wined3d: Get rid of surface_load_ds_location().
[wine.git] / dlls / wined3d / glsl_shader.c
blobf053f554c21b27e088fd2188b3edf2903a2ec5a9
1 /*
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.
32 #include "config.h"
33 #include "wine/port.h"
35 #include <limits.h>
36 #include <stdio.h>
37 #ifdef HAVE_FLOAT_H
38 # include <float.h>
39 #endif
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
53 static const struct
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, ""}, /* 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 */
73 struct glsl_dst_param
75 char reg_name[150];
76 char mask_str[6];
79 struct glsl_src_param
81 char reg_name[150];
82 char param_str[200];
85 struct glsl_sample_function
87 struct wined3d_string_buffer *name;
88 unsigned int coord_mask;
89 unsigned int deriv_mask;
90 enum wined3d_data_type data_type;
91 BOOL output_single_component;
92 unsigned int offset_size;
95 enum heap_node_op
97 HEAP_NODE_TRAVERSE_LEFT,
98 HEAP_NODE_TRAVERSE_RIGHT,
99 HEAP_NODE_POP,
102 struct constant_entry
104 unsigned int idx;
105 unsigned int version;
108 struct constant_heap
110 struct constant_entry *entries;
111 BOOL *contained;
112 unsigned int *positions;
113 unsigned int size;
116 /* GLSL shader private data */
117 struct shader_glsl_priv {
118 struct wined3d_string_buffer shader_buffer;
119 struct wined3d_string_buffer_list string_buffers;
120 struct wine_rb_tree program_lookup;
121 struct constant_heap vconst_heap;
122 struct constant_heap pconst_heap;
123 unsigned char *stack;
124 UINT next_constant_version;
126 const struct wined3d_vertex_pipe_ops *vertex_pipe;
127 const struct fragment_pipeline *fragment_pipe;
128 struct wine_rb_tree ffp_vertex_shaders;
129 struct wine_rb_tree ffp_fragment_shaders;
130 BOOL ffp_proj_control;
131 BOOL legacy_lighting;
134 struct glsl_vs_program
136 struct list shader_entry;
137 GLuint id;
138 GLenum vertex_color_clamp;
139 GLint uniform_f_locations[WINED3D_MAX_VS_CONSTS_F];
140 GLint uniform_i_locations[WINED3D_MAX_CONSTS_I];
141 GLint uniform_b_locations[WINED3D_MAX_CONSTS_B];
142 GLint pos_fixup_location;
144 GLint modelview_matrix_location[MAX_VERTEX_BLENDS];
145 GLint projection_matrix_location;
146 GLint normal_matrix_location;
147 GLint texture_matrix_location[MAX_TEXTURES];
148 GLint material_ambient_location;
149 GLint material_diffuse_location;
150 GLint material_specular_location;
151 GLint material_emissive_location;
152 GLint material_shininess_location;
153 GLint light_ambient_location;
154 struct
156 GLint diffuse;
157 GLint specular;
158 GLint ambient;
159 GLint position;
160 GLint direction;
161 GLint range;
162 GLint falloff;
163 GLint c_att;
164 GLint l_att;
165 GLint q_att;
166 GLint cos_htheta;
167 GLint cos_hphi;
168 } light_location[MAX_ACTIVE_LIGHTS];
169 GLint pointsize_location;
170 GLint pointsize_min_location;
171 GLint pointsize_max_location;
172 GLint pointsize_c_att_location;
173 GLint pointsize_l_att_location;
174 GLint pointsize_q_att_location;
175 GLint clip_planes_location;
178 struct glsl_gs_program
180 struct list shader_entry;
181 GLuint id;
183 GLint pos_fixup_location;
186 struct glsl_ps_program
188 struct list shader_entry;
189 GLuint id;
190 GLint uniform_f_locations[WINED3D_MAX_PS_CONSTS_F];
191 GLint uniform_i_locations[WINED3D_MAX_CONSTS_I];
192 GLint uniform_b_locations[WINED3D_MAX_CONSTS_B];
193 GLint bumpenv_mat_location[MAX_TEXTURES];
194 GLint bumpenv_lum_scale_location[MAX_TEXTURES];
195 GLint bumpenv_lum_offset_location[MAX_TEXTURES];
196 GLint tss_constant_location[MAX_TEXTURES];
197 GLint tex_factor_location;
198 GLint specular_enable_location;
199 GLint fog_color_location;
200 GLint fog_density_location;
201 GLint fog_end_location;
202 GLint fog_scale_location;
203 GLint alpha_test_ref_location;
204 GLint ycorrection_location;
205 GLint np2_fixup_location;
206 GLint color_key_location;
207 const struct ps_np2fixup_info *np2_fixup_info;
210 /* Struct to maintain data about a linked GLSL program */
211 struct glsl_shader_prog_link
213 struct wine_rb_entry program_lookup_entry;
214 struct glsl_vs_program vs;
215 struct glsl_gs_program gs;
216 struct glsl_ps_program ps;
217 GLuint id;
218 DWORD constant_update_mask;
219 UINT constant_version;
222 struct glsl_program_key
224 GLuint vs_id;
225 GLuint gs_id;
226 GLuint ps_id;
229 struct shader_glsl_ctx_priv {
230 const struct vs_compile_args *cur_vs_args;
231 const struct ps_compile_args *cur_ps_args;
232 struct ps_np2fixup_info *cur_np2fixup_info;
233 struct wined3d_string_buffer_list *string_buffers;
236 struct glsl_context_data
238 struct glsl_shader_prog_link *glsl_program;
241 struct glsl_ps_compiled_shader
243 struct ps_compile_args args;
244 struct ps_np2fixup_info np2fixup;
245 GLuint id;
248 struct glsl_vs_compiled_shader
250 struct vs_compile_args args;
251 GLuint id;
254 struct glsl_gs_compiled_shader
256 struct gs_compile_args args;
257 GLuint id;
260 struct glsl_shader_private
262 union
264 struct glsl_vs_compiled_shader *vs;
265 struct glsl_gs_compiled_shader *gs;
266 struct glsl_ps_compiled_shader *ps;
267 } gl_shaders;
268 UINT num_gl_shaders, shader_array_size;
271 struct glsl_ffp_vertex_shader
273 struct wined3d_ffp_vs_desc desc;
274 GLuint id;
275 struct list linked_programs;
278 struct glsl_ffp_fragment_shader
280 struct ffp_frag_desc entry;
281 GLuint id;
282 struct list linked_programs;
285 struct glsl_ffp_destroy_ctx
287 struct shader_glsl_priv *priv;
288 const struct wined3d_gl_info *gl_info;
291 static void shader_glsl_generate_shader_epilogue(const struct wined3d_shader_context *ctx);
293 static const char *debug_gl_shader_type(GLenum type)
295 switch (type)
297 #define WINED3D_TO_STR(u) case u: return #u
298 WINED3D_TO_STR(GL_VERTEX_SHADER);
299 WINED3D_TO_STR(GL_TESS_CONTROL_SHADER);
300 WINED3D_TO_STR(GL_TESS_EVALUATION_SHADER);
301 WINED3D_TO_STR(GL_GEOMETRY_SHADER);
302 WINED3D_TO_STR(GL_FRAGMENT_SHADER);
303 WINED3D_TO_STR(GL_COMPUTE_SHADER);
304 #undef WINED3D_TO_STR
305 default:
306 return wine_dbg_sprintf("UNKNOWN(%#x)", type);
310 static const char *shader_glsl_get_prefix(enum wined3d_shader_type type)
312 switch (type)
314 case WINED3D_SHADER_TYPE_VERTEX:
315 return "vs";
317 case WINED3D_SHADER_TYPE_HULL:
318 return "hs";
320 case WINED3D_SHADER_TYPE_DOMAIN:
321 return "ds";
323 case WINED3D_SHADER_TYPE_GEOMETRY:
324 return "gs";
326 case WINED3D_SHADER_TYPE_PIXEL:
327 return "ps";
329 case WINED3D_SHADER_TYPE_COMPUTE:
330 return "cs";
332 default:
333 FIXME("Unhandled shader type %#x.\n", type);
334 return "unknown";
338 static unsigned int shader_glsl_get_version(const struct wined3d_gl_info *gl_info,
339 const struct wined3d_shader_version *version)
341 if (!gl_info->supported[WINED3D_GL_LEGACY_CONTEXT])
342 return 150;
343 else if (gl_info->glsl_version >= MAKEDWORD_VERSION(1, 30) && version && version->major >= 4)
344 return 130;
345 else
346 return 120;
349 static const char *shader_glsl_get_version_declaration(const struct wined3d_gl_info *gl_info,
350 const struct wined3d_shader_version *version)
352 unsigned int glsl_version;
354 switch (glsl_version = shader_glsl_get_version(gl_info, version))
356 case 150:
357 return "#version 150";
358 case 130:
359 return "#version 130";
360 case 120:
361 return "#version 120";
362 default:
363 FIXME("Unexpected GLSL version %u requested.\n", glsl_version);
364 return "";
368 static void shader_glsl_append_imm_vec4(struct wined3d_string_buffer *buffer, const float *values)
370 char str[4][17];
372 wined3d_ftoa(values[0], str[0]);
373 wined3d_ftoa(values[1], str[1]);
374 wined3d_ftoa(values[2], str[2]);
375 wined3d_ftoa(values[3], str[3]);
376 shader_addline(buffer, "vec4(%s, %s, %s, %s)", str[0], str[1], str[2], str[3]);
379 static void shader_glsl_append_imm_ivec(struct wined3d_string_buffer *buffer,
380 const int *values, unsigned int size)
382 int i;
384 if (!size || size > 4)
386 ERR("Invalid vector size %u.\n", size);
387 return;
390 if (size > 1)
391 shader_addline(buffer, "ivec%u(", size);
393 for (i = 0; i < size; ++i)
394 shader_addline(buffer, i ? ", %#x" : "%#x", values[i]);
396 if (size > 1)
397 shader_addline(buffer, ")");
400 static const char *get_info_log_line(const char **ptr)
402 const char *p, *q;
404 p = *ptr;
405 if (!(q = strstr(p, "\n")))
407 if (!*p) return NULL;
408 *ptr += strlen(p);
409 return p;
411 *ptr = q + 1;
413 return p;
416 /* Context activation is done by the caller. */
417 void print_glsl_info_log(const struct wined3d_gl_info *gl_info, GLuint id, BOOL program)
419 int length = 0;
420 char *log;
422 if (!WARN_ON(d3d_shader) && !FIXME_ON(d3d_shader))
423 return;
425 if (program)
426 GL_EXTCALL(glGetProgramiv(id, GL_INFO_LOG_LENGTH, &length));
427 else
428 GL_EXTCALL(glGetShaderiv(id, GL_INFO_LOG_LENGTH, &length));
430 /* A size of 1 is just a null-terminated string, so the log should be bigger than
431 * that if there are errors. */
432 if (length > 1)
434 const char *ptr, *line;
436 log = HeapAlloc(GetProcessHeap(), 0, length);
437 /* The info log is supposed to be zero-terminated, but at least some
438 * versions of fglrx don't terminate the string properly. The reported
439 * length does include the terminator, so explicitly set it to zero
440 * here. */
441 log[length - 1] = 0;
442 if (program)
443 GL_EXTCALL(glGetProgramInfoLog(id, length, NULL, log));
444 else
445 GL_EXTCALL(glGetShaderInfoLog(id, length, NULL, log));
447 ptr = log;
448 if (gl_info->quirks & WINED3D_QUIRK_INFO_LOG_SPAM)
450 WARN("Info log received from GLSL shader #%u:\n", id);
451 while ((line = get_info_log_line(&ptr))) WARN(" %.*s", (int)(ptr - line), line);
453 else
455 FIXME("Info log received from GLSL shader #%u:\n", id);
456 while ((line = get_info_log_line(&ptr))) FIXME(" %.*s", (int)(ptr - line), line);
458 HeapFree(GetProcessHeap(), 0, log);
462 /* Context activation is done by the caller. */
463 static void shader_glsl_compile(const struct wined3d_gl_info *gl_info, GLuint shader, const char *src)
465 const char *ptr, *line;
467 TRACE("Compiling shader object %u.\n", shader);
469 if (TRACE_ON(d3d_shader))
471 ptr = src;
472 while ((line = get_info_log_line(&ptr))) TRACE_(d3d_shader)(" %.*s", (int)(ptr - line), line);
475 GL_EXTCALL(glShaderSource(shader, 1, &src, NULL));
476 checkGLcall("glShaderSource");
477 GL_EXTCALL(glCompileShader(shader));
478 checkGLcall("glCompileShader");
479 print_glsl_info_log(gl_info, shader, FALSE);
482 /* Context activation is done by the caller. */
483 static void shader_glsl_dump_program_source(const struct wined3d_gl_info *gl_info, GLuint program)
485 GLint i, shader_count, source_size = -1;
486 GLuint *shaders;
487 char *source = NULL;
489 GL_EXTCALL(glGetProgramiv(program, GL_ATTACHED_SHADERS, &shader_count));
490 if (!(shaders = wined3d_calloc(shader_count, sizeof(*shaders))))
492 ERR("Failed to allocate shader array memory.\n");
493 return;
496 GL_EXTCALL(glGetAttachedShaders(program, shader_count, NULL, shaders));
497 for (i = 0; i < shader_count; ++i)
499 const char *ptr, *line;
500 GLint tmp;
502 GL_EXTCALL(glGetShaderiv(shaders[i], GL_SHADER_SOURCE_LENGTH, &tmp));
504 if (source_size < tmp)
506 HeapFree(GetProcessHeap(), 0, source);
508 source = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, tmp);
509 if (!source)
511 ERR("Failed to allocate %d bytes for shader source.\n", tmp);
512 HeapFree(GetProcessHeap(), 0, shaders);
513 return;
515 source_size = tmp;
518 FIXME("Shader %u:\n", shaders[i]);
519 GL_EXTCALL(glGetShaderiv(shaders[i], GL_SHADER_TYPE, &tmp));
520 FIXME(" GL_SHADER_TYPE: %s.\n", debug_gl_shader_type(tmp));
521 GL_EXTCALL(glGetShaderiv(shaders[i], GL_COMPILE_STATUS, &tmp));
522 FIXME(" GL_COMPILE_STATUS: %d.\n", tmp);
523 FIXME("\n");
525 ptr = source;
526 GL_EXTCALL(glGetShaderSource(shaders[i], source_size, NULL, source));
527 while ((line = get_info_log_line(&ptr))) FIXME(" %.*s", (int)(ptr - line), line);
528 FIXME("\n");
531 HeapFree(GetProcessHeap(), 0, source);
532 HeapFree(GetProcessHeap(), 0, shaders);
535 /* Context activation is done by the caller. */
536 void shader_glsl_validate_link(const struct wined3d_gl_info *gl_info, GLuint program)
538 GLint tmp;
540 if (!TRACE_ON(d3d_shader) && !FIXME_ON(d3d_shader))
541 return;
543 GL_EXTCALL(glGetProgramiv(program, GL_LINK_STATUS, &tmp));
544 if (!tmp)
546 FIXME("Program %u link status invalid.\n", program);
547 shader_glsl_dump_program_source(gl_info, program);
550 print_glsl_info_log(gl_info, program, TRUE);
553 /* Context activation is done by the caller. */
554 static void shader_glsl_load_samplers(const struct wined3d_gl_info *gl_info,
555 struct shader_glsl_priv *priv, const DWORD *tex_unit_map, GLuint program_id)
557 unsigned int mapped_unit;
558 struct wined3d_string_buffer *sampler_name = string_buffer_get(&priv->string_buffers);
559 const char *prefix;
560 unsigned int i, j;
561 GLint name_loc;
563 static const struct
565 enum wined3d_shader_type type;
566 unsigned int base_idx;
567 unsigned int count;
569 sampler_info[] =
571 {WINED3D_SHADER_TYPE_PIXEL, 0, MAX_FRAGMENT_SAMPLERS},
572 {WINED3D_SHADER_TYPE_VERTEX, MAX_FRAGMENT_SAMPLERS, MAX_VERTEX_SAMPLERS},
575 for (i = 0; i < ARRAY_SIZE(sampler_info); ++i)
577 prefix = shader_glsl_get_prefix(sampler_info[i].type);
579 for (j = 0; j < sampler_info[i].count; ++j)
581 string_buffer_sprintf(sampler_name, "%s_sampler%u", prefix, j);
582 name_loc = GL_EXTCALL(glGetUniformLocation(program_id, sampler_name->buffer));
583 if (name_loc == -1)
584 continue;
586 mapped_unit = tex_unit_map[sampler_info[i].base_idx + j];
587 if (mapped_unit == WINED3D_UNMAPPED_STAGE || mapped_unit >= gl_info->limits.combined_samplers)
589 ERR("Trying to load sampler %s on unsupported unit %u.\n", sampler_name->buffer, mapped_unit);
590 continue;
593 TRACE("Loading sampler %s on unit %u.\n", sampler_name->buffer, mapped_unit);
594 GL_EXTCALL(glUniform1i(name_loc, mapped_unit));
597 checkGLcall("Load sampler bindings");
598 string_buffer_release(&priv->string_buffers, sampler_name);
601 static void shader_glsl_load_icb(const struct wined3d_gl_info *gl_info, struct shader_glsl_priv *priv,
602 GLuint program_id, const struct wined3d_shader_reg_maps *reg_maps)
604 const struct wined3d_shader_immediate_constant_buffer *icb = reg_maps->icb;
606 if (icb)
608 struct wined3d_string_buffer *icb_name = string_buffer_get(&priv->string_buffers);
609 const char *prefix = shader_glsl_get_prefix(reg_maps->shader_version.type);
610 GLint icb_location;
612 string_buffer_sprintf(icb_name, "%s_icb", prefix);
613 icb_location = GL_EXTCALL(glGetUniformLocation(program_id, icb_name->buffer));
614 GL_EXTCALL(glUniform4fv(icb_location, icb->vec4_count, (const GLfloat *)icb->data));
615 checkGLcall("Load immediate constant buffer");
617 string_buffer_release(&priv->string_buffers, icb_name);
621 /* Context activation is done by the caller. */
622 static void shader_glsl_load_images(const struct wined3d_gl_info *gl_info, struct shader_glsl_priv *priv,
623 GLuint program_id, const struct wined3d_shader_reg_maps *reg_maps)
625 struct wined3d_string_buffer *name = string_buffer_get(&priv->string_buffers);
626 GLint location;
627 unsigned int i;
629 for (i = 0; i < MAX_UNORDERED_ACCESS_VIEWS; ++i)
631 if (!reg_maps->uav_resource_info[i].type)
632 continue;
634 string_buffer_sprintf(name, "ps_image%u", i);
635 location = GL_EXTCALL(glGetUniformLocation(program_id, name->buffer));
636 if (location == -1)
637 continue;
639 TRACE("Loading image %s on unit %u.\n", name->buffer, i);
640 GL_EXTCALL(glUniform1i(location, i));
642 checkGLcall("Load image bindings");
643 string_buffer_release(&priv->string_buffers, name);
646 /* Context activation is done by the caller. */
647 static inline void walk_constant_heap(const struct wined3d_gl_info *gl_info, const struct wined3d_vec4 *constants,
648 const GLint *constant_locations, const struct constant_heap *heap, unsigned char *stack, DWORD version)
650 unsigned int start = ~0U, end = 0;
651 int stack_idx = 0;
652 unsigned int heap_idx = 1;
653 unsigned int idx;
655 if (heap->entries[heap_idx].version <= version) return;
657 idx = heap->entries[heap_idx].idx;
658 if (constant_locations[idx] != -1)
659 start = end = idx;
660 stack[stack_idx] = HEAP_NODE_TRAVERSE_LEFT;
662 while (stack_idx >= 0)
664 /* Note that we fall through to the next case statement. */
665 switch(stack[stack_idx])
667 case HEAP_NODE_TRAVERSE_LEFT:
669 unsigned int left_idx = heap_idx << 1;
670 if (left_idx < heap->size && heap->entries[left_idx].version > version)
672 heap_idx = left_idx;
673 idx = heap->entries[heap_idx].idx;
674 if (constant_locations[idx] != -1)
676 if (start > idx)
677 start = idx;
678 if (end < idx)
679 end = idx;
682 stack[stack_idx++] = HEAP_NODE_TRAVERSE_RIGHT;
683 stack[stack_idx] = HEAP_NODE_TRAVERSE_LEFT;
684 break;
688 case HEAP_NODE_TRAVERSE_RIGHT:
690 unsigned int right_idx = (heap_idx << 1) + 1;
691 if (right_idx < heap->size && heap->entries[right_idx].version > version)
693 heap_idx = right_idx;
694 idx = heap->entries[heap_idx].idx;
695 if (constant_locations[idx] != -1)
697 if (start > idx)
698 start = idx;
699 if (end < idx)
700 end = idx;
703 stack[stack_idx++] = HEAP_NODE_POP;
704 stack[stack_idx] = HEAP_NODE_TRAVERSE_LEFT;
705 break;
709 case HEAP_NODE_POP:
710 heap_idx >>= 1;
711 --stack_idx;
712 break;
715 if (start <= end)
716 GL_EXTCALL(glUniform4fv(constant_locations[start], end - start + 1, &constants[start].x));
717 checkGLcall("walk_constant_heap()");
720 /* Context activation is done by the caller. */
721 static inline void apply_clamped_constant(const struct wined3d_gl_info *gl_info,
722 GLint location, const struct wined3d_vec4 *data)
724 GLfloat clamped_constant[4];
726 if (location == -1) return;
728 clamped_constant[0] = data->x < -1.0f ? -1.0f : data->x > 1.0f ? 1.0f : data->x;
729 clamped_constant[1] = data->y < -1.0f ? -1.0f : data->y > 1.0f ? 1.0f : data->y;
730 clamped_constant[2] = data->z < -1.0f ? -1.0f : data->z > 1.0f ? 1.0f : data->z;
731 clamped_constant[3] = data->w < -1.0f ? -1.0f : data->w > 1.0f ? 1.0f : data->w;
733 GL_EXTCALL(glUniform4fv(location, 1, clamped_constant));
736 /* Context activation is done by the caller. */
737 static inline void walk_constant_heap_clamped(const struct wined3d_gl_info *gl_info,
738 const struct wined3d_vec4 *constants, const GLint *constant_locations,
739 const struct constant_heap *heap, unsigned char *stack, DWORD version)
741 int stack_idx = 0;
742 unsigned int heap_idx = 1;
743 unsigned int idx;
745 if (heap->entries[heap_idx].version <= version) return;
747 idx = heap->entries[heap_idx].idx;
748 apply_clamped_constant(gl_info, constant_locations[idx], &constants[idx]);
749 stack[stack_idx] = HEAP_NODE_TRAVERSE_LEFT;
751 while (stack_idx >= 0)
753 /* Note that we fall through to the next case statement. */
754 switch(stack[stack_idx])
756 case HEAP_NODE_TRAVERSE_LEFT:
758 unsigned int left_idx = heap_idx << 1;
759 if (left_idx < heap->size && heap->entries[left_idx].version > version)
761 heap_idx = left_idx;
762 idx = heap->entries[heap_idx].idx;
763 apply_clamped_constant(gl_info, constant_locations[idx], &constants[idx]);
765 stack[stack_idx++] = HEAP_NODE_TRAVERSE_RIGHT;
766 stack[stack_idx] = HEAP_NODE_TRAVERSE_LEFT;
767 break;
771 case HEAP_NODE_TRAVERSE_RIGHT:
773 unsigned int right_idx = (heap_idx << 1) + 1;
774 if (right_idx < heap->size && heap->entries[right_idx].version > version)
776 heap_idx = right_idx;
777 idx = heap->entries[heap_idx].idx;
778 apply_clamped_constant(gl_info, constant_locations[idx], &constants[idx]);
780 stack[stack_idx++] = HEAP_NODE_POP;
781 stack[stack_idx] = HEAP_NODE_TRAVERSE_LEFT;
782 break;
786 case HEAP_NODE_POP:
787 heap_idx >>= 1;
788 --stack_idx;
789 break;
792 checkGLcall("walk_constant_heap_clamped()");
795 /* Context activation is done by the caller. */
796 static void shader_glsl_load_constants_f(const struct wined3d_shader *shader, const struct wined3d_gl_info *gl_info,
797 const struct wined3d_vec4 *constants, const GLint *constant_locations, const struct constant_heap *heap,
798 unsigned char *stack, unsigned int version)
800 const struct wined3d_shader_lconst *lconst;
802 /* 1.X pshaders have the constants clamped to [-1;1] implicitly. */
803 if (shader->reg_maps.shader_version.major == 1
804 && shader->reg_maps.shader_version.type == WINED3D_SHADER_TYPE_PIXEL)
805 walk_constant_heap_clamped(gl_info, constants, constant_locations, heap, stack, version);
806 else
807 walk_constant_heap(gl_info, constants, constant_locations, heap, stack, version);
809 if (!shader->load_local_constsF)
811 TRACE("No need to load local float constants for this shader.\n");
812 return;
815 /* Immediate constants are clamped to [-1;1] at shader creation time if needed */
816 LIST_FOR_EACH_ENTRY(lconst, &shader->constantsF, struct wined3d_shader_lconst, entry)
818 GL_EXTCALL(glUniform4fv(constant_locations[lconst->idx], 1, (const GLfloat *)lconst->value));
820 checkGLcall("glUniform4fv()");
823 /* Context activation is done by the caller. */
824 static void shader_glsl_load_constants_i(const struct wined3d_shader *shader, const struct wined3d_gl_info *gl_info,
825 const struct wined3d_ivec4 *constants, const GLint locations[WINED3D_MAX_CONSTS_I], WORD constants_set)
827 unsigned int i;
828 struct list* ptr;
830 for (i = 0; constants_set; constants_set >>= 1, ++i)
832 if (!(constants_set & 1)) continue;
834 /* We found this uniform name in the program - go ahead and send the data */
835 GL_EXTCALL(glUniform4iv(locations[i], 1, &constants[i].x));
838 /* Load immediate constants */
839 ptr = list_head(&shader->constantsI);
840 while (ptr)
842 const struct wined3d_shader_lconst *lconst = LIST_ENTRY(ptr, const struct wined3d_shader_lconst, entry);
843 unsigned int idx = lconst->idx;
844 const GLint *values = (const GLint *)lconst->value;
846 /* We found this uniform name in the program - go ahead and send the data */
847 GL_EXTCALL(glUniform4iv(locations[idx], 1, values));
848 ptr = list_next(&shader->constantsI, ptr);
850 checkGLcall("glUniform4iv()");
853 /* Context activation is done by the caller. */
854 static void shader_glsl_load_constantsB(const struct wined3d_shader *shader, const struct wined3d_gl_info *gl_info,
855 const GLint locations[WINED3D_MAX_CONSTS_B], const BOOL *constants, WORD constants_set)
857 unsigned int i;
858 struct list* ptr;
860 for (i = 0; constants_set; constants_set >>= 1, ++i)
862 if (!(constants_set & 1)) continue;
864 GL_EXTCALL(glUniform1iv(locations[i], 1, &constants[i]));
867 /* Load immediate constants */
868 ptr = list_head(&shader->constantsB);
869 while (ptr)
871 const struct wined3d_shader_lconst *lconst = LIST_ENTRY(ptr, const struct wined3d_shader_lconst, entry);
872 unsigned int idx = lconst->idx;
873 const GLint *values = (const GLint *)lconst->value;
875 GL_EXTCALL(glUniform1iv(locations[idx], 1, values));
876 ptr = list_next(&shader->constantsB, ptr);
878 checkGLcall("glUniform1iv()");
881 static void reset_program_constant_version(struct wine_rb_entry *entry, void *context)
883 WINE_RB_ENTRY_VALUE(entry, struct glsl_shader_prog_link, program_lookup_entry)->constant_version = 0;
886 /* Context activation is done by the caller (state handler). */
887 static void shader_glsl_load_np2fixup_constants(const struct glsl_ps_program *ps,
888 const struct wined3d_gl_info *gl_info, const struct wined3d_state *state)
890 GLfloat np2fixup_constants[4 * MAX_FRAGMENT_SAMPLERS];
891 UINT fixup = ps->np2_fixup_info->active;
892 UINT i;
894 for (i = 0; fixup; fixup >>= 1, ++i)
896 const struct wined3d_texture *tex = state->textures[i];
897 unsigned char idx = ps->np2_fixup_info->idx[i];
898 GLfloat *tex_dim = &np2fixup_constants[(idx >> 1) * 4];
900 if (!tex)
902 ERR("Nonexistent texture is flagged for NP2 texcoord fixup.\n");
903 continue;
906 if (idx % 2)
908 tex_dim[2] = tex->pow2_matrix[0];
909 tex_dim[3] = tex->pow2_matrix[5];
911 else
913 tex_dim[0] = tex->pow2_matrix[0];
914 tex_dim[1] = tex->pow2_matrix[5];
918 GL_EXTCALL(glUniform4fv(ps->np2_fixup_location, ps->np2_fixup_info->num_consts, np2fixup_constants));
921 /* Taken and adapted from Mesa. */
922 static BOOL invert_matrix_3d(struct wined3d_matrix *out, const struct wined3d_matrix *in)
924 float pos, neg, t, det;
925 struct wined3d_matrix temp;
927 /* Calculate the determinant of upper left 3x3 submatrix and
928 * determine if the matrix is singular. */
929 pos = neg = 0.0f;
930 t = in->_11 * in->_22 * in->_33;
931 if (t >= 0.0f)
932 pos += t;
933 else
934 neg += t;
936 t = in->_21 * in->_32 * in->_13;
937 if (t >= 0.0f)
938 pos += t;
939 else
940 neg += t;
941 t = in->_31 * in->_12 * in->_23;
942 if (t >= 0.0f)
943 pos += t;
944 else
945 neg += t;
947 t = -in->_31 * in->_22 * in->_13;
948 if (t >= 0.0f)
949 pos += t;
950 else
951 neg += t;
952 t = -in->_21 * in->_12 * in->_33;
953 if (t >= 0.0f)
954 pos += t;
955 else
956 neg += t;
958 t = -in->_11 * in->_32 * in->_23;
959 if (t >= 0.0f)
960 pos += t;
961 else
962 neg += t;
964 det = pos + neg;
966 if (fabsf(det) < 1e-25f)
967 return FALSE;
969 det = 1.0f / det;
970 temp._11 = (in->_22 * in->_33 - in->_32 * in->_23) * det;
971 temp._12 = -(in->_12 * in->_33 - in->_32 * in->_13) * det;
972 temp._13 = (in->_12 * in->_23 - in->_22 * in->_13) * det;
973 temp._21 = -(in->_21 * in->_33 - in->_31 * in->_23) * det;
974 temp._22 = (in->_11 * in->_33 - in->_31 * in->_13) * det;
975 temp._23 = -(in->_11 * in->_23 - in->_21 * in->_13) * det;
976 temp._31 = (in->_21 * in->_32 - in->_31 * in->_22) * det;
977 temp._32 = -(in->_11 * in->_32 - in->_31 * in->_12) * det;
978 temp._33 = (in->_11 * in->_22 - in->_21 * in->_12) * det;
980 *out = temp;
981 return TRUE;
984 static void swap_rows(float **a, float **b)
986 float *tmp = *a;
988 *a = *b;
989 *b = tmp;
992 static BOOL invert_matrix(struct wined3d_matrix *out, struct wined3d_matrix *m)
994 float wtmp[4][8];
995 float m0, m1, m2, m3, s;
996 float *r0, *r1, *r2, *r3;
998 r0 = wtmp[0];
999 r1 = wtmp[1];
1000 r2 = wtmp[2];
1001 r3 = wtmp[3];
1003 r0[0] = m->_11;
1004 r0[1] = m->_12;
1005 r0[2] = m->_13;
1006 r0[3] = m->_14;
1007 r0[4] = 1.0f;
1008 r0[5] = r0[6] = r0[7] = 0.0f;
1010 r1[0] = m->_21;
1011 r1[1] = m->_22;
1012 r1[2] = m->_23;
1013 r1[3] = m->_24;
1014 r1[5] = 1.0f;
1015 r1[4] = r1[6] = r1[7] = 0.0f;
1017 r2[0] = m->_31;
1018 r2[1] = m->_32;
1019 r2[2] = m->_33;
1020 r2[3] = m->_34;
1021 r2[6] = 1.0f;
1022 r2[4] = r2[5] = r2[7] = 0.0f;
1024 r3[0] = m->_41;
1025 r3[1] = m->_42;
1026 r3[2] = m->_43;
1027 r3[3] = m->_44;
1028 r3[7] = 1.0f;
1029 r3[4] = r3[5] = r3[6] = 0.0f;
1031 /* Choose pivot - or die. */
1032 if (fabsf(r3[0]) > fabsf(r2[0]))
1033 swap_rows(&r3, &r2);
1034 if (fabsf(r2[0]) > fabsf(r1[0]))
1035 swap_rows(&r2, &r1);
1036 if (fabsf(r1[0]) > fabsf(r0[0]))
1037 swap_rows(&r1, &r0);
1038 if (r0[0] == 0.0f)
1039 return FALSE;
1041 /* Eliminate first variable. */
1042 m1 = r1[0] / r0[0]; m2 = r2[0] / r0[0]; m3 = r3[0] / r0[0];
1043 s = r0[1]; r1[1] -= m1 * s; r2[1] -= m2 * s; r3[1] -= m3 * s;
1044 s = r0[2]; r1[2] -= m1 * s; r2[2] -= m2 * s; r3[2] -= m3 * s;
1045 s = r0[3]; r1[3] -= m1 * s; r2[3] -= m2 * s; r3[3] -= m3 * s;
1046 s = r0[4];
1047 if (s != 0.0f)
1049 r1[4] -= m1 * s;
1050 r2[4] -= m2 * s;
1051 r3[4] -= m3 * s;
1053 s = r0[5];
1054 if (s != 0.0f)
1056 r1[5] -= m1 * s;
1057 r2[5] -= m2 * s;
1058 r3[5] -= m3 * s;
1060 s = r0[6];
1061 if (s != 0.0f)
1063 r1[6] -= m1 * s;
1064 r2[6] -= m2 * s;
1065 r3[6] -= m3 * s;
1067 s = r0[7];
1068 if (s != 0.0f)
1070 r1[7] -= m1 * s;
1071 r2[7] -= m2 * s;
1072 r3[7] -= m3 * s;
1075 /* Choose pivot - or die. */
1076 if (fabsf(r3[1]) > fabsf(r2[1]))
1077 swap_rows(&r3, &r2);
1078 if (fabsf(r2[1]) > fabsf(r1[1]))
1079 swap_rows(&r2, &r1);
1080 if (r1[1] == 0.0f)
1081 return FALSE;
1083 /* Eliminate second variable. */
1084 m2 = r2[1] / r1[1]; m3 = r3[1] / r1[1];
1085 r2[2] -= m2 * r1[2]; r3[2] -= m3 * r1[2];
1086 r2[3] -= m2 * r1[3]; r3[3] -= m3 * r1[3];
1087 s = r1[4];
1088 if (s != 0.0f)
1090 r2[4] -= m2 * s;
1091 r3[4] -= m3 * s;
1093 s = r1[5];
1094 if (s != 0.0f)
1096 r2[5] -= m2 * s;
1097 r3[5] -= m3 * s;
1099 s = r1[6];
1100 if (s != 0.0f)
1102 r2[6] -= m2 * s;
1103 r3[6] -= m3 * s;
1105 s = r1[7];
1106 if (s != 0.0f)
1108 r2[7] -= m2 * s;
1109 r3[7] -= m3 * s;
1112 /* Choose pivot - or die. */
1113 if (fabsf(r3[2]) > fabsf(r2[2]))
1114 swap_rows(&r3, &r2);
1115 if (r2[2] == 0.0f)
1116 return FALSE;
1118 /* Eliminate third variable. */
1119 m3 = r3[2] / r2[2];
1120 r3[3] -= m3 * r2[3];
1121 r3[4] -= m3 * r2[4];
1122 r3[5] -= m3 * r2[5];
1123 r3[6] -= m3 * r2[6];
1124 r3[7] -= m3 * r2[7];
1126 /* Last check. */
1127 if (r3[3] == 0.0f)
1128 return FALSE;
1130 /* Back substitute row 3. */
1131 s = 1.0f / r3[3];
1132 r3[4] *= s;
1133 r3[5] *= s;
1134 r3[6] *= s;
1135 r3[7] *= s;
1137 /* Back substitute row 2. */
1138 m2 = r2[3];
1139 s = 1.0f / r2[2];
1140 r2[4] = s * (r2[4] - r3[4] * m2);
1141 r2[5] = s * (r2[5] - r3[5] * m2);
1142 r2[6] = s * (r2[6] - r3[6] * m2);
1143 r2[7] = s * (r2[7] - r3[7] * m2);
1144 m1 = r1[3];
1145 r1[4] -= r3[4] * m1;
1146 r1[5] -= r3[5] * m1;
1147 r1[6] -= r3[6] * m1;
1148 r1[7] -= r3[7] * m1;
1149 m0 = r0[3];
1150 r0[4] -= r3[4] * m0;
1151 r0[5] -= r3[5] * m0;
1152 r0[6] -= r3[6] * m0;
1153 r0[7] -= r3[7] * m0;
1155 /* Back substitute row 1. */
1156 m1 = r1[2];
1157 s = 1.0f / r1[1];
1158 r1[4] = s * (r1[4] - r2[4] * m1);
1159 r1[5] = s * (r1[5] - r2[5] * m1);
1160 r1[6] = s * (r1[6] - r2[6] * m1);
1161 r1[7] = s * (r1[7] - r2[7] * m1);
1162 m0 = r0[2];
1163 r0[4] -= r2[4] * m0;
1164 r0[5] -= r2[5] * m0;
1165 r0[6] -= r2[6] * m0;
1166 r0[7] -= r2[7] * m0;
1168 /* Back substitute row 0. */
1169 m0 = r0[1];
1170 s = 1.0f / r0[0];
1171 r0[4] = s * (r0[4] - r1[4] * m0);
1172 r0[5] = s * (r0[5] - r1[5] * m0);
1173 r0[6] = s * (r0[6] - r1[6] * m0);
1174 r0[7] = s * (r0[7] - r1[7] * m0);
1176 out->_11 = r0[4];
1177 out->_12 = r0[5];
1178 out->_13 = r0[6];
1179 out->_14 = r0[7];
1180 out->_21 = r1[4];
1181 out->_22 = r1[5];
1182 out->_23 = r1[6];
1183 out->_24 = r1[7];
1184 out->_31 = r2[4];
1185 out->_32 = r2[5];
1186 out->_33 = r2[6];
1187 out->_34 = r2[7];
1188 out->_41 = r3[4];
1189 out->_42 = r3[5];
1190 out->_43 = r3[6];
1191 out->_44 = r3[7];
1193 return TRUE;
1196 static void shader_glsl_ffp_vertex_normalmatrix_uniform(const struct wined3d_context *context,
1197 const struct wined3d_state *state, struct glsl_shader_prog_link *prog)
1199 const struct wined3d_gl_info *gl_info = context->gl_info;
1200 float mat[3 * 3];
1201 struct wined3d_matrix mv;
1202 unsigned int i, j;
1204 if (prog->vs.normal_matrix_location == -1)
1205 return;
1207 get_modelview_matrix(context, state, 0, &mv);
1208 if (context->d3d_info->wined3d_creation_flags & WINED3D_LEGACY_FFP_LIGHTING)
1209 invert_matrix_3d(&mv, &mv);
1210 else
1211 invert_matrix(&mv, &mv);
1212 /* Tests show that singular modelview matrices are used unchanged as normal
1213 * matrices on D3D3 and older. There seems to be no clearly consistent
1214 * behavior on newer D3D versions so always follow older ddraw behavior. */
1215 for (i = 0; i < 3; ++i)
1216 for (j = 0; j < 3; ++j)
1217 mat[i * 3 + j] = (&mv._11)[j * 4 + i];
1219 GL_EXTCALL(glUniformMatrix3fv(prog->vs.normal_matrix_location, 1, FALSE, mat));
1220 checkGLcall("glUniformMatrix3fv");
1223 static void shader_glsl_ffp_vertex_texmatrix_uniform(const struct wined3d_context *context,
1224 const struct wined3d_state *state, unsigned int tex, struct glsl_shader_prog_link *prog)
1226 const struct wined3d_gl_info *gl_info = context->gl_info;
1227 struct wined3d_matrix mat;
1229 if (tex >= MAX_TEXTURES)
1230 return;
1231 if (prog->vs.texture_matrix_location[tex] == -1)
1232 return;
1234 get_texture_matrix(context, state, tex, &mat);
1235 GL_EXTCALL(glUniformMatrix4fv(prog->vs.texture_matrix_location[tex], 1, FALSE, &mat._11));
1236 checkGLcall("glUniformMatrix4fv");
1239 static void shader_glsl_ffp_vertex_material_uniform(const struct wined3d_context *context,
1240 const struct wined3d_state *state, struct glsl_shader_prog_link *prog)
1242 const struct wined3d_gl_info *gl_info = context->gl_info;
1244 if (state->render_states[WINED3D_RS_SPECULARENABLE])
1246 GL_EXTCALL(glUniform4fv(prog->vs.material_specular_location, 1, &state->material.specular.r));
1247 GL_EXTCALL(glUniform1f(prog->vs.material_shininess_location, state->material.power));
1249 else
1251 static const float black[] = {0.0f, 0.0f, 0.0f, 0.0f};
1253 GL_EXTCALL(glUniform4fv(prog->vs.material_specular_location, 1, black));
1255 GL_EXTCALL(glUniform4fv(prog->vs.material_ambient_location, 1, &state->material.ambient.r));
1256 GL_EXTCALL(glUniform4fv(prog->vs.material_diffuse_location, 1, &state->material.diffuse.r));
1257 GL_EXTCALL(glUniform4fv(prog->vs.material_emissive_location, 1, &state->material.emissive.r));
1258 checkGLcall("setting FFP material uniforms");
1261 static void shader_glsl_ffp_vertex_lightambient_uniform(const struct wined3d_context *context,
1262 const struct wined3d_state *state, struct glsl_shader_prog_link *prog)
1264 const struct wined3d_gl_info *gl_info = context->gl_info;
1265 struct wined3d_color color;
1267 wined3d_color_from_d3dcolor(&color, state->render_states[WINED3D_RS_AMBIENT]);
1268 GL_EXTCALL(glUniform3fv(prog->vs.light_ambient_location, 1, &color.r));
1269 checkGLcall("glUniform3fv");
1272 static void multiply_vector_matrix(struct wined3d_vec4 *dest, const struct wined3d_vec4 *src1,
1273 const struct wined3d_matrix *src2)
1275 struct wined3d_vec4 temp;
1277 temp.x = (src1->x * src2->_11) + (src1->y * src2->_21) + (src1->z * src2->_31) + (src1->w * src2->_41);
1278 temp.y = (src1->x * src2->_12) + (src1->y * src2->_22) + (src1->z * src2->_32) + (src1->w * src2->_42);
1279 temp.z = (src1->x * src2->_13) + (src1->y * src2->_23) + (src1->z * src2->_33) + (src1->w * src2->_43);
1280 temp.w = (src1->x * src2->_14) + (src1->y * src2->_24) + (src1->z * src2->_34) + (src1->w * src2->_44);
1282 *dest = temp;
1285 static void shader_glsl_ffp_vertex_light_uniform(const struct wined3d_context *context,
1286 const struct wined3d_state *state, unsigned int light, struct glsl_shader_prog_link *prog)
1288 const struct wined3d_gl_info *gl_info = context->gl_info;
1289 const struct wined3d_light_info *light_info = state->lights[light];
1290 struct wined3d_vec4 vec4;
1291 const struct wined3d_matrix *view = &state->transforms[WINED3D_TS_VIEW];
1293 if (!light_info)
1294 return;
1296 GL_EXTCALL(glUniform4fv(prog->vs.light_location[light].diffuse, 1, &light_info->OriginalParms.diffuse.r));
1297 GL_EXTCALL(glUniform4fv(prog->vs.light_location[light].specular, 1, &light_info->OriginalParms.specular.r));
1298 GL_EXTCALL(glUniform4fv(prog->vs.light_location[light].ambient, 1, &light_info->OriginalParms.ambient.r));
1300 switch (light_info->OriginalParms.type)
1302 case WINED3D_LIGHT_POINT:
1303 multiply_vector_matrix(&vec4, &light_info->position, view);
1304 GL_EXTCALL(glUniform4fv(prog->vs.light_location[light].position, 1, &vec4.x));
1305 GL_EXTCALL(glUniform1f(prog->vs.light_location[light].range, light_info->OriginalParms.range));
1306 GL_EXTCALL(glUniform1f(prog->vs.light_location[light].c_att, light_info->OriginalParms.attenuation0));
1307 GL_EXTCALL(glUniform1f(prog->vs.light_location[light].l_att, light_info->OriginalParms.attenuation1));
1308 GL_EXTCALL(glUniform1f(prog->vs.light_location[light].q_att, light_info->OriginalParms.attenuation2));
1309 break;
1311 case WINED3D_LIGHT_SPOT:
1312 multiply_vector_matrix(&vec4, &light_info->position, view);
1313 GL_EXTCALL(glUniform4fv(prog->vs.light_location[light].position, 1, &vec4.x));
1315 multiply_vector_matrix(&vec4, &light_info->direction, view);
1316 GL_EXTCALL(glUniform3fv(prog->vs.light_location[light].direction, 1, &vec4.x));
1318 GL_EXTCALL(glUniform1f(prog->vs.light_location[light].range, light_info->OriginalParms.range));
1319 GL_EXTCALL(glUniform1f(prog->vs.light_location[light].falloff, light_info->OriginalParms.falloff));
1320 GL_EXTCALL(glUniform1f(prog->vs.light_location[light].c_att, light_info->OriginalParms.attenuation0));
1321 GL_EXTCALL(glUniform1f(prog->vs.light_location[light].l_att, light_info->OriginalParms.attenuation1));
1322 GL_EXTCALL(glUniform1f(prog->vs.light_location[light].q_att, light_info->OriginalParms.attenuation2));
1323 GL_EXTCALL(glUniform1f(prog->vs.light_location[light].cos_htheta, cosf(light_info->OriginalParms.theta / 2.0f)));
1324 GL_EXTCALL(glUniform1f(prog->vs.light_location[light].cos_hphi, cosf(light_info->OriginalParms.phi / 2.0f)));
1325 break;
1327 case WINED3D_LIGHT_DIRECTIONAL:
1328 multiply_vector_matrix(&vec4, &light_info->direction, view);
1329 GL_EXTCALL(glUniform3fv(prog->vs.light_location[light].direction, 1, &vec4.x));
1330 break;
1332 case WINED3D_LIGHT_PARALLELPOINT:
1333 multiply_vector_matrix(&vec4, &light_info->position, view);
1334 GL_EXTCALL(glUniform4fv(prog->vs.light_location[light].position, 1, &vec4.x));
1335 break;
1337 default:
1338 FIXME("Unrecognized light type %#x.\n", light_info->OriginalParms.type);
1340 checkGLcall("setting FFP lights uniforms");
1343 static void shader_glsl_pointsize_uniform(const struct wined3d_context *context,
1344 const struct wined3d_state *state, struct glsl_shader_prog_link *prog)
1346 const struct wined3d_gl_info *gl_info = context->gl_info;
1347 float min, max;
1348 float size, att[3];
1350 get_pointsize_minmax(context, state, &min, &max);
1352 GL_EXTCALL(glUniform1f(prog->vs.pointsize_min_location, min));
1353 checkGLcall("glUniform1f");
1354 GL_EXTCALL(glUniform1f(prog->vs.pointsize_max_location, max));
1355 checkGLcall("glUniform1f");
1357 get_pointsize(context, state, &size, att);
1359 GL_EXTCALL(glUniform1f(prog->vs.pointsize_location, size));
1360 checkGLcall("glUniform1f");
1361 GL_EXTCALL(glUniform1f(prog->vs.pointsize_c_att_location, att[0]));
1362 checkGLcall("glUniform1f");
1363 GL_EXTCALL(glUniform1f(prog->vs.pointsize_l_att_location, att[1]));
1364 checkGLcall("glUniform1f");
1365 GL_EXTCALL(glUniform1f(prog->vs.pointsize_q_att_location, att[2]));
1366 checkGLcall("glUniform1f");
1369 static void shader_glsl_load_fog_uniform(const struct wined3d_context *context,
1370 const struct wined3d_state *state, struct glsl_shader_prog_link *prog)
1372 const struct wined3d_gl_info *gl_info = context->gl_info;
1373 struct wined3d_color color;
1374 float start, end, scale;
1375 union
1377 DWORD d;
1378 float f;
1379 } tmpvalue;
1381 wined3d_color_from_d3dcolor(&color, state->render_states[WINED3D_RS_FOGCOLOR]);
1382 GL_EXTCALL(glUniform4fv(prog->ps.fog_color_location, 1, &color.r));
1383 tmpvalue.d = state->render_states[WINED3D_RS_FOGDENSITY];
1384 GL_EXTCALL(glUniform1f(prog->ps.fog_density_location, tmpvalue.f));
1385 get_fog_start_end(context, state, &start, &end);
1386 scale = 1.0f / (end - start);
1387 GL_EXTCALL(glUniform1f(prog->ps.fog_end_location, end));
1388 GL_EXTCALL(glUniform1f(prog->ps.fog_scale_location, scale));
1389 checkGLcall("fog emulation uniforms");
1392 static void shader_glsl_clip_plane_uniform(const struct wined3d_context *context,
1393 const struct wined3d_state *state, unsigned int index, struct glsl_shader_prog_link *prog)
1395 const struct wined3d_gl_info *gl_info = context->gl_info;
1396 struct wined3d_vec4 plane;
1398 /* Clip planes are affected by the view transform in d3d for FFP draws. */
1399 if (!use_vs(state))
1400 multiply_vector_matrix(&plane, &state->clip_planes[index], &state->transforms[WINED3D_TS_VIEW]);
1401 else
1402 plane = state->clip_planes[index];
1404 GL_EXTCALL(glUniform4fv(prog->vs.clip_planes_location + index, 1, &plane.x));
1407 /* Context activation is done by the caller (state handler). */
1408 static void shader_glsl_load_color_key_constant(const struct glsl_ps_program *ps,
1409 const struct wined3d_gl_info *gl_info, const struct wined3d_state *state)
1411 struct wined3d_color float_key[2];
1412 const struct wined3d_texture *texture = state->textures[0];
1414 wined3d_format_get_float_color_key(texture->resource.format, &texture->async.src_blt_color_key, float_key);
1415 GL_EXTCALL(glUniform4fv(ps->color_key_location, 2, &float_key[0].r));
1418 /* Context activation is done by the caller (state handler). */
1419 static void shader_glsl_load_constants(void *shader_priv, struct wined3d_context *context,
1420 const struct wined3d_state *state)
1422 const struct glsl_context_data *ctx_data = context->shader_backend_data;
1423 const struct wined3d_shader *vshader = state->shader[WINED3D_SHADER_TYPE_VERTEX];
1424 const struct wined3d_shader *pshader = state->shader[WINED3D_SHADER_TYPE_PIXEL];
1425 const struct wined3d_gl_info *gl_info = context->gl_info;
1426 struct shader_glsl_priv *priv = shader_priv;
1427 float position_fixup[4];
1428 DWORD update_mask;
1430 struct glsl_shader_prog_link *prog = ctx_data->glsl_program;
1431 UINT constant_version;
1432 int i;
1434 if (!prog) {
1435 /* No GLSL program set - nothing to do. */
1436 return;
1438 constant_version = prog->constant_version;
1439 update_mask = context->constant_update_mask & prog->constant_update_mask;
1441 if (update_mask & WINED3D_SHADER_CONST_VS_F)
1442 shader_glsl_load_constants_f(vshader, gl_info, state->vs_consts_f,
1443 prog->vs.uniform_f_locations, &priv->vconst_heap, priv->stack, constant_version);
1445 if (update_mask & WINED3D_SHADER_CONST_VS_I)
1446 shader_glsl_load_constants_i(vshader, gl_info, state->vs_consts_i,
1447 prog->vs.uniform_i_locations, vshader->reg_maps.integer_constants);
1449 if (update_mask & WINED3D_SHADER_CONST_VS_B)
1450 shader_glsl_load_constantsB(vshader, gl_info, prog->vs.uniform_b_locations, state->vs_consts_b,
1451 vshader->reg_maps.boolean_constants);
1453 if (update_mask & WINED3D_SHADER_CONST_VS_CLIP_PLANES)
1455 for (i = 0; i < gl_info->limits.user_clip_distances; ++i)
1456 shader_glsl_clip_plane_uniform(context, state, i, prog);
1459 if (update_mask & WINED3D_SHADER_CONST_VS_POINTSIZE)
1460 shader_glsl_pointsize_uniform(context, state, prog);
1462 if (update_mask & WINED3D_SHADER_CONST_POS_FIXUP)
1464 shader_get_position_fixup(context, state, position_fixup);
1465 if (state->shader[WINED3D_SHADER_TYPE_GEOMETRY])
1466 GL_EXTCALL(glUniform4fv(prog->gs.pos_fixup_location, 1, position_fixup));
1467 else
1468 GL_EXTCALL(glUniform4fv(prog->vs.pos_fixup_location, 1, position_fixup));
1469 checkGLcall("glUniform4fv");
1472 if (update_mask & WINED3D_SHADER_CONST_FFP_MODELVIEW)
1474 struct wined3d_matrix mat;
1476 get_modelview_matrix(context, state, 0, &mat);
1477 GL_EXTCALL(glUniformMatrix4fv(prog->vs.modelview_matrix_location[0], 1, FALSE, &mat._11));
1478 checkGLcall("glUniformMatrix4fv");
1480 shader_glsl_ffp_vertex_normalmatrix_uniform(context, state, prog);
1483 if (update_mask & WINED3D_SHADER_CONST_FFP_VERTEXBLEND)
1485 struct wined3d_matrix mat;
1487 for (i = 1; i < MAX_VERTEX_BLENDS; ++i)
1489 if (prog->vs.modelview_matrix_location[i] == -1)
1490 break;
1492 get_modelview_matrix(context, state, i, &mat);
1493 GL_EXTCALL(glUniformMatrix4fv(prog->vs.modelview_matrix_location[i], 1, FALSE, &mat._11));
1494 checkGLcall("glUniformMatrix4fv");
1498 if (update_mask & WINED3D_SHADER_CONST_FFP_PROJ)
1500 struct wined3d_matrix projection;
1502 get_projection_matrix(context, state, &projection);
1503 GL_EXTCALL(glUniformMatrix4fv(prog->vs.projection_matrix_location, 1, FALSE, &projection._11));
1504 checkGLcall("glUniformMatrix4fv");
1507 if (update_mask & WINED3D_SHADER_CONST_FFP_TEXMATRIX)
1509 for (i = 0; i < MAX_TEXTURES; ++i)
1510 shader_glsl_ffp_vertex_texmatrix_uniform(context, state, i, prog);
1513 if (update_mask & WINED3D_SHADER_CONST_FFP_MATERIAL)
1514 shader_glsl_ffp_vertex_material_uniform(context, state, prog);
1516 if (update_mask & WINED3D_SHADER_CONST_FFP_LIGHTS)
1518 shader_glsl_ffp_vertex_lightambient_uniform(context, state, prog);
1519 for (i = 0; i < MAX_ACTIVE_LIGHTS; ++i)
1520 shader_glsl_ffp_vertex_light_uniform(context, state, i, prog);
1523 if (update_mask & WINED3D_SHADER_CONST_PS_F)
1524 shader_glsl_load_constants_f(pshader, gl_info, state->ps_consts_f,
1525 prog->ps.uniform_f_locations, &priv->pconst_heap, priv->stack, constant_version);
1527 if (update_mask & WINED3D_SHADER_CONST_PS_I)
1528 shader_glsl_load_constants_i(pshader, gl_info, state->ps_consts_i,
1529 prog->ps.uniform_i_locations, pshader->reg_maps.integer_constants);
1531 if (update_mask & WINED3D_SHADER_CONST_PS_B)
1532 shader_glsl_load_constantsB(pshader, gl_info, prog->ps.uniform_b_locations, state->ps_consts_b,
1533 pshader->reg_maps.boolean_constants);
1535 if (update_mask & WINED3D_SHADER_CONST_PS_BUMP_ENV)
1537 for (i = 0; i < MAX_TEXTURES; ++i)
1539 if (prog->ps.bumpenv_mat_location[i] == -1)
1540 continue;
1542 GL_EXTCALL(glUniformMatrix2fv(prog->ps.bumpenv_mat_location[i], 1, 0,
1543 (const GLfloat *)&state->texture_states[i][WINED3D_TSS_BUMPENV_MAT00]));
1545 if (prog->ps.bumpenv_lum_scale_location[i] != -1)
1547 GL_EXTCALL(glUniform1fv(prog->ps.bumpenv_lum_scale_location[i], 1,
1548 (const GLfloat *)&state->texture_states[i][WINED3D_TSS_BUMPENV_LSCALE]));
1549 GL_EXTCALL(glUniform1fv(prog->ps.bumpenv_lum_offset_location[i], 1,
1550 (const GLfloat *)&state->texture_states[i][WINED3D_TSS_BUMPENV_LOFFSET]));
1554 checkGLcall("bump env uniforms");
1557 if (update_mask & WINED3D_SHADER_CONST_PS_Y_CORR)
1559 const struct wined3d_vec4 correction_params =
1561 /* Position is relative to the framebuffer, not the viewport. */
1562 context->render_offscreen ? 0.0f : (float)state->fb->render_targets[0]->height,
1563 context->render_offscreen ? 1.0f : -1.0f,
1564 0.0f,
1565 0.0f,
1568 GL_EXTCALL(glUniform4fv(prog->ps.ycorrection_location, 1, &correction_params.x));
1571 if (update_mask & WINED3D_SHADER_CONST_PS_NP2_FIXUP)
1572 shader_glsl_load_np2fixup_constants(&prog->ps, gl_info, state);
1573 if (update_mask & WINED3D_SHADER_CONST_FFP_COLOR_KEY)
1574 shader_glsl_load_color_key_constant(&prog->ps, gl_info, state);
1576 if (update_mask & WINED3D_SHADER_CONST_FFP_PS)
1578 struct wined3d_color color;
1580 if (prog->ps.tex_factor_location != -1)
1582 wined3d_color_from_d3dcolor(&color, state->render_states[WINED3D_RS_TEXTUREFACTOR]);
1583 GL_EXTCALL(glUniform4fv(prog->ps.tex_factor_location, 1, &color.r));
1586 if (state->render_states[WINED3D_RS_SPECULARENABLE])
1587 GL_EXTCALL(glUniform4f(prog->ps.specular_enable_location, 1.0f, 1.0f, 1.0f, 0.0f));
1588 else
1589 GL_EXTCALL(glUniform4f(prog->ps.specular_enable_location, 0.0f, 0.0f, 0.0f, 0.0f));
1591 for (i = 0; i < MAX_TEXTURES; ++i)
1593 if (prog->ps.tss_constant_location[i] == -1)
1594 continue;
1596 wined3d_color_from_d3dcolor(&color, state->texture_states[i][WINED3D_TSS_CONSTANT]);
1597 GL_EXTCALL(glUniform4fv(prog->ps.tss_constant_location[i], 1, &color.r));
1600 checkGLcall("fixed function uniforms");
1603 if (update_mask & WINED3D_SHADER_CONST_PS_FOG)
1604 shader_glsl_load_fog_uniform(context, state, prog);
1606 if (update_mask & WINED3D_SHADER_CONST_PS_ALPHA_TEST)
1608 float ref = state->render_states[WINED3D_RS_ALPHAREF] / 255.0f;
1610 GL_EXTCALL(glUniform1f(prog->ps.alpha_test_ref_location, ref));
1611 checkGLcall("alpha test emulation uniform");
1614 if (priv->next_constant_version == UINT_MAX)
1616 TRACE("Max constant version reached, resetting to 0.\n");
1617 wine_rb_for_each_entry(&priv->program_lookup, reset_program_constant_version, NULL);
1618 priv->next_constant_version = 1;
1620 else
1622 prog->constant_version = priv->next_constant_version++;
1626 static void update_heap_entry(struct constant_heap *heap, unsigned int idx, DWORD new_version)
1628 struct constant_entry *entries = heap->entries;
1629 unsigned int *positions = heap->positions;
1630 unsigned int heap_idx, parent_idx;
1632 if (!heap->contained[idx])
1634 heap_idx = heap->size++;
1635 heap->contained[idx] = TRUE;
1637 else
1639 heap_idx = positions[idx];
1642 while (heap_idx > 1)
1644 parent_idx = heap_idx >> 1;
1646 if (new_version <= entries[parent_idx].version) break;
1648 entries[heap_idx] = entries[parent_idx];
1649 positions[entries[parent_idx].idx] = heap_idx;
1650 heap_idx = parent_idx;
1653 entries[heap_idx].version = new_version;
1654 entries[heap_idx].idx = idx;
1655 positions[idx] = heap_idx;
1658 static void shader_glsl_update_float_vertex_constants(struct wined3d_device *device, UINT start, UINT count)
1660 struct shader_glsl_priv *priv = device->shader_priv;
1661 struct constant_heap *heap = &priv->vconst_heap;
1662 UINT i;
1664 for (i = start; i < count + start; ++i)
1666 update_heap_entry(heap, i, priv->next_constant_version);
1670 static void shader_glsl_update_float_pixel_constants(struct wined3d_device *device, UINT start, UINT count)
1672 struct shader_glsl_priv *priv = device->shader_priv;
1673 struct constant_heap *heap = &priv->pconst_heap;
1674 UINT i;
1676 for (i = start; i < count + start; ++i)
1678 update_heap_entry(heap, i, priv->next_constant_version);
1682 static unsigned int vec4_varyings(DWORD shader_major, const struct wined3d_gl_info *gl_info)
1684 unsigned int ret = gl_info->limits.glsl_varyings / 4;
1685 /* 4.0 shaders do not write clip coords because d3d10 does not support user clipplanes */
1686 if(shader_major > 3) return ret;
1688 /* 3.0 shaders may need an extra varying for the clip coord on some cards(mostly dx10 ones) */
1689 if (gl_info->quirks & WINED3D_QUIRK_GLSL_CLIP_VARYING) ret -= 1;
1690 return ret;
1693 static BOOL needs_legacy_glsl_syntax(const struct wined3d_gl_info *gl_info)
1695 return gl_info->supported[WINED3D_GL_LEGACY_CONTEXT];
1698 static BOOL shader_glsl_use_explicit_attrib_location(const struct wined3d_gl_info *gl_info)
1700 return !needs_legacy_glsl_syntax(gl_info) && gl_info->supported[ARB_EXPLICIT_ATTRIB_LOCATION];
1703 static const char *get_attribute_keyword(const struct wined3d_gl_info *gl_info)
1705 return needs_legacy_glsl_syntax(gl_info) ? "attribute" : "in";
1708 static void PRINTF_ATTR(4, 5) declare_in_varying(const struct wined3d_gl_info *gl_info,
1709 struct wined3d_string_buffer *buffer, BOOL flat, const char *format, ...)
