2 * GLSL pixel and vertex shader implementation
4 * Copyright 2006 Jason Green
5 * Copyright 2006-2007 Henri Verbeet
6 * Copyright 2007-2009, 2013 Stefan Dösinger for CodeWeavers
7 * Copyright 2009-2011 Henri Verbeet for CodeWeavers
9 * This library is free software; you can redistribute it and/or
10 * modify it under the terms of the GNU Lesser General Public
11 * License as published by the Free Software Foundation; either
12 * version 2.1 of the License, or (at your option) any later version.
14 * This library is distributed in the hope that it will be useful,
15 * but WITHOUT ANY WARRANTY; without even the implied warranty of
16 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
17 * Lesser General Public License for more details.
19 * You should have received a copy of the GNU Lesser General Public
20 * License along with this library; if not, write to the Free Software
21 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
25 * D3D shader asm has swizzles on source parameters, and write masks for
26 * destination parameters. GLSL uses swizzles for both. The result of this is
27 * that for example "mov dst.xw, src.zyxw" becomes "dst.xw = src.zw" in GLSL.
28 * Ie, to generate a proper GLSL source swizzle, we need to take the D3D write
29 * mask for the destination parameter into account.
33 #include "wine/port.h"
41 #include "wined3d_private.h"
43 WINE_DEFAULT_DEBUG_CHANNEL(d3d_shader
);
44 WINE_DECLARE_DEBUG_CHANNEL(d3d
);
45 WINE_DECLARE_DEBUG_CHANNEL(winediag
);
47 #define WINED3D_GLSL_SAMPLE_PROJECTED 0x1
48 #define WINED3D_GLSL_SAMPLE_NPOT 0x2
49 #define WINED3D_GLSL_SAMPLE_LOD 0x4
50 #define WINED3D_GLSL_SAMPLE_GRAD 0x8
64 struct glsl_sample_function
72 HEAP_NODE_TRAVERSE_LEFT
,
73 HEAP_NODE_TRAVERSE_RIGHT
,
85 struct constant_entry
*entries
;
87 unsigned int *positions
;
91 /* GLSL shader private data */
92 struct shader_glsl_priv
{
93 struct wined3d_shader_buffer shader_buffer
;
94 struct wine_rb_tree program_lookup
;
95 struct constant_heap vconst_heap
;
96 struct constant_heap pconst_heap
;
98 GLhandleARB depth_blt_program_full
[tex_type_count
];
99 GLhandleARB depth_blt_program_masked
[tex_type_count
];
100 UINT next_constant_version
;
102 const struct wined3d_vertex_pipe_ops
*vertex_pipe
;
103 const struct fragment_pipeline
*fragment_pipe
;
104 struct wine_rb_tree ffp_vertex_shaders
;
105 struct wine_rb_tree ffp_fragment_shaders
;
106 BOOL ffp_proj_control
;
109 struct glsl_vs_program
111 struct list shader_entry
;
113 GLenum vertex_color_clamp
;
114 GLint
*uniform_f_locations
;
115 GLint uniform_i_locations
[MAX_CONST_I
];
116 GLint uniform_b_locations
[MAX_CONST_B
];
117 GLint pos_fixup_location
;
120 struct glsl_gs_program
122 struct list shader_entry
;
126 struct glsl_ps_program
128 struct list shader_entry
;
130 GLint
*uniform_f_locations
;
131 GLint uniform_i_locations
[MAX_CONST_I
];
132 GLint uniform_b_locations
[MAX_CONST_B
];
133 GLint bumpenv_mat_location
[MAX_TEXTURES
];
134 GLint bumpenv_lum_scale_location
[MAX_TEXTURES
];
135 GLint bumpenv_lum_offset_location
[MAX_TEXTURES
];
136 GLint tss_constant_location
[MAX_TEXTURES
];
137 GLint tex_factor_location
;
138 GLint specular_enable_location
;
139 GLint ycorrection_location
;
140 GLint np2_fixup_location
;
141 const struct ps_np2fixup_info
*np2_fixup_info
;
144 /* Struct to maintain data about a linked GLSL program */
145 struct glsl_shader_prog_link
147 struct wine_rb_entry program_lookup_entry
;
148 struct glsl_vs_program vs
;
149 struct glsl_gs_program gs
;
150 struct glsl_ps_program ps
;
151 GLhandleARB programId
;
152 DWORD constant_update_mask
;
153 UINT constant_version
;
156 struct glsl_program_key
163 struct shader_glsl_ctx_priv
{
164 const struct vs_compile_args
*cur_vs_args
;
165 const struct ps_compile_args
*cur_ps_args
;
166 struct ps_np2fixup_info
*cur_np2fixup_info
;
169 struct glsl_context_data
171 struct glsl_shader_prog_link
*glsl_program
;
174 struct glsl_ps_compiled_shader
176 struct ps_compile_args args
;
177 struct ps_np2fixup_info np2fixup
;
181 struct glsl_vs_compiled_shader
183 struct vs_compile_args args
;
187 struct glsl_gs_compiled_shader
192 struct glsl_shader_private
196 struct glsl_vs_compiled_shader
*vs
;
197 struct glsl_gs_compiled_shader
*gs
;
198 struct glsl_ps_compiled_shader
*ps
;
200 UINT num_gl_shaders
, shader_array_size
;
203 struct glsl_ffp_vertex_shader
205 struct wined3d_ffp_vs_desc desc
;
207 struct list linked_programs
;
210 struct glsl_ffp_fragment_shader
212 struct ffp_frag_desc entry
;
214 struct list linked_programs
;
217 struct glsl_ffp_destroy_ctx
219 struct shader_glsl_priv
*priv
;
220 const struct wined3d_gl_info
*gl_info
;
223 static const char *debug_gl_shader_type(GLenum type
)
227 #define WINED3D_TO_STR(u) case u: return #u
228 WINED3D_TO_STR(GL_VERTEX_SHADER_ARB
);
229 WINED3D_TO_STR(GL_GEOMETRY_SHADER_ARB
);
230 WINED3D_TO_STR(GL_FRAGMENT_SHADER_ARB
);
231 #undef WINED3D_TO_STR
233 return wine_dbg_sprintf("UNKNOWN(%#x)", type
);
237 static const char *shader_glsl_get_prefix(enum wined3d_shader_type type
)
241 case WINED3D_SHADER_TYPE_VERTEX
:
244 case WINED3D_SHADER_TYPE_GEOMETRY
:
247 case WINED3D_SHADER_TYPE_PIXEL
:
251 FIXME("Unhandled shader type %#x.\n", type
);
256 static void shader_glsl_append_imm_vec4(struct wined3d_shader_buffer
*buffer
, const float *values
)
260 wined3d_ftoa(values
[0], str
[0]);
261 wined3d_ftoa(values
[1], str
[1]);
262 wined3d_ftoa(values
[2], str
[2]);
263 wined3d_ftoa(values
[3], str
[3]);
264 shader_addline(buffer
, "vec4(%s, %s, %s, %s)", str
[0], str
[1], str
[2], str
[3]);
267 /* Extract a line from the info log.
268 * Note that this modifies the source string. */
269 static char *get_info_log_line(char **ptr
)
274 if (!(q
= strstr(p
, "\n")))
276 if (!*p
) return NULL
;
286 /* Context activation is done by the caller. */
287 static void print_glsl_info_log(const struct wined3d_gl_info
*gl_info
, GLhandleARB obj
)
289 int infologLength
= 0;
292 if (!WARN_ON(d3d_shader
) && !FIXME_ON(d3d_shader
))
295 GL_EXTCALL(glGetObjectParameterivARB(obj
,
296 GL_OBJECT_INFO_LOG_LENGTH_ARB
,
299 /* A size of 1 is just a null-terminated string, so the log should be bigger than
300 * that if there are errors. */
301 if (infologLength
> 1)
305 infoLog
= HeapAlloc(GetProcessHeap(), 0, infologLength
);
306 /* The info log is supposed to be zero-terminated, but at least some
307 * versions of fglrx don't terminate the string properly. The reported
308 * length does include the terminator, so explicitly set it to zero
310 infoLog
[infologLength
- 1] = 0;
311 GL_EXTCALL(glGetInfoLogARB(obj
, infologLength
, NULL
, infoLog
));
314 if (gl_info
->quirks
& WINED3D_QUIRK_INFO_LOG_SPAM
)
316 WARN("Info log received from GLSL shader #%u:\n", obj
);
317 while ((line
= get_info_log_line(&ptr
))) WARN(" %s\n", line
);
321 FIXME("Info log received from GLSL shader #%u:\n", obj
);
322 while ((line
= get_info_log_line(&ptr
))) FIXME(" %s\n", line
);
324 HeapFree(GetProcessHeap(), 0, infoLog
);
328 /* Context activation is done by the caller. */
329 static void shader_glsl_compile(const struct wined3d_gl_info
*gl_info
, GLhandleARB shader
, const char *src
)
331 TRACE("Compiling shader object %u.\n", shader
);
332 GL_EXTCALL(glShaderSourceARB(shader
, 1, &src
, NULL
));
333 checkGLcall("glShaderSourceARB");
334 GL_EXTCALL(glCompileShaderARB(shader
));
335 checkGLcall("glCompileShaderARB");
336 print_glsl_info_log(gl_info
, shader
);
339 /* Context activation is done by the caller. */
340 static void shader_glsl_dump_program_source(const struct wined3d_gl_info
*gl_info
, GLhandleARB program
)
342 GLint i
, object_count
, source_size
= -1;
343 GLhandleARB
*objects
;
346 GL_EXTCALL(glGetObjectParameterivARB(program
, GL_OBJECT_ATTACHED_OBJECTS_ARB
, &object_count
));
347 objects
= HeapAlloc(GetProcessHeap(), 0, object_count
* sizeof(*objects
));
350 ERR("Failed to allocate object array memory.\n");
354 GL_EXTCALL(glGetAttachedObjectsARB(program
, object_count
, NULL
, objects
));
355 for (i
= 0; i
< object_count
; ++i
)
360 GL_EXTCALL(glGetObjectParameterivARB(objects
[i
], GL_OBJECT_SHADER_SOURCE_LENGTH_ARB
, &tmp
));
362 if (source_size
< tmp
)
364 HeapFree(GetProcessHeap(), 0, source
);
366 source
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, tmp
);
369 ERR("Failed to allocate %d bytes for shader source.\n", tmp
);
370 HeapFree(GetProcessHeap(), 0, objects
);
376 FIXME("Object %u:\n", objects
[i
]);
377 GL_EXTCALL(glGetObjectParameterivARB(objects
[i
], GL_OBJECT_SUBTYPE_ARB
, &tmp
));
378 FIXME(" GL_OBJECT_SUBTYPE_ARB: %s.\n", debug_gl_shader_type(tmp
));
379 GL_EXTCALL(glGetObjectParameterivARB(objects
[i
], GL_OBJECT_COMPILE_STATUS_ARB
, &tmp
));
380 FIXME(" GL_OBJECT_COMPILE_STATUS_ARB: %d.\n", tmp
);
384 GL_EXTCALL(glGetShaderSourceARB(objects
[i
], source_size
, NULL
, source
));
385 while ((line
= get_info_log_line(&ptr
))) FIXME(" %s\n", line
);
389 HeapFree(GetProcessHeap(), 0, source
);
390 HeapFree(GetProcessHeap(), 0, objects
);
393 /* Context activation is done by the caller. */
394 static void shader_glsl_validate_link(const struct wined3d_gl_info
*gl_info
, GLhandleARB program
)
398 if (!TRACE_ON(d3d_shader
) && !FIXME_ON(d3d_shader
)) return;
400 GL_EXTCALL(glGetObjectParameterivARB(program
, GL_OBJECT_TYPE_ARB
, &tmp
));
401 if (tmp
== GL_PROGRAM_OBJECT_ARB
)
403 GL_EXTCALL(glGetObjectParameterivARB(program
, GL_OBJECT_LINK_STATUS_ARB
, &tmp
));
406 FIXME("Program %u link status invalid.\n", program
);
407 shader_glsl_dump_program_source(gl_info
, program
);
411 print_glsl_info_log(gl_info
, program
);
414 /* Context activation is done by the caller. */
415 static void shader_glsl_load_psamplers(const struct wined3d_gl_info
*gl_info
,
416 const DWORD
*tex_unit_map
, GLhandleARB programId
)
419 char sampler_name
[20];
422 for (i
= 0; i
< MAX_FRAGMENT_SAMPLERS
; ++i
)
424 snprintf(sampler_name
, sizeof(sampler_name
), "ps_sampler%u", i
);
425 name_loc
= GL_EXTCALL(glGetUniformLocationARB(programId
, sampler_name
));
426 if (name_loc
!= -1) {
427 DWORD mapped_unit
= tex_unit_map
[i
];
428 if (mapped_unit
!= WINED3D_UNMAPPED_STAGE
&& mapped_unit
< gl_info
->limits
.fragment_samplers
)
430 TRACE("Loading %s for texture %d\n", sampler_name
, mapped_unit
);
431 GL_EXTCALL(glUniform1iARB(name_loc
, mapped_unit
));
432 checkGLcall("glUniform1iARB");
434 ERR("Trying to load sampler %s on unsupported unit %d\n", sampler_name
, mapped_unit
);
440 /* Context activation is done by the caller. */
441 static void shader_glsl_load_vsamplers(const struct wined3d_gl_info
*gl_info
,
442 const DWORD
*tex_unit_map
, GLhandleARB programId
)
445 char sampler_name
[20];
448 for (i
= 0; i
< MAX_VERTEX_SAMPLERS
; ++i
)
450 snprintf(sampler_name
, sizeof(sampler_name
), "vs_sampler%u", i
);
451 name_loc
= GL_EXTCALL(glGetUniformLocationARB(programId
, sampler_name
));
452 if (name_loc
!= -1) {
453 DWORD mapped_unit
= tex_unit_map
[MAX_FRAGMENT_SAMPLERS
+ i
];
454 if (mapped_unit
!= WINED3D_UNMAPPED_STAGE
&& mapped_unit
< gl_info
->limits
.combined_samplers
)
456 TRACE("Loading %s for texture %d\n", sampler_name
, mapped_unit
);
457 GL_EXTCALL(glUniform1iARB(name_loc
, mapped_unit
));
458 checkGLcall("glUniform1iARB");
460 ERR("Trying to load sampler %s on unsupported unit %d\n", sampler_name
, mapped_unit
);
466 /* Context activation is done by the caller. */
467 static inline void walk_constant_heap(const struct wined3d_gl_info
*gl_info
, const float *constants
,
468 const GLint
*constant_locations
, const struct constant_heap
*heap
, unsigned char *stack
, DWORD version
)
470 unsigned int start
= ~0U, end
= 0;
472 unsigned int heap_idx
= 1;
475 if (heap
->entries
[heap_idx
].version
<= version
) return;
477 idx
= heap
->entries
[heap_idx
].idx
;
478 if (constant_locations
[idx
] != -1)
480 stack
[stack_idx
] = HEAP_NODE_TRAVERSE_LEFT
;
482 while (stack_idx
>= 0)
484 /* Note that we fall through to the next case statement. */
485 switch(stack
[stack_idx
])
487 case HEAP_NODE_TRAVERSE_LEFT
:
489 unsigned int left_idx
= heap_idx
<< 1;
490 if (left_idx
< heap
->size
&& heap
->entries
[left_idx
].version
> version
)
493 idx
= heap
->entries
[heap_idx
].idx
;
494 if (constant_locations
[idx
] != -1)
502 stack
[stack_idx
++] = HEAP_NODE_TRAVERSE_RIGHT
;
503 stack
[stack_idx
] = HEAP_NODE_TRAVERSE_LEFT
;
508 case HEAP_NODE_TRAVERSE_RIGHT
:
510 unsigned int right_idx
= (heap_idx
<< 1) + 1;
511 if (right_idx
< heap
->size
&& heap
->entries
[right_idx
].version
> version
)
513 heap_idx
= right_idx
;
514 idx
= heap
->entries
[heap_idx
].idx
;
515 if (constant_locations
[idx
] != -1)
523 stack
[stack_idx
++] = HEAP_NODE_POP
;
524 stack
[stack_idx
] = HEAP_NODE_TRAVERSE_LEFT
;
536 GL_EXTCALL(glUniform4fvARB(constant_locations
[start
], end
- start
+ 1, &constants
[start
* 4]));
537 checkGLcall("walk_constant_heap()");
540 /* Context activation is done by the caller. */
541 static inline void apply_clamped_constant(const struct wined3d_gl_info
*gl_info
, GLint location
, const GLfloat
*data
)
543 GLfloat clamped_constant
[4];
545 if (location
== -1) return;
547 clamped_constant
[0] = data
[0] < -1.0f
? -1.0f
: data
[0] > 1.0f
? 1.0f
: data
[0];
548 clamped_constant
[1] = data
[1] < -1.0f
? -1.0f
: data
[1] > 1.0f
? 1.0f
: data
[1];
549 clamped_constant
[2] = data
[2] < -1.0f
? -1.0f
: data
[2] > 1.0f
? 1.0f
: data
[2];
550 clamped_constant
[3] = data
[3] < -1.0f
? -1.0f
: data
[3] > 1.0f
? 1.0f
: data
[3];
552 GL_EXTCALL(glUniform4fvARB(location
, 1, clamped_constant
));
555 /* Context activation is done by the caller. */
556 static inline void walk_constant_heap_clamped(const struct wined3d_gl_info
*gl_info
, const float *constants
,
557 const GLint
*constant_locations
, const struct constant_heap
*heap
, unsigned char *stack
, DWORD version
)
560 unsigned int heap_idx
= 1;
563 if (heap
->entries
[heap_idx
].version
<= version
) return;
565 idx
= heap
->entries
[heap_idx
].idx
;
566 apply_clamped_constant(gl_info
, constant_locations
[idx
], &constants
[idx
* 4]);
567 stack
[stack_idx
] = HEAP_NODE_TRAVERSE_LEFT
;
569 while (stack_idx
>= 0)
571 /* Note that we fall through to the next case statement. */
572 switch(stack
[stack_idx
])
574 case HEAP_NODE_TRAVERSE_LEFT
:
576 unsigned int left_idx
= heap_idx
<< 1;
577 if (left_idx
< heap
->size
&& heap
->entries
[left_idx
].version
> version
)
580 idx
= heap
->entries
[heap_idx
].idx
;
581 apply_clamped_constant(gl_info
, constant_locations
[idx
], &constants
[idx
* 4]);
583 stack
[stack_idx
++] = HEAP_NODE_TRAVERSE_RIGHT
;
584 stack
[stack_idx
] = HEAP_NODE_TRAVERSE_LEFT
;
589 case HEAP_NODE_TRAVERSE_RIGHT
:
591 unsigned int right_idx
= (heap_idx
<< 1) + 1;
592 if (right_idx
< heap
->size
&& heap
->entries
[right_idx
].version
> version
)
594 heap_idx
= right_idx
;
595 idx
= heap
->entries
[heap_idx
].idx
;
596 apply_clamped_constant(gl_info
, constant_locations
[idx
], &constants
[idx
* 4]);
598 stack
[stack_idx
++] = HEAP_NODE_POP
;
599 stack
[stack_idx
] = HEAP_NODE_TRAVERSE_LEFT
;
610 checkGLcall("walk_constant_heap_clamped()");
613 /* Context activation is done by the caller. */
614 static void shader_glsl_load_constantsF(const struct wined3d_shader
*shader
, const struct wined3d_gl_info
*gl_info
,
615 const float *constants
, const GLint
*constant_locations
, const struct constant_heap
*heap
,
616 unsigned char *stack
, UINT version
)
618 const struct wined3d_shader_lconst
*lconst
;
620 /* 1.X pshaders have the constants clamped to [-1;1] implicitly. */
621 if (shader
->reg_maps
.shader_version
.major
== 1
622 && shader
->reg_maps
.shader_version
.type
== WINED3D_SHADER_TYPE_PIXEL
)
623 walk_constant_heap_clamped(gl_info
, constants
, constant_locations
, heap
, stack
, version
);
625 walk_constant_heap(gl_info
, constants
, constant_locations
, heap
, stack
, version
);
627 if (!shader
->load_local_constsF
)
629 TRACE("No need to load local float constants for this shader\n");
633 /* Immediate constants are clamped to [-1;1] at shader creation time if needed */
634 LIST_FOR_EACH_ENTRY(lconst
, &shader
->constantsF
, struct wined3d_shader_lconst
, entry
)
636 GL_EXTCALL(glUniform4fvARB(constant_locations
[lconst
->idx
], 1, (const GLfloat
*)lconst
->value
));
638 checkGLcall("glUniform4fvARB()");
641 /* Context activation is done by the caller. */
642 static void shader_glsl_load_constantsI(const struct wined3d_shader
*shader
, const struct wined3d_gl_info
*gl_info
,
643 const GLint locations
[MAX_CONST_I
], const int *constants
, WORD constants_set
)
648 for (i
= 0; constants_set
; constants_set
>>= 1, ++i
)
650 if (!(constants_set
& 1)) continue;
652 /* We found this uniform name in the program - go ahead and send the data */
653 GL_EXTCALL(glUniform4ivARB(locations
[i
], 1, &constants
[i
*4]));
656 /* Load immediate constants */
657 ptr
= list_head(&shader
->constantsI
);
660 const struct wined3d_shader_lconst
*lconst
= LIST_ENTRY(ptr
, const struct wined3d_shader_lconst
, entry
);
661 unsigned int idx
= lconst
->idx
;
662 const GLint
*values
= (const GLint
*)lconst
->value
;
664 /* We found this uniform name in the program - go ahead and send the data */
665 GL_EXTCALL(glUniform4ivARB(locations
[idx
], 1, values
));
666 ptr
= list_next(&shader
->constantsI
, ptr
);
668 checkGLcall("glUniform4ivARB()");
671 /* Context activation is done by the caller. */
672 static void shader_glsl_load_constantsB(const struct wined3d_shader
*shader
, const struct wined3d_gl_info
*gl_info
,
673 const GLint locations
[MAX_CONST_B
], const BOOL
*constants
, WORD constants_set
)
678 for (i
= 0; constants_set
; constants_set
>>= 1, ++i
)
680 if (!(constants_set
& 1)) continue;
682 GL_EXTCALL(glUniform1ivARB(locations
[i
], 1, &constants
[i
]));
685 /* Load immediate constants */
686 ptr
= list_head(&shader
->constantsB
);
689 const struct wined3d_shader_lconst
*lconst
= LIST_ENTRY(ptr
, const struct wined3d_shader_lconst
, entry
);
690 unsigned int idx
= lconst
->idx
;
691 const GLint
*values
= (const GLint
*)lconst
->value
;
693 GL_EXTCALL(glUniform1ivARB(locations
[idx
], 1, values
));
694 ptr
= list_next(&shader
->constantsB
, ptr
);
696 checkGLcall("glUniform1ivARB()");
699 static void reset_program_constant_version(struct wine_rb_entry
*entry
, void *context
)
701 WINE_RB_ENTRY_VALUE(entry
, struct glsl_shader_prog_link
, program_lookup_entry
)->constant_version
= 0;
704 /* Context activation is done by the caller (state handler). */
705 static void shader_glsl_load_np2fixup_constants(const struct glsl_ps_program
*ps
,
706 const struct wined3d_gl_info
*gl_info
, const struct wined3d_state
*state
)
708 GLfloat np2fixup_constants
[4 * MAX_FRAGMENT_SAMPLERS
];
709 UINT fixup
= ps
->np2_fixup_info
->active
;
712 for (i
= 0; fixup
; fixup
>>= 1, ++i
)
714 const struct wined3d_texture
*tex
= state
->textures
[i
];
715 unsigned char idx
= ps
->np2_fixup_info
->idx
[i
];
716 GLfloat
*tex_dim
= &np2fixup_constants
[(idx
>> 1) * 4];
720 ERR("Nonexistent texture is flagged for NP2 texcoord fixup.\n");
726 tex_dim
[2] = tex
->pow2_matrix
[0];
727 tex_dim
[3] = tex
->pow2_matrix
[5];
731 tex_dim
[0] = tex
->pow2_matrix
[0];
732 tex_dim
[1] = tex
->pow2_matrix
[5];
736 GL_EXTCALL(glUniform4fvARB(ps
->np2_fixup_location
, ps
->np2_fixup_info
->num_consts
, np2fixup_constants
));
739 /* Context activation is done by the caller (state handler). */
740 static void shader_glsl_load_constants(void *shader_priv
, struct wined3d_context
*context
,
741 const struct wined3d_state
*state
)
743 const struct glsl_context_data
*ctx_data
= context
->shader_backend_data
;
744 const struct wined3d_shader
*vshader
= state
->shader
[WINED3D_SHADER_TYPE_VERTEX
];
745 const struct wined3d_shader
*pshader
= state
->shader
[WINED3D_SHADER_TYPE_PIXEL
];
746 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
747 struct shader_glsl_priv
*priv
= shader_priv
;
748 float position_fixup
[4];
749 DWORD update_mask
= 0;
751 struct glsl_shader_prog_link
*prog
= ctx_data
->glsl_program
;
752 UINT constant_version
;
756 /* No GLSL program set - nothing to do. */
759 constant_version
= prog
->constant_version
;
760 update_mask
= context
->constant_update_mask
& prog
->constant_update_mask
;
762 if (update_mask
& WINED3D_SHADER_CONST_VS_F
)
763 shader_glsl_load_constantsF(vshader
, gl_info
, state
->vs_consts_f
,
764 prog
->vs
.uniform_f_locations
, &priv
->vconst_heap
, priv
->stack
, constant_version
);
766 if (update_mask
& WINED3D_SHADER_CONST_VS_I
)
767 shader_glsl_load_constantsI(vshader
, gl_info
, prog
->vs
.uniform_i_locations
, state
->vs_consts_i
,
768 vshader
->reg_maps
.integer_constants
);
770 if (update_mask
& WINED3D_SHADER_CONST_VS_B
)
771 shader_glsl_load_constantsB(vshader
, gl_info
, prog
->vs
.uniform_b_locations
, state
->vs_consts_b
,
772 vshader
->reg_maps
.boolean_constants
);
774 if (update_mask
& WINED3D_SHADER_CONST_VS_POS_FIXUP
)
776 shader_get_position_fixup(context
, state
, position_fixup
);
777 GL_EXTCALL(glUniform4fvARB(prog
->vs
.pos_fixup_location
, 1, position_fixup
));
778 checkGLcall("glUniform4fvARB");
781 if (update_mask
& WINED3D_SHADER_CONST_PS_F
)
782 shader_glsl_load_constantsF(pshader
, gl_info
, state
->ps_consts_f
,
783 prog
->ps
.uniform_f_locations
, &priv
->pconst_heap
, priv
->stack
, constant_version
);
785 if (update_mask
& WINED3D_SHADER_CONST_PS_I
)
786 shader_glsl_load_constantsI(pshader
, gl_info
, prog
->ps
.uniform_i_locations
, state
->ps_consts_i
,
787 pshader
->reg_maps
.integer_constants
);
789 if (update_mask
& WINED3D_SHADER_CONST_PS_B
)
790 shader_glsl_load_constantsB(pshader
, gl_info
, prog
->ps
.uniform_b_locations
, state
->ps_consts_b
,
791 pshader
->reg_maps
.boolean_constants
);
793 if (update_mask
& WINED3D_SHADER_CONST_PS_BUMP_ENV
)
795 for (i
= 0; i
< MAX_TEXTURES
; ++i
)
797 if (prog
->ps
.bumpenv_mat_location
[i
] == -1)
800 GL_EXTCALL(glUniformMatrix2fvARB(prog
->ps
.bumpenv_mat_location
[i
], 1, 0,
801 (const GLfloat
*)&state
->texture_states
[i
][WINED3D_TSS_BUMPENV_MAT00
]));
803 if (prog
->ps
.bumpenv_lum_scale_location
[i
] != -1)
805 GL_EXTCALL(glUniform1fvARB(prog
->ps
.bumpenv_lum_scale_location
[i
], 1,
806 (const GLfloat
*)&state
->texture_states
[i
][WINED3D_TSS_BUMPENV_LSCALE
]));
807 GL_EXTCALL(glUniform1fvARB(prog
->ps
.bumpenv_lum_offset_location
[i
], 1,
808 (const GLfloat
*)&state
->texture_states
[i
][WINED3D_TSS_BUMPENV_LOFFSET
]));
812 checkGLcall("bump env uniforms");
815 if (update_mask
& WINED3D_SHADER_CONST_PS_Y_CORR
)
817 float correction_params
[4];
819 if (context
->render_offscreen
)
821 correction_params
[0] = 0.0f
;
822 correction_params
[1] = 1.0f
;
824 /* position is window relative, not viewport relative */
825 correction_params
[0] = (float) context
->current_rt
->resource
.height
;
826 correction_params
[1] = -1.0f
;
828 GL_EXTCALL(glUniform4fvARB(prog
->ps
.ycorrection_location
, 1, correction_params
));
831 if (update_mask
& WINED3D_SHADER_CONST_PS_NP2_FIXUP
)
832 shader_glsl_load_np2fixup_constants(&prog
->ps
, gl_info
, state
);
834 if (update_mask
& WINED3D_SHADER_CONST_FFP_PS
)
838 if (prog
->ps
.tex_factor_location
!= -1)
840 D3DCOLORTOGLFLOAT4(state
->render_states
[WINED3D_RS_TEXTUREFACTOR
], col
);
841 GL_EXTCALL(glUniform4fvARB(prog
->ps
.tex_factor_location
, 1, col
));
844 if (state
->render_states
[WINED3D_RS_SPECULARENABLE
])
845 GL_EXTCALL(glUniform4fARB(prog
->ps
.specular_enable_location
, 1.0f
, 1.0f
, 1.0f
, 0.0f
));
847 GL_EXTCALL(glUniform4fARB(prog
->ps
.specular_enable_location
, 0.0f
, 0.0f
, 0.0f
, 0.0f
));
849 for (i
= 0; i
< MAX_TEXTURES
; ++i
)
851 if (prog
->ps
.tss_constant_location
[i
] == -1)
854 D3DCOLORTOGLFLOAT4(state
->texture_states
[i
][WINED3D_TSS_CONSTANT
], col
);
855 GL_EXTCALL(glUniform4fvARB(prog
->ps
.tss_constant_location
[i
], 1, col
));
858 checkGLcall("fixed function uniforms");
861 if (priv
->next_constant_version
== UINT_MAX
)
863 TRACE("Max constant version reached, resetting to 0.\n");
864 wine_rb_for_each_entry(&priv
->program_lookup
, reset_program_constant_version
, NULL
);
865 priv
->next_constant_version
= 1;
869 prog
->constant_version
= priv
->next_constant_version
++;
873 static void update_heap_entry(struct constant_heap
*heap
, unsigned int idx
, DWORD new_version
)
875 struct constant_entry
*entries
= heap
->entries
;
876 unsigned int *positions
= heap
->positions
;
877 unsigned int heap_idx
, parent_idx
;
879 if (!heap
->contained
[idx
])
881 heap_idx
= heap
->size
++;
882 heap
->contained
[idx
] = TRUE
;
886 heap_idx
= positions
[idx
];
891 parent_idx
= heap_idx
>> 1;
893 if (new_version
<= entries
[parent_idx
].version
) break;
895 entries
[heap_idx
] = entries
[parent_idx
];
896 positions
[entries
[parent_idx
].idx
] = heap_idx
;
897 heap_idx
= parent_idx
;
900 entries
[heap_idx
].version
= new_version
;
901 entries
[heap_idx
].idx
= idx
;
902 positions
[idx
] = heap_idx
;
905 static void shader_glsl_update_float_vertex_constants(struct wined3d_device
*device
, UINT start
, UINT count
)
907 struct shader_glsl_priv
*priv
= device
->shader_priv
;
908 struct constant_heap
*heap
= &priv
->vconst_heap
;
911 for (i
= start
; i
< count
+ start
; ++i
)
913 update_heap_entry(heap
, i
, priv
->next_constant_version
);
916 for (i
= 0; i
< device
->context_count
; ++i
)
918 device
->contexts
[i
]->constant_update_mask
|= WINED3D_SHADER_CONST_VS_F
;
922 static void shader_glsl_update_float_pixel_constants(struct wined3d_device
*device
, UINT start
, UINT count
)
924 struct shader_glsl_priv
*priv
= device
->shader_priv
;
925 struct constant_heap
*heap
= &priv
->pconst_heap
;
928 for (i
= start
; i
< count
+ start
; ++i
)
930 update_heap_entry(heap
, i
, priv
->next_constant_version
);
933 for (i
= 0; i
< device
->context_count
; ++i
)
935 device
->contexts
[i
]->constant_update_mask
|= WINED3D_SHADER_CONST_PS_F
;
939 static unsigned int vec4_varyings(DWORD shader_major
, const struct wined3d_gl_info
*gl_info
)
941 unsigned int ret
= gl_info
->limits
.glsl_varyings
/ 4;
942 /* 4.0 shaders do not write clip coords because d3d10 does not support user clipplanes */
943 if(shader_major
> 3) return ret
;
945 /* 3.0 shaders may need an extra varying for the clip coord on some cards(mostly dx10 ones) */
946 if (gl_info
->quirks
& WINED3D_QUIRK_GLSL_CLIP_VARYING
) ret
-= 1;
950 /** Generate the variable & register declarations for the GLSL output target */
951 static void shader_generate_glsl_declarations(const struct wined3d_context
*context
,
952 struct wined3d_shader_buffer
*buffer
, const struct wined3d_shader
*shader
,
953 const struct wined3d_shader_reg_maps
*reg_maps
, const struct shader_glsl_ctx_priv
*ctx_priv
)
955 const struct wined3d_shader_version
*version
= ®_maps
->shader_version
;
956 const struct wined3d_state
*state
= &shader
->device
->state
;
957 const struct ps_compile_args
*ps_args
= ctx_priv
->cur_ps_args
;
958 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
959 const struct wined3d_fb_state
*fb
= &shader
->device
->fb
;
960 unsigned int i
, extra_constants_needed
= 0;
961 const struct wined3d_shader_lconst
*lconst
;
965 prefix
= shader_glsl_get_prefix(version
->type
);
967 /* Prototype the subroutines */
968 for (i
= 0, map
= reg_maps
->labels
; map
; map
>>= 1, ++i
)
970 if (map
& 1) shader_addline(buffer
, "void subroutine%u();\n", i
);
973 /* Declare the constants (aka uniforms) */
974 if (shader
->limits
.constant_float
> 0)
976 unsigned max_constantsF
;
978 /* Unless the shader uses indirect addressing, always declare the
979 * maximum array size and ignore that we need some uniforms privately.
980 * E.g. if GL supports 256 uniforms, and we need 2 for the pos fixup
981 * and immediate values, still declare VC[256]. If the shader needs
982 * more uniforms than we have it won't work in any case. If it uses
983 * less, the compiler will figure out which uniforms are really used
984 * and strip them out. This allows a shader to use c255 on a dx9 card,
985 * as long as it doesn't also use all the other constants.
987 * If the shader uses indirect addressing the compiler must assume
988 * that all declared uniforms are used. In this case, declare only the
989 * amount that we're assured to have.
991 * Thus we run into problems in these two cases:
992 * 1) The shader really uses more uniforms than supported.
993 * 2) The shader uses indirect addressing, less constants than
994 * supported, but uses a constant index > #supported consts. */
995 if (version
->type
== WINED3D_SHADER_TYPE_PIXEL
)
997 /* No indirect addressing here. */
998 max_constantsF
= gl_info
->limits
.glsl_ps_float_constants
;
1002 if (reg_maps
->usesrelconstF
)
1004 /* Subtract the other potential uniforms from the max
1005 * available (bools, ints, and 1 row of projection matrix).
1006 * Subtract another uniform for immediate values, which have
1007 * to be loaded via uniform by the driver as well. The shader
1008 * code only uses 0.5, 2.0, 1.0, 128 and -128 in vertex
1009 * shader code, so one vec4 should be enough. (Unfortunately
1010 * the Nvidia driver doesn't store 128 and -128 in one float).
1012 * Writing gl_ClipVertex requires one uniform for each
1013 * clipplane as well. */
1014 max_constantsF
= gl_info
->limits
.glsl_vs_float_constants
- 3;
1015 if(ctx_priv
->cur_vs_args
->clip_enabled
)
1017 max_constantsF
-= gl_info
->limits
.clipplanes
;
1019 max_constantsF
-= count_bits(reg_maps
->integer_constants
);
1020 /* Strictly speaking a bool only uses one scalar, but the nvidia(Linux) compiler doesn't pack them properly,
1021 * so each scalar requires a full vec4. We could work around this by packing the booleans ourselves, but
1022 * for now take this into account when calculating the number of available constants
1024 max_constantsF
-= count_bits(reg_maps
->boolean_constants
);
1025 /* Set by driver quirks in directx.c */
1026 max_constantsF
-= gl_info
->reserved_glsl_constants
;
1028 if (max_constantsF
< shader
->limits
.constant_float
)
1030 static unsigned int once
;
1033 ERR_(winediag
)("The hardware does not support enough uniform components to run this shader,"
1034 " it may not render correctly.\n");
1036 WARN("The hardware does not support enough uniform components to run this shader.\n");
1041 max_constantsF
= gl_info
->limits
.glsl_vs_float_constants
;
1044 max_constantsF
= min(shader
->limits
.constant_float
, max_constantsF
);
1045 shader_addline(buffer
, "uniform vec4 %s_c[%u];\n", prefix
, max_constantsF
);
1048 /* Always declare the full set of constants, the compiler can remove the
1049 * unused ones because d3d doesn't (yet) support indirect int and bool
1050 * constant addressing. This avoids problems if the app uses e.g. i0 and i9. */
1051 if (shader
->limits
.constant_int
> 0 && reg_maps
->integer_constants
)
1052 shader_addline(buffer
, "uniform ivec4 %s_i[%u];\n", prefix
, shader
->limits
.constant_int
);
1054 if (shader
->limits
.constant_bool
> 0 && reg_maps
->boolean_constants
)
1055 shader_addline(buffer
, "uniform bool %s_b[%u];\n", prefix
, shader
->limits
.constant_bool
);
1057 for (i
= 0; i
< WINED3D_MAX_CBS
; ++i
)
1059 if (reg_maps
->cb_sizes
[i
])
1060 shader_addline(buffer
, "layout(std140) uniform block_%s_cb%u { vec4 %s_cb%u[%u]; };\n",
1061 prefix
, i
, prefix
, i
, reg_maps
->cb_sizes
[i
]);
1064 /* Declare texture samplers */
1065 for (i
= 0; i
< shader
->limits
.sampler
; ++i
)
1067 if (reg_maps
->sampler_type
[i
])
1069 BOOL shadow_sampler
= version
->type
== WINED3D_SHADER_TYPE_PIXEL
&& (ps_args
->shadow
& (1 << i
));
1072 switch (reg_maps
->sampler_type
[i
])
1076 shader_addline(buffer
, "uniform sampler1DShadow %s_sampler%u;\n", prefix
, i
);
1078 shader_addline(buffer
, "uniform sampler1D %s_sampler%u;\n", prefix
, i
);
1081 tex_rect
= version
->type
== WINED3D_SHADER_TYPE_PIXEL
&& (ps_args
->np2_fixup
& (1 << i
));
1082 tex_rect
= tex_rect
&& gl_info
->supported
[ARB_TEXTURE_RECTANGLE
];
1086 shader_addline(buffer
, "uniform sampler2DRectShadow %s_sampler%u;\n", prefix
, i
);
1088 shader_addline(buffer
, "uniform sampler2DShadow %s_sampler%u;\n", prefix
, i
);
1093 shader_addline(buffer
, "uniform sampler2DRect %s_sampler%u;\n", prefix
, i
);
1095 shader_addline(buffer
, "uniform sampler2D %s_sampler%u;\n", prefix
, i
);
1098 case WINED3DSTT_CUBE
:
1100 FIXME("Unsupported Cube shadow sampler.\n");
1101 shader_addline(buffer
, "uniform samplerCube %s_sampler%u;\n", prefix
, i
);
1103 case WINED3DSTT_VOLUME
:
1105 FIXME("Unsupported 3D shadow sampler.\n");
1106 shader_addline(buffer
, "uniform sampler3D %s_sampler%u;\n", prefix
, i
);
1109 shader_addline(buffer
, "uniform unsupported_sampler %s_sampler%u;\n", prefix
, i
);
1110 FIXME("Unrecognized sampler type: %#x\n", reg_maps
->sampler_type
[i
]);
1116 /* Declare uniforms for NP2 texcoord fixup:
1117 * This is NOT done inside the loop that declares the texture samplers
1118 * since the NP2 fixup code is currently only used for the GeforceFX
1119 * series and when forcing the ARB_npot extension off. Modern cards just
1120 * skip the code anyway, so put it inside a separate loop. */
1121 if (version
->type
== WINED3D_SHADER_TYPE_PIXEL
&& ps_args
->np2_fixup
)
1123 struct ps_np2fixup_info
*fixup
= ctx_priv
->cur_np2fixup_info
;
1126 /* NP2/RECT textures in OpenGL use texcoords in the range [0,width]x[0,height]
1127 * while D3D has them in the (normalized) [0,1]x[0,1] range.
