2 * GLSL pixel and vertex shader implementation
4 * Copyright 2006 Jason Green
5 * Copyright 2006-2007 Henri Verbeet
6 * Copyright 2007-2009, 2013 Stefan Dösinger for CodeWeavers
7 * Copyright 2009-2011 Henri Verbeet for CodeWeavers
9 * This library is free software; you can redistribute it and/or
10 * modify it under the terms of the GNU Lesser General Public
11 * License as published by the Free Software Foundation; either
12 * version 2.1 of the License, or (at your option) any later version.
14 * This library is distributed in the hope that it will be useful,
15 * but WITHOUT ANY WARRANTY; without even the implied warranty of
16 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
17 * Lesser General Public License for more details.
19 * You should have received a copy of the GNU Lesser General Public
20 * License along with this library; if not, write to the Free Software
21 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
25 * D3D shader asm has swizzles on source parameters, and write masks for
26 * destination parameters. GLSL uses swizzles for both. The result of this is
27 * that for example "mov dst.xw, src.zyxw" becomes "dst.xw = src.zw" in GLSL.
28 * Ie, to generate a proper GLSL source swizzle, we need to take the D3D write
29 * mask for the destination parameter into account.
33 #include "wine/port.h"
41 #include "wined3d_private.h"
43 WINE_DEFAULT_DEBUG_CHANNEL(d3d_shader
);
44 WINE_DECLARE_DEBUG_CHANNEL(d3d
);
45 WINE_DECLARE_DEBUG_CHANNEL(winediag
);
47 #define WINED3D_GLSL_SAMPLE_PROJECTED 0x01
48 #define WINED3D_GLSL_SAMPLE_LOD 0x02
49 #define WINED3D_GLSL_SAMPLE_GRAD 0x04
50 #define WINED3D_GLSL_SAMPLE_LOAD 0x08
51 #define WINED3D_GLSL_SAMPLE_OFFSET 0x10
55 unsigned int coord_size
;
56 unsigned int resinfo_size
;
57 const char *type_part
;
59 resource_type_info
[] =
61 {0, 0, ""}, /* WINED3D_SHADER_RESOURCE_NONE */
62 {1, 1, ""}, /* 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 */
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
;
97 HEAP_NODE_TRAVERSE_LEFT
,
98 HEAP_NODE_TRAVERSE_RIGHT
,
102 struct constant_entry
105 unsigned int version
;
110 struct constant_entry
*entries
;
112 unsigned int *positions
;
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
;
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
;
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
;
183 GLint pos_fixup_location
;
186 struct glsl_ps_program
188 struct list shader_entry
;
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
;
218 DWORD constant_update_mask
;
219 UINT constant_version
;
222 struct glsl_program_key
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
;
248 struct glsl_vs_compiled_shader
250 struct vs_compile_args args
;
254 struct glsl_gs_compiled_shader
256 struct gs_compile_args args
;
260 struct glsl_shader_private
264 struct glsl_vs_compiled_shader
*vs
;
265 struct glsl_gs_compiled_shader
*gs
;
266 struct glsl_ps_compiled_shader
*ps
;
268 UINT num_gl_shaders
, shader_array_size
;
271 struct glsl_ffp_vertex_shader
273 struct wined3d_ffp_vs_desc desc
;
275 struct list linked_programs
;
278 struct glsl_ffp_fragment_shader
280 struct ffp_frag_desc entry
;
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
)
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
306 return wine_dbg_sprintf("UNKNOWN(%#x)", type
);
310 static const char *shader_glsl_get_prefix(enum wined3d_shader_type type
)
314 case WINED3D_SHADER_TYPE_VERTEX
:
317 case WINED3D_SHADER_TYPE_HULL
:
320 case WINED3D_SHADER_TYPE_DOMAIN
:
323 case WINED3D_SHADER_TYPE_GEOMETRY
:
326 case WINED3D_SHADER_TYPE_PIXEL
:
329 case WINED3D_SHADER_TYPE_COMPUTE
:
333 FIXME("Unhandled shader type %#x.\n", type
);
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
])
343 else if (gl_info
->glsl_version
>= MAKEDWORD_VERSION(1, 30) && version
&& version
->major
>= 4)
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
))
357 return "#version 150";
359 return "#version 130";
361 return "#version 120";
363 FIXME("Unexpected GLSL version %u requested.\n", glsl_version
);
368 static void shader_glsl_append_imm_vec4(struct wined3d_string_buffer
*buffer
, const float *values
)
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
)
384 if (!size
|| size
> 4)
386 ERR("Invalid vector size %u.\n", size
);
391 shader_addline(buffer
, "ivec%u(", size
);
393 for (i
= 0; i
< size
; ++i
)
394 shader_addline(buffer
, i
? ", %#x" : "%#x", values
[i
]);
397 shader_addline(buffer
, ")");
400 static const char *get_info_log_line(const char **ptr
)
405 if (!(q
= strstr(p
, "\n")))
407 if (!*p
) return NULL
;
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
)
422 if (!WARN_ON(d3d_shader
) && !FIXME_ON(d3d_shader
))
426 GL_EXTCALL(glGetProgramiv(id
, GL_INFO_LOG_LENGTH
, &length
));
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. */
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
443 GL_EXTCALL(glGetProgramInfoLog(id
, length
, NULL
, log
));
445 GL_EXTCALL(glGetShaderInfoLog(id
, length
, NULL
, 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
);
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
))
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;
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");
496 GL_EXTCALL(glGetAttachedShaders(program
, shader_count
, NULL
, shaders
));
497 for (i
= 0; i
< shader_count
; ++i
)
499 const char *ptr
, *line
;
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
);
511 ERR("Failed to allocate %d bytes for shader source.\n", tmp
);
512 HeapFree(GetProcessHeap(), 0, shaders
);
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
);
526 GL_EXTCALL(glGetShaderSource(shaders
[i
], source_size
, NULL
, source
));
527 while ((line
= get_info_log_line(&ptr
))) FIXME(" %.*s", (int)(ptr
- line
), line
);
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
)
540 if (!TRACE_ON(d3d_shader
) && !FIXME_ON(d3d_shader
))
543 GL_EXTCALL(glGetProgramiv(program
, GL_LINK_STATUS
, &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
);
565 enum wined3d_shader_type type
;
566 unsigned int base_idx
;
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
));
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
);
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
;
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
);
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
);
629 for (i
= 0; i
< MAX_UNORDERED_ACCESS_VIEWS
; ++i
)
631 if (!reg_maps
->uav_resource_info
[i
].type
)
634 string_buffer_sprintf(name
, "ps_image%u", i
);
635 location
= GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
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;
652 unsigned int heap_idx
= 1;
655 if (heap
->entries
[heap_idx
].version
<= version
) return;
657 idx
= heap
->entries
[heap_idx
].idx
;
658 if (constant_locations
[idx
] != -1)
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
)
673 idx
= heap
->entries
[heap_idx
].idx
;
674 if (constant_locations
[idx
] != -1)
682 stack
[stack_idx
++] = HEAP_NODE_TRAVERSE_RIGHT
;
683 stack
[stack_idx
] = HEAP_NODE_TRAVERSE_LEFT
;
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)
703 stack
[stack_idx
++] = HEAP_NODE_POP
;
704 stack
[stack_idx
] = HEAP_NODE_TRAVERSE_LEFT
;
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
)
742 unsigned int heap_idx
= 1;
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
)
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
;
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
;
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
);
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");
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
