2 * GLSL pixel and vertex shader implementation
4 * Copyright 2006 Jason Green
5 * Copyright 2006-2007 Henri Verbeet
6 * Copyright 2007-2009, 2013 Stefan Dösinger for CodeWeavers
7 * Copyright 2009-2011 Henri Verbeet for CodeWeavers
9 * This library is free software; you can redistribute it and/or
10 * modify it under the terms of the GNU Lesser General Public
11 * License as published by the Free Software Foundation; either
12 * version 2.1 of the License, or (at your option) any later version.
14 * This library is distributed in the hope that it will be useful,
15 * but WITHOUT ANY WARRANTY; without even the implied warranty of
16 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
17 * Lesser General Public License for more details.
19 * You should have received a copy of the GNU Lesser General Public
20 * License along with this library; if not, write to the Free Software
21 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
25 * D3D shader asm has swizzles on source parameters, and write masks for
26 * destination parameters. GLSL uses swizzles for both. The result of this is
27 * that for example "mov dst.xw, src.zyxw" becomes "dst.xw = src.zw" in GLSL.
28 * Ie, to generate a proper GLSL source swizzle, we need to take the D3D write
29 * mask for the destination parameter into account.
33 #include "wine/port.h"
41 #include "wined3d_private.h"
43 WINE_DEFAULT_DEBUG_CHANNEL(d3d_shader
);
44 WINE_DECLARE_DEBUG_CHANNEL(d3d
);
45 WINE_DECLARE_DEBUG_CHANNEL(winediag
);
47 #define WINED3D_GLSL_SAMPLE_PROJECTED 0x1
48 #define WINED3D_GLSL_SAMPLE_NPOT 0x2
49 #define WINED3D_GLSL_SAMPLE_LOD 0x4
50 #define WINED3D_GLSL_SAMPLE_GRAD 0x8
64 struct glsl_sample_function
68 enum wined3d_data_type data_type
;
73 HEAP_NODE_TRAVERSE_LEFT
,
74 HEAP_NODE_TRAVERSE_RIGHT
,
86 struct constant_entry
*entries
;
88 unsigned int *positions
;
92 /* GLSL shader private data */
93 struct shader_glsl_priv
{
94 struct wined3d_shader_buffer shader_buffer
;
95 struct wine_rb_tree program_lookup
;
96 struct constant_heap vconst_heap
;
97 struct constant_heap pconst_heap
;
99 GLuint depth_blt_program_full
[tex_type_count
];
100 GLuint depth_blt_program_masked
[tex_type_count
];
101 UINT next_constant_version
;
103 const struct wined3d_vertex_pipe_ops
*vertex_pipe
;
104 const struct fragment_pipeline
*fragment_pipe
;
105 struct wine_rb_tree ffp_vertex_shaders
;
106 struct wine_rb_tree ffp_fragment_shaders
;
107 BOOL ffp_proj_control
;
110 struct glsl_vs_program
112 struct list shader_entry
;
114 GLenum vertex_color_clamp
;
115 GLint
*uniform_f_locations
;
116 GLint uniform_i_locations
[MAX_CONST_I
];
117 GLint uniform_b_locations
[MAX_CONST_B
];
118 GLint pos_fixup_location
;
121 struct glsl_gs_program
123 struct list shader_entry
;
127 struct glsl_ps_program
129 struct list shader_entry
;
131 GLint
*uniform_f_locations
;
132 GLint uniform_i_locations
[MAX_CONST_I
];
133 GLint uniform_b_locations
[MAX_CONST_B
];
134 GLint bumpenv_mat_location
[MAX_TEXTURES
];
135 GLint bumpenv_lum_scale_location
[MAX_TEXTURES
];
136 GLint bumpenv_lum_offset_location
[MAX_TEXTURES
];
137 GLint tss_constant_location
[MAX_TEXTURES
];
138 GLint tex_factor_location
;
139 GLint specular_enable_location
;
140 GLint ycorrection_location
;
141 GLint np2_fixup_location
;
142 const struct ps_np2fixup_info
*np2_fixup_info
;
145 /* Struct to maintain data about a linked GLSL program */
146 struct glsl_shader_prog_link
148 struct wine_rb_entry program_lookup_entry
;
149 struct glsl_vs_program vs
;
150 struct glsl_gs_program gs
;
151 struct glsl_ps_program ps
;
153 DWORD constant_update_mask
;
154 UINT constant_version
;
157 struct glsl_program_key
164 struct shader_glsl_ctx_priv
{
165 const struct vs_compile_args
*cur_vs_args
;
166 const struct ps_compile_args
*cur_ps_args
;
167 struct ps_np2fixup_info
*cur_np2fixup_info
;
170 struct glsl_context_data
172 struct glsl_shader_prog_link
*glsl_program
;
175 struct glsl_ps_compiled_shader
177 struct ps_compile_args args
;
178 struct ps_np2fixup_info np2fixup
;
182 struct glsl_vs_compiled_shader
184 struct vs_compile_args args
;
188 struct glsl_gs_compiled_shader
193 struct glsl_shader_private
197 struct glsl_vs_compiled_shader
*vs
;
198 struct glsl_gs_compiled_shader
*gs
;
199 struct glsl_ps_compiled_shader
*ps
;
201 UINT num_gl_shaders
, shader_array_size
;
204 struct glsl_ffp_vertex_shader
206 struct wined3d_ffp_vs_desc desc
;
208 struct list linked_programs
;
211 struct glsl_ffp_fragment_shader
213 struct ffp_frag_desc entry
;
215 struct list linked_programs
;
218 struct glsl_ffp_destroy_ctx
220 struct shader_glsl_priv
*priv
;
221 const struct wined3d_gl_info
*gl_info
;
224 static const char *debug_gl_shader_type(GLenum type
)
228 #define WINED3D_TO_STR(u) case u: return #u
229 WINED3D_TO_STR(GL_VERTEX_SHADER
);
230 WINED3D_TO_STR(GL_GEOMETRY_SHADER
);
231 WINED3D_TO_STR(GL_FRAGMENT_SHADER
);
232 #undef WINED3D_TO_STR
234 return wine_dbg_sprintf("UNKNOWN(%#x)", type
);
238 static const char *shader_glsl_get_prefix(enum wined3d_shader_type type
)
242 case WINED3D_SHADER_TYPE_VERTEX
:
245 case WINED3D_SHADER_TYPE_GEOMETRY
:
248 case WINED3D_SHADER_TYPE_PIXEL
:
252 FIXME("Unhandled shader type %#x.\n", type
);
257 static void shader_glsl_append_imm_vec4(struct wined3d_shader_buffer
*buffer
, const float *values
)
261 wined3d_ftoa(values
[0], str
[0]);
262 wined3d_ftoa(values
[1], str
[1]);
263 wined3d_ftoa(values
[2], str
[2]);
264 wined3d_ftoa(values
[3], str
[3]);
265 shader_addline(buffer
, "vec4(%s, %s, %s, %s)", str
[0], str
[1], str
[2], str
[3]);
268 /* Extract a line from the info log.
269 * Note that this modifies the source string. */
270 static char *get_info_log_line(char **ptr
)
275 if (!(q
= strstr(p
, "\n")))
277 if (!*p
) return NULL
;
287 /* Context activation is done by the caller. */
288 static void print_glsl_info_log(const struct wined3d_gl_info
*gl_info
, GLuint id
, BOOL program
)
293 if (!WARN_ON(d3d_shader
) && !FIXME_ON(d3d_shader
))
297 GL_EXTCALL(glGetProgramiv(id
, GL_INFO_LOG_LENGTH
, &length
));
299 GL_EXTCALL(glGetShaderiv(id
, GL_INFO_LOG_LENGTH
, &length
));
301 /* A size of 1 is just a null-terminated string, so the log should be bigger than
302 * that if there are errors. */
307 log
= HeapAlloc(GetProcessHeap(), 0, length
);
308 /* The info log is supposed to be zero-terminated, but at least some
309 * versions of fglrx don't terminate the string properly. The reported
310 * length does include the terminator, so explicitly set it to zero
314 GL_EXTCALL(glGetProgramInfoLog(id
, length
, NULL
, log
));
316 GL_EXTCALL(glGetShaderInfoLog(id
, length
, NULL
, log
));
319 if (gl_info
->quirks
& WINED3D_QUIRK_INFO_LOG_SPAM
)
321 WARN("Info log received from GLSL shader #%u:\n", id
);
322 while ((line
= get_info_log_line(&ptr
))) WARN(" %s\n", line
);
326 FIXME("Info log received from GLSL shader #%u:\n", id
);
327 while ((line
= get_info_log_line(&ptr
))) FIXME(" %s\n", line
);
329 HeapFree(GetProcessHeap(), 0, log
);
333 /* Context activation is done by the caller. */
334 static void shader_glsl_compile(const struct wined3d_gl_info
*gl_info
, GLuint shader
, const char *src
)
336 TRACE("Compiling shader object %u.\n", shader
);
337 GL_EXTCALL(glShaderSource(shader
, 1, &src
, NULL
));
338 checkGLcall("glShaderSource");
339 GL_EXTCALL(glCompileShader(shader
));
340 checkGLcall("glCompileShader");
341 print_glsl_info_log(gl_info
, shader
, FALSE
);
344 /* Context activation is done by the caller. */
345 static void shader_glsl_dump_program_source(const struct wined3d_gl_info
*gl_info
, GLuint program
)
347 GLint i
, shader_count
, source_size
= -1;
351 GL_EXTCALL(glGetProgramiv(program
, GL_ATTACHED_SHADERS
, &shader_count
));
352 shaders
= HeapAlloc(GetProcessHeap(), 0, shader_count
* sizeof(*shaders
));
355 ERR("Failed to allocate shader array memory.\n");
359 GL_EXTCALL(glGetAttachedShaders(program
, shader_count
, NULL
, shaders
));
360 for (i
= 0; i
< shader_count
; ++i
)
365 GL_EXTCALL(glGetShaderiv(shaders
[i
], GL_SHADER_SOURCE_LENGTH
, &tmp
));
367 if (source_size
< tmp
)
369 HeapFree(GetProcessHeap(), 0, source
);
371 source
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, tmp
);
374 ERR("Failed to allocate %d bytes for shader source.\n", tmp
);
375 HeapFree(GetProcessHeap(), 0, shaders
);
381 FIXME("Shader %u:\n", shaders
[i
]);
382 GL_EXTCALL(glGetShaderiv(shaders
[i
], GL_SHADER_TYPE
, &tmp
));
383 FIXME(" GL_SHADER_TYPE: %s.\n", debug_gl_shader_type(tmp
));
384 GL_EXTCALL(glGetShaderiv(shaders
[i
], GL_COMPILE_STATUS
, &tmp
));
385 FIXME(" GL_COMPILE_STATUS: %d.\n", tmp
);
389 GL_EXTCALL(glGetShaderSource(shaders
[i
], source_size
, NULL
, source
));
390 while ((line
= get_info_log_line(&ptr
))) FIXME(" %s\n", line
);
394 HeapFree(GetProcessHeap(), 0, source
);
395 HeapFree(GetProcessHeap(), 0, shaders
);
398 /* Context activation is done by the caller. */
399 static void shader_glsl_validate_link(const struct wined3d_gl_info
*gl_info
, GLuint program
)
403 if (!TRACE_ON(d3d_shader
) && !FIXME_ON(d3d_shader
))
406 GL_EXTCALL(glGetProgramiv(program
, GL_LINK_STATUS
, &tmp
));
409 FIXME("Program %u link status invalid.\n", program
);
410 shader_glsl_dump_program_source(gl_info
, program
);
413 print_glsl_info_log(gl_info
, program
, TRUE
);
416 /* Context activation is done by the caller. */
417 static void shader_glsl_load_samplers(const struct wined3d_gl_info
*gl_info
,
418 const DWORD
*tex_unit_map
, GLuint program_id
)
420 unsigned int mapped_unit
;
421 char sampler_name
[20];
428 enum wined3d_shader_type type
;
429 unsigned int base_idx
;
434 {WINED3D_SHADER_TYPE_PIXEL
, 0, MAX_FRAGMENT_SAMPLERS
},
435 {WINED3D_SHADER_TYPE_VERTEX
, MAX_FRAGMENT_SAMPLERS
, MAX_VERTEX_SAMPLERS
},
438 for (i
= 0; i
< ARRAY_SIZE(sampler_info
); ++i
)
440 prefix
= shader_glsl_get_prefix(sampler_info
[i
].type
);
442 for (j
= 0; j
< sampler_info
[i
].count
; ++j
)
444 snprintf(sampler_name
, sizeof(sampler_name
), "%s_sampler%u", prefix
, j
);
445 name_loc
= GL_EXTCALL(glGetUniformLocation(program_id
, sampler_name
));
449 mapped_unit
= tex_unit_map
[sampler_info
[i
].base_idx
+ j
];
450 if (mapped_unit
== WINED3D_UNMAPPED_STAGE
|| mapped_unit
>= gl_info
->limits
.combined_samplers
)
452 ERR("Trying to load sampler %s on unsupported unit %u.\n", sampler_name
, mapped_unit
);
456 TRACE("Loading sampler %s on unit %u.\n", sampler_name
, mapped_unit
);
457 GL_EXTCALL(glUniform1i(name_loc
, mapped_unit
));
460 checkGLcall("glUniform1i");
463 /* Context activation is done by the caller. */
464 static inline void walk_constant_heap(const struct wined3d_gl_info
*gl_info
, const float *constants
,
465 const GLint
*constant_locations
, const struct constant_heap
*heap
, unsigned char *stack
, DWORD version
)
467 unsigned int start
= ~0U, end
= 0;
469 unsigned int heap_idx
= 1;
472 if (heap
->entries
[heap_idx
].version
<= version
) return;
474 idx
= heap
->entries
[heap_idx
].idx
;
475 if (constant_locations
[idx
] != -1)
477 stack
[stack_idx
] = HEAP_NODE_TRAVERSE_LEFT
;
479 while (stack_idx
>= 0)
481 /* Note that we fall through to the next case statement. */
482 switch(stack
[stack_idx
])
484 case HEAP_NODE_TRAVERSE_LEFT
:
486 unsigned int left_idx
= heap_idx
<< 1;
487 if (left_idx
< heap
->size
&& heap
->entries
[left_idx
].version
> version
)
490 idx
= heap
->entries
[heap_idx
].idx
;
491 if (constant_locations
[idx
] != -1)
499 stack
[stack_idx
++] = HEAP_NODE_TRAVERSE_RIGHT
;
500 stack
[stack_idx
] = HEAP_NODE_TRAVERSE_LEFT
;
505 case HEAP_NODE_TRAVERSE_RIGHT
:
507 unsigned int right_idx
= (heap_idx
<< 1) + 1;
508 if (right_idx
< heap
->size
&& heap
->entries
[right_idx
].version
> version
)
510 heap_idx
= right_idx
;
511 idx
= heap
->entries
[heap_idx
].idx
;
512 if (constant_locations
[idx
] != -1)
520 stack
[stack_idx
++] = HEAP_NODE_POP
;
521 stack
[stack_idx
] = HEAP_NODE_TRAVERSE_LEFT
;
533 GL_EXTCALL(glUniform4fv(constant_locations
[start
], end
- start
+ 1, &constants
[start
* 4]));
534 checkGLcall("walk_constant_heap()");
537 /* Context activation is done by the caller. */
538 static inline void apply_clamped_constant(const struct wined3d_gl_info
*gl_info
, GLint location
, const GLfloat
*data
)
540 GLfloat clamped_constant
[4];
542 if (location
== -1) return;
544 clamped_constant
[0] = data
[0] < -1.0f
? -1.0f
: data
[0] > 1.0f
? 1.0f
: data
[0];
545 clamped_constant
[1] = data
[1] < -1.0f
? -1.0f
: data
[1] > 1.0f
? 1.0f
: data
[1];
546 clamped_constant
[2] = data
[2] < -1.0f
? -1.0f
: data
[2] > 1.0f
? 1.0f
: data
[2];
547 clamped_constant
[3] = data
[3] < -1.0f
? -1.0f
: data
[3] > 1.0f
? 1.0f
: data
[3];
549 GL_EXTCALL(glUniform4fv(location
, 1, clamped_constant
));
552 /* Context activation is done by the caller. */
553 static inline void walk_constant_heap_clamped(const struct wined3d_gl_info
*gl_info
, const float *constants
,
554 const GLint
*constant_locations
, const struct constant_heap
*heap
, unsigned char *stack
, DWORD version
)
557 unsigned int heap_idx
= 1;
560 if (heap
->entries
[heap_idx
].version
<= version
) return;
562 idx
= heap
->entries
[heap_idx
].idx
;
563 apply_clamped_constant(gl_info
, constant_locations
[idx
], &constants
[idx
* 4]);
564 stack
[stack_idx
] = HEAP_NODE_TRAVERSE_LEFT
;
566 while (stack_idx
>= 0)
568 /* Note that we fall through to the next case statement. */
569 switch(stack
[stack_idx
])
571 case HEAP_NODE_TRAVERSE_LEFT
:
573 unsigned int left_idx
= heap_idx
<< 1;
574 if (left_idx
< heap
->size
&& heap
->entries
[left_idx
].version
> version
)
577 idx
= heap
->entries
[heap_idx
].idx
;
578 apply_clamped_constant(gl_info
, constant_locations
[idx
], &constants
[idx
* 4]);
580 stack
[stack_idx
++] = HEAP_NODE_TRAVERSE_RIGHT
;
581 stack
[stack_idx
] = HEAP_NODE_TRAVERSE_LEFT
;
586 case HEAP_NODE_TRAVERSE_RIGHT
:
588 unsigned int right_idx
= (heap_idx
<< 1) + 1;
589 if (right_idx
< heap
->size
&& heap
->entries
[right_idx
].version
> version
)
591 heap_idx
= right_idx
;
592 idx
= heap
->entries
[heap_idx
].idx
;
593 apply_clamped_constant(gl_info
, constant_locations
[idx
], &constants
[idx
* 4]);
595 stack
[stack_idx
++] = HEAP_NODE_POP
;
596 stack
[stack_idx
] = HEAP_NODE_TRAVERSE_LEFT
;
607 checkGLcall("walk_constant_heap_clamped()");
610 /* Context activation is done by the caller. */
611 static void shader_glsl_load_constantsF(const struct wined3d_shader
*shader
, const struct wined3d_gl_info
*gl_info
,
612 const float *constants
, const GLint
*constant_locations
, const struct constant_heap
*heap
,
613 unsigned char *stack
, UINT version
)
615 const struct wined3d_shader_lconst
*lconst
;
617 /* 1.X pshaders have the constants clamped to [-1;1] implicitly. */
618 if (shader
->reg_maps
.shader_version
.major
== 1
619 && shader
->reg_maps
.shader_version
.type
== WINED3D_SHADER_TYPE_PIXEL
)
620 walk_constant_heap_clamped(gl_info
, constants
, constant_locations
, heap
, stack
, version
);
622 walk_constant_heap(gl_info
, constants
, constant_locations
, heap
, stack
, version
);
624 if (!shader
->load_local_constsF
)
626 TRACE("No need to load local float constants for this shader\n");
630 /* Immediate constants are clamped to [-1;1] at shader creation time if needed */
631 LIST_FOR_EACH_ENTRY(lconst
, &shader
->constantsF
, struct wined3d_shader_lconst
, entry
)
633 GL_EXTCALL(glUniform4fv(constant_locations
[lconst
->idx
], 1, (const GLfloat
*)lconst
->value
));
635 checkGLcall("glUniform4fv()");
638 /* Context activation is done by the caller. */
639 static void shader_glsl_load_constantsI(const struct wined3d_shader
*shader
, const struct wined3d_gl_info
*gl_info
,
640 const GLint locations
[MAX_CONST_I
], const int *constants
, WORD constants_set
)
645 for (i
= 0; constants_set
; constants_set
>>= 1, ++i
)
647 if (!(constants_set
& 1)) continue;
649 /* We found this uniform name in the program - go ahead and send the data */
650 GL_EXTCALL(glUniform4iv(locations
[i
], 1, &constants
[i
* 4]));
653 /* Load immediate constants */
654 ptr
= list_head(&shader
->constantsI
);
657 const struct wined3d_shader_lconst
*lconst
= LIST_ENTRY(ptr
, const struct wined3d_shader_lconst
, entry
);
658 unsigned int idx
= lconst
->idx
;
659 const GLint
*values
= (const GLint
*)lconst
->value
;
661 /* We found this uniform name in the program - go ahead and send the data */
662 GL_EXTCALL(glUniform4iv(locations
[idx
], 1, values
));
663 ptr
= list_next(&shader
->constantsI
, ptr
);
665 checkGLcall("glUniform4iv()");
668 /* Context activation is done by the caller. */
669 static void shader_glsl_load_constantsB(const struct wined3d_shader
*shader
, const struct wined3d_gl_info
*gl_info
,
670 const GLint locations
[MAX_CONST_B
], const BOOL
*constants
, WORD constants_set
)
675 for (i
= 0; constants_set
; constants_set
>>= 1, ++i
)
677 if (!(constants_set
& 1)) continue;
679 GL_EXTCALL(glUniform1iv(locations
[i
], 1, &constants
[i
]));
682 /* Load immediate constants */
683 ptr
= list_head(&shader
->constantsB
);
686 const struct wined3d_shader_lconst
*lconst
= LIST_ENTRY(ptr
, const struct wined3d_shader_lconst
, entry
);
687 unsigned int idx
= lconst
->idx
;
688 const GLint
*values
= (const GLint
*)lconst
->value
;
690 GL_EXTCALL(glUniform1iv(locations
[idx
], 1, values
));
691 ptr
= list_next(&shader
->constantsB
, ptr
);
693 checkGLcall("glUniform1iv()");
696 static void reset_program_constant_version(struct wine_rb_entry
*entry
, void *context
)
698 WINE_RB_ENTRY_VALUE(entry
, struct glsl_shader_prog_link
, program_lookup_entry
)->constant_version
= 0;
701 /* Context activation is done by the caller (state handler). */
702 static void shader_glsl_load_np2fixup_constants(const struct glsl_ps_program
*ps
,
703 const struct wined3d_gl_info
*gl_info
, const struct wined3d_state
*state
)
705 GLfloat np2fixup_constants
[4 * MAX_FRAGMENT_SAMPLERS
];
706 UINT fixup
= ps
->np2_fixup_info
->active
;
709 for (i
= 0; fixup
; fixup
>>= 1, ++i
)
711 const struct wined3d_texture
*tex
= state
->textures
[i
];
712 unsigned char idx
= ps
->np2_fixup_info
->idx
[i
];
713 GLfloat
*tex_dim
= &np2fixup_constants
[(idx
>> 1) * 4];
717 ERR("Nonexistent texture is flagged for NP2 texcoord fixup.\n");
723 tex_dim
[2] = tex
->pow2_matrix
[0];
724 tex_dim
[3] = tex
->pow2_matrix
[5];
728 tex_dim
[0] = tex
->pow2_matrix
[0];
729 tex_dim
[1] = tex
->pow2_matrix
[5];
733 GL_EXTCALL(glUniform4fv(ps
->np2_fixup_location
, ps
->np2_fixup_info
->num_consts
, np2fixup_constants
));
736 /* Context activation is done by the caller (state handler). */
737 static void shader_glsl_load_constants(void *shader_priv
, struct wined3d_context
*context
,
738 const struct wined3d_state
*state
)
740 const struct glsl_context_data
*ctx_data
= context
->shader_backend_data
;
741 const struct wined3d_shader
*vshader
= state
->shader
[WINED3D_SHADER_TYPE_VERTEX
];
742 const struct wined3d_shader
*pshader
= state
->shader
[WINED3D_SHADER_TYPE_PIXEL
];
743 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
744 struct shader_glsl_priv
*priv
= shader_priv
;
745 float position_fixup
[4];
746 DWORD update_mask
= 0;
748 struct glsl_shader_prog_link
*prog
= ctx_data
->glsl_program
;
749 UINT constant_version
;
753 /* No GLSL program set - nothing to do. */
756 constant_version
= prog
->constant_version
;
757 update_mask
= context
->constant_update_mask
& prog
->constant_update_mask
;
759 if (update_mask
& WINED3D_SHADER_CONST_VS_F
)
760 shader_glsl_load_constantsF(vshader
, gl_info
, state
->vs_consts_f
,
761 prog
->vs
.uniform_f_locations
, &priv
->vconst_heap
, priv
->stack
, constant_version
);
763 if (update_mask
& WINED3D_SHADER_CONST_VS_I
)
764 shader_glsl_load_constantsI(vshader
, gl_info
, prog
->vs
.uniform_i_locations
, state
->vs_consts_i
,
765 vshader
->reg_maps
.integer_constants
);
767 if (update_mask
& WINED3D_SHADER_CONST_VS_B
)
768 shader_glsl_load_constantsB(vshader
, gl_info
, prog
->vs
.uniform_b_locations
, state
->vs_consts_b
,
769 vshader
->reg_maps
.boolean_constants
);
771 if (update_mask
& WINED3D_SHADER_CONST_VS_POS_FIXUP
)
773 shader_get_position_fixup(context
, state
, position_fixup
);
774 GL_EXTCALL(glUniform4fv(prog
->vs
.pos_fixup_location
, 1, position_fixup
));
775 checkGLcall("glUniform4fv");
778 if (update_mask
& WINED3D_SHADER_CONST_PS_F
)
779 shader_glsl_load_constantsF(pshader
, gl_info
, state
->ps_consts_f
,
780 prog
->ps
.uniform_f_locations
, &priv
->pconst_heap
, priv
->stack
, constant_version
);
782 if (update_mask
& WINED3D_SHADER_CONST_PS_I
)
783 shader_glsl_load_constantsI(pshader
, gl_info
, prog
->ps
.uniform_i_locations
, state
->ps_consts_i
,
784 pshader
->reg_maps
.integer_constants
);
786 if (update_mask
& WINED3D_SHADER_CONST_PS_B
)
787 shader_glsl_load_constantsB(pshader
, gl_info
, prog
->ps
.uniform_b_locations
, state
->ps_consts_b
,
788 pshader
->reg_maps
.boolean_constants
);
790 if (update_mask
& WINED3D_SHADER_CONST_PS_BUMP_ENV
)
792 for (i
= 0; i
< MAX_TEXTURES
; ++i
)
794 if (prog
->ps
.bumpenv_mat_location
[i
] == -1)
797 GL_EXTCALL(glUniformMatrix2fv(prog
->ps
.bumpenv_mat_location
[i
], 1, 0,
798 (const GLfloat
*)&state
->texture_states
[i
][WINED3D_TSS_BUMPENV_MAT00
]));
800 if (prog
->ps
.bumpenv_lum_scale_location
[i
] != -1)
802 GL_EXTCALL(glUniform1fv(prog
->ps
.bumpenv_lum_scale_location
[i
], 1,
803 (const GLfloat
*)&state
->texture_states
[i
][WINED3D_TSS_BUMPENV_LSCALE
]));
804 GL_EXTCALL(glUniform1fv(prog
->ps
.bumpenv_lum_offset_location
[i
], 1,
805 (const GLfloat
*)&state
->texture_states
[i
][WINED3D_TSS_BUMPENV_LOFFSET
]));
809 checkGLcall("bump env uniforms");
812 if (update_mask
& WINED3D_SHADER_CONST_PS_Y_CORR
)
814 float correction_params
[4];
816 if (context
->render_offscreen
)
818 correction_params
[0] = 0.0f
;
819 correction_params
[1] = 1.0f
;
821 /* position is window relative, not viewport relative */
822 correction_params
[0] = (float) context
->current_rt
->resource
.height
;
823 correction_params
[1] = -1.0f
;
825 GL_EXTCALL(glUniform4fv(prog
->ps
.ycorrection_location
, 1, correction_params
));
828 if (update_mask
& WINED3D_SHADER_CONST_PS_NP2_FIXUP
)
829 shader_glsl_load_np2fixup_constants(&prog
->ps
, gl_info
, state
);
831 if (update_mask
& WINED3D_SHADER_CONST_FFP_PS
)
835 if (prog
->ps
.tex_factor_location
!= -1)
837 D3DCOLORTOGLFLOAT4(state
->render_states
[WINED3D_RS_TEXTUREFACTOR
], col
);
838 GL_EXTCALL(glUniform4fv(prog
->ps
.tex_factor_location
, 1, col
));
841 if (state
->render_states
[WINED3D_RS_SPECULARENABLE
])
842 GL_EXTCALL(glUniform4f(prog
->ps
.specular_enable_location
, 1.0f
, 1.0f
, 1.0f
, 0.0f
));
844 GL_EXTCALL(glUniform4f(prog
->ps
.specular_enable_location
, 0.0f
, 0.0f
, 0.0f
, 0.0f
));
846 for (i
= 0; i
< MAX_TEXTURES
; ++i
)
848 if (prog
->ps
.tss_constant_location
[i
] == -1)
851 D3DCOLORTOGLFLOAT4(state
->texture_states
[i
][WINED3D_TSS_CONSTANT
], col
);
852 GL_EXTCALL(glUniform4fv(prog
->ps
.tss_constant_location
[i
], 1, col
));
855 checkGLcall("fixed function uniforms");
858 if (priv
->next_constant_version
== UINT_MAX
)
860 TRACE("Max constant version reached, resetting to 0.\n");
861 wine_rb_for_each_entry(&priv
->program_lookup
, reset_program_constant_version
, NULL
);
862 priv
->next_constant_version
= 1;
866 prog
->constant_version
= priv
->next_constant_version
++;
870 static void update_heap_entry(struct constant_heap
*heap
, unsigned int idx
, DWORD new_version
)
872 struct constant_entry
*entries
= heap
->entries
;
873 unsigned int *positions
= heap
->positions
;
874 unsigned int heap_idx
, parent_idx
;
876 if (!heap
->contained
[idx
])
878 heap_idx
= heap
->size
++;
879 heap
->contained
[idx
] = TRUE
;
883 heap_idx
= positions
[idx
];
888 parent_idx
= heap_idx
>> 1;
890 if (new_version
<= entries
[parent_idx
].version
) break;
892 entries
[heap_idx
] = entries
[parent_idx
];
893 positions
[entries
[parent_idx
].idx
] = heap_idx
;
894 heap_idx
= parent_idx
;
897 entries
[heap_idx
].version
= new_version
;
898 entries
[heap_idx
].idx
= idx
;
899 positions
[idx
] = heap_idx
;
902 static void shader_glsl_update_float_vertex_constants(struct wined3d_device
*device
, UINT start
, UINT count
)
904 struct shader_glsl_priv
*priv
= device
->shader_priv
;
905 struct constant_heap
*heap
= &priv
->vconst_heap
;
908 for (i
= start
; i
< count
+ start
; ++i
)
910 update_heap_entry(heap
, i
, priv
->next_constant_version
);
913 for (i
= 0; i
< device
->context_count
; ++i
)
915 device
->contexts
[i
]->constant_update_mask
|= WINED3D_SHADER_CONST_VS_F
;
919 static void shader_glsl_update_float_pixel_constants(struct wined3d_device
*device
, UINT start
, UINT count
)
921 struct shader_glsl_priv
*priv
= device
->shader_priv
;
922 struct constant_heap
*heap
= &priv
->pconst_heap
;
925 for (i
= start
; i
< count
+ start
; ++i
)
927 update_heap_entry(heap
, i
, priv
->next_constant_version
);
930 for (i
= 0; i
< device
->context_count
; ++i
)
932 device
->contexts
[i
]->constant_update_mask
|= WINED3D_SHADER_CONST_PS_F
;
936 static unsigned int vec4_varyings(DWORD shader_major
, const struct wined3d_gl_info
*gl_info
)
938 unsigned int ret
= gl_info
->limits
.glsl_varyings
/ 4;
939 /* 4.0 shaders do not write clip coords because d3d10 does not support user clipplanes */
940 if(shader_major
> 3) return ret
;
942 /* 3.0 shaders may need an extra varying for the clip coord on some cards(mostly dx10 ones) */
943 if (gl_info
->quirks
& WINED3D_QUIRK_GLSL_CLIP_VARYING
) ret
-= 1;
947 /** Generate the variable & register declarations for the GLSL output target */
948 static void shader_generate_glsl_declarations(const struct wined3d_context
*context
,
949 struct wined3d_shader_buffer
*buffer
, const struct wined3d_shader
*shader
,
950 const struct wined3d_shader_reg_maps
*reg_maps
, const struct shader_glsl_ctx_priv
*ctx_priv
)
952 const struct wined3d_shader_version
*version
= ®_maps
->shader_version
;
953 const struct wined3d_state
*state
= &shader
->device
->state
;
954 const struct ps_compile_args
*ps_args
= ctx_priv
->cur_ps_args
;
955 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
956 const struct wined3d_fb_state
*fb
= &shader
->device
->fb
;
957 unsigned int i
, extra_constants_needed
= 0;
958 const struct wined3d_shader_lconst
*lconst
;
962 prefix
= shader_glsl_get_prefix(version
->type
);
964 /* Prototype the subroutines */
965 for (i
= 0, map
= reg_maps
->labels
; map
; map
>>= 1, ++i
)
967 if (map
& 1) shader_addline(buffer
, "void subroutine%u();\n", i
);
970 /* Declare the constants (aka uniforms) */
971 if (shader
->limits
->constant_float
> 0)
973 unsigned max_constantsF
;
975 /* Unless the shader uses indirect addressing, always declare the
976 * maximum array size and ignore that we need some uniforms privately.
977 * E.g. if GL supports 256 uniforms, and we need 2 for the pos fixup
978 * and immediate values, still declare VC[256]. If the shader needs
979 * more uniforms than we have it won't work in any case. If it uses
980 * less, the compiler will figure out which uniforms are really used
981 * and strip them out. This allows a shader to use c255 on a dx9 card,
982 * as long as it doesn't also use all the other constants.
984 * If the shader uses indirect addressing the compiler must assume
985 * that all declared uniforms are used. In this case, declare only the
986 * amount that we're assured to have.