1128 * samplerNP2Fixup stores texture dimensions and is updated through
1129 * shader_glsl_load_np2fixup_constants when the sampler changes. */
1131 for (i
= 0; i
< shader
->limits
.sampler
; ++i
)
1133 if (reg_maps
->sampler_type
[i
])
1135 if (!(ps_args
->np2_fixup
& (1 << i
))) continue;
1137 if (WINED3DSTT_2D
!= reg_maps
->sampler_type
[i
]) {
1138 FIXME("Non-2D texture is flagged for NP2 texcoord fixup.\n");
1142 fixup
->idx
[i
] = cur
++;
1146 fixup
->num_consts
= (cur
+ 1) >> 1;
1147 fixup
->active
= ps_args
->np2_fixup
;
1148 shader_addline(buffer
, "uniform vec4 %s_samplerNP2Fixup[%u];\n", prefix
, fixup
->num_consts
);
1151 /* Declare address variables */
1152 for (i
= 0, map
= reg_maps
->address
; map
; map
>>= 1, ++i
)
1154 if (map
& 1) shader_addline(buffer
, "ivec4 A%u;\n", i
);
1157 /* Declare texture coordinate temporaries and initialize them */
1158 for (i
= 0, map
= reg_maps
->texcoord
; map
; map
>>= 1, ++i
)
1160 if (map
& 1) shader_addline(buffer
, "vec4 T%u = gl_TexCoord[%u];\n", i
, i
);
1163 if (version
->type
== WINED3D_SHADER_TYPE_VERTEX
)
1165 /* Declare attributes. */
1166 for (i
= 0, map
= reg_maps
->input_registers
; map
; map
>>= 1, ++i
)
1169 shader_addline(buffer
, "attribute vec4 %s_in%u;\n", prefix
, i
);
1172 shader_addline(buffer
, "uniform vec4 posFixup;\n");
1173 shader_addline(buffer
, "void order_ps_input(in vec4[%u]);\n", shader
->limits
.packed_output
);
1175 else if (version
->type
== WINED3D_SHADER_TYPE_GEOMETRY
)
1177 shader_addline(buffer
, "varying in vec4 gs_in[][%u];\n", shader
->limits
.packed_input
);
1179 else if (version
->type
== WINED3D_SHADER_TYPE_PIXEL
)
1181 if (version
->major
>= 3)
1183 UINT in_count
= min(vec4_varyings(version
->major
, gl_info
), shader
->limits
.packed_input
);
1186 shader_addline(buffer
, "varying vec4 %s_in[%u];\n", prefix
, in_count
);
1188 /* TODO: Write a replacement shader for the fixed function
1189 * vertex pipeline, so this isn't needed. For fixed function
1190 * vertex processing + 3.0 pixel shader we need a separate
1191 * function in the pixel shader that reads the fixed function
1192 * color into the packed input registers. */
1193 shader_addline(buffer
, "vec4 %s_in[%u];\n", prefix
, in_count
);
1196 for (i
= 0, map
= reg_maps
->bumpmat
; map
; map
>>= 1, ++i
)
1201 shader_addline(buffer
, "uniform mat2 bumpenv_mat%u;\n", i
);
1203 if (reg_maps
->luminanceparams
& (1 << i
))
1205 shader_addline(buffer
, "uniform float bumpenv_lum_scale%u;\n", i
);
1206 shader_addline(buffer
, "uniform float bumpenv_lum_offset%u;\n", i
);
1207 extra_constants_needed
++;
1210 extra_constants_needed
++;
1213 if (ps_args
->srgb_correction
)
1215 shader_addline(buffer
, "const vec4 srgb_const0 = ");
1216 shader_glsl_append_imm_vec4(buffer
, wined3d_srgb_const0
);
1217 shader_addline(buffer
, ";\n");
1218 shader_addline(buffer
, "const vec4 srgb_const1 = ");
1219 shader_glsl_append_imm_vec4(buffer
, wined3d_srgb_const1
);
1220 shader_addline(buffer
, ";\n");
1222 if (reg_maps
->vpos
|| reg_maps
->usesdsy
)
1224 if (shader
->limits
.constant_float
+ extra_constants_needed
1225 + 1 < gl_info
->limits
.glsl_ps_float_constants
)
1227 shader_addline(buffer
, "uniform vec4 ycorrection;\n");
1228 extra_constants_needed
++;
1232 float ycorrection
[] =
1234 context
->render_offscreen
? 0.0f
: fb
->render_targets
[0]->height
,
1235 context
->render_offscreen
? 1.0f
: -1.0f
,
1240 /* This happens because we do not have proper tracking of the
1241 * constant registers that are actually used, only the max
1242 * limit of the shader version. */
1243 FIXME("Cannot find a free uniform for vpos correction params\n");
1244 shader_addline(buffer
, "const vec4 ycorrection = ");
1245 shader_glsl_append_imm_vec4(buffer
, ycorrection
);
1246 shader_addline(buffer
, ";\n");
1248 shader_addline(buffer
, "vec4 vpos;\n");
1252 /* Declare output register temporaries */
1253 if (shader
->limits
.packed_output
)
1254 shader_addline(buffer
, "vec4 %s_out[%u];\n", prefix
, shader
->limits
.packed_output
);
1256 /* Declare temporary variables */
1257 for (i
= 0, map
= reg_maps
->temporary
; map
; map
>>= 1, ++i
)
1259 if (map
& 1) shader_addline(buffer
, "vec4 R%u;\n", i
);
1262 /* Declare loop registers aLx */
1263 if (version
->major
< 4)
1265 for (i
= 0; i
< reg_maps
->loop_depth
; ++i
)
1267 shader_addline(buffer
, "int aL%u;\n", i
);
1268 shader_addline(buffer
, "int tmpInt%u;\n", i
);
1272 /* Temporary variables for matrix operations */
1273 shader_addline(buffer
, "vec4 tmp0;\n");
1274 shader_addline(buffer
, "vec4 tmp1;\n");
1276 if (!shader
->load_local_constsF
)
1278 LIST_FOR_EACH_ENTRY(lconst
, &shader
->constantsF
, struct wined3d_shader_lconst
, entry
)
1280 shader_addline(buffer
, "const vec4 %s_lc%u = ", prefix
, lconst
->idx
);
1281 shader_glsl_append_imm_vec4(buffer
, (const float *)lconst
->value
);
1282 shader_addline(buffer
, ";\n");
1286 /* Start the main program. */
1287 shader_addline(buffer
, "void main()\n{\n");
1289 /* Direct3D applications expect integer vPos values, while OpenGL drivers
1290 * add approximately 0.5. This causes off-by-one problems as spotted by
1291 * the vPos d3d9 visual test. Unfortunately ATI cards do not add exactly
1292 * 0.5, but rather something like 0.49999999 or 0.50000001, which still
1293 * causes precision troubles when we just subtract 0.5.
1295 * To deal with that, just floor() the position. This will eliminate the
1296 * fraction on all cards.
1298 * TODO: Test how this behaves with multisampling.
1300 * An advantage of floor is that it works even if the driver doesn't add
1301 * 0.5. It is somewhat questionable if 1.5, 2.5, ... are the proper values
1302 * to return in gl_FragCoord, even though coordinates specify the pixel
1303 * centers instead of the pixel corners. This code will behave correctly
1304 * on drivers that returns integer values. */
1305 if (version
->type
== WINED3D_SHADER_TYPE_PIXEL
&& reg_maps
->vpos
)
1306 shader_addline(buffer
,
1307 "vpos = floor(vec4(0, ycorrection[0], 0, 0) + gl_FragCoord * vec4(1, ycorrection[1], 1, 1));\n");
1310 /*****************************************************************************
1311 * Functions to generate GLSL strings from DirectX Shader bytecode begin here.
1313 * For more information, see http://wiki.winehq.org/DirectX-Shaders
1314 ****************************************************************************/
1317 static void shader_glsl_add_src_param(const struct wined3d_shader_instruction
*ins
,
1318 const struct wined3d_shader_src_param
*wined3d_src
, DWORD mask
, struct glsl_src_param
*glsl_src
);
1320 /** Used for opcode modifiers - They multiply the result by the specified amount */
1321 static const char * const shift_glsl_tab
[] = {
1323 "2.0 * ", /* 1 (x2) */
1324 "4.0 * ", /* 2 (x4) */
1325 "8.0 * ", /* 3 (x8) */
1326 "16.0 * ", /* 4 (x16) */
1327 "32.0 * ", /* 5 (x32) */
1334 "0.0625 * ", /* 12 (d16) */
1335 "0.125 * ", /* 13 (d8) */
1336 "0.25 * ", /* 14 (d4) */
1337 "0.5 * " /* 15 (d2) */
1340 /* Generate a GLSL parameter that does the input modifier computation and return the input register/mask to use */
1341 static void shader_glsl_gen_modifier(enum wined3d_shader_src_modifier src_modifier
,
1342 const char *in_reg
, const char *in_regswizzle
, char *out_str
)
1346 switch (src_modifier
)
1348 case WINED3DSPSM_DZ
: /* Need to handle this in the instructions itself (texld & texcrd). */
1349 case WINED3DSPSM_DW
:
1350 case WINED3DSPSM_NONE
:
1351 sprintf(out_str
, "%s%s", in_reg
, in_regswizzle
);
1353 case WINED3DSPSM_NEG
:
1354 sprintf(out_str
, "-%s%s", in_reg
, in_regswizzle
);
1356 case WINED3DSPSM_NOT
:
1357 sprintf(out_str
, "!%s%s", in_reg
, in_regswizzle
);
1359 case WINED3DSPSM_BIAS
:
1360 sprintf(out_str
, "(%s%s - vec4(0.5)%s)", in_reg
, in_regswizzle
, in_regswizzle
);
1362 case WINED3DSPSM_BIASNEG
:
1363 sprintf(out_str
, "-(%s%s - vec4(0.5)%s)", in_reg
, in_regswizzle
, in_regswizzle
);
1365 case WINED3DSPSM_SIGN
:
1366 sprintf(out_str
, "(2.0 * (%s%s - 0.5))", in_reg
, in_regswizzle
);
1368 case WINED3DSPSM_SIGNNEG
:
1369 sprintf(out_str
, "-(2.0 * (%s%s - 0.5))", in_reg
, in_regswizzle
);
1371 case WINED3DSPSM_COMP
:
1372 sprintf(out_str
, "(1.0 - %s%s)", in_reg
, in_regswizzle
);
1374 case WINED3DSPSM_X2
:
1375 sprintf(out_str
, "(2.0 * %s%s)", in_reg
, in_regswizzle
);
1377 case WINED3DSPSM_X2NEG
:
1378 sprintf(out_str
, "-(2.0 * %s%s)", in_reg
, in_regswizzle
);
1380 case WINED3DSPSM_ABS
:
1381 sprintf(out_str
, "abs(%s%s)", in_reg
, in_regswizzle
);
1383 case WINED3DSPSM_ABSNEG
:
1384 sprintf(out_str
, "-abs(%s%s)", in_reg
, in_regswizzle
);
1387 FIXME("Unhandled modifier %u\n", src_modifier
);
1388 sprintf(out_str
, "%s%s", in_reg
, in_regswizzle
);
1392 /** Writes the GLSL variable name that corresponds to the register that the
1393 * DX opcode parameter is trying to access */
1394 static void shader_glsl_get_register_name(const struct wined3d_shader_register
*reg
,
1395 char *register_name
, BOOL
*is_color
, const struct wined3d_shader_instruction
*ins
)
1397 /* oPos, oFog and oPts in D3D */
1398 static const char * const hwrastout_reg_names
[] = {"vs_out[10]", "vs_out[11].x", "vs_out[11].y"};
1400 const struct wined3d_shader
*shader
= ins
->ctx
->shader
;
1401 const struct wined3d_shader_reg_maps
*reg_maps
= ins
->ctx
->reg_maps
;
1402 const struct wined3d_shader_version
*version
= ®_maps
->shader_version
;
1403 const struct wined3d_gl_info
*gl_info
= ins
->ctx
->gl_info
;
1404 const char *prefix
= shader_glsl_get_prefix(version
->type
);
1405 struct glsl_src_param rel_param0
, rel_param1
;
1406 char imm_str
[4][17];
1408 if (reg
->idx
[0].offset
!= ~0U && reg
->idx
[0].rel_addr
)
1409 shader_glsl_add_src_param(ins
, reg
->idx
[0].rel_addr
, WINED3DSP_WRITEMASK_0
, &rel_param0
);
1410 if (reg
->idx
[1].offset
!= ~0U && reg
->idx
[1].rel_addr
)
1411 shader_glsl_add_src_param(ins
, reg
->idx
[1].rel_addr
, WINED3DSP_WRITEMASK_0
, &rel_param1
);
1416 case WINED3DSPR_TEMP
:
1417 sprintf(register_name
, "R%u", reg
->idx
[0].offset
);
1420 case WINED3DSPR_INPUT
:
1421 /* vertex shaders */
1422 if (version
->type
== WINED3D_SHADER_TYPE_VERTEX
)
1424 struct shader_glsl_ctx_priv
*priv
= ins
->ctx
->backend_data
;
1425 if (priv
->cur_vs_args
->swizzle_map
& (1 << reg
->idx
[0].offset
))
1427 sprintf(register_name
, "%s_in%u", prefix
, reg
->idx
[0].offset
);
1431 if (version
->type
== WINED3D_SHADER_TYPE_GEOMETRY
)
1433 if (reg
->idx
[0].rel_addr
)
1435 if (reg
->idx
[1].rel_addr
)
1436 sprintf(register_name
, "gs_in[%s + %u][%s + %u]",
1437 rel_param0
.param_str
, reg
->idx
[0].offset
, rel_param1
.param_str
, reg
->idx
[1].offset
);
1439 sprintf(register_name
, "gs_in[%s + %u][%u]",
1440 rel_param0
.param_str
, reg
->idx
[0].offset
, reg
->idx
[1].offset
);
1442 else if (reg
->idx
[1].rel_addr
)
1443 sprintf(register_name
, "gs_in[%u][%s + %u]",
1444 reg
->idx
[0].offset
, rel_param1
.param_str
, reg
->idx
[1].offset
);
1446 sprintf(register_name
, "gs_in[%u][%u]", reg
->idx
[0].offset
, reg
->idx
[1].offset
);
1450 /* pixel shaders >= 3.0 */
1451 if (version
->major
>= 3)
1453 DWORD idx
= shader
->u
.ps
.input_reg_map
[reg
->idx
[0].offset
];
1454 unsigned int in_count
= vec4_varyings(version
->major
, gl_info
);
1456 if (reg
->idx
[0].rel_addr
)
1458 /* Removing a + 0 would be an obvious optimization, but
1459 * OS X doesn't see the NOP operation there. */
1462 if (shader
->u
.ps
.declared_in_count
> in_count
)
1464 sprintf(register_name
,
1465 "((%s + %u) > %u ? (%s + %u) > %u ? gl_SecondaryColor : gl_Color : %s_in[%s + %u])",
1466 rel_param0
.param_str
, idx
, in_count
- 1, rel_param0
.param_str
, idx
, in_count
,
1467 prefix
, rel_param0
.param_str
, idx
);
1471 sprintf(register_name
, "%s_in[%s + %u]", prefix
, rel_param0
.param_str
, idx
);
1476 if (shader
->u
.ps
.declared_in_count
> in_count
)
1478 sprintf(register_name
, "((%s) > %u ? (%s) > %u ? gl_SecondaryColor : gl_Color : %s_in[%s])",
1479 rel_param0
.param_str
, in_count
- 1, rel_param0
.param_str
, in_count
,
1480 prefix
, rel_param0
.param_str
);
1484 sprintf(register_name
, "%s_in[%s]", prefix
, rel_param0
.param_str
);
1490 if (idx
== in_count
) sprintf(register_name
, "gl_Color");
1491 else if (idx
== in_count
+ 1) sprintf(register_name
, "gl_SecondaryColor");
1492 else sprintf(register_name
, "%s_in[%u]", prefix
, idx
);
1497 if (!reg
->idx
[0].offset
)
1498 strcpy(register_name
, "gl_Color");
1500 strcpy(register_name
, "gl_SecondaryColor");
1505 case WINED3DSPR_CONST
:
1507 /* Relative addressing */
1508 if (reg
->idx
[0].rel_addr
)
1510 if (reg
->idx
[0].offset
)
1511 sprintf(register_name
, "%s_c[%s + %u]", prefix
, rel_param0
.param_str
, reg
->idx
[0].offset
);
1513 sprintf(register_name
, "%s_c[%s]", prefix
, rel_param0
.param_str
);
1517 if (shader_constant_is_local(shader
, reg
->idx
[0].offset
))
1518 sprintf(register_name
, "%s_lc%u", prefix
, reg
->idx
[0].offset
);
1520 sprintf(register_name
, "%s_c[%u]", prefix
, reg
->idx
[0].offset
);
1525 case WINED3DSPR_CONSTINT
:
1526 sprintf(register_name
, "%s_i[%u]", prefix
, reg
->idx
[0].offset
);
1529 case WINED3DSPR_CONSTBOOL
:
1530 sprintf(register_name
, "%s_b[%u]", prefix
, reg
->idx
[0].offset
);
1533 case WINED3DSPR_TEXTURE
: /* case WINED3DSPR_ADDR: */
1534 if (version
->type
== WINED3D_SHADER_TYPE_PIXEL
)
1535 sprintf(register_name
, "T%u", reg
->idx
[0].offset
);
1537 sprintf(register_name
, "A%u", reg
->idx
[0].offset
);
1540 case WINED3DSPR_LOOP
:
1541 sprintf(register_name
, "aL%u", ins
->ctx
->loop_state
->current_reg
- 1);
1544 case WINED3DSPR_SAMPLER
:
1545 sprintf(register_name
, "%s_sampler%u", prefix
, reg
->idx
[0].offset
);
1548 case WINED3DSPR_COLOROUT
:
1549 if (reg
->idx
[0].offset
>= gl_info
->limits
.buffers
)
1550 WARN("Write to render target %u, only %d supported.\n",
1551 reg
->idx
[0].offset
, gl_info
->limits
.buffers
);
1553 sprintf(register_name
, "gl_FragData[%u]", reg
->idx
[0].offset
);
1556 case WINED3DSPR_RASTOUT
:
1557 sprintf(register_name
, "%s", hwrastout_reg_names
[reg
->idx
[0].offset
]);
1560 case WINED3DSPR_DEPTHOUT
:
1561 sprintf(register_name
, "gl_FragDepth");
1564 case WINED3DSPR_ATTROUT
:
1565 if (!reg
->idx
[0].offset
)
1566 sprintf(register_name
, "%s_out[8]", prefix
);
1568 sprintf(register_name
, "%s_out[9]", prefix
);
1571 case WINED3DSPR_TEXCRDOUT
:
1572 /* Vertex shaders >= 3.0: WINED3DSPR_OUTPUT */
1573 sprintf(register_name
, "%s_out[%u]", prefix
, reg
->idx
[0].offset
);
1576 case WINED3DSPR_MISCTYPE
:
1577 if (!reg
->idx
[0].offset
)
1580 sprintf(register_name
, "vpos");
1582 else if (reg
->idx
[0].offset
== 1)
1584 /* Note that gl_FrontFacing is a bool, while vFace is
1585 * a float for which the sign determines front/back */
1586 sprintf(register_name
, "(gl_FrontFacing ? 1.0 : -1.0)");
1590 FIXME("Unhandled misctype register %u.\n", reg
->idx
[0].offset
);
1591 sprintf(register_name
, "unrecognized_register");
1595 case WINED3DSPR_IMMCONST
:
1596 switch (reg
->immconst_type
)
1598 case WINED3D_IMMCONST_SCALAR
:
1599 switch (reg
->data_type
)
1601 case WINED3D_DATA_FLOAT
:
1602 wined3d_ftoa(*(const float *)reg
->immconst_data
, register_name
);
1604 case WINED3D_DATA_INT
:
1605 sprintf(register_name
, "%#x", reg
->immconst_data
[0]);
1607 case WINED3D_DATA_RESOURCE
:
1608 case WINED3D_DATA_SAMPLER
:
1609 case WINED3D_DATA_UINT
:
1610 sprintf(register_name
, "%#xu", reg
->immconst_data
[0]);
1613 sprintf(register_name
, "<unhandled data type %#x>", reg
->data_type
);
1618 case WINED3D_IMMCONST_VEC4
:
1619 switch (reg
->data_type
)
1621 case WINED3D_DATA_FLOAT
:
1622 wined3d_ftoa(*(const float *)®
->immconst_data
[0], imm_str
[0]);
1623 wined3d_ftoa(*(const float *)®
->immconst_data
[1], imm_str
[1]);
1624 wined3d_ftoa(*(const float *)®
->immconst_data
[2], imm_str
[2]);
1625 wined3d_ftoa(*(const float *)®
->immconst_data
[3], imm_str
[3]);
1626 sprintf(register_name
, "vec4(%s, %s, %s, %s)",
1627 imm_str
[0], imm_str
[1], imm_str
[2], imm_str
[3]);
1629 case WINED3D_DATA_INT
:
1630 sprintf(register_name
, "ivec4(%#x, %#x, %#x, %#x)",
1631 reg
->immconst_data
[0], reg
->immconst_data
[1],
1632 reg
->immconst_data
[2], reg
->immconst_data
[3]);
1634 case WINED3D_DATA_RESOURCE
:
1635 case WINED3D_DATA_SAMPLER
:
1636 case WINED3D_DATA_UINT
:
1637 sprintf(register_name
, "uvec4(%#xu, %#xu, %#xu, %#xu)",
1638 reg
->immconst_data
[0], reg
->immconst_data
[1],
1639 reg
->immconst_data
[2], reg
->immconst_data
[3]);
1642 sprintf(register_name
, "<unhandled data type %#x>", reg
->data_type
);
1648 FIXME("Unhandled immconst type %#x\n", reg
->immconst_type
);
1649 sprintf(register_name
, "<unhandled_immconst_type %#x>", reg
->immconst_type
);
1653 case WINED3DSPR_CONSTBUFFER
:
1654 if (reg
->idx
[1].rel_addr
)
1655 sprintf(register_name
, "%s_cb%u[%s + %u]",
1656 prefix
, reg
->idx
[0].offset
, rel_param1
.param_str
, reg
->idx
[1].offset
);
1658 sprintf(register_name
, "%s_cb%u[%u]", prefix
, reg
->idx
[0].offset
, reg
->idx
[1].offset
);
1661 case WINED3DSPR_PRIMID
:
1662 sprintf(register_name
, "uint(gl_PrimitiveIDIn)");
1666 FIXME("Unhandled register type %#x.\n", reg
->type
);
1667 sprintf(register_name
, "unrecognized_register");
1672 static void shader_glsl_write_mask_to_str(DWORD write_mask
, char *str
)
1675 if (write_mask
& WINED3DSP_WRITEMASK_0
) *str
++ = 'x';
1676 if (write_mask
& WINED3DSP_WRITEMASK_1
) *str
++ = 'y';
1677 if (write_mask
& WINED3DSP_WRITEMASK_2
) *str
++ = 'z';
1678 if (write_mask
& WINED3DSP_WRITEMASK_3
) *str
++ = 'w';
1682 /* Get the GLSL write mask for the destination register */
1683 static DWORD
shader_glsl_get_write_mask(const struct wined3d_shader_dst_param
*param
, char *write_mask
)
1685 DWORD mask
= param
->write_mask
;
1687 if (shader_is_scalar(¶m
->reg
))
1689 mask
= WINED3DSP_WRITEMASK_0
;
1694 shader_glsl_write_mask_to_str(mask
, write_mask
);
1700 static unsigned int shader_glsl_get_write_mask_size(DWORD write_mask
) {
1701 unsigned int size
= 0;
1703 if (write_mask
& WINED3DSP_WRITEMASK_0
) ++size
;
1704 if (write_mask
& WINED3DSP_WRITEMASK_1
) ++size
;
1705 if (write_mask
& WINED3DSP_WRITEMASK_2
) ++size
;
1706 if (write_mask
& WINED3DSP_WRITEMASK_3
) ++size
;
1711 static void shader_glsl_swizzle_to_str(const DWORD swizzle
, BOOL fixup
, DWORD mask
, char *str
)
1713 /* For registers of type WINED3DDECLTYPE_D3DCOLOR, data is stored as "bgra",
1714 * but addressed as "rgba". To fix this we need to swap the register's x
1715 * and z components. */
1716 const char *swizzle_chars
= fixup
? "zyxw" : "xyzw";
1719 /* swizzle bits fields: wwzzyyxx */
1720 if (mask
& WINED3DSP_WRITEMASK_0
) *str
++ = swizzle_chars
[swizzle
& 0x03];
1721 if (mask
& WINED3DSP_WRITEMASK_1
) *str
++ = swizzle_chars
[(swizzle
>> 2) & 0x03];
1722 if (mask
& WINED3DSP_WRITEMASK_2
) *str
++ = swizzle_chars
[(swizzle
>> 4) & 0x03];
1723 if (mask
& WINED3DSP_WRITEMASK_3
) *str
++ = swizzle_chars
[(swizzle
>> 6) & 0x03];
1727 static void shader_glsl_get_swizzle(const struct wined3d_shader_src_param
*param
,
1728 BOOL fixup
, DWORD mask
, char *swizzle_str
)
1730 if (shader_is_scalar(¶m
->reg
))
1731 *swizzle_str
= '\0';
1733 shader_glsl_swizzle_to_str(param
->swizzle
, fixup
, mask
, swizzle_str
);
1736 /* From a given parameter token, generate the corresponding GLSL string.
1737 * Also, return the actual register name and swizzle in case the
1738 * caller needs this information as well. */
1739 static void shader_glsl_add_src_param(const struct wined3d_shader_instruction
*ins
,
1740 const struct wined3d_shader_src_param
*wined3d_src
, DWORD mask
, struct glsl_src_param
*glsl_src
)
1742 BOOL is_color
= FALSE
;
1743 char swizzle_str
[6];
1745 glsl_src
->reg_name
[0] = '\0';
1746 glsl_src
->param_str
[0] = '\0';
1747 swizzle_str
[0] = '\0';
1749 shader_glsl_get_register_name(&wined3d_src
->reg
, glsl_src
->reg_name
, &is_color
, ins
);
1750 shader_glsl_get_swizzle(wined3d_src
, is_color
, mask
, swizzle_str
);
1752 if (wined3d_src
->reg
.type
== WINED3DSPR_IMMCONST
|| wined3d_src
->reg
.type
== WINED3DSPR_PRIMID
)
1754 shader_glsl_gen_modifier(wined3d_src
->modifiers
, glsl_src
->reg_name
, swizzle_str
, glsl_src
->param_str
);
1758 char param_str
[200];
1760 shader_glsl_gen_modifier(wined3d_src
->modifiers
, glsl_src
->reg_name
, swizzle_str
, param_str
);
1762 switch (wined3d_src
->reg
.data_type
)
1764 case WINED3D_DATA_FLOAT
:
1765 sprintf(glsl_src
->param_str
, "%s", param_str
);
1767 case WINED3D_DATA_INT
:
1768 sprintf(glsl_src
->param_str
, "floatBitsToInt(%s)", param_str
);
1770 case WINED3D_DATA_RESOURCE
:
1771 case WINED3D_DATA_SAMPLER
:
1772 case WINED3D_DATA_UINT
:
1773 sprintf(glsl_src
->param_str
, "floatBitsToUint(%s)", param_str
);
1776 FIXME("Unhandled data type %#x.\n", wined3d_src
->reg
.data_type
);
1777 sprintf(glsl_src
->param_str
, "%s", param_str
);
1783 /* From a given parameter token, generate the corresponding GLSL string.
1784 * Also, return the actual register name and swizzle in case the
1785 * caller needs this information as well. */
1786 static DWORD
shader_glsl_add_dst_param(const struct wined3d_shader_instruction
*ins
,
1787 const struct wined3d_shader_dst_param
*wined3d_dst
, struct glsl_dst_param
*glsl_dst
)
1789 BOOL is_color
= FALSE
;
1791 glsl_dst
->mask_str
[0] = '\0';
1792 glsl_dst
->reg_name
[0] = '\0';
1794 shader_glsl_get_register_name(&wined3d_dst
->reg
, glsl_dst
->reg_name
, &is_color
, ins
);
1795 return shader_glsl_get_write_mask(wined3d_dst
, glsl_dst
->mask_str
);
1798 /* Append the destination part of the instruction to the buffer, return the effective write mask */
1799 static DWORD
shader_glsl_append_dst_ext(struct wined3d_shader_buffer
*buffer
,
1800 const struct wined3d_shader_instruction
*ins
, const struct wined3d_shader_dst_param
*dst
)
1802 struct glsl_dst_param glsl_dst
;
1805 if ((mask
= shader_glsl_add_dst_param(ins
, dst
, &glsl_dst
)))
1807 switch (dst
->reg
.data_type
)
1809 case WINED3D_DATA_FLOAT
:
1810 shader_addline(buffer
, "%s%s = %s(",
1811 glsl_dst
.reg_name
, glsl_dst
.mask_str
, shift_glsl_tab
[dst
->shift
]);
1813 case WINED3D_DATA_INT
:
1814 shader_addline(buffer
, "%s%s = %sintBitsToFloat(",
1815 glsl_dst
.reg_name
, glsl_dst
.mask_str
, shift_glsl_tab
[dst
->shift
]);
1817 case WINED3D_DATA_RESOURCE
:
1818 case WINED3D_DATA_SAMPLER
:
1819 case WINED3D_DATA_UINT
:
1820 shader_addline(buffer
, "%s%s = %suintBitsToFloat(",
1821 glsl_dst
.reg_name
, glsl_dst
.mask_str
, shift_glsl_tab
[dst
->shift
]);
1824 FIXME("Unhandled data type %#x.\n", dst
->reg
.data_type
);
1825 shader_addline(buffer
, "%s%s = %s(",
1826 glsl_dst
.reg_name
, glsl_dst
.mask_str
, shift_glsl_tab
[dst
->shift
]);
1834 /* Append the destination part of the instruction to the buffer, return the effective write mask */
1835 static DWORD
shader_glsl_append_dst(struct wined3d_shader_buffer
*buffer
, const struct wined3d_shader_instruction
*ins
)
1837 return shader_glsl_append_dst_ext(buffer
, ins
, &ins
->dst
[0]);
1840 /** Process GLSL instruction modifiers */
1841 static void shader_glsl_add_instruction_modifiers(const struct wined3d_shader_instruction
*ins
)
1843 struct glsl_dst_param dst_param
;
1846 if (!ins
->dst_count
) return;
1848 modifiers
= ins
->dst
[0].modifiers
;
1849 if (!modifiers
) return;
1851 shader_glsl_add_dst_param(ins
, &ins
->dst
[0], &dst_param
);
1853 if (modifiers
& WINED3DSPDM_SATURATE
)
1855 /* _SAT means to clamp the value of the register to between 0 and 1 */
1856 shader_addline(ins
->ctx
->buffer
, "%s%s = clamp(%s%s, 0.0, 1.0);\n", dst_param
.reg_name
,
1857 dst_param
.mask_str
, dst_param
.reg_name
, dst_param
.mask_str
);
1860 if (modifiers
& WINED3DSPDM_MSAMPCENTROID
)
1862 FIXME("_centroid modifier not handled\n");
1865 if (modifiers
& WINED3DSPDM_PARTIALPRECISION
)
1867 /* MSDN says this modifier can be safely ignored, so that's what we'll do. */
1871 static const char *shader_glsl_get_rel_op(enum wined3d_shader_rel_op op
)
1875 case WINED3D_SHADER_REL_OP_GT
: return ">";
1876 case WINED3D_SHADER_REL_OP_EQ
: return "==";
1877 case WINED3D_SHADER_REL_OP_GE
: return ">=";
1878 case WINED3D_SHADER_REL_OP_LT
: return "<";
1879 case WINED3D_SHADER_REL_OP_NE
: return "!=";
1880 case WINED3D_SHADER_REL_OP_LE
: return "<=";
1882 FIXME("Unrecognized operator %#x.\n", op
);
1887 static void shader_glsl_get_sample_function(const struct wined3d_shader_context
*ctx
,
1888 DWORD sampler_idx
, DWORD flags
, struct glsl_sample_function
*sample_function
)
1890 enum wined3d_sampler_texture_type sampler_type
= ctx
->reg_maps
->sampler_type
[sampler_idx
];
1891 const struct wined3d_gl_info
*gl_info
= ctx
->gl_info
;
1892 BOOL shadow
= ctx
->reg_maps
->shader_version
.type
== WINED3D_SHADER_TYPE_PIXEL
1893 && (((const struct shader_glsl_ctx_priv
*)ctx
->backend_data
)->cur_ps_args
->shadow
& (1 << sampler_idx
));
1894 BOOL projected
= flags
& WINED3D_GLSL_SAMPLE_PROJECTED
;
1895 BOOL texrect
= flags
& WINED3D_GLSL_SAMPLE_NPOT
&& gl_info
->supported
[ARB_TEXTURE_RECTANGLE
];
1896 BOOL lod
= flags
& WINED3D_GLSL_SAMPLE_LOD
;
1897 BOOL grad
= flags
& WINED3D_GLSL_SAMPLE_GRAD
;
1899 /* Note that there's no such thing as a projected cube texture. */
1900 switch(sampler_type
) {
1906 sample_function
->name
= projected
? "shadow1DProjLod" : "shadow1DLod";
1910 if (gl_info
->supported
[EXT_GPU_SHADER4
])
1911 sample_function
->name
= projected
? "shadow1DProjGrad" : "shadow1DGrad";
1912 else if (gl_info
->supported
[ARB_SHADER_TEXTURE_LOD
])
1913 sample_function
->name
= projected
? "shadow1DProjGradARB" : "shadow1DGradARB";
1916 FIXME("Unsupported 1D shadow grad function.\n");
1917 sample_function
->name
= "unsupported1DGrad";
1922 sample_function
->name
= projected
? "shadow1DProj" : "shadow1D";
1924 sample_function
->coord_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
;
1930 sample_function
->name
= projected
? "texture1DProjLod" : "texture1DLod";
1934 if (gl_info
->supported
[EXT_GPU_SHADER4
])
1935 sample_function
->name
= projected
? "texture1DProjGrad" : "texture1DGrad";
1936 else if (gl_info
->supported
[ARB_SHADER_TEXTURE_LOD
])
1937 sample_function
->name
= projected
? "texture1DProjGradARB" : "texture1DGradARB";
1940 FIXME("Unsupported 1D grad function.\n");
1941 sample_function
->name
= "unsupported1DGrad";
1946 sample_function
->name
= projected
? "texture1DProj" : "texture1D";
1948 sample_function
->coord_mask
= WINED3DSP_WRITEMASK_0
;
1959 sample_function
->name
= projected
? "shadow2DRectProjLod" : "shadow2DRectLod";
1963 if (gl_info
->supported
[EXT_GPU_SHADER4
])
1964 sample_function
->name
= projected
? "shadow2DRectProjGrad" : "shadow2DRectGrad";
1965 else if (gl_info
->supported
[ARB_SHADER_TEXTURE_LOD
])
1966 sample_function
->name
= projected
? "shadow2DRectProjGradARB" : "shadow2DRectGradARB";
1969 FIXME("Unsupported RECT shadow grad function.\n");
1970 sample_function
->name
= "unsupported2DRectGrad";
1975 sample_function
->name
= projected
? "shadow2DRectProj" : "shadow2DRect";
1982 sample_function
->name
= projected
? "shadow2DProjLod" : "shadow2DLod";
1986 if (gl_info
->supported
[EXT_GPU_SHADER4
])
1987 sample_function
->name
= projected
? "shadow2DProjGrad" : "shadow2DGrad";
1988 else if (gl_info
->supported
[ARB_SHADER_TEXTURE_LOD
])
1989 sample_function
->name
= projected
? "shadow2DProjGradARB" : "shadow2DGradARB";
1992 FIXME("Unsupported 2D shadow grad function.\n");
1993 sample_function
->name
= "unsupported2DGrad";
1998 sample_function
->name
= projected
? "shadow2DProj" : "shadow2D";
2001 sample_function
->coord_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
2009 sample_function
->name
= projected
? "texture2DRectProjLod" : "texture2DRectLod";
2013 if (gl_info
->supported
[EXT_GPU_SHADER4
])
2014 sample_function
->name
= projected
? "texture2DRectProjGrad" : "texture2DRectGrad";
2015 else if (gl_info
->supported
[ARB_SHADER_TEXTURE_LOD
])
2016 sample_function
->name
= projected
? "texture2DRectProjGradARB" : "texture2DRectGradARB";
2019 FIXME("Unsupported RECT grad function.\n");
2020 sample_function
->name
= "unsupported2DRectGrad";
2025 sample_function
->name
= projected
? "texture2DRectProj" : "texture2DRect";
2032 sample_function
->name
= projected
? "texture2DProjLod" : "texture2DLod";
2036 if (gl_info
->supported
[EXT_GPU_SHADER4
])
2037 sample_function
->name
= projected
? "texture2DProjGrad" : "texture2DGrad";
2038 else if (gl_info
->supported
[ARB_SHADER_TEXTURE_LOD
])
2039 sample_function
->name
= projected
? "texture2DProjGradARB" : "texture2DGradARB";
2042 FIXME("Unsupported 2D grad function.\n");
2043 sample_function
->name
= "unsupported2DGrad";
2048 sample_function
->name
= projected
? "texture2DProj" : "texture2D";
2051 sample_function
->coord_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
;
2055 case WINED3DSTT_CUBE
:
2058 FIXME("Unsupported Cube shadow function.\n");
2059 sample_function
->name
= "unsupportedCubeShadow";
2060 sample_function
->coord_mask
= 0;
2066 sample_function
->name
= "textureCubeLod";
2070 if (gl_info
->supported
[EXT_GPU_SHADER4
])
2071 sample_function
->name
= "textureCubeGrad";
2072 else if (gl_info
->supported
[ARB_SHADER_TEXTURE_LOD
])
2073 sample_function
->name
= "textureCubeGradARB";
2076 FIXME("Unsupported Cube grad function.\n");
2077 sample_function
->name
= "unsupportedCubeGrad";
2082 sample_function
->name
= "textureCube";
2084 sample_function
->coord_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
2088 case WINED3DSTT_VOLUME
:
2091 FIXME("Unsupported 3D shadow function.\n");
2092 sample_function
->name
= "unsupported3DShadow";
2093 sample_function
->coord_mask
= 0;
2099 sample_function
->name
= projected
? "texture3DProjLod" : "texture3DLod";
2103 if (gl_info
->supported
[EXT_GPU_SHADER4
])
2104 sample_function
->name
= projected
? "texture3DProjGrad" : "texture3DGrad";
2105 else if (gl_info
->supported
[ARB_SHADER_TEXTURE_LOD
])
2106 sample_function
->name
= projected
? "texture3DProjGradARB" : "texture3DGradARB";
2109 FIXME("Unsupported 3D grad function.\n");
2110 sample_function
->name
= "unsupported3DGrad";
2115 sample_function
->name
= projected
? "texture3DProj" : "texture3D";
2117 sample_function
->coord_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
2122 sample_function
->name
= "";
2123 sample_function
->coord_mask
= 0;
2124 FIXME("Unrecognized sampler type: %#x;\n", sampler_type
);
2129 static void shader_glsl_append_fixup_arg(char *arguments
, const char *reg_name
,
2130 BOOL sign_fixup
, enum fixup_channel_source channel_source
)
2132 switch(channel_source
)
2134 case CHANNEL_SOURCE_ZERO
:
2135 strcat(arguments
, "0.0");
2138 case CHANNEL_SOURCE_ONE
:
2139 strcat(arguments
, "1.0");
2142 case CHANNEL_SOURCE_X
:
2143 strcat(arguments
, reg_name
);
2144 strcat(arguments
, ".x");
2147 case CHANNEL_SOURCE_Y
:
2148 strcat(arguments
, reg_name
);
2149 strcat(arguments
, ".y");
2152 case CHANNEL_SOURCE_Z
:
2153 strcat(arguments
, reg_name
);
2154 strcat(arguments
, ".z");
2157 case CHANNEL_SOURCE_W
:
2158 strcat(arguments
, reg_name
);
2159 strcat(arguments
, ".w");
2163 FIXME("Unhandled channel source %#x\n", channel_source
);
2164 strcat(arguments
, "undefined");
2168 if (sign_fixup
) strcat(arguments
, " * 2.0 - 1.0");
2171 static void shader_glsl_color_correction_ext(struct wined3d_shader_buffer
*buffer
,
2172 const char *reg_name
, DWORD mask
, struct color_fixup_desc fixup
)
2174 unsigned int mask_size
, remaining
;
2175 DWORD fixup_mask
= 0;
2176 char arguments
[256];
2179 if (fixup
.x_sign_fixup
|| fixup
.x_source
!= CHANNEL_SOURCE_X
) fixup_mask
|= WINED3DSP_WRITEMASK_0
;
2180 if (fixup
.y_sign_fixup
|| fixup
.y_source
!= CHANNEL_SOURCE_Y
) fixup_mask
|= WINED3DSP_WRITEMASK_1
;
2181 if (fixup
.z_sign_fixup
|| fixup
.z_source
!= CHANNEL_SOURCE_Z
) fixup_mask
|= WINED3DSP_WRITEMASK_2
;
2182 if (fixup
.w_sign_fixup
|| fixup
.w_source
!= CHANNEL_SOURCE_W
) fixup_mask
|= WINED3DSP_WRITEMASK_3
;
2183 if (!(mask
&= fixup_mask
))
2186 if (is_complex_fixup(fixup
))
2188 enum complex_fixup complex_fixup
= get_complex_fixup(fixup
);
2189 FIXME("Complex fixup (%#x) not supported\n",complex_fixup
);
2193 shader_glsl_write_mask_to_str(mask
, mask_str
);
2194 mask_size
= shader_glsl_get_write_mask_size(mask
);
2196 arguments
[0] = '\0';
2197 remaining
= mask_size
;
2198 if (mask
& WINED3DSP_WRITEMASK_0
)
2200 shader_glsl_append_fixup_arg(arguments
, reg_name
, fixup
.x_sign_fixup
, fixup
.x_source
);
2201 if (--remaining
) strcat(arguments
, ", ");
2203 if (mask
& WINED3DSP_WRITEMASK_1
)
2205 shader_glsl_append_fixup_arg(arguments
, reg_name
, fixup
.y_sign_fixup
, fixup
.y_source
);
2206 if (--remaining
) strcat(arguments
, ", ");
2208 if (mask
& WINED3DSP_WRITEMASK_2
)
2210 shader_glsl_append_fixup_arg(arguments
, reg_name
, fixup
.z_sign_fixup
, fixup
.z_source
);
2211 if (--remaining
) strcat(arguments
, ", ");
2213 if (mask
& WINED3DSP_WRITEMASK_3
)
2215 shader_glsl_append_fixup_arg(arguments
, reg_name
, fixup
.w_sign_fixup
, fixup
.w_source
);
2216 if (--remaining
) strcat(arguments
, ", ");
2220 shader_addline(buffer
, "%s%s = vec%u(%s);\n", reg_name
, mask_str
, mask_size
, arguments
);
2222 shader_addline(buffer
, "%s%s = %s;\n", reg_name
, mask_str
, arguments
);
2225 static void shader_glsl_color_correction(const struct wined3d_shader_instruction
*ins
, struct color_fixup_desc fixup
)
2230 shader_glsl_get_register_name(&ins
->dst
[0].reg
, reg_name
, &is_color
, ins
);
2231 shader_glsl_color_correction_ext(ins
->ctx
->buffer
, reg_name
, ins
->dst
[0].write_mask
, fixup
);
2234 static void PRINTF_ATTR(8, 9) shader_glsl_gen_sample_code(const struct wined3d_shader_instruction
*ins
,
2235 DWORD sampler
, const struct glsl_sample_function
*sample_function
, DWORD swizzle
,
2236 const char *dx
, const char *dy
, const char *bias
, const char *coord_reg_fmt
, ...)