)
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
);
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
)
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
);
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
;
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];
902 ERR("Nonexistent texture is flagged for NP2 texcoord fixup.\n");
908 tex_dim
[2] = tex
->pow2_matrix
[0];
909 tex_dim
[3] = tex
->pow2_matrix
[5];
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. */
930 t
= in
->_11
* in
->_22
* in
->_33
;
936 t
= in
->_21
* in
->_32
* in
->_13
;
941 t
= in
->_31
* in
->_12
* in
->_23
;
947 t
= -in
->_31
* in
->_22
* in
->_13
;
952 t
= -in
->_21
* in
->_12
* in
->_33
;
958 t
= -in
->_11
* in
->_32
* in
->_23
;
966 if (fabsf(det
) < 1e-25f
)
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
;
984 static void swap_rows(float **a
, float **b
)
992 static BOOL
invert_matrix(struct wined3d_matrix
*out
, struct wined3d_matrix
*m
)
995 float m0
, m1
, m2
, m3
, s
;
996 float *r0
, *r1
, *r2
, *r3
;
1008 r0
[5] = r0
[6] = r0
[7] = 0.0f
;
1015 r1
[4] = r1
[6] = r1
[7] = 0.0f
;
1022 r2
[4] = r2
[5] = r2
[7] = 0.0f
;
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
);
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
;
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
);
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];
1112 /* Choose pivot - or die. */
1113 if (fabsf(r3
[2]) > fabsf(r2
[2]))
1114 swap_rows(&r3
, &r2
);
1118 /* Eliminate third variable. */
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];
1130 /* Back substitute row 3. */
1137 /* Back substitute row 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
);
1145 r1
[4] -= r3
[4] * m1
;
1146 r1
[5] -= r3
[5] * m1
;
1147 r1
[6] -= r3
[6] * m1
;
1148 r1
[7] -= r3
[7] * m1
;
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. */
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
);
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. */
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
);
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
;
1201 struct wined3d_matrix mv
;
1204 if (prog
->vs
.normal_matrix_location
== -1)
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
);
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
)
1231 if (prog
->vs
.texture_matrix_location
[tex
] == -1)
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
));
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
);
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
];
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
));
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
)));
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
));
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
));
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
;
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
;
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. */
1400 multiply_vector_matrix(&plane
, &state
->clip_planes
[index
], &state
->transforms
[WINED3D_TS_VIEW
]);
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];
1430 struct glsl_shader_prog_link
*prog
= ctx_data
->glsl_program
;
1431 UINT constant_version
;
1435 /* No GLSL program set - nothing to do. */
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
));
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)
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)
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
,
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
));
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)
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;
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
;
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
;
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
;
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;
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
, ...)
1714 shader_addline(buffer
, "%s%s ", flat
? "flat " : "",
1715 needs_legacy_glsl_syntax(gl_info
) ? "varying" : "in");
1718 va_start(args
, format
);
1719 ret
= shader_vaddline(buffer
, format
, args
);
1723 if (!string_buffer_resize(buffer
, ret
))
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
, ...)
1734 shader_addline(buffer
, "%s%s ", flat
? "flat " : "",
1735 needs_legacy_glsl_syntax(gl_info
) ? "varying" : "out");
1738 va_start(args
, format
);
1739 ret
= shader_vaddline(buffer
, format
, args
);
1743 if (!string_buffer_resize(buffer
, ret
))
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
:
1760 case WINED3D_PT_LINELIST
:
1763 case WINED3D_PT_LINESTRIP
:
1764 return "line_strip";
1766 case WINED3D_PT_TRIANGLELIST
:
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";
1779 FIXME("Unhandled primitive type %s.\n", debug_d3dprimitivetype(primitive_type
));
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
;
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
)))
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
])
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
);
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
,
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",
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",
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
);
1862 case WINED3D_TYPE_INT
:
1863 shader_glsl_declare_typed_vertex_attribute(buffer
, gl_info
, "ivec", "int", index
);
1867 FIXME("Unhandled type %#x.\n", e
->component_type
);
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
);
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
= ®_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
;
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
;
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
;
1957 ERR_(winediag
)("The hardware does not support enough uniform components to run this shader,"
1958 " it may not render correctly.\n");
1960 WARN("The hardware does not support enough uniform components to run this shader.\n");
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 */
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
= ®_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
);
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
= "";
2016 case WINED3D_DATA_INT
:
2017 sampler_type_prefix
= "i";
2020 case WINED3D_DATA_UINT
:
2021 sampler_type_prefix
= "u";
2025 sampler_type_prefix
= "";
2026 ERR("Unhandled resource data type %#x.\n", reg_maps
->resource_info
[i
].data_type
);
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
:
2035 sampler_type
= "sampler1DShadow";
2037 sampler_type
= "sampler1D";
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
];
2047 sampler_type
= "sampler2DRectShadow";
2049 sampler_type
= "sampler2DShadow";
2054 sampler_type
= "sampler2DRect";
2056 sampler_type
= "sampler2D";
2060 case WINED3D_SHADER_RESOURCE_TEXTURE_3D
:
2062 FIXME("Unsupported 3D shadow sampler.\n");
2063 sampler_type
= "sampler3D";
2066 case WINED3D_SHADER_RESOURCE_TEXTURE_CUBE
:
2068 FIXME("Unsupported Cube shadow sampler.\n");
2069 sampler_type
= "samplerCube";
2072 case WINED3D_SHADER_RESOURCE_TEXTURE_2DARRAY
:
2074 sampler_type
= "sampler2DArrayShadow";
2076 sampler_type
= "sampler2DArray";
2080 sampler_type
= "unsupported_sampler";
2081 FIXME("Unhandled resource type %#x.\n", reg_maps
->resource_info
[entry
->resource_idx
].type
);
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
)
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";
2105 case WINED3D_DATA_INT
:
2106 image_type_prefix
= "i";
2107 read_format
= "r32i";
2110 case WINED3D_DATA_UINT
:
2111 image_type_prefix
= "u";
2112 read_format
= "r32ui";
2116 image_type_prefix
