2 * GLSL pixel and vertex shader implementation
4 * Copyright 2006 Jason Green
5 * Copyright 2006-2007 Henri Verbeet
6 * Copyright 2007-2009, 2013 Stefan Dösinger for CodeWeavers
7 * Copyright 2009-2011 Henri Verbeet for CodeWeavers
9 * This library is free software; you can redistribute it and/or
10 * modify it under the terms of the GNU Lesser General Public
11 * License as published by the Free Software Foundation; either
12 * version 2.1 of the License, or (at your option) any later version.
14 * This library is distributed in the hope that it will be useful,
15 * but WITHOUT ANY WARRANTY; without even the implied warranty of
16 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
17 * Lesser General Public License for more details.
19 * You should have received a copy of the GNU Lesser General Public
20 * License along with this library; if not, write to the Free Software
21 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
25 * D3D shader asm has swizzles on source parameters, and write masks for
26 * destination parameters. GLSL uses swizzles for both. The result of this is
27 * that for example "mov dst.xw, src.zyxw" becomes "dst.xw = src.zw" in GLSL.
28 * Ie, to generate a proper GLSL source swizzle, we need to take the D3D write
29 * mask for the destination parameter into account.
33 #include "wine/port.h"
41 #include "wined3d_private.h"
43 WINE_DEFAULT_DEBUG_CHANNEL(d3d_shader
);
44 WINE_DECLARE_DEBUG_CHANNEL(d3d
);
45 WINE_DECLARE_DEBUG_CHANNEL(winediag
);
47 #define WINED3D_GLSL_SAMPLE_PROJECTED 0x01
48 #define WINED3D_GLSL_SAMPLE_LOD 0x02
49 #define WINED3D_GLSL_SAMPLE_GRAD 0x04
50 #define WINED3D_GLSL_SAMPLE_LOAD 0x08
51 #define WINED3D_GLSL_SAMPLE_OFFSET 0x10
55 unsigned int coord_size
;
56 unsigned int resinfo_size
;
57 const char *type_part
;
59 resource_type_info
[] =
61 {0, 0, ""}, /* WINED3D_SHADER_RESOURCE_NONE */
62 {1, 1, "Buffer"}, /* WINED3D_SHADER_RESOURCE_BUFFER */
63 {1, 1, "1D"}, /* WINED3D_SHADER_RESOURCE_TEXTURE_1D */
64 {2, 2, "2D"}, /* WINED3D_SHADER_RESOURCE_TEXTURE_2D */
65 {2, 2, ""}, /* WINED3D_SHADER_RESOURCE_TEXTURE_2DMS */
66 {3, 3, "3D"}, /* WINED3D_SHADER_RESOURCE_TEXTURE_3D */
67 {3, 2, "Cube"}, /* WINED3D_SHADER_RESOURCE_TEXTURE_CUBE */
68 {2, 2, ""}, /* WINED3D_SHADER_RESOURCE_TEXTURE_1DARRAY */
69 {3, 3, "2DArray"}, /* WINED3D_SHADER_RESOURCE_TEXTURE_2DARRAY */
70 {3, 3, ""}, /* WINED3D_SHADER_RESOURCE_TEXTURE_2DMSARRAY */
71 {4, 3, ""}, /* WINED3D_SHADER_RESOURCE_TEXTURE_CUBEARRAY */
86 struct glsl_sample_function
88 struct wined3d_string_buffer
*name
;
89 unsigned int coord_mask
;
90 unsigned int deriv_mask
;
91 enum wined3d_data_type data_type
;
92 BOOL output_single_component
;
93 unsigned int offset_size
;
98 HEAP_NODE_TRAVERSE_LEFT
,
99 HEAP_NODE_TRAVERSE_RIGHT
,
103 struct constant_entry
106 unsigned int version
;
111 struct constant_entry
*entries
;
113 unsigned int *positions
;
117 /* GLSL shader private data */
118 struct shader_glsl_priv
120 struct wined3d_string_buffer shader_buffer
;
121 struct wined3d_string_buffer_list string_buffers
;
122 struct wine_rb_tree program_lookup
;
123 struct constant_heap vconst_heap
;
124 struct constant_heap pconst_heap
;
125 unsigned char *stack
;
126 UINT next_constant_version
;
128 const struct wined3d_vertex_pipe_ops
*vertex_pipe
;
129 const struct fragment_pipeline
*fragment_pipe
;
130 struct wine_rb_tree ffp_vertex_shaders
;
131 struct wine_rb_tree ffp_fragment_shaders
;
132 BOOL ffp_proj_control
;
133 BOOL legacy_lighting
;
136 struct glsl_vs_program
138 struct list shader_entry
;
140 GLenum vertex_color_clamp
;
141 GLint uniform_f_locations
[WINED3D_MAX_VS_CONSTS_F
];
142 GLint uniform_i_locations
[WINED3D_MAX_CONSTS_I
];
143 GLint uniform_b_locations
[WINED3D_MAX_CONSTS_B
];
144 GLint pos_fixup_location
;
146 GLint modelview_matrix_location
[MAX_VERTEX_BLENDS
];
147 GLint projection_matrix_location
;
148 GLint normal_matrix_location
;
149 GLint texture_matrix_location
[MAX_TEXTURES
];
150 GLint material_ambient_location
;
151 GLint material_diffuse_location
;
152 GLint material_specular_location
;
153 GLint material_emissive_location
;
154 GLint material_shininess_location
;
155 GLint light_ambient_location
;
170 } light_location
[MAX_ACTIVE_LIGHTS
];
171 GLint pointsize_location
;
172 GLint pointsize_min_location
;
173 GLint pointsize_max_location
;
174 GLint pointsize_c_att_location
;
175 GLint pointsize_l_att_location
;
176 GLint pointsize_q_att_location
;
177 GLint clip_planes_location
;
180 struct glsl_hs_program
182 struct list shader_entry
;
186 struct glsl_ds_program
188 struct list shader_entry
;
191 GLint pos_fixup_location
;
194 struct glsl_gs_program
196 struct list shader_entry
;
199 GLint pos_fixup_location
;
202 struct glsl_ps_program
204 struct list shader_entry
;
206 GLint uniform_f_locations
[WINED3D_MAX_PS_CONSTS_F
];
207 GLint uniform_i_locations
[WINED3D_MAX_CONSTS_I
];
208 GLint uniform_b_locations
[WINED3D_MAX_CONSTS_B
];
209 GLint bumpenv_mat_location
[MAX_TEXTURES
];
210 GLint bumpenv_lum_scale_location
[MAX_TEXTURES
];
211 GLint bumpenv_lum_offset_location
[MAX_TEXTURES
];
212 GLint tss_constant_location
[MAX_TEXTURES
];
213 GLint tex_factor_location
;
214 GLint specular_enable_location
;
215 GLint fog_color_location
;
216 GLint fog_density_location
;
217 GLint fog_end_location
;
218 GLint fog_scale_location
;
219 GLint alpha_test_ref_location
;
220 GLint ycorrection_location
;
221 GLint np2_fixup_location
;
222 GLint color_key_location
;
223 const struct ps_np2fixup_info
*np2_fixup_info
;
226 struct glsl_cs_program
228 struct list shader_entry
;
232 /* Struct to maintain data about a linked GLSL program */
233 struct glsl_shader_prog_link
235 struct wine_rb_entry program_lookup_entry
;
236 struct glsl_vs_program vs
;
237 struct glsl_hs_program hs
;
238 struct glsl_ds_program ds
;
239 struct glsl_gs_program gs
;
240 struct glsl_ps_program ps
;
241 struct glsl_cs_program cs
;
243 DWORD constant_update_mask
;
244 UINT constant_version
;
247 struct glsl_program_key
257 struct shader_glsl_ctx_priv
{
258 const struct vs_compile_args
*cur_vs_args
;
259 const struct ds_compile_args
*cur_ds_args
;
260 const struct ps_compile_args
*cur_ps_args
;
261 struct ps_np2fixup_info
*cur_np2fixup_info
;
262 struct wined3d_string_buffer_list
*string_buffers
;
265 struct glsl_context_data
267 struct glsl_shader_prog_link
*glsl_program
;
268 GLenum vertex_color_clamp
;
271 struct glsl_ps_compiled_shader
273 struct ps_compile_args args
;
274 struct ps_np2fixup_info np2fixup
;
278 struct glsl_vs_compiled_shader
280 struct vs_compile_args args
;
284 struct glsl_hs_compiled_shader
289 struct glsl_ds_compiled_shader
291 struct ds_compile_args args
;
295 struct glsl_gs_compiled_shader
297 struct gs_compile_args args
;
301 struct glsl_cs_compiled_shader
306 struct glsl_shader_private
310 struct glsl_vs_compiled_shader
*vs
;
311 struct glsl_hs_compiled_shader
*hs
;
312 struct glsl_ds_compiled_shader
*ds
;
313 struct glsl_gs_compiled_shader
*gs
;
314 struct glsl_ps_compiled_shader
*ps
;
315 struct glsl_cs_compiled_shader
*cs
;
317 unsigned int num_gl_shaders
, shader_array_size
;
320 struct glsl_ffp_vertex_shader
322 struct wined3d_ffp_vs_desc desc
;
324 struct list linked_programs
;
327 struct glsl_ffp_fragment_shader
329 struct ffp_frag_desc entry
;
331 struct list linked_programs
;
334 struct glsl_ffp_destroy_ctx
336 struct shader_glsl_priv
*priv
;
337 const struct wined3d_gl_info
*gl_info
;
340 static void shader_glsl_generate_shader_epilogue(const struct wined3d_shader_context
*ctx
);
342 static const char *debug_gl_shader_type(GLenum type
)
346 #define WINED3D_TO_STR(u) case u: return #u
347 WINED3D_TO_STR(GL_VERTEX_SHADER
);
348 WINED3D_TO_STR(GL_TESS_CONTROL_SHADER
);
349 WINED3D_TO_STR(GL_TESS_EVALUATION_SHADER
);
350 WINED3D_TO_STR(GL_GEOMETRY_SHADER
);
351 WINED3D_TO_STR(GL_FRAGMENT_SHADER
);
352 WINED3D_TO_STR(GL_COMPUTE_SHADER
);
353 #undef WINED3D_TO_STR
355 return wine_dbg_sprintf("UNKNOWN(%#x)", type
);
359 static const char *shader_glsl_get_prefix(enum wined3d_shader_type type
)
363 case WINED3D_SHADER_TYPE_VERTEX
:
366 case WINED3D_SHADER_TYPE_HULL
:
369 case WINED3D_SHADER_TYPE_DOMAIN
:
372 case WINED3D_SHADER_TYPE_GEOMETRY
:
375 case WINED3D_SHADER_TYPE_PIXEL
:
378 case WINED3D_SHADER_TYPE_COMPUTE
:
382 FIXME("Unhandled shader type %#x.\n", type
);
387 static unsigned int shader_glsl_get_version(const struct wined3d_gl_info
*gl_info
)
389 if (gl_info
->glsl_version
>= MAKEDWORD_VERSION(1, 50))
391 else if (gl_info
->glsl_version
>= MAKEDWORD_VERSION(1, 30))
397 static void shader_glsl_add_version_declaration(struct wined3d_string_buffer
*buffer
,
398 const struct wined3d_gl_info
*gl_info
)
400 shader_addline(buffer
, "#version %u\n", shader_glsl_get_version(gl_info
));
403 static void shader_glsl_append_imm_vec4(struct wined3d_string_buffer
*buffer
, const float *values
)
407 wined3d_ftoa(values
[0], str
[0]);
408 wined3d_ftoa(values
[1], str
[1]);
409 wined3d_ftoa(values
[2], str
[2]);
410 wined3d_ftoa(values
[3], str
[3]);
411 shader_addline(buffer
, "vec4(%s, %s, %s, %s)", str
[0], str
[1], str
[2], str
[3]);
414 static void shader_glsl_append_imm_ivec(struct wined3d_string_buffer
*buffer
,
415 const int *values
, unsigned int size
)
419 if (!size
|| size
> 4)
421 ERR("Invalid vector size %u.\n", size
);
426 shader_addline(buffer
, "ivec%u(", size
);
428 for (i
= 0; i
< size
; ++i
)
429 shader_addline(buffer
, i
? ", %#x" : "%#x", values
[i
]);
432 shader_addline(buffer
, ")");
435 static const char *get_info_log_line(const char **ptr
)
440 if (!(q
= strstr(p
, "\n")))
442 if (!*p
) return NULL
;
451 /* Context activation is done by the caller. */
452 void print_glsl_info_log(const struct wined3d_gl_info
*gl_info
, GLuint id
, BOOL program
)
457 if (!WARN_ON(d3d_shader
) && !FIXME_ON(d3d_shader
))
461 GL_EXTCALL(glGetProgramiv(id
, GL_INFO_LOG_LENGTH
, &length
));
463 GL_EXTCALL(glGetShaderiv(id
, GL_INFO_LOG_LENGTH
, &length
));
465 /* A size of 1 is just a null-terminated string, so the log should be bigger than
466 * that if there are errors. */
469 const char *ptr
, *line
;
471 log
= HeapAlloc(GetProcessHeap(), 0, length
);
472 /* The info log is supposed to be zero-terminated, but at least some
473 * versions of fglrx don't terminate the string properly. The reported
474 * length does include the terminator, so explicitly set it to zero
478 GL_EXTCALL(glGetProgramInfoLog(id
, length
, NULL
, log
));
480 GL_EXTCALL(glGetShaderInfoLog(id
, length
, NULL
, log
));
483 if (gl_info
->quirks
& WINED3D_QUIRK_INFO_LOG_SPAM
)
485 WARN("Info log received from GLSL shader #%u:\n", id
);
486 while ((line
= get_info_log_line(&ptr
))) WARN(" %.*s", (int)(ptr
- line
), line
);
490 FIXME("Info log received from GLSL shader #%u:\n", id
);
491 while ((line
= get_info_log_line(&ptr
))) FIXME(" %.*s", (int)(ptr
- line
), line
);
493 HeapFree(GetProcessHeap(), 0, log
);
497 /* Context activation is done by the caller. */
498 static void shader_glsl_compile(const struct wined3d_gl_info
*gl_info
, GLuint shader
, const char *src
)
500 const char *ptr
, *line
;
502 TRACE("Compiling shader object %u.\n", shader
);
504 if (TRACE_ON(d3d_shader
))
507 while ((line
= get_info_log_line(&ptr
))) TRACE_(d3d_shader
)(" %.*s", (int)(ptr
- line
), line
);
510 GL_EXTCALL(glShaderSource(shader
, 1, &src
, NULL
));
511 checkGLcall("glShaderSource");
512 GL_EXTCALL(glCompileShader(shader
));
513 checkGLcall("glCompileShader");
514 print_glsl_info_log(gl_info
, shader
, FALSE
);
517 /* Context activation is done by the caller. */
518 static void shader_glsl_dump_program_source(const struct wined3d_gl_info
*gl_info
, GLuint program
)
520 GLint i
, shader_count
, source_size
= -1;
524 GL_EXTCALL(glGetProgramiv(program
, GL_ATTACHED_SHADERS
, &shader_count
));
525 if (!(shaders
= wined3d_calloc(shader_count
, sizeof(*shaders
))))
527 ERR("Failed to allocate shader array memory.\n");
531 GL_EXTCALL(glGetAttachedShaders(program
, shader_count
, NULL
, shaders
));
532 for (i
= 0; i
< shader_count
; ++i
)
534 const char *ptr
, *line
;
537 GL_EXTCALL(glGetShaderiv(shaders
[i
], GL_SHADER_SOURCE_LENGTH
, &tmp
));
539 if (source_size
< tmp
)
541 HeapFree(GetProcessHeap(), 0, source
);
543 source
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, tmp
);
546 ERR("Failed to allocate %d bytes for shader source.\n", tmp
);
547 HeapFree(GetProcessHeap(), 0, shaders
);
553 FIXME("Shader %u:\n", shaders
[i
]);
554 GL_EXTCALL(glGetShaderiv(shaders
[i
], GL_SHADER_TYPE
, &tmp
));
555 FIXME(" GL_SHADER_TYPE: %s.\n", debug_gl_shader_type(tmp
));
556 GL_EXTCALL(glGetShaderiv(shaders
[i
], GL_COMPILE_STATUS
, &tmp
));
557 FIXME(" GL_COMPILE_STATUS: %d.\n", tmp
);
561 GL_EXTCALL(glGetShaderSource(shaders
[i
], source_size
, NULL
, source
));
562 while ((line
= get_info_log_line(&ptr
))) FIXME(" %.*s", (int)(ptr
- line
), line
);
566 HeapFree(GetProcessHeap(), 0, source
);
567 HeapFree(GetProcessHeap(), 0, shaders
);
570 /* Context activation is done by the caller. */
571 void shader_glsl_validate_link(const struct wined3d_gl_info
*gl_info
, GLuint program
)
575 if (!TRACE_ON(d3d_shader
) && !FIXME_ON(d3d_shader
))
578 GL_EXTCALL(glGetProgramiv(program
, GL_LINK_STATUS
, &tmp
));
581 FIXME("Program %u link status invalid.\n", program
);
582 shader_glsl_dump_program_source(gl_info
, program
);
585 print_glsl_info_log(gl_info
, program
, TRUE
);
588 static BOOL
shader_glsl_use_layout_qualifier(const struct wined3d_gl_info
*gl_info
)
590 /* Layout qualifiers were introduced in GLSL 1.40. The Nvidia Legacy GPU
591 * driver (series 340.xx) doesn't parse layout qualifiers in older GLSL
593 return shader_glsl_get_version(gl_info
) >= 140;
596 static BOOL
shader_glsl_use_layout_binding_qualifier(const struct wined3d_gl_info
*gl_info
)
598 return gl_info
->supported
[ARB_SHADING_LANGUAGE_420PACK
] && shader_glsl_use_layout_qualifier(gl_info
);
601 static void shader_glsl_init_uniform_block_bindings(const struct wined3d_gl_info
*gl_info
,
602 struct shader_glsl_priv
*priv
, GLuint program_id
,
603 const struct wined3d_shader_reg_maps
*reg_maps
)
605 const char *prefix
= shader_glsl_get_prefix(reg_maps
->shader_version
.type
);
606 struct wined3d_string_buffer
*name
;
607 unsigned int i
, base
, count
;
610 if (shader_glsl_use_layout_binding_qualifier(gl_info
))
613 name
= string_buffer_get(&priv
->string_buffers
);
614 wined3d_gl_limits_get_uniform_block_range(&gl_info
->limits
, reg_maps
->shader_version
.type
, &base
, &count
);
615 for (i
= 0; i
< count
; ++i
)
617 if (!reg_maps
->cb_sizes
[i
])
620 string_buffer_sprintf(name
, "block_%s_cb%u", prefix
, i
);
621 block_idx
= GL_EXTCALL(glGetUniformBlockIndex(program_id
, name
->buffer
));
622 GL_EXTCALL(glUniformBlockBinding(program_id
, block_idx
, base
+ i
));
624 checkGLcall("glUniformBlockBinding");
625 string_buffer_release(&priv
->string_buffers
, name
);
628 /* Context activation is done by the caller. */
629 static void shader_glsl_load_samplers_range(const struct wined3d_gl_info
*gl_info
,
630 struct shader_glsl_priv
*priv
, GLuint program_id
, const char *prefix
,
631 unsigned int base
, unsigned int count
, const DWORD
*tex_unit_map
)
633 struct wined3d_string_buffer
*sampler_name
= string_buffer_get(&priv
->string_buffers
);
634 unsigned int i
, mapped_unit
;
637 for (i
= 0; i
< count
; ++i
)
639 string_buffer_sprintf(sampler_name
, "%s_sampler%u", prefix
, i
);
640 name_loc
= GL_EXTCALL(glGetUniformLocation(program_id
, sampler_name
->buffer
));
644 mapped_unit
= tex_unit_map
? tex_unit_map
[base
+ i
] : base
+ i
;
645 if (mapped_unit
== WINED3D_UNMAPPED_STAGE
|| mapped_unit
>= gl_info
->limits
.combined_samplers
)
647 ERR("Trying to load sampler %s on unsupported unit %u.\n", sampler_name
->buffer
, mapped_unit
);
651 TRACE("Loading sampler %s on unit %u.\n", sampler_name
->buffer
, mapped_unit
);
652 GL_EXTCALL(glUniform1i(name_loc
, mapped_unit
));
654 checkGLcall("Load sampler bindings");
655 string_buffer_release(&priv
->string_buffers
, sampler_name
);
658 static unsigned int shader_glsl_map_tex_unit(const struct wined3d_context
*context
,
659 const struct wined3d_shader_version
*shader_version
, unsigned int sampler_idx
)
661 const DWORD
*tex_unit_map
;
662 unsigned int base
, count
;
664 tex_unit_map
= context_get_tex_unit_mapping(context
, shader_version
, &base
, &count
);
665 if (sampler_idx
>= count
)
666 return WINED3D_UNMAPPED_STAGE
;
668 return base
+ sampler_idx
;
669 return tex_unit_map
[base
+ sampler_idx
];
672 static void shader_glsl_append_sampler_binding_qualifier(struct wined3d_string_buffer
*buffer
,
673 const struct wined3d_context
*context
, const struct wined3d_shader_version
*shader_version
,
674 unsigned int sampler_idx
)
676 unsigned int mapped_unit
= shader_glsl_map_tex_unit(context
, shader_version
, sampler_idx
);
677 if (mapped_unit
!= WINED3D_UNMAPPED_STAGE
)
678 shader_addline(buffer
, "layout(binding = %u)\n", mapped_unit
);
680 ERR("Unmapped sampler %u.\n", sampler_idx
);
683 /* Context activation is done by the caller. */
684 static void shader_glsl_load_samplers(const struct wined3d_context
*context
,
685 struct shader_glsl_priv
*priv
, GLuint program_id
, const struct wined3d_shader_reg_maps
*reg_maps
)
687 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
688 const struct wined3d_shader_version
*shader_version
;
689 const DWORD
*tex_unit_map
;
690 unsigned int base
, count
;
693 if (shader_glsl_use_layout_binding_qualifier(gl_info
))
696 shader_version
= reg_maps
? ®_maps
->shader_version
: NULL
;
697 prefix
= shader_glsl_get_prefix(shader_version
? shader_version
->type
: WINED3D_SHADER_TYPE_PIXEL
);
698 tex_unit_map
= context_get_tex_unit_mapping(context
, shader_version
, &base
, &count
);
699 shader_glsl_load_samplers_range(gl_info
, priv
, program_id
, prefix
, base
, count
, tex_unit_map
);
702 static void shader_glsl_load_icb(const struct wined3d_gl_info
*gl_info
, struct shader_glsl_priv
*priv
,
703 GLuint program_id
, const struct wined3d_shader_reg_maps
*reg_maps
)
705 const struct wined3d_shader_immediate_constant_buffer
*icb
= reg_maps
->icb
;
709 struct wined3d_string_buffer
*icb_name
= string_buffer_get(&priv
->string_buffers
);
710 const char *prefix
= shader_glsl_get_prefix(reg_maps
->shader_version
.type
);
713 string_buffer_sprintf(icb_name
, "%s_icb", prefix
);
714 icb_location
= GL_EXTCALL(glGetUniformLocation(program_id
, icb_name
->buffer
));
715 GL_EXTCALL(glUniform4fv(icb_location
, icb
->vec4_count
, (const GLfloat
*)icb
->data
));
716 checkGLcall("Load immediate constant buffer");
718 string_buffer_release(&priv
->string_buffers
, icb_name
);
722 /* Context activation is done by the caller. */
723 static void shader_glsl_load_images(const struct wined3d_gl_info
*gl_info
, struct shader_glsl_priv
*priv
,
724 GLuint program_id
, const struct wined3d_shader_reg_maps
*reg_maps
)
726 const char *prefix
= shader_glsl_get_prefix(reg_maps
->shader_version
.type
);
727 struct wined3d_string_buffer
*name
;
731 if (shader_glsl_use_layout_binding_qualifier(gl_info
))
734 name
= string_buffer_get(&priv
->string_buffers
);
735 for (i
= 0; i
< MAX_UNORDERED_ACCESS_VIEWS
; ++i
)
737 if (!reg_maps
->uav_resource_info
[i
].type
)
740 string_buffer_sprintf(name
, "%s_image%u", prefix
, i
);
741 location
= GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
745 TRACE("Loading image %s on unit %u.\n", name
->buffer
, i
);
746 GL_EXTCALL(glUniform1i(location
, i
));
748 checkGLcall("Load image bindings");
749 string_buffer_release(&priv
->string_buffers
, name
);
752 /* Context activation is done by the caller. */
753 static void shader_glsl_load_program_resources(const struct wined3d_context
*context
,
754 struct shader_glsl_priv
*priv
, GLuint program_id
, const struct wined3d_shader
*shader
)
756 const struct wined3d_shader_reg_maps
*reg_maps
= &shader
->reg_maps
;
758 shader_glsl_init_uniform_block_bindings(context
->gl_info
, priv
, program_id
, reg_maps
);
759 shader_glsl_load_icb(context
->gl_info
, priv
, program_id
, reg_maps
);
760 /* Texture unit mapping is set up to be the same each time the shader
761 * program is used so we can hardcode the sampler uniform values. */
762 shader_glsl_load_samplers(context
, priv
, program_id
, reg_maps
);
765 static void append_transform_feedback_varying(const char **varyings
, unsigned int *varying_count
,
766 char **strings
, unsigned int *strings_length
, struct wined3d_string_buffer
*buffer
)
768 if (varyings
&& *strings
)
770 char *ptr
= *strings
;
772 varyings
[*varying_count
] = ptr
;
774 memcpy(ptr
, buffer
->buffer
, buffer
->content_size
+ 1);
775 ptr
+= buffer
->content_size
+ 1;
780 *strings_length
+= buffer
->content_size
+ 1;
784 static void append_transform_feedback_skip_components(const char **varyings
,
785 unsigned int *varying_count
, char **strings
, unsigned int *strings_length
,
786 struct wined3d_string_buffer
*buffer
, unsigned int component_count
)
790 for (j
= 0; j
< component_count
/ 4; ++j
)
792 string_buffer_sprintf(buffer
, "gl_SkipComponents4");
793 append_transform_feedback_varying(varyings
, varying_count
, strings
, strings_length
, buffer
);
795 if (component_count
% 4)
797 string_buffer_sprintf(buffer
, "gl_SkipComponents%u", component_count
% 4);
798 append_transform_feedback_varying(varyings
, varying_count
, strings
, strings_length
, buffer
);
802 static void shader_glsl_generate_transform_feedback_varyings(const struct wined3d_stream_output_desc
*so_desc
,
803 struct wined3d_string_buffer
*buffer
, const char **varyings
, unsigned int *varying_count
,
804 char *strings
, unsigned int *strings_length
, GLenum buffer_mode
)
806 unsigned int i
, buffer_idx
, count
, length
, highest_output_slot
, stride
;
809 highest_output_slot
= 0;
810 for (buffer_idx
= 0; buffer_idx
< WINED3D_MAX_STREAM_OUTPUT_BUFFERS
; ++buffer_idx
)
814 for (i
= 0; i
< so_desc
->element_count
; ++i
)
816 const struct wined3d_stream_output_element
*e
= &so_desc
->elements
[i
];
818 highest_output_slot
= max(highest_output_slot
, e
->output_slot
);
819 if (e
->output_slot
!= buffer_idx
)
824 FIXME("Unhandled stream %u.\n", e
->stream_idx
);
828 stride
+= e
->component_count
;
830 if (e
->register_idx
== WINED3D_STREAM_OUTPUT_GAP
)
832 append_transform_feedback_skip_components(varyings
, &count
,
833 &strings
, &length
, buffer
, e
->component_count
);
837 if (e
->component_idx
|| e
->component_count
!= 4)
839 FIXME("Unsupported component range %u-%u.\n", e
->component_idx
, e
->component_count
);
843 string_buffer_sprintf(buffer
, "shader_in_out.reg[%u]", e
->register_idx
);
844 append_transform_feedback_varying(varyings
, &count
, &strings
, &length
, buffer
);
847 if (buffer_idx
< so_desc
->buffer_stride_count
848 && stride
< so_desc
->buffer_strides
[buffer_idx
] / 4)
850 unsigned int component_count
= so_desc
->buffer_strides
[buffer_idx
] / 4 - stride
;
851 append_transform_feedback_skip_components(varyings
, &count
,
852 &strings
, &length
, buffer
, component_count
);
855 if (highest_output_slot
<= buffer_idx
)
858 if (buffer_mode
== GL_INTERLEAVED_ATTRIBS
)
860 string_buffer_sprintf(buffer
, "gl_NextBuffer");
861 append_transform_feedback_varying(varyings
, &count
, &strings
, &length
, buffer
);
866 *varying_count
= count
;
868 *strings_length
= length
;
871 static void shader_glsl_init_transform_feedback(const struct wined3d_context
*context
,
872 struct shader_glsl_priv
*priv
, GLuint program_id
, const struct wined3d_shader
*shader
)
874 const struct wined3d_stream_output_desc
*so_desc
= &shader
->u
.gs
.so_desc
;
875 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
876 struct wined3d_string_buffer
*buffer
;
877 unsigned int i
, count
, length
;
878 const char **varyings
;
882 if (!so_desc
->element_count
)
885 if (gl_info
->supported
[ARB_TRANSFORM_FEEDBACK3
])
887 mode
= GL_INTERLEAVED_ATTRIBS
;
891 unsigned int element_count
[WINED3D_MAX_STREAM_OUTPUT_BUFFERS
] = {0};
893 for (i
= 0; i
< so_desc
->element_count
; ++i
)
895 if (so_desc
->elements
[i
].register_idx
== WINED3D_STREAM_OUTPUT_GAP
)
897 FIXME("ARB_transform_feedback3 is needed for stream output gaps.\n");
900 ++element_count
[so_desc
->elements
[i
].output_slot
];
903 if (element_count
[0] == so_desc
->element_count
)
905 mode
= GL_INTERLEAVED_ATTRIBS
;
909 mode
= GL_SEPARATE_ATTRIBS
;
910 for (i
= 0; i
< ARRAY_SIZE(element_count
); ++i
)
912 if (element_count
[i
] != 1)
915 for (; i
< ARRAY_SIZE(element_count
); ++i
)
917 if (element_count
[i
])
919 FIXME("Only single element per buffer is allowed in separate mode.\n");
926 buffer
= string_buffer_get(&priv
->string_buffers
);
928 shader_glsl_generate_transform_feedback_varyings(so_desc
, buffer
, NULL
, &count
, NULL
, &length
, mode
);
930 if (!(varyings
= wined3d_calloc(count
, sizeof(*varyings
))))
932 ERR("Out of memory.\n");
933 string_buffer_release(&priv
->string_buffers
, buffer
);
936 if (!(strings
= wined3d_calloc(length
, sizeof(*strings
))))
938 ERR("Out of memory.\n");
939 HeapFree(GetProcessHeap(), 0, varyings
);
940 string_buffer_release(&priv
->string_buffers
, buffer
);
944 shader_glsl_generate_transform_feedback_varyings(so_desc
, buffer
, varyings
, NULL
, strings
, NULL
, mode
);
945 GL_EXTCALL(glTransformFeedbackVaryings(program_id
, count
, varyings
, mode
));
946 checkGLcall("glTransformFeedbackVaryings");
948 HeapFree(GetProcessHeap(), 0, varyings
);
949 HeapFree(GetProcessHeap(), 0, strings
);
950 string_buffer_release(&priv
->string_buffers
, buffer
);
953 /* Context activation is done by the caller. */
954 static inline void walk_constant_heap(const struct wined3d_gl_info
*gl_info
, const struct wined3d_vec4
*constants
,
955 const GLint
*constant_locations
, const struct constant_heap
*heap
, unsigned char *stack
, DWORD version
)
957 unsigned int start
= ~0U, end
= 0;
959 unsigned int heap_idx
= 1;
962 if (heap
->entries
[heap_idx
].version
<= version
) return;
964 idx
= heap
->entries
[heap_idx
].idx
;
965 if (constant_locations
[idx
] != -1)
967 stack
[stack_idx
] = HEAP_NODE_TRAVERSE_LEFT
;
969 while (stack_idx
>= 0)
971 /* Note that we fall through to the next case statement. */
972 switch(stack
[stack_idx
])
974 case HEAP_NODE_TRAVERSE_LEFT
:
976 unsigned int left_idx
= heap_idx
<< 1;
977 if (left_idx
< heap
->size
&& heap
->entries
[left_idx
].version
> version
)
980 idx
= heap
->entries
[heap_idx
].idx
;
981 if (constant_locations
[idx
] != -1)
989 stack
[stack_idx
++] = HEAP_NODE_TRAVERSE_RIGHT
;
990 stack
[stack_idx
] = HEAP_NODE_TRAVERSE_LEFT
;
995 case HEAP_NODE_TRAVERSE_RIGHT
:
997 unsigned int right_idx
= (heap_idx
<< 1) + 1;
998 if (right_idx
< heap
->size
&& heap
->entries
[right_idx
].version
> version
)
1000 heap_idx
= right_idx
;
1001 idx
= heap
->entries
[heap_idx
].idx
;
1002 if (constant_locations
[idx
] != -1)
1010 stack
[stack_idx
++] = HEAP_NODE_POP
;
1011 stack
[stack_idx
] = HEAP_NODE_TRAVERSE_LEFT
;
1023 GL_EXTCALL(glUniform4fv(constant_locations
[start
], end
- start
+ 1, &constants
[start
].x
));
1024 checkGLcall("walk_constant_heap()");
1027 /* Context activation is done by the caller. */
1028 static inline void apply_clamped_constant(const struct wined3d_gl_info
*gl_info
,
1029 GLint location
, const struct wined3d_vec4
*data
)
1031 GLfloat clamped_constant
[4];
1033 if (location
== -1) return;
1035 clamped_constant
[0] = data
->x
< -1.0f
? -1.0f
: data
->x
> 1.0f
? 1.0f
: data
->x
;
1036 clamped_constant
[1] = data
->y
< -1.0f
? -1.0f
: data
->y
> 1.0f
? 1.0f
: data
->y
;
1037 clamped_constant
[2] = data
->z
< -1.0f
? -1.0f
: data
->z
> 1.0f
? 1.0f
: data
->z
;
1038 clamped_constant
[3] = data
->w
< -1.0f
? -1.0f
: data
->w
> 1.0f
? 1.0f
: data
->w
;
1040 GL_EXTCALL(glUniform4fv(location
, 1, clamped_constant
));
1043 /* Context activation is done by the caller. */
1044 static inline void walk_constant_heap_clamped(const struct wined3d_gl_info
*gl_info
,
1045 const struct wined3d_vec4
*constants
, const GLint
*constant_locations
,
1046 const struct constant_heap
*heap
, unsigned char *stack
, DWORD version
)
1049 unsigned int heap_idx
= 1;
1052 if (heap
->entries
[heap_idx
].version
<= version
) return;
1054 idx
= heap
->entries
[heap_idx
].idx
;
1055 apply_clamped_constant(gl_info
, constant_locations
[idx
], &constants
[idx
]);
1056 stack
[stack_idx
] = HEAP_NODE_TRAVERSE_LEFT
;
1058 while (stack_idx
>= 0)
1060 /* Note that we fall through to the next case statement. */
1061 switch(stack
[stack_idx
])
1063 case HEAP_NODE_TRAVERSE_LEFT
:
1065 unsigned int left_idx
= heap_idx
<< 1;
1066 if (left_idx
< heap
->size
&& heap
->entries
[left_idx
].version
> version
)
1068 heap_idx
= left_idx
;
1069 idx
= heap
->entries
[heap_idx
].idx
;
1070 apply_clamped_constant(gl_info
, constant_locations
[idx
], &constants
[idx
]);
1072 stack
[stack_idx
++] = HEAP_NODE_TRAVERSE_RIGHT
;
1073 stack
[stack_idx
] = HEAP_NODE_TRAVERSE_LEFT
;
1078 case HEAP_NODE_TRAVERSE_RIGHT
:
1080 unsigned int right_idx
= (heap_idx
<< 1) + 1;
1081 if (right_idx
< heap
->size
&& heap
->entries
[right_idx
].version
> version
)
1083 heap_idx
= right_idx
;
1084 idx
= heap
->entries
[heap_idx
].idx
;
1085 apply_clamped_constant(gl_info
, constant_locations
[idx
], &constants
[idx
]);
1087 stack
[stack_idx
++] = HEAP_NODE_POP
;
1088 stack
[stack_idx
] = HEAP_NODE_TRAVERSE_LEFT
;
1099 checkGLcall("walk_constant_heap_clamped()");
1102 /* Context activation is done by the caller. */
1103 static void shader_glsl_load_constants_f(const struct wined3d_shader
*shader
, const struct wined3d_gl_info
*gl_info
,
1104 const struct wined3d_vec4
*constants
, const GLint
*constant_locations
, const struct constant_heap
*heap
,
1105 unsigned char *stack
, unsigned int version
)
1107 const struct wined3d_shader_lconst
*lconst
;
1109 /* 1.X pshaders have the constants clamped to [-1;1] implicitly. */
1110 if (shader
->reg_maps
.shader_version
.major
== 1
1111 && shader
->reg_maps
.shader_version
.type
== WINED3D_SHADER_TYPE_PIXEL
)
1112 walk_constant_heap_clamped(gl_info
, constants
, constant_locations
, heap
, stack
, version
);
1114 walk_constant_heap(gl_info
, constants
, constant_locations
, heap
, stack
, version
);
1116 if (!shader
->load_local_constsF
)
1118 TRACE("No need to load local float constants for this shader.\n");
1122 /* Immediate constants are clamped to [-1;1] at shader creation time if needed */
1123 LIST_FOR_EACH_ENTRY(lconst
, &shader
->constantsF
, struct wined3d_shader_lconst
, entry
)
1125 GL_EXTCALL(glUniform4fv(constant_locations
[lconst
->idx
], 1, (const GLfloat
*)lconst
->value
));
1127 checkGLcall("glUniform4fv()");
1130 /* Context activation is done by the caller. */
1131 static void shader_glsl_load_constants_i(const struct wined3d_shader
*shader
, const struct wined3d_gl_info
*gl_info
,
1132 const struct wined3d_ivec4
*constants
, const GLint locations
[WINED3D_MAX_CONSTS_I
], WORD constants_set
)
1137 for (i
= 0; constants_set
; constants_set
>>= 1, ++i
)
1139 if (!(constants_set
& 1)) continue;
1141 /* We found this uniform name in the program - go ahead and send the data */
1142 GL_EXTCALL(glUniform4iv(locations
[i
], 1, &constants
[i
].x
));
1145 /* Load immediate constants */
1146 ptr
= list_head(&shader
->constantsI
);
1149 const struct wined3d_shader_lconst
*lconst
= LIST_ENTRY(ptr
, const struct wined3d_shader_lconst
, entry
);
1150 unsigned int idx
= lconst
->idx
;
1151 const GLint
*values
= (const GLint
*)lconst
->value
;
1153 /* We found this uniform name in the program - go ahead and send the data */
1154 GL_EXTCALL(glUniform4iv(locations
[idx
], 1, values
));
1155 ptr
= list_next(&shader
->constantsI
, ptr
);
1157 checkGLcall("glUniform4iv()");
1160 /* Context activation is done by the caller. */
1161 static void shader_glsl_load_constantsB(const struct wined3d_shader
*shader
, const struct wined3d_gl_info
*gl_info
,
1162 const GLint locations
[WINED3D_MAX_CONSTS_B
], const BOOL
*constants
, WORD constants_set
)
1167 for (i
= 0; constants_set
; constants_set
>>= 1, ++i
)
1169 if (!(constants_set
& 1)) continue;
1171 GL_EXTCALL(glUniform1iv(locations
[i
], 1, &constants
[i
]));
1174 /* Load immediate constants */
1175 ptr
= list_head(&shader
->constantsB
);
1178 const struct wined3d_shader_lconst
*lconst
= LIST_ENTRY(ptr
, const struct wined3d_shader_lconst
, entry
);
1179 unsigned int idx
= lconst
->idx
;
1180 const GLint
*values
= (const GLint
*)lconst
->value
;
1182 GL_EXTCALL(glUniform1iv(locations
[idx
], 1, values
));
1183 ptr
= list_next(&shader
->constantsB
, ptr
);
1185 checkGLcall("glUniform1iv()");
1188 static void reset_program_constant_version(struct wine_rb_entry
*entry
, void *context
)
1190 WINE_RB_ENTRY_VALUE(entry
, struct glsl_shader_prog_link
, program_lookup_entry
)->constant_version
= 0;
1193 /* Context activation is done by the caller (state handler). */
1194 static void shader_glsl_load_np2fixup_constants(const struct glsl_ps_program
*ps
,
1195 const struct wined3d_gl_info
*gl_info
, const struct wined3d_state
*state
)
1201 np2fixup_constants
[MAX_FRAGMENT_SAMPLERS
];
1202 UINT fixup
= ps
->np2_fixup_info
->active
;
1205 for (i
= 0; fixup
; fixup
>>= 1, ++i
)
1207 const struct wined3d_texture
*tex
= state
->textures
[i
];
1208 unsigned char idx
= ps
->np2_fixup_info
->idx
[i
];
1212 ERR("Nonexistent texture is flagged for NP2 texcoord fixup.\n");
1216 np2fixup_constants
[idx
].sx
= tex
->pow2_matrix
[0];
1217 np2fixup_constants
[idx
].sy
= tex
->pow2_matrix
[5];
1220 GL_EXTCALL(glUniform4fv(ps
->np2_fixup_location
, ps
->np2_fixup_info
->num_consts
, &np2fixup_constants
[0].sx
));
1223 /* Taken and adapted from Mesa. */
1224 static BOOL
invert_matrix_3d(struct wined3d_matrix
*out
, const struct wined3d_matrix
*in
)
1226 float pos
, neg
, t
, det
;
1227 struct wined3d_matrix temp
;
1229 /* Calculate the determinant of upper left 3x3 submatrix and
1230 * determine if the matrix is singular. */
1232 t
= in
->_11
* in
->_22
* in
->_33
;
1238 t
= in
->_21
* in
->_32
* in
->_13
;
1243 t
= in
->_31
* in
->_12
* in
->_23
;
1249 t
= -in
->_31
* in
->_22
* in
->_13
;
1254 t
= -in
->_21
* in
->_12
* in
->_33
;
1260 t
= -in
->_11
* in
->_32
* in
->_23
;
1268 if (fabsf(det
) < 1e-25f
)
1272 temp
._11
= (in
->_22
* in
->_33
- in
->_32
* in
->_23
) * det
;
1273 temp
._12
= -(in
->_12
* in
->_33
- in
->_32
* in
->_13
) * det
;
1274 temp
._13
= (in
->_12
* in
->_23
- in
->_22
* in
->_13
) * det
;
1275 temp
._21
= -(in
->_21
* in
->_33
- in
->_31
* in
->_23
) * det
;
1276 temp
._22
= (in
->_11
* in
->_33
- in
->_31
* in
->_13
) * det
;
1277 temp
._23
= -(in
->_11
* in
->_23
- in
->_21
* in
->_13
) * det
;
1278 temp
._31
= (in
->_21
* in
->_32
- in
->_31
* in
->_22
) * det
;
1279 temp
._32
= -(in
->_11
* in
->_32
- in
->_31
* in
->_12
) * det
;
1280 temp
._33
= (in
->_11
* in
->_22
- in
->_21
* in
->_12
) * det
;
1286 static void swap_rows(float **a
, float **b
)
1294 static BOOL
invert_matrix(struct wined3d_matrix
*out
, struct wined3d_matrix
*m
)
1297 float m0
, m1
, m2
, m3
, s
;
1298 float *r0
, *r1
, *r2
, *r3
;
1310 r0
[5] = r0
[6] = r0
[7] = 0.0f
;
1317 r1
[4] = r1
[6] = r1
[7] = 0.0f
;
1324 r2
[4] = r2
[5] = r2
[7] = 0.0f
;
1331 r3
[4] = r3
[5] = r3
[6] = 0.0f
;
1333 /* Choose pivot - or die. */
1334 if (fabsf(r3
[0]) > fabsf(r2
[0]))
1335 swap_rows(&r3
, &r2
);
1336 if (fabsf(r2
[0]) > fabsf(r1
[0]))
1337 swap_rows(&r2
, &r1
);
1338 if (fabsf(r1
[0]) > fabsf(r0
[0]))
1339 swap_rows(&r1
, &r0
);
1343 /* Eliminate first variable. */
1344 m1
= r1
[0] / r0
[0]; m2
= r2
[0] / r0
[0]; m3
= r3
[0] / r0
[0];
1345 s
= r0
[1]; r1
[1] -= m1
* s
; r2
[1] -= m2
* s
; r3
[1] -= m3
* s
;
1346 s
= r0
[2]; r1
[2] -= m1
* s
; r2
[2] -= m2
* s
; r3
[2] -= m3
* s
;
1347 s
= r0
[3]; r1
[3] -= m1
* s
; r2
[3] -= m2
* s
; r3
[3] -= m3
* s
;
1377 /* Choose pivot - or die. */
1378 if (fabsf(r3
[1]) > fabsf(r2
[1]))
1379 swap_rows(&r3
, &r2
);
1380 if (fabsf(r2
[1]) > fabsf(r1
[1]))
1381 swap_rows(&r2
, &r1
);
1385 /* Eliminate second variable. */
1386 m2
= r2
[1] / r1
[1]; m3
= r3
[1] / r1
[1];
1387 r2
[2] -= m2
* r1
[2]; r3
[2] -= m3
* r1
[2];
1388 r2
[3] -= m2
* r1
[3]; r3
[3] -= m3
* r1
[3];
1414 /* Choose pivot - or die. */
1415 if (fabsf(r3
[2]) > fabsf(r2
[2]))
1416 swap_rows(&r3
, &r2
);
1420 /* Eliminate third variable. */
1422 r3
[3] -= m3
* r2
[3];
1423 r3
[4] -= m3
* r2
[4];
1424 r3
[5] -= m3
* r2
[5];
1425 r3
[6] -= m3
* r2
[6];
1426 r3
[7] -= m3
* r2
[7];
1432 /* Back substitute row 3. */
1439 /* Back substitute row 2. */
1442 r2
[4] = s
* (r2
[4] - r3
[4] * m2
);
1443 r2
[5] = s
* (r2
[5] - r3
[5] * m2
);
1444 r2
[6] = s
* (r2
[6] - r3
[6] * m2
);
1445 r2
[7] = s
* (r2
[7] - r3
[7] * m2
);
1447 r1
[4] -= r3
[4] * m1
;
1448 r1
[5] -= r3
[5] * m1
;
1449 r1
[6] -= r3
[6] * m1
;
1450 r1
[7] -= r3
[7] * m1
;
1452 r0
[4] -= r3
[4] * m0
;
1453 r0
[5] -= r3
[5] * m0
;
1454 r0
[6] -= r3
[6] * m0
;
1455 r0
[7] -= r3
[7] * m0
;
1457 /* Back substitute row 1. */
1460 r1
[4] = s
* (r1
[4] - r2
[4] * m1
);
1461 r1
[5] = s
* (r1
[5] - r2
[5] * m1
);
1462 r1
[6] = s
* (r1
[6] - r2
[6] * m1
);
1463 r1
[7] = s
* (r1
[7] - r2
[7] * m1
);
1465 r0
[4] -= r2
[4] * m0
;
1466 r0
[5] -= r2
[5] * m0
;
1467 r0
[6] -= r2
[6] * m0
;
1468 r0
[7] -= r2
[7] * m0
;
1470 /* Back substitute row 0. */
1473 r0
[4] = s
* (r0
[4] - r1
[4] * m0
);
1474 r0
[5] = s
* (r0
[5] - r1
[5] * m0
);
1475 r0
[6] = s
* (r0
[6] - r1
[6] * m0
);
1476 r0
[7] = s
* (r0
[7] - r1
[7] * m0
);
1498 static void shader_glsl_ffp_vertex_normalmatrix_uniform(const struct wined3d_context
*context
,
1499 const struct wined3d_state
*state
, struct glsl_shader_prog_link
*prog
)
1501 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
1503 struct wined3d_matrix mv
;
1506 if (prog
->vs
.normal_matrix_location
== -1)
1509 get_modelview_matrix(context
, state
, 0, &mv
);
1510 if (context
->d3d_info
->wined3d_creation_flags
& WINED3D_LEGACY_FFP_LIGHTING
)
1511 invert_matrix_3d(&mv
, &mv
);
1513 invert_matrix(&mv
, &mv
);
1514 /* Tests show that singular modelview matrices are used unchanged as normal
1515 * matrices on D3D3 and older. There seems to be no clearly consistent
1516 * behavior on newer D3D versions so always follow older ddraw behavior. */
1517 for (i
= 0; i
< 3; ++i
)
1518 for (j
= 0; j
< 3; ++j
)
1519 mat
[i
* 3 + j
] = (&mv
._11
)[j
* 4 + i
];
1521 GL_EXTCALL(glUniformMatrix3fv(prog
->vs
.normal_matrix_location
, 1, FALSE
, mat
));
1522 checkGLcall("glUniformMatrix3fv");
1525 static void shader_glsl_ffp_vertex_texmatrix_uniform(const struct wined3d_context
*context
,
1526 const struct wined3d_state
*state
, unsigned int tex
, struct glsl_shader_prog_link
*prog
)
1528 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
1529 struct wined3d_matrix mat
;
1531 if (tex
>= MAX_TEXTURES
)
1533 if (prog
->vs
.texture_matrix_location
[tex
] == -1)
1536 get_texture_matrix(context
, state
, tex
, &mat
);
1537 GL_EXTCALL(glUniformMatrix4fv(prog
->vs
.texture_matrix_location
[tex
], 1, FALSE
, &mat
._11
));
1538 checkGLcall("glUniformMatrix4fv");
1541 static void shader_glsl_ffp_vertex_material_uniform(const struct wined3d_context
*context
,
1542 const struct wined3d_state
*state
, struct glsl_shader_prog_link
*prog
)
1544 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
1546 if (state
->render_states
[WINED3D_RS_SPECULARENABLE
])
1548 GL_EXTCALL(glUniform4fv(prog
->vs
.material_specular_location
, 1, &state
->material
.specular
.r
));
1549 GL_EXTCALL(glUniform1f(prog
->vs
.material_shininess_location
, state
->material
.power
));
1553 static const float black
[] = {0.0f
, 0.0f
, 0.0f
, 0.0f
};
1555 GL_EXTCALL(glUniform4fv(prog
->vs
.material_specular_location
, 1, black
));
1557 GL_EXTCALL(glUniform4fv(prog
->vs
.material_ambient_location
, 1, &state
->material
.ambient
.r
));
1558 GL_EXTCALL(glUniform4fv(prog
->vs
.material_diffuse_location
, 1, &state
->material
.diffuse
.r
));
1559 GL_EXTCALL(glUniform4fv(prog
->vs
.material_emissive_location
, 1, &state
->material
.emissive
.r
));
1560 checkGLcall("setting FFP material uniforms");
1563 static void shader_glsl_ffp_vertex_lightambient_uniform(const struct wined3d_context
*context
,
1564 const struct wined3d_state
*state
, struct glsl_shader_prog_link
*prog
)
1566 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
1567 struct wined3d_color color
;
1569 wined3d_color_from_d3dcolor(&color
, state
->render_states
[WINED3D_RS_AMBIENT
]);
1570 GL_EXTCALL(glUniform3fv(prog
->vs
.light_ambient_location
, 1, &color
.r
));
1571 checkGLcall("glUniform3fv");
1574 static void multiply_vector_matrix(struct wined3d_vec4
*dest
, const struct wined3d_vec4
*src1
,
1575 const struct wined3d_matrix
*src2
)
1577 struct wined3d_vec4 temp
;
1579 temp
.x
= (src1
->x
* src2
->_11
) + (src1
->y
* src2
->_21
) + (src1
->z
* src2
->_31
) + (src1
->w
* src2
->_41
);
1580 temp
.y
= (src1
->x
* src2
->_12
) + (src1
->y
* src2
->_22
) + (src1
->z
* src2
->_32
) + (src1
->w
* src2
->_42
);
1581 temp
.z
= (src1
->x
* src2
->_13
) + (src1
->y
* src2
->_23
) + (src1
->z
* src2
->_33
) + (src1
->w
* src2
->_43
);
1582 temp
.w
= (src1
->x
* src2
->_14
) + (src1
->y
* src2
->_24
) + (src1
->z
* src2
->_34
) + (src1
->w
* src2
->_44
);
1587 static void shader_glsl_ffp_vertex_light_uniform(const struct wined3d_context
*context
,
1588 const struct wined3d_state
*state
, unsigned int light
, const struct wined3d_light_info
*light_info
,
1589 struct glsl_shader_prog_link
*prog
)
1591 const struct wined3d_matrix
*view
= &state
->transforms
[WINED3D_TS_VIEW
];
1592 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
1593 struct wined3d_vec4 vec4
;
1595 GL_EXTCALL(glUniform4fv(prog
->vs
.light_location
[light
].diffuse
, 1, &light_info
->OriginalParms
.diffuse
.r
));
1596 GL_EXTCALL(glUniform4fv(prog
->vs
.light_location
[light
].specular
, 1, &light_info
->OriginalParms
.specular
.r
));
1597 GL_EXTCALL(glUniform4fv(prog
->vs
.light_location
[light
].ambient
, 1, &light_info
->OriginalParms
.ambient
.r
));
1599 switch (light_info
->OriginalParms
.type
)
1601 case WINED3D_LIGHT_POINT
:
1602 multiply_vector_matrix(&vec4
, &light_info
->position
, view
);
1603 GL_EXTCALL(glUniform4fv(prog
->vs
.light_location
[light
].position
, 1, &vec4
.x
));
1604 GL_EXTCALL(glUniform1f(prog
->vs
.light_location
[light
].range
, light_info
->OriginalParms
.range
));
1605 GL_EXTCALL(glUniform1f(prog
->vs
.light_location
[light
].c_att
, light_info
->OriginalParms
.attenuation0
));
1606 GL_EXTCALL(glUniform1f(prog
->vs
.light_location
[light
].l_att
, light_info
->OriginalParms
.attenuation1
));
1607 GL_EXTCALL(glUniform1f(prog
->vs
.light_location
[light
].q_att
, light_info
->OriginalParms
.attenuation2
));
1610 case WINED3D_LIGHT_SPOT
:
1611 multiply_vector_matrix(&vec4
, &light_info
->position
, view
);
1612 GL_EXTCALL(glUniform4fv(prog
->vs
.light_location
[light
].position
, 1, &vec4
.x
));
1614 multiply_vector_matrix(&vec4
, &light_info
->direction
, view
);
1615 GL_EXTCALL(glUniform3fv(prog
->vs
.light_location
[light
].direction
, 1, &vec4
.x
));
1617 GL_EXTCALL(glUniform1f(prog
->vs
.light_location
[light
].range
, light_info
->OriginalParms
.range
));
1618 GL_EXTCALL(glUniform1f(prog
->vs
.light_location
[light
].falloff
, light_info
->OriginalParms
.falloff
));
1619 GL_EXTCALL(glUniform1f(prog
->vs
.light_location
[light
].c_att
, light_info
->OriginalParms
.attenuation0
));
1620 GL_EXTCALL(glUniform1f(prog
->vs
.light_location
[light
].l_att
, light_info
->OriginalParms
.attenuation1
));
1621 GL_EXTCALL(glUniform1f(prog
->vs
.light_location
[light
].q_att
, light_info
->OriginalParms
.attenuation2
));
1622 GL_EXTCALL(glUniform1f(prog
->vs
.light_location
[light
].cos_htheta
, cosf(light_info
->OriginalParms
.theta
/ 2.0f
)));
1623 GL_EXTCALL(glUniform1f(prog
->vs
.light_location
[light
].cos_hphi
, cosf(light_info
->OriginalParms
.phi
/ 2.0f
)));
1626 case WINED3D_LIGHT_DIRECTIONAL
:
1627 multiply_vector_matrix(&vec4
, &light_info
->direction
, view
);
1628 GL_EXTCALL(glUniform3fv(prog
->vs
.light_location
[light
].direction
, 1, &vec4
.x
));
1631 case WINED3D_LIGHT_PARALLELPOINT
:
1632 multiply_vector_matrix(&vec4
, &light_info
->position
, view
);
1633 GL_EXTCALL(glUniform4fv(prog
->vs
.light_location
[light
].position
, 1, &vec4
.x
));
1637 FIXME("Unrecognized light type %#x.\n", light_info
->OriginalParms
.type
);
1639 checkGLcall("setting FFP lights uniforms");
1642 static void shader_glsl_pointsize_uniform(const struct wined3d_context
*context
,
1643 const struct wined3d_state
*state
, struct glsl_shader_prog_link
*prog
)
1645 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
1649 get_pointsize_minmax(context
, state
, &min
, &max
);
1651 GL_EXTCALL(glUniform1f(prog
->vs
.pointsize_min_location
, min
));
1652 checkGLcall("glUniform1f");
1653 GL_EXTCALL(glUniform1f(prog
->vs
.pointsize_max_location
, max
));
1654 checkGLcall("glUniform1f");
1656 get_pointsize(context
, state
, &size
, att
);
1658 GL_EXTCALL(glUniform1f(prog
->vs
.pointsize_location
, size
));
1659 checkGLcall("glUniform1f");
1660 GL_EXTCALL(glUniform1f(prog
->vs
.pointsize_c_att_location
, att
[0]));
1661 checkGLcall("glUniform1f");
1662 GL_EXTCALL(glUniform1f(prog
->vs
.pointsize_l_att_location
, att
[1]));
1663 checkGLcall("glUniform1f");
1664 GL_EXTCALL(glUniform1f(prog
->vs
.pointsize_q_att_location
, att
[2]));
1665 checkGLcall("glUniform1f");
1668 static void shader_glsl_load_fog_uniform(const struct wined3d_context
*context
,
1669 const struct wined3d_state
*state
, struct glsl_shader_prog_link
*prog
)
1671 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
1672 struct wined3d_color color
;
1673 float start
, end
, scale
;
1680 wined3d_color_from_d3dcolor(&color
, state
->render_states
[WINED3D_RS_FOGCOLOR
]);
1681 GL_EXTCALL(glUniform4fv(prog
->ps
.fog_color_location
, 1, &color
.r
));
1682 tmpvalue
.d
= state
->render_states
[WINED3D_RS_FOGDENSITY
];
1683 GL_EXTCALL(glUniform1f(prog
->ps
.fog_density_location
, tmpvalue
.f
));
1684 get_fog_start_end(context
, state
, &start
, &end
);
1685 scale
= 1.0f
/ (end
- start
);
1686 GL_EXTCALL(glUniform1f(prog
->ps
.fog_end_location
, end
));
1687 GL_EXTCALL(glUniform1f(prog
->ps
.fog_scale_location
, scale
));
1688 checkGLcall("fog emulation uniforms");
1691 static void shader_glsl_clip_plane_uniform(const struct wined3d_context
*context
,
1692 const struct wined3d_state
*state
, unsigned int index
, struct glsl_shader_prog_link
*prog
)
1694 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
1695 struct wined3d_vec4 plane
;
1697 /* Clip planes are affected by the view transform in d3d for FFP draws. */
1699 multiply_vector_matrix(&plane
, &state
->clip_planes
[index
], &state
->transforms
[WINED3D_TS_VIEW
]);
1701 plane
= state
->clip_planes
[index
];
1703 GL_EXTCALL(glUniform4fv(prog
->vs
.clip_planes_location
+ index
, 1, &plane
.x
));
1706 /* Context activation is done by the caller (state handler). */
1707 static void shader_glsl_load_color_key_constant(const struct glsl_ps_program
*ps
,
1708 const struct wined3d_gl_info
*gl_info
, const struct wined3d_state
*state
)
1710 struct wined3d_color float_key
[2];
1711 const struct wined3d_texture
*texture
= state
->textures
[0];
1713 wined3d_format_get_float_color_key(texture
->resource
.format
, &texture
->async
.src_blt_color_key
, float_key
);
1714 GL_EXTCALL(glUniform4fv(ps
->color_key_location
, 2, &float_key
[0].r
));
1717 /* Context activation is done by the caller (state handler). */
1718 static void shader_glsl_load_constants(void *shader_priv
, struct wined3d_context
*context
,
1719 const struct wined3d_state
*state
)
1721 const struct glsl_context_data
*ctx_data
= context
->shader_backend_data
;
1722 const struct wined3d_shader
*vshader
= state
->shader
[WINED3D_SHADER_TYPE_VERTEX
];
1723 const struct wined3d_shader
*pshader
= state
->shader
[WINED3D_SHADER_TYPE_PIXEL
];
1724 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
1725 struct shader_glsl_priv
*priv
= shader_priv
;
1726 float position_fixup
[4];
1729 struct glsl_shader_prog_link
*prog
= ctx_data
->glsl_program
;
1730 UINT constant_version
;
1734 /* No GLSL program set - nothing to do. */
1737 constant_version
= prog
->constant_version
;
1738 update_mask
= context
->constant_update_mask
& prog
->constant_update_mask
;
1740 if (update_mask
& WINED3D_SHADER_CONST_VS_F
)
1741 shader_glsl_load_constants_f(vshader
, gl_info
, state
->vs_consts_f
,
1742 prog
->vs
.uniform_f_locations
, &priv
->vconst_heap
, priv
->stack
, constant_version
);
1744 if (update_mask
& WINED3D_SHADER_CONST_VS_I
)
1745 shader_glsl_load_constants_i(vshader
, gl_info
, state
->vs_consts_i
,
1746 prog
->vs
.uniform_i_locations
, vshader
->reg_maps
.integer_constants
);
1748 if (update_mask
& WINED3D_SHADER_CONST_VS_B
)
1749 shader_glsl_load_constantsB(vshader
, gl_info
, prog
->vs
.uniform_b_locations
, state
->vs_consts_b
,
1750 vshader
->reg_maps
.boolean_constants
);
1752 if (update_mask
& WINED3D_SHADER_CONST_VS_CLIP_PLANES
)
1754 for (i
= 0; i
< gl_info
->limits
.user_clip_distances
; ++i
)
1755 shader_glsl_clip_plane_uniform(context
, state
, i
, prog
);
1758 if (update_mask
& WINED3D_SHADER_CONST_VS_POINTSIZE
)
1759 shader_glsl_pointsize_uniform(context
, state
, prog
);
1761 if (update_mask
& WINED3D_SHADER_CONST_POS_FIXUP
)
1763 shader_get_position_fixup(context
, state
, position_fixup
);
1764 if (state
->shader
[WINED3D_SHADER_TYPE_GEOMETRY
])
1765 GL_EXTCALL(glUniform4fv(prog
->gs
.pos_fixup_location
, 1, position_fixup
));
1766 else if (state
->shader
[WINED3D_SHADER_TYPE_DOMAIN
])
1767 GL_EXTCALL(glUniform4fv(prog
->ds
.pos_fixup_location
, 1, position_fixup
));
1769 GL_EXTCALL(glUniform4fv(prog
->vs
.pos_fixup_location
, 1, position_fixup
));
1770 checkGLcall("glUniform4fv");
1773 if (update_mask
& WINED3D_SHADER_CONST_FFP_MODELVIEW
)
1775 struct wined3d_matrix mat
;
1777 get_modelview_matrix(context
, state
, 0, &mat
);
1778 GL_EXTCALL(glUniformMatrix4fv(prog
->vs
.modelview_matrix_location
[0], 1, FALSE
, &mat
._11
));
1779 checkGLcall("glUniformMatrix4fv");
1781 shader_glsl_ffp_vertex_normalmatrix_uniform(context
, state
, prog
);
1784 if (update_mask
& WINED3D_SHADER_CONST_FFP_VERTEXBLEND
)
1786 struct wined3d_matrix mat
;
1788 for (i
= 1; i
< MAX_VERTEX_BLENDS
; ++i
)
1790 if (prog
->vs
.modelview_matrix_location
[i
] == -1)
1793 get_modelview_matrix(context
, state
, i
, &mat
);
1794 GL_EXTCALL(glUniformMatrix4fv(prog
->vs
.modelview_matrix_location
[i
], 1, FALSE
, &mat
._11
));
1795 checkGLcall("glUniformMatrix4fv");
1799 if (update_mask
& WINED3D_SHADER_CONST_FFP_PROJ
)
1801 struct wined3d_matrix projection
;
1803 get_projection_matrix(context
, state
, &projection
);
1804 GL_EXTCALL(glUniformMatrix4fv(prog
->vs
.projection_matrix_location
, 1, FALSE
, &projection
._11
));
1805 checkGLcall("glUniformMatrix4fv");
1808 if (update_mask
& WINED3D_SHADER_CONST_FFP_TEXMATRIX
)
1810 for (i
= 0; i
< MAX_TEXTURES
; ++i
)
1811 shader_glsl_ffp_vertex_texmatrix_uniform(context
, state
, i
, prog
);
1814 if (update_mask
& WINED3D_SHADER_CONST_FFP_MATERIAL
)
1815 shader_glsl_ffp_vertex_material_uniform(context
, state
, prog
);
1817 if (update_mask
& WINED3D_SHADER_CONST_FFP_LIGHTS
)
1819 unsigned int point_idx
, spot_idx
, directional_idx
, parallel_point_idx
;
1820 DWORD point_count
= 0;
1821 DWORD spot_count
= 0;
1822 DWORD directional_count
= 0;
1823 DWORD parallel_point_count
= 0;
1825 for (i
= 0; i
< MAX_ACTIVE_LIGHTS
; ++i
)
1827 if (!state
->lights
[i
])
1830 switch (state
->lights
[i
]->OriginalParms
.type
)
1832 case WINED3D_LIGHT_POINT
:
1835 case WINED3D_LIGHT_SPOT
:
1838 case WINED3D_LIGHT_DIRECTIONAL
:
1839 ++directional_count
;
1841 case WINED3D_LIGHT_PARALLELPOINT
:
1842 ++parallel_point_count
;
1845 FIXME("Unhandled light type %#x.\n", state
->lights
[i
]->OriginalParms
.type
);
1850 spot_idx
= point_idx
+ point_count
;
1851 directional_idx
= spot_idx
+ spot_count
;
1852 parallel_point_idx
= directional_idx
+ directional_count
;
1854 shader_glsl_ffp_vertex_lightambient_uniform(context
, state
, prog
);
1855 for (i
= 0; i
< MAX_ACTIVE_LIGHTS
; ++i
)
1857 const struct wined3d_light_info
*light_info
= state
->lights
[i
];
1863 switch (light_info
->OriginalParms
.type
)
1865 case WINED3D_LIGHT_POINT
:
1868 case WINED3D_LIGHT_SPOT
:
1871 case WINED3D_LIGHT_DIRECTIONAL
:
1872 idx
= directional_idx
++;
1874 case WINED3D_LIGHT_PARALLELPOINT
:
1875 idx
= parallel_point_idx
++;
1878 FIXME("Unhandled light type %#x.\n", light_info
->OriginalParms
.type
);
1881 shader_glsl_ffp_vertex_light_uniform(context
, state
, idx
, light_info
, prog
);
1885 if (update_mask
& WINED3D_SHADER_CONST_PS_F
)
1886 shader_glsl_load_constants_f(pshader
, gl_info
, state
->ps_consts_f
,
1887 prog
->ps
.uniform_f_locations
, &priv
->pconst_heap
, priv
->stack
, constant_version
);
1889 if (update_mask
& WINED3D_SHADER_CONST_PS_I
)
1890 shader_glsl_load_constants_i(pshader
, gl_info
, state
->ps_consts_i
,
1891 prog
->ps
.uniform_i_locations
, pshader
->reg_maps
.integer_constants
);
1893 if (update_mask
& WINED3D_SHADER_CONST_PS_B
)
1894 shader_glsl_load_constantsB(pshader
, gl_info
, prog
->ps
.uniform_b_locations
, state
->ps_consts_b
,
1895 pshader
->reg_maps
.boolean_constants
);
1897 if (update_mask
& WINED3D_SHADER_CONST_PS_BUMP_ENV
)
1899 for (i
= 0; i
< MAX_TEXTURES
; ++i
)
1901 if (prog
->ps
.bumpenv_mat_location
[i
] == -1)
1904 GL_EXTCALL(glUniformMatrix2fv(prog
->ps
.bumpenv_mat_location
[i
], 1, 0,
1905 (const GLfloat
*)&state
->texture_states
[i
][WINED3D_TSS_BUMPENV_MAT00
]));
1907 if (prog
->ps
.bumpenv_lum_scale_location
[i
] != -1)
1909 GL_EXTCALL(glUniform1fv(prog
->ps
.bumpenv_lum_scale_location
[i
], 1,
1910 (const GLfloat
*)&state
->texture_states
[i
][WINED3D_TSS_BUMPENV_LSCALE
]));
1911 GL_EXTCALL(glUniform1fv(prog
->ps
.bumpenv_lum_offset_location
[i
], 1,
1912 (const GLfloat
*)&state
->texture_states
[i
][WINED3D_TSS_BUMPENV_LOFFSET
]));
1916 checkGLcall("bump env uniforms");
1919 if (update_mask
& WINED3D_SHADER_CONST_PS_Y_CORR
)
1921 const struct wined3d_vec4 correction_params
=
1923 /* Position is relative to the framebuffer, not the viewport. */
1924 context
->render_offscreen
? 0.0f
: (float)state
->fb
->render_targets
[0]->height
,
1925 context
->render_offscreen
? 1.0f
: -1.0f
,
1930 GL_EXTCALL(glUniform4fv(prog
->ps
.ycorrection_location
, 1, &correction_params
.x
));
1933 if (update_mask
& WINED3D_SHADER_CONST_PS_NP2_FIXUP
)
1934 shader_glsl_load_np2fixup_constants(&prog
->ps
, gl_info
, state
);
1935 if (update_mask
& WINED3D_SHADER_CONST_FFP_COLOR_KEY
)
1936 shader_glsl_load_color_key_constant(&prog
->ps
, gl_info
, state
);
1938 if (update_mask
& WINED3D_SHADER_CONST_FFP_PS
)
1940 struct wined3d_color color
;
1942 if (prog
->ps
.tex_factor_location
!= -1)
1944 wined3d_color_from_d3dcolor(&color
, state
->render_states
[WINED3D_RS_TEXTUREFACTOR
]);
1945 GL_EXTCALL(glUniform4fv(prog
->ps
.tex_factor_location
, 1, &color
.r
));
1948 if (state
->render_states
[WINED3D_RS_SPECULARENABLE
])
1949 GL_EXTCALL(glUniform4f(prog
->ps
.specular_enable_location
, 1.0f
, 1.0f
, 1.0f
, 0.0f
));
1951 GL_EXTCALL(glUniform4f(prog
->ps
.specular_enable_location
, 0.0f
, 0.0f
, 0.0f
, 0.0f
));
1953 for (i
= 0; i
< MAX_TEXTURES
; ++i
)
1955 if (prog
->ps
.tss_constant_location
[i
] == -1)
1958 wined3d_color_from_d3dcolor(&color
, state
->texture_states
[i
][WINED3D_TSS_CONSTANT
]);
1959 GL_EXTCALL(glUniform4fv(prog
->ps
.tss_constant_location
[i
], 1, &color
.r
));
1962 checkGLcall("fixed function uniforms");
1965 if (update_mask
& WINED3D_SHADER_CONST_PS_FOG
)
1966 shader_glsl_load_fog_uniform(context
, state
, prog
);
1968 if (update_mask
& WINED3D_SHADER_CONST_PS_ALPHA_TEST
)
1970 float ref
= state
->render_states
[WINED3D_RS_ALPHAREF
] / 255.0f
;
1972 GL_EXTCALL(glUniform1f(prog
->ps
.alpha_test_ref_location
, ref
));
1973 checkGLcall("alpha test emulation uniform");
1976 if (priv
->next_constant_version
== UINT_MAX
)
1978 TRACE("Max constant version reached, resetting to 0.\n");
1979 wine_rb_for_each_entry(&priv
->program_lookup
, reset_program_constant_version
, NULL
);
1980 priv
->next_constant_version
= 1;
1984 prog
->constant_version
= priv
->next_constant_version
++;
1988 static void update_heap_entry(struct constant_heap
*heap
, unsigned int idx
, DWORD new_version
)
1990 struct constant_entry
*entries
= heap
->entries
;
1991 unsigned int *positions
= heap
->positions
;
1992 unsigned int heap_idx
, parent_idx
;
1994 if (!heap
->contained
[idx
])
1996 heap_idx
= heap
->size
++;
1997 heap
->contained
[idx
] = TRUE
;
2001 heap_idx
= positions
[idx
];
2004 while (heap_idx
> 1)
2006 parent_idx
= heap_idx
>> 1;
2008 if (new_version
<= entries
[parent_idx
].version
) break;
2010 entries
[heap_idx
] = entries
[parent_idx
];
2011 positions
[entries
[parent_idx
].idx
] = heap_idx
;
2012 heap_idx
= parent_idx
;
2015 entries
[heap_idx
].version
= new_version
;
2016 entries
[heap_idx
].idx
= idx
;
2017 positions
[idx
] = heap_idx
;
2020 static void shader_glsl_update_float_vertex_constants(struct wined3d_device
*device
, UINT start
, UINT count
)
2022 struct shader_glsl_priv
*priv
= device
->shader_priv
;
2023 struct constant_heap
*heap
= &priv
->vconst_heap
;
2026 for (i
= start
; i
< count
+ start
; ++i
)
2028 update_heap_entry(heap
, i
, priv
->next_constant_version
);
2032 static void shader_glsl_update_float_pixel_constants(struct wined3d_device
*device
, UINT start
, UINT count
)
2034 struct shader_glsl_priv
*priv
= device
->shader_priv
;
2035 struct constant_heap
*heap
= &priv
->pconst_heap
;
2038 for (i
= start
; i
< count
+ start
; ++i
)
2040 update_heap_entry(heap
, i
, priv
->next_constant_version
);
2044 static unsigned int vec4_varyings(DWORD shader_major
, const struct wined3d_gl_info
*gl_info
)
2046 unsigned int ret
= gl_info
->limits
.glsl_varyings
/ 4;
2047 /* 4.0 shaders do not write clip coords because d3d10 does not support user clipplanes */
2048 if(shader_major
> 3) return ret
;
2050 /* 3.0 shaders may need an extra varying for the clip coord on some cards(mostly dx10 ones) */
2051 if (gl_info
->quirks
& WINED3D_QUIRK_GLSL_CLIP_VARYING
) ret
-= 1;
2055 static BOOL
needs_legacy_glsl_syntax(const struct wined3d_gl_info
*gl_info
)
2057 return gl_info
->glsl_version
< MAKEDWORD_VERSION(1, 30);
2060 static BOOL
shader_glsl_use_explicit_attrib_location(const struct wined3d_gl_info
*gl_info
)
2062 return gl_info
->supported
[ARB_EXPLICIT_ATTRIB_LOCATION
]
2063 && shader_glsl_use_layout_qualifier(gl_info
) && !needs_legacy_glsl_syntax(gl_info
);
2066 static BOOL
shader_glsl_use_interface_blocks(const struct wined3d_gl_info
*gl_info
)
2068 return shader_glsl_get_version(gl_info
) >= 150;
2071 static const char *get_attribute_keyword(const struct wined3d_gl_info
*gl_info
)
2073 return needs_legacy_glsl_syntax(gl_info
) ? "attribute" : "in";
2076 static void PRINTF_ATTR(4, 5) declare_in_varying(const struct wined3d_gl_info
*gl_info
,
2077 struct wined3d_string_buffer
*buffer
, BOOL flat
, const char *format
, ...)