1711 va_list args;
1712 int ret;
1714 shader_addline(buffer, "%s%s ", flat ? "flat " : "",
1715 needs_legacy_glsl_syntax(gl_info) ? "varying" : "in");
1716 for (;;)
1718 va_start(args, format);
1719 ret = shader_vaddline(buffer, format, args);
1720 va_end(args);
1721 if (!ret)
1722 return;
1723 if (!string_buffer_resize(buffer, ret))
1724 return;
1728 static void PRINTF_ATTR(4, 5) declare_out_varying(const struct wined3d_gl_info *gl_info,
1729 struct wined3d_string_buffer *buffer, BOOL flat, const char *format, ...)
1731 va_list args;
1732 int ret;
1734 shader_addline(buffer, "%s%s ", flat ? "flat " : "",
1735 needs_legacy_glsl_syntax(gl_info) ? "varying" : "out");
1736 for (;;)
1738 va_start(args, format);
1739 ret = shader_vaddline(buffer, format, args);
1740 va_end(args);
1741 if (!ret)
1742 return;
1743 if (!string_buffer_resize(buffer, ret))
1744 return;
1748 static const char *get_fragment_output(const struct wined3d_gl_info *gl_info)
1750 return needs_legacy_glsl_syntax(gl_info) ? "gl_FragData" : "ps_out";
1753 static const char *glsl_primitive_type_from_d3d(enum wined3d_primitive_type primitive_type)
1755 switch (primitive_type)
1757 case WINED3D_PT_POINTLIST:
1758 return "points";
1760 case WINED3D_PT_LINELIST:
1761 return "lines";
1763 case WINED3D_PT_LINESTRIP:
1764 return "line_strip";
1766 case WINED3D_PT_TRIANGLELIST:
1767 return "triangles";
1769 case WINED3D_PT_TRIANGLESTRIP:
1770 return "triangle_strip";
1772 case WINED3D_PT_LINELIST_ADJ:
1773 return "lines_adjacency";
1775 case WINED3D_PT_TRIANGLELIST_ADJ:
1776 return "triangles_adjacency";
1778 default:
1779 FIXME("Unhandled primitive type %s.\n", debug_d3dprimitivetype(primitive_type));
1780 return "";
1784 static BOOL glsl_is_color_reg_read(const struct wined3d_shader *shader, unsigned int idx)
1786 const struct wined3d_shader_signature *input_signature = &shader->input_signature;
1787 const struct wined3d_shader_reg_maps *reg_maps = &shader->reg_maps;
1788 const BOOL *input_reg_used = shader->u.ps.input_reg_used;
1789 unsigned int i;
1791 if (reg_maps->shader_version.major < 3)
1792 return input_reg_used[idx];
1794 for (i = 0; i < input_signature->element_count; ++i)
1796 const struct wined3d_shader_signature_element *input = &input_signature->elements[i];
1798 if (!(reg_maps->input_registers & (1u << input->register_idx)))
1799 continue;
1801 if (shader_match_semantic(input->semantic_name, WINED3D_DECL_USAGE_COLOR)
1802 && input->semantic_idx == idx)
1804 if (input_reg_used[input->register_idx])
1805 return TRUE;
1806 else
1807 return FALSE;
1810 return FALSE;
1813 static BOOL glsl_is_shadow_sampler(const struct wined3d_shader *shader,
1814 const struct ps_compile_args *ps_args, unsigned int resource_idx, unsigned int sampler_idx)
1816 const struct wined3d_shader_version *version = &shader->reg_maps.shader_version;
1818 if (version->major >= 4)
1819 return shader->reg_maps.sampler_comparison_mode & (1u << sampler_idx);
1820 else
1821 return version->type == WINED3D_SHADER_TYPE_PIXEL && (ps_args->shadow & (1u << resource_idx));
1824 static void shader_glsl_declare_typed_vertex_attribute(struct wined3d_string_buffer *buffer,
1825 const struct wined3d_gl_info *gl_info, const char *vector_type, const char *scalar_type,
1826 unsigned int index)
1828 shader_addline(buffer, "%s %s4 vs_in_%s%u;\n",
1829 get_attribute_keyword(gl_info), vector_type, scalar_type, index);
1830 shader_addline(buffer, "vec4 vs_in%u = %sBitsToFloat(vs_in_%s%u);\n",
1831 index, scalar_type, scalar_type, index);
1834 static void shader_glsl_declare_generic_vertex_attribute(struct wined3d_string_buffer *buffer,
1835 const struct wined3d_gl_info *gl_info, const struct wined3d_shader_signature_element *e)
1837 unsigned int index = e->register_idx;
1839 if (e->sysval_semantic == WINED3D_SV_VERTEX_ID)
1841 shader_addline(buffer, "vec4 vs_in%u = vec4(intBitsToFloat(gl_VertexID), 0.0, 0.0, 0.0);\n",
1842 index);
1843 return;
1845 if (e->sysval_semantic == WINED3D_SV_INSTANCE_ID)
1847 shader_addline(buffer, "vec4 vs_in%u = vec4(intBitsToFloat(gl_InstanceID), 0.0, 0.0, 0.0);\n",
1848 index);
1849 return;
1851 if (e->sysval_semantic && e->sysval_semantic != WINED3D_SV_POSITION)
1852 FIXME("Unhandled sysval semantic %#x.\n", e->sysval_semantic);
1854 if (shader_glsl_use_explicit_attrib_location(gl_info))
1855 shader_addline(buffer, "layout(location = %u) ", index);
1857 switch (e->component_type)
1859 case WINED3D_TYPE_UINT:
1860 shader_glsl_declare_typed_vertex_attribute(buffer, gl_info, "uvec", "uint", index);
1861 break;
1862 case WINED3D_TYPE_INT:
1863 shader_glsl_declare_typed_vertex_attribute(buffer, gl_info, "ivec", "int", index);
1864 break;
1866 default:
1867 FIXME("Unhandled type %#x.\n", e->component_type);
1868 /* Fall through. */
1869 case WINED3D_TYPE_UNKNOWN:
1870 case WINED3D_TYPE_FLOAT:
1871 shader_addline(buffer, "%s vec4 vs_in%u;\n", get_attribute_keyword(gl_info), index);
1872 break;
1876 /** Generate the variable & register declarations for the GLSL output target */
1877 static void shader_generate_glsl_declarations(const struct wined3d_context *context,
1878 struct wined3d_string_buffer *buffer, const struct wined3d_shader *shader,
1879 const struct wined3d_shader_reg_maps *reg_maps, const struct shader_glsl_ctx_priv *ctx_priv)
1881 const struct wined3d_shader_version *version = &reg_maps->shader_version;
1882 const struct vs_compile_args *vs_args = ctx_priv->cur_vs_args;
1883 const struct ps_compile_args *ps_args = ctx_priv->cur_ps_args;
1884 const struct wined3d_gl_info *gl_info = context->gl_info;
1885 const struct wined3d_shader_indexable_temp *idx_temp_reg;
1886 unsigned int i, extra_constants_needed = 0;
1887 const struct wined3d_shader_lconst *lconst;
1888 const char *prefix;
1889 DWORD map;
1891 prefix = shader_glsl_get_prefix(version->type);
1893 /* Prototype the subroutines */
1894 for (i = 0, map = reg_maps->labels; map; map >>= 1, ++i)
1896 if (map & 1) shader_addline(buffer, "void subroutine%u();\n", i);
1899 /* Declare the constants (aka uniforms) */
1900 if (shader->limits->constant_float > 0)
1902 unsigned max_constantsF;
1904 /* Unless the shader uses indirect addressing, always declare the
1905 * maximum array size and ignore that we need some uniforms privately.
1906 * E.g. if GL supports 256 uniforms, and we need 2 for the pos fixup
1907 * and immediate values, still declare VC[256]. If the shader needs
1908 * more uniforms than we have it won't work in any case. If it uses
1909 * less, the compiler will figure out which uniforms are really used
1910 * and strip them out. This allows a shader to use c255 on a dx9 card,
1911 * as long as it doesn't also use all the other constants.
1913 * If the shader uses indirect addressing the compiler must assume
1914 * that all declared uniforms are used. In this case, declare only the
1915 * amount that we're assured to have.
1917 * Thus we run into problems in these two cases:
1918 * 1) The shader really uses more uniforms than supported.
1919 * 2) The shader uses indirect addressing, less constants than
1920 * supported, but uses a constant index > #supported consts. */
1921 if (version->type == WINED3D_SHADER_TYPE_PIXEL)
1923 /* No indirect addressing here. */
1924 max_constantsF = gl_info->limits.glsl_ps_float_constants;
1926 else
1928 if (reg_maps->usesrelconstF)
1930 /* Subtract the other potential uniforms from the max
1931 * available (bools, ints, and 1 row of projection matrix).
1932 * Subtract another uniform for immediate values, which have
1933 * to be loaded via uniform by the driver as well. The shader
1934 * code only uses 0.5, 2.0, 1.0, 128 and -128 in vertex
1935 * shader code, so one vec4 should be enough. (Unfortunately
1936 * the Nvidia driver doesn't store 128 and -128 in one float).
1938 * Writing gl_ClipVertex requires one uniform for each
1939 * clipplane as well. */
1940 max_constantsF = gl_info->limits.glsl_vs_float_constants - 3;
1941 if (vs_args->clip_enabled)
1942 max_constantsF -= gl_info->limits.user_clip_distances;
1943 max_constantsF -= wined3d_popcount(reg_maps->integer_constants);
1944 /* Strictly speaking a bool only uses one scalar, but the nvidia(Linux) compiler doesn't pack them properly,
1945 * so each scalar requires a full vec4. We could work around this by packing the booleans ourselves, but
1946 * for now take this into account when calculating the number of available constants
1948 max_constantsF -= wined3d_popcount(reg_maps->boolean_constants);
1949 /* Set by driver quirks in directx.c */
1950 max_constantsF -= gl_info->reserved_glsl_constants;
1952 if (max_constantsF < shader->limits->constant_float)
1954 static unsigned int once;
1956 if (!once++)
1957 ERR_(winediag)("The hardware does not support enough uniform components to run this shader,"
1958 " it may not render correctly.\n");
1959 else
1960 WARN("The hardware does not support enough uniform components to run this shader.\n");
1963 else
1965 max_constantsF = gl_info->limits.glsl_vs_float_constants;
1968 max_constantsF = min(shader->limits->constant_float, max_constantsF);
1969 shader_addline(buffer, "uniform vec4 %s_c[%u];\n", prefix, max_constantsF);
1972 /* Always declare the full set of constants, the compiler can remove the
1973 * unused ones because d3d doesn't (yet) support indirect int and bool
1974 * constant addressing. This avoids problems if the app uses e.g. i0 and i9. */
1975 if (shader->limits->constant_int > 0 && reg_maps->integer_constants)
1976 shader_addline(buffer, "uniform ivec4 %s_i[%u];\n", prefix, shader->limits->constant_int);
1978 if (shader->limits->constant_bool > 0 && reg_maps->boolean_constants)
1979 shader_addline(buffer, "uniform bool %s_b[%u];\n", prefix, shader->limits->constant_bool);
1981 /* Declare immediate constant buffer */
1982 if (reg_maps->icb)
1983 shader_addline(buffer, "uniform vec4 %s_icb[%u];\n", prefix, reg_maps->icb->vec4_count);
1985 /* Declare constant buffers */
1986 for (i = 0; i < WINED3D_MAX_CBS; ++i)
1988 if (reg_maps->cb_sizes[i])
1989 shader_addline(buffer, "layout(std140) uniform block_%s_cb%u { vec4 %s_cb%u[%u]; };\n",
1990 prefix, i, prefix, i, reg_maps->cb_sizes[i]);
1993 /* Declare texture samplers */
1994 for (i = 0; i < reg_maps->sampler_map.count; ++i)
1996 struct wined3d_shader_sampler_map_entry *entry;
1997 const char *sampler_type_prefix, *sampler_type;
1998 BOOL shadow_sampler, tex_rect;
2000 entry = &reg_maps->sampler_map.entries[i];
2002 if (entry->resource_idx >= ARRAY_SIZE(reg_maps->resource_info))
2004 ERR("Invalid resource index %u.\n", entry->resource_idx);
2005 continue;
2008 switch (reg_maps->resource_info[entry->resource_idx].data_type)
2010 case WINED3D_DATA_FLOAT:
2011 case WINED3D_DATA_UNORM:
2012 case WINED3D_DATA_SNORM:
2013 sampler_type_prefix = "";
2014 break;
2016 case WINED3D_DATA_INT:
2017 sampler_type_prefix = "i";
2018 break;
2020 case WINED3D_DATA_UINT:
2021 sampler_type_prefix = "u";
2022 break;
2024 default:
2025 sampler_type_prefix = "";
2026 ERR("Unhandled resource data type %#x.\n", reg_maps->resource_info[i].data_type);
2027 break;
2030 shadow_sampler = glsl_is_shadow_sampler(shader, ps_args, entry->resource_idx, entry->sampler_idx);
2031 switch (reg_maps->resource_info[entry->resource_idx].type)
2033 case WINED3D_SHADER_RESOURCE_TEXTURE_1D:
2034 if (shadow_sampler)
2035 sampler_type = "sampler1DShadow";
2036 else
2037 sampler_type = "sampler1D";
2038 break;
2040 case WINED3D_SHADER_RESOURCE_TEXTURE_2D:
2041 tex_rect = version->type == WINED3D_SHADER_TYPE_PIXEL
2042 && (ps_args->np2_fixup & (1u << entry->resource_idx))
2043 && gl_info->supported[ARB_TEXTURE_RECTANGLE];
2044 if (shadow_sampler)
2046 if (tex_rect)
2047 sampler_type = "sampler2DRectShadow";
2048 else
2049 sampler_type = "sampler2DShadow";
2051 else
2053 if (tex_rect)
2054 sampler_type = "sampler2DRect";
2055 else
2056 sampler_type = "sampler2D";
2058 break;
2060 case WINED3D_SHADER_RESOURCE_TEXTURE_3D:
2061 if (shadow_sampler)
2062 FIXME("Unsupported 3D shadow sampler.\n");
2063 sampler_type = "sampler3D";
2064 break;
2066 case WINED3D_SHADER_RESOURCE_TEXTURE_CUBE:
2067 if (shadow_sampler)
2068 FIXME("Unsupported Cube shadow sampler.\n");
2069 sampler_type = "samplerCube";
2070 break;
2072 case WINED3D_SHADER_RESOURCE_TEXTURE_2DARRAY:
2073 if (shadow_sampler)
2074 sampler_type = "sampler2DArrayShadow";
2075 else
2076 sampler_type = "sampler2DArray";
2077 break;
2079 default:
2080 sampler_type = "unsupported_sampler";
2081 FIXME("Unhandled resource type %#x.\n", reg_maps->resource_info[entry->resource_idx].type);
2082 break;
2084 shader_addline(buffer, "uniform %s%s %s_sampler%u;\n",
2085 sampler_type_prefix, sampler_type, prefix, entry->bind_idx);
2088 /* Declare images */
2089 for (i = 0; i < ARRAY_SIZE(reg_maps->uav_resource_info); ++i)
2091 const char *image_type_prefix, *image_type, *read_format;
2093 if (!reg_maps->uav_resource_info[i].type)
2094 continue;
2096 switch (reg_maps->uav_resource_info[i].data_type)
2098 case WINED3D_DATA_FLOAT:
2099 case WINED3D_DATA_UNORM:
2100 case WINED3D_DATA_SNORM:
2101 image_type_prefix = "";
2102 read_format = "r32f";
2103 break;
2105 case WINED3D_DATA_INT:
2106 image_type_prefix = "i";
2107 read_format = "r32i";
2108 break;
2110 case WINED3D_DATA_UINT:
2111 image_type_prefix = "u";
2112 read_format = "r32ui";
2113 break;
2115 default:
2116 image_type_prefix = "";
2117 read_format = "";
2118 ERR("Unhandled resource data type %#x.\n", reg_maps->uav_resource_info[i].data_type);
2119 break;
2122 switch (reg_maps->uav_resource_info[i].type)
2124 case WINED3D_SHADER_RESOURCE_BUFFER:
2125 image_type = "imageBuffer";
2126 break;
2128 case WINED3D_SHADER_RESOURCE_TEXTURE_2D:
2129 image_type = "image2D";
2130 break;
2132 case WINED3D_SHADER_RESOURCE_TEXTURE_3D:
2133 image_type = "image3D";
2134 break;
2136 case WINED3D_SHADER_RESOURCE_TEXTURE_2DARRAY:
2137 image_type = "image2DArray";
2138 break;
2140 default:
2141 image_type = "unsupported_image";
2142 FIXME("Unhandled resource type %#x.\n", reg_maps->uav_resource_info[i].type);
2143 break;
2146 if (reg_maps->uav_read_mask & (1u << i))
2147 shader_addline(buffer, "layout(%s) uniform %s%s %s_image%u;\n",
2148 read_format, image_type_prefix, image_type, prefix, i);
2149 else
2150 shader_addline(buffer, "writeonly uniform %s%s %s_image%u;\n",
2151 image_type_prefix, image_type, prefix, i);
2154 /* Declare uniforms for NP2 texcoord fixup:
2155 * This is NOT done inside the loop that declares the texture samplers
2156 * since the NP2 fixup code is currently only used for the GeforceFX
2157 * series and when forcing the ARB_npot extension off. Modern cards just
2158 * skip the code anyway, so put it inside a separate loop. */
2159 if (version->type == WINED3D_SHADER_TYPE_PIXEL && ps_args->np2_fixup)
2161 struct ps_np2fixup_info *fixup = ctx_priv->cur_np2fixup_info;
2162 UINT cur = 0;
2164 /* NP2/RECT textures in OpenGL use texcoords in the range [0,width]x[0,height]
2165 * while D3D has them in the (normalized) [0,1]x[0,1] range.
2166 * samplerNP2Fixup stores texture dimensions and is updated through
2167 * shader_glsl_load_np2fixup_constants when the sampler changes. */
2169 for (i = 0; i < shader->limits->sampler; ++i)
2171 if (!reg_maps->resource_info[i].type || !(ps_args->np2_fixup & (1u << i)))
2172 continue;
2174 if (reg_maps->resource_info[i].type != WINED3D_SHADER_RESOURCE_TEXTURE_2D)
2176 FIXME("Non-2D texture is flagged for NP2 texcoord fixup.\n");
2177 continue;
2180 fixup->idx[i] = cur++;
2183 fixup->num_consts = (cur + 1) >> 1;
2184 fixup->active = ps_args->np2_fixup;
2185 shader_addline(buffer, "uniform vec4 %s_samplerNP2Fixup[%u];\n", prefix, fixup->num_consts);
2188 /* Declare address variables */
2189 for (i = 0, map = reg_maps->address; map; map >>= 1, ++i)
2191 if (map & 1) shader_addline(buffer, "ivec4 A%u;\n", i);
2194 if (version->type == WINED3D_SHADER_TYPE_VERTEX)
2196 for (i = 0; i < shader->input_signature.element_count; ++i)
2197 shader_glsl_declare_generic_vertex_attribute(buffer, gl_info, &shader->input_signature.elements[i]);
2199 if (vs_args->point_size && !vs_args->per_vertex_point_size)
2201 shader_addline(buffer, "uniform struct\n{\n");
2202 shader_addline(buffer, " float size;\n");
2203 shader_addline(buffer, " float size_min;\n");
2204 shader_addline(buffer, " float size_max;\n");
2205 shader_addline(buffer, "} ffp_point;\n");
2208 if (!gl_info->supported[WINED3D_GL_LEGACY_CONTEXT])
2210 if (vs_args->clip_enabled)
2211 shader_addline(buffer, "uniform vec4 clip_planes[%u];\n", gl_info->limits.user_clip_distances);
2213 if (version->major < 3)
2215 declare_out_varying(gl_info, buffer, vs_args->flatshading, "vec4 ffp_varying_diffuse;\n");
2216 declare_out_varying(gl_info, buffer, vs_args->flatshading, "vec4 ffp_varying_specular;\n");
2217 declare_out_varying(gl_info, buffer, FALSE, "vec4 ffp_varying_texcoord[%u];\n", MAX_TEXTURES);
2218 declare_out_varying(gl_info, buffer, FALSE, "float ffp_varying_fogcoord;\n");
2222 if (version->major < 4)
2223 shader_addline(buffer, "void setup_vs_output(in vec4[%u]);\n", shader->limits->packed_output);
2225 else if (version->type == WINED3D_SHADER_TYPE_GEOMETRY)
2227 if (gl_info->supported[WINED3D_GL_LEGACY_CONTEXT])
2229 shader_addline(buffer, "varying in vec4 gs_in[][%u];\n", shader->limits->packed_input);
2231 else
2233 shader_addline(buffer, "layout(%s) in;\n", glsl_primitive_type_from_d3d(shader->u.gs.input_type));
2234 shader_addline(buffer, "layout(%s, max_vertices = %u) out;\n",
2235 glsl_primitive_type_from_d3d(shader->u.gs.output_type), shader->u.gs.vertices_out);
2236 shader_addline(buffer, "in vs_gs_iface { vec4 gs_in[%u]; } gs_in[];\n", shader->limits->packed_input);
2239 else if (version->type == WINED3D_SHADER_TYPE_PIXEL)
2241 if (version->major < 3 || ps_args->vp_mode != vertexshader)
2243 shader_addline(buffer, "uniform struct\n{\n");
2244 shader_addline(buffer, " vec4 color;\n");
2245 shader_addline(buffer, " float density;\n");
2246 shader_addline(buffer, " float end;\n");
2247 shader_addline(buffer, " float scale;\n");
2248 shader_addline(buffer, "} ffp_fog;\n");
2250 if (gl_info->supported[WINED3D_GL_LEGACY_CONTEXT])
2252 if (glsl_is_color_reg_read(shader, 0))
2253 shader_addline(buffer, "vec4 ffp_varying_diffuse;\n");
2254 if (glsl_is_color_reg_read(shader, 1))
2255 shader_addline(buffer, "vec4 ffp_varying_specular;\n");
2256 shader_addline(buffer, "vec4 ffp_texcoord[%u];\n", MAX_TEXTURES);
2257 shader_addline(buffer, "float ffp_varying_fogcoord;\n");
2259 else
2261 if (glsl_is_color_reg_read(shader, 0))
2262 declare_in_varying(gl_info, buffer, ps_args->flatshading, "vec4 ffp_varying_diffuse;\n");
2263 if (glsl_is_color_reg_read(shader, 1))
2264 declare_in_varying(gl_info, buffer, ps_args->flatshading, "vec4 ffp_varying_specular;\n");
2265 declare_in_varying(gl_info, buffer, FALSE, "vec4 ffp_varying_texcoord[%u];\n", MAX_TEXTURES);
2266 shader_addline(buffer, "vec4 ffp_texcoord[%u];\n", MAX_TEXTURES);
2267 declare_in_varying(gl_info, buffer, FALSE, "float ffp_varying_fogcoord;\n");
2271 if (version->major >= 3)
2273 UINT in_count = min(vec4_varyings(version->major, gl_info), shader->limits->packed_input);
2275 if (ps_args->vp_mode == vertexshader)
2276 declare_in_varying(gl_info, buffer, FALSE, "vec4 %s_link[%u];\n", prefix, in_count);
2277 shader_addline(buffer, "vec4 %s_in[%u];\n", prefix, in_count);
2280 for (i = 0, map = reg_maps->bumpmat; map; map >>= 1, ++i)
2282 if (!(map & 1))
2283 continue;
2285 shader_addline(buffer, "uniform mat2 bumpenv_mat%u;\n", i);
2287 if (reg_maps->luminanceparams & (1u << i))
2289 shader_addline(buffer, "uniform float bumpenv_lum_scale%u;\n", i);
2290 shader_addline(buffer, "uniform float bumpenv_lum_offset%u;\n", i);
2291 extra_constants_needed++;
2294 extra_constants_needed++;
2297 if (ps_args->srgb_correction)
2299 shader_addline(buffer, "const vec4 srgb_const0 = ");
2300 shader_glsl_append_imm_vec4(buffer, wined3d_srgb_const0);
2301 shader_addline(buffer, ";\n");
2302 shader_addline(buffer, "const vec4 srgb_const1 = ");
2303 shader_glsl_append_imm_vec4(buffer, wined3d_srgb_const1);
2304 shader_addline(buffer, ";\n");
2306 if (reg_maps->vpos || reg_maps->usesdsy)
2308 if (reg_maps->usesdsy || !gl_info->supported[ARB_FRAGMENT_COORD_CONVENTIONS])
2310 ++extra_constants_needed;
2311 shader_addline(buffer, "uniform vec4 ycorrection;\n");
2313 if (reg_maps->vpos)
2315 if (gl_info->supported[ARB_FRAGMENT_COORD_CONVENTIONS])
2317 if (context->d3d_info->wined3d_creation_flags & WINED3D_PIXEL_CENTER_INTEGER)
2318 shader_addline(buffer, "layout(%spixel_center_integer) in vec4 gl_FragCoord;\n",
2319 ps_args->render_offscreen ? "" : "origin_upper_left, ");
2320 else if (!ps_args->render_offscreen)
2321 shader_addline(buffer, "layout(origin_upper_left) in vec4 gl_FragCoord;\n");
2323 shader_addline(buffer, "vec4 vpos;\n");
2327 if (ps_args->alpha_test_func + 1 != WINED3D_CMP_ALWAYS)
2328 shader_addline(buffer, "uniform float alpha_test_ref;\n");
2330 if (!needs_legacy_glsl_syntax(gl_info))
2331 shader_addline(buffer, "out vec4 ps_out[%u];\n", gl_info->limits.buffers);
2333 if (shader->limits->constant_float + extra_constants_needed >= gl_info->limits.glsl_ps_float_constants)
2334 FIXME("Insufficient uniforms to run this shader.\n");
2337 /* Declare output register temporaries */
2338 if (shader->limits->packed_output)
2339 shader_addline(buffer, "vec4 %s_out[%u];\n", prefix, shader->limits->packed_output);
2341 /* Declare temporary variables */
2342 if (reg_maps->temporary_count)
2344 for (i = 0; i < reg_maps->temporary_count; ++i)
2345 shader_addline(buffer, "vec4 R%u;\n", i);
2347 else
2349 for (i = 0, map = reg_maps->temporary; map; map >>= 1, ++i)
2351 if (map & 1)
2352 shader_addline(buffer, "vec4 R%u;\n", i);
2356 /* Declare indexable temporary variables */
2357 LIST_FOR_EACH_ENTRY(idx_temp_reg, &reg_maps->indexable_temps, struct wined3d_shader_indexable_temp, entry)
2359 if (idx_temp_reg->component_count != 4)
2360 FIXME("Ignoring component count %u.\n", idx_temp_reg->component_count);
2361 shader_addline(buffer, "vec4 X%u[%u];\n", idx_temp_reg->register_idx, idx_temp_reg->register_size);
2364 /* Declare loop registers aLx */
2365 if (version->major < 4)
2367 for (i = 0; i < reg_maps->loop_depth; ++i)
2369 shader_addline(buffer, "int aL%u;\n", i);
2370 shader_addline(buffer, "int tmpInt%u;\n", i);
2374 /* Temporary variables for matrix operations */
2375 shader_addline(buffer, "vec4 tmp0;\n");
2376 shader_addline(buffer, "vec4 tmp1;\n");
2378 if (!shader->load_local_constsF)
2380 LIST_FOR_EACH_ENTRY(lconst, &shader->constantsF, struct wined3d_shader_lconst, entry)
2382 shader_addline(buffer, "const vec4 %s_lc%u = ", prefix, lconst->idx);
2383 shader_glsl_append_imm_vec4(buffer, (const float *)lconst->value);
2384 shader_addline(buffer, ";\n");
2389 /*****************************************************************************
2390 * Functions to generate GLSL strings from DirectX Shader bytecode begin here.
2392 * For more information, see http://wiki.winehq.org/DirectX-Shaders
2393 ****************************************************************************/
2395 /* Prototypes */
2396 static void shader_glsl_add_src_param(const struct wined3d_shader_instruction *ins,
2397 const struct wined3d_shader_src_param *wined3d_src, DWORD mask, struct glsl_src_param *glsl_src);
2399 /** Used for opcode modifiers - They multiply the result by the specified amount */
2400 static const char * const shift_glsl_tab[] = {
2401 "", /* 0 (none) */
2402 "2.0 * ", /* 1 (x2) */
2403 "4.0 * ", /* 2 (x4) */
2404 "8.0 * ", /* 3 (x8) */
2405 "16.0 * ", /* 4 (x16) */
2406 "32.0 * ", /* 5 (x32) */
2407 "", /* 6 (x64) */
2408 "", /* 7 (x128) */
2409 "", /* 8 (d256) */
2410 "", /* 9 (d128) */
2411 "", /* 10 (d64) */
2412 "", /* 11 (d32) */
2413 "0.0625 * ", /* 12 (d16) */
2414 "0.125 * ", /* 13 (d8) */
2415 "0.25 * ", /* 14 (d4) */
2416 "0.5 * " /* 15 (d2) */
2419 /* Generate a GLSL parameter that does the input modifier computation and return the input register/mask to use */
2420 static void shader_glsl_gen_modifier(enum wined3d_shader_src_modifier src_modifier,
2421 const char *in_reg, const char *in_regswizzle, char *out_str)
2423 switch (src_modifier)
2425 case WINED3DSPSM_DZ: /* Need to handle this in the instructions itself (texld & texcrd). */
2426 case WINED3DSPSM_DW:
2427 case WINED3DSPSM_NONE:
2428 sprintf(out_str, "%s%s", in_reg, in_regswizzle);
2429 break;
2430 case WINED3DSPSM_NEG:
2431 sprintf(out_str, "-%s%s", in_reg, in_regswizzle);
2432 break;
2433 case WINED3DSPSM_NOT:
2434 sprintf(out_str, "!%s%s", in_reg, in_regswizzle);
2435 break;
2436 case WINED3DSPSM_BIAS:
2437 sprintf(out_str, "(%s%s - vec4(0.5)%s)", in_reg, in_regswizzle, in_regswizzle);
2438 break;
2439 case WINED3DSPSM_BIASNEG:
2440 sprintf(out_str, "-(%s%s - vec4(0.5)%s)", in_reg, in_regswizzle, in_regswizzle);
2441 break;
2442 case WINED3DSPSM_SIGN:
2443 sprintf(out_str, "(2.0 * (%s%s - 0.5))", in_reg, in_regswizzle);
2444 break;
2445 case WINED3DSPSM_SIGNNEG:
2446 sprintf(out_str, "-(2.0 * (%s%s - 0.5))", in_reg, in_regswizzle);
2447 break;
2448 case WINED3DSPSM_COMP:
2449 sprintf(out_str, "(1.0 - %s%s)", in_reg, in_regswizzle);
2450 break;
2451 case WINED3DSPSM_X2:
2452 sprintf(out_str, "(2.0 * %s%s)", in_reg, in_regswizzle);
2453 break;
2454 case WINED3DSPSM_X2NEG:
2455 sprintf(out_str, "-(2.0 * %s%s)", in_reg, in_regswizzle);
2456 break;
2457 case WINED3DSPSM_ABS:
2458 sprintf(out_str, "abs(%s%s)", in_reg, in_regswizzle);
2459 break;
2460 case WINED3DSPSM_ABSNEG:
2461 sprintf(out_str, "-abs(%s%s)", in_reg, in_regswizzle);
2462 break;
2463 default:
2464 FIXME("Unhandled modifier %u\n", src_modifier);
2465 sprintf(out_str, "%s%s", in_reg, in_regswizzle);
2469 /** Writes the GLSL variable name that corresponds to the register that the
2470 * DX opcode parameter is trying to access */
2471 static void shader_glsl_get_register_name(const struct wined3d_shader_register *reg,
2472 char *register_name, BOOL *is_color, const struct wined3d_shader_instruction *ins)
2474 /* oPos, oFog and oPts in D3D */
2475 static const char * const hwrastout_reg_names[] = {"vs_out[10]", "vs_out[11].x", "vs_out[11].y"};
2477 const struct wined3d_shader *shader = ins->ctx->shader;
2478 const struct wined3d_shader_reg_maps *reg_maps = ins->ctx->reg_maps;
2479 const struct wined3d_shader_version *version = &reg_maps->shader_version;
2480 const struct wined3d_gl_info *gl_info = ins->ctx->gl_info;
2481 const char *prefix = shader_glsl_get_prefix(version->type);
2482 struct glsl_src_param rel_param0, rel_param1;
2483 char imm_str[4][17];
2485 if (reg->idx[0].offset != ~0U && reg->idx[0].rel_addr)
2486 shader_glsl_add_src_param(ins, reg->idx[0].rel_addr, WINED3DSP_WRITEMASK_0, &rel_param0);
2487 if (reg->idx[1].offset != ~0U && reg->idx[1].rel_addr)
2488 shader_glsl_add_src_param(ins, reg->idx[1].rel_addr, WINED3DSP_WRITEMASK_0, &rel_param1);
2489 *is_color = FALSE;
2491 switch (reg->type)
2493 case WINED3DSPR_TEMP:
2494 sprintf(register_name, "R%u", reg->idx[0].offset);
2495 break;
2497 case WINED3DSPR_INPUT:
2498 if (version->type == WINED3D_SHADER_TYPE_VERTEX)
2500 struct shader_glsl_ctx_priv *priv = ins->ctx->backend_data;
2502 if (reg->idx[0].rel_addr)
2503 FIXME("VS3+ input registers relative addressing.\n");
2504 if (priv->cur_vs_args->swizzle_map & (1u << reg->idx[0].offset))
2505 *is_color = TRUE;
2506 sprintf(register_name, "%s_in%u", prefix, reg->idx[0].offset);
2507 break;
2510 if (version->type == WINED3D_SHADER_TYPE_GEOMETRY)
2512 if (reg->idx[0].rel_addr)
2514 if (reg->idx[1].rel_addr)
2515 sprintf(register_name, "gs_in[%s + %u]%s[%s + %u]",
2516 rel_param0.param_str, reg->idx[0].offset,
2517 gl_info->supported[WINED3D_GL_LEGACY_CONTEXT] ? "" : ".gs_in",
2518 rel_param1.param_str, reg->idx[1].offset);
2519 else
2520 sprintf(register_name, "gs_in[%s + %u]%s[%u]",
2521 rel_param0.param_str, reg->idx[0].offset,
2522 gl_info->supported[WINED3D_GL_LEGACY_CONTEXT] ? "" : ".gs_in",
2523 reg->idx[1].offset);
2525 else if (reg->idx[1].rel_addr)
2526 sprintf(register_name, "gs_in[%u]%s[%s + %u]", reg->idx[0].offset,
2527 gl_info->supported[WINED3D_GL_LEGACY_CONTEXT] ? "" : ".gs_in",
2528 rel_param1.param_str, reg->idx[1].offset);
2529 else
2530 sprintf(register_name, "gs_in[%u]%s[%u]", reg->idx[0].offset,
2531 gl_info->supported[WINED3D_GL_LEGACY_CONTEXT] ? "" : ".gs_in",
2532 reg->idx[1].offset);
2533 break;
2536 /* pixel shaders >= 3.0 */
2537 if (version->major >= 3)
2539 DWORD idx = shader->u.ps.input_reg_map[reg->idx[0].offset];
2540 unsigned int in_count = vec4_varyings(version->major, gl_info);
2542 if (reg->idx[0].rel_addr)
2544 /* Removing a + 0 would be an obvious optimization, but
2545 * OS X doesn't see the NOP operation there. */
2546 if (idx)
2548 if (gl_info->supported[WINED3D_GL_LEGACY_CONTEXT]
2549 && shader->u.ps.declared_in_count > in_count)
2551 sprintf(register_name,
2552 "((%s + %u) > %u ? (%s + %u) > %u ? gl_SecondaryColor : gl_Color : %s_in[%s + %u])",
2553 rel_param0.param_str, idx, in_count - 1, rel_param0.param_str, idx, in_count,
2554 prefix, rel_param0.param_str, idx);
2556 else
2558 sprintf(register_name, "%s_in[%s + %u]", prefix, rel_param0.param_str, idx);
2561 else
2563 if (gl_info->supported[WINED3D_GL_LEGACY_CONTEXT]
2564 && shader->u.ps.declared_in_count > in_count)
2566 sprintf(register_name, "((%s) > %u ? (%s) > %u ? gl_SecondaryColor : gl_Color : %s_in[%s])",
2567 rel_param0.param_str, in_count - 1, rel_param0.param_str, in_count,
2568 prefix, rel_param0.param_str);
2570 else
2572 sprintf(register_name, "%s_in[%s]", prefix, rel_param0.param_str);
2576 else
2578 if (idx == in_count) sprintf(register_name, "gl_Color");
2579 else if (idx == in_count + 1) sprintf(register_name, "gl_SecondaryColor");
2580 else sprintf(register_name, "%s_in[%u]", prefix, idx);
2583 else
2585 if (!reg->idx[0].offset)
2586 strcpy(register_name, "ffp_varying_diffuse");
2587 else
2588 strcpy(register_name, "ffp_varying_specular");
2589 break;
2591 break;
2593 case WINED3DSPR_CONST:
2595 /* Relative addressing */
2596 if (reg->idx[0].rel_addr)
2598 if (wined3d_settings.check_float_constants)
2599 sprintf(register_name, "(%s + %u >= 0 && %s + %u < %u ? %s_c[%s + %u] : vec4(0.0))",
2600 rel_param0.param_str, reg->idx[0].offset,
2601 rel_param0.param_str, reg->idx[0].offset, shader->limits->constant_float,
2602 prefix, rel_param0.param_str, reg->idx[0].offset);
2603 else if (reg->idx[0].offset)
2604 sprintf(register_name, "%s_c[%s + %u]", prefix, rel_param0.param_str, reg->idx[0].offset);
2605 else
2606 sprintf(register_name, "%s_c[%s]", prefix, rel_param0.param_str);
2608 else
2610 if (shader_constant_is_local(shader, reg->idx[0].offset))
2611 sprintf(register_name, "%s_lc%u", prefix, reg->idx[0].offset);
2612 else
2613 sprintf(register_name, "%s_c[%u]", prefix, reg->idx[0].offset);
2616 break;
2618 case WINED3DSPR_CONSTINT:
2619 sprintf(register_name, "%s_i[%u]", prefix, reg->idx[0].offset);
2620 break;
2622 case WINED3DSPR_CONSTBOOL:
2623 sprintf(register_name, "%s_b[%u]", prefix, reg->idx[0].offset);
2624 break;
2626 case WINED3DSPR_TEXTURE: /* case WINED3DSPR_ADDR: */
2627 if (version->type == WINED3D_SHADER_TYPE_PIXEL)
2628 sprintf(register_name, "T%u", reg->idx[0].offset);
2629 else
2630 sprintf(register_name, "A%u", reg->idx[0].offset);
2631 break;
2633 case WINED3DSPR_LOOP:
2634 sprintf(register_name, "aL%u", ins->ctx->state->current_loop_reg - 1);
2635 break;
2637 case WINED3DSPR_SAMPLER:
2638 sprintf(register_name, "%s_sampler%u", prefix, reg->idx[0].offset);
2639 break;
2641 case WINED3DSPR_COLOROUT:
2642 if (reg->idx[0].offset >= gl_info->limits.buffers)
2643 WARN("Write to render target %u, only %d supported.\n",
2644 reg->idx[0].offset, gl_info->limits.buffers);
2646 sprintf(register_name, "%s[%u]", get_fragment_output(gl_info), reg->idx[0].offset);
2647 break;
2649 case WINED3DSPR_RASTOUT:
2650 sprintf(register_name, "%s", hwrastout_reg_names[reg->idx[0].offset]);
2651 break;
2653 case WINED3DSPR_DEPTHOUT:
2654 sprintf(register_name, "gl_FragDepth");
2655 break;
2657 case WINED3DSPR_ATTROUT:
2658 if (!reg->idx[0].offset)
2659 sprintf(register_name, "%s_out[8]", prefix);
2660 else
2661 sprintf(register_name, "%s_out[9]", prefix);
2662 break;
2664 case WINED3DSPR_TEXCRDOUT:
2665 /* Vertex shaders >= 3.0: WINED3DSPR_OUTPUT */
2666 if (reg->idx[0].rel_addr)
2667 FIXME("VS3 output registers relative addressing.\n");
2668 sprintf(register_name, "%s_out[%u]", prefix, reg->idx[0].offset);
2669 break;
2671 case WINED3DSPR_MISCTYPE:
2672 if (!reg->idx[0].offset)
2674 /* vPos */
2675 sprintf(register_name, "vpos");
2677 else if (reg->idx[0].offset == 1)
2679 /* Note that gl_FrontFacing is a bool, while vFace is
2680 * a float for which the sign determines front/back */
2681 sprintf(register_name, "(gl_FrontFacing ? 1.0 : -1.0)");
2683 else
2685 FIXME("Unhandled misctype register %u.\n", reg->idx[0].offset);
2686 sprintf(register_name, "unrecognized_register");
2688 break;
2690 case WINED3DSPR_IMMCONST:
2691 switch (reg->immconst_type)
2693 case WINED3D_IMMCONST_SCALAR:
2694 switch (reg->data_type)
2696 case WINED3D_DATA_FLOAT:
2697 if (gl_info->supported[ARB_SHADER_BIT_ENCODING])
2698 sprintf(register_name, "uintBitsToFloat(%#xu)", reg->u.immconst_data[0]);
2699 else
2700 wined3d_ftoa(*(const float *)reg->u.immconst_data, register_name);
2701 break;
2702 case WINED3D_DATA_INT:
2703 sprintf(register_name, "%#x", reg->u.immconst_data[0]);
2704 break;
2705 case WINED3D_DATA_RESOURCE:
2706 case WINED3D_DATA_SAMPLER:
2707 case WINED3D_DATA_UINT:
2708 sprintf(register_name, "%#xu", reg->u.immconst_data[0]);
2709 break;
2710 default:
2711 sprintf(register_name, "<unhandled data type %#x>", reg->data_type);
2712 break;
2714 break;
2716 case WINED3D_IMMCONST_VEC4:
2717 switch (reg->data_type)
2719 case WINED3D_DATA_FLOAT:
2720 if (gl_info->supported[ARB_SHADER_BIT_ENCODING])
2722 sprintf(register_name, "uintBitsToFloat(uvec4(%#xu, %#xu, %#xu, %#xu))",
2723 reg->u.immconst_data[0], reg->u.immconst_data[1],
2724 reg->u.immconst_data[2], reg->u.immconst_data[3]);
2726 else
2728 wined3d_ftoa(*(const float *)&reg->u.immconst_data[0], imm_str[0]);
2729 wined3d_ftoa(*(const float *)&reg->u.immconst_data[1], imm_str[1]);
2730 wined3d_ftoa(*(const float *)&reg->u.immconst_data[2], imm_str[2]);
2731 wined3d_ftoa(*(const float *)&reg->u.immconst_data[3], imm_str[3]);
2732 sprintf(register_name, "vec4(%s, %s, %s, %s)",
2733 imm_str[0], imm_str[1], imm_str[2], imm_str[3]);
2735 break;
2736 case WINED3D_DATA_INT:
2737 sprintf(register_name, "ivec4(%#x, %#x, %#x, %#x)",
2738 reg->u.immconst_data[0], reg->u.immconst_data[1],
2739 reg->u.immconst_data[2], reg->u.immconst_data[3]);
2740 break;
2741 case WINED3D_DATA_RESOURCE:
2742 case WINED3D_DATA_SAMPLER:
2743 case WINED3D_DATA_UINT:
2744 sprintf(register_name, "uvec4(%#xu, %#xu, %#xu, %#xu)",
2745 reg->u.immconst_data[0], reg->u.immconst_data[1],
2746 reg->u.immconst_data[2], reg->u.immconst_data[3]);
2747 break;
2748 default:
2749 sprintf(register_name, "<unhandled data type %#x>", reg->data_type);
2750 break;
2752 break;
2754 default:
2755 FIXME("Unhandled immconst type %#x\n", reg->immconst_type);
2756 sprintf(register_name, "<unhandled_immconst_type %#x>", reg->immconst_type);
2758 break;
2760 case WINED3DSPR_CONSTBUFFER:
2761 if (reg->idx[1].rel_addr)
2762 sprintf(register_name, "%s_cb%u[%s + %u]",
2763 prefix, reg->idx[0].offset, rel_param1.param_str, reg->idx[1].offset);
2764 else
2765 sprintf(register_name, "%s_cb%u[%u]", prefix, reg->idx[0].offset, reg->idx[1].offset);
2766 break;
2768 case WINED3DSPR_IMMCONSTBUFFER:
2769 if (reg->idx[0].rel_addr)
2770 sprintf(register_name, "%s_icb[%s + %u]", prefix, rel_param0.param_str, reg->idx[0].offset);
2771 else
2772 sprintf(register_name, "%s_icb[%u]", prefix, reg->idx[0].offset);
2773 break;
2775 case WINED3DSPR_PRIMID:
2776 sprintf(register_name, "uint(gl_PrimitiveIDIn)");
2777 break;
2779 case WINED3DSPR_IDXTEMP:
2780 if (reg->idx[1].rel_addr)
2781 sprintf(register_name, "X%u[%s + %u]", reg->idx[0].offset, rel_param1.param_str, reg->idx[1].offset);
2782 else
2783 sprintf(register_name, "X%u[%u]", reg->idx[0].offset, reg->idx[1].offset);
2784 break;
2786 default:
2787 FIXME("Unhandled register type %#x.\n", reg->type);
2788 sprintf(register_name, "unrecognized_register");
2789 break;
2793 static void shader_glsl_write_mask_to_str(DWORD write_mask, char *str)
2795 *str++ = '.';
2796 if (write_mask & WINED3DSP_WRITEMASK_0) *str++ = 'x';
2797 if (write_mask & WINED3DSP_WRITEMASK_1) *str++ = 'y';
2798 if (write_mask & WINED3DSP_WRITEMASK_2) *str++ = 'z';
2799 if (write_mask & WINED3DSP_WRITEMASK_3) *str++ = 'w';
2800 *str = '\0';
2803 /* Get the GLSL write mask for the destination register */
2804 static DWORD shader_glsl_get_write_mask(const struct wined3d_shader_dst_param *param, char *write_mask)
2806 DWORD mask = param->write_mask;
2808 if (shader_is_scalar(&param->reg))
2810 mask = WINED3DSP_WRITEMASK_0;
2811 *write_mask = '\0';
2813 else
2815 shader_glsl_write_mask_to_str(mask, write_mask);
2818 return mask;
2821 static unsigned int shader_glsl_get_write_mask_size(DWORD write_mask) {
2822 unsigned int size = 0;
2824 if (write_mask & WINED3DSP_WRITEMASK_0) ++size;
2825 if (write_mask & WINED3DSP_WRITEMASK_1) ++size;
2826 if (write_mask & WINED3DSP_WRITEMASK_2) ++size;
2827 if (write_mask & WINED3DSP_WRITEMASK_3) ++size;
2829 return size;
2832 static void shader_glsl_swizzle_to_str(const DWORD swizzle, BOOL fixup, DWORD mask, char *str)
2834 /* For registers of type WINED3DDECLTYPE_D3DCOLOR, data is stored as "bgra",
2835 * but addressed as "rgba". To fix this we need to swap the register's x
2836 * and z components. */
2837 const char *swizzle_chars = fixup ? "zyxw" : "xyzw";
2839 *str++ = '.';
2840 /* swizzle bits fields: wwzzyyxx */
2841 if (mask & WINED3DSP_WRITEMASK_0) *str++ = swizzle_chars[swizzle & 0x03];
2842 if (mask & WINED3DSP_WRITEMASK_1) *str++ = swizzle_chars[(swizzle >> 2) & 0x03];
2843 if (mask & WINED3DSP_WRITEMASK_2) *str++ = swizzle_chars[(swizzle >> 4) & 0x03];
2844 if (mask & WINED3DSP_WRITEMASK_3) *str++ = swizzle_chars[(swizzle >> 6) & 0x03];
2845 *str = '\0';
2848 static void shader_glsl_get_swizzle(const struct wined3d_shader_src_param *param,
2849 BOOL fixup, DWORD mask, char *swizzle_str)
2851 if (shader_is_scalar(&param->reg))
2852 *swizzle_str = '\0';
2853 else
2854 shader_glsl_swizzle_to_str(param->swizzle, fixup, mask, swizzle_str);
2857 /* From a given parameter token, generate the corresponding GLSL string.
2858 * Also, return the actual register name and swizzle in case the
2859 * caller needs this information as well. */
2860 static void shader_glsl_add_src_param_ext(const struct wined3d_shader_instruction *ins,
2861 const struct wined3d_shader_src_param *wined3d_src, DWORD mask, struct glsl_src_param *glsl_src,
2862 enum wined3d_data_type data_type)
2864 BOOL is_color = FALSE;
2865 char swizzle_str[6];
2867 glsl_src->reg_name[0] = '\0';
2868 glsl_src->param_str[0] = '\0';
2869 swizzle_str[0] = '\0';
2871 shader_glsl_get_register_name(&wined3d_src->reg, glsl_src->reg_name, &is_color, ins);
2872 shader_glsl_get_swizzle(wined3d_src, is_color, mask, swizzle_str);
2874 if (wined3d_src->reg.type == WINED3DSPR_IMMCONST || wined3d_src->reg.type == WINED3DSPR_PRIMID)
2876 shader_glsl_gen_modifier(wined3d_src->modifiers, glsl_src->reg_name, swizzle_str, glsl_src->param_str);
2878 else
2880 char reg_name[200];
2882 switch (data_type)
2884 case WINED3D_DATA_FLOAT:
2885 sprintf(reg_name, "%s", glsl_src->reg_name);
2886 break;
2887 case WINED3D_DATA_INT:
2888 sprintf(reg_name, "floatBitsToInt(%s)", glsl_src->reg_name);
2889 break;
2890 case WINED3D_DATA_RESOURCE:
2891 case WINED3D_DATA_SAMPLER:
2892 case WINED3D_DATA_UINT:
2893 sprintf(reg_name, "floatBitsToUint(%s)", glsl_src->reg_name);
2894 break;
2895 default:
2896 FIXME("Unhandled data type %#x.\n", data_type);
2897 sprintf(reg_name, "%s", glsl_src->reg_name);
2898 break;
2901 shader_glsl_gen_modifier(wined3d_src->modifiers, reg_name, swizzle_str, glsl_src->param_str);
2905 static void shader_glsl_add_src_param(const struct wined3d_shader_instruction *ins,
2906 const struct wined3d_shader_src_param *wined3d_src, DWORD mask, struct glsl_src_param *glsl_src)
2908 shader_glsl_add_src_param_ext(ins, wined3d_src, mask, glsl_src, wined3d_src->reg.data_type);
2911 /* From a given parameter token, generate the corresponding GLSL string.