= "";
2118 ERR("Unhandled resource data type %#x.\n", reg_maps
->uav_resource_info
[i
].data_type
);
2122 switch (reg_maps
->uav_resource_info
[i
].type
)
2124 case WINED3D_SHADER_RESOURCE_BUFFER
:
2125 image_type
= "imageBuffer";
2128 case WINED3D_SHADER_RESOURCE_TEXTURE_2D
:
2129 image_type
= "image2D";
2132 case WINED3D_SHADER_RESOURCE_TEXTURE_3D
:
2133 image_type
= "image3D";
2136 case WINED3D_SHADER_RESOURCE_TEXTURE_2DARRAY
:
2137 image_type
= "image2DArray";
2141 image_type
= "unsupported_image";
2142 FIXME("Unhandled resource type %#x.\n", reg_maps
->uav_resource_info
[i
].type
);
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
);
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
;
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
)))
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");
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
);
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");
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
)
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");
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
);
2349 for (i
= 0, map
= reg_maps
->temporary
; map
; map
>>= 1, ++i
)
2352 shader_addline(buffer
, "vec4 R%u;\n", i
);
2356 /* Declare indexable temporary variables */
2357 LIST_FOR_EACH_ENTRY(idx_temp_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 ****************************************************************************/
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
[] = {
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) */
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
);
2430 case WINED3DSPSM_NEG
:
2431 sprintf(out_str
, "-%s%s", in_reg
, in_regswizzle
);
2433 case WINED3DSPSM_NOT
:
2434 sprintf(out_str
, "!%s%s", in_reg
, in_regswizzle
);
2436 case WINED3DSPSM_BIAS
:
2437 sprintf(out_str
, "(%s%s - vec4(0.5)%s)", in_reg
, in_regswizzle
, in_regswizzle
);
2439 case WINED3DSPSM_BIASNEG
:
2440 sprintf(out_str
, "-(%s%s - vec4(0.5)%s)", in_reg
, in_regswizzle
, in_regswizzle
);
2442 case WINED3DSPSM_SIGN
:
2443 sprintf(out_str
, "(2.0 * (%s%s - 0.5))", in_reg
, in_regswizzle
);
2445 case WINED3DSPSM_SIGNNEG
:
2446 sprintf(out_str
, "-(2.0 * (%s%s - 0.5))", in_reg
, in_regswizzle
);
2448 case WINED3DSPSM_COMP
:
2449 sprintf(out_str
, "(1.0 - %s%s)", in_reg
, in_regswizzle
);
2451 case WINED3DSPSM_X2
:
2452 sprintf(out_str
, "(2.0 * %s%s)", in_reg
, in_regswizzle
);
2454 case WINED3DSPSM_X2NEG
:
2455 sprintf(out_str
, "-(2.0 * %s%s)", in_reg
, in_regswizzle
);
2457 case WINED3DSPSM_ABS
:
2458 sprintf(out_str
, "abs(%s%s)", in_reg
, in_regswizzle
);
2460 case WINED3DSPSM_ABSNEG
:
2461 sprintf(out_str
, "-abs(%s%s)", in_reg
, in_regswizzle
);
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
= ®_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
);
2493 case WINED3DSPR_TEMP
:
2494 sprintf(register_name
, "R%u", reg
->idx
[0].offset
);
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
))
2506 sprintf(register_name
, "%s_in%u", prefix
, reg
->idx
[0].offset
);
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
);
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
);
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
);
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. */
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
);
2558 sprintf(register_name
, "%s_in[%s + %u]", prefix
, rel_param0
.param_str
, idx
);
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
);
2572 sprintf(register_name
, "%s_in[%s]", prefix
, rel_param0
.param_str
);
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
);
2585 if (!reg
->idx
[0].offset
)
2586 strcpy(register_name
, "ffp_varying_diffuse");
2588 strcpy(register_name
, "ffp_varying_specular");
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
);
2606 sprintf(register_name
, "%s_c[%s]", prefix
, rel_param0
.param_str
);
2610 if (shader_constant_is_local(shader
, reg
->idx
[0].offset
))
2611 sprintf(register_name
, "%s_lc%u", prefix
, reg
->idx
[0].offset
);
2613 sprintf(register_name
, "%s_c[%u]", prefix
, reg
->idx
[0].offset
);
2618 case WINED3DSPR_CONSTINT
:
2619 sprintf(register_name
, "%s_i[%u]", prefix
, reg
->idx
[0].offset
);
2622 case WINED3DSPR_CONSTBOOL
:
2623 sprintf(register_name
, "%s_b[%u]", prefix
, reg
->idx
[0].offset
);
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
);
2630 sprintf(register_name
, "A%u", reg
->idx
[0].offset
);
2633 case WINED3DSPR_LOOP
:
2634 sprintf(register_name
, "aL%u", ins
->ctx
->state
->current_loop_reg
- 1);
2637 case WINED3DSPR_SAMPLER
:
2638 sprintf(register_name
, "%s_sampler%u", prefix
, reg
->idx
[0].offset
);
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
);
2649 case WINED3DSPR_RASTOUT
:
2650 sprintf(register_name
, "%s", hwrastout_reg_names
[reg
->idx
[0].offset
]);
2653 case WINED3DSPR_DEPTHOUT
:
2654 sprintf(register_name
, "gl_FragDepth");
2657 case WINED3DSPR_ATTROUT
:
2658 if (!reg
->idx
[0].offset
)
2659 sprintf(register_name
, "%s_out[8]", prefix
);
2661 sprintf(register_name
, "%s_out[9]", prefix
);
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
);
2671 case WINED3DSPR_MISCTYPE
:
2672 if (!reg
->idx
[0].offset
)
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)");
2685 FIXME("Unhandled misctype register %u.\n", reg
->idx
[0].offset
);
2686 sprintf(register_name
, "unrecognized_register");
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]);
2700 wined3d_ftoa(*(const float *)reg
->u
.immconst_data
, register_name
);
2702 case WINED3D_DATA_INT
:
2703 sprintf(register_name
, "%#x", reg
->u
.immconst_data
[0]);
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]);
2711 sprintf(register_name
, "<unhandled data type %#x>", reg
->data_type
);
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]);
2728 wined3d_ftoa(*(const float *)®
->u
.immconst_data
[0], imm_str
[0]);
2729 wined3d_ftoa(*(const float *)®
->u
.immconst_data
[1], imm_str
[1]);
2730 wined3d_ftoa(*(const float *)®
->u
.immconst_data
[2], imm_str
[2]);
2731 wined3d_ftoa(*(const float *)®
->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]);
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]);
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]);
2749 sprintf(register_name
, "<unhandled data type %#x>", reg
->data_type
);
2755 FIXME("Unhandled immconst type %#x\n", reg
->immconst_type
);
2756 sprintf(register_name
, "<unhandled_immconst_type %#x>", reg
->immconst_type
);
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
);
2765 sprintf(register_name
, "%s_cb%u[%u]", prefix
, reg
->idx
[0].offset
, reg
->idx
[1].offset
);
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
);
2772 sprintf(register_name
, "%s_icb[%u]", prefix
, reg
->idx
[0].offset
);
2775 case WINED3DSPR_PRIMID
:
2776 sprintf(register_name
, "uint(gl_PrimitiveIDIn)");
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
);
2783 sprintf(register_name
, "X%u[%u]", reg
->idx
[0].offset
, reg
->idx
[1].offset
);
2787 FIXME("Unhandled register type %#x.\n", reg
->type
);
2788 sprintf(register_name
, "unrecognized_register");
2793 static void shader_glsl_write_mask_to_str(DWORD write_mask
, char *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';
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(¶m
->reg
))
2810 mask
= WINED3DSP_WRITEMASK_0
;
2815 shader_glsl_write_mask_to_str(mask
, write_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
;
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";
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];
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(¶m
->reg
))
2852 *swizzle_str
= '\0';