988 * Thus we run into problems in these two cases:
989 * 1) The shader really uses more uniforms than supported.
990 * 2) The shader uses indirect addressing, less constants than
991 * supported, but uses a constant index > #supported consts. */
992 if (version
->type
== WINED3D_SHADER_TYPE_PIXEL
)
994 /* No indirect addressing here. */
995 max_constantsF
= gl_info
->limits
.glsl_ps_float_constants
;
999 if (reg_maps
->usesrelconstF
)
1001 /* Subtract the other potential uniforms from the max
1002 * available (bools, ints, and 1 row of projection matrix).
1003 * Subtract another uniform for immediate values, which have
1004 * to be loaded via uniform by the driver as well. The shader
1005 * code only uses 0.5, 2.0, 1.0, 128 and -128 in vertex
1006 * shader code, so one vec4 should be enough. (Unfortunately
1007 * the Nvidia driver doesn't store 128 and -128 in one float).
1009 * Writing gl_ClipVertex requires one uniform for each
1010 * clipplane as well. */
1011 max_constantsF
= gl_info
->limits
.glsl_vs_float_constants
- 3;
1012 if(ctx_priv
->cur_vs_args
->clip_enabled
)
1014 max_constantsF
-= gl_info
->limits
.clipplanes
;
1016 max_constantsF
-= count_bits(reg_maps
->integer_constants
);
1017 /* Strictly speaking a bool only uses one scalar, but the nvidia(Linux) compiler doesn't pack them properly,
1018 * so each scalar requires a full vec4. We could work around this by packing the booleans ourselves, but
1019 * for now take this into account when calculating the number of available constants
1021 max_constantsF
-= count_bits(reg_maps
->boolean_constants
);
1022 /* Set by driver quirks in directx.c */
1023 max_constantsF
-= gl_info
->reserved_glsl_constants
;
1025 if (max_constantsF
< shader
->limits
->constant_float
)
1027 static unsigned int once
;
1030 ERR_(winediag
)("The hardware does not support enough uniform components to run this shader,"
1031 " it may not render correctly.\n");
1033 WARN("The hardware does not support enough uniform components to run this shader.\n");
1038 max_constantsF
= gl_info
->limits
.glsl_vs_float_constants
;
1041 max_constantsF
= min(shader
->limits
->constant_float
, max_constantsF
);
1042 shader_addline(buffer
, "uniform vec4 %s_c[%u];\n", prefix
, max_constantsF
);
1045 /* Always declare the full set of constants, the compiler can remove the
1046 * unused ones because d3d doesn't (yet) support indirect int and bool
1047 * constant addressing. This avoids problems if the app uses e.g. i0 and i9. */
1048 if (shader
->limits
->constant_int
> 0 && reg_maps
->integer_constants
)
1049 shader_addline(buffer
, "uniform ivec4 %s_i[%u];\n", prefix
, shader
->limits
->constant_int
);
1051 if (shader
->limits
->constant_bool
> 0 && reg_maps
->boolean_constants
)
1052 shader_addline(buffer
, "uniform bool %s_b[%u];\n", prefix
, shader
->limits
->constant_bool
);
1054 for (i
= 0; i
< WINED3D_MAX_CBS
; ++i
)
1056 if (reg_maps
->cb_sizes
[i
])
1057 shader_addline(buffer
, "layout(std140) uniform block_%s_cb%u { vec4 %s_cb%u[%u]; };\n",
1058 prefix
, i
, prefix
, i
, reg_maps
->cb_sizes
[i
]);
1061 /* Declare texture samplers */
1062 for (i
= 0; i
< reg_maps
->sampler_map
.count
; ++i
)
1064 struct wined3d_shader_sampler_map_entry
*entry
;
1065 BOOL shadow_sampler
, tex_rect
;
1066 const char *sampler_type
;
1068 entry
= ®_maps
->sampler_map
.entries
[i
];
1070 if (entry
->resource_idx
>= ARRAY_SIZE(reg_maps
->resource_info
))
1072 ERR("Invalid resource index %u.\n", entry
->resource_idx
);
1076 shadow_sampler
= version
->type
== WINED3D_SHADER_TYPE_PIXEL
&& (ps_args
->shadow
& (1 << entry
->sampler_idx
));
1077 switch (reg_maps
->resource_info
[entry
->resource_idx
].type
)
1079 case WINED3D_SHADER_RESOURCE_TEXTURE_1D
:
1081 sampler_type
= "sampler1DShadow";
1083 sampler_type
= "sampler1D";
1086 case WINED3D_SHADER_RESOURCE_TEXTURE_2D
:
1087 tex_rect
= version
->type
== WINED3D_SHADER_TYPE_PIXEL
1088 && (ps_args
->np2_fixup
& (1 << entry
->resource_idx
))
1089 && gl_info
->supported
[ARB_TEXTURE_RECTANGLE
];
1093 sampler_type
= "sampler2DRectShadow";
1095 sampler_type
= "sampler2DShadow";
1100 sampler_type
= "sampler2DRect";
1102 sampler_type
= "sampler2D";
1106 case WINED3D_SHADER_RESOURCE_TEXTURE_3D
:
1108 FIXME("Unsupported 3D shadow sampler.\n");
1109 sampler_type
= "sampler3D";
1112 case WINED3D_SHADER_RESOURCE_TEXTURE_CUBE
:
1114 FIXME("Unsupported Cube shadow sampler.\n");
1115 sampler_type
= "samplerCube";
1119 sampler_type
= "unsupported_sampler";
1120 FIXME("Unhandled resource type %#x.\n", reg_maps
->resource_info
[i
].type
);
1123 shader_addline(buffer
, "uniform %s %s_sampler%u;\n", sampler_type
, prefix
, entry
->bind_idx
);
1126 /* Declare uniforms for NP2 texcoord fixup:
1127 * This is NOT done inside the loop that declares the texture samplers
1128 * since the NP2 fixup code is currently only used for the GeforceFX
1129 * series and when forcing the ARB_npot extension off. Modern cards just
1130 * skip the code anyway, so put it inside a separate loop. */
1131 if (version
->type
== WINED3D_SHADER_TYPE_PIXEL
&& ps_args
->np2_fixup
)
1133 struct ps_np2fixup_info
*fixup
= ctx_priv
->cur_np2fixup_info
;
1136 /* NP2/RECT textures in OpenGL use texcoords in the range [0,width]x[0,height]
1137 * while D3D has them in the (normalized) [0,1]x[0,1] range.
1138 * samplerNP2Fixup stores texture dimensions and is updated through
1139 * shader_glsl_load_np2fixup_constants when the sampler changes. */
1141 for (i
= 0; i
< shader
->limits
->sampler
; ++i
)
1143 if (!reg_maps
->resource_info
[i
].type
|| !(ps_args
->np2_fixup
& (1 << i
)))
1146 if (reg_maps
->resource_info
[i
].type
!= WINED3D_SHADER_RESOURCE_TEXTURE_2D
)
1148 FIXME("Non-2D texture is flagged for NP2 texcoord fixup.\n");
1152 fixup
->idx
[i
] = cur
++;
1155 fixup
->num_consts
= (cur
+ 1) >> 1;
1156 fixup
->active
= ps_args
->np2_fixup
;
1157 shader_addline(buffer
, "uniform vec4 %s_samplerNP2Fixup[%u];\n", prefix
, fixup
->num_consts
);
1160 /* Declare address variables */
1161 for (i
= 0, map
= reg_maps
->address
; map
; map
>>= 1, ++i
)
1163 if (map
& 1) shader_addline(buffer
, "ivec4 A%u;\n", i
);
1166 /* Declare texture coordinate temporaries and initialize them */
1167 for (i
= 0, map
= reg_maps
->texcoord
; map
; map
>>= 1, ++i
)
1169 if (map
& 1) shader_addline(buffer
, "vec4 T%u = gl_TexCoord[%u];\n", i
, i
);
1172 if (version
->type
== WINED3D_SHADER_TYPE_VERTEX
)
1174 /* Declare attributes. */
1175 for (i
= 0, map
= reg_maps
->input_registers
; map
; map
>>= 1, ++i
)
1178 shader_addline(buffer
, "attribute vec4 %s_in%u;\n", prefix
, i
);
1181 shader_addline(buffer
, "uniform vec4 posFixup;\n");
1182 shader_addline(buffer
, "void order_ps_input(in vec4[%u]);\n", shader
->limits
->packed_output
);
1184 else if (version
->type
== WINED3D_SHADER_TYPE_GEOMETRY
)
1186 shader_addline(buffer
, "varying in vec4 gs_in[][%u];\n", shader
->limits
->packed_input
);
1188 else if (version
->type
== WINED3D_SHADER_TYPE_PIXEL
)
1190 if (version
->major
>= 3)
1192 UINT in_count
= min(vec4_varyings(version
->major
, gl_info
), shader
->limits
->packed_input
);
1195 shader_addline(buffer
, "varying vec4 %s_link[%u];\n", prefix
, in_count
);
1196 shader_addline(buffer
, "vec4 %s_in[%u];\n", prefix
, in_count
);
1199 for (i
= 0, map
= reg_maps
->bumpmat
; map
; map
>>= 1, ++i
)
1204 shader_addline(buffer
, "uniform mat2 bumpenv_mat%u;\n", i
);
1206 if (reg_maps
->luminanceparams
& (1 << i
))
1208 shader_addline(buffer
, "uniform float bumpenv_lum_scale%u;\n", i
);
1209 shader_addline(buffer
, "uniform float bumpenv_lum_offset%u;\n", i
);
1210 extra_constants_needed
++;
1213 extra_constants_needed
++;
1216 if (ps_args
->srgb_correction
)
1218 shader_addline(buffer
, "const vec4 srgb_const0 = ");
1219 shader_glsl_append_imm_vec4(buffer
, wined3d_srgb_const0
);
1220 shader_addline(buffer
, ";\n");
1221 shader_addline(buffer
, "const vec4 srgb_const1 = ");
1222 shader_glsl_append_imm_vec4(buffer
, wined3d_srgb_const1
);
1223 shader_addline(buffer
, ";\n");
1225 if (reg_maps
->vpos
|| reg_maps
->usesdsy
)
1227 if (shader
->limits
->constant_float
+ extra_constants_needed
1228 + 1 < gl_info
->limits
.glsl_ps_float_constants
)
1230 shader_addline(buffer
, "uniform vec4 ycorrection;\n");
1231 extra_constants_needed
++;
1235 float ycorrection
[] =
1237 context
->render_offscreen
? 0.0f
: fb
->render_targets
[0]->height
,
1238 context
->render_offscreen
? 1.0f
: -1.0f
,
1243 /* This happens because we do not have proper tracking of the
1244 * constant registers that are actually used, only the max
1245 * limit of the shader version. */
1246 FIXME("Cannot find a free uniform for vpos correction params\n");
1247 shader_addline(buffer
, "const vec4 ycorrection = ");
1248 shader_glsl_append_imm_vec4(buffer
, ycorrection
);
1249 shader_addline(buffer
, ";\n");
1251 shader_addline(buffer
, "vec4 vpos;\n");
1255 /* Declare output register temporaries */
1256 if (shader
->limits
->packed_output
)
1257 shader_addline(buffer
, "vec4 %s_out[%u];\n", prefix
, shader
->limits
->packed_output
);
1259 /* Declare temporary variables */
1260 for (i
= 0, map
= reg_maps
->temporary
; map
; map
>>= 1, ++i
)
1262 if (map
& 1) shader_addline(buffer
, "vec4 R%u;\n", i
);
1265 /* Declare loop registers aLx */
1266 if (version
->major
< 4)
1268 for (i
= 0; i
< reg_maps
->loop_depth
; ++i
)
1270 shader_addline(buffer
, "int aL%u;\n", i
);
1271 shader_addline(buffer
, "int tmpInt%u;\n", i
);
1275 /* Temporary variables for matrix operations */
1276 shader_addline(buffer
, "vec4 tmp0;\n");
1277 shader_addline(buffer
, "vec4 tmp1;\n");
1279 if (!shader
->load_local_constsF
)
1281 LIST_FOR_EACH_ENTRY(lconst
, &shader
->constantsF
, struct wined3d_shader_lconst
, entry
)
1283 shader_addline(buffer
, "const vec4 %s_lc%u = ", prefix
, lconst
->idx
);
1284 shader_glsl_append_imm_vec4(buffer
, (const float *)lconst
->value
);
1285 shader_addline(buffer
, ";\n");
1289 /* Start the main program. */
1290 shader_addline(buffer
, "void main()\n{\n");
1292 /* Direct3D applications expect integer vPos values, while OpenGL drivers
1293 * add approximately 0.5. This causes off-by-one problems as spotted by
1294 * the vPos d3d9 visual test. Unfortunately ATI cards do not add exactly
1295 * 0.5, but rather something like 0.49999999 or 0.50000001, which still
1296 * causes precision troubles when we just subtract 0.5.
1298 * To deal with that, just floor() the position. This will eliminate the
1299 * fraction on all cards.
1301 * TODO: Test how this behaves with multisampling.
1303 * An advantage of floor is that it works even if the driver doesn't add
1304 * 0.5. It is somewhat questionable if 1.5, 2.5, ... are the proper values
1305 * to return in gl_FragCoord, even though coordinates specify the pixel
1306 * centers instead of the pixel corners. This code will behave correctly
1307 * on drivers that returns integer values. */
1308 if (version
->type
== WINED3D_SHADER_TYPE_PIXEL
&& reg_maps
->vpos
)
1309 shader_addline(buffer
,
1310 "vpos = floor(vec4(0, ycorrection[0], 0, 0) + gl_FragCoord * vec4(1, ycorrection[1], 1, 1));\n");
1313 /*****************************************************************************
1314 * Functions to generate GLSL strings from DirectX Shader bytecode begin here.
1316 * For more information, see http://wiki.winehq.org/DirectX-Shaders
1317 ****************************************************************************/
1320 static void shader_glsl_add_src_param(const struct wined3d_shader_instruction
*ins
,
1321 const struct wined3d_shader_src_param
*wined3d_src
, DWORD mask
, struct glsl_src_param
*glsl_src
);
1323 /** Used for opcode modifiers - They multiply the result by the specified amount */
1324 static const char * const shift_glsl_tab
[] = {
1326 "2.0 * ", /* 1 (x2) */
1327 "4.0 * ", /* 2 (x4) */
1328 "8.0 * ", /* 3 (x8) */
1329 "16.0 * ", /* 4 (x16) */
1330 "32.0 * ", /* 5 (x32) */
1337 "0.0625 * ", /* 12 (d16) */
1338 "0.125 * ", /* 13 (d8) */
1339 "0.25 * ", /* 14 (d4) */
1340 "0.5 * " /* 15 (d2) */
1343 /* Generate a GLSL parameter that does the input modifier computation and return the input register/mask to use */
1344 static void shader_glsl_gen_modifier(enum wined3d_shader_src_modifier src_modifier
,
1345 const char *in_reg
, const char *in_regswizzle
, char *out_str
)
1349 switch (src_modifier
)
1351 case WINED3DSPSM_DZ
: /* Need to handle this in the instructions itself (texld & texcrd). */
1352 case WINED3DSPSM_DW
:
1353 case WINED3DSPSM_NONE
:
1354 sprintf(out_str
, "%s%s", in_reg
, in_regswizzle
);
1356 case WINED3DSPSM_NEG
:
1357 sprintf(out_str
, "-%s%s", in_reg
, in_regswizzle
);
1359 case WINED3DSPSM_NOT
:
1360 sprintf(out_str
, "!%s%s", in_reg
, in_regswizzle
);
1362 case WINED3DSPSM_BIAS
:
1363 sprintf(out_str
, "(%s%s - vec4(0.5)%s)", in_reg
, in_regswizzle
, in_regswizzle
);
1365 case WINED3DSPSM_BIASNEG
:
1366 sprintf(out_str
, "-(%s%s - vec4(0.5)%s)", in_reg
, in_regswizzle
, in_regswizzle
);
1368 case WINED3DSPSM_SIGN
:
1369 sprintf(out_str
, "(2.0 * (%s%s - 0.5))", in_reg
, in_regswizzle
);
1371 case WINED3DSPSM_SIGNNEG
:
1372 sprintf(out_str
, "-(2.0 * (%s%s - 0.5))", in_reg
, in_regswizzle
);
1374 case WINED3DSPSM_COMP
:
1375 sprintf(out_str
, "(1.0 - %s%s)", in_reg
, in_regswizzle
);
1377 case WINED3DSPSM_X2
:
1378 sprintf(out_str
, "(2.0 * %s%s)", in_reg
, in_regswizzle
);
1380 case WINED3DSPSM_X2NEG
:
1381 sprintf(out_str
, "-(2.0 * %s%s)", in_reg
, in_regswizzle
);
1383 case WINED3DSPSM_ABS
:
1384 sprintf(out_str
, "abs(%s%s)", in_reg
, in_regswizzle
);
1386 case WINED3DSPSM_ABSNEG
:
1387 sprintf(out_str
, "-abs(%s%s)", in_reg
, in_regswizzle
);
1390 FIXME("Unhandled modifier %u\n", src_modifier
);
1391 sprintf(out_str
, "%s%s", in_reg
, in_regswizzle
);
1395 /** Writes the GLSL variable name that corresponds to the register that the
1396 * DX opcode parameter is trying to access */
1397 static void shader_glsl_get_register_name(const struct wined3d_shader_register
*reg
,
1398 char *register_name
, BOOL
*is_color
, const struct wined3d_shader_instruction
*ins
)
1400 /* oPos, oFog and oPts in D3D */
1401 static const char * const hwrastout_reg_names
[] = {"vs_out[10]", "vs_out[11].x", "vs_out[11].y"};
1403 const struct wined3d_shader
*shader
= ins
->ctx
->shader
;
1404 const struct wined3d_shader_reg_maps
*reg_maps
= ins
->ctx
->reg_maps
;
1405 const struct wined3d_shader_version
*version
= ®_maps
->shader_version
;
1406 const struct wined3d_gl_info
*gl_info
= ins
->ctx
->gl_info
;
1407 const char *prefix
= shader_glsl_get_prefix(version
->type
);
1408 struct glsl_src_param rel_param0
, rel_param1
;
1409 char imm_str
[4][17];
1411 if (reg
->idx
[0].offset
!= ~0U && reg
->idx
[0].rel_addr
)
1412 shader_glsl_add_src_param(ins
, reg
->idx
[0].rel_addr
, WINED3DSP_WRITEMASK_0
, &rel_param0
);
1413 if (reg
->idx
[1].offset
!= ~0U && reg
->idx
[1].rel_addr
)
1414 shader_glsl_add_src_param(ins
, reg
->idx
[1].rel_addr
, WINED3DSP_WRITEMASK_0
, &rel_param1
);
1419 case WINED3DSPR_TEMP
:
1420 sprintf(register_name
, "R%u", reg
->idx
[0].offset
);
1423 case WINED3DSPR_INPUT
:
1424 /* vertex shaders */
1425 if (version
->type
== WINED3D_SHADER_TYPE_VERTEX
)
1427 struct shader_glsl_ctx_priv
*priv
= ins
->ctx
->backend_data
;
1428 if (priv
->cur_vs_args
->swizzle_map
& (1 << reg
->idx
[0].offset
))
1430 sprintf(register_name
, "%s_in%u", prefix
, reg
->idx
[0].offset
);
1434 if (version
->type
== WINED3D_SHADER_TYPE_GEOMETRY
)
1436 if (reg
->idx
[0].rel_addr
)
1438 if (reg
->idx
[1].rel_addr
)
1439 sprintf(register_name
, "gs_in[%s + %u][%s + %u]",
1440 rel_param0
.param_str
, reg
->idx
[0].offset
, rel_param1
.param_str
, reg
->idx
[1].offset
);
1442 sprintf(register_name
, "gs_in[%s + %u][%u]",
1443 rel_param0
.param_str
, reg
->idx
[0].offset
, reg
->idx
[1].offset
);
1445 else if (reg
->idx
[1].rel_addr
)
1446 sprintf(register_name
, "gs_in[%u][%s + %u]",
1447 reg
->idx
[0].offset
, rel_param1
.param_str
, reg
->idx
[1].offset
);
1449 sprintf(register_name
, "gs_in[%u][%u]", reg
->idx
[0].offset
, reg
->idx
[1].offset
);
1453 /* pixel shaders >= 3.0 */
1454 if (version
->major
>= 3)
1456 DWORD idx
= shader
->u
.ps
.input_reg_map
[reg
->idx
[0].offset
];
1457 unsigned int in_count
= vec4_varyings(version
->major
, gl_info
);
1459 if (reg
->idx
[0].rel_addr
)
1461 /* Removing a + 0 would be an obvious optimization, but
1462 * OS X doesn't see the NOP operation there. */
1465 if (shader
->u
.ps
.declared_in_count
> in_count
)
1467 sprintf(register_name
,
1468 "((%s + %u) > %u ? (%s + %u) > %u ? gl_SecondaryColor : gl_Color : %s_in[%s + %u])",
1469 rel_param0
.param_str
, idx
, in_count
- 1, rel_param0
.param_str
, idx
, in_count
,
1470 prefix
, rel_param0
.param_str
, idx
);
1474 sprintf(register_name
, "%s_in[%s + %u]", prefix
, rel_param0
.param_str
, idx
);
1479 if (shader
->u
.ps
.declared_in_count
> in_count
)
1481 sprintf(register_name
, "((%s) > %u ? (%s) > %u ? gl_SecondaryColor : gl_Color : %s_in[%s])",
1482 rel_param0
.param_str
, in_count
- 1, rel_param0
.param_str
, in_count
,
1483 prefix
, rel_param0
.param_str
);
1487 sprintf(register_name
, "%s_in[%s]", prefix
, rel_param0
.param_str
);
1493 if (idx
== in_count
) sprintf(register_name
, "gl_Color");
1494 else if (idx
== in_count
+ 1) sprintf(register_name
, "gl_SecondaryColor");
1495 else sprintf(register_name
, "%s_in[%u]", prefix
, idx
);
1500 if (!reg
->idx
[0].offset
)
1501 strcpy(register_name
, "gl_Color");
1503 strcpy(register_name
, "gl_SecondaryColor");
1508 case WINED3DSPR_CONST
:
1510 /* Relative addressing */
1511 if (reg
->idx
[0].rel_addr
)
1513 if (reg
->idx
[0].offset
)
1514 sprintf(register_name
, "%s_c[%s + %u]", prefix
, rel_param0
.param_str
, reg
->idx
[0].offset
);
1516 sprintf(register_name
, "%s_c[%s]", prefix
, rel_param0
.param_str
);
1520 if (shader_constant_is_local(shader
, reg
->idx
[0].offset
))
1521 sprintf(register_name
, "%s_lc%u", prefix
, reg
->idx
[0].offset
);
1523 sprintf(register_name
, "%s_c[%u]", prefix
, reg
->idx
[0].offset
);
1528 case WINED3DSPR_CONSTINT
:
1529 sprintf(register_name
, "%s_i[%u]", prefix
, reg
->idx
[0].offset
);
1532 case WINED3DSPR_CONSTBOOL
:
1533 sprintf(register_name
, "%s_b[%u]", prefix
, reg
->idx
[0].offset
);
1536 case WINED3DSPR_TEXTURE
: /* case WINED3DSPR_ADDR: */
1537 if (version
->type
== WINED3D_SHADER_TYPE_PIXEL
)
1538 sprintf(register_name
, "T%u", reg
->idx
[0].offset
);
1540 sprintf(register_name
, "A%u", reg
->idx
[0].offset
);
1543 case WINED3DSPR_LOOP
:
1544 sprintf(register_name
, "aL%u", ins
->ctx
->loop_state
->current_reg
- 1);
1547 case WINED3DSPR_SAMPLER
:
1548 sprintf(register_name
, "%s_sampler%u", prefix
, reg
->idx
[0].offset
);
1551 case WINED3DSPR_COLOROUT
:
1552 if (reg
->idx
[0].offset
>= gl_info
->limits
.buffers
)
1553 WARN("Write to render target %u, only %d supported.\n",
1554 reg
->idx
[0].offset
, gl_info
->limits
.buffers
);
1556 sprintf(register_name
, "gl_FragData[%u]", reg
->idx
[0].offset
);
1559 case WINED3DSPR_RASTOUT
:
1560 sprintf(register_name
, "%s", hwrastout_reg_names
[reg
->idx
[0].offset
]);
1563 case WINED3DSPR_DEPTHOUT
:
1564 sprintf(register_name
, "gl_FragDepth");
1567 case WINED3DSPR_ATTROUT
:
1568 if (!reg
->idx
[0].offset
)
1569 sprintf(register_name
, "%s_out[8]", prefix
);
1571 sprintf(register_name
, "%s_out[9]", prefix
);
1574 case WINED3DSPR_TEXCRDOUT
:
1575 /* Vertex shaders >= 3.0: WINED3DSPR_OUTPUT */
1576 sprintf(register_name
, "%s_out[%u]", prefix
, reg
->idx
[0].offset
);
1579 case WINED3DSPR_MISCTYPE
:
1580 if (!reg
->idx
[0].offset
)
1583 sprintf(register_name
, "vpos");
1585 else if (reg
->idx
[0].offset
== 1)
1587 /* Note that gl_FrontFacing is a bool, while vFace is
1588 * a float for which the sign determines front/back */
1589 sprintf(register_name
, "(gl_FrontFacing ? 1.0 : -1.0)");
1593 FIXME("Unhandled misctype register %u.\n", reg
->idx
[0].offset
);
1594 sprintf(register_name
, "unrecognized_register");
1598 case WINED3DSPR_IMMCONST
:
1599 switch (reg
->immconst_type
)
1601 case WINED3D_IMMCONST_SCALAR
:
1602 switch (reg
->data_type
)
1604 case WINED3D_DATA_FLOAT
:
1605 wined3d_ftoa(*(const float *)reg
->immconst_data
, register_name
);
1607 case WINED3D_DATA_INT
:
1608 sprintf(register_name
, "%#x", reg
->immconst_data
[0]);
1610 case WINED3D_DATA_RESOURCE
:
1611 case WINED3D_DATA_SAMPLER
:
1612 case WINED3D_DATA_UINT
:
1613 sprintf(register_name
, "%#xu", reg
->immconst_data
[0]);
1616 sprintf(register_name
, "<unhandled data type %#x>", reg
->data_type
);
1621 case WINED3D_IMMCONST_VEC4
:
1622 switch (reg
->data_type
)
1624 case WINED3D_DATA_FLOAT
:
1625 wined3d_ftoa(*(const float *)®
->immconst_data
[0], imm_str
[0]);
1626 wined3d_ftoa(*(const float *)®
->immconst_data
[1], imm_str
[1]);
1627 wined3d_ftoa(*(const float *)®
->immconst_data
[2], imm_str
[2]);
1628 wined3d_ftoa(*(const float *)®
->immconst_data
[3], imm_str
[3]);
1629 sprintf(register_name
, "vec4(%s, %s, %s, %s)",
1630 imm_str
[0], imm_str
[1], imm_str
[2], imm_str
[3]);
1632 case WINED3D_DATA_INT
:
1633 sprintf(register_name
, "ivec4(%#x, %#x, %#x, %#x)",
1634 reg
->immconst_data
[0], reg
->immconst_data
[1],
1635 reg
->immconst_data
[2], reg
->immconst_data
[3]);
1637 case WINED3D_DATA_RESOURCE
:
1638 case WINED3D_DATA_SAMPLER
:
1639 case WINED3D_DATA_UINT
:
1640 sprintf(register_name
, "uvec4(%#xu, %#xu, %#xu, %#xu)",
1641 reg
->immconst_data
[0], reg
->immconst_data
[1],
1642 reg
->immconst_data
[2], reg
->immconst_data
[3]);
1645 sprintf(register_name
, "<unhandled data type %#x>", reg
->data_type
);
1651 FIXME("Unhandled immconst type %#x\n", reg
->immconst_type
);
1652 sprintf(register_name
, "<unhandled_immconst_type %#x>", reg
->immconst_type
);
1656 case WINED3DSPR_CONSTBUFFER
:
1657 if (reg
->idx
[1].rel_addr
)
1658 sprintf(register_name
, "%s_cb%u[%s + %u]",
1659 prefix
, reg
->idx
[0].offset
, rel_param1
.param_str
, reg
->idx
[1].offset
);
1661 sprintf(register_name
, "%s_cb%u[%u]", prefix
, reg
->idx
[0].offset
, reg
->idx
[1].offset
);
1664 case WINED3DSPR_PRIMID
:
1665 sprintf(register_name
, "uint(gl_PrimitiveIDIn)");
1669 FIXME("Unhandled register type %#x.\n", reg
->type
);
1670 sprintf(register_name
, "unrecognized_register");
1675 static void shader_glsl_write_mask_to_str(DWORD write_mask
, char *str
)
1678 if (write_mask
& WINED3DSP_WRITEMASK_0
) *str
++ = 'x';
1679 if (write_mask
& WINED3DSP_WRITEMASK_1
) *str
++ = 'y';
1680 if (write_mask
& WINED3DSP_WRITEMASK_2
) *str
++ = 'z';
1681 if (write_mask
& WINED3DSP_WRITEMASK_3
) *str
++ = 'w';
1685 /* Get the GLSL write mask for the destination register */
1686 static DWORD
shader_glsl_get_write_mask(const struct wined3d_shader_dst_param
*param
, char *write_mask
)
1688 DWORD mask
= param
->write_mask
;
1690 if (shader_is_scalar(¶m
->reg
))
1692 mask
= WINED3DSP_WRITEMASK_0
;
1697 shader_glsl_write_mask_to_str(mask
, write_mask
);
1703 static unsigned int shader_glsl_get_write_mask_size(DWORD write_mask
) {
1704 unsigned int size
= 0;
1706 if (write_mask
& WINED3DSP_WRITEMASK_0
) ++size
;
1707 if (write_mask
& WINED3DSP_WRITEMASK_1
) ++size
;
1708 if (write_mask
& WINED3DSP_WRITEMASK_2
) ++size
;
1709 if (write_mask
& WINED3DSP_WRITEMASK_3
) ++size
;
1714 static void shader_glsl_swizzle_to_str(const DWORD swizzle
, BOOL fixup
, DWORD mask
, char *str
)
1716 /* For registers of type WINED3DDECLTYPE_D3DCOLOR, data is stored as "bgra",
1717 * but addressed as "rgba". To fix this we need to swap the register's x
1718 * and z components. */
1719 const char *swizzle_chars
= fixup
? "zyxw" : "xyzw";
1722 /* swizzle bits fields: wwzzyyxx */
1723 if (mask
& WINED3DSP_WRITEMASK_0
) *str
++ = swizzle_chars
[swizzle
& 0x03];
1724 if (mask
& WINED3DSP_WRITEMASK_1
) *str
++ = swizzle_chars
[(swizzle
>> 2) & 0x03];
1725 if (mask
& WINED3DSP_WRITEMASK_2
) *str
++ = swizzle_chars
[(swizzle
>> 4) & 0x03];
1726 if (mask
& WINED3DSP_WRITEMASK_3
) *str
++ = swizzle_chars
[(swizzle
>> 6) & 0x03];
1730 static void shader_glsl_get_swizzle(const struct wined3d_shader_src_param
*param
,
1731 BOOL fixup
, DWORD mask
, char *swizzle_str
)
1733 if (shader_is_scalar(¶m
->reg
))
1734 *swizzle_str
= '\0';
1736 shader_glsl_swizzle_to_str(param
->swizzle
, fixup
, mask
, swizzle_str
);
1739 /* From a given parameter token, generate the corresponding GLSL string.
1740 * Also, return the actual register name and swizzle in case the
1741 * caller needs this information as well. */
1742 static void shader_glsl_add_src_param(const struct wined3d_shader_instruction
*ins
,
1743 const struct wined3d_shader_src_param
*wined3d_src
, DWORD mask
, struct glsl_src_param
*glsl_src
)
1745 BOOL is_color
= FALSE
;
1746 char swizzle_str
[6];
1748 glsl_src
->reg_name
[0] = '\0';
1749 glsl_src
->param_str
[0] = '\0';
1750 swizzle_str
[0] = '\0';
1752 shader_glsl_get_register_name(&wined3d_src
->reg
, glsl_src
->reg_name
, &is_color
, ins
);
1753 shader_glsl_get_swizzle(wined3d_src
, is_color
, mask
, swizzle_str
);
1755 if (wined3d_src
->reg
.type
== WINED3DSPR_IMMCONST
|| wined3d_src
->reg
.type
== WINED3DSPR_PRIMID
)
1757 shader_glsl_gen_modifier(wined3d_src
->modifiers
, glsl_src
->reg_name
, swizzle_str
, glsl_src
->param_str
);
1761 char param_str
[200];
1763 shader_glsl_gen_modifier(wined3d_src
->modifiers
, glsl_src
->reg_name
, swizzle_str
, param_str
);
1765 switch (wined3d_src
->reg
.data_type
)
1767 case WINED3D_DATA_FLOAT
:
1768 sprintf(glsl_src
->param_str
, "%s", param_str
);
1770 case WINED3D_DATA_INT
:
1771 sprintf(glsl_src
->param_str
, "floatBitsToInt(%s)", param_str
);
1773 case WINED3D_DATA_RESOURCE
:
1774 case WINED3D_DATA_SAMPLER
:
1775 case WINED3D_DATA_UINT
:
1776 sprintf(glsl_src
->param_str
, "floatBitsToUint(%s)", param_str
);
1779 FIXME("Unhandled data type %#x.\n", wined3d_src
->reg
.data_type
);
1780 sprintf(glsl_src
->param_str
, "%s", param_str
);
1786 /* From a given parameter token, generate the corresponding GLSL string.
