2 * GLSL pixel and vertex shader implementation
4 * Copyright 2006 Jason Green
5 * Copyright 2006-2007 Henri Verbeet
6 * Copyright 2007-2009, 2013 Stefan Dösinger for CodeWeavers
7 * Copyright 2009-2011 Henri Verbeet for CodeWeavers
9 * This library is free software; you can redistribute it and/or
10 * modify it under the terms of the GNU Lesser General Public
11 * License as published by the Free Software Foundation; either
12 * version 2.1 of the License, or (at your option) any later version.
14 * This library is distributed in the hope that it will be useful,
15 * but WITHOUT ANY WARRANTY; without even the implied warranty of
16 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
17 * Lesser General Public License for more details.
19 * You should have received a copy of the GNU Lesser General Public
20 * License along with this library; if not, write to the Free Software
21 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
25 * D3D shader asm has swizzles on source parameters, and write masks for
26 * destination parameters. GLSL uses swizzles for both. The result of this is
27 * that for example "mov dst.xw, src.zyxw" becomes "dst.xw = src.zw" in GLSL.
28 * Ie, to generate a proper GLSL source swizzle, we need to take the D3D write
29 * mask for the destination parameter into account.
33 #include "wine/port.h"
41 #include "wined3d_private.h"
43 WINE_DEFAULT_DEBUG_CHANNEL(d3d_shader
);
44 WINE_DECLARE_DEBUG_CHANNEL(d3d
);
45 WINE_DECLARE_DEBUG_CHANNEL(winediag
);
47 #define WINED3D_GLSL_SAMPLE_PROJECTED 0x01
48 #define WINED3D_GLSL_SAMPLE_LOD 0x02
49 #define WINED3D_GLSL_SAMPLE_GRAD 0x04
50 #define WINED3D_GLSL_SAMPLE_LOAD 0x08
51 #define WINED3D_GLSL_SAMPLE_OFFSET 0x10
55 unsigned int coord_size
;
56 unsigned int resinfo_size
;
57 const char *type_part
;
59 resource_type_info
[] =
61 {0, 0, ""}, /* WINED3D_SHADER_RESOURCE_NONE */
62 {1, 1, "Buffer"}, /* WINED3D_SHADER_RESOURCE_BUFFER */
63 {1, 1, "1D"}, /* WINED3D_SHADER_RESOURCE_TEXTURE_1D */
64 {2, 2, "2D"}, /* WINED3D_SHADER_RESOURCE_TEXTURE_2D */
65 {2, 2, ""}, /* WINED3D_SHADER_RESOURCE_TEXTURE_2DMS */
66 {3, 3, "3D"}, /* WINED3D_SHADER_RESOURCE_TEXTURE_3D */
67 {3, 2, "Cube"}, /* WINED3D_SHADER_RESOURCE_TEXTURE_CUBE */
68 {2, 2, ""}, /* WINED3D_SHADER_RESOURCE_TEXTURE_1DARRAY */
69 {3, 3, "2DArray"}, /* WINED3D_SHADER_RESOURCE_TEXTURE_2DARRAY */
70 {3, 3, ""}, /* WINED3D_SHADER_RESOURCE_TEXTURE_2DMSARRAY */
71 {4, 3, ""}, /* WINED3D_SHADER_RESOURCE_TEXTURE_CUBEARRAY */
86 struct glsl_sample_function
88 struct wined3d_string_buffer
*name
;
89 unsigned int coord_mask
;
90 unsigned int deriv_mask
;
91 enum wined3d_data_type data_type
;
92 BOOL output_single_component
;
93 unsigned int offset_size
;
98 HEAP_NODE_TRAVERSE_LEFT
,
99 HEAP_NODE_TRAVERSE_RIGHT
,
103 struct constant_entry
106 unsigned int version
;
111 struct constant_entry
*entries
;
113 unsigned int *positions
;
117 /* GLSL shader private data */
118 struct shader_glsl_priv
{
119 struct wined3d_string_buffer shader_buffer
;
120 struct wined3d_string_buffer_list string_buffers
;
121 struct wine_rb_tree program_lookup
;
122 struct constant_heap vconst_heap
;
123 struct constant_heap pconst_heap
;
124 unsigned char *stack
;
125 UINT next_constant_version
;
127 const struct wined3d_vertex_pipe_ops
*vertex_pipe
;
128 const struct fragment_pipeline
*fragment_pipe
;
129 struct wine_rb_tree ffp_vertex_shaders
;
130 struct wine_rb_tree ffp_fragment_shaders
;
131 BOOL ffp_proj_control
;
132 BOOL legacy_lighting
;
135 struct glsl_vs_program
137 struct list shader_entry
;
139 GLenum vertex_color_clamp
;
140 GLint uniform_f_locations
[WINED3D_MAX_VS_CONSTS_F
];
141 GLint uniform_i_locations
[WINED3D_MAX_CONSTS_I
];
142 GLint uniform_b_locations
[WINED3D_MAX_CONSTS_B
];
143 GLint pos_fixup_location
;
145 GLint modelview_matrix_location
[MAX_VERTEX_BLENDS
];
146 GLint projection_matrix_location
;
147 GLint normal_matrix_location
;
148 GLint texture_matrix_location
[MAX_TEXTURES
];
149 GLint material_ambient_location
;
150 GLint material_diffuse_location
;
151 GLint material_specular_location
;
152 GLint material_emissive_location
;
153 GLint material_shininess_location
;
154 GLint light_ambient_location
;
169 } light_location
[MAX_ACTIVE_LIGHTS
];
170 GLint pointsize_location
;
171 GLint pointsize_min_location
;
172 GLint pointsize_max_location
;
173 GLint pointsize_c_att_location
;
174 GLint pointsize_l_att_location
;
175 GLint pointsize_q_att_location
;
176 GLint clip_planes_location
;
179 struct glsl_gs_program
181 struct list shader_entry
;
184 GLint pos_fixup_location
;
187 struct glsl_ps_program
189 struct list shader_entry
;
191 GLint uniform_f_locations
[WINED3D_MAX_PS_CONSTS_F
];
192 GLint uniform_i_locations
[WINED3D_MAX_CONSTS_I
];
193 GLint uniform_b_locations
[WINED3D_MAX_CONSTS_B
];
194 GLint bumpenv_mat_location
[MAX_TEXTURES
];
195 GLint bumpenv_lum_scale_location
[MAX_TEXTURES
];
196 GLint bumpenv_lum_offset_location
[MAX_TEXTURES
];
197 GLint tss_constant_location
[MAX_TEXTURES
];
198 GLint tex_factor_location
;
199 GLint specular_enable_location
;
200 GLint fog_color_location
;
201 GLint fog_density_location
;
202 GLint fog_end_location
;
203 GLint fog_scale_location
;
204 GLint alpha_test_ref_location
;
205 GLint ycorrection_location
;
206 GLint np2_fixup_location
;
207 GLint color_key_location
;
208 const struct ps_np2fixup_info
*np2_fixup_info
;
211 struct glsl_cs_program
213 struct list shader_entry
;
217 /* Struct to maintain data about a linked GLSL program */
218 struct glsl_shader_prog_link
220 struct wine_rb_entry program_lookup_entry
;
221 struct glsl_vs_program vs
;
222 struct glsl_gs_program gs
;
223 struct glsl_ps_program ps
;
224 struct glsl_cs_program cs
;
226 DWORD constant_update_mask
;
227 UINT constant_version
;
230 struct glsl_program_key
238 struct shader_glsl_ctx_priv
{
239 const struct vs_compile_args
*cur_vs_args
;
240 const struct ps_compile_args
*cur_ps_args
;
241 struct ps_np2fixup_info
*cur_np2fixup_info
;
242 struct wined3d_string_buffer_list
*string_buffers
;
245 struct glsl_context_data
247 struct glsl_shader_prog_link
*glsl_program
;
248 GLenum vertex_color_clamp
;
251 struct glsl_ps_compiled_shader
253 struct ps_compile_args args
;
254 struct ps_np2fixup_info np2fixup
;
258 struct glsl_vs_compiled_shader
260 struct vs_compile_args args
;
264 struct glsl_gs_compiled_shader
266 struct gs_compile_args args
;
270 struct glsl_cs_compiled_shader
275 struct glsl_shader_private
279 struct glsl_vs_compiled_shader
*vs
;
280 struct glsl_gs_compiled_shader
*gs
;
281 struct glsl_ps_compiled_shader
*ps
;
282 struct glsl_cs_compiled_shader
*cs
;
284 UINT num_gl_shaders
, shader_array_size
;
287 struct glsl_ffp_vertex_shader
289 struct wined3d_ffp_vs_desc desc
;
291 struct list linked_programs
;
294 struct glsl_ffp_fragment_shader
296 struct ffp_frag_desc entry
;
298 struct list linked_programs
;
301 struct glsl_ffp_destroy_ctx
303 struct shader_glsl_priv
*priv
;
304 const struct wined3d_gl_info
*gl_info
;
307 static void shader_glsl_generate_shader_epilogue(const struct wined3d_shader_context
*ctx
);
309 static const char *debug_gl_shader_type(GLenum type
)
313 #define WINED3D_TO_STR(u) case u: return #u
314 WINED3D_TO_STR(GL_VERTEX_SHADER
);
315 WINED3D_TO_STR(GL_TESS_CONTROL_SHADER
);
316 WINED3D_TO_STR(GL_TESS_EVALUATION_SHADER
);
317 WINED3D_TO_STR(GL_GEOMETRY_SHADER
);
318 WINED3D_TO_STR(GL_FRAGMENT_SHADER
);
319 WINED3D_TO_STR(GL_COMPUTE_SHADER
);
320 #undef WINED3D_TO_STR
322 return wine_dbg_sprintf("UNKNOWN(%#x)", type
);
326 static const char *shader_glsl_get_prefix(enum wined3d_shader_type type
)
330 case WINED3D_SHADER_TYPE_VERTEX
:
333 case WINED3D_SHADER_TYPE_HULL
:
336 case WINED3D_SHADER_TYPE_DOMAIN
:
339 case WINED3D_SHADER_TYPE_GEOMETRY
:
342 case WINED3D_SHADER_TYPE_PIXEL
:
345 case WINED3D_SHADER_TYPE_COMPUTE
:
349 FIXME("Unhandled shader type %#x.\n", type
);
354 static unsigned int shader_glsl_get_version(const struct wined3d_gl_info
*gl_info
,
355 const struct wined3d_shader_version
*version
)
357 if (!gl_info
->supported
[WINED3D_GL_LEGACY_CONTEXT
]
358 || (version
&& version
->type
== WINED3D_SHADER_TYPE_COMPUTE
))
360 else if (gl_info
->glsl_version
>= MAKEDWORD_VERSION(1, 30) && version
&& version
->major
>= 4)
366 static void shader_glsl_add_version_declaration(struct wined3d_string_buffer
*buffer
,
367 const struct wined3d_gl_info
*gl_info
, const struct wined3d_shader_version
*version
)
369 unsigned int glsl_version
= shader_glsl_get_version(gl_info
, version
);
370 if (glsl_version
>= 150 && gl_info
->supported
[WINED3D_GL_LEGACY_CONTEXT
])
371 shader_addline(buffer
, "#version %u compatibility\n", glsl_version
);
373 shader_addline(buffer
, "#version %u\n", glsl_version
);
376 static void shader_glsl_append_imm_vec4(struct wined3d_string_buffer
*buffer
, const float *values
)
380 wined3d_ftoa(values
[0], str
[0]);
381 wined3d_ftoa(values
[1], str
[1]);
382 wined3d_ftoa(values
[2], str
[2]);
383 wined3d_ftoa(values
[3], str
[3]);
384 shader_addline(buffer
, "vec4(%s, %s, %s, %s)", str
[0], str
[1], str
[2], str
[3]);
387 static void shader_glsl_append_imm_ivec(struct wined3d_string_buffer
*buffer
,
388 const int *values
, unsigned int size
)
392 if (!size
|| size
> 4)
394 ERR("Invalid vector size %u.\n", size
);
399 shader_addline(buffer
, "ivec%u(", size
);
401 for (i
= 0; i
< size
; ++i
)
402 shader_addline(buffer
, i
? ", %#x" : "%#x", values
[i
]);
405 shader_addline(buffer
, ")");
408 static const char *get_info_log_line(const char **ptr
)
413 if (!(q
= strstr(p
, "\n")))
415 if (!*p
) return NULL
;
424 /* Context activation is done by the caller. */
425 void print_glsl_info_log(const struct wined3d_gl_info
*gl_info
, GLuint id
, BOOL program
)
430 if (!WARN_ON(d3d_shader
) && !FIXME_ON(d3d_shader
))
434 GL_EXTCALL(glGetProgramiv(id
, GL_INFO_LOG_LENGTH
, &length
));
436 GL_EXTCALL(glGetShaderiv(id
, GL_INFO_LOG_LENGTH
, &length
));
438 /* A size of 1 is just a null-terminated string, so the log should be bigger than
439 * that if there are errors. */
442 const char *ptr
, *line
;
444 log
= HeapAlloc(GetProcessHeap(), 0, length
);
445 /* The info log is supposed to be zero-terminated, but at least some
446 * versions of fglrx don't terminate the string properly. The reported
447 * length does include the terminator, so explicitly set it to zero
451 GL_EXTCALL(glGetProgramInfoLog(id
, length
, NULL
, log
));
453 GL_EXTCALL(glGetShaderInfoLog(id
, length
, NULL
, log
));
456 if (gl_info
->quirks
& WINED3D_QUIRK_INFO_LOG_SPAM
)
458 WARN("Info log received from GLSL shader #%u:\n", id
);
459 while ((line
= get_info_log_line(&ptr
))) WARN(" %.*s", (int)(ptr
- line
), line
);
463 FIXME("Info log received from GLSL shader #%u:\n", id
);
464 while ((line
= get_info_log_line(&ptr
))) FIXME(" %.*s", (int)(ptr
- line
), line
);
466 HeapFree(GetProcessHeap(), 0, log
);
470 /* Context activation is done by the caller. */
471 static void shader_glsl_compile(const struct wined3d_gl_info
*gl_info
, GLuint shader
, const char *src
)
473 const char *ptr
, *line
;
475 TRACE("Compiling shader object %u.\n", shader
);
477 if (TRACE_ON(d3d_shader
))
480 while ((line
= get_info_log_line(&ptr
))) TRACE_(d3d_shader
)(" %.*s", (int)(ptr
- line
), line
);
483 GL_EXTCALL(glShaderSource(shader
, 1, &src
, NULL
));
484 checkGLcall("glShaderSource");
485 GL_EXTCALL(glCompileShader(shader
));
486 checkGLcall("glCompileShader");
487 print_glsl_info_log(gl_info
, shader
, FALSE
);
490 /* Context activation is done by the caller. */
491 static void shader_glsl_dump_program_source(const struct wined3d_gl_info
*gl_info
, GLuint program
)
493 GLint i
, shader_count
, source_size
= -1;
497 GL_EXTCALL(glGetProgramiv(program
, GL_ATTACHED_SHADERS
, &shader_count
));
498 if (!(shaders
= wined3d_calloc(shader_count
, sizeof(*shaders
))))
500 ERR("Failed to allocate shader array memory.\n");
504 GL_EXTCALL(glGetAttachedShaders(program
, shader_count
, NULL
, shaders
));
505 for (i
= 0; i
< shader_count
; ++i
)
507 const char *ptr
, *line
;
510 GL_EXTCALL(glGetShaderiv(shaders
[i
], GL_SHADER_SOURCE_LENGTH
, &tmp
));
512 if (source_size
< tmp
)
514 HeapFree(GetProcessHeap(), 0, source
);
516 source
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, tmp
);
519 ERR("Failed to allocate %d bytes for shader source.\n", tmp
);
520 HeapFree(GetProcessHeap(), 0, shaders
);
526 FIXME("Shader %u:\n", shaders
[i
]);
527 GL_EXTCALL(glGetShaderiv(shaders
[i
], GL_SHADER_TYPE
, &tmp
));
528 FIXME(" GL_SHADER_TYPE: %s.\n", debug_gl_shader_type(tmp
));
529 GL_EXTCALL(glGetShaderiv(shaders
[i
], GL_COMPILE_STATUS
, &tmp
));
530 FIXME(" GL_COMPILE_STATUS: %d.\n", tmp
);
534 GL_EXTCALL(glGetShaderSource(shaders
[i
], source_size
, NULL
, source
));
535 while ((line
= get_info_log_line(&ptr
))) FIXME(" %.*s", (int)(ptr
- line
), line
);
539 HeapFree(GetProcessHeap(), 0, source
);
540 HeapFree(GetProcessHeap(), 0, shaders
);
543 /* Context activation is done by the caller. */
544 void shader_glsl_validate_link(const struct wined3d_gl_info
*gl_info
, GLuint program
)
548 if (!TRACE_ON(d3d_shader
) && !FIXME_ON(d3d_shader
))
551 GL_EXTCALL(glGetProgramiv(program
, GL_LINK_STATUS
, &tmp
));
554 FIXME("Program %u link status invalid.\n", program
);
555 shader_glsl_dump_program_source(gl_info
, program
);
558 print_glsl_info_log(gl_info
, program
, TRUE
);
561 /* Context activation is done by the caller. */
562 static void shader_glsl_load_samplers(const struct wined3d_gl_info
*gl_info
,
563 struct shader_glsl_priv
*priv
, const char *prefix
, unsigned int base_idx
,
564 unsigned int count
, const DWORD
*tex_unit_map
, GLuint program_id
)
566 struct wined3d_string_buffer
*sampler_name
= string_buffer_get(&priv
->string_buffers
);
567 unsigned int mapped_unit
, i
;
570 for (i
= 0; i
< count
; ++i
)
572 string_buffer_sprintf(sampler_name
, "%s_sampler%u", prefix
, i
);
573 name_loc
= GL_EXTCALL(glGetUniformLocation(program_id
, sampler_name
->buffer
));
577 mapped_unit
= tex_unit_map
? tex_unit_map
[base_idx
+ i
] : base_idx
+ i
;
578 if (mapped_unit
== WINED3D_UNMAPPED_STAGE
|| mapped_unit
>= gl_info
->limits
.combined_samplers
)
580 ERR("Trying to load sampler %s on unsupported unit %u.\n", sampler_name
->buffer
, mapped_unit
);
584 TRACE("Loading sampler %s on unit %u.\n", sampler_name
->buffer
, mapped_unit
);
585 GL_EXTCALL(glUniform1i(name_loc
, mapped_unit
));
587 checkGLcall("Load sampler bindings");
588 string_buffer_release(&priv
->string_buffers
, sampler_name
);
591 /* Context activation is done by the caller. */
592 static void shader_glsl_load_graphics_samplers(const struct wined3d_gl_info
*gl_info
,
593 struct shader_glsl_priv
*priv
, const DWORD
*tex_unit_map
, GLuint program_id
)
600 enum wined3d_shader_type type
;
601 unsigned int base_idx
;
606 {WINED3D_SHADER_TYPE_PIXEL
, 0, MAX_FRAGMENT_SAMPLERS
},
607 {WINED3D_SHADER_TYPE_VERTEX
, MAX_FRAGMENT_SAMPLERS
, MAX_VERTEX_SAMPLERS
},
610 for (i
= 0; i
< ARRAY_SIZE(sampler_info
); ++i
)
612 prefix
= shader_glsl_get_prefix(sampler_info
[i
].type
);
613 shader_glsl_load_samplers(gl_info
, priv
, prefix
,
614 sampler_info
[i
].base_idx
, sampler_info
[i
].count
, tex_unit_map
, program_id
);
618 static void shader_glsl_load_icb(const struct wined3d_gl_info
*gl_info
, struct shader_glsl_priv
*priv
,
619 GLuint program_id
, const struct wined3d_shader_reg_maps
*reg_maps
)
621 const struct wined3d_shader_immediate_constant_buffer
*icb
= reg_maps
->icb
;
625 struct wined3d_string_buffer
*icb_name
= string_buffer_get(&priv
->string_buffers
);
626 const char *prefix
= shader_glsl_get_prefix(reg_maps
->shader_version
.type
);
629 string_buffer_sprintf(icb_name
, "%s_icb", prefix
);
630 icb_location
= GL_EXTCALL(glGetUniformLocation(program_id
, icb_name
->buffer
));
631 GL_EXTCALL(glUniform4fv(icb_location
, icb
->vec4_count
, (const GLfloat
*)icb
->data
));
632 checkGLcall("Load immediate constant buffer");
634 string_buffer_release(&priv
->string_buffers
, icb_name
);
638 /* Context activation is done by the caller. */
639 static void shader_glsl_load_images(const struct wined3d_gl_info
*gl_info
, struct shader_glsl_priv
*priv
,
640 GLuint program_id
, const struct wined3d_shader_reg_maps
*reg_maps
)
642 struct wined3d_string_buffer
*name
= string_buffer_get(&priv
->string_buffers
);
643 const char *prefix
= shader_glsl_get_prefix(reg_maps
->shader_version
.type
);
647 for (i
= 0; i
< MAX_UNORDERED_ACCESS_VIEWS
; ++i
)
649 if (!reg_maps
->uav_resource_info
[i
].type
)
652 string_buffer_sprintf(name
, "%s_image%u", prefix
, i
);
653 location
= GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
657 TRACE("Loading image %s on unit %u.\n", name
->buffer
, i
);
658 GL_EXTCALL(glUniform1i(location
, i
));
660 checkGLcall("Load image bindings");
661 string_buffer_release(&priv
->string_buffers
, name
);
664 /* Context activation is done by the caller. */
665 static inline void walk_constant_heap(const struct wined3d_gl_info
*gl_info
, const struct wined3d_vec4
*constants
,
666 const GLint
*constant_locations
, const struct constant_heap
*heap
, unsigned char *stack
, DWORD version
)
668 unsigned int start
= ~0U, end
= 0;
670 unsigned int heap_idx
= 1;
673 if (heap
->entries
[heap_idx
].version
<= version
) return;
675 idx
= heap
->entries
[heap_idx
].idx
;
676 if (constant_locations
[idx
] != -1)
678 stack
[stack_idx
] = HEAP_NODE_TRAVERSE_LEFT
;
680 while (stack_idx
>= 0)
682 /* Note that we fall through to the next case statement. */
683 switch(stack
[stack_idx
])
685 case HEAP_NODE_TRAVERSE_LEFT
:
687 unsigned int left_idx
= heap_idx
<< 1;
688 if (left_idx
< heap
->size
&& heap
->entries
[left_idx
].version
> version
)
691 idx
= heap
->entries
[heap_idx
].idx
;
692 if (constant_locations
[idx
] != -1)
700 stack
[stack_idx
++] = HEAP_NODE_TRAVERSE_RIGHT
;
701 stack
[stack_idx
] = HEAP_NODE_TRAVERSE_LEFT
;
706 case HEAP_NODE_TRAVERSE_RIGHT
:
708 unsigned int right_idx
= (heap_idx
<< 1) + 1;
709 if (right_idx
< heap
->size
&& heap
->entries
[right_idx
].version
> version
)
711 heap_idx
= right_idx
;
712 idx
= heap
->entries
[heap_idx
].idx
;
713 if (constant_locations
[idx
] != -1)
721 stack
[stack_idx
++] = HEAP_NODE_POP
;
722 stack
[stack_idx
] = HEAP_NODE_TRAVERSE_LEFT
;
734 GL_EXTCALL(glUniform4fv(constant_locations
[start
], end
- start
+ 1, &constants
[start
].x
));
735 checkGLcall("walk_constant_heap()");
738 /* Context activation is done by the caller. */
739 static inline void apply_clamped_constant(const struct wined3d_gl_info
*gl_info
,
740 GLint location
, const struct wined3d_vec4
*data
)
742 GLfloat clamped_constant
[4];
744 if (location
== -1) return;
746 clamped_constant
[0] = data
->x
< -1.0f
? -1.0f
: data
->x
> 1.0f
? 1.0f
: data
->x
;
747 clamped_constant
[1] = data
->y
< -1.0f
? -1.0f
: data
->y
> 1.0f
? 1.0f
: data
->y
;
748 clamped_constant
[2] = data
->z
< -1.0f
? -1.0f
: data
->z
> 1.0f
? 1.0f
: data
->z
;
749 clamped_constant
[3] = data
->w
< -1.0f
? -1.0f
: data
->w
> 1.0f
? 1.0f
: data
->w
;
751 GL_EXTCALL(glUniform4fv(location
, 1, clamped_constant
));
754 /* Context activation is done by the caller. */
755 static inline void walk_constant_heap_clamped(const struct wined3d_gl_info
*gl_info
,
756 const struct wined3d_vec4
*constants
, const GLint
*constant_locations
,
757 const struct constant_heap
*heap
, unsigned char *stack
, DWORD version
)
760 unsigned int heap_idx
= 1;
763 if (heap
->entries
[heap_idx
].version
<= version
) return;
765 idx
= heap
->entries
[heap_idx
].idx
;
766 apply_clamped_constant(gl_info
, constant_locations
[idx
], &constants
[idx
]);
767 stack
[stack_idx
] = HEAP_NODE_TRAVERSE_LEFT
;
769 while (stack_idx
>= 0)
771 /* Note that we fall through to the next case statement. */
772 switch(stack
[stack_idx
])
774 case HEAP_NODE_TRAVERSE_LEFT
:
776 unsigned int left_idx
= heap_idx
<< 1;
777 if (left_idx
< heap
->size
&& heap
->entries
[left_idx
].version
> version
)
780 idx
= heap
->entries
[heap_idx
].idx
;
781 apply_clamped_constant(gl_info
, constant_locations
[idx
], &constants
[idx
]);
783 stack
[stack_idx
++] = HEAP_NODE_TRAVERSE_RIGHT
;
784 stack
[stack_idx
] = HEAP_NODE_TRAVERSE_LEFT
;
789 case HEAP_NODE_TRAVERSE_RIGHT
:
791 unsigned int right_idx
= (heap_idx
<< 1) + 1;
792 if (right_idx
< heap
->size
&& heap
->entries
[right_idx
].version
> version
)
794 heap_idx
= right_idx
;
795 idx
= heap
->entries
[heap_idx
].idx
;
796 apply_clamped_constant(gl_info
, constant_locations
[idx
], &constants
[idx
]);
798 stack
[stack_idx
++] = HEAP_NODE_POP
;
799 stack
[stack_idx
] = HEAP_NODE_TRAVERSE_LEFT
;
810 checkGLcall("walk_constant_heap_clamped()");
813 /* Context activation is done by the caller. */
814 static void shader_glsl_load_constants_f(const struct wined3d_shader
*shader
, const struct wined3d_gl_info
*gl_info
,
815 const struct wined3d_vec4
*constants
, const GLint
*constant_locations
, const struct constant_heap
*heap
,
816 unsigned char *stack
, unsigned int version
)
818 const struct wined3d_shader_lconst
*lconst
;
820 /* 1.X pshaders have the constants clamped to [-1;1] implicitly. */
821 if (shader
->reg_maps
.shader_version
.major
== 1
822 && shader
->reg_maps
.shader_version
.type
== WINED3D_SHADER_TYPE_PIXEL
)
823 walk_constant_heap_clamped(gl_info
, constants
, constant_locations
, heap
, stack
, version
);
825 walk_constant_heap(gl_info
, constants
, constant_locations
, heap
, stack
, version
);
827 if (!shader
->load_local_constsF
)
829 TRACE("No need to load local float constants for this shader.\n");
833 /* Immediate constants are clamped to [-1;1] at shader creation time if needed */
834 LIST_FOR_EACH_ENTRY(lconst
, &shader
->constantsF
, struct wined3d_shader_lconst
, entry
)
836 GL_EXTCALL(glUniform4fv(constant_locations
[lconst
->idx
], 1, (const GLfloat
*)lconst
->value
));
838 checkGLcall("glUniform4fv()");
841 /* Context activation is done by the caller. */
842 static void shader_glsl_load_constants_i(const struct wined3d_shader
*shader
, const struct wined3d_gl_info
*gl_info
,
843 const struct wined3d_ivec4
*constants
, const GLint locations
[WINED3D_MAX_CONSTS_I
], WORD constants_set
)
848 for (i
= 0; constants_set
; constants_set
>>= 1, ++i
)
850 if (!(constants_set
& 1)) continue;
852 /* We found this uniform name in the program - go ahead and send the data */
853 GL_EXTCALL(glUniform4iv(locations
[i
], 1, &constants
[i
].x
));
856 /* Load immediate constants */
857 ptr
= list_head(&shader
->constantsI
);
860 const struct wined3d_shader_lconst
*lconst
= LIST_ENTRY(ptr
, const struct wined3d_shader_lconst
, entry
);
861 unsigned int idx
= lconst
->idx
;
862 const GLint
*values
= (const GLint
*)lconst
->value
;
864 /* We found this uniform name in the program - go ahead and send the data */
865 GL_EXTCALL(glUniform4iv(locations
[idx
], 1, values
));
866 ptr
= list_next(&shader
->constantsI
, ptr
);
868 checkGLcall("glUniform4iv()");
871 /* Context activation is done by the caller. */
872 static void shader_glsl_load_constantsB(const struct wined3d_shader
*shader
, const struct wined3d_gl_info
*gl_info
,
873 const GLint locations
[WINED3D_MAX_CONSTS_B
], const BOOL
*constants
, WORD constants_set
)
878 for (i
= 0; constants_set
; constants_set
>>= 1, ++i
)
880 if (!(constants_set
& 1)) continue;
882 GL_EXTCALL(glUniform1iv(locations
[i
], 1, &constants
[i
]));
885 /* Load immediate constants */
886 ptr
= list_head(&shader
->constantsB
);
889 const struct wined3d_shader_lconst
*lconst
= LIST_ENTRY(ptr
, const struct wined3d_shader_lconst
, entry
);
890 unsigned int idx
= lconst
->idx
;
891 const GLint
*values
= (const GLint
*)lconst
->value
;
893 GL_EXTCALL(glUniform1iv(locations
[idx
], 1, values
));
894 ptr
= list_next(&shader
->constantsB
, ptr
);
896 checkGLcall("glUniform1iv()");
899 static void reset_program_constant_version(struct wine_rb_entry
*entry
, void *context
)
901 WINE_RB_ENTRY_VALUE(entry
, struct glsl_shader_prog_link
, program_lookup_entry
)->constant_version
= 0;
904 /* Context activation is done by the caller (state handler). */
905 static void shader_glsl_load_np2fixup_constants(const struct glsl_ps_program
*ps
,
906 const struct wined3d_gl_info
*gl_info
, const struct wined3d_state
*state
)
912 np2fixup_constants
[MAX_FRAGMENT_SAMPLERS
];
913 UINT fixup
= ps
->np2_fixup_info
->active
;
916 for (i
= 0; fixup
; fixup
>>= 1, ++i
)
918 const struct wined3d_texture
*tex
= state
->textures
[i
];
919 unsigned char idx
= ps
->np2_fixup_info
->idx
[i
];
923 ERR("Nonexistent texture is flagged for NP2 texcoord fixup.\n");
927 np2fixup_constants
[idx
].sx
= tex
->pow2_matrix
[0];
928 np2fixup_constants
[idx
].sy
= tex
->pow2_matrix
[5];
931 GL_EXTCALL(glUniform4fv(ps
->np2_fixup_location
, ps
->np2_fixup_info
->num_consts
, &np2fixup_constants
[0].sx
));
934 /* Taken and adapted from Mesa. */
935 static BOOL
invert_matrix_3d(struct wined3d_matrix
*out
, const struct wined3d_matrix
*in
)
937 float pos
, neg
, t
, det
;
938 struct wined3d_matrix temp
;
940 /* Calculate the determinant of upper left 3x3 submatrix and
941 * determine if the matrix is singular. */
943 t
= in
->_11
* in
->_22
* in
->_33
;
949 t
= in
->_21
* in
->_32
* in
->_13
;
954 t
= in
->_31
* in
->_12
* in
->_23
;
960 t
= -in
->_31
* in
->_22
* in
->_13
;
965 t
= -in
->_21
* in
->_12
* in
->_33
;
971 t
= -in
->_11
* in
->_32
* in
->_23
;
979 if (fabsf(det
) < 1e-25f
)
983 temp
._11
= (in
->_22
* in
->_33
- in
->_32
* in
->_23
) * det
;
984 temp
._12
= -(in
->_12
* in
->_33
- in
->_32
* in
->_13
) * det
;
985 temp
._13
= (in
->_12
* in
->_23
- in
->_22
* in
->_13
) * det
;
986 temp
._21
= -(in
->_21
* in
->_33
- in
->_31
* in
->_23
) * det
;
987 temp
._22
= (in
->_11
* in
->_33
- in
->_31
* in
->_13
) * det
;
988 temp
._23
= -(in
->_11
* in
->_23
- in
->_21
* in
->_13
) * det
;
989 temp
._31
= (in
->_21
* in
->_32
- in
->_31
* in
->_22
) * det
;
990 temp
._32
= -(in
->_11
* in
->_32
- in
->_31
* in
->_12
) * det
;
991 temp
._33
= (in
->_11
* in
->_22
- in
->_21
* in
->_12
) * det
;
997 static void swap_rows(float **a
, float **b
)
1005 static BOOL
invert_matrix(struct wined3d_matrix
*out
, struct wined3d_matrix
*m
)
1008 float m0
, m1
, m2
, m3
, s
;
1009 float *r0
, *r1
, *r2
, *r3
;
1021 r0
[5] = r0
[6] = r0
[7] = 0.0f
;
1028 r1
[4] = r1
[6] = r1
[7] = 0.0f
;
1035 r2
[4] = r2
[5] = r2
[7] = 0.0f
;
1042 r3
[4] = r3
[5] = r3
[6] = 0.0f
;
1044 /* Choose pivot - or die. */
1045 if (fabsf(r3
[0]) > fabsf(r2
[0]))
1046 swap_rows(&r3
, &r2
);
1047 if (fabsf(r2
[0]) > fabsf(r1
[0]))
1048 swap_rows(&r2
, &r1
);
1049 if (fabsf(r1
[0]) > fabsf(r0
[0]))
1050 swap_rows(&r1
, &r0
);
1054 /* Eliminate first variable. */
1055 m1
= r1
[0] / r0
[0]; m2
= r2
[0] / r0
[0]; m3
= r3
[0] / r0
[0];
1056 s
= r0
[1]; r1
[1] -= m1
* s
; r2
[1] -= m2
* s
; r3
[1] -= m3
* s
;
1057 s
= r0
[2]; r1
[2] -= m1
* s
; r2
[2] -= m2
* s
; r3
[2] -= m3
* s
;
1058 s
= r0
[3]; r1
[3] -= m1
* s
; r2
[3] -= m2
* s
; r3
[3] -= m3
* s
;
1088 /* Choose pivot - or die. */
1089 if (fabsf(r3
[1]) > fabsf(r2
[1]))
1090 swap_rows(&r3
, &r2
);
1091 if (fabsf(r2
[1]) > fabsf(r1
[1]))
1092 swap_rows(&r2
, &r1
);
1096 /* Eliminate second variable. */
1097 m2
= r2
[1] / r1
[1]; m3
= r3
[1] / r1
[1];
1098 r2
[2] -= m2
* r1
[2]; r3
[2] -= m3
* r1
[2];
1099 r2
[3] -= m2
* r1
[3]; r3
[3] -= m3
* r1
[3];
1125 /* Choose pivot - or die. */
1126 if (fabsf(r3
[2]) > fabsf(r2
[2]))
1127 swap_rows(&r3
, &r2
);
1131 /* Eliminate third variable. */
1133 r3
[3] -= m3
* r2
[3];
1134 r3
[4] -= m3
* r2
[4];
1135 r3
[5] -= m3
* r2
[5];
1136 r3
[6] -= m3
* r2
[6];
1137 r3
[7] -= m3
* r2
[7];
1143 /* Back substitute row 3. */
1150 /* Back substitute row 2. */
1153 r2
[4] = s
* (r2
[4] - r3
[4] * m2
);
1154 r2
[5] = s
* (r2
[5] - r3
[5] * m2
);
1155 r2
[6] = s
* (r2
[6] - r3
[6] * m2
);
1156 r2
[7] = s
* (r2
[7] - r3
[7] * m2
);
1158 r1
[4] -= r3
[4] * m1
;
1159 r1
[5] -= r3
[5] * m1
;
1160 r1
[6] -= r3
[6] * m1
;
1161 r1
[7] -= r3
[7] * m1
;
1163 r0
[4] -= r3
[4] * m0
;
1164 r0
[5] -= r3
[5] * m0
;
1165 r0
[6] -= r3
[6] * m0
;
1166 r0
[7] -= r3
[7] * m0
;
1168 /* Back substitute row 1. */
1171 r1
[4] = s
* (r1
[4] - r2
[4] * m1
);
1172 r1
[5] = s
* (r1
[5] - r2
[5] * m1
);
1173 r1
[6] = s
* (r1
[6] - r2
[6] * m1
);
1174 r1
[7] = s
* (r1
[7] - r2
[7] * m1
);
1176 r0
[4] -= r2
[4] * m0
;
1177 r0
[5] -= r2
[5] * m0
;
1178 r0
[6] -= r2
[6] * m0
;
1179 r0
[7] -= r2
[7] * m0
;
1181 /* Back substitute row 0. */
1184 r0
[4] = s
* (r0
[4] - r1
[4] * m0
);
1185 r0
[5] = s
* (r0
[5] - r1
[5] * m0
);
1186 r0
[6] = s
* (r0
[6] - r1
[6] * m0
);
1187 r0
[7] = s
* (r0
[7] - r1
[7] * m0
);
1209 static void shader_glsl_ffp_vertex_normalmatrix_uniform(const struct wined3d_context
*context
,
1210 const struct wined3d_state
*state
, struct glsl_shader_prog_link
*prog
)
1212 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
1214 struct wined3d_matrix mv
;
1217 if (prog
->vs
.normal_matrix_location
== -1)
1220 get_modelview_matrix(context
, state
, 0, &mv
);
1221 if (context
->d3d_info
->wined3d_creation_flags
& WINED3D_LEGACY_FFP_LIGHTING
)
1222 invert_matrix_3d(&mv
, &mv
);
1224 invert_matrix(&mv
, &mv
);
1225 /* Tests show that singular modelview matrices are used unchanged as normal
1226 * matrices on D3D3 and older. There seems to be no clearly consistent
1227 * behavior on newer D3D versions so always follow older ddraw behavior. */
1228 for (i
= 0; i
< 3; ++i
)
1229 for (j
= 0; j
< 3; ++j
)
1230 mat
[i
* 3 + j
] = (&mv
._11
)[j
* 4 + i
];
1232 GL_EXTCALL(glUniformMatrix3fv(prog
->vs
.normal_matrix_location
, 1, FALSE
, mat
));
1233 checkGLcall("glUniformMatrix3fv");
1236 static void shader_glsl_ffp_vertex_texmatrix_uniform(const struct wined3d_context
*context
,
1237 const struct wined3d_state
*state
, unsigned int tex
, struct glsl_shader_prog_link
*prog
)
1239 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
1240 struct wined3d_matrix mat
;
1242 if (tex
>= MAX_TEXTURES
)
1244 if (prog
->vs
.texture_matrix_location
[tex
] == -1)
1247 get_texture_matrix(context
, state
, tex
, &mat
);
1248 GL_EXTCALL(glUniformMatrix4fv(prog
->vs
.texture_matrix_location
[tex
], 1, FALSE
, &mat
._11
));
1249 checkGLcall("glUniformMatrix4fv");
1252 static void shader_glsl_ffp_vertex_material_uniform(const struct wined3d_context
*context
,
1253 const struct wined3d_state
*state
, struct glsl_shader_prog_link
*prog
)
1255 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
1257 if (state
->render_states
[WINED3D_RS_SPECULARENABLE
])
1259 GL_EXTCALL(glUniform4fv(prog
->vs
.material_specular_location
, 1, &state
->material
.specular
.r
));
1260 GL_EXTCALL(glUniform1f(prog
->vs
.material_shininess_location
, state
->material
.power
));
1264 static const float black
[] = {0.0f
, 0.0f
, 0.0f
, 0.0f
};
1266 GL_EXTCALL(glUniform4fv(prog
->vs
.material_specular_location
, 1, black
));
1268 GL_EXTCALL(glUniform4fv(prog
->vs
.material_ambient_location
, 1, &state
->material
.ambient
.r
));
1269 GL_EXTCALL(glUniform4fv(prog
->vs
.material_diffuse_location
, 1, &state
->material
.diffuse
.r
));
1270 GL_EXTCALL(glUniform4fv(prog
->vs
.material_emissive_location
, 1, &state
->material
.emissive
.r
));
1271 checkGLcall("setting FFP material uniforms");
1274 static void shader_glsl_ffp_vertex_lightambient_uniform(const struct wined3d_context
*context
,
1275 const struct wined3d_state
*state
, struct glsl_shader_prog_link
*prog
)
1277 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
1278 struct wined3d_color color
;
1280 wined3d_color_from_d3dcolor(&color
, state
->render_states
[WINED3D_RS_AMBIENT
]);
1281 GL_EXTCALL(glUniform3fv(prog
->vs
.light_ambient_location
, 1, &color
.r
));
1282 checkGLcall("glUniform3fv");
1285 static void multiply_vector_matrix(struct wined3d_vec4
*dest
, const struct wined3d_vec4
*src1
,
1286 const struct wined3d_matrix
*src2
)
1288 struct wined3d_vec4 temp
;
1290 temp
.x
= (src1
->x
* src2
->_11
) + (src1
->y
* src2
->_21
) + (src1
->z
* src2
->_31
) + (src1
->w
* src2
->_41
);
1291 temp
.y
= (src1
->x
* src2
->_12
) + (src1
->y
* src2
->_22
) + (src1
->z
* src2
->_32
) + (src1
->w
* src2
->_42
);
1292 temp
.z
= (src1
->x
* src2
->_13
) + (src1
->y
* src2
->_23
) + (src1
->z
* src2
->_33
) + (src1
->w
* src2
->_43
);
1293 temp
.w
= (src1
->x
* src2
->_14
) + (src1
->y
* src2
->_24
) + (src1
->z
* src2
->_34
) + (src1
->w
* src2
->_44
);
1298 static void shader_glsl_ffp_vertex_light_uniform(const struct wined3d_context
*context
,
1299 const struct wined3d_state
*state
, unsigned int light
, const struct wined3d_light_info
*light_info
,
1300 struct glsl_shader_prog_link
*prog
)
1302 const struct wined3d_matrix
*view
= &state
->transforms
[WINED3D_TS_VIEW
];
1303 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
1304 struct wined3d_vec4 vec4
;
1306 GL_EXTCALL(glUniform4fv(prog
->vs
.light_location
[light
].diffuse
, 1, &light_info
->OriginalParms
.diffuse
.r
));
1307 GL_EXTCALL(glUniform4fv(prog
->vs
.light_location
[light
].specular
, 1, &light_info
->OriginalParms
.specular
.r
));
1308 GL_EXTCALL(glUniform4fv(prog
->vs
.light_location
[light
].ambient
, 1, &light_info
->OriginalParms
.ambient
.r
));
1310 switch (light_info
->OriginalParms
.type
)
1312 case WINED3D_LIGHT_POINT
:
1313 multiply_vector_matrix(&vec4
, &light_info
->position
, view
);
1314 GL_EXTCALL(glUniform4fv(prog
->vs
.light_location
[light
].position
, 1, &vec4
.x
));
1315 GL_EXTCALL(glUniform1f(prog
->vs
.light_location
[light
].range
, light_info
->OriginalParms
.range
));
1316 GL_EXTCALL(glUniform1f(prog
->vs
.light_location
[light
].c_att
, light_info
->OriginalParms
.attenuation0
));
1317 GL_EXTCALL(glUniform1f(prog
->vs
.light_location
[light
].l_att
, light_info
->OriginalParms
.attenuation1
));
1318 GL_EXTCALL(glUniform1f(prog
->vs
.light_location
[light
].q_att
, light_info
->OriginalParms
.attenuation2
));
1321 case WINED3D_LIGHT_SPOT
:
1322 multiply_vector_matrix(&vec4
, &light_info
->position
, view
);
1323 GL_EXTCALL(glUniform4fv(prog
->vs
.light_location
[light
].position
, 1, &vec4
.x
));
1325 multiply_vector_matrix(&vec4
, &light_info
->direction
, view
);
1326 GL_EXTCALL(glUniform3fv(prog
->vs
.light_location
[light
].direction
, 1, &vec4
.x
));
1328 GL_EXTCALL(glUniform1f(prog
->vs
.light_location
[light
].range
, light_info
->OriginalParms
.range
));
1329 GL_EXTCALL(glUniform1f(prog
->vs
.light_location
[light
].falloff
, light_info
->OriginalParms
.falloff
));
1330 GL_EXTCALL(glUniform1f(prog
->vs
.light_location
[light
].c_att
, light_info
->OriginalParms
.attenuation0
));
1331 GL_EXTCALL(glUniform1f(prog
->vs
.light_location
[light
].l_att
, light_info
->OriginalParms
.attenuation1
));
1332 GL_EXTCALL(glUniform1f(prog
->vs
.light_location
[light
].q_att
, light_info
->OriginalParms
.attenuation2
));
1333 GL_EXTCALL(glUniform1f(prog
->vs
.light_location
[light
].cos_htheta
, cosf(light_info
->OriginalParms
.theta
/ 2.0f
)));
1334 GL_EXTCALL(glUniform1f(prog
->vs
.light_location
[light
].cos_hphi
, cosf(light_info
->OriginalParms
.phi
/ 2.0f
)));
1337 case WINED3D_LIGHT_DIRECTIONAL
:
1338 multiply_vector_matrix(&vec4
, &light_info
->direction
, view
);
1339 GL_EXTCALL(glUniform3fv(prog
->vs
.light_location
[light
].direction
, 1, &vec4
.x
));
1342 case WINED3D_LIGHT_PARALLELPOINT
:
1343 multiply_vector_matrix(&vec4
, &light_info
->position
, view
);
1344 GL_EXTCALL(glUniform4fv(prog
->vs
.light_location
[light
].position
, 1, &vec4
.x
));
1348 FIXME("Unrecognized light type %#x.\n", light_info
->OriginalParms
.type
);
1350 checkGLcall("setting FFP lights uniforms");
1353 static void shader_glsl_pointsize_uniform(const struct wined3d_context
*context
,
1354 const struct wined3d_state
*state
, struct glsl_shader_prog_link
*prog
)
1356 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
1360 get_pointsize_minmax(context
, state
, &min
, &max
);
1362 GL_EXTCALL(glUniform1f(prog
->vs
.pointsize_min_location
, min
));
1363 checkGLcall("glUniform1f");
1364 GL_EXTCALL(glUniform1f(prog
->vs
.pointsize_max_location
, max
));
1365 checkGLcall("glUniform1f");
1367 get_pointsize(context
, state
, &size
, att
);
1369 GL_EXTCALL(glUniform1f(prog
->vs
.pointsize_location
, size
));
1370 checkGLcall("glUniform1f");
1371 GL_EXTCALL(glUniform1f(prog
->vs
.pointsize_c_att_location
, att
[0]));
1372 checkGLcall("glUniform1f");
1373 GL_EXTCALL(glUniform1f(prog
->vs
.pointsize_l_att_location
, att
[1]));
1374 checkGLcall("glUniform1f");
1375 GL_EXTCALL(glUniform1f(prog
->vs
.pointsize_q_att_location
, att
[2]));
1376 checkGLcall("glUniform1f");
1379 static void shader_glsl_load_fog_uniform(const struct wined3d_context
*context
,
1380 const struct wined3d_state
*state
, struct glsl_shader_prog_link
*prog
)
1382 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
1383 struct wined3d_color color
;
1384 float start
, end
, scale
;
1391 wined3d_color_from_d3dcolor(&color
, state
->render_states
[WINED3D_RS_FOGCOLOR
]);
1392 GL_EXTCALL(glUniform4fv(prog
->ps
.fog_color_location
, 1, &color
.r
));
1393 tmpvalue
.d
= state
->render_states
[WINED3D_RS_FOGDENSITY
];
1394 GL_EXTCALL(glUniform1f(prog
->ps
.fog_density_location
, tmpvalue
.f
));
1395 get_fog_start_end(context
, state
, &start
, &end
);
1396 scale
= 1.0f
/ (end
- start
);
1397 GL_EXTCALL(glUniform1f(prog
->ps
.fog_end_location
, end
));
1398 GL_EXTCALL(glUniform1f(prog
->ps
.fog_scale_location
, scale
));
1399 checkGLcall("fog emulation uniforms");
1402 static void shader_glsl_clip_plane_uniform(const struct wined3d_context
*context
,
1403 const struct wined3d_state
*state
, unsigned int index
, struct glsl_shader_prog_link
*prog
)
1405 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
1406 struct wined3d_vec4 plane
;
1408 /* Clip planes are affected by the view transform in d3d for FFP draws. */
1410 multiply_vector_matrix(&plane
, &state
->clip_planes
[index
], &state
->transforms
[WINED3D_TS_VIEW
]);
1412 plane
= state
->clip_planes
[index
];
1414 GL_EXTCALL(glUniform4fv(prog
->vs
.clip_planes_location
+ index
, 1, &plane
.x
));
1417 /* Context activation is done by the caller (state handler). */
1418 static void shader_glsl_load_color_key_constant(const struct glsl_ps_program
*ps
,
1419 const struct wined3d_gl_info
*gl_info
, const struct wined3d_state
*state
)
1421 struct wined3d_color float_key
[2];
1422 const struct wined3d_texture
*texture
= state
->textures
[0];
1424 wined3d_format_get_float_color_key(texture
->resource
.format
, &texture
->async
.src_blt_color_key
, float_key
);
1425 GL_EXTCALL(glUniform4fv(ps
->color_key_location
, 2, &float_key
[0].r
));
1428 /* Context activation is done by the caller (state handler). */
1429 static void shader_glsl_load_constants(void *shader_priv
, struct wined3d_context
*context
,
1430 const struct wined3d_state
*state
)
1432 const struct glsl_context_data
*ctx_data
= context
->shader_backend_data
;
1433 const struct wined3d_shader
*vshader
= state
->shader
[WINED3D_SHADER_TYPE_VERTEX
];
1434 const struct wined3d_shader
*pshader
= state
->shader
[WINED3D_SHADER_TYPE_PIXEL
];
1435 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
1436 struct shader_glsl_priv
*priv
= shader_priv
;
1437 float position_fixup
[4];
1440 struct glsl_shader_prog_link
*prog
= ctx_data
->glsl_program
;
1441 UINT constant_version
;
1445 /* No GLSL program set - nothing to do. */
1448 constant_version
= prog
->constant_version
;
1449 update_mask
= context
->constant_update_mask
& prog
->constant_update_mask
;
1451 if (update_mask
& WINED3D_SHADER_CONST_VS_F
)
1452 shader_glsl_load_constants_f(vshader
, gl_info
, state
->vs_consts_f
,
1453 prog
->vs
.uniform_f_locations
, &priv
->vconst_heap
, priv
->stack
, constant_version
);
1455 if (update_mask
& WINED3D_SHADER_CONST_VS_I
)
1456 shader_glsl_load_constants_i(vshader
, gl_info
, state
->vs_consts_i
,
1457 prog
->vs
.uniform_i_locations
, vshader
->reg_maps
.integer_constants
);
1459 if (update_mask
& WINED3D_SHADER_CONST_VS_B
)
1460 shader_glsl_load_constantsB(vshader
, gl_info
, prog
->vs
.uniform_b_locations
, state
->vs_consts_b
,
1461 vshader
->reg_maps
.boolean_constants
);
1463 if (update_mask
& WINED3D_SHADER_CONST_VS_CLIP_PLANES
)
1465 for (i
= 0; i
< gl_info
->limits
.user_clip_distances
; ++i
)
1466 shader_glsl_clip_plane_uniform(context
, state
, i
, prog
);
1469 if (update_mask
& WINED3D_SHADER_CONST_VS_POINTSIZE
)
1470 shader_glsl_pointsize_uniform(context
, state
, prog
);
1472 if (update_mask
& WINED3D_SHADER_CONST_POS_FIXUP
)
1474 shader_get_position_fixup(context
, state
, position_fixup
);
1475 if (state
->shader
[WINED3D_SHADER_TYPE_GEOMETRY
])
1476 GL_EXTCALL(glUniform4fv(prog
->gs
.pos_fixup_location
, 1, position_fixup
));
1478 GL_EXTCALL(glUniform4fv(prog
->vs
.pos_fixup_location
, 1, position_fixup
));
1479 checkGLcall("glUniform4fv");
1482 if (update_mask
& WINED3D_SHADER_CONST_FFP_MODELVIEW
)
1484 struct wined3d_matrix mat
;
1486 get_modelview_matrix(context
, state
, 0, &mat
);
1487 GL_EXTCALL(glUniformMatrix4fv(prog
->vs
.modelview_matrix_location
[0], 1, FALSE
, &mat
._11
));
1488 checkGLcall("glUniformMatrix4fv");
1490 shader_glsl_ffp_vertex_normalmatrix_uniform(context
, state
, prog
);
1493 if (update_mask
& WINED3D_SHADER_CONST_FFP_VERTEXBLEND
)
1495 struct wined3d_matrix mat
;
1497 for (i
= 1; i
< MAX_VERTEX_BLENDS
; ++i
)
1499 if (prog
->vs
.modelview_matrix_location
[i
] == -1)
1502 get_modelview_matrix(context
, state
, i
, &mat
);
1503 GL_EXTCALL(glUniformMatrix4fv(prog
->vs
.modelview_matrix_location
[i
], 1, FALSE
, &mat
._11
));
1504 checkGLcall("glUniformMatrix4fv");
1508 if (update_mask
& WINED3D_SHADER_CONST_FFP_PROJ
)
1510 struct wined3d_matrix projection
;
1512 get_projection_matrix(context
, state
, &projection
);
1513 GL_EXTCALL(glUniformMatrix4fv(prog
->vs
.projection_matrix_location
, 1, FALSE
, &projection
._11
));
1514 checkGLcall("glUniformMatrix4fv");
1517 if (update_mask
& WINED3D_SHADER_CONST_FFP_TEXMATRIX
)
1519 for (i
= 0; i
< MAX_TEXTURES
; ++i
)
1520 shader_glsl_ffp_vertex_texmatrix_uniform(context
, state
, i
, prog
);
1523 if (update_mask
& WINED3D_SHADER_CONST_FFP_MATERIAL
)
1524 shader_glsl_ffp_vertex_material_uniform(context
, state
, prog
);
1526 if (update_mask
& WINED3D_SHADER_CONST_FFP_LIGHTS
)
1528 unsigned int point_idx
, spot_idx
, directional_idx
, parallel_point_idx
;
1529 DWORD point_count
= 0;
1530 DWORD spot_count
= 0;
1531 DWORD directional_count
= 0;
1532 DWORD parallel_point_count
= 0;
1534 for (i
= 0; i
< MAX_ACTIVE_LIGHTS
; ++i
)
1536 if (!state
->lights
[i
])
1539 switch (state
->lights
[i
]->OriginalParms
.type
)
1541 case WINED3D_LIGHT_POINT
:
1544 case WINED3D_LIGHT_SPOT
:
1547 case WINED3D_LIGHT_DIRECTIONAL
:
1548 ++directional_count
;
1550 case WINED3D_LIGHT_PARALLELPOINT
:
1551 ++parallel_point_count
;
1554 FIXME("Unhandled light type %#x.\n", state
->lights
[i
]->OriginalParms
.type
);
1559 spot_idx
= point_idx
+ point_count
;
1560 directional_idx
= spot_idx
+ spot_count
;
1561 parallel_point_idx
= directional_idx
+ directional_count
;
1563 shader_glsl_ffp_vertex_lightambient_uniform(context
, state
, prog
);
1564 for (i
= 0; i
< MAX_ACTIVE_LIGHTS
; ++i
)
1566 const struct wined3d_light_info
*light_info
= state
->lights
[i
];
1572 switch (light_info
->OriginalParms
.type
)
1574 case WINED3D_LIGHT_POINT
:
1577 case WINED3D_LIGHT_SPOT
:
1580 case WINED3D_LIGHT_DIRECTIONAL
:
1581 idx
= directional_idx
++;
1583 case WINED3D_LIGHT_PARALLELPOINT
:
1584 idx
= parallel_point_idx
++;
1587 FIXME("Unhandled light type %#x.\n", light_info
->OriginalParms
.type
);
1590 shader_glsl_ffp_vertex_light_uniform(context
, state
, idx
, light_info
, prog
);
1594 if (update_mask
& WINED3D_SHADER_CONST_PS_F
)
1595 shader_glsl_load_constants_f(pshader
, gl_info
, state
->ps_consts_f
,
1596 prog
->ps
.uniform_f_locations
, &priv
->pconst_heap
, priv
->stack
, constant_version
);
1598 if (update_mask
& WINED3D_SHADER_CONST_PS_I
)
1599 shader_glsl_load_constants_i(pshader
, gl_info
, state
->ps_consts_i
,
1600 prog
->ps
.uniform_i_locations
, pshader
->reg_maps
.integer_constants
);
1602 if (update_mask
& WINED3D_SHADER_CONST_PS_B
)
1603 shader_glsl_load_constantsB(pshader
, gl_info
, prog
->ps
.uniform_b_locations
, state
->ps_consts_b
,
1604 pshader
->reg_maps
.boolean_constants
);
1606 if (update_mask
& WINED3D_SHADER_CONST_PS_BUMP_ENV
)
1608 for (i
= 0; i
< MAX_TEXTURES
; ++i
)
1610 if (prog
->ps
.bumpenv_mat_location
[i
] == -1)
1613 GL_EXTCALL(glUniformMatrix2fv(prog
->ps
.bumpenv_mat_location
[i
], 1, 0,
1614 (const GLfloat
*)&state
->texture_states
[i
][WINED3D_TSS_BUMPENV_MAT00
]));
1616 if (prog
->ps
.bumpenv_lum_scale_location
[i
] != -1)
1618 GL_EXTCALL(glUniform1fv(prog
->ps
.bumpenv_lum_scale_location
[i
], 1,
1619 (const GLfloat
*)&state
->texture_states
[i
][WINED3D_TSS_BUMPENV_LSCALE
]));
1620 GL_EXTCALL(glUniform1fv(prog
->ps
.bumpenv_lum_offset_location
[i
], 1,
1621 (const GLfloat
*)&state
->texture_states
[i
][WINED3D_TSS_BUMPENV_LOFFSET
]));
1625 checkGLcall("bump env uniforms");
1628 if (update_mask
& WINED3D_SHADER_CONST_PS_Y_CORR
)
1630 const struct wined3d_vec4 correction_params
=
1632 /* Position is relative to the framebuffer, not the viewport. */
1633 context
->render_offscreen
? 0.0f
: (float)state
->fb
->render_targets
[0]->height
,
1634 context
->render_offscreen
? 1.0f
: -1.0f
,
1639 GL_EXTCALL(glUniform4fv(prog
->ps
.ycorrection_location
, 1, &correction_params
.x
));
1642 if (update_mask
& WINED3D_SHADER_CONST_PS_NP2_FIXUP
)
1643 shader_glsl_load_np2fixup_constants(&prog
->ps
, gl_info
, state
);
1644 if (update_mask
& WINED3D_SHADER_CONST_FFP_COLOR_KEY
)
1645 shader_glsl_load_color_key_constant(&prog
->ps
, gl_info
, state
);
1647 if (update_mask
& WINED3D_SHADER_CONST_FFP_PS
)
1649 struct wined3d_color color
;
1651 if (prog
->ps
.tex_factor_location
!= -1)
1653 wined3d_color_from_d3dcolor(&color
, state
->render_states
[WINED3D_RS_TEXTUREFACTOR
]);
1654 GL_EXTCALL(glUniform4fv(prog
->ps
.tex_factor_location
, 1, &color
.r
));
1657 if (state
->render_states
[WINED3D_RS_SPECULARENABLE
])
1658 GL_EXTCALL(glUniform4f(prog
->ps
.specular_enable_location
, 1.0f
, 1.0f
, 1.0f
, 0.0f
));
1660 GL_EXTCALL(glUniform4f(prog
->ps
.specular_enable_location
, 0.0f
, 0.0f
, 0.0f
, 0.0f
));
1662 for (i
= 0; i
< MAX_TEXTURES
; ++i
)
1664 if (prog
->ps
.tss_constant_location
[i
] == -1)
1667 wined3d_color_from_d3dcolor(&color
, state
->texture_states
[i
][WINED3D_TSS_CONSTANT
]);
1668 GL_EXTCALL(glUniform4fv(prog
->ps
.tss_constant_location
[i
], 1, &color
.r
));
1671 checkGLcall("fixed function uniforms");
1674 if (update_mask
& WINED3D_SHADER_CONST_PS_FOG
)
1675 shader_glsl_load_fog_uniform(context
, state
, prog
);
1677 if (update_mask
& WINED3D_SHADER_CONST_PS_ALPHA_TEST
)
1679 float ref
= state
->render_states
[WINED3D_RS_ALPHAREF
] / 255.0f
;
1681 GL_EXTCALL(glUniform1f(prog
->ps
.alpha_test_ref_location
, ref
));
1682 checkGLcall("alpha test emulation uniform");
1685 if (priv
->next_constant_version
== UINT_MAX
)
1687 TRACE("Max constant version reached, resetting to 0.\n");
1688 wine_rb_for_each_entry(&priv
->program_lookup
, reset_program_constant_version
, NULL
);
1689 priv
->next_constant_version
= 1;
1693 prog
->constant_version
= priv
->next_constant_version
++;
1697 static void update_heap_entry(struct constant_heap
*heap
, unsigned int idx
, DWORD new_version
)
1699 struct constant_entry
*entries
= heap
->entries
;
1700 unsigned int *positions
= heap
->positions
;
1701 unsigned int heap_idx
, parent_idx
;
1703 if (!heap
->contained
[idx
])
1705 heap_idx
= heap
->size
++;
1706 heap
->contained
[idx
] = TRUE
;
1710 heap_idx
= positions
[idx
];
1713 while (heap_idx
> 1)
1715 parent_idx
= heap_idx
>> 1;
1717 if (new_version
<= entries
[parent_idx
].version
) break;
1719 entries
[heap_idx
] = entries
[parent_idx
];
1720 positions
[entries
[parent_idx
].idx
] = heap_idx
;
1721 heap_idx
= parent_idx
;
1724 entries
[heap_idx
].version
= new_version
;
1725 entries
[heap_idx
].idx
= idx
;
1726 positions
[idx
] = heap_idx
;
1729 static void shader_glsl_update_float_vertex_constants(struct wined3d_device
*device
, UINT start
, UINT count
)
1731 struct shader_glsl_priv
*priv
= device
->shader_priv
;
1732 struct constant_heap
*heap
= &priv
->vconst_heap
;
1735 for (i
= start
; i
< count
+ start
; ++i
)
1737 update_heap_entry(heap
, i
, priv
->next_constant_version
);
1741 static void shader_glsl_update_float_pixel_constants(struct wined3d_device
*device
, UINT start
, UINT count
)
1743 struct shader_glsl_priv
*priv
= device
->shader_priv
;
1744 struct constant_heap
*heap
= &priv
->pconst_heap
;
1747 for (i
= start
; i
< count
+ start
; ++i
)
1749 update_heap_entry(heap
, i
, priv
->next_constant_version
);
1753 static unsigned int vec4_varyings(DWORD shader_major
, const struct wined3d_gl_info
*gl_info
)
1755 unsigned int ret
= gl_info
->limits
.glsl_varyings
/ 4;
1756 /* 4.0 shaders do not write clip coords because d3d10 does not support user clipplanes */
1757 if(shader_major
> 3) return ret
;
1759 /* 3.0 shaders may need an extra varying for the clip coord on some cards(mostly dx10 ones) */
1760 if (gl_info
->quirks
& WINED3D_QUIRK_GLSL_CLIP_VARYING
) ret
-= 1;
1764 static BOOL
needs_legacy_glsl_syntax(const struct wined3d_gl_info
*gl_info
)
1766 return gl_info
->supported
[WINED3D_GL_LEGACY_CONTEXT
];
1769 static BOOL
shader_glsl_use_explicit_attrib_location(const struct wined3d_gl_info
*gl_info
)
1771 return !needs_legacy_glsl_syntax(gl_info
) && gl_info
->supported
[ARB_EXPLICIT_ATTRIB_LOCATION
];
1774 static const char *get_attribute_keyword(const struct wined3d_gl_info
*gl_info
)
1776 return needs_legacy_glsl_syntax(gl_info
) ? "attribute" : "in";
1779 static void PRINTF_ATTR(4, 5) declare_in_varying(const struct wined3d_gl_info
*gl_info
,
1780 struct wined3d_string_buffer
*buffer
, BOOL flat
, const char *format
, ...)