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
);
2884 case WINED3D_DATA_FLOAT
:
2885 sprintf(reg_name
, "%s", glsl_src
->reg_name
);
2887 case WINED3D_DATA_INT
:
2888 sprintf(reg_name
, "floatBitsToInt(%s)", glsl_src
->reg_name
);
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
);
2896 FIXME("Unhandled data type %#x.\n", data_type
);
2897 sprintf(reg_name
, "%s", glsl_src
->reg_name
);
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
;
2934 if ((mask
= shader_glsl_add_dst_param(ins
, dst
, &glsl_dst
)))
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
]);
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
]);
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
]);
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
]);
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
;
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
)
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 "<=";
3011 FIXME("Unrecognized operator %#x.\n", op
);
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
;
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
)
3054 if (needs_legacy_glsl_syntax(gl_info
))
3059 type_part
= resource_type_info
[resource_type
].type_part
;
3060 if (resource_type
== WINED3D_SHADER_RESOURCE_TEXTURE_2D
&& texrect
)
3061 type_part
= "2DRect";
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
])
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";
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
;
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");
3117 case CHANNEL_SOURCE_ONE
:
3118 strcat(arguments
, "1.0");
3121 case CHANNEL_SOURCE_X
:
3122 strcat(arguments
, reg_name
);
3123 strcat(arguments
, ".x");
3126 case CHANNEL_SOURCE_Y
:
3127 strcat(arguments
, reg_name
);
3128 strcat(arguments
, ".y");
3131 case CHANNEL_SOURCE_Z
:
3132 strcat(arguments
, reg_name
);
3133 strcat(arguments
, ".z");
3136 case CHANNEL_SOURCE_W
:
3137 strcat(arguments
, reg_name
);
3138 strcat(arguments
, ".w");
3142 FIXME("Unhandled channel source %#x\n", channel_source
);
3143 strcat(arguments
, "undefined");
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];
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
))
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
);
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
, ", ");
3199 shader_addline(buffer
, "%s%s = vec%u(%s);\n", reg_name
, mask_str
, mask_size
, arguments
);
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
)
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
;
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
))
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
);
3252 va_start(args
, coord_reg_fmt
);
3253 ret
= shader_vaddline(ins
->ctx
->buffer
, coord_reg_fmt
, args
);
3257 if (!string_buffer_resize(ins
->ctx
->buffer
, ret
))
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
))
3269 shader_addline(ins
->ctx
->buffer
, " * ps_samplerNP2Fixup[%u].%s",
3270 idx
>> 1, (idx
% 2) ? "z" : "x");
3273 shader_addline(ins
->ctx
->buffer
, " * ps_samplerNP2Fixup[%u].%s",
3274 idx
>> 1, (idx
% 2) ? "zw" : "xy");
3277 shader_addline(ins
->ctx
->buffer
, " * vec3(ps_samplerNP2Fixup[%u].%s, 1.0)",
3278 idx
>> 1, (idx
% 2) ? "zw" : "xy");
3281 shader_addline(ins
->ctx
->buffer
, " * vec4(ps_samplerNP2Fixup[%u].%s, 1.0, 1.0)",
3282 idx
>> 1, (idx
% 2) ? "zw" : "xy");
3287 shader_addline(ins
->ctx
->buffer
, ", %s, %s", dx
, dy
);
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
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()
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
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
;
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;
3356 op
= "<unhandled operator>";
3357 FIXME("Opcode %s not yet handled in GLSL.\n", debug_d3dshaderinstructionhandler(ins
->handler_idx
));
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
;
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
);
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;
3396 op
= "<unhandled operator>";
3397 ERR("Unhandled opcode %#x.\n", ins
->handler_idx
);
3401 shader_addline(buffer
, "uvec%u(%s(%s, %s)) * 0xffffffffu);\n",
3402 mask_size
, op
, src0_param
.param_str
, src1_param
.param_str
);
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;
3419 op
= "<unhandled operator>";
3420 ERR("Unhandled opcode %#x.\n", ins
->handler_idx
);
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
;
3435 switch (ins
->handler_idx
)
3437 case WINED3DSIH_INEG
: op
= "-"; break;
3438 case WINED3DSIH_NOT
: op
= "~"; break;
3440 op
= "<unhandled operator>";
3441 ERR("Unhandled opcode %s.\n",
3442 debug_d3dshaderinstructionhandler(ins
->handler_idx
));
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
;
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
;
3480 if (ins
->dst
[0].reg
.type
!= WINED3DSPR_NULL
)
3482 if (ins
->dst
[1].reg
.type
!= WINED3DSPR_NULL
)
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
);
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
;
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
);
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
])
3550 shader_addline(buffer
, "ivec%d(round(%s)));\n", mask_size
, src0_param
.param_str
);
3552 shader_addline(buffer
, "int(round(%s)));\n", src0_param
.param_str
);
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
);
3560 shader_addline(buffer
, "int(floor(abs(%s) + 0.5) * sign(%s)));\n",
3561 src0_param
.param_str
, src0_param
.param_str
);
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
;
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
);
3594 shader_addline(buffer
, "vec%d(dot(%s, %s)));\n", dst_size
, src0_param
.param_str
, src1_param
.param_str
);
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
;
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
;
3621 shader_addline(ins
->ctx
->buffer
, "EndPrimitive();\n");
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
);
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
);
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
;
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
));
3692 write_mask
= shader_glsl_append_dst(buffer
, ins
);
3694 shader_addline(buffer
, "%s(", instruction
);
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
;
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
);
3730 shader_addline(buffer
, "tmp0.x == 0.0 ? vec%u(0.0) : (%s * inversesqrt(tmp0.x)));\n",
3731 mask_size
, src_param
.param_str
);
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
:
3766 case WINED3DSIH_LOG
:
3767 case WINED3DSIH_LOGP
:
3768 prefix
= "log2(abs(";
3772 case WINED3DSIH_RCP
:
3777 case WINED3DSIH_RSQ
:
3778 prefix
= "inversesqrt(abs(";
3785 FIXME("Unhandled instruction %#x.\n", ins
->handler_idx
);
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
);
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)
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
;
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
);
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
;
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
);
3840 shader_addline(buffer
, "%s%u(%s));\n", vector_constructor
, mask_size
, src_param
.param_str
);
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
;
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
);
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
3897 shader_addline(ins
->ctx
->buffer
, "(%s < %s) ? 1.0 : 0.0);\n",
3898 src0_param
.param_str
, src1_param
.param_str
);
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
);
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;
3924 switch (ins
->handler_idx