2082 shader_addline(buffer
, "%s%s ", flat
? "flat " : "",
2083 needs_legacy_glsl_syntax(gl_info
) ? "varying" : "in");
2086 va_start(args
, format
);
2087 ret
= shader_vaddline(buffer
, format
, args
);
2091 if (!string_buffer_resize(buffer
, ret
))
2096 static void PRINTF_ATTR(4, 5) declare_out_varying(const struct wined3d_gl_info
*gl_info
,
2097 struct wined3d_string_buffer
*buffer
, BOOL flat
, const char *format
, ...)
2102 shader_addline(buffer
, "%s%s ", flat
? "flat " : "",
2103 needs_legacy_glsl_syntax(gl_info
) ? "varying" : "out");
2106 va_start(args
, format
);
2107 ret
= shader_vaddline(buffer
, format
, args
);
2111 if (!string_buffer_resize(buffer
, ret
))
2116 static const char *shader_glsl_shader_input_name(const struct wined3d_gl_info
*gl_info
)
2118 return shader_glsl_use_interface_blocks(gl_info
) ? "shader_in.reg" : "ps_link";
2121 static const char *shader_glsl_shader_output_name(const struct wined3d_gl_info
*gl_info
)
2123 return shader_glsl_use_interface_blocks(gl_info
) ? "shader_out.reg" : "ps_link";
2126 static void shader_glsl_declare_shader_inputs(const struct wined3d_gl_info
*gl_info
,
2127 struct wined3d_string_buffer
*buffer
, unsigned int element_count
)
2129 if (shader_glsl_use_interface_blocks(gl_info
))
2130 shader_addline(buffer
, "in shader_in_out { vec4 reg[%u]; } shader_in;\n", element_count
);
2132 declare_in_varying(gl_info
, buffer
, FALSE
, "vec4 ps_link[%u];\n", element_count
);
2135 static void shader_glsl_declare_shader_outputs(const struct wined3d_gl_info
*gl_info
,
2136 struct wined3d_string_buffer
*buffer
, unsigned int element_count
)
2138 if (shader_glsl_use_interface_blocks(gl_info
))
2139 shader_addline(buffer
, "out shader_in_out { vec4 reg[%u]; } shader_out;\n", element_count
);
2141 declare_out_varying(gl_info
, buffer
, FALSE
, "vec4 ps_link[%u];\n", element_count
);
2144 static const char *get_fragment_output(const struct wined3d_gl_info
*gl_info
)
2146 return needs_legacy_glsl_syntax(gl_info
) ? "gl_FragData" : "ps_out";
2149 static const char *glsl_primitive_type_from_d3d(enum wined3d_primitive_type primitive_type
)
2151 switch (primitive_type
)
2153 case WINED3D_PT_POINTLIST
:
2156 case WINED3D_PT_LINELIST
:
2159 case WINED3D_PT_LINESTRIP
:
2160 return "line_strip";
2162 case WINED3D_PT_TRIANGLELIST
:
2165 case WINED3D_PT_TRIANGLESTRIP
:
2166 return "triangle_strip";
2168 case WINED3D_PT_LINELIST_ADJ
:
2169 return "lines_adjacency";
2171 case WINED3D_PT_TRIANGLELIST_ADJ
:
2172 return "triangles_adjacency";
2175 FIXME("Unhandled primitive type %s.\n", debug_d3dprimitivetype(primitive_type
));
2180 static BOOL
glsl_is_color_reg_read(const struct wined3d_shader
*shader
, unsigned int idx
)
2182 const struct wined3d_shader_signature
*input_signature
= &shader
->input_signature
;
2183 const struct wined3d_shader_reg_maps
*reg_maps
= &shader
->reg_maps
;
2184 DWORD input_reg_used
= shader
->u
.ps
.input_reg_used
;
2187 if (reg_maps
->shader_version
.major
< 3)
2188 return input_reg_used
& (1u << idx
);
2190 for (i
= 0; i
< input_signature
->element_count
; ++i
)
2192 const struct wined3d_shader_signature_element
*input
= &input_signature
->elements
[i
];
2194 if (!(reg_maps
->input_registers
& (1u << input
->register_idx
)))
2197 if (shader_match_semantic(input
->semantic_name
, WINED3D_DECL_USAGE_COLOR
)
2198 && input
->semantic_idx
== idx
)
2199 return input_reg_used
& (1u << input
->register_idx
);
2204 static BOOL
glsl_is_shadow_sampler(const struct wined3d_shader
*shader
,
2205 const struct ps_compile_args
*ps_args
, unsigned int resource_idx
, unsigned int sampler_idx
)
2207 const struct wined3d_shader_version
*version
= &shader
->reg_maps
.shader_version
;
2209 if (version
->major
>= 4)
2210 return shader
->reg_maps
.sampler_comparison_mode
& (1u << sampler_idx
);
2212 return version
->type
== WINED3D_SHADER_TYPE_PIXEL
&& (ps_args
->shadow
& (1u << resource_idx
));
2215 static void shader_glsl_declare_typed_vertex_attribute(struct wined3d_string_buffer
*buffer
,
2216 const struct wined3d_gl_info
*gl_info
, const char *vector_type
, const char *scalar_type
,
2219 shader_addline(buffer
, "%s %s4 vs_in_%s%u;\n",
2220 get_attribute_keyword(gl_info
), vector_type
, scalar_type
, index
);
2221 shader_addline(buffer
, "vec4 vs_in%u = %sBitsToFloat(vs_in_%s%u);\n",
2222 index
, scalar_type
, scalar_type
, index
);
2225 static void shader_glsl_declare_generic_vertex_attribute(struct wined3d_string_buffer
*buffer
,
2226 const struct wined3d_gl_info
*gl_info
, const struct wined3d_shader_signature_element
*e
)
2228 unsigned int index
= e
->register_idx
;
2230 if (e
->sysval_semantic
== WINED3D_SV_VERTEX_ID
)
2232 shader_addline(buffer
, "vec4 vs_in%u = vec4(intBitsToFloat(gl_VertexID), 0.0, 0.0, 0.0);\n",
2236 if (e
->sysval_semantic
== WINED3D_SV_INSTANCE_ID
)
2238 shader_addline(buffer
, "vec4 vs_in%u = vec4(intBitsToFloat(gl_InstanceID), 0.0, 0.0, 0.0);\n",
2242 if (e
->sysval_semantic
&& e
->sysval_semantic
!= WINED3D_SV_POSITION
)
2243 FIXME("Unhandled sysval semantic %#x.\n", e
->sysval_semantic
);
2245 if (shader_glsl_use_explicit_attrib_location(gl_info
))
2246 shader_addline(buffer
, "layout(location = %u) ", index
);
2248 switch (e
->component_type
)
2250 case WINED3D_TYPE_UINT
:
2251 shader_glsl_declare_typed_vertex_attribute(buffer
, gl_info
, "uvec", "uint", index
);
2253 case WINED3D_TYPE_INT
:
2254 shader_glsl_declare_typed_vertex_attribute(buffer
, gl_info
, "ivec", "int", index
);
2258 FIXME("Unhandled type %#x.\n", e
->component_type
);
2260 case WINED3D_TYPE_UNKNOWN
:
2261 case WINED3D_TYPE_FLOAT
:
2262 shader_addline(buffer
, "%s vec4 vs_in%u;\n", get_attribute_keyword(gl_info
), index
);
2267 /** Generate the variable & register declarations for the GLSL output target */
2268 static void shader_generate_glsl_declarations(const struct wined3d_context
*context
,
2269 struct wined3d_string_buffer
*buffer
, const struct wined3d_shader
*shader
,
2270 const struct wined3d_shader_reg_maps
*reg_maps
, const struct shader_glsl_ctx_priv
*ctx_priv
)
2272 const struct wined3d_shader_version
*version
= ®_maps
->shader_version
;
2273 const struct vs_compile_args
*vs_args
= ctx_priv
->cur_vs_args
;
2274 const struct ps_compile_args
*ps_args
= ctx_priv
->cur_ps_args
;
2275 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
2276 const struct wined3d_shader_indexable_temp
*idx_temp_reg
;
2277 unsigned int uniform_block_base
, uniform_block_count
;
2278 const struct wined3d_shader_lconst
*lconst
;
2283 prefix
= shader_glsl_get_prefix(version
->type
);
2285 /* Prototype the subroutines */
2286 for (i
= 0, map
= reg_maps
->labels
; map
; map
>>= 1, ++i
)
2288 if (map
& 1) shader_addline(buffer
, "void subroutine%u();\n", i
);
2291 /* Declare the constants (aka uniforms) */
2292 if (shader
->limits
->constant_float
> 0)
2294 unsigned max_constantsF
;
2296 /* Unless the shader uses indirect addressing, always declare the
2297 * maximum array size and ignore that we need some uniforms privately.
2298 * E.g. if GL supports 256 uniforms, and we need 2 for the pos fixup
2299 * and immediate values, still declare VC[256]. If the shader needs
2300 * more uniforms than we have it won't work in any case. If it uses
2301 * less, the compiler will figure out which uniforms are really used
2302 * and strip them out. This allows a shader to use c255 on a dx9 card,
2303 * as long as it doesn't also use all the other constants.
2305 * If the shader uses indirect addressing the compiler must assume
2306 * that all declared uniforms are used. In this case, declare only the
2307 * amount that we're assured to have.
2309 * Thus we run into problems in these two cases:
2310 * 1) The shader really uses more uniforms than supported.
2311 * 2) The shader uses indirect addressing, less constants than
2312 * supported, but uses a constant index > #supported consts. */
2313 if (version
->type
== WINED3D_SHADER_TYPE_PIXEL
)
2315 /* No indirect addressing here. */
2316 max_constantsF
= gl_info
->limits
.glsl_ps_float_constants
;
2320 if (reg_maps
->usesrelconstF
)
2322 /* Subtract the other potential uniforms from the max
2323 * available (bools, ints, and 1 row of projection matrix).
2324 * Subtract another uniform for immediate values, which have
2325 * to be loaded via uniform by the driver as well. The shader
2326 * code only uses 0.5, 2.0, 1.0, 128 and -128 in vertex
2327 * shader code, so one vec4 should be enough. (Unfortunately
2328 * the Nvidia driver doesn't store 128 and -128 in one float).
2330 * Writing gl_ClipVertex requires one uniform for each
2331 * clipplane as well. */
2332 max_constantsF
= gl_info
->limits
.glsl_vs_float_constants
- 3;
2333 if (vs_args
->clip_enabled
)
2334 max_constantsF
-= gl_info
->limits
.user_clip_distances
;
2335 max_constantsF
-= wined3d_popcount(reg_maps
->integer_constants
);
2336 /* Strictly speaking a bool only uses one scalar, but the nvidia(Linux) compiler doesn't pack them properly,
2337 * so each scalar requires a full vec4. We could work around this by packing the booleans ourselves, but
2338 * for now take this into account when calculating the number of available constants
2340 max_constantsF
-= wined3d_popcount(reg_maps
->boolean_constants
);
2341 /* Set by driver quirks in directx.c */
2342 max_constantsF
-= gl_info
->reserved_glsl_constants
;
2344 if (max_constantsF
< shader
->limits
->constant_float
)
2346 static unsigned int once
;
2349 ERR_(winediag
)("The hardware does not support enough uniform components to run this shader,"
2350 " it may not render correctly.\n");
2352 WARN("The hardware does not support enough uniform components to run this shader.\n");
2357 max_constantsF
= gl_info
->limits
.glsl_vs_float_constants
;
2360 max_constantsF
= min(shader
->limits
->constant_float
, max_constantsF
);
2361 shader_addline(buffer
, "uniform vec4 %s_c[%u];\n", prefix
, max_constantsF
);
2364 /* Always declare the full set of constants, the compiler can remove the
2365 * unused ones because d3d doesn't (yet) support indirect int and bool
2366 * constant addressing. This avoids problems if the app uses e.g. i0 and i9. */
2367 if (shader
->limits
->constant_int
> 0 && reg_maps
->integer_constants
)
2368 shader_addline(buffer
, "uniform ivec4 %s_i[%u];\n", prefix
, shader
->limits
->constant_int
);
2370 if (shader
->limits
->constant_bool
> 0 && reg_maps
->boolean_constants
)
2371 shader_addline(buffer
, "uniform bool %s_b[%u];\n", prefix
, shader
->limits
->constant_bool
);
2373 /* Declare immediate constant buffer */
2375 shader_addline(buffer
, "uniform vec4 %s_icb[%u];\n", prefix
, reg_maps
->icb
->vec4_count
);
2377 /* Declare constant buffers */
2378 wined3d_gl_limits_get_uniform_block_range(&gl_info
->limits
, version
->type
,
2379 &uniform_block_base
, &uniform_block_count
);
2380 for (i
= 0; i
< min(uniform_block_count
, WINED3D_MAX_CBS
); ++i
)
2382 if (reg_maps
->cb_sizes
[i
])
2384 shader_addline(buffer
, "layout(std140");
2385 if (shader_glsl_use_layout_binding_qualifier(gl_info
))
2386 shader_addline(buffer
, ", binding = %u", uniform_block_base
+ i
);
2387 shader_addline(buffer
, ") uniform block_%s_cb%u { vec4 %s_cb%u[%u]; };\n",
2388 prefix
, i
, prefix
, i
, reg_maps
->cb_sizes
[i
]);
2392 /* Declare texture samplers */
2393 for (i
= 0; i
< reg_maps
->sampler_map
.count
; ++i
)
2395 struct wined3d_shader_sampler_map_entry
*entry
;
2396 const char *sampler_type_prefix
, *sampler_type
;
2397 BOOL shadow_sampler
, tex_rect
;
2399 entry
= ®_maps
->sampler_map
.entries
[i
];
2401 if (entry
->resource_idx
>= ARRAY_SIZE(reg_maps
->resource_info
))
2403 ERR("Invalid resource index %u.\n", entry
->resource_idx
);
2407 switch (reg_maps
->resource_info
[entry
->resource_idx
].data_type
)
2409 case WINED3D_DATA_FLOAT
:
2410 case WINED3D_DATA_UNORM
:
2411 case WINED3D_DATA_SNORM
:
2412 sampler_type_prefix
= "";
2415 case WINED3D_DATA_INT
:
2416 sampler_type_prefix
= "i";
2419 case WINED3D_DATA_UINT
:
2420 sampler_type_prefix
= "u";
2424 sampler_type_prefix
= "";
2425 ERR("Unhandled resource data type %#x.\n", reg_maps
->resource_info
[i
].data_type
);
2429 shadow_sampler
= glsl_is_shadow_sampler(shader
, ps_args
, entry
->resource_idx
, entry
->sampler_idx
);
2430 switch (reg_maps
->resource_info
[entry
->resource_idx
].type
)
2432 case WINED3D_SHADER_RESOURCE_BUFFER
:
2433 sampler_type
= "samplerBuffer";
2436 case WINED3D_SHADER_RESOURCE_TEXTURE_1D
:
2438 sampler_type
= "sampler1DShadow";
2440 sampler_type
= "sampler1D";
2443 case WINED3D_SHADER_RESOURCE_TEXTURE_2D
:
2444 tex_rect
= version
->type
== WINED3D_SHADER_TYPE_PIXEL
2445 && (ps_args
->np2_fixup
& (1u << entry
->resource_idx
))
2446 && gl_info
->supported
[ARB_TEXTURE_RECTANGLE
];
2450 sampler_type
= "sampler2DRectShadow";
2452 sampler_type
= "sampler2DShadow";
2457 sampler_type
= "sampler2DRect";
2459 sampler_type
= "sampler2D";
2463 case WINED3D_SHADER_RESOURCE_TEXTURE_3D
:
2465 FIXME("Unsupported 3D shadow sampler.\n");
2466 sampler_type
= "sampler3D";
2469 case WINED3D_SHADER_RESOURCE_TEXTURE_CUBE
:
2471 sampler_type
= "samplerCubeShadow";
2473 sampler_type
= "samplerCube";
2476 case WINED3D_SHADER_RESOURCE_TEXTURE_2DARRAY
:
2478 sampler_type
= "sampler2DArrayShadow";
2480 sampler_type
= "sampler2DArray";
2483 case WINED3D_SHADER_RESOURCE_TEXTURE_CUBEARRAY
:
2485 sampler_type
= "samplerCubeArrayShadow";
2487 sampler_type
= "samplerCubeArray";
2491 sampler_type
= "unsupported_sampler";
2492 FIXME("Unhandled resource type %#x.\n", reg_maps
->resource_info
[entry
->resource_idx
].type
);
2496 if (shader_glsl_use_layout_binding_qualifier(gl_info
))
2497 shader_glsl_append_sampler_binding_qualifier(buffer
, context
, version
, entry
->bind_idx
);
2498 shader_addline(buffer
, "uniform %s%s %s_sampler%u;\n",
2499 sampler_type_prefix
, sampler_type
, prefix
, entry
->bind_idx
);
2502 /* Declare images */
2503 for (i
= 0; i
< ARRAY_SIZE(reg_maps
->uav_resource_info
); ++i
)
2505 const char *image_type_prefix
, *image_type
, *read_format
;
2507 if (!reg_maps
->uav_resource_info
[i
].type
)
2510 switch (reg_maps
->uav_resource_info
[i
].data_type
)
2512 case WINED3D_DATA_FLOAT
:
2513 case WINED3D_DATA_UNORM
:
2514 case WINED3D_DATA_SNORM
:
2515 image_type_prefix
= "";
2516 read_format
= "r32f";
2519 case WINED3D_DATA_INT
:
2520 image_type_prefix
= "i";
2521 read_format
= "r32i";
2524 case WINED3D_DATA_UINT
:
2525 image_type_prefix
= "u";
2526 read_format
= "r32ui";
2530 image_type_prefix
= "";
2532 ERR("Unhandled resource data type %#x.\n", reg_maps
->uav_resource_info
[i
].data_type
);
2536 switch (reg_maps
->uav_resource_info
[i
].type
)
2538 case WINED3D_SHADER_RESOURCE_BUFFER
:
2539 image_type
= "imageBuffer";
2542 case WINED3D_SHADER_RESOURCE_TEXTURE_2D
:
2543 image_type
= "image2D";
2546 case WINED3D_SHADER_RESOURCE_TEXTURE_3D
:
2547 image_type
= "image3D";
2550 case WINED3D_SHADER_RESOURCE_TEXTURE_2DARRAY
:
2551 image_type
= "image2DArray";
2555 image_type
= "unsupported_image";
2556 FIXME("Unhandled resource type %#x.\n", reg_maps
->uav_resource_info
[i
].type
);
2560 if (shader_glsl_use_layout_binding_qualifier(gl_info
))
2561 shader_addline(buffer
, "layout(binding = %u)\n", i
);
2562 if (reg_maps
->uav_read_mask
& (1u << i
))
2563 shader_addline(buffer
, "layout(%s) uniform %s%s %s_image%u;\n",
2564 read_format
, image_type_prefix
, image_type
, prefix
, i
);
2566 shader_addline(buffer
, "writeonly uniform %s%s %s_image%u;\n",
2567 image_type_prefix
, image_type
, prefix
, i
);
2569 if (reg_maps
->uav_counter_mask
& (1u << i
))
2570 shader_addline(buffer
, "layout(binding = %u) uniform atomic_uint %s_counter%u;\n",
2574 /* Declare address variables */
2575 for (i
= 0, map
= reg_maps
->address
; map
; map
>>= 1, ++i
)
2577 if (map
& 1) shader_addline(buffer
, "ivec4 A%u;\n", i
);
2580 /* Declare output register temporaries */
2581 if (shader
->limits
->packed_output
)
2582 shader_addline(buffer
, "vec4 %s_out[%u];\n", prefix
, shader
->limits
->packed_output
);
2584 /* Declare temporary variables */
2585 if (reg_maps
->temporary_count
)
2587 for (i
= 0; i
< reg_maps
->temporary_count
; ++i
)
2588 shader_addline(buffer
, "vec4 R%u;\n", i
);
2590 else if (version
->major
< 4)
2592 for (i
= 0, map
= reg_maps
->temporary
; map
; map
>>= 1, ++i
)
2595 shader_addline(buffer
, "vec4 R%u;\n", i
);
2599 /* Declare indexable temporary variables */
2600 LIST_FOR_EACH_ENTRY(idx_temp_reg
, ®_maps
->indexable_temps
, struct wined3d_shader_indexable_temp
, entry
)
2602 if (idx_temp_reg
->component_count
!= 4)
2603 FIXME("Ignoring component count %u.\n", idx_temp_reg
->component_count
);
2604 shader_addline(buffer
, "vec4 X%u[%u];\n", idx_temp_reg
->register_idx
, idx_temp_reg
->register_size
);
2607 /* Declare loop registers aLx */
2608 if (version
->major
< 4)
2610 for (i
= 0; i
< reg_maps
->loop_depth
; ++i
)
2612 shader_addline(buffer
, "int aL%u;\n", i
);
2613 shader_addline(buffer
, "int tmpInt%u;\n", i
);
2617 /* Temporary variables for matrix operations */
2618 shader_addline(buffer
, "vec4 tmp0;\n");
2619 shader_addline(buffer
, "vec4 tmp1;\n");
2621 if (!shader
->load_local_constsF
)
2623 LIST_FOR_EACH_ENTRY(lconst
, &shader
->constantsF
, struct wined3d_shader_lconst
, entry
)
2625 shader_addline(buffer
, "const vec4 %s_lc%u = ", prefix
, lconst
->idx
);
2626 shader_glsl_append_imm_vec4(buffer
, (const float *)lconst
->value
);
2627 shader_addline(buffer
, ";\n");
2632 /*****************************************************************************
2633 * Functions to generate GLSL strings from DirectX Shader bytecode begin here.
2635 * For more information, see http://wiki.winehq.org/DirectX-Shaders
2636 ****************************************************************************/
2639 static void shader_glsl_add_src_param(const struct wined3d_shader_instruction
*ins
,
2640 const struct wined3d_shader_src_param
*wined3d_src
, DWORD mask
, struct glsl_src_param
*glsl_src
);
2642 /** Used for opcode modifiers - They multiply the result by the specified amount */
2643 static const char * const shift_glsl_tab
[] = {
2645 "2.0 * ", /* 1 (x2) */
2646 "4.0 * ", /* 2 (x4) */
2647 "8.0 * ", /* 3 (x8) */
2648 "16.0 * ", /* 4 (x16) */
2649 "32.0 * ", /* 5 (x32) */
2656 "0.0625 * ", /* 12 (d16) */
2657 "0.125 * ", /* 13 (d8) */
2658 "0.25 * ", /* 14 (d4) */
2659 "0.5 * " /* 15 (d2) */
2662 /* Generate a GLSL parameter that does the input modifier computation and return the input register/mask to use */
2663 static void shader_glsl_gen_modifier(enum wined3d_shader_src_modifier src_modifier
,
2664 const char *in_reg
, const char *in_regswizzle
, char *out_str
)
2666 switch (src_modifier
)
2668 case WINED3DSPSM_DZ
: /* Need to handle this in the instructions itself (texld & texcrd). */
2669 case WINED3DSPSM_DW
:
2670 case WINED3DSPSM_NONE
:
2671 sprintf(out_str
, "%s%s", in_reg
, in_regswizzle
);
2673 case WINED3DSPSM_NEG
:
2674 sprintf(out_str
, "-%s%s", in_reg
, in_regswizzle
);
2676 case WINED3DSPSM_NOT
:
2677 sprintf(out_str
, "!%s%s", in_reg
, in_regswizzle
);
2679 case WINED3DSPSM_BIAS
:
2680 sprintf(out_str
, "(%s%s - vec4(0.5)%s)", in_reg
, in_regswizzle
, in_regswizzle
);
2682 case WINED3DSPSM_BIASNEG
:
2683 sprintf(out_str
, "-(%s%s - vec4(0.5)%s)", in_reg
, in_regswizzle
, in_regswizzle
);
2685 case WINED3DSPSM_SIGN
:
2686 sprintf(out_str
, "(2.0 * (%s%s - 0.5))", in_reg
, in_regswizzle
);
2688 case WINED3DSPSM_SIGNNEG
:
2689 sprintf(out_str
, "-(2.0 * (%s%s - 0.5))", in_reg
, in_regswizzle
);
2691 case WINED3DSPSM_COMP
:
2692 sprintf(out_str
, "(1.0 - %s%s)", in_reg
, in_regswizzle
);
2694 case WINED3DSPSM_X2
:
2695 sprintf(out_str
, "(2.0 * %s%s)", in_reg
, in_regswizzle
);
2697 case WINED3DSPSM_X2NEG
:
2698 sprintf(out_str
, "-(2.0 * %s%s)", in_reg
, in_regswizzle
);
2700 case WINED3DSPSM_ABS
:
2701 sprintf(out_str
, "abs(%s%s)", in_reg
, in_regswizzle
);
2703 case WINED3DSPSM_ABSNEG
:
2704 sprintf(out_str
, "-abs(%s%s)", in_reg
, in_regswizzle
);
2707 FIXME("Unhandled modifier %u\n", src_modifier
);
2708 sprintf(out_str
, "%s%s", in_reg
, in_regswizzle
);
2712 static void shader_glsl_fixup_scalar_register_variable(char *register_name
,
2713 const char *glsl_variable
, const struct wined3d_gl_info
*gl_info
)
2715 /* The ARB_shading_language_420pack extension allows swizzle operations on
2717 if (gl_info
->supported
[ARB_SHADING_LANGUAGE_420PACK
])
2718 sprintf(register_name
, "%s", glsl_variable
);
2720 sprintf(register_name
, "ivec2(%s, 0)", glsl_variable
);
2723 /** Writes the GLSL variable name that corresponds to the register that the
2724 * DX opcode parameter is trying to access */
2725 static void shader_glsl_get_register_name(const struct wined3d_shader_register
*reg
,
2726 char *register_name
, BOOL
*is_color
, const struct wined3d_shader_instruction
*ins
)
2728 /* oPos, oFog and oPts in D3D */
2729 static const char * const hwrastout_reg_names
[] = {"vs_out[10]", "vs_out[11].x", "vs_out[11].y"};
2731 const struct wined3d_shader
*shader
= ins
->ctx
->shader
;
2732 const struct wined3d_shader_reg_maps
*reg_maps
= ins
->ctx
->reg_maps
;
2733 const struct wined3d_shader_version
*version
= ®_maps
->shader_version
;
2734 const struct wined3d_gl_info
*gl_info
= ins
->ctx
->gl_info
;
2735 const char *prefix
= shader_glsl_get_prefix(version
->type
);
2736 struct glsl_src_param rel_param0
, rel_param1
;
2737 char imm_str
[4][17];
2739 if (reg
->idx
[0].offset
!= ~0U && reg
->idx
[0].rel_addr
)
2740 shader_glsl_add_src_param(ins
, reg
->idx
[0].rel_addr
, WINED3DSP_WRITEMASK_0
, &rel_param0
);
2741 if (reg
->idx
[1].offset
!= ~0U && reg
->idx
[1].rel_addr
)
2742 shader_glsl_add_src_param(ins
, reg
->idx
[1].rel_addr
, WINED3DSP_WRITEMASK_0
, &rel_param1
);
2747 case WINED3DSPR_TEMP
:
2748 sprintf(register_name
, "R%u", reg
->idx
[0].offset
);
2751 case WINED3DSPR_INPUT
:
2752 case WINED3DSPR_INCONTROLPOINT
:
2753 if (version
->type
== WINED3D_SHADER_TYPE_VERTEX
)
2755 struct shader_glsl_ctx_priv
*priv
= ins
->ctx
->backend_data
;
2757 if (reg
->idx
[0].rel_addr
)
2758 FIXME("VS3+ input registers relative addressing.\n");
2759 if (priv
->cur_vs_args
->swizzle_map
& (1u << reg
->idx
[0].offset
))
2761 sprintf(register_name
, "%s_in%u", prefix
, reg
->idx
[0].offset
);
2765 if (version
->type
== WINED3D_SHADER_TYPE_HULL
2766 || version
->type
== WINED3D_SHADER_TYPE_DOMAIN
2767 || version
->type
== WINED3D_SHADER_TYPE_GEOMETRY
)
2769 if (reg
->idx
[0].rel_addr
)
2771 if (reg
->idx
[1].rel_addr
)
2772 sprintf(register_name
, "shader_in[%s + %u].reg[%s + %u]",
2773 rel_param0
.param_str
, reg
->idx
[0].offset
,
2774 rel_param1
.param_str
, reg
->idx
[1].offset
);
2776 sprintf(register_name
, "shader_in[%s + %u].reg[%u]",
2777 rel_param0
.param_str
, reg
->idx
[0].offset
,
2778 reg
->idx
[1].offset
);
2780 else if (reg
->idx
[1].rel_addr
)
2781 sprintf(register_name
, "shader_in[%u].reg[%s + %u]", reg
->idx
[0].offset
,
2782 rel_param1
.param_str
, reg
->idx
[1].offset
);
2784 sprintf(register_name
, "shader_in[%u].reg[%u]",
2785 reg
->idx
[0].offset
, reg
->idx
[1].offset
);
2789 /* pixel shaders >= 3.0 */
2790 if (version
->major
>= 3)
2792 DWORD idx
= shader
->u
.ps
.input_reg_map
[reg
->idx
[0].offset
];
2793 unsigned int in_count
= vec4_varyings(version
->major
, gl_info
);
2795 if (reg
->idx
[0].rel_addr
)
2797 /* Removing a + 0 would be an obvious optimization, but
2798 * OS X doesn't see the NOP operation there. */
2801 if (needs_legacy_glsl_syntax(gl_info
)
2802 && shader
->u
.ps
.declared_in_count
> in_count
)
2804 sprintf(register_name
,
2805 "((%s + %u) > %u ? (%s + %u) > %u ? gl_SecondaryColor : gl_Color : %s_in[%s + %u])",
2806 rel_param0
.param_str
, idx
, in_count
- 1, rel_param0
.param_str
, idx
, in_count
,
2807 prefix
, rel_param0
.param_str
, idx
);
2811 sprintf(register_name
, "%s_in[%s + %u]", prefix
, rel_param0
.param_str
, idx
);
2816 if (needs_legacy_glsl_syntax(gl_info
)
2817 && shader
->u
.ps
.declared_in_count
> in_count
)
2819 sprintf(register_name
, "((%s) > %u ? (%s) > %u ? gl_SecondaryColor : gl_Color : %s_in[%s])",
2820 rel_param0
.param_str
, in_count
- 1, rel_param0
.param_str
, in_count
,
2821 prefix
, rel_param0
.param_str
);
2825 sprintf(register_name
, "%s_in[%s]", prefix
, rel_param0
.param_str
);
2831 if (idx
== in_count
) sprintf(register_name
, "gl_Color");
2832 else if (idx
== in_count
+ 1) sprintf(register_name
, "gl_SecondaryColor");
2833 else sprintf(register_name
, "%s_in[%u]", prefix
, idx
);
2838 if (!reg
->idx
[0].offset
)
2839 strcpy(register_name
, "ffp_varying_diffuse");
2841 strcpy(register_name
, "ffp_varying_specular");
2846 case WINED3DSPR_CONST
:
2848 /* Relative addressing */
2849 if (reg
->idx
[0].rel_addr
)
2851 if (wined3d_settings
.check_float_constants
)
2852 sprintf(register_name
, "(%s + %u >= 0 && %s + %u < %u ? %s_c[%s + %u] : vec4(0.0))",
2853 rel_param0
.param_str
, reg
->idx
[0].offset
,
2854 rel_param0
.param_str
, reg
->idx
[0].offset
, shader
->limits
->constant_float
,
2855 prefix
, rel_param0
.param_str
, reg
->idx
[0].offset
);
2856 else if (reg
->idx
[0].offset
)
2857 sprintf(register_name
, "%s_c[%s + %u]", prefix
, rel_param0
.param_str
, reg
->idx
[0].offset
);
2859 sprintf(register_name
, "%s_c[%s]", prefix
, rel_param0
.param_str
);
2863 if (shader_constant_is_local(shader
, reg
->idx
[0].offset
))
2864 sprintf(register_name
, "%s_lc%u", prefix
, reg
->idx
[0].offset
);
2866 sprintf(register_name
, "%s_c[%u]", prefix
, reg
->idx
[0].offset
);
2871 case WINED3DSPR_CONSTINT
:
2872 sprintf(register_name
, "%s_i[%u]", prefix
, reg
->idx
[0].offset
);
2875 case WINED3DSPR_CONSTBOOL
:
2876 sprintf(register_name
, "%s_b[%u]", prefix
, reg
->idx
[0].offset
);
2879 case WINED3DSPR_TEXTURE
: /* case WINED3DSPR_ADDR: */
2880 if (version
->type
== WINED3D_SHADER_TYPE_PIXEL
)
2881 sprintf(register_name
, "T%u", reg
->idx
[0].offset
);
2883 sprintf(register_name
, "A%u", reg
->idx
[0].offset
);
2886 case WINED3DSPR_LOOP
:
2887 sprintf(register_name
, "aL%u", ins
->ctx
->state
->current_loop_reg
- 1);
2890 case WINED3DSPR_SAMPLER
:
2891 sprintf(register_name
, "%s_sampler%u", prefix
, reg
->idx
[0].offset
);
2894 case WINED3DSPR_COLOROUT
:
2895 if (reg
->idx
[0].offset
>= gl_info
->limits
.buffers
)
2896 WARN("Write to render target %u, only %d supported.\n",
2897 reg
->idx
[0].offset
, gl_info
->limits
.buffers
);
2899 sprintf(register_name
, "%s[%u]", get_fragment_output(gl_info
), reg
->idx
[0].offset
);
2902 case WINED3DSPR_RASTOUT
:
2903 sprintf(register_name
, "%s", hwrastout_reg_names
[reg
->idx
[0].offset
]);
2906 case WINED3DSPR_DEPTHOUT
:
2907 sprintf(register_name
, "gl_FragDepth");
2910 case WINED3DSPR_ATTROUT
:
2911 if (!reg
->idx
[0].offset
)
2912 sprintf(register_name
, "%s_out[8]", prefix
);
2914 sprintf(register_name
, "%s_out[9]", prefix
);
2917 case WINED3DSPR_TEXCRDOUT
:
2918 /* Vertex shaders >= 3.0: WINED3DSPR_OUTPUT */
2919 if (reg
->idx
[0].rel_addr
)
2920 sprintf(register_name
, "%s_out[%s + %u]",
2921 prefix
, rel_param0
.param_str
, reg
->idx
[0].offset
);
2923 sprintf(register_name
, "%s_out[%u]", prefix
, reg
->idx
[0].offset
);
2926 case WINED3DSPR_MISCTYPE
:
2927 if (!reg
->idx
[0].offset
)
2930 sprintf(register_name
, "vpos");
2932 else if (reg
->idx
[0].offset
== 1)
2934 /* Note that gl_FrontFacing is a bool, while vFace is
2935 * a float for which the sign determines front/back */
2936 sprintf(register_name
, "(gl_FrontFacing ? 1.0 : -1.0)");
2940 FIXME("Unhandled misctype register %u.\n", reg
->idx
[0].offset
);
2941 sprintf(register_name
, "unrecognized_register");
2945 case WINED3DSPR_IMMCONST
:
2946 switch (reg
->immconst_type
)
2948 case WINED3D_IMMCONST_SCALAR
:
2949 switch (reg
->data_type
)
2951 case WINED3D_DATA_FLOAT
:
2952 if (gl_info
->supported
[ARB_SHADER_BIT_ENCODING
])
2953 sprintf(register_name
, "uintBitsToFloat(%#xu)", reg
->u
.immconst_data
[0]);
2955 wined3d_ftoa(*(const float *)reg
->u
.immconst_data
, register_name
);
2957 case WINED3D_DATA_INT
:
2958 sprintf(register_name
, "%#x", reg
->u
.immconst_data
[0]);
2960 case WINED3D_DATA_RESOURCE
:
2961 case WINED3D_DATA_SAMPLER
:
2962 case WINED3D_DATA_UINT
:
2963 sprintf(register_name
, "%#xu", reg
->u
.immconst_data
[0]);
2966 sprintf(register_name
, "<unhandled data type %#x>", reg
->data_type
);
2971 case WINED3D_IMMCONST_VEC4
:
2972 switch (reg
->data_type
)
2974 case WINED3D_DATA_FLOAT
:
2975 if (gl_info
->supported
[ARB_SHADER_BIT_ENCODING
])
2977 sprintf(register_name
, "uintBitsToFloat(uvec4(%#xu, %#xu, %#xu, %#xu))",
2978 reg
->u
.immconst_data
[0], reg
->u
.immconst_data
[1],
2979 reg
->u
.immconst_data
[2], reg
->u
.immconst_data
[3]);
2983 wined3d_ftoa(*(const float *)®
->u
.immconst_data
[0], imm_str
[0]);
2984 wined3d_ftoa(*(const float *)®
->u
.immconst_data
[1], imm_str
[1]);
2985 wined3d_ftoa(*(const float *)®
->u
.immconst_data
[2], imm_str
[2]);
2986 wined3d_ftoa(*(const float *)®
->u
.immconst_data
[3], imm_str
[3]);
2987 sprintf(register_name
, "vec4(%s, %s, %s, %s)",
2988 imm_str
[0], imm_str
[1], imm_str
[2], imm_str
[3]);
2991 case WINED3D_DATA_INT
:
2992 sprintf(register_name
, "ivec4(%#x, %#x, %#x, %#x)",
2993 reg
->u
.immconst_data
[0], reg
->u
.immconst_data
[1],
2994 reg
->u
.immconst_data
[2], reg
->u
.immconst_data
[3]);
2996 case WINED3D_DATA_RESOURCE
:
2997 case WINED3D_DATA_SAMPLER
:
2998 case WINED3D_DATA_UINT
:
2999 sprintf(register_name
, "uvec4(%#xu, %#xu, %#xu, %#xu)",
3000 reg
->u
.immconst_data
[0], reg
->u
.immconst_data
[1],
3001 reg
->u
.immconst_data
[2], reg
->u
.immconst_data
[3]);
3004 sprintf(register_name
, "<unhandled data type %#x>", reg
->data_type
);
3010 FIXME("Unhandled immconst type %#x\n", reg
->immconst_type
);
3011 sprintf(register_name
, "<unhandled_immconst_type %#x>", reg
->immconst_type
);
3015 case WINED3DSPR_CONSTBUFFER
:
3016 if (reg
->idx
[1].rel_addr
)
3017 sprintf(register_name
, "%s_cb%u[%s + %u]",
3018 prefix
, reg
->idx
[0].offset
, rel_param1
.param_str
, reg
->idx
[1].offset
);
3020 sprintf(register_name
, "%s_cb%u[%u]", prefix
, reg
->idx
[0].offset
, reg
->idx
[1].offset
);
3023 case WINED3DSPR_IMMCONSTBUFFER
:
3024 if (reg
->idx
[0].rel_addr
)
3025 sprintf(register_name
, "%s_icb[%s + %u]", prefix
, rel_param0
.param_str
, reg
->idx
[0].offset
);
3027 sprintf(register_name
, "%s_icb[%u]", prefix
, reg
->idx
[0].offset
);
3030 case WINED3DSPR_PRIMID
:
3031 if (version
->type
== WINED3D_SHADER_TYPE_GEOMETRY
)
3032 sprintf(register_name
, "gl_PrimitiveIDIn");
3034 sprintf(register_name
, "gl_PrimitiveID");
3037 case WINED3DSPR_IDXTEMP
:
3038 if (reg
->idx
[1].rel_addr
)
3039 sprintf(register_name
, "X%u[%s + %u]", reg
->idx
[0].offset
, rel_param1
.param_str
, reg
->idx
[1].offset
);
3041 sprintf(register_name
, "X%u[%u]", reg
->idx
[0].offset
, reg
->idx
[1].offset
);
3044 case WINED3DSPR_LOCALTHREADINDEX
:
3045 shader_glsl_fixup_scalar_register_variable(register_name
,
3046 "int(gl_LocalInvocationIndex)", gl_info
);
3049 case WINED3DSPR_GSINSTID
:
3050 case WINED3DSPR_OUTPOINTID
:
3051 shader_glsl_fixup_scalar_register_variable(register_name
,
3052 "gl_InvocationID", gl_info
);
3055 case WINED3DSPR_THREADID
:
3056 sprintf(register_name
, "ivec3(gl_GlobalInvocationID)");
3059 case WINED3DSPR_THREADGROUPID
:
3060 sprintf(register_name
, "ivec3(gl_WorkGroupID)");
3063 case WINED3DSPR_LOCALTHREADID
:
3064 sprintf(register_name
, "ivec3(gl_LocalInvocationID)");
3067 case WINED3DSPR_FORKINSTID
:
3068 case WINED3DSPR_JOININSTID
:
3069 shader_glsl_fixup_scalar_register_variable(register_name
,
3070 "phase_instance_id", gl_info
);
3073 case WINED3DSPR_TESSCOORD
:
3074 sprintf(register_name
, "gl_TessCoord");
3077 case WINED3DSPR_OUTCONTROLPOINT
:
3078 if (reg
->idx
[0].rel_addr
)
3080 if (reg
->idx
[1].rel_addr
)
3081 sprintf(register_name
, "shader_out[%s + %u].reg[%s + %u]",
3082 rel_param0
.param_str
, reg
->idx
[0].offset
,
3083 rel_param1
.param_str
, reg
->idx
[1].offset
);
3085 sprintf(register_name
, "shader_out[%s + %u].reg[%u]",
3086 rel_param0
.param_str
, reg
->idx
[0].offset
,
3087 reg
->idx
[1].offset
);
3089 else if (reg
->idx
[1].rel_addr
)
3091 sprintf(register_name
, "shader_out[%u].reg[%s + %u]",
3092 reg
->idx
[0].offset
, rel_param1
.param_str
,
3093 reg
->idx
[1].offset
);
3097 sprintf(register_name
, "shader_out[%u].reg[%u]",
3098 reg
->idx
[0].offset
, reg
->idx
[1].offset
);
3102 case WINED3DSPR_PATCHCONST
:
3103 if (version
->type
== WINED3D_SHADER_TYPE_HULL
)
3104 sprintf(register_name
, "hs_out[%u]", reg
->idx
[0].offset
);
3106 sprintf(register_name
, "vpc[%u]", reg
->idx
[0].offset
);
3110 FIXME("Unhandled register type %#x.\n", reg
->type
);
3111 sprintf(register_name
, "unrecognized_register");
3116 static void shader_glsl_write_mask_to_str(DWORD write_mask
, char *str
)
3119 if (write_mask
& WINED3DSP_WRITEMASK_0
) *str
++ = 'x';
3120 if (write_mask
& WINED3DSP_WRITEMASK_1
) *str
++ = 'y';
3121 if (write_mask
& WINED3DSP_WRITEMASK_2
) *str
++ = 'z';
3122 if (write_mask
& WINED3DSP_WRITEMASK_3
) *str
++ = 'w';
3126 /* Get the GLSL write mask for the destination register */
3127 static DWORD
shader_glsl_get_write_mask(const struct wined3d_shader_dst_param
*param
, char *write_mask
)
3129 DWORD mask
= param
->write_mask
;
3131 if (shader_is_scalar(¶m
->reg
))
3133 mask
= WINED3DSP_WRITEMASK_0
;
3138 shader_glsl_write_mask_to_str(mask
, write_mask
);
3144 static unsigned int shader_glsl_get_write_mask_size(DWORD write_mask
)
3146 unsigned int size
= 0;
3148 if (write_mask
& WINED3DSP_WRITEMASK_0
) ++size
;
3149 if (write_mask
& WINED3DSP_WRITEMASK_1
) ++size
;
3150 if (write_mask
& WINED3DSP_WRITEMASK_2
) ++size
;
3151 if (write_mask
& WINED3DSP_WRITEMASK_3
) ++size
;
3156 static unsigned int shader_glsl_swizzle_get_component(DWORD swizzle
,
3157 unsigned int component_idx
)
3159 /* swizzle bits fields: wwzzyyxx */
3160 return (swizzle
>> (2 * component_idx
)) & 0x3;
3163 static void shader_glsl_swizzle_to_str(DWORD swizzle
, BOOL fixup
, DWORD mask
, char *str
)
3165 /* For registers of type WINED3DDECLTYPE_D3DCOLOR, data is stored as "bgra",
3166 * but addressed as "rgba". To fix this we need to swap the register's x
3167 * and z components. */
3168 const char *swizzle_chars
= fixup
? "zyxw" : "xyzw";
3172 for (i
= 0; i
< 4; ++i
)
3174 if (mask
& (WINED3DSP_WRITEMASK_0
<< i
))
3175 *str
++ = swizzle_chars
[shader_glsl_swizzle_get_component(swizzle
, i
)];
3180 static void shader_glsl_get_swizzle(const struct wined3d_shader_src_param
*param
,
3181 BOOL fixup
, DWORD mask
, char *swizzle_str
)
3183 if (shader_is_scalar(¶m
->reg
))
3184 *swizzle_str
= '\0';
3186 shader_glsl_swizzle_to_str(param
->swizzle
, fixup
, mask
, swizzle_str
);
3189 static void shader_glsl_sprintf_cast(struct wined3d_string_buffer
*dst_param
, const char *src_param
,
3190 enum wined3d_data_type dst_data_type
, enum wined3d_data_type src_data_type
)
3192 if (dst_data_type
== src_data_type
)
3194 string_buffer_sprintf(dst_param
, "%s", src_param
);
3198 if (src_data_type
== WINED3D_DATA_FLOAT
)
3200 switch (dst_data_type
)
3202 case WINED3D_DATA_INT
:
3203 string_buffer_sprintf(dst_param
, "floatBitsToInt(%s)", src_param
);
3205 case WINED3D_DATA_RESOURCE
:
3206 case WINED3D_DATA_SAMPLER
:
3207 case WINED3D_DATA_UINT
:
3208 string_buffer_sprintf(dst_param
, "floatBitsToUint(%s)", src_param
);
3215 if (src_data_type
== WINED3D_DATA_UINT
&& dst_data_type
== WINED3D_DATA_FLOAT
)
3217 string_buffer_sprintf(dst_param
, "uintBitsToFloat(%s)", src_param
);
3221 if (src_data_type
== WINED3D_DATA_INT
&& dst_data_type
== WINED3D_DATA_FLOAT
)
3223 string_buffer_sprintf(dst_param
, "intBitsToFloat(%s)", src_param
);
3227 FIXME("Unhandled cast from %#x to %#x.\n", src_data_type
, dst_data_type
);
3228 string_buffer_sprintf(dst_param
, "%s", src_param
);
3231 /* From a given parameter token, generate the corresponding GLSL string.
3232 * Also, return the actual register name and swizzle in case the
3233 * caller needs this information as well. */
3234 static void shader_glsl_add_src_param_ext(const struct wined3d_shader_instruction
*ins
,
3235 const struct wined3d_shader_src_param
*wined3d_src
, DWORD mask
, struct glsl_src_param
*glsl_src
,
3236 enum wined3d_data_type data_type
)
3238 struct shader_glsl_ctx_priv
*priv
= ins
->ctx
->backend_data
;
3239 struct wined3d_string_buffer
*reg_name
= string_buffer_get(priv
->string_buffers
);
3240 enum wined3d_data_type param_data_type
;
3241 BOOL is_color
= FALSE
;
3242 char swizzle_str
[6];
3244 glsl_src
->reg_name
[0] = '\0';
3245 glsl_src
->param_str
[0] = '\0';
3246 swizzle_str
[0] = '\0';
3248 shader_glsl_get_register_name(&wined3d_src
->reg
, glsl_src
->reg_name
, &is_color
, ins
);
3249 shader_glsl_get_swizzle(wined3d_src
, is_color
, mask
, swizzle_str
);
3251 switch (wined3d_src
->reg
.type
)
3253 case WINED3DSPR_IMMCONST
:
3254 param_data_type
= data_type
;
3256 case WINED3DSPR_FORKINSTID
:
3257 case WINED3DSPR_GSINSTID
:
3258 case WINED3DSPR_JOININSTID
:
3259 case WINED3DSPR_LOCALTHREADID
:
3260 case WINED3DSPR_LOCALTHREADINDEX
:
3261 case WINED3DSPR_OUTPOINTID
:
3262 case WINED3DSPR_PRIMID
:
3263 case WINED3DSPR_THREADGROUPID
:
3264 case WINED3DSPR_THREADID
:
3265 param_data_type
= WINED3D_DATA_INT
;
3268 param_data_type
= WINED3D_DATA_FLOAT
;
3272 shader_glsl_sprintf_cast(reg_name
, glsl_src
->reg_name
, data_type
, param_data_type
);
3273 shader_glsl_gen_modifier(wined3d_src
->modifiers
, reg_name
->buffer
, swizzle_str
, glsl_src
->param_str
);
3275 string_buffer_release(priv
->string_buffers
, reg_name
);
3278 static void shader_glsl_add_src_param(const struct wined3d_shader_instruction
*ins
,
3279 const struct wined3d_shader_src_param
*wined3d_src
, DWORD mask
, struct glsl_src_param
*glsl_src
)
3281 shader_glsl_add_src_param_ext(ins
, wined3d_src
, mask
, glsl_src
, wined3d_src
->reg
.data_type
);
3284 /* From a given parameter token, generate the corresponding GLSL string.
3285 * Also, return the actual register name and swizzle in case the
3286 * caller needs this information as well. */
3287 static DWORD
shader_glsl_add_dst_param(const struct wined3d_shader_instruction
*ins
,
3288 const struct wined3d_shader_dst_param
*wined3d_dst
, struct glsl_dst_param
*glsl_dst
)
3290 BOOL is_color
= FALSE
;
3292 glsl_dst
->mask_str
[0] = '\0';
3293 glsl_dst
->reg_name
[0] = '\0';
3295 shader_glsl_get_register_name(&wined3d_dst
->reg
, glsl_dst
->reg_name
, &is_color
, ins
);
3296 return shader_glsl_get_write_mask(wined3d_dst
, glsl_dst
->mask_str
);
3299 /* Append the destination part of the instruction to the buffer, return the effective write mask */
3300 static DWORD
shader_glsl_append_dst_ext(struct wined3d_string_buffer
*buffer
,
3301 const struct wined3d_shader_instruction
*ins
, const struct wined3d_shader_dst_param
*dst
,
3302 enum wined3d_data_type data_type
)
3304 struct glsl_dst_param glsl_dst
;
3307 if ((mask
= shader_glsl_add_dst_param(ins
, dst
, &glsl_dst
)))
3311 case WINED3D_DATA_FLOAT
:
3312 shader_addline(buffer
, "%s%s = %s(",
3313 glsl_dst
.reg_name
, glsl_dst
.mask_str
, shift_glsl_tab
[dst
->shift
]);
3315 case WINED3D_DATA_INT
:
3316 shader_addline(buffer
, "%s%s = %sintBitsToFloat(",
3317 glsl_dst
.reg_name
, glsl_dst
.mask_str
, shift_glsl_tab
[dst
->shift
]);
3319 case WINED3D_DATA_RESOURCE
:
3320 case WINED3D_DATA_SAMPLER
:
3321 case WINED3D_DATA_UINT
:
3322 shader_addline(buffer
, "%s%s = %suintBitsToFloat(",
3323 glsl_dst
.reg_name
, glsl_dst
.mask_str
, shift_glsl_tab
[dst
->shift
]);
3326 FIXME("Unhandled data type %#x.\n", data_type
);
3327 shader_addline(buffer
, "%s%s = %s(",
3328 glsl_dst
.reg_name
, glsl_dst
.mask_str
, shift_glsl_tab
[dst
->shift
]);
3336 /* Append the destination part of the instruction to the buffer, return the effective write mask */
3337 static DWORD
shader_glsl_append_dst(struct wined3d_string_buffer
*buffer
, const struct wined3d_shader_instruction
*ins
)
3339 return shader_glsl_append_dst_ext(buffer
, ins
, &ins
->dst
[0], ins
->dst
[0].reg
.data_type
);
3342 /** Process GLSL instruction modifiers */
3343 static void shader_glsl_add_instruction_modifiers(const struct wined3d_shader_instruction
*ins
)
3345 struct glsl_dst_param dst_param
;
3348 if (!ins
->dst_count
) return;
3350 modifiers
= ins
->dst
[0].modifiers
;
3351 if (!modifiers
) return;
3353 shader_glsl_add_dst_param(ins
, &ins
->dst
[0], &dst_param
);
3355 if (modifiers
& WINED3DSPDM_SATURATE
)
3357 /* _SAT means to clamp the value of the register to between 0 and 1 */
3358 shader_addline(ins
->ctx
->buffer
, "%s%s = clamp(%s%s, 0.0, 1.0);\n", dst_param
.reg_name
,
3359 dst_param
.mask_str
, dst_param
.reg_name
, dst_param
.mask_str
);
3362 if (modifiers
& WINED3DSPDM_MSAMPCENTROID
)
3364 FIXME("_centroid modifier not handled\n");
3367 if (modifiers
& WINED3DSPDM_PARTIALPRECISION
)
3369 /* MSDN says this modifier can be safely ignored, so that's what we'll do. */
3373 static const char *shader_glsl_get_rel_op(enum wined3d_shader_rel_op op
)
3377 case WINED3D_SHADER_REL_OP_GT
: return ">";
3378 case WINED3D_SHADER_REL_OP_EQ
: return "==";
3379 case WINED3D_SHADER_REL_OP_GE
: return ">=";
3380 case WINED3D_SHADER_REL_OP_LT
: return "<";
3381 case WINED3D_SHADER_REL_OP_NE
: return "!=";
3382 case WINED3D_SHADER_REL_OP_LE
: return "<=";
3384 FIXME("Unrecognized operator %#x.\n", op
);
3389 static BOOL
shader_glsl_has_core_grad(const struct wined3d_gl_info
*gl_info
)
3391 return shader_glsl_get_version(gl_info
) >= 130 || gl_info
->supported
[EXT_GPU_SHADER4
];
3394 static void shader_glsl_get_coord_size(enum wined3d_shader_resource_type resource_type
,
3395 unsigned int *coord_size
, unsigned int *deriv_size
)
3397 const BOOL is_array
= resource_type
== WINED3D_SHADER_RESOURCE_TEXTURE_1DARRAY
3398 || resource_type
== WINED3D_SHADER_RESOURCE_TEXTURE_2DARRAY
;
3400 *coord_size
= resource_type_info
[resource_type
].coord_size
;
3401 *deriv_size
= *coord_size
;
3406 static void shader_glsl_get_sample_function(const struct wined3d_shader_context
*ctx
,
3407 DWORD resource_idx
, DWORD sampler_idx
, DWORD flags
, struct glsl_sample_function
*sample_function
)
3409 enum wined3d_shader_resource_type resource_type
= ctx
->reg_maps
->resource_info
[resource_idx
].type
;
3410 struct shader_glsl_ctx_priv
*priv
= ctx
->backend_data
;
3411 const struct wined3d_gl_info
*gl_info
= ctx
->gl_info
;
3412 BOOL shadow
= glsl_is_shadow_sampler(ctx
->shader
, priv
->cur_ps_args
, resource_idx
, sampler_idx
);
3413 BOOL projected
= flags
& WINED3D_GLSL_SAMPLE_PROJECTED
;
3414 BOOL texrect
= ctx
->reg_maps
->shader_version
.type
== WINED3D_SHADER_TYPE_PIXEL
3415 && priv
->cur_ps_args
->np2_fixup
& (1u << resource_idx
)
3416 && gl_info
->supported
[ARB_TEXTURE_RECTANGLE
];
3417 BOOL lod
= flags
& WINED3D_GLSL_SAMPLE_LOD
;
3418 BOOL grad
= flags
& WINED3D_GLSL_SAMPLE_GRAD
;
3419 BOOL offset
= flags
& WINED3D_GLSL_SAMPLE_OFFSET
;
3420 const char *base
= "texture", *type_part
= "", *suffix
= "";
3421 unsigned int coord_size
, deriv_size
;
3423 sample_function
->data_type
= ctx
->reg_maps
->resource_info
[resource_idx
].data_type
;
3425 if (resource_type
>= ARRAY_SIZE(resource_type_info
))
3427 ERR("Unexpected resource type %#x.\n", resource_type
);
3428 resource_type
= WINED3D_SHADER_RESOURCE_TEXTURE_2D
;
3431 /* Note that there's no such thing as a projected cube texture. */
3432 if (resource_type
== WINED3D_SHADER_RESOURCE_TEXTURE_CUBE
)
3435 if (needs_legacy_glsl_syntax(gl_info
))
3440 type_part
= resource_type_info
[resource_type
].type_part
;
3441 if (resource_type
== WINED3D_SHADER_RESOURCE_TEXTURE_2D
&& texrect
)
3442 type_part
= "2DRect";
3443 if (!type_part
[0] && resource_type
!= WINED3D_SHADER_RESOURCE_TEXTURE_CUBEARRAY
)
3444 FIXME("Unhandled resource type %#x.\n", resource_type
);
3446 if (!lod
&& grad
&& !shader_glsl_has_core_grad(gl_info
))
3448 if (gl_info
->supported
[ARB_SHADER_TEXTURE_LOD
])
3451 FIXME("Unsupported grad function.\n");
3455 if (flags
& WINED3D_GLSL_SAMPLE_LOAD
)
3457 static const DWORD texel_fetch_flags
= WINED3D_GLSL_SAMPLE_LOAD
| WINED3D_GLSL_SAMPLE_OFFSET
;
3458 if (flags
& ~texel_fetch_flags
)
3459 ERR("Unexpected flags %#x for texelFetch.\n", flags
& ~texel_fetch_flags
);
3461 base
= "texelFetch";
3465 sample_function
->name
= string_buffer_get(priv
->string_buffers
);
3466 string_buffer_sprintf(sample_function
->name
, "%s%s%s%s%s%s", base
, type_part
, projected
? "Proj" : "",
3467 lod
? "Lod" : grad
? "Grad" : "", offset
? "Offset" : "", suffix
);
3469 shader_glsl_get_coord_size(resource_type
, &coord_size
, &deriv_size
);
3472 sample_function
->offset_size
= offset
? deriv_size
: 0;
3473 sample_function
->coord_mask
= (1u << coord_size
) - 1;
3474 sample_function
->deriv_mask
= (1u << deriv_size
) - 1;
3475 sample_function
->output_single_component
= shadow
&& !needs_legacy_glsl_syntax(gl_info
);
3478 static void shader_glsl_release_sample_function(const struct wined3d_shader_context
*ctx
,
3479 struct glsl_sample_function
*sample_function
)
3481 const struct shader_glsl_ctx_priv
*priv
= ctx
->backend_data
;
3483 string_buffer_release(priv
->string_buffers
, sample_function
->name
);
3486 static void shader_glsl_append_fixup_arg(char *arguments
, const char *reg_name
,
3487 BOOL sign_fixup
, enum fixup_channel_source channel_source
)
3489 switch(channel_source
)
3491 case CHANNEL_SOURCE_ZERO
:
3492 strcat(arguments
, "0.0");
3495 case CHANNEL_SOURCE_ONE
:
3496 strcat(arguments
, "1.0");
3499 case CHANNEL_SOURCE_X
:
3500 strcat(arguments
, reg_name
);
3501 strcat(arguments
, ".x");
3504 case CHANNEL_SOURCE_Y
:
3505 strcat(arguments
, reg_name
);
3506 strcat(arguments
, ".y");
3509 case CHANNEL_SOURCE_Z
:
3510 strcat(arguments
, reg_name
);
3511 strcat(arguments
, ".z");
3514 case CHANNEL_SOURCE_W
:
3515 strcat(arguments
, reg_name
);
3516 strcat(arguments
, ".w");
3520 FIXME("Unhandled channel source %#x\n", channel_source
);
3521 strcat(arguments
, "undefined");
3525 if (sign_fixup
) strcat(arguments
, " * 2.0 - 1.0");
3528 static void shader_glsl_color_correction_ext(struct wined3d_string_buffer
*buffer
,
3529 const char *reg_name
, DWORD mask
, struct color_fixup_desc fixup
)
3531 unsigned int mask_size
, remaining
;
3532 DWORD fixup_mask
= 0;
3533 char arguments
[256];
3536 if (fixup
.x_sign_fixup
|| fixup
.x_source
!= CHANNEL_SOURCE_X
) fixup_mask
|= WINED3DSP_WRITEMASK_0
;
3537 if (fixup
.y_sign_fixup
|| fixup
.y_source
!= CHANNEL_SOURCE_Y
) fixup_mask
|= WINED3DSP_WRITEMASK_1
;
3538 if (fixup
.z_sign_fixup
|| fixup
.z_source
!= CHANNEL_SOURCE_Z
) fixup_mask
|= WINED3DSP_WRITEMASK_2
;
3539 if (fixup
.w_sign_fixup
|| fixup
.w_source
!= CHANNEL_SOURCE_W
) fixup_mask
|= WINED3DSP_WRITEMASK_3
;
3540 if (!(mask
&= fixup_mask
))
3543 if (is_complex_fixup(fixup
))
3545 enum complex_fixup complex_fixup
= get_complex_fixup(fixup
);
3546 FIXME("Complex fixup (%#x) not supported\n",complex_fixup
);
3550 shader_glsl_write_mask_to_str(mask
, mask_str
);
3551 mask_size
= shader_glsl_get_write_mask_size(mask
);
3553 arguments
[0] = '\0';
3554 remaining
= mask_size
;
3555 if (mask
& WINED3DSP_WRITEMASK_0
)
3557 shader_glsl_append_fixup_arg(arguments
, reg_name
, fixup
.x_sign_fixup
, fixup
.x_source
);
3558 if (--remaining
) strcat(arguments
, ", ");
3560 if (mask
& WINED3DSP_WRITEMASK_1
)
3562 shader_glsl_append_fixup_arg(arguments
, reg_name
, fixup
.y_sign_fixup
, fixup
.y_source
);
3563 if (--remaining
) strcat(arguments
, ", ");
3565 if (mask
& WINED3DSP_WRITEMASK_2
)
3567 shader_glsl_append_fixup_arg(arguments
, reg_name
, fixup
.z_sign_fixup
, fixup
.z_source
);
3568 if (--remaining
) strcat(arguments
, ", ");
3570 if (mask
& WINED3DSP_WRITEMASK_3
)
3572 shader_glsl_append_fixup_arg(arguments
, reg_name
, fixup
.w_sign_fixup
, fixup
.w_source
);
3573 if (--remaining
) strcat(arguments
, ", ");
3577 shader_addline(buffer
, "%s%s = vec%u(%s);\n", reg_name
, mask_str
, mask_size
, arguments
);
3579 shader_addline(buffer
, "%s%s = %s;\n", reg_name
, mask_str
, arguments
);
3582 static void shader_glsl_color_correction(const struct wined3d_shader_instruction
*ins
, struct color_fixup_desc fixup
)
3587 shader_glsl_get_register_name(&ins
->dst
[0].reg
, reg_name
, &is_color
, ins
);
3588 shader_glsl_color_correction_ext(ins
->ctx
->buffer
, reg_name
, ins
->dst
[0].write_mask
, fixup
);
3591 static void PRINTF_ATTR(9, 10) shader_glsl_gen_sample_code(const struct wined3d_shader_instruction
*ins
,
3592 unsigned int sampler_bind_idx
, const struct glsl_sample_function
*sample_function
, DWORD swizzle
,
3593 const char *dx
, const char *dy
, const char *bias
, const struct wined3d_shader_texel_offset
*offset
,
3594 const char *coord_reg_fmt
, ...)