1785 shader_addline(buffer
, "%s%s ", flat
? "flat " : "",
1786 needs_legacy_glsl_syntax(gl_info
) ? "varying" : "in");
1789 va_start(args
, format
);
1790 ret
= shader_vaddline(buffer
, format
, args
);
1794 if (!string_buffer_resize(buffer
, ret
))
1799 static void PRINTF_ATTR(4, 5) declare_out_varying(const struct wined3d_gl_info
*gl_info
,
1800 struct wined3d_string_buffer
*buffer
, BOOL flat
, const char *format
, ...)
1805 shader_addline(buffer
, "%s%s ", flat
? "flat " : "",
1806 needs_legacy_glsl_syntax(gl_info
) ? "varying" : "out");
1809 va_start(args
, format
);
1810 ret
= shader_vaddline(buffer
, format
, args
);
1814 if (!string_buffer_resize(buffer
, ret
))
1819 static const char *get_fragment_output(const struct wined3d_gl_info
*gl_info
)
1821 return needs_legacy_glsl_syntax(gl_info
) ? "gl_FragData" : "ps_out";
1824 static const char *glsl_primitive_type_from_d3d(enum wined3d_primitive_type primitive_type
)
1826 switch (primitive_type
)
1828 case WINED3D_PT_POINTLIST
:
1831 case WINED3D_PT_LINELIST
:
1834 case WINED3D_PT_LINESTRIP
:
1835 return "line_strip";
1837 case WINED3D_PT_TRIANGLELIST
:
1840 case WINED3D_PT_TRIANGLESTRIP
:
1841 return "triangle_strip";
1843 case WINED3D_PT_LINELIST_ADJ
:
1844 return "lines_adjacency";
1846 case WINED3D_PT_TRIANGLELIST_ADJ
:
1847 return "triangles_adjacency";
1850 FIXME("Unhandled primitive type %s.\n", debug_d3dprimitivetype(primitive_type
));
1855 static BOOL
glsl_is_color_reg_read(const struct wined3d_shader
*shader
, unsigned int idx
)
1857 const struct wined3d_shader_signature
*input_signature
= &shader
->input_signature
;
1858 const struct wined3d_shader_reg_maps
*reg_maps
= &shader
->reg_maps
;
1859 DWORD input_reg_used
= shader
->u
.ps
.input_reg_used
;
1862 if (reg_maps
->shader_version
.major
< 3)
1863 return input_reg_used
& (1u << idx
);
1865 for (i
= 0; i
< input_signature
->element_count
; ++i
)
1867 const struct wined3d_shader_signature_element
*input
= &input_signature
->elements
[i
];
1869 if (!(reg_maps
->input_registers
& (1u << input
->register_idx
)))
1872 if (shader_match_semantic(input
->semantic_name
, WINED3D_DECL_USAGE_COLOR
)
1873 && input
->semantic_idx
== idx
)
1874 return input_reg_used
& (1u << input
->register_idx
);
1879 static BOOL
glsl_is_shadow_sampler(const struct wined3d_shader
*shader
,
1880 const struct ps_compile_args
*ps_args
, unsigned int resource_idx
, unsigned int sampler_idx
)
1882 const struct wined3d_shader_version
*version
= &shader
->reg_maps
.shader_version
;
1884 if (version
->major
>= 4)
1885 return shader
->reg_maps
.sampler_comparison_mode
& (1u << sampler_idx
);
1887 return version
->type
== WINED3D_SHADER_TYPE_PIXEL
&& (ps_args
->shadow
& (1u << resource_idx
));
1890 static void shader_glsl_declare_typed_vertex_attribute(struct wined3d_string_buffer
*buffer
,
1891 const struct wined3d_gl_info
*gl_info
, const char *vector_type
, const char *scalar_type
,
1894 shader_addline(buffer
, "%s %s4 vs_in_%s%u;\n",
1895 get_attribute_keyword(gl_info
), vector_type
, scalar_type
, index
);
1896 shader_addline(buffer
, "vec4 vs_in%u = %sBitsToFloat(vs_in_%s%u);\n",
1897 index
, scalar_type
, scalar_type
, index
);
1900 static void shader_glsl_declare_generic_vertex_attribute(struct wined3d_string_buffer
*buffer
,
1901 const struct wined3d_gl_info
*gl_info
, const struct wined3d_shader_signature_element
*e
)
1903 unsigned int index
= e
->register_idx
;
1905 if (e
->sysval_semantic
== WINED3D_SV_VERTEX_ID
)
1907 shader_addline(buffer
, "vec4 vs_in%u = vec4(intBitsToFloat(gl_VertexID), 0.0, 0.0, 0.0);\n",
1911 if (e
->sysval_semantic
== WINED3D_SV_INSTANCE_ID
)
1913 shader_addline(buffer
, "vec4 vs_in%u = vec4(intBitsToFloat(gl_InstanceID), 0.0, 0.0, 0.0);\n",
1917 if (e
->sysval_semantic
&& e
->sysval_semantic
!= WINED3D_SV_POSITION
)
1918 FIXME("Unhandled sysval semantic %#x.\n", e
->sysval_semantic
);
1920 if (shader_glsl_use_explicit_attrib_location(gl_info
))
1921 shader_addline(buffer
, "layout(location = %u) ", index
);
1923 switch (e
->component_type
)
1925 case WINED3D_TYPE_UINT
:
1926 shader_glsl_declare_typed_vertex_attribute(buffer
, gl_info
, "uvec", "uint", index
);
1928 case WINED3D_TYPE_INT
:
1929 shader_glsl_declare_typed_vertex_attribute(buffer
, gl_info
, "ivec", "int", index
);
1933 FIXME("Unhandled type %#x.\n", e
->component_type
);
1935 case WINED3D_TYPE_UNKNOWN
:
1936 case WINED3D_TYPE_FLOAT
:
1937 shader_addline(buffer
, "%s vec4 vs_in%u;\n", get_attribute_keyword(gl_info
), index
);
1942 /** Generate the variable & register declarations for the GLSL output target */
1943 static void shader_generate_glsl_declarations(const struct wined3d_context
*context
,
1944 struct wined3d_string_buffer
*buffer
, const struct wined3d_shader
*shader
,
1945 const struct wined3d_shader_reg_maps
*reg_maps
, const struct shader_glsl_ctx_priv
*ctx_priv
)
1947 const struct wined3d_shader_version
*version
= ®_maps
->shader_version
;
1948 const struct vs_compile_args
*vs_args
= ctx_priv
->cur_vs_args
;
1949 const struct ps_compile_args
*ps_args
= ctx_priv
->cur_ps_args
;
1950 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
1951 const struct wined3d_shader_indexable_temp
*idx_temp_reg
;
1952 unsigned int i
, extra_constants_needed
= 0;
1953 const struct wined3d_shader_lconst
*lconst
;
1957 prefix
= shader_glsl_get_prefix(version
->type
);
1959 /* Prototype the subroutines */
1960 for (i
= 0, map
= reg_maps
->labels
; map
; map
>>= 1, ++i
)
1962 if (map
& 1) shader_addline(buffer
, "void subroutine%u();\n", i
);
1965 /* Declare the constants (aka uniforms) */
1966 if (shader
->limits
->constant_float
> 0)
1968 unsigned max_constantsF
;
1970 /* Unless the shader uses indirect addressing, always declare the
1971 * maximum array size and ignore that we need some uniforms privately.
1972 * E.g. if GL supports 256 uniforms, and we need 2 for the pos fixup
1973 * and immediate values, still declare VC[256]. If the shader needs
1974 * more uniforms than we have it won't work in any case. If it uses
1975 * less, the compiler will figure out which uniforms are really used
1976 * and strip them out. This allows a shader to use c255 on a dx9 card,
1977 * as long as it doesn't also use all the other constants.
1979 * If the shader uses indirect addressing the compiler must assume
1980 * that all declared uniforms are used. In this case, declare only the
1981 * amount that we're assured to have.
1983 * Thus we run into problems in these two cases:
1984 * 1) The shader really uses more uniforms than supported.
1985 * 2) The shader uses indirect addressing, less constants than
1986 * supported, but uses a constant index > #supported consts. */
1987 if (version
->type
== WINED3D_SHADER_TYPE_PIXEL
)
1989 /* No indirect addressing here. */
1990 max_constantsF
= gl_info
->limits
.glsl_ps_float_constants
;
1994 if (reg_maps
->usesrelconstF
)
1996 /* Subtract the other potential uniforms from the max
1997 * available (bools, ints, and 1 row of projection matrix).
1998 * Subtract another uniform for immediate values, which have
1999 * to be loaded via uniform by the driver as well. The shader
2000 * code only uses 0.5, 2.0, 1.0, 128 and -128 in vertex
2001 * shader code, so one vec4 should be enough. (Unfortunately
2002 * the Nvidia driver doesn't store 128 and -128 in one float).
2004 * Writing gl_ClipVertex requires one uniform for each
2005 * clipplane as well. */
2006 max_constantsF
= gl_info
->limits
.glsl_vs_float_constants
- 3;
2007 if (vs_args
->clip_enabled
)
2008 max_constantsF
-= gl_info
->limits
.user_clip_distances
;
2009 max_constantsF
-= wined3d_popcount(reg_maps
->integer_constants
);
2010 /* Strictly speaking a bool only uses one scalar, but the nvidia(Linux) compiler doesn't pack them properly,
2011 * so each scalar requires a full vec4. We could work around this by packing the booleans ourselves, but
2012 * for now take this into account when calculating the number of available constants
2014 max_constantsF
-= wined3d_popcount(reg_maps
->boolean_constants
);
2015 /* Set by driver quirks in directx.c */
2016 max_constantsF
-= gl_info
->reserved_glsl_constants
;
2018 if (max_constantsF
< shader
->limits
->constant_float
)
2020 static unsigned int once
;
2023 ERR_(winediag
)("The hardware does not support enough uniform components to run this shader,"
2024 " it may not render correctly.\n");
2026 WARN("The hardware does not support enough uniform components to run this shader.\n");
2031 max_constantsF
= gl_info
->limits
.glsl_vs_float_constants
;
2034 max_constantsF
= min(shader
->limits
->constant_float
, max_constantsF
);
2035 shader_addline(buffer
, "uniform vec4 %s_c[%u];\n", prefix
, max_constantsF
);
2038 /* Always declare the full set of constants, the compiler can remove the
2039 * unused ones because d3d doesn't (yet) support indirect int and bool
2040 * constant addressing. This avoids problems if the app uses e.g. i0 and i9. */
2041 if (shader
->limits
->constant_int
> 0 && reg_maps
->integer_constants
)
2042 shader_addline(buffer
, "uniform ivec4 %s_i[%u];\n", prefix
, shader
->limits
->constant_int
);
2044 if (shader
->limits
->constant_bool
> 0 && reg_maps
->boolean_constants
)
2045 shader_addline(buffer
, "uniform bool %s_b[%u];\n", prefix
, shader
->limits
->constant_bool
);
2047 /* Declare immediate constant buffer */
2049 shader_addline(buffer
, "uniform vec4 %s_icb[%u];\n", prefix
, reg_maps
->icb
->vec4_count
);
2051 /* Declare constant buffers */
2052 for (i
= 0; i
< WINED3D_MAX_CBS
; ++i
)
2054 if (reg_maps
->cb_sizes
[i
])
2055 shader_addline(buffer
, "layout(std140) uniform block_%s_cb%u { vec4 %s_cb%u[%u]; };\n",
2056 prefix
, i
, prefix
, i
, reg_maps
->cb_sizes
[i
]);
2059 /* Declare texture samplers */
2060 for (i
= 0; i
< reg_maps
->sampler_map
.count
; ++i
)
2062 struct wined3d_shader_sampler_map_entry
*entry
;
2063 const char *sampler_type_prefix
, *sampler_type
;
2064 BOOL shadow_sampler
, tex_rect
;
2066 entry
= ®_maps
->sampler_map
.entries
[i
];
2068 if (entry
->resource_idx
>= ARRAY_SIZE(reg_maps
->resource_info
))
2070 ERR("Invalid resource index %u.\n", entry
->resource_idx
);
2074 switch (reg_maps
->resource_info
[entry
->resource_idx
].data_type
)
2076 case WINED3D_DATA_FLOAT
:
2077 case WINED3D_DATA_UNORM
:
2078 case WINED3D_DATA_SNORM
:
2079 sampler_type_prefix
= "";
2082 case WINED3D_DATA_INT
:
2083 sampler_type_prefix
= "i";
2086 case WINED3D_DATA_UINT
:
2087 sampler_type_prefix
= "u";
2091 sampler_type_prefix
= "";
2092 ERR("Unhandled resource data type %#x.\n", reg_maps
->resource_info
[i
].data_type
);
2096 shadow_sampler
= glsl_is_shadow_sampler(shader
, ps_args
, entry
->resource_idx
, entry
->sampler_idx
);
2097 switch (reg_maps
->resource_info
[entry
->resource_idx
].type
)
2099 case WINED3D_SHADER_RESOURCE_BUFFER
:
2100 sampler_type
= "samplerBuffer";
2103 case WINED3D_SHADER_RESOURCE_TEXTURE_1D
:
2105 sampler_type
= "sampler1DShadow";
2107 sampler_type
= "sampler1D";
2110 case WINED3D_SHADER_RESOURCE_TEXTURE_2D
:
2111 tex_rect
= version
->type
== WINED3D_SHADER_TYPE_PIXEL
2112 && (ps_args
->np2_fixup
& (1u << entry
->resource_idx
))
2113 && gl_info
->supported
[ARB_TEXTURE_RECTANGLE
];
2117 sampler_type
= "sampler2DRectShadow";
2119 sampler_type
= "sampler2DShadow";
2124 sampler_type
= "sampler2DRect";
2126 sampler_type
= "sampler2D";
2130 case WINED3D_SHADER_RESOURCE_TEXTURE_3D
:
2132 FIXME("Unsupported 3D shadow sampler.\n");
2133 sampler_type
= "sampler3D";
2136 case WINED3D_SHADER_RESOURCE_TEXTURE_CUBE
:
2138 FIXME("Unsupported Cube shadow sampler.\n");
2139 sampler_type
= "samplerCube";
2142 case WINED3D_SHADER_RESOURCE_TEXTURE_2DARRAY
:
2144 sampler_type
= "sampler2DArrayShadow";
2146 sampler_type
= "sampler2DArray";
2149 case WINED3D_SHADER_RESOURCE_TEXTURE_CUBEARRAY
:
2151 FIXME("Unsupported Cube array shadow sampler.\n");
2152 sampler_type
= "samplerCubeArray";
2156 sampler_type
= "unsupported_sampler";
2157 FIXME("Unhandled resource type %#x.\n", reg_maps
->resource_info
[entry
->resource_idx
].type
);
2160 shader_addline(buffer
, "uniform %s%s %s_sampler%u;\n",
2161 sampler_type_prefix
, sampler_type
, prefix
, entry
->bind_idx
);
2164 /* Declare images */
2165 for (i
= 0; i
< ARRAY_SIZE(reg_maps
->uav_resource_info
); ++i
)
2167 const char *image_type_prefix
, *image_type
, *read_format
;
2169 if (!reg_maps
->uav_resource_info
[i
].type
)
2172 switch (reg_maps
->uav_resource_info
[i
].data_type
)
2174 case WINED3D_DATA_FLOAT
:
2175 case WINED3D_DATA_UNORM
:
2176 case WINED3D_DATA_SNORM
:
2177 image_type_prefix
= "";
2178 read_format
= "r32f";
2181 case WINED3D_DATA_INT
:
2182 image_type_prefix
= "i";
2183 read_format
= "r32i";
2186 case WINED3D_DATA_UINT
:
2187 image_type_prefix
= "u";
2188 read_format
= "r32ui";
2192 image_type_prefix
= "";
2194 ERR("Unhandled resource data type %#x.\n", reg_maps
->uav_resource_info
[i
].data_type
);
2198 switch (reg_maps
->uav_resource_info
[i
].type
)
2200 case WINED3D_SHADER_RESOURCE_BUFFER
:
2201 image_type
= "imageBuffer";
2204 case WINED3D_SHADER_RESOURCE_TEXTURE_2D
:
2205 image_type
= "image2D";
2208 case WINED3D_SHADER_RESOURCE_TEXTURE_3D
:
2209 image_type
= "image3D";
2212 case WINED3D_SHADER_RESOURCE_TEXTURE_2DARRAY
:
2213 image_type
= "image2DArray";
2217 image_type
= "unsupported_image";
2218 FIXME("Unhandled resource type %#x.\n", reg_maps
->uav_resource_info
[i
].type
);
2222 if (reg_maps
->uav_read_mask
& (1u << i
))
2223 shader_addline(buffer
, "layout(%s) uniform %s%s %s_image%u;\n",
2224 read_format
, image_type_prefix
, image_type
, prefix
, i
);
2226 shader_addline(buffer
, "writeonly uniform %s%s %s_image%u;\n",
2227 image_type_prefix
, image_type
, prefix
, i
);
2230 /* Declare uniforms for NP2 texcoord fixup:
2231 * This is NOT done inside the loop that declares the texture samplers
2232 * since the NP2 fixup code is currently only used for the GeforceFX
2233 * series and when forcing the ARB_npot extension off. Modern cards just
2234 * skip the code anyway, so put it inside a separate loop. */
2235 if (version
->type
== WINED3D_SHADER_TYPE_PIXEL
&& ps_args
->np2_fixup
)
2237 struct ps_np2fixup_info
*fixup
= ctx_priv
->cur_np2fixup_info
;
2240 /* NP2/RECT textures in OpenGL use texcoords in the range [0,width]x[0,height]
2241 * while D3D has them in the (normalized) [0,1]x[0,1] range.
2242 * samplerNP2Fixup stores texture dimensions and is updated through
2243 * shader_glsl_load_np2fixup_constants when the sampler changes. */
2245 for (i
= 0; i
< shader
->limits
->sampler
; ++i
)
2247 if (!reg_maps
->resource_info
[i
].type
|| !(ps_args
->np2_fixup
& (1u << i
)))
2250 if (reg_maps
->resource_info
[i
].type
!= WINED3D_SHADER_RESOURCE_TEXTURE_2D
)
2252 FIXME("Non-2D texture is flagged for NP2 texcoord fixup.\n");
2256 fixup
->idx
[i
] = cur
++;
2259 fixup
->num_consts
= (cur
+ 1) >> 1;
2260 fixup
->active
= ps_args
->np2_fixup
;
2261 shader_addline(buffer
, "uniform vec4 %s_samplerNP2Fixup[%u];\n", prefix
, fixup
->num_consts
);
2264 /* Declare address variables */
2265 for (i
= 0, map
= reg_maps
->address
; map
; map
>>= 1, ++i
)
2267 if (map
& 1) shader_addline(buffer
, "ivec4 A%u;\n", i
);
2270 if (version
->type
== WINED3D_SHADER_TYPE_VERTEX
)
2272 for (i
= 0; i
< shader
->input_signature
.element_count
; ++i
)
2273 shader_glsl_declare_generic_vertex_attribute(buffer
, gl_info
, &shader
->input_signature
.elements
[i
]);
2275 if (vs_args
->point_size
&& !vs_args
->per_vertex_point_size
)
2277 shader_addline(buffer
, "uniform struct\n{\n");
2278 shader_addline(buffer
, " float size;\n");
2279 shader_addline(buffer
, " float size_min;\n");
2280 shader_addline(buffer
, " float size_max;\n");
2281 shader_addline(buffer
, "} ffp_point;\n");
2284 if (!gl_info
->supported
[WINED3D_GL_LEGACY_CONTEXT
])
2286 if (vs_args
->clip_enabled
)
2287 shader_addline(buffer
, "uniform vec4 clip_planes[%u];\n", gl_info
->limits
.user_clip_distances
);
2289 if (version
->major
< 3)
2291 declare_out_varying(gl_info
, buffer
, vs_args
->flatshading
, "vec4 ffp_varying_diffuse;\n");
2292 declare_out_varying(gl_info
, buffer
, vs_args
->flatshading
, "vec4 ffp_varying_specular;\n");
2293 declare_out_varying(gl_info
, buffer
, FALSE
, "vec4 ffp_varying_texcoord[%u];\n", MAX_TEXTURES
);
2294 declare_out_varying(gl_info
, buffer
, FALSE
, "float ffp_varying_fogcoord;\n");
2298 if (version
->major
< 4)
2299 shader_addline(buffer
, "void setup_vs_output(in vec4[%u]);\n", shader
->limits
->packed_output
);
2301 else if (version
->type
== WINED3D_SHADER_TYPE_GEOMETRY
)
2303 if (gl_info
->supported
[WINED3D_GL_LEGACY_CONTEXT
])
2305 shader_addline(buffer
, "varying in vec4 gs_in[][%u];\n", shader
->limits
->packed_input
);
2309 shader_addline(buffer
, "layout(%s) in;\n", glsl_primitive_type_from_d3d(shader
->u
.gs
.input_type
));
2310 shader_addline(buffer
, "layout(%s, max_vertices = %u) out;\n",
2311 glsl_primitive_type_from_d3d(shader
->u
.gs
.output_type
), shader
->u
.gs
.vertices_out
);
2312 shader_addline(buffer
, "in vs_gs_iface { vec4 gs_in[%u]; } gs_in[];\n", shader
->limits
->packed_input
);
2315 else if (version
->type
== WINED3D_SHADER_TYPE_PIXEL
)
2317 if (version
->major
< 3 || ps_args
->vp_mode
!= vertexshader
)
2319 shader_addline(buffer
, "uniform struct\n{\n");
2320 shader_addline(buffer
, " vec4 color;\n");
2321 shader_addline(buffer
, " float density;\n");
2322 shader_addline(buffer
, " float end;\n");
2323 shader_addline(buffer
, " float scale;\n");
2324 shader_addline(buffer
, "} ffp_fog;\n");
2326 if (gl_info
->supported
[WINED3D_GL_LEGACY_CONTEXT
])
2328 if (glsl_is_color_reg_read(shader
, 0))
2329 shader_addline(buffer
, "vec4 ffp_varying_diffuse;\n");
2330 if (glsl_is_color_reg_read(shader
, 1))
2331 shader_addline(buffer
, "vec4 ffp_varying_specular;\n");
2332 shader_addline(buffer
, "vec4 ffp_texcoord[%u];\n", MAX_TEXTURES
);
2333 shader_addline(buffer
, "float ffp_varying_fogcoord;\n");
2337 if (glsl_is_color_reg_read(shader
, 0))
2338 declare_in_varying(gl_info
, buffer
, ps_args
->flatshading
, "vec4 ffp_varying_diffuse;\n");
2339 if (glsl_is_color_reg_read(shader
, 1))
2340 declare_in_varying(gl_info
, buffer
, ps_args
->flatshading
, "vec4 ffp_varying_specular;\n");
2341 declare_in_varying(gl_info
, buffer
, FALSE
, "vec4 ffp_varying_texcoord[%u];\n", MAX_TEXTURES
);
2342 shader_addline(buffer
, "vec4 ffp_texcoord[%u];\n", MAX_TEXTURES
);
2343 declare_in_varying(gl_info
, buffer
, FALSE
, "float ffp_varying_fogcoord;\n");
2347 if (version
->major
>= 3)
2349 UINT in_count
= min(vec4_varyings(version
->major
, gl_info
), shader
->limits
->packed_input
);
2351 if (ps_args
->vp_mode
== vertexshader
)
2352 declare_in_varying(gl_info
, buffer
, FALSE
, "vec4 %s_link[%u];\n", prefix
, in_count
);
2353 shader_addline(buffer
, "vec4 %s_in[%u];\n", prefix
, in_count
);
2356 for (i
= 0, map
= reg_maps
->bumpmat
; map
; map
>>= 1, ++i
)
2361 shader_addline(buffer
, "uniform mat2 bumpenv_mat%u;\n", i
);
2363 if (reg_maps
->luminanceparams
& (1u << i
))
2365 shader_addline(buffer
, "uniform float bumpenv_lum_scale%u;\n", i
);
2366 shader_addline(buffer
, "uniform float bumpenv_lum_offset%u;\n", i
);
2367 extra_constants_needed
++;
2370 extra_constants_needed
++;
2373 if (ps_args
->srgb_correction
)
2375 shader_addline(buffer
, "const vec4 srgb_const0 = ");
2376 shader_glsl_append_imm_vec4(buffer
, wined3d_srgb_const0
);
2377 shader_addline(buffer
, ";\n");
2378 shader_addline(buffer
, "const vec4 srgb_const1 = ");
2379 shader_glsl_append_imm_vec4(buffer
, wined3d_srgb_const1
);
2380 shader_addline(buffer
, ";\n");
2382 if (reg_maps
->vpos
|| reg_maps
->usesdsy
)
2384 if (reg_maps
->usesdsy
|| !gl_info
->supported
[ARB_FRAGMENT_COORD_CONVENTIONS
])
2386 ++extra_constants_needed
;
2387 shader_addline(buffer
, "uniform vec4 ycorrection;\n");
2391 if (gl_info
->supported
[ARB_FRAGMENT_COORD_CONVENTIONS
])
2393 if (context
->d3d_info
->wined3d_creation_flags
& WINED3D_PIXEL_CENTER_INTEGER
)
2394 shader_addline(buffer
, "layout(%spixel_center_integer) in vec4 gl_FragCoord;\n",
2395 ps_args
->render_offscreen
? "" : "origin_upper_left, ");
2396 else if (!ps_args
->render_offscreen
)
2397 shader_addline(buffer
, "layout(origin_upper_left) in vec4 gl_FragCoord;\n");
2399 shader_addline(buffer
, "vec4 vpos;\n");
2403 if (ps_args
->alpha_test_func
+ 1 != WINED3D_CMP_ALWAYS
)
2404 shader_addline(buffer
, "uniform float alpha_test_ref;\n");
2406 if (!needs_legacy_glsl_syntax(gl_info
))
2407 shader_addline(buffer
, "out vec4 ps_out[%u];\n", gl_info
->limits
.buffers
);
2409 if (shader
->limits
->constant_float
+ extra_constants_needed
>= gl_info
->limits
.glsl_ps_float_constants
)
2410 FIXME("Insufficient uniforms to run this shader.\n");
2413 /* Declare output register temporaries */
2414 if (shader
->limits
->packed_output
)
2415 shader_addline(buffer
, "vec4 %s_out[%u];\n", prefix
, shader
->limits
->packed_output
);
2417 /* Declare temporary variables */
2418 if (reg_maps
->temporary_count
)
2420 for (i
= 0; i
< reg_maps
->temporary_count
; ++i
)
2421 shader_addline(buffer
, "vec4 R%u;\n", i
);
2425 for (i
= 0, map
= reg_maps
->temporary
; map
; map
>>= 1, ++i
)
2428 shader_addline(buffer
, "vec4 R%u;\n", i
);
2432 /* Declare indexable temporary variables */
2433 LIST_FOR_EACH_ENTRY(idx_temp_reg
, ®_maps
->indexable_temps
, struct wined3d_shader_indexable_temp
, entry
)
2435 if (idx_temp_reg
->component_count
!= 4)
2436 FIXME("Ignoring component count %u.\n", idx_temp_reg
->component_count
);
2437 shader_addline(buffer
, "vec4 X%u[%u];\n", idx_temp_reg
->register_idx
, idx_temp_reg
->register_size
);
2440 /* Declare loop registers aLx */
2441 if (version
->major
< 4)
2443 for (i
= 0; i
< reg_maps
->loop_depth
; ++i
)
2445 shader_addline(buffer
, "int aL%u;\n", i
);
2446 shader_addline(buffer
, "int tmpInt%u;\n", i
);
2450 /* Temporary variables for matrix operations */
2451 shader_addline(buffer
, "vec4 tmp0;\n");
2452 shader_addline(buffer
, "vec4 tmp1;\n");
2454 if (!shader
->load_local_constsF
)
2456 LIST_FOR_EACH_ENTRY(lconst
, &shader
->constantsF
, struct wined3d_shader_lconst
, entry
)
2458 shader_addline(buffer
, "const vec4 %s_lc%u = ", prefix
, lconst
->idx
);
2459 shader_glsl_append_imm_vec4(buffer
, (const float *)lconst
->value
);
2460 shader_addline(buffer
, ";\n");
2465 /*****************************************************************************
2466 * Functions to generate GLSL strings from DirectX Shader bytecode begin here.
2468 * For more information, see http://wiki.winehq.org/DirectX-Shaders
2469 ****************************************************************************/
2472 static void shader_glsl_add_src_param(const struct wined3d_shader_instruction
*ins
,
2473 const struct wined3d_shader_src_param
*wined3d_src
, DWORD mask
, struct glsl_src_param
*glsl_src
);
2475 /** Used for opcode modifiers - They multiply the result by the specified amount */
2476 static const char * const shift_glsl_tab
[] = {
2478 "2.0 * ", /* 1 (x2) */
2479 "4.0 * ", /* 2 (x4) */
2480 "8.0 * ", /* 3 (x8) */
2481 "16.0 * ", /* 4 (x16) */
2482 "32.0 * ", /* 5 (x32) */
2489 "0.0625 * ", /* 12 (d16) */
2490 "0.125 * ", /* 13 (d8) */
2491 "0.25 * ", /* 14 (d4) */
2492 "0.5 * " /* 15 (d2) */
2495 /* Generate a GLSL parameter that does the input modifier computation and return the input register/mask to use */
2496 static void shader_glsl_gen_modifier(enum wined3d_shader_src_modifier src_modifier
,
2497 const char *in_reg
, const char *in_regswizzle
, char *out_str
)
2499 switch (src_modifier
)
2501 case WINED3DSPSM_DZ
: /* Need to handle this in the instructions itself (texld & texcrd). */
2502 case WINED3DSPSM_DW
:
2503 case WINED3DSPSM_NONE
:
2504 sprintf(out_str
, "%s%s", in_reg
, in_regswizzle
);
2506 case WINED3DSPSM_NEG
:
2507 sprintf(out_str
, "-%s%s", in_reg
, in_regswizzle
);
2509 case WINED3DSPSM_NOT
:
2510 sprintf(out_str
, "!%s%s", in_reg
, in_regswizzle
);
2512 case WINED3DSPSM_BIAS
:
2513 sprintf(out_str
, "(%s%s - vec4(0.5)%s)", in_reg
, in_regswizzle
, in_regswizzle
);
2515 case WINED3DSPSM_BIASNEG
:
2516 sprintf(out_str
, "-(%s%s - vec4(0.5)%s)", in_reg
, in_regswizzle
, in_regswizzle
);
2518 case WINED3DSPSM_SIGN
:
2519 sprintf(out_str
, "(2.0 * (%s%s - 0.5))", in_reg
, in_regswizzle
);
2521 case WINED3DSPSM_SIGNNEG
:
2522 sprintf(out_str
, "-(2.0 * (%s%s - 0.5))", in_reg
, in_regswizzle
);
2524 case WINED3DSPSM_COMP
:
2525 sprintf(out_str
, "(1.0 - %s%s)", in_reg
, in_regswizzle
);
2527 case WINED3DSPSM_X2
:
2528 sprintf(out_str
, "(2.0 * %s%s)", in_reg
, in_regswizzle
);
2530 case WINED3DSPSM_X2NEG
:
2531 sprintf(out_str
, "-(2.0 * %s%s)", in_reg
, in_regswizzle
);
2533 case WINED3DSPSM_ABS
:
2534 sprintf(out_str
, "abs(%s%s)", in_reg
, in_regswizzle
);
2536 case WINED3DSPSM_ABSNEG
:
2537 sprintf(out_str
, "-abs(%s%s)", in_reg
, in_regswizzle
);
2540 FIXME("Unhandled modifier %u\n", src_modifier
);
2541 sprintf(out_str
, "%s%s", in_reg
, in_regswizzle
);
2545 /** Writes the GLSL variable name that corresponds to the register that the
2546 * DX opcode parameter is trying to access */
2547 static void shader_glsl_get_register_name(const struct wined3d_shader_register
*reg
,
2548 char *register_name
, BOOL
*is_color
, const struct wined3d_shader_instruction
*ins
)
2550 /* oPos, oFog and oPts in D3D */
2551 static const char * const hwrastout_reg_names
[] = {"vs_out[10]", "vs_out[11].x", "vs_out[11].y"};
2553 const struct wined3d_shader
*shader
= ins
->ctx
->shader
;
2554 const struct wined3d_shader_reg_maps
*reg_maps
= ins
->ctx
->reg_maps
;
2555 const struct wined3d_shader_version
*version
= ®_maps
->shader_version
;
2556 const struct wined3d_gl_info
*gl_info
= ins
->ctx
->gl_info
;
2557 const char *prefix
= shader_glsl_get_prefix(version
->type
);
2558 struct glsl_src_param rel_param0
, rel_param1
;
2559 char imm_str
[4][17];
2561 if (reg
->idx
[0].offset
!= ~0U && reg
->idx
[0].rel_addr
)
2562 shader_glsl_add_src_param(ins
, reg
->idx
[0].rel_addr
, WINED3DSP_WRITEMASK_0
, &rel_param0
);
2563 if (reg
->idx
[1].offset
!= ~0U && reg
->idx
[1].rel_addr
)
2564 shader_glsl_add_src_param(ins
, reg
->idx
[1].rel_addr
, WINED3DSP_WRITEMASK_0
, &rel_param1
);
2569 case WINED3DSPR_TEMP
:
2570 sprintf(register_name
, "R%u", reg
->idx
[0].offset
);
2573 case WINED3DSPR_INPUT
:
2574 if (version
->type
== WINED3D_SHADER_TYPE_VERTEX
)
2576 struct shader_glsl_ctx_priv
*priv
= ins
->ctx
->backend_data
;
2578 if (reg
->idx
[0].rel_addr
)
2579 FIXME("VS3+ input registers relative addressing.\n");
2580 if (priv
->cur_vs_args
->swizzle_map
& (1u << reg
->idx
[0].offset
))
2582 sprintf(register_name
, "%s_in%u", prefix
, reg
->idx
[0].offset
);
2586 if (version
->type
== WINED3D_SHADER_TYPE_GEOMETRY
)
2588 if (reg
->idx
[0].rel_addr
)
2590 if (reg
->idx
[1].rel_addr
)
2591 sprintf(register_name
, "gs_in[%s + %u]%s[%s + %u]",
2592 rel_param0
.param_str
, reg
->idx
[0].offset
,
2593 gl_info
->supported
[WINED3D_GL_LEGACY_CONTEXT
] ? "" : ".gs_in",
2594 rel_param1
.param_str
, reg
->idx
[1].offset
);
2596 sprintf(register_name
, "gs_in[%s + %u]%s[%u]",
2597 rel_param0
.param_str
, reg
->idx
[0].offset
,
2598 gl_info
->supported
[WINED3D_GL_LEGACY_CONTEXT
] ? "" : ".gs_in",
2599 reg
->idx
[1].offset
);
2601 else if (reg
->idx
[1].rel_addr
)
2602 sprintf(register_name
, "gs_in[%u]%s[%s + %u]", reg
->idx
[0].offset
,
2603 gl_info
->supported
[WINED3D_GL_LEGACY_CONTEXT
] ? "" : ".gs_in",
2604 rel_param1
.param_str
, reg
->idx
[1].offset
);
2606 sprintf(register_name
, "gs_in[%u]%s[%u]", reg
->idx
[0].offset
,
2607 gl_info
->supported
[WINED3D_GL_LEGACY_CONTEXT
] ? "" : ".gs_in",
2608 reg
->idx
[1].offset
);
2612 /* pixel shaders >= 3.0 */
2613 if (version
->major
>= 3)
2615 DWORD idx
= shader
->u
.ps
.input_reg_map
[reg
->idx
[0].offset
];
2616 unsigned int in_count
= vec4_varyings(version
->major
, gl_info
);
2618 if (reg
->idx
[0].rel_addr
)
2620 /* Removing a + 0 would be an obvious optimization, but
2621 * OS X doesn't see the NOP operation there. */
2624 if (gl_info
->supported
[WINED3D_GL_LEGACY_CONTEXT
]
2625 && shader
->u
.ps
.declared_in_count
> in_count
)
2627 sprintf(register_name
,
2628 "((%s + %u) > %u ? (%s + %u) > %u ? gl_SecondaryColor : gl_Color : %s_in[%s + %u])",
2629 rel_param0
.param_str
, idx
, in_count
- 1, rel_param0
.param_str
, idx
, in_count
,
2630 prefix
, rel_param0
.param_str
, idx
);
2634 sprintf(register_name
, "%s_in[%s + %u]", prefix
, rel_param0
.param_str
, idx
);
2639 if (gl_info
->supported
[WINED3D_GL_LEGACY_CONTEXT
]
2640 && shader
->u
.ps
.declared_in_count
> in_count
)
2642 sprintf(register_name
, "((%s) > %u ? (%s) > %u ? gl_SecondaryColor : gl_Color : %s_in[%s])",
2643 rel_param0
.param_str
, in_count
- 1, rel_param0
.param_str
, in_count
,
2644 prefix
, rel_param0
.param_str
);
2648 sprintf(register_name
, "%s_in[%s]", prefix
, rel_param0
.param_str
);
2654 if (idx
== in_count
) sprintf(register_name
, "gl_Color");
2655 else if (idx
== in_count
+ 1) sprintf(register_name
, "gl_SecondaryColor");
2656 else sprintf(register_name
, "%s_in[%u]", prefix
, idx
);
2661 if (!reg
->idx
[0].offset
)
2662 strcpy(register_name
, "ffp_varying_diffuse");
2664 strcpy(register_name
, "ffp_varying_specular");
2669 case WINED3DSPR_CONST
:
2671 /* Relative addressing */
2672 if (reg
->idx
[0].rel_addr
)
2674 if (wined3d_settings
.check_float_constants
)
2675 sprintf(register_name
, "(%s + %u >= 0 && %s + %u < %u ? %s_c[%s + %u] : vec4(0.0))",
2676 rel_param0
.param_str
, reg
->idx
[0].offset
,
2677 rel_param0
.param_str
, reg
->idx
[0].offset
, shader
->limits
->constant_float
,
2678 prefix
, rel_param0
.param_str
, reg
->idx
[0].offset
);
2679 else if (reg
->idx
[0].offset
)
2680 sprintf(register_name
, "%s_c[%s + %u]", prefix
, rel_param0
.param_str
, reg
->idx
[0].offset
);
2682 sprintf(register_name
, "%s_c[%s]", prefix
, rel_param0
.param_str
);
2686 if (shader_constant_is_local(shader
, reg
->idx
[0].offset
))
2687 sprintf(register_name
, "%s_lc%u", prefix
, reg
->idx
[0].offset
);
2689 sprintf(register_name
, "%s_c[%u]", prefix
, reg
->idx
[0].offset
);
2694 case WINED3DSPR_CONSTINT
:
2695 sprintf(register_name
, "%s_i[%u]", prefix
, reg
->idx
[0].offset
);
2698 case WINED3DSPR_CONSTBOOL
:
2699 sprintf(register_name
, "%s_b[%u]", prefix
, reg
->idx
[0].offset
);
2702 case WINED3DSPR_TEXTURE
: /* case WINED3DSPR_ADDR: */
2703 if (version
->type
== WINED3D_SHADER_TYPE_PIXEL
)
2704 sprintf(register_name
, "T%u", reg
->idx
[0].offset
);
2706 sprintf(register_name
, "A%u", reg
->idx
[0].offset
);
2709 case WINED3DSPR_LOOP
:
2710 sprintf(register_name
, "aL%u", ins
->ctx
->state
->current_loop_reg
- 1);
2713 case WINED3DSPR_SAMPLER
:
2714 sprintf(register_name
, "%s_sampler%u", prefix
, reg
->idx
[0].offset
);
2717 case WINED3DSPR_COLOROUT
:
2718 if (reg
->idx
[0].offset
>= gl_info
->limits
.buffers
)
2719 WARN("Write to render target %u, only %d supported.\n",
2720 reg
->idx
[0].offset
, gl_info
->limits
.buffers
);
2722 sprintf(register_name
, "%s[%u]", get_fragment_output(gl_info
), reg
->idx
[0].offset
);
2725 case WINED3DSPR_RASTOUT
:
2726 sprintf(register_name
, "%s", hwrastout_reg_names
[reg
->idx
[0].offset
]);
2729 case WINED3DSPR_DEPTHOUT
:
2730 sprintf(register_name
, "gl_FragDepth");
2733 case WINED3DSPR_ATTROUT
:
2734 if (!reg
->idx
[0].offset
)
2735 sprintf(register_name
, "%s_out[8]", prefix
);
2737 sprintf(register_name
, "%s_out[9]", prefix
);
2740 case WINED3DSPR_TEXCRDOUT
:
2741 /* Vertex shaders >= 3.0: WINED3DSPR_OUTPUT */
2742 if (reg
->idx
[0].rel_addr
)
2743 FIXME("VS3 output registers relative addressing.\n");
2744 sprintf(register_name
, "%s_out[%u]", prefix
, reg
->idx
[0].offset
);
2747 case WINED3DSPR_MISCTYPE
:
2748 if (!reg
->idx
[0].offset
)
2751 sprintf(register_name
, "vpos");
2753 else if (reg
->idx
[0].offset
== 1)
2755 /* Note that gl_FrontFacing is a bool, while vFace is
2756 * a float for which the sign determines front/back */
2757 sprintf(register_name
, "(gl_FrontFacing ? 1.0 : -1.0)");
2761 FIXME("Unhandled misctype register %u.\n", reg
->idx
[0].offset
);
2762 sprintf(register_name
, "unrecognized_register");
2766 case WINED3DSPR_IMMCONST
:
2767 switch (reg
->immconst_type
)
2769 case WINED3D_IMMCONST_SCALAR
:
2770 switch (reg
->data_type
)
2772 case WINED3D_DATA_FLOAT
:
2773 if (gl_info
->supported
[ARB_SHADER_BIT_ENCODING
])
2774 sprintf(register_name
, "uintBitsToFloat(%#xu)", reg
->u
.immconst_data
[0]);
2776 wined3d_ftoa(*(const float *)reg
->u
.immconst_data
, register_name
);
2778 case WINED3D_DATA_INT
:
2779 sprintf(register_name
, "%#x", reg
->u
.immconst_data
[0]);
2781 case WINED3D_DATA_RESOURCE
:
2782 case WINED3D_DATA_SAMPLER
:
2783 case WINED3D_DATA_UINT
:
2784 sprintf(register_name
, "%#xu", reg
->u
.immconst_data
[0]);
2787 sprintf(register_name
, "<unhandled data type %#x>", reg
->data_type
);
2792 case WINED3D_IMMCONST_VEC4
:
2793 switch (reg
->data_type
)
2795 case WINED3D_DATA_FLOAT
:
2796 if (gl_info
->supported
[ARB_SHADER_BIT_ENCODING
])
2798 sprintf(register_name
, "uintBitsToFloat(uvec4(%#xu, %#xu, %#xu, %#xu))",
2799 reg
->u
.immconst_data
[0], reg
->u
.immconst_data
[1],
2800 reg
->u
.immconst_data
[2], reg
->u
.immconst_data
[3]);
2804 wined3d_ftoa(*(const float *)®
->u
.immconst_data
[0], imm_str
[0]);
2805 wined3d_ftoa(*(const float *)®
->u
.immconst_data
[1], imm_str
[1]);
2806 wined3d_ftoa(*(const float *)®
->u
.immconst_data
[2], imm_str
[2]);
2807 wined3d_ftoa(*(const float *)®
->u
.immconst_data
[3], imm_str
[3]);
2808 sprintf(register_name
, "vec4(%s, %s, %s, %s)",
2809 imm_str
[0], imm_str
[1], imm_str
[2], imm_str
[3]);
2812 case WINED3D_DATA_INT
:
2813 sprintf(register_name
, "ivec4(%#x, %#x, %#x, %#x)",
2814 reg
->u
.immconst_data
[0], reg
->u
.immconst_data
[1],
2815 reg
->u
.immconst_data
[2], reg
->u
.immconst_data
[3]);
2817 case WINED3D_DATA_RESOURCE
:
2818 case WINED3D_DATA_SAMPLER
:
2819 case WINED3D_DATA_UINT
:
2820 sprintf(register_name
, "uvec4(%#xu, %#xu, %#xu, %#xu)",
2821 reg
->u
.immconst_data
[0], reg
->u
.immconst_data
[1],
2822 reg
->u
.immconst_data
[2], reg
->u
.immconst_data
[3]);
2825 sprintf(register_name
, "<unhandled data type %#x>", reg
->data_type
);
2831 FIXME("Unhandled immconst type %#x\n", reg
->immconst_type
);
2832 sprintf(register_name
, "<unhandled_immconst_type %#x>", reg
->immconst_type
);
2836 case WINED3DSPR_CONSTBUFFER
:
2837 if (reg
->idx
[1].rel_addr
)
2838 sprintf(register_name
, "%s_cb%u[%s + %u]",
2839 prefix
, reg
->idx
[0].offset
, rel_param1
.param_str
, reg
->idx
[1].offset
);
2841 sprintf(register_name
, "%s_cb%u[%u]", prefix
, reg
->idx
[0].offset
, reg
->idx
[1].offset
);
2844 case WINED3DSPR_IMMCONSTBUFFER
:
2845 if (reg
->idx
[0].rel_addr
)
2846 sprintf(register_name
, "%s_icb[%s + %u]", prefix
, rel_param0
.param_str
, reg
->idx
[0].offset
);
2848 sprintf(register_name
, "%s_icb[%u]", prefix
, reg
->idx
[0].offset
);
2851 case WINED3DSPR_PRIMID
:
2852 sprintf(register_name
, "uint(gl_PrimitiveIDIn)");
2855 case WINED3DSPR_IDXTEMP
:
2856 if (reg
->idx
[1].rel_addr
)
2857 sprintf(register_name
, "X%u[%s + %u]", reg
->idx
[0].offset
, rel_param1
.param_str
, reg
->idx
[1].offset
);
2859 sprintf(register_name
, "X%u[%u]", reg
->idx
[0].offset
, reg
->idx
[1].offset
);
2862 case WINED3DSPR_LOCALTHREADINDEX
:
2863 if (gl_info
->supported
[ARB_SHADING_LANGUAGE_420PACK
])
2864 sprintf(register_name
, "int(gl_LocalInvocationIndex)");
2866 sprintf(register_name
, "ivec2(gl_LocalInvocationIndex, 0)");
2869 case WINED3DSPR_THREADID
:
2870 sprintf(register_name
, "ivec3(gl_GlobalInvocationID)");
2873 case WINED3DSPR_THREADGROUPID
:
2874 sprintf(register_name
, "ivec3(gl_WorkGroupID)");
2877 case WINED3DSPR_LOCALTHREADID
:
2878 sprintf(register_name
, "ivec3(gl_LocalInvocationID)");
2882 FIXME("Unhandled register type %#x.\n", reg
->type
);
2883 sprintf(register_name
, "unrecognized_register");
2888 static void shader_glsl_write_mask_to_str(DWORD write_mask
, char *str
)
2891 if (write_mask
& WINED3DSP_WRITEMASK_0
) *str
++ = 'x';
2892 if (write_mask
& WINED3DSP_WRITEMASK_1
) *str
++ = 'y';
2893 if (write_mask
& WINED3DSP_WRITEMASK_2
) *str
++ = 'z';
2894 if (write_mask
& WINED3DSP_WRITEMASK_3
) *str
++ = 'w';
2898 /* Get the GLSL write mask for the destination register */
2899 static DWORD
shader_glsl_get_write_mask(const struct wined3d_shader_dst_param
*param
, char *write_mask
)
2901 DWORD mask
= param
->write_mask
;
2903 if (shader_is_scalar(¶m
->reg
))
2905 mask
= WINED3DSP_WRITEMASK_0
;
2910 shader_glsl_write_mask_to_str(mask
, write_mask
);
2916 static unsigned int shader_glsl_get_write_mask_size(DWORD write_mask
)
2918 unsigned int size
= 0;
2920 if (write_mask
& WINED3DSP_WRITEMASK_0
) ++size
;
2921 if (write_mask
& WINED3DSP_WRITEMASK_1
) ++size
;
2922 if (write_mask
& WINED3DSP_WRITEMASK_2
) ++size
;
2923 if (write_mask
& WINED3DSP_WRITEMASK_3
) ++size
;
2928 static unsigned int shader_glsl_swizzle_get_component(DWORD swizzle
,
2929 unsigned int component_idx
)
2931 /* swizzle bits fields: wwzzyyxx */
2932 return (swizzle
>> (2 * component_idx
)) & 0x3;
2935 static void shader_glsl_swizzle_to_str(DWORD swizzle
, BOOL fixup
, DWORD mask
, char *str
)
2937 /* For registers of type WINED3DDECLTYPE_D3DCOLOR, data is stored as "bgra",
2938 * but addressed as "rgba". To fix this we need to swap the register's x
2939 * and z components. */
2940 const char *swizzle_chars
= fixup
? "zyxw" : "xyzw";
2944 for (i
= 0; i
< 4; ++i
)
2946 if (mask
& (WINED3DSP_WRITEMASK_0
<< i
))
2947 *str
++ = swizzle_chars
[shader_glsl_swizzle_get_component(swizzle
, i
)];
2952 static void shader_glsl_get_swizzle(const struct wined3d_shader_src_param
*param
,
2953 BOOL fixup
, DWORD mask
, char *swizzle_str
)
2955 if (shader_is_scalar(¶m
->reg
))
2956 *swizzle_str
= '\0';
2958 shader_glsl_swizzle_to_str(param
->swizzle
, fixup
, mask
, swizzle_str
);
2961 static void shader_glsl_sprintf_cast(struct wined3d_string_buffer
*dst_param
, const char *src_param
,
2962 enum wined3d_data_type dst_data_type
, enum wined3d_data_type src_data_type
)
2964 if (dst_data_type
== src_data_type
)
2966 string_buffer_sprintf(dst_param
, "%s", src_param
);
2970 if (src_data_type
== WINED3D_DATA_FLOAT
)
2972 switch (dst_data_type
)
2974 case WINED3D_DATA_INT
:
2975 string_buffer_sprintf(dst_param
, "floatBitsToInt(%s)", src_param
);
2977 case WINED3D_DATA_RESOURCE
:
2978 case WINED3D_DATA_SAMPLER
:
2979 case WINED3D_DATA_UINT
:
2980 string_buffer_sprintf(dst_param
, "floatBitsToUint(%s)", src_param
);
2987 if (src_data_type
== WINED3D_DATA_UINT
&& dst_data_type
== WINED3D_DATA_FLOAT
)
2989 string_buffer_sprintf(dst_param
, "uintBitsToFloat(%s)", src_param
);
2993 if (src_data_type
== WINED3D_DATA_INT
&& dst_data_type
== WINED3D_DATA_FLOAT
)
2995 string_buffer_sprintf(dst_param
, "intBitsToFloat(%s)", src_param
);
2999 FIXME("Unhandled cast from %#x to %#x.\n", src_data_type
, dst_data_type
);
3000 string_buffer_sprintf(dst_param
, "%s", src_param
);
3003 /* From a given parameter token, generate the corresponding GLSL string.
3004 * Also, return the actual register name and swizzle in case the
3005 * caller needs this information as well. */
3006 static void shader_glsl_add_src_param_ext(const struct wined3d_shader_instruction
*ins
,
3007 const struct wined3d_shader_src_param
*wined3d_src
, DWORD mask
, struct glsl_src_param
*glsl_src
,
3008 enum wined3d_data_type data_type
)
3010 struct shader_glsl_ctx_priv
*priv
= ins
->ctx
->backend_data
;
3011 struct wined3d_string_buffer
*reg_name
= string_buffer_get(priv
->string_buffers
);
3012 enum wined3d_data_type param_data_type
;
3013 BOOL is_color
= FALSE
;
3014 char swizzle_str
[6];
3016 glsl_src
->reg_name
[0] = '\0';
3017 glsl_src
->param_str
[0] = '\0';
3018 swizzle_str
[0] = '\0';
3020 shader_glsl_get_register_name(&wined3d_src
->reg
, glsl_src
->reg_name
, &is_color
, ins
);
3021 shader_glsl_get_swizzle(wined3d_src
, is_color
, mask
, swizzle_str
);
3023 switch (wined3d_src
->reg
.type
)
3025 case WINED3DSPR_IMMCONST
:
3026 param_data_type
= data_type
;
3028 case WINED3DSPR_PRIMID
:
3029 param_data_type
= WINED3D_DATA_UINT
;
3031 case WINED3DSPR_LOCALTHREADINDEX
:
3032 case WINED3DSPR_THREADID
:
3033 case WINED3DSPR_THREADGROUPID
:
3034 case WINED3DSPR_LOCALTHREADID
:
3035 param_data_type
= WINED3D_DATA_INT
;
3038 param_data_type
= WINED3D_DATA_FLOAT
;
3042 shader_glsl_sprintf_cast(reg_name
, glsl_src
->reg_name
, data_type
, param_data_type
);
3043 shader_glsl_gen_modifier(wined3d_src
->modifiers
, reg_name
->buffer
, swizzle_str
, glsl_src
->param_str
);
3045 string_buffer_release(priv
->string_buffers
, reg_name
);
3048 static void shader_glsl_add_src_param(const struct wined3d_shader_instruction
*ins
,
3049 const struct wined3d_shader_src_param
*wined3d_src
, DWORD mask
, struct glsl_src_param
*glsl_src
)
3051 shader_glsl_add_src_param_ext(ins
, wined3d_src
, mask
, glsl_src
, wined3d_src
->reg
.data_type
);
3054 /* From a given parameter token, generate the corresponding GLSL string.