)
3926 case WINED3DSIH_CMP
:
3927 condition_prefix
= "";
3928 condition_suffix
= " >= 0.0";
3931 case WINED3DSIH_CND
:
3932 condition_prefix
= "";
3933 condition_suffix
= " > 0.5";
3936 case WINED3DSIH_MOVC
:
3937 condition_prefix
= "bool(";
3938 condition_suffix
= ")";
3942 FIXME("Unhandled instruction %#x.\n", ins
->handler_idx
);
3943 condition_prefix
= "<unhandled prefix>";
3944 condition_suffix
= "<unhandled suffix>";
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
);
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
)
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
)))
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
)))
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
;
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
);
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
);
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
;
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
)
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
:
4084 tmp_ins
.handler_idx
= WINED3DSIH_DP4
;
4086 case WINED3DSIH_M4x3
:
4088 tmp_ins
.handler_idx
= WINED3DSIH_DP4
;
4090 case WINED3DSIH_M3x4
:
4092 tmp_ins
.handler_idx
= WINED3DSIH_DP3
;
4094 case WINED3DSIH_M3x3
:
4096 tmp_ins
.handler_idx
= WINED3DSIH_DP3
;
4098 case WINED3DSIH_M3x2
:
4100 tmp_ins
.handler_idx
= WINED3DSIH_DP3
;
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
;
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
;
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
4162 * if(src.x > 0.0) dst.y = src.x
4164 * if(src.x > 0.0 && src.y > 0.0) dst.z = pow(src.y, power);
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:
4195 * dst.y = src0.x * src0.y
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
;
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.?)
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
;
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
);
4241 case WINED3DSP_WRITEMASK_0
:
4242 shader_addline(buffer
, "cos(%s));\n", src0_param
.param_str
);
4245 case WINED3DSP_WRITEMASK_1
:
4246 shader_addline(buffer
, "sin(%s));\n", src0_param
.param_str
);
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
);
4255 ERR("Write mask should be .x, .y or .xy\n");
4262 if (ins
->dst
[0].reg
.type
!= WINED3DSPR_NULL
)
4265 if (ins
->dst
[1].reg
.type
!= WINED3DSPR_NULL
)
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
);
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
;
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
;
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
);
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
);
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
;
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
;
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
);
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
);
4505 shader_addline(ins
->ctx
->buffer
, "EmitVertex();\n");
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;
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
;
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");
4611 case WINED3D_TTFF_COUNT2
:
4612 mask
= WINED3DSP_WRITEMASK_1
;
4614 case WINED3D_TTFF_COUNT3
:
4615 mask
= WINED3DSP_WRITEMASK_2
;
4617 case WINED3D_TTFF_COUNT4
:
4618 case WINED3D_TTFF_DISABLE
:
4619 mask
= WINED3DSP_WRITEMASK_3
;
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
;
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))
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
);
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
);
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
;
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
);
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
;
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
;
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
);
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
= ®_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
;
4766 switch (ins
->handler_idx
)
4768 case WINED3DSIH_ATOMIC_IADD
: op
= "imageAtomicAdd"; break;
4770 ERR("Unhandled opcode %#x.\n", ins
->handler_idx
);
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
= ®_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
);
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];
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
);
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(");
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
);
4887 FIXME("textureQueryLevels is not supported, returning 1 mipmap level.\n");
4888 shader_addline(ins
->ctx
->buffer
, "1");
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
;
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
:
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
;
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
;
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
;
4969 ERR("Unhandled opcode %s.\n", debug_d3dshaderinstructionhandler(ins
->handler_idx
));
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
;
4988 if (ins
->handler_idx
== WINED3DSIH_SAMPLE_C_LZ
)
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))
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
);
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
);
5042 shader_addline(buffer
, "ffp_texcoord[%u]%s / vec%d(%s));\n", reg
, dst_swizzle
, mask_size
, div_param
.param_str
);
5044 shader_addline(buffer
, "ffp_texcoord[%u]%s / %s);\n", reg
, dst_swizzle
, div_param
.param_str
);
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
;
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
);
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
);
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
);
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
);
5092 FIXME("Unexpected mask size %u\n", mask_size
);
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
;
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
);
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
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
;
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
;
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
;
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
;
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
)
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");
5344 case WINED3D_TTFF_COUNT2
:
5345 div_mask
= WINED3DSP_WRITEMASK_1
;
5347 case WINED3D_TTFF_COUNT3
:
5348 div_mask
= WINED3DSP_WRITEMASK_2
;
5350 case WINED3D_TTFF_COUNT4
:
5351 case WINED3D_TTFF_DISABLE
:
5352 div_mask
= WINED3DSP_WRITEMASK_3
;
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
);
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. */
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
;
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
);
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
)
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
;
5513 if (!(reg_maps
->input_registers
& (1u << input
->register_idx
)))
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
);
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
);
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
))
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
);
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
);
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
;
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
));
5620 list_remove(&entry
->vs
.shader_entry
);
5622 list_remove(&entry
->gs
.shader_entry
);
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
;
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
)))
5653 in_idx
= map
[input
->register_idx
];
