &ins
->dst
[0], data_type
);
5658 shader_glsl_get_swizzle(&ins
->src
[1], FALSE
, write_mask
, dst_swizzle
);
5660 shader_glsl_add_src_param(ins
, &ins
->src
[0], coord_mask
, &image_coord_param
);
5661 shader_addline(ins
->ctx
->buffer
, "imageLoad(%s_image%u, %s)%s);\n",
5662 shader_glsl_get_prefix(version
->type
), uav_idx
, image_coord_param
.param_str
, dst_swizzle
);
5665 static void shader_glsl_ld_raw_structured(const struct wined3d_shader_instruction
*ins
)
5667 const char *prefix
= shader_glsl_get_prefix(ins
->ctx
->reg_maps
->shader_version
.type
);
5668 const struct wined3d_shader_src_param
*src
= &ins
->src
[ins
->src_count
- 1];
5669 unsigned int i
, swizzle
, resource_idx
, bind_idx
, stride
, src_idx
= 0;
5670 const struct wined3d_shader_reg_maps
*reg_maps
= ins
->ctx
->reg_maps
;
5671 struct shader_glsl_ctx_priv
*priv
= ins
->ctx
->backend_data
;
5672 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
5673 struct glsl_src_param structure_idx
, offset
;
5674 struct wined3d_string_buffer
*address
;
5675 struct wined3d_shader_dst_param dst
;
5676 const char *function
, *resource
;
5678 resource_idx
= src
->reg
.idx
[0].offset
;
5679 if (src
->reg
.type
== WINED3DSPR_RESOURCE
)
5681 if (resource_idx
>= ARRAY_SIZE(reg_maps
->resource_info
))
5683 ERR("Invalid resource index %u.\n", resource_idx
);
5686 stride
= reg_maps
->resource_info
[resource_idx
].stride
;
5687 bind_idx
= shader_glsl_find_sampler(®_maps
->sampler_map
, resource_idx
, WINED3D_SAMPLER_DEFAULT
);
5688 function
= "texelFetch";
5689 resource
= "sampler";
5691 else if (src
->reg
.type
== WINED3DSPR_UAV
)
5693 if (resource_idx
>= ARRAY_SIZE(reg_maps
->uav_resource_info
))
5695 ERR("Invalid UAV index %u.\n", resource_idx
);
5698 stride
= reg_maps
->uav_resource_info
[resource_idx
].stride
;
5699 bind_idx
= resource_idx
;
5700 function
= "imageLoad";
5705 if (resource_idx
>= reg_maps
->tgsm_count
)
5707 ERR("Invalid TGSM index %u.\n", resource_idx
);
5710 stride
= reg_maps
->tgsm
[resource_idx
].stride
;
5711 bind_idx
= resource_idx
;
5716 address
= string_buffer_get(priv
->string_buffers
);
5717 if (ins
->handler_idx
== WINED3DSIH_LD_STRUCTURED
)
5719 shader_glsl_add_src_param(ins
, &ins
->src
[src_idx
++], WINED3DSP_WRITEMASK_0
, &structure_idx
);
5720 shader_addline(address
, "%s * %u + ", structure_idx
.param_str
, stride
);
5722 shader_glsl_add_src_param(ins
, &ins
->src
[src_idx
++], WINED3DSP_WRITEMASK_0
, &offset
);
5723 shader_addline(address
, "%s / 4", offset
.param_str
);
5726 if (shader_glsl_get_write_mask_size(dst
.write_mask
) > 1)
5728 /* The instruction is split into multiple lines. The first lines may
5729 * overwrite source parameters of the following lines. */
5730 shader_addline(buffer
, "tmp0.x = intBitsToFloat(%s);\n", address
->buffer
);
5731 string_buffer_sprintf(address
, "floatBitsToInt(tmp0.x)");
5734 for (i
= 0; i
< 4; ++i
)
5736 dst
.write_mask
= ins
->dst
[0].write_mask
& (WINED3DSP_WRITEMASK_0
<< i
);
5737 if (!shader_glsl_append_dst_ext(ins
->ctx
->buffer
, ins
, &dst
, dst
.reg
.data_type
))
5740 swizzle
= shader_glsl_swizzle_get_component(src
->swizzle
, i
);
5742 shader_addline(buffer
, "%s(%s_%s%u, %s + %u).x);\n",
5743 function
, prefix
, resource
, bind_idx
, address
->buffer
, swizzle
);
5745 shader_addline(buffer
, "%s_%s%u[%s + %u]);\n",
5746 prefix
, resource
, bind_idx
, address
->buffer
, swizzle
);
5749 string_buffer_release(priv
->string_buffers
, address
);
5752 static void shader_glsl_store_uav(const struct wined3d_shader_instruction
*ins
)
5754 const struct wined3d_shader_reg_maps
*reg_maps
= ins
->ctx
->reg_maps
;
5755 const struct wined3d_shader_version
*version
= ®_maps
->shader_version
;
5756 struct glsl_src_param image_coord_param
, image_data_param
;
5757 enum wined3d_shader_resource_type resource_type
;
5758 enum wined3d_data_type data_type
;
5759 unsigned int uav_idx
;
5762 uav_idx
= ins
->dst
[0].reg
.idx
[0].offset
;
5763 if (uav_idx
>= ARRAY_SIZE(reg_maps
->uav_resource_info
))
5765 ERR("Invalid UAV index %u.\n", uav_idx
);
5768 resource_type
= reg_maps
->uav_resource_info
[uav_idx
].type
;
5769 if (resource_type
>= ARRAY_SIZE(resource_type_info
))
5771 ERR("Unexpected resource type %#x.\n", resource_type
);
5774 data_type
= reg_maps
->uav_resource_info
[uav_idx
].data_type
;
5775 coord_mask
= (1u << resource_type_info
[resource_type
].coord_size
) - 1;
5777 shader_glsl_add_src_param(ins
, &ins
->src
[0], coord_mask
, &image_coord_param
);
5778 shader_glsl_add_src_param_ext(ins
, &ins
->src
[1], WINED3DSP_WRITEMASK_ALL
, &image_data_param
, data_type
);
5779 shader_addline(ins
->ctx
->buffer
, "imageStore(%s_image%u, %s, %s);\n",
5780 shader_glsl_get_prefix(version
->type
), uav_idx
,
5781 image_coord_param
.param_str
, image_data_param
.param_str
);
5784 static void shader_glsl_store_raw_structured(const struct wined3d_shader_instruction
*ins
)
5786 const char *prefix
= shader_glsl_get_prefix(ins
->ctx
->reg_maps
->shader_version
.type
);
5787 const struct wined3d_shader_reg_maps
*reg_maps
= ins
->ctx
->reg_maps
;
5788 struct shader_glsl_ctx_priv
*priv
= ins
->ctx
->backend_data
;
5789 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
5790 struct glsl_src_param structure_idx
, offset
, data
;
5791 unsigned int i
, resource_idx
, stride
, src_idx
= 0;
5792 struct wined3d_string_buffer
*address
;
5796 resource_idx
= ins
->dst
[0].reg
.idx
[0].offset
;
5797 is_tgsm
= ins
->dst
[0].reg
.type
== WINED3DSPR_GROUPSHAREDMEM
;
5800 if (resource_idx
>= reg_maps
->tgsm_count
)
5802 ERR("Invalid TGSM index %u.\n", resource_idx
);
5805 stride
= reg_maps
->tgsm
[resource_idx
].stride
;
5809 if (resource_idx
>= ARRAY_SIZE(reg_maps
->uav_resource_info
))
5811 ERR("Invalid UAV index %u.\n", resource_idx
);
5814 stride
= reg_maps
->uav_resource_info
[resource_idx
].stride
;
5817 address
= string_buffer_get(priv
->string_buffers
);
5818 if (ins
->handler_idx
== WINED3DSIH_STORE_STRUCTURED
)
5820 shader_glsl_add_src_param(ins
, &ins
->src
[src_idx
++], WINED3DSP_WRITEMASK_0
, &structure_idx
);
5821 shader_addline(address
, "%s * %u + ", structure_idx
.param_str
, stride
);
5823 shader_glsl_add_src_param(ins
, &ins
->src
[src_idx
++], WINED3DSP_WRITEMASK_0
, &offset
);
5824 shader_addline(address
, "%s / 4", offset
.param_str
);
5826 for (i
= 0; i
< 4; ++i
)
5828 if (!(write_mask
= ins
->dst
[0].write_mask
& (WINED3DSP_WRITEMASK_0
<< i
)))
5831 shader_glsl_add_src_param(ins
, &ins
->src
[src_idx
], write_mask
, &data
);
5834 shader_addline(buffer
, "%s_g%u[%s + %u] = %s;\n",
5835 prefix
, resource_idx
, address
->buffer
, i
, data
.param_str
);
5837 shader_addline(buffer
, "imageStore(%s_image%u, %s + %u, uvec4(%s, 0, 0, 0));\n",
5838 prefix
, resource_idx
, address
->buffer
, i
, data
.param_str
);
5841 string_buffer_release(priv
->string_buffers
, address
);
5844 static void shader_glsl_sync(const struct wined3d_shader_instruction
*ins
)
5846 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
5847 unsigned int sync_flags
= ins
->flags
;
5849 if (sync_flags
& WINED3DSSF_THREAD_GROUP
)
5851 shader_addline(buffer
, "barrier();\n");
5852 sync_flags
&= ~(WINED3DSSF_THREAD_GROUP
| WINED3DSSF_GROUP_SHARED_MEMORY
);
5855 if (sync_flags
& WINED3DSSF_GROUP_SHARED_MEMORY
)
5857 shader_addline(buffer
, "memoryBarrierShared();\n");
5858 sync_flags
&= ~WINED3DSSF_GROUP_SHARED_MEMORY
;
5862 FIXME("Unhandled sync flags %#x.\n", sync_flags
);
5865 static const struct wined3d_shader_resource_info
*shader_glsl_get_resource_info(
5866 const struct wined3d_shader_instruction
*ins
, const struct wined3d_shader_register
*reg
)
5868 const struct wined3d_shader_reg_maps
*reg_maps
= ins
->ctx
->reg_maps
;
5869 unsigned int idx
= reg
->idx
[0].offset
;
5871 if (reg
->type
== WINED3DSPR_RESOURCE
)
5873 if (idx
>= ARRAY_SIZE(reg_maps
->resource_info
))
5875 ERR("Invalid resource index %u.\n", idx
);
5878 return ®_maps
->resource_info
[idx
];
5881 if (reg
->type
== WINED3DSPR_UAV
)
5883 if (idx
>= ARRAY_SIZE(reg_maps
->uav_resource_info
))
5885 ERR("Invalid UAV index %u.\n", idx
);
5888 return ®_maps
->uav_resource_info
[idx
];
5891 FIXME("Unhandled register type %#x.\n", reg
->type
);
5895 static void shader_glsl_bufinfo(const struct wined3d_shader_instruction
*ins
)
5897 const char *prefix
= shader_glsl_get_prefix(ins
->ctx
->reg_maps
->shader_version
.type
);
5898 const struct wined3d_shader_resource_info
*resource_info
;
5899 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
5900 unsigned int resource_idx
;
5901 char dst_swizzle
[6];
5904 write_mask
= shader_glsl_append_dst(buffer
, ins
);
5905 shader_glsl_get_swizzle(&ins
->src
[0], FALSE
, write_mask
, dst_swizzle
);
5907 if (!(resource_info
= shader_glsl_get_resource_info(ins
, &ins
->src
[0].reg
)))
5909 resource_idx
= ins
->src
[0].reg
.idx
[0].offset
;
5911 shader_addline(buffer
, "ivec2(");
5912 if (ins
->src
[0].reg
.type
== WINED3DSPR_RESOURCE
)
5914 unsigned int bind_idx
= shader_glsl_find_sampler(&ins
->ctx
->reg_maps
->sampler_map
,
5915 resource_idx
, WINED3D_SAMPLER_DEFAULT
);
5916 shader_addline(buffer
, "textureSize(%s_sampler%u)", prefix
, bind_idx
);
5920 shader_addline(buffer
, "imageSize(%s_image%u)", prefix
, resource_idx
);
5922 if (resource_info
->stride
)
5923 shader_addline(buffer
, " / %u", resource_info
->stride
);
5924 else if (resource_info
->flags
& WINED3D_VIEW_BUFFER_RAW
)
5925 shader_addline(buffer
, " * 4");
5926 shader_addline(buffer
, ", %u)%s);\n", resource_info
->stride
, dst_swizzle
);
5929 static BOOL
is_multisampled(enum wined3d_shader_resource_type resource_type
)
5931 return resource_type
== WINED3D_SHADER_RESOURCE_TEXTURE_2DMS
5932 || resource_type
== WINED3D_SHADER_RESOURCE_TEXTURE_2DMSARRAY
;
5935 static BOOL
is_mipmapped(enum wined3d_shader_resource_type resource_type
)
5937 return resource_type
!= WINED3D_SHADER_RESOURCE_BUFFER
&& !is_multisampled(resource_type
);
5940 static void shader_glsl_resinfo(const struct wined3d_shader_instruction
*ins
)
5942 const struct wined3d_shader_version
*version
= &ins
->ctx
->reg_maps
->shader_version
;
5943 const struct wined3d_gl_info
*gl_info
= ins
->ctx
->gl_info
;
5944 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
5945 enum wined3d_shader_resource_type resource_type
;
5946 enum wined3d_shader_register_type reg_type
;
5947 unsigned int resource_idx
, bind_idx
, i
;
5948 enum wined3d_data_type dst_data_type
;
5949 struct glsl_src_param lod_param
;
5950 BOOL supports_mipmaps
;
5951 char dst_swizzle
[6];
5954 dst_data_type
= ins
->dst
[0].reg
.data_type
;
5955 if (ins
->flags
== WINED3DSI_RESINFO_UINT
)
5956 dst_data_type
= WINED3D_DATA_UINT
;
5957 else if (ins
->flags
)
5958 FIXME("Unhandled flags %#x.\n", ins
->flags
);
5960 reg_type
= ins
->src
[1].reg
.type
;
5961 resource_idx
= ins
->src
[1].reg
.idx
[0].offset
;
5962 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
, &lod_param
);
5963 if (reg_type
== WINED3DSPR_RESOURCE
)
5965 resource_type
= ins
->ctx
->reg_maps
->resource_info
[resource_idx
].type
;
5966 bind_idx
= shader_glsl_find_sampler(&ins
->ctx
->reg_maps
->sampler_map
,
5967 resource_idx
, WINED3D_SAMPLER_DEFAULT
);
5971 resource_type
= ins
->ctx
->reg_maps
->uav_resource_info
[resource_idx
].type
;
5972 bind_idx
= resource_idx
;
5975 if (resource_type
>= ARRAY_SIZE(resource_type_info
))
5977 ERR("Unexpected resource type %#x.\n", resource_type
);
5981 write_mask
= shader_glsl_append_dst_ext(buffer
, ins
, &ins
->dst
[0], dst_data_type
);
5982 shader_glsl_get_swizzle(&ins
->src
[1], FALSE
, write_mask
, dst_swizzle
);
5984 if (dst_data_type
== WINED3D_DATA_UINT
)
5985 shader_addline(buffer
, "uvec4(");
5987 shader_addline(buffer
, "vec4(");
5989 if (reg_type
== WINED3DSPR_RESOURCE
)
5991 shader_addline(buffer
, "textureSize(%s_sampler%u",
5992 shader_glsl_get_prefix(version
->type
), bind_idx
);
5996 shader_addline(buffer
, "imageSize(%s_image%u",
5997 shader_glsl_get_prefix(version
->type
), bind_idx
);
6000 supports_mipmaps
= is_mipmapped(resource_type
) && reg_type
!= WINED3DSPR_UAV
;
6001 if (supports_mipmaps
)
6002 shader_addline(buffer
, ", %s", lod_param
.param_str
);
6003 shader_addline(buffer
, "), ");
6005 for (i
= 0; i
< 3 - resource_type_info
[resource_type
].resinfo_size
; ++i
)
6006 shader_addline(buffer
, "0, ");
6008 if (supports_mipmaps
)
6010 if (gl_info
->supported
[ARB_TEXTURE_QUERY_LEVELS
])
6012 shader_addline(buffer
, "textureQueryLevels(%s_sampler%u)",
6013 shader_glsl_get_prefix(version
->type
), bind_idx
);
6017 FIXME("textureQueryLevels is not supported, returning 1 level.\n");
6018 shader_addline(buffer
, "1");
6023 shader_addline(buffer
, "1");
6026 shader_addline(buffer
, ")%s);\n", dst_swizzle
);
6029 static void shader_glsl_sample_info(const struct wined3d_shader_instruction
*ins
)
6031 const struct wined3d_shader_reg_maps
*reg_maps
= ins
->ctx
->reg_maps
;
6032 const struct wined3d_gl_info
*gl_info
= ins
->ctx
->gl_info
;
6033 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
6034 const struct wined3d_shader_dst_param
*dst
= ins
->dst
;
6035 const struct wined3d_shader_src_param
*src
= ins
->src
;
6036 enum wined3d_shader_resource_type resource_type
;
6037 enum wined3d_data_type dst_data_type
;
6038 unsigned int resource_idx
, bind_idx
;
6039 char dst_swizzle
[6];
6042 dst_data_type
= dst
->reg
.data_type
;
6043 if (ins
->flags
== WINED3DSI_SAMPLE_INFO_UINT
)
6044 dst_data_type
= WINED3D_DATA_UINT
;
6045 else if (ins
->flags
)
6046 FIXME("Unhandled flags %#x.\n", ins
->flags
);
6048 write_mask
= shader_glsl_append_dst_ext(buffer
, ins
, dst
, dst_data_type
);
6049 shader_glsl_get_swizzle(src
, FALSE
, write_mask
, dst_swizzle
);
6051 if (dst_data_type
== WINED3D_DATA_UINT
)
6052 shader_addline(buffer
, "uvec4(");
6054 shader_addline(buffer
, "vec4(");
6056 if (src
->reg
.type
== WINED3DSPR_RASTERIZER
)
6058 if (gl_info
->supported
[ARB_SAMPLE_SHADING
])
6060 shader_addline(buffer
, "gl_NumSamples");
6064 FIXME("OpenGL implementation does not support ARB_sample_shading.\n");
6065 shader_addline(buffer
, "1");
6070 resource_idx
= src
->reg
.idx
[0].offset
;
6071 resource_type
= reg_maps
->resource_info
[resource_idx
].type
;
6072 if (resource_type
>= ARRAY_SIZE(resource_type_info
))
6074 ERR("Unexpected resource type %#x.\n", resource_type
);
6077 bind_idx
= shader_glsl_find_sampler(®_maps
->sampler_map
, resource_idx
, WINED3D_SAMPLER_DEFAULT
);
6079 if (gl_info
->supported
[ARB_SHADER_TEXTURE_IMAGE_SAMPLES
])
6081 shader_addline(buffer
, "textureSamples(%s_sampler%u)",
6082 shader_glsl_get_prefix(reg_maps
->shader_version
.type
), bind_idx
);
6086 FIXME("textureSamples() is not supported.\n");
6087 shader_addline(buffer
, "1");
6091 shader_addline(buffer
, ", 0, 0, 0)%s);\n", dst_swizzle
);
6094 static void shader_glsl_ld(const struct wined3d_shader_instruction
*ins
)
6096 const struct wined3d_shader_reg_maps
*reg_maps
= ins
->ctx
->reg_maps
;
6097 struct glsl_src_param coord_param
, lod_param
, sample_param
;
6098 unsigned int resource_idx
, sampler_idx
, sampler_bind_idx
;
6099 struct glsl_sample_function sample_function
;
6100 DWORD flags
= WINED3D_GLSL_SAMPLE_LOAD
;
6103 if (wined3d_shader_instruction_has_texel_offset(ins
))
6104 flags
|= WINED3D_GLSL_SAMPLE_OFFSET
;
6106 resource_idx
= ins
->src
[1].reg
.idx
[0].offset
;
6107 sampler_idx
= WINED3D_SAMPLER_DEFAULT
;
6109 if (resource_idx
>= ARRAY_SIZE(reg_maps
->resource_info
))
6111 ERR("Invalid resource index %u.\n", resource_idx
);
6114 has_lod_param
= is_mipmapped(reg_maps
->resource_info
[resource_idx
].type
);
6116 shader_glsl_get_sample_function(ins
->ctx
, resource_idx
, sampler_idx
, flags
, &sample_function
);
6117 shader_glsl_add_src_param(ins
, &ins
->src
[0], sample_function
.coord_mask
, &coord_param
);
6118 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_3
, &lod_param
);
6119 sampler_bind_idx
= shader_glsl_find_sampler(®_maps
->sampler_map
, resource_idx
, sampler_idx
);
6120 if (is_multisampled(reg_maps
->resource_info
[resource_idx
].type
))
6122 shader_glsl_add_src_param(ins
, &ins
->src
[2], WINED3DSP_WRITEMASK_0
, &sample_param
);
6123 shader_glsl_gen_sample_code(ins
, sampler_bind_idx
, &sample_function
, ins
->src
[1].swizzle
,
6124 NULL
, NULL
, NULL
, &ins
->texel_offset
, "%s, %s", coord_param
.param_str
, sample_param
.param_str
);
6128 shader_glsl_gen_sample_code(ins
, sampler_bind_idx
, &sample_function
, ins
->src
[1].swizzle
,
6129 NULL
, NULL
, has_lod_param
? lod_param
.param_str
: NULL
, &ins
->texel_offset
,
6130 "%s", coord_param
.param_str
);
6132 shader_glsl_release_sample_function(ins
->ctx
, &sample_function
);
6135 static void shader_glsl_sample(const struct wined3d_shader_instruction
*ins
)
6137 const char *lod_param_str
= NULL
, *dx_param_str
= NULL
, *dy_param_str
= NULL
;
6138 struct glsl_src_param coord_param
, lod_param
, dx_param
, dy_param
;
6139 unsigned int resource_idx
, sampler_idx
, sampler_bind_idx
;
6140 struct glsl_sample_function sample_function
;
6143 if (ins
->handler_idx
== WINED3DSIH_SAMPLE_GRAD
)
6144 flags
|= WINED3D_GLSL_SAMPLE_GRAD
;
6145 if (ins
->handler_idx
== WINED3DSIH_SAMPLE_LOD
)
6146 flags
|= WINED3D_GLSL_SAMPLE_LOD
;
6147 if (wined3d_shader_instruction_has_texel_offset(ins
))
6148 flags
|= WINED3D_GLSL_SAMPLE_OFFSET
;
6150 resource_idx
= ins
->src
[1].reg
.idx
[0].offset
;
6151 sampler_idx
= ins
->src
[2].reg
.idx
[0].offset
;
6153 shader_glsl_get_sample_function(ins
->ctx
, resource_idx
, sampler_idx
, flags
, &sample_function
);
6154 shader_glsl_add_src_param(ins
, &ins
->src
[0], sample_function
.coord_mask
, &coord_param
);
6156 switch (ins
->handler_idx
)
6158 case WINED3DSIH_SAMPLE
:
6160 case WINED3DSIH_SAMPLE_B
:
6161 shader_glsl_add_src_param(ins
, &ins
->src
[3], WINED3DSP_WRITEMASK_0
, &lod_param
);
6162 lod_param_str
= lod_param
.param_str
;
6164 case WINED3DSIH_SAMPLE_GRAD
:
6165 shader_glsl_add_src_param(ins
, &ins
->src
[3], sample_function
.deriv_mask
, &dx_param
);
6166 shader_glsl_add_src_param(ins
, &ins
->src
[4], sample_function
.deriv_mask
, &dy_param
);
6167 dx_param_str
= dx_param
.param_str
;
6168 dy_param_str
= dy_param
.param_str
;
6170 case WINED3DSIH_SAMPLE_LOD
:
6171 shader_glsl_add_src_param(ins
, &ins
->src
[3], WINED3DSP_WRITEMASK_0
, &lod_param
);
6172 lod_param_str
= lod_param
.param_str
;
6175 ERR("Unhandled opcode %s.\n", debug_d3dshaderinstructionhandler(ins
->handler_idx
));
6179 sampler_bind_idx
= shader_glsl_find_sampler(&ins
->ctx
->reg_maps
->sampler_map
, resource_idx
, sampler_idx
);
6180 shader_glsl_gen_sample_code(ins
, sampler_bind_idx
, &sample_function
, ins
->src
[1].swizzle
,
6181 dx_param_str
, dy_param_str
, lod_param_str
, &ins
->texel_offset
, "%s", coord_param
.param_str
);
6182 shader_glsl_release_sample_function(ins
->ctx
, &sample_function
);
6185 /* GLSL doesn't provide a function to sample from level zero with depth
6186 * comparison for array textures and cube textures. We use textureGrad*()
6187 * to implement sample_c_lz.
6189 static void shader_glsl_gen_sample_c_lz(const struct wined3d_shader_instruction
*ins
,
6190 unsigned int sampler_bind_idx
, const struct glsl_sample_function
*sample_function
,
6191 unsigned int coord_size
, const char *coord_param
, const char *ref_param
)
6193 const struct wined3d_shader_version
*version
= &ins
->ctx
->reg_maps
->shader_version
;
6194 unsigned int deriv_size
= wined3d_popcount(sample_function
->deriv_mask
);
6195 const struct wined3d_shader_texel_offset
*offset
= &ins
->texel_offset
;
6196 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
6197 char dst_swizzle
[6];
6199 WARN("Emitting textureGrad() for sample_c_lz.\n");
6201 shader_glsl_swizzle_to_str(WINED3DSP_NOSWIZZLE
, FALSE
, ins
->dst
[0].write_mask
, dst_swizzle
);
6202 shader_glsl_append_dst_ext(buffer
, ins
, &ins
->dst
[0], sample_function
->data_type
);
6203 shader_addline(buffer
, "vec4(textureGrad%s(%s_sampler%u, vec%u(%s, %s), vec%u(0.0), vec%u(0.0)",
6204 sample_function
->offset_size
? "Offset" : "",
6205 shader_glsl_get_prefix(version
->type
), sampler_bind_idx
,
6206 coord_size
, coord_param
, ref_param
, deriv_size
, deriv_size
);
6207 if (sample_function
->offset_size
)
6209 int offset_immdata
[4] = {offset
->u
, offset
->v
, offset
->w
};
6210 shader_addline(buffer
, ", ");
6211 shader_glsl_append_imm_ivec(buffer
, offset_immdata
, sample_function
->offset_size
);
6213 shader_addline(buffer
, "))%s);\n", dst_swizzle
);
6216 static void shader_glsl_sample_c(const struct wined3d_shader_instruction
*ins
)
6218 unsigned int resource_idx
, sampler_idx
, sampler_bind_idx
;
6219 const struct wined3d_shader_resource_info
*resource_info
;
6220 struct glsl_src_param coord_param
, compare_param
;
6221 struct glsl_sample_function sample_function
;
6222 const char *lod_param
= NULL
;
6223 unsigned int coord_size
;
6226 if (ins
->handler_idx
== WINED3DSIH_SAMPLE_C_LZ
)
6229 flags
|= WINED3D_GLSL_SAMPLE_LOD
;
6232 if (wined3d_shader_instruction_has_texel_offset(ins
))
6233 flags
|= WINED3D_GLSL_SAMPLE_OFFSET
;
6235 if (!(resource_info
= shader_glsl_get_resource_info(ins
, &ins
->src
[1].reg
)))
6237 resource_idx
= ins
->src
[1].reg
.idx
[0].offset
;
6238 sampler_idx
= ins
->src
[2].reg
.idx
[0].offset
;
6240 shader_glsl_get_sample_function(ins
->ctx
, resource_idx
, sampler_idx
, flags
, &sample_function
);
6241 coord_size
= shader_glsl_get_write_mask_size(sample_function
.coord_mask
);
6242 shader_glsl_add_src_param(ins
, &ins
->src
[0], sample_function
.coord_mask
>> 1, &coord_param
);
6243 shader_glsl_add_src_param(ins
, &ins
->src
[3], WINED3DSP_WRITEMASK_0
, &compare_param
);
6244 sampler_bind_idx
= shader_glsl_find_sampler(&ins
->ctx
->reg_maps
->sampler_map
, resource_idx
, sampler_idx
);
6245 if (ins
->handler_idx
== WINED3DSIH_SAMPLE_C_LZ
6246 && (resource_info
->type
== WINED3D_SHADER_RESOURCE_TEXTURE_2DARRAY
6247 || resource_info
->type
== WINED3D_SHADER_RESOURCE_TEXTURE_CUBE
))
6249 shader_glsl_gen_sample_c_lz(ins
, sampler_bind_idx
, &sample_function
,
6250 coord_size
, coord_param
.param_str
, compare_param
.param_str
);
6254 shader_glsl_gen_sample_code(ins
, sampler_bind_idx
, &sample_function
, WINED3DSP_NOSWIZZLE
,
6255 NULL
, NULL
, lod_param
, &ins
->texel_offset
, "vec%u(%s, %s)",
6256 coord_size
, coord_param
.param_str
, compare_param
.param_str
);
6258 shader_glsl_release_sample_function(ins
->ctx
, &sample_function
);
6261 static void shader_glsl_gather4(const struct wined3d_shader_instruction
*ins
)
6263 unsigned int resource_param_idx
, resource_idx
, sampler_idx
, sampler_bind_idx
, component_idx
;
6264 const struct wined3d_shader_reg_maps
*reg_maps
= ins
->ctx
->reg_maps
;
6265 const char *prefix
= shader_glsl_get_prefix(reg_maps
->shader_version
.type
);
6266 struct glsl_src_param coord_param
, compare_param
, offset_param
;
6267 const struct wined3d_gl_info
*gl_info
= ins
->ctx
->gl_info
;
6268 const struct wined3d_shader_resource_info
*resource_info
;
6269 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
6270 unsigned int coord_size
, offset_size
;
6271 char dst_swizzle
[6];
6274 if (!gl_info
->supported
[ARB_TEXTURE_GATHER
])
6276 FIXME("OpenGL implementation does not support textureGather.\n");
6280 has_offset
= ins
->handler_idx
== WINED3DSIH_GATHER4_PO
6281 || ins
->handler_idx
== WINED3DSIH_GATHER4_PO_C
6282 || wined3d_shader_instruction_has_texel_offset(ins
);
6284 resource_param_idx
=
6285 (ins
->handler_idx
== WINED3DSIH_GATHER4_PO
|| ins
->handler_idx
== WINED3DSIH_GATHER4_PO_C
) ? 2 : 1;
6286 resource_idx
= ins
->src
[resource_param_idx
].reg
.idx
[0].offset
;
6287 sampler_idx
= ins
->src
[resource_param_idx
+ 1].reg
.idx
[0].offset
;
6288 component_idx
= shader_glsl_swizzle_get_component(ins
->src
[resource_param_idx
+ 1].swizzle
, 0);
6289 sampler_bind_idx
= shader_glsl_find_sampler(®_maps
->sampler_map
, resource_idx
, sampler_idx
);
6291 if (!(resource_info
= shader_glsl_get_resource_info(ins
, &ins
->src
[resource_param_idx
].reg
)))
6294 if (resource_info
->type
>= ARRAY_SIZE(resource_type_info
))
6296 ERR("Unexpected resource type %#x.\n", resource_info
->type
);
6299 shader_glsl_get_coord_size(resource_info
->type
, &coord_size
, &offset_size
);
6301 shader_glsl_swizzle_to_str(ins
->src
[resource_param_idx
].swizzle
, FALSE
, ins
->dst
[0].write_mask
, dst_swizzle
);
6302 shader_glsl_append_dst_ext(buffer
, ins
, &ins
->dst
[0], resource_info
->data_type
);
6304 shader_glsl_add_src_param(ins
, &ins
->src
[0], (1u << coord_size
) - 1, &coord_param
);
6306 shader_addline(buffer
, "textureGather%s(%s_sampler%u, %s",
6307 has_offset
? "Offset" : "", prefix
, sampler_bind_idx
, coord_param
.param_str
);
6308 if (ins
->handler_idx
== WINED3DSIH_GATHER4_C
|| ins
->handler_idx
== WINED3DSIH_GATHER4_PO_C
)
6310 shader_glsl_add_src_param(ins
, &ins
->src
[resource_param_idx
+ 2], WINED3DSP_WRITEMASK_0
, &compare_param
);
6311 shader_addline(buffer
, ", %s", compare_param
.param_str
);
6313 if (ins
->handler_idx
== WINED3DSIH_GATHER4_PO
|| ins
->handler_idx
== WINED3DSIH_GATHER4_PO_C
)
6315 shader_glsl_add_src_param(ins
, &ins
->src
[1], (1u << offset_size
) - 1, &offset_param
);
6316 shader_addline(buffer
, ", %s", offset_param
.param_str
);
6318 else if (has_offset
)
6320 int offset_immdata
[4] = {ins
->texel_offset
.u
, ins
->texel_offset
.v
, ins
->texel_offset
.w
};
6321 shader_addline(buffer
, ", ");
6322 shader_glsl_append_imm_ivec(buffer
, offset_immdata
, offset_size
);
6325 shader_addline(buffer
, ", %u", component_idx
);
6327 shader_addline(buffer
, ")%s);\n", dst_swizzle
);
6330 static void shader_glsl_texcoord(const struct wined3d_shader_instruction
*ins
)
6332 /* FIXME: Make this work for more than just 2D textures */
6333 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
6334 DWORD write_mask
= shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
6336 if (!(ins
->ctx
->reg_maps
->shader_version
.major
== 1 && ins
->ctx
->reg_maps
->shader_version
.minor
== 4))
6340 shader_glsl_get_write_mask(&ins
->dst
[0], dst_mask
);
6341 shader_addline(buffer
, "clamp(ffp_texcoord[%u], 0.0, 1.0)%s);\n",
6342 ins
->dst
[0].reg
.idx
[0].offset
, dst_mask
);
6346 enum wined3d_shader_src_modifier src_mod
= ins
->src
[0].modifiers
;
6347 DWORD reg
= ins
->src
[0].reg
.idx
[0].offset
;
6348 char dst_swizzle
[6];
6350 shader_glsl_get_swizzle(&ins
->src
[0], FALSE
, write_mask
, dst_swizzle
);
6352 if (src_mod
== WINED3DSPSM_DZ
|| src_mod
== WINED3DSPSM_DW
)
6354 unsigned int mask_size
= shader_glsl_get_write_mask_size(write_mask
);
6355 struct glsl_src_param div_param
;
6356 DWORD src_writemask
= src_mod
== WINED3DSPSM_DZ
? WINED3DSP_WRITEMASK_2
: WINED3DSP_WRITEMASK_3
;
6358 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_writemask
, &div_param
);
6361 shader_addline(buffer
, "ffp_texcoord[%u]%s / vec%d(%s));\n", reg
, dst_swizzle
, mask_size
, div_param
.param_str
);
6363 shader_addline(buffer
, "ffp_texcoord[%u]%s / %s);\n", reg
, dst_swizzle
, div_param
.param_str
);
6367 shader_addline(buffer
, "ffp_texcoord[%u]%s);\n", reg
, dst_swizzle
);
6372 /** Process the WINED3DSIO_TEXDP3TEX instruction in GLSL:
6373 * Take a 3-component dot product of the TexCoord[dstreg] and src,
6374 * then perform a 1D texture lookup from stage dstregnum, place into dst. */
6375 static void shader_glsl_texdp3tex(const struct wined3d_shader_instruction
*ins
)
6377 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
6378 DWORD sampler_idx
= ins
->dst
[0].reg
.idx
[0].offset
;
6379 struct glsl_sample_function sample_function
;
6380 struct glsl_src_param src0_param
;
6383 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_mask
, &src0_param
);
6385 /* Do I have to take care about the projected bit? I don't think so, since the dp3 returns only one
6386 * scalar, and projected sampling would require 4.
6388 * It is a dependent read - not valid with conditional NP2 textures
6390 shader_glsl_get_sample_function(ins
->ctx
, sampler_idx
, sampler_idx
, 0, &sample_function
);
6391 mask_size
= shader_glsl_get_write_mask_size(sample_function
.coord_mask
);
6396 shader_glsl_gen_sample_code(ins
, sampler_idx
, &sample_function
, WINED3DSP_NOSWIZZLE
, NULL
, NULL
, NULL
,
6397 NULL
, "dot(ffp_texcoord[%u].xyz, %s)", sampler_idx
, src0_param
.param_str
);
6401 shader_glsl_gen_sample_code(ins
, sampler_idx
, &sample_function
, WINED3DSP_NOSWIZZLE
, NULL
, NULL
, NULL
,
6402 NULL
, "vec2(dot(ffp_texcoord[%u].xyz, %s), 0.0)", sampler_idx
, src0_param
.param_str
);
6406 shader_glsl_gen_sample_code(ins
, sampler_idx
, &sample_function
, WINED3DSP_NOSWIZZLE
, NULL
, NULL
, NULL
,
6407 NULL
, "vec3(dot(ffp_texcoord[%u].xyz, %s), 0.0, 0.0)", sampler_idx
, src0_param
.param_str
);
6411 FIXME("Unexpected mask size %u\n", mask_size
);
6414 shader_glsl_release_sample_function(ins
->ctx
, &sample_function
);
6417 /** Process the WINED3DSIO_TEXDP3 instruction in GLSL:
6418 * Take a 3-component dot product of the TexCoord[dstreg] and src. */
6419 static void shader_glsl_texdp3(const struct wined3d_shader_instruction
*ins
)
6421 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
6422 DWORD dstreg
= ins
->dst
[0].reg
.idx
[0].offset
;
6423 struct glsl_src_param src0_param
;
6425 unsigned int mask_size
;
6427 dst_mask
= shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
6428 mask_size
= shader_glsl_get_write_mask_size(dst_mask
);
6429 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_mask
, &src0_param
);
6431 if (mask_size
> 1) {
6432 shader_addline(ins
->ctx
->buffer
, "vec%d(dot(T%u.xyz, %s)));\n", mask_size
, dstreg
, src0_param
.param_str
);
6434 shader_addline(ins
->ctx
->buffer
, "dot(T%u.xyz, %s));\n", dstreg
, src0_param
.param_str
);
6438 /** Process the WINED3DSIO_TEXDEPTH instruction in GLSL:
6439 * Calculate the depth as dst.x / dst.y */
6440 static void shader_glsl_texdepth(const struct wined3d_shader_instruction
*ins
)
6442 struct glsl_dst_param dst_param
;
6444 shader_glsl_add_dst_param(ins
, &ins
->dst
[0], &dst_param
);
6446 /* Tests show that texdepth never returns anything below 0.0, and that r5.y is clamped to 1.0.
6447 * Negative input is accepted, -0.25 / -0.5 returns 0.5. GL should clamp gl_FragDepth to [0;1], but
6448 * this doesn't always work, so clamp the results manually. Whether or not the x value is clamped at 1
6449 * too is irrelevant, since if x = 0, any y value < 1.0 (and > 1.0 is not allowed) results in a result
6452 shader_addline(ins
->ctx
->buffer
, "gl_FragDepth = clamp((%s.x / min(%s.y, 1.0)), 0.0, 1.0);\n",
6453 dst_param
.reg_name
, dst_param
.reg_name
);
6456 /** Process the WINED3DSIO_TEXM3X2DEPTH instruction in GLSL:
6457 * Last row of a 3x2 matrix multiply, use the result to calculate the depth:
6458 * Calculate tmp0.y = TexCoord[dstreg] . src.xyz; (tmp0.x has already been calculated)
6459 * depth = (tmp0.y == 0.0) ? 1.0 : tmp0.x / tmp0.y
6461 static void shader_glsl_texm3x2depth(const struct wined3d_shader_instruction
*ins
)
6463 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
6464 DWORD dstreg
= ins
->dst
[0].reg
.idx
[0].offset
;
6465 struct glsl_src_param src0_param
;
6467 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_mask
, &src0_param
);
6469 shader_addline(ins
->ctx
->buffer
, "tmp0.y = dot(T%u.xyz, %s);\n", dstreg
, src0_param
.param_str
);
6470 shader_addline(ins
->ctx
->buffer
, "gl_FragDepth = (tmp0.y == 0.0) ? 1.0 : clamp(tmp0.x / tmp0.y, 0.0, 1.0);\n");
6473 /** Process the WINED3DSIO_TEXM3X2PAD instruction in GLSL
6474 * Calculate the 1st of a 2-row matrix multiplication. */
6475 static void shader_glsl_texm3x2pad(const struct wined3d_shader_instruction
*ins
)
6477 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
6478 DWORD reg
= ins
->dst
[0].reg
.idx
[0].offset
;
6479 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
6480 struct glsl_src_param src0_param
;
6482 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_mask
, &src0_param
);
6483 shader_addline(buffer
, "tmp0.x = dot(T%u.xyz, %s);\n", reg
, src0_param
.param_str
);
6486 /** Process the WINED3DSIO_TEXM3X3PAD instruction in GLSL
6487 * Calculate the 1st or 2nd row of a 3-row matrix multiplication. */
6488 static void shader_glsl_texm3x3pad(const struct wined3d_shader_instruction
*ins
)
6490 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
6491 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
6492 struct wined3d_shader_tex_mx
*tex_mx
= ins
->ctx
->tex_mx
;
6493 DWORD reg
= ins
->dst
[0].reg
.idx
[0].offset
;
6494 struct glsl_src_param src0_param
;
6496 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_mask
, &src0_param
);
6497 shader_addline(buffer
, "tmp0.%c = dot(T%u.xyz, %s);\n", 'x' + tex_mx
->current_row
, reg
, src0_param
.param_str
);
6498 tex_mx
->texcoord_w
[tex_mx
->current_row
++] = reg
;
6501 static void shader_glsl_texm3x2tex(const struct wined3d_shader_instruction
*ins
)
6503 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
6504 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
6505 struct glsl_sample_function sample_function
;
6506 DWORD reg
= ins
->dst
[0].reg
.idx
[0].offset
;
6507 struct glsl_src_param src0_param
;
6509 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_mask
, &src0_param
);
6510 shader_addline(buffer
, "tmp0.y = dot(T%u.xyz, %s);\n", reg
, src0_param
.param_str
);
6512 shader_glsl_get_sample_function(ins
->ctx
, reg
, reg
, 0, &sample_function
);
6514 /* Sample the texture using the calculated coordinates */
6515 shader_glsl_gen_sample_code(ins
, reg
, &sample_function
, WINED3DSP_NOSWIZZLE
, NULL
, NULL
, NULL
, NULL
, "tmp0.xy");
6516 shader_glsl_release_sample_function(ins
->ctx
, &sample_function
);
6519 /** Process the WINED3DSIO_TEXM3X3TEX instruction in GLSL
6520 * Perform the 3rd row of a 3x3 matrix multiply, then sample the texture using the calculated coordinates */
6521 static void shader_glsl_texm3x3tex(const struct wined3d_shader_instruction
*ins
)
6523 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
6524 struct wined3d_shader_tex_mx
*tex_mx
= ins
->ctx
->tex_mx
;
6525 struct glsl_sample_function sample_function
;
6526 DWORD reg
= ins
->dst
[0].reg
.idx
[0].offset
;
6527 struct glsl_src_param src0_param
;
6529 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_mask
, &src0_param
);
6530 shader_addline(ins
->ctx
->buffer
, "tmp0.z = dot(T%u.xyz, %s);\n", reg
, src0_param
.param_str
);
6532 /* Dependent read, not valid with conditional NP2 */
6533 shader_glsl_get_sample_function(ins
->ctx
, reg
, reg
, 0, &sample_function
);
6535 /* Sample the texture using the calculated coordinates */
6536 shader_glsl_gen_sample_code(ins
, reg
, &sample_function
, WINED3DSP_NOSWIZZLE
, NULL
, NULL
, NULL
, NULL
, "tmp0.xyz");
6537 shader_glsl_release_sample_function(ins
->ctx
, &sample_function
);
6539 tex_mx
->current_row
= 0;
6542 /** Process the WINED3DSIO_TEXM3X3 instruction in GLSL
6543 * Perform the 3rd row of a 3x3 matrix multiply */
6544 static void shader_glsl_texm3x3(const struct wined3d_shader_instruction
*ins
)
6546 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
6547 struct wined3d_shader_tex_mx
*tex_mx
= ins
->ctx
->tex_mx
;
6548 DWORD reg
= ins
->dst
[0].reg
.idx
[0].offset
;
6549 struct glsl_src_param src0_param
;
6552 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_mask
, &src0_param
);
6554 shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
6555 shader_glsl_get_write_mask(&ins
->dst
[0], dst_mask
);
6556 shader_addline(ins
->ctx
->buffer
, "vec4(tmp0.xy, dot(T%u.xyz, %s), 1.0)%s);\n", reg
, src0_param
.param_str
, dst_mask
);
6558 tex_mx
->current_row
= 0;
6561 /* Process the WINED3DSIO_TEXM3X3SPEC instruction in GLSL
6562 * Perform the final texture lookup based on the previous 2 3x3 matrix multiplies */
6563 static void shader_glsl_texm3x3spec(const struct wined3d_shader_instruction
*ins
)
6565 struct glsl_src_param src0_param
;
6566 struct glsl_src_param src1_param
;
6567 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
6568 struct wined3d_shader_tex_mx
*tex_mx
= ins
->ctx
->tex_mx
;
6569 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
6570 struct glsl_sample_function sample_function
;
6571 DWORD reg
= ins
->dst
[0].reg
.idx
[0].offset
;
6574 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_mask
, &src0_param
);
6575 shader_glsl_add_src_param(ins
, &ins
->src
[1], src_mask
, &src1_param
);
6577 /* Perform the last matrix multiply operation */
6578 shader_addline(buffer
, "tmp0.z = dot(T%u.xyz, %s);\n", reg
, src0_param
.param_str
);
6579 /* Reflection calculation */
6580 shader_addline(buffer
, "tmp0.xyz = -reflect((%s), normalize(tmp0.xyz));\n", src1_param
.param_str
);
6582 /* Dependent read, not valid with conditional NP2 */
6583 shader_glsl_get_sample_function(ins
->ctx
, reg
, reg
, 0, &sample_function
);
6584 shader_glsl_write_mask_to_str(sample_function
.coord_mask
, coord_mask
);
6586 /* Sample the texture */
6587 shader_glsl_gen_sample_code(ins
, reg
, &sample_function
, WINED3DSP_NOSWIZZLE
,
6588 NULL
, NULL
, NULL
, NULL
, "tmp0%s", coord_mask
);
6589 shader_glsl_release_sample_function(ins
->ctx
, &sample_function
);
6591 tex_mx
->current_row
= 0;
6594 /* Process the WINED3DSIO_TEXM3X3VSPEC instruction in GLSL
6595 * Perform the final texture lookup based on the previous 2 3x3 matrix multiplies */
6596 static void shader_glsl_texm3x3vspec(const struct wined3d_shader_instruction
*ins
)
6598 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
6599 struct wined3d_shader_tex_mx
*tex_mx
= ins
->ctx
->tex_mx
;
6600 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
6601 struct glsl_sample_function sample_function
;
6602 DWORD reg
= ins
->dst
[0].reg
.idx
[0].offset
;
6603 struct glsl_src_param src0_param
;
6606 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_mask
, &src0_param
);
6608 /* Perform the last matrix multiply operation */
6609 shader_addline(buffer
, "tmp0.z = dot(vec3(T%u), vec3(%s));\n", reg
, src0_param
.param_str
);
6611 /* Construct the eye-ray vector from w coordinates */
6612 shader_addline(buffer
, "tmp1.xyz = normalize(vec3(ffp_texcoord[%u].w, ffp_texcoord[%u].w, ffp_texcoord[%u].w));\n",
6613 tex_mx
->texcoord_w
[0], tex_mx
->texcoord_w
[1], reg
);
6614 shader_addline(buffer
, "tmp0.xyz = -reflect(tmp1.xyz, normalize(tmp0.xyz));\n");
6616 /* Dependent read, not valid with conditional NP2 */
6617 shader_glsl_get_sample_function(ins
->ctx
, reg
, reg
, 0, &sample_function
);
6618 shader_glsl_write_mask_to_str(sample_function
.coord_mask
, coord_mask
);
6620 /* Sample the texture using the calculated coordinates */
6621 shader_glsl_gen_sample_code(ins
, reg
, &sample_function
, WINED3DSP_NOSWIZZLE
,
6622 NULL
, NULL
, NULL
, NULL
, "tmp0%s", coord_mask
);
6623 shader_glsl_release_sample_function(ins
->ctx
, &sample_function
);
6625 tex_mx
->current_row
= 0;
6628 /** Process the WINED3DSIO_TEXBEM instruction in GLSL.