3055 * Also, return the actual register name and swizzle in case the
3056 * caller needs this information as well. */
3057 static DWORD
shader_glsl_add_dst_param(const struct wined3d_shader_instruction
*ins
,
3058 const struct wined3d_shader_dst_param
*wined3d_dst
, struct glsl_dst_param
*glsl_dst
)
3060 BOOL is_color
= FALSE
;
3062 glsl_dst
->mask_str
[0] = '\0';
3063 glsl_dst
->reg_name
[0] = '\0';
3065 shader_glsl_get_register_name(&wined3d_dst
->reg
, glsl_dst
->reg_name
, &is_color
, ins
);
3066 return shader_glsl_get_write_mask(wined3d_dst
, glsl_dst
->mask_str
);
3069 /* Append the destination part of the instruction to the buffer, return the effective write mask */
3070 static DWORD
shader_glsl_append_dst_ext(struct wined3d_string_buffer
*buffer
,
3071 const struct wined3d_shader_instruction
*ins
, const struct wined3d_shader_dst_param
*dst
,
3072 enum wined3d_data_type data_type
)
3074 struct glsl_dst_param glsl_dst
;
3077 if ((mask
= shader_glsl_add_dst_param(ins
, dst
, &glsl_dst
)))
3081 case WINED3D_DATA_FLOAT
:
3082 shader_addline(buffer
, "%s%s = %s(",
3083 glsl_dst
.reg_name
, glsl_dst
.mask_str
, shift_glsl_tab
[dst
->shift
]);
3085 case WINED3D_DATA_INT
:
3086 shader_addline(buffer
, "%s%s = %sintBitsToFloat(",
3087 glsl_dst
.reg_name
, glsl_dst
.mask_str
, shift_glsl_tab
[dst
->shift
]);
3089 case WINED3D_DATA_RESOURCE
:
3090 case WINED3D_DATA_SAMPLER
:
3091 case WINED3D_DATA_UINT
:
3092 shader_addline(buffer
, "%s%s = %suintBitsToFloat(",
3093 glsl_dst
.reg_name
, glsl_dst
.mask_str
, shift_glsl_tab
[dst
->shift
]);
3096 FIXME("Unhandled data type %#x.\n", data_type
);
3097 shader_addline(buffer
, "%s%s = %s(",
3098 glsl_dst
.reg_name
, glsl_dst
.mask_str
, shift_glsl_tab
[dst
->shift
]);
3106 /* Append the destination part of the instruction to the buffer, return the effective write mask */
3107 static DWORD
shader_glsl_append_dst(struct wined3d_string_buffer
*buffer
, const struct wined3d_shader_instruction
*ins
)
3109 return shader_glsl_append_dst_ext(buffer
, ins
, &ins
->dst
[0], ins
->dst
[0].reg
.data_type
);
3112 /** Process GLSL instruction modifiers */
3113 static void shader_glsl_add_instruction_modifiers(const struct wined3d_shader_instruction
*ins
)
3115 struct glsl_dst_param dst_param
;
3118 if (!ins
->dst_count
) return;
3120 modifiers
= ins
->dst
[0].modifiers
;
3121 if (!modifiers
) return;
3123 shader_glsl_add_dst_param(ins
, &ins
->dst
[0], &dst_param
);
3125 if (modifiers
& WINED3DSPDM_SATURATE
)
3127 /* _SAT means to clamp the value of the register to between 0 and 1 */
3128 shader_addline(ins
->ctx
->buffer
, "%s%s = clamp(%s%s, 0.0, 1.0);\n", dst_param
.reg_name
,
3129 dst_param
.mask_str
, dst_param
.reg_name
, dst_param
.mask_str
);
3132 if (modifiers
& WINED3DSPDM_MSAMPCENTROID
)
3134 FIXME("_centroid modifier not handled\n");
3137 if (modifiers
& WINED3DSPDM_PARTIALPRECISION
)
3139 /* MSDN says this modifier can be safely ignored, so that's what we'll do. */
3143 static const char *shader_glsl_get_rel_op(enum wined3d_shader_rel_op op
)
3147 case WINED3D_SHADER_REL_OP_GT
: return ">";
3148 case WINED3D_SHADER_REL_OP_EQ
: return "==";
3149 case WINED3D_SHADER_REL_OP_GE
: return ">=";
3150 case WINED3D_SHADER_REL_OP_LT
: return "<";
3151 case WINED3D_SHADER_REL_OP_NE
: return "!=";
3152 case WINED3D_SHADER_REL_OP_LE
: return "<=";
3154 FIXME("Unrecognized operator %#x.\n", op
);
3159 static BOOL
shader_glsl_has_core_grad(const struct wined3d_gl_info
*gl_info
,
3160 const struct wined3d_shader_version
*version
)
3162 return shader_glsl_get_version(gl_info
, version
) >= 130 || gl_info
->supported
[EXT_GPU_SHADER4
];
3165 static void shader_glsl_get_sample_function(const struct wined3d_shader_context
*ctx
,
3166 DWORD resource_idx
, DWORD sampler_idx
, DWORD flags
, struct glsl_sample_function
*sample_function
)
3168 enum wined3d_shader_resource_type resource_type
= ctx
->reg_maps
->resource_info
[resource_idx
].type
;
3169 struct shader_glsl_ctx_priv
*priv
= ctx
->backend_data
;
3170 const struct wined3d_gl_info
*gl_info
= ctx
->gl_info
;
3171 BOOL shadow
= glsl_is_shadow_sampler(ctx
->shader
, priv
->cur_ps_args
, resource_idx
, sampler_idx
);
3172 BOOL projected
= flags
& WINED3D_GLSL_SAMPLE_PROJECTED
;
3173 BOOL texrect
= ctx
->reg_maps
->shader_version
.type
== WINED3D_SHADER_TYPE_PIXEL
3174 && priv
->cur_ps_args
->np2_fixup
& (1u << resource_idx
)
3175 && gl_info
->supported
[ARB_TEXTURE_RECTANGLE
];
3176 BOOL lod
= flags
& WINED3D_GLSL_SAMPLE_LOD
;
3177 BOOL grad
= flags
& WINED3D_GLSL_SAMPLE_GRAD
;
3178 BOOL offset
= flags
& WINED3D_GLSL_SAMPLE_OFFSET
;
3179 const char *base
= "texture", *type_part
= "", *suffix
= "";
3180 unsigned int coord_size
, deriv_size
;
3183 sample_function
->data_type
= ctx
->reg_maps
->resource_info
[resource_idx
].data_type
;
3185 if (resource_type
>= ARRAY_SIZE(resource_type_info
))
3187 ERR("Unexpected resource type %#x.\n", resource_type
);
3188 resource_type
= WINED3D_SHADER_RESOURCE_TEXTURE_2D
;
3190 array
= resource_type
== WINED3D_SHADER_RESOURCE_TEXTURE_1DARRAY
3191 || resource_type
== WINED3D_SHADER_RESOURCE_TEXTURE_2DARRAY
;
3193 /* Note that there's no such thing as a projected cube texture. */
3194 if (resource_type
== WINED3D_SHADER_RESOURCE_TEXTURE_CUBE
)
3197 if (needs_legacy_glsl_syntax(gl_info
))
3202 type_part
= resource_type_info
[resource_type
].type_part
;
3203 if (resource_type
== WINED3D_SHADER_RESOURCE_TEXTURE_2D
&& texrect
)
3204 type_part
= "2DRect";
3206 FIXME("Unhandled resource type %#x.\n", resource_type
);
3208 if (!lod
&& grad
&& !shader_glsl_has_core_grad(gl_info
, &ctx
->shader
->reg_maps
.shader_version
))
3210 if (gl_info
->supported
[ARB_SHADER_TEXTURE_LOD
])
3213 FIXME("Unsupported grad function.\n");
3217 if (flags
& WINED3D_GLSL_SAMPLE_LOAD
)
3219 static const DWORD texel_fetch_flags
= WINED3D_GLSL_SAMPLE_LOAD
| WINED3D_GLSL_SAMPLE_OFFSET
;
3220 if (flags
& ~texel_fetch_flags
)
3221 ERR("Unexpected flags %#x for texelFetch.\n", flags
& ~texel_fetch_flags
);
3223 base
= "texelFetch";
3227 sample_function
->name
= string_buffer_get(priv
->string_buffers
);
3228 string_buffer_sprintf(sample_function
->name
, "%s%s%s%s%s%s", base
, type_part
, projected
? "Proj" : "",
3229 lod
? "Lod" : grad
? "Grad" : "", offset
? "Offset" : "", suffix
);
3231 coord_size
= resource_type_info
[resource_type
].coord_size
;
3232 deriv_size
= coord_size
;
3237 sample_function
->offset_size
= offset
? deriv_size
: 0;
3238 sample_function
->coord_mask
= (1u << coord_size
) - 1;
3239 sample_function
->deriv_mask
= (1u << deriv_size
) - 1;
3240 sample_function
->output_single_component
= shadow
&& !needs_legacy_glsl_syntax(gl_info
);
3243 static void shader_glsl_release_sample_function(const struct wined3d_shader_context
*ctx
,
3244 struct glsl_sample_function
*sample_function
)
3246 const struct shader_glsl_ctx_priv
*priv
= ctx
->backend_data
;
3248 string_buffer_release(priv
->string_buffers
, sample_function
->name
);
3251 static void shader_glsl_append_fixup_arg(char *arguments
, const char *reg_name
,
3252 BOOL sign_fixup
, enum fixup_channel_source channel_source
)
3254 switch(channel_source
)
3256 case CHANNEL_SOURCE_ZERO
:
3257 strcat(arguments
, "0.0");
3260 case CHANNEL_SOURCE_ONE
:
3261 strcat(arguments
, "1.0");
3264 case CHANNEL_SOURCE_X
:
3265 strcat(arguments
, reg_name
);
3266 strcat(arguments
, ".x");
3269 case CHANNEL_SOURCE_Y
:
3270 strcat(arguments
, reg_name
);
3271 strcat(arguments
, ".y");
3274 case CHANNEL_SOURCE_Z
:
3275 strcat(arguments
, reg_name
);
3276 strcat(arguments
, ".z");
3279 case CHANNEL_SOURCE_W
:
3280 strcat(arguments
, reg_name
);
3281 strcat(arguments
, ".w");
3285 FIXME("Unhandled channel source %#x\n", channel_source
);
3286 strcat(arguments
, "undefined");
3290 if (sign_fixup
) strcat(arguments
, " * 2.0 - 1.0");
3293 static void shader_glsl_color_correction_ext(struct wined3d_string_buffer
*buffer
,
3294 const char *reg_name
, DWORD mask
, struct color_fixup_desc fixup
)
3296 unsigned int mask_size
, remaining
;
3297 DWORD fixup_mask
= 0;
3298 char arguments
[256];
3301 if (fixup
.x_sign_fixup
|| fixup
.x_source
!= CHANNEL_SOURCE_X
) fixup_mask
|= WINED3DSP_WRITEMASK_0
;
3302 if (fixup
.y_sign_fixup
|| fixup
.y_source
!= CHANNEL_SOURCE_Y
) fixup_mask
|= WINED3DSP_WRITEMASK_1
;
3303 if (fixup
.z_sign_fixup
|| fixup
.z_source
!= CHANNEL_SOURCE_Z
) fixup_mask
|= WINED3DSP_WRITEMASK_2
;
3304 if (fixup
.w_sign_fixup
|| fixup
.w_source
!= CHANNEL_SOURCE_W
) fixup_mask
|= WINED3DSP_WRITEMASK_3
;
3305 if (!(mask
&= fixup_mask
))
3308 if (is_complex_fixup(fixup
))
3310 enum complex_fixup complex_fixup
= get_complex_fixup(fixup
);
3311 FIXME("Complex fixup (%#x) not supported\n",complex_fixup
);
3315 shader_glsl_write_mask_to_str(mask
, mask_str
);
3316 mask_size
= shader_glsl_get_write_mask_size(mask
);
3318 arguments
[0] = '\0';
3319 remaining
= mask_size
;
3320 if (mask
& WINED3DSP_WRITEMASK_0
)
3322 shader_glsl_append_fixup_arg(arguments
, reg_name
, fixup
.x_sign_fixup
, fixup
.x_source
);
3323 if (--remaining
) strcat(arguments
, ", ");
3325 if (mask
& WINED3DSP_WRITEMASK_1
)
3327 shader_glsl_append_fixup_arg(arguments
, reg_name
, fixup
.y_sign_fixup
, fixup
.y_source
);
3328 if (--remaining
) strcat(arguments
, ", ");
3330 if (mask
& WINED3DSP_WRITEMASK_2
)
3332 shader_glsl_append_fixup_arg(arguments
, reg_name
, fixup
.z_sign_fixup
, fixup
.z_source
);
3333 if (--remaining
) strcat(arguments
, ", ");
3335 if (mask
& WINED3DSP_WRITEMASK_3
)
3337 shader_glsl_append_fixup_arg(arguments
, reg_name
, fixup
.w_sign_fixup
, fixup
.w_source
);
3338 if (--remaining
) strcat(arguments
, ", ");
3342 shader_addline(buffer
, "%s%s = vec%u(%s);\n", reg_name
, mask_str
, mask_size
, arguments
);
3344 shader_addline(buffer
, "%s%s = %s;\n", reg_name
, mask_str
, arguments
);
3347 static void shader_glsl_color_correction(const struct wined3d_shader_instruction
*ins
, struct color_fixup_desc fixup
)
3352 shader_glsl_get_register_name(&ins
->dst
[0].reg
, reg_name
, &is_color
, ins
);
3353 shader_glsl_color_correction_ext(ins
->ctx
->buffer
, reg_name
, ins
->dst
[0].write_mask
, fixup
);
3356 static void PRINTF_ATTR(9, 10) shader_glsl_gen_sample_code(const struct wined3d_shader_instruction
*ins
,
3357 unsigned int sampler_bind_idx
, const struct glsl_sample_function
*sample_function
, DWORD swizzle
,
3358 const char *dx
, const char *dy
, const char *bias
, const struct wined3d_shader_texel_offset
*offset
,
3359 const char *coord_reg_fmt
, ...)
3361 const struct wined3d_shader_version
*version
= &ins
->ctx
->reg_maps
->shader_version
;
3362 char dst_swizzle
[6];
3363 struct color_fixup_desc fixup
;
3364 BOOL np2_fixup
= FALSE
;
3368 shader_glsl_swizzle_to_str(swizzle
, FALSE
, ins
->dst
[0].write_mask
, dst_swizzle
);
3370 /* If ARB_texture_swizzle is supported we don't need to do anything here.
3371 * We actually rely on it for vertex shaders and SM4+. */
3372 if (version
->type
== WINED3D_SHADER_TYPE_PIXEL
&& version
->major
< 4)
3374 const struct shader_glsl_ctx_priv
*priv
= ins
->ctx
->backend_data
;
3375 fixup
= priv
->cur_ps_args
->color_fixup
[sampler_bind_idx
];
3377 if (priv
->cur_ps_args
->np2_fixup
& (1u << sampler_bind_idx
))
3382 fixup
= COLOR_FIXUP_IDENTITY
;
3385 shader_glsl_append_dst_ext(ins
->ctx
->buffer
, ins
, &ins
->dst
[0], sample_function
->data_type
);
3387 if (sample_function
->output_single_component
)
3388 shader_addline(ins
->ctx
->buffer
, "vec4(");
3390 shader_addline(ins
->ctx
->buffer
, "%s(%s_sampler%u, ",
3391 sample_function
->name
->buffer
, shader_glsl_get_prefix(version
->type
), sampler_bind_idx
);
3395 va_start(args
, coord_reg_fmt
);
3396 ret
= shader_vaddline(ins
->ctx
->buffer
, coord_reg_fmt
, args
);
3400 if (!string_buffer_resize(ins
->ctx
->buffer
, ret
))
3406 const struct shader_glsl_ctx_priv
*priv
= ins
->ctx
->backend_data
;
3407 const unsigned char idx
= priv
->cur_np2fixup_info
->idx
[sampler_bind_idx
];
3409 switch (shader_glsl_get_write_mask_size(sample_function
->coord_mask
))
3412 shader_addline(ins
->ctx
->buffer
, " * ps_samplerNP2Fixup[%u].%s",
3413 idx
>> 1, (idx
% 2) ? "z" : "x");
3416 shader_addline(ins
->ctx
->buffer
, " * ps_samplerNP2Fixup[%u].%s",
3417 idx
>> 1, (idx
% 2) ? "zw" : "xy");
3420 shader_addline(ins
->ctx
->buffer
, " * vec3(ps_samplerNP2Fixup[%u].%s, 1.0)",
3421 idx
>> 1, (idx
% 2) ? "zw" : "xy");
3424 shader_addline(ins
->ctx
->buffer
, " * vec4(ps_samplerNP2Fixup[%u].%s, 1.0, 1.0)",
3425 idx
>> 1, (idx
% 2) ? "zw" : "xy");
3430 shader_addline(ins
->ctx
->buffer
, ", %s, %s", dx
, dy
);
3432 shader_addline(ins
->ctx
->buffer
, ", %s", bias
);
3433 if (sample_function
->offset_size
)
3435 int offset_immdata
[4] = {offset
->u
, offset
->v
, offset
->w
};
3436 shader_addline(ins
->ctx
->buffer
, ", ");
3437 shader_glsl_append_imm_ivec(ins
->ctx
->buffer
, offset_immdata
, sample_function
->offset_size
);
3439 shader_addline(ins
->ctx
->buffer
, ")");
3441 if (sample_function
->output_single_component
)
3442 shader_addline(ins
->ctx
->buffer
, ")");
3444 shader_addline(ins
->ctx
->buffer
, "%s);\n", dst_swizzle
);
3446 if (!is_identity_fixup(fixup
))
3447 shader_glsl_color_correction(ins
, fixup
);
3450 static void shader_glsl_fixup_position(struct wined3d_string_buffer
*buffer
)
3452 /* Write the final position.
3454 * OpenGL coordinates specify the center of the pixel while D3D coords
3455 * specify the corner. The offsets are stored in z and w in
3456 * pos_fixup. pos_fixup.y contains 1.0 or -1.0 to turn the rendering
3457 * upside down for offscreen rendering. pos_fixup.x contains 1.0 to allow
3459 shader_addline(buffer
, "gl_Position.y = gl_Position.y * pos_fixup.y;\n");
3460 shader_addline(buffer
, "gl_Position.xy += pos_fixup.zw * gl_Position.ww;\n");
3462 /* Z coord [0;1]->[-1;1] mapping, see comment in get_projection_matrix()
3465 * Basically we want (in homogeneous coordinates) z = z * 2 - 1. However,
3466 * shaders are run before the homogeneous divide, so we have to take the w
3467 * into account: z = ((z / w) * 2 - 1) * w, which is the same as
3469 shader_addline(buffer
, "gl_Position.z = gl_Position.z * 2.0 - gl_Position.w;\n");
3472 /*****************************************************************************
3473 * Begin processing individual instruction opcodes
3474 ****************************************************************************/
3476 static void shader_glsl_binop(const struct wined3d_shader_instruction
*ins
)
3478 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
3479 struct glsl_src_param src0_param
;
3480 struct glsl_src_param src1_param
;
3484 /* Determine the GLSL operator to use based on the opcode */
3485 switch (ins
->handler_idx
)
3487 case WINED3DSIH_ADD
: op
= "+"; break;
3488 case WINED3DSIH_AND
: op
= "&"; break;
3489 case WINED3DSIH_DIV
: op
= "/"; break;
3490 case WINED3DSIH_IADD
: op
= "+"; break;
3491 case WINED3DSIH_ISHL
: op
= "<<"; break;
3492 case WINED3DSIH_ISHR
: op
= ">>"; break;
3493 case WINED3DSIH_MUL
: op
= "*"; break;
3494 case WINED3DSIH_OR
: op
= "|"; break;
3495 case WINED3DSIH_SUB
: op
= "-"; break;
3496 case WINED3DSIH_USHR
: op
= ">>"; break;
3497 case WINED3DSIH_XOR
: op
= "^"; break;
3499 op
= "<unhandled operator>";
3500 FIXME("Opcode %s not yet handled in GLSL.\n", debug_d3dshaderinstructionhandler(ins
->handler_idx
));
3504 write_mask
= shader_glsl_append_dst(buffer
, ins
);
3505 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
3506 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
3507 shader_addline(buffer
, "%s %s %s);\n", src0_param
.param_str
, op
, src1_param
.param_str
);
3510 static void shader_glsl_relop(const struct wined3d_shader_instruction
*ins
)
3512 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
3513 struct glsl_src_param src0_param
;
3514 struct glsl_src_param src1_param
;
3515 unsigned int mask_size
;
3519 write_mask
= shader_glsl_append_dst(buffer
, ins
);
3520 mask_size
= shader_glsl_get_write_mask_size(write_mask
);
3521 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
3522 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
3526 switch (ins
->handler_idx
)
3528 case WINED3DSIH_EQ
: op
= "equal"; break;
3529 case WINED3DSIH_IEQ
: op
= "equal"; break;
3530 case WINED3DSIH_GE
: op
= "greaterThanEqual"; break;
3531 case WINED3DSIH_IGE
: op
= "greaterThanEqual"; break;
3532 case WINED3DSIH_UGE
: op
= "greaterThanEqual"; break;
3533 case WINED3DSIH_LT
: op
= "lessThan"; break;
3534 case WINED3DSIH_ILT
: op
= "lessThan"; break;
3535 case WINED3DSIH_ULT
: op
= "lessThan"; break;
3536 case WINED3DSIH_NE
: op
= "notEqual"; break;
3537 case WINED3DSIH_INE
: op
= "notEqual"; break;
3539 op
= "<unhandled operator>";
3540 ERR("Unhandled opcode %#x.\n", ins
->handler_idx
);
3544 shader_addline(buffer
, "uvec%u(%s(%s, %s)) * 0xffffffffu);\n",
3545 mask_size
, op
, src0_param
.param_str
, src1_param
.param_str
);
3549 switch (ins
->handler_idx
)
3551 case WINED3DSIH_EQ
: op
= "=="; break;
3552 case WINED3DSIH_IEQ
: op
= "=="; break;
3553 case WINED3DSIH_GE
: op
= ">="; break;
3554 case WINED3DSIH_IGE
: op
= ">="; break;
3555 case WINED3DSIH_UGE
: op
= ">="; break;
3556 case WINED3DSIH_LT
: op
= "<"; break;
3557 case WINED3DSIH_ILT
: op
= "<"; break;
3558 case WINED3DSIH_ULT
: op
= "<"; break;
3559 case WINED3DSIH_NE
: op
= "!="; break;
3560 case WINED3DSIH_INE
: op
= "!="; break;
3562 op
= "<unhandled operator>";
3563 ERR("Unhandled opcode %#x.\n", ins
->handler_idx
);
3567 shader_addline(buffer
, "%s %s %s ? 0xffffffffu : 0u);\n",
3568 src0_param
.param_str
, op
, src1_param
.param_str
);
3572 static void shader_glsl_unary_op(const struct wined3d_shader_instruction
*ins
)
3574 struct glsl_src_param src_param
;
3578 switch (ins
->handler_idx
)
3580 case WINED3DSIH_INEG
: op
= "-"; break;
3581 case WINED3DSIH_NOT
: op
= "~"; break;
3583 op
= "<unhandled operator>";
3584 ERR("Unhandled opcode %s.\n",
3585 debug_d3dshaderinstructionhandler(ins
->handler_idx
));
3589 write_mask
= shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
3590 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src_param
);
3591 shader_addline(ins
->ctx
->buffer
, "%s%s);\n", op
, src_param
.param_str
);
3594 static void shader_glsl_imul(const struct wined3d_shader_instruction
*ins
)
3596 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
3597 struct glsl_src_param src0_param
;
3598 struct glsl_src_param src1_param
;
3601 /* If we have ARB_gpu_shader5 or GLSL 4.0, we can use imulExtended(). If
3602 * not, we can emulate it. */
3603 if (ins
->dst
[0].reg
.type
!= WINED3DSPR_NULL
)
3604 FIXME("64-bit integer multiplies not implemented.\n");
3606 if (ins
->dst
[1].reg
.type
!= WINED3DSPR_NULL
)
3608 write_mask
= shader_glsl_append_dst_ext(buffer
, ins
, &ins
->dst
[1], ins
->dst
[1].reg
.data_type
);
3609 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
3610 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
3612 shader_addline(ins
->ctx
->buffer
, "%s * %s);\n",
3613 src0_param
.param_str
, src1_param
.param_str
);
3617 static void shader_glsl_udiv(const struct wined3d_shader_instruction
*ins
)
3619 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
3620 struct glsl_src_param src0_param
, src1_param
;
3623 if (ins
->dst
[0].reg
.type
!= WINED3DSPR_NULL
)
3625 if (ins
->dst
[1].reg
.type
!= WINED3DSPR_NULL
)
3629 write_mask
= shader_glsl_get_write_mask(&ins
->dst
[0], dst_mask
);
3630 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
3631 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
3632 shader_addline(buffer
, "tmp0%s = uintBitsToFloat(%s / %s);\n",
3633 dst_mask
, src0_param
.param_str
, src1_param
.param_str
);
3635 write_mask
= shader_glsl_append_dst_ext(buffer
, ins
, &ins
->dst
[1], ins
->dst
[1].reg
.data_type
);
3636 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
3637 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
3638 shader_addline(buffer
, "%s %% %s);\n", src0_param
.param_str
, src1_param
.param_str
);
3640 shader_glsl_append_dst_ext(buffer
, ins
, &ins
->dst
[0], WINED3D_DATA_FLOAT
);
3641 shader_addline(buffer
, "tmp0%s);\n", dst_mask
);
3645 write_mask
= shader_glsl_append_dst_ext(buffer
, ins
, &ins
->dst
[0], ins
->dst
[0].reg
.data_type
);
3646 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
3647 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
3648 shader_addline(buffer
, "%s / %s);\n", src0_param
.param_str
, src1_param
.param_str
);
3651 else if (ins
->dst
[1].reg
.type
!= WINED3DSPR_NULL
)
3653 write_mask
= shader_glsl_append_dst_ext(buffer
, ins
, &ins
->dst
[1], ins
->dst
[1].reg
.data_type
);
3654 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
3655 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
3656 shader_addline(buffer
, "%s %% %s);\n", src0_param
.param_str
, src1_param
.param_str
);
3660 /* Process the WINED3DSIO_MOV opcode using GLSL (dst = src) */
3661 static void shader_glsl_mov(const struct wined3d_shader_instruction
*ins
)
3663 const struct wined3d_gl_info
*gl_info
= ins
->ctx
->gl_info
;
3664 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
3665 struct glsl_src_param src0_param
;
3668 write_mask
= shader_glsl_append_dst(buffer
, ins
);
3669 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
3671 /* In vs_1_1 WINED3DSIO_MOV can write to the address register. In later
3672 * shader versions WINED3DSIO_MOVA is used for this. */
3673 if (ins
->ctx
->reg_maps
->shader_version
.major
== 1
3674 && ins
->ctx
->reg_maps
->shader_version
.type
== WINED3D_SHADER_TYPE_VERTEX
3675 && ins
->dst
[0].reg
.type
== WINED3DSPR_ADDR
)
3677 /* This is a simple floor() */
3678 unsigned int mask_size
= shader_glsl_get_write_mask_size(write_mask
);
3679 if (mask_size
> 1) {
3680 shader_addline(buffer
, "ivec%d(floor(%s)));\n", mask_size
, src0_param
.param_str
);
3682 shader_addline(buffer
, "int(floor(%s)));\n", src0_param
.param_str
);
3685 else if (ins
->handler_idx
== WINED3DSIH_MOVA
)
3687 const struct wined3d_shader_version
*version
= &ins
->ctx
->shader
->reg_maps
.shader_version
;
3688 unsigned int mask_size
= shader_glsl_get_write_mask_size(write_mask
);
3690 if (shader_glsl_get_version(gl_info
, version
) >= 130 || gl_info
->supported
[EXT_GPU_SHADER4
])
3693 shader_addline(buffer
, "ivec%d(round(%s)));\n", mask_size
, src0_param
.param_str
);
3695 shader_addline(buffer
, "int(round(%s)));\n", src0_param
.param_str
);
3700 shader_addline(buffer
, "ivec%d(floor(abs(%s) + vec%d(0.5)) * sign(%s)));\n",
3701 mask_size
, src0_param
.param_str
, mask_size
, src0_param
.param_str
);
3703 shader_addline(buffer
, "int(floor(abs(%s) + 0.5) * sign(%s)));\n",
3704 src0_param
.param_str
, src0_param
.param_str
);
3709 shader_addline(buffer
, "%s);\n", src0_param
.param_str
);
3713 /* Process the dot product operators DP3 and DP4 in GLSL (dst = dot(src0, src1)) */
3714 static void shader_glsl_dot(const struct wined3d_shader_instruction
*ins
)
3716 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
3717 struct glsl_src_param src0_param
;
3718 struct glsl_src_param src1_param
;
3719 DWORD dst_write_mask
, src_write_mask
;
3720 unsigned int dst_size
;
3722 dst_write_mask
= shader_glsl_append_dst(buffer
, ins
);
3723 dst_size
= shader_glsl_get_write_mask_size(dst_write_mask
);
3725 /* dp4 works on vec4, dp3 on vec3, etc. */
3726 if (ins
->handler_idx
== WINED3DSIH_DP4
)
3727 src_write_mask
= WINED3DSP_WRITEMASK_ALL
;
3728 else if (ins
->handler_idx
== WINED3DSIH_DP3
)
3729 src_write_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
3731 src_write_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
;
3733 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_write_mask
, &src0_param
);
3734 shader_glsl_add_src_param(ins
, &ins
->src
[1], src_write_mask
, &src1_param
);
3737 shader_addline(buffer
, "vec%d(dot(%s, %s)));\n", dst_size
, src0_param
.param_str
, src1_param
.param_str
);
3739 shader_addline(buffer
, "dot(%s, %s));\n", src0_param
.param_str
, src1_param
.param_str
);
3743 /* Note that this instruction has some restrictions. The destination write mask
3744 * can't contain the w component, and the source swizzles have to be .xyzw */
3745 static void shader_glsl_cross(const struct wined3d_shader_instruction
*ins
)
3747 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
3748 struct glsl_src_param src0_param
;
3749 struct glsl_src_param src1_param
;
3752 shader_glsl_get_write_mask(&ins
->dst
[0], dst_mask
);
3753 shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
3754 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_mask
, &src0_param
);
3755 shader_glsl_add_src_param(ins
, &ins
->src
[1], src_mask
, &src1_param
);
3756 shader_addline(ins
->ctx
->buffer
, "cross(%s, %s)%s);\n", src0_param
.param_str
, src1_param
.param_str
, dst_mask
);
3759 static void shader_glsl_cut(const struct wined3d_shader_instruction
*ins
)
3761 unsigned int stream
= ins
->handler_idx
== WINED3DSIH_CUT
? 0 : ins
->src
[0].reg
.idx
[0].offset
;
3764 shader_addline(ins
->ctx
->buffer
, "EndPrimitive();\n");
3766 FIXME("Unhandled primitive stream %u.\n", stream
);
3769 /* Process the WINED3DSIO_POW instruction in GLSL (dst = |src0|^src1)
3770 * Src0 and src1 are scalars. Note that D3D uses the absolute of src0, while
3771 * GLSL uses the value as-is. */
3772 static void shader_glsl_pow(const struct wined3d_shader_instruction
*ins
)
3774 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
3775 struct glsl_src_param src0_param
;
3776 struct glsl_src_param src1_param
;
3777 DWORD dst_write_mask
;
3778 unsigned int dst_size
;
3780 dst_write_mask
= shader_glsl_append_dst(buffer
, ins
);
3781 dst_size
= shader_glsl_get_write_mask_size(dst_write_mask
);
3783 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
, &src0_param
);
3784 shader_glsl_add_src_param(ins
, &ins
->src
[1], WINED3DSP_WRITEMASK_0
, &src1_param
);
3788 shader_addline(buffer
, "vec%u(%s == 0.0 ? 1.0 : pow(abs(%s), %s)));\n",
3789 dst_size
, src1_param
.param_str
, src0_param
.param_str
, src1_param
.param_str
);
3793 shader_addline(buffer
, "%s == 0.0 ? 1.0 : pow(abs(%s), %s));\n",
3794 src1_param
.param_str
, src0_param
.param_str
, src1_param
.param_str
);
3798 /* Map the opcode 1-to-1 to the GL code (arg->dst = instruction(src0, src1, ...) */
3799 static void shader_glsl_map2gl(const struct wined3d_shader_instruction
*ins
)
3801 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
3802 struct glsl_src_param src_param
;
3803 const char *instruction
;
3807 /* Determine the GLSL function to use based on the opcode */
3808 /* TODO: Possibly make this a table for faster lookups */
3809 switch (ins
->handler_idx
)
3811 case WINED3DSIH_ABS
: instruction
= "abs"; break;
3812 case WINED3DSIH_BFREV
: instruction
= "bitfieldReverse"; break;
3813 case WINED3DSIH_COUNTBITS
: instruction
= "bitCount"; break;
3814 case WINED3DSIH_DSX
: instruction
= "dFdx"; break;
3815 case WINED3DSIH_DSX_COARSE
: instruction
= "dFdxCoarse"; break;
3816 case WINED3DSIH_DSX_FINE
: instruction
= "dFdxFine"; break;
3817 case WINED3DSIH_DSY
: instruction
= "ycorrection.y * dFdy"; break;
3818 case WINED3DSIH_DSY_COARSE
: instruction
= "ycorrection.y * dFdyCoarse"; break;
3819 case WINED3DSIH_DSY_FINE
: instruction
= "ycorrection.y * dFdyFine"; break;
3820 case WINED3DSIH_FIRSTBIT_HI
: instruction
= "findMSB"; break;
3821 case WINED3DSIH_FIRSTBIT_LO
: instruction
= "findLSB"; break;
3822 case WINED3DSIH_FIRSTBIT_SHI
: instruction
= "findMSB"; break;
3823 case WINED3DSIH_FRC
: instruction
= "fract"; break;
3824 case WINED3DSIH_IMAX
: instruction
= "max"; break;
3825 case WINED3DSIH_IMIN
: instruction
= "min"; break;
3826 case WINED3DSIH_MAX
: instruction
= "max"; break;
3827 case WINED3DSIH_MIN
: instruction
= "min"; break;
3828 case WINED3DSIH_ROUND_NE
: instruction
= "roundEven"; break;
3829 case WINED3DSIH_ROUND_NI
: instruction
= "floor"; break;
3830 case WINED3DSIH_ROUND_PI
: instruction
= "ceil"; break;
3831 case WINED3DSIH_ROUND_Z
: instruction
= "trunc"; break;
3832 case WINED3DSIH_SQRT
: instruction
= "sqrt"; break;
3833 case WINED3DSIH_UMAX
: instruction
= "max"; break;
3834 case WINED3DSIH_UMIN
: instruction
= "min"; break;
3835 default: instruction
= "";
3836 ERR("Opcode %s not yet handled in GLSL.\n", debug_d3dshaderinstructionhandler(ins
->handler_idx
));
3840 write_mask
= shader_glsl_append_dst(buffer
, ins
);
3842 /* In D3D bits are numbered from the most significant bit. */
3843 if (ins
->handler_idx
== WINED3DSIH_FIRSTBIT_HI
|| ins
->handler_idx
== WINED3DSIH_FIRSTBIT_SHI
)
3844 shader_addline(buffer
, "31 - ");
3845 shader_addline(buffer
, "%s(", instruction
);
3849 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src_param
);
3850 shader_addline(buffer
, "%s", src_param
.param_str
);
3851 for (i
= 1; i
< ins
->src_count
; ++i
)
3853 shader_glsl_add_src_param(ins
, &ins
->src
[i
], write_mask
, &src_param
);
3854 shader_addline(buffer
, ", %s", src_param
.param_str
);
3858 shader_addline(buffer
, "));\n");
3861 static void shader_glsl_float16(const struct wined3d_shader_instruction
*ins
)
3863 struct wined3d_shader_dst_param dst
;
3864 struct glsl_src_param src
;
3869 fmt
= ins
->handler_idx
== WINED3DSIH_F16TOF32
3870 ? "unpackHalf2x16(%s).x);\n" : "packHalf2x16(vec2(%s, 0.0)));\n";
3873 for (i
= 0; i
< 4; ++i
)
3875 dst
.write_mask
= ins
->dst
[0].write_mask
& (WINED3DSP_WRITEMASK_0
<< i
);
3876 if (!(write_mask
= shader_glsl_append_dst_ext(ins
->ctx
->buffer
, ins
,
3877 &dst
, dst
.reg
.data_type
)))
3880 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src
);
3881 shader_addline(ins
->ctx
->buffer
, fmt
, src
.param_str
);
3885 static void shader_glsl_bitwise_op(const struct wined3d_shader_instruction
*ins
)
3887 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
3888 struct wined3d_shader_dst_param dst
;
3889 struct glsl_src_param src
[4];
3890 const char *instruction
;
3894 switch (ins
->handler_idx
)
3896 case WINED3DSIH_BFI
: instruction
= "bitfieldInsert"; break;
3897 case WINED3DSIH_UBFE
: instruction
= "bitfieldExtract"; break;
3899 ERR("Unhandled opcode %#x.\n", ins
->handler_idx
);
3904 for (i
= 0; i
< 4; ++i
)
3906 dst
.write_mask
= ins
->dst
[0].write_mask
& (WINED3DSP_WRITEMASK_0
<< i
);
3907 if (!(write_mask
= shader_glsl_append_dst_ext(ins
->ctx
->buffer
, ins
,
3908 &dst
, dst
.reg
.data_type
)))
3911 for (j
= 0; j
< ins
->src_count
; ++j
)
3912 shader_glsl_add_src_param(ins
, &ins
->src
[j
], write_mask
, &src
[j
]);
3913 shader_addline(buffer
, "%s(", instruction
);
3914 for (j
= 0; j
< ins
->src_count
- 2; ++j
)
3915 shader_addline(buffer
, "%s, ", src
[ins
->src_count
- j
- 1].param_str
);
3916 shader_addline(buffer
, "%s & 0x1f, %s & 0x1f));\n", src
[1].param_str
, src
[0].param_str
);
3920 static void shader_glsl_nop(const struct wined3d_shader_instruction
*ins
) {}
3922 static void shader_glsl_nrm(const struct wined3d_shader_instruction
*ins
)
3924 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
3925 struct glsl_src_param src_param
;
3926 unsigned int mask_size
;
3930 write_mask
= shader_glsl_get_write_mask(ins
->dst
, dst_mask
);
3931 mask_size
= shader_glsl_get_write_mask_size(write_mask
);
3932 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src_param
);
3934 shader_addline(buffer
, "tmp0.x = dot(%s, %s);\n",
3935 src_param
.param_str
, src_param
.param_str
);
3936 shader_glsl_append_dst(buffer
, ins
);
3940 shader_addline(buffer
, "tmp0.x == 0.0 ? vec%u(0.0) : (%s * inversesqrt(tmp0.x)));\n",
3941 mask_size
, src_param
.param_str
);
3945 shader_addline(buffer
, "tmp0.x == 0.0 ? 0.0 : (%s * inversesqrt(tmp0.x)));\n",
3946 src_param
.param_str
);
3950 static void shader_glsl_scalar_op(const struct wined3d_shader_instruction
*ins
)
3952 DWORD shader_version
= WINED3D_SHADER_VERSION(ins
->ctx
->reg_maps
->shader_version
.major
,
3953 ins
->ctx
->reg_maps
->shader_version
.minor
);
3954 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
3955 struct glsl_src_param src0_param
;
3956 const char *prefix
, *suffix
;
3957 unsigned int dst_size
;
3958 DWORD dst_write_mask
;
3960 dst_write_mask
= shader_glsl_append_dst(buffer
, ins
);
3961 dst_size
= shader_glsl_get_write_mask_size(dst_write_mask
);
3963 if (shader_version
< WINED3D_SHADER_VERSION(4, 0))
3964 dst_write_mask
= WINED3DSP_WRITEMASK_3
;
3966 shader_glsl_add_src_param(ins
, &ins
->src
[0], dst_write_mask
, &src0_param
);
3968 switch (ins
->handler_idx
)
3970 case WINED3DSIH_EXP
:
3971 case WINED3DSIH_EXPP
:
3976 case WINED3DSIH_LOG
:
3977 case WINED3DSIH_LOGP
:
3978 prefix
= "log2(abs(";
3982 case WINED3DSIH_RCP
:
3987 case WINED3DSIH_RSQ
:
3988 prefix
= "inversesqrt(abs(";
3995 FIXME("Unhandled instruction %#x.\n", ins
->handler_idx
);
3999 if (dst_size
> 1 && shader_version
< WINED3D_SHADER_VERSION(4, 0))
4000 shader_addline(buffer
, "vec%u(%s%s%s));\n", dst_size
, prefix
, src0_param
.param_str
, suffix
);
4002 shader_addline(buffer
, "%s%s%s);\n", prefix
, src0_param
.param_str
, suffix
);
4005 /** Process the WINED3DSIO_EXPP instruction in GLSL:
4006 * For shader model 1.x, do the following (and honor the writemask, so use a temporary variable):
4007 * dst.x = 2^(floor(src))
4008 * dst.y = src - floor(src)
4009 * dst.z = 2^src (partial precision is allowed, but optional)
4011 * For 2.0 shaders, just do this (honoring writemask and swizzle):
4012 * dst = 2^src; (partial precision is allowed, but optional)
4014 static void shader_glsl_expp(const struct wined3d_shader_instruction
*ins
)
4016 if (ins
->ctx
->reg_maps
->shader_version
.major
< 2)
4018 struct glsl_src_param src_param
;
4021 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_3
, &src_param
);
4023 shader_addline(ins
->ctx
->buffer
, "tmp0.x = exp2(floor(%s));\n", src_param
.param_str
);
4024 shader_addline(ins
->ctx
->buffer
, "tmp0.y = %s - floor(%s);\n", src_param
.param_str
, src_param
.param_str
);
4025 shader_addline(ins
->ctx
->buffer
, "tmp0.z = exp2(%s);\n", src_param
.param_str
);
4026 shader_addline(ins
->ctx
->buffer
, "tmp0.w = 1.0;\n");
4028 shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
4029 shader_glsl_get_write_mask(&ins
->dst
[0], dst_mask
);
4030 shader_addline(ins
->ctx
->buffer
, "tmp0%s);\n", dst_mask
);
4034 shader_glsl_scalar_op(ins
);
4037 static void shader_glsl_cast(const struct wined3d_shader_instruction
*ins
,
4038 const char *vector_constructor
, const char *scalar_constructor
)
4040 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
4041 struct glsl_src_param src_param
;
4042 unsigned int mask_size
;
4045 write_mask
= shader_glsl_append_dst(buffer
, ins
);
4046 mask_size
= shader_glsl_get_write_mask_size(write_mask
);
4047 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src_param
);
4050 shader_addline(buffer
, "%s%u(%s));\n", vector_constructor
, mask_size
, src_param
.param_str
);
4052 shader_addline(buffer
, "%s(%s));\n", scalar_constructor
, src_param
.param_str
);
4055 static void shader_glsl_to_int(const struct wined3d_shader_instruction
*ins
)
4057 shader_glsl_cast(ins
, "ivec", "int");
4060 static void shader_glsl_to_uint(const struct wined3d_shader_instruction
*ins
)
4062 shader_glsl_cast(ins
, "uvec", "uint");
4065 static void shader_glsl_to_float(const struct wined3d_shader_instruction
*ins
)
4067 shader_glsl_cast(ins
, "vec", "float");
4070 /** Process signed comparison opcodes in GLSL. */
4071 static void shader_glsl_compare(const struct wined3d_shader_instruction
*ins
)
4073 struct glsl_src_param src0_param
;
4074 struct glsl_src_param src1_param
;
4076 unsigned int mask_size
;
4078 write_mask
= shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
4079 mask_size
= shader_glsl_get_write_mask_size(write_mask
);
4080 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
4081 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
4083 if (mask_size
> 1) {
4084 const char *compare
;
4086 switch(ins
->handler_idx
)
4088 case WINED3DSIH_SLT
: compare
= "lessThan"; break;
4089 case WINED3DSIH_SGE
: compare
= "greaterThanEqual"; break;
4090 default: compare
= "";
4091 FIXME("Can't handle opcode %s.\n", debug_d3dshaderinstructionhandler(ins
->handler_idx
));
4094 shader_addline(ins
->ctx
->buffer
, "vec%d(%s(%s, %s)));\n", mask_size
, compare
,
4095 src0_param
.param_str
, src1_param
.param_str
);
4097 switch(ins
->handler_idx
)
4099 case WINED3DSIH_SLT
:
4100 /* Step(src0, src1) is not suitable here because if src0 == src1 SLT is supposed,
4101 * to return 0.0 but step returns 1.0 because step is not < x
4102 * An alternative is a bvec compare padded with an unused second component.
4103 * step(src1 * -1.0, src0 * -1.0) is not an option because it suffers from the same
4104 * issue. Playing with not() is not possible either because not() does not accept
4107 shader_addline(ins
->ctx
->buffer
, "(%s < %s) ? 1.0 : 0.0);\n",
4108 src0_param
.param_str
, src1_param
.param_str
);
4110 case WINED3DSIH_SGE
:
4111 /* Here we can use the step() function and safe a conditional */
4112 shader_addline(ins
->ctx
->buffer
, "step(%s, %s));\n", src1_param
.param_str
, src0_param
.param_str
);
4115 FIXME("Can't handle opcode %s.\n", debug_d3dshaderinstructionhandler(ins
->handler_idx
));
4121 static void shader_glsl_conditional_move(const struct wined3d_shader_instruction
*ins
)
4123 const char *condition_prefix
, *condition_suffix
;
4124 struct wined3d_shader_dst_param dst
;
4125 struct glsl_src_param src0_param
;
4126 struct glsl_src_param src1_param
;
4127 struct glsl_src_param src2_param
;
4128 BOOL temp_destination
= FALSE
;
4129 DWORD cmp_channel
= 0;
4134 switch (ins
->handler_idx
)
4136 case WINED3DSIH_CMP
:
4137 condition_prefix
= "";
4138 condition_suffix
= " >= 0.0";
4141 case WINED3DSIH_CND
:
4142 condition_prefix
= "";
4143 condition_suffix
= " > 0.5";
4146 case WINED3DSIH_MOVC
:
4147 condition_prefix
= "bool(";
4148 condition_suffix
= ")";
4152 FIXME("Unhandled instruction %#x.\n", ins
->handler_idx
);
4153 condition_prefix
= "<unhandled prefix>";
4154 condition_suffix
= "<unhandled suffix>";
4158 if (shader_is_scalar(&ins
->dst
[0].reg
) || shader_is_scalar(&ins
->src
[0].reg
))
4160 write_mask
= shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
4161 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
4162 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
4163 shader_glsl_add_src_param(ins
, &ins
->src
[2], write_mask
, &src2_param
);
4165 shader_addline(ins
->ctx
->buffer
, "%s%s%s ? %s : %s);\n",
4166 condition_prefix
, src0_param
.param_str
, condition_suffix
,
4167 src1_param
.param_str
, src2_param
.param_str
);
4173 /* Splitting the instruction up in multiple lines imposes a problem:
4174 * The first lines may overwrite source parameters of the following lines.
4175 * Deal with that by using a temporary destination register if needed. */
4176 if ((ins
->src
[0].reg
.idx
[0].offset
== dst
.reg
.idx
[0].offset
4177 && ins
->src
[0].reg
.type
== dst
.reg
.type
)
4178 || (ins
->src
[1].reg
.idx
[0].offset
== dst
.reg
.idx
[0].offset
4179 && ins
->src
[1].reg
.type
== dst
.reg
.type
)
4180 || (ins
->src
[2].reg
.idx
[0].offset
== dst
.reg
.idx
[0].offset
4181 && ins
->src
[2].reg
.type
== dst
.reg
.type
))
4182 temp_destination
= TRUE
;
4184 /* Cycle through all source0 channels. */
4185 for (i
= 0; i
< 4; ++i
)
4188 /* Find the destination channels which use the current source0 channel. */
4189 for (j
= 0; j
< 4; ++j
)
4191 if (shader_glsl_swizzle_get_component(ins
->src
[0].swizzle
, j
) == i
)
4193 write_mask
|= WINED3DSP_WRITEMASK_0
<< j
;
4194 cmp_channel
= WINED3DSP_WRITEMASK_0
<< j
;
4197 dst
.write_mask
= ins
->dst
[0].write_mask
& write_mask
;
4199 if (temp_destination
)
4201 if (!(write_mask
= shader_glsl_get_write_mask(&dst
, mask_char
)))
4203 shader_addline(ins
->ctx
->buffer
, "tmp0%s = (", mask_char
);
4205 else if (!(write_mask
= shader_glsl_append_dst_ext(ins
->ctx
->buffer
, ins
, &dst
, dst
.reg
.data_type
)))
4208 shader_glsl_add_src_param(ins
, &ins
->src
[0], cmp_channel
, &src0_param
);
4209 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
4210 shader_glsl_add_src_param(ins
, &ins
->src
[2], write_mask
, &src2_param
);
4212 shader_addline(ins
->ctx
->buffer
, "%s%s%s ? %s : %s);\n",
4213 condition_prefix
, src0_param
.param_str
, condition_suffix
,
4214 src1_param
.param_str
, src2_param
.param_str
);
4217 if (temp_destination
)
4219 shader_glsl_get_write_mask(&ins
->dst
[0], mask_char
);
4220 shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
4221 shader_addline(ins
->ctx
->buffer
, "tmp0%s);\n", mask_char
);
4225 /** Process the CND opcode in GLSL (dst = (src0 > 0.5) ? src1 : src2) */
4226 /* For ps 1.1-1.3, only a single component of src0 is used. For ps 1.4
4227 * the compare is done per component of src0. */
4228 static void shader_glsl_cnd(const struct wined3d_shader_instruction
*ins
)
4230 struct glsl_src_param src0_param
;
4231 struct glsl_src_param src1_param
;
4232 struct glsl_src_param src2_param
;
4234 DWORD shader_version
= WINED3D_SHADER_VERSION(ins
->ctx
->reg_maps
->shader_version
.major
,
4235 ins
->ctx
->reg_maps
->shader_version
.minor
);
4237 if (shader_version
< WINED3D_SHADER_VERSION(1, 4))
4239 write_mask
= shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
4240 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
, &src0_param
);
4241 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
4242 shader_glsl_add_src_param(ins
, &ins
->src
[2], write_mask
, &src2_param
);
4244 if (ins
->coissue
&& ins
->dst
->write_mask
!= WINED3DSP_WRITEMASK_3
)
4245 shader_addline(ins
->ctx
->buffer
, "%s /* COISSUE! */);\n", src1_param
.param_str
);
4247 shader_addline(ins
->ctx
->buffer
, "%s > 0.5 ? %s : %s);\n",
4248 src0_param
.param_str
, src1_param
.param_str
, src2_param
.param_str
);
4252 shader_glsl_conditional_move(ins
);
4255 /** GLSL code generation for WINED3DSIO_MAD: Multiply the first 2 opcodes, then add the last */
4256 static void shader_glsl_mad(const struct wined3d_shader_instruction
*ins
)
4258 struct glsl_src_param src0_param
;
4259 struct glsl_src_param src1_param
;
4260 struct glsl_src_param src2_param
;
4263 write_mask
= shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
4264 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
4265 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
4266 shader_glsl_add_src_param(ins
, &ins
->src
[2], write_mask
, &src2_param
);
4267 shader_addline(ins
->ctx
->buffer
, "(%s * %s) + %s);\n",
4268 src0_param
.param_str
, src1_param
.param_str
, src2_param
.param_str
);
4271 /* Handles transforming all WINED3DSIO_M?x? opcodes for
4272 Vertex shaders to GLSL codes */
4273 static void shader_glsl_mnxn(const struct wined3d_shader_instruction
*ins
)
4276 int nComponents
= 0;
4277 struct wined3d_shader_dst_param tmp_dst
= {{0}};
4278 struct wined3d_shader_src_param tmp_src
[2] = {{{0}}};
4279 struct wined3d_shader_instruction tmp_ins
;
4281 memset(&tmp_ins
, 0, sizeof(tmp_ins
));
4283 /* Set constants for the temporary argument */
4284 tmp_ins
.ctx
= ins
->ctx
;
4285 tmp_ins
.dst_count
= 1;
4286 tmp_ins
.dst
= &tmp_dst
;
4287 tmp_ins
.src_count
= 2;
4288 tmp_ins
.src
= tmp_src
;
4290 switch(ins
->handler_idx
)
4292 case WINED3DSIH_M4x4
:
4294 tmp_ins
.handler_idx
= WINED3DSIH_DP4
;
4296 case WINED3DSIH_M4x3
:
4298 tmp_ins
.handler_idx
= WINED3DSIH_DP4
;
4300 case WINED3DSIH_M3x4
:
4302 tmp_ins
.handler_idx
= WINED3DSIH_DP3
;
4304 case WINED3DSIH_M3x3
:
4306 tmp_ins
.handler_idx
= WINED3DSIH_DP3
;
4308 case WINED3DSIH_M3x2
:
4310 tmp_ins
.handler_idx
= WINED3DSIH_DP3
;
4316 tmp_dst
= ins
->dst
[0];
4317 tmp_src
[0] = ins
->src
[0];
4318 tmp_src
[1] = ins
->src
[1];
4319 for (i
= 0; i
< nComponents
; ++i
)
4321 tmp_dst
.write_mask
= WINED3DSP_WRITEMASK_0
<< i
;
4322 shader_glsl_dot(&tmp_ins
);
4323 ++tmp_src
[1].reg
.idx
[0].offset
;
4328 The LRP instruction performs a component-wise linear interpolation
4329 between the second and third operands using the first operand as the
4330 blend factor. Equation: (dst = src2 + src0 * (src1 - src2))
4331 This is equivalent to mix(src2, src1, src0);
4333 static void shader_glsl_lrp(const struct wined3d_shader_instruction
*ins
)
4335 struct glsl_src_param src0_param
;
4336 struct glsl_src_param src1_param
;
4337 struct glsl_src_param src2_param
;
4340 write_mask
= shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
4342 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
4343 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
4344 shader_glsl_add_src_param(ins
, &ins
->src
[2], write_mask
, &src2_param
);
4346 shader_addline(ins
->ctx
->buffer
, "mix(%s, %s, %s));\n",
4347 src2_param
.param_str
, src1_param
.param_str
, src0_param
.param_str
);
4350 /** Process the WINED3DSIO_LIT instruction in GLSL:
4351 * dst.x = dst.w = 1.0
4352 * dst.y = (src0.x > 0) ? src0.x
4353 * dst.z = (src0.x > 0) ? ((src0.y > 0) ? pow(src0.y, src.w) : 0) : 0
4354 * where src.w is clamped at +- 128
4356 static void shader_glsl_lit(const struct wined3d_shader_instruction
*ins
)
4358 struct glsl_src_param src0_param
;
4359 struct glsl_src_param src1_param
;
4360 struct glsl_src_param src3_param
;
4363 shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
4364 shader_glsl_get_write_mask(&ins
->dst
[0], dst_mask
);
4366 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
, &src0_param
);
4367 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_1
, &src1_param
);
4368 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_3
, &src3_param
);
4370 /* The sdk specifies the instruction like this
4372 * if(src.x > 0.0) dst.y = src.x
4374 * if(src.x > 0.0 && src.y > 0.0) dst.z = pow(src.y, power);
4377 * (where power = src.w clamped between -128 and 128)
4379 * Obviously that has quite a few conditionals in it which we don't like. So the first step is this:
4380 * dst.x = 1.0 ... No further explanation needed
4381 * dst.y = max(src.y, 0.0); ... If x < 0.0, use 0.0, otherwise x. Same as the conditional
4382 * dst.z = x > 0.0 ? pow(max(y, 0.0), p) : 0; ... 0 ^ power is 0, and otherwise we use y anyway
4383 * dst.w = 1.0. ... Nothing fancy.
4385 * So we still have one conditional in there. So do this:
4386 * dst.z = pow(max(0.0, src.y) * step(0.0, src.x), power);
4388 * 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),
4389 * 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.
4390 * if both x and y are > 0, we get pow(y * 1.0, power), as it is supposed to.
4392 * Unfortunately pow(0.0 ^ 0.0) returns NaN on most GPUs, but lit with src.y = 0 and src.w = 0 returns
4393 * a non-NaN value in dst.z. What we return doesn't matter, as long as it is not NaN. Return 0, which is
4394 * what all Windows HW drivers and GL_ARB_vertex_program's LIT do.
4396 shader_addline(ins
->ctx
->buffer
,
4397 "vec4(1.0, max(%s, 0.0), %s == 0.0 ? 0.0 : "
4398 "pow(max(0.0, %s) * step(0.0, %s), clamp(%s, -128.0, 128.0)), 1.0)%s);\n",
4399 src0_param
.param_str
, src3_param
.param_str
, src1_param
.param_str
,
4400 src0_param
.param_str
, src3_param
.param_str
, dst_mask
);
4403 /** Process the WINED3DSIO_DST instruction in GLSL:
4405 * dst.y = src0.x * src0.y
4409 static void shader_glsl_dst(const struct wined3d_shader_instruction
*ins
)
4411 struct glsl_src_param src0y_param
;
4412 struct glsl_src_param src0z_param
;
4413 struct glsl_src_param src1y_param
;
4414 struct glsl_src_param src1w_param
;
4417 shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
4418 shader_glsl_get_write_mask(&ins
->dst
[0], dst_mask
);
4420 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_1
, &src0y_param
);
4421 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_2
, &src0z_param
);
4422 shader_glsl_add_src_param(ins
, &ins
->src
[1], WINED3DSP_WRITEMASK_1
, &src1y_param
);
4423 shader_glsl_add_src_param(ins
, &ins
->src
[1], WINED3DSP_WRITEMASK_3
, &src1w_param
);
4425 shader_addline(ins
->ctx
->buffer
, "vec4(1.0, %s * %s, %s, %s))%s;\n",
4426 src0y_param
.param_str
, src1y_param
.param_str
, src0z_param
.param_str
, src1w_param
.param_str
, dst_mask
);
4429 /** Process the WINED3DSIO_SINCOS instruction in GLSL:
4430 * VS 2.0 requires that specific cosine and sine constants be passed to this instruction so the hardware
4431 * can handle it. But, these functions are built-in for GLSL, so we can just ignore the last 2 params.
4433 * dst.x = cos(src0.?)
4434 * dst.y = sin(src0.?)
4438 static void shader_glsl_sincos(const struct wined3d_shader_instruction
*ins
)
4440 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
4441 struct glsl_src_param src0_param
;
4444 if (ins
->ctx
->reg_maps
->shader_version
.major
< 4)
4446 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
, &src0_param
);
4448 write_mask
= shader_glsl_append_dst(buffer
, ins
);
4451 case WINED3DSP_WRITEMASK_0
:
4452 shader_addline(buffer
, "cos(%s));\n", src0_param
.param_str
);
4455 case WINED3DSP_WRITEMASK_1
:
4456 shader_addline(buffer
, "sin(%s));\n", src0_param
.param_str
);
4459 case (WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
):
4460 shader_addline(buffer
, "vec2(cos(%s), sin(%s)));\n",
4461 src0_param
.param_str
, src0_param
.param_str
);
4465 ERR("Write mask should be .x, .y or .xy\n");
4472 if (ins
->dst
[0].reg
.type
!= WINED3DSPR_NULL
)
4475 if (ins
->dst
[1].reg
.type
!= WINED3DSPR_NULL
)
4479 write_mask
= shader_glsl_get_write_mask(&ins
->dst
[0], dst_mask
);
4480 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
4481 shader_addline(buffer
, "tmp0%s = sin(%s);\n", dst_mask
, src0_param
.param_str
);
4483 write_mask
= shader_glsl_append_dst_ext(buffer
, ins
, &ins
->dst
[1], ins
->dst
[1].reg
.data_type
);
4484 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
4485 shader_addline(buffer
, "cos(%s));\n", src0_param
.param_str
);
4487 shader_glsl_append_dst_ext(buffer
, ins
, &ins
->dst
[0], ins
->dst
[0].reg
.data_type
);
4488 shader_addline(buffer
, "tmp0%s);\n", dst_mask
);
4492 write_mask
= shader_glsl_append_dst_ext(buffer
, ins
, &ins
->dst
[0], ins
->dst
[0].reg
.data_type
);
4493 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
4494 shader_addline(buffer
, "sin(%s));\n", src0_param
.param_str
);
4497 else if (ins
->dst
[1].reg
.type
!= WINED3DSPR_NULL
)
4499 write_mask
= shader_glsl_append_dst_ext(buffer
, ins
, &ins
->dst
[1], ins
->dst
[1].reg
.data_type
);
4500 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
4501 shader_addline(buffer
, "cos(%s));\n", src0_param
.param_str
);
4505 /* sgn in vs_2_0 has 2 extra parameters(registers for temporary storage) which we don't use
4506 * here. But those extra parameters require a dedicated function for sgn, since map2gl would
4507 * generate invalid code
4509 static void shader_glsl_sgn(const struct wined3d_shader_instruction
*ins
)
4511 struct glsl_src_param src0_param
;
4514 write_mask
= shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
4515 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
4517 shader_addline(ins
->ctx
->buffer
, "sign(%s));\n", src0_param
.param_str
);
4520 /** Process the WINED3DSIO_LOOP instruction in GLSL:
4521 * Start a for() loop where src1.y is the initial value of aL,
4522 * increment aL by src1.z for a total of src1.x iterations.
4523 * Need to use a temporary variable for this operation.
4525 /* FIXME: I don't think nested loops will work correctly this way. */
4526 static void shader_glsl_loop(const struct wined3d_shader_instruction
*ins
)
4528 struct wined3d_shader_parser_state
*state
= ins
->ctx
->state
;
4529 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
4530 const struct wined3d_shader
*shader
= ins
->ctx
->shader
;
4531 const struct wined3d_shader_lconst
*constant
;
4532 struct glsl_src_param src1_param
;
4533 const DWORD
*control_values
= NULL
;
4535 if (ins
->ctx
->reg_maps
->shader_version
.major
< 4)
4537 shader_glsl_add_src_param(ins
, &ins
->src
[1], WINED3DSP_WRITEMASK_ALL
, &src1_param
);
4539 /* Try to hardcode the loop control parameters if possible. Direct3D 9
4540 * class hardware doesn't support real varying indexing, but Microsoft
4541 * designed this feature for Shader model 2.x+. If the loop control is
4542 * known at compile time, the GLSL compiler can unroll the loop, and
4543 * replace indirect addressing with direct addressing. */
4544 if (ins
->src
[1].reg
.type
== WINED3DSPR_CONSTINT
)
4546 LIST_FOR_EACH_ENTRY(constant
, &shader
->constantsI
, struct wined3d_shader_lconst
, entry
)
4548 if (constant
->idx
== ins
->src
[1].reg
.idx
[0].offset
)
4550 control_values
= constant
->value
;
4558 struct wined3d_shader_loop_control loop_control
;
4559 loop_control
.count
= control_values
[0];
4560 loop_control
.start
= control_values
[1];
4561 loop_control
.step
= (int)control_values
[2];
4563 if (loop_control
.step
> 0)
4565 shader_addline(buffer
, "for (aL%u = %u; aL%u < (%u * %d + %u); aL%u += %d)\n{\n",
4566 state
->current_loop_depth
, loop_control
.start
,
4567 state
->current_loop_depth
, loop_control
.count
, loop_control
.step
, loop_control
.start
,
4568 state
->current_loop_depth
, loop_control
.step
);
4570 else if (loop_control
.step
< 0)
4572 shader_addline(buffer
, "for (aL%u = %u; aL%u > (%u * %d + %u); aL%u += %d)\n{\n",
4573 state
->current_loop_depth
, loop_control
.start
,
4574 state
->current_loop_depth
, loop_control
.count
, loop_control
.step
, loop_control
.start
,
4575 state
->current_loop_depth
, loop_control
.step
);
4579 shader_addline(buffer
, "for (aL%u = %u, tmpInt%u = 0; tmpInt%u < %u; tmpInt%u++)\n{\n",
4580 state
->current_loop_depth
, loop_control
.start
, state
->current_loop_depth
,
4581 state
->current_loop_depth
, loop_control
.count
,
4582 state
->current_loop_depth
);
4587 shader_addline(buffer
, "for (tmpInt%u = 0, aL%u = %s.y; tmpInt%u < %s.x; tmpInt%u++, aL%u += %s.z)\n{\n",
4588 state
->current_loop_depth
, state
->current_loop_reg
,
4589 src1_param
.reg_name
, state
->current_loop_depth
, src1_param
.reg_name
,
4590 state
->current_loop_depth
, state
->current_loop_reg
, src1_param
.reg_name
);
4593 ++state
->current_loop_reg
;
4597 shader_addline(buffer
, "for (;;)\n{\n");
4600 ++state
->current_loop_depth
;
4603 static void shader_glsl_end(const struct wined3d_shader_instruction
*ins
)
4605 struct wined3d_shader_parser_state
*state
= ins
->ctx
->state
;
4607 shader_addline(ins
->ctx
->buffer
, "}\n");
4609 if (ins
->handler_idx
== WINED3DSIH_ENDLOOP
)
4611 --state
->current_loop_depth
;
4612 --state
->current_loop_reg
;
4615 if (ins
->handler_idx
== WINED3DSIH_ENDREP
)
4617 --state
->current_loop_depth
;
4621 static void shader_glsl_rep(const struct wined3d_shader_instruction
*ins
)
4623 struct wined3d_shader_parser_state
*state
= ins
->ctx
->state
;
4624 const struct wined3d_shader
*shader
= ins
->ctx
->shader
;
4625 const struct wined3d_shader_lconst
*constant
;
4626 struct glsl_src_param src0_param
;
4627 const DWORD
*control_values
= NULL
;
4629 /* Try to hardcode local values to help the GLSL compiler to unroll and optimize the loop */
4630 if (ins
->src
[0].reg
.type
== WINED3DSPR_CONSTINT
)
4632 LIST_FOR_EACH_ENTRY(constant
, &shader
->constantsI
, struct wined3d_shader_lconst
, entry
)
4634 if (constant
->idx
== ins
->src
[0].reg
.idx
[0].offset
)
4636 control_values
= constant
->value
;
4644 shader_addline(ins
->ctx
->buffer
, "for (tmpInt%d = 0; tmpInt%d < %d; tmpInt%d++) {\n",
4645 state
->current_loop_depth
, state
->current_loop_depth
,
4646 control_values
[0], state
->current_loop_depth
);
4650 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
, &src0_param
);
4651 shader_addline(ins
->ctx
->buffer
, "for (tmpInt%d = 0; tmpInt%d < %s; tmpInt%d++) {\n",
4652 state
->current_loop_depth
, state
->current_loop_depth
,
4653 src0_param
.param_str
, state
->current_loop_depth
);
4656 ++state
->current_loop_depth
;
4659 static void shader_glsl_switch(const struct wined3d_shader_instruction
*ins
)
4661 struct glsl_src_param src0_param
;
4663 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
, &src0_param
);
4664 shader_addline(ins
->ctx
->buffer
, "switch (%s)\n{\n", src0_param
.param_str
);
4667 static void shader_glsl_case(const struct wined3d_shader_instruction
*ins
)
4669 struct glsl_src_param src0_param
;
4671 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
, &src0_param
);
4672 shader_addline(ins
->ctx
->buffer
, "case %s:\n", src0_param
.param_str
);
4675 static void shader_glsl_default(const struct wined3d_shader_instruction
*ins
)
4677 shader_addline(ins
->ctx
->buffer
, "default:\n");
4680 static void shader_glsl_if(const struct wined3d_shader_instruction
*ins
)
4682 const char *condition
= (ins
->flags
== WINED3D_SHADER_CONDITIONAL_OP_NZ
) ? "bool" : "!bool";
4683 struct glsl_src_param src0_param
;
4685 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
, &src0_param
);
4686 shader_addline(ins
->ctx
->buffer
, "if (%s(%s)) {\n", condition
, src0_param
.param_str
);
4689 static void shader_glsl_ifc(const struct wined3d_shader_instruction
*ins
)
4691 struct glsl_src_param src0_param
;
4692 struct glsl_src_param src1_param
;
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], WINED3DSP_WRITEMASK_0
, &src1_param
);
4697 shader_addline(ins
->ctx
->buffer
, "if (%s %s %s) {\n",
4698 src0_param
.param_str
, shader_glsl_get_rel_op(ins
->flags
), src1_param
.param_str
);
4701 static void shader_glsl_else(const struct wined3d_shader_instruction
*ins
)
4703 shader_addline(ins
->ctx
->buffer
, "} else {\n");
4706 static void shader_glsl_emit(const struct wined3d_shader_instruction
*ins
)
4708 unsigned int stream
= ins
->handler_idx
== WINED3DSIH_EMIT
? 0 : ins
->src
[0].reg
.idx
[0].offset
;
4710 shader_addline(ins
->ctx
->buffer
, "setup_gs_output(gs_out);\n");
4711 if (!ins
->ctx
->gl_info
->supported
[ARB_CLIP_CONTROL
])
4712 shader_glsl_fixup_position(ins
->ctx
->buffer
);
4715 shader_addline(ins
->ctx
->buffer
, "EmitVertex();\n");
4717 FIXME("Unhandled primitive stream %u.\n", stream
);
4720 static void shader_glsl_break(const struct wined3d_shader_instruction
*ins
)
4722 shader_addline(ins
->ctx
->buffer
, "break;\n");
4725 /* FIXME: According to MSDN the compare is done per component. */
4726 static void shader_glsl_breakc(const struct wined3d_shader_instruction
*ins
)
4728 struct glsl_src_param src0_param
;
4729 struct glsl_src_param src1_param
;
4731 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
, &src0_param
);
4732 shader_glsl_add_src_param(ins
, &ins
->src
[1], WINED3DSP_WRITEMASK_0
, &src1_param
);
4734 shader_addline(ins
->ctx
->buffer
, "if (%s %s %s) break;\n",
4735 src0_param
.param_str
, shader_glsl_get_rel_op(ins
->flags
), src1_param
.param_str
);
4738 static void shader_glsl_breakp(const struct wined3d_shader_instruction
*ins
)
4740 const char *condition
= (ins
->flags
== WINED3D_SHADER_CONDITIONAL_OP_NZ
) ? "bool" : "!bool";
4741 struct glsl_src_param src_param
;
4743 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
, &src_param
);
4744 shader_addline(ins
->ctx
->buffer
, "if (%s(%s)) break;\n", condition
, src_param
.param_str
);
4747 static void shader_glsl_continue(const struct wined3d_shader_instruction
*ins
)
4749 shader_addline(ins
->ctx
->buffer
, "continue;\n");
4752 static void shader_glsl_label(const struct wined3d_shader_instruction
*ins
)
4754 shader_addline(ins
->ctx
->buffer
, "}\n");
4755 shader_addline(ins
->ctx
->buffer
, "void subroutine%u()\n{\n", ins
->src
[0].reg
.idx
[0].offset
);
4757 /* Subroutines appear at the end of the shader. */
4758 ins
->ctx
->state
->in_subroutine
= TRUE
;
4761 static void shader_glsl_call(const struct wined3d_shader_instruction
*ins
)
4763 shader_addline(ins
->ctx
->buffer
, "subroutine%u();\n", ins
->src
[0].reg
.idx
[0].offset
);
4766 static void shader_glsl_callnz(const struct wined3d_shader_instruction
*ins
)
4768 struct glsl_src_param src1_param
;
4770 shader_glsl_add_src_param(ins
, &ins
->src
[1], WINED3DSP_WRITEMASK_0
, &src1_param
);
4771 shader_addline(ins
->ctx
->buffer
, "if (%s) subroutine%u();\n",
4772 src1_param
.param_str
, ins
->src
[0].reg
.idx
[0].offset
);
4775 static void shader_glsl_ret(const struct wined3d_shader_instruction
*ins
)
4777 const struct wined3d_shader_version
*version
= &ins
->ctx
->shader
->reg_maps
.shader_version
;
4779 if (version
->major
>= 4 && !ins
->ctx
->state
->in_subroutine
)
4781 shader_glsl_generate_shader_epilogue(ins
->ctx
);
4782 shader_addline(ins
->ctx
->buffer
, "return;\n");
4786 static void shader_glsl_tex(const struct wined3d_shader_instruction
*ins
)
4788 DWORD shader_version
= WINED3D_SHADER_VERSION(ins
->ctx
->reg_maps
->shader_version
.major
,
4789 ins
->ctx
->reg_maps
->shader_version
.minor
);
4790 struct glsl_sample_function sample_function
;
4791 DWORD sample_flags
= 0;
4793 DWORD mask
= 0, swizzle
;
4794 const struct shader_glsl_ctx_priv
*priv
= ins
->ctx
->backend_data
;
4796 /* 1.0-1.4: Use destination register as sampler source.