1787 * Also, return the actual register name and swizzle in case the
1788 * caller needs this information as well. */
1789 static DWORD
shader_glsl_add_dst_param(const struct wined3d_shader_instruction
*ins
,
1790 const struct wined3d_shader_dst_param
*wined3d_dst
, struct glsl_dst_param
*glsl_dst
)
1792 BOOL is_color
= FALSE
;
1794 glsl_dst
->mask_str
[0] = '\0';
1795 glsl_dst
->reg_name
[0] = '\0';
1797 shader_glsl_get_register_name(&wined3d_dst
->reg
, glsl_dst
->reg_name
, &is_color
, ins
);
1798 return shader_glsl_get_write_mask(wined3d_dst
, glsl_dst
->mask_str
);
1801 /* Append the destination part of the instruction to the buffer, return the effective write mask */
1802 static DWORD
shader_glsl_append_dst_ext(struct wined3d_shader_buffer
*buffer
,
1803 const struct wined3d_shader_instruction
*ins
, const struct wined3d_shader_dst_param
*dst
,
1804 enum wined3d_data_type data_type
)
1806 struct glsl_dst_param glsl_dst
;
1809 if ((mask
= shader_glsl_add_dst_param(ins
, dst
, &glsl_dst
)))
1813 case WINED3D_DATA_FLOAT
:
1814 shader_addline(buffer
, "%s%s = %s(",
1815 glsl_dst
.reg_name
, glsl_dst
.mask_str
, shift_glsl_tab
[dst
->shift
]);
1817 case WINED3D_DATA_INT
:
1818 shader_addline(buffer
, "%s%s = %sintBitsToFloat(",
1819 glsl_dst
.reg_name
, glsl_dst
.mask_str
, shift_glsl_tab
[dst
->shift
]);
1821 case WINED3D_DATA_RESOURCE
:
1822 case WINED3D_DATA_SAMPLER
:
1823 case WINED3D_DATA_UINT
:
1824 shader_addline(buffer
, "%s%s = %suintBitsToFloat(",
1825 glsl_dst
.reg_name
, glsl_dst
.mask_str
, shift_glsl_tab
[dst
->shift
]);
1828 FIXME("Unhandled data type %#x.\n", data_type
);
1829 shader_addline(buffer
, "%s%s = %s(",
1830 glsl_dst
.reg_name
, glsl_dst
.mask_str
, shift_glsl_tab
[dst
->shift
]);
1838 /* Append the destination part of the instruction to the buffer, return the effective write mask */
1839 static DWORD
shader_glsl_append_dst(struct wined3d_shader_buffer
*buffer
, const struct wined3d_shader_instruction
*ins
)
1841 return shader_glsl_append_dst_ext(buffer
, ins
, &ins
->dst
[0], ins
->dst
[0].reg
.data_type
);
1844 /** Process GLSL instruction modifiers */
1845 static void shader_glsl_add_instruction_modifiers(const struct wined3d_shader_instruction
*ins
)
1847 struct glsl_dst_param dst_param
;
1850 if (!ins
->dst_count
) return;
1852 modifiers
= ins
->dst
[0].modifiers
;
1853 if (!modifiers
) return;
1855 shader_glsl_add_dst_param(ins
, &ins
->dst
[0], &dst_param
);
1857 if (modifiers
& WINED3DSPDM_SATURATE
)
1859 /* _SAT means to clamp the value of the register to between 0 and 1 */
1860 shader_addline(ins
->ctx
->buffer
, "%s%s = clamp(%s%s, 0.0, 1.0);\n", dst_param
.reg_name
,
1861 dst_param
.mask_str
, dst_param
.reg_name
, dst_param
.mask_str
);
1864 if (modifiers
& WINED3DSPDM_MSAMPCENTROID
)
1866 FIXME("_centroid modifier not handled\n");
1869 if (modifiers
& WINED3DSPDM_PARTIALPRECISION
)
1871 /* MSDN says this modifier can be safely ignored, so that's what we'll do. */
1875 static const char *shader_glsl_get_rel_op(enum wined3d_shader_rel_op op
)
1879 case WINED3D_SHADER_REL_OP_GT
: return ">";
1880 case WINED3D_SHADER_REL_OP_EQ
: return "==";
1881 case WINED3D_SHADER_REL_OP_GE
: return ">=";
1882 case WINED3D_SHADER_REL_OP_LT
: return "<";
1883 case WINED3D_SHADER_REL_OP_NE
: return "!=";
1884 case WINED3D_SHADER_REL_OP_LE
: return "<=";
1886 FIXME("Unrecognized operator %#x.\n", op
);
1891 static void shader_glsl_get_sample_function(const struct wined3d_shader_context
*ctx
,
1892 DWORD resource_idx
, DWORD flags
, struct glsl_sample_function
*sample_function
)
1894 enum wined3d_shader_resource_type resource_type
= ctx
->reg_maps
->resource_info
[resource_idx
].type
;
1895 const struct wined3d_gl_info
*gl_info
= ctx
->gl_info
;
1896 BOOL shadow
= ctx
->reg_maps
->shader_version
.type
== WINED3D_SHADER_TYPE_PIXEL
1897 && (((const struct shader_glsl_ctx_priv
*)ctx
->backend_data
)->cur_ps_args
->shadow
& (1 << resource_idx
));
1898 BOOL projected
= flags
& WINED3D_GLSL_SAMPLE_PROJECTED
;
1899 BOOL texrect
= flags
& WINED3D_GLSL_SAMPLE_NPOT
&& gl_info
->supported
[ARB_TEXTURE_RECTANGLE
];
1900 BOOL lod
= flags
& WINED3D_GLSL_SAMPLE_LOD
;
1901 BOOL grad
= flags
& WINED3D_GLSL_SAMPLE_GRAD
;
1903 sample_function
->data_type
= ctx
->reg_maps
->resource_info
[resource_idx
].data_type
;
1905 /* Note that there's no such thing as a projected cube texture. */
1906 switch (resource_type
)
1908 case WINED3D_SHADER_RESOURCE_TEXTURE_1D
:
1913 sample_function
->name
= projected
? "shadow1DProjLod" : "shadow1DLod";
1917 if (gl_info
->supported
[EXT_GPU_SHADER4
])
1918 sample_function
->name
= projected
? "shadow1DProjGrad" : "shadow1DGrad";
1919 else if (gl_info
->supported
[ARB_SHADER_TEXTURE_LOD
])
1920 sample_function
->name
= projected
? "shadow1DProjGradARB" : "shadow1DGradARB";
1923 FIXME("Unsupported 1D shadow grad function.\n");
1924 sample_function
->name
= "unsupported1DGrad";
1929 sample_function
->name
= projected
? "shadow1DProj" : "shadow1D";
1931 sample_function
->coord_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
;
1937 sample_function
->name
= projected
? "texture1DProjLod" : "texture1DLod";
1941 if (gl_info
->supported
[EXT_GPU_SHADER4
])
1942 sample_function
->name
= projected
? "texture1DProjGrad" : "texture1DGrad";
1943 else if (gl_info
->supported
[ARB_SHADER_TEXTURE_LOD
])
1944 sample_function
->name
= projected
? "texture1DProjGradARB" : "texture1DGradARB";
1947 FIXME("Unsupported 1D grad function.\n");
1948 sample_function
->name
= "unsupported1DGrad";
1953 sample_function
->name
= projected
? "texture1DProj" : "texture1D";
1955 sample_function
->coord_mask
= WINED3DSP_WRITEMASK_0
;
1959 case WINED3D_SHADER_RESOURCE_TEXTURE_2D
:
1966 sample_function
->name
= projected
? "shadow2DRectProjLod" : "shadow2DRectLod";
1970 if (gl_info
->supported
[EXT_GPU_SHADER4
])
1971 sample_function
->name
= projected
? "shadow2DRectProjGrad" : "shadow2DRectGrad";
1972 else if (gl_info
->supported
[ARB_SHADER_TEXTURE_LOD
])
1973 sample_function
->name
= projected
? "shadow2DRectProjGradARB" : "shadow2DRectGradARB";
1976 FIXME("Unsupported RECT shadow grad function.\n");
1977 sample_function
->name
= "unsupported2DRectGrad";
1982 sample_function
->name
= projected
? "shadow2DRectProj" : "shadow2DRect";
1989 sample_function
->name
= projected
? "shadow2DProjLod" : "shadow2DLod";
1993 if (gl_info
->supported
[EXT_GPU_SHADER4
])
1994 sample_function
->name
= projected
? "shadow2DProjGrad" : "shadow2DGrad";
1995 else if (gl_info
->supported
[ARB_SHADER_TEXTURE_LOD
])
1996 sample_function
->name
= projected
? "shadow2DProjGradARB" : "shadow2DGradARB";
1999 FIXME("Unsupported 2D shadow grad function.\n");
2000 sample_function
->name
= "unsupported2DGrad";
2005 sample_function
->name
= projected
? "shadow2DProj" : "shadow2D";
2008 sample_function
->coord_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
2016 sample_function
->name
= projected
? "texture2DRectProjLod" : "texture2DRectLod";
2020 if (gl_info
->supported
[EXT_GPU_SHADER4
])
2021 sample_function
->name
= projected
? "texture2DRectProjGrad" : "texture2DRectGrad";
2022 else if (gl_info
->supported
[ARB_SHADER_TEXTURE_LOD
])
2023 sample_function
->name
= projected
? "texture2DRectProjGradARB" : "texture2DRectGradARB";
2026 FIXME("Unsupported RECT grad function.\n");
2027 sample_function
->name
= "unsupported2DRectGrad";
2032 sample_function
->name
= projected
? "texture2DRectProj" : "texture2DRect";
2039 sample_function
->name
= projected
? "texture2DProjLod" : "texture2DLod";
2043 if (gl_info
->supported
[EXT_GPU_SHADER4
])
2044 sample_function
->name
= projected
? "texture2DProjGrad" : "texture2DGrad";
2045 else if (gl_info
->supported
[ARB_SHADER_TEXTURE_LOD
])
2046 sample_function
->name
= projected
? "texture2DProjGradARB" : "texture2DGradARB";
2049 FIXME("Unsupported 2D grad function.\n");
2050 sample_function
->name
= "unsupported2DGrad";
2055 sample_function
->name
= projected
? "texture2DProj" : "texture2D";
2058 sample_function
->coord_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
;
2062 case WINED3D_SHADER_RESOURCE_TEXTURE_3D
:
2065 FIXME("Unsupported 3D shadow function.\n");
2066 sample_function
->name
= "unsupported3DShadow";
2067 sample_function
->coord_mask
= 0;
2073 sample_function
->name
= projected
? "texture3DProjLod" : "texture3DLod";
2077 if (gl_info
->supported
[EXT_GPU_SHADER4
])
2078 sample_function
->name
= projected
? "texture3DProjGrad" : "texture3DGrad";
2079 else if (gl_info
->supported
[ARB_SHADER_TEXTURE_LOD
])
2080 sample_function
->name
= projected
? "texture3DProjGradARB" : "texture3DGradARB";
2083 FIXME("Unsupported 3D grad function.\n");
2084 sample_function
->name
= "unsupported3DGrad";
2089 sample_function
->name
= projected
? "texture3DProj" : "texture3D";
2091 sample_function
->coord_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
2095 case WINED3D_SHADER_RESOURCE_TEXTURE_CUBE
:
2098 FIXME("Unsupported Cube shadow function.\n");
2099 sample_function
->name
= "unsupportedCubeShadow";
2100 sample_function
->coord_mask
= 0;
2106 sample_function
->name
= "textureCubeLod";
2110 if (gl_info
->supported
[EXT_GPU_SHADER4
])
2111 sample_function
->name
= "textureCubeGrad";
2112 else if (gl_info
->supported
[ARB_SHADER_TEXTURE_LOD
])
2113 sample_function
->name
= "textureCubeGradARB";
2116 FIXME("Unsupported Cube grad function.\n");
2117 sample_function
->name
= "unsupportedCubeGrad";
2122 sample_function
->name
= "textureCube";
2124 sample_function
->coord_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
2129 sample_function
->name
= "";
2130 sample_function
->coord_mask
= 0;
2131 FIXME("Unhandled resource type %#x.\n", resource_type
);
2136 static void shader_glsl_append_fixup_arg(char *arguments
, const char *reg_name
,
2137 BOOL sign_fixup
, enum fixup_channel_source channel_source
)
2139 switch(channel_source
)
2141 case CHANNEL_SOURCE_ZERO
:
2142 strcat(arguments
, "0.0");
2145 case CHANNEL_SOURCE_ONE
:
2146 strcat(arguments
, "1.0");
2149 case CHANNEL_SOURCE_X
:
2150 strcat(arguments
, reg_name
);
2151 strcat(arguments
, ".x");
2154 case CHANNEL_SOURCE_Y
:
2155 strcat(arguments
, reg_name
);
2156 strcat(arguments
, ".y");
2159 case CHANNEL_SOURCE_Z
:
2160 strcat(arguments
, reg_name
);
2161 strcat(arguments
, ".z");
2164 case CHANNEL_SOURCE_W
:
2165 strcat(arguments
, reg_name
);
2166 strcat(arguments
, ".w");
2170 FIXME("Unhandled channel source %#x\n", channel_source
);
2171 strcat(arguments
, "undefined");
2175 if (sign_fixup
) strcat(arguments
, " * 2.0 - 1.0");
2178 static void shader_glsl_color_correction_ext(struct wined3d_shader_buffer
*buffer
,
2179 const char *reg_name
, DWORD mask
, struct color_fixup_desc fixup
)
2181 unsigned int mask_size
, remaining
;
2182 DWORD fixup_mask
= 0;
2183 char arguments
[256];
2186 if (fixup
.x_sign_fixup
|| fixup
.x_source
!= CHANNEL_SOURCE_X
) fixup_mask
|= WINED3DSP_WRITEMASK_0
;
2187 if (fixup
.y_sign_fixup
|| fixup
.y_source
!= CHANNEL_SOURCE_Y
) fixup_mask
|= WINED3DSP_WRITEMASK_1
;
2188 if (fixup
.z_sign_fixup
|| fixup
.z_source
!= CHANNEL_SOURCE_Z
) fixup_mask
|= WINED3DSP_WRITEMASK_2
;
2189 if (fixup
.w_sign_fixup
|| fixup
.w_source
!= CHANNEL_SOURCE_W
) fixup_mask
|= WINED3DSP_WRITEMASK_3
;
2190 if (!(mask
&= fixup_mask
))
2193 if (is_complex_fixup(fixup
))
2195 enum complex_fixup complex_fixup
= get_complex_fixup(fixup
);
2196 FIXME("Complex fixup (%#x) not supported\n",complex_fixup
);
2200 shader_glsl_write_mask_to_str(mask
, mask_str
);
2201 mask_size
= shader_glsl_get_write_mask_size(mask
);
2203 arguments
[0] = '\0';
2204 remaining
= mask_size
;
2205 if (mask
& WINED3DSP_WRITEMASK_0
)
2207 shader_glsl_append_fixup_arg(arguments
, reg_name
, fixup
.x_sign_fixup
, fixup
.x_source
);
2208 if (--remaining
) strcat(arguments
, ", ");
2210 if (mask
& WINED3DSP_WRITEMASK_1
)
2212 shader_glsl_append_fixup_arg(arguments
, reg_name
, fixup
.y_sign_fixup
, fixup
.y_source
);
2213 if (--remaining
) strcat(arguments
, ", ");
2215 if (mask
& WINED3DSP_WRITEMASK_2
)
2217 shader_glsl_append_fixup_arg(arguments
, reg_name
, fixup
.z_sign_fixup
, fixup
.z_source
);
2218 if (--remaining
) strcat(arguments
, ", ");
2220 if (mask
& WINED3DSP_WRITEMASK_3
)
2222 shader_glsl_append_fixup_arg(arguments
, reg_name
, fixup
.w_sign_fixup
, fixup
.w_source
);
2223 if (--remaining
) strcat(arguments
, ", ");
2227 shader_addline(buffer
, "%s%s = vec%u(%s);\n", reg_name
, mask_str
, mask_size
, arguments
);
2229 shader_addline(buffer
, "%s%s = %s;\n", reg_name
, mask_str
, arguments
);
2232 static void shader_glsl_color_correction(const struct wined3d_shader_instruction
*ins
, struct color_fixup_desc fixup
)
2237 shader_glsl_get_register_name(&ins
->dst
[0].reg
, reg_name
, &is_color
, ins
);
2238 shader_glsl_color_correction_ext(ins
->ctx
->buffer
, reg_name
, ins
->dst
[0].write_mask
, fixup
);
2241 static void PRINTF_ATTR(8, 9) shader_glsl_gen_sample_code(const struct wined3d_shader_instruction
*ins
,
2242 DWORD sampler
, const struct glsl_sample_function
*sample_function
, DWORD swizzle
,
2243 const char *dx
, const char *dy
, const char *bias
, const char *coord_reg_fmt
, ...)
2245 const struct wined3d_shader_version
*version
= &ins
->ctx
->reg_maps
->shader_version
;
2246 char dst_swizzle
[6];
2247 struct color_fixup_desc fixup
;
2248 BOOL np2_fixup
= FALSE
;
2251 shader_glsl_swizzle_to_str(swizzle
, FALSE
, ins
->dst
[0].write_mask
, dst_swizzle
);
2253 if (version
->type
== WINED3D_SHADER_TYPE_PIXEL
)
2255 const struct shader_glsl_ctx_priv
*priv
= ins
->ctx
->backend_data
;
2256 fixup
= priv
->cur_ps_args
->color_fixup
[sampler
];
2258 if(priv
->cur_ps_args
->np2_fixup
& (1 << sampler
)) {
2260 FIXME("Biased sampling from NP2 textures is unsupported\n");
2268 fixup
= COLOR_FIXUP_IDENTITY
; /* FIXME: Vshader color fixup */
2271 shader_glsl_append_dst_ext(ins
->ctx
->buffer
, ins
, &ins
->dst
[0], sample_function
->data_type
);
2273 shader_addline(ins
->ctx
->buffer
, "%s(%s_sampler%u, ",
2274 sample_function
->name
, shader_glsl_get_prefix(version
->type
), sampler
);
2276 va_start(args
, coord_reg_fmt
);
2277 shader_vaddline(ins
->ctx
->buffer
, coord_reg_fmt
, args
);
2281 shader_addline(ins
->ctx
->buffer
, ", %s)%s);\n", bias
, dst_swizzle
);
2284 const struct shader_glsl_ctx_priv
*priv
= ins
->ctx
->backend_data
;
2285 const unsigned char idx
= priv
->cur_np2fixup_info
->idx
[sampler
];
2287 shader_addline(ins
->ctx
->buffer
, " * ps_samplerNP2Fixup[%u].%s)%s);\n", idx
>> 1,
2288 (idx
% 2) ? "zw" : "xy", dst_swizzle
);
2289 } else if(dx
&& dy
) {
2290 shader_addline(ins
->ctx
->buffer
, ", %s, %s)%s);\n", dx
, dy
, dst_swizzle
);
2292 shader_addline(ins
->ctx
->buffer
, ")%s);\n", dst_swizzle
);
2296 if(!is_identity_fixup(fixup
)) {
2297 shader_glsl_color_correction(ins
, fixup
);
2301 /*****************************************************************************
2302 * Begin processing individual instruction opcodes
2303 ****************************************************************************/
2305 static void shader_glsl_binop(const struct wined3d_shader_instruction
*ins
)
2307 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
2308 struct glsl_src_param src0_param
;
2309 struct glsl_src_param src1_param
;
2313 /* Determine the GLSL operator to use based on the opcode */
2314 switch (ins
->handler_idx
)
2316 case WINED3DSIH_ADD
: op
= "+"; break;
2317 case WINED3DSIH_AND
: op
= "&"; break;
2318 case WINED3DSIH_DIV
: op
= "/"; break;
2319 case WINED3DSIH_IADD
: op
= "+"; break;
2320 case WINED3DSIH_ISHL
: op
= "<<"; break;
2321 case WINED3DSIH_MUL
: op
= "*"; break;
2322 case WINED3DSIH_SUB
: op
= "-"; break;
2323 case WINED3DSIH_USHR
: op
= ">>"; break;
2324 case WINED3DSIH_XOR
: op
= "^"; break;
2326 op
= "<unhandled operator>";
2327 FIXME("Opcode %#x not yet handled in GLSL\n", ins
->handler_idx
);
2331 write_mask
= shader_glsl_append_dst(buffer
, ins
);
2332 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
2333 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
2334 shader_addline(buffer
, "%s %s %s);\n", src0_param
.param_str
, op
, src1_param
.param_str
);
2337 static void shader_glsl_relop(const struct wined3d_shader_instruction
*ins
)
2339 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
2340 struct glsl_src_param src0_param
;
2341 struct glsl_src_param src1_param
;
2342 unsigned int mask_size
;
2346 write_mask
= shader_glsl_append_dst(buffer
, ins
);
2347 mask_size
= shader_glsl_get_write_mask_size(write_mask
);
2348 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
2349 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
2353 switch (ins
->handler_idx
)
2355 case WINED3DSIH_EQ
: op
= "equal"; break;
2356 case WINED3DSIH_GE
: op
= "greaterThanEqual"; break;
2357 case WINED3DSIH_IGE
: op
= "greaterThanEqual"; break;
2358 case WINED3DSIH_UGE
: op
= "greaterThanEqual"; break;
2359 case WINED3DSIH_LT
: op
= "lessThan"; break;
2361 op
= "<unhandled operator>";
2362 ERR("Unhandled opcode %#x.\n", ins
->handler_idx
);
2366 shader_addline(buffer
, "uvec%u(%s(%s, %s)) * 0xffffffffu);\n",
2367 mask_size
, op
, src0_param
.param_str
, src1_param
.param_str
);
2371 switch (ins
->handler_idx
)
2373 case WINED3DSIH_EQ
: op
= "=="; break;
2374 case WINED3DSIH_GE
: op
= ">="; break;
2375 case WINED3DSIH_IGE
: op
= ">="; break;
2376 case WINED3DSIH_UGE
: op
= ">="; break;
2377 case WINED3DSIH_LT
: op
= "<"; break;
2379 op
= "<unhandled operator>";
2380 ERR("Unhandled opcode %#x.\n", ins
->handler_idx
);
2384 shader_addline(buffer
, "%s %s %s ? 0xffffffffu : 0u);\n",
2385 src0_param
.param_str
, op
, src1_param
.param_str
);
2389 static void shader_glsl_imul(const struct wined3d_shader_instruction
*ins
)
2391 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
2392 struct glsl_src_param src0_param
;
2393 struct glsl_src_param src1_param
;
2396 /* If we have ARB_gpu_shader5 or GLSL 4.0, we can use imulExtended(). If
2397 * not, we can emulate it. */
2398 if (ins
->dst
[0].reg
.type
!= WINED3DSPR_NULL
)
2399 FIXME("64-bit integer multiplies not implemented.\n");
2401 if (ins
->dst
[1].reg
.type
!= WINED3DSPR_NULL
)
2403 write_mask
= shader_glsl_append_dst_ext(buffer
, ins
, &ins
->dst
[1], ins
->dst
[1].reg
.data_type
);
2404 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
2405 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
2407 shader_addline(ins
->ctx
->buffer
, "%s * %s);\n",
2408 src0_param
.param_str
, src1_param
.param_str
);
2412 static void shader_glsl_udiv(const struct wined3d_shader_instruction
*ins
)
2414 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
2415 struct glsl_src_param src0_param
, src1_param
;
2418 if (ins
->dst
[0].reg
.type
!= WINED3DSPR_NULL
)
2421 if (ins
->dst
[1].reg
.type
!= WINED3DSPR_NULL
)
2425 write_mask
= shader_glsl_get_write_mask(&ins
->dst
[0], dst_mask
);
2426 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
2427 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
2428 shader_addline(buffer
, "tmp0%s = %s / %s;\n",
2429 dst_mask
, src0_param
.param_str
, src1_param
.param_str
);
2431 write_mask
= shader_glsl_append_dst_ext(buffer
, ins
, &ins
->dst
[1], ins
->dst
[1].reg
.data_type
);
2432 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
2433 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
2434 shader_addline(buffer
, "%s %% %s));\n", src0_param
.param_str
, src1_param
.param_str
);
2436 shader_glsl_append_dst_ext(buffer
, ins
, &ins
->dst
[0], ins
->dst
[0].reg
.data_type
);
2437 shader_addline(buffer
, "tmp0%s);\n", dst_mask
);
2441 write_mask
= shader_glsl_append_dst_ext(buffer
, ins
, &ins
->dst
[0], ins
->dst
[0].reg
.data_type
);
2442 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
2443 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
2444 shader_addline(buffer
, "%s / %s);\n", src0_param
.param_str
, src1_param
.param_str
);
2447 else if (ins
->dst
[1].reg
.type
!= WINED3DSPR_NULL
)
2449 write_mask
= shader_glsl_append_dst_ext(buffer
, ins
, &ins
->dst
[1], ins
->dst
[1].reg
.data_type
);
2450 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
2451 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
2452 shader_addline(buffer
, "%s %% %s);\n", src0_param
.param_str
, src1_param
.param_str
);
2456 /* Process the WINED3DSIO_MOV opcode using GLSL (dst = src) */
2457 static void shader_glsl_mov(const struct wined3d_shader_instruction
*ins
)
2459 const struct wined3d_gl_info
*gl_info
= ins
->ctx
->gl_info
;
2460 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
2461 struct glsl_src_param src0_param
;
2464 write_mask
= shader_glsl_append_dst(buffer
, ins
);
2465 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
2467 /* In vs_1_1 WINED3DSIO_MOV can write to the address register. In later
2468 * shader versions WINED3DSIO_MOVA is used for this. */
2469 if (ins
->ctx
->reg_maps
->shader_version
.major
== 1
2470 && ins
->ctx
->reg_maps
->shader_version
.type
== WINED3D_SHADER_TYPE_VERTEX
2471 && ins
->dst
[0].reg
.type
== WINED3DSPR_ADDR
)
2473 /* This is a simple floor() */
2474 unsigned int mask_size
= shader_glsl_get_write_mask_size(write_mask
);
2475 if (mask_size
> 1) {
2476 shader_addline(buffer
, "ivec%d(floor(%s)));\n", mask_size
, src0_param
.param_str
);
2478 shader_addline(buffer
, "int(floor(%s)));\n", src0_param
.param_str
);
2481 else if(ins
->handler_idx
== WINED3DSIH_MOVA
)
2483 /* We need to *round* to the nearest int here. */
2484 unsigned int mask_size
= shader_glsl_get_write_mask_size(write_mask
);
2486 if (gl_info
->supported
[EXT_GPU_SHADER4
])
2489 shader_addline(buffer
, "ivec%d(round(%s)));\n", mask_size
, src0_param
.param_str
);
2491 shader_addline(buffer
, "int(round(%s)));\n", src0_param
.param_str
);
2496 shader_addline(buffer
, "ivec%d(floor(abs(%s) + vec%d(0.5)) * sign(%s)));\n",
2497 mask_size
, src0_param
.param_str
, mask_size
, src0_param
.param_str
);
2499 shader_addline(buffer
, "int(floor(abs(%s) + 0.5) * sign(%s)));\n",
2500 src0_param
.param_str
, src0_param
.param_str
);
2505 shader_addline(buffer
, "%s);\n", src0_param
.param_str
);
2509 /* Process the dot product operators DP3 and DP4 in GLSL (dst = dot(src0, src1)) */
2510 static void shader_glsl_dot(const struct wined3d_shader_instruction
*ins
)
2512 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
2513 struct glsl_src_param src0_param
;
2514 struct glsl_src_param src1_param
;
2515 DWORD dst_write_mask
, src_write_mask
;
2516 unsigned int dst_size
= 0;
2518 dst_write_mask
= shader_glsl_append_dst(buffer
, ins
);
2519 dst_size
= shader_glsl_get_write_mask_size(dst_write_mask
);
2521 /* dp3 works on vec3, dp4 on vec4 */
2522 if (ins
->handler_idx
== WINED3DSIH_DP4
)
2524 src_write_mask
= WINED3DSP_WRITEMASK_ALL
;
2526 src_write_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
2529 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_write_mask
, &src0_param
);
2530 shader_glsl_add_src_param(ins
, &ins
->src
[1], src_write_mask
, &src1_param
);
2533 shader_addline(buffer
, "vec%d(dot(%s, %s)));\n", dst_size
, src0_param
.param_str
, src1_param
.param_str
);
2535 shader_addline(buffer
, "dot(%s, %s));\n", src0_param
.param_str
, src1_param
.param_str
);
2539 /* Note that this instruction has some restrictions. The destination write mask
2540 * can't contain the w component, and the source swizzles have to be .xyzw */
2541 static void shader_glsl_cross(const struct wined3d_shader_instruction
*ins
)
2543 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
2544 struct glsl_src_param src0_param
;
2545 struct glsl_src_param src1_param
;
2548 shader_glsl_get_write_mask(&ins
->dst
[0], dst_mask
);
2549 shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
2550 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_mask
, &src0_param
);
2551 shader_glsl_add_src_param(ins
, &ins
->src
[1], src_mask
, &src1_param
);
2552 shader_addline(ins
->ctx
->buffer
, "cross(%s, %s)%s);\n", src0_param
.param_str
, src1_param
.param_str
, dst_mask
);
2555 static void shader_glsl_cut(const struct wined3d_shader_instruction
*ins
)
2557 shader_addline(ins
->ctx
->buffer
, "EndPrimitive();\n");
2560 /* Process the WINED3DSIO_POW instruction in GLSL (dst = |src0|^src1)
2561 * Src0 and src1 are scalars. Note that D3D uses the absolute of src0, while
2562 * GLSL uses the value as-is. */
2563 static void shader_glsl_pow(const struct wined3d_shader_instruction
*ins
)
2565 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
2566 struct glsl_src_param src0_param
;
2567 struct glsl_src_param src1_param
;
2568 DWORD dst_write_mask
;
2569 unsigned int dst_size
;
2571 dst_write_mask
= shader_glsl_append_dst(buffer
, ins
);
2572 dst_size
= shader_glsl_get_write_mask_size(dst_write_mask
);
2574 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
, &src0_param
);
2575 shader_glsl_add_src_param(ins
, &ins
->src
[1], WINED3DSP_WRITEMASK_0
, &src1_param
);
2579 shader_addline(buffer
, "vec%u(%s == 0.0 ? 1.0 : pow(abs(%s), %s)));\n",
2580 dst_size
, src1_param
.param_str
, src0_param
.param_str
, src1_param
.param_str
);
2584 shader_addline(buffer
, "%s == 0.0 ? 1.0 : pow(abs(%s), %s));\n",
2585 src1_param
.param_str
, src0_param
.param_str
, src1_param
.param_str
);
2589 /* Map the opcode 1-to-1 to the GL code (arg->dst = instruction(src0, src1, ...) */
2590 static void shader_glsl_map2gl(const struct wined3d_shader_instruction
*ins
)
2592 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
2593 struct glsl_src_param src_param
;
2594 const char *instruction
;
2598 /* Determine the GLSL function to use based on the opcode */
2599 /* TODO: Possibly make this a table for faster lookups */
2600 switch (ins
->handler_idx
)
2602 case WINED3DSIH_MIN
: instruction
= "min"; break;
2603 case WINED3DSIH_MAX
: instruction
= "max"; break;
2604 case WINED3DSIH_ABS
: instruction
= "abs"; break;
2605 case WINED3DSIH_FRC
: instruction
= "fract"; break;
2606 case WINED3DSIH_DSX
: instruction
= "dFdx"; break;
2607 case WINED3DSIH_DSY
: instruction
= "ycorrection.y * dFdy"; break;
2608 case WINED3DSIH_ROUND_NI
: instruction
= "floor"; break;
2609 default: instruction
= "";
2610 FIXME("Opcode %#x not yet handled in GLSL\n", ins
->handler_idx
);
2614 write_mask
= shader_glsl_append_dst(buffer
, ins
);
2616 shader_addline(buffer
, "%s(", instruction
);
2620 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src_param
);
2621 shader_addline(buffer
, "%s", src_param
.param_str
);
2622 for (i
= 1; i
< ins
->src_count
; ++i
)
2624 shader_glsl_add_src_param(ins
, &ins
->src
[i
], write_mask
, &src_param
);
2625 shader_addline(buffer
, ", %s", src_param
.param_str
);
2629 shader_addline(buffer
, "));\n");
2632 static void shader_glsl_nop(const struct wined3d_shader_instruction
*ins
) {}
2634 static void shader_glsl_nrm(const struct wined3d_shader_instruction
*ins
)
2636 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
2637 struct glsl_src_param src_param
;
2638 unsigned int mask_size
;
2642 write_mask
= shader_glsl_get_write_mask(ins
->dst
, dst_mask
);
2643 mask_size
= shader_glsl_get_write_mask_size(write_mask
);
2644 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src_param
);
2646 shader_addline(buffer
, "tmp0.x = dot(%s, %s);\n",
2647 src_param
.param_str
, src_param
.param_str
);
2648 shader_glsl_append_dst(buffer
, ins
);
2652 shader_addline(buffer
, "tmp0.x == 0.0 ? vec%u(0.0) : (%s * inversesqrt(tmp0.x)));\n",
2653 mask_size
, src_param
.param_str
);
2657 shader_addline(buffer
, "tmp0.x == 0.0 ? 0.0 : (%s * inversesqrt(tmp0.x)));\n",
2658 src_param
.param_str
);
2662 static void shader_glsl_scalar_op(const struct wined3d_shader_instruction
*ins
)
2664 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
2665 struct glsl_src_param src0_param
;
2666 const char *prefix
, *suffix
;
2667 unsigned int dst_size
;
2668 DWORD dst_write_mask
;
2670 dst_write_mask
= shader_glsl_append_dst(buffer
, ins
);
2671 dst_size
= shader_glsl_get_write_mask_size(dst_write_mask
);
2673 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_3
, &src0_param
);
2675 switch (ins
->handler_idx
)
2677 case WINED3DSIH_EXP
:
2678 case WINED3DSIH_EXPP
:
2683 case WINED3DSIH_LOG
:
2684 case WINED3DSIH_LOGP
:
2685 prefix
= "log2(abs(";
2689 case WINED3DSIH_RCP
:
2694 case WINED3DSIH_RSQ
:
2695 prefix
= "inversesqrt(abs(";
2702 FIXME("Unhandled instruction %#x.\n", ins
->handler_idx
);
2707 shader_addline(buffer
, "vec%u(%s%s%s));\n", dst_size
, prefix
, src0_param
.param_str
, suffix
);
2709 shader_addline(buffer
, "%s%s%s);\n", prefix
, src0_param
.param_str
, suffix
);
2712 /** Process the WINED3DSIO_EXPP instruction in GLSL:
2713 * For shader model 1.x, do the following (and honor the writemask, so use a temporary variable):
2714 * dst.x = 2^(floor(src))
2715 * dst.y = src - floor(src)
2716 * dst.z = 2^src (partial precision is allowed, but optional)
2718 * For 2.0 shaders, just do this (honoring writemask and swizzle):
2719 * dst = 2^src; (partial precision is allowed, but optional)
2721 static void shader_glsl_expp(const struct wined3d_shader_instruction
*ins
)
2723 if (ins
->ctx
->reg_maps
->shader_version
.major
< 2)
2725 struct glsl_src_param src_param
;
2728 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_3
, &src_param
);
2730 shader_addline(ins
->ctx
->buffer
, "tmp0.x = exp2(floor(%s));\n", src_param
.param_str
);
2731 shader_addline(ins
->ctx
->buffer
, "tmp0.y = %s - floor(%s);\n", src_param
.param_str
, src_param
.param_str
);
2732 shader_addline(ins
->ctx
->buffer
, "tmp0.z = exp2(%s);\n", src_param
.param_str
);
2733 shader_addline(ins
->ctx
->buffer
, "tmp0.w = 1.0;\n");
2735 shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
2736 shader_glsl_get_write_mask(&ins
->dst
[0], dst_mask
);
2737 shader_addline(ins
->ctx
->buffer
, "tmp0%s);\n", dst_mask
);
2741 shader_glsl_scalar_op(ins
);
2744 static void shader_glsl_to_int(const struct wined3d_shader_instruction
*ins
)
2746 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
2747 struct glsl_src_param src_param
;
2748 unsigned int mask_size
;
2751 write_mask
= shader_glsl_append_dst(buffer
, ins
);
2752 mask_size
= shader_glsl_get_write_mask_size(write_mask
);
2753 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src_param
);
2756 shader_addline(buffer
, "ivec%u(%s));\n", mask_size
, src_param
.param_str
);
2758 shader_addline(buffer
, "int(%s));\n", src_param
.param_str
);
2761 static void shader_glsl_to_float(const struct wined3d_shader_instruction
*ins
)
2763 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
2764 struct glsl_src_param src_param
;
2765 unsigned int mask_size
;
2768 write_mask
= shader_glsl_append_dst(buffer
, ins
);
2769 mask_size
= shader_glsl_get_write_mask_size(write_mask
);
2770 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src_param
);
2773 shader_addline(buffer
, "vec%u(%s));\n", mask_size
, src_param
.param_str
);
2775 shader_addline(buffer
, "float(%s));\n", src_param
.param_str
);
2778 /** Process signed comparison opcodes in GLSL. */
2779 static void shader_glsl_compare(const struct wined3d_shader_instruction
*ins
)
2781 struct glsl_src_param src0_param
;
2782 struct glsl_src_param src1_param
;
2784 unsigned int mask_size
;
2786 write_mask
= shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
2787 mask_size
= shader_glsl_get_write_mask_size(write_mask
);
2788 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
2789 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
2791 if (mask_size
> 1) {
2792 const char *compare
;
2794 switch(ins
->handler_idx
)
2796 case WINED3DSIH_SLT
: compare
= "lessThan"; break;
2797 case WINED3DSIH_SGE
: compare
= "greaterThanEqual"; break;
2798 default: compare
= "";
2799 FIXME("Can't handle opcode %#x\n", ins
->handler_idx
);
2802 shader_addline(ins
->ctx
->buffer
, "vec%d(%s(%s, %s)));\n", mask_size
, compare
,
2803 src0_param
.param_str
, src1_param
.param_str
);
2805 switch(ins
->handler_idx
)
2807 case WINED3DSIH_SLT
:
2808 /* Step(src0, src1) is not suitable here because if src0 == src1 SLT is supposed,
2809 * to return 0.0 but step returns 1.0 because step is not < x
2810 * An alternative is a bvec compare padded with an unused second component.