6629 * Apply a fake bump map transform.
6630 * texbem is pshader <= 1.3 only, this saves a few version checks
6632 static void shader_glsl_texbem(const struct wined3d_shader_instruction
*ins
)
6634 const struct shader_glsl_ctx_priv
*priv
= ins
->ctx
->backend_data
;
6635 struct glsl_sample_function sample_function
;
6636 struct glsl_src_param coord_param
;
6642 sampler_idx
= ins
->dst
[0].reg
.idx
[0].offset
;
6643 flags
= (priv
->cur_ps_args
->tex_transform
>> sampler_idx
* WINED3D_PSARGS_TEXTRANSFORM_SHIFT
)
6644 & WINED3D_PSARGS_TEXTRANSFORM_MASK
;
6646 /* Dependent read, not valid with conditional NP2 */
6647 shader_glsl_get_sample_function(ins
->ctx
, sampler_idx
, sampler_idx
, 0, &sample_function
);
6648 mask
= sample_function
.coord_mask
;
6650 shader_glsl_write_mask_to_str(mask
, coord_mask
);
6652 /* With projected textures, texbem only divides the static texture coord,
6653 * not the displacement, so we can't let GL handle this. */
6654 if (flags
& WINED3D_PSARGS_PROJECTED
)
6657 char coord_div_mask
[3];
6658 switch (flags
& ~WINED3D_PSARGS_PROJECTED
)
6660 case WINED3D_TTFF_COUNT1
:
6661 FIXME("WINED3D_TTFF_PROJECTED with WINED3D_TTFF_COUNT1?\n");
6663 case WINED3D_TTFF_COUNT2
:
6664 div_mask
= WINED3DSP_WRITEMASK_1
;
6666 case WINED3D_TTFF_COUNT3
:
6667 div_mask
= WINED3DSP_WRITEMASK_2
;
6669 case WINED3D_TTFF_COUNT4
:
6670 case WINED3D_TTFF_DISABLE
:
6671 div_mask
= WINED3DSP_WRITEMASK_3
;
6674 shader_glsl_write_mask_to_str(div_mask
, coord_div_mask
);
6675 shader_addline(ins
->ctx
->buffer
, "T%u%s /= T%u%s;\n", sampler_idx
, coord_mask
, sampler_idx
, coord_div_mask
);
6678 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
, &coord_param
);
6680 shader_glsl_gen_sample_code(ins
, sampler_idx
, &sample_function
, WINED3DSP_NOSWIZZLE
, NULL
, NULL
, NULL
, NULL
,
6681 "T%u%s + vec4(bumpenv_mat%u * %s, 0.0, 0.0)%s", sampler_idx
, coord_mask
, sampler_idx
,
6682 coord_param
.param_str
, coord_mask
);
6684 if (ins
->handler_idx
== WINED3DSIH_TEXBEML
)
6686 struct glsl_src_param luminance_param
;
6687 struct glsl_dst_param dst_param
;
6689 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_2
, &luminance_param
);
6690 shader_glsl_add_dst_param(ins
, &ins
->dst
[0], &dst_param
);
6692 shader_addline(ins
->ctx
->buffer
, "%s%s *= (%s * bumpenv_lum_scale%u + bumpenv_lum_offset%u);\n",
6693 dst_param
.reg_name
, dst_param
.mask_str
,
6694 luminance_param
.param_str
, sampler_idx
, sampler_idx
);
6696 shader_glsl_release_sample_function(ins
->ctx
, &sample_function
);
6699 static void shader_glsl_bem(const struct wined3d_shader_instruction
*ins
)
6701 DWORD sampler_idx
= ins
->dst
[0].reg
.idx
[0].offset
;
6702 struct glsl_src_param src0_param
, src1_param
;
6704 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
, &src0_param
);
6705 shader_glsl_add_src_param(ins
, &ins
->src
[1], WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
, &src1_param
);
6707 shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
6708 shader_addline(ins
->ctx
->buffer
, "%s + bumpenv_mat%u * %s);\n",
6709 src0_param
.param_str
, sampler_idx
, src1_param
.param_str
);
6712 /** Process the WINED3DSIO_TEXREG2AR instruction in GLSL
6713 * Sample 2D texture at dst using the alpha & red (wx) components of src as texture coordinates */
6714 static void shader_glsl_texreg2ar(const struct wined3d_shader_instruction
*ins
)
6716 DWORD sampler_idx
= ins
->dst
[0].reg
.idx
[0].offset
;
6717 struct glsl_sample_function sample_function
;
6718 struct glsl_src_param src0_param
;
6720 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_ALL
, &src0_param
);
6722 shader_glsl_get_sample_function(ins
->ctx
, sampler_idx
, sampler_idx
, 0, &sample_function
);
6723 shader_glsl_gen_sample_code(ins
, sampler_idx
, &sample_function
, WINED3DSP_NOSWIZZLE
, NULL
, NULL
, NULL
, NULL
,
6724 "%s.wx", src0_param
.reg_name
);
6725 shader_glsl_release_sample_function(ins
->ctx
, &sample_function
);
6728 /** Process the WINED3DSIO_TEXREG2GB instruction in GLSL
6729 * Sample 2D texture at dst using the green & blue (yz) components of src as texture coordinates */
6730 static void shader_glsl_texreg2gb(const struct wined3d_shader_instruction
*ins
)
6732 DWORD sampler_idx
= ins
->dst
[0].reg
.idx
[0].offset
;
6733 struct glsl_sample_function sample_function
;
6734 struct glsl_src_param src0_param
;
6736 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_ALL
, &src0_param
);
6738 shader_glsl_get_sample_function(ins
->ctx
, sampler_idx
, sampler_idx
, 0, &sample_function
);
6739 shader_glsl_gen_sample_code(ins
, sampler_idx
, &sample_function
, WINED3DSP_NOSWIZZLE
, NULL
, NULL
, NULL
, NULL
,
6740 "%s.yz", src0_param
.reg_name
);
6741 shader_glsl_release_sample_function(ins
->ctx
, &sample_function
);
6744 /** Process the WINED3DSIO_TEXREG2RGB instruction in GLSL
6745 * Sample texture at dst using the rgb (xyz) components of src as texture coordinates */
6746 static void shader_glsl_texreg2rgb(const struct wined3d_shader_instruction
*ins
)
6748 DWORD sampler_idx
= ins
->dst
[0].reg
.idx
[0].offset
;
6749 struct glsl_sample_function sample_function
;
6750 struct glsl_src_param src0_param
;
6752 /* Dependent read, not valid with conditional NP2 */
6753 shader_glsl_get_sample_function(ins
->ctx
, sampler_idx
, sampler_idx
, 0, &sample_function
);
6754 shader_glsl_add_src_param(ins
, &ins
->src
[0], sample_function
.coord_mask
, &src0_param
);
6756 shader_glsl_gen_sample_code(ins
, sampler_idx
, &sample_function
, WINED3DSP_NOSWIZZLE
, NULL
, NULL
, NULL
, NULL
,
6757 "%s", src0_param
.param_str
);
6758 shader_glsl_release_sample_function(ins
->ctx
, &sample_function
);
6761 /** Process the WINED3DSIO_TEXKILL instruction in GLSL.
6762 * If any of the first 3 components are < 0, discard this pixel */
6763 static void shader_glsl_texkill(const struct wined3d_shader_instruction
*ins
)
6765 if (ins
->ctx
->reg_maps
->shader_version
.major
>= 4)
6767 shader_glsl_generate_conditional_op(ins
, "discard;");
6771 struct glsl_dst_param dst_param
;
6773 /* The argument is a destination parameter, and no writemasks are allowed */
6774 shader_glsl_add_dst_param(ins
, &ins
->dst
[0], &dst_param
);
6776 /* 2.0 shaders compare all 4 components in texkill. */
6777 if (ins
->ctx
->reg_maps
->shader_version
.major
>= 2)
6778 shader_addline(ins
->ctx
->buffer
, "if (any(lessThan(%s.xyzw, vec4(0.0)))) discard;\n", dst_param
.reg_name
);
6779 /* 1.x shaders only compare the first 3 components, probably due to
6780 * the nature of the texkill instruction as a tex* instruction, and
6781 * phase, which kills all .w components. Even if all 4 components are
6782 * defined, only the first 3 are used. */
6784 shader_addline(ins
->ctx
->buffer
, "if (any(lessThan(%s.xyz, vec3(0.0)))) discard;\n", dst_param
.reg_name
);
6788 /** Process the WINED3DSIO_DP2ADD instruction in GLSL.
6789 * dst = dot2(src0, src1) + src2 */
6790 static void shader_glsl_dp2add(const struct wined3d_shader_instruction
*ins
)
6792 struct glsl_src_param src0_param
;
6793 struct glsl_src_param src1_param
;
6794 struct glsl_src_param src2_param
;
6796 unsigned int mask_size
;
6798 write_mask
= shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
6799 mask_size
= shader_glsl_get_write_mask_size(write_mask
);
6801 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
, &src0_param
);
6802 shader_glsl_add_src_param(ins
, &ins
->src
[1], WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
, &src1_param
);
6803 shader_glsl_add_src_param(ins
, &ins
->src
[2], WINED3DSP_WRITEMASK_0
, &src2_param
);
6805 if (mask_size
> 1) {
6806 shader_addline(ins
->ctx
->buffer
, "vec%d(dot(%s, %s) + %s));\n",
6807 mask_size
, src0_param
.param_str
, src1_param
.param_str
, src2_param
.param_str
);
6809 shader_addline(ins
->ctx
->buffer
, "dot(%s, %s) + %s);\n",
6810 src0_param
.param_str
, src1_param
.param_str
, src2_param
.param_str
);
6814 static void shader_glsl_input_pack(const struct wined3d_shader
*shader
, struct wined3d_string_buffer
*buffer
,
6815 const struct wined3d_shader_signature
*input_signature
,
6816 const struct wined3d_shader_reg_maps
*reg_maps
,
6817 const struct ps_compile_args
*args
, const struct wined3d_gl_info
*gl_info
, BOOL unroll
)
6821 for (i
= 0; i
< input_signature
->element_count
; ++i
)
6823 const struct wined3d_shader_signature_element
*input
= &input_signature
->elements
[i
];
6824 const char *semantic_name
;
6829 if (!(reg_maps
->input_registers
& (1u << input
->register_idx
)))
6832 semantic_name
= input
->semantic_name
;
6833 semantic_idx
= input
->semantic_idx
;
6834 shader_glsl_write_mask_to_str(input
->mask
, reg_mask
);
6836 if (args
->vp_mode
== WINED3D_VP_MODE_SHADER
)
6838 if (input
->sysval_semantic
== WINED3D_SV_POSITION
&& !semantic_idx
)
6840 shader_addline(buffer
, "ps_in[%u]%s = vpos%s;\n",
6841 shader
->u
.ps
.input_reg_map
[input
->register_idx
], reg_mask
, reg_mask
);
6843 else if (args
->pointsprite
&& shader_match_semantic(semantic_name
, WINED3D_DECL_USAGE_TEXCOORD
))
6845 shader_addline(buffer
, "ps_in[%u] = vec4(gl_PointCoord.xy, 0.0, 0.0);\n", input
->register_idx
);
6847 else if (input
->sysval_semantic
== WINED3D_SV_IS_FRONT_FACE
)
6849 shader_addline(buffer
, "ps_in[%u]%s = uintBitsToFloat(gl_FrontFacing ? 0xffffffffu : 0u);\n",
6850 input
->register_idx
, reg_mask
);
6852 else if (input
->sysval_semantic
== WINED3D_SV_SAMPLE_INDEX
)
6854 if (gl_info
->supported
[ARB_SAMPLE_SHADING
])
6855 shader_addline(buffer
, "ps_in[%u]%s = intBitsToFloat(gl_SampleID);\n",
6856 input
->register_idx
, reg_mask
);
6858 FIXME("ARB_sample_shading is not supported.\n");
6860 else if (input
->sysval_semantic
== WINED3D_SV_RENDER_TARGET_ARRAY_INDEX
&& !semantic_idx
)
6862 if (gl_info
->supported
[ARB_FRAGMENT_LAYER_VIEWPORT
])
6863 shader_addline(buffer
, "ps_in[%u]%s = intBitsToFloat(gl_Layer);\n",
6864 input
->register_idx
, reg_mask
);
6866 FIXME("ARB_fragment_layer_viewport is not supported.\n");
6868 else if (input
->sysval_semantic
== WINED3D_SV_VIEWPORT_ARRAY_INDEX
&& !semantic_idx
)
6870 if (gl_info
->supported
[ARB_VIEWPORT_ARRAY
])
6871 shader_addline(buffer
, "ps_in[%u]%s = intBitsToFloat(gl_ViewportIndex);\n",
6872 input
->register_idx
, reg_mask
);
6874 FIXME("ARB_viewport_array is not supported.\n");
6878 if (input
->sysval_semantic
)
6879 FIXME("Unhandled sysval semantic %#x.\n", input
->sysval_semantic
);
6880 shader_addline(buffer
, unroll
? "ps_in[%u]%s = %s%u%s;\n" : "ps_in[%u]%s = %s[%u]%s;\n",
6881 shader
->u
.ps
.input_reg_map
[input
->register_idx
], reg_mask
,
6882 shader_glsl_shader_input_name(gl_info
),
6883 shader
->u
.ps
.input_reg_map
[input
->register_idx
], reg_mask
);
6886 else if (shader_match_semantic(semantic_name
, WINED3D_DECL_USAGE_TEXCOORD
))
6888 if (args
->pointsprite
)
6889 shader_addline(buffer
, "ps_in[%u] = vec4(gl_PointCoord.xy, 0.0, 0.0);\n",
6890 shader
->u
.ps
.input_reg_map
[input
->register_idx
]);
6891 else if (args
->vp_mode
== WINED3D_VP_MODE_NONE
&& args
->texcoords_initialized
& (1u << semantic_idx
))
6892 shader_addline(buffer
, "ps_in[%u]%s = %s[%u]%s;\n",
6893 shader
->u
.ps
.input_reg_map
[input
->register_idx
], reg_mask
,
6894 needs_legacy_glsl_syntax(gl_info
)
6895 ? "gl_TexCoord" : "ffp_varying_texcoord", semantic_idx
, reg_mask
);
6897 shader_addline(buffer
, "ps_in[%u]%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
6898 shader
->u
.ps
.input_reg_map
[input
->register_idx
], reg_mask
, reg_mask
);
6900 else if (shader_match_semantic(semantic_name
, WINED3D_DECL_USAGE_COLOR
))
6903 shader_addline(buffer
, "ps_in[%u]%s = vec4(ffp_varying_diffuse)%s;\n",
6904 shader
->u
.ps
.input_reg_map
[input
->register_idx
], reg_mask
, reg_mask
);
6905 else if (semantic_idx
== 1)
6906 shader_addline(buffer
, "ps_in[%u]%s = vec4(ffp_varying_specular)%s;\n",
6907 shader
->u
.ps
.input_reg_map
[input
->register_idx
], reg_mask
, reg_mask
);
6909 shader_addline(buffer
, "ps_in[%u]%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
6910 shader
->u
.ps
.input_reg_map
[input
->register_idx
], reg_mask
, reg_mask
);
6914 shader_addline(buffer
, "ps_in[%u]%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
6915 shader
->u
.ps
.input_reg_map
[input
->register_idx
], reg_mask
, reg_mask
);
6920 static void add_glsl_program_entry(struct shader_glsl_priv
*priv
, struct glsl_shader_prog_link
*entry
)
6922 struct glsl_program_key key
;
6924 key
.vs_id
= entry
->vs
.id
;
6925 key
.hs_id
= entry
->hs
.id
;
6926 key
.ds_id
= entry
->ds
.id
;
6927 key
.gs_id
= entry
->gs
.id
;
6928 key
.ps_id
= entry
->ps
.id
;
6929 key
.cs_id
= entry
->cs
.id
;
6931 if (wine_rb_put(&priv
->program_lookup
, &key
, &entry
->program_lookup_entry
) == -1)
6933 ERR("Failed to insert program entry.\n");
6937 static struct glsl_shader_prog_link
*get_glsl_program_entry(const struct shader_glsl_priv
*priv
,
6938 const struct glsl_program_key
*key
)
6940 struct wine_rb_entry
*entry
;
6942 entry
= wine_rb_get(&priv
->program_lookup
, key
);
6943 return entry
? WINE_RB_ENTRY_VALUE(entry
, struct glsl_shader_prog_link
, program_lookup_entry
) : NULL
;
6946 /* Context activation is done by the caller. */
6947 static void delete_glsl_program_entry(struct shader_glsl_priv
*priv
, const struct wined3d_gl_info
*gl_info
,
6948 struct glsl_shader_prog_link
*entry
)
6950 wine_rb_remove(&priv
->program_lookup
, &entry
->program_lookup_entry
);
6952 GL_EXTCALL(glDeleteProgram(entry
->id
));
6954 list_remove(&entry
->vs
.shader_entry
);
6956 list_remove(&entry
->hs
.shader_entry
);
6958 list_remove(&entry
->ds
.shader_entry
);
6960 list_remove(&entry
->gs
.shader_entry
);
6962 list_remove(&entry
->ps
.shader_entry
);
6964 list_remove(&entry
->cs
.shader_entry
);
6968 static void shader_glsl_setup_vs3_output(struct shader_glsl_priv
*priv
,
6969 const struct wined3d_gl_info
*gl_info
, const DWORD
*map
,
6970 const struct wined3d_shader_signature
*input_signature
,
6971 const struct wined3d_shader_reg_maps
*reg_maps_in
,
6972 const struct wined3d_shader_signature
*output_signature
,
6973 const struct wined3d_shader_reg_maps
*reg_maps_out
)
6975 struct wined3d_string_buffer
*destination
= string_buffer_get(&priv
->string_buffers
);
6976 const char *out_array_name
= shader_glsl_shader_output_name(gl_info
);
6977 struct wined3d_string_buffer
*buffer
= &priv
->shader_buffer
;
6978 unsigned int in_count
= vec4_varyings(3, gl_info
);
6979 unsigned int max_varyings
= needs_legacy_glsl_syntax(gl_info
) ? in_count
+ 2 : in_count
;
6980 DWORD in_idx
, *set
= NULL
;
6984 set
= heap_calloc(max_varyings
, sizeof(*set
));
6986 for (i
= 0; i
< input_signature
->element_count
; ++i
)
6988 const struct wined3d_shader_signature_element
*input
= &input_signature
->elements
[i
];
6990 if (!(reg_maps_in
->input_registers
& (1u << input
->register_idx
)))
6993 in_idx
= map
[input
->register_idx
];
6994 /* Declared, but not read register */
6997 if (in_idx
>= max_varyings
)
6999 FIXME("More input varyings declared than supported, expect issues.\n");
7003 if (in_idx
== in_count
)
7004 string_buffer_sprintf(destination
, "gl_FrontColor");
7005 else if (in_idx
== in_count
+ 1)
7006 string_buffer_sprintf(destination
, "gl_FrontSecondaryColor");
7008 string_buffer_sprintf(destination
, "%s[%u]", out_array_name
, in_idx
);
7013 for (j
= 0; j
< output_signature
->element_count
; ++j
)
7015 const struct wined3d_shader_signature_element
*output
= &output_signature
->elements
[j
];
7018 if (!(reg_maps_out
->output_registers
& (1u << output
->register_idx
))
7019 || input
->semantic_idx
!= output
->semantic_idx
7020 || strcmp(input
->semantic_name
, output
->semantic_name
)
7021 || !(mask
= input
->mask
& output
->mask
))
7024 if (set
[in_idx
] == ~0u)
7026 set
[in_idx
] |= mask
& reg_maps_out
->u
.output_registers_mask
[output
->register_idx
];
7027 shader_glsl_write_mask_to_str(mask
, reg_mask
);
7029 shader_addline(buffer
, "%s%s = outputs[%u]%s;\n",
7030 destination
->buffer
, reg_mask
, output
->register_idx
, reg_mask
);
7034 for (i
= 0; i
< max_varyings
; ++i
)
7038 if (!set
[i
] || set
[i
] == WINED3DSP_WRITEMASK_ALL
)
7045 if (!(set
[i
] & WINED3DSP_WRITEMASK_0
))
7046 reg_mask
[size
++] = 'x';
7047 if (!(set
[i
] & WINED3DSP_WRITEMASK_1
))
7048 reg_mask
[size
++] = 'y';
7049 if (!(set
[i
] & WINED3DSP_WRITEMASK_2
))
7050 reg_mask
[size
++] = 'z';
7051 if (!(set
[i
] & WINED3DSP_WRITEMASK_3
))
7052 reg_mask
[size
++] = 'w';
7053 reg_mask
[size
] = '\0';
7056 string_buffer_sprintf(destination
, "gl_FrontColor");
7057 else if (i
== in_count
+ 1)
7058 string_buffer_sprintf(destination
, "gl_FrontSecondaryColor");
7060 string_buffer_sprintf(destination
, "%s[%u]", out_array_name
, i
);
7063 shader_addline(buffer
, "%s.%s = 0.0;\n", destination
->buffer
, reg_mask
);
7065 shader_addline(buffer
, "%s.%s = vec%u(0.0);\n", destination
->buffer
, reg_mask
, size
);
7069 string_buffer_release(&priv
->string_buffers
, destination
);
7072 static void shader_glsl_setup_sm4_shader_output(struct shader_glsl_priv
*priv
,
7073 unsigned int input_count
, const struct wined3d_shader_signature
*output_signature
,
7074 const struct wined3d_shader_reg_maps
*reg_maps_out
, const char *output_variable_name
,
7075 BOOL rasterizer_setup
)
7077 struct wined3d_string_buffer
*buffer
= &priv
->shader_buffer
;
7081 for (i
= 0; i
< output_signature
->element_count
; ++i
)
7083 const struct wined3d_shader_signature_element
*output
= &output_signature
->elements
[i
];
7085 if (!(reg_maps_out
->output_registers
& (1u << output
->register_idx
)))
7088 if (output
->stream_idx
)
7091 if (output
->register_idx
>= input_count
)
7094 shader_glsl_write_mask_to_str(output
->mask
, reg_mask
);
7096 shader_addline(buffer
,
7097 rasterizer_setup
? "%s.reg%u%s = outputs[%u]%s;\n" : "%s.reg[%u]%s = outputs[%u]%s;\n",
7098 output_variable_name
, output
->register_idx
, reg_mask
, output
->register_idx
, reg_mask
);
7102 static void shader_glsl_generate_clip_or_cull_distances(struct wined3d_string_buffer
*buffer
,
7103 const struct wined3d_shader_signature_element
*element
, DWORD clip_or_cull_distance_mask
)
7105 unsigned int i
, clip_or_cull_index
;
7109 name
= element
->sysval_semantic
== WINED3D_SV_CLIP_DISTANCE
? "Clip" : "Cull";
7110 /* Assign consecutive indices starting from 0. */
7111 clip_or_cull_index
= element
->semantic_idx
? wined3d_popcount(clip_or_cull_distance_mask
& 0xf) : 0;
7112 for (i
= 0; i
< 4; ++i
)
7114 if (!(element
->mask
& (WINED3DSP_WRITEMASK_0
<< i
)))
7117 shader_glsl_write_mask_to_str(WINED3DSP_WRITEMASK_0
<< i
, reg_mask
);
7118 shader_addline(buffer
, "gl_%sDistance[%u] = outputs[%u]%s;\n",
7119 name
, clip_or_cull_index
, element
->register_idx
, reg_mask
);
7120 ++clip_or_cull_index
;
7124 static void shader_glsl_setup_sm3_rasterizer_input(struct shader_glsl_priv
*priv
,
7125 const struct wined3d_gl_info
*gl_info
, const DWORD
*map
,
7126 const struct wined3d_shader_signature
*input_signature
,
7127 const struct wined3d_shader_reg_maps
*reg_maps_in
, unsigned int input_count
,
7128 const struct wined3d_shader_signature
*output_signature
,
7129 const struct wined3d_shader_reg_maps
*reg_maps_out
, BOOL per_vertex_point_size
)
7131 struct wined3d_string_buffer
*buffer
= &priv
->shader_buffer
;
7132 const char *semantic_name
;
7133 unsigned int semantic_idx
;
7137 /* First, sort out position and point size system values. */
7138 for (i
= 0; i
< output_signature
->element_count
; ++i
)
7140 const struct wined3d_shader_signature_element
*output
= &output_signature
->elements
[i
];
7142 if (!(reg_maps_out
->output_registers
& (1u << output
->register_idx
)))
7145 if (output
->stream_idx
)
7148 semantic_name
= output
->semantic_name
;
7149 semantic_idx
= output
->semantic_idx
;
7150 shader_glsl_write_mask_to_str(output
->mask
, reg_mask
);
7152 if (output
->sysval_semantic
== WINED3D_SV_POSITION
&& !semantic_idx
)
7154 shader_addline(buffer
, "gl_Position%s = outputs[%u]%s;\n",
7155 reg_mask
, output
->register_idx
, reg_mask
);
7157 else if (shader_match_semantic(semantic_name
, WINED3D_DECL_USAGE_PSIZE
) && per_vertex_point_size
)
7159 shader_addline(buffer
, "gl_PointSize = clamp(outputs[%u].%c, "
7160 "ffp_point.size_min, ffp_point.size_max);\n", output
->register_idx
, reg_mask
[1]);
7162 else if (output
->sysval_semantic
== WINED3D_SV_RENDER_TARGET_ARRAY_INDEX
&& !semantic_idx
)
7164 shader_addline(buffer
, "gl_Layer = floatBitsToInt(outputs[%u])%s;\n",
7165 output
->register_idx
, reg_mask
);
7167 else if (output
->sysval_semantic
== WINED3D_SV_VIEWPORT_ARRAY_INDEX
&& !semantic_idx
)
7169 shader_addline(buffer
, "gl_ViewportIndex = floatBitsToInt(outputs[%u])%s;\n",
7170 output
->register_idx
, reg_mask
);
7172 else if (output
->sysval_semantic
== WINED3D_SV_CLIP_DISTANCE
)
7174 shader_glsl_generate_clip_or_cull_distances(buffer
, output
, reg_maps_out
->clip_distance_mask
);
7176 else if (output
->sysval_semantic
== WINED3D_SV_CULL_DISTANCE
)
7178 shader_glsl_generate_clip_or_cull_distances(buffer
, output
, reg_maps_out
->cull_distance_mask
);
7180 else if (output
->sysval_semantic
)
7182 FIXME("Unhandled sysval semantic %#x.\n", output
->sysval_semantic
);
7186 /* Then, setup the pixel shader input. */
7187 if (reg_maps_out
->shader_version
.major
< 4)
7188 shader_glsl_setup_vs3_output(priv
, gl_info
, map
, input_signature
, reg_maps_in
,
7189 output_signature
, reg_maps_out
);
7191 shader_glsl_setup_sm4_shader_output(priv
, input_count
, output_signature
, reg_maps_out
, "shader_out", TRUE
);
7194 /* Context activation is done by the caller. */
7195 static GLuint
shader_glsl_generate_vs3_rasterizer_input_setup(struct shader_glsl_priv
*priv
,
7196 const struct wined3d_shader
*vs
, const struct wined3d_shader
*ps
,
7197 BOOL per_vertex_point_size
, BOOL flatshading
, const struct wined3d_gl_info
*gl_info
)
7199 const BOOL legacy_syntax
= needs_legacy_glsl_syntax(gl_info
);
7200 DWORD ps_major
= ps
? ps
->reg_maps
.shader_version
.major
: 0;
7201 struct wined3d_string_buffer
*buffer
= &priv
->shader_buffer
;
7202 const char *semantic_name
;
7208 string_buffer_clear(buffer
);
7210 shader_glsl_add_version_declaration(buffer
, gl_info
);
7212 if (per_vertex_point_size
)
7214 shader_addline(buffer
, "uniform struct\n{\n");
7215 shader_addline(buffer
, " float size_min;\n");
7216 shader_addline(buffer
, " float size_max;\n");
7217 shader_addline(buffer
, "} ffp_point;\n");
7222 DWORD colors_written_mask
[2] = {0};
7223 DWORD texcoords_written_mask
[MAX_TEXTURES
] = {0};
7227 declare_out_varying(gl_info
, buffer
, flatshading
, "vec4 ffp_varying_diffuse;\n");
7228 declare_out_varying(gl_info
, buffer
, flatshading
, "vec4 ffp_varying_specular;\n");
7229 declare_out_varying(gl_info
, buffer
, FALSE
, "vec4 ffp_varying_texcoord[%u];\n", MAX_TEXTURES
);
7230 declare_out_varying(gl_info
, buffer
, FALSE
, "float ffp_varying_fogcoord;\n");
7233 shader_addline(buffer
, "void setup_vs_output(in vec4 outputs[%u])\n{\n", vs
->limits
->packed_output
);
7235 for (i
= 0; i
< vs
->output_signature
.element_count
; ++i
)
7237 const struct wined3d_shader_signature_element
*output
= &vs
->output_signature
.elements
[i
];
7240 if (!(vs
->reg_maps
.output_registers
& (1u << output
->register_idx
)))
7243 semantic_name
= output
->semantic_name
;
7244 semantic_idx
= output
->semantic_idx
;
7245 write_mask
= output
->mask
;
7246 shader_glsl_write_mask_to_str(write_mask
, reg_mask
);
7248 if (shader_match_semantic(semantic_name
, WINED3D_DECL_USAGE_COLOR
) && semantic_idx
< 2)
7251 shader_addline(buffer
, "gl_Front%sColor%s = outputs[%u]%s;\n",
7252 semantic_idx
? "Secondary" : "", reg_mask
, output
->register_idx
, reg_mask
);
7254 shader_addline(buffer
, "ffp_varying_%s%s = clamp(outputs[%u]%s, 0.0, 1.0);\n",
7255 semantic_idx
? "specular" : "diffuse", reg_mask
, output
->register_idx
, reg_mask
);
7257 colors_written_mask
[semantic_idx
] = write_mask
;
7259 else if (shader_match_semantic(semantic_name
, WINED3D_DECL_USAGE_POSITION
) && !semantic_idx
)
7261 shader_addline(buffer
, "gl_Position%s = outputs[%u]%s;\n",
7262 reg_mask
, output
->register_idx
, reg_mask
);
7264 else if (shader_match_semantic(semantic_name
, WINED3D_DECL_USAGE_TEXCOORD
))
7266 if (semantic_idx
< MAX_TEXTURES
)
7268 shader_addline(buffer
, "%s[%u]%s = outputs[%u]%s;\n",
7269 legacy_syntax
? "gl_TexCoord" : "ffp_varying_texcoord",
7270 semantic_idx
, reg_mask
, output
->register_idx
, reg_mask
);
7271 texcoords_written_mask
[semantic_idx
] = write_mask
;
7274 else if (shader_match_semantic(semantic_name
, WINED3D_DECL_USAGE_PSIZE
) && per_vertex_point_size
)
7276 shader_addline(buffer
, "gl_PointSize = clamp(outputs[%u].%c, "
7277 "ffp_point.size_min, ffp_point.size_max);\n", output
->register_idx
, reg_mask
[1]);
7279 else if (shader_match_semantic(semantic_name
, WINED3D_DECL_USAGE_FOG
))
7281 shader_addline(buffer
, "%s = clamp(outputs[%u].%c, 0.0, 1.0);\n",
7282 legacy_syntax
? "gl_FogFragCoord" : "ffp_varying_fogcoord",
7283 output
->register_idx
, reg_mask
[1]);
7287 for (i
= 0; i
< 2; ++i
)
7289 if (colors_written_mask
[i
] != WINED3DSP_WRITEMASK_ALL
)
7291 shader_glsl_write_mask_to_str(~colors_written_mask
[i
] & WINED3DSP_WRITEMASK_ALL
, reg_mask
);
7293 shader_addline(buffer
, "%s%s = vec4(1.0)%s;\n",
7294 legacy_syntax
? "gl_FrontColor" : "ffp_varying_diffuse",
7295 reg_mask
, reg_mask
);
7297 shader_addline(buffer
, "%s%s = vec4(0.0)%s;\n",
7298 legacy_syntax
? "gl_FrontSecondaryColor" : "ffp_varying_specular",
7299 reg_mask
, reg_mask
);
7302 for (i
= 0; i
< MAX_TEXTURES
; ++i
)
7304 if (ps
&& !(ps
->reg_maps
.texcoord
& (1u << i
)))
7307 if (texcoords_written_mask
[i
] != WINED3DSP_WRITEMASK_ALL
)
7309 if (gl_info
->limits
.glsl_varyings
< wined3d_max_compat_varyings(gl_info
)
7310 && !texcoords_written_mask
[i
])
7313 shader_glsl_write_mask_to_str(~texcoords_written_mask
[i
] & WINED3DSP_WRITEMASK_ALL
, reg_mask
);
7314 shader_addline(buffer
, "%s[%u]%s = vec4(0.0)%s;\n",
7315 legacy_syntax
? "gl_TexCoord" : "ffp_varying_texcoord", i
, reg_mask
, reg_mask
);
7321 unsigned int in_count
= min(vec4_varyings(ps_major
, gl_info
), ps
->limits
->packed_input
);
7323 shader_glsl_declare_shader_outputs(gl_info
, buffer
, in_count
, FALSE
, NULL
);
7324 shader_addline(buffer
, "void setup_vs_output(in vec4 outputs[%u])\n{\n", vs
->limits
->packed_output
);
7325 shader_glsl_setup_sm3_rasterizer_input(priv
, gl_info
, ps
->u
.ps
.input_reg_map
, &ps
->input_signature
,
7326 &ps
->reg_maps
, 0, &vs
->output_signature
, &vs
->reg_maps
, per_vertex_point_size
);
7329 shader_addline(buffer
, "}\n");
7331 ret
= GL_EXTCALL(glCreateShader(GL_VERTEX_SHADER
));
7332 checkGLcall("glCreateShader(GL_VERTEX_SHADER)");
7333 shader_glsl_compile(gl_info
, ret
, buffer
->buffer
);
7338 static void shader_glsl_generate_stream_output_setup(struct shader_glsl_priv
*priv
,
7339 const struct wined3d_shader
*shader
, const struct wined3d_stream_output_desc
*so_desc
)
7341 struct wined3d_string_buffer
*buffer
= &priv
->shader_buffer
;
7344 shader_addline(buffer
, "out shader_in_out\n{\n");
7345 for (i
= 0; i
< so_desc
->element_count
; ++i
)
7347 const struct wined3d_stream_output_element
*e
= &so_desc
->elements
[i
];
7351 FIXME("Unhandled stream %u.\n", e
->stream_idx
);
7354 if (e
->register_idx
== WINED3D_STREAM_OUTPUT_GAP
)
7357 if (e
->component_idx
|| e
->component_count
!= 4)
7359 if (e
->component_count
== 1)
7360 shader_addline(buffer
, "float");
7362 shader_addline(buffer
, "vec%u", e
->component_count
);
7363 shader_addline(buffer
, " reg%u_%u_%u;\n",
7364 e
->register_idx
, e
->component_idx
, e
->component_idx
+ e
->component_count
- 1);
7368 shader_addline(buffer
, "vec4 reg%u;\n", e
->register_idx
);
7371 shader_addline(buffer
, "} shader_out;\n");
7373 shader_addline(buffer
, "void setup_gs_output(in vec4 outputs[%u])\n{\n",
7374 shader
->limits
->packed_output
);
7375 for (i
= 0; i
< so_desc
->element_count
; ++i
)
7377 const struct wined3d_stream_output_element
*e
= &so_desc
->elements
[i
];
7381 FIXME("Unhandled stream %u.\n", e
->stream_idx
);
7384 if (e
->register_idx
== WINED3D_STREAM_OUTPUT_GAP
)
7387 if (e
->component_idx
|| e
->component_count
!= 4)
7392 write_mask
= ((1u << e
->component_count
) - 1) << e
->component_idx
;
7393 shader_glsl_write_mask_to_str(write_mask
, str_mask
);
7394 shader_addline(buffer
, "shader_out.reg%u_%u_%u = outputs[%u]%s;\n",
7395 e
->register_idx
, e
->component_idx
, e
->component_idx
+ e
->component_count
- 1,
7396 e
->register_idx
, str_mask
);
7400 shader_addline(buffer
, "shader_out.reg%u = outputs[%u];\n",
7401 e
->register_idx
, e
->register_idx
);
7404 shader_addline(buffer
, "}\n");
7407 static void shader_glsl_generate_sm4_output_setup(struct shader_glsl_priv
*priv
,
7408 const struct wined3d_shader
*shader
, unsigned int input_count
,
7409 const struct wined3d_gl_info
*gl_info
, BOOL rasterizer_setup
, const DWORD
*interpolation_mode
)
7411 const char *prefix
= shader_glsl_get_prefix(shader
->reg_maps
.shader_version
.type
);
7412 struct wined3d_string_buffer
*buffer
= &priv
->shader_buffer
;
7414 if (rasterizer_setup
)
7415 input_count
= min(vec4_varyings(4, gl_info
), input_count
);
7418 shader_glsl_declare_shader_outputs(gl_info
, buffer
, input_count
, rasterizer_setup
, interpolation_mode
);
7420 shader_addline(buffer
, "void setup_%s_output(in vec4 outputs[%u])\n{\n",
7421 prefix
, shader
->limits
->packed_output
);
7423 if (rasterizer_setup
)
7424 shader_glsl_setup_sm3_rasterizer_input(priv
, gl_info
, NULL
, NULL
,
7425 NULL
, input_count
, &shader
->output_signature
, &shader
->reg_maps
, FALSE
);
7427 shader_glsl_setup_sm4_shader_output(priv
, input_count
, &shader
->output_signature
,
7428 &shader
->reg_maps
, "shader_out", rasterizer_setup
);
7430 shader_addline(buffer
, "}\n");
7433 static void shader_glsl_generate_patch_constant_name(struct wined3d_string_buffer
*buffer
,
7434 const struct wined3d_shader_signature_element
*constant
, unsigned int *user_constant_idx
,
7435 const char *reg_mask
)
7437 if (!constant
->sysval_semantic
)
7439 shader_addline(buffer
, "user_patch_constant[%u]%s", (*user_constant_idx
)++, reg_mask
);
7443 switch (constant
->sysval_semantic
)
7445 case WINED3D_SV_TESS_FACTOR_QUADEDGE
:
7446 case WINED3D_SV_TESS_FACTOR_TRIEDGE
:
7447 case WINED3D_SV_TESS_FACTOR_LINEDET
:
7448 case WINED3D_SV_TESS_FACTOR_LINEDEN
:
7449 shader_addline(buffer
, "gl_TessLevelOuter[%u]", constant
->semantic_idx
);
7451 case WINED3D_SV_TESS_FACTOR_QUADINT
:
7452 case WINED3D_SV_TESS_FACTOR_TRIINT
:
7453 shader_addline(buffer
, "gl_TessLevelInner[%u]", constant
->semantic_idx
);
7456 FIXME("Unhandled sysval semantic %#x.\n", constant
->sysval_semantic
);
7457 shader_addline(buffer
, "vec4(0.0)%s", reg_mask
);
7461 static void shader_glsl_generate_patch_constant_setup(struct wined3d_string_buffer
*buffer
,
7462 const struct wined3d_shader_signature
*signature
, BOOL input_setup
)
7464 unsigned int i
, register_count
, user_constant_index
, user_constant_count
;
7466 register_count
= user_constant_count
= 0;
7467 for (i
= 0; i
< signature
->element_count
; ++i
)
7469 const struct wined3d_shader_signature_element
*constant
= &signature
->elements
[i
];
7470 register_count
= max(constant
->register_idx
+ 1, register_count
);
7471 if (!constant
->sysval_semantic
)
7472 ++user_constant_count
;
7475 if (user_constant_count
)
7476 shader_addline(buffer
, "patch %s vec4 user_patch_constant[%u];\n",
7477 input_setup
? "in" : "out", user_constant_count
);
7479 shader_addline(buffer
, "vec4 vpc[%u];\n", register_count
);
7481 shader_addline(buffer
, "void setup_patch_constant_%s()\n{\n", input_setup
? "input" : "output");
7482 for (i
= 0, user_constant_index
= 0; i
< signature
->element_count
; ++i
)
7484 const struct wined3d_shader_signature_element
*constant
= &signature
->elements
[i
];
7487 shader_glsl_write_mask_to_str(constant
->mask
, reg_mask
);
7490 shader_addline(buffer
, "vpc[%u]%s", constant
->register_idx
, reg_mask
);
7492 shader_glsl_generate_patch_constant_name(buffer
, constant
, &user_constant_index
, reg_mask
);
7494 shader_addline(buffer
, " = ");
7497 shader_glsl_generate_patch_constant_name(buffer
, constant
, &user_constant_index
, reg_mask
);
7499 shader_addline(buffer
, "hs_out[%u]%s", constant
->register_idx
, reg_mask
);
7501 shader_addline(buffer
, ";\n");
7503 shader_addline(buffer
, "}\n");
7506 static void shader_glsl_generate_srgb_write_correction(struct wined3d_string_buffer
*buffer
,
7507 const struct wined3d_gl_info
*gl_info
)
7509 const char *output
= get_fragment_output(gl_info
);
7511 shader_addline(buffer
, "tmp0.xyz = pow(%s[0].xyz, vec3(srgb_const0.x));\n", output
);
7512 shader_addline(buffer
, "tmp0.xyz = tmp0.xyz * vec3(srgb_const0.y) - vec3(srgb_const0.z);\n");
7513 shader_addline(buffer
, "tmp1.xyz = %s[0].xyz * vec3(srgb_const0.w);\n", output
);
7514 shader_addline(buffer
, "bvec3 srgb_compare = lessThan(%s[0].xyz, vec3(srgb_const1.x));\n", output
);
7515 shader_addline(buffer
, "%s[0].xyz = mix(tmp0.xyz, tmp1.xyz, vec3(srgb_compare));\n", output
);
7516 shader_addline(buffer
, "%s[0] = clamp(%s[0], 0.0, 1.0);\n", output
, output
);
7519 static void shader_glsl_generate_fog_code(struct wined3d_string_buffer
*buffer
,
7520 const struct wined3d_gl_info
*gl_info
, enum wined3d_ffp_ps_fog_mode mode
)
7522 const char *output
= get_fragment_output(gl_info
);
7526 case WINED3D_FFP_PS_FOG_OFF
:
7529 case WINED3D_FFP_PS_FOG_LINEAR
:
7530 shader_addline(buffer
, "float fog = (ffp_fog.end - ffp_varying_fogcoord) * ffp_fog.scale;\n");
7533 case WINED3D_FFP_PS_FOG_EXP
:
7534 shader_addline(buffer
, "float fog = exp(-ffp_fog.density * ffp_varying_fogcoord);\n");
7537 case WINED3D_FFP_PS_FOG_EXP2
:
7538 shader_addline(buffer
, "float fog = exp(-ffp_fog.density * ffp_fog.density"
7539 " * ffp_varying_fogcoord * ffp_varying_fogcoord);\n");
7543 ERR("Invalid fog mode %#x.\n", mode
);
7547 shader_addline(buffer
, "%s[0].xyz = mix(ffp_fog.color.xyz, %s[0].xyz, clamp(fog, 0.0, 1.0));\n",
7551 static void shader_glsl_generate_alpha_test(struct wined3d_string_buffer
*buffer
,
7552 const struct wined3d_gl_info
*gl_info
, enum wined3d_cmp_func alpha_func
)
7554 /* alpha_func is the PASS condition, not the DISCARD condition. Instead of
7555 * flipping all the operators here, just negate the comparison below. */
7556 static const char * const comparison_operator
[] =
7558 "", /* WINED3D_CMP_NEVER */
7559 "<", /* WINED3D_CMP_LESS */
7560 "==", /* WINED3D_CMP_EQUAL */
7561 "<=", /* WINED3D_CMP_LESSEQUAL */
7562 ">", /* WINED3D_CMP_GREATER */
7563 "!=", /* WINED3D_CMP_NOTEQUAL */
7564 ">=", /* WINED3D_CMP_GREATEREQUAL */
7565 "" /* WINED3D_CMP_ALWAYS */
7568 if (alpha_func
== WINED3D_CMP_ALWAYS
)
7571 if (alpha_func
!= WINED3D_CMP_NEVER
)
7572 shader_addline(buffer
, "if (!(%s[0].a %s alpha_test_ref))\n",
7573 get_fragment_output(gl_info
), comparison_operator
[alpha_func
- WINED3D_CMP_NEVER
]);
7574 shader_addline(buffer
, " discard;\n");
7577 static void shader_glsl_enable_extensions(struct wined3d_string_buffer
*buffer
,
7578 const struct wined3d_gl_info
*gl_info
)
7580 if (gl_info
->supported
[ARB_CULL_DISTANCE
])
7581 shader_addline(buffer
, "#extension GL_ARB_cull_distance : enable\n");
7582 if (gl_info
->supported
[ARB_GPU_SHADER5
])
7583 shader_addline(buffer
, "#extension GL_ARB_gpu_shader5 : enable\n");
7584 if (gl_info
->supported
[ARB_SHADER_ATOMIC_COUNTERS
])
7585 shader_addline(buffer
, "#extension GL_ARB_shader_atomic_counters : enable\n");
7586 if (gl_info
->supported
[ARB_SHADER_BIT_ENCODING
])
7587 shader_addline(buffer
, "#extension GL_ARB_shader_bit_encoding : enable\n");
7588 if (gl_info
->supported
[ARB_SHADER_IMAGE_LOAD_STORE
])
7589 shader_addline(buffer
, "#extension GL_ARB_shader_image_load_store : enable\n");
7590 if (gl_info
->supported
[ARB_SHADER_IMAGE_SIZE
])
7591 shader_addline(buffer
, "#extension GL_ARB_shader_image_size : enable\n");
7592 if (gl_info
->supported
[ARB_SHADER_STORAGE_BUFFER_OBJECT
])
7593 shader_addline(buffer
, "#extension GL_ARB_shader_storage_buffer_object : enable\n");
7594 if (gl_info
->supported
[ARB_SHADER_TEXTURE_IMAGE_SAMPLES
])
7595 shader_addline(buffer
, "#extension GL_ARB_shader_texture_image_samples : enable\n");
7596 if (gl_info
->supported
[ARB_SHADING_LANGUAGE_420PACK
])
7597 shader_addline(buffer
, "#extension GL_ARB_shading_language_420pack : enable\n");
7598 if (gl_info
->supported
[ARB_SHADING_LANGUAGE_PACKING
])
7599 shader_addline(buffer
, "#extension GL_ARB_shading_language_packing : enable\n");
7600 if (gl_info
->supported
[ARB_TEXTURE_CUBE_MAP_ARRAY
])
7601 shader_addline(buffer
, "#extension GL_ARB_texture_cube_map_array : enable\n");
7602 if (gl_info
->supported
[ARB_TEXTURE_GATHER
])
7603 shader_addline(buffer
, "#extension GL_ARB_texture_gather : enable\n");
7604 if (gl_info
->supported
[ARB_TEXTURE_QUERY_LEVELS
])
7605 shader_addline(buffer
, "#extension GL_ARB_texture_query_levels : enable\n");
7606 if (gl_info
->supported
[ARB_UNIFORM_BUFFER_OBJECT
])
7607 shader_addline(buffer
, "#extension GL_ARB_uniform_buffer_object : enable\n");
7608 if (gl_info
->supported
[ARB_VIEWPORT_ARRAY
])
7609 shader_addline(buffer
, "#extension GL_ARB_viewport_array : enable\n");
7610 if (gl_info
->supported
[EXT_GPU_SHADER4
])
7611 shader_addline(buffer
, "#extension GL_EXT_gpu_shader4 : enable\n");
7612 if (gl_info
->supported
[EXT_TEXTURE_ARRAY
])
7613 shader_addline(buffer
, "#extension GL_EXT_texture_array : enable\n");
7616 static void shader_glsl_generate_ps_epilogue(const struct wined3d_gl_info
*gl_info
,
7617 struct wined3d_string_buffer
*buffer
, const struct wined3d_shader
*shader
,
7618 const struct ps_compile_args
*args
)
7620 const struct wined3d_shader_reg_maps
*reg_maps
= &shader
->reg_maps
;
7622 /* Pixel shaders < 2.0 place the resulting color in R0 implicitly. */
7623 if (reg_maps
->shader_version
.major
< 2)
7624 shader_addline(buffer
, "%s[0] = R0;\n", get_fragment_output(gl_info
));
7626 if (args
->srgb_correction
)
7627 shader_glsl_generate_srgb_write_correction(buffer
, gl_info
);
7629 /* SM < 3 does not replace the fog stage. */
7630 if (reg_maps
->shader_version
.major
< 3)
7631 shader_glsl_generate_fog_code(buffer
, gl_info
, args
->fog
);
7633 shader_glsl_generate_alpha_test(buffer
, gl_info
, args
->alpha_test_func
+ 1);
7635 if (reg_maps
->sample_mask
)
7636 shader_addline(buffer
, "gl_SampleMask[0] = floatBitsToInt(sample_mask);\n");
7639 /* Context activation is done by the caller. */
7640 static GLuint
shader_glsl_generate_pshader(const struct wined3d_context
*context
,
7641 struct wined3d_string_buffer
*buffer
, struct wined3d_string_buffer_list
*string_buffers
,
7642 const struct wined3d_shader
*shader
,
7643 const struct ps_compile_args
*args
, struct ps_np2fixup_info
*np2fixup_info
)
7645 const struct wined3d_shader_reg_maps
*reg_maps
= &shader
->reg_maps
;
7646 const struct wined3d_shader_version
*version
= ®_maps
->shader_version
;
7647 const char *prefix
= shader_glsl_get_prefix(version
->type
);
7648 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
7649 const BOOL legacy_syntax
= needs_legacy_glsl_syntax(gl_info
);
7650 unsigned int i
, extra_constants_needed
= 0;
7651 struct shader_glsl_ctx_priv priv_ctx
;
7655 memset(&priv_ctx
, 0, sizeof(priv_ctx
));
7656 priv_ctx
.cur_ps_args
= args
;
7657 priv_ctx
.cur_np2fixup_info
= np2fixup_info
;
7658 priv_ctx
.string_buffers
= string_buffers
;
7660 shader_glsl_add_version_declaration(buffer
, gl_info
);
7662 shader_glsl_enable_extensions(buffer
, gl_info
);
7663 if (gl_info
->supported
[ARB_CONSERVATIVE_DEPTH
])
7664 shader_addline(buffer
, "#extension GL_ARB_conservative_depth : enable\n");
7665 if (gl_info
->supported
[ARB_DERIVATIVE_CONTROL
])
7666 shader_addline(buffer
, "#extension GL_ARB_derivative_control : enable\n");
7667 if (shader_glsl_use_explicit_attrib_location(gl_info
))
7668 shader_addline(buffer
, "#extension GL_ARB_explicit_attrib_location : enable\n");
7669 if (gl_info
->supported
[ARB_FRAGMENT_COORD_CONVENTIONS
])
7670 shader_addline(buffer
, "#extension GL_ARB_fragment_coord_conventions : enable\n");
7671 if (gl_info
->supported
[ARB_FRAGMENT_LAYER_VIEWPORT
])
7672 shader_addline(buffer
, "#extension GL_ARB_fragment_layer_viewport : enable\n");
7673 if (gl_info
->supported
[ARB_SAMPLE_SHADING
])
7674 shader_addline(buffer
, "#extension GL_ARB_sample_shading : enable\n");
7675 if (gl_info
->supported
[ARB_SHADER_TEXTURE_LOD
])
7676 shader_addline(buffer
, "#extension GL_ARB_shader_texture_lod : enable\n");
7677 /* The spec says that it doesn't have to be explicitly enabled, but the
7678 * nvidia drivers write a warning if we don't do so. */
7679 if (gl_info
->supported
[ARB_TEXTURE_RECTANGLE
])
7680 shader_addline(buffer
, "#extension GL_ARB_texture_rectangle : enable\n");
7682 /* Base Declarations */
7683 shader_generate_glsl_declarations(context
, buffer
, shader
, reg_maps
, &priv_ctx
);
7685 if (gl_info
->supported
[ARB_CONSERVATIVE_DEPTH
])
7687 if (shader
->u
.ps
.depth_output
== WINED3DSPR_DEPTHOUTGE
)
7688 shader_addline(buffer
, "layout (depth_greater) out float gl_FragDepth;\n");
7689 else if (shader
->u
.ps
.depth_output
== WINED3DSPR_DEPTHOUTLE
)
7690 shader_addline(buffer
, "layout (depth_less) out float gl_FragDepth;\n");
7693 /* Declare uniforms for NP2 texcoord fixup:
7694 * This is NOT done inside the loop that declares the texture samplers
7695 * since the NP2 fixup code is currently only used for the GeforceFX
7696 * series and when forcing the ARB_npot extension off. Modern cards just
7697 * skip the code anyway, so put it inside a separate loop. */
7698 if (args
->np2_fixup
)
7700 struct ps_np2fixup_info
*fixup
= priv_ctx
.cur_np2fixup_info
;
7701 unsigned int cur
= 0;
7703 /* NP2/RECT textures in OpenGL use texcoords in the range [0,width]x[0,height]
7704 * while D3D has them in the (normalized) [0,1]x[0,1] range.