4797 * 2.0+: Use provided sampler source. */
4798 if (shader_version
< WINED3D_SHADER_VERSION(2,0))
4799 resource_idx
= ins
->dst
[0].reg
.idx
[0].offset
;
4801 resource_idx
= ins
->src
[1].reg
.idx
[0].offset
;
4803 if (shader_version
< WINED3D_SHADER_VERSION(1,4))
4805 DWORD flags
= (priv
->cur_ps_args
->tex_transform
>> resource_idx
* WINED3D_PSARGS_TEXTRANSFORM_SHIFT
)
4806 & WINED3D_PSARGS_TEXTRANSFORM_MASK
;
4807 enum wined3d_shader_resource_type resource_type
= ins
->ctx
->reg_maps
->resource_info
[resource_idx
].type
;
4809 /* Projected cube textures don't make a lot of sense, the resulting coordinates stay the same. */
4810 if (flags
& WINED3D_PSARGS_PROJECTED
&& resource_type
!= WINED3D_SHADER_RESOURCE_TEXTURE_CUBE
)
4812 sample_flags
|= WINED3D_GLSL_SAMPLE_PROJECTED
;
4813 switch (flags
& ~WINED3D_PSARGS_PROJECTED
)
4815 case WINED3D_TTFF_COUNT1
:
4816 FIXME("WINED3D_TTFF_PROJECTED with WINED3D_TTFF_COUNT1?\n");
4818 case WINED3D_TTFF_COUNT2
:
4819 mask
= WINED3DSP_WRITEMASK_1
;
4821 case WINED3D_TTFF_COUNT3
:
4822 mask
= WINED3DSP_WRITEMASK_2
;
4824 case WINED3D_TTFF_COUNT4
:
4825 case WINED3D_TTFF_DISABLE
:
4826 mask
= WINED3DSP_WRITEMASK_3
;
4831 else if (shader_version
< WINED3D_SHADER_VERSION(2,0))
4833 enum wined3d_shader_src_modifier src_mod
= ins
->src
[0].modifiers
;
4835 if (src_mod
== WINED3DSPSM_DZ
) {
4836 sample_flags
|= WINED3D_GLSL_SAMPLE_PROJECTED
;
4837 mask
= WINED3DSP_WRITEMASK_2
;
4838 } else if (src_mod
== WINED3DSPSM_DW
) {
4839 sample_flags
|= WINED3D_GLSL_SAMPLE_PROJECTED
;
4840 mask
= WINED3DSP_WRITEMASK_3
;
4845 if ((ins
->flags
& WINED3DSI_TEXLD_PROJECT
)
4846 && ins
->ctx
->reg_maps
->resource_info
[resource_idx
].type
!= WINED3D_SHADER_RESOURCE_TEXTURE_CUBE
)
4848 /* ps 2.0 texldp instruction always divides by the fourth component. */
4849 sample_flags
|= WINED3D_GLSL_SAMPLE_PROJECTED
;
4850 mask
= WINED3DSP_WRITEMASK_3
;
4854 shader_glsl_get_sample_function(ins
->ctx
, resource_idx
, resource_idx
, sample_flags
, &sample_function
);
4855 mask
|= sample_function
.coord_mask
;
4856 sample_function
.coord_mask
= mask
;
4858 if (shader_version
< WINED3D_SHADER_VERSION(2,0)) swizzle
= WINED3DSP_NOSWIZZLE
;
4859 else swizzle
= ins
->src
[1].swizzle
;
4861 /* 1.0-1.3: Use destination register as coordinate source.
4862 1.4+: Use provided coordinate source register. */
4863 if (shader_version
< WINED3D_SHADER_VERSION(1,4))
4866 shader_glsl_write_mask_to_str(mask
, coord_mask
);
4867 shader_glsl_gen_sample_code(ins
, resource_idx
, &sample_function
, swizzle
, NULL
, NULL
, NULL
, NULL
,
4868 "T%u%s", resource_idx
, coord_mask
);
4872 struct glsl_src_param coord_param
;
4873 shader_glsl_add_src_param(ins
, &ins
->src
[0], mask
, &coord_param
);
4874 if (ins
->flags
& WINED3DSI_TEXLD_BIAS
)
4876 struct glsl_src_param bias
;
4877 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_3
, &bias
);
4878 shader_glsl_gen_sample_code(ins
, resource_idx
, &sample_function
, swizzle
, NULL
, NULL
, bias
.param_str
,
4879 NULL
, "%s", coord_param
.param_str
);
4881 shader_glsl_gen_sample_code(ins
, resource_idx
, &sample_function
, swizzle
, NULL
, NULL
, NULL
, NULL
,
4882 "%s", coord_param
.param_str
);
4885 shader_glsl_release_sample_function(ins
->ctx
, &sample_function
);
4888 static void shader_glsl_texldd(const struct wined3d_shader_instruction
*ins
)
4890 const struct wined3d_gl_info
*gl_info
= ins
->ctx
->gl_info
;
4891 struct glsl_src_param coord_param
, dx_param
, dy_param
;
4892 struct glsl_sample_function sample_function
;
4894 DWORD swizzle
= ins
->src
[1].swizzle
;
4896 if (!shader_glsl_has_core_grad(gl_info
, &ins
->ctx
->shader
->reg_maps
.shader_version
)
4897 && !gl_info
->supported
[ARB_SHADER_TEXTURE_LOD
])
4899 FIXME("texldd used, but not supported by hardware. Falling back to regular tex\n");
4900 shader_glsl_tex(ins
);
4904 sampler_idx
= ins
->src
[1].reg
.idx
[0].offset
;
4906 shader_glsl_get_sample_function(ins
->ctx
, sampler_idx
, sampler_idx
, WINED3D_GLSL_SAMPLE_GRAD
, &sample_function
);
4907 shader_glsl_add_src_param(ins
, &ins
->src
[0], sample_function
.coord_mask
, &coord_param
);
4908 shader_glsl_add_src_param(ins
, &ins
->src
[2], sample_function
.deriv_mask
, &dx_param
);
4909 shader_glsl_add_src_param(ins
, &ins
->src
[3], sample_function
.deriv_mask
, &dy_param
);
4911 shader_glsl_gen_sample_code(ins
, sampler_idx
, &sample_function
, swizzle
, dx_param
.param_str
, dy_param
.param_str
,
4912 NULL
, NULL
, "%s", coord_param
.param_str
);
4913 shader_glsl_release_sample_function(ins
->ctx
, &sample_function
);
4916 static void shader_glsl_texldl(const struct wined3d_shader_instruction
*ins
)
4918 const struct wined3d_shader_version
*shader_version
= &ins
->ctx
->reg_maps
->shader_version
;
4919 const struct wined3d_gl_info
*gl_info
= ins
->ctx
->gl_info
;
4920 struct glsl_src_param coord_param
, lod_param
;
4921 struct glsl_sample_function sample_function
;
4922 DWORD swizzle
= ins
->src
[1].swizzle
;
4925 sampler_idx
= ins
->src
[1].reg
.idx
[0].offset
;
4927 shader_glsl_get_sample_function(ins
->ctx
, sampler_idx
, sampler_idx
, WINED3D_GLSL_SAMPLE_LOD
, &sample_function
);
4928 shader_glsl_add_src_param(ins
, &ins
->src
[0], sample_function
.coord_mask
, &coord_param
);
4930 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_3
, &lod_param
);
4932 if (shader_version
->type
== WINED3D_SHADER_TYPE_PIXEL
&& !shader_glsl_has_core_grad(gl_info
, shader_version
)
4933 && !gl_info
->supported
[ARB_SHADER_TEXTURE_LOD
])
4935 /* Plain GLSL only supports Lod sampling functions in vertex shaders.
4936 * However, the NVIDIA drivers allow them in fragment shaders as well,
4937 * even without the appropriate extension. */
4938 WARN("Using %s in fragment shader.\n", sample_function
.name
->buffer
);
4940 shader_glsl_gen_sample_code(ins
, sampler_idx
, &sample_function
, swizzle
, NULL
, NULL
, lod_param
.param_str
, NULL
,
4941 "%s", coord_param
.param_str
);
4942 shader_glsl_release_sample_function(ins
->ctx
, &sample_function
);
4945 static unsigned int shader_glsl_find_sampler(const struct wined3d_shader_sampler_map
*sampler_map
,
4946 unsigned int resource_idx
, unsigned int sampler_idx
)
4948 struct wined3d_shader_sampler_map_entry
*entries
= sampler_map
->entries
;
4951 for (i
= 0; i
< sampler_map
->count
; ++i
)
4953 if (entries
[i
].resource_idx
== resource_idx
&& entries
[i
].sampler_idx
== sampler_idx
)
4954 return entries
[i
].bind_idx
;
4957 ERR("No GLSL sampler found for resource %u / sampler %u.\n", resource_idx
, sampler_idx
);
4962 static void shader_glsl_atomic(const struct wined3d_shader_instruction
*ins
)
4964 const BOOL is_imm_instruction
= WINED3DSIH_IMM_ATOMIC_AND
<= ins
->handler_idx
4965 && ins
->handler_idx
<= WINED3DSIH_IMM_ATOMIC_XOR
;
4966 const struct wined3d_shader_reg_maps
*reg_maps
= ins
->ctx
->reg_maps
;
4967 const struct wined3d_shader_version
*version
= ®_maps
->shader_version
;
4968 struct shader_glsl_ctx_priv
*priv
= ins
->ctx
->backend_data
;
4969 struct glsl_src_param structure_idx
, offset
, data
, data2
;
4970 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
4971 enum wined3d_shader_resource_type resource_type
;
4972 struct wined3d_string_buffer
*address
;
4973 enum wined3d_data_type data_type
;
4974 unsigned int uav_idx
, stride
;
4978 uav_idx
= ins
->dst
[is_imm_instruction
].reg
.idx
[0].offset
;
4979 resource_type
= reg_maps
->uav_resource_info
[uav_idx
].type
;
4980 if (resource_type
>= ARRAY_SIZE(resource_type_info
))
4982 ERR("Unexpected resource type %#x.\n", resource_type
);
4985 data_type
= reg_maps
->uav_resource_info
[uav_idx
].data_type
;
4986 coord_mask
= (1u << resource_type_info
[resource_type
].coord_size
) - 1;
4987 stride
= reg_maps
->uav_resource_info
[uav_idx
].stride
;
4989 switch (ins
->handler_idx
)
4991 case WINED3DSIH_ATOMIC_AND
:
4992 case WINED3DSIH_IMM_ATOMIC_AND
:
4993 op
= "imageAtomicAnd";
4995 case WINED3DSIH_ATOMIC_CMP_STORE
:
4996 case WINED3DSIH_IMM_ATOMIC_CMP_EXCH
:
4997 op
= "imageAtomicCompSwap";
4999 case WINED3DSIH_ATOMIC_IADD
:
5000 case WINED3DSIH_IMM_ATOMIC_IADD
:
5001 op
= "imageAtomicAdd";
5003 case WINED3DSIH_ATOMIC_IMAX
:
5004 case WINED3DSIH_IMM_ATOMIC_IMAX
:
5005 op
= "imageAtomicMax";
5006 if (data_type
!= WINED3D_DATA_INT
)
5008 FIXME("Unhandled opcode %#x for unsigned integers.\n", ins
->handler_idx
);
5012 case WINED3DSIH_ATOMIC_IMIN
:
5013 case WINED3DSIH_IMM_ATOMIC_IMIN
:
5014 op
= "imageAtomicMin";
5015 if (data_type
!= WINED3D_DATA_INT
)
5017 FIXME("Unhandled opcode %#x for unsigned integers.\n", ins
->handler_idx
);
5021 case WINED3DSIH_ATOMIC_OR
:
5022 case WINED3DSIH_IMM_ATOMIC_OR
:
5023 op
= "imageAtomicOr";
5025 case WINED3DSIH_ATOMIC_UMAX
:
5026 case WINED3DSIH_IMM_ATOMIC_UMAX
:
5027 op
= "imageAtomicMax";
5028 if (data_type
!= WINED3D_DATA_UINT
)
5030 FIXME("Unhandled opcode %#x for signed integers.\n", ins
->handler_idx
);
5034 case WINED3DSIH_ATOMIC_UMIN
:
5035 case WINED3DSIH_IMM_ATOMIC_UMIN
:
5036 op
= "imageAtomicMin";
5037 if (data_type
!= WINED3D_DATA_UINT
)
5039 FIXME("Unhandled opcode %#x for signed integers.\n", ins
->handler_idx
);
5043 case WINED3DSIH_ATOMIC_XOR
:
5044 case WINED3DSIH_IMM_ATOMIC_XOR
:
5045 op
= "imageAtomicXor";
5047 case WINED3DSIH_IMM_ATOMIC_EXCH
:
5048 op
= "imageAtomicExchange";
5051 ERR("Unhandled opcode %#x.\n", ins
->handler_idx
);
5055 address
= string_buffer_get(priv
->string_buffers
);
5058 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
, &structure_idx
);
5059 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_1
, &offset
);
5060 string_buffer_sprintf(address
, "%s * %u + %s / 4", structure_idx
.param_str
, stride
, offset
.param_str
);
5064 shader_glsl_add_src_param(ins
, &ins
->src
[0], coord_mask
, &offset
);
5065 string_buffer_sprintf(address
, "%s", offset
.param_str
);
5066 if (reg_maps
->uav_resource_info
[uav_idx
].flags
& WINED3D_VIEW_BUFFER_RAW
)
5067 shader_addline(address
, "/ 4");
5070 if (is_imm_instruction
)
5071 shader_glsl_append_dst_ext(ins
->ctx
->buffer
, ins
, &ins
->dst
[0], data_type
);
5073 shader_addline(buffer
, "%s(%s_image%u, %s, ",
5074 op
, shader_glsl_get_prefix(version
->type
), uav_idx
, address
->buffer
);
5076 shader_glsl_add_src_param_ext(ins
, &ins
->src
[1], WINED3DSP_WRITEMASK_0
, &data
, data_type
);
5077 shader_addline(buffer
, "%s", data
.param_str
);
5078 if (ins
->src_count
>= 3)
5080 shader_glsl_add_src_param_ext(ins
, &ins
->src
[2], WINED3DSP_WRITEMASK_0
, &data2
, data_type
);
5081 shader_addline(buffer
, ", %s", data2
.param_str
);
5084 if (is_imm_instruction
)
5085 shader_addline(buffer
, ")");
5086 shader_addline(buffer
, ");\n");
5088 string_buffer_release(priv
->string_buffers
, address
);
5091 static void shader_glsl_ld_uav(const struct wined3d_shader_instruction
*ins
)
5093 const struct wined3d_shader_reg_maps
*reg_maps
= ins
->ctx
->reg_maps
;
5094 const struct wined3d_shader_version
*version
= ®_maps
->shader_version
;
5095 enum wined3d_shader_resource_type resource_type
;
5096 struct glsl_src_param image_coord_param
;
5097 enum wined3d_data_type data_type
;
5098 DWORD coord_mask
, write_mask
;
5099 unsigned int uav_idx
;
5100 char dst_swizzle
[6];
5102 uav_idx
= ins
->src
[1].reg
.idx
[0].offset
;
5103 if (uav_idx
>= ARRAY_SIZE(reg_maps
->uav_resource_info
))
5105 ERR("Invalid UAV index %u.\n", uav_idx
);
5108 resource_type
= reg_maps
->uav_resource_info
[uav_idx
].type
;
5109 if (resource_type
>= ARRAY_SIZE(resource_type_info
))
5111 ERR("Unexpected resource type %#x.\n", resource_type
);
5112 resource_type
= WINED3D_SHADER_RESOURCE_TEXTURE_2D
;
5114 data_type
= reg_maps
->uav_resource_info
[uav_idx
].data_type
;
5115 coord_mask
= (1u << resource_type_info
[resource_type
].coord_size
) - 1;
5117 write_mask
= shader_glsl_append_dst_ext(ins
->ctx
->buffer
, ins
, &ins
->dst
[0], data_type
);
5118 shader_glsl_get_swizzle(&ins
->src
[1], FALSE
, write_mask
, dst_swizzle
);
5120 shader_glsl_add_src_param(ins
, &ins
->src
[0], coord_mask
, &image_coord_param
);
5121 shader_addline(ins
->ctx
->buffer
, "imageLoad(%s_image%u, %s)%s);\n",
5122 shader_glsl_get_prefix(version
->type
), uav_idx
, image_coord_param
.param_str
, dst_swizzle
);
5125 static void shader_glsl_ld_buffer(const struct wined3d_shader_instruction
*ins
)
5127 const char *prefix
= shader_glsl_get_prefix(ins
->ctx
->reg_maps
->shader_version
.type
);
5128 const struct wined3d_shader_src_param
*src
= &ins
->src
[ins
->src_count
- 1];
5129 unsigned int i
, swizzle
, resource_idx
, bind_idx
, stride
, src_idx
= 0;
5130 const struct wined3d_shader_reg_maps
*reg_maps
= ins
->ctx
->reg_maps
;
5131 struct shader_glsl_ctx_priv
*priv
= ins
->ctx
->backend_data
;
5132 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
5133 struct glsl_src_param structure_idx
, offset
;
5134 struct wined3d_string_buffer
*address
;
5135 struct wined3d_shader_dst_param dst
;
5136 const char *function
, *resource
;
5138 resource_idx
= src
->reg
.idx
[0].offset
;
5139 if (src
->reg
.type
== WINED3DSPR_RESOURCE
)
5141 if (resource_idx
>= ARRAY_SIZE(reg_maps
->resource_info
))
5143 ERR("Invalid resource index %u.\n", resource_idx
);
5146 stride
= reg_maps
->resource_info
[resource_idx
].stride
;
5147 bind_idx
= shader_glsl_find_sampler(®_maps
->sampler_map
, resource_idx
, WINED3D_SAMPLER_DEFAULT
);
5148 function
= "texelFetch";
5149 resource
= "sampler";
5153 if (resource_idx
>= ARRAY_SIZE(reg_maps
->uav_resource_info
))
5155 ERR("Invalid UAV index %u.\n", resource_idx
);
5158 stride
= reg_maps
->uav_resource_info
[resource_idx
].stride
;
5159 bind_idx
= resource_idx
;
5160 function
= "imageLoad";
5164 address
= string_buffer_get(priv
->string_buffers
);
5165 if (ins
->handler_idx
== WINED3DSIH_LD_STRUCTURED
)
5167 shader_glsl_add_src_param(ins
, &ins
->src
[src_idx
++], WINED3DSP_WRITEMASK_0
, &structure_idx
);
5168 shader_addline(address
, "%s * %u + ", structure_idx
.param_str
, stride
);
5170 shader_glsl_add_src_param(ins
, &ins
->src
[src_idx
++], WINED3DSP_WRITEMASK_0
, &offset
);
5171 shader_addline(address
, "%s / 4", offset
.param_str
);
5174 for (i
= 0; i
< 4; ++i
)
5176 dst
.write_mask
= ins
->dst
[0].write_mask
& (WINED3DSP_WRITEMASK_0
<< i
);
5177 if (!shader_glsl_append_dst_ext(ins
->ctx
->buffer
, ins
, &dst
, dst
.reg
.data_type
))
5180 swizzle
= shader_glsl_swizzle_get_component(src
->swizzle
, i
);
5181 shader_addline(buffer
, "%s(%s_%s%u, %s + %u).x);\n",
5182 function
, prefix
, resource
, bind_idx
, address
->buffer
, swizzle
);
5185 string_buffer_release(priv
->string_buffers
, address
);
5188 static void shader_glsl_store_uav(const struct wined3d_shader_instruction
*ins
)
5190 const struct wined3d_shader_reg_maps
*reg_maps
= ins
->ctx
->reg_maps
;
5191 const struct wined3d_shader_version
*version
= ®_maps
->shader_version
;
5192 struct glsl_src_param image_coord_param
, image_data_param
;
5193 enum wined3d_shader_resource_type resource_type
;
5194 enum wined3d_data_type data_type
;
5195 unsigned int uav_idx
;
5198 uav_idx
= ins
->dst
[0].reg
.idx
[0].offset
;
5199 if (uav_idx
>= ARRAY_SIZE(reg_maps
->uav_resource_info
))
5201 ERR("Invalid UAV index %u.\n", uav_idx
);
5204 resource_type
= reg_maps
->uav_resource_info
[uav_idx
].type
;
5205 if (resource_type
>= ARRAY_SIZE(resource_type_info
))
5207 ERR("Unexpected resource type %#x.\n", resource_type
);
5210 data_type
= reg_maps
->uav_resource_info
[uav_idx
].data_type
;
5211 coord_mask
= (1u << resource_type_info
[resource_type
].coord_size
) - 1;
5213 shader_glsl_add_src_param(ins
, &ins
->src
[0], coord_mask
, &image_coord_param
);
5214 shader_glsl_add_src_param_ext(ins
, &ins
->src
[1], WINED3DSP_WRITEMASK_ALL
, &image_data_param
, data_type
);
5215 shader_addline(ins
->ctx
->buffer
, "imageStore(%s_image%u, %s, %s);\n",
5216 shader_glsl_get_prefix(version
->type
), uav_idx
,
5217 image_coord_param
.param_str
, image_data_param
.param_str
);
5220 static void shader_glsl_store_buffer(const struct wined3d_shader_instruction
*ins
)
5222 const char *prefix
= shader_glsl_get_prefix(ins
->ctx
->reg_maps
->shader_version
.type
);
5223 const struct wined3d_shader_reg_maps
*reg_maps
= ins
->ctx
->reg_maps
;
5224 struct shader_glsl_ctx_priv
*priv
= ins
->ctx
->backend_data
;
5225 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
5226 struct glsl_src_param structure_idx
, offset
, data
;
5227 struct wined3d_string_buffer
*address
;
5228 unsigned int i
, uav_idx
, src_idx
= 0;
5231 uav_idx
= ins
->dst
[0].reg
.idx
[0].offset
;
5232 if (uav_idx
>= ARRAY_SIZE(reg_maps
->uav_resource_info
))
5234 ERR("Invalid UAV index %u.\n", uav_idx
);
5238 address
= string_buffer_get(priv
->string_buffers
);
5239 if (ins
->handler_idx
== WINED3DSIH_STORE_STRUCTURED
)
5241 shader_glsl_add_src_param(ins
, &ins
->src
[src_idx
++], WINED3DSP_WRITEMASK_0
, &structure_idx
);
5242 shader_addline(address
, "%s * %u + ", structure_idx
.param_str
,
5243 reg_maps
->uav_resource_info
[uav_idx
].stride
);
5245 shader_glsl_add_src_param(ins
, &ins
->src
[src_idx
++], WINED3DSP_WRITEMASK_0
, &offset
);
5246 shader_addline(address
, "%s / 4", offset
.param_str
);
5248 for (i
= 0; i
< 4; ++i
)
5250 if (!(write_mask
= ins
->dst
[0].write_mask
& (WINED3DSP_WRITEMASK_0
<< i
)))
5253 shader_glsl_add_src_param(ins
, &ins
->src
[src_idx
], write_mask
, &data
);
5255 shader_addline(buffer
, "imageStore(%s_image%u, %s + %u, uvec4(%s, 0, 0, 0));\n",
5256 prefix
, uav_idx
, address
->buffer
, i
, data
.param_str
);
5259 string_buffer_release(priv
->string_buffers
, address
);
5262 static void shader_glsl_resinfo(const struct wined3d_shader_instruction
*ins
)
5264 const struct wined3d_shader_version
*version
= &ins
->ctx
->reg_maps
->shader_version
;
5265 const struct wined3d_gl_info
*gl_info
= ins
->ctx
->gl_info
;
5266 enum wined3d_shader_resource_type resource_type
;
5267 enum wined3d_shader_register_type reg_type
;
5268 unsigned int resource_idx
, bind_idx
, i
;
5269 enum wined3d_data_type dst_data_type
;
5270 struct glsl_src_param lod_param
;
5271 char dst_swizzle
[6];
5274 dst_data_type
= ins
->dst
[0].reg
.data_type
;
5275 if (ins
->flags
== WINED3DSI_RESINFO_UINT
)
5276 dst_data_type
= WINED3D_DATA_UINT
;
5277 else if (ins
->flags
)
5278 FIXME("Unhandled flags %#x.\n", ins
->flags
);
5280 write_mask
= shader_glsl_append_dst_ext(ins
->ctx
->buffer
, ins
, &ins
->dst
[0], dst_data_type
);
5281 shader_glsl_get_swizzle(&ins
->src
[1], FALSE
, write_mask
, dst_swizzle
);
5283 reg_type
= ins
->src
[1].reg
.type
;
5284 resource_idx
= ins
->src
[1].reg
.idx
[0].offset
;
5285 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
, &lod_param
);
5286 if (reg_type
== WINED3DSPR_RESOURCE
)
5288 resource_type
= ins
->ctx
->reg_maps
->resource_info
[resource_idx
].type
;
5289 bind_idx
= shader_glsl_find_sampler(&ins
->ctx
->reg_maps
->sampler_map
,
5290 resource_idx
, WINED3D_SAMPLER_DEFAULT
);
5294 resource_type
= ins
->ctx
->reg_maps
->uav_resource_info
[resource_idx
].type
;
5295 bind_idx
= resource_idx
;
5298 if (resource_type
>= ARRAY_SIZE(resource_type_info
))
5300 ERR("Unexpected resource type %#x.\n", resource_type
);
5301 resource_type
= WINED3D_SHADER_RESOURCE_TEXTURE_2D
;
5304 if (dst_data_type
== WINED3D_DATA_UINT
)
5305 shader_addline(ins
->ctx
->buffer
, "uvec4(");
5307 shader_addline(ins
->ctx
->buffer
, "vec4(");
5309 if (reg_type
== WINED3DSPR_RESOURCE
)
5311 shader_addline(ins
->ctx
->buffer
, "textureSize(%s_sampler%u, %s), ",
5312 shader_glsl_get_prefix(version
->type
), bind_idx
, lod_param
.param_str
);
5314 for (i
= 0; i
< 3 - resource_type_info
[resource_type
].resinfo_size
; ++i
)
5315 shader_addline(ins
->ctx
->buffer
, "0, ");
5317 if (gl_info
->supported
[ARB_TEXTURE_QUERY_LEVELS
])
5319 shader_addline(ins
->ctx
->buffer
, "textureQueryLevels(%s_sampler%u)",
5320 shader_glsl_get_prefix(version
->type
), bind_idx
);
5324 FIXME("textureQueryLevels is not supported, returning 1 mipmap level.\n");
5325 shader_addline(ins
->ctx
->buffer
, "1");
5330 shader_addline(ins
->ctx
->buffer
, "imageSize(%s_image%u), ",
5331 shader_glsl_get_prefix(version
->type
), bind_idx
);
5333 for (i
= 0; i
< 3 - resource_type_info
[resource_type
].resinfo_size
; ++i
)
5334 shader_addline(ins
->ctx
->buffer
, "0, ");
5336 /* For UAVs the returned miplevel count is always 1. */
5337 shader_addline(ins
->ctx
->buffer
, "1");
5340 shader_addline(ins
->ctx
->buffer
, ")%s);\n", dst_swizzle
);
5343 /* FIXME: The current implementation does not handle multisample textures correctly. */
5344 static void shader_glsl_ld(const struct wined3d_shader_instruction
*ins
)
5346 const struct wined3d_shader_reg_maps
*reg_maps
= ins
->ctx
->reg_maps
;
5347 unsigned int resource_idx
, sampler_idx
, sampler_bind_idx
;
5348 struct glsl_src_param coord_param
, lod_param
;
5349 struct glsl_sample_function sample_function
;
5350 DWORD flags
= WINED3D_GLSL_SAMPLE_LOAD
;
5353 if (wined3d_shader_instruction_has_texel_offset(ins
))
5354 flags
|= WINED3D_GLSL_SAMPLE_OFFSET
;
5356 resource_idx
= ins
->src
[1].reg
.idx
[0].offset
;
5357 sampler_idx
= WINED3D_SAMPLER_DEFAULT
;
5359 if (resource_idx
>= ARRAY_SIZE(reg_maps
->resource_info
))
5361 ERR("Invalid resource index %u.\n", resource_idx
);
5364 has_lod_param
= reg_maps
->resource_info
[resource_idx
].type
!= WINED3D_SHADER_RESOURCE_BUFFER
;
5366 shader_glsl_get_sample_function(ins
->ctx
, resource_idx
, sampler_idx
, flags
, &sample_function
);
5367 shader_glsl_add_src_param(ins
, &ins
->src
[0], sample_function
.coord_mask
, &coord_param
);
5368 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_3
, &lod_param
);
5369 sampler_bind_idx
= shader_glsl_find_sampler(®_maps
->sampler_map
, resource_idx
, sampler_idx
);
5370 shader_glsl_gen_sample_code(ins
, sampler_bind_idx
, &sample_function
, ins
->src
[1].swizzle
,
5371 NULL
, NULL
, has_lod_param
? lod_param
.param_str
: NULL
, &ins
->texel_offset
,
5372 "%s", coord_param
.param_str
);
5373 shader_glsl_release_sample_function(ins
->ctx
, &sample_function
);
5376 static void shader_glsl_sample(const struct wined3d_shader_instruction
*ins
)
5378 const char *lod_param_str
= NULL
, *dx_param_str
= NULL
, *dy_param_str
= NULL
;
5379 struct glsl_src_param coord_param
, lod_param
, dx_param
, dy_param
;
5380 unsigned int resource_idx
, sampler_idx
, sampler_bind_idx
;
5381 struct glsl_sample_function sample_function
;
5384 if (ins
->handler_idx
== WINED3DSIH_SAMPLE_GRAD
)
5385 flags
|= WINED3D_GLSL_SAMPLE_GRAD
;
5386 if (ins
->handler_idx
== WINED3DSIH_SAMPLE_LOD
)
5387 flags
|= WINED3D_GLSL_SAMPLE_LOD
;
5388 if (wined3d_shader_instruction_has_texel_offset(ins
))
5389 flags
|= WINED3D_GLSL_SAMPLE_OFFSET
;
5391 resource_idx
= ins
->src
[1].reg
.idx
[0].offset
;
5392 sampler_idx
= ins
->src
[2].reg
.idx
[0].offset
;
5394 shader_glsl_get_sample_function(ins
->ctx
, resource_idx
, sampler_idx
, flags
, &sample_function
);
5395 shader_glsl_add_src_param(ins
, &ins
->src
[0], sample_function
.coord_mask
, &coord_param
);
5397 switch (ins
->handler_idx
)
5399 case WINED3DSIH_SAMPLE
:
5401 case WINED3DSIH_SAMPLE_B
:
5402 shader_glsl_add_src_param(ins
, &ins
->src
[3], WINED3DSP_WRITEMASK_0
, &lod_param
);
5403 lod_param_str
= lod_param
.param_str
;
5405 case WINED3DSIH_SAMPLE_GRAD
:
5406 shader_glsl_add_src_param(ins
, &ins
->src
[3], sample_function
.deriv_mask
, &dx_param
);
5407 shader_glsl_add_src_param(ins
, &ins
->src
[4], sample_function
.deriv_mask
, &dy_param
);
5408 dx_param_str
= dx_param
.param_str
;
5409 dy_param_str
= dy_param
.param_str
;
5411 case WINED3DSIH_SAMPLE_LOD
:
5412 shader_glsl_add_src_param(ins
, &ins
->src
[3], WINED3DSP_WRITEMASK_0
, &lod_param
);
5413 lod_param_str
= lod_param
.param_str
;
5416 ERR("Unhandled opcode %s.\n", debug_d3dshaderinstructionhandler(ins
->handler_idx
));
5420 sampler_bind_idx
= shader_glsl_find_sampler(&ins
->ctx
->reg_maps
->sampler_map
, resource_idx
, sampler_idx
);
5421 shader_glsl_gen_sample_code(ins
, sampler_bind_idx
, &sample_function
, ins
->src
[1].swizzle
,
5422 dx_param_str
, dy_param_str
, lod_param_str
, &ins
->texel_offset
, "%s", coord_param
.param_str
);
5423 shader_glsl_release_sample_function(ins
->ctx
, &sample_function
);
5426 static void shader_glsl_sample_c(const struct wined3d_shader_instruction
*ins
)
5428 unsigned int resource_idx
, sampler_idx
, sampler_bind_idx
;
5429 struct glsl_src_param coord_param
, compare_param
;
5430 struct glsl_sample_function sample_function
;
5431 const char *lod_param
= NULL
;
5435 if (ins
->handler_idx
== WINED3DSIH_SAMPLE_C_LZ
)
5438 flags
|= WINED3D_GLSL_SAMPLE_LOD
;
5441 if (wined3d_shader_instruction_has_texel_offset(ins
))
5442 flags
|= WINED3D_GLSL_SAMPLE_OFFSET
;
5444 resource_idx
= ins
->src
[1].reg
.idx
[0].offset
;
5445 sampler_idx
= ins
->src
[2].reg
.idx
[0].offset
;
5447 shader_glsl_get_sample_function(ins
->ctx
, resource_idx
, sampler_idx
, flags
, &sample_function
);
5448 coord_size
= shader_glsl_get_write_mask_size(sample_function
.coord_mask
);
5449 shader_glsl_add_src_param(ins
, &ins
->src
[0], sample_function
.coord_mask
>> 1, &coord_param
);
5450 shader_glsl_add_src_param(ins
, &ins
->src
[3], WINED3DSP_WRITEMASK_0
, &compare_param
);
5451 sampler_bind_idx
= shader_glsl_find_sampler(&ins
->ctx
->reg_maps
->sampler_map
, resource_idx
, sampler_idx
);
5452 shader_glsl_gen_sample_code(ins
, sampler_bind_idx
, &sample_function
, WINED3DSP_NOSWIZZLE
,
5453 NULL
, NULL
, lod_param
, &ins
->texel_offset
, "vec%u(%s, %s)",
5454 coord_size
, coord_param
.param_str
, compare_param
.param_str
);
5455 shader_glsl_release_sample_function(ins
->ctx
, &sample_function
);
5458 static void shader_glsl_texcoord(const struct wined3d_shader_instruction
*ins
)
5460 /* FIXME: Make this work for more than just 2D textures */
5461 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
5462 DWORD write_mask
= shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
5464 if (!(ins
->ctx
->reg_maps
->shader_version
.major
== 1 && ins
->ctx
->reg_maps
->shader_version
.minor
== 4))
5468 shader_glsl_get_write_mask(&ins
->dst
[0], dst_mask
);
5469 shader_addline(buffer
, "clamp(ffp_texcoord[%u], 0.0, 1.0)%s);\n",
5470 ins
->dst
[0].reg
.idx
[0].offset
, dst_mask
);
5474 enum wined3d_shader_src_modifier src_mod
= ins
->src
[0].modifiers
;
5475 DWORD reg
= ins
->src
[0].reg
.idx
[0].offset
;
5476 char dst_swizzle
[6];
5478 shader_glsl_get_swizzle(&ins
->src
[0], FALSE
, write_mask
, dst_swizzle
);
5480 if (src_mod
== WINED3DSPSM_DZ
|| src_mod
== WINED3DSPSM_DW
)
5482 unsigned int mask_size
= shader_glsl_get_write_mask_size(write_mask
);
5483 struct glsl_src_param div_param
;
5484 DWORD src_writemask
= src_mod
== WINED3DSPSM_DZ
? WINED3DSP_WRITEMASK_2
: WINED3DSP_WRITEMASK_3
;
5486 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_writemask
, &div_param
);
5489 shader_addline(buffer
, "ffp_texcoord[%u]%s / vec%d(%s));\n", reg
, dst_swizzle
, mask_size
, div_param
.param_str
);
5491 shader_addline(buffer
, "ffp_texcoord[%u]%s / %s);\n", reg
, dst_swizzle
, div_param
.param_str
);
5495 shader_addline(buffer
, "ffp_texcoord[%u]%s);\n", reg
, dst_swizzle
);
5500 /** Process the WINED3DSIO_TEXDP3TEX instruction in GLSL:
5501 * Take a 3-component dot product of the TexCoord[dstreg] and src,
5502 * then perform a 1D texture lookup from stage dstregnum, place into dst. */
5503 static void shader_glsl_texdp3tex(const struct wined3d_shader_instruction
*ins
)
5505 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
5506 DWORD sampler_idx
= ins
->dst
[0].reg
.idx
[0].offset
;
5507 struct glsl_sample_function sample_function
;
5508 struct glsl_src_param src0_param
;
5511 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_mask
, &src0_param
);
5513 /* Do I have to take care about the projected bit? I don't think so, since the dp3 returns only one
5514 * scalar, and projected sampling would require 4.
5516 * It is a dependent read - not valid with conditional NP2 textures
5518 shader_glsl_get_sample_function(ins
->ctx
, sampler_idx
, sampler_idx
, 0, &sample_function
);
5519 mask_size
= shader_glsl_get_write_mask_size(sample_function
.coord_mask
);
5524 shader_glsl_gen_sample_code(ins
, sampler_idx
, &sample_function
, WINED3DSP_NOSWIZZLE
, NULL
, NULL
, NULL
,
5525 NULL
, "dot(ffp_texcoord[%u].xyz, %s)", sampler_idx
, src0_param
.param_str
);
5529 shader_glsl_gen_sample_code(ins
, sampler_idx
, &sample_function
, WINED3DSP_NOSWIZZLE
, NULL
, NULL
, NULL
,
5530 NULL
, "vec2(dot(ffp_texcoord[%u].xyz, %s), 0.0)", sampler_idx
, src0_param
.param_str
);
5534 shader_glsl_gen_sample_code(ins
, sampler_idx
, &sample_function
, WINED3DSP_NOSWIZZLE
, NULL
, NULL
, NULL
,
5535 NULL
, "vec3(dot(ffp_texcoord[%u].xyz, %s), 0.0, 0.0)", sampler_idx
, src0_param
.param_str
);
5539 FIXME("Unexpected mask size %u\n", mask_size
);
5542 shader_glsl_release_sample_function(ins
->ctx
, &sample_function
);
5545 /** Process the WINED3DSIO_TEXDP3 instruction in GLSL:
5546 * Take a 3-component dot product of the TexCoord[dstreg] and src. */
5547 static void shader_glsl_texdp3(const struct wined3d_shader_instruction
*ins
)
5549 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
5550 DWORD dstreg
= ins
->dst
[0].reg
.idx
[0].offset
;
5551 struct glsl_src_param src0_param
;
5553 unsigned int mask_size
;
5555 dst_mask
= shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
5556 mask_size
= shader_glsl_get_write_mask_size(dst_mask
);
5557 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_mask
, &src0_param
);
5559 if (mask_size
> 1) {
5560 shader_addline(ins
->ctx
->buffer
, "vec%d(dot(T%u.xyz, %s)));\n", mask_size
, dstreg
, src0_param
.param_str
);
5562 shader_addline(ins
->ctx
->buffer
, "dot(T%u.xyz, %s));\n", dstreg
, src0_param
.param_str
);
5566 /** Process the WINED3DSIO_TEXDEPTH instruction in GLSL:
5567 * Calculate the depth as dst.x / dst.y */
5568 static void shader_glsl_texdepth(const struct wined3d_shader_instruction
*ins
)
5570 struct glsl_dst_param dst_param
;
5572 shader_glsl_add_dst_param(ins
, &ins
->dst
[0], &dst_param
);
5574 /* Tests show that texdepth never returns anything below 0.0, and that r5.y is clamped to 1.0.
5575 * Negative input is accepted, -0.25 / -0.5 returns 0.5. GL should clamp gl_FragDepth to [0;1], but
5576 * this doesn't always work, so clamp the results manually. Whether or not the x value is clamped at 1
5577 * too is irrelevant, since if x = 0, any y value < 1.0 (and > 1.0 is not allowed) results in a result
5580 shader_addline(ins
->ctx
->buffer
, "gl_FragDepth = clamp((%s.x / min(%s.y, 1.0)), 0.0, 1.0);\n",
5581 dst_param
.reg_name
, dst_param
.reg_name
);
5584 /** Process the WINED3DSIO_TEXM3X2DEPTH instruction in GLSL:
5585 * Last row of a 3x2 matrix multiply, use the result to calculate the depth:
5586 * Calculate tmp0.y = TexCoord[dstreg] . src.xyz; (tmp0.x has already been calculated)
5587 * depth = (tmp0.y == 0.0) ? 1.0 : tmp0.x / tmp0.y
5589 static void shader_glsl_texm3x2depth(const struct wined3d_shader_instruction
*ins
)
5591 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
5592 DWORD dstreg
= ins
->dst
[0].reg
.idx
[0].offset
;
5593 struct glsl_src_param src0_param
;
5595 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_mask
, &src0_param
);
5597 shader_addline(ins
->ctx
->buffer
, "tmp0.y = dot(T%u.xyz, %s);\n", dstreg
, src0_param
.param_str
);
5598 shader_addline(ins
->ctx
->buffer
, "gl_FragDepth = (tmp0.y == 0.0) ? 1.0 : clamp(tmp0.x / tmp0.y, 0.0, 1.0);\n");
5601 /** Process the WINED3DSIO_TEXM3X2PAD instruction in GLSL
5602 * Calculate the 1st of a 2-row matrix multiplication. */
5603 static void shader_glsl_texm3x2pad(const struct wined3d_shader_instruction
*ins
)
5605 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
5606 DWORD reg
= ins
->dst
[0].reg
.idx
[0].offset
;
5607 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
5608 struct glsl_src_param src0_param
;
5610 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_mask
, &src0_param
);
5611 shader_addline(buffer
, "tmp0.x = dot(T%u.xyz, %s);\n", reg
, src0_param
.param_str
);
5614 /** Process the WINED3DSIO_TEXM3X3PAD instruction in GLSL
5615 * Calculate the 1st or 2nd row of a 3-row matrix multiplication. */
5616 static void shader_glsl_texm3x3pad(const struct wined3d_shader_instruction
*ins
)
5618 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
5619 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
5620 struct wined3d_shader_tex_mx
*tex_mx
= ins
->ctx
->tex_mx
;
5621 DWORD reg
= ins
->dst
[0].reg
.idx
[0].offset
;
5622 struct glsl_src_param src0_param
;
5624 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_mask
, &src0_param
);
5625 shader_addline(buffer
, "tmp0.%c = dot(T%u.xyz, %s);\n", 'x' + tex_mx
->current_row
, reg
, src0_param
.param_str
);
5626 tex_mx
->texcoord_w
[tex_mx
->current_row
++] = reg
;
5629 static void shader_glsl_texm3x2tex(const struct wined3d_shader_instruction
*ins
)
5631 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
5632 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
5633 struct glsl_sample_function sample_function
;
5634 DWORD reg
= ins
->dst
[0].reg
.idx
[0].offset
;
5635 struct glsl_src_param src0_param
;
5637 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_mask
, &src0_param
);
5638 shader_addline(buffer
, "tmp0.y = dot(T%u.xyz, %s);\n", reg
, src0_param
.param_str
);
5640 shader_glsl_get_sample_function(ins
->ctx
, reg
, reg
, 0, &sample_function
);
5642 /* Sample the texture using the calculated coordinates */
5643 shader_glsl_gen_sample_code(ins
, reg
, &sample_function
, WINED3DSP_NOSWIZZLE
, NULL
, NULL
, NULL
, NULL
, "tmp0.xy");
5644 shader_glsl_release_sample_function(ins
->ctx
, &sample_function
);
5647 /** Process the WINED3DSIO_TEXM3X3TEX instruction in GLSL
5648 * Perform the 3rd row of a 3x3 matrix multiply, then sample the texture using the calculated coordinates */
5649 static void shader_glsl_texm3x3tex(const struct wined3d_shader_instruction
*ins
)
5651 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
5652 struct wined3d_shader_tex_mx
*tex_mx
= ins
->ctx
->tex_mx
;
5653 struct glsl_sample_function sample_function
;
5654 DWORD reg
= ins
->dst
[0].reg
.idx
[0].offset
;
5655 struct glsl_src_param src0_param
;
5657 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_mask
, &src0_param
);
5658 shader_addline(ins
->ctx
->buffer
, "tmp0.z = dot(T%u.xyz, %s);\n", reg
, src0_param
.param_str
);
5660 /* Dependent read, not valid with conditional NP2 */
5661 shader_glsl_get_sample_function(ins
->ctx
, reg
, reg
, 0, &sample_function
);
5663 /* Sample the texture using the calculated coordinates */
5664 shader_glsl_gen_sample_code(ins
, reg
, &sample_function
, WINED3DSP_NOSWIZZLE
, NULL
, NULL
, NULL
, NULL
, "tmp0.xyz");
5665 shader_glsl_release_sample_function(ins
->ctx
, &sample_function
);
5667 tex_mx
->current_row
= 0;
5670 /** Process the WINED3DSIO_TEXM3X3 instruction in GLSL
5671 * Perform the 3rd row of a 3x3 matrix multiply */
5672 static void shader_glsl_texm3x3(const struct wined3d_shader_instruction
*ins
)
5674 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
5675 struct wined3d_shader_tex_mx
*tex_mx
= ins
->ctx
->tex_mx
;
5676 DWORD reg
= ins
->dst
[0].reg
.idx
[0].offset
;
5677 struct glsl_src_param src0_param
;
5680 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_mask
, &src0_param
);
5682 shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
5683 shader_glsl_get_write_mask(&ins
->dst
[0], dst_mask
);
5684 shader_addline(ins
->ctx
->buffer
, "vec4(tmp0.xy, dot(T%u.xyz, %s), 1.0)%s);\n", reg
, src0_param
.param_str
, dst_mask
);
5686 tex_mx
->current_row
= 0;
5689 /* Process the WINED3DSIO_TEXM3X3SPEC instruction in GLSL
5690 * Perform the final texture lookup based on the previous 2 3x3 matrix multiplies */
5691 static void shader_glsl_texm3x3spec(const struct wined3d_shader_instruction
*ins
)
5693 struct glsl_src_param src0_param
;
5694 struct glsl_src_param src1_param
;
5695 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
5696 struct wined3d_shader_tex_mx
*tex_mx
= ins
->ctx
->tex_mx
;
5697 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
5698 struct glsl_sample_function sample_function
;
5699 DWORD reg
= ins
->dst
[0].reg
.idx
[0].offset
;
5702 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_mask
, &src0_param
);
5703 shader_glsl_add_src_param(ins
, &ins
->src
[1], src_mask
, &src1_param
);
5705 /* Perform the last matrix multiply operation */
5706 shader_addline(buffer
, "tmp0.z = dot(T%u.xyz, %s);\n", reg
, src0_param
.param_str
);
5707 /* Reflection calculation */
5708 shader_addline(buffer
, "tmp0.xyz = -reflect((%s), normalize(tmp0.xyz));\n", src1_param
.param_str
);
5710 /* Dependent read, not valid with conditional NP2 */
5711 shader_glsl_get_sample_function(ins
->ctx
, reg
, reg
, 0, &sample_function
);
5712 shader_glsl_write_mask_to_str(sample_function
.coord_mask
, coord_mask
);
5714 /* Sample the texture */
5715 shader_glsl_gen_sample_code(ins
, reg
, &sample_function
, WINED3DSP_NOSWIZZLE
,
5716 NULL
, NULL
, NULL
, NULL
, "tmp0%s", coord_mask
);
5717 shader_glsl_release_sample_function(ins
->ctx
, &sample_function
);
5719 tex_mx
->current_row
= 0;
5722 /* Process the WINED3DSIO_TEXM3X3VSPEC instruction in GLSL
5723 * Perform the final texture lookup based on the previous 2 3x3 matrix multiplies */
5724 static void shader_glsl_texm3x3vspec(const struct wined3d_shader_instruction
*ins
)
5726 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
5727 struct wined3d_shader_tex_mx
*tex_mx
= ins
->ctx
->tex_mx
;
5728 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
5729 struct glsl_sample_function sample_function
;
5730 DWORD reg
= ins
->dst
[0].reg
.idx
[0].offset
;
5731 struct glsl_src_param src0_param
;
5734 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_mask
, &src0_param
);
5736 /* Perform the last matrix multiply operation */
5737 shader_addline(buffer
, "tmp0.z = dot(vec3(T%u), vec3(%s));\n", reg
, src0_param
.param_str
);
5739 /* Construct the eye-ray vector from w coordinates */
5740 shader_addline(buffer
, "tmp1.xyz = normalize(vec3(ffp_texcoord[%u].w, ffp_texcoord[%u].w, ffp_texcoord[%u].w));\n",
5741 tex_mx
->texcoord_w
[0], tex_mx
->texcoord_w
[1], reg
);
5742 shader_addline(buffer
, "tmp0.xyz = -reflect(tmp1.xyz, normalize(tmp0.xyz));\n");
5744 /* Dependent read, not valid with conditional NP2 */
5745 shader_glsl_get_sample_function(ins
->ctx
, reg
, reg
, 0, &sample_function
);
5746 shader_glsl_write_mask_to_str(sample_function
.coord_mask
, coord_mask
);
5748 /* Sample the texture using the calculated coordinates */
5749 shader_glsl_gen_sample_code(ins
, reg
, &sample_function
, WINED3DSP_NOSWIZZLE
,
5750 NULL
, NULL
, NULL
, NULL
, "tmp0%s", coord_mask
);
5751 shader_glsl_release_sample_function(ins
->ctx
, &sample_function
);
5753 tex_mx
->current_row
= 0;
5756 /** Process the WINED3DSIO_TEXBEM instruction in GLSL.
5757 * Apply a fake bump map transform.
5758 * texbem is pshader <= 1.3 only, this saves a few version checks
5760 static void shader_glsl_texbem(const struct wined3d_shader_instruction
*ins
)
5762 const struct shader_glsl_ctx_priv
*priv
= ins
->ctx
->backend_data
;
5763 struct glsl_sample_function sample_function
;
5764 struct glsl_src_param coord_param
;
5770 sampler_idx
= ins
->dst
[0].reg
.idx
[0].offset
;
5771 flags
= (priv
->cur_ps_args
->tex_transform
>> sampler_idx
* WINED3D_PSARGS_TEXTRANSFORM_SHIFT
)
5772 & WINED3D_PSARGS_TEXTRANSFORM_MASK
;
5774 /* Dependent read, not valid with conditional NP2 */
5775 shader_glsl_get_sample_function(ins
->ctx
, sampler_idx
, sampler_idx
, 0, &sample_function
);
5776 mask
= sample_function
.coord_mask
;
5778 shader_glsl_write_mask_to_str(mask
, coord_mask
);
5780 /* With projected textures, texbem only divides the static texture coord,
5781 * not the displacement, so we can't let GL handle this. */
5782 if (flags
& WINED3D_PSARGS_PROJECTED
)
5785 char coord_div_mask
[3];
5786 switch (flags
& ~WINED3D_PSARGS_PROJECTED
)
5788 case WINED3D_TTFF_COUNT1
:
5789 FIXME("WINED3D_TTFF_PROJECTED with WINED3D_TTFF_COUNT1?\n");
5791 case WINED3D_TTFF_COUNT2
:
5792 div_mask
= WINED3DSP_WRITEMASK_1
;
5794 case WINED3D_TTFF_COUNT3
:
5795 div_mask
= WINED3DSP_WRITEMASK_2
;
5797 case WINED3D_TTFF_COUNT4
:
5798 case WINED3D_TTFF_DISABLE
:
5799 div_mask
= WINED3DSP_WRITEMASK_3
;
5802 shader_glsl_write_mask_to_str(div_mask
, coord_div_mask
);
5803 shader_addline(ins
->ctx
->buffer
, "T%u%s /= T%u%s;\n", sampler_idx
, coord_mask
, sampler_idx
, coord_div_mask
);
5806 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
, &coord_param
);
5808 shader_glsl_gen_sample_code(ins
, sampler_idx
, &sample_function
, WINED3DSP_NOSWIZZLE
, NULL
, NULL
, NULL
, NULL
,
5809 "T%u%s + vec4(bumpenv_mat%u * %s, 0.0, 0.0)%s", sampler_idx
, coord_mask
, sampler_idx
,
5810 coord_param
.param_str
, coord_mask
);
5812 if (ins
->handler_idx
== WINED3DSIH_TEXBEML
)
5814 struct glsl_src_param luminance_param
;
5815 struct glsl_dst_param dst_param
;
5817 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_2
, &luminance_param
);
5818 shader_glsl_add_dst_param(ins
, &ins
->dst
[0], &dst_param
);
5820 shader_addline(ins
->ctx
->buffer
, "%s%s *= (%s * bumpenv_lum_scale%u + bumpenv_lum_offset%u);\n",
5821 dst_param
.reg_name
, dst_param
.mask_str
,
5822 luminance_param
.param_str
, sampler_idx
, sampler_idx
);
5824 shader_glsl_release_sample_function(ins
->ctx
, &sample_function
);
5827 static void shader_glsl_bem(const struct wined3d_shader_instruction
*ins
)
5829 DWORD sampler_idx
= ins
->dst
[0].reg
.idx
[0].offset
;
5830 struct glsl_src_param src0_param
, src1_param
;
5832 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
, &src0_param
);
5833 shader_glsl_add_src_param(ins
, &ins
->src
[1], WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
, &src1_param
);
5835 shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
5836 shader_addline(ins
->ctx
->buffer
, "%s + bumpenv_mat%u * %s);\n",
5837 src0_param
.param_str
, sampler_idx
, src1_param
.param_str
);
5840 /** Process the WINED3DSIO_TEXREG2AR instruction in GLSL
5841 * Sample 2D texture at dst using the alpha & red (wx) components of src as texture coordinates */
5842 static void shader_glsl_texreg2ar(const struct wined3d_shader_instruction
*ins
)
5844 DWORD sampler_idx
= ins
->dst
[0].reg
.idx
[0].offset
;
5845 struct glsl_sample_function sample_function
;
5846 struct glsl_src_param src0_param
;
5848 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_ALL
, &src0_param
);
5850 shader_glsl_get_sample_function(ins
->ctx
, sampler_idx
, sampler_idx
, 0, &sample_function
);
5851 shader_glsl_gen_sample_code(ins
, sampler_idx
, &sample_function
, WINED3DSP_NOSWIZZLE
, NULL
, NULL
, NULL
, NULL
,
5852 "%s.wx", src0_param
.reg_name
);
5853 shader_glsl_release_sample_function(ins
->ctx
, &sample_function
);
5856 /** Process the WINED3DSIO_TEXREG2GB instruction in GLSL
5857 * Sample 2D texture at dst using the green & blue (yz) components of src as texture coordinates */
5858 static void shader_glsl_texreg2gb(const struct wined3d_shader_instruction
*ins
)
5860 DWORD sampler_idx
= ins
->dst
[0].reg
.idx
[0].offset
;
5861 struct glsl_sample_function sample_function
;
5862 struct glsl_src_param src0_param
;
5864 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_ALL
, &src0_param
);
5866 shader_glsl_get_sample_function(ins
->ctx
, sampler_idx
, sampler_idx
, 0, &sample_function
);
5867 shader_glsl_gen_sample_code(ins
, sampler_idx
, &sample_function
, WINED3DSP_NOSWIZZLE
, NULL
, NULL
, NULL
, NULL
,
5868 "%s.yz", src0_param
.reg_name
);
5869 shader_glsl_release_sample_function(ins
->ctx
, &sample_function
);
5872 /** Process the WINED3DSIO_TEXREG2RGB instruction in GLSL
5873 * Sample texture at dst using the rgb (xyz) components of src as texture coordinates */
5874 static void shader_glsl_texreg2rgb(const struct wined3d_shader_instruction
*ins
)
5876 DWORD sampler_idx
= ins
->dst
[0].reg
.idx
[0].offset
;
5877 struct glsl_sample_function sample_function
;
5878 struct glsl_src_param src0_param
;
5880 /* Dependent read, not valid with conditional NP2 */
5881 shader_glsl_get_sample_function(ins
->ctx
, sampler_idx
, sampler_idx
, 0, &sample_function
);
5882 shader_glsl_add_src_param(ins
, &ins
->src
[0], sample_function
.coord_mask
, &src0_param
);
5884 shader_glsl_gen_sample_code(ins
, sampler_idx
, &sample_function
, WINED3DSP_NOSWIZZLE
, NULL
, NULL
, NULL
, NULL
,
5885 "%s", src0_param
.param_str
);
5886 shader_glsl_release_sample_function(ins
->ctx
, &sample_function
);
5889 /** Process the WINED3DSIO_TEXKILL instruction in GLSL.