2912 * Also, return the actual register name and swizzle in case the
2913 * caller needs this information as well. */
2914 static DWORD shader_glsl_add_dst_param(const struct wined3d_shader_instruction *ins,
2915 const struct wined3d_shader_dst_param *wined3d_dst, struct glsl_dst_param *glsl_dst)
2917 BOOL is_color = FALSE;
2919 glsl_dst->mask_str[0] = '\0';
2920 glsl_dst->reg_name[0] = '\0';
2922 shader_glsl_get_register_name(&wined3d_dst->reg, glsl_dst->reg_name, &is_color, ins);
2923 return shader_glsl_get_write_mask(wined3d_dst, glsl_dst->mask_str);
2926 /* Append the destination part of the instruction to the buffer, return the effective write mask */
2927 static DWORD shader_glsl_append_dst_ext(struct wined3d_string_buffer *buffer,
2928 const struct wined3d_shader_instruction *ins, const struct wined3d_shader_dst_param *dst,
2929 enum wined3d_data_type data_type)
2931 struct glsl_dst_param glsl_dst;
2932 DWORD mask;
2934 if ((mask = shader_glsl_add_dst_param(ins, dst, &glsl_dst)))
2936 switch (data_type)
2938 case WINED3D_DATA_FLOAT:
2939 shader_addline(buffer, "%s%s = %s(",
2940 glsl_dst.reg_name, glsl_dst.mask_str, shift_glsl_tab[dst->shift]);
2941 break;
2942 case WINED3D_DATA_INT:
2943 shader_addline(buffer, "%s%s = %sintBitsToFloat(",
2944 glsl_dst.reg_name, glsl_dst.mask_str, shift_glsl_tab[dst->shift]);
2945 break;
2946 case WINED3D_DATA_RESOURCE:
2947 case WINED3D_DATA_SAMPLER:
2948 case WINED3D_DATA_UINT:
2949 shader_addline(buffer, "%s%s = %suintBitsToFloat(",
2950 glsl_dst.reg_name, glsl_dst.mask_str, shift_glsl_tab[dst->shift]);
2951 break;
2952 default:
2953 FIXME("Unhandled data type %#x.\n", data_type);
2954 shader_addline(buffer, "%s%s = %s(",
2955 glsl_dst.reg_name, glsl_dst.mask_str, shift_glsl_tab[dst->shift]);
2956 break;
2960 return mask;
2963 /* Append the destination part of the instruction to the buffer, return the effective write mask */
2964 static DWORD shader_glsl_append_dst(struct wined3d_string_buffer *buffer, const struct wined3d_shader_instruction *ins)
2966 return shader_glsl_append_dst_ext(buffer, ins, &ins->dst[0], ins->dst[0].reg.data_type);
2969 /** Process GLSL instruction modifiers */
2970 static void shader_glsl_add_instruction_modifiers(const struct wined3d_shader_instruction *ins)
2972 struct glsl_dst_param dst_param;
2973 DWORD modifiers;
2975 if (!ins->dst_count) return;
2977 modifiers = ins->dst[0].modifiers;
2978 if (!modifiers) return;
2980 shader_glsl_add_dst_param(ins, &ins->dst[0], &dst_param);
2982 if (modifiers & WINED3DSPDM_SATURATE)
2984 /* _SAT means to clamp the value of the register to between 0 and 1 */
2985 shader_addline(ins->ctx->buffer, "%s%s = clamp(%s%s, 0.0, 1.0);\n", dst_param.reg_name,
2986 dst_param.mask_str, dst_param.reg_name, dst_param.mask_str);
2989 if (modifiers & WINED3DSPDM_MSAMPCENTROID)
2991 FIXME("_centroid modifier not handled\n");
2994 if (modifiers & WINED3DSPDM_PARTIALPRECISION)
2996 /* MSDN says this modifier can be safely ignored, so that's what we'll do. */
3000 static const char *shader_glsl_get_rel_op(enum wined3d_shader_rel_op op)
3002 switch (op)
3004 case WINED3D_SHADER_REL_OP_GT: return ">";
3005 case WINED3D_SHADER_REL_OP_EQ: return "==";
3006 case WINED3D_SHADER_REL_OP_GE: return ">=";
3007 case WINED3D_SHADER_REL_OP_LT: return "<";
3008 case WINED3D_SHADER_REL_OP_NE: return "!=";
3009 case WINED3D_SHADER_REL_OP_LE: return "<=";
3010 default:
3011 FIXME("Unrecognized operator %#x.\n", op);
3012 return "(\?\?)";
3016 static BOOL shader_glsl_has_core_grad(const struct wined3d_gl_info *gl_info,
3017 const struct wined3d_shader_version *version)
3019 return shader_glsl_get_version(gl_info, version) >= 130 || gl_info->supported[EXT_GPU_SHADER4];
3022 static void shader_glsl_get_sample_function(const struct wined3d_shader_context *ctx,
3023 DWORD resource_idx, DWORD sampler_idx, DWORD flags, struct glsl_sample_function *sample_function)
3025 enum wined3d_shader_resource_type resource_type = ctx->reg_maps->resource_info[resource_idx].type;
3026 struct shader_glsl_ctx_priv *priv = ctx->backend_data;
3027 const struct wined3d_gl_info *gl_info = ctx->gl_info;
3028 BOOL shadow = glsl_is_shadow_sampler(ctx->shader, priv->cur_ps_args, resource_idx, sampler_idx);
3029 BOOL projected = flags & WINED3D_GLSL_SAMPLE_PROJECTED;
3030 BOOL texrect = ctx->reg_maps->shader_version.type == WINED3D_SHADER_TYPE_PIXEL
3031 && priv->cur_ps_args->np2_fixup & (1u << resource_idx)
3032 && gl_info->supported[ARB_TEXTURE_RECTANGLE];
3033 BOOL lod = flags & WINED3D_GLSL_SAMPLE_LOD;
3034 BOOL grad = flags & WINED3D_GLSL_SAMPLE_GRAD;
3035 BOOL offset = flags & WINED3D_GLSL_SAMPLE_OFFSET;
3036 const char *base = "texture", *type_part = "", *suffix = "";
3037 unsigned int coord_size, deriv_size;
3038 BOOL array;
3040 sample_function->data_type = ctx->reg_maps->resource_info[resource_idx].data_type;
3042 if (resource_type >= ARRAY_SIZE(resource_type_info))
3044 ERR("Unexpected resource type %#x.\n", resource_type);
3045 resource_type = WINED3D_SHADER_RESOURCE_TEXTURE_2D;
3047 array = resource_type == WINED3D_SHADER_RESOURCE_TEXTURE_1DARRAY
3048 || resource_type == WINED3D_SHADER_RESOURCE_TEXTURE_2DARRAY;
3050 /* Note that there's no such thing as a projected cube texture. */
3051 if (resource_type == WINED3D_SHADER_RESOURCE_TEXTURE_CUBE)
3052 projected = FALSE;
3054 if (needs_legacy_glsl_syntax(gl_info))
3056 if (shadow)
3057 base = "shadow";
3059 type_part = resource_type_info[resource_type].type_part;
3060 if (resource_type == WINED3D_SHADER_RESOURCE_TEXTURE_2D && texrect)
3061 type_part = "2DRect";
3062 if (!type_part[0])
3063 FIXME("Unhandled resource type %#x.\n", resource_type);
3065 if (!lod && grad && !shader_glsl_has_core_grad(gl_info, &ctx->shader->reg_maps.shader_version))
3067 if (gl_info->supported[ARB_SHADER_TEXTURE_LOD])
3068 suffix = "ARB";
3069 else
3070 FIXME("Unsupported grad function.\n");
3074 if (flags & WINED3D_GLSL_SAMPLE_LOAD)
3076 static const DWORD texel_fetch_flags = WINED3D_GLSL_SAMPLE_LOAD | WINED3D_GLSL_SAMPLE_OFFSET;
3077 if (flags & ~texel_fetch_flags)
3078 ERR("Unexpected flags %#x for texelFetch.\n", flags & ~texel_fetch_flags);
3080 base = "texelFetch";
3081 type_part = "";
3084 sample_function->name = string_buffer_get(priv->string_buffers);
3085 string_buffer_sprintf(sample_function->name, "%s%s%s%s%s%s", base, type_part, projected ? "Proj" : "",
3086 lod ? "Lod" : grad ? "Grad" : "", offset ? "Offset" : "", suffix);
3088 coord_size = resource_type_info[resource_type].coord_size;
3089 deriv_size = coord_size;
3090 if (shadow)
3091 ++coord_size;
3092 if (array)
3093 --deriv_size;
3094 sample_function->offset_size = offset ? deriv_size : 0;
3095 sample_function->coord_mask = (1u << coord_size) - 1;
3096 sample_function->deriv_mask = (1u << deriv_size) - 1;
3097 sample_function->output_single_component = shadow && !needs_legacy_glsl_syntax(gl_info);
3100 static void shader_glsl_release_sample_function(const struct wined3d_shader_context *ctx,
3101 struct glsl_sample_function *sample_function)
3103 const struct shader_glsl_ctx_priv *priv = ctx->backend_data;
3105 string_buffer_release(priv->string_buffers, sample_function->name);
3108 static void shader_glsl_append_fixup_arg(char *arguments, const char *reg_name,
3109 BOOL sign_fixup, enum fixup_channel_source channel_source)
3111 switch(channel_source)
3113 case CHANNEL_SOURCE_ZERO:
3114 strcat(arguments, "0.0");
3115 break;
3117 case CHANNEL_SOURCE_ONE:
3118 strcat(arguments, "1.0");
3119 break;
3121 case CHANNEL_SOURCE_X:
3122 strcat(arguments, reg_name);
3123 strcat(arguments, ".x");
3124 break;
3126 case CHANNEL_SOURCE_Y:
3127 strcat(arguments, reg_name);
3128 strcat(arguments, ".y");
3129 break;
3131 case CHANNEL_SOURCE_Z:
3132 strcat(arguments, reg_name);
3133 strcat(arguments, ".z");
3134 break;
3136 case CHANNEL_SOURCE_W:
3137 strcat(arguments, reg_name);
3138 strcat(arguments, ".w");
3139 break;
3141 default:
3142 FIXME("Unhandled channel source %#x\n", channel_source);
3143 strcat(arguments, "undefined");
3144 break;
3147 if (sign_fixup) strcat(arguments, " * 2.0 - 1.0");
3150 static void shader_glsl_color_correction_ext(struct wined3d_string_buffer *buffer,
3151 const char *reg_name, DWORD mask, struct color_fixup_desc fixup)
3153 unsigned int mask_size, remaining;
3154 DWORD fixup_mask = 0;
3155 char arguments[256];
3156 char mask_str[6];
3158 if (fixup.x_sign_fixup || fixup.x_source != CHANNEL_SOURCE_X) fixup_mask |= WINED3DSP_WRITEMASK_0;
3159 if (fixup.y_sign_fixup || fixup.y_source != CHANNEL_SOURCE_Y) fixup_mask |= WINED3DSP_WRITEMASK_1;
3160 if (fixup.z_sign_fixup || fixup.z_source != CHANNEL_SOURCE_Z) fixup_mask |= WINED3DSP_WRITEMASK_2;
3161 if (fixup.w_sign_fixup || fixup.w_source != CHANNEL_SOURCE_W) fixup_mask |= WINED3DSP_WRITEMASK_3;
3162 if (!(mask &= fixup_mask))
3163 return;
3165 if (is_complex_fixup(fixup))
3167 enum complex_fixup complex_fixup = get_complex_fixup(fixup);
3168 FIXME("Complex fixup (%#x) not supported\n",complex_fixup);
3169 return;
3172 shader_glsl_write_mask_to_str(mask, mask_str);
3173 mask_size = shader_glsl_get_write_mask_size(mask);
3175 arguments[0] = '\0';
3176 remaining = mask_size;
3177 if (mask & WINED3DSP_WRITEMASK_0)
3179 shader_glsl_append_fixup_arg(arguments, reg_name, fixup.x_sign_fixup, fixup.x_source);
3180 if (--remaining) strcat(arguments, ", ");
3182 if (mask & WINED3DSP_WRITEMASK_1)
3184 shader_glsl_append_fixup_arg(arguments, reg_name, fixup.y_sign_fixup, fixup.y_source);
3185 if (--remaining) strcat(arguments, ", ");
3187 if (mask & WINED3DSP_WRITEMASK_2)
3189 shader_glsl_append_fixup_arg(arguments, reg_name, fixup.z_sign_fixup, fixup.z_source);
3190 if (--remaining) strcat(arguments, ", ");
3192 if (mask & WINED3DSP_WRITEMASK_3)
3194 shader_glsl_append_fixup_arg(arguments, reg_name, fixup.w_sign_fixup, fixup.w_source);
3195 if (--remaining) strcat(arguments, ", ");
3198 if (mask_size > 1)
3199 shader_addline(buffer, "%s%s = vec%u(%s);\n", reg_name, mask_str, mask_size, arguments);
3200 else
3201 shader_addline(buffer, "%s%s = %s;\n", reg_name, mask_str, arguments);
3204 static void shader_glsl_color_correction(const struct wined3d_shader_instruction *ins, struct color_fixup_desc fixup)
3206 char reg_name[256];
3207 BOOL is_color;
3209 shader_glsl_get_register_name(&ins->dst[0].reg, reg_name, &is_color, ins);
3210 shader_glsl_color_correction_ext(ins->ctx->buffer, reg_name, ins->dst[0].write_mask, fixup);
3213 static void PRINTF_ATTR(9, 10) shader_glsl_gen_sample_code(const struct wined3d_shader_instruction *ins,
3214 unsigned int sampler_bind_idx, const struct glsl_sample_function *sample_function, DWORD swizzle,
3215 const char *dx, const char *dy, const char *bias, const struct wined3d_shader_texel_offset *offset,
3216 const char *coord_reg_fmt, ...)
3218 const struct wined3d_shader_version *version = &ins->ctx->reg_maps->shader_version;
3219 char dst_swizzle[6];
3220 struct color_fixup_desc fixup;
3221 BOOL np2_fixup = FALSE;
3222 va_list args;
3223 int ret;
3225 shader_glsl_swizzle_to_str(swizzle, FALSE, ins->dst[0].write_mask, dst_swizzle);
3227 /* If ARB_texture_swizzle is supported we don't need to do anything here.
3228 * We actually rely on it for vertex shaders and SM4+. */
3229 if (version->type == WINED3D_SHADER_TYPE_PIXEL && version->major < 4)
3231 const struct shader_glsl_ctx_priv *priv = ins->ctx->backend_data;
3232 fixup = priv->cur_ps_args->color_fixup[sampler_bind_idx];
3234 if (priv->cur_ps_args->np2_fixup & (1u << sampler_bind_idx))
3235 np2_fixup = TRUE;
3237 else
3239 fixup = COLOR_FIXUP_IDENTITY;
3242 shader_glsl_append_dst_ext(ins->ctx->buffer, ins, &ins->dst[0], sample_function->data_type);
3244 if (sample_function->output_single_component)
3245 shader_addline(ins->ctx->buffer, "vec4(");
3247 shader_addline(ins->ctx->buffer, "%s(%s_sampler%u, ",
3248 sample_function->name->buffer, shader_glsl_get_prefix(version->type), sampler_bind_idx);
3250 for (;;)
3252 va_start(args, coord_reg_fmt);
3253 ret = shader_vaddline(ins->ctx->buffer, coord_reg_fmt, args);
3254 va_end(args);
3255 if (!ret)
3256 break;
3257 if (!string_buffer_resize(ins->ctx->buffer, ret))
3258 break;
3261 if (np2_fixup)
3263 const struct shader_glsl_ctx_priv *priv = ins->ctx->backend_data;
3264 const unsigned char idx = priv->cur_np2fixup_info->idx[sampler_bind_idx];
3266 switch (shader_glsl_get_write_mask_size(sample_function->coord_mask))
3268 case 1:
3269 shader_addline(ins->ctx->buffer, " * ps_samplerNP2Fixup[%u].%s",
3270 idx >> 1, (idx % 2) ? "z" : "x");
3271 break;
3272 case 2:
3273 shader_addline(ins->ctx->buffer, " * ps_samplerNP2Fixup[%u].%s",
3274 idx >> 1, (idx % 2) ? "zw" : "xy");
3275 break;
3276 case 3:
3277 shader_addline(ins->ctx->buffer, " * vec3(ps_samplerNP2Fixup[%u].%s, 1.0)",
3278 idx >> 1, (idx % 2) ? "zw" : "xy");
3279 break;
3280 case 4:
3281 shader_addline(ins->ctx->buffer, " * vec4(ps_samplerNP2Fixup[%u].%s, 1.0, 1.0)",
3282 idx >> 1, (idx % 2) ? "zw" : "xy");
3283 break;
3286 if (dx && dy)
3287 shader_addline(ins->ctx->buffer, ", %s, %s", dx, dy);
3288 else if (bias)
3289 shader_addline(ins->ctx->buffer, ", %s", bias);
3290 if (sample_function->offset_size)
3292 int offset_immdata[4] = {offset->u, offset->v, offset->w};
3293 shader_addline(ins->ctx->buffer, ", ");
3294 shader_glsl_append_imm_ivec(ins->ctx->buffer, offset_immdata, sample_function->offset_size);
3296 shader_addline(ins->ctx->buffer, ")");
3298 if (sample_function->output_single_component)
3299 shader_addline(ins->ctx->buffer, ")");
3301 shader_addline(ins->ctx->buffer, "%s);\n", dst_swizzle);
3303 if (!is_identity_fixup(fixup))
3304 shader_glsl_color_correction(ins, fixup);
3307 static void shader_glsl_fixup_position(struct wined3d_string_buffer *buffer)
3309 /* Write the final position.
3311 * OpenGL coordinates specify the center of the pixel while D3D coords
3312 * specify the corner. The offsets are stored in z and w in
3313 * pos_fixup. pos_fixup.y contains 1.0 or -1.0 to turn the rendering
3314 * upside down for offscreen rendering. pos_fixup.x contains 1.0 to allow
3315 * a MAD. */
3316 shader_addline(buffer, "gl_Position.y = gl_Position.y * pos_fixup.y;\n");
3317 shader_addline(buffer, "gl_Position.xy += pos_fixup.zw * gl_Position.ww;\n");
3319 /* Z coord [0;1]->[-1;1] mapping, see comment in get_projection_matrix()
3320 * in utils.c
3322 * Basically we want (in homogeneous coordinates) z = z * 2 - 1. However,
3323 * shaders are run before the homogeneous divide, so we have to take the w
3324 * into account: z = ((z / w) * 2 - 1) * w, which is the same as
3325 * z = z * 2 - w. */
3326 shader_addline(buffer, "gl_Position.z = gl_Position.z * 2.0 - gl_Position.w;\n");
3329 /*****************************************************************************
3330 * Begin processing individual instruction opcodes
3331 ****************************************************************************/
3333 static void shader_glsl_binop(const struct wined3d_shader_instruction *ins)
3335 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
3336 struct glsl_src_param src0_param;
3337 struct glsl_src_param src1_param;
3338 DWORD write_mask;
3339 const char *op;
3341 /* Determine the GLSL operator to use based on the opcode */
3342 switch (ins->handler_idx)
3344 case WINED3DSIH_ADD: op = "+"; break;
3345 case WINED3DSIH_AND: op = "&"; break;
3346 case WINED3DSIH_DIV: op = "/"; break;
3347 case WINED3DSIH_IADD: op = "+"; break;
3348 case WINED3DSIH_ISHL: op = "<<"; break;
3349 case WINED3DSIH_ISHR: op = ">>"; break;
3350 case WINED3DSIH_MUL: op = "*"; break;
3351 case WINED3DSIH_OR: op = "|"; break;
3352 case WINED3DSIH_SUB: op = "-"; break;
3353 case WINED3DSIH_USHR: op = ">>"; break;
3354 case WINED3DSIH_XOR: op = "^"; break;
3355 default:
3356 op = "<unhandled operator>";
3357 FIXME("Opcode %s not yet handled in GLSL.\n", debug_d3dshaderinstructionhandler(ins->handler_idx));
3358 break;
3361 write_mask = shader_glsl_append_dst(buffer, ins);
3362 shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src0_param);
3363 shader_glsl_add_src_param(ins, &ins->src[1], write_mask, &src1_param);
3364 shader_addline(buffer, "%s %s %s);\n", src0_param.param_str, op, src1_param.param_str);
3367 static void shader_glsl_relop(const struct wined3d_shader_instruction *ins)
3369 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
3370 struct glsl_src_param src0_param;
3371 struct glsl_src_param src1_param;
3372 unsigned int mask_size;
3373 DWORD write_mask;
3374 const char *op;
3376 write_mask = shader_glsl_append_dst(buffer, ins);
3377 mask_size = shader_glsl_get_write_mask_size(write_mask);
3378 shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src0_param);
3379 shader_glsl_add_src_param(ins, &ins->src[1], write_mask, &src1_param);
3381 if (mask_size > 1)
3383 switch (ins->handler_idx)
3385 case WINED3DSIH_EQ: op = "equal"; break;
3386 case WINED3DSIH_IEQ: op = "equal"; break;
3387 case WINED3DSIH_GE: op = "greaterThanEqual"; break;
3388 case WINED3DSIH_IGE: op = "greaterThanEqual"; break;
3389 case WINED3DSIH_UGE: op = "greaterThanEqual"; break;
3390 case WINED3DSIH_LT: op = "lessThan"; break;
3391 case WINED3DSIH_ILT: op = "lessThan"; break;
3392 case WINED3DSIH_ULT: op = "lessThan"; break;
3393 case WINED3DSIH_NE: op = "notEqual"; break;
3394 case WINED3DSIH_INE: op = "notEqual"; break;
3395 default:
3396 op = "<unhandled operator>";
3397 ERR("Unhandled opcode %#x.\n", ins->handler_idx);
3398 break;
3401 shader_addline(buffer, "uvec%u(%s(%s, %s)) * 0xffffffffu);\n",
3402 mask_size, op, src0_param.param_str, src1_param.param_str);
3404 else
3406 switch (ins->handler_idx)
3408 case WINED3DSIH_EQ: op = "=="; break;
3409 case WINED3DSIH_IEQ: op = "=="; break;
3410 case WINED3DSIH_GE: op = ">="; break;
3411 case WINED3DSIH_IGE: op = ">="; break;
3412 case WINED3DSIH_UGE: op = ">="; break;
3413 case WINED3DSIH_LT: op = "<"; break;
3414 case WINED3DSIH_ILT: op = "<"; break;
3415 case WINED3DSIH_ULT: op = "<"; break;
3416 case WINED3DSIH_NE: op = "!="; break;
3417 case WINED3DSIH_INE: op = "!="; break;
3418 default:
3419 op = "<unhandled operator>";
3420 ERR("Unhandled opcode %#x.\n", ins->handler_idx);
3421 break;
3424 shader_addline(buffer, "%s %s %s ? 0xffffffffu : 0u);\n",
3425 src0_param.param_str, op, src1_param.param_str);
3429 static void shader_glsl_unary_op(const struct wined3d_shader_instruction *ins)
3431 struct glsl_src_param src_param;
3432 DWORD write_mask;
3433 const char *op;
3435 switch (ins->handler_idx)
3437 case WINED3DSIH_INEG: op = "-"; break;
3438 case WINED3DSIH_NOT: op = "~"; break;
3439 default:
3440 op = "<unhandled operator>";
3441 ERR("Unhandled opcode %s.\n",
3442 debug_d3dshaderinstructionhandler(ins->handler_idx));
3443 break;
3446 write_mask = shader_glsl_append_dst(ins->ctx->buffer, ins);
3447 shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src_param);
3448 shader_addline(ins->ctx->buffer, "%s%s);\n", op, src_param.param_str);
3451 static void shader_glsl_imul(const struct wined3d_shader_instruction *ins)
3453 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
3454 struct glsl_src_param src0_param;
3455 struct glsl_src_param src1_param;
3456 DWORD write_mask;
3458 /* If we have ARB_gpu_shader5 or GLSL 4.0, we can use imulExtended(). If
3459 * not, we can emulate it. */
3460 if (ins->dst[0].reg.type != WINED3DSPR_NULL)
3461 FIXME("64-bit integer multiplies not implemented.\n");
3463 if (ins->dst[1].reg.type != WINED3DSPR_NULL)
3465 write_mask = shader_glsl_append_dst_ext(buffer, ins, &ins->dst[1], ins->dst[1].reg.data_type);
3466 shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src0_param);
3467 shader_glsl_add_src_param(ins, &ins->src[1], write_mask, &src1_param);
3469 shader_addline(ins->ctx->buffer, "%s * %s);\n",
3470 src0_param.param_str, src1_param.param_str);
3474 static void shader_glsl_udiv(const struct wined3d_shader_instruction *ins)
3476 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
3477 struct glsl_src_param src0_param, src1_param;
3478 DWORD write_mask;
3480 if (ins->dst[0].reg.type != WINED3DSPR_NULL)
3482 if (ins->dst[1].reg.type != WINED3DSPR_NULL)
3484 char dst_mask[6];
3486 write_mask = shader_glsl_get_write_mask(&ins->dst[0], dst_mask);
3487 shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src0_param);
3488 shader_glsl_add_src_param(ins, &ins->src[1], write_mask, &src1_param);
3489 shader_addline(buffer, "tmp0%s = uintBitsToFloat(%s / %s);\n",
3490 dst_mask, src0_param.param_str, src1_param.param_str);
3492 write_mask = shader_glsl_append_dst_ext(buffer, ins, &ins->dst[1], ins->dst[1].reg.data_type);
3493 shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src0_param);
3494 shader_glsl_add_src_param(ins, &ins->src[1], write_mask, &src1_param);
3495 shader_addline(buffer, "%s %% %s);\n", src0_param.param_str, src1_param.param_str);
3497 shader_glsl_append_dst_ext(buffer, ins, &ins->dst[0], WINED3D_DATA_FLOAT);
3498 shader_addline(buffer, "tmp0%s);\n", dst_mask);
3500 else
3502 write_mask = shader_glsl_append_dst_ext(buffer, ins, &ins->dst[0], ins->dst[0].reg.data_type);
3503 shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src0_param);
3504 shader_glsl_add_src_param(ins, &ins->src[1], write_mask, &src1_param);
3505 shader_addline(buffer, "%s / %s);\n", src0_param.param_str, src1_param.param_str);
3508 else if (ins->dst[1].reg.type != WINED3DSPR_NULL)
3510 write_mask = shader_glsl_append_dst_ext(buffer, ins, &ins->dst[1], ins->dst[1].reg.data_type);
3511 shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src0_param);
3512 shader_glsl_add_src_param(ins, &ins->src[1], write_mask, &src1_param);
3513 shader_addline(buffer, "%s %% %s);\n", src0_param.param_str, src1_param.param_str);
3517 /* Process the WINED3DSIO_MOV opcode using GLSL (dst = src) */
3518 static void shader_glsl_mov(const struct wined3d_shader_instruction *ins)
3520 const struct wined3d_gl_info *gl_info = ins->ctx->gl_info;
3521 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
3522 struct glsl_src_param src0_param;
3523 DWORD write_mask;
3525 write_mask = shader_glsl_append_dst(buffer, ins);
3526 shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src0_param);
3528 /* In vs_1_1 WINED3DSIO_MOV can write to the address register. In later
3529 * shader versions WINED3DSIO_MOVA is used for this. */
3530 if (ins->ctx->reg_maps->shader_version.major == 1
3531 && ins->ctx->reg_maps->shader_version.type == WINED3D_SHADER_TYPE_VERTEX
3532 && ins->dst[0].reg.type == WINED3DSPR_ADDR)
3534 /* This is a simple floor() */
3535 unsigned int mask_size = shader_glsl_get_write_mask_size(write_mask);
3536 if (mask_size > 1) {
3537 shader_addline(buffer, "ivec%d(floor(%s)));\n", mask_size, src0_param.param_str);
3538 } else {
3539 shader_addline(buffer, "int(floor(%s)));\n", src0_param.param_str);
3542 else if (ins->handler_idx == WINED3DSIH_MOVA)
3544 const struct wined3d_shader_version *version = &ins->ctx->shader->reg_maps.shader_version;
3545 unsigned int mask_size = shader_glsl_get_write_mask_size(write_mask);
3547 if (shader_glsl_get_version(gl_info, version) >= 130 || gl_info->supported[EXT_GPU_SHADER4])
3549 if (mask_size > 1)
3550 shader_addline(buffer, "ivec%d(round(%s)));\n", mask_size, src0_param.param_str);
3551 else
3552 shader_addline(buffer, "int(round(%s)));\n", src0_param.param_str);
3554 else
3556 if (mask_size > 1)
3557 shader_addline(buffer, "ivec%d(floor(abs(%s) + vec%d(0.5)) * sign(%s)));\n",
3558 mask_size, src0_param.param_str, mask_size, src0_param.param_str);
3559 else
3560 shader_addline(buffer, "int(floor(abs(%s) + 0.5) * sign(%s)));\n",
3561 src0_param.param_str, src0_param.param_str);
3564 else
3566 shader_addline(buffer, "%s);\n", src0_param.param_str);
3570 /* Process the dot product operators DP3 and DP4 in GLSL (dst = dot(src0, src1)) */
3571 static void shader_glsl_dot(const struct wined3d_shader_instruction *ins)
3573 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
3574 struct glsl_src_param src0_param;
3575 struct glsl_src_param src1_param;
3576 DWORD dst_write_mask, src_write_mask;
3577 unsigned int dst_size;
3579 dst_write_mask = shader_glsl_append_dst(buffer, ins);
3580 dst_size = shader_glsl_get_write_mask_size(dst_write_mask);
3582 /* dp4 works on vec4, dp3 on vec3, etc. */
3583 if (ins->handler_idx == WINED3DSIH_DP4)
3584 src_write_mask = WINED3DSP_WRITEMASK_ALL;
3585 else if (ins->handler_idx == WINED3DSIH_DP3)
3586 src_write_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
3587 else
3588 src_write_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1;
3590 shader_glsl_add_src_param(ins, &ins->src[0], src_write_mask, &src0_param);
3591 shader_glsl_add_src_param(ins, &ins->src[1], src_write_mask, &src1_param);
3593 if (dst_size > 1) {
3594 shader_addline(buffer, "vec%d(dot(%s, %s)));\n", dst_size, src0_param.param_str, src1_param.param_str);
3595 } else {
3596 shader_addline(buffer, "dot(%s, %s));\n", src0_param.param_str, src1_param.param_str);
3600 /* Note that this instruction has some restrictions. The destination write mask
3601 * can't contain the w component, and the source swizzles have to be .xyzw */
3602 static void shader_glsl_cross(const struct wined3d_shader_instruction *ins)
3604 DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
3605 struct glsl_src_param src0_param;
3606 struct glsl_src_param src1_param;
3607 char dst_mask[6];
3609 shader_glsl_get_write_mask(&ins->dst[0], dst_mask);
3610 shader_glsl_append_dst(ins->ctx->buffer, ins);
3611 shader_glsl_add_src_param(ins, &ins->src[0], src_mask, &src0_param);
3612 shader_glsl_add_src_param(ins, &ins->src[1], src_mask, &src1_param);
3613 shader_addline(ins->ctx->buffer, "cross(%s, %s)%s);\n", src0_param.param_str, src1_param.param_str, dst_mask);
3616 static void shader_glsl_cut(const struct wined3d_shader_instruction *ins)
3618 unsigned int stream = ins->handler_idx == WINED3DSIH_CUT ? 0 : ins->src[0].reg.idx[0].offset;
3620 if (!stream)
3621 shader_addline(ins->ctx->buffer, "EndPrimitive();\n");
3622 else
3623 FIXME("Unhandled primitive stream %u.\n", stream);
3626 /* Process the WINED3DSIO_POW instruction in GLSL (dst = |src0|^src1)
3627 * Src0 and src1 are scalars. Note that D3D uses the absolute of src0, while
3628 * GLSL uses the value as-is. */
3629 static void shader_glsl_pow(const struct wined3d_shader_instruction *ins)
3631 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
3632 struct glsl_src_param src0_param;
3633 struct glsl_src_param src1_param;
3634 DWORD dst_write_mask;
3635 unsigned int dst_size;
3637 dst_write_mask = shader_glsl_append_dst(buffer, ins);
3638 dst_size = shader_glsl_get_write_mask_size(dst_write_mask);
3640 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0, &src0_param);
3641 shader_glsl_add_src_param(ins, &ins->src[1], WINED3DSP_WRITEMASK_0, &src1_param);
3643 if (dst_size > 1)
3645 shader_addline(buffer, "vec%u(%s == 0.0 ? 1.0 : pow(abs(%s), %s)));\n",
3646 dst_size, src1_param.param_str, src0_param.param_str, src1_param.param_str);
3648 else
3650 shader_addline(buffer, "%s == 0.0 ? 1.0 : pow(abs(%s), %s));\n",
3651 src1_param.param_str, src0_param.param_str, src1_param.param_str);
3655 /* Map the opcode 1-to-1 to the GL code (arg->dst = instruction(src0, src1, ...) */
3656 static void shader_glsl_map2gl(const struct wined3d_shader_instruction *ins)
3658 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
3659 struct glsl_src_param src_param;
3660 const char *instruction;
3661 DWORD write_mask;
3662 unsigned i;
3664 /* Determine the GLSL function to use based on the opcode */
3665 /* TODO: Possibly make this a table for faster lookups */
3666 switch (ins->handler_idx)
3668 case WINED3DSIH_ABS: instruction = "abs"; break;
3669 case WINED3DSIH_DSX: instruction = "dFdx"; break;
3670 case WINED3DSIH_DSX_COARSE: instruction = "dFdxCoarse"; break;
3671 case WINED3DSIH_DSX_FINE: instruction = "dFdxFine"; break;
3672 case WINED3DSIH_DSY: instruction = "ycorrection.y * dFdy"; break;
3673 case WINED3DSIH_DSY_COARSE: instruction = "ycorrection.y * dFdyCoarse"; break;
3674 case WINED3DSIH_DSY_FINE: instruction = "ycorrection.y * dFdyFine"; break;
3675 case WINED3DSIH_FRC: instruction = "fract"; break;
3676 case WINED3DSIH_IMAX: instruction = "max"; break;
3677 case WINED3DSIH_IMIN: instruction = "min"; break;
3678 case WINED3DSIH_MAX: instruction = "max"; break;
3679 case WINED3DSIH_MIN: instruction = "min"; break;
3680 case WINED3DSIH_ROUND_NE: instruction = "roundEven"; break;
3681 case WINED3DSIH_ROUND_NI: instruction = "floor"; break;
3682 case WINED3DSIH_ROUND_PI: instruction = "ceil"; break;
3683 case WINED3DSIH_ROUND_Z: instruction = "trunc"; break;
3684 case WINED3DSIH_SQRT: instruction = "sqrt"; break;
3685 case WINED3DSIH_UMAX: instruction = "max"; break;
3686 case WINED3DSIH_UMIN: instruction = "min"; break;
3687 default: instruction = "";
3688 ERR("Opcode %s not yet handled in GLSL.\n", debug_d3dshaderinstructionhandler(ins->handler_idx));
3689 break;
3692 write_mask = shader_glsl_append_dst(buffer, ins);
3694 shader_addline(buffer, "%s(", instruction);
3696 if (ins->src_count)
3698 shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src_param);
3699 shader_addline(buffer, "%s", src_param.param_str);
3700 for (i = 1; i < ins->src_count; ++i)
3702 shader_glsl_add_src_param(ins, &ins->src[i], write_mask, &src_param);
3703 shader_addline(buffer, ", %s", src_param.param_str);
3707 shader_addline(buffer, "));\n");
3710 static void shader_glsl_nop(const struct wined3d_shader_instruction *ins) {}
3712 static void shader_glsl_nrm(const struct wined3d_shader_instruction *ins)
3714 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
3715 struct glsl_src_param src_param;
3716 unsigned int mask_size;
3717 DWORD write_mask;
3718 char dst_mask[6];
3720 write_mask = shader_glsl_get_write_mask(ins->dst, dst_mask);
3721 mask_size = shader_glsl_get_write_mask_size(write_mask);
3722 shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src_param);
3724 shader_addline(buffer, "tmp0.x = dot(%s, %s);\n",
3725 src_param.param_str, src_param.param_str);
3726 shader_glsl_append_dst(buffer, ins);
3728 if (mask_size > 1)
3730 shader_addline(buffer, "tmp0.x == 0.0 ? vec%u(0.0) : (%s * inversesqrt(tmp0.x)));\n",
3731 mask_size, src_param.param_str);
3733 else
3735 shader_addline(buffer, "tmp0.x == 0.0 ? 0.0 : (%s * inversesqrt(tmp0.x)));\n",
3736 src_param.param_str);
3740 static void shader_glsl_scalar_op(const struct wined3d_shader_instruction *ins)
3742 DWORD shader_version = WINED3D_SHADER_VERSION(ins->ctx->reg_maps->shader_version.major,
3743 ins->ctx->reg_maps->shader_version.minor);
3744 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
3745 struct glsl_src_param src0_param;
3746 const char *prefix, *suffix;
3747 unsigned int dst_size;
3748 DWORD dst_write_mask;
3750 dst_write_mask = shader_glsl_append_dst(buffer, ins);
3751 dst_size = shader_glsl_get_write_mask_size(dst_write_mask);
3753 if (shader_version < WINED3D_SHADER_VERSION(4, 0))
3754 dst_write_mask = WINED3DSP_WRITEMASK_3;
3756 shader_glsl_add_src_param(ins, &ins->src[0], dst_write_mask, &src0_param);
3758 switch (ins->handler_idx)
3760 case WINED3DSIH_EXP:
3761 case WINED3DSIH_EXPP:
3762 prefix = "exp2(";
3763 suffix = ")";
3764 break;
3766 case WINED3DSIH_LOG:
3767 case WINED3DSIH_LOGP:
3768 prefix = "log2(abs(";
3769 suffix = "))";
3770 break;
3772 case WINED3DSIH_RCP:
3773 prefix = "1.0 / ";
3774 suffix = "";
3775 break;
3777 case WINED3DSIH_RSQ:
3778 prefix = "inversesqrt(abs(";
3779 suffix = "))";
3780 break;
3782 default:
3783 prefix = "";
3784 suffix = "";
3785 FIXME("Unhandled instruction %#x.\n", ins->handler_idx);
3786 break;
3789 if (dst_size > 1 && shader_version < WINED3D_SHADER_VERSION(4, 0))
3790 shader_addline(buffer, "vec%u(%s%s%s));\n", dst_size, prefix, src0_param.param_str, suffix);
3791 else
3792 shader_addline(buffer, "%s%s%s);\n", prefix, src0_param.param_str, suffix);
3795 /** Process the WINED3DSIO_EXPP instruction in GLSL:
3796 * For shader model 1.x, do the following (and honor the writemask, so use a temporary variable):
3797 * dst.x = 2^(floor(src))
3798 * dst.y = src - floor(src)
3799 * dst.z = 2^src (partial precision is allowed, but optional)
3800 * dst.w = 1.0;
3801 * For 2.0 shaders, just do this (honoring writemask and swizzle):
3802 * dst = 2^src; (partial precision is allowed, but optional)
3804 static void shader_glsl_expp(const struct wined3d_shader_instruction *ins)
3806 if (ins->ctx->reg_maps->shader_version.major < 2)
3808 struct glsl_src_param src_param;
3809 char dst_mask[6];
3811 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_3, &src_param);
3813 shader_addline(ins->ctx->buffer, "tmp0.x = exp2(floor(%s));\n", src_param.param_str);
3814 shader_addline(ins->ctx->buffer, "tmp0.y = %s - floor(%s);\n", src_param.param_str, src_param.param_str);
3815 shader_addline(ins->ctx->buffer, "tmp0.z = exp2(%s);\n", src_param.param_str);
3816 shader_addline(ins->ctx->buffer, "tmp0.w = 1.0;\n");
3818 shader_glsl_append_dst(ins->ctx->buffer, ins);
3819 shader_glsl_get_write_mask(&ins->dst[0], dst_mask);
3820 shader_addline(ins->ctx->buffer, "tmp0%s);\n", dst_mask);
3821 return;
3824 shader_glsl_scalar_op(ins);
3827 static void shader_glsl_cast(const struct wined3d_shader_instruction *ins,
3828 const char *vector_constructor, const char *scalar_constructor)
3830 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
3831 struct glsl_src_param src_param;
3832 unsigned int mask_size;
3833 DWORD write_mask;
3835 write_mask = shader_glsl_append_dst(buffer, ins);
3836 mask_size = shader_glsl_get_write_mask_size(write_mask);
3837 shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src_param);
3839 if (mask_size > 1)
3840 shader_addline(buffer, "%s%u(%s));\n", vector_constructor, mask_size, src_param.param_str);
3841 else
3842 shader_addline(buffer, "%s(%s));\n", scalar_constructor, src_param.param_str);
3845 static void shader_glsl_to_int(const struct wined3d_shader_instruction *ins)
3847 shader_glsl_cast(ins, "ivec", "int");
3850 static void shader_glsl_to_uint(const struct wined3d_shader_instruction *ins)
3852 shader_glsl_cast(ins, "uvec", "uint");
3855 static void shader_glsl_to_float(const struct wined3d_shader_instruction *ins)
3857 shader_glsl_cast(ins, "vec", "float");
3860 /** Process signed comparison opcodes in GLSL. */
3861 static void shader_glsl_compare(const struct wined3d_shader_instruction *ins)
3863 struct glsl_src_param src0_param;
3864 struct glsl_src_param src1_param;
3865 DWORD write_mask;
3866 unsigned int mask_size;
3868 write_mask = shader_glsl_append_dst(ins->ctx->buffer, ins);
3869 mask_size = shader_glsl_get_write_mask_size(write_mask);
3870 shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src0_param);
3871 shader_glsl_add_src_param(ins, &ins->src[1], write_mask, &src1_param);
3873 if (mask_size > 1) {
3874 const char *compare;
3876 switch(ins->handler_idx)
3878 case WINED3DSIH_SLT: compare = "lessThan"; break;
3879 case WINED3DSIH_SGE: compare = "greaterThanEqual"; break;
3880 default: compare = "";
3881 FIXME("Can't handle opcode %s.\n", debug_d3dshaderinstructionhandler(ins->handler_idx));
3884 shader_addline(ins->ctx->buffer, "vec%d(%s(%s, %s)));\n", mask_size, compare,
3885 src0_param.param_str, src1_param.param_str);
3886 } else {
3887 switch(ins->handler_idx)
3889 case WINED3DSIH_SLT:
3890 /* Step(src0, src1) is not suitable here because if src0 == src1 SLT is supposed,
3891 * to return 0.0 but step returns 1.0 because step is not < x
3892 * An alternative is a bvec compare padded with an unused second component.
3893 * step(src1 * -1.0, src0 * -1.0) is not an option because it suffers from the same
3894 * issue. Playing with not() is not possible either because not() does not accept
3895 * a scalar.
3897 shader_addline(ins->ctx->buffer, "(%s < %s) ? 1.0 : 0.0);\n",
3898 src0_param.param_str, src1_param.param_str);
3899 break;
3900 case WINED3DSIH_SGE:
3901 /* Here we can use the step() function and safe a conditional */
3902 shader_addline(ins->ctx->buffer, "step(%s, %s));\n", src1_param.param_str, src0_param.param_str);
3903 break;
3904 default:
3905 FIXME("Can't handle opcode %s.\n", debug_d3dshaderinstructionhandler(ins->handler_idx));
3911 static void shader_glsl_conditional_move(const struct wined3d_shader_instruction *ins)
3913 const char *condition_prefix, *condition_suffix;
3914 struct wined3d_shader_dst_param dst;
3915 struct glsl_src_param src0_param;
3916 struct glsl_src_param src1_param;
3917 struct glsl_src_param src2_param;
3918 BOOL temp_destination = FALSE;
3919 DWORD cmp_channel = 0;
3920 unsigned int i, j;
3921 char mask_char[6];
3922 DWORD write_mask;
3924 switch (ins->handler_idx)
3926 case WINED3DSIH_CMP:
3927 condition_prefix = "";
3928 condition_suffix = " >= 0.0";
3929 break;
3931 case WINED3DSIH_CND:
3932 condition_prefix = "";
3933 condition_suffix = " > 0.5";
3934 break;
3936 case WINED3DSIH_MOVC:
3937 condition_prefix = "bool(";
3938 condition_suffix = ")";
3939 break;
3941 default:
3942 FIXME("Unhandled instruction %#x.\n", ins->handler_idx);
3943 condition_prefix = "<unhandled prefix>";
3944 condition_suffix = "<unhandled suffix>";
3945 break;
3948 if (shader_is_scalar(&ins->dst[0].reg) || shader_is_scalar(&ins->src[0].reg))
3950 write_mask = shader_glsl_append_dst(ins->ctx->buffer, ins);
3951 shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src0_param);
3952 shader_glsl_add_src_param(ins, &ins->src[1], write_mask, &src1_param);
3953 shader_glsl_add_src_param(ins, &ins->src[2], write_mask, &src2_param);
3955 shader_addline(ins->ctx->buffer, "%s%s%s ? %s : %s);\n",
3956 condition_prefix, src0_param.param_str, condition_suffix,
3957 src1_param.param_str, src2_param.param_str);
3958 return;
3961 dst = ins->dst[0];
3963 /* Splitting the instruction up in multiple lines imposes a problem:
3964 * The first lines may overwrite source parameters of the following lines.
3965 * Deal with that by using a temporary destination register if needed. */
3966 if ((ins->src[0].reg.idx[0].offset == dst.reg.idx[0].offset
3967 && ins->src[0].reg.type == dst.reg.type)
3968 || (ins->src[1].reg.idx[0].offset == dst.reg.idx[0].offset
3969 && ins->src[1].reg.type == dst.reg.type)
3970 || (ins->src[2].reg.idx[0].offset == dst.reg.idx[0].offset
3971 && ins->src[2].reg.type == dst.reg.type))
3972 temp_destination = TRUE;
3974 /* Cycle through all source0 channels. */
3975 for (i = 0; i < 4; ++i)
3977 write_mask = 0;
3978 /* Find the destination channels which use the current source0 channel. */
3979 for (j = 0; j < 4; ++j)
3981 if (((ins->src[0].swizzle >> (2 * j)) & 0x3) == i)
3983 write_mask |= WINED3DSP_WRITEMASK_0 << j;
3984 cmp_channel = WINED3DSP_WRITEMASK_0 << j;
3987 dst.write_mask = ins->dst[0].write_mask & write_mask;
3989 if (temp_destination)
3991 if (!(write_mask = shader_glsl_get_write_mask(&dst, mask_char)))
3992 continue;
3993 shader_addline(ins->ctx->buffer, "tmp0%s = (", mask_char);
3995 else if (!(write_mask = shader_glsl_append_dst_ext(ins->ctx->buffer, ins, &dst, dst.reg.data_type)))
3996 continue;
3998 shader_glsl_add_src_param(ins, &ins->src[0], cmp_channel, &src0_param);
3999 shader_glsl_add_src_param(ins, &ins->src[1], write_mask, &src1_param);
4000 shader_glsl_add_src_param(ins, &ins->src[2], write_mask, &src2_param);
4002 shader_addline(ins->ctx->buffer, "%s%s%s ? %s : %s);\n",
4003 condition_prefix, src0_param.param_str, condition_suffix,
4004 src1_param.param_str, src2_param.param_str);
4007 if (temp_destination)
4009 shader_glsl_get_write_mask(&ins->dst[0], mask_char);
4010 shader_glsl_append_dst(ins->ctx->buffer, ins);
4011 shader_addline(ins->ctx->buffer, "tmp0%s);\n", mask_char);
4015 /** Process the CND opcode in GLSL (dst = (src0 > 0.5) ? src1 : src2) */
4016 /* For ps 1.1-1.3, only a single component of src0 is used. For ps 1.4
4017 * the compare is done per component of src0. */
4018 static void shader_glsl_cnd(const struct wined3d_shader_instruction *ins)
4020 struct glsl_src_param src0_param;
4021 struct glsl_src_param src1_param;
4022 struct glsl_src_param src2_param;
4023 DWORD write_mask;
4024 DWORD shader_version = WINED3D_SHADER_VERSION(ins->ctx->reg_maps->shader_version.major,
4025 ins->ctx->reg_maps->shader_version.minor);
4027 if (shader_version < WINED3D_SHADER_VERSION(1, 4))
4029 write_mask = shader_glsl_append_dst(ins->ctx->buffer, ins);
4030 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0, &src0_param);
4031 shader_glsl_add_src_param(ins, &ins->src[1], write_mask, &src1_param);
4032 shader_glsl_add_src_param(ins, &ins->src[2], write_mask, &src2_param);
4034 if (ins->coissue && ins->dst->write_mask != WINED3DSP_WRITEMASK_3)
4035 shader_addline(ins->ctx->buffer, "%s /* COISSUE! */);\n", src1_param.param_str);
4036 else
4037 shader_addline(ins->ctx->buffer, "%s > 0.5 ? %s : %s);\n",
4038 src0_param.param_str, src1_param.param_str, src2_param.param_str);
4039 return;
4042 shader_glsl_conditional_move(ins);
4045 /** GLSL code generation for WINED3DSIO_MAD: Multiply the first 2 opcodes, then add the last */
4046 static void shader_glsl_mad(const struct wined3d_shader_instruction *ins)
4048 struct glsl_src_param src0_param;
4049 struct glsl_src_param src1_param;
4050 struct glsl_src_param src2_param;
4051 DWORD write_mask;
4053 write_mask = shader_glsl_append_dst(ins->ctx->buffer, ins);
4054 shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src0_param);
4055 shader_glsl_add_src_param(ins, &ins->src[1], write_mask, &src1_param);
4056 shader_glsl_add_src_param(ins, &ins->src[2], write_mask, &src2_param);
4057 shader_addline(ins->ctx->buffer, "(%s * %s) + %s);\n",
4058 src0_param.param_str, src1_param.param_str, src2_param.param_str);
4061 /* Handles transforming all WINED3DSIO_M?x? opcodes for
4062 Vertex shaders to GLSL codes */
4063 static void shader_glsl_mnxn(const struct wined3d_shader_instruction *ins)
4065 int i;
4066 int nComponents = 0;
4067 struct wined3d_shader_dst_param tmp_dst = {{0}};
4068 struct wined3d_shader_src_param tmp_src[2] = {{{0}}};
4069 struct wined3d_shader_instruction tmp_ins;
4071 memset(&tmp_ins, 0, sizeof(tmp_ins));
4073 /* Set constants for the temporary argument */
4074 tmp_ins.ctx = ins->ctx;
4075 tmp_ins.dst_count = 1;
4076 tmp_ins.dst = &tmp_dst;
4077 tmp_ins.src_count = 2;
4078 tmp_ins.src = tmp_src;
4080 switch(ins->handler_idx)
4082 case WINED3DSIH_M4x4:
4083 nComponents = 4;
4084 tmp_ins.handler_idx = WINED3DSIH_DP4;
4085 break;
4086 case WINED3DSIH_M4x3:
4087 nComponents = 3;
4088 tmp_ins.handler_idx = WINED3DSIH_DP4;
4089 break;
4090 case WINED3DSIH_M3x4:
4091 nComponents = 4;
4092 tmp_ins.handler_idx = WINED3DSIH_DP3;
4093 break;
4094 case WINED3DSIH_M3x3:
4095 nComponents = 3;
4096 tmp_ins.handler_idx = WINED3DSIH_DP3;
4097 break;
4098 case WINED3DSIH_M3x2:
4099 nComponents = 2;
4100 tmp_ins.handler_idx = WINED3DSIH_DP3;
4101 break;
4102 default:
4103 break;
4106 tmp_dst = ins->dst[0];
4107 tmp_src[0] = ins->src[0];
4108 tmp_src[1] = ins->src[1];
4109 for (i = 0; i < nComponents; ++i)
4111 tmp_dst.write_mask = WINED3DSP_WRITEMASK_0 << i;
4112 shader_glsl_dot(&tmp_ins);
4113 ++tmp_src[1].reg.idx[0].offset;
4118 The LRP instruction performs a component-wise linear interpolation
4119 between the second and third operands using the first operand as the
4120 blend factor. Equation: (dst = src2 + src0 * (src1 - src2))
4121 This is equivalent to mix(src2, src1, src0);
4123 static void shader_glsl_lrp(const struct wined3d_shader_instruction *ins)
4125 struct glsl_src_param src0_param;
4126 struct glsl_src_param src1_param;
4127 struct glsl_src_param src2_param;
4128 DWORD write_mask;
4130 write_mask = shader_glsl_append_dst(ins->ctx->buffer, ins);
4132 shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src0_param);
4133 shader_glsl_add_src_param(ins, &ins->src[1], write_mask, &src1_param);
4134 shader_glsl_add_src_param(ins, &ins->src[2], write_mask, &src2_param);
4136 shader_addline(ins->ctx->buffer, "mix(%s, %s, %s));\n",
4137 src2_param.param_str, src1_param.param_str, src0_param.param_str);
4140 /** Process the WINED3DSIO_LIT instruction in GLSL:
4141 * dst.x = dst.w = 1.0
4142 * dst.y = (src0.x > 0) ? src0.x
4143 * dst.z = (src0.x > 0) ? ((src0.y > 0) ? pow(src0.y, src.w) : 0) : 0
4144 * where src.w is clamped at +- 128
4146 static void shader_glsl_lit(const struct wined3d_shader_instruction *ins)
4148 struct glsl_src_param src0_param;
4149 struct glsl_src_param src1_param;
4150 struct glsl_src_param src3_param;
4151 char dst_mask[6];
4153 shader_glsl_append_dst(ins->ctx->buffer, ins);
4154 shader_glsl_get_write_mask(&ins->dst[0], dst_mask);
4156 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0, &src0_param);
4157 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_1, &src1_param);
4158 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_3, &src3_param);
4160 /* The sdk specifies the instruction like this
4161 * dst.x = 1.0;
4162 * if(src.x > 0.0) dst.y = src.x
4163 * else dst.y = 0.0.
4164 * if(src.x > 0.0 && src.y > 0.0) dst.z = pow(src.y, power);
4165 * else dst.z = 0.0;
4166 * dst.w = 1.0;
4167 * (where power = src.w clamped between -128 and 128)
4169 * Obviously that has quite a few conditionals in it which we don't like. So the first step is this:
4170 * dst.x = 1.0 ... No further explanation needed
4171 * dst.y = max(src.y, 0.0); ... If x < 0.0, use 0.0, otherwise x. Same as the conditional
4172 * dst.z = x > 0.0 ? pow(max(y, 0.0), p) : 0; ... 0 ^ power is 0, and otherwise we use y anyway
4173 * dst.w = 1.0. ... Nothing fancy.
4175 * So we still have one conditional in there. So do this:
4176 * dst.z = pow(max(0.0, src.y) * step(0.0, src.x), power);
4178 * 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),
4179 * 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.
4180 * if both x and y are > 0, we get pow(y * 1.0, power), as it is supposed to.
4182 * Unfortunately pow(0.0 ^ 0.0) returns NaN on most GPUs, but lit with src.y = 0 and src.w = 0 returns
4183 * a non-NaN value in dst.z. What we return doesn't matter, as long as it is not NaN. Return 0, which is
4184 * what all Windows HW drivers and GL_ARB_vertex_program's LIT do.
4186 shader_addline(ins->ctx->buffer,
4187 "vec4(1.0, max(%s, 0.0), %s == 0.0 ? 0.0 : "
4188 "pow(max(0.0, %s) * step(0.0, %s), clamp(%s, -128.0, 128.0)), 1.0)%s);\n",
4189 src0_param.param_str, src3_param.param_str, src1_param.param_str,
4190 src0_param.param_str, src3_param.param_str, dst_mask);
4193 /** Process the WINED3DSIO_DST instruction in GLSL:
4194 * dst.x = 1.0
4195 * dst.y = src0.x * src0.y
4196 * dst.z = src0.z
4197 * dst.w = src1.w
4199 static void shader_glsl_dst(const struct wined3d_shader_instruction *ins)
4201 struct glsl_src_param src0y_param;
4202 struct glsl_src_param src0z_param;
4203 struct glsl_src_param src1y_param;
4204 struct glsl_src_param src1w_param;
4205 char dst_mask[6];
4207 shader_glsl_append_dst(ins->ctx->buffer, ins);
4208 shader_glsl_get_write_mask(&ins->dst[0], dst_mask);
4210 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_1, &src0y_param);
4211 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_2, &src0z_param);
4212 shader_glsl_add_src_param(ins, &ins->src[1], WINED3DSP_WRITEMASK_1, &src1y_param);
4213 shader_glsl_add_src_param(ins, &ins->src[1], WINED3DSP_WRITEMASK_3, &src1w_param);
4215 shader_addline(ins->ctx->buffer, "vec4(1.0, %s * %s, %s, %s))%s;\n",
4216 src0y_param.param_str, src1y_param.param_str, src0z_param.param_str, src1w_param.param_str, dst_mask);
4219 /** Process the WINED3DSIO_SINCOS instruction in GLSL:
4220 * VS 2.0 requires that specific cosine and sine constants be passed to this instruction so the hardware
4221 * can handle it. But, these functions are built-in for GLSL, so we can just ignore the last 2 params.
4223 * dst.x = cos(src0.?)
4224 * dst.y = sin(src0.?)
4225 * dst.z = dst.z
4226 * dst.w = dst.w
4228 static void shader_glsl_sincos(const struct wined3d_shader_instruction *ins)
4230 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
4231 struct glsl_src_param src0_param;
4232 DWORD write_mask;
4234 if (ins->ctx->reg_maps->shader_version.major < 4)
4236 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0, &src0_param);
4238 write_mask = shader_glsl_append_dst(buffer, ins);
4239 switch (write_mask)
4241 case WINED3DSP_WRITEMASK_0:
4242 shader_addline(buffer, "cos(%s));\n", src0_param.param_str);
4243 break;
4245 case WINED3DSP_WRITEMASK_1:
4246 shader_addline(buffer, "sin(%s));\n", src0_param.param_str);
4247 break;
4249 case (WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1):
4250 shader_addline(buffer, "vec2(cos(%s), sin(%s)));\n",
4251 src0_param.param_str, src0_param.param_str);
4252 break;
4254 default:
4255 ERR("Write mask should be .x, .y or .xy\n");
4256 break;
4259 return;
4262 if (ins->dst[0].reg.type != WINED3DSPR_NULL)
4265 if (ins->dst[1].reg.type != WINED3DSPR_NULL)
4267 char dst_mask[6];
4269 write_mask = shader_glsl_get_write_mask(&ins->dst[0], dst_mask);
4270 shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src0_param);
4271 shader_addline(buffer, "tmp0%s = sin(%s);\n", dst_mask, src0_param.param_str);
4273 write_mask = shader_glsl_append_dst_ext(buffer, ins, &ins->dst[1], ins->dst[1].reg.data_type);
4274 shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src0_param);
4275 shader_addline(buffer, "cos(%s));\n", src0_param.param_str);
4277 shader_glsl_append_dst_ext(buffer, ins, &ins->dst[0], ins->dst[0].reg.data_type);
4278 shader_addline(buffer, "tmp0%s);\n", dst_mask);
4280 else
4282 write_mask = shader_glsl_append_dst_ext(buffer, ins, &ins->dst[0], ins->dst[0].reg.data_type);
4283 shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src0_param);
4284 shader_addline(buffer, "sin(%s));\n", src0_param.param_str);
4287 else if (ins->dst[1].reg.type != WINED3DSPR_NULL)
4289 write_mask = shader_glsl_append_dst_ext(buffer, ins, &ins->dst[1], ins->dst[1].reg.data_type);
4290 shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src0_param);
4291 shader_addline(buffer, "cos(%s));\n", src0_param.param_str);
4295 /* sgn in vs_2_0 has 2 extra parameters(registers for temporary storage) which we don't use
4296 * here. But those extra parameters require a dedicated function for sgn, since map2gl would
4297 * generate invalid code
4299 static void shader_glsl_sgn(const struct wined3d_shader_instruction *ins)
4301 struct glsl_src_param src0_param;
4302 DWORD write_mask;
4304 write_mask = shader_glsl_append_dst(ins->ctx->buffer, ins);
4305 shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src0_param);
4307 shader_addline(ins->ctx->buffer, "sign(%s));\n", src0_param.param_str);
4310 /** Process the WINED3DSIO_LOOP instruction in GLSL:
4311 * Start a for() loop where src1.y is the initial value of aL,
4312 * increment aL by src1.z for a total of src1.x iterations.
4313 * Need to use a temporary variable for this operation.