5654 /* Declared, but not read register */
5657 if (in_idx
>= max_varyings
)
5659 FIXME("More input varyings declared than supported, expect issues.\n");
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");
5668 string_buffer_sprintf(destination
, "%s[%u]", out_array_name
, in_idx
);
5673 for (j
= 0; j
< output_signature
->element_count
; ++j
)
5675 const struct wined3d_shader_signature_element
*output
= &output_signature
->elements
[j
];
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
))
5684 if (set
[in_idx
] == ~0u)
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
)
5698 if (!set
[i
] || set
[i
] == WINED3DSP_WRITEMASK_ALL
)
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';
5716 string_buffer_sprintf(destination
, "gl_FrontColor");
5717 else if (i
== in_count
+ 1)
5718 string_buffer_sprintf(destination
, "gl_FrontSecondaryColor");
5720 string_buffer_sprintf(destination
, "%s[%u]", out_array_name
, i
);
5723 shader_addline(buffer
, "%s.%s = 0.0;\n", destination
->buffer
, reg_mask
);
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
;
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
)))
5748 if (output
->register_idx
>= input_count
)
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
;
5771 shader_addline(buffer
, "varying out vec4 gs_in[%u];\n", input_count
);
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
;
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
)))
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");
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
;
5838 DWORD ps_major
= ps
? ps
->reg_maps
.shader_version
.major
: 0;
5840 const char *semantic_name
;
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");
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
];
5877 if (!(vs
->reg_maps
.output_registers
& (1u << output
->register_idx
)))
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)
5888 shader_addline(buffer
, "gl_Front%sColor%s = shader_out[%u]%s;\n",
5889 semantic_idx
? "Secondary" : "", reg_mask
, output
->register_idx
, reg_mask
);
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
);
5930 shader_addline(buffer
, "%s%s = vec4(1.0)%s;\n",
5931 legacy_context
? "gl_FrontColor" : "ffp_varying_diffuse",
5932 reg_mask
, reg_mask
);
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
)))
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
])
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
);
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
);
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
;
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
);
6013 case WINED3D_FFP_PS_FOG_OFF
:
6016 case WINED3D_FFP_PS_FOG_LINEAR
:
6017 shader_addline(buffer
, "float fog = (ffp_fog.end - ffp_varying_fogcoord) * ffp_fog.scale;\n");
6020 case WINED3D_FFP_PS_FOG_EXP
:
6021 shader_addline(buffer
, "float fog = exp(-ffp_fog.density * ffp_varying_fogcoord);\n");
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");
6030 ERR("Invalid fog mode %#x.\n", mode
);
6034 shader_addline(buffer
, "%s[0].xyz = mix(ffp_fog.color.xyz, %s[0].xyz, clamp(fog, 0.0, 1.0));\n",
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
)
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
, ®_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. */
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");
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
)
6173 WORD map
= reg_maps
->texcoord
;
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
)
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
);
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
);
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
);
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
];
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
)
6251 shader_addline(buffer
, "gl_ClipVertex = gl_Position;\n");
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
, ®_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
);
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
;
6333 shader_id
= GL_EXTCALL(glCreateShader(GL_GEOMETRY_SHADER
));
6335 shader_addline(buffer
, "%s\n", shader_glsl_get_version_declaration(gl_info
, ®_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
);
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
);
6368 case WINED3D_SHADER_TYPE_VERTEX
:
6369 shader_glsl_generate_vs_epilogue(gl_info
, ctx
->buffer
, shader
, priv
->cur_vs_args
);
6371 case WINED3D_SHADER_TYPE_GEOMETRY
:
6374 FIXME("Unhandled shader type %#x.\n", shader
->reg_maps
.shader_version
.type
);
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
;
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");
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
));
6427 new_array
= HeapAlloc(GetProcessHeap(), 0, sizeof(*gl_shaders
));
6432 ERR("Out of memory\n");
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
;
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
)
6462 if (stored
->per_vertex_point_size
!= new->per_vertex_point_size
)
6464 if (stored
->flatshading
!= new->flatshading
)
6466 if (stored
->next_shader_type
!= new->next_shader_type
)
6468 if (stored
->next_shader_input_count
!= new->next_shader_input_count
)
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
)
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
;
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");
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
));
6516 new_array
= HeapAlloc(GetProcessHeap(), 0, sizeof(*gl_shaders
));
6521 ERR("Out of memory\n");
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
;
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
;
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");
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
));
6573 new_array
= HeapAlloc(GetProcessHeap(), 0, sizeof(*new_array
));
6579 ERR("Failed to allocate GL shaders array.\n");
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
;
6594 static const char *shader_glsl_ffp_mcs(enum wined3d_material_color_source mcs
, const char *material
)
6598 case WINED3D_MCS_MATERIAL
:
6600 case WINED3D_MCS_COLOR1
:
6601 return "ffp_attrib_diffuse";
6602 case WINED3D_MCS_COLOR2
:
6603 return "ffp_attrib_specular";
6605 ERR("Invalid material color source %#x.\n", mcs
);
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
;
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");
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
;
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");
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");
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");
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");
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");
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",
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",
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",
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");
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");
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");
6726 case WINED3D_LIGHT_DIRECTIONAL
:
6727 shader_addline(buffer
, "ambient += ffp_light[%u].ambient.xyz;\n", i
);
6728 if (!settings
->normal
)
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");
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
);
6743 case WINED3D_LIGHT_PARALLELPOINT
:
6744 shader_addline(buffer
, "ambient += ffp_light[%u].ambient.xyz;\n", i
);
6745 if (!settings
->normal
)
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
);
6757 FIXME("Unhandled light type %#x.\n", light_type
);
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
6775 const char name
[24];