2238 const struct wined3d_shader_version
*version
= &ins
->ctx
->reg_maps
->shader_version
;
2239 char dst_swizzle
[6];
2240 struct color_fixup_desc fixup
;
2241 BOOL np2_fixup
= FALSE
;
2244 shader_glsl_swizzle_to_str(swizzle
, FALSE
, ins
->dst
[0].write_mask
, dst_swizzle
);
2246 if (version
->type
== WINED3D_SHADER_TYPE_PIXEL
)
2248 const struct shader_glsl_ctx_priv
*priv
= ins
->ctx
->backend_data
;
2249 fixup
= priv
->cur_ps_args
->color_fixup
[sampler
];
2251 if(priv
->cur_ps_args
->np2_fixup
& (1 << sampler
)) {
2253 FIXME("Biased sampling from NP2 textures is unsupported\n");
2261 fixup
= COLOR_FIXUP_IDENTITY
; /* FIXME: Vshader color fixup */
2264 shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
2266 shader_addline(ins
->ctx
->buffer
, "%s(%s_sampler%u, ",
2267 sample_function
->name
, shader_glsl_get_prefix(version
->type
), sampler
);
2269 va_start(args
, coord_reg_fmt
);
2270 shader_vaddline(ins
->ctx
->buffer
, coord_reg_fmt
, args
);
2274 shader_addline(ins
->ctx
->buffer
, ", %s)%s);\n", bias
, dst_swizzle
);
2277 const struct shader_glsl_ctx_priv
*priv
= ins
->ctx
->backend_data
;
2278 const unsigned char idx
= priv
->cur_np2fixup_info
->idx
[sampler
];
2280 shader_addline(ins
->ctx
->buffer
, " * ps_samplerNP2Fixup[%u].%s)%s);\n", idx
>> 1,
2281 (idx
% 2) ? "zw" : "xy", dst_swizzle
);
2282 } else if(dx
&& dy
) {
2283 shader_addline(ins
->ctx
->buffer
, ", %s, %s)%s);\n", dx
, dy
, dst_swizzle
);
2285 shader_addline(ins
->ctx
->buffer
, ")%s);\n", dst_swizzle
);
2289 if(!is_identity_fixup(fixup
)) {
2290 shader_glsl_color_correction(ins
, fixup
);
2294 /*****************************************************************************
2295 * Begin processing individual instruction opcodes
2296 ****************************************************************************/
2298 static void shader_glsl_binop(const struct wined3d_shader_instruction
*ins
)
2300 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
2301 struct glsl_src_param src0_param
;
2302 struct glsl_src_param src1_param
;
2306 /* Determine the GLSL operator to use based on the opcode */
2307 switch (ins
->handler_idx
)
2309 case WINED3DSIH_ADD
: op
= "+"; break;
2310 case WINED3DSIH_AND
: op
= "&"; break;
2311 case WINED3DSIH_DIV
: op
= "/"; break;
2312 case WINED3DSIH_IADD
: op
= "+"; break;
2313 case WINED3DSIH_ISHL
: op
= "<<"; break;
2314 case WINED3DSIH_MUL
: op
= "*"; break;
2315 case WINED3DSIH_SUB
: op
= "-"; break;
2316 case WINED3DSIH_USHR
: op
= ">>"; break;
2317 case WINED3DSIH_XOR
: op
= "^"; break;
2319 op
= "<unhandled operator>";
2320 FIXME("Opcode %#x not yet handled in GLSL\n", ins
->handler_idx
);
2324 write_mask
= shader_glsl_append_dst(buffer
, ins
);
2325 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
2326 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
2327 shader_addline(buffer
, "%s %s %s);\n", src0_param
.param_str
, op
, src1_param
.param_str
);
2330 static void shader_glsl_relop(const struct wined3d_shader_instruction
*ins
)
2332 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
2333 struct glsl_src_param src0_param
;
2334 struct glsl_src_param src1_param
;
2335 unsigned int mask_size
;
2339 write_mask
= shader_glsl_append_dst(buffer
, ins
);
2340 mask_size
= shader_glsl_get_write_mask_size(write_mask
);
2341 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
2342 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
2346 switch (ins
->handler_idx
)
2348 case WINED3DSIH_EQ
: op
= "equal"; break;
2349 case WINED3DSIH_GE
: op
= "greaterThanEqual"; break;
2350 case WINED3DSIH_IGE
: op
= "greaterThanEqual"; break;
2351 case WINED3DSIH_LT
: op
= "lessThan"; break;
2353 op
= "<unhandled operator>";
2354 ERR("Unhandled opcode %#x.\n", ins
->handler_idx
);
2358 shader_addline(buffer
, "uvec%u(%s(%s, %s)) * 0xffffffffu);\n",
2359 mask_size
, op
, src0_param
.param_str
, src1_param
.param_str
);
2363 switch (ins
->handler_idx
)
2365 case WINED3DSIH_EQ
: op
= "=="; break;
2366 case WINED3DSIH_GE
: op
= ">="; break;
2367 case WINED3DSIH_IGE
: op
= ">="; break;
2368 case WINED3DSIH_LT
: op
= "<"; break;
2370 op
= "<unhandled operator>";
2371 ERR("Unhandled opcode %#x.\n", ins
->handler_idx
);
2375 shader_addline(buffer
, "%s %s %s ? 0xffffffffu : 0u);\n",
2376 src0_param
.param_str
, op
, src1_param
.param_str
);
2380 static void shader_glsl_imul(const struct wined3d_shader_instruction
*ins
)
2382 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
2383 struct glsl_src_param src0_param
;
2384 struct glsl_src_param src1_param
;
2387 /* If we have ARB_gpu_shader5 or GLSL 4.0, we can use imulExtended(). If
2388 * not, we can emulate it. */
2389 if (ins
->dst
[0].reg
.type
!= WINED3DSPR_NULL
)
2390 FIXME("64-bit integer multiplies not implemented.\n");
2392 if (ins
->dst
[1].reg
.type
!= WINED3DSPR_NULL
)
2394 write_mask
= shader_glsl_append_dst_ext(buffer
, ins
, &ins
->dst
[1]);
2395 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
2396 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
2398 shader_addline(ins
->ctx
->buffer
, "%s * %s);\n",
2399 src0_param
.param_str
, src1_param
.param_str
);
2403 static void shader_glsl_udiv(const struct wined3d_shader_instruction
*ins
)
2405 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
2406 struct glsl_src_param src0_param
, src1_param
;
2409 if (ins
->dst
[0].reg
.type
!= WINED3DSPR_NULL
)
2412 if (ins
->dst
[1].reg
.type
!= WINED3DSPR_NULL
)
2416 write_mask
= shader_glsl_get_write_mask(&ins
->dst
[0], dst_mask
);
2417 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
2418 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
2419 shader_addline(buffer
, "tmp0%s = %s / %s;\n",
2420 dst_mask
, src0_param
.param_str
, src1_param
.param_str
);
2422 write_mask
= shader_glsl_append_dst_ext(buffer
, ins
, &ins
->dst
[1]);
2423 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
2424 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
2425 shader_addline(buffer
, "%s %% %s));\n", src0_param
.param_str
, src1_param
.param_str
);
2427 shader_glsl_append_dst_ext(buffer
, ins
, &ins
->dst
[0]);
2428 shader_addline(buffer
, "tmp0%s);\n", dst_mask
);
2432 write_mask
= shader_glsl_append_dst_ext(buffer
, ins
, &ins
->dst
[0]);
2433 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
2434 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
2435 shader_addline(buffer
, "%s / %s);\n", src0_param
.param_str
, src1_param
.param_str
);
2438 else if (ins
->dst
[1].reg
.type
!= WINED3DSPR_NULL
)
2440 write_mask
= shader_glsl_append_dst_ext(buffer
, ins
, &ins
->dst
[1]);
2441 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
2442 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
2443 shader_addline(buffer
, "%s %% %s);\n", src0_param
.param_str
, src1_param
.param_str
);
2447 /* Process the WINED3DSIO_MOV opcode using GLSL (dst = src) */
2448 static void shader_glsl_mov(const struct wined3d_shader_instruction
*ins
)
2450 const struct wined3d_gl_info
*gl_info
= ins
->ctx
->gl_info
;
2451 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
2452 struct glsl_src_param src0_param
;
2455 write_mask
= shader_glsl_append_dst(buffer
, ins
);
2456 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
2458 /* In vs_1_1 WINED3DSIO_MOV can write to the address register. In later
2459 * shader versions WINED3DSIO_MOVA is used for this. */
2460 if (ins
->ctx
->reg_maps
->shader_version
.major
== 1
2461 && ins
->ctx
->reg_maps
->shader_version
.type
== WINED3D_SHADER_TYPE_VERTEX
2462 && ins
->dst
[0].reg
.type
== WINED3DSPR_ADDR
)
2464 /* This is a simple floor() */
2465 unsigned int mask_size
= shader_glsl_get_write_mask_size(write_mask
);
2466 if (mask_size
> 1) {
2467 shader_addline(buffer
, "ivec%d(floor(%s)));\n", mask_size
, src0_param
.param_str
);
2469 shader_addline(buffer
, "int(floor(%s)));\n", src0_param
.param_str
);
2472 else if(ins
->handler_idx
== WINED3DSIH_MOVA
)
2474 /* We need to *round* to the nearest int here. */
2475 unsigned int mask_size
= shader_glsl_get_write_mask_size(write_mask
);
2477 if (gl_info
->supported
[EXT_GPU_SHADER4
])
2480 shader_addline(buffer
, "ivec%d(round(%s)));\n", mask_size
, src0_param
.param_str
);
2482 shader_addline(buffer
, "int(round(%s)));\n", src0_param
.param_str
);
2487 shader_addline(buffer
, "ivec%d(floor(abs(%s) + vec%d(0.5)) * sign(%s)));\n",
2488 mask_size
, src0_param
.param_str
, mask_size
, src0_param
.param_str
);
2490 shader_addline(buffer
, "int(floor(abs(%s) + 0.5) * sign(%s)));\n",
2491 src0_param
.param_str
, src0_param
.param_str
);
2496 shader_addline(buffer
, "%s);\n", src0_param
.param_str
);
2500 /* Process the dot product operators DP3 and DP4 in GLSL (dst = dot(src0, src1)) */
2501 static void shader_glsl_dot(const struct wined3d_shader_instruction
*ins
)
2503 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
2504 struct glsl_src_param src0_param
;
2505 struct glsl_src_param src1_param
;
2506 DWORD dst_write_mask
, src_write_mask
;
2507 unsigned int dst_size
= 0;
2509 dst_write_mask
= shader_glsl_append_dst(buffer
, ins
);
2510 dst_size
= shader_glsl_get_write_mask_size(dst_write_mask
);
2512 /* dp3 works on vec3, dp4 on vec4 */
2513 if (ins
->handler_idx
== WINED3DSIH_DP4
)
2515 src_write_mask
= WINED3DSP_WRITEMASK_ALL
;
2517 src_write_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
2520 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_write_mask
, &src0_param
);
2521 shader_glsl_add_src_param(ins
, &ins
->src
[1], src_write_mask
, &src1_param
);
2524 shader_addline(buffer
, "vec%d(dot(%s, %s)));\n", dst_size
, src0_param
.param_str
, src1_param
.param_str
);
2526 shader_addline(buffer
, "dot(%s, %s));\n", src0_param
.param_str
, src1_param
.param_str
);
2530 /* Note that this instruction has some restrictions. The destination write mask
2531 * can't contain the w component, and the source swizzles have to be .xyzw */
2532 static void shader_glsl_cross(const struct wined3d_shader_instruction
*ins
)
2534 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
2535 struct glsl_src_param src0_param
;
2536 struct glsl_src_param src1_param
;
2539 shader_glsl_get_write_mask(&ins
->dst
[0], dst_mask
);
2540 shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
2541 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_mask
, &src0_param
);
2542 shader_glsl_add_src_param(ins
, &ins
->src
[1], src_mask
, &src1_param
);
2543 shader_addline(ins
->ctx
->buffer
, "cross(%s, %s)%s);\n", src0_param
.param_str
, src1_param
.param_str
, dst_mask
);
2546 static void shader_glsl_cut(const struct wined3d_shader_instruction
*ins
)
2548 shader_addline(ins
->ctx
->buffer
, "EndPrimitive();\n");
2551 /* Process the WINED3DSIO_POW instruction in GLSL (dst = |src0|^src1)
2552 * Src0 and src1 are scalars. Note that D3D uses the absolute of src0, while
2553 * GLSL uses the value as-is. */
2554 static void shader_glsl_pow(const struct wined3d_shader_instruction
*ins
)
2556 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
2557 struct glsl_src_param src0_param
;
2558 struct glsl_src_param src1_param
;
2559 DWORD dst_write_mask
;
2560 unsigned int dst_size
;
2562 dst_write_mask
= shader_glsl_append_dst(buffer
, ins
);
2563 dst_size
= shader_glsl_get_write_mask_size(dst_write_mask
);
2565 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
, &src0_param
);
2566 shader_glsl_add_src_param(ins
, &ins
->src
[1], WINED3DSP_WRITEMASK_0
, &src1_param
);
2570 shader_addline(buffer
, "vec%u(%s == 0.0 ? 1.0 : pow(abs(%s), %s)));\n",
2571 dst_size
, src1_param
.param_str
, src0_param
.param_str
, src1_param
.param_str
);
2575 shader_addline(buffer
, "%s == 0.0 ? 1.0 : pow(abs(%s), %s));\n",
2576 src1_param
.param_str
, src0_param
.param_str
, src1_param
.param_str
);
2580 /* Map the opcode 1-to-1 to the GL code (arg->dst = instruction(src0, src1, ...) */
2581 static void shader_glsl_map2gl(const struct wined3d_shader_instruction
*ins
)
2583 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
2584 struct glsl_src_param src_param
;
2585 const char *instruction
;
2589 /* Determine the GLSL function to use based on the opcode */
2590 /* TODO: Possibly make this a table for faster lookups */
2591 switch (ins
->handler_idx
)
2593 case WINED3DSIH_MIN
: instruction
= "min"; break;
2594 case WINED3DSIH_MAX
: instruction
= "max"; break;
2595 case WINED3DSIH_ABS
: instruction
= "abs"; break;
2596 case WINED3DSIH_FRC
: instruction
= "fract"; break;
2597 case WINED3DSIH_DSX
: instruction
= "dFdx"; break;
2598 case WINED3DSIH_DSY
: instruction
= "ycorrection.y * dFdy"; break;
2599 case WINED3DSIH_ROUND_NI
: instruction
= "floor"; break;
2600 default: instruction
= "";
2601 FIXME("Opcode %#x not yet handled in GLSL\n", ins
->handler_idx
);
2605 write_mask
= shader_glsl_append_dst(buffer
, ins
);
2607 shader_addline(buffer
, "%s(", instruction
);
2611 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src_param
);
2612 shader_addline(buffer
, "%s", src_param
.param_str
);
2613 for (i
= 1; i
< ins
->src_count
; ++i
)
2615 shader_glsl_add_src_param(ins
, &ins
->src
[i
], write_mask
, &src_param
);
2616 shader_addline(buffer
, ", %s", src_param
.param_str
);
2620 shader_addline(buffer
, "));\n");
2623 static void shader_glsl_nop(const struct wined3d_shader_instruction
*ins
) {}
2625 static void shader_glsl_nrm(const struct wined3d_shader_instruction
*ins
)
2627 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
2628 struct glsl_src_param src_param
;
2629 unsigned int mask_size
;
2633 write_mask
= shader_glsl_get_write_mask(ins
->dst
, dst_mask
);
2634 mask_size
= shader_glsl_get_write_mask_size(write_mask
);
2635 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src_param
);
2637 shader_addline(buffer
, "tmp0.x = dot(%s, %s);\n",
2638 src_param
.param_str
, src_param
.param_str
);
2639 shader_glsl_append_dst(buffer
, ins
);
2643 shader_addline(buffer
, "tmp0.x == 0.0 ? vec%u(0.0) : (%s * inversesqrt(tmp0.x)));\n",
2644 mask_size
, src_param
.param_str
);
2648 shader_addline(buffer
, "tmp0.x == 0.0 ? 0.0 : (%s * inversesqrt(tmp0.x)));\n",
2649 src_param
.param_str
);
2653 static void shader_glsl_scalar_op(const struct wined3d_shader_instruction
*ins
)
2655 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
2656 struct glsl_src_param src0_param
;
2657 const char *prefix
, *suffix
;
2658 unsigned int dst_size
;
2659 DWORD dst_write_mask
;
2661 dst_write_mask
= shader_glsl_append_dst(buffer
, ins
);
2662 dst_size
= shader_glsl_get_write_mask_size(dst_write_mask
);
2664 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_3
, &src0_param
);
2666 switch (ins
->handler_idx
)
2668 case WINED3DSIH_EXP
:
2669 case WINED3DSIH_EXPP
:
2674 case WINED3DSIH_LOG
:
2675 case WINED3DSIH_LOGP
:
2676 prefix
= "log2(abs(";
2680 case WINED3DSIH_RCP
:
2685 case WINED3DSIH_RSQ
:
2686 prefix
= "inversesqrt(abs(";
2693 FIXME("Unhandled instruction %#x.\n", ins
->handler_idx
);
2698 shader_addline(buffer
, "vec%u(%s%s%s));\n", dst_size
, prefix
, src0_param
.param_str
, suffix
);
2700 shader_addline(buffer
, "%s%s%s);\n", prefix
, src0_param
.param_str
, suffix
);
2703 /** Process the WINED3DSIO_EXPP instruction in GLSL:
2704 * For shader model 1.x, do the following (and honor the writemask, so use a temporary variable):
2705 * dst.x = 2^(floor(src))
2706 * dst.y = src - floor(src)
2707 * dst.z = 2^src (partial precision is allowed, but optional)
2709 * For 2.0 shaders, just do this (honoring writemask and swizzle):
2710 * dst = 2^src; (partial precision is allowed, but optional)
2712 static void shader_glsl_expp(const struct wined3d_shader_instruction
*ins
)
2714 if (ins
->ctx
->reg_maps
->shader_version
.major
< 2)
2716 struct glsl_src_param src_param
;
2719 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_3
, &src_param
);
2721 shader_addline(ins
->ctx
->buffer
, "tmp0.x = exp2(floor(%s));\n", src_param
.param_str
);
2722 shader_addline(ins
->ctx
->buffer
, "tmp0.y = %s - floor(%s);\n", src_param
.param_str
, src_param
.param_str
);
2723 shader_addline(ins
->ctx
->buffer
, "tmp0.z = exp2(%s);\n", src_param
.param_str
);
2724 shader_addline(ins
->ctx
->buffer
, "tmp0.w = 1.0;\n");
2726 shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
2727 shader_glsl_get_write_mask(&ins
->dst
[0], dst_mask
);
2728 shader_addline(ins
->ctx
->buffer
, "tmp0%s);\n", dst_mask
);
2732 shader_glsl_scalar_op(ins
);
2735 static void shader_glsl_to_int(const struct wined3d_shader_instruction
*ins
)
2737 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
2738 struct glsl_src_param src_param
;
2739 unsigned int mask_size
;
2742 write_mask
= shader_glsl_append_dst(buffer
, ins
);
2743 mask_size
= shader_glsl_get_write_mask_size(write_mask
);
2744 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src_param
);
2747 shader_addline(buffer
, "ivec%u(%s));\n", mask_size
, src_param
.param_str
);
2749 shader_addline(buffer
, "int(%s));\n", src_param
.param_str
);
2752 static void shader_glsl_to_float(const struct wined3d_shader_instruction
*ins
)
2754 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
2755 struct glsl_src_param src_param
;
2756 unsigned int mask_size
;
2759 write_mask
= shader_glsl_append_dst(buffer
, ins
);
2760 mask_size
= shader_glsl_get_write_mask_size(write_mask
);
2761 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src_param
);
2764 shader_addline(buffer
, "vec%u(%s));\n", mask_size
, src_param
.param_str
);
2766 shader_addline(buffer
, "float(%s));\n", src_param
.param_str
);
2769 /** Process signed comparison opcodes in GLSL. */
2770 static void shader_glsl_compare(const struct wined3d_shader_instruction
*ins
)
2772 struct glsl_src_param src0_param
;
2773 struct glsl_src_param src1_param
;
2775 unsigned int mask_size
;
2777 write_mask
= shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
2778 mask_size
= shader_glsl_get_write_mask_size(write_mask
);
2779 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
2780 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
2782 if (mask_size
> 1) {
2783 const char *compare
;
2785 switch(ins
->handler_idx
)
2787 case WINED3DSIH_SLT
: compare
= "lessThan"; break;
2788 case WINED3DSIH_SGE
: compare
= "greaterThanEqual"; break;
2789 default: compare
= "";
2790 FIXME("Can't handle opcode %#x\n", ins
->handler_idx
);
2793 shader_addline(ins
->ctx
->buffer
, "vec%d(%s(%s, %s)));\n", mask_size
, compare
,
2794 src0_param
.param_str
, src1_param
.param_str
);
2796 switch(ins
->handler_idx
)
2798 case WINED3DSIH_SLT
:
2799 /* Step(src0, src1) is not suitable here because if src0 == src1 SLT is supposed,
2800 * to return 0.0 but step returns 1.0 because step is not < x
2801 * An alternative is a bvec compare padded with an unused second component.
2802 * step(src1 * -1.0, src0 * -1.0) is not an option because it suffers from the same
2803 * issue. Playing with not() is not possible either because not() does not accept
2806 shader_addline(ins
->ctx
->buffer
, "(%s < %s) ? 1.0 : 0.0);\n",
2807 src0_param
.param_str
, src1_param
.param_str
);
2809 case WINED3DSIH_SGE
:
2810 /* Here we can use the step() function and safe a conditional */
2811 shader_addline(ins
->ctx
->buffer
, "step(%s, %s));\n", src1_param
.param_str
, src0_param
.param_str
);
2814 FIXME("Can't handle opcode %#x\n", ins
->handler_idx
);
2820 static void shader_glsl_conditional_move(const struct wined3d_shader_instruction
*ins
)
2822 const char *condition_prefix
, *condition_suffix
;
2823 struct wined3d_shader_dst_param dst
;
2824 struct glsl_src_param src0_param
;
2825 struct glsl_src_param src1_param
;
2826 struct glsl_src_param src2_param
;
2827 BOOL temp_destination
= FALSE
;
2828 DWORD cmp_channel
= 0;
2833 switch (ins
->handler_idx
)
2835 case WINED3DSIH_CMP
:
2836 condition_prefix
= "";
2837 condition_suffix
= " >= 0.0";
2840 case WINED3DSIH_CND
:
2841 condition_prefix
= "";
2842 condition_suffix
= " > 0.5";
2845 case WINED3DSIH_MOVC
:
2846 condition_prefix
= "bool(";
2847 condition_suffix
= ")";
2851 FIXME("Unhandled instruction %#x.\n", ins
->handler_idx
);
2852 condition_prefix
= "<unhandled prefix>";
2853 condition_suffix
= "<unhandled suffix>";
2857 if (shader_is_scalar(&ins
->dst
[0].reg
) || shader_is_scalar(&ins
->src
[0].reg
))
2859 write_mask
= shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
2860 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
2861 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
2862 shader_glsl_add_src_param(ins
, &ins
->src
[2], write_mask
, &src2_param
);
2864 shader_addline(ins
->ctx
->buffer
, "%s%s%s ? %s : %s);\n",
2865 condition_prefix
, src0_param
.param_str
, condition_suffix
,
2866 src1_param
.param_str
, src2_param
.param_str
);
2872 /* Splitting the instruction up in multiple lines imposes a problem:
2873 * The first lines may overwrite source parameters of the following lines.
2874 * Deal with that by using a temporary destination register if needed. */
2875 if ((ins
->src
[0].reg
.idx
[0].offset
== dst
.reg
.idx
[0].offset
2876 && ins
->src
[0].reg
.type
== dst
.reg
.type
)
2877 || (ins
->src
[1].reg
.idx
[0].offset
== dst
.reg
.idx
[0].offset
2878 && ins
->src
[1].reg
.type
== dst
.reg
.type
)
2879 || (ins
->src
[2].reg
.idx
[0].offset
== dst
.reg
.idx
[0].offset
2880 && ins
->src
[2].reg
.type
== dst
.reg
.type
))
2881 temp_destination
= TRUE
;
2883 /* Cycle through all source0 channels. */
2884 for (i
= 0; i
< 4; ++i
)
2887 /* Find the destination channels which use the current source0 channel. */
2888 for (j
= 0; j
< 4; ++j
)
2890 if (((ins
->src
[0].swizzle
>> (2 * j
)) & 0x3) == i
)
2892 write_mask
|= WINED3DSP_WRITEMASK_0
<< j
;
2893 cmp_channel
= WINED3DSP_WRITEMASK_0
<< j
;
2896 dst
.write_mask
= ins
->dst
[0].write_mask
& write_mask
;
2898 if (temp_destination
)
2900 if (!(write_mask
= shader_glsl_get_write_mask(&dst
, mask_char
)))
2902 shader_addline(ins
->ctx
->buffer
, "tmp0%s = (", mask_char
);
2904 else if (!(write_mask
= shader_glsl_append_dst_ext(ins
->ctx
->buffer
, ins
, &dst
)))
2907 shader_glsl_add_src_param(ins
, &ins
->src
[0], cmp_channel
, &src0_param
);
2908 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
2909 shader_glsl_add_src_param(ins
, &ins
->src
[2], write_mask
, &src2_param
);
2911 shader_addline(ins
->ctx
->buffer
, "%s%s%s ? %s : %s);\n",
2912 condition_prefix
, src0_param
.param_str
, condition_suffix
,
2913 src1_param
.param_str
, src2_param
.param_str
);
2916 if (temp_destination
)
2918 shader_glsl_get_write_mask(&ins
->dst
[0], mask_char
);
2919 shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
2920 shader_addline(ins
->ctx
->buffer
, "tmp0%s);\n", mask_char
);
2924 /** Process the CND opcode in GLSL (dst = (src0 > 0.5) ? src1 : src2) */
2925 /* For ps 1.1-1.3, only a single component of src0 is used. For ps 1.4
2926 * the compare is done per component of src0. */
2927 static void shader_glsl_cnd(const struct wined3d_shader_instruction
*ins
)
2929 struct glsl_src_param src0_param
;
2930 struct glsl_src_param src1_param
;
2931 struct glsl_src_param src2_param
;
2933 DWORD shader_version
= WINED3D_SHADER_VERSION(ins
->ctx
->reg_maps
->shader_version
.major
,
2934 ins
->ctx
->reg_maps
->shader_version
.minor
);
2936 if (shader_version
< WINED3D_SHADER_VERSION(1, 4))
2938 write_mask
= shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
2939 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
, &src0_param
);
2940 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
2941 shader_glsl_add_src_param(ins
, &ins
->src
[2], write_mask
, &src2_param
);
2943 if (ins
->coissue
&& ins
->dst
->write_mask
!= WINED3DSP_WRITEMASK_3
)
2944 shader_addline(ins
->ctx
->buffer
, "%s /* COISSUE! */);\n", src1_param
.param_str
);
2946 shader_addline(ins
->ctx
->buffer
, "%s > 0.5 ? %s : %s);\n",
2947 src0_param
.param_str
, src1_param
.param_str
, src2_param
.param_str
);
2951 shader_glsl_conditional_move(ins
);
2954 /** GLSL code generation for WINED3DSIO_MAD: Multiply the first 2 opcodes, then add the last */
2955 static void shader_glsl_mad(const struct wined3d_shader_instruction
*ins
)
2957 struct glsl_src_param src0_param
;
2958 struct glsl_src_param src1_param
;
2959 struct glsl_src_param src2_param
;
2962 write_mask
= shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
2963 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
2964 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
2965 shader_glsl_add_src_param(ins
, &ins
->src
[2], write_mask
, &src2_param
);
2966 shader_addline(ins
->ctx
->buffer
, "(%s * %s) + %s);\n",
2967 src0_param
.param_str
, src1_param
.param_str
, src2_param
.param_str
);
2970 /* Handles transforming all WINED3DSIO_M?x? opcodes for
2971 Vertex shaders to GLSL codes */
2972 static void shader_glsl_mnxn(const struct wined3d_shader_instruction
*ins
)
2975 int nComponents
= 0;
2976 struct wined3d_shader_dst_param tmp_dst
= {{0}};
2977 struct wined3d_shader_src_param tmp_src
[2] = {{{0}}};
2978 struct wined3d_shader_instruction tmp_ins
;
2980 memset(&tmp_ins
, 0, sizeof(tmp_ins
));
2982 /* Set constants for the temporary argument */
2983 tmp_ins
.ctx
= ins
->ctx
;
2984 tmp_ins
.dst_count
= 1;
2985 tmp_ins
.dst
= &tmp_dst
;
2986 tmp_ins
.src_count
= 2;
2987 tmp_ins
.src
= tmp_src
;
2989 switch(ins
->handler_idx
)
2991 case WINED3DSIH_M4x4
:
2993 tmp_ins
.handler_idx
= WINED3DSIH_DP4
;
2995 case WINED3DSIH_M4x3
:
2997 tmp_ins
.handler_idx
= WINED3DSIH_DP4
;
2999 case WINED3DSIH_M3x4
:
3001 tmp_ins
.handler_idx
= WINED3DSIH_DP3
;
3003 case WINED3DSIH_M3x3
:
3005 tmp_ins
.handler_idx
= WINED3DSIH_DP3
;
3007 case WINED3DSIH_M3x2
:
3009 tmp_ins
.handler_idx
= WINED3DSIH_DP3
;
3015 tmp_dst
= ins
->dst
[0];
3016 tmp_src
[0] = ins
->src
[0];
3017 tmp_src
[1] = ins
->src
[1];
3018 for (i
= 0; i
< nComponents
; ++i
)
3020 tmp_dst
.write_mask
= WINED3DSP_WRITEMASK_0
<< i
;
3021 shader_glsl_dot(&tmp_ins
);
3022 ++tmp_src
[1].reg
.idx
[0].offset
;
3027 The LRP instruction performs a component-wise linear interpolation
3028 between the second and third operands using the first operand as the
3029 blend factor. Equation: (dst = src2 + src0 * (src1 - src2))
3030 This is equivalent to mix(src2, src1, src0);
3032 static void shader_glsl_lrp(const struct wined3d_shader_instruction
*ins
)
3034 struct glsl_src_param src0_param
;
3035 struct glsl_src_param src1_param
;
3036 struct glsl_src_param src2_param
;
3039 write_mask
= shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
3041 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
3042 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
3043 shader_glsl_add_src_param(ins
, &ins
->src
[2], write_mask
, &src2_param
);
3045 shader_addline(ins
->ctx
->buffer
, "mix(%s, %s, %s));\n",
3046 src2_param
.param_str
, src1_param
.param_str
, src0_param
.param_str
);
3049 /** Process the WINED3DSIO_LIT instruction in GLSL:
3050 * dst.x = dst.w = 1.0
3051 * dst.y = (src0.x > 0) ? src0.x
3052 * dst.z = (src0.x > 0) ? ((src0.y > 0) ? pow(src0.y, src.w) : 0) : 0
3053 * where src.w is clamped at +- 128
3055 static void shader_glsl_lit(const struct wined3d_shader_instruction
*ins
)
3057 struct glsl_src_param src0_param
;
3058 struct glsl_src_param src1_param
;
3059 struct glsl_src_param src3_param
;
3062 shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
3063 shader_glsl_get_write_mask(&ins
->dst
[0], dst_mask
);
3065 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
, &src0_param
);
3066 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_1
, &src1_param
);
3067 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_3
, &src3_param
);
3069 /* The sdk specifies the instruction like this
3071 * if(src.x > 0.0) dst.y = src.x
3073 * if(src.x > 0.0 && src.y > 0.0) dst.z = pow(src.y, power);
3076 * (where power = src.w clamped between -128 and 128)
3078 * Obviously that has quite a few conditionals in it which we don't like. So the first step is this:
3079 * dst.x = 1.0 ... No further explanation needed
3080 * dst.y = max(src.y, 0.0); ... If x < 0.0, use 0.0, otherwise x. Same as the conditional
3081 * dst.z = x > 0.0 ? pow(max(y, 0.0), p) : 0; ... 0 ^ power is 0, and otherwise we use y anyway
3082 * dst.w = 1.0. ... Nothing fancy.
3084 * So we still have one conditional in there. So do this:
3085 * dst.z = pow(max(0.0, src.y) * step(0.0, src.x), power);
3087 * 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),
3088 * 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.
3089 * if both x and y are > 0, we get pow(y * 1.0, power), as it is supposed to.
3091 * Unfortunately pow(0.0 ^ 0.0) returns NaN on most GPUs, but lit with src.y = 0 and src.w = 0 returns
3092 * a non-NaN value in dst.z. What we return doesn't matter, as long as it is not NaN. Return 0, which is
3093 * what all Windows HW drivers and GL_ARB_vertex_program's LIT do.
3095 shader_addline(ins
->ctx
->buffer
,
3096 "vec4(1.0, max(%s, 0.0), %s == 0.0 ? 0.0 : "
3097 "pow(max(0.0, %s) * step(0.0, %s), clamp(%s, -128.0, 128.0)), 1.0)%s);\n",
3098 src0_param
.param_str
, src3_param
.param_str
, src1_param
.param_str
,
3099 src0_param
.param_str
, src3_param
.param_str
, dst_mask
);
3102 /** Process the WINED3DSIO_DST instruction in GLSL:
3104 * dst.y = src0.x * src0.y
3108 static void shader_glsl_dst(const struct wined3d_shader_instruction
*ins
)
3110 struct glsl_src_param src0y_param
;
3111 struct glsl_src_param src0z_param
;
3112 struct glsl_src_param src1y_param
;
3113 struct glsl_src_param src1w_param
;
3116 shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
3117 shader_glsl_get_write_mask(&ins
->dst
[0], dst_mask
);
3119 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_1
, &src0y_param
);
3120 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_2
, &src0z_param
);
3121 shader_glsl_add_src_param(ins
, &ins
->src
[1], WINED3DSP_WRITEMASK_1
, &src1y_param
);
3122 shader_glsl_add_src_param(ins
, &ins
->src
[1], WINED3DSP_WRITEMASK_3
, &src1w_param
);
3124 shader_addline(ins
->ctx
->buffer
, "vec4(1.0, %s * %s, %s, %s))%s;\n",
3125 src0y_param
.param_str
, src1y_param
.param_str
, src0z_param
.param_str
, src1w_param
.param_str
, dst_mask
);
3128 /** Process the WINED3DSIO_SINCOS instruction in GLSL:
3129 * VS 2.0 requires that specific cosine and sine constants be passed to this instruction so the hardware
3130 * can handle it. But, these functions are built-in for GLSL, so we can just ignore the last 2 params.
3132 * dst.x = cos(src0.?)
3133 * dst.y = sin(src0.?)
3137 static void shader_glsl_sincos(const struct wined3d_shader_instruction
*ins
)
3139 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
3140 struct glsl_src_param src0_param
;
3143 if (ins
->ctx
->reg_maps
->shader_version
.major
< 4)
3145 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
, &src0_param
);
3147 write_mask
= shader_glsl_append_dst(buffer
, ins
);
3150 case WINED3DSP_WRITEMASK_0
:
3151 shader_addline(buffer
, "cos(%s));\n", src0_param
.param_str
);
3154 case WINED3DSP_WRITEMASK_1
:
3155 shader_addline(buffer
, "sin(%s));\n", src0_param
.param_str
);
3158 case (WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
):
3159 shader_addline(buffer
, "vec2(cos(%s), sin(%s)));\n",
3160 src0_param
.param_str
, src0_param
.param_str
);
3164 ERR("Write mask should be .x, .y or .xy\n");
3171 if (ins
->dst
[0].reg
.type
!= WINED3DSPR_NULL
)
3174 if (ins
->dst
[1].reg
.type
!= WINED3DSPR_NULL
)
3178 write_mask
= shader_glsl_get_write_mask(&ins
->dst
[0], dst_mask
);
3179 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
3180 shader_addline(buffer
, "tmp0%s = sin(%s);\n", dst_mask
, src0_param
.param_str
);
3182 write_mask
= shader_glsl_append_dst_ext(buffer
, ins
, &ins
->dst
[1]);
3183 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
3184 shader_addline(buffer
, "cos(%s));\n", src0_param
.param_str
);
3186 shader_glsl_append_dst_ext(buffer
, ins
, &ins
->dst
[0]);
3187 shader_addline(buffer
, "tmp0%s);\n", dst_mask
);
3191 write_mask
= shader_glsl_append_dst_ext(buffer
, ins
, &ins
->dst
[0]);
3192 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
3193 shader_addline(buffer
, "sin(%s));\n", src0_param
.param_str
);
3196 else if (ins
->dst
[1].reg
.type
!= WINED3DSPR_NULL
)
3198 write_mask
= shader_glsl_append_dst_ext(buffer
, ins
, &ins
->dst
[1]);
3199 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
3200 shader_addline(buffer
, "cos(%s));\n", src0_param
.param_str
);
3204 /* sgn in vs_2_0 has 2 extra parameters(registers for temporary storage) which we don't use
3205 * here. But those extra parameters require a dedicated function for sgn, since map2gl would
3206 * generate invalid code
3208 static void shader_glsl_sgn(const struct wined3d_shader_instruction
*ins
)
3210 struct glsl_src_param src0_param
;
3213 write_mask
= shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
3214 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
3216 shader_addline(ins
->ctx
->buffer
, "sign(%s));\n", src0_param
.param_str
);
3219 /** Process the WINED3DSIO_LOOP instruction in GLSL:
3220 * Start a for() loop where src1.y is the initial value of aL,
3221 * increment aL by src1.z for a total of src1.x iterations.
3222 * Need to use a temporary variable for this operation.