4315 /* FIXME: I don't think nested loops will work correctly this way. */
4316 static void shader_glsl_loop(const struct wined3d_shader_instruction *ins)
4318 struct wined3d_shader_parser_state *state = ins->ctx->state;
4319 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
4320 const struct wined3d_shader *shader = ins->ctx->shader;
4321 const struct wined3d_shader_lconst *constant;
4322 struct glsl_src_param src1_param;
4323 const DWORD *control_values = NULL;
4325 if (ins->ctx->reg_maps->shader_version.major < 4)
4327 shader_glsl_add_src_param(ins, &ins->src[1], WINED3DSP_WRITEMASK_ALL, &src1_param);
4329 /* Try to hardcode the loop control parameters if possible. Direct3D 9
4330 * class hardware doesn't support real varying indexing, but Microsoft
4331 * designed this feature for Shader model 2.x+. If the loop control is
4332 * known at compile time, the GLSL compiler can unroll the loop, and
4333 * replace indirect addressing with direct addressing. */
4334 if (ins->src[1].reg.type == WINED3DSPR_CONSTINT)
4336 LIST_FOR_EACH_ENTRY(constant, &shader->constantsI, struct wined3d_shader_lconst, entry)
4338 if (constant->idx == ins->src[1].reg.idx[0].offset)
4340 control_values = constant->value;
4341 break;
4346 if (control_values)
4348 struct wined3d_shader_loop_control loop_control;
4349 loop_control.count = control_values[0];
4350 loop_control.start = control_values[1];
4351 loop_control.step = (int)control_values[2];
4353 if (loop_control.step > 0)
4355 shader_addline(buffer, "for (aL%u = %u; aL%u < (%u * %d + %u); aL%u += %d)\n{\n",
4356 state->current_loop_depth, loop_control.start,
4357 state->current_loop_depth, loop_control.count, loop_control.step, loop_control.start,
4358 state->current_loop_depth, loop_control.step);
4360 else if (loop_control.step < 0)
4362 shader_addline(buffer, "for (aL%u = %u; aL%u > (%u * %d + %u); aL%u += %d)\n{\n",
4363 state->current_loop_depth, loop_control.start,
4364 state->current_loop_depth, loop_control.count, loop_control.step, loop_control.start,
4365 state->current_loop_depth, loop_control.step);
4367 else
4369 shader_addline(buffer, "for (aL%u = %u, tmpInt%u = 0; tmpInt%u < %u; tmpInt%u++)\n{\n",
4370 state->current_loop_depth, loop_control.start, state->current_loop_depth,
4371 state->current_loop_depth, loop_control.count,
4372 state->current_loop_depth);
4375 else
4377 shader_addline(buffer, "for (tmpInt%u = 0, aL%u = %s.y; tmpInt%u < %s.x; tmpInt%u++, aL%u += %s.z)\n{\n",
4378 state->current_loop_depth, state->current_loop_reg,
4379 src1_param.reg_name, state->current_loop_depth, src1_param.reg_name,
4380 state->current_loop_depth, state->current_loop_reg, src1_param.reg_name);
4383 ++state->current_loop_reg;
4385 else
4387 shader_addline(buffer, "for (;;)\n{\n");
4390 ++state->current_loop_depth;
4393 static void shader_glsl_end(const struct wined3d_shader_instruction *ins)
4395 struct wined3d_shader_parser_state *state = ins->ctx->state;
4397 shader_addline(ins->ctx->buffer, "}\n");
4399 if (ins->handler_idx == WINED3DSIH_ENDLOOP)
4401 --state->current_loop_depth;
4402 --state->current_loop_reg;
4405 if (ins->handler_idx == WINED3DSIH_ENDREP)
4407 --state->current_loop_depth;
4411 static void shader_glsl_rep(const struct wined3d_shader_instruction *ins)
4413 struct wined3d_shader_parser_state *state = ins->ctx->state;
4414 const struct wined3d_shader *shader = ins->ctx->shader;
4415 const struct wined3d_shader_lconst *constant;
4416 struct glsl_src_param src0_param;
4417 const DWORD *control_values = NULL;
4419 /* Try to hardcode local values to help the GLSL compiler to unroll and optimize the loop */
4420 if (ins->src[0].reg.type == WINED3DSPR_CONSTINT)
4422 LIST_FOR_EACH_ENTRY(constant, &shader->constantsI, struct wined3d_shader_lconst, entry)
4424 if (constant->idx == ins->src[0].reg.idx[0].offset)
4426 control_values = constant->value;
4427 break;
4432 if (control_values)
4434 shader_addline(ins->ctx->buffer, "for (tmpInt%d = 0; tmpInt%d < %d; tmpInt%d++) {\n",
4435 state->current_loop_depth, state->current_loop_depth,
4436 control_values[0], state->current_loop_depth);
4438 else
4440 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0, &src0_param);
4441 shader_addline(ins->ctx->buffer, "for (tmpInt%d = 0; tmpInt%d < %s; tmpInt%d++) {\n",
4442 state->current_loop_depth, state->current_loop_depth,
4443 src0_param.param_str, state->current_loop_depth);
4446 ++state->current_loop_depth;
4449 static void shader_glsl_switch(const struct wined3d_shader_instruction *ins)
4451 struct glsl_src_param src0_param;
4453 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0, &src0_param);
4454 shader_addline(ins->ctx->buffer, "switch (%s)\n{\n", src0_param.param_str);
4457 static void shader_glsl_case(const struct wined3d_shader_instruction *ins)
4459 struct glsl_src_param src0_param;
4461 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0, &src0_param);
4462 shader_addline(ins->ctx->buffer, "case %s:\n", src0_param.param_str);
4465 static void shader_glsl_default(const struct wined3d_shader_instruction *ins)
4467 shader_addline(ins->ctx->buffer, "default:\n");
4470 static void shader_glsl_if(const struct wined3d_shader_instruction *ins)
4472 const char *condition = (ins->flags == WINED3D_SHADER_CONDITIONAL_OP_NZ) ? "bool" : "!bool";
4473 struct glsl_src_param src0_param;
4475 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0, &src0_param);
4476 shader_addline(ins->ctx->buffer, "if (%s(%s)) {\n", condition, src0_param.param_str);
4479 static void shader_glsl_ifc(const struct wined3d_shader_instruction *ins)
4481 struct glsl_src_param src0_param;
4482 struct glsl_src_param src1_param;
4484 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0, &src0_param);
4485 shader_glsl_add_src_param(ins, &ins->src[1], WINED3DSP_WRITEMASK_0, &src1_param);
4487 shader_addline(ins->ctx->buffer, "if (%s %s %s) {\n",
4488 src0_param.param_str, shader_glsl_get_rel_op(ins->flags), src1_param.param_str);
4491 static void shader_glsl_else(const struct wined3d_shader_instruction *ins)
4493 shader_addline(ins->ctx->buffer, "} else {\n");
4496 static void shader_glsl_emit(const struct wined3d_shader_instruction *ins)
4498 unsigned int stream = ins->handler_idx == WINED3DSIH_EMIT ? 0 : ins->src[0].reg.idx[0].offset;
4500 shader_addline(ins->ctx->buffer, "setup_gs_output(gs_out);\n");
4501 if (!ins->ctx->gl_info->supported[ARB_CLIP_CONTROL])
4502 shader_glsl_fixup_position(ins->ctx->buffer);
4504 if (!stream)
4505 shader_addline(ins->ctx->buffer, "EmitVertex();\n");
4506 else
4507 FIXME("Unhandled primitive stream %u.\n", stream);
4510 static void shader_glsl_break(const struct wined3d_shader_instruction *ins)
4512 shader_addline(ins->ctx->buffer, "break;\n");
4515 /* FIXME: According to MSDN the compare is done per component. */
4516 static void shader_glsl_breakc(const struct wined3d_shader_instruction *ins)
4518 struct glsl_src_param src0_param;
4519 struct glsl_src_param src1_param;
4521 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0, &src0_param);
4522 shader_glsl_add_src_param(ins, &ins->src[1], WINED3DSP_WRITEMASK_0, &src1_param);
4524 shader_addline(ins->ctx->buffer, "if (%s %s %s) break;\n",
4525 src0_param.param_str, shader_glsl_get_rel_op(ins->flags), src1_param.param_str);
4528 static void shader_glsl_breakp(const struct wined3d_shader_instruction *ins)
4530 const char *condition = (ins->flags == WINED3D_SHADER_CONDITIONAL_OP_NZ) ? "bool" : "!bool";
4531 struct glsl_src_param src_param;
4533 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0, &src_param);
4534 shader_addline(ins->ctx->buffer, "if (%s(%s)) break;\n", condition, src_param.param_str);
4537 static void shader_glsl_continue(const struct wined3d_shader_instruction *ins)
4539 shader_addline(ins->ctx->buffer, "continue;\n");
4542 static void shader_glsl_label(const struct wined3d_shader_instruction *ins)
4544 shader_addline(ins->ctx->buffer, "}\n");
4545 shader_addline(ins->ctx->buffer, "void subroutine%u()\n{\n", ins->src[0].reg.idx[0].offset);
4547 /* Subroutines appear at the end of the shader. */
4548 ins->ctx->state->in_subroutine = TRUE;
4551 static void shader_glsl_call(const struct wined3d_shader_instruction *ins)
4553 shader_addline(ins->ctx->buffer, "subroutine%u();\n", ins->src[0].reg.idx[0].offset);
4556 static void shader_glsl_callnz(const struct wined3d_shader_instruction *ins)
4558 struct glsl_src_param src1_param;
4560 shader_glsl_add_src_param(ins, &ins->src[1], WINED3DSP_WRITEMASK_0, &src1_param);
4561 shader_addline(ins->ctx->buffer, "if (%s) subroutine%u();\n",
4562 src1_param.param_str, ins->src[0].reg.idx[0].offset);
4565 static void shader_glsl_ret(const struct wined3d_shader_instruction *ins)
4567 const struct wined3d_shader_version *version = &ins->ctx->shader->reg_maps.shader_version;
4569 if (version->major >= 4 && !ins->ctx->state->in_subroutine)
4571 shader_glsl_generate_shader_epilogue(ins->ctx);
4572 shader_addline(ins->ctx->buffer, "return;\n");
4576 /*********************************************
4577 * Pixel Shader Specific Code begins here
4578 ********************************************/
4579 static void shader_glsl_tex(const struct wined3d_shader_instruction *ins)
4581 DWORD shader_version = WINED3D_SHADER_VERSION(ins->ctx->reg_maps->shader_version.major,
4582 ins->ctx->reg_maps->shader_version.minor);
4583 struct glsl_sample_function sample_function;
4584 DWORD sample_flags = 0;
4585 DWORD resource_idx;
4586 DWORD mask = 0, swizzle;
4587 const struct shader_glsl_ctx_priv *priv = ins->ctx->backend_data;
4589 /* 1.0-1.4: Use destination register as sampler source.
4590 * 2.0+: Use provided sampler source. */
4591 if (shader_version < WINED3D_SHADER_VERSION(2,0))
4592 resource_idx = ins->dst[0].reg.idx[0].offset;
4593 else
4594 resource_idx = ins->src[1].reg.idx[0].offset;
4596 if (shader_version < WINED3D_SHADER_VERSION(1,4))
4598 DWORD flags = (priv->cur_ps_args->tex_transform >> resource_idx * WINED3D_PSARGS_TEXTRANSFORM_SHIFT)
4599 & WINED3D_PSARGS_TEXTRANSFORM_MASK;
4600 enum wined3d_shader_resource_type resource_type = ins->ctx->reg_maps->resource_info[resource_idx].type;
4602 /* Projected cube textures don't make a lot of sense, the resulting coordinates stay the same. */
4603 if (flags & WINED3D_PSARGS_PROJECTED && resource_type != WINED3D_SHADER_RESOURCE_TEXTURE_CUBE)
4605 sample_flags |= WINED3D_GLSL_SAMPLE_PROJECTED;
4606 switch (flags & ~WINED3D_PSARGS_PROJECTED)
4608 case WINED3D_TTFF_COUNT1:
4609 FIXME("WINED3D_TTFF_PROJECTED with WINED3D_TTFF_COUNT1?\n");
4610 break;
4611 case WINED3D_TTFF_COUNT2:
4612 mask = WINED3DSP_WRITEMASK_1;
4613 break;
4614 case WINED3D_TTFF_COUNT3:
4615 mask = WINED3DSP_WRITEMASK_2;
4616 break;
4617 case WINED3D_TTFF_COUNT4:
4618 case WINED3D_TTFF_DISABLE:
4619 mask = WINED3DSP_WRITEMASK_3;
4620 break;
4624 else if (shader_version < WINED3D_SHADER_VERSION(2,0))
4626 enum wined3d_shader_src_modifier src_mod = ins->src[0].modifiers;
4628 if (src_mod == WINED3DSPSM_DZ) {
4629 sample_flags |= WINED3D_GLSL_SAMPLE_PROJECTED;
4630 mask = WINED3DSP_WRITEMASK_2;
4631 } else if (src_mod == WINED3DSPSM_DW) {
4632 sample_flags |= WINED3D_GLSL_SAMPLE_PROJECTED;
4633 mask = WINED3DSP_WRITEMASK_3;
4636 else
4638 if ((ins->flags & WINED3DSI_TEXLD_PROJECT)
4639 && ins->ctx->reg_maps->resource_info[resource_idx].type != WINED3D_SHADER_RESOURCE_TEXTURE_CUBE)
4641 /* ps 2.0 texldp instruction always divides by the fourth component. */
4642 sample_flags |= WINED3D_GLSL_SAMPLE_PROJECTED;
4643 mask = WINED3DSP_WRITEMASK_3;
4647 shader_glsl_get_sample_function(ins->ctx, resource_idx, resource_idx, sample_flags, &sample_function);
4648 mask |= sample_function.coord_mask;
4649 sample_function.coord_mask = mask;
4651 if (shader_version < WINED3D_SHADER_VERSION(2,0)) swizzle = WINED3DSP_NOSWIZZLE;
4652 else swizzle = ins->src[1].swizzle;
4654 /* 1.0-1.3: Use destination register as coordinate source.
4655 1.4+: Use provided coordinate source register. */
4656 if (shader_version < WINED3D_SHADER_VERSION(1,4))
4658 char coord_mask[6];
4659 shader_glsl_write_mask_to_str(mask, coord_mask);
4660 shader_glsl_gen_sample_code(ins, resource_idx, &sample_function, swizzle, NULL, NULL, NULL, NULL,
4661 "T%u%s", resource_idx, coord_mask);
4663 else
4665 struct glsl_src_param coord_param;
4666 shader_glsl_add_src_param(ins, &ins->src[0], mask, &coord_param);
4667 if (ins->flags & WINED3DSI_TEXLD_BIAS)
4669 struct glsl_src_param bias;
4670 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_3, &bias);
4671 shader_glsl_gen_sample_code(ins, resource_idx, &sample_function, swizzle, NULL, NULL, bias.param_str,
4672 NULL, "%s", coord_param.param_str);
4673 } else {
4674 shader_glsl_gen_sample_code(ins, resource_idx, &sample_function, swizzle, NULL, NULL, NULL, NULL,
4675 "%s", coord_param.param_str);
4678 shader_glsl_release_sample_function(ins->ctx, &sample_function);
4681 static void shader_glsl_texldd(const struct wined3d_shader_instruction *ins)
4683 const struct wined3d_gl_info *gl_info = ins->ctx->gl_info;
4684 struct glsl_src_param coord_param, dx_param, dy_param;
4685 struct glsl_sample_function sample_function;
4686 DWORD sampler_idx;
4687 DWORD swizzle = ins->src[1].swizzle;
4689 if (!shader_glsl_has_core_grad(gl_info, &ins->ctx->shader->reg_maps.shader_version)
4690 && !gl_info->supported[ARB_SHADER_TEXTURE_LOD])
4692 FIXME("texldd used, but not supported by hardware. Falling back to regular tex\n");
4693 shader_glsl_tex(ins);
4694 return;
4697 sampler_idx = ins->src[1].reg.idx[0].offset;
4699 shader_glsl_get_sample_function(ins->ctx, sampler_idx, sampler_idx, WINED3D_GLSL_SAMPLE_GRAD, &sample_function);
4700 shader_glsl_add_src_param(ins, &ins->src[0], sample_function.coord_mask, &coord_param);
4701 shader_glsl_add_src_param(ins, &ins->src[2], sample_function.deriv_mask, &dx_param);
4702 shader_glsl_add_src_param(ins, &ins->src[3], sample_function.deriv_mask, &dy_param);
4704 shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, swizzle, dx_param.param_str, dy_param.param_str,
4705 NULL, NULL, "%s", coord_param.param_str);
4706 shader_glsl_release_sample_function(ins->ctx, &sample_function);
4709 static void shader_glsl_texldl(const struct wined3d_shader_instruction *ins)
4711 const struct wined3d_shader_version *shader_version = &ins->ctx->reg_maps->shader_version;
4712 const struct wined3d_gl_info *gl_info = ins->ctx->gl_info;
4713 struct glsl_src_param coord_param, lod_param;
4714 struct glsl_sample_function sample_function;
4715 DWORD swizzle = ins->src[1].swizzle;
4716 DWORD sampler_idx;
4718 sampler_idx = ins->src[1].reg.idx[0].offset;
4720 shader_glsl_get_sample_function(ins->ctx, sampler_idx, sampler_idx, WINED3D_GLSL_SAMPLE_LOD, &sample_function);
4721 shader_glsl_add_src_param(ins, &ins->src[0], sample_function.coord_mask, &coord_param);
4723 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_3, &lod_param);
4725 if (shader_version->type == WINED3D_SHADER_TYPE_PIXEL && !shader_glsl_has_core_grad(gl_info, shader_version)
4726 && !gl_info->supported[ARB_SHADER_TEXTURE_LOD])
4728 /* Plain GLSL only supports Lod sampling functions in vertex shaders.
4729 * However, the NVIDIA drivers allow them in fragment shaders as well,
4730 * even without the appropriate extension. */
4731 WARN("Using %s in fragment shader.\n", sample_function.name->buffer);
4733 shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, swizzle, NULL, NULL, lod_param.param_str, NULL,
4734 "%s", coord_param.param_str);
4735 shader_glsl_release_sample_function(ins->ctx, &sample_function);
4738 static unsigned int shader_glsl_find_sampler(const struct wined3d_shader_sampler_map *sampler_map,
4739 unsigned int resource_idx, unsigned int sampler_idx)
4741 struct wined3d_shader_sampler_map_entry *entries = sampler_map->entries;
4742 unsigned int i;
4744 for (i = 0; i < sampler_map->count; ++i)
4746 if (entries[i].resource_idx == resource_idx && entries[i].sampler_idx == sampler_idx)
4747 return entries[i].bind_idx;
4750 ERR("No GLSL sampler found for resource %u / sampler %u.\n", resource_idx, sampler_idx);
4752 return ~0u;
4755 static void shader_glsl_atomic(const struct wined3d_shader_instruction *ins)
4757 const struct wined3d_shader_reg_maps *reg_maps = ins->ctx->reg_maps;
4758 const struct wined3d_shader_version *version = &reg_maps->shader_version;
4759 struct glsl_src_param image_coord_param, image_data_param;
4760 enum wined3d_shader_resource_type resource_type;
4761 enum wined3d_data_type data_type;
4762 unsigned int uav_idx;
4763 DWORD coord_mask;
4764 const char *op;
4766 switch (ins->handler_idx)
4768 case WINED3DSIH_ATOMIC_IADD: op = "imageAtomicAdd"; break;
4769 default:
4770 ERR("Unhandled opcode %#x.\n", ins->handler_idx);
4771 return;
4774 uav_idx = ins->dst[0].reg.idx[0].offset;
4775 resource_type = reg_maps->uav_resource_info[uav_idx].type;
4776 if (resource_type >= ARRAY_SIZE(resource_type_info))
4778 ERR("Unexpected resource type %#x.\n", resource_type);
4779 resource_type = WINED3D_SHADER_RESOURCE_TEXTURE_2D;
4781 data_type = reg_maps->uav_resource_info[uav_idx].data_type;
4782 coord_mask = (1u << resource_type_info[resource_type].coord_size) - 1;
4784 shader_glsl_add_src_param(ins, &ins->src[0], coord_mask, &image_coord_param);
4785 shader_glsl_add_src_param_ext(ins, &ins->src[1], WINED3DSP_WRITEMASK_ALL, &image_data_param, data_type);
4786 shader_addline(ins->ctx->buffer, "%s(%s_image%u, %s, %s);\n",
4787 op, shader_glsl_get_prefix(version->type), uav_idx,
4788 image_coord_param.param_str, image_data_param.param_str);
4791 static void shader_glsl_ld_uav(const struct wined3d_shader_instruction *ins)
4793 const struct wined3d_shader_reg_maps *reg_maps = ins->ctx->reg_maps;
4794 const struct wined3d_shader_version *version = &reg_maps->shader_version;
4795 enum wined3d_shader_resource_type resource_type;
4796 struct glsl_src_param image_coord_param;
4797 enum wined3d_data_type data_type;
4798 DWORD coord_mask, write_mask;
4799 unsigned int uav_idx;
4800 char dst_swizzle[6];
4802 uav_idx = ins->src[1].reg.idx[0].offset;
4803 if (uav_idx >= ARRAY_SIZE(reg_maps->uav_resource_info))
4805 ERR("Invalid UAV index %u.\n", uav_idx);
4806 return;
4808 resource_type = reg_maps->uav_resource_info[uav_idx].type;
4809 if (resource_type >= ARRAY_SIZE(resource_type_info))
4811 ERR("Unexpected resource type %#x.\n", resource_type);
4812 resource_type = WINED3D_SHADER_RESOURCE_TEXTURE_2D;
4814 data_type = reg_maps->uav_resource_info[uav_idx].data_type;
4815 coord_mask = (1u << resource_type_info[resource_type].coord_size) - 1;
4817 write_mask = shader_glsl_append_dst_ext(ins->ctx->buffer, ins, &ins->dst[0], data_type);
4818 shader_glsl_get_swizzle(&ins->src[1], FALSE, write_mask, dst_swizzle);
4820 shader_glsl_add_src_param(ins, &ins->src[0], coord_mask, &image_coord_param);
4821 shader_addline(ins->ctx->buffer, "imageLoad(%s_image%u, %s)%s);\n",
4822 shader_glsl_get_prefix(version->type), uav_idx, image_coord_param.param_str, dst_swizzle);
4825 static void shader_glsl_resinfo(const struct wined3d_shader_instruction *ins)
4827 const struct wined3d_shader_version *version = &ins->ctx->reg_maps->shader_version;
4828 const struct wined3d_gl_info *gl_info = ins->ctx->gl_info;
4829 enum wined3d_shader_resource_type resource_type;
4830 enum wined3d_shader_register_type reg_type;
4831 unsigned int resource_idx, bind_idx, i;
4832 enum wined3d_data_type dst_data_type;
4833 struct glsl_src_param lod_param;
4834 char dst_swizzle[6];
4835 DWORD write_mask;
4837 dst_data_type = ins->dst[0].reg.data_type;
4838 if (ins->flags == WINED3DSI_RESINFO_UINT)
4839 dst_data_type = WINED3D_DATA_UINT;
4840 else if (ins->flags)
4841 FIXME("Unhandled flags %#x.\n", ins->flags);
4843 write_mask = shader_glsl_append_dst_ext(ins->ctx->buffer, ins, &ins->dst[0], dst_data_type);
4844 shader_glsl_get_swizzle(&ins->src[1], FALSE, write_mask, dst_swizzle);
4846 reg_type = ins->src[1].reg.type;
4847 resource_idx = ins->src[1].reg.idx[0].offset;
4848 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0, &lod_param);
4849 if (reg_type == WINED3DSPR_RESOURCE)
4851 resource_type = ins->ctx->reg_maps->resource_info[resource_idx].type;
4852 bind_idx = shader_glsl_find_sampler(&ins->ctx->reg_maps->sampler_map,
4853 resource_idx, WINED3D_SAMPLER_DEFAULT);
4855 else
4857 resource_type = ins->ctx->reg_maps->uav_resource_info[resource_idx].type;
4858 bind_idx = resource_idx;
4861 if (resource_type >= ARRAY_SIZE(resource_type_info))
4863 ERR("Unexpected resource type %#x.\n", resource_type);
4864 resource_type = WINED3D_SHADER_RESOURCE_TEXTURE_2D;
4867 if (dst_data_type == WINED3D_DATA_UINT)
4868 shader_addline(ins->ctx->buffer, "uvec4(");
4869 else
4870 shader_addline(ins->ctx->buffer, "vec4(");
4872 if (reg_type == WINED3DSPR_RESOURCE)
4874 shader_addline(ins->ctx->buffer, "textureSize(%s_sampler%u, %s), ",
4875 shader_glsl_get_prefix(version->type), bind_idx, lod_param.param_str);
4877 for (i = 0; i < 3 - resource_type_info[resource_type].resinfo_size; ++i)
4878 shader_addline(ins->ctx->buffer, "0, ");
4880 if (gl_info->supported[ARB_TEXTURE_QUERY_LEVELS])
4882 shader_addline(ins->ctx->buffer, "textureQueryLevels(%s_sampler%u)",
4883 shader_glsl_get_prefix(version->type), bind_idx);
4885 else
4887 FIXME("textureQueryLevels is not supported, returning 1 mipmap level.\n");
4888 shader_addline(ins->ctx->buffer, "1");
4891 else
4893 shader_addline(ins->ctx->buffer, "imageSize(%s_image%u), ",
4894 shader_glsl_get_prefix(version->type), bind_idx);
4896 for (i = 0; i < 3 - resource_type_info[resource_type].resinfo_size; ++i)
4897 shader_addline(ins->ctx->buffer, "0, ");
4899 /* For UAVs the returned miplevel count is always 1. */
4900 shader_addline(ins->ctx->buffer, "1");
4903 shader_addline(ins->ctx->buffer, ")%s);\n", dst_swizzle);
4906 /* FIXME: The current implementation does not handle multisample textures correctly. */
4907 static void shader_glsl_ld(const struct wined3d_shader_instruction *ins)
4909 unsigned int resource_idx, sampler_idx, sampler_bind_idx;
4910 struct glsl_src_param coord_param, lod_param;
4911 struct glsl_sample_function sample_function;
4912 DWORD flags = WINED3D_GLSL_SAMPLE_LOAD;
4914 if (wined3d_shader_instruction_has_texel_offset(ins))
4915 flags |= WINED3D_GLSL_SAMPLE_OFFSET;
4917 resource_idx = ins->src[1].reg.idx[0].offset;
4918 sampler_idx = WINED3D_SAMPLER_DEFAULT;
4920 shader_glsl_get_sample_function(ins->ctx, resource_idx, sampler_idx, flags, &sample_function);
4921 shader_glsl_add_src_param(ins, &ins->src[0], sample_function.coord_mask, &coord_param);
4922 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_3, &lod_param);
4923 sampler_bind_idx = shader_glsl_find_sampler(&ins->ctx->reg_maps->sampler_map, resource_idx, sampler_idx);
4924 shader_glsl_gen_sample_code(ins, sampler_bind_idx, &sample_function, ins->src[1].swizzle,
4925 NULL, NULL, lod_param.param_str, &ins->texel_offset, "%s", coord_param.param_str);
4926 shader_glsl_release_sample_function(ins->ctx, &sample_function);
4929 static void shader_glsl_sample(const struct wined3d_shader_instruction *ins)
4931 const char *lod_param_str = NULL, *dx_param_str = NULL, *dy_param_str = NULL;
4932 struct glsl_src_param coord_param, lod_param, dx_param, dy_param;
4933 unsigned int resource_idx, sampler_idx, sampler_bind_idx;
4934 struct glsl_sample_function sample_function;
4935 DWORD flags = 0;
4937 if (ins->handler_idx == WINED3DSIH_SAMPLE_GRAD)
4938 flags |= WINED3D_GLSL_SAMPLE_GRAD;
4939 if (ins->handler_idx == WINED3DSIH_SAMPLE_LOD)
4940 flags |= WINED3D_GLSL_SAMPLE_LOD;
4941 if (wined3d_shader_instruction_has_texel_offset(ins))
4942 flags |= WINED3D_GLSL_SAMPLE_OFFSET;
4944 resource_idx = ins->src[1].reg.idx[0].offset;
4945 sampler_idx = ins->src[2].reg.idx[0].offset;
4947 shader_glsl_get_sample_function(ins->ctx, resource_idx, sampler_idx, flags, &sample_function);
4948 shader_glsl_add_src_param(ins, &ins->src[0], sample_function.coord_mask, &coord_param);
4950 switch (ins->handler_idx)
4952 case WINED3DSIH_SAMPLE:
4953 break;
4954 case WINED3DSIH_SAMPLE_B:
4955 shader_glsl_add_src_param(ins, &ins->src[3], WINED3DSP_WRITEMASK_0, &lod_param);
4956 lod_param_str = lod_param.param_str;
4957 break;
4958 case WINED3DSIH_SAMPLE_GRAD:
4959 shader_glsl_add_src_param(ins, &ins->src[3], sample_function.deriv_mask, &dx_param);
4960 shader_glsl_add_src_param(ins, &ins->src[4], sample_function.deriv_mask, &dy_param);
4961 dx_param_str = dx_param.param_str;
4962 dy_param_str = dy_param.param_str;
4963 break;
4964 case WINED3DSIH_SAMPLE_LOD:
4965 shader_glsl_add_src_param(ins, &ins->src[3], WINED3DSP_WRITEMASK_0, &lod_param);
4966 lod_param_str = lod_param.param_str;
4967 break;
4968 default:
4969 ERR("Unhandled opcode %s.\n", debug_d3dshaderinstructionhandler(ins->handler_idx));
4970 break;
4973 sampler_bind_idx = shader_glsl_find_sampler(&ins->ctx->reg_maps->sampler_map, resource_idx, sampler_idx);
4974 shader_glsl_gen_sample_code(ins, sampler_bind_idx, &sample_function, ins->src[1].swizzle,
4975 dx_param_str, dy_param_str, lod_param_str, &ins->texel_offset, "%s", coord_param.param_str);
4976 shader_glsl_release_sample_function(ins->ctx, &sample_function);
4979 static void shader_glsl_sample_c(const struct wined3d_shader_instruction *ins)
4981 unsigned int resource_idx, sampler_idx, sampler_bind_idx;
4982 struct glsl_src_param coord_param, compare_param;
4983 struct glsl_sample_function sample_function;
4984 const char *lod_param = NULL;
4985 DWORD flags = 0;
4986 UINT coord_size;
4988 if (ins->handler_idx == WINED3DSIH_SAMPLE_C_LZ)
4990 lod_param = "0";
4991 flags |= WINED3D_GLSL_SAMPLE_LOD;
4994 if (wined3d_shader_instruction_has_texel_offset(ins))
4995 flags |= WINED3D_GLSL_SAMPLE_OFFSET;
4997 resource_idx = ins->src[1].reg.idx[0].offset;
4998 sampler_idx = ins->src[2].reg.idx[0].offset;
5000 shader_glsl_get_sample_function(ins->ctx, resource_idx, sampler_idx, flags, &sample_function);
5001 coord_size = shader_glsl_get_write_mask_size(sample_function.coord_mask);
5002 shader_glsl_add_src_param(ins, &ins->src[0], sample_function.coord_mask >> 1, &coord_param);
5003 shader_glsl_add_src_param(ins, &ins->src[3], WINED3DSP_WRITEMASK_0, &compare_param);
5004 sampler_bind_idx = shader_glsl_find_sampler(&ins->ctx->reg_maps->sampler_map, resource_idx, sampler_idx);
5005 shader_glsl_gen_sample_code(ins, sampler_bind_idx, &sample_function, WINED3DSP_NOSWIZZLE,
5006 NULL, NULL, lod_param, &ins->texel_offset, "vec%u(%s, %s)",
5007 coord_size, coord_param.param_str, compare_param.param_str);
5008 shader_glsl_release_sample_function(ins->ctx, &sample_function);
5011 static void shader_glsl_texcoord(const struct wined3d_shader_instruction *ins)
5013 /* FIXME: Make this work for more than just 2D textures */
5014 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
5015 DWORD write_mask = shader_glsl_append_dst(ins->ctx->buffer, ins);
5017 if (!(ins->ctx->reg_maps->shader_version.major == 1 && ins->ctx->reg_maps->shader_version.minor == 4))
5019 char dst_mask[6];
5021 shader_glsl_get_write_mask(&ins->dst[0], dst_mask);
5022 shader_addline(buffer, "clamp(ffp_texcoord[%u], 0.0, 1.0)%s);\n",
5023 ins->dst[0].reg.idx[0].offset, dst_mask);
5025 else
5027 enum wined3d_shader_src_modifier src_mod = ins->src[0].modifiers;
5028 DWORD reg = ins->src[0].reg.idx[0].offset;
5029 char dst_swizzle[6];
5031 shader_glsl_get_swizzle(&ins->src[0], FALSE, write_mask, dst_swizzle);
5033 if (src_mod == WINED3DSPSM_DZ || src_mod == WINED3DSPSM_DW)
5035 unsigned int mask_size = shader_glsl_get_write_mask_size(write_mask);
5036 struct glsl_src_param div_param;
5037 DWORD src_writemask = src_mod == WINED3DSPSM_DZ ? WINED3DSP_WRITEMASK_2 : WINED3DSP_WRITEMASK_3;
5039 shader_glsl_add_src_param(ins, &ins->src[0], src_writemask, &div_param);
5041 if (mask_size > 1)
5042 shader_addline(buffer, "ffp_texcoord[%u]%s / vec%d(%s));\n", reg, dst_swizzle, mask_size, div_param.param_str);
5043 else
5044 shader_addline(buffer, "ffp_texcoord[%u]%s / %s);\n", reg, dst_swizzle, div_param.param_str);
5046 else
5048 shader_addline(buffer, "ffp_texcoord[%u]%s);\n", reg, dst_swizzle);
5053 /** Process the WINED3DSIO_TEXDP3TEX instruction in GLSL:
5054 * Take a 3-component dot product of the TexCoord[dstreg] and src,
5055 * then perform a 1D texture lookup from stage dstregnum, place into dst. */
5056 static void shader_glsl_texdp3tex(const struct wined3d_shader_instruction *ins)
5058 DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
5059 DWORD sampler_idx = ins->dst[0].reg.idx[0].offset;
5060 struct glsl_sample_function sample_function;
5061 struct glsl_src_param src0_param;
5062 UINT mask_size;
5064 shader_glsl_add_src_param(ins, &ins->src[0], src_mask, &src0_param);
5066 /* Do I have to take care about the projected bit? I don't think so, since the dp3 returns only one
5067 * scalar, and projected sampling would require 4.
5069 * It is a dependent read - not valid with conditional NP2 textures
5071 shader_glsl_get_sample_function(ins->ctx, sampler_idx, sampler_idx, 0, &sample_function);
5072 mask_size = shader_glsl_get_write_mask_size(sample_function.coord_mask);
5074 switch(mask_size)
5076 case 1:
5077 shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, WINED3DSP_NOSWIZZLE, NULL, NULL, NULL,
5078 NULL, "dot(ffp_texcoord[%u].xyz, %s)", sampler_idx, src0_param.param_str);
5079 break;
5081 case 2:
5082 shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, WINED3DSP_NOSWIZZLE, NULL, NULL, NULL,
5083 NULL, "vec2(dot(ffp_texcoord[%u].xyz, %s), 0.0)", sampler_idx, src0_param.param_str);
5084 break;
5086 case 3:
5087 shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, WINED3DSP_NOSWIZZLE, NULL, NULL, NULL,
5088 NULL, "vec3(dot(ffp_texcoord[%u].xyz, %s), 0.0, 0.0)", sampler_idx, src0_param.param_str);
5089 break;
5091 default:
5092 FIXME("Unexpected mask size %u\n", mask_size);
5093 break;
5095 shader_glsl_release_sample_function(ins->ctx, &sample_function);
5098 /** Process the WINED3DSIO_TEXDP3 instruction in GLSL:
5099 * Take a 3-component dot product of the TexCoord[dstreg] and src. */
5100 static void shader_glsl_texdp3(const struct wined3d_shader_instruction *ins)
5102 DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
5103 DWORD dstreg = ins->dst[0].reg.idx[0].offset;
5104 struct glsl_src_param src0_param;
5105 DWORD dst_mask;
5106 unsigned int mask_size;
5108 dst_mask = shader_glsl_append_dst(ins->ctx->buffer, ins);
5109 mask_size = shader_glsl_get_write_mask_size(dst_mask);
5110 shader_glsl_add_src_param(ins, &ins->src[0], src_mask, &src0_param);
5112 if (mask_size > 1) {
5113 shader_addline(ins->ctx->buffer, "vec%d(dot(T%u.xyz, %s)));\n", mask_size, dstreg, src0_param.param_str);
5114 } else {
5115 shader_addline(ins->ctx->buffer, "dot(T%u.xyz, %s));\n", dstreg, src0_param.param_str);
5119 /** Process the WINED3DSIO_TEXDEPTH instruction in GLSL:
5120 * Calculate the depth as dst.x / dst.y */
5121 static void shader_glsl_texdepth(const struct wined3d_shader_instruction *ins)
5123 struct glsl_dst_param dst_param;
5125 shader_glsl_add_dst_param(ins, &ins->dst[0], &dst_param);
5127 /* Tests show that texdepth never returns anything below 0.0, and that r5.y is clamped to 1.0.
5128 * Negative input is accepted, -0.25 / -0.5 returns 0.5. GL should clamp gl_FragDepth to [0;1], but
5129 * this doesn't always work, so clamp the results manually. Whether or not the x value is clamped at 1
5130 * too is irrelevant, since if x = 0, any y value < 1.0 (and > 1.0 is not allowed) results in a result
5131 * >= 1.0 or < 0.0
5133 shader_addline(ins->ctx->buffer, "gl_FragDepth = clamp((%s.x / min(%s.y, 1.0)), 0.0, 1.0);\n",
5134 dst_param.reg_name, dst_param.reg_name);
5137 /** Process the WINED3DSIO_TEXM3X2DEPTH instruction in GLSL:
5138 * Last row of a 3x2 matrix multiply, use the result to calculate the depth:
5139 * Calculate tmp0.y = TexCoord[dstreg] . src.xyz; (tmp0.x has already been calculated)
5140 * depth = (tmp0.y == 0.0) ? 1.0 : tmp0.x / tmp0.y
5142 static void shader_glsl_texm3x2depth(const struct wined3d_shader_instruction *ins)
5144 DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
5145 DWORD dstreg = ins->dst[0].reg.idx[0].offset;
5146 struct glsl_src_param src0_param;
5148 shader_glsl_add_src_param(ins, &ins->src[0], src_mask, &src0_param);
5150 shader_addline(ins->ctx->buffer, "tmp0.y = dot(T%u.xyz, %s);\n", dstreg, src0_param.param_str);
5151 shader_addline(ins->ctx->buffer, "gl_FragDepth = (tmp0.y == 0.0) ? 1.0 : clamp(tmp0.x / tmp0.y, 0.0, 1.0);\n");
5154 /** Process the WINED3DSIO_TEXM3X2PAD instruction in GLSL
5155 * Calculate the 1st of a 2-row matrix multiplication. */
5156 static void shader_glsl_texm3x2pad(const struct wined3d_shader_instruction *ins)
5158 DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
5159 DWORD reg = ins->dst[0].reg.idx[0].offset;
5160 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
5161 struct glsl_src_param src0_param;
5163 shader_glsl_add_src_param(ins, &ins->src[0], src_mask, &src0_param);
5164 shader_addline(buffer, "tmp0.x = dot(T%u.xyz, %s);\n", reg, src0_param.param_str);
5167 /** Process the WINED3DSIO_TEXM3X3PAD instruction in GLSL
5168 * Calculate the 1st or 2nd row of a 3-row matrix multiplication. */
5169 static void shader_glsl_texm3x3pad(const struct wined3d_shader_instruction *ins)
5171 DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
5172 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
5173 struct wined3d_shader_tex_mx *tex_mx = ins->ctx->tex_mx;
5174 DWORD reg = ins->dst[0].reg.idx[0].offset;
5175 struct glsl_src_param src0_param;
5177 shader_glsl_add_src_param(ins, &ins->src[0], src_mask, &src0_param);
5178 shader_addline(buffer, "tmp0.%c = dot(T%u.xyz, %s);\n", 'x' + tex_mx->current_row, reg, src0_param.param_str);
5179 tex_mx->texcoord_w[tex_mx->current_row++] = reg;
5182 static void shader_glsl_texm3x2tex(const struct wined3d_shader_instruction *ins)
5184 DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
5185 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
5186 struct glsl_sample_function sample_function;
5187 DWORD reg = ins->dst[0].reg.idx[0].offset;
5188 struct glsl_src_param src0_param;
5190 shader_glsl_add_src_param(ins, &ins->src[0], src_mask, &src0_param);
5191 shader_addline(buffer, "tmp0.y = dot(T%u.xyz, %s);\n", reg, src0_param.param_str);
5193 shader_glsl_get_sample_function(ins->ctx, reg, reg, 0, &sample_function);
5195 /* Sample the texture using the calculated coordinates */
5196 shader_glsl_gen_sample_code(ins, reg, &sample_function, WINED3DSP_NOSWIZZLE, NULL, NULL, NULL, NULL, "tmp0.xy");
5197 shader_glsl_release_sample_function(ins->ctx, &sample_function);
5200 /** Process the WINED3DSIO_TEXM3X3TEX instruction in GLSL
5201 * Perform the 3rd row of a 3x3 matrix multiply, then sample the texture using the calculated coordinates */
5202 static void shader_glsl_texm3x3tex(const struct wined3d_shader_instruction *ins)
5204 DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
5205 struct wined3d_shader_tex_mx *tex_mx = ins->ctx->tex_mx;
5206 struct glsl_sample_function sample_function;
5207 DWORD reg = ins->dst[0].reg.idx[0].offset;
5208 struct glsl_src_param src0_param;
5210 shader_glsl_add_src_param(ins, &ins->src[0], src_mask, &src0_param);
5211 shader_addline(ins->ctx->buffer, "tmp0.z = dot(T%u.xyz, %s);\n", reg, src0_param.param_str);
5213 /* Dependent read, not valid with conditional NP2 */
5214 shader_glsl_get_sample_function(ins->ctx, reg, reg, 0, &sample_function);
5216 /* Sample the texture using the calculated coordinates */
5217 shader_glsl_gen_sample_code(ins, reg, &sample_function, WINED3DSP_NOSWIZZLE, NULL, NULL, NULL, NULL, "tmp0.xyz");
5218 shader_glsl_release_sample_function(ins->ctx, &sample_function);
5220 tex_mx->current_row = 0;
5223 /** Process the WINED3DSIO_TEXM3X3 instruction in GLSL
5224 * Perform the 3rd row of a 3x3 matrix multiply */
5225 static void shader_glsl_texm3x3(const struct wined3d_shader_instruction *ins)
5227 DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
5228 struct wined3d_shader_tex_mx *tex_mx = ins->ctx->tex_mx;
5229 DWORD reg = ins->dst[0].reg.idx[0].offset;
5230 struct glsl_src_param src0_param;
5231 char dst_mask[6];
5233 shader_glsl_add_src_param(ins, &ins->src[0], src_mask, &src0_param);
5235 shader_glsl_append_dst(ins->ctx->buffer, ins);
5236 shader_glsl_get_write_mask(&ins->dst[0], dst_mask);
5237 shader_addline(ins->ctx->buffer, "vec4(tmp0.xy, dot(T%u.xyz, %s), 1.0)%s);\n", reg, src0_param.param_str, dst_mask);
5239 tex_mx->current_row = 0;
5242 /* Process the WINED3DSIO_TEXM3X3SPEC instruction in GLSL
5243 * Perform the final texture lookup based on the previous 2 3x3 matrix multiplies */
5244 static void shader_glsl_texm3x3spec(const struct wined3d_shader_instruction *ins)
5246 struct glsl_src_param src0_param;
5247 struct glsl_src_param src1_param;
5248 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
5249 struct wined3d_shader_tex_mx *tex_mx = ins->ctx->tex_mx;
5250 DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
5251 struct glsl_sample_function sample_function;
5252 DWORD reg = ins->dst[0].reg.idx[0].offset;
5253 char coord_mask[6];
5255 shader_glsl_add_src_param(ins, &ins->src[0], src_mask, &src0_param);
5256 shader_glsl_add_src_param(ins, &ins->src[1], src_mask, &src1_param);
5258 /* Perform the last matrix multiply operation */
5259 shader_addline(buffer, "tmp0.z = dot(T%u.xyz, %s);\n", reg, src0_param.param_str);
5260 /* Reflection calculation */
5261 shader_addline(buffer, "tmp0.xyz = -reflect((%s), normalize(tmp0.xyz));\n", src1_param.param_str);
5263 /* Dependent read, not valid with conditional NP2 */
5264 shader_glsl_get_sample_function(ins->ctx, reg, reg, 0, &sample_function);
5265 shader_glsl_write_mask_to_str(sample_function.coord_mask, coord_mask);
5267 /* Sample the texture */
5268 shader_glsl_gen_sample_code(ins, reg, &sample_function, WINED3DSP_NOSWIZZLE,
5269 NULL, NULL, NULL, NULL, "tmp0%s", coord_mask);
5270 shader_glsl_release_sample_function(ins->ctx, &sample_function);
5272 tex_mx->current_row = 0;
5275 /* Process the WINED3DSIO_TEXM3X3VSPEC instruction in GLSL
5276 * Perform the final texture lookup based on the previous 2 3x3 matrix multiplies */
5277 static void shader_glsl_texm3x3vspec(const struct wined3d_shader_instruction *ins)
5279 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
5280 struct wined3d_shader_tex_mx *tex_mx = ins->ctx->tex_mx;
5281 DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
5282 struct glsl_sample_function sample_function;
5283 DWORD reg = ins->dst[0].reg.idx[0].offset;
5284 struct glsl_src_param src0_param;
5285 char coord_mask[6];
5287 shader_glsl_add_src_param(ins, &ins->src[0], src_mask, &src0_param);
5289 /* Perform the last matrix multiply operation */
5290 shader_addline(buffer, "tmp0.z = dot(vec3(T%u), vec3(%s));\n", reg, src0_param.param_str);
5292 /* Construct the eye-ray vector from w coordinates */
5293 shader_addline(buffer, "tmp1.xyz = normalize(vec3(ffp_texcoord[%u].w, ffp_texcoord[%u].w, ffp_texcoord[%u].w));\n",
5294 tex_mx->texcoord_w[0], tex_mx->texcoord_w[1], reg);
5295 shader_addline(buffer, "tmp0.xyz = -reflect(tmp1.xyz, normalize(tmp0.xyz));\n");
5297 /* Dependent read, not valid with conditional NP2 */
5298 shader_glsl_get_sample_function(ins->ctx, reg, reg, 0, &sample_function);
5299 shader_glsl_write_mask_to_str(sample_function.coord_mask, coord_mask);
5301 /* Sample the texture using the calculated coordinates */
5302 shader_glsl_gen_sample_code(ins, reg, &sample_function, WINED3DSP_NOSWIZZLE,
5303 NULL, NULL, NULL, NULL, "tmp0%s", coord_mask);
5304 shader_glsl_release_sample_function(ins->ctx, &sample_function);
5306 tex_mx->current_row = 0;
5309 /** Process the WINED3DSIO_TEXBEM instruction in GLSL.
5310 * Apply a fake bump map transform.
5311 * texbem is pshader <= 1.3 only, this saves a few version checks
5313 static void shader_glsl_texbem(const struct wined3d_shader_instruction *ins)
5315 const struct shader_glsl_ctx_priv *priv = ins->ctx->backend_data;
5316 struct glsl_sample_function sample_function;
5317 struct glsl_src_param coord_param;
5318 DWORD sampler_idx;
5319 DWORD mask;
5320 DWORD flags;
5321 char coord_mask[6];
5323 sampler_idx = ins->dst[0].reg.idx[0].offset;
5324 flags = (priv->cur_ps_args->tex_transform >> sampler_idx * WINED3D_PSARGS_TEXTRANSFORM_SHIFT)
5325 & WINED3D_PSARGS_TEXTRANSFORM_MASK;
5327 /* Dependent read, not valid with conditional NP2 */
5328 shader_glsl_get_sample_function(ins->ctx, sampler_idx, sampler_idx, 0, &sample_function);
5329 mask = sample_function.coord_mask;
5331 shader_glsl_write_mask_to_str(mask, coord_mask);
5333 /* With projected textures, texbem only divides the static texture coord,
5334 * not the displacement, so we can't let GL handle this. */
5335 if (flags & WINED3D_PSARGS_PROJECTED)
5337 DWORD div_mask=0;
5338 char coord_div_mask[3];
5339 switch (flags & ~WINED3D_PSARGS_PROJECTED)
5341 case WINED3D_TTFF_COUNT1:
5342 FIXME("WINED3D_TTFF_PROJECTED with WINED3D_TTFF_COUNT1?\n");
5343 break;
5344 case WINED3D_TTFF_COUNT2:
5345 div_mask = WINED3DSP_WRITEMASK_1;
5346 break;
5347 case WINED3D_TTFF_COUNT3:
5348 div_mask = WINED3DSP_WRITEMASK_2;
5349 break;
5350 case WINED3D_TTFF_COUNT4:
5351 case WINED3D_TTFF_DISABLE:
5352 div_mask = WINED3DSP_WRITEMASK_3;
5353 break;
5355 shader_glsl_write_mask_to_str(div_mask, coord_div_mask);
5356 shader_addline(ins->ctx->buffer, "T%u%s /= T%u%s;\n", sampler_idx, coord_mask, sampler_idx, coord_div_mask);
5359 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1, &coord_param);
5361 shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, WINED3DSP_NOSWIZZLE, NULL, NULL, NULL, NULL,
5362 "T%u%s + vec4(bumpenv_mat%u * %s, 0.0, 0.0)%s", sampler_idx, coord_mask, sampler_idx,
5363 coord_param.param_str, coord_mask);
5365 if (ins->handler_idx == WINED3DSIH_TEXBEML)
5367 struct glsl_src_param luminance_param;
5368 struct glsl_dst_param dst_param;
5370 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_2, &luminance_param);
5371 shader_glsl_add_dst_param(ins, &ins->dst[0], &dst_param);
5373 shader_addline(ins->ctx->buffer, "%s%s *= (%s * bumpenv_lum_scale%u + bumpenv_lum_offset%u);\n",
5374 dst_param.reg_name, dst_param.mask_str,
5375 luminance_param.param_str, sampler_idx, sampler_idx);
5377 shader_glsl_release_sample_function(ins->ctx, &sample_function);
5380 static void shader_glsl_bem(const struct wined3d_shader_instruction *ins)
5382 DWORD sampler_idx = ins->dst[0].reg.idx[0].offset;
5383 struct glsl_src_param src0_param, src1_param;
5385 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1, &src0_param);
5386 shader_glsl_add_src_param(ins, &ins->src[1], WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1, &src1_param);
5388 shader_glsl_append_dst(ins->ctx->buffer, ins);
5389 shader_addline(ins->ctx->buffer, "%s + bumpenv_mat%u * %s);\n",
5390 src0_param.param_str, sampler_idx, src1_param.param_str);
5393 /** Process the WINED3DSIO_TEXREG2AR instruction in GLSL
5394 * Sample 2D texture at dst using the alpha & red (wx) components of src as texture coordinates */
5395 static void shader_glsl_texreg2ar(const struct wined3d_shader_instruction *ins)
5397 DWORD sampler_idx = ins->dst[0].reg.idx[0].offset;
5398 struct glsl_sample_function sample_function;
5399 struct glsl_src_param src0_param;
5401 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_ALL, &src0_param);
5403 shader_glsl_get_sample_function(ins->ctx, sampler_idx, sampler_idx, 0, &sample_function);
5404 shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, WINED3DSP_NOSWIZZLE, NULL, NULL, NULL, NULL,
5405 "%s.wx", src0_param.reg_name);
5406 shader_glsl_release_sample_function(ins->ctx, &sample_function);
5409 /** Process the WINED3DSIO_TEXREG2GB instruction in GLSL
5410 * Sample 2D texture at dst using the green & blue (yz) components of src as texture coordinates */
5411 static void shader_glsl_texreg2gb(const struct wined3d_shader_instruction *ins)
5413 DWORD sampler_idx = ins->dst[0].reg.idx[0].offset;
5414 struct glsl_sample_function sample_function;
5415 struct glsl_src_param src0_param;
5417 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_ALL, &src0_param);
5419 shader_glsl_get_sample_function(ins->ctx, sampler_idx, sampler_idx, 0, &sample_function);
5420 shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, WINED3DSP_NOSWIZZLE, NULL, NULL, NULL, NULL,
5421 "%s.yz", src0_param.reg_name);
5422 shader_glsl_release_sample_function(ins->ctx, &sample_function);
5425 /** Process the WINED3DSIO_TEXREG2RGB instruction in GLSL
5426 * Sample texture at dst using the rgb (xyz) components of src as texture coordinates */
5427 static void shader_glsl_texreg2rgb(const struct wined3d_shader_instruction *ins)
5429 DWORD sampler_idx = ins->dst[0].reg.idx[0].offset;
5430 struct glsl_sample_function sample_function;
5431 struct glsl_src_param src0_param;
5433 /* Dependent read, not valid with conditional NP2 */
5434 shader_glsl_get_sample_function(ins->ctx, sampler_idx, sampler_idx, 0, &sample_function);
5435 shader_glsl_add_src_param(ins, &ins->src[0], sample_function.coord_mask, &src0_param);
5437 shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, WINED3DSP_NOSWIZZLE, NULL, NULL, NULL, NULL,
5438 "%s", src0_param.param_str);
5439 shader_glsl_release_sample_function(ins->ctx, &sample_function);
5442 /** Process the WINED3DSIO_TEXKILL instruction in GLSL.
5443 * If any of the first 3 components are < 0, discard this pixel */
5444 static void shader_glsl_texkill(const struct wined3d_shader_instruction *ins)
5446 if (ins->ctx->reg_maps->shader_version.major >= 4)
5448 struct glsl_src_param src_param;
5450 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0, &src_param);
5451 shader_addline(ins->ctx->buffer, "if (bool(%s)) discard;\n", src_param.param_str);
5453 else
5455 struct glsl_dst_param dst_param;
5457 /* The argument is a destination parameter, and no writemasks are allowed */
5458 shader_glsl_add_dst_param(ins, &ins->dst[0], &dst_param);
5460 /* 2.0 shaders compare all 4 components in texkill. */
5461 if (ins->ctx->reg_maps->shader_version.major >= 2)
5462 shader_addline(ins->ctx->buffer, "if (any(lessThan(%s.xyzw, vec4(0.0)))) discard;\n", dst_param.reg_name);
5463 /* 1.x shaders only compare the first 3 components, probably due to
5464 * the nature of the texkill instruction as a tex* instruction, and
5465 * phase, which kills all .w components. Even if all 4 components are
5466 * defined, only the first 3 are used. */
5467 else
5468 shader_addline(ins->ctx->buffer, "if (any(lessThan(%s.xyz, vec3(0.0)))) discard;\n", dst_param.reg_name);
5472 /** Process the WINED3DSIO_DP2ADD instruction in GLSL.