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
;
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");
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");
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");
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");
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");
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
);
6938 shader_addline(buffer
, "gl_FrontColor = ffp_varying_diffuse;\n");
6939 shader_addline(buffer
, "gl_FrontSecondaryColor = ffp_varying_specular;\n");
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",
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
);
6960 output_legacy_texcoord
= FALSE
;
6963 case WINED3DTSS_TCI_CAMERASPACENORMAL
:
6964 shader_addline(buffer
, "ffp_varying_texcoord[%u] = ffp_texture_matrix[%u] * vec4(normal, 1.0);\n", i
, i
);
6967 case WINED3DTSS_TCI_CAMERASPACEPOSITION
:
6968 shader_addline(buffer
, "ffp_varying_texcoord[%u] = ffp_texture_matrix[%u] * ec_pos;\n", i
, i
);
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
);
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
);
6984 ERR("Unhandled texgen %#x.\n", settings
->texgen
[i
]);
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
;
6997 case WINED3D_FFP_VS_FOG_FOGCOORD
:
6998 shader_addline(buffer
, "ffp_varying_fogcoord = ffp_attrib_specular.w * 255.0;\n");
7001 case WINED3D_FFP_VS_FOG_RANGE
:
7002 shader_addline(buffer
, "ffp_varying_fogcoord = length(ec_pos.xyz);\n");
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");
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");
7020 shader_addline(buffer
, "ffp_varying_fogcoord = abs(ec_pos.z);\n");
7025 ERR("Unhandled fog mode %#x.\n", settings
->fog_mode
);
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
);
7048 static const char *shader_glsl_get_ffp_fragment_op_arg(struct wined3d_string_buffer
*buffer
,
7049 DWORD argnum
, unsigned int stage
, DWORD arg
)
7053 if (arg
== ARG_UNUSED
)
7054 return "<unused arg>";
7056 switch (arg
& WINED3DTA_SELECTMASK
)
7058 case WINED3DTA_DIFFUSE
:
7059 ret
= "ffp_varying_diffuse";
7062 case WINED3DTA_CURRENT
:
7066 case WINED3DTA_TEXTURE
:
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;
7078 ret
= "<invalid texture>";
7083 case WINED3DTA_TFACTOR
:
7087 case WINED3DTA_SPECULAR
:
7088 ret
= "ffp_varying_specular";
7091 case WINED3DTA_TEMP
:
7095 case WINED3DTA_CONSTANT
:
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;
7107 ret
= "<invalid constant>";
7113 return "<unhandled arg>";
7116 if (arg
& WINED3DTA_COMPLEMENT
)
7118 shader_addline(buffer
, "arg%u = vec4(1.0) - %s;\n", argnum
, ret
);
7121 else if (argnum
== 1)
7123 else if (argnum
== 2)
7127 if (arg
& WINED3DTA_ALPHAREPLICATE
)
7129 shader_addline(buffer
, "arg%u = vec4(%s.w);\n", argnum
, ret
);
7132 else if (argnum
== 1)
7134 else if (argnum
== 2)
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
;
7154 dstreg
= "temp_reg";
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
);
7164 case WINED3D_TOP_DISABLE
:
7167 case WINED3D_TOP_SELECT_ARG1
:
7168 shader_addline(buffer
, "%s%s = %s%s;\n", dstreg
, dstmask
, arg1
, dstmask
);
7171 case WINED3D_TOP_SELECT_ARG2
:
7172 shader_addline(buffer
, "%s%s = %s%s;\n", dstreg
, dstmask
, arg2
, dstmask
);
7175 case WINED3D_TOP_MODULATE
:
7176 shader_addline(buffer
, "%s%s = %s%s * %s%s;\n", dstreg
, dstmask
, arg1
, dstmask
, arg2
, dstmask
);
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
);
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
);
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
);
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
);
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
);
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
);
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
);
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
);
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
);
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
);
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
);
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
);
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
);
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
);
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
);
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
);
7263 case WINED3D_TOP_BUMPENVMAP
:
7264 case WINED3D_TOP_BUMPENVMAP_LUMINANCE
:
7265 /* These are handled in the first pass, nothing to do. */
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
);
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
);
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
);
7285 FIXME("Unhandled operation %#x.\n", op
);
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
;
7302 DWORD arg0
, arg1
, arg2
;
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
)
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
;
7334 case WINED3D_TOP_BUMPENVMAP
:
7335 bump_map
|= 1u << stage
;
7337 case WINED3D_TOP_BLEND_TEXTURE_ALPHA
:
7338 case WINED3D_TOP_BLEND_TEXTURE_ALPHA_PM
:
7339 tex_map
|= 1u << stage
;
7342 case WINED3D_TOP_BLEND_FACTOR_ALPHA
:
7343 tfactor_used
= TRUE
;
7350 if (settings
->op
[stage
].aop
== WINED3D_TOP_DISABLE
)
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
)))
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
);
7395 case WINED3D_GL_RES_TYPE_TEX_2D
:
7396 shader_addline(buffer
, "uniform sampler2D ps_sampler%u;\n", stage
);
7398 case WINED3D_GL_RES_TYPE_TEX_3D
:
7399 shader_addline(buffer
, "uniform sampler3D ps_sampler%u;\n", stage
);
7401 case WINED3D_GL_RES_TYPE_TEX_CUBE
:
7402 shader_addline(buffer
, "uniform samplerCube ps_sampler%u;\n", stage
);
7404 case WINED3D_GL_RES_TYPE_TEX_RECT
:
7405 shader_addline(buffer
, "uniform sampler2DRect ps_sampler%u;\n", stage
);
7408 FIXME("Unhandled sampler type %#x.\n", settings
->op
[stage
].tex_type
);
7412 shader_addline(buffer
, "vec4 tex%u;\n", stage
);
7414 if (!(bump_map
& (1u << stage
)))
7416 shader_addline(buffer
, "uniform mat2 bumpenv_mat%u;\n", stage
);
7418 if (!(lum_map
& (1u << stage
)))
7420 shader_addline(buffer
, "uniform float bumpenv_lum_scale%u;\n", stage
);
7421 shader_addline(buffer
, "uniform float bumpenv_lum_offset%u;\n", stage
);
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");
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");
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");
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
);
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
;
7500 if (!(tex_map
& (1u << stage
)))
7503 if (settings
->op
[stage
].projected
== proj_none
)
7507 else if (settings
->op
[stage
].projected
== proj_count4
7508 || settings
->op
[stage
].projected
== proj_count3
)
7514 FIXME("Unexpected projection mode %d\n", settings
->op
[stage
].projected
);
7518 if (settings
->op
[stage
].tex_type
== WINED3D_GL_RES_TYPE_TEX_CUBE
)
7521 switch (settings
->op
[stage
].tex_type
)
7523 case WINED3D_GL_RES_TYPE_TEX_1D
:
7526 texture_function
= "texture1DProj";
7531 texture_function
= "texture1D";
7535 case WINED3D_GL_RES_TYPE_TEX_2D
:
7538 texture_function
= "texture2DProj";
7543 texture_function
= "texture2D";
7547 case WINED3D_GL_RES_TYPE_TEX_3D
:
7550 texture_function
= "texture3DProj";
7551 coord_mask
= "xyzw";
7555 texture_function
= "texture3D";
7559 case WINED3D_GL_RES_TYPE_TEX_CUBE
:
7560 texture_function
= "textureCube";
7563 case WINED3D_GL_RES_TYPE_TEX_RECT
:
7566 texture_function
= "texture2DRectProj";
7571 texture_function
= "texture2DRect";
7576 FIXME("Unhandled texture type %#x.\n", settings
->op
[stage
].tex_type
);
7577 texture_function
= "";