3596 const struct wined3d_shader_version
*version
= &ins
->ctx
->reg_maps
->shader_version
;
3597 char dst_swizzle
[6];
3598 struct color_fixup_desc fixup
;
3599 BOOL np2_fixup
= FALSE
;
3603 shader_glsl_swizzle_to_str(swizzle
, FALSE
, ins
->dst
[0].write_mask
, dst_swizzle
);
3605 /* If ARB_texture_swizzle is supported we don't need to do anything here.
3606 * We actually rely on it for vertex shaders and SM4+. */
3607 if (version
->type
== WINED3D_SHADER_TYPE_PIXEL
&& version
->major
< 4)
3609 const struct shader_glsl_ctx_priv
*priv
= ins
->ctx
->backend_data
;
3610 fixup
= priv
->cur_ps_args
->color_fixup
[sampler_bind_idx
];
3612 if (priv
->cur_ps_args
->np2_fixup
& (1u << sampler_bind_idx
))
3617 fixup
= COLOR_FIXUP_IDENTITY
;
3620 shader_glsl_append_dst_ext(ins
->ctx
->buffer
, ins
, &ins
->dst
[0], sample_function
->data_type
);
3622 if (sample_function
->output_single_component
)
3623 shader_addline(ins
->ctx
->buffer
, "vec4(");
3625 shader_addline(ins
->ctx
->buffer
, "%s(%s_sampler%u, ",
3626 sample_function
->name
->buffer
, shader_glsl_get_prefix(version
->type
), sampler_bind_idx
);
3630 va_start(args
, coord_reg_fmt
);
3631 ret
= shader_vaddline(ins
->ctx
->buffer
, coord_reg_fmt
, args
);
3635 if (!string_buffer_resize(ins
->ctx
->buffer
, ret
))
3641 const struct shader_glsl_ctx_priv
*priv
= ins
->ctx
->backend_data
;
3642 const unsigned char idx
= priv
->cur_np2fixup_info
->idx
[sampler_bind_idx
];
3644 switch (shader_glsl_get_write_mask_size(sample_function
->coord_mask
))
3647 shader_addline(ins
->ctx
->buffer
, " * ps_samplerNP2Fixup[%u].%s",
3648 idx
>> 1, (idx
% 2) ? "z" : "x");
3651 shader_addline(ins
->ctx
->buffer
, " * ps_samplerNP2Fixup[%u].%s",
3652 idx
>> 1, (idx
% 2) ? "zw" : "xy");
3655 shader_addline(ins
->ctx
->buffer
, " * vec3(ps_samplerNP2Fixup[%u].%s, 1.0)",
3656 idx
>> 1, (idx
% 2) ? "zw" : "xy");
3659 shader_addline(ins
->ctx
->buffer
, " * vec4(ps_samplerNP2Fixup[%u].%s, 1.0, 1.0)",
3660 idx
>> 1, (idx
% 2) ? "zw" : "xy");
3665 shader_addline(ins
->ctx
->buffer
, ", %s, %s", dx
, dy
);
3667 shader_addline(ins
->ctx
->buffer
, ", %s", bias
);
3668 if (sample_function
->offset_size
)
3670 int offset_immdata
[4] = {offset
->u
, offset
->v
, offset
->w
};
3671 shader_addline(ins
->ctx
->buffer
, ", ");
3672 shader_glsl_append_imm_ivec(ins
->ctx
->buffer
, offset_immdata
, sample_function
->offset_size
);
3674 shader_addline(ins
->ctx
->buffer
, ")");
3676 if (sample_function
->output_single_component
)
3677 shader_addline(ins
->ctx
->buffer
, ")");
3679 shader_addline(ins
->ctx
->buffer
, "%s);\n", dst_swizzle
);
3681 if (!is_identity_fixup(fixup
))
3682 shader_glsl_color_correction(ins
, fixup
);
3685 static void shader_glsl_fixup_position(struct wined3d_string_buffer
*buffer
)
3687 /* Write the final position.
3689 * OpenGL coordinates specify the center of the pixel while D3D coords
3690 * specify the corner. The offsets are stored in z and w in
3691 * pos_fixup. pos_fixup.y contains 1.0 or -1.0 to turn the rendering
3692 * upside down for offscreen rendering. pos_fixup.x contains 1.0 to allow
3694 shader_addline(buffer
, "gl_Position.y = gl_Position.y * pos_fixup.y;\n");
3695 shader_addline(buffer
, "gl_Position.xy += pos_fixup.zw * gl_Position.ww;\n");
3697 /* Z coord [0;1]->[-1;1] mapping, see comment in get_projection_matrix()
3700 * Basically we want (in homogeneous coordinates) z = z * 2 - 1. However,
3701 * shaders are run before the homogeneous divide, so we have to take the w
3702 * into account: z = ((z / w) * 2 - 1) * w, which is the same as
3704 shader_addline(buffer
, "gl_Position.z = gl_Position.z * 2.0 - gl_Position.w;\n");
3707 /*****************************************************************************
3708 * Begin processing individual instruction opcodes
3709 ****************************************************************************/
3711 static void shader_glsl_binop(const struct wined3d_shader_instruction
*ins
)
3713 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
3714 struct glsl_src_param src0_param
;
3715 struct glsl_src_param src1_param
;
3719 /* Determine the GLSL operator to use based on the opcode */
3720 switch (ins
->handler_idx
)
3722 case WINED3DSIH_ADD
: op
= "+"; break;
3723 case WINED3DSIH_AND
: op
= "&"; break;
3724 case WINED3DSIH_DIV
: op
= "/"; break;
3725 case WINED3DSIH_IADD
: op
= "+"; break;
3726 case WINED3DSIH_ISHL
: op
= "<<"; break;
3727 case WINED3DSIH_ISHR
: op
= ">>"; break;
3728 case WINED3DSIH_MUL
: op
= "*"; break;
3729 case WINED3DSIH_OR
: op
= "|"; break;
3730 case WINED3DSIH_SUB
: op
= "-"; break;
3731 case WINED3DSIH_USHR
: op
= ">>"; break;
3732 case WINED3DSIH_XOR
: op
= "^"; break;
3734 op
= "<unhandled operator>";
3735 FIXME("Opcode %s not yet handled in GLSL.\n", debug_d3dshaderinstructionhandler(ins
->handler_idx
));
3739 write_mask
= shader_glsl_append_dst(buffer
, ins
);
3740 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
3741 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
3742 shader_addline(buffer
, "%s %s %s);\n", src0_param
.param_str
, op
, src1_param
.param_str
);
3745 static void shader_glsl_relop(const struct wined3d_shader_instruction
*ins
)
3747 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
3748 struct glsl_src_param src0_param
;
3749 struct glsl_src_param src1_param
;
3750 unsigned int mask_size
;
3754 write_mask
= shader_glsl_append_dst(buffer
, ins
);
3755 mask_size
= shader_glsl_get_write_mask_size(write_mask
);
3756 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
3757 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
3761 switch (ins
->handler_idx
)
3763 case WINED3DSIH_EQ
: op
= "equal"; break;
3764 case WINED3DSIH_IEQ
: op
= "equal"; break;
3765 case WINED3DSIH_GE
: op
= "greaterThanEqual"; break;
3766 case WINED3DSIH_IGE
: op
= "greaterThanEqual"; break;
3767 case WINED3DSIH_UGE
: op
= "greaterThanEqual"; break;
3768 case WINED3DSIH_LT
: op
= "lessThan"; break;
3769 case WINED3DSIH_ILT
: op
= "lessThan"; break;
3770 case WINED3DSIH_ULT
: op
= "lessThan"; break;
3771 case WINED3DSIH_NE
: op
= "notEqual"; break;
3772 case WINED3DSIH_INE
: op
= "notEqual"; break;
3774 op
= "<unhandled operator>";
3775 ERR("Unhandled opcode %#x.\n", ins
->handler_idx
);
3779 shader_addline(buffer
, "uvec%u(%s(%s, %s)) * 0xffffffffu);\n",
3780 mask_size
, op
, src0_param
.param_str
, src1_param
.param_str
);
3784 switch (ins
->handler_idx
)
3786 case WINED3DSIH_EQ
: op
= "=="; break;
3787 case WINED3DSIH_IEQ
: op
= "=="; break;
3788 case WINED3DSIH_GE
: op
= ">="; break;
3789 case WINED3DSIH_IGE
: op
= ">="; break;
3790 case WINED3DSIH_UGE
: op
= ">="; break;
3791 case WINED3DSIH_LT
: op
= "<"; break;
3792 case WINED3DSIH_ILT
: op
= "<"; break;
3793 case WINED3DSIH_ULT
: op
= "<"; break;
3794 case WINED3DSIH_NE
: op
= "!="; break;
3795 case WINED3DSIH_INE
: op
= "!="; break;
3797 op
= "<unhandled operator>";
3798 ERR("Unhandled opcode %#x.\n", ins
->handler_idx
);
3802 shader_addline(buffer
, "%s %s %s ? 0xffffffffu : 0u);\n",
3803 src0_param
.param_str
, op
, src1_param
.param_str
);
3807 static void shader_glsl_unary_op(const struct wined3d_shader_instruction
*ins
)
3809 struct glsl_src_param src_param
;
3813 switch (ins
->handler_idx
)
3815 case WINED3DSIH_INEG
: op
= "-"; break;
3816 case WINED3DSIH_NOT
: op
= "~"; break;
3818 op
= "<unhandled operator>";
3819 ERR("Unhandled opcode %s.\n",
3820 debug_d3dshaderinstructionhandler(ins
->handler_idx
));
3824 write_mask
= shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
3825 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src_param
);
3826 shader_addline(ins
->ctx
->buffer
, "%s%s);\n", op
, src_param
.param_str
);
3829 static void shader_glsl_mul_extended(const struct wined3d_shader_instruction
*ins
)
3831 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
3832 struct glsl_src_param src0_param
;
3833 struct glsl_src_param src1_param
;
3836 /* If we have ARB_gpu_shader5, we can use imulExtended() / umulExtended().
3837 * If not, we can emulate it. */
3838 if (ins
->dst
[0].reg
.type
!= WINED3DSPR_NULL
)
3839 FIXME("64-bit integer multiplies not implemented.\n");
3841 if (ins
->dst
[1].reg
.type
!= WINED3DSPR_NULL
)
3843 write_mask
= shader_glsl_append_dst_ext(buffer
, ins
, &ins
->dst
[1], ins
->dst
[1].reg
.data_type
);
3844 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
3845 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
3847 shader_addline(ins
->ctx
->buffer
, "%s * %s);\n",
3848 src0_param
.param_str
, src1_param
.param_str
);
3852 static void shader_glsl_udiv(const struct wined3d_shader_instruction
*ins
)
3854 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
3855 struct glsl_src_param src0_param
, src1_param
;
3858 if (ins
->dst
[0].reg
.type
!= WINED3DSPR_NULL
)
3860 if (ins
->dst
[1].reg
.type
!= WINED3DSPR_NULL
)
3864 write_mask
= shader_glsl_get_write_mask(&ins
->dst
[0], dst_mask
);
3865 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
3866 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
3867 shader_addline(buffer
, "tmp0%s = uintBitsToFloat(%s / %s);\n",
3868 dst_mask
, src0_param
.param_str
, src1_param
.param_str
);
3870 write_mask
= shader_glsl_append_dst_ext(buffer
, ins
, &ins
->dst
[1], ins
->dst
[1].reg
.data_type
);
3871 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
3872 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
3873 shader_addline(buffer
, "%s %% %s);\n", src0_param
.param_str
, src1_param
.param_str
);
3875 shader_glsl_append_dst_ext(buffer
, ins
, &ins
->dst
[0], WINED3D_DATA_FLOAT
);
3876 shader_addline(buffer
, "tmp0%s);\n", dst_mask
);
3880 write_mask
= shader_glsl_append_dst_ext(buffer
, ins
, &ins
->dst
[0], ins
->dst
[0].reg
.data_type
);
3881 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
3882 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
3883 shader_addline(buffer
, "%s / %s);\n", src0_param
.param_str
, src1_param
.param_str
);
3886 else if (ins
->dst
[1].reg
.type
!= WINED3DSPR_NULL
)
3888 write_mask
= shader_glsl_append_dst_ext(buffer
, ins
, &ins
->dst
[1], ins
->dst
[1].reg
.data_type
);
3889 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
3890 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
3891 shader_addline(buffer
, "%s %% %s);\n", src0_param
.param_str
, src1_param
.param_str
);
3895 /* Process the WINED3DSIO_MOV opcode using GLSL (dst = src) */
3896 static void shader_glsl_mov(const struct wined3d_shader_instruction
*ins
)
3898 const struct wined3d_gl_info
*gl_info
= ins
->ctx
->gl_info
;
3899 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
3900 struct glsl_src_param src0_param
;
3903 write_mask
= shader_glsl_append_dst(buffer
, ins
);
3904 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
3906 /* In vs_1_1 WINED3DSIO_MOV can write to the address register. In later
3907 * shader versions WINED3DSIO_MOVA is used for this. */
3908 if (ins
->ctx
->reg_maps
->shader_version
.major
== 1
3909 && ins
->ctx
->reg_maps
->shader_version
.type
== WINED3D_SHADER_TYPE_VERTEX
3910 && ins
->dst
[0].reg
.type
== WINED3DSPR_ADDR
)
3912 /* This is a simple floor() */
3913 unsigned int mask_size
= shader_glsl_get_write_mask_size(write_mask
);
3914 if (mask_size
> 1) {
3915 shader_addline(buffer
, "ivec%d(floor(%s)));\n", mask_size
, src0_param
.param_str
);
3917 shader_addline(buffer
, "int(floor(%s)));\n", src0_param
.param_str
);
3920 else if (ins
->handler_idx
== WINED3DSIH_MOVA
)
3922 unsigned int mask_size
= shader_glsl_get_write_mask_size(write_mask
);
3924 if (shader_glsl_get_version(gl_info
) >= 130 || gl_info
->supported
[EXT_GPU_SHADER4
])
3927 shader_addline(buffer
, "ivec%d(round(%s)));\n", mask_size
, src0_param
.param_str
);
3929 shader_addline(buffer
, "int(round(%s)));\n", src0_param
.param_str
);
3934 shader_addline(buffer
, "ivec%d(floor(abs(%s) + vec%d(0.5)) * sign(%s)));\n",
3935 mask_size
, src0_param
.param_str
, mask_size
, src0_param
.param_str
);
3937 shader_addline(buffer
, "int(floor(abs(%s) + 0.5) * sign(%s)));\n",
3938 src0_param
.param_str
, src0_param
.param_str
);
3943 shader_addline(buffer
, "%s);\n", src0_param
.param_str
);
3947 /* Process the dot product operators DP3 and DP4 in GLSL (dst = dot(src0, src1)) */
3948 static void shader_glsl_dot(const struct wined3d_shader_instruction
*ins
)
3950 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
3951 struct glsl_src_param src0_param
;
3952 struct glsl_src_param src1_param
;
3953 DWORD dst_write_mask
, src_write_mask
;
3954 unsigned int dst_size
;
3956 dst_write_mask
= shader_glsl_append_dst(buffer
, ins
);
3957 dst_size
= shader_glsl_get_write_mask_size(dst_write_mask
);
3959 /* dp4 works on vec4, dp3 on vec3, etc. */
3960 if (ins
->handler_idx
== WINED3DSIH_DP4
)
3961 src_write_mask
= WINED3DSP_WRITEMASK_ALL
;
3962 else if (ins
->handler_idx
== WINED3DSIH_DP3
)
3963 src_write_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
3965 src_write_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
;
3967 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_write_mask
, &src0_param
);
3968 shader_glsl_add_src_param(ins
, &ins
->src
[1], src_write_mask
, &src1_param
);
3971 shader_addline(buffer
, "vec%d(dot(%s, %s)));\n", dst_size
, src0_param
.param_str
, src1_param
.param_str
);
3973 shader_addline(buffer
, "dot(%s, %s));\n", src0_param
.param_str
, src1_param
.param_str
);
3977 /* Note that this instruction has some restrictions. The destination write mask
3978 * can't contain the w component, and the source swizzles have to be .xyzw */
3979 static void shader_glsl_cross(const struct wined3d_shader_instruction
*ins
)
3981 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
3982 struct glsl_src_param src0_param
;
3983 struct glsl_src_param src1_param
;
3986 shader_glsl_get_write_mask(&ins
->dst
[0], dst_mask
);
3987 shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
3988 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_mask
, &src0_param
);
3989 shader_glsl_add_src_param(ins
, &ins
->src
[1], src_mask
, &src1_param
);
3990 shader_addline(ins
->ctx
->buffer
, "cross(%s, %s)%s);\n", src0_param
.param_str
, src1_param
.param_str
, dst_mask
);
3993 static void shader_glsl_cut(const struct wined3d_shader_instruction
*ins
)
3995 unsigned int stream
= ins
->handler_idx
== WINED3DSIH_CUT
? 0 : ins
->src
[0].reg
.idx
[0].offset
;
3998 shader_addline(ins
->ctx
->buffer
, "EndPrimitive();\n");
4000 FIXME("Unhandled primitive stream %u.\n", stream
);
4003 /* Process the WINED3DSIO_POW instruction in GLSL (dst = |src0|^src1)
4004 * Src0 and src1 are scalars. Note that D3D uses the absolute of src0, while
4005 * GLSL uses the value as-is. */
4006 static void shader_glsl_pow(const struct wined3d_shader_instruction
*ins
)
4008 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
4009 struct glsl_src_param src0_param
;
4010 struct glsl_src_param src1_param
;
4011 DWORD dst_write_mask
;
4012 unsigned int dst_size
;
4014 dst_write_mask
= shader_glsl_append_dst(buffer
, ins
);
4015 dst_size
= shader_glsl_get_write_mask_size(dst_write_mask
);
4017 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
, &src0_param
);
4018 shader_glsl_add_src_param(ins
, &ins
->src
[1], WINED3DSP_WRITEMASK_0
, &src1_param
);
4022 shader_addline(buffer
, "vec%u(%s == 0.0 ? 1.0 : pow(abs(%s), %s)));\n",
4023 dst_size
, src1_param
.param_str
, src0_param
.param_str
, src1_param
.param_str
);
4027 shader_addline(buffer
, "%s == 0.0 ? 1.0 : pow(abs(%s), %s));\n",
4028 src1_param
.param_str
, src0_param
.param_str
, src1_param
.param_str
);
4032 /* Map the opcode 1-to-1 to the GL code (arg->dst = instruction(src0, src1, ...) */
4033 static void shader_glsl_map2gl(const struct wined3d_shader_instruction
*ins
)
4035 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
4036 struct glsl_src_param src_param
;
4037 const char *instruction
;
4041 /* Determine the GLSL function to use based on the opcode */
4042 /* TODO: Possibly make this a table for faster lookups */
4043 switch (ins
->handler_idx
)
4045 case WINED3DSIH_ABS
: instruction
= "abs"; break;
4046 case WINED3DSIH_BFREV
: instruction
= "bitfieldReverse"; break;
4047 case WINED3DSIH_COUNTBITS
: instruction
= "bitCount"; break;
4048 case WINED3DSIH_DSX
: instruction
= "dFdx"; break;
4049 case WINED3DSIH_DSX_COARSE
: instruction
= "dFdxCoarse"; break;
4050 case WINED3DSIH_DSX_FINE
: instruction
= "dFdxFine"; break;
4051 case WINED3DSIH_DSY
: instruction
= "ycorrection.y * dFdy"; break;
4052 case WINED3DSIH_DSY_COARSE
: instruction
= "ycorrection.y * dFdyCoarse"; break;
4053 case WINED3DSIH_DSY_FINE
: instruction
= "ycorrection.y * dFdyFine"; break;
4054 case WINED3DSIH_FIRSTBIT_HI
: instruction
= "findMSB"; break;
4055 case WINED3DSIH_FIRSTBIT_LO
: instruction
= "findLSB"; break;
4056 case WINED3DSIH_FIRSTBIT_SHI
: instruction
= "findMSB"; break;
4057 case WINED3DSIH_FRC
: instruction
= "fract"; break;
4058 case WINED3DSIH_IMAX
: instruction
= "max"; break;
4059 case WINED3DSIH_IMIN
: instruction
= "min"; break;
4060 case WINED3DSIH_MAX
: instruction
= "max"; break;
4061 case WINED3DSIH_MIN
: instruction
= "min"; break;
4062 case WINED3DSIH_ROUND_NE
: instruction
= "roundEven"; break;
4063 case WINED3DSIH_ROUND_NI
: instruction
= "floor"; break;
4064 case WINED3DSIH_ROUND_PI
: instruction
= "ceil"; break;
4065 case WINED3DSIH_ROUND_Z
: instruction
= "trunc"; break;
4066 case WINED3DSIH_SQRT
: instruction
= "sqrt"; break;
4067 case WINED3DSIH_UMAX
: instruction
= "max"; break;
4068 case WINED3DSIH_UMIN
: instruction
= "min"; break;
4069 default: instruction
= "";
4070 ERR("Opcode %s not yet handled in GLSL.\n", debug_d3dshaderinstructionhandler(ins
->handler_idx
));
4074 write_mask
= shader_glsl_append_dst(buffer
, ins
);
4076 /* In D3D bits are numbered from the most significant bit. */
4077 if (ins
->handler_idx
== WINED3DSIH_FIRSTBIT_HI
|| ins
->handler_idx
== WINED3DSIH_FIRSTBIT_SHI
)
4078 shader_addline(buffer
, "31 - ");
4079 shader_addline(buffer
, "%s(", instruction
);
4083 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src_param
);
4084 shader_addline(buffer
, "%s", src_param
.param_str
);
4085 for (i
= 1; i
< ins
->src_count
; ++i
)
4087 shader_glsl_add_src_param(ins
, &ins
->src
[i
], write_mask
, &src_param
);
4088 shader_addline(buffer
, ", %s", src_param
.param_str
);
4092 shader_addline(buffer
, "));\n");
4095 static void shader_glsl_float16(const struct wined3d_shader_instruction
*ins
)
4097 struct wined3d_shader_dst_param dst
;
4098 struct glsl_src_param src
;
4103 fmt
= ins
->handler_idx
== WINED3DSIH_F16TOF32
4104 ? "unpackHalf2x16(%s).x);\n" : "packHalf2x16(vec2(%s, 0.0)));\n";
4107 for (i
= 0; i
< 4; ++i
)
4109 dst
.write_mask
= ins
->dst
[0].write_mask
& (WINED3DSP_WRITEMASK_0
<< i
);
4110 if (!(write_mask
= shader_glsl_append_dst_ext(ins
->ctx
->buffer
, ins
,
4111 &dst
, dst
.reg
.data_type
)))
4114 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src
);
4115 shader_addline(ins
->ctx
->buffer
, fmt
, src
.param_str
);
4119 static void shader_glsl_bitwise_op(const struct wined3d_shader_instruction
*ins
)
4121 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
4122 struct wined3d_shader_dst_param dst
;
4123 struct glsl_src_param src
[4];
4124 const char *instruction
;
4125 BOOL tmp_dst
= FALSE
;
4130 switch (ins
->handler_idx
)
4132 case WINED3DSIH_BFI
: instruction
= "bitfieldInsert"; break;
4133 case WINED3DSIH_IBFE
: instruction
= "bitfieldExtract"; break;
4134 case WINED3DSIH_UBFE
: instruction
= "bitfieldExtract"; break;
4136 ERR("Unhandled opcode %#x.\n", ins
->handler_idx
);
4140 for (i
= 0; i
< ins
->src_count
; ++i
)
4142 if (ins
->dst
[0].reg
.idx
[0].offset
== ins
->src
[i
].reg
.idx
[0].offset
4143 && ins
->dst
[0].reg
.type
== ins
->src
[i
].reg
.type
)
4148 for (i
= 0; i
< 4; ++i
)
4150 dst
.write_mask
= ins
->dst
[0].write_mask
& (WINED3DSP_WRITEMASK_0
<< i
);
4151 if (tmp_dst
&& (write_mask
= shader_glsl_get_write_mask(&dst
, mask_char
)))
4152 shader_addline(buffer
, "tmp0%s = %sBitsToFloat(", mask_char
,
4153 dst
.reg
.data_type
== WINED3D_DATA_INT
? "int" : "uint");
4154 else if (!(write_mask
= shader_glsl_append_dst_ext(buffer
, ins
, &dst
, dst
.reg
.data_type
)))
4157 for (j
= 0; j
< ins
->src_count
; ++j
)
4158 shader_glsl_add_src_param(ins
, &ins
->src
[j
], write_mask
, &src
[j
]);
4159 shader_addline(buffer
, "%s(", instruction
);
4160 for (j
= 0; j
< ins
->src_count
- 2; ++j
)
4161 shader_addline(buffer
, "%s, ", src
[ins
->src_count
- j
- 1].param_str
);
4162 shader_addline(buffer
, "%s & 0x1f, %s & 0x1f));\n", src
[1].param_str
, src
[0].param_str
);
4167 shader_glsl_append_dst_ext(buffer
, ins
, &ins
->dst
[0], WINED3D_DATA_FLOAT
);
4168 shader_glsl_get_write_mask(&ins
->dst
[0], mask_char
);
4169 shader_addline(buffer
, "tmp0%s);\n", mask_char
);
4173 static void shader_glsl_nop(const struct wined3d_shader_instruction
*ins
) {}
4175 static void shader_glsl_nrm(const struct wined3d_shader_instruction
*ins
)
4177 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
4178 struct glsl_src_param src_param
;
4179 unsigned int mask_size
;
4183 write_mask
= shader_glsl_get_write_mask(ins
->dst
, dst_mask
);
4184 mask_size
= shader_glsl_get_write_mask_size(write_mask
);
4185 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src_param
);
4187 shader_addline(buffer
, "tmp0.x = dot(%s, %s);\n",
4188 src_param
.param_str
, src_param
.param_str
);
4189 shader_glsl_append_dst(buffer
, ins
);
4193 shader_addline(buffer
, "tmp0.x == 0.0 ? vec%u(0.0) : (%s * inversesqrt(tmp0.x)));\n",
4194 mask_size
, src_param
.param_str
);
4198 shader_addline(buffer
, "tmp0.x == 0.0 ? 0.0 : (%s * inversesqrt(tmp0.x)));\n",
4199 src_param
.param_str
);
4203 static void shader_glsl_scalar_op(const struct wined3d_shader_instruction
*ins
)
4205 DWORD shader_version
= WINED3D_SHADER_VERSION(ins
->ctx
->reg_maps
->shader_version
.major
,
4206 ins
->ctx
->reg_maps
->shader_version
.minor
);
4207 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
4208 struct glsl_src_param src0_param
;
4209 const char *prefix
, *suffix
;
4210 unsigned int dst_size
;
4211 DWORD dst_write_mask
;
4213 dst_write_mask
= shader_glsl_append_dst(buffer
, ins
);
4214 dst_size
= shader_glsl_get_write_mask_size(dst_write_mask
);
4216 if (shader_version
< WINED3D_SHADER_VERSION(4, 0))
4217 dst_write_mask
= WINED3DSP_WRITEMASK_3
;
4219 shader_glsl_add_src_param(ins
, &ins
->src
[0], dst_write_mask
, &src0_param
);
4221 switch (ins
->handler_idx
)
4223 case WINED3DSIH_EXP
:
4224 case WINED3DSIH_EXPP
:
4229 case WINED3DSIH_LOG
:
4230 case WINED3DSIH_LOGP
:
4231 prefix
= "log2(abs(";
4235 case WINED3DSIH_RCP
:
4240 case WINED3DSIH_RSQ
:
4241 prefix
= "inversesqrt(abs(";
4248 FIXME("Unhandled instruction %#x.\n", ins
->handler_idx
);
4252 if (dst_size
> 1 && shader_version
< WINED3D_SHADER_VERSION(4, 0))
4253 shader_addline(buffer
, "vec%u(%s%s%s));\n", dst_size
, prefix
, src0_param
.param_str
, suffix
);
4255 shader_addline(buffer
, "%s%s%s);\n", prefix
, src0_param
.param_str
, suffix
);
4258 /** Process the WINED3DSIO_EXPP instruction in GLSL:
4259 * For shader model 1.x, do the following (and honor the writemask, so use a temporary variable):
4260 * dst.x = 2^(floor(src))
4261 * dst.y = src - floor(src)
4262 * dst.z = 2^src (partial precision is allowed, but optional)
4264 * For 2.0 shaders, just do this (honoring writemask and swizzle):
4265 * dst = 2^src; (partial precision is allowed, but optional)
4267 static void shader_glsl_expp(const struct wined3d_shader_instruction
*ins
)
4269 if (ins
->ctx
->reg_maps
->shader_version
.major
< 2)
4271 struct glsl_src_param src_param
;
4274 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_3
, &src_param
);
4276 shader_addline(ins
->ctx
->buffer
, "tmp0.x = exp2(floor(%s));\n", src_param
.param_str
);
4277 shader_addline(ins
->ctx
->buffer
, "tmp0.y = %s - floor(%s);\n", src_param
.param_str
, src_param
.param_str
);
4278 shader_addline(ins
->ctx
->buffer
, "tmp0.z = exp2(%s);\n", src_param
.param_str
);
4279 shader_addline(ins
->ctx
->buffer
, "tmp0.w = 1.0;\n");
4281 shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
4282 shader_glsl_get_write_mask(&ins
->dst
[0], dst_mask
);
4283 shader_addline(ins
->ctx
->buffer
, "tmp0%s);\n", dst_mask
);
4287 shader_glsl_scalar_op(ins
);
4290 static void shader_glsl_cast(const struct wined3d_shader_instruction
*ins
,
4291 const char *vector_constructor
, const char *scalar_constructor
)
4293 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
4294 struct glsl_src_param src_param
;
4295 unsigned int mask_size
;
4298 write_mask
= shader_glsl_append_dst(buffer
, ins
);
4299 mask_size
= shader_glsl_get_write_mask_size(write_mask
);
4300 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src_param
);
4303 shader_addline(buffer
, "%s%u(%s));\n", vector_constructor
, mask_size
, src_param
.param_str
);
4305 shader_addline(buffer
, "%s(%s));\n", scalar_constructor
, src_param
.param_str
);
4308 static void shader_glsl_to_int(const struct wined3d_shader_instruction
*ins
)
4310 shader_glsl_cast(ins
, "ivec", "int");
4313 static void shader_glsl_to_uint(const struct wined3d_shader_instruction
*ins
)
4315 shader_glsl_cast(ins
, "uvec", "uint");
4318 static void shader_glsl_to_float(const struct wined3d_shader_instruction
*ins
)
4320 shader_glsl_cast(ins
, "vec", "float");
4323 /** Process signed comparison opcodes in GLSL. */
4324 static void shader_glsl_compare(const struct wined3d_shader_instruction
*ins
)
4326 struct glsl_src_param src0_param
;
4327 struct glsl_src_param src1_param
;
4329 unsigned int mask_size
;
4331 write_mask
= shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
4332 mask_size
= shader_glsl_get_write_mask_size(write_mask
);
4333 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
4334 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
4336 if (mask_size
> 1) {
4337 const char *compare
;
4339 switch(ins
->handler_idx
)
4341 case WINED3DSIH_SLT
: compare
= "lessThan"; break;
4342 case WINED3DSIH_SGE
: compare
= "greaterThanEqual"; break;
4343 default: compare
= "";
4344 FIXME("Can't handle opcode %s.\n", debug_d3dshaderinstructionhandler(ins
->handler_idx
));
4347 shader_addline(ins
->ctx
->buffer
, "vec%d(%s(%s, %s)));\n", mask_size
, compare
,
4348 src0_param
.param_str
, src1_param
.param_str
);
4350 switch(ins
->handler_idx
)
4352 case WINED3DSIH_SLT
:
4353 /* Step(src0, src1) is not suitable here because if src0 == src1 SLT is supposed,
4354 * to return 0.0 but step returns 1.0 because step is not < x
4355 * An alternative is a bvec compare padded with an unused second component.
4356 * step(src1 * -1.0, src0 * -1.0) is not an option because it suffers from the same
4357 * issue. Playing with not() is not possible either because not() does not accept
4360 shader_addline(ins
->ctx
->buffer
, "(%s < %s) ? 1.0 : 0.0);\n",
4361 src0_param
.param_str
, src1_param
.param_str
);
4363 case WINED3DSIH_SGE
:
4364 /* Here we can use the step() function and safe a conditional */
4365 shader_addline(ins
->ctx
->buffer
, "step(%s, %s));\n", src1_param
.param_str
, src0_param
.param_str
);
4368 FIXME("Can't handle opcode %s.\n", debug_d3dshaderinstructionhandler(ins
->handler_idx
));
4374 static void shader_glsl_swapc(const struct wined3d_shader_instruction
*ins
)
4376 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
4377 struct wined3d_shader_dst_param dst
[2];
4378 struct glsl_src_param src
[3];
4379 unsigned int i
, j
, k
;
4384 for (i
= 0; i
< ins
->dst_count
; ++i
)
4387 for (j
= 0; j
< ins
->src_count
; ++j
)
4389 if (ins
->dst
[i
].reg
.idx
[0].offset
== ins
->src
[j
].reg
.idx
[0].offset
4390 && ins
->dst
[i
].reg
.type
== ins
->src
[j
].reg
.type
)
4395 dst
[0] = ins
->dst
[0];
4396 dst
[1] = ins
->dst
[1];
4397 for (i
= 0; i
< 4; ++i
)
4399 for (j
= 0; j
< ARRAY_SIZE(dst
); ++j
)
4401 dst
[j
].write_mask
= ins
->dst
[j
].write_mask
& (WINED3DSP_WRITEMASK_0
<< i
);
4402 if (tmp_dst
[j
] && (write_mask
= shader_glsl_get_write_mask(&dst
[j
], mask_char
)))
4403 shader_addline(buffer
, "tmp%u%s = (", j
, mask_char
);
4404 else if (!(write_mask
= shader_glsl_append_dst_ext(buffer
, ins
, &dst
[j
], dst
[j
].reg
.data_type
)))
4407 for (k
= 0; k
< ARRAY_SIZE(src
); ++k
)
4408 shader_glsl_add_src_param(ins
, &ins
->src
[k
], write_mask
, &src
[k
]);
4410 shader_addline(buffer
, "%sbool(%s) ? %s : %s);\n", !j
? "!" : "",
4411 src
[0].param_str
, src
[1].param_str
, src
[2].param_str
);
4415 for (i
= 0; i
< ARRAY_SIZE(tmp_dst
); ++i
)
4419 shader_glsl_get_write_mask(&ins
->dst
[i
], mask_char
);
4420 shader_glsl_append_dst_ext(buffer
, ins
, &ins
->dst
[i
], ins
->dst
[i
].reg
.data_type
);
4421 shader_addline(buffer
, "tmp%u%s);\n", i
, mask_char
);
4426 static void shader_glsl_conditional_move(const struct wined3d_shader_instruction
*ins
)
4428 const char *condition_prefix
, *condition_suffix
;
4429 struct wined3d_shader_dst_param dst
;
4430 struct glsl_src_param src0_param
;
4431 struct glsl_src_param src1_param
;
4432 struct glsl_src_param src2_param
;
4433 BOOL temp_destination
= FALSE
;
4434 DWORD cmp_channel
= 0;
4439 switch (ins
->handler_idx
)
4441 case WINED3DSIH_CMP
:
4442 condition_prefix
= "";
4443 condition_suffix
= " >= 0.0";
4446 case WINED3DSIH_CND
:
4447 condition_prefix
= "";
4448 condition_suffix
= " > 0.5";
4451 case WINED3DSIH_MOVC
:
4452 condition_prefix
= "bool(";
4453 condition_suffix
= ")";
4457 FIXME("Unhandled instruction %#x.\n", ins
->handler_idx
);
4458 condition_prefix
= "<unhandled prefix>";
4459 condition_suffix
= "<unhandled suffix>";
4463 if (shader_is_scalar(&ins
->dst
[0].reg
) || shader_is_scalar(&ins
->src
[0].reg
))
4465 write_mask
= shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
4466 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
4467 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
4468 shader_glsl_add_src_param(ins
, &ins
->src
[2], write_mask
, &src2_param
);
4470 shader_addline(ins
->ctx
->buffer
, "%s%s%s ? %s : %s);\n",
4471 condition_prefix
, src0_param
.param_str
, condition_suffix
,
4472 src1_param
.param_str
, src2_param
.param_str
);
4478 /* Splitting the instruction up in multiple lines imposes a problem:
4479 * The first lines may overwrite source parameters of the following lines.
4480 * Deal with that by using a temporary destination register if needed. */
4481 if ((ins
->src
[0].reg
.idx
[0].offset
== dst
.reg
.idx
[0].offset
4482 && ins
->src
[0].reg
.type
== dst
.reg
.type
)
4483 || (ins
->src
[1].reg
.idx
[0].offset
== dst
.reg
.idx
[0].offset
4484 && ins
->src
[1].reg
.type
== dst
.reg
.type
)
4485 || (ins
->src
[2].reg
.idx
[0].offset
== dst
.reg
.idx
[0].offset
4486 && ins
->src
[2].reg
.type
== dst
.reg
.type
))
4487 temp_destination
= TRUE
;
4489 /* Cycle through all source0 channels. */
4490 for (i
= 0; i
< 4; ++i
)
4493 /* Find the destination channels which use the current source0 channel. */
4494 for (j
= 0; j
< 4; ++j
)
4496 if (shader_glsl_swizzle_get_component(ins
->src
[0].swizzle
, j
) == i
)
4498 write_mask
|= WINED3DSP_WRITEMASK_0
<< j
;
4499 cmp_channel
= WINED3DSP_WRITEMASK_0
<< j
;
4502 dst
.write_mask
= ins
->dst
[0].write_mask
& write_mask
;
4504 if (temp_destination
)
4506 if (!(write_mask
= shader_glsl_get_write_mask(&dst
, mask_char
)))
4508 shader_addline(ins
->ctx
->buffer
, "tmp0%s = (", mask_char
);
4510 else if (!(write_mask
= shader_glsl_append_dst_ext(ins
->ctx
->buffer
, ins
, &dst
, dst
.reg
.data_type
)))
4513 shader_glsl_add_src_param(ins
, &ins
->src
[0], cmp_channel
, &src0_param
);
4514 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
4515 shader_glsl_add_src_param(ins
, &ins
->src
[2], write_mask
, &src2_param
);
4517 shader_addline(ins
->ctx
->buffer
, "%s%s%s ? %s : %s);\n",
4518 condition_prefix
, src0_param
.param_str
, condition_suffix
,
4519 src1_param
.param_str
, src2_param
.param_str
);
4522 if (temp_destination
)
4524 shader_glsl_get_write_mask(&ins
->dst
[0], mask_char
);
4525 shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
4526 shader_addline(ins
->ctx
->buffer
, "tmp0%s);\n", mask_char
);
4530 /** Process the CND opcode in GLSL (dst = (src0 > 0.5) ? src1 : src2) */
4531 /* For ps 1.1-1.3, only a single component of src0 is used. For ps 1.4
4532 * the compare is done per component of src0. */
4533 static void shader_glsl_cnd(const struct wined3d_shader_instruction
*ins
)
4535 struct glsl_src_param src0_param
;
4536 struct glsl_src_param src1_param
;
4537 struct glsl_src_param src2_param
;
4539 DWORD shader_version
= WINED3D_SHADER_VERSION(ins
->ctx
->reg_maps
->shader_version
.major
,
4540 ins
->ctx
->reg_maps
->shader_version
.minor
);
4542 if (shader_version
< WINED3D_SHADER_VERSION(1, 4))
4544 write_mask
= shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
4545 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
, &src0_param
);
4546 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
4547 shader_glsl_add_src_param(ins
, &ins
->src
[2], write_mask
, &src2_param
);
4549 if (ins
->coissue
&& ins
->dst
->write_mask
!= WINED3DSP_WRITEMASK_3
)
4550 shader_addline(ins
->ctx
->buffer
, "%s /* COISSUE! */);\n", src1_param
.param_str
);
4552 shader_addline(ins
->ctx
->buffer
, "%s > 0.5 ? %s : %s);\n",
4553 src0_param
.param_str
, src1_param
.param_str
, src2_param
.param_str
);
4557 shader_glsl_conditional_move(ins
);
4560 /** GLSL code generation for WINED3DSIO_MAD: Multiply the first 2 opcodes, then add the last */
4561 static void shader_glsl_mad(const struct wined3d_shader_instruction
*ins
)
4563 struct glsl_src_param src0_param
;
4564 struct glsl_src_param src1_param
;
4565 struct glsl_src_param src2_param
;
4568 write_mask
= shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
4569 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
4570 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
4571 shader_glsl_add_src_param(ins
, &ins
->src
[2], write_mask
, &src2_param
);
4572 shader_addline(ins
->ctx
->buffer
, "(%s * %s) + %s);\n",
4573 src0_param
.param_str
, src1_param
.param_str
, src2_param
.param_str
);
4576 /* Handles transforming all WINED3DSIO_M?x? opcodes for
4577 Vertex shaders to GLSL codes */
4578 static void shader_glsl_mnxn(const struct wined3d_shader_instruction
*ins
)
4581 int nComponents
= 0;
4582 struct wined3d_shader_dst_param tmp_dst
= {{0}};
4583 struct wined3d_shader_src_param tmp_src
[2] = {{{0}}};
4584 struct wined3d_shader_instruction tmp_ins
;
4586 memset(&tmp_ins
, 0, sizeof(tmp_ins
));
4588 /* Set constants for the temporary argument */
4589 tmp_ins
.ctx
= ins
->ctx
;
4590 tmp_ins
.dst_count
= 1;
4591 tmp_ins
.dst
= &tmp_dst
;
4592 tmp_ins
.src_count
= 2;
4593 tmp_ins
.src
= tmp_src
;
4595 switch(ins
->handler_idx
)
4597 case WINED3DSIH_M4x4
:
4599 tmp_ins
.handler_idx
= WINED3DSIH_DP4
;
4601 case WINED3DSIH_M4x3
:
4603 tmp_ins
.handler_idx
= WINED3DSIH_DP4
;
4605 case WINED3DSIH_M3x4
:
4607 tmp_ins
.handler_idx
= WINED3DSIH_DP3
;
4609 case WINED3DSIH_M3x3
:
4611 tmp_ins
.handler_idx
= WINED3DSIH_DP3
;
4613 case WINED3DSIH_M3x2
:
4615 tmp_ins
.handler_idx
= WINED3DSIH_DP3
;
4621 tmp_dst
= ins
->dst
[0];
4622 tmp_src
[0] = ins
->src
[0];
4623 tmp_src
[1] = ins
->src
[1];
4624 for (i
= 0; i
< nComponents
; ++i
)
4626 tmp_dst
.write_mask
= WINED3DSP_WRITEMASK_0
<< i
;
4627 shader_glsl_dot(&tmp_ins
);
4628 ++tmp_src
[1].reg
.idx
[0].offset
;
4633 The LRP instruction performs a component-wise linear interpolation
4634 between the second and third operands using the first operand as the
4635 blend factor. Equation: (dst = src2 + src0 * (src1 - src2))
4636 This is equivalent to mix(src2, src1, src0);
4638 static void shader_glsl_lrp(const struct wined3d_shader_instruction
*ins
)
4640 struct glsl_src_param src0_param
;
4641 struct glsl_src_param src1_param
;
4642 struct glsl_src_param src2_param
;
4645 write_mask
= shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
4647 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
4648 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
4649 shader_glsl_add_src_param(ins
, &ins
->src
[2], write_mask
, &src2_param
);
4651 shader_addline(ins
->ctx
->buffer
, "mix(%s, %s, %s));\n",
4652 src2_param
.param_str
, src1_param
.param_str
, src0_param
.param_str
);
4655 /** Process the WINED3DSIO_LIT instruction in GLSL:
4656 * dst.x = dst.w = 1.0
4657 * dst.y = (src0.x > 0) ? src0.x
4658 * dst.z = (src0.x > 0) ? ((src0.y > 0) ? pow(src0.y, src.w) : 0) : 0
4659 * where src.w is clamped at +- 128
4661 static void shader_glsl_lit(const struct wined3d_shader_instruction
*ins
)
4663 struct glsl_src_param src0_param
;
4664 struct glsl_src_param src1_param
;
4665 struct glsl_src_param src3_param
;
4668 shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
4669 shader_glsl_get_write_mask(&ins
->dst
[0], dst_mask
);
4671 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
, &src0_param
);
4672 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_1
, &src1_param
);
4673 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_3
, &src3_param
);
4675 /* The sdk specifies the instruction like this
4677 * if(src.x > 0.0) dst.y = src.x
4679 * if(src.x > 0.0 && src.y > 0.0) dst.z = pow(src.y, power);
4682 * (where power = src.w clamped between -128 and 128)
4684 * Obviously that has quite a few conditionals in it which we don't like. So the first step is this:
4685 * dst.x = 1.0 ... No further explanation needed
4686 * dst.y = max(src.y, 0.0); ... If x < 0.0, use 0.0, otherwise x. Same as the conditional
4687 * dst.z = x > 0.0 ? pow(max(y, 0.0), p) : 0; ... 0 ^ power is 0, and otherwise we use y anyway
4688 * dst.w = 1.0. ... Nothing fancy.
4690 * So we still have one conditional in there. So do this:
4691 * dst.z = pow(max(0.0, src.y) * step(0.0, src.x), power);
4693 * 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),
4694 * 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.
4695 * if both x and y are > 0, we get pow(y * 1.0, power), as it is supposed to.
4697 * Unfortunately pow(0.0 ^ 0.0) returns NaN on most GPUs, but lit with src.y = 0 and src.w = 0 returns
4698 * a non-NaN value in dst.z. What we return doesn't matter, as long as it is not NaN. Return 0, which is
4699 * what all Windows HW drivers and GL_ARB_vertex_program's LIT do.
4701 shader_addline(ins
->ctx
->buffer
,
4702 "vec4(1.0, max(%s, 0.0), %s == 0.0 ? 0.0 : "
4703 "pow(max(0.0, %s) * step(0.0, %s), clamp(%s, -128.0, 128.0)), 1.0)%s);\n",
4704 src0_param
.param_str
, src3_param
.param_str
, src1_param
.param_str
,
4705 src0_param
.param_str
, src3_param
.param_str
, dst_mask
);
4708 /** Process the WINED3DSIO_DST instruction in GLSL:
4710 * dst.y = src0.x * src0.y
4714 static void shader_glsl_dst(const struct wined3d_shader_instruction
*ins
)
4716 struct glsl_src_param src0y_param
;
4717 struct glsl_src_param src0z_param
;
4718 struct glsl_src_param src1y_param
;
4719 struct glsl_src_param src1w_param
;
4722 shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
4723 shader_glsl_get_write_mask(&ins
->dst
[0], dst_mask
);
4725 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_1
, &src0y_param
);
4726 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_2
, &src0z_param
);
4727 shader_glsl_add_src_param(ins
, &ins
->src
[1], WINED3DSP_WRITEMASK_1
, &src1y_param
);
4728 shader_glsl_add_src_param(ins
, &ins
->src
[1], WINED3DSP_WRITEMASK_3
, &src1w_param
);
4730 shader_addline(ins
->ctx
->buffer
, "vec4(1.0, %s * %s, %s, %s))%s;\n",
4731 src0y_param
.param_str
, src1y_param
.param_str
, src0z_param
.param_str
, src1w_param
.param_str
, dst_mask
);
4734 /** Process the WINED3DSIO_SINCOS instruction in GLSL:
4735 * VS 2.0 requires that specific cosine and sine constants be passed to this instruction so the hardware
4736 * can handle it. But, these functions are built-in for GLSL, so we can just ignore the last 2 params.
4738 * dst.x = cos(src0.?)
4739 * dst.y = sin(src0.?)
4743 static void shader_glsl_sincos(const struct wined3d_shader_instruction
*ins
)
4745 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
4746 struct glsl_src_param src0_param
;
4749 if (ins
->ctx
->reg_maps
->shader_version
.major
< 4)
4751 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
, &src0_param
);
4753 write_mask
= shader_glsl_append_dst(buffer
, ins
);
4756 case WINED3DSP_WRITEMASK_0
:
4757 shader_addline(buffer
, "cos(%s));\n", src0_param
.param_str
);
4760 case WINED3DSP_WRITEMASK_1
:
4761 shader_addline(buffer
, "sin(%s));\n", src0_param
.param_str
);
4764 case (WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
):
4765 shader_addline(buffer
, "vec2(cos(%s), sin(%s)));\n",
4766 src0_param
.param_str
, src0_param
.param_str
);
4770 ERR("Write mask should be .x, .y or .xy\n");
4777 if (ins
->dst
[0].reg
.type
!= WINED3DSPR_NULL
)
4780 if (ins
->dst
[1].reg
.type
!= WINED3DSPR_NULL
)
4784 write_mask
= shader_glsl_get_write_mask(&ins
->dst
[0], dst_mask
);
4785 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
4786 shader_addline(buffer
, "tmp0%s = sin(%s);\n", dst_mask
, src0_param
.param_str
);
4788 write_mask
= shader_glsl_append_dst_ext(buffer
, ins
, &ins
->dst
[1], ins
->dst
[1].reg
.data_type
);
4789 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
4790 shader_addline(buffer
, "cos(%s));\n", src0_param
.param_str
);
4792 shader_glsl_append_dst_ext(buffer
, ins
, &ins
->dst
[0], ins
->dst
[0].reg
.data_type
);
4793 shader_addline(buffer
, "tmp0%s);\n", dst_mask
);
4797 write_mask
= shader_glsl_append_dst_ext(buffer
, ins
, &ins
->dst
[0], ins
->dst
[0].reg
.data_type
);
4798 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
4799 shader_addline(buffer
, "sin(%s));\n", src0_param
.param_str
);
4802 else if (ins
->dst
[1].reg
.type
!= WINED3DSPR_NULL
)
4804 write_mask
= shader_glsl_append_dst_ext(buffer
, ins
, &ins
->dst
[1], ins
->dst
[1].reg
.data_type
);
4805 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
4806 shader_addline(buffer
, "cos(%s));\n", src0_param
.param_str
);
4810 /* sgn in vs_2_0 has 2 extra parameters(registers for temporary storage) which we don't use
4811 * here. But those extra parameters require a dedicated function for sgn, since map2gl would
4812 * generate invalid code
4814 static void shader_glsl_sgn(const struct wined3d_shader_instruction
*ins
)
4816 struct glsl_src_param src0_param
;
4819 write_mask
= shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
4820 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
4822 shader_addline(ins
->ctx
->buffer
, "sign(%s));\n", src0_param
.param_str
);
4825 /** Process the WINED3DSIO_LOOP instruction in GLSL:
4826 * Start a for() loop where src1.y is the initial value of aL,
4827 * increment aL by src1.z for a total of src1.x iterations.
4828 * Need to use a temporary variable for this operation.
4830 /* FIXME: I don't think nested loops will work correctly this way. */
4831 static void shader_glsl_loop(const struct wined3d_shader_instruction
*ins
)
4833 struct wined3d_shader_parser_state
*state
= ins
->ctx
->state
;
4834 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
4835 const struct wined3d_shader
*shader
= ins
->ctx
->shader
;
4836 const struct wined3d_shader_lconst
*constant
;
4837 struct glsl_src_param src1_param
;
4838 const DWORD
*control_values
= NULL
;
4840 if (ins
->ctx
->reg_maps
->shader_version
.major
< 4)
4842 shader_glsl_add_src_param(ins
, &ins
->src
[1], WINED3DSP_WRITEMASK_ALL
, &src1_param
);
4844 /* Try to hardcode the loop control parameters if possible. Direct3D 9
4845 * class hardware doesn't support real varying indexing, but Microsoft
4846 * designed this feature for Shader model 2.x+. If the loop control is
4847 * known at compile time, the GLSL compiler can unroll the loop, and
4848 * replace indirect addressing with direct addressing. */
4849 if (ins
->src
[1].reg
.type
== WINED3DSPR_CONSTINT
)
4851 LIST_FOR_EACH_ENTRY(constant
, &shader
->constantsI
, struct wined3d_shader_lconst
, entry
)
4853 if (constant
->idx
== ins
->src
[1].reg
.idx
[0].offset
)
4855 control_values
= constant
->value
;
4863 struct wined3d_shader_loop_control loop_control
;
4864 loop_control
.count
= control_values
[0];
4865 loop_control
.start
= control_values
[1];
4866 loop_control
.step
= (int)control_values
[2];
4868 if (loop_control
.step
> 0)
4870 shader_addline(buffer
, "for (aL%u = %u; aL%u < (%u * %d + %u); aL%u += %d)\n{\n",
4871 state
->current_loop_depth
, loop_control
.start
,
4872 state
->current_loop_depth
, loop_control
.count
, loop_control
.step
, loop_control
.start
,
4873 state
->current_loop_depth
, loop_control
.step
);
4875 else if (loop_control
.step
< 0)
4877 shader_addline(buffer
, "for (aL%u = %u; aL%u > (%u * %d + %u); aL%u += %d)\n{\n",
4878 state
->current_loop_depth
, loop_control
.start
,
4879 state
->current_loop_depth
, loop_control
.count
, loop_control
.step
, loop_control
.start
,
4880 state
->current_loop_depth
, loop_control
.step
);
4884 shader_addline(buffer
, "for (aL%u = %u, tmpInt%u = 0; tmpInt%u < %u; tmpInt%u++)\n{\n",
4885 state
->current_loop_depth
, loop_control
.start
, state
->current_loop_depth
,
4886 state
->current_loop_depth
, loop_control
.count
,
4887 state
->current_loop_depth
);
4892 shader_addline(buffer
, "for (tmpInt%u = 0, aL%u = %s.y; tmpInt%u < %s.x; tmpInt%u++, aL%u += %s.z)\n{\n",
4893 state
->current_loop_depth
, state
->current_loop_reg
,
4894 src1_param
.reg_name
, state
->current_loop_depth
, src1_param
.reg_name
,
4895 state
->current_loop_depth
, state
->current_loop_reg
, src1_param
.reg_name
);
4898 ++state
->current_loop_reg
;
4902 shader_addline(buffer
, "for (;;)\n{\n");
4905 ++state
->current_loop_depth
;
4908 static void shader_glsl_end(const struct wined3d_shader_instruction
*ins
)
4910 struct wined3d_shader_parser_state
*state
= ins
->ctx
->state
;
4912 shader_addline(ins
->ctx
->buffer
, "}\n");
4914 if (ins
->handler_idx
== WINED3DSIH_ENDLOOP
)
4916 --state
->current_loop_depth
;
4917 --state
->current_loop_reg
;
4920 if (ins
->handler_idx
== WINED3DSIH_ENDREP
)
4922 --state
->current_loop_depth
;
4926 static void shader_glsl_rep(const struct wined3d_shader_instruction
*ins
)
4928 struct wined3d_shader_parser_state
*state
= ins
->ctx
->state
;
4929 const struct wined3d_shader
*shader
= ins
->ctx
->shader
;
4930 const struct wined3d_shader_lconst
*constant
;
4931 struct glsl_src_param src0_param
;
4932 const DWORD
*control_values
= NULL
;
4934 /* Try to hardcode local values to help the GLSL compiler to unroll and optimize the loop */
4935 if (ins
->src
[0].reg
.type
== WINED3DSPR_CONSTINT
)
4937 LIST_FOR_EACH_ENTRY(constant
, &shader
->constantsI
, struct wined3d_shader_lconst
, entry
)
4939 if (constant
->idx
== ins
->src
[0].reg
.idx
[0].offset
)
4941 control_values
= constant
->value
;
4949 shader_addline(ins
->ctx
->buffer
, "for (tmpInt%d = 0; tmpInt%d < %d; tmpInt%d++) {\n",
4950 state
->current_loop_depth
, state
->current_loop_depth
,
4951 control_values
[0], state
->current_loop_depth
);
4955 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
, &src0_param
);
4956 shader_addline(ins
->ctx
->buffer
, "for (tmpInt%d = 0; tmpInt%d < %s; tmpInt%d++) {\n",
4957 state
->current_loop_depth
, state
->current_loop_depth
,
4958 src0_param
.param_str
, state
->current_loop_depth
);
4961 ++state
->current_loop_depth
;
4964 static void shader_glsl_switch(const struct wined3d_shader_instruction
*ins
)
4966 struct glsl_src_param src0_param
;
4968 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
, &src0_param
);
4969 shader_addline(ins
->ctx
->buffer
, "switch (%s)\n{\n", src0_param
.param_str
);
4972 static void shader_glsl_case(const struct wined3d_shader_instruction
*ins
)
4974 struct glsl_src_param src0_param
;
4976 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
, &src0_param
);
4977 shader_addline(ins
->ctx
->buffer
, "case %s:\n", src0_param
.param_str
);
4980 static void shader_glsl_default(const struct wined3d_shader_instruction
*ins
)
4982 shader_addline(ins
->ctx
->buffer
, "default:\n");
4985 static void shader_glsl_if(const struct wined3d_shader_instruction
*ins
)
4987 const char *condition
= (ins
->flags
== WINED3D_SHADER_CONDITIONAL_OP_NZ
) ? "bool" : "!bool";
4988 struct glsl_src_param src0_param
;
4990 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
, &src0_param
);
4991 shader_addline(ins
->ctx
->buffer
, "if (%s(%s)) {\n", condition
, src0_param
.param_str
);
4994 static void shader_glsl_ifc(const struct wined3d_shader_instruction
*ins
)
4996 struct glsl_src_param src0_param
;
4997 struct glsl_src_param src1_param
;
4999 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
, &src0_param
);
5000 shader_glsl_add_src_param(ins
, &ins
->src
[1], WINED3DSP_WRITEMASK_0
, &src1_param
);
5002 shader_addline(ins
->ctx
->buffer
, "if (%s %s %s) {\n",
5003 src0_param
.param_str
, shader_glsl_get_rel_op(ins
->flags
), src1_param
.param_str
);
5006 static void shader_glsl_else(const struct wined3d_shader_instruction
*ins
)
5008 shader_addline(ins
->ctx
->buffer
, "} else {\n");
5011 static void shader_glsl_emit(const struct wined3d_shader_instruction
*ins
)
5013 unsigned int stream
= ins
->handler_idx
== WINED3DSIH_EMIT
? 0 : ins
->src
[0].reg
.idx
[0].offset
;
5015 shader_addline(ins
->ctx
->buffer
, "setup_gs_output(gs_out);\n");
5016 if (!ins
->ctx
->gl_info
->supported
[ARB_CLIP_CONTROL
])
5017 shader_glsl_fixup_position(ins
->ctx
->buffer
);
5020 shader_addline(ins
->ctx
->buffer
, "EmitVertex();\n");
5022 FIXME("Unhandled primitive stream %u.\n", stream
);
5025 static void shader_glsl_break(const struct wined3d_shader_instruction
*ins
)
5027 shader_addline(ins
->ctx
->buffer
, "break;\n");
5030 /* FIXME: According to MSDN the compare is done per component. */
5031 static void shader_glsl_breakc(const struct wined3d_shader_instruction
*ins
)
5033 struct glsl_src_param src0_param
;
5034 struct glsl_src_param src1_param
;
5036 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
, &src0_param
);
5037 shader_glsl_add_src_param(ins
, &ins
->src
[1], WINED3DSP_WRITEMASK_0
, &src1_param
);
5039 shader_addline(ins
->ctx
->buffer
, "if (%s %s %s) break;\n",
5040 src0_param
.param_str
, shader_glsl_get_rel_op(ins
->flags
), src1_param
.param_str
);
5043 static void shader_glsl_conditional_op(const struct wined3d_shader_instruction
*ins
)
5045 const char *condition
= (ins
->flags
== WINED3D_SHADER_CONDITIONAL_OP_NZ
) ? "bool" : "!bool";
5046 struct glsl_src_param src_param
;
5049 switch (ins
->handler_idx
)
5051 case WINED3DSIH_BREAKP
: op
= "break"; break;
5052 case WINED3DSIH_CONTINUEP
: op
= "continue"; break;
5053 case WINED3DSIH_RETP
: op
= "return"; break;
5055 ERR("Unhandled opcode %#x.\n", ins
->handler_idx
);
5059 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
, &src_param
);
5060 shader_addline(ins
->ctx
->buffer
, "if (%s(%s)) %s;\n", condition
, src_param
.param_str
, op
);
5063 static void shader_glsl_continue(const struct wined3d_shader_instruction
*ins
)
5065 shader_addline(ins
->ctx
->buffer
, "continue;\n");
5068 static void shader_glsl_label(const struct wined3d_shader_instruction
*ins
)
5070 shader_addline(ins
->ctx
->buffer
, "}\n");
5071 shader_addline(ins
->ctx
->buffer
, "void subroutine%u()\n{\n", ins
->src
[0].reg
.idx
[0].offset
);
5073 /* Subroutines appear at the end of the shader. */
5074 ins
->ctx
->state
->in_subroutine
= TRUE
;
5077 static void shader_glsl_call(const struct wined3d_shader_instruction
*ins
)
5079 shader_addline(ins
->ctx
->buffer
, "subroutine%u();\n", ins
->src
[0].reg
.idx
[0].offset
);
5082 static void shader_glsl_callnz(const struct wined3d_shader_instruction
*ins
)
5084 struct glsl_src_param src1_param
;
5086 shader_glsl_add_src_param(ins
, &ins
->src
[1], WINED3DSP_WRITEMASK_0
, &src1_param
);
5087 shader_addline(ins
->ctx
->buffer
, "if (%s) subroutine%u();\n",
5088 src1_param
.param_str
, ins
->src
[0].reg
.idx
[0].offset
);
5091 static void shader_glsl_ret(const struct wined3d_shader_instruction
*ins
)
5093 const struct wined3d_shader_version
*version
= &ins
->ctx
->shader
->reg_maps
.shader_version
;
5095 if (version
->major
>= 4 && !ins
->ctx
->state
->in_subroutine
)
5097 shader_glsl_generate_shader_epilogue(ins
->ctx
);
5098 shader_addline(ins
->ctx
->buffer
, "return;\n");
5102 static void shader_glsl_tex(const struct wined3d_shader_instruction
*ins
)
5104 DWORD shader_version
= WINED3D_SHADER_VERSION(ins
->ctx
->reg_maps
->shader_version
.major
,
5105 ins
->ctx
->reg_maps
->shader_version
.minor
);
5106 struct glsl_sample_function sample_function
;
5107 DWORD sample_flags
= 0;
5109 DWORD mask
= 0, swizzle
;
5110 const struct shader_glsl_ctx_priv
*priv
= ins
->ctx
->backend_data
;
5112 /* 1.0-1.4: Use destination register as sampler source.
5113 * 2.0+: Use provided sampler source. */
5114 if (shader_version
< WINED3D_SHADER_VERSION(2,0))
5115 resource_idx
= ins
->dst
[0].reg
.idx
[0].offset
;
5117 resource_idx
= ins
->src
[1].reg
.idx
[0].offset
;
5119 if (shader_version
< WINED3D_SHADER_VERSION(1,4))
5121 DWORD flags
= (priv
->cur_ps_args
->tex_transform
>> resource_idx
* WINED3D_PSARGS_TEXTRANSFORM_SHIFT
)
5122 & WINED3D_PSARGS_TEXTRANSFORM_MASK
;
5123 enum wined3d_shader_resource_type resource_type
= ins
->ctx
->reg_maps
->resource_info
[resource_idx
].type
;
5125 /* Projected cube textures don't make a lot of sense, the resulting coordinates stay the same. */
5126 if (flags
& WINED3D_PSARGS_PROJECTED
&& resource_type
!= WINED3D_SHADER_RESOURCE_TEXTURE_CUBE
)
5128 sample_flags
|= WINED3D_GLSL_SAMPLE_PROJECTED
;
5129 switch (flags
& ~WINED3D_PSARGS_PROJECTED
)
5131 case WINED3D_TTFF_COUNT1
:
5132 FIXME("WINED3D_TTFF_PROJECTED with WINED3D_TTFF_COUNT1?\n");
5134 case WINED3D_TTFF_COUNT2
:
5135 mask
= WINED3DSP_WRITEMASK_1
;
5137 case WINED3D_TTFF_COUNT3
:
5138 mask
= WINED3DSP_WRITEMASK_2
;
5140 case WINED3D_TTFF_COUNT4
:
5141 case WINED3D_TTFF_DISABLE
:
5142 mask
= WINED3DSP_WRITEMASK_3
;
5147 else if (shader_version
< WINED3D_SHADER_VERSION(2,0))
5149 enum wined3d_shader_src_modifier src_mod
= ins
->src
[0].modifiers
;
5151 if (src_mod
== WINED3DSPSM_DZ
) {
5152 sample_flags
|= WINED3D_GLSL_SAMPLE_PROJECTED
;
5153 mask
= WINED3DSP_WRITEMASK_2
;
5154 } else if (src_mod
== WINED3DSPSM_DW
) {
5155 sample_flags
|= WINED3D_GLSL_SAMPLE_PROJECTED
;
5156 mask
= WINED3DSP_WRITEMASK_3
;
5161 if ((ins
->flags
& WINED3DSI_TEXLD_PROJECT
)
5162 && ins
->ctx
->reg_maps
->resource_info
[resource_idx
].type
!= WINED3D_SHADER_RESOURCE_TEXTURE_CUBE
)
5164 /* ps 2.0 texldp instruction always divides by the fourth component. */
5165 sample_flags
|= WINED3D_GLSL_SAMPLE_PROJECTED
;
5166 mask
= WINED3DSP_WRITEMASK_3
;
5170 shader_glsl_get_sample_function(ins
->ctx
, resource_idx
, resource_idx
, sample_flags
, &sample_function
);
5171 mask
|= sample_function
.coord_mask
;
5172 sample_function
.coord_mask
= mask
;
5174 if (shader_version
< WINED3D_SHADER_VERSION(2,0)) swizzle
= WINED3DSP_NOSWIZZLE
;
5175 else swizzle
= ins
->src
[1].swizzle
;
5177 /* 1.0-1.3: Use destination register as coordinate source.