5890 * If any of the first 3 components are < 0, discard this pixel */
5891 static void shader_glsl_texkill(const struct wined3d_shader_instruction
*ins
)
5893 if (ins
->ctx
->reg_maps
->shader_version
.major
>= 4)
5895 struct glsl_src_param src_param
;
5897 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
, &src_param
);
5898 shader_addline(ins
->ctx
->buffer
, "if (bool(%s)) discard;\n", src_param
.param_str
);
5902 struct glsl_dst_param dst_param
;
5904 /* The argument is a destination parameter, and no writemasks are allowed */
5905 shader_glsl_add_dst_param(ins
, &ins
->dst
[0], &dst_param
);
5907 /* 2.0 shaders compare all 4 components in texkill. */
5908 if (ins
->ctx
->reg_maps
->shader_version
.major
>= 2)
5909 shader_addline(ins
->ctx
->buffer
, "if (any(lessThan(%s.xyzw, vec4(0.0)))) discard;\n", dst_param
.reg_name
);
5910 /* 1.x shaders only compare the first 3 components, probably due to
5911 * the nature of the texkill instruction as a tex* instruction, and
5912 * phase, which kills all .w components. Even if all 4 components are
5913 * defined, only the first 3 are used. */
5915 shader_addline(ins
->ctx
->buffer
, "if (any(lessThan(%s.xyz, vec3(0.0)))) discard;\n", dst_param
.reg_name
);
5919 /** Process the WINED3DSIO_DP2ADD instruction in GLSL.
5920 * dst = dot2(src0, src1) + src2 */
5921 static void shader_glsl_dp2add(const struct wined3d_shader_instruction
*ins
)
5923 struct glsl_src_param src0_param
;
5924 struct glsl_src_param src1_param
;
5925 struct glsl_src_param src2_param
;
5927 unsigned int mask_size
;
5929 write_mask
= shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
5930 mask_size
= shader_glsl_get_write_mask_size(write_mask
);
5932 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
, &src0_param
);
5933 shader_glsl_add_src_param(ins
, &ins
->src
[1], WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
, &src1_param
);
5934 shader_glsl_add_src_param(ins
, &ins
->src
[2], WINED3DSP_WRITEMASK_0
, &src2_param
);
5936 if (mask_size
> 1) {
5937 shader_addline(ins
->ctx
->buffer
, "vec%d(dot(%s, %s) + %s));\n",
5938 mask_size
, src0_param
.param_str
, src1_param
.param_str
, src2_param
.param_str
);
5940 shader_addline(ins
->ctx
->buffer
, "dot(%s, %s) + %s);\n",
5941 src0_param
.param_str
, src1_param
.param_str
, src2_param
.param_str
);
5945 static void shader_glsl_input_pack(const struct wined3d_shader
*shader
, struct wined3d_string_buffer
*buffer
,
5946 const struct wined3d_shader_signature
*input_signature
,
5947 const struct wined3d_shader_reg_maps
*reg_maps
,
5948 const struct ps_compile_args
*args
, const struct wined3d_gl_info
*gl_info
)
5952 for (i
= 0; i
< input_signature
->element_count
; ++i
)
5954 const struct wined3d_shader_signature_element
*input
= &input_signature
->elements
[i
];
5955 const char *semantic_name
;
5960 if (!(reg_maps
->input_registers
& (1u << input
->register_idx
)))
5963 semantic_name
= input
->semantic_name
;
5964 semantic_idx
= input
->semantic_idx
;
5965 shader_glsl_write_mask_to_str(input
->mask
, reg_mask
);
5967 if (args
->vp_mode
== vertexshader
)
5969 if (input
->sysval_semantic
== WINED3D_SV_POSITION
&& !semantic_idx
)
5971 shader_addline(buffer
, "ps_in[%u]%s = vpos%s;\n",
5972 shader
->u
.ps
.input_reg_map
[input
->register_idx
], reg_mask
, reg_mask
);
5974 else if (args
->pointsprite
&& shader_match_semantic(semantic_name
, WINED3D_DECL_USAGE_TEXCOORD
))
5976 shader_addline(buffer
, "ps_in[%u] = vec4(gl_PointCoord.xy, 0.0, 0.0);\n", input
->register_idx
);
5978 else if (input
->sysval_semantic
== WINED3D_SV_IS_FRONT_FACE
)
5980 shader_addline(buffer
, "ps_in[%u] = vec4("
5981 "uintBitsToFloat(gl_FrontFacing ? 0xffffffffu : 0u), 0.0, 0.0, 0.0);\n",
5982 input
->register_idx
);
5986 if (input
->sysval_semantic
)
5987 FIXME("Unhandled sysval semantic %#x.\n", input
->sysval_semantic
);
5988 shader_addline(buffer
, "ps_in[%u]%s = ps_link[%u]%s;\n",
5989 shader
->u
.ps
.input_reg_map
[input
->register_idx
], reg_mask
,
5990 shader
->u
.ps
.input_reg_map
[input
->register_idx
], reg_mask
);
5993 else if (shader_match_semantic(semantic_name
, WINED3D_DECL_USAGE_TEXCOORD
))
5995 if (args
->pointsprite
)
5996 shader_addline(buffer
, "ps_in[%u] = vec4(gl_PointCoord.xy, 0.0, 0.0);\n",
5997 shader
->u
.ps
.input_reg_map
[input
->register_idx
]);
5998 else if (args
->vp_mode
== pretransformed
&& args
->texcoords_initialized
& (1u << semantic_idx
))
5999 shader_addline(buffer
, "ps_in[%u]%s = %s[%u]%s;\n",
6000 shader
->u
.ps
.input_reg_map
[input
->register_idx
], reg_mask
,
6001 gl_info
->supported
[WINED3D_GL_LEGACY_CONTEXT
]
6002 ? "gl_TexCoord" : "ffp_varying_texcoord", semantic_idx
, reg_mask
);
6004 shader_addline(buffer
, "ps_in[%u]%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
6005 shader
->u
.ps
.input_reg_map
[input
->register_idx
], reg_mask
, reg_mask
);
6007 else if (shader_match_semantic(semantic_name
, WINED3D_DECL_USAGE_COLOR
))
6010 shader_addline(buffer
, "ps_in[%u]%s = vec4(ffp_varying_diffuse)%s;\n",
6011 shader
->u
.ps
.input_reg_map
[input
->register_idx
], reg_mask
, reg_mask
);
6012 else if (semantic_idx
== 1)
6013 shader_addline(buffer
, "ps_in[%u]%s = vec4(ffp_varying_specular)%s;\n",
6014 shader
->u
.ps
.input_reg_map
[input
->register_idx
], reg_mask
, reg_mask
);
6016 shader_addline(buffer
, "ps_in[%u]%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
6017 shader
->u
.ps
.input_reg_map
[input
->register_idx
], reg_mask
, reg_mask
);
6021 shader_addline(buffer
, "ps_in[%u]%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
6022 shader
->u
.ps
.input_reg_map
[input
->register_idx
], reg_mask
, reg_mask
);
6027 static void add_glsl_program_entry(struct shader_glsl_priv
*priv
, struct glsl_shader_prog_link
*entry
)
6029 struct glsl_program_key key
;
6031 key
.vs_id
= entry
->vs
.id
;
6032 key
.gs_id
= entry
->gs
.id
;
6033 key
.ps_id
= entry
->ps
.id
;
6034 key
.cs_id
= entry
->cs
.id
;
6036 if (wine_rb_put(&priv
->program_lookup
, &key
, &entry
->program_lookup_entry
) == -1)
6038 ERR("Failed to insert program entry.\n");
6042 static struct glsl_shader_prog_link
*get_glsl_program_entry(const struct shader_glsl_priv
*priv
,
6043 const struct glsl_program_key
*key
)
6045 struct wine_rb_entry
*entry
;
6047 entry
= wine_rb_get(&priv
->program_lookup
, key
);
6048 return entry
? WINE_RB_ENTRY_VALUE(entry
, struct glsl_shader_prog_link
, program_lookup_entry
) : NULL
;
6051 /* Context activation is done by the caller. */
6052 static void delete_glsl_program_entry(struct shader_glsl_priv
*priv
, const struct wined3d_gl_info
*gl_info
,
6053 struct glsl_shader_prog_link
*entry
)
6055 wine_rb_remove(&priv
->program_lookup
, &entry
->program_lookup_entry
);
6057 GL_EXTCALL(glDeleteProgram(entry
->id
));
6059 list_remove(&entry
->vs
.shader_entry
);
6061 list_remove(&entry
->gs
.shader_entry
);
6063 list_remove(&entry
->ps
.shader_entry
);
6065 list_remove(&entry
->cs
.shader_entry
);
6066 HeapFree(GetProcessHeap(), 0, entry
);
6069 static void shader_glsl_setup_vs3_output(struct shader_glsl_priv
*priv
,
6070 const struct wined3d_gl_info
*gl_info
, const DWORD
*map
,
6071 const struct wined3d_shader_signature
*input_signature
,
6072 const struct wined3d_shader_reg_maps
*reg_maps_in
,
6073 const struct wined3d_shader_signature
*output_signature
,
6074 const struct wined3d_shader_reg_maps
*reg_maps_out
, const char *out_array_name
)
6076 struct wined3d_string_buffer
*destination
= string_buffer_get(&priv
->string_buffers
);
6077 BOOL legacy_context
= gl_info
->supported
[WINED3D_GL_LEGACY_CONTEXT
];
6078 struct wined3d_string_buffer
*buffer
= &priv
->shader_buffer
;
6079 unsigned int in_count
= vec4_varyings(3, gl_info
);
6080 unsigned int max_varyings
= legacy_context
? in_count
+ 2 : in_count
;
6081 DWORD in_idx
, *set
= NULL
;
6085 set
= wined3d_calloc(max_varyings
, sizeof(*set
));
6087 for (i
= 0; i
< input_signature
->element_count
; ++i
)
6089 const struct wined3d_shader_signature_element
*input
= &input_signature
->elements
[i
];
6091 if (!(reg_maps_in
->input_registers
& (1u << input
->register_idx
)))
6094 in_idx
= map
[input
->register_idx
];
6095 /* Declared, but not read register */
6098 if (in_idx
>= max_varyings
)
6100 FIXME("More input varyings declared than supported, expect issues.\n");
6104 if (in_idx
== in_count
)
6105 string_buffer_sprintf(destination
, "gl_FrontColor");
6106 else if (in_idx
== in_count
+ 1)
6107 string_buffer_sprintf(destination
, "gl_FrontSecondaryColor");
6109 string_buffer_sprintf(destination
, "%s[%u]", out_array_name
, in_idx
);
6114 for (j
= 0; j
< output_signature
->element_count
; ++j
)
6116 const struct wined3d_shader_signature_element
*output
= &output_signature
->elements
[j
];
6119 if (!(reg_maps_out
->output_registers
& (1u << output
->register_idx
))
6120 || input
->semantic_idx
!= output
->semantic_idx
6121 || strcmp(input
->semantic_name
, output
->semantic_name
)
6122 || !(mask
= input
->mask
& output
->mask
))
6125 if (set
[in_idx
] == ~0u)
6127 set
[in_idx
] |= mask
& reg_maps_out
->u
.output_registers_mask
[output
->register_idx
];
6128 shader_glsl_write_mask_to_str(mask
, reg_mask
);
6130 shader_addline(buffer
, "%s%s = shader_out[%u]%s;\n",
6131 destination
->buffer
, reg_mask
, output
->register_idx
, reg_mask
);
6135 for (i
= 0; i
< max_varyings
; ++i
)
6139 if (!set
[i
] || set
[i
] == WINED3DSP_WRITEMASK_ALL
)
6146 if (!(set
[i
] & WINED3DSP_WRITEMASK_0
))
6147 reg_mask
[size
++] = 'x';
6148 if (!(set
[i
] & WINED3DSP_WRITEMASK_1
))
6149 reg_mask
[size
++] = 'y';
6150 if (!(set
[i
] & WINED3DSP_WRITEMASK_2
))
6151 reg_mask
[size
++] = 'z';
6152 if (!(set
[i
] & WINED3DSP_WRITEMASK_3
))
6153 reg_mask
[size
++] = 'w';
6154 reg_mask
[size
] = '\0';
6157 string_buffer_sprintf(destination
, "gl_FrontColor");
6158 else if (i
== in_count
+ 1)
6159 string_buffer_sprintf(destination
, "gl_FrontSecondaryColor");
6161 string_buffer_sprintf(destination
, "%s[%u]", out_array_name
, i
);
6164 shader_addline(buffer
, "%s.%s = 0.0;\n", destination
->buffer
, reg_mask
);
6166 shader_addline(buffer
, "%s.%s = vec%u(0.0);\n", destination
->buffer
, reg_mask
, size
);
6169 HeapFree(GetProcessHeap(), 0, set
);
6170 string_buffer_release(&priv
->string_buffers
, destination
);
6173 static void shader_glsl_setup_sm4_shader_output(struct shader_glsl_priv
*priv
,
6174 unsigned int input_count
, const struct wined3d_shader_signature
*output_signature
,
6175 const struct wined3d_shader_reg_maps
*reg_maps_out
, const char *out_array_name
)
6177 struct wined3d_string_buffer
*destination
= string_buffer_get(&priv
->string_buffers
);
6178 struct wined3d_string_buffer
*buffer
= &priv
->shader_buffer
;
6182 for (i
= 0; i
< output_signature
->element_count
; ++i
)
6184 const struct wined3d_shader_signature_element
*output
= &output_signature
->elements
[i
];
6186 if (!(reg_maps_out
->output_registers
& (1u << output
->register_idx
)))
6189 if (output
->register_idx
>= input_count
)
6192 string_buffer_sprintf(destination
, "%s[%u]", out_array_name
, output
->register_idx
);
6194 shader_glsl_write_mask_to_str(output
->mask
, reg_mask
);
6196 shader_addline(buffer
, "%s%s = shader_out[%u]%s;\n",
6197 destination
->buffer
, reg_mask
, output
->register_idx
, reg_mask
);
6200 string_buffer_release(&priv
->string_buffers
, destination
);
6203 /* Context activation is done by the caller. */
6204 static void shader_glsl_generate_vs_gs_setup(struct shader_glsl_priv
*priv
,
6205 const struct wined3d_shader
*vs
, unsigned int input_count
,
6206 const struct wined3d_gl_info
*gl_info
)
6208 BOOL legacy_context
= gl_info
->supported
[WINED3D_GL_LEGACY_CONTEXT
];
6209 struct wined3d_string_buffer
*buffer
= &priv
->shader_buffer
;
6212 shader_addline(buffer
, "varying out vec4 gs_in[%u];\n", input_count
);
6214 shader_addline(buffer
, "out vs_gs_iface { vec4 gs_in[%u]; } gs_in;\n", input_count
);
6215 shader_addline(buffer
, "void setup_vs_output(in vec4 shader_out[%u])\n{\n", vs
->limits
->packed_output
);
6217 shader_glsl_setup_sm4_shader_output(priv
, input_count
, &vs
->output_signature
, &vs
->reg_maps
,
6218 legacy_context
? "gs_in" : "gs_in.gs_in");
6220 shader_addline(buffer
, "}\n");
6223 static void shader_glsl_setup_sm3_rasterizer_input(struct shader_glsl_priv
*priv
,
6224 const struct wined3d_gl_info
*gl_info
, const DWORD
*map
,
6225 const struct wined3d_shader_signature
*input_signature
,
6226 const struct wined3d_shader_reg_maps
*reg_maps_in
, unsigned int input_count
,
6227 const struct wined3d_shader_signature
*output_signature
,
6228 const struct wined3d_shader_reg_maps
*reg_maps_out
, BOOL per_vertex_point_size
)
6230 struct wined3d_string_buffer
*buffer
= &priv
->shader_buffer
;
6231 const char *semantic_name
;
6236 /* First, sort out position and point size system values. */
6237 for (i
= 0; i
< output_signature
->element_count
; ++i
)
6239 const struct wined3d_shader_signature_element
*output
= &output_signature
->elements
[i
];
6241 if (!(reg_maps_out
->output_registers
& (1u << output
->register_idx
)))
6244 semantic_name
= output
->semantic_name
;
6245 semantic_idx
= output
->semantic_idx
;
6246 shader_glsl_write_mask_to_str(output
->mask
, reg_mask
);
6248 if (output
->sysval_semantic
== WINED3D_SV_POSITION
&& !semantic_idx
)
6250 shader_addline(buffer
, "gl_Position%s = shader_out[%u]%s;\n",
6251 reg_mask
, output
->register_idx
, reg_mask
);
6253 else if (shader_match_semantic(semantic_name
, WINED3D_DECL_USAGE_PSIZE
) && per_vertex_point_size
)
6255 shader_addline(buffer
, "gl_PointSize = clamp(shader_out[%u].%c, "
6256 "ffp_point.size_min, ffp_point.size_max);\n", output
->register_idx
, reg_mask
[1]);
6258 else if (output
->sysval_semantic
)
6260 FIXME("Unhandled sysval semantic %#x.\n", output
->sysval_semantic
);
6264 /* Then, setup the pixel shader input. */
6265 if (reg_maps_out
->shader_version
.major
< 4)
6266 shader_glsl_setup_vs3_output(priv
, gl_info
, map
, input_signature
, reg_maps_in
,
6267 output_signature
, reg_maps_out
, "ps_link");
6269 shader_glsl_setup_sm4_shader_output(priv
, input_count
, output_signature
, reg_maps_out
, "ps_link");
6272 /* Context activation is done by the caller. */
6273 static GLuint
shader_glsl_generate_vs3_rasterizer_input_setup(struct shader_glsl_priv
*priv
,
6274 const struct wined3d_shader
*vs
, const struct wined3d_shader
*ps
,
6275 BOOL per_vertex_point_size
, BOOL flatshading
, const struct wined3d_gl_info
*gl_info
)
6277 struct wined3d_string_buffer
*buffer
= &priv
->shader_buffer
;
6279 DWORD ps_major
= ps
? ps
->reg_maps
.shader_version
.major
: 0;
6281 const char *semantic_name
;
6284 BOOL legacy_context
= gl_info
->supported
[WINED3D_GL_LEGACY_CONTEXT
];
6286 string_buffer_clear(buffer
);
6288 shader_glsl_add_version_declaration(buffer
, gl_info
, &vs
->reg_maps
.shader_version
);
6290 if (per_vertex_point_size
)
6292 shader_addline(buffer
, "uniform struct\n{\n");
6293 shader_addline(buffer
, " float size_min;\n");
6294 shader_addline(buffer
, " float size_max;\n");
6295 shader_addline(buffer
, "} ffp_point;\n");
6300 DWORD colors_written_mask
[2] = {0};
6301 DWORD texcoords_written_mask
[MAX_TEXTURES
] = {0};
6303 if (!legacy_context
)
6305 declare_out_varying(gl_info
, buffer
, flatshading
, "vec4 ffp_varying_diffuse;\n");
6306 declare_out_varying(gl_info
, buffer
, flatshading
, "vec4 ffp_varying_specular;\n");
6307 declare_out_varying(gl_info
, buffer
, FALSE
, "vec4 ffp_varying_texcoord[%u];\n", MAX_TEXTURES
);
6308 declare_out_varying(gl_info
, buffer
, FALSE
, "float ffp_varying_fogcoord;\n");
6311 shader_addline(buffer
, "void setup_vs_output(in vec4 shader_out[%u])\n{\n", vs
->limits
->packed_output
);
6313 for (i
= 0; i
< vs
->output_signature
.element_count
; ++i
)
6315 const struct wined3d_shader_signature_element
*output
= &vs
->output_signature
.elements
[i
];
6318 if (!(vs
->reg_maps
.output_registers
& (1u << output
->register_idx
)))
6321 semantic_name
= output
->semantic_name
;
6322 semantic_idx
= output
->semantic_idx
;
6323 write_mask
= output
->mask
;
6324 shader_glsl_write_mask_to_str(write_mask
, reg_mask
);
6326 if (shader_match_semantic(semantic_name
, WINED3D_DECL_USAGE_COLOR
) && semantic_idx
< 2)
6329 shader_addline(buffer
, "gl_Front%sColor%s = shader_out[%u]%s;\n",
6330 semantic_idx
? "Secondary" : "", reg_mask
, output
->register_idx
, reg_mask
);
6332 shader_addline(buffer
, "ffp_varying_%s%s = clamp(shader_out[%u]%s, 0.0, 1.0);\n",
6333 semantic_idx
? "specular" : "diffuse", reg_mask
, output
->register_idx
, reg_mask
);
6335 colors_written_mask
[semantic_idx
] = write_mask
;
6337 else if (shader_match_semantic(semantic_name
, WINED3D_DECL_USAGE_POSITION
) && !semantic_idx
)
6339 shader_addline(buffer
, "gl_Position%s = shader_out[%u]%s;\n",
6340 reg_mask
, output
->register_idx
, reg_mask
);
6342 else if (shader_match_semantic(semantic_name
, WINED3D_DECL_USAGE_TEXCOORD
))
6344 if (semantic_idx
< MAX_TEXTURES
)
6346 shader_addline(buffer
, "%s[%u]%s = shader_out[%u]%s;\n",
6347 legacy_context
? "gl_TexCoord" : "ffp_varying_texcoord",
6348 semantic_idx
, reg_mask
, output
->register_idx
, reg_mask
);
6349 texcoords_written_mask
[semantic_idx
] = write_mask
;
6352 else if (shader_match_semantic(semantic_name
, WINED3D_DECL_USAGE_PSIZE
) && per_vertex_point_size
)
6354 shader_addline(buffer
, "gl_PointSize = clamp(shader_out[%u].%c, "
6355 "ffp_point.size_min, ffp_point.size_max);\n", output
->register_idx
, reg_mask
[1]);
6357 else if (shader_match_semantic(semantic_name
, WINED3D_DECL_USAGE_FOG
))
6359 shader_addline(buffer
, "%s = clamp(shader_out[%u].%c, 0.0, 1.0);\n",
6360 legacy_context
? "gl_FogFragCoord" : "ffp_varying_fogcoord",
6361 output
->register_idx
, reg_mask
[1]);
6365 for (i
= 0; i
< 2; ++i
)
6367 if (colors_written_mask
[i
] != WINED3DSP_WRITEMASK_ALL
)
6369 shader_glsl_write_mask_to_str(~colors_written_mask
[i
] & WINED3DSP_WRITEMASK_ALL
, reg_mask
);
6371 shader_addline(buffer
, "%s%s = vec4(1.0)%s;\n",
6372 legacy_context
? "gl_FrontColor" : "ffp_varying_diffuse",
6373 reg_mask
, reg_mask
);
6375 shader_addline(buffer
, "%s%s = vec4(0.0)%s;\n",
6376 legacy_context
? "gl_FrontSecondaryColor" : "ffp_varying_specular",
6377 reg_mask
, reg_mask
);
6380 for (i
= 0; i
< MAX_TEXTURES
; ++i
)
6382 if (ps
&& !(ps
->reg_maps
.texcoord
& (1u << i
)))
6385 if (texcoords_written_mask
[i
] != WINED3DSP_WRITEMASK_ALL
)
6387 if (gl_info
->limits
.glsl_varyings
< wined3d_max_compat_varyings(gl_info
)
6388 && !texcoords_written_mask
[i
])
6391 shader_glsl_write_mask_to_str(~texcoords_written_mask
[i
] & WINED3DSP_WRITEMASK_ALL
, reg_mask
);
6392 shader_addline(buffer
, "%s[%u]%s = vec4(0.0)%s;\n",
6393 legacy_context
? "gl_TexCoord" : "ffp_varying_texcoord", i
, reg_mask
, reg_mask
);
6399 UINT in_count
= min(vec4_varyings(ps_major
, gl_info
), ps
->limits
->packed_input
);
6401 declare_out_varying(gl_info
, buffer
, FALSE
, "vec4 ps_link[%u];\n", in_count
);
6402 shader_addline(buffer
, "void setup_vs_output(in vec4 shader_out[%u])\n{\n", vs
->limits
->packed_output
);
6403 shader_glsl_setup_sm3_rasterizer_input(priv
, gl_info
, ps
->u
.ps
.input_reg_map
, &ps
->input_signature
,
6404 &ps
->reg_maps
, 0, &vs
->output_signature
, &vs
->reg_maps
, per_vertex_point_size
);
6407 shader_addline(buffer
, "}\n");
6409 ret
= GL_EXTCALL(glCreateShader(GL_VERTEX_SHADER
));
6410 checkGLcall("glCreateShader(GL_VERTEX_SHADER)");
6411 shader_glsl_compile(gl_info
, ret
, buffer
->buffer
);
6416 static void shader_glsl_generate_sm4_rasterizer_input_setup(struct shader_glsl_priv
*priv
,
6417 const struct wined3d_shader
*shader
, unsigned int input_count
,
6418 const struct wined3d_gl_info
*gl_info
)
6420 struct wined3d_string_buffer
*buffer
= &priv
->shader_buffer
;
6423 declare_out_varying(gl_info
, buffer
, FALSE
, "vec4 ps_link[%u];\n", min(vec4_varyings(4, gl_info
), input_count
));
6425 shader_addline(buffer
, "void setup_%s_output(in vec4 shader_out[%u])\n{\n",
6426 shader_glsl_get_prefix(shader
->reg_maps
.shader_version
.type
), shader
->limits
->packed_output
);
6428 shader_glsl_setup_sm3_rasterizer_input(priv
, gl_info
, NULL
, NULL
,
6429 NULL
, input_count
, &shader
->output_signature
, &shader
->reg_maps
, FALSE
);
6431 shader_addline(buffer
, "}\n");
6434 static void shader_glsl_generate_srgb_write_correction(struct wined3d_string_buffer
*buffer
,
6435 const struct wined3d_gl_info
*gl_info
)
6437 const char *output
= get_fragment_output(gl_info
);
6439 shader_addline(buffer
, "tmp0.xyz = pow(%s[0].xyz, vec3(srgb_const0.x));\n", output
);
6440 shader_addline(buffer
, "tmp0.xyz = tmp0.xyz * vec3(srgb_const0.y) - vec3(srgb_const0.z);\n");
6441 shader_addline(buffer
, "tmp1.xyz = %s[0].xyz * vec3(srgb_const0.w);\n", output
);
6442 shader_addline(buffer
, "bvec3 srgb_compare = lessThan(%s[0].xyz, vec3(srgb_const1.x));\n", output
);
6443 shader_addline(buffer
, "%s[0].xyz = mix(tmp0.xyz, tmp1.xyz, vec3(srgb_compare));\n", output
);
6444 shader_addline(buffer
, "%s[0] = clamp(%s[0], 0.0, 1.0);\n", output
, output
);
6447 static void shader_glsl_generate_fog_code(struct wined3d_string_buffer
*buffer
,
6448 const struct wined3d_gl_info
*gl_info
, enum wined3d_ffp_ps_fog_mode mode
)
6450 const char *output
= get_fragment_output(gl_info
);
6454 case WINED3D_FFP_PS_FOG_OFF
:
6457 case WINED3D_FFP_PS_FOG_LINEAR
:
6458 shader_addline(buffer
, "float fog = (ffp_fog.end - ffp_varying_fogcoord) * ffp_fog.scale;\n");
6461 case WINED3D_FFP_PS_FOG_EXP
:
6462 shader_addline(buffer
, "float fog = exp(-ffp_fog.density * ffp_varying_fogcoord);\n");
6465 case WINED3D_FFP_PS_FOG_EXP2
:
6466 shader_addline(buffer
, "float fog = exp(-ffp_fog.density * ffp_fog.density"
6467 " * ffp_varying_fogcoord * ffp_varying_fogcoord);\n");
6471 ERR("Invalid fog mode %#x.\n", mode
);
6475 shader_addline(buffer
, "%s[0].xyz = mix(ffp_fog.color.xyz, %s[0].xyz, clamp(fog, 0.0, 1.0));\n",
6479 static void shader_glsl_generate_alpha_test(struct wined3d_string_buffer
*buffer
,
6480 const struct wined3d_gl_info
*gl_info
, enum wined3d_cmp_func alpha_func
)
6482 /* alpha_func is the PASS condition, not the DISCARD condition. Instead of
6483 * flipping all the operators here, just negate the comparison below. */
6484 static const char * const comparison_operator
[] =
6486 "", /* WINED3D_CMP_NEVER */
6487 "<", /* WINED3D_CMP_LESS */
6488 "==", /* WINED3D_CMP_EQUAL */
6489 "<=", /* WINED3D_CMP_LESSEQUAL */
6490 ">", /* WINED3D_CMP_GREATER */
6491 "!=", /* WINED3D_CMP_NOTEQUAL */
6492 ">=", /* WINED3D_CMP_GREATEREQUAL */
6493 "" /* WINED3D_CMP_ALWAYS */
6496 if (alpha_func
== WINED3D_CMP_ALWAYS
)
6499 if (alpha_func
!= WINED3D_CMP_NEVER
)
6500 shader_addline(buffer
, "if (!(%s[0].a %s alpha_test_ref))\n",
6501 get_fragment_output(gl_info
), comparison_operator
[alpha_func
- WINED3D_CMP_NEVER
]);
6502 shader_addline(buffer
, " discard;\n");
6505 static void shader_glsl_enable_extensions(struct wined3d_string_buffer
*buffer
,
6506 const struct wined3d_gl_info
*gl_info
)
6508 if (gl_info
->supported
[ARB_GPU_SHADER5
])
6509 shader_addline(buffer
, "#extension GL_ARB_gpu_shader5 : enable\n");
6510 if (gl_info
->supported
[ARB_SHADER_BIT_ENCODING
])
6511 shader_addline(buffer
, "#extension GL_ARB_shader_bit_encoding : enable\n");
6512 if (gl_info
->supported
[ARB_SHADER_IMAGE_LOAD_STORE
])
6513 shader_addline(buffer
, "#extension GL_ARB_shader_image_load_store : enable\n");
6514 if (gl_info
->supported
[ARB_SHADER_IMAGE_SIZE
])
6515 shader_addline(buffer
, "#extension GL_ARB_shader_image_size : enable\n");
6516 if (gl_info
->supported
[ARB_SHADING_LANGUAGE_420PACK
])
6517 shader_addline(buffer
, "#extension GL_ARB_shading_language_420pack : enable\n");
6518 if (gl_info
->supported
[ARB_SHADING_LANGUAGE_PACKING
])
6519 shader_addline(buffer
, "#extension GL_ARB_shading_language_packing : enable\n");
6520 if (gl_info
->supported
[ARB_TEXTURE_CUBE_MAP_ARRAY
])
6521 shader_addline(buffer
, "#extension GL_ARB_texture_cube_map_array : enable\n");
6522 if (gl_info
->supported
[ARB_TEXTURE_QUERY_LEVELS
])
6523 shader_addline(buffer
, "#extension GL_ARB_texture_query_levels : enable\n");
6524 if (gl_info
->supported
[ARB_UNIFORM_BUFFER_OBJECT
])
6525 shader_addline(buffer
, "#extension GL_ARB_uniform_buffer_object : enable\n");
6526 if (gl_info
->supported
[EXT_GPU_SHADER4
])
6527 shader_addline(buffer
, "#extension GL_EXT_gpu_shader4 : enable\n");
6528 if (gl_info
->supported
[EXT_TEXTURE_ARRAY
])
6529 shader_addline(buffer
, "#extension GL_EXT_texture_array : enable\n");
6532 static void shader_glsl_generate_ps_epilogue(const struct wined3d_gl_info
*gl_info
,
6533 struct wined3d_string_buffer
*buffer
, const struct wined3d_shader
*shader
,
6534 const struct ps_compile_args
*args
)
6536 const struct wined3d_shader_reg_maps
*reg_maps
= &shader
->reg_maps
;
6538 /* Pixel shaders < 2.0 place the resulting color in R0 implicitly. */
6539 if (reg_maps
->shader_version
.major
< 2)
6540 shader_addline(buffer
, "%s[0] = R0;\n", get_fragment_output(gl_info
));
6542 if (args
->srgb_correction
)
6543 shader_glsl_generate_srgb_write_correction(buffer
, gl_info
);
6545 /* SM < 3 does not replace the fog stage. */
6546 if (reg_maps
->shader_version
.major
< 3)
6547 shader_glsl_generate_fog_code(buffer
, gl_info
, args
->fog
);
6549 shader_glsl_generate_alpha_test(buffer
, gl_info
, args
->alpha_test_func
+ 1);
6552 /* Context activation is done by the caller. */
6553 static GLuint
shader_glsl_generate_pshader(const struct wined3d_context
*context
,
6554 struct wined3d_string_buffer
*buffer
, struct wined3d_string_buffer_list
*string_buffers
,
6555 const struct wined3d_shader
*shader
,
6556 const struct ps_compile_args
*args
, struct ps_np2fixup_info
*np2fixup_info
)
6558 const struct wined3d_shader_reg_maps
*reg_maps
= &shader
->reg_maps
;
6559 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
6560 struct shader_glsl_ctx_priv priv_ctx
;
6561 BOOL legacy_context
= gl_info
->supported
[WINED3D_GL_LEGACY_CONTEXT
];
6563 /* Create the hw GLSL shader object and assign it as the shader->prgId */
6564 GLuint shader_id
= GL_EXTCALL(glCreateShader(GL_FRAGMENT_SHADER
));
6566 memset(&priv_ctx
, 0, sizeof(priv_ctx
));
6567 priv_ctx
.cur_ps_args
= args
;
6568 priv_ctx
.cur_np2fixup_info
= np2fixup_info
;
6569 priv_ctx
.string_buffers
= string_buffers
;
6571 shader_glsl_add_version_declaration(buffer
, gl_info
, ®_maps
->shader_version
);
6573 shader_glsl_enable_extensions(buffer
, gl_info
);
6574 if (gl_info
->supported
[ARB_DERIVATIVE_CONTROL
])
6575 shader_addline(buffer
, "#extension GL_ARB_derivative_control : enable\n");
6576 if (gl_info
->supported
[ARB_FRAGMENT_COORD_CONVENTIONS
])
6577 shader_addline(buffer
, "#extension GL_ARB_fragment_coord_conventions : enable\n");
6578 if (gl_info
->supported
[ARB_SHADER_TEXTURE_LOD
])
6579 shader_addline(buffer
, "#extension GL_ARB_shader_texture_lod : enable\n");
6580 /* The spec says that it doesn't have to be explicitly enabled, but the
6581 * nvidia drivers write a warning if we don't do so. */
6582 if (gl_info
->supported
[ARB_TEXTURE_RECTANGLE
])
6583 shader_addline(buffer
, "#extension GL_ARB_texture_rectangle : enable\n");
6585 /* Base Declarations */
6586 shader_generate_glsl_declarations(context
, buffer
, shader
, reg_maps
, &priv_ctx
);
6588 shader_addline(buffer
, "void main()\n{\n");
6590 /* Direct3D applications expect integer vPos values, while OpenGL drivers
6591 * add approximately 0.5. This causes off-by-one problems as spotted by
6592 * the vPos d3d9 visual test. Unfortunately ATI cards do not add exactly
6593 * 0.5, but rather something like 0.49999999 or 0.50000001, which still
6594 * causes precision troubles when we just subtract 0.5.
6596 * To deal with that, just floor() the position. This will eliminate the
6597 * fraction on all cards.
6599 * TODO: Test how this behaves with multisampling.
6601 * An advantage of floor is that it works even if the driver doesn't add
6602 * 0.5. It is somewhat questionable if 1.5, 2.5, ... are the proper values
6603 * to return in gl_FragCoord, even though coordinates specify the pixel
6604 * centers instead of the pixel corners. This code will behave correctly
6605 * on drivers that returns integer values. */
6608 if (gl_info
->supported
[ARB_FRAGMENT_COORD_CONVENTIONS
])
6609 shader_addline(buffer
, "vpos = gl_FragCoord;\n");
6610 else if (context
->d3d_info
->wined3d_creation_flags
& WINED3D_PIXEL_CENTER_INTEGER
)
6611 shader_addline(buffer
,
6612 "vpos = floor(vec4(0, ycorrection[0], 0, 0) + gl_FragCoord * vec4(1, ycorrection[1], 1, 1));\n");
6614 shader_addline(buffer
,
6615 "vpos = vec4(0, ycorrection[0], 0, 0) + gl_FragCoord * vec4(1, ycorrection[1], 1, 1);\n");
6618 if (reg_maps
->shader_version
.major
< 3 || args
->vp_mode
!= vertexshader
)
6621 WORD map
= reg_maps
->texcoord
;
6625 if (glsl_is_color_reg_read(shader
, 0))
6626 shader_addline(buffer
, "ffp_varying_diffuse = gl_Color;\n");
6627 if (glsl_is_color_reg_read(shader
, 1))
6628 shader_addline(buffer
, "ffp_varying_specular = gl_SecondaryColor;\n");
6631 for (i
= 0; map
; map
>>= 1, ++i
)
6635 if (args
->pointsprite
)
6636 shader_addline(buffer
, "ffp_texcoord[%u] = vec4(gl_PointCoord.xy, 0.0, 0.0);\n", i
);
6637 else if (args
->texcoords_initialized
& (1u << i
))
6638 shader_addline(buffer
, "ffp_texcoord[%u] = %s[%u];\n", i
,
6639 legacy_context
? "gl_TexCoord" : "ffp_varying_texcoord", i
);
6641 shader_addline(buffer
, "ffp_texcoord[%u] = vec4(0.0);\n", i
);
6642 shader_addline(buffer
, "vec4 T%u = ffp_texcoord[%u];\n", i
, i
);
6647 shader_addline(buffer
, "ffp_varying_fogcoord = gl_FogFragCoord;\n");
6650 /* Pack 3.0 inputs */
6651 if (reg_maps
->shader_version
.major
>= 3)
6652 shader_glsl_input_pack(shader
, buffer
, &shader
->input_signature
, reg_maps
, args
, gl_info
);
6654 /* Base Shader Body */
6655 shader_generate_main(shader
, buffer
, reg_maps
, &priv_ctx
);
6657 /* In SM4+ the shader epilogue is generated by the "ret" instruction. */
6658 if (reg_maps
->shader_version
.major
< 4)
6659 shader_glsl_generate_ps_epilogue(gl_info
, buffer
, shader
, args
);
6661 shader_addline(buffer
, "}\n");
6663 TRACE("Compiling shader object %u.\n", shader_id
);
6664 shader_glsl_compile(gl_info
, shader_id
, buffer
->buffer
);
6669 static void shader_glsl_generate_vs_epilogue(const struct wined3d_gl_info
*gl_info
,
6670 struct wined3d_string_buffer
*buffer
, const struct wined3d_shader
*shader
,
6671 const struct vs_compile_args
*args
)
6673 const struct wined3d_shader_reg_maps
*reg_maps
= &shader
->reg_maps
;
6674 BOOL legacy_context
= gl_info
->supported
[WINED3D_GL_LEGACY_CONTEXT
];
6677 /* Unpack outputs. */
6678 shader_addline(buffer
, "setup_vs_output(vs_out);\n");
6680 /* The D3DRS_FOGTABLEMODE render state defines if the shader-generated fog coord is used
6681 * or if the fragment depth is used. If the fragment depth is used(FOGTABLEMODE != NONE),
6682 * the fog frag coord is thrown away. If the fog frag coord is used, but not written by
6683 * the shader, it is set to 0.0(fully fogged, since start = 1.0, end = 0.0).
6685 if (reg_maps
->shader_version
.major
< 3)
6687 if (args
->fog_src
== VS_FOG_Z
)
6688 shader_addline(buffer
, "%s = gl_Position.z;\n",
6689 legacy_context
? "gl_FogFragCoord" : "ffp_varying_fogcoord");
6690 else if (!reg_maps
->fog
)
6691 shader_addline(buffer
, "%s = 0.0;\n",
6692 legacy_context
? "gl_FogFragCoord" : "ffp_varying_fogcoord");
6695 /* We always store the clipplanes without y inversion. */
6696 if (args
->clip_enabled
)
6699 shader_addline(buffer
, "gl_ClipVertex = gl_Position;\n");
6701 for (i
= 0; i
< gl_info
->limits
.user_clip_distances
; ++i
)
6702 shader_addline(buffer
, "gl_ClipDistance[%u] = dot(gl_Position, clip_planes[%u]);\n", i
, i
);
6705 if (args
->point_size
&& !args
->per_vertex_point_size
)
6706 shader_addline(buffer
, "gl_PointSize = clamp(ffp_point.size, ffp_point.size_min, ffp_point.size_max);\n");
6708 if (args
->next_shader_type
== WINED3D_SHADER_TYPE_PIXEL
&& !gl_info
->supported
[ARB_CLIP_CONTROL
])
6709 shader_glsl_fixup_position(buffer
);
6712 /* Context activation is done by the caller. */
6713 static GLuint
shader_glsl_generate_vshader(const struct wined3d_context
*context
,
6714 struct shader_glsl_priv
*priv
, const struct wined3d_shader
*shader
, const struct vs_compile_args
*args
)
6716 struct wined3d_string_buffer_list
*string_buffers
= &priv
->string_buffers
;
6717 const struct wined3d_shader_reg_maps
*reg_maps
= &shader
->reg_maps
;
6718 struct wined3d_string_buffer
*buffer
= &priv
->shader_buffer
;
6719 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
6720 struct shader_glsl_ctx_priv priv_ctx
;
6722 /* Create the hw GLSL shader program and assign it as the shader->prgId */
6723 GLuint shader_id
= GL_EXTCALL(glCreateShader(GL_VERTEX_SHADER
));
6725 shader_glsl_add_version_declaration(buffer
, gl_info
, ®_maps
->shader_version
);
6727 shader_glsl_enable_extensions(buffer
, gl_info
);
6728 if (gl_info
->supported
[ARB_DRAW_INSTANCED
])
6729 shader_addline(buffer
, "#extension GL_ARB_draw_instanced : enable\n");
6730 if (gl_info
->supported
[ARB_EXPLICIT_ATTRIB_LOCATION
])
6731 shader_addline(buffer
, "#extension GL_ARB_explicit_attrib_location : enable\n");
6733 memset(&priv_ctx
, 0, sizeof(priv_ctx
));
6734 priv_ctx
.cur_vs_args
= args
;
6735 priv_ctx
.string_buffers
= string_buffers
;
6737 /* Base Declarations */
6738 shader_generate_glsl_declarations(context
, buffer
, shader
, reg_maps
, &priv_ctx
);
6740 if (args
->next_shader_type
== WINED3D_SHADER_TYPE_PIXEL
&& !gl_info
->supported
[ARB_CLIP_CONTROL
])
6741 shader_addline(buffer
, "uniform vec4 pos_fixup;\n");
6743 if (reg_maps
->shader_version
.major
>= 4)
6745 if (args
->next_shader_type
== WINED3D_SHADER_TYPE_PIXEL
)
6746 shader_glsl_generate_sm4_rasterizer_input_setup(priv
, shader
, args
->next_shader_input_count
, gl_info
);
6747 else if (args
->next_shader_type
== WINED3D_SHADER_TYPE_GEOMETRY
)
6748 shader_glsl_generate_vs_gs_setup(priv
, shader
, args
->next_shader_input_count
, gl_info
);
6751 shader_addline(buffer
, "void main()\n{\n");
6753 /* Base Shader Body */
6754 shader_generate_main(shader
, buffer
, reg_maps
, &priv_ctx
);
6756 /* In SM4+ the shader epilogue is generated by the "ret" instruction. */
6757 if (reg_maps
->shader_version
.major
< 4)
6758 shader_glsl_generate_vs_epilogue(gl_info
, buffer
, shader
, args
);
6760 shader_addline(buffer
, "}\n");
6762 TRACE("Compiling shader object %u.\n", shader_id
);
6763 shader_glsl_compile(gl_info
, shader_id
, buffer
->buffer
);
6768 /* Context activation is done by the caller. */
6769 static GLuint
shader_glsl_generate_geometry_shader(const struct wined3d_context
*context
,
6770 struct shader_glsl_priv
*priv
, const struct wined3d_shader
*shader
, const struct gs_compile_args
*args
)
6772 struct wined3d_string_buffer_list
*string_buffers
= &priv
->string_buffers
;
6773 const struct wined3d_shader_reg_maps
*reg_maps
= &shader
->reg_maps
;
6774 struct wined3d_string_buffer
*buffer
= &priv
->shader_buffer
;
6775 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
6776 struct shader_glsl_ctx_priv priv_ctx
;
6779 shader_id
= GL_EXTCALL(glCreateShader(GL_GEOMETRY_SHADER
));
6781 shader_glsl_add_version_declaration(buffer
, gl_info
, ®_maps
->shader_version
);
6783 shader_glsl_enable_extensions(buffer
, gl_info
);
6784 if (gl_info
->supported
[ARB_GEOMETRY_SHADER4
])
6785 shader_addline(buffer
, "#extension GL_ARB_geometry_shader4 : enable\n");
6787 memset(&priv_ctx
, 0, sizeof(priv_ctx
));
6788 priv_ctx
.string_buffers
= string_buffers
;
6789 shader_generate_glsl_declarations(context
, buffer
, shader
, reg_maps
, &priv_ctx
);
6790 if (!gl_info
->supported
[ARB_CLIP_CONTROL
])
6791 shader_addline(buffer
, "uniform vec4 pos_fixup;\n");
6792 shader_glsl_generate_sm4_rasterizer_input_setup(priv
, shader
, args
->ps_input_count
, gl_info
);
6793 shader_addline(buffer
, "void main()\n{\n");
6794 shader_generate_main(shader
, buffer
, reg_maps
, &priv_ctx
);
6795 shader_addline(buffer
, "}\n");
6797 TRACE("Compiling shader object %u.\n", shader_id
);
6798 shader_glsl_compile(gl_info
, shader_id
, buffer
->buffer
);
6803 static void shader_glsl_generate_shader_epilogue(const struct wined3d_shader_context
*ctx
)
6805 const struct shader_glsl_ctx_priv
*priv
= ctx
->backend_data
;
6806 const struct wined3d_gl_info
*gl_info
= ctx
->gl_info
;
6807 const struct wined3d_shader
*shader
= ctx
->shader
;
6809 switch (shader
->reg_maps
.shader_version
.type
)
6811 case WINED3D_SHADER_TYPE_PIXEL
:
6812 shader_glsl_generate_ps_epilogue(gl_info
, ctx
->buffer
, shader
, priv
->cur_ps_args
);
6814 case WINED3D_SHADER_TYPE_VERTEX
:
6815 shader_glsl_generate_vs_epilogue(gl_info
, ctx
->buffer
, shader
, priv
->cur_vs_args
);
6817 case WINED3D_SHADER_TYPE_GEOMETRY
:
6818 case WINED3D_SHADER_TYPE_COMPUTE
:
6821 FIXME("Unhandled shader type %#x.\n", shader
->reg_maps
.shader_version
.type
);
6826 /* Context activation is done by the caller. */
6827 static GLuint
shader_glsl_generate_compute_shader(const struct wined3d_context
*context
,
6828 struct wined3d_string_buffer
*buffer
, struct wined3d_string_buffer_list
*string_buffers
,
6829 const struct wined3d_shader
*shader
)
6831 const struct wined3d_shader_thread_group_size
*thread_group_size
= &shader
->u
.cs
.thread_group_size
;
6832 const struct wined3d_shader_reg_maps
*reg_maps
= &shader
->reg_maps
;
6833 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
6834 struct shader_glsl_ctx_priv priv_ctx
;
6837 shader_id
= GL_EXTCALL(glCreateShader(GL_COMPUTE_SHADER
));
6839 shader_glsl_add_version_declaration(buffer
, gl_info
, ®_maps
->shader_version
);
6841 shader_glsl_enable_extensions(buffer
, gl_info
);
6842 if (gl_info
->supported
[ARB_COMPUTE_SHADER
])
6843 shader_addline(buffer
, "#extension GL_ARB_compute_shader : enable\n");
6845 memset(&priv_ctx
, 0, sizeof(priv_ctx
));
6846 priv_ctx
.string_buffers
= string_buffers
;
6847 shader_generate_glsl_declarations(context
, buffer
, shader
, reg_maps
, &priv_ctx
);
6849 shader_addline(buffer
, "layout(local_size_x = %u, local_size_y = %u, local_size_z = %u) in;\n",
6850 thread_group_size
->x
, thread_group_size
->y
, thread_group_size
->z
);
6852 shader_addline(buffer
, "void main()\n{\n");
6853 shader_generate_main(shader
, buffer
, reg_maps
, &priv_ctx
);
6854 shader_addline(buffer
, "}\n");
6856 TRACE("Compiling shader object %u.\n", shader_id
);
6857 shader_glsl_compile(gl_info
, shader_id
, buffer
->buffer
);
6862 static GLuint
find_glsl_pshader(const struct wined3d_context
*context
,
6863 struct wined3d_string_buffer
*buffer
, struct wined3d_string_buffer_list
*string_buffers
,
6864 struct wined3d_shader
*shader
,
6865 const struct ps_compile_args
*args
, const struct ps_np2fixup_info
**np2fixup_info
)
6867 struct glsl_ps_compiled_shader
*gl_shaders
, *new_array
;
6868 struct glsl_shader_private
*shader_data
;
6869 struct ps_np2fixup_info
*np2fixup
;
6874 if (!shader
->backend_data
)
6876 shader
->backend_data
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(*shader_data
));
6877 if (!shader
->backend_data
)
6879 ERR("Failed to allocate backend data.\n");
6883 shader_data
= shader
->backend_data
;
6884 gl_shaders
= shader_data
->gl_shaders
.ps
;
6886 /* Usually we have very few GL shaders for each d3d shader(just 1 or maybe 2),
6887 * so a linear search is more performant than a hashmap or a binary search
6888 * (cache coherency etc)
6890 for (i
= 0; i
< shader_data
->num_gl_shaders
; ++i
)
6892 if (!memcmp(&gl_shaders
[i
].args
, args
, sizeof(*args
)))
6894 if (args
->np2_fixup
)
6895 *np2fixup_info
= &gl_shaders
[i
].np2fixup
;
6896 return gl_shaders
[i
].id
;
6900 TRACE("No matching GL shader found for shader %p, compiling a new shader.\n", shader
);
6901 if(shader_data
->shader_array_size
== shader_data
->num_gl_shaders
) {
6902 if (shader_data
->num_gl_shaders
)
6904 new_size
= shader_data
->shader_array_size
+ max(1, shader_data
->shader_array_size
/ 2);
6905 new_array
= HeapReAlloc(GetProcessHeap(), 0, shader_data
->gl_shaders
.ps
,
6906 new_size
* sizeof(*gl_shaders
));
6910 new_array
= HeapAlloc(GetProcessHeap(), 0, sizeof(*gl_shaders
));
6915 ERR("Out of memory\n");
6918 shader_data
->gl_shaders
.ps
= new_array
;
6919 shader_data
->shader_array_size
= new_size
;
6920 gl_shaders
= new_array
;
6923 gl_shaders
[shader_data
->num_gl_shaders
].args
= *args
;
6925 np2fixup
= &gl_shaders
[shader_data
->num_gl_shaders
].np2fixup
;
6926 memset(np2fixup
, 0, sizeof(*np2fixup
));
6927 *np2fixup_info
= args
->np2_fixup
? np2fixup
: NULL
;
6929 pixelshader_update_resource_types(shader
, args
->tex_types
);
6931 string_buffer_clear(buffer
);
6932 ret
= shader_glsl_generate_pshader(context
, buffer
, string_buffers
, shader
, args
, np2fixup
);
6933 gl_shaders
[shader_data
->num_gl_shaders
++].id
= ret
;
6938 static inline BOOL
vs_args_equal(const struct vs_compile_args
*stored
, const struct vs_compile_args
*new,
6939 const DWORD use_map
)
6941 if((stored
->swizzle_map
& use_map
) != new->swizzle_map
) return FALSE
;
6942 if((stored
->clip_enabled
) != new->clip_enabled
) return FALSE
;
6943 if (stored
->point_size
!= new->point_size
)
6945 if (stored
->per_vertex_point_size
!= new->per_vertex_point_size
)
6947 if (stored
->flatshading
!= new->flatshading
)
6949 if (stored
->next_shader_type
!= new->next_shader_type
)
6951 if (stored
->next_shader_input_count
!= new->next_shader_input_count
)
6953 return stored
->fog_src
== new->fog_src
;
6956 static GLuint
find_glsl_vshader(const struct wined3d_context
*context
, struct shader_glsl_priv
*priv
,
6957 struct wined3d_shader
*shader
, const struct vs_compile_args
*args
)
6961 DWORD use_map
= context
->stream_info
.use_map
;
6962 struct glsl_vs_compiled_shader
*gl_shaders
, *new_array
;
6963 struct glsl_shader_private
*shader_data
;
6966 if (!shader
->backend_data
)
6968 shader
->backend_data
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(*shader_data
));
6969 if (!shader
->backend_data
)
6971 ERR("Failed to allocate backend data.\n");
6975 shader_data
= shader
->backend_data
;
6976 gl_shaders
= shader_data
->gl_shaders
.vs
;
6978 /* Usually we have very few GL shaders for each d3d shader(just 1 or maybe 2),
6979 * so a linear search is more performant than a hashmap or a binary search
6980 * (cache coherency etc)
6982 for (i
= 0; i
< shader_data
->num_gl_shaders
; ++i
)
6984 if (vs_args_equal(&gl_shaders
[i
].args
, args
, use_map
))
6985 return gl_shaders
[i
].id
;
6988 TRACE("No matching GL shader found for shader %p, compiling a new shader.\n", shader
);
6990 if(shader_data
->shader_array_size
== shader_data
->num_gl_shaders
) {
6991 if (shader_data
->num_gl_shaders
)
6993 new_size
= shader_data
->shader_array_size
+ max(1, shader_data
->shader_array_size
/ 2);
6994 new_array
= HeapReAlloc(GetProcessHeap(), 0, shader_data
->gl_shaders
.vs
,
6995 new_size
* sizeof(*gl_shaders
));
6999 new_array
= HeapAlloc(GetProcessHeap(), 0, sizeof(*gl_shaders
));
7004 ERR("Out of memory\n");
7007 shader_data
->gl_shaders
.vs
= new_array
;
7008 shader_data
->shader_array_size
= new_size
;
7009 gl_shaders
= new_array
;
7012 gl_shaders
[shader_data
->num_gl_shaders
].args
= *args
;
7014 string_buffer_clear(&priv
->shader_buffer
);
7015 ret
= shader_glsl_generate_vshader(context
, priv
, shader
, args
);
7016 gl_shaders
[shader_data
->num_gl_shaders
++].id
= ret
;
7021 static GLuint
find_glsl_geometry_shader(const struct wined3d_context
*context
,
7022 struct shader_glsl_priv
*priv
, struct wined3d_shader
*shader
, const struct gs_compile_args
*args
)
7024 struct glsl_gs_compiled_shader
*gl_shaders
, *new_array
;
7025 struct glsl_shader_private
*shader_data
;
7026 unsigned int i
, new_size
;
7029 if (!shader
->backend_data
)
7031 if (!(shader
->backend_data
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(*shader_data
))))
7033 ERR("Failed to allocate backend data.\n");
7037 shader_data
= shader
->backend_data
;
7038 gl_shaders
= shader_data
->gl_shaders
.gs
;
7040 for (i
= 0; i
< shader_data
->num_gl_shaders
; ++i
)
7042 if (!memcmp(&gl_shaders
[i
].args
, args
, sizeof(*args
)))
7043 return gl_shaders
[i
].id
;
7046 TRACE("No matching GL shader found for shader %p, compiling a new shader.\n", shader
);
7048 if (shader_data
->num_gl_shaders
)
7050 new_size
= shader_data
->shader_array_size
+ 1;
7051 new_array
= HeapReAlloc(GetProcessHeap(), 0, shader_data
->gl_shaders
.gs
,
7052 new_size
* sizeof(*new_array
));
7056 new_array
= HeapAlloc(GetProcessHeap(), 0, sizeof(*new_array
));
7062 ERR("Failed to allocate GL shaders array.\n");
7065 shader_data
->gl_shaders
.gs
= new_array
;
7066 shader_data
->shader_array_size
= new_size
;
7067 gl_shaders
= new_array
;
7069 string_buffer_clear(&priv
->shader_buffer
);
7070 ret
= shader_glsl_generate_geometry_shader(context
, priv
, shader
, args
);
7071 gl_shaders
[shader_data
->num_gl_shaders
].args
= *args
;
7072 gl_shaders
[shader_data
->num_gl_shaders
++].id
= ret
;
7077 static GLuint
find_glsl_compute_shader(const struct wined3d_context
*context
,
7078 struct wined3d_string_buffer
*buffer
, struct wined3d_string_buffer_list
*string_buffers
,
7079 struct wined3d_shader
*shader
)
7081 struct glsl_cs_compiled_shader
*gl_shaders
;
7082 struct glsl_shader_private
*shader_data
;
7085 if (!shader
->backend_data
)
7087 if (!(shader
->backend_data
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(*shader_data
))))
7089 ERR("Failed to allocate backend data.\n");
7093 shader_data
= shader
->backend_data
;
7094 gl_shaders
= shader_data
->gl_shaders
.cs
;
7096 /* No shader variants are used for compute shaders. */
7097 if (shader_data
->num_gl_shaders
)
7098 return gl_shaders
[0].id
;
7100 TRACE("No matching GL shader found for shader %p, compiling a new shader.\n", shader
);
7102 if (!(shader_data
->gl_shaders
.cs
= HeapAlloc(GetProcessHeap(), 0, sizeof(*gl_shaders
))))
7104 ERR("Failed to allocate GL shader array.\n");
7107 shader_data
->shader_array_size
= 1;
7108 gl_shaders
= shader_data
->gl_shaders
.cs
;
7110 string_buffer_clear(buffer
);
7111 ret
= shader_glsl_generate_compute_shader(context
, buffer
, string_buffers
, shader
);
7112 gl_shaders
[shader_data
->num_gl_shaders
++].id
= ret
;
7117 static const char *shader_glsl_ffp_mcs(enum wined3d_material_color_source mcs
, const char *material
)
7121 case WINED3D_MCS_MATERIAL
:
7123 case WINED3D_MCS_COLOR1
:
7124 return "ffp_attrib_diffuse";
7125 case WINED3D_MCS_COLOR2
:
7126 return "ffp_attrib_specular";
7128 ERR("Invalid material color source %#x.\n", mcs
);
7133 static void shader_glsl_ffp_vertex_lighting(struct wined3d_string_buffer
*buffer
,
7134 const struct wined3d_ffp_vs_settings
*settings
, BOOL legacy_lighting
)
7136 const char *diffuse
, *specular
, *emissive
, *ambient
;
7137 unsigned int i
, idx
;
7139 if (!settings
->lighting
)
7141 shader_addline(buffer
, "ffp_varying_diffuse = ffp_attrib_diffuse;\n");
7142 shader_addline(buffer
, "ffp_varying_specular = ffp_attrib_specular;\n");
7146 shader_addline(buffer
, "vec3 ambient = ffp_light_ambient;\n");
7147 shader_addline(buffer
, "vec3 diffuse = vec3(0.0);\n");
7148 shader_addline(buffer
, "vec4 specular = vec4(0.0);\n");
7149 shader_addline(buffer
, "vec3 dir, dst;\n");
7150 shader_addline(buffer
, "float att, t;\n");
7152 ambient
= shader_glsl_ffp_mcs(settings
->ambient_source
, "ffp_material.ambient");
7153 diffuse
= shader_glsl_ffp_mcs(settings
->diffuse_source
, "ffp_material.diffuse");
7154 specular
= shader_glsl_ffp_mcs(settings
->specular_source
, "ffp_material.specular");
7155 emissive