7705 * samplerNP2Fixup stores texture dimensions and is updated through
7706 * shader_glsl_load_np2fixup_constants when the sampler changes. */
7708 for (i
= 0; i
< shader
->limits
->sampler
; ++i
)
7710 if (!reg_maps
->resource_info
[i
].type
|| !(args
->np2_fixup
& (1u << i
)))
7713 if (reg_maps
->resource_info
[i
].type
!= WINED3D_SHADER_RESOURCE_TEXTURE_2D
)
7715 FIXME("Non-2D texture is flagged for NP2 texcoord fixup.\n");
7719 fixup
->idx
[i
] = cur
++;
7722 fixup
->num_consts
= (cur
+ 1) >> 1;
7723 fixup
->active
= args
->np2_fixup
;
7724 shader_addline(buffer
, "uniform vec4 %s_samplerNP2Fixup[%u];\n", prefix
, fixup
->num_consts
);
7727 if (version
->major
< 3 || args
->vp_mode
!= WINED3D_VP_MODE_SHADER
)
7729 shader_addline(buffer
, "uniform struct\n{\n");
7730 shader_addline(buffer
, " vec4 color;\n");
7731 shader_addline(buffer
, " float density;\n");
7732 shader_addline(buffer
, " float end;\n");
7733 shader_addline(buffer
, " float scale;\n");
7734 shader_addline(buffer
, "} ffp_fog;\n");
7736 if (needs_legacy_glsl_syntax(gl_info
))
7738 if (glsl_is_color_reg_read(shader
, 0))
7739 shader_addline(buffer
, "vec4 ffp_varying_diffuse;\n");
7740 if (glsl_is_color_reg_read(shader
, 1))
7741 shader_addline(buffer
, "vec4 ffp_varying_specular;\n");
7742 shader_addline(buffer
, "vec4 ffp_texcoord[%u];\n", MAX_TEXTURES
);
7743 shader_addline(buffer
, "float ffp_varying_fogcoord;\n");
7747 if (glsl_is_color_reg_read(shader
, 0))
7748 declare_in_varying(gl_info
, buffer
, args
->flatshading
, "vec4 ffp_varying_diffuse;\n");
7749 if (glsl_is_color_reg_read(shader
, 1))
7750 declare_in_varying(gl_info
, buffer
, args
->flatshading
, "vec4 ffp_varying_specular;\n");
7751 declare_in_varying(gl_info
, buffer
, FALSE
, "vec4 ffp_varying_texcoord[%u];\n", MAX_TEXTURES
);
7752 shader_addline(buffer
, "vec4 ffp_texcoord[%u];\n", MAX_TEXTURES
);
7753 declare_in_varying(gl_info
, buffer
, FALSE
, "float ffp_varying_fogcoord;\n");
7757 if (version
->major
>= 3)
7759 unsigned int in_count
= min(vec4_varyings(version
->major
, gl_info
), shader
->limits
->packed_input
);
7761 if (args
->vp_mode
== WINED3D_VP_MODE_SHADER
&& reg_maps
->input_registers
)
7762 shader_glsl_declare_shader_inputs(gl_info
, buffer
, in_count
,
7763 shader
->u
.ps
.interpolation_mode
, version
->major
>= 4);
7764 shader_addline(buffer
, "vec4 %s_in[%u];\n", prefix
, in_count
);
7767 for (i
= 0, map
= reg_maps
->bumpmat
; map
; map
>>= 1, ++i
)
7772 shader_addline(buffer
, "uniform mat2 bumpenv_mat%u;\n", i
);
7774 if (reg_maps
->luminanceparams
& (1u << i
))
7776 shader_addline(buffer
, "uniform float bumpenv_lum_scale%u;\n", i
);
7777 shader_addline(buffer
, "uniform float bumpenv_lum_offset%u;\n", i
);
7778 extra_constants_needed
++;
7781 extra_constants_needed
++;
7784 if (args
->srgb_correction
)
7786 shader_addline(buffer
, "const vec4 srgb_const0 = ");
7787 shader_glsl_append_imm_vec4(buffer
, wined3d_srgb_const0
);
7788 shader_addline(buffer
, ";\n");
7789 shader_addline(buffer
, "const vec4 srgb_const1 = ");
7790 shader_glsl_append_imm_vec4(buffer
, wined3d_srgb_const1
);
7791 shader_addline(buffer
, ";\n");
7793 if (reg_maps
->vpos
|| reg_maps
->usesdsy
)
7795 if (reg_maps
->usesdsy
|| !gl_info
->supported
[ARB_FRAGMENT_COORD_CONVENTIONS
])
7797 ++extra_constants_needed
;
7798 shader_addline(buffer
, "uniform vec4 ycorrection;\n");
7802 if (gl_info
->supported
[ARB_FRAGMENT_COORD_CONVENTIONS
])
7804 if (context
->d3d_info
->wined3d_creation_flags
& WINED3D_PIXEL_CENTER_INTEGER
)
7805 shader_addline(buffer
, "layout(%spixel_center_integer) in vec4 gl_FragCoord;\n",
7806 args
->render_offscreen
? "" : "origin_upper_left, ");
7807 else if (!args
->render_offscreen
)
7808 shader_addline(buffer
, "layout(origin_upper_left) in vec4 gl_FragCoord;\n");
7810 shader_addline(buffer
, "vec4 vpos;\n");
7814 if (args
->alpha_test_func
+ 1 != WINED3D_CMP_ALWAYS
)
7815 shader_addline(buffer
, "uniform float alpha_test_ref;\n");
7817 if (!needs_legacy_glsl_syntax(gl_info
))
7819 if (shader_glsl_use_explicit_attrib_location(gl_info
))
7820 shader_addline(buffer
, "layout(location = 0) ");
7821 shader_addline(buffer
, "out vec4 ps_out[%u];\n", gl_info
->limits
.buffers
);
7824 if (shader
->limits
->constant_float
+ extra_constants_needed
>= gl_info
->limits
.glsl_ps_float_constants
)
7825 FIXME("Insufficient uniforms to run this shader.\n");
7827 if (shader
->u
.ps
.force_early_depth_stencil
)
7828 shader_addline(buffer
, "layout(early_fragment_tests) in;\n");
7830 shader_addline(buffer
, "void main()\n{\n");
7832 if (reg_maps
->sample_mask
)
7833 shader_addline(buffer
, "float sample_mask = uintBitsToFloat(0xffffffffu);\n");
7835 /* Direct3D applications expect integer vPos values, while OpenGL drivers
7836 * add approximately 0.5. This causes off-by-one problems as spotted by
7837 * the vPos d3d9 visual test. Unfortunately ATI cards do not add exactly
7838 * 0.5, but rather something like 0.49999999 or 0.50000001, which still
7839 * causes precision troubles when we just subtract 0.5.
7841 * To deal with that, just floor() the position. This will eliminate the
7842 * fraction on all cards.
7844 * TODO: Test how this behaves with multisampling.
7846 * An advantage of floor is that it works even if the driver doesn't add
7847 * 0.5. It is somewhat questionable if 1.5, 2.5, ... are the proper values
7848 * to return in gl_FragCoord, even though coordinates specify the pixel
7849 * centers instead of the pixel corners. This code will behave correctly
7850 * on drivers that returns integer values. */
7853 if (gl_info
->supported
[ARB_FRAGMENT_COORD_CONVENTIONS
])
7854 shader_addline(buffer
, "vpos = gl_FragCoord;\n");
7855 else if (context
->d3d_info
->wined3d_creation_flags
& WINED3D_PIXEL_CENTER_INTEGER
)
7856 shader_addline(buffer
,
7857 "vpos = floor(vec4(0, ycorrection[0], 0, 0) + gl_FragCoord * vec4(1, ycorrection[1], 1, 1));\n");
7859 shader_addline(buffer
,
7860 "vpos = vec4(0, ycorrection[0], 0, 0) + gl_FragCoord * vec4(1, ycorrection[1], 1, 1);\n");
7863 if (reg_maps
->shader_version
.major
< 3 || args
->vp_mode
!= WINED3D_VP_MODE_SHADER
)
7866 WORD map
= reg_maps
->texcoord
;
7870 if (glsl_is_color_reg_read(shader
, 0))
7871 shader_addline(buffer
, "ffp_varying_diffuse = gl_Color;\n");
7872 if (glsl_is_color_reg_read(shader
, 1))
7873 shader_addline(buffer
, "ffp_varying_specular = gl_SecondaryColor;\n");
7876 for (i
= 0; map
; map
>>= 1, ++i
)
7880 if (args
->pointsprite
)
7881 shader_addline(buffer
, "ffp_texcoord[%u] = vec4(gl_PointCoord.xy, 0.0, 0.0);\n", i
);
7882 else if (args
->texcoords_initialized
& (1u << i
))
7883 shader_addline(buffer
, "ffp_texcoord[%u] = %s[%u];\n", i
,
7884 legacy_syntax
? "gl_TexCoord" : "ffp_varying_texcoord", i
);
7886 shader_addline(buffer
, "ffp_texcoord[%u] = vec4(0.0);\n", i
);
7887 shader_addline(buffer
, "vec4 T%u = ffp_texcoord[%u];\n", i
, i
);
7892 shader_addline(buffer
, "ffp_varying_fogcoord = gl_FogFragCoord;\n");
7895 /* Pack 3.0 inputs */
7896 if (reg_maps
->shader_version
.major
>= 3)
7897 shader_glsl_input_pack(shader
, buffer
, &shader
->input_signature
, reg_maps
, args
, gl_info
,
7898 reg_maps
->shader_version
.major
>= 4);
7900 /* Base Shader Body */
7901 if (FAILED(shader_generate_code(shader
, buffer
, reg_maps
, &priv_ctx
, NULL
, NULL
)))
7904 /* In SM4+ the shader epilogue is generated by the "ret" instruction. */
7905 if (reg_maps
->shader_version
.major
< 4)
7906 shader_glsl_generate_ps_epilogue(gl_info
, buffer
, shader
, args
);
7908 shader_addline(buffer
, "}\n");
7910 shader_id
= GL_EXTCALL(glCreateShader(GL_FRAGMENT_SHADER
));
7911 TRACE("Compiling shader object %u.\n", shader_id
);
7912 shader_glsl_compile(gl_info
, shader_id
, buffer
->buffer
);
7917 static void shader_glsl_generate_vs_epilogue(const struct wined3d_gl_info
*gl_info
,
7918 struct wined3d_string_buffer
*buffer
, const struct wined3d_shader
*shader
,
7919 const struct vs_compile_args
*args
)
7921 const struct wined3d_shader_reg_maps
*reg_maps
= &shader
->reg_maps
;
7922 const BOOL legacy_syntax
= needs_legacy_glsl_syntax(gl_info
);
7925 /* Unpack outputs. */
7926 shader_addline(buffer
, "setup_vs_output(vs_out);\n");
7928 /* The D3DRS_FOGTABLEMODE render state defines if the shader-generated fog coord is used
7929 * or if the fragment depth is used. If the fragment depth is used(FOGTABLEMODE != NONE),
7930 * the fog frag coord is thrown away. If the fog frag coord is used, but not written by
7931 * the shader, it is set to 0.0(fully fogged, since start = 1.0, end = 0.0).
7933 if (reg_maps
->shader_version
.major
< 3)
7935 if (args
->fog_src
== VS_FOG_Z
)
7936 shader_addline(buffer
, "%s = gl_Position.z;\n",
7937 legacy_syntax
? "gl_FogFragCoord" : "ffp_varying_fogcoord");
7938 else if (!reg_maps
->fog
)
7939 shader_addline(buffer
, "%s = 0.0;\n",
7940 legacy_syntax
? "gl_FogFragCoord" : "ffp_varying_fogcoord");
7943 /* We always store the clipplanes without y inversion. */
7944 if (args
->clip_enabled
)
7947 shader_addline(buffer
, "gl_ClipVertex = gl_Position;\n");
7949 for (i
= 0; i
< gl_info
->limits
.user_clip_distances
; ++i
)
7950 shader_addline(buffer
, "gl_ClipDistance[%u] = dot(gl_Position, clip_planes[%u]);\n", i
, i
);
7953 if (args
->point_size
&& !args
->per_vertex_point_size
)
7954 shader_addline(buffer
, "gl_PointSize = clamp(ffp_point.size, ffp_point.size_min, ffp_point.size_max);\n");
7956 if (args
->next_shader_type
== WINED3D_SHADER_TYPE_PIXEL
&& !gl_info
->supported
[ARB_CLIP_CONTROL
])
7957 shader_glsl_fixup_position(buffer
, FALSE
);
7960 /* Context activation is done by the caller. */
7961 static GLuint
shader_glsl_generate_vshader(const struct wined3d_context
*context
,
7962 struct shader_glsl_priv
*priv
, const struct wined3d_shader
*shader
, const struct vs_compile_args
*args
)
7964 struct wined3d_string_buffer_list
*string_buffers
= &priv
->string_buffers
;
7965 const struct wined3d_shader_reg_maps
*reg_maps
= &shader
->reg_maps
;
7966 const struct wined3d_shader_version
*version
= ®_maps
->shader_version
;
7967 struct wined3d_string_buffer
*buffer
= &priv
->shader_buffer
;
7968 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
7969 struct shader_glsl_ctx_priv priv_ctx
;
7973 memset(&priv_ctx
, 0, sizeof(priv_ctx
));
7974 priv_ctx
.cur_vs_args
= args
;
7975 priv_ctx
.string_buffers
= string_buffers
;
7977 shader_glsl_add_version_declaration(buffer
, gl_info
);
7979 shader_glsl_enable_extensions(buffer
, gl_info
);
7980 if (gl_info
->supported
[ARB_DRAW_INSTANCED
])
7981 shader_addline(buffer
, "#extension GL_ARB_draw_instanced : enable\n");
7982 if (shader_glsl_use_explicit_attrib_location(gl_info
))
7983 shader_addline(buffer
, "#extension GL_ARB_explicit_attrib_location : enable\n");
7985 /* Base Declarations */
7986 shader_generate_glsl_declarations(context
, buffer
, shader
, reg_maps
, &priv_ctx
);
7988 for (i
= 0; i
< shader
->input_signature
.element_count
; ++i
)
7989 shader_glsl_declare_generic_vertex_attribute(buffer
, gl_info
, &shader
->input_signature
.elements
[i
]);
7991 if (args
->point_size
&& !args
->per_vertex_point_size
)
7993 shader_addline(buffer
, "uniform struct\n{\n");
7994 shader_addline(buffer
, " float size;\n");
7995 shader_addline(buffer
, " float size_min;\n");
7996 shader_addline(buffer
, " float size_max;\n");
7997 shader_addline(buffer
, "} ffp_point;\n");
8000 if (!needs_legacy_glsl_syntax(gl_info
))
8002 if (args
->clip_enabled
)
8003 shader_addline(buffer
, "uniform vec4 clip_planes[%u];\n", gl_info
->limits
.user_clip_distances
);
8005 if (version
->major
< 3)
8007 declare_out_varying(gl_info
, buffer
, args
->flatshading
, "vec4 ffp_varying_diffuse;\n");
8008 declare_out_varying(gl_info
, buffer
, args
->flatshading
, "vec4 ffp_varying_specular;\n");
8009 declare_out_varying(gl_info
, buffer
, FALSE
, "vec4 ffp_varying_texcoord[%u];\n", MAX_TEXTURES
);
8010 declare_out_varying(gl_info
, buffer
, FALSE
, "float ffp_varying_fogcoord;\n");
8014 if (version
->major
< 4)
8015 shader_addline(buffer
, "void setup_vs_output(in vec4[%u]);\n", shader
->limits
->packed_output
);
8017 if (args
->next_shader_type
== WINED3D_SHADER_TYPE_PIXEL
&& !gl_info
->supported
[ARB_CLIP_CONTROL
])
8018 shader_addline(buffer
, "uniform vec4 pos_fixup;\n");
8020 if (reg_maps
->shader_version
.major
>= 4)
8021 shader_glsl_generate_sm4_output_setup(priv
, shader
, args
->next_shader_input_count
,
8022 gl_info
, args
->next_shader_type
== WINED3D_SHADER_TYPE_PIXEL
, args
->interpolation_mode
);
8024 shader_addline(buffer
, "void main()\n{\n");
8026 if (reg_maps
->input_rel_addressing
)
8028 unsigned int highest_input_register
= wined3d_log2i(reg_maps
->input_registers
);
8029 shader_addline(buffer
, "vec4 vs_in[%u];\n", highest_input_register
+ 1);
8030 for (i
= 0; i
< shader
->input_signature
.element_count
; ++i
)
8032 const struct wined3d_shader_signature_element
*e
= &shader
->input_signature
.elements
[i
];
8033 shader_addline(buffer
, "vs_in[%u] = vs_in%u;\n", e
->register_idx
, e
->register_idx
);
8037 if (FAILED(shader_generate_code(shader
, buffer
, reg_maps
, &priv_ctx
, NULL
, NULL
)))
8040 /* In SM4+ the shader epilogue is generated by the "ret" instruction. */
8041 if (reg_maps
->shader_version
.major
< 4)
8042 shader_glsl_generate_vs_epilogue(gl_info
, buffer
, shader
, args
);
8044 shader_addline(buffer
, "}\n");
8046 shader_id
= GL_EXTCALL(glCreateShader(GL_VERTEX_SHADER
));
8047 TRACE("Compiling shader object %u.\n", shader_id
);
8048 shader_glsl_compile(gl_info
, shader_id
, buffer
->buffer
);
8053 static void shader_glsl_generate_default_control_point_phase(const struct wined3d_shader
*shader
,
8054 struct wined3d_string_buffer
*buffer
, const struct wined3d_shader_reg_maps
*reg_maps
)
8056 const struct wined3d_shader_signature
*output_signature
= &shader
->output_signature
;
8060 for (i
= 0; i
< output_signature
->element_count
; ++i
)
8062 const struct wined3d_shader_signature_element
*output
= &output_signature
->elements
[i
];
8064 shader_glsl_write_mask_to_str(output
->mask
, reg_mask
);
8065 shader_addline(buffer
, "shader_out[gl_InvocationID].reg[%u]%s = shader_in[gl_InvocationID].reg[%u]%s;\n",
8066 output
->register_idx
, reg_mask
, output
->register_idx
, reg_mask
);
8070 static HRESULT
shader_glsl_generate_shader_phase(const struct wined3d_shader
*shader
,
8071 struct wined3d_string_buffer
*buffer
, const struct wined3d_shader_reg_maps
*reg_maps
,
8072 struct shader_glsl_ctx_priv
*priv_ctx
, const struct wined3d_shader_phase
*phase
,
8073 const char *phase_name
, unsigned phase_idx
)
8078 shader_addline(buffer
, "void hs_%s_phase%u(%s)\n{\n",
8079 phase_name
, phase_idx
, phase
->instance_count
? "int phase_instance_id" : "");
8080 for (i
= 0; i
< phase
->temporary_count
; ++i
)
8081 shader_addline(buffer
, "vec4 R%u;\n", i
);
8082 hr
= shader_generate_code(shader
, buffer
, reg_maps
, priv_ctx
, phase
->start
, phase
->end
);
8083 shader_addline(buffer
, "}\n");
8087 static void shader_glsl_generate_shader_phase_invocation(struct wined3d_string_buffer
*buffer
,
8088 const struct wined3d_shader_phase
*phase
, const char *phase_name
, unsigned int phase_idx
)
8090 if (phase
->instance_count
)
8092 shader_addline(buffer
, "for (int i = 0; i < %u; ++i)\n{\n", phase
->instance_count
);
8093 shader_addline(buffer
, "hs_%s_phase%u(i);\n", phase_name
, phase_idx
);
8094 shader_addline(buffer
, "}\n");
8098 shader_addline(buffer
, "hs_%s_phase%u();\n", phase_name
, phase_idx
);
8102 static GLuint
shader_glsl_generate_hull_shader(const struct wined3d_context
*context
,
8103 struct shader_glsl_priv
*priv
, const struct wined3d_shader
*shader
)
8105 struct wined3d_string_buffer_list
*string_buffers
= &priv
->string_buffers
;
8106 const struct wined3d_shader_reg_maps
*reg_maps
= &shader
->reg_maps
;
8107 struct wined3d_string_buffer
*buffer
= &priv
->shader_buffer
;
8108 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
8109 const struct wined3d_hull_shader
*hs
= &shader
->u
.hs
;
8110 const struct wined3d_shader_phase
*phase
;
8111 struct shader_glsl_ctx_priv priv_ctx
;
8115 memset(&priv_ctx
, 0, sizeof(priv_ctx
));
8116 priv_ctx
.string_buffers
= string_buffers
;
8118 shader_glsl_add_version_declaration(buffer
, gl_info
);
8120 shader_glsl_enable_extensions(buffer
, gl_info
);
8121 shader_addline(buffer
, "#extension GL_ARB_tessellation_shader : enable\n");
8123 shader_generate_glsl_declarations(context
, buffer
, shader
, reg_maps
, &priv_ctx
);
8125 shader_addline(buffer
, "layout(vertices = %u) out;\n", hs
->output_vertex_count
);
8127 shader_addline(buffer
, "in shader_in_out { vec4 reg[%u]; } shader_in[];\n", shader
->limits
->packed_input
);
8128 shader_addline(buffer
, "out shader_in_out { vec4 reg[%u]; } shader_out[];\n", shader
->limits
->packed_output
);
8130 shader_glsl_generate_patch_constant_setup(buffer
, &shader
->patch_constant_signature
, FALSE
);
8132 if (hs
->phases
.control_point
)
8134 shader_addline(buffer
, "void setup_hs_output(in vec4 outputs[%u])\n{\n",
8135 shader
->limits
->packed_output
);
8136 shader_glsl_setup_sm4_shader_output(priv
, shader
->limits
->packed_output
, &shader
->output_signature
,
8137 &shader
->reg_maps
, "shader_out[gl_InvocationID]", FALSE
);
8138 shader_addline(buffer
, "}\n");
8141 shader_addline(buffer
, "void hs_control_point_phase()\n{\n");
8142 if ((phase
= hs
->phases
.control_point
))
8144 for (i
= 0; i
< phase
->temporary_count
; ++i
)
8145 shader_addline(buffer
, "vec4 R%u;\n", i
);
8146 if (FAILED(shader_generate_code(shader
, buffer
, reg_maps
, &priv_ctx
, phase
->start
, phase
->end
)))
8148 shader_addline(buffer
, "setup_hs_output(hs_out);\n");
8152 shader_glsl_generate_default_control_point_phase(shader
, buffer
, reg_maps
);
8154 shader_addline(buffer
, "}\n");
8156 for (i
= 0; i
< hs
->phases
.fork_count
; ++i
)
8158 if (FAILED(shader_glsl_generate_shader_phase(shader
, buffer
, reg_maps
, &priv_ctx
,
8159 &hs
->phases
.fork
[i
], "fork", i
)))
8163 for (i
= 0; i
< hs
->phases
.join_count
; ++i
)
8165 if (FAILED(shader_glsl_generate_shader_phase(shader
, buffer
, reg_maps
, &priv_ctx
,
8166 &hs
->phases
.join
[i
], "join", i
)))
8170 shader_addline(buffer
, "void main()\n{\n");
8171 shader_addline(buffer
, "hs_control_point_phase();\n");
8173 shader_addline(buffer
, "barrier();\n");
8174 for (i
= 0; i
< hs
->phases
.fork_count
; ++i
)
8175 shader_glsl_generate_shader_phase_invocation(buffer
, &hs
->phases
.fork
[i
], "fork", i
);
8176 for (i
= 0; i
< hs
->phases
.join_count
; ++i
)
8177 shader_glsl_generate_shader_phase_invocation(buffer
, &hs
->phases
.join
[i
], "join", i
);
8178 shader_addline(buffer
, "setup_patch_constant_output();\n");
8179 shader_addline(buffer
, "}\n");
8181 shader_id
= GL_EXTCALL(glCreateShader(GL_TESS_CONTROL_SHADER
));
8182 TRACE("Compiling shader object %u.\n", shader_id
);
8183 shader_glsl_compile(gl_info
, shader_id
, buffer
->buffer
);
8188 static void shader_glsl_generate_ds_epilogue(const struct wined3d_gl_info
*gl_info
,
8189 struct wined3d_string_buffer
*buffer
, const struct wined3d_shader
*shader
,
8190 const struct ds_compile_args
*args
)
8192 shader_addline(buffer
, "setup_ds_output(ds_out);\n");
8194 if (args
->next_shader_type
== WINED3D_SHADER_TYPE_PIXEL
&& !gl_info
->supported
[ARB_CLIP_CONTROL
])
8195 shader_glsl_fixup_position(buffer
, FALSE
);
8198 static GLuint
shader_glsl_generate_domain_shader(const struct wined3d_context
*context
,
8199 struct shader_glsl_priv
*priv
, const struct wined3d_shader
*shader
, const struct ds_compile_args
*args
)
8201 struct wined3d_string_buffer_list
*string_buffers
= &priv
->string_buffers
;
8202 const struct wined3d_shader_reg_maps
*reg_maps
= &shader
->reg_maps
;
8203 struct wined3d_string_buffer
*buffer
= &priv
->shader_buffer
;
8204 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
8205 struct shader_glsl_ctx_priv priv_ctx
;
8208 memset(&priv_ctx
, 0, sizeof(priv_ctx
));
8209 priv_ctx
.cur_ds_args
= args
;
8210 priv_ctx
.string_buffers
= string_buffers
;
8212 shader_glsl_add_version_declaration(buffer
, gl_info
);
8214 shader_glsl_enable_extensions(buffer
, gl_info
);
8215 shader_addline(buffer
, "#extension GL_ARB_tessellation_shader : enable\n");
8217 shader_generate_glsl_declarations(context
, buffer
, shader
, reg_maps
, &priv_ctx
);
8219 shader_addline(buffer
, "layout(");
8220 switch (shader
->u
.ds
.tessellator_domain
)
8222 case WINED3D_TESSELLATOR_DOMAIN_LINE
:
8223 shader_addline(buffer
, "isolines");
8225 case WINED3D_TESSELLATOR_DOMAIN_QUAD
:
8226 shader_addline(buffer
, "quads");
8228 case WINED3D_TESSELLATOR_DOMAIN_TRIANGLE
:
8229 shader_addline(buffer
, "triangles");
8232 switch (args
->tessellator_output_primitive
)
8234 case WINED3D_TESSELLATOR_OUTPUT_TRIANGLE_CW
:
8235 if (args
->render_offscreen
)
8236 shader_addline(buffer
, ", ccw");
8238 shader_addline(buffer
, ", cw");
8240 case WINED3D_TESSELLATOR_OUTPUT_TRIANGLE_CCW
:
8241 if (args
->render_offscreen
)
8242 shader_addline(buffer
, ", cw");
8244 shader_addline(buffer
, ", ccw");
8246 case WINED3D_TESSELLATOR_OUTPUT_POINT
:
8247 shader_addline(buffer
, ", point_mode");
8249 case WINED3D_TESSELLATOR_OUTPUT_LINE
:
8252 switch (args
->tessellator_partitioning
)
8254 case WINED3D_TESSELLATOR_PARTITIONING_FRACTIONAL_ODD
:
8255 shader_addline(buffer
, ", fractional_odd_spacing");
8257 case WINED3D_TESSELLATOR_PARTITIONING_FRACTIONAL_EVEN
:
8258 shader_addline(buffer
, ", fractional_even_spacing");
8260 case WINED3D_TESSELLATOR_PARTITIONING_INTEGER
:
8261 case WINED3D_TESSELLATOR_PARTITIONING_POW2
:
8262 shader_addline(buffer
, ", equal_spacing");
8265 shader_addline(buffer
, ") in;\n");
8267 shader_addline(buffer
, "in shader_in_out { vec4 reg[%u]; } shader_in[];\n", shader
->limits
->packed_input
);
8269 if (args
->next_shader_type
== WINED3D_SHADER_TYPE_PIXEL
&& !gl_info
->supported
[ARB_CLIP_CONTROL
])
8270 shader_addline(buffer
, "uniform vec4 pos_fixup;\n");
8272 shader_glsl_generate_sm4_output_setup(priv
, shader
, args
->output_count
, gl_info
,
8273 args
->next_shader_type
== WINED3D_SHADER_TYPE_PIXEL
, args
->interpolation_mode
);
8274 shader_glsl_generate_patch_constant_setup(buffer
, &shader
->patch_constant_signature
, TRUE
);
8276 shader_addline(buffer
, "void main()\n{\n");
8277 shader_addline(buffer
, "setup_patch_constant_input();\n");
8279 if (FAILED(shader_generate_code(shader
, buffer
, reg_maps
, &priv_ctx
, NULL
, NULL
)))
8282 shader_addline(buffer
, "}\n");
8284 shader_id
= GL_EXTCALL(glCreateShader(GL_TESS_EVALUATION_SHADER
));
8285 TRACE("Compiling shader object %u.\n", shader_id
);
8286 shader_glsl_compile(gl_info
, shader_id
, buffer
->buffer
);
8291 /* Context activation is done by the caller. */
8292 static GLuint
shader_glsl_generate_geometry_shader(const struct wined3d_context
*context
,
8293 struct shader_glsl_priv
*priv
, const struct wined3d_shader
*shader
, const struct gs_compile_args
*args
)
8295 struct wined3d_string_buffer_list
*string_buffers
= &priv
->string_buffers
;
8296 const struct wined3d_shader_reg_maps
*reg_maps
= &shader
->reg_maps
;
8297 struct wined3d_string_buffer
*buffer
= &priv
->shader_buffer
;
8298 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
8299 const struct wined3d_shader_signature_element
*output
;
8300 enum wined3d_primitive_type primitive_type
;
8301 struct shader_glsl_ctx_priv priv_ctx
;
8302 unsigned int max_vertices
;
8306 memset(&priv_ctx
, 0, sizeof(priv_ctx
));
8307 priv_ctx
.string_buffers
= string_buffers
;
8309 shader_glsl_add_version_declaration(buffer
, gl_info
);
8311 shader_glsl_enable_extensions(buffer
, gl_info
);
8313 shader_generate_glsl_declarations(context
, buffer
, shader
, reg_maps
, &priv_ctx
);
8315 primitive_type
= shader
->u
.gs
.input_type
? shader
->u
.gs
.input_type
: args
->primitive_type
;
8316 shader_addline(buffer
, "layout(%s", glsl_primitive_type_from_d3d(primitive_type
));
8317 if (shader
->u
.gs
.instance_count
> 1)
8318 shader_addline(buffer
, ", invocations = %u", shader
->u
.gs
.instance_count
);
8319 shader_addline(buffer
, ") in;\n");
8321 primitive_type
= shader
->u
.gs
.output_type
? shader
->u
.gs
.output_type
: args
->primitive_type
;
8322 if (!(max_vertices
= shader
->u
.gs
.vertices_out
))
8324 switch (args
->primitive_type
)
8326 case WINED3D_PT_POINTLIST
:
8329 case WINED3D_PT_LINELIST
:
8332 case WINED3D_PT_TRIANGLELIST
:
8336 FIXME("Unhandled primitive type %s.\n", debug_d3dprimitivetype(args
->primitive_type
));
8340 shader_addline(buffer
, "layout(%s, max_vertices = %u) out;\n",
8341 glsl_primitive_type_from_d3d(primitive_type
), max_vertices
);
8342 shader_addline(buffer
, "in shader_in_out { vec4 reg[%u]; } shader_in[];\n", shader
->limits
->packed_input
);
8344 if (!gl_info
->supported
[ARB_CLIP_CONTROL
])
8346 shader_addline(buffer
, "uniform vec4 pos_fixup");
8347 if (reg_maps
->viewport_array
)
8348 shader_addline(buffer
, "[%u]", WINED3D_MAX_VIEWPORTS
);
8349 shader_addline(buffer
, ";\n");
8352 if (is_rasterization_disabled(shader
))
8354 shader_glsl_generate_stream_output_setup(priv
, shader
, &shader
->u
.gs
.so_desc
);
8358 shader_glsl_generate_sm4_output_setup(priv
, shader
, args
->output_count
,
8359 gl_info
, TRUE
, args
->interpolation_mode
);
8362 shader_addline(buffer
, "void main()\n{\n");
8363 if (shader
->function
)
8365 if (FAILED(shader_generate_code(shader
, buffer
, reg_maps
, &priv_ctx
, NULL
, NULL
)))
8370 for (i
= 0; i
< max_vertices
; ++i
)
8372 for (j
= 0; j
< shader
->output_signature
.element_count
; ++j
)
8374 output
= &shader
->output_signature
.elements
[j
];
8375 shader_addline(buffer
, "gs_out[%u] = shader_in[%u].reg[%u];\n",
8376 output
->register_idx
, i
, output
->register_idx
);
8378 shader_addline(buffer
, "setup_gs_output(gs_out);\n");
8379 if (!gl_info
->supported
[ARB_CLIP_CONTROL
])
8380 shader_glsl_fixup_position(buffer
, FALSE
);
8381 shader_addline(buffer
, "EmitVertex();\n");
8384 shader_addline(buffer
, "}\n");
8386 shader_id
= GL_EXTCALL(glCreateShader(GL_GEOMETRY_SHADER
));
8387 TRACE("Compiling shader object %u.\n", shader_id
);
8388 shader_glsl_compile(gl_info
, shader_id
, buffer
->buffer
);
8393 static void shader_glsl_generate_shader_epilogue(const struct wined3d_shader_context
*ctx
)
8395 const struct shader_glsl_ctx_priv
*priv
= ctx
->backend_data
;
8396 const struct wined3d_gl_info
*gl_info
= ctx
->gl_info
;
8397 struct wined3d_string_buffer
*buffer
= ctx
->buffer
;
8398 const struct wined3d_shader
*shader
= ctx
->shader
;
8400 switch (shader
->reg_maps
.shader_version
.type
)
8402 case WINED3D_SHADER_TYPE_PIXEL
:
8403 shader_glsl_generate_ps_epilogue(gl_info
, buffer
, shader
, priv
->cur_ps_args
);
8405 case WINED3D_SHADER_TYPE_VERTEX
:
8406 shader_glsl_generate_vs_epilogue(gl_info
, buffer
, shader
, priv
->cur_vs_args
);
8408 case WINED3D_SHADER_TYPE_DOMAIN
:
8409 shader_glsl_generate_ds_epilogue(gl_info
, buffer
, shader
, priv
->cur_ds_args
);
8411 case WINED3D_SHADER_TYPE_GEOMETRY
:
8412 case WINED3D_SHADER_TYPE_COMPUTE
:
8415 FIXME("Unhandled shader type %#x.\n", shader
->reg_maps
.shader_version
.type
);
8420 /* Context activation is done by the caller. */
8421 static GLuint
shader_glsl_generate_compute_shader(const struct wined3d_context
*context
,
8422 struct wined3d_string_buffer
*buffer
, struct wined3d_string_buffer_list
*string_buffers
,
8423 const struct wined3d_shader
*shader
)
8425 const struct wined3d_shader_thread_group_size
*thread_group_size
= &shader
->u
.cs
.thread_group_size
;
8426 const struct wined3d_shader_reg_maps
*reg_maps
= &shader
->reg_maps
;
8427 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
8428 struct shader_glsl_ctx_priv priv_ctx
;
8432 memset(&priv_ctx
, 0, sizeof(priv_ctx
));
8433 priv_ctx
.string_buffers
= string_buffers
;
8435 shader_glsl_add_version_declaration(buffer
, gl_info
);
8437 shader_glsl_enable_extensions(buffer
, gl_info
);
8438 shader_addline(buffer
, "#extension GL_ARB_compute_shader : enable\n");
8440 shader_generate_glsl_declarations(context
, buffer
, shader
, reg_maps
, &priv_ctx
);
8442 for (i
= 0; i
< reg_maps
->tgsm_count
; ++i
)
8444 if (reg_maps
->tgsm
[i
].size
)
8445 shader_addline(buffer
, "shared uint cs_g%u[%u];\n", i
, reg_maps
->tgsm
[i
].size
);
8448 shader_addline(buffer
, "layout(local_size_x = %u, local_size_y = %u, local_size_z = %u) in;\n",
8449 thread_group_size
->x
, thread_group_size
->y
, thread_group_size
->z
);
8451 shader_addline(buffer
, "void main()\n{\n");
8452 shader_generate_code(shader
, buffer
, reg_maps
, &priv_ctx
, NULL
, NULL
);
8453 shader_addline(buffer
, "}\n");
8455 shader_id
= GL_EXTCALL(glCreateShader(GL_COMPUTE_SHADER
));
8456 TRACE("Compiling shader object %u.\n", shader_id
);
8457 shader_glsl_compile(gl_info
, shader_id
, buffer
->buffer
);
8462 static GLuint
find_glsl_pshader(const struct wined3d_context
*context
,
8463 struct wined3d_string_buffer
*buffer
, struct wined3d_string_buffer_list
*string_buffers
,
8464 struct wined3d_shader
*shader
,
8465 const struct ps_compile_args
*args
, const struct ps_np2fixup_info
**np2fixup_info
)
8467 struct glsl_ps_compiled_shader
*gl_shaders
, *new_array
;
8468 struct glsl_shader_private
*shader_data
;
8469 struct ps_np2fixup_info
*np2fixup
;
8474 if (!shader
->backend_data
)
8476 if (!(shader
->backend_data
= heap_alloc_zero(sizeof(*shader_data
))))
8478 ERR("Failed to allocate backend data.\n");
8482 shader_data
= shader
->backend_data
;
8483 gl_shaders
= shader_data
->gl_shaders
.ps
;
8485 /* Usually we have very few GL shaders for each d3d shader(just 1 or maybe 2),
8486 * so a linear search is more performant than a hashmap or a binary search
8487 * (cache coherency etc)
8489 for (i
= 0; i
< shader_data
->num_gl_shaders
; ++i
)
8491 if (!memcmp(&gl_shaders
[i
].args
, args
, sizeof(*args
)))
8493 if (args
->np2_fixup
)
8494 *np2fixup_info
= &gl_shaders
[i
].np2fixup
;
8495 return gl_shaders
[i
].id
;
8499 TRACE("No matching GL shader found for shader %p, compiling a new shader.\n", shader
);
8500 if (shader_data
->shader_array_size
== shader_data
->num_gl_shaders
)
8502 if (shader_data
->num_gl_shaders
)
8504 new_size
= shader_data
->shader_array_size
+ max(1, shader_data
->shader_array_size
/ 2);
8505 new_array
= heap_realloc(shader_data
->gl_shaders
.ps
, new_size
* sizeof(*gl_shaders
));
8509 new_array
= heap_alloc(sizeof(*gl_shaders
));
8514 ERR("Out of memory\n");
8517 shader_data
->gl_shaders
.ps
= new_array
;
8518 shader_data
->shader_array_size
= new_size
;
8519 gl_shaders
= new_array
;
8522 gl_shaders
[shader_data
->num_gl_shaders
].args
= *args
;
8524 np2fixup
= &gl_shaders
[shader_data
->num_gl_shaders
].np2fixup
;
8525 memset(np2fixup
, 0, sizeof(*np2fixup
));
8526 *np2fixup_info
= args
->np2_fixup
? np2fixup
: NULL
;
8528 pixelshader_update_resource_types(shader
, args
->tex_types
);
8530 string_buffer_clear(buffer
);
8531 ret
= shader_glsl_generate_pshader(context
, buffer
, string_buffers
, shader
, args
, np2fixup
);
8532 gl_shaders
[shader_data
->num_gl_shaders
++].id
= ret
;
8537 static inline BOOL
vs_args_equal(const struct vs_compile_args
*stored
, const struct vs_compile_args
*new,
8538 const DWORD use_map
)
8540 if((stored
->swizzle_map
& use_map
) != new->swizzle_map
) return FALSE
;
8541 if((stored
->clip_enabled
) != new->clip_enabled
) return FALSE
;
8542 if (stored
->point_size
!= new->point_size
)
8544 if (stored
->per_vertex_point_size
!= new->per_vertex_point_size
)
8546 if (stored
->flatshading
!= new->flatshading
)
8548 if (stored
->next_shader_type
!= new->next_shader_type
)
8550 if (stored
->next_shader_input_count
!= new->next_shader_input_count
)
8552 return stored
->fog_src
== new->fog_src
;
8555 static GLuint
find_glsl_vshader(const struct wined3d_context
*context
, struct shader_glsl_priv
*priv
,
8556 struct wined3d_shader
*shader
, const struct vs_compile_args
*args
)
8560 DWORD use_map
= context
->stream_info
.use_map
;
8561 struct glsl_vs_compiled_shader
*gl_shaders
, *new_array
;
8562 struct glsl_shader_private
*shader_data
;
8565 if (!shader
->backend_data
)
8567 if (!(shader
->backend_data
= heap_alloc_zero(sizeof(*shader_data
))))
8569 ERR("Failed to allocate backend data.\n");
8573 shader_data
= shader
->backend_data
;
8574 gl_shaders
= shader_data
->gl_shaders
.vs
;
8576 /* Usually we have very few GL shaders for each d3d shader(just 1 or maybe 2),
8577 * so a linear search is more performant than a hashmap or a binary search
8578 * (cache coherency etc)
8580 for (i
= 0; i
< shader_data
->num_gl_shaders
; ++i
)
8582 if (vs_args_equal(&gl_shaders
[i
].args
, args
, use_map
))
8583 return gl_shaders
[i
].id
;
8586 TRACE("No matching GL shader found for shader %p, compiling a new shader.\n", shader
);
8588 if (shader_data
->shader_array_size
== shader_data
->num_gl_shaders
)
8590 if (shader_data
->num_gl_shaders
)
8592 new_size
= shader_data
->shader_array_size
+ max(1, shader_data
->shader_array_size
/ 2);
8593 new_array
= heap_realloc(shader_data
->gl_shaders
.vs
, new_size
* sizeof(*gl_shaders
));
8597 new_array
= heap_alloc(sizeof(*gl_shaders
));
8602 ERR("Out of memory\n");
8605 shader_data
->gl_shaders
.vs
= new_array
;
8606 shader_data
->shader_array_size
= new_size
;
8607 gl_shaders
= new_array
;
8610 gl_shaders
[shader_data
->num_gl_shaders
].args
= *args
;
8612 string_buffer_clear(&priv
->shader_buffer
);
8613 ret
= shader_glsl_generate_vshader(context
, priv
, shader
, args
);
8614 gl_shaders
[shader_data
->num_gl_shaders
++].id
= ret
;
8619 static GLuint
find_glsl_hull_shader(const struct wined3d_context
*context
,
8620 struct shader_glsl_priv
*priv
, struct wined3d_shader
*shader
)
8622 struct glsl_hs_compiled_shader
*gl_shaders
, *new_array
;
8623 struct glsl_shader_private
*shader_data
;
8624 unsigned int new_size
;
8627 if (!shader
->backend_data
)
8629 if (!(shader
->backend_data
= heap_alloc_zero(sizeof(*shader_data
))))
8631 ERR("Failed to allocate backend data.\n");
8635 shader_data
= shader
->backend_data
;
8636 gl_shaders
= shader_data
->gl_shaders
.hs
;
8638 if (shader_data
->num_gl_shaders
> 0)
8640 assert(shader_data
->num_gl_shaders
== 1);
8641 return gl_shaders
[0].id
;
8644 TRACE("No matching GL shader found for shader %p, compiling a new shader.\n", shader
);
8646 assert(!shader_data
->gl_shaders
.hs
);
8648 if (!(new_array
= heap_alloc(sizeof(*new_array
))))
8650 ERR("Failed to allocate GL shaders array.\n");
8653 shader_data
->gl_shaders
.hs
= new_array
;
8654 shader_data
->shader_array_size
= new_size
;
8655 gl_shaders
= new_array
;
8657 string_buffer_clear(&priv
->shader_buffer
);
8658 ret
= shader_glsl_generate_hull_shader(context
, priv
, shader
);
8659 gl_shaders
[shader_data
->num_gl_shaders
++].id
= ret
;
8664 static GLuint
find_glsl_domain_shader(const struct wined3d_context
*context
,
8665 struct shader_glsl_priv
*priv
, struct wined3d_shader
*shader
, const struct ds_compile_args
*args
)
8667 struct glsl_ds_compiled_shader
*gl_shaders
, *new_array
;
8668 struct glsl_shader_private
*shader_data
;
8669 unsigned int i
, new_size
;
8672 if (!shader
->backend_data
)
8674 if (!(shader
->backend_data
= heap_alloc_zero(sizeof(*shader_data
))))
8676 ERR("Failed to allocate backend data.\n");
8680 shader_data
= shader
->backend_data
;
8681 gl_shaders
= shader_data
->gl_shaders
.ds
;
8683 for (i
= 0; i
< shader_data
->num_gl_shaders
; ++i
)
8685 if (!memcmp(&gl_shaders
[i
].args
, args
, sizeof(*args
)))
8686 return gl_shaders
[i
].id
;
8689 TRACE("No matching GL shader found for shader %p, compiling a new shader.\n", shader
);
8691 if (shader_data
->num_gl_shaders
)
8693 new_size
= shader_data
->shader_array_size
+ 1;
8694 new_array
= heap_realloc(shader_data
->gl_shaders
.ds
, new_size
* sizeof(*new_array
));
8698 new_array
= heap_alloc(sizeof(*new_array
));
8704 ERR("Failed to allocate GL shaders array.\n");
8707 shader_data
->gl_shaders
.ds
= new_array
;
8708 shader_data
->shader_array_size
= new_size
;
8709 gl_shaders
= new_array
;
8711 string_buffer_clear(&priv
->shader_buffer
);
8712 ret
= shader_glsl_generate_domain_shader(context
, priv
, shader
, args
);
8713 gl_shaders
[shader_data
->num_gl_shaders
].args
= *args
;
8714 gl_shaders
[shader_data
->num_gl_shaders
++].id
= ret
;
8719 static GLuint
find_glsl_geometry_shader(const struct wined3d_context
*context
,
8720 struct shader_glsl_priv
*priv
, struct wined3d_shader
*shader
, const struct gs_compile_args
*args
)
8722 struct glsl_gs_compiled_shader
*gl_shaders
, *new_array
;
8723 struct glsl_shader_private
*shader_data
;
8724 unsigned int i
, new_size
;
8727 if (!shader
->backend_data
)
8729 if (!(shader
->backend_data
= heap_alloc_zero(sizeof(*shader_data
))))
8731 ERR("Failed to allocate backend data.\n");
8735 shader_data
= shader
->backend_data
;
8736 gl_shaders
= shader_data
->gl_shaders
.gs
;
8738 for (i
= 0; i
< shader_data
->num_gl_shaders
; ++i
)
8740 if (!memcmp(&gl_shaders
[i
].args
, args
, sizeof(*args
)))
8741 return gl_shaders
[i
].id
;
8744 TRACE("No matching GL shader found for shader %p, compiling a new shader.\n", shader
);
8746 if (shader_data
->num_gl_shaders
)
8748 new_size
= shader_data
->shader_array_size
+ 1;
8749 new_array
= heap_realloc(shader_data
->gl_shaders
.gs
, new_size
* sizeof(*new_array
));
8753 new_array
= heap_alloc(sizeof(*new_array
));
8759 ERR("Failed to allocate GL shaders array.\n");
8762 shader_data
->gl_shaders
.gs
= new_array
;
8763 shader_data
->shader_array_size
= new_size
;
8764 gl_shaders
= new_array
;
8766 string_buffer_clear(&priv