5178 1.4+: Use provided coordinate source register. */
5179 if (shader_version
< WINED3D_SHADER_VERSION(1,4))
5182 shader_glsl_write_mask_to_str(mask
, coord_mask
);
5183 shader_glsl_gen_sample_code(ins
, resource_idx
, &sample_function
, swizzle
, NULL
, NULL
, NULL
, NULL
,
5184 "T%u%s", resource_idx
, coord_mask
);
5188 struct glsl_src_param coord_param
;
5189 shader_glsl_add_src_param(ins
, &ins
->src
[0], mask
, &coord_param
);
5190 if (ins
->flags
& WINED3DSI_TEXLD_BIAS
)
5192 struct glsl_src_param bias
;
5193 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_3
, &bias
);
5194 shader_glsl_gen_sample_code(ins
, resource_idx
, &sample_function
, swizzle
, NULL
, NULL
, bias
.param_str
,
5195 NULL
, "%s", coord_param
.param_str
);
5197 shader_glsl_gen_sample_code(ins
, resource_idx
, &sample_function
, swizzle
, NULL
, NULL
, NULL
, NULL
,
5198 "%s", coord_param
.param_str
);
5201 shader_glsl_release_sample_function(ins
->ctx
, &sample_function
);
5204 static void shader_glsl_texldd(const struct wined3d_shader_instruction
*ins
)
5206 const struct wined3d_gl_info
*gl_info
= ins
->ctx
->gl_info
;
5207 struct glsl_src_param coord_param
, dx_param
, dy_param
;
5208 struct glsl_sample_function sample_function
;
5210 DWORD swizzle
= ins
->src
[1].swizzle
;
5212 if (!shader_glsl_has_core_grad(gl_info
) && !gl_info
->supported
[ARB_SHADER_TEXTURE_LOD
])
5214 FIXME("texldd used, but not supported by hardware. Falling back to regular tex.\n");
5215 shader_glsl_tex(ins
);
5219 sampler_idx
= ins
->src
[1].reg
.idx
[0].offset
;
5221 shader_glsl_get_sample_function(ins
->ctx
, sampler_idx
, sampler_idx
, WINED3D_GLSL_SAMPLE_GRAD
, &sample_function
);
5222 shader_glsl_add_src_param(ins
, &ins
->src
[0], sample_function
.coord_mask
, &coord_param
);
5223 shader_glsl_add_src_param(ins
, &ins
->src
[2], sample_function
.deriv_mask
, &dx_param
);
5224 shader_glsl_add_src_param(ins
, &ins
->src
[3], sample_function
.deriv_mask
, &dy_param
);
5226 shader_glsl_gen_sample_code(ins
, sampler_idx
, &sample_function
, swizzle
, dx_param
.param_str
, dy_param
.param_str
,
5227 NULL
, NULL
, "%s", coord_param
.param_str
);
5228 shader_glsl_release_sample_function(ins
->ctx
, &sample_function
);
5231 static void shader_glsl_texldl(const struct wined3d_shader_instruction
*ins
)
5233 const struct wined3d_shader_version
*shader_version
= &ins
->ctx
->reg_maps
->shader_version
;
5234 const struct wined3d_gl_info
*gl_info
= ins
->ctx
->gl_info
;
5235 struct glsl_src_param coord_param
, lod_param
;
5236 struct glsl_sample_function sample_function
;
5237 DWORD swizzle
= ins
->src
[1].swizzle
;
5240 sampler_idx
= ins
->src
[1].reg
.idx
[0].offset
;
5242 shader_glsl_get_sample_function(ins
->ctx
, sampler_idx
, sampler_idx
, WINED3D_GLSL_SAMPLE_LOD
, &sample_function
);
5243 shader_glsl_add_src_param(ins
, &ins
->src
[0], sample_function
.coord_mask
, &coord_param
);
5245 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_3
, &lod_param
);
5247 if (shader_version
->type
== WINED3D_SHADER_TYPE_PIXEL
&& !shader_glsl_has_core_grad(gl_info
)
5248 && !gl_info
->supported
[ARB_SHADER_TEXTURE_LOD
])
5250 /* Plain GLSL only supports Lod sampling functions in vertex shaders.
5251 * However, the NVIDIA drivers allow them in fragment shaders as well,
5252 * even without the appropriate extension. */
5253 WARN("Using %s in fragment shader.\n", sample_function
.name
->buffer
);
5255 shader_glsl_gen_sample_code(ins
, sampler_idx
, &sample_function
, swizzle
, NULL
, NULL
, lod_param
.param_str
, NULL
,
5256 "%s", coord_param
.param_str
);
5257 shader_glsl_release_sample_function(ins
->ctx
, &sample_function
);
5260 static unsigned int shader_glsl_find_sampler(const struct wined3d_shader_sampler_map
*sampler_map
,
5261 unsigned int resource_idx
, unsigned int sampler_idx
)
5263 struct wined3d_shader_sampler_map_entry
*entries
= sampler_map
->entries
;
5266 for (i
= 0; i
< sampler_map
->count
; ++i
)
5268 if (entries
[i
].resource_idx
== resource_idx
&& entries
[i
].sampler_idx
== sampler_idx
)
5269 return entries
[i
].bind_idx
;
5272 ERR("No GLSL sampler found for resource %u / sampler %u.\n", resource_idx
, sampler_idx
);
5277 static void shader_glsl_atomic(const struct wined3d_shader_instruction
*ins
)
5279 const BOOL is_imm_instruction
= WINED3DSIH_IMM_ATOMIC_AND
<= ins
->handler_idx
5280 && ins
->handler_idx
<= WINED3DSIH_IMM_ATOMIC_XOR
;
5281 const struct wined3d_shader_reg_maps
*reg_maps
= ins
->ctx
->reg_maps
;
5282 const struct wined3d_shader_version
*version
= ®_maps
->shader_version
;
5283 struct shader_glsl_ctx_priv
*priv
= ins
->ctx
->backend_data
;
5284 struct glsl_src_param structure_idx
, offset
, data
, data2
;
5285 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
5286 enum wined3d_shader_resource_type resource_type
;
5287 struct wined3d_string_buffer
*address
;
5288 enum wined3d_data_type data_type
;
5289 unsigned int resource_idx
, stride
;
5290 const char *op
, *resource
;
5294 resource_idx
= ins
->dst
[is_imm_instruction
].reg
.idx
[0].offset
;
5295 is_tgsm
= ins
->dst
[is_imm_instruction
].reg
.type
== WINED3DSPR_GROUPSHAREDMEM
;
5298 if (resource_idx
>= reg_maps
->tgsm_count
)
5300 ERR("Invalid TGSM index %u.\n", resource_idx
);
5304 data_type
= WINED3D_DATA_UINT
;
5306 stride
= reg_maps
->tgsm
[resource_idx
].stride
;
5310 if (resource_idx
>= ARRAY_SIZE(reg_maps
->uav_resource_info
))
5312 ERR("Invalid UAV index %u.\n", resource_idx
);
5315 resource_type
= reg_maps
->uav_resource_info
[resource_idx
].type
;
5316 if (resource_type
>= ARRAY_SIZE(resource_type_info
))
5318 ERR("Unexpected resource type %#x.\n", resource_type
);
5322 data_type
= reg_maps
->uav_resource_info
[resource_idx
].data_type
;
5323 coord_mask
= (1u << resource_type_info
[resource_type
].coord_size
) - 1;
5324 stride
= reg_maps
->uav_resource_info
[resource_idx
].stride
;
5327 switch (ins
->handler_idx
)
5329 case WINED3DSIH_ATOMIC_AND
:
5330 case WINED3DSIH_IMM_ATOMIC_AND
:
5334 op
= "imageAtomicAnd";
5336 case WINED3DSIH_ATOMIC_CMP_STORE
:
5337 case WINED3DSIH_IMM_ATOMIC_CMP_EXCH
:
5339 op
= "atomicCompSwap";
5341 op
= "imageAtomicCompSwap";
5343 case WINED3DSIH_ATOMIC_IADD
:
5344 case WINED3DSIH_IMM_ATOMIC_IADD
:
5348 op
= "imageAtomicAdd";
5350 case WINED3DSIH_ATOMIC_IMAX
:
5351 case WINED3DSIH_IMM_ATOMIC_IMAX
:
5355 op
= "imageAtomicMax";
5356 if (data_type
!= WINED3D_DATA_INT
)
5358 FIXME("Unhandled opcode %#x for unsigned integers.\n", ins
->handler_idx
);
5362 case WINED3DSIH_ATOMIC_IMIN
:
5363 case WINED3DSIH_IMM_ATOMIC_IMIN
:
5367 op
= "imageAtomicMin";
5368 if (data_type
!= WINED3D_DATA_INT
)
5370 FIXME("Unhandled opcode %#x for unsigned integers.\n", ins
->handler_idx
);
5374 case WINED3DSIH_ATOMIC_OR
:
5375 case WINED3DSIH_IMM_ATOMIC_OR
:
5379 op
= "imageAtomicOr";
5381 case WINED3DSIH_ATOMIC_UMAX
:
5382 case WINED3DSIH_IMM_ATOMIC_UMAX
:
5386 op
= "imageAtomicMax";
5387 if (data_type
!= WINED3D_DATA_UINT
)
5389 FIXME("Unhandled opcode %#x for signed integers.\n", ins
->handler_idx
);
5393 case WINED3DSIH_ATOMIC_UMIN
:
5394 case WINED3DSIH_IMM_ATOMIC_UMIN
:
5398 op
= "imageAtomicMin";
5399 if (data_type
!= WINED3D_DATA_UINT
)
5401 FIXME("Unhandled opcode %#x for signed integers.\n", ins
->handler_idx
);
5405 case WINED3DSIH_ATOMIC_XOR
:
5406 case WINED3DSIH_IMM_ATOMIC_XOR
:
5410 op
= "imageAtomicXor";
5412 case WINED3DSIH_IMM_ATOMIC_EXCH
:
5414 op
= "atomicExchange";
5416 op
= "imageAtomicExchange";
5419 ERR("Unhandled opcode %#x.\n", ins
->handler_idx
);
5423 address
= string_buffer_get(priv
->string_buffers
);
5426 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
, &structure_idx
);
5427 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_1
, &offset
);
5428 string_buffer_sprintf(address
, "%s * %u + %s / 4", structure_idx
.param_str
, stride
, offset
.param_str
);
5432 shader_glsl_add_src_param(ins
, &ins
->src
[0], coord_mask
, &offset
);
5433 string_buffer_sprintf(address
, "%s", offset
.param_str
);
5434 if (is_tgsm
|| (reg_maps
->uav_resource_info
[resource_idx
].flags
& WINED3D_VIEW_BUFFER_RAW
))
5435 shader_addline(address
, "/ 4");
5438 if (is_imm_instruction
)
5439 shader_glsl_append_dst_ext(ins
->ctx
->buffer
, ins
, &ins
->dst
[0], data_type
);
5442 shader_addline(buffer
, "%s(%s_%s%u[%s], ",
5443 op
, shader_glsl_get_prefix(version
->type
), resource
, resource_idx
, address
->buffer
);
5445 shader_addline(buffer
, "%s(%s_%s%u, %s, ",
5446 op
, shader_glsl_get_prefix(version
->type
), resource
, resource_idx
, address
->buffer
);
5448 shader_glsl_add_src_param_ext(ins
, &ins
->src
[1], WINED3DSP_WRITEMASK_0
, &data
, data_type
);
5449 shader_addline(buffer
, "%s", data
.param_str
);
5450 if (ins
->src_count
>= 3)
5452 shader_glsl_add_src_param_ext(ins
, &ins
->src
[2], WINED3DSP_WRITEMASK_0
, &data2
, data_type
);
5453 shader_addline(buffer
, ", %s", data2
.param_str
);
5456 if (is_imm_instruction
)
5457 shader_addline(buffer
, ")");
5458 shader_addline(buffer
, ");\n");
5460 string_buffer_release(priv
->string_buffers
, address
);
5463 static void shader_glsl_uav_counter(const struct wined3d_shader_instruction
*ins
)
5465 const char *prefix
= shader_glsl_get_prefix(ins
->ctx
->reg_maps
->shader_version
.type
);
5468 if (ins
->handler_idx
== WINED3DSIH_IMM_ATOMIC_ALLOC
)
5469 op
= "atomicCounterIncrement";
5471 op
= "atomicCounterDecrement";
5473 shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
5474 shader_addline(ins
->ctx
->buffer
, "%s(%s_counter%u));\n", op
, prefix
, ins
->src
[0].reg
.idx
[0].offset
);
5477 static void shader_glsl_ld_uav(const struct wined3d_shader_instruction
*ins
)
5479 const struct wined3d_shader_reg_maps
*reg_maps
= ins
->ctx
->reg_maps
;
5480 const struct wined3d_shader_version
*version
= ®_maps
->shader_version
;
5481 enum wined3d_shader_resource_type resource_type
;
5482 struct glsl_src_param image_coord_param
;
5483 enum wined3d_data_type data_type
;
5484 DWORD coord_mask
, write_mask
;
5485 unsigned int uav_idx
;
5486 char dst_swizzle
[6];
5488 uav_idx
= ins
->src
[1].reg
.idx
[0].offset
;
5489 if (uav_idx
>= ARRAY_SIZE(reg_maps
->uav_resource_info
))
5491 ERR("Invalid UAV index %u.\n", uav_idx
);
5494 resource_type
= reg_maps
->uav_resource_info
[uav_idx
].type
;
5495 if (resource_type
>= ARRAY_SIZE(resource_type_info
))
5497 ERR("Unexpected resource type %#x.\n", resource_type
);
5498 resource_type
= WINED3D_SHADER_RESOURCE_TEXTURE_2D
;
5500 data_type
= reg_maps
->uav_resource_info
[uav_idx
].data_type
;
5501 coord_mask
= (1u << resource_type_info
[resource_type
].coord_size
) - 1;
5503 write_mask
= shader_glsl_append_dst_ext(ins
->ctx
->buffer
, ins
, &ins
->dst
[0], data_type
);
5504 shader_glsl_get_swizzle(&ins
->src
[1], FALSE
, write_mask
, dst_swizzle
);
5506 shader_glsl_add_src_param(ins
, &ins
->src
[0], coord_mask
, &image_coord_param
);
5507 shader_addline(ins
->ctx
->buffer
, "imageLoad(%s_image%u, %s)%s);\n",
5508 shader_glsl_get_prefix(version
->type
), uav_idx
, image_coord_param
.param_str
, dst_swizzle
);
5511 static void shader_glsl_ld_raw_structured(const struct wined3d_shader_instruction
*ins
)
5513 const char *prefix
= shader_glsl_get_prefix(ins
->ctx
->reg_maps
->shader_version
.type
);
5514 const struct wined3d_shader_src_param
*src
= &ins
->src
[ins
->src_count
- 1];
5515 unsigned int i
, swizzle
, resource_idx
, bind_idx
, stride
, src_idx
= 0;
5516 const struct wined3d_shader_reg_maps
*reg_maps
= ins
->ctx
->reg_maps
;
5517 struct shader_glsl_ctx_priv
*priv
= ins
->ctx
->backend_data
;
5518 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
5519 struct glsl_src_param structure_idx
, offset
;
5520 struct wined3d_string_buffer
*address
;
5521 struct wined3d_shader_dst_param dst
;
5522 const char *function
, *resource
;
5524 resource_idx
= src
->reg
.idx
[0].offset
;
5525 if (src
->reg
.type
== WINED3DSPR_RESOURCE
)
5527 if (resource_idx
>= ARRAY_SIZE(reg_maps
->resource_info
))
5529 ERR("Invalid resource index %u.\n", resource_idx
);
5532 stride
= reg_maps
->resource_info
[resource_idx
].stride
;
5533 bind_idx
= shader_glsl_find_sampler(®_maps
->sampler_map
, resource_idx
, WINED3D_SAMPLER_DEFAULT
);
5534 function
= "texelFetch";
5535 resource
= "sampler";
5537 else if (src
->reg
.type
== WINED3DSPR_UAV
)
5539 if (resource_idx
>= ARRAY_SIZE(reg_maps
->uav_resource_info
))
5541 ERR("Invalid UAV index %u.\n", resource_idx
);
5544 stride
= reg_maps
->uav_resource_info
[resource_idx
].stride
;
5545 bind_idx
= resource_idx
;
5546 function
= "imageLoad";
5551 if (resource_idx
>= reg_maps
->tgsm_count
)
5553 ERR("Invalid TGSM index %u.\n", resource_idx
);
5556 stride
= reg_maps
->tgsm
[resource_idx
].stride
;
5557 bind_idx
= resource_idx
;
5562 address
= string_buffer_get(priv
->string_buffers
);
5563 if (ins
->handler_idx
== WINED3DSIH_LD_STRUCTURED
)
5565 shader_glsl_add_src_param(ins
, &ins
->src
[src_idx
++], WINED3DSP_WRITEMASK_0
, &structure_idx
);
5566 shader_addline(address
, "%s * %u + ", structure_idx
.param_str
, stride
);
5568 shader_glsl_add_src_param(ins
, &ins
->src
[src_idx
++], WINED3DSP_WRITEMASK_0
, &offset
);
5569 shader_addline(address
, "%s / 4", offset
.param_str
);
5572 if (shader_glsl_get_write_mask_size(dst
.write_mask
) > 1)
5574 /* The instruction is split into multiple lines. The first lines may
5575 * overwrite source parameters of the following lines. */
5576 shader_addline(buffer
, "tmp0.x = intBitsToFloat(%s);\n", address
->buffer
);
5577 string_buffer_sprintf(address
, "floatBitsToInt(tmp0.x)");
5580 for (i
= 0; i
< 4; ++i
)
5582 dst
.write_mask
= ins
->dst
[0].write_mask
& (WINED3DSP_WRITEMASK_0
<< i
);
5583 if (!shader_glsl_append_dst_ext(ins
->ctx
->buffer
, ins
, &dst
, dst
.reg
.data_type
))
5586 swizzle
= shader_glsl_swizzle_get_component(src
->swizzle
, i
);
5588 shader_addline(buffer
, "%s(%s_%s%u, %s + %u).x);\n",
5589 function
, prefix
, resource
, bind_idx
, address
->buffer
, swizzle
);
5591 shader_addline(buffer
, "%s_%s%u[%s + %u]);\n",
5592 prefix
, resource
, bind_idx
, address
->buffer
, swizzle
);
5595 string_buffer_release(priv
->string_buffers
, address
);
5598 static void shader_glsl_store_uav(const struct wined3d_shader_instruction
*ins
)
5600 const struct wined3d_shader_reg_maps
*reg_maps
= ins
->ctx
->reg_maps
;
5601 const struct wined3d_shader_version
*version
= ®_maps
->shader_version
;
5602 struct glsl_src_param image_coord_param
, image_data_param
;
5603 enum wined3d_shader_resource_type resource_type
;
5604 enum wined3d_data_type data_type
;
5605 unsigned int uav_idx
;
5608 uav_idx
= ins
->dst
[0].reg
.idx
[0].offset
;
5609 if (uav_idx
>= ARRAY_SIZE(reg_maps
->uav_resource_info
))
5611 ERR("Invalid UAV index %u.\n", uav_idx
);
5614 resource_type
= reg_maps
->uav_resource_info
[uav_idx
].type
;
5615 if (resource_type
>= ARRAY_SIZE(resource_type_info
))
5617 ERR("Unexpected resource type %#x.\n", resource_type
);
5620 data_type
= reg_maps
->uav_resource_info
[uav_idx
].data_type
;
5621 coord_mask
= (1u << resource_type_info
[resource_type
].coord_size
) - 1;
5623 shader_glsl_add_src_param(ins
, &ins
->src
[0], coord_mask
, &image_coord_param
);
5624 shader_glsl_add_src_param_ext(ins
, &ins
->src
[1], WINED3DSP_WRITEMASK_ALL
, &image_data_param
, data_type
);
5625 shader_addline(ins
->ctx
->buffer
, "imageStore(%s_image%u, %s, %s);\n",
5626 shader_glsl_get_prefix(version
->type
), uav_idx
,
5627 image_coord_param
.param_str
, image_data_param
.param_str
);
5630 static void shader_glsl_store_raw_structured(const struct wined3d_shader_instruction
*ins
)
5632 const char *prefix
= shader_glsl_get_prefix(ins
->ctx
->reg_maps
->shader_version
.type
);
5633 const struct wined3d_shader_reg_maps
*reg_maps
= ins
->ctx
->reg_maps
;
5634 struct shader_glsl_ctx_priv
*priv
= ins
->ctx
->backend_data
;
5635 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
5636 struct glsl_src_param structure_idx
, offset
, data
;
5637 unsigned int i
, resource_idx
, stride
, src_idx
= 0;
5638 struct wined3d_string_buffer
*address
;
5642 resource_idx
= ins
->dst
[0].reg
.idx
[0].offset
;
5643 is_tgsm
= ins
->dst
[0].reg
.type
== WINED3DSPR_GROUPSHAREDMEM
;
5646 if (resource_idx
>= reg_maps
->tgsm_count
)
5648 ERR("Invalid TGSM index %u.\n", resource_idx
);
5651 stride
= reg_maps
->tgsm
[resource_idx
].stride
;
5655 if (resource_idx
>= ARRAY_SIZE(reg_maps
->uav_resource_info
))
5657 ERR("Invalid UAV index %u.\n", resource_idx
);
5660 stride
= reg_maps
->uav_resource_info
[resource_idx
].stride
;
5663 address
= string_buffer_get(priv
->string_buffers
);
5664 if (ins
->handler_idx
== WINED3DSIH_STORE_STRUCTURED
)
5666 shader_glsl_add_src_param(ins
, &ins
->src
[src_idx
++], WINED3DSP_WRITEMASK_0
, &structure_idx
);
5667 shader_addline(address
, "%s * %u + ", structure_idx
.param_str
, stride
);
5669 shader_glsl_add_src_param(ins
, &ins
->src
[src_idx
++], WINED3DSP_WRITEMASK_0
, &offset
);
5670 shader_addline(address
, "%s / 4", offset
.param_str
);
5672 for (i
= 0; i
< 4; ++i
)
5674 if (!(write_mask
= ins
->dst
[0].write_mask
& (WINED3DSP_WRITEMASK_0
<< i
)))
5677 shader_glsl_add_src_param(ins
, &ins
->src
[src_idx
], write_mask
, &data
);
5680 shader_addline(buffer
, "%s_g%u[%s + %u] = %s;\n",
5681 prefix
, resource_idx
, address
->buffer
, i
, data
.param_str
);
5683 shader_addline(buffer
, "imageStore(%s_image%u, %s + %u, uvec4(%s, 0, 0, 0));\n",
5684 prefix
, resource_idx
, address
->buffer
, i
, data
.param_str
);
5687 string_buffer_release(priv
->string_buffers
, address
);
5690 static void shader_glsl_sync(const struct wined3d_shader_instruction
*ins
)
5692 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
5693 unsigned int sync_flags
= ins
->flags
;
5695 if (sync_flags
& WINED3DSSF_THREAD_GROUP
)
5697 shader_addline(buffer
, "barrier();\n");
5698 sync_flags
&= ~(WINED3DSSF_THREAD_GROUP
| WINED3DSSF_GROUP_SHARED_MEMORY
);
5701 if (sync_flags
& WINED3DSSF_GROUP_SHARED_MEMORY
)
5703 shader_addline(buffer
, "memoryBarrierShared();\n");
5704 sync_flags
&= ~WINED3DSSF_GROUP_SHARED_MEMORY
;
5708 FIXME("Unhandled sync flags %#x.\n", sync_flags
);
5711 static const struct wined3d_shader_resource_info
*shader_glsl_get_resource_info(
5712 const struct wined3d_shader_instruction
*ins
, const struct wined3d_shader_register
*reg
)
5714 const struct wined3d_shader_reg_maps
*reg_maps
= ins
->ctx
->reg_maps
;
5715 unsigned int idx
= reg
->idx
[0].offset
;
5717 if (reg
->type
== WINED3DSPR_RESOURCE
)
5719 if (idx
>= ARRAY_SIZE(reg_maps
->resource_info
))
5721 ERR("Invalid resource index %u.\n", idx
);
5724 return ®_maps
->resource_info
[idx
];
5727 if (reg
->type
== WINED3DSPR_UAV
)
5729 if (idx
>= ARRAY_SIZE(reg_maps
->uav_resource_info
))
5731 ERR("Invalid UAV index %u.\n", idx
);
5734 return ®_maps
->uav_resource_info
[idx
];
5737 FIXME("Unhandled register type %#x.\n", reg
->type
);
5741 static void shader_glsl_bufinfo(const struct wined3d_shader_instruction
*ins
)
5743 const char *prefix
= shader_glsl_get_prefix(ins
->ctx
->reg_maps
->shader_version
.type
);
5744 const struct wined3d_shader_resource_info
*resource_info
;
5745 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
5746 unsigned int resource_idx
;
5747 char dst_swizzle
[6];
5750 write_mask
= shader_glsl_append_dst(buffer
, ins
);
5751 shader_glsl_get_swizzle(&ins
->src
[0], FALSE
, write_mask
, dst_swizzle
);
5753 if (!(resource_info
= shader_glsl_get_resource_info(ins
, &ins
->src
[0].reg
)))
5755 resource_idx
= ins
->src
[0].reg
.idx
[0].offset
;
5757 shader_addline(buffer
, "ivec2(");
5758 if (ins
->src
[0].reg
.type
== WINED3DSPR_RESOURCE
)
5760 unsigned int bind_idx
= shader_glsl_find_sampler(&ins
->ctx
->reg_maps
->sampler_map
,
5761 resource_idx
, WINED3D_SAMPLER_DEFAULT
);
5762 shader_addline(buffer
, "textureSize(%s_sampler%u)", prefix
, bind_idx
);
5766 shader_addline(buffer
, "imageSize(%s_image%u)", prefix
, resource_idx
);
5768 if (resource_info
->stride
)
5769 shader_addline(buffer
, " / %u", resource_info
->stride
);
5770 else if (resource_info
->flags
& WINED3D_VIEW_BUFFER_RAW
)
5771 shader_addline(buffer
, " * 4");
5772 shader_addline(buffer
, ", %u)%s);\n", resource_info
->stride
, dst_swizzle
);
5775 static void shader_glsl_resinfo(const struct wined3d_shader_instruction
*ins
)
5777 const struct wined3d_shader_version
*version
= &ins
->ctx
->reg_maps
->shader_version
;
5778 const struct wined3d_gl_info
*gl_info
= ins
->ctx
->gl_info
;
5779 enum wined3d_shader_resource_type resource_type
;
5780 enum wined3d_shader_register_type reg_type
;
5781 unsigned int resource_idx
, bind_idx
, i
;
5782 enum wined3d_data_type dst_data_type
;
5783 struct glsl_src_param lod_param
;
5784 char dst_swizzle
[6];
5787 dst_data_type
= ins
->dst
[0].reg
.data_type
;
5788 if (ins
->flags
== WINED3DSI_RESINFO_UINT
)
5789 dst_data_type
= WINED3D_DATA_UINT
;
5790 else if (ins
->flags
)
5791 FIXME("Unhandled flags %#x.\n", ins
->flags
);
5793 write_mask
= shader_glsl_append_dst_ext(ins
->ctx
->buffer
, ins
, &ins
->dst
[0], dst_data_type
);
5794 shader_glsl_get_swizzle(&ins
->src
[1], FALSE
, write_mask
, dst_swizzle
);
5796 reg_type
= ins
->src
[1].reg
.type
;
5797 resource_idx
= ins
->src
[1].reg
.idx
[0].offset
;
5798 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
, &lod_param
);
5799 if (reg_type
== WINED3DSPR_RESOURCE
)
5801 resource_type
= ins
->ctx
->reg_maps
->resource_info
[resource_idx
].type
;
5802 bind_idx
= shader_glsl_find_sampler(&ins
->ctx
->reg_maps
->sampler_map
,
5803 resource_idx
, WINED3D_SAMPLER_DEFAULT
);
5807 resource_type
= ins
->ctx
->reg_maps
->uav_resource_info
[resource_idx
].type
;
5808 bind_idx
= resource_idx
;
5811 if (resource_type
>= ARRAY_SIZE(resource_type_info
))
5813 ERR("Unexpected resource type %#x.\n", resource_type
);
5814 resource_type
= WINED3D_SHADER_RESOURCE_TEXTURE_2D
;
5817 if (dst_data_type
== WINED3D_DATA_UINT
)
5818 shader_addline(ins
->ctx
->buffer
, "uvec4(");
5820 shader_addline(ins
->ctx
->buffer
, "vec4(");
5822 if (reg_type
== WINED3DSPR_RESOURCE
)
5824 shader_addline(ins
->ctx
->buffer
, "textureSize(%s_sampler%u, %s), ",
5825 shader_glsl_get_prefix(version
->type
), bind_idx
, lod_param
.param_str
);
5827 for (i
= 0; i
< 3 - resource_type_info
[resource_type
].resinfo_size
; ++i
)
5828 shader_addline(ins
->ctx
->buffer
, "0, ");
5830 if (gl_info
->supported
[ARB_TEXTURE_QUERY_LEVELS
])
5832 shader_addline(ins
->ctx
->buffer
, "textureQueryLevels(%s_sampler%u)",
5833 shader_glsl_get_prefix(version
->type
), bind_idx
);
5837 FIXME("textureQueryLevels is not supported, returning 1 mipmap level.\n");
5838 shader_addline(ins
->ctx
->buffer
, "1");
5843 shader_addline(ins
->ctx
->buffer
, "imageSize(%s_image%u), ",
5844 shader_glsl_get_prefix(version
->type
), bind_idx
);
5846 for (i
= 0; i
< 3 - resource_type_info
[resource_type
].resinfo_size
; ++i
)
5847 shader_addline(ins
->ctx
->buffer
, "0, ");
5849 /* For UAVs the returned miplevel count is always 1. */
5850 shader_addline(ins
->ctx
->buffer
, "1");
5853 shader_addline(ins
->ctx
->buffer
, ")%s);\n", dst_swizzle
);
5856 /* FIXME: The current implementation does not handle multisample textures correctly. */
5857 static void shader_glsl_ld(const struct wined3d_shader_instruction
*ins
)
5859 const struct wined3d_shader_reg_maps
*reg_maps
= ins
->ctx
->reg_maps
;
5860 unsigned int resource_idx
, sampler_idx
, sampler_bind_idx
;
5861 struct glsl_src_param coord_param
, lod_param
;
5862 struct glsl_sample_function sample_function
;
5863 DWORD flags
= WINED3D_GLSL_SAMPLE_LOAD
;
5866 if (wined3d_shader_instruction_has_texel_offset(ins
))
5867 flags
|= WINED3D_GLSL_SAMPLE_OFFSET
;
5869 resource_idx
= ins
->src
[1].reg
.idx
[0].offset
;
5870 sampler_idx
= WINED3D_SAMPLER_DEFAULT
;
5872 if (resource_idx
>= ARRAY_SIZE(reg_maps
->resource_info
))
5874 ERR("Invalid resource index %u.\n", resource_idx
);
5877 has_lod_param
= reg_maps
->resource_info
[resource_idx
].type
!= WINED3D_SHADER_RESOURCE_BUFFER
;
5879 shader_glsl_get_sample_function(ins
->ctx
, resource_idx
, sampler_idx
, flags
, &sample_function
);
5880 shader_glsl_add_src_param(ins
, &ins
->src
[0], sample_function
.coord_mask
, &coord_param
);
5881 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_3
, &lod_param
);
5882 sampler_bind_idx
= shader_glsl_find_sampler(®_maps
->sampler_map
, resource_idx
, sampler_idx
);
5883 shader_glsl_gen_sample_code(ins
, sampler_bind_idx
, &sample_function
, ins
->src
[1].swizzle
,
5884 NULL
, NULL
, has_lod_param
? lod_param
.param_str
: NULL
, &ins
->texel_offset
,
5885 "%s", coord_param
.param_str
);
5886 shader_glsl_release_sample_function(ins
->ctx
, &sample_function
);
5889 static void shader_glsl_sample(const struct wined3d_shader_instruction
*ins
)
5891 const char *lod_param_str
= NULL
, *dx_param_str
= NULL
, *dy_param_str
= NULL
;
5892 struct glsl_src_param coord_param
, lod_param
, dx_param
, dy_param
;
5893 unsigned int resource_idx
, sampler_idx
, sampler_bind_idx
;
5894 struct glsl_sample_function sample_function
;
5897 if (ins
->handler_idx
== WINED3DSIH_SAMPLE_GRAD
)
5898 flags
|= WINED3D_GLSL_SAMPLE_GRAD
;
5899 if (ins
->handler_idx
== WINED3DSIH_SAMPLE_LOD
)
5900 flags
|= WINED3D_GLSL_SAMPLE_LOD
;
5901 if (wined3d_shader_instruction_has_texel_offset(ins
))
5902 flags
|= WINED3D_GLSL_SAMPLE_OFFSET
;
5904 resource_idx
= ins
->src
[1].reg
.idx
[0].offset
;
5905 sampler_idx
= ins
->src
[2].reg
.idx
[0].offset
;
5907 shader_glsl_get_sample_function(ins
->ctx
, resource_idx
, sampler_idx
, flags
, &sample_function
);
5908 shader_glsl_add_src_param(ins
, &ins
->src
[0], sample_function
.coord_mask
, &coord_param
);
5910 switch (ins
->handler_idx
)
5912 case WINED3DSIH_SAMPLE
:
5914 case WINED3DSIH_SAMPLE_B
:
5915 shader_glsl_add_src_param(ins
, &ins
->src
[3], WINED3DSP_WRITEMASK_0
, &lod_param
);
5916 lod_param_str
= lod_param
.param_str
;
5918 case WINED3DSIH_SAMPLE_GRAD
:
5919 shader_glsl_add_src_param(ins
, &ins
->src
[3], sample_function
.deriv_mask
, &dx_param
);
5920 shader_glsl_add_src_param(ins
, &ins
->src
[4], sample_function
.deriv_mask
, &dy_param
);
5921 dx_param_str
= dx_param
.param_str
;
5922 dy_param_str
= dy_param
.param_str
;
5924 case WINED3DSIH_SAMPLE_LOD
:
5925 shader_glsl_add_src_param(ins
, &ins
->src
[3], WINED3DSP_WRITEMASK_0
, &lod_param
);
5926 lod_param_str
= lod_param
.param_str
;
5929 ERR("Unhandled opcode %s.\n", debug_d3dshaderinstructionhandler(ins
->handler_idx
));
5933 sampler_bind_idx
= shader_glsl_find_sampler(&ins
->ctx
->reg_maps
->sampler_map
, resource_idx
, sampler_idx
);
5934 shader_glsl_gen_sample_code(ins
, sampler_bind_idx
, &sample_function
, ins
->src
[1].swizzle
,
5935 dx_param_str
, dy_param_str
, lod_param_str
, &ins
->texel_offset
, "%s", coord_param
.param_str
);
5936 shader_glsl_release_sample_function(ins
->ctx
, &sample_function
);
5939 static void shader_glsl_sample_c(const struct wined3d_shader_instruction
*ins
)
5941 unsigned int resource_idx
, sampler_idx
, sampler_bind_idx
;
5942 struct glsl_src_param coord_param
, compare_param
;
5943 struct glsl_sample_function sample_function
;
5944 const char *lod_param
= NULL
;
5945 unsigned int coord_size
;
5948 if (ins
->handler_idx
== WINED3DSIH_SAMPLE_C_LZ
)
5951 flags
|= WINED3D_GLSL_SAMPLE_LOD
;
5954 if (wined3d_shader_instruction_has_texel_offset(ins
))
5955 flags
|= WINED3D_GLSL_SAMPLE_OFFSET
;
5957 resource_idx
= ins
->src
[1].reg
.idx
[0].offset
;
5958 sampler_idx
= ins
->src
[2].reg
.idx
[0].offset
;
5960 shader_glsl_get_sample_function(ins
->ctx
, resource_idx
, sampler_idx
, flags
, &sample_function
);
5961 coord_size
= shader_glsl_get_write_mask_size(sample_function
.coord_mask
);
5962 shader_glsl_add_src_param(ins
, &ins
->src
[0], sample_function
.coord_mask
>> 1, &coord_param
);
5963 shader_glsl_add_src_param(ins
, &ins
->src
[3], WINED3DSP_WRITEMASK_0
, &compare_param
);
5964 sampler_bind_idx
= shader_glsl_find_sampler(&ins
->ctx
->reg_maps
->sampler_map
, resource_idx
, sampler_idx
);
5965 shader_glsl_gen_sample_code(ins
, sampler_bind_idx
, &sample_function
, WINED3DSP_NOSWIZZLE
,
5966 NULL
, NULL
, lod_param
, &ins
->texel_offset
, "vec%u(%s, %s)",
5967 coord_size
, coord_param
.param_str
, compare_param
.param_str
);
5968 shader_glsl_release_sample_function(ins
->ctx
, &sample_function
);
5971 static void shader_glsl_gather4(const struct wined3d_shader_instruction
*ins
)
5973 unsigned int resource_param_idx
, resource_idx
, sampler_idx
, sampler_bind_idx
, component_idx
;
5974 const struct wined3d_shader_reg_maps
*reg_maps
= ins
->ctx
->reg_maps
;
5975 const char *prefix
= shader_glsl_get_prefix(reg_maps
->shader_version
.type
);
5976 struct glsl_src_param coord_param
, compare_param
, offset_param
;
5977 const struct wined3d_gl_info
*gl_info
= ins
->ctx
->gl_info
;
5978 const struct wined3d_shader_resource_info
*resource_info
;
5979 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
5980 unsigned int coord_size
, offset_size
;
5981 char dst_swizzle
[6];
5984 if (!gl_info
->supported
[ARB_TEXTURE_GATHER
])
5986 FIXME("OpenGL implementation does not support textureGather.\n");
5990 has_offset
= ins
->handler_idx
== WINED3DSIH_GATHER4_PO
5991 || ins
->handler_idx
== WINED3DSIH_GATHER4_PO_C
5992 || wined3d_shader_instruction_has_texel_offset(ins
);
5994 resource_param_idx
=
5995 (ins
->handler_idx
== WINED3DSIH_GATHER4_PO
|| ins
->handler_idx
== WINED3DSIH_GATHER4_PO_C
) ? 2 : 1;
5996 resource_idx
= ins
->src
[resource_param_idx
].reg
.idx
[0].offset
;
5997 sampler_idx
= ins
->src
[resource_param_idx
+ 1].reg
.idx
[0].offset
;
5998 component_idx
= shader_glsl_swizzle_get_component(ins
->src
[resource_param_idx
+ 1].swizzle
, 0);
5999 sampler_bind_idx
= shader_glsl_find_sampler(®_maps
->sampler_map
, resource_idx
, sampler_idx
);
6001 if (!(resource_info
= shader_glsl_get_resource_info(ins
, &ins
->src
[resource_param_idx
].reg
)))
6004 if (resource_info
->type
>= ARRAY_SIZE(resource_type_info
))
6006 ERR("Unexpected resource type %#x.\n", resource_info
->type
);
6009 shader_glsl_get_coord_size(resource_info
->type
, &coord_size
, &offset_size
);
6011 shader_glsl_swizzle_to_str(ins
->src
[resource_param_idx
].swizzle
, FALSE
, ins
->dst
[0].write_mask
, dst_swizzle
);
6012 shader_glsl_append_dst_ext(buffer
, ins
, &ins
->dst
[0], resource_info
->data_type
);
6014 shader_glsl_add_src_param(ins
, &ins
->src
[0], (1u << coord_size
) - 1, &coord_param
);
6016 shader_addline(buffer
, "textureGather%s(%s_sampler%u, %s",
6017 has_offset
? "Offset" : "", prefix
, sampler_bind_idx
, coord_param
.param_str
);
6018 if (ins
->handler_idx
== WINED3DSIH_GATHER4_C
|| ins
->handler_idx
== WINED3DSIH_GATHER4_PO_C
)
6020 shader_glsl_add_src_param(ins
, &ins
->src
[resource_param_idx
+ 2], WINED3DSP_WRITEMASK_0
, &compare_param
);
6021 shader_addline(buffer
, ", %s", compare_param
.param_str
);
6023 if (ins
->handler_idx
== WINED3DSIH_GATHER4_PO
|| ins
->handler_idx
== WINED3DSIH_GATHER4_PO_C
)
6025 shader_glsl_add_src_param(ins
, &ins
->src
[1], (1u << offset_size
) - 1, &offset_param
);
6026 shader_addline(buffer
, ", %s", offset_param
.param_str
);
6028 else if (has_offset
)
6030 int offset_immdata
[4] = {ins
->texel_offset
.u
, ins
->texel_offset
.v
, ins
->texel_offset
.w
};
6031 shader_addline(buffer
, ", ");
6032 shader_glsl_append_imm_ivec(buffer
, offset_immdata
, offset_size
);
6035 shader_addline(buffer
, ", %u", component_idx
);
6037 shader_addline(buffer
, ")%s);\n", dst_swizzle
);
6040 static void shader_glsl_texcoord(const struct wined3d_shader_instruction
*ins
)
6042 /* FIXME: Make this work for more than just 2D textures */
6043 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
6044 DWORD write_mask
= shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
6046 if (!(ins
->ctx
->reg_maps
->shader_version
.major
== 1 && ins
->ctx
->reg_maps
->shader_version
.minor
== 4))
6050 shader_glsl_get_write_mask(&ins
->dst
[0], dst_mask
);
6051 shader_addline(buffer
, "clamp(ffp_texcoord[%u], 0.0, 1.0)%s);\n",
6052 ins
->dst
[0].reg
.idx
[0].offset
, dst_mask
);
6056 enum wined3d_shader_src_modifier src_mod
= ins
->src
[0].modifiers
;
6057 DWORD reg
= ins
->src
[0].reg
.idx
[0].offset
;
6058 char dst_swizzle
[6];
6060 shader_glsl_get_swizzle(&ins
->src
[0], FALSE
, write_mask
, dst_swizzle
);
6062 if (src_mod
== WINED3DSPSM_DZ
|| src_mod
== WINED3DSPSM_DW
)
6064 unsigned int mask_size
= shader_glsl_get_write_mask_size(write_mask
);
6065 struct glsl_src_param div_param
;
6066 DWORD src_writemask
= src_mod
== WINED3DSPSM_DZ
? WINED3DSP_WRITEMASK_2
: WINED3DSP_WRITEMASK_3
;
6068 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_writemask
, &div_param
);
6071 shader_addline(buffer
, "ffp_texcoord[%u]%s / vec%d(%s));\n", reg
, dst_swizzle
, mask_size
, div_param
.param_str
);
6073 shader_addline(buffer
, "ffp_texcoord[%u]%s / %s);\n", reg
, dst_swizzle
, div_param
.param_str
);
6077 shader_addline(buffer
, "ffp_texcoord[%u]%s);\n", reg
, dst_swizzle
);
6082 /** Process the WINED3DSIO_TEXDP3TEX instruction in GLSL:
6083 * Take a 3-component dot product of the TexCoord[dstreg] and src,
6084 * then perform a 1D texture lookup from stage dstregnum, place into dst. */
6085 static void shader_glsl_texdp3tex(const struct wined3d_shader_instruction
*ins
)
6087 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
6088 DWORD sampler_idx
= ins
->dst
[0].reg
.idx
[0].offset
;
6089 struct glsl_sample_function sample_function
;
6090 struct glsl_src_param src0_param
;
6093 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_mask
, &src0_param
);
6095 /* Do I have to take care about the projected bit? I don't think so, since the dp3 returns only one
6096 * scalar, and projected sampling would require 4.
6098 * It is a dependent read - not valid with conditional NP2 textures
6100 shader_glsl_get_sample_function(ins
->ctx
, sampler_idx
, sampler_idx
, 0, &sample_function
);
6101 mask_size
= shader_glsl_get_write_mask_size(sample_function
.coord_mask
);
6106 shader_glsl_gen_sample_code(ins
, sampler_idx
, &sample_function
, WINED3DSP_NOSWIZZLE
, NULL
, NULL
, NULL
,
6107 NULL
, "dot(ffp_texcoord[%u].xyz, %s)", sampler_idx
, src0_param
.param_str
);
6111 shader_glsl_gen_sample_code(ins
, sampler_idx
, &sample_function
, WINED3DSP_NOSWIZZLE
, NULL
, NULL
, NULL
,
6112 NULL
, "vec2(dot(ffp_texcoord[%u].xyz, %s), 0.0)", sampler_idx
, src0_param
.param_str
);
6116 shader_glsl_gen_sample_code(ins
, sampler_idx
, &sample_function
, WINED3DSP_NOSWIZZLE
, NULL
, NULL
, NULL
,
6117 NULL
, "vec3(dot(ffp_texcoord[%u].xyz, %s), 0.0, 0.0)", sampler_idx
, src0_param
.param_str
);
6121 FIXME("Unexpected mask size %u\n", mask_size
);
6124 shader_glsl_release_sample_function(ins
->ctx
, &sample_function
);
6127 /** Process the WINED3DSIO_TEXDP3 instruction in GLSL:
6128 * Take a 3-component dot product of the TexCoord[dstreg] and src. */
6129 static void shader_glsl_texdp3(const struct wined3d_shader_instruction
*ins
)
6131 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
6132 DWORD dstreg
= ins
->dst
[0].reg
.idx
[0].offset
;
6133 struct glsl_src_param src0_param
;
6135 unsigned int mask_size
;
6137 dst_mask
= shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
6138 mask_size
= shader_glsl_get_write_mask_size(dst_mask
);
6139 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_mask
, &src0_param
);
6141 if (mask_size
> 1) {
6142 shader_addline(ins
->ctx
->buffer
, "vec%d(dot(T%u.xyz, %s)));\n", mask_size
, dstreg
, src0_param
.param_str
);
6144 shader_addline(ins
->ctx
->buffer
, "dot(T%u.xyz, %s));\n", dstreg
, src0_param
.param_str
);
6148 /** Process the WINED3DSIO_TEXDEPTH instruction in GLSL:
6149 * Calculate the depth as dst.x / dst.y */
6150 static void shader_glsl_texdepth(const struct wined3d_shader_instruction
*ins
)
6152 struct glsl_dst_param dst_param
;
6154 shader_glsl_add_dst_param(ins
, &ins
->dst
[0], &dst_param
);
6156 /* Tests show that texdepth never returns anything below 0.0, and that r5.y is clamped to 1.0.
6157 * Negative input is accepted, -0.25 / -0.5 returns 0.5. GL should clamp gl_FragDepth to [0;1], but
6158 * this doesn't always work, so clamp the results manually. Whether or not the x value is clamped at 1
6159 * too is irrelevant, since if x = 0, any y value < 1.0 (and > 1.0 is not allowed) results in a result
6162 shader_addline(ins
->ctx
->buffer
, "gl_FragDepth = clamp((%s.x / min(%s.y, 1.0)), 0.0, 1.0);\n",
6163 dst_param
.reg_name
, dst_param
.reg_name
);
6166 /** Process the WINED3DSIO_TEXM3X2DEPTH instruction in GLSL:
6167 * Last row of a 3x2 matrix multiply, use the result to calculate the depth:
6168 * Calculate tmp0.y = TexCoord[dstreg] . src.xyz; (tmp0.x has already been calculated)
6169 * depth = (tmp0.y == 0.0) ? 1.0 : tmp0.x / tmp0.y
6171 static void shader_glsl_texm3x2depth(const struct wined3d_shader_instruction
*ins
)
6173 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
6174 DWORD dstreg
= ins
->dst
[0].reg
.idx
[0].offset
;
6175 struct glsl_src_param src0_param
;
6177 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_mask
, &src0_param
);
6179 shader_addline(ins
->ctx
->buffer
, "tmp0.y = dot(T%u.xyz, %s);\n", dstreg
, src0_param
.param_str
);
6180 shader_addline(ins
->ctx
->buffer
, "gl_FragDepth = (tmp0.y == 0.0) ? 1.0 : clamp(tmp0.x / tmp0.y, 0.0, 1.0);\n");
6183 /** Process the WINED3DSIO_TEXM3X2PAD instruction in GLSL
6184 * Calculate the 1st of a 2-row matrix multiplication. */
6185 static void shader_glsl_texm3x2pad(const struct wined3d_shader_instruction
*ins
)
6187 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
6188 DWORD reg
= ins
->dst
[0].reg
.idx
[0].offset
;
6189 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
6190 struct glsl_src_param src0_param
;
6192 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_mask
, &src0_param
);
6193 shader_addline(buffer
, "tmp0.x = dot(T%u.xyz, %s);\n", reg
, src0_param
.param_str
);
6196 /** Process the WINED3DSIO_TEXM3X3PAD instruction in GLSL
6197 * Calculate the 1st or 2nd row of a 3-row matrix multiplication. */
6198 static void shader_glsl_texm3x3pad(const struct wined3d_shader_instruction
*ins
)
6200 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
6201 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
6202 struct wined3d_shader_tex_mx
*tex_mx
= ins
->ctx
->tex_mx
;
6203 DWORD reg
= ins
->dst
[0].reg
.idx
[0].offset
;
6204 struct glsl_src_param src0_param
;
6206 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_mask
, &src0_param
);
6207 shader_addline(buffer
, "tmp0.%c = dot(T%u.xyz, %s);\n", 'x' + tex_mx
->current_row
, reg
, src0_param
.param_str
);
6208 tex_mx
->texcoord_w
[tex_mx
->current_row
++] = reg
;
6211 static void shader_glsl_texm3x2tex(const struct wined3d_shader_instruction
*ins
)
6213 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
6214 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
6215 struct glsl_sample_function sample_function
;
6216 DWORD reg
= ins
->dst
[0].reg
.idx
[0].offset
;
6217 struct glsl_src_param src0_param
;
6219 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_mask
, &src0_param
);
6220 shader_addline(buffer
, "tmp0.y = dot(T%u.xyz, %s);\n", reg
, src0_param
.param_str
);
6222 shader_glsl_get_sample_function(ins
->ctx
, reg
, reg
, 0, &sample_function
);
6224 /* Sample the texture using the calculated coordinates */
6225 shader_glsl_gen_sample_code(ins
, reg
, &sample_function
, WINED3DSP_NOSWIZZLE
, NULL
, NULL
, NULL
, NULL
, "tmp0.xy");
6226 shader_glsl_release_sample_function(ins
->ctx
, &sample_function
);
6229 /** Process the WINED3DSIO_TEXM3X3TEX instruction in GLSL
6230 * Perform the 3rd row of a 3x3 matrix multiply, then sample the texture using the calculated coordinates */
6231 static void shader_glsl_texm3x3tex(const struct wined3d_shader_instruction
*ins
)
6233 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
6234 struct wined3d_shader_tex_mx
*tex_mx
= ins
->ctx
->tex_mx
;
6235 struct glsl_sample_function sample_function
;
6236 DWORD reg
= ins
->dst
[0].reg
.idx
[0].offset
;
6237 struct glsl_src_param src0_param
;
6239 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_mask
, &src0_param
);
6240 shader_addline(ins
->ctx
->buffer
, "tmp0.z = dot(T%u.xyz, %s);\n", reg
, src0_param
.param_str
);
6242 /* Dependent read, not valid with conditional NP2 */
6243 shader_glsl_get_sample_function(ins
->ctx
, reg
, reg
, 0, &sample_function
);
6245 /* Sample the texture using the calculated coordinates */
6246 shader_glsl_gen_sample_code(ins
, reg
, &sample_function
, WINED3DSP_NOSWIZZLE
, NULL
, NULL
, NULL
, NULL
, "tmp0.xyz");
6247 shader_glsl_release_sample_function(ins
->ctx
, &sample_function
);
6249 tex_mx
->current_row
= 0;
6252 /** Process the WINED3DSIO_TEXM3X3 instruction in GLSL
6253 * Perform the 3rd row of a 3x3 matrix multiply */
6254 static void shader_glsl_texm3x3(const struct wined3d_shader_instruction
*ins
)
6256 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
6257 struct wined3d_shader_tex_mx
*tex_mx
= ins
->ctx
->tex_mx
;
6258 DWORD reg
= ins
->dst
[0].reg
.idx
[0].offset
;
6259 struct glsl_src_param src0_param
;
6262 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_mask
, &src0_param
);
6264 shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
6265 shader_glsl_get_write_mask(&ins
->dst
[0], dst_mask
);
6266 shader_addline(ins
->ctx
->buffer
, "vec4(tmp0.xy, dot(T%u.xyz, %s), 1.0)%s);\n", reg
, src0_param
.param_str
, dst_mask
);
6268 tex_mx
->current_row
= 0;
6271 /* Process the WINED3DSIO_TEXM3X3SPEC instruction in GLSL
6272 * Perform the final texture lookup based on the previous 2 3x3 matrix multiplies */
6273 static void shader_glsl_texm3x3spec(const struct wined3d_shader_instruction
*ins
)
6275 struct glsl_src_param src0_param
;
6276 struct glsl_src_param src1_param
;
6277 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
6278 struct wined3d_shader_tex_mx
*tex_mx
= ins
->ctx
->tex_mx
;
6279 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
6280 struct glsl_sample_function sample_function
;
6281 DWORD reg
= ins
->dst
[0].reg
.idx
[0].offset
;
6284 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_mask
, &src0_param
);
6285 shader_glsl_add_src_param(ins
, &ins
->src
[1], src_mask
, &src1_param
);
6287 /* Perform the last matrix multiply operation */
6288 shader_addline(buffer
, "tmp0.z = dot(T%u.xyz, %s);\n", reg
, src0_param
.param_str
);
6289 /* Reflection calculation */
6290 shader_addline(buffer
, "tmp0.xyz = -reflect((%s), normalize(tmp0.xyz));\n", src1_param
.param_str
);
6292 /* Dependent read, not valid with conditional NP2 */
6293 shader_glsl_get_sample_function(ins
->ctx
, reg
, reg
, 0, &sample_function
);
6294 shader_glsl_write_mask_to_str(sample_function
.coord_mask
, coord_mask
);
6296 /* Sample the texture */
6297 shader_glsl_gen_sample_code(ins
, reg
, &sample_function
, WINED3DSP_NOSWIZZLE
,
6298 NULL
, NULL
, NULL
, NULL
, "tmp0%s", coord_mask
);
6299 shader_glsl_release_sample_function(ins
->ctx
, &sample_function
);
6301 tex_mx
->current_row
= 0;
6304 /* Process the WINED3DSIO_TEXM3X3VSPEC instruction in GLSL
6305 * Perform the final texture lookup based on the previous 2 3x3 matrix multiplies */
6306 static void shader_glsl_texm3x3vspec(const struct wined3d_shader_instruction
*ins
)
6308 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
6309 struct wined3d_shader_tex_mx
*tex_mx
= ins
->ctx
->tex_mx
;
6310 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
6311 struct glsl_sample_function sample_function
;
6312 DWORD reg
= ins
->dst
[0].reg
.idx
[0].offset
;
6313 struct glsl_src_param src0_param
;
6316 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_mask
, &src0_param
);
6318 /* Perform the last matrix multiply operation */
6319 shader_addline(buffer
, "tmp0.z = dot(vec3(T%u), vec3(%s));\n", reg
, src0_param
.param_str
);
6321 /* Construct the eye-ray vector from w coordinates */
6322 shader_addline(buffer
, "tmp1.xyz = normalize(vec3(ffp_texcoord[%u].w, ffp_texcoord[%u].w, ffp_texcoord[%u].w));\n",
6323 tex_mx
->texcoord_w
[0], tex_mx
->texcoord_w
[1], reg
);
6324 shader_addline(buffer
, "tmp0.xyz = -reflect(tmp1.xyz, normalize(tmp0.xyz));\n");
6326 /* Dependent read, not valid with conditional NP2 */
6327 shader_glsl_get_sample_function(ins
->ctx
, reg
, reg
, 0, &sample_function
);
6328 shader_glsl_write_mask_to_str(sample_function
.coord_mask
, coord_mask
);
6330 /* Sample the texture using the calculated coordinates */
6331 shader_glsl_gen_sample_code(ins
, reg
, &sample_function
, WINED3DSP_NOSWIZZLE
,
6332 NULL
, NULL
, NULL
, NULL
, "tmp0%s", coord_mask
);
6333 shader_glsl_release_sample_function(ins
->ctx
, &sample_function
);
6335 tex_mx
->current_row
= 0;
6338 /** Process the WINED3DSIO_TEXBEM instruction in GLSL.
6339 * Apply a fake bump map transform.
6340 * texbem is pshader <= 1.3 only, this saves a few version checks
6342 static void shader_glsl_texbem(const struct wined3d_shader_instruction
*ins
)
6344 const struct shader_glsl_ctx_priv
*priv
= ins
->ctx
->backend_data
;
6345 struct glsl_sample_function sample_function
;
6346 struct glsl_src_param coord_param
;
6352 sampler_idx
= ins
->dst
[0].reg
.idx
[0].offset
;
6353 flags
= (priv
->cur_ps_args
->tex_transform
>> sampler_idx
* WINED3D_PSARGS_TEXTRANSFORM_SHIFT
)
6354 & WINED3D_PSARGS_TEXTRANSFORM_MASK
;
6356 /* Dependent read, not valid with conditional NP2 */
6357 shader_glsl_get_sample_function(ins
->ctx
, sampler_idx
, sampler_idx
, 0, &sample_function
);
6358 mask
= sample_function
.coord_mask
;
6360 shader_glsl_write_mask_to_str(mask
, coord_mask
);
6362 /* With projected textures, texbem only divides the static texture coord,
6363 * not the displacement, so we can't let GL handle this. */
6364 if (flags
& WINED3D_PSARGS_PROJECTED
)
6367 char coord_div_mask
[3];
6368 switch (flags
& ~WINED3D_PSARGS_PROJECTED
)
6370 case WINED3D_TTFF_COUNT1
:
6371 FIXME("WINED3D_TTFF_PROJECTED with WINED3D_TTFF_COUNT1?\n");
6373 case WINED3D_TTFF_COUNT2
:
6374 div_mask
= WINED3DSP_WRITEMASK_1
;
6376 case WINED3D_TTFF_COUNT3
:
6377 div_mask
= WINED3DSP_WRITEMASK_2
;
6379 case WINED3D_TTFF_COUNT4
:
6380 case WINED3D_TTFF_DISABLE
:
6381 div_mask
= WINED3DSP_WRITEMASK_3
;
6384 shader_glsl_write_mask_to_str(div_mask
, coord_div_mask
);
6385 shader_addline(ins
->ctx
->buffer
, "T%u%s /= T%u%s;\n", sampler_idx
, coord_mask
, sampler_idx
, coord_div_mask
);
6388 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
, &coord_param
);
6390 shader_glsl_gen_sample_code(ins
, sampler_idx
, &sample_function
, WINED3DSP_NOSWIZZLE
, NULL
, NULL
, NULL
, NULL
,
6391 "T%u%s + vec4(bumpenv_mat%u * %s, 0.0, 0.0)%s", sampler_idx
, coord_mask
, sampler_idx
,
6392 coord_param
.param_str
, coord_mask
);
6394 if (ins
->handler_idx
== WINED3DSIH_TEXBEML
)
6396 struct glsl_src_param luminance_param
;
6397 struct glsl_dst_param dst_param
;
6399 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_2
, &luminance_param
);
6400 shader_glsl_add_dst_param(ins
, &ins
->dst
[0], &dst_param
);
6402 shader_addline(ins
->ctx
->buffer
, "%s%s *= (%s * bumpenv_lum_scale%u + bumpenv_lum_offset%u);\n",
6403 dst_param
.reg_name
, dst_param
.mask_str
,
6404 luminance_param
.param_str
, sampler_idx
, sampler_idx
);
6406 shader_glsl_release_sample_function(ins
->ctx
, &sample_function
);
6409 static void shader_glsl_bem(const struct wined3d_shader_instruction
*ins
)
6411 DWORD sampler_idx
= ins
->dst
[0].reg
.idx
[0].offset
;
6412 struct glsl_src_param src0_param
, src1_param
;
6414 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
, &src0_param
);
6415 shader_glsl_add_src_param(ins
, &ins
->src
[1], WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
, &src1_param
);
6417 shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
6418 shader_addline(ins
->ctx
->buffer
, "%s + bumpenv_mat%u * %s);\n",
6419 src0_param
.param_str
, sampler_idx
, src1_param
.param_str
);
6422 /** Process the WINED3DSIO_TEXREG2AR instruction in GLSL
6423 * Sample 2D texture at dst using the alpha & red (wx) components of src as texture coordinates */
6424 static void shader_glsl_texreg2ar(const struct wined3d_shader_instruction
*ins
)
6426 DWORD sampler_idx
= ins
->dst
[0].reg
.idx
[0].offset
;
6427 struct glsl_sample_function sample_function
;
6428 struct glsl_src_param src0_param
;
6430 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_ALL
, &src0_param
);
6432 shader_glsl_get_sample_function(ins
->ctx
, sampler_idx
, sampler_idx
, 0, &sample_function
);
6433 shader_glsl_gen_sample_code(ins
, sampler_idx
, &sample_function
, WINED3DSP_NOSWIZZLE
, NULL
, NULL
, NULL
, NULL
,
6434 "%s.wx", src0_param
.reg_name
);
6435 shader_glsl_release_sample_function(ins
->ctx
, &sample_function
);
6438 /** Process the WINED3DSIO_TEXREG2GB instruction in GLSL
6439 * Sample 2D texture at dst using the green & blue (yz) components of src as texture coordinates */
6440 static void shader_glsl_texreg2gb(const struct wined3d_shader_instruction
*ins
)
6442 DWORD sampler_idx
= ins
->dst
[0].reg
.idx
[0].offset
;
6443 struct glsl_sample_function sample_function
;
6444 struct glsl_src_param src0_param
;
6446 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_ALL
, &src0_param
);
6448 shader_glsl_get_sample_function(ins
->ctx
, sampler_idx
, sampler_idx
, 0, &sample_function
);
6449 shader_glsl_gen_sample_code(ins
, sampler_idx
, &sample_function
, WINED3DSP_NOSWIZZLE
, NULL
, NULL
, NULL
, NULL
,
6450 "%s.yz", src0_param
.reg_name
);
6451 shader_glsl_release_sample_function(ins
->ctx
, &sample_function
);
6454 /** Process the WINED3DSIO_TEXREG2RGB instruction in GLSL
6455 * Sample texture at dst using the rgb (xyz) components of src as texture coordinates */
6456 static void shader_glsl_texreg2rgb(const struct wined3d_shader_instruction
*ins
)
6458 DWORD sampler_idx
= ins
->dst
[0].reg
.idx
[0].offset
;
6459 struct glsl_sample_function sample_function
;
6460 struct glsl_src_param src0_param
;
6462 /* Dependent read, not valid with conditional NP2 */
6463 shader_glsl_get_sample_function(ins
->ctx
, sampler_idx
, sampler_idx
, 0, &sample_function
);
6464 shader_glsl_add_src_param(ins
, &ins
->src
[0], sample_function
.coord_mask
, &src0_param
);
6466 shader_glsl_gen_sample_code(ins
, sampler_idx
, &sample_function
, WINED3DSP_NOSWIZZLE
, NULL
, NULL
, NULL
, NULL
,
6467 "%s", src0_param
.param_str
);
6468 shader_glsl_release_sample_function(ins
->ctx
, &sample_function
);
6471 /** Process the WINED3DSIO_TEXKILL instruction in GLSL.
6472 * If any of the first 3 components are < 0, discard this pixel */
6473 static void shader_glsl_texkill(const struct wined3d_shader_instruction
*ins
)
6475 if (ins
->ctx
->reg_maps
->shader_version
.major
>= 4)
6477 struct glsl_src_param src_param
;
6479 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
, &src_param
);
6480 shader_addline(ins
->ctx
->buffer
, "if (bool(%s)) discard;\n", src_param
.param_str
);
6484 struct glsl_dst_param dst_param
;
6486 /* The argument is a destination parameter, and no writemasks are allowed */
6487 shader_glsl_add_dst_param(ins
, &ins
->dst
[0], &dst_param
);
6489 /* 2.0 shaders compare all 4 components in texkill. */
6490 if (ins
->ctx
->reg_maps
->shader_version
.major
>= 2)
6491 shader_addline(ins
->ctx
->buffer
, "if (any(lessThan(%s.xyzw, vec4(0.0)))) discard;\n", dst_param
.reg_name
);
6492 /* 1.x shaders only compare the first 3 components, probably due to
6493 * the nature of the texkill instruction as a tex* instruction, and
6494 * phase, which kills all .w components. Even if all 4 components are
6495 * defined, only the first 3 are used. */
6497 shader_addline(ins
->ctx
->buffer
, "if (any(lessThan(%s.xyz, vec3(0.0)))) discard;\n", dst_param
.reg_name
);
6501 /** Process the WINED3DSIO_DP2ADD instruction in GLSL.