2811 * step(src1 * -1.0, src0 * -1.0) is not an option because it suffers from the same
2812 * issue. Playing with not() is not possible either because not() does not accept
2815 shader_addline(ins
->ctx
->buffer
, "(%s < %s) ? 1.0 : 0.0);\n",
2816 src0_param
.param_str
, src1_param
.param_str
);
2818 case WINED3DSIH_SGE
:
2819 /* Here we can use the step() function and safe a conditional */
2820 shader_addline(ins
->ctx
->buffer
, "step(%s, %s));\n", src1_param
.param_str
, src0_param
.param_str
);
2823 FIXME("Can't handle opcode %#x\n", ins
->handler_idx
);
2829 static void shader_glsl_conditional_move(const struct wined3d_shader_instruction
*ins
)
2831 const char *condition_prefix
, *condition_suffix
;
2832 struct wined3d_shader_dst_param dst
;
2833 struct glsl_src_param src0_param
;
2834 struct glsl_src_param src1_param
;
2835 struct glsl_src_param src2_param
;
2836 BOOL temp_destination
= FALSE
;
2837 DWORD cmp_channel
= 0;
2842 switch (ins
->handler_idx
)
2844 case WINED3DSIH_CMP
:
2845 condition_prefix
= "";
2846 condition_suffix
= " >= 0.0";
2849 case WINED3DSIH_CND
:
2850 condition_prefix
= "";
2851 condition_suffix
= " > 0.5";
2854 case WINED3DSIH_MOVC
:
2855 condition_prefix
= "bool(";
2856 condition_suffix
= ")";
2860 FIXME("Unhandled instruction %#x.\n", ins
->handler_idx
);
2861 condition_prefix
= "<unhandled prefix>";
2862 condition_suffix
= "<unhandled suffix>";
2866 if (shader_is_scalar(&ins
->dst
[0].reg
) || shader_is_scalar(&ins
->src
[0].reg
))
2868 write_mask
= shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
2869 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
2870 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
2871 shader_glsl_add_src_param(ins
, &ins
->src
[2], write_mask
, &src2_param
);
2873 shader_addline(ins
->ctx
->buffer
, "%s%s%s ? %s : %s);\n",
2874 condition_prefix
, src0_param
.param_str
, condition_suffix
,
2875 src1_param
.param_str
, src2_param
.param_str
);
2881 /* Splitting the instruction up in multiple lines imposes a problem:
2882 * The first lines may overwrite source parameters of the following lines.
2883 * Deal with that by using a temporary destination register if needed. */
2884 if ((ins
->src
[0].reg
.idx
[0].offset
== dst
.reg
.idx
[0].offset
2885 && ins
->src
[0].reg
.type
== dst
.reg
.type
)
2886 || (ins
->src
[1].reg
.idx
[0].offset
== dst
.reg
.idx
[0].offset
2887 && ins
->src
[1].reg
.type
== dst
.reg
.type
)
2888 || (ins
->src
[2].reg
.idx
[0].offset
== dst
.reg
.idx
[0].offset
2889 && ins
->src
[2].reg
.type
== dst
.reg
.type
))
2890 temp_destination
= TRUE
;
2892 /* Cycle through all source0 channels. */
2893 for (i
= 0; i
< 4; ++i
)
2896 /* Find the destination channels which use the current source0 channel. */
2897 for (j
= 0; j
< 4; ++j
)
2899 if (((ins
->src
[0].swizzle
>> (2 * j
)) & 0x3) == i
)
2901 write_mask
|= WINED3DSP_WRITEMASK_0
<< j
;
2902 cmp_channel
= WINED3DSP_WRITEMASK_0
<< j
;
2905 dst
.write_mask
= ins
->dst
[0].write_mask
& write_mask
;
2907 if (temp_destination
)
2909 if (!(write_mask
= shader_glsl_get_write_mask(&dst
, mask_char
)))
2911 shader_addline(ins
->ctx
->buffer
, "tmp0%s = (", mask_char
);
2913 else if (!(write_mask
= shader_glsl_append_dst_ext(ins
->ctx
->buffer
, ins
, &dst
, dst
.reg
.data_type
)))
2916 shader_glsl_add_src_param(ins
, &ins
->src
[0], cmp_channel
, &src0_param
);
2917 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
2918 shader_glsl_add_src_param(ins
, &ins
->src
[2], write_mask
, &src2_param
);
2920 shader_addline(ins
->ctx
->buffer
, "%s%s%s ? %s : %s);\n",
2921 condition_prefix
, src0_param
.param_str
, condition_suffix
,
2922 src1_param
.param_str
, src2_param
.param_str
);
2925 if (temp_destination
)
2927 shader_glsl_get_write_mask(&ins
->dst
[0], mask_char
);
2928 shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
2929 shader_addline(ins
->ctx
->buffer
, "tmp0%s);\n", mask_char
);
2933 /** Process the CND opcode in GLSL (dst = (src0 > 0.5) ? src1 : src2) */
2934 /* For ps 1.1-1.3, only a single component of src0 is used. For ps 1.4
2935 * the compare is done per component of src0. */
2936 static void shader_glsl_cnd(const struct wined3d_shader_instruction
*ins
)
2938 struct glsl_src_param src0_param
;
2939 struct glsl_src_param src1_param
;
2940 struct glsl_src_param src2_param
;
2942 DWORD shader_version
= WINED3D_SHADER_VERSION(ins
->ctx
->reg_maps
->shader_version
.major
,
2943 ins
->ctx
->reg_maps
->shader_version
.minor
);
2945 if (shader_version
< WINED3D_SHADER_VERSION(1, 4))
2947 write_mask
= shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
2948 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
, &src0_param
);
2949 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
2950 shader_glsl_add_src_param(ins
, &ins
->src
[2], write_mask
, &src2_param
);
2952 if (ins
->coissue
&& ins
->dst
->write_mask
!= WINED3DSP_WRITEMASK_3
)
2953 shader_addline(ins
->ctx
->buffer
, "%s /* COISSUE! */);\n", src1_param
.param_str
);
2955 shader_addline(ins
->ctx
->buffer
, "%s > 0.5 ? %s : %s);\n",
2956 src0_param
.param_str
, src1_param
.param_str
, src2_param
.param_str
);
2960 shader_glsl_conditional_move(ins
);
2963 /** GLSL code generation for WINED3DSIO_MAD: Multiply the first 2 opcodes, then add the last */
2964 static void shader_glsl_mad(const struct wined3d_shader_instruction
*ins
)
2966 struct glsl_src_param src0_param
;
2967 struct glsl_src_param src1_param
;
2968 struct glsl_src_param src2_param
;
2971 write_mask
= shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
2972 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
2973 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
2974 shader_glsl_add_src_param(ins
, &ins
->src
[2], write_mask
, &src2_param
);
2975 shader_addline(ins
->ctx
->buffer
, "(%s * %s) + %s);\n",
2976 src0_param
.param_str
, src1_param
.param_str
, src2_param
.param_str
);
2979 /* Handles transforming all WINED3DSIO_M?x? opcodes for
2980 Vertex shaders to GLSL codes */
2981 static void shader_glsl_mnxn(const struct wined3d_shader_instruction
*ins
)
2984 int nComponents
= 0;
2985 struct wined3d_shader_dst_param tmp_dst
= {{0}};
2986 struct wined3d_shader_src_param tmp_src
[2] = {{{0}}};
2987 struct wined3d_shader_instruction tmp_ins
;
2989 memset(&tmp_ins
, 0, sizeof(tmp_ins
));
2991 /* Set constants for the temporary argument */
2992 tmp_ins
.ctx
= ins
->ctx
;
2993 tmp_ins
.dst_count
= 1;
2994 tmp_ins
.dst
= &tmp_dst
;
2995 tmp_ins
.src_count
= 2;
2996 tmp_ins
.src
= tmp_src
;
2998 switch(ins
->handler_idx
)
3000 case WINED3DSIH_M4x4
:
3002 tmp_ins
.handler_idx
= WINED3DSIH_DP4
;
3004 case WINED3DSIH_M4x3
:
3006 tmp_ins
.handler_idx
= WINED3DSIH_DP4
;
3008 case WINED3DSIH_M3x4
:
3010 tmp_ins
.handler_idx
= WINED3DSIH_DP3
;
3012 case WINED3DSIH_M3x3
:
3014 tmp_ins
.handler_idx
= WINED3DSIH_DP3
;
3016 case WINED3DSIH_M3x2
:
3018 tmp_ins
.handler_idx
= WINED3DSIH_DP3
;
3024 tmp_dst
= ins
->dst
[0];
3025 tmp_src
[0] = ins
->src
[0];
3026 tmp_src
[1] = ins
->src
[1];
3027 for (i
= 0; i
< nComponents
; ++i
)
3029 tmp_dst
.write_mask
= WINED3DSP_WRITEMASK_0
<< i
;
3030 shader_glsl_dot(&tmp_ins
);
3031 ++tmp_src
[1].reg
.idx
[0].offset
;
3036 The LRP instruction performs a component-wise linear interpolation
3037 between the second and third operands using the first operand as the
3038 blend factor. Equation: (dst = src2 + src0 * (src1 - src2))
3039 This is equivalent to mix(src2, src1, src0);
3041 static void shader_glsl_lrp(const struct wined3d_shader_instruction
*ins
)
3043 struct glsl_src_param src0_param
;
3044 struct glsl_src_param src1_param
;
3045 struct glsl_src_param src2_param
;
3048 write_mask
= shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
3050 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
3051 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
3052 shader_glsl_add_src_param(ins
, &ins
->src
[2], write_mask
, &src2_param
);
3054 shader_addline(ins
->ctx
->buffer
, "mix(%s, %s, %s));\n",
3055 src2_param
.param_str
, src1_param
.param_str
, src0_param
.param_str
);
3058 /** Process the WINED3DSIO_LIT instruction in GLSL:
3059 * dst.x = dst.w = 1.0
3060 * dst.y = (src0.x > 0) ? src0.x
3061 * dst.z = (src0.x > 0) ? ((src0.y > 0) ? pow(src0.y, src.w) : 0) : 0
3062 * where src.w is clamped at +- 128
3064 static void shader_glsl_lit(const struct wined3d_shader_instruction
*ins
)
3066 struct glsl_src_param src0_param
;
3067 struct glsl_src_param src1_param
;
3068 struct glsl_src_param src3_param
;
3071 shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
3072 shader_glsl_get_write_mask(&ins
->dst
[0], dst_mask
);
3074 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
, &src0_param
);
3075 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_1
, &src1_param
);
3076 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_3
, &src3_param
);
3078 /* The sdk specifies the instruction like this
3080 * if(src.x > 0.0) dst.y = src.x
3082 * if(src.x > 0.0 && src.y > 0.0) dst.z = pow(src.y, power);
3085 * (where power = src.w clamped between -128 and 128)
3087 * Obviously that has quite a few conditionals in it which we don't like. So the first step is this:
3088 * dst.x = 1.0 ... No further explanation needed
3089 * dst.y = max(src.y, 0.0); ... If x < 0.0, use 0.0, otherwise x. Same as the conditional
3090 * dst.z = x > 0.0 ? pow(max(y, 0.0), p) : 0; ... 0 ^ power is 0, and otherwise we use y anyway
3091 * dst.w = 1.0. ... Nothing fancy.
3093 * So we still have one conditional in there. So do this:
3094 * dst.z = pow(max(0.0, src.y) * step(0.0, src.x), power);
3096 * 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),
3097 * 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.
3098 * if both x and y are > 0, we get pow(y * 1.0, power), as it is supposed to.
3100 * Unfortunately pow(0.0 ^ 0.0) returns NaN on most GPUs, but lit with src.y = 0 and src.w = 0 returns
3101 * a non-NaN value in dst.z. What we return doesn't matter, as long as it is not NaN. Return 0, which is
3102 * what all Windows HW drivers and GL_ARB_vertex_program's LIT do.
3104 shader_addline(ins
->ctx
->buffer
,
3105 "vec4(1.0, max(%s, 0.0), %s == 0.0 ? 0.0 : "
3106 "pow(max(0.0, %s) * step(0.0, %s), clamp(%s, -128.0, 128.0)), 1.0)%s);\n",
3107 src0_param
.param_str
, src3_param
.param_str
, src1_param
.param_str
,
3108 src0_param
.param_str
, src3_param
.param_str
, dst_mask
);
3111 /** Process the WINED3DSIO_DST instruction in GLSL:
3113 * dst.y = src0.x * src0.y
3117 static void shader_glsl_dst(const struct wined3d_shader_instruction
*ins
)
3119 struct glsl_src_param src0y_param
;
3120 struct glsl_src_param src0z_param
;
3121 struct glsl_src_param src1y_param
;
3122 struct glsl_src_param src1w_param
;
3125 shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
3126 shader_glsl_get_write_mask(&ins
->dst
[0], dst_mask
);
3128 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_1
, &src0y_param
);
3129 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_2
, &src0z_param
);
3130 shader_glsl_add_src_param(ins
, &ins
->src
[1], WINED3DSP_WRITEMASK_1
, &src1y_param
);
3131 shader_glsl_add_src_param(ins
, &ins
->src
[1], WINED3DSP_WRITEMASK_3
, &src1w_param
);
3133 shader_addline(ins
->ctx
->buffer
, "vec4(1.0, %s * %s, %s, %s))%s;\n",
3134 src0y_param
.param_str
, src1y_param
.param_str
, src0z_param
.param_str
, src1w_param
.param_str
, dst_mask
);
3137 /** Process the WINED3DSIO_SINCOS instruction in GLSL:
3138 * VS 2.0 requires that specific cosine and sine constants be passed to this instruction so the hardware
3139 * can handle it. But, these functions are built-in for GLSL, so we can just ignore the last 2 params.
3141 * dst.x = cos(src0.?)
3142 * dst.y = sin(src0.?)
3146 static void shader_glsl_sincos(const struct wined3d_shader_instruction
*ins
)
3148 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
3149 struct glsl_src_param src0_param
;
3152 if (ins
->ctx
->reg_maps
->shader_version
.major
< 4)
3154 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
, &src0_param
);
3156 write_mask
= shader_glsl_append_dst(buffer
, ins
);
3159 case WINED3DSP_WRITEMASK_0
:
3160 shader_addline(buffer
, "cos(%s));\n", src0_param
.param_str
);
3163 case WINED3DSP_WRITEMASK_1
:
3164 shader_addline(buffer
, "sin(%s));\n", src0_param
.param_str
);
3167 case (WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
):
3168 shader_addline(buffer
, "vec2(cos(%s), sin(%s)));\n",
3169 src0_param
.param_str
, src0_param
.param_str
);
3173 ERR("Write mask should be .x, .y or .xy\n");
3180 if (ins
->dst
[0].reg
.type
!= WINED3DSPR_NULL
)
3183 if (ins
->dst
[1].reg
.type
!= WINED3DSPR_NULL
)
3187 write_mask
= shader_glsl_get_write_mask(&ins
->dst
[0], dst_mask
);
3188 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
3189 shader_addline(buffer
, "tmp0%s = sin(%s);\n", dst_mask
, src0_param
.param_str
);
3191 write_mask
= shader_glsl_append_dst_ext(buffer
, ins
, &ins
->dst
[1], ins
->dst
[1].reg
.data_type
);
3192 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
3193 shader_addline(buffer
, "cos(%s));\n", src0_param
.param_str
);
3195 shader_glsl_append_dst_ext(buffer
, ins
, &ins
->dst
[0], ins
->dst
[0].reg
.data_type
);
3196 shader_addline(buffer
, "tmp0%s);\n", dst_mask
);
3200 write_mask
= shader_glsl_append_dst_ext(buffer
, ins
, &ins
->dst
[0], ins
->dst
[0].reg
.data_type
);
3201 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
3202 shader_addline(buffer
, "sin(%s));\n", src0_param
.param_str
);
3205 else if (ins
->dst
[1].reg
.type
!= WINED3DSPR_NULL
)
3207 write_mask
= shader_glsl_append_dst_ext(buffer
, ins
, &ins
->dst
[1], ins
->dst
[1].reg
.data_type
);
3208 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
3209 shader_addline(buffer
, "cos(%s));\n", src0_param
.param_str
);
3213 /* sgn in vs_2_0 has 2 extra parameters(registers for temporary storage) which we don't use
3214 * here. But those extra parameters require a dedicated function for sgn, since map2gl would
3215 * generate invalid code
3217 static void shader_glsl_sgn(const struct wined3d_shader_instruction
*ins
)
3219 struct glsl_src_param src0_param
;
3222 write_mask
= shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
3223 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
3225 shader_addline(ins
->ctx
->buffer
, "sign(%s));\n", src0_param
.param_str
);
3228 /** Process the WINED3DSIO_LOOP instruction in GLSL:
3229 * Start a for() loop where src1.y is the initial value of aL,
3230 * increment aL by src1.z for a total of src1.x iterations.
3231 * Need to use a temporary variable for this operation.
3233 /* FIXME: I don't think nested loops will work correctly this way. */
3234 static void shader_glsl_loop(const struct wined3d_shader_instruction
*ins
)
3236 struct wined3d_shader_loop_state
*loop_state
= ins
->ctx
->loop_state
;
3237 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
3238 const struct wined3d_shader
*shader
= ins
->ctx
->shader
;
3239 const struct wined3d_shader_lconst
*constant
;
3240 struct glsl_src_param src1_param
;
3241 const DWORD
*control_values
= NULL
;
3243 if (ins
->ctx
->reg_maps
->shader_version
.major
< 4)
3245 shader_glsl_add_src_param(ins
, &ins
->src
[1], WINED3DSP_WRITEMASK_ALL
, &src1_param
);
3247 /* Try to hardcode the loop control parameters if possible. Direct3D 9
3248 * class hardware doesn't support real varying indexing, but Microsoft
3249 * designed this feature for Shader model 2.x+. If the loop control is
3250 * known at compile time, the GLSL compiler can unroll the loop, and
3251 * replace indirect addressing with direct addressing. */
3252 if (ins
->src
[1].reg
.type
== WINED3DSPR_CONSTINT
)
3254 LIST_FOR_EACH_ENTRY(constant
, &shader
->constantsI
, struct wined3d_shader_lconst
, entry
)
3256 if (constant
->idx
== ins
->src
[1].reg
.idx
[0].offset
)
3258 control_values
= constant
->value
;
3266 struct wined3d_shader_loop_control loop_control
;
3267 loop_control
.count
= control_values
[0];
3268 loop_control
.start
= control_values
[1];
3269 loop_control
.step
= (int)control_values
[2];
3271 if (loop_control
.step
> 0)
3273 shader_addline(buffer
, "for (aL%u = %u; aL%u < (%u * %d + %u); aL%u += %d)\n{\n",
3274 loop_state
->current_depth
, loop_control
.start
,
3275 loop_state
->current_depth
, loop_control
.count
, loop_control
.step
, loop_control
.start
,
3276 loop_state
->current_depth
, loop_control
.step
);
3278 else if (loop_control
.step
< 0)
3280 shader_addline(buffer
, "for (aL%u = %u; aL%u > (%u * %d + %u); aL%u += %d)\n{\n",
3281 loop_state
->current_depth
, loop_control
.start
,
3282 loop_state
->current_depth
, loop_control
.count
, loop_control
.step
, loop_control
.start
,
3283 loop_state
->current_depth
, loop_control
.step
);
3287 shader_addline(buffer
, "for (aL%u = %u, tmpInt%u = 0; tmpInt%u < %u; tmpInt%u++)\n{\n",
3288 loop_state
->current_depth
, loop_control
.start
, loop_state
->current_depth
,
3289 loop_state
->current_depth
, loop_control
.count
,
3290 loop_state
->current_depth
);
3295 shader_addline(buffer
, "for (tmpInt%u = 0, aL%u = %s.y; tmpInt%u < %s.x; tmpInt%u++, aL%u += %s.z)\n{\n",
3296 loop_state
->current_depth
, loop_state
->current_reg
,
3297 src1_param
.reg_name
, loop_state
->current_depth
, src1_param
.reg_name
,
3298 loop_state
->current_depth
, loop_state
->current_reg
, src1_param
.reg_name
);
3301 ++loop_state
->current_reg
;
3305 shader_addline(buffer
, "for (;;)\n{\n");
3308 ++loop_state
->current_depth
;
3311 static void shader_glsl_end(const struct wined3d_shader_instruction
*ins
)
3313 struct wined3d_shader_loop_state
*loop_state
= ins
->ctx
->loop_state
;
3315 shader_addline(ins
->ctx
->buffer
, "}\n");
3317 if (ins
->handler_idx
== WINED3DSIH_ENDLOOP
)
3319 --loop_state
->current_depth
;
3320 --loop_state
->current_reg
;
3323 if (ins
->handler_idx
== WINED3DSIH_ENDREP
)
3325 --loop_state
->current_depth
;
3329 static void shader_glsl_rep(const struct wined3d_shader_instruction
*ins
)
3331 const struct wined3d_shader
*shader
= ins
->ctx
->shader
;
3332 struct wined3d_shader_loop_state
*loop_state
= ins
->ctx
->loop_state
;
3333 const struct wined3d_shader_lconst
*constant
;
3334 struct glsl_src_param src0_param
;
3335 const DWORD
*control_values
= NULL
;
3337 /* Try to hardcode local values to help the GLSL compiler to unroll and optimize the loop */
3338 if (ins
->src
[0].reg
.type
== WINED3DSPR_CONSTINT
)
3340 LIST_FOR_EACH_ENTRY(constant
, &shader
->constantsI
, struct wined3d_shader_lconst
, entry
)
3342 if (constant
->idx
== ins
->src
[0].reg
.idx
[0].offset
)
3344 control_values
= constant
->value
;
3352 shader_addline(ins
->ctx
->buffer
, "for (tmpInt%d = 0; tmpInt%d < %d; tmpInt%d++) {\n",
3353 loop_state
->current_depth
, loop_state
->current_depth
,
3354 control_values
[0], loop_state
->current_depth
);
3358 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
, &src0_param
);
3359 shader_addline(ins
->ctx
->buffer
, "for (tmpInt%d = 0; tmpInt%d < %s; tmpInt%d++) {\n",
3360 loop_state
->current_depth
, loop_state
->current_depth
,
3361 src0_param
.param_str
, loop_state
->current_depth
);
3364 ++loop_state
->current_depth
;
3367 static void shader_glsl_if(const struct wined3d_shader_instruction
*ins
)
3369 struct glsl_src_param src0_param
;
3371 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
, &src0_param
);
3372 shader_addline(ins
->ctx
->buffer
, "if (bool(%s)) {\n", src0_param
.param_str
);
3375 static void shader_glsl_ifc(const struct wined3d_shader_instruction
*ins
)
3377 struct glsl_src_param src0_param
;
3378 struct glsl_src_param src1_param
;
3380 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
, &src0_param
);
3381 shader_glsl_add_src_param(ins
, &ins
->src
[1], WINED3DSP_WRITEMASK_0
, &src1_param
);
3383 shader_addline(ins
->ctx
->buffer
, "if (%s %s %s) {\n",
3384 src0_param
.param_str
, shader_glsl_get_rel_op(ins
->flags
), src1_param
.param_str
);
3387 static void shader_glsl_else(const struct wined3d_shader_instruction
*ins
)
3389 shader_addline(ins
->ctx
->buffer
, "} else {\n");
3392 static void shader_glsl_emit(const struct wined3d_shader_instruction
*ins
)
3394 shader_addline(ins
->ctx
->buffer
, "EmitVertex();\n");
3397 static void shader_glsl_break(const struct wined3d_shader_instruction
*ins
)
3399 shader_addline(ins
->ctx
->buffer
, "break;\n");
3402 /* FIXME: According to MSDN the compare is done per component. */
3403 static void shader_glsl_breakc(const struct wined3d_shader_instruction
*ins
)
3405 struct glsl_src_param src0_param
;
3406 struct glsl_src_param src1_param
;
3408 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
, &src0_param
);
3409 shader_glsl_add_src_param(ins
, &ins
->src
[1], WINED3DSP_WRITEMASK_0
, &src1_param
);
3411 shader_addline(ins
->ctx
->buffer
, "if (%s %s %s) break;\n",
3412 src0_param
.param_str
, shader_glsl_get_rel_op(ins
->flags
), src1_param
.param_str
);
3415 static void shader_glsl_breakp(const struct wined3d_shader_instruction
*ins
)
3417 struct glsl_src_param src_param
;
3419 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
, &src_param
);
3420 shader_addline(ins
->ctx
->buffer
, "if (bool(%s)) break;\n", src_param
.param_str
);
3423 static void shader_glsl_label(const struct wined3d_shader_instruction
*ins
)
3425 shader_addline(ins
->ctx
->buffer
, "}\n");
3426 shader_addline(ins
->ctx
->buffer
, "void subroutine%u()\n{\n", ins
->src
[0].reg
.idx
[0].offset
);
3429 static void shader_glsl_call(const struct wined3d_shader_instruction
*ins
)
3431 shader_addline(ins
->ctx
->buffer
, "subroutine%u();\n", ins
->src
[0].reg
.idx
[0].offset
);
3434 static void shader_glsl_callnz(const struct wined3d_shader_instruction
*ins
)
3436 struct glsl_src_param src1_param
;
3438 shader_glsl_add_src_param(ins
, &ins
->src
[1], WINED3DSP_WRITEMASK_0
, &src1_param
);
3439 shader_addline(ins
->ctx
->buffer
, "if (%s) subroutine%u();\n",
3440 src1_param
.param_str
, ins
->src
[0].reg
.idx
[0].offset
);
3443 static void shader_glsl_ret(const struct wined3d_shader_instruction
*ins
)
3445 /* No-op. The closing } is written when a new function is started, and at the end of the shader. This
3446 * function only suppresses the unhandled instruction warning
3450 /*********************************************
3451 * Pixel Shader Specific Code begins here
3452 ********************************************/
3453 static void shader_glsl_tex(const struct wined3d_shader_instruction
*ins
)
3455 DWORD shader_version
= WINED3D_SHADER_VERSION(ins
->ctx
->reg_maps
->shader_version
.major
,
3456 ins
->ctx
->reg_maps
->shader_version
.minor
);
3457 struct glsl_sample_function sample_function
;
3458 DWORD sample_flags
= 0;
3460 DWORD mask
= 0, swizzle
;
3461 const struct shader_glsl_ctx_priv
*priv
= ins
->ctx
->backend_data
;
3463 /* 1.0-1.4: Use destination register as sampler source.
3464 * 2.0+: Use provided sampler source. */
3465 if (shader_version
< WINED3D_SHADER_VERSION(2,0))
3466 resource_idx
= ins
->dst
[0].reg
.idx
[0].offset
;
3468 resource_idx
= ins
->src
[1].reg
.idx
[0].offset
;
3470 if (shader_version
< WINED3D_SHADER_VERSION(1,4))
3472 DWORD flags
= (priv
->cur_ps_args
->tex_transform
>> resource_idx
* WINED3D_PSARGS_TEXTRANSFORM_SHIFT
)
3473 & WINED3D_PSARGS_TEXTRANSFORM_MASK
;
3474 enum wined3d_shader_resource_type resource_type
= ins
->ctx
->reg_maps
->resource_info
[resource_idx
].type
;
3476 /* Projected cube textures don't make a lot of sense, the resulting coordinates stay the same. */
3477 if (flags
& WINED3D_PSARGS_PROJECTED
&& resource_type
!= WINED3D_SHADER_RESOURCE_TEXTURE_CUBE
)
3479 sample_flags
|= WINED3D_GLSL_SAMPLE_PROJECTED
;
3480 switch (flags
& ~WINED3D_PSARGS_PROJECTED
)
3482 case WINED3D_TTFF_COUNT1
:
3483 FIXME("WINED3D_TTFF_PROJECTED with WINED3D_TTFF_COUNT1?\n");
3485 case WINED3D_TTFF_COUNT2
:
3486 mask
= WINED3DSP_WRITEMASK_1
;
3488 case WINED3D_TTFF_COUNT3
:
3489 mask
= WINED3DSP_WRITEMASK_2
;
3491 case WINED3D_TTFF_COUNT4
:
3492 case WINED3D_TTFF_DISABLE
:
3493 mask
= WINED3DSP_WRITEMASK_3
;
3498 else if (shader_version
< WINED3D_SHADER_VERSION(2,0))
3500 enum wined3d_shader_src_modifier src_mod
= ins
->src
[0].modifiers
;
3502 if (src_mod
== WINED3DSPSM_DZ
) {
3503 sample_flags
|= WINED3D_GLSL_SAMPLE_PROJECTED
;
3504 mask
= WINED3DSP_WRITEMASK_2
;
3505 } else if (src_mod
== WINED3DSPSM_DW
) {
3506 sample_flags
|= WINED3D_GLSL_SAMPLE_PROJECTED
;
3507 mask
= WINED3DSP_WRITEMASK_3
;
3512 if ((ins
->flags
& WINED3DSI_TEXLD_PROJECT
)
3513 && ins
->ctx
->reg_maps
->resource_info
[resource_idx
].type
!= WINED3D_SHADER_RESOURCE_TEXTURE_CUBE
)
3515 /* ps 2.0 texldp instruction always divides by the fourth component. */
3516 sample_flags
|= WINED3D_GLSL_SAMPLE_PROJECTED
;
3517 mask
= WINED3DSP_WRITEMASK_3
;
3521 if (priv
->cur_ps_args
->np2_fixup
& (1 << resource_idx
))
3522 sample_flags
|= WINED3D_GLSL_SAMPLE_NPOT
;
3524 shader_glsl_get_sample_function(ins
->ctx
, resource_idx
, sample_flags
, &sample_function
);
3525 mask
|= sample_function
.coord_mask
;
3527 if (shader_version
< WINED3D_SHADER_VERSION(2,0)) swizzle
= WINED3DSP_NOSWIZZLE
;
3528 else swizzle
= ins
->src
[1].swizzle
;
3530 /* 1.0-1.3: Use destination register as coordinate source.