->shader_buffer
);
8767 ret
= shader_glsl_generate_geometry_shader(context
, priv
, shader
, args
);
8768 gl_shaders
[shader_data
->num_gl_shaders
].args
= *args
;
8769 gl_shaders
[shader_data
->num_gl_shaders
++].id
= ret
;
8774 static const char *shader_glsl_ffp_mcs(enum wined3d_material_color_source mcs
, const char *material
)
8778 case WINED3D_MCS_MATERIAL
:
8780 case WINED3D_MCS_COLOR1
:
8781 return "ffp_attrib_diffuse";
8782 case WINED3D_MCS_COLOR2
:
8783 return "ffp_attrib_specular";
8785 ERR("Invalid material color source %#x.\n", mcs
);
8790 static void shader_glsl_ffp_vertex_lighting_footer(struct wined3d_string_buffer
*buffer
,
8791 const struct wined3d_ffp_vs_settings
*settings
, unsigned int idx
)
8793 shader_addline(buffer
, "diffuse += clamp(dot(dir, normal), 0.0, 1.0)"
8794 " * ffp_light[%u].diffuse.xyz * att;\n", idx
);
8795 if (settings
->localviewer
)
8796 shader_addline(buffer
, "t = dot(normal, normalize(dir - normalize(ec_pos.xyz)));\n");
8798 shader_addline(buffer
, "t = dot(normal, normalize(dir + vec3(0.0, 0.0, -1.0)));\n");
8799 shader_addline(buffer
, "if (dot(dir, normal) > 0.0 && t > 0.0) specular +="
8800 " pow(t, ffp_material.shininess) * ffp_light[%u].specular * att;\n", idx
);
8803 static void shader_glsl_ffp_vertex_lighting(struct wined3d_string_buffer
*buffer
,
8804 const struct wined3d_ffp_vs_settings
*settings
, BOOL legacy_lighting
)
8806 const char *diffuse
, *specular
, *emissive
, *ambient
;
8807 unsigned int i
, idx
;
8809 if (!settings
->lighting
)
8811 shader_addline(buffer
, "ffp_varying_diffuse = ffp_attrib_diffuse;\n");
8812 shader_addline(buffer
, "ffp_varying_specular = ffp_attrib_specular;\n");
8816 shader_addline(buffer
, "vec3 ambient = ffp_light_ambient;\n");
8817 shader_addline(buffer
, "vec3 diffuse = vec3(0.0);\n");
8818 shader_addline(buffer
, "vec4 specular = vec4(0.0);\n");
8819 shader_addline(buffer
, "vec3 dir, dst;\n");
8820 shader_addline(buffer
, "float att, t;\n");
8822 ambient
= shader_glsl_ffp_mcs(settings
->ambient_source
, "ffp_material.ambient");
8823 diffuse
= shader_glsl_ffp_mcs(settings
->diffuse_source
, "ffp_material.diffuse");
8824 specular
= shader_glsl_ffp_mcs(settings
->specular_source
, "ffp_material.specular");
8825 emissive
= shader_glsl_ffp_mcs(settings
->emissive_source
, "ffp_material.emissive");
8828 for (i
= 0; i
< settings
->point_light_count
; ++i
, ++idx
)
8830 shader_addline(buffer
, "dir = ffp_light[%u].position.xyz - ec_pos.xyz;\n", idx
);
8831 shader_addline(buffer
, "dst.z = dot(dir, dir);\n");
8832 shader_addline(buffer
, "dst.y = sqrt(dst.z);\n");
8833 shader_addline(buffer
, "dst.x = 1.0;\n");
8834 if (legacy_lighting
)
8836 shader_addline(buffer
, "dst.y = (ffp_light[%u].range - dst.y) / ffp_light[%u].range;\n", idx
, idx
);
8837 shader_addline(buffer
, "dst.z = dst.y * dst.y;\n");
8838 shader_addline(buffer
, "if (dst.y > 0.0)\n{\n");
8842 shader_addline(buffer
, "if (dst.y <= ffp_light[%u].range)\n{\n", idx
);
8844 shader_addline(buffer
, "att = dot(dst.xyz, vec3(ffp_light[%u].c_att,"
8845 " ffp_light[%u].l_att, ffp_light[%u].q_att));\n", idx
, idx
, idx
);
8846 if (!legacy_lighting
)
8847 shader_addline(buffer
, "att = 1.0 / att;\n");
8848 shader_addline(buffer
, "ambient += ffp_light[%u].ambient.xyz * att;\n", idx
);
8849 if (!settings
->normal
)
8851 shader_addline(buffer
, "}\n");
8854 shader_addline(buffer
, "dir = normalize(dir);\n");
8855 shader_glsl_ffp_vertex_lighting_footer(buffer
, settings
, idx
);
8856 shader_addline(buffer
, "}\n");
8859 for (i
= 0; i
< settings
->spot_light_count
; ++i
, ++idx
)
8861 shader_addline(buffer
, "dir = ffp_light[%u].position.xyz - ec_pos.xyz;\n", idx
);
8862 shader_addline(buffer
, "dst.z = dot(dir, dir);\n");
8863 shader_addline(buffer
, "dst.y = sqrt(dst.z);\n");
8864 shader_addline(buffer
, "dst.x = 1.0;\n");
8865 if (legacy_lighting
)
8867 shader_addline(buffer
, "dst.y = (ffp_light[%u].range - dst.y) / ffp_light[%u].range;\n", idx
, idx
);
8868 shader_addline(buffer
, "dst.z = dst.y * dst.y;\n");
8869 shader_addline(buffer
, "if (dst.y > 0.0)\n{\n");
8873 shader_addline(buffer
, "if (dst.y <= ffp_light[%u].range)\n{\n", idx
);
8875 shader_addline(buffer
, "dir = normalize(dir);\n");
8876 shader_addline(buffer
, "t = dot(-dir, normalize(ffp_light[%u].direction));\n", idx
);
8877 shader_addline(buffer
, "if (t > ffp_light[%u].cos_htheta) att = 1.0;\n", idx
);
8878 shader_addline(buffer
, "else if (t <= ffp_light[%u].cos_hphi) att = 0.0;\n", idx
);
8879 shader_addline(buffer
, "else att = pow((t - ffp_light[%u].cos_hphi)"
8880 " / (ffp_light[%u].cos_htheta - ffp_light[%u].cos_hphi), ffp_light[%u].falloff);\n",
8881 idx
, idx
, idx
, idx
);
8882 if (legacy_lighting
)
8883 shader_addline(buffer
, "att *= dot(dst.xyz, vec3(ffp_light[%u].c_att,"
8884 " ffp_light[%u].l_att, ffp_light[%u].q_att));\n",
8887 shader_addline(buffer
, "att /= dot(dst.xyz, vec3(ffp_light[%u].c_att,"
8888 " ffp_light[%u].l_att, ffp_light[%u].q_att));\n",
8890 shader_addline(buffer
, "ambient += ffp_light[%u].ambient.xyz * att;\n", idx
);
8891 if (!settings
->normal
)
8893 shader_addline(buffer
, "}\n");
8896 shader_glsl_ffp_vertex_lighting_footer(buffer
, settings
, idx
);
8897 shader_addline(buffer
, "}\n");
8900 for (i
= 0; i
< settings
->directional_light_count
; ++i
, ++idx
)
8902 shader_addline(buffer
, "ambient += ffp_light[%u].ambient.xyz;\n", idx
);
8903 if (!settings
->normal
)
8905 shader_addline(buffer
, "att = 1.0;\n");
8906 shader_addline(buffer
, "dir = normalize(ffp_light[%u].direction.xyz);\n", idx
);
8907 shader_glsl_ffp_vertex_lighting_footer(buffer
, settings
, idx
);
8910 for (i
= 0; i
< settings
->parallel_point_light_count
; ++i
, ++idx
)
8912 shader_addline(buffer
, "ambient += ffp_light[%u].ambient.xyz;\n", idx
);
8913 if (!settings
->normal
)
8915 shader_addline(buffer
, "att = 1.0;\n");
8916 shader_addline(buffer
, "dir = normalize(ffp_light[%u].position.xyz);\n", idx
);
8917 shader_glsl_ffp_vertex_lighting_footer(buffer
, settings
, idx
);
8920 shader_addline(buffer
, "ffp_varying_diffuse.xyz = %s.xyz * ambient + %s.xyz * diffuse + %s.xyz;\n",
8921 ambient
, diffuse
, emissive
);
8922 shader_addline(buffer
, "ffp_varying_diffuse.w = %s.w;\n", diffuse
);
8923 shader_addline(buffer
, "ffp_varying_specular = %s * specular;\n", specular
);
8926 /* Context activation is done by the caller. */
8927 static GLuint
shader_glsl_generate_ffp_vertex_shader(struct shader_glsl_priv
*priv
,
8928 const struct wined3d_ffp_vs_settings
*settings
, const struct wined3d_gl_info
*gl_info
)
8930 static const struct attrib_info
8933 const char name
[24];
8937 {"vec4", "ffp_attrib_position"}, /* WINED3D_FFP_POSITION */
8938 {"vec4", "ffp_attrib_blendweight"}, /* WINED3D_FFP_BLENDWEIGHT */
8939 /* TODO: Indexed vertex blending */
8940 {"float", ""}, /* WINED3D_FFP_BLENDINDICES */
8941 {"vec3", "ffp_attrib_normal"}, /* WINED3D_FFP_NORMAL */
8942 {"float", "ffp_attrib_psize"}, /* WINED3D_FFP_PSIZE */
8943 {"vec4", "ffp_attrib_diffuse"}, /* WINED3D_FFP_DIFFUSE */
8944 {"vec4", "ffp_attrib_specular"}, /* WINED3D_FFP_SPECULAR */
8946 const BOOL legacy_syntax
= needs_legacy_glsl_syntax(gl_info
);
8947 struct wined3d_string_buffer
*buffer
= &priv
->shader_buffer
;
8948 BOOL output_legacy_fogcoord
= legacy_syntax
;
8949 BOOL legacy_lighting
= priv
->legacy_lighting
;
8953 string_buffer_clear(buffer
);
8955 shader_glsl_add_version_declaration(buffer
, gl_info
);
8957 if (shader_glsl_use_explicit_attrib_location(gl_info
))
8958 shader_addline(buffer
, "#extension GL_ARB_explicit_attrib_location : enable\n");
8960 for (i
= 0; i
< WINED3D_FFP_ATTRIBS_COUNT
; ++i
)
8962 const char *type
= i
< ARRAY_SIZE(attrib_info
) ? attrib_info
[i
].type
: "vec4";
8964 if (shader_glsl_use_explicit_attrib_location(gl_info
))
8965 shader_addline(buffer
, "layout(location = %u) ", i
);
8966 shader_addline(buffer
, "%s %s vs_in%u;\n", get_attribute_keyword(gl_info
), type
, i
);
8968 shader_addline(buffer
, "\n");
8970 shader_addline(buffer
, "uniform mat4 ffp_modelview_matrix[%u];\n", MAX_VERTEX_BLENDS
);
8971 shader_addline(buffer
, "uniform mat4 ffp_projection_matrix;\n");
8972 shader_addline(buffer
, "uniform mat3 ffp_normal_matrix;\n");
8973 shader_addline(buffer
, "uniform mat4 ffp_texture_matrix[%u];\n", MAX_TEXTURES
);
8975 shader_addline(buffer
, "uniform struct\n{\n");
8976 shader_addline(buffer
, " vec4 emissive;\n");
8977 shader_addline(buffer
, " vec4 ambient;\n");
8978 shader_addline(buffer
, " vec4 diffuse;\n");
8979 shader_addline(buffer
, " vec4 specular;\n");
8980 shader_addline(buffer
, " float shininess;\n");
8981 shader_addline(buffer
, "} ffp_material;\n");
8983 shader_addline(buffer
, "uniform vec3 ffp_light_ambient;\n");
8984 shader_addline(buffer
, "uniform struct\n{\n");
8985 shader_addline(buffer
, " vec4 diffuse;\n");
8986 shader_addline(buffer
, " vec4 specular;\n");
8987 shader_addline(buffer
, " vec4 ambient;\n");
8988 shader_addline(buffer
, " vec4 position;\n");
8989 shader_addline(buffer
, " vec3 direction;\n");
8990 shader_addline(buffer
, " float range;\n");
8991 shader_addline(buffer
, " float falloff;\n");
8992 shader_addline(buffer
, " float c_att;\n");
8993 shader_addline(buffer
, " float l_att;\n");
8994 shader_addline(buffer
, " float q_att;\n");
8995 shader_addline(buffer
, " float cos_htheta;\n");
8996 shader_addline(buffer
, " float cos_hphi;\n");
8997 shader_addline(buffer
, "} ffp_light[%u];\n", MAX_ACTIVE_LIGHTS
);
8999 if (settings
->point_size
)
9001 shader_addline(buffer
, "uniform struct\n{\n");
9002 shader_addline(buffer
, " float size;\n");
9003 shader_addline(buffer
, " float size_min;\n");
9004 shader_addline(buffer
, " float size_max;\n");
9005 shader_addline(buffer
, " float c_att;\n");
9006 shader_addline(buffer
, " float l_att;\n");
9007 shader_addline(buffer
, " float q_att;\n");
9008 shader_addline(buffer
, "} ffp_point;\n");
9013 shader_addline(buffer
, "vec4 ffp_varying_diffuse;\n");
9014 shader_addline(buffer
, "vec4 ffp_varying_specular;\n");
9015 shader_addline(buffer
, "vec4 ffp_varying_texcoord[%u];\n", MAX_TEXTURES
);
9016 shader_addline(buffer
, "float ffp_varying_fogcoord;\n");
9020 if (settings
->clipping
)
9021 shader_addline(buffer
, "uniform vec4 clip_planes[%u];\n", gl_info
->limits
.user_clip_distances
);
9023 declare_out_varying(gl_info
, buffer
, settings
->flatshading
, "vec4 ffp_varying_diffuse;\n");
9024 declare_out_varying(gl_info
, buffer
, settings
->flatshading
, "vec4 ffp_varying_specular;\n");
9025 declare_out_varying(gl_info
, buffer
, FALSE
, "vec4 ffp_varying_texcoord[%u];\n", MAX_TEXTURES
);
9026 declare_out_varying(gl_info
, buffer
, FALSE
, "float ffp_varying_fogcoord;\n");
9029 shader_addline(buffer
, "\nvoid main()\n{\n");
9030 shader_addline(buffer
, "float m;\n");
9031 shader_addline(buffer
, "vec3 r;\n");
9033 for (i
= 0; i
< ARRAY_SIZE(attrib_info
); ++i
)
9035 if (attrib_info
[i
].name
[0])
9036 shader_addline(buffer
, "%s %s = vs_in%u%s;\n", attrib_info
[i
].type
, attrib_info
[i
].name
,
9037 i
, settings
->swizzle_map
& (1u << i
) ? ".zyxw" : "");
9039 for (i
= 0; i
< MAX_TEXTURES
; ++i
)
9041 unsigned int coord_idx
= settings
->texgen
[i
] & 0x0000ffff;
9042 if ((settings
->texgen
[i
] & 0xffff0000) == WINED3DTSS_TCI_PASSTHRU
9043 && settings
->texcoords
& (1u << i
))
9044 shader_addline(buffer
, "vec4 ffp_attrib_texcoord%u = vs_in%u;\n", i
, coord_idx
+ WINED3D_FFP_TEXCOORD0
);
9047 shader_addline(buffer
, "ffp_attrib_blendweight[%u] = 1.0;\n", settings
->vertexblends
);
9049 if (settings
->transformed
)
9051 shader_addline(buffer
, "vec4 ec_pos = vec4(ffp_attrib_position.xyz, 1.0);\n");
9052 shader_addline(buffer
, "gl_Position = ffp_projection_matrix * ec_pos;\n");
9053 shader_addline(buffer
, "if (ffp_attrib_position.w != 0.0) gl_Position /= ffp_attrib_position.w;\n");
9057 for (i
= 0; i
< settings
->vertexblends
; ++i
)
9058 shader_addline(buffer
, "ffp_attrib_blendweight[%u] -= ffp_attrib_blendweight[%u];\n", settings
->vertexblends
, i
);
9060 shader_addline(buffer
, "vec4 ec_pos = vec4(0.0);\n");
9061 for (i
= 0; i
< settings
->vertexblends
+ 1; ++i
)
9062 shader_addline(buffer
, "ec_pos += ffp_attrib_blendweight[%u] * (ffp_modelview_matrix[%u] * ffp_attrib_position);\n", i
, i
);
9064 shader_addline(buffer
, "gl_Position = ffp_projection_matrix * ec_pos;\n");
9065 if (settings
->clipping
)
9068 shader_addline(buffer
, "gl_ClipVertex = ec_pos;\n");
9070 for (i
= 0; i
< gl_info
->limits
.user_clip_distances
; ++i
)
9071 shader_addline(buffer
, "gl_ClipDistance[%u] = dot(ec_pos, clip_planes[%u]);\n", i
, i
);
9073 shader_addline(buffer
, "ec_pos /= ec_pos.w;\n");
9076 shader_addline(buffer
, "vec3 normal = vec3(0.0);\n");
9077 if (settings
->normal
)
9079 if (!settings
->vertexblends
)
9081 shader_addline(buffer
, "normal = ffp_normal_matrix * ffp_attrib_normal;\n");
9085 for (i
= 0; i
< settings
->vertexblends
+ 1; ++i
)
9086 shader_addline(buffer
, "normal += ffp_attrib_blendweight[%u] * (mat3(ffp_modelview_matrix[%u]) * ffp_attrib_normal);\n", i
, i
);
9089 if (settings
->normalize
)
9090 shader_addline(buffer
, "normal = normalize(normal);\n");
9093 shader_glsl_ffp_vertex_lighting(buffer
, settings
, legacy_lighting
);
9096 shader_addline(buffer
, "gl_FrontColor = ffp_varying_diffuse;\n");
9097 shader_addline(buffer
, "gl_FrontSecondaryColor = ffp_varying_specular;\n");
9101 shader_addline(buffer
, "ffp_varying_diffuse = clamp(ffp_varying_diffuse, 0.0, 1.0);\n");
9102 shader_addline(buffer
, "ffp_varying_specular = clamp(ffp_varying_specular, 0.0, 1.0);\n");
9105 for (i
= 0; i
< MAX_TEXTURES
; ++i
)
9107 BOOL output_legacy_texcoord
= legacy_syntax
;
9109 switch (settings
->texgen
[i
] & 0xffff0000)
9111 case WINED3DTSS_TCI_PASSTHRU
:
9112 if (settings
->texcoords
& (1u << i
))
9113 shader_addline(buffer
, "ffp_varying_texcoord[%u] = ffp_texture_matrix[%u] * ffp_attrib_texcoord%u;\n",
9115 else if (gl_info
->limits
.glsl_varyings
>= wined3d_max_compat_varyings(gl_info
))
9116 shader_addline(buffer
, "ffp_varying_texcoord[%u] = vec4(0.0);\n", i
);
9118 output_legacy_texcoord
= FALSE
;
9121 case WINED3DTSS_TCI_CAMERASPACENORMAL
:
9122 shader_addline(buffer
, "ffp_varying_texcoord[%u] = ffp_texture_matrix[%u] * vec4(normal, 1.0);\n", i
, i
);
9125 case WINED3DTSS_TCI_CAMERASPACEPOSITION
:
9126 shader_addline(buffer
, "ffp_varying_texcoord[%u] = ffp_texture_matrix[%u] * ec_pos;\n", i
, i
);
9129 case WINED3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR
:
9130 shader_addline(buffer
, "ffp_varying_texcoord[%u] = ffp_texture_matrix[%u]"
9131 " * vec4(reflect(normalize(ec_pos.xyz), normal), 1.0);\n", i
, i
);
9134 case WINED3DTSS_TCI_SPHEREMAP
:
9135 shader_addline(buffer
, "r = reflect(normalize(ec_pos.xyz), normal);\n");
9136 shader_addline(buffer
, "m = 2.0 * length(vec3(r.x, r.y, r.z + 1.0));\n");
9137 shader_addline(buffer
, "ffp_varying_texcoord[%u] = ffp_texture_matrix[%u]"
9138 " * vec4(r.x / m + 0.5, r.y / m + 0.5, 0.0, 1.0);\n", i
, i
);
9142 ERR("Unhandled texgen %#x.\n", settings
->texgen
[i
]);
9145 if (output_legacy_texcoord
)
9146 shader_addline(buffer
, "gl_TexCoord[%u] = ffp_varying_texcoord[%u];\n", i
, i
);
9149 switch (settings
->fog_mode
)
9151 case WINED3D_FFP_VS_FOG_OFF
:
9152 output_legacy_fogcoord
= FALSE
;
9155 case WINED3D_FFP_VS_FOG_FOGCOORD
:
9156 shader_addline(buffer
, "ffp_varying_fogcoord = ffp_attrib_specular.w * 255.0;\n");
9159 case WINED3D_FFP_VS_FOG_RANGE
:
9160 shader_addline(buffer
, "ffp_varying_fogcoord = length(ec_pos.xyz);\n");
9163 case WINED3D_FFP_VS_FOG_DEPTH
:
9164 if (settings
->ortho_fog
)
9166 if (gl_info
->supported
[ARB_CLIP_CONTROL
])
9167 shader_addline(buffer
, "ffp_varying_fogcoord = gl_Position.z;\n");
9169 /* Need to undo the [0.0 - 1.0] -> [-1.0 - 1.0] transformation from D3D to GL coordinates. */
9170 shader_addline(buffer
, "ffp_varying_fogcoord = gl_Position.z * 0.5 + 0.5;\n");
9172 else if (settings
->transformed
)
9174 shader_addline(buffer
, "ffp_varying_fogcoord = ec_pos.z;\n");
9178 shader_addline(buffer
, "ffp_varying_fogcoord = abs(ec_pos.z);\n");
9183 ERR("Unhandled fog mode %#x.\n", settings
->fog_mode
);
9186 if (output_legacy_fogcoord
)
9187 shader_addline(buffer
, "gl_FogFragCoord = ffp_varying_fogcoord;\n");
9189 if (settings
->point_size
)
9191 shader_addline(buffer
, "gl_PointSize = %s / sqrt(ffp_point.c_att"
9192 " + ffp_point.l_att * length(ec_pos.xyz)"
9193 " + ffp_point.q_att * dot(ec_pos.xyz, ec_pos.xyz));\n",
9194 settings
->per_vertex_point_size
? "ffp_attrib_psize" : "ffp_point.size");
9195 shader_addline(buffer
, "gl_PointSize = clamp(gl_PointSize, ffp_point.size_min, ffp_point.size_max);\n");
9198 shader_addline(buffer
, "}\n");
9200 shader_obj
= GL_EXTCALL(glCreateShader(GL_VERTEX_SHADER
));
9201 shader_glsl_compile(gl_info
, shader_obj
, buffer
->buffer
);
9206 static const char *shader_glsl_get_ffp_fragment_op_arg(struct wined3d_string_buffer
*buffer
,
9207 DWORD argnum
, unsigned int stage
, DWORD arg
)
9211 if (arg
== ARG_UNUSED
)
9212 return "<unused arg>";
9214 switch (arg
& WINED3DTA_SELECTMASK
)
9216 case WINED3DTA_DIFFUSE
:
9217 ret
= "ffp_varying_diffuse";
9220 case WINED3DTA_CURRENT
:
9224 case WINED3DTA_TEXTURE
:
9227 case 0: ret
= "tex0"; break;
9228 case 1: ret
= "tex1"; break;
9229 case 2: ret
= "tex2"; break;
9230 case 3: ret
= "tex3"; break;
9231 case 4: ret
= "tex4"; break;
9232 case 5: ret
= "tex5"; break;
9233 case 6: ret
= "tex6"; break;
9234 case 7: ret
= "tex7"; break;
9236 ret
= "<invalid texture>";
9241 case WINED3DTA_TFACTOR
:
9245 case WINED3DTA_SPECULAR
:
9246 ret
= "ffp_varying_specular";
9249 case WINED3DTA_TEMP
:
9253 case WINED3DTA_CONSTANT
:
9256 case 0: ret
= "tss_const0"; break;
9257 case 1: ret
= "tss_const1"; break;
9258 case 2: ret
= "tss_const2"; break;
9259 case 3: ret
= "tss_const3"; break;
9260 case 4: ret
= "tss_const4"; break;
9261 case 5: ret
= "tss_const5"; break;
9262 case 6: ret
= "tss_const6"; break;
9263 case 7: ret
= "tss_const7"; break;
9265 ret
= "<invalid constant>";
9271 return "<unhandled arg>";
9274 if (arg
& WINED3DTA_COMPLEMENT
)
9276 shader_addline(buffer
, "arg%u = vec4(1.0) - %s;\n", argnum
, ret
);
9279 else if (argnum
== 1)
9281 else if (argnum
== 2)
9285 if (arg
& WINED3DTA_ALPHAREPLICATE
)
9287 shader_addline(buffer
, "arg%u = vec4(%s.w);\n", argnum
, ret
);
9290 else if (argnum
== 1)
9292 else if (argnum
== 2)
9299 static void shader_glsl_ffp_fragment_op(struct wined3d_string_buffer
*buffer
, unsigned int stage
, BOOL color
,
9300 BOOL alpha
, BOOL tmp_dst
, DWORD op
, DWORD dw_arg0
, DWORD dw_arg1
, DWORD dw_arg2
)
9302 const char *dstmask
, *dstreg
, *arg0
, *arg1
, *arg2
;
9311 dstreg
= tmp_dst
? "temp_reg" : "ret";
9313 arg0
= shader_glsl_get_ffp_fragment_op_arg(buffer
, 0, stage
, dw_arg0
);
9314 arg1
= shader_glsl_get_ffp_fragment_op_arg(buffer
, 1, stage
, dw_arg1
);
9315 arg2
= shader_glsl_get_ffp_fragment_op_arg(buffer
, 2, stage
, dw_arg2
);
9319 case WINED3D_TOP_DISABLE
:
9322 case WINED3D_TOP_SELECT_ARG1
:
9323 shader_addline(buffer
, "%s%s = %s%s;\n", dstreg
, dstmask
, arg1
, dstmask
);
9326 case WINED3D_TOP_SELECT_ARG2
:
9327 shader_addline(buffer
, "%s%s = %s%s;\n", dstreg
, dstmask
, arg2
, dstmask
);
9330 case WINED3D_TOP_MODULATE
:
9331 shader_addline(buffer
, "%s%s = %s%s * %s%s;\n", dstreg
, dstmask
, arg1
, dstmask
, arg2
, dstmask
);
9334 case WINED3D_TOP_MODULATE_4X
:
9335 shader_addline(buffer
, "%s%s = clamp(%s%s * %s%s * 4.0, 0.0, 1.0);\n",
9336 dstreg
, dstmask
, arg1
, dstmask
, arg2
, dstmask
);
9339 case WINED3D_TOP_MODULATE_2X
:
9340 shader_addline(buffer
, "%s%s = clamp(%s%s * %s%s * 2.0, 0.0, 1.0);\n",
9341 dstreg
, dstmask
, arg1
, dstmask
, arg2
, dstmask
);
9344 case WINED3D_TOP_ADD
:
9345 shader_addline(buffer
, "%s%s = clamp(%s%s + %s%s, 0.0, 1.0);\n",
9346 dstreg
, dstmask
, arg1
, dstmask
, arg2
, dstmask
);
9349 case WINED3D_TOP_ADD_SIGNED
:
9350 shader_addline(buffer
, "%s%s = clamp(%s%s + (%s - vec4(0.5))%s, 0.0, 1.0);\n",
9351 dstreg
, dstmask
, arg1
, dstmask
, arg2
, dstmask
);
9354 case WINED3D_TOP_ADD_SIGNED_2X
:
9355 shader_addline(buffer
, "%s%s = clamp((%s%s + (%s - vec4(0.5))%s) * 2.0, 0.0, 1.0);\n",
9356 dstreg
, dstmask
, arg1
, dstmask
, arg2
, dstmask
);
9359 case WINED3D_TOP_SUBTRACT
:
9360 shader_addline(buffer
, "%s%s = clamp(%s%s - %s%s, 0.0, 1.0);\n",
9361 dstreg
, dstmask
, arg1
, dstmask
, arg2
, dstmask
);
9364 case WINED3D_TOP_ADD_SMOOTH
:
9365 shader_addline(buffer
, "%s%s = clamp((vec4(1.0) - %s)%s * %s%s + %s%s, 0.0, 1.0);\n",
9366 dstreg
, dstmask
, arg1
, dstmask
, arg2
, dstmask
, arg1
, dstmask
);
9369 case WINED3D_TOP_BLEND_DIFFUSE_ALPHA
:
9370 arg0
= shader_glsl_get_ffp_fragment_op_arg(buffer
, 0, stage
, WINED3DTA_DIFFUSE
);
9371 shader_addline(buffer
, "%s%s = mix(%s%s, %s%s, %s.w);\n",
9372 dstreg
, dstmask
, arg2
, dstmask
, arg1
, dstmask
, arg0
);
9375 case WINED3D_TOP_BLEND_TEXTURE_ALPHA
:
9376 arg0
= shader_glsl_get_ffp_fragment_op_arg(buffer
, 0, stage
, WINED3DTA_TEXTURE
);
9377 shader_addline(buffer
, "%s%s = mix(%s%s, %s%s, %s.w);\n",
9378 dstreg
, dstmask
, arg2
, dstmask
, arg1
, dstmask
, arg0
);
9381 case WINED3D_TOP_BLEND_FACTOR_ALPHA
:
9382 arg0
= shader_glsl_get_ffp_fragment_op_arg(buffer
, 0, stage
, WINED3DTA_TFACTOR
);
9383 shader_addline(buffer
, "%s%s = mix(%s%s, %s%s, %s.w);\n",
9384 dstreg
, dstmask
, arg2
, dstmask
, arg1
, dstmask
, arg0
);
9387 case WINED3D_TOP_BLEND_TEXTURE_ALPHA_PM
:
9388 arg0
= shader_glsl_get_ffp_fragment_op_arg(buffer
, 0, stage
, WINED3DTA_TEXTURE
);
9389 shader_addline(buffer
, "%s%s = clamp(%s%s * (1.0 - %s.w) + %s%s, 0.0, 1.0);\n",
9390 dstreg
, dstmask
, arg2
, dstmask
, arg0
, arg1
, dstmask
);
9393 case WINED3D_TOP_BLEND_CURRENT_ALPHA
:
9394 arg0
= shader_glsl_get_ffp_fragment_op_arg(buffer
, 0, stage
, WINED3DTA_CURRENT
);
9395 shader_addline(buffer
, "%s%s = mix(%s%s, %s%s, %s.w);\n",
9396 dstreg
, dstmask
, arg2
, dstmask
, arg1
, dstmask
, arg0
);
9399 case WINED3D_TOP_MODULATE_ALPHA_ADD_COLOR
:
9400 shader_addline(buffer
, "%s%s = clamp(%s%s * %s.w + %s%s, 0.0, 1.0);\n",
9401 dstreg
, dstmask
, arg2
, dstmask
, arg1
, arg1
, dstmask
);
9404 case WINED3D_TOP_MODULATE_COLOR_ADD_ALPHA
:
9405 shader_addline(buffer
, "%s%s = clamp(%s%s * %s%s + %s.w, 0.0, 1.0);\n",
9406 dstreg
, dstmask
, arg1
, dstmask
, arg2
, dstmask
, arg1
);
9409 case WINED3D_TOP_MODULATE_INVALPHA_ADD_COLOR
:
9410 shader_addline(buffer
, "%s%s = clamp(%s%s * (1.0 - %s.w) + %s%s, 0.0, 1.0);\n",
9411 dstreg
, dstmask
, arg2
, dstmask
, arg1
, arg1
, dstmask
);
9413 case WINED3D_TOP_MODULATE_INVCOLOR_ADD_ALPHA
:
9414 shader_addline(buffer
, "%s%s = clamp((vec4(1.0) - %s)%s * %s%s + %s.w, 0.0, 1.0);\n",
9415 dstreg
, dstmask
, arg1
, dstmask
, arg2
, dstmask
, arg1
);
9418 case WINED3D_TOP_BUMPENVMAP
:
9419 case WINED3D_TOP_BUMPENVMAP_LUMINANCE
:
9420 /* These are handled in the first pass, nothing to do. */
9423 case WINED3D_TOP_DOTPRODUCT3
:
9424 shader_addline(buffer
, "%s%s = vec4(clamp(dot(%s.xyz - 0.5, %s.xyz - 0.5) * 4.0, 0.0, 1.0))%s;\n",
9425 dstreg
, dstmask
, arg1
, arg2
, dstmask
);
9428 case WINED3D_TOP_MULTIPLY_ADD
:
9429 shader_addline(buffer
, "%s%s = clamp(%s%s * %s%s + %s%s, 0.0, 1.0);\n",
9430 dstreg
, dstmask
, arg1
, dstmask
, arg2
, dstmask
, arg0
, dstmask
);
9433 case WINED3D_TOP_LERP
:
9434 /* MSDN isn't quite right here. */
9435 shader_addline(buffer
, "%s%s = mix(%s%s, %s%s, %s%s);\n",
9436 dstreg
, dstmask
, arg2
, dstmask
, arg1
, dstmask
, arg0
, dstmask
);
9440 FIXME("Unhandled operation %#x.\n", op
);
9445 /* Context activation is done by the caller. */
9446 static GLuint
shader_glsl_generate_ffp_fragment_shader(struct shader_glsl_priv
*priv
,
9447 const struct ffp_frag_settings
*settings
, const struct wined3d_context
*context
)
9449 struct wined3d_string_buffer
*tex_reg_name
= string_buffer_get(&priv
->string_buffers
);
9450 enum wined3d_cmp_func alpha_test_func
= settings
->alpha_test_func
+ 1;
9451 struct wined3d_string_buffer
*buffer
= &priv
->shader_buffer
;
9452 BYTE lum_map
= 0, bump_map
= 0, tex_map
= 0, tss_const_map
= 0;
9453 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
9454 const BOOL legacy_syntax
= needs_legacy_glsl_syntax(gl_info
);
9455 BOOL tempreg_used
= FALSE
, tfactor_used
= FALSE
;
9456 UINT lowest_disabled_stage
;
9458 DWORD arg0
, arg1
, arg2
;
9461 string_buffer_clear(buffer
);
9463 /* Find out which textures are read */
9464 for (stage
= 0; stage
< MAX_TEXTURES
; ++stage
)
9466 if (settings
->op
[stage
].cop
== WINED3D_TOP_DISABLE
)
9469 arg0
= settings
->op
[stage
].carg0
& WINED3DTA_SELECTMASK
;
9470 arg1
= settings
->op
[stage
].carg1
& WINED3DTA_SELECTMASK
;
9471 arg2
= settings
->op
[stage
].carg2
& WINED3DTA_SELECTMASK
;
9473 if (arg0
== WINED3DTA_TEXTURE
|| arg1
== WINED3DTA_TEXTURE
|| arg2
== WINED3DTA_TEXTURE
9474 || (stage
== 0 && settings
->color_key_enabled
))
9475 tex_map
|= 1u << stage
;
9476 if (arg0
== WINED3DTA_TFACTOR
|| arg1
== WINED3DTA_TFACTOR
|| arg2
== WINED3DTA_TFACTOR
)
9477 tfactor_used
= TRUE
;
9478 if (arg0
== WINED3DTA_TEMP
|| arg1
== WINED3DTA_TEMP
|| arg2
== WINED3DTA_TEMP
)
9479 tempreg_used
= TRUE
;
9480 if (settings
->op
[stage
].tmp_dst
)
9481 tempreg_used
= TRUE
;
9482 if (arg0
== WINED3DTA_CONSTANT
|| arg1
== WINED3DTA_CONSTANT
|| arg2
== WINED3DTA_CONSTANT
)
9483 tss_const_map
|= 1u << stage
;
9485 switch (settings
->op
[stage
].cop
)
9487 case WINED3D_TOP_BUMPENVMAP_LUMINANCE
:
9488 lum_map
|= 1u << stage
;
9490 case WINED3D_TOP_BUMPENVMAP
:
9491 bump_map
|= 1u << stage
;
9493 case WINED3D_TOP_BLEND_TEXTURE_ALPHA
:
9494 case WINED3D_TOP_BLEND_TEXTURE_ALPHA_PM
:
9495 tex_map
|= 1u << stage
;
9498 case WINED3D_TOP_BLEND_FACTOR_ALPHA
:
9499 tfactor_used
= TRUE
;
9506 if (settings
->op
[stage
].aop
== WINED3D_TOP_DISABLE
)
9509 arg0
= settings
->op
[stage
].aarg0
& WINED3DTA_SELECTMASK
;
9510 arg1
= settings
->op
[stage
].aarg1
& WINED3DTA_SELECTMASK
;
9511 arg2
= settings
->op
[stage
].aarg2
& WINED3DTA_SELECTMASK
;
9513 if (arg0
== WINED3DTA_TEXTURE
|| arg1
== WINED3DTA_TEXTURE
|| arg2
== WINED3DTA_TEXTURE
)
9514 tex_map
|= 1u << stage
;
9515 if (arg0
== WINED3DTA_TFACTOR
|| arg1
== WINED3DTA_TFACTOR
|| arg2
== WINED3DTA_TFACTOR
)
9516 tfactor_used
= TRUE
;
9517 if (arg0
== WINED3DTA_TEMP
|| arg1
== WINED3DTA_TEMP
|| arg2
== WINED3DTA_TEMP
)
9518 tempreg_used
= TRUE
;
9519 if (arg0
== WINED3DTA_CONSTANT
|| arg1
== WINED3DTA_CONSTANT
|| arg2
== WINED3DTA_CONSTANT
)
9520 tss_const_map
|= 1u << stage
;
9522 lowest_disabled_stage
= stage
;
9524 shader_glsl_add_version_declaration(buffer
, gl_info
);
9526 if (shader_glsl_use_explicit_attrib_location(gl_info
))
9527 shader_addline(buffer
, "#extension GL_ARB_explicit_attrib_location : enable\n");
9528 if (gl_info
->supported
[ARB_SHADING_LANGUAGE_420PACK
])
9529 shader_addline(buffer
, "#extension GL_ARB_shading_language_420pack : enable\n");
9530 if (gl_info
->supported
[ARB_TEXTURE_RECTANGLE
])
9531 shader_addline(buffer
, "#extension GL_ARB_texture_rectangle : enable\n");
9533 if (!needs_legacy_glsl_syntax(gl_info
))
9535 if (shader_glsl_use_explicit_attrib_location(gl_info
))
9536 shader_addline(buffer
, "layout(location = 0) ");
9537 shader_addline(buffer
, "out vec4 ps_out[1];\n");
9540 shader_addline(buffer
, "vec4 tmp0, tmp1;\n");
9541 shader_addline(buffer
, "vec4 ret;\n");
9542 if (tempreg_used
|| settings
->sRGB_write
)
9543 shader_addline(buffer
, "vec4 temp_reg = vec4(0.0);\n");
9544 shader_addline(buffer
, "vec4 arg0, arg1, arg2;\n");
9546 for (stage
= 0; stage
< MAX_TEXTURES
; ++stage
)
9548 const char *sampler_type
;
9550 if (tss_const_map
& (1u << stage
))
9551 shader_addline(buffer
, "uniform vec4 tss_const%u;\n", stage
);
9553 if (!(tex_map
& (1u << stage
)))
9556 switch (settings
->op
[stage
].tex_type
)
9558 case WINED3D_GL_RES_TYPE_TEX_1D
:
9559 sampler_type
= "1D";
9561 case WINED3D_GL_RES_TYPE_TEX_2D
:
9562 sampler_type
= "2D";
9564 case WINED3D_GL_RES_TYPE_TEX_3D
:
9565 sampler_type
= "3D";
9567 case WINED3D_GL_RES_TYPE_TEX_CUBE
:
9568 sampler_type
= "Cube";
9570 case WINED3D_GL_RES_TYPE_TEX_RECT
:
9571 sampler_type
= "2DRect";
9574 FIXME("Unhandled sampler type %#x.\n", settings
->op
[stage
].tex_type
);
9575 sampler_type
= NULL
;
9580 if (shader_glsl_use_layout_binding_qualifier(gl_info
))
9581 shader_glsl_append_sampler_binding_qualifier(buffer
, context
, NULL
, stage
);
9582 shader_addline(buffer
, "uniform sampler%s ps_sampler%u;\n", sampler_type
, stage
);
9585 shader_addline(buffer
, "vec4 tex%u;\n", stage
);
9587 if (!(bump_map
& (1u << stage
)))
9589 shader_addline(buffer
, "uniform mat2 bumpenv_mat%u;\n", stage
);
9591 if (!(lum_map
& (1u << stage
)))
9593 shader_addline(buffer
, "uniform float bumpenv_lum_scale%u;\n", stage
);
9594 shader_addline(buffer
, "uniform float bumpenv_lum_offset%u;\n", stage
);
9597 shader_addline(buffer
, "uniform vec4 tex_factor;\n");
9598 if (settings
->color_key_enabled
)
9599 shader_addline(buffer
, "uniform vec4 color_key[2];\n");
9600 shader_addline(buffer
, "uniform vec4 specular_enable;\n");
9602 if (settings
->sRGB_write
)
9604 shader_addline(buffer
, "const vec4 srgb_const0 = ");
9605 shader_glsl_append_imm_vec4(buffer
, wined3d_srgb_const0
);
9606 shader_addline(buffer
, ";\n");
9607 shader_addline(buffer
, "const vec4 srgb_const1 = ");
9608 shader_glsl_append_imm_vec4(buffer
, wined3d_srgb_const1
);
9609 shader_addline(buffer
, ";\n");
9612 shader_addline(buffer
, "uniform struct\n{\n");
9613 shader_addline(buffer
, " vec4 color;\n");
9614 shader_addline(buffer
, " float density;\n");
9615 shader_addline(buffer
, " float end;\n");
9616 shader_addline(buffer
, " float scale;\n");
9617 shader_addline(buffer
, "} ffp_fog;\n");
9619 if (alpha_test_func
!= WINED3D_CMP_ALWAYS
)
9620 shader_addline(buffer
, "uniform float alpha_test_ref;\n");
9624 shader_addline(buffer
, "vec4 ffp_varying_diffuse;\n");
9625 shader_addline(buffer
, "vec4 ffp_varying_specular;\n");
9626 shader_addline(buffer
, "vec4 ffp_varying_texcoord[%u];\n", MAX_TEXTURES
);
9627 shader_addline(buffer
, "vec4 ffp_texcoord[%u];\n", MAX_TEXTURES
);
9628 shader_addline(buffer
, "float ffp_varying_fogcoord;\n");
9632 declare_in_varying(gl_info
, buffer
, settings
->flatshading
, "vec4 ffp_varying_diffuse;\n");
9633 declare_in_varying(gl_info
, buffer
, settings
->flatshading
, "vec4 ffp_varying_specular;\n");
9634 declare_in_varying(gl_info
, buffer
, FALSE
, "vec4 ffp_varying_texcoord[%u];\n", MAX_TEXTURES
);
9635 shader_addline(buffer
, "vec4 ffp_texcoord[%u];\n", MAX_TEXTURES
);
9636 declare_in_varying(gl_info
, buffer
, FALSE
, "float ffp_varying_fogcoord;\n");
9639 shader_addline(buffer
, "void main()\n{\n");
9643 shader_addline(buffer
, "ffp_varying_diffuse = gl_Color;\n");
9644 shader_addline(buffer
, "ffp_varying_specular = gl_SecondaryColor;\n");
9647 for (stage
= 0; stage
< MAX_TEXTURES
; ++stage
)
9649 if (tex_map
& (1u << stage
))
9651 if (settings
->pointsprite
)
9652 shader_addline(buffer
, "ffp_texcoord[%u] = vec4(gl_PointCoord.xy, 0.0, 0.0);\n", stage
);
9653 else if (settings
->texcoords_initialized
& (1u << stage
))
9654 shader_addline(buffer
, "ffp_texcoord[%u] = %s[%u];\n",
9655 stage
, legacy_syntax
? "gl_TexCoord" : "ffp_varying_texcoord", stage
);
9657 shader_addline(buffer
, "ffp_texcoord[%u] = vec4(0.0);\n", stage
);
9661 if (legacy_syntax
&& settings
->fog
!= WINED3D_FFP_PS_FOG_OFF
)
9662 shader_addline(buffer
, "ffp_varying_fogcoord = gl_FogFragCoord;\n");
9664 if (lowest_disabled_stage
< 7 && settings
->emul_clipplanes
)
9665 shader_addline(buffer
, "if (any(lessThan(ffp_texcoord[7], vec4(0.0)))) discard;\n");
9667 /* Generate texture sampling instructions */
9668 for (stage
= 0; stage
< MAX_TEXTURES
&& settings
->op
[stage
].cop
!= WINED3D_TOP_DISABLE
; ++stage
)
9670 const char *texture_function
, *coord_mask
;
9673 if (!(tex_map
& (1u << stage
)))
9676 if (settings
->op
[stage
].projected
== WINED3D_PROJECTION_NONE
)
9680 else if (settings
->op
[stage
].projected
== WINED3D_PROJECTION_COUNT4
9681 || settings
->op
[stage
].projected
== WINED3D_PROJECTION_COUNT3
)
9687 FIXME("Unexpected projection mode %d\n", settings
->op
[stage
].projected
);
9691 if (settings
->op
[stage
].tex_type
== WINED3D_GL_RES_TYPE_TEX_CUBE
)
9694 switch (settings
->op
[stage
].tex_type
)
9696 case WINED3D_GL_RES_TYPE_TEX_1D
:
9699 texture_function
= "texture1DProj";
9704 texture_function
= "texture1D";
9708 case WINED3D_GL_RES_TYPE_TEX_2D
:
9711 texture_function
= "texture2DProj";
9716 texture_function
= "texture2D";
9720 case WINED3D_GL_RES_TYPE_TEX_3D
:
9723 texture_function
= "texture3DProj";
9724 coord_mask
= "xyzw";
9728 texture_function
= "texture3D";
9732 case WINED3D_GL_RES_TYPE_TEX_CUBE
:
9733 texture_function
= "textureCube";
9736 case WINED3D_GL_RES_TYPE_TEX_RECT
:
9739 texture_function
= "texture2DRectProj";
9744 texture_function
= "texture2DRect";
9749 FIXME("Unhandled texture type %#x.\n", settings
->op
[stage
].tex_type
);
9750 texture_function
= "";
9751 coord_mask
= "xyzw";
9755 texture_function
= proj
? "textureProj" : "texture";
9758 && (settings
->op
[stage
- 1].cop
== WINED3D_TOP_BUMPENVMAP
9759 || settings
->op
[stage
- 1].cop
== WINED3D_TOP_BUMPENVMAP_LUMINANCE
))
9761 shader_addline(buffer
, "ret.xy = bumpenv_mat%u * tex%u.xy;\n", stage
- 1, stage
- 1);
9763 /* With projective textures, texbem only divides the static
9764 * texture coordinate, not the displacement, so multiply the
9765 * displacement with the dividing parameter before passing it to
9767 if (settings
->op
[stage
].projected
!= WINED3D_PROJECTION_NONE
)
9769 if (settings
->op
[stage
].projected
== WINED3D_PROJECTION_COUNT4
)
9771 shader_addline(buffer
, "ret.xy = (ret.xy * ffp_texcoord[%u].w) + ffp_texcoord[%u].xy;\n",
9773 shader_addline(buffer
, "ret.zw = ffp_texcoord[%u].ww;\n", stage
);
9777 shader_addline(buffer
, "ret.xy = (ret.xy * ffp_texcoord[%u].z) + ffp_texcoord[%u].xy;\n",
9779 shader_addline(buffer
, "ret.zw = ffp_texcoord[%u].zz;\n", stage
);
9784 shader_addline(buffer
, "ret = ffp_texcoord[%u] + ret.xyxy;\n", stage
);
9787 shader_addline(buffer
, "tex%u = %s(ps_sampler%u, ret.%s);\n",
9788 stage
, texture_function
, stage
, coord_mask
);
9790 if (settings
->op
[stage
- 1].cop
== WINED3D_TOP_BUMPENVMAP_LUMINANCE
)
9791 shader_addline(buffer
, "tex%u *= clamp(tex%u.z * bumpenv_lum_scale%u + bumpenv_lum_offset%u, 0.0, 1.0);\n",
9792 stage
, stage
- 1, stage
- 1, stage
- 1);
9794 else if (settings
->op
[stage
].projected
== WINED3D_PROJECTION_COUNT3
)
9796 shader_addline(buffer
, "tex%u = %s(ps_sampler%u, ffp_texcoord[%u].xyz);\n",
9797 stage
, texture_function
, stage
, stage
);
9801 shader_addline(buffer
, "tex%u = %s(ps_sampler%u, ffp_texcoord[%u].%s);\n",
9802 stage
, texture_function
, stage
, stage
, coord_mask
);
9805 string_buffer_sprintf(tex_reg_name
, "tex%u", stage
);
9806 shader_glsl_color_correction_ext(buffer
, tex_reg_name
->buffer
, WINED3DSP_WRITEMASK_ALL
,
9807 settings
->op
[stage
].color_fixup
);
9810 if (settings
->color_key_enabled
)
9812 shader_addline(buffer
, "if (all(greaterThanEqual(tex0, color_key[0])) && all(lessThan(tex0, color_key[1])))\n");
9813 shader_addline(buffer
, " discard;\n");
9816 shader_addline(buffer
, "ret = ffp_varying_diffuse;\n");
9818 /* Generate the main shader */
9819 for (stage
= 0; stage
< MAX_TEXTURES
; ++stage
)
9823 if (settings
->op
[stage
].cop
== WINED3D_TOP_DISABLE
)
9826 if (settings
->op
[stage
].cop
== WINED3D_TOP_SELECT_ARG1
9827 && settings
->op
[stage
].aop
== WINED3D_TOP_SELECT_ARG1
)
9828 op_equal
= settings
->op
[stage
].carg1
== settings
->op
[stage
].aarg1
;
9829 else if (settings
->op
[stage
].cop
== WINED3D_TOP_SELECT_ARG1
9830 && settings
->op
[stage
].aop
== WINED3D_TOP_SELECT_ARG2
)
9831 op_equal
= settings
->op
[stage
].carg1
== settings
->op
[stage
].aarg2
;
9832 else if (settings
->op
[stage
].cop
== WINED3D_TOP_SELECT_ARG2
9833 && settings
->op
[stage
].aop
== WINED3D_TOP_SELECT_ARG1
)
9834 op_equal
= settings
->op
[stage
].carg2
== settings
->op
[stage
].aarg1
;
9835 else if (settings
->op
[stage
].cop
== WINED3D_TOP_SELECT_ARG2
9836 && settings
->op
[stage
].aop
== WINED3D_TOP_SELECT_ARG2
)
9837 op_equal
= settings
->op
[stage
].carg2
== settings
->op
[stage
].aarg2
;
9839 op_equal
= settings
->op
[stage
].aop
== settings
->op
[stage
].cop
9840 && settings
->op
[stage
].carg0
== settings
->op
[stage
].aarg0
9841 && settings
->op
[stage
].carg1
== settings
->op
[stage
].aarg1
9842 && settings
->op
[stage
].carg2
== settings
->op
[stage
].aarg2
;
9844 if (settings
->op
[stage
].aop
== WINED3D_TOP_DISABLE
)
9846 shader_glsl_ffp_fragment_op(buffer
, stage
, TRUE
, FALSE
, settings
->op
[stage
].tmp_dst
,
9847 settings
->op
[stage
].cop
, settings
->op
[stage
].carg0
,
9848 settings
->op
[stage
].carg1
, settings
->op
[stage
].carg2
);
9852 shader_glsl_ffp_fragment_op(buffer
, stage
, TRUE
, TRUE
, settings
->op
[stage
].tmp_dst
,
9853 settings
->op
[stage
].cop
, settings
->op
[stage
].carg0
,
9854 settings
->op
[stage
].carg1
, settings
->op
[stage
].carg2
);
9856 else if (settings
->op
[stage
].cop
!= WINED3D_TOP_BUMPENVMAP
9857 && settings
->op
[stage
].cop
!= WINED3D_TOP_BUMPENVMAP_LUMINANCE
)
9859 shader_glsl_ffp_fragment_op(buffer
, stage
, TRUE
, FALSE
, settings
->op
[stage
].tmp_dst
,
9860 settings
->op
[stage
].cop
, settings
->op
[stage
].carg0
,
9861 settings
->op
[stage
].carg1
, settings
->op
[stage
].carg2
);
9862 shader_glsl_ffp_fragment_op(buffer
, stage
, FALSE
, TRUE
, settings
->op