6502 * dst = dot2(src0, src1) + src2 */
6503 static void shader_glsl_dp2add(const struct wined3d_shader_instruction
*ins
)
6505 struct glsl_src_param src0_param
;
6506 struct glsl_src_param src1_param
;
6507 struct glsl_src_param src2_param
;
6509 unsigned int mask_size
;
6511 write_mask
= shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
6512 mask_size
= shader_glsl_get_write_mask_size(write_mask
);
6514 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
, &src0_param
);
6515 shader_glsl_add_src_param(ins
, &ins
->src
[1], WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
, &src1_param
);
6516 shader_glsl_add_src_param(ins
, &ins
->src
[2], WINED3DSP_WRITEMASK_0
, &src2_param
);
6518 if (mask_size
> 1) {
6519 shader_addline(ins
->ctx
->buffer
, "vec%d(dot(%s, %s) + %s));\n",
6520 mask_size
, src0_param
.param_str
, src1_param
.param_str
, src2_param
.param_str
);
6522 shader_addline(ins
->ctx
->buffer
, "dot(%s, %s) + %s);\n",
6523 src0_param
.param_str
, src1_param
.param_str
, src2_param
.param_str
);
6527 static void shader_glsl_input_pack(const struct wined3d_shader
*shader
, struct wined3d_string_buffer
*buffer
,
6528 const struct wined3d_shader_signature
*input_signature
,
6529 const struct wined3d_shader_reg_maps
*reg_maps
,
6530 const struct ps_compile_args
*args
, const struct wined3d_gl_info
*gl_info
)
6534 for (i
= 0; i
< input_signature
->element_count
; ++i
)
6536 const struct wined3d_shader_signature_element
*input
= &input_signature
->elements
[i
];
6537 const char *semantic_name
;
6542 if (!(reg_maps
->input_registers
& (1u << input
->register_idx
)))
6545 semantic_name
= input
->semantic_name
;
6546 semantic_idx
= input
->semantic_idx
;
6547 shader_glsl_write_mask_to_str(input
->mask
, reg_mask
);
6549 if (args
->vp_mode
== vertexshader
)
6551 if (input
->sysval_semantic
== WINED3D_SV_POSITION
&& !semantic_idx
)
6553 shader_addline(buffer
, "ps_in[%u]%s = vpos%s;\n",
6554 shader
->u
.ps
.input_reg_map
[input
->register_idx
], reg_mask
, reg_mask
);
6556 else if (args
->pointsprite
&& shader_match_semantic(semantic_name
, WINED3D_DECL_USAGE_TEXCOORD
))
6558 shader_addline(buffer
, "ps_in[%u] = vec4(gl_PointCoord.xy, 0.0, 0.0);\n", input
->register_idx
);
6560 else if (input
->sysval_semantic
== WINED3D_SV_IS_FRONT_FACE
)
6562 shader_addline(buffer
, "ps_in[%u]%s = uintBitsToFloat(gl_FrontFacing ? 0xffffffffu : 0u);\n",
6563 input
->register_idx
, reg_mask
);
6565 else if (input
->sysval_semantic
== WINED3D_SV_RENDER_TARGET_ARRAY_INDEX
&& !semantic_idx
)
6567 if (gl_info
->supported
[ARB_FRAGMENT_LAYER_VIEWPORT
])
6568 shader_addline(buffer
, "ps_in[%u]%s = intBitsToFloat(gl_Layer);\n",
6569 input
->register_idx
, reg_mask
);
6571 FIXME("ARB_fragment_layer_viewport is not supported.\n");
6575 if (input
->sysval_semantic
)
6576 FIXME("Unhandled sysval semantic %#x.\n", input
->sysval_semantic
);
6577 shader_addline(buffer
, "ps_in[%u]%s = %s[%u]%s;\n",
6578 shader
->u
.ps
.input_reg_map
[input
->register_idx
], reg_mask
,
6579 shader_glsl_shader_input_name(gl_info
),
6580 shader
->u
.ps
.input_reg_map
[input
->register_idx
], reg_mask
);
6583 else if (shader_match_semantic(semantic_name
, WINED3D_DECL_USAGE_TEXCOORD
))
6585 if (args
->pointsprite
)
6586 shader_addline(buffer
, "ps_in[%u] = vec4(gl_PointCoord.xy, 0.0, 0.0);\n",
6587 shader
->u
.ps
.input_reg_map
[input
->register_idx
]);
6588 else if (args
->vp_mode
== pretransformed
&& args
->texcoords_initialized
& (1u << semantic_idx
))
6589 shader_addline(buffer
, "ps_in[%u]%s = %s[%u]%s;\n",
6590 shader
->u
.ps
.input_reg_map
[input
->register_idx
], reg_mask
,
6591 needs_legacy_glsl_syntax(gl_info
)
6592 ? "gl_TexCoord" : "ffp_varying_texcoord", semantic_idx
, reg_mask
);
6594 shader_addline(buffer
, "ps_in[%u]%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
6595 shader
->u
.ps
.input_reg_map
[input
->register_idx
], reg_mask
, reg_mask
);
6597 else if (shader_match_semantic(semantic_name
, WINED3D_DECL_USAGE_COLOR
))
6600 shader_addline(buffer
, "ps_in[%u]%s = vec4(ffp_varying_diffuse)%s;\n",
6601 shader
->u
.ps
.input_reg_map
[input
->register_idx
], reg_mask
, reg_mask
);
6602 else if (semantic_idx
== 1)
6603 shader_addline(buffer
, "ps_in[%u]%s = vec4(ffp_varying_specular)%s;\n",
6604 shader
->u
.ps
.input_reg_map
[input
->register_idx
], reg_mask
, reg_mask
);
6606 shader_addline(buffer
, "ps_in[%u]%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
6607 shader
->u
.ps
.input_reg_map
[input
->register_idx
], reg_mask
, reg_mask
);
6611 shader_addline(buffer
, "ps_in[%u]%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
6612 shader
->u
.ps
.input_reg_map
[input
->register_idx
], reg_mask
, reg_mask
);
6617 static void add_glsl_program_entry(struct shader_glsl_priv
*priv
, struct glsl_shader_prog_link
*entry
)
6619 struct glsl_program_key key
;
6621 key
.vs_id
= entry
->vs
.id
;
6622 key
.hs_id
= entry
->hs
.id
;
6623 key
.ds_id
= entry
->ds
.id
;
6624 key
.gs_id
= entry
->gs
.id
;
6625 key
.ps_id
= entry
->ps
.id
;
6626 key
.cs_id
= entry
->cs
.id
;
6628 if (wine_rb_put(&priv
->program_lookup
, &key
, &entry
->program_lookup_entry
) == -1)
6630 ERR("Failed to insert program entry.\n");
6634 static struct glsl_shader_prog_link
*get_glsl_program_entry(const struct shader_glsl_priv
*priv
,
6635 const struct glsl_program_key
*key
)
6637 struct wine_rb_entry
*entry
;
6639 entry
= wine_rb_get(&priv
->program_lookup
, key
);
6640 return entry
? WINE_RB_ENTRY_VALUE(entry
, struct glsl_shader_prog_link
, program_lookup_entry
) : NULL
;
6643 /* Context activation is done by the caller. */
6644 static void delete_glsl_program_entry(struct shader_glsl_priv
*priv
, const struct wined3d_gl_info
*gl_info
,
6645 struct glsl_shader_prog_link
*entry
)
6647 wine_rb_remove(&priv
->program_lookup
, &entry
->program_lookup_entry
);
6649 GL_EXTCALL(glDeleteProgram(entry
->id
));
6651 list_remove(&entry
->vs
.shader_entry
);
6653 list_remove(&entry
->hs
.shader_entry
);
6655 list_remove(&entry
->ds
.shader_entry
);
6657 list_remove(&entry
->gs
.shader_entry
);
6659 list_remove(&entry
->ps
.shader_entry
);
6661 list_remove(&entry
->cs
.shader_entry
);
6662 HeapFree(GetProcessHeap(), 0, entry
);
6665 static void shader_glsl_setup_vs3_output(struct shader_glsl_priv
*priv
,
6666 const struct wined3d_gl_info
*gl_info
, const DWORD
*map
,
6667 const struct wined3d_shader_signature
*input_signature
,
6668 const struct wined3d_shader_reg_maps
*reg_maps_in
,
6669 const struct wined3d_shader_signature
*output_signature
,
6670 const struct wined3d_shader_reg_maps
*reg_maps_out
)
6672 struct wined3d_string_buffer
*destination
= string_buffer_get(&priv
->string_buffers
);
6673 const char *out_array_name
= shader_glsl_shader_output_name(gl_info
);
6674 struct wined3d_string_buffer
*buffer
= &priv
->shader_buffer
;
6675 unsigned int in_count
= vec4_varyings(3, gl_info
);
6676 unsigned int max_varyings
= needs_legacy_glsl_syntax(gl_info
) ? in_count
+ 2 : in_count
;
6677 DWORD in_idx
, *set
= NULL
;
6681 set
= wined3d_calloc(max_varyings
, sizeof(*set
));
6683 for (i
= 0; i
< input_signature
->element_count
; ++i
)
6685 const struct wined3d_shader_signature_element
*input
= &input_signature
->elements
[i
];
6687 if (!(reg_maps_in
->input_registers
& (1u << input
->register_idx
)))
6690 in_idx
= map
[input
->register_idx
];
6691 /* Declared, but not read register */
6694 if (in_idx
>= max_varyings
)
6696 FIXME("More input varyings declared than supported, expect issues.\n");
6700 if (in_idx
== in_count
)
6701 string_buffer_sprintf(destination
, "gl_FrontColor");
6702 else if (in_idx
== in_count
+ 1)
6703 string_buffer_sprintf(destination
, "gl_FrontSecondaryColor");
6705 string_buffer_sprintf(destination
, "%s[%u]", out_array_name
, in_idx
);
6710 for (j
= 0; j
< output_signature
->element_count
; ++j
)
6712 const struct wined3d_shader_signature_element
*output
= &output_signature
->elements
[j
];
6715 if (!(reg_maps_out
->output_registers
& (1u << output
->register_idx
))
6716 || input
->semantic_idx
!= output
->semantic_idx
6717 || strcmp(input
->semantic_name
, output
->semantic_name
)
6718 || !(mask
= input
->mask
& output
->mask
))
6721 if (set
[in_idx
] == ~0u)
6723 set
[in_idx
] |= mask
& reg_maps_out
->u
.output_registers_mask
[output
->register_idx
];
6724 shader_glsl_write_mask_to_str(mask
, reg_mask
);
6726 shader_addline(buffer
, "%s%s = outputs[%u]%s;\n",
6727 destination
->buffer
, reg_mask
, output
->register_idx
, reg_mask
);
6731 for (i
= 0; i
< max_varyings
; ++i
)
6735 if (!set
[i
] || set
[i
] == WINED3DSP_WRITEMASK_ALL
)
6742 if (!(set
[i
] & WINED3DSP_WRITEMASK_0
))
6743 reg_mask
[size
++] = 'x';
6744 if (!(set
[i
] & WINED3DSP_WRITEMASK_1
))
6745 reg_mask
[size
++] = 'y';
6746 if (!(set
[i
] & WINED3DSP_WRITEMASK_2
))
6747 reg_mask
[size
++] = 'z';
6748 if (!(set
[i
] & WINED3DSP_WRITEMASK_3
))
6749 reg_mask
[size
++] = 'w';
6750 reg_mask
[size
] = '\0';
6753 string_buffer_sprintf(destination
, "gl_FrontColor");
6754 else if (i
== in_count
+ 1)
6755 string_buffer_sprintf(destination
, "gl_FrontSecondaryColor");
6757 string_buffer_sprintf(destination
, "%s[%u]", out_array_name
, i
);
6760 shader_addline(buffer
, "%s.%s = 0.0;\n", destination
->buffer
, reg_mask
);
6762 shader_addline(buffer
, "%s.%s = vec%u(0.0);\n", destination
->buffer
, reg_mask
, size
);
6765 HeapFree(GetProcessHeap(), 0, set
);
6766 string_buffer_release(&priv
->string_buffers
, destination
);
6769 static void shader_glsl_setup_sm4_shader_output(struct shader_glsl_priv
*priv
,
6770 unsigned int input_count
, const struct wined3d_shader_signature
*output_signature
,
6771 const struct wined3d_shader_reg_maps
*reg_maps_out
, const char *output_variable_name
)
6773 struct wined3d_string_buffer
*buffer
= &priv
->shader_buffer
;
6777 for (i
= 0; i
< output_signature
->element_count
; ++i
)
6779 const struct wined3d_shader_signature_element
*output
= &output_signature
->elements
[i
];
6781 if (!(reg_maps_out
->output_registers
& (1u << output
->register_idx
)))
6784 if (output
->stream_idx
)
6787 if (output
->register_idx
>= input_count
)
6790 shader_glsl_write_mask_to_str(output
->mask
, reg_mask
);
6792 shader_addline(buffer
, "%s.reg[%u]%s = outputs[%u]%s;\n",
6793 output_variable_name
, output
->register_idx
, reg_mask
, output
->register_idx
, reg_mask
);
6797 static void shader_glsl_setup_sm3_rasterizer_input(struct shader_glsl_priv
*priv
,
6798 const struct wined3d_gl_info
*gl_info
, const DWORD
*map
,
6799 const struct wined3d_shader_signature
*input_signature
,
6800 const struct wined3d_shader_reg_maps
*reg_maps_in
, unsigned int input_count
,
6801 const struct wined3d_shader_signature
*output_signature
,
6802 const struct wined3d_shader_reg_maps
*reg_maps_out
, BOOL per_vertex_point_size
)
6804 struct wined3d_string_buffer
*buffer
= &priv
->shader_buffer
;
6805 const char *semantic_name
;
6810 /* First, sort out position and point size system values. */
6811 for (i
= 0; i
< output_signature
->element_count
; ++i
)
6813 const struct wined3d_shader_signature_element
*output
= &output_signature
->elements
[i
];
6815 if (!(reg_maps_out
->output_registers
& (1u << output
->register_idx
)))
6818 if (output
->stream_idx
)
6821 semantic_name
= output
->semantic_name
;
6822 semantic_idx
= output
->semantic_idx
;
6823 shader_glsl_write_mask_to_str(output
->mask
, reg_mask
);
6825 if (output
->sysval_semantic
== WINED3D_SV_POSITION
&& !semantic_idx
)
6827 shader_addline(buffer
, "gl_Position%s = outputs[%u]%s;\n",
6828 reg_mask
, output
->register_idx
, reg_mask
);
6830 else if (shader_match_semantic(semantic_name
, WINED3D_DECL_USAGE_PSIZE
) && per_vertex_point_size
)
6832 shader_addline(buffer
, "gl_PointSize = clamp(outputs[%u].%c, "
6833 "ffp_point.size_min, ffp_point.size_max);\n", output
->register_idx
, reg_mask
[1]);
6835 else if (output
->sysval_semantic
== WINED3D_SV_RENDER_TARGET_ARRAY_INDEX
&& !semantic_idx
)
6837 shader_addline(buffer
, "gl_Layer = floatBitsToInt(outputs[%u])%s;\n",
6838 output
->register_idx
, reg_mask
);
6840 else if (output
->sysval_semantic
)
6842 FIXME("Unhandled sysval semantic %#x.\n", output
->sysval_semantic
);
6846 /* Then, setup the pixel shader input. */
6847 if (reg_maps_out
->shader_version
.major
< 4)
6848 shader_glsl_setup_vs3_output(priv
, gl_info
, map
, input_signature
, reg_maps_in
,
6849 output_signature
, reg_maps_out
);
6851 shader_glsl_setup_sm4_shader_output(priv
, input_count
, output_signature
, reg_maps_out
, "shader_out");
6854 /* Context activation is done by the caller. */
6855 static GLuint
shader_glsl_generate_vs3_rasterizer_input_setup(struct shader_glsl_priv
*priv
,
6856 const struct wined3d_shader
*vs
, const struct wined3d_shader
*ps
,
6857 BOOL per_vertex_point_size
, BOOL flatshading
, const struct wined3d_gl_info
*gl_info
)
6859 const BOOL legacy_syntax
= needs_legacy_glsl_syntax(gl_info
);
6860 DWORD ps_major
= ps
? ps
->reg_maps
.shader_version
.major
: 0;
6861 struct wined3d_string_buffer
*buffer
= &priv
->shader_buffer
;
6862 const char *semantic_name
;
6868 string_buffer_clear(buffer
);
6870 shader_glsl_add_version_declaration(buffer
, gl_info
);
6872 if (per_vertex_point_size
)
6874 shader_addline(buffer
, "uniform struct\n{\n");
6875 shader_addline(buffer
, " float size_min;\n");
6876 shader_addline(buffer
, " float size_max;\n");
6877 shader_addline(buffer
, "} ffp_point;\n");
6882 DWORD colors_written_mask
[2] = {0};
6883 DWORD texcoords_written_mask
[MAX_TEXTURES
] = {0};
6887 declare_out_varying(gl_info
, buffer
, flatshading
, "vec4 ffp_varying_diffuse;\n");
6888 declare_out_varying(gl_info
, buffer
, flatshading
, "vec4 ffp_varying_specular;\n");
6889 declare_out_varying(gl_info
, buffer
, FALSE
, "vec4 ffp_varying_texcoord[%u];\n", MAX_TEXTURES
);
6890 declare_out_varying(gl_info
, buffer
, FALSE
, "float ffp_varying_fogcoord;\n");
6893 shader_addline(buffer
, "void setup_vs_output(in vec4 outputs[%u])\n{\n", vs
->limits
->packed_output
);
6895 for (i
= 0; i
< vs
->output_signature
.element_count
; ++i
)
6897 const struct wined3d_shader_signature_element
*output
= &vs
->output_signature
.elements
[i
];
6900 if (!(vs
->reg_maps
.output_registers
& (1u << output
->register_idx
)))
6903 semantic_name
= output
->semantic_name
;
6904 semantic_idx
= output
->semantic_idx
;
6905 write_mask
= output
->mask
;
6906 shader_glsl_write_mask_to_str(write_mask
, reg_mask
);
6908 if (shader_match_semantic(semantic_name
, WINED3D_DECL_USAGE_COLOR
) && semantic_idx
< 2)
6911 shader_addline(buffer
, "gl_Front%sColor%s = outputs[%u]%s;\n",
6912 semantic_idx
? "Secondary" : "", reg_mask
, output
->register_idx
, reg_mask
);
6914 shader_addline(buffer
, "ffp_varying_%s%s = clamp(outputs[%u]%s, 0.0, 1.0);\n",
6915 semantic_idx
? "specular" : "diffuse", reg_mask
, output
->register_idx
, reg_mask
);
6917 colors_written_mask
[semantic_idx
] = write_mask
;
6919 else if (shader_match_semantic(semantic_name
, WINED3D_DECL_USAGE_POSITION
) && !semantic_idx
)
6921 shader_addline(buffer
, "gl_Position%s = outputs[%u]%s;\n",
6922 reg_mask
, output
->register_idx
, reg_mask
);
6924 else if (shader_match_semantic(semantic_name
, WINED3D_DECL_USAGE_TEXCOORD
))
6926 if (semantic_idx
< MAX_TEXTURES
)
6928 shader_addline(buffer
, "%s[%u]%s = outputs[%u]%s;\n",
6929 legacy_syntax
? "gl_TexCoord" : "ffp_varying_texcoord",
6930 semantic_idx
, reg_mask
, output
->register_idx
, reg_mask
);
6931 texcoords_written_mask
[semantic_idx
] = write_mask
;
6934 else if (shader_match_semantic(semantic_name
, WINED3D_DECL_USAGE_PSIZE
) && per_vertex_point_size
)
6936 shader_addline(buffer
, "gl_PointSize = clamp(outputs[%u].%c, "
6937 "ffp_point.size_min, ffp_point.size_max);\n", output
->register_idx
, reg_mask
[1]);
6939 else if (shader_match_semantic(semantic_name
, WINED3D_DECL_USAGE_FOG
))
6941 shader_addline(buffer
, "%s = clamp(outputs[%u].%c, 0.0, 1.0);\n",
6942 legacy_syntax
? "gl_FogFragCoord" : "ffp_varying_fogcoord",
6943 output
->register_idx
, reg_mask
[1]);
6947 for (i
= 0; i
< 2; ++i
)
6949 if (colors_written_mask
[i
] != WINED3DSP_WRITEMASK_ALL
)
6951 shader_glsl_write_mask_to_str(~colors_written_mask
[i
] & WINED3DSP_WRITEMASK_ALL
, reg_mask
);
6953 shader_addline(buffer
, "%s%s = vec4(1.0)%s;\n",
6954 legacy_syntax
? "gl_FrontColor" : "ffp_varying_diffuse",
6955 reg_mask
, reg_mask
);
6957 shader_addline(buffer
, "%s%s = vec4(0.0)%s;\n",
6958 legacy_syntax
? "gl_FrontSecondaryColor" : "ffp_varying_specular",
6959 reg_mask
, reg_mask
);
6962 for (i
= 0; i
< MAX_TEXTURES
; ++i
)
6964 if (ps
&& !(ps
->reg_maps
.texcoord
& (1u << i
)))
6967 if (texcoords_written_mask
[i
] != WINED3DSP_WRITEMASK_ALL
)
6969 if (gl_info
->limits
.glsl_varyings
< wined3d_max_compat_varyings(gl_info
)
6970 && !texcoords_written_mask
[i
])
6973 shader_glsl_write_mask_to_str(~texcoords_written_mask
[i
] & WINED3DSP_WRITEMASK_ALL
, reg_mask
);
6974 shader_addline(buffer
, "%s[%u]%s = vec4(0.0)%s;\n",
6975 legacy_syntax
? "gl_TexCoord" : "ffp_varying_texcoord", i
, reg_mask
, reg_mask
);
6981 unsigned int in_count
= min(vec4_varyings(ps_major
, gl_info
), ps
->limits
->packed_input
);
6983 shader_glsl_declare_shader_outputs(gl_info
, buffer
, in_count
);
6984 shader_addline(buffer
, "void setup_vs_output(in vec4 outputs[%u])\n{\n", vs
->limits
->packed_output
);
6985 shader_glsl_setup_sm3_rasterizer_input(priv
, gl_info
, ps
->u
.ps
.input_reg_map
, &ps
->input_signature
,
6986 &ps
->reg_maps
, 0, &vs
->output_signature
, &vs
->reg_maps
, per_vertex_point_size
);
6989 shader_addline(buffer
, "}\n");
6991 ret
= GL_EXTCALL(glCreateShader(GL_VERTEX_SHADER
));
6992 checkGLcall("glCreateShader(GL_VERTEX_SHADER)");
6993 shader_glsl_compile(gl_info
, ret
, buffer
->buffer
);
6998 static void shader_glsl_generate_sm4_output_setup(struct shader_glsl_priv
*priv
,
6999 const struct wined3d_shader
*shader
, unsigned int input_count
,
7000 const struct wined3d_gl_info
*gl_info
, BOOL rasterizer_setup
)
7002 const char *prefix
= shader_glsl_get_prefix(shader
->reg_maps
.shader_version
.type
);
7003 struct wined3d_string_buffer
*buffer
= &priv
->shader_buffer
;
7005 if (rasterizer_setup
)
7006 input_count
= min(vec4_varyings(4, gl_info
), input_count
);
7009 shader_glsl_declare_shader_outputs(gl_info
, buffer
, input_count
);
7011 shader_addline(buffer
, "void setup_%s_output(in vec4 outputs[%u])\n{\n",
7012 prefix
, shader
->limits
->packed_output
);
7014 if (rasterizer_setup
)
7015 shader_glsl_setup_sm3_rasterizer_input(priv
, gl_info
, NULL
, NULL
,
7016 NULL
, input_count
, &shader
->output_signature
, &shader
->reg_maps
, FALSE
);
7018 shader_glsl_setup_sm4_shader_output(priv
, input_count
, &shader
->output_signature
,
7019 &shader
->reg_maps
, "shader_out");
7021 shader_addline(buffer
, "}\n");
7024 static void shader_glsl_generate_patch_constant_name(struct wined3d_string_buffer
*buffer
,
7025 const struct wined3d_shader_signature_element
*constant
, unsigned int *user_constant_idx
,
7026 const char *reg_mask
)
7028 if (!constant
->sysval_semantic
)
7030 shader_addline(buffer
, "user_patch_constant[%u]%s", (*user_constant_idx
)++, reg_mask
);
7034 switch (constant
->sysval_semantic
)
7036 case WINED3D_SV_TESS_FACTOR_QUADEDGE
:
7037 case WINED3D_SV_TESS_FACTOR_TRIEDGE
:
7038 case WINED3D_SV_TESS_FACTOR_LINEDET
:
7039 case WINED3D_SV_TESS_FACTOR_LINEDEN
:
7040 shader_addline(buffer
, "gl_TessLevelOuter[%u]", constant
->semantic_idx
);
7042 case WINED3D_SV_TESS_FACTOR_QUADINT
:
7043 case WINED3D_SV_TESS_FACTOR_TRIINT
:
7044 shader_addline(buffer
, "gl_TessLevelInner[%u]", constant
->semantic_idx
);
7047 FIXME("Unhandled sysval semantic %#x.\n", constant
->sysval_semantic
);
7048 shader_addline(buffer
, "vec4(0.0)%s", reg_mask
);
7052 static void shader_glsl_generate_patch_constant_setup(struct wined3d_string_buffer
*buffer
,
7053 const struct wined3d_shader_signature
*signature
, BOOL input_setup
)
7055 unsigned int i
, register_count
, user_constant_index
, user_constant_count
;
7057 register_count
= user_constant_count
= 0;
7058 for (i
= 0; i
< signature
->element_count
; ++i
)
7060 const struct wined3d_shader_signature_element
*constant
= &signature
->elements
[i
];
7061 register_count
= max(constant
->register_idx
+ 1, register_count
);
7062 if (!constant
->sysval_semantic
)
7063 ++user_constant_count
;
7066 if (user_constant_count
)
7067 shader_addline(buffer
, "patch %s vec4 user_patch_constant[%u];\n",
7068 input_setup
? "in" : "out", user_constant_count
);
7070 shader_addline(buffer
, "vec4 vpc[%u];\n", register_count
);
7072 shader_addline(buffer
, "void setup_patch_constant_%s()\n{\n", input_setup
? "input" : "output");
7073 for (i
= 0, user_constant_index
= 0; i
< signature
->element_count
; ++i
)
7075 const struct wined3d_shader_signature_element
*constant
= &signature
->elements
[i
];
7078 shader_glsl_write_mask_to_str(constant
->mask
, reg_mask
);
7081 shader_addline(buffer
, "vpc[%u]%s", constant
->register_idx
, reg_mask
);
7083 shader_glsl_generate_patch_constant_name(buffer
, constant
, &user_constant_index
, reg_mask
);
7085 shader_addline(buffer
, " = ");
7088 shader_glsl_generate_patch_constant_name(buffer
, constant
, &user_constant_index
, reg_mask
);
7090 shader_addline(buffer
, "hs_out[%u]%s", constant
->register_idx
, reg_mask
);
7092 shader_addline(buffer
, ";\n");
7094 shader_addline(buffer
, "}\n");
7097 static void shader_glsl_generate_srgb_write_correction(struct wined3d_string_buffer
*buffer
,
7098 const struct wined3d_gl_info
*gl_info
)
7100 const char *output
= get_fragment_output(gl_info
);
7102 shader_addline(buffer
, "tmp0.xyz = pow(%s[0].xyz, vec3(srgb_const0.x));\n", output
);
7103 shader_addline(buffer
, "tmp0.xyz = tmp0.xyz * vec3(srgb_const0.y) - vec3(srgb_const0.z);\n");
7104 shader_addline(buffer
, "tmp1.xyz = %s[0].xyz * vec3(srgb_const0.w);\n", output
);
7105 shader_addline(buffer
, "bvec3 srgb_compare = lessThan(%s[0].xyz, vec3(srgb_const1.x));\n", output
);
7106 shader_addline(buffer
, "%s[0].xyz = mix(tmp0.xyz, tmp1.xyz, vec3(srgb_compare));\n", output
);
7107 shader_addline(buffer
, "%s[0] = clamp(%s[0], 0.0, 1.0);\n", output
, output
);
7110 static void shader_glsl_generate_fog_code(struct wined3d_string_buffer
*buffer
,
7111 const struct wined3d_gl_info
*gl_info
, enum wined3d_ffp_ps_fog_mode mode
)
7113 const char *output
= get_fragment_output(gl_info
);
7117 case WINED3D_FFP_PS_FOG_OFF
:
7120 case WINED3D_FFP_PS_FOG_LINEAR
:
7121 shader_addline(buffer
, "float fog = (ffp_fog.end - ffp_varying_fogcoord) * ffp_fog.scale;\n");
7124 case WINED3D_FFP_PS_FOG_EXP
:
7125 shader_addline(buffer
, "float fog = exp(-ffp_fog.density * ffp_varying_fogcoord);\n");
7128 case WINED3D_FFP_PS_FOG_EXP2
:
7129 shader_addline(buffer
, "float fog = exp(-ffp_fog.density * ffp_fog.density"
7130 " * ffp_varying_fogcoord * ffp_varying_fogcoord);\n");
7134 ERR("Invalid fog mode %#x.\n", mode
);
7138 shader_addline(buffer
, "%s[0].xyz = mix(ffp_fog.color.xyz, %s[0].xyz, clamp(fog, 0.0, 1.0));\n",
7142 static void shader_glsl_generate_alpha_test(struct wined3d_string_buffer
*buffer
,
7143 const struct wined3d_gl_info
*gl_info
, enum wined3d_cmp_func alpha_func
)
7145 /* alpha_func is the PASS condition, not the DISCARD condition. Instead of
7146 * flipping all the operators here, just negate the comparison below. */
7147 static const char * const comparison_operator
[] =
7149 "", /* WINED3D_CMP_NEVER */
7150 "<", /* WINED3D_CMP_LESS */
7151 "==", /* WINED3D_CMP_EQUAL */
7152 "<=", /* WINED3D_CMP_LESSEQUAL */
7153 ">", /* WINED3D_CMP_GREATER */
7154 "!=", /* WINED3D_CMP_NOTEQUAL */
7155 ">=", /* WINED3D_CMP_GREATEREQUAL */
7156 "" /* WINED3D_CMP_ALWAYS */
7159 if (alpha_func
== WINED3D_CMP_ALWAYS
)
7162 if (alpha_func
!= WINED3D_CMP_NEVER
)
7163 shader_addline(buffer
, "if (!(%s[0].a %s alpha_test_ref))\n",
7164 get_fragment_output(gl_info
), comparison_operator
[alpha_func
- WINED3D_CMP_NEVER
]);
7165 shader_addline(buffer
, " discard;\n");
7168 static void shader_glsl_enable_extensions(struct wined3d_string_buffer
*buffer
,
7169 const struct wined3d_gl_info
*gl_info
)
7171 if (gl_info
->supported
[ARB_GPU_SHADER5
])
7172 shader_addline(buffer
, "#extension GL_ARB_gpu_shader5 : enable\n");
7173 if (gl_info
->supported
[ARB_SHADER_ATOMIC_COUNTERS
])
7174 shader_addline(buffer
, "#extension GL_ARB_shader_atomic_counters : enable\n");
7175 if (gl_info
->supported
[ARB_SHADER_BIT_ENCODING
])
7176 shader_addline(buffer
, "#extension GL_ARB_shader_bit_encoding : enable\n");
7177 if (gl_info
->supported
[ARB_SHADER_IMAGE_LOAD_STORE
])
7178 shader_addline(buffer
, "#extension GL_ARB_shader_image_load_store : enable\n");
7179 if (gl_info
->supported
[ARB_SHADER_IMAGE_SIZE
])
7180 shader_addline(buffer
, "#extension GL_ARB_shader_image_size : enable\n");
7181 if (gl_info
->supported
[ARB_SHADER_STORAGE_BUFFER_OBJECT
])
7182 shader_addline(buffer
, "#extension GL_ARB_shader_storage_buffer_object : enable\n");
7183 if (gl_info
->supported
[ARB_SHADING_LANGUAGE_420PACK
])
7184 shader_addline(buffer
, "#extension GL_ARB_shading_language_420pack : enable\n");
7185 if (gl_info
->supported
[ARB_SHADING_LANGUAGE_PACKING
])
7186 shader_addline(buffer
, "#extension GL_ARB_shading_language_packing : enable\n");
7187 if (gl_info
->supported
[ARB_TEXTURE_CUBE_MAP_ARRAY
])
7188 shader_addline(buffer
, "#extension GL_ARB_texture_cube_map_array : enable\n");
7189 if (gl_info
->supported
[ARB_TEXTURE_GATHER
])
7190 shader_addline(buffer
, "#extension GL_ARB_texture_gather : enable\n");
7191 if (gl_info
->supported
[ARB_TEXTURE_QUERY_LEVELS
])
7192 shader_addline(buffer
, "#extension GL_ARB_texture_query_levels : enable\n");
7193 if (gl_info
->supported
[ARB_UNIFORM_BUFFER_OBJECT
])
7194 shader_addline(buffer
, "#extension GL_ARB_uniform_buffer_object : enable\n");
7195 if (gl_info
->supported
[EXT_GPU_SHADER4
])
7196 shader_addline(buffer
, "#extension GL_EXT_gpu_shader4 : enable\n");
7197 if (gl_info
->supported
[EXT_TEXTURE_ARRAY
])
7198 shader_addline(buffer
, "#extension GL_EXT_texture_array : enable\n");
7201 static void shader_glsl_generate_ps_epilogue(const struct wined3d_gl_info
*gl_info
,
7202 struct wined3d_string_buffer
*buffer
, const struct wined3d_shader
*shader
,
7203 const struct ps_compile_args
*args
)
7205 const struct wined3d_shader_reg_maps
*reg_maps
= &shader
->reg_maps
;
7207 /* Pixel shaders < 2.0 place the resulting color in R0 implicitly. */
7208 if (reg_maps
->shader_version
.major
< 2)
7209 shader_addline(buffer
, "%s[0] = R0;\n", get_fragment_output(gl_info
));
7211 if (args
->srgb_correction
)
7212 shader_glsl_generate_srgb_write_correction(buffer
, gl_info
);
7214 /* SM < 3 does not replace the fog stage. */
7215 if (reg_maps
->shader_version
.major
< 3)
7216 shader_glsl_generate_fog_code(buffer
, gl_info
, args
->fog
);
7218 shader_glsl_generate_alpha_test(buffer
, gl_info
, args
->alpha_test_func
+ 1);
7221 /* Context activation is done by the caller. */
7222 static GLuint
shader_glsl_generate_pshader(const struct wined3d_context
*context
,
7223 struct wined3d_string_buffer
*buffer
, struct wined3d_string_buffer_list
*string_buffers
,
7224 const struct wined3d_shader
*shader
,
7225 const struct ps_compile_args
*args
, struct ps_np2fixup_info
*np2fixup_info
)
7227 const struct wined3d_shader_reg_maps
*reg_maps
= &shader
->reg_maps
;
7228 const struct wined3d_shader_version
*version
= ®_maps
->shader_version
;
7229 const char *prefix
= shader_glsl_get_prefix(version
->type
);
7230 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
7231 const BOOL legacy_syntax
= needs_legacy_glsl_syntax(gl_info
);
7232 unsigned int i
, extra_constants_needed
= 0;
7233 struct shader_glsl_ctx_priv priv_ctx
;
7237 memset(&priv_ctx
, 0, sizeof(priv_ctx
));
7238 priv_ctx
.cur_ps_args
= args
;
7239 priv_ctx
.cur_np2fixup_info
= np2fixup_info
;
7240 priv_ctx
.string_buffers
= string_buffers
;
7242 shader_glsl_add_version_declaration(buffer
, gl_info
);
7244 shader_glsl_enable_extensions(buffer
, gl_info
);
7245 if (gl_info
->supported
[ARB_DERIVATIVE_CONTROL
])
7246 shader_addline(buffer
, "#extension GL_ARB_derivative_control : enable\n");
7247 if (shader_glsl_use_explicit_attrib_location(gl_info
))
7248 shader_addline(buffer
, "#extension GL_ARB_explicit_attrib_location : enable\n");
7249 if (gl_info
->supported
[ARB_FRAGMENT_COORD_CONVENTIONS
])
7250 shader_addline(buffer
, "#extension GL_ARB_fragment_coord_conventions : enable\n");
7251 if (gl_info
->supported
[ARB_FRAGMENT_LAYER_VIEWPORT
])
7252 shader_addline(buffer
, "#extension GL_ARB_fragment_layer_viewport : enable\n");
7253 if (gl_info
->supported
[ARB_SHADER_TEXTURE_LOD
])
7254 shader_addline(buffer
, "#extension GL_ARB_shader_texture_lod : enable\n");
7255 /* The spec says that it doesn't have to be explicitly enabled, but the
7256 * nvidia drivers write a warning if we don't do so. */
7257 if (gl_info
->supported
[ARB_TEXTURE_RECTANGLE
])
7258 shader_addline(buffer
, "#extension GL_ARB_texture_rectangle : enable\n");
7260 /* Base Declarations */
7261 shader_generate_glsl_declarations(context
, buffer
, shader
, reg_maps
, &priv_ctx
);
7263 /* Declare uniforms for NP2 texcoord fixup:
7264 * This is NOT done inside the loop that declares the texture samplers
7265 * since the NP2 fixup code is currently only used for the GeforceFX
7266 * series and when forcing the ARB_npot extension off. Modern cards just
7267 * skip the code anyway, so put it inside a separate loop. */
7268 if (args
->np2_fixup
)
7270 struct ps_np2fixup_info
*fixup
= priv_ctx
.cur_np2fixup_info
;
7271 unsigned int cur
= 0;
7273 /* NP2/RECT textures in OpenGL use texcoords in the range [0,width]x[0,height]
7274 * while D3D has them in the (normalized) [0,1]x[0,1] range.
7275 * samplerNP2Fixup stores texture dimensions and is updated through
7276 * shader_glsl_load_np2fixup_constants when the sampler changes. */
7278 for (i
= 0; i
< shader
->limits
->sampler
; ++i
)
7280 if (!reg_maps
->resource_info
[i
].type
|| !(args
->np2_fixup
& (1u << i
)))
7283 if (reg_maps
->resource_info
[i
].type
!= WINED3D_SHADER_RESOURCE_TEXTURE_2D
)
7285 FIXME("Non-2D texture is flagged for NP2 texcoord fixup.\n");
7289 fixup
->idx
[i
] = cur
++;
7292 fixup
->num_consts
= (cur
+ 1) >> 1;
7293 fixup
->active
= args
->np2_fixup
;
7294 shader_addline(buffer
, "uniform vec4 %s_samplerNP2Fixup[%u];\n", prefix
, fixup
->num_consts
);
7297 if (version
->major
< 3 || args
->vp_mode
!= vertexshader
)
7299 shader_addline(buffer
, "uniform struct\n{\n");
7300 shader_addline(buffer
, " vec4 color;\n");
7301 shader_addline(buffer
, " float density;\n");
7302 shader_addline(buffer
, " float end;\n");
7303 shader_addline(buffer
, " float scale;\n");
7304 shader_addline(buffer
, "} ffp_fog;\n");
7306 if (needs_legacy_glsl_syntax(gl_info
))
7308 if (glsl_is_color_reg_read(shader
, 0))
7309 shader_addline(buffer
, "vec4 ffp_varying_diffuse;\n");
7310 if (glsl_is_color_reg_read(shader
, 1))
7311 shader_addline(buffer
, "vec4 ffp_varying_specular;\n");
7312 shader_addline(buffer
, "vec4 ffp_texcoord[%u];\n", MAX_TEXTURES
);
7313 shader_addline(buffer
, "float ffp_varying_fogcoord;\n");
7317 if (glsl_is_color_reg_read(shader
, 0))
7318 declare_in_varying(gl_info
, buffer
, args
->flatshading
, "vec4 ffp_varying_diffuse;\n");
7319 if (glsl_is_color_reg_read(shader
, 1))
7320 declare_in_varying(gl_info
, buffer
, args
->flatshading
, "vec4 ffp_varying_specular;\n");
7321 declare_in_varying(gl_info
, buffer
, FALSE
, "vec4 ffp_varying_texcoord[%u];\n", MAX_TEXTURES
);
7322 shader_addline(buffer
, "vec4 ffp_texcoord[%u];\n", MAX_TEXTURES
);
7323 declare_in_varying(gl_info
, buffer
, FALSE
, "float ffp_varying_fogcoord;\n");
7327 if (version
->major
>= 3)
7329 unsigned int in_count
= min(vec4_varyings(version
->major
, gl_info
), shader
->limits
->packed_input
);
7331 if (args
->vp_mode
== vertexshader
&& reg_maps
->input_registers
)
7332 shader_glsl_declare_shader_inputs(gl_info
, buffer
, in_count
);
7333 shader_addline(buffer
, "vec4 %s_in[%u];\n", prefix
, in_count
);
7336 for (i
= 0, map
= reg_maps
->bumpmat
; map
; map
>>= 1, ++i
)
7341 shader_addline(buffer
, "uniform mat2 bumpenv_mat%u;\n", i
);
7343 if (reg_maps
->luminanceparams
& (1u << i
))
7345 shader_addline(buffer
, "uniform float bumpenv_lum_scale%u;\n", i
);
7346 shader_addline(buffer
, "uniform float bumpenv_lum_offset%u;\n", i
);
7347 extra_constants_needed
++;
7350 extra_constants_needed
++;
7353 if (args
->srgb_correction
)
7355 shader_addline(buffer
, "const vec4 srgb_const0 = ");
7356 shader_glsl_append_imm_vec4(buffer
, wined3d_srgb_const0
);
7357 shader_addline(buffer
, ";\n");
7358 shader_addline(buffer
, "const vec4 srgb_const1 = ");
7359 shader_glsl_append_imm_vec4(buffer
, wined3d_srgb_const1
);
7360 shader_addline(buffer
, ";\n");
7362 if (reg_maps
->vpos
|| reg_maps
->usesdsy
)
7364 if (reg_maps
->usesdsy
|| !gl_info
->supported
[ARB_FRAGMENT_COORD_CONVENTIONS
])
7366 ++extra_constants_needed
;
7367 shader_addline(buffer
, "uniform vec4 ycorrection;\n");
7371 if (gl_info
->supported
[ARB_FRAGMENT_COORD_CONVENTIONS
])
7373 if (context
->d3d_info
->wined3d_creation_flags
& WINED3D_PIXEL_CENTER_INTEGER
)
7374 shader_addline(buffer
, "layout(%spixel_center_integer) in vec4 gl_FragCoord;\n",
7375 args
->render_offscreen
? "" : "origin_upper_left, ");
7376 else if (!args
->render_offscreen
)
7377 shader_addline(buffer
, "layout(origin_upper_left) in vec4 gl_FragCoord;\n");
7379 shader_addline(buffer
, "vec4 vpos;\n");
7383 if (args
->alpha_test_func
+ 1 != WINED3D_CMP_ALWAYS
)
7384 shader_addline(buffer
, "uniform float alpha_test_ref;\n");
7386 if (!needs_legacy_glsl_syntax(gl_info
))
7388 if (shader_glsl_use_explicit_attrib_location(gl_info
))
7389 shader_addline(buffer
, "layout(location = 0) ");
7390 shader_addline(buffer
, "out vec4 ps_out[%u];\n", gl_info
->limits
.buffers
);
7393 if (shader
->limits
->constant_float
+ extra_constants_needed
>= gl_info
->limits
.glsl_ps_float_constants
)
7394 FIXME("Insufficient uniforms to run this shader.\n");
7396 if (shader
->u
.ps
.force_early_depth_stencil
)
7397 shader_addline(buffer
, "layout(early_fragment_tests) in;\n");
7399 shader_addline(buffer
, "void main()\n{\n");
7401 /* Direct3D applications expect integer vPos values, while OpenGL drivers
7402 * add approximately 0.5. This causes off-by-one problems as spotted by
7403 * the vPos d3d9 visual test. Unfortunately ATI cards do not add exactly
7404 * 0.5, but rather something like 0.49999999 or 0.50000001, which still
7405 * causes precision troubles when we just subtract 0.5.
7407 * To deal with that, just floor() the position. This will eliminate the
7408 * fraction on all cards.
7410 * TODO: Test how this behaves with multisampling.
7412 * An advantage of floor is that it works even if the driver doesn't add
7413 * 0.5. It is somewhat questionable if 1.5, 2.5, ... are the proper values
7414 * to return in gl_FragCoord, even though coordinates specify the pixel
7415 * centers instead of the pixel corners. This code will behave correctly
7416 * on drivers that returns integer values. */
7419 if (gl_info
->supported
[ARB_FRAGMENT_COORD_CONVENTIONS
])
7420 shader_addline(buffer
, "vpos = gl_FragCoord;\n");
7421 else if (context
->d3d_info
->wined3d_creation_flags
& WINED3D_PIXEL_CENTER_INTEGER
)
7422 shader_addline(buffer
,
7423 "vpos = floor(vec4(0, ycorrection[0], 0, 0) + gl_FragCoord * vec4(1, ycorrection[1], 1, 1));\n");
7425 shader_addline(buffer
,
7426 "vpos = vec4(0, ycorrection[0], 0, 0) + gl_FragCoord * vec4(1, ycorrection[1], 1, 1);\n");
7429 if (reg_maps
->shader_version
.major
< 3 || args
->vp_mode
!= vertexshader
)
7432 WORD map
= reg_maps
->texcoord
;
7436 if (glsl_is_color_reg_read(shader
, 0))
7437 shader_addline(buffer
, "ffp_varying_diffuse = gl_Color;\n");
7438 if (glsl_is_color_reg_read(shader
, 1))
7439 shader_addline(buffer
, "ffp_varying_specular = gl_SecondaryColor;\n");
7442 for (i
= 0; map
; map
>>= 1, ++i
)
7446 if (args
->pointsprite
)
7447 shader_addline(buffer
, "ffp_texcoord[%u] = vec4(gl_PointCoord.xy, 0.0, 0.0);\n", i
);
7448 else if (args
->texcoords_initialized
& (1u << i
))
7449 shader_addline(buffer
, "ffp_texcoord[%u] = %s[%u];\n", i
,
7450 legacy_syntax
? "gl_TexCoord" : "ffp_varying_texcoord", i
);
7452 shader_addline(buffer
, "ffp_texcoord[%u] = vec4(0.0);\n", i
);
7453 shader_addline(buffer
, "vec4 T%u = ffp_texcoord[%u];\n", i
, i
);
7458 shader_addline(buffer
, "ffp_varying_fogcoord = gl_FogFragCoord;\n");
7461 /* Pack 3.0 inputs */
7462 if (reg_maps
->shader_version
.major
>= 3)
7463 shader_glsl_input_pack(shader
, buffer
, &shader
->input_signature
, reg_maps
, args
, gl_info
);
7465 /* Base Shader Body */
7466 if (FAILED(shader_generate_code(shader
, buffer
, reg_maps
, &priv_ctx
, NULL
, NULL
)))
7469 /* In SM4+ the shader epilogue is generated by the "ret" instruction. */
7470 if (reg_maps
->shader_version
.major
< 4)
7471 shader_glsl_generate_ps_epilogue(gl_info
, buffer
, shader
, args
);
7473 shader_addline(buffer
, "}\n");
7475 shader_id
= GL_EXTCALL(glCreateShader(GL_FRAGMENT_SHADER
));
7476 TRACE("Compiling shader object %u.\n", shader_id
);
7477 shader_glsl_compile(gl_info
, shader_id
, buffer
->buffer
);
7482 static void shader_glsl_generate_vs_epilogue(const struct wined3d_gl_info
*gl_info
,
7483 struct wined3d_string_buffer
*buffer
, const struct wined3d_shader
*shader
,
7484 const struct vs_compile_args
*args
)
7486 const struct wined3d_shader_reg_maps
*reg_maps
= &shader
->reg_maps
;
7487 const BOOL legacy_syntax
= needs_legacy_glsl_syntax(gl_info
);
7490 /* Unpack outputs. */
7491 shader_addline(buffer
, "setup_vs_output(vs_out);\n");
7493 /* The D3DRS_FOGTABLEMODE render state defines if the shader-generated fog coord is used
7494 * or if the fragment depth is used. If the fragment depth is used(FOGTABLEMODE != NONE),
7495 * the fog frag coord is thrown away. If the fog frag coord is used, but not written by
7496 * the shader, it is set to 0.0(fully fogged, since start = 1.0, end = 0.0).
7498 if (reg_maps
->shader_version
.major
< 3)
7500 if (args
->fog_src
== VS_FOG_Z
)
7501 shader_addline(buffer
, "%s = gl_Position.z;\n",
7502 legacy_syntax
? "gl_FogFragCoord" : "ffp_varying_fogcoord");
7503 else if (!reg_maps
->fog
)
7504 shader_addline(buffer
, "%s = 0.0;\n",
7505 legacy_syntax
? "gl_FogFragCoord" : "ffp_varying_fogcoord");
7508 /* We always store the clipplanes without y inversion. */
7509 if (args
->clip_enabled
)
7512 shader_addline(buffer
, "gl_ClipVertex = gl_Position;\n");
7514 for (i
= 0; i
< gl_info
->limits
.user_clip_distances
; ++i
)
7515 shader_addline(buffer
, "gl_ClipDistance[%u] = dot(gl_Position, clip_planes[%u]);\n", i
, i
);
7518 if (args
->point_size
&& !args
->per_vertex_point_size
)
7519 shader_addline(buffer
, "gl_PointSize = clamp(ffp_point.size, ffp_point.size_min, ffp_point.size_max);\n");
7521 if (args
->next_shader_type
== WINED3D_SHADER_TYPE_PIXEL
&& !gl_info
->supported
[ARB_CLIP_CONTROL
])
7522 shader_glsl_fixup_position(buffer
);
7525 /* Context activation is done by the caller. */
7526 static GLuint
shader_glsl_generate_vshader(const struct wined3d_context
*context
,
7527 struct shader_glsl_priv
*priv
, const struct wined3d_shader
*shader
, const struct vs_compile_args
*args
)
7529 struct wined3d_string_buffer_list
*string_buffers
= &priv
->string_buffers
;
7530 const struct wined3d_shader_reg_maps
*reg_maps
= &shader
->reg_maps
;
7531 const struct wined3d_shader_version
*version
= ®_maps
->shader_version
;
7532 struct wined3d_string_buffer
*buffer
= &priv
->shader_buffer
;
7533 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
7534 struct shader_glsl_ctx_priv priv_ctx
;
7538 memset(&priv_ctx
, 0, sizeof(priv_ctx
));
7539 priv_ctx
.cur_vs_args
= args
;
7540 priv_ctx
.string_buffers
= string_buffers
;
7542 shader_glsl_add_version_declaration(buffer
, gl_info
);
7544 shader_glsl_enable_extensions(buffer
, gl_info
);
7545 if (gl_info
->supported
[ARB_DRAW_INSTANCED
])
7546 shader_addline(buffer
, "#extension GL_ARB_draw_instanced : enable\n");
7547 if (shader_glsl_use_explicit_attrib_location(gl_info
))
7548 shader_addline(buffer
, "#extension GL_ARB_explicit_attrib_location : enable\n");
7550 /* Base Declarations */
7551 shader_generate_glsl_declarations(context
, buffer
, shader
, reg_maps
, &priv_ctx
);
7553 for (i
= 0; i
< shader
->input_signature
.element_count
; ++i
)
7554 shader_glsl_declare_generic_vertex_attribute(buffer
, gl_info
, &shader
->input_signature
.elements
[i
]);
7556 if (args
->point_size
&& !args
->per_vertex_point_size
)
7558 shader_addline(buffer
, "uniform struct\n{\n");
7559 shader_addline(buffer
, " float size;\n");
7560 shader_addline(buffer
, " float size_min;\n");
7561 shader_addline(buffer
, " float size_max;\n");
7562 shader_addline(buffer
, "} ffp_point;\n");
7565 if (!needs_legacy_glsl_syntax(gl_info
))
7567 if (args
->clip_enabled
)
7568 shader_addline(buffer
, "uniform vec4 clip_planes[%u];\n", gl_info
->limits
.user_clip_distances
);
7570 if (version
->major
< 3)
7572 declare_out_varying(gl_info
, buffer
, args
->flatshading
, "vec4 ffp_varying_diffuse;\n");
7573 declare_out_varying(gl_info
, buffer
, args
->flatshading
, "vec4 ffp_varying_specular;\n");
7574 declare_out_varying(gl_info
, buffer
, FALSE
, "vec4 ffp_varying_texcoord[%u];\n", MAX_TEXTURES
);
7575 declare_out_varying(gl_info
, buffer
, FALSE
, "float ffp_varying_fogcoord;\n");
7579 if (version
->major
< 4)
7580 shader_addline(buffer
, "void setup_vs_output(in vec4[%u]);\n", shader
->limits
->packed_output
);
7582 if (args
->next_shader_type
== WINED3D_SHADER_TYPE_PIXEL
&& !gl_info
->supported
[ARB_CLIP_CONTROL
])
7583 shader_addline(buffer
, "uniform vec4 pos_fixup;\n");
7585 if (reg_maps
->shader_version
.major
>= 4)
7586 shader_glsl_generate_sm4_output_setup(priv
, shader
, args
->next_shader_input_count
,
7587 gl_info
, args
->next_shader_type
== WINED3D_SHADER_TYPE_PIXEL
);
7589 shader_addline(buffer
, "void main()\n{\n");
7591 /* Base Shader Body */
7592 if (FAILED(shader_generate_code(shader
, buffer
, reg_maps
, &priv_ctx
, NULL
, NULL
)))
7595 /* In SM4+ the shader epilogue is generated by the "ret" instruction. */
7596 if (reg_maps
->shader_version
.major
< 4)
7597 shader_glsl_generate_vs_epilogue(gl_info
, buffer
, shader
, args
);
7599 shader_addline(buffer
, "}\n");
7601 shader_id
= GL_EXTCALL(glCreateShader(GL_VERTEX_SHADER
));
7602 TRACE("Compiling shader object %u.\n", shader_id
);
7603 shader_glsl_compile(gl_info
, shader_id
, buffer
->buffer
);
7608 static void shader_glsl_generate_default_control_point_phase(const struct wined3d_shader
*shader
,
7609 struct wined3d_string_buffer
*buffer
, const struct wined3d_shader_reg_maps
*reg_maps
)
7611 const struct wined3d_shader_signature
*output_signature
= &shader
->output_signature
;
7615 for (i
= 0; i
< output_signature
->element_count
; ++i
)
7617 const struct wined3d_shader_signature_element
*output
= &output_signature
->elements
[i
];
7619 shader_glsl_write_mask_to_str(output
->mask
, reg_mask
);
7620 shader_addline(buffer
, "shader_out[gl_InvocationID].reg[%u]%s = shader_in[gl_InvocationID].reg[%u]%s;\n",
7621 output
->register_idx
, reg_mask
, output
->register_idx
, reg_mask
);
7625 static HRESULT
shader_glsl_generate_shader_phase(const struct wined3d_shader
*shader
,
7626 struct wined3d_string_buffer
*buffer
, const struct wined3d_shader_reg_maps
*reg_maps
,
7627 struct shader_glsl_ctx_priv
*priv_ctx
, const struct wined3d_shader_phase
*phase
,
7628 const char *phase_name
, unsigned phase_idx
)
7633 shader_addline(buffer
, "void hs_%s_phase%u(%s)\n{\n",
7634 phase_name
, phase_idx
, phase
->instance_count
? "int phase_instance_id" : "");
7635 for (i
= 0; i
< phase
->temporary_count
; ++i
)
7636 shader_addline(buffer
, "vec4 R%u;\n", i
);
7637 hr
= shader_generate_code(shader
, buffer
, reg_maps
, priv_ctx
, phase
->start
, phase
->end
);
7638 shader_addline(buffer
, "}\n");
7642 static void shader_glsl_generate_shader_phase_invocation(struct wined3d_string_buffer
*buffer
,
7643 const struct wined3d_shader_phase
*phase
, const char *phase_name
, unsigned int phase_idx
)
7645 if (phase
->instance_count
)
7647 shader_addline(buffer
, "for (int i = 0; i < %u; ++i)\n{\n", phase
->instance_count
);
7648 shader_addline(buffer
, "hs_%s_phase%u(i);\n", phase_name
, phase_idx
);
7649 shader_addline(buffer
, "}\n");
7653 shader_addline(buffer
, "hs_%s_phase%u();\n", phase_name
, phase_idx
);
7657 static GLuint
shader_glsl_generate_hull_shader(const struct wined3d_context
*context
,
7658 struct shader_glsl_priv
*priv
, const struct wined3d_shader
*shader
)
7660 struct wined3d_string_buffer_list
*string_buffers
= &priv
->string_buffers
;
7661 const struct wined3d_shader_reg_maps
*reg_maps
= &shader
->reg_maps
;
7662 struct wined3d_string_buffer
*buffer
= &priv
->shader_buffer
;
7663 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
7664 const struct wined3d_hull_shader
*hs
= &shader
->u
.hs
;
7665 const struct wined3d_shader_phase
*phase
;
7666 struct shader_glsl_ctx_priv priv_ctx
;
7670 memset(&priv_ctx
, 0, sizeof(priv_ctx
));
7671 priv_ctx
.string_buffers
= string_buffers
;
7673 shader_glsl_add_version_declaration(buffer
, gl_info
);
7675 shader_glsl_enable_extensions(buffer
, gl_info
);
7676 shader_addline(buffer
, "#extension GL_ARB_tessellation_shader : enable\n");
7678 shader_generate_glsl_declarations(context
, buffer
, shader
, reg_maps
, &priv_ctx
);
7680 shader_addline(buffer
, "layout(vertices = %u) out;\n", hs
->output_vertex_count
);
7682 shader_addline(buffer
, "in shader_in_out { vec4 reg[%u]; } shader_in[];\n", shader
->limits
->packed_input
);
7683 shader_addline(buffer
, "out shader_in_out { vec4 reg[%u]; } shader_out[];\n", shader
->limits
->packed_output
);
7685 shader_glsl_generate_patch_constant_setup(buffer
, &shader
->patch_constant_signature
, FALSE
);
7687 if (hs
->phases
.control_point
)
7689 shader_addline(buffer
, "void setup_hs_output(in vec4 outputs[%u])\n{\n",
7690 shader
->limits
->packed_output
);
7691 shader_glsl_setup_sm4_shader_output(priv
, shader
->limits
->packed_output
, &shader
->output_signature
,
7692 &shader
->reg_maps
, "shader_out[gl_InvocationID]");
7693 shader_addline(buffer
, "}\n");
7696 shader_addline(buffer
, "void hs_control_point_phase()\n{\n");
7697 if ((phase
= hs
->phases
.control_point
))
7699 for (i
= 0; i
< phase
->temporary_count
; ++i
)
7700 shader_addline(buffer
, "vec4 R%u;\n", i
);
7701 if (FAILED(shader_generate_code(shader
, buffer
, reg_maps
, &priv_ctx
, phase
->start
, phase
->end
)))
7703 shader_addline(buffer
, "setup_hs_output(hs_out);\n");
7707 shader_glsl_generate_default_control_point_phase(shader
, buffer
, reg_maps
);
7709 shader_addline(buffer
, "}\n");
7711 for (i
= 0; i
< hs
->phases
.fork_count
; ++i
)
7713 if (FAILED(shader_glsl_generate_shader_phase(shader
, buffer
, reg_maps
, &priv_ctx
,
7714 &hs
->phases
.fork
[i
], "fork", i
)))
7718 for (i
= 0; i
< hs
->phases
.join_count
; ++i
)
7720 if (FAILED(shader_glsl_generate_shader_phase(shader
, buffer
, reg_maps
, &priv_ctx
,
7721 &hs
->phases
.join
[i
], "join", i
)))
7725 shader_addline(buffer
, "void main()\n{\n");
7726 shader_addline(buffer
, "hs_control_point_phase();\n");
7728 shader_addline(buffer
, "barrier();\n");
7729 for (i
= 0; i
< hs
->phases
.fork_count
; ++i
)
7730 shader_glsl_generate_shader_phase_invocation(buffer
, &hs
->phases
.fork
[i
], "fork", i
);
7731 for (i
= 0; i
< hs
->phases
.join_count
; ++i
)
7732 shader_glsl_generate_shader_phase_invocation(buffer
, &hs
->phases
.join
[i
], "join", i
);
7733 shader_addline(buffer
, "setup_patch_constant_output();\n");
7734 shader_addline(buffer
, "}\n");
7736 shader_id
= GL_EXTCALL(glCreateShader(GL_TESS_CONTROL_SHADER
));
7737 TRACE("Compiling shader object %u.\n", shader_id
);
7738 shader_glsl_compile(gl_info
, shader_id
, buffer
->buffer
);
7743 static void shader_glsl_generate_ds_epilogue(const struct wined3d_gl_info
*gl_info
,
7744 struct wined3d_string_buffer
*buffer
, const struct wined3d_shader
*shader
,
7745 const struct ds_compile_args
*args
)
7747 shader_addline(buffer
, "setup_ds_output(ds_out);\n");
7749 if (args
->next_shader_type
== WINED3D_SHADER_TYPE_PIXEL
&& !gl_info
->supported
[ARB_CLIP_CONTROL
])
7750 shader_glsl_fixup_position(buffer
);
7753 static GLuint
shader_glsl_generate_domain_shader(const struct wined3d_context
*context
,
7754 struct shader_glsl_priv
*priv
, const struct wined3d_shader
*shader
, const struct ds_compile_args
*args
)
7756 struct wined3d_string_buffer_list
*string_buffers
= &priv
->string_buffers
;
7757 const struct wined3d_shader_reg_maps
*reg_maps
= &shader
->reg_maps
;
7758 struct wined3d_string_buffer
*buffer
= &priv
->shader_buffer
;
7759 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
7760 struct shader_glsl_ctx_priv priv_ctx
;
7763 memset(&priv_ctx
, 0, sizeof(priv_ctx
));
7764 priv_ctx
.cur_ds_args
= args
;
7765 priv_ctx
.string_buffers
= string_buffers
;
7767 shader_glsl_add_version_declaration(buffer
, gl_info
);
7769 shader_glsl_enable_extensions(buffer
, gl_info
);
7770 shader_addline(buffer
, "#extension GL_ARB_tessellation_shader : enable\n");
7772 shader_generate_glsl_declarations(context
, buffer
, shader
, reg_maps
, &priv_ctx
);
7774 shader_addline(buffer
, "layout(");
7775 switch (shader
->u
.ds
.tessellator_domain
)
7777 case WINED3D_TESSELLATOR_DOMAIN_LINE
:
7778 shader_addline(buffer
, "isolines");
7780 case WINED3D_TESSELLATOR_DOMAIN_QUAD
:
7781 shader_addline(buffer
, "quads");
7783 case WINED3D_TESSELLATOR_DOMAIN_TRIANGLE
:
7784 shader_addline(buffer
, "triangles");
7787 switch (args
->tessellator_output_primitive
)
7789 case WINED3D_TESSELLATOR_OUTPUT_TRIANGLE_CW
:
7790 if (args
->render_offscreen
)
7791 shader_addline(buffer
, ", ccw");
7793 shader_addline(buffer
, ", cw");
7795 case WINED3D_TESSELLATOR_OUTPUT_TRIANGLE_CCW
:
7796 if (args
->render_offscreen
)
7797 shader_addline(buffer