7578 coord_mask
= "xyzw";
7581 if (!needs_legacy_glsl_syntax(gl_info
))
7582 texture_function
= proj
? "textureProj" : "texture";
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
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",
7600 shader_addline(buffer
, "ret.zw = ffp_texcoord[%u].ww;\n", stage
);
7604 shader_addline(buffer
, "ret.xy = (ret.xy * ffp_texcoord[%u].z) + ffp_texcoord[%u].xy;\n",
7606 shader_addline(buffer
, "ret.zw = ffp_texcoord[%u].zz;\n", stage
);
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
);
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
)
7650 if (settings
->op
[stage
].cop
== WINED3D_TOP_DISABLE
)
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
;
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
);
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
);
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
))))
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");
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
))))
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
);
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
)
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
)
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
;
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
])
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
;
7934 GLuint reorder_shader_id
= 0;
7939 struct list
*ps_list
, *vs_list
;
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
;
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
;
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
;
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
;
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
;
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 */
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
);
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
));
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
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))
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
);
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 */
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
;
8173 entry
->vs
.vertex_color_clamp
= GL_FIXED_ONLY_ARB
;
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;
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
);
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
;
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
;
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
;
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
);
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
);
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
;
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
;
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
;
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");
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");
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
;
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
;
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
;
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
);
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
);
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
);
8498 ERR("Unhandled shader type %#x.\n", shader
->reg_maps
.shader_version
.type
);
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;
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
);
8536 ERR("Failed to allocate memory\n");
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
);
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
);
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
);
8581 if (!string_buffer_init(&priv
->shader_buffer
))
8583 ERR("Failed to initialize shader buffer.\n");
8587 if (!(priv
->stack
= wined3d_calloc(stack_size
, sizeof(*priv
->stack
))))
8589 ERR("Failed to allocate memory.\n");
8593 if (!constant_heap_init(&priv
->vconst_heap
, WINED3D_MAX_VS_CONSTS_F
))
8595 ERR("Failed to initialize vertex shader constant heap\n");
8599 if (!constant_heap_init(&priv
->pconst_heap
, WINED3D_MAX_PS_CONSTS_F
))
8601 ERR("Failed to initialize pixel shader constant heap\n");
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
;
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
)
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
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
])
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
])
8685 /* Support for texldd and texldl instructions in pixel shaders is required
8687 else if (shader_glsl_has_core_grad(gl_info
, NULL
) || gl_info
->supported
[ARB_SHADER_TEXTURE_LOD
])
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
;
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
))
8743 TRACE("[FAILED]\n");
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 */
8978 FIXME("Backend can't handle opcode %s.\n", debug_d3dshaderinstructionhandler(ins
->handler_idx
));
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
,
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
,
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
;
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
)
9048 wine_rb_init(&priv
->ffp_vertex_shaders
, wined3d_ffp_vertex_program_key_compare
);
9052 FIXME("GLSL vertex pipe without GLSL shader backend not implemented.\n");
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
;
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
;
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
;
9116 if (context
->last_was_vshader
)
9119 for (i
= 0; i
< gl_info
->limits
.user_clip_distances
; ++i
)
9120 clipplane(context
, state
, STATE_CLIPPLANE(i
));
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
;
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
;
9141 if (!context
->last_was_vshader
)
9143 /* Vertex shader clipping ignores the view matrix. Update all clip planes. */
9145 for (i
= 0; i
< gl_info
->limits
.user_clip_distances
; ++i
)
9146 clipplane(context
, state
, STATE_CLIPPLANE(i
));
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
;
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
));
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
];
9255 if (sampler
>= MAX_TEXTURES
)
9258 if ((np2
= !(texture
->flags
& WINED3D_TEXTURE_POW2_MAT_IDENT
))
9259 || context
->lastWasPow2Texture
& (1u << sampler
))
9262 context
->lastWasPow2Texture
|= 1u << sampler
;
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
)
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
)
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
},
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
},
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
},
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
},
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
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
},
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
;
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
)
9568 wine_rb_init(&priv
->ffp_fragment_shaders
, wined3d_ffp_frag_program_key_compare
);
9572 FIXME("GLSL fragment pipe without GLSL shader backend not implemented.\n");
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
;
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
])
9631 if (state
->render_states
[WINED3D_RS_FOGTABLEMODE
] == WINED3D_FOG_NONE
)
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
;
9638 new_source
= FOGSOURCE_FFP
;
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
;
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)");
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
)
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
,