5473 * dst = dot2(src0, src1) + src2 */
5474 static void shader_glsl_dp2add(const struct wined3d_shader_instruction *ins)
5476 struct glsl_src_param src0_param;
5477 struct glsl_src_param src1_param;
5478 struct glsl_src_param src2_param;
5479 DWORD write_mask;
5480 unsigned int mask_size;
5482 write_mask = shader_glsl_append_dst(ins->ctx->buffer, ins);
5483 mask_size = shader_glsl_get_write_mask_size(write_mask);
5485 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1, &src0_param);
5486 shader_glsl_add_src_param(ins, &ins->src[1], WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1, &src1_param);
5487 shader_glsl_add_src_param(ins, &ins->src[2], WINED3DSP_WRITEMASK_0, &src2_param);
5489 if (mask_size > 1) {
5490 shader_addline(ins->ctx->buffer, "vec%d(dot(%s, %s) + %s));\n",
5491 mask_size, src0_param.param_str, src1_param.param_str, src2_param.param_str);
5492 } else {
5493 shader_addline(ins->ctx->buffer, "dot(%s, %s) + %s);\n",
5494 src0_param.param_str, src1_param.param_str, src2_param.param_str);
5498 static void shader_glsl_input_pack(const struct wined3d_shader *shader, struct wined3d_string_buffer *buffer,
5499 const struct wined3d_shader_signature *input_signature,
5500 const struct wined3d_shader_reg_maps *reg_maps,
5501 const struct ps_compile_args *args, const struct wined3d_gl_info *gl_info)
5503 unsigned int i;
5505 for (i = 0; i < input_signature->element_count; ++i)
5507 const struct wined3d_shader_signature_element *input = &input_signature->elements[i];
5508 const char *semantic_name;
5509 UINT semantic_idx;
5510 char reg_mask[6];
5512 /* Unused */
5513 if (!(reg_maps->input_registers & (1u << input->register_idx)))
5514 continue;
5516 semantic_name = input->semantic_name;
5517 semantic_idx = input->semantic_idx;
5518 shader_glsl_write_mask_to_str(input->mask, reg_mask);
5520 if (args->vp_mode == vertexshader)
5522 if (input->sysval_semantic == WINED3D_SV_POSITION && !semantic_idx)
5524 shader_addline(buffer, "ps_in[%u]%s = vpos%s;\n",
5525 shader->u.ps.input_reg_map[input->register_idx], reg_mask, reg_mask);
5527 else if (args->pointsprite && shader_match_semantic(semantic_name, WINED3D_DECL_USAGE_TEXCOORD))
5529 shader_addline(buffer, "ps_in[%u] = vec4(gl_PointCoord.xy, 0.0, 0.0);\n", input->register_idx);
5531 else if (input->sysval_semantic == WINED3D_SV_IS_FRONT_FACE)
5533 shader_addline(buffer, "ps_in[%u] = vec4("
5534 "uintBitsToFloat(gl_FrontFacing ? 0xffffffffu : 0u), 0.0, 0.0, 0.0);\n",
5535 input->register_idx);
5537 else
5539 if (input->sysval_semantic)
5540 FIXME("Unhandled sysval semantic %#x.\n", input->sysval_semantic);
5541 shader_addline(buffer, "ps_in[%u]%s = ps_link[%u]%s;\n",
5542 shader->u.ps.input_reg_map[input->register_idx], reg_mask,
5543 shader->u.ps.input_reg_map[input->register_idx], reg_mask);
5546 else if (shader_match_semantic(semantic_name, WINED3D_DECL_USAGE_TEXCOORD))
5548 if (args->pointsprite)
5549 shader_addline(buffer, "ps_in[%u] = vec4(gl_PointCoord.xy, 0.0, 0.0);\n",
5550 shader->u.ps.input_reg_map[input->register_idx]);
5551 else if (args->vp_mode == pretransformed && args->texcoords_initialized & (1u << semantic_idx))
5552 shader_addline(buffer, "ps_in[%u]%s = %s[%u]%s;\n",
5553 shader->u.ps.input_reg_map[input->register_idx], reg_mask,
5554 gl_info->supported[WINED3D_GL_LEGACY_CONTEXT]
5555 ? "gl_TexCoord" : "ffp_varying_texcoord", semantic_idx, reg_mask);
5556 else
5557 shader_addline(buffer, "ps_in[%u]%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
5558 shader->u.ps.input_reg_map[input->register_idx], reg_mask, reg_mask);
5560 else if (shader_match_semantic(semantic_name, WINED3D_DECL_USAGE_COLOR))
5562 if (!semantic_idx)
5563 shader_addline(buffer, "ps_in[%u]%s = vec4(ffp_varying_diffuse)%s;\n",
5564 shader->u.ps.input_reg_map[input->register_idx], reg_mask, reg_mask);
5565 else if (semantic_idx == 1)
5566 shader_addline(buffer, "ps_in[%u]%s = vec4(ffp_varying_specular)%s;\n",
5567 shader->u.ps.input_reg_map[input->register_idx], reg_mask, reg_mask);
5568 else
5569 shader_addline(buffer, "ps_in[%u]%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
5570 shader->u.ps.input_reg_map[input->register_idx], reg_mask, reg_mask);
5572 else
5574 shader_addline(buffer, "ps_in[%u]%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
5575 shader->u.ps.input_reg_map[input->register_idx], reg_mask, reg_mask);
5580 /*********************************************
5581 * Vertex Shader Specific Code begins here
5582 ********************************************/
5584 static void add_glsl_program_entry(struct shader_glsl_priv *priv, struct glsl_shader_prog_link *entry)
5586 struct glsl_program_key key;
5588 key.vs_id = entry->vs.id;
5589 key.gs_id = entry->gs.id;
5590 key.ps_id = entry->ps.id;
5592 if (wine_rb_put(&priv->program_lookup, &key, &entry->program_lookup_entry) == -1)
5594 ERR("Failed to insert program entry.\n");
5598 static struct glsl_shader_prog_link *get_glsl_program_entry(const struct shader_glsl_priv *priv,
5599 GLuint vs_id, GLuint gs_id, GLuint ps_id)
5601 struct wine_rb_entry *entry;
5602 struct glsl_program_key key;
5604 key.vs_id = vs_id;
5605 key.gs_id = gs_id;
5606 key.ps_id = ps_id;
5608 entry = wine_rb_get(&priv->program_lookup, &key);
5609 return entry ? WINE_RB_ENTRY_VALUE(entry, struct glsl_shader_prog_link, program_lookup_entry) : NULL;
5612 /* Context activation is done by the caller. */
5613 static void delete_glsl_program_entry(struct shader_glsl_priv *priv, const struct wined3d_gl_info *gl_info,
5614 struct glsl_shader_prog_link *entry)
5616 wine_rb_remove(&priv->program_lookup, &entry->program_lookup_entry);
5618 GL_EXTCALL(glDeleteProgram(entry->id));
5619 if (entry->vs.id)
5620 list_remove(&entry->vs.shader_entry);
5621 if (entry->gs.id)
5622 list_remove(&entry->gs.shader_entry);
5623 if (entry->ps.id)
5624 list_remove(&entry->ps.shader_entry);
5625 HeapFree(GetProcessHeap(), 0, entry);
5628 static void shader_glsl_setup_vs3_output(struct shader_glsl_priv *priv,
5629 const struct wined3d_gl_info *gl_info, const DWORD *map,
5630 const struct wined3d_shader_signature *input_signature,
5631 const struct wined3d_shader_reg_maps *reg_maps_in,
5632 const struct wined3d_shader_signature *output_signature,
5633 const struct wined3d_shader_reg_maps *reg_maps_out, const char *out_array_name)
5635 struct wined3d_string_buffer *destination = string_buffer_get(&priv->string_buffers);
5636 BOOL legacy_context = gl_info->supported[WINED3D_GL_LEGACY_CONTEXT];
5637 struct wined3d_string_buffer *buffer = &priv->shader_buffer;
5638 unsigned int in_count = vec4_varyings(3, gl_info);
5639 unsigned int max_varyings = legacy_context ? in_count + 2 : in_count;
5640 DWORD in_idx, *set = NULL;
5641 unsigned int i, j;
5642 char reg_mask[6];
5644 set = wined3d_calloc(max_varyings, sizeof(*set));
5646 for (i = 0; i < input_signature->element_count; ++i)
5648 const struct wined3d_shader_signature_element *input = &input_signature->elements[i];
5650 if (!(reg_maps_in->input_registers & (1u << input->register_idx)))
5651 continue;
5653 in_idx = map[input->register_idx];
5654 /* Declared, but not read register */
5655 if (in_idx == ~0u)
5656 continue;
5657 if (in_idx >= max_varyings)
5659 FIXME("More input varyings declared than supported, expect issues.\n");
5660 continue;
5663 if (in_idx == in_count)
5664 string_buffer_sprintf(destination, "gl_FrontColor");
5665 else if (in_idx == in_count + 1)
5666 string_buffer_sprintf(destination, "gl_FrontSecondaryColor");
5667 else
5668 string_buffer_sprintf(destination, "%s[%u]", out_array_name, in_idx);
5670 if (!set[in_idx])
5671 set[in_idx] = ~0u;
5673 for (j = 0; j < output_signature->element_count; ++j)
5675 const struct wined3d_shader_signature_element *output = &output_signature->elements[j];
5676 DWORD mask;
5678 if (!(reg_maps_out->output_registers & (1u << output->register_idx))
5679 || input->semantic_idx != output->semantic_idx
5680 || strcmp(input->semantic_name, output->semantic_name)
5681 || !(mask = input->mask & output->mask))
5682 continue;
5684 if (set[in_idx] == ~0u)
5685 set[in_idx] = 0;
5686 set[in_idx] |= mask & reg_maps_out->u.output_registers_mask[output->register_idx];
5687 shader_glsl_write_mask_to_str(mask, reg_mask);
5689 shader_addline(buffer, "%s%s = shader_out[%u]%s;\n",
5690 destination->buffer, reg_mask, output->register_idx, reg_mask);
5694 for (i = 0; i < max_varyings; ++i)
5696 unsigned int size;
5698 if (!set[i] || set[i] == WINED3DSP_WRITEMASK_ALL)
5699 continue;
5701 if (set[i] == ~0u)
5702 set[i] = 0;
5704 size = 0;
5705 if (!(set[i] & WINED3DSP_WRITEMASK_0))
5706 reg_mask[size++] = 'x';
5707 if (!(set[i] & WINED3DSP_WRITEMASK_1))
5708 reg_mask[size++] = 'y';
5709 if (!(set[i] & WINED3DSP_WRITEMASK_2))
5710 reg_mask[size++] = 'z';
5711 if (!(set[i] & WINED3DSP_WRITEMASK_3))
5712 reg_mask[size++] = 'w';
5713 reg_mask[size] = '\0';
5715 if (i == in_count)
5716 string_buffer_sprintf(destination, "gl_FrontColor");
5717 else if (i == in_count + 1)
5718 string_buffer_sprintf(destination, "gl_FrontSecondaryColor");
5719 else
5720 string_buffer_sprintf(destination, "%s[%u]", out_array_name, i);
5722 if (size == 1)
5723 shader_addline(buffer, "%s.%s = 0.0;\n", destination->buffer, reg_mask);
5724 else
5725 shader_addline(buffer, "%s.%s = vec%u(0.0);\n", destination->buffer, reg_mask, size);
5728 HeapFree(GetProcessHeap(), 0, set);
5729 string_buffer_release(&priv->string_buffers, destination);
5732 static void shader_glsl_setup_sm4_shader_output(struct shader_glsl_priv *priv,
5733 unsigned int input_count, const struct wined3d_shader_signature *output_signature,
5734 const struct wined3d_shader_reg_maps *reg_maps_out, const char *out_array_name)
5736 struct wined3d_string_buffer *destination = string_buffer_get(&priv->string_buffers);
5737 struct wined3d_string_buffer *buffer = &priv->shader_buffer;
5738 char reg_mask[6];
5739 unsigned int i;
5741 for (i = 0; i < output_signature->element_count; ++i)
5743 const struct wined3d_shader_signature_element *output = &output_signature->elements[i];
5745 if (!(reg_maps_out->output_registers & (1u << output->register_idx)))
5746 continue;
5748 if (output->register_idx >= input_count)
5749 continue;
5751 string_buffer_sprintf(destination, "%s[%u]", out_array_name, output->register_idx);
5753 shader_glsl_write_mask_to_str(output->mask, reg_mask);
5755 shader_addline(buffer, "%s%s = shader_out[%u]%s;\n",
5756 destination->buffer, reg_mask, output->register_idx, reg_mask);
5759 string_buffer_release(&priv->string_buffers, destination);
5762 /* Context activation is done by the caller. */
5763 static void shader_glsl_generate_vs_gs_setup(struct shader_glsl_priv *priv,
5764 const struct wined3d_shader *vs, unsigned int input_count,
5765 const struct wined3d_gl_info *gl_info)
5767 BOOL legacy_context = gl_info->supported[WINED3D_GL_LEGACY_CONTEXT];
5768 struct wined3d_string_buffer *buffer = &priv->shader_buffer;
5770 if (legacy_context)
5771 shader_addline(buffer, "varying out vec4 gs_in[%u];\n", input_count);
5772 else
5773 shader_addline(buffer, "out vs_gs_iface { vec4 gs_in[%u]; } gs_in;\n", input_count);
5774 shader_addline(buffer, "void setup_vs_output(in vec4 shader_out[%u])\n{\n", vs->limits->packed_output);
5776 shader_glsl_setup_sm4_shader_output(priv, input_count, &vs->output_signature, &vs->reg_maps,
5777 legacy_context ? "gs_in" : "gs_in.gs_in");
5779 shader_addline(buffer, "}\n");
5782 static void shader_glsl_setup_sm3_rasterizer_input(struct shader_glsl_priv *priv,
5783 const struct wined3d_gl_info *gl_info, const DWORD *map,
5784 const struct wined3d_shader_signature *input_signature,
5785 const struct wined3d_shader_reg_maps *reg_maps_in, unsigned int input_count,
5786 const struct wined3d_shader_signature *output_signature,
5787 const struct wined3d_shader_reg_maps *reg_maps_out, BOOL per_vertex_point_size)
5789 struct wined3d_string_buffer *buffer = &priv->shader_buffer;
5790 const char *semantic_name;
5791 UINT semantic_idx;
5792 char reg_mask[6];
5793 unsigned int i;
5795 /* First, sort out position and point size system values. */
5796 for (i = 0; i < output_signature->element_count; ++i)
5798 const struct wined3d_shader_signature_element *output = &output_signature->elements[i];
5800 if (!(reg_maps_out->output_registers & (1u << output->register_idx)))
5801 continue;
5803 semantic_name = output->semantic_name;
5804 semantic_idx = output->semantic_idx;
5805 shader_glsl_write_mask_to_str(output->mask, reg_mask);
5807 if (output->sysval_semantic == WINED3D_SV_POSITION && !semantic_idx)
5809 shader_addline(buffer, "gl_Position%s = shader_out[%u]%s;\n",
5810 reg_mask, output->register_idx, reg_mask);
5812 else if (shader_match_semantic(semantic_name, WINED3D_DECL_USAGE_PSIZE) && per_vertex_point_size)
5814 shader_addline(buffer, "gl_PointSize = clamp(shader_out[%u].%c, "
5815 "ffp_point.size_min, ffp_point.size_max);\n", output->register_idx, reg_mask[1]);
5817 else if (output->sysval_semantic)
5819 FIXME("Unhandled sysval semantic %#x.\n", output->sysval_semantic);
5823 /* Then, setup the pixel shader input. */
5824 if (reg_maps_out->shader_version.major < 4)
5825 shader_glsl_setup_vs3_output(priv, gl_info, map, input_signature, reg_maps_in,
5826 output_signature, reg_maps_out, "ps_link");
5827 else
5828 shader_glsl_setup_sm4_shader_output(priv, input_count, output_signature, reg_maps_out, "ps_link");
5831 /* Context activation is done by the caller. */
5832 static GLuint shader_glsl_generate_vs3_rasterizer_input_setup(struct shader_glsl_priv *priv,
5833 const struct wined3d_shader *vs, const struct wined3d_shader *ps,
5834 BOOL per_vertex_point_size, BOOL flatshading, const struct wined3d_gl_info *gl_info)
5836 struct wined3d_string_buffer *buffer = &priv->shader_buffer;
5837 GLuint ret;
5838 DWORD ps_major = ps ? ps->reg_maps.shader_version.major : 0;
5839 unsigned int i;
5840 const char *semantic_name;
5841 UINT semantic_idx;
5842 char reg_mask[6];
5843 BOOL legacy_context = gl_info->supported[WINED3D_GL_LEGACY_CONTEXT];
5845 string_buffer_clear(buffer);
5847 shader_addline(buffer, "%s\n", shader_glsl_get_version_declaration(gl_info, &vs->reg_maps.shader_version));
5849 if (per_vertex_point_size)
5851 shader_addline(buffer, "uniform struct\n{\n");
5852 shader_addline(buffer, " float size_min;\n");
5853 shader_addline(buffer, " float size_max;\n");
5854 shader_addline(buffer, "} ffp_point;\n");
5857 if (ps_major < 3)
5859 DWORD colors_written_mask[2] = {0};
5860 DWORD texcoords_written_mask[MAX_TEXTURES] = {0};
5862 if (!legacy_context)
5864 declare_out_varying(gl_info, buffer, flatshading, "vec4 ffp_varying_diffuse;\n");
5865 declare_out_varying(gl_info, buffer, flatshading, "vec4 ffp_varying_specular;\n");
5866 declare_out_varying(gl_info, buffer, FALSE, "vec4 ffp_varying_texcoord[%u];\n", MAX_TEXTURES);
5867 declare_out_varying(gl_info, buffer, FALSE, "float ffp_varying_fogcoord;\n");
5870 shader_addline(buffer, "void setup_vs_output(in vec4 shader_out[%u])\n{\n", vs->limits->packed_output);
5872 for (i = 0; i < vs->output_signature.element_count; ++i)
5874 const struct wined3d_shader_signature_element *output = &vs->output_signature.elements[i];
5875 DWORD write_mask;
5877 if (!(vs->reg_maps.output_registers & (1u << output->register_idx)))
5878 continue;
5880 semantic_name = output->semantic_name;
5881 semantic_idx = output->semantic_idx;
5882 write_mask = output->mask;
5883 shader_glsl_write_mask_to_str(write_mask, reg_mask);
5885 if (shader_match_semantic(semantic_name, WINED3D_DECL_USAGE_COLOR) && semantic_idx < 2)
5887 if (legacy_context)
5888 shader_addline(buffer, "gl_Front%sColor%s = shader_out[%u]%s;\n",
5889 semantic_idx ? "Secondary" : "", reg_mask, output->register_idx, reg_mask);
5890 else
5891 shader_addline(buffer, "ffp_varying_%s%s = clamp(shader_out[%u]%s, 0.0, 1.0);\n",
5892 semantic_idx ? "specular" : "diffuse", reg_mask, output->register_idx, reg_mask);
5894 colors_written_mask[semantic_idx] = write_mask;
5896 else if (shader_match_semantic(semantic_name, WINED3D_DECL_USAGE_POSITION) && !semantic_idx)
5898 shader_addline(buffer, "gl_Position%s = shader_out[%u]%s;\n",
5899 reg_mask, output->register_idx, reg_mask);
5901 else if (shader_match_semantic(semantic_name, WINED3D_DECL_USAGE_TEXCOORD))
5903 if (semantic_idx < MAX_TEXTURES)
5905 shader_addline(buffer, "%s[%u]%s = shader_out[%u]%s;\n",
5906 legacy_context ? "gl_TexCoord" : "ffp_varying_texcoord",
5907 semantic_idx, reg_mask, output->register_idx, reg_mask);
5908 texcoords_written_mask[semantic_idx] = write_mask;
5911 else if (shader_match_semantic(semantic_name, WINED3D_DECL_USAGE_PSIZE) && per_vertex_point_size)
5913 shader_addline(buffer, "gl_PointSize = clamp(shader_out[%u].%c, "
5914 "ffp_point.size_min, ffp_point.size_max);\n", output->register_idx, reg_mask[1]);
5916 else if (shader_match_semantic(semantic_name, WINED3D_DECL_USAGE_FOG))
5918 shader_addline(buffer, "%s = clamp(shader_out[%u].%c, 0.0, 1.0);\n",
5919 legacy_context ? "gl_FogFragCoord" : "ffp_varying_fogcoord",
5920 output->register_idx, reg_mask[1]);
5924 for (i = 0; i < 2; ++i)
5926 if (colors_written_mask[i] != WINED3DSP_WRITEMASK_ALL)
5928 shader_glsl_write_mask_to_str(~colors_written_mask[i] & WINED3DSP_WRITEMASK_ALL, reg_mask);
5929 if (!i)
5930 shader_addline(buffer, "%s%s = vec4(1.0)%s;\n",
5931 legacy_context ? "gl_FrontColor" : "ffp_varying_diffuse",
5932 reg_mask, reg_mask);
5933 else
5934 shader_addline(buffer, "%s%s = vec4(0.0)%s;\n",
5935 legacy_context ? "gl_FrontSecondaryColor" : "ffp_varying_specular",
5936 reg_mask, reg_mask);
5939 for (i = 0; i < MAX_TEXTURES; ++i)
5941 if (ps && !(ps->reg_maps.texcoord & (1u << i)))
5942 continue;
5944 if (texcoords_written_mask[i] != WINED3DSP_WRITEMASK_ALL)
5946 if (gl_info->limits.glsl_varyings < wined3d_max_compat_varyings(gl_info)
5947 && !texcoords_written_mask[i])
5948 continue;
5950 shader_glsl_write_mask_to_str(~texcoords_written_mask[i] & WINED3DSP_WRITEMASK_ALL, reg_mask);
5951 shader_addline(buffer, "%s[%u]%s = vec4(0.0)%s;\n",
5952 legacy_context ? "gl_TexCoord" : "ffp_varying_texcoord", i, reg_mask, reg_mask);
5956 else
5958 UINT in_count = min(vec4_varyings(ps_major, gl_info), ps->limits->packed_input);
5960 declare_out_varying(gl_info, buffer, FALSE, "vec4 ps_link[%u];\n", in_count);
5961 shader_addline(buffer, "void setup_vs_output(in vec4 shader_out[%u])\n{\n", vs->limits->packed_output);
5962 shader_glsl_setup_sm3_rasterizer_input(priv, gl_info, ps->u.ps.input_reg_map, &ps->input_signature,
5963 &ps->reg_maps, 0, &vs->output_signature, &vs->reg_maps, per_vertex_point_size);
5966 shader_addline(buffer, "}\n");
5968 ret = GL_EXTCALL(glCreateShader(GL_VERTEX_SHADER));
5969 checkGLcall("glCreateShader(GL_VERTEX_SHADER)");
5970 shader_glsl_compile(gl_info, ret, buffer->buffer);
5972 return ret;
5975 static void shader_glsl_generate_sm4_rasterizer_input_setup(struct shader_glsl_priv *priv,
5976 const struct wined3d_shader *shader, unsigned int input_count,
5977 const struct wined3d_gl_info *gl_info)
5979 struct wined3d_string_buffer *buffer = &priv->shader_buffer;
5981 if (input_count)
5982 declare_out_varying(gl_info, buffer, FALSE, "vec4 ps_link[%u];\n", min(vec4_varyings(4, gl_info), input_count));
5984 shader_addline(buffer, "void setup_%s_output(in vec4 shader_out[%u])\n{\n",
5985 shader_glsl_get_prefix(shader->reg_maps.shader_version.type), shader->limits->packed_output);
5987 shader_glsl_setup_sm3_rasterizer_input(priv, gl_info, NULL, NULL,
5988 NULL, input_count, &shader->output_signature, &shader->reg_maps, FALSE);
5990 shader_addline(buffer, "}\n");
5993 static void shader_glsl_generate_srgb_write_correction(struct wined3d_string_buffer *buffer,
5994 const struct wined3d_gl_info *gl_info)
5996 const char *output = get_fragment_output(gl_info);
5998 shader_addline(buffer, "tmp0.xyz = pow(%s[0].xyz, vec3(srgb_const0.x));\n", output);
5999 shader_addline(buffer, "tmp0.xyz = tmp0.xyz * vec3(srgb_const0.y) - vec3(srgb_const0.z);\n");
6000 shader_addline(buffer, "tmp1.xyz = %s[0].xyz * vec3(srgb_const0.w);\n", output);
6001 shader_addline(buffer, "bvec3 srgb_compare = lessThan(%s[0].xyz, vec3(srgb_const1.x));\n", output);
6002 shader_addline(buffer, "%s[0].xyz = mix(tmp0.xyz, tmp1.xyz, vec3(srgb_compare));\n", output);
6003 shader_addline(buffer, "%s[0] = clamp(%s[0], 0.0, 1.0);\n", output, output);
6006 static void shader_glsl_generate_fog_code(struct wined3d_string_buffer *buffer,
6007 const struct wined3d_gl_info *gl_info, enum wined3d_ffp_ps_fog_mode mode)
6009 const char *output = get_fragment_output(gl_info);
6011 switch (mode)
6013 case WINED3D_FFP_PS_FOG_OFF:
6014 return;
6016 case WINED3D_FFP_PS_FOG_LINEAR:
6017 shader_addline(buffer, "float fog = (ffp_fog.end - ffp_varying_fogcoord) * ffp_fog.scale;\n");
6018 break;
6020 case WINED3D_FFP_PS_FOG_EXP:
6021 shader_addline(buffer, "float fog = exp(-ffp_fog.density * ffp_varying_fogcoord);\n");
6022 break;
6024 case WINED3D_FFP_PS_FOG_EXP2:
6025 shader_addline(buffer, "float fog = exp(-ffp_fog.density * ffp_fog.density"
6026 " * ffp_varying_fogcoord * ffp_varying_fogcoord);\n");
6027 break;
6029 default:
6030 ERR("Invalid fog mode %#x.\n", mode);
6031 return;
6034 shader_addline(buffer, "%s[0].xyz = mix(ffp_fog.color.xyz, %s[0].xyz, clamp(fog, 0.0, 1.0));\n",
6035 output, output);
6038 static void shader_glsl_generate_alpha_test(struct wined3d_string_buffer *buffer,
6039 const struct wined3d_gl_info *gl_info, enum wined3d_cmp_func alpha_func)
6041 /* alpha_func is the PASS condition, not the DISCARD condition. Instead of
6042 * flipping all the operators here, just negate the comparison below. */
6043 static const char * const comparison_operator[] =
6045 "", /* WINED3D_CMP_NEVER */
6046 "<", /* WINED3D_CMP_LESS */
6047 "==", /* WINED3D_CMP_EQUAL */
6048 "<=", /* WINED3D_CMP_LESSEQUAL */
6049 ">", /* WINED3D_CMP_GREATER */
6050 "!=", /* WINED3D_CMP_NOTEQUAL */
6051 ">=", /* WINED3D_CMP_GREATEREQUAL */
6052 "" /* WINED3D_CMP_ALWAYS */
6055 if (alpha_func == WINED3D_CMP_ALWAYS)
6056 return;
6058 if (alpha_func != WINED3D_CMP_NEVER)
6059 shader_addline(buffer, "if (!(%s[0].a %s alpha_test_ref))\n",
6060 get_fragment_output(gl_info), comparison_operator[alpha_func - WINED3D_CMP_NEVER]);
6061 shader_addline(buffer, " discard;\n");
6064 static void shader_glsl_enable_extensions(struct wined3d_string_buffer *buffer,
6065 const struct wined3d_gl_info *gl_info)
6067 if (gl_info->supported[ARB_SHADER_BIT_ENCODING])
6068 shader_addline(buffer, "#extension GL_ARB_shader_bit_encoding : enable\n");
6069 if (gl_info->supported[ARB_SHADER_IMAGE_LOAD_STORE])
6070 shader_addline(buffer, "#extension GL_ARB_shader_image_load_store : enable\n");
6071 if (gl_info->supported[ARB_SHADER_IMAGE_SIZE])
6072 shader_addline(buffer, "#extension GL_ARB_shader_image_size : enable\n");
6073 if (gl_info->supported[ARB_TEXTURE_QUERY_LEVELS])
6074 shader_addline(buffer, "#extension GL_ARB_texture_query_levels : enable\n");
6075 if (gl_info->supported[ARB_UNIFORM_BUFFER_OBJECT])
6076 shader_addline(buffer, "#extension GL_ARB_uniform_buffer_object : enable\n");
6077 if (gl_info->supported[EXT_GPU_SHADER4])
6078 shader_addline(buffer, "#extension GL_EXT_gpu_shader4 : enable\n");
6079 if (gl_info->supported[EXT_TEXTURE_ARRAY])
6080 shader_addline(buffer, "#extension GL_EXT_texture_array : enable\n");
6083 static void shader_glsl_generate_ps_epilogue(const struct wined3d_gl_info *gl_info,
6084 struct wined3d_string_buffer *buffer, const struct wined3d_shader *shader,
6085 const struct ps_compile_args *args)
6087 const struct wined3d_shader_reg_maps *reg_maps = &shader->reg_maps;
6089 /* Pixel shaders < 2.0 place the resulting color in R0 implicitly. */
6090 if (reg_maps->shader_version.major < 2)
6091 shader_addline(buffer, "%s[0] = R0;\n", get_fragment_output(gl_info));
6093 if (args->srgb_correction)
6094 shader_glsl_generate_srgb_write_correction(buffer, gl_info);
6096 /* SM < 3 does not replace the fog stage. */
6097 if (reg_maps->shader_version.major < 3)
6098 shader_glsl_generate_fog_code(buffer, gl_info, args->fog);
6100 shader_glsl_generate_alpha_test(buffer, gl_info, args->alpha_test_func + 1);
6103 /* Context activation is done by the caller. */
6104 static GLuint shader_glsl_generate_pshader(const struct wined3d_context *context,
6105 struct wined3d_string_buffer *buffer, struct wined3d_string_buffer_list *string_buffers,
6106 const struct wined3d_shader *shader,
6107 const struct ps_compile_args *args, struct ps_np2fixup_info *np2fixup_info)
6109 const struct wined3d_shader_reg_maps *reg_maps = &shader->reg_maps;
6110 const struct wined3d_gl_info *gl_info = context->gl_info;
6111 const DWORD *function = shader->function;
6112 struct shader_glsl_ctx_priv priv_ctx;
6113 BOOL legacy_context = gl_info->supported[WINED3D_GL_LEGACY_CONTEXT];
6115 /* Create the hw GLSL shader object and assign it as the shader->prgId */
6116 GLuint shader_id = GL_EXTCALL(glCreateShader(GL_FRAGMENT_SHADER));
6118 memset(&priv_ctx, 0, sizeof(priv_ctx));
6119 priv_ctx.cur_ps_args = args;
6120 priv_ctx.cur_np2fixup_info = np2fixup_info;
6121 priv_ctx.string_buffers = string_buffers;
6123 shader_addline(buffer, "%s\n", shader_glsl_get_version_declaration(gl_info, &reg_maps->shader_version));
6125 shader_glsl_enable_extensions(buffer, gl_info);
6126 if (gl_info->supported[ARB_DERIVATIVE_CONTROL])
6127 shader_addline(buffer, "#extension GL_ARB_derivative_control : enable\n");
6128 if (gl_info->supported[ARB_FRAGMENT_COORD_CONVENTIONS])
6129 shader_addline(buffer, "#extension GL_ARB_fragment_coord_conventions : enable\n");
6130 if (gl_info->supported[ARB_SHADER_TEXTURE_LOD])
6131 shader_addline(buffer, "#extension GL_ARB_shader_texture_lod : enable\n");
6132 /* The spec says that it doesn't have to be explicitly enabled, but the
6133 * nvidia drivers write a warning if we don't do so. */
6134 if (gl_info->supported[ARB_TEXTURE_RECTANGLE])
6135 shader_addline(buffer, "#extension GL_ARB_texture_rectangle : enable\n");
6137 /* Base Declarations */
6138 shader_generate_glsl_declarations(context, buffer, shader, reg_maps, &priv_ctx);
6140 shader_addline(buffer, "void main()\n{\n");
6142 /* Direct3D applications expect integer vPos values, while OpenGL drivers
6143 * add approximately 0.5. This causes off-by-one problems as spotted by
6144 * the vPos d3d9 visual test. Unfortunately ATI cards do not add exactly
6145 * 0.5, but rather something like 0.49999999 or 0.50000001, which still
6146 * causes precision troubles when we just subtract 0.5.
6148 * To deal with that, just floor() the position. This will eliminate the
6149 * fraction on all cards.
6151 * TODO: Test how this behaves with multisampling.
6153 * An advantage of floor is that it works even if the driver doesn't add
6154 * 0.5. It is somewhat questionable if 1.5, 2.5, ... are the proper values
6155 * to return in gl_FragCoord, even though coordinates specify the pixel
6156 * centers instead of the pixel corners. This code will behave correctly
6157 * on drivers that returns integer values. */
6158 if (reg_maps->vpos)
6160 if (gl_info->supported[ARB_FRAGMENT_COORD_CONVENTIONS])
6161 shader_addline(buffer, "vpos = gl_FragCoord;\n");
6162 else if (context->d3d_info->wined3d_creation_flags & WINED3D_PIXEL_CENTER_INTEGER)
6163 shader_addline(buffer,
6164 "vpos = floor(vec4(0, ycorrection[0], 0, 0) + gl_FragCoord * vec4(1, ycorrection[1], 1, 1));\n");
6165 else
6166 shader_addline(buffer,
6167 "vpos = vec4(0, ycorrection[0], 0, 0) + gl_FragCoord * vec4(1, ycorrection[1], 1, 1);\n");
6170 if (reg_maps->shader_version.major < 3 || args->vp_mode != vertexshader)
6172 unsigned int i;
6173 WORD map = reg_maps->texcoord;
6175 if (legacy_context)
6177 if (glsl_is_color_reg_read(shader, 0))
6178 shader_addline(buffer, "ffp_varying_diffuse = gl_Color;\n");
6179 if (glsl_is_color_reg_read(shader, 1))
6180 shader_addline(buffer, "ffp_varying_specular = gl_SecondaryColor;\n");
6183 for (i = 0; map; map >>= 1, ++i)
6185 if (map & 1)
6187 if (args->pointsprite)
6188 shader_addline(buffer, "ffp_texcoord[%u] = vec4(gl_PointCoord.xy, 0.0, 0.0);\n", i);
6189 else if (args->texcoords_initialized & (1u << i))
6190 shader_addline(buffer, "ffp_texcoord[%u] = %s[%u];\n", i,
6191 legacy_context ? "gl_TexCoord" : "ffp_varying_texcoord", i);
6192 else
6193 shader_addline(buffer, "ffp_texcoord[%u] = vec4(0.0);\n", i);
6194 shader_addline(buffer, "vec4 T%u = ffp_texcoord[%u];\n", i, i);
6198 if (legacy_context)
6199 shader_addline(buffer, "ffp_varying_fogcoord = gl_FogFragCoord;\n");
6202 /* Pack 3.0 inputs */
6203 if (reg_maps->shader_version.major >= 3)
6204 shader_glsl_input_pack(shader, buffer, &shader->input_signature, reg_maps, args, gl_info);
6206 /* Base Shader Body */
6207 shader_generate_main(shader, buffer, reg_maps, function, &priv_ctx);
6209 /* In SM4+ the shader epilogue is generated by the "ret" instruction. */
6210 if (reg_maps->shader_version.major < 4)
6211 shader_glsl_generate_ps_epilogue(gl_info, buffer, shader, args);
6213 shader_addline(buffer, "}\n");
6215 TRACE("Compiling shader object %u.\n", shader_id);
6216 shader_glsl_compile(gl_info, shader_id, buffer->buffer);
6218 return shader_id;
6221 static void shader_glsl_generate_vs_epilogue(const struct wined3d_gl_info *gl_info,
6222 struct wined3d_string_buffer *buffer, const struct wined3d_shader *shader,
6223 const struct vs_compile_args *args)
6225 const struct wined3d_shader_reg_maps *reg_maps = &shader->reg_maps;
6226 BOOL legacy_context = gl_info->supported[WINED3D_GL_LEGACY_CONTEXT];
6227 unsigned int i;
6229 /* Unpack outputs. */
6230 shader_addline(buffer, "setup_vs_output(vs_out);\n");
6232 /* The D3DRS_FOGTABLEMODE render state defines if the shader-generated fog coord is used
6233 * or if the fragment depth is used. If the fragment depth is used(FOGTABLEMODE != NONE),
6234 * the fog frag coord is thrown away. If the fog frag coord is used, but not written by
6235 * the shader, it is set to 0.0(fully fogged, since start = 1.0, end = 0.0).
6237 if (reg_maps->shader_version.major < 3)
6239 if (args->fog_src == VS_FOG_Z)
6240 shader_addline(buffer, "%s = gl_Position.z;\n",
6241 legacy_context ? "gl_FogFragCoord" : "ffp_varying_fogcoord");
6242 else if (!reg_maps->fog)
6243 shader_addline(buffer, "%s = 0.0;\n",
6244 legacy_context ? "gl_FogFragCoord" : "ffp_varying_fogcoord");
6247 /* We always store the clipplanes without y inversion. */
6248 if (args->clip_enabled)
6250 if (legacy_context)
6251 shader_addline(buffer, "gl_ClipVertex = gl_Position;\n");
6252 else
6253 for (i = 0; i < gl_info->limits.user_clip_distances; ++i)
6254 shader_addline(buffer, "gl_ClipDistance[%u] = dot(gl_Position, clip_planes[%u]);\n", i, i);
6257 if (args->point_size && !args->per_vertex_point_size)
6258 shader_addline(buffer, "gl_PointSize = clamp(ffp_point.size, ffp_point.size_min, ffp_point.size_max);\n");
6260 if (args->next_shader_type == WINED3D_SHADER_TYPE_PIXEL && !gl_info->supported[ARB_CLIP_CONTROL])
6261 shader_glsl_fixup_position(buffer);
6264 /* Context activation is done by the caller. */
6265 static GLuint shader_glsl_generate_vshader(const struct wined3d_context *context,
6266 struct shader_glsl_priv *priv, const struct wined3d_shader *shader, const struct vs_compile_args *args)
6268 struct wined3d_string_buffer_list *string_buffers = &priv->string_buffers;
6269 const struct wined3d_shader_reg_maps *reg_maps = &shader->reg_maps;
6270 struct wined3d_string_buffer *buffer = &priv->shader_buffer;
6271 const struct wined3d_gl_info *gl_info = context->gl_info;
6272 const DWORD *function = shader->function;
6273 struct shader_glsl_ctx_priv priv_ctx;
6275 /* Create the hw GLSL shader program and assign it as the shader->prgId */
6276 GLuint shader_id = GL_EXTCALL(glCreateShader(GL_VERTEX_SHADER));
6278 shader_addline(buffer, "%s\n", shader_glsl_get_version_declaration(gl_info, &reg_maps->shader_version));
6280 shader_glsl_enable_extensions(buffer, gl_info);
6281 if (gl_info->supported[ARB_DRAW_INSTANCED])
6282 shader_addline(buffer, "#extension GL_ARB_draw_instanced : enable\n");
6283 if (gl_info->supported[ARB_EXPLICIT_ATTRIB_LOCATION])
6284 shader_addline(buffer, "#extension GL_ARB_explicit_attrib_location : enable\n");
6286 memset(&priv_ctx, 0, sizeof(priv_ctx));
6287 priv_ctx.cur_vs_args = args;
6288 priv_ctx.string_buffers = string_buffers;
6290 /* Base Declarations */
6291 shader_generate_glsl_declarations(context, buffer, shader, reg_maps, &priv_ctx);
6293 if (args->next_shader_type == WINED3D_SHADER_TYPE_PIXEL && !gl_info->supported[ARB_CLIP_CONTROL])
6294 shader_addline(buffer, "uniform vec4 pos_fixup;\n");
6296 if (reg_maps->shader_version.major >= 4)
6298 if (args->next_shader_type == WINED3D_SHADER_TYPE_PIXEL)
6299 shader_glsl_generate_sm4_rasterizer_input_setup(priv, shader, args->next_shader_input_count, gl_info);
6300 else if (args->next_shader_type == WINED3D_SHADER_TYPE_GEOMETRY)
6301 shader_glsl_generate_vs_gs_setup(priv, shader, args->next_shader_input_count, gl_info);
6304 shader_addline(buffer, "void main()\n{\n");
6306 /* Base Shader Body */
6307 shader_generate_main(shader, buffer, reg_maps, function, &priv_ctx);
6309 /* In SM4+ the shader epilogue is generated by the "ret" instruction. */
6310 if (reg_maps->shader_version.major < 4)
6311 shader_glsl_generate_vs_epilogue(gl_info, buffer, shader, args);
6313 shader_addline(buffer, "}\n");
6315 TRACE("Compiling shader object %u.\n", shader_id);
6316 shader_glsl_compile(gl_info, shader_id, buffer->buffer);
6318 return shader_id;
6321 /* Context activation is done by the caller. */
6322 static GLuint shader_glsl_generate_geometry_shader(const struct wined3d_context *context,
6323 struct shader_glsl_priv *priv, const struct wined3d_shader *shader, const struct gs_compile_args *args)
6325 struct wined3d_string_buffer_list *string_buffers = &priv->string_buffers;
6326 const struct wined3d_shader_reg_maps *reg_maps = &shader->reg_maps;
6327 struct wined3d_string_buffer *buffer = &priv->shader_buffer;
6328 const struct wined3d_gl_info *gl_info = context->gl_info;
6329 const DWORD *function = shader->function;
6330 struct shader_glsl_ctx_priv priv_ctx;
6331 GLuint shader_id;
6333 shader_id = GL_EXTCALL(glCreateShader(GL_GEOMETRY_SHADER));
6335 shader_addline(buffer, "%s\n", shader_glsl_get_version_declaration(gl_info, &reg_maps->shader_version));
6337 shader_glsl_enable_extensions(buffer, gl_info);
6338 if (gl_info->supported[ARB_GEOMETRY_SHADER4])
6339 shader_addline(buffer, "#extension GL_ARB_geometry_shader4 : enable\n");
6341 memset(&priv_ctx, 0, sizeof(priv_ctx));
6342 priv_ctx.string_buffers = string_buffers;
6343 shader_generate_glsl_declarations(context, buffer, shader, reg_maps, &priv_ctx);
6344 if (!gl_info->supported[ARB_CLIP_CONTROL])
6345 shader_addline(buffer, "uniform vec4 pos_fixup;\n");
6346 shader_glsl_generate_sm4_rasterizer_input_setup(priv, shader, args->ps_input_count, gl_info);
6347 shader_addline(buffer, "void main()\n{\n");
6348 shader_generate_main(shader, buffer, reg_maps, function, &priv_ctx);
6349 shader_addline(buffer, "}\n");
6351 TRACE("Compiling shader object %u.\n", shader_id);
6352 shader_glsl_compile(gl_info, shader_id, buffer->buffer);
6354 return shader_id;
6357 static void shader_glsl_generate_shader_epilogue(const struct wined3d_shader_context *ctx)
6359 const struct shader_glsl_ctx_priv *priv = ctx->backend_data;
6360 const struct wined3d_gl_info *gl_info = ctx->gl_info;
6361 const struct wined3d_shader *shader = ctx->shader;
6363 switch (shader->reg_maps.shader_version.type)
6365 case WINED3D_SHADER_TYPE_PIXEL:
6366 shader_glsl_generate_ps_epilogue(gl_info, ctx->buffer, shader, priv->cur_ps_args);
6367 break;
6368 case WINED3D_SHADER_TYPE_VERTEX:
6369 shader_glsl_generate_vs_epilogue(gl_info, ctx->buffer, shader, priv->cur_vs_args);
6370 break;
6371 case WINED3D_SHADER_TYPE_GEOMETRY:
6372 break;
6373 default:
6374 FIXME("Unhandled shader type %#x.\n", shader->reg_maps.shader_version.type);
6375 break;
6379 static GLuint find_glsl_pshader(const struct wined3d_context *context,
6380 struct wined3d_string_buffer *buffer, struct wined3d_string_buffer_list *string_buffers,
6381 struct wined3d_shader *shader,
6382 const struct ps_compile_args *args, const struct ps_np2fixup_info **np2fixup_info)
6384 struct glsl_ps_compiled_shader *gl_shaders, *new_array;
6385 struct glsl_shader_private *shader_data;
6386 struct ps_np2fixup_info *np2fixup;
6387 UINT i;
6388 DWORD new_size;
6389 GLuint ret;
6391 if (!shader->backend_data)
6393 shader->backend_data = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*shader_data));
6394 if (!shader->backend_data)
6396 ERR("Failed to allocate backend data.\n");
6397 return 0;
6400 shader_data = shader->backend_data;
6401 gl_shaders = shader_data->gl_shaders.ps;
6403 /* Usually we have very few GL shaders for each d3d shader(just 1 or maybe 2),
6404 * so a linear search is more performant than a hashmap or a binary search
6405 * (cache coherency etc)
6407 for (i = 0; i < shader_data->num_gl_shaders; ++i)
6409 if (!memcmp(&gl_shaders[i].args, args, sizeof(*args)))
6411 if (args->np2_fixup)
6412 *np2fixup_info = &gl_shaders[i].np2fixup;
6413 return gl_shaders[i].id;
6417 TRACE("No matching GL shader found for shader %p, compiling a new shader.\n", shader);
6418 if(shader_data->shader_array_size == shader_data->num_gl_shaders) {
6419 if (shader_data->num_gl_shaders)
6421 new_size = shader_data->shader_array_size + max(1, shader_data->shader_array_size / 2);
6422 new_array = HeapReAlloc(GetProcessHeap(), 0, shader_data->gl_shaders.ps,
6423 new_size * sizeof(*gl_shaders));
6425 else
6427 new_array = HeapAlloc(GetProcessHeap(), 0, sizeof(*gl_shaders));
6428 new_size = 1;
6431 if(!new_array) {
6432 ERR("Out of memory\n");
6433 return 0;
6435 shader_data->gl_shaders.ps = new_array;
6436 shader_data->shader_array_size = new_size;
6437 gl_shaders = new_array;
6440 gl_shaders[shader_data->num_gl_shaders].args = *args;
6442 np2fixup = &gl_shaders[shader_data->num_gl_shaders].np2fixup;
6443 memset(np2fixup, 0, sizeof(*np2fixup));
6444 *np2fixup_info = args->np2_fixup ? np2fixup : NULL;
6446 pixelshader_update_resource_types(shader, args->tex_types);
6448 string_buffer_clear(buffer);
6449 ret = shader_glsl_generate_pshader(context, buffer, string_buffers, shader, args, np2fixup);
6450 gl_shaders[shader_data->num_gl_shaders++].id = ret;
6452 return ret;
6455 static inline BOOL vs_args_equal(const struct vs_compile_args *stored, const struct vs_compile_args *new,
6456 const DWORD use_map)
6458 if((stored->swizzle_map & use_map) != new->swizzle_map) return FALSE;
6459 if((stored->clip_enabled) != new->clip_enabled) return FALSE;
6460 if (stored->point_size != new->point_size)
6461 return FALSE;
6462 if (stored->per_vertex_point_size != new->per_vertex_point_size)
6463 return FALSE;
6464 if (stored->flatshading != new->flatshading)
6465 return FALSE;
6466 if (stored->next_shader_type != new->next_shader_type)
6467 return FALSE;
6468 if (stored->next_shader_input_count != new->next_shader_input_count)
6469 return FALSE;
6470 return stored->fog_src == new->fog_src;
6473 static GLuint find_glsl_vshader(const struct wined3d_context *context, struct shader_glsl_priv *priv,
6474 struct wined3d_shader *shader, const struct vs_compile_args *args)
6476 UINT i;
6477 DWORD new_size;
6478 DWORD use_map = context->stream_info.use_map;
6479 struct glsl_vs_compiled_shader *gl_shaders, *new_array;
6480 struct glsl_shader_private *shader_data;
6481 GLuint ret;
6483 if (!shader->backend_data)
6485 shader->backend_data = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*shader_data));
6486 if (!shader->backend_data)
6488 ERR("Failed to allocate backend data.\n");
6489 return 0;
6492 shader_data = shader->backend_data;
6493 gl_shaders = shader_data->gl_shaders.vs;
6495 /* Usually we have very few GL shaders for each d3d shader(just 1 or maybe 2),
6496 * so a linear search is more performant than a hashmap or a binary search
6497 * (cache coherency etc)
6499 for (i = 0; i < shader_data->num_gl_shaders; ++i)
6501 if (vs_args_equal(&gl_shaders[i].args, args, use_map))
6502 return gl_shaders[i].id;
6505 TRACE("No matching GL shader found for shader %p, compiling a new shader.\n", shader);
6507 if(shader_data->shader_array_size == shader_data->num_gl_shaders) {
6508 if (shader_data->num_gl_shaders)
6510 new_size = shader_data->shader_array_size + max(1, shader_data->shader_array_size / 2);
6511 new_array = HeapReAlloc(GetProcessHeap(), 0, shader_data->gl_shaders.vs,
6512 new_size * sizeof(*gl_shaders));
6514 else
6516 new_array = HeapAlloc(GetProcessHeap(), 0, sizeof(*gl_shaders));
6517 new_size = 1;
6520 if(!new_array) {
6521 ERR("Out of memory\n");
6522 return 0;
6524 shader_data->gl_shaders.vs = new_array;
6525 shader_data->shader_array_size = new_size;
6526 gl_shaders = new_array;
6529 gl_shaders[shader_data->num_gl_shaders].args = *args;
6531 string_buffer_clear(&priv->shader_buffer);
6532 ret = shader_glsl_generate_vshader(context, priv, shader, args);
6533 gl_shaders[shader_data->num_gl_shaders++].id = ret;
6535 return ret;
6538 static GLuint find_glsl_geometry_shader(const struct wined3d_context *context,
6539 struct shader_glsl_priv *priv, struct wined3d_shader *shader, const struct gs_compile_args *args)
6541 struct glsl_gs_compiled_shader *gl_shaders, *new_array;
6542 struct glsl_shader_private *shader_data;
6543 unsigned int i, new_size;
6544 GLuint ret;
6546 if (!shader->backend_data)
6548 if (!(shader->backend_data = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*shader_data))))
6550 ERR("Failed to allocate backend data.\n");
6551 return 0;
6554 shader_data = shader->backend_data;
6555 gl_shaders = shader_data->gl_shaders.gs;
6557 for (i = 0; i < shader_data->num_gl_shaders; ++i)
6559 if (!memcmp(&gl_shaders[i].args, args, sizeof(*args)))
6560 return gl_shaders[i].id;
6563 TRACE("No matching GL shader found for shader %p, compiling a new shader.\n", shader);
6565 if (shader_data->num_gl_shaders)
6567 new_size = shader_data->shader_array_size + 1;
6568 new_array = HeapReAlloc(GetProcessHeap(), 0, shader_data->gl_shaders.gs,
6569 new_size * sizeof(*new_array));
6571 else
6573 new_array = HeapAlloc(GetProcessHeap(), 0, sizeof(*new_array));
6574 new_size = 1;
6577 if (!new_array)
6579 ERR("Failed to allocate GL shaders array.\n");
6580 return 0;
6582 shader_data->gl_shaders.gs = new_array;
6583 shader_data->shader_array_size = new_size;
6584 gl_shaders = new_array;
6586 string_buffer_clear(&priv->shader_buffer);
6587 ret = shader_glsl_generate_geometry_shader(context, priv, shader, args);
6588 gl_shaders[shader_data->num_gl_shaders].args = *args;
6589 gl_shaders[shader_data->num_gl_shaders++].id = ret;
6591 return ret;
6594 static const char *shader_glsl_ffp_mcs(enum wined3d_material_color_source mcs, const char *material)
6596 switch (mcs)
6598 case WINED3D_MCS_MATERIAL:
6599 return material;
6600 case WINED3D_MCS_COLOR1:
6601 return "ffp_attrib_diffuse";
6602 case WINED3D_MCS_COLOR2:
6603 return "ffp_attrib_specular";
6604 default:
6605 ERR("Invalid material color source %#x.\n", mcs);
6606 return "<invalid>";
6610 static void shader_glsl_ffp_vertex_lighting(struct wined3d_string_buffer *buffer,
6611 const struct wined3d_ffp_vs_settings *settings, BOOL legacy_lighting)
6613 const char *diffuse, *specular, *emissive, *ambient;
6614 enum wined3d_light_type light_type;
6615 unsigned int i;
6617 if (!settings->lighting)
6619 shader_addline(buffer, "ffp_varying_diffuse = ffp_attrib_diffuse;\n");
6620 shader_addline(buffer, "ffp_varying_specular = ffp_attrib_specular;\n");
6621 return;
6624 shader_addline(buffer, "vec3 ambient = ffp_light_ambient;\n");
6625 shader_addline(buffer, "vec3 diffuse = vec3(0.0);\n");
6626 shader_addline(buffer, "vec4 specular = vec4(0.0);\n");
6627 shader_addline(buffer, "vec3 dir, dst;\n");
6628 shader_addline(buffer, "float att, t;\n");
6630 ambient = shader_glsl_ffp_mcs(settings->ambient_source, "ffp_material.ambient");
6631 diffuse = shader_glsl_ffp_mcs(settings->diffuse_source, "ffp_material.diffuse");
6632 specular = shader_glsl_ffp_mcs(settings->specular_source, "ffp_material.specular");
6633 emissive = shader_glsl_ffp_mcs(settings->emissive_source, "ffp_material.emissive");
6635 for (i = 0; i < MAX_ACTIVE_LIGHTS; ++i)
6637 light_type = (settings->light_type >> WINED3D_FFP_LIGHT_TYPE_SHIFT(i)) & WINED3D_FFP_LIGHT_TYPE_MASK;
6638 switch (light_type)
6640 case WINED3D_LIGHT_POINT:
6641 shader_addline(buffer, "dir = ffp_light[%u].position.xyz - ec_pos.xyz;\n", i);
6642 shader_addline(buffer, "dst.z = dot(dir, dir);\n");
6643 shader_addline(buffer, "dst.y = sqrt(dst.z);\n");
6644 shader_addline(buffer, "dst.x = 1.0;\n");
6645 if (legacy_lighting)
6647 shader_addline(buffer, "dst.y = (ffp_light[%u].range - dst.y) / ffp_light[%u].range;\n", i, i);
6648 shader_addline(buffer, "dst.z = dst.y * dst.y;\n");
6650 else
6652 shader_addline(buffer, "if (dst.y <= ffp_light[%u].range)\n{\n", i);
6654 shader_addline(buffer, "att = dot(dst.xyz, vec3(ffp_light[%u].c_att,"
6655 " ffp_light[%u].l_att, ffp_light[%u].q_att));\n", i, i, i);
6656 if (!legacy_lighting)
6657 shader_addline(buffer, "att = 1.0 / att;\n");
6658 shader_addline(buffer, "ambient += ffp_light[%u].ambient.xyz * att;\n", i);
6659 if (!settings->normal)
6661 if (!legacy_lighting)
6662 shader_addline(buffer, "}\n");
6663 break;
6665 shader_addline(buffer, "dir = normalize(dir);\n");
6666 shader_addline(buffer, "diffuse += (clamp(dot(dir, normal), 0.0, 1.0)"
6667 " * ffp_light[%u].diffuse.xyz) * att;\n", i);
6668 if (settings->localviewer)
6669 shader_addline(buffer, "t = dot(normal, normalize(dir - normalize(ec_pos.xyz)));\n");
6670 else
6671 shader_addline(buffer, "t = dot(normal, normalize(dir + vec3(0.0, 0.0, -1.0)));\n");
6672 shader_addline(buffer, "if (t > 0.0) specular += (pow(t, ffp_material.shininess)"
6673 " * ffp_light[%u].specular) * att;\n", i);
6674 if (!legacy_lighting)
6675 shader_addline(buffer, "}\n");
6676 break;
6678 case WINED3D_LIGHT_SPOT:
6679 shader_addline(buffer, "dir = ffp_light[%u].position.xyz - ec_pos.xyz;\n", i);
6680 shader_addline(buffer, "dst.z = dot(dir, dir);\n");
6681 shader_addline(buffer, "dst.y = sqrt(dst.z);\n");
6682 shader_addline(buffer, "dst.x = 1.0;\n");
6683 if (legacy_lighting)
6685 shader_addline(buffer, "dst.y = (ffp_light[%u].range - dst.y) / ffp_light[%u].range;\n", i, i);
6686 shader_addline(buffer, "dst.z = dst.y * dst.y;\n");
6688 else
6690 shader_addline(buffer, "if (dst.y <= ffp_light[%u].range)\n{\n", i);
6692 shader_addline(buffer, "dir = normalize(dir);\n");
6693 shader_addline(buffer, "t = dot(-dir, normalize(ffp_light[%u].direction));\n", i);
6694 shader_addline(buffer, "if (t > ffp_light[%u].cos_htheta) att = 1.0;\n", i);
6695 shader_addline(buffer, "else if (t <= ffp_light[%u].cos_hphi) att = 0.0;\n", i);
6696 shader_addline(buffer, "else att = pow((t - ffp_light[%u].cos_hphi)"
6697 " / (ffp_light[%u].cos_htheta - ffp_light[%u].cos_hphi), ffp_light[%u].falloff);\n",
6698 i, i, i, i);
6699 if (legacy_lighting)
6700 shader_addline(buffer, "att *= dot(dst.xyz, vec3(ffp_light[%u].c_att,"
6701 " ffp_light[%u].l_att, ffp_light[%u].q_att));\n",
6702 i, i, i);
6703 else
6704 shader_addline(buffer, "att /= dot(dst.xyz, vec3(ffp_light[%u].c_att,"
6705 " ffp_light[%u].l_att, ffp_light[%u].q_att));\n",
6706 i, i, i);
6707 shader_addline(buffer, "ambient += ffp_light[%u].ambient.xyz * att;\n", i);
6708 if (!settings->normal)
6710 if (!legacy_lighting)
6711 shader_addline(buffer, "}\n");
6712 break;
6714 shader_addline(buffer, "diffuse += (clamp(dot(dir, normal), 0.0, 1.0)"
6715 " * ffp_light[%u].diffuse.xyz) * att;\n", i);
6716 if (settings->localviewer)
6717 shader_addline(buffer, "t = dot(normal, normalize(dir - normalize(ec_pos.xyz)));\n");
6718 else
6719 shader_addline(buffer, "t = dot(normal, normalize(dir + vec3(0.0, 0.0, -1.0)));\n");
6720 shader_addline(buffer, "if (t > 0.0) specular += (pow(t, ffp_material.shininess)"
6721 " * ffp_light[%u].specular) * att;\n", i);
6722 if (!legacy_lighting)
6723 shader_addline(buffer, "}\n");
6724 break;
6726 case WINED3D_LIGHT_DIRECTIONAL:
6727 shader_addline(buffer, "ambient += ffp_light[%u].ambient.xyz;\n", i);
6728 if (!settings->normal)
6729 break;
6730 shader_addline(buffer, "dir = normalize(ffp_light[%u].direction.xyz);\n", i);
6731 shader_addline(buffer, "diffuse += clamp(dot(dir, normal), 0.0, 1.0)"
6732 " * ffp_light[%u].diffuse.xyz;\n", i);
6733 /* TODO: In the non-local viewer case the halfvector is constant
6734 * and could be precomputed and stored in a uniform. */
6735 if (settings->localviewer)
6736 shader_addline(buffer, "t = dot(normal, normalize(dir - normalize(ec_pos.xyz)));\n");
6737 else
6738 shader_addline(buffer, "t = dot(normal, normalize(dir + vec3(0.0, 0.0, -1.0)));\n");
6739 shader_addline(buffer, "if (t > 0.0) specular += pow(t, ffp_material.shininess)"
6740 " * ffp_light[%u].specular;\n", i);
6741 break;
6743 case WINED3D_LIGHT_PARALLELPOINT:
6744 shader_addline(buffer, "ambient += ffp_light[%u].ambient.xyz;\n", i);
6745 if (!settings->normal)
6746 break;
6747 shader_addline(buffer, "dir = normalize(ffp_light[%u].position.xyz);\n", i);
6748 shader_addline(buffer, "diffuse += clamp(dot(dir, normal), 0.0, 1.0)"
6749 " * ffp_light[%u].diffuse.xyz;\n", i);
6750 shader_addline(buffer, "t = dot(normal, normalize(dir - normalize(ec_pos.xyz)));\n");
6751 shader_addline(buffer, "if (t > 0.0) specular += pow(t, ffp_material.shininess)"
6752 " * ffp_light[%u].specular;\n", i);
6753 break;
6755 default:
6756 if (light_type)
6757 FIXME("Unhandled light type %#x.\n", light_type);
6758 continue;
6762 shader_addline(buffer, "ffp_varying_diffuse.xyz = %s.xyz * ambient + %s.xyz * diffuse + %s.xyz;\n",