3224 /* FIXME: I don't think nested loops will work correctly this way. */
3225 static void shader_glsl_loop(const struct wined3d_shader_instruction
*ins
)
3227 struct wined3d_shader_loop_state
*loop_state
= ins
->ctx
->loop_state
;
3228 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
3229 const struct wined3d_shader
*shader
= ins
->ctx
->shader
;
3230 const struct wined3d_shader_lconst
*constant
;
3231 struct glsl_src_param src1_param
;
3232 const DWORD
*control_values
= NULL
;
3234 if (ins
->ctx
->reg_maps
->shader_version
.major
< 4)
3236 shader_glsl_add_src_param(ins
, &ins
->src
[1], WINED3DSP_WRITEMASK_ALL
, &src1_param
);
3238 /* Try to hardcode the loop control parameters if possible. Direct3D 9
3239 * class hardware doesn't support real varying indexing, but Microsoft
3240 * designed this feature for Shader model 2.x+. If the loop control is
3241 * known at compile time, the GLSL compiler can unroll the loop, and
3242 * replace indirect addressing with direct addressing. */
3243 if (ins
->src
[1].reg
.type
== WINED3DSPR_CONSTINT
)
3245 LIST_FOR_EACH_ENTRY(constant
, &shader
->constantsI
, struct wined3d_shader_lconst
, entry
)
3247 if (constant
->idx
== ins
->src
[1].reg
.idx
[0].offset
)
3249 control_values
= constant
->value
;
3257 struct wined3d_shader_loop_control loop_control
;
3258 loop_control
.count
= control_values
[0];
3259 loop_control
.start
= control_values
[1];
3260 loop_control
.step
= (int)control_values
[2];
3262 if (loop_control
.step
> 0)
3264 shader_addline(buffer
, "for (aL%u = %u; aL%u < (%u * %d + %u); aL%u += %d)\n{\n",
3265 loop_state
->current_depth
, loop_control
.start
,
3266 loop_state
->current_depth
, loop_control
.count
, loop_control
.step
, loop_control
.start
,
3267 loop_state
->current_depth
, loop_control
.step
);
3269 else if (loop_control
.step
< 0)
3271 shader_addline(buffer
, "for (aL%u = %u; aL%u > (%u * %d + %u); aL%u += %d)\n{\n",
3272 loop_state
->current_depth
, loop_control
.start
,
3273 loop_state
->current_depth
, loop_control
.count
, loop_control
.step
, loop_control
.start
,
3274 loop_state
->current_depth
, loop_control
.step
);
3278 shader_addline(buffer
, "for (aL%u = %u, tmpInt%u = 0; tmpInt%u < %u; tmpInt%u++)\n{\n",
3279 loop_state
->current_depth
, loop_control
.start
, loop_state
->current_depth
,
3280 loop_state
->current_depth
, loop_control
.count
,
3281 loop_state
->current_depth
);
3286 shader_addline(buffer
, "for (tmpInt%u = 0, aL%u = %s.y; tmpInt%u < %s.x; tmpInt%u++, aL%u += %s.z)\n{\n",
3287 loop_state
->current_depth
, loop_state
->current_reg
,
3288 src1_param
.reg_name
, loop_state
->current_depth
, src1_param
.reg_name
,
3289 loop_state
->current_depth
, loop_state
->current_reg
, src1_param
.reg_name
);
3292 ++loop_state
->current_reg
;
3296 shader_addline(buffer
, "for (;;)\n{\n");
3299 ++loop_state
->current_depth
;
3302 static void shader_glsl_end(const struct wined3d_shader_instruction
*ins
)
3304 struct wined3d_shader_loop_state
*loop_state
= ins
->ctx
->loop_state
;
3306 shader_addline(ins
->ctx
->buffer
, "}\n");
3308 if (ins
->handler_idx
== WINED3DSIH_ENDLOOP
)
3310 --loop_state
->current_depth
;
3311 --loop_state
->current_reg
;
3314 if (ins
->handler_idx
== WINED3DSIH_ENDREP
)
3316 --loop_state
->current_depth
;
3320 static void shader_glsl_rep(const struct wined3d_shader_instruction
*ins
)
3322 const struct wined3d_shader
*shader
= ins
->ctx
->shader
;
3323 struct wined3d_shader_loop_state
*loop_state
= ins
->ctx
->loop_state
;
3324 const struct wined3d_shader_lconst
*constant
;
3325 struct glsl_src_param src0_param
;
3326 const DWORD
*control_values
= NULL
;
3328 /* Try to hardcode local values to help the GLSL compiler to unroll and optimize the loop */
3329 if (ins
->src
[0].reg
.type
== WINED3DSPR_CONSTINT
)
3331 LIST_FOR_EACH_ENTRY(constant
, &shader
->constantsI
, struct wined3d_shader_lconst
, entry
)
3333 if (constant
->idx
== ins
->src
[0].reg
.idx
[0].offset
)
3335 control_values
= constant
->value
;
3343 shader_addline(ins
->ctx
->buffer
, "for (tmpInt%d = 0; tmpInt%d < %d; tmpInt%d++) {\n",
3344 loop_state
->current_depth
, loop_state
->current_depth
,
3345 control_values
[0], loop_state
->current_depth
);
3349 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
, &src0_param
);
3350 shader_addline(ins
->ctx
->buffer
, "for (tmpInt%d = 0; tmpInt%d < %s; tmpInt%d++) {\n",
3351 loop_state
->current_depth
, loop_state
->current_depth
,
3352 src0_param
.param_str
, loop_state
->current_depth
);
3355 ++loop_state
->current_depth
;
3358 static void shader_glsl_if(const struct wined3d_shader_instruction
*ins
)
3360 struct glsl_src_param src0_param
;
3362 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
, &src0_param
);
3363 shader_addline(ins
->ctx
->buffer
, "if (%s) {\n", src0_param
.param_str
);
3366 static void shader_glsl_ifc(const struct wined3d_shader_instruction
*ins
)
3368 struct glsl_src_param src0_param
;
3369 struct glsl_src_param src1_param
;
3371 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
, &src0_param
);
3372 shader_glsl_add_src_param(ins
, &ins
->src
[1], WINED3DSP_WRITEMASK_0
, &src1_param
);
3374 shader_addline(ins
->ctx
->buffer
, "if (%s %s %s) {\n",
3375 src0_param
.param_str
, shader_glsl_get_rel_op(ins
->flags
), src1_param
.param_str
);
3378 static void shader_glsl_else(const struct wined3d_shader_instruction
*ins
)
3380 shader_addline(ins
->ctx
->buffer
, "} else {\n");
3383 static void shader_glsl_emit(const struct wined3d_shader_instruction
*ins
)
3385 shader_addline(ins
->ctx
->buffer
, "EmitVertex();\n");
3388 static void shader_glsl_break(const struct wined3d_shader_instruction
*ins
)
3390 shader_addline(ins
->ctx
->buffer
, "break;\n");
3393 /* FIXME: According to MSDN the compare is done per component. */
3394 static void shader_glsl_breakc(const struct wined3d_shader_instruction
*ins
)
3396 struct glsl_src_param src0_param
;
3397 struct glsl_src_param src1_param
;
3399 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
, &src0_param
);
3400 shader_glsl_add_src_param(ins
, &ins
->src
[1], WINED3DSP_WRITEMASK_0
, &src1_param
);
3402 shader_addline(ins
->ctx
->buffer
, "if (%s %s %s) break;\n",
3403 src0_param
.param_str
, shader_glsl_get_rel_op(ins
->flags
), src1_param
.param_str
);
3406 static void shader_glsl_breakp(const struct wined3d_shader_instruction
*ins
)
3408 struct glsl_src_param src_param
;
3410 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
, &src_param
);
3411 shader_addline(ins
->ctx
->buffer
, "if (bool(%s)) break;\n", src_param
.param_str
);
3414 static void shader_glsl_label(const struct wined3d_shader_instruction
*ins
)
3416 shader_addline(ins
->ctx
->buffer
, "}\n");
3417 shader_addline(ins
->ctx
->buffer
, "void subroutine%u()\n{\n", ins
->src
[0].reg
.idx
[0].offset
);
3420 static void shader_glsl_call(const struct wined3d_shader_instruction
*ins
)
3422 shader_addline(ins
->ctx
->buffer
, "subroutine%u();\n", ins
->src
[0].reg
.idx
[0].offset
);
3425 static void shader_glsl_callnz(const struct wined3d_shader_instruction
*ins
)
3427 struct glsl_src_param src1_param
;
3429 shader_glsl_add_src_param(ins
, &ins
->src
[1], WINED3DSP_WRITEMASK_0
, &src1_param
);
3430 shader_addline(ins
->ctx
->buffer
, "if (%s) subroutine%u();\n",
3431 src1_param
.param_str
, ins
->src
[0].reg
.idx
[0].offset
);
3434 static void shader_glsl_ret(const struct wined3d_shader_instruction
*ins
)
3436 /* No-op. The closing } is written when a new function is started, and at the end of the shader. This
3437 * function only suppresses the unhandled instruction warning
3441 /*********************************************
3442 * Pixel Shader Specific Code begins here
3443 ********************************************/
3444 static void shader_glsl_tex(const struct wined3d_shader_instruction
*ins
)
3446 DWORD shader_version
= WINED3D_SHADER_VERSION(ins
->ctx
->reg_maps
->shader_version
.major
,
3447 ins
->ctx
->reg_maps
->shader_version
.minor
);
3448 struct glsl_sample_function sample_function
;
3449 DWORD sample_flags
= 0;
3451 DWORD mask
= 0, swizzle
;
3452 const struct shader_glsl_ctx_priv
*priv
= ins
->ctx
->backend_data
;
3454 /* 1.0-1.4: Use destination register as sampler source.
3455 * 2.0+: Use provided sampler source. */
3456 if (shader_version
< WINED3D_SHADER_VERSION(2,0))
3457 sampler_idx
= ins
->dst
[0].reg
.idx
[0].offset
;
3459 sampler_idx
= ins
->src
[1].reg
.idx
[0].offset
;
3461 if (shader_version
< WINED3D_SHADER_VERSION(1,4))
3463 DWORD flags
= (priv
->cur_ps_args
->tex_transform
>> sampler_idx
* WINED3D_PSARGS_TEXTRANSFORM_SHIFT
)
3464 & WINED3D_PSARGS_TEXTRANSFORM_MASK
;
3465 enum wined3d_sampler_texture_type sampler_type
= ins
->ctx
->reg_maps
->sampler_type
[sampler_idx
];
3467 /* Projected cube textures don't make a lot of sense, the resulting coordinates stay the same. */
3468 if (flags
& WINED3D_PSARGS_PROJECTED
&& sampler_type
!= WINED3DSTT_CUBE
)
3470 sample_flags
|= WINED3D_GLSL_SAMPLE_PROJECTED
;
3471 switch (flags
& ~WINED3D_PSARGS_PROJECTED
)
3473 case WINED3D_TTFF_COUNT1
:
3474 FIXME("WINED3D_TTFF_PROJECTED with WINED3D_TTFF_COUNT1?\n");
3476 case WINED3D_TTFF_COUNT2
:
3477 mask
= WINED3DSP_WRITEMASK_1
;
3479 case WINED3D_TTFF_COUNT3
:
3480 mask
= WINED3DSP_WRITEMASK_2
;
3482 case WINED3D_TTFF_COUNT4
:
3483 case WINED3D_TTFF_DISABLE
:
3484 mask
= WINED3DSP_WRITEMASK_3
;
3489 else if (shader_version
< WINED3D_SHADER_VERSION(2,0))
3491 enum wined3d_shader_src_modifier src_mod
= ins
->src
[0].modifiers
;
3493 if (src_mod
== WINED3DSPSM_DZ
) {
3494 sample_flags
|= WINED3D_GLSL_SAMPLE_PROJECTED
;
3495 mask
= WINED3DSP_WRITEMASK_2
;
3496 } else if (src_mod
== WINED3DSPSM_DW
) {
3497 sample_flags
|= WINED3D_GLSL_SAMPLE_PROJECTED
;
3498 mask
= WINED3DSP_WRITEMASK_3
;
3503 if ((ins
->flags
& WINED3DSI_TEXLD_PROJECT
)
3504 && ins
->ctx
->reg_maps
->sampler_type
[sampler_idx
] != WINED3DSTT_CUBE
)
3506 /* ps 2.0 texldp instruction always divides by the fourth component. */
3507 sample_flags
|= WINED3D_GLSL_SAMPLE_PROJECTED
;
3508 mask
= WINED3DSP_WRITEMASK_3
;
3512 if (priv
->cur_ps_args
->np2_fixup
& (1 << sampler_idx
))
3513 sample_flags
|= WINED3D_GLSL_SAMPLE_NPOT
;
3515 shader_glsl_get_sample_function(ins
->ctx
, sampler_idx
, sample_flags
, &sample_function
);
3516 mask
|= sample_function
.coord_mask
;
3518 if (shader_version
< WINED3D_SHADER_VERSION(2,0)) swizzle
= WINED3DSP_NOSWIZZLE
;
3519 else swizzle
= ins
->src
[1].swizzle
;
3521 /* 1.0-1.3: Use destination register as coordinate source.
3522 1.4+: Use provided coordinate source register. */
3523 if (shader_version
< WINED3D_SHADER_VERSION(1,4))
3526 shader_glsl_write_mask_to_str(mask
, coord_mask
);
3527 shader_glsl_gen_sample_code(ins
, sampler_idx
, &sample_function
, swizzle
, NULL
, NULL
, NULL
,
3528 "T%u%s", sampler_idx
, coord_mask
);
3532 struct glsl_src_param coord_param
;
3533 shader_glsl_add_src_param(ins
, &ins
->src
[0], mask
, &coord_param
);
3534 if (ins
->flags
& WINED3DSI_TEXLD_BIAS
)
3536 struct glsl_src_param bias
;
3537 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_3
, &bias
);
3538 shader_glsl_gen_sample_code(ins
, sampler_idx
, &sample_function
, swizzle
, NULL
, NULL
, bias
.param_str
,
3539 "%s", coord_param
.param_str
);
3541 shader_glsl_gen_sample_code(ins
, sampler_idx
, &sample_function
, swizzle
, NULL
, NULL
, NULL
,
3542 "%s", coord_param
.param_str
);
3547 static void shader_glsl_texldd(const struct wined3d_shader_instruction
*ins
)
3549 const struct wined3d_gl_info
*gl_info
= ins
->ctx
->gl_info
;
3550 struct glsl_src_param coord_param
, dx_param
, dy_param
;
3551 DWORD sample_flags
= WINED3D_GLSL_SAMPLE_GRAD
;
3552 struct glsl_sample_function sample_function
;
3554 DWORD swizzle
= ins
->src
[1].swizzle
;
3555 const struct shader_glsl_ctx_priv
*priv
= ins
->ctx
->backend_data
;
3557 if (!gl_info
->supported
[ARB_SHADER_TEXTURE_LOD
] && !gl_info
->supported
[EXT_GPU_SHADER4
])
3559 FIXME("texldd used, but not supported by hardware. Falling back to regular tex\n");
3560 shader_glsl_tex(ins
);
3564 sampler_idx
= ins
->src
[1].reg
.idx
[0].offset
;
3565 if (priv
->cur_ps_args
->np2_fixup
& (1 << sampler_idx
))
3566 sample_flags
|= WINED3D_GLSL_SAMPLE_NPOT
;
3568 shader_glsl_get_sample_function(ins
->ctx
, sampler_idx
, sample_flags
, &sample_function
);
3569 shader_glsl_add_src_param(ins
, &ins
->src
[0], sample_function
.coord_mask
, &coord_param
);
3570 shader_glsl_add_src_param(ins
, &ins
->src
[2], sample_function
.coord_mask
, &dx_param
);
3571 shader_glsl_add_src_param(ins
, &ins
->src
[3], sample_function
.coord_mask
, &dy_param
);
3573 shader_glsl_gen_sample_code(ins
, sampler_idx
, &sample_function
, swizzle
, dx_param
.param_str
, dy_param
.param_str
, NULL
,
3574 "%s", coord_param
.param_str
);
3577 static void shader_glsl_texldl(const struct wined3d_shader_instruction
*ins
)
3579 const struct wined3d_gl_info
*gl_info
= ins
->ctx
->gl_info
;
3580 struct glsl_src_param coord_param
, lod_param
;
3581 DWORD sample_flags
= WINED3D_GLSL_SAMPLE_LOD
;
3582 struct glsl_sample_function sample_function
;
3584 DWORD swizzle
= ins
->src
[1].swizzle
;
3585 const struct shader_glsl_ctx_priv
*priv
= ins
->ctx
->backend_data
;
3587 sampler_idx
= ins
->src
[1].reg
.idx
[0].offset
;
3588 if (ins
->ctx
->reg_maps
->shader_version
.type
== WINED3D_SHADER_TYPE_PIXEL
3589 && priv
->cur_ps_args
->np2_fixup
& (1 << sampler_idx
))
3590 sample_flags
|= WINED3D_GLSL_SAMPLE_NPOT
;
3592 shader_glsl_get_sample_function(ins
->ctx
, sampler_idx
, sample_flags
, &sample_function
);
3593 shader_glsl_add_src_param(ins
, &ins
->src
[0], sample_function
.coord_mask
, &coord_param
);
3595 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_3
, &lod_param
);
3597 if (!gl_info
->supported
[ARB_SHADER_TEXTURE_LOD
] && !gl_info
->supported
[EXT_GPU_SHADER4
]
3598 && ins
->ctx
->reg_maps
->shader_version
.type
== WINED3D_SHADER_TYPE_PIXEL
)
3600 /* Plain GLSL only supports Lod sampling functions in vertex shaders.
3601 * However, the NVIDIA drivers allow them in fragment shaders as well,
3602 * even without the appropriate extension. */
3603 WARN("Using %s in fragment shader.\n", sample_function
.name
);
3605 shader_glsl_gen_sample_code(ins
, sampler_idx
, &sample_function
, swizzle
, NULL
, NULL
, lod_param
.param_str
,
3606 "%s", coord_param
.param_str
);
3609 static void shader_glsl_texcoord(const struct wined3d_shader_instruction
*ins
)
3611 /* FIXME: Make this work for more than just 2D textures */
3612 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
3613 DWORD write_mask
= shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
3615 if (!(ins
->ctx
->reg_maps
->shader_version
.major
== 1 && ins
->ctx
->reg_maps
->shader_version
.minor
== 4))
3619 shader_glsl_get_write_mask(&ins
->dst
[0], dst_mask
);
3620 shader_addline(buffer
, "clamp(gl_TexCoord[%u], 0.0, 1.0)%s);\n",
3621 ins
->dst
[0].reg
.idx
[0].offset
, dst_mask
);
3625 enum wined3d_shader_src_modifier src_mod
= ins
->src
[0].modifiers
;
3626 DWORD reg
= ins
->src
[0].reg
.idx
[0].offset
;
3627 char dst_swizzle
[6];
3629 shader_glsl_get_swizzle(&ins
->src
[0], FALSE
, write_mask
, dst_swizzle
);
3631 if (src_mod
== WINED3DSPSM_DZ
)
3633 unsigned int mask_size
= shader_glsl_get_write_mask_size(write_mask
);
3634 struct glsl_src_param div_param
;
3636 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_2
, &div_param
);
3638 if (mask_size
> 1) {
3639 shader_addline(buffer
, "gl_TexCoord[%u]%s / vec%d(%s));\n", reg
, dst_swizzle
, mask_size
, div_param
.param_str
);
3641 shader_addline(buffer
, "gl_TexCoord[%u]%s / %s);\n", reg
, dst_swizzle
, div_param
.param_str
);
3644 else if (src_mod
== WINED3DSPSM_DW
)
3646 unsigned int mask_size
= shader_glsl_get_write_mask_size(write_mask
);
3647 struct glsl_src_param div_param
;
3649 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_3
, &div_param
);
3651 if (mask_size
> 1) {
3652 shader_addline(buffer
, "gl_TexCoord[%u]%s / vec%d(%s));\n", reg
, dst_swizzle
, mask_size
, div_param
.param_str
);
3654 shader_addline(buffer
, "gl_TexCoord[%u]%s / %s);\n", reg
, dst_swizzle
, div_param
.param_str
);
3657 shader_addline(buffer
, "gl_TexCoord[%u]%s);\n", reg
, dst_swizzle
);
3662 /** Process the WINED3DSIO_TEXDP3TEX instruction in GLSL:
3663 * Take a 3-component dot product of the TexCoord[dstreg] and src,
3664 * then perform a 1D texture lookup from stage dstregnum, place into dst. */
3665 static void shader_glsl_texdp3tex(const struct wined3d_shader_instruction
*ins
)
3667 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
3668 DWORD sampler_idx
= ins
->dst
[0].reg
.idx
[0].offset
;
3669 struct glsl_sample_function sample_function
;
3670 struct glsl_src_param src0_param
;
3673 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_mask
, &src0_param
);
3675 /* Do I have to take care about the projected bit? I don't think so, since the dp3 returns only one
3676 * scalar, and projected sampling would require 4.
3678 * It is a dependent read - not valid with conditional NP2 textures
3680 shader_glsl_get_sample_function(ins
->ctx
, sampler_idx
, 0, &sample_function
);
3681 mask_size
= shader_glsl_get_write_mask_size(sample_function
.coord_mask
);
3686 shader_glsl_gen_sample_code(ins
, sampler_idx
, &sample_function
, WINED3DSP_NOSWIZZLE
, NULL
, NULL
, NULL
,
3687 "dot(gl_TexCoord[%u].xyz, %s)", sampler_idx
, src0_param
.param_str
);
3691 shader_glsl_gen_sample_code(ins
, sampler_idx
, &sample_function
, WINED3DSP_NOSWIZZLE
, NULL
, NULL
, NULL
,
3692 "vec2(dot(gl_TexCoord[%u].xyz, %s), 0.0)", sampler_idx
, src0_param
.param_str
);
3696 shader_glsl_gen_sample_code(ins
, sampler_idx
, &sample_function
, WINED3DSP_NOSWIZZLE
, NULL
, NULL
, NULL
,
3697 "vec3(dot(gl_TexCoord[%u].xyz, %s), 0.0, 0.0)", sampler_idx
, src0_param
.param_str
);
3701 FIXME("Unexpected mask size %u\n", mask_size
);
3706 /** Process the WINED3DSIO_TEXDP3 instruction in GLSL:
3707 * Take a 3-component dot product of the TexCoord[dstreg] and src. */
3708 static void shader_glsl_texdp3(const struct wined3d_shader_instruction
*ins
)
3710 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
3711 DWORD dstreg
= ins
->dst
[0].reg
.idx
[0].offset
;
3712 struct glsl_src_param src0_param
;
3714 unsigned int mask_size
;
3716 dst_mask
= shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
3717 mask_size
= shader_glsl_get_write_mask_size(dst_mask
);
3718 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_mask
, &src0_param
);
3720 if (mask_size
> 1) {
3721 shader_addline(ins
->ctx
->buffer
, "vec%d(dot(T%u.xyz, %s)));\n", mask_size
, dstreg
, src0_param
.param_str
);
3723 shader_addline(ins
->ctx
->buffer
, "dot(T%u.xyz, %s));\n", dstreg
, src0_param
.param_str
);
3727 /** Process the WINED3DSIO_TEXDEPTH instruction in GLSL:
3728 * Calculate the depth as dst.x / dst.y */
3729 static void shader_glsl_texdepth(const struct wined3d_shader_instruction
*ins
)
3731 struct glsl_dst_param dst_param
;
3733 shader_glsl_add_dst_param(ins
, &ins
->dst
[0], &dst_param
);
3735 /* Tests show that texdepth never returns anything below 0.0, and that r5.y is clamped to 1.0.
3736 * Negative input is accepted, -0.25 / -0.5 returns 0.5. GL should clamp gl_FragDepth to [0;1], but
3737 * this doesn't always work, so clamp the results manually. Whether or not the x value is clamped at 1
3738 * too is irrelevant, since if x = 0, any y value < 1.0 (and > 1.0 is not allowed) results in a result
3741 shader_addline(ins
->ctx
->buffer
, "gl_FragDepth = clamp((%s.x / min(%s.y, 1.0)), 0.0, 1.0);\n",
3742 dst_param
.reg_name
, dst_param
.reg_name
);
3745 /** Process the WINED3DSIO_TEXM3X2DEPTH instruction in GLSL:
3746 * Last row of a 3x2 matrix multiply, use the result to calculate the depth:
3747 * Calculate tmp0.y = TexCoord[dstreg] . src.xyz; (tmp0.x has already been calculated)
3748 * depth = (tmp0.y == 0.0) ? 1.0 : tmp0.x / tmp0.y
3750 static void shader_glsl_texm3x2depth(const struct wined3d_shader_instruction
*ins
)
3752 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
3753 DWORD dstreg
= ins
->dst
[0].reg
.idx
[0].offset
;
3754 struct glsl_src_param src0_param
;
3756 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_mask
, &src0_param
);
3758 shader_addline(ins
->ctx
->buffer
, "tmp0.y = dot(T%u.xyz, %s);\n", dstreg
, src0_param
.param_str
);
3759 shader_addline(ins
->ctx
->buffer
, "gl_FragDepth = (tmp0.y == 0.0) ? 1.0 : clamp(tmp0.x / tmp0.y, 0.0, 1.0);\n");
3762 /** Process the WINED3DSIO_TEXM3X2PAD instruction in GLSL
3763 * Calculate the 1st of a 2-row matrix multiplication. */
3764 static void shader_glsl_texm3x2pad(const struct wined3d_shader_instruction
*ins
)
3766 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
3767 DWORD reg
= ins
->dst
[0].reg
.idx
[0].offset
;
3768 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
3769 struct glsl_src_param src0_param
;
3771 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_mask
, &src0_param
);
3772 shader_addline(buffer
, "tmp0.x = dot(T%u.xyz, %s);\n", reg
, src0_param
.param_str
);
3775 /** Process the WINED3DSIO_TEXM3X3PAD instruction in GLSL
3776 * Calculate the 1st or 2nd row of a 3-row matrix multiplication. */
3777 static void shader_glsl_texm3x3pad(const struct wined3d_shader_instruction
*ins
)
3779 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
3780 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
3781 struct wined3d_shader_tex_mx
*tex_mx
= ins
->ctx
->tex_mx
;
3782 DWORD reg
= ins
->dst
[0].reg
.idx
[0].offset
;
3783 struct glsl_src_param src0_param
;
3785 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_mask
, &src0_param
);
3786 shader_addline(buffer
, "tmp0.%c = dot(T%u.xyz, %s);\n", 'x' + tex_mx
->current_row
, reg
, src0_param
.param_str
);
3787 tex_mx
->texcoord_w
[tex_mx
->current_row
++] = reg
;
3790 static void shader_glsl_texm3x2tex(const struct wined3d_shader_instruction
*ins
)
3792 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
3793 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
3794 struct glsl_sample_function sample_function
;
3795 DWORD reg
= ins
->dst
[0].reg
.idx
[0].offset
;
3796 struct glsl_src_param src0_param
;
3798 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_mask
, &src0_param
);
3799 shader_addline(buffer
, "tmp0.y = dot(T%u.xyz, %s);\n", reg
, src0_param
.param_str
);
3801 shader_glsl_get_sample_function(ins
->ctx
, reg
, 0, &sample_function
);
3803 /* Sample the texture using the calculated coordinates */
3804 shader_glsl_gen_sample_code(ins
, reg
, &sample_function
, WINED3DSP_NOSWIZZLE
, NULL
, NULL
, NULL
, "tmp0.xy");
3807 /** Process the WINED3DSIO_TEXM3X3TEX instruction in GLSL
3808 * Perform the 3rd row of a 3x3 matrix multiply, then sample the texture using the calculated coordinates */
3809 static void shader_glsl_texm3x3tex(const struct wined3d_shader_instruction
*ins
)
3811 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
3812 struct wined3d_shader_tex_mx
*tex_mx
= ins
->ctx
->tex_mx
;
3813 struct glsl_sample_function sample_function
;
3814 DWORD reg
= ins
->dst
[0].reg
.idx
[0].offset
;
3815 struct glsl_src_param src0_param
;
3817 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_mask
, &src0_param
);
3818 shader_addline(ins
->ctx
->buffer
, "tmp0.z = dot(T%u.xyz, %s);\n", reg
, src0_param
.param_str
);
3820 /* Dependent read, not valid with conditional NP2 */
3821 shader_glsl_get_sample_function(ins
->ctx
, reg
, 0, &sample_function
);
3823 /* Sample the texture using the calculated coordinates */
3824 shader_glsl_gen_sample_code(ins
, reg
, &sample_function
, WINED3DSP_NOSWIZZLE
, NULL
, NULL
, NULL
, "tmp0.xyz");
3826 tex_mx
->current_row
= 0;
3829 /** Process the WINED3DSIO_TEXM3X3 instruction in GLSL
3830 * Perform the 3rd row of a 3x3 matrix multiply */
3831 static void shader_glsl_texm3x3(const struct wined3d_shader_instruction
*ins
)
3833 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
3834 struct wined3d_shader_tex_mx
*tex_mx
= ins
->ctx
->tex_mx
;
3835 DWORD reg
= ins
->dst
[0].reg
.idx
[0].offset
;
3836 struct glsl_src_param src0_param
;
3839 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_mask
, &src0_param
);
3841 shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
3842 shader_glsl_get_write_mask(&ins
->dst
[0], dst_mask
);
3843 shader_addline(ins
->ctx
->buffer
, "vec4(tmp0.xy, dot(T%u.xyz, %s), 1.0)%s);\n", reg
, src0_param
.param_str
, dst_mask
);
3845 tex_mx
->current_row
= 0;
3848 /* Process the WINED3DSIO_TEXM3X3SPEC instruction in GLSL
3849 * Perform the final texture lookup based on the previous 2 3x3 matrix multiplies */
3850 static void shader_glsl_texm3x3spec(const struct wined3d_shader_instruction
*ins
)
3852 struct glsl_src_param src0_param
;
3853 struct glsl_src_param src1_param
;
3854 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
3855 struct wined3d_shader_tex_mx
*tex_mx
= ins
->ctx
->tex_mx
;
3856 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
3857 struct glsl_sample_function sample_function
;
3858 DWORD reg
= ins
->dst
[0].reg
.idx
[0].offset
;
3861 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_mask
, &src0_param
);
3862 shader_glsl_add_src_param(ins
, &ins
->src
[1], src_mask
, &src1_param
);
3864 /* Perform the last matrix multiply operation */
3865 shader_addline(buffer
, "tmp0.z = dot(T%u.xyz, %s);\n", reg
, src0_param
.param_str
);
3866 /* Reflection calculation */
3867 shader_addline(buffer
, "tmp0.xyz = -reflect((%s), normalize(tmp0.xyz));\n", src1_param
.param_str
);
3869 /* Dependent read, not valid with conditional NP2 */
3870 shader_glsl_get_sample_function(ins
->ctx
, reg
, 0, &sample_function
);
3871 shader_glsl_write_mask_to_str(sample_function
.coord_mask
, coord_mask
);
3873 /* Sample the texture */
3874 shader_glsl_gen_sample_code(ins
, reg
, &sample_function
, WINED3DSP_NOSWIZZLE
,
3875 NULL
, NULL
, NULL
, "tmp0%s", coord_mask
);
3877 tex_mx
->current_row
= 0;
3880 /* Process the WINED3DSIO_TEXM3X3VSPEC instruction in GLSL
3881 * Perform the final texture lookup based on the previous 2 3x3 matrix multiplies */
3882 static void shader_glsl_texm3x3vspec(const struct wined3d_shader_instruction
*ins
)
3884 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
3885 struct wined3d_shader_tex_mx
*tex_mx
= ins
->ctx
->tex_mx
;
3886 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
3887 struct glsl_sample_function sample_function
;
3888 DWORD reg
= ins
->dst
[0].reg
.idx
[0].offset
;
3889 struct glsl_src_param src0_param
;
3892 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_mask
, &src0_param
);
3894 /* Perform the last matrix multiply operation */
3895 shader_addline(buffer
, "tmp0.z = dot(vec3(T%u), vec3(%s));\n", reg
, src0_param
.param_str
);
3897 /* Construct the eye-ray vector from w coordinates */
3898 shader_addline(buffer
, "tmp1.xyz = normalize(vec3(gl_TexCoord[%u].w, gl_TexCoord[%u].w, gl_TexCoord[%u].w));\n",
3899 tex_mx
->texcoord_w
[0], tex_mx
->texcoord_w
[1], reg
);
3900 shader_addline(buffer
, "tmp0.xyz = -reflect(tmp1.xyz, normalize(tmp0.xyz));\n");
3902 /* Dependent read, not valid with conditional NP2 */
3903 shader_glsl_get_sample_function(ins
->ctx
, reg
, 0, &sample_function
);
3904 shader_glsl_write_mask_to_str(sample_function
.coord_mask
, coord_mask
);
3906 /* Sample the texture using the calculated coordinates */
3907 shader_glsl_gen_sample_code(ins
, reg
, &sample_function
, WINED3DSP_NOSWIZZLE
,
3908 NULL
, NULL
, NULL
, "tmp0%s", coord_mask
);
3910 tex_mx
->current_row
= 0;
3913 /** Process the WINED3DSIO_TEXBEM instruction in GLSL.
3914 * Apply a fake bump map transform.
3915 * texbem is pshader <= 1.3 only, this saves a few version checks
3917 static void shader_glsl_texbem(const struct wined3d_shader_instruction
*ins
)
3919 const struct shader_glsl_ctx_priv
*priv
= ins
->ctx
->backend_data
;
3920 struct glsl_sample_function sample_function
;
3921 struct glsl_src_param coord_param
;
3927 sampler_idx
= ins
->dst
[0].reg
.idx
[0].offset
;
3928 flags
= (priv
->cur_ps_args
->tex_transform
>> sampler_idx
* WINED3D_PSARGS_TEXTRANSFORM_SHIFT
)
3929 & WINED3D_PSARGS_TEXTRANSFORM_MASK
;
3931 /* Dependent read, not valid with conditional NP2 */
3932 shader_glsl_get_sample_function(ins
->ctx
, sampler_idx
, 0, &sample_function
);
3933 mask
= sample_function
.coord_mask
;
3935 shader_glsl_write_mask_to_str(mask
, coord_mask
);
3937 /* With projected textures, texbem only divides the static texture coord,
3938 * not the displacement, so we can't let GL handle this. */
3939 if (flags
& WINED3D_PSARGS_PROJECTED
)
3942 char coord_div_mask
[3];
3943 switch (flags
& ~WINED3D_PSARGS_PROJECTED
)
3945 case WINED3D_TTFF_COUNT1
:
3946 FIXME("WINED3D_TTFF_PROJECTED with WINED3D_TTFF_COUNT1?\n");
3948 case WINED3D_TTFF_COUNT2
:
3949 div_mask
= WINED3DSP_WRITEMASK_1
;
3951 case WINED3D_TTFF_COUNT3
:
3952 div_mask
= WINED3DSP_WRITEMASK_2
;
3954 case WINED3D_TTFF_COUNT4
:
3955 case WINED3D_TTFF_DISABLE
:
3956 div_mask
= WINED3DSP_WRITEMASK_3
;
3959 shader_glsl_write_mask_to_str(div_mask
, coord_div_mask
);
3960 shader_addline(ins
->ctx
->buffer
, "T%u%s /= T%u%s;\n", sampler_idx
, coord_mask
, sampler_idx
, coord_div_mask
);
3963 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
, &coord_param
);
3965 shader_glsl_gen_sample_code(ins
, sampler_idx
, &sample_function
, WINED3DSP_NOSWIZZLE
, NULL
, NULL
, NULL
,
3966 "T%u%s + vec4(bumpenv_mat%u * %s, 0.0, 0.0)%s", sampler_idx
, coord_mask
, sampler_idx
,
3967 coord_param
.param_str
, coord_mask
);
3969 if (ins
->handler_idx
== WINED3DSIH_TEXBEML
)
3971 struct glsl_src_param luminance_param
;
3972 struct glsl_dst_param dst_param
;
3974 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_2
, &luminance_param
);
3975 shader_glsl_add_dst_param(ins
, &ins
->dst
[0], &dst_param
);
3977 shader_addline(ins
->ctx
->buffer
, "%s%s *= (%s * bumpenv_lum_scale%u + bumpenv_lum_offset%u);\n",
3978 dst_param
.reg_name
, dst_param
.mask_str
,
3979 luminance_param
.param_str
, sampler_idx
, sampler_idx
);
3983 static void shader_glsl_bem(const struct wined3d_shader_instruction
*ins
)
3985 DWORD sampler_idx
= ins
->dst
[0].reg
.idx
[0].offset
;
3986 struct glsl_src_param src0_param
, src1_param
;
3988 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
, &src0_param
);
3989 shader_glsl_add_src_param(ins
, &ins
->src
[1], WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
, &src1_param
);
3991 shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
3992 shader_addline(ins
->ctx
->buffer
, "%s + bumpenv_mat%u * %s);\n",
3993 src0_param
.param_str
, sampler_idx
, src1_param
.param_str
);
3996 /** Process the WINED3DSIO_TEXREG2AR instruction in GLSL
3997 * Sample 2D texture at dst using the alpha & red (wx) components of src as texture coordinates */
3998 static void shader_glsl_texreg2ar(const struct wined3d_shader_instruction
*ins
)
4000 DWORD sampler_idx
= ins
->dst
[0].reg
.idx
[0].offset
;
4001 struct glsl_sample_function sample_function
;
4002 struct glsl_src_param src0_param
;
4004 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_ALL
, &src0_param
);
4006 shader_glsl_get_sample_function(ins
->ctx
, sampler_idx
, 0, &sample_function
);
4007 shader_glsl_gen_sample_code(ins
, sampler_idx
, &sample_function
, WINED3DSP_NOSWIZZLE
, NULL
, NULL
, NULL
,
4008 "%s.wx", src0_param
.reg_name
);
4011 /** Process the WINED3DSIO_TEXREG2GB instruction in GLSL
4012 * Sample 2D texture at dst using the green & blue (yz) components of src as texture coordinates */
4013 static void shader_glsl_texreg2gb(const struct wined3d_shader_instruction
*ins
)
4015 DWORD sampler_idx
= ins
->dst
[0].reg
.idx
[0].offset
;
4016 struct glsl_sample_function sample_function
;
4017 struct glsl_src_param src0_param
;
4019 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_ALL
, &src0_param
);
4021 shader_glsl_get_sample_function(ins
->ctx
, sampler_idx
, 0, &sample_function
);
4022 shader_glsl_gen_sample_code(ins
, sampler_idx
, &sample_function
, WINED3DSP_NOSWIZZLE
, NULL
, NULL
, NULL
,
4023 "%s.yz", src0_param
.reg_name
);
4026 /** Process the WINED3DSIO_TEXREG2RGB instruction in GLSL
4027 * Sample texture at dst using the rgb (xyz) components of src as texture coordinates */
4028 static void shader_glsl_texreg2rgb(const struct wined3d_shader_instruction
*ins
)
4030 DWORD sampler_idx
= ins
->dst
[0].reg
.idx
[0].offset
;
4031 struct glsl_sample_function sample_function
;
4032 struct glsl_src_param src0_param
;
4034 /* Dependent read, not valid with conditional NP2 */
4035 shader_glsl_get_sample_function(ins
->ctx
, sampler_idx
, 0, &sample_function
);
4036 shader_glsl_add_src_param(ins
, &ins
->src
[0], sample_function
.coord_mask
, &src0_param
);
4038 shader_glsl_gen_sample_code(ins
, sampler_idx
, &sample_function
, WINED3DSP_NOSWIZZLE
, NULL
, NULL
, NULL
,
4039 "%s", src0_param
.param_str
);
4042 /** Process the WINED3DSIO_TEXKILL instruction in GLSL.
4043 * If any of the first 3 components are < 0, discard this pixel */
4044 static void shader_glsl_texkill(const struct wined3d_shader_instruction
*ins
)
4046 struct glsl_dst_param dst_param
;
4048 /* The argument is a destination parameter, and no writemasks are allowed */
4049 shader_glsl_add_dst_param(ins
, &ins
->dst
[0], &dst_param
);
4050 if (ins
->ctx
->reg_maps
->shader_version
.major
>= 2)
4052 if (ins
->ctx
->reg_maps
->shader_version
.major
>= 4)
4053 FIXME("SM4 discard not implemented.\n");
4054 /* 2.0 shaders compare all 4 components in texkill */
4055 shader_addline(ins
->ctx
->buffer
, "if (any(lessThan(%s.xyzw, vec4(0.0)))) discard;\n", dst_param
.reg_name
);
4057 /* 1.X shaders only compare the first 3 components, probably due to the nature of the texkill
4058 * instruction as a tex* instruction, and phase, which kills all a / w components. Even if all
4059 * 4 components are defined, only the first 3 are used
4061 shader_addline(ins
->ctx
->buffer
, "if (any(lessThan(%s.xyz, vec3(0.0)))) discard;\n", dst_param
.reg_name
);
4065 /** Process the WINED3DSIO_DP2ADD instruction in GLSL.