3531 1.4+: Use provided coordinate source register. */
3532 if (shader_version
< WINED3D_SHADER_VERSION(1,4))
3535 shader_glsl_write_mask_to_str(mask
, coord_mask
);
3536 shader_glsl_gen_sample_code(ins
, resource_idx
, &sample_function
, swizzle
, NULL
, NULL
, NULL
,
3537 "T%u%s", resource_idx
, coord_mask
);
3541 struct glsl_src_param coord_param
;
3542 shader_glsl_add_src_param(ins
, &ins
->src
[0], mask
, &coord_param
);
3543 if (ins
->flags
& WINED3DSI_TEXLD_BIAS
)
3545 struct glsl_src_param bias
;
3546 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_3
, &bias
);
3547 shader_glsl_gen_sample_code(ins
, resource_idx
, &sample_function
, swizzle
, NULL
, NULL
, bias
.param_str
,
3548 "%s", coord_param
.param_str
);
3550 shader_glsl_gen_sample_code(ins
, resource_idx
, &sample_function
, swizzle
, NULL
, NULL
, NULL
,
3551 "%s", coord_param
.param_str
);
3556 static void shader_glsl_texldd(const struct wined3d_shader_instruction
*ins
)
3558 const struct wined3d_gl_info
*gl_info
= ins
->ctx
->gl_info
;
3559 struct glsl_src_param coord_param
, dx_param
, dy_param
;
3560 DWORD sample_flags
= WINED3D_GLSL_SAMPLE_GRAD
;
3561 struct glsl_sample_function sample_function
;
3563 DWORD swizzle
= ins
->src
[1].swizzle
;
3564 const struct shader_glsl_ctx_priv
*priv
= ins
->ctx
->backend_data
;
3566 if (!gl_info
->supported
[ARB_SHADER_TEXTURE_LOD
] && !gl_info
->supported
[EXT_GPU_SHADER4
])
3568 FIXME("texldd used, but not supported by hardware. Falling back to regular tex\n");
3569 shader_glsl_tex(ins
);
3573 sampler_idx
= ins
->src
[1].reg
.idx
[0].offset
;
3574 if (priv
->cur_ps_args
->np2_fixup
& (1 << sampler_idx
))
3575 sample_flags
|= WINED3D_GLSL_SAMPLE_NPOT
;
3577 shader_glsl_get_sample_function(ins
->ctx
, sampler_idx
, sample_flags
, &sample_function
);
3578 shader_glsl_add_src_param(ins
, &ins
->src
[0], sample_function
.coord_mask
, &coord_param
);
3579 shader_glsl_add_src_param(ins
, &ins
->src
[2], sample_function
.coord_mask
, &dx_param
);
3580 shader_glsl_add_src_param(ins
, &ins
->src
[3], sample_function
.coord_mask
, &dy_param
);
3582 shader_glsl_gen_sample_code(ins
, sampler_idx
, &sample_function
, swizzle
, dx_param
.param_str
, dy_param
.param_str
, NULL
,
3583 "%s", coord_param
.param_str
);
3586 static void shader_glsl_texldl(const struct wined3d_shader_instruction
*ins
)
3588 const struct wined3d_gl_info
*gl_info
= ins
->ctx
->gl_info
;
3589 struct glsl_src_param coord_param
, lod_param
;
3590 DWORD sample_flags
= WINED3D_GLSL_SAMPLE_LOD
;
3591 struct glsl_sample_function sample_function
;
3593 DWORD swizzle
= ins
->src
[1].swizzle
;
3594 const struct shader_glsl_ctx_priv
*priv
= ins
->ctx
->backend_data
;
3596 sampler_idx
= ins
->src
[1].reg
.idx
[0].offset
;
3597 if (ins
->ctx
->reg_maps
->shader_version
.type
== WINED3D_SHADER_TYPE_PIXEL
3598 && priv
->cur_ps_args
->np2_fixup
& (1 << sampler_idx
))
3599 sample_flags
|= WINED3D_GLSL_SAMPLE_NPOT
;
3601 shader_glsl_get_sample_function(ins
->ctx
, sampler_idx
, sample_flags
, &sample_function
);
3602 shader_glsl_add_src_param(ins
, &ins
->src
[0], sample_function
.coord_mask
, &coord_param
);
3604 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_3
, &lod_param
);
3606 if (!gl_info
->supported
[ARB_SHADER_TEXTURE_LOD
] && !gl_info
->supported
[EXT_GPU_SHADER4
]
3607 && ins
->ctx
->reg_maps
->shader_version
.type
== WINED3D_SHADER_TYPE_PIXEL
)
3609 /* Plain GLSL only supports Lod sampling functions in vertex shaders.
3610 * However, the NVIDIA drivers allow them in fragment shaders as well,
3611 * even without the appropriate extension. */
3612 WARN("Using %s in fragment shader.\n", sample_function
.name
);
3614 shader_glsl_gen_sample_code(ins
, sampler_idx
, &sample_function
, swizzle
, NULL
, NULL
, lod_param
.param_str
,
3615 "%s", coord_param
.param_str
);
3618 static unsigned int shader_glsl_find_sampler(const struct wined3d_shader_sampler_map
*sampler_map
,
3619 unsigned int resource_idx
, unsigned int sampler_idx
)
3621 struct wined3d_shader_sampler_map_entry
*entries
= sampler_map
->entries
;
3624 for (i
= 0; i
< sampler_map
->count
; ++i
)
3626 if (entries
[i
].resource_idx
== resource_idx
&& entries
[i
].sampler_idx
== sampler_idx
)
3627 return entries
[i
].bind_idx
;
3630 ERR("No GLSL sampler found for resource %u / sampler %u.\n", resource_idx
, sampler_idx
);
3635 static void shader_glsl_sample(const struct wined3d_shader_instruction
*ins
)
3637 struct glsl_sample_function sample_function
;
3638 struct glsl_src_param coord_param
;
3639 unsigned int sampler_idx
;
3641 shader_glsl_get_sample_function(ins
->ctx
, ins
->src
[1].reg
.idx
[0].offset
, 0, &sample_function
);
3642 shader_glsl_add_src_param(ins
, &ins
->src
[0], sample_function
.coord_mask
, &coord_param
);
3643 sampler_idx
= shader_glsl_find_sampler(&ins
->ctx
->reg_maps
->sampler_map
,
3644 ins
->src
[1].reg
.idx
[0].offset
, ins
->src
[2].reg
.idx
[0].offset
);
3645 shader_glsl_gen_sample_code(ins
, sampler_idx
, &sample_function
, WINED3DSP_NOSWIZZLE
,
3646 NULL
, NULL
, NULL
, "%s", coord_param
.param_str
);
3649 static void shader_glsl_texcoord(const struct wined3d_shader_instruction
*ins
)
3651 /* FIXME: Make this work for more than just 2D textures */
3652 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
3653 DWORD write_mask
= shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
3655 if (!(ins
->ctx
->reg_maps
->shader_version
.major
== 1 && ins
->ctx
->reg_maps
->shader_version
.minor
== 4))
3659 shader_glsl_get_write_mask(&ins
->dst
[0], dst_mask
);
3660 shader_addline(buffer
, "clamp(gl_TexCoord[%u], 0.0, 1.0)%s);\n",
3661 ins
->dst
[0].reg
.idx
[0].offset
, dst_mask
);
3665 enum wined3d_shader_src_modifier src_mod
= ins
->src
[0].modifiers
;
3666 DWORD reg
= ins
->src
[0].reg
.idx
[0].offset
;
3667 char dst_swizzle
[6];
3669 shader_glsl_get_swizzle(&ins
->src
[0], FALSE
, write_mask
, dst_swizzle
);
3671 if (src_mod
== WINED3DSPSM_DZ
)
3673 unsigned int mask_size
= shader_glsl_get_write_mask_size(write_mask
);
3674 struct glsl_src_param div_param
;
3676 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_2
, &div_param
);
3678 if (mask_size
> 1) {
3679 shader_addline(buffer
, "gl_TexCoord[%u]%s / vec%d(%s));\n", reg
, dst_swizzle
, mask_size
, div_param
.param_str
);
3681 shader_addline(buffer
, "gl_TexCoord[%u]%s / %s);\n", reg
, dst_swizzle
, div_param
.param_str
);
3684 else if (src_mod
== WINED3DSPSM_DW
)
3686 unsigned int mask_size
= shader_glsl_get_write_mask_size(write_mask
);
3687 struct glsl_src_param div_param
;
3689 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_3
, &div_param
);
3691 if (mask_size
> 1) {
3692 shader_addline(buffer
, "gl_TexCoord[%u]%s / vec%d(%s));\n", reg
, dst_swizzle
, mask_size
, div_param
.param_str
);
3694 shader_addline(buffer
, "gl_TexCoord[%u]%s / %s);\n", reg
, dst_swizzle
, div_param
.param_str
);
3697 shader_addline(buffer
, "gl_TexCoord[%u]%s);\n", reg
, dst_swizzle
);
3702 /** Process the WINED3DSIO_TEXDP3TEX instruction in GLSL:
3703 * Take a 3-component dot product of the TexCoord[dstreg] and src,
3704 * then perform a 1D texture lookup from stage dstregnum, place into dst. */
3705 static void shader_glsl_texdp3tex(const struct wined3d_shader_instruction
*ins
)
3707 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
3708 DWORD sampler_idx
= ins
->dst
[0].reg
.idx
[0].offset
;
3709 struct glsl_sample_function sample_function
;
3710 struct glsl_src_param src0_param
;
3713 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_mask
, &src0_param
);
3715 /* Do I have to take care about the projected bit? I don't think so, since the dp3 returns only one
3716 * scalar, and projected sampling would require 4.
3718 * It is a dependent read - not valid with conditional NP2 textures
3720 shader_glsl_get_sample_function(ins
->ctx
, sampler_idx
, 0, &sample_function
);
3721 mask_size
= shader_glsl_get_write_mask_size(sample_function
.coord_mask
);
3726 shader_glsl_gen_sample_code(ins
, sampler_idx
, &sample_function
, WINED3DSP_NOSWIZZLE
, NULL
, NULL
, NULL
,
3727 "dot(gl_TexCoord[%u].xyz, %s)", sampler_idx
, src0_param
.param_str
);
3731 shader_glsl_gen_sample_code(ins
, sampler_idx
, &sample_function
, WINED3DSP_NOSWIZZLE
, NULL
, NULL
, NULL
,
3732 "vec2(dot(gl_TexCoord[%u].xyz, %s), 0.0)", sampler_idx
, src0_param
.param_str
);
3736 shader_glsl_gen_sample_code(ins
, sampler_idx
, &sample_function
, WINED3DSP_NOSWIZZLE
, NULL
, NULL
, NULL
,
3737 "vec3(dot(gl_TexCoord[%u].xyz, %s), 0.0, 0.0)", sampler_idx
, src0_param
.param_str
);
3741 FIXME("Unexpected mask size %u\n", mask_size
);
3746 /** Process the WINED3DSIO_TEXDP3 instruction in GLSL:
3747 * Take a 3-component dot product of the TexCoord[dstreg] and src. */
3748 static void shader_glsl_texdp3(const struct wined3d_shader_instruction
*ins
)
3750 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
3751 DWORD dstreg
= ins
->dst
[0].reg
.idx
[0].offset
;
3752 struct glsl_src_param src0_param
;
3754 unsigned int mask_size
;
3756 dst_mask
= shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
3757 mask_size
= shader_glsl_get_write_mask_size(dst_mask
);
3758 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_mask
, &src0_param
);
3760 if (mask_size
> 1) {
3761 shader_addline(ins
->ctx
->buffer
, "vec%d(dot(T%u.xyz, %s)));\n", mask_size
, dstreg
, src0_param
.param_str
);
3763 shader_addline(ins
->ctx
->buffer
, "dot(T%u.xyz, %s));\n", dstreg
, src0_param
.param_str
);
3767 /** Process the WINED3DSIO_TEXDEPTH instruction in GLSL:
3768 * Calculate the depth as dst.x / dst.y */
3769 static void shader_glsl_texdepth(const struct wined3d_shader_instruction
*ins
)
3771 struct glsl_dst_param dst_param
;
3773 shader_glsl_add_dst_param(ins
, &ins
->dst
[0], &dst_param
);
3775 /* Tests show that texdepth never returns anything below 0.0, and that r5.y is clamped to 1.0.
3776 * Negative input is accepted, -0.25 / -0.5 returns 0.5. GL should clamp gl_FragDepth to [0;1], but
3777 * this doesn't always work, so clamp the results manually. Whether or not the x value is clamped at 1
3778 * too is irrelevant, since if x = 0, any y value < 1.0 (and > 1.0 is not allowed) results in a result
3781 shader_addline(ins
->ctx
->buffer
, "gl_FragDepth = clamp((%s.x / min(%s.y, 1.0)), 0.0, 1.0);\n",
3782 dst_param
.reg_name
, dst_param
.reg_name
);
3785 /** Process the WINED3DSIO_TEXM3X2DEPTH instruction in GLSL:
3786 * Last row of a 3x2 matrix multiply, use the result to calculate the depth:
3787 * Calculate tmp0.y = TexCoord[dstreg] . src.xyz; (tmp0.x has already been calculated)
3788 * depth = (tmp0.y == 0.0) ? 1.0 : tmp0.x / tmp0.y
3790 static void shader_glsl_texm3x2depth(const struct wined3d_shader_instruction
*ins
)
3792 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
3793 DWORD dstreg
= ins
->dst
[0].reg
.idx
[0].offset
;
3794 struct glsl_src_param src0_param
;
3796 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_mask
, &src0_param
);
3798 shader_addline(ins
->ctx
->buffer
, "tmp0.y = dot(T%u.xyz, %s);\n", dstreg
, src0_param
.param_str
);
3799 shader_addline(ins
->ctx
->buffer
, "gl_FragDepth = (tmp0.y == 0.0) ? 1.0 : clamp(tmp0.x / tmp0.y, 0.0, 1.0);\n");
3802 /** Process the WINED3DSIO_TEXM3X2PAD instruction in GLSL
3803 * Calculate the 1st of a 2-row matrix multiplication. */
3804 static void shader_glsl_texm3x2pad(const struct wined3d_shader_instruction
*ins
)
3806 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
3807 DWORD reg
= ins
->dst
[0].reg
.idx
[0].offset
;
3808 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
3809 struct glsl_src_param src0_param
;
3811 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_mask
, &src0_param
);
3812 shader_addline(buffer
, "tmp0.x = dot(T%u.xyz, %s);\n", reg
, src0_param
.param_str
);
3815 /** Process the WINED3DSIO_TEXM3X3PAD instruction in GLSL
3816 * Calculate the 1st or 2nd row of a 3-row matrix multiplication. */
3817 static void shader_glsl_texm3x3pad(const struct wined3d_shader_instruction
*ins
)
3819 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
3820 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
3821 struct wined3d_shader_tex_mx
*tex_mx
= ins
->ctx
->tex_mx
;
3822 DWORD reg
= ins
->dst
[0].reg
.idx
[0].offset
;
3823 struct glsl_src_param src0_param
;
3825 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_mask
, &src0_param
);
3826 shader_addline(buffer
, "tmp0.%c = dot(T%u.xyz, %s);\n", 'x' + tex_mx
->current_row
, reg
, src0_param
.param_str
);
3827 tex_mx
->texcoord_w
[tex_mx
->current_row
++] = reg
;
3830 static void shader_glsl_texm3x2tex(const struct wined3d_shader_instruction
*ins
)
3832 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
3833 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
3834 struct glsl_sample_function sample_function
;
3835 DWORD reg
= ins
->dst
[0].reg
.idx
[0].offset
;
3836 struct glsl_src_param src0_param
;
3838 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_mask
, &src0_param
);
3839 shader_addline(buffer
, "tmp0.y = dot(T%u.xyz, %s);\n", reg
, src0_param
.param_str
);
3841 shader_glsl_get_sample_function(ins
->ctx
, reg
, 0, &sample_function
);
3843 /* Sample the texture using the calculated coordinates */
3844 shader_glsl_gen_sample_code(ins
, reg
, &sample_function
, WINED3DSP_NOSWIZZLE
, NULL
, NULL
, NULL
, "tmp0.xy");
3847 /** Process the WINED3DSIO_TEXM3X3TEX instruction in GLSL
3848 * Perform the 3rd row of a 3x3 matrix multiply, then sample the texture using the calculated coordinates */
3849 static void shader_glsl_texm3x3tex(const struct wined3d_shader_instruction
*ins
)
3851 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
3852 struct wined3d_shader_tex_mx
*tex_mx
= ins
->ctx
->tex_mx
;
3853 struct glsl_sample_function sample_function
;
3854 DWORD reg
= ins
->dst
[0].reg
.idx
[0].offset
;
3855 struct glsl_src_param src0_param
;
3857 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_mask
, &src0_param
);
3858 shader_addline(ins
->ctx
->buffer
, "tmp0.z = dot(T%u.xyz, %s);\n", reg
, src0_param
.param_str
);
3860 /* Dependent read, not valid with conditional NP2 */
3861 shader_glsl_get_sample_function(ins
->ctx
, reg
, 0, &sample_function
);
3863 /* Sample the texture using the calculated coordinates */
3864 shader_glsl_gen_sample_code(ins
, reg
, &sample_function
, WINED3DSP_NOSWIZZLE
, NULL
, NULL
, NULL
, "tmp0.xyz");
3866 tex_mx
->current_row
= 0;
3869 /** Process the WINED3DSIO_TEXM3X3 instruction in GLSL
3870 * Perform the 3rd row of a 3x3 matrix multiply */
3871 static void shader_glsl_texm3x3(const struct wined3d_shader_instruction
*ins
)
3873 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
3874 struct wined3d_shader_tex_mx
*tex_mx
= ins
->ctx
->tex_mx
;
3875 DWORD reg
= ins
->dst
[0].reg
.idx
[0].offset
;
3876 struct glsl_src_param src0_param
;
3879 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_mask
, &src0_param
);
3881 shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
3882 shader_glsl_get_write_mask(&ins
->dst
[0], dst_mask
);
3883 shader_addline(ins
->ctx
->buffer
, "vec4(tmp0.xy, dot(T%u.xyz, %s), 1.0)%s);\n", reg
, src0_param
.param_str
, dst_mask
);
3885 tex_mx
->current_row
= 0;
3888 /* Process the WINED3DSIO_TEXM3X3SPEC instruction in GLSL
3889 * Perform the final texture lookup based on the previous 2 3x3 matrix multiplies */
3890 static void shader_glsl_texm3x3spec(const struct wined3d_shader_instruction
*ins
)
3892 struct glsl_src_param src0_param
;
3893 struct glsl_src_param src1_param
;
3894 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
3895 struct wined3d_shader_tex_mx
*tex_mx
= ins
->ctx
->tex_mx
;
3896 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
3897 struct glsl_sample_function sample_function
;
3898 DWORD reg
= ins
->dst
[0].reg
.idx
[0].offset
;
3901 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_mask
, &src0_param
);
3902 shader_glsl_add_src_param(ins
, &ins
->src
[1], src_mask
, &src1_param
);
3904 /* Perform the last matrix multiply operation */
3905 shader_addline(buffer
, "tmp0.z = dot(T%u.xyz, %s);\n", reg
, src0_param
.param_str
);
3906 /* Reflection calculation */
3907 shader_addline(buffer
, "tmp0.xyz = -reflect((%s), normalize(tmp0.xyz));\n", src1_param
.param_str
);
3909 /* Dependent read, not valid with conditional NP2 */
3910 shader_glsl_get_sample_function(ins
->ctx
, reg
, 0, &sample_function
);
3911 shader_glsl_write_mask_to_str(sample_function
.coord_mask
, coord_mask
);
3913 /* Sample the texture */
3914 shader_glsl_gen_sample_code(ins
, reg
, &sample_function
, WINED3DSP_NOSWIZZLE
,
3915 NULL
, NULL
, NULL
, "tmp0%s", coord_mask
);
3917 tex_mx
->current_row
= 0;
3920 /* Process the WINED3DSIO_TEXM3X3VSPEC instruction in GLSL
3921 * Perform the final texture lookup based on the previous 2 3x3 matrix multiplies */
3922 static void shader_glsl_texm3x3vspec(const struct wined3d_shader_instruction
*ins
)
3924 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
3925 struct wined3d_shader_tex_mx
*tex_mx
= ins
->ctx
->tex_mx
;
3926 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
3927 struct glsl_sample_function sample_function
;
3928 DWORD reg
= ins
->dst
[0].reg
.idx
[0].offset
;
3929 struct glsl_src_param src0_param
;
3932 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_mask
, &src0_param
);
3934 /* Perform the last matrix multiply operation */
3935 shader_addline(buffer
, "tmp0.z = dot(vec3(T%u), vec3(%s));\n", reg
, src0_param
.param_str
);
3937 /* Construct the eye-ray vector from w coordinates */
3938 shader_addline(buffer
, "tmp1.xyz = normalize(vec3(gl_TexCoord[%u].w, gl_TexCoord[%u].w, gl_TexCoord[%u].w));\n",
3939 tex_mx
->texcoord_w
[0], tex_mx
->texcoord_w
[1], reg
);
3940 shader_addline(buffer
, "tmp0.xyz = -reflect(tmp1.xyz, normalize(tmp0.xyz));\n");
3942 /* Dependent read, not valid with conditional NP2 */
3943 shader_glsl_get_sample_function(ins
->ctx
, reg
, 0, &sample_function
);
3944 shader_glsl_write_mask_to_str(sample_function
.coord_mask
, coord_mask
);
3946 /* Sample the texture using the calculated coordinates */
3947 shader_glsl_gen_sample_code(ins
, reg
, &sample_function
, WINED3DSP_NOSWIZZLE
,
3948 NULL
, NULL
, NULL
, "tmp0%s", coord_mask
);
3950 tex_mx
->current_row
= 0;
3953 /** Process the WINED3DSIO_TEXBEM instruction in GLSL.
3954 * Apply a fake bump map transform.
3955 * texbem is pshader <= 1.3 only, this saves a few version checks
3957 static void shader_glsl_texbem(const struct wined3d_shader_instruction
*ins
)
3959 const struct shader_glsl_ctx_priv
*priv
= ins
->ctx
->backend_data
;
3960 struct glsl_sample_function sample_function
;
3961 struct glsl_src_param coord_param
;
3967 sampler_idx
= ins
->dst
[0].reg
.idx
[0].offset
;
3968 flags
= (priv
->cur_ps_args
->tex_transform
>> sampler_idx
* WINED3D_PSARGS_TEXTRANSFORM_SHIFT
)
3969 & WINED3D_PSARGS_TEXTRANSFORM_MASK
;
3971 /* Dependent read, not valid with conditional NP2 */
3972 shader_glsl_get_sample_function(ins
->ctx
, sampler_idx
, 0, &sample_function
);
3973 mask
= sample_function
.coord_mask
;
3975 shader_glsl_write_mask_to_str(mask
, coord_mask
);
3977 /* With projected textures, texbem only divides the static texture coord,
3978 * not the displacement, so we can't let GL handle this. */
3979 if (flags
& WINED3D_PSARGS_PROJECTED
)
3982 char coord_div_mask
[3];
3983 switch (flags
& ~WINED3D_PSARGS_PROJECTED
)
3985 case WINED3D_TTFF_COUNT1
:
3986 FIXME("WINED3D_TTFF_PROJECTED with WINED3D_TTFF_COUNT1?\n");
3988 case WINED3D_TTFF_COUNT2
:
3989 div_mask
= WINED3DSP_WRITEMASK_1
;
3991 case WINED3D_TTFF_COUNT3
:
3992 div_mask
= WINED3DSP_WRITEMASK_2
;
3994 case WINED3D_TTFF_COUNT4
:
3995 case WINED3D_TTFF_DISABLE
:
3996 div_mask
= WINED3DSP_WRITEMASK_3
;
3999 shader_glsl_write_mask_to_str(div_mask
, coord_div_mask
);
4000 shader_addline(ins
->ctx
->buffer
, "T%u%s /= T%u%s;\n", sampler_idx
, coord_mask
, sampler_idx
, coord_div_mask
);
4003 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
, &coord_param
);
4005 shader_glsl_gen_sample_code(ins
, sampler_idx
, &sample_function
, WINED3DSP_NOSWIZZLE
, NULL
, NULL
, NULL
,
4006 "T%u%s + vec4(bumpenv_mat%u * %s, 0.0, 0.0)%s", sampler_idx
, coord_mask
, sampler_idx
,
4007 coord_param
.param_str
, coord_mask
);
4009 if (ins
->handler_idx
== WINED3DSIH_TEXBEML
)
4011 struct glsl_src_param luminance_param
;
4012 struct glsl_dst_param dst_param
;
4014 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_2
, &luminance_param
);
4015 shader_glsl_add_dst_param(ins
, &ins
->dst
[0], &dst_param
);
4017 shader_addline(ins
->ctx
->buffer
, "%s%s *= (%s * bumpenv_lum_scale%u + bumpenv_lum_offset%u);\n",
4018 dst_param
.reg_name
, dst_param
.mask_str
,
4019 luminance_param
.param_str
, sampler_idx
, sampler_idx
);
4023 static void shader_glsl_bem(const struct wined3d_shader_instruction
*ins
)
4025 DWORD sampler_idx
= ins
->dst
[0].reg
.idx
[0].offset
;
4026 struct glsl_src_param src0_param
, src1_param
;
4028 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
, &src0_param
);
4029 shader_glsl_add_src_param(ins
, &ins
->src
[1], WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
, &src1_param
);
4031 shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
4032 shader_addline(ins
->ctx
->buffer
, "%s + bumpenv_mat%u * %s);\n",
4033 src0_param
.param_str
, sampler_idx
, src1_param
.param_str
);
4036 /** Process the WINED3DSIO_TEXREG2AR instruction in GLSL
4037 * Sample 2D texture at dst using the alpha & red (wx) components of src as texture coordinates */
4038 static void shader_glsl_texreg2ar(const struct wined3d_shader_instruction
*ins
)
4040 DWORD sampler_idx
= ins
->dst
[0].reg
.idx
[0].offset
;
4041 struct glsl_sample_function sample_function
;
4042 struct glsl_src_param src0_param
;
4044 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_ALL
, &src0_param
);
4046 shader_glsl_get_sample_function(ins
->ctx
, sampler_idx
, 0, &sample_function
);
4047 shader_glsl_gen_sample_code(ins
, sampler_idx
, &sample_function
, WINED3DSP_NOSWIZZLE
, NULL
, NULL
, NULL
,
4048 "%s.wx", src0_param
.reg_name
);
4051 /** Process the WINED3DSIO_TEXREG2GB instruction in GLSL
4052 * Sample 2D texture at dst using the green & blue (yz) components of src as texture coordinates */
4053 static void shader_glsl_texreg2gb(const struct wined3d_shader_instruction
*ins
)
4055 DWORD sampler_idx
= ins
->dst
[0].reg
.idx
[0].offset
;
4056 struct glsl_sample_function sample_function
;
4057 struct glsl_src_param src0_param
;
4059 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_ALL
, &src0_param
);
4061 shader_glsl_get_sample_function(ins
->ctx
, sampler_idx
, 0, &sample_function
);
4062 shader_glsl_gen_sample_code(ins
, sampler_idx
, &sample_function
, WINED3DSP_NOSWIZZLE
, NULL
, NULL
, NULL
,
4063 "%s.yz", src0_param
.reg_name
);
4066 /** Process the WINED3DSIO_TEXREG2RGB instruction in GLSL
4067 * Sample texture at dst using the rgb (xyz) components of src as texture coordinates */
4068 static void shader_glsl_texreg2rgb(const struct wined3d_shader_instruction
*ins
)
4070 DWORD sampler_idx
= ins
->dst
[0].reg
.idx
[0].offset
;
4071 struct glsl_sample_function sample_function
;
4072 struct glsl_src_param src0_param
;
4074 /* Dependent read, not valid with conditional NP2 */
4075 shader_glsl_get_sample_function(ins
->ctx
, sampler_idx
, 0, &sample_function
);
4076 shader_glsl_add_src_param(ins
, &ins
->src
[0], sample_function
.coord_mask
, &src0_param
);
4078 shader_glsl_gen_sample_code(ins
, sampler_idx
, &sample_function
, WINED3DSP_NOSWIZZLE
, NULL
, NULL
, NULL
,
4079 "%s", src0_param
.param_str
);
4082 /** Process the WINED3DSIO_TEXKILL instruction in GLSL.
4083 * If any of the first 3 components are < 0, discard this pixel */
4084 static void shader_glsl_texkill(const struct wined3d_shader_instruction
*ins
)
4086 struct glsl_dst_param dst_param
;
4088 /* The argument is a destination parameter, and no writemasks are allowed */
4089 shader_glsl_add_dst_param(ins
, &ins
->dst
[0], &dst_param
);
4090 if (ins
->ctx
->reg_maps
->shader_version
.major
>= 2)
4092 if (ins
->ctx
->reg_maps
->shader_version
.major
>= 4)
4093 FIXME("SM4 discard not implemented.\n");
4094 /* 2.0 shaders compare all 4 components in texkill */
4095 shader_addline(ins
->ctx
->buffer
, "if (any(lessThan(%s.xyzw, vec4(0.0)))) discard;\n", dst_param
.reg_name
);
4097 /* 1.X shaders only compare the first 3 components, probably due to the nature of the texkill
4098 * instruction as a tex* instruction, and phase, which kills all a / w components. Even if all
4099 * 4 components are defined, only the first 3 are used
4101 shader_addline(ins
->ctx
->buffer
, "if (any(lessThan(%s.xyz, vec3(0.0)))) discard;\n", dst_param
.reg_name
);
4105 /** Process the WINED3DSIO_DP2ADD instruction in GLSL.