6763 ambient, diffuse, emissive);
6764 shader_addline(buffer, "ffp_varying_diffuse.w = %s.w;\n", diffuse);
6765 shader_addline(buffer, "ffp_varying_specular = %s * specular;\n", specular);
6768 /* Context activation is done by the caller. */
6769 static GLuint shader_glsl_generate_ffp_vertex_shader(struct shader_glsl_priv *priv,
6770 const struct wined3d_ffp_vs_settings *settings, const struct wined3d_gl_info *gl_info)
6772 static const struct attrib_info
6774 const char type[6];
6775 const char name[24];
6777 attrib_info[] =
6779 {"vec4", "ffp_attrib_position"}, /* WINED3D_FFP_POSITION */
6780 {"vec4", "ffp_attrib_blendweight"}, /* WINED3D_FFP_BLENDWEIGHT */
6781 /* TODO: Indexed vertex blending */
6782 {"float", ""}, /* WINED3D_FFP_BLENDINDICES */
6783 {"vec3", "ffp_attrib_normal"}, /* WINED3D_FFP_NORMAL */
6784 {"float", "ffp_attrib_psize"}, /* WINED3D_FFP_PSIZE */
6785 {"vec4", "ffp_attrib_diffuse"}, /* WINED3D_FFP_DIFFUSE */
6786 {"vec4", "ffp_attrib_specular"}, /* WINED3D_FFP_SPECULAR */
6788 struct wined3d_string_buffer *buffer = &priv->shader_buffer;
6789 BOOL legacy_lighting = priv->legacy_lighting;
6790 GLuint shader_obj;
6791 unsigned int i;
6792 BOOL legacy_context = gl_info->supported[WINED3D_GL_LEGACY_CONTEXT];
6793 BOOL output_legacy_fogcoord = legacy_context;
6795 string_buffer_clear(buffer);
6797 shader_addline(buffer, "%s\n", shader_glsl_get_version_declaration(gl_info, NULL));
6799 if (shader_glsl_use_explicit_attrib_location(gl_info))
6800 shader_addline(buffer, "#extension GL_ARB_explicit_attrib_location : enable\n");
6802 for (i = 0; i < WINED3D_FFP_ATTRIBS_COUNT; ++i)
6804 const char *type = i < ARRAY_SIZE(attrib_info) ? attrib_info[i].type : "vec4";
6806 if (shader_glsl_use_explicit_attrib_location(gl_info))
6807 shader_addline(buffer, "layout(location = %u) ", i);
6808 shader_addline(buffer, "%s %s vs_in%u;\n", get_attribute_keyword(gl_info), type, i);
6810 shader_addline(buffer, "\n");
6812 shader_addline(buffer, "uniform mat4 ffp_modelview_matrix[%u];\n", MAX_VERTEX_BLENDS);
6813 shader_addline(buffer, "uniform mat4 ffp_projection_matrix;\n");
6814 shader_addline(buffer, "uniform mat3 ffp_normal_matrix;\n");
6815 shader_addline(buffer, "uniform mat4 ffp_texture_matrix[%u];\n", MAX_TEXTURES);
6817 shader_addline(buffer, "uniform struct\n{\n");
6818 shader_addline(buffer, " vec4 emissive;\n");
6819 shader_addline(buffer, " vec4 ambient;\n");
6820 shader_addline(buffer, " vec4 diffuse;\n");
6821 shader_addline(buffer, " vec4 specular;\n");
6822 shader_addline(buffer, " float shininess;\n");
6823 shader_addline(buffer, "} ffp_material;\n");
6825 shader_addline(buffer, "uniform vec3 ffp_light_ambient;\n");
6826 shader_addline(buffer, "uniform struct\n{\n");
6827 shader_addline(buffer, " vec4 diffuse;\n");
6828 shader_addline(buffer, " vec4 specular;\n");
6829 shader_addline(buffer, " vec4 ambient;\n");
6830 shader_addline(buffer, " vec4 position;\n");
6831 shader_addline(buffer, " vec3 direction;\n");
6832 shader_addline(buffer, " float range;\n");
6833 shader_addline(buffer, " float falloff;\n");
6834 shader_addline(buffer, " float c_att;\n");
6835 shader_addline(buffer, " float l_att;\n");
6836 shader_addline(buffer, " float q_att;\n");
6837 shader_addline(buffer, " float cos_htheta;\n");
6838 shader_addline(buffer, " float cos_hphi;\n");
6839 shader_addline(buffer, "} ffp_light[%u];\n", MAX_ACTIVE_LIGHTS);
6841 if (settings->point_size)
6843 shader_addline(buffer, "uniform struct\n{\n");
6844 shader_addline(buffer, " float size;\n");
6845 shader_addline(buffer, " float size_min;\n");
6846 shader_addline(buffer, " float size_max;\n");
6847 shader_addline(buffer, " float c_att;\n");
6848 shader_addline(buffer, " float l_att;\n");
6849 shader_addline(buffer, " float q_att;\n");
6850 shader_addline(buffer, "} ffp_point;\n");
6853 if (legacy_context)
6855 shader_addline(buffer, "vec4 ffp_varying_diffuse;\n");
6856 shader_addline(buffer, "vec4 ffp_varying_specular;\n");
6857 shader_addline(buffer, "vec4 ffp_varying_texcoord[%u];\n", MAX_TEXTURES);
6858 shader_addline(buffer, "float ffp_varying_fogcoord;\n");
6860 else
6862 if (settings->clipping)
6863 shader_addline(buffer, "uniform vec4 clip_planes[%u];\n", gl_info->limits.user_clip_distances);
6865 declare_out_varying(gl_info, buffer, settings->flatshading, "vec4 ffp_varying_diffuse;\n");
6866 declare_out_varying(gl_info, buffer, settings->flatshading, "vec4 ffp_varying_specular;\n");
6867 declare_out_varying(gl_info, buffer, FALSE, "vec4 ffp_varying_texcoord[%u];\n", MAX_TEXTURES);
6868 declare_out_varying(gl_info, buffer, FALSE, "float ffp_varying_fogcoord;\n");
6871 shader_addline(buffer, "\nvoid main()\n{\n");
6872 shader_addline(buffer, "float m;\n");
6873 shader_addline(buffer, "vec3 r;\n");
6875 for (i = 0; i < ARRAY_SIZE(attrib_info); ++i)
6877 if (attrib_info[i].name[0])
6878 shader_addline(buffer, "%s %s = vs_in%u%s;\n", attrib_info[i].type, attrib_info[i].name,
6879 i, settings->swizzle_map & (1u << i) ? ".zyxw" : "");
6881 for (i = 0; i < MAX_TEXTURES; ++i)
6883 unsigned int coord_idx = settings->texgen[i] & 0x0000ffff;
6884 if ((settings->texgen[i] & 0xffff0000) == WINED3DTSS_TCI_PASSTHRU
6885 && settings->texcoords & (1u << i))
6886 shader_addline(buffer, "vec4 ffp_attrib_texcoord%u = vs_in%u;\n", i, coord_idx + WINED3D_FFP_TEXCOORD0);
6889 shader_addline(buffer, "ffp_attrib_blendweight[%u] = 1.0;\n", settings->vertexblends);
6891 if (settings->transformed)
6893 shader_addline(buffer, "vec4 ec_pos = vec4(ffp_attrib_position.xyz, 1.0);\n");
6894 shader_addline(buffer, "gl_Position = ffp_projection_matrix * ec_pos;\n");
6895 shader_addline(buffer, "if (ffp_attrib_position.w != 0.0) gl_Position /= ffp_attrib_position.w;\n");
6897 else
6899 for (i = 0; i < settings->vertexblends; ++i)
6900 shader_addline(buffer, "ffp_attrib_blendweight[%u] -= ffp_attrib_blendweight[%u];\n", settings->vertexblends, i);
6902 shader_addline(buffer, "vec4 ec_pos = vec4(0.0);\n");
6903 for (i = 0; i < settings->vertexblends + 1; ++i)
6904 shader_addline(buffer, "ec_pos += ffp_attrib_blendweight[%u] * (ffp_modelview_matrix[%u] * ffp_attrib_position);\n", i, i);
6906 shader_addline(buffer, "gl_Position = ffp_projection_matrix * ec_pos;\n");
6907 if (settings->clipping)
6909 if (gl_info->supported[WINED3D_GL_LEGACY_CONTEXT])
6910 shader_addline(buffer, "gl_ClipVertex = ec_pos;\n");
6911 else
6912 for (i = 0; i < gl_info->limits.user_clip_distances; ++i)
6913 shader_addline(buffer, "gl_ClipDistance[%u] = dot(ec_pos, clip_planes[%u]);\n", i, i);
6915 shader_addline(buffer, "ec_pos /= ec_pos.w;\n");
6918 shader_addline(buffer, "vec3 normal = vec3(0.0);\n");
6919 if (settings->normal)
6921 if (!settings->vertexblends)
6923 shader_addline(buffer, "normal = ffp_normal_matrix * ffp_attrib_normal;\n");
6925 else
6927 for (i = 0; i < settings->vertexblends + 1; ++i)
6928 shader_addline(buffer, "normal += ffp_attrib_blendweight[%u] * (mat3(ffp_modelview_matrix[%u]) * ffp_attrib_normal);\n", i, i);
6931 if (settings->normalize)
6932 shader_addline(buffer, "normal = normalize(normal);\n");
6935 shader_glsl_ffp_vertex_lighting(buffer, settings, legacy_lighting);
6936 if (legacy_context)
6938 shader_addline(buffer, "gl_FrontColor = ffp_varying_diffuse;\n");
6939 shader_addline(buffer, "gl_FrontSecondaryColor = ffp_varying_specular;\n");
6941 else
6943 shader_addline(buffer, "ffp_varying_diffuse = clamp(ffp_varying_diffuse, 0.0, 1.0);\n");
6944 shader_addline(buffer, "ffp_varying_specular = clamp(ffp_varying_specular, 0.0, 1.0);\n");
6947 for (i = 0; i < MAX_TEXTURES; ++i)
6949 BOOL output_legacy_texcoord = gl_info->supported[WINED3D_GL_LEGACY_CONTEXT];
6951 switch (settings->texgen[i] & 0xffff0000)
6953 case WINED3DTSS_TCI_PASSTHRU:
6954 if (settings->texcoords & (1u << i))
6955 shader_addline(buffer, "ffp_varying_texcoord[%u] = ffp_texture_matrix[%u] * ffp_attrib_texcoord%u;\n",
6956 i, i, i);
6957 else if (gl_info->limits.glsl_varyings >= wined3d_max_compat_varyings(gl_info))
6958 shader_addline(buffer, "ffp_varying_texcoord[%u] = vec4(0.0);\n", i);
6959 else
6960 output_legacy_texcoord = FALSE;
6961 break;
6963 case WINED3DTSS_TCI_CAMERASPACENORMAL:
6964 shader_addline(buffer, "ffp_varying_texcoord[%u] = ffp_texture_matrix[%u] * vec4(normal, 1.0);\n", i, i);
6965 break;
6967 case WINED3DTSS_TCI_CAMERASPACEPOSITION:
6968 shader_addline(buffer, "ffp_varying_texcoord[%u] = ffp_texture_matrix[%u] * ec_pos;\n", i, i);
6969 break;
6971 case WINED3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR:
6972 shader_addline(buffer, "ffp_varying_texcoord[%u] = ffp_texture_matrix[%u]"
6973 " * vec4(reflect(normalize(ec_pos.xyz), normal), 1.0);\n", i, i);
6974 break;
6976 case WINED3DTSS_TCI_SPHEREMAP:
6977 shader_addline(buffer, "r = reflect(normalize(ec_pos.xyz), normal);\n");
6978 shader_addline(buffer, "m = 2.0 * length(vec3(r.x, r.y, r.z + 1.0));\n");
6979 shader_addline(buffer, "ffp_varying_texcoord[%u] = ffp_texture_matrix[%u]"
6980 " * vec4(r.x / m + 0.5, r.y / m + 0.5, 0.0, 1.0);\n", i, i);
6981 break;
6983 default:
6984 ERR("Unhandled texgen %#x.\n", settings->texgen[i]);
6985 break;
6987 if (output_legacy_texcoord)
6988 shader_addline(buffer, "gl_TexCoord[%u] = ffp_varying_texcoord[%u];\n", i, i);
6991 switch (settings->fog_mode)
6993 case WINED3D_FFP_VS_FOG_OFF:
6994 output_legacy_fogcoord = FALSE;
6995 break;
6997 case WINED3D_FFP_VS_FOG_FOGCOORD:
6998 shader_addline(buffer, "ffp_varying_fogcoord = ffp_attrib_specular.w * 255.0;\n");
6999 break;
7001 case WINED3D_FFP_VS_FOG_RANGE:
7002 shader_addline(buffer, "ffp_varying_fogcoord = length(ec_pos.xyz);\n");
7003 break;
7005 case WINED3D_FFP_VS_FOG_DEPTH:
7006 if (settings->ortho_fog)
7008 if (gl_info->supported[ARB_CLIP_CONTROL])
7009 shader_addline(buffer, "ffp_varying_fogcoord = gl_Position.z;\n");
7010 else
7011 /* Need to undo the [0.0 - 1.0] -> [-1.0 - 1.0] transformation from D3D to GL coordinates. */
7012 shader_addline(buffer, "ffp_varying_fogcoord = gl_Position.z * 0.5 + 0.5;\n");
7014 else if (settings->transformed)
7016 shader_addline(buffer, "ffp_varying_fogcoord = ec_pos.z;\n");
7018 else
7020 shader_addline(buffer, "ffp_varying_fogcoord = abs(ec_pos.z);\n");
7022 break;
7024 default:
7025 ERR("Unhandled fog mode %#x.\n", settings->fog_mode);
7026 break;
7028 if (output_legacy_fogcoord)
7029 shader_addline(buffer, "gl_FogFragCoord = ffp_varying_fogcoord;\n");
7031 if (settings->point_size)
7033 shader_addline(buffer, "gl_PointSize = %s / sqrt(ffp_point.c_att"
7034 " + ffp_point.l_att * length(ec_pos.xyz)"
7035 " + ffp_point.q_att * dot(ec_pos.xyz, ec_pos.xyz));\n",
7036 settings->per_vertex_point_size ? "ffp_attrib_psize" : "ffp_point.size");
7037 shader_addline(buffer, "gl_PointSize = clamp(gl_PointSize, ffp_point.size_min, ffp_point.size_max);\n");
7040 shader_addline(buffer, "}\n");
7042 shader_obj = GL_EXTCALL(glCreateShader(GL_VERTEX_SHADER));
7043 shader_glsl_compile(gl_info, shader_obj, buffer->buffer);
7045 return shader_obj;
7048 static const char *shader_glsl_get_ffp_fragment_op_arg(struct wined3d_string_buffer *buffer,
7049 DWORD argnum, unsigned int stage, DWORD arg)
7051 const char *ret;
7053 if (arg == ARG_UNUSED)
7054 return "<unused arg>";
7056 switch (arg & WINED3DTA_SELECTMASK)
7058 case WINED3DTA_DIFFUSE:
7059 ret = "ffp_varying_diffuse";
7060 break;
7062 case WINED3DTA_CURRENT:
7063 ret = "ret";
7064 break;
7066 case WINED3DTA_TEXTURE:
7067 switch (stage)
7069 case 0: ret = "tex0"; break;
7070 case 1: ret = "tex1"; break;
7071 case 2: ret = "tex2"; break;
7072 case 3: ret = "tex3"; break;
7073 case 4: ret = "tex4"; break;
7074 case 5: ret = "tex5"; break;
7075 case 6: ret = "tex6"; break;
7076 case 7: ret = "tex7"; break;
7077 default:
7078 ret = "<invalid texture>";
7079 break;
7081 break;
7083 case WINED3DTA_TFACTOR:
7084 ret = "tex_factor";
7085 break;
7087 case WINED3DTA_SPECULAR:
7088 ret = "ffp_varying_specular";
7089 break;
7091 case WINED3DTA_TEMP:
7092 ret = "temp_reg";
7093 break;
7095 case WINED3DTA_CONSTANT:
7096 switch (stage)
7098 case 0: ret = "tss_const0"; break;
7099 case 1: ret = "tss_const1"; break;
7100 case 2: ret = "tss_const2"; break;
7101 case 3: ret = "tss_const3"; break;
7102 case 4: ret = "tss_const4"; break;
7103 case 5: ret = "tss_const5"; break;
7104 case 6: ret = "tss_const6"; break;
7105 case 7: ret = "tss_const7"; break;
7106 default:
7107 ret = "<invalid constant>";
7108 break;
7110 break;
7112 default:
7113 return "<unhandled arg>";
7116 if (arg & WINED3DTA_COMPLEMENT)
7118 shader_addline(buffer, "arg%u = vec4(1.0) - %s;\n", argnum, ret);
7119 if (argnum == 0)
7120 ret = "arg0";
7121 else if (argnum == 1)
7122 ret = "arg1";
7123 else if (argnum == 2)
7124 ret = "arg2";
7127 if (arg & WINED3DTA_ALPHAREPLICATE)
7129 shader_addline(buffer, "arg%u = vec4(%s.w);\n", argnum, ret);
7130 if (argnum == 0)
7131 ret = "arg0";
7132 else if (argnum == 1)
7133 ret = "arg1";
7134 else if (argnum == 2)
7135 ret = "arg2";
7138 return ret;
7141 static void shader_glsl_ffp_fragment_op(struct wined3d_string_buffer *buffer, unsigned int stage, BOOL color,
7142 BOOL alpha, DWORD dst, DWORD op, DWORD dw_arg0, DWORD dw_arg1, DWORD dw_arg2)
7144 const char *dstmask, *dstreg, *arg0, *arg1, *arg2;
7146 if (color && alpha)
7147 dstmask = "";
7148 else if (color)
7149 dstmask = ".xyz";
7150 else
7151 dstmask = ".w";
7153 if (dst == tempreg)
7154 dstreg = "temp_reg";
7155 else
7156 dstreg = "ret";
7158 arg0 = shader_glsl_get_ffp_fragment_op_arg(buffer, 0, stage, dw_arg0);
7159 arg1 = shader_glsl_get_ffp_fragment_op_arg(buffer, 1, stage, dw_arg1);
7160 arg2 = shader_glsl_get_ffp_fragment_op_arg(buffer, 2, stage, dw_arg2);
7162 switch (op)
7164 case WINED3D_TOP_DISABLE:
7165 break;
7167 case WINED3D_TOP_SELECT_ARG1:
7168 shader_addline(buffer, "%s%s = %s%s;\n", dstreg, dstmask, arg1, dstmask);
7169 break;
7171 case WINED3D_TOP_SELECT_ARG2:
7172 shader_addline(buffer, "%s%s = %s%s;\n", dstreg, dstmask, arg2, dstmask);
7173 break;
7175 case WINED3D_TOP_MODULATE:
7176 shader_addline(buffer, "%s%s = %s%s * %s%s;\n", dstreg, dstmask, arg1, dstmask, arg2, dstmask);
7177 break;
7179 case WINED3D_TOP_MODULATE_4X:
7180 shader_addline(buffer, "%s%s = clamp(%s%s * %s%s * 4.0, 0.0, 1.0);\n",
7181 dstreg, dstmask, arg1, dstmask, arg2, dstmask);
7182 break;
7184 case WINED3D_TOP_MODULATE_2X:
7185 shader_addline(buffer, "%s%s = clamp(%s%s * %s%s * 2.0, 0.0, 1.0);\n",
7186 dstreg, dstmask, arg1, dstmask, arg2, dstmask);
7187 break;
7189 case WINED3D_TOP_ADD:
7190 shader_addline(buffer, "%s%s = clamp(%s%s + %s%s, 0.0, 1.0);\n",
7191 dstreg, dstmask, arg1, dstmask, arg2, dstmask);
7192 break;
7194 case WINED3D_TOP_ADD_SIGNED:
7195 shader_addline(buffer, "%s%s = clamp(%s%s + (%s - vec4(0.5))%s, 0.0, 1.0);\n",
7196 dstreg, dstmask, arg1, dstmask, arg2, dstmask);
7197 break;
7199 case WINED3D_TOP_ADD_SIGNED_2X:
7200 shader_addline(buffer, "%s%s = clamp((%s%s + (%s - vec4(0.5))%s) * 2.0, 0.0, 1.0);\n",
7201 dstreg, dstmask, arg1, dstmask, arg2, dstmask);
7202 break;
7204 case WINED3D_TOP_SUBTRACT:
7205 shader_addline(buffer, "%s%s = clamp(%s%s - %s%s, 0.0, 1.0);\n",
7206 dstreg, dstmask, arg1, dstmask, arg2, dstmask);
7207 break;
7209 case WINED3D_TOP_ADD_SMOOTH:
7210 shader_addline(buffer, "%s%s = clamp((vec4(1.0) - %s)%s * %s%s + %s%s, 0.0, 1.0);\n",
7211 dstreg, dstmask, arg1, dstmask, arg2, dstmask, arg1, dstmask);
7212 break;
7214 case WINED3D_TOP_BLEND_DIFFUSE_ALPHA:
7215 arg0 = shader_glsl_get_ffp_fragment_op_arg(buffer, 0, stage, WINED3DTA_DIFFUSE);
7216 shader_addline(buffer, "%s%s = mix(%s%s, %s%s, %s.w);\n",
7217 dstreg, dstmask, arg2, dstmask, arg1, dstmask, arg0);
7218 break;
7220 case WINED3D_TOP_BLEND_TEXTURE_ALPHA:
7221 arg0 = shader_glsl_get_ffp_fragment_op_arg(buffer, 0, stage, WINED3DTA_TEXTURE);
7222 shader_addline(buffer, "%s%s = mix(%s%s, %s%s, %s.w);\n",
7223 dstreg, dstmask, arg2, dstmask, arg1, dstmask, arg0);
7224 break;
7226 case WINED3D_TOP_BLEND_FACTOR_ALPHA:
7227 arg0 = shader_glsl_get_ffp_fragment_op_arg(buffer, 0, stage, WINED3DTA_TFACTOR);
7228 shader_addline(buffer, "%s%s = mix(%s%s, %s%s, %s.w);\n",
7229 dstreg, dstmask, arg2, dstmask, arg1, dstmask, arg0);
7230 break;
7232 case WINED3D_TOP_BLEND_TEXTURE_ALPHA_PM:
7233 arg0 = shader_glsl_get_ffp_fragment_op_arg(buffer, 0, stage, WINED3DTA_TEXTURE);
7234 shader_addline(buffer, "%s%s = clamp(%s%s * (1.0 - %s.w) + %s%s, 0.0, 1.0);\n",
7235 dstreg, dstmask, arg2, dstmask, arg0, arg1, dstmask);
7236 break;
7238 case WINED3D_TOP_BLEND_CURRENT_ALPHA:
7239 arg0 = shader_glsl_get_ffp_fragment_op_arg(buffer, 0, stage, WINED3DTA_CURRENT);
7240 shader_addline(buffer, "%s%s = mix(%s%s, %s%s, %s.w);\n",
7241 dstreg, dstmask, arg2, dstmask, arg1, dstmask, arg0);
7242 break;
7244 case WINED3D_TOP_MODULATE_ALPHA_ADD_COLOR:
7245 shader_addline(buffer, "%s%s = clamp(%s%s * %s.w + %s%s, 0.0, 1.0);\n",
7246 dstreg, dstmask, arg2, dstmask, arg1, arg1, dstmask);
7247 break;
7249 case WINED3D_TOP_MODULATE_COLOR_ADD_ALPHA:
7250 shader_addline(buffer, "%s%s = clamp(%s%s * %s%s + %s.w, 0.0, 1.0);\n",
7251 dstreg, dstmask, arg1, dstmask, arg2, dstmask, arg1);
7252 break;
7254 case WINED3D_TOP_MODULATE_INVALPHA_ADD_COLOR:
7255 shader_addline(buffer, "%s%s = clamp(%s%s * (1.0 - %s.w) + %s%s, 0.0, 1.0);\n",
7256 dstreg, dstmask, arg2, dstmask, arg1, arg1, dstmask);
7257 break;
7258 case WINED3D_TOP_MODULATE_INVCOLOR_ADD_ALPHA:
7259 shader_addline(buffer, "%s%s = clamp((vec4(1.0) - %s)%s * %s%s + %s.w, 0.0, 1.0);\n",
7260 dstreg, dstmask, arg1, dstmask, arg2, dstmask, arg1);
7261 break;
7263 case WINED3D_TOP_BUMPENVMAP:
7264 case WINED3D_TOP_BUMPENVMAP_LUMINANCE:
7265 /* These are handled in the first pass, nothing to do. */
7266 break;
7268 case WINED3D_TOP_DOTPRODUCT3:
7269 shader_addline(buffer, "%s%s = vec4(clamp(dot(%s.xyz - 0.5, %s.xyz - 0.5) * 4.0, 0.0, 1.0))%s;\n",
7270 dstreg, dstmask, arg1, arg2, dstmask);
7271 break;
7273 case WINED3D_TOP_MULTIPLY_ADD:
7274 shader_addline(buffer, "%s%s = clamp(%s%s * %s%s + %s%s, 0.0, 1.0);\n",
7275 dstreg, dstmask, arg1, dstmask, arg2, dstmask, arg0, dstmask);
7276 break;
7278 case WINED3D_TOP_LERP:
7279 /* MSDN isn't quite right here. */
7280 shader_addline(buffer, "%s%s = mix(%s%s, %s%s, %s%s);\n",
7281 dstreg, dstmask, arg2, dstmask, arg1, dstmask, arg0, dstmask);
7282 break;
7284 default:
7285 FIXME("Unhandled operation %#x.\n", op);
7286 break;
7290 /* Context activation is done by the caller. */
7291 static GLuint shader_glsl_generate_ffp_fragment_shader(struct shader_glsl_priv *priv,
7292 const struct ffp_frag_settings *settings, const struct wined3d_gl_info *gl_info)
7294 struct wined3d_string_buffer *tex_reg_name = string_buffer_get(&priv->string_buffers);
7295 enum wined3d_cmp_func alpha_test_func = settings->alpha_test_func + 1;
7296 BOOL legacy_context = gl_info->supported[WINED3D_GL_LEGACY_CONTEXT];
7297 struct wined3d_string_buffer *buffer = &priv->shader_buffer;
7298 BYTE lum_map = 0, bump_map = 0, tex_map = 0, tss_const_map = 0;
7299 BOOL tempreg_used = FALSE, tfactor_used = FALSE;
7300 UINT lowest_disabled_stage;
7301 GLuint shader_id;
7302 DWORD arg0, arg1, arg2;
7303 unsigned int stage;
7305 string_buffer_clear(buffer);
7307 /* Find out which textures are read */
7308 for (stage = 0; stage < MAX_TEXTURES; ++stage)
7310 if (settings->op[stage].cop == WINED3D_TOP_DISABLE)
7311 break;
7313 arg0 = settings->op[stage].carg0 & WINED3DTA_SELECTMASK;
7314 arg1 = settings->op[stage].carg1 & WINED3DTA_SELECTMASK;
7315 arg2 = settings->op[stage].carg2 & WINED3DTA_SELECTMASK;
7317 if (arg0 == WINED3DTA_TEXTURE || arg1 == WINED3DTA_TEXTURE || arg2 == WINED3DTA_TEXTURE
7318 || (stage == 0 && settings->color_key_enabled))
7319 tex_map |= 1u << stage;
7320 if (arg0 == WINED3DTA_TFACTOR || arg1 == WINED3DTA_TFACTOR || arg2 == WINED3DTA_TFACTOR)
7321 tfactor_used = TRUE;
7322 if (arg0 == WINED3DTA_TEMP || arg1 == WINED3DTA_TEMP || arg2 == WINED3DTA_TEMP)
7323 tempreg_used = TRUE;
7324 if (settings->op[stage].dst == tempreg)
7325 tempreg_used = TRUE;
7326 if (arg0 == WINED3DTA_CONSTANT || arg1 == WINED3DTA_CONSTANT || arg2 == WINED3DTA_CONSTANT)
7327 tss_const_map |= 1u << stage;
7329 switch (settings->op[stage].cop)
7331 case WINED3D_TOP_BUMPENVMAP_LUMINANCE:
7332 lum_map |= 1u << stage;
7333 /* fall through */
7334 case WINED3D_TOP_BUMPENVMAP:
7335 bump_map |= 1u << stage;
7336 /* fall through */
7337 case WINED3D_TOP_BLEND_TEXTURE_ALPHA:
7338 case WINED3D_TOP_BLEND_TEXTURE_ALPHA_PM:
7339 tex_map |= 1u << stage;
7340 break;
7342 case WINED3D_TOP_BLEND_FACTOR_ALPHA:
7343 tfactor_used = TRUE;
7344 break;
7346 default:
7347 break;
7350 if (settings->op[stage].aop == WINED3D_TOP_DISABLE)
7351 continue;
7353 arg0 = settings->op[stage].aarg0 & WINED3DTA_SELECTMASK;
7354 arg1 = settings->op[stage].aarg1 & WINED3DTA_SELECTMASK;
7355 arg2 = settings->op[stage].aarg2 & WINED3DTA_SELECTMASK;
7357 if (arg0 == WINED3DTA_TEXTURE || arg1 == WINED3DTA_TEXTURE || arg2 == WINED3DTA_TEXTURE)
7358 tex_map |= 1u << stage;
7359 if (arg0 == WINED3DTA_TFACTOR || arg1 == WINED3DTA_TFACTOR || arg2 == WINED3DTA_TFACTOR)
7360 tfactor_used = TRUE;
7361 if (arg0 == WINED3DTA_TEMP || arg1 == WINED3DTA_TEMP || arg2 == WINED3DTA_TEMP)
7362 tempreg_used = TRUE;
7363 if (arg0 == WINED3DTA_CONSTANT || arg1 == WINED3DTA_CONSTANT || arg2 == WINED3DTA_CONSTANT)
7364 tss_const_map |= 1u << stage;
7366 lowest_disabled_stage = stage;
7368 shader_addline(buffer, "%s\n", shader_glsl_get_version_declaration(gl_info, NULL));
7370 if (gl_info->supported[ARB_TEXTURE_RECTANGLE])
7371 shader_addline(buffer, "#extension GL_ARB_texture_rectangle : enable\n");
7373 if (!needs_legacy_glsl_syntax(gl_info))
7374 shader_addline(buffer, "out vec4 ps_out[1];\n");
7376 shader_addline(buffer, "vec4 tmp0, tmp1;\n");
7377 shader_addline(buffer, "vec4 ret;\n");
7378 if (tempreg_used || settings->sRGB_write)
7379 shader_addline(buffer, "vec4 temp_reg = vec4(0.0);\n");
7380 shader_addline(buffer, "vec4 arg0, arg1, arg2;\n");
7382 for (stage = 0; stage < MAX_TEXTURES; ++stage)
7384 if (tss_const_map & (1u << stage))
7385 shader_addline(buffer, "uniform vec4 tss_const%u;\n", stage);
7387 if (!(tex_map & (1u << stage)))
7388 continue;
7390 switch (settings->op[stage].tex_type)
7392 case WINED3D_GL_RES_TYPE_TEX_1D:
7393 shader_addline(buffer, "uniform sampler1D ps_sampler%u;\n", stage);
7394 break;
7395 case WINED3D_GL_RES_TYPE_TEX_2D:
7396 shader_addline(buffer, "uniform sampler2D ps_sampler%u;\n", stage);
7397 break;
7398 case WINED3D_GL_RES_TYPE_TEX_3D:
7399 shader_addline(buffer, "uniform sampler3D ps_sampler%u;\n", stage);
7400 break;
7401 case WINED3D_GL_RES_TYPE_TEX_CUBE:
7402 shader_addline(buffer, "uniform samplerCube ps_sampler%u;\n", stage);
7403 break;
7404 case WINED3D_GL_RES_TYPE_TEX_RECT:
7405 shader_addline(buffer, "uniform sampler2DRect ps_sampler%u;\n", stage);
7406 break;
7407 default:
7408 FIXME("Unhandled sampler type %#x.\n", settings->op[stage].tex_type);
7409 break;
7412 shader_addline(buffer, "vec4 tex%u;\n", stage);
7414 if (!(bump_map & (1u << stage)))
7415 continue;
7416 shader_addline(buffer, "uniform mat2 bumpenv_mat%u;\n", stage);
7418 if (!(lum_map & (1u << stage)))
7419 continue;
7420 shader_addline(buffer, "uniform float bumpenv_lum_scale%u;\n", stage);
7421 shader_addline(buffer, "uniform float bumpenv_lum_offset%u;\n", stage);
7423 if (tfactor_used)
7424 shader_addline(buffer, "uniform vec4 tex_factor;\n");
7425 if (settings->color_key_enabled)
7426 shader_addline(buffer, "uniform vec4 color_key[2];\n");
7427 shader_addline(buffer, "uniform vec4 specular_enable;\n");
7429 if (settings->sRGB_write)
7431 shader_addline(buffer, "const vec4 srgb_const0 = ");
7432 shader_glsl_append_imm_vec4(buffer, wined3d_srgb_const0);
7433 shader_addline(buffer, ";\n");
7434 shader_addline(buffer, "const vec4 srgb_const1 = ");
7435 shader_glsl_append_imm_vec4(buffer, wined3d_srgb_const1);
7436 shader_addline(buffer, ";\n");
7439 shader_addline(buffer, "uniform struct\n{\n");
7440 shader_addline(buffer, " vec4 color;\n");
7441 shader_addline(buffer, " float density;\n");
7442 shader_addline(buffer, " float end;\n");
7443 shader_addline(buffer, " float scale;\n");
7444 shader_addline(buffer, "} ffp_fog;\n");
7446 if (alpha_test_func != WINED3D_CMP_ALWAYS)
7447 shader_addline(buffer, "uniform float alpha_test_ref;\n");
7449 if (legacy_context)
7451 shader_addline(buffer, "vec4 ffp_varying_diffuse;\n");
7452 shader_addline(buffer, "vec4 ffp_varying_specular;\n");
7453 shader_addline(buffer, "vec4 ffp_varying_texcoord[%u];\n", MAX_TEXTURES);
7454 shader_addline(buffer, "vec4 ffp_texcoord[%u];\n", MAX_TEXTURES);
7455 shader_addline(buffer, "float ffp_varying_fogcoord;\n");
7457 else
7459 declare_in_varying(gl_info, buffer, settings->flatshading, "vec4 ffp_varying_diffuse;\n");
7460 declare_in_varying(gl_info, buffer, settings->flatshading, "vec4 ffp_varying_specular;\n");
7461 declare_in_varying(gl_info, buffer, FALSE, "vec4 ffp_varying_texcoord[%u];\n", MAX_TEXTURES);
7462 shader_addline(buffer, "vec4 ffp_texcoord[%u];\n", MAX_TEXTURES);
7463 declare_in_varying(gl_info, buffer, FALSE, "float ffp_varying_fogcoord;\n");
7466 shader_addline(buffer, "void main()\n{\n");
7468 if (legacy_context)
7470 shader_addline(buffer, "ffp_varying_diffuse = gl_Color;\n");
7471 shader_addline(buffer, "ffp_varying_specular = gl_SecondaryColor;\n");
7474 for (stage = 0; stage < MAX_TEXTURES; ++stage)
7476 if (tex_map & (1u << stage))
7478 if (settings->pointsprite)
7479 shader_addline(buffer, "ffp_texcoord[%u] = vec4(gl_PointCoord.xy, 0.0, 0.0);\n", stage);
7480 else if (settings->texcoords_initialized & (1u << stage))
7481 shader_addline(buffer, "ffp_texcoord[%u] = %s[%u];\n",
7482 stage, legacy_context ? "gl_TexCoord" : "ffp_varying_texcoord", stage);
7483 else
7484 shader_addline(buffer, "ffp_texcoord[%u] = vec4(0.0);\n", stage);
7488 if (legacy_context && settings->fog != WINED3D_FFP_PS_FOG_OFF)
7489 shader_addline(buffer, "ffp_varying_fogcoord = gl_FogFragCoord;\n");
7491 if (lowest_disabled_stage < 7 && settings->emul_clipplanes)
7492 shader_addline(buffer, "if (any(lessThan(ffp_texcoord[7], vec4(0.0)))) discard;\n");
7494 /* Generate texture sampling instructions */
7495 for (stage = 0; stage < MAX_TEXTURES && settings->op[stage].cop != WINED3D_TOP_DISABLE; ++stage)
7497 const char *texture_function, *coord_mask;
7498 BOOL proj;
7500 if (!(tex_map & (1u << stage)))
7501 continue;
7503 if (settings->op[stage].projected == proj_none)
7505 proj = FALSE;
7507 else if (settings->op[stage].projected == proj_count4
7508 || settings->op[stage].projected == proj_count3)
7510 proj = TRUE;
7512 else
7514 FIXME("Unexpected projection mode %d\n", settings->op[stage].projected);
7515 proj = TRUE;
7518 if (settings->op[stage].tex_type == WINED3D_GL_RES_TYPE_TEX_CUBE)
7519 proj = FALSE;
7521 switch (settings->op[stage].tex_type)
7523 case WINED3D_GL_RES_TYPE_TEX_1D:
7524 if (proj)
7526 texture_function = "texture1DProj";
7527 coord_mask = "xw";
7529 else
7531 texture_function = "texture1D";
7532 coord_mask = "x";
7534 break;
7535 case WINED3D_GL_RES_TYPE_TEX_2D:
7536 if (proj)
7538 texture_function = "texture2DProj";
7539 coord_mask = "xyw";
7541 else
7543 texture_function = "texture2D";
7544 coord_mask = "xy";
7546 break;
7547 case WINED3D_GL_RES_TYPE_TEX_3D:
7548 if (proj)
7550 texture_function = "texture3DProj";
7551 coord_mask = "xyzw";
7553 else
7555 texture_function = "texture3D";
7556 coord_mask = "xyz";
7558 break;
7559 case WINED3D_GL_RES_TYPE_TEX_CUBE:
7560 texture_function = "textureCube";
7561 coord_mask = "xyz";
7562 break;
7563 case WINED3D_GL_RES_TYPE_TEX_RECT:
7564 if (proj)
7566 texture_function = "texture2DRectProj";
7567 coord_mask = "xyw";
7569 else
7571 texture_function = "texture2DRect";
7572 coord_mask = "xy";
7574 break;
7575 default:
7576 FIXME("Unhandled texture type %#x.\n", settings->op[stage].tex_type);
7577 texture_function = "";
7578 coord_mask = "xyzw";
7579 break;
7581 if (!needs_legacy_glsl_syntax(gl_info))
7582 texture_function = proj ? "textureProj" : "texture";
7584 if (stage > 0
7585 && (settings->op[stage - 1].cop == WINED3D_TOP_BUMPENVMAP
7586 || settings->op[stage - 1].cop == WINED3D_TOP_BUMPENVMAP_LUMINANCE))
7588 shader_addline(buffer, "ret.xy = bumpenv_mat%u * tex%u.xy;\n", stage - 1, stage - 1);
7590 /* With projective textures, texbem only divides the static
7591 * texture coord, not the displacement, so multiply the
7592 * displacement with the dividing parameter before passing it to
7593 * TXP. */
7594 if (settings->op[stage].projected != proj_none)
7596 if (settings->op[stage].projected == proj_count4)
7598 shader_addline(buffer, "ret.xy = (ret.xy * ffp_texcoord[%u].w) + ffp_texcoord[%u].xy;\n",
7599 stage, stage);
7600 shader_addline(buffer, "ret.zw = ffp_texcoord[%u].ww;\n", stage);
7602 else
7604 shader_addline(buffer, "ret.xy = (ret.xy * ffp_texcoord[%u].z) + ffp_texcoord[%u].xy;\n",
7605 stage, stage);
7606 shader_addline(buffer, "ret.zw = ffp_texcoord[%u].zz;\n", stage);
7609 else
7611 shader_addline(buffer, "ret = ffp_texcoord[%u] + ret.xyxy;\n", stage);
7614 shader_addline(buffer, "tex%u = %s(ps_sampler%u, ret.%s);\n",
7615 stage, texture_function, stage, coord_mask);
7617 if (settings->op[stage - 1].cop == WINED3D_TOP_BUMPENVMAP_LUMINANCE)
7618 shader_addline(buffer, "tex%u *= clamp(tex%u.z * bumpenv_lum_scale%u + bumpenv_lum_offset%u, 0.0, 1.0);\n",
7619 stage, stage - 1, stage - 1, stage - 1);
7621 else if (settings->op[stage].projected == proj_count3)
7623 shader_addline(buffer, "tex%u = %s(ps_sampler%u, ffp_texcoord[%u].xyz);\n",
7624 stage, texture_function, stage, stage);
7626 else
7628 shader_addline(buffer, "tex%u = %s(ps_sampler%u, ffp_texcoord[%u].%s);\n",
7629 stage, texture_function, stage, stage, coord_mask);
7632 string_buffer_sprintf(tex_reg_name, "tex%u", stage);
7633 shader_glsl_color_correction_ext(buffer, tex_reg_name->buffer, WINED3DSP_WRITEMASK_ALL,
7634 settings->op[stage].color_fixup);
7637 if (settings->color_key_enabled)
7639 shader_addline(buffer, "if (all(greaterThanEqual(tex0, color_key[0])) && all(lessThan(tex0, color_key[1])))\n");
7640 shader_addline(buffer, " discard;\n");
7643 shader_addline(buffer, "ret = ffp_varying_diffuse;\n");
7645 /* Generate the main shader */
7646 for (stage = 0; stage < MAX_TEXTURES; ++stage)
7648 BOOL op_equal;
7650 if (settings->op[stage].cop == WINED3D_TOP_DISABLE)
7651 break;
7653 if (settings->op[stage].cop == WINED3D_TOP_SELECT_ARG1
7654 && settings->op[stage].aop == WINED3D_TOP_SELECT_ARG1)
7655 op_equal = settings->op[stage].carg1 == settings->op[stage].aarg1;
7656 else if (settings->op[stage].cop == WINED3D_TOP_SELECT_ARG1
7657 && settings->op[stage].aop == WINED3D_TOP_SELECT_ARG2)
7658 op_equal = settings->op[stage].carg1 == settings->op[stage].aarg2;
7659 else if (settings->op[stage].cop == WINED3D_TOP_SELECT_ARG2
7660 && settings->op[stage].aop == WINED3D_TOP_SELECT_ARG1)
7661 op_equal = settings->op[stage].carg2 == settings->op[stage].aarg1;
7662 else if (settings->op[stage].cop == WINED3D_TOP_SELECT_ARG2
7663 && settings->op[stage].aop == WINED3D_TOP_SELECT_ARG2)
7664 op_equal = settings->op[stage].carg2 == settings->op[stage].aarg2;
7665 else
7666 op_equal = settings->op[stage].aop == settings->op[stage].cop
7667 && settings->op[stage].carg0 == settings->op[stage].aarg0
7668 && settings->op[stage].carg1 == settings->op[stage].aarg1
7669 && settings->op[stage].carg2 == settings->op[stage].aarg2;
7671 if (settings->op[stage].aop == WINED3D_TOP_DISABLE)
7673 shader_glsl_ffp_fragment_op(buffer, stage, TRUE, FALSE, settings->op[stage].dst,
7674 settings->op[stage].cop, settings->op[stage].carg0,
7675 settings->op[stage].carg1, settings->op[stage].carg2);
7677 else if (op_equal)
7679 shader_glsl_ffp_fragment_op(buffer, stage, TRUE, TRUE, settings->op[stage].dst,
7680 settings->op[stage].cop, settings->op[stage].carg0,
7681 settings->op[stage].carg1, settings->op[stage].carg2);
7683 else if (settings->op[stage].cop != WINED3D_TOP_BUMPENVMAP
7684 && settings->op[stage].cop != WINED3D_TOP_BUMPENVMAP_LUMINANCE)
7686 shader_glsl_ffp_fragment_op(buffer, stage, TRUE, FALSE, settings->op[stage].dst,
7687 settings->op[stage].cop, settings->op[stage].carg0,
7688 settings->op[stage].carg1, settings->op[stage].carg2);
7689 shader_glsl_ffp_fragment_op(buffer, stage, FALSE, TRUE, settings->op[stage].dst,
7690 settings->op[stage].aop, settings->op[stage].aarg0,
7691 settings->op[stage].aarg1, settings->op[stage].aarg2);
7695 shader_addline(buffer, "%s[0] = ffp_varying_specular * specular_enable + ret;\n",
7696 get_fragment_output(gl_info));
7698 if (settings->sRGB_write)
7699 shader_glsl_generate_srgb_write_correction(buffer, gl_info);
7701 shader_glsl_generate_fog_code(buffer, gl_info, settings->fog);
7703 shader_glsl_generate_alpha_test(buffer, gl_info, alpha_test_func);
7705 shader_addline(buffer, "}\n");
7707 shader_id = GL_EXTCALL(glCreateShader(GL_FRAGMENT_SHADER));
7708 shader_glsl_compile(gl_info, shader_id, buffer->buffer);
7710 string_buffer_release(&priv->string_buffers, tex_reg_name);
7711 return shader_id;
7714 static struct glsl_ffp_vertex_shader *shader_glsl_find_ffp_vertex_shader(struct shader_glsl_priv *priv,
7715 const struct wined3d_gl_info *gl_info, const struct wined3d_ffp_vs_settings *settings)
7717 struct glsl_ffp_vertex_shader *shader;
7718 const struct wine_rb_entry *entry;
7720 if ((entry = wine_rb_get(&priv->ffp_vertex_shaders, settings)))
7721 return WINE_RB_ENTRY_VALUE(entry, struct glsl_ffp_vertex_shader, desc.entry);
7723 if (!(shader = HeapAlloc(GetProcessHeap(), 0, sizeof(*shader))))
7724 return NULL;
7726 shader->desc.settings = *settings;
7727 shader->id = shader_glsl_generate_ffp_vertex_shader(priv, settings, gl_info);
7728 list_init(&shader->linked_programs);
7729 if (wine_rb_put(&priv->ffp_vertex_shaders, &shader->desc.settings, &shader->desc.entry) == -1)
7730 ERR("Failed to insert ffp vertex shader.\n");
7732 return shader;
7735 static struct glsl_ffp_fragment_shader *shader_glsl_find_ffp_fragment_shader(struct shader_glsl_priv *priv,
7736 const struct wined3d_gl_info *gl_info, const struct ffp_frag_settings *args)
7738 struct glsl_ffp_fragment_shader *glsl_desc;
7739 const struct ffp_frag_desc *desc;
7741 if ((desc = find_ffp_frag_shader(&priv->ffp_fragment_shaders, args)))
7742 return CONTAINING_RECORD(desc, struct glsl_ffp_fragment_shader, entry);
7744 if (!(glsl_desc = HeapAlloc(GetProcessHeap(), 0, sizeof(*glsl_desc))))
7745 return NULL;
7747 glsl_desc->entry.settings = *args;
7748 glsl_desc->id = shader_glsl_generate_ffp_fragment_shader(priv, args, gl_info);
7749 list_init(&glsl_desc->linked_programs);
7750 add_ffp_frag_shader(&priv->ffp_fragment_shaders, &glsl_desc->entry);
7752 return glsl_desc;
7756 static void shader_glsl_init_vs_uniform_locations(const struct wined3d_gl_info *gl_info,
7757 struct shader_glsl_priv *priv, GLuint program_id, struct glsl_vs_program *vs, unsigned int vs_c_count)
7759 unsigned int i;
7760 struct wined3d_string_buffer *name = string_buffer_get(&priv->string_buffers);
7762 for (i = 0; i < vs_c_count; ++i)
7764 string_buffer_sprintf(name, "vs_c[%u]", i);
7765 vs->uniform_f_locations[i] = GL_EXTCALL(glGetUniformLocation(program_id, name->buffer));
7767 memset(&vs->uniform_f_locations[vs_c_count], 0xff, (WINED3D_MAX_VS_CONSTS_F - vs_c_count) * sizeof(GLuint));
7769 for (i = 0; i < WINED3D_MAX_CONSTS_I; ++i)
7771 string_buffer_sprintf(name, "vs_i[%u]", i);
7772 vs->uniform_i_locations[i] = GL_EXTCALL(glGetUniformLocation(program_id, name->buffer));
7775 for (i = 0; i < WINED3D_MAX_CONSTS_B; ++i)
7777 string_buffer_sprintf(name, "vs_b[%u]", i);
7778 vs->uniform_b_locations[i] = GL_EXTCALL(glGetUniformLocation(program_id, name->buffer));
7781 vs->pos_fixup_location = GL_EXTCALL(glGetUniformLocation(program_id, "pos_fixup"));
7783 for (i = 0; i < MAX_VERTEX_BLENDS; ++i)
7785 string_buffer_sprintf(name, "ffp_modelview_matrix[%u]", i);
7786 vs->modelview_matrix_location[i] = GL_EXTCALL(glGetUniformLocation(program_id, name->buffer));
7788 vs->projection_matrix_location = GL_EXTCALL(glGetUniformLocation(program_id, "ffp_projection_matrix"));
7789 vs->normal_matrix_location = GL_EXTCALL(glGetUniformLocation(program_id, "ffp_normal_matrix"));
7790 for (i = 0; i < MAX_TEXTURES; ++i)
7792 string_buffer_sprintf(name, "ffp_texture_matrix[%u]", i);
7793 vs->texture_matrix_location[i] = GL_EXTCALL(glGetUniformLocation(program_id, name->buffer));
7795 vs->material_ambient_location = GL_EXTCALL(glGetUniformLocation(program_id, "ffp_material.ambient"));
7796 vs->material_diffuse_location = GL_EXTCALL(glGetUniformLocation(program_id, "ffp_material.diffuse"));
7797 vs->material_specular_location = GL_EXTCALL(glGetUniformLocation(program_id, "ffp_material.specular"));
7798 vs->material_emissive_location = GL_EXTCALL(glGetUniformLocation(program_id, "ffp_material.emissive"));
7799 vs->material_shininess_location = GL_EXTCALL(glGetUniformLocation(program_id, "ffp_material.shininess"));
7800 vs->light_ambient_location = GL_EXTCALL(glGetUniformLocation(program_id, "ffp_light_ambient"));
7801 for (i = 0; i < MAX_ACTIVE_LIGHTS; ++i)
7803 string_buffer_sprintf(name, "ffp_light[%u].diffuse", i);
7804 vs->light_location[i].diffuse = GL_EXTCALL(glGetUniformLocation(program_id, name->buffer));
7805 string_buffer_sprintf(name, "ffp_light[%u].specular", i);
7806 vs->light_location[i].specular = GL_EXTCALL(glGetUniformLocation(program_id, name->buffer));
7807 string_buffer_sprintf(name, "ffp_light[%u].ambient", i);
7808 vs->light_location[i].ambient = GL_EXTCALL(glGetUniformLocation(program_id, name->buffer));
7809 string_buffer_sprintf(name, "ffp_light[%u].position", i);
7810 vs->light_location[i].position = GL_EXTCALL(glGetUniformLocation(program_id, name->buffer));
7811 string_buffer_sprintf(name, "ffp_light[%u].direction", i);
7812 vs->light_location[i].direction = GL_EXTCALL(glGetUniformLocation(program_id, name->buffer));
7813 string_buffer_sprintf(name, "ffp_light[%u].range", i);
7814 vs->light_location[i].range = GL_EXTCALL(glGetUniformLocation(program_id, name->buffer));
7815 string_buffer_sprintf(name, "ffp_light[%u].falloff", i);
7816 vs->light_location[i].falloff = GL_EXTCALL(glGetUniformLocation(program_id, name->buffer));
7817 string_buffer_sprintf(name, "ffp_light[%u].c_att", i);
7818 vs->light_location[i].c_att = GL_EXTCALL(glGetUniformLocation(program_id, name->buffer));
7819 string_buffer_sprintf(name, "ffp_light[%u].l_att", i);
7820 vs->light_location[i].l_att = GL_EXTCALL(glGetUniformLocation(program_id, name->buffer));
7821 string_buffer_sprintf(name, "ffp_light[%u].q_att", i);
7822 vs->light_location[i].q_att = GL_EXTCALL(glGetUniformLocation(program_id, name->buffer));
7823 string_buffer_sprintf(name, "ffp_light[%u].cos_htheta", i);
7824 vs->light_location[i].cos_htheta = GL_EXTCALL(glGetUniformLocation(program_id, name->buffer));
7825 string_buffer_sprintf(name, "ffp_light[%u].cos_hphi", i);
7826 vs->light_location[i].cos_hphi = GL_EXTCALL(glGetUniformLocation(program_id, name->buffer));
7828 vs->pointsize_location = GL_EXTCALL(glGetUniformLocation(program_id, "ffp_point.size"));
7829 vs->pointsize_min_location = GL_EXTCALL(glGetUniformLocation(program_id, "ffp_point.size_min"));
7830 vs->pointsize_max_location = GL_EXTCALL(glGetUniformLocation(program_id, "ffp_point.size_max"));
7831 vs->pointsize_c_att_location = GL_EXTCALL(glGetUniformLocation(program_id, "ffp_point.c_att"));
7832 vs->pointsize_l_att_location = GL_EXTCALL(glGetUniformLocation(program_id, "ffp_point.l_att"));
7833 vs->pointsize_q_att_location = GL_EXTCALL(glGetUniformLocation(program_id, "ffp_point.q_att"));
7834 vs->clip_planes_location = GL_EXTCALL(glGetUniformLocation(program_id, "clip_planes"));
7836 string_buffer_release(&priv->string_buffers, name);
7839 static void shader_glsl_init_gs_uniform_locations(const struct wined3d_gl_info *gl_info,
7840 struct shader_glsl_priv *priv, GLuint program_id, struct glsl_gs_program *gs)
7842 gs->pos_fixup_location = GL_EXTCALL(glGetUniformLocation(program_id, "pos_fixup"));
7845 static void shader_glsl_init_ps_uniform_locations(const struct wined3d_gl_info *gl_info,
7846 struct shader_glsl_priv *priv, GLuint program_id, struct glsl_ps_program *ps, unsigned int ps_c_count)
7848 unsigned int i;
7849 struct wined3d_string_buffer *name = string_buffer_get(&priv->string_buffers);
7851 for (i = 0; i < ps_c_count; ++i)
7853 string_buffer_sprintf(name, "ps_c[%u]", i);
7854 ps->uniform_f_locations[i] = GL_EXTCALL(glGetUniformLocation(program_id, name->buffer));
7856 memset(&ps->uniform_f_locations[ps_c_count], 0xff, (WINED3D_MAX_PS_CONSTS_F - ps_c_count) * sizeof(GLuint));
7858 for (i = 0; i < WINED3D_MAX_CONSTS_I; ++i)
7860 string_buffer_sprintf(name, "ps_i[%u]", i);
7861 ps->uniform_i_locations[i] = GL_EXTCALL(glGetUniformLocation(program_id, name->buffer));
7864 for (i = 0; i < WINED3D_MAX_CONSTS_B; ++i)
7866 string_buffer_sprintf(name, "ps_b[%u]", i);
7867 ps->uniform_b_locations[i] = GL_EXTCALL(glGetUniformLocation(program_id, name->buffer));
7870 for (i = 0; i < MAX_TEXTURES; ++i)
7872 string_buffer_sprintf(name, "bumpenv_mat%u", i);
7873 ps->bumpenv_mat_location[i] = GL_EXTCALL(glGetUniformLocation(program_id, name->buffer));
7874 string_buffer_sprintf(name, "bumpenv_lum_scale%u", i);
7875 ps->bumpenv_lum_scale_location[i] = GL_EXTCALL(glGetUniformLocation(program_id, name->buffer));
7876 string_buffer_sprintf(name, "bumpenv_lum_offset%u", i);
7877 ps->bumpenv_lum_offset_location[i] = GL_EXTCALL(glGetUniformLocation(program_id, name->buffer));
7878 string_buffer_sprintf(name, "tss_const%u", i);
7879 ps->tss_constant_location[i] = GL_EXTCALL(glGetUniformLocation(program_id, name->buffer));
7882 ps->tex_factor_location = GL_EXTCALL(glGetUniformLocation(program_id, "tex_factor"));
7883 ps->specular_enable_location = GL_EXTCALL(glGetUniformLocation(program_id, "specular_enable"));
7885 ps->fog_color_location = GL_EXTCALL(glGetUniformLocation(program_id, "ffp_fog.color"));
7886 ps->fog_density_location = GL_EXTCALL(glGetUniformLocation(program_id, "ffp_fog.density"));
7887 ps->fog_end_location = GL_EXTCALL(glGetUniformLocation(program_id, "ffp_fog.end"));
7888 ps->fog_scale_location = GL_EXTCALL(glGetUniformLocation(program_id, "ffp_fog.scale"));
7890 ps->alpha_test_ref_location = GL_EXTCALL(glGetUniformLocation(program_id, "alpha_test_ref"));
7892 ps->np2_fixup_location = GL_EXTCALL(glGetUniformLocation(program_id, "ps_samplerNP2Fixup"));
7893 ps->ycorrection_location = GL_EXTCALL(glGetUniformLocation(program_id, "ycorrection"));
7894 ps->color_key_location = GL_EXTCALL(glGetUniformLocation(program_id, "color_key"));
7896 string_buffer_release(&priv->string_buffers, name);
7899 static void shader_glsl_init_uniform_block_bindings(const struct wined3d_gl_info *gl_info,
7900 struct shader_glsl_priv *priv, GLuint program_id,
7901 const struct wined3d_shader_reg_maps *reg_maps)
7903 struct wined3d_string_buffer *name = string_buffer_get(&priv->string_buffers);
7904 const char *prefix = shader_glsl_get_prefix(reg_maps->shader_version.type);
7905 unsigned int i, base, count;
7906 GLuint block_idx;
7908 wined3d_gl_limits_get_uniform_block_range(&gl_info->limits, reg_maps->shader_version.type, &base, &count);
7909 for (i = 0; i < count; ++i)
7911 if (!reg_maps->cb_sizes[i])
7912 continue;
7914 string_buffer_sprintf(name, "block_%s_cb%u", prefix, i);
7915 block_idx = GL_EXTCALL(glGetUniformBlockIndex(program_id, name->buffer));
7916 GL_EXTCALL(glUniformBlockBinding(program_id, block_idx, base + i));
7918 checkGLcall("glUniformBlockBinding");
7919 string_buffer_release(&priv->string_buffers, name);
7922 /* Context activation is done by the caller. */
7923 static void set_glsl_shader_program(const struct wined3d_context *context, const struct wined3d_state *state,
7924 struct shader_glsl_priv *priv, struct glsl_context_data *ctx_data)
7926 const struct wined3d_gl_info *gl_info = context->gl_info;
7927 const struct wined3d_d3d_info *d3d_info = context->d3d_info;
7928 const struct ps_np2fixup_info *np2fixup_info = NULL;
7929 struct glsl_shader_prog_link *entry = NULL;
7930 struct wined3d_shader *vshader = NULL;
7931 struct wined3d_shader *gshader = NULL;
7932 struct wined3d_shader *pshader = NULL;
7933 GLuint program_id;
7934 GLuint reorder_shader_id = 0;
7935 unsigned int i;
7936 GLuint vs_id = 0;
7937 GLuint gs_id = 0;
7938 GLuint ps_id = 0;
7939 struct list *ps_list, *vs_list;
7940 WORD attribs_map;
7941 struct wined3d_string_buffer *tmp_name;
7943 if (!(context->shader_update_mask & (1u << WINED3D_SHADER_TYPE_VERTEX)) && ctx_data->glsl_program)
7945 vs_id = ctx_data->glsl_program->vs.id;
7946 vs_list = &ctx_data->glsl_program->vs.shader_entry;
7948 if (use_vs(state))
7950 vshader = state->shader[WINED3D_SHADER_TYPE_VERTEX];
7951 gshader = state->shader[WINED3D_SHADER_TYPE_GEOMETRY];
7953 if (!(context->shader_update_mask & (1u << WINED3D_SHADER_TYPE_GEOMETRY))
7954 && ctx_data->glsl_program->gs.id)
7956 gs_id = ctx_data->glsl_program->gs.id;
7958 else if (gshader)
7960 struct gs_compile_args args;
7962 find_gs_compile_args(state, gshader, &args);
7963 gs_id = find_glsl_geometry_shader(context, priv, gshader, &args);
7967 else if (use_vs(state))
7969 struct vs_compile_args vs_compile_args;
7971 vshader = state->shader[WINED3D_SHADER_TYPE_VERTEX];
7972 gshader = state->shader[WINED3D_SHADER_TYPE_GEOMETRY];
7974 find_vs_compile_args(state, vshader, context->stream_info.swizzle_map, &vs_compile_args, d3d_info);
7975 vs_id = find_glsl_vshader(context, priv, vshader, &vs_compile_args);
7976 vs_list = &vshader->linked_programs;
7978 if (!(context->shader_update_mask & (1u << WINED3D_SHADER_TYPE_GEOMETRY))
7979 && ctx_data->glsl_program->gs.id)
7981 gs_id = ctx_data->glsl_program->gs.id;
7983 else if (gshader)
7985 struct gs_compile_args gs_compile_args;
7987 find_gs_compile_args(state, gshader, &gs_compile_args);
7988 gs_id = find_glsl_geometry_shader(context, priv, gshader, &gs_compile_args);
7991 else if (priv->vertex_pipe == &glsl_vertex_pipe)
7993 struct glsl_ffp_vertex_shader *ffp_shader;
7994 struct wined3d_ffp_vs_settings settings;
7996 wined3d_ffp_get_vs_settings(context, state, &settings);
7997 ffp_shader = shader_glsl_find_ffp_vertex_shader(priv, gl_info, &settings);
7998 vs_id = ffp_shader->id;
7999 vs_list = &ffp_shader->linked_programs;
8002 if (!(context->shader_update_mask & (1u << WINED3D_SHADER_TYPE_PIXEL)) && ctx_data->glsl_program)
8004 ps_id = ctx_data->glsl_program->ps.id;
8005 ps_list = &ctx_data->glsl_program->ps.shader_entry;
8007 if (use_ps(state))
8008 pshader = state->shader[WINED3D_SHADER_TYPE_PIXEL];
8010 else if (use_ps(state))
8012 struct ps_compile_args ps_compile_args;
8013 pshader = state->shader[WINED3D_SHADER_TYPE_PIXEL];
8014 find_ps_compile_args(state, pshader, context->stream_info.position_transformed, &ps_compile_args, context);
8015 ps_id = find_glsl_pshader(context, &priv->shader_buffer, &priv->string_buffers,
8016 pshader, &ps_compile_args, &np2fixup_info);
8017 ps_list = &pshader->linked_programs;
8019 else if (priv->fragment_pipe == &glsl_fragment_pipe)
8021 struct glsl_ffp_fragment_shader *ffp_shader;
8022 struct ffp_frag_settings settings;
8024 gen_ffp_frag_op(context, state, &settings, FALSE);
8025 ffp_shader = shader_glsl_find_ffp_fragment_shader(priv, gl_info, &settings);
8026 ps_id = ffp_shader->id;
8027 ps_list = &ffp_shader->linked_programs;
8030 if ((!vs_id && !gs_id && !ps_id) || (entry = get_glsl_program_entry(priv, vs_id, gs_id, ps_id)))
8032 ctx_data->glsl_program = entry;
8033 return;
8036 /* If we get to this point, then no matching program exists, so we create one */
8037 program_id = GL_EXTCALL(glCreateProgram());
8038 TRACE("Created new GLSL shader program %u.\n", program_id);
8040 /* Create the entry */
8041 entry = HeapAlloc(GetProcessHeap(), 0, sizeof(struct glsl_shader_prog_link));
8042 entry->id = program_id;
8043 entry->vs.id = vs_id;
8044 entry->gs.id = gs_id;
8045 entry->ps.id = ps_id;
8046 entry->constant_version = 0;
8047 entry->ps.np2_fixup_info = np2fixup_info;
8048 /* Add the hash table entry */
8049 add_glsl_program_entry(priv, entry);
8051 /* Set the current program */
8052 ctx_data->glsl_program = entry;
8054 /* Attach GLSL vshader */
8055 if (vs_id)
8057 TRACE("Attaching GLSL shader object %u to program %u.\n", vs_id, program_id);
8058 GL_EXTCALL(glAttachShader(program_id, vs_id));
8059 checkGLcall("glAttachShader");
8061 list_add_head(vs_list, &entry->vs.shader_entry);
8064 if (vshader)
8066 attribs_map = vshader->reg_maps.input_registers;
8067 if (vshader->reg_maps.shader_version.major < 4)
8069 reorder_shader_id = shader_glsl_generate_vs3_rasterizer_input_setup(priv, vshader, pshader,
8070 state->gl_primitive_type == GL_POINTS && vshader->reg_maps.point_size,
8071 d3d_info->emulated_flatshading
8072 && state->render_states[WINED3D_RS_SHADEMODE] == WINED3D_SHADE_FLAT, gl_info);
8073 TRACE("Attaching GLSL shader object %u to program %u.\n", reorder_shader_id, program_id);
8074 GL_EXTCALL(glAttachShader(program_id, reorder_shader_id));
8075 checkGLcall("glAttachShader");
8076 /* Flag the reorder function for deletion, it will be freed
8077 * automatically when the program is destroyed. */
8078 GL_EXTCALL(glDeleteShader(reorder_shader_id));
8081 else
8083 attribs_map = (1u << WINED3D_FFP_ATTRIBS_COUNT) - 1;
8086 if (!shader_glsl_use_explicit_attrib_location(gl_info))
8088 /* Bind vertex attributes to a corresponding index number to match
8089 * the same index numbers as ARB_vertex_programs (makes loading
8090 * vertex attributes simpler). With this method, we can use the
8091 * exact same code to load the attributes later for both ARB and
8092 * GLSL shaders.