, ", cw");
7799 shader_addline(buffer
, ", ccw");
7801 case WINED3D_TESSELLATOR_OUTPUT_POINT
:
7802 shader_addline(buffer
, ", point_mode");
7804 case WINED3D_TESSELLATOR_OUTPUT_LINE
:
7807 switch (args
->tessellator_partitioning
)
7809 case WINED3D_TESSELLATOR_PARTITIONING_FRACTIONAL_ODD
:
7810 shader_addline(buffer
, ", fractional_odd_spacing");
7812 case WINED3D_TESSELLATOR_PARTITIONING_FRACTIONAL_EVEN
:
7813 shader_addline(buffer
, ", fractional_even_spacing");
7815 case WINED3D_TESSELLATOR_PARTITIONING_INTEGER
:
7816 case WINED3D_TESSELLATOR_PARTITIONING_POW2
:
7817 shader_addline(buffer
, ", equal_spacing");
7820 shader_addline(buffer
, ") in;\n");
7822 shader_addline(buffer
, "in shader_in_out { vec4 reg[%u]; } shader_in[];\n", shader
->limits
->packed_input
);
7824 if (args
->next_shader_type
== WINED3D_SHADER_TYPE_PIXEL
&& !gl_info
->supported
[ARB_CLIP_CONTROL
])
7825 shader_addline(buffer
, "uniform vec4 pos_fixup;\n");
7827 shader_glsl_generate_sm4_output_setup(priv
, shader
, args
->output_count
, gl_info
,
7828 args
->next_shader_type
== WINED3D_SHADER_TYPE_PIXEL
);
7829 shader_glsl_generate_patch_constant_setup(buffer
, &shader
->patch_constant_signature
, TRUE
);
7831 shader_addline(buffer
, "void main()\n{\n");
7832 shader_addline(buffer
, "setup_patch_constant_input();\n");
7834 if (FAILED(shader_generate_code(shader
, buffer
, reg_maps
, &priv_ctx
, NULL
, NULL
)))
7837 shader_addline(buffer
, "}\n");
7839 shader_id
= GL_EXTCALL(glCreateShader(GL_TESS_EVALUATION_SHADER
));
7840 TRACE("Compiling shader object %u.\n", shader_id
);
7841 shader_glsl_compile(gl_info
, shader_id
, buffer
->buffer
);
7846 /* Context activation is done by the caller. */
7847 static GLuint
shader_glsl_generate_geometry_shader(const struct wined3d_context
*context
,
7848 struct shader_glsl_priv
*priv
, const struct wined3d_shader
*shader
, const struct gs_compile_args
*args
)
7850 struct wined3d_string_buffer_list
*string_buffers
= &priv
->string_buffers
;
7851 const struct wined3d_shader_reg_maps
*reg_maps
= &shader
->reg_maps
;
7852 struct wined3d_string_buffer
*buffer
= &priv
->shader_buffer
;
7853 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
7854 struct shader_glsl_ctx_priv priv_ctx
;
7857 memset(&priv_ctx
, 0, sizeof(priv_ctx
));
7858 priv_ctx
.string_buffers
= string_buffers
;
7860 shader_glsl_add_version_declaration(buffer
, gl_info
);
7862 shader_glsl_enable_extensions(buffer
, gl_info
);
7864 shader_generate_glsl_declarations(context
, buffer
, shader
, reg_maps
, &priv_ctx
);
7866 shader_addline(buffer
, "layout(%s", glsl_primitive_type_from_d3d(shader
->u
.gs
.input_type
));
7867 if (shader
->u
.gs
.instance_count
> 1)
7868 shader_addline(buffer
, ", invocations = %u", shader
->u
.gs
.instance_count
);
7869 shader_addline(buffer
, ") in;\n");
7870 shader_addline(buffer
, "layout(%s, max_vertices = %u) out;\n",
7871 glsl_primitive_type_from_d3d(shader
->u
.gs
.output_type
), shader
->u
.gs
.vertices_out
);
7872 shader_addline(buffer
, "in shader_in_out { vec4 reg[%u]; } shader_in[];\n", shader
->limits
->packed_input
);
7874 if (!gl_info
->supported
[ARB_CLIP_CONTROL
])
7875 shader_addline(buffer
, "uniform vec4 pos_fixup;\n");
7877 shader_glsl_generate_sm4_output_setup(priv
, shader
, args
->output_count
, gl_info
, TRUE
);
7878 shader_addline(buffer
, "void main()\n{\n");
7879 if (FAILED(shader_generate_code(shader
, buffer
, reg_maps
, &priv_ctx
, NULL
, NULL
)))
7881 shader_addline(buffer
, "}\n");
7883 shader_id
= GL_EXTCALL(glCreateShader(GL_GEOMETRY_SHADER
));
7884 TRACE("Compiling shader object %u.\n", shader_id
);
7885 shader_glsl_compile(gl_info
, shader_id
, buffer
->buffer
);
7890 static void shader_glsl_generate_shader_epilogue(const struct wined3d_shader_context
*ctx
)
7892 const struct shader_glsl_ctx_priv
*priv
= ctx
->backend_data
;
7893 const struct wined3d_gl_info
*gl_info
= ctx
->gl_info
;
7894 struct wined3d_string_buffer
*buffer
= ctx
->buffer
;
7895 const struct wined3d_shader
*shader
= ctx
->shader
;
7897 switch (shader
->reg_maps
.shader_version
.type
)
7899 case WINED3D_SHADER_TYPE_PIXEL
:
7900 shader_glsl_generate_ps_epilogue(gl_info
, buffer
, shader
, priv
->cur_ps_args
);
7902 case WINED3D_SHADER_TYPE_VERTEX
:
7903 shader_glsl_generate_vs_epilogue(gl_info
, buffer
, shader
, priv
->cur_vs_args
);
7905 case WINED3D_SHADER_TYPE_DOMAIN
:
7906 shader_glsl_generate_ds_epilogue(gl_info
, buffer
, shader
, priv
->cur_ds_args
);
7908 case WINED3D_SHADER_TYPE_GEOMETRY
:
7909 case WINED3D_SHADER_TYPE_COMPUTE
:
7912 FIXME("Unhandled shader type %#x.\n", shader
->reg_maps
.shader_version
.type
);
7917 /* Context activation is done by the caller. */
7918 static GLuint
shader_glsl_generate_compute_shader(const struct wined3d_context
*context
,
7919 struct wined3d_string_buffer
*buffer
, struct wined3d_string_buffer_list
*string_buffers
,
7920 const struct wined3d_shader
*shader
)
7922 const struct wined3d_shader_thread_group_size
*thread_group_size
= &shader
->u
.cs
.thread_group_size
;
7923 const struct wined3d_shader_reg_maps
*reg_maps
= &shader
->reg_maps
;
7924 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
7925 struct shader_glsl_ctx_priv priv_ctx
;
7929 memset(&priv_ctx
, 0, sizeof(priv_ctx
));
7930 priv_ctx
.string_buffers
= string_buffers
;
7932 shader_glsl_add_version_declaration(buffer
, gl_info
);
7934 shader_glsl_enable_extensions(buffer
, gl_info
);
7935 shader_addline(buffer
, "#extension GL_ARB_compute_shader : enable\n");
7937 shader_generate_glsl_declarations(context
, buffer
, shader
, reg_maps
, &priv_ctx
);
7939 for (i
= 0; i
< reg_maps
->tgsm_count
; ++i
)
7941 if (reg_maps
->tgsm
[i
].size
)
7942 shader_addline(buffer
, "shared uint cs_g%u[%u];\n", i
, reg_maps
->tgsm
[i
].size
);
7945 shader_addline(buffer
, "layout(local_size_x = %u, local_size_y = %u, local_size_z = %u) in;\n",
7946 thread_group_size
->x
, thread_group_size
->y
, thread_group_size
->z
);
7948 shader_addline(buffer
, "void main()\n{\n");
7949 shader_generate_code(shader
, buffer
, reg_maps
, &priv_ctx
, NULL
, NULL
);
7950 shader_addline(buffer
, "}\n");
7952 shader_id
= GL_EXTCALL(glCreateShader(GL_COMPUTE_SHADER
));
7953 TRACE("Compiling shader object %u.\n", shader_id
);
7954 shader_glsl_compile(gl_info
, shader_id
, buffer
->buffer
);
7959 static GLuint
find_glsl_pshader(const struct wined3d_context
*context
,
7960 struct wined3d_string_buffer
*buffer
, struct wined3d_string_buffer_list
*string_buffers
,
7961 struct wined3d_shader
*shader
,
7962 const struct ps_compile_args
*args
, const struct ps_np2fixup_info
**np2fixup_info
)
7964 struct glsl_ps_compiled_shader
*gl_shaders
, *new_array
;
7965 struct glsl_shader_private
*shader_data
;
7966 struct ps_np2fixup_info
*np2fixup
;
7971 if (!shader
->backend_data
)
7973 shader
->backend_data
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(*shader_data
));
7974 if (!shader
->backend_data
)
7976 ERR("Failed to allocate backend data.\n");
7980 shader_data
= shader
->backend_data
;
7981 gl_shaders
= shader_data
->gl_shaders
.ps
;
7983 /* Usually we have very few GL shaders for each d3d shader(just 1 or maybe 2),
7984 * so a linear search is more performant than a hashmap or a binary search
7985 * (cache coherency etc)
7987 for (i
= 0; i
< shader_data
->num_gl_shaders
; ++i
)
7989 if (!memcmp(&gl_shaders
[i
].args
, args
, sizeof(*args
)))
7991 if (args
->np2_fixup
)
7992 *np2fixup_info
= &gl_shaders
[i
].np2fixup
;
7993 return gl_shaders
[i
].id
;
7997 TRACE("No matching GL shader found for shader %p, compiling a new shader.\n", shader
);
7998 if(shader_data
->shader_array_size
== shader_data
->num_gl_shaders
) {
7999 if (shader_data
->num_gl_shaders
)
8001 new_size
= shader_data
->shader_array_size
+ max(1, shader_data
->shader_array_size
/ 2);
8002 new_array
= HeapReAlloc(GetProcessHeap(), 0, shader_data
->gl_shaders
.ps
,
8003 new_size
* sizeof(*gl_shaders
));
8007 new_array
= HeapAlloc(GetProcessHeap(), 0, sizeof(*gl_shaders
));
8012 ERR("Out of memory\n");
8015 shader_data
->gl_shaders
.ps
= new_array
;
8016 shader_data
->shader_array_size
= new_size
;
8017 gl_shaders
= new_array
;
8020 gl_shaders
[shader_data
->num_gl_shaders
].args
= *args
;
8022 np2fixup
= &gl_shaders
[shader_data
->num_gl_shaders
].np2fixup
;
8023 memset(np2fixup
, 0, sizeof(*np2fixup
));
8024 *np2fixup_info
= args
->np2_fixup
? np2fixup
: NULL
;
8026 pixelshader_update_resource_types(shader
, args
->tex_types
);
8028 string_buffer_clear(buffer
);
8029 ret
= shader_glsl_generate_pshader(context
, buffer
, string_buffers
, shader
, args
, np2fixup
);
8030 gl_shaders
[shader_data
->num_gl_shaders
++].id
= ret
;
8035 static inline BOOL
vs_args_equal(const struct vs_compile_args
*stored
, const struct vs_compile_args
*new,
8036 const DWORD use_map
)
8038 if((stored
->swizzle_map
& use_map
) != new->swizzle_map
) return FALSE
;
8039 if((stored
->clip_enabled
) != new->clip_enabled
) return FALSE
;
8040 if (stored
->point_size
!= new->point_size
)
8042 if (stored
->per_vertex_point_size
!= new->per_vertex_point_size
)
8044 if (stored
->flatshading
!= new->flatshading
)
8046 if (stored
->next_shader_type
!= new->next_shader_type
)
8048 if (stored
->next_shader_input_count
!= new->next_shader_input_count
)
8050 return stored
->fog_src
== new->fog_src
;
8053 static GLuint
find_glsl_vshader(const struct wined3d_context
*context
, struct shader_glsl_priv
*priv
,
8054 struct wined3d_shader
*shader
, const struct vs_compile_args
*args
)
8058 DWORD use_map
= context
->stream_info
.use_map
;
8059 struct glsl_vs_compiled_shader
*gl_shaders
, *new_array
;
8060 struct glsl_shader_private
*shader_data
;
8063 if (!shader
->backend_data
)
8065 shader
->backend_data
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(*shader_data
));
8066 if (!shader
->backend_data
)
8068 ERR("Failed to allocate backend data.\n");
8072 shader_data
= shader
->backend_data
;
8073 gl_shaders
= shader_data
->gl_shaders
.vs
;
8075 /* Usually we have very few GL shaders for each d3d shader(just 1 or maybe 2),
8076 * so a linear search is more performant than a hashmap or a binary search
8077 * (cache coherency etc)
8079 for (i
= 0; i
< shader_data
->num_gl_shaders
; ++i
)
8081 if (vs_args_equal(&gl_shaders
[i
].args
, args
, use_map
))
8082 return gl_shaders
[i
].id
;
8085 TRACE("No matching GL shader found for shader %p, compiling a new shader.\n", shader
);
8087 if(shader_data
->shader_array_size
== shader_data
->num_gl_shaders
) {
8088 if (shader_data
->num_gl_shaders
)
8090 new_size
= shader_data
->shader_array_size
+ max(1, shader_data
->shader_array_size
/ 2);
8091 new_array
= HeapReAlloc(GetProcessHeap(), 0, shader_data
->gl_shaders
.vs
,
8092 new_size
* sizeof(*gl_shaders
));
8096 new_array
= HeapAlloc(GetProcessHeap(), 0, sizeof(*gl_shaders
));
8101 ERR("Out of memory\n");
8104 shader_data
->gl_shaders
.vs
= new_array
;
8105 shader_data
->shader_array_size
= new_size
;
8106 gl_shaders
= new_array
;
8109 gl_shaders
[shader_data
->num_gl_shaders
].args
= *args
;
8111 string_buffer_clear(&priv
->shader_buffer
);
8112 ret
= shader_glsl_generate_vshader(context
, priv
, shader
, args
);
8113 gl_shaders
[shader_data
->num_gl_shaders
++].id
= ret
;
8118 static GLuint
find_glsl_hull_shader(const struct wined3d_context
*context
,
8119 struct shader_glsl_priv
*priv
, struct wined3d_shader
*shader
)
8121 struct glsl_hs_compiled_shader
*gl_shaders
, *new_array
;
8122 struct glsl_shader_private
*shader_data
;
8123 unsigned int new_size
;
8126 if (!shader
->backend_data
)
8128 if (!(shader
->backend_data
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(*shader_data
))))
8130 ERR("Failed to allocate backend data.\n");
8134 shader_data
= shader
->backend_data
;
8135 gl_shaders
= shader_data
->gl_shaders
.hs
;
8137 if (shader_data
->num_gl_shaders
> 0)
8139 assert(shader_data
->num_gl_shaders
== 1);
8140 return gl_shaders
[0].id
;
8143 TRACE("No matching GL shader found for shader %p, compiling a new shader.\n", shader
);
8145 assert(!shader_data
->gl_shaders
.hs
);
8146 new_array
= HeapAlloc(GetProcessHeap(), 0, sizeof(*new_array
));
8150 ERR("Failed to allocate GL shaders array.\n");
8153 shader_data
->gl_shaders
.hs
= new_array
;
8154 shader_data
->shader_array_size
= new_size
;
8155 gl_shaders
= new_array
;
8157 string_buffer_clear(&priv
->shader_buffer
);
8158 ret
= shader_glsl_generate_hull_shader(context
, priv
, shader
);
8159 gl_shaders
[shader_data
->num_gl_shaders
++].id
= ret
;
8164 static GLuint
find_glsl_domain_shader(const struct wined3d_context
*context
,
8165 struct shader_glsl_priv
*priv
, struct wined3d_shader
*shader
, const struct ds_compile_args
*args
)
8167 struct glsl_ds_compiled_shader
*gl_shaders
, *new_array
;
8168 struct glsl_shader_private
*shader_data
;
8169 unsigned int i
, new_size
;
8172 if (!shader
->backend_data
)
8174 if (!(shader
->backend_data
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(*shader_data
))))
8176 ERR("Failed to allocate backend data.\n");
8180 shader_data
= shader
->backend_data
;
8181 gl_shaders
= shader_data
->gl_shaders
.ds
;
8183 for (i
= 0; i
< shader_data
->num_gl_shaders
; ++i
)
8185 if (!memcmp(&gl_shaders
[i
].args
, args
, sizeof(*args
)))
8186 return gl_shaders
[i
].id
;
8189 TRACE("No matching GL shader found for shader %p, compiling a new shader.\n", shader
);
8191 if (shader_data
->num_gl_shaders
)
8193 new_size
= shader_data
->shader_array_size
+ 1;
8194 new_array
= HeapReAlloc(GetProcessHeap(), 0, shader_data
->gl_shaders
.ds
,
8195 new_size
* sizeof(*new_array
));
8199 new_array
= HeapAlloc(GetProcessHeap(), 0, sizeof(*new_array
));
8205 ERR("Failed to allocate GL shaders array.\n");
8208 shader_data
->gl_shaders
.ds
= new_array
;
8209 shader_data
->shader_array_size
= new_size
;
8210 gl_shaders
= new_array
;
8212 string_buffer_clear(&priv
->shader_buffer
);
8213 ret
= shader_glsl_generate_domain_shader(context
, priv
, shader
, args
);
8214 gl_shaders
[shader_data
->num_gl_shaders
].args
= *args
;
8215 gl_shaders
[shader_data
->num_gl_shaders
++].id
= ret
;
8220 static GLuint
find_glsl_geometry_shader(const struct wined3d_context
*context
,
8221 struct shader_glsl_priv
*priv
, struct wined3d_shader
*shader
, const struct gs_compile_args
*args
)
8223 struct glsl_gs_compiled_shader
*gl_shaders
, *new_array
;
8224 struct glsl_shader_private
*shader_data
;
8225 unsigned int i
, new_size
;
8228 if (!shader
->backend_data
)
8230 if (!(shader
->backend_data
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(*shader_data
))))
8232 ERR("Failed to allocate backend data.\n");
8236 shader_data
= shader
->backend_data
;
8237 gl_shaders
= shader_data
->gl_shaders
.gs
;
8239 for (i
= 0; i
< shader_data
->num_gl_shaders
; ++i
)
8241 if (!memcmp(&gl_shaders
[i
].args
, args
, sizeof(*args
)))
8242 return gl_shaders
[i
].id
;
8245 TRACE("No matching GL shader found for shader %p, compiling a new shader.\n", shader
);
8247 if (shader_data
->num_gl_shaders
)
8249 new_size
= shader_data
->shader_array_size
+ 1;
8250 new_array
= HeapReAlloc(GetProcessHeap(), 0, shader_data
->gl_shaders
.gs
,
8251 new_size
* sizeof(*new_array
));
8255 new_array
= HeapAlloc(GetProcessHeap(), 0, sizeof(*new_array
));
8261 ERR("Failed to allocate GL shaders array.\n");
8264 shader_data
->gl_shaders
.gs
= new_array
;
8265 shader_data
->shader_array_size
= new_size
;
8266 gl_shaders
= new_array
;
8268 string_buffer_clear(&priv
->shader_buffer
);
8269 ret
= shader_glsl_generate_geometry_shader(context
, priv
, shader
, args
);
8270 gl_shaders
[shader_data
->num_gl_shaders
].args
= *args
;
8271 gl_shaders
[shader_data
->num_gl_shaders
++].id
= ret
;
8276 static const char *shader_glsl_ffp_mcs(enum wined3d_material_color_source mcs
, const char *material
)
8280 case WINED3D_MCS_MATERIAL
:
8282 case WINED3D_MCS_COLOR1
:
8283 return "ffp_attrib_diffuse";
8284 case WINED3D_MCS_COLOR2
:
8285 return "ffp_attrib_specular";
8287 ERR("Invalid material color source %#x.\n", mcs
);
8292 static void shader_glsl_ffp_vertex_lighting_footer(struct wined3d_string_buffer
*buffer
,
8293 const struct wined3d_ffp_vs_settings
*settings
, unsigned int idx
)
8295 shader_addline(buffer
, "diffuse += clamp(dot(dir, normal), 0.0, 1.0)"
8296 " * ffp_light[%u].diffuse.xyz * att;\n", idx
);
8297 if (settings
->localviewer
)
8298 shader_addline(buffer
, "t = dot(normal, normalize(dir - normalize(ec_pos.xyz)));\n");
8300 shader_addline(buffer
, "t = dot(normal, normalize(dir + vec3(0.0, 0.0, -1.0)));\n");
8301 shader_addline(buffer
, "if (dot(dir, normal) > 0.0 && t > 0.0) specular +="
8302 " pow(t, ffp_material.shininess) * ffp_light[%u].specular * att;\n", idx
);
8305 static void shader_glsl_ffp_vertex_lighting(struct wined3d_string_buffer
*buffer
,
8306 const struct wined3d_ffp_vs_settings
*settings
, BOOL legacy_lighting
)
8308 const char *diffuse
, *specular
, *emissive
, *ambient
;
8309 unsigned int i
, idx
;
8311 if (!settings
->lighting
)
8313 shader_addline(buffer
, "ffp_varying_diffuse = ffp_attrib_diffuse;\n");
8314 shader_addline(buffer
, "ffp_varying_specular = ffp_attrib_specular;\n");
8318 shader_addline(buffer
, "vec3 ambient = ffp_light_ambient;\n");
8319 shader_addline(buffer
, "vec3 diffuse = vec3(0.0);\n");
8320 shader_addline(buffer
, "vec4 specular = vec4(0.0);\n");
8321 shader_addline(buffer
, "vec3 dir, dst;\n");
8322 shader_addline(buffer
, "float att, t;\n");
8324 ambient
= shader_glsl_ffp_mcs(settings
->ambient_source
, "ffp_material.ambient");
8325 diffuse
= shader_glsl_ffp_mcs(settings
->diffuse_source
, "ffp_material.diffuse");
8326 specular
= shader_glsl_ffp_mcs(settings
->specular_source
, "ffp_material.specular");
8327 emissive
= shader_glsl_ffp_mcs(settings
->emissive_source
, "ffp_material.emissive");
8330 for (i
= 0; i
< settings
->point_light_count
; ++i
, ++idx
)
8332 shader_addline(buffer
, "dir = ffp_light[%u].position.xyz - ec_pos.xyz;\n", idx
);
8333 shader_addline(buffer
, "dst.z = dot(dir, dir);\n");
8334 shader_addline(buffer
, "dst.y = sqrt(dst.z);\n");
8335 shader_addline(buffer
, "dst.x = 1.0;\n");
8336 if (legacy_lighting
)
8338 shader_addline(buffer
, "dst.y = (ffp_light[%u].range - dst.y) / ffp_light[%u].range;\n", idx
, idx
);
8339 shader_addline(buffer
, "dst.z = dst.y * dst.y;\n");
8340 shader_addline(buffer
, "if (dst.y > 0.0)\n{\n");
8344 shader_addline(buffer
, "if (dst.y <= ffp_light[%u].range)\n{\n", idx
);
8346 shader_addline(buffer
, "att = dot(dst.xyz, vec3(ffp_light[%u].c_att,"
8347 " ffp_light[%u].l_att, ffp_light[%u].q_att));\n", idx
, idx
, idx
);
8348 if (!legacy_lighting
)
8349 shader_addline(buffer
, "att = 1.0 / att;\n");
8350 shader_addline(buffer
, "ambient += ffp_light[%u].ambient.xyz * att;\n", idx
);
8351 if (!settings
->normal
)
8353 shader_addline(buffer
, "}\n");
8356 shader_addline(buffer
, "dir = normalize(dir);\n");
8357 shader_glsl_ffp_vertex_lighting_footer(buffer
, settings
, idx
);
8358 shader_addline(buffer
, "}\n");
8361 for (i
= 0; i
< settings
->spot_light_count
; ++i
, ++idx
)
8363 shader_addline(buffer
, "dir = ffp_light[%u].position.xyz - ec_pos.xyz;\n", idx
);
8364 shader_addline(buffer
, "dst.z = dot(dir, dir);\n");
8365 shader_addline(buffer
, "dst.y = sqrt(dst.z);\n");
8366 shader_addline(buffer
, "dst.x = 1.0;\n");
8367 if (legacy_lighting
)
8369 shader_addline(buffer
, "dst.y = (ffp_light[%u].range - dst.y) / ffp_light[%u].range;\n", idx
, idx
);
8370 shader_addline(buffer
, "dst.z = dst.y * dst.y;\n");
8371 shader_addline(buffer
, "if (dst.y > 0.0)\n{\n");
8375 shader_addline(buffer
, "if (dst.y <= ffp_light[%u].range)\n{\n", idx
);
8377 shader_addline(buffer
, "dir = normalize(dir);\n");
8378 shader_addline(buffer
, "t = dot(-dir, normalize(ffp_light[%u].direction));\n", idx
);
8379 shader_addline(buffer
, "if (t > ffp_light[%u].cos_htheta) att = 1.0;\n", idx
);
8380 shader_addline(buffer
, "else if (t <= ffp_light[%u].cos_hphi) att = 0.0;\n", idx
);
8381 shader_addline(buffer
, "else att = pow((t - ffp_light[%u].cos_hphi)"
8382 " / (ffp_light[%u].cos_htheta - ffp_light[%u].cos_hphi), ffp_light[%u].falloff);\n",
8383 idx
, idx
, idx
, idx
);
8384 if (legacy_lighting
)
8385 shader_addline(buffer
, "att *= dot(dst.xyz, vec3(ffp_light[%u].c_att,"
8386 " ffp_light[%u].l_att, ffp_light[%u].q_att));\n",
8389 shader_addline(buffer
, "att /= dot(dst.xyz, vec3(ffp_light[%u].c_att,"
8390 " ffp_light[%u].l_att, ffp_light[%u].q_att));\n",
8392 shader_addline(buffer
, "ambient += ffp_light[%u].ambient.xyz * att;\n", idx
);
8393 if (!settings
->normal
)
8395 shader_addline(buffer
, "}\n");
8398 shader_glsl_ffp_vertex_lighting_footer(buffer
, settings
, idx
);
8399 shader_addline(buffer
, "}\n");
8402 for (i
= 0; i
< settings
->directional_light_count
; ++i
, ++idx
)
8404 shader_addline(buffer
, "ambient += ffp_light[%u].ambient.xyz;\n", idx
);
8405 if (!settings
->normal
)
8407 shader_addline(buffer
, "att = 1.0;\n");
8408 shader_addline(buffer
, "dir = normalize(ffp_light[%u].direction.xyz);\n", idx
);
8409 shader_glsl_ffp_vertex_lighting_footer(buffer
, settings
, idx
);
8412 for (i
= 0; i
< settings
->parallel_point_light_count
; ++i
, ++idx
)
8414 shader_addline(buffer
, "ambient += ffp_light[%u].ambient.xyz;\n", idx
);
8415 if (!settings
->normal
)
8417 shader_addline(buffer
, "att = 1.0;\n");
8418 shader_addline(buffer
, "dir = normalize(ffp_light[%u].position.xyz);\n", idx
);
8419 shader_glsl_ffp_vertex_lighting_footer(buffer
, settings
, idx
);
8422 shader_addline(buffer
, "ffp_varying_diffuse.xyz = %s.xyz * ambient + %s.xyz * diffuse + %s.xyz;\n",
8423 ambient
, diffuse
, emissive
);
8424 shader_addline(buffer
, "ffp_varying_diffuse.w = %s.w;\n", diffuse
);
8425 shader_addline(buffer
, "ffp_varying_specular = %s * specular;\n", specular
);
8428 /* Context activation is done by the caller. */
8429 static GLuint
shader_glsl_generate_ffp_vertex_shader(struct shader_glsl_priv
*priv
,
8430 const struct wined3d_ffp_vs_settings
*settings
, const struct wined3d_gl_info
*gl_info
)
8432 static const struct attrib_info
8435 const char name
[24];
8439 {"vec4", "ffp_attrib_position"}, /* WINED3D_FFP_POSITION */
8440 {"vec4", "ffp_attrib_blendweight"}, /* WINED3D_FFP_BLENDWEIGHT */
8441 /* TODO: Indexed vertex blending */
8442 {"float", ""}, /* WINED3D_FFP_BLENDINDICES */
8443 {"vec3", "ffp_attrib_normal"}, /* WINED3D_FFP_NORMAL */
8444 {"float", "ffp_attrib_psize"}, /* WINED3D_FFP_PSIZE */
8445 {"vec4", "ffp_attrib_diffuse"}, /* WINED3D_FFP_DIFFUSE */
8446 {"vec4", "ffp_attrib_specular"}, /* WINED3D_FFP_SPECULAR */
8448 const BOOL legacy_syntax
= needs_legacy_glsl_syntax(gl_info
);
8449 struct wined3d_string_buffer
*buffer
= &priv
->shader_buffer
;
8450 BOOL output_legacy_fogcoord
= legacy_syntax
;
8451 BOOL legacy_lighting
= priv
->legacy_lighting
;
8455 string_buffer_clear(buffer
);
8457 shader_glsl_add_version_declaration(buffer
, gl_info
);
8459 if (shader_glsl_use_explicit_attrib_location(gl_info
))
8460 shader_addline(buffer
, "#extension GL_ARB_explicit_attrib_location : enable\n");
8462 for (i
= 0; i
< WINED3D_FFP_ATTRIBS_COUNT
; ++i
)
8464 const char *type
= i
< ARRAY_SIZE(attrib_info
) ? attrib_info
[i
].type
: "vec4";
8466 if (shader_glsl_use_explicit_attrib_location(gl_info
))
8467 shader_addline(buffer
, "layout(location = %u) ", i
);
8468 shader_addline(buffer
, "%s %s vs_in%u;\n", get_attribute_keyword(gl_info
), type
, i
);
8470 shader_addline(buffer
, "\n");
8472 shader_addline(buffer
, "uniform mat4 ffp_modelview_matrix[%u];\n", MAX_VERTEX_BLENDS
);
8473 shader_addline(buffer
, "uniform mat4 ffp_projection_matrix;\n");
8474 shader_addline(buffer
, "uniform mat3 ffp_normal_matrix;\n");
8475 shader_addline(buffer
, "uniform mat4 ffp_texture_matrix[%u];\n", MAX_TEXTURES
);
8477 shader_addline(buffer
, "uniform struct\n{\n");
8478 shader_addline(buffer
, " vec4 emissive;\n");
8479 shader_addline(buffer
, " vec4 ambient;\n");
8480 shader_addline(buffer
, " vec4 diffuse;\n");
8481 shader_addline(buffer
, " vec4 specular;\n");
8482 shader_addline(buffer
, " float shininess;\n");
8483 shader_addline(buffer
, "} ffp_material;\n");
8485 shader_addline(buffer
, "uniform vec3 ffp_light_ambient;\n");
8486 shader_addline(buffer
, "uniform struct\n{\n");
8487 shader_addline(buffer
, " vec4 diffuse;\n");
8488 shader_addline(buffer
, " vec4 specular;\n");
8489 shader_addline(buffer
, " vec4 ambient;\n");
8490 shader_addline(buffer
, " vec4 position;\n");
8491 shader_addline(buffer
, " vec3 direction;\n");
8492 shader_addline(buffer
, " float range;\n");
8493 shader_addline(buffer
, " float falloff;\n");
8494 shader_addline(buffer
, " float c_att;\n");
8495 shader_addline(buffer
, " float l_att;\n");
8496 shader_addline(buffer
, " float q_att;\n");
8497 shader_addline(buffer
, " float cos_htheta;\n");
8498 shader_addline(buffer
, " float cos_hphi;\n");
8499 shader_addline(buffer
, "} ffp_light[%u];\n", MAX_ACTIVE_LIGHTS
);
8501 if (settings
->point_size
)
8503 shader_addline(buffer
, "uniform struct\n{\n");
8504 shader_addline(buffer
, " float size;\n");
8505 shader_addline(buffer
, " float size_min;\n");
8506 shader_addline(buffer
, " float size_max;\n");
8507 shader_addline(buffer
, " float c_att;\n");
8508 shader_addline(buffer
, " float l_att;\n");
8509 shader_addline(buffer
, " float q_att;\n");
8510 shader_addline(buffer
, "} ffp_point;\n");
8515 shader_addline(buffer
, "vec4 ffp_varying_diffuse;\n");
8516 shader_addline(buffer
, "vec4 ffp_varying_specular;\n");
8517 shader_addline(buffer
, "vec4 ffp_varying_texcoord[%u];\n", MAX_TEXTURES
);
8518 shader_addline(buffer
, "float ffp_varying_fogcoord;\n");
8522 if (settings
->clipping
)
8523 shader_addline(buffer
, "uniform vec4 clip_planes[%u];\n", gl_info
->limits
.user_clip_distances
);
8525 declare_out_varying(gl_info
, buffer
, settings
->flatshading
, "vec4 ffp_varying_diffuse;\n");
8526 declare_out_varying(gl_info
, buffer
, settings
->flatshading
, "vec4 ffp_varying_specular;\n");
8527 declare_out_varying(gl_info
, buffer
, FALSE
, "vec4 ffp_varying_texcoord[%u];\n", MAX_TEXTURES
);
8528 declare_out_varying(gl_info
, buffer
, FALSE
, "float ffp_varying_fogcoord;\n");
8531 shader_addline(buffer
, "\nvoid main()\n{\n");
8532 shader_addline(buffer
, "float m;\n");
8533 shader_addline(buffer
, "vec3 r;\n");
8535 for (i
= 0; i
< ARRAY_SIZE(attrib_info
); ++i
)
8537 if (attrib_info
[i
].name
[0])
8538 shader_addline(buffer
, "%s %s = vs_in%u%s;\n", attrib_info
[i
].type
, attrib_info
[i
].name
,
8539 i
, settings
->swizzle_map
& (1u << i
) ? ".zyxw" : "");
8541 for (i
= 0; i
< MAX_TEXTURES
; ++i
)
8543 unsigned int coord_idx
= settings
->texgen
[i
] & 0x0000ffff;
8544 if ((settings
->texgen
[i
] & 0xffff0000) == WINED3DTSS_TCI_PASSTHRU
8545 && settings
->texcoords
& (1u << i
))
8546 shader_addline(buffer
, "vec4 ffp_attrib_texcoord%u = vs_in%u;\n", i
, coord_idx
+ WINED3D_FFP_TEXCOORD0
);
8549 shader_addline(buffer
, "ffp_attrib_blendweight[%u] = 1.0;\n", settings
->vertexblends
);
8551 if (settings
->transformed
)
8553 shader_addline(buffer
, "vec4 ec_pos = vec4(ffp_attrib_position.xyz, 1.0);\n");
8554 shader_addline(buffer
, "gl_Position = ffp_projection_matrix * ec_pos;\n");
8555 shader_addline(buffer
, "if (ffp_attrib_position.w != 0.0) gl_Position /= ffp_attrib_position.w;\n");
8559 for (i
= 0; i
< settings
->vertexblends
; ++i
)
8560 shader_addline(buffer
, "ffp_attrib_blendweight[%u] -= ffp_attrib_blendweight[%u];\n", settings
->vertexblends
, i
);
8562 shader_addline(buffer
, "vec4 ec_pos = vec4(0.0);\n");
8563 for (i
= 0; i
< settings
->vertexblends
+ 1; ++i
)
8564 shader_addline(buffer
, "ec_pos += ffp_attrib_blendweight[%u] * (ffp_modelview_matrix[%u] * ffp_attrib_position);\n", i
, i
);
8566 shader_addline(buffer
, "gl_Position = ffp_projection_matrix * ec_pos;\n");
8567 if (settings
->clipping
)
8570 shader_addline(buffer
, "gl_ClipVertex = ec_pos;\n");
8572 for (i
= 0; i
< gl_info
->limits
.user_clip_distances
; ++i
)
8573 shader_addline(buffer
, "gl_ClipDistance[%u] = dot(ec_pos, clip_planes[%u]);\n", i
, i
);
8575 shader_addline(buffer
, "ec_pos /= ec_pos.w;\n");
8578 shader_addline(buffer
, "vec3 normal = vec3(0.0);\n");
8579 if (settings
->normal
)
8581 if (!settings
->vertexblends
)
8583 shader_addline(buffer
, "normal = ffp_normal_matrix * ffp_attrib_normal;\n");
8587 for (i
= 0; i
< settings
->vertexblends
+ 1; ++i
)
8588 shader_addline(buffer
, "normal += ffp_attrib_blendweight[%u] * (mat3(ffp_modelview_matrix[%u]) * ffp_attrib_normal);\n", i
, i
);
8591 if (settings
->normalize
)
8592 shader_addline(buffer
, "normal = normalize(normal);\n");
8595 shader_glsl_ffp_vertex_lighting(buffer
, settings
, legacy_lighting
);
8598 shader_addline(buffer
, "gl_FrontColor = ffp_varying_diffuse;\n");
8599 shader_addline(buffer
, "gl_FrontSecondaryColor = ffp_varying_specular;\n");
8603 shader_addline(buffer
, "ffp_varying_diffuse = clamp(ffp_varying_diffuse, 0.0, 1.0);\n");
8604 shader_addline(buffer
, "ffp_varying_specular = clamp(ffp_varying_specular, 0.0, 1.0);\n");
8607 for (i
= 0; i
< MAX_TEXTURES
; ++i
)
8609 BOOL output_legacy_texcoord
= legacy_syntax
;
8611 switch (settings
->texgen
[i
] & 0xffff0000)
8613 case WINED3DTSS_TCI_PASSTHRU
:
8614 if (settings
->texcoords
& (1u << i
))
8615 shader_addline(buffer
, "ffp_varying_texcoord[%u] = ffp_texture_matrix[%u] * ffp_attrib_texcoord%u;\n",
8617 else if (gl_info
->limits
.glsl_varyings
>= wined3d_max_compat_varyings(gl_info
))
8618 shader_addline(buffer
, "ffp_varying_texcoord[%u] = vec4(0.0);\n", i
);
8620 output_legacy_texcoord
= FALSE
;
8623 case WINED3DTSS_TCI_CAMERASPACENORMAL
:
8624 shader_addline(buffer
, "ffp_varying_texcoord[%u] = ffp_texture_matrix[%u] * vec4(normal, 1.0);\n", i
, i
);
8627 case WINED3DTSS_TCI_CAMERASPACEPOSITION
:
8628 shader_addline(buffer
, "ffp_varying_texcoord[%u] = ffp_texture_matrix[%u] * ec_pos;\n", i
, i
);
8631 case WINED3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR
:
8632 shader_addline(buffer
, "ffp_varying_texcoord[%u] = ffp_texture_matrix[%u]"
8633 " * vec4(reflect(normalize(ec_pos.xyz), normal), 1.0);\n", i
, i
);
8636 case WINED3DTSS_TCI_SPHEREMAP
:
8637 shader_addline(buffer
, "r = reflect(normalize(ec_pos.xyz), normal);\n");
8638 shader_addline(buffer
, "m = 2.0 * length(vec3(r.x, r.y, r.z + 1.0));\n");
8639 shader_addline(buffer
, "ffp_varying_texcoord[%u] = ffp_texture_matrix[%u]"
8640 " * vec4(r.x / m + 0.5, r.y / m + 0.5, 0.0, 1.0);\n", i
, i
);
8644 ERR("Unhandled texgen %#x.\n", settings
->texgen
[i
]);
8647 if (output_legacy_texcoord
)
8648 shader_addline(buffer
, "gl_TexCoord[%u] = ffp_varying_texcoord[%u];\n", i
, i
);
8651 switch (settings
->fog_mode
)
8653 case WINED3D_FFP_VS_FOG_OFF
:
8654 output_legacy_fogcoord
= FALSE
;
8657 case WINED3D_FFP_VS_FOG_FOGCOORD
:
8658 shader_addline(buffer
, "ffp_varying_fogcoord = ffp_attrib_specular.w * 255.0;\n");
8661 case WINED3D_FFP_VS_FOG_RANGE
:
8662 shader_addline(buffer
, "ffp_varying_fogcoord = length(ec_pos.xyz);\n");
8665 case WINED3D_FFP_VS_FOG_DEPTH
:
8666 if (settings
->ortho_fog
)
8668 if (gl_info
->supported
[ARB_CLIP_CONTROL
])
8669 shader_addline(buffer
, "ffp_varying_fogcoord = gl_Position.z;\n");
8671 /* Need to undo the [0.0 - 1.0] -> [-1.0 - 1.0] transformation from D3D to GL coordinates. */
8672 shader_addline(buffer
, "ffp_varying_fogcoord = gl_Position.z * 0.5 + 0.5;\n");
8674 else if (settings
->transformed
)
8676 shader_addline(buffer
, "ffp_varying_fogcoord = ec_pos.z;\n");
8680 shader_addline(buffer
, "ffp_varying_fogcoord = abs(ec_pos.z);\n");
8685 ERR("Unhandled fog mode %#x.\n", settings
->fog_mode
);
8688 if (output_legacy_fogcoord
)
8689 shader_addline(buffer
, "gl_FogFragCoord = ffp_varying_fogcoord;\n");
8691 if (settings
->point_size
)
8693 shader_addline(buffer
, "gl_PointSize = %s / sqrt(ffp_point.c_att"
8694 " + ffp_point.l_att * length(ec_pos.xyz)"
8695 " + ffp_point.q_att * dot(ec_pos.xyz, ec_pos.xyz));\n",
8696 settings
->per_vertex_point_size
? "ffp_attrib_psize" : "ffp_point.size");
8697 shader_addline(buffer
, "gl_PointSize = clamp(gl_PointSize, ffp_point.size_min, ffp_point.size_max);\n");
8700 shader_addline(buffer
, "}\n");
8702 shader_obj
= GL_EXTCALL(glCreateShader(GL_VERTEX_SHADER
));
8703 shader_glsl_compile(gl_info
, shader_obj
, buffer
->buffer
);
8708 static const char *shader_glsl_get_ffp_fragment_op_arg(struct wined3d_string_buffer
*buffer
,
8709 DWORD argnum
, unsigned int stage
, DWORD arg
)
8713 if (arg
== ARG_UNUSED
)
8714 return "<unused arg>";
8716 switch (arg
& WINED3DTA_SELECTMASK
)
8718 case WINED3DTA_DIFFUSE
:
8719 ret
= "ffp_varying_diffuse";
8722 case WINED3DTA_CURRENT
:
8726 case WINED3DTA_TEXTURE
:
8729 case 0: ret
= "tex0"; break;
8730 case 1: ret
= "tex1"; break;
8731 case 2: ret
= "tex2"; break;
8732 case 3: ret
= "tex3"; break;
8733 case 4: ret
= "tex4"; break;
8734 case 5: ret
= "tex5"; break;
8735 case 6: ret
= "tex6"; break;
8736 case 7: ret
= "tex7"; break;
8738 ret
= "<invalid texture>";
8743 case WINED3DTA_TFACTOR
:
8747 case WINED3DTA_SPECULAR
:
8748 ret
= "ffp_varying_specular";
8751 case WINED3DTA_TEMP
:
8755 case WINED3DTA_CONSTANT
:
8758 case 0: ret
= "tss_const0"; break;
8759 case 1: ret
= "tss_const1"; break;
8760 case 2: ret
= "tss_const2"; break;
8761 case 3: ret
= "tss_const3"; break;
8762 case 4: ret
= "tss_const4"; break;
8763 case 5: ret
= "tss_const5"; break;
8764 case 6: ret
= "tss_const6"; break;
8765 case 7: ret
= "tss_const7"; break;
8767 ret
= "<invalid constant>";
8773 return "<unhandled arg>";
8776 if (arg
& WINED3DTA_COMPLEMENT
)
8778 shader_addline(buffer
, "arg%u = vec4(1.0) - %s;\n", argnum
, ret
);
8781 else if (argnum
== 1)
8783 else if (argnum
== 2)
8787 if (arg
& WINED3DTA_ALPHAREPLICATE
)
8789 shader_addline(buffer
, "arg%u = vec4(%s.w);\n", argnum
, ret
);
8792 else if (argnum
== 1)
8794 else if (argnum
== 2)
8801 static void shader_glsl_ffp_fragment_op(struct wined3d_string_buffer
*buffer
, unsigned int stage
, BOOL color
,
8802 BOOL alpha
, DWORD dst
, DWORD op
, DWORD dw_arg0
, DWORD dw_arg1
, DWORD dw_arg2
)
8804 const char *dstmask
, *dstreg
, *arg0
, *arg1
, *arg2
;
8814 dstreg
= "temp_reg";
8818 arg0
= shader_glsl_get_ffp_fragment_op_arg(buffer
, 0, stage
, dw_arg0
);
8819 arg1
= shader_glsl_get_ffp_fragment_op_arg(buffer
, 1, stage
, dw_arg1
);
8820 arg2
= shader_glsl_get_ffp_fragment_op_arg(buffer
, 2, stage
, dw_arg2
);
8824 case WINED3D_TOP_DISABLE
:
8827 case WINED3D_TOP_SELECT_ARG1
:
8828 shader_addline(buffer
, "%s%s = %s%s;\n", dstreg
, dstmask
, arg1
, dstmask
);
8831 case WINED3D_TOP_SELECT_ARG2
:
8832 shader_addline(buffer
, "%s%s = %s%s;\n", dstreg
, dstmask
, arg2
, dstmask
);
8835 case WINED3D_TOP_MODULATE
:
8836 shader_addline(buffer
, "%s%s = %s%s * %s%s;\n", dstreg
, dstmask
, arg1
, dstmask
, arg2
, dstmask
);
8839 case WINED3D_TOP_MODULATE_4X
:
8840 shader_addline(buffer
, "%s%s = clamp(%s%s * %s%s * 4.0, 0.0, 1.0);\n",
8841 dstreg
, dstmask
, arg1
, dstmask
, arg2
, dstmask
);
8844 case WINED3D_TOP_MODULATE_2X
:
8845 shader_addline(buffer
, "%s%s = clamp(%s%s * %s%s * 2.0, 0.0, 1.0);\n",
8846 dstreg
, dstmask
, arg1
, dstmask
, arg2
, dstmask
);
8849 case WINED3D_TOP_ADD
:
8850 shader_addline(buffer
, "%s%s = clamp(%s%s + %s%s, 0.0, 1.0);\n",
8851 dstreg
, dstmask
, arg1
, dstmask
, arg2
, dstmask
);
8854 case WINED3D_TOP_ADD_SIGNED
:
8855 shader_addline(buffer
, "%s%s = clamp(%s%s + (%s - vec4(0.5))%s, 0.0, 1.0);\n",
8856 dstreg
, dstmask
, arg1
, dstmask
, arg2
, dstmask
);
8859 case WINED3D_TOP_ADD_SIGNED_2X
:
8860 shader_addline(buffer
, "%s%s = clamp((%s%s + (%s - vec4(0.5))%s) * 2.0, 0.0, 1.0);\n",
8861 dstreg
, dstmask
, arg1
, dstmask
, arg2
, dstmask
);
8864 case WINED3D_TOP_SUBTRACT
:
8865 shader_addline(buffer
, "%s%s = clamp(%s%s - %s%s, 0.0, 1.0);\n",
8866 dstreg
, dstmask
, arg1
, dstmask
, arg2
, dstmask
);
8869 case WINED3D_TOP_ADD_SMOOTH
:
8870 shader_addline(buffer
, "%s%s = clamp((vec4(1.0) - %s)%s * %s%s + %s%s, 0.0, 1.0);\n",
8871 dstreg
, dstmask
, arg1
, dstmask
, arg2
, dstmask
, arg1
, dstmask
);
8874 case WINED3D_TOP_BLEND_DIFFUSE_ALPHA
:
8875 arg0
= shader_glsl_get_ffp_fragment_op_arg(buffer
, 0, stage
, WINED3DTA_DIFFUSE
);
8876 shader_addline(buffer
, "%s%s = mix(%s%s, %s%s, %s.w);\n",
8877 dstreg
, dstmask
, arg2
, dstmask
, arg1
, dstmask
, arg0
);
8880 case WINED3D_TOP_BLEND_TEXTURE_ALPHA
:
8881 arg0
= shader_glsl_get_ffp_fragment_op_arg(buffer
, 0, stage
, WINED3DTA_TEXTURE
);
8882 shader_addline(buffer
, "%s%s = mix(%s%s, %s%s, %s.w);\n",
8883 dstreg
, dstmask
, arg2
, dstmask
, arg1
, dstmask
, arg0
);
8886 case WINED3D_TOP_BLEND_FACTOR_ALPHA
:
8887 arg0
= shader_glsl_get_ffp_fragment_op_arg(buffer
, 0, stage
, WINED3DTA_TFACTOR
);
8888 shader_addline(buffer
, "%s%s = mix(%s%s, %s%s, %s.w);\n",
8889 dstreg
, dstmask
, arg2
, dstmask
, arg1
, dstmask
, arg0
);
8892 case WINED3D_TOP_BLEND_TEXTURE_ALPHA_PM
:
8893 arg0
= shader_glsl_get_ffp_fragment_op_arg(buffer
, 0, stage
, WINED3DTA_TEXTURE
);
8894 shader_addline(buffer
, "%s%s = clamp(%s%s * (1.0 - %s.w) + %s%s, 0.0, 1.0);\n",
8895 dstreg
, dstmask
, arg2
, dstmask
, arg0
, arg1
, dstmask
);
8898 case WINED3D_TOP_BLEND_CURRENT_ALPHA
:
8899 arg0
= shader_glsl_get_ffp_fragment_op_arg(buffer
, 0, stage
, WINED3DTA_CURRENT
);
8900 shader_addline(buffer
, "%s%s = mix(%s%s, %s%s, %s.w);\n",
8901 dstreg
, dstmask
, arg2
, dstmask
, arg1
, dstmask
, arg0
);
8904 case WINED3D_TOP_MODULATE_ALPHA_ADD_COLOR
:
8905 shader_addline(buffer
, "%s%s = clamp(%s%s * %s.w + %s%s, 0.0, 1.0);\n",
8906 dstreg
, dstmask
, arg2
, dstmask
, arg1
, arg1
, dstmask
);
8909 case WINED3D_TOP_MODULATE_COLOR_ADD_ALPHA
:
8910 shader_addline(buffer
, "%s%s = clamp(%s%s * %s%s + %s.w, 0.0, 1.0);\n",
8911 dstreg
, dstmask
, arg1
, dstmask
, arg2
, dstmask
, arg1
);
8914 case WINED3D_TOP_MODULATE_INVALPHA_ADD_COLOR
:
8915 shader_addline(buffer
, "%s%s = clamp(%s%s * (1.0 - %s.w) + %s%s, 0.0, 1.0);\n",
8916 dstreg
, dstmask
, arg2
, dstmask
, arg1
, arg1
, dstmask
);
8918 case WINED3D_TOP_MODULATE_INVCOLOR_ADD_ALPHA
:
8919 shader_addline(buffer
, "%s%s = clamp((vec4(1.0) - %s)%s * %s%s + %s.w, 0.0, 1.0);\n",
8920 dstreg
, dstmask
, arg1
, dstmask
, arg2
, dstmask
, arg1
);
8923 case WINED3D_TOP_BUMPENVMAP
:
8924 case WINED3D_TOP_BUMPENVMAP_LUMINANCE
:
8925 /* These are handled in the first pass, nothing to do. */
8928 case WINED3D_TOP_DOTPRODUCT3
:
8929 shader_addline(buffer
, "%s%s = vec4(clamp(dot(%s.xyz - 0.5, %s.xyz - 0.5) * 4.0, 0.0, 1.0))%s;\n",
8930 dstreg
, dstmask
, arg1
, arg2
, dstmask
);
8933 case WINED3D_TOP_MULTIPLY_ADD
:
8934 shader_addline(buffer
, "%s%s = clamp(%s%s * %s%s + %s%s, 0.0, 1.0);\n",
8935 dstreg
, dstmask
, arg1
, dstmask
, arg2
, dstmask
, arg0
, dstmask
);
8938 case WINED3D_TOP_LERP
:
8939 /* MSDN isn't quite right here. */
8940 shader_addline(buffer
, "%s%s = mix(%s%s, %s%s, %s%s);\n",
8941 dstreg
, dstmask
, arg2
, dstmask
, arg1
, dstmask
, arg0
, dstmask
);
8945 FIXME("Unhandled operation %#x.\n", op
);
8950 /* Context activation is done by the caller. */
8951 static GLuint
shader_glsl_generate_ffp_fragment_shader(struct shader_glsl_priv
*priv
,
8952 const struct ffp_frag_settings
*settings
, const struct wined3d_context
*context
)
8954 struct wined3d_string_buffer
*tex_reg_name
= string_buffer_get(&priv
->string_buffers
);
8955 enum wined3d_cmp_func alpha_test_func
= settings
->alpha_test_func
+ 1;
8956 struct wined3d_string_buffer
*buffer
= &priv
->shader_buffer
;
8957 BYTE lum_map
= 0, bump_map
= 0, tex_map
= 0, tss_const_map
= 0;
8958 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
8959 const BOOL legacy_syntax
= needs_legacy_glsl_syntax(gl_info
);
8960 BOOL tempreg_used
= FALSE
, tfactor_used
= FALSE
;
8961 UINT lowest_disabled_stage
;
8963 DWORD arg0
, arg1
, arg2
;
8966 string_buffer_clear(buffer
);
8968 /* Find out which textures are read */
8969 for (stage
= 0; stage
< MAX_TEXTURES
; ++stage
)
8971 if (settings
->op
[stage
].cop
== WINED3D_TOP_DISABLE
)
8974 arg0
= settings
->op
[stage
].carg0
& WINED3DTA_SELECTMASK
;
8975 arg1
= settings
->op
[stage
].carg1
& WINED3DTA_SELECTMASK
;
8976 arg2
= settings
->op
[stage
].carg2
& WINED3DTA_SELECTMASK
;
8978 if (arg0
== WINED3DTA_TEXTURE
|| arg1
== WINED3DTA_TEXTURE
|| arg2
== WINED3DTA_TEXTURE
8979 || (stage
== 0 && settings
->color_key_enabled
))
8980 tex_map
|= 1u << stage
;
8981 if (arg0
== WINED3DTA_TFACTOR
|| arg1
== WINED3DTA_TFACTOR
|| arg2
== WINED3DTA_TFACTOR
)
8982 tfactor_used
= TRUE
;
8983 if (arg0
== WINED3DTA_TEMP
|| arg1
== WINED3DTA_TEMP
|| arg2
== WINED3DTA_TEMP
)
8984 tempreg_used
= TRUE
;
8985 if (settings
->op
[stage
].dst
== tempreg
)
8986 tempreg_used
= TRUE
;
8987 if (arg0
== WINED3DTA_CONSTANT
|| arg1
== WINED3DTA_CONSTANT
|| arg2
== WINED3DTA_CONSTANT
)
8988 tss_const_map
|= 1u << stage
;
8990 switch (settings
->op
[stage
].cop
)
8992 case WINED3D_TOP_BUMPENVMAP_LUMINANCE
:
8993 lum_map
|= 1u << stage
;
8995 case WINED3D_TOP_BUMPENVMAP
:
8996 bump_map
|= 1u << stage
;
8998 case WINED3D_TOP_BLEND_TEXTURE_ALPHA
:
8999 case WINED3D_TOP_BLEND_TEXTURE_ALPHA_PM
:
9000 tex_map
|= 1u << stage
;
9003 case WINED3D_TOP_BLEND_FACTOR_ALPHA
:
9004 tfactor_used
= TRUE
;
9011 if (settings
->op
[stage
].aop
== WINED3D_TOP_DISABLE
)
9014 arg0
= settings
->op
[stage
].aarg0
& WINED3DTA_SELECTMASK
;
9015 arg1
= settings
->op
[stage
].aarg1
& WINED3DTA_SELECTMASK
;
9016 arg2
= settings
->op
[stage
].aarg2
& WINED3DTA_SELECTMASK
;
9018 if (arg0
== WINED3DTA_TEXTURE
|| arg1
== WINED3DTA_TEXTURE
|| arg2
== WINED3DTA_TEXTURE
)
9019 tex_map
|= 1u << stage
;
9020 if (arg0
== WINED3DTA_TFACTOR
|| arg1
== WINED3DTA_TFACTOR
|| arg2
== WINED3DTA_TFACTOR
)
9021 tfactor_used
= TRUE
;
9022 if (arg0
== WINED3DTA_TEMP
|| arg1
== WINED3DTA_TEMP
|| arg2
== WINED3DTA_TEMP
)
9023 tempreg_used
= TRUE
;
9024 if (arg0
== WINED3DTA_CONSTANT
|| arg1
== WINED3DTA_CONSTANT
|| arg2
== WINED3DTA_CONSTANT
)
9025 tss_const_map
|= 1u << stage
;
9027 lowest_disabled_stage
= stage
;
9029 shader_glsl_add_version_declaration(buffer
, gl_info
);
9031 if (shader_glsl_use_explicit_attrib_location(gl_info
))
9032 shader_addline(buffer
, "#extension GL_ARB_explicit_attrib_location : enable\n");
9033 if (gl_info
->supported
[ARB_SHADING_LANGUAGE_420PACK
])
9034 shader_addline(buffer
, "#extension GL_ARB_shading_language_420pack : enable\n");
9035 if (gl_info
->supported
[ARB_TEXTURE_RECTANGLE
])
9036 shader_addline(buffer
, "#extension GL_ARB_texture_rectangle : enable\n");
9038 if (!needs_legacy_glsl_syntax(gl_info
))
9040 if (shader_glsl_use_explicit_attrib_location(gl_info
))
9041 shader_addline(buffer
, "layout(location = 0) ");
9042 shader_addline(buffer
, "out vec4 ps_out[1];\n");
9045 shader_addline(buffer
, "vec4 tmp0, tmp1;\n");
9046 shader_addline(buffer
, "vec4 ret;\n");
9047 if (tempreg_used
|| settings
->sRGB_write
)
9048 shader_addline(buffer
, "vec4 temp_reg = vec4(0.0);\n");
9049 shader_addline(buffer
, "vec4 arg0, arg1, arg2;\n");
9051 for (stage
= 0; stage
< MAX_TEXTURES
; ++stage
)
9053 const char *sampler_type
;
9055 if (tss_const_map
& (1u << stage
))
9056 shader_addline(buffer
, "uniform vec4 tss_const%u;\n", stage
);
9058 if (!(tex_map
& (1u << stage
)))
9061 switch (settings
->op
[stage
].tex_type
)
9063 case WINED3D_GL_RES_TYPE_TEX_1D
:
9064 sampler_type
= "1D";
9066 case WINED3D_GL_RES_TYPE_TEX_2D
:
9067 sampler_type
= "2D";
9069 case WINED3D_GL_RES_TYPE_TEX_3D
:
9070 sampler_type
= "3D";
9072 case WINED3D_GL_RES_TYPE_TEX_CUBE
:
9073 sampler_type
= "Cube";
9075 case WINED3D_GL_RES_TYPE_TEX_RECT
:
9076 sampler_type
= "2DRect";
9079 FIXME("Unhandled sampler type %#x.\n", settings
->op
[stage
].tex_type
);
9080 sampler_type
= NULL
;
9085 if (shader_glsl_use_layout_binding_qualifier(gl_info
))
9086 shader_glsl_append_sampler_binding_qualifier(buffer
, context
, NULL
, stage
);
9087 shader_addline(buffer
, "uniform sampler%s ps_sampler%u;\n", sampler_type
, stage
);
9090 shader_addline(buffer
, "vec4 tex%u;\n", stage
);
9092 if (!(bump_map
& (1u << stage
)))
9094 shader_addline(buffer
, "uniform mat2 bumpenv_mat%u;\n", stage
);
9096 if (!(lum_map
& (1u << stage
)))
9098 shader_addline(buffer
, "uniform float bumpenv_lum_scale%u;\n", stage
);
9099 shader_addline(buffer
, "uniform float bumpenv_lum_offset%u;\n", stage
);
9102 shader_addline(buffer
, "uniform vec4 tex_factor;\n");
9103 if (settings
->color_key_enabled
)
9104 shader_addline(buffer
, "uniform vec4 color_key[2];\n");
9105 shader_addline(buffer
, "uniform vec4 specular_enable;\n");
9107 if (settings
->sRGB_write
)
9109 shader_addline(buffer
, "const vec4 srgb_const0 = ");
9110 shader_glsl_append_imm_vec4(buffer
, wined3d_srgb_const0
);
9111 shader_addline(buffer
, ";\n");
9112 shader_addline(buffer
, "const vec4 srgb_const1 = ");
9113 shader_glsl_append_imm_vec4(buffer
, wined3d_srgb_const1
);
9114 shader_addline(buffer
, ";\n");
9117 shader_addline(buffer
, "uniform struct\n{\n");
9118 shader_addline(buffer
, " vec4 color;\n");
9119 shader_addline(buffer
, " float density;\n");
9120 shader_addline(buffer
, " float end;\n");
9121 shader_addline(buffer
, " float scale;\n");
9122 shader_addline(buffer
, "} ffp_fog;\n");
9124 if (alpha_test_func
!= WINED3D_CMP_ALWAYS
)
9125 shader_addline(buffer
, "uniform float alpha_test_ref;\n");
9129 shader_addline(buffer
, "vec4 ffp_varying_diffuse;\n");
9130 shader_addline(buffer
, "vec4 ffp_varying_specular;\n");
9131 shader_addline(buffer
, "vec4 ffp_varying_texcoord[%u];\n", MAX_TEXTURES
);
9132 shader_addline(buffer
, "vec4 ffp_texcoord[%u];\n", MAX_TEXTURES
);
9133 shader_addline(buffer
, "float ffp_varying_fogcoord;\n");
9137 declare_in_varying(gl_info
, buffer
, settings
->flatshading
, "vec4 ffp_varying_diffuse;\n");
9138 declare_in_varying(gl_info
, buffer
, settings
->flatshading
, "vec4 ffp_varying_specular;\n");
9139 declare_in_varying(gl_info
, buffer
, FALSE
, "vec4 ffp_varying_texcoord[%u];\n", MAX_TEXTURES
);
9140 shader_addline(buffer
, "vec4 ffp_texcoord[%u];\n", MAX_TEXTURES
);
9141 declare_in_varying(gl_info
, buffer
, FALSE
, "float ffp_varying_fogcoord;\n");
9144 shader_addline(buffer
, "void main()\n{\n");
9148 shader_addline(buffer
, "ffp_varying_diffuse = gl_Color;\n");
9149 shader_addline(buffer
, "ffp_varying_specular = gl_SecondaryColor;\n");
9152 for (stage
= 0; stage
< MAX_TEXTURES
; ++stage
)
9154 if (tex_map
& (1u << stage
))
9156 if (settings
->pointsprite
)
9157 shader_addline(buffer
, "ffp_texcoord[%u] = vec4(gl_PointCoord.xy, 0.0, 0.0);\n", stage
);
9158 else if (settings
->texcoords_initialized
& (1u << stage
))
9159 shader_addline(buffer
, "ffp_texcoord[%u] = %s[%u];\n",
9160 stage
, legacy_syntax
? "gl_TexCoord" : "ffp_varying_texcoord", stage
);
9162 shader_addline(buffer
, "ffp_texcoord[%u] = vec4(0.0);\n", stage
);
9166 if (legacy_syntax
&& settings
->fog
!= WINED3D_FFP_PS_FOG_OFF
)
9167 shader_addline(buffer
, "ffp_varying_fogcoord = gl_FogFragCoord;\n");
9169 if (lowest_disabled_stage
< 7 && settings
->emul_clipplanes
)
9170 shader_addline(buffer
, "if (any(lessThan(ffp_texcoord[7], vec4(0.0)))) discard;\n");
9172 /* Generate texture sampling instructions */
9173 for (stage
= 0; stage
< MAX_TEXTURES
&& settings
->op
[stage
].cop
!= WINED3D_TOP_DISABLE
; ++stage
)
9175 const char *texture_function
, *coord_mask
;
9178 if (!(tex_map
& (1u << stage
)))
9181 if (settings
->op
[stage
].projected
== proj_none
)
9185 else if (settings
->op
[stage
].projected
== proj_count4
9186 || settings
->op
[stage
].projected
== proj_count3
)
9192 FIXME("Unexpected projection mode %d\n", settings
->op
[stage
].projected
);
9196 if (settings
->op
[stage
].tex_type
== WINED3D_GL_RES_TYPE_TEX_CUBE
)
9199 switch (settings
->op
[stage
].tex_type
)
9201 case WINED3D_GL_RES_TYPE_TEX_1D
:
9204 texture_function
= "texture1DProj";
9209 texture_function
= "texture1D";
9213 case WINED3D_GL_RES_TYPE_TEX_2D
:
9216 texture_function
= "texture2DProj";
9221 texture_function
= "texture2D";
9225 case WINED3D_GL_RES_TYPE_TEX_3D
:
9228 texture_function
= "texture3DProj";
9229 coord_mask
= "xyzw";
9233 texture_function
= "texture3D";
9237 case WINED3D_GL_RES_TYPE_TEX_CUBE
:
9238 texture_function
= "textureCube";
9241 case WINED3D_GL_RES_TYPE_TEX_RECT
:
9244 texture_function
= "texture2DRectProj";
9249 texture_function
= "texture2DRect";
9254 FIXME("Unhandled texture type %#x.\n", settings
->op
[stage
].tex_type
);
9255 texture_function
= "";
9256 coord_mask
= "xyzw";
9260 texture_function
= proj
? "textureProj" : "texture";
9263 && (settings
->op
[stage
- 1].cop
== WINED3D_TOP_BUMPENVMAP
9264 || settings
->op
[stage
- 1].cop
== WINED3D_TOP_BUMPENVMAP_LUMINANCE
))
9266 shader_addline(buffer
, "ret.xy = bumpenv_mat%u * tex%u.xy;\n", stage
- 1, stage
- 1);
9268 /* With projective textures, texbem only divides the static
9269 * texture coord, not the displacement, so multiply the
9270 * displacement with the dividing parameter before passing it to
9272 if (settings
->op
[stage
].projected
!= proj_none
)
9274 if (settings
->op
[stage
].projected
== proj_count4
)
9276 shader_addline(buffer
, "ret.xy = (ret.xy * ffp_texcoord[%u].w) + ffp_texcoord[%u].xy;\n",
9278 shader_addline(buffer
, "ret.zw = ffp_texcoord[%u].ww;\n", stage
);
9282 shader_addline(buffer
, "ret.xy = (ret.xy * ffp_texcoord[%u].z) + ffp_texcoord[%u].xy;\n",
9284 shader_addline(buffer
, "ret.zw = ffp_texcoord[%u].zz;\n", stage
);
9289 shader_addline(buffer
, "ret = ffp_texcoord[%u] + ret.xyxy;\n", stage
);
9292 shader_addline(buffer
, "tex%u = %s(ps_sampler%u, ret.%s);\n",
9293 stage
, texture_function
, stage
, coord_mask
);
9295 if (settings
->op
[stage
- 1].cop
== WINED3D_TOP_BUMPENVMAP_LUMINANCE
)
9296 shader_addline(buffer
, "tex%u *= clamp(tex%u.z * bumpenv_lum_scale%u + bumpenv_lum_offset%u, 0.0, 1.0);\n",
9297 stage
, stage
- 1, stage
- 1, stage
- 1);
9299 else if (settings
->op
[stage
].projected
== proj_count3
)
9301 shader_addline(buffer
, "tex%u = %s(ps_sampler%u, ffp_texcoord[%u].xyz);\n",
9302 stage
, texture_function
, stage
, stage
);
9306 shader_addline(buffer
, "tex%u = %s(ps_sampler%u, ffp_texcoord[%u].%s);\n",