= shader_glsl_ffp_mcs(settings
->emissive_source
, "ffp_material.emissive");
7158 for (i
= 0; i
< settings
->point_light_count
; ++i
, ++idx
)
7160 shader_addline(buffer
, "dir = ffp_light[%u].position.xyz - ec_pos.xyz;\n", idx
);
7161 shader_addline(buffer
, "dst.z = dot(dir, dir);\n");
7162 shader_addline(buffer
, "dst.y = sqrt(dst.z);\n");
7163 shader_addline(buffer
, "dst.x = 1.0;\n");
7164 if (legacy_lighting
)
7166 shader_addline(buffer
, "dst.y = (ffp_light[%u].range - dst.y) / ffp_light[%u].range;\n", idx
, idx
);
7167 shader_addline(buffer
, "dst.z = dst.y * dst.y;\n");
7171 shader_addline(buffer
, "if (dst.y <= ffp_light[%u].range)\n{\n", idx
);
7173 shader_addline(buffer
, "att = dot(dst.xyz, vec3(ffp_light[%u].c_att,"
7174 " ffp_light[%u].l_att, ffp_light[%u].q_att));\n", idx
, idx
, idx
);
7175 if (!legacy_lighting
)
7176 shader_addline(buffer
, "att = 1.0 / att;\n");
7177 shader_addline(buffer
, "ambient += ffp_light[%u].ambient.xyz * att;\n", idx
);
7178 if (!settings
->normal
)
7180 if (!legacy_lighting
)
7181 shader_addline(buffer
, "}\n");
7184 shader_addline(buffer
, "dir = normalize(dir);\n");
7185 shader_addline(buffer
, "diffuse += (clamp(dot(dir, normal), 0.0, 1.0)"
7186 " * ffp_light[%u].diffuse.xyz) * att;\n", idx
);
7187 if (settings
->localviewer
)
7188 shader_addline(buffer
, "t = dot(normal, normalize(dir - normalize(ec_pos.xyz)));\n");
7190 shader_addline(buffer
, "t = dot(normal, normalize(dir + vec3(0.0, 0.0, -1.0)));\n");
7191 shader_addline(buffer
, "if (t > 0.0) specular += (pow(t, ffp_material.shininess)"
7192 " * ffp_light[%u].specular) * att;\n", idx
);
7193 if (!legacy_lighting
)
7194 shader_addline(buffer
, "}\n");
7197 for (i
= 0; i
< settings
->spot_light_count
; ++i
, ++idx
)
7199 shader_addline(buffer
, "dir = ffp_light[%u].position.xyz - ec_pos.xyz;\n", idx
);
7200 shader_addline(buffer
, "dst.z = dot(dir, dir);\n");
7201 shader_addline(buffer
, "dst.y = sqrt(dst.z);\n");
7202 shader_addline(buffer
, "dst.x = 1.0;\n");
7203 if (legacy_lighting
)
7205 shader_addline(buffer
, "dst.y = (ffp_light[%u].range - dst.y) / ffp_light[%u].range;\n", idx
, idx
);
7206 shader_addline(buffer
, "dst.z = dst.y * dst.y;\n");
7210 shader_addline(buffer
, "if (dst.y <= ffp_light[%u].range)\n{\n", idx
);
7212 shader_addline(buffer
, "dir = normalize(dir);\n");
7213 shader_addline(buffer
, "t = dot(-dir, normalize(ffp_light[%u].direction));\n", idx
);
7214 shader_addline(buffer
, "if (t > ffp_light[%u].cos_htheta) att = 1.0;\n", idx
);
7215 shader_addline(buffer
, "else if (t <= ffp_light[%u].cos_hphi) att = 0.0;\n", idx
);
7216 shader_addline(buffer
, "else att = pow((t - ffp_light[%u].cos_hphi)"
7217 " / (ffp_light[%u].cos_htheta - ffp_light[%u].cos_hphi), ffp_light[%u].falloff);\n",
7218 idx
, idx
, idx
, idx
);
7219 if (legacy_lighting
)
7220 shader_addline(buffer
, "att *= dot(dst.xyz, vec3(ffp_light[%u].c_att,"
7221 " ffp_light[%u].l_att, ffp_light[%u].q_att));\n",
7224 shader_addline(buffer
, "att /= dot(dst.xyz, vec3(ffp_light[%u].c_att,"
7225 " ffp_light[%u].l_att, ffp_light[%u].q_att));\n",
7227 shader_addline(buffer
, "ambient += ffp_light[%u].ambient.xyz * att;\n", idx
);
7228 if (!settings
->normal
)
7230 if (!legacy_lighting
)
7231 shader_addline(buffer
, "}\n");
7234 shader_addline(buffer
, "diffuse += (clamp(dot(dir, normal), 0.0, 1.0)"
7235 " * ffp_light[%u].diffuse.xyz) * att;\n", idx
);
7236 if (settings
->localviewer
)
7237 shader_addline(buffer
, "t = dot(normal, normalize(dir - normalize(ec_pos.xyz)));\n");
7239 shader_addline(buffer
, "t = dot(normal, normalize(dir + vec3(0.0, 0.0, -1.0)));\n");
7240 shader_addline(buffer
, "if (t > 0.0) specular += (pow(t, ffp_material.shininess)"
7241 " * ffp_light[%u].specular) * att;\n", idx
);
7242 if (!legacy_lighting
)
7243 shader_addline(buffer
, "}\n");
7246 for (i
= 0; i
< settings
->directional_light_count
; ++i
, ++idx
)
7248 shader_addline(buffer
, "ambient += ffp_light[%u].ambient.xyz;\n", idx
);
7249 if (!settings
->normal
)
7251 shader_addline(buffer
, "dir = normalize(ffp_light[%u].direction.xyz);\n", idx
);
7252 shader_addline(buffer
, "diffuse += clamp(dot(dir, normal), 0.0, 1.0)"
7253 " * ffp_light[%u].diffuse.xyz;\n", idx
);
7254 /* TODO: In the non-local viewer case the halfvector is constant
7255 * and could be precomputed and stored in a uniform. */
7256 if (settings
->localviewer
)
7257 shader_addline(buffer
, "t = dot(normal, normalize(dir - normalize(ec_pos.xyz)));\n");
7259 shader_addline(buffer
, "t = dot(normal, normalize(dir + vec3(0.0, 0.0, -1.0)));\n");
7260 shader_addline(buffer
, "if (t > 0.0) specular += pow(t, ffp_material.shininess)"
7261 " * ffp_light[%u].specular;\n", idx
);
7264 for (i
= 0; i
< settings
->parallel_point_light_count
; ++i
, ++idx
)
7266 shader_addline(buffer
, "ambient += ffp_light[%u].ambient.xyz;\n", idx
);
7267 if (!settings
->normal
)
7269 shader_addline(buffer
, "dir = normalize(ffp_light[%u].position.xyz);\n", idx
);
7270 shader_addline(buffer
, "diffuse += clamp(dot(dir, normal), 0.0, 1.0)"
7271 " * ffp_light[%u].diffuse.xyz;\n", idx
);
7272 shader_addline(buffer
, "t = dot(normal, normalize(dir - normalize(ec_pos.xyz)));\n");
7273 shader_addline(buffer
, "if (t > 0.0) specular += pow(t, ffp_material.shininess)"
7274 " * ffp_light[%u].specular;\n", idx
);
7277 shader_addline(buffer
, "ffp_varying_diffuse.xyz = %s.xyz * ambient + %s.xyz * diffuse + %s.xyz;\n",
7278 ambient
, diffuse
, emissive
);
7279 shader_addline(buffer
, "ffp_varying_diffuse.w = %s.w;\n", diffuse
);
7280 shader_addline(buffer
, "ffp_varying_specular = %s * specular;\n", specular
);
7283 /* Context activation is done by the caller. */
7284 static GLuint
shader_glsl_generate_ffp_vertex_shader(struct shader_glsl_priv
*priv
,
7285 const struct wined3d_ffp_vs_settings
*settings
, const struct wined3d_gl_info
*gl_info
)
7287 static const struct attrib_info
7290 const char name
[24];
7294 {"vec4", "ffp_attrib_position"}, /* WINED3D_FFP_POSITION */
7295 {"vec4", "ffp_attrib_blendweight"}, /* WINED3D_FFP_BLENDWEIGHT */
7296 /* TODO: Indexed vertex blending */
7297 {"float", ""}, /* WINED3D_FFP_BLENDINDICES */
7298 {"vec3", "ffp_attrib_normal"}, /* WINED3D_FFP_NORMAL */
7299 {"float", "ffp_attrib_psize"}, /* WINED3D_FFP_PSIZE */
7300 {"vec4", "ffp_attrib_diffuse"}, /* WINED3D_FFP_DIFFUSE */
7301 {"vec4", "ffp_attrib_specular"}, /* WINED3D_FFP_SPECULAR */
7303 struct wined3d_string_buffer
*buffer
= &priv
->shader_buffer
;
7304 BOOL legacy_lighting
= priv
->legacy_lighting
;
7307 BOOL legacy_context
= gl_info
->supported
[WINED3D_GL_LEGACY_CONTEXT
];
7308 BOOL output_legacy_fogcoord
= legacy_context
;
7310 string_buffer_clear(buffer
);
7312 shader_glsl_add_version_declaration(buffer
, gl_info
, NULL
);
7314 if (shader_glsl_use_explicit_attrib_location(gl_info
))
7315 shader_addline(buffer
, "#extension GL_ARB_explicit_attrib_location : enable\n");
7317 for (i
= 0; i
< WINED3D_FFP_ATTRIBS_COUNT
; ++i
)
7319 const char *type
= i
< ARRAY_SIZE(attrib_info
) ? attrib_info
[i
].type
: "vec4";
7321 if (shader_glsl_use_explicit_attrib_location(gl_info
))
7322 shader_addline(buffer
, "layout(location = %u) ", i
);
7323 shader_addline(buffer
, "%s %s vs_in%u;\n", get_attribute_keyword(gl_info
), type
, i
);
7325 shader_addline(buffer
, "\n");
7327 shader_addline(buffer
, "uniform mat4 ffp_modelview_matrix[%u];\n", MAX_VERTEX_BLENDS
);
7328 shader_addline(buffer
, "uniform mat4 ffp_projection_matrix;\n");
7329 shader_addline(buffer
, "uniform mat3 ffp_normal_matrix;\n");
7330 shader_addline(buffer
, "uniform mat4 ffp_texture_matrix[%u];\n", MAX_TEXTURES
);
7332 shader_addline(buffer
, "uniform struct\n{\n");
7333 shader_addline(buffer
, " vec4 emissive;\n");
7334 shader_addline(buffer
, " vec4 ambient;\n");
7335 shader_addline(buffer
, " vec4 diffuse;\n");
7336 shader_addline(buffer
, " vec4 specular;\n");
7337 shader_addline(buffer
, " float shininess;\n");
7338 shader_addline(buffer
, "} ffp_material;\n");
7340 shader_addline(buffer
, "uniform vec3 ffp_light_ambient;\n");
7341 shader_addline(buffer
, "uniform struct\n{\n");
7342 shader_addline(buffer
, " vec4 diffuse;\n");
7343 shader_addline(buffer
, " vec4 specular;\n");
7344 shader_addline(buffer
, " vec4 ambient;\n");
7345 shader_addline(buffer
, " vec4 position;\n");
7346 shader_addline(buffer
, " vec3 direction;\n");
7347 shader_addline(buffer
, " float range;\n");
7348 shader_addline(buffer
, " float falloff;\n");
7349 shader_addline(buffer
, " float c_att;\n");
7350 shader_addline(buffer
, " float l_att;\n");
7351 shader_addline(buffer
, " float q_att;\n");
7352 shader_addline(buffer
, " float cos_htheta;\n");
7353 shader_addline(buffer
, " float cos_hphi;\n");
7354 shader_addline(buffer
, "} ffp_light[%u];\n", MAX_ACTIVE_LIGHTS
);
7356 if (settings
->point_size
)
7358 shader_addline(buffer
, "uniform struct\n{\n");
7359 shader_addline(buffer
, " float size;\n");
7360 shader_addline(buffer
, " float size_min;\n");
7361 shader_addline(buffer
, " float size_max;\n");
7362 shader_addline(buffer
, " float c_att;\n");
7363 shader_addline(buffer
, " float l_att;\n");
7364 shader_addline(buffer
, " float q_att;\n");
7365 shader_addline(buffer
, "} ffp_point;\n");
7370 shader_addline(buffer
, "vec4 ffp_varying_diffuse;\n");
7371 shader_addline(buffer
, "vec4 ffp_varying_specular;\n");
7372 shader_addline(buffer
, "vec4 ffp_varying_texcoord[%u];\n", MAX_TEXTURES
);
7373 shader_addline(buffer
, "float ffp_varying_fogcoord;\n");
7377 if (settings
->clipping
)
7378 shader_addline(buffer
, "uniform vec4 clip_planes[%u];\n", gl_info
->limits
.user_clip_distances
);
7380 declare_out_varying(gl_info
, buffer
, settings
->flatshading
, "vec4 ffp_varying_diffuse;\n");
7381 declare_out_varying(gl_info
, buffer
, settings
->flatshading
, "vec4 ffp_varying_specular;\n");
7382 declare_out_varying(gl_info
, buffer
, FALSE
, "vec4 ffp_varying_texcoord[%u];\n", MAX_TEXTURES
);
7383 declare_out_varying(gl_info
, buffer
, FALSE
, "float ffp_varying_fogcoord;\n");
7386 shader_addline(buffer
, "\nvoid main()\n{\n");
7387 shader_addline(buffer
, "float m;\n");
7388 shader_addline(buffer
, "vec3 r;\n");
7390 for (i
= 0; i
< ARRAY_SIZE(attrib_info
); ++i
)
7392 if (attrib_info
[i
].name
[0])
7393 shader_addline(buffer
, "%s %s = vs_in%u%s;\n", attrib_info
[i
].type
, attrib_info
[i
].name
,
7394 i
, settings
->swizzle_map
& (1u << i
) ? ".zyxw" : "");
7396 for (i
= 0; i
< MAX_TEXTURES
; ++i
)
7398 unsigned int coord_idx
= settings
->texgen
[i
] & 0x0000ffff;
7399 if ((settings
->texgen
[i
] & 0xffff0000) == WINED3DTSS_TCI_PASSTHRU
7400 && settings
->texcoords
& (1u << i
))
7401 shader_addline(buffer
, "vec4 ffp_attrib_texcoord%u = vs_in%u;\n", i
, coord_idx
+ WINED3D_FFP_TEXCOORD0
);
7404 shader_addline(buffer
, "ffp_attrib_blendweight[%u] = 1.0;\n", settings
->vertexblends
);
7406 if (settings
->transformed
)
7408 shader_addline(buffer
, "vec4 ec_pos = vec4(ffp_attrib_position.xyz, 1.0);\n");
7409 shader_addline(buffer
, "gl_Position = ffp_projection_matrix * ec_pos;\n");
7410 shader_addline(buffer
, "if (ffp_attrib_position.w != 0.0) gl_Position /= ffp_attrib_position.w;\n");
7414 for (i
= 0; i
< settings
->vertexblends
; ++i
)
7415 shader_addline(buffer
, "ffp_attrib_blendweight[%u] -= ffp_attrib_blendweight[%u];\n", settings
->vertexblends
, i
);
7417 shader_addline(buffer
, "vec4 ec_pos = vec4(0.0);\n");
7418 for (i
= 0; i
< settings
->vertexblends
+ 1; ++i
)
7419 shader_addline(buffer
, "ec_pos += ffp_attrib_blendweight[%u] * (ffp_modelview_matrix[%u] * ffp_attrib_position);\n", i
, i
);
7421 shader_addline(buffer
, "gl_Position = ffp_projection_matrix * ec_pos;\n");
7422 if (settings
->clipping
)
7424 if (gl_info
->supported
[WINED3D_GL_LEGACY_CONTEXT
])
7425 shader_addline(buffer
, "gl_ClipVertex = ec_pos;\n");
7427 for (i
= 0; i
< gl_info
->limits
.user_clip_distances
; ++i
)
7428 shader_addline(buffer
, "gl_ClipDistance[%u] = dot(ec_pos, clip_planes[%u]);\n", i
, i
);
7430 shader_addline(buffer
, "ec_pos /= ec_pos.w;\n");
7433 shader_addline(buffer
, "vec3 normal = vec3(0.0);\n");
7434 if (settings
->normal
)
7436 if (!settings
->vertexblends
)
7438 shader_addline(buffer
, "normal = ffp_normal_matrix * ffp_attrib_normal;\n");
7442 for (i
= 0; i
< settings
->vertexblends
+ 1; ++i
)
7443 shader_addline(buffer
, "normal += ffp_attrib_blendweight[%u] * (mat3(ffp_modelview_matrix[%u]) * ffp_attrib_normal);\n", i
, i
);
7446 if (settings
->normalize
)
7447 shader_addline(buffer
, "normal = normalize(normal);\n");
7450 shader_glsl_ffp_vertex_lighting(buffer
, settings
, legacy_lighting
);
7453 shader_addline(buffer
, "gl_FrontColor = ffp_varying_diffuse;\n");
7454 shader_addline(buffer
, "gl_FrontSecondaryColor = ffp_varying_specular;\n");
7458 shader_addline(buffer
, "ffp_varying_diffuse = clamp(ffp_varying_diffuse, 0.0, 1.0);\n");
7459 shader_addline(buffer
, "ffp_varying_specular = clamp(ffp_varying_specular, 0.0, 1.0);\n");
7462 for (i
= 0; i
< MAX_TEXTURES
; ++i
)
7464 BOOL output_legacy_texcoord
= gl_info
->supported
[WINED3D_GL_LEGACY_CONTEXT
];
7466 switch (settings
->texgen
[i
] & 0xffff0000)
7468 case WINED3DTSS_TCI_PASSTHRU
:
7469 if (settings
->texcoords
& (1u << i
))
7470 shader_addline(buffer
, "ffp_varying_texcoord[%u] = ffp_texture_matrix[%u] * ffp_attrib_texcoord%u;\n",
7472 else if (gl_info
->limits
.glsl_varyings
>= wined3d_max_compat_varyings(gl_info
))
7473 shader_addline(buffer
, "ffp_varying_texcoord[%u] = vec4(0.0);\n", i
);
7475 output_legacy_texcoord
= FALSE
;
7478 case WINED3DTSS_TCI_CAMERASPACENORMAL
:
7479 shader_addline(buffer
, "ffp_varying_texcoord[%u] = ffp_texture_matrix[%u] * vec4(normal, 1.0);\n", i
, i
);
7482 case WINED3DTSS_TCI_CAMERASPACEPOSITION
:
7483 shader_addline(buffer
, "ffp_varying_texcoord[%u] = ffp_texture_matrix[%u] * ec_pos;\n", i
, i
);
7486 case WINED3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR
:
7487 shader_addline(buffer
, "ffp_varying_texcoord[%u] = ffp_texture_matrix[%u]"
7488 " * vec4(reflect(normalize(ec_pos.xyz), normal), 1.0);\n", i
, i
);
7491 case WINED3DTSS_TCI_SPHEREMAP
:
7492 shader_addline(buffer
, "r = reflect(normalize(ec_pos.xyz), normal);\n");
7493 shader_addline(buffer
, "m = 2.0 * length(vec3(r.x, r.y, r.z + 1.0));\n");
7494 shader_addline(buffer
, "ffp_varying_texcoord[%u] = ffp_texture_matrix[%u]"
7495 " * vec4(r.x / m + 0.5, r.y / m + 0.5, 0.0, 1.0);\n", i
, i
);
7499 ERR("Unhandled texgen %#x.\n", settings
->texgen
[i
]);
7502 if (output_legacy_texcoord
)
7503 shader_addline(buffer
, "gl_TexCoord[%u] = ffp_varying_texcoord[%u];\n", i
, i
);
7506 switch (settings
->fog_mode
)
7508 case WINED3D_FFP_VS_FOG_OFF
:
7509 output_legacy_fogcoord
= FALSE
;
7512 case WINED3D_FFP_VS_FOG_FOGCOORD
:
7513 shader_addline(buffer
, "ffp_varying_fogcoord = ffp_attrib_specular.w * 255.0;\n");
7516 case WINED3D_FFP_VS_FOG_RANGE
:
7517 shader_addline(buffer
, "ffp_varying_fogcoord = length(ec_pos.xyz);\n");
7520 case WINED3D_FFP_VS_FOG_DEPTH
:
7521 if (settings
->ortho_fog
)
7523 if (gl_info
->supported
[ARB_CLIP_CONTROL
])
7524 shader_addline(buffer
, "ffp_varying_fogcoord = gl_Position.z;\n");
7526 /* Need to undo the [0.0 - 1.0] -> [-1.0 - 1.0] transformation from D3D to GL coordinates. */
7527 shader_addline(buffer
, "ffp_varying_fogcoord = gl_Position.z * 0.5 + 0.5;\n");
7529 else if (settings
->transformed
)
7531 shader_addline(buffer
, "ffp_varying_fogcoord = ec_pos.z;\n");
7535 shader_addline(buffer
, "ffp_varying_fogcoord = abs(ec_pos.z);\n");
7540 ERR("Unhandled fog mode %#x.\n", settings
->fog_mode
);
7543 if (output_legacy_fogcoord
)
7544 shader_addline(buffer
, "gl_FogFragCoord = ffp_varying_fogcoord;\n");
7546 if (settings
->point_size
)
7548 shader_addline(buffer
, "gl_PointSize = %s / sqrt(ffp_point.c_att"
7549 " + ffp_point.l_att * length(ec_pos.xyz)"
7550 " + ffp_point.q_att * dot(ec_pos.xyz, ec_pos.xyz));\n",
7551 settings
->per_vertex_point_size
? "ffp_attrib_psize" : "ffp_point.size");
7552 shader_addline(buffer
, "gl_PointSize = clamp(gl_PointSize, ffp_point.size_min, ffp_point.size_max);\n");
7555 shader_addline(buffer
, "}\n");
7557 shader_obj
= GL_EXTCALL(glCreateShader(GL_VERTEX_SHADER
));
7558 shader_glsl_compile(gl_info
, shader_obj
, buffer
->buffer
);
7563 static const char *shader_glsl_get_ffp_fragment_op_arg(struct wined3d_string_buffer
*buffer
,
7564 DWORD argnum
, unsigned int stage
, DWORD arg
)
7568 if (arg
== ARG_UNUSED
)
7569 return "<unused arg>";
7571 switch (arg
& WINED3DTA_SELECTMASK
)
7573 case WINED3DTA_DIFFUSE
:
7574 ret
= "ffp_varying_diffuse";
7577 case WINED3DTA_CURRENT
:
7581 case WINED3DTA_TEXTURE
:
7584 case 0: ret
= "tex0"; break;
7585 case 1: ret
= "tex1"; break;
7586 case 2: ret
= "tex2"; break;
7587 case 3: ret
= "tex3"; break;
7588 case 4: ret
= "tex4"; break;
7589 case 5: ret
= "tex5"; break;
7590 case 6: ret
= "tex6"; break;
7591 case 7: ret
= "tex7"; break;
7593 ret
= "<invalid texture>";
7598 case WINED3DTA_TFACTOR
:
7602 case WINED3DTA_SPECULAR
:
7603 ret
= "ffp_varying_specular";
7606 case WINED3DTA_TEMP
:
7610 case WINED3DTA_CONSTANT
:
7613 case 0: ret
= "tss_const0"; break;
7614 case 1: ret
= "tss_const1"; break;
7615 case 2: ret
= "tss_const2"; break;
7616 case 3: ret
= "tss_const3"; break;
7617 case 4: ret
= "tss_const4"; break;
7618 case 5: ret
= "tss_const5"; break;
7619 case 6: ret
= "tss_const6"; break;
7620 case 7: ret
= "tss_const7"; break;
7622 ret
= "<invalid constant>";
7628 return "<unhandled arg>";
7631 if (arg
& WINED3DTA_COMPLEMENT
)
7633 shader_addline(buffer
, "arg%u = vec4(1.0) - %s;\n", argnum
, ret
);
7636 else if (argnum
== 1)
7638 else if (argnum
== 2)
7642 if (arg
& WINED3DTA_ALPHAREPLICATE
)
7644 shader_addline(buffer
, "arg%u = vec4(%s.w);\n", argnum
, ret
);
7647 else if (argnum
== 1)
7649 else if (argnum
== 2)
7656 static void shader_glsl_ffp_fragment_op(struct wined3d_string_buffer
*buffer
, unsigned int stage
, BOOL color
,
7657 BOOL alpha
, DWORD dst
, DWORD op
, DWORD dw_arg0
, DWORD dw_arg1
, DWORD dw_arg2
)
7659 const char *dstmask
, *dstreg
, *arg0
, *arg1
, *arg2
;
7669 dstreg
= "temp_reg";
7673 arg0
= shader_glsl_get_ffp_fragment_op_arg(buffer
, 0, stage
, dw_arg0
);
7674 arg1
= shader_glsl_get_ffp_fragment_op_arg(buffer
, 1, stage
, dw_arg1
);
7675 arg2
= shader_glsl_get_ffp_fragment_op_arg(buffer
, 2, stage
, dw_arg2
);
7679 case WINED3D_TOP_DISABLE
:
7682 case WINED3D_TOP_SELECT_ARG1
:
7683 shader_addline(buffer
, "%s%s = %s%s;\n", dstreg
, dstmask
, arg1
, dstmask
);
7686 case WINED3D_TOP_SELECT_ARG2
:
7687 shader_addline(buffer
, "%s%s = %s%s;\n", dstreg
, dstmask
, arg2
, dstmask
);
7690 case WINED3D_TOP_MODULATE
:
7691 shader_addline(buffer
, "%s%s = %s%s * %s%s;\n", dstreg
, dstmask
, arg1
, dstmask
, arg2
, dstmask
);
7694 case WINED3D_TOP_MODULATE_4X
:
7695 shader_addline(buffer
, "%s%s = clamp(%s%s * %s%s * 4.0, 0.0, 1.0);\n",
7696 dstreg
, dstmask
, arg1
, dstmask
, arg2
, dstmask
);
7699 case WINED3D_TOP_MODULATE_2X
:
7700 shader_addline(buffer
, "%s%s = clamp(%s%s * %s%s * 2.0, 0.0, 1.0);\n",
7701 dstreg
, dstmask
, arg1
, dstmask
, arg2
, dstmask
);
7704 case WINED3D_TOP_ADD
:
7705 shader_addline(buffer
, "%s%s = clamp(%s%s + %s%s, 0.0, 1.0);\n",
7706 dstreg
, dstmask
, arg1
, dstmask
, arg2
, dstmask
);
7709 case WINED3D_TOP_ADD_SIGNED
:
7710 shader_addline(buffer
, "%s%s = clamp(%s%s + (%s - vec4(0.5))%s, 0.0, 1.0);\n",
7711 dstreg
, dstmask
, arg1
, dstmask
, arg2
, dstmask
);
7714 case WINED3D_TOP_ADD_SIGNED_2X
:
7715 shader_addline(buffer
, "%s%s = clamp((%s%s + (%s - vec4(0.5))%s) * 2.0, 0.0, 1.0);\n",
7716 dstreg
, dstmask
, arg1
, dstmask
, arg2
, dstmask
);
7719 case WINED3D_TOP_SUBTRACT
:
7720 shader_addline(buffer
, "%s%s = clamp(%s%s - %s%s, 0.0, 1.0);\n",
7721 dstreg
, dstmask
, arg1
, dstmask
, arg2
, dstmask
);
7724 case WINED3D_TOP_ADD_SMOOTH
:
7725 shader_addline(buffer
, "%s%s = clamp((vec4(1.0) - %s)%s * %s%s + %s%s, 0.0, 1.0);\n",
7726 dstreg
, dstmask
, arg1
, dstmask
, arg2
, dstmask
, arg1
, dstmask
);
7729 case WINED3D_TOP_BLEND_DIFFUSE_ALPHA
:
7730 arg0
= shader_glsl_get_ffp_fragment_op_arg(buffer
, 0, stage
, WINED3DTA_DIFFUSE
);
7731 shader_addline(buffer
, "%s%s = mix(%s%s, %s%s, %s.w);\n",
7732 dstreg
, dstmask
, arg2
, dstmask
, arg1
, dstmask
, arg0
);
7735 case WINED3D_TOP_BLEND_TEXTURE_ALPHA
:
7736 arg0
= shader_glsl_get_ffp_fragment_op_arg(buffer
, 0, stage
, WINED3DTA_TEXTURE
);
7737 shader_addline(buffer
, "%s%s = mix(%s%s, %s%s, %s.w);\n",
7738 dstreg
, dstmask
, arg2
, dstmask
, arg1
, dstmask
, arg0
);
7741 case WINED3D_TOP_BLEND_FACTOR_ALPHA
:
7742 arg0
= shader_glsl_get_ffp_fragment_op_arg(buffer
, 0, stage
, WINED3DTA_TFACTOR
);
7743 shader_addline(buffer
, "%s%s = mix(%s%s, %s%s, %s.w);\n",
7744 dstreg
, dstmask
, arg2
, dstmask
, arg1
, dstmask
, arg0
);
7747 case WINED3D_TOP_BLEND_TEXTURE_ALPHA_PM
:
7748 arg0
= shader_glsl_get_ffp_fragment_op_arg(buffer
, 0, stage
, WINED3DTA_TEXTURE
);
7749 shader_addline(buffer
, "%s%s = clamp(%s%s * (1.0 - %s.w) + %s%s, 0.0, 1.0);\n",
7750 dstreg
, dstmask
, arg2
, dstmask
, arg0
, arg1
, dstmask
);
7753 case WINED3D_TOP_BLEND_CURRENT_ALPHA
:
7754 arg0
= shader_glsl_get_ffp_fragment_op_arg(buffer
, 0, stage
, WINED3DTA_CURRENT
);
7755 shader_addline(buffer
, "%s%s = mix(%s%s, %s%s, %s.w);\n",
7756 dstreg
, dstmask
, arg2
, dstmask
, arg1
, dstmask
, arg0
);
7759 case WINED3D_TOP_MODULATE_ALPHA_ADD_COLOR
:
7760 shader_addline(buffer
, "%s%s = clamp(%s%s * %s.w + %s%s, 0.0, 1.0);\n",
7761 dstreg
, dstmask
, arg2
, dstmask
, arg1
, arg1
, dstmask
);
7764 case WINED3D_TOP_MODULATE_COLOR_ADD_ALPHA
:
7765 shader_addline(buffer
, "%s%s = clamp(%s%s * %s%s + %s.w, 0.0, 1.0);\n",
7766 dstreg
, dstmask
, arg1
, dstmask
, arg2
, dstmask
, arg1
);
7769 case WINED3D_TOP_MODULATE_INVALPHA_ADD_COLOR
:
7770 shader_addline(buffer
, "%s%s = clamp(%s%s * (1.0 - %s.w) + %s%s, 0.0, 1.0);\n",
7771 dstreg
, dstmask
, arg2
, dstmask
, arg1
, arg1
, dstmask
);
7773 case WINED3D_TOP_MODULATE_INVCOLOR_ADD_ALPHA
:
7774 shader_addline(buffer
, "%s%s = clamp((vec4(1.0) - %s)%s * %s%s + %s.w, 0.0, 1.0);\n",
7775 dstreg
, dstmask
, arg1
, dstmask
, arg2
, dstmask
, arg1
);
7778 case WINED3D_TOP_BUMPENVMAP
:
7779 case WINED3D_TOP_BUMPENVMAP_LUMINANCE
:
7780 /* These are handled in the first pass, nothing to do. */
7783 case WINED3D_TOP_DOTPRODUCT3
:
7784 shader_addline(buffer
, "%s%s = vec4(clamp(dot(%s.xyz - 0.5, %s.xyz - 0.5) * 4.0, 0.0, 1.0))%s;\n",
7785 dstreg
, dstmask
, arg1
, arg2
, dstmask
);
7788 case WINED3D_TOP_MULTIPLY_ADD
:
7789 shader_addline(buffer
, "%s%s = clamp(%s%s * %s%s + %s%s, 0.0, 1.0);\n",
7790 dstreg
, dstmask
, arg1
, dstmask
, arg2
, dstmask
, arg0
, dstmask
);
7793 case WINED3D_TOP_LERP
:
7794 /* MSDN isn't quite right here. */
7795 shader_addline(buffer
, "%s%s = mix(%s%s, %s%s, %s%s);\n",
7796 dstreg
, dstmask
, arg2
, dstmask
, arg1
, dstmask
, arg0
, dstmask
);
7800 FIXME("Unhandled operation %#x.\n", op
);
7805 /* Context activation is done by the caller. */
7806 static GLuint
shader_glsl_generate_ffp_fragment_shader(struct shader_glsl_priv
*priv
,
7807 const struct ffp_frag_settings
*settings
, const struct wined3d_gl_info
*gl_info
)
7809 struct wined3d_string_buffer
*tex_reg_name
= string_buffer_get(&priv
->string_buffers
);
7810 enum wined3d_cmp_func alpha_test_func
= settings
->alpha_test_func
+ 1;
7811 BOOL legacy_context
= gl_info
->supported
[WINED3D_GL_LEGACY_CONTEXT
];
7812 struct wined3d_string_buffer
*buffer
= &priv
->shader_buffer
;
7813 BYTE lum_map
= 0, bump_map
= 0, tex_map
= 0, tss_const_map
= 0;
7814 BOOL tempreg_used
= FALSE
, tfactor_used
= FALSE
;
7815 UINT lowest_disabled_stage
;
7817 DWORD arg0
, arg1
, arg2
;
7820 string_buffer_clear(buffer
);
7822 /* Find out which textures are read */
7823 for (stage
= 0; stage
< MAX_TEXTURES
; ++stage
)
7825 if (settings
->op
[stage
].cop
== WINED3D_TOP_DISABLE
)
7828 arg0
= settings
->op
[stage
].carg0
& WINED3DTA_SELECTMASK
;
7829 arg1
= settings
->op
[stage
].carg1
& WINED3DTA_SELECTMASK
;
7830 arg2
= settings
->op
[stage
].carg2
& WINED3DTA_SELECTMASK
;
7832 if (arg0
== WINED3DTA_TEXTURE
|| arg1
== WINED3DTA_TEXTURE
|| arg2
== WINED3DTA_TEXTURE
7833 || (stage
== 0 && settings
->color_key_enabled
))
7834 tex_map
|= 1u << stage
;
7835 if (arg0
== WINED3DTA_TFACTOR
|| arg1
== WINED3DTA_TFACTOR
|| arg2
== WINED3DTA_TFACTOR
)
7836 tfactor_used
= TRUE
;
7837 if (arg0
== WINED3DTA_TEMP
|| arg1
== WINED3DTA_TEMP
|| arg2
== WINED3DTA_TEMP
)
7838 tempreg_used
= TRUE
;
7839 if (settings
->op
[stage
].dst
== tempreg
)
7840 tempreg_used
= TRUE
;
7841 if (arg0
== WINED3DTA_CONSTANT
|| arg1
== WINED3DTA_CONSTANT
|| arg2
== WINED3DTA_CONSTANT
)
7842 tss_const_map
|= 1u << stage
;
7844 switch (settings
->op
[stage
].cop
)
7846 case WINED3D_TOP_BUMPENVMAP_LUMINANCE
:
7847 lum_map
|= 1u << stage
;
7849 case WINED3D_TOP_BUMPENVMAP
:
7850 bump_map
|= 1u << stage
;
7852 case WINED3D_TOP_BLEND_TEXTURE_ALPHA
:
7853 case WINED3D_TOP_BLEND_TEXTURE_ALPHA_PM
:
7854 tex_map
|= 1u << stage
;
7857 case WINED3D_TOP_BLEND_FACTOR_ALPHA
:
7858 tfactor_used
= TRUE
;
7865 if (settings
->op
[stage
].aop
== WINED3D_TOP_DISABLE
)
7868 arg0
= settings
->op
[stage
].aarg0
& WINED3DTA_SELECTMASK
;
7869 arg1
= settings
->op
[stage
].aarg1
& WINED3DTA_SELECTMASK
;
7870 arg2
= settings
->op
[stage
].aarg2
& WINED3DTA_SELECTMASK
;
7872 if (arg0
== WINED3DTA_TEXTURE
|| arg1
== WINED3DTA_TEXTURE
|| arg2
== WINED3DTA_TEXTURE
)
7873 tex_map
|= 1u << stage
;
7874 if (arg0
== WINED3DTA_TFACTOR
|| arg1
== WINED3DTA_TFACTOR
|| arg2
== WINED3DTA_TFACTOR
)
7875 tfactor_used
= TRUE
;
7876 if (arg0
== WINED3DTA_TEMP
|| arg1
== WINED3DTA_TEMP
|| arg2
== WINED3DTA_TEMP
)
7877 tempreg_used
= TRUE
;
7878 if (arg0
== WINED3DTA_CONSTANT
|| arg1
== WINED3DTA_CONSTANT
|| arg2
== WINED3DTA_CONSTANT
)
7879 tss_const_map
|= 1u << stage
;
7881 lowest_disabled_stage
= stage
;
7883 shader_glsl_add_version_declaration(buffer
, gl_info
, NULL
);
7885 if (gl_info
->supported
[ARB_TEXTURE_RECTANGLE
])
7886 shader_addline(buffer
, "#extension GL_ARB_texture_rectangle : enable\n");
7888 if (!needs_legacy_glsl_syntax(gl_info
))
7889 shader_addline(buffer
, "out vec4 ps_out[1];\n");
7891 shader_addline(buffer
, "vec4 tmp0, tmp1;\n");
7892 shader_addline(buffer
, "vec4 ret;\n");
7893 if (tempreg_used
|| settings
->sRGB_write
)
7894 shader_addline(buffer
, "vec4 temp_reg = vec4(0.0);\n");
7895 shader_addline(buffer
, "vec4 arg0, arg1, arg2;\n");
7897 for (stage
= 0; stage
< MAX_TEXTURES
; ++stage
)
7899 if (tss_const_map
& (1u << stage
))
7900 shader_addline(buffer
, "uniform vec4 tss_const%u;\n", stage
);
7902 if (!(tex_map
& (1u << stage
)))
7905 switch (settings
->op
[stage
].tex_type
)
7907 case WINED3D_GL_RES_TYPE_TEX_1D
:
7908 shader_addline(buffer
, "uniform sampler1D ps_sampler%u;\n", stage
);
7910 case WINED3D_GL_RES_TYPE_TEX_2D
:
7911 shader_addline(buffer
, "uniform sampler2D ps_sampler%u;\n", stage
);
7913 case WINED3D_GL_RES_TYPE_TEX_3D
:
7914 shader_addline(buffer
, "uniform sampler3D ps_sampler%u;\n", stage
);
7916 case WINED3D_GL_RES_TYPE_TEX_CUBE
:
7917 shader_addline(buffer
, "uniform samplerCube ps_sampler%u;\n", stage
);
7919 case WINED3D_GL_RES_TYPE_TEX_RECT
:
7920 shader_addline(buffer
, "uniform sampler2DRect ps_sampler%u;\n", stage
);
7923 FIXME("Unhandled sampler type %#x.\n", settings
->op
[stage
].tex_type
);
7927 shader_addline(buffer
, "vec4 tex%u;\n", stage
);
7929 if (!(bump_map
& (1u << stage
)))
7931 shader_addline(buffer
, "uniform mat2 bumpenv_mat%u;\n", stage
);
7933 if (!(lum_map
& (1u << stage
)))
7935 shader_addline(buffer
, "uniform float bumpenv_lum_scale%u;\n", stage
);
7936 shader_addline(buffer
, "uniform float bumpenv_lum_offset%u;\n", stage
);
7939 shader_addline(buffer
, "uniform vec4 tex_factor;\n");
7940 if (settings
->color_key_enabled
)
7941 shader_addline(buffer
, "uniform vec4 color_key[2];\n");
7942 shader_addline(buffer
, "uniform vec4 specular_enable;\n");
7944 if (settings
->sRGB_write
)
7946 shader_addline(buffer
, "const vec4 srgb_const0 = ");
7947 shader_glsl_append_imm_vec4(buffer
, wined3d_srgb_const0
);
7948 shader_addline(buffer
, ";\n");
7949 shader_addline(buffer
, "const vec4 srgb_const1 = ");
7950 shader_glsl_append_imm_vec4(buffer
, wined3d_srgb_const1
);
7951 shader_addline(buffer
, ";\n");
7954 shader_addline(buffer
, "uniform struct\n{\n");
7955 shader_addline(buffer
, " vec4 color;\n");
7956 shader_addline(buffer
, " float density;\n");
7957 shader_addline(buffer
, " float end;\n");
7958 shader_addline(buffer
, " float scale;\n");
7959 shader_addline(buffer
, "} ffp_fog;\n");
7961 if (alpha_test_func
!= WINED3D_CMP_ALWAYS
)
7962 shader_addline(buffer
, "uniform float alpha_test_ref;\n");
7966 shader_addline(buffer
, "vec4 ffp_varying_diffuse;\n");
7967 shader_addline(buffer
, "vec4 ffp_varying_specular;\n");
7968 shader_addline(buffer
, "vec4 ffp_varying_texcoord[%u];\n", MAX_TEXTURES
);
7969 shader_addline(buffer
, "vec4 ffp_texcoord[%u];\n", MAX_TEXTURES
);
7970 shader_addline(buffer
, "float ffp_varying_fogcoord;\n");
7974 declare_in_varying(gl_info
, buffer
, settings
->flatshading
, "vec4 ffp_varying_diffuse;\n");
7975 declare_in_varying(gl_info
, buffer
, settings
->flatshading
, "vec4 ffp_varying_specular;\n");
7976 declare_in_varying(gl_info
, buffer
, FALSE
, "vec4 ffp_varying_texcoord[%u];\n", MAX_TEXTURES
);
7977 shader_addline(buffer
, "vec4 ffp_texcoord[%u];\n", MAX_TEXTURES
);
7978 declare_in_varying(gl_info
, buffer
, FALSE
, "float ffp_varying_fogcoord;\n");
7981 shader_addline(buffer
, "void main()\n{\n");
7985 shader_addline(buffer
, "ffp_varying_diffuse = gl_Color;\n");
7986 shader_addline(buffer
, "ffp_varying_specular = gl_SecondaryColor;\n");
7989 for (stage
= 0; stage
< MAX_TEXTURES
; ++stage
)
7991 if (tex_map
& (1u << stage
))
7993 if (settings
->pointsprite
)
7994 shader_addline(buffer
, "ffp_texcoord[%u] = vec4(gl_PointCoord.xy, 0.0, 0.0);\n", stage
);
7995 else if (settings
->texcoords_initialized
& (1u << stage
))
7996 shader_addline(buffer
, "ffp_texcoord[%u] = %s[%u];\n",
7997 stage
, legacy_context
? "gl_TexCoord" : "ffp_varying_texcoord", stage
);
7999 shader_addline(buffer
, "ffp_texcoord[%u] = vec4(0.0);\n", stage
);
8003 if (legacy_context
&& settings
->fog
!= WINED3D_FFP_PS_FOG_OFF
)
8004 shader_addline(buffer
, "ffp_varying_fogcoord = gl_FogFragCoord;\n");
8006 if (lowest_disabled_stage
< 7 && settings
->emul_clipplanes
)
8007 shader_addline(buffer
, "if (any(lessThan(ffp_texcoord[7], vec4(0.0)))) discard;\n");
8009 /* Generate texture sampling instructions */
8010 for (stage
= 0; stage
< MAX_TEXTURES
&& settings
->op
[stage
].cop
!= WINED3D_TOP_DISABLE
; ++stage
)
8012 const char *texture_function
, *coord_mask
;
8015 if (!(tex_map
& (1u << stage
)))
8018 if (settings
->op
[stage
].projected
== proj_none
)
8022 else if (settings
->op
[stage
].projected
== proj_count4
8023 || settings
->op
[stage
].projected
== proj_count3
)
8029 FIXME("Unexpected projection mode %d\n", settings
->op
[stage
].projected
);
8033 if (settings
->op
[stage
].tex_type
== WINED3D_GL_RES_TYPE_TEX_CUBE
)
8036 switch (settings
->op
[stage
].tex_type
)
8038 case WINED3D_GL_RES_TYPE_TEX_1D
:
8041 texture_function
= "texture1DProj";
8046 texture_function
= "texture1D";
8050 case WINED3D_GL_RES_TYPE_TEX_2D
:
8053 texture_function
= "texture2DProj";
8058 texture_function
= "texture2D";
8062 case WINED3D_GL_RES_TYPE_TEX_3D
:
8065 texture_function
= "texture3DProj";
8066 coord_mask
= "xyzw";
8070 texture_function
= "texture3D";
8074 case WINED3D_GL_RES_TYPE_TEX_CUBE
:
8075 texture_function
= "textureCube";
8078 case WINED3D_GL_RES_TYPE_TEX_RECT
:
8081 texture_function
= "texture2DRectProj";
8086 texture_function
= "texture2DRect";
8091 FIXME("Unhandled texture type %#x.\n", settings
->op
[stage
].tex_type
);
8092 texture_function
= "";
8093 coord_mask
= "xyzw";
8096 if (!needs_legacy_glsl_syntax(gl_info
))
8097 texture_function
= proj
? "textureProj" : "texture";
8100 && (settings
->op
[stage
- 1].cop
== WINED3D_TOP_BUMPENVMAP
8101 || settings
->op
[stage
- 1].cop
== WINED3D_TOP_BUMPENVMAP_LUMINANCE
))
8103 shader_addline(buffer
, "ret.xy = bumpenv_mat%u * tex%u.xy;\n", stage
- 1, stage
- 1);
8105 /* With projective textures, texbem only divides the static
8106 * texture coord, not the displacement, so multiply the
8107 * displacement with the dividing parameter before passing it to
8109 if (settings
->op
[stage
].projected
!= proj_none
)
8111 if (settings
->op
[stage
].projected
== proj_count4
)
8113 shader_addline(buffer
, "ret.xy = (ret.xy * ffp_texcoord[%u].w) + ffp_texcoord[%u].xy;\n",
8115 shader_addline(buffer
, "ret.zw = ffp_texcoord[%u].ww;\n", stage
);
8119 shader_addline(buffer
, "ret.xy = (ret.xy * ffp_texcoord[%u].z) + ffp_texcoord[%u].xy;\n",
8121 shader_addline(buffer
, "ret.zw = ffp_texcoord[%u].zz;\n", stage
);
8126 shader_addline(buffer
, "ret = ffp_texcoord[%u] + ret.xyxy;\n", stage
);
8129 shader_addline(buffer
, "tex%u = %s(ps_sampler%u, ret.%s);\n",
8130 stage
, texture_function
, stage
, coord_mask
);
8132 if (settings
->op
[stage
- 1].cop
== WINED3D_TOP_BUMPENVMAP_LUMINANCE
)
8133 shader_addline(buffer
, "tex%u *= clamp(tex%u.z * bumpenv_lum_scale%u + bumpenv_lum_offset%u, 0.0, 1.0);\n",
8134 stage
, stage
- 1, stage
- 1, stage
- 1);
8136 else if (settings
->op
[stage
].projected
== proj_count3
)
8138 shader_addline(buffer
, "tex%u = %s(ps_sampler%u, ffp_texcoord[%u].xyz);\n",
8139 stage
, texture_function
, stage
, stage
);
8143 shader_addline(buffer
, "tex%u = %s(ps_sampler%u, ffp_texcoord[%u].%s);\n",
8144 stage
, texture_function
, stage
, stage
, coord_mask
);
8147 string_buffer_sprintf(tex_reg_name
, "tex%u", stage
);
8148 shader_glsl_color_correction_ext(buffer
, tex_reg_name
->buffer
, WINED3DSP_WRITEMASK_ALL
,
8149 settings
->op
[stage
].color_fixup
);
8152 if (settings
->color_key_enabled
)
8154 shader_addline(buffer
, "if (all(greaterThanEqual(tex0, color_key[0])) && all(lessThan(tex0, color_key[1])))\n");
8155 shader_addline(buffer
, " discard;\n");
8158 shader_addline(buffer
, "ret = ffp_varying_diffuse;\n");
8160 /* Generate the main shader */
8161 for (stage
= 0; stage
< MAX_TEXTURES
; ++stage
)
8165 if (settings
->op
[stage
].cop
== WINED3D_TOP_DISABLE
)
8168 if (settings
->op
[stage
].cop
== WINED3D_TOP_SELECT_ARG1
8169 && settings
->op
[stage
].aop
== WINED3D_TOP_SELECT_ARG1
)
8170 op_equal
= settings
->op
[stage
].carg1
== settings
->op
[stage
].aarg1
;
8171 else if (settings
->op
[stage
].cop
== WINED3D_TOP_SELECT_ARG1
8172 && settings
->op
[stage
].aop
== WINED3D_TOP_SELECT_ARG2
)
8173 op_equal
= settings
->op
[stage
].carg1
== settings
->op
[stage
].aarg2
;
8174 else if (settings
->op
[stage
].cop
== WINED3D_TOP_SELECT_ARG2
8175 && settings
->op
[stage
].aop
== WINED3D_TOP_SELECT_ARG1
)
8176 op_equal
= settings
->op
[stage
].carg2
== settings
->op
[stage
].aarg1
;
8177 else if (settings
->op
[stage
].cop
== WINED3D_TOP_SELECT_ARG2
8178 && settings
->op
[stage
].aop
== WINED3D_TOP_SELECT_ARG2
)
8179 op_equal
= settings
->op
[stage
].carg2
== settings
->op
[stage
].aarg2
;
8181 op_equal
= settings
->op
[stage
].aop
== settings
->op
[stage
].cop
8182 && settings
->op
[stage
].carg0
== settings
->op
[stage
].aarg0
8183 && settings
->op
[stage
].carg1
== settings
->op
[stage
].aarg1
8184 && settings
->op
[stage
].carg2
== settings
->op
[stage
].aarg2
;
8186 if (settings
->op
[stage
].aop
== WINED3D_TOP_DISABLE
)
8188 shader_glsl_ffp_fragment_op(buffer
, stage
, TRUE
, FALSE
, settings
->op
[stage
].dst
,
8189 settings
->op
[stage
].cop
, settings
->op
[stage
].carg0
,
8190 settings
->op
[stage
].carg1
, settings
->op
[stage
].carg2
);
8194 shader_glsl_ffp_fragment_op(buffer
, stage
, TRUE
, TRUE
, settings
->op
[stage
].dst
,
8195 settings
->op
[stage
].cop
, settings
->op
[stage
].carg0
,
8196 settings
->op
[stage
].carg1
, settings
->op
[stage
].carg2
);
8198 else if (settings
->op
[stage
].cop
!= WINED3D_TOP_BUMPENVMAP
8199 && settings
->op
[stage
].cop
!= WINED3D_TOP_BUMPENVMAP_LUMINANCE
)
8201 shader_glsl_ffp_fragment_op(buffer
, stage
, TRUE
, FALSE
, settings
->op
[stage
].dst
,
8202 settings
->op
[stage
].cop
, settings
->op
[stage
].carg0
,
8203 settings
->op
[stage
].carg1
, settings
->op
[stage
].carg2
);
8204 shader_glsl_ffp_fragment_op(buffer
, stage
, FALSE
, TRUE
, settings
->op
[stage
].dst
,
8205 settings
->op
[stage
].aop
, settings
->op
[stage
].aarg0
,
8206 settings
->op
[stage
].aarg1
, settings
->op
[stage
].aarg2
);
8210 shader_addline(buffer
, "%s[0] = ffp_varying_specular * specular_enable + ret;\n",
8211 get_fragment_output(gl_info
));
8213 if (settings
->sRGB_write
)
8214 shader_glsl_generate_srgb_write_correction(buffer
, gl_info
);
8216 shader_glsl_generate_fog_code(buffer
, gl_info
, settings
->fog
);
8218 shader_glsl_generate_alpha_test(buffer
, gl_info
, alpha_test_func
);
8220 shader_addline(buffer
, "}\n");
8222 shader_id
= GL_EXTCALL(glCreateShader(GL_FRAGMENT_SHADER
));
8223 shader_glsl_compile(gl_info
, shader_id
, buffer
->buffer
);
8225 string_buffer_release(&priv
->string_buffers
, tex_reg_name
);
8229 static struct glsl_ffp_vertex_shader
*shader_glsl_find_ffp_vertex_shader(struct shader_glsl_priv
*priv
,
8230 const struct wined3d_gl_info
*gl_info
, const struct wined3d_ffp_vs_settings
*settings
)
8232 struct glsl_ffp_vertex_shader
*shader
;
8233 const struct wine_rb_entry
*entry
;
8235 if ((entry
= wine_rb_get(&priv
->ffp_vertex_shaders
, settings
)))
8236 return WINE_RB_ENTRY_VALUE(entry
, struct glsl_ffp_vertex_shader
, desc
.entry
);
8238 if (!(shader
= HeapAlloc(GetProcessHeap(), 0, sizeof(*shader
))))
8241 shader
->desc
.settings
= *settings
;
8242 shader
->id
= shader_glsl_generate_ffp_vertex_shader(priv
, settings
, gl_info
);
8243 list_init(&shader
->linked_programs
);
8244 if (wine_rb_put(&priv
->ffp_vertex_shaders
, &shader
->desc
.settings
, &shader
->desc
.entry
) == -1)
8245 ERR("Failed to insert ffp vertex shader.\n");
8250 static struct glsl_ffp_fragment_shader
*shader_glsl_find_ffp_fragment_shader(struct shader_glsl_priv
*priv
,
8251 const struct wined3d_gl_info
*gl_info
, const struct ffp_frag_settings
*args
)
8253 struct glsl_ffp_fragment_shader
*glsl_desc
;
8254 const struct ffp_frag_desc
*desc
;
8256 if ((desc
= find_ffp_frag_shader(&priv
->ffp_fragment_shaders
, args
)))
8257 return CONTAINING_RECORD(desc
, struct glsl_ffp_fragment_shader
, entry
);
8259 if (!(glsl_desc
= HeapAlloc(GetProcessHeap(), 0, sizeof(*glsl_desc
))))
8262 glsl_desc
->entry
.settings
= *args
;
8263 glsl_desc
->id
= shader_glsl_generate_ffp_fragment_shader(priv
, args
, gl_info
);
8264 list_init(&glsl_desc
->linked_programs
);
8265 add_ffp_frag_shader(&priv
->ffp_fragment_shaders
, &glsl_desc
->entry
);
8271 static void shader_glsl_init_vs_uniform_locations(const struct wined3d_gl_info
*gl_info
,
8272 struct shader_glsl_priv
*priv
, GLuint program_id
, struct glsl_vs_program
*vs
, unsigned int vs_c_count
)
8275 struct wined3d_string_buffer
*name
= string_buffer_get(&priv
->string_buffers
);
8277 for (i
= 0; i
< vs_c_count
; ++i
)
8279 string_buffer_sprintf(name
, "vs_c[%u]", i
);
8280 vs
->uniform_f_locations
[i
] = GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
8282 memset(&vs
->uniform_f_locations
[vs_c_count
], 0xff, (WINED3D_MAX_VS_CONSTS_F
- vs_c_count
) * sizeof(GLuint
));
8284 for (i
= 0; i
< WINED3D_MAX_CONSTS_I
; ++i
)
8286 string_buffer_sprintf(name
, "vs_i[%u]", i
);
8287 vs
->uniform_i_locations
[i
] = GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
8290 for (i
= 0; i
< WINED3D_MAX_CONSTS_B
; ++i
)
8292 string_buffer_sprintf(name
, "vs_b[%u]", i
);
8293 vs
->uniform_b_locations
[i
] = GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
8296 vs
->pos_fixup_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "pos_fixup"));
8298 for (i
= 0; i
< MAX_VERTEX_BLENDS
; ++i
)
8300 string_buffer_sprintf(name
, "ffp_modelview_matrix[%u]", i
);
8301 vs
->modelview_matrix_location
[i
] = GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
8303 vs
->projection_matrix_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ffp_projection_matrix"));
8304 vs
->normal_matrix_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ffp_normal_matrix"));
8305 for (i
= 0; i
< MAX_TEXTURES
; ++i
)
8307 string_buffer_sprintf(name
, "ffp_texture_matrix[%u]", i
);
8308 vs
->texture_matrix_location
[i
] = GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
8310 vs
->material_ambient_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ffp_material.ambient"));
8311 vs
->material_diffuse_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ffp_material.diffuse"));
8312 vs
->material_specular_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ffp_material.specular"));
8313 vs
->material_emissive_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ffp_material.emissive"));
8314 vs
->material_shininess_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ffp_material.shininess"));
8315 vs
->light_ambient_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ffp_light_ambient"));
8316 for (i
= 0; i
< MAX_ACTIVE_LIGHTS
; ++i
)
8318 string_buffer_sprintf(name
, "ffp_light[%u].diffuse", i
);
8319 vs
->light_location
[i
].diffuse
= GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
8320 string_buffer_sprintf(name
, "ffp_light[%u].specular", i
);
8321 vs
->light_location
[i
].specular
= GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
8322 string_buffer_sprintf(name
, "ffp_light[%u].ambient", i
);
8323 vs
->light_location
[i
].ambient
= GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
8324 string_buffer_sprintf(name
, "ffp_light[%u].position", i
);
8325 vs
->light_location
[i
].position
= GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
8326 string_buffer_sprintf(name
, "ffp_light[%u].direction", i
);
8327 vs
->light_location
[i
].direction
= GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
8328 string_buffer_sprintf(name
, "ffp_light[%u].range", i
);
8329 vs
->light_location
[i
].range
= GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
8330 string_buffer_sprintf(name
, "ffp_light[%u].falloff", i
);
8331 vs
->light_location
[i
].falloff
= GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
8332 string_buffer_sprintf(name
, "ffp_light[%u].c_att", i
);
8333 vs
->light_location
[i
].c_att
= GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
8334 string_buffer_sprintf(name
, "ffp_light[%u].l_att", i
);
8335 vs
->light_location
[i
].l_att
= GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
8336 string_buffer_sprintf(name
, "ffp_light[%u].q_att", i
);
8337 vs
->light_location
[i
].q_att
= GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
8338 string_buffer_sprintf(name
, "ffp_light[%u].cos_htheta", i
);
8339 vs
->light_location
[i
].cos_htheta
= GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
8340 string_buffer_sprintf(name
, "ffp_light[%u].cos_hphi", i
);
8341 vs
->light_location
[i
].cos_hphi
= GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
8343 vs
->pointsize_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ffp_point.size"));
8344 vs
->pointsize_min_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ffp_point.size_min"));
8345 vs
->pointsize_max_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ffp_point.size_max"));
8346 vs
->pointsize_c_att_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ffp_point.c_att"));
8347 vs
->pointsize_l_att_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ffp_point.l_att"));
8348 vs
->pointsize_q_att_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ffp_point.q_att"));
8349 vs
->clip_planes_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "clip_planes"));
8351 string_buffer_release(&priv
->string_buffers
, name
);
8354 static void shader_glsl_init_gs_uniform_locations(const struct wined3d_gl_info
*gl_info
,
8355 struct shader_glsl_priv
*priv
, GLuint program_id
, struct glsl_gs_program
*gs
)
8357 gs
->pos_fixup_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "pos_fixup"));
8360 static void shader_glsl_init_ps_uniform_locations(const struct wined3d_gl_info
*gl_info
,
8361 struct shader_glsl_priv
*priv
, GLuint program_id
, struct glsl_ps_program
*ps
, unsigned int ps_c_count
)
8364 struct wined3d_string_buffer
*name
= string_buffer_get(&priv
->string_buffers
);
8366 for (i
= 0; i
< ps_c_count
; ++i
)
8368 string_buffer_sprintf(name
, "ps_c[%u]", i
);
8369 ps
->uniform_f_locations
[i
] = GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
8371 memset(&ps
->uniform_f_locations
[ps_c_count
], 0xff, (WINED3D_MAX_PS_CONSTS_F
- ps_c_count
) * sizeof(GLuint
));
8373 for (i
= 0; i
< WINED3D_MAX_CONSTS_I
; ++i
)
8375 string_buffer_sprintf(name
, "ps_i[%u]", i
);
8376 ps
->uniform_i_locations
[i
] = GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
8379 for (i
= 0; i
< WINED3D_MAX_CONSTS_B
; ++i
)
8381 string_buffer_sprintf(name
, "ps_b[%u]", i
);
8382 ps
->uniform_b_locations
[i
] = GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
8385 for (i
= 0; i
< MAX_TEXTURES
; ++i
)
8387 string_buffer_sprintf(name
, "bumpenv_mat%u", i
);
8388 ps
->bumpenv_mat_location
[i
] = GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
8389 string_buffer_sprintf(name
, "bumpenv_lum_scale%u", i
);
8390 ps
->bumpenv_lum_scale_location
[i
] = GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
8391 string_buffer_sprintf(name
, "bumpenv_lum_offset%u", i
);
8392 ps
->bumpenv_lum_offset_location
[i
] = GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
8393 string_buffer_sprintf(name
, "tss_const%u", i
);
8394 ps
->tss_constant_location
[i
] = GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
8397 ps
->tex_factor_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "tex_factor"));
8398 ps
->specular_enable_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "specular_enable"));
8400 ps
->fog_color_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ffp_fog.color"));
8401 ps
->fog_density_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ffp_fog.density"));
8402 ps
->fog_end_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ffp_fog.end"));
8403 ps
->fog_scale_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ffp_fog.scale"));
8405 ps
->alpha_test_ref_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "alpha_test_ref"));
8407 ps
->np2_fixup_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ps_samplerNP2Fixup"));
8408 ps
->ycorrection_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ycorrection"));
8409 ps
->color_key_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "color_key"));
8411 string_buffer_release(&priv
->string_buffers
, name
);
8414 static void shader_glsl_init_uniform_block_bindings(const struct wined3d_gl_info
*gl_info
,
8415 struct shader_glsl_priv
*priv
, GLuint program_id
,
8416 const struct wined3d_shader_reg_maps
*reg_maps
)
8418 struct wined3d_string_buffer
*name
= string_buffer_get(&priv
->string_buffers
);
8419 const char *prefix
= shader_glsl_get_prefix(reg_maps
->shader_version
.type
);
8420 unsigned int i
, base
, count
;
8423 wined3d_gl_limits_get_uniform_block_range(&gl_info
->limits
, reg_maps
->shader_version
.type
, &base
, &count
);
8424 for (i
= 0; i
< count
; ++i
)
8426 if (!reg_maps
->cb_sizes
[i
])
8429 string_buffer_sprintf(name
, "block_%s_cb%u", prefix
, i
);
8430 block_idx
= GL_EXTCALL(glGetUniformBlockIndex(program_id
, name
->buffer
));
8431 GL_EXTCALL(glUniformBlockBinding(program_id
, block_idx
, base
+ i
));
8433 checkGLcall("glUniformBlockBinding");
8434 string_buffer_release(&priv
->string_buffers