8094 * We have to do this here because we need to know the Program ID
8095 * in order to make the bindings work, and it has to be done prior
8096 * to linking the GLSL program. */
8097 tmp_name = string_buffer_get(&priv->string_buffers);
8098 for (i = 0; attribs_map; attribs_map >>= 1, ++i)
8100 if (!(attribs_map & 1))
8101 continue;
8103 string_buffer_sprintf(tmp_name, "vs_in%u", i);
8104 GL_EXTCALL(glBindAttribLocation(program_id, i, tmp_name->buffer));
8105 if (vshader && vshader->reg_maps.shader_version.major >= 4)
8107 string_buffer_sprintf(tmp_name, "vs_in_uint%u", i);
8108 GL_EXTCALL(glBindAttribLocation(program_id, i, tmp_name->buffer));
8109 string_buffer_sprintf(tmp_name, "vs_in_int%u", i);
8110 GL_EXTCALL(glBindAttribLocation(program_id, i, tmp_name->buffer));
8113 checkGLcall("glBindAttribLocation");
8114 string_buffer_release(&priv->string_buffers, tmp_name);
8117 if (gshader)
8119 TRACE("Attaching GLSL geometry shader object %u to program %u.\n", gs_id, program_id);
8120 GL_EXTCALL(glAttachShader(program_id, gs_id));
8121 checkGLcall("glAttachShader");
8123 if (gl_info->supported[WINED3D_GL_LEGACY_CONTEXT])
8125 TRACE("input type %s, output type %s, vertices out %u.\n",
8126 debug_d3dprimitivetype(gshader->u.gs.input_type),
8127 debug_d3dprimitivetype(gshader->u.gs.output_type),
8128 gshader->u.gs.vertices_out);
8129 GL_EXTCALL(glProgramParameteriARB(program_id, GL_GEOMETRY_INPUT_TYPE_ARB,
8130 gl_primitive_type_from_d3d(gshader->u.gs.input_type)));
8131 GL_EXTCALL(glProgramParameteriARB(program_id, GL_GEOMETRY_OUTPUT_TYPE_ARB,
8132 gl_primitive_type_from_d3d(gshader->u.gs.output_type)));
8133 GL_EXTCALL(glProgramParameteriARB(program_id, GL_GEOMETRY_VERTICES_OUT_ARB,
8134 gshader->u.gs.vertices_out));
8135 checkGLcall("glProgramParameteriARB");
8138 list_add_head(&gshader->linked_programs, &entry->gs.shader_entry);
8141 /* Attach GLSL pshader */
8142 if (ps_id)
8144 TRACE("Attaching GLSL shader object %u to program %u.\n", ps_id, program_id);
8145 GL_EXTCALL(glAttachShader(program_id, ps_id));
8146 checkGLcall("glAttachShader");
8148 list_add_head(ps_list, &entry->ps.shader_entry);
8151 /* Link the program */
8152 TRACE("Linking GLSL shader program %u.\n", program_id);
8153 GL_EXTCALL(glLinkProgram(program_id));
8154 shader_glsl_validate_link(gl_info, program_id);
8156 shader_glsl_init_vs_uniform_locations(gl_info, priv, program_id, &entry->vs,
8157 vshader ? vshader->limits->constant_float : 0);
8158 shader_glsl_init_gs_uniform_locations(gl_info, priv, program_id, &entry->gs);
8159 shader_glsl_init_ps_uniform_locations(gl_info, priv, program_id, &entry->ps,
8160 pshader ? pshader->limits->constant_float : 0);
8161 checkGLcall("Find glsl program uniform locations");
8163 if (gl_info->supported[WINED3D_GL_LEGACY_CONTEXT])
8165 if (pshader && pshader->reg_maps.shader_version.major >= 3
8166 && pshader->u.ps.declared_in_count > vec4_varyings(3, gl_info))
8168 TRACE("Shader %d needs vertex color clamping disabled.\n", program_id);
8169 entry->vs.vertex_color_clamp = GL_FALSE;
8171 else
8173 entry->vs.vertex_color_clamp = GL_FIXED_ONLY_ARB;
8176 else
8178 /* With core profile we never change vertex_color_clamp from
8179 * GL_FIXED_ONLY_MODE (which is also the initial value) so we never call
8180 * glClampColorARB(). */
8181 entry->vs.vertex_color_clamp = GL_FIXED_ONLY_ARB;
8184 /* Set the shader to allow uniform loading on it */
8185 GL_EXTCALL(glUseProgram(program_id));
8186 checkGLcall("glUseProgram");
8188 /* Texture unit mapping is set up to be the same each time the shader
8189 * program is used so we can hardcode the sampler uniform values. */
8190 shader_glsl_load_samplers(gl_info, priv, context->tex_unit_map, program_id);
8192 entry->constant_update_mask = 0;
8193 if (vshader)
8195 entry->constant_update_mask |= WINED3D_SHADER_CONST_VS_F;
8196 if (vshader->reg_maps.integer_constants)
8197 entry->constant_update_mask |= WINED3D_SHADER_CONST_VS_I;
8198 if (vshader->reg_maps.boolean_constants)
8199 entry->constant_update_mask |= WINED3D_SHADER_CONST_VS_B;
8200 if (entry->vs.pos_fixup_location != -1)
8201 entry->constant_update_mask |= WINED3D_SHADER_CONST_POS_FIXUP;
8203 shader_glsl_init_uniform_block_bindings(gl_info, priv, program_id, &vshader->reg_maps);
8204 shader_glsl_load_icb(gl_info, priv, program_id, &vshader->reg_maps);
8206 else
8208 entry->constant_update_mask |= WINED3D_SHADER_CONST_FFP_MODELVIEW
8209 | WINED3D_SHADER_CONST_FFP_PROJ;
8211 for (i = 1; i < MAX_VERTEX_BLENDS; ++i)
8213 if (entry->vs.modelview_matrix_location[i] != -1)
8215 entry->constant_update_mask |= WINED3D_SHADER_CONST_FFP_VERTEXBLEND;
8216 break;
8220 for (i = 0; i < MAX_TEXTURES; ++i)
8222 if (entry->vs.texture_matrix_location[i] != -1)
8224 entry->constant_update_mask |= WINED3D_SHADER_CONST_FFP_TEXMATRIX;
8225 break;
8228 if (entry->vs.material_ambient_location != -1 || entry->vs.material_diffuse_location != -1
8229 || entry->vs.material_specular_location != -1
8230 || entry->vs.material_emissive_location != -1
8231 || entry->vs.material_shininess_location != -1)
8232 entry->constant_update_mask |= WINED3D_SHADER_CONST_FFP_MATERIAL;
8233 if (entry->vs.light_ambient_location != -1)
8234 entry->constant_update_mask |= WINED3D_SHADER_CONST_FFP_LIGHTS;
8236 if (entry->vs.clip_planes_location != -1)
8237 entry->constant_update_mask |= WINED3D_SHADER_CONST_VS_CLIP_PLANES;
8238 if (entry->vs.pointsize_min_location != -1)
8239 entry->constant_update_mask |= WINED3D_SHADER_CONST_VS_POINTSIZE;
8241 if (gshader)
8243 if (entry->gs.pos_fixup_location != -1)
8244 entry->constant_update_mask |= WINED3D_SHADER_CONST_POS_FIXUP;
8245 shader_glsl_init_uniform_block_bindings(gl_info, priv, program_id, &gshader->reg_maps);
8246 shader_glsl_load_icb(gl_info, priv, program_id, &gshader->reg_maps);
8249 if (ps_id)
8251 if (pshader)
8253 entry->constant_update_mask |= WINED3D_SHADER_CONST_PS_F;
8254 if (pshader->reg_maps.integer_constants)
8255 entry->constant_update_mask |= WINED3D_SHADER_CONST_PS_I;
8256 if (pshader->reg_maps.boolean_constants)
8257 entry->constant_update_mask |= WINED3D_SHADER_CONST_PS_B;
8258 if (entry->ps.ycorrection_location != -1)
8259 entry->constant_update_mask |= WINED3D_SHADER_CONST_PS_Y_CORR;
8261 shader_glsl_init_uniform_block_bindings(gl_info, priv, program_id, &pshader->reg_maps);
8262 shader_glsl_load_icb(gl_info, priv, program_id, &pshader->reg_maps);
8263 shader_glsl_load_images(gl_info, priv, program_id, &pshader->reg_maps);
8265 else
8267 entry->constant_update_mask |= WINED3D_SHADER_CONST_FFP_PS;
8270 for (i = 0; i < MAX_TEXTURES; ++i)
8272 if (entry->ps.bumpenv_mat_location[i] != -1)
8274 entry->constant_update_mask |= WINED3D_SHADER_CONST_PS_BUMP_ENV;
8275 break;
8279 if (entry->ps.fog_color_location != -1)
8280 entry->constant_update_mask |= WINED3D_SHADER_CONST_PS_FOG;
8281 if (entry->ps.alpha_test_ref_location != -1)
8282 entry->constant_update_mask |= WINED3D_SHADER_CONST_PS_ALPHA_TEST;
8283 if (entry->ps.np2_fixup_location != -1)
8284 entry->constant_update_mask |= WINED3D_SHADER_CONST_PS_NP2_FIXUP;
8285 if (entry->ps.color_key_location != -1)
8286 entry->constant_update_mask |= WINED3D_SHADER_CONST_FFP_COLOR_KEY;
8290 /* Context activation is done by the caller. */
8291 static void shader_glsl_select(void *shader_priv, struct wined3d_context *context,
8292 const struct wined3d_state *state)
8294 struct glsl_context_data *ctx_data = context->shader_backend_data;
8295 const struct wined3d_gl_info *gl_info = context->gl_info;
8296 struct shader_glsl_priv *priv = shader_priv;
8297 GLuint program_id = 0, prev_id = 0;
8298 GLenum old_vertex_color_clamp, current_vertex_color_clamp;
8300 priv->vertex_pipe->vp_enable(gl_info, !use_vs(state));
8301 priv->fragment_pipe->enable_extension(gl_info, !use_ps(state));
8303 if (ctx_data->glsl_program)
8305 prev_id = ctx_data->glsl_program->id;
8306 old_vertex_color_clamp = ctx_data->glsl_program->vs.vertex_color_clamp;
8308 else
8310 prev_id = 0;
8311 old_vertex_color_clamp = GL_FIXED_ONLY_ARB;
8314 set_glsl_shader_program(context, state, priv, ctx_data);
8316 if (ctx_data->glsl_program)
8318 program_id = ctx_data->glsl_program->id;
8319 current_vertex_color_clamp = ctx_data->glsl_program->vs.vertex_color_clamp;
8321 else
8323 program_id = 0;
8324 current_vertex_color_clamp = GL_FIXED_ONLY_ARB;
8327 if (old_vertex_color_clamp != current_vertex_color_clamp)
8329 if (gl_info->supported[ARB_COLOR_BUFFER_FLOAT])
8331 GL_EXTCALL(glClampColorARB(GL_CLAMP_VERTEX_COLOR_ARB, current_vertex_color_clamp));
8332 checkGLcall("glClampColorARB");
8334 else
8336 FIXME("vertex color clamp needs to be changed, but extension not supported.\n");
8340 TRACE("Using GLSL program %u.\n", program_id);
8342 if (prev_id != program_id)
8344 GL_EXTCALL(glUseProgram(program_id));
8345 checkGLcall("glUseProgram");
8347 if (program_id)
8348 context->constant_update_mask |= ctx_data->glsl_program->constant_update_mask;
8352 /* "context" is not necessarily the currently active context. */
8353 static void shader_glsl_invalidate_current_program(struct wined3d_context *context)
8355 struct glsl_context_data *ctx_data = context->shader_backend_data;
8357 ctx_data->glsl_program = NULL;
8358 context->shader_update_mask = (1u << WINED3D_SHADER_TYPE_PIXEL)
8359 | (1u << WINED3D_SHADER_TYPE_VERTEX)
8360 | (1u << WINED3D_SHADER_TYPE_GEOMETRY)
8361 | (1u << WINED3D_SHADER_TYPE_HULL)
8362 | (1u << WINED3D_SHADER_TYPE_DOMAIN)
8363 | (1u << WINED3D_SHADER_TYPE_COMPUTE);
8366 /* Context activation is done by the caller. */
8367 static void shader_glsl_disable(void *shader_priv, struct wined3d_context *context)
8369 const struct wined3d_gl_info *gl_info = context->gl_info;
8370 struct shader_glsl_priv *priv = shader_priv;
8372 shader_glsl_invalidate_current_program(context);
8373 GL_EXTCALL(glUseProgram(0));
8374 checkGLcall("glUseProgram");
8376 priv->vertex_pipe->vp_enable(gl_info, FALSE);
8377 priv->fragment_pipe->enable_extension(gl_info, FALSE);
8379 if (gl_info->supported[WINED3D_GL_LEGACY_CONTEXT] && gl_info->supported[ARB_COLOR_BUFFER_FLOAT])
8381 GL_EXTCALL(glClampColorARB(GL_CLAMP_VERTEX_COLOR_ARB, GL_FIXED_ONLY_ARB));
8382 checkGLcall("glClampColorARB");
8386 static void shader_glsl_invalidate_contexts_program(struct wined3d_device *device,
8387 const struct glsl_shader_prog_link *program)
8389 const struct glsl_context_data *ctx_data;
8390 struct wined3d_context *context;
8391 unsigned int i;
8393 for (i = 0; i < device->context_count; ++i)
8395 context = device->contexts[i];
8396 ctx_data = context->shader_backend_data;
8398 if (ctx_data->glsl_program == program)
8399 shader_glsl_invalidate_current_program(context);
8403 static void shader_glsl_destroy(struct wined3d_shader *shader)
8405 struct glsl_shader_private *shader_data = shader->backend_data;
8406 struct wined3d_device *device = shader->device;
8407 struct shader_glsl_priv *priv = device->shader_priv;
8408 const struct wined3d_gl_info *gl_info;
8409 const struct list *linked_programs;
8410 struct wined3d_context *context;
8412 if (!shader_data || !shader_data->num_gl_shaders)
8414 HeapFree(GetProcessHeap(), 0, shader_data);
8415 shader->backend_data = NULL;
8416 return;
8419 context = context_acquire(device, NULL);
8420 gl_info = context->gl_info;
8422 TRACE("Deleting linked programs.\n");
8423 linked_programs = &shader->linked_programs;
8424 if (linked_programs->next)
8426 struct glsl_shader_prog_link *entry, *entry2;
8427 UINT i;
8429 switch (shader->reg_maps.shader_version.type)
8431 case WINED3D_SHADER_TYPE_PIXEL:
8433 struct glsl_ps_compiled_shader *gl_shaders = shader_data->gl_shaders.ps;
8435 for (i = 0; i < shader_data->num_gl_shaders; ++i)
8437 TRACE("Deleting pixel shader %u.\n", gl_shaders[i].id);
8438 GL_EXTCALL(glDeleteShader(gl_shaders[i].id));
8439 checkGLcall("glDeleteShader");
8441 HeapFree(GetProcessHeap(), 0, shader_data->gl_shaders.ps);
8443 LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, linked_programs,
8444 struct glsl_shader_prog_link, ps.shader_entry)
8446 shader_glsl_invalidate_contexts_program(device, entry);
8447 delete_glsl_program_entry(priv, gl_info, entry);
8450 break;
8453 case WINED3D_SHADER_TYPE_VERTEX:
8455 struct glsl_vs_compiled_shader *gl_shaders = shader_data->gl_shaders.vs;
8457 for (i = 0; i < shader_data->num_gl_shaders; ++i)
8459 TRACE("Deleting vertex shader %u.\n", gl_shaders[i].id);
8460 GL_EXTCALL(glDeleteShader(gl_shaders[i].id));
8461 checkGLcall("glDeleteShader");
8463 HeapFree(GetProcessHeap(), 0, shader_data->gl_shaders.vs);
8465 LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, linked_programs,
8466 struct glsl_shader_prog_link, vs.shader_entry)
8468 shader_glsl_invalidate_contexts_program(device, entry);
8469 delete_glsl_program_entry(priv, gl_info, entry);
8472 break;
8475 case WINED3D_SHADER_TYPE_GEOMETRY:
8477 struct glsl_gs_compiled_shader *gl_shaders = shader_data->gl_shaders.gs;
8479 for (i = 0; i < shader_data->num_gl_shaders; ++i)
8481 TRACE("Deleting geometry shader %u.\n", gl_shaders[i].id);
8482 GL_EXTCALL(glDeleteShader(gl_shaders[i].id));
8483 checkGLcall("glDeleteShader");
8485 HeapFree(GetProcessHeap(), 0, shader_data->gl_shaders.gs);
8487 LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, linked_programs,
8488 struct glsl_shader_prog_link, gs.shader_entry)
8490 shader_glsl_invalidate_contexts_program(device, entry);
8491 delete_glsl_program_entry(priv, gl_info, entry);
8494 break;
8497 default:
8498 ERR("Unhandled shader type %#x.\n", shader->reg_maps.shader_version.type);
8499 break;
8503 HeapFree(GetProcessHeap(), 0, shader->backend_data);
8504 shader->backend_data = NULL;
8506 context_release(context);
8509 static int glsl_program_key_compare(const void *key, const struct wine_rb_entry *entry)
8511 const struct glsl_program_key *k = key;
8512 const struct glsl_shader_prog_link *prog = WINE_RB_ENTRY_VALUE(entry,
8513 const struct glsl_shader_prog_link, program_lookup_entry);
8515 if (k->vs_id > prog->vs.id) return 1;
8516 else if (k->vs_id < prog->vs.id) return -1;
8518 if (k->gs_id > prog->gs.id) return 1;
8519 else if (k->gs_id < prog->gs.id) return -1;
8521 if (k->ps_id > prog->ps.id) return 1;
8522 else if (k->ps_id < prog->ps.id) return -1;
8524 return 0;
8527 static BOOL constant_heap_init(struct constant_heap *heap, unsigned int constant_count)
8529 SIZE_T size = (constant_count + 1) * sizeof(*heap->entries)
8530 + constant_count * sizeof(*heap->contained)
8531 + constant_count * sizeof(*heap->positions);
8532 void *mem = HeapAlloc(GetProcessHeap(), 0, size);
8534 if (!mem)
8536 ERR("Failed to allocate memory\n");
8537 return FALSE;
8540 heap->entries = mem;
8541 heap->entries[1].version = 0;
8542 heap->contained = (BOOL *)(heap->entries + constant_count + 1);
8543 memset(heap->contained, 0, constant_count * sizeof(*heap->contained));
8544 heap->positions = (unsigned int *)(heap->contained + constant_count);
8545 heap->size = 1;
8547 return TRUE;
8550 static void constant_heap_free(struct constant_heap *heap)
8552 HeapFree(GetProcessHeap(), 0, heap->entries);
8555 static HRESULT shader_glsl_alloc(struct wined3d_device *device, const struct wined3d_vertex_pipe_ops *vertex_pipe,
8556 const struct fragment_pipeline *fragment_pipe)
8558 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
8559 struct shader_glsl_priv *priv = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(struct shader_glsl_priv));
8560 SIZE_T stack_size = wined3d_log2i(max(WINED3D_MAX_VS_CONSTS_F, WINED3D_MAX_PS_CONSTS_F)) + 1;
8561 struct fragment_caps fragment_caps;
8562 void *vertex_priv, *fragment_priv;
8564 string_buffer_list_init(&priv->string_buffers);
8566 if (!(vertex_priv = vertex_pipe->vp_alloc(&glsl_shader_backend, priv)))
8568 ERR("Failed to initialize vertex pipe.\n");
8569 HeapFree(GetProcessHeap(), 0, priv);
8570 return E_FAIL;
8573 if (!(fragment_priv = fragment_pipe->alloc_private(&glsl_shader_backend, priv)))
8575 ERR("Failed to initialize fragment pipe.\n");
8576 vertex_pipe->vp_free(device);
8577 HeapFree(GetProcessHeap(), 0, priv);
8578 return E_FAIL;
8581 if (!string_buffer_init(&priv->shader_buffer))
8583 ERR("Failed to initialize shader buffer.\n");
8584 goto fail;
8587 if (!(priv->stack = wined3d_calloc(stack_size, sizeof(*priv->stack))))
8589 ERR("Failed to allocate memory.\n");
8590 goto fail;
8593 if (!constant_heap_init(&priv->vconst_heap, WINED3D_MAX_VS_CONSTS_F))
8595 ERR("Failed to initialize vertex shader constant heap\n");
8596 goto fail;
8599 if (!constant_heap_init(&priv->pconst_heap, WINED3D_MAX_PS_CONSTS_F))
8601 ERR("Failed to initialize pixel shader constant heap\n");
8602 goto fail;
8605 wine_rb_init(&priv->program_lookup, glsl_program_key_compare);
8607 priv->next_constant_version = 1;
8608 priv->vertex_pipe = vertex_pipe;
8609 priv->fragment_pipe = fragment_pipe;
8610 fragment_pipe->get_caps(gl_info, &fragment_caps);
8611 priv->ffp_proj_control = fragment_caps.wined3d_caps & WINED3D_FRAGMENT_CAP_PROJ_CONTROL;
8612 priv->legacy_lighting = device->wined3d->flags & WINED3D_LEGACY_FFP_LIGHTING;
8614 device->vertex_priv = vertex_priv;
8615 device->fragment_priv = fragment_priv;
8616 device->shader_priv = priv;
8618 return WINED3D_OK;
8620 fail:
8621 constant_heap_free(&priv->pconst_heap);
8622 constant_heap_free(&priv->vconst_heap);
8623 HeapFree(GetProcessHeap(), 0, priv->stack);
8624 string_buffer_free(&priv->shader_buffer);
8625 fragment_pipe->free_private(device);
8626 vertex_pipe->vp_free(device);
8627 HeapFree(GetProcessHeap(), 0, priv);
8628 return E_OUTOFMEMORY;
8631 /* Context activation is done by the caller. */
8632 static void shader_glsl_free(struct wined3d_device *device)
8634 struct shader_glsl_priv *priv = device->shader_priv;
8636 wine_rb_destroy(&priv->program_lookup, NULL, NULL);
8637 constant_heap_free(&priv->pconst_heap);
8638 constant_heap_free(&priv->vconst_heap);
8639 HeapFree(GetProcessHeap(), 0, priv->stack);
8640 string_buffer_list_cleanup(&priv->string_buffers);
8641 string_buffer_free(&priv->shader_buffer);
8642 priv->fragment_pipe->free_private(device);
8643 priv->vertex_pipe->vp_free(device);
8645 HeapFree(GetProcessHeap(), 0, device->shader_priv);
8646 device->shader_priv = NULL;
8649 static BOOL shader_glsl_allocate_context_data(struct wined3d_context *context)
8651 return !!(context->shader_backend_data = HeapAlloc(GetProcessHeap(),
8652 HEAP_ZERO_MEMORY, sizeof(struct glsl_context_data)));
8655 static void shader_glsl_free_context_data(struct wined3d_context *context)
8657 HeapFree(GetProcessHeap(), 0, context->shader_backend_data);
8660 static void shader_glsl_init_context_state(struct wined3d_context *context)
8662 const struct wined3d_gl_info *gl_info = context->gl_info;
8664 gl_info->gl_ops.gl.p_glEnable(GL_PROGRAM_POINT_SIZE);
8665 checkGLcall("GL_PROGRAM_POINT_SIZE");
8668 static void shader_glsl_get_caps(const struct wined3d_gl_info *gl_info, struct shader_caps *caps)
8670 UINT shader_model;
8672 /* FIXME: Check for the specific extensions required for SM5 support
8673 * (ARB_compute_shader, ARB_tessellation_shader, ARB_gpu_shader5, ...) as
8674 * soon as we introduce them, adjusting the GL / GLSL version checks
8675 * accordingly. */
8676 if (gl_info->glsl_version >= MAKEDWORD_VERSION(4, 30) && gl_info->supported[WINED3D_GL_VERSION_4_3]
8677 && gl_info->supported[ARB_DERIVATIVE_CONTROL]
8678 && gl_info->supported[ARB_SHADER_IMAGE_LOAD_STORE]
8679 && gl_info->supported[ARB_SHADER_IMAGE_SIZE])
8680 shader_model = 5;
8681 else if (gl_info->glsl_version >= MAKEDWORD_VERSION(1, 50) && gl_info->supported[WINED3D_GL_VERSION_3_2]
8682 && gl_info->supported[ARB_SHADER_BIT_ENCODING] && gl_info->supported[ARB_SAMPLER_OBJECTS]
8683 && gl_info->supported[ARB_TEXTURE_SWIZZLE])
8684 shader_model = 4;
8685 /* Support for texldd and texldl instructions in pixel shaders is required
8686 * for SM3. */
8687 else if (shader_glsl_has_core_grad(gl_info, NULL) || gl_info->supported[ARB_SHADER_TEXTURE_LOD])
8688 shader_model = 3;
8689 else
8690 shader_model = 2;
8691 TRACE("Shader model %u.\n", shader_model);
8693 caps->vs_version = min(wined3d_settings.max_sm_vs, shader_model);
8694 caps->hs_version = min(wined3d_settings.max_sm_hs, shader_model);
8695 caps->ds_version = min(wined3d_settings.max_sm_ds, shader_model);
8696 caps->gs_version = min(wined3d_settings.max_sm_gs, shader_model);
8697 caps->ps_version = min(wined3d_settings.max_sm_ps, shader_model);
8698 caps->cs_version = min(wined3d_settings.max_sm_cs, shader_model);
8700 caps->vs_uniform_count = min(WINED3D_MAX_VS_CONSTS_F, gl_info->limits.glsl_vs_float_constants);
8701 caps->ps_uniform_count = min(WINED3D_MAX_PS_CONSTS_F, gl_info->limits.glsl_ps_float_constants);
8702 caps->varying_count = gl_info->limits.glsl_varyings;
8704 /* FIXME: The following line is card dependent. -8.0 to 8.0 is the
8705 * Direct3D minimum requirement.
8707 * Both GL_ARB_fragment_program and GLSL require a "maximum representable magnitude"
8708 * of colors to be 2^10, and 2^32 for other floats. Should we use 1024 here?
8710 * The problem is that the refrast clamps temporary results in the shader to
8711 * [-MaxValue;+MaxValue]. If the card's max value is bigger than the one we advertize here,
8712 * then applications may miss the clamping behavior. On the other hand, if it is smaller,
8713 * the shader will generate incorrect results too. Unfortunately, GL deliberately doesn't
8714 * offer a way to query this.
8716 if (shader_model >= 4)
8717 caps->ps_1x_max_value = FLT_MAX;
8718 else
8719 caps->ps_1x_max_value = 1024.0f;
8721 /* Ideally we'd only set caps like sRGB writes here if supported by both
8722 * the shader backend and the fragment pipe, but we can get called before
8723 * shader_glsl_alloc(). */
8724 caps->wined3d_caps = WINED3D_SHADER_CAP_VS_CLIPPING
8725 | WINED3D_SHADER_CAP_SRGB_WRITE;
8728 static BOOL shader_glsl_color_fixup_supported(struct color_fixup_desc fixup)
8730 if (TRACE_ON(d3d_shader) && TRACE_ON(d3d))
8732 TRACE("Checking support for fixup:\n");
8733 dump_color_fixup_desc(fixup);
8736 /* We support everything except YUV conversions. */
8737 if (!is_complex_fixup(fixup))
8739 TRACE("[OK]\n");
8740 return TRUE;
8743 TRACE("[FAILED]\n");
8744 return FALSE;
8747 static const SHADER_HANDLER shader_glsl_instruction_handler_table[WINED3DSIH_TABLE_SIZE] =
8749 /* WINED3DSIH_ABS */ shader_glsl_map2gl,
8750 /* WINED3DSIH_ADD */ shader_glsl_binop,
8751 /* WINED3DSIH_AND */ shader_glsl_binop,
8752 /* WINED3DSIH_ATOMIC_AND */ NULL,
8753 /* WINED3DSIH_ATOMIC_CMP_STORE */ NULL,
8754 /* WINED3DSIH_ATOMIC_IADD */ shader_glsl_atomic,
8755 /* WINED3DSIH_ATOMIC_IMAX */ NULL,
8756 /* WINED3DSIH_ATOMIC_IMIN */ NULL,
8757 /* WINED3DSIH_ATOMIC_OR */ NULL,
8758 /* WINED3DSIH_ATOMIC_UMAX */ NULL,
8759 /* WINED3DSIH_ATOMIC_UMIN */ NULL,
8760 /* WINED3DSIH_ATOMIC_XOR */ NULL,
8761 /* WINED3DSIH_BEM */ shader_glsl_bem,
8762 /* WINED3DSIH_BFI */ NULL,
8763 /* WINED3DSIH_BFREV */ NULL,
8764 /* WINED3DSIH_BREAK */ shader_glsl_break,
8765 /* WINED3DSIH_BREAKC */ shader_glsl_breakc,
8766 /* WINED3DSIH_BREAKP */ shader_glsl_breakp,
8767 /* WINED3DSIH_BUFINFO */ NULL,
8768 /* WINED3DSIH_CALL */ shader_glsl_call,
8769 /* WINED3DSIH_CALLNZ */ shader_glsl_callnz,
8770 /* WINED3DSIH_CASE */ shader_glsl_case,
8771 /* WINED3DSIH_CMP */ shader_glsl_conditional_move,
8772 /* WINED3DSIH_CND */ shader_glsl_cnd,
8773 /* WINED3DSIH_CONTINUE */ shader_glsl_continue,
8774 /* WINED3DSIH_CRS */ shader_glsl_cross,
8775 /* WINED3DSIH_CUT */ shader_glsl_cut,
8776 /* WINED3DSIH_CUT_STREAM */ shader_glsl_cut,
8777 /* WINED3DSIH_DCL */ shader_glsl_nop,
8778 /* WINED3DSIH_DCL_CONSTANT_BUFFER */ shader_glsl_nop,
8779 /* WINED3DSIH_DCL_FUNCTION_BODY */ NULL,
8780 /* WINED3DSIH_DCL_FUNCTION_TABLE */ NULL,
8781 /* WINED3DSIH_DCL_GLOBAL_FLAGS */ shader_glsl_nop,
8782 /* WINED3DSIH_DCL_HS_FORK_PHASE_INSTANCE_COUNT */ NULL,
8783 /* WINED3DSIH_DCL_HS_MAX_TESSFACTOR */ NULL,
8784 /* WINED3DSIH_DCL_IMMEDIATE_CONSTANT_BUFFER */ shader_glsl_nop,
8785 /* WINED3DSIH_DCL_INDEXABLE_TEMP */ shader_glsl_nop,
8786 /* WINED3DSIH_DCL_INPUT */ shader_glsl_nop,
8787 /* WINED3DSIH_DCL_INPUT_CONTROL_POINT_COUNT */ NULL,
8788 /* WINED3DSIH_DCL_INPUT_PRIMITIVE */ shader_glsl_nop,
8789 /* WINED3DSIH_DCL_INPUT_PS */ NULL,
8790 /* WINED3DSIH_DCL_INPUT_PS_SGV */ NULL,
8791 /* WINED3DSIH_DCL_INPUT_PS_SIV */ NULL,
8792 /* WINED3DSIH_DCL_INPUT_SGV */ shader_glsl_nop,
8793 /* WINED3DSIH_DCL_INPUT_SIV */ shader_glsl_nop,
8794 /* WINED3DSIH_DCL_INTERFACE */ NULL,
8795 /* WINED3DSIH_DCL_OUTPUT */ shader_glsl_nop,
8796 /* WINED3DSIH_DCL_OUTPUT_CONTROL_POINT_COUNT */ NULL,
8797 /* WINED3DSIH_DCL_OUTPUT_SIV */ shader_glsl_nop,
8798 /* WINED3DSIH_DCL_OUTPUT_TOPOLOGY */ shader_glsl_nop,
8799 /* WINED3DSIH_DCL_RESOURCE_STRUCTURED */ NULL,
8800 /* WINED3DSIH_DCL_SAMPLER */ shader_glsl_nop,
8801 /* WINED3DSIH_DCL_STREAM */ NULL,
8802 /* WINED3DSIH_DCL_TEMPS */ shader_glsl_nop,
8803 /* WINED3DSIH_DCL_TESSELLATOR_DOMAIN */ NULL,
8804 /* WINED3DSIH_DCL_TESSELLATOR_OUTPUT_PRIMITIVE */ NULL,
8805 /* WINED3DSIH_DCL_TESSELLATOR_PARTITIONING */ NULL,
8806 /* WINED3DSIH_DCL_TGSM_RAW */ NULL,
8807 /* WINED3DSIH_DCL_TGSM_STRUCTURED */ NULL,
8808 /* WINED3DSIH_DCL_THREAD_GROUP */ NULL,
8809 /* WINED3DSIH_DCL_UAV_RAW */ NULL,
8810 /* WINED3DSIH_DCL_UAV_STRUCTURED */ NULL,
8811 /* WINED3DSIH_DCL_UAV_TYPED */ shader_glsl_nop,
8812 /* WINED3DSIH_DCL_VERTICES_OUT */ shader_glsl_nop,
8813 /* WINED3DSIH_DEF */ shader_glsl_nop,
8814 /* WINED3DSIH_DEFAULT */ shader_glsl_default,
8815 /* WINED3DSIH_DEFB */ shader_glsl_nop,
8816 /* WINED3DSIH_DEFI */ shader_glsl_nop,
8817 /* WINED3DSIH_DIV */ shader_glsl_binop,
8818 /* WINED3DSIH_DP2 */ shader_glsl_dot,
8819 /* WINED3DSIH_DP2ADD */ shader_glsl_dp2add,
8820 /* WINED3DSIH_DP3 */ shader_glsl_dot,
8821 /* WINED3DSIH_DP4 */ shader_glsl_dot,
8822 /* WINED3DSIH_DST */ shader_glsl_dst,
8823 /* WINED3DSIH_DSX */ shader_glsl_map2gl,
8824 /* WINED3DSIH_DSX_COARSE */ shader_glsl_map2gl,
8825 /* WINED3DSIH_DSX_FINE */ shader_glsl_map2gl,
8826 /* WINED3DSIH_DSY */ shader_glsl_map2gl,
8827 /* WINED3DSIH_DSY_COARSE */ shader_glsl_map2gl,
8828 /* WINED3DSIH_DSY_FINE */ shader_glsl_map2gl,
8829 /* WINED3DSIH_ELSE */ shader_glsl_else,
8830 /* WINED3DSIH_EMIT */ shader_glsl_emit,
8831 /* WINED3DSIH_EMIT_STREAM */ shader_glsl_emit,
8832 /* WINED3DSIH_ENDIF */ shader_glsl_end,
8833 /* WINED3DSIH_ENDLOOP */ shader_glsl_end,
8834 /* WINED3DSIH_ENDREP */ shader_glsl_end,
8835 /* WINED3DSIH_ENDSWITCH */ shader_glsl_end,
8836 /* WINED3DSIH_EQ */ shader_glsl_relop,
8837 /* WINED3DSIH_EXP */ shader_glsl_scalar_op,
8838 /* WINED3DSIH_EXPP */ shader_glsl_expp,
8839 /* WINED3DSIH_FCALL */ NULL,
8840 /* WINED3DSIH_FRC */ shader_glsl_map2gl,
8841 /* WINED3DSIH_FTOI */ shader_glsl_to_int,
8842 /* WINED3DSIH_FTOU */ shader_glsl_to_uint,
8843 /* WINED3DSIH_GATHER4 */ NULL,
8844 /* WINED3DSIH_GATHER4_C */ NULL,
8845 /* WINED3DSIH_GE */ shader_glsl_relop,
8846 /* WINED3DSIH_HS_CONTROL_POINT_PHASE */ NULL,
8847 /* WINED3DSIH_HS_DECLS */ shader_glsl_nop,
8848 /* WINED3DSIH_HS_FORK_PHASE */ NULL,
8849 /* WINED3DSIH_HS_JOIN_PHASE */ NULL,
8850 /* WINED3DSIH_IADD */ shader_glsl_binop,
8851 /* WINED3DSIH_IEQ */ shader_glsl_relop,
8852 /* WINED3DSIH_IF */ shader_glsl_if,
8853 /* WINED3DSIH_IFC */ shader_glsl_ifc,
8854 /* WINED3DSIH_IGE */ shader_glsl_relop,
8855 /* WINED3DSIH_ILT */ shader_glsl_relop,
8856 /* WINED3DSIH_IMAD */ shader_glsl_mad,
8857 /* WINED3DSIH_IMAX */ shader_glsl_map2gl,
8858 /* WINED3DSIH_IMIN */ shader_glsl_map2gl,
8859 /* WINED3DSIH_IMM_ATOMIC_ALLOC */ NULL,
8860 /* WINED3DSIH_IMM_ATOMIC_AND */ NULL,
8861 /* WINED3DSIH_IMM_ATOMIC_CMP_EXCH */ NULL,
8862 /* WINED3DSIH_IMM_ATOMIC_CONSUME */ NULL,
8863 /* WINED3DSIH_IMM_ATOMIC_EXCH */ NULL,
8864 /* WINED3DSIH_IMM_ATOMIC_OR */ NULL,
8865 /* WINED3DSIH_IMM_ATOMIC_UMAX */ NULL,
8866 /* WINED3DSIH_IMM_ATOMIC_UMIN */ NULL,
8867 /* WINED3DSIH_IMM_ATOMIC_XOR */ NULL,
8868 /* WINED3DSIH_IMUL */ shader_glsl_imul,
8869 /* WINED3DSIH_INE */ shader_glsl_relop,
8870 /* WINED3DSIH_INEG */ shader_glsl_unary_op,
8871 /* WINED3DSIH_ISHL */ shader_glsl_binop,
8872 /* WINED3DSIH_ISHR */ shader_glsl_binop,
8873 /* WINED3DSIH_ITOF */ shader_glsl_to_float,
8874 /* WINED3DSIH_LABEL */ shader_glsl_label,
8875 /* WINED3DSIH_LD */ shader_glsl_ld,
8876 /* WINED3DSIH_LD2DMS */ NULL,
8877 /* WINED3DSIH_LD_RAW */ NULL,
8878 /* WINED3DSIH_LD_STRUCTURED */ NULL,
8879 /* WINED3DSIH_LD_UAV_TYPED */ shader_glsl_ld_uav,
8880 /* WINED3DSIH_LIT */ shader_glsl_lit,
8881 /* WINED3DSIH_LOD */ NULL,
8882 /* WINED3DSIH_LOG */ shader_glsl_scalar_op,
8883 /* WINED3DSIH_LOGP */ shader_glsl_scalar_op,
8884 /* WINED3DSIH_LOOP */ shader_glsl_loop,
8885 /* WINED3DSIH_LRP */ shader_glsl_lrp,
8886 /* WINED3DSIH_LT */ shader_glsl_relop,
8887 /* WINED3DSIH_M3x2 */ shader_glsl_mnxn,
8888 /* WINED3DSIH_M3x3 */ shader_glsl_mnxn,
8889 /* WINED3DSIH_M3x4 */ shader_glsl_mnxn,
8890 /* WINED3DSIH_M4x3 */ shader_glsl_mnxn,
8891 /* WINED3DSIH_M4x4 */ shader_glsl_mnxn,
8892 /* WINED3DSIH_MAD */ shader_glsl_mad,
8893 /* WINED3DSIH_MAX */ shader_glsl_map2gl,
8894 /* WINED3DSIH_MIN */ shader_glsl_map2gl,
8895 /* WINED3DSIH_MOV */ shader_glsl_mov,
8896 /* WINED3DSIH_MOVA */ shader_glsl_mov,
8897 /* WINED3DSIH_MOVC */ shader_glsl_conditional_move,
8898 /* WINED3DSIH_MUL */ shader_glsl_binop,
8899 /* WINED3DSIH_NE */ shader_glsl_relop,
8900 /* WINED3DSIH_NOP */ shader_glsl_nop,
8901 /* WINED3DSIH_NOT */ shader_glsl_unary_op,
8902 /* WINED3DSIH_NRM */ shader_glsl_nrm,
8903 /* WINED3DSIH_OR */ shader_glsl_binop,
8904 /* WINED3DSIH_PHASE */ shader_glsl_nop,
8905 /* WINED3DSIH_POW */ shader_glsl_pow,
8906 /* WINED3DSIH_RCP */ shader_glsl_scalar_op,
8907 /* WINED3DSIH_REP */ shader_glsl_rep,
8908 /* WINED3DSIH_RESINFO */ shader_glsl_resinfo,
8909 /* WINED3DSIH_RET */ shader_glsl_ret,
8910 /* WINED3DSIH_ROUND_NE */ shader_glsl_map2gl,
8911 /* WINED3DSIH_ROUND_NI */ shader_glsl_map2gl,
8912 /* WINED3DSIH_ROUND_PI */ shader_glsl_map2gl,
8913 /* WINED3DSIH_ROUND_Z */ shader_glsl_map2gl,
8914 /* WINED3DSIH_RSQ */ shader_glsl_scalar_op,
8915 /* WINED3DSIH_SAMPLE */ shader_glsl_sample,
8916 /* WINED3DSIH_SAMPLE_B */ shader_glsl_sample,
8917 /* WINED3DSIH_SAMPLE_C */ shader_glsl_sample_c,
8918 /* WINED3DSIH_SAMPLE_C_LZ */ shader_glsl_sample_c,
8919 /* WINED3DSIH_SAMPLE_GRAD */ shader_glsl_sample,
8920 /* WINED3DSIH_SAMPLE_INFO */ NULL,
8921 /* WINED3DSIH_SAMPLE_LOD */ shader_glsl_sample,
8922 /* WINED3DSIH_SAMPLE_POS */ NULL,
8923 /* WINED3DSIH_SETP */ NULL,
8924 /* WINED3DSIH_SGE */ shader_glsl_compare,
8925 /* WINED3DSIH_SGN */ shader_glsl_sgn,
8926 /* WINED3DSIH_SINCOS */ shader_glsl_sincos,
8927 /* WINED3DSIH_SLT */ shader_glsl_compare,
8928 /* WINED3DSIH_SQRT */ shader_glsl_map2gl,
8929 /* WINED3DSIH_STORE_RAW */ NULL,
8930 /* WINED3DSIH_STORE_STRUCTURED */ NULL,
8931 /* WINED3DSIH_STORE_UAV_TYPED */ NULL,
8932 /* WINED3DSIH_SUB */ shader_glsl_binop,
8933 /* WINED3DSIH_SWAPC */ NULL,
8934 /* WINED3DSIH_SWITCH */ shader_glsl_switch,
8935 /* WINED3DSIH_SYNC */ NULL,
8936 /* WINED3DSIH_TEX */ shader_glsl_tex,
8937 /* WINED3DSIH_TEXBEM */ shader_glsl_texbem,
8938 /* WINED3DSIH_TEXBEML */ shader_glsl_texbem,
8939 /* WINED3DSIH_TEXCOORD */ shader_glsl_texcoord,
8940 /* WINED3DSIH_TEXDEPTH */ shader_glsl_texdepth,
8941 /* WINED3DSIH_TEXDP3 */ shader_glsl_texdp3,
8942 /* WINED3DSIH_TEXDP3TEX */ shader_glsl_texdp3tex,
8943 /* WINED3DSIH_TEXKILL */ shader_glsl_texkill,
8944 /* WINED3DSIH_TEXLDD */ shader_glsl_texldd,
8945 /* WINED3DSIH_TEXLDL */ shader_glsl_texldl,
8946 /* WINED3DSIH_TEXM3x2DEPTH */ shader_glsl_texm3x2depth,
8947 /* WINED3DSIH_TEXM3x2PAD */ shader_glsl_texm3x2pad,
8948 /* WINED3DSIH_TEXM3x2TEX */ shader_glsl_texm3x2tex,
8949 /* WINED3DSIH_TEXM3x3 */ shader_glsl_texm3x3,
8950 /* WINED3DSIH_TEXM3x3DIFF */ NULL,
8951 /* WINED3DSIH_TEXM3x3PAD */ shader_glsl_texm3x3pad,
8952 /* WINED3DSIH_TEXM3x3SPEC */ shader_glsl_texm3x3spec,
8953 /* WINED3DSIH_TEXM3x3TEX */ shader_glsl_texm3x3tex,
8954 /* WINED3DSIH_TEXM3x3VSPEC */ shader_glsl_texm3x3vspec,
8955 /* WINED3DSIH_TEXREG2AR */ shader_glsl_texreg2ar,
8956 /* WINED3DSIH_TEXREG2GB */ shader_glsl_texreg2gb,
8957 /* WINED3DSIH_TEXREG2RGB */ shader_glsl_texreg2rgb,
8958 /* WINED3DSIH_UBFE */ NULL,
8959 /* WINED3DSIH_UDIV */ shader_glsl_udiv,
8960 /* WINED3DSIH_UGE */ shader_glsl_relop,
8961 /* WINED3DSIH_ULT */ shader_glsl_relop,
8962 /* WINED3DSIH_UMAX */ shader_glsl_map2gl,
8963 /* WINED3DSIH_UMIN */ shader_glsl_map2gl,
8964 /* WINED3DSIH_USHR */ shader_glsl_binop,
8965 /* WINED3DSIH_UTOF */ shader_glsl_to_float,
8966 /* WINED3DSIH_XOR */ shader_glsl_binop,
8969 static void shader_glsl_handle_instruction(const struct wined3d_shader_instruction *ins) {
8970 SHADER_HANDLER hw_fct;
8972 /* Select handler */
8973 hw_fct = shader_glsl_instruction_handler_table[ins->handler_idx];
8975 /* Unhandled opcode */
8976 if (!hw_fct)
8978 FIXME("Backend can't handle opcode %s.\n", debug_d3dshaderinstructionhandler(ins->handler_idx));
8979 return;
8981 hw_fct(ins);
8983 shader_glsl_add_instruction_modifiers(ins);
8986 static BOOL shader_glsl_has_ffp_proj_control(void *shader_priv)
8988 struct shader_glsl_priv *priv = shader_priv;
8990 return priv->ffp_proj_control;
8993 const struct wined3d_shader_backend_ops glsl_shader_backend =
8995 shader_glsl_handle_instruction,
8996 shader_glsl_select,
8997 shader_glsl_disable,
8998 shader_glsl_update_float_vertex_constants,
8999 shader_glsl_update_float_pixel_constants,
9000 shader_glsl_load_constants,
9001 shader_glsl_destroy,
9002 shader_glsl_alloc,
9003 shader_glsl_free,
9004 shader_glsl_allocate_context_data,
9005 shader_glsl_free_context_data,
9006 shader_glsl_init_context_state,
9007 shader_glsl_get_caps,
9008 shader_glsl_color_fixup_supported,
9009 shader_glsl_has_ffp_proj_control,
9012 static void glsl_vertex_pipe_vp_enable(const struct wined3d_gl_info *gl_info, BOOL enable) {}
9014 static void glsl_vertex_pipe_vp_get_caps(const struct wined3d_gl_info *gl_info, struct wined3d_vertex_caps *caps)
9016 caps->xyzrhw = TRUE;
9017 caps->emulated_flatshading = !gl_info->supported[WINED3D_GL_LEGACY_CONTEXT];
9018 caps->ffp_generic_attributes = TRUE;
9019 caps->max_active_lights = MAX_ACTIVE_LIGHTS;
9020 caps->max_vertex_blend_matrices = MAX_VERTEX_BLENDS;
9021 caps->max_vertex_blend_matrix_index = 0;
9022 caps->vertex_processing_caps = WINED3DVTXPCAPS_TEXGEN
9023 | WINED3DVTXPCAPS_MATERIALSOURCE7
9024 | WINED3DVTXPCAPS_VERTEXFOG
9025 | WINED3DVTXPCAPS_DIRECTIONALLIGHTS
9026 | WINED3DVTXPCAPS_POSITIONALLIGHTS
9027 | WINED3DVTXPCAPS_LOCALVIEWER
9028 | WINED3DVTXPCAPS_TEXGEN_SPHEREMAP;
9029 caps->fvf_caps = WINED3DFVFCAPS_PSIZE | 8; /* 8 texture coordinates. */
9030 caps->max_user_clip_planes = gl_info->limits.user_clip_distances;
9031 caps->raster_caps = WINED3DPRASTERCAPS_FOGRANGE;
9034 static DWORD glsl_vertex_pipe_vp_get_emul_mask(const struct wined3d_gl_info *gl_info)
9036 if (gl_info->supported[WINED3D_GL_LEGACY_CONTEXT])
9037 return GL_EXT_EMUL_ARB_MULTITEXTURE;
9038 return 0;
9041 static void *glsl_vertex_pipe_vp_alloc(const struct wined3d_shader_backend_ops *shader_backend, void *shader_priv)
9043 struct shader_glsl_priv *priv;
9045 if (shader_backend == &glsl_shader_backend)
9047 priv = shader_priv;
9048 wine_rb_init(&priv->ffp_vertex_shaders, wined3d_ffp_vertex_program_key_compare);
9049 return priv;
9052 FIXME("GLSL vertex pipe without GLSL shader backend not implemented.\n");
9054 return NULL;
9057 static void shader_glsl_free_ffp_vertex_shader(struct wine_rb_entry *entry, void *context)
9059 struct glsl_ffp_vertex_shader *shader = WINE_RB_ENTRY_VALUE(entry,
9060 struct glsl_ffp_vertex_shader, desc.entry);
9061 struct glsl_shader_prog_link *program, *program2;
9062 struct glsl_ffp_destroy_ctx *ctx = context;
9064 LIST_FOR_EACH_ENTRY_SAFE(program, program2, &shader->linked_programs,
9065 struct glsl_shader_prog_link, vs.shader_entry)
9067 delete_glsl_program_entry(ctx->priv, ctx->gl_info, program);
9069 ctx->gl_info->gl_ops.ext.p_glDeleteShader(shader->id);
9070 HeapFree(GetProcessHeap(), 0, shader);
9073 /* Context activation is done by the caller. */
9074 static void glsl_vertex_pipe_vp_free(struct wined3d_device *device)
9076 struct shader_glsl_priv *priv = device->vertex_priv;
9077 struct glsl_ffp_destroy_ctx ctx;
9079 ctx.priv = priv;
9080 ctx.gl_info = &device->adapter->gl_info;
9081 wine_rb_destroy(&priv->ffp_vertex_shaders, shader_glsl_free_ffp_vertex_shader, &ctx);
9084 static void glsl_vertex_pipe_nop(struct wined3d_context *context,
9085 const struct wined3d_state *state, DWORD state_id) {}
9087 static void glsl_vertex_pipe_shader(struct wined3d_context *context,
9088 const struct wined3d_state *state, DWORD state_id)
9090 context->shader_update_mask |= 1u << WINED3D_SHADER_TYPE_VERTEX;
9093 static void glsl_vertex_pipe_vdecl(struct wined3d_context *context,
9094 const struct wined3d_state *state, DWORD state_id)
9096 const struct wined3d_gl_info *gl_info = context->gl_info;
9097 BOOL normal = !!(context->stream_info.use_map & (1u << WINED3D_FFP_NORMAL));
9098 BOOL legacy_context = gl_info->supported[WINED3D_GL_LEGACY_CONTEXT];
9099 BOOL transformed = context->stream_info.position_transformed;
9100 BOOL wasrhw = context->last_was_rhw;
9101 unsigned int i;
9103 context->last_was_rhw = transformed;
9105 /* If the vertex declaration contains a transformed position attribute,
9106 * the draw uses the fixed function vertex pipeline regardless of any
9107 * vertex shader set by the application. */
9108 if (transformed != wasrhw
9109 || context->stream_info.swizzle_map != context->last_swizzle_map)
9110 context->shader_update_mask |= 1u << WINED3D_SHADER_TYPE_VERTEX;
9112 context->last_swizzle_map = context->stream_info.swizzle_map;
9114 if (!use_vs(state))
9116 if (context->last_was_vshader)
9118 if (legacy_context)
9119 for (i = 0; i < gl_info->limits.user_clip_distances; ++i)
9120 clipplane(context, state, STATE_CLIPPLANE(i));
9121 else
9122 context->constant_update_mask |= WINED3D_SHADER_CONST_VS_CLIP_PLANES;
9125 context->constant_update_mask |= WINED3D_SHADER_CONST_FFP_TEXMATRIX;
9127 /* Because of settings->texcoords, we have to regenerate the vertex
9128 * shader on a vdecl change if there aren't enough varyings to just
9129 * always output all the texture coordinates. */
9130 if (gl_info->limits.glsl_varyings < wined3d_max_compat_varyings(gl_info)
9131 || normal != context->last_was_normal)
9132 context->shader_update_mask |= 1u << WINED3D_SHADER_TYPE_VERTEX;
9134 if (use_ps(state)
9135 && state->shader[WINED3D_SHADER_TYPE_PIXEL]->reg_maps.shader_version.major == 1
9136 && state->shader[WINED3D_SHADER_TYPE_PIXEL]->reg_maps.shader_version.minor <= 3)
9137 context->shader_update_mask |= 1u << WINED3D_SHADER_TYPE_PIXEL;
9139 else
9141 if (!context->last_was_vshader)
9143 /* Vertex shader clipping ignores the view matrix. Update all clip planes. */
9144 if (legacy_context)
9145 for (i = 0; i < gl_info->limits.user_clip_distances; ++i)
9146 clipplane(context, state, STATE_CLIPPLANE(i));
9147 else
9148 context->constant_update_mask |= WINED3D_SHADER_CONST_VS_CLIP_PLANES;
9152 context->last_was_vshader = use_vs(state);
9153 context->last_was_normal = normal;
9156 static void glsl_vertex_pipe_vs(struct wined3d_context *context,
9157 const struct wined3d_state *state, DWORD state_id)
9159 context->shader_update_mask |= 1u << WINED3D_SHADER_TYPE_VERTEX;
9160 /* Different vertex shaders potentially require a different vertex attributes setup. */
9161 if (!isStateDirty(context, STATE_VDECL))
9162 context_apply_state(context, state, STATE_VDECL);
9165 static void glsl_vertex_pipe_geometry_shader(struct wined3d_context *context,
9166 const struct wined3d_state *state, DWORD state_id)
9168 if (state->shader[WINED3D_SHADER_TYPE_VERTEX]
9169 && state->shader[WINED3D_SHADER_TYPE_VERTEX]->reg_maps.shader_version.major >= 4)
9170 context->shader_update_mask |= 1u << WINED3D_SHADER_TYPE_VERTEX;
9173 static void glsl_vertex_pipe_pixel_shader(struct wined3d_context *context,
9174 const struct wined3d_state *state, DWORD state_id)
9176 if (state->shader[WINED3D_SHADER_TYPE_GEOMETRY])
9177 context->shader_update_mask |= 1u << WINED3D_SHADER_TYPE_GEOMETRY;
9178 else if (state->shader[WINED3D_SHADER_TYPE_VERTEX]
9179 && state->shader[WINED3D_SHADER_TYPE_VERTEX]->reg_maps.shader_version.major >= 4)
9180 context->shader_update_mask |= 1u << WINED3D_SHADER_TYPE_VERTEX;
9183 static void glsl_vertex_pipe_world(struct wined3d_context *context,
9184 const struct wined3d_state *state, DWORD state_id)
9186 context->constant_update_mask |= WINED3D_SHADER_CONST_FFP_MODELVIEW;
9189 static void glsl_vertex_pipe_vertexblend(struct wined3d_context *context,
9190 const struct wined3d_state *state, DWORD state_id)
9192 context->constant_update_mask |= WINED3D_SHADER_CONST_FFP_VERTEXBLEND;
9195 static void glsl_vertex_pipe_view(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
9197 const struct wined3d_gl_info *gl_info = context->gl_info;
9198 unsigned int k;
9200 context->constant_update_mask |= WINED3D_SHADER_CONST_FFP_MODELVIEW
9201 | WINED3D_SHADER_CONST_FFP_LIGHTS
9202 | WINED3D_SHADER_CONST_FFP_VERTEXBLEND;
9204 if (gl_info->supported[WINED3D_GL_LEGACY_CONTEXT])
9206 for (k = 0; k < gl_info->limits.user_clip_distances; ++k)
9208 if (!isStateDirty(context, STATE_CLIPPLANE(k)))
9209 clipplane(context, state, STATE_CLIPPLANE(k));
9212 else
9214 context->constant_update_mask |= WINED3D_SHADER_CONST_VS_CLIP_PLANES;
9218 static void glsl_vertex_pipe_projection(struct wined3d_context *context,
9219 const struct wined3d_state *state, DWORD state_id)
9221 /* Table fog behavior depends on the projection matrix. */
9222 if (state->render_states[WINED3D_RS_FOGENABLE]
9223 && state->render_states[WINED3D_RS_FOGTABLEMODE] != WINED3D_FOG_NONE)
9224 context->shader_update_mask |= 1u << WINED3D_SHADER_TYPE_VERTEX;
9225 context->constant_update_mask |= WINED3D_SHADER_CONST_FFP_PROJ;
9228 static void glsl_vertex_pipe_viewport(struct wined3d_context *context,
9229 const struct wined3d_state *state, DWORD state_id)
9231 if (!isStateDirty(context, STATE_TRANSFORM(WINED3D_TS_PROJECTION)))
9232 glsl_vertex_pipe_projection(context, state, STATE_TRANSFORM(WINED3D_TS_PROJECTION));
9233 if (!isStateDirty(context, STATE_RENDER(WINED3D_RS_POINTSCALEENABLE))
9234 && state->render_states[WINED3D_RS_POINTSCALEENABLE])
9235 context->constant_update_mask |= WINED3D_SHADER_CONST_VS_POINTSIZE;
9236 context->constant_update_mask |= WINED3D_SHADER_CONST_POS_FIXUP;
9239 static void glsl_vertex_pipe_texmatrix(struct wined3d_context *context,
9240 const struct wined3d_state *state, DWORD state_id)
9242 context->constant_update_mask |= WINED3D_SHADER_CONST_FFP_TEXMATRIX;
9245 static void glsl_vertex_pipe_texmatrix_np2(struct wined3d_context *context,
9246 const struct wined3d_state *state, DWORD state_id)
9248 DWORD sampler = state_id - STATE_SAMPLER(0);
9249 const struct wined3d_texture *texture = state->textures[sampler];
9250 BOOL np2;
9252 if (!texture)
9253 return;
9255 if (sampler >= MAX_TEXTURES)
9256 return;
9258 if ((np2 = !(texture->flags & WINED3D_TEXTURE_POW2_MAT_IDENT))
9259 || context->lastWasPow2Texture & (1u << sampler))
9261 if (np2)
9262 context->lastWasPow2Texture |= 1u << sampler;
9263 else
9264 context->lastWasPow2Texture &= ~(1u << sampler);
9266 context->constant_update_mask |= WINED3D_SHADER_CONST_FFP_TEXMATRIX;
9270 static void glsl_vertex_pipe_material(struct wined3d_context *context,
9271 const struct wined3d_state *state, DWORD state_id)