4106 * dst = dot2(src0, src1) + src2 */
4107 static void shader_glsl_dp2add(const struct wined3d_shader_instruction
*ins
)
4109 struct glsl_src_param src0_param
;
4110 struct glsl_src_param src1_param
;
4111 struct glsl_src_param src2_param
;
4113 unsigned int mask_size
;
4115 write_mask
= shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
4116 mask_size
= shader_glsl_get_write_mask_size(write_mask
);
4118 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
, &src0_param
);
4119 shader_glsl_add_src_param(ins
, &ins
->src
[1], WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
, &src1_param
);
4120 shader_glsl_add_src_param(ins
, &ins
->src
[2], WINED3DSP_WRITEMASK_0
, &src2_param
);
4122 if (mask_size
> 1) {
4123 shader_addline(ins
->ctx
->buffer
, "vec%d(dot(%s, %s) + %s));\n",
4124 mask_size
, src0_param
.param_str
, src1_param
.param_str
, src2_param
.param_str
);
4126 shader_addline(ins
->ctx
->buffer
, "dot(%s, %s) + %s);\n",
4127 src0_param
.param_str
, src1_param
.param_str
, src2_param
.param_str
);
4131 static void shader_glsl_input_pack(const struct wined3d_shader
*shader
, struct wined3d_shader_buffer
*buffer
,
4132 const struct wined3d_shader_signature_element
*input_signature
,
4133 const struct wined3d_shader_reg_maps
*reg_maps
,
4134 enum vertexprocessing_mode vertexprocessing
)
4136 WORD map
= reg_maps
->input_registers
;
4139 for (i
= 0; map
; map
>>= 1, ++i
)
4141 const char *semantic_name
;
4146 if (!(map
& 1)) continue;
4148 semantic_name
= input_signature
[i
].semantic_name
;
4149 semantic_idx
= input_signature
[i
].semantic_idx
;
4150 shader_glsl_write_mask_to_str(input_signature
[i
].mask
, reg_mask
);
4152 if (vertexprocessing
== vertexshader
)
4154 if (!strcmp(semantic_name
, "SV_POSITION"))
4155 shader_addline(buffer
, "ps_in[%u]%s = vpos%s;\n",
4156 shader
->u
.ps
.input_reg_map
[i
], reg_mask
, reg_mask
);
4158 shader_addline(buffer
, "ps_in[%u]%s = ps_link[%u]%s;\n",
4159 shader
->u
.ps
.input_reg_map
[i
], reg_mask
, shader
->u
.ps
.input_reg_map
[i
], reg_mask
);
4161 else if (shader_match_semantic(semantic_name
, WINED3D_DECL_USAGE_TEXCOORD
))
4163 if (semantic_idx
< 8 && vertexprocessing
== pretransformed
)
4164 shader_addline(buffer
, "ps_in[%u]%s = gl_TexCoord[%u]%s;\n",
4165 shader
->u
.ps
.input_reg_map
[i
], reg_mask
, semantic_idx
, reg_mask
);
4167 shader_addline(buffer
, "ps_in[%u]%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
4168 shader
->u
.ps
.input_reg_map
[i
], reg_mask
, reg_mask
);
4170 else if (shader_match_semantic(semantic_name
, WINED3D_DECL_USAGE_COLOR
))
4173 shader_addline(buffer
, "ps_in[%u]%s = vec4(gl_Color)%s;\n",
4174 shader
->u
.ps
.input_reg_map
[i
], reg_mask
, reg_mask
);
4175 else if (semantic_idx
== 1)
4176 shader_addline(buffer
, "ps_in[%u]%s = vec4(gl_SecondaryColor)%s;\n",
4177 shader
->u
.ps
.input_reg_map
[i
], reg_mask
, reg_mask
);
4179 shader_addline(buffer
, "ps_in[%u]%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
4180 shader
->u
.ps
.input_reg_map
[i
], reg_mask
, reg_mask
);
4184 shader_addline(buffer
, "ps_in[%u]%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
4185 shader
->u
.ps
.input_reg_map
[i
], reg_mask
, reg_mask
);
4190 /*********************************************
4191 * Vertex Shader Specific Code begins here
4192 ********************************************/
4194 static void add_glsl_program_entry(struct shader_glsl_priv
*priv
, struct glsl_shader_prog_link
*entry
)
4196 struct glsl_program_key key
;
4198 key
.vs_id
= entry
->vs
.id
;
4199 key
.gs_id
= entry
->gs
.id
;
4200 key
.ps_id
= entry
->ps
.id
;
4202 if (wine_rb_put(&priv
->program_lookup
, &key
, &entry
->program_lookup_entry
) == -1)
4204 ERR("Failed to insert program entry.\n");
4208 static struct glsl_shader_prog_link
*get_glsl_program_entry(const struct shader_glsl_priv
*priv
,
4209 GLuint vs_id
, GLuint gs_id
, GLuint ps_id
)
4211 struct wine_rb_entry
*entry
;
4212 struct glsl_program_key key
;
4218 entry
= wine_rb_get(&priv
->program_lookup
, &key
);
4219 return entry
? WINE_RB_ENTRY_VALUE(entry
, struct glsl_shader_prog_link
, program_lookup_entry
) : NULL
;
4222 /* Context activation is done by the caller. */
4223 static void delete_glsl_program_entry(struct shader_glsl_priv
*priv
, const struct wined3d_gl_info
*gl_info
,
4224 struct glsl_shader_prog_link
*entry
)
4226 struct glsl_program_key key
;
4228 key
.vs_id
= entry
->vs
.id
;
4229 key
.gs_id
= entry
->gs
.id
;
4230 key
.ps_id
= entry
->ps
.id
;
4231 wine_rb_remove(&priv
->program_lookup
, &key
);
4233 GL_EXTCALL(glDeleteProgram(entry
->id
));
4235 list_remove(&entry
->vs
.shader_entry
);
4237 list_remove(&entry
->gs
.shader_entry
);
4239 list_remove(&entry
->ps
.shader_entry
);
4240 HeapFree(GetProcessHeap(), 0, entry
->vs
.uniform_f_locations
);
4241 HeapFree(GetProcessHeap(), 0, entry
->ps
.uniform_f_locations
);
4242 HeapFree(GetProcessHeap(), 0, entry
);
4245 static void handle_ps3_input(struct wined3d_shader_buffer
*buffer
,
4246 const struct wined3d_gl_info
*gl_info
, const DWORD
*map
,
4247 const struct wined3d_shader_signature_element
*input_signature
,
4248 const struct wined3d_shader_reg_maps
*reg_maps_in
,
4249 const struct wined3d_shader_signature_element
*output_signature
,
4250 const struct wined3d_shader_reg_maps
*reg_maps_out
)
4253 const char *semantic_name_in
;
4254 UINT semantic_idx_in
;
4257 unsigned int in_count
= vec4_varyings(3, gl_info
);
4259 char destination
[50];
4260 WORD input_map
, output_map
;
4262 set
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(*set
) * (in_count
+ 2));
4264 input_map
= reg_maps_in
->input_registers
;
4265 for (i
= 0; input_map
; input_map
>>= 1, ++i
)
4267 if (!(input_map
& 1)) continue;
4270 /* Declared, but not read register */
4271 if (in_idx
== ~0U) continue;
4272 if (in_idx
>= (in_count
+ 2))
4274 FIXME("More input varyings declared than supported, expect issues.\n");
4278 if (in_idx
== in_count
)
4279 sprintf(destination
, "gl_FrontColor");
4280 else if (in_idx
== in_count
+ 1)
4281 sprintf(destination
, "gl_FrontSecondaryColor");
4283 sprintf(destination
, "ps_link[%u]", in_idx
);
4285 semantic_name_in
= input_signature
[i
].semantic_name
;
4286 semantic_idx_in
= input_signature
[i
].semantic_idx
;
4289 output_map
= reg_maps_out
->output_registers
;
4290 for (j
= 0; output_map
; output_map
>>= 1, ++j
)
4294 if (!(output_map
& 1)
4295 || semantic_idx_in
!= output_signature
[j
].semantic_idx
4296 || strcmp(semantic_name_in
, output_signature
[j
].semantic_name
)
4297 || !(mask
= input_signature
[i
].mask
& output_signature
[j
].mask
))
4301 shader_glsl_write_mask_to_str(mask
, reg_mask
);
4303 shader_addline(buffer
, "%s%s = vs_out[%u]%s;\n",
4304 destination
, reg_mask
, j
, reg_mask
);
4308 for (i
= 0; i
< in_count
+ 2; ++i
)
4312 if (!set
[i
] || set
[i
] == WINED3DSP_WRITEMASK_ALL
)
4315 if (set
[i
] == ~0U) set
[i
] = 0;
4318 if (!(set
[i
] & WINED3DSP_WRITEMASK_0
)) reg_mask
[size
++] = 'x';
4319 if (!(set
[i
] & WINED3DSP_WRITEMASK_1
)) reg_mask
[size
++] = 'y';
4320 if (!(set
[i
] & WINED3DSP_WRITEMASK_2
)) reg_mask
[size
++] = 'z';
4321 if (!(set
[i
] & WINED3DSP_WRITEMASK_3
)) reg_mask
[size
++] = 'w';
4322 reg_mask
[size
] = '\0';
4325 sprintf(destination
, "gl_FrontColor");
4326 else if (i
== in_count
+ 1)
4327 sprintf(destination
, "gl_FrontSecondaryColor");
4329 sprintf(destination
, "ps_link[%u]", i
);
4331 if (size
== 1) shader_addline(buffer
, "%s.%s = 0.0;\n", destination
, reg_mask
);
4332 else shader_addline(buffer
, "%s.%s = vec%u(0.0);\n", destination
, reg_mask
, size
);
4335 HeapFree(GetProcessHeap(), 0, set
);
4338 /* Context activation is done by the caller. */
4339 static GLuint
generate_param_reorder_function(struct wined3d_shader_buffer
*buffer
,
4340 const struct wined3d_shader
*vs
, const struct wined3d_shader
*ps
,
4341 const struct wined3d_gl_info
*gl_info
)
4344 DWORD ps_major
= ps
? ps
->reg_maps
.shader_version
.major
: 0;
4346 const char *semantic_name
;
4349 const struct wined3d_shader_signature_element
*output_signature
= vs
->output_signature
;
4350 WORD map
= vs
->reg_maps
.output_registers
;
4352 shader_buffer_clear(buffer
);
4354 shader_addline(buffer
, "#version 120\n");
4358 shader_addline(buffer
, "void order_ps_input(in vec4 vs_out[%u])\n{\n", vs
->limits
->packed_output
);
4360 for (i
= 0; map
; map
>>= 1, ++i
)
4364 if (!(map
& 1)) continue;
4366 semantic_name
= output_signature
[i
].semantic_name
;
4367 semantic_idx
= output_signature
[i
].semantic_idx
;
4368 write_mask
= output_signature
[i
].mask
;
4369 shader_glsl_write_mask_to_str(write_mask
, reg_mask
);
4371 if (shader_match_semantic(semantic_name
, WINED3D_DECL_USAGE_COLOR
))
4374 shader_addline(buffer
, "gl_FrontColor%s = vs_out[%u]%s;\n",
4375 reg_mask
, i
, reg_mask
);
4376 else if (semantic_idx
== 1)
4377 shader_addline(buffer
, "gl_FrontSecondaryColor%s = vs_out[%u]%s;\n",
4378 reg_mask
, i
, reg_mask
);
4380 else if (shader_match_semantic(semantic_name
, WINED3D_DECL_USAGE_POSITION
))
4382 shader_addline(buffer
, "gl_Position%s = vs_out[%u]%s;\n",
4383 reg_mask
, i
, reg_mask
);
4385 else if (shader_match_semantic(semantic_name
, WINED3D_DECL_USAGE_TEXCOORD
))
4387 if (semantic_idx
< 8)
4389 if (!(gl_info
->quirks
& WINED3D_QUIRK_SET_TEXCOORD_W
) || ps_major
> 0)
4390 write_mask
|= WINED3DSP_WRITEMASK_3
;
4392 shader_addline(buffer
, "gl_TexCoord[%u]%s = vs_out[%u]%s;\n",
4393 semantic_idx
, reg_mask
, i
, reg_mask
);
4394 if (!(write_mask
& WINED3DSP_WRITEMASK_3
))
4395 shader_addline(buffer
, "gl_TexCoord[%u].w = 1.0;\n", semantic_idx
);
4398 else if (shader_match_semantic(semantic_name
, WINED3D_DECL_USAGE_PSIZE
))
4400 shader_addline(buffer
, "gl_PointSize = vs_out[%u].%c;\n", i
, reg_mask
[1]);
4402 else if (shader_match_semantic(semantic_name
, WINED3D_DECL_USAGE_FOG
))
4404 shader_addline(buffer
, "gl_FogFragCoord = clamp(vs_out[%u].%c, 0.0, 1.0);\n", i
, reg_mask
[1]);
4407 shader_addline(buffer
, "}\n");
4411 UINT in_count
= min(vec4_varyings(ps_major
, gl_info
), ps
->limits
->packed_input
);
4412 /* This one is tricky: a 3.0 pixel shader reads from a 3.0 vertex shader */
4413 shader_addline(buffer
, "varying vec4 ps_link[%u];\n", in_count
);
4414 shader_addline(buffer
, "void order_ps_input(in vec4 vs_out[%u])\n{\n", vs
->limits
->packed_output
);
4416 /* First, sort out position and point size. Those are not passed to the pixel shader */
4417 for (i
= 0; map
; map
>>= 1, ++i
)
4419 if (!(map
& 1)) continue;
4421 semantic_name
= output_signature
[i
].semantic_name
;
4422 shader_glsl_write_mask_to_str(output_signature
[i
].mask
, reg_mask
);
4424 if (shader_match_semantic(semantic_name
, WINED3D_DECL_USAGE_POSITION
))
4426 shader_addline(buffer
, "gl_Position%s = vs_out[%u]%s;\n",
4427 reg_mask
, i
, reg_mask
);
4429 else if (shader_match_semantic(semantic_name
, WINED3D_DECL_USAGE_PSIZE
))
4431 shader_addline(buffer
, "gl_PointSize = vs_out[%u].%c;\n", i
, reg_mask
[1]);
4435 /* Then, fix the pixel shader input */
4436 handle_ps3_input(buffer
, gl_info
, ps
->u
.ps
.input_reg_map
, ps
->input_signature
,
4437 &ps
->reg_maps
, output_signature
, &vs
->reg_maps
);
4439 shader_addline(buffer
, "}\n");
4442 ret
= GL_EXTCALL(glCreateShader(GL_VERTEX_SHADER
));
4443 checkGLcall("glCreateShader(GL_VERTEX_SHADER)");
4444 shader_glsl_compile(gl_info
, ret
, buffer
->buffer
);
4449 static void shader_glsl_generate_srgb_write_correction(struct wined3d_shader_buffer
*buffer
)
4451 shader_addline(buffer
, "tmp0.xyz = pow(gl_FragData[0].xyz, vec3(srgb_const0.x));\n");
4452 shader_addline(buffer
, "tmp0.xyz = tmp0.xyz * vec3(srgb_const0.y) - vec3(srgb_const0.z);\n");
4453 shader_addline(buffer
, "tmp1.xyz = gl_FragData[0].xyz * vec3(srgb_const0.w);\n");
4454 shader_addline(buffer
, "bvec3 srgb_compare = lessThan(gl_FragData[0].xyz, vec3(srgb_const1.x));\n");
4455 shader_addline(buffer
, "gl_FragData[0].xyz = mix(tmp0.xyz, tmp1.xyz, vec3(srgb_compare));\n");
4456 shader_addline(buffer
, "gl_FragData[0] = clamp(gl_FragData[0], 0.0, 1.0);\n");
4459 static void shader_glsl_generate_fog_code(struct wined3d_shader_buffer
*buffer
, enum wined3d_ffp_ps_fog_mode mode
)
4463 case WINED3D_FFP_PS_FOG_OFF
:
4466 case WINED3D_FFP_PS_FOG_LINEAR
:
4467 shader_addline(buffer
, "float Fog = (gl_Fog.end - gl_FogFragCoord) * gl_Fog.scale;\n");
4470 case WINED3D_FFP_PS_FOG_EXP
:
4471 /* Fog = e^-(gl_Fog.density * gl_FogFragCoord) */
4472 shader_addline(buffer
, "float Fog = exp(-gl_Fog.density * gl_FogFragCoord);\n");
4475 case WINED3D_FFP_PS_FOG_EXP2
:
4476 /* Fog = e^-((gl_Fog.density * gl_FogFragCoord)^2) */
4477 shader_addline(buffer
, "float Fog = exp(-gl_Fog.density * gl_Fog.density * gl_FogFragCoord * gl_FogFragCoord);\n");
4481 ERR("Invalid fog mode %#x.\n", mode
);
4485 shader_addline(buffer
, "gl_FragData[0].xyz = mix(gl_Fog.color.xyz, gl_FragData[0].xyz, clamp(Fog, 0.0, 1.0));\n");
4488 /* Context activation is done by the caller. */
4489 static GLuint
shader_glsl_generate_pshader(const struct wined3d_context
*context
,
4490 struct wined3d_shader_buffer
*buffer
, const struct wined3d_shader
*shader
,
4491 const struct ps_compile_args
*args
, struct ps_np2fixup_info
*np2fixup_info
)
4493 const struct wined3d_shader_reg_maps
*reg_maps
= &shader
->reg_maps
;
4494 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
4495 const DWORD
*function
= shader
->function
;
4496 struct shader_glsl_ctx_priv priv_ctx
;
4498 /* Create the hw GLSL shader object and assign it as the shader->prgId */
4499 GLuint shader_id
= GL_EXTCALL(glCreateShader(GL_FRAGMENT_SHADER
));
4501 memset(&priv_ctx
, 0, sizeof(priv_ctx
));
4502 priv_ctx
.cur_ps_args
= args
;
4503 priv_ctx
.cur_np2fixup_info
= np2fixup_info
;
4505 shader_addline(buffer
, "#version 120\n");
4507 if (gl_info
->supported
[ARB_SHADER_BIT_ENCODING
])
4508 shader_addline(buffer
, "#extension GL_ARB_shader_bit_encoding : enable\n");
4509 if (gl_info
->supported
[ARB_SHADER_TEXTURE_LOD
])
4510 shader_addline(buffer
, "#extension GL_ARB_shader_texture_lod : enable\n");
4511 /* The spec says that it doesn't have to be explicitly enabled, but the
4512 * nvidia drivers write a warning if we don't do so. */
4513 if (gl_info
->supported
[ARB_TEXTURE_RECTANGLE
])
4514 shader_addline(buffer
, "#extension GL_ARB_texture_rectangle : enable\n");
4515 if (gl_info
->supported
[ARB_UNIFORM_BUFFER_OBJECT
])
4516 shader_addline(buffer
, "#extension GL_ARB_uniform_buffer_object : enable\n");
4517 if (gl_info
->supported
[EXT_GPU_SHADER4
])
4518 shader_addline(buffer
, "#extension GL_EXT_gpu_shader4 : enable\n");
4520 /* Base Declarations */
4521 shader_generate_glsl_declarations(context
, buffer
, shader
, reg_maps
, &priv_ctx
);
4523 /* Pack 3.0 inputs */
4524 if (reg_maps
->shader_version
.major
>= 3)
4525 shader_glsl_input_pack(shader
, buffer
, shader
->input_signature
, reg_maps
, args
->vp_mode
);
4527 /* Base Shader Body */
4528 shader_generate_main(shader
, buffer
, reg_maps
, function
, &priv_ctx
);
4530 /* Pixel shaders < 2.0 place the resulting color in R0 implicitly */
4531 if (reg_maps
->shader_version
.major
< 2)
4533 /* Some older cards like GeforceFX ones don't support multiple buffers, so also not gl_FragData */
4534 shader_addline(buffer
, "gl_FragData[0] = R0;\n");
4537 if (args
->srgb_correction
)
4538 shader_glsl_generate_srgb_write_correction(buffer
);
4540 /* SM < 3 does not replace the fog stage. */
4541 if (reg_maps
->shader_version
.major
< 3)
4542 shader_glsl_generate_fog_code(buffer
, args
->fog
);
4544 shader_addline(buffer
, "}\n");
4546 TRACE("Compiling shader object %u.\n", shader_id
);
4547 shader_glsl_compile(gl_info
, shader_id
, buffer
->buffer
);
4552 /* Context activation is done by the caller. */
4553 static GLuint
shader_glsl_generate_vshader(const struct wined3d_context
*context
,
4554 struct wined3d_shader_buffer
*buffer
, const struct wined3d_shader
*shader
,
4555 const struct vs_compile_args
*args
)
4557 const struct wined3d_shader_reg_maps
*reg_maps
= &shader
->reg_maps
;
4558 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
4559 const DWORD
*function
= shader
->function
;
4560 struct shader_glsl_ctx_priv priv_ctx
;
4562 /* Create the hw GLSL shader program and assign it as the shader->prgId */
4563 GLuint shader_id
= GL_EXTCALL(glCreateShader(GL_VERTEX_SHADER
));
4565 shader_addline(buffer
, "#version 120\n");
4567 if (gl_info
->supported
[ARB_SHADER_BIT_ENCODING
])
4568 shader_addline(buffer
, "#extension GL_ARB_shader_bit_encoding : enable\n");
4569 if (gl_info
->supported
[ARB_UNIFORM_BUFFER_OBJECT
])
4570 shader_addline(buffer
, "#extension GL_ARB_uniform_buffer_object : enable\n");
4571 if (gl_info
->supported
[EXT_GPU_SHADER4
])
4572 shader_addline(buffer
, "#extension GL_EXT_gpu_shader4 : enable\n");
4574 memset(&priv_ctx
, 0, sizeof(priv_ctx
));
4575 priv_ctx
.cur_vs_args
= args
;
4577 /* Base Declarations */
4578 shader_generate_glsl_declarations(context
, buffer
, shader
, reg_maps
, &priv_ctx
);
4580 /* Base Shader Body */
4581 shader_generate_main(shader
, buffer
, reg_maps
, function
, &priv_ctx
);
4583 /* Unpack outputs */
4584 shader_addline(buffer
, "order_ps_input(vs_out);\n");
4586 /* The D3DRS_FOGTABLEMODE render state defines if the shader-generated fog coord is used
4587 * or if the fragment depth is used. If the fragment depth is used(FOGTABLEMODE != NONE),
4588 * the fog frag coord is thrown away. If the fog frag coord is used, but not written by
4589 * the shader, it is set to 0.0(fully fogged, since start = 1.0, end = 0.0)
4591 if (args
->fog_src
== VS_FOG_Z
)
4592 shader_addline(buffer
, "gl_FogFragCoord = gl_Position.z;\n");
4593 else if (!reg_maps
->fog
)
4594 shader_addline(buffer
, "gl_FogFragCoord = 0.0;\n");
4596 /* We always store the clipplanes without y inversion */
4597 if (args
->clip_enabled
)
4598 shader_addline(buffer
, "gl_ClipVertex = gl_Position;\n");
4600 /* Write the final position.
4602 * OpenGL coordinates specify the center of the pixel while d3d coords specify
4603 * the corner. The offsets are stored in z and w in posFixup. posFixup.y contains
4604 * 1.0 or -1.0 to turn the rendering upside down for offscreen rendering. PosFixup.x
4605 * contains 1.0 to allow a mad.
4607 shader_addline(buffer
, "gl_Position.y = gl_Position.y * posFixup.y;\n");
4608 shader_addline(buffer
, "gl_Position.xy += posFixup.zw * gl_Position.ww;\n");
4610 /* Z coord [0;1]->[-1;1] mapping, see comment in transform_projection in state.c
4612 * Basically we want (in homogeneous coordinates) z = z * 2 - 1. However, shaders are run
4613 * before the homogeneous divide, so we have to take the w into account: z = ((z / w) * 2 - 1) * w,
4614 * which is the same as z = z * 2 - w.
4616 shader_addline(buffer
, "gl_Position.z = gl_Position.z * 2.0 - gl_Position.w;\n");
4618 shader_addline(buffer
, "}\n");
4620 TRACE("Compiling shader object %u.\n", shader_id
);
4621 shader_glsl_compile(gl_info
, shader_id
, buffer
->buffer
);
4626 /* Context activation is done by the caller. */
4627 static GLuint
shader_glsl_generate_geometry_shader(const struct wined3d_context
*context
,
4628 struct wined3d_shader_buffer
*buffer
, const struct wined3d_shader
*shader
)
4630 const struct wined3d_shader_reg_maps
*reg_maps
= &shader
->reg_maps
;
4631 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
4632 const DWORD
*function
= shader
->function
;
4633 struct shader_glsl_ctx_priv priv_ctx
;
4636 shader_id
= GL_EXTCALL(glCreateShader(GL_GEOMETRY_SHADER
));
4638 shader_addline(buffer
, "#version 120\n");
4640 if (gl_info
->supported
[ARB_GEOMETRY_SHADER4
])
4641 shader_addline(buffer
, "#extension GL_ARB_geometry_shader4 : enable\n");
4642 if (gl_info
->supported
[ARB_SHADER_BIT_ENCODING
])
4643 shader_addline(buffer
, "#extension GL_ARB_shader_bit_encoding : enable\n");
4644 if (gl_info
->supported
[ARB_UNIFORM_BUFFER_OBJECT
])
4645 shader_addline(buffer
, "#extension GL_ARB_uniform_buffer_object : enable\n");
4646 if (gl_info
->supported
[EXT_GPU_SHADER4
])
4647 shader_addline(buffer
, "#extension GL_EXT_gpu_shader4 : enable\n");
4649 memset(&priv_ctx
, 0, sizeof(priv_ctx
));
4650 shader_generate_glsl_declarations(context
, buffer
, shader
, reg_maps
, &priv_ctx
);
4651 shader_generate_main(shader
, buffer
, reg_maps
, function
, &priv_ctx
);
4652 shader_addline(buffer
, "}\n");
4654 TRACE("Compiling shader object %u.\n", shader_id
);
4655 shader_glsl_compile(gl_info
, shader_id
, buffer
->buffer
);
4660 static GLuint
find_glsl_pshader(const struct wined3d_context
*context
,
4661 struct wined3d_shader_buffer
*buffer
, struct wined3d_shader
*shader
,
4662 const struct ps_compile_args
*args
, const struct ps_np2fixup_info
**np2fixup_info
)
4664 struct glsl_ps_compiled_shader
*gl_shaders
, *new_array
;
4665 struct glsl_shader_private
*shader_data
;
4666 struct ps_np2fixup_info
*np2fixup
;
4671 if (!shader
->backend_data
)
4673 shader
->backend_data
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(*shader_data
));
4674 if (!shader
->backend_data
)
4676 ERR("Failed to allocate backend data.\n");
4680 shader_data
= shader
->backend_data
;
4681 gl_shaders
= shader_data
->gl_shaders
.ps
;
4683 /* Usually we have very few GL shaders for each d3d shader(just 1 or maybe 2),
4684 * so a linear search is more performant than a hashmap or a binary search
4685 * (cache coherency etc)
4687 for (i
= 0; i
< shader_data
->num_gl_shaders
; ++i
)
4689 if (!memcmp(&gl_shaders
[i
].args
, args
, sizeof(*args
)))
4691 if (args
->np2_fixup
)
4692 *np2fixup_info
= &gl_shaders
[i
].np2fixup
;
4693 return gl_shaders
[i
].id
;
4697 TRACE("No matching GL shader found for shader %p, compiling a new shader.\n", shader
);
4698 if(shader_data
->shader_array_size
== shader_data
->num_gl_shaders
) {
4699 if (shader_data
->num_gl_shaders
)
4701 new_size
= shader_data
->shader_array_size
+ max(1, shader_data
->shader_array_size
/ 2);
4702 new_array
= HeapReAlloc(GetProcessHeap(), 0, shader_data
->gl_shaders
.ps
,
4703 new_size
* sizeof(*gl_shaders
));
4707 new_array
= HeapAlloc(GetProcessHeap(), 0, sizeof(*gl_shaders
));
4712 ERR("Out of memory\n");
4715 shader_data
->gl_shaders
.ps
= new_array
;
4716 shader_data
->shader_array_size
= new_size
;
4717 gl_shaders
= new_array
;
4720 gl_shaders
[shader_data
->num_gl_shaders
].args
= *args
;
4722 np2fixup
= &gl_shaders
[shader_data
->num_gl_shaders
].np2fixup
;
4723 memset(np2fixup
, 0, sizeof(*np2fixup
));
4724 *np2fixup_info
= args
->np2_fixup
? np2fixup
: NULL
;
4726 pixelshader_update_resource_types(shader
, args
->tex_types
);
4728 shader_buffer_clear(buffer
);
4729 ret
= shader_glsl_generate_pshader(context
, buffer
, shader
, args
, np2fixup
);
4730 gl_shaders
[shader_data
->num_gl_shaders
++].id
= ret
;
4735 static inline BOOL
vs_args_equal(const struct vs_compile_args
*stored
, const struct vs_compile_args
*new,
4736 const DWORD use_map
) {
4737 if((stored
->swizzle_map
& use_map
) != new->swizzle_map
) return FALSE
;
4738 if((stored
->clip_enabled
) != new->clip_enabled
) return FALSE
;
4739 return stored
->fog_src
== new->fog_src
;
4742 static GLuint
find_glsl_vshader(const struct wined3d_context
*context
,
4743 struct wined3d_shader_buffer
*buffer
, struct wined3d_shader
*shader
,
4744 const struct vs_compile_args
*args
)
4748 DWORD use_map
= context
->stream_info
.use_map
;
4749 struct glsl_vs_compiled_shader
*gl_shaders
, *new_array
;
4750 struct glsl_shader_private
*shader_data
;
4753 if (!shader
->backend_data
)
4755 shader
->backend_data
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(*shader_data
));
4756 if (!shader
->backend_data
)
4758 ERR("Failed to allocate backend data.\n");
4762 shader_data
= shader
->backend_data
;
4763 gl_shaders
= shader_data
->gl_shaders
.vs
;
4765 /* Usually we have very few GL shaders for each d3d shader(just 1 or maybe 2),
4766 * so a linear search is more performant than a hashmap or a binary search
4767 * (cache coherency etc)
4769 for (i
= 0; i
< shader_data
->num_gl_shaders
; ++i
)
4771 if (vs_args_equal(&gl_shaders
[i
].args
, args
, use_map
))
4772 return gl_shaders
[i
].id
;
4775 TRACE("No matching GL shader found for shader %p, compiling a new shader.\n", shader
);
4777 if(shader_data
->shader_array_size
== shader_data
->num_gl_shaders
) {
4778 if (shader_data
->num_gl_shaders
)
4780 new_size
= shader_data
->shader_array_size
+ max(1, shader_data
->shader_array_size
/ 2);
4781 new_array
= HeapReAlloc(GetProcessHeap(), 0, shader_data
->gl_shaders
.vs
,
4782 new_size
* sizeof(*gl_shaders
));
4786 new_array
= HeapAlloc(GetProcessHeap(), 0, sizeof(*gl_shaders
));
4791 ERR("Out of memory\n");
4794 shader_data
->gl_shaders
.vs
= new_array
;
4795 shader_data
->shader_array_size
= new_size
;
4796 gl_shaders
= new_array
;
4799 gl_shaders
[shader_data
->num_gl_shaders
].args
= *args
;
4801 shader_buffer_clear(buffer
);
4802 ret
= shader_glsl_generate_vshader(context
, buffer
, shader
, args
);
4803 gl_shaders
[shader_data
->num_gl_shaders
++].id
= ret
;
4808 static GLuint
find_glsl_geometry_shader(const struct wined3d_context
*context
,
4809 struct wined3d_shader_buffer
*buffer
, struct wined3d_shader
*shader
)
4811 struct glsl_gs_compiled_shader
*gl_shaders
;
4812 struct glsl_shader_private
*shader_data
;
4815 if (!shader
->backend_data
)
4817 if (!(shader
->backend_data
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(*shader_data
))))
4819 ERR("Failed to allocate backend data.\n");
4823 shader_data
= shader
->backend_data
;
4824 gl_shaders
= shader_data
->gl_shaders
.gs
;
4826 if (shader_data
->num_gl_shaders
)
4827 return gl_shaders
[0].id
;
4829 TRACE("No matching GL shader found for shader %p, compiling a new shader.\n", shader
);
4831 if (!(shader_data
->gl_shaders
.gs
= HeapAlloc(GetProcessHeap(), 0, sizeof(*gl_shaders
))))
4833 ERR("Failed to allocate GL shader array.\n");
4836 shader_data
->shader_array_size
= 1;
4837 gl_shaders
= shader_data
->gl_shaders
.gs
;
4839 shader_buffer_clear(buffer
);
4840 ret
= shader_glsl_generate_geometry_shader(context
, buffer
, shader
);
4841 gl_shaders
[shader_data
->num_gl_shaders
++].id
= ret
;
4846 static const char *shader_glsl_ffp_mcs(enum wined3d_material_color_source mcs
, const char *material
)
4850 case WINED3D_MCS_MATERIAL
:
4852 case WINED3D_MCS_COLOR1
:
4854 case WINED3D_MCS_COLOR2
:
4855 return "gl_SecondaryColor";
4857 ERR("Invalid material color source %#x.\n", mcs
);
4862 static void shader_glsl_ffp_vertex_lighting(struct wined3d_shader_buffer
*buffer
,
4863 const struct wined3d_ffp_vs_settings
*settings
, const struct wined3d_gl_info
*gl_info
)
4865 const char *diffuse
, *specular
, *emission
, *ambient
;
4866 enum wined3d_light_type light_type
;
4869 if (!settings
->lighting
)
4871 shader_addline(buffer