[stage
].tmp_dst
,
9863 settings
->op
[stage
].aop
, settings
->op
[stage
].aarg0
,
9864 settings
->op
[stage
].aarg1
, settings
->op
[stage
].aarg2
);
9868 shader_addline(buffer
, "%s[0] = ffp_varying_specular * specular_enable + ret;\n",
9869 get_fragment_output(gl_info
));
9871 if (settings
->sRGB_write
)
9872 shader_glsl_generate_srgb_write_correction(buffer
, gl_info
);
9874 shader_glsl_generate_fog_code(buffer
, gl_info
, settings
->fog
);
9876 shader_glsl_generate_alpha_test(buffer
, gl_info
, alpha_test_func
);
9878 shader_addline(buffer
, "}\n");
9880 shader_id
= GL_EXTCALL(glCreateShader(GL_FRAGMENT_SHADER
));
9881 shader_glsl_compile(gl_info
, shader_id
, buffer
->buffer
);
9883 string_buffer_release(&priv
->string_buffers
, tex_reg_name
);
9887 static struct glsl_ffp_vertex_shader
*shader_glsl_find_ffp_vertex_shader(struct shader_glsl_priv
*priv
,
9888 const struct wined3d_gl_info
*gl_info
, const struct wined3d_ffp_vs_settings
*settings
)
9890 struct glsl_ffp_vertex_shader
*shader
;
9891 const struct wine_rb_entry
*entry
;
9893 if ((entry
= wine_rb_get(&priv
->ffp_vertex_shaders
, settings
)))
9894 return WINE_RB_ENTRY_VALUE(entry
, struct glsl_ffp_vertex_shader
, desc
.entry
);
9896 if (!(shader
= heap_alloc(sizeof(*shader
))))
9899 shader
->desc
.settings
= *settings
;
9900 shader
->id
= shader_glsl_generate_ffp_vertex_shader(priv
, settings
, gl_info
);
9901 list_init(&shader
->linked_programs
);
9902 if (wine_rb_put(&priv
->ffp_vertex_shaders
, &shader
->desc
.settings
, &shader
->desc
.entry
) == -1)
9903 ERR("Failed to insert ffp vertex shader.\n");
9908 static struct glsl_ffp_fragment_shader
*shader_glsl_find_ffp_fragment_shader(struct shader_glsl_priv
*priv
,
9909 const struct ffp_frag_settings
*args
, const struct wined3d_context
*context
)
9911 struct glsl_ffp_fragment_shader
*glsl_desc
;
9912 const struct ffp_frag_desc
*desc
;
9914 if ((desc
= find_ffp_frag_shader(&priv
->ffp_fragment_shaders
, args
)))
9915 return CONTAINING_RECORD(desc
, struct glsl_ffp_fragment_shader
, entry
);
9917 if (!(glsl_desc
= heap_alloc(sizeof(*glsl_desc
))))
9920 glsl_desc
->entry
.settings
= *args
;
9921 glsl_desc
->id
= shader_glsl_generate_ffp_fragment_shader(priv
, args
, context
);
9922 list_init(&glsl_desc
->linked_programs
);
9923 add_ffp_frag_shader(&priv
->ffp_fragment_shaders
, &glsl_desc
->entry
);
9929 static void shader_glsl_init_vs_uniform_locations(const struct wined3d_gl_info
*gl_info
,
9930 struct shader_glsl_priv
*priv
, GLuint program_id
, struct glsl_vs_program
*vs
, unsigned int vs_c_count
)
9933 struct wined3d_string_buffer
*name
= string_buffer_get(&priv
->string_buffers
);
9935 for (i
= 0; i
< vs_c_count
; ++i
)
9937 string_buffer_sprintf(name
, "vs_c[%u]", i
);
9938 vs
->uniform_f_locations
[i
] = GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
9940 memset(&vs
->uniform_f_locations
[vs_c_count
], 0xff, (WINED3D_MAX_VS_CONSTS_F
- vs_c_count
) * sizeof(GLuint
));
9942 for (i
= 0; i
< WINED3D_MAX_CONSTS_I
; ++i
)
9944 string_buffer_sprintf(name
, "vs_i[%u]", i
);
9945 vs
->uniform_i_locations
[i
] = GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
9948 for (i
= 0; i
< WINED3D_MAX_CONSTS_B
; ++i
)
9950 string_buffer_sprintf(name
, "vs_b[%u]", i
);
9951 vs
->uniform_b_locations
[i
] = GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
9954 vs
->pos_fixup_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "pos_fixup"));
9956 for (i
= 0; i
< MAX_VERTEX_BLENDS
; ++i
)
9958 string_buffer_sprintf(name
, "ffp_modelview_matrix[%u]", i
);
9959 vs
->modelview_matrix_location
[i
] = GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
9961 vs
->projection_matrix_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ffp_projection_matrix"));
9962 vs
->normal_matrix_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ffp_normal_matrix"));
9963 for (i
= 0; i
< MAX_TEXTURES
; ++i
)
9965 string_buffer_sprintf(name
, "ffp_texture_matrix[%u]", i
);
9966 vs
->texture_matrix_location
[i
] = GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
9968 vs
->material_ambient_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ffp_material.ambient"));
9969 vs
->material_diffuse_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ffp_material.diffuse"));
9970 vs
->material_specular_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ffp_material.specular"));
9971 vs
->material_emissive_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ffp_material.emissive"));
9972 vs
->material_shininess_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ffp_material.shininess"));
9973 vs
->light_ambient_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ffp_light_ambient"));
9974 for (i
= 0; i
< MAX_ACTIVE_LIGHTS
; ++i
)
9976 string_buffer_sprintf(name
, "ffp_light[%u].diffuse", i
);
9977 vs
->light_location
[i
].diffuse
= GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
9978 string_buffer_sprintf(name
, "ffp_light[%u].specular", i
);
9979 vs
->light_location
[i
].specular
= GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
9980 string_buffer_sprintf(name
, "ffp_light[%u].ambient", i
);
9981 vs
->light_location
[i
].ambient
= GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
9982 string_buffer_sprintf(name
, "ffp_light[%u].position", i
);
9983 vs
->light_location
[i
].position
= GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
9984 string_buffer_sprintf(name
, "ffp_light[%u].direction", i
);
9985 vs
->light_location
[i
].direction
= GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
9986 string_buffer_sprintf(name
, "ffp_light[%u].range", i
);
9987 vs
->light_location
[i
].range
= GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
9988 string_buffer_sprintf(name
, "ffp_light[%u].falloff", i
);
9989 vs
->light_location
[i
].falloff
= GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
9990 string_buffer_sprintf(name
, "ffp_light[%u].c_att", i
);
9991 vs
->light_location
[i
].c_att
= GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
9992 string_buffer_sprintf(name
, "ffp_light[%u].l_att", i
);
9993 vs
->light_location
[i
].l_att
= GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
9994 string_buffer_sprintf(name
, "ffp_light[%u].q_att", i
);
9995 vs
->light_location
[i
].q_att
= GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
9996 string_buffer_sprintf(name
, "ffp_light[%u].cos_htheta", i
);
9997 vs
->light_location
[i
].cos_htheta
= GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
9998 string_buffer_sprintf(name
, "ffp_light[%u].cos_hphi", i
);
9999 vs
->light_location
[i
].cos_hphi
= GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
10001 vs
->pointsize_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ffp_point.size"));
10002 vs
->pointsize_min_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ffp_point.size_min"));
10003 vs
->pointsize_max_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ffp_point.size_max"));
10004 vs
->pointsize_c_att_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ffp_point.c_att"));
10005 vs
->pointsize_l_att_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ffp_point.l_att"));
10006 vs
->pointsize_q_att_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ffp_point.q_att"));
10007 vs
->clip_planes_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "clip_planes"));
10009 string_buffer_release(&priv
->string_buffers
, name
);
10012 static void shader_glsl_init_ds_uniform_locations(const struct wined3d_gl_info
*gl_info
,
10013 struct shader_glsl_priv
*priv
, GLuint program_id
, struct glsl_ds_program
*ds
)
10015 ds
->pos_fixup_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "pos_fixup"));
10018 static void shader_glsl_init_gs_uniform_locations(const struct wined3d_gl_info
*gl_info
,
10019 struct shader_glsl_priv
*priv
, GLuint program_id
, struct glsl_gs_program
*gs
)
10021 gs
->pos_fixup_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "pos_fixup"));
10024 static void shader_glsl_init_ps_uniform_locations(const struct wined3d_gl_info
*gl_info
,
10025 struct shader_glsl_priv
*priv
, GLuint program_id
, struct glsl_ps_program
*ps
, unsigned int ps_c_count
)
10028 struct wined3d_string_buffer
*name
= string_buffer_get(&priv
->string_buffers
);
10030 for (i
= 0; i
< ps_c_count
; ++i
)
10032 string_buffer_sprintf(name
, "ps_c[%u]", i
);
10033 ps
->uniform_f_locations
[i
] = GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
10035 memset(&ps
->uniform_f_locations
[ps_c_count
], 0xff, (WINED3D_MAX_PS_CONSTS_F
- ps_c_count
) * sizeof(GLuint
));
10037 for (i
= 0; i
< WINED3D_MAX_CONSTS_I
; ++i
)
10039 string_buffer_sprintf(name
, "ps_i[%u]", i
);
10040 ps
->uniform_i_locations
[i
] = GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
10043 for (i
= 0; i
< WINED3D_MAX_CONSTS_B
; ++i
)
10045 string_buffer_sprintf(name
, "ps_b[%u]", i
);
10046 ps
->uniform_b_locations
[i
] = GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
10049 for (i
= 0; i
< MAX_TEXTURES
; ++i
)
10051 string_buffer_sprintf(name
, "bumpenv_mat%u", i
);
10052 ps
->bumpenv_mat_location
[i
] = GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
10053 string_buffer_sprintf(name
, "bumpenv_lum_scale%u", i
);
10054 ps
->bumpenv_lum_scale_location
[i
] = GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
10055 string_buffer_sprintf(name
, "bumpenv_lum_offset%u", i
);
10056 ps
->bumpenv_lum_offset_location
[i
] = GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
10057 string_buffer_sprintf(name
, "tss_const%u", i
);
10058 ps
->tss_constant_location
[i
] = GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
10061 ps
->tex_factor_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "tex_factor"));
10062 ps
->specular_enable_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "specular_enable"));
10064 ps
->fog_color_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ffp_fog.color"));
10065 ps
->fog_density_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ffp_fog.density"));
10066 ps
->fog_end_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ffp_fog.end"));
10067 ps
->fog_scale_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ffp_fog.scale"));
10069 ps
->alpha_test_ref_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "alpha_test_ref"));
10071 ps
->np2_fixup_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ps_samplerNP2Fixup"));
10072 ps
->ycorrection_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ycorrection"));
10073 ps
->color_key_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "color_key"));
10075 string_buffer_release(&priv
->string_buffers
, name
);
10078 static HRESULT
shader_glsl_compile_compute_shader(struct shader_glsl_priv
*priv
,
10079 const struct wined3d_context
*context
, struct wined3d_shader
*shader
)
10081 struct glsl_context_data
*ctx_data
= context
->shader_backend_data
;
10082 struct wined3d_string_buffer
*buffer
= &priv
->shader_buffer
;
10083 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
10084 struct glsl_cs_compiled_shader
*gl_shaders
;
10085 struct glsl_shader_private
*shader_data
;
10086 struct glsl_shader_prog_link
*entry
;
10087 GLuint shader_id
, program_id
;
10089 if (!(entry
= heap_alloc(sizeof(*entry
))))
10091 ERR("Out of memory.\n");
10092 return E_OUTOFMEMORY
;
10095 if (!(shader
->backend_data
= heap_alloc_zero(sizeof(*shader_data
))))
10097 ERR("Failed to allocate backend data.\n");
10099 return E_OUTOFMEMORY
;
10101 shader_data
= shader
->backend_data
;
10102 gl_shaders
= shader_data
->gl_shaders
.cs
;
10104 if (!(shader_data
->gl_shaders
.cs
= heap_alloc(sizeof(*gl_shaders
))))
10106 ERR("Failed to allocate GL shader array.\n");
10108 heap_free(shader
->backend_data
);
10109 shader
->backend_data
= NULL
;
10110 return E_OUTOFMEMORY
;
10112 shader_data
->shader_array_size
= 1;
10113 gl_shaders
= shader_data
->gl_shaders
.cs
;
10115 TRACE("Compiling compute shader %p.\n", shader
);
10117 string_buffer_clear(buffer
);
10118 shader_id
= shader_glsl_generate_compute_shader(context
, buffer
, &priv
->string_buffers
, shader
);
10119 gl_shaders
[shader_data
->num_gl_shaders
++].id
= shader_id
;
10121 program_id
= GL_EXTCALL(glCreateProgram());
10122 TRACE("Created new GLSL shader program %u.\n", program_id
);
10124 entry
->id
= program_id
;
10130 entry
->cs
.id
= shader_id
;
10131 entry
->constant_version
= 0;
10132 entry
->shader_controlled_clip_distances
= 0;
10133 entry
->ps
.np2_fixup_info
= NULL
;
10134 add_glsl_program_entry(priv
, entry
);
10136 TRACE("Attaching GLSL shader object %u to program %u.\n", shader_id
, program_id
);
10137 GL_EXTCALL(glAttachShader(program_id
, shader_id
));
10138 checkGLcall("glAttachShader");
10140 list_add_head(&shader
->linked_programs
, &entry
->cs
.shader_entry
);
10142 TRACE("Linking GLSL shader program %u.\n", program_id
);
10143 GL_EXTCALL(glLinkProgram(program_id
));
10144 shader_glsl_validate_link(gl_info
, program_id
);
10146 GL_EXTCALL(glUseProgram(program_id
));
10147 checkGLcall("glUseProgram");
10148 shader_glsl_load_program_resources(context
, priv
, program_id
, shader
);
10149 shader_glsl_load_images(gl_info
, priv
, program_id
, &shader
->reg_maps
);
10151 entry
->constant_update_mask
= 0;
10153 GL_EXTCALL(glUseProgram(ctx_data
->glsl_program
? ctx_data
->glsl_program
->id
: 0));
10154 checkGLcall("glUseProgram");
10158 static GLuint
find_glsl_compute_shader(const struct wined3d_context
*context
,
10159 struct shader_glsl_priv
*priv
, struct wined3d_shader
*shader
)
10161 struct glsl_shader_private
*shader_data
;
10163 if (!shader
->backend_data
)
10165 WARN("Failed to find GLSL program for compute shader %p.\n", shader
);
10166 if (FAILED(shader_glsl_compile_compute_shader(priv
, context
, shader
)))
10168 ERR("Failed to compile compute shader %p.\n", shader
);
10172 shader_data
= shader
->backend_data
;
10173 return shader_data
->gl_shaders
.cs
[0].id
;
10176 /* Context activation is done by the caller. */
10177 static void set_glsl_compute_shader_program(const struct wined3d_context
*context
,
10178 const struct wined3d_state
*state
, struct shader_glsl_priv
*priv
, struct glsl_context_data
*ctx_data
)
10180 struct glsl_shader_prog_link
*entry
;
10181 struct wined3d_shader
*shader
;
10182 struct glsl_program_key key
;
10185 if (!(context
->shader_update_mask
& (1u << WINED3D_SHADER_TYPE_COMPUTE
)))
10188 if (!(shader
= state
->shader
[WINED3D_SHADER_TYPE_COMPUTE
]))
10190 WARN("Compute shader is NULL.\n");
10191 ctx_data
->glsl_program
= NULL
;
10195 cs_id
= find_glsl_compute_shader(context
, priv
, shader
);
10196 memset(&key
, 0, sizeof(key
));
10198 if (!(entry
= get_glsl_program_entry(priv
, &key
)))
10199 ERR("Failed to find GLSL program for compute shader %p.\n", shader
);
10200 ctx_data
->glsl_program
= entry
;
10203 /* Context activation is done by the caller. */
10204 static void set_glsl_shader_program(const struct wined3d_context
*context
, const struct wined3d_state
*state
,
10205 struct shader_glsl_priv
*priv
, struct glsl_context_data
*ctx_data
)
10207 const struct wined3d_d3d_info
*d3d_info
= context
->d3d_info
;
10208 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
10209 const struct wined3d_shader
*pre_rasterization_shader
;
10210 const struct ps_np2fixup_info
*np2fixup_info
= NULL
;
10211 struct wined3d_shader
*hshader
, *dshader
, *gshader
;
10212 struct glsl_shader_prog_link
*entry
= NULL
;
10213 struct wined3d_shader
*vshader
= NULL
;
10214 struct wined3d_shader
*pshader
= NULL
;
10215 GLuint reorder_shader_id
= 0;
10216 struct glsl_program_key key
;
10224 struct list
*ps_list
, *vs_list
;
10226 struct wined3d_string_buffer
*tmp_name
;
10228 if (!(context
->shader_update_mask
& (1u << WINED3D_SHADER_TYPE_VERTEX
)) && ctx_data
->glsl_program
)
10230 vs_id
= ctx_data
->glsl_program
->vs
.id
;
10231 vs_list
= &ctx_data
->glsl_program
->vs
.shader_entry
;
10234 vshader
= state
->shader
[WINED3D_SHADER_TYPE_VERTEX
];
10236 else if (use_vs(state
))
10238 struct vs_compile_args vs_compile_args
;
10240 vshader
= state
->shader
[WINED3D_SHADER_TYPE_VERTEX
];
10242 find_vs_compile_args(state
, vshader
, context
->stream_info
.swizzle_map
, &vs_compile_args
, context
);
10243 vs_id
= find_glsl_vshader(context
, priv
, vshader
, &vs_compile_args
);
10244 vs_list
= &vshader
->linked_programs
;
10246 else if (priv
->vertex_pipe
== &glsl_vertex_pipe
)
10248 struct glsl_ffp_vertex_shader
*ffp_shader
;
10249 struct wined3d_ffp_vs_settings settings
;
10251 wined3d_ffp_get_vs_settings(context
, state
, &settings
);
10252 ffp_shader
= shader_glsl_find_ffp_vertex_shader(priv
, gl_info
, &settings
);
10253 vs_id
= ffp_shader
->id
;
10254 vs_list
= &ffp_shader
->linked_programs
;
10257 hshader
= state
->shader
[WINED3D_SHADER_TYPE_HULL
];
10258 if (!(context
->shader_update_mask
& (1u << WINED3D_SHADER_TYPE_HULL
)) && ctx_data
->glsl_program
)
10259 hs_id
= ctx_data
->glsl_program
->hs
.id
;
10261 hs_id
= find_glsl_hull_shader(context
, priv
, hshader
);
10263 dshader
= state
->shader
[WINED3D_SHADER_TYPE_DOMAIN
];
10264 if (!(context
->shader_update_mask
& (1u << WINED3D_SHADER_TYPE_DOMAIN
)) && ctx_data
->glsl_program
)
10266 ds_id
= ctx_data
->glsl_program
->ds
.id
;
10270 struct ds_compile_args args
;
10272 find_ds_compile_args(state
, dshader
, &args
, context
);
10273 ds_id
= find_glsl_domain_shader(context
, priv
, dshader
, &args
);
10276 gshader
= state
->shader
[WINED3D_SHADER_TYPE_GEOMETRY
];
10277 if (!(context
->shader_update_mask
& (1u << WINED3D_SHADER_TYPE_GEOMETRY
)) && ctx_data
->glsl_program
)
10279 gs_id
= ctx_data
->glsl_program
->gs
.id
;
10283 struct gs_compile_args args
;
10285 find_gs_compile_args(state
, gshader
, &args
, context
);
10286 gs_id
= find_glsl_geometry_shader(context
, priv
, gshader
, &args
);
10289 /* A pixel shader is not used when rasterization is disabled. */
10290 if (is_rasterization_disabled(gshader
))
10295 else if (!(context
->shader_update_mask
& (1u << WINED3D_SHADER_TYPE_PIXEL
)) && ctx_data
->glsl_program
)
10297 ps_id
= ctx_data
->glsl_program
->ps
.id
;
10298 ps_list
= &ctx_data
->glsl_program
->ps
.shader_entry
;
10301 pshader
= state
->shader
[WINED3D_SHADER_TYPE_PIXEL
];
10303 else if (use_ps(state
))
10305 struct ps_compile_args ps_compile_args
;
10306 pshader
= state
->shader
[WINED3D_SHADER_TYPE_PIXEL
];
10307 find_ps_compile_args(state
, pshader
, context
->stream_info
.position_transformed
, &ps_compile_args
, context
);
10308 ps_id
= find_glsl_pshader(context
, &priv
->shader_buffer
, &priv
->string_buffers
,
10309 pshader
, &ps_compile_args
, &np2fixup_info
);
10310 ps_list
= &pshader
->linked_programs
;
10312 else if (priv
->fragment_pipe
== &glsl_fragment_pipe
10313 && !(vshader
&& vshader
->reg_maps
.shader_version
.major
>= 4))
10315 struct glsl_ffp_fragment_shader
*ffp_shader
;
10316 struct ffp_frag_settings settings
;
10318 gen_ffp_frag_op(context
, state
, &settings
, FALSE
);
10319 ffp_shader
= shader_glsl_find_ffp_fragment_shader(priv
, &settings
, context
);
10320 ps_id
= ffp_shader
->id
;
10321 ps_list
= &ffp_shader
->linked_programs
;
10330 if ((!vs_id
&& !hs_id
&& !ds_id
&& !gs_id
&& !ps_id
) || (entry
= get_glsl_program_entry(priv
, &key
)))
10332 ctx_data
->glsl_program
= entry
;
10336 /* If we get to this point, then no matching program exists, so we create one */
10337 program_id
= GL_EXTCALL(glCreateProgram());
10338 TRACE("Created new GLSL shader program %u.\n", program_id
);
10340 /* Create the entry */
10341 entry
= heap_alloc(sizeof(*entry
));
10342 entry
->id
= program_id
;
10343 entry
->vs
.id
= vs_id
;
10344 entry
->hs
.id
= hs_id
;
10345 entry
->ds
.id
= ds_id
;
10346 entry
->gs
.id
= gs_id
;
10347 entry
->ps
.id
= ps_id
;
10349 entry
->constant_version
= 0;
10350 entry
->shader_controlled_clip_distances
= 0;
10351 entry
->ps
.np2_fixup_info
= np2fixup_info
;
10352 /* Add the hash table entry */
10353 add_glsl_program_entry(priv
, entry
);
10355 /* Set the current program */
10356 ctx_data
->glsl_program
= entry
;
10358 /* Attach GLSL vshader */
10361 TRACE("Attaching GLSL shader object %u to program %u.\n", vs_id
, program_id
);
10362 GL_EXTCALL(glAttachShader(program_id
, vs_id
));
10363 checkGLcall("glAttachShader");
10365 list_add_head(vs_list
, &entry
->vs
.shader_entry
);
10370 attribs_map
= vshader
->reg_maps
.input_registers
;
10371 if (vshader
->reg_maps
.shader_version
.major
< 4)
10373 reorder_shader_id
= shader_glsl_generate_vs3_rasterizer_input_setup(priv
, vshader
, pshader
,
10374 state
->gl_primitive_type
== GL_POINTS
&& vshader
->reg_maps
.point_size
,
10375 d3d_info
->emulated_flatshading
10376 && state
->render_states
[WINED3D_RS_SHADEMODE
] == WINED3D_SHADE_FLAT
, gl_info
);
10377 TRACE("Attaching GLSL shader object %u to program %u.\n", reorder_shader_id
, program_id
);
10378 GL_EXTCALL(glAttachShader(program_id
, reorder_shader_id
));
10379 checkGLcall("glAttachShader");
10380 /* Flag the reorder function for deletion, it will be freed
10381 * automatically when the program is destroyed. */
10382 GL_EXTCALL(glDeleteShader(reorder_shader_id
));
10387 attribs_map
= (1u << WINED3D_FFP_ATTRIBS_COUNT
) - 1;
10390 if (!shader_glsl_use_explicit_attrib_location(gl_info
))
10392 /* Bind vertex attributes to a corresponding index number to match
10393 * the same index numbers as ARB_vertex_programs (makes loading
10394 * vertex attributes simpler). With this method, we can use the
10395 * exact same code to load the attributes later for both ARB and
10398 * We have to do this here because we need to know the Program ID
10399 * in order to make the bindings work, and it has to be done prior
10400 * to linking the GLSL program. */
10401 tmp_name
= string_buffer_get(&priv
->string_buffers
);
10402 for (i
= 0; attribs_map
; attribs_map
>>= 1, ++i
)
10404 if (!(attribs_map
& 1))
10407 string_buffer_sprintf(tmp_name
, "vs_in%u", i
);
10408 GL_EXTCALL(glBindAttribLocation(program_id
, i
, tmp_name
->buffer
));
10409 if (vshader
&& vshader
->reg_maps
.shader_version
.major
>= 4)
10411 string_buffer_sprintf(tmp_name
, "vs_in_uint%u", i
);
10412 GL_EXTCALL(glBindAttribLocation(program_id
, i
, tmp_name
->buffer
));
10413 string_buffer_sprintf(tmp_name
, "vs_in_int%u", i
);
10414 GL_EXTCALL(glBindAttribLocation(program_id
, i
, tmp_name
->buffer
));
10417 checkGLcall("glBindAttribLocation");
10418 string_buffer_release(&priv
->string_buffers
, tmp_name
);
10420 if (!needs_legacy_glsl_syntax(gl_info
))
10422 GL_EXTCALL(glBindFragDataLocation(program_id
, 0, "ps_out"));
10423 checkGLcall("glBindFragDataLocation");
10429 TRACE("Attaching GLSL tessellation control shader object %u to program %u.\n", hs_id
, program_id
);
10430 GL_EXTCALL(glAttachShader(program_id
, hs_id
));
10431 checkGLcall("glAttachShader");
10433 list_add_head(&hshader
->linked_programs
, &entry
->hs
.shader_entry
);
10438 TRACE("Attaching GLSL tessellation evaluation shader object %u to program %u.\n", ds_id
, program_id
);
10439 GL_EXTCALL(glAttachShader(program_id
, ds_id
));
10440 checkGLcall("glAttachShader");
10442 list_add_head(&dshader
->linked_programs
, &entry
->ds
.shader_entry
);
10447 TRACE("Attaching GLSL geometry shader object %u to program %u.\n", gs_id
, program_id
);
10448 GL_EXTCALL(glAttachShader(program_id
, gs_id
));
10449 checkGLcall("glAttachShader");
10451 shader_glsl_init_transform_feedback(context
, priv
, program_id
, gshader
);
10453 list_add_head(&gshader
->linked_programs
, &entry
->gs
.shader_entry
);
10456 /* Attach GLSL pshader */
10459 TRACE("Attaching GLSL shader object %u to program %u.\n", ps_id
, program_id
);
10460 GL_EXTCALL(glAttachShader(program_id
, ps_id
));
10461 checkGLcall("glAttachShader");
10463 list_add_head(ps_list
, &entry
->ps
.shader_entry
);
10466 /* Link the program */
10467 TRACE("Linking GLSL shader program %u.\n", program_id
);
10468 GL_EXTCALL(glLinkProgram(program_id
));
10469 shader_glsl_validate_link(gl_info
, program_id
);
10471 shader_glsl_init_vs_uniform_locations(gl_info
, priv
, program_id
, &entry
->vs
,
10472 vshader
? vshader
->limits
->constant_float
: 0);
10473 shader_glsl_init_ds_uniform_locations(gl_info
, priv
, program_id
, &entry
->ds
);
10474 shader_glsl_init_gs_uniform_locations(gl_info
, priv
, program_id
, &entry
->gs
);
10475 shader_glsl_init_ps_uniform_locations(gl_info
, priv
, program_id
, &entry
->ps
,
10476 pshader
? pshader
->limits
->constant_float
: 0);
10477 checkGLcall("find glsl program uniform locations");
10479 pre_rasterization_shader
= gshader
? gshader
: dshader
? dshader
: vshader
;
10480 if (pre_rasterization_shader
&& pre_rasterization_shader
->reg_maps
.shader_version
.major
>= 4)
10482 unsigned int clip_distance_count
= wined3d_popcount(pre_rasterization_shader
->reg_maps
.clip_distance_mask
);
10483 entry
->shader_controlled_clip_distances
= 1;
10484 entry
->clip_distance_mask
= (1u << clip_distance_count
) - 1;
10487 if (needs_legacy_glsl_syntax(gl_info
))
10489 if (pshader
&& pshader
->reg_maps
.shader_version
.major
>= 3
10490 && pshader
->u
.ps
.declared_in_count
> vec4_varyings(3, gl_info
))
10492 TRACE("Shader %d needs vertex color clamping disabled.\n", program_id
);
10493 entry
->vs
.vertex_color_clamp
= GL_FALSE
;
10497 entry
->vs
.vertex_color_clamp
= GL_FIXED_ONLY_ARB
;
10502 /* With core profile we never change vertex_color_clamp from
10503 * GL_FIXED_ONLY_MODE (which is also the initial value) so we never call
10504 * glClampColorARB(). */
10505 entry
->vs
.vertex_color_clamp
= GL_FIXED_ONLY_ARB
;
10508 /* Set the shader to allow uniform loading on it */
10509 GL_EXTCALL(glUseProgram(program_id
));
10510 checkGLcall("glUseProgram");
10512 entry
->constant_update_mask
= 0;
10515 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_VS_F
;
10516 if (vshader
->reg_maps
.integer_constants
)
10517 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_VS_I
;
10518 if (vshader
->reg_maps
.boolean_constants
)
10519 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_VS_B
;
10520 if (entry
->vs
.pos_fixup_location
!= -1)
10521 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_POS_FIXUP
;
10523 shader_glsl_load_program_resources(context
, priv
, program_id
, vshader
);
10527 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_FFP_MODELVIEW
10528 | WINED3D_SHADER_CONST_FFP_PROJ
;
10530 for (i
= 1; i
< MAX_VERTEX_BLENDS
; ++i
)
10532 if (entry
->vs
.modelview_matrix_location
[i
] != -1)
10534 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_FFP_VERTEXBLEND
;
10539 for (i
= 0; i
< MAX_TEXTURES
; ++i
)
10541 if (entry
->vs
.texture_matrix_location
[i
] != -1)
10543 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_FFP_TEXMATRIX
;
10547 if (entry
->vs
.material_ambient_location
!= -1 || entry
->vs
.material_diffuse_location
!= -1
10548 || entry
->vs
.material_specular_location
!= -1
10549 || entry
->vs
.material_emissive_location
!= -1
10550 || entry
->vs
.material_shininess_location
!= -1)
10551 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_FFP_MATERIAL
;
10552 if (entry
->vs
.light_ambient_location
!= -1)
10553 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_FFP_LIGHTS
;
10555 if (entry
->vs
.clip_planes_location
!= -1)
10556 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_VS_CLIP_PLANES
;
10557 if (entry
->vs
.pointsize_min_location
!= -1)
10558 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_VS_POINTSIZE
;
10561 shader_glsl_load_program_resources(context
, priv
, program_id
, hshader
);
10565 if (entry
->ds
.pos_fixup_location
!= -1)
10566 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_POS_FIXUP
;
10568 shader_glsl_load_program_resources(context
, priv
, program_id
, dshader
);
10573 if (entry
->gs
.pos_fixup_location
!= -1)
10574 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_POS_FIXUP
;
10576 shader_glsl_load_program_resources(context
, priv
, program_id
, gshader
);
10583 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_PS_F
;
10584 if (pshader
->reg_maps
.integer_constants
)
10585 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_PS_I
;
10586 if (pshader
->reg_maps
.boolean_constants
)
10587 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_PS_B
;
10588 if (entry
->ps
.ycorrection_location
!= -1)
10589 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_PS_Y_CORR
;
10591 shader_glsl_load_program_resources(context
, priv
, program_id
, pshader
);
10592 shader_glsl_load_images(gl_info
, priv
, program_id
, &pshader
->reg_maps
);
10596 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_FFP_PS
;
10598 shader_glsl_load_samplers(context
, priv
, program_id
, NULL
);
10601 for (i
= 0; i
< MAX_TEXTURES
; ++i
)
10603 if (entry
->ps
.bumpenv_mat_location
[i
] != -1)
10605 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_PS_BUMP_ENV
;
10610 if (entry
->ps
.fog_color_location
!= -1)
10611 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_PS_FOG
;
10612 if (entry
->ps
.alpha_test_ref_location
!= -1)
10613 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_PS_ALPHA_TEST
;
10614 if (entry
->ps
.np2_fixup_location
!= -1)
10615 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_PS_NP2_FIXUP
;
10616 if (entry
->ps
.color_key_location
!= -1)
10617 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_FFP_COLOR_KEY
;
10621 static void shader_glsl_precompile(void *shader_priv
, struct wined3d_shader
*shader
)
10623 struct wined3d_device
*device
= shader
->device
;
10624 struct wined3d_context
*context
;
10626 if (shader
->reg_maps
.shader_version
.type
== WINED3D_SHADER_TYPE_COMPUTE
)
10628 context
= context_acquire(device
, NULL
, 0);
10629 shader_glsl_compile_compute_shader(shader_priv
, context
, shader
);
10630 context_release(context
);
10634 /* Context activation is done by the caller. */
10635 static void shader_glsl_select(void *shader_priv
, struct wined3d_context
*context
,
10636 const struct wined3d_state
*state
)
10638 struct glsl_context_data
*ctx_data
= context
->shader_backend_data
;
10639 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
10640 struct shader_glsl_priv
*priv
= shader_priv
;
10641 struct glsl_shader_prog_link
*glsl_program
;
10642 GLenum current_vertex_color_clamp
;
10643 GLuint program_id
, prev_id
;
10645 priv
->vertex_pipe
->vp_enable(gl_info
, !use_vs(state
));
10646 priv
->fragment_pipe
->enable_extension(gl_info
, !use_ps(state
));
10648 prev_id
= ctx_data
->glsl_program
? ctx_data
->glsl_program
->id
: 0;
10649 set_glsl_shader_program(context
, state
, priv
, ctx_data
);
10650 glsl_program
= ctx_data
->glsl_program
;
10654 program_id
= glsl_program
->id
;
10655 current_vertex_color_clamp
= glsl_program
->vs
.vertex_color_clamp
;
10656 if (glsl_program
->shader_controlled_clip_distances
)
10657 context_enable_clip_distances(context
, glsl_program
->clip_distance_mask
);
10662 current_vertex_color_clamp
= GL_FIXED_ONLY_ARB
;
10665 if (ctx_data
->vertex_color_clamp
!= current_vertex_color_clamp
)
10667 ctx_data
->vertex_color_clamp
= current_vertex_color_clamp
;
10668 if (gl_info
->supported
[ARB_COLOR_BUFFER_FLOAT
])
10670 GL_EXTCALL(glClampColorARB(GL_CLAMP_VERTEX_COLOR_ARB
, current_vertex_color_clamp
));
10671 checkGLcall("glClampColorARB");
10675 FIXME("Vertex color clamp needs to be changed, but extension not supported.\n");
10679 TRACE("Using GLSL program %u.\n", program_id
);
10681 if (prev_id
!= program_id
)
10683 GL_EXTCALL(glUseProgram(program_id
));
10684 checkGLcall("glUseProgram");
10687 context
->constant_update_mask
|= glsl_program
->constant_update_mask
;
10690 context
->shader_update_mask
|= (1u << WINED3D_SHADER_TYPE_COMPUTE
);
10693 /* Context activation is done by the caller. */
10694 static void shader_glsl_select_compute(void *shader_priv
, struct wined3d_context
*context
,
10695 const struct wined3d_state
*state
)
10697 struct glsl_context_data
*ctx_data
= context
->shader_backend_data
;
10698 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
10699 struct shader_glsl_priv
*priv
= shader_priv
;
10700 GLuint program_id
, prev_id
;
10702 prev_id
= ctx_data
->glsl_program
? ctx_data
->glsl_program
->id
: 0;
10703 set_glsl_compute_shader_program(context
, state
, priv
, ctx_data
);
10704 program_id
= ctx_data
->glsl_program
? ctx_data
->glsl_program
->id
: 0;
10706 TRACE("Using GLSL program %u.\n", program_id
);
10708 if (prev_id
!= program_id
)
10710 GL_EXTCALL(glUseProgram(program_id
));
10711 checkGLcall("glUseProgram");
10714 context
->shader_update_mask
|= (1u << WINED3D_SHADER_TYPE_PIXEL
)
10715 | (1u << WINED3D_SHADER_TYPE_VERTEX
)
10716 | (1u << WINED3D_SHADER_TYPE_GEOMETRY
)
10717 | (1u << WINED3D_SHADER_TYPE_HULL
)
10718 | (1u << WINED3D_SHADER_TYPE_DOMAIN
);
10721 /* "context" is not necessarily the currently active context. */
10722 static void shader_glsl_invalidate_current_program(struct wined3d_context
*context
)
10724 struct glsl_context_data
*ctx_data
= context
->shader_backend_data
;
10726 ctx_data
->glsl_program
= NULL
;
10727 context
->shader_update_mask
= (1u << WINED3D_SHADER_TYPE_PIXEL
)
10728 | (1u << WINED3D_SHADER_TYPE_VERTEX
)
10729 | (1u << WINED3D_SHADER_TYPE_GEOMETRY
)
10730 | (1u << WINED3D_SHADER_TYPE_HULL
)
10731 | (1u << WINED3D_SHADER_TYPE_DOMAIN
)
10732 | (1u << WINED3D_SHADER_TYPE_COMPUTE
);
10735 /* Context activation is done by the caller. */
10736 static void shader_glsl_disable(void *shader_priv
, struct wined3d_context
*context
)
10738 struct glsl_context_data
*ctx_data
= context
->shader_backend_data
;
10739 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
10740 struct shader_glsl_priv
*priv
= shader_priv
;
10742 shader_glsl_invalidate_current_program(context
);
10743 GL_EXTCALL(glUseProgram(0));
10744 checkGLcall("glUseProgram");
10746 priv
->vertex_pipe
->vp_enable(gl_info
, FALSE
);
10747 priv
->fragment_pipe
->enable_extension(gl_info
, FALSE
);
10749 if (needs_legacy_glsl_syntax(gl_info
) && gl_info
->supported
[ARB_COLOR_BUFFER_FLOAT
])
10751 ctx_data
->vertex_color_clamp
= GL_FIXED_ONLY_ARB
;
10752 GL_EXTCALL(glClampColorARB(GL_CLAMP_VERTEX_COLOR_ARB
, GL_FIXED_ONLY_ARB
));
10753 checkGLcall("glClampColorARB");
10757 static void shader_glsl_invalidate_contexts_program(struct wined3d_device
*device
,
10758 const struct glsl_shader_prog_link
*program
)
10760 const struct glsl_context_data
*ctx_data
;
10761 struct wined3d_context
*context
;
10764 for (i
= 0; i
< device
->context_count
; ++i
)
10766 context
= device
->contexts
[i
];
10767 ctx_data
= context
->shader_backend_data
;
10769 if (ctx_data
->glsl_program
== program
)
10770 shader_glsl_invalidate_current_program(context
);
10774 static void shader_glsl_destroy(struct wined3d_shader
*shader
)
10776 struct glsl_shader_private
*shader_data
= shader
->backend_data
;
10777 struct wined3d_device
*device
= shader
->device
;
10778 struct shader_glsl_priv
*priv
= device
->shader_priv
;
10779 const struct wined3d_gl_info
*gl_info
;
10780 const struct list
*linked_programs
;
10781 struct wined3d_context
*context
;
10783 if (!shader_data
|| !shader_data
->num_gl_shaders
)
10785 heap_free(shader_data
);
10786 shader
->backend_data
= NULL
;
10790 context
= context_acquire(device
, NULL
, 0);
10791 gl_info
= context
->gl_info
;
10793 TRACE("Deleting linked programs.\n");
10794 linked_programs
= &shader
->linked_programs
;
10795 if (linked_programs
->next
)
10797 struct glsl_shader_prog_link
*entry
, *entry2
;
10800 switch (shader
->reg_maps
.shader_version
.type
)
10802 case WINED3D_SHADER_TYPE_PIXEL
:
10804 struct glsl_ps_compiled_shader
*gl_shaders
= shader_data
->gl_shaders
.ps
;
10806 for (i
= 0; i
< shader_data
->num_gl_shaders
; ++i
)
10808 TRACE("Deleting pixel shader %u.\n", gl_shaders
[i
].id
);
10809 GL_EXTCALL(glDeleteShader(gl_shaders
[i
].id
));
10810 checkGLcall("glDeleteShader");
10812 heap_free(shader_data
->gl_shaders
.ps
);
10814 LIST_FOR_EACH_ENTRY_SAFE(entry
, entry2
, linked_programs
,
10815 struct glsl_shader_prog_link
, ps
.shader_entry
)
10817 shader_glsl_invalidate_contexts_program(device
, entry
);
10818 delete_glsl_program_entry(priv
, gl_info
, entry
);
10824 case WINED3D_SHADER_TYPE_VERTEX
:
10826 struct glsl_vs_compiled_shader
*gl_shaders
= shader_data
->gl_shaders
.vs
;
10828 for (i
= 0; i
< shader_data
->num_gl_shaders
; ++i
)
10830 TRACE("Deleting vertex shader %u.\n", gl_shaders
[i
].id
);
10831 GL_EXTCALL(glDeleteShader(gl_shaders
[i
].id
));
10832 checkGLcall("glDeleteShader");
10834 heap_free(shader_data
->gl_shaders
.vs
);
10836 LIST_FOR_EACH_ENTRY_SAFE(entry
, entry2
, linked_programs
,
10837 struct glsl_shader_prog_link
, vs
.shader_entry
)
10839 shader_glsl_invalidate_contexts_program(device
, entry
);
10840 delete_glsl_program_entry(priv
, gl_info
, entry
);
10846 case WINED3D_SHADER_TYPE_HULL
:
10848 struct glsl_hs_compiled_shader
*gl_shaders
= shader_data
->gl_shaders
.hs
;
10850 for (i
= 0; i
< shader_data
->num_gl_shaders
; ++i
)
10852 TRACE("Deleting hull shader %u.\n", gl_shaders
[i
].id
);
10853 GL_EXTCALL(glDeleteShader(gl_shaders
[i
].id
));
10854 checkGLcall("glDeleteShader");
10856 heap_free(shader_data
->gl_shaders
.hs
);
10858 LIST_FOR_EACH_ENTRY_SAFE(entry
, entry2
, linked_programs
,
10859 struct glsl_shader_prog_link
, hs
.shader_entry
)
10861 shader_glsl_invalidate_contexts_program(device
, entry
);
10862 delete_glsl_program_entry(priv
, gl_info
, entry
);
10868 case WINED3D_SHADER_TYPE_DOMAIN
:
10870 struct glsl_ds_compiled_shader
*gl_shaders
= shader_data
->gl_shaders
.ds
;
10872 for (i
= 0; i
< shader_data
->num_gl_shaders
; ++i
)