9307 stage
, texture_function
, stage
, stage
, coord_mask
);
9310 string_buffer_sprintf(tex_reg_name
, "tex%u", stage
);
9311 shader_glsl_color_correction_ext(buffer
, tex_reg_name
->buffer
, WINED3DSP_WRITEMASK_ALL
,
9312 settings
->op
[stage
].color_fixup
);
9315 if (settings
->color_key_enabled
)
9317 shader_addline(buffer
, "if (all(greaterThanEqual(tex0, color_key[0])) && all(lessThan(tex0, color_key[1])))\n");
9318 shader_addline(buffer
, " discard;\n");
9321 shader_addline(buffer
, "ret = ffp_varying_diffuse;\n");
9323 /* Generate the main shader */
9324 for (stage
= 0; stage
< MAX_TEXTURES
; ++stage
)
9328 if (settings
->op
[stage
].cop
== WINED3D_TOP_DISABLE
)
9331 if (settings
->op
[stage
].cop
== WINED3D_TOP_SELECT_ARG1
9332 && settings
->op
[stage
].aop
== WINED3D_TOP_SELECT_ARG1
)
9333 op_equal
= settings
->op
[stage
].carg1
== settings
->op
[stage
].aarg1
;
9334 else if (settings
->op
[stage
].cop
== WINED3D_TOP_SELECT_ARG1
9335 && settings
->op
[stage
].aop
== WINED3D_TOP_SELECT_ARG2
)
9336 op_equal
= settings
->op
[stage
].carg1
== settings
->op
[stage
].aarg2
;
9337 else if (settings
->op
[stage
].cop
== WINED3D_TOP_SELECT_ARG2
9338 && settings
->op
[stage
].aop
== WINED3D_TOP_SELECT_ARG1
)
9339 op_equal
= settings
->op
[stage
].carg2
== settings
->op
[stage
].aarg1
;
9340 else if (settings
->op
[stage
].cop
== WINED3D_TOP_SELECT_ARG2
9341 && settings
->op
[stage
].aop
== WINED3D_TOP_SELECT_ARG2
)
9342 op_equal
= settings
->op
[stage
].carg2
== settings
->op
[stage
].aarg2
;
9344 op_equal
= settings
->op
[stage
].aop
== settings
->op
[stage
].cop
9345 && settings
->op
[stage
].carg0
== settings
->op
[stage
].aarg0
9346 && settings
->op
[stage
].carg1
== settings
->op
[stage
].aarg1
9347 && settings
->op
[stage
].carg2
== settings
->op
[stage
].aarg2
;
9349 if (settings
->op
[stage
].aop
== WINED3D_TOP_DISABLE
)
9351 shader_glsl_ffp_fragment_op(buffer
, stage
, TRUE
, FALSE
, settings
->op
[stage
].dst
,
9352 settings
->op
[stage
].cop
, settings
->op
[stage
].carg0
,
9353 settings
->op
[stage
].carg1
, settings
->op
[stage
].carg2
);
9357 shader_glsl_ffp_fragment_op(buffer
, stage
, TRUE
, TRUE
, settings
->op
[stage
].dst
,
9358 settings
->op
[stage
].cop
, settings
->op
[stage
].carg0
,
9359 settings
->op
[stage
].carg1
, settings
->op
[stage
].carg2
);
9361 else if (settings
->op
[stage
].cop
!= WINED3D_TOP_BUMPENVMAP
9362 && settings
->op
[stage
].cop
!= WINED3D_TOP_BUMPENVMAP_LUMINANCE
)
9364 shader_glsl_ffp_fragment_op(buffer
, stage
, TRUE
, FALSE
, settings
->op
[stage
].dst
,
9365 settings
->op
[stage
].cop
, settings
->op
[stage
].carg0
,
9366 settings
->op
[stage
].carg1
, settings
->op
[stage
].carg2
);
9367 shader_glsl_ffp_fragment_op(buffer
, stage
, FALSE
, TRUE
, settings
->op
[stage
].dst
,
9368 settings
->op
[stage
].aop
, settings
->op
[stage
].aarg0
,
9369 settings
->op
[stage
].aarg1
, settings
->op
[stage
].aarg2
);
9373 shader_addline(buffer
, "%s[0] = ffp_varying_specular * specular_enable + ret;\n",
9374 get_fragment_output(gl_info
));
9376 if (settings
->sRGB_write
)
9377 shader_glsl_generate_srgb_write_correction(buffer
, gl_info
);
9379 shader_glsl_generate_fog_code(buffer
, gl_info
, settings
->fog
);
9381 shader_glsl_generate_alpha_test(buffer
, gl_info
, alpha_test_func
);
9383 shader_addline(buffer
, "}\n");
9385 shader_id
= GL_EXTCALL(glCreateShader(GL_FRAGMENT_SHADER
));
9386 shader_glsl_compile(gl_info
, shader_id
, buffer
->buffer
);
9388 string_buffer_release(&priv
->string_buffers
, tex_reg_name
);
9392 static struct glsl_ffp_vertex_shader
*shader_glsl_find_ffp_vertex_shader(struct shader_glsl_priv
*priv
,
9393 const struct wined3d_gl_info
*gl_info
, const struct wined3d_ffp_vs_settings
*settings
)
9395 struct glsl_ffp_vertex_shader
*shader
;
9396 const struct wine_rb_entry
*entry
;
9398 if ((entry
= wine_rb_get(&priv
->ffp_vertex_shaders
, settings
)))
9399 return WINE_RB_ENTRY_VALUE(entry
, struct glsl_ffp_vertex_shader
, desc
.entry
);
9401 if (!(shader
= HeapAlloc(GetProcessHeap(), 0, sizeof(*shader
))))
9404 shader
->desc
.settings
= *settings
;
9405 shader
->id
= shader_glsl_generate_ffp_vertex_shader(priv
, settings
, gl_info
);
9406 list_init(&shader
->linked_programs
);
9407 if (wine_rb_put(&priv
->ffp_vertex_shaders
, &shader
->desc
.settings
, &shader
->desc
.entry
) == -1)
9408 ERR("Failed to insert ffp vertex shader.\n");
9413 static struct glsl_ffp_fragment_shader
*shader_glsl_find_ffp_fragment_shader(struct shader_glsl_priv
*priv
,
9414 const struct ffp_frag_settings
*args
, const struct wined3d_context
*context
)
9416 struct glsl_ffp_fragment_shader
*glsl_desc
;
9417 const struct ffp_frag_desc
*desc
;
9419 if ((desc
= find_ffp_frag_shader(&priv
->ffp_fragment_shaders
, args
)))
9420 return CONTAINING_RECORD(desc
, struct glsl_ffp_fragment_shader
, entry
);
9422 if (!(glsl_desc
= HeapAlloc(GetProcessHeap(), 0, sizeof(*glsl_desc
))))
9425 glsl_desc
->entry
.settings
= *args
;
9426 glsl_desc
->id
= shader_glsl_generate_ffp_fragment_shader(priv
, args
, context
);
9427 list_init(&glsl_desc
->linked_programs
);
9428 add_ffp_frag_shader(&priv
->ffp_fragment_shaders
, &glsl_desc
->entry
);
9434 static void shader_glsl_init_vs_uniform_locations(const struct wined3d_gl_info
*gl_info
,
9435 struct shader_glsl_priv
*priv
, GLuint program_id
, struct glsl_vs_program
*vs
, unsigned int vs_c_count
)
9438 struct wined3d_string_buffer
*name
= string_buffer_get(&priv
->string_buffers
);
9440 for (i
= 0; i
< vs_c_count
; ++i
)
9442 string_buffer_sprintf(name
, "vs_c[%u]", i
);
9443 vs
->uniform_f_locations
[i
] = GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
9445 memset(&vs
->uniform_f_locations
[vs_c_count
], 0xff, (WINED3D_MAX_VS_CONSTS_F
- vs_c_count
) * sizeof(GLuint
));
9447 for (i
= 0; i
< WINED3D_MAX_CONSTS_I
; ++i
)
9449 string_buffer_sprintf(name
, "vs_i[%u]", i
);
9450 vs
->uniform_i_locations
[i
] = GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
9453 for (i
= 0; i
< WINED3D_MAX_CONSTS_B
; ++i
)
9455 string_buffer_sprintf(name
, "vs_b[%u]", i
);
9456 vs
->uniform_b_locations
[i
] = GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
9459 vs
->pos_fixup_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "pos_fixup"));
9461 for (i
= 0; i
< MAX_VERTEX_BLENDS
; ++i
)
9463 string_buffer_sprintf(name
, "ffp_modelview_matrix[%u]", i
);
9464 vs
->modelview_matrix_location
[i
] = GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
9466 vs
->projection_matrix_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ffp_projection_matrix"));
9467 vs
->normal_matrix_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ffp_normal_matrix"));
9468 for (i
= 0; i
< MAX_TEXTURES
; ++i
)
9470 string_buffer_sprintf(name
, "ffp_texture_matrix[%u]", i
);
9471 vs
->texture_matrix_location
[i
] = GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
9473 vs
->material_ambient_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ffp_material.ambient"));
9474 vs
->material_diffuse_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ffp_material.diffuse"));
9475 vs
->material_specular_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ffp_material.specular"));
9476 vs
->material_emissive_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ffp_material.emissive"));
9477 vs
->material_shininess_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ffp_material.shininess"));
9478 vs
->light_ambient_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ffp_light_ambient"));
9479 for (i
= 0; i
< MAX_ACTIVE_LIGHTS
; ++i
)
9481 string_buffer_sprintf(name
, "ffp_light[%u].diffuse", i
);
9482 vs
->light_location
[i
].diffuse
= GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
9483 string_buffer_sprintf(name
, "ffp_light[%u].specular", i
);
9484 vs
->light_location
[i
].specular
= GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
9485 string_buffer_sprintf(name
, "ffp_light[%u].ambient", i
);
9486 vs
->light_location
[i
].ambient
= GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
9487 string_buffer_sprintf(name
, "ffp_light[%u].position", i
);
9488 vs
->light_location
[i
].position
= GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
9489 string_buffer_sprintf(name
, "ffp_light[%u].direction", i
);
9490 vs
->light_location
[i
].direction
= GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
9491 string_buffer_sprintf(name
, "ffp_light[%u].range", i
);
9492 vs
->light_location
[i
].range
= GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
9493 string_buffer_sprintf(name
, "ffp_light[%u].falloff", i
);
9494 vs
->light_location
[i
].falloff
= GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
9495 string_buffer_sprintf(name
, "ffp_light[%u].c_att", i
);
9496 vs
->light_location
[i
].c_att
= GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
9497 string_buffer_sprintf(name
, "ffp_light[%u].l_att", i
);
9498 vs
->light_location
[i
].l_att
= GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
9499 string_buffer_sprintf(name
, "ffp_light[%u].q_att", i
);
9500 vs
->light_location
[i
].q_att
= GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
9501 string_buffer_sprintf(name
, "ffp_light[%u].cos_htheta", i
);
9502 vs
->light_location
[i
].cos_htheta
= GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
9503 string_buffer_sprintf(name
, "ffp_light[%u].cos_hphi", i
);
9504 vs
->light_location
[i
].cos_hphi
= GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
9506 vs
->pointsize_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ffp_point.size"));
9507 vs
->pointsize_min_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ffp_point.size_min"));
9508 vs
->pointsize_max_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ffp_point.size_max"));
9509 vs
->pointsize_c_att_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ffp_point.c_att"));
9510 vs
->pointsize_l_att_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ffp_point.l_att"));
9511 vs
->pointsize_q_att_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ffp_point.q_att"));
9512 vs
->clip_planes_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "clip_planes"));
9514 string_buffer_release(&priv
->string_buffers
, name
);
9517 static void shader_glsl_init_ds_uniform_locations(const struct wined3d_gl_info
*gl_info
,
9518 struct shader_glsl_priv
*priv
, GLuint program_id
, struct glsl_ds_program
*ds
)
9520 ds
->pos_fixup_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "pos_fixup"));
9523 static void shader_glsl_init_gs_uniform_locations(const struct wined3d_gl_info
*gl_info
,
9524 struct shader_glsl_priv
*priv
, GLuint program_id
, struct glsl_gs_program
*gs
)
9526 gs
->pos_fixup_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "pos_fixup"));
9529 static void shader_glsl_init_ps_uniform_locations(const struct wined3d_gl_info
*gl_info
,
9530 struct shader_glsl_priv
*priv
, GLuint program_id
, struct glsl_ps_program
*ps
, unsigned int ps_c_count
)
9533 struct wined3d_string_buffer
*name
= string_buffer_get(&priv
->string_buffers
);
9535 for (i
= 0; i
< ps_c_count
; ++i
)
9537 string_buffer_sprintf(name
, "ps_c[%u]", i
);
9538 ps
->uniform_f_locations
[i
] = GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
9540 memset(&ps
->uniform_f_locations
[ps_c_count
], 0xff, (WINED3D_MAX_PS_CONSTS_F
- ps_c_count
) * sizeof(GLuint
));
9542 for (i
= 0; i
< WINED3D_MAX_CONSTS_I
; ++i
)
9544 string_buffer_sprintf(name
, "ps_i[%u]", i
);
9545 ps
->uniform_i_locations
[i
] = GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
9548 for (i
= 0; i
< WINED3D_MAX_CONSTS_B
; ++i
)
9550 string_buffer_sprintf(name
, "ps_b[%u]", i
);
9551 ps
->uniform_b_locations
[i
] = GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
9554 for (i
= 0; i
< MAX_TEXTURES
; ++i
)
9556 string_buffer_sprintf(name
, "bumpenv_mat%u", i
);
9557 ps
->bumpenv_mat_location
[i
] = GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
9558 string_buffer_sprintf(name
, "bumpenv_lum_scale%u", i
);
9559 ps
->bumpenv_lum_scale_location
[i
] = GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
9560 string_buffer_sprintf(name
, "bumpenv_lum_offset%u", i
);
9561 ps
->bumpenv_lum_offset_location
[i
] = GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
9562 string_buffer_sprintf(name
, "tss_const%u", i
);
9563 ps
->tss_constant_location
[i
] = GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
9566 ps
->tex_factor_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "tex_factor"));
9567 ps
->specular_enable_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "specular_enable"));
9569 ps
->fog_color_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ffp_fog.color"));
9570 ps
->fog_density_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ffp_fog.density"));
9571 ps
->fog_end_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ffp_fog.end"));
9572 ps
->fog_scale_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ffp_fog.scale"));
9574 ps
->alpha_test_ref_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "alpha_test_ref"));
9576 ps
->np2_fixup_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ps_samplerNP2Fixup"));
9577 ps
->ycorrection_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ycorrection"));
9578 ps
->color_key_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "color_key"));
9580 string_buffer_release(&priv
->string_buffers
, name
);
9583 static HRESULT
shader_glsl_compile_compute_shader(struct shader_glsl_priv
*priv
,
9584 const struct wined3d_context
*context
, struct wined3d_shader
*shader
)
9586 struct glsl_context_data
*ctx_data
= context
->shader_backend_data
;
9587 struct wined3d_string_buffer
*buffer
= &priv
->shader_buffer
;
9588 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
9589 struct glsl_cs_compiled_shader
*gl_shaders
;
9590 struct glsl_shader_private
*shader_data
;
9591 struct glsl_shader_prog_link
*entry
;
9592 GLuint shader_id
, program_id
;
9594 if (!(entry
= HeapAlloc(GetProcessHeap(), 0, sizeof(*entry
))))
9596 ERR("Out of memory.\n");
9597 return E_OUTOFMEMORY
;
9600 if (!(shader
->backend_data
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(*shader_data
))))
9602 ERR("Failed to allocate backend data.\n");
9603 HeapFree(GetProcessHeap(), 0, entry
);
9604 return E_OUTOFMEMORY
;
9606 shader_data
= shader
->backend_data
;
9607 gl_shaders
= shader_data
->gl_shaders
.cs
;
9609 if (!(shader_data
->gl_shaders
.cs
= HeapAlloc(GetProcessHeap(), 0, sizeof(*gl_shaders
))))
9611 ERR("Failed to allocate GL shader array.\n");
9612 HeapFree(GetProcessHeap(), 0, entry
);
9613 HeapFree(GetProcessHeap(), 0, shader
->backend_data
);
9614 shader
->backend_data
= NULL
;
9615 return E_OUTOFMEMORY
;
9617 shader_data
->shader_array_size
= 1;
9618 gl_shaders
= shader_data
->gl_shaders
.cs
;
9620 TRACE("Compiling compute shader %p.\n", shader
);
9622 string_buffer_clear(buffer
);
9623 shader_id
= shader_glsl_generate_compute_shader(context
, buffer
, &priv
->string_buffers
, shader
);
9624 gl_shaders
[shader_data
->num_gl_shaders
++].id
= shader_id
;
9626 program_id
= GL_EXTCALL(glCreateProgram());
9627 TRACE("Created new GLSL shader program %u.\n", program_id
);
9629 entry
->id
= program_id
;
9635 entry
->cs
.id
= shader_id
;
9636 entry
->constant_version
= 0;
9637 entry
->ps
.np2_fixup_info
= NULL
;
9638 add_glsl_program_entry(priv
, entry
);
9640 TRACE("Attaching GLSL shader object %u to program %u.\n", shader_id
, program_id
);
9641 GL_EXTCALL(glAttachShader(program_id
, shader_id
));
9642 checkGLcall("glAttachShader");
9644 list_add_head(&shader
->linked_programs
, &entry
->cs
.shader_entry
);
9646 TRACE("Linking GLSL shader program %u.\n", program_id
);
9647 GL_EXTCALL(glLinkProgram(program_id
));
9648 shader_glsl_validate_link(gl_info
, program_id
);
9650 GL_EXTCALL(glUseProgram(program_id
));
9651 checkGLcall("glUseProgram");
9652 shader_glsl_load_program_resources(context
, priv
, program_id
, shader
);
9653 shader_glsl_load_images(gl_info
, priv
, program_id
, &shader
->reg_maps
);
9655 entry
->constant_update_mask
= 0;
9657 GL_EXTCALL(glUseProgram(ctx_data
->glsl_program
? ctx_data
->glsl_program
->id
: 0));
9658 checkGLcall("glUseProgram");
9662 static GLuint
find_glsl_compute_shader(const struct wined3d_context
*context
,
9663 struct shader_glsl_priv
*priv
, struct wined3d_shader
*shader
)
9665 struct glsl_shader_private
*shader_data
;
9667 if (!shader
->backend_data
)
9669 WARN("Failed to find GLSL program for compute shader %p.\n", shader
);
9670 if (FAILED(shader_glsl_compile_compute_shader(priv
, context
, shader
)))
9672 ERR("Failed to compile compute shader %p.\n", shader
);
9676 shader_data
= shader
->backend_data
;
9677 return shader_data
->gl_shaders
.cs
[0].id
;
9680 /* Context activation is done by the caller. */
9681 static void set_glsl_compute_shader_program(const struct wined3d_context
*context
,
9682 const struct wined3d_state
*state
, struct shader_glsl_priv
*priv
, struct glsl_context_data
*ctx_data
)
9684 struct glsl_shader_prog_link
*entry
;
9685 struct wined3d_shader
*shader
;
9686 struct glsl_program_key key
;
9689 if (!(context
->shader_update_mask
& (1u << WINED3D_SHADER_TYPE_COMPUTE
)))
9692 if (!(shader
= state
->shader
[WINED3D_SHADER_TYPE_COMPUTE
]))
9694 WARN("Compute shader is NULL.\n");
9695 ctx_data
->glsl_program
= NULL
;
9699 cs_id
= find_glsl_compute_shader(context
, priv
, shader
);
9700 memset(&key
, 0, sizeof(key
));
9702 if (!(entry
= get_glsl_program_entry(priv
, &key
)))
9703 ERR("Failed to find GLSL program for compute shader %p.\n", shader
);
9704 ctx_data
->glsl_program
= entry
;
9707 /* Context activation is done by the caller. */
9708 static void set_glsl_shader_program(const struct wined3d_context
*context
, const struct wined3d_state
*state
,
9709 struct shader_glsl_priv
*priv
, struct glsl_context_data
*ctx_data
)
9711 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
9712 const struct wined3d_d3d_info
*d3d_info
= context
->d3d_info
;
9713 const struct ps_np2fixup_info
*np2fixup_info
= NULL
;
9714 struct glsl_shader_prog_link
*entry
= NULL
;
9715 struct wined3d_shader
*hshader
, *dshader
, *gshader
;
9716 struct wined3d_shader
*vshader
= NULL
;
9717 struct wined3d_shader
*pshader
= NULL
;
9718 GLuint reorder_shader_id
= 0;
9719 struct glsl_program_key key
;
9727 struct list
*ps_list
, *vs_list
;
9729 struct wined3d_string_buffer
*tmp_name
;
9731 if (!(context
->shader_update_mask
& (1u << WINED3D_SHADER_TYPE_VERTEX
)) && ctx_data
->glsl_program
)
9733 vs_id
= ctx_data
->glsl_program
->vs
.id
;
9734 vs_list
= &ctx_data
->glsl_program
->vs
.shader_entry
;
9737 vshader
= state
->shader
[WINED3D_SHADER_TYPE_VERTEX
];
9739 else if (use_vs(state
))
9741 struct vs_compile_args vs_compile_args
;
9743 vshader
= state
->shader
[WINED3D_SHADER_TYPE_VERTEX
];
9745 find_vs_compile_args(state
, vshader
, context
->stream_info
.swizzle_map
, &vs_compile_args
, d3d_info
);
9746 vs_id
= find_glsl_vshader(context
, priv
, vshader
, &vs_compile_args
);
9747 vs_list
= &vshader
->linked_programs
;
9749 else if (priv
->vertex_pipe
== &glsl_vertex_pipe
)
9751 struct glsl_ffp_vertex_shader
*ffp_shader
;
9752 struct wined3d_ffp_vs_settings settings
;
9754 wined3d_ffp_get_vs_settings(context
, state
, &settings
);
9755 ffp_shader
= shader_glsl_find_ffp_vertex_shader(priv
, gl_info
, &settings
);
9756 vs_id
= ffp_shader
->id
;
9757 vs_list
= &ffp_shader
->linked_programs
;
9760 hshader
= state
->shader
[WINED3D_SHADER_TYPE_HULL
];
9761 if (!(context
->shader_update_mask
& (1u << WINED3D_SHADER_TYPE_HULL
)) && ctx_data
->glsl_program
)
9762 hs_id
= ctx_data
->glsl_program
->hs
.id
;
9764 hs_id
= find_glsl_hull_shader(context
, priv
, hshader
);
9766 dshader
= state
->shader
[WINED3D_SHADER_TYPE_DOMAIN
];
9767 if (!(context
->shader_update_mask
& (1u << WINED3D_SHADER_TYPE_DOMAIN
)) && ctx_data
->glsl_program
)
9769 ds_id
= ctx_data
->glsl_program
->ds
.id
;
9773 struct ds_compile_args args
;
9775 find_ds_compile_args(state
, dshader
, &args
, context
);
9776 ds_id
= find_glsl_domain_shader(context
, priv
, dshader
, &args
);
9779 gshader
= state
->shader
[WINED3D_SHADER_TYPE_GEOMETRY
];
9780 if (!(context
->shader_update_mask
& (1u << WINED3D_SHADER_TYPE_GEOMETRY
)) && ctx_data
->glsl_program
)
9782 gs_id
= ctx_data
->glsl_program
->gs
.id
;
9786 struct gs_compile_args args
;
9788 find_gs_compile_args(state
, gshader
, &args
);
9789 gs_id
= find_glsl_geometry_shader(context
, priv
, gshader
, &args
);
9792 if (!(context
->shader_update_mask
& (1u << WINED3D_SHADER_TYPE_PIXEL
)) && ctx_data
->glsl_program
)
9794 ps_id
= ctx_data
->glsl_program
->ps
.id
;
9795 ps_list
= &ctx_data
->glsl_program
->ps
.shader_entry
;
9798 pshader
= state
->shader
[WINED3D_SHADER_TYPE_PIXEL
];
9800 else if (use_ps(state
))
9802 struct ps_compile_args ps_compile_args
;
9803 pshader
= state
->shader
[WINED3D_SHADER_TYPE_PIXEL
];
9804 find_ps_compile_args(state
, pshader
, context
->stream_info
.position_transformed
, &ps_compile_args
, context
);
9805 ps_id
= find_glsl_pshader(context
, &priv
->shader_buffer
, &priv
->string_buffers
,
9806 pshader
, &ps_compile_args
, &np2fixup_info
);
9807 ps_list
= &pshader
->linked_programs
;
9809 else if (priv
->fragment_pipe
== &glsl_fragment_pipe
9810 && !(vshader
&& vshader
->reg_maps
.shader_version
.major
>= 4))
9812 struct glsl_ffp_fragment_shader
*ffp_shader
;
9813 struct ffp_frag_settings settings
;
9815 gen_ffp_frag_op(context
, state
, &settings
, FALSE
);
9816 ffp_shader
= shader_glsl_find_ffp_fragment_shader(priv
, &settings
, context
);
9817 ps_id
= ffp_shader
->id
;
9818 ps_list
= &ffp_shader
->linked_programs
;
9827 if ((!vs_id
&& !hs_id
&& !ds_id
&& !gs_id
&& !ps_id
) || (entry
= get_glsl_program_entry(priv
, &key
)))
9829 ctx_data
->glsl_program
= entry
;
9833 /* If we get to this point, then no matching program exists, so we create one */
9834 program_id
= GL_EXTCALL(glCreateProgram());
9835 TRACE("Created new GLSL shader program %u.\n", program_id
);
9837 /* Create the entry */
9838 entry
= HeapAlloc(GetProcessHeap(), 0, sizeof(struct glsl_shader_prog_link
));
9839 entry
->id
= program_id
;
9840 entry
->vs
.id
= vs_id
;
9841 entry
->hs
.id
= hs_id
;
9842 entry
->ds
.id
= ds_id
;
9843 entry
->gs
.id
= gs_id
;
9844 entry
->ps
.id
= ps_id
;
9846 entry
->constant_version
= 0;
9847 entry
->ps
.np2_fixup_info
= np2fixup_info
;
9848 /* Add the hash table entry */
9849 add_glsl_program_entry(priv
, entry
);
9851 /* Set the current program */
9852 ctx_data
->glsl_program
= entry
;
9854 /* Attach GLSL vshader */
9857 TRACE("Attaching GLSL shader object %u to program %u.\n", vs_id
, program_id
);
9858 GL_EXTCALL(glAttachShader(program_id
, vs_id
));
9859 checkGLcall("glAttachShader");
9861 list_add_head(vs_list
, &entry
->vs
.shader_entry
);
9866 attribs_map
= vshader
->reg_maps
.input_registers
;
9867 if (vshader
->reg_maps
.shader_version
.major
< 4)
9869 reorder_shader_id
= shader_glsl_generate_vs3_rasterizer_input_setup(priv
, vshader
, pshader
,
9870 state
->gl_primitive_type
== GL_POINTS
&& vshader
->reg_maps
.point_size
,
9871 d3d_info
->emulated_flatshading
9872 && state
->render_states
[WINED3D_RS_SHADEMODE
] == WINED3D_SHADE_FLAT
, gl_info
);
9873 TRACE("Attaching GLSL shader object %u to program %u.\n", reorder_shader_id
, program_id
);
9874 GL_EXTCALL(glAttachShader(program_id
, reorder_shader_id
));
9875 checkGLcall("glAttachShader");
9876 /* Flag the reorder function for deletion, it will be freed
9877 * automatically when the program is destroyed. */
9878 GL_EXTCALL(glDeleteShader(reorder_shader_id
));
9883 attribs_map
= (1u << WINED3D_FFP_ATTRIBS_COUNT
) - 1;
9886 if (!shader_glsl_use_explicit_attrib_location(gl_info
))
9888 /* Bind vertex attributes to a corresponding index number to match
9889 * the same index numbers as ARB_vertex_programs (makes loading
9890 * vertex attributes simpler). With this method, we can use the
9891 * exact same code to load the attributes later for both ARB and
9894 * We have to do this here because we need to know the Program ID
9895 * in order to make the bindings work, and it has to be done prior
9896 * to linking the GLSL program. */
9897 tmp_name
= string_buffer_get(&priv
->string_buffers
);
9898 for (i
= 0; attribs_map
; attribs_map
>>= 1, ++i
)
9900 if (!(attribs_map
& 1))
9903 string_buffer_sprintf(tmp_name
, "vs_in%u", i
);
9904 GL_EXTCALL(glBindAttribLocation(program_id
, i
, tmp_name
->buffer
));
9905 if (vshader
&& vshader
->reg_maps
.shader_version
.major
>= 4)
9907 string_buffer_sprintf(tmp_name
, "vs_in_uint%u", i
);
9908 GL_EXTCALL(glBindAttribLocation(program_id
, i
, tmp_name
->buffer
));
9909 string_buffer_sprintf(tmp_name
, "vs_in_int%u", i
);
9910 GL_EXTCALL(glBindAttribLocation(program_id
, i
, tmp_name
->buffer
));
9913 checkGLcall("glBindAttribLocation");
9914 string_buffer_release(&priv
->string_buffers
, tmp_name
);
9916 if (!needs_legacy_glsl_syntax(gl_info
))
9918 GL_EXTCALL(glBindFragDataLocation(program_id
, 0, "ps_out"));
9919 checkGLcall("glBindFragDataLocation");
9925 TRACE("Attaching GLSL tessellation control shader object %u to program %u.\n", hs_id
, program_id
);
9926 GL_EXTCALL(glAttachShader(program_id
, hs_id
));
9927 checkGLcall("glAttachShader");
9929 list_add_head(&hshader
->linked_programs
, &entry
->hs
.shader_entry
);
9934 TRACE("Attaching GLSL tessellation evaluation shader object %u to program %u.\n", ds_id
, program_id
);
9935 GL_EXTCALL(glAttachShader(program_id
, ds_id
));
9936 checkGLcall("glAttachShader");
9938 list_add_head(&dshader
->linked_programs
, &entry
->ds
.shader_entry
);
9943 TRACE("Attaching GLSL geometry shader object %u to program %u.\n", gs_id
, program_id
);
9944 GL_EXTCALL(glAttachShader(program_id
, gs_id
));
9945 checkGLcall("glAttachShader");
9947 shader_glsl_init_transform_feedback(context
, priv
, program_id
, gshader
);
9949 list_add_head(&gshader
->linked_programs
, &entry
->gs
.shader_entry
);
9952 /* Attach GLSL pshader */
9955 TRACE("Attaching GLSL shader object %u to program %u.\n", ps_id
, program_id
);
9956 GL_EXTCALL(glAttachShader(program_id
, ps_id
));
9957 checkGLcall("glAttachShader");
9959 list_add_head(ps_list
, &entry
->ps
.shader_entry
);
9962 /* Link the program */
9963 TRACE("Linking GLSL shader program %u.\n", program_id
);
9964 GL_EXTCALL(glLinkProgram(program_id
));
9965 shader_glsl_validate_link(gl_info
, program_id
);
9967 shader_glsl_init_vs_uniform_locations(gl_info
, priv
, program_id
, &entry
->vs
,
9968 vshader
? vshader
->limits
->constant_float
: 0);
9969 shader_glsl_init_ds_uniform_locations(gl_info
, priv
, program_id
, &entry
->ds
);
9970 shader_glsl_init_gs_uniform_locations(gl_info
, priv
, program_id
, &entry
->gs
);
9971 shader_glsl_init_ps_uniform_locations(gl_info
, priv
, program_id
, &entry
->ps
,
9972 pshader
? pshader
->limits
->constant_float
: 0);
9973 checkGLcall("Find glsl program uniform locations");
9975 if (needs_legacy_glsl_syntax(gl_info
))
9977 if (pshader
&& pshader
->reg_maps
.shader_version
.major
>= 3
9978 && pshader
->u
.ps
.declared_in_count
> vec4_varyings(3, gl_info
))
9980 TRACE("Shader %d needs vertex color clamping disabled.\n", program_id
);
9981 entry
->vs
.vertex_color_clamp
= GL_FALSE
;
9985 entry
->vs
.vertex_color_clamp
= GL_FIXED_ONLY_ARB
;
9990 /* With core profile we never change vertex_color_clamp from
9991 * GL_FIXED_ONLY_MODE (which is also the initial value) so we never call
9992 * glClampColorARB(). */
9993 entry
->vs
.vertex_color_clamp
= GL_FIXED_ONLY_ARB
;
9996 /* Set the shader to allow uniform loading on it */
9997 GL_EXTCALL(glUseProgram(program_id
));
9998 checkGLcall("glUseProgram");
10000 entry
->constant_update_mask
= 0;
10003 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_VS_F
;
10004 if (vshader
->reg_maps
.integer_constants
)
10005 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_VS_I
;
10006 if (vshader
->reg_maps
.boolean_constants
)
10007 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_VS_B
;
10008 if (entry
->vs
.pos_fixup_location
!= -1)
10009 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_POS_FIXUP
;
10011 shader_glsl_load_program_resources(context
, priv
, program_id
, vshader
);
10015 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_FFP_MODELVIEW
10016 | WINED3D_SHADER_CONST_FFP_PROJ
;
10018 for (i
= 1; i
< MAX_VERTEX_BLENDS
; ++i
)
10020 if (entry
->vs
.modelview_matrix_location
[i
] != -1)
10022 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_FFP_VERTEXBLEND
;
10027 for (i
= 0; i
< MAX_TEXTURES
; ++i
)
10029 if (entry
->vs
.texture_matrix_location
[i
] != -1)
10031 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_FFP_TEXMATRIX
;
10035 if (entry
->vs
.material_ambient_location
!= -1 || entry
->vs
.material_diffuse_location
!= -1
10036 || entry
->vs
.material_specular_location
!= -1
10037 || entry
->vs
.material_emissive_location
!= -1
10038 || entry
->vs
.material_shininess_location
!= -1)
10039 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_FFP_MATERIAL
;
10040 if (entry
->vs
.light_ambient_location
!= -1)
10041 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_FFP_LIGHTS
;
10043 if (entry
->vs
.clip_planes_location
!= -1)
10044 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_VS_CLIP_PLANES
;
10045 if (entry
->vs
.pointsize_min_location
!= -1)
10046 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_VS_POINTSIZE
;
10049 shader_glsl_load_program_resources(context
, priv
, program_id
, hshader
);
10053 if (entry
->ds
.pos_fixup_location
!= -1)
10054 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_POS_FIXUP
;
10056 shader_glsl_load_program_resources(context
, priv
, program_id
, dshader
);
10061 if (entry
->gs
.pos_fixup_location
!= -1)
10062 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_POS_FIXUP
;
10064 shader_glsl_load_program_resources(context
, priv
, program_id
, gshader
);
10071 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_PS_F
;
10072 if (pshader
->reg_maps
.integer_constants
)
10073 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_PS_I
;
10074 if (pshader
->reg_maps
.boolean_constants
)
10075 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_PS_B
;
10076 if (entry
->ps
.ycorrection_location
!= -1)
10077 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_PS_Y_CORR
;
10079 shader_glsl_load_program_resources(context
, priv
, program_id
, pshader
);
10080 shader_glsl_load_images(gl_info
, priv
, program_id
, &pshader
->reg_maps
);
10084 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_FFP_PS
;
10086 shader_glsl_load_samplers(context
, priv
, program_id
, NULL
);
10089 for (i
= 0; i
< MAX_TEXTURES
; ++i
)
10091 if (entry
->ps
.bumpenv_mat_location
[i
] != -1)
10093 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_PS_BUMP_ENV
;
10098 if (entry
->ps
.fog_color_location
!= -1)
10099 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_PS_FOG
;
10100 if (entry
->ps
.alpha_test_ref_location
!= -1)
10101 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_PS_ALPHA_TEST
;
10102 if (entry
->ps
.np2_fixup_location
!= -1)
10103 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_PS_NP2_FIXUP
;
10104 if (entry
->ps
.color_key_location
!= -1)
10105 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_FFP_COLOR_KEY
;
10109 static void shader_glsl_precompile(void *shader_priv
, struct wined3d_shader
*shader
)
10111 struct wined3d_device
*device
= shader
->device
;
10112 struct wined3d_context
*context
;
10114 if (shader
->reg_maps
.shader_version
.type
== WINED3D_SHADER_TYPE_COMPUTE
)
10116 context
= context_acquire(device
, NULL
, 0);
10117 shader_glsl_compile_compute_shader(shader_priv
, context
, shader
);
10118 context_release(context
);
10122 /* Context activation is done by the caller. */
10123 static void shader_glsl_select(void *shader_priv
, struct wined3d_context
*context
,
10124 const struct wined3d_state
*state
)
10126 struct glsl_context_data
*ctx_data
= context
->shader_backend_data
;
10127 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
10128 struct shader_glsl_priv
*priv
= shader_priv
;
10129 GLenum current_vertex_color_clamp
;
10130 GLuint program_id
, prev_id
;
10132 priv
->vertex_pipe
->vp_enable(gl_info
, !use_vs(state
));
10133 priv
->fragment_pipe
->enable_extension(gl_info
, !use_ps(state
));
10135 prev_id
= ctx_data
->glsl_program
? ctx_data
->glsl_program
->id
: 0;
10137 set_glsl_shader_program(context
, state
, priv
, ctx_data
);
10139 if (ctx_data
->glsl_program
)
10141 program_id
= ctx_data
->glsl_program
->id
;
10142 current_vertex_color_clamp
= ctx_data
->glsl_program
->vs
.vertex_color_clamp
;
10147 current_vertex_color_clamp
= GL_FIXED_ONLY_ARB
;
10150 if (ctx_data
->vertex_color_clamp
!= current_vertex_color_clamp
)
10152 ctx_data
->vertex_color_clamp
= current_vertex_color_clamp
;
10153 if (gl_info
->supported
[ARB_COLOR_BUFFER_FLOAT
])
10155 GL_EXTCALL(glClampColorARB(GL_CLAMP_VERTEX_COLOR_ARB
, current_vertex_color_clamp
));
10156 checkGLcall("glClampColorARB");
10160 FIXME("Vertex color clamp needs to be changed, but extension not supported.\n");
10164 TRACE("Using GLSL program %u.\n", program_id
);
10166 if (prev_id
!= program_id
)
10168 GL_EXTCALL(glUseProgram(program_id
));
10169 checkGLcall("glUseProgram");
10172 context
->constant_update_mask
|= ctx_data
->glsl_program
->constant_update_mask
;
10175 context
->shader_update_mask
|= (1u << WINED3D_SHADER_TYPE_COMPUTE
);
10178 /* Context activation is done by the caller. */
10179 static void shader_glsl_select_compute(void *shader_priv
, struct wined3d_context
*context
,
10180 const struct wined3d_state
*state
)
10182 struct glsl_context_data
*ctx_data
= context
->shader_backend_data
;
10183 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
10184 struct shader_glsl_priv
*priv
= shader_priv
;
10185 GLuint program_id
, prev_id
;
10187 prev_id
= ctx_data
->glsl_program
? ctx_data
->glsl_program
->id
: 0;
10188 set_glsl_compute_shader_program(context
, state
, priv
, ctx_data
);
10189 program_id
= ctx_data
->glsl_program
? ctx_data
->glsl_program
->id
: 0;
10191 TRACE("Using GLSL program %u.\n", program_id
);
10193 if (prev_id
!= program_id
)
10195 GL_EXTCALL(glUseProgram(program_id
));
10196 checkGLcall("glUseProgram");
10199 context
->shader_update_mask
|= (1u << WINED3D_SHADER_TYPE_PIXEL
)
10200 | (1u << WINED3D_SHADER_TYPE_VERTEX
)
10201 | (1u << WINED3D_SHADER_TYPE_GEOMETRY
)
10202 | (1u << WINED3D_SHADER_TYPE_HULL
)
10203 | (1u << WINED3D_SHADER_TYPE_DOMAIN
);
10206 /* "context" is not necessarily the currently active context. */
10207 static void shader_glsl_invalidate_current_program(struct wined3d_context
*context
)
10209 struct glsl_context_data
*ctx_data
= context
->shader_backend_data
;
10211 ctx_data
->glsl_program
= NULL
;
10212 context
->shader_update_mask
= (1u << WINED3D_SHADER_TYPE_PIXEL
)
10213 | (1u << WINED3D_SHADER_TYPE_VERTEX
)
10214 | (1u << WINED3D_SHADER_TYPE_GEOMETRY
)
10215 | (1u << WINED3D_SHADER_TYPE_HULL
)
10216 | (1u << WINED3D_SHADER_TYPE_DOMAIN
)
10217 | (1u << WINED3D_SHADER_TYPE_COMPUTE
);
10220 /* Context activation is done by the caller. */
10221 static void shader_glsl_disable(void *shader_priv
, struct wined3d_context
*context
)
10223 struct glsl_context_data
*ctx_data
= context
->shader_backend_data
;
10224 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
10225 struct shader_glsl_priv
*priv
= shader_priv
;
10227 shader_glsl_invalidate_current_program(context
);
10228 GL_EXTCALL(glUseProgram(0));
10229 checkGLcall("glUseProgram");
10231 priv
->vertex_pipe
->vp_enable(gl_info
, FALSE
);
10232 priv
->fragment_pipe
->enable_extension(gl_info
, FALSE
);
10234 if (needs_legacy_glsl_syntax(gl_info
) && gl_info
->supported
[ARB_COLOR_BUFFER_FLOAT
])
10236 ctx_data
->vertex_color_clamp
= GL_FIXED_ONLY_ARB
;
10237 GL_EXTCALL(glClampColorARB(GL_CLAMP_VERTEX_COLOR_ARB
, GL_FIXED_ONLY_ARB
));
10238 checkGLcall("glClampColorARB");
10242 static void shader_glsl_invalidate_contexts_program(struct wined3d_device
*device
,
10243 const struct glsl_shader_prog_link
*program
)
10245 const struct glsl_context_data
*ctx_data
;
10246 struct wined3d_context
*context
;
10249 for (i
= 0; i
< device
->context_count
; ++i
)
10251 context
= device
->contexts
[i
];
10252 ctx_data
= context
->shader_backend_data
;
10254 if (ctx_data
->glsl_program
== program
)
10255 shader_glsl_invalidate_current_program(context
);
10259 static void shader_glsl_destroy(struct wined3d_shader
*shader
)
10261 struct glsl_shader_private
*shader_data
= shader
->backend_data
;
10262 struct wined3d_device
*device
= shader
->device
;
10263 struct shader_glsl_priv
*priv
= device
->shader_priv
;
10264 const struct wined3d_gl_info
*gl_info
;
10265 const struct list
*linked_programs
;
10266 struct wined3d_context
*context
;
10268 if (!shader_data
|| !shader_data
->num_gl_shaders
)
10270 HeapFree(GetProcessHeap(), 0, shader_data
);
10271 shader
->backend_data
= NULL
;
10275 context
= context_acquire(device
, NULL
, 0);
10276 gl_info
= context
->gl_info
;
10278 TRACE("Deleting linked programs.\n");
10279 linked_programs
= &shader
->linked_programs
;
10280 if (linked_programs
->next
)
10282 struct glsl_shader_prog_link
*entry
, *entry2
;
10285 switch (shader
->reg_maps
.shader_version
.type
)
10287 case WINED3D_SHADER_TYPE_PIXEL
:
10289 struct glsl_ps_compiled_shader
*gl_shaders
= shader_data
->gl_shaders
.ps
;
10291 for (i
= 0; i
< shader_data
->num_gl_shaders
; ++i
)
10293 TRACE("Deleting pixel shader %u.\n", gl_shaders
[i
].id
);
10294 GL_EXTCALL(glDeleteShader(gl_shaders
[i
].id
));
10295 checkGLcall("glDeleteShader");
10297 HeapFree(GetProcessHeap(), 0, shader_data
->gl_shaders
.ps
);
10299 LIST_FOR_EACH_ENTRY_SAFE(entry
, entry2
, linked_programs
,
10300 struct glsl_shader_prog_link
, ps
.shader_entry
)
10302 shader_glsl_invalidate_contexts_program(device
, entry
);
10303 delete_glsl_program_entry(priv
, gl_info
, entry
);
10309 case WINED3D_SHADER_TYPE_VERTEX
:
10311 struct glsl_vs_compiled_shader
*gl_shaders
= shader_data
->gl_shaders
.vs
;
10313 for (i
= 0; i
< shader_data
->num_gl_shaders
; ++i
)
10315 TRACE("Deleting vertex shader %u.\n", gl_shaders
[i
].id
);
10316 GL_EXTCALL(glDeleteShader(gl_shaders
[i
].id
));
10317 checkGLcall("glDeleteShader");
10319 HeapFree(GetProcessHeap(), 0, shader_data
->gl_shaders
.vs
);
10321 LIST_FOR_EACH_ENTRY_SAFE(entry
, entry2
, linked_programs
,
10322 struct glsl_shader_prog_link
, vs
.shader_entry
)
10324 shader_glsl_invalidate_contexts_program(device
, entry
);
10325 delete_glsl_program_entry(priv
, gl_info
, entry
);
10331 case WINED3D_SHADER_TYPE_HULL
:
10333 struct glsl_hs_compiled_shader
*gl_shaders
= shader_data
->gl_shaders
.hs
;
10335 for (i
= 0; i
< shader_data
->num_gl_shaders
; ++i
)
10337 TRACE("Deleting hull shader %u.\n", gl_shaders
[i
].id
);
10338 GL_EXTCALL(glDeleteShader(gl_shaders
[i
].id
));
10339 checkGLcall("glDeleteShader");
10341 HeapFree(GetProcessHeap(), 0, shader_data
->gl_shaders
.hs
);
10343 LIST_FOR_EACH_ENTRY_SAFE(entry
, entry2
, linked_programs
,
10344 struct glsl_shader_prog_link
, hs
.shader_entry
)
10346 shader_glsl_invalidate_contexts_program(device
, entry
);
10347 delete_glsl_program_entry(priv
, gl_info
, entry
);
10353 case WINED3D_SHADER_TYPE_DOMAIN
:
10355 struct glsl_ds_compiled_shader
*gl_shaders
= shader_data
->gl_shaders
.ds
;
10357 for (i
= 0; i
< shader_data
->num_gl_shaders
; ++i
)
10359 TRACE("Deleting domain shader %u.\n", gl_shaders
[i
].id
);
10360 GL_EXTCALL(glDeleteShader(gl_shaders
[i
].id
));
10361 checkGLcall("glDeleteShader");
10363 HeapFree(GetProcessHeap(), 0, shader_data
->gl_shaders
.ds
);
10365 LIST_FOR_EACH_ENTRY_SAFE(entry
, entry2
, linked_programs
,
10366 struct glsl_shader_prog_link
, ds
.shader_entry
)
10368 shader_glsl_invalidate_contexts_program(device
, entry
);
10369 delete_glsl_program_entry(priv
, gl_info
, entry
);
10375 case WINED3D_SHADER_TYPE_GEOMETRY
:
10377 struct glsl_gs_compiled_shader
*gl_shaders
= shader_data
->gl_shaders
.gs
;
10379 for (i
= 0; i
< shader_data
->num_gl_shaders
; ++i
)
10381 TRACE("Deleting geometry shader %u.\n", gl_shaders
[i
].id
);
10382 GL_EXTCALL(glDeleteShader(gl_shaders
[i
].id
));
10383 checkGLcall("glDeleteShader");
10385 HeapFree(GetProcessHeap(), 0, shader_data
->gl_shaders
.gs
);
10387 LIST_FOR_EACH_ENTRY_SAFE(entry
, entry2
, linked_programs
,
10388 struct glsl_shader_prog_link
, gs
.shader_entry
)
10390 shader_glsl_invalidate_contexts_program(device
, entry
);
10391 delete_glsl_program_entry(priv
, gl_info
, entry
);
10397 case WINED3D_SHADER_TYPE_COMPUTE
:
10399 struct glsl_cs_compiled_shader
*gl_shaders
= shader_data
->gl_shaders
.cs
;
10401 for (i
= 0; i
< shader_data
->num_gl_shaders
; ++i
)
10403 TRACE("Deleting compute shader %u.\n", gl_shaders
[i
].id
);
10404 GL_EXTCALL(glDeleteShader(gl_shaders
[i
].id
));
10405 checkGLcall("glDeleteShader");
10407 HeapFree(GetProcessHeap(), 0, shader_data
->gl_shaders
.cs
);
10409 LIST_FOR_EACH_ENTRY_SAFE(entry
, entry2
, linked_programs
,
10410 struct glsl_shader_prog_link
, cs
.shader_entry
)
10412 shader_glsl_invalidate_contexts_program(device
, entry
);
10413 delete_glsl_program_entry(priv
, gl_info
, entry
);
10420 ERR("Unhandled shader type %#x.\n", shader
->reg_maps
.shader_version
.type
);
10425 HeapFree(GetProcessHeap(), 0, shader
->backend_data
);
10426 shader
->backend_data
= NULL
;
10428 context_release(context
);
10431 static int glsl_program_key_compare(const void *key
, const struct wine_rb_entry
*entry
)
10433 const struct glsl_program_key
*k
= key
;
10434 const struct glsl_shader_prog_link
*prog
= WINE_RB_ENTRY_VALUE(entry
,
10435 const struct glsl_shader_prog_link
, program_lookup_entry
);
10437 if (k
->vs_id
> prog
->vs
.id
) return 1;
10438 else if (k
->vs_id
< prog
->vs
.id
) return -1;
10440 if (k
->gs_id
> prog
->gs
.id
) return 1;
10441 else if (k
->gs_id
< prog
->gs
.id
) return -1;
10443 if (k
->ps_id
> prog
->ps
.id
) return 1;
10444 else if (k
->ps_id
< prog
->ps
.id
) return -1;
10446 if (k
->hs_id
> prog
->hs
.id
) return 1;
10447 else if (k
->hs_id
< prog
->hs
.id
) return -1;
10449 if (k
->ds_id
> prog
->ds
.id
) return 1;
10450 else if (k
->ds_id
< prog
->ds
.id
) return -1;
10452 if (k
->cs_id
> prog
->cs
.id
) return 1;
10453 else if (k
->cs_id
< prog
->cs
.id
) return -1;
10458 static BOOL
constant_heap_init(struct constant_heap
*heap
, unsigned int constant_count
)
10460 SIZE_T size
= (constant_count
+ 1) * sizeof(*heap
->entries
)
10461 + constant_count
* sizeof(*heap
->contained
)
10462 + constant_count
* sizeof(*heap
->positions
);
10463 void *mem
= HeapAlloc(GetProcessHeap(), 0, size
);
10467 ERR("Failed to allocate memory\n");
10471 heap
->entries
= mem
;
10472 heap
->entries
[1].version
= 0;
10473 heap
->contained
= (BOOL
*)(heap
->entries
+ constant_count
+ 1);
10474 memset(heap
->contained
, 0, constant_count
* sizeof(*heap
->contained
));
10475 heap
->positions
= (unsigned int *)(heap
->contained
+ constant_count
);
10481 static void constant_heap_free(struct constant_heap
*heap
)
10483 HeapFree(GetProcessHeap(), 0, heap
->entries
);
10486 static HRESULT
shader_glsl_alloc(struct wined3d_device
*device
, const struct wined3d_vertex_pipe_ops
*vertex_pipe
,
10487 const struct fragment_pipeline
*fragment_pipe
)
10489 const struct wined3d_gl_info
*gl_info
= &device
->adapter
->gl_info
;
10490 struct shader_glsl_priv
*priv
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(struct shader_glsl_priv
));
10491 SIZE_T stack_size
= wined3d_log2i(max(WINED3D_MAX_VS_CONSTS_F
, WINED3D_MAX_PS_CONSTS_F
)) + 1;
10492 struct fragment_caps fragment_caps
;
10493 void *vertex_priv
, *fragment_priv
;
10495 string_buffer_list_init(&priv
->string_buffers
);
10497 if (!(vertex_priv
= vertex_pipe
->vp_alloc(&glsl_shader_backend
, priv
)))
10499 ERR("Failed to initialize vertex pipe.\n");
10500 HeapFree(GetProcessHeap(), 0, priv
);
10504 if (!(fragment_priv
= fragment_pipe
->alloc_private(&glsl_shader_backend
, priv
)))
10506 ERR("Failed to initialize fragment pipe.\n");
10507 vertex_pipe
->vp_free(device
);
10508 HeapFree(GetProcessHeap(), 0, priv
);
10512 if (!string_buffer_init(&priv
->shader_buffer
))
10514 ERR("Failed to initialize shader buffer.\n");
10518 if (!(priv
->stack
= wined3d_calloc(stack_size
, sizeof(*priv
->stack
))))
10520 ERR("Failed to allocate memory.\n");
10524 if (!constant_heap_init(&priv
->vconst_heap
, WINED3D_MAX_VS_CONSTS_F
))
10526 ERR("Failed to initialize vertex shader constant heap\n");
10530 if (!constant_heap_init(&priv
->pconst_heap
, WINED3D_MAX_PS_CONSTS_F
))
10532 ERR("Failed to initialize pixel shader constant heap\n");
10536 wine_rb_init(&priv
->program_lookup
, glsl_program_key_compare
);
10538 priv
->next_constant_version
= 1;
10539 priv
->vertex_pipe
= vertex_pipe
;
10540 priv
->fragment_pipe
= fragment_pipe
;
10541 fragment_pipe
->get_caps(gl_info
, &fragment_caps
);
10542 priv
->ffp_proj_control
= fragment_caps
.wined3d_caps
& WINED3D_FRAGMENT_CAP_PROJ_CONTROL
;
10543 priv
->legacy_lighting
= device
->wined3d
->flags
& WINED3D_LEGACY_FFP_LIGHTING
;
10545 device
->vertex_priv
= vertex_priv
;
10546 device
->fragment_priv
= fragment_priv
;
10547 device
->shader_priv
= priv
;
10552 constant_heap_free(&priv
->pconst_heap
);
10553 constant_heap_free(&priv
->vconst_heap
);
10554 HeapFree(GetProcessHeap(), 0, priv
->stack
);
10555 string_buffer_free(&priv
->shader_buffer
);
10556 fragment_pipe
->free_private(device
);
10557 vertex_pipe
->vp_free(device
);
10558 HeapFree(GetProcessHeap(), 0, priv
);
10559 return E_OUTOFMEMORY
;
10562 /* Context activation is done by the caller. */
10563 static void shader_glsl_free(struct wined3d_device
*device
)
10565 struct shader_glsl_priv
*priv
= device
->shader_priv
;
10567 wine_rb_destroy(&priv
->program_lookup
, NULL
, NULL
);
10568 constant_heap_free(&priv
->pconst_heap
);
10569 constant_heap_free(&priv
->vconst_heap
);
10570 HeapFree(GetProcessHeap(), 0, priv
->stack
);
10571 string_buffer_list_cleanup(&priv
->string_buffers
);
10572 string_buffer_free(&priv
->shader_buffer
);
10573 priv
->fragment_pipe
->free_private(device
);
10574 priv
->vertex_pipe
->vp_free(device
);
10576 HeapFree(GetProcessHeap(), 0, device
->shader_priv
);
10577 device
->shader_priv
= NULL
;
10580 static BOOL
shader_glsl_allocate_context_data(struct wined3d_context
*context
)
10582 struct glsl_context_data
*ctx_data
;
10583 if (!(ctx_data
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(*ctx_data
))))
10585 ctx_data
->vertex_color_clamp
= GL_FIXED_ONLY_ARB
;
10586 context
->shader_backend_data
= ctx_data
;
10590 static void shader_glsl_free_context_data(struct wined3d_context
*context
)
10592 HeapFree(GetProcessHeap(), 0, context
->shader_backend_data
);
10595 static void shader_glsl_init_context_state(struct wined3d_context
*context
)
10597 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
10599 gl_info
->gl_ops
.gl
.p_glEnable(GL_PROGRAM_POINT_SIZE
);
10600 checkGLcall("GL_PROGRAM_POINT_SIZE");
10603 static unsigned int shader_glsl_get_shader_model(const struct wined3d_gl_info
*gl_info
)
10605 BOOL shader_model_4
= gl_info
->glsl_version
>= MAKEDWORD_VERSION(1, 50)
10606 && gl_info
->supported
[WINED3D_GL_VERSION_3_2
]
10607 && gl_info
->supported
[ARB_SAMPLER_OBJECTS
]
10608 && gl_info
->supported
[ARB_SHADER_BIT_ENCODING
]
10609 && gl_info
->supported
[ARB_TEXTURE_SWIZZLE
];
10612 && gl_info
->supported
[ARB_COMPUTE_SHADER
]
10613 && gl_info
->supported
[ARB_DERIVATIVE_CONTROL
]
10614 && gl_info
->supported
[ARB_GPU_SHADER5
]
10615 && gl_info
->supported
[ARB_SHADER_ATOMIC_COUNTERS
]
10616 && gl_info
->supported
[ARB_SHADER_IMAGE_LOAD_STORE
]
10617 && gl_info
->supported
[ARB_SHADER_IMAGE_SIZE
]
10618 && gl_info
->supported
[ARB_SHADING_LANGUAGE_PACKING
]
10619 && gl_info
->supported
[ARB_TESSELLATION_SHADER
]
10620 && gl_info
->supported
[ARB_TEXTURE_GATHER
]
10621 && gl_info
->supported
[ARB_TRANSFORM_FEEDBACK3
])
10624 if (shader_model_4
)
10627 /* Support for texldd and texldl instructions in pixel shaders is required
10629 if (shader_glsl_has_core_grad(gl_info
) || gl_info
->supported
[ARB_SHADER_TEXTURE_LOD
])
10635 static void shader_glsl_get_caps(const struct wined3d_gl_info
*gl_info
, struct shader_caps
*caps
)
10637 unsigned int shader_model
= shader_glsl_get_shader_model(gl_info
);
10639 TRACE("Shader model %u.\n", shader_model
);
10641 caps
->vs_version
= min(wined3d_settings
.max_sm_vs
, shader_model
);
10642 caps
->hs_version
= min(wined3d_settings
.max_sm_hs
, shader_model
);
10643 caps
->ds_version
= min(wined3d_settings
.max_sm_ds
, shader_model
);
10644 caps
->gs_version
= min(wined3d_settings
.max_sm_gs
, shader_model
);
10645 caps
->ps_version
= min(wined3d_settings
.max_sm_ps
, shader_model
);
10646 caps
->cs_version
= min(wined3d_settings
.max_sm_cs
, shader_model
);
10648 caps
->vs_version
= gl_info
->supported
[ARB_VERTEX_SHADER
] ? caps
->vs_version
: 0;
10649 caps
->ps_version
= gl_info
->supported
[ARB_FRAGMENT_SHADER
] ? caps
->ps_version
: 0;
10651 caps
->vs_uniform_count
= min(WINED3D_MAX_VS_CONSTS_F
, gl_info
->limits
.glsl_vs_float_constants
);
10652 caps
->ps_uniform_count
= min(WINED3D_MAX_PS_CONSTS_F
, gl_info
->limits
.glsl_ps_float_constants
);
10653 caps
->varying_count
= gl_info
->limits
.glsl_varyings
;
10655 /* FIXME: The following line is card dependent. -8.0 to 8.0 is the
10656 * Direct3D minimum requirement.
10658 * Both GL_ARB_fragment_program and GLSL require a "maximum representable magnitude"
10659 * of colors to be 2^10, and 2^32 for other floats. Should we use 1024 here?
10661 * The problem is that the refrast clamps temporary results in the shader to
10662 * [-MaxValue;+MaxValue]. If the card's max value is bigger than the one we advertize here,
10663 * then applications may miss the clamping behavior. On the other hand, if it is smaller,
10664 * the shader will generate incorrect results too. Unfortunately, GL deliberately doesn't
10665 * offer a way to query this.