, name
);
8437 /* Context activation is done by the caller. */
8438 static void set_glsl_compute_shader_program(const struct wined3d_context
*context
,
8439 const struct wined3d_state
*state
, struct shader_glsl_priv
*priv
, struct glsl_context_data
*ctx_data
)
8441 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
8442 unsigned int base_sampler_idx
, sampler_count
;
8443 struct glsl_shader_prog_link
*entry
= NULL
;
8444 struct wined3d_shader
*shader
;
8445 struct glsl_program_key key
;
8446 GLuint program_id
, cs_id
;
8448 if (!(context
->shader_update_mask
& (1u << WINED3D_SHADER_TYPE_COMPUTE
)))
8451 if (!(shader
= state
->shader
[WINED3D_SHADER_TYPE_COMPUTE
]))
8453 WARN("Compute shader is NULL.\n");
8454 ctx_data
->glsl_program
= NULL
;
8458 cs_id
= find_glsl_compute_shader(context
, &priv
->shader_buffer
, &priv
->string_buffers
, shader
);
8459 memset(&key
, 0, sizeof(key
));
8461 if ((entry
= get_glsl_program_entry(priv
, &key
)))
8463 ctx_data
->glsl_program
= entry
;
8467 program_id
= GL_EXTCALL(glCreateProgram());
8468 TRACE("Created new GLSL shader program %u.\n", program_id
);
8470 if (!(entry
= HeapAlloc(GetProcessHeap(), 0, sizeof(*entry
))))
8472 ERR("Out of memory.\n");
8475 entry
->id
= program_id
;
8479 entry
->cs
.id
= cs_id
;
8480 entry
->constant_version
= 0;
8481 entry
->ps
.np2_fixup_info
= NULL
;
8482 add_glsl_program_entry(priv
, entry
);
8484 ctx_data
->glsl_program
= entry
;
8486 TRACE("Attaching GLSL shader object %u to program %u.\n", cs_id
, program_id
);
8487 GL_EXTCALL(glAttachShader(program_id
, cs_id
));
8488 checkGLcall("glAttachShader");
8490 list_add_head(&shader
->linked_programs
, &entry
->cs
.shader_entry
);
8492 TRACE("Linking GLSL shader program %u.\n", program_id
);
8493 GL_EXTCALL(glLinkProgram(program_id
));
8494 shader_glsl_validate_link(gl_info
, program_id
);
8496 GL_EXTCALL(glUseProgram(program_id
));
8497 checkGLcall("glUseProgram");
8498 shader_glsl_init_uniform_block_bindings(gl_info
, priv
, program_id
, &shader
->reg_maps
);
8499 shader_glsl_load_icb(gl_info
, priv
, program_id
, &shader
->reg_maps
);
8500 shader_glsl_load_images(gl_info
, priv
, program_id
, &shader
->reg_maps
);
8501 wined3d_gl_limits_get_texture_unit_range(&gl_info
->limits
, WINED3D_SHADER_TYPE_COMPUTE
,
8502 &base_sampler_idx
, &sampler_count
);
8503 shader_glsl_load_samplers(gl_info
, priv
, shader_glsl_get_prefix(WINED3D_SHADER_TYPE_COMPUTE
),
8504 base_sampler_idx
, sampler_count
, NULL
, program_id
);
8506 entry
->constant_update_mask
= 0;
8509 /* Context activation is done by the caller. */
8510 static void set_glsl_shader_program(const struct wined3d_context
*context
, const struct wined3d_state
*state
,
8511 struct shader_glsl_priv
*priv
, struct glsl_context_data
*ctx_data
)
8513 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
8514 const struct wined3d_d3d_info
*d3d_info
= context
->d3d_info
;
8515 const struct ps_np2fixup_info
*np2fixup_info
= NULL
;
8516 struct glsl_shader_prog_link
*entry
= NULL
;
8517 struct wined3d_shader
*vshader
= NULL
;
8518 struct wined3d_shader
*gshader
= NULL
;
8519 struct wined3d_shader
*pshader
= NULL
;
8520 GLuint reorder_shader_id
= 0;
8521 struct glsl_program_key key
;
8527 struct list
*ps_list
, *vs_list
;
8529 struct wined3d_string_buffer
*tmp_name
;
8531 if (!(context
->shader_update_mask
& (1u << WINED3D_SHADER_TYPE_VERTEX
)) && ctx_data
->glsl_program
)
8533 vs_id
= ctx_data
->glsl_program
->vs
.id
;
8534 vs_list
= &ctx_data
->glsl_program
->vs
.shader_entry
;
8538 vshader
= state
->shader
[WINED3D_SHADER_TYPE_VERTEX
];
8539 gshader
= state
->shader
[WINED3D_SHADER_TYPE_GEOMETRY
];
8541 if (!(context
->shader_update_mask
& (1u << WINED3D_SHADER_TYPE_GEOMETRY
))
8542 && ctx_data
->glsl_program
->gs
.id
)
8544 gs_id
= ctx_data
->glsl_program
->gs
.id
;
8548 struct gs_compile_args args
;
8550 find_gs_compile_args(state
, gshader
, &args
);
8551 gs_id
= find_glsl_geometry_shader(context
, priv
, gshader
, &args
);
8555 else if (use_vs(state
))
8557 struct vs_compile_args vs_compile_args
;
8559 vshader
= state
->shader
[WINED3D_SHADER_TYPE_VERTEX
];
8560 gshader
= state
->shader
[WINED3D_SHADER_TYPE_GEOMETRY
];
8562 find_vs_compile_args(state
, vshader
, context
->stream_info
.swizzle_map
, &vs_compile_args
, d3d_info
);
8563 vs_id
= find_glsl_vshader(context
, priv
, vshader
, &vs_compile_args
);
8564 vs_list
= &vshader
->linked_programs
;
8566 if (!(context
->shader_update_mask
& (1u << WINED3D_SHADER_TYPE_GEOMETRY
))
8567 && ctx_data
->glsl_program
->gs
.id
)
8569 gs_id
= ctx_data
->glsl_program
->gs
.id
;
8573 struct gs_compile_args gs_compile_args
;
8575 find_gs_compile_args(state
, gshader
, &gs_compile_args
);
8576 gs_id
= find_glsl_geometry_shader(context
, priv
, gshader
, &gs_compile_args
);
8579 else if (priv
->vertex_pipe
== &glsl_vertex_pipe
)
8581 struct glsl_ffp_vertex_shader
*ffp_shader
;
8582 struct wined3d_ffp_vs_settings settings
;
8584 wined3d_ffp_get_vs_settings(context
, state
, &settings
);
8585 ffp_shader
= shader_glsl_find_ffp_vertex_shader(priv
, gl_info
, &settings
);
8586 vs_id
= ffp_shader
->id
;
8587 vs_list
= &ffp_shader
->linked_programs
;
8590 if (!(context
->shader_update_mask
& (1u << WINED3D_SHADER_TYPE_PIXEL
)) && ctx_data
->glsl_program
)
8592 ps_id
= ctx_data
->glsl_program
->ps
.id
;
8593 ps_list
= &ctx_data
->glsl_program
->ps
.shader_entry
;
8596 pshader
= state
->shader
[WINED3D_SHADER_TYPE_PIXEL
];
8598 else if (use_ps(state
))
8600 struct ps_compile_args ps_compile_args
;
8601 pshader
= state
->shader
[WINED3D_SHADER_TYPE_PIXEL
];
8602 find_ps_compile_args(state
, pshader
, context
->stream_info
.position_transformed
, &ps_compile_args
, context
);
8603 ps_id
= find_glsl_pshader(context
, &priv
->shader_buffer
, &priv
->string_buffers
,
8604 pshader
, &ps_compile_args
, &np2fixup_info
);
8605 ps_list
= &pshader
->linked_programs
;
8607 else if (priv
->fragment_pipe
== &glsl_fragment_pipe
)
8609 struct glsl_ffp_fragment_shader
*ffp_shader
;
8610 struct ffp_frag_settings settings
;
8612 gen_ffp_frag_op(context
, state
, &settings
, FALSE
);
8613 ffp_shader
= shader_glsl_find_ffp_fragment_shader(priv
, gl_info
, &settings
);
8614 ps_id
= ffp_shader
->id
;
8615 ps_list
= &ffp_shader
->linked_programs
;
8622 if ((!vs_id
&& !gs_id
&& !ps_id
) || (entry
= get_glsl_program_entry(priv
, &key
)))
8624 ctx_data
->glsl_program
= entry
;
8628 /* If we get to this point, then no matching program exists, so we create one */
8629 program_id
= GL_EXTCALL(glCreateProgram());
8630 TRACE("Created new GLSL shader program %u.\n", program_id
);
8632 /* Create the entry */
8633 entry
= HeapAlloc(GetProcessHeap(), 0, sizeof(struct glsl_shader_prog_link
));
8634 entry
->id
= program_id
;
8635 entry
->vs
.id
= vs_id
;
8636 entry
->gs
.id
= gs_id
;
8637 entry
->ps
.id
= ps_id
;
8639 entry
->constant_version
= 0;
8640 entry
->ps
.np2_fixup_info
= np2fixup_info
;
8641 /* Add the hash table entry */
8642 add_glsl_program_entry(priv
, entry
);
8644 /* Set the current program */
8645 ctx_data
->glsl_program
= entry
;
8647 /* Attach GLSL vshader */
8650 TRACE("Attaching GLSL shader object %u to program %u.\n", vs_id
, program_id
);
8651 GL_EXTCALL(glAttachShader(program_id
, vs_id
));
8652 checkGLcall("glAttachShader");
8654 list_add_head(vs_list
, &entry
->vs
.shader_entry
);
8659 attribs_map
= vshader
->reg_maps
.input_registers
;
8660 if (vshader
->reg_maps
.shader_version
.major
< 4)
8662 reorder_shader_id
= shader_glsl_generate_vs3_rasterizer_input_setup(priv
, vshader
, pshader
,
8663 state
->gl_primitive_type
== GL_POINTS
&& vshader
->reg_maps
.point_size
,
8664 d3d_info
->emulated_flatshading
8665 && state
->render_states
[WINED3D_RS_SHADEMODE
] == WINED3D_SHADE_FLAT
, gl_info
);
8666 TRACE("Attaching GLSL shader object %u to program %u.\n", reorder_shader_id
, program_id
);
8667 GL_EXTCALL(glAttachShader(program_id
, reorder_shader_id
));
8668 checkGLcall("glAttachShader");
8669 /* Flag the reorder function for deletion, it will be freed
8670 * automatically when the program is destroyed. */
8671 GL_EXTCALL(glDeleteShader(reorder_shader_id
));
8676 attribs_map
= (1u << WINED3D_FFP_ATTRIBS_COUNT
) - 1;
8679 if (!shader_glsl_use_explicit_attrib_location(gl_info
))
8681 /* Bind vertex attributes to a corresponding index number to match
8682 * the same index numbers as ARB_vertex_programs (makes loading
8683 * vertex attributes simpler). With this method, we can use the
8684 * exact same code to load the attributes later for both ARB and
8687 * We have to do this here because we need to know the Program ID
8688 * in order to make the bindings work, and it has to be done prior
8689 * to linking the GLSL program. */
8690 tmp_name
= string_buffer_get(&priv
->string_buffers
);
8691 for (i
= 0; attribs_map
; attribs_map
>>= 1, ++i
)
8693 if (!(attribs_map
& 1))
8696 string_buffer_sprintf(tmp_name
, "vs_in%u", i
);
8697 GL_EXTCALL(glBindAttribLocation(program_id
, i
, tmp_name
->buffer
));
8698 if (vshader
&& vshader
->reg_maps
.shader_version
.major
>= 4)
8700 string_buffer_sprintf(tmp_name
, "vs_in_uint%u", i
);
8701 GL_EXTCALL(glBindAttribLocation(program_id
, i
, tmp_name
->buffer
));
8702 string_buffer_sprintf(tmp_name
, "vs_in_int%u", i
);
8703 GL_EXTCALL(glBindAttribLocation(program_id
, i
, tmp_name
->buffer
));
8706 checkGLcall("glBindAttribLocation");
8707 string_buffer_release(&priv
->string_buffers
, tmp_name
);
8712 TRACE("Attaching GLSL geometry shader object %u to program %u.\n", gs_id
, program_id
);
8713 GL_EXTCALL(glAttachShader(program_id
, gs_id
));
8714 checkGLcall("glAttachShader");
8716 if (gl_info
->supported
[WINED3D_GL_LEGACY_CONTEXT
])
8718 TRACE("input type %s, output type %s, vertices out %u.\n",
8719 debug_d3dprimitivetype(gshader
->u
.gs
.input_type
),
8720 debug_d3dprimitivetype(gshader
->u
.gs
.output_type
),
8721 gshader
->u
.gs
.vertices_out
);
8722 GL_EXTCALL(glProgramParameteriARB(program_id
, GL_GEOMETRY_INPUT_TYPE_ARB
,
8723 gl_primitive_type_from_d3d(gshader
->u
.gs
.input_type
)));
8724 GL_EXTCALL(glProgramParameteriARB(program_id
, GL_GEOMETRY_OUTPUT_TYPE_ARB
,
8725 gl_primitive_type_from_d3d(gshader
->u
.gs
.output_type
)));
8726 GL_EXTCALL(glProgramParameteriARB(program_id
, GL_GEOMETRY_VERTICES_OUT_ARB
,
8727 gshader
->u
.gs
.vertices_out
));
8728 checkGLcall("glProgramParameteriARB");
8731 list_add_head(&gshader
->linked_programs
, &entry
->gs
.shader_entry
);
8734 /* Attach GLSL pshader */
8737 TRACE("Attaching GLSL shader object %u to program %u.\n", ps_id
, program_id
);
8738 GL_EXTCALL(glAttachShader(program_id
, ps_id
));
8739 checkGLcall("glAttachShader");
8741 list_add_head(ps_list
, &entry
->ps
.shader_entry
);
8744 /* Link the program */
8745 TRACE("Linking GLSL shader program %u.\n", program_id
);
8746 GL_EXTCALL(glLinkProgram(program_id
));
8747 shader_glsl_validate_link(gl_info
, program_id
);
8749 shader_glsl_init_vs_uniform_locations(gl_info
, priv
, program_id
, &entry
->vs
,
8750 vshader
? vshader
->limits
->constant_float
: 0);
8751 shader_glsl_init_gs_uniform_locations(gl_info
, priv
, program_id
, &entry
->gs
);
8752 shader_glsl_init_ps_uniform_locations(gl_info
, priv
, program_id
, &entry
->ps
,
8753 pshader
? pshader
->limits
->constant_float
: 0);
8754 checkGLcall("Find glsl program uniform locations");
8756 if (gl_info
->supported
[WINED3D_GL_LEGACY_CONTEXT
])
8758 if (pshader
&& pshader
->reg_maps
.shader_version
.major
>= 3
8759 && pshader
->u
.ps
.declared_in_count
> vec4_varyings(3, gl_info
))
8761 TRACE("Shader %d needs vertex color clamping disabled.\n", program_id
);
8762 entry
->vs
.vertex_color_clamp
= GL_FALSE
;
8766 entry
->vs
.vertex_color_clamp
= GL_FIXED_ONLY_ARB
;
8771 /* With core profile we never change vertex_color_clamp from
8772 * GL_FIXED_ONLY_MODE (which is also the initial value) so we never call
8773 * glClampColorARB(). */
8774 entry
->vs
.vertex_color_clamp
= GL_FIXED_ONLY_ARB
;
8777 /* Set the shader to allow uniform loading on it */
8778 GL_EXTCALL(glUseProgram(program_id
));
8779 checkGLcall("glUseProgram");
8781 /* Texture unit mapping is set up to be the same each time the shader
8782 * program is used so we can hardcode the sampler uniform values. */
8783 shader_glsl_load_graphics_samplers(gl_info
, priv
, context
->tex_unit_map
, program_id
);
8785 entry
->constant_update_mask
= 0;
8788 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_VS_F
;
8789 if (vshader
->reg_maps
.integer_constants
)
8790 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_VS_I
;
8791 if (vshader
->reg_maps
.boolean_constants
)
8792 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_VS_B
;
8793 if (entry
->vs
.pos_fixup_location
!= -1)
8794 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_POS_FIXUP
;
8796 shader_glsl_init_uniform_block_bindings(gl_info
, priv
, program_id
, &vshader
->reg_maps
);
8797 shader_glsl_load_icb(gl_info
, priv
, program_id
, &vshader
->reg_maps
);
8801 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_FFP_MODELVIEW
8802 | WINED3D_SHADER_CONST_FFP_PROJ
;
8804 for (i
= 1; i
< MAX_VERTEX_BLENDS
; ++i
)
8806 if (entry
->vs
.modelview_matrix_location
[i
] != -1)
8808 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_FFP_VERTEXBLEND
;
8813 for (i
= 0; i
< MAX_TEXTURES
; ++i
)
8815 if (entry
->vs
.texture_matrix_location
[i
] != -1)
8817 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_FFP_TEXMATRIX
;
8821 if (entry
->vs
.material_ambient_location
!= -1 || entry
->vs
.material_diffuse_location
!= -1
8822 || entry
->vs
.material_specular_location
!= -1
8823 || entry
->vs
.material_emissive_location
!= -1
8824 || entry
->vs
.material_shininess_location
!= -1)
8825 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_FFP_MATERIAL
;
8826 if (entry
->vs
.light_ambient_location
!= -1)
8827 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_FFP_LIGHTS
;
8829 if (entry
->vs
.clip_planes_location
!= -1)
8830 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_VS_CLIP_PLANES
;
8831 if (entry
->vs
.pointsize_min_location
!= -1)
8832 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_VS_POINTSIZE
;
8836 if (entry
->gs
.pos_fixup_location
!= -1)
8837 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_POS_FIXUP
;
8838 shader_glsl_init_uniform_block_bindings(gl_info
, priv
, program_id
, &gshader
->reg_maps
);
8839 shader_glsl_load_icb(gl_info
, priv
, program_id
, &gshader
->reg_maps
);
8846 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_PS_F
;
8847 if (pshader
->reg_maps
.integer_constants
)
8848 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_PS_I
;
8849 if (pshader
->reg_maps
.boolean_constants
)
8850 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_PS_B
;
8851 if (entry
->ps
.ycorrection_location
!= -1)
8852 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_PS_Y_CORR
;
8854 shader_glsl_init_uniform_block_bindings(gl_info
, priv
, program_id
, &pshader
->reg_maps
);
8855 shader_glsl_load_icb(gl_info
, priv
, program_id
, &pshader
->reg_maps
);
8856 shader_glsl_load_images(gl_info
, priv
, program_id
, &pshader
->reg_maps
);
8860 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_FFP_PS
;
8863 for (i
= 0; i
< MAX_TEXTURES
; ++i
)
8865 if (entry
->ps
.bumpenv_mat_location
[i
] != -1)
8867 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_PS_BUMP_ENV
;
8872 if (entry
->ps
.fog_color_location
!= -1)
8873 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_PS_FOG
;
8874 if (entry
->ps
.alpha_test_ref_location
!= -1)
8875 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_PS_ALPHA_TEST
;
8876 if (entry
->ps
.np2_fixup_location
!= -1)
8877 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_PS_NP2_FIXUP
;
8878 if (entry
->ps
.color_key_location
!= -1)
8879 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_FFP_COLOR_KEY
;
8883 /* Context activation is done by the caller. */
8884 static void shader_glsl_select(void *shader_priv
, struct wined3d_context
*context
,
8885 const struct wined3d_state
*state
)
8887 struct glsl_context_data
*ctx_data
= context
->shader_backend_data
;
8888 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
8889 struct shader_glsl_priv
*priv
= shader_priv
;
8890 GLenum current_vertex_color_clamp
;
8891 GLuint program_id
, prev_id
;
8893 priv
->vertex_pipe
->vp_enable(gl_info
, !use_vs(state
));
8894 priv
->fragment_pipe
->enable_extension(gl_info
, !use_ps(state
));
8896 prev_id
= ctx_data
->glsl_program
? ctx_data
->glsl_program
->id
: 0;
8898 set_glsl_shader_program(context
, state
, priv
, ctx_data
);
8900 if (ctx_data
->glsl_program
)
8902 program_id
= ctx_data
->glsl_program
->id
;
8903 current_vertex_color_clamp
= ctx_data
->glsl_program
->vs
.vertex_color_clamp
;
8908 current_vertex_color_clamp
= GL_FIXED_ONLY_ARB
;
8911 if (ctx_data
->vertex_color_clamp
!= current_vertex_color_clamp
)
8913 ctx_data
->vertex_color_clamp
= current_vertex_color_clamp
;
8914 if (gl_info
->supported
[ARB_COLOR_BUFFER_FLOAT
])
8916 GL_EXTCALL(glClampColorARB(GL_CLAMP_VERTEX_COLOR_ARB
, current_vertex_color_clamp
));
8917 checkGLcall("glClampColorARB");
8921 FIXME("Vertex color clamp needs to be changed, but extension not supported.\n");
8925 TRACE("Using GLSL program %u.\n", program_id
);
8927 if (prev_id
!= program_id
)
8929 GL_EXTCALL(glUseProgram(program_id
));
8930 checkGLcall("glUseProgram");
8933 context
->constant_update_mask
|= ctx_data
->glsl_program
->constant_update_mask
;
8936 context
->shader_update_mask
|= (1u << WINED3D_SHADER_TYPE_COMPUTE
);
8939 /* Context activation is done by the caller. */
8940 static void shader_glsl_select_compute(void *shader_priv
, struct wined3d_context
*context
,
8941 const struct wined3d_state
*state
)
8943 struct glsl_context_data
*ctx_data
= context
->shader_backend_data
;
8944 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
8945 struct shader_glsl_priv
*priv
= shader_priv
;
8946 GLuint program_id
, prev_id
;
8948 prev_id
= ctx_data
->glsl_program
? ctx_data
->glsl_program
->id
: 0;
8949 set_glsl_compute_shader_program(context
, state
, priv
, ctx_data
);
8950 program_id
= ctx_data
->glsl_program
? ctx_data
->glsl_program
->id
: 0;
8952 TRACE("Using GLSL program %u.\n", program_id
);
8954 if (prev_id
!= program_id
)
8956 GL_EXTCALL(glUseProgram(program_id
));
8957 checkGLcall("glUseProgram");
8960 context
->shader_update_mask
|= (1u << WINED3D_SHADER_TYPE_PIXEL
)
8961 | (1u << WINED3D_SHADER_TYPE_VERTEX
)
8962 | (1u << WINED3D_SHADER_TYPE_GEOMETRY
)
8963 | (1u << WINED3D_SHADER_TYPE_HULL
)
8964 | (1u << WINED3D_SHADER_TYPE_DOMAIN
);
8967 /* "context" is not necessarily the currently active context. */
8968 static void shader_glsl_invalidate_current_program(struct wined3d_context
*context
)
8970 struct glsl_context_data
*ctx_data
= context
->shader_backend_data
;
8972 ctx_data
->glsl_program
= NULL
;
8973 context
->shader_update_mask
= (1u << WINED3D_SHADER_TYPE_PIXEL
)
8974 | (1u << WINED3D_SHADER_TYPE_VERTEX
)
8975 | (1u << WINED3D_SHADER_TYPE_GEOMETRY
)
8976 | (1u << WINED3D_SHADER_TYPE_HULL
)
8977 | (1u << WINED3D_SHADER_TYPE_DOMAIN
)
8978 | (1u << WINED3D_SHADER_TYPE_COMPUTE
);
8981 /* Context activation is done by the caller. */
8982 static void shader_glsl_disable(void *shader_priv
, struct wined3d_context
*context
)
8984 struct glsl_context_data
*ctx_data
= context
->shader_backend_data
;
8985 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
8986 struct shader_glsl_priv
*priv
= shader_priv
;
8988 shader_glsl_invalidate_current_program(context
);
8989 GL_EXTCALL(glUseProgram(0));
8990 checkGLcall("glUseProgram");
8992 priv
->vertex_pipe
->vp_enable(gl_info
, FALSE
);
8993 priv
->fragment_pipe
->enable_extension(gl_info
, FALSE
);
8995 if (gl_info
->supported
[WINED3D_GL_LEGACY_CONTEXT
] && gl_info
->supported
[ARB_COLOR_BUFFER_FLOAT
])
8997 ctx_data
->vertex_color_clamp
= GL_FIXED_ONLY_ARB
;
8998 GL_EXTCALL(glClampColorARB(GL_CLAMP_VERTEX_COLOR_ARB
, GL_FIXED_ONLY_ARB
));
8999 checkGLcall("glClampColorARB");
9003 static void shader_glsl_invalidate_contexts_program(struct wined3d_device
*device
,
9004 const struct glsl_shader_prog_link
*program
)
9006 const struct glsl_context_data
*ctx_data
;
9007 struct wined3d_context
*context
;
9010 for (i
= 0; i
< device
->context_count
; ++i
)
9012 context
= device
->contexts
[i
];
9013 ctx_data
= context
->shader_backend_data
;
9015 if (ctx_data
->glsl_program
== program
)
9016 shader_glsl_invalidate_current_program(context
);
9020 static void shader_glsl_destroy(struct wined3d_shader
*shader
)
9022 struct glsl_shader_private
*shader_data
= shader
->backend_data
;
9023 struct wined3d_device
*device
= shader
->device
;
9024 struct shader_glsl_priv
*priv
= device
->shader_priv
;
9025 const struct wined3d_gl_info
*gl_info
;
9026 const struct list
*linked_programs
;
9027 struct wined3d_context
*context
;
9029 if (!shader_data
|| !shader_data
->num_gl_shaders
)
9031 HeapFree(GetProcessHeap(), 0, shader_data
);
9032 shader
->backend_data
= NULL
;
9036 context
= context_acquire(device
, NULL
, 0);
9037 gl_info
= context
->gl_info
;
9039 TRACE("Deleting linked programs.\n");
9040 linked_programs
= &shader
->linked_programs
;
9041 if (linked_programs
->next
)
9043 struct glsl_shader_prog_link
*entry
, *entry2
;
9046 switch (shader
->reg_maps
.shader_version
.type
)
9048 case WINED3D_SHADER_TYPE_PIXEL
:
9050 struct glsl_ps_compiled_shader
*gl_shaders
= shader_data
->gl_shaders
.ps
;
9052 for (i
= 0; i
< shader_data
->num_gl_shaders
; ++i
)
9054 TRACE("Deleting pixel shader %u.\n", gl_shaders
[i
].id
);
9055 GL_EXTCALL(glDeleteShader(gl_shaders
[i
].id
));
9056 checkGLcall("glDeleteShader");
9058 HeapFree(GetProcessHeap(), 0, shader_data
->gl_shaders
.ps
);
9060 LIST_FOR_EACH_ENTRY_SAFE(entry
, entry2
, linked_programs
,
9061 struct glsl_shader_prog_link
, ps
.shader_entry
)
9063 shader_glsl_invalidate_contexts_program(device
, entry
);
9064 delete_glsl_program_entry(priv
, gl_info
, entry
);
9070 case WINED3D_SHADER_TYPE_VERTEX
:
9072 struct glsl_vs_compiled_shader
*gl_shaders
= shader_data
->gl_shaders
.vs
;
9074 for (i
= 0; i
< shader_data
->num_gl_shaders
; ++i
)
9076 TRACE("Deleting vertex shader %u.\n", gl_shaders
[i
].id
);
9077 GL_EXTCALL(glDeleteShader(gl_shaders
[i
].id
));
9078 checkGLcall("glDeleteShader");
9080 HeapFree(GetProcessHeap(), 0, shader_data
->gl_shaders
.vs
);
9082 LIST_FOR_EACH_ENTRY_SAFE(entry
, entry2
, linked_programs
,
9083 struct glsl_shader_prog_link
, vs
.shader_entry
)
9085 shader_glsl_invalidate_contexts_program(device
, entry
);
9086 delete_glsl_program_entry(priv
, gl_info
, entry
);
9092 case WINED3D_SHADER_TYPE_GEOMETRY
:
9094 struct glsl_gs_compiled_shader
*gl_shaders
= shader_data
->gl_shaders
.gs
;
9096 for (i
= 0; i
< shader_data
->num_gl_shaders
; ++i
)
9098 TRACE("Deleting geometry shader %u.\n", gl_shaders
[i
].id
);
9099 GL_EXTCALL(glDeleteShader(gl_shaders
[i
].id
));
9100 checkGLcall("glDeleteShader");
9102 HeapFree(GetProcessHeap(), 0, shader_data
->gl_shaders
.gs
);
9104 LIST_FOR_EACH_ENTRY_SAFE(entry
, entry2
, linked_programs
,
9105 struct glsl_shader_prog_link
, gs
.shader_entry
)
9107 shader_glsl_invalidate_contexts_program(device
, entry
);
9108 delete_glsl_program_entry(priv
, gl_info
, entry
);
9114 case WINED3D_SHADER_TYPE_COMPUTE
:
9116 struct glsl_cs_compiled_shader
*gl_shaders
= shader_data
->gl_shaders
.cs
;
9118 for (i
= 0; i
< shader_data
->num_gl_shaders
; ++i
)
9120 TRACE("Deleting compute shader %u.\n", gl_shaders
[i
].id
);
9121 GL_EXTCALL(glDeleteShader(gl_shaders
[i
].id
));
9122 checkGLcall("glDeleteShader");
9124 HeapFree(GetProcessHeap(), 0, shader_data
->gl_shaders
.cs
);
9126 LIST_FOR_EACH_ENTRY_SAFE(entry
, entry2
, linked_programs
,
9127 struct glsl_shader_prog_link
, cs
.shader_entry
)
9129 shader_glsl_invalidate_contexts_program(device
, entry
);
9130 delete_glsl_program_entry(priv
, gl_info
, entry
);
9137 ERR("Unhandled shader type %#x.\n", shader
->reg_maps
.shader_version
.type
);
9142 HeapFree(GetProcessHeap(), 0, shader
->backend_data
);
9143 shader
->backend_data
= NULL
;
9145 context_release(context
);
9148 static int glsl_program_key_compare(const void *key
, const struct wine_rb_entry
*entry
)
9150 const struct glsl_program_key
*k
= key
;
9151 const struct glsl_shader_prog_link
*prog
= WINE_RB_ENTRY_VALUE(entry
,
9152 const struct glsl_shader_prog_link
, program_lookup_entry
);
9154 if (k
->vs_id
> prog
->vs
.id
) return 1;
9155 else if (k
->vs_id
< prog
->vs
.id
) return -1;
9157 if (k
->gs_id
> prog
->gs
.id
) return 1;
9158 else if (k
->gs_id
< prog
->gs
.id
) return -1;
9160 if (k
->ps_id
> prog
->ps
.id
) return 1;
9161 else if (k
->ps_id
< prog
->ps
.id
) return -1;
9163 if (k
->cs_id
> prog
->cs
.id
) return 1;
9164 else if (k
->cs_id
< prog
->cs
.id
) return -1;
9169 static BOOL
constant_heap_init(struct constant_heap
*heap
, unsigned int constant_count
)
9171 SIZE_T size
= (constant_count
+ 1) * sizeof(*heap
->entries
)
9172 + constant_count
* sizeof(*heap
->contained
)
9173 + constant_count
* sizeof(*heap
->positions
);
9174 void *mem
= HeapAlloc(GetProcessHeap(), 0, size
);
9178 ERR("Failed to allocate memory\n");
9182 heap
->entries
= mem
;
9183 heap
->entries
[1].version
= 0;
9184 heap
->contained
= (BOOL
*)(heap
->entries
+ constant_count
+ 1);
9185 memset(heap
->contained
, 0, constant_count
* sizeof(*heap
->contained
));
9186 heap
->positions
= (unsigned int *)(heap
->contained
+ constant_count
);
9192 static void constant_heap_free(struct constant_heap
*heap
)
9194 HeapFree(GetProcessHeap(), 0, heap
->entries
);
9197 static HRESULT
shader_glsl_alloc(struct wined3d_device
*device
, const struct wined3d_vertex_pipe_ops
*vertex_pipe
,
9198 const struct fragment_pipeline
*fragment_pipe
)
9200 const struct wined3d_gl_info
*gl_info
= &device
->adapter
->gl_info
;
9201 struct shader_glsl_priv
*priv
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(struct shader_glsl_priv
));
9202 SIZE_T stack_size
= wined3d_log2i(max(WINED3D_MAX_VS_CONSTS_F
, WINED3D_MAX_PS_CONSTS_F
)) + 1;
9203 struct fragment_caps fragment_caps
;
9204 void *vertex_priv
, *fragment_priv
;
9206 string_buffer_list_init(&priv
->string_buffers
);
9208 if (!(vertex_priv
= vertex_pipe
->vp_alloc(&glsl_shader_backend
, priv
)))
9210 ERR("Failed to initialize vertex pipe.\n");
9211 HeapFree(GetProcessHeap(), 0, priv
);
9215 if (!(fragment_priv
= fragment_pipe
->alloc_private(&glsl_shader_backend
, priv
)))
9217 ERR("Failed to initialize fragment pipe.\n");
9218 vertex_pipe
->vp_free(device
);
9219 HeapFree(GetProcessHeap(), 0, priv
);
9223 if (!string_buffer_init(&priv
->shader_buffer
))
9225 ERR("Failed to initialize shader buffer.\n");
9229 if (!(priv
->stack
= wined3d_calloc(stack_size
, sizeof(*priv
->stack
))))
9231 ERR("Failed to allocate memory.\n");
9235 if (!constant_heap_init(&priv
->vconst_heap
, WINED3D_MAX_VS_CONSTS_F
))
9237 ERR("Failed to initialize vertex shader constant heap\n");
9241 if (!constant_heap_init(&priv
->pconst_heap
, WINED3D_MAX_PS_CONSTS_F
))
9243 ERR("Failed to initialize pixel shader constant heap\n");
9247 wine_rb_init(&priv
->program_lookup
, glsl_program_key_compare
);
9249 priv
->next_constant_version
= 1;
9250 priv
->vertex_pipe
= vertex_pipe
;
9251 priv
->fragment_pipe
= fragment_pipe
;
9252 fragment_pipe
->get_caps(gl_info
, &fragment_caps
);
9253 priv
->ffp_proj_control
= fragment_caps
.wined3d_caps
& WINED3D_FRAGMENT_CAP_PROJ_CONTROL
;
9254 priv
->legacy_lighting
= device
->wined3d
->flags
& WINED3D_LEGACY_FFP_LIGHTING
;
9256 device
->vertex_priv
= vertex_priv
;
9257 device
->fragment_priv
= fragment_priv
;
9258 device
->shader_priv
= priv
;
9263 constant_heap_free(&priv
->pconst_heap
);
9264 constant_heap_free(&priv
->vconst_heap
);
9265 HeapFree(GetProcessHeap(), 0, priv
->stack
);
9266 string_buffer_free(&priv
->shader_buffer
);
9267 fragment_pipe
->free_private(device
);
9268 vertex_pipe
->vp_free(device
);
9269 HeapFree(GetProcessHeap(), 0, priv
);
9270 return E_OUTOFMEMORY
;
9273 /* Context activation is done by the caller. */
9274 static void shader_glsl_free(struct wined3d_device
*device
)
9276 struct shader_glsl_priv
*priv
= device
->shader_priv
;
9278 wine_rb_destroy(&priv
->program_lookup
, NULL
, NULL
);
9279 constant_heap_free(&priv
->pconst_heap
);
9280 constant_heap_free(&priv
->vconst_heap
);
9281 HeapFree(GetProcessHeap(), 0, priv
->stack
);
9282 string_buffer_list_cleanup(&priv
->string_buffers
);
9283 string_buffer_free(&priv
->shader_buffer
);
9284 priv
->fragment_pipe
->free_private(device
);
9285 priv
->vertex_pipe
->vp_free(device
);
9287 HeapFree(GetProcessHeap(), 0, device
->shader_priv
);
9288 device
->shader_priv
= NULL
;
9291 static BOOL
shader_glsl_allocate_context_data(struct wined3d_context
*context
)
9293 struct glsl_context_data
*ctx_data
;
9294 if (!(ctx_data
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(*ctx_data
))))
9296 ctx_data
->vertex_color_clamp
= GL_FIXED_ONLY_ARB
;
9297 context
->shader_backend_data
= ctx_data
;
9301 static void shader_glsl_free_context_data(struct wined3d_context
*context
)
9303 HeapFree(GetProcessHeap(), 0, context
->shader_backend_data
);
9306 static void shader_glsl_init_context_state(struct wined3d_context
*context
)
9308 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
9310 gl_info
->gl_ops
.gl
.p_glEnable(GL_PROGRAM_POINT_SIZE
);
9311 checkGLcall("GL_PROGRAM_POINT_SIZE");
9314 static void shader_glsl_get_caps(const struct wined3d_gl_info
*gl_info
, struct shader_caps
*caps
)
9318 /* FIXME: Check for the specific extensions required for SM5 support
9319 * (ARB_compute_shader, ARB_tessellation_shader, ARB_gpu_shader5, ...) as
9320 * soon as we introduce them, adjusting the GL / GLSL version checks
9322 if (gl_info
->glsl_version
>= MAKEDWORD_VERSION(4, 30) && gl_info
->supported
[WINED3D_GL_VERSION_4_3
]
9323 && gl_info
->supported
[ARB_COMPUTE_SHADER
]
9324 && gl_info
->supported
[ARB_DERIVATIVE_CONTROL
]
9325 && gl_info
->supported
[ARB_GPU_SHADER5
]
9326 && gl_info
->supported
[ARB_SHADER_IMAGE_LOAD_STORE
]
9327 && gl_info
->supported
[ARB_SHADER_IMAGE_SIZE
]
9328 && gl_info
->supported
[ARB_SHADING_LANGUAGE_PACKING
])
9330 else if (gl_info
->glsl_version
>= MAKEDWORD_VERSION(1, 50) && gl_info
->supported
[WINED3D_GL_VERSION_3_2
]
9331 && gl_info
->supported
[ARB_SHADER_BIT_ENCODING
] && gl_info
->supported
[ARB_SAMPLER_OBJECTS
]
9332 && gl_info
->supported
[ARB_TEXTURE_SWIZZLE
])
9334 /* Support for texldd and texldl instructions in pixel shaders is required
9336 else if (shader_glsl_has_core_grad(gl_info
, NULL
) || gl_info
->supported
[ARB_SHADER_TEXTURE_LOD
])
9340 TRACE("Shader model %u.\n", shader_model
);
9342 caps
->vs_version
= min(wined3d_settings
.max_sm_vs
, shader_model
);
9343 caps
->hs_version
= min(wined3d_settings
.max_sm_hs
, shader_model
);
9344 caps
->ds_version
= min(wined3d_settings
.max_sm_ds
, shader_model
);
9345 caps
->gs_version
= min(wined3d_settings
.max_sm_gs
, shader_model
);
9346 caps
->ps_version
= min(wined3d_settings
.max_sm_ps
, shader_model
);
9347 caps
->cs_version
= min(wined3d_settings
.max_sm_cs
, shader_model
);
9349 caps
->vs_uniform_count
= min(WINED3D_MAX_VS_CONSTS_F
, gl_info
->limits
.glsl_vs_float_constants
);
9350 caps
->ps_uniform_count
= min(WINED3D_MAX_PS_CONSTS_F
, gl_info
->limits
.glsl_ps_float_constants
);
9351 caps
->varying_count
= gl_info
->limits
.glsl_varyings
;
9353 /* FIXME: The following line is card dependent. -8.0 to 8.0 is the
9354 * Direct3D minimum requirement.
9356 * Both GL_ARB_fragment_program and GLSL require a "maximum representable magnitude"
9357 * of colors to be 2^10, and 2^32 for other floats. Should we use 1024 here?
9359 * The problem is that the refrast clamps temporary results in the shader to
9360 * [-MaxValue;+MaxValue]. If the card's max value is bigger than the one we advertize here,
9361 * then applications may miss the clamping behavior. On the other hand, if it is smaller,
9362 * the shader will generate incorrect results too. Unfortunately, GL deliberately doesn't
9363 * offer a way to query this.
9365 if (shader_model
>= 4)
9366 caps
->ps_1x_max_value
= FLT_MAX
;
9368 caps
->ps_1x_max_value
= 1024.0f
;
9370 /* Ideally we'd only set caps like sRGB writes here if supported by both
9371 * the shader backend and the fragment pipe, but we can get called before
9372 * shader_glsl_alloc(). */
9373 caps
->wined3d_caps
= WINED3D_SHADER_CAP_VS_CLIPPING
9374 | WINED3D_SHADER_CAP_SRGB_WRITE
;
9377 static BOOL
shader_glsl_color_fixup_supported(struct color_fixup_desc fixup
)
9379 if (TRACE_ON(d3d_shader
) && TRACE_ON(d3d
))
9381 TRACE("Checking support for fixup:\n");
9382 dump_color_fixup_desc(fixup
);
9385 /* We support everything except YUV conversions. */
9386 if (!is_complex_fixup(fixup
))
9392 TRACE("[FAILED]\n");
9396 static const SHADER_HANDLER shader_glsl_instruction_handler_table
[WINED3DSIH_TABLE_SIZE
] =
9398 /* WINED3DSIH_ABS */ shader_glsl_map2gl
,
9399 /* WINED3DSIH_ADD */ shader_glsl_binop
,
9400 /* WINED3DSIH_AND */ shader_glsl_binop
,
9401 /* WINED3DSIH_ATOMIC_AND */ shader_glsl_atomic
,
9402 /* WINED3DSIH_ATOMIC_CMP_STORE */ shader_glsl_atomic
,
9403 /* WINED3DSIH_ATOMIC_IADD */ shader_glsl_atomic
,
9404 /* WINED3DSIH_ATOMIC_IMAX */ shader_glsl_atomic
,
9405 /* WINED3DSIH_ATOMIC_IMIN */ shader_glsl_atomic
,
9406 /* WINED3DSIH_ATOMIC_OR */ shader_glsl_atomic
,
9407 /* WINED3DSIH_ATOMIC_UMAX */ shader_glsl_atomic
,
9408 /* WINED3DSIH_ATOMIC_UMIN */ shader_glsl_atomic
,
9409 /* WINED3DSIH_ATOMIC_XOR */ shader_glsl_atomic
,
9410 /* WINED3DSIH_BEM */ shader_glsl_bem
,
9411 /* WINED3DSIH_BFI */ shader_glsl_bitwise_op
,
9412 /* WINED3DSIH_BFREV */ shader_glsl_map2gl
,
9413 /* WINED3DSIH_BREAK */ shader_glsl_break
,
9414 /* WINED3DSIH_BREAKC */ shader_glsl_breakc
,
9415 /* WINED3DSIH_BREAKP */ shader_glsl_breakp
,
9416 /* WINED3DSIH_BUFINFO */ NULL
,
9417 /* WINED3DSIH_CALL */ shader_glsl_call
,
9418 /* WINED3DSIH_CALLNZ */ shader_glsl_callnz
,
9419 /* WINED3DSIH_CASE */ shader_glsl_case
,
9420 /* WINED3DSIH_CMP */ shader_glsl_conditional_move
,
9421 /* WINED3DSIH_CND */ shader_glsl_cnd
,
9422 /* WINED3DSIH_CONTINUE */ shader_glsl_continue
,
9423 /* WINED3DSIH_COUNTBITS */ shader_glsl_map2gl
,
9424 /* WINED3DSIH_CRS */ shader_glsl_cross
,
9425 /* WINED3DSIH_CUT */ shader_glsl_cut
,
9426 /* WINED3DSIH_CUT_STREAM */ shader_glsl_cut
,
9427 /* WINED3DSIH_DCL */ shader_glsl_nop
,
9428 /* WINED3DSIH_DCL_CONSTANT_BUFFER */ shader_glsl_nop
,
9429 /* WINED3DSIH_DCL_FUNCTION_BODY */ NULL
,
9430 /* WINED3DSIH_DCL_FUNCTION_TABLE */ NULL
,
9431 /* WINED3DSIH_DCL_GLOBAL_FLAGS */ shader_glsl_nop
,
9432 /* WINED3DSIH_DCL_HS_FORK_PHASE_INSTANCE_COUNT */ NULL
,
9433 /* WINED3DSIH_DCL_HS_MAX_TESSFACTOR */ NULL
,
9434 /* WINED3DSIH_DCL_IMMEDIATE_CONSTANT_BUFFER */ shader_glsl_nop
,
9435 /* WINED3DSIH_DCL_INDEXABLE_TEMP */ shader_glsl_nop
,
9436 /* WINED3DSIH_DCL_INPUT */ shader_glsl_nop
,
9437 /* WINED3DSIH_DCL_INPUT_CONTROL_POINT_COUNT */ NULL
,
9438 /* WINED3DSIH_DCL_INPUT_PRIMITIVE */ shader_glsl_nop
,
9439 /* WINED3DSIH_DCL_INPUT_PS */ NULL
,
9440 /* WINED3DSIH_DCL_INPUT_PS_SGV */ NULL
,
9441 /* WINED3DSIH_DCL_INPUT_PS_SIV */ NULL
,
9442 /* WINED3DSIH_DCL_INPUT_SGV */ shader_glsl_nop
,
9443 /* WINED3DSIH_DCL_INPUT_SIV */ shader_glsl_nop
,
9444 /* WINED3DSIH_DCL_INTERFACE */ NULL
,
9445 /* WINED3DSIH_DCL_OUTPUT */ shader_glsl_nop
,
9446 /* WINED3DSIH_DCL_OUTPUT_CONTROL_POINT_COUNT */ NULL
,
9447 /* WINED3DSIH_DCL_OUTPUT_SIV */ shader_glsl_nop
,
9448 /* WINED3DSIH_DCL_OUTPUT_TOPOLOGY */ shader_glsl_nop
,
9449 /* WINED3DSIH_DCL_RESOURCE_RAW */ shader_glsl_nop
,
9450 /* WINED3DSIH_DCL_RESOURCE_STRUCTURED */ shader_glsl_nop
,
9451 /* WINED3DSIH_DCL_SAMPLER */ shader_glsl_nop
,
9452 /* WINED3DSIH_DCL_STREAM */ NULL
,
9453 /* WINED3DSIH_DCL_TEMPS */ shader_glsl_nop
,
9454 /* WINED3DSIH_DCL_TESSELLATOR_DOMAIN */ NULL
,
9455 /* WINED3DSIH_DCL_TESSELLATOR_OUTPUT_PRIMITIVE */ NULL
,
9456 /* WINED3DSIH_DCL_TESSELLATOR_PARTITIONING */ NULL
,
9457 /* WINED3DSIH_DCL_TGSM_RAW */ NULL
,
9458 /* WINED3DSIH_DCL_TGSM_STRUCTURED */ NULL
,
9459 /* WINED3DSIH_DCL_THREAD_GROUP */ shader_glsl_nop
,
9460 /* WINED3DSIH_DCL_UAV_RAW */ shader_glsl_nop
,
9461 /* WINED3DSIH_DCL_UAV_STRUCTURED */ shader_glsl_nop
,
9462 /* WINED3DSIH_DCL_UAV_TYPED */ shader_glsl_nop
,
9463 /* WINED3DSIH_DCL_VERTICES_OUT */ shader_glsl_nop
,
9464 /* WINED3DSIH_DEF */ shader_glsl_nop
,
9465 /* WINED3DSIH_DEFAULT */ shader_glsl_default
,
9466 /* WINED3DSIH_DEFB */ shader_glsl_nop
,
9467 /* WINED3DSIH_DEFI */ shader_glsl_nop
,
9468 /* WINED3DSIH_DIV */ shader_glsl_binop
,
9469 /* WINED3DSIH_DP2 */ shader_glsl_dot
,
9470 /* WINED3DSIH_DP2ADD */ shader_glsl_dp2add
,
9471 /* WINED3DSIH_DP3 */ shader_glsl_dot
,
9472 /* WINED3DSIH_DP4 */ shader_glsl_dot
,
9473 /* WINED3DSIH_DST */ shader_glsl_dst
,
9474 /* WINED3DSIH_DSX */ shader_glsl_map2gl
,
9475 /* WINED3DSIH_DSX_COARSE */ shader_glsl_map2gl
,
9476 /* WINED3DSIH_DSX_FINE */ shader_glsl_map2gl
,
9477 /* WINED3DSIH_DSY */ shader_glsl_map2gl
,
9478 /* WINED3DSIH_DSY_COARSE */ shader_glsl_map2gl
,
9479 /* WINED3DSIH_DSY_FINE */ shader_glsl_map2gl
,
9480 /* WINED3DSIH_ELSE */ shader_glsl_else
,
9481 /* WINED3DSIH_EMIT */ shader_glsl_emit
,
9482 /* WINED3DSIH_EMIT_STREAM */ shader_glsl_emit
,
9483 /* WINED3DSIH_ENDIF */ shader_glsl_end
,
9484 /* WINED3DSIH_ENDLOOP */ shader_glsl_end
,
9485 /* WINED3DSIH_ENDREP */ shader_glsl_end
,
9486 /* WINED3DSIH_ENDSWITCH */ shader_glsl_end
,
9487 /* WINED3DSIH_EQ */ shader_glsl_relop
,
9488 /* WINED3DSIH_EXP */ shader_glsl_scalar_op
,
9489 /* WINED3DSIH_EXPP */ shader_glsl_expp
,
9490 /* WINED3DSIH_F16TOF32 */ shader_glsl_float16
,
9491 /* WINED3DSIH_F32TOF16 */ shader_glsl_float16
,
9492 /* WINED3DSIH_FCALL */ NULL
,
9493 /* WINED3DSIH_FIRSTBIT_HI */ shader_glsl_map2gl
,
9494 /* WINED3DSIH_FIRSTBIT_LO */ shader_glsl_map2gl
,
9495 /* WINED3DSIH_FIRSTBIT_SHI */ shader_glsl_map2gl
,
9496 /* WINED3DSIH_FRC */ shader_glsl_map2gl
,
9497 /* WINED3DSIH_FTOI */ shader_glsl_to_int
,
9498 /* WINED3DSIH_FTOU */ shader_glsl_to_uint
,
9499 /* WINED3DSIH_GATHER4 */ NULL
,
9500 /* WINED3DSIH_GATHER4_C */ NULL
,
9501 /* WINED3DSIH_GE */ shader_glsl_relop
,
9502 /* WINED3DSIH_HS_CONTROL_POINT_PHASE */ NULL
,
9503 /* WINED3DSIH_HS_DECLS */ shader_glsl_nop
,
9504 /* WINED3DSIH_HS_FORK_PHASE */ NULL
,
9505 /* WINED3DSIH_HS_JOIN_PHASE */ NULL
,
9506 /* WINED3DSIH_IADD */ shader_glsl_binop
,
9507 /* WINED3DSIH_IEQ */ shader_glsl_relop
,
9508 /* WINED3DSIH_IF */ shader_glsl_if
,
9509 /* WINED3DSIH_IFC */ shader_glsl_ifc
,
9510 /* WINED3DSIH_IGE */ shader_glsl_relop
,
9511 /* WINED3DSIH_ILT */ shader_glsl_relop
,
9512 /* WINED3DSIH_IMAD */ shader_glsl_mad
,
9513 /* WINED3DSIH_IMAX */ shader_glsl_map2gl
,
9514 /* WINED3DSIH_IMIN */ shader_glsl_map2gl
,
9515 /* WINED3DSIH_IMM_ATOMIC_ALLOC */ NULL
,
9516 /* WINED3DSIH_IMM_ATOMIC_AND */ shader_glsl_atomic
,
9517 /* WINED3DSIH_IMM_ATOMIC_CMP_EXCH */ shader_glsl_atomic
,
9518 /* WINED3DSIH_IMM_ATOMIC_CONSUME */ NULL
,
9519 /* WINED3DSIH_IMM_ATOMIC_EXCH */ shader_glsl_atomic
,
9520 /* WINED3DSIH_IMM_ATOMIC_IADD */ shader_glsl_atomic
,
9521 /* WINED3DSIH_IMM_ATOMIC_IMAX */ shader_glsl_atomic
,
9522 /* WINED3DSIH_IMM_ATOMIC_IMIN */ shader_glsl_atomic
,
9523 /* WINED3DSIH_IMM_ATOMIC_OR */ shader_glsl_atomic
,
9524 /* WINED3DSIH_IMM_ATOMIC_UMAX */ shader_glsl_atomic
,
9525 /* WINED3DSIH_IMM_ATOMIC_UMIN */ shader_glsl_atomic
,
9526 /* WINED3DSIH_IMM_ATOMIC_XOR */ shader_glsl_atomic
,
9527 /* WINED3DSIH_IMUL */ shader_glsl_imul
,
9528 /* WINED3DSIH_INE */ shader_glsl_relop
,
9529 /* WINED3DSIH_INEG */ shader_glsl_unary_op
,
9530 /* WINED3DSIH_ISHL */ shader_glsl_binop
,
9531 /* WINED3DSIH_ISHR */ shader_glsl_binop
,
9532 /* WINED3DSIH_ITOF */ shader_glsl_to_float
,
9533 /* WINED3DSIH_LABEL */ shader_glsl_label
,
9534 /* WINED3DSIH_LD */ shader_glsl_ld
,
9535 /* WINED3DSIH_LD2DMS */ NULL
,
9536 /* WINED3DSIH_LD_RAW */ shader_glsl_ld_buffer
,
9537 /* WINED3DSIH_LD_STRUCTURED */ shader_glsl_ld_buffer
,
9538 /* WINED3DSIH_LD_UAV_TYPED */ shader_glsl_ld_uav
,
9539 /* WINED3DSIH_LIT */ shader_glsl_lit
,
9540 /* WINED3DSIH_LOD */ NULL
,
9541 /* WINED3DSIH_LOG */ shader_glsl_scalar_op
,
9542 /* WINED3DSIH_LOGP */ shader_glsl_scalar_op
,
9543 /* WINED3DSIH_LOOP */ shader_glsl_loop
,
9544 /* WINED3DSIH_LRP */ shader_glsl_lrp
,
9545 /* WINED3DSIH_LT */ shader_glsl_relop
,
9546 /* WINED3DSIH_M3x2 */ shader_glsl_mnxn
,
9547 /* WINED3DSIH_M3x3 */ shader_glsl_mnxn
,
9548 /* WINED3DSIH_M3x4 */ shader_glsl_mnxn
,
9549 /* WINED3DSIH_M4x3 */ shader_glsl_mnxn
,
9550 /* WINED3DSIH_M4x4 */ shader_glsl_mnxn
,
9551 /* WINED3DSIH_MAD */ shader_glsl_mad
,
9552 /* WINED3DSIH_MAX */ shader_glsl_map2gl
,
9553 /* WINED3DSIH_MIN */ shader_glsl_map2gl
,
9554 /* WINED3DSIH_MOV */ shader_glsl_mov
,
9555 /* WINED3DSIH_MOVA */ shader_glsl_mov
,
9556 /* WINED3DSIH_MOVC */ shader_glsl_conditional_move
,
9557 /* WINED3DSIH_MUL */ shader_glsl_binop
,
9558 /* WINED3DSIH_NE */ shader_glsl_relop
,
9559 /* WINED3DSIH_NOP */ shader_glsl_nop
,
9560 /* WINED3DSIH_NOT */ shader_glsl_unary_op
,
9561 /* WINED3DSIH_NRM */ shader_glsl_nrm
,
9562 /* WINED3DSIH_OR */ shader_glsl_binop
,
9563 /* WINED3DSIH_PHASE */ shader_glsl_nop
,
9564 /* WINED3DSIH_POW */ shader_glsl_pow
,
9565 /* WINED3DSIH_RCP */ shader_glsl_scalar_op
,
9566 /* WINED3DSIH_REP */ shader_glsl_rep
,
9567 /* WINED3DSIH_RESINFO */ shader_glsl_resinfo
,
9568 /* WINED3DSIH_RET */ shader_glsl_ret
,
9569 /* WINED3DSIH_ROUND_NE */ shader_glsl_map2gl
,
9570 /* WINED3DSIH_ROUND_NI */ shader_glsl_map2gl
,
9571 /* WINED3DSIH_ROUND_PI */ shader_glsl_map2gl
,
9572 /* WINED3DSIH_ROUND_Z */ shader_glsl_map2gl
,
9573 /* WINED3DSIH_RSQ */ shader_glsl_scalar_op
,
9574 /* WINED3DSIH_SAMPLE */ shader_glsl_sample
,
9575 /* WINED3DSIH_SAMPLE_B */ shader_glsl_sample
,
9576 /* WINED3DSIH_SAMPLE_C */ shader_glsl_sample_c
,
9577 /* WINED3DSIH_SAMPLE_C_LZ */ shader_glsl_sample_c
,
9578 /* WINED3DSIH_SAMPLE_GRAD */ shader_glsl_sample
,
9579 /* WINED3DSIH_SAMPLE_INFO */ NULL
,
9580 /* WINED3DSIH_SAMPLE_LOD */ shader_glsl_sample
,
9581 /* WINED3DSIH_SAMPLE_POS */ NULL
,
9582 /* WINED3DSIH_SETP */ NULL
,
9583 /* WINED3DSIH_SGE */ shader_glsl_compare
,
9584 /* WINED3DSIH_SGN */ shader_glsl_sgn
,
9585 /* WINED3DSIH_SINCOS */ shader_glsl_sincos
,
9586 /* WINED3DSIH_SLT */ shader_glsl_compare
,
9587 /* WINED3DSIH_SQRT */ shader_glsl_map2gl
,
9588 /* WINED3DSIH_STORE_RAW */ shader_glsl_store_buffer
,
9589 /* WINED3DSIH_STORE_STRUCTURED */ shader_glsl_store_buffer
,
9590 /* WINED3DSIH_STORE_UAV_TYPED */ shader_glsl_store_uav
,
9591 /* WINED3DSIH_SUB */ shader_glsl_binop
,
9592 /* WINED3DSIH_SWAPC */ NULL
,
9593 /* WINED3DSIH_SWITCH */ shader_glsl_switch
,
9594 /* WINED3DSIH_SYNC */ NULL
,
9595 /* WINED3DSIH_TEX */ shader_glsl_tex
,
9596 /* WINED3DSIH_TEXBEM */ shader_glsl_texbem
,
9597 /* WINED3DSIH_TEXBEML */ shader_glsl_texbem
,
9598 /* WINED3DSIH_TEXCOORD */ shader_glsl_texcoord
,
9599 /* WINED3DSIH_TEXDEPTH */ shader_glsl_texdepth
,
9600 /* WINED3DSIH_TEXDP3 */ shader_glsl_texdp3
,
9601 /* WINED3DSIH_TEXDP3TEX */ shader_glsl_texdp3tex
,
9602 /* WINED3DSIH_TEXKILL */ shader_glsl_texkill
,
9603 /* WINED3DSIH_TEXLDD */ shader_glsl_texldd
,
9604 /* WINED3DSIH_TEXLDL */ shader_glsl_texldl
,
9605 /* WINED3DSIH_TEXM3x2DEPTH */ shader_glsl_texm3x2depth
,
9606 /* WINED3DSIH_TEXM3x2PAD */ shader_glsl_texm3x2pad
,
9607 /* WINED3DSIH_TEXM3x2TEX */ shader_glsl_texm3x2tex
,
9608 /* WINED3DSIH_TEXM3x3 */ shader_glsl_texm3x3
,
9609 /* WINED3DSIH_TEXM3x3DIFF */ NULL
,
9610 /* WINED3DSIH_TEXM3x3PAD */ shader_glsl_texm3x3pad
,
9611 /* WINED3DSIH_TEXM3x3SPEC */ shader_glsl_texm3x3spec
,
9612 /* WINED3DSIH_TEXM3x3TEX */ shader_glsl_texm3x3tex
,
9613 /* WINED3DSIH_TEXM3x3VSPEC */ shader_glsl_texm3x3vspec
,
9614 /* WINED3DSIH_TEXREG2AR */ shader_glsl_texreg2ar
,
9615 /* WINED3DSIH_TEXREG2GB */ shader_glsl_texreg2gb
,
9616 /* WINED3DSIH_TEXREG2RGB */ shader_glsl_texreg2rgb
,
9617 /* WINED3DSIH_UBFE */ shader_glsl_bitwise_op
,
9618 /* WINED3DSIH_UDIV */ shader_glsl_udiv
,
9619 /* WINED3DSIH_UGE */ shader_glsl_relop
,
9620 /* WINED3DSIH_ULT */ shader_glsl_relop
,
9621 /* WINED3DSIH_UMAX */ shader_glsl_map2gl
,
9622 /* WINED3DSIH_UMIN */ shader_glsl_map2gl
,
9623 /* WINED3DSIH_USHR */ shader_glsl_binop
,
9624 /* WINED3DSIH_UTOF */ shader_glsl_to_float
,
9625 /* WINED3DSIH_XOR */ shader_glsl_binop
,
9628 static void shader_glsl_handle_instruction(const struct wined3d_shader_instruction
*ins
) {
9629 SHADER_HANDLER hw_fct
;
9631 /* Select handler */
9632 hw_fct
= shader_glsl_instruction_handler_table
[ins
->handler_idx
];
9634 /* Unhandled opcode */
9637 FIXME("Backend can't handle opcode %s.\n", debug_d3dshaderinstructionhandler(ins
->handler_idx
));
9642 shader_glsl_add_instruction_modifiers(ins
);
9645 static BOOL
shader_glsl_has_ffp_proj_control(void *shader_priv
)
9647 struct shader_glsl_priv
*priv
= shader_priv
;
9649 return priv
->ffp_proj_control
;
9652 const struct wined3d_shader_backend_ops glsl_shader_backend
=
9654 shader_glsl_handle_instruction
,
9656 shader_glsl_select_compute
,
9657 shader_glsl_disable
,
9658 shader_glsl_update_float_vertex_constants
,
9659 shader_glsl_update_float_pixel_constants
,
9660 shader_glsl_load_constants
,
9661 shader_glsl_destroy
,
9664 shader_glsl_allocate_context_data
,
9665 shader_glsl_free_context_data
,
9666 shader_glsl_init_context_state
,
9667 shader_glsl_get_caps
,
9668 shader_glsl_color_fixup_supported
,
9669 shader_glsl_has_ffp_proj_control
,
9672 static void glsl_vertex_pipe_vp_enable(const struct wined3d_gl_info
*gl_info
, BOOL enable
) {}
9674 static void glsl_vertex_pipe_vp_get_caps(const struct wined3d_gl_info
*gl_info
, struct wined3d_vertex_caps
*caps
)
9676 caps
->xyzrhw
= TRUE
;
9677 caps
->emulated_flatshading
= !gl_info
->supported
[WINED3D_GL_LEGACY_CONTEXT
];
9678 caps
->ffp_generic_attributes
= TRUE
;
9679 caps
->max_active_lights
= MAX_ACTIVE_LIGHTS
;
9680 caps
->max_vertex_blend_matrices
= MAX_VERTEX_BLENDS
;
9681 caps
->max_vertex_blend_matrix_index
= 0;
9682 caps
->vertex_processing_caps
= WINED3DVTXPCAPS_TEXGEN
9683 | WINED3DVTXPCAPS_MATERIALSOURCE7
9684 | WINED3DVTXPCAPS_VERTEXFOG
9685 | WINED3DVTXPCAPS_DIRECTIONALLIGHTS
9686 | WINED3DVTXPCAPS_POSITIONALLIGHTS
9687 | WINED3DVTXPCAPS_LOCALVIEWER
9688 | WINED3DVTXPCAPS_TEXGEN_SPHEREMAP
;
9689 caps
->fvf_caps
= WINED3DFVFCAPS_PSIZE
| 8; /* 8 texture coordinates. */
9690 caps
->max_user_clip_planes
= gl_info
->limits
.user_clip_distances
;
9691 caps
->raster_caps
= WINED3DPRASTERCAPS_FOGRANGE
;
9694 static DWORD
glsl_vertex_pipe_vp_get_emul_mask(const struct wined3d_gl_info
*gl_info
)
9696 if (gl_info
->supported
[WINED3D_GL_LEGACY_CONTEXT
])
9697 return GL_EXT_EMUL_ARB_MULTITEXTURE
;
9701 static void *glsl_vertex_pipe_vp_alloc(const struct wined3d_shader_backend_ops
*shader_backend
, void *shader_priv
)
9703 struct shader_glsl_priv
*priv
;
9705 if (shader_backend
== &glsl_shader_backend
)
9708 wine_rb_init(&priv
->ffp_vertex_shaders
, wined3d_ffp_vertex_program_key_compare
);
9712 FIXME("GLSL vertex pipe without GLSL shader backend not implemented.\n");
9717 static void shader_glsl_free_ffp_vertex_shader(struct wine_rb_entry
*entry
, void *context
)
9719 struct glsl_ffp_vertex_shader
*shader
= WINE_RB_ENTRY_VALUE(entry
,
9720 struct glsl_ffp_vertex_shader
, desc
.entry
);
9721 struct glsl_shader_prog_link
*program
, *program2
;
9722 struct glsl_ffp_destroy_ctx
*ctx
= context
;
9724 LIST_FOR_EACH_ENTRY_SAFE(program
, program2
, &shader
->linked_programs
,
9725 struct glsl_shader_prog_link
, vs
.shader_entry
)
9727 delete_glsl_program_entry(ctx
->priv
, ctx
->gl_info
, program