9273 context->constant_update_mask |= WINED3D_SHADER_CONST_FFP_MATERIAL;
9276 static void glsl_vertex_pipe_light(struct wined3d_context *context,
9277 const struct wined3d_state *state, DWORD state_id)
9279 context->constant_update_mask |= WINED3D_SHADER_CONST_FFP_LIGHTS;
9282 static void glsl_vertex_pipe_pointsize(struct wined3d_context *context,
9283 const struct wined3d_state *state, DWORD state_id)
9285 context->constant_update_mask |= WINED3D_SHADER_CONST_VS_POINTSIZE;
9288 static void glsl_vertex_pipe_pointscale(struct wined3d_context *context,
9289 const struct wined3d_state *state, DWORD state_id)
9291 if (!use_vs(state))
9292 context->constant_update_mask |= WINED3D_SHADER_CONST_VS_POINTSIZE;
9295 static void glsl_vertex_pointsprite_core(struct wined3d_context *context,
9296 const struct wined3d_state *state, DWORD state_id)
9298 static unsigned int once;
9300 if (state->gl_primitive_type == GL_POINTS && !state->render_states[WINED3D_RS_POINTSPRITEENABLE] && !once++)
9301 FIXME("Non-point sprite points not supported in core profile.\n");
9304 static void glsl_vertex_pipe_shademode(struct wined3d_context *context,
9305 const struct wined3d_state *state, DWORD state_id)
9307 context->shader_update_mask |= 1u << WINED3D_SHADER_TYPE_VERTEX;
9310 static void glsl_vertex_pipe_clip_plane(struct wined3d_context *context,
9311 const struct wined3d_state *state, DWORD state_id)
9313 const struct wined3d_gl_info *gl_info = context->gl_info;
9314 UINT index = state_id - STATE_CLIPPLANE(0);
9316 if (index >= gl_info->limits.user_clip_distances)
9317 return;
9319 context->constant_update_mask |= WINED3D_SHADER_CONST_VS_CLIP_PLANES;
9322 static const struct StateEntryTemplate glsl_vertex_pipe_vp_states[] =
9324 {STATE_VDECL, {STATE_VDECL, glsl_vertex_pipe_vdecl }, WINED3D_GL_EXT_NONE },
9325 {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX), glsl_vertex_pipe_vs }, WINED3D_GL_EXT_NONE },
9326 {STATE_SHADER(WINED3D_SHADER_TYPE_GEOMETRY), {STATE_SHADER(WINED3D_SHADER_TYPE_GEOMETRY), glsl_vertex_pipe_geometry_shader}, WINED3D_GL_EXT_NONE },
9327 {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), glsl_vertex_pipe_pixel_shader}, WINED3D_GL_EXT_NONE },
9328 {STATE_MATERIAL, {STATE_RENDER(WINED3D_RS_SPECULARENABLE), NULL }, WINED3D_GL_EXT_NONE },
9329 {STATE_RENDER(WINED3D_RS_SPECULARENABLE), {STATE_RENDER(WINED3D_RS_SPECULARENABLE), glsl_vertex_pipe_material}, WINED3D_GL_EXT_NONE },
9330 /* Clip planes */
9331 {STATE_CLIPPLANE(0), {STATE_CLIPPLANE(0), clipplane }, WINED3D_GL_LEGACY_CONTEXT },
9332 {STATE_CLIPPLANE(0), {STATE_CLIPPLANE(0), glsl_vertex_pipe_clip_plane}, WINED3D_GL_EXT_NONE },
9333 {STATE_CLIPPLANE(1), {STATE_CLIPPLANE(1), clipplane }, WINED3D_GL_LEGACY_CONTEXT },
9334 {STATE_CLIPPLANE(1), {STATE_CLIPPLANE(1), glsl_vertex_pipe_clip_plane}, WINED3D_GL_EXT_NONE },
9335 {STATE_CLIPPLANE(2), {STATE_CLIPPLANE(2), clipplane }, WINED3D_GL_LEGACY_CONTEXT },
9336 {STATE_CLIPPLANE(2), {STATE_CLIPPLANE(2), glsl_vertex_pipe_clip_plane}, WINED3D_GL_EXT_NONE },
9337 {STATE_CLIPPLANE(3), {STATE_CLIPPLANE(3), clipplane }, WINED3D_GL_LEGACY_CONTEXT },
9338 {STATE_CLIPPLANE(3), {STATE_CLIPPLANE(3), glsl_vertex_pipe_clip_plane}, WINED3D_GL_EXT_NONE },
9339 {STATE_CLIPPLANE(4), {STATE_CLIPPLANE(4), clipplane }, WINED3D_GL_LEGACY_CONTEXT },
9340 {STATE_CLIPPLANE(4), {STATE_CLIPPLANE(4), glsl_vertex_pipe_clip_plane}, WINED3D_GL_EXT_NONE },
9341 {STATE_CLIPPLANE(5), {STATE_CLIPPLANE(5), clipplane }, WINED3D_GL_LEGACY_CONTEXT },
9342 {STATE_CLIPPLANE(5), {STATE_CLIPPLANE(5), glsl_vertex_pipe_clip_plane}, WINED3D_GL_EXT_NONE },
9343 {STATE_CLIPPLANE(6), {STATE_CLIPPLANE(6), clipplane }, WINED3D_GL_LEGACY_CONTEXT },
9344 {STATE_CLIPPLANE(6), {STATE_CLIPPLANE(6), glsl_vertex_pipe_clip_plane}, WINED3D_GL_EXT_NONE },
9345 {STATE_CLIPPLANE(7), {STATE_CLIPPLANE(7), clipplane }, WINED3D_GL_LEGACY_CONTEXT },
9346 {STATE_CLIPPLANE(7), {STATE_CLIPPLANE(7), glsl_vertex_pipe_clip_plane}, WINED3D_GL_EXT_NONE },
9347 {STATE_CLIPPLANE(8), {STATE_CLIPPLANE(8), clipplane }, WINED3D_GL_LEGACY_CONTEXT },
9348 {STATE_CLIPPLANE(8), {STATE_CLIPPLANE(8), glsl_vertex_pipe_clip_plane}, WINED3D_GL_EXT_NONE },
9349 {STATE_CLIPPLANE(9), {STATE_CLIPPLANE(9), clipplane }, WINED3D_GL_LEGACY_CONTEXT },
9350 {STATE_CLIPPLANE(9), {STATE_CLIPPLANE(9), glsl_vertex_pipe_clip_plane}, WINED3D_GL_EXT_NONE },
9351 {STATE_CLIPPLANE(10), {STATE_CLIPPLANE(10), clipplane }, WINED3D_GL_LEGACY_CONTEXT },
9352 {STATE_CLIPPLANE(10), {STATE_CLIPPLANE(10), glsl_vertex_pipe_clip_plane}, WINED3D_GL_EXT_NONE },
9353 {STATE_CLIPPLANE(11), {STATE_CLIPPLANE(11), clipplane }, WINED3D_GL_LEGACY_CONTEXT },
9354 {STATE_CLIPPLANE(11), {STATE_CLIPPLANE(11), glsl_vertex_pipe_clip_plane}, WINED3D_GL_EXT_NONE },
9355 {STATE_CLIPPLANE(12), {STATE_CLIPPLANE(12), clipplane }, WINED3D_GL_LEGACY_CONTEXT },
9356 {STATE_CLIPPLANE(12), {STATE_CLIPPLANE(12), glsl_vertex_pipe_clip_plane}, WINED3D_GL_EXT_NONE },
9357 {STATE_CLIPPLANE(13), {STATE_CLIPPLANE(13), clipplane }, WINED3D_GL_LEGACY_CONTEXT },
9358 {STATE_CLIPPLANE(13), {STATE_CLIPPLANE(13), glsl_vertex_pipe_clip_plane}, WINED3D_GL_EXT_NONE },
9359 {STATE_CLIPPLANE(14), {STATE_CLIPPLANE(14), clipplane }, WINED3D_GL_LEGACY_CONTEXT },
9360 {STATE_CLIPPLANE(14), {STATE_CLIPPLANE(14), glsl_vertex_pipe_clip_plane}, WINED3D_GL_EXT_NONE },
9361 {STATE_CLIPPLANE(15), {STATE_CLIPPLANE(15), clipplane }, WINED3D_GL_LEGACY_CONTEXT },
9362 {STATE_CLIPPLANE(15), {STATE_CLIPPLANE(15), glsl_vertex_pipe_clip_plane}, WINED3D_GL_EXT_NONE },
9363 {STATE_CLIPPLANE(16), {STATE_CLIPPLANE(16), clipplane }, WINED3D_GL_LEGACY_CONTEXT },
9364 {STATE_CLIPPLANE(16), {STATE_CLIPPLANE(16), glsl_vertex_pipe_clip_plane}, WINED3D_GL_EXT_NONE },
9365 {STATE_CLIPPLANE(17), {STATE_CLIPPLANE(17), clipplane }, WINED3D_GL_LEGACY_CONTEXT },
9366 {STATE_CLIPPLANE(17), {STATE_CLIPPLANE(17), glsl_vertex_pipe_clip_plane}, WINED3D_GL_EXT_NONE },
9367 {STATE_CLIPPLANE(18), {STATE_CLIPPLANE(18), clipplane }, WINED3D_GL_LEGACY_CONTEXT },
9368 {STATE_CLIPPLANE(18), {STATE_CLIPPLANE(18), glsl_vertex_pipe_clip_plane}, WINED3D_GL_EXT_NONE },
9369 {STATE_CLIPPLANE(19), {STATE_CLIPPLANE(19), clipplane }, WINED3D_GL_LEGACY_CONTEXT },
9370 {STATE_CLIPPLANE(19), {STATE_CLIPPLANE(19), glsl_vertex_pipe_clip_plane}, WINED3D_GL_EXT_NONE },
9371 {STATE_CLIPPLANE(20), {STATE_CLIPPLANE(20), clipplane }, WINED3D_GL_LEGACY_CONTEXT },
9372 {STATE_CLIPPLANE(20), {STATE_CLIPPLANE(20), glsl_vertex_pipe_clip_plane}, WINED3D_GL_EXT_NONE },
9373 {STATE_CLIPPLANE(21), {STATE_CLIPPLANE(21), clipplane }, WINED3D_GL_LEGACY_CONTEXT },
9374 {STATE_CLIPPLANE(21), {STATE_CLIPPLANE(21), glsl_vertex_pipe_clip_plane}, WINED3D_GL_EXT_NONE },
9375 {STATE_CLIPPLANE(22), {STATE_CLIPPLANE(22), clipplane }, WINED3D_GL_LEGACY_CONTEXT },
9376 {STATE_CLIPPLANE(22), {STATE_CLIPPLANE(22), glsl_vertex_pipe_clip_plane}, WINED3D_GL_EXT_NONE },
9377 {STATE_CLIPPLANE(23), {STATE_CLIPPLANE(23), clipplane }, WINED3D_GL_LEGACY_CONTEXT },
9378 {STATE_CLIPPLANE(23), {STATE_CLIPPLANE(23), glsl_vertex_pipe_clip_plane}, WINED3D_GL_EXT_NONE },
9379 {STATE_CLIPPLANE(24), {STATE_CLIPPLANE(24), clipplane }, WINED3D_GL_LEGACY_CONTEXT },
9380 {STATE_CLIPPLANE(24), {STATE_CLIPPLANE(24), glsl_vertex_pipe_clip_plane}, WINED3D_GL_EXT_NONE },
9381 {STATE_CLIPPLANE(25), {STATE_CLIPPLANE(25), clipplane }, WINED3D_GL_LEGACY_CONTEXT },
9382 {STATE_CLIPPLANE(25), {STATE_CLIPPLANE(25), glsl_vertex_pipe_clip_plane}, WINED3D_GL_EXT_NONE },
9383 {STATE_CLIPPLANE(26), {STATE_CLIPPLANE(26), clipplane }, WINED3D_GL_LEGACY_CONTEXT },
9384 {STATE_CLIPPLANE(26), {STATE_CLIPPLANE(26), glsl_vertex_pipe_clip_plane}, WINED3D_GL_EXT_NONE },
9385 {STATE_CLIPPLANE(27), {STATE_CLIPPLANE(27), clipplane }, WINED3D_GL_LEGACY_CONTEXT },
9386 {STATE_CLIPPLANE(27), {STATE_CLIPPLANE(27), glsl_vertex_pipe_clip_plane}, WINED3D_GL_EXT_NONE },
9387 {STATE_CLIPPLANE(28), {STATE_CLIPPLANE(28), clipplane }, WINED3D_GL_LEGACY_CONTEXT },
9388 {STATE_CLIPPLANE(28), {STATE_CLIPPLANE(28), glsl_vertex_pipe_clip_plane}, WINED3D_GL_EXT_NONE },
9389 {STATE_CLIPPLANE(29), {STATE_CLIPPLANE(29), clipplane }, WINED3D_GL_LEGACY_CONTEXT },
9390 {STATE_CLIPPLANE(29), {STATE_CLIPPLANE(29), glsl_vertex_pipe_clip_plane}, WINED3D_GL_EXT_NONE },
9391 {STATE_CLIPPLANE(30), {STATE_CLIPPLANE(30), clipplane }, WINED3D_GL_LEGACY_CONTEXT },
9392 {STATE_CLIPPLANE(30), {STATE_CLIPPLANE(30), glsl_vertex_pipe_clip_plane}, WINED3D_GL_EXT_NONE },
9393 {STATE_CLIPPLANE(31), {STATE_CLIPPLANE(31), clipplane }, WINED3D_GL_LEGACY_CONTEXT },
9394 {STATE_CLIPPLANE(31), {STATE_CLIPPLANE(31), glsl_vertex_pipe_clip_plane}, WINED3D_GL_EXT_NONE },
9395 /* Lights */
9396 {STATE_LIGHT_TYPE, {STATE_RENDER(WINED3D_RS_FOGENABLE), NULL }, WINED3D_GL_EXT_NONE },
9397 {STATE_ACTIVELIGHT(0), {STATE_ACTIVELIGHT(0), glsl_vertex_pipe_light }, WINED3D_GL_EXT_NONE },
9398 {STATE_ACTIVELIGHT(1), {STATE_ACTIVELIGHT(1), glsl_vertex_pipe_light }, WINED3D_GL_EXT_NONE },
9399 {STATE_ACTIVELIGHT(2), {STATE_ACTIVELIGHT(2), glsl_vertex_pipe_light }, WINED3D_GL_EXT_NONE },
9400 {STATE_ACTIVELIGHT(3), {STATE_ACTIVELIGHT(3), glsl_vertex_pipe_light }, WINED3D_GL_EXT_NONE },
9401 {STATE_ACTIVELIGHT(4), {STATE_ACTIVELIGHT(4), glsl_vertex_pipe_light }, WINED3D_GL_EXT_NONE },
9402 {STATE_ACTIVELIGHT(5), {STATE_ACTIVELIGHT(5), glsl_vertex_pipe_light }, WINED3D_GL_EXT_NONE },
9403 {STATE_ACTIVELIGHT(6), {STATE_ACTIVELIGHT(6), glsl_vertex_pipe_light }, WINED3D_GL_EXT_NONE },
9404 {STATE_ACTIVELIGHT(7), {STATE_ACTIVELIGHT(7), glsl_vertex_pipe_light }, WINED3D_GL_EXT_NONE },
9405 /* Viewport */
9406 {STATE_VIEWPORT, {STATE_VIEWPORT, glsl_vertex_pipe_viewport}, WINED3D_GL_EXT_NONE },
9407 /* Transform states */
9408 {STATE_TRANSFORM(WINED3D_TS_VIEW), {STATE_TRANSFORM(WINED3D_TS_VIEW), glsl_vertex_pipe_view }, WINED3D_GL_EXT_NONE },
9409 {STATE_TRANSFORM(WINED3D_TS_PROJECTION), {STATE_TRANSFORM(WINED3D_TS_PROJECTION), glsl_vertex_pipe_projection}, WINED3D_GL_EXT_NONE },
9410 {STATE_TRANSFORM(WINED3D_TS_TEXTURE0), {STATE_TEXTURESTAGE(0, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), NULL }, WINED3D_GL_EXT_NONE },
9411 {STATE_TRANSFORM(WINED3D_TS_TEXTURE1), {STATE_TEXTURESTAGE(1, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), NULL }, WINED3D_GL_EXT_NONE },
9412 {STATE_TRANSFORM(WINED3D_TS_TEXTURE2), {STATE_TEXTURESTAGE(2, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), NULL }, WINED3D_GL_EXT_NONE },
9413 {STATE_TRANSFORM(WINED3D_TS_TEXTURE3), {STATE_TEXTURESTAGE(3, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), NULL }, WINED3D_GL_EXT_NONE },
9414 {STATE_TRANSFORM(WINED3D_TS_TEXTURE4), {STATE_TEXTURESTAGE(4, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), NULL }, WINED3D_GL_EXT_NONE },
9415 {STATE_TRANSFORM(WINED3D_TS_TEXTURE5), {STATE_TEXTURESTAGE(5, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), NULL }, WINED3D_GL_EXT_NONE },
9416 {STATE_TRANSFORM(WINED3D_TS_TEXTURE6), {STATE_TEXTURESTAGE(6, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), NULL }, WINED3D_GL_EXT_NONE },
9417 {STATE_TRANSFORM(WINED3D_TS_TEXTURE7), {STATE_TEXTURESTAGE(7, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), NULL }, WINED3D_GL_EXT_NONE },
9418 {STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(0)), {STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(0)), glsl_vertex_pipe_world }, WINED3D_GL_EXT_NONE },
9419 {STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(1)), {STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(1)), glsl_vertex_pipe_vertexblend }, WINED3D_GL_EXT_NONE },
9420 {STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(2)), {STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(2)), glsl_vertex_pipe_vertexblend }, WINED3D_GL_EXT_NONE },
9421 {STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(3)), {STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(3)), glsl_vertex_pipe_vertexblend }, WINED3D_GL_EXT_NONE },
9422 {STATE_TEXTURESTAGE(0, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(0, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), glsl_vertex_pipe_texmatrix}, WINED3D_GL_EXT_NONE },
9423 {STATE_TEXTURESTAGE(1, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(1, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), glsl_vertex_pipe_texmatrix}, WINED3D_GL_EXT_NONE },
9424 {STATE_TEXTURESTAGE(2, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(2, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), glsl_vertex_pipe_texmatrix}, WINED3D_GL_EXT_NONE },
9425 {STATE_TEXTURESTAGE(3, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(3, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), glsl_vertex_pipe_texmatrix}, WINED3D_GL_EXT_NONE },
9426 {STATE_TEXTURESTAGE(4, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(4, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), glsl_vertex_pipe_texmatrix}, WINED3D_GL_EXT_NONE },
9427 {STATE_TEXTURESTAGE(5, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(5, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), glsl_vertex_pipe_texmatrix}, WINED3D_GL_EXT_NONE },
9428 {STATE_TEXTURESTAGE(6, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(6, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), glsl_vertex_pipe_texmatrix}, WINED3D_GL_EXT_NONE },
9429 {STATE_TEXTURESTAGE(7, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(7, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), glsl_vertex_pipe_texmatrix}, WINED3D_GL_EXT_NONE },
9430 {STATE_TEXTURESTAGE(0, WINED3D_TSS_TEXCOORD_INDEX), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX), NULL }, WINED3D_GL_EXT_NONE },
9431 {STATE_TEXTURESTAGE(1, WINED3D_TSS_TEXCOORD_INDEX), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX), NULL }, WINED3D_GL_EXT_NONE },
9432 {STATE_TEXTURESTAGE(2, WINED3D_TSS_TEXCOORD_INDEX), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX), NULL }, WINED3D_GL_EXT_NONE },
9433 {STATE_TEXTURESTAGE(3, WINED3D_TSS_TEXCOORD_INDEX), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX), NULL }, WINED3D_GL_EXT_NONE },
9434 {STATE_TEXTURESTAGE(4, WINED3D_TSS_TEXCOORD_INDEX), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX), NULL }, WINED3D_GL_EXT_NONE },
9435 {STATE_TEXTURESTAGE(5, WINED3D_TSS_TEXCOORD_INDEX), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX), NULL }, WINED3D_GL_EXT_NONE },
9436 {STATE_TEXTURESTAGE(6, WINED3D_TSS_TEXCOORD_INDEX), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX), NULL }, WINED3D_GL_EXT_NONE },
9437 {STATE_TEXTURESTAGE(7, WINED3D_TSS_TEXCOORD_INDEX), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX), NULL }, WINED3D_GL_EXT_NONE },
9438 /* Fog */
9439 {STATE_RENDER(WINED3D_RS_FOGENABLE), {STATE_RENDER(WINED3D_RS_FOGENABLE), glsl_vertex_pipe_shader}, WINED3D_GL_EXT_NONE },
9440 {STATE_RENDER(WINED3D_RS_FOGTABLEMODE), {STATE_RENDER(WINED3D_RS_FOGENABLE), NULL }, WINED3D_GL_EXT_NONE },
9441 {STATE_RENDER(WINED3D_RS_FOGVERTEXMODE), {STATE_RENDER(WINED3D_RS_FOGENABLE), NULL }, WINED3D_GL_EXT_NONE },
9442 {STATE_RENDER(WINED3D_RS_RANGEFOGENABLE), {STATE_RENDER(WINED3D_RS_FOGENABLE), NULL }, WINED3D_GL_EXT_NONE },
9443 {STATE_RENDER(WINED3D_RS_CLIPPING), {STATE_RENDER(WINED3D_RS_CLIPPING), state_clipping }, WINED3D_GL_EXT_NONE },
9444 {STATE_RENDER(WINED3D_RS_CLIPPLANEENABLE), {STATE_RENDER(WINED3D_RS_CLIPPING), NULL }, WINED3D_GL_EXT_NONE },
9445 {STATE_RENDER(WINED3D_RS_LIGHTING), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX), NULL }, WINED3D_GL_EXT_NONE },
9446 {STATE_RENDER(WINED3D_RS_AMBIENT), {STATE_RENDER(WINED3D_RS_AMBIENT), glsl_vertex_pipe_light }, WINED3D_GL_EXT_NONE },
9447 {STATE_RENDER(WINED3D_RS_COLORVERTEX), {STATE_RENDER(WINED3D_RS_COLORVERTEX), glsl_vertex_pipe_shader}, WINED3D_GL_EXT_NONE },
9448 {STATE_RENDER(WINED3D_RS_LOCALVIEWER), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX), NULL }, WINED3D_GL_EXT_NONE },
9449 {STATE_RENDER(WINED3D_RS_NORMALIZENORMALS), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX), NULL }, WINED3D_GL_EXT_NONE },
9450 {STATE_RENDER(WINED3D_RS_DIFFUSEMATERIALSOURCE), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX), NULL }, WINED3D_GL_EXT_NONE },
9451 {STATE_RENDER(WINED3D_RS_SPECULARMATERIALSOURCE), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX), NULL }, WINED3D_GL_EXT_NONE },
9452 {STATE_RENDER(WINED3D_RS_AMBIENTMATERIALSOURCE), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX), NULL }, WINED3D_GL_EXT_NONE },
9453 {STATE_RENDER(WINED3D_RS_EMISSIVEMATERIALSOURCE), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX), NULL }, WINED3D_GL_EXT_NONE },
9454 {STATE_RENDER(WINED3D_RS_VERTEXBLEND), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX), NULL }, WINED3D_GL_EXT_NONE },
9455 {STATE_RENDER(WINED3D_RS_POINTSIZE), {STATE_RENDER(WINED3D_RS_POINTSIZE_MIN), NULL }, WINED3D_GL_EXT_NONE },
9456 {STATE_RENDER(WINED3D_RS_POINTSIZE_MIN), {STATE_RENDER(WINED3D_RS_POINTSIZE_MIN), glsl_vertex_pipe_pointsize}, WINED3D_GL_EXT_NONE },
9457 {STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE), {STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE), state_pointsprite }, ARB_POINT_SPRITE },
9458 {STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE), {STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE), state_pointsprite_w }, WINED3D_GL_LEGACY_CONTEXT },
9459 {STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE), {STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE), glsl_vertex_pointsprite_core}, WINED3D_GL_EXT_NONE },
9460 {STATE_RENDER(WINED3D_RS_POINTSCALEENABLE), {STATE_RENDER(WINED3D_RS_POINTSCALEENABLE), glsl_vertex_pipe_pointscale}, WINED3D_GL_EXT_NONE },
9461 {STATE_RENDER(WINED3D_RS_POINTSCALE_A), {STATE_RENDER(WINED3D_RS_POINTSCALEENABLE), NULL }, WINED3D_GL_EXT_NONE },
9462 {STATE_RENDER(WINED3D_RS_POINTSCALE_B), {STATE_RENDER(WINED3D_RS_POINTSCALEENABLE), NULL }, WINED3D_GL_EXT_NONE },
9463 {STATE_RENDER(WINED3D_RS_POINTSCALE_C), {STATE_RENDER(WINED3D_RS_POINTSCALEENABLE), NULL }, WINED3D_GL_EXT_NONE },
9464 {STATE_RENDER(WINED3D_RS_POINTSIZE_MAX), {STATE_RENDER(WINED3D_RS_POINTSIZE_MIN), NULL }, WINED3D_GL_EXT_NONE },
9465 {STATE_RENDER(WINED3D_RS_TWEENFACTOR), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX), NULL }, WINED3D_GL_EXT_NONE },
9466 {STATE_RENDER(WINED3D_RS_INDEXEDVERTEXBLENDENABLE), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX), NULL }, WINED3D_GL_EXT_NONE },
9467 /* NP2 texture matrix fixups. They are not needed if
9468 * GL_ARB_texture_non_power_of_two is supported. Otherwise, register
9469 * glsl_vertex_pipe_texmatrix(), which takes care of updating the texture
9470 * matrix. */
9471 {STATE_SAMPLER(0), {0, NULL }, ARB_TEXTURE_NON_POWER_OF_TWO },
9472 {STATE_SAMPLER(0), {0, NULL }, WINED3D_GL_NORMALIZED_TEXRECT},
9473 {STATE_SAMPLER(0), {STATE_SAMPLER(0), glsl_vertex_pipe_texmatrix_np2}, WINED3D_GL_EXT_NONE },
9474 {STATE_SAMPLER(1), {0, NULL }, ARB_TEXTURE_NON_POWER_OF_TWO },
9475 {STATE_SAMPLER(1), {0, NULL }, WINED3D_GL_NORMALIZED_TEXRECT},
9476 {STATE_SAMPLER(1), {STATE_SAMPLER(1), glsl_vertex_pipe_texmatrix_np2}, WINED3D_GL_EXT_NONE },
9477 {STATE_SAMPLER(2), {0, NULL }, ARB_TEXTURE_NON_POWER_OF_TWO },
9478 {STATE_SAMPLER(2), {0, NULL }, WINED3D_GL_NORMALIZED_TEXRECT},
9479 {STATE_SAMPLER(2), {STATE_SAMPLER(2), glsl_vertex_pipe_texmatrix_np2}, WINED3D_GL_EXT_NONE },
9480 {STATE_SAMPLER(3), {0, NULL }, ARB_TEXTURE_NON_POWER_OF_TWO },
9481 {STATE_SAMPLER(3), {0, NULL }, WINED3D_GL_NORMALIZED_TEXRECT},
9482 {STATE_SAMPLER(3), {STATE_SAMPLER(3), glsl_vertex_pipe_texmatrix_np2}, WINED3D_GL_EXT_NONE },
9483 {STATE_SAMPLER(4), {0, NULL }, ARB_TEXTURE_NON_POWER_OF_TWO },
9484 {STATE_SAMPLER(4), {0, NULL }, WINED3D_GL_NORMALIZED_TEXRECT},
9485 {STATE_SAMPLER(4), {STATE_SAMPLER(4), glsl_vertex_pipe_texmatrix_np2}, WINED3D_GL_EXT_NONE },
9486 {STATE_SAMPLER(5), {0, NULL }, ARB_TEXTURE_NON_POWER_OF_TWO },
9487 {STATE_SAMPLER(5), {0, NULL }, WINED3D_GL_NORMALIZED_TEXRECT},
9488 {STATE_SAMPLER(5), {STATE_SAMPLER(5), glsl_vertex_pipe_texmatrix_np2}, WINED3D_GL_EXT_NONE },
9489 {STATE_SAMPLER(6), {0, NULL }, ARB_TEXTURE_NON_POWER_OF_TWO },
9490 {STATE_SAMPLER(6), {0, NULL }, WINED3D_GL_NORMALIZED_TEXRECT},
9491 {STATE_SAMPLER(6), {STATE_SAMPLER(6), glsl_vertex_pipe_texmatrix_np2}, WINED3D_GL_EXT_NONE },
9492 {STATE_SAMPLER(7), {0, NULL }, ARB_TEXTURE_NON_POWER_OF_TWO },
9493 {STATE_SAMPLER(7), {0, NULL }, WINED3D_GL_NORMALIZED_TEXRECT},
9494 {STATE_SAMPLER(7), {STATE_SAMPLER(7), glsl_vertex_pipe_texmatrix_np2}, WINED3D_GL_EXT_NONE },
9495 {STATE_POINT_ENABLE, {STATE_POINT_ENABLE, glsl_vertex_pipe_shader}, WINED3D_GL_EXT_NONE },
9496 {STATE_RENDER(WINED3D_RS_SHADEMODE), {STATE_RENDER(WINED3D_RS_SHADEMODE), glsl_vertex_pipe_nop }, WINED3D_GL_LEGACY_CONTEXT },
9497 {STATE_RENDER(WINED3D_RS_SHADEMODE), {STATE_RENDER(WINED3D_RS_SHADEMODE), glsl_vertex_pipe_shademode}, WINED3D_GL_EXT_NONE },
9498 {0 /* Terminate */, {0, NULL }, WINED3D_GL_EXT_NONE },
9501 /* TODO:
9502 * - Implement vertex tweening. */
9503 const struct wined3d_vertex_pipe_ops glsl_vertex_pipe =
9505 glsl_vertex_pipe_vp_enable,
9506 glsl_vertex_pipe_vp_get_caps,
9507 glsl_vertex_pipe_vp_get_emul_mask,
9508 glsl_vertex_pipe_vp_alloc,
9509 glsl_vertex_pipe_vp_free,
9510 glsl_vertex_pipe_vp_states,
9513 static void glsl_fragment_pipe_enable(const struct wined3d_gl_info *gl_info, BOOL enable)
9515 /* Nothing to do. */
9518 static void glsl_fragment_pipe_get_caps(const struct wined3d_gl_info *gl_info, struct fragment_caps *caps)
9520 caps->wined3d_caps = WINED3D_FRAGMENT_CAP_PROJ_CONTROL
9521 | WINED3D_FRAGMENT_CAP_SRGB_WRITE
9522 | WINED3D_FRAGMENT_CAP_COLOR_KEY;
9523 caps->PrimitiveMiscCaps = WINED3DPMISCCAPS_TSSARGTEMP
9524 | WINED3DPMISCCAPS_PERSTAGECONSTANT;
9525 caps->TextureOpCaps = WINED3DTEXOPCAPS_DISABLE
9526 | WINED3DTEXOPCAPS_SELECTARG1
9527 | WINED3DTEXOPCAPS_SELECTARG2
9528 | WINED3DTEXOPCAPS_MODULATE4X
9529 | WINED3DTEXOPCAPS_MODULATE2X
9530 | WINED3DTEXOPCAPS_MODULATE
9531 | WINED3DTEXOPCAPS_ADDSIGNED2X
9532 | WINED3DTEXOPCAPS_ADDSIGNED
9533 | WINED3DTEXOPCAPS_ADD
9534 | WINED3DTEXOPCAPS_SUBTRACT
9535 | WINED3DTEXOPCAPS_ADDSMOOTH
9536 | WINED3DTEXOPCAPS_BLENDCURRENTALPHA
9537 | WINED3DTEXOPCAPS_BLENDFACTORALPHA
9538 | WINED3DTEXOPCAPS_BLENDTEXTUREALPHA
9539 | WINED3DTEXOPCAPS_BLENDDIFFUSEALPHA
9540 | WINED3DTEXOPCAPS_BLENDTEXTUREALPHAPM
9541 | WINED3DTEXOPCAPS_MODULATEALPHA_ADDCOLOR
9542 | WINED3DTEXOPCAPS_MODULATECOLOR_ADDALPHA
9543 | WINED3DTEXOPCAPS_MODULATEINVCOLOR_ADDALPHA
9544 | WINED3DTEXOPCAPS_MODULATEINVALPHA_ADDCOLOR
9545 | WINED3DTEXOPCAPS_DOTPRODUCT3
9546 | WINED3DTEXOPCAPS_MULTIPLYADD
9547 | WINED3DTEXOPCAPS_LERP
9548 | WINED3DTEXOPCAPS_BUMPENVMAP
9549 | WINED3DTEXOPCAPS_BUMPENVMAPLUMINANCE;
9550 caps->MaxTextureBlendStages = MAX_TEXTURES;
9551 caps->MaxSimultaneousTextures = min(gl_info->limits.fragment_samplers, MAX_TEXTURES);
9554 static DWORD glsl_fragment_pipe_get_emul_mask(const struct wined3d_gl_info *gl_info)
9556 if (gl_info->supported[WINED3D_GL_LEGACY_CONTEXT])
9557 return GL_EXT_EMUL_ARB_MULTITEXTURE;
9558 return 0;
9561 static void *glsl_fragment_pipe_alloc(const struct wined3d_shader_backend_ops *shader_backend, void *shader_priv)
9563 struct shader_glsl_priv *priv;
9565 if (shader_backend == &glsl_shader_backend)
9567 priv = shader_priv;
9568 wine_rb_init(&priv->ffp_fragment_shaders, wined3d_ffp_frag_program_key_compare);
9569 return priv;
9572 FIXME("GLSL fragment pipe without GLSL shader backend not implemented.\n");
9574 return NULL;
9577 static void shader_glsl_free_ffp_fragment_shader(struct wine_rb_entry *entry, void *context)
9579 struct glsl_ffp_fragment_shader *shader = WINE_RB_ENTRY_VALUE(entry,
9580 struct glsl_ffp_fragment_shader, entry.entry);
9581 struct glsl_shader_prog_link *program, *program2;
9582 struct glsl_ffp_destroy_ctx *ctx = context;
9584 LIST_FOR_EACH_ENTRY_SAFE(program, program2, &shader->linked_programs,
9585 struct glsl_shader_prog_link, ps.shader_entry)
9587 delete_glsl_program_entry(ctx->priv, ctx->gl_info, program);
9589 ctx->gl_info->gl_ops.ext.p_glDeleteShader(shader->id);
9590 HeapFree(GetProcessHeap(), 0, shader);
9593 /* Context activation is done by the caller. */
9594 static void glsl_fragment_pipe_free(struct wined3d_device *device)
9596 struct shader_glsl_priv *priv = device->fragment_priv;
9597 struct glsl_ffp_destroy_ctx ctx;
9599 ctx.priv = priv;
9600 ctx.gl_info = &device->adapter->gl_info;
9601 wine_rb_destroy(&priv->ffp_fragment_shaders, shader_glsl_free_ffp_fragment_shader, &ctx);
9604 static void glsl_fragment_pipe_shader(struct wined3d_context *context,
9605 const struct wined3d_state *state, DWORD state_id)
9607 context->last_was_pshader = use_ps(state);
9609 context->shader_update_mask |= 1u << WINED3D_SHADER_TYPE_PIXEL;
9612 static void glsl_fragment_pipe_fogparams(struct wined3d_context *context,
9613 const struct wined3d_state *state, DWORD state_id)
9615 context->constant_update_mask |= WINED3D_SHADER_CONST_PS_FOG;
9618 static void glsl_fragment_pipe_fog(struct wined3d_context *context,
9619 const struct wined3d_state *state, DWORD state_id)
9621 BOOL use_vshader = use_vs(state);
9622 enum fogsource new_source;
9623 DWORD fogstart = state->render_states[WINED3D_RS_FOGSTART];
9624 DWORD fogend = state->render_states[WINED3D_RS_FOGEND];
9626 context->shader_update_mask |= 1u << WINED3D_SHADER_TYPE_PIXEL;
9628 if (!state->render_states[WINED3D_RS_FOGENABLE])
9629 return;
9631 if (state->render_states[WINED3D_RS_FOGTABLEMODE] == WINED3D_FOG_NONE)
9633 if (use_vshader)
9634 new_source = FOGSOURCE_VS;
9635 else if (state->render_states[WINED3D_RS_FOGVERTEXMODE] == WINED3D_FOG_NONE || context->stream_info.position_transformed)
9636 new_source = FOGSOURCE_COORD;
9637 else
9638 new_source = FOGSOURCE_FFP;
9640 else
9642 new_source = FOGSOURCE_FFP;
9645 if (new_source != context->fog_source || fogstart == fogend)
9647 context->fog_source = new_source;
9648 context->constant_update_mask |= WINED3D_SHADER_CONST_PS_FOG;
9652 static void glsl_fragment_pipe_vdecl(struct wined3d_context *context,
9653 const struct wined3d_state *state, DWORD state_id)
9655 /* Because of settings->texcoords_initialized and args->texcoords_initialized. */
9656 if (context->gl_info->limits.glsl_varyings < wined3d_max_compat_varyings(context->gl_info))
9657 context->shader_update_mask |= 1u << WINED3D_SHADER_TYPE_PIXEL;
9659 if (!isStateDirty(context, STATE_RENDER(WINED3D_RS_FOGENABLE)))
9660 glsl_fragment_pipe_fog(context, state, state_id);
9663 static void glsl_fragment_pipe_vs(struct wined3d_context *context,
9664 const struct wined3d_state *state, DWORD state_id)
9666 /* Because of settings->texcoords_initialized and args->texcoords_initialized. */
9667 if (context->gl_info->limits.glsl_varyings < wined3d_max_compat_varyings(context->gl_info))
9668 context->shader_update_mask |= 1u << WINED3D_SHADER_TYPE_PIXEL;
9671 static void glsl_fragment_pipe_tex_transform(struct wined3d_context *context,
9672 const struct wined3d_state *state, DWORD state_id)
9674 context->shader_update_mask |= 1u << WINED3D_SHADER_TYPE_PIXEL;
9677 static void glsl_fragment_pipe_invalidate_constants(struct wined3d_context *context,
9678 const struct wined3d_state *state, DWORD state_id)
9680 context->constant_update_mask |= WINED3D_SHADER_CONST_FFP_PS;
9683 static void glsl_fragment_pipe_alpha_test_func(struct wined3d_context *context,
9684 const struct wined3d_state *state, DWORD state_id)
9686 const struct wined3d_gl_info *gl_info = context->gl_info;
9687 GLint func = wined3d_gl_compare_func(state->render_states[WINED3D_RS_ALPHAFUNC]);
9688 float ref = state->render_states[WINED3D_RS_ALPHAREF] / 255.0f;
9690 if (func)
9692 gl_info->gl_ops.gl.p_glAlphaFunc(func, ref);
9693 checkGLcall("glAlphaFunc");
9697 static void glsl_fragment_pipe_core_alpha_test(struct wined3d_context *context,
9698 const struct wined3d_state *state, DWORD state_id)
9700 context->shader_update_mask |= 1u << WINED3D_SHADER_TYPE_PIXEL;
9703 static void glsl_fragment_pipe_alpha_test(struct wined3d_context *context,
9704 const struct wined3d_state *state, DWORD state_id)
9706 const struct wined3d_gl_info *gl_info = context->gl_info;
9708 if (state->render_states[WINED3D_RS_ALPHATESTENABLE])
9710 gl_info->gl_ops.gl.p_glEnable(GL_ALPHA_TEST);
9711 checkGLcall("glEnable(GL_ALPHA_TEST)");
9713 else
9715 gl_info->gl_ops.gl.p_glDisable(GL_ALPHA_TEST);
9716 checkGLcall("glDisable(GL_ALPHA_TEST)");
9720 static void glsl_fragment_pipe_core_alpha_test_ref(struct wined3d_context *context,
9721 const struct wined3d_state *state, DWORD state_id)
9723 context->constant_update_mask |= WINED3D_SHADER_CONST_PS_ALPHA_TEST;
9726 static void glsl_fragment_pipe_color_key(struct wined3d_context *context,
9727 const struct wined3d_state *state, DWORD state_id)
9729 context->constant_update_mask |= WINED3D_SHADER_CONST_FFP_COLOR_KEY;
9732 static void glsl_fragment_pipe_shademode(struct wined3d_context *context,
9733 const struct wined3d_state *state, DWORD state_id)
9735 context->shader_update_mask |= 1u << WINED3D_SHADER_TYPE_PIXEL;
9738 static const struct StateEntryTemplate glsl_fragment_pipe_state_template[] =
9740 {STATE_VDECL, {STATE_VDECL, glsl_fragment_pipe_vdecl }, WINED3D_GL_EXT_NONE },
9741 {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX), glsl_fragment_pipe_vs }, WINED3D_GL_EXT_NONE },
9742 {STATE_RENDER(WINED3D_RS_TEXTUREFACTOR), {STATE_RENDER(WINED3D_RS_TEXTUREFACTOR), glsl_fragment_pipe_invalidate_constants}, WINED3D_GL_EXT_NONE },
9743 {STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
9744 {STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_ARG1), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
9745 {STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_ARG2), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
9746 {STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_ARG0), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
9747 {STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_OP), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
9748 {STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_ARG1), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
9749 {STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_ARG2), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
9750 {STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_ARG0), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
9751 {STATE_TEXTURESTAGE(0, WINED3D_TSS_RESULT_ARG), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
9752 {STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_OP), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
9753 {STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_ARG1), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
9754 {STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_ARG2), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
9755 {STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_ARG0), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
9756 {STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_OP), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
9757 {STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_ARG1), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
9758 {STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_ARG2), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
9759 {STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_ARG0), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
9760 {STATE_TEXTURESTAGE(1, WINED3D_TSS_RESULT_ARG), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
9761 {STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_OP), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
9762 {STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_ARG1), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
9763 {STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_ARG2), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
9764 {STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_ARG0), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
9765 {STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_OP), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
9766 {STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_ARG1), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
9767 {STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_ARG2), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
9768 {STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_ARG0), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
9769 {STATE_TEXTURESTAGE(2, WINED3D_TSS_RESULT_ARG), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
9770 {STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_OP), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
9771 {STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_ARG1), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
9772 {STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_ARG2), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
9773 {STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_ARG0), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
9774 {STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_OP), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
9775 {STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_ARG1), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
9776 {STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_ARG2), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
9777 {STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_ARG0), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
9778 {STATE_TEXTURESTAGE(3, WINED3D_TSS_RESULT_ARG), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
9779 {STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_OP), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
9780 {STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_ARG1), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
9781 {STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_ARG2), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
9782 {STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_ARG0), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
9783 {STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_OP), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
9784 {STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_ARG1), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
9785 {STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_ARG2), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
9786 {STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_ARG0), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
9787 {STATE_TEXTURESTAGE(4, WINED3D_TSS_RESULT_ARG), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
9788 {STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_OP), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
9789 {STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_ARG1), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
9790 {STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_ARG2), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
9791 {STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_ARG0), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
9792 {STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_OP), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
9793 {STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_ARG1), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
9794 {STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_ARG2), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
9795 {STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_ARG0), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
9796 {STATE_TEXTURESTAGE(5, WINED3D_TSS_RESULT_ARG), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
9797 {STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_OP), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
9798 {STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_ARG1), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
9799 {STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_ARG2), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
9800 {STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_ARG0), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
9801 {STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_OP), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
9802 {STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_ARG1), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
9803 {STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_ARG2), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
9804 {STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_ARG0), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
9805 {STATE_TEXTURESTAGE(6, WINED3D_TSS_RESULT_ARG), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
9806 {STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_OP), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
9807 {STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_ARG1), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
9808 {STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_ARG2), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
9809 {STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_ARG0), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
9810 {STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_OP), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
9811 {STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_ARG1), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
9812 {STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_ARG2), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
9813 {STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_ARG0), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
9814 {STATE_TEXTURESTAGE(7, WINED3D_TSS_RESULT_ARG), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
9815 {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), glsl_fragment_pipe_shader }, WINED3D_GL_EXT_NONE },
9816 {STATE_RENDER(WINED3D_RS_ALPHAFUNC), {STATE_RENDER(WINED3D_RS_ALPHAFUNC), glsl_fragment_pipe_alpha_test_func }, WINED3D_GL_LEGACY_CONTEXT},
9817 {STATE_RENDER(WINED3D_RS_ALPHAFUNC), {STATE_RENDER(WINED3D_RS_ALPHATESTENABLE), NULL }, WINED3D_GL_EXT_NONE },
9818 {STATE_RENDER(WINED3D_RS_ALPHAREF), {STATE_RENDER(WINED3D_RS_ALPHAFUNC), NULL }, WINED3D_GL_LEGACY_CONTEXT},
9819 {STATE_RENDER(WINED3D_RS_ALPHAREF), {STATE_RENDER(WINED3D_RS_ALPHAREF), glsl_fragment_pipe_core_alpha_test_ref }, WINED3D_GL_EXT_NONE },
9820 {STATE_RENDER(WINED3D_RS_ALPHATESTENABLE), {STATE_RENDER(WINED3D_RS_ALPHATESTENABLE), glsl_fragment_pipe_alpha_test }, WINED3D_GL_LEGACY_CONTEXT},
9821 {STATE_RENDER(WINED3D_RS_ALPHATESTENABLE), {STATE_RENDER(WINED3D_RS_ALPHATESTENABLE), glsl_fragment_pipe_core_alpha_test }, WINED3D_GL_EXT_NONE },
9822 {STATE_RENDER(WINED3D_RS_COLORKEYENABLE), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
9823 {STATE_COLOR_KEY, { STATE_COLOR_KEY, glsl_fragment_pipe_color_key }, WINED3D_GL_EXT_NONE },
9824 {STATE_RENDER(WINED3D_RS_FOGENABLE), {STATE_RENDER(WINED3D_RS_FOGENABLE), glsl_fragment_pipe_fog }, WINED3D_GL_EXT_NONE },
9825 {STATE_RENDER(WINED3D_RS_FOGTABLEMODE), {STATE_RENDER(WINED3D_RS_FOGENABLE), NULL }, WINED3D_GL_EXT_NONE },
9826 {STATE_RENDER(WINED3D_RS_FOGVERTEXMODE), {STATE_RENDER(WINED3D_RS_FOGENABLE), NULL }, WINED3D_GL_EXT_NONE },
9827 {STATE_RENDER(WINED3D_RS_FOGSTART), {STATE_RENDER(WINED3D_RS_FOGSTART), glsl_fragment_pipe_fogparams }, WINED3D_GL_EXT_NONE },
9828 {STATE_RENDER(WINED3D_RS_FOGEND), {STATE_RENDER(WINED3D_RS_FOGSTART), NULL }, WINED3D_GL_EXT_NONE },
9829 {STATE_RENDER(WINED3D_RS_SRGBWRITEENABLE), {STATE_RENDER(WINED3D_RS_SRGBWRITEENABLE), state_srgbwrite }, ARB_FRAMEBUFFER_SRGB},
9830 {STATE_RENDER(WINED3D_RS_SRGBWRITEENABLE), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
9831 {STATE_RENDER(WINED3D_RS_FOGCOLOR), {STATE_RENDER(WINED3D_RS_FOGCOLOR), glsl_fragment_pipe_fogparams }, WINED3D_GL_EXT_NONE },
9832 {STATE_RENDER(WINED3D_RS_FOGDENSITY), {STATE_RENDER(WINED3D_RS_FOGDENSITY), glsl_fragment_pipe_fogparams }, WINED3D_GL_EXT_NONE },
9833 {STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE), {STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE), glsl_fragment_pipe_shader }, ARB_POINT_SPRITE },
9834 {STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE), {STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE), glsl_fragment_pipe_shader }, WINED3D_GL_VERSION_2_0},
9835 {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 },
9836 {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 },
9837 {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 },
9838 {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 },
9839 {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 },
9840 {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 },
9841 {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 },
9842 {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 },
9843 {STATE_TEXTURESTAGE(0, WINED3D_TSS_CONSTANT), {STATE_TEXTURESTAGE(0, WINED3D_TSS_CONSTANT), glsl_fragment_pipe_invalidate_constants}, WINED3D_GL_EXT_NONE },
9844 {STATE_TEXTURESTAGE(1, WINED3D_TSS_CONSTANT), {STATE_TEXTURESTAGE(1, WINED3D_TSS_CONSTANT), glsl_fragment_pipe_invalidate_constants}, WINED3D_GL_EXT_NONE },
9845 {STATE_TEXTURESTAGE(2, WINED3D_TSS_CONSTANT), {STATE_TEXTURESTAGE(2, WINED3D_TSS_CONSTANT), glsl_fragment_pipe_invalidate_constants}, WINED3D_GL_EXT_NONE },
9846 {STATE_TEXTURESTAGE(3, WINED3D_TSS_CONSTANT), {STATE_TEXTURESTAGE(3, WINED3D_TSS_CONSTANT), glsl_fragment_pipe_invalidate_constants}, WINED3D_GL_EXT_NONE },
9847 {STATE_TEXTURESTAGE(4, WINED3D_TSS_CONSTANT), {STATE_TEXTURESTAGE(4, WINED3D_TSS_CONSTANT), glsl_fragment_pipe_invalidate_constants}, WINED3D_GL_EXT_NONE },
9848 {STATE_TEXTURESTAGE(5, WINED3D_TSS_CONSTANT), {STATE_TEXTURESTAGE(5, WINED3D_TSS_CONSTANT), glsl_fragment_pipe_invalidate_constants}, WINED3D_GL_EXT_NONE },
9849 {STATE_TEXTURESTAGE(6, WINED3D_TSS_CONSTANT), {STATE_TEXTURESTAGE(6, WINED3D_TSS_CONSTANT), glsl_fragment_pipe_invalidate_constants}, WINED3D_GL_EXT_NONE },
9850 {STATE_TEXTURESTAGE(7, WINED3D_TSS_CONSTANT), {STATE_TEXTURESTAGE(7, WINED3D_TSS_CONSTANT), glsl_fragment_pipe_invalidate_constants}, WINED3D_GL_EXT_NONE },
9851 {STATE_RENDER(WINED3D_RS_SPECULARENABLE), {STATE_RENDER(WINED3D_RS_SPECULARENABLE), glsl_fragment_pipe_invalidate_constants}, WINED3D_GL_EXT_NONE },
9852 {STATE_POINT_ENABLE, {STATE_POINT_ENABLE, glsl_fragment_pipe_shader }, WINED3D_GL_EXT_NONE },
9853 {STATE_RENDER(WINED3D_RS_SHADEMODE), {STATE_RENDER(WINED3D_RS_SHADEMODE), state_shademode }, WINED3D_GL_LEGACY_CONTEXT},
9854 {STATE_RENDER(WINED3D_RS_SHADEMODE), {STATE_RENDER(WINED3D_RS_SHADEMODE), glsl_fragment_pipe_shademode }, WINED3D_GL_EXT_NONE },
9855 {0 /* Terminate */, {0, 0 }, WINED3D_GL_EXT_NONE },
9858 static BOOL glsl_fragment_pipe_alloc_context_data(struct wined3d_context *context)
9860 return TRUE;
9863 static void glsl_fragment_pipe_free_context_data(struct wined3d_context *context)
9867 const struct fragment_pipeline glsl_fragment_pipe =
9869 glsl_fragment_pipe_enable,
9870 glsl_fragment_pipe_get_caps,
9871 glsl_fragment_pipe_get_emul_mask,
9872 glsl_fragment_pipe_alloc,
9873 glsl_fragment_pipe_free,
9874 glsl_fragment_pipe_alloc_context_data,
9875 glsl_fragment_pipe_free_context_data,
9876 shader_glsl_color_fixup_supported,
9877 glsl_fragment_pipe_state_template,