4066 * dst = dot2(src0, src1) + src2 */
4067 static void shader_glsl_dp2add(const struct wined3d_shader_instruction
*ins
)
4069 struct glsl_src_param src0_param
;
4070 struct glsl_src_param src1_param
;
4071 struct glsl_src_param src2_param
;
4073 unsigned int mask_size
;
4075 write_mask
= shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
4076 mask_size
= shader_glsl_get_write_mask_size(write_mask
);
4078 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
, &src0_param
);
4079 shader_glsl_add_src_param(ins
, &ins
->src
[1], WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
, &src1_param
);
4080 shader_glsl_add_src_param(ins
, &ins
->src
[2], WINED3DSP_WRITEMASK_0
, &src2_param
);
4082 if (mask_size
> 1) {
4083 shader_addline(ins
->ctx
->buffer
, "vec%d(dot(%s, %s) + %s));\n",
4084 mask_size
, src0_param
.param_str
, src1_param
.param_str
, src2_param
.param_str
);
4086 shader_addline(ins
->ctx
->buffer
, "dot(%s, %s) + %s);\n",
4087 src0_param
.param_str
, src1_param
.param_str
, src2_param
.param_str
);
4091 static void shader_glsl_input_pack(const struct wined3d_shader
*shader
, struct wined3d_shader_buffer
*buffer
,
4092 const struct wined3d_shader_signature_element
*input_signature
,
4093 const struct wined3d_shader_reg_maps
*reg_maps
,
4094 enum vertexprocessing_mode vertexprocessing
)
4096 WORD map
= reg_maps
->input_registers
;
4099 for (i
= 0; map
; map
>>= 1, ++i
)
4101 const char *semantic_name
;
4106 if (!(map
& 1)) continue;
4108 semantic_name
= input_signature
[i
].semantic_name
;
4109 semantic_idx
= input_signature
[i
].semantic_idx
;
4110 shader_glsl_write_mask_to_str(input_signature
[i
].mask
, reg_mask
);
4112 if (shader_match_semantic(semantic_name
, WINED3D_DECL_USAGE_TEXCOORD
))
4114 if (semantic_idx
< 8 && vertexprocessing
== pretransformed
)
4115 shader_addline(buffer
, "ps_in[%u]%s = gl_TexCoord[%u]%s;\n",
4116 shader
->u
.ps
.input_reg_map
[i
], reg_mask
, semantic_idx
, reg_mask
);
4118 shader_addline(buffer
, "ps_in[%u]%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
4119 shader
->u
.ps
.input_reg_map
[i
], reg_mask
, reg_mask
);
4121 else if (shader_match_semantic(semantic_name
, WINED3D_DECL_USAGE_COLOR
))
4124 shader_addline(buffer
, "ps_in[%u]%s = vec4(gl_Color)%s;\n",
4125 shader
->u
.ps
.input_reg_map
[i
], reg_mask
, reg_mask
);
4126 else if (semantic_idx
== 1)
4127 shader_addline(buffer
, "ps_in[%u]%s = vec4(gl_SecondaryColor)%s;\n",
4128 shader
->u
.ps
.input_reg_map
[i
], reg_mask
, reg_mask
);
4130 shader_addline(buffer
, "ps_in[%u]%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
4131 shader
->u
.ps
.input_reg_map
[i
], reg_mask
, reg_mask
);
4135 shader_addline(buffer
, "ps_in[%u]%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
4136 shader
->u
.ps
.input_reg_map
[i
], reg_mask
, reg_mask
);
4141 /*********************************************
4142 * Vertex Shader Specific Code begins here
4143 ********************************************/
4145 static void add_glsl_program_entry(struct shader_glsl_priv
*priv
, struct glsl_shader_prog_link
*entry
)
4147 struct glsl_program_key key
;
4149 key
.vs_id
= entry
->vs
.id
;
4150 key
.gs_id
= entry
->gs
.id
;
4151 key
.ps_id
= entry
->ps
.id
;
4153 if (wine_rb_put(&priv
->program_lookup
, &key
, &entry
->program_lookup_entry
) == -1)
4155 ERR("Failed to insert program entry.\n");
4159 static struct glsl_shader_prog_link
*get_glsl_program_entry(const struct shader_glsl_priv
*priv
,
4160 GLhandleARB vs_id
, GLhandleARB gs_id
, GLhandleARB ps_id
)
4162 struct wine_rb_entry
*entry
;
4163 struct glsl_program_key key
;
4169 entry
= wine_rb_get(&priv
->program_lookup
, &key
);
4170 return entry
? WINE_RB_ENTRY_VALUE(entry
, struct glsl_shader_prog_link
, program_lookup_entry
) : NULL
;
4173 /* Context activation is done by the caller. */
4174 static void delete_glsl_program_entry(struct shader_glsl_priv
*priv
, const struct wined3d_gl_info
*gl_info
,
4175 struct glsl_shader_prog_link
*entry
)
4177 struct glsl_program_key key
;
4179 key
.vs_id
= entry
->vs
.id
;
4180 key
.gs_id
= entry
->gs
.id
;
4181 key
.ps_id
= entry
->ps
.id
;
4182 wine_rb_remove(&priv
->program_lookup
, &key
);
4184 GL_EXTCALL(glDeleteObjectARB(entry
->programId
));
4186 list_remove(&entry
->vs
.shader_entry
);
4188 list_remove(&entry
->gs
.shader_entry
);
4190 list_remove(&entry
->ps
.shader_entry
);
4191 HeapFree(GetProcessHeap(), 0, entry
->vs
.uniform_f_locations
);
4192 HeapFree(GetProcessHeap(), 0, entry
->ps
.uniform_f_locations
);
4193 HeapFree(GetProcessHeap(), 0, entry
);
4196 static void handle_ps3_input(struct wined3d_shader_buffer
*buffer
,
4197 const struct wined3d_gl_info
*gl_info
, const DWORD
*map
,
4198 const struct wined3d_shader_signature_element
*input_signature
,
4199 const struct wined3d_shader_reg_maps
*reg_maps_in
,
4200 const struct wined3d_shader_signature_element
*output_signature
,
4201 const struct wined3d_shader_reg_maps
*reg_maps_out
)
4204 const char *semantic_name_in
;
4205 UINT semantic_idx_in
;
4208 unsigned int in_count
= vec4_varyings(3, gl_info
);
4210 char destination
[50];
4211 WORD input_map
, output_map
;
4213 set
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(*set
) * (in_count
+ 2));
4215 input_map
= reg_maps_in
->input_registers
;
4216 for (i
= 0; input_map
; input_map
>>= 1, ++i
)
4218 if (!(input_map
& 1)) continue;
4221 /* Declared, but not read register */
4222 if (in_idx
== ~0U) continue;
4223 if (in_idx
>= (in_count
+ 2))
4225 FIXME("More input varyings declared than supported, expect issues.\n");
4229 if (in_idx
== in_count
)
4230 sprintf(destination
, "gl_FrontColor");
4231 else if (in_idx
== in_count
+ 1)
4232 sprintf(destination
, "gl_FrontSecondaryColor");
4234 sprintf(destination
, "ps_in[%u]", in_idx
);
4236 semantic_name_in
= input_signature
[i
].semantic_name
;
4237 semantic_idx_in
= input_signature
[i
].semantic_idx
;
4240 output_map
= reg_maps_out
->output_registers
;
4241 for (j
= 0; output_map
; output_map
>>= 1, ++j
)
4245 if (!(output_map
& 1)
4246 || semantic_idx_in
!= output_signature
[j
].semantic_idx
4247 || strcmp(semantic_name_in
, output_signature
[j
].semantic_name
)
4248 || !(mask
= input_signature
[i
].mask
& output_signature
[j
].mask
))
4252 shader_glsl_write_mask_to_str(mask
, reg_mask
);
4254 shader_addline(buffer
, "%s%s = vs_out[%u]%s;\n",
4255 destination
, reg_mask
, j
, reg_mask
);
4259 for (i
= 0; i
< in_count
+ 2; ++i
)
4263 if (!set
[i
] || set
[i
] == WINED3DSP_WRITEMASK_ALL
)
4266 if (set
[i
] == ~0U) set
[i
] = 0;
4269 if (!(set
[i
] & WINED3DSP_WRITEMASK_0
)) reg_mask
[size
++] = 'x';
4270 if (!(set
[i
] & WINED3DSP_WRITEMASK_1
)) reg_mask
[size
++] = 'y';
4271 if (!(set
[i
] & WINED3DSP_WRITEMASK_2
)) reg_mask
[size
++] = 'z';
4272 if (!(set
[i
] & WINED3DSP_WRITEMASK_3
)) reg_mask
[size
++] = 'w';
4273 reg_mask
[size
] = '\0';
4276 sprintf(destination
, "gl_FrontColor");
4277 else if (i
== in_count
+ 1)
4278 sprintf(destination
, "gl_FrontSecondaryColor");
4280 sprintf(destination
, "ps_in[%u]", i
);
4282 if (size
== 1) shader_addline(buffer
, "%s.%s = 0.0;\n", destination
, reg_mask
);
4283 else shader_addline(buffer
, "%s.%s = vec%u(0.0);\n", destination
, reg_mask
, size
);
4286 HeapFree(GetProcessHeap(), 0, set
);
4289 /* Context activation is done by the caller. */
4290 static GLhandleARB
generate_param_reorder_function(struct wined3d_shader_buffer
*buffer
,
4291 const struct wined3d_shader
*vs
, const struct wined3d_shader
*ps
,
4292 const struct wined3d_gl_info
*gl_info
)
4294 GLhandleARB ret
= 0;
4295 DWORD ps_major
= ps
? ps
->reg_maps
.shader_version
.major
: 0;
4297 const char *semantic_name
;
4300 const struct wined3d_shader_signature_element
*output_signature
= vs
->output_signature
;
4301 WORD map
= vs
->reg_maps
.output_registers
;
4303 shader_buffer_clear(buffer
);
4305 shader_addline(buffer
, "#version 120\n");
4309 shader_addline(buffer
, "void order_ps_input(in vec4 vs_out[%u])\n{\n", vs
->limits
.packed_output
);
4311 for (i
= 0; map
; map
>>= 1, ++i
)
4315 if (!(map
& 1)) continue;
4317 semantic_name
= output_signature
[i
].semantic_name
;
4318 semantic_idx
= output_signature
[i
].semantic_idx
;
4319 write_mask
= output_signature
[i
].mask
;
4320 shader_glsl_write_mask_to_str(write_mask
, reg_mask
);
4322 if (shader_match_semantic(semantic_name
, WINED3D_DECL_USAGE_COLOR
))
4325 shader_addline(buffer
, "gl_FrontColor%s = vs_out[%u]%s;\n",
4326 reg_mask
, i
, reg_mask
);
4327 else if (semantic_idx
== 1)
4328 shader_addline(buffer
, "gl_FrontSecondaryColor%s = vs_out[%u]%s;\n",
4329 reg_mask
, i
, reg_mask
);
4331 else if (shader_match_semantic(semantic_name
, WINED3D_DECL_USAGE_POSITION
))
4333 shader_addline(buffer
, "gl_Position%s = vs_out[%u]%s;\n",
4334 reg_mask
, i
, reg_mask
);
4336 else if (shader_match_semantic(semantic_name
, WINED3D_DECL_USAGE_TEXCOORD
))
4338 if (semantic_idx
< 8)
4340 if (!(gl_info
->quirks
& WINED3D_QUIRK_SET_TEXCOORD_W
) || ps_major
> 0)
4341 write_mask
|= WINED3DSP_WRITEMASK_3
;
4343 shader_addline(buffer
, "gl_TexCoord[%u]%s = vs_out[%u]%s;\n",
4344 semantic_idx
, reg_mask
, i
, reg_mask
);
4345 if (!(write_mask
& WINED3DSP_WRITEMASK_3
))
4346 shader_addline(buffer
, "gl_TexCoord[%u].w = 1.0;\n", semantic_idx
);
4349 else if (shader_match_semantic(semantic_name
, WINED3D_DECL_USAGE_PSIZE
))
4351 shader_addline(buffer
, "gl_PointSize = vs_out[%u].%c;\n", i
, reg_mask
[1]);
4353 else if (shader_match_semantic(semantic_name
, WINED3D_DECL_USAGE_FOG
))
4355 shader_addline(buffer
, "gl_FogFragCoord = clamp(vs_out[%u].%c, 0.0, 1.0);\n", i
, reg_mask
[1]);
4358 shader_addline(buffer
, "}\n");
4362 UINT in_count
= min(vec4_varyings(ps_major
, gl_info
), ps
->limits
.packed_input
);
4363 /* This one is tricky: a 3.0 pixel shader reads from a 3.0 vertex shader */
4364 shader_addline(buffer
, "varying vec4 ps_in[%u];\n", in_count
);
4365 shader_addline(buffer
, "void order_ps_input(in vec4 vs_out[%u])\n{\n", vs
->limits
.packed_output
);
4367 /* First, sort out position and point size. Those are not passed to the pixel shader */
4368 for (i
= 0; map
; map
>>= 1, ++i
)
4370 if (!(map
& 1)) continue;
4372 semantic_name
= output_signature
[i
].semantic_name
;
4373 shader_glsl_write_mask_to_str(output_signature
[i
].mask
, reg_mask
);
4375 if (shader_match_semantic(semantic_name
, WINED3D_DECL_USAGE_POSITION
))
4377 shader_addline(buffer
, "gl_Position%s = vs_out[%u]%s;\n",
4378 reg_mask
, i
, reg_mask
);
4380 else if (shader_match_semantic(semantic_name
, WINED3D_DECL_USAGE_PSIZE
))
4382 shader_addline(buffer
, "gl_PointSize = vs_out[%u].%c;\n", i
, reg_mask
[1]);
4386 /* Then, fix the pixel shader input */
4387 handle_ps3_input(buffer
, gl_info
, ps
->u
.ps
.input_reg_map
, ps
->input_signature
,
4388 &ps
->reg_maps
, output_signature
, &vs
->reg_maps
);
4390 shader_addline(buffer
, "}\n");
4393 ret
= GL_EXTCALL(glCreateShaderObjectARB(GL_VERTEX_SHADER_ARB
));
4394 checkGLcall("glCreateShaderObjectARB(GL_VERTEX_SHADER_ARB)");
4395 shader_glsl_compile(gl_info
, ret
, buffer
->buffer
);
4400 static void shader_glsl_generate_srgb_write_correction(struct wined3d_shader_buffer
*buffer
)
4402 shader_addline(buffer
, "tmp0.xyz = pow(gl_FragData[0].xyz, vec3(srgb_const0.x));\n");
4403 shader_addline(buffer
, "tmp0.xyz = tmp0.xyz * vec3(srgb_const0.y) - vec3(srgb_const0.z);\n");
4404 shader_addline(buffer
, "tmp1.xyz = gl_FragData[0].xyz * vec3(srgb_const0.w);\n");
4405 shader_addline(buffer
, "bvec3 srgb_compare = lessThan(gl_FragData[0].xyz, vec3(srgb_const1.x));\n");
4406 shader_addline(buffer
, "gl_FragData[0].xyz = mix(tmp0.xyz, tmp1.xyz, vec3(srgb_compare));\n");
4407 shader_addline(buffer
, "gl_FragData[0] = clamp(gl_FragData[0], 0.0, 1.0);\n");
4410 static void shader_glsl_generate_fog_code(struct wined3d_shader_buffer
*buffer
, enum wined3d_ffp_ps_fog_mode mode
)
4414 case WINED3D_FFP_PS_FOG_OFF
:
4417 case WINED3D_FFP_PS_FOG_LINEAR
:
4418 shader_addline(buffer
, "float Fog = (gl_Fog.end - gl_FogFragCoord) * gl_Fog.scale;\n");
4421 case WINED3D_FFP_PS_FOG_EXP
:
4422 /* Fog = e^-(gl_Fog.density * gl_FogFragCoord) */
4423 shader_addline(buffer
, "float Fog = exp(-gl_Fog.density * gl_FogFragCoord);\n");
4426 case WINED3D_FFP_PS_FOG_EXP2
:
4427 /* Fog = e^-((gl_Fog.density * gl_FogFragCoord)^2) */
4428 shader_addline(buffer
, "float Fog = exp(-gl_Fog.density * gl_Fog.density * gl_FogFragCoord * gl_FogFragCoord);\n");
4432 ERR("Invalid fog mode %#x.\n", mode
);
4436 shader_addline(buffer
, "gl_FragData[0].xyz = mix(gl_Fog.color.xyz, gl_FragData[0].xyz, clamp(Fog, 0.0, 1.0));\n");
4439 /* Context activation is done by the caller. */
4440 static GLuint
shader_glsl_generate_pshader(const struct wined3d_context
*context
,
4441 struct wined3d_shader_buffer
*buffer
, const struct wined3d_shader
*shader
,
4442 const struct ps_compile_args
*args
, struct ps_np2fixup_info
*np2fixup_info
)
4444 const struct wined3d_shader_reg_maps
*reg_maps
= &shader
->reg_maps
;
4445 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
4446 const DWORD
*function
= shader
->function
;
4447 struct shader_glsl_ctx_priv priv_ctx
;
4449 /* Create the hw GLSL shader object and assign it as the shader->prgId */
4450 GLhandleARB shader_obj
= GL_EXTCALL(glCreateShaderObjectARB(GL_FRAGMENT_SHADER_ARB
));
4452 memset(&priv_ctx
, 0, sizeof(priv_ctx
));
4453 priv_ctx
.cur_ps_args
= args
;
4454 priv_ctx
.cur_np2fixup_info
= np2fixup_info
;
4456 shader_addline(buffer
, "#version 120\n");
4458 if (gl_info
->supported
[ARB_SHADER_BIT_ENCODING
])
4459 shader_addline(buffer
, "#extension GL_ARB_shader_bit_encoding : enable\n");
4460 if (gl_info
->supported
[ARB_SHADER_TEXTURE_LOD
])
4461 shader_addline(buffer
, "#extension GL_ARB_shader_texture_lod : enable\n");
4462 /* The spec says that it doesn't have to be explicitly enabled, but the
4463 * nvidia drivers write a warning if we don't do so. */
4464 if (gl_info
->supported
[ARB_TEXTURE_RECTANGLE
])
4465 shader_addline(buffer
, "#extension GL_ARB_texture_rectangle : enable\n");
4466 if (gl_info
->supported
[ARB_UNIFORM_BUFFER_OBJECT
])
4467 shader_addline(buffer
, "#extension GL_ARB_uniform_buffer_object : enable\n");
4468 if (gl_info
->supported
[EXT_GPU_SHADER4
])
4469 shader_addline(buffer
, "#extension GL_EXT_gpu_shader4 : enable\n");
4471 /* Base Declarations */
4472 shader_generate_glsl_declarations(context
, buffer
, shader
, reg_maps
, &priv_ctx
);
4474 /* Pack 3.0 inputs */
4475 if (reg_maps
->shader_version
.major
>= 3 && args
->vp_mode
!= vertexshader
)
4476 shader_glsl_input_pack(shader
, buffer
, shader
->input_signature
, reg_maps
, args
->vp_mode
);
4478 /* Base Shader Body */
4479 shader_generate_main(shader
, buffer
, reg_maps
, function
, &priv_ctx
);
4481 /* Pixel shaders < 2.0 place the resulting color in R0 implicitly */
4482 if (reg_maps
->shader_version
.major
< 2)
4484 /* Some older cards like GeforceFX ones don't support multiple buffers, so also not gl_FragData */
4485 shader_addline(buffer
, "gl_FragData[0] = R0;\n");
4488 if (args
->srgb_correction
)
4489 shader_glsl_generate_srgb_write_correction(buffer
);
4491 /* SM < 3 does not replace the fog stage. */
4492 if (reg_maps
->shader_version
.major
< 3)
4493 shader_glsl_generate_fog_code(buffer
, args
->fog
);
4495 shader_addline(buffer
, "}\n");
4497 TRACE("Compiling shader object %u\n", shader_obj
);
4498 shader_glsl_compile(gl_info
, shader_obj
, buffer
->buffer
);
4500 /* Store the shader object */
4504 /* Context activation is done by the caller. */
4505 static GLuint
shader_glsl_generate_vshader(const struct wined3d_context
*context
,
4506 struct wined3d_shader_buffer
*buffer
, const struct wined3d_shader
*shader
,
4507 const struct vs_compile_args
*args
)
4509 const struct wined3d_shader_reg_maps
*reg_maps
= &shader
->reg_maps
;
4510 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
4511 const DWORD
*function
= shader
->function
;
4512 struct shader_glsl_ctx_priv priv_ctx
;
4514 /* Create the hw GLSL shader program and assign it as the shader->prgId */
4515 GLhandleARB shader_obj
= GL_EXTCALL(glCreateShaderObjectARB(GL_VERTEX_SHADER_ARB
));
4517 shader_addline(buffer
, "#version 120\n");
4519 if (gl_info
->supported
[ARB_SHADER_BIT_ENCODING
])
4520 shader_addline(buffer
, "#extension GL_ARB_shader_bit_encoding : enable\n");
4521 if (gl_info
->supported
[ARB_UNIFORM_BUFFER_OBJECT
])
4522 shader_addline(buffer
, "#extension GL_ARB_uniform_buffer_object : enable\n");
4523 if (gl_info
->supported
[EXT_GPU_SHADER4
])
4524 shader_addline(buffer
, "#extension GL_EXT_gpu_shader4 : enable\n");
4526 memset(&priv_ctx
, 0, sizeof(priv_ctx
));
4527 priv_ctx
.cur_vs_args
= args
;
4529 /* Base Declarations */
4530 shader_generate_glsl_declarations(context
, buffer
, shader
, reg_maps
, &priv_ctx
);
4532 /* Base Shader Body */
4533 shader_generate_main(shader
, buffer
, reg_maps
, function
, &priv_ctx
);
4535 /* Unpack outputs */
4536 shader_addline(buffer
, "order_ps_input(vs_out);\n");
4538 /* The D3DRS_FOGTABLEMODE render state defines if the shader-generated fog coord is used
4539 * or if the fragment depth is used. If the fragment depth is used(FOGTABLEMODE != NONE),
4540 * the fog frag coord is thrown away. If the fog frag coord is used, but not written by
4541 * the shader, it is set to 0.0(fully fogged, since start = 1.0, end = 0.0)
4543 if (args
->fog_src
== VS_FOG_Z
)
4544 shader_addline(buffer
, "gl_FogFragCoord = gl_Position.z;\n");
4545 else if (!reg_maps
->fog
)
4546 shader_addline(buffer
, "gl_FogFragCoord = 0.0;\n");
4548 /* We always store the clipplanes without y inversion */
4549 if (args
->clip_enabled
)
4550 shader_addline(buffer
, "gl_ClipVertex = gl_Position;\n");
4552 /* Write the final position.
4554 * OpenGL coordinates specify the center of the pixel while d3d coords specify
4555 * the corner. The offsets are stored in z and w in posFixup. posFixup.y contains
4556 * 1.0 or -1.0 to turn the rendering upside down for offscreen rendering. PosFixup.x
4557 * contains 1.0 to allow a mad.
4559 shader_addline(buffer
, "gl_Position.y = gl_Position.y * posFixup.y;\n");
4560 shader_addline(buffer
, "gl_Position.xy += posFixup.zw * gl_Position.ww;\n");
4562 /* Z coord [0;1]->[-1;1] mapping, see comment in transform_projection in state.c
4564 * Basically we want (in homogeneous coordinates) z = z * 2 - 1. However, shaders are run
4565 * before the homogeneous divide, so we have to take the w into account: z = ((z / w) * 2 - 1) * w,
4566 * which is the same as z = z * 2 - w.
4568 shader_addline(buffer
, "gl_Position.z = gl_Position.z * 2.0 - gl_Position.w;\n");
4570 shader_addline(buffer
, "}\n");
4572 TRACE("Compiling shader object %u\n", shader_obj
);
4573 shader_glsl_compile(gl_info
, shader_obj
, buffer
->buffer
);
4578 /* Context activation is done by the caller. */
4579 static GLhandleARB
shader_glsl_generate_geometry_shader(const struct wined3d_context
*context
,
4580 struct wined3d_shader_buffer
*buffer
, const struct wined3d_shader
*shader
)
4582 const struct wined3d_shader_reg_maps
*reg_maps
= &shader
->reg_maps
;
4583 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
4584 const DWORD
*function
= shader
->function
;
4585 struct shader_glsl_ctx_priv priv_ctx
;
4586 GLhandleARB shader_id
;
4588 shader_id
= GL_EXTCALL(glCreateShaderObjectARB(GL_GEOMETRY_SHADER_ARB
));
4590 shader_addline(buffer
, "#version 120\n");
4592 if (gl_info
->supported
[ARB_GEOMETRY_SHADER4
])
4593 shader_addline(buffer
, "#extension GL_ARB_geometry_shader4 : enable\n");
4594 if (gl_info
->supported
[ARB_SHADER_BIT_ENCODING
])
4595 shader_addline(buffer
, "#extension GL_ARB_shader_bit_encoding : enable\n");
4596 if (gl_info
->supported
[ARB_UNIFORM_BUFFER_OBJECT
])
4597 shader_addline(buffer
, "#extension GL_ARB_uniform_buffer_object : enable\n");
4598 if (gl_info
->supported
[EXT_GPU_SHADER4
])
4599 shader_addline(buffer
, "#extension GL_EXT_gpu_shader4 : enable\n");
4601 memset(&priv_ctx
, 0, sizeof(priv_ctx
));
4602 shader_generate_glsl_declarations(context
, buffer
, shader
, reg_maps
, &priv_ctx
);
4603 shader_generate_main(shader
, buffer
, reg_maps
, function
, &priv_ctx
);
4604 shader_addline(buffer
, "}\n");
4606 TRACE("Compiling shader object %u.\n", shader_id
);
4607 shader_glsl_compile(gl_info
, shader_id
, buffer
->buffer
);
4612 static GLhandleARB
find_glsl_pshader(const struct wined3d_context
*context
,
4613 struct wined3d_shader_buffer
*buffer
, struct wined3d_shader
*shader
,
4614 const struct ps_compile_args
*args
, const struct ps_np2fixup_info
**np2fixup_info
)
4616 struct glsl_ps_compiled_shader
*gl_shaders
, *new_array
;
4617 struct glsl_shader_private
*shader_data
;
4618 struct ps_np2fixup_info
*np2fixup
;
4623 if (!shader
->backend_data
)
4625 shader
->backend_data
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(*shader_data
));
4626 if (!shader
->backend_data
)
4628 ERR("Failed to allocate backend data.\n");
4632 shader_data
= shader
->backend_data
;
4633 gl_shaders
= shader_data
->gl_shaders
.ps
;
4635 /* Usually we have very few GL shaders for each d3d shader(just 1 or maybe 2),
4636 * so a linear search is more performant than a hashmap or a binary search
4637 * (cache coherency etc)
4639 for (i
= 0; i
< shader_data
->num_gl_shaders
; ++i
)
4641 if (!memcmp(&gl_shaders
[i
].args
, args
, sizeof(*args
)))
4643 if (args
->np2_fixup
)
4644 *np2fixup_info
= &gl_shaders
[i
].np2fixup
;
4645 return gl_shaders
[i
].prgId
;
4649 TRACE("No matching GL shader found for shader %p, compiling a new shader.\n", shader
);
4650 if(shader_data
->shader_array_size
== shader_data
->num_gl_shaders
) {
4651 if (shader_data
->num_gl_shaders
)
4653 new_size
= shader_data
->shader_array_size
+ max(1, shader_data
->shader_array_size
/ 2);
4654 new_array
= HeapReAlloc(GetProcessHeap(), 0, shader_data
->gl_shaders
.ps
,
4655 new_size
* sizeof(*gl_shaders
));
4659 new_array
= HeapAlloc(GetProcessHeap(), 0, sizeof(*gl_shaders
));
4664 ERR("Out of memory\n");
4667 shader_data
->gl_shaders
.ps
= new_array
;
4668 shader_data
->shader_array_size
= new_size
;
4669 gl_shaders
= new_array
;
4672 gl_shaders
[shader_data
->num_gl_shaders
].args
= *args
;
4674 np2fixup
= &gl_shaders
[shader_data
->num_gl_shaders
].np2fixup
;
4675 memset(np2fixup
, 0, sizeof(*np2fixup
));
4676 *np2fixup_info
= args
->np2_fixup
? np2fixup
: NULL
;
4678 pixelshader_update_samplers(shader
, args
->tex_types
);
4680 shader_buffer_clear(buffer
);
4681 ret
= shader_glsl_generate_pshader(context
, buffer
, shader
, args
, np2fixup
);
4682 gl_shaders
[shader_data
->num_gl_shaders
++].prgId
= ret
;
4687 static inline BOOL
vs_args_equal(const struct vs_compile_args
*stored
, const struct vs_compile_args
*new,
4688 const DWORD use_map
) {
4689 if((stored
->swizzle_map
& use_map
) != new->swizzle_map
) return FALSE
;
4690 if((stored
->clip_enabled
) != new->clip_enabled
) return FALSE
;
4691 return stored
->fog_src
== new->fog_src
;
4694 static GLhandleARB
find_glsl_vshader(const struct wined3d_context
*context
,
4695 struct wined3d_shader_buffer
*buffer
, struct wined3d_shader
*shader
,
4696 const struct vs_compile_args
*args
)
4700 DWORD use_map
= context
->stream_info
.use_map
;
4701 struct glsl_vs_compiled_shader
*gl_shaders
, *new_array
;
4702 struct glsl_shader_private
*shader_data
;
4705 if (!shader
->backend_data
)
4707 shader
->backend_data
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(*shader_data
));
4708 if (!shader
->backend_data
)
4710 ERR("Failed to allocate backend data.\n");
4714 shader_data
= shader
->backend_data
;
4715 gl_shaders
= shader_data
->gl_shaders
.vs
;
4717 /* Usually we have very few GL shaders for each d3d shader(just 1 or maybe 2),
4718 * so a linear search is more performant than a hashmap or a binary search
4719 * (cache coherency etc)
4721 for (i
= 0; i
< shader_data
->num_gl_shaders
; ++i
)
4723 if (vs_args_equal(&gl_shaders
[i
].args
, args
, use_map
))
4724 return gl_shaders
[i
].prgId
;
4727 TRACE("No matching GL shader found for shader %p, compiling a new shader.\n", shader
);
4729 if(shader_data
->shader_array_size
== shader_data
->num_gl_shaders
) {
4730 if (shader_data
->num_gl_shaders
)
4732 new_size
= shader_data
->shader_array_size
+ max(1, shader_data
->shader_array_size
/ 2);
4733 new_array
= HeapReAlloc(GetProcessHeap(), 0, shader_data
->gl_shaders
.vs
,
4734 new_size
* sizeof(*gl_shaders
));
4738 new_array
= HeapAlloc(GetProcessHeap(), 0, sizeof(*gl_shaders
));
4743 ERR("Out of memory\n");
4746 shader_data
->gl_shaders
.vs
= new_array
;
4747 shader_data
->shader_array_size
= new_size
;
4748 gl_shaders
= new_array
;
4751 gl_shaders
[shader_data
->num_gl_shaders
].args
= *args
;
4753 shader_buffer_clear(buffer
);
4754 ret
= shader_glsl_generate_vshader(context
, buffer
, shader
, args
);
4755 gl_shaders
[shader_data
->num_gl_shaders
++].prgId
= ret
;
4760 static GLhandleARB
find_glsl_geometry_shader(const struct wined3d_context
*context
,
4761 struct wined3d_shader_buffer
*buffer
, struct wined3d_shader
*shader
)
4763 struct glsl_gs_compiled_shader
*gl_shaders
;
4764 struct glsl_shader_private
*shader_data
;
4767 if (!shader
->backend_data
)
4769 if (!(shader
->backend_data
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(*shader_data
))))
4771 ERR("Failed to allocate backend data.\n");
4775 shader_data
= shader
->backend_data
;
4776 gl_shaders
= shader_data
->gl_shaders
.gs
;
4778 if (shader_data
->num_gl_shaders
)
4779 return gl_shaders
[0].id
;
4781 TRACE("No matching GL shader found for shader %p, compiling a new shader.\n", shader
);
4783 if (!(shader_data
->gl_shaders
.gs
= HeapAlloc(GetProcessHeap(), 0, sizeof(*gl_shaders
))))
4785 ERR("Failed to allocate GL shader array.\n");
4788 shader_data
->shader_array_size
= 1;
4789 gl_shaders
= shader_data
->gl_shaders
.gs
;
4791 shader_buffer_clear(buffer
);
4792 ret
= shader_glsl_generate_geometry_shader(context
, buffer
, shader
);
4793 gl_shaders
[shader_data
->num_gl_shaders
++].id
= ret
;
4798 static const char *shader_glsl_ffp_mcs(enum wined3d_material_color_source mcs
, const char *material
)
4802 case WINED3D_MCS_MATERIAL
:
4804 case WINED3D_MCS_COLOR1
:
4806 case WINED3D_MCS_COLOR2
:
4807 return "gl_SecondaryColor";
4809 ERR("Invalid material color source %#x.\n", mcs
);
4814 static void shader_glsl_ffp_vertex_lighting(struct wined3d_shader_buffer
*buffer
,
4815 const struct wined3d_ffp_vs_settings
*settings
, const struct wined3d_gl_info
*gl_info
)
4817 const char *diffuse
, *specular
, *emission
, *ambient
;
4818 enum wined3d_light_type light_type
;
4821 if (!settings
->lighting
)
4823 shader_addline(buffer
, "gl_FrontColor = gl_Color;\n");
4824 shader_addline(buffer
, "gl_FrontSecondaryColor = gl_SecondaryColor;\n");
4828 shader_addline(buffer
, "vec3 ambient = gl_LightModel.ambient.xyz;\n");
4829 shader_addline(buffer
, "vec3 diffuse = vec3(0.0);\n");
4830 shader_addline(buffer
, "vec4 specular = vec4(0.0);\n");
4831 shader_addline(buffer
, "vec3 dir, dst;\n");
4832 shader_addline(buffer
, "float att, t;\n");
4834 ambient
= shader_glsl_ffp_mcs(settings
->ambient_source
, "gl_FrontMaterial.ambient");
4835 diffuse
= shader_glsl_ffp_mcs(settings
->diffuse_source
, "gl_FrontMaterial.diffuse");
4836 specular
= shader_glsl_ffp_mcs(settings
->specular_source
, "gl_FrontMaterial.specular");
4837 emission
= shader_glsl_ffp_mcs(settings
->emission_source
, "gl_FrontMaterial.emission");
4839 for (i
= 0; i
< MAX_ACTIVE_LIGHTS
; ++i
)
4841 light_type
= (settings
->light_type
>> WINED3D_FFP_LIGHT_TYPE_SHIFT(i
)) & WINED3D_FFP_LIGHT_TYPE_MASK
;
4844 case WINED3D_LIGHT_POINT
:
4845 shader_addline(buffer
, "dir = gl_LightSource[%u].position.xyz - ec_pos.xyz;\n", i
);
4846 shader_addline(buffer
, "dst.z = dot(dir, dir);\n");
4847 shader_addline(buffer
, "dst.y = sqrt(dst.z);\n");
4848 shader_addline(buffer
, "dst.x = 1.0;\n");
4849 shader_addline(buffer
, "att = dot(dst.xyz, vec3(gl_LightSource[%u].constantAttenuation,"
4850 " gl_LightSource[%u].linearAttenuation, gl_LightSource[%u].quadraticAttenuation));\n", i
, i
, i
);
4851 shader_addline(buffer
, "ambient += gl_LightSource[%u].ambient.xyz / att;\n", i
);
4852 if (!settings
->normal
)
4854 shader_addline(buffer
, "dir = normalize(dir);\n");
4855 shader_addline(buffer
, "diffuse += (clamp(dot(dir, normal), 0.0, 1.0)"
4856 " * gl_LightSource[%u].diffuse.xyz) / att;\n", i
);
4857 if (settings
->localviewer
)
4858 shader_addline(buffer
, "t = dot(normal, normalize(dir - normalize(ec_pos.xyz)));\n");
4860 shader_addline(buffer