);
9729 ctx
->gl_info
->gl_ops
.ext
.p_glDeleteShader(shader
->id
);
9730 HeapFree(GetProcessHeap(), 0, shader
);
9733 /* Context activation is done by the caller. */
9734 static void glsl_vertex_pipe_vp_free(struct wined3d_device
*device
)
9736 struct shader_glsl_priv
*priv
= device
->vertex_priv
;
9737 struct glsl_ffp_destroy_ctx ctx
;
9740 ctx
.gl_info
= &device
->adapter
->gl_info
;
9741 wine_rb_destroy(&priv
->ffp_vertex_shaders
, shader_glsl_free_ffp_vertex_shader
, &ctx
);
9744 static void glsl_vertex_pipe_nop(struct wined3d_context
*context
,
9745 const struct wined3d_state
*state
, DWORD state_id
) {}
9747 static void glsl_vertex_pipe_shader(struct wined3d_context
*context
,
9748 const struct wined3d_state
*state
, DWORD state_id
)
9750 context
->shader_update_mask
|= 1u << WINED3D_SHADER_TYPE_VERTEX
;
9753 static void glsl_vertex_pipe_vdecl(struct wined3d_context
*context
,
9754 const struct wined3d_state
*state
, DWORD state_id
)
9756 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
9757 BOOL normal
= !!(context
->stream_info
.use_map
& (1u << WINED3D_FFP_NORMAL
));
9758 BOOL legacy_context
= gl_info
->supported
[WINED3D_GL_LEGACY_CONTEXT
];
9759 BOOL transformed
= context
->stream_info
.position_transformed
;
9760 BOOL wasrhw
= context
->last_was_rhw
;
9763 context
->last_was_rhw
= transformed
;
9765 /* If the vertex declaration contains a transformed position attribute,
9766 * the draw uses the fixed function vertex pipeline regardless of any
9767 * vertex shader set by the application. */
9768 if (transformed
!= wasrhw
9769 || context
->stream_info
.swizzle_map
!= context
->last_swizzle_map
)
9770 context
->shader_update_mask
|= 1u << WINED3D_SHADER_TYPE_VERTEX
;
9772 context
->last_swizzle_map
= context
->stream_info
.swizzle_map
;
9776 if (context
->last_was_vshader
)
9779 for (i
= 0; i
< gl_info
->limits
.user_clip_distances
; ++i
)
9780 clipplane(context
, state
, STATE_CLIPPLANE(i
));
9782 context
->constant_update_mask
|= WINED3D_SHADER_CONST_VS_CLIP_PLANES
;
9785 context
->constant_update_mask
|= WINED3D_SHADER_CONST_FFP_TEXMATRIX
;
9787 /* Because of settings->texcoords, we have to regenerate the vertex
9788 * shader on a vdecl change if there aren't enough varyings to just
9789 * always output all the texture coordinates. */
9790 if (gl_info
->limits
.glsl_varyings
< wined3d_max_compat_varyings(gl_info
)
9791 || normal
!= context
->last_was_normal
)
9792 context
->shader_update_mask
|= 1u << WINED3D_SHADER_TYPE_VERTEX
;
9795 && state
->shader
[WINED3D_SHADER_TYPE_PIXEL
]->reg_maps
.shader_version
.major
== 1
9796 && state
->shader
[WINED3D_SHADER_TYPE_PIXEL
]->reg_maps
.shader_version
.minor
<= 3)
9797 context
->shader_update_mask
|= 1u << WINED3D_SHADER_TYPE_PIXEL
;
9801 if (!context
->last_was_vshader
)
9803 /* Vertex shader clipping ignores the view matrix. Update all clip planes. */
9805 for (i
= 0; i
< gl_info
->limits
.user_clip_distances
; ++i
)
9806 clipplane(context
, state
, STATE_CLIPPLANE(i
));
9808 context
->constant_update_mask
|= WINED3D_SHADER_CONST_VS_CLIP_PLANES
;
9812 context
->last_was_vshader
= use_vs(state
);
9813 context
->last_was_normal
= normal
;
9816 static void glsl_vertex_pipe_vs(struct wined3d_context
*context
,
9817 const struct wined3d_state
*state
, DWORD state_id
)
9819 context
->shader_update_mask
|= 1u << WINED3D_SHADER_TYPE_VERTEX
;
9820 /* Different vertex shaders potentially require a different vertex attributes setup. */
9821 if (!isStateDirty(context
, STATE_VDECL
))
9822 context_apply_state(context
, state
, STATE_VDECL
);
9825 static void glsl_vertex_pipe_geometry_shader(struct wined3d_context
*context
,
9826 const struct wined3d_state
*state
, DWORD state_id
)
9828 if (state
->shader
[WINED3D_SHADER_TYPE_VERTEX
]
9829 && state
->shader
[WINED3D_SHADER_TYPE_VERTEX
]->reg_maps
.shader_version
.major
>= 4)
9830 context
->shader_update_mask
|= 1u << WINED3D_SHADER_TYPE_VERTEX
;
9833 static void glsl_vertex_pipe_pixel_shader(struct wined3d_context
*context
,
9834 const struct wined3d_state
*state
, DWORD state_id
)
9836 if (state
->shader
[WINED3D_SHADER_TYPE_GEOMETRY
])
9837 context
->shader_update_mask
|= 1u << WINED3D_SHADER_TYPE_GEOMETRY
;
9838 else if (state
->shader
[WINED3D_SHADER_TYPE_VERTEX
]
9839 && state
->shader
[WINED3D_SHADER_TYPE_VERTEX
]->reg_maps
.shader_version
.major
>= 4)
9840 context
->shader_update_mask
|= 1u << WINED3D_SHADER_TYPE_VERTEX
;
9843 static void glsl_vertex_pipe_world(struct wined3d_context
*context
,
9844 const struct wined3d_state
*state
, DWORD state_id
)
9846 context
->constant_update_mask
|= WINED3D_SHADER_CONST_FFP_MODELVIEW
;
9849 static void glsl_vertex_pipe_vertexblend(struct wined3d_context
*context
,
9850 const struct wined3d_state
*state
, DWORD state_id
)
9852 context
->constant_update_mask
|= WINED3D_SHADER_CONST_FFP_VERTEXBLEND
;
9855 static void glsl_vertex_pipe_view(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
9857 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
9860 context
->constant_update_mask
|= WINED3D_SHADER_CONST_FFP_MODELVIEW
9861 | WINED3D_SHADER_CONST_FFP_LIGHTS
9862 | WINED3D_SHADER_CONST_FFP_VERTEXBLEND
;
9864 if (gl_info
->supported
[WINED3D_GL_LEGACY_CONTEXT
])
9866 for (k
= 0; k
< gl_info
->limits
.user_clip_distances
; ++k
)
9868 if (!isStateDirty(context
, STATE_CLIPPLANE(k
)))
9869 clipplane(context
, state
, STATE_CLIPPLANE(k
));
9874 context
->constant_update_mask
|= WINED3D_SHADER_CONST_VS_CLIP_PLANES
;
9878 static void glsl_vertex_pipe_projection(struct wined3d_context
*context
,
9879 const struct wined3d_state
*state
, DWORD state_id
)
9881 /* Table fog behavior depends on the projection matrix. */
9882 if (state
->render_states
[WINED3D_RS_FOGENABLE
]
9883 && state
->render_states
[WINED3D_RS_FOGTABLEMODE
] != WINED3D_FOG_NONE
)
9884 context
->shader_update_mask
|= 1u << WINED3D_SHADER_TYPE_VERTEX
;
9885 context
->constant_update_mask
|= WINED3D_SHADER_CONST_FFP_PROJ
;
9888 static void glsl_vertex_pipe_viewport(struct wined3d_context
*context
,
9889 const struct wined3d_state
*state
, DWORD state_id
)
9891 if (!isStateDirty(context
, STATE_TRANSFORM(WINED3D_TS_PROJECTION
)))
9892 glsl_vertex_pipe_projection(context
, state
, STATE_TRANSFORM(WINED3D_TS_PROJECTION
));
9893 if (!isStateDirty(context
, STATE_RENDER(WINED3D_RS_POINTSCALEENABLE
))
9894 && state
->render_states
[WINED3D_RS_POINTSCALEENABLE
])
9895 context
->constant_update_mask
|= WINED3D_SHADER_CONST_VS_POINTSIZE
;
9896 context
->constant_update_mask
|= WINED3D_SHADER_CONST_POS_FIXUP
;
9899 static void glsl_vertex_pipe_texmatrix(struct wined3d_context
*context
,
9900 const struct wined3d_state
*state
, DWORD state_id
)
9902 context
->constant_update_mask
|= WINED3D_SHADER_CONST_FFP_TEXMATRIX
;
9905 static void glsl_vertex_pipe_texmatrix_np2(struct wined3d_context
*context
,
9906 const struct wined3d_state
*state
, DWORD state_id
)
9908 DWORD sampler
= state_id
- STATE_SAMPLER(0);
9909 const struct wined3d_texture
*texture
= state
->textures
[sampler
];
9915 if (sampler
>= MAX_TEXTURES
)
9918 if ((np2
= !(texture
->flags
& WINED3D_TEXTURE_POW2_MAT_IDENT
))
9919 || context
->lastWasPow2Texture
& (1u << sampler
))
9922 context
->lastWasPow2Texture
|= 1u << sampler
;
9924 context
->lastWasPow2Texture
&= ~(1u << sampler
);
9926 context
->constant_update_mask
|= WINED3D_SHADER_CONST_FFP_TEXMATRIX
;
9930 static void glsl_vertex_pipe_material(struct wined3d_context
*context
,
9931 const struct wined3d_state
*state
, DWORD state_id
)
9933 context
->constant_update_mask
|= WINED3D_SHADER_CONST_FFP_MATERIAL
;
9936 static void glsl_vertex_pipe_light(struct wined3d_context
*context
,
9937 const struct wined3d_state
*state
, DWORD state_id
)
9939 context
->constant_update_mask
|= WINED3D_SHADER_CONST_FFP_LIGHTS
;
9942 static void glsl_vertex_pipe_pointsize(struct wined3d_context
*context
,
9943 const struct wined3d_state
*state
, DWORD state_id
)
9945 context
->constant_update_mask
|= WINED3D_SHADER_CONST_VS_POINTSIZE
;
9948 static void glsl_vertex_pipe_pointscale(struct wined3d_context
*context
,
9949 const struct wined3d_state
*state
, DWORD state_id
)
9952 context
->constant_update_mask
|= WINED3D_SHADER_CONST_VS_POINTSIZE
;
9955 static void glsl_vertex_pointsprite_core(struct wined3d_context
*context
,
9956 const struct wined3d_state
*state
, DWORD state_id
)
9958 static unsigned int once
;
9960 if (state
->gl_primitive_type
== GL_POINTS
&& !state
->render_states
[WINED3D_RS_POINTSPRITEENABLE
] && !once
++)
9961 FIXME("Non-point sprite points not supported in core profile.\n");
9964 static void glsl_vertex_pipe_shademode(struct wined3d_context
*context
,
9965 const struct wined3d_state
*state
, DWORD state_id
)
9967 context
->shader_update_mask
|= 1u << WINED3D_SHADER_TYPE_VERTEX
;
9970 static void glsl_vertex_pipe_clip_plane(struct wined3d_context
*context
,
9971 const struct wined3d_state
*state
, DWORD state_id
)
9973 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
9974 UINT index
= state_id
- STATE_CLIPPLANE(0);
9976 if (index
>= gl_info
->limits
.user_clip_distances
)
9979 context
->constant_update_mask
|= WINED3D_SHADER_CONST_VS_CLIP_PLANES
;
9982 static const struct StateEntryTemplate glsl_vertex_pipe_vp_states
[] =
9984 {STATE_VDECL
, {STATE_VDECL
, glsl_vertex_pipe_vdecl
}, WINED3D_GL_EXT_NONE
},
9985 {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), glsl_vertex_pipe_vs
}, WINED3D_GL_EXT_NONE
},
9986 {STATE_SHADER(WINED3D_SHADER_TYPE_GEOMETRY
), {STATE_SHADER(WINED3D_SHADER_TYPE_GEOMETRY
), glsl_vertex_pipe_geometry_shader
}, WINED3D_GL_EXT_NONE
},
9987 {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), glsl_vertex_pipe_pixel_shader
}, WINED3D_GL_EXT_NONE
},
9988 {STATE_MATERIAL
, {STATE_RENDER(WINED3D_RS_SPECULARENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
9989 {STATE_RENDER(WINED3D_RS_SPECULARENABLE
), {STATE_RENDER(WINED3D_RS_SPECULARENABLE
), glsl_vertex_pipe_material
}, WINED3D_GL_EXT_NONE
},
9991 {STATE_CLIPPLANE(0), {STATE_CLIPPLANE(0), clipplane
}, WINED3D_GL_LEGACY_CONTEXT
},
9992 {STATE_CLIPPLANE(0), {STATE_CLIPPLANE(0), glsl_vertex_pipe_clip_plane
}, WINED3D_GL_EXT_NONE
},
9993 {STATE_CLIPPLANE(1), {STATE_CLIPPLANE(1), clipplane
}, WINED3D_GL_LEGACY_CONTEXT
},
9994 {STATE_CLIPPLANE(1), {STATE_CLIPPLANE(1), glsl_vertex_pipe_clip_plane
}, WINED3D_GL_EXT_NONE
},
9995 {STATE_CLIPPLANE(2), {STATE_CLIPPLANE(2), clipplane
}, WINED3D_GL_LEGACY_CONTEXT
},
9996 {STATE_CLIPPLANE(2), {STATE_CLIPPLANE(2), glsl_vertex_pipe_clip_plane
}, WINED3D_GL_EXT_NONE
},
9997 {STATE_CLIPPLANE(3), {STATE_CLIPPLANE(3), clipplane
}, WINED3D_GL_LEGACY_CONTEXT
},
9998 {STATE_CLIPPLANE(3), {STATE_CLIPPLANE(3), glsl_vertex_pipe_clip_plane
}, WINED3D_GL_EXT_NONE
},
9999 {STATE_CLIPPLANE(4), {STATE_CLIPPLANE(4), clipplane
}, WINED3D_GL_LEGACY_CONTEXT
},
10000 {STATE_CLIPPLANE(4), {STATE_CLIPPLANE(4), glsl_vertex_pipe_clip_plane
}, WINED3D_GL_EXT_NONE
},
10001 {STATE_CLIPPLANE(5), {STATE_CLIPPLANE(5), clipplane
}, WINED3D_GL_LEGACY_CONTEXT
},
10002 {STATE_CLIPPLANE(5), {STATE_CLIPPLANE(5), glsl_vertex_pipe_clip_plane
}, WINED3D_GL_EXT_NONE
},
10003 {STATE_CLIPPLANE(6), {STATE_CLIPPLANE(6), clipplane
}, WINED3D_GL_LEGACY_CONTEXT
},
10004 {STATE_CLIPPLANE(6), {STATE_CLIPPLANE(6), glsl_vertex_pipe_clip_plane
}, WINED3D_GL_EXT_NONE
},
10005 {STATE_CLIPPLANE(7), {STATE_CLIPPLANE(7), clipplane
}, WINED3D_GL_LEGACY_CONTEXT
},
10006 {STATE_CLIPPLANE(7), {STATE_CLIPPLANE(7), glsl_vertex_pipe_clip_plane
}, WINED3D_GL_EXT_NONE
},
10007 {STATE_CLIPPLANE(8), {STATE_CLIPPLANE(8), clipplane
}, WINED3D_GL_LEGACY_CONTEXT
},
10008 {STATE_CLIPPLANE(8), {STATE_CLIPPLANE(8), glsl_vertex_pipe_clip_plane
}, WINED3D_GL_EXT_NONE
},
10009 {STATE_CLIPPLANE(9), {STATE_CLIPPLANE(9), clipplane
}, WINED3D_GL_LEGACY_CONTEXT
},
10010 {STATE_CLIPPLANE(9), {STATE_CLIPPLANE(9), glsl_vertex_pipe_clip_plane
}, WINED3D_GL_EXT_NONE
},
10011 {STATE_CLIPPLANE(10), {STATE_CLIPPLANE(10), clipplane
}, WINED3D_GL_LEGACY_CONTEXT
},
10012 {STATE_CLIPPLANE(10), {STATE_CLIPPLANE(10), glsl_vertex_pipe_clip_plane
}, WINED3D_GL_EXT_NONE
},
10013 {STATE_CLIPPLANE(11), {STATE_CLIPPLANE(11), clipplane
}, WINED3D_GL_LEGACY_CONTEXT
},
10014 {STATE_CLIPPLANE(11), {STATE_CLIPPLANE(11), glsl_vertex_pipe_clip_plane
}, WINED3D_GL_EXT_NONE
},
10015 {STATE_CLIPPLANE(12), {STATE_CLIPPLANE(12), clipplane
}, WINED3D_GL_LEGACY_CONTEXT
},
10016 {STATE_CLIPPLANE(12), {STATE_CLIPPLANE(12), glsl_vertex_pipe_clip_plane
}, WINED3D_GL_EXT_NONE
},
10017 {STATE_CLIPPLANE(13), {STATE_CLIPPLANE(13), clipplane
}, WINED3D_GL_LEGACY_CONTEXT
},
10018 {STATE_CLIPPLANE(13), {STATE_CLIPPLANE(13), glsl_vertex_pipe_clip_plane
}, WINED3D_GL_EXT_NONE
},
10019 {STATE_CLIPPLANE(14), {STATE_CLIPPLANE(14), clipplane
}, WINED3D_GL_LEGACY_CONTEXT
},
10020 {STATE_CLIPPLANE(14), {STATE_CLIPPLANE(14), glsl_vertex_pipe_clip_plane
}, WINED3D_GL_EXT_NONE
},
10021 {STATE_CLIPPLANE(15), {STATE_CLIPPLANE(15), clipplane
}, WINED3D_GL_LEGACY_CONTEXT
},
10022 {STATE_CLIPPLANE(15), {STATE_CLIPPLANE(15), glsl_vertex_pipe_clip_plane
}, WINED3D_GL_EXT_NONE
},
10023 {STATE_CLIPPLANE(16), {STATE_CLIPPLANE(16), clipplane
}, WINED3D_GL_LEGACY_CONTEXT
},
10024 {STATE_CLIPPLANE(16), {STATE_CLIPPLANE(16), glsl_vertex_pipe_clip_plane
}, WINED3D_GL_EXT_NONE
},
10025 {STATE_CLIPPLANE(17), {STATE_CLIPPLANE(17), clipplane
}, WINED3D_GL_LEGACY_CONTEXT
},
10026 {STATE_CLIPPLANE(17), {STATE_CLIPPLANE(17), glsl_vertex_pipe_clip_plane
}, WINED3D_GL_EXT_NONE
},
10027 {STATE_CLIPPLANE(18), {STATE_CLIPPLANE(18), clipplane
}, WINED3D_GL_LEGACY_CONTEXT
},
10028 {STATE_CLIPPLANE(18), {STATE_CLIPPLANE(18), glsl_vertex_pipe_clip_plane
}, WINED3D_GL_EXT_NONE
},
10029 {STATE_CLIPPLANE(19), {STATE_CLIPPLANE(19), clipplane
}, WINED3D_GL_LEGACY_CONTEXT
},
10030 {STATE_CLIPPLANE(19), {STATE_CLIPPLANE(19), glsl_vertex_pipe_clip_plane
}, WINED3D_GL_EXT_NONE
},
10031 {STATE_CLIPPLANE(20), {STATE_CLIPPLANE(20), clipplane
}, WINED3D_GL_LEGACY_CONTEXT
},
10032 {STATE_CLIPPLANE(20), {STATE_CLIPPLANE(20), glsl_vertex_pipe_clip_plane
}, WINED3D_GL_EXT_NONE
},
10033 {STATE_CLIPPLANE(21), {STATE_CLIPPLANE(21), clipplane
}, WINED3D_GL_LEGACY_CONTEXT
},
10034 {STATE_CLIPPLANE(21), {STATE_CLIPPLANE(21), glsl_vertex_pipe_clip_plane
}, WINED3D_GL_EXT_NONE
},
10035 {STATE_CLIPPLANE(22), {STATE_CLIPPLANE(22), clipplane
}, WINED3D_GL_LEGACY_CONTEXT
},
10036 {STATE_CLIPPLANE(22), {STATE_CLIPPLANE(22), glsl_vertex_pipe_clip_plane
}, WINED3D_GL_EXT_NONE
},
10037 {STATE_CLIPPLANE(23), {STATE_CLIPPLANE(23), clipplane
}, WINED3D_GL_LEGACY_CONTEXT
},
10038 {STATE_CLIPPLANE(23), {STATE_CLIPPLANE(23), glsl_vertex_pipe_clip_plane
}, WINED3D_GL_EXT_NONE
},
10039 {STATE_CLIPPLANE(24), {STATE_CLIPPLANE(24), clipplane
}, WINED3D_GL_LEGACY_CONTEXT
},
10040 {STATE_CLIPPLANE(24), {STATE_CLIPPLANE(24), glsl_vertex_pipe_clip_plane
}, WINED3D_GL_EXT_NONE
},
10041 {STATE_CLIPPLANE(25), {STATE_CLIPPLANE(25), clipplane
}, WINED3D_GL_LEGACY_CONTEXT
},
10042 {STATE_CLIPPLANE(25), {STATE_CLIPPLANE(25), glsl_vertex_pipe_clip_plane
}, WINED3D_GL_EXT_NONE
},
10043 {STATE_CLIPPLANE(26), {STATE_CLIPPLANE(26), clipplane
}, WINED3D_GL_LEGACY_CONTEXT
},
10044 {STATE_CLIPPLANE(26), {STATE_CLIPPLANE(26), glsl_vertex_pipe_clip_plane
}, WINED3D_GL_EXT_NONE
},
10045 {STATE_CLIPPLANE(27), {STATE_CLIPPLANE(27), clipplane
}, WINED3D_GL_LEGACY_CONTEXT
},
10046 {STATE_CLIPPLANE(27), {STATE_CLIPPLANE(27), glsl_vertex_pipe_clip_plane
}, WINED3D_GL_EXT_NONE
},
10047 {STATE_CLIPPLANE(28), {STATE_CLIPPLANE(28), clipplane
}, WINED3D_GL_LEGACY_CONTEXT
},
10048 {STATE_CLIPPLANE(28), {STATE_CLIPPLANE(28), glsl_vertex_pipe_clip_plane
}, WINED3D_GL_EXT_NONE
},
10049 {STATE_CLIPPLANE(29), {STATE_CLIPPLANE(29), clipplane
}, WINED3D_GL_LEGACY_CONTEXT
},
10050 {STATE_CLIPPLANE(29), {STATE_CLIPPLANE(29), glsl_vertex_pipe_clip_plane
}, WINED3D_GL_EXT_NONE
},
10051 {STATE_CLIPPLANE(30), {STATE_CLIPPLANE(30), clipplane
}, WINED3D_GL_LEGACY_CONTEXT
},
10052 {STATE_CLIPPLANE(30), {STATE_CLIPPLANE(30), glsl_vertex_pipe_clip_plane
}, WINED3D_GL_EXT_NONE
},
10053 {STATE_CLIPPLANE(31), {STATE_CLIPPLANE(31), clipplane
}, WINED3D_GL_LEGACY_CONTEXT
},
10054 {STATE_CLIPPLANE(31), {STATE_CLIPPLANE(31), glsl_vertex_pipe_clip_plane
}, WINED3D_GL_EXT_NONE
},
10056 {STATE_LIGHT_TYPE
, {STATE_RENDER(WINED3D_RS_FOGENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
10057 {STATE_ACTIVELIGHT(0), {STATE_ACTIVELIGHT(0), glsl_vertex_pipe_light
}, WINED3D_GL_EXT_NONE
},
10058 {STATE_ACTIVELIGHT(1), {STATE_ACTIVELIGHT(1), glsl_vertex_pipe_light
}, WINED3D_GL_EXT_NONE
},
10059 {STATE_ACTIVELIGHT(2), {STATE_ACTIVELIGHT(2), glsl_vertex_pipe_light
}, WINED3D_GL_EXT_NONE
},
10060 {STATE_ACTIVELIGHT(3), {STATE_ACTIVELIGHT(3), glsl_vertex_pipe_light
}, WINED3D_GL_EXT_NONE
},
10061 {STATE_ACTIVELIGHT(4), {STATE_ACTIVELIGHT(4), glsl_vertex_pipe_light
}, WINED3D_GL_EXT_NONE
},
10062 {STATE_ACTIVELIGHT(5), {STATE_ACTIVELIGHT(5), glsl_vertex_pipe_light
}, WINED3D_GL_EXT_NONE
},
10063 {STATE_ACTIVELIGHT(6), {STATE_ACTIVELIGHT(6), glsl_vertex_pipe_light
}, WINED3D_GL_EXT_NONE
},
10064 {STATE_ACTIVELIGHT(7), {STATE_ACTIVELIGHT(7), glsl_vertex_pipe_light
}, WINED3D_GL_EXT_NONE
},
10066 {STATE_VIEWPORT
, {STATE_VIEWPORT
, glsl_vertex_pipe_viewport
}, WINED3D_GL_EXT_NONE
},
10067 /* Transform states */
10068 {STATE_TRANSFORM(WINED3D_TS_VIEW
), {STATE_TRANSFORM(WINED3D_TS_VIEW
), glsl_vertex_pipe_view
}, WINED3D_GL_EXT_NONE
},
10069 {STATE_TRANSFORM(WINED3D_TS_PROJECTION
), {STATE_TRANSFORM(WINED3D_TS_PROJECTION
), glsl_vertex_pipe_projection
}, WINED3D_GL_EXT_NONE
},
10070 {STATE_TRANSFORM(WINED3D_TS_TEXTURE0
), {STATE_TEXTURESTAGE(0, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), NULL
}, WINED3D_GL_EXT_NONE
},
10071 {STATE_TRANSFORM(WINED3D_TS_TEXTURE1
), {STATE_TEXTURESTAGE(1, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), NULL
}, WINED3D_GL_EXT_NONE
},
10072 {STATE_TRANSFORM(WINED3D_TS_TEXTURE2
), {STATE_TEXTURESTAGE(2, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), NULL
}, WINED3D_GL_EXT_NONE
},
10073 {STATE_TRANSFORM(WINED3D_TS_TEXTURE3
), {STATE_TEXTURESTAGE(3, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), NULL
}, WINED3D_GL_EXT_NONE
},
10074 {STATE_TRANSFORM(WINED3D_TS_TEXTURE4
), {STATE_TEXTURESTAGE(4, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), NULL
}, WINED3D_GL_EXT_NONE
},
10075 {STATE_TRANSFORM(WINED3D_TS_TEXTURE5
), {STATE_TEXTURESTAGE(5, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), NULL
}, WINED3D_GL_EXT_NONE
},
10076 {STATE_TRANSFORM(WINED3D_TS_TEXTURE6
), {STATE_TEXTURESTAGE(6, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), NULL
}, WINED3D_GL_EXT_NONE
},
10077 {STATE_TRANSFORM(WINED3D_TS_TEXTURE7
), {STATE_TEXTURESTAGE(7, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), NULL
}, WINED3D_GL_EXT_NONE
},
10078 {STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(0)), {STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(0)), glsl_vertex_pipe_world
}, WINED3D_GL_EXT_NONE
},
10079 {STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(1)), {STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(1)), glsl_vertex_pipe_vertexblend
}, WINED3D_GL_EXT_NONE
},
10080 {STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(2)), {STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(2)), glsl_vertex_pipe_vertexblend
}, WINED3D_GL_EXT_NONE
},
10081 {STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(3)), {STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(3)), glsl_vertex_pipe_vertexblend
}, WINED3D_GL_EXT_NONE
},
10082 {STATE_TEXTURESTAGE(0, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), {STATE_TEXTURESTAGE(0, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), glsl_vertex_pipe_texmatrix
}, WINED3D_GL_EXT_NONE
},
10083 {STATE_TEXTURESTAGE(1, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), {STATE_TEXTURESTAGE(1, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), glsl_vertex_pipe_texmatrix
}, WINED3D_GL_EXT_NONE
},
10084 {STATE_TEXTURESTAGE(2, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), {STATE_TEXTURESTAGE(2, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), glsl_vertex_pipe_texmatrix
}, WINED3D_GL_EXT_NONE
},
10085 {STATE_TEXTURESTAGE(3, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), {STATE_TEXTURESTAGE(3, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), glsl_vertex_pipe_texmatrix
}, WINED3D_GL_EXT_NONE
},
10086 {STATE_TEXTURESTAGE(4, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), {STATE_TEXTURESTAGE(4, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), glsl_vertex_pipe_texmatrix
}, WINED3D_GL_EXT_NONE
},
10087 {STATE_TEXTURESTAGE(5, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), {STATE_TEXTURESTAGE(5, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), glsl_vertex_pipe_texmatrix
}, WINED3D_GL_EXT_NONE
},
10088 {STATE_TEXTURESTAGE(6, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), {STATE_TEXTURESTAGE(6, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), glsl_vertex_pipe_texmatrix
}, WINED3D_GL_EXT_NONE
},
10089 {STATE_TEXTURESTAGE(7, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), {STATE_TEXTURESTAGE(7, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), glsl_vertex_pipe_texmatrix
}, WINED3D_GL_EXT_NONE
},
10090 {STATE_TEXTURESTAGE(0, WINED3D_TSS_TEXCOORD_INDEX
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
10091 {STATE_TEXTURESTAGE(1, WINED3D_TSS_TEXCOORD_INDEX
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
10092 {STATE_TEXTURESTAGE(2, WINED3D_TSS_TEXCOORD_INDEX
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
10093 {STATE_TEXTURESTAGE(3, WINED3D_TSS_TEXCOORD_INDEX
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
10094 {STATE_TEXTURESTAGE(4, WINED3D_TSS_TEXCOORD_INDEX
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
10095 {STATE_TEXTURESTAGE(5, WINED3D_TSS_TEXCOORD_INDEX
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
10096 {STATE_TEXTURESTAGE(6, WINED3D_TSS_TEXCOORD_INDEX
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
10097 {STATE_TEXTURESTAGE(7, WINED3D_TSS_TEXCOORD_INDEX
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
10099 {STATE_RENDER(WINED3D_RS_FOGENABLE
), {STATE_RENDER(WINED3D_RS_FOGENABLE
), glsl_vertex_pipe_shader
}, WINED3D_GL_EXT_NONE
},
10100 {STATE_RENDER(WINED3D_RS_FOGTABLEMODE
), {STATE_RENDER(WINED3D_RS_FOGENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
10101 {STATE_RENDER(WINED3D_RS_FOGVERTEXMODE
), {STATE_RENDER(WINED3D_RS_FOGENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
10102 {STATE_RENDER(WINED3D_RS_RANGEFOGENABLE
), {STATE_RENDER(WINED3D_RS_FOGENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
10103 {STATE_RENDER(WINED3D_RS_CLIPPING
), {STATE_RENDER(WINED3D_RS_CLIPPING
), state_clipping
}, WINED3D_GL_EXT_NONE
},
10104 {STATE_RENDER(WINED3D_RS_CLIPPLANEENABLE
), {STATE_RENDER(WINED3D_RS_CLIPPING
), NULL
}, WINED3D_GL_EXT_NONE
},
10105 {STATE_RENDER(WINED3D_RS_LIGHTING
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
10106 {STATE_RENDER(WINED3D_RS_AMBIENT
), {STATE_RENDER(WINED3D_RS_AMBIENT
), glsl_vertex_pipe_light
}, WINED3D_GL_EXT_NONE
},
10107 {STATE_RENDER(WINED3D_RS_COLORVERTEX
), {STATE_RENDER(WINED3D_RS_COLORVERTEX
), glsl_vertex_pipe_shader
}, WINED3D_GL_EXT_NONE
},
10108 {STATE_RENDER(WINED3D_RS_LOCALVIEWER
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
10109 {STATE_RENDER(WINED3D_RS_NORMALIZENORMALS
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
10110 {STATE_RENDER(WINED3D_RS_DIFFUSEMATERIALSOURCE
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
10111 {STATE_RENDER(WINED3D_RS_SPECULARMATERIALSOURCE
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
10112 {STATE_RENDER(WINED3D_RS_AMBIENTMATERIALSOURCE
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
10113 {STATE_RENDER(WINED3D_RS_EMISSIVEMATERIALSOURCE
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
10114 {STATE_RENDER(WINED3D_RS_VERTEXBLEND
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
10115 {STATE_RENDER(WINED3D_RS_POINTSIZE
), {STATE_RENDER(WINED3D_RS_POINTSIZE_MIN
), NULL
}, WINED3D_GL_EXT_NONE
},
10116 {STATE_RENDER(WINED3D_RS_POINTSIZE_MIN
), {STATE_RENDER(WINED3D_RS_POINTSIZE_MIN
), glsl_vertex_pipe_pointsize
}, WINED3D_GL_EXT_NONE
},
10117 {STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE
), {STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE
), state_pointsprite
}, ARB_POINT_SPRITE
},
10118 {STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE
), {STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE
), state_pointsprite_w
}, WINED3D_GL_LEGACY_CONTEXT
},
10119 {STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE
), {STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE
), glsl_vertex_pointsprite_core
}, WINED3D_GL_EXT_NONE
},
10120 {STATE_RENDER(WINED3D_RS_POINTSCALEENABLE
), {STATE_RENDER(WINED3D_RS_POINTSCALEENABLE
), glsl_vertex_pipe_pointscale
}, WINED3D_GL_EXT_NONE
},
10121 {STATE_RENDER(WINED3D_RS_POINTSCALE_A
), {STATE_RENDER(WINED3D_RS_POINTSCALEENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
10122 {STATE_RENDER(WINED3D_RS_POINTSCALE_B
), {STATE_RENDER(WINED3D_RS_POINTSCALEENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
10123 {STATE_RENDER(WINED3D_RS_POINTSCALE_C
), {STATE_RENDER(WINED3D_RS_POINTSCALEENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
10124 {STATE_RENDER(WINED3D_RS_POINTSIZE_MAX
), {STATE_RENDER(WINED3D_RS_POINTSIZE_MIN
), NULL
}, WINED3D_GL_EXT_NONE
},
10125 {STATE_RENDER(WINED3D_RS_TWEENFACTOR
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
10126 {STATE_RENDER(WINED3D_RS_INDEXEDVERTEXBLENDENABLE
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
10127 /* NP2 texture matrix fixups. They are not needed if
10128 * GL_ARB_texture_non_power_of_two is supported. Otherwise, register
10129 * glsl_vertex_pipe_texmatrix(), which takes care of updating the texture
10131 {STATE_SAMPLER(0), {0, NULL
}, ARB_TEXTURE_NON_POWER_OF_TWO
},
10132 {STATE_SAMPLER(0), {0, NULL
}, WINED3D_GL_NORMALIZED_TEXRECT
},
10133 {STATE_SAMPLER(0), {STATE_SAMPLER(0), glsl_vertex_pipe_texmatrix_np2
}, WINED3D_GL_EXT_NONE
},
10134 {STATE_SAMPLER(1), {0, NULL
}, ARB_TEXTURE_NON_POWER_OF_TWO
},
10135 {STATE_SAMPLER(1), {0, NULL
}, WINED3D_GL_NORMALIZED_TEXRECT
},
10136 {STATE_SAMPLER(1), {STATE_SAMPLER(1), glsl_vertex_pipe_texmatrix_np2
}, WINED3D_GL_EXT_NONE
},
10137 {STATE_SAMPLER(2), {0, NULL
}, ARB_TEXTURE_NON_POWER_OF_TWO
},
10138 {STATE_SAMPLER(2), {0, NULL
}, WINED3D_GL_NORMALIZED_TEXRECT
},
10139 {STATE_SAMPLER(2), {STATE_SAMPLER(2), glsl_vertex_pipe_texmatrix_np2
}, WINED3D_GL_EXT_NONE
},
10140 {STATE_SAMPLER(3), {0, NULL
}, ARB_TEXTURE_NON_POWER_OF_TWO
},
10141 {STATE_SAMPLER(3), {0, NULL
}, WINED3D_GL_NORMALIZED_TEXRECT
},
10142 {STATE_SAMPLER(3), {STATE_SAMPLER(3), glsl_vertex_pipe_texmatrix_np2
}, WINED3D_GL_EXT_NONE
},
10143 {STATE_SAMPLER(4), {0, NULL
}, ARB_TEXTURE_NON_POWER_OF_TWO
},
10144 {STATE_SAMPLER(4), {0, NULL
}, WINED3D_GL_NORMALIZED_TEXRECT
},
10145 {STATE_SAMPLER(4), {STATE_SAMPLER(4), glsl_vertex_pipe_texmatrix_np2
}, WINED3D_GL_EXT_NONE
},
10146 {STATE_SAMPLER(5), {0, NULL
}, ARB_TEXTURE_NON_POWER_OF_TWO
},
10147 {STATE_SAMPLER(5), {0, NULL
}, WINED3D_GL_NORMALIZED_TEXRECT
},
10148 {STATE_SAMPLER(5), {STATE_SAMPLER(5), glsl_vertex_pipe_texmatrix_np2
}, WINED3D_GL_EXT_NONE
},
10149 {STATE_SAMPLER(6), {0, NULL
}, ARB_TEXTURE_NON_POWER_OF_TWO
},
10150 {STATE_SAMPLER(6), {0, NULL
}, WINED3D_GL_NORMALIZED_TEXRECT
},
10151 {STATE_SAMPLER(6), {STATE_SAMPLER(6), glsl_vertex_pipe_texmatrix_np2
}, WINED3D_GL_EXT_NONE
},
10152 {STATE_SAMPLER(7), {0, NULL
}, ARB_TEXTURE_NON_POWER_OF_TWO
},
10153 {STATE_SAMPLER(7), {0, NULL
}, WINED3D_GL_NORMALIZED_TEXRECT
},
10154 {STATE_SAMPLER(7), {STATE_SAMPLER(7), glsl_vertex_pipe_texmatrix_np2
}, WINED3D_GL_EXT_NONE
},
10155 {STATE_POINT_ENABLE
, {STATE_POINT_ENABLE
, glsl_vertex_pipe_shader
}, WINED3D_GL_EXT_NONE
},
10156 {STATE_RENDER(WINED3D_RS_SHADEMODE
), {STATE_RENDER(WINED3D_RS_SHADEMODE
), glsl_vertex_pipe_nop
}, WINED3D_GL_LEGACY_CONTEXT
},
10157 {STATE_RENDER(WINED3D_RS_SHADEMODE
), {STATE_RENDER(WINED3D_RS_SHADEMODE
), glsl_vertex_pipe_shademode
}, WINED3D_GL_EXT_NONE
},
10158 {0 /* Terminate */, {0, NULL
}, WINED3D_GL_EXT_NONE
},
10162 * - Implement vertex tweening. */
10163 const struct wined3d_vertex_pipe_ops glsl_vertex_pipe
=
10165 glsl_vertex_pipe_vp_enable
,
10166 glsl_vertex_pipe_vp_get_caps
,
10167 glsl_vertex_pipe_vp_get_emul_mask
,
10168 glsl_vertex_pipe_vp_alloc
,
10169 glsl_vertex_pipe_vp_free
,
10170 glsl_vertex_pipe_vp_states
,
10173 static void glsl_fragment_pipe_enable(const struct wined3d_gl_info
*gl_info
, BOOL enable
)
10175 /* Nothing to do. */
10178 static void glsl_fragment_pipe_get_caps(const struct wined3d_gl_info
*gl_info
, struct fragment_caps
*caps
)
10180 caps
->wined3d_caps
= WINED3D_FRAGMENT_CAP_PROJ_CONTROL
10181 | WINED3D_FRAGMENT_CAP_SRGB_WRITE
10182 | WINED3D_FRAGMENT_CAP_COLOR_KEY
;
10183 caps
->PrimitiveMiscCaps
= WINED3DPMISCCAPS_TSSARGTEMP
10184 | WINED3DPMISCCAPS_PERSTAGECONSTANT
;
10185 caps
->TextureOpCaps
= WINED3DTEXOPCAPS_DISABLE
10186 | WINED3DTEXOPCAPS_SELECTARG1
10187 | WINED3DTEXOPCAPS_SELECTARG2
10188 | WINED3DTEXOPCAPS_MODULATE4X
10189 | WINED3DTEXOPCAPS_MODULATE2X
10190 | WINED3DTEXOPCAPS_MODULATE
10191 | WINED3DTEXOPCAPS_ADDSIGNED2X
10192 | WINED3DTEXOPCAPS_ADDSIGNED
10193 | WINED3DTEXOPCAPS_ADD
10194 | WINED3DTEXOPCAPS_SUBTRACT
10195 | WINED3DTEXOPCAPS_ADDSMOOTH
10196 | WINED3DTEXOPCAPS_BLENDCURRENTALPHA
10197 | WINED3DTEXOPCAPS_BLENDFACTORALPHA
10198 | WINED3DTEXOPCAPS_BLENDTEXTUREALPHA
10199 | WINED3DTEXOPCAPS_BLENDDIFFUSEALPHA
10200 | WINED3DTEXOPCAPS_BLENDTEXTUREALPHAPM
10201 | WINED3DTEXOPCAPS_MODULATEALPHA_ADDCOLOR
10202 | WINED3DTEXOPCAPS_MODULATECOLOR_ADDALPHA
10203 | WINED3DTEXOPCAPS_MODULATEINVCOLOR_ADDALPHA
10204 | WINED3DTEXOPCAPS_MODULATEINVALPHA_ADDCOLOR
10205 | WINED3DTEXOPCAPS_DOTPRODUCT3
10206 | WINED3DTEXOPCAPS_MULTIPLYADD
10207 | WINED3DTEXOPCAPS_LERP
10208 | WINED3DTEXOPCAPS_BUMPENVMAP
10209 | WINED3DTEXOPCAPS_BUMPENVMAPLUMINANCE
;
10210 caps
->MaxTextureBlendStages
= MAX_TEXTURES
;
10211 caps
->MaxSimultaneousTextures
= min(gl_info
->limits
.fragment_samplers
, MAX_TEXTURES
);
10214 static DWORD
glsl_fragment_pipe_get_emul_mask(const struct wined3d_gl_info
*gl_info
)
10216 if (gl_info
->supported
[WINED3D_GL_LEGACY_CONTEXT
])
10217 return GL_EXT_EMUL_ARB_MULTITEXTURE
;
10221 static void *glsl_fragment_pipe_alloc(const struct wined3d_shader_backend_ops
*shader_backend
, void *shader_priv
)
10223 struct shader_glsl_priv
*priv
;
10225 if (shader_backend
== &glsl_shader_backend
)
10227 priv
= shader_priv
;
10228 wine_rb_init(&priv
->ffp_fragment_shaders
, wined3d_ffp_frag_program_key_compare
);
10232 FIXME("GLSL fragment pipe without GLSL shader backend not implemented.\n");
10237 static void shader_glsl_free_ffp_fragment_shader(struct wine_rb_entry
*entry
, void *context
)
10239 struct glsl_ffp_fragment_shader
*shader
= WINE_RB_ENTRY_VALUE(entry
,
10240 struct glsl_ffp_fragment_shader
, entry
.entry
);
10241 struct glsl_shader_prog_link
*program
, *program2
;
10242 struct glsl_ffp_destroy_ctx
*ctx
= context
;
10244 LIST_FOR_EACH_ENTRY_SAFE(program
, program2
, &shader
->linked_programs
,
10245 struct glsl_shader_prog_link
, ps
.shader_entry
)
10247 delete_glsl_program_entry(ctx
->priv
, ctx
->gl_info
, program
);
10249 ctx
->gl_info
->gl_ops
.ext
.p_glDeleteShader(shader
->id
);
10250 HeapFree(GetProcessHeap(), 0, shader
);
10253 /* Context activation is done by the caller. */
10254 static void glsl_fragment_pipe_free(struct wined3d_device
*device
)
10256 struct shader_glsl_priv
*priv
= device
->fragment_priv
;
10257 struct glsl_ffp_destroy_ctx ctx
;
10260 ctx
.gl_info
= &device
->adapter
->gl_info
;
10261 wine_rb_destroy(&priv
->ffp_fragment_shaders
, shader_glsl_free_ffp_fragment_shader
, &ctx
);
10264 static void glsl_fragment_pipe_shader(struct wined3d_context
*context
,
10265 const struct wined3d_state
*state
, DWORD state_id
)
10267 context
->last_was_pshader
= use_ps(state
);
10269 context
->shader_update_mask
|= 1u << WINED3D_SHADER_TYPE_PIXEL
;
10272 static void glsl_fragment_pipe_fogparams(struct wined3d_context
*context
,
10273 const struct wined3d_state
*state
, DWORD state_id
)
10275 context
->constant_update_mask
|= WINED3D_SHADER_CONST_PS_FOG
;
10278 static void glsl_fragment_pipe_fog(struct wined3d_context
*context
,
10279 const struct wined3d_state
*state
, DWORD state_id
)
10281 BOOL use_vshader
= use_vs(state
);
10282 enum fogsource new_source
;
10283 DWORD fogstart
= state
->render_states
[WINED3D_RS_FOGSTART
];
10284 DWORD fogend
= state
->render_states
[WINED3D_RS_FOGEND
];
10286 context
->shader_update_mask
|= 1u << WINED3D_SHADER_TYPE_PIXEL
;
10288 if (!state
->render_states
[WINED3D_RS_FOGENABLE
])
10291 if (state
->render_states
[WINED3D_RS_FOGTABLEMODE
] == WINED3D_FOG_NONE
)
10294 new_source
= FOGSOURCE_VS
;
10295 else if (state
->render_states
[WINED3D_RS_FOGVERTEXMODE
] == WINED3D_FOG_NONE
|| context
->stream_info
.position_transformed
)
10296 new_source
= FOGSOURCE_COORD
;
10298 new_source
= FOGSOURCE_FFP
;
10302 new_source
= FOGSOURCE_FFP
;
10305 if (new_source
!= context
->fog_source
|| fogstart
== fogend
)
10307 context
->fog_source
= new_source
;
10308 context
->constant_update_mask
|= WINED3D_SHADER_CONST_PS_FOG
;
10312 static void glsl_fragment_pipe_vdecl(struct wined3d_context
*context
,
10313 const struct wined3d_state
*state
, DWORD state_id
)
10315 /* Because of settings->texcoords_initialized and args->texcoords_initialized. */
10316 if (context
->gl_info
->limits
.glsl_varyings
< wined3d_max_compat_varyings(context
->gl_info
))
10317 context
->shader_update_mask
|= 1u << WINED3D_SHADER_TYPE_PIXEL
;
10319 if (!isStateDirty(context
, STATE_RENDER(WINED3D_RS_FOGENABLE
)))
10320 glsl_fragment_pipe_fog(context
, state
, state_id
);
10323 static void glsl_fragment_pipe_vs(struct wined3d_context
*context
,
10324 const struct wined3d_state
*state
, DWORD state_id
)
10326 /* Because of settings->texcoords_initialized and args->texcoords_initialized. */
10327 if (context
->gl_info
->limits
.glsl_varyings
< wined3d_max_compat_varyings(context
->gl_info
))
10328 context
->shader_update_mask
|= 1u << WINED3D_SHADER_TYPE_PIXEL
;
10331 static void glsl_fragment_pipe_tex_transform(struct wined3d_context
*context
,
10332 const struct wined3d_state
*state
, DWORD state_id
)
10334 context
->shader_update_mask
|= 1u << WINED3D_SHADER_TYPE_PIXEL
;
10337 static void glsl_fragment_pipe_invalidate_constants(struct wined3d_context
*context
,
10338 const struct wined3d_state
*state
, DWORD state_id
)
10340 context
->constant_update_mask
|= WINED3D_SHADER_CONST_FFP_PS
;
10343 static void glsl_fragment_pipe_alpha_test_func(struct wined3d_context
*context
,
10344 const struct wined3d_state
*state
, DWORD state_id
)
10346 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
10347 GLint func
= wined3d_gl_compare_func(state
->render_states
[WINED3D_RS_ALPHAFUNC
]);
10348 float ref
= state
->render_states
[WINED3D_RS_ALPHAREF
] / 255.0f
;
10352 gl_info
->gl_ops
.gl
.p_glAlphaFunc(func
, ref
);
10353 checkGLcall("glAlphaFunc");
10357 static void glsl_fragment_pipe_core_alpha_test(struct wined3d_context
*context
,
10358 const struct wined3d_state
*state
, DWORD state_id
)
10360 context
->shader_update_mask
|= 1u << WINED3D_SHADER_TYPE_PIXEL
;
10363 static void glsl_fragment_pipe_alpha_test(struct wined3d_context
*context
,
10364 const struct wined3d_state
*state
, DWORD state_id
)
10366 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
10368 if (state
->render_states
[WINED3D_RS_ALPHATESTENABLE
])
10370 gl_info
->gl_ops
.gl
.p_glEnable(GL_ALPHA_TEST
);
10371 checkGLcall("glEnable(GL_ALPHA_TEST)");
10375 gl_info
->gl_ops
.gl
.p_glDisable(GL_ALPHA_TEST
);
10376 checkGLcall("glDisable(GL_ALPHA_TEST)");
10380 static void glsl_fragment_pipe_core_alpha_test_ref(struct wined3d_context
*context
,
10381 const struct wined3d_state
*state
, DWORD state_id
)
10383 context
->constant_update_mask
|= WINED3D_SHADER_CONST_PS_ALPHA_TEST
;
10386 static void glsl_fragment_pipe_color_key(struct wined3d_context
*context
,
10387 const struct wined3d_state
*state
, DWORD state_id
)
10389 context
->constant_update_mask
|= WINED3D_SHADER_CONST_FFP_COLOR_KEY
;
10392 static void glsl_fragment_pipe_shademode(struct wined3d_context
*context
,
10393 const struct wined3d_state
*state
, DWORD state_id
)
10395 context
->shader_update_mask
|= 1u << WINED3D_SHADER_TYPE_PIXEL
;
10398 static const struct StateEntryTemplate glsl_fragment_pipe_state_template
[] =
10400 {STATE_VDECL
, {STATE_VDECL
, glsl_fragment_pipe_vdecl
}, WINED3D_GL_EXT_NONE
},
10401 {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), glsl_fragment_pipe_vs
}, WINED3D_GL_EXT_NONE
},
10402 {STATE_RENDER(WINED3D_RS_TEXTUREFACTOR
), {STATE_RENDER(WINED3D_RS_TEXTUREFACTOR
), glsl_fragment_pipe_invalidate_constants
}, WINED3D_GL_EXT_NONE
},
10403 {STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
10404 {STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
10405 {STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
10406 {STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
10407 {STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
10408 {STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
10409 {STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
10410 {STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
10411 {STATE_TEXTURESTAGE(0, WINED3D_TSS_RESULT_ARG
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
10412 {STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
10413 {STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
10414 {STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
10415 {STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
10416 {STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
10417 {STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
10418 {STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
10419 {STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
10420 {STATE_TEXTURESTAGE(1, WINED3D_TSS_RESULT_ARG
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
10421 {STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
10422 {STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
10423 {STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
10424 {STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
10425 {STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
10426 {STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
10427 {STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
10428 {STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
10429 {STATE_TEXTURESTAGE(2, WINED3D_TSS_RESULT_ARG
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
10430 {STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
10431 {STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
10432 {STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
10433 {STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
10434 {STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
10435 {STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
10436 {STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
10437 {STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
10438 {STATE_TEXTURESTAGE(3, WINED3D_TSS_RESULT_ARG
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
10439 {STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
10440 {STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
10441 {STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
10442 {STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
10443 {STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
10444 {STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
10445 {STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
10446 {STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
10447 {STATE_TEXTURESTAGE(4, WINED3D_TSS_RESULT_ARG
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
10448 {STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
10449 {STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
10450 {STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
10451 {STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
10452 {STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
10453 {STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
10454 {STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
10455 {STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
10456 {STATE_TEXTURESTAGE(5, WINED3D_TSS_RESULT_ARG
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
10457 {STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
10458 {STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
10459 {STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
10460 {STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
10461 {STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
10462 {STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
10463 {STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
10464 {STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
10465 {STATE_TEXTURESTAGE(6, WINED3D_TSS_RESULT_ARG
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
10466 {STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
10467 {STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
10468 {STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
10469 {STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
10470 {STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
10471 {STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
10472 {STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
10473 {STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
10474 {STATE_TEXTURESTAGE(7, WINED3D_TSS_RESULT_ARG
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
10475 {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), glsl_fragment_pipe_shader
}, WINED3D_GL_EXT_NONE
},
10476 {STATE_RENDER(WINED3D_RS_ALPHAFUNC
), {STATE_RENDER(WINED3D_RS_ALPHAFUNC
), glsl_fragment_pipe_alpha_test_func
}, WINED3D_GL_LEGACY_CONTEXT
},
10477 {STATE_RENDER(WINED3D_RS_ALPHAFUNC
), {STATE_RENDER(WINED3D_RS_ALPHATESTENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
10478 {STATE_RENDER(WINED3D_RS_ALPHAREF
), {STATE_RENDER(WINED3D_RS_ALPHAFUNC
), NULL
}, WINED3D_GL_LEGACY_CONTEXT
},
10479 {STATE_RENDER(WINED3D_RS_ALPHAREF
), {STATE_RENDER(WINED3D_RS_ALPHAREF
), glsl_fragment_pipe_core_alpha_test_ref
}, WINED3D_GL_EXT_NONE
},
10480 {STATE_RENDER(WINED3D_RS_ALPHATESTENABLE
), {STATE_RENDER(WINED3D_RS_ALPHATESTENABLE
), glsl_fragment_pipe_alpha_test
}, WINED3D_GL_LEGACY_CONTEXT
},
10481 {STATE_RENDER(WINED3D_RS_ALPHATESTENABLE
), {STATE_RENDER(WINED3D_RS_ALPHATESTENABLE
), glsl_fragment_pipe_core_alpha_test
}, WINED3D_GL_EXT_NONE
},
10482 {STATE_RENDER(WINED3D_RS_COLORKEYENABLE
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
10483 {STATE_COLOR_KEY
, { STATE_COLOR_KEY
, glsl_fragment_pipe_color_key
}, WINED3D_GL_EXT_NONE
},
10484 {STATE_RENDER(WINED3D_RS_FOGENABLE
), {STATE_RENDER(WINED3D_RS_FOGENABLE
), glsl_fragment_pipe_fog
}, WINED3D_GL_EXT_NONE
},
10485 {STATE_RENDER(WINED3D_RS_FOGTABLEMODE
), {STATE_RENDER(WINED3D_RS_FOGENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
10486 {STATE_RENDER(WINED3D_RS_FOGVERTEXMODE
), {STATE_RENDER(WINED3D_RS_FOGENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
10487 {STATE_RENDER(WINED3D_RS_FOGSTART
), {STATE_RENDER(WINED3D_RS_FOGSTART
), glsl_fragment_pipe_fogparams
}, WINED3D_GL_EXT_NONE
},
10488 {STATE_RENDER(WINED3D_RS_FOGEND
), {STATE_RENDER(WINED3D_RS_FOGSTART
), NULL
}, WINED3D_GL_EXT_NONE
},
10489 {STATE_RENDER(WINED3D_RS_SRGBWRITEENABLE
), {STATE_RENDER(WINED3D_RS_SRGBWRITEENABLE
), state_srgbwrite
}, ARB_FRAMEBUFFER_SRGB
},
10490 {STATE_RENDER(WINED3D_RS_SRGBWRITEENABLE
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
10491 {STATE_RENDER(WINED3D_RS_FOGCOLOR
), {STATE_RENDER(WINED3D_RS_FOGCOLOR
), glsl_fragment_pipe_fogparams
}, WINED3D_GL_EXT_NONE
},
10492 {STATE_RENDER(WINED3D_RS_FOGDENSITY
), {STATE_RENDER(WINED3D_RS_FOGDENSITY
), glsl_fragment_pipe_fogparams
}, WINED3D_GL_EXT_NONE
},
10493 {STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE
), {STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE
), glsl_fragment_pipe_shader
}, ARB_POINT_SPRITE
},
10494 {STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE
), {STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE
), glsl_fragment_pipe_shader
}, WINED3D_GL_VERSION_2_0
},
10495 {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
},
10496 {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
},
10497 {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
},
10498 {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
},
10499 {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
},
10500 {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
},
10501 {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
},
10502 {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
},
10503 {STATE_TEXTURESTAGE(0, WINED3D_TSS_CONSTANT
), {STATE_TEXTURESTAGE(0, WINED3D_TSS_CONSTANT
), glsl_fragment_pipe_invalidate_constants
}, WINED3D_GL_EXT_NONE
},
10504 {STATE_TEXTURESTAGE(1, WINED3D_TSS_CONSTANT
), {STATE_TEXTURESTAGE(1, WINED3D_TSS_CONSTANT
), glsl_fragment_pipe_invalidate_constants
}, WINED3D_GL_EXT_NONE
},
10505 {STATE_TEXTURESTAGE(2, WINED3D_TSS_CONSTANT
), {STATE_TEXTURESTAGE(2, WINED3D_TSS_CONSTANT
), glsl_fragment_pipe_invalidate_constants
}, WINED3D_GL_EXT_NONE
},
10506 {STATE_TEXTURESTAGE(3, WINED3D_TSS_CONSTANT
), {STATE_TEXTURESTAGE(3, WINED3D_TSS_CONSTANT
), glsl_fragment_pipe_invalidate_constants
}, WINED3D_GL_EXT_NONE
},
10507 {STATE_TEXTURESTAGE(4, WINED3D_TSS_CONSTANT
), {STATE_TEXTURESTAGE(4, WINED3D_TSS_CONSTANT
), glsl_fragment_pipe_invalidate_constants
}, WINED3D_GL_EXT_NONE
},
10508 {STATE_TEXTURESTAGE(5, WINED3D_TSS_CONSTANT
), {STATE_TEXTURESTAGE(5, WINED3D_TSS_CONSTANT
), glsl_fragment_pipe_invalidate_constants
}, WINED3D_GL_EXT_NONE
},
10509 {STATE_TEXTURESTAGE(6, WINED3D_TSS_CONSTANT
), {STATE_TEXTURESTAGE(6, WINED3D_TSS_CONSTANT
), glsl_fragment_pipe_invalidate_constants
}, WINED3D_GL_EXT_NONE
},
10510 {STATE_TEXTURESTAGE(7, WINED3D_TSS_CONSTANT
), {STATE_TEXTURESTAGE(7, WINED3D_TSS_CONSTANT
), glsl_fragment_pipe_invalidate_constants
}, WINED3D_GL_EXT_NONE
},
10511 {STATE_RENDER(WINED3D_RS_SPECULARENABLE
), {STATE_RENDER(WINED3D_RS_SPECULARENABLE
), glsl_fragment_pipe_invalidate_constants
}, WINED3D_GL_EXT_NONE
},
10512 {STATE_POINT_ENABLE
, {STATE_POINT_ENABLE
, glsl_fragment_pipe_shader
}, WINED3D_GL_EXT_NONE
},
10513 {STATE_RENDER(WINED3D_RS_SHADEMODE
), {STATE_RENDER(WINED3D_RS_SHADEMODE
), state_shademode
}, WINED3D_GL_LEGACY_CONTEXT
},
10514 {STATE_RENDER(WINED3D_RS_SHADEMODE
), {STATE_RENDER(WINED3D_RS_SHADEMODE
), glsl_fragment_pipe_shademode
}, WINED3D_GL_EXT_NONE
},
10515 {0 /* Terminate */, {0, 0 }, WINED3D_GL_EXT_NONE
},
10518 static BOOL
glsl_fragment_pipe_alloc_context_data(struct wined3d_context
*context
)
10523 static void glsl_fragment_pipe_free_context_data(struct wined3d_context
*context
)
10527 const struct fragment_pipeline glsl_fragment_pipe
=
10529 glsl_fragment_pipe_enable
,
10530 glsl_fragment_pipe_get_caps
,
10531 glsl_fragment_pipe_get_emul_mask
,
10532 glsl_fragment_pipe_alloc
,
10533 glsl_fragment_pipe_free
,
10534 glsl_fragment_pipe_alloc_context_data
,
10535 glsl_fragment_pipe_free_context_data
,
10536 shader_glsl_color_fixup_supported
,
10537 glsl_fragment_pipe_state_template
,