10874 TRACE("Deleting domain shader %u.\n", gl_shaders
[i
].id
);
10875 GL_EXTCALL(glDeleteShader(gl_shaders
[i
].id
));
10876 checkGLcall("glDeleteShader");
10878 heap_free(shader_data
->gl_shaders
.ds
);
10880 LIST_FOR_EACH_ENTRY_SAFE(entry
, entry2
, linked_programs
,
10881 struct glsl_shader_prog_link
, ds
.shader_entry
)
10883 shader_glsl_invalidate_contexts_program(device
, entry
);
10884 delete_glsl_program_entry(priv
, gl_info
, entry
);
10890 case WINED3D_SHADER_TYPE_GEOMETRY
:
10892 struct glsl_gs_compiled_shader
*gl_shaders
= shader_data
->gl_shaders
.gs
;
10894 for (i
= 0; i
< shader_data
->num_gl_shaders
; ++i
)
10896 TRACE("Deleting geometry shader %u.\n", gl_shaders
[i
].id
);
10897 GL_EXTCALL(glDeleteShader(gl_shaders
[i
].id
));
10898 checkGLcall("glDeleteShader");
10900 heap_free(shader_data
->gl_shaders
.gs
);
10902 LIST_FOR_EACH_ENTRY_SAFE(entry
, entry2
, linked_programs
,
10903 struct glsl_shader_prog_link
, gs
.shader_entry
)
10905 shader_glsl_invalidate_contexts_program(device
, entry
);
10906 delete_glsl_program_entry(priv
, gl_info
, entry
);
10912 case WINED3D_SHADER_TYPE_COMPUTE
:
10914 struct glsl_cs_compiled_shader
*gl_shaders
= shader_data
->gl_shaders
.cs
;
10916 for (i
= 0; i
< shader_data
->num_gl_shaders
; ++i
)
10918 TRACE("Deleting compute shader %u.\n", gl_shaders
[i
].id
);
10919 GL_EXTCALL(glDeleteShader(gl_shaders
[i
].id
));
10920 checkGLcall("glDeleteShader");
10922 heap_free(shader_data
->gl_shaders
.cs
);
10924 LIST_FOR_EACH_ENTRY_SAFE(entry
, entry2
, linked_programs
,
10925 struct glsl_shader_prog_link
, cs
.shader_entry
)
10927 shader_glsl_invalidate_contexts_program(device
, entry
);
10928 delete_glsl_program_entry(priv
, gl_info
, entry
);
10935 ERR("Unhandled shader type %#x.\n", shader
->reg_maps
.shader_version
.type
);
10940 heap_free(shader
->backend_data
);
10941 shader
->backend_data
= NULL
;
10943 context_release(context
);
10946 static int glsl_program_key_compare(const void *key
, const struct wine_rb_entry
*entry
)
10948 const struct glsl_program_key
*k
= key
;
10949 const struct glsl_shader_prog_link
*prog
= WINE_RB_ENTRY_VALUE(entry
,
10950 const struct glsl_shader_prog_link
, program_lookup_entry
);
10952 if (k
->vs_id
> prog
->vs
.id
) return 1;
10953 else if (k
->vs_id
< prog
->vs
.id
) return -1;
10955 if (k
->gs_id
> prog
->gs
.id
) return 1;
10956 else if (k
->gs_id
< prog
->gs
.id
) return -1;
10958 if (k
->ps_id
> prog
->ps
.id
) return 1;
10959 else if (k
->ps_id
< prog
->ps
.id
) return -1;
10961 if (k
->hs_id
> prog
->hs
.id
) return 1;
10962 else if (k
->hs_id
< prog
->hs
.id
) return -1;
10964 if (k
->ds_id
> prog
->ds
.id
) return 1;
10965 else if (k
->ds_id
< prog
->ds
.id
) return -1;
10967 if (k
->cs_id
> prog
->cs
.id
) return 1;
10968 else if (k
->cs_id
< prog
->cs
.id
) return -1;
10973 static BOOL
constant_heap_init(struct constant_heap
*heap
, unsigned int constant_count
)
10975 SIZE_T size
= (constant_count
+ 1) * sizeof(*heap
->entries
)
10976 + constant_count
* sizeof(*heap
->contained
)
10977 + constant_count
* sizeof(*heap
->positions
);
10980 if (!(mem
= heap_alloc(size
)))
10982 ERR("Failed to allocate memory\n");
10986 heap
->entries
= mem
;
10987 heap
->entries
[1].version
= 0;
10988 heap
->contained
= (BOOL
*)(heap
->entries
+ constant_count
+ 1);
10989 memset(heap
->contained
, 0, constant_count
* sizeof(*heap
->contained
));
10990 heap
->positions
= (unsigned int *)(heap
->contained
+ constant_count
);
10996 static void constant_heap_free(struct constant_heap
*heap
)
10998 heap_free(heap
->entries
);
11001 static HRESULT
shader_glsl_alloc(struct wined3d_device
*device
, const struct wined3d_vertex_pipe_ops
*vertex_pipe
,
11002 const struct fragment_pipeline
*fragment_pipe
)
11004 SIZE_T stack_size
= wined3d_log2i(max(WINED3D_MAX_VS_CONSTS_F
, WINED3D_MAX_PS_CONSTS_F
)) + 1;
11005 const struct wined3d_gl_info
*gl_info
= &device
->adapter
->gl_info
;
11006 struct fragment_caps fragment_caps
;
11007 void *vertex_priv
, *fragment_priv
;
11008 struct shader_glsl_priv
*priv
;
11010 if (!(priv
= heap_alloc_zero(sizeof(*priv
))))
11011 return E_OUTOFMEMORY
;
11013 string_buffer_list_init(&priv
->string_buffers
);
11015 if (!(vertex_priv
= vertex_pipe
->vp_alloc(&glsl_shader_backend
, priv
)))
11017 ERR("Failed to initialize vertex pipe.\n");
11022 if (!(fragment_priv
= fragment_pipe
->alloc_private(&glsl_shader_backend
, priv
)))
11024 ERR("Failed to initialize fragment pipe.\n");
11025 vertex_pipe
->vp_free(device
);
11030 if (!string_buffer_init(&priv
->shader_buffer
))
11032 ERR("Failed to initialize shader buffer.\n");
11036 if (!(priv
->stack
= heap_calloc(stack_size
, sizeof(*priv
->stack
))))
11038 ERR("Failed to allocate memory.\n");
11042 if (!constant_heap_init(&priv
->vconst_heap
, WINED3D_MAX_VS_CONSTS_F
))
11044 ERR("Failed to initialize vertex shader constant heap\n");
11048 if (!constant_heap_init(&priv
->pconst_heap
, WINED3D_MAX_PS_CONSTS_F
))
11050 ERR("Failed to initialize pixel shader constant heap\n");
11054 wine_rb_init(&priv
->program_lookup
, glsl_program_key_compare
);
11056 priv
->next_constant_version
= 1;
11057 priv
->vertex_pipe
= vertex_pipe
;
11058 priv
->fragment_pipe
= fragment_pipe
;
11059 fragment_pipe
->get_caps(gl_info
, &fragment_caps
);
11060 priv
->ffp_proj_control
= fragment_caps
.wined3d_caps
& WINED3D_FRAGMENT_CAP_PROJ_CONTROL
;
11061 priv
->legacy_lighting
= device
->wined3d
->flags
& WINED3D_LEGACY_FFP_LIGHTING
;
11063 device
->vertex_priv
= vertex_priv
;
11064 device
->fragment_priv
= fragment_priv
;
11065 device
->shader_priv
= priv
;
11070 constant_heap_free(&priv
->pconst_heap
);
11071 constant_heap_free(&priv
->vconst_heap
);
11072 heap_free(priv
->stack
);
11073 string_buffer_free(&priv
->shader_buffer
);
11074 fragment_pipe
->free_private(device
);
11075 vertex_pipe
->vp_free(device
);
11077 return E_OUTOFMEMORY
;
11080 /* Context activation is done by the caller. */
11081 static void shader_glsl_free(struct wined3d_device
*device
)
11083 struct shader_glsl_priv
*priv
= device
->shader_priv
;
11085 wine_rb_destroy(&priv
->program_lookup
, NULL
, NULL
);
11086 constant_heap_free(&priv
->pconst_heap
);
11087 constant_heap_free(&priv
->vconst_heap
);
11088 heap_free(priv
->stack
);
11089 string_buffer_list_cleanup(&priv
->string_buffers
);
11090 string_buffer_free(&priv
->shader_buffer
);
11091 priv
->fragment_pipe
->free_private(device
);
11092 priv
->vertex_pipe
->vp_free(device
);
11094 heap_free(device
->shader_priv
);
11095 device
->shader_priv
= NULL
;
11098 static BOOL
shader_glsl_allocate_context_data(struct wined3d_context
*context
)
11100 struct glsl_context_data
*ctx_data
;
11102 if (!(ctx_data
= heap_alloc_zero(sizeof(*ctx_data
))))
11104 ctx_data
->vertex_color_clamp
= GL_FIXED_ONLY_ARB
;
11105 context
->shader_backend_data
= ctx_data
;
11109 static void shader_glsl_free_context_data(struct wined3d_context
*context
)
11111 heap_free(context
->shader_backend_data
);
11114 static void shader_glsl_init_context_state(struct wined3d_context
*context
)
11116 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
11118 gl_info
->gl_ops
.gl
.p_glEnable(GL_PROGRAM_POINT_SIZE
);
11119 checkGLcall("GL_PROGRAM_POINT_SIZE");
11122 static unsigned int shader_glsl_get_shader_model(const struct wined3d_gl_info
*gl_info
)
11124 BOOL shader_model_4
= gl_info
->glsl_version
>= MAKEDWORD_VERSION(1, 50)
11125 && gl_info
->supported
[WINED3D_GL_VERSION_3_2
]
11126 && gl_info
->supported
[ARB_SAMPLER_OBJECTS
]
11127 && gl_info
->supported
[ARB_SHADER_BIT_ENCODING
]
11128 && gl_info
->supported
[ARB_TEXTURE_SWIZZLE
];
11131 && gl_info
->supported
[ARB_COMPUTE_SHADER
]
11132 && gl_info
->supported
[ARB_CULL_DISTANCE
]
11133 && gl_info
->supported
[ARB_DERIVATIVE_CONTROL
]
11134 && gl_info
->supported
[ARB_DRAW_INDIRECT
]
11135 && gl_info
->supported
[ARB_GPU_SHADER5
]
11136 && gl_info
->supported
[ARB_SHADER_ATOMIC_COUNTERS
]
11137 && gl_info
->supported
[ARB_SHADER_IMAGE_LOAD_STORE
]
11138 && gl_info
->supported
[ARB_SHADER_IMAGE_SIZE
]
11139 && gl_info
->supported
[ARB_SHADING_LANGUAGE_PACKING
]
11140 && gl_info
->supported
[ARB_TESSELLATION_SHADER
]
11141 && gl_info
->supported
[ARB_TEXTURE_COMPRESSION_BPTC
]
11142 && gl_info
->supported
[ARB_TEXTURE_GATHER
]
11143 && gl_info
->supported
[ARB_TRANSFORM_FEEDBACK3
])
11146 if (shader_model_4
)
11149 /* Support for texldd and texldl instructions in pixel shaders is required
11151 if (shader_glsl_has_core_grad(gl_info
) || gl_info
->supported
[ARB_SHADER_TEXTURE_LOD
])
11157 static void shader_glsl_get_caps(const struct wined3d_gl_info
*gl_info
, struct shader_caps
*caps
)
11159 unsigned int shader_model
= shader_glsl_get_shader_model(gl_info
);
11161 TRACE("Shader model %u.\n", shader_model
);
11163 caps
->vs_version
= min(wined3d_settings
.max_sm_vs
, shader_model
);
11164 caps
->hs_version
= min(wined3d_settings
.max_sm_hs
, shader_model
);
11165 caps
->ds_version
= min(wined3d_settings
.max_sm_ds
, shader_model
);
11166 caps
->gs_version
= min(wined3d_settings
.max_sm_gs
, shader_model
);
11167 caps
->ps_version
= min(wined3d_settings
.max_sm_ps
, shader_model
);
11168 caps
->cs_version
= min(wined3d_settings
.max_sm_cs
, shader_model
);
11170 caps
->vs_version
= gl_info
->supported
[ARB_VERTEX_SHADER
] ? caps
->vs_version
: 0;
11171 caps
->ps_version
= gl_info
->supported
[ARB_FRAGMENT_SHADER
] ? caps
->ps_version
: 0;
11173 caps
->vs_uniform_count
= min(WINED3D_MAX_VS_CONSTS_F
, gl_info
->limits
.glsl_vs_float_constants
);
11174 caps
->ps_uniform_count
= min(WINED3D_MAX_PS_CONSTS_F
, gl_info
->limits
.glsl_ps_float_constants
);
11175 caps
->varying_count
= gl_info
->limits
.glsl_varyings
;
11177 /* FIXME: The following line is card dependent. -8.0 to 8.0 is the
11178 * Direct3D minimum requirement.
11180 * Both GL_ARB_fragment_program and GLSL require a "maximum representable magnitude"
11181 * of colors to be 2^10, and 2^32 for other floats. Should we use 1024 here?
11183 * The problem is that the refrast clamps temporary results in the shader to
11184 * [-MaxValue;+MaxValue]. If the card's max value is bigger than the one we advertize here,
11185 * then applications may miss the clamping behavior. On the other hand, if it is smaller,
11186 * the shader will generate incorrect results too. Unfortunately, GL deliberately doesn't
11187 * offer a way to query this.
11189 if (shader_model
>= 4)
11190 caps
->ps_1x_max_value
= FLT_MAX
;
11192 caps
->ps_1x_max_value
= 1024.0f
;
11194 /* Ideally we'd only set caps like sRGB writes here if supported by both
11195 * the shader backend and the fragment pipe, but we can get called before
11196 * shader_glsl_alloc(). */
11197 caps
->wined3d_caps
= WINED3D_SHADER_CAP_VS_CLIPPING
11198 | WINED3D_SHADER_CAP_SRGB_WRITE
;
11201 static BOOL
shader_glsl_color_fixup_supported(struct color_fixup_desc fixup
)
11203 /* We support everything except YUV conversions. */
11204 return !is_complex_fixup(fixup
);
11207 static const SHADER_HANDLER shader_glsl_instruction_handler_table
[WINED3DSIH_TABLE_SIZE
] =
11209 /* WINED3DSIH_ABS */ shader_glsl_map2gl
,
11210 /* WINED3DSIH_ADD */ shader_glsl_binop
,
11211 /* WINED3DSIH_AND */ shader_glsl_binop
,
11212 /* WINED3DSIH_ATOMIC_AND */ shader_glsl_atomic
,
11213 /* WINED3DSIH_ATOMIC_CMP_STORE */ shader_glsl_atomic
,
11214 /* WINED3DSIH_ATOMIC_IADD */ shader_glsl_atomic
,
11215 /* WINED3DSIH_ATOMIC_IMAX */ shader_glsl_atomic
,
11216 /* WINED3DSIH_ATOMIC_IMIN */ shader_glsl_atomic
,
11217 /* WINED3DSIH_ATOMIC_OR */ shader_glsl_atomic
,
11218 /* WINED3DSIH_ATOMIC_UMAX */ shader_glsl_atomic
,
11219 /* WINED3DSIH_ATOMIC_UMIN */ shader_glsl_atomic
,
11220 /* WINED3DSIH_ATOMIC_XOR */ shader_glsl_atomic
,
11221 /* WINED3DSIH_BEM */ shader_glsl_bem
,
11222 /* WINED3DSIH_BFI */ shader_glsl_bitwise_op
,
11223 /* WINED3DSIH_BFREV */ shader_glsl_map2gl
,
11224 /* WINED3DSIH_BREAK */ shader_glsl_break
,
11225 /* WINED3DSIH_BREAKC */ shader_glsl_breakc
,
11226 /* WINED3DSIH_BREAKP */ shader_glsl_conditional_op
,
11227 /* WINED3DSIH_BUFINFO */ shader_glsl_bufinfo
,
11228 /* WINED3DSIH_CALL */ shader_glsl_call
,
11229 /* WINED3DSIH_CALLNZ */ shader_glsl_callnz
,
11230 /* WINED3DSIH_CASE */ shader_glsl_case
,
11231 /* WINED3DSIH_CMP */ shader_glsl_conditional_move
,
11232 /* WINED3DSIH_CND */ shader_glsl_cnd
,
11233 /* WINED3DSIH_CONTINUE */ shader_glsl_continue
,
11234 /* WINED3DSIH_CONTINUEP */ shader_glsl_conditional_op
,
11235 /* WINED3DSIH_COUNTBITS */ shader_glsl_map2gl
,
11236 /* WINED3DSIH_CRS */ shader_glsl_cross
,
11237 /* WINED3DSIH_CUT */ shader_glsl_cut
,
11238 /* WINED3DSIH_CUT_STREAM */ shader_glsl_cut
,
11239 /* WINED3DSIH_DCL */ shader_glsl_nop
,
11240 /* WINED3DSIH_DCL_CONSTANT_BUFFER */ shader_glsl_nop
,
11241 /* WINED3DSIH_DCL_FUNCTION_BODY */ NULL
,
11242 /* WINED3DSIH_DCL_FUNCTION_TABLE */ NULL
,
11243 /* WINED3DSIH_DCL_GLOBAL_FLAGS */ shader_glsl_nop
,
11244 /* WINED3DSIH_DCL_GS_INSTANCES */ shader_glsl_nop
,
11245 /* WINED3DSIH_DCL_HS_FORK_PHASE_INSTANCE_COUNT */ shader_glsl_nop
,
11246 /* WINED3DSIH_DCL_HS_JOIN_PHASE_INSTANCE_COUNT */ shader_glsl_nop
,
11247 /* WINED3DSIH_DCL_HS_MAX_TESSFACTOR */ shader_glsl_nop
,
11248 /* WINED3DSIH_DCL_IMMEDIATE_CONSTANT_BUFFER */ shader_glsl_nop
,
11249 /* WINED3DSIH_DCL_INDEX_RANGE */ shader_glsl_nop
,
11250 /* WINED3DSIH_DCL_INDEXABLE_TEMP */ shader_glsl_nop
,
11251 /* WINED3DSIH_DCL_INPUT */ shader_glsl_nop
,
11252 /* WINED3DSIH_DCL_INPUT_CONTROL_POINT_COUNT */ shader_glsl_nop
,
11253 /* WINED3DSIH_DCL_INPUT_PRIMITIVE */ shader_glsl_nop
,
11254 /* WINED3DSIH_DCL_INPUT_PS */ shader_glsl_nop
,
11255 /* WINED3DSIH_DCL_INPUT_PS_SGV */ NULL
,
11256 /* WINED3DSIH_DCL_INPUT_PS_SIV */ NULL
,
11257 /* WINED3DSIH_DCL_INPUT_SGV */ shader_glsl_nop
,
11258 /* WINED3DSIH_DCL_INPUT_SIV */ shader_glsl_nop
,
11259 /* WINED3DSIH_DCL_INTERFACE */ NULL
,
11260 /* WINED3DSIH_DCL_OUTPUT */ shader_glsl_nop
,
11261 /* WINED3DSIH_DCL_OUTPUT_CONTROL_POINT_COUNT */ shader_glsl_nop
,
11262 /* WINED3DSIH_DCL_OUTPUT_SIV */ shader_glsl_nop
,
11263 /* WINED3DSIH_DCL_OUTPUT_TOPOLOGY */ shader_glsl_nop
,
11264 /* WINED3DSIH_DCL_RESOURCE_RAW */ shader_glsl_nop
,
11265 /* WINED3DSIH_DCL_RESOURCE_STRUCTURED */ shader_glsl_nop
,
11266 /* WINED3DSIH_DCL_SAMPLER */ shader_glsl_nop
,
11267 /* WINED3DSIH_DCL_STREAM */ NULL
,
11268 /* WINED3DSIH_DCL_TEMPS */ shader_glsl_nop
,
11269 /* WINED3DSIH_DCL_TESSELLATOR_DOMAIN */ shader_glsl_nop
,
11270 /* WINED3DSIH_DCL_TESSELLATOR_OUTPUT_PRIMITIVE */ shader_glsl_nop
,
11271 /* WINED3DSIH_DCL_TESSELLATOR_PARTITIONING */ shader_glsl_nop
,
11272 /* WINED3DSIH_DCL_TGSM_RAW */ shader_glsl_nop
,
11273 /* WINED3DSIH_DCL_TGSM_STRUCTURED */ shader_glsl_nop
,
11274 /* WINED3DSIH_DCL_THREAD_GROUP */ shader_glsl_nop
,
11275 /* WINED3DSIH_DCL_UAV_RAW */ shader_glsl_nop
,
11276 /* WINED3DSIH_DCL_UAV_STRUCTURED */ shader_glsl_nop
,
11277 /* WINED3DSIH_DCL_UAV_TYPED */ shader_glsl_nop
,
11278 /* WINED3DSIH_DCL_VERTICES_OUT */ shader_glsl_nop
,
11279 /* WINED3DSIH_DEF */ shader_glsl_nop
,
11280 /* WINED3DSIH_DEFAULT */ shader_glsl_default
,
11281 /* WINED3DSIH_DEFB */ shader_glsl_nop
,
11282 /* WINED3DSIH_DEFI */ shader_glsl_nop
,
11283 /* WINED3DSIH_DIV */ shader_glsl_binop
,
11284 /* WINED3DSIH_DP2 */ shader_glsl_dot
,
11285 /* WINED3DSIH_DP2ADD */ shader_glsl_dp2add
,
11286 /* WINED3DSIH_DP3 */ shader_glsl_dot
,
11287 /* WINED3DSIH_DP4 */ shader_glsl_dot
,
11288 /* WINED3DSIH_DST */ shader_glsl_dst
,
11289 /* WINED3DSIH_DSX */ shader_glsl_map2gl
,
11290 /* WINED3DSIH_DSX_COARSE */ shader_glsl_map2gl
,
11291 /* WINED3DSIH_DSX_FINE */ shader_glsl_map2gl
,
11292 /* WINED3DSIH_DSY */ shader_glsl_map2gl
,
11293 /* WINED3DSIH_DSY_COARSE */ shader_glsl_map2gl
,
11294 /* WINED3DSIH_DSY_FINE */ shader_glsl_map2gl
,
11295 /* WINED3DSIH_EVAL_SAMPLE_INDEX */ NULL
,
11296 /* WINED3DSIH_ELSE */ shader_glsl_else
,
11297 /* WINED3DSIH_EMIT */ shader_glsl_emit
,
11298 /* WINED3DSIH_EMIT_STREAM */ shader_glsl_emit
,
11299 /* WINED3DSIH_ENDIF */ shader_glsl_end
,
11300 /* WINED3DSIH_ENDLOOP */ shader_glsl_end
,
11301 /* WINED3DSIH_ENDREP */ shader_glsl_end
,
11302 /* WINED3DSIH_ENDSWITCH */ shader_glsl_end
,
11303 /* WINED3DSIH_EQ */ shader_glsl_relop
,
11304 /* WINED3DSIH_EXP */ shader_glsl_scalar_op
,
11305 /* WINED3DSIH_EXPP */ shader_glsl_expp
,
11306 /* WINED3DSIH_F16TOF32 */ shader_glsl_float16
,
11307 /* WINED3DSIH_F32TOF16 */ shader_glsl_float16
,
11308 /* WINED3DSIH_FCALL */ NULL
,
11309 /* WINED3DSIH_FIRSTBIT_HI */ shader_glsl_map2gl
,
11310 /* WINED3DSIH_FIRSTBIT_LO */ shader_glsl_map2gl
,
11311 /* WINED3DSIH_FIRSTBIT_SHI */ shader_glsl_map2gl
,
11312 /* WINED3DSIH_FRC */ shader_glsl_map2gl
,
11313 /* WINED3DSIH_FTOI */ shader_glsl_to_int
,
11314 /* WINED3DSIH_FTOU */ shader_glsl_to_uint
,
11315 /* WINED3DSIH_GATHER4 */ shader_glsl_gather4
,
11316 /* WINED3DSIH_GATHER4_C */ shader_glsl_gather4
,
11317 /* WINED3DSIH_GATHER4_PO */ shader_glsl_gather4
,
11318 /* WINED3DSIH_GATHER4_PO_C */ shader_glsl_gather4
,
11319 /* WINED3DSIH_GE */ shader_glsl_relop
,
11320 /* WINED3DSIH_HS_CONTROL_POINT_PHASE */ shader_glsl_nop
,
11321 /* WINED3DSIH_HS_DECLS */ shader_glsl_nop
,
11322 /* WINED3DSIH_HS_FORK_PHASE */ shader_glsl_nop
,
11323 /* WINED3DSIH_HS_JOIN_PHASE */ shader_glsl_nop
,
11324 /* WINED3DSIH_IADD */ shader_glsl_binop
,
11325 /* WINED3DSIH_IBFE */ shader_glsl_bitwise_op
,
11326 /* WINED3DSIH_IEQ */ shader_glsl_relop
,
11327 /* WINED3DSIH_IF */ shader_glsl_if
,
11328 /* WINED3DSIH_IFC */ shader_glsl_ifc
,
11329 /* WINED3DSIH_IGE */ shader_glsl_relop
,
11330 /* WINED3DSIH_ILT */ shader_glsl_relop
,
11331 /* WINED3DSIH_IMAD */ shader_glsl_mad
,
11332 /* WINED3DSIH_IMAX */ shader_glsl_map2gl
,
11333 /* WINED3DSIH_IMIN */ shader_glsl_map2gl
,
11334 /* WINED3DSIH_IMM_ATOMIC_ALLOC */ shader_glsl_uav_counter
,
11335 /* WINED3DSIH_IMM_ATOMIC_AND */ shader_glsl_atomic
,
11336 /* WINED3DSIH_IMM_ATOMIC_CMP_EXCH */ shader_glsl_atomic
,
11337 /* WINED3DSIH_IMM_ATOMIC_CONSUME */ shader_glsl_uav_counter
,
11338 /* WINED3DSIH_IMM_ATOMIC_EXCH */ shader_glsl_atomic
,
11339 /* WINED3DSIH_IMM_ATOMIC_IADD */ shader_glsl_atomic
,
11340 /* WINED3DSIH_IMM_ATOMIC_IMAX */ shader_glsl_atomic
,
11341 /* WINED3DSIH_IMM_ATOMIC_IMIN */ shader_glsl_atomic
,
11342 /* WINED3DSIH_IMM_ATOMIC_OR */ shader_glsl_atomic
,
11343 /* WINED3DSIH_IMM_ATOMIC_UMAX */ shader_glsl_atomic
,
11344 /* WINED3DSIH_IMM_ATOMIC_UMIN */ shader_glsl_atomic
,
11345 /* WINED3DSIH_IMM_ATOMIC_XOR */ shader_glsl_atomic
,
11346 /* WINED3DSIH_IMUL */ shader_glsl_mul_extended
,
11347 /* WINED3DSIH_INE */ shader_glsl_relop
,
11348 /* WINED3DSIH_INEG */ shader_glsl_unary_op
,
11349 /* WINED3DSIH_ISHL */ shader_glsl_binop
,
11350 /* WINED3DSIH_ISHR */ shader_glsl_binop
,
11351 /* WINED3DSIH_ITOF */ shader_glsl_to_float
,
11352 /* WINED3DSIH_LABEL */ shader_glsl_label
,
11353 /* WINED3DSIH_LD */ shader_glsl_ld
,
11354 /* WINED3DSIH_LD2DMS */ shader_glsl_ld
,
11355 /* WINED3DSIH_LD_RAW */ shader_glsl_ld_raw_structured
,
11356 /* WINED3DSIH_LD_STRUCTURED */ shader_glsl_ld_raw_structured
,
11357 /* WINED3DSIH_LD_UAV_TYPED */ shader_glsl_ld_uav
,
11358 /* WINED3DSIH_LIT */ shader_glsl_lit
,
11359 /* WINED3DSIH_LOD */ NULL
,
11360 /* WINED3DSIH_LOG */ shader_glsl_scalar_op
,
11361 /* WINED3DSIH_LOGP */ shader_glsl_scalar_op
,
11362 /* WINED3DSIH_LOOP */ shader_glsl_loop
,
11363 /* WINED3DSIH_LRP */ shader_glsl_lrp
,
11364 /* WINED3DSIH_LT */ shader_glsl_relop
,
11365 /* WINED3DSIH_M3x2 */ shader_glsl_mnxn
,
11366 /* WINED3DSIH_M3x3 */ shader_glsl_mnxn
,
11367 /* WINED3DSIH_M3x4 */ shader_glsl_mnxn
,
11368 /* WINED3DSIH_M4x3 */ shader_glsl_mnxn
,
11369 /* WINED3DSIH_M4x4 */ shader_glsl_mnxn
,
11370 /* WINED3DSIH_MAD */ shader_glsl_mad
,
11371 /* WINED3DSIH_MAX */ shader_glsl_map2gl
,
11372 /* WINED3DSIH_MIN */ shader_glsl_map2gl
,
11373 /* WINED3DSIH_MOV */ shader_glsl_mov
,
11374 /* WINED3DSIH_MOVA */ shader_glsl_mov
,
11375 /* WINED3DSIH_MOVC */ shader_glsl_conditional_move
,
11376 /* WINED3DSIH_MUL */ shader_glsl_binop
,
11377 /* WINED3DSIH_NE */ shader_glsl_relop
,
11378 /* WINED3DSIH_NOP */ shader_glsl_nop
,
11379 /* WINED3DSIH_NOT */ shader_glsl_unary_op
,
11380 /* WINED3DSIH_NRM */ shader_glsl_nrm
,
11381 /* WINED3DSIH_OR */ shader_glsl_binop
,
11382 /* WINED3DSIH_PHASE */ shader_glsl_nop
,
11383 /* WINED3DSIH_POW */ shader_glsl_pow
,
11384 /* WINED3DSIH_RCP */ shader_glsl_scalar_op
,
11385 /* WINED3DSIH_REP */ shader_glsl_rep
,
11386 /* WINED3DSIH_RESINFO */ shader_glsl_resinfo
,
11387 /* WINED3DSIH_RET */ shader_glsl_ret
,
11388 /* WINED3DSIH_RETP */ shader_glsl_conditional_op
,
11389 /* WINED3DSIH_ROUND_NE */ shader_glsl_map2gl
,
11390 /* WINED3DSIH_ROUND_NI */ shader_glsl_map2gl
,
11391 /* WINED3DSIH_ROUND_PI */ shader_glsl_map2gl
,
11392 /* WINED3DSIH_ROUND_Z */ shader_glsl_map2gl
,
11393 /* WINED3DSIH_RSQ */ shader_glsl_scalar_op
,
11394 /* WINED3DSIH_SAMPLE */ shader_glsl_sample
,
11395 /* WINED3DSIH_SAMPLE_B */ shader_glsl_sample
,
11396 /* WINED3DSIH_SAMPLE_C */ shader_glsl_sample_c
,
11397 /* WINED3DSIH_SAMPLE_C_LZ */ shader_glsl_sample_c
,
11398 /* WINED3DSIH_SAMPLE_GRAD */ shader_glsl_sample
,
11399 /* WINED3DSIH_SAMPLE_INFO */ shader_glsl_sample_info
,
11400 /* WINED3DSIH_SAMPLE_LOD */ shader_glsl_sample
,
11401 /* WINED3DSIH_SAMPLE_POS */ NULL
,
11402 /* WINED3DSIH_SETP */ NULL
,
11403 /* WINED3DSIH_SGE */ shader_glsl_compare
,
11404 /* WINED3DSIH_SGN */ shader_glsl_sgn
,
11405 /* WINED3DSIH_SINCOS */ shader_glsl_sincos
,
11406 /* WINED3DSIH_SLT */ shader_glsl_compare
,
11407 /* WINED3DSIH_SQRT */ shader_glsl_map2gl
,
11408 /* WINED3DSIH_STORE_RAW */ shader_glsl_store_raw_structured
,
11409 /* WINED3DSIH_STORE_STRUCTURED */ shader_glsl_store_raw_structured
,
11410 /* WINED3DSIH_STORE_UAV_TYPED */ shader_glsl_store_uav
,
11411 /* WINED3DSIH_SUB */ shader_glsl_binop
,
11412 /* WINED3DSIH_SWAPC */ shader_glsl_swapc
,
11413 /* WINED3DSIH_SWITCH */ shader_glsl_switch
,
11414 /* WINED3DSIH_SYNC */ shader_glsl_sync
,
11415 /* WINED3DSIH_TEX */ shader_glsl_tex
,
11416 /* WINED3DSIH_TEXBEM */ shader_glsl_texbem
,
11417 /* WINED3DSIH_TEXBEML */ shader_glsl_texbem
,
11418 /* WINED3DSIH_TEXCOORD */ shader_glsl_texcoord
,
11419 /* WINED3DSIH_TEXDEPTH */ shader_glsl_texdepth
,
11420 /* WINED3DSIH_TEXDP3 */ shader_glsl_texdp3
,
11421 /* WINED3DSIH_TEXDP3TEX */ shader_glsl_texdp3tex
,
11422 /* WINED3DSIH_TEXKILL */ shader_glsl_texkill
,
11423 /* WINED3DSIH_TEXLDD */ shader_glsl_texldd
,
11424 /* WINED3DSIH_TEXLDL */ shader_glsl_texldl
,
11425 /* WINED3DSIH_TEXM3x2DEPTH */ shader_glsl_texm3x2depth
,
11426 /* WINED3DSIH_TEXM3x2PAD */ shader_glsl_texm3x2pad
,
11427 /* WINED3DSIH_TEXM3x2TEX */ shader_glsl_texm3x2tex
,
11428 /* WINED3DSIH_TEXM3x3 */ shader_glsl_texm3x3
,
11429 /* WINED3DSIH_TEXM3x3DIFF */ NULL
,
11430 /* WINED3DSIH_TEXM3x3PAD */ shader_glsl_texm3x3pad
,
11431 /* WINED3DSIH_TEXM3x3SPEC */ shader_glsl_texm3x3spec
,
11432 /* WINED3DSIH_TEXM3x3TEX */ shader_glsl_texm3x3tex
,
11433 /* WINED3DSIH_TEXM3x3VSPEC */ shader_glsl_texm3x3vspec
,
11434 /* WINED3DSIH_TEXREG2AR */ shader_glsl_texreg2ar
,
11435 /* WINED3DSIH_TEXREG2GB */ shader_glsl_texreg2gb
,
11436 /* WINED3DSIH_TEXREG2RGB */ shader_glsl_texreg2rgb
,
11437 /* WINED3DSIH_UBFE */ shader_glsl_bitwise_op
,
11438 /* WINED3DSIH_UDIV */ shader_glsl_udiv
,
11439 /* WINED3DSIH_UGE */ shader_glsl_relop
,
11440 /* WINED3DSIH_ULT */ shader_glsl_relop
,
11441 /* WINED3DSIH_UMAX */ shader_glsl_map2gl
,
11442 /* WINED3DSIH_UMIN */ shader_glsl_map2gl
,
11443 /* WINED3DSIH_UMUL */ shader_glsl_mul_extended
,
11444 /* WINED3DSIH_USHR */ shader_glsl_binop
,
11445 /* WINED3DSIH_UTOF */ shader_glsl_to_float
,
11446 /* WINED3DSIH_XOR */ shader_glsl_binop
,
11449 static void shader_glsl_handle_instruction(const struct wined3d_shader_instruction
*ins
) {
11450 SHADER_HANDLER hw_fct
;
11452 /* Select handler */
11453 hw_fct
= shader_glsl_instruction_handler_table
[ins
->handler_idx
];
11455 /* Unhandled opcode */
11458 FIXME("Backend can't handle opcode %s.\n", debug_d3dshaderinstructionhandler(ins
->handler_idx
));
11463 shader_glsl_add_instruction_modifiers(ins
);
11466 static BOOL
shader_glsl_has_ffp_proj_control(void *shader_priv
)
11468 struct shader_glsl_priv
*priv
= shader_priv
;
11470 return priv
->ffp_proj_control
;
11473 const struct wined3d_shader_backend_ops glsl_shader_backend
=
11475 shader_glsl_handle_instruction
,
11476 shader_glsl_precompile
,
11477 shader_glsl_select
,
11478 shader_glsl_select_compute
,
11479 shader_glsl_disable
,
11480 shader_glsl_update_float_vertex_constants
,
11481 shader_glsl_update_float_pixel_constants
,
11482 shader_glsl_load_constants
,
11483 shader_glsl_destroy
,
11486 shader_glsl_allocate_context_data
,
11487 shader_glsl_free_context_data
,
11488 shader_glsl_init_context_state
,
11489 shader_glsl_get_caps
,
11490 shader_glsl_color_fixup_supported
,
11491 shader_glsl_has_ffp_proj_control
,
11494 static void glsl_vertex_pipe_vp_enable(const struct wined3d_gl_info
*gl_info
, BOOL enable
) {}
11496 static void glsl_vertex_pipe_vp_get_caps(const struct wined3d_gl_info
*gl_info
, struct wined3d_vertex_caps
*caps
)
11498 caps
->xyzrhw
= TRUE
;
11499 caps
->emulated_flatshading
= !needs_legacy_glsl_syntax(gl_info
);
11500 caps
->ffp_generic_attributes
= TRUE
;
11501 caps
->max_active_lights
= MAX_ACTIVE_LIGHTS
;
11502 caps
->max_vertex_blend_matrices
= MAX_VERTEX_BLENDS
;
11503 caps
->max_vertex_blend_matrix_index
= 0;
11504 caps
->vertex_processing_caps
= WINED3DVTXPCAPS_TEXGEN
11505 | WINED3DVTXPCAPS_MATERIALSOURCE7
11506 | WINED3DVTXPCAPS_VERTEXFOG
11507 | WINED3DVTXPCAPS_DIRECTIONALLIGHTS
11508 | WINED3DVTXPCAPS_POSITIONALLIGHTS
11509 | WINED3DVTXPCAPS_LOCALVIEWER
11510 | WINED3DVTXPCAPS_TEXGEN_SPHEREMAP
;
11511 caps
->fvf_caps
= WINED3DFVFCAPS_PSIZE
| 8; /* 8 texture coordinates. */
11512 caps
->max_user_clip_planes
= gl_info
->limits
.user_clip_distances
;
11513 caps
->raster_caps
= WINED3DPRASTERCAPS_FOGRANGE
;
11516 static DWORD
glsl_vertex_pipe_vp_get_emul_mask(const struct wined3d_gl_info
*gl_info
)
11518 if (gl_info
->supported
[WINED3D_GL_LEGACY_CONTEXT
])
11519 return GL_EXT_EMUL_ARB_MULTITEXTURE
;
11523 static void *glsl_vertex_pipe_vp_alloc(const struct wined3d_shader_backend_ops
*shader_backend
, void *shader_priv
)
11525 struct shader_glsl_priv
*priv
;
11527 if (shader_backend
== &glsl_shader_backend
)
11529 priv
= shader_priv
;
11530 wine_rb_init(&priv
->ffp_vertex_shaders
, wined3d_ffp_vertex_program_key_compare
);
11534 FIXME("GLSL vertex pipe without GLSL shader backend not implemented.\n");
11539 static void shader_glsl_free_ffp_vertex_shader(struct wine_rb_entry
*entry
, void *context
)
11541 struct glsl_ffp_vertex_shader
*shader
= WINE_RB_ENTRY_VALUE(entry
,
11542 struct glsl_ffp_vertex_shader
, desc
.entry
);
11543 struct glsl_shader_prog_link
*program
, *program2
;
11544 struct glsl_ffp_destroy_ctx
*ctx
= context
;
11546 LIST_FOR_EACH_ENTRY_SAFE(program
, program2
, &shader
->linked_programs
,
11547 struct glsl_shader_prog_link
, vs
.shader_entry
)
11549 delete_glsl_program_entry(ctx
->priv
, ctx
->gl_info
, program
);
11551 ctx
->gl_info
->gl_ops
.ext
.p_glDeleteShader(shader
->id
);
11555 /* Context activation is done by the caller. */
11556 static void glsl_vertex_pipe_vp_free(struct wined3d_device
*device
)
11558 struct shader_glsl_priv
*priv
= device
->vertex_priv
;
11559 struct glsl_ffp_destroy_ctx ctx
;
11562 ctx
.gl_info
= &device
->adapter
->gl_info
;
11563 wine_rb_destroy(&priv
->ffp_vertex_shaders
, shader_glsl_free_ffp_vertex_shader
, &ctx
);
11566 static void glsl_vertex_pipe_nop(struct wined3d_context
*context
,
11567 const struct wined3d_state
*state
, DWORD state_id
) {}
11569 static void glsl_vertex_pipe_shader(struct wined3d_context
*context
,
11570 const struct wined3d_state
*state
, DWORD state_id
)
11572 context
->shader_update_mask
|= 1u << WINED3D_SHADER_TYPE_VERTEX
;
11575 static void glsl_vertex_pipe_vdecl(struct wined3d_context
*context
,
11576 const struct wined3d_state
*state
, DWORD state_id
)
11578 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
11579 BOOL normal
= !!(context
->stream_info
.use_map
& (1u << WINED3D_FFP_NORMAL
));
11580 const BOOL legacy_clip_planes
= needs_legacy_glsl_syntax(gl_info
);
11581 BOOL transformed
= context
->stream_info
.position_transformed
;
11582 BOOL wasrhw
= context
->last_was_rhw
;
11585 context
->last_was_rhw
= transformed
;
11587 /* If the vertex declaration contains a transformed position attribute,
11588 * the draw uses the fixed function vertex pipeline regardless of any
11589 * vertex shader set by the application. */
11590 if (transformed
!= wasrhw
11591 || context
->stream_info
.swizzle_map
!= context
->last_swizzle_map
)
11592 context
->shader_update_mask
|= 1u << WINED3D_SHADER_TYPE_VERTEX
;
11594 context
->last_swizzle_map
= context
->stream_info
.swizzle_map
;
11596 if (!use_vs(state
))
11598 if (context
->last_was_vshader
)
11600 if (legacy_clip_planes
)
11601 for (i
= 0; i
< gl_info
->limits
.user_clip_distances
; ++i
)
11602 clipplane(context
, state
, STATE_CLIPPLANE(i
));
11604 context
->constant_update_mask
|= WINED3D_SHADER_CONST_VS_CLIP_PLANES
;
11607 context
->constant_update_mask
|= WINED3D_SHADER_CONST_FFP_TEXMATRIX
;
11609 /* Because of settings->texcoords, we have to regenerate the vertex
11610 * shader on a vdecl change if there aren't enough varyings to just
11611 * always output all the texture coordinates. */
11612 if (gl_info
->limits
.glsl_varyings
< wined3d_max_compat_varyings(gl_info
)
11613 || normal
!= context
->last_was_normal
)
11614 context
->shader_update_mask
|= 1u << WINED3D_SHADER_TYPE_VERTEX
;
11617 && state
->shader
[WINED3D_SHADER_TYPE_PIXEL
]->reg_maps
.shader_version
.major
== 1
11618 && state
->shader
[WINED3D_SHADER_TYPE_PIXEL
]->reg_maps
.shader_version
.minor
<= 3)
11619 context
->shader_update_mask
|= 1u << WINED3D_SHADER_TYPE_PIXEL
;
11623 if (!context
->last_was_vshader
)
11625 /* Vertex shader clipping ignores the view matrix. Update all clip planes. */
11626 if (legacy_clip_planes
)
11627 for (i
= 0; i
< gl_info
->limits
.user_clip_distances
; ++i
)
11628 clipplane(context
, state
, STATE_CLIPPLANE(i
));
11630 context
->constant_update_mask
|= WINED3D_SHADER_CONST_VS_CLIP_PLANES
;
11634 context
->last_was_vshader
= use_vs(state
);
11635 context
->last_was_normal
= normal
;
11638 static void glsl_vertex_pipe_vs(struct wined3d_context
*context
,
11639 const struct wined3d_state
*state
, DWORD state_id
)
11641 context
->shader_update_mask
|= 1u << WINED3D_SHADER_TYPE_VERTEX
;
11642 /* Different vertex shaders potentially require a different vertex attributes setup. */
11643 if (!isStateDirty(context
, STATE_VDECL
))
11644 context_apply_state(context
, state
, STATE_VDECL
);
11647 static void glsl_vertex_pipe_hs(struct wined3d_context
*context
,
11648 const struct wined3d_state
*state
, DWORD state_id
)
11650 /* In Direct3D tessellator options (e.g. output primitive type, primitive
11651 * winding) are defined in Hull Shaders, while in GLSL those are
11652 * specified in Tessellation Evaluation Shaders. */
11653 context
->shader_update_mask
|= 1u << WINED3D_SHADER_TYPE_DOMAIN
;
11655 if (state
->shader
[WINED3D_SHADER_TYPE_VERTEX
])
11656 context
->shader_update_mask
|= 1u << WINED3D_SHADER_TYPE_VERTEX
;
11659 static void glsl_vertex_pipe_geometry_shader(struct wined3d_context
*context
,
11660 const struct wined3d_state
*state
, DWORD state_id
)
11662 struct glsl_context_data
*ctx_data
= context
->shader_backend_data
;
11663 BOOL rasterization_disabled
;
11665 rasterization_disabled
= is_rasterization_disabled(state
->shader
[WINED3D_SHADER_TYPE_GEOMETRY
]);
11666 if (ctx_data
->rasterization_disabled
!= rasterization_disabled
)
11667 context
->shader_update_mask
|= 1u << WINED3D_SHADER_TYPE_PIXEL
;
11668 ctx_data
->rasterization_disabled
= rasterization_disabled
;
11670 if (state
->shader
[WINED3D_SHADER_TYPE_DOMAIN
])
11671 context
->shader_update_mask
|= 1u << WINED3D_SHADER_TYPE_DOMAIN
;
11672 else if (state
->shader
[WINED3D_SHADER_TYPE_VERTEX
]
11673 && state
->shader
[WINED3D_SHADER_TYPE_VERTEX
]->reg_maps
.shader_version
.major
>= 4)
11674 context
->shader_update_mask
|= 1u << WINED3D_SHADER_TYPE_VERTEX
;
11677 static void glsl_vertex_pipe_pixel_shader(struct wined3d_context
*context
,
11678 const struct wined3d_state
*state
, DWORD state_id
)
11680 if (state
->shader
[WINED3D_SHADER_TYPE_GEOMETRY
])
11681 context
->shader_update_mask
|= 1u << WINED3D_SHADER_TYPE_GEOMETRY
;
11682 else if (state
->shader
[WINED3D_SHADER_TYPE_DOMAIN
])
11683 context
->shader_update_mask
|= 1u << WINED3D_SHADER_TYPE_DOMAIN
;
11684 else if (state
->shader
[WINED3D_SHADER_TYPE_VERTEX
]
11685 && state
->shader
[WINED3D_SHADER_TYPE_VERTEX
]->reg_maps
.shader_version
.major
>= 4)
11686 context
->shader_update_mask
|= 1u << WINED3D_SHADER_TYPE_VERTEX
;
11689 static void glsl_vertex_pipe_world(struct wined3d_context
*context
,
11690 const struct wined3d_state
*state
, DWORD state_id
)
11692 context
->constant_update_mask
|= WINED3D_SHADER_CONST_FFP_MODELVIEW
;
11695 static void glsl_vertex_pipe_vertexblend(struct wined3d_context
*context
,
11696 const struct wined3d_state
*state
, DWORD state_id
)
11698 context
->constant_update_mask
|= WINED3D_SHADER_CONST_FFP_VERTEXBLEND
;
11701 static void glsl_vertex_pipe_view(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
11703 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
11706 context
->constant_update_mask
|= WINED3D_SHADER_CONST_FFP_MODELVIEW
11707 | WINED3D_SHADER_CONST_FFP_LIGHTS
11708 | WINED3D_SHADER_CONST_FFP_VERTEXBLEND
;
11710 if (needs_legacy_glsl_syntax(gl_info
))
11712 for (k
= 0; k
< gl_info
->limits
.user_clip_distances
; ++k
)
11714 if (!isStateDirty(context
, STATE_CLIPPLANE(k
)))
11715 clipplane(context
, state
, STATE_CLIPPLANE(k
));
11720 context
->constant_update_mask
|= WINED3D_SHADER_CONST_VS_CLIP_PLANES
;
11724 static void glsl_vertex_pipe_projection(struct wined3d_context
*context
,
11725 const struct wined3d_state
*state
, DWORD state_id
)
11727 /* Table fog behavior depends on the projection matrix. */
11728 if (state
->render_states
[WINED3D_RS_FOGENABLE
]
11729 && state
->render_states
[WINED3D_RS_FOGTABLEMODE
] != WINED3D_FOG_NONE
)
11730 context
->shader_update_mask
|= 1u << WINED3D_SHADER_TYPE_VERTEX
;
11731 context
->constant_update_mask
|= WINED3D_SHADER_CONST_FFP_PROJ
;
11734 static void glsl_vertex_pipe_viewport(struct wined3d_context
*context
,
11735 const struct wined3d_state
*state
, DWORD state_id
)
11737 if (!isStateDirty(context
, STATE_TRANSFORM(WINED3D_TS_PROJECTION
)))
11738 glsl_vertex_pipe_projection(context
, state
, STATE_TRANSFORM(WINED3D_TS_PROJECTION
));
11739 if (!isStateDirty(context
, STATE_RENDER(WINED3D_RS_POINTSCALEENABLE
))
11740 && state
->render_states
[WINED3D_RS_POINTSCALEENABLE
])
11741 context
->constant_update_mask
|= WINED3D_SHADER_CONST_VS_POINTSIZE
;
11742 context
->constant_update_mask
|= WINED3D_SHADER_CONST_POS_FIXUP
;
11745 static void glsl_vertex_pipe_texmatrix(struct wined3d_context
*context
,
11746 const struct wined3d_state
*state
, DWORD state_id
)
11748 context
->constant_update_mask
|= WINED3D_SHADER_CONST_FFP_TEXMATRIX
;
11751 static void glsl_vertex_pipe_texmatrix_np2(struct wined3d_context
*context
,
11752 const struct wined3d_state
*state
, DWORD state_id
)
11754 DWORD sampler
= state_id
- STATE_SAMPLER(0);
11755 const struct wined3d_texture
*texture
= state
->textures
[sampler
];
11761 if (sampler
>= MAX_TEXTURES
)
11764 if ((np2
= !(texture
->flags
& WINED3D_TEXTURE_POW2_MAT_IDENT
))
11765 || context
->lastWasPow2Texture
& (1u << sampler
))
11768 context
->lastWasPow2Texture
|= 1u << sampler
;
11770 context
->lastWasPow2Texture
&= ~(1u << sampler
);
11772 context
->constant_update_mask
|= WINED3D_SHADER_CONST_FFP_TEXMATRIX
;
11776 static void glsl_vertex_pipe_material(struct wined3d_context
*context
,
11777 const struct wined3d_state
*state
, DWORD state_id
)
11779 context
->constant_update_mask
|= WINED3D_SHADER_CONST_FFP_MATERIAL
;
11782 static void glsl_vertex_pipe_light(struct wined3d_context
*context
,
11783 const struct wined3d_state
*state
, DWORD state_id
)
11785 context
->constant_update_mask
|= WINED3D_SHADER_CONST_FFP_LIGHTS
;
11788 static void glsl_vertex_pipe_pointsize(struct wined3d_context
*context
,
11789 const struct wined3d_state
*state
, DWORD state_id
)
11791 context
->constant_update_mask
|= WINED3D_SHADER_CONST_VS_POINTSIZE
;
11794 static void glsl_vertex_pipe_pointscale(struct wined3d_context
*context
,
11795 const struct wined3d_state
*state
, DWORD state_id
)
11797 if (!use_vs(state
))
11798 context
->constant_update_mask
|= WINED3D_SHADER_CONST_VS_POINTSIZE
;
11801 static void glsl_vertex_pointsprite_core(struct wined3d_context
*context
,
11802 const struct wined3d_state
*state
, DWORD state_id
)
11804 static unsigned int once
;
11806 if (state
->gl_primitive_type
== GL_POINTS
&& !state
->render_states
[WINED3D_RS_POINTSPRITEENABLE
] && !once
++)
11807 FIXME("Non-point sprite points not supported in core profile.\n");
11810 static void glsl_vertex_pipe_shademode(struct wined3d_context
*context
,
11811 const struct wined3d_state
*state
, DWORD state_id
)
11813 context
->shader_update_mask
|= 1u << WINED3D_SHADER_TYPE_VERTEX
;
11816 static void glsl_vertex_pipe_clip_plane(struct wined3d_context
*context
,
11817 const struct wined3d_state
*state
, DWORD state_id
)
11819 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
11820 UINT index
= state_id
- STATE_CLIPPLANE(0);