, "t = dot(normal, normalize(dir + vec3(0.0, 0.0, 1.0)));\n");
4861 shader_addline(buffer
, "if (t > 0.0) specular += (pow(t, gl_FrontMaterial.shininess)"
4862 " * gl_LightSource[%u].specular) / att;\n", i
);
4865 case WINED3D_LIGHT_SPOT
:
4866 shader_addline(buffer
, "dir = gl_LightSource[%u].position.xyz - ec_pos.xyz;\n", i
);
4867 shader_addline(buffer
, "dst.z = dot(dir, dir);\n");
4868 shader_addline(buffer
, "dst.y = sqrt(dst.z);\n");
4869 shader_addline(buffer
, "dst.x = 1.0;\n");
4870 shader_addline(buffer
, "dir = normalize(dir);\n");
4871 shader_addline(buffer
, "t = dot(-dir, normalize(gl_LightSource[%u].spotDirection));\n", i
);
4872 shader_addline(buffer
, "if (t < gl_LightSource[%u].spotCosCutoff) att = 0.0;\n", i
);
4873 shader_addline(buffer
, "else att = pow(t, gl_LightSource[%u].spotExponent)"
4874 " / dot(dst.xyz, vec3(gl_LightSource[%u].constantAttenuation,"
4875 " gl_LightSource[%u].linearAttenuation, gl_LightSource[%u].quadraticAttenuation));\n",
4877 shader_addline(buffer
, "ambient += gl_LightSource[%u].ambient.xyz * att;\n", i
);
4878 if (!settings
->normal
)
4880 shader_addline(buffer
, "diffuse += (clamp(dot(dir, normal), 0.0, 1.0)"
4881 " * gl_LightSource[%u].diffuse.xyz) * att;\n", i
);
4882 if (settings
->localviewer
)
4883 shader_addline(buffer
, "t = dot(normal, normalize(dir - normalize(ec_pos.xyz)));\n");
4885 shader_addline(buffer
, "t = dot(normal, normalize(dir + vec3(0.0, 0.0, 1.0)));\n");
4886 shader_addline(buffer
, "if (t > 0.0) specular += (pow(t, gl_FrontMaterial.shininess)"
4887 " * gl_LightSource[%u].specular) * att;\n", i
);
4890 case WINED3D_LIGHT_DIRECTIONAL
:
4891 shader_addline(buffer
, "ambient += gl_LightSource[%u].ambient.xyz;\n", i
);
4892 if (!settings
->normal
)
4894 shader_addline(buffer
, "dir = normalize(gl_LightSource[%u].position.xyz);\n", i
);
4895 shader_addline(buffer
, "diffuse += clamp(dot(dir, normal), 0.0, 1.0)"
4896 " * gl_LightSource[%u].diffuse.xyz;\n", i
);
4897 shader_addline(buffer
, "t = dot(normal, gl_LightSource[%u].halfVector.xyz);\n", i
);
4898 shader_addline(buffer
, "if (t > 0.0) specular += pow(t, gl_FrontMaterial.shininess)"
4899 " * gl_LightSource[%u].specular;\n", i
);
4904 FIXME("Unhandled light type %#x.\n", light_type
);
4909 shader_addline(buffer
, "gl_FrontColor.xyz = %s.xyz * ambient + %s.xyz * diffuse + %s.xyz;\n",
4910 ambient
, diffuse
, emission
);
4911 shader_addline(buffer
, "gl_FrontColor.w = %s.w;\n", diffuse
);
4912 shader_addline(buffer
, "gl_FrontSecondaryColor = %s * specular;\n", specular
);
4915 /* Context activation is done by the caller. */
4916 static GLhandleARB
shader_glsl_generate_ffp_vertex_shader(struct wined3d_shader_buffer
*buffer
,
4917 const struct wined3d_ffp_vs_settings
*settings
, const struct wined3d_gl_info
*gl_info
)
4919 GLhandleARB shader_obj
;
4922 shader_buffer_clear(buffer
);
4924 shader_addline(buffer
, "#version 120\n");
4925 shader_addline(buffer
, "\n");
4926 shader_addline(buffer
, "void main()\n{\n");
4927 shader_addline(buffer
, "float m;\n");
4928 shader_addline(buffer
, "vec3 r;\n");
4930 if (settings
->transformed
)
4932 shader_addline(buffer
, "vec4 ec_pos = vec4(gl_Vertex.xyz, 1.0);\n");
4933 shader_addline(buffer
, "gl_Position = gl_ProjectionMatrix * ec_pos;\n");
4934 shader_addline(buffer
, "if (gl_Vertex.w != 0.0) gl_Position /= gl_Vertex.w;\n");
4938 shader_addline(buffer
, "vec4 ec_pos = gl_ModelViewMatrix * gl_Vertex;\n");
4939 shader_addline(buffer
, "gl_Position = gl_ProjectionMatrix * ec_pos;\n");
4940 if (settings
->clipping
)
4941 shader_addline(buffer
, "gl_ClipVertex = ec_pos;\n");
4942 shader_addline(buffer
, "ec_pos /= ec_pos.w;\n");
4945 if (!settings
->normal
)
4946 shader_addline(buffer
, "vec3 normal = vec3(0.0);\n");
4947 else if (settings
->normalize
)
4948 shader_addline(buffer
, "vec3 normal = normalize(gl_NormalMatrix * gl_Normal);\n");
4950 shader_addline(buffer
, "vec3 normal = gl_NormalMatrix * gl_Normal;\n");
4952 shader_glsl_ffp_vertex_lighting(buffer
, settings
, gl_info
);
4954 for (i
= 0; i
< MAX_TEXTURES
; ++i
)
4956 switch (settings
->texgen
[i
] << WINED3D_FFP_TCI_SHIFT
)
4958 case WINED3DTSS_TCI_PASSTHRU
:
4959 if (settings
->texcoords
& (1 << i
))
4960 shader_addline(buffer
, "gl_TexCoord[%u] = gl_TextureMatrix[%u] * gl_MultiTexCoord%d;\n",
4964 case WINED3DTSS_TCI_CAMERASPACENORMAL
:
4965 shader_addline(buffer
, "gl_TexCoord[%u] = gl_TextureMatrix[%u] * vec4(normal, 1.0);\n", i
, i
);
4968 case WINED3DTSS_TCI_CAMERASPACEPOSITION
:
4969 shader_addline(buffer
, "gl_TexCoord[%u] = gl_TextureMatrix[%u] * ec_pos;\n", i
, i
);
4972 case WINED3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR
:
4973 shader_addline(buffer
, "gl_TexCoord[%u] = gl_TextureMatrix[%u]"
4974 " * vec4(reflect(normalize(ec_pos.xyz), normal), 1.0);\n", i
, i
);
4977 case WINED3DTSS_TCI_SPHEREMAP
:
4978 shader_addline(buffer
, "r = reflect(normalize(ec_pos.xyz), normal);\n");
4979 shader_addline(buffer
, "m = 2.0 * length(vec3(r.x, r.y, r.z + 1.0));\n");
4980 shader_addline(buffer
, "gl_TexCoord[%u] = gl_TextureMatrix[%u]"
4981 " * vec4(r.x / m + 0.5, r.y / m + 0.5, 0.0, 1.0);\n", i
, i
);
4985 ERR("Unhandled texgen %#x.\n", settings
->texgen
[i
]);
4990 switch (settings
->fog_mode
)
4992 case WINED3D_FFP_VS_FOG_OFF
:
4995 case WINED3D_FFP_VS_FOG_FOGCOORD
:
4996 shader_addline(buffer
, "gl_FogFragCoord = gl_SecondaryColor.w * 255.0;\n");
4999 case WINED3D_FFP_VS_FOG_RANGE
:
5000 shader_addline(buffer
, "gl_FogFragCoord = length(ec_pos.xyz);\n");
5003 case WINED3D_FFP_VS_FOG_DEPTH
:
5004 if (settings
->ortho_fog
)
5005 /* Need to undo the [0.0 - 1.0] -> [-1.0 - 1.0] transformation from D3D to GL coordinates. */
5006 shader_addline(buffer
, "gl_FogFragCoord = gl_Position.z * 0.5 + 0.5;\n");
5008 shader_addline(buffer
, "gl_FogFragCoord = ec_pos.z;\n");
5012 ERR("Unhandled fog mode %#x.\n", settings
->fog_mode
);
5016 if (settings
->point_size
)
5018 shader_addline(buffer
, "gl_PointSize = gl_Point.size / sqrt(gl_Point.distanceConstantAttenuation"
5019 " + gl_Point.distanceLinearAttenuation * length(ec_pos.xyz)"
5020 " + gl_Point.distanceQuadraticAttenuation * dot(ec_pos.xyz, ec_pos.xyz));\n");
5021 shader_addline(buffer
, "gl_PointSize = clamp(gl_PointSize, gl_Point.sizeMin, gl_Point.sizeMax);\n");
5024 shader_addline(buffer
, "}\n");
5026 shader_obj
= GL_EXTCALL(glCreateShaderObjectARB(GL_VERTEX_SHADER_ARB
));
5027 shader_glsl_compile(gl_info
, shader_obj
, buffer
->buffer
);
5032 static const char *shader_glsl_get_ffp_fragment_op_arg(struct wined3d_shader_buffer
*buffer
,
5033 DWORD argnum
, unsigned int stage
, DWORD arg
)
5037 if (arg
== ARG_UNUSED
)
5038 return "<unused arg>";
5040 switch (arg
& WINED3DTA_SELECTMASK
)
5042 case WINED3DTA_DIFFUSE
:
5046 case WINED3DTA_CURRENT
:
5053 case WINED3DTA_TEXTURE
:
5056 case 0: ret
= "tex0"; break;
5057 case 1: ret
= "tex1"; break;
5058 case 2: ret
= "tex2"; break;
5059 case 3: ret
= "tex3"; break;
5060 case 4: ret
= "tex4"; break;
5061 case 5: ret
= "tex5"; break;
5062 case 6: ret
= "tex6"; break;
5063 case 7: ret
= "tex7"; break;
5065 ret
= "<invalid texture>";
5070 case WINED3DTA_TFACTOR
:
5074 case WINED3DTA_SPECULAR
:
5075 ret
= "gl_SecondaryColor";
5078 case WINED3DTA_TEMP
:
5082 case WINED3DTA_CONSTANT
:
5085 case 0: ret
= "tss_const0"; break;
5086 case 1: ret
= "tss_const1"; break;
5087 case 2: ret
= "tss_const2"; break;
5088 case 3: ret
= "tss_const3"; break;
5089 case 4: ret
= "tss_const4"; break;
5090 case 5: ret
= "tss_const5"; break;
5091 case 6: ret
= "tss_const6"; break;
5092 case 7: ret
= "tss_const7"; break;
5094 ret
= "<invalid constant>";
5100 return "<unhandled arg>";
5103 if (arg
& WINED3DTA_COMPLEMENT
)
5105 shader_addline(buffer
, "arg%u = vec4(1.0) - %s;\n", argnum
, ret
);
5108 else if (argnum
== 1)
5110 else if (argnum
== 2)
5114 if (arg
& WINED3DTA_ALPHAREPLICATE
)
5116 shader_addline(buffer
, "arg%u = vec4(%s.w);\n", argnum
, ret
);
5119 else if (argnum
== 1)
5121 else if (argnum
== 2)
5128 static void shader_glsl_ffp_fragment_op(struct wined3d_shader_buffer
*buffer
, unsigned int stage
, BOOL color
,
5129 BOOL alpha
, DWORD dst
, DWORD op
, DWORD dw_arg0
, DWORD dw_arg1
, DWORD dw_arg2
)
5131 const char *dstmask
, *dstreg
, *arg0
, *arg1
, *arg2
;
5141 dstreg
= "temp_reg";
5145 arg0
= shader_glsl_get_ffp_fragment_op_arg(buffer
, 0, stage
, dw_arg0
);
5146 arg1
= shader_glsl_get_ffp_fragment_op_arg(buffer
, 1, stage
, dw_arg1
);
5147 arg2
= shader_glsl_get_ffp_fragment_op_arg(buffer
, 2, stage
, dw_arg2
);
5151 case WINED3D_TOP_DISABLE
:
5153 shader_addline(buffer
, "%s%s = gl_Color%s;\n", dstreg
, dstmask
, dstmask
);
5156 case WINED3D_TOP_SELECT_ARG1
:
5157 shader_addline(buffer
, "%s%s = %s%s;\n", dstreg
, dstmask
, arg1
, dstmask
);
5160 case WINED3D_TOP_SELECT_ARG2
:
5161 shader_addline(buffer
, "%s%s = %s%s;\n", dstreg
, dstmask
, arg2
, dstmask
);
5164 case WINED3D_TOP_MODULATE
:
5165 shader_addline(buffer
, "%s%s = %s%s * %s%s;\n", dstreg
, dstmask
, arg1
, dstmask
, arg2
, dstmask
);
5168 case WINED3D_TOP_MODULATE_4X
:
5169 shader_addline(buffer
, "%s%s = clamp(%s%s * %s%s * 4.0, 0.0, 1.0);\n",
5170 dstreg
, dstmask
, arg1
, dstmask
, arg2
, dstmask
);
5173 case WINED3D_TOP_MODULATE_2X
:
5174 shader_addline(buffer
, "%s%s = clamp(%s%s * %s%s * 2.0, 0.0, 1.0);\n",
5175 dstreg
, dstmask
, arg1
, dstmask
, arg2
, dstmask
);
5178 case WINED3D_TOP_ADD
:
5179 shader_addline(buffer
, "%s%s = clamp(%s%s + %s%s, 0.0, 1.0);\n",
5180 dstreg
, dstmask
, arg1
, dstmask
, arg2
, dstmask
);
5183 case WINED3D_TOP_ADD_SIGNED
:
5184 shader_addline(buffer
, "%s%s = clamp(%s%s + (%s - vec4(0.5))%s, 0.0, 1.0);\n",
5185 dstreg
, dstmask
, arg1
, dstmask
, arg2
, dstmask
);
5188 case WINED3D_TOP_ADD_SIGNED_2X
:
5189 shader_addline(buffer
, "%s%s = clamp((%s%s + (%s - vec4(0.5))%s) * 2.0, 0.0, 1.0);\n",
5190 dstreg
, dstmask
, arg1
, dstmask
, arg2
, dstmask
);
5193 case WINED3D_TOP_SUBTRACT
:
5194 shader_addline(buffer
, "%s%s = clamp(%s%s - %s%s, 0.0, 1.0);\n",
5195 dstreg
, dstmask
, arg1
, dstmask
, arg2
, dstmask
);
5198 case WINED3D_TOP_ADD_SMOOTH
:
5199 shader_addline(buffer
, "%s%s = clamp((vec4(1.0) - %s)%s * %s%s + %s%s, 0.0, 1.0);\n",
5200 dstreg
, dstmask
, arg1
, dstmask
, arg2
, dstmask
, arg1
, dstmask
);
5203 case WINED3D_TOP_BLEND_DIFFUSE_ALPHA
:
5204 arg0
= shader_glsl_get_ffp_fragment_op_arg(buffer
, 0, stage
, WINED3DTA_DIFFUSE
);
5205 shader_addline(buffer
, "%s%s = mix(%s%s, %s%s, %s.w);\n",
5206 dstreg
, dstmask
, arg2
, dstmask
, arg1
, dstmask
, arg0
);
5209 case WINED3D_TOP_BLEND_TEXTURE_ALPHA
:
5210 arg0
= shader_glsl_get_ffp_fragment_op_arg(buffer
, 0, stage
, WINED3DTA_TEXTURE
);
5211 shader_addline(buffer
, "%s%s = mix(%s%s, %s%s, %s.w);\n",
5212 dstreg
, dstmask
, arg2
, dstmask
, arg1
, dstmask
, arg0
);
5215 case WINED3D_TOP_BLEND_FACTOR_ALPHA
:
5216 arg0
= shader_glsl_get_ffp_fragment_op_arg(buffer
, 0, stage
, WINED3DTA_TFACTOR
);
5217 shader_addline(buffer
, "%s%s = mix(%s%s, %s%s, %s.w);\n",
5218 dstreg
, dstmask
, arg2
, dstmask
, arg1
, dstmask
, arg0
);
5221 case WINED3D_TOP_BLEND_TEXTURE_ALPHA_PM
:
5222 arg0
= shader_glsl_get_ffp_fragment_op_arg(buffer
, 0, stage
, WINED3DTA_TEXTURE
);
5223 shader_addline(buffer
, "%s%s = clamp(%s%s * (1.0 - %s.w) + %s%s, 0.0, 1.0);\n",
5224 dstreg
, dstmask
, arg2
, dstmask
, arg0
, arg1
, dstmask
);
5227 case WINED3D_TOP_BLEND_CURRENT_ALPHA
:
5228 arg0
= shader_glsl_get_ffp_fragment_op_arg(buffer
, 0, stage
, WINED3DTA_CURRENT
);
5229 shader_addline(buffer
, "%s%s = mix(%s%s, %s%s, %s.w);\n",
5230 dstreg
, dstmask
, arg2
, dstmask
, arg1
, dstmask
, arg0
);
5233 case WINED3D_TOP_MODULATE_ALPHA_ADD_COLOR
:
5234 shader_addline(buffer
, "%s%s = clamp(%s%s * %s.w + %s%s, 0.0, 1.0);\n",
5235 dstreg
, dstmask
, arg2
, dstmask
, arg1
, arg1
, dstmask
);
5238 case WINED3D_TOP_MODULATE_COLOR_ADD_ALPHA
:
5239 shader_addline(buffer
, "%s%s = clamp(%s%s * %s%s + %s.w, 0.0, 1.0);\n",
5240 dstreg
, dstmask
, arg1
, dstmask
, arg2
, dstmask
, arg1
);
5243 case WINED3D_TOP_MODULATE_INVALPHA_ADD_COLOR
:
5244 shader_addline(buffer
, "%s%s = clamp(%s%s * (1.0 - %s.w) + %s%s, 0.0, 1.0);\n",
5245 dstreg
, dstmask
, arg2
, dstmask
, arg1
, arg1
, dstmask
);
5247 case WINED3D_TOP_MODULATE_INVCOLOR_ADD_ALPHA
:
5248 shader_addline(buffer
, "%s%s = clamp((vec4(1.0) - %s)%s * %s%s + %s.w, 0.0, 1.0);\n",
5249 dstreg
, dstmask
, arg1
, dstmask
, arg2
, dstmask
, arg1
);
5252 case WINED3D_TOP_BUMPENVMAP
:
5253 case WINED3D_TOP_BUMPENVMAP_LUMINANCE
:
5254 /* These are handled in the first pass, nothing to do. */
5257 case WINED3D_TOP_DOTPRODUCT3
:
5258 shader_addline(buffer
, "%s%s = vec4(clamp(dot(%s.xyz - 0.5, %s.xyz - 0.5) * 4.0, 0.0, 1.0))%s;\n",
5259 dstreg
, dstmask
, arg1
, arg2
, dstmask
);
5262 case WINED3D_TOP_MULTIPLY_ADD
:
5263 shader_addline(buffer
, "%s%s = clamp(%s%s * %s%s + %s%s, 0.0, 1.0);\n",
5264 dstreg
, dstmask
, arg1
, dstmask
, arg2
, dstmask
, arg0
, dstmask
);
5267 case WINED3D_TOP_LERP
:
5268 /* MSDN isn't quite right here. */
5269 shader_addline(buffer
, "%s%s = mix(%s%s, %s%s, %s%s);\n",
5270 dstreg
, dstmask
, arg2
, dstmask
, arg1
, dstmask
, arg0
, dstmask
);
5274 FIXME("Unhandled operation %#x.\n", op
);
5279 /* Context activation is done by the caller. */
5280 static GLuint
shader_glsl_generate_ffp_fragment_shader(struct wined3d_shader_buffer
*buffer
,
5281 const struct ffp_frag_settings
*settings
, const struct wined3d_gl_info
*gl_info
)
5283 BYTE lum_map
= 0, bump_map
= 0, tex_map
= 0, tss_const_map
= 0;
5284 BOOL tempreg_used
= FALSE
, tfactor_used
= FALSE
;
5285 const char *final_combiner_src
= "ret";
5286 UINT lowest_disabled_stage
;
5287 GLhandleARB shader_obj
;
5288 DWORD arg0
, arg1
, arg2
;
5291 shader_buffer_clear(buffer
);
5293 /* Find out which textures are read */
5294 for (stage
= 0; stage
< MAX_TEXTURES
; ++stage
)
5296 if (settings
->op
[stage
].cop
== WINED3D_TOP_DISABLE
)
5299 arg0
= settings
->op
[stage
].carg0
& WINED3DTA_SELECTMASK
;
5300 arg1
= settings
->op
[stage
].carg1
& WINED3DTA_SELECTMASK
;
5301 arg2
= settings
->op
[stage
].carg2
& WINED3DTA_SELECTMASK
;
5303 if (arg0
== WINED3DTA_TEXTURE
|| arg1
== WINED3DTA_TEXTURE
|| arg2
== WINED3DTA_TEXTURE
)
5304 tex_map
|= 1 << stage
;
5305 if (arg0
== WINED3DTA_TFACTOR
|| arg1
== WINED3DTA_TFACTOR
|| arg2
== WINED3DTA_TFACTOR
)
5306 tfactor_used
= TRUE
;
5307 if (arg0
== WINED3DTA_TEMP
|| arg1
== WINED3DTA_TEMP
|| arg2
== WINED3DTA_TEMP
)
5308 tempreg_used
= TRUE
;
5309 if (settings
->op
[stage
].dst
== tempreg
)
5310 tempreg_used
= TRUE
;
5311 if (arg0
== WINED3DTA_CONSTANT
|| arg1
== WINED3DTA_CONSTANT
|| arg2
== WINED3DTA_CONSTANT
)
5312 tss_const_map
|= 1 << stage
;
5314 switch (settings
->op
[stage
].cop
)
5316 case WINED3D_TOP_BUMPENVMAP_LUMINANCE
:
5317 lum_map
|= 1 << stage
;
5319 case WINED3D_TOP_BUMPENVMAP
:
5320 bump_map
|= 1 << stage
;
5322 case WINED3D_TOP_BLEND_TEXTURE_ALPHA
:
5323 case WINED3D_TOP_BLEND_TEXTURE_ALPHA_PM
:
5324 tex_map
|= 1 << stage
;
5327 case WINED3D_TOP_BLEND_FACTOR_ALPHA
:
5328 tfactor_used
= TRUE
;
5335 if (settings
->op
[stage
].aop
== WINED3D_TOP_DISABLE
)
5338 arg0
= settings
->op
[stage
].aarg0
& WINED3DTA_SELECTMASK
;
5339 arg1
= settings
->op
[stage
].aarg1
& WINED3DTA_SELECTMASK
;
5340 arg2
= settings
->op
[stage
].aarg2
& WINED3DTA_SELECTMASK
;
5342 if (arg0
== WINED3DTA_TEXTURE
|| arg1
== WINED3DTA_TEXTURE
|| arg2
== WINED3DTA_TEXTURE
)
5343 tex_map
|= 1 << stage
;
5344 if (arg0
== WINED3DTA_TFACTOR
|| arg1
== WINED3DTA_TFACTOR
|| arg2
== WINED3DTA_TFACTOR
)
5345 tfactor_used
= TRUE
;
5346 if (arg0
== WINED3DTA_TEMP
|| arg1
== WINED3DTA_TEMP
|| arg2
== WINED3DTA_TEMP
)
5347 tempreg_used
= TRUE
;
5348 if (arg0
== WINED3DTA_CONSTANT
|| arg1
== WINED3DTA_CONSTANT
|| arg2
== WINED3DTA_CONSTANT
)
5349 tss_const_map
|= 1 << stage
;
5351 lowest_disabled_stage
= stage
;
5353 shader_addline(buffer
, "#version 120\n");
5355 if (gl_info
->supported
[ARB_TEXTURE_RECTANGLE
])
5356 shader_addline(buffer
, "#extension GL_ARB_texture_rectangle : enable\n");
5358 shader_addline(buffer
, "vec4 tmp0, tmp1;\n");
5359 shader_addline(buffer
, "vec4 ret;\n");
5360 if (tempreg_used
|| settings
->sRGB_write
)
5361 shader_addline(buffer
, "vec4 temp_reg;\n");
5362 shader_addline(buffer
, "vec4 arg0, arg1, arg2;\n");
5364 for (stage
= 0; stage
< MAX_TEXTURES
; ++stage
)
5366 if (tss_const_map
& (1 << stage
))
5367 shader_addline(buffer
, "uniform vec4 tss_const%u;\n", stage
);
5369 if (!(tex_map
& (1 << stage
)))
5372 switch (settings
->op
[stage
].tex_type
)
5375 shader_addline(buffer
, "uniform sampler1D ps_sampler%u;\n", stage
);
5378 shader_addline(buffer
, "uniform sampler2D ps_sampler%u;\n", stage
);
5381 shader_addline(buffer
, "uniform sampler3D ps_sampler%u;\n", stage
);
5384 shader_addline(buffer
, "uniform samplerCube ps_sampler%u;\n", stage
);
5387 shader_addline(buffer
, "uniform sampler2DRect ps_sampler%u;\n", stage
);
5390 FIXME("Unhandled sampler type %#x.\n", settings
->op
[stage
].tex_type
);
5394 shader_addline(buffer
, "vec4 tex%u;\n", stage
);
5396 if (!(bump_map
& (1 << stage
)))
5398 shader_addline(buffer
, "uniform mat2 bumpenv_mat%u;\n", stage
);
5400 if (!(lum_map
& (1 << stage
)))
5402 shader_addline(buffer
, "uniform float bumpenv_lum_scale%u;\n", stage
);
5403 shader_addline(buffer
, "uniform float bumpenv_lum_offset%u;\n", stage
);
5406 shader_addline(buffer
, "uniform vec4 tex_factor;\n");
5407 shader_addline(buffer
, "uniform vec4 specular_enable;\n");
5409 if (settings
->sRGB_write
)
5411 shader_addline(buffer
, "const vec4 srgb_const0 = ");
5412 shader_glsl_append_imm_vec4(buffer
, wined3d_srgb_const0
);
5413 shader_addline(buffer
, ";\n");
5414 shader_addline(buffer
, "const vec4 srgb_const1 = ");
5415 shader_glsl_append_imm_vec4(buffer
, wined3d_srgb_const1
);
5416 shader_addline(buffer
, ";\n");
5419 shader_addline(buffer
, "void main()\n{\n");
5421 if (lowest_disabled_stage
< 7 && settings
->emul_clipplanes
)
5422 shader_addline(buffer
, "if (any(lessThan(gl_TexCoord[7], vec4(0.0)))) discard;\n");
5424 /* Generate texture sampling instructions) */
5425 for (stage
= 0; stage
< MAX_TEXTURES
&& settings
->op
[stage
].cop
!= WINED3D_TOP_DISABLE
; ++stage
)
5427 const char *texture_function
, *coord_mask
;
5428 char tex_reg_name
[8];
5431 if (!(tex_map
& (1 << stage
)))
5434 if (settings
->op
[stage
].projected
== proj_none
)
5438 else if (settings
->op
[stage
].projected
== proj_count4
5439 || settings
->op
[stage
].projected
== proj_count3
)
5445 FIXME("Unexpected projection mode %d\n", settings
->op
[stage
].projected
);
5449 switch (settings
->op
[stage
].tex_type
)
5454 texture_function
= "texture1DProj";
5459 texture_function
= "texture1D";
5466 texture_function
= "texture2DProj";
5471 texture_function
= "texture2D";
5478 texture_function
= "texture3DProj";
5479 coord_mask
= "xyzw";
5483 texture_function
= "texture3D";
5488 texture_function
= "textureCube";
5494 texture_function
= "texture2DRectProj";
5499 texture_function
= "texture2DRect";
5504 FIXME("Unhandled texture type %#x.\n", settings
->op
[stage
].tex_type
);
5505 texture_function
= "";
5506 coord_mask
= "xyzw";
5511 && (settings
->op
[stage
- 1].cop
== WINED3D_TOP_BUMPENVMAP
5512 || settings
->op
[stage
- 1].cop
== WINED3D_TOP_BUMPENVMAP_LUMINANCE
))
5514 shader_addline(buffer
, "ret.xy = bumpenv_mat%u * tex%u.xy;\n", stage
- 1, stage
- 1);
5516 /* With projective textures, texbem only divides the static
5517 * texture coord, not the displacement, so multiply the
5518 * displacement with the dividing parameter before passing it to
5520 if (settings
->op
[stage
].projected
!= proj_none
)
5522 if (settings
->op
[stage
].projected
== proj_count4
)
5524 shader_addline(buffer
, "ret.xy = (ret.xy * gl_TexCoord[%u].w) + gl_TexCoord[%u].xy;\n",
5526 shader_addline(buffer
, "ret.zw = gl_TexCoord[%u].ww;\n", stage
);
5530 shader_addline(buffer
, "ret.xy = (ret.xy * gl_TexCoord[%u].z) + gl_TexCoord[%u].xy;\n",
5532 shader_addline(buffer
, "ret.zw = gl_TexCoord[%u].zz;\n", stage
);
5537 shader_addline(buffer
, "ret = gl_TexCoord[%u] + ret.xyxy;\n", stage
);
5540 shader_addline(buffer
, "tex%u = %s(ps_sampler%u, ret.%s);\n",
5541 stage
, texture_function
, stage
, coord_mask
);
5543 if (settings
->op
[stage
- 1].cop
== WINED3D_TOP_BUMPENVMAP_LUMINANCE
)
5544 shader_addline(buffer
, "tex%u *= clamp(tex%u.z * bumpenv_lum_scale%u + bumpenv_lum_offset%u, 0.0, 1.0);\n",
5545 stage
, stage
- 1, stage
- 1, stage
- 1);
5547 else if (settings
->op
[stage
].projected
== proj_count3
)
5549 shader_addline(buffer
, "tex%u = %s(ps_sampler%u, gl_TexCoord[%u].xyz);\n",
5550 stage
, texture_function
, stage
, stage
);
5554 shader_addline(buffer
, "tex%u = %s(ps_sampler%u, gl_TexCoord[%u].%s);\n",
5555 stage
, texture_function
, stage
, stage
, coord_mask
);
5558 sprintf(tex_reg_name
, "tex%u", stage
);
5559 shader_glsl_color_correction_ext(buffer
, tex_reg_name
, WINED3DSP_WRITEMASK_ALL
,
5560 settings
->op
[stage
].color_fixup
);
5563 /* Generate the main shader */
5564 for (stage
= 0; stage
< MAX_TEXTURES
; ++stage
)
5568 if (settings
->op
[stage
].cop
== WINED3D_TOP_DISABLE
)
5571 final_combiner_src
= "gl_Color";
5575 if (settings
->op
[stage
].cop
== WINED3D_TOP_SELECT_ARG1
5576 && settings
->op
[stage
].aop
== WINED3D_TOP_SELECT_ARG1
)
5577 op_equal
= settings
->op
[stage
].carg1
== settings
->op
[stage
].aarg1
;
5578 else if (settings
->op
[stage
].cop
== WINED3D_TOP_SELECT_ARG1
5579 && settings
->op
[stage
].aop
== WINED3D_TOP_SELECT_ARG2
)
5580 op_equal
= settings
->op
[stage
].carg1
== settings
->op
[stage
].aarg2
;
5581 else if (settings
->op
[stage
].cop
== WINED3D_TOP_SELECT_ARG2
5582 && settings
->op
[stage
].aop
== WINED3D_TOP_SELECT_ARG1
)
5583 op_equal
= settings
->op
[stage
].carg2
== settings
->op
[stage
].aarg1
;
5584 else if (settings
->op
[stage
].cop
== WINED3D_TOP_SELECT_ARG2
5585 && settings
->op
[stage
].aop
== WINED3D_TOP_SELECT_ARG2
)
5586 op_equal
= settings
->op
[stage
].carg2
== settings
->op
[stage
].aarg2
;
5588 op_equal
= settings
->op
[stage
].aop
== settings
->op
[stage
].cop
5589 && settings
->op
[stage
].carg0
== settings
->op
[stage
].aarg0
5590 && settings
->op
[stage
].carg1
== settings
->op
[stage
].aarg1
5591 && settings
->op
[stage
].carg2
== settings
->op
[stage
].aarg2
;
5593 if (settings
->op
[stage
].aop
== WINED3D_TOP_DISABLE
)
5595 shader_glsl_ffp_fragment_op(buffer
, stage
, TRUE
, FALSE
, settings
->op
[stage
].dst
,
5596 settings
->op
[stage
].cop
, settings
->op
[stage
].carg0
,
5597 settings
->op
[stage
].carg1
, settings
->op
[stage
].carg2
);
5599 shader_addline(buffer
, "ret.w = gl_Color.w;\n");
5603 shader_glsl_ffp_fragment_op(buffer
, stage
, TRUE
, TRUE
, settings
->op
[stage
].dst
,
5604 settings
->op
[stage
].cop
, settings
->op
[stage
].carg0
,
5605 settings
->op
[stage
].carg1
, settings
->op
[stage
].carg2
);
5609 shader_glsl_ffp_fragment_op(buffer
, stage
, TRUE
, FALSE
, settings
->op
[stage
].dst
,
5610 settings
->op
[stage
].cop
, settings
->op
[stage
].carg0
,
5611 settings
->op
[stage
].carg1
, settings
->op
[stage
].carg2
);
5612 shader_glsl_ffp_fragment_op(buffer
, stage
, FALSE
, TRUE
, settings
->op
[stage
].dst
,
5613 settings
->op
[stage
].aop
, settings
->op
[stage
].aarg0
,
5614 settings
->op
[stage
].aarg1
, settings
->op
[stage
].aarg2
);
5618 shader_addline(buffer
, "gl_FragData[0] = gl_SecondaryColor * specular_enable + %s;\n", final_combiner_src
);
5620 if (settings
->sRGB_write
)
5621 shader_glsl_generate_srgb_write_correction(buffer
);
5623 shader_glsl_generate_fog_code(buffer
, settings
->fog
);
5625 shader_addline(buffer
, "}\n");
5627 shader_obj
= GL_EXTCALL(glCreateShaderObjectARB(GL_FRAGMENT_SHADER_ARB
));
5628 shader_glsl_compile(gl_info
, shader_obj
, buffer
->buffer
);
5632 static struct glsl_ffp_vertex_shader
*shader_glsl_find_ffp_vertex_shader(struct shader_glsl_priv
*priv
,
5633 const struct wined3d_gl_info
*gl_info
, const struct wined3d_ffp_vs_settings
*settings
)
5635 struct glsl_ffp_vertex_shader
*shader
;
5636 const struct wine_rb_entry
*entry
;
5638 if ((entry
= wine_rb_get(&priv
->ffp_vertex_shaders
, settings
)))
5639 return WINE_RB_ENTRY_VALUE(entry
, struct glsl_ffp_vertex_shader
, desc
.entry
);
5641 if (!(shader
= HeapAlloc(GetProcessHeap(), 0, sizeof(*shader
))))
5644 shader
->desc
.settings
= *settings
;
5645 shader
->id
= shader_glsl_generate_ffp_vertex_shader(&priv
->shader_buffer
, settings
, gl_info
);
5646 list_init(&shader
->linked_programs
);
5647 if (wine_rb_put(&priv
->ffp_vertex_shaders
, &shader
->desc
.settings
, &shader
->desc
.entry
) == -1)
5648 ERR("Failed to insert ffp vertex shader.\n");
5653 static struct glsl_ffp_fragment_shader
*shader_glsl_find_ffp_fragment_shader(struct shader_glsl_priv
*priv
,
5654 const struct wined3d_gl_info
*gl_info
, const struct ffp_frag_settings
*args
)
5656 struct glsl_ffp_fragment_shader
*glsl_desc
;
5657 const struct ffp_frag_desc
*desc
;
5659 if ((desc
= find_ffp_frag_shader(&priv
->ffp_fragment_shaders
, args
)))
5660 return CONTAINING_RECORD(desc
, struct glsl_ffp_fragment_shader
, entry
);
5662 if (!(glsl_desc
= HeapAlloc(GetProcessHeap(), 0, sizeof(*glsl_desc
))))
5665 glsl_desc
->entry
.settings
= *args
;
5666 glsl_desc
->id
= shader_glsl_generate_ffp_fragment_shader(&priv
->shader_buffer
, args
, gl_info
);
5667 list_init(&glsl_desc
->linked_programs
);
5668 add_ffp_frag_shader(&priv
->ffp_fragment_shaders
, &glsl_desc
->entry
);
5674 static void shader_glsl_init_vs_uniform_locations(const struct wined3d_gl_info
*gl_info
,
5675 GLhandleARB program_id
, struct glsl_vs_program
*vs
, unsigned int vs_c_count
)
5680 vs
->uniform_f_locations
= HeapAlloc(GetProcessHeap(), 0,
5681 sizeof(GLhandleARB
) * gl_info
->limits
.glsl_vs_float_constants
);
5682 for (i
= 0; i
< vs_c_count
; ++i
)
5684 snprintf(name
, sizeof(name
), "vs_c[%u]", i
);
5685 vs
->uniform_f_locations
[i
] = GL_EXTCALL(glGetUniformLocationARB(program_id
, name
));
5687 memset(&vs
->uniform_f_locations
[vs_c_count
], 0xff,
5688 (gl_info
->limits
.glsl_vs_float_constants
- vs_c_count
) * sizeof(GLhandleARB
));
5690 for (i
= 0; i
< MAX_CONST_I
; ++i
)
5692 snprintf(name
, sizeof(name
), "vs_i[%u]", i
);
5693 vs
->uniform_i_locations
[i
] = GL_EXTCALL(glGetUniformLocationARB(program_id
, name
));
5696 for (i
= 0; i
< MAX_CONST_B
; ++i
)
5698 snprintf(name
, sizeof(name
), "vs_b[%u]", i
);
5699 vs
->uniform_b_locations
[i
] = GL_EXTCALL(glGetUniformLocationARB(program_id
, name
));
5702 vs
->pos_fixup_location
= GL_EXTCALL(glGetUniformLocationARB(program_id
, "posFixup"));
5705 static void shader_glsl_init_ps_uniform_locations(const struct wined3d_gl_info
*gl_info
,
5706 GLhandleARB program_id
, struct glsl_ps_program
*ps
, unsigned int ps_c_count
)
5711 ps
->uniform_f_locations
= HeapAlloc(GetProcessHeap(), 0,
5712 sizeof(GLhandleARB
) * gl_info
->limits
.glsl_ps_float_constants
);
5713 for (i
= 0; i
< ps_c_count
; ++i
)
5715 snprintf(name
, sizeof(name
), "ps_c[%u]", i
);
5716 ps
->uniform_f_locations
[i
] = GL_EXTCALL(glGetUniformLocationARB(program_id
, name
));
5718 memset(&ps
->uniform_f_locations
[ps_c_count
], 0xff,
5719 (gl_info
->limits
.glsl_ps_float_constants
- ps_c_count
) * sizeof(GLhandleARB
));
5721 for (i
= 0; i
< MAX_CONST_I
; ++i
)
5723 snprintf(name
, sizeof(name
), "ps_i[%u]", i
);
5724 ps
->uniform_i_locations
[i
] = GL_EXTCALL(glGetUniformLocationARB(program_id
, name
));
5727 for (i
= 0; i
< MAX_CONST_B
; ++i
)
5729 snprintf(name
, sizeof(name
), "ps_b[%u]", i
);
5730 ps
->uniform_b_locations
[i
] = GL_EXTCALL(glGetUniformLocationARB(program_id
, name
));
5733 for (i
= 0; i
< MAX_TEXTURES
; ++i
)
5735 snprintf(name
, sizeof(name
), "bumpenv_mat%u", i
);
5736 ps
->bumpenv_mat_location
[i
] = GL_EXTCALL(glGetUniformLocationARB(program_id
, name
));
5737 snprintf(name
, sizeof(name
), "bumpenv_lum_scale%u", i
);
5738 ps
->bumpenv_lum_scale_location
[i
] = GL_EXTCALL(glGetUniformLocationARB(program_id
, name
));
5739 snprintf(name
, sizeof(name
), "bumpenv_lum_offset%u", i
);
5740 ps
->bumpenv_lum_offset_location
[i
] = GL_EXTCALL(glGetUniformLocationARB(program_id
, name
));
5741 snprintf(name
, sizeof(name
), "tss_const%u", i
);
5742 ps
->tss_constant_location
[i
] = GL_EXTCALL(glGetUniformLocationARB(program_id
, name
));
5745 ps
->tex_factor_location
= GL_EXTCALL(glGetUniformLocationARB(program_id
, "tex_factor"));
5746 ps
->specular_enable_location
= GL_EXTCALL(glGetUniformLocationARB(program_id
, "specular_enable"));
5747 ps
->np2_fixup_location
= GL_EXTCALL(glGetUniformLocationARB(program_id