10667 if (shader_model
>= 4)
10668 caps
->ps_1x_max_value
= FLT_MAX
;
10670 caps
->ps_1x_max_value
= 1024.0f
;
10672 /* Ideally we'd only set caps like sRGB writes here if supported by both
10673 * the shader backend and the fragment pipe, but we can get called before
10674 * shader_glsl_alloc(). */
10675 caps
->wined3d_caps
= WINED3D_SHADER_CAP_VS_CLIPPING
10676 | WINED3D_SHADER_CAP_SRGB_WRITE
;
10679 static BOOL
shader_glsl_color_fixup_supported(struct color_fixup_desc fixup
)
10681 /* We support everything except YUV conversions. */
10682 return !is_complex_fixup(fixup
);
10685 static const SHADER_HANDLER shader_glsl_instruction_handler_table
[WINED3DSIH_TABLE_SIZE
] =
10687 /* WINED3DSIH_ABS */ shader_glsl_map2gl
,
10688 /* WINED3DSIH_ADD */ shader_glsl_binop
,
10689 /* WINED3DSIH_AND */ shader_glsl_binop
,
10690 /* WINED3DSIH_ATOMIC_AND */ shader_glsl_atomic
,
10691 /* WINED3DSIH_ATOMIC_CMP_STORE */ shader_glsl_atomic
,
10692 /* WINED3DSIH_ATOMIC_IADD */ shader_glsl_atomic
,
10693 /* WINED3DSIH_ATOMIC_IMAX */ shader_glsl_atomic
,
10694 /* WINED3DSIH_ATOMIC_IMIN */ shader_glsl_atomic
,
10695 /* WINED3DSIH_ATOMIC_OR */ shader_glsl_atomic
,
10696 /* WINED3DSIH_ATOMIC_UMAX */ shader_glsl_atomic
,
10697 /* WINED3DSIH_ATOMIC_UMIN */ shader_glsl_atomic
,
10698 /* WINED3DSIH_ATOMIC_XOR */ shader_glsl_atomic
,
10699 /* WINED3DSIH_BEM */ shader_glsl_bem
,
10700 /* WINED3DSIH_BFI */ shader_glsl_bitwise_op
,
10701 /* WINED3DSIH_BFREV */ shader_glsl_map2gl
,
10702 /* WINED3DSIH_BREAK */ shader_glsl_break
,
10703 /* WINED3DSIH_BREAKC */ shader_glsl_breakc
,
10704 /* WINED3DSIH_BREAKP */ shader_glsl_conditional_op
,
10705 /* WINED3DSIH_BUFINFO */ shader_glsl_bufinfo
,
10706 /* WINED3DSIH_CALL */ shader_glsl_call
,
10707 /* WINED3DSIH_CALLNZ */ shader_glsl_callnz
,
10708 /* WINED3DSIH_CASE */ shader_glsl_case
,
10709 /* WINED3DSIH_CMP */ shader_glsl_conditional_move
,
10710 /* WINED3DSIH_CND */ shader_glsl_cnd
,
10711 /* WINED3DSIH_CONTINUE */ shader_glsl_continue
,
10712 /* WINED3DSIH_CONTINUEP */ shader_glsl_conditional_op
,
10713 /* WINED3DSIH_COUNTBITS */ shader_glsl_map2gl
,
10714 /* WINED3DSIH_CRS */ shader_glsl_cross
,
10715 /* WINED3DSIH_CUT */ shader_glsl_cut
,
10716 /* WINED3DSIH_CUT_STREAM */ shader_glsl_cut
,
10717 /* WINED3DSIH_DCL */ shader_glsl_nop
,
10718 /* WINED3DSIH_DCL_CONSTANT_BUFFER */ shader_glsl_nop
,
10719 /* WINED3DSIH_DCL_FUNCTION_BODY */ NULL
,
10720 /* WINED3DSIH_DCL_FUNCTION_TABLE */ NULL
,
10721 /* WINED3DSIH_DCL_GLOBAL_FLAGS */ shader_glsl_nop
,
10722 /* WINED3DSIH_DCL_GS_INSTANCES */ shader_glsl_nop
,
10723 /* WINED3DSIH_DCL_HS_FORK_PHASE_INSTANCE_COUNT */ shader_glsl_nop
,
10724 /* WINED3DSIH_DCL_HS_JOIN_PHASE_INSTANCE_COUNT */ shader_glsl_nop
,
10725 /* WINED3DSIH_DCL_HS_MAX_TESSFACTOR */ shader_glsl_nop
,
10726 /* WINED3DSIH_DCL_IMMEDIATE_CONSTANT_BUFFER */ shader_glsl_nop
,
10727 /* WINED3DSIH_DCL_INDEX_RANGE */ shader_glsl_nop
,
10728 /* WINED3DSIH_DCL_INDEXABLE_TEMP */ shader_glsl_nop
,
10729 /* WINED3DSIH_DCL_INPUT */ shader_glsl_nop
,
10730 /* WINED3DSIH_DCL_INPUT_CONTROL_POINT_COUNT */ shader_glsl_nop
,
10731 /* WINED3DSIH_DCL_INPUT_PRIMITIVE */ shader_glsl_nop
,
10732 /* WINED3DSIH_DCL_INPUT_PS */ NULL
,
10733 /* WINED3DSIH_DCL_INPUT_PS_SGV */ NULL
,
10734 /* WINED3DSIH_DCL_INPUT_PS_SIV */ NULL
,
10735 /* WINED3DSIH_DCL_INPUT_SGV */ shader_glsl_nop
,
10736 /* WINED3DSIH_DCL_INPUT_SIV */ shader_glsl_nop
,
10737 /* WINED3DSIH_DCL_INTERFACE */ NULL
,
10738 /* WINED3DSIH_DCL_OUTPUT */ shader_glsl_nop
,
10739 /* WINED3DSIH_DCL_OUTPUT_CONTROL_POINT_COUNT */ shader_glsl_nop
,
10740 /* WINED3DSIH_DCL_OUTPUT_SIV */ shader_glsl_nop
,
10741 /* WINED3DSIH_DCL_OUTPUT_TOPOLOGY */ shader_glsl_nop
,
10742 /* WINED3DSIH_DCL_RESOURCE_RAW */ shader_glsl_nop
,
10743 /* WINED3DSIH_DCL_RESOURCE_STRUCTURED */ shader_glsl_nop
,
10744 /* WINED3DSIH_DCL_SAMPLER */ shader_glsl_nop
,
10745 /* WINED3DSIH_DCL_STREAM */ NULL
,
10746 /* WINED3DSIH_DCL_TEMPS */ shader_glsl_nop
,
10747 /* WINED3DSIH_DCL_TESSELLATOR_DOMAIN */ shader_glsl_nop
,
10748 /* WINED3DSIH_DCL_TESSELLATOR_OUTPUT_PRIMITIVE */ shader_glsl_nop
,
10749 /* WINED3DSIH_DCL_TESSELLATOR_PARTITIONING */ shader_glsl_nop
,
10750 /* WINED3DSIH_DCL_TGSM_RAW */ shader_glsl_nop
,
10751 /* WINED3DSIH_DCL_TGSM_STRUCTURED */ shader_glsl_nop
,
10752 /* WINED3DSIH_DCL_THREAD_GROUP */ shader_glsl_nop
,
10753 /* WINED3DSIH_DCL_UAV_RAW */ shader_glsl_nop
,
10754 /* WINED3DSIH_DCL_UAV_STRUCTURED */ shader_glsl_nop
,
10755 /* WINED3DSIH_DCL_UAV_TYPED */ shader_glsl_nop
,
10756 /* WINED3DSIH_DCL_VERTICES_OUT */ shader_glsl_nop
,
10757 /* WINED3DSIH_DEF */ shader_glsl_nop
,
10758 /* WINED3DSIH_DEFAULT */ shader_glsl_default
,
10759 /* WINED3DSIH_DEFB */ shader_glsl_nop
,
10760 /* WINED3DSIH_DEFI */ shader_glsl_nop
,
10761 /* WINED3DSIH_DIV */ shader_glsl_binop
,
10762 /* WINED3DSIH_DP2 */ shader_glsl_dot
,
10763 /* WINED3DSIH_DP2ADD */ shader_glsl_dp2add
,
10764 /* WINED3DSIH_DP3 */ shader_glsl_dot
,
10765 /* WINED3DSIH_DP4 */ shader_glsl_dot
,
10766 /* WINED3DSIH_DST */ shader_glsl_dst
,
10767 /* WINED3DSIH_DSX */ shader_glsl_map2gl
,
10768 /* WINED3DSIH_DSX_COARSE */ shader_glsl_map2gl
,
10769 /* WINED3DSIH_DSX_FINE */ shader_glsl_map2gl
,
10770 /* WINED3DSIH_DSY */ shader_glsl_map2gl
,
10771 /* WINED3DSIH_DSY_COARSE */ shader_glsl_map2gl
,
10772 /* WINED3DSIH_DSY_FINE */ shader_glsl_map2gl
,
10773 /* WINED3DSIH_ELSE */ shader_glsl_else
,
10774 /* WINED3DSIH_EMIT */ shader_glsl_emit
,
10775 /* WINED3DSIH_EMIT_STREAM */ shader_glsl_emit
,
10776 /* WINED3DSIH_ENDIF */ shader_glsl_end
,
10777 /* WINED3DSIH_ENDLOOP */ shader_glsl_end
,
10778 /* WINED3DSIH_ENDREP */ shader_glsl_end
,
10779 /* WINED3DSIH_ENDSWITCH */ shader_glsl_end
,
10780 /* WINED3DSIH_EQ */ shader_glsl_relop
,
10781 /* WINED3DSIH_EXP */ shader_glsl_scalar_op
,
10782 /* WINED3DSIH_EXPP */ shader_glsl_expp
,
10783 /* WINED3DSIH_F16TOF32 */ shader_glsl_float16
,
10784 /* WINED3DSIH_F32TOF16 */ shader_glsl_float16
,
10785 /* WINED3DSIH_FCALL */ NULL
,
10786 /* WINED3DSIH_FIRSTBIT_HI */ shader_glsl_map2gl
,
10787 /* WINED3DSIH_FIRSTBIT_LO */ shader_glsl_map2gl
,
10788 /* WINED3DSIH_FIRSTBIT_SHI */ shader_glsl_map2gl
,
10789 /* WINED3DSIH_FRC */ shader_glsl_map2gl
,
10790 /* WINED3DSIH_FTOI */ shader_glsl_to_int
,
10791 /* WINED3DSIH_FTOU */ shader_glsl_to_uint
,
10792 /* WINED3DSIH_GATHER4 */ shader_glsl_gather4
,
10793 /* WINED3DSIH_GATHER4_C */ shader_glsl_gather4
,
10794 /* WINED3DSIH_GATHER4_PO */ shader_glsl_gather4
,
10795 /* WINED3DSIH_GATHER4_PO_C */ shader_glsl_gather4
,
10796 /* WINED3DSIH_GE */ shader_glsl_relop
,
10797 /* WINED3DSIH_HS_CONTROL_POINT_PHASE */ shader_glsl_nop
,
10798 /* WINED3DSIH_HS_DECLS */ shader_glsl_nop
,
10799 /* WINED3DSIH_HS_FORK_PHASE */ shader_glsl_nop
,
10800 /* WINED3DSIH_HS_JOIN_PHASE */ shader_glsl_nop
,
10801 /* WINED3DSIH_IADD */ shader_glsl_binop
,
10802 /* WINED3DSIH_IBFE */ shader_glsl_bitwise_op
,
10803 /* WINED3DSIH_IEQ */ shader_glsl_relop
,
10804 /* WINED3DSIH_IF */ shader_glsl_if
,
10805 /* WINED3DSIH_IFC */ shader_glsl_ifc
,
10806 /* WINED3DSIH_IGE */ shader_glsl_relop
,
10807 /* WINED3DSIH_ILT */ shader_glsl_relop
,
10808 /* WINED3DSIH_IMAD */ shader_glsl_mad
,
10809 /* WINED3DSIH_IMAX */ shader_glsl_map2gl
,
10810 /* WINED3DSIH_IMIN */ shader_glsl_map2gl
,
10811 /* WINED3DSIH_IMM_ATOMIC_ALLOC */ shader_glsl_uav_counter
,
10812 /* WINED3DSIH_IMM_ATOMIC_AND */ shader_glsl_atomic
,
10813 /* WINED3DSIH_IMM_ATOMIC_CMP_EXCH */ shader_glsl_atomic
,
10814 /* WINED3DSIH_IMM_ATOMIC_CONSUME */ shader_glsl_uav_counter
,
10815 /* WINED3DSIH_IMM_ATOMIC_EXCH */ shader_glsl_atomic
,
10816 /* WINED3DSIH_IMM_ATOMIC_IADD */ shader_glsl_atomic
,
10817 /* WINED3DSIH_IMM_ATOMIC_IMAX */ shader_glsl_atomic
,
10818 /* WINED3DSIH_IMM_ATOMIC_IMIN */ shader_glsl_atomic
,
10819 /* WINED3DSIH_IMM_ATOMIC_OR */ shader_glsl_atomic
,
10820 /* WINED3DSIH_IMM_ATOMIC_UMAX */ shader_glsl_atomic
,
10821 /* WINED3DSIH_IMM_ATOMIC_UMIN */ shader_glsl_atomic
,
10822 /* WINED3DSIH_IMM_ATOMIC_XOR */ shader_glsl_atomic
,
10823 /* WINED3DSIH_IMUL */ shader_glsl_mul_extended
,
10824 /* WINED3DSIH_INE */ shader_glsl_relop
,
10825 /* WINED3DSIH_INEG */ shader_glsl_unary_op
,
10826 /* WINED3DSIH_ISHL */ shader_glsl_binop
,
10827 /* WINED3DSIH_ISHR */ shader_glsl_binop
,
10828 /* WINED3DSIH_ITOF */ shader_glsl_to_float
,
10829 /* WINED3DSIH_LABEL */ shader_glsl_label
,
10830 /* WINED3DSIH_LD */ shader_glsl_ld
,
10831 /* WINED3DSIH_LD2DMS */ NULL
,
10832 /* WINED3DSIH_LD_RAW */ shader_glsl_ld_raw_structured
,
10833 /* WINED3DSIH_LD_STRUCTURED */ shader_glsl_ld_raw_structured
,
10834 /* WINED3DSIH_LD_UAV_TYPED */ shader_glsl_ld_uav
,
10835 /* WINED3DSIH_LIT */ shader_glsl_lit
,
10836 /* WINED3DSIH_LOD */ NULL
,
10837 /* WINED3DSIH_LOG */ shader_glsl_scalar_op
,
10838 /* WINED3DSIH_LOGP */ shader_glsl_scalar_op
,
10839 /* WINED3DSIH_LOOP */ shader_glsl_loop
,
10840 /* WINED3DSIH_LRP */ shader_glsl_lrp
,
10841 /* WINED3DSIH_LT */ shader_glsl_relop
,
10842 /* WINED3DSIH_M3x2 */ shader_glsl_mnxn
,
10843 /* WINED3DSIH_M3x3 */ shader_glsl_mnxn
,
10844 /* WINED3DSIH_M3x4 */ shader_glsl_mnxn
,
10845 /* WINED3DSIH_M4x3 */ shader_glsl_mnxn
,
10846 /* WINED3DSIH_M4x4 */ shader_glsl_mnxn
,
10847 /* WINED3DSIH_MAD */ shader_glsl_mad
,
10848 /* WINED3DSIH_MAX */ shader_glsl_map2gl
,
10849 /* WINED3DSIH_MIN */ shader_glsl_map2gl
,
10850 /* WINED3DSIH_MOV */ shader_glsl_mov
,
10851 /* WINED3DSIH_MOVA */ shader_glsl_mov
,
10852 /* WINED3DSIH_MOVC */ shader_glsl_conditional_move
,
10853 /* WINED3DSIH_MUL */ shader_glsl_binop
,
10854 /* WINED3DSIH_NE */ shader_glsl_relop
,
10855 /* WINED3DSIH_NOP */ shader_glsl_nop
,
10856 /* WINED3DSIH_NOT */ shader_glsl_unary_op
,
10857 /* WINED3DSIH_NRM */ shader_glsl_nrm
,
10858 /* WINED3DSIH_OR */ shader_glsl_binop
,
10859 /* WINED3DSIH_PHASE */ shader_glsl_nop
,
10860 /* WINED3DSIH_POW */ shader_glsl_pow
,
10861 /* WINED3DSIH_RCP */ shader_glsl_scalar_op
,
10862 /* WINED3DSIH_REP */ shader_glsl_rep
,
10863 /* WINED3DSIH_RESINFO */ shader_glsl_resinfo
,
10864 /* WINED3DSIH_RET */ shader_glsl_ret
,
10865 /* WINED3DSIH_RETP */ shader_glsl_conditional_op
,
10866 /* WINED3DSIH_ROUND_NE */ shader_glsl_map2gl
,
10867 /* WINED3DSIH_ROUND_NI */ shader_glsl_map2gl
,
10868 /* WINED3DSIH_ROUND_PI */ shader_glsl_map2gl
,
10869 /* WINED3DSIH_ROUND_Z */ shader_glsl_map2gl
,
10870 /* WINED3DSIH_RSQ */ shader_glsl_scalar_op
,
10871 /* WINED3DSIH_SAMPLE */ shader_glsl_sample
,
10872 /* WINED3DSIH_SAMPLE_B */ shader_glsl_sample
,
10873 /* WINED3DSIH_SAMPLE_C */ shader_glsl_sample_c
,
10874 /* WINED3DSIH_SAMPLE_C_LZ */ shader_glsl_sample_c
,
10875 /* WINED3DSIH_SAMPLE_GRAD */ shader_glsl_sample
,
10876 /* WINED3DSIH_SAMPLE_INFO */ NULL
,
10877 /* WINED3DSIH_SAMPLE_LOD */ shader_glsl_sample
,
10878 /* WINED3DSIH_SAMPLE_POS */ NULL
,
10879 /* WINED3DSIH_SETP */ NULL
,
10880 /* WINED3DSIH_SGE */ shader_glsl_compare
,
10881 /* WINED3DSIH_SGN */ shader_glsl_sgn
,
10882 /* WINED3DSIH_SINCOS */ shader_glsl_sincos
,
10883 /* WINED3DSIH_SLT */ shader_glsl_compare
,
10884 /* WINED3DSIH_SQRT */ shader_glsl_map2gl
,
10885 /* WINED3DSIH_STORE_RAW */ shader_glsl_store_raw_structured
,
10886 /* WINED3DSIH_STORE_STRUCTURED */ shader_glsl_store_raw_structured
,
10887 /* WINED3DSIH_STORE_UAV_TYPED */ shader_glsl_store_uav
,
10888 /* WINED3DSIH_SUB */ shader_glsl_binop
,
10889 /* WINED3DSIH_SWAPC */ shader_glsl_swapc
,
10890 /* WINED3DSIH_SWITCH */ shader_glsl_switch
,
10891 /* WINED3DSIH_SYNC */ shader_glsl_sync
,
10892 /* WINED3DSIH_TEX */ shader_glsl_tex
,
10893 /* WINED3DSIH_TEXBEM */ shader_glsl_texbem
,
10894 /* WINED3DSIH_TEXBEML */ shader_glsl_texbem
,
10895 /* WINED3DSIH_TEXCOORD */ shader_glsl_texcoord
,
10896 /* WINED3DSIH_TEXDEPTH */ shader_glsl_texdepth
,
10897 /* WINED3DSIH_TEXDP3 */ shader_glsl_texdp3
,
10898 /* WINED3DSIH_TEXDP3TEX */ shader_glsl_texdp3tex
,
10899 /* WINED3DSIH_TEXKILL */ shader_glsl_texkill
,
10900 /* WINED3DSIH_TEXLDD */ shader_glsl_texldd
,
10901 /* WINED3DSIH_TEXLDL */ shader_glsl_texldl
,
10902 /* WINED3DSIH_TEXM3x2DEPTH */ shader_glsl_texm3x2depth
,
10903 /* WINED3DSIH_TEXM3x2PAD */ shader_glsl_texm3x2pad
,
10904 /* WINED3DSIH_TEXM3x2TEX */ shader_glsl_texm3x2tex
,
10905 /* WINED3DSIH_TEXM3x3 */ shader_glsl_texm3x3
,
10906 /* WINED3DSIH_TEXM3x3DIFF */ NULL
,
10907 /* WINED3DSIH_TEXM3x3PAD */ shader_glsl_texm3x3pad
,
10908 /* WINED3DSIH_TEXM3x3SPEC */ shader_glsl_texm3x3spec
,
10909 /* WINED3DSIH_TEXM3x3TEX */ shader_glsl_texm3x3tex
,
10910 /* WINED3DSIH_TEXM3x3VSPEC */ shader_glsl_texm3x3vspec
,
10911 /* WINED3DSIH_TEXREG2AR */ shader_glsl_texreg2ar
,
10912 /* WINED3DSIH_TEXREG2GB */ shader_glsl_texreg2gb
,
10913 /* WINED3DSIH_TEXREG2RGB */ shader_glsl_texreg2rgb
,
10914 /* WINED3DSIH_UBFE */ shader_glsl_bitwise_op
,
10915 /* WINED3DSIH_UDIV */ shader_glsl_udiv
,
10916 /* WINED3DSIH_UGE */ shader_glsl_relop
,
10917 /* WINED3DSIH_ULT */ shader_glsl_relop
,
10918 /* WINED3DSIH_UMAX */ shader_glsl_map2gl
,
10919 /* WINED3DSIH_UMIN */ shader_glsl_map2gl
,
10920 /* WINED3DSIH_UMUL */ shader_glsl_mul_extended
,
10921 /* WINED3DSIH_USHR */ shader_glsl_binop
,
10922 /* WINED3DSIH_UTOF */ shader_glsl_to_float
,
10923 /* WINED3DSIH_XOR */ shader_glsl_binop
,
10926 static void shader_glsl_handle_instruction(const struct wined3d_shader_instruction
*ins
) {
10927 SHADER_HANDLER hw_fct
;
10929 /* Select handler */
10930 hw_fct
= shader_glsl_instruction_handler_table
[ins
->handler_idx
];
10932 /* Unhandled opcode */
10935 FIXME("Backend can't handle opcode %s.\n", debug_d3dshaderinstructionhandler(ins
->handler_idx
));
10940 shader_glsl_add_instruction_modifiers(ins
);
10943 static BOOL
shader_glsl_has_ffp_proj_control(void *shader_priv
)
10945 struct shader_glsl_priv
*priv
= shader_priv
;
10947 return priv
->ffp_proj_control
;
10950 const struct wined3d_shader_backend_ops glsl_shader_backend
=
10952 shader_glsl_handle_instruction
,
10953 shader_glsl_precompile
,
10954 shader_glsl_select
,
10955 shader_glsl_select_compute
,
10956 shader_glsl_disable
,
10957 shader_glsl_update_float_vertex_constants
,
10958 shader_glsl_update_float_pixel_constants
,
10959 shader_glsl_load_constants
,
10960 shader_glsl_destroy
,
10963 shader_glsl_allocate_context_data
,
10964 shader_glsl_free_context_data
,
10965 shader_glsl_init_context_state
,
10966 shader_glsl_get_caps
,
10967 shader_glsl_color_fixup_supported
,
10968 shader_glsl_has_ffp_proj_control
,
10971 static void glsl_vertex_pipe_vp_enable(const struct wined3d_gl_info
*gl_info
, BOOL enable
) {}
10973 static void glsl_vertex_pipe_vp_get_caps(const struct wined3d_gl_info
*gl_info
, struct wined3d_vertex_caps
*caps
)
10975 caps
->xyzrhw
= TRUE
;
10976 caps
->emulated_flatshading
= !needs_legacy_glsl_syntax(gl_info
);
10977 caps
->ffp_generic_attributes
= TRUE
;
10978 caps
->max_active_lights
= MAX_ACTIVE_LIGHTS
;
10979 caps
->max_vertex_blend_matrices
= MAX_VERTEX_BLENDS
;
10980 caps
->max_vertex_blend_matrix_index
= 0;
10981 caps
->vertex_processing_caps
= WINED3DVTXPCAPS_TEXGEN
10982 | WINED3DVTXPCAPS_MATERIALSOURCE7
10983 | WINED3DVTXPCAPS_VERTEXFOG
10984 | WINED3DVTXPCAPS_DIRECTIONALLIGHTS
10985 | WINED3DVTXPCAPS_POSITIONALLIGHTS
10986 | WINED3DVTXPCAPS_LOCALVIEWER
10987 | WINED3DVTXPCAPS_TEXGEN_SPHEREMAP
;
10988 caps
->fvf_caps
= WINED3DFVFCAPS_PSIZE
| 8; /* 8 texture coordinates. */
10989 caps
->max_user_clip_planes
= gl_info
->limits
.user_clip_distances
;
10990 caps
->raster_caps
= WINED3DPRASTERCAPS_FOGRANGE
;
10993 static DWORD
glsl_vertex_pipe_vp_get_emul_mask(const struct wined3d_gl_info
*gl_info
)
10995 if (gl_info
->supported
[WINED3D_GL_LEGACY_CONTEXT
])
10996 return GL_EXT_EMUL_ARB_MULTITEXTURE
;
11000 static void *glsl_vertex_pipe_vp_alloc(const struct wined3d_shader_backend_ops
*shader_backend
, void *shader_priv
)
11002 struct shader_glsl_priv
*priv
;
11004 if (shader_backend
== &glsl_shader_backend
)
11006 priv
= shader_priv
;
11007 wine_rb_init(&priv
->ffp_vertex_shaders
, wined3d_ffp_vertex_program_key_compare
);
11011 FIXME("GLSL vertex pipe without GLSL shader backend not implemented.\n");
11016 static void shader_glsl_free_ffp_vertex_shader(struct wine_rb_entry
*entry
, void *context
)
11018 struct glsl_ffp_vertex_shader
*shader
= WINE_RB_ENTRY_VALUE(entry
,
11019 struct glsl_ffp_vertex_shader
, desc
.entry
);
11020 struct glsl_shader_prog_link
*program
, *program2
;
11021 struct glsl_ffp_destroy_ctx
*ctx
= context
;
11023 LIST_FOR_EACH_ENTRY_SAFE(program
, program2
, &shader
->linked_programs
,
11024 struct glsl_shader_prog_link
, vs
.shader_entry
)
11026 delete_glsl_program_entry(ctx
->priv
, ctx
->gl_info
, program
);
11028 ctx
->gl_info
->gl_ops
.ext
.p_glDeleteShader(shader
->id
);
11029 HeapFree(GetProcessHeap(), 0, shader
);
11032 /* Context activation is done by the caller. */
11033 static void glsl_vertex_pipe_vp_free(struct wined3d_device
*device
)
11035 struct shader_glsl_priv
*priv
= device
->vertex_priv
;
11036 struct glsl_ffp_destroy_ctx ctx
;
11039 ctx
.gl_info
= &device
->adapter
->gl_info
;
11040 wine_rb_destroy(&priv
->ffp_vertex_shaders
, shader_glsl_free_ffp_vertex_shader
, &ctx
);
11043 static void glsl_vertex_pipe_nop(struct wined3d_context
*context
,
11044 const struct wined3d_state
*state
, DWORD state_id
) {}
11046 static void glsl_vertex_pipe_shader(struct wined3d_context
*context
,
11047 const struct wined3d_state
*state
, DWORD state_id
)
11049 context
->shader_update_mask
|= 1u << WINED3D_SHADER_TYPE_VERTEX
;
11052 static void glsl_vertex_pipe_vdecl(struct wined3d_context
*context
,
11053 const struct wined3d_state
*state
, DWORD state_id
)
11055 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
11056 BOOL normal
= !!(context
->stream_info
.use_map
& (1u << WINED3D_FFP_NORMAL
));
11057 const BOOL legacy_clip_planes
= needs_legacy_glsl_syntax(gl_info
);
11058 BOOL transformed
= context
->stream_info
.position_transformed
;
11059 BOOL wasrhw
= context
->last_was_rhw
;
11062 context
->last_was_rhw
= transformed
;
11064 /* If the vertex declaration contains a transformed position attribute,
11065 * the draw uses the fixed function vertex pipeline regardless of any
11066 * vertex shader set by the application. */
11067 if (transformed
!= wasrhw
11068 || context
->stream_info
.swizzle_map
!= context
->last_swizzle_map
)
11069 context
->shader_update_mask
|= 1u << WINED3D_SHADER_TYPE_VERTEX
;
11071 context
->last_swizzle_map
= context
->stream_info
.swizzle_map
;
11073 if (!use_vs(state
))
11075 if (context
->last_was_vshader
)
11077 if (legacy_clip_planes
)
11078 for (i
= 0; i
< gl_info
->limits
.user_clip_distances
; ++i
)
11079 clipplane(context
, state
, STATE_CLIPPLANE(i
));
11081 context
->constant_update_mask
|= WINED3D_SHADER_CONST_VS_CLIP_PLANES
;
11084 context
->constant_update_mask
|= WINED3D_SHADER_CONST_FFP_TEXMATRIX
;
11086 /* Because of settings->texcoords, we have to regenerate the vertex
11087 * shader on a vdecl change if there aren't enough varyings to just
11088 * always output all the texture coordinates. */
11089 if (gl_info
->limits
.glsl_varyings
< wined3d_max_compat_varyings(gl_info
)
11090 || normal
!= context
->last_was_normal
)
11091 context
->shader_update_mask
|= 1u << WINED3D_SHADER_TYPE_VERTEX
;
11094 && state
->shader
[WINED3D_SHADER_TYPE_PIXEL
]->reg_maps
.shader_version
.major
== 1
11095 && state
->shader
[WINED3D_SHADER_TYPE_PIXEL
]->reg_maps
.shader_version
.minor
<= 3)
11096 context
->shader_update_mask
|= 1u << WINED3D_SHADER_TYPE_PIXEL
;
11100 if (!context
->last_was_vshader
)
11102 /* Vertex shader clipping ignores the view matrix. Update all clip planes. */
11103 if (legacy_clip_planes
)
11104 for (i
= 0; i
< gl_info
->limits
.user_clip_distances
; ++i
)
11105 clipplane(context
, state
, STATE_CLIPPLANE(i
));
11107 context
->constant_update_mask
|= WINED3D_SHADER_CONST_VS_CLIP_PLANES
;
11111 context
->last_was_vshader
= use_vs(state
);
11112 context
->last_was_normal
= normal
;
11115 static void glsl_vertex_pipe_vs(struct wined3d_context
*context
,
11116 const struct wined3d_state
*state
, DWORD state_id
)
11118 context
->shader_update_mask
|= 1u << WINED3D_SHADER_TYPE_VERTEX
;
11119 /* Different vertex shaders potentially require a different vertex attributes setup. */
11120 if (!isStateDirty(context
, STATE_VDECL
))
11121 context_apply_state(context
, state
, STATE_VDECL
);
11124 static void glsl_vertex_pipe_hs(struct wined3d_context
*context
,
11125 const struct wined3d_state
*state
, DWORD state_id
)
11127 /* In Direct3D tessellator options (e.g. output primitive type, primitive
11128 * winding) are defined in Hull Shaders, while in GLSL those are
11129 * specified in Tessellation Evaluation Shaders. */
11130 context
->shader_update_mask
|= 1u << WINED3D_SHADER_TYPE_DOMAIN
;
11132 if (state
->shader
[WINED3D_SHADER_TYPE_VERTEX
])
11133 context
->shader_update_mask
|= 1u << WINED3D_SHADER_TYPE_VERTEX
;
11136 static void glsl_vertex_pipe_geometry_shader(struct wined3d_context
*context
,
11137 const struct wined3d_state
*state
, DWORD state_id
)
11139 if (state
->shader
[WINED3D_SHADER_TYPE_DOMAIN
])
11140 context
->shader_update_mask
|= 1u << WINED3D_SHADER_TYPE_DOMAIN
;
11141 else if (state
->shader
[WINED3D_SHADER_TYPE_VERTEX
]
11142 && state
->shader
[WINED3D_SHADER_TYPE_VERTEX
]->reg_maps
.shader_version
.major
>= 4)
11143 context
->shader_update_mask
|= 1u << WINED3D_SHADER_TYPE_VERTEX
;
11146 static void glsl_vertex_pipe_pixel_shader(struct wined3d_context
*context
,
11147 const struct wined3d_state
*state
, DWORD state_id
)
11149 if (state
->shader
[WINED3D_SHADER_TYPE_GEOMETRY
])
11150 context
->shader_update_mask
|= 1u << WINED3D_SHADER_TYPE_GEOMETRY
;
11151 else if (state
->shader
[WINED3D_SHADER_TYPE_DOMAIN
])
11152 context
->shader_update_mask
|= 1u << WINED3D_SHADER_TYPE_DOMAIN
;
11153 else if (state
->shader
[WINED3D_SHADER_TYPE_VERTEX
]
11154 && state
->shader
[WINED3D_SHADER_TYPE_VERTEX
]->reg_maps
.shader_version
.major
>= 4)
11155 context
->shader_update_mask
|= 1u << WINED3D_SHADER_TYPE_VERTEX
;
11158 static void glsl_vertex_pipe_world(struct wined3d_context
*context
,
11159 const struct wined3d_state
*state
, DWORD state_id
)
11161 context
->constant_update_mask
|= WINED3D_SHADER_CONST_FFP_MODELVIEW
;
11164 static void glsl_vertex_pipe_vertexblend(struct wined3d_context
*context
,
11165 const struct wined3d_state
*state
, DWORD state_id
)
11167 context
->constant_update_mask
|= WINED3D_SHADER_CONST_FFP_VERTEXBLEND
;
11170 static void glsl_vertex_pipe_view(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
11172 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
11175 context
->constant_update_mask
|= WINED3D_SHADER_CONST_FFP_MODELVIEW
11176 | WINED3D_SHADER_CONST_FFP_LIGHTS
11177 | WINED3D_SHADER_CONST_FFP_VERTEXBLEND
;
11179 if (needs_legacy_glsl_syntax(gl_info
))
11181 for (k
= 0; k
< gl_info
->limits
.user_clip_distances
; ++k
)
11183 if (!isStateDirty(context
, STATE_CLIPPLANE(k
)))
11184 clipplane(context
, state
, STATE_CLIPPLANE(k
));
11189 context
->constant_update_mask
|= WINED3D_SHADER_CONST_VS_CLIP_PLANES
;
11193 static void glsl_vertex_pipe_projection(struct wined3d_context
*context
,
11194 const struct wined3d_state
*state
, DWORD state_id
)
11196 /* Table fog behavior depends on the projection matrix. */
11197 if (state
->render_states
[WINED3D_RS_FOGENABLE
]
11198 && state
->render_states
[WINED3D_RS_FOGTABLEMODE
] != WINED3D_FOG_NONE
)
11199 context
->shader_update_mask
|= 1u << WINED3D_SHADER_TYPE_VERTEX
;
11200 context
->constant_update_mask
|= WINED3D_SHADER_CONST_FFP_PROJ
;
11203 static void glsl_vertex_pipe_viewport(struct wined3d_context
*context
,
11204 const struct wined3d_state
*state
, DWORD state_id
)
11206 if (!isStateDirty(context
, STATE_TRANSFORM(WINED3D_TS_PROJECTION
)))
11207 glsl_vertex_pipe_projection(context
, state
, STATE_TRANSFORM(WINED3D_TS_PROJECTION
));
11208 if (!isStateDirty(context
, STATE_RENDER(WINED3D_RS_POINTSCALEENABLE
))
11209 && state
->render_states
[WINED3D_RS_POINTSCALEENABLE
])
11210 context
->constant_update_mask
|= WINED3D_SHADER_CONST_VS_POINTSIZE
;
11211 context
->constant_update_mask
|= WINED3D_SHADER_CONST_POS_FIXUP
;
11214 static void glsl_vertex_pipe_texmatrix(struct wined3d_context
*context
,
11215 const struct wined3d_state
*state
, DWORD state_id
)
11217 context
->constant_update_mask
|= WINED3D_SHADER_CONST_FFP_TEXMATRIX
;
11220 static void glsl_vertex_pipe_texmatrix_np2(struct wined3d_context
*context
,
11221 const struct wined3d_state
*state
, DWORD state_id
)
11223 DWORD sampler
= state_id
- STATE_SAMPLER(0);
11224 const struct wined3d_texture
*texture
= state
->textures
[sampler
];
11230 if (sampler
>= MAX_TEXTURES
)
11233 if ((np2
= !(texture
->flags
& WINED3D_TEXTURE_POW2_MAT_IDENT
))
11234 || context
->lastWasPow2Texture
& (1u << sampler
))
11237 context
->lastWasPow2Texture
|= 1u << sampler
;
11239 context
->lastWasPow2Texture
&= ~(1u << sampler
);
11241 context
->constant_update_mask
|= WINED3D_SHADER_CONST_FFP_TEXMATRIX
;
11245 static void glsl_vertex_pipe_material(struct wined3d_context
*context
,
11246 const struct wined3d_state
*state
, DWORD state_id
)
11248 context
->constant_update_mask
|= WINED3D_SHADER_CONST_FFP_MATERIAL
;
11251 static void glsl_vertex_pipe_light(struct wined3d_context
*context
,
11252 const struct wined3d_state
*state
, DWORD state_id
)
11254 context
->constant_update_mask
|= WINED3D_SHADER_CONST_FFP_LIGHTS
;
11257 static void glsl_vertex_pipe_pointsize(struct wined3d_context
*context
,
11258 const struct wined3d_state
*state
, DWORD state_id
)
11260 context
->constant_update_mask
|= WINED3D_SHADER_CONST_VS_POINTSIZE
;
11263 static void glsl_vertex_pipe_pointscale(struct wined3d_context
*context
,
11264 const struct wined3d_state
*state
, DWORD state_id
)
11266 if (!use_vs(state
))
11267 context
->constant_update_mask
|= WINED3D_SHADER_CONST_VS_POINTSIZE
;
11270 static void glsl_vertex_pointsprite_core(struct wined3d_context
*context
,
11271 const struct wined3d_state
*state
, DWORD state_id
)
11273 static unsigned int once
;
11275 if (state
->gl_primitive_type
== GL_POINTS
&& !state
->render_states
[WINED3D_RS_POINTSPRITEENABLE
] && !once
++)
11276 FIXME("Non-point sprite points not supported in core profile.\n");
11279 static void glsl_vertex_pipe_shademode(struct wined3d_context
*context
,
11280 const struct wined3d_state
*state
, DWORD state_id
)
11282 context
->shader_update_mask
|= 1u << WINED3D_SHADER_TYPE_VERTEX
;
11285 static void glsl_vertex_pipe_clip_plane(struct wined3d_context
*context
,
11286 const struct wined3d_state
*state
, DWORD state_id
)
11288 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
11289 UINT index
= state_id
- STATE_CLIPPLANE(0);
11291 if (index
>= gl_info
->limits
.user_clip_distances
)
11294 context
->constant_update_mask
|= WINED3D_SHADER_CONST_VS_CLIP_PLANES
;
11297 static const struct StateEntryTemplate glsl_vertex_pipe_vp_states
[] =
11299 {STATE_VDECL
, {STATE_VDECL
, glsl_vertex_pipe_vdecl
}, WINED3D_GL_EXT_NONE
},
11300 {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), glsl_vertex_pipe_vs
}, WINED3D_GL_EXT_NONE
},
11301 {STATE_SHADER(WINED3D_SHADER_TYPE_HULL
), {STATE_SHADER(WINED3D_SHADER_TYPE_HULL
), glsl_vertex_pipe_hs
}, WINED3D_GL_EXT_NONE
},
11302 {STATE_SHADER(WINED3D_SHADER_TYPE_GEOMETRY
), {STATE_SHADER(WINED3D_SHADER_TYPE_GEOMETRY
), glsl_vertex_pipe_geometry_shader
}, WINED3D_GL_EXT_NONE
},
11303 {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), glsl_vertex_pipe_pixel_shader
}, WINED3D_GL_EXT_NONE
},
11304 {STATE_MATERIAL
, {STATE_RENDER(WINED3D_RS_SPECULARENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
11305 {STATE_RENDER(WINED3D_RS_SPECULARENABLE
), {STATE_RENDER(WINED3D_RS_SPECULARENABLE
), glsl_vertex_pipe_material
}, WINED3D_GL_EXT_NONE
},
11307 {STATE_CLIPPLANE(0), {STATE_CLIPPLANE(0), glsl_vertex_pipe_clip_plane
}, WINED3D_GLSL_130
},
11308 {STATE_CLIPPLANE(0), {STATE_CLIPPLANE(0), clipplane
}, WINED3D_GL_EXT_NONE
},
11309 {STATE_CLIPPLANE(1), {STATE_CLIPPLANE(1), glsl_vertex_pipe_clip_plane
}, WINED3D_GLSL_130
},
11310 {STATE_CLIPPLANE(1), {STATE_CLIPPLANE(1), clipplane
}, WINED3D_GL_EXT_NONE
},
11311 {STATE_CLIPPLANE(2), {STATE_CLIPPLANE(2), glsl_vertex_pipe_clip_plane
}, WINED3D_GLSL_130
},
11312 {STATE_CLIPPLANE(2), {STATE_CLIPPLANE(2), clipplane
}, WINED3D_GL_EXT_NONE
},
11313 {STATE_CLIPPLANE(3), {STATE_CLIPPLANE(3), glsl_vertex_pipe_clip_plane
}, WINED3D_GLSL_130
},
11314 {STATE_CLIPPLANE(3), {STATE_CLIPPLANE(3), clipplane
}, WINED3D_GL_EXT_NONE
},
11315 {STATE_CLIPPLANE(4), {STATE_CLIPPLANE(4), glsl_vertex_pipe_clip_plane
}, WINED3D_GLSL_130
},
11316 {STATE_CLIPPLANE(4), {STATE_CLIPPLANE(4), clipplane
}, WINED3D_GL_EXT_NONE
},
11317 {STATE_CLIPPLANE(5), {STATE_CLIPPLANE(5), glsl_vertex_pipe_clip_plane
}, WINED3D_GLSL_130
},
11318 {STATE_CLIPPLANE(5), {STATE_CLIPPLANE(5), clipplane
}, WINED3D_GL_EXT_NONE
},
11319 {STATE_CLIPPLANE(6), {STATE_CLIPPLANE(6), glsl_vertex_pipe_clip_plane
}, WINED3D_GLSL_130
},
11320 {STATE_CLIPPLANE(6), {STATE_CLIPPLANE(6), clipplane
}, WINED3D_GL_EXT_NONE
},
11321 {STATE_CLIPPLANE(7), {STATE_CLIPPLANE(7), glsl_vertex_pipe_clip_plane
}, WINED3D_GLSL_130
},
11322 {STATE_CLIPPLANE(7), {STATE_CLIPPLANE(7), clipplane
}, WINED3D_GL_EXT_NONE
},
11323 {STATE_CLIPPLANE(8), {STATE_CLIPPLANE(8), glsl_vertex_pipe_clip_plane
}, WINED3D_GLSL_130
},
11324 {STATE_CLIPPLANE(8), {STATE_CLIPPLANE(8), clipplane
}, WINED3D_GL_EXT_NONE
},
11325 {STATE_CLIPPLANE(9), {STATE_CLIPPLANE(9), glsl_vertex_pipe_clip_plane
}, WINED3D_GLSL_130
},
11326 {STATE_CLIPPLANE(9), {STATE_CLIPPLANE(9), clipplane
}, WINED3D_GL_EXT_NONE
},
11327 {STATE_CLIPPLANE(10), {STATE_CLIPPLANE(10), glsl_vertex_pipe_clip_plane
}, WINED3D_GLSL_130
},
11328 {STATE_CLIPPLANE(10), {STATE_CLIPPLANE(10), clipplane
}, WINED3D_GL_EXT_NONE
},
11329 {STATE_CLIPPLANE(11), {STATE_CLIPPLANE(11), glsl_vertex_pipe_clip_plane
}, WINED3D_GLSL_130
},
11330 {STATE_CLIPPLANE(11), {STATE_CLIPPLANE(11), clipplane
}, WINED3D_GL_EXT_NONE
},
11331 {STATE_CLIPPLANE(12), {STATE_CLIPPLANE(12), glsl_vertex_pipe_clip_plane
}, WINED3D_GLSL_130
},
11332 {STATE_CLIPPLANE(12), {STATE_CLIPPLANE(12), clipplane
}, WINED3D_GL_EXT_NONE
},
11333 {STATE_CLIPPLANE(13), {STATE_CLIPPLANE(13), glsl_vertex_pipe_clip_plane
}, WINED3D_GLSL_130
},
11334 {STATE_CLIPPLANE(13), {STATE_CLIPPLANE(13), clipplane
}, WINED3D_GL_EXT_NONE
},
11335 {STATE_CLIPPLANE(14), {STATE_CLIPPLANE(14), glsl_vertex_pipe_clip_plane
}, WINED3D_GLSL_130
},
11336 {STATE_CLIPPLANE(14), {STATE_CLIPPLANE(14), clipplane
}, WINED3D_GL_EXT_NONE
},
11337 {STATE_CLIPPLANE(15), {STATE_CLIPPLANE(15), glsl_vertex_pipe_clip_plane
}, WINED3D_GLSL_130
},
11338 {STATE_CLIPPLANE(15), {STATE_CLIPPLANE(15), clipplane
}, WINED3D_GL_EXT_NONE
},
11339 {STATE_CLIPPLANE(16), {STATE_CLIPPLANE(16), glsl_vertex_pipe_clip_plane
}, WINED3D_GLSL_130
},
11340 {STATE_CLIPPLANE(16), {STATE_CLIPPLANE(16), clipplane
}, WINED3D_GL_EXT_NONE
},
11341 {STATE_CLIPPLANE(17), {STATE_CLIPPLANE(17), glsl_vertex_pipe_clip_plane
}, WINED3D_GLSL_130
},
11342 {STATE_CLIPPLANE(17), {STATE_CLIPPLANE(17), clipplane
}, WINED3D_GL_EXT_NONE
},
11343 {STATE_CLIPPLANE(18), {STATE_CLIPPLANE(18), glsl_vertex_pipe_clip_plane
}, WINED3D_GLSL_130
},
11344 {STATE_CLIPPLANE(18), {STATE_CLIPPLANE(18), clipplane
}, WINED3D_GL_EXT_NONE
},
11345 {STATE_CLIPPLANE(19), {STATE_CLIPPLANE(19), glsl_vertex_pipe_clip_plane
}, WINED3D_GLSL_130
},
11346 {STATE_CLIPPLANE(19), {STATE_CLIPPLANE(19), clipplane
}, WINED3D_GL_EXT_NONE
},
11347 {STATE_CLIPPLANE(20), {STATE_CLIPPLANE(20), glsl_vertex_pipe_clip_plane
}, WINED3D_GLSL_130
},
11348 {STATE_CLIPPLANE(20), {STATE_CLIPPLANE(20), clipplane
}, WINED3D_GL_EXT_NONE
},
11349 {STATE_CLIPPLANE(21), {STATE_CLIPPLANE(21), glsl_vertex_pipe_clip_plane
}, WINED3D_GLSL_130
},
11350 {STATE_CLIPPLANE(21), {STATE_CLIPPLANE(21), clipplane
}, WINED3D_GL_EXT_NONE
},
11351 {STATE_CLIPPLANE(22), {STATE_CLIPPLANE(22), glsl_vertex_pipe_clip_plane
}, WINED3D_GLSL_130
},
11352 {STATE_CLIPPLANE(22), {STATE_CLIPPLANE(22), clipplane
}, WINED3D_GL_EXT_NONE
},
11353 {STATE_CLIPPLANE(23), {STATE_CLIPPLANE(23), glsl_vertex_pipe_clip_plane
}, WINED3D_GLSL_130
},
11354 {STATE_CLIPPLANE(23), {STATE_CLIPPLANE(23), clipplane
}, WINED3D_GL_EXT_NONE
},
11355 {STATE_CLIPPLANE(24), {STATE_CLIPPLANE(24), glsl_vertex_pipe_clip_plane
}, WINED3D_GLSL_130
},
11356 {STATE_CLIPPLANE(24), {STATE_CLIPPLANE(24), clipplane
}, WINED3D_GL_EXT_NONE
},
11357 {STATE_CLIPPLANE(25), {STATE_CLIPPLANE(25), glsl_vertex_pipe_clip_plane
}, WINED3D_GLSL_130
},
11358 {STATE_CLIPPLANE(25), {STATE_CLIPPLANE(25), clipplane
}, WINED3D_GL_EXT_NONE
},
11359 {STATE_CLIPPLANE(26), {STATE_CLIPPLANE(26), glsl_vertex_pipe_clip_plane
}, WINED3D_GLSL_130
},
11360 {STATE_CLIPPLANE(26), {STATE_CLIPPLANE(26), clipplane
}, WINED3D_GL_EXT_NONE
},
11361 {STATE_CLIPPLANE(27), {STATE_CLIPPLANE(27), glsl_vertex_pipe_clip_plane
}, WINED3D_GLSL_130
},
11362 {STATE_CLIPPLANE(27), {STATE_CLIPPLANE(27), clipplane
}, WINED3D_GL_EXT_NONE
},
11363 {STATE_CLIPPLANE(28), {STATE_CLIPPLANE(28), glsl_vertex_pipe_clip_plane
}, WINED3D_GLSL_130
},
11364 {STATE_CLIPPLANE(28), {STATE_CLIPPLANE(28), clipplane
}, WINED3D_GL_EXT_NONE
},
11365 {STATE_CLIPPLANE(29), {STATE_CLIPPLANE(29), glsl_vertex_pipe_clip_plane
}, WINED3D_GLSL_130
},
11366 {STATE_CLIPPLANE(29), {STATE_CLIPPLANE(29), clipplane
}, WINED3D_GL_EXT_NONE
},
11367 {STATE_CLIPPLANE(30), {STATE_CLIPPLANE(30), glsl_vertex_pipe_clip_plane
}, WINED3D_GLSL_130
},
11368 {STATE_CLIPPLANE(30), {STATE_CLIPPLANE(30), clipplane
}, WINED3D_GL_EXT_NONE
},
11369 {STATE_CLIPPLANE(31), {STATE_CLIPPLANE(31), glsl_vertex_pipe_clip_plane
}, WINED3D_GLSL_130
},
11370 {STATE_CLIPPLANE(31), {STATE_CLIPPLANE(31), clipplane
}, WINED3D_GL_EXT_NONE
},
11372 {STATE_LIGHT_TYPE
, {STATE_RENDER(WINED3D_RS_FOGENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
11373 {STATE_ACTIVELIGHT(0), {STATE_ACTIVELIGHT(0), glsl_vertex_pipe_light
}, WINED3D_GL_EXT_NONE
},
11374 {STATE_ACTIVELIGHT(1), {STATE_ACTIVELIGHT(1), glsl_vertex_pipe_light
}, WINED3D_GL_EXT_NONE
},
11375 {STATE_ACTIVELIGHT(2), {STATE_ACTIVELIGHT(2), glsl_vertex_pipe_light
}, WINED3D_GL_EXT_NONE
},
11376 {STATE_ACTIVELIGHT(3), {STATE_ACTIVELIGHT(3), glsl_vertex_pipe_light
}, WINED3D_GL_EXT_NONE
},
11377 {STATE_ACTIVELIGHT(4), {STATE_ACTIVELIGHT(4), glsl_vertex_pipe_light
}, WINED3D_GL_EXT_NONE
},
11378 {STATE_ACTIVELIGHT(5), {STATE_ACTIVELIGHT(5), glsl_vertex_pipe_light
}, WINED3D_GL_EXT_NONE
},
11379 {STATE_ACTIVELIGHT(6), {STATE_ACTIVELIGHT(6), glsl_vertex_pipe_light
}, WINED3D_GL_EXT_NONE
},
11380 {STATE_ACTIVELIGHT(7), {STATE_ACTIVELIGHT(7), glsl_vertex_pipe_light
}, WINED3D_GL_EXT_NONE
},
11382 {STATE_VIEWPORT
, {STATE_VIEWPORT
, glsl_vertex_pipe_viewport
}, WINED3D_GL_EXT_NONE
},
11383 /* Transform states */
11384 {STATE_TRANSFORM(WINED3D_TS_VIEW
), {STATE_TRANSFORM(WINED3D_TS_VIEW
), glsl_vertex_pipe_view
}, WINED3D_GL_EXT_NONE
},
11385 {STATE_TRANSFORM(WINED3D_TS_PROJECTION
), {STATE_TRANSFORM(WINED3D_TS_PROJECTION
), glsl_vertex_pipe_projection
}, WINED3D_GL_EXT_NONE
},
11386 {STATE_TRANSFORM(WINED3D_TS_TEXTURE0
), {STATE_TEXTURESTAGE(0, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), NULL
}, WINED3D_GL_EXT_NONE
},
11387 {STATE_TRANSFORM(WINED3D_TS_TEXTURE1
), {STATE_TEXTURESTAGE(1, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), NULL
}, WINED3D_GL_EXT_NONE
},
11388 {STATE_TRANSFORM(WINED3D_TS_TEXTURE2
), {STATE_TEXTURESTAGE(2, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), NULL
}, WINED3D_GL_EXT_NONE
},
11389 {STATE_TRANSFORM(WINED3D_TS_TEXTURE3
), {STATE_TEXTURESTAGE(3, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), NULL
}, WINED3D_GL_EXT_NONE
},
11390 {STATE_TRANSFORM(WINED3D_TS_TEXTURE4
), {STATE_TEXTURESTAGE(4, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), NULL
}, WINED3D_GL_EXT_NONE
},
11391 {STATE_TRANSFORM(WINED3D_TS_TEXTURE5
), {STATE_TEXTURESTAGE(5, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), NULL
}, WINED3D_GL_EXT_NONE
},
11392 {STATE_TRANSFORM(WINED3D_TS_TEXTURE6
), {STATE_TEXTURESTAGE(6, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), NULL
}, WINED3D_GL_EXT_NONE
},
11393 {STATE_TRANSFORM(WINED3D_TS_TEXTURE7
), {STATE_TEXTURESTAGE(7, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), NULL
}, WINED3D_GL_EXT_NONE
},
11394 {STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(0)), {STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(0)), glsl_vertex_pipe_world
}, WINED3D_GL_EXT_NONE
},
11395 {STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(1)), {STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(1)), glsl_vertex_pipe_vertexblend
}, WINED3D_GL_EXT_NONE
},
11396 {STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(2)), {STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(2)), glsl_vertex_pipe_vertexblend
}, WINED3D_GL_EXT_NONE
},
11397 {STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(3)), {STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(3)), glsl_vertex_pipe_vertexblend
}, WINED3D_GL_EXT_NONE
},
11398 {STATE_TEXTURESTAGE(0, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), {STATE_TEXTURESTAGE(0, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), glsl_vertex_pipe_texmatrix
}, WINED3D_GL_EXT_NONE
},
11399 {STATE_TEXTURESTAGE(1, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), {STATE_TEXTURESTAGE(1, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), glsl_vertex_pipe_texmatrix
}, WINED3D_GL_EXT_NONE
},
11400 {STATE_TEXTURESTAGE(2, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), {STATE_TEXTURESTAGE(2, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), glsl_vertex_pipe_texmatrix
}, WINED3D_GL_EXT_NONE
},
11401 {STATE_TEXTURESTAGE(3, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), {STATE_TEXTURESTAGE(3, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), glsl_vertex_pipe_texmatrix
}, WINED3D_GL_EXT_NONE
},
11402 {STATE_TEXTURESTAGE(4, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), {STATE_TEXTURESTAGE(4, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), glsl_vertex_pipe_texmatrix
}, WINED3D_GL_EXT_NONE
},
11403 {STATE_TEXTURESTAGE(5, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), {STATE_TEXTURESTAGE(5, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), glsl_vertex_pipe_texmatrix
}, WINED3D_GL_EXT_NONE
},
11404 {STATE_TEXTURESTAGE(6, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), {STATE_TEXTURESTAGE(6, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), glsl_vertex_pipe_texmatrix
}, WINED3D_GL_EXT_NONE
},
11405 {STATE_TEXTURESTAGE(7, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), {STATE_TEXTURESTAGE(7, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), glsl_vertex_pipe_texmatrix
}, WINED3D_GL_EXT_NONE
},
11406 {STATE_TEXTURESTAGE(0, WINED3D_TSS_TEXCOORD_INDEX
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
11407 {STATE_TEXTURESTAGE(1, WINED3D_TSS_TEXCOORD_INDEX
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
11408 {STATE_TEXTURESTAGE(2, WINED3D_TSS_TEXCOORD_INDEX
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
11409 {STATE_TEXTURESTAGE(3, WINED3D_TSS_TEXCOORD_INDEX
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
11410 {STATE_TEXTURESTAGE(4, WINED3D_TSS_TEXCOORD_INDEX
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
11411 {STATE_TEXTURESTAGE(5, WINED3D_TSS_TEXCOORD_INDEX
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
11412 {STATE_TEXTURESTAGE(6, WINED3D_TSS_TEXCOORD_INDEX
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
11413 {STATE_TEXTURESTAGE(7, WINED3D_TSS_TEXCOORD_INDEX
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
11415 {STATE_RENDER(WINED3D_RS_FOGENABLE
), {STATE_RENDER(WINED3D_RS_FOGENABLE
), glsl_vertex_pipe_shader
}, WINED3D_GL_EXT_NONE
},
11416 {STATE_RENDER(WINED3D_RS_FOGTABLEMODE
), {STATE_RENDER(WINED3D_RS_FOGENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
11417 {STATE_RENDER(WINED3D_RS_FOGVERTEXMODE
), {STATE_RENDER(WINED3D_RS_FOGENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
11418 {STATE_RENDER(WINED3D_RS_RANGEFOGENABLE
), {STATE_RENDER(WINED3D_RS_FOGENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
11419 {STATE_RENDER(WINED3D_RS_CLIPPING
), {STATE_RENDER(WINED3D_RS_CLIPPING
), state_clipping
}, WINED3D_GL_EXT_NONE
},
11420 {STATE_RENDER(WINED3D_RS_CLIPPLANEENABLE
), {STATE_RENDER(WINED3D_RS_CLIPPING
), NULL
}, WINED3D_GL_EXT_NONE
},
11421 {STATE_RENDER(WINED3D_RS_LIGHTING
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
11422 {STATE_RENDER(WINED3D_RS_AMBIENT
), {STATE_RENDER(WINED3D_RS_AMBIENT
), glsl_vertex_pipe_light
}, WINED3D_GL_EXT_NONE
},
11423 {STATE_RENDER(WINED3D_RS_COLORVERTEX
), {STATE_RENDER(WINED3D_RS_COLORVERTEX
), glsl_vertex_pipe_shader
}, WINED3D_GL_EXT_NONE
},
11424 {STATE_RENDER(WINED3D_RS_LOCALVIEWER
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
11425 {STATE_RENDER(WINED3D_RS_NORMALIZENORMALS
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
11426 {STATE_RENDER(WINED3D_RS_DIFFUSEMATERIALSOURCE
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
11427 {STATE_RENDER(WINED3D_RS_SPECULARMATERIALSOURCE
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
11428 {STATE_RENDER(WINED3D_RS_AMBIENTMATERIALSOURCE
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
11429 {STATE_RENDER(WINED3D_RS_EMISSIVEMATERIALSOURCE
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
11430 {STATE_RENDER(WINED3D_RS_VERTEXBLEND
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
11431 {STATE_RENDER(WINED3D_RS_POINTSIZE
), {STATE_RENDER(WINED3D_RS_POINTSIZE_MIN
), NULL
}, WINED3D_GL_EXT_NONE
},
11432 {STATE_RENDER(WINED3D_RS_POINTSIZE_MIN
), {STATE_RENDER(WINED3D_RS_POINTSIZE_MIN
), glsl_vertex_pipe_pointsize
}, WINED3D_GL_EXT_NONE
},
11433 {STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE
), {STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE
), state_pointsprite
}, ARB_POINT_SPRITE
},
11434 {STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE
), {STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE
), state_pointsprite_w
}, WINED3D_GL_LEGACY_CONTEXT
},
11435 {STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE
), {STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE
), glsl_vertex_pointsprite_core
}, WINED3D_GL_EXT_NONE
},
11436 {STATE_RENDER(WINED3D_RS_POINTSCALEENABLE
), {STATE_RENDER(WINED3D_RS_POINTSCALEENABLE
), glsl_vertex_pipe_pointscale
}, WINED3D_GL_EXT_NONE
},
11437 {STATE_RENDER(WINED3D_RS_POINTSCALE_A
), {STATE_RENDER(WINED3D_RS_POINTSCALEENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
11438 {STATE_RENDER(WINED3D_RS_POINTSCALE_B
), {STATE_RENDER(WINED3D_RS_POINTSCALEENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
11439 {STATE_RENDER(WINED3D_RS_POINTSCALE_C
), {STATE_RENDER(WINED3D_RS_POINTSCALEENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
11440 {STATE_RENDER(WINED3D_RS_POINTSIZE_MAX
), {STATE_RENDER(WINED3D_RS_POINTSIZE_MIN
), NULL
}, WINED3D_GL_EXT_NONE
},
11441 {STATE_RENDER(WINED3D_RS_TWEENFACTOR
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
11442 {STATE_RENDER(WINED3D_RS_INDEXEDVERTEXBLENDENABLE
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
11443 /* NP2 texture matrix fixups. They are not needed if
11444 * GL_ARB_texture_non_power_of_two is supported. Otherwise, register
11445 * glsl_vertex_pipe_texmatrix(), which takes care of updating the texture
11447 {STATE_SAMPLER(0), {0, NULL
}, ARB_TEXTURE_NON_POWER_OF_TWO
},
11448 {STATE_SAMPLER(0), {0, NULL
}, WINED3D_GL_NORMALIZED_TEXRECT
},
11449 {STATE_SAMPLER(0), {STATE_SAMPLER(0), glsl_vertex_pipe_texmatrix_np2
}, WINED3D_GL_EXT_NONE
},
11450 {STATE_SAMPLER(1), {0, NULL
}, ARB_TEXTURE_NON_POWER_OF_TWO
},
11451 {STATE_SAMPLER(1), {0, NULL
}, WINED3D_GL_NORMALIZED_TEXRECT
},
11452 {STATE_SAMPLER(1), {STATE_SAMPLER(1), glsl_vertex_pipe_texmatrix_np2
}, WINED3D_GL_EXT_NONE
},
11453 {STATE_SAMPLER(2), {0, NULL
}, ARB_TEXTURE_NON_POWER_OF_TWO
},
11454 {STATE_SAMPLER(2), {0, NULL
}, WINED3D_GL_NORMALIZED_TEXRECT
},
11455 {STATE_SAMPLER(2), {STATE_SAMPLER(2), glsl_vertex_pipe_texmatrix_np2
}, WINED3D_GL_EXT_NONE
},
11456 {STATE_SAMPLER(3), {0, NULL
}, ARB_TEXTURE_NON_POWER_OF_TWO
},
11457 {STATE_SAMPLER(3), {0, NULL
}, WINED3D_GL_NORMALIZED_TEXRECT
},
11458 {STATE_SAMPLER(3), {STATE_SAMPLER(3), glsl_vertex_pipe_texmatrix_np2
}, WINED3D_GL_EXT_NONE
},
11459 {STATE_SAMPLER(4), {0, NULL
}, ARB_TEXTURE_NON_POWER_OF_TWO
},
11460 {STATE_SAMPLER(4), {0, NULL
}, WINED3D_GL_NORMALIZED_TEXRECT
},
11461 {STATE_SAMPLER(4), {STATE_SAMPLER(4), glsl_vertex_pipe_texmatrix_np2
}, WINED3D_GL_EXT_NONE
},
11462 {STATE_SAMPLER(5), {0, NULL
}, ARB_TEXTURE_NON_POWER_OF_TWO
},
11463 {STATE_SAMPLER(5), {0, NULL
}, WINED3D_GL_NORMALIZED_TEXRECT
},
11464 {STATE_SAMPLER(5), {STATE_SAMPLER(5), glsl_vertex_pipe_texmatrix_np2
}, WINED3D_GL_EXT_NONE
},
11465 {STATE_SAMPLER(6), {0, NULL
}, ARB_TEXTURE_NON_POWER_OF_TWO
},
11466 {STATE_SAMPLER(6), {0, NULL
}, WINED3D_GL_NORMALIZED_TEXRECT
},
11467 {STATE_SAMPLER(6), {STATE_SAMPLER(6), glsl_vertex_pipe_texmatrix_np2
}, WINED3D_GL_EXT_NONE
},
11468 {STATE_SAMPLER(7), {0, NULL
}, ARB_TEXTURE_NON_POWER_OF_TWO
},
11469 {STATE_SAMPLER(7), {0, NULL
}, WINED3D_GL_NORMALIZED_TEXRECT
},
11470 {STATE_SAMPLER(7), {STATE_SAMPLER(7), glsl_vertex_pipe_texmatrix_np2
}, WINED3D_GL_EXT_NONE
},
11471 {STATE_POINT_ENABLE
, {STATE_POINT_ENABLE
, glsl_vertex_pipe_shader
}, WINED3D_GL_EXT_NONE
},
11472 {STATE_RENDER(WINED3D_RS_SHADEMODE
), {STATE_RENDER(WINED3D_RS_SHADEMODE
), glsl_vertex_pipe_shademode
}, WINED3D_GLSL_130
},
11473 {STATE_RENDER(WINED3D_RS_SHADEMODE
), {STATE_RENDER(WINED3D_RS_SHADEMODE
), glsl_vertex_pipe_nop
}, WINED3D_GL_EXT_NONE
},
11474 {0 /* Terminate */, {0, NULL
}, WINED3D_GL_EXT_NONE
},
11478 * - Implement vertex tweening. */
11479 const struct wined3d_vertex_pipe_ops glsl_vertex_pipe
=
11481 glsl_vertex_pipe_vp_enable
,
11482 glsl_vertex_pipe_vp_get_caps
,
11483 glsl_vertex_pipe_vp_get_emul_mask
,
11484 glsl_vertex_pipe_vp_alloc
,
11485 glsl_vertex_pipe_vp_free
,
11486 glsl_vertex_pipe_vp_states
,
11489 static void glsl_fragment_pipe_enable(const struct wined3d_gl_info
*gl_info
, BOOL enable
)
11491 /* Nothing to do. */
11494 static void glsl_fragment_pipe_get_caps(const struct wined3d_gl_info
*gl_info
, struct fragment_caps
*caps
)
11496 caps
->wined3d_caps
= WINED3D_FRAGMENT_CAP_PROJ_CONTROL
11497 | WINED3D_FRAGMENT_CAP_SRGB_WRITE
11498 | WINED3D_FRAGMENT_CAP_COLOR_KEY
;
11499 caps
->PrimitiveMiscCaps
= WINED3DPMISCCAPS_TSSARGTEMP
11500 | WINED3DPMISCCAPS_PERSTAGECONSTANT
;
11501 caps
->TextureOpCaps
= WINED3DTEXOPCAPS_DISABLE
11502 | WINED3DTEXOPCAPS_SELECTARG1
11503 | WINED3DTEXOPCAPS_SELECTARG2
11504 | WINED3DTEXOPCAPS_MODULATE4X
11505 | WINED3DTEXOPCAPS_MODULATE2X
11506 | WINED3DTEXOPCAPS_MODULATE
11507 | WINED3DTEXOPCAPS_ADDSIGNED2X
11508 | WINED3DTEXOPCAPS_ADDSIGNED
11509 | WINED3DTEXOPCAPS_ADD
11510 | WINED3DTEXOPCAPS_SUBTRACT
11511 | WINED3DTEXOPCAPS_ADDSMOOTH
11512 | WINED3DTEXOPCAPS_BLENDCURRENTALPHA
11513 | WINED3DTEXOPCAPS_BLENDFACTORALPHA
11514 | WINED3DTEXOPCAPS_BLENDTEXTUREALPHA
11515 | WINED3DTEXOPCAPS_BLENDDIFFUSEALPHA
11516 | WINED3DTEXOPCAPS_BLENDTEXTUREALPHAPM
11517 | WINED3DTEXOPCAPS_MODULATEALPHA_ADDCOLOR
11518 | WINED3DTEXOPCAPS_MODULATECOLOR_ADDALPHA
11519 | WINED3DTEXOPCAPS_MODULATEINVCOLOR_ADDALPHA
11520 | WINED3DTEXOPCAPS_MODULATEINVALPHA_ADDCOLOR
11521 | WINED3DTEXOPCAPS_DOTPRODUCT3
11522 | WINED3DTEXOPCAPS_MULTIPLYADD
11523 | WINED3DTEXOPCAPS_LERP
11524 | WINED3DTEXOPCAPS_BUMPENVMAP
11525 | WINED3DTEXOPCAPS_BUMPENVMAPLUMINANCE
;
11526 caps
->MaxTextureBlendStages
= MAX_TEXTURES
;
11527 caps
->MaxSimultaneousTextures
= min(gl_info
->limits
.samplers
[WINED3D_SHADER_TYPE_PIXEL
], MAX_TEXTURES
);
11530 static DWORD
glsl_fragment_pipe_get_emul_mask(const struct wined3d_gl_info
*gl_info
)
11532 if (gl_info
->supported
[WINED3D_GL_LEGACY_CONTEXT
])
11533 return GL_EXT_EMUL_ARB_MULTITEXTURE
;
11537 static void *glsl_fragment_pipe_alloc(const struct wined3d_shader_backend_ops
*shader_backend
, void *shader_priv
)
11539 struct shader_glsl_priv
*priv
;
11541 if (shader_backend
== &glsl_shader_backend
)
11543 priv
= shader_priv
;
11544 wine_rb_init(&priv
->ffp_fragment_shaders
, wined3d_ffp_frag_program_key_compare
);
11548 FIXME("GLSL fragment pipe without GLSL shader backend not implemented.\n");
11553 static void shader_glsl_free_ffp_fragment_shader(struct wine_rb_entry
*entry
, void *context
)
11555 struct glsl_ffp_fragment_shader
*shader
= WINE_RB_ENTRY_VALUE(entry
,
11556 struct glsl_ffp_fragment_shader
, entry
.entry
);
11557 struct glsl_shader_prog_link
*program
, *program2
;
11558 struct glsl_ffp_destroy_ctx
*ctx
= context
;
11560 LIST_FOR_EACH_ENTRY_SAFE(program
, program2
, &shader
->linked_programs
,
11561 struct glsl_shader_prog_link
, ps
.shader_entry
)
11563 delete_glsl_program_entry(ctx
->priv
, ctx
->gl_info
, program
);
11565 ctx
->gl_info
->gl_ops
.ext
.p_glDeleteShader(shader
->id
);
11566 HeapFree(GetProcessHeap(), 0, shader
);
11569 /* Context activation is done by the caller. */
11570 static void glsl_fragment_pipe_free(struct wined3d_device
*device
)
11572 struct shader_glsl_priv
*priv
= device
->fragment_priv
;
11573 struct glsl_ffp_destroy_ctx ctx
;
11576 ctx
.gl_info
= &device
->adapter
->gl_info
;
11577 wine_rb_destroy(&priv
->ffp_fragment_shaders
, shader_glsl_free_ffp_fragment_shader
, &ctx
);
11580 static void glsl_fragment_pipe_shader(struct wined3d_context
*context
,
11581 const struct wined3d_state
*state
, DWORD state_id
)
11583 context
->last_was_pshader
= use_ps(state
);
11585 context
->shader_update_mask
|= 1u << WINED3D_SHADER_TYPE_PIXEL
;
11588 static void glsl_fragment_pipe_fogparams(struct wined3d_context
*context
,
11589 const struct wined3d_state
*state
, DWORD state_id
)
11591 context
->constant_update_mask
|= WINED3D_SHADER_CONST_PS_FOG
;
11594 static void glsl_fragment_pipe_fog(struct wined3d_context
*context
,
11595 const struct wined3d_state
*state
, DWORD state_id
)
11597 BOOL use_vshader
= use_vs(state
);
11598 enum fogsource new_source
;
11599 DWORD fogstart
= state
->render_states
[WINED3D_RS_FOGSTART
];
11600 DWORD fogend
= state
->render_states
[WINED3D_RS_FOGEND
];
11602 context
->shader_update_mask
|= 1u << WINED3D_SHADER_TYPE_PIXEL
;
11604 if (!state
->render_states
[WINED3D_RS_FOGENABLE
])
11607 if (state
->render_states
[WINED3D_RS_FOGTABLEMODE
] == WINED3D_FOG_NONE
)
11610 new_source
= FOGSOURCE_VS
;
11611 else if (state
->render_states
[WINED3D_RS_FOGVERTEXMODE
] == WINED3D_FOG_NONE
|| context
->stream_info
.position_transformed
)
11612 new_source
= FOGSOURCE_COORD
;
11614 new_source
= FOGSOURCE_FFP
;
11618 new_source
= FOGSOURCE_FFP
;
11621 if (new_source
!= context
->fog_source
|| fogstart
== fogend
)
11623 context
->fog_source
= new_source
;
11624 context
->constant_update_mask
|= WINED3D_SHADER_CONST_PS_FOG
;
11628 static void glsl_fragment_pipe_vdecl(struct wined3d_context
*context
,
11629 const struct wined3d_state
*state
, DWORD state_id
)
11631 /* Because of settings->texcoords_initialized and args->texcoords_initialized. */
11632 if (context
->gl_info
->limits
.glsl_varyings
< wined3d_max_compat_varyings(context
->gl_info
))
11633 context
->shader_update_mask
|= 1u << WINED3D_SHADER_TYPE_PIXEL
;
11635 if (!isStateDirty(context
, STATE_RENDER(WINED3D_RS_FOGENABLE
)))
11636 glsl_fragment_pipe_fog(context
, state
, state_id
);
11639 static void glsl_fragment_pipe_vs(struct wined3d_context
*context
,
11640 const struct wined3d_state
*state
, DWORD state_id
)
11642 /* Because of settings->texcoords_initialized and args->texcoords_initialized. */
11643 if (context
->gl_info
->limits
.glsl_varyings
< wined3d_max_compat_varyings(context
->gl_info
))
11644 context
->shader_update_mask
|= 1u << WINED3D_SHADER_TYPE_PIXEL
;
11647 static void glsl_fragment_pipe_tex_transform(struct wined3d_context
*context
,
11648 const struct wined3d_state
*state
, DWORD state_id
)
11650 context
->shader_update_mask
|= 1u << WINED3D_SHADER_TYPE_PIXEL
;
11653 static void glsl_fragment_pipe_invalidate_constants(struct wined3d_context
*context
,
11654 const struct wined3d_state
*state
, DWORD state_id
)
11656 context
->constant_update_mask
|= WINED3D_SHADER_CONST_FFP_PS
;
11659 static void glsl_fragment_pipe_alpha_test_func(struct wined3d_context
*context
,
11660 const struct wined3d_state
*state
, DWORD state_id
)
11662 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
11663 GLint func
= wined3d_gl_compare_func(state
->render_states
[WINED3D_RS_ALPHAFUNC
]);
11664 float ref
= state
->render_states
[WINED3D_RS_ALPHAREF
] / 255.0f
;
11668 gl_info
->gl_ops
.gl
.p_glAlphaFunc(func
, ref
);
11669 checkGLcall("glAlphaFunc");
11673 static void glsl_fragment_pipe_core_alpha_test(struct wined3d_context
*context
,
11674 const struct wined3d_state
*state
, DWORD state_id
)
11676 context
->shader_update_mask
|= 1u << WINED3D_SHADER_TYPE_PIXEL
;
11679 static void glsl_fragment_pipe_alpha_test(struct wined3d_context
*context
,
11680 const struct wined3d_state
*state
, DWORD state_id
)
11682 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
11684 if (state
->render_states
[WINED3D_RS_ALPHATESTENABLE
])
11686 gl_info
->gl_ops
.gl
.p_glEnable(GL_ALPHA_TEST
);
11687 checkGLcall("glEnable(GL_ALPHA_TEST)");
11691 gl_info
->gl_ops
.gl
.p_glDisable(GL_ALPHA_TEST
);
11692 checkGLcall("glDisable(GL_ALPHA_TEST)");
11696 static void glsl_fragment_pipe_core_alpha_test_ref(struct wined3d_context
*context
,
11697 const struct wined3d_state
*state
, DWORD state_id
)
11699 context
->constant_update_mask
|= WINED3D_SHADER_CONST_PS_ALPHA_TEST
;
11702 static void glsl_fragment_pipe_color_key(struct wined3d_context
*context
,
11703 const struct wined3d_state
*state
, DWORD state_id
)
11705 context
->constant_update_mask
|= WINED3D_SHADER_CONST_FFP_COLOR_KEY
;
11708 static void glsl_fragment_pipe_shademode(struct wined3d_context
*context
,
11709 const struct wined3d_state
*state
, DWORD state_id
)
11711 context
->shader_update_mask
|= 1u << WINED3D_SHADER_TYPE_PIXEL
;
11714 static const struct StateEntryTemplate glsl_fragment_pipe_state_template
[] =
11716 {STATE_VDECL
, {STATE_VDECL
, glsl_fragment_pipe_vdecl
}, WINED3D_GL_EXT_NONE
},
11717 {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), glsl_fragment_pipe_vs
}, WINED3D_GL_EXT_NONE
},
11718 {STATE_RENDER(WINED3D_RS_TEXTUREFACTOR
), {STATE_RENDER(WINED3D_RS_TEXTUREFACTOR
), glsl_fragment_pipe_invalidate_constants
}, WINED3D_GL_EXT_NONE
},
11719 {STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
11720 {STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
11721 {STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
11722 {STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
11723 {STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
11724 {STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
11725 {STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
11726 {STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
11727 {STATE_TEXTURESTAGE(0, WINED3D_TSS_RESULT_ARG
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
11728 {STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
11729 {STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
11730 {STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
11731 {STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
11732 {STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
11733 {STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
11734 {STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
11735 {STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
11736 {STATE_TEXTURESTAGE(1, WINED3D_TSS_RESULT_ARG
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
11737 {STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
11738 {STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
11739 {STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
11740 {STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
11741 {STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
11742 {STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
11743 {STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
11744 {STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
11745 {STATE_TEXTURESTAGE(2, WINED3D_TSS_RESULT_ARG
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
11746 {STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
11747 {STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
11748 {STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
11749 {STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
11750 {STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
11751 {STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
11752 {STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
11753 {STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
11754 {STATE_TEXTURESTAGE(3, WINED3D_TSS_RESULT_ARG
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
11755 {STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
11756 {STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
11757 {STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
11758 {STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
11759 {STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
11760 {STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
11761 {STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
11762 {STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
11763 {STATE_TEXTURESTAGE(4, WINED3D_TSS_RESULT_ARG
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
11764 {STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
11765 {STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
11766 {STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
11767 {STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
11768 {STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
11769 {STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
11770 {STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
11771 {STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
11772 {STATE_TEXTURESTAGE(5, WINED3D_TSS_RESULT_ARG
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
11773 {STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
11774 {STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
11775 {STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
11776 {STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
11777 {STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
11778 {STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
11779 {STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
11780 {STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
11781 {STATE_TEXTURESTAGE(6, WINED3D_TSS_RESULT_ARG
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
11782 {STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
11783 {STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
11784 {STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
11785 {STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
11786 {STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
11787 {STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
11788 {STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
11789 {STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
11790 {STATE_TEXTURESTAGE(7, WINED3D_TSS_RESULT_ARG
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
11791 {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), glsl_fragment_pipe_shader
}, WINED3D_GL_EXT_NONE
},
11792 {STATE_RENDER(WINED3D_RS_ALPHAFUNC
), {STATE_RENDER(WINED3D_RS_ALPHAFUNC
), glsl_fragment_pipe_alpha_test_func
}, WINED3D_GL_LEGACY_CONTEXT
},
11793 {STATE_RENDER(WINED3D_RS_ALPHAFUNC
), {STATE_RENDER(WINED3D_RS_ALPHATESTENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
11794 {STATE_RENDER(WINED3D_RS_ALPHAREF
), {STATE_RENDER(WINED3D_RS_ALPHAFUNC
), NULL
}, WINED3D_GL_LEGACY_CONTEXT
},
11795 {STATE_RENDER(WINED3D_RS_ALPHAREF
), {STATE_RENDER(WINED3D_RS_ALPHAREF
), glsl_fragment_pipe_core_alpha_test_ref
}, WINED3D_GL_EXT_NONE
},
11796 {STATE_RENDER(WINED3D_RS_ALPHATESTENABLE
), {STATE_RENDER(WINED3D_RS_ALPHATESTENABLE
), glsl_fragment_pipe_alpha_test
}, WINED3D_GL_LEGACY_CONTEXT
},
11797 {STATE_RENDER(WINED3D_RS_ALPHATESTENABLE
), {STATE_RENDER(WINED3D_RS_ALPHATESTENABLE
), glsl_fragment_pipe_core_alpha_test
}, WINED3D_GL_EXT_NONE
},
11798 {STATE_RENDER(WINED3D_RS_COLORKEYENABLE
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
11799 {STATE_COLOR_KEY
, { STATE_COLOR_KEY
, glsl_fragment_pipe_color_key
}, WINED3D_GL_EXT_NONE
},
11800 {STATE_RENDER(WINED3D_RS_FOGENABLE
), {STATE_RENDER(WINED3D_RS_FOGENABLE
), glsl_fragment_pipe_fog
}, WINED3D_GL_EXT_NONE
},
11801 {STATE_RENDER(WINED3D_RS_FOGTABLEMODE
), {STATE_RENDER(WINED3D_RS_FOGENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
11802 {STATE_RENDER(WINED3D_RS_FOGVERTEXMODE
), {STATE_RENDER(WINED3D_RS_FOGENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
11803 {STATE_RENDER(WINED3D_RS_FOGSTART
), {STATE_RENDER(WINED3D_RS_FOGSTART
), glsl_fragment_pipe_fogparams
}, WINED3D_GL_EXT_NONE
},
11804 {STATE_RENDER(WINED3D_RS_FOGEND
), {STATE_RENDER(WINED3D_RS_FOGSTART
), NULL
}, WINED3D_GL_EXT_NONE
},
11805 {STATE_RENDER(WINED3D_RS_SRGBWRITEENABLE
), {STATE_RENDER(WINED3D_RS_SRGBWRITEENABLE
), state_srgbwrite
}, ARB_FRAMEBUFFER_SRGB
},
11806 {STATE_RENDER(WINED3D_RS_SRGBWRITEENABLE
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
11807 {STATE_RENDER(WINED3D_RS_FOGCOLOR
), {STATE_RENDER(WINED3D_RS_FOGCOLOR
), glsl_fragment_pipe_fogparams
}, WINED3D_GL_EXT_NONE
},
11808 {STATE_RENDER(WINED3D_RS_FOGDENSITY
), {STATE_RENDER(WINED3D_RS_FOGDENSITY
), glsl_fragment_pipe_fogparams
}, WINED3D_GL_EXT_NONE
},
11809 {STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE
), {STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE
), glsl_fragment_pipe_shader
}, ARB_POINT_SPRITE
},
11810 {STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE
), {STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE
), glsl_fragment_pipe_shader
}, WINED3D_GL_VERSION_2_0
},
11811 {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
},
11812 {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
},
11813 {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
},
11814 {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
},
11815 {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
},
11816 {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
},
11817 {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
},
11818 {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
},
11819 {STATE_TEXTURESTAGE(0, WINED3D_TSS_CONSTANT
), {STATE_TEXTURESTAGE(0, WINED3D_TSS_CONSTANT
), glsl_fragment_pipe_invalidate_constants
}, WINED3D_GL_EXT_NONE
},
11820 {STATE_TEXTURESTAGE(1, WINED3D_TSS_CONSTANT
), {STATE_TEXTURESTAGE(1, WINED3D_TSS_CONSTANT
), glsl_fragment_pipe_invalidate_constants
}, WINED3D_GL_EXT_NONE
},
11821 {STATE_TEXTURESTAGE(2, WINED3D_TSS_CONSTANT
), {STATE_TEXTURESTAGE(2, WINED3D_TSS_CONSTANT
), glsl_fragment_pipe_invalidate_constants
}, WINED3D_GL_EXT_NONE
},
11822 {STATE_TEXTURESTAGE(3, WINED3D_TSS_CONSTANT
), {STATE_TEXTURESTAGE(3, WINED3D_TSS_CONSTANT
), glsl_fragment_pipe_invalidate_constants
}, WINED3D_GL_EXT_NONE
},
11823 {STATE_TEXTURESTAGE(4, WINED3D_TSS_CONSTANT
), {STATE_TEXTURESTAGE(4, WINED3D_TSS_CONSTANT
), glsl_fragment_pipe_invalidate_constants
}, WINED3D_GL_EXT_NONE
},
11824 {STATE_TEXTURESTAGE(5, WINED3D_TSS_CONSTANT
), {STATE_TEXTURESTAGE(5, WINED3D_TSS_CONSTANT
), glsl_fragment_pipe_invalidate_constants
}, WINED3D_GL_EXT_NONE
},
11825 {STATE_TEXTURESTAGE(6, WINED3D_TSS_CONSTANT
), {STATE_TEXTURESTAGE(6, WINED3D_TSS_CONSTANT
), glsl_fragment_pipe_invalidate_constants
}, WINED3D_GL_EXT_NONE
},
11826 {STATE_TEXTURESTAGE(7, WINED3D_TSS_CONSTANT
), {STATE_TEXTURESTAGE(7, WINED3D_TSS_CONSTANT
), glsl_fragment_pipe_invalidate_constants
}, WINED3D_GL_EXT_NONE
},
11827 {STATE_RENDER(WINED3D_RS_SPECULARENABLE
), {STATE_RENDER(WINED3D_RS_SPECULARENABLE
), glsl_fragment_pipe_invalidate_constants
}, WINED3D_GL_EXT_NONE
},
11828 {STATE_POINT_ENABLE
, {STATE_POINT_ENABLE
, glsl_fragment_pipe_shader
}, WINED3D_GL_EXT_NONE
},
11829 {STATE_RENDER(WINED3D_RS_SHADEMODE
), {STATE_RENDER(WINED3D_RS_SHADEMODE
), glsl_fragment_pipe_shademode
}, WINED3D_GLSL_130
},
11830 {STATE_RENDER(WINED3D_RS_SHADEMODE
), {STATE_RENDER(WINED3D_RS_SHADEMODE
), state_shademode
}, WINED3D_GL_EXT_NONE
},
11831 {0 /* Terminate */, {0, 0 }, WINED3D_GL_EXT_NONE
},
11834 static BOOL
glsl_fragment_pipe_alloc_context_data(struct wined3d_context
*context
)
11839 static void glsl_fragment_pipe_free_context_data(struct wined3d_context
*context
)
11843 const struct fragment_pipeline glsl_fragment_pipe
=
11845 glsl_fragment_pipe_enable
,
11846 glsl_fragment_pipe_get_caps
,
11847 glsl_fragment_pipe_get_emul_mask
,
11848 glsl_fragment_pipe_alloc
,
11849 glsl_fragment_pipe_free
,
11850 glsl_fragment_pipe_alloc_context_data
,
11851 glsl_fragment_pipe_free_context_data
,
11852 shader_glsl_color_fixup_supported
,
11853 glsl_fragment_pipe_state_template
,