, "gl_FrontColor = gl_Color;\n");
4872 shader_addline(buffer
, "gl_FrontSecondaryColor = gl_SecondaryColor;\n");
4876 shader_addline(buffer
, "vec3 ambient = gl_LightModel.ambient.xyz;\n");
4877 shader_addline(buffer
, "vec3 diffuse = vec3(0.0);\n");
4878 shader_addline(buffer
, "vec4 specular = vec4(0.0);\n");
4879 shader_addline(buffer
, "vec3 dir, dst;\n");
4880 shader_addline(buffer
, "float att, t;\n");
4882 ambient
= shader_glsl_ffp_mcs(settings
->ambient_source
, "gl_FrontMaterial.ambient");
4883 diffuse
= shader_glsl_ffp_mcs(settings
->diffuse_source
, "gl_FrontMaterial.diffuse");
4884 specular
= shader_glsl_ffp_mcs(settings
->specular_source
, "gl_FrontMaterial.specular");
4885 emission
= shader_glsl_ffp_mcs(settings
->emission_source
, "gl_FrontMaterial.emission");
4887 for (i
= 0; i
< MAX_ACTIVE_LIGHTS
; ++i
)
4889 light_type
= (settings
->light_type
>> WINED3D_FFP_LIGHT_TYPE_SHIFT(i
)) & WINED3D_FFP_LIGHT_TYPE_MASK
;
4892 case WINED3D_LIGHT_POINT
:
4893 shader_addline(buffer
, "dir = gl_LightSource[%u].position.xyz - ec_pos.xyz;\n", i
);
4894 shader_addline(buffer
, "dst.z = dot(dir, dir);\n");
4895 shader_addline(buffer
, "dst.y = sqrt(dst.z);\n");
4896 shader_addline(buffer
, "dst.x = 1.0;\n");
4897 shader_addline(buffer
, "att = dot(dst.xyz, vec3(gl_LightSource[%u].constantAttenuation,"
4898 " gl_LightSource[%u].linearAttenuation, gl_LightSource[%u].quadraticAttenuation));\n", i
, i
, i
);
4899 shader_addline(buffer
, "ambient += gl_LightSource[%u].ambient.xyz / att;\n", i
);
4900 if (!settings
->normal
)
4902 shader_addline(buffer
, "dir = normalize(dir);\n");
4903 shader_addline(buffer
, "diffuse += (clamp(dot(dir, normal), 0.0, 1.0)"
4904 " * gl_LightSource[%u].diffuse.xyz) / att;\n", i
);
4905 if (settings
->localviewer
)
4906 shader_addline(buffer
, "t = dot(normal, normalize(dir - normalize(ec_pos.xyz)));\n");
4908 shader_addline(buffer
, "t = dot(normal, normalize(dir + vec3(0.0, 0.0, 1.0)));\n");
4909 shader_addline(buffer
, "if (t > 0.0) specular += (pow(t, gl_FrontMaterial.shininess)"
4910 " * gl_LightSource[%u].specular) / att;\n", i
);
4913 case WINED3D_LIGHT_SPOT
:
4914 shader_addline(buffer
, "dir = gl_LightSource[%u].position.xyz - ec_pos.xyz;\n", i
);
4915 shader_addline(buffer
, "dst.z = dot(dir, dir);\n");
4916 shader_addline(buffer
, "dst.y = sqrt(dst.z);\n");
4917 shader_addline(buffer
, "dst.x = 1.0;\n");
4918 shader_addline(buffer
, "dir = normalize(dir);\n");
4919 shader_addline(buffer
, "t = dot(-dir, normalize(gl_LightSource[%u].spotDirection));\n", i
);
4920 shader_addline(buffer
, "if (t < gl_LightSource[%u].spotCosCutoff) att = 0.0;\n", i
);
4921 shader_addline(buffer
, "else att = pow(t, gl_LightSource[%u].spotExponent)"
4922 " / dot(dst.xyz, vec3(gl_LightSource[%u].constantAttenuation,"
4923 " gl_LightSource[%u].linearAttenuation, gl_LightSource[%u].quadraticAttenuation));\n",
4925 shader_addline(buffer
, "ambient += gl_LightSource[%u].ambient.xyz * att;\n", i
);
4926 if (!settings
->normal
)
4928 shader_addline(buffer
, "diffuse += (clamp(dot(dir, normal), 0.0, 1.0)"
4929 " * gl_LightSource[%u].diffuse.xyz) * att;\n", i
);
4930 if (settings
->localviewer
)
4931 shader_addline(buffer
, "t = dot(normal, normalize(dir - normalize(ec_pos.xyz)));\n");
4933 shader_addline(buffer
, "t = dot(normal, normalize(dir + vec3(0.0, 0.0, 1.0)));\n");
4934 shader_addline(buffer
, "if (t > 0.0) specular += (pow(t, gl_FrontMaterial.shininess)"
4935 " * gl_LightSource[%u].specular) * att;\n", i
);
4938 case WINED3D_LIGHT_DIRECTIONAL
:
4939 shader_addline(buffer
, "ambient += gl_LightSource[%u].ambient.xyz;\n", i
);
4940 if (!settings
->normal
)
4942 shader_addline(buffer
, "dir = normalize(gl_LightSource[%u].position.xyz);\n", i
);
4943 shader_addline(buffer
, "diffuse += clamp(dot(dir, normal), 0.0, 1.0)"
4944 " * gl_LightSource[%u].diffuse.xyz;\n", i
);
4945 shader_addline(buffer
, "t = dot(normal, gl_LightSource[%u].halfVector.xyz);\n", i
);
4946 shader_addline(buffer
, "if (t > 0.0) specular += pow(t, gl_FrontMaterial.shininess)"
4947 " * gl_LightSource[%u].specular;\n", i
);
4952 FIXME("Unhandled light type %#x.\n", light_type
);
4957 shader_addline(buffer
, "gl_FrontColor.xyz = %s.xyz * ambient + %s.xyz * diffuse + %s.xyz;\n",
4958 ambient
, diffuse
, emission
);
4959 shader_addline(buffer
, "gl_FrontColor.w = %s.w;\n", diffuse
);
4960 shader_addline(buffer
, "gl_FrontSecondaryColor = %s * specular;\n", specular
);
4963 /* Context activation is done by the caller. */
4964 static GLuint
shader_glsl_generate_ffp_vertex_shader(struct wined3d_shader_buffer
*buffer
,
4965 const struct wined3d_ffp_vs_settings
*settings
, const struct wined3d_gl_info
*gl_info
)
4970 shader_buffer_clear(buffer
);
4972 shader_addline(buffer
, "#version 120\n");
4973 shader_addline(buffer
, "\n");
4974 shader_addline(buffer
, "void main()\n{\n");
4975 shader_addline(buffer
, "float m;\n");
4976 shader_addline(buffer
, "vec3 r;\n");
4978 if (settings
->transformed
)
4980 shader_addline(buffer
, "vec4 ec_pos = vec4(gl_Vertex.xyz, 1.0);\n");
4981 shader_addline(buffer
, "gl_Position = gl_ProjectionMatrix * ec_pos;\n");
4982 shader_addline(buffer
, "if (gl_Vertex.w != 0.0) gl_Position /= gl_Vertex.w;\n");
4986 shader_addline(buffer
, "vec4 ec_pos = gl_ModelViewMatrix * gl_Vertex;\n");
4987 shader_addline(buffer
, "gl_Position = gl_ProjectionMatrix * ec_pos;\n");
4988 if (settings
->clipping
)
4989 shader_addline(buffer
, "gl_ClipVertex = ec_pos;\n");
4990 shader_addline(buffer
, "ec_pos /= ec_pos.w;\n");
4993 if (!settings
->normal
)
4994 shader_addline(buffer
, "vec3 normal = vec3(0.0);\n");
4995 else if (settings
->normalize
)
4996 shader_addline(buffer
, "vec3 normal = normalize(gl_NormalMatrix * gl_Normal);\n");
4998 shader_addline(buffer
, "vec3 normal = gl_NormalMatrix * gl_Normal;\n");
5000 shader_glsl_ffp_vertex_lighting(buffer
, settings
, gl_info
);
5002 for (i
= 0; i
< MAX_TEXTURES
; ++i
)
5004 switch (settings
->texgen
[i
] << WINED3D_FFP_TCI_SHIFT
)
5006 case WINED3DTSS_TCI_PASSTHRU
:
5007 if (settings
->texcoords
& (1 << i
))
5008 shader_addline(buffer
, "gl_TexCoord[%u] = gl_TextureMatrix[%u] * gl_MultiTexCoord%d;\n",
5012 case WINED3DTSS_TCI_CAMERASPACENORMAL
:
5013 shader_addline(buffer
, "gl_TexCoord[%u] = gl_TextureMatrix[%u] * vec4(normal, 1.0);\n", i
, i
);
5016 case WINED3DTSS_TCI_CAMERASPACEPOSITION
:
5017 shader_addline(buffer
, "gl_TexCoord[%u] = gl_TextureMatrix[%u] * ec_pos;\n", i
, i
);
5020 case WINED3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR
:
5021 shader_addline(buffer
, "gl_TexCoord[%u] = gl_TextureMatrix[%u]"
5022 " * vec4(reflect(normalize(ec_pos.xyz), normal), 1.0);\n", i
, i
);
5025 case WINED3DTSS_TCI_SPHEREMAP
:
5026 shader_addline(buffer
, "r = reflect(normalize(ec_pos.xyz), normal);\n");
5027 shader_addline(buffer
, "m = 2.0 * length(vec3(r.x, r.y, r.z + 1.0));\n");
5028 shader_addline(buffer
, "gl_TexCoord[%u] = gl_TextureMatrix[%u]"
5029 " * vec4(r.x / m + 0.5, r.y / m + 0.5, 0.0, 1.0);\n", i
, i
);
5033 ERR("Unhandled texgen %#x.\n", settings
->texgen
[i
]);
5038 switch (settings
->fog_mode
)
5040 case WINED3D_FFP_VS_FOG_OFF
:
5043 case WINED3D_FFP_VS_FOG_FOGCOORD
:
5044 shader_addline(buffer
, "gl_FogFragCoord = gl_SecondaryColor.w * 255.0;\n");
5047 case WINED3D_FFP_VS_FOG_RANGE
:
5048 shader_addline(buffer
, "gl_FogFragCoord = length(ec_pos.xyz);\n");
5051 case WINED3D_FFP_VS_FOG_DEPTH
:
5052 if (settings
->ortho_fog
)
5053 /* Need to undo the [0.0 - 1.0] -> [-1.0 - 1.0] transformation from D3D to GL coordinates. */
5054 shader_addline(buffer
, "gl_FogFragCoord = gl_Position.z * 0.5 + 0.5;\n");
5055 else if (settings
->transformed
)
5056 shader_addline(buffer
, "gl_FogFragCoord = ec_pos.z;\n");
5058 shader_addline(buffer
, "gl_FogFragCoord = abs(ec_pos.z);\n");
5062 ERR("Unhandled fog mode %#x.\n", settings
->fog_mode
);
5066 if (settings
->point_size
)
5068 shader_addline(buffer
, "gl_PointSize = gl_Point.size / sqrt(gl_Point.distanceConstantAttenuation"
5069 " + gl_Point.distanceLinearAttenuation * length(ec_pos.xyz)"
5070 " + gl_Point.distanceQuadraticAttenuation * dot(ec_pos.xyz, ec_pos.xyz));\n");
5071 shader_addline(buffer
, "gl_PointSize = clamp(gl_PointSize, gl_Point.sizeMin, gl_Point.sizeMax);\n");
5074 shader_addline(buffer
, "}\n");
5076 shader_obj
= GL_EXTCALL(glCreateShader(GL_VERTEX_SHADER
));
5077 shader_glsl_compile(gl_info
, shader_obj
, buffer
->buffer
);
5082 static const char *shader_glsl_get_ffp_fragment_op_arg(struct wined3d_shader_buffer
*buffer
,
5083 DWORD argnum
, unsigned int stage
, DWORD arg
)
5087 if (arg
== ARG_UNUSED
)
5088 return "<unused arg>";
5090 switch (arg
& WINED3DTA_SELECTMASK
)
5092 case WINED3DTA_DIFFUSE
:
5096 case WINED3DTA_CURRENT
:
5103 case WINED3DTA_TEXTURE
:
5106 case 0: ret
= "tex0"; break;
5107 case 1: ret
= "tex1"; break;
5108 case 2: ret
= "tex2"; break;
5109 case 3: ret
= "tex3"; break;
5110 case 4: ret
= "tex4"; break;
5111 case 5: ret
= "tex5"; break;
5112 case 6: ret
= "tex6"; break;
5113 case 7: ret
= "tex7"; break;
5115 ret
= "<invalid texture>";
5120 case WINED3DTA_TFACTOR
:
5124 case WINED3DTA_SPECULAR
:
5125 ret
= "gl_SecondaryColor";
5128 case WINED3DTA_TEMP
:
5132 case WINED3DTA_CONSTANT
:
5135 case 0: ret
= "tss_const0"; break;
5136 case 1: ret
= "tss_const1"; break;
5137 case 2: ret
= "tss_const2"; break;
5138 case 3: ret
= "tss_const3"; break;
5139 case 4: ret
= "tss_const4"; break;
5140 case 5: ret
= "tss_const5"; break;
5141 case 6: ret
= "tss_const6"; break;
5142 case 7: ret
= "tss_const7"; break;
5144 ret
= "<invalid constant>";
5150 return "<unhandled arg>";
5153 if (arg
& WINED3DTA_COMPLEMENT
)
5155 shader_addline(buffer
, "arg%u = vec4(1.0) - %s;\n", argnum
, ret
);
5158 else if (argnum
== 1)
5160 else if (argnum
== 2)
5164 if (arg
& WINED3DTA_ALPHAREPLICATE
)
5166 shader_addline(buffer
, "arg%u = vec4(%s.w);\n", argnum
, ret
);
5169 else if (argnum
== 1)
5171 else if (argnum
== 2)
5178 static void shader_glsl_ffp_fragment_op(struct wined3d_shader_buffer
*buffer
, unsigned int stage
, BOOL color
,
5179 BOOL alpha
, DWORD dst
, DWORD op
, DWORD dw_arg0
, DWORD dw_arg1
, DWORD dw_arg2
)
5181 const char *dstmask
, *dstreg
, *arg0
, *arg1
, *arg2
;
5191 dstreg
= "temp_reg";
5195 arg0
= shader_glsl_get_ffp_fragment_op_arg(buffer
, 0, stage
, dw_arg0
);
5196 arg1
= shader_glsl_get_ffp_fragment_op_arg(buffer
, 1, stage
, dw_arg1
);
5197 arg2
= shader_glsl_get_ffp_fragment_op_arg(buffer
, 2, stage
, dw_arg2
);
5201 case WINED3D_TOP_DISABLE
:
5203 shader_addline(buffer
, "%s%s = gl_Color%s;\n", dstreg
, dstmask
, dstmask
);
5206 case WINED3D_TOP_SELECT_ARG1
:
5207 shader_addline(buffer
, "%s%s = %s%s;\n", dstreg
, dstmask
, arg1
, dstmask
);
5210 case WINED3D_TOP_SELECT_ARG2
:
5211 shader_addline(buffer
, "%s%s = %s%s;\n", dstreg
, dstmask
, arg2
, dstmask
);
5214 case WINED3D_TOP_MODULATE
:
5215 shader_addline(buffer
, "%s%s = %s%s * %s%s;\n", dstreg
, dstmask
, arg1
, dstmask
, arg2
, dstmask
);
5218 case WINED3D_TOP_MODULATE_4X
:
5219 shader_addline(buffer
, "%s%s = clamp(%s%s * %s%s * 4.0, 0.0, 1.0);\n",
5220 dstreg
, dstmask
, arg1
, dstmask
, arg2
, dstmask
);
5223 case WINED3D_TOP_MODULATE_2X
:
5224 shader_addline(buffer
, "%s%s = clamp(%s%s * %s%s * 2.0, 0.0, 1.0);\n",
5225 dstreg
, dstmask
, arg1
, dstmask
, arg2
, dstmask
);
5228 case WINED3D_TOP_ADD
:
5229 shader_addline(buffer
, "%s%s = clamp(%s%s + %s%s, 0.0, 1.0);\n",
5230 dstreg
, dstmask
, arg1
, dstmask
, arg2
, dstmask
);
5233 case WINED3D_TOP_ADD_SIGNED
:
5234 shader_addline(buffer
, "%s%s = clamp(%s%s + (%s - vec4(0.5))%s, 0.0, 1.0);\n",
5235 dstreg
, dstmask
, arg1
, dstmask
, arg2
, dstmask
);
5238 case WINED3D_TOP_ADD_SIGNED_2X
:
5239 shader_addline(buffer
, "%s%s = clamp((%s%s + (%s - vec4(0.5))%s) * 2.0, 0.0, 1.0);\n",
5240 dstreg
, dstmask
, arg1
, dstmask
, arg2
, dstmask
);
5243 case WINED3D_TOP_SUBTRACT
:
5244 shader_addline(buffer
, "%s%s = clamp(%s%s - %s%s, 0.0, 1.0);\n",
5245 dstreg
, dstmask
, arg1
, dstmask
, arg2
, dstmask
);
5248 case WINED3D_TOP_ADD_SMOOTH
:
5249 shader_addline(buffer
, "%s%s = clamp((vec4(1.0) - %s)%s * %s%s + %s%s, 0.0, 1.0);\n",
5250 dstreg
, dstmask
, arg1
, dstmask
, arg2
, dstmask
, arg1
, dstmask
);
5253 case WINED3D_TOP_BLEND_DIFFUSE_ALPHA
:
5254 arg0
= shader_glsl_get_ffp_fragment_op_arg(buffer
, 0, stage
, WINED3DTA_DIFFUSE
);
5255 shader_addline(buffer
, "%s%s = mix(%s%s, %s%s, %s.w);\n",
5256 dstreg
, dstmask
, arg2
, dstmask
, arg1
, dstmask
, arg0
);
5259 case WINED3D_TOP_BLEND_TEXTURE_ALPHA
:
5260 arg0
= shader_glsl_get_ffp_fragment_op_arg(buffer
, 0, stage
, WINED3DTA_TEXTURE
);
5261 shader_addline(buffer
, "%s%s = mix(%s%s, %s%s, %s.w);\n",
5262 dstreg
, dstmask
, arg2
, dstmask
, arg1
, dstmask
, arg0
);
5265 case WINED3D_TOP_BLEND_FACTOR_ALPHA
:
5266 arg0
= shader_glsl_get_ffp_fragment_op_arg(buffer
, 0, stage
, WINED3DTA_TFACTOR
);
5267 shader_addline(buffer
, "%s%s = mix(%s%s, %s%s, %s.w);\n",
5268 dstreg
, dstmask
, arg2
, dstmask
, arg1
, dstmask
, arg0
);
5271 case WINED3D_TOP_BLEND_TEXTURE_ALPHA_PM
:
5272 arg0
= shader_glsl_get_ffp_fragment_op_arg(buffer
, 0, stage
, WINED3DTA_TEXTURE
);
5273 shader_addline(buffer
, "%s%s = clamp(%s%s * (1.0 - %s.w) + %s%s, 0.0, 1.0);\n",
5274 dstreg
, dstmask
, arg2
, dstmask
, arg0
, arg1
, dstmask
);
5277 case WINED3D_TOP_BLEND_CURRENT_ALPHA
:
5278 arg0
= shader_glsl_get_ffp_fragment_op_arg(buffer
, 0, stage
, WINED3DTA_CURRENT
);
5279 shader_addline(buffer
, "%s%s = mix(%s%s, %s%s, %s.w);\n",
5280 dstreg
, dstmask
, arg2
, dstmask
, arg1
, dstmask
, arg0
);
5283 case WINED3D_TOP_MODULATE_ALPHA_ADD_COLOR
:
5284 shader_addline(buffer
, "%s%s = clamp(%s%s * %s.w + %s%s, 0.0, 1.0);\n",
5285 dstreg
, dstmask
, arg2
, dstmask
, arg1
, arg1
, dstmask
);
5288 case WINED3D_TOP_MODULATE_COLOR_ADD_ALPHA
:
5289 shader_addline(buffer
, "%s%s = clamp(%s%s * %s%s + %s.w, 0.0, 1.0);\n",
5290 dstreg
, dstmask
, arg1
, dstmask
, arg2
, dstmask
, arg1
);
5293 case WINED3D_TOP_MODULATE_INVALPHA_ADD_COLOR
:
5294 shader_addline(buffer
, "%s%s = clamp(%s%s * (1.0 - %s.w) + %s%s, 0.0, 1.0);\n",
5295 dstreg
, dstmask
, arg2
, dstmask
, arg1
, arg1
, dstmask
);
5297 case WINED3D_TOP_MODULATE_INVCOLOR_ADD_ALPHA
:
5298 shader_addline(buffer
, "%s%s = clamp((vec4(1.0) - %s)%s * %s%s + %s.w, 0.0, 1.0);\n",
5299 dstreg
, dstmask
, arg1
, dstmask
, arg2
, dstmask
, arg1
);
5302 case WINED3D_TOP_BUMPENVMAP
:
5303 case WINED3D_TOP_BUMPENVMAP_LUMINANCE
:
5304 /* These are handled in the first pass, nothing to do. */
5307 case WINED3D_TOP_DOTPRODUCT3
:
5308 shader_addline(buffer
, "%s%s = vec4(clamp(dot(%s.xyz - 0.5, %s.xyz - 0.5) * 4.0, 0.0, 1.0))%s;\n",
5309 dstreg
, dstmask
, arg1
, arg2
, dstmask
);
5312 case WINED3D_TOP_MULTIPLY_ADD
:
5313 shader_addline(buffer
, "%s%s = clamp(%s%s * %s%s + %s%s, 0.0, 1.0);\n",
5314 dstreg
, dstmask
, arg1
, dstmask
, arg2
, dstmask
, arg0
, dstmask
);
5317 case WINED3D_TOP_LERP
:
5318 /* MSDN isn't quite right here. */
5319 shader_addline(buffer
, "%s%s = mix(%s%s, %s%s, %s%s);\n",
5320 dstreg
, dstmask
, arg2
, dstmask
, arg1
, dstmask
, arg0
, dstmask
);
5324 FIXME("Unhandled operation %#x.\n", op
);
5329 /* Context activation is done by the caller. */
5330 static GLuint
shader_glsl_generate_ffp_fragment_shader(struct wined3d_shader_buffer
*buffer
,
5331 const struct ffp_frag_settings
*settings
, const struct wined3d_gl_info
*gl_info
)
5333 BYTE lum_map
= 0, bump_map
= 0, tex_map
= 0, tss_const_map
= 0;
5334 BOOL tempreg_used
= FALSE
, tfactor_used
= FALSE
;
5335 const char *final_combiner_src
= "ret";
5336 UINT lowest_disabled_stage
;
5338 DWORD arg0
, arg1
, arg2
;
5341 shader_buffer_clear(buffer
);
5343 /* Find out which textures are read */
5344 for (stage
= 0; stage
< MAX_TEXTURES
; ++stage
)
5346 if (settings
->op
[stage
].cop
== WINED3D_TOP_DISABLE
)
5349 arg0
= settings
->op
[stage
].carg0
& WINED3DTA_SELECTMASK
;
5350 arg1
= settings
->op
[stage
].carg1
& WINED3DTA_SELECTMASK
;
5351 arg2
= settings
->op
[stage
].carg2
& WINED3DTA_SELECTMASK
;
5353 if (arg0
== WINED3DTA_TEXTURE
|| arg1
== WINED3DTA_TEXTURE
|| arg2
== WINED3DTA_TEXTURE
)
5354 tex_map
|= 1 << stage
;
5355 if (arg0
== WINED3DTA_TFACTOR
|| arg1
== WINED3DTA_TFACTOR
|| arg2
== WINED3DTA_TFACTOR
)
5356 tfactor_used
= TRUE
;
5357 if (arg0
== WINED3DTA_TEMP
|| arg1
== WINED3DTA_TEMP
|| arg2
== WINED3DTA_TEMP
)
5358 tempreg_used
= TRUE
;
5359 if (settings
->op
[stage
].dst
== tempreg
)
5360 tempreg_used
= TRUE
;
5361 if (arg0
== WINED3DTA_CONSTANT
|| arg1
== WINED3DTA_CONSTANT
|| arg2
== WINED3DTA_CONSTANT
)
5362 tss_const_map
|= 1 << stage
;
5364 switch (settings
->op
[stage
].cop
)
5366 case WINED3D_TOP_BUMPENVMAP_LUMINANCE
:
5367 lum_map
|= 1 << stage
;
5369 case WINED3D_TOP_BUMPENVMAP
:
5370 bump_map
|= 1 << stage
;
5372 case WINED3D_TOP_BLEND_TEXTURE_ALPHA
:
5373 case WINED3D_TOP_BLEND_TEXTURE_ALPHA_PM
:
5374 tex_map
|= 1 << stage
;
5377 case WINED3D_TOP_BLEND_FACTOR_ALPHA
:
5378 tfactor_used
= TRUE
;
5385 if (settings
->op
[stage
].aop
== WINED3D_TOP_DISABLE
)
5388 arg0
= settings
->op
[stage
].aarg0
& WINED3DTA_SELECTMASK
;
5389 arg1
= settings
->op
[stage
].aarg1
& WINED3DTA_SELECTMASK
;
5390 arg2
= settings
->op
[stage
].aarg2
& WINED3DTA_SELECTMASK
;
5392 if (arg0
== WINED3DTA_TEXTURE
|| arg1
== WINED3DTA_TEXTURE
|| arg2
== WINED3DTA_TEXTURE
)
5393 tex_map
|= 1 << stage
;
5394 if (arg0
== WINED3DTA_TFACTOR
|| arg1
== WINED3DTA_TFACTOR
|| arg2
== WINED3DTA_TFACTOR
)
5395 tfactor_used
= TRUE
;
5396 if (arg0
== WINED3DTA_TEMP
|| arg1
== WINED3DTA_TEMP
|| arg2
== WINED3DTA_TEMP
)
5397 tempreg_used
= TRUE
;
5398 if (arg0
== WINED3DTA_CONSTANT
|| arg1
== WINED3DTA_CONSTANT
|| arg2
== WINED3DTA_CONSTANT
)
5399 tss_const_map
|= 1 << stage
;
5401 lowest_disabled_stage
= stage
;
5403 shader_addline(buffer
, "#version 120\n");
5405 if (gl_info
->supported
[ARB_TEXTURE_RECTANGLE
])
5406 shader_addline(buffer
, "#extension GL_ARB_texture_rectangle : enable\n");
5408 shader_addline(buffer
, "vec4 tmp0, tmp1;\n");
5409 shader_addline(buffer
, "vec4 ret;\n");
5410 if (tempreg_used
|| settings
->sRGB_write
)
5411 shader_addline(buffer
, "vec4 temp_reg;\n");
5412 shader_addline(buffer
, "vec4 arg0, arg1, arg2;\n");
5414 for (stage
= 0; stage
< MAX_TEXTURES
; ++stage
)
5416 if (tss_const_map
& (1 << stage
))
5417 shader_addline(buffer
, "uniform vec4 tss_const%u;\n", stage
);
5419 if (!(tex_map
& (1 << stage
)))
5422 switch (settings
->op
[stage
].tex_type
)
5425 shader_addline(buffer
, "uniform sampler1D ps_sampler%u;\n", stage
);
5428 shader_addline(buffer
, "uniform sampler2D ps_sampler%u;\n", stage
);
5431 shader_addline(buffer
, "uniform sampler3D ps_sampler%u;\n", stage
);
5434 shader_addline(buffer
, "uniform samplerCube ps_sampler%u;\n", stage
);
5437 shader_addline(buffer
, "uniform sampler2DRect ps_sampler%u;\n", stage
);
5440 FIXME("Unhandled sampler type %#x.\n", settings
->op
[stage
].tex_type
);
5444 shader_addline(buffer
, "vec4 tex%u;\n", stage
);
5446 if (!(bump_map
& (1 << stage
)))
5448 shader_addline(buffer
, "uniform mat2 bumpenv_mat%u;\n", stage
);
5450 if (!(lum_map
& (1 << stage
)))
5452 shader_addline(buffer
, "uniform float bumpenv_lum_scale%u;\n", stage
);
5453 shader_addline(buffer
, "uniform float bumpenv_lum_offset%u;\n", stage
);
5456 shader_addline(buffer
, "uniform vec4 tex_factor;\n");
5457 shader_addline(buffer
, "uniform vec4 specular_enable;\n");
5459 if (settings
->sRGB_write
)
5461 shader_addline(buffer
, "const vec4 srgb_const0 = ");
5462 shader_glsl_append_imm_vec4(buffer
, wined3d_srgb_const0
);
5463 shader_addline(buffer
, ";\n");
5464 shader_addline(buffer
, "const vec4 srgb_const1 = ");
5465 shader_glsl_append_imm_vec4(buffer
, wined3d_srgb_const1
);
5466 shader_addline(buffer
, ";\n");
5469 shader_addline(buffer
, "void main()\n{\n");
5471 if (lowest_disabled_stage
< 7 && settings
->emul_clipplanes
)
5472 shader_addline(buffer
, "if (any(lessThan(gl_TexCoord[7], vec4(0.0)))) discard;\n");
5474 /* Generate texture sampling instructions) */
5475 for (stage
= 0; stage
< MAX_TEXTURES
&& settings
->op
[stage
].cop
!= WINED3D_TOP_DISABLE
; ++stage
)
5477 const char *texture_function
, *coord_mask
;
5478 char tex_reg_name
[8];
5481 if (!(tex_map
& (1 << stage
)))
5484 if (settings
->op
[stage
].projected
== proj_none
)
5488 else if (settings
->op
[stage
].projected
== proj_count4
5489 || settings
->op
[stage
].projected
== proj_count3
)
5495 FIXME("Unexpected projection mode %d\n", settings
->op
[stage
].projected
);
5499 switch (settings
->op
[stage
].tex_type
)
5504 texture_function
= "texture1DProj";
5509 texture_function
= "texture1D";
5516 texture_function
= "texture2DProj";
5521 texture_function
= "texture2D";
5528 texture_function
= "texture3DProj";
5529 coord_mask
= "xyzw";
5533 texture_function
= "texture3D";
5538 texture_function
= "textureCube";
5544 texture_function
= "texture2DRectProj";
5549 texture_function
= "texture2DRect";
5554 FIXME("Unhandled texture type %#x.\n", settings
->op
[stage
].tex_type
);
5555 texture_function
= "";
5556 coord_mask
= "xyzw";
5561 && (settings
->op
[stage
- 1].cop
== WINED3D_TOP_BUMPENVMAP
5562 || settings
->op
[stage
- 1].cop
== WINED3D_TOP_BUMPENVMAP_LUMINANCE
))
5564 shader_addline(buffer
, "ret.xy = bumpenv_mat%u * tex%u.xy;\n", stage
- 1, stage
- 1);
5566 /* With projective textures, texbem only divides the static
5567 * texture coord, not the displacement, so multiply the
5568 * displacement with the dividing parameter before passing it to
5570 if (settings
->op
[stage
].projected
!= proj_none
)
5572 if (settings
->op
[stage
].projected
== proj_count4
)
5574 shader_addline(buffer
, "ret.xy = (ret.xy * gl_TexCoord[%u].w) + gl_TexCoord[%u].xy;\n",
5576 shader_addline(buffer
, "ret.zw = gl_TexCoord[%u].ww;\n", stage
);
5580 shader_addline(buffer
, "ret.xy = (ret.xy * gl_TexCoord[%u].z) + gl_TexCoord[%u].xy;\n",
5582 shader_addline(buffer
, "ret.zw = gl_TexCoord[%u].zz;\n", stage
);
5587 shader_addline(buffer
, "ret = gl_TexCoord[%u] + ret.xyxy;\n", stage
);
5590 shader_addline(buffer
, "tex%u = %s(ps_sampler%u, ret.%s);\n",
5591 stage
, texture_function
, stage
, coord_mask
);
5593 if (settings
->op
[stage
- 1].cop
== WINED3D_TOP_BUMPENVMAP_LUMINANCE
)
5594 shader_addline(buffer
, "tex%u *= clamp(tex%u.z * bumpenv_lum_scale%u + bumpenv_lum_offset%u, 0.0, 1.0);\n",
5595 stage
, stage
- 1, stage
- 1, stage
- 1);
5597 else if (settings
->op
[stage
].projected
== proj_count3
)
5599 shader_addline(buffer
, "tex%u = %s(ps_sampler%u, gl_TexCoord[%u].xyz);\n",
5600 stage
, texture_function
, stage
, stage
);
5604 shader_addline(buffer
, "tex%u = %s(ps_sampler%u, gl_TexCoord[%u].%s);\n",
5605 stage
, texture_function
, stage
, stage
, coord_mask
);
5608 sprintf(tex_reg_name
, "tex%u", stage
);
5609 shader_glsl_color_correction_ext(buffer
, tex_reg_name
, WINED3DSP_WRITEMASK_ALL
,
5610 settings
->op
[stage
].color_fixup
);
5613 /* Generate the main shader */
5614 for (stage
= 0; stage
< MAX_TEXTURES
; ++stage
)
5618 if (settings
->op
[stage
].cop
== WINED3D_TOP_DISABLE
)
5621 final_combiner_src
= "gl_Color";
5625 if (settings
->op
[stage
].cop
== WINED3D_TOP_SELECT_ARG1
5626 && settings
->op
[stage
].aop
== WINED3D_TOP_SELECT_ARG1
)
5627 op_equal
= settings
->op
[stage
].carg1
== settings
->op
[stage
].aarg1
;
5628 else if (settings
->op
[stage
].cop
== WINED3D_TOP_SELECT_ARG1
5629 && settings
->op
[stage
].aop
== WINED3D_TOP_SELECT_ARG2
)
5630 op_equal
= settings
->op
[stage
].carg1
== settings
->op
[stage
].aarg2
;
5631 else if (settings
->op
[stage
].cop
== WINED3D_TOP_SELECT_ARG2
5632 && settings
->op
[stage
].aop
== WINED3D_TOP_SELECT_ARG1
)
5633 op_equal
= settings
->op
[stage
].carg2
== settings
->op
[stage
].aarg1
;
5634 else if (settings
->op
[stage
].cop
== WINED3D_TOP_SELECT_ARG2
5635 && settings
->op
[stage
].aop
== WINED3D_TOP_SELECT_ARG2
)
5636 op_equal
= settings
->op
[stage
].carg2
== settings
->op
[stage
].aarg2
;
5638 op_equal
= settings
->op
[stage
].aop
== settings
->op
[stage
].cop
5639 && settings
->op
[stage
].carg0
== settings
->op
[stage
].aarg0
5640 && settings
->op
[stage
].carg1
== settings
->op
[stage
].aarg1
5641 && settings
->op
[stage
].carg2
== settings
->op
[stage
].aarg2
;
5643 if (settings
->op
[stage
].aop
== WINED3D_TOP_DISABLE
)
5645 shader_glsl_ffp_fragment_op(buffer
, stage
, TRUE
, FALSE
, settings
->op
[stage
].dst
,
5646 settings
->op
[stage
].cop
, settings
->op
[stage
].carg0
,
5647 settings
->op
[stage
].carg1
, settings
->op
[stage
].carg2
);
5649 shader_addline(buffer
, "ret.w = gl_Color.w;\n");
5653 shader_glsl_ffp_fragment_op(buffer
, stage
, TRUE
, TRUE
, settings
->op
[stage
].dst
,
5654 settings
->op
[stage
].cop
, settings
->op
[stage
].carg0
,
5655 settings
->op
[stage
].carg1
, settings
->op
[stage
].carg2
);
5659 shader_glsl_ffp_fragment_op(buffer
, stage
, TRUE
, FALSE
, settings
->op
[stage
].dst
,
5660 settings
->op
[stage
].cop
, settings
->op
[stage
].carg0
,
5661 settings
->op
[stage
].carg1
, settings
->op
[stage
].carg2
);
5662 shader_glsl_ffp_fragment_op(buffer
, stage
, FALSE
, TRUE
, settings
->op
[stage
].dst
,
5663 settings
->op
[stage
].aop
, settings
->op
[stage
].aarg0
,
5664 settings
->op
[stage
].aarg1
, settings
->op
[stage
].aarg2
);
5668 shader_addline(buffer
, "gl_FragData[0] = gl_SecondaryColor * specular_enable + %s;\n", final_combiner_src
);
5670 if (settings
->sRGB_write
)
5671 shader_glsl_generate_srgb_write_correction(buffer
);
5673 shader_glsl_generate_fog_code(buffer
, settings
->fog
);
5675 shader_addline(buffer
, "}\n");
5677 shader_id
= GL_EXTCALL(glCreateShader(GL_FRAGMENT_SHADER
));
5678 shader_glsl_compile(gl_info
, shader_id
, buffer
->buffer
);
5682 static struct glsl_ffp_vertex_shader
*shader_glsl_find_ffp_vertex_shader(struct shader_glsl_priv
*priv
,
5683 const struct wined3d_gl_info
*gl_info
, const struct wined3d_ffp_vs_settings
*settings
)
5685 struct glsl_ffp_vertex_shader
*shader
;
5686 const struct wine_rb_entry
*entry
;
5688 if ((entry
= wine_rb_get(&priv
->ffp_vertex_shaders
, settings
)))
5689 return WINE_RB_ENTRY_VALUE(entry
, struct glsl_ffp_vertex_shader
, desc
.entry
);
5691 if (!(shader
= HeapAlloc(GetProcessHeap(), 0, sizeof(*shader
))))
5694 shader
->desc
.settings
= *settings
;
5695 shader
->id
= shader_glsl_generate_ffp_vertex_shader(&priv
->shader_buffer
, settings
, gl_info
);
5696 list_init(&shader
->linked_programs
);
5697 if (wine_rb_put(&priv
->ffp_vertex_shaders
, &shader
->desc
.settings
, &shader
->desc
.entry
) == -1)
5698 ERR("Failed to insert ffp vertex shader.\n");
5703 static struct glsl_ffp_fragment_shader
*shader_glsl_find_ffp_fragment_shader(struct shader_glsl_priv
*priv
,
5704 const struct wined3d_gl_info
*gl_info
, const struct ffp_frag_settings
*args
)