, "ps_samplerNP2Fixup"));
5748 ps
->ycorrection_location
= GL_EXTCALL(glGetUniformLocationARB(program_id
, "ycorrection"));
5751 static void shader_glsl_init_uniform_block_bindings(const struct wined3d_gl_info
*gl_info
, GLhandleARB program_id
,
5752 const struct wined3d_shader_reg_maps
*reg_maps
, unsigned int base
, unsigned int count
)
5754 const char *prefix
= shader_glsl_get_prefix(reg_maps
->shader_version
.type
);
5759 for (i
= 0; i
< count
; ++i
)
5761 if (!reg_maps
->cb_sizes
[i
])
5764 snprintf(name
, sizeof(name
), "block_%s_cb%u", prefix
, i
);
5765 block_idx
= GL_EXTCALL(glGetUniformBlockIndex(program_id
, name
));
5766 GL_EXTCALL(glUniformBlockBinding(program_id
, block_idx
, base
+ i
));
5768 checkGLcall("glUniformBlockBinding");
5771 /* Context activation is done by the caller. */
5772 static void set_glsl_shader_program(const struct wined3d_context
*context
, const struct wined3d_state
*state
,
5773 struct shader_glsl_priv
*priv
, struct glsl_context_data
*ctx_data
)
5775 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
5776 const struct ps_np2fixup_info
*np2fixup_info
= NULL
;
5777 struct glsl_shader_prog_link
*entry
= NULL
;
5778 struct wined3d_shader
*vshader
= NULL
;
5779 struct wined3d_shader
*gshader
= NULL
;
5780 struct wined3d_shader
*pshader
= NULL
;
5781 GLhandleARB programId
= 0;
5782 GLhandleARB reorder_shader_id
= 0;
5784 GLhandleARB vs_id
= 0;
5785 GLhandleARB gs_id
= 0;
5786 GLhandleARB ps_id
= 0;
5787 struct list
*ps_list
, *vs_list
;
5789 if (!(context
->shader_update_mask
& (1 << WINED3D_SHADER_TYPE_VERTEX
)))
5791 vs_id
= ctx_data
->glsl_program
->vs
.id
;
5792 vs_list
= &ctx_data
->glsl_program
->vs
.shader_entry
;
5796 vshader
= state
->shader
[WINED3D_SHADER_TYPE_VERTEX
];
5797 gshader
= state
->shader
[WINED3D_SHADER_TYPE_GEOMETRY
];
5799 if (!(context
->shader_update_mask
& (1 << WINED3D_SHADER_TYPE_GEOMETRY
))
5800 && ctx_data
->glsl_program
->gs
.id
)
5801 gs_id
= ctx_data
->glsl_program
->gs
.id
;
5803 gs_id
= find_glsl_geometry_shader(context
, &priv
->shader_buffer
, gshader
);
5806 else if (use_vs(state
))
5808 struct vs_compile_args vs_compile_args
;
5809 vshader
= state
->shader
[WINED3D_SHADER_TYPE_VERTEX
];
5811 find_vs_compile_args(state
, vshader
, context
->stream_info
.swizzle_map
, &vs_compile_args
);
5812 vs_id
= find_glsl_vshader(context
, &priv
->shader_buffer
, vshader
, &vs_compile_args
);
5813 vs_list
= &vshader
->linked_programs
;
5815 if ((gshader
= state
->shader
[WINED3D_SHADER_TYPE_GEOMETRY
]))
5816 gs_id
= find_glsl_geometry_shader(context
, &priv
->shader_buffer
, gshader
);
5818 else if (priv
->vertex_pipe
== &glsl_vertex_pipe
)
5820 struct glsl_ffp_vertex_shader
*ffp_shader
;
5821 struct wined3d_ffp_vs_settings settings
;
5823 wined3d_ffp_get_vs_settings(state
, &context
->stream_info
, &settings
);
5824 ffp_shader
= shader_glsl_find_ffp_vertex_shader(priv
, gl_info
, &settings
);
5825 vs_id
= ffp_shader
->id
;
5826 vs_list
= &ffp_shader
->linked_programs
;
5829 if (!(context
->shader_update_mask
& (1 << WINED3D_SHADER_TYPE_PIXEL
)))
5831 ps_id
= ctx_data
->glsl_program
->ps
.id
;
5832 ps_list
= &ctx_data
->glsl_program
->ps
.shader_entry
;
5835 pshader
= state
->shader
[WINED3D_SHADER_TYPE_PIXEL
];
5837 else if (use_ps(state
))
5839 struct ps_compile_args ps_compile_args
;
5840 pshader
= state
->shader
[WINED3D_SHADER_TYPE_PIXEL
];
5841 find_ps_compile_args(state
, pshader
, context
->stream_info
.position_transformed
, &ps_compile_args
, gl_info
);
5842 ps_id
= find_glsl_pshader(context
, &priv
->shader_buffer
,
5843 pshader
, &ps_compile_args
, &np2fixup_info
);
5844 ps_list
= &pshader
->linked_programs
;
5846 else if (priv
->fragment_pipe
== &glsl_fragment_pipe
)
5848 struct glsl_ffp_fragment_shader
*ffp_shader
;
5849 struct ffp_frag_settings settings
;
5851 gen_ffp_frag_op(context
, state
, &settings
, FALSE
);
5852 ffp_shader
= shader_glsl_find_ffp_fragment_shader(priv
, gl_info
, &settings
);
5853 ps_id
= ffp_shader
->id
;
5854 ps_list
= &ffp_shader
->linked_programs
;
5857 if ((!vs_id
&& !gs_id
&& !ps_id
) || (entry
= get_glsl_program_entry(priv
, vs_id
, gs_id
, ps_id
)))
5859 ctx_data
->glsl_program
= entry
;
5863 /* If we get to this point, then no matching program exists, so we create one */
5864 programId
= GL_EXTCALL(glCreateProgramObjectARB());
5865 TRACE("Created new GLSL shader program %u\n", programId
);
5867 /* Create the entry */
5868 entry
= HeapAlloc(GetProcessHeap(), 0, sizeof(struct glsl_shader_prog_link
));
5869 entry
->programId
= programId
;
5870 entry
->vs
.id
= vs_id
;
5871 entry
->gs
.id
= gs_id
;
5872 entry
->ps
.id
= ps_id
;
5873 entry
->constant_version
= 0;
5874 entry
->ps
.np2_fixup_info
= np2fixup_info
;
5875 /* Add the hash table entry */
5876 add_glsl_program_entry(priv
, entry
);
5878 /* Set the current program */
5879 ctx_data
->glsl_program
= entry
;
5881 /* Attach GLSL vshader */
5884 TRACE("Attaching GLSL shader object %u to program %u.\n", vs_id
, programId
);
5885 GL_EXTCALL(glAttachObjectARB(programId
, vs_id
));
5886 checkGLcall("glAttachObjectARB");
5888 list_add_head(vs_list
, &entry
->vs
.shader_entry
);
5893 WORD map
= vshader
->reg_maps
.input_registers
;
5896 reorder_shader_id
= generate_param_reorder_function(&priv
->shader_buffer
, vshader
, pshader
, gl_info
);
5897 TRACE("Attaching GLSL shader object %u to program %u\n", reorder_shader_id
, programId
);
5898 GL_EXTCALL(glAttachObjectARB(programId
, reorder_shader_id
));
5899 checkGLcall("glAttachObjectARB");
5900 /* Flag the reorder function for deletion, then it will be freed automatically when the program
5903 GL_EXTCALL(glDeleteObjectARB(reorder_shader_id
));
5905 /* Bind vertex attributes to a corresponding index number to match
5906 * the same index numbers as ARB_vertex_programs (makes loading
5907 * vertex attributes simpler). With this method, we can use the
5908 * exact same code to load the attributes later for both ARB and
5911 * We have to do this here because we need to know the Program ID
5912 * in order to make the bindings work, and it has to be done prior
5913 * to linking the GLSL program. */
5914 for (i
= 0; map
; map
>>= 1, ++i
)
5916 if (!(map
& 1)) continue;
5918 snprintf(tmp_name
, sizeof(tmp_name
), "vs_in%u", i
);
5919 GL_EXTCALL(glBindAttribLocationARB(programId
, i
, tmp_name
));
5921 checkGLcall("glBindAttribLocationARB");
5926 TRACE("Attaching GLSL geometry shader object %u to program %u.\n", gs_id
, programId
);
5927 GL_EXTCALL(glAttachObjectARB(programId
, gs_id
));
5928 checkGLcall("glAttachObjectARB");
5930 TRACE("input type %s, output type %s, vertices out %u.\n",
5931 debug_d3dprimitivetype(gshader
->u
.gs
.input_type
),
5932 debug_d3dprimitivetype(gshader
->u
.gs
.output_type
),
5933 gshader
->u
.gs
.vertices_out
);
5934 GL_EXTCALL(glProgramParameteriARB(programId
, GL_GEOMETRY_INPUT_TYPE_ARB
,
5935 gl_primitive_type_from_d3d(gshader
->u
.gs
.input_type
)));
5936 GL_EXTCALL(glProgramParameteriARB(programId
, GL_GEOMETRY_OUTPUT_TYPE_ARB
,
5937 gl_primitive_type_from_d3d(gshader
->u
.gs
.output_type
)));
5938 GL_EXTCALL(glProgramParameteriARB(programId
, GL_GEOMETRY_VERTICES_OUT_ARB
,
5939 gshader
->u
.gs
.vertices_out
));
5940 checkGLcall("glProgramParameteriARB");
5942 list_add_head(&gshader
->linked_programs
, &entry
->gs
.shader_entry
);
5945 /* Attach GLSL pshader */
5948 TRACE("Attaching GLSL shader object %u to program %u.\n", ps_id
, programId
);
5949 GL_EXTCALL(glAttachObjectARB(programId
, ps_id
));
5950 checkGLcall("glAttachObjectARB");
5952 list_add_head(ps_list
, &entry
->ps
.shader_entry
);
5955 /* Link the program */
5956 TRACE("Linking GLSL shader program %u\n", programId
);
5957 GL_EXTCALL(glLinkProgramARB(programId
));
5958 shader_glsl_validate_link(gl_info
, programId
);
5960 shader_glsl_init_vs_uniform_locations(gl_info
, programId
, &entry
->vs
,
5961 vshader
? vshader
->limits
.constant_float
: 0);
5962 shader_glsl_init_ps_uniform_locations(gl_info
, programId
, &entry
->ps
,
5963 pshader
? pshader
->limits
.constant_float
: 0);
5964 checkGLcall("Find glsl program uniform locations");
5966 if (pshader
&& pshader
->reg_maps
.shader_version
.major
>= 3
5967 && pshader
->u
.ps
.declared_in_count
> vec4_varyings(3, gl_info
))
5969 TRACE("Shader %d needs vertex color clamping disabled\n", programId
);
5970 entry
->vs
.vertex_color_clamp
= GL_FALSE
;
5974 entry
->vs
.vertex_color_clamp
= GL_FIXED_ONLY_ARB
;
5977 /* Set the shader to allow uniform loading on it */
5978 GL_EXTCALL(glUseProgramObjectARB(programId
));
5979 checkGLcall("glUseProgramObjectARB(programId)");
5981 /* Load the vertex and pixel samplers now. The function that finds the mappings makes sure
5982 * that it stays the same for each vertexshader-pixelshader pair(=linked glsl program). If
5983 * a pshader with fixed function pipeline is used there are no vertex samplers, and if a
5984 * vertex shader with fixed function pixel processing is used we make sure that the card
5985 * supports enough samplers to allow the max number of vertex samplers with all possible
5986 * fixed function fragment processing setups. So once the program is linked these samplers
5989 shader_glsl_load_vsamplers(gl_info
, context
->tex_unit_map
, programId
);
5990 shader_glsl_load_psamplers(gl_info
, context
->tex_unit_map
, programId
);
5992 entry
->constant_update_mask
= 0;
5995 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_VS_F
;
5996 if (vshader
->reg_maps
.integer_constants
)
5997 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_VS_I
;
5998 if (vshader
->reg_maps
.boolean_constants
)
5999 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_VS_B
;
6000 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_VS_POS_FIXUP
;
6002 shader_glsl_init_uniform_block_bindings(gl_info
, programId
, &vshader
->reg_maps
,
6003 0, gl_info
->limits
.vertex_uniform_blocks
);
6007 shader_glsl_init_uniform_block_bindings(gl_info
, programId
, &gshader
->reg_maps
,
6008 gl_info
->limits
.vertex_uniform_blocks
, gl_info
->limits
.geometry_uniform_blocks
);
6014 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_PS_F
;
6015 if (pshader
->reg_maps
.integer_constants
)
6016 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_PS_I
;
6017 if (pshader
->reg_maps
.boolean_constants
)
6018 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_PS_B
;
6019 if (entry
->ps
.ycorrection_location
!= -1)
6020 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_PS_Y_CORR
;
6022 shader_glsl_init_uniform_block_bindings(gl_info
, programId
, &pshader
->reg_maps
,
6023 gl_info
->limits
.vertex_uniform_blocks
+ gl_info
->limits
.geometry_uniform_blocks
,
6024 gl_info
->limits
.fragment_uniform_blocks
);
6028 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_FFP_PS
;
6031 for (i
= 0; i
< MAX_TEXTURES
; ++i
)
6033 if (entry
->ps
.bumpenv_mat_location
[i
] != -1)
6035 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_PS_BUMP_ENV
;
6040 if (entry
->ps
.np2_fixup_location
!= -1)
6041 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_PS_NP2_FIXUP
;
6045 /* Context activation is done by the caller. */
6046 static GLhandleARB
create_glsl_blt_shader(const struct wined3d_gl_info
*gl_info
, enum tex_types tex_type
, BOOL masked
)
6048 GLhandleARB program_id
;
6049 GLhandleARB vshader_id
, pshader_id
;
6050 const char *blt_pshader
;
6052 static const char blt_vshader
[] =
6056 " gl_Position = gl_Vertex;\n"
6057 " gl_FrontColor = vec4(1.0);\n"
6058 " gl_TexCoord[0] = gl_MultiTexCoord0;\n"
6061 static const char * const blt_pshaders_full
[tex_type_count
] =
6067 "uniform sampler2D sampler;\n"
6070 " gl_FragDepth = texture2D(sampler, gl_TexCoord[0].xy).x;\n"
6076 "uniform samplerCube sampler;\n"
6079 " gl_FragDepth = textureCube(sampler, gl_TexCoord[0].xyz).x;\n"
6083 "#extension GL_ARB_texture_rectangle : enable\n"
6084 "uniform sampler2DRect sampler;\n"
6087 " gl_FragDepth = texture2DRect(sampler, gl_TexCoord[0].xy).x;\n"
6091 static const char * const blt_pshaders_masked
[tex_type_count
] =
6097 "uniform sampler2D sampler;\n"
6098 "uniform vec4 mask;\n"
6101 " if (all(lessThan(gl_FragCoord.xy, mask.zw))) discard;\n"
6102 " gl_FragDepth = texture2D(sampler, gl_TexCoord[0].xy).x;\n"
6108 "uniform samplerCube sampler;\n"
6109 "uniform vec4 mask;\n"
6112 " if (all(lessThan(gl_FragCoord.xy, mask.zw))) discard;\n"
6113 " gl_FragDepth = textureCube(sampler, gl_TexCoord[0].xyz).x;\n"
6117 "#extension GL_ARB_texture_rectangle : enable\n"
6118 "uniform sampler2DRect sampler;\n"
6119 "uniform vec4 mask;\n"
6122 " if (all(lessThan(gl_FragCoord.xy, mask.zw))) discard;\n"
6123 " gl_FragDepth = texture2DRect(sampler, gl_TexCoord[0].xy).x;\n"
6127 blt_pshader
= masked
? blt_pshaders_masked
[tex_type
] : blt_pshaders_full
[tex_type
];
6130 FIXME("tex_type %#x not supported\n", tex_type
);
6134 vshader_id
= GL_EXTCALL(glCreateShaderObjectARB(GL_VERTEX_SHADER_ARB
));
6135 shader_glsl_compile(gl_info
, vshader_id
, blt_vshader
);
6137 pshader_id
= GL_EXTCALL(glCreateShaderObjectARB(GL_FRAGMENT_SHADER_ARB
));
6138 shader_glsl_compile(gl_info
, pshader_id
, blt_pshader
);
6140 program_id
= GL_EXTCALL(glCreateProgramObjectARB());
6141 GL_EXTCALL(glAttachObjectARB(program_id
, vshader_id
));
6142 GL_EXTCALL(glAttachObjectARB(program_id
, pshader_id
));
6143 GL_EXTCALL(glLinkProgramARB(program_id
));
6145 shader_glsl_validate_link(gl_info
, program_id
);
6147 /* Once linked we can mark the shaders for deletion. They will be deleted once the program
6150 GL_EXTCALL(glDeleteObjectARB(vshader_id
));
6151 GL_EXTCALL(glDeleteObjectARB(pshader_id
));
6155 /* Context activation is done by the caller. */
6156 static void shader_glsl_select(void *shader_priv
, struct wined3d_context
*context
,
6157 const struct wined3d_state
*state
)
6159 struct glsl_context_data
*ctx_data
= context
->shader_backend_data
;
6160 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
6161 struct shader_glsl_priv
*priv
= shader_priv
;
6162 GLhandleARB program_id
= 0, prev_id
= 0;
6163 GLenum old_vertex_color_clamp
, current_vertex_color_clamp
;
6165 priv
->vertex_pipe
->vp_enable(gl_info
, !use_vs(state
));
6166 priv
->fragment_pipe
->enable_extension(gl_info
, !use_ps(state
));
6168 if (ctx_data
->glsl_program
)
6170 prev_id
= ctx_data
->glsl_program
->programId
;
6171 old_vertex_color_clamp
= ctx_data
->glsl_program
->vs
.vertex_color_clamp
;
6176 old_vertex_color_clamp
= GL_FIXED_ONLY_ARB
;
6179 set_glsl_shader_program(context
, state
, priv
, ctx_data
);
6181 if (ctx_data
->glsl_program
)
6183 program_id
= ctx_data
->glsl_program
->programId
;
6184 current_vertex_color_clamp
= ctx_data
->glsl_program
->vs
.vertex_color_clamp
;
6189 current_vertex_color_clamp
= GL_FIXED_ONLY_ARB
;
6192 if (old_vertex_color_clamp
!= current_vertex_color_clamp
)
6194 if (gl_info
->supported
[ARB_COLOR_BUFFER_FLOAT
])
6196 GL_EXTCALL(glClampColorARB(GL_CLAMP_VERTEX_COLOR_ARB
, current_vertex_color_clamp
));
6197 checkGLcall("glClampColorARB");
6201 FIXME("vertex color clamp needs to be changed, but extension not supported.\n");
6205 TRACE("Using GLSL program %u.\n", program_id
);
6207 if (prev_id
!= program_id
)
6209 GL_EXTCALL(glUseProgramObjectARB(program_id
));
6210 checkGLcall("glUseProgramObjectARB");
6213 context
->constant_update_mask
|= ctx_data
->glsl_program
->constant_update_mask
;
6217 /* "context" is not necessarily the currently active context. */
6218 static void shader_glsl_invalidate_current_program(struct wined3d_context
*context
)
6220 struct glsl_context_data
*ctx_data
= context
->shader_backend_data
;
6222 ctx_data
->glsl_program
= NULL
;
6223 context
->shader_update_mask
= (1 << WINED3D_SHADER_TYPE_PIXEL
)
6224 | (1 << WINED3D_SHADER_TYPE_VERTEX
)
6225 | (1 << WINED3D_SHADER_TYPE_GEOMETRY
);
6228 /* Context activation is done by the caller. */
6229 static void shader_glsl_disable(void *shader_priv
, struct wined3d_context
*context
)
6231 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
6232 struct shader_glsl_priv
*priv
= shader_priv
;
6234 shader_glsl_invalidate_current_program(context
);
6235 GL_EXTCALL(glUseProgramObjectARB(0));
6236 checkGLcall("glUseProgramObjectARB");
6238 priv
->vertex_pipe
->vp_enable(gl_info
, FALSE
);
6239 priv
->fragment_pipe
->enable_extension(gl_info
, FALSE
);
6241 if (gl_info
->supported
[ARB_COLOR_BUFFER_FLOAT
])
6243 GL_EXTCALL(glClampColorARB(GL_CLAMP_VERTEX_COLOR_ARB
, GL_FIXED_ONLY_ARB
));
6244 checkGLcall("glClampColorARB");
6248 /* Context activation is done by the caller. */
6249 static void shader_glsl_select_depth_blt(void *shader_priv
, const struct wined3d_gl_info
*gl_info
,
6250 enum tex_types tex_type
, const SIZE
*ds_mask_size
)
6252 BOOL masked
= ds_mask_size
->cx
&& ds_mask_size
->cy
;
6253 struct shader_glsl_priv
*priv
= shader_priv
;
6254 GLhandleARB
*blt_program
;
6257 blt_program
= masked
? &priv
->depth_blt_program_masked
[tex_type
] : &priv
->depth_blt_program_full
[tex_type
];
6260 *blt_program
= create_glsl_blt_shader(gl_info
, tex_type
, masked
);
6261 loc
= GL_EXTCALL(glGetUniformLocationARB(*blt_program
, "sampler"));
6262 GL_EXTCALL(glUseProgramObjectARB(*blt_program
));
6263 GL_EXTCALL(glUniform1iARB(loc
, 0));
6267 GL_EXTCALL(glUseProgramObjectARB(*blt_program
));
6272 loc
= GL_EXTCALL(glGetUniformLocationARB(*blt_program
, "mask"));
6273 GL_EXTCALL(glUniform4fARB(loc
, 0.0f
, 0.0f
, (float)ds_mask_size
->cx
, (float)ds_mask_size
->cy
));
6277 /* Context activation is done by the caller. */
6278 static void shader_glsl_deselect_depth_blt(void *shader_priv
, const struct wined3d_gl_info
*gl_info
)
6280 const struct glsl_context_data
*ctx_data
= context_get_current()->shader_backend_data
;
6281 GLhandleARB program_id
;
6283 program_id
= ctx_data
->glsl_program
? ctx_data
->glsl_program
->programId
: 0;
6284 if (program_id
) TRACE("Using GLSL program %u\n", program_id
);
6286 GL_EXTCALL(glUseProgramObjectARB(program_id
));
6287 checkGLcall("glUseProgramObjectARB");
6290 static void shader_glsl_invalidate_contexts_program(struct wined3d_device
*device
,
6291 const struct glsl_shader_prog_link
*program
)
6293 const struct glsl_context_data
*ctx_data
;
6294 struct wined3d_context
*context
;
6297 for (i
= 0; i
< device
->context_count
; ++i
)
6299 context
= device
->contexts
[i
];
6300 ctx_data
= context
->shader_backend_data
;
6302 if (ctx_data
->glsl_program
== program
)
6303 shader_glsl_invalidate_current_program(context
);
6307 static void shader_glsl_destroy(struct wined3d_shader
*shader
)
6309 struct glsl_shader_private
*shader_data
= shader
->backend_data
;
6310 struct wined3d_device
*device
= shader
->device
;
6311 struct shader_glsl_priv
*priv
= device
->shader_priv
;
6312 const struct wined3d_gl_info
*gl_info
;
6313 const struct list
*linked_programs
;
6314 struct wined3d_context
*context
;
6316 if (!shader_data
|| !shader_data
->num_gl_shaders
)
6318 HeapFree(GetProcessHeap(), 0, shader_data
);
6319 shader
->backend_data
= NULL
;
6323 context
= context_acquire(device
, NULL
);
6324 gl_info
= context
->gl_info
;
6326 TRACE("Deleting linked programs.\n");
6327 linked_programs
= &shader
->linked_programs
;
6328 if (linked_programs
->next
)
6330 struct glsl_shader_prog_link
*entry
, *entry2
;
6333 switch (shader
->reg_maps
.shader_version
.type
)
6335 case WINED3D_SHADER_TYPE_PIXEL
:
6337 struct glsl_ps_compiled_shader
*gl_shaders
= shader_data
->gl_shaders
.ps
;
6339 for (i
= 0; i
< shader_data
->num_gl_shaders
; ++i
)
6341 TRACE("Deleting pixel shader %u.\n", gl_shaders
[i
].prgId
);
6342 GL_EXTCALL(glDeleteObjectARB(gl_shaders
[i
].prgId
));
6343 checkGLcall("glDeleteObjectARB");
6345 HeapFree(GetProcessHeap(), 0, shader_data
->gl_shaders
.ps
);
6347 LIST_FOR_EACH_ENTRY_SAFE(entry
, entry2
, linked_programs
,
6348 struct glsl_shader_prog_link
, ps
.shader_entry
)
6350 shader_glsl_invalidate_contexts_program(device
, entry
);
6351 delete_glsl_program_entry(priv
, gl_info
, entry
);
6357 case WINED3D_SHADER_TYPE_VERTEX
:
6359 struct glsl_vs_compiled_shader
*gl_shaders
= shader_data
->gl_shaders
.vs
;
6361 for (i
= 0; i
< shader_data
->num_gl_shaders
; ++i
)
6363 TRACE("Deleting vertex shader %u.\n", gl_shaders
[i
].prgId
);
6364 GL_EXTCALL(glDeleteObjectARB(gl_shaders
[i
].prgId
));
6365 checkGLcall("glDeleteObjectARB");
6367 HeapFree(GetProcessHeap(), 0, shader_data
->gl_shaders
.vs
);
6369 LIST_FOR_EACH_ENTRY_SAFE(entry
, entry2
, linked_programs
,
6370 struct glsl_shader_prog_link
, vs
.shader_entry
)
6372 shader_glsl_invalidate_contexts_program(device
, entry
);
6373 delete_glsl_program_entry(priv
, gl_info
, entry
);
6379 case WINED3D_SHADER_TYPE_GEOMETRY
:
6381 struct glsl_gs_compiled_shader
*gl_shaders
= shader_data
->gl_shaders
.gs
;
6383 for (i
= 0; i
< shader_data
->num_gl_shaders
; ++i
)
6385 TRACE("Deleting geometry shader %u.\n", gl_shaders
[i
].id
);
6386 GL_EXTCALL(glDeleteObjectARB(gl_shaders
[i
].id
));
6387 checkGLcall("glDeleteObjectARB");
6389 HeapFree(GetProcessHeap(), 0, shader_data
->gl_shaders
.gs
);
6391 LIST_FOR_EACH_ENTRY_SAFE(entry
, entry2
, linked_programs
,
6392 struct glsl_shader_prog_link
, gs
.shader_entry
)
6394 shader_glsl_invalidate_contexts_program(device
, entry
);
6395 delete_glsl_program_entry(priv
, gl_info
, entry
);
6402 ERR("Unhandled shader type %#x.\n", shader
->reg_maps
.shader_version
.type
);
6407 HeapFree(GetProcessHeap(), 0, shader
->backend_data
);
6408 shader
->backend_data
= NULL
;
6410 context_release(context
);
6413 static int glsl_program_key_compare(const void *key
, const struct wine_rb_entry
*entry
)
6415 const struct glsl_program_key
*k
= key
;
6416 const struct glsl_shader_prog_link
*prog
= WINE_RB_ENTRY_VALUE(entry
,
6417 const struct glsl_shader_prog_link
, program_lookup_entry
);
6419 if (k
->vs_id
> prog
->vs
.id
) return 1;
6420 else if (k
->vs_id
< prog
->vs
.id
) return -1;
6422 if (k
->gs_id
> prog
->gs
.id
) return 1;
6423 else if (k
->gs_id
< prog
->gs
.id
) return -1;
6425 if (k
->ps_id
> prog
->ps
.id
) return 1;
6426 else if (k
->ps_id
< prog
->ps
.id
) return -1;
6431 static BOOL
constant_heap_init(struct constant_heap
*heap
, unsigned int constant_count
)
6433 SIZE_T size
= (constant_count
+ 1) * sizeof(*heap
->entries
)
6434 + constant_count
* sizeof(*heap
->contained
)
6435 + constant_count
* sizeof(*heap
->positions
);
6436 void *mem
= HeapAlloc(GetProcessHeap(), 0, size
);
6440 ERR("Failed to allocate memory\n");
6444 heap
->entries
= mem
;
6445 heap
->entries
[1].version
= 0;
6446 heap
->contained
= (BOOL
*)(heap
->entries
+ constant_count
+ 1);
6447 memset(heap
->contained
, 0, constant_count
* sizeof(*heap
->contained
));
6448 heap
->positions
= (unsigned int *)(heap
->contained
+ constant_count
);
6454 static void constant_heap_free(struct constant_heap
*heap
)
6456 HeapFree(GetProcessHeap(), 0, heap
->entries
);
6459 static const struct wine_rb_functions wined3d_glsl_program_rb_functions
=
6464 glsl_program_key_compare
,
6467 static HRESULT
shader_glsl_alloc(struct wined3d_device
*device
, const struct wined3d_vertex_pipe_ops
*vertex_pipe
,
6468 const struct fragment_pipeline
*fragment_pipe
)
6470 const struct wined3d_gl_info
*gl_info
= &device
->adapter
->gl_info
;
6471 struct shader_glsl_priv
*priv
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(struct shader_glsl_priv
));
6472 SIZE_T stack_size
= wined3d_log2i(max(gl_info
->limits
.glsl_vs_float_constants
,
6473 gl_info
->limits
.glsl_ps_float_constants
)) + 1;
6474 struct fragment_caps fragment_caps
;
6475 void *vertex_priv
, *fragment_priv
;
6477 if (!(vertex_priv
= vertex_pipe
->vp_alloc(&glsl_shader_backend
, priv
)))
6479 ERR("Failed to initialize vertex pipe.\n");
6480 HeapFree(GetProcessHeap(), 0, priv
);
6484 if (!(fragment_priv
= fragment_pipe
->alloc_private(&glsl_shader_backend
, priv
)))
6486 ERR("Failed to initialize fragment pipe.\n");
6487 vertex_pipe
->vp_free(device
);
6488 HeapFree(GetProcessHeap(), 0, priv
);
6492 if (!shader_buffer_init(&priv
->shader_buffer
))
6494 ERR("Failed to initialize shader buffer.\n");
6498 priv
->stack
= HeapAlloc(GetProcessHeap(), 0, stack_size
* sizeof(*priv
->stack
));
6501 ERR("Failed to allocate memory.\n");
6505 if (!constant_heap_init(&priv
->vconst_heap
, gl_info
->limits
.glsl_vs_float_constants
))
6507 ERR("Failed to initialize vertex shader constant heap\n");
6511 if (!constant_heap_init(&priv
->pconst_heap
, gl_info
->limits
.glsl_ps_float_constants
))
6513 ERR("Failed to initialize pixel shader constant heap\n");
6517 if (wine_rb_init(&priv
->program_lookup
, &wined3d_glsl_program_rb_functions
) == -1)
6519 ERR("Failed to initialize rbtree.\n");
6523 priv
->next_constant_version
= 1;
6524 priv
->vertex_pipe
= vertex_pipe
;
6525 priv
->fragment_pipe
= fragment_pipe
;
6526 fragment_pipe
->get_caps(gl_info
, &fragment_caps
);
6527 priv
->ffp_proj_control
= fragment_caps
.wined3d_caps
& WINED3D_FRAGMENT_CAP_PROJ_CONTROL
;
6529 device
->vertex_priv
= vertex_priv
;
6530 device
->fragment_priv
= fragment_priv
;
6531 device
->shader_priv
= priv
;
6536 constant_heap_free(&priv
->pconst_heap
);
6537 constant_heap_free(&priv
->vconst_heap
);
6538 HeapFree(GetProcessHeap(), 0, priv
->stack
);
6539 shader_buffer_free(&priv
->shader_buffer
);
6540 fragment_pipe
->free_private(device
);
6541 vertex_pipe
->vp_free(device
);
6542 HeapFree(GetProcessHeap(), 0, priv
);
6543 return E_OUTOFMEMORY
;
6546 /* Context activation is done by the caller. */
6547 static void shader_glsl_free(struct wined3d_device
*device
)
6549 const struct wined3d_gl_info
*gl_info
= &device
->adapter
->gl_info
;
6550 struct shader_glsl_priv
*priv
= device
->shader_priv
;
6553 for (i
= 0; i
< tex_type_count
; ++i
)
6555 if (priv
->depth_blt_program_full
[i
])
6557 GL_EXTCALL(glDeleteObjectARB(priv
->depth_blt_program_full
[i
]));
6559 if (priv
->depth_blt_program_masked
[i
])
6561 GL_EXTCALL(glDeleteObjectARB(priv
->depth_blt_program_masked
[i
]));
6565 wine_rb_destroy(&priv
->program_lookup
, NULL
, NULL
);
6566 constant_heap_free(&priv
->pconst_heap
);
6567 constant_heap_free(&priv
->vconst_heap
);
6568 HeapFree(GetProcessHeap(), 0, priv
->stack
);
6569 shader_buffer_free(&priv
->shader_buffer
);
6570 priv
->fragment_pipe
->free_private(device
);
6571 priv
->vertex_pipe
->vp_free(device
);
6573 HeapFree(GetProcessHeap(), 0, device
->shader_priv
);
6574 device
->shader_priv
= NULL
;
6577 static BOOL
shader_glsl_allocate_context_data(struct wined3d_context
*context
)
6579 return !!(context
->shader_backend_data
= HeapAlloc(GetProcessHeap(),
6580 HEAP_ZERO_MEMORY
, sizeof(struct glsl_context_data
)));
6583 static void shader_glsl_free_context_data(struct wined3d_context
*context
)
6585 HeapFree(GetProcessHeap(), 0, context
->shader_backend_data
);
6588 static void shader_glsl_get_caps(const struct wined3d_gl_info
*gl_info
, struct shader_caps
*caps
)
6592 if (gl_info
->supported
[EXT_GPU_SHADER4
] && gl_info
->supported
[ARB_SHADER_BIT_ENCODING
]
6593 && gl_info
->supported
[ARB_GEOMETRY_SHADER4
] && gl_info
->glsl_version
>= MAKEDWORD_VERSION(1, 50)
6594 && gl_info
->supported
[ARB_DRAW_ELEMENTS_BASE_VERTEX
] && gl_info
->supported
[ARB_DRAW_INSTANCED
]
6595 && gl_info
->supported
[ARB_TEXTURE_RG
])
6597 /* ARB_shader_texture_lod or EXT_gpu_shader4 is required for the SM3
6598 * texldd and texldl instructions. */
6599 else if (gl_info
->supported
[ARB_SHADER_TEXTURE_LOD
] || gl_info
->supported
[EXT_GPU_SHADER4
])
6603 TRACE("Shader model %u.\n", shader_model
);
6605 caps
->vs_version
= min(wined3d_settings
.max_sm_vs
, shader_model
);
6606 caps
->gs_version
= min(wined3d_settings
.max_sm_gs
, shader_model
);
6607 caps
->ps_version
= min(wined3d_settings
.max_sm_ps
, shader_model
);
6609 caps
->vs_uniform_count
= gl_info
->limits
.glsl_vs_float_constants
;
6610 caps
->ps_uniform_count
= gl_info
->limits
.glsl_ps_float_constants
;
6612 /* FIXME: The following line is card dependent. -8.0 to 8.0 is the
6613 * Direct3D minimum requirement.
6615 * Both GL_ARB_fragment_program and GLSL require a "maximum representable magnitude"
6616 * of colors to be 2^10, and 2^32 for other floats. Should we use 1024 here?
6618 * The problem is that the refrast clamps temporary results in the shader to
6619 * [-MaxValue;+MaxValue]. If the card's max value is bigger than the one we advertize here,
6620 * then applications may miss the clamping behavior. On the other hand, if it is smaller,
6621 * the shader will generate incorrect results too. Unfortunately, GL deliberately doesn't
6622 * offer a way to query this.