11822 if (index
>= gl_info
->limits
.user_clip_distances
)
11825 context
->constant_update_mask
|= WINED3D_SHADER_CONST_VS_CLIP_PLANES
;
11828 static const struct StateEntryTemplate glsl_vertex_pipe_vp_states
[] =
11830 {STATE_VDECL
, {STATE_VDECL
, glsl_vertex_pipe_vdecl
}, WINED3D_GL_EXT_NONE
},
11831 {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), glsl_vertex_pipe_vs
}, WINED3D_GL_EXT_NONE
},
11832 {STATE_SHADER(WINED3D_SHADER_TYPE_HULL
), {STATE_SHADER(WINED3D_SHADER_TYPE_HULL
), glsl_vertex_pipe_hs
}, WINED3D_GL_EXT_NONE
},
11833 {STATE_SHADER(WINED3D_SHADER_TYPE_GEOMETRY
), {STATE_SHADER(WINED3D_SHADER_TYPE_GEOMETRY
), glsl_vertex_pipe_geometry_shader
}, WINED3D_GL_EXT_NONE
},
11834 {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), glsl_vertex_pipe_pixel_shader
}, WINED3D_GL_EXT_NONE
},
11835 {STATE_MATERIAL
, {STATE_RENDER(WINED3D_RS_SPECULARENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
11836 {STATE_RENDER(WINED3D_RS_SPECULARENABLE
), {STATE_RENDER(WINED3D_RS_SPECULARENABLE
), glsl_vertex_pipe_material
}, WINED3D_GL_EXT_NONE
},
11838 {STATE_CLIPPLANE(0), {STATE_CLIPPLANE(0), glsl_vertex_pipe_clip_plane
}, WINED3D_GLSL_130
},
11839 {STATE_CLIPPLANE(0), {STATE_CLIPPLANE(0), clipplane
}, WINED3D_GL_EXT_NONE
},
11840 {STATE_CLIPPLANE(1), {STATE_CLIPPLANE(1), glsl_vertex_pipe_clip_plane
}, WINED3D_GLSL_130
},
11841 {STATE_CLIPPLANE(1), {STATE_CLIPPLANE(1), clipplane
}, WINED3D_GL_EXT_NONE
},
11842 {STATE_CLIPPLANE(2), {STATE_CLIPPLANE(2), glsl_vertex_pipe_clip_plane
}, WINED3D_GLSL_130
},
11843 {STATE_CLIPPLANE(2), {STATE_CLIPPLANE(2), clipplane
}, WINED3D_GL_EXT_NONE
},
11844 {STATE_CLIPPLANE(3), {STATE_CLIPPLANE(3), glsl_vertex_pipe_clip_plane
}, WINED3D_GLSL_130
},
11845 {STATE_CLIPPLANE(3), {STATE_CLIPPLANE(3), clipplane
}, WINED3D_GL_EXT_NONE
},
11846 {STATE_CLIPPLANE(4), {STATE_CLIPPLANE(4), glsl_vertex_pipe_clip_plane
}, WINED3D_GLSL_130
},
11847 {STATE_CLIPPLANE(4), {STATE_CLIPPLANE(4), clipplane
}, WINED3D_GL_EXT_NONE
},
11848 {STATE_CLIPPLANE(5), {STATE_CLIPPLANE(5), glsl_vertex_pipe_clip_plane
}, WINED3D_GLSL_130
},
11849 {STATE_CLIPPLANE(5), {STATE_CLIPPLANE(5), clipplane
}, WINED3D_GL_EXT_NONE
},
11850 {STATE_CLIPPLANE(6), {STATE_CLIPPLANE(6), glsl_vertex_pipe_clip_plane
}, WINED3D_GLSL_130
},
11851 {STATE_CLIPPLANE(6), {STATE_CLIPPLANE(6), clipplane
}, WINED3D_GL_EXT_NONE
},
11852 {STATE_CLIPPLANE(7), {STATE_CLIPPLANE(7), glsl_vertex_pipe_clip_plane
}, WINED3D_GLSL_130
},
11853 {STATE_CLIPPLANE(7), {STATE_CLIPPLANE(7), clipplane
}, WINED3D_GL_EXT_NONE
},
11855 {STATE_LIGHT_TYPE
, {STATE_RENDER(WINED3D_RS_FOGENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
11856 {STATE_ACTIVELIGHT(0), {STATE_ACTIVELIGHT(0), glsl_vertex_pipe_light
}, WINED3D_GL_EXT_NONE
},
11857 {STATE_ACTIVELIGHT(1), {STATE_ACTIVELIGHT(1), glsl_vertex_pipe_light
}, WINED3D_GL_EXT_NONE
},
11858 {STATE_ACTIVELIGHT(2), {STATE_ACTIVELIGHT(2), glsl_vertex_pipe_light
}, WINED3D_GL_EXT_NONE
},
11859 {STATE_ACTIVELIGHT(3), {STATE_ACTIVELIGHT(3), glsl_vertex_pipe_light
}, WINED3D_GL_EXT_NONE
},
11860 {STATE_ACTIVELIGHT(4), {STATE_ACTIVELIGHT(4), glsl_vertex_pipe_light
}, WINED3D_GL_EXT_NONE
},
11861 {STATE_ACTIVELIGHT(5), {STATE_ACTIVELIGHT(5), glsl_vertex_pipe_light
}, WINED3D_GL_EXT_NONE
},
11862 {STATE_ACTIVELIGHT(6), {STATE_ACTIVELIGHT(6), glsl_vertex_pipe_light
}, WINED3D_GL_EXT_NONE
},
11863 {STATE_ACTIVELIGHT(7), {STATE_ACTIVELIGHT(7), glsl_vertex_pipe_light
}, WINED3D_GL_EXT_NONE
},
11865 {STATE_VIEWPORT
, {STATE_VIEWPORT
, glsl_vertex_pipe_viewport
}, WINED3D_GL_EXT_NONE
},
11866 /* Transform states */
11867 {STATE_TRANSFORM(WINED3D_TS_VIEW
), {STATE_TRANSFORM(WINED3D_TS_VIEW
), glsl_vertex_pipe_view
}, WINED3D_GL_EXT_NONE
},
11868 {STATE_TRANSFORM(WINED3D_TS_PROJECTION
), {STATE_TRANSFORM(WINED3D_TS_PROJECTION
), glsl_vertex_pipe_projection
}, WINED3D_GL_EXT_NONE
},
11869 {STATE_TRANSFORM(WINED3D_TS_TEXTURE0
), {STATE_TEXTURESTAGE(0, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), NULL
}, WINED3D_GL_EXT_NONE
},
11870 {STATE_TRANSFORM(WINED3D_TS_TEXTURE1
), {STATE_TEXTURESTAGE(1, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), NULL
}, WINED3D_GL_EXT_NONE
},
11871 {STATE_TRANSFORM(WINED3D_TS_TEXTURE2
), {STATE_TEXTURESTAGE(2, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), NULL
}, WINED3D_GL_EXT_NONE
},
11872 {STATE_TRANSFORM(WINED3D_TS_TEXTURE3
), {STATE_TEXTURESTAGE(3, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), NULL
}, WINED3D_GL_EXT_NONE
},
11873 {STATE_TRANSFORM(WINED3D_TS_TEXTURE4
), {STATE_TEXTURESTAGE(4, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), NULL
}, WINED3D_GL_EXT_NONE
},
11874 {STATE_TRANSFORM(WINED3D_TS_TEXTURE5
), {STATE_TEXTURESTAGE(5, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), NULL
}, WINED3D_GL_EXT_NONE
},
11875 {STATE_TRANSFORM(WINED3D_TS_TEXTURE6
), {STATE_TEXTURESTAGE(6, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), NULL
}, WINED3D_GL_EXT_NONE
},
11876 {STATE_TRANSFORM(WINED3D_TS_TEXTURE7
), {STATE_TEXTURESTAGE(7, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), NULL
}, WINED3D_GL_EXT_NONE
},
11877 {STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(0)), {STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(0)), glsl_vertex_pipe_world
}, WINED3D_GL_EXT_NONE
},
11878 {STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(1)), {STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(1)), glsl_vertex_pipe_vertexblend
}, WINED3D_GL_EXT_NONE
},
11879 {STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(2)), {STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(2)), glsl_vertex_pipe_vertexblend
}, WINED3D_GL_EXT_NONE
},
11880 {STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(3)), {STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(3)), glsl_vertex_pipe_vertexblend
}, WINED3D_GL_EXT_NONE
},
11881 {STATE_TEXTURESTAGE(0, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), {STATE_TEXTURESTAGE(0, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), glsl_vertex_pipe_texmatrix
}, WINED3D_GL_EXT_NONE
},
11882 {STATE_TEXTURESTAGE(1, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), {STATE_TEXTURESTAGE(1, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), glsl_vertex_pipe_texmatrix
}, WINED3D_GL_EXT_NONE
},
11883 {STATE_TEXTURESTAGE(2, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), {STATE_TEXTURESTAGE(2, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), glsl_vertex_pipe_texmatrix
}, WINED3D_GL_EXT_NONE
},
11884 {STATE_TEXTURESTAGE(3, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), {STATE_TEXTURESTAGE(3, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), glsl_vertex_pipe_texmatrix
}, WINED3D_GL_EXT_NONE
},
11885 {STATE_TEXTURESTAGE(4, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), {STATE_TEXTURESTAGE(4, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), glsl_vertex_pipe_texmatrix
}, WINED3D_GL_EXT_NONE
},
11886 {STATE_TEXTURESTAGE(5, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), {STATE_TEXTURESTAGE(5, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), glsl_vertex_pipe_texmatrix
}, WINED3D_GL_EXT_NONE
},
11887 {STATE_TEXTURESTAGE(6, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), {STATE_TEXTURESTAGE(6, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), glsl_vertex_pipe_texmatrix
}, WINED3D_GL_EXT_NONE
},
11888 {STATE_TEXTURESTAGE(7, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), {STATE_TEXTURESTAGE(7, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), glsl_vertex_pipe_texmatrix
}, WINED3D_GL_EXT_NONE
},
11889 {STATE_TEXTURESTAGE(0, WINED3D_TSS_TEXCOORD_INDEX
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
11890 {STATE_TEXTURESTAGE(1, WINED3D_TSS_TEXCOORD_INDEX
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
11891 {STATE_TEXTURESTAGE(2, WINED3D_TSS_TEXCOORD_INDEX
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
11892 {STATE_TEXTURESTAGE(3, WINED3D_TSS_TEXCOORD_INDEX
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
11893 {STATE_TEXTURESTAGE(4, WINED3D_TSS_TEXCOORD_INDEX
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
11894 {STATE_TEXTURESTAGE(5, WINED3D_TSS_TEXCOORD_INDEX
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
11895 {STATE_TEXTURESTAGE(6, WINED3D_TSS_TEXCOORD_INDEX
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
11896 {STATE_TEXTURESTAGE(7, WINED3D_TSS_TEXCOORD_INDEX
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
11898 {STATE_RENDER(WINED3D_RS_FOGENABLE
), {STATE_RENDER(WINED3D_RS_FOGENABLE
), glsl_vertex_pipe_shader
}, WINED3D_GL_EXT_NONE
},
11899 {STATE_RENDER(WINED3D_RS_FOGTABLEMODE
), {STATE_RENDER(WINED3D_RS_FOGENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
11900 {STATE_RENDER(WINED3D_RS_FOGVERTEXMODE
), {STATE_RENDER(WINED3D_RS_FOGENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
11901 {STATE_RENDER(WINED3D_RS_RANGEFOGENABLE
), {STATE_RENDER(WINED3D_RS_FOGENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
11902 {STATE_RENDER(WINED3D_RS_CLIPPING
), {STATE_RENDER(WINED3D_RS_CLIPPING
), state_clipping
}, WINED3D_GL_EXT_NONE
},
11903 {STATE_RENDER(WINED3D_RS_CLIPPLANEENABLE
), {STATE_RENDER(WINED3D_RS_CLIPPING
), NULL
}, WINED3D_GL_EXT_NONE
},
11904 {STATE_RENDER(WINED3D_RS_LIGHTING
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
11905 {STATE_RENDER(WINED3D_RS_AMBIENT
), {STATE_RENDER(WINED3D_RS_AMBIENT
), glsl_vertex_pipe_light
}, WINED3D_GL_EXT_NONE
},
11906 {STATE_RENDER(WINED3D_RS_COLORVERTEX
), {STATE_RENDER(WINED3D_RS_COLORVERTEX
), glsl_vertex_pipe_shader
}, WINED3D_GL_EXT_NONE
},
11907 {STATE_RENDER(WINED3D_RS_LOCALVIEWER
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
11908 {STATE_RENDER(WINED3D_RS_NORMALIZENORMALS
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
11909 {STATE_RENDER(WINED3D_RS_DIFFUSEMATERIALSOURCE
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
11910 {STATE_RENDER(WINED3D_RS_SPECULARMATERIALSOURCE
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
11911 {STATE_RENDER(WINED3D_RS_AMBIENTMATERIALSOURCE
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
11912 {STATE_RENDER(WINED3D_RS_EMISSIVEMATERIALSOURCE
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
11913 {STATE_RENDER(WINED3D_RS_VERTEXBLEND
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
11914 {STATE_RENDER(WINED3D_RS_POINTSIZE
), {STATE_RENDER(WINED3D_RS_POINTSIZE_MIN
), NULL
}, WINED3D_GL_EXT_NONE
},
11915 {STATE_RENDER(WINED3D_RS_POINTSIZE_MIN
), {STATE_RENDER(WINED3D_RS_POINTSIZE_MIN
), glsl_vertex_pipe_pointsize
}, WINED3D_GL_EXT_NONE
},
11916 {STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE
), {STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE
), state_pointsprite
}, ARB_POINT_SPRITE
},
11917 {STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE
), {STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE
), state_pointsprite_w
}, WINED3D_GL_LEGACY_CONTEXT
},
11918 {STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE
), {STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE
), glsl_vertex_pointsprite_core
}, WINED3D_GL_EXT_NONE
},
11919 {STATE_RENDER(WINED3D_RS_POINTSCALEENABLE
), {STATE_RENDER(WINED3D_RS_POINTSCALEENABLE
), glsl_vertex_pipe_pointscale
}, WINED3D_GL_EXT_NONE
},
11920 {STATE_RENDER(WINED3D_RS_POINTSCALE_A
), {STATE_RENDER(WINED3D_RS_POINTSCALEENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
11921 {STATE_RENDER(WINED3D_RS_POINTSCALE_B
), {STATE_RENDER(WINED3D_RS_POINTSCALEENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
11922 {STATE_RENDER(WINED3D_RS_POINTSCALE_C
), {STATE_RENDER(WINED3D_RS_POINTSCALEENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
11923 {STATE_RENDER(WINED3D_RS_POINTSIZE_MAX
), {STATE_RENDER(WINED3D_RS_POINTSIZE_MIN
), NULL
}, WINED3D_GL_EXT_NONE
},
11924 {STATE_RENDER(WINED3D_RS_TWEENFACTOR
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
11925 {STATE_RENDER(WINED3D_RS_INDEXEDVERTEXBLENDENABLE
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
11926 /* NP2 texture matrix fixups. They are not needed if
11927 * GL_ARB_texture_non_power_of_two is supported. Otherwise, register
11928 * glsl_vertex_pipe_texmatrix(), which takes care of updating the texture
11930 {STATE_SAMPLER(0), {0, NULL
}, ARB_TEXTURE_NON_POWER_OF_TWO
},
11931 {STATE_SAMPLER(0), {0, NULL
}, WINED3D_GL_NORMALIZED_TEXRECT
},
11932 {STATE_SAMPLER(0), {STATE_SAMPLER(0), glsl_vertex_pipe_texmatrix_np2
}, WINED3D_GL_EXT_NONE
},
11933 {STATE_SAMPLER(1), {0, NULL
}, ARB_TEXTURE_NON_POWER_OF_TWO
},
11934 {STATE_SAMPLER(1), {0, NULL
}, WINED3D_GL_NORMALIZED_TEXRECT
},
11935 {STATE_SAMPLER(1), {STATE_SAMPLER(1), glsl_vertex_pipe_texmatrix_np2
}, WINED3D_GL_EXT_NONE
},
11936 {STATE_SAMPLER(2), {0, NULL
}, ARB_TEXTURE_NON_POWER_OF_TWO
},
11937 {STATE_SAMPLER(2), {0, NULL
}, WINED3D_GL_NORMALIZED_TEXRECT
},
11938 {STATE_SAMPLER(2), {STATE_SAMPLER(2), glsl_vertex_pipe_texmatrix_np2
}, WINED3D_GL_EXT_NONE
},
11939 {STATE_SAMPLER(3), {0, NULL
}, ARB_TEXTURE_NON_POWER_OF_TWO
},
11940 {STATE_SAMPLER(3), {0, NULL
}, WINED3D_GL_NORMALIZED_TEXRECT
},
11941 {STATE_SAMPLER(3), {STATE_SAMPLER(3), glsl_vertex_pipe_texmatrix_np2
}, WINED3D_GL_EXT_NONE
},
11942 {STATE_SAMPLER(4), {0, NULL
}, ARB_TEXTURE_NON_POWER_OF_TWO
},
11943 {STATE_SAMPLER(4), {0, NULL
}, WINED3D_GL_NORMALIZED_TEXRECT
},
11944 {STATE_SAMPLER(4), {STATE_SAMPLER(4), glsl_vertex_pipe_texmatrix_np2
}, WINED3D_GL_EXT_NONE
},
11945 {STATE_SAMPLER(5), {0, NULL
}, ARB_TEXTURE_NON_POWER_OF_TWO
},
11946 {STATE_SAMPLER(5), {0, NULL
}, WINED3D_GL_NORMALIZED_TEXRECT
},
11947 {STATE_SAMPLER(5), {STATE_SAMPLER(5), glsl_vertex_pipe_texmatrix_np2
}, WINED3D_GL_EXT_NONE
},
11948 {STATE_SAMPLER(6), {0, NULL
}, ARB_TEXTURE_NON_POWER_OF_TWO
},
11949 {STATE_SAMPLER(6), {0, NULL
}, WINED3D_GL_NORMALIZED_TEXRECT
},
11950 {STATE_SAMPLER(6), {STATE_SAMPLER(6), glsl_vertex_pipe_texmatrix_np2
}, WINED3D_GL_EXT_NONE
},
11951 {STATE_SAMPLER(7), {0, NULL
}, ARB_TEXTURE_NON_POWER_OF_TWO
},
11952 {STATE_SAMPLER(7), {0, NULL
}, WINED3D_GL_NORMALIZED_TEXRECT
},
11953 {STATE_SAMPLER(7), {STATE_SAMPLER(7), glsl_vertex_pipe_texmatrix_np2
}, WINED3D_GL_EXT_NONE
},
11954 {STATE_POINT_ENABLE
, {STATE_POINT_ENABLE
, glsl_vertex_pipe_shader
}, WINED3D_GL_EXT_NONE
},
11955 {STATE_RENDER(WINED3D_RS_SHADEMODE
), {STATE_RENDER(WINED3D_RS_SHADEMODE
), glsl_vertex_pipe_shademode
}, WINED3D_GLSL_130
},
11956 {STATE_RENDER(WINED3D_RS_SHADEMODE
), {STATE_RENDER(WINED3D_RS_SHADEMODE
), glsl_vertex_pipe_nop
}, WINED3D_GL_EXT_NONE
},
11957 {0 /* Terminate */, {0, NULL
}, WINED3D_GL_EXT_NONE
},
11961 * - Implement vertex tweening. */
11962 const struct wined3d_vertex_pipe_ops glsl_vertex_pipe
=
11964 glsl_vertex_pipe_vp_enable
,
11965 glsl_vertex_pipe_vp_get_caps
,
11966 glsl_vertex_pipe_vp_get_emul_mask
,
11967 glsl_vertex_pipe_vp_alloc
,
11968 glsl_vertex_pipe_vp_free
,
11969 glsl_vertex_pipe_vp_states
,
11972 static void glsl_fragment_pipe_enable(const struct wined3d_gl_info
*gl_info
, BOOL enable
)
11974 /* Nothing to do. */
11977 static void glsl_fragment_pipe_get_caps(const struct wined3d_gl_info
*gl_info
, struct fragment_caps
*caps
)
11979 caps
->wined3d_caps
= WINED3D_FRAGMENT_CAP_PROJ_CONTROL
11980 | WINED3D_FRAGMENT_CAP_SRGB_WRITE
11981 | WINED3D_FRAGMENT_CAP_COLOR_KEY
;
11982 caps
->PrimitiveMiscCaps
= WINED3DPMISCCAPS_TSSARGTEMP
11983 | WINED3DPMISCCAPS_PERSTAGECONSTANT
;
11984 caps
->TextureOpCaps
= WINED3DTEXOPCAPS_DISABLE
11985 | WINED3DTEXOPCAPS_SELECTARG1
11986 | WINED3DTEXOPCAPS_SELECTARG2
11987 | WINED3DTEXOPCAPS_MODULATE4X
11988 | WINED3DTEXOPCAPS_MODULATE2X
11989 | WINED3DTEXOPCAPS_MODULATE
11990 | WINED3DTEXOPCAPS_ADDSIGNED2X
11991 | WINED3DTEXOPCAPS_ADDSIGNED
11992 | WINED3DTEXOPCAPS_ADD
11993 | WINED3DTEXOPCAPS_SUBTRACT
11994 | WINED3DTEXOPCAPS_ADDSMOOTH
11995 | WINED3DTEXOPCAPS_BLENDCURRENTALPHA
11996 | WINED3DTEXOPCAPS_BLENDFACTORALPHA
11997 | WINED3DTEXOPCAPS_BLENDTEXTUREALPHA
11998 | WINED3DTEXOPCAPS_BLENDDIFFUSEALPHA
11999 | WINED3DTEXOPCAPS_BLENDTEXTUREALPHAPM
12000 | WINED3DTEXOPCAPS_MODULATEALPHA_ADDCOLOR
12001 | WINED3DTEXOPCAPS_MODULATECOLOR_ADDALPHA
12002 | WINED3DTEXOPCAPS_MODULATEINVCOLOR_ADDALPHA
12003 | WINED3DTEXOPCAPS_MODULATEINVALPHA_ADDCOLOR
12004 | WINED3DTEXOPCAPS_DOTPRODUCT3
12005 | WINED3DTEXOPCAPS_MULTIPLYADD
12006 | WINED3DTEXOPCAPS_LERP
12007 | WINED3DTEXOPCAPS_BUMPENVMAP
12008 | WINED3DTEXOPCAPS_BUMPENVMAPLUMINANCE
;
12009 caps
->MaxTextureBlendStages
= MAX_TEXTURES
;
12010 caps
->MaxSimultaneousTextures
= min(gl_info
->limits
.samplers
[WINED3D_SHADER_TYPE_PIXEL
], MAX_TEXTURES
);
12013 static DWORD
glsl_fragment_pipe_get_emul_mask(const struct wined3d_gl_info
*gl_info
)
12015 if (gl_info
->supported
[WINED3D_GL_LEGACY_CONTEXT
])
12016 return GL_EXT_EMUL_ARB_MULTITEXTURE
;
12020 static void *glsl_fragment_pipe_alloc(const struct wined3d_shader_backend_ops
*shader_backend
, void *shader_priv
)
12022 struct shader_glsl_priv
*priv
;
12024 if (shader_backend
== &glsl_shader_backend
)
12026 priv
= shader_priv
;
12027 wine_rb_init(&priv
->ffp_fragment_shaders
, wined3d_ffp_frag_program_key_compare
);
12031 FIXME("GLSL fragment pipe without GLSL shader backend not implemented.\n");
12036 static void shader_glsl_free_ffp_fragment_shader(struct wine_rb_entry
*entry
, void *context
)
12038 struct glsl_ffp_fragment_shader
*shader
= WINE_RB_ENTRY_VALUE(entry
,
12039 struct glsl_ffp_fragment_shader
, entry
.entry
);
12040 struct glsl_shader_prog_link
*program
, *program2
;
12041 struct glsl_ffp_destroy_ctx
*ctx
= context
;
12043 LIST_FOR_EACH_ENTRY_SAFE(program
, program2
, &shader
->linked_programs
,
12044 struct glsl_shader_prog_link
, ps
.shader_entry
)
12046 delete_glsl_program_entry(ctx
->priv
, ctx
->gl_info
, program
);
12048 ctx
->gl_info
->gl_ops
.ext
.p_glDeleteShader(shader
->id
);
12052 /* Context activation is done by the caller. */
12053 static void glsl_fragment_pipe_free(struct wined3d_device
*device
)
12055 struct shader_glsl_priv
*priv
= device
->fragment_priv
;
12056 struct glsl_ffp_destroy_ctx ctx
;
12059 ctx
.gl_info
= &device
->adapter
->gl_info
;
12060 wine_rb_destroy(&priv
->ffp_fragment_shaders
, shader_glsl_free_ffp_fragment_shader
, &ctx
);
12063 static void glsl_fragment_pipe_shader(struct wined3d_context
*context
,
12064 const struct wined3d_state
*state
, DWORD state_id
)
12066 context
->last_was_pshader
= use_ps(state
);
12068 context
->shader_update_mask
|= 1u << WINED3D_SHADER_TYPE_PIXEL
;
12071 static void glsl_fragment_pipe_fogparams(struct wined3d_context
*context
,
12072 const struct wined3d_state
*state
, DWORD state_id
)
12074 context
->constant_update_mask
|= WINED3D_SHADER_CONST_PS_FOG
;
12077 static void glsl_fragment_pipe_fog(struct wined3d_context
*context
,
12078 const struct wined3d_state
*state
, DWORD state_id
)
12080 BOOL use_vshader
= use_vs(state
);
12081 enum fogsource new_source
;
12082 DWORD fogstart
= state
->render_states
[WINED3D_RS_FOGSTART
];
12083 DWORD fogend
= state
->render_states
[WINED3D_RS_FOGEND
];
12085 context
->shader_update_mask
|= 1u << WINED3D_SHADER_TYPE_PIXEL
;
12087 if (!state
->render_states
[WINED3D_RS_FOGENABLE
])
12090 if (state
->render_states
[WINED3D_RS_FOGTABLEMODE
] == WINED3D_FOG_NONE
)
12093 new_source
= FOGSOURCE_VS
;
12094 else if (state
->render_states
[WINED3D_RS_FOGVERTEXMODE
] == WINED3D_FOG_NONE
|| context
->stream_info
.position_transformed
)
12095 new_source
= FOGSOURCE_COORD
;
12097 new_source
= FOGSOURCE_FFP
;
12101 new_source
= FOGSOURCE_FFP
;
12104 if (new_source
!= context
->fog_source
|| fogstart
== fogend
)
12106 context
->fog_source
= new_source
;
12107 context
->constant_update_mask
|= WINED3D_SHADER_CONST_PS_FOG
;
12111 static void glsl_fragment_pipe_vdecl(struct wined3d_context
*context
,
12112 const struct wined3d_state
*state
, DWORD state_id
)
12114 /* Because of settings->texcoords_initialized and args->texcoords_initialized. */
12115 if (context
->gl_info
->limits
.glsl_varyings
< wined3d_max_compat_varyings(context
->gl_info
))
12116 context
->shader_update_mask
|= 1u << WINED3D_SHADER_TYPE_PIXEL
;
12118 if (!isStateDirty(context
, STATE_RENDER(WINED3D_RS_FOGENABLE
)))
12119 glsl_fragment_pipe_fog(context
, state
, state_id
);
12122 static void glsl_fragment_pipe_vs(struct wined3d_context
*context
,
12123 const struct wined3d_state
*state
, DWORD state_id
)
12125 /* Because of settings->texcoords_initialized and args->texcoords_initialized. */
12126 if (context
->gl_info
->limits
.glsl_varyings
< wined3d_max_compat_varyings(context
->gl_info
))
12127 context
->shader_update_mask
|= 1u << WINED3D_SHADER_TYPE_PIXEL
;
12130 static void glsl_fragment_pipe_tex_transform(struct wined3d_context
*context
,
12131 const struct wined3d_state
*state
, DWORD state_id
)
12133 context
->shader_update_mask
|= 1u << WINED3D_SHADER_TYPE_PIXEL
;
12136 static void glsl_fragment_pipe_invalidate_constants(struct wined3d_context
*context
,
12137 const struct wined3d_state
*state
, DWORD state_id
)
12139 context
->constant_update_mask
|= WINED3D_SHADER_CONST_FFP_PS
;
12142 static void glsl_fragment_pipe_alpha_test_func(struct wined3d_context
*context
,
12143 const struct wined3d_state
*state
, DWORD state_id
)
12145 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
12146 GLint func
= wined3d_gl_compare_func(state
->render_states
[WINED3D_RS_ALPHAFUNC
]);
12147 float ref
= state
->render_states
[WINED3D_RS_ALPHAREF
] / 255.0f
;
12151 gl_info
->gl_ops
.gl
.p_glAlphaFunc(func
, ref
);
12152 checkGLcall("glAlphaFunc");
12156 static void glsl_fragment_pipe_core_alpha_test(struct wined3d_context
*context
,
12157 const struct wined3d_state
*state
, DWORD state_id
)
12159 context
->shader_update_mask
|= 1u << WINED3D_SHADER_TYPE_PIXEL
;
12162 static void glsl_fragment_pipe_alpha_test(struct wined3d_context
*context
,
12163 const struct wined3d_state
*state
, DWORD state_id
)
12165 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
12167 if (state
->render_states
[WINED3D_RS_ALPHATESTENABLE
])
12169 gl_info
->gl_ops
.gl
.p_glEnable(GL_ALPHA_TEST
);
12170 checkGLcall("glEnable(GL_ALPHA_TEST)");
12174 gl_info
->gl_ops
.gl
.p_glDisable(GL_ALPHA_TEST
);
12175 checkGLcall("glDisable(GL_ALPHA_TEST)");
12179 static void glsl_fragment_pipe_core_alpha_test_ref(struct wined3d_context
*context
,
12180 const struct wined3d_state
*state
, DWORD state_id
)
12182 context
->constant_update_mask
|= WINED3D_SHADER_CONST_PS_ALPHA_TEST
;
12185 static void glsl_fragment_pipe_color_key(struct wined3d_context
*context
,
12186 const struct wined3d_state
*state
, DWORD state_id
)
12188 context
->constant_update_mask
|= WINED3D_SHADER_CONST_FFP_COLOR_KEY
;
12191 static void glsl_fragment_pipe_shademode(struct wined3d_context
*context
,
12192 const struct wined3d_state
*state
, DWORD state_id
)
12194 context
->shader_update_mask
|= 1u << WINED3D_SHADER_TYPE_PIXEL
;
12197 static const struct StateEntryTemplate glsl_fragment_pipe_state_template
[] =
12199 {STATE_VDECL
, {STATE_VDECL
, glsl_fragment_pipe_vdecl
}, WINED3D_GL_EXT_NONE
},
12200 {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), glsl_fragment_pipe_vs
}, WINED3D_GL_EXT_NONE
},
12201 {STATE_RENDER(WINED3D_RS_TEXTUREFACTOR
), {STATE_RENDER(WINED3D_RS_TEXTUREFACTOR
), glsl_fragment_pipe_invalidate_constants
}, WINED3D_GL_EXT_NONE
},
12202 {STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12203 {STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12204 {STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12205 {STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12206 {STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12207 {STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12208 {STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12209 {STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12210 {STATE_TEXTURESTAGE(0, WINED3D_TSS_RESULT_ARG
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12211 {STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12212 {STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12213 {STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12214 {STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12215 {STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12216 {STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12217 {STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12218 {STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12219 {STATE_TEXTURESTAGE(1, WINED3D_TSS_RESULT_ARG
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12220 {STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12221 {STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12222 {STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12223 {STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12224 {STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12225 {STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12226 {STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12227 {STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12228 {STATE_TEXTURESTAGE(2, WINED3D_TSS_RESULT_ARG
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12229 {STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12230 {STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12231 {STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12232 {STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12233 {STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12234 {STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12235 {STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12236 {STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12237 {STATE_TEXTURESTAGE(3, WINED3D_TSS_RESULT_ARG
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12238 {STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12239 {STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12240 {STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12241 {STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12242 {STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12243 {STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12244 {STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12245 {STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12246 {STATE_TEXTURESTAGE(4, WINED3D_TSS_RESULT_ARG
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12247 {STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12248 {STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12249 {STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12250 {STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12251 {STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12252 {STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12253 {STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12254 {STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12255 {STATE_TEXTURESTAGE(5, WINED3D_TSS_RESULT_ARG
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12256 {STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12257 {STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12258 {STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12259 {STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12260 {STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12261 {STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12262 {STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12263 {STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12264 {STATE_TEXTURESTAGE(6, WINED3D_TSS_RESULT_ARG
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12265 {STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12266 {STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12267 {STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12268 {STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12269 {STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12270 {STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12271 {STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12272 {STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12273 {STATE_TEXTURESTAGE(7, WINED3D_TSS_RESULT_ARG
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12274 {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), glsl_fragment_pipe_shader
}, WINED3D_GL_EXT_NONE
},
12275 {STATE_RENDER(WINED3D_RS_ALPHAFUNC
), {STATE_RENDER(WINED3D_RS_ALPHAFUNC
), glsl_fragment_pipe_alpha_test_func
}, WINED3D_GL_LEGACY_CONTEXT
},
12276 {STATE_RENDER(WINED3D_RS_ALPHAFUNC
), {STATE_RENDER(WINED3D_RS_ALPHATESTENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
12277 {STATE_RENDER(WINED3D_RS_ALPHAREF
), {STATE_RENDER(WINED3D_RS_ALPHAFUNC
), NULL
}, WINED3D_GL_LEGACY_CONTEXT
},
12278 {STATE_RENDER(WINED3D_RS_ALPHAREF
), {STATE_RENDER(WINED3D_RS_ALPHAREF
), glsl_fragment_pipe_core_alpha_test_ref
}, WINED3D_GL_EXT_NONE
},
12279 {STATE_RENDER(WINED3D_RS_ALPHATESTENABLE
), {STATE_RENDER(WINED3D_RS_ALPHATESTENABLE
), glsl_fragment_pipe_alpha_test
}, WINED3D_GL_LEGACY_CONTEXT
},
12280 {STATE_RENDER(WINED3D_RS_ALPHATESTENABLE
), {STATE_RENDER(WINED3D_RS_ALPHATESTENABLE
), glsl_fragment_pipe_core_alpha_test
}, WINED3D_GL_EXT_NONE
},
12281 {STATE_RENDER(WINED3D_RS_COLORKEYENABLE
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12282 {STATE_COLOR_KEY
, { STATE_COLOR_KEY
, glsl_fragment_pipe_color_key
}, WINED3D_GL_EXT_NONE
},
12283 {STATE_RENDER(WINED3D_RS_FOGENABLE
), {STATE_RENDER(WINED3D_RS_FOGENABLE
), glsl_fragment_pipe_fog
}, WINED3D_GL_EXT_NONE
},
12284 {STATE_RENDER(WINED3D_RS_FOGTABLEMODE
), {STATE_RENDER(WINED3D_RS_FOGENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
12285 {STATE_RENDER(WINED3D_RS_FOGVERTEXMODE
), {STATE_RENDER(WINED3D_RS_FOGENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
12286 {STATE_RENDER(WINED3D_RS_FOGSTART
), {STATE_RENDER(WINED3D_RS_FOGSTART
), glsl_fragment_pipe_fogparams
}, WINED3D_GL_EXT_NONE
},
12287 {STATE_RENDER(WINED3D_RS_FOGEND
), {STATE_RENDER(WINED3D_RS_FOGSTART
), NULL
}, WINED3D_GL_EXT_NONE
},
12288 {STATE_RENDER(WINED3D_RS_SRGBWRITEENABLE
), {STATE_RENDER(WINED3D_RS_SRGBWRITEENABLE
), state_srgbwrite
}, ARB_FRAMEBUFFER_SRGB
},
12289 {STATE_RENDER(WINED3D_RS_SRGBWRITEENABLE
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12290 {STATE_RENDER(WINED3D_RS_FOGCOLOR
), {STATE_RENDER(WINED3D_RS_FOGCOLOR
), glsl_fragment_pipe_fogparams
}, WINED3D_GL_EXT_NONE
},
12291 {STATE_RENDER(WINED3D_RS_FOGDENSITY
), {STATE_RENDER(WINED3D_RS_FOGDENSITY
), glsl_fragment_pipe_fogparams
}, WINED3D_GL_EXT_NONE
},
12292 {STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE
), {STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE
), glsl_fragment_pipe_shader
}, ARB_POINT_SPRITE
},
12293 {STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE
), {STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE
), glsl_fragment_pipe_shader
}, WINED3D_GL_VERSION_2_0
},
12294 {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
},
12295 {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
},
12296 {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
},
12297 {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
},
12298 {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
},
12299 {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
},
12300 {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
},
12301 {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
},
12302 {STATE_TEXTURESTAGE(0, WINED3D_TSS_CONSTANT
), {STATE_TEXTURESTAGE(0, WINED3D_TSS_CONSTANT
), glsl_fragment_pipe_invalidate_constants
}, WINED3D_GL_EXT_NONE
},
12303 {STATE_TEXTURESTAGE(1, WINED3D_TSS_CONSTANT
), {STATE_TEXTURESTAGE(1, WINED3D_TSS_CONSTANT
), glsl_fragment_pipe_invalidate_constants
}, WINED3D_GL_EXT_NONE
},
12304 {STATE_TEXTURESTAGE(2, WINED3D_TSS_CONSTANT
), {STATE_TEXTURESTAGE(2, WINED3D_TSS_CONSTANT
), glsl_fragment_pipe_invalidate_constants
}, WINED3D_GL_EXT_NONE
},
12305 {STATE_TEXTURESTAGE(3, WINED3D_TSS_CONSTANT
), {STATE_TEXTURESTAGE(3, WINED3D_TSS_CONSTANT
), glsl_fragment_pipe_invalidate_constants
}, WINED3D_GL_EXT_NONE
},
12306 {STATE_TEXTURESTAGE(4, WINED3D_TSS_CONSTANT
), {STATE_TEXTURESTAGE(4, WINED3D_TSS_CONSTANT
), glsl_fragment_pipe_invalidate_constants
}, WINED3D_GL_EXT_NONE
},
12307 {STATE_TEXTURESTAGE(5, WINED3D_TSS_CONSTANT
), {STATE_TEXTURESTAGE(5, WINED3D_TSS_CONSTANT
), glsl_fragment_pipe_invalidate_constants
}, WINED3D_GL_EXT_NONE
},
12308 {STATE_TEXTURESTAGE(6, WINED3D_TSS_CONSTANT
), {STATE_TEXTURESTAGE(6, WINED3D_TSS_CONSTANT
), glsl_fragment_pipe_invalidate_constants
}, WINED3D_GL_EXT_NONE
},
12309 {STATE_TEXTURESTAGE(7, WINED3D_TSS_CONSTANT
), {STATE_TEXTURESTAGE(7, WINED3D_TSS_CONSTANT
), glsl_fragment_pipe_invalidate_constants
}, WINED3D_GL_EXT_NONE
},
12310 {STATE_RENDER(WINED3D_RS_SPECULARENABLE
), {STATE_RENDER(WINED3D_RS_SPECULARENABLE
), glsl_fragment_pipe_invalidate_constants
}, WINED3D_GL_EXT_NONE
},
12311 {STATE_POINT_ENABLE
, {STATE_POINT_ENABLE
, glsl_fragment_pipe_shader
}, WINED3D_GL_EXT_NONE
},
12312 {STATE_RENDER(WINED3D_RS_SHADEMODE
), {STATE_RENDER(WINED3D_RS_SHADEMODE
), glsl_fragment_pipe_shademode
}, WINED3D_GLSL_130
},
12313 {STATE_RENDER(WINED3D_RS_SHADEMODE
), {STATE_RENDER(WINED3D_RS_SHADEMODE
), state_shademode
}, WINED3D_GL_EXT_NONE
},
12314 {0 /* Terminate */, {0, 0 }, WINED3D_GL_EXT_NONE
},
12317 static BOOL
glsl_fragment_pipe_alloc_context_data(struct wined3d_context
*context
)
12322 static void glsl_fragment_pipe_free_context_data(struct wined3d_context
*context
)
12326 const struct fragment_pipeline glsl_fragment_pipe
=
12328 glsl_fragment_pipe_enable
,
12329 glsl_fragment_pipe_get_caps
,
12330 glsl_fragment_pipe_get_emul_mask
,
12331 glsl_fragment_pipe_alloc
,
12332 glsl_fragment_pipe_free
,
12333 glsl_fragment_pipe_alloc_context_data
,
12334 glsl_fragment_pipe_free_context_data
,
12335 shader_glsl_color_fixup_supported
,
12336 glsl_fragment_pipe_state_template
,
12339 struct glsl_blitter_args
12341 GLenum texture_type
;
12342 struct color_fixup_desc fixup
;
12343 unsigned short padding
;
12346 struct glsl_blitter_program
12348 struct wine_rb_entry entry
;
12349 struct glsl_blitter_args args
;
12353 struct wined3d_glsl_blitter
12355 struct wined3d_blitter blitter
;
12356 struct wined3d_string_buffer_list string_buffers
;
12357 struct wine_rb_tree programs
;
12358 GLuint palette_texture
;
12361 static int glsl_blitter_args_compare(const void *key
, const struct wine_rb_entry
*entry
)
12363 const struct glsl_blitter_args
*a
= key
;
12364 const struct glsl_blitter_args
*b
= &WINE_RB_ENTRY_VALUE(entry
, const struct glsl_blitter_program
, entry
)->args
;
12366 return memcmp(a
, b
, sizeof(*a
));
12369 /* Context activation is done by the caller. */
12370 static void glsl_free_blitter_program(struct wine_rb_entry
*entry
, void *ctx
)
12372 struct glsl_blitter_program
*program
= WINE_RB_ENTRY_VALUE(entry
, struct glsl_blitter_program
, entry
);
12373 struct wined3d_context
*context
= ctx
;
12374 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
12376 GL_EXTCALL(glDeleteProgram(program
->id
));
12377 checkGLcall("glDeleteProgram()");
12378 heap_free(program
);
12381 /* Context activation is done by the caller. */
12382 static void glsl_blitter_destroy(struct wined3d_blitter
*blitter
, struct wined3d_context
*context
)
12384 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
12385 struct wined3d_glsl_blitter
*glsl_blitter
;
12386 struct wined3d_blitter
*next
;
12388 if ((next
= blitter
->next
))
12389 next
->ops
->blitter_destroy(next
, context
);
12391 glsl_blitter
= CONTAINING_RECORD(blitter
, struct wined3d_glsl_blitter
, blitter
);
12393 if (glsl_blitter
->palette_texture
)
12394 gl_info
->gl_ops
.gl
.p_glDeleteTextures(1, &glsl_blitter
->palette_texture
);
12396 wine_rb_destroy(&glsl_blitter
->programs
, glsl_free_blitter_program
, context
);
12397 string_buffer_list_cleanup(&glsl_blitter
->string_buffers
);
12399 heap_free(glsl_blitter
);
12402 static void glsl_blitter_generate_p8_shader(struct wined3d_string_buffer
*buffer
,
12403 const struct wined3d_gl_info
*gl_info
, const struct glsl_blitter_args
*args
,
12404 const char *output
, const char *tex_type
, const char *swizzle
)
12406 shader_addline(buffer
, "uniform sampler1D sampler_palette;\n");
12407 shader_addline(buffer
, "\nvoid main()\n{\n");
12408 /* The alpha-component contains the palette index. */
12409 shader_addline(buffer
, " float index = texture%s(sampler, out_texcoord.%s).%c;\n",
12410 needs_legacy_glsl_syntax(gl_info
) ? tex_type
: "", swizzle
,
12411 gl_info
->supported
[WINED3D_GL_LEGACY_CONTEXT
] ? 'w' : 'x');
12412 /* Scale the index by 255/256 and add a bias of 0.5 in order to sample in
12414 shader_addline(buffer
, " index = (index * 255.0 + 0.5) / 256.0;\n");
12415 shader_addline(buffer
, " %s = texture%s(sampler_palette, index);\n",
12416 output
, needs_legacy_glsl_syntax(gl_info
) ? "1D" : "");
12417 shader_addline(buffer
, "}\n");
12420 static void gen_packed_yuv_read(struct wined3d_string_buffer
*buffer
,
12421 const struct wined3d_gl_info
*gl_info
, const struct glsl_blitter_args
*args
,
12422 const char *tex_type
)
12424 enum complex_fixup complex_fixup
= get_complex_fixup(args
->fixup
);
12425 char chroma
, luminance
;
12428 /* The YUY2 and UYVY formats contain two pixels packed into a 32 bit
12429 * macropixel, giving effectively 16 bits per pixel. The color consists of
12430 * a luminance(Y) and two chroma(U and V) values. Each macropixel has two
12431 * luminance values, one for each single pixel it contains, and one U and
12432 * one V value shared between both pixels.