6624 if (shader_model
>= 4)
6625 caps
->ps_1x_max_value
= FLT_MAX
;
6627 caps
->ps_1x_max_value
= 1024.0f
;
6629 /* Ideally we'd only set caps like sRGB writes here if supported by both
6630 * the shader backend and the fragment pipe, but we can get called before
6631 * shader_glsl_alloc(). */
6632 caps
->wined3d_caps
= WINED3D_SHADER_CAP_VS_CLIPPING
6633 | WINED3D_SHADER_CAP_SRGB_WRITE
;
6636 static BOOL
shader_glsl_color_fixup_supported(struct color_fixup_desc fixup
)
6638 if (TRACE_ON(d3d_shader
) && TRACE_ON(d3d
))
6640 TRACE("Checking support for fixup:\n");
6641 dump_color_fixup_desc(fixup
);
6644 /* We support everything except YUV conversions. */
6645 if (!is_complex_fixup(fixup
))
6651 TRACE("[FAILED]\n");
6655 static const SHADER_HANDLER shader_glsl_instruction_handler_table
[WINED3DSIH_TABLE_SIZE
] =
6657 /* WINED3DSIH_ABS */ shader_glsl_map2gl
,
6658 /* WINED3DSIH_ADD */ shader_glsl_binop
,
6659 /* WINED3DSIH_AND */ shader_glsl_binop
,
6660 /* WINED3DSIH_BEM */ shader_glsl_bem
,
6661 /* WINED3DSIH_BREAK */ shader_glsl_break
,
6662 /* WINED3DSIH_BREAKC */ shader_glsl_breakc
,
6663 /* WINED3DSIH_BREAKP */ shader_glsl_breakp
,
6664 /* WINED3DSIH_CALL */ shader_glsl_call
,
6665 /* WINED3DSIH_CALLNZ */ shader_glsl_callnz
,
6666 /* WINED3DSIH_CMP */ shader_glsl_conditional_move
,
6667 /* WINED3DSIH_CND */ shader_glsl_cnd
,
6668 /* WINED3DSIH_CRS */ shader_glsl_cross
,
6669 /* WINED3DSIH_CUT */ shader_glsl_cut
,
6670 /* WINED3DSIH_DCL */ shader_glsl_nop
,
6671 /* WINED3DSIH_DCL_CONSTANT_BUFFER */ shader_glsl_nop
,
6672 /* WINED3DSIH_DCL_INPUT_PRIMITIVE */ shader_glsl_nop
,
6673 /* WINED3DSIH_DCL_OUTPUT_TOPOLOGY */ shader_glsl_nop
,
6674 /* WINED3DSIH_DCL_VERTICES_OUT */ shader_glsl_nop
,
6675 /* WINED3DSIH_DEF */ shader_glsl_nop
,
6676 /* WINED3DSIH_DEFB */ shader_glsl_nop
,
6677 /* WINED3DSIH_DEFI */ shader_glsl_nop
,
6678 /* WINED3DSIH_DIV */ shader_glsl_binop
,
6679 /* WINED3DSIH_DP2 */ shader_glsl_dot
,
6680 /* WINED3DSIH_DP2ADD */ shader_glsl_dp2add
,
6681 /* WINED3DSIH_DP3 */ shader_glsl_dot
,
6682 /* WINED3DSIH_DP4 */ shader_glsl_dot
,
6683 /* WINED3DSIH_DST */ shader_glsl_dst
,
6684 /* WINED3DSIH_DSX */ shader_glsl_map2gl
,
6685 /* WINED3DSIH_DSY */ shader_glsl_map2gl
,
6686 /* WINED3DSIH_ELSE */ shader_glsl_else
,
6687 /* WINED3DSIH_EMIT */ shader_glsl_emit
,
6688 /* WINED3DSIH_ENDIF */ shader_glsl_end
,
6689 /* WINED3DSIH_ENDLOOP */ shader_glsl_end
,
6690 /* WINED3DSIH_ENDREP */ shader_glsl_end
,
6691 /* WINED3DSIH_EQ */ shader_glsl_relop
,
6692 /* WINED3DSIH_EXP */ shader_glsl_scalar_op
,
6693 /* WINED3DSIH_EXPP */ shader_glsl_expp
,
6694 /* WINED3DSIH_FRC */ shader_glsl_map2gl
,
6695 /* WINED3DSIH_FTOI */ shader_glsl_to_int
,
6696 /* WINED3DSIH_GE */ shader_glsl_relop
,
6697 /* WINED3DSIH_IADD */ shader_glsl_binop
,
6698 /* WINED3DSIH_IEQ */ NULL
,
6699 /* WINED3DSIH_IF */ shader_glsl_if
,
6700 /* WINED3DSIH_IFC */ shader_glsl_ifc
,
6701 /* WINED3DSIH_IGE */ shader_glsl_relop
,
6702 /* WINED3DSIH_IMUL */ shader_glsl_imul
,
6703 /* WINED3DSIH_ISHL */ shader_glsl_binop
,
6704 /* WINED3DSIH_ITOF */ shader_glsl_to_float
,
6705 /* WINED3DSIH_LABEL */ shader_glsl_label
,
6706 /* WINED3DSIH_LD */ NULL
,
6707 /* WINED3DSIH_LIT */ shader_glsl_lit
,
6708 /* WINED3DSIH_LOG */ shader_glsl_scalar_op
,
6709 /* WINED3DSIH_LOGP */ shader_glsl_scalar_op
,
6710 /* WINED3DSIH_LOOP */ shader_glsl_loop
,
6711 /* WINED3DSIH_LRP */ shader_glsl_lrp
,
6712 /* WINED3DSIH_LT */ shader_glsl_relop
,
6713 /* WINED3DSIH_M3x2 */ shader_glsl_mnxn
,
6714 /* WINED3DSIH_M3x3 */ shader_glsl_mnxn
,
6715 /* WINED3DSIH_M3x4 */ shader_glsl_mnxn
,
6716 /* WINED3DSIH_M4x3 */ shader_glsl_mnxn
,
6717 /* WINED3DSIH_M4x4 */ shader_glsl_mnxn
,
6718 /* WINED3DSIH_MAD */ shader_glsl_mad
,
6719 /* WINED3DSIH_MAX */ shader_glsl_map2gl
,
6720 /* WINED3DSIH_MIN */ shader_glsl_map2gl
,
6721 /* WINED3DSIH_MOV */ shader_glsl_mov
,
6722 /* WINED3DSIH_MOVA */ shader_glsl_mov
,
6723 /* WINED3DSIH_MOVC */ shader_glsl_conditional_move
,
6724 /* WINED3DSIH_MUL */ shader_glsl_binop
,
6725 /* WINED3DSIH_NOP */ shader_glsl_nop
,
6726 /* WINED3DSIH_NRM */ shader_glsl_nrm
,
6727 /* WINED3DSIH_PHASE */ shader_glsl_nop
,
6728 /* WINED3DSIH_POW */ shader_glsl_pow
,
6729 /* WINED3DSIH_RCP */ shader_glsl_scalar_op
,
6730 /* WINED3DSIH_REP */ shader_glsl_rep
,
6731 /* WINED3DSIH_RET */ shader_glsl_ret
,
6732 /* WINED3DSIH_ROUND_NI */ shader_glsl_map2gl
,
6733 /* WINED3DSIH_RSQ */ shader_glsl_scalar_op
,
6734 /* WINED3DSIH_SAMPLE */ NULL
,
6735 /* WINED3DSIH_SAMPLE_GRAD */ NULL
,
6736 /* WINED3DSIH_SAMPLE_LOD */ NULL
,
6737 /* WINED3DSIH_SETP */ NULL
,
6738 /* WINED3DSIH_SGE */ shader_glsl_compare
,
6739 /* WINED3DSIH_SGN */ shader_glsl_sgn
,
6740 /* WINED3DSIH_SINCOS */ shader_glsl_sincos
,
6741 /* WINED3DSIH_SLT */ shader_glsl_compare
,
6742 /* WINED3DSIH_SQRT */ NULL
,
6743 /* WINED3DSIH_SUB */ shader_glsl_binop
,
6744 /* WINED3DSIH_TEX */ shader_glsl_tex
,
6745 /* WINED3DSIH_TEXBEM */ shader_glsl_texbem
,
6746 /* WINED3DSIH_TEXBEML */ shader_glsl_texbem
,
6747 /* WINED3DSIH_TEXCOORD */ shader_glsl_texcoord
,
6748 /* WINED3DSIH_TEXDEPTH */ shader_glsl_texdepth
,
6749 /* WINED3DSIH_TEXDP3 */ shader_glsl_texdp3
,
6750 /* WINED3DSIH_TEXDP3TEX */ shader_glsl_texdp3tex
,
6751 /* WINED3DSIH_TEXKILL */ shader_glsl_texkill
,
6752 /* WINED3DSIH_TEXLDD */ shader_glsl_texldd
,
6753 /* WINED3DSIH_TEXLDL */ shader_glsl_texldl
,
6754 /* WINED3DSIH_TEXM3x2DEPTH */ shader_glsl_texm3x2depth
,
6755 /* WINED3DSIH_TEXM3x2PAD */ shader_glsl_texm3x2pad
,
6756 /* WINED3DSIH_TEXM3x2TEX */ shader_glsl_texm3x2tex
,
6757 /* WINED3DSIH_TEXM3x3 */ shader_glsl_texm3x3
,
6758 /* WINED3DSIH_TEXM3x3DIFF */ NULL
,
6759 /* WINED3DSIH_TEXM3x3PAD */ shader_glsl_texm3x3pad
,
6760 /* WINED3DSIH_TEXM3x3SPEC */ shader_glsl_texm3x3spec
,
6761 /* WINED3DSIH_TEXM3x3TEX */ shader_glsl_texm3x3tex
,
6762 /* WINED3DSIH_TEXM3x3VSPEC */ shader_glsl_texm3x3vspec
,
6763 /* WINED3DSIH_TEXREG2AR */ shader_glsl_texreg2ar
,
6764 /* WINED3DSIH_TEXREG2GB */ shader_glsl_texreg2gb
,
6765 /* WINED3DSIH_TEXREG2RGB */ shader_glsl_texreg2rgb
,
6766 /* WINED3DSIH_UDIV */ shader_glsl_udiv
,
6767 /* WINED3DSIH_USHR */ shader_glsl_binop
,
6768 /* WINED3DSIH_UTOF */ shader_glsl_to_float
,
6769 /* WINED3DSIH_XOR */ shader_glsl_binop
,
6772 static void shader_glsl_handle_instruction(const struct wined3d_shader_instruction
*ins
) {
6773 SHADER_HANDLER hw_fct
;
6775 /* Select handler */
6776 hw_fct
= shader_glsl_instruction_handler_table
[ins
->handler_idx
];
6778 /* Unhandled opcode */
6781 FIXME("Backend can't handle opcode %#x\n", ins
->handler_idx
);
6786 shader_glsl_add_instruction_modifiers(ins
);
6789 static BOOL
shader_glsl_has_ffp_proj_control(void *shader_priv
)
6791 struct shader_glsl_priv
*priv
= shader_priv
;
6793 return priv
->ffp_proj_control
;
6796 const struct wined3d_shader_backend_ops glsl_shader_backend
=
6798 shader_glsl_handle_instruction
,
6800 shader_glsl_disable
,
6801 shader_glsl_select_depth_blt
,
6802 shader_glsl_deselect_depth_blt
,
6803 shader_glsl_update_float_vertex_constants
,
6804 shader_glsl_update_float_pixel_constants
,
6805 shader_glsl_load_constants
,
6806 shader_glsl_destroy
,
6809 shader_glsl_allocate_context_data
,
6810 shader_glsl_free_context_data
,
6811 shader_glsl_get_caps
,
6812 shader_glsl_color_fixup_supported
,
6813 shader_glsl_has_ffp_proj_control
,
6816 static void glsl_vertex_pipe_vp_enable(const struct wined3d_gl_info
*gl_info
, BOOL enable
)
6819 gl_info
->gl_ops
.gl
.p_glEnable(GL_VERTEX_PROGRAM_POINT_SIZE_ARB
);
6821 gl_info
->gl_ops
.gl
.p_glDisable(GL_VERTEX_PROGRAM_POINT_SIZE_ARB
);
6822 checkGLcall("GL_VERTEX_PROGRAM_POINT_SIZE_ARB");
6825 static void glsl_vertex_pipe_vp_get_caps(const struct wined3d_gl_info
*gl_info
, struct wined3d_vertex_caps
*caps
)
6827 caps
->xyzrhw
= TRUE
;
6828 caps
->max_active_lights
= gl_info
->limits
.lights
;
6829 caps
->max_vertex_blend_matrices
= 1;
6830 caps
->max_vertex_blend_matrix_index
= 0;
6831 caps
->vertex_processing_caps
= WINED3DVTXPCAPS_TEXGEN
6832 | WINED3DVTXPCAPS_MATERIALSOURCE7
6833 | WINED3DVTXPCAPS_VERTEXFOG
6834 | WINED3DVTXPCAPS_DIRECTIONALLIGHTS
6835 | WINED3DVTXPCAPS_POSITIONALLIGHTS
6836 | WINED3DVTXPCAPS_LOCALVIEWER
6837 | WINED3DVTXPCAPS_TEXGEN_SPHEREMAP
;
6838 caps
->fvf_caps
= WINED3DFVFCAPS_PSIZE
| 8; /* 8 texture coordinates. */
6839 caps
->max_user_clip_planes
= gl_info
->limits
.clipplanes
;
6840 caps
->raster_caps
= WINED3DPRASTERCAPS_FOGRANGE
;
6843 static void *glsl_vertex_pipe_vp_alloc(const struct wined3d_shader_backend_ops
*shader_backend
, void *shader_priv
)
6845 struct shader_glsl_priv
*priv
;
6847 if (shader_backend
== &glsl_shader_backend
)
6851 if (wine_rb_init(&priv
->ffp_vertex_shaders
, &wined3d_ffp_vertex_program_rb_functions
) == -1)
6853 ERR("Failed to initialize rbtree.\n");
6860 FIXME("GLSL vertex pipe without GLSL shader backend not implemented.\n");
6865 static void shader_glsl_free_ffp_vertex_shader(struct wine_rb_entry
*entry
, void *context
)
6867 struct glsl_ffp_vertex_shader
*shader
= WINE_RB_ENTRY_VALUE(entry
,
6868 struct glsl_ffp_vertex_shader
, desc
.entry
);
6869 struct glsl_shader_prog_link
*program
, *program2
;
6870 struct glsl_ffp_destroy_ctx
*ctx
= context
;
6872 LIST_FOR_EACH_ENTRY_SAFE(program
, program2
, &shader
->linked_programs
,
6873 struct glsl_shader_prog_link
, vs
.shader_entry
)
6875 delete_glsl_program_entry(ctx
->priv
, ctx
->gl_info
, program
);
6877 ctx
->gl_info
->gl_ops
.ext
.p_glDeleteObjectARB(shader
->id
);
6878 HeapFree(GetProcessHeap(), 0, shader
);
6881 /* Context activation is done by the caller. */
6882 static void glsl_vertex_pipe_vp_free(struct wined3d_device
*device
)
6884 struct shader_glsl_priv
*priv
= device
->vertex_priv
;
6885 struct glsl_ffp_destroy_ctx ctx
;
6888 ctx
.gl_info
= &device
->adapter
->gl_info
;
6889 wine_rb_destroy(&priv
->ffp_vertex_shaders
, shader_glsl_free_ffp_vertex_shader
, &ctx
);
6892 static void glsl_vertex_pipe_shader(struct wined3d_context
*context
,
6893 const struct wined3d_state
*state
, DWORD state_id
)
6895 context
->shader_update_mask
|= 1 << WINED3D_SHADER_TYPE_VERTEX
;
6898 static void glsl_vertex_pipe_projection(struct wined3d_context
*context
,
6899 const struct wined3d_state
*state
, DWORD state_id
)
6901 /* Table fog behavior depends on the projection matrix. */
6902 if (state
->render_states
[WINED3D_RS_FOGENABLE
]
6903 && state
->render_states
[WINED3D_RS_FOGTABLEMODE
] != WINED3D_FOG_NONE
)
6904 context
->shader_update_mask
|= 1 << WINED3D_SHADER_TYPE_VERTEX
;
6905 transform_projection(context
, state
, state_id
);
6908 static const struct StateEntryTemplate glsl_vertex_pipe_vp_states
[] =
6910 {STATE_VDECL
, {STATE_VDECL
, vertexdeclaration
}, WINED3D_GL_EXT_NONE
},
6911 {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), {STATE_VDECL
, NULL
}, WINED3D_GL_EXT_NONE
},
6912 {STATE_MATERIAL
, {STATE_RENDER(WINED3D_RS_SPECULARENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
6913 {STATE_RENDER(WINED3D_RS_SPECULARENABLE
), {STATE_RENDER(WINED3D_RS_SPECULARENABLE
), state_specularenable
}, WINED3D_GL_EXT_NONE
},
6915 {STATE_CLIPPLANE(0), {STATE_CLIPPLANE(0), clipplane
}, WINED3D_GL_EXT_NONE
},
6916 {STATE_CLIPPLANE(1), {STATE_CLIPPLANE(1), clipplane
}, WINED3D_GL_EXT_NONE
},
6917 {STATE_CLIPPLANE(2), {STATE_CLIPPLANE(2), clipplane
}, WINED3D_GL_EXT_NONE
},
6918 {STATE_CLIPPLANE(3), {STATE_CLIPPLANE(3), clipplane
}, WINED3D_GL_EXT_NONE
},
6919 {STATE_CLIPPLANE(4), {STATE_CLIPPLANE(4), clipplane
}, WINED3D_GL_EXT_NONE
},
6920 {STATE_CLIPPLANE(5), {STATE_CLIPPLANE(5), clipplane
}, WINED3D_GL_EXT_NONE
},
6921 {STATE_CLIPPLANE(6), {STATE_CLIPPLANE(6), clipplane
}, WINED3D_GL_EXT_NONE
},
6922 {STATE_CLIPPLANE(7), {STATE_CLIPPLANE(7), clipplane
}, WINED3D_GL_EXT_NONE
},
6923 {STATE_CLIPPLANE(8), {STATE_CLIPPLANE(8), clipplane
}, WINED3D_GL_EXT_NONE
},
6924 {STATE_CLIPPLANE(9), {STATE_CLIPPLANE(9), clipplane
}, WINED3D_GL_EXT_NONE
},
6925 {STATE_CLIPPLANE(10), {STATE_CLIPPLANE(10), clipplane
}, WINED3D_GL_EXT_NONE
},
6926 {STATE_CLIPPLANE(11), {STATE_CLIPPLANE(11), clipplane
}, WINED3D_GL_EXT_NONE
},
6927 {STATE_CLIPPLANE(12), {STATE_CLIPPLANE(12), clipplane
}, WINED3D_GL_EXT_NONE
},
6928 {STATE_CLIPPLANE(13), {STATE_CLIPPLANE(13), clipplane
}, WINED3D_GL_EXT_NONE
},
6929 {STATE_CLIPPLANE(14), {STATE_CLIPPLANE(14), clipplane
}, WINED3D_GL_EXT_NONE
},
6930 {STATE_CLIPPLANE(15), {STATE_CLIPPLANE(15), clipplane
}, WINED3D_GL_EXT_NONE
},
6931 {STATE_CLIPPLANE(16), {STATE_CLIPPLANE(16), clipplane
}, WINED3D_GL_EXT_NONE
},
6932 {STATE_CLIPPLANE(17), {STATE_CLIPPLANE(17), clipplane
}, WINED3D_GL_EXT_NONE
},
6933 {STATE_CLIPPLANE(18), {STATE_CLIPPLANE(18), clipplane
}, WINED3D_GL_EXT_NONE
},
6934 {STATE_CLIPPLANE(19), {STATE_CLIPPLANE(19), clipplane
}, WINED3D_GL_EXT_NONE
},
6935 {STATE_CLIPPLANE(20), {STATE_CLIPPLANE(20), clipplane
}, WINED3D_GL_EXT_NONE
},
6936 {STATE_CLIPPLANE(21), {STATE_CLIPPLANE(21), clipplane
}, WINED3D_GL_EXT_NONE
},
6937 {STATE_CLIPPLANE(22), {STATE_CLIPPLANE(22), clipplane
}, WINED3D_GL_EXT_NONE
},
6938 {STATE_CLIPPLANE(23), {STATE_CLIPPLANE(23), clipplane
}, WINED3D_GL_EXT_NONE
},
6939 {STATE_CLIPPLANE(24), {STATE_CLIPPLANE(24), clipplane
}, WINED3D_GL_EXT_NONE
},
6940 {STATE_CLIPPLANE(25), {STATE_CLIPPLANE(25), clipplane
}, WINED3D_GL_EXT_NONE
},
6941 {STATE_CLIPPLANE(26), {STATE_CLIPPLANE(26), clipplane
}, WINED3D_GL_EXT_NONE
},
6942 {STATE_CLIPPLANE(27), {STATE_CLIPPLANE(27), clipplane
}, WINED3D_GL_EXT_NONE
},
6943 {STATE_CLIPPLANE(28), {STATE_CLIPPLANE(28), clipplane
}, WINED3D_GL_EXT_NONE
},
6944 {STATE_CLIPPLANE(29), {STATE_CLIPPLANE(29), clipplane
}, WINED3D_GL_EXT_NONE
},
6945 {STATE_CLIPPLANE(30), {STATE_CLIPPLANE(30), clipplane
}, WINED3D_GL_EXT_NONE
},
6946 {STATE_CLIPPLANE(31), {STATE_CLIPPLANE(31), clipplane
}, WINED3D_GL_EXT_NONE
},
6948 {STATE_LIGHT_TYPE
, {STATE_RENDER(WINED3D_RS_FOGENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
6949 {STATE_ACTIVELIGHT(0), {STATE_ACTIVELIGHT(0), light
}, WINED3D_GL_EXT_NONE
},
6950 {STATE_ACTIVELIGHT(1), {STATE_ACTIVELIGHT(1), light
}, WINED3D_GL_EXT_NONE
},
6951 {STATE_ACTIVELIGHT(2), {STATE_ACTIVELIGHT(2), light
}, WINED3D_GL_EXT_NONE
},
6952 {STATE_ACTIVELIGHT(3), {STATE_ACTIVELIGHT(3), light
}, WINED3D_GL_EXT_NONE
},
6953 {STATE_ACTIVELIGHT(4), {STATE_ACTIVELIGHT(4), light
}, WINED3D_GL_EXT_NONE
},
6954 {STATE_ACTIVELIGHT(5), {STATE_ACTIVELIGHT(5), light
}, WINED3D_GL_EXT_NONE
},
6955 {STATE_ACTIVELIGHT(6), {STATE_ACTIVELIGHT(6), light
}, WINED3D_GL_EXT_NONE
},
6956 {STATE_ACTIVELIGHT(7), {STATE_ACTIVELIGHT(7), light
}, WINED3D_GL_EXT_NONE
},
6958 {STATE_VIEWPORT
, {STATE_VIEWPORT
, viewport_vertexpart
}, WINED3D_GL_EXT_NONE
},
6959 /* Transform states */
6960 {STATE_TRANSFORM(WINED3D_TS_VIEW
), {STATE_TRANSFORM(WINED3D_TS_VIEW
), transform_view
}, WINED3D_GL_EXT_NONE
},
6961 {STATE_TRANSFORM(WINED3D_TS_PROJECTION
), {STATE_TRANSFORM(WINED3D_TS_PROJECTION
), glsl_vertex_pipe_projection
}, WINED3D_GL_EXT_NONE
},
6962 {STATE_TRANSFORM(WINED3D_TS_TEXTURE0
), {STATE_TEXTURESTAGE(0, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), NULL
}, WINED3D_GL_EXT_NONE
},
6963 {STATE_TRANSFORM(WINED3D_TS_TEXTURE1
), {STATE_TEXTURESTAGE(1, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), NULL
}, WINED3D_GL_EXT_NONE
},
6964 {STATE_TRANSFORM(WINED3D_TS_TEXTURE2
), {STATE_TEXTURESTAGE(2, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), NULL
}, WINED3D_GL_EXT_NONE
},
6965 {STATE_TRANSFORM(WINED3D_TS_TEXTURE3
), {STATE_TEXTURESTAGE(3, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), NULL
}, WINED3D_GL_EXT_NONE
},
6966 {STATE_TRANSFORM(WINED3D_TS_TEXTURE4
), {STATE_TEXTURESTAGE(4, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), NULL
}, WINED3D_GL_EXT_NONE
},
6967 {STATE_TRANSFORM(WINED3D_TS_TEXTURE5
), {STATE_TEXTURESTAGE(5, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), NULL
}, WINED3D_GL_EXT_NONE
},
6968 {STATE_TRANSFORM(WINED3D_TS_TEXTURE6
), {STATE_TEXTURESTAGE(6, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), NULL
}, WINED3D_GL_EXT_NONE
},
6969 {STATE_TRANSFORM(WINED3D_TS_TEXTURE7
), {STATE_TEXTURESTAGE(7, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), NULL
}, WINED3D_GL_EXT_NONE
},
6970 {STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(0)), {STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(0)), transform_world
}, WINED3D_GL_EXT_NONE
},
6971 {STATE_TEXTURESTAGE(0, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), {STATE_TEXTURESTAGE(0, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), transform_texture
}, WINED3D_GL_EXT_NONE
},
6972 {STATE_TEXTURESTAGE(1, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), {STATE_TEXTURESTAGE(1, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), transform_texture
}, WINED3D_GL_EXT_NONE
},
6973 {STATE_TEXTURESTAGE(2, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), {STATE_TEXTURESTAGE(2, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), transform_texture
}, WINED3D_GL_EXT_NONE
},
6974 {STATE_TEXTURESTAGE(3, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), {STATE_TEXTURESTAGE(3, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), transform_texture
}, WINED3D_GL_EXT_NONE
},
6975 {STATE_TEXTURESTAGE(4, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), {STATE_TEXTURESTAGE(4, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), transform_texture
}, WINED3D_GL_EXT_NONE
},
6976 {STATE_TEXTURESTAGE(5, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), {STATE_TEXTURESTAGE(5, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), transform_texture
}, WINED3D_GL_EXT_NONE
},
6977 {STATE_TEXTURESTAGE(6, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), {STATE_TEXTURESTAGE(6, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), transform_texture
}, WINED3D_GL_EXT_NONE
},
6978 {STATE_TEXTURESTAGE(7, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), {STATE_TEXTURESTAGE(7, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), transform_texture
}, WINED3D_GL_EXT_NONE
},
6979 {STATE_TEXTURESTAGE(0, WINED3D_TSS_TEXCOORD_INDEX
), {STATE_VDECL
, NULL
}, WINED3D_GL_EXT_NONE
},
6980 {STATE_TEXTURESTAGE(1, WINED3D_TSS_TEXCOORD_INDEX
), {STATE_VDECL
, NULL
}, WINED3D_GL_EXT_NONE
},
6981 {STATE_TEXTURESTAGE(2, WINED3D_TSS_TEXCOORD_INDEX
), {STATE_VDECL
, NULL
}, WINED3D_GL_EXT_NONE
},
6982 {STATE_TEXTURESTAGE(3, WINED3D_TSS_TEXCOORD_INDEX
), {STATE_VDECL
, NULL
}, WINED3D_GL_EXT_NONE
},
6983 {STATE_TEXTURESTAGE(4, WINED3D_TSS_TEXCOORD_INDEX
), {STATE_VDECL
, NULL
}, WINED3D_GL_EXT_NONE
},
6984 {STATE_TEXTURESTAGE(5, WINED3D_TSS_TEXCOORD_INDEX
), {STATE_VDECL
, NULL
}, WINED3D_GL_EXT_NONE
},
6985 {STATE_TEXTURESTAGE(6, WINED3D_TSS_TEXCOORD_INDEX
), {STATE_VDECL
, NULL
}, WINED3D_GL_EXT_NONE
},
6986 {STATE_TEXTURESTAGE(7, WINED3D_TSS_TEXCOORD_INDEX
), {STATE_VDECL
, NULL
}, WINED3D_GL_EXT_NONE
},
6988 {STATE_RENDER(WINED3D_RS_FOGENABLE
), {STATE_RENDER(WINED3D_RS_FOGENABLE
), glsl_vertex_pipe_shader
}, WINED3D_GL_EXT_NONE
},
6989 {STATE_RENDER(WINED3D_RS_FOGTABLEMODE
), {STATE_RENDER(WINED3D_RS_FOGENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
6990 {STATE_RENDER(WINED3D_RS_FOGVERTEXMODE
), {STATE_RENDER(WINED3D_RS_FOGENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
6991 {STATE_RENDER(WINED3D_RS_RANGEFOGENABLE
), {STATE_RENDER(WINED3D_RS_FOGENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
6992 {STATE_RENDER(WINED3D_RS_CLIPPING
), {STATE_RENDER(WINED3D_RS_CLIPPING
), state_clipping
}, WINED3D_GL_EXT_NONE
},
6993 {STATE_RENDER(WINED3D_RS_CLIPPLANEENABLE
), {STATE_RENDER(WINED3D_RS_CLIPPING
), NULL
}, WINED3D_GL_EXT_NONE
},
6994 {STATE_RENDER(WINED3D_RS_LIGHTING
), {STATE_VDECL
, NULL
}, WINED3D_GL_EXT_NONE
},
6995 {STATE_RENDER(WINED3D_RS_AMBIENT
), {STATE_RENDER(WINED3D_RS_AMBIENT
), state_ambient
}, WINED3D_GL_EXT_NONE
},
6996 {STATE_RENDER(WINED3D_RS_COLORVERTEX
), {STATE_RENDER(WINED3D_RS_COLORVERTEX
), glsl_vertex_pipe_shader
}, WINED3D_GL_EXT_NONE
},
6997 {STATE_RENDER(WINED3D_RS_LOCALVIEWER
), {STATE_VDECL
, NULL
}, WINED3D_GL_EXT_NONE
},
6998 {STATE_RENDER(WINED3D_RS_NORMALIZENORMALS
), {STATE_VDECL
, NULL
}, WINED3D_GL_EXT_NONE
},
6999 {STATE_RENDER(WINED3D_RS_DIFFUSEMATERIALSOURCE
), {STATE_VDECL
, NULL
}, WINED3D_GL_EXT_NONE
},
7000 {STATE_RENDER(WINED3D_RS_SPECULARMATERIALSOURCE
), {STATE_VDECL
, NULL
}, WINED3D_GL_EXT_NONE
},
7001 {STATE_RENDER(WINED3D_RS_AMBIENTMATERIALSOURCE
), {STATE_VDECL
, NULL
}, WINED3D_GL_EXT_NONE
},
7002 {STATE_RENDER(WINED3D_RS_EMISSIVEMATERIALSOURCE
), {STATE_VDECL
, NULL
}, WINED3D_GL_EXT_NONE
},
7003 {STATE_RENDER(WINED3D_RS_VERTEXBLEND
), {STATE_VDECL
, NULL
}, WINED3D_GL_EXT_NONE
},
7004 {STATE_RENDER(WINED3D_RS_POINTSIZE
), {STATE_RENDER(WINED3D_RS_POINTSCALEENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
7005 {STATE_RENDER(WINED3D_RS_POINTSIZE_MIN
), {STATE_RENDER(WINED3D_RS_POINTSIZE_MIN
), state_psizemin_arb
}, ARB_POINT_PARAMETERS
},
7006 {STATE_RENDER(WINED3D_RS_POINTSIZE_MIN
), {STATE_RENDER(WINED3D_RS_POINTSIZE_MIN
), state_psizemin_ext
}, EXT_POINT_PARAMETERS
},
7007 {STATE_RENDER(WINED3D_RS_POINTSIZE_MIN
), {STATE_RENDER(WINED3D_RS_POINTSIZE_MIN
), state_psizemin_w
}, WINED3D_GL_EXT_NONE
},
7008 {STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE
), {STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE
), state_pointsprite
}, ARB_POINT_SPRITE
},
7009 {STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE
), {STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE
), state_pointsprite_w
}, WINED3D_GL_EXT_NONE
},
7010 {STATE_RENDER(WINED3D_RS_POINTSCALEENABLE
), {STATE_RENDER(WINED3D_RS_POINTSCALEENABLE
), state_pscale
}, WINED3D_GL_EXT_NONE
},
7011 {STATE_RENDER(WINED3D_RS_POINTSCALE_A
), {STATE_RENDER(WINED3D_RS_POINTSCALEENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
7012 {STATE_RENDER(WINED3D_RS_POINTSCALE_B
), {STATE_RENDER(WINED3D_RS_POINTSCALEENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
7013 {STATE_RENDER(WINED3D_RS_POINTSCALE_C
), {STATE_RENDER(WINED3D_RS_POINTSCALEENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
7014 {STATE_RENDER(WINED3D_RS_POINTSIZE_MAX
), {STATE_RENDER(WINED3D_RS_POINTSIZE_MIN
), NULL
}, ARB_POINT_PARAMETERS
},
7015 {STATE_RENDER(WINED3D_RS_POINTSIZE_MAX
), {STATE_RENDER(WINED3D_RS_POINTSIZE_MIN
), NULL
}, EXT_POINT_PARAMETERS
},
7016 {STATE_RENDER(WINED3D_RS_POINTSIZE_MAX
), {STATE_RENDER(WINED3D_RS_POINTSIZE_MIN
), NULL
}, WINED3D_GL_EXT_NONE
},
7017 {STATE_RENDER(WINED3D_RS_TWEENFACTOR
), {STATE_VDECL
, NULL
}, WINED3D_GL_EXT_NONE
},
7018 {STATE_RENDER(WINED3D_RS_INDEXEDVERTEXBLENDENABLE
), {STATE_VDECL
, NULL
}, WINED3D_GL_EXT_NONE
},
7019 /* Samplers for NP2 texture matrix adjustions. They are not needed if
7020 * GL_ARB_texture_non_power_of_two is supported, so register a NULL state
7021 * handler in that case to get the vertex part of sampler() skipped (VTF
7022 * is handled in the misc states). Otherwise, register
7023 * sampler_texmatrix(), which takes care of updating the texture matrix. */
7024 {STATE_SAMPLER(0), {0, NULL
}, ARB_TEXTURE_NON_POWER_OF_TWO
},
7025 {STATE_SAMPLER(0), {0, NULL
}, WINED3D_GL_NORMALIZED_TEXRECT
},
7026 {STATE_SAMPLER(0), {STATE_SAMPLER(0), sampler_texmatrix
}, WINED3D_GL_EXT_NONE
},
7027 {STATE_SAMPLER(1), {0, NULL
}, ARB_TEXTURE_NON_POWER_OF_TWO
},
7028 {STATE_SAMPLER(1), {0, NULL
}, WINED3D_GL_NORMALIZED_TEXRECT
},
7029 {STATE_SAMPLER(1), {STATE_SAMPLER(1), sampler_texmatrix
}, WINED3D_GL_EXT_NONE
},
7030 {STATE_SAMPLER(2), {0, NULL
}, ARB_TEXTURE_NON_POWER_OF_TWO
},
7031 {STATE_SAMPLER(2), {0, NULL
}, WINED3D_GL_NORMALIZED_TEXRECT
},
7032 {STATE_SAMPLER(2), {STATE_SAMPLER(2), sampler_texmatrix
}, WINED3D_GL_EXT_NONE
},
7033 {STATE_SAMPLER(3), {0, NULL
}, ARB_TEXTURE_NON_POWER_OF_TWO
},
7034 {STATE_SAMPLER(3), {0, NULL
}, WINED3D_GL_NORMALIZED_TEXRECT
},
7035 {STATE_SAMPLER(3), {STATE_SAMPLER(3), sampler_texmatrix
}, WINED3D_GL_EXT_NONE
},
7036 {STATE_SAMPLER(4), {0, NULL
}, ARB_TEXTURE_NON_POWER_OF_TWO
},
7037 {STATE_SAMPLER(4), {0, NULL
}, WINED3D_GL_NORMALIZED_TEXRECT
},
7038 {STATE_SAMPLER(4), {STATE_SAMPLER(4), sampler_texmatrix
}, WINED3D_GL_EXT_NONE
},
7039 {STATE_SAMPLER(5), {0, NULL
}, ARB_TEXTURE_NON_POWER_OF_TWO
},
7040 {STATE_SAMPLER(5), {0, NULL
}, WINED3D_GL_NORMALIZED_TEXRECT
},
7041 {STATE_SAMPLER(5), {STATE_SAMPLER(5), sampler_texmatrix
}, WINED3D_GL_EXT_NONE
},
7042 {STATE_SAMPLER(6), {0, NULL
}, ARB_TEXTURE_NON_POWER_OF_TWO
},
7043 {STATE_SAMPLER(6), {0, NULL
}, WINED3D_GL_NORMALIZED_TEXRECT
},
7044 {STATE_SAMPLER(6), {STATE_SAMPLER(6), sampler_texmatrix
}, WINED3D_GL_EXT_NONE
},
7045 {STATE_SAMPLER(7), {0, NULL
}, ARB_TEXTURE_NON_POWER_OF_TWO
},
7046 {STATE_SAMPLER(7), {0, NULL
}, WINED3D_GL_NORMALIZED_TEXRECT
},
7047 {STATE_SAMPLER(7), {STATE_SAMPLER(7), sampler_texmatrix
}, WINED3D_GL_EXT_NONE
},
7048 {STATE_POINT_SIZE_ENABLE
, {STATE_RENDER(WINED3D_RS_FOGENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
7049 {0 /* Terminate */, {0, NULL
}, WINED3D_GL_EXT_NONE
},
7053 * - This currently depends on GL fixed function functions to set things
7054 * like light parameters. Ideally we'd use regular uniforms for that.
7055 * - In part because of the previous point, much of this is modelled after
7056 * GL fixed function, and has much of the same limitations. For example,
7057 * D3D spot lights are slightly different from GL spot lights.
7058 * - We can now implement drawing transformed vertices using the GLSL pipe,
7059 * instead of using the immediate mode fallback.
7060 * - Similarly, we don't need the fallback for certain combinations of
7061 * material sources anymore.
7062 * - Implement vertex blending and vertex tweening.
7063 * - Handle WINED3D_TSS_TEXCOORD_INDEX in the shader, instead of duplicating
7064 * attribute arrays in load_tex_coords().
7065 * - Per-vertex point sizes. */
7066 const struct wined3d_vertex_pipe_ops glsl_vertex_pipe
=
7068 glsl_vertex_pipe_vp_enable
,
7069 glsl_vertex_pipe_vp_get_caps
,
7070 glsl_vertex_pipe_vp_alloc
,
7071 glsl_vertex_pipe_vp_free
,
7072 glsl_vertex_pipe_vp_states
,
7075 static void glsl_fragment_pipe_enable(const struct wined3d_gl_info
*gl_info
, BOOL enable
)
7077 /* Nothing to do. */
7080 static void glsl_fragment_pipe_get_caps(const struct wined3d_gl_info
*gl_info
, struct fragment_caps
*caps
)
7082 caps
->wined3d_caps
= WINED3D_FRAGMENT_CAP_PROJ_CONTROL
7083 | WINED3D_FRAGMENT_CAP_SRGB_WRITE
;
7084 caps
->PrimitiveMiscCaps
= WINED3DPMISCCAPS_TSSARGTEMP
7085 | WINED3DPMISCCAPS_PERSTAGECONSTANT
;
7086 caps
->TextureOpCaps
= WINED3DTEXOPCAPS_DISABLE
7087 | WINED3DTEXOPCAPS_SELECTARG1
7088 | WINED3DTEXOPCAPS_SELECTARG2
7089 | WINED3DTEXOPCAPS_MODULATE4X
7090 | WINED3DTEXOPCAPS_MODULATE2X
7091 | WINED3DTEXOPCAPS_MODULATE
7092 | WINED3DTEXOPCAPS_ADDSIGNED2X
7093 | WINED3DTEXOPCAPS_ADDSIGNED
7094 | WINED3DTEXOPCAPS_ADD
7095 | WINED3DTEXOPCAPS_SUBTRACT
7096 | WINED3DTEXOPCAPS_ADDSMOOTH
7097 | WINED3DTEXOPCAPS_BLENDCURRENTALPHA
7098 | WINED3DTEXOPCAPS_BLENDFACTORALPHA
7099 | WINED3DTEXOPCAPS_BLENDTEXTUREALPHA
7100 | WINED3DTEXOPCAPS_BLENDDIFFUSEALPHA
7101 | WINED3DTEXOPCAPS_BLENDTEXTUREALPHAPM
7102 | WINED3DTEXOPCAPS_MODULATEALPHA_ADDCOLOR
7103 | WINED3DTEXOPCAPS_MODULATECOLOR_ADDALPHA
7104 | WINED3DTEXOPCAPS_MODULATEINVCOLOR_ADDALPHA
7105 | WINED3DTEXOPCAPS_MODULATEINVALPHA_ADDCOLOR
7106 | WINED3DTEXOPCAPS_DOTPRODUCT3
7107 | WINED3DTEXOPCAPS_MULTIPLYADD
7108 | WINED3DTEXOPCAPS_LERP
7109 | WINED3DTEXOPCAPS_BUMPENVMAP
7110 | WINED3DTEXOPCAPS_BUMPENVMAPLUMINANCE
;
7111 caps
->MaxTextureBlendStages
= 8;
7112 caps
->MaxSimultaneousTextures
= min(gl_info
->limits
.fragment_samplers
, 8);
7115 static void *glsl_fragment_pipe_alloc(const struct wined3d_shader_backend_ops
*shader_backend
, void *shader_priv
)
7117 struct shader_glsl_priv
*priv
;
7119 if (shader_backend
== &glsl_shader_backend
)
7123 if (wine_rb_init(&priv
->ffp_fragment_shaders
, &wined3d_ffp_frag_program_rb_functions
) == -1)
7125 ERR("Failed to initialize rbtree.\n");
7132 FIXME("GLSL fragment pipe without GLSL shader backend not implemented.\n");
7137 static void shader_glsl_free_ffp_fragment_shader(struct wine_rb_entry
*entry
, void *context
)
7139 struct glsl_ffp_fragment_shader
*shader
= WINE_RB_ENTRY_VALUE(entry
,
7140 struct glsl_ffp_fragment_shader
, entry
.entry
);
7141 struct glsl_shader_prog_link
*program
, *program2
;
7142 struct glsl_ffp_destroy_ctx
*ctx
= context
;
7144 LIST_FOR_EACH_ENTRY_SAFE(program
, program2
, &shader
->linked_programs
,
7145 struct glsl_shader_prog_link
, ps
.shader_entry
)
7147 delete_glsl_program_entry(ctx
->priv
, ctx
->gl_info
, program
);
7149 ctx
->gl_info
->gl_ops
.ext
.p_glDeleteObjectARB(shader
->id
);
7150 HeapFree(GetProcessHeap(), 0, shader
);
7153 /* Context activation is done by the caller. */
7154 static void glsl_fragment_pipe_free(struct wined3d_device
*device
)
7156 struct shader_glsl_priv
*priv
= device
->fragment_priv
;
7157 struct glsl_ffp_destroy_ctx ctx
;
7160 ctx
.gl_info
= &device
->adapter
->gl_info
;
7161 wine_rb_destroy(&priv
->ffp_fragment_shaders
, shader_glsl_free_ffp_fragment_shader
, &ctx
);
7164 static void glsl_fragment_pipe_shader(struct wined3d_context
*context
,
7165 const struct wined3d_state
*state
, DWORD state_id
)
7167 context
->last_was_pshader
= use_ps(state
);
7169 context
->shader_update_mask
|= 1 << WINED3D_SHADER_TYPE_PIXEL
;
7172 static void glsl_fragment_pipe_fog(struct wined3d_context
*context
,
7173 const struct wined3d_state
*state
, DWORD state_id
)
7175 BOOL use_vshader
= use_vs(state
);
7176 enum fogsource new_source
;
7177 DWORD fogstart
= state
->render_states
[WINED3D_RS_FOGSTART
];
7178 DWORD fogend
= state
->render_states
[WINED3D_RS_FOGEND
];
7180 context
->shader_update_mask
|= 1 << WINED3D_SHADER_TYPE_PIXEL
;
7182 if (!state
->render_states
[WINED3D_RS_FOGENABLE
])
7185 if (state
->render_states
[WINED3D_RS_FOGTABLEMODE
] == WINED3D_FOG_NONE
)
7188 new_source
= FOGSOURCE_VS
;
7189 else if (state
->render_states
[WINED3D_RS_FOGVERTEXMODE
] == WINED3D_FOG_NONE
|| context
->last_was_rhw
)
7190 new_source
= FOGSOURCE_COORD
;
7192 new_source
= FOGSOURCE_FFP
;
7196 new_source
= FOGSOURCE_FFP
;
7199 if (new_source
!= context
->fog_source
|| fogstart
== fogend
)
7201 context
->fog_source
= new_source
;
7202 state_fogstartend(context
, state
, STATE_RENDER(WINED3D_RS_FOGSTART
));
7206 static void glsl_fragment_pipe_tex_transform(struct wined3d_context
*context
,
7207 const struct wined3d_state
*state
, DWORD state_id
)
7209 context
->shader_update_mask
|= 1 << WINED3D_SHADER_TYPE_PIXEL
;
7212 static void glsl_fragment_pipe_invalidate_constants(struct wined3d_context
*context
,
7213 const struct wined3d_state
*state
, DWORD state_id
)
7215 context
->constant_update_mask
|= WINED3D_SHADER_CONST_FFP_PS
;
7218 static const struct StateEntryTemplate glsl_fragment_pipe_state_template
[] =
7220 {STATE_RENDER(WINED3D_RS_TEXTUREFACTOR
), {STATE_RENDER(WINED3D_RS_TEXTUREFACTOR
), glsl_fragment_pipe_invalidate_constants
}, WINED3D_GL_EXT_NONE
},
7221 {STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
7222 {STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
7223 {STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
7224 {STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
7225 {STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
7226 {STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
7227 {STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
7228 {STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
7229 {STATE_TEXTURESTAGE(0, WINED3D_TSS_RESULT_ARG
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
7230 {STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
7231 {STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
7232 {STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
7233 {STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
7234 {STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
7235 {STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
7236 {STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
7237 {STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
7238 {STATE_TEXTURESTAGE(1, WINED3D_TSS_RESULT_ARG
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
7239 {STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
7240 {STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
7241 {STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
7242 {STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
7243 {STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
7244 {STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
7245 {STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
7246 {STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
7247 {STATE_TEXTURESTAGE(2, WINED3D_TSS_RESULT_ARG
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
7248 {STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
7249 {STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
7250 {STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
7251 {STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
7252 {STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
7253 {STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
7254 {STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
7255 {STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
7256 {STATE_TEXTURESTAGE(3, WINED3D_TSS_RESULT_ARG
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
7257 {STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
7258 {STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
7259 {STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
7260 {STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
7261 {STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
7262 {STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
7263 {STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
7264 {STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
7265 {STATE_TEXTURESTAGE(4, WINED3D_TSS_RESULT_ARG
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
7266 {STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
7267 {STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
7268 {STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
7269 {STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
7270 {STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
7271 {STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
7272 {STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
7273 {STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
7274 {STATE_TEXTURESTAGE(5, WINED3D_TSS_RESULT_ARG
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
7275 {STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
7276 {STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
7277 {STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
7278 {STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
7279 {STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
7280 {STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
7281 {STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
7282 {STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
7283 {STATE_TEXTURESTAGE(6, WINED3D_TSS_RESULT_ARG
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
7284 {STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
7285 {STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
7286 {STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
7287 {STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
7288 {STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
7289 {STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
7290 {STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
7291 {STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
7292 {STATE_TEXTURESTAGE(7, WINED3D_TSS_RESULT_ARG
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
7293 {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), glsl_fragment_pipe_shader
}, WINED3D_GL_EXT_NONE
},
7294 {STATE_RENDER(WINED3D_RS_FOGENABLE
), {STATE_RENDER(WINED3D_RS_FOGENABLE
), glsl_fragment_pipe_fog
}, WINED3D_GL_EXT_NONE
},
7295 {STATE_RENDER(WINED3D_RS_FOGTABLEMODE
), {STATE_RENDER(WINED3D_RS_FOGENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
7296 {STATE_RENDER(WINED3D_RS_FOGVERTEXMODE
), {STATE_RENDER(WINED3D_RS_FOGENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
7297 {STATE_RENDER(WINED3D_RS_FOGSTART
), {STATE_RENDER(WINED3D_RS_FOGSTART
), state_fogstartend
}, WINED3D_GL_EXT_NONE
},
7298 {STATE_RENDER(WINED3D_RS_FOGEND
), {STATE_RENDER(WINED3D_RS_FOGSTART
), NULL
}, WINED3D_GL_EXT_NONE
},
7299 {STATE_RENDER(WINED3D_RS_SRGBWRITEENABLE
), {STATE_RENDER(WINED3D_RS_SRGBWRITEENABLE
), state_srgbwrite
}, ARB_FRAMEBUFFER_SRGB
},
7300 {STATE_RENDER(WINED3D_RS_SRGBWRITEENABLE
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
7301 {STATE_RENDER(WINED3D_RS_FOGCOLOR
), {STATE_RENDER(WINED3D_RS_FOGCOLOR
), state_fogcolor
}, WINED3D_GL_EXT_NONE
},
7302 {STATE_RENDER(WINED3D_RS_FOGDENSITY
), {STATE_RENDER(WINED3D_RS_FOGDENSITY
), state_fogdensity
}, WINED3D_GL_EXT_NONE
},
7303 {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
},
7304 {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
},
7305 {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
},
7306 {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
},
7307 {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
},
7308 {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
},
7309 {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
},
7310 {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
},
7311 {STATE_TEXTURESTAGE(0, WINED3D_TSS_CONSTANT
), {STATE_TEXTURESTAGE(0, WINED3D_TSS_CONSTANT
), glsl_fragment_pipe_invalidate_constants
}, WINED3D_GL_EXT_NONE
},
7312 {STATE_TEXTURESTAGE(1, WINED3D_TSS_CONSTANT
), {STATE_TEXTURESTAGE(1, WINED3D_TSS_CONSTANT
), glsl_fragment_pipe_invalidate_constants
}, WINED3D_GL_EXT_NONE
},
7313 {STATE_TEXTURESTAGE(2, WINED3D_TSS_CONSTANT
), {STATE_TEXTURESTAGE(2, WINED3D_TSS_CONSTANT
), glsl_fragment_pipe_invalidate_constants
}, WINED3D_GL_EXT_NONE
},
7314 {STATE_TEXTURESTAGE(3, WINED3D_TSS_CONSTANT
), {STATE_TEXTURESTAGE(3, WINED3D_TSS_CONSTANT
), glsl_fragment_pipe_invalidate_constants
}, WINED3D_GL_EXT_NONE
},
7315 {STATE_TEXTURESTAGE(4, WINED3D_TSS_CONSTANT
), {STATE_TEXTURESTAGE(4, WINED3D_TSS_CONSTANT
), glsl_fragment_pipe_invalidate_constants
}, WINED3D_GL_EXT_NONE
},
7316 {STATE_TEXTURESTAGE(5, WINED3D_TSS_CONSTANT
), {STATE_TEXTURESTAGE(5, WINED3D_TSS_CONSTANT
), glsl_fragment_pipe_invalidate_constants
}, WINED3D_GL_EXT_NONE
},
7317 {STATE_TEXTURESTAGE(6, WINED3D_TSS_CONSTANT
), {STATE_TEXTURESTAGE(6, WINED3D_TSS_CONSTANT
), glsl_fragment_pipe_invalidate_constants
}, WINED3D_GL_EXT_NONE
},
7318 {STATE_TEXTURESTAGE(7, WINED3D_TSS_CONSTANT
), {STATE_TEXTURESTAGE(7, WINED3D_TSS_CONSTANT
), glsl_fragment_pipe_invalidate_constants
}, WINED3D_GL_EXT_NONE
},
7319 {STATE_RENDER(WINED3D_RS_SPECULARENABLE
), {STATE_RENDER(WINED3D_RS_SPECULARENABLE
), glsl_fragment_pipe_invalidate_constants
}, WINED3D_GL_EXT_NONE
},
7320 {0 /* Terminate */, {0, 0 }, WINED3D_GL_EXT_NONE
},
7323 const struct fragment_pipeline glsl_fragment_pipe
=
7325 glsl_fragment_pipe_enable
,
7326 glsl_fragment_pipe_get_caps
,
7327 glsl_fragment_pipe_alloc
,
7328 glsl_fragment_pipe_free
,
7329 shader_glsl_color_fixup_supported
,
7330 glsl_fragment_pipe_state_template
,