12434 * The data is loaded into an A8L8 texture. With YUY2, the luminance
12435 * component contains the luminance and alpha the chroma. With UYVY it is
12436 * vice versa. Thus take the format into account when generating the read
12439 * Reading the Y value is straightforward - just sample the texture. The
12440 * hardware takes care of filtering in the horizontal and vertical
12443 * Reading the U and V values is harder. We have to avoid filtering
12444 * horizontally, because that would mix the U and V values of one pixel or
12445 * two adjacent pixels. Thus floor the texture coordinate and add 0.5 to
12446 * get an unfiltered read, regardless of the filtering setting. Vertical
12447 * filtering works automatically though - the U and V values of two rows
12448 * are mixed nicely.
12450 * Apart of avoiding filtering issues, the code has to know which value it
12451 * just read, and where it can find the other one. To determine this, it
12452 * checks if it sampled an even or odd pixel, and shifts the 2nd read
12455 * Handling horizontal filtering of U and V values requires reading a 2nd
12456 * pair of pixels, extracting U and V and mixing them. This is not
12459 * An alternative implementation idea is to load the texture as A8R8G8B8
12460 * texture, with width / 2. This way one read gives all 3 values, finding
12461 * U and V is easy in an unfiltered situation. Finding the luminance on
12462 * the other hand requires finding out if it is an odd or even pixel. The
12463 * real drawback of this approach is filtering. This would have to be
12464 * emulated completely in the shader, reading up two 2 packed pixels in up
12465 * to 2 rows and interpolating both horizontally and vertically. Beyond
12466 * that it would require adjustments to the texture handling code to deal
12467 * with the width scaling. */
12469 if (complex_fixup
== COMPLEX_FIXUP_UYVY
)
12472 luminance
= gl_info
->supported
[WINED3D_GL_LEGACY_CONTEXT
] ? 'w' : 'y';
12476 chroma
= gl_info
->supported
[WINED3D_GL_LEGACY_CONTEXT
] ? 'w' : 'y';
12480 tex
= needs_legacy_glsl_syntax(gl_info
) ? tex_type
: "";
12482 /* First we have to read the chroma values. This means we need at least
12483 * two pixels (no filtering), or 4 pixels (with filtering). To get the
12484 * unmodified chroma, we have to rid ourselves of the filtering when we
12485 * sample the texture. */
12486 shader_addline(buffer
, " texcoord.xy = out_texcoord.xy;\n");
12487 /* We must not allow filtering between pixel x and x+1, this would mix U
12488 * and V. Vertical filtering is ok. However, bear in mind that the pixel
12489 * center is at 0.5, so add 0.5. */
12490 shader_addline(buffer
, " texcoord.x = (floor(texcoord.x * size.x) + 0.5) / size.x;\n");
12491 shader_addline(buffer
, " luminance = texture%s(sampler, texcoord.xy).%c;\n", tex
, chroma
);
12493 /* Multiply the x coordinate by 0.5 and get the fraction. This gives 0.25
12494 * and 0.75 for the even and odd pixels respectively. */
12495 /* Put the value into either of the chroma values. */
12496 shader_addline(buffer
, " bool even = fract(texcoord.x * size.x * 0.5) < 0.5;\n");
12497 shader_addline(buffer
, " if (even)\n");
12498 shader_addline(buffer
, " chroma.y = luminance;\n");
12499 shader_addline(buffer
, " else\n");
12500 shader_addline(buffer
, " chroma.x = luminance;\n");
12502 /* Sample pixel 2. If we read an even pixel, sample the pixel right to the
12503 * current one. Otherwise, sample the left pixel. */
12504 shader_addline(buffer
, " texcoord.x += even ? 1.0 / size.x : -1.0 / size.x;\n");
12505 shader_addline(buffer
, " luminance = texture%s(sampler, texcoord.xy).%c;\n", tex
, chroma
);
12507 /* Put the value into the other chroma. */
12508 shader_addline(buffer
, " if (even)\n");
12509 shader_addline(buffer
, " chroma.x = luminance;\n");
12510 shader_addline(buffer
, " else\n");
12511 shader_addline(buffer
, " chroma.y = luminance;\n");
12513 /* TODO: If filtering is enabled, sample a 2nd pair of pixels left or right of
12514 * the current one and lerp the two U and V values. */
12516 /* This gives the correctly filtered luminance value. */
12517 shader_addline(buffer
, " luminance = texture%s(sampler, out_texcoord.xy).%c;\n", tex
, luminance
);
12520 static void gen_yv12_read(struct wined3d_string_buffer
*buffer
,
12521 const struct wined3d_gl_info
*gl_info
, const char *tex_type
)
12523 char component
= gl_info
->supported
[WINED3D_GL_LEGACY_CONTEXT
] ? 'w' : 'x';
12524 const char *tex
= needs_legacy_glsl_syntax(gl_info
) ? tex_type
: "";
12526 /* YV12 surfaces contain a WxH sized luminance plane, followed by a
12527 * (W/2)x(H/2) V and a (W/2)x(H/2) U plane, each with 8 bit per pixel. So
12528 * the effective bitdepth is 12 bits per pixel. Since the U and V planes
12529 * have only half the pitch of the luminance plane, the packing into the
12530 * gl texture is a bit unfortunate. If the whole texture is interpreted as
12531 * luminance data it looks approximately like this:
12533 * +----------------------------------+----
12545 * +----------------+-----------------+----
12547 * | V even rows | V odd rows |
12549 * +----------------+------------------ -
12551 * | U even rows | U odd rows |
12553 * +----------------+-----------------+----
12557 * So it appears as if there are 4 chroma images, but in fact the odd rows
12558 * in the chroma images are in the same row as the even ones. So it is
12559 * kinda tricky to read. */
12561 /* First sample the chroma values. */
12562 shader_addline(buffer
, " texcoord.xy = out_texcoord.xy;\n");
12563 /* The chroma planes have only half the width. */
12564 shader_addline(buffer
, " texcoord.x *= 0.5;\n");
12566 /* The first value is between 2/3 and 5/6 of the texture's height, so
12567 * scale+bias the coordinate. Also read the right side of the image when
12568 * reading odd lines.
12570 * Don't forget to clamp the y values in into the range, otherwise we'll
12571 * get filtering bleeding. */
12573 /* Read odd lines from the right side (add 0.5 to the x coordinate). */
12574 shader_addline(buffer
, " if (fract(floor(texcoord.y * size.y) * 0.5 + 1.0 / 6.0) >= 0.5)\n");
12575 shader_addline(buffer
, " texcoord.x += 0.5;\n");
12577 /* Clamp, keep the half pixel origin in mind. */
12578 shader_addline(buffer
, " texcoord.y = clamp(2.0 / 3.0 + texcoord.y / 6.0, "
12579 "2.0 / 3.0 + 0.5 / size.y, 5.0 / 6.0 - 0.5 / size.y);\n");
12581 shader_addline(buffer
, " chroma.x = texture%s(sampler, texcoord.xy).%c;\n", tex
, component
);
12583 /* The other chroma value is 1/6th of the texture lower, from 5/6th to
12584 * 6/6th No need to clamp because we're just reusing the already clamped
12585 * value from above. */
12586 shader_addline(buffer
, " texcoord.y += 1.0 / 6.0;\n");
12587 shader_addline(buffer
, " chroma.y = texture%s(sampler, texcoord.xy).%c;\n", tex
, component
);
12589 /* Sample the luminance value. It is in the top 2/3rd of the texture, so
12590 * scale the y coordinate. Clamp the y coordinate to prevent the chroma
12591 * values from bleeding into the sampled luminance values due to
12593 shader_addline(buffer
, " texcoord.xy = out_texcoord.xy;\n");
12594 /* Multiply the y coordinate by 2/3 and clamp it. */
12595 shader_addline(buffer
, " texcoord.y = min(texcoord.y * 2.0 / 3.0, 2.0 / 3.0 - 0.5 / size.y);\n");
12596 shader_addline(buffer
, " luminance = texture%s(sampler, texcoord.xy).%c;\n", tex
, component
);
12599 static void gen_nv12_read(struct wined3d_string_buffer
*buffer
,
12600 const struct wined3d_gl_info
*gl_info
, const char *tex_type
)
12602 char component
= gl_info
->supported
[WINED3D_GL_LEGACY_CONTEXT
] ? 'w' : 'x';
12603 const char *tex
= needs_legacy_glsl_syntax(gl_info
) ? tex_type
: "";
12605 /* NV12 surfaces contain a WxH sized luminance plane, followed by a
12606 * (W/2)x(H/2) sized plane where each component is an UV pair. So the
12607 * effective bitdepth is 12 bits per pixel. If the whole texture is
12608 * interpreted as luminance data it looks approximately like this:
12610 * +----------------------------------+----
12622 * +----------------------------------+----
12623 * |UVUVUVUVUVUVUVUVUVUVUVUVUVUVUVUVUV|
12624 * |UVUVUVUVUVUVUVUVUVUVUVUVUVUVUVUVUV|
12630 * +----------------------------------+---- */
12632 /* First sample the chroma values. */
12633 shader_addline(buffer
, " texcoord.xy = out_texcoord.xy;\n");
12634 /* We only have half the number of chroma pixels. */
12635 shader_addline(buffer
, " texcoord.x *= 0.5;\n");
12636 shader_addline(buffer
, " texcoord.y = (texcoord.y + 2.0) / 3.0;\n");
12638 /* We must not allow filtering horizontally, this would mix U and V.
12639 * Vertical filtering is ok. However, bear in mind that the pixel center
12640 * is at 0.5, so add 0.5. */
12642 /* Convert to non-normalised coordinates so we can find the individual
12644 shader_addline(buffer
, " texcoord.x = floor(texcoord.x * size.x);\n");
12645 /* Multiply by 2 since chroma components are stored in UV pixel pairs, add
12646 * 0.5 to hit the center of the pixel. Then convert back to normalised
12648 shader_addline(buffer
, " texcoord.x = (texcoord.x * 2.0 + 0.5) / size.x;\n");
12649 /* Clamp, keep the half pixel origin in mind. */
12650 shader_addline(buffer
, " texcoord.y = max(texcoord.y, 2.0 / 3.0 + 0.5 / size.y);\n");
12652 shader_addline(buffer
, " chroma.y = texture%s(sampler, texcoord.xy).%c;\n", tex
, component
);
12653 /* Add 1.0 / size.x to sample the adjacent texel. */
12654 shader_addline(buffer
, " texcoord.x += 1.0 / size.x;\n");
12655 shader_addline(buffer
, " chroma.x = texture%s(sampler, texcoord.xy).%c;\n", tex
, component
);
12657 /* Sample the luminance value. It is in the top 2/3rd of the texture, so
12658 * scale the y coordinate. Clamp the y coordinate to prevent the chroma
12659 * values from bleeding into the sampled luminance values due to
12661 shader_addline(buffer
, " texcoord.xy = out_texcoord.xy;\n");
12662 /* Multiply the y coordinate by 2/3 and clamp it. */
12663 shader_addline(buffer
, " texcoord.y = min(texcoord.y * 2.0 / 3.0, 2.0 / 3.0 - 0.5 / size.y);\n");
12664 shader_addline(buffer
, " luminance = texture%s(sampler, texcoord.xy).%c;\n", tex
, component
);
12667 static void glsl_blitter_generate_yuv_shader(struct wined3d_string_buffer
*buffer
,
12668 const struct wined3d_gl_info
*gl_info
, const struct glsl_blitter_args
*args
,
12669 const char *output
, const char *tex_type
, const char *swizzle
)
12671 enum complex_fixup complex_fixup
= get_complex_fixup(args
->fixup
);
12673 shader_addline(buffer
, "const vec4 yuv_coef = vec4(1.403, -0.344, -0.714, 1.770);\n");
12674 shader_addline(buffer
, "float luminance;\n");
12675 shader_addline(buffer
, "vec2 texcoord;\n");
12676 shader_addline(buffer
, "vec2 chroma;\n");
12677 shader_addline(buffer
, "uniform vec2 size;\n");
12679 shader_addline(buffer
, "\nvoid main()\n{\n");
12681 switch (complex_fixup
)
12683 case COMPLEX_FIXUP_UYVY
:
12684 case COMPLEX_FIXUP_YUY2
:
12685 gen_packed_yuv_read(buffer
, gl_info
, args
, tex_type
);
12688 case COMPLEX_FIXUP_YV12
:
12689 gen_yv12_read(buffer
, gl_info
, tex_type
);
12692 case COMPLEX_FIXUP_NV12
:
12693 gen_nv12_read(buffer
, gl_info
, tex_type
);
12697 FIXME("Unsupported fixup %#x.\n", complex_fixup
);
12698 string_buffer_free(buffer
);
12702 /* Calculate the final result. Formula is taken from
12703 * http://www.fourcc.org/fccyvrgb.php. Note that the chroma
12704 * ranges from -0.5 to 0.5. */
12705 shader_addline(buffer
, "\n chroma.xy -= 0.5;\n");
12707 shader_addline(buffer
, " %s.x = luminance + chroma.x * yuv_coef.x;\n", output
);
12708 shader_addline(buffer
, " %s.y = luminance + chroma.y * yuv_coef.y + chroma.x * yuv_coef.z;\n", output
);
12709 shader_addline(buffer
, " %s.z = luminance + chroma.y * yuv_coef.w;\n", output
);
12711 shader_addline(buffer
, "}\n");
12714 static void glsl_blitter_generate_plain_shader(struct wined3d_string_buffer
*buffer
,
12715 const struct wined3d_gl_info
*gl_info
, const struct glsl_blitter_args
*args
,
12716 const char *output
, const char *tex_type
, const char *swizzle
)
12718 shader_addline(buffer
, "\nvoid main()\n{\n");
12719 shader_addline(buffer
, " %s = texture%s(sampler, out_texcoord.%s);\n",
12720 output
, needs_legacy_glsl_syntax(gl_info
) ? tex_type
: "", swizzle
);
12721 shader_glsl_color_correction_ext(buffer
, output
, WINED3DSP_WRITEMASK_ALL
, args
->fixup
);
12722 shader_addline(buffer
, "}\n");
12725 /* Context activation is done by the caller. */
12726 static GLuint
glsl_blitter_generate_program(struct wined3d_glsl_blitter
*blitter
,
12727 const struct wined3d_gl_info
*gl_info
, const struct glsl_blitter_args
*args
)
12729 static const struct
12731 GLenum texture_target
;
12732 const char texture_type
[7];
12733 const char texcoord_swizzle
[4];
12737 {GL_TEXTURE_2D
, "2D", "xy"},
12738 {GL_TEXTURE_CUBE_MAP
, "Cube", "xyz"},
12739 {GL_TEXTURE_RECTANGLE_ARB
, "2DRect", "xy"},
12741 static const char vshader_main
[] =
12745 " gl_Position = vec4(pos, 0.0, 1.0);\n"
12746 " out_texcoord = texcoord;\n"
12748 enum complex_fixup complex_fixup
= get_complex_fixup(args
->fixup
);
12749 struct wined3d_string_buffer
*buffer
, *output
;
12750 GLuint program
, vshader_id
, fshader_id
;
12751 const char *tex_type
, *swizzle
, *ptr
;
12755 for (i
= 0; i
< ARRAY_SIZE(texture_data
); ++i
)
12757 if (args
->texture_type
== texture_data
[i
].texture_target
)
12759 tex_type
= texture_data
[i
].texture_type
;
12760 swizzle
= texture_data
[i
].texcoord_swizzle
;
12764 if (i
== ARRAY_SIZE(texture_data
))
12766 FIXME("Unsupported texture type %#x.\n", args
->texture_type
);
12770 program
= GL_EXTCALL(glCreateProgram());
12772 vshader_id
= GL_EXTCALL(glCreateShader(GL_VERTEX_SHADER
));
12774 buffer
= string_buffer_get(&blitter
->string_buffers
);
12775 shader_glsl_add_version_declaration(buffer
, gl_info
);
12776 shader_addline(buffer
, "%s vec2 pos;\n", get_attribute_keyword(gl_info
));
12777 shader_addline(buffer
, "%s vec3 texcoord;\n", get_attribute_keyword(gl_info
));
12778 declare_out_varying(gl_info
, buffer
, FALSE
, "vec3 out_texcoord;\n");
12779 shader_addline(buffer
, vshader_main
);
12781 ptr
= buffer
->buffer
;
12782 GL_EXTCALL(glShaderSource(vshader_id
, 1, &ptr
, NULL
));
12783 GL_EXTCALL(glAttachShader(program
, vshader_id
));
12784 GL_EXTCALL(glDeleteShader(vshader_id
));
12786 fshader_id
= GL_EXTCALL(glCreateShader(GL_FRAGMENT_SHADER
));
12788 string_buffer_clear(buffer
);
12789 shader_glsl_add_version_declaration(buffer
, gl_info
);
12790 shader_addline(buffer
, "uniform sampler%s sampler;\n", tex_type
);
12791 declare_in_varying(gl_info
, buffer
, FALSE
, "vec3 out_texcoord;\n");
12792 if (!needs_legacy_glsl_syntax(gl_info
))
12793 shader_addline(buffer
, "out vec4 ps_out[1];\n");
12795 output
= string_buffer_get(&blitter
->string_buffers
);
12796 string_buffer_sprintf(output
, "%s[0]", get_fragment_output(gl_info
));
12798 switch (complex_fixup
)
12800 case COMPLEX_FIXUP_P8
:
12801 glsl_blitter_generate_p8_shader(buffer
, gl_info
, args
, output
->buffer
, tex_type
, swizzle
);
12803 case COMPLEX_FIXUP_YUY2
:
12804 case COMPLEX_FIXUP_UYVY
:
12805 case COMPLEX_FIXUP_YV12
:
12806 case COMPLEX_FIXUP_NV12
:
12807 glsl_blitter_generate_yuv_shader(buffer
, gl_info
, args
, output
->buffer
, tex_type
, swizzle
);
12809 case COMPLEX_FIXUP_NONE
:
12810 glsl_blitter_generate_plain_shader(buffer
, gl_info
, args
, output
->buffer
, tex_type
, swizzle
);
12813 string_buffer_release(&blitter
->string_buffers
, output
);
12815 ptr
= buffer
->buffer
;
12816 GL_EXTCALL(glShaderSource(fshader_id
, 1, &ptr
, NULL
));
12817 string_buffer_release(&blitter
->string_buffers
, buffer
);
12818 GL_EXTCALL(glAttachShader(program
, fshader_id
));
12819 GL_EXTCALL(glDeleteShader(fshader_id
));
12821 GL_EXTCALL(glBindAttribLocation(program
, 0, "pos"));
12822 GL_EXTCALL(glBindAttribLocation(program
, 1, "texcoord"));
12824 if (!needs_legacy_glsl_syntax(gl_info
))
12825 GL_EXTCALL(glBindFragDataLocation(program
, 0, "ps_out"));
12827 GL_EXTCALL(glCompileShader(vshader_id
));
12828 print_glsl_info_log(gl_info
, vshader_id
, FALSE
);
12829 GL_EXTCALL(glCompileShader(fshader_id
));
12830 print_glsl_info_log(gl_info
, fshader_id
, FALSE
);
12831 GL_EXTCALL(glLinkProgram(program
));
12832 shader_glsl_validate_link(gl_info
, program
);
12834 GL_EXTCALL(glUseProgram(program
));
12835 loc
= GL_EXTCALL(glGetUniformLocation(program
, "sampler"));
12836 GL_EXTCALL(glUniform1i(loc
, 0));
12837 if (complex_fixup
== COMPLEX_FIXUP_P8
)
12839 loc
= GL_EXTCALL(glGetUniformLocation(program
, "sampler_palette"));
12840 GL_EXTCALL(glUniform1i(loc
, 1));
12846 /* Context activation is done by the caller. */
12847 static void glsl_blitter_upload_palette(struct wined3d_glsl_blitter
*blitter
,
12848 struct wined3d_context
*context
, const struct wined3d_texture
*texture
)
12850 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
12851 const struct wined3d_palette
*palette
;
12853 palette
= texture
->swapchain
? texture
->swapchain
->palette
: NULL
;
12855 if (!blitter
->palette_texture
)
12856 gl_info
->gl_ops
.gl
.p_glGenTextures(1, &blitter
->palette_texture
);
12858 context_active_texture(context
, gl_info
, 1);
12859 gl_info
->gl_ops
.gl
.p_glBindTexture(GL_TEXTURE_1D
, blitter
->palette_texture
);
12860 gl_info
->gl_ops
.gl
.p_glTexParameteri(GL_TEXTURE_1D
, GL_TEXTURE_MIN_FILTER
, GL_NEAREST
);
12861 gl_info
->gl_ops
.gl
.p_glTexParameteri(GL_TEXTURE_1D
, GL_TEXTURE_MAG_FILTER
, GL_NEAREST
);
12862 gl_info
->gl_ops
.gl
.p_glTexParameteri(GL_TEXTURE_1D
, GL_TEXTURE_WRAP_S
, GL_CLAMP_TO_EDGE
);
12866 gl_info
->gl_ops
.gl
.p_glTexImage1D(GL_TEXTURE_1D
, 0, GL_RGB
, 256, 0, GL_BGRA
,
12867 GL_UNSIGNED_INT_8_8_8_8_REV
, palette
->colors
);
12871 static const DWORD black
;
12873 FIXME("P8 texture loaded without a palette.\n");
12874 gl_info
->gl_ops
.gl
.p_glTexImage1D(GL_TEXTURE_1D
, 0, GL_RGB
, 1, 0, GL_BGRA
,
12875 GL_UNSIGNED_INT_8_8_8_8_REV
, &black
);
12878 context_active_texture(context
, gl_info
, 0);
12881 /* Context activation is done by the caller. */
12882 static struct glsl_blitter_program
*glsl_blitter_get_program(struct wined3d_glsl_blitter
*blitter
,
12883 struct wined3d_context
*context
, const struct wined3d_texture
*texture
)
12885 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
12886 struct glsl_blitter_program
*program
;
12887 struct glsl_blitter_args args
;
12888 struct wine_rb_entry
*entry
;
12890 memset(&args
, 0, sizeof(args
));
12891 args
.texture_type
= texture
->target
;
12892 args
.fixup
= texture
->resource
.format
->color_fixup
;
12894 if ((entry
= wine_rb_get(&blitter
->programs
, &args
)))
12895 return WINE_RB_ENTRY_VALUE(entry
, struct glsl_blitter_program
, entry
);
12897 if (!(program
= heap_alloc(sizeof(*program
))))
12899 ERR("Failed to allocate blitter program memory.\n");
12903 program
->args
= args
;
12904 if (!(program
->id
= glsl_blitter_generate_program(blitter
, gl_info
, &args
)))
12906 WARN("Failed to generate blitter program.\n");
12907 heap_free(program
);
12911 if (wine_rb_put(&blitter
->programs
, &program
->args
, &program
->entry
) == -1)
12913 ERR("Failed to store blitter program.\n");
12914 GL_EXTCALL(glDeleteProgram(program
->id
));
12915 heap_free(program
);
12922 static BOOL
glsl_blitter_supported(enum wined3d_blit_op blit_op
, const struct wined3d_context
*context
,
12923 const struct wined3d_texture
*src_texture
, DWORD src_location
,
12924 const struct wined3d_texture
*dst_texture
, DWORD dst_location
)
12926 const struct wined3d_resource
*src_resource
= &src_texture
->resource
;
12927 const struct wined3d_resource
*dst_resource
= &dst_texture
->resource
;
12928 const struct wined3d_format
*src_format
= src_resource
->format
;
12929 const struct wined3d_format
*dst_format
= dst_resource
->format
;
12932 if (blit_op
== WINED3D_BLIT_OP_RAW_BLIT
&& dst_format
->id
== src_format
->id
)
12934 if (dst_format
->flags
[WINED3D_GL_RES_TYPE_TEX_2D
] & (WINED3DFMT_FLAG_DEPTH
| WINED3DFMT_FLAG_STENCIL
))
12935 blit_op
= WINED3D_BLIT_OP_DEPTH_BLIT
;
12937 blit_op
= WINED3D_BLIT_OP_COLOR_BLIT
;
12940 if (blit_op
!= WINED3D_BLIT_OP_COLOR_BLIT
)
12942 TRACE("Unsupported blit_op %#x.\n", blit_op
);
12946 if (src_resource
->type
!= WINED3D_RTYPE_TEXTURE_2D
)
12949 if (src_texture
->target
== GL_TEXTURE_2D_MULTISAMPLE
12950 || dst_texture
->target
== GL_TEXTURE_2D_MULTISAMPLE
12951 || src_texture
->target
== GL_TEXTURE_2D_MULTISAMPLE_ARRAY
12952 || dst_texture
->target
== GL_TEXTURE_2D_MULTISAMPLE_ARRAY
)
12954 TRACE("Multi-sample textures not supported.\n");
12958 /* We don't necessarily want to blit from resources without
12959 * WINED3D_RESOURCE_ACCESS_GPU, but that may be the only way to decompress
12960 * compressed textures. */
12961 decompress
= src_format
&& (src_format
->flags
[WINED3D_GL_RES_TYPE_TEX_2D
] & WINED3DFMT_FLAG_COMPRESSED
)
12962 && !(dst_format
->flags
[WINED3D_GL_RES_TYPE_TEX_2D
] & WINED3DFMT_FLAG_COMPRESSED
);
12963 if (!decompress
&& !(src_resource
->access
& dst_resource
->access
& WINED3D_RESOURCE_ACCESS_GPU
))
12965 TRACE("Source or destination resource does not have GPU access.\n");
12969 if (!is_identity_fixup(dst_format
->color_fixup
)
12970 && (dst_format
->id
!= src_format
->id
|| dst_location
!= WINED3D_LOCATION_DRAWABLE
))
12972 TRACE("Destination fixups are not supported.\n");
12976 TRACE("Returning supported.\n");
12980 static DWORD
glsl_blitter_blit(struct wined3d_blitter
*blitter
, enum wined3d_blit_op op
,
12981 struct wined3d_context
*context
, struct wined3d_texture
*src_texture
, unsigned int src_sub_resource_idx
,
12982 DWORD src_location
, const RECT
*src_rect
, struct wined3d_texture
*dst_texture
,
12983 unsigned int dst_sub_resource_idx
, DWORD dst_location
, const RECT
*dst_rect
,
12984 const struct wined3d_color_key
*colour_key
, enum wined3d_texture_filter_type filter
)
12986 struct wined3d_device
*device
= dst_texture
->resource
.device
;
12987 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
12988 struct wined3d_texture
*staging_texture
= NULL
;
12989 struct wined3d_glsl_blitter
*glsl_blitter
;
12990 struct glsl_blitter_program
*program
;
12991 struct wined3d_blitter
*next
;
12992 unsigned int src_level
;
12996 TRACE("blitter %p, op %#x, context %p, src_texture %p, src_sub_resource_idx %u, src_location %s, src_rect %s, "
12997 "dst_texture %p, dst_sub_resource_idx %u, dst_location %s, dst_rect %s, colour_key %p, filter %s.\n",
12998 blitter
, op
, context
, src_texture
, src_sub_resource_idx
, wined3d_debug_location(src_location
),
12999 wine_dbgstr_rect(src_rect
), dst_texture
, dst_sub_resource_idx
, wined3d_debug_location(dst_location
),
13000 wine_dbgstr_rect(dst_rect
), colour_key
, debug_d3dtexturefiltertype(filter
));
13002 if (!glsl_blitter_supported(op
, context
, src_texture
, src_location
, dst_texture
, dst_location
))
13004 if (!(next
= blitter
->next
))
13006 ERR("No blitter to handle blit op %#x.\n", op
);
13007 return dst_location
;
13010 TRACE("Forwarding to blitter %p.\n", next
);
13011 return next
->ops
->blitter_blit(next
, op
, context
, src_texture
, src_sub_resource_idx
, src_location
,
13012 src_rect
, dst_texture
, dst_sub_resource_idx
, dst_location
, dst_rect
, colour_key
, filter
);
13015 glsl_blitter
= CONTAINING_RECORD(blitter
, struct wined3d_glsl_blitter
, blitter
);
13017 if (!(src_texture
->resource
.access
& WINED3D_RESOURCE_ACCESS_GPU
))
13019 struct wined3d_resource_desc desc
;
13020 struct wined3d_box upload_box
;
13023 TRACE("Source texture is not GPU accessible, creating a staging texture.\n");
13025 src_level
= src_sub_resource_idx
% src_texture
->level_count
;
13026 desc
.resource_type
= WINED3D_RTYPE_TEXTURE_2D
;
13027 desc
.format
= src_texture
->resource
.format
->id
;
13028 desc
.multisample_type
= src_texture
->resource
.multisample_type
;
13029 desc
.multisample_quality
= src_texture
->resource
.multisample_quality
;
13030 desc
.usage
= WINED3DUSAGE_PRIVATE
;
13031 desc
.access
= WINED3D_RESOURCE_ACCESS_GPU
;
13032 desc
.width
= wined3d_texture_get_level_width(src_texture
, src_level
);
13033 desc
.height
= wined3d_texture_get_level_height(src_texture
, src_level
);
13037 if (FAILED(hr
= wined3d_texture_create(device
, &desc
, 1, 1, 0,
13038 NULL
, NULL
, &wined3d_null_parent_ops
, &staging_texture
)))
13040 ERR("Failed to create staging texture, hr %#x.\n", hr
);
13041 return dst_location
;
13044 wined3d_box_set(&upload_box
, 0, 0, desc
.width
, desc
.height
, 0, desc
.depth
);
13045 wined3d_texture_upload_from_texture(staging_texture
, 0, 0, 0, 0,
13046 src_texture
, src_sub_resource_idx
, &upload_box
);
13048 src_texture
= staging_texture
;
13049 src_sub_resource_idx
= 0;
13051 else if (wined3d_settings
.offscreen_rendering_mode
!= ORM_FBO
13052 && (src_texture
->sub_resources
[src_sub_resource_idx
].locations
13053 & (WINED3D_LOCATION_TEXTURE_RGB
| WINED3D_LOCATION_DRAWABLE
)) == WINED3D_LOCATION_DRAWABLE
13054 && !wined3d_resource_is_offscreen(&src_texture
->resource
))
13057 /* Without FBO blits transferring from the drawable to the texture is
13058 * expensive, because we have to flip the data in sysmem. Since we can
13059 * flip in the blitter, we don't actually need that flip anyway. So we
13060 * use the surface's texture as scratch texture, and flip the source
13061 * rectangle instead. */
13062 texture2d_load_fb_texture(src_texture
, src_sub_resource_idx
, FALSE
, context
);
13065 src_level
= src_sub_resource_idx
% src_texture
->level_count
;
13066 s
.top
= wined3d_texture_get_level_height(src_texture
, src_level
) - s
.top
;
13067 s
.bottom
= wined3d_texture_get_level_height(src_texture
, src_level
) - s
.bottom
;
13072 wined3d_texture_load(src_texture
, context
, FALSE
);
13075 context_apply_blit_state(context
, device
);
13077 if (dst_location
== WINED3D_LOCATION_DRAWABLE
)
13080 wined3d_texture_translate_drawable_coords(dst_texture
, context
->win_handle
, &d
);
13084 if (wined3d_settings
.offscreen_rendering_mode
== ORM_FBO
)
13088 if (dst_location
== WINED3D_LOCATION_DRAWABLE
)
13090 TRACE("Destination texture %p is onscreen.\n", dst_texture
);
13091 buffer
= wined3d_texture_get_gl_buffer(dst_texture
);
13095 TRACE("Destination texture %p is offscreen.\n", dst_texture
);
13096 buffer
= GL_COLOR_ATTACHMENT0
;
13098 context_apply_fbo_state_blit(context
, GL_DRAW_FRAMEBUFFER
,
13099 &dst_texture
->resource
, dst_sub_resource_idx
, NULL
, 0, dst_location
);
13100 context_set_draw_buffer(context
, buffer
);
13101 context_check_fbo_status(context
, GL_DRAW_FRAMEBUFFER
);
13102 context_invalidate_state(context
, STATE_FRAMEBUFFER
);
13105 if (!(program
= glsl_blitter_get_program(glsl_blitter
, context
, src_texture
)))
13107 ERR("Failed to get blitter program.\n");
13108 return dst_location
;
13110 GL_EXTCALL(glUseProgram(program
->id
));
13111 switch (get_complex_fixup(program
->args
.fixup
))
13113 case COMPLEX_FIXUP_P8
:
13114 glsl_blitter_upload_palette(glsl_blitter
, context
, src_texture
);
13117 case COMPLEX_FIXUP_YUY2
:
13118 case COMPLEX_FIXUP_UYVY
:
13119 case COMPLEX_FIXUP_YV12
:
13120 case COMPLEX_FIXUP_NV12
:
13121 src_level
= src_sub_resource_idx
% src_texture
->level_count
;
13122 location
= GL_EXTCALL(glGetUniformLocation(program
->id
, "size"));
13123 GL_EXTCALL(glUniform2f(location
, wined3d_texture_get_level_pow2_width(src_texture
, src_level
),
13124 wined3d_texture_get_level_pow2_height(src_texture
, src_level
)));
13130 context_draw_shaded_quad(context
, src_texture
, src_sub_resource_idx
, src_rect
, dst_rect
, filter
);
13131 GL_EXTCALL(glUseProgram(0));
13133 if (dst_texture
->swapchain
&& (dst_texture
->swapchain
->front_buffer
== dst_texture
))
13134 gl_info
->gl_ops
.gl
.p_glFlush();
13136 if (staging_texture
)
13137 wined3d_texture_decref(staging_texture
);
13139 return dst_location
;
13142 static void glsl_blitter_clear(struct wined3d_blitter
*blitter
, struct wined3d_device
*device
,
13143 unsigned int rt_count
, const struct wined3d_fb_state
*fb
, unsigned int rect_count
, const RECT
*clear_rects
,
13144 const RECT
*draw_rect
, DWORD flags
, const struct wined3d_color
*color
, float depth
, DWORD stencil
)
13146 struct wined3d_blitter
*next
;
13148 if ((next
= blitter
->next
))
13149 next
->ops
->blitter_clear(next
, device
, rt_count
, fb
, rect_count
,
13150 clear_rects
, draw_rect
, flags
, color
, depth
, stencil
);
13153 static const struct wined3d_blitter_ops glsl_blitter_ops
=
13155 glsl_blitter_destroy
,
13156 glsl_blitter_clear
,
13160 void wined3d_glsl_blitter_create(struct wined3d_blitter
**next
, const struct wined3d_device
*device
)
13162 const struct wined3d_gl_info
*gl_info
= &device
->adapter
->gl_info
;
13163 struct wined3d_glsl_blitter
*blitter
;
13165 if (device
->shader_backend
!= &glsl_shader_backend
)
13168 if (!gl_info
->supported
[ARB_VERTEX_SHADER
] || !gl_info
->supported
[ARB_FRAGMENT_SHADER
])
13171 if (!(blitter
= heap_alloc(sizeof(*blitter
))))
13173 ERR("Failed to allocate blitter.\n");
13177 TRACE("Created blitter %p.\n", blitter
);
13179 blitter
->blitter
.ops
= &glsl_blitter_ops
;
13180 blitter
->blitter
.next
= *next
;
13181 string_buffer_list_init(&blitter
->string_buffers
);
13182 wine_rb_init(&blitter
->programs
, glsl_blitter_args_compare
);
13183 blitter
->palette_texture
= 0;
13184 *next
= &blitter
->blitter
;