5706 struct glsl_ffp_fragment_shader
*glsl_desc
;
5707 const struct ffp_frag_desc
*desc
;
5709 if ((desc
= find_ffp_frag_shader(&priv
->ffp_fragment_shaders
, args
)))
5710 return CONTAINING_RECORD(desc
, struct glsl_ffp_fragment_shader
, entry
);
5712 if (!(glsl_desc
= HeapAlloc(GetProcessHeap(), 0, sizeof(*glsl_desc
))))
5715 glsl_desc
->entry
.settings
= *args
;
5716 glsl_desc
->id
= shader_glsl_generate_ffp_fragment_shader(&priv
->shader_buffer
, args
, gl_info
);
5717 list_init(&glsl_desc
->linked_programs
);
5718 add_ffp_frag_shader(&priv
->ffp_fragment_shaders
, &glsl_desc
->entry
);
5724 static void shader_glsl_init_vs_uniform_locations(const struct wined3d_gl_info
*gl_info
,
5725 GLuint program_id
, struct glsl_vs_program
*vs
, unsigned int vs_c_count
)
5730 vs
->uniform_f_locations
= HeapAlloc(GetProcessHeap(), 0,
5731 sizeof(GLuint
) * gl_info
->limits
.glsl_vs_float_constants
);
5732 for (i
= 0; i
< vs_c_count
; ++i
)
5734 snprintf(name
, sizeof(name
), "vs_c[%u]", i
);
5735 vs
->uniform_f_locations
[i
] = GL_EXTCALL(glGetUniformLocation(program_id
, name
));
5737 memset(&vs
->uniform_f_locations
[vs_c_count
], 0xff,
5738 (gl_info
->limits
.glsl_vs_float_constants
- vs_c_count
) * sizeof(GLuint
));
5740 for (i
= 0; i
< MAX_CONST_I
; ++i
)
5742 snprintf(name
, sizeof(name
), "vs_i[%u]", i
);
5743 vs
->uniform_i_locations
[i
] = GL_EXTCALL(glGetUniformLocation(program_id
, name
));
5746 for (i
= 0; i
< MAX_CONST_B
; ++i
)
5748 snprintf(name
, sizeof(name
), "vs_b[%u]", i
);
5749 vs
->uniform_b_locations
[i
] = GL_EXTCALL(glGetUniformLocation(program_id
, name
));
5752 vs
->pos_fixup_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "posFixup"));
5755 static void shader_glsl_init_ps_uniform_locations(const struct wined3d_gl_info
*gl_info
,
5756 GLuint program_id
, struct glsl_ps_program
*ps
, unsigned int ps_c_count
)
5761 ps
->uniform_f_locations
= HeapAlloc(GetProcessHeap(), 0,
5762 sizeof(GLuint
) * gl_info
->limits
.glsl_ps_float_constants
);
5763 for (i
= 0; i
< ps_c_count
; ++i
)
5765 snprintf(name
, sizeof(name
), "ps_c[%u]", i
);
5766 ps
->uniform_f_locations
[i
] = GL_EXTCALL(glGetUniformLocation(program_id
, name
));
5768 memset(&ps
->uniform_f_locations
[ps_c_count
], 0xff,
5769 (gl_info
->limits
.glsl_ps_float_constants
- ps_c_count
) * sizeof(GLuint
));
5771 for (i
= 0; i
< MAX_CONST_I
; ++i
)
5773 snprintf(name
, sizeof(name
), "ps_i[%u]", i
);
5774 ps
->uniform_i_locations
[i
] = GL_EXTCALL(glGetUniformLocation(program_id
, name
));
5777 for (i
= 0; i
< MAX_CONST_B
; ++i
)
5779 snprintf(name
, sizeof(name
), "ps_b[%u]", i
);
5780 ps
->uniform_b_locations
[i
] = GL_EXTCALL(glGetUniformLocation(program_id
, name
));
5783 for (i
= 0; i
< MAX_TEXTURES
; ++i
)
5785 snprintf(name
, sizeof(name
), "bumpenv_mat%u", i
);
5786 ps
->bumpenv_mat_location
[i
] = GL_EXTCALL(glGetUniformLocation(program_id
, name
));
5787 snprintf(name
, sizeof(name
), "bumpenv_lum_scale%u", i
);
5788 ps
->bumpenv_lum_scale_location
[i
] = GL_EXTCALL(glGetUniformLocation(program_id
, name
));
5789 snprintf(name
, sizeof(name
), "bumpenv_lum_offset%u", i
);
5790 ps
->bumpenv_lum_offset_location
[i
] = GL_EXTCALL(glGetUniformLocation(program_id
, name
));
5791 snprintf(name
, sizeof(name
), "tss_const%u", i
);
5792 ps
->tss_constant_location
[i
] = GL_EXTCALL(glGetUniformLocation(program_id
, name
));
5795 ps
->tex_factor_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "tex_factor"));
5796 ps
->specular_enable_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "specular_enable"));
5797 ps
->np2_fixup_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ps_samplerNP2Fixup"));
5798 ps
->ycorrection_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ycorrection"));
5801 static void shader_glsl_init_uniform_block_bindings(const struct wined3d_gl_info
*gl_info
, GLuint program_id
,
5802 const struct wined3d_shader_reg_maps
*reg_maps
, unsigned int base
, unsigned int count
)
5804 const char *prefix
= shader_glsl_get_prefix(reg_maps
->shader_version
.type
);
5809 for (i
= 0; i
< count
; ++i
)
5811 if (!reg_maps
->cb_sizes
[i
])
5814 snprintf(name
, sizeof(name
), "block_%s_cb%u", prefix
, i
);
5815 block_idx
= GL_EXTCALL(glGetUniformBlockIndex(program_id
, name
));
5816 GL_EXTCALL(glUniformBlockBinding(program_id
, block_idx
, base
+ i
));
5818 checkGLcall("glUniformBlockBinding");
5821 /* Context activation is done by the caller. */
5822 static void set_glsl_shader_program(const struct wined3d_context
*context
, const struct wined3d_state
*state
,
5823 struct shader_glsl_priv
*priv
, struct glsl_context_data
*ctx_data
)
5825 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
5826 const struct ps_np2fixup_info
*np2fixup_info
= NULL
;
5827 struct glsl_shader_prog_link
*entry
= NULL
;
5828 struct wined3d_shader
*vshader
= NULL
;
5829 struct wined3d_shader
*gshader
= NULL
;
5830 struct wined3d_shader
*pshader
= NULL
;
5831 GLuint program_id
= 0;
5832 GLuint reorder_shader_id
= 0;
5837 struct list
*ps_list
, *vs_list
;
5839 if (!(context
->shader_update_mask
& (1 << WINED3D_SHADER_TYPE_VERTEX
)))
5841 vs_id
= ctx_data
->glsl_program
->vs
.id
;
5842 vs_list
= &ctx_data
->glsl_program
->vs
.shader_entry
;
5846 vshader
= state
->shader
[WINED3D_SHADER_TYPE_VERTEX
];
5847 gshader
= state
->shader
[WINED3D_SHADER_TYPE_GEOMETRY
];
5849 if (!(context
->shader_update_mask
& (1 << WINED3D_SHADER_TYPE_GEOMETRY
))
5850 && ctx_data
->glsl_program
->gs
.id
)
5851 gs_id
= ctx_data
->glsl_program
->gs
.id
;
5853 gs_id
= find_glsl_geometry_shader(context
, &priv
->shader_buffer
, gshader
);
5856 else if (use_vs(state
))
5858 struct vs_compile_args vs_compile_args
;
5859 vshader
= state
->shader
[WINED3D_SHADER_TYPE_VERTEX
];
5861 find_vs_compile_args(state
, vshader
, context
->stream_info
.swizzle_map
, &vs_compile_args
);
5862 vs_id
= find_glsl_vshader(context
, &priv
->shader_buffer
, vshader
, &vs_compile_args
);
5863 vs_list
= &vshader
->linked_programs
;
5865 if ((gshader
= state
->shader
[WINED3D_SHADER_TYPE_GEOMETRY
]))
5866 gs_id
= find_glsl_geometry_shader(context
, &priv
->shader_buffer
, gshader
);
5868 else if (priv
->vertex_pipe
== &glsl_vertex_pipe
)
5870 struct glsl_ffp_vertex_shader
*ffp_shader
;
5871 struct wined3d_ffp_vs_settings settings
;
5873 wined3d_ffp_get_vs_settings(state
, &context
->stream_info
, &settings
);
5874 ffp_shader
= shader_glsl_find_ffp_vertex_shader(priv
, gl_info
, &settings
);
5875 vs_id
= ffp_shader
->id
;
5876 vs_list
= &ffp_shader
->linked_programs
;
5879 if (!(context
->shader_update_mask
& (1 << WINED3D_SHADER_TYPE_PIXEL
)))
5881 ps_id
= ctx_data
->glsl_program
->ps
.id
;
5882 ps_list
= &ctx_data
->glsl_program
->ps
.shader_entry
;
5885 pshader
= state
->shader
[WINED3D_SHADER_TYPE_PIXEL
];
5887 else if (use_ps(state
))
5889 struct ps_compile_args ps_compile_args
;
5890 pshader
= state
->shader
[WINED3D_SHADER_TYPE_PIXEL
];
5891 find_ps_compile_args(state
, pshader
, context
->stream_info
.position_transformed
, &ps_compile_args
, gl_info
);
5892 ps_id
= find_glsl_pshader(context
, &priv
->shader_buffer
,
5893 pshader
, &ps_compile_args
, &np2fixup_info
);
5894 ps_list
= &pshader
->linked_programs
;
5896 else if (priv
->fragment_pipe
== &glsl_fragment_pipe
)
5898 struct glsl_ffp_fragment_shader
*ffp_shader
;
5899 struct ffp_frag_settings settings
;
5901 gen_ffp_frag_op(context
, state
, &settings
, FALSE
);
5902 ffp_shader
= shader_glsl_find_ffp_fragment_shader(priv
, gl_info
, &settings
);
5903 ps_id
= ffp_shader
->id
;
5904 ps_list
= &ffp_shader
->linked_programs
;
5907 if ((!vs_id
&& !gs_id
&& !ps_id
) || (entry
= get_glsl_program_entry(priv
, vs_id
, gs_id
, ps_id
)))
5909 ctx_data
->glsl_program
= entry
;
5913 /* If we get to this point, then no matching program exists, so we create one */
5914 program_id
= GL_EXTCALL(glCreateProgram());
5915 TRACE("Created new GLSL shader program %u.\n", program_id
);
5917 /* Create the entry */
5918 entry
= HeapAlloc(GetProcessHeap(), 0, sizeof(struct glsl_shader_prog_link
));
5919 entry
->id
= program_id
;
5920 entry
->vs
.id
= vs_id
;
5921 entry
->gs
.id
= gs_id
;
5922 entry
->ps
.id
= ps_id
;
5923 entry
->constant_version
= 0;
5924 entry
->ps
.np2_fixup_info
= np2fixup_info
;
5925 /* Add the hash table entry */
5926 add_glsl_program_entry(priv
, entry
);
5928 /* Set the current program */
5929 ctx_data
->glsl_program
= entry
;
5931 /* Attach GLSL vshader */
5934 TRACE("Attaching GLSL shader object %u to program %u.\n", vs_id
, program_id
);
5935 GL_EXTCALL(glAttachShader(program_id
, vs_id
));
5936 checkGLcall("glAttachShader");
5938 list_add_head(vs_list
, &entry
->vs
.shader_entry
);
5943 WORD map
= vshader
->reg_maps
.input_registers
;
5946 reorder_shader_id
= generate_param_reorder_function(&priv
->shader_buffer
, vshader
, pshader
, gl_info
);
5947 TRACE("Attaching GLSL shader object %u to program %u.\n", reorder_shader_id
, program_id
);
5948 GL_EXTCALL(glAttachShader(program_id
, reorder_shader_id
));
5949 checkGLcall("glAttachShader");
5950 /* Flag the reorder function for deletion, then it will be freed automatically when the program
5953 GL_EXTCALL(glDeleteShader(reorder_shader_id
));
5955 /* Bind vertex attributes to a corresponding index number to match
5956 * the same index numbers as ARB_vertex_programs (makes loading
5957 * vertex attributes simpler). With this method, we can use the
5958 * exact same code to load the attributes later for both ARB and
5961 * We have to do this here because we need to know the Program ID
5962 * in order to make the bindings work, and it has to be done prior
5963 * to linking the GLSL program. */
5964 for (i
= 0; map
; map
>>= 1, ++i
)
5966 if (!(map
& 1)) continue;
5968 snprintf(tmp_name
, sizeof(tmp_name
), "vs_in%u", i
);
5969 GL_EXTCALL(glBindAttribLocation(program_id
, i
, tmp_name
));
5971 checkGLcall("glBindAttribLocation");
5976 TRACE("Attaching GLSL geometry shader object %u to program %u.\n", gs_id
, program_id
);
5977 GL_EXTCALL(glAttachShader(program_id
, gs_id
));
5978 checkGLcall("glAttachShader");
5980 TRACE("input type %s, output type %s, vertices out %u.\n",
5981 debug_d3dprimitivetype(gshader
->u
.gs
.input_type
),
5982 debug_d3dprimitivetype(gshader
->u
.gs
.output_type
),
5983 gshader
->u
.gs
.vertices_out
);
5984 GL_EXTCALL(glProgramParameteriARB(program_id
, GL_GEOMETRY_INPUT_TYPE_ARB
,
5985 gl_primitive_type_from_d3d(gshader
->u
.gs
.input_type
)));
5986 GL_EXTCALL(glProgramParameteriARB(program_id
, GL_GEOMETRY_OUTPUT_TYPE_ARB
,
5987 gl_primitive_type_from_d3d(gshader
->u
.gs
.output_type
)));
5988 GL_EXTCALL(glProgramParameteriARB(program_id
, GL_GEOMETRY_VERTICES_OUT_ARB
,
5989 gshader
->u
.gs
.vertices_out
));
5990 checkGLcall("glProgramParameteriARB");
5992 list_add_head(&gshader
->linked_programs
, &entry
->gs
.shader_entry
);
5995 /* Attach GLSL pshader */
5998 TRACE("Attaching GLSL shader object %u to program %u.\n", ps_id
, program_id
);
5999 GL_EXTCALL(glAttachShader(program_id
, ps_id
));
6000 checkGLcall("glAttachShader");
6002 list_add_head(ps_list
, &entry
->ps
.shader_entry
);
6005 /* Link the program */
6006 TRACE("Linking GLSL shader program %u.\n", program_id
);
6007 GL_EXTCALL(glLinkProgram(program_id
));
6008 shader_glsl_validate_link(gl_info
, program_id
);
6010 shader_glsl_init_vs_uniform_locations(gl_info
, program_id
, &entry
->vs
,
6011 vshader
? min(vshader
->limits
->constant_float
, gl_info
->limits
.glsl_vs_float_constants
) : 0);
6012 shader_glsl_init_ps_uniform_locations(gl_info
, program_id
, &entry
->ps
,
6013 pshader
? min(pshader
->limits
->constant_float
, gl_info
->limits
.glsl_ps_float_constants
) : 0);
6014 checkGLcall("Find glsl program uniform locations");
6016 if (pshader
&& pshader
->reg_maps
.shader_version
.major
>= 3
6017 && pshader
->u
.ps
.declared_in_count
> vec4_varyings(3, gl_info
))
6019 TRACE("Shader %d needs vertex color clamping disabled.\n", program_id
);
6020 entry
->vs
.vertex_color_clamp
= GL_FALSE
;
6024 entry
->vs
.vertex_color_clamp
= GL_FIXED_ONLY_ARB
;
6027 /* Set the shader to allow uniform loading on it */
6028 GL_EXTCALL(glUseProgram(program_id
));
6029 checkGLcall("glUseProgram");
6031 /* Load the vertex and pixel samplers now. The function that finds the mappings makes sure
6032 * that it stays the same for each vertexshader-pixelshader pair(=linked glsl program). If
6033 * a pshader with fixed function pipeline is used there are no vertex samplers, and if a
6034 * vertex shader with fixed function pixel processing is used we make sure that the card
6035 * supports enough samplers to allow the max number of vertex samplers with all possible
6036 * fixed function fragment processing setups. So once the program is linked these samplers
6038 shader_glsl_load_samplers(gl_info
, context
->tex_unit_map
, program_id
);
6040 entry
->constant_update_mask
= 0;
6043 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_VS_F
;
6044 if (vshader
->reg_maps
.integer_constants
)
6045 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_VS_I
;
6046 if (vshader
->reg_maps
.boolean_constants
)
6047 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_VS_B
;
6048 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_VS_POS_FIXUP
;
6050 shader_glsl_init_uniform_block_bindings(gl_info
, program_id
, &vshader
->reg_maps
,
6051 0, gl_info
->limits
.vertex_uniform_blocks
);
6055 shader_glsl_init_uniform_block_bindings(gl_info
, program_id
, &gshader
->reg_maps
,
6056 gl_info
->limits
.vertex_uniform_blocks
, gl_info
->limits
.geometry_uniform_blocks
);
6062 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_PS_F
;
6063 if (pshader
->reg_maps
.integer_constants
)
6064 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_PS_I
;
6065 if (pshader
->reg_maps
.boolean_constants
)
6066 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_PS_B
;
6067 if (entry
->ps
.ycorrection_location
!= -1)
6068 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_PS_Y_CORR
;
6070 shader_glsl_init_uniform_block_bindings(gl_info
, program_id
, &pshader
->reg_maps
,
6071 gl_info
->limits
.vertex_uniform_blocks
+ gl_info
->limits
.geometry_uniform_blocks
,
6072 gl_info
->limits
.fragment_uniform_blocks
);
6076 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_FFP_PS
;
6079 for (i
= 0; i
< MAX_TEXTURES
; ++i
)
6081 if (entry
->ps
.bumpenv_mat_location
[i
] != -1)
6083 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_PS_BUMP_ENV
;
6088 if (entry
->ps
.np2_fixup_location
!= -1)
6089 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_PS_NP2_FIXUP
;
6093 /* Context activation is done by the caller. */
6094 static GLuint
create_glsl_blt_shader(const struct wined3d_gl_info
*gl_info
, enum tex_types tex_type
, BOOL masked
)
6097 GLuint vshader_id
, pshader_id
;
6098 const char *blt_pshader
;
6100 static const char blt_vshader
[] =
6104 " gl_Position = gl_Vertex;\n"
6105 " gl_FrontColor = vec4(1.0);\n"
6106 " gl_TexCoord[0] = gl_MultiTexCoord0;\n"
6109 static const char * const blt_pshaders_full
[tex_type_count
] =
6115 "uniform sampler2D sampler;\n"
6118 " gl_FragDepth = texture2D(sampler, gl_TexCoord[0].xy).x;\n"
6124 "uniform samplerCube sampler;\n"
6127 " gl_FragDepth = textureCube(sampler, gl_TexCoord[0].xyz).x;\n"
6131 "#extension GL_ARB_texture_rectangle : enable\n"
6132 "uniform sampler2DRect sampler;\n"
6135 " gl_FragDepth = texture2DRect(sampler, gl_TexCoord[0].xy).x;\n"
6139 static const char * const blt_pshaders_masked
[tex_type_count
] =
6145 "uniform sampler2D sampler;\n"
6146 "uniform vec4 mask;\n"
6149 " if (all(lessThan(gl_FragCoord.xy, mask.zw))) discard;\n"
6150 " gl_FragDepth = texture2D(sampler, gl_TexCoord[0].xy).x;\n"
6156 "uniform samplerCube sampler;\n"
6157 "uniform vec4 mask;\n"
6160 " if (all(lessThan(gl_FragCoord.xy, mask.zw))) discard;\n"
6161 " gl_FragDepth = textureCube(sampler, gl_TexCoord[0].xyz).x;\n"
6165 "#extension GL_ARB_texture_rectangle : enable\n"
6166 "uniform sampler2DRect sampler;\n"
6167 "uniform vec4 mask;\n"
6170 " if (all(lessThan(gl_FragCoord.xy, mask.zw))) discard;\n"
6171 " gl_FragDepth = texture2DRect(sampler, gl_TexCoord[0].xy).x;\n"
6175 blt_pshader
= masked
? blt_pshaders_masked
[tex_type
] : blt_pshaders_full
[tex_type
];
6178 FIXME("tex_type %#x not supported\n", tex_type
);
6182 vshader_id
= GL_EXTCALL(glCreateShader(GL_VERTEX_SHADER
));
6183 shader_glsl_compile(gl_info
, vshader_id
, blt_vshader
);
6185 pshader_id
= GL_EXTCALL(glCreateShader(GL_FRAGMENT_SHADER
));
6186 shader_glsl_compile(gl_info
, pshader_id
, blt_pshader
);
6188 program_id
= GL_EXTCALL(glCreateProgram());
6189 GL_EXTCALL(glAttachShader(program_id
, vshader_id
));
6190 GL_EXTCALL(glAttachShader(program_id
, pshader_id
));
6191 GL_EXTCALL(glLinkProgram(program_id
));
6193 shader_glsl_validate_link(gl_info
, program_id
);
6195 /* Once linked we can mark the shaders for deletion. They will be deleted once the program
6198 GL_EXTCALL(glDeleteShader(vshader_id
));
6199 GL_EXTCALL(glDeleteShader(pshader_id
));
6203 /* Context activation is done by the caller. */
6204 static void shader_glsl_select(void *shader_priv
, struct wined3d_context
*context
,
6205 const struct wined3d_state
*state
)
6207 struct glsl_context_data
*ctx_data
= context
->shader_backend_data
;
6208 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
6209 struct shader_glsl_priv
*priv
= shader_priv
;
6210 GLuint program_id
= 0, prev_id
= 0;
6211 GLenum old_vertex_color_clamp
, current_vertex_color_clamp
;
6213 priv
->vertex_pipe
->vp_enable(gl_info
, !use_vs(state
));
6214 priv
->fragment_pipe
->enable_extension(gl_info
, !use_ps(state
));
6216 if (ctx_data
->glsl_program
)
6218 prev_id
= ctx_data
->glsl_program
->id
;
6219 old_vertex_color_clamp
= ctx_data
->glsl_program
->vs
.vertex_color_clamp
;
6224 old_vertex_color_clamp
= GL_FIXED_ONLY_ARB
;
6227 set_glsl_shader_program(context
, state
, priv
, ctx_data
);
6229 if (ctx_data
->glsl_program
)
6231 program_id
= ctx_data
->glsl_program
->id
;
6232 current_vertex_color_clamp
= ctx_data
->glsl_program
->vs
.vertex_color_clamp
;
6237 current_vertex_color_clamp
= GL_FIXED_ONLY_ARB
;
6240 if (old_vertex_color_clamp
!= current_vertex_color_clamp
)
6242 if (gl_info
->supported
[ARB_COLOR_BUFFER_FLOAT
])
6244 GL_EXTCALL(glClampColorARB(GL_CLAMP_VERTEX_COLOR_ARB
, current_vertex_color_clamp
));
6245 checkGLcall("glClampColorARB");
6249 FIXME("vertex color clamp needs to be changed, but extension not supported.\n");
6253 TRACE("Using GLSL program %u.\n", program_id
);
6255 if (prev_id
!= program_id
)
6257 GL_EXTCALL(glUseProgram(program_id
));
6258 checkGLcall("glUseProgram");
6261 context
->constant_update_mask
|= ctx_data
->glsl_program
->constant_update_mask
;
6265 /* "context" is not necessarily the currently active context. */
6266 static void shader_glsl_invalidate_current_program(struct wined3d_context
*context
)
6268 struct glsl_context_data
*ctx_data
= context
->shader_backend_data
;
6270 ctx_data
->glsl_program
= NULL
;
6271 context
->shader_update_mask
= (1 << WINED3D_SHADER_TYPE_PIXEL
)
6272 | (1 << WINED3D_SHADER_TYPE_VERTEX
)
6273 | (1 << WINED3D_SHADER_TYPE_GEOMETRY
);
6276 /* Context activation is done by the caller. */
6277 static void shader_glsl_disable(void *shader_priv
, struct wined3d_context
*context
)
6279 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
6280 struct shader_glsl_priv
*priv
= shader_priv
;
6282 shader_glsl_invalidate_current_program(context
);
6283 GL_EXTCALL(glUseProgram(0));
6284 checkGLcall("glUseProgram");
6286 priv
->vertex_pipe
->vp_enable(gl_info
, FALSE
);
6287 priv
->fragment_pipe
->enable_extension(gl_info
, FALSE
);
6289 if (gl_info
->supported
[ARB_COLOR_BUFFER_FLOAT
])
6291 GL_EXTCALL(glClampColorARB(GL_CLAMP_VERTEX_COLOR_ARB
, GL_FIXED_ONLY_ARB
));
6292 checkGLcall("glClampColorARB");
6296 /* Context activation is done by the caller. */
6297 static void shader_glsl_select_depth_blt(void *shader_priv
, const struct wined3d_gl_info
*gl_info
,
6298 enum tex_types tex_type
, const SIZE
*ds_mask_size
)
6300 BOOL masked
= ds_mask_size
->cx
&& ds_mask_size
->cy
;
6301 struct shader_glsl_priv
*priv
= shader_priv
;
6302 GLuint
*blt_program
;
6305 blt_program
= masked
? &priv
->depth_blt_program_masked
[tex_type
] : &priv
->depth_blt_program_full
[tex_type
];
6308 *blt_program
= create_glsl_blt_shader(gl_info
, tex_type
, masked
);
6309 loc
= GL_EXTCALL(glGetUniformLocation(*blt_program
, "sampler"));
6310 GL_EXTCALL(glUseProgram(*blt_program
));
6311 GL_EXTCALL(glUniform1i(loc
, 0));
6315 GL_EXTCALL(glUseProgram(*blt_program
));
6320 loc
= GL_EXTCALL(glGetUniformLocation(*blt_program
, "mask"));
6321 GL_EXTCALL(glUniform4f(loc
, 0.0f
, 0.0f
, (float)ds_mask_size
->cx
, (float)ds_mask_size
->cy
));
6325 /* Context activation is done by the caller. */
6326 static void shader_glsl_deselect_depth_blt(void *shader_priv
, const struct wined3d_gl_info
*gl_info
)
6328 const struct glsl_context_data
*ctx_data
= context_get_current()->shader_backend_data
;
6331 program_id
= ctx_data
->glsl_program
? ctx_data
->glsl_program
->id
: 0;
6332 if (program_id
) TRACE("Using GLSL program %u\n", program_id
);
6334 GL_EXTCALL(glUseProgram(program_id
));
6335 checkGLcall("glUseProgram");
6338 static void shader_glsl_invalidate_contexts_program(struct wined3d_device
*device
,
6339 const struct glsl_shader_prog_link
*program
)
6341 const struct glsl_context_data
*ctx_data
;
6342 struct wined3d_context
*context
;
6345 for (i
= 0; i
< device
->context_count
; ++i
)
6347 context
= device
->contexts
[i
];
6348 ctx_data
= context
->shader_backend_data
;
6350 if (ctx_data
->glsl_program
== program
)
6351 shader_glsl_invalidate_current_program(context
);
6355 static void shader_glsl_destroy(struct wined3d_shader
*shader
)
6357 struct glsl_shader_private
*shader_data
= shader
->backend_data
;
6358 struct wined3d_device
*device
= shader
->device
;
6359 struct shader_glsl_priv
*priv
= device
->shader_priv
;
6360 const struct wined3d_gl_info
*gl_info
;
6361 const struct list
*linked_programs
;
6362 struct wined3d_context
*context
;
6364 if (!shader_data
|| !shader_data
->num_gl_shaders
)
6366 HeapFree(GetProcessHeap(), 0, shader_data
);
6367 shader
->backend_data
= NULL
;
6371 context
= context_acquire(device
, NULL
);
6372 gl_info
= context
->gl_info
;
6374 TRACE("Deleting linked programs.\n");
6375 linked_programs
= &shader
->linked_programs
;
6376 if (linked_programs
->next
)
6378 struct glsl_shader_prog_link
*entry
, *entry2
;
6381 switch (shader
->reg_maps
.shader_version
.type
)
6383 case WINED3D_SHADER_TYPE_PIXEL
:
6385 struct glsl_ps_compiled_shader
*gl_shaders
= shader_data
->gl_shaders
.ps
;
6387 for (i
= 0; i
< shader_data
->num_gl_shaders
; ++i
)
6389 TRACE("Deleting pixel shader %u.\n", gl_shaders
[i
].id
);
6390 GL_EXTCALL(glDeleteShader(gl_shaders
[i
].id
));
6391 checkGLcall("glDeleteShader");
6393 HeapFree(GetProcessHeap(), 0, shader_data
->gl_shaders
.ps
);
6395 LIST_FOR_EACH_ENTRY_SAFE(entry
, entry2
, linked_programs
,
6396 struct glsl_shader_prog_link
, ps
.shader_entry
)
6398 shader_glsl_invalidate_contexts_program(device
, entry
);
6399 delete_glsl_program_entry(priv
, gl_info
, entry
);
6405 case WINED3D_SHADER_TYPE_VERTEX
:
6407 struct glsl_vs_compiled_shader
*gl_shaders
= shader_data
->gl_shaders
.vs
;
6409 for (i
= 0; i
< shader_data
->num_gl_shaders
; ++i
)
6411 TRACE("Deleting vertex shader %u.\n", gl_shaders
[i
].id
);
6412 GL_EXTCALL(glDeleteShader(gl_shaders
[i
].id
));
6413 checkGLcall("glDeleteShader");
6415 HeapFree(GetProcessHeap(), 0, shader_data
->gl_shaders
.vs
);
6417 LIST_FOR_EACH_ENTRY_SAFE(entry
, entry2
, linked_programs
,
6418 struct glsl_shader_prog_link
, vs
.shader_entry
)
6420 shader_glsl_invalidate_contexts_program(device
, entry
);
6421 delete_glsl_program_entry(priv
, gl_info
, entry
);
6427 case WINED3D_SHADER_TYPE_GEOMETRY
:
6429 struct glsl_gs_compiled_shader
*gl_shaders
= shader_data
->gl_shaders
.gs
;
6431 for (i
= 0; i
< shader_data
->num_gl_shaders
; ++i
)
6433 TRACE("Deleting geometry shader %u.\n", gl_shaders
[i
].id
);
6434 GL_EXTCALL(glDeleteShader(gl_shaders
[i
].id
));
6435 checkGLcall("glDeleteShader");
6437 HeapFree(GetProcessHeap(), 0, shader_data
->gl_shaders
.gs
);
6439 LIST_FOR_EACH_ENTRY_SAFE(entry
, entry2
, linked_programs
,
6440 struct glsl_shader_prog_link
, gs
.shader_entry
)
6442 shader_glsl_invalidate_contexts_program(device
, entry
);
6443 delete_glsl_program_entry(priv
, gl_info
, entry
);
6450 ERR("Unhandled shader type %#x.\n", shader
->reg_maps
.shader_version
.type
);
6455 HeapFree(GetProcessHeap(), 0, shader
->backend_data
);
6456 shader
->backend_data
= NULL
;
6458 context_release(context
);
6461 static int glsl_program_key_compare(const void *key
, const struct wine_rb_entry
*entry
)
6463 const struct glsl_program_key
*k
= key
;
6464 const struct glsl_shader_prog_link
*prog
= WINE_RB_ENTRY_VALUE(entry
,
6465 const struct glsl_shader_prog_link
, program_lookup_entry
);
6467 if (k
->vs_id
> prog
->vs
.id
) return 1;
6468 else if (k
->vs_id
< prog
->vs
.id
) return -1;
6470 if (k
->gs_id
> prog
->gs
.id
) return 1;
6471 else if (k
->gs_id
< prog
->gs
.id
) return -1;
6473 if (k
->ps_id
> prog
->ps
.id
) return 1;
6474 else if (k
->ps_id
< prog
->ps
.id
) return -1;
6479 static BOOL
constant_heap_init(struct constant_heap
*heap
, unsigned int constant_count
)
6481 SIZE_T size
= (constant_count
+ 1) * sizeof(*heap
->entries
)
6482 + constant_count
* sizeof(*heap
->contained
)
6483 + constant_count
* sizeof(*heap
->positions
);
6484 void *mem
= HeapAlloc(GetProcessHeap(), 0, size
);
6488 ERR("Failed to allocate memory\n");
6492 heap
->entries
= mem
;
6493 heap
->entries
[1].version
= 0;
6494 heap
->contained
= (BOOL
*)(heap
->entries
+ constant_count
+ 1);
6495 memset(heap
->contained
, 0, constant_count
* sizeof(*heap
->contained
));
6496 heap
->positions
= (unsigned int *)(heap
->contained
+ constant_count
);
6502 static void constant_heap_free(struct constant_heap
*heap
)
6504 HeapFree(GetProcessHeap(), 0, heap
->entries
);
6507 static const struct wine_rb_functions wined3d_glsl_program_rb_functions
=
6512 glsl_program_key_compare
,
6515 static HRESULT
shader_glsl_alloc(struct wined3d_device
*device
, const struct wined3d_vertex_pipe_ops
*vertex_pipe
,
6516 const struct fragment_pipeline
*fragment_pipe
)
6518 const struct wined3d_gl_info
*gl_info
= &device
->adapter
->gl_info
;
6519 struct shader_glsl_priv
*priv
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(struct shader_glsl_priv
));
6520 SIZE_T stack_size
= wined3d_log2i(max(gl_info
->limits
.glsl_vs_float_constants
,
6521 gl_info
->limits
.glsl_ps_float_constants
)) + 1;
6522 struct fragment_caps fragment_caps
;
6523 void *vertex_priv
, *fragment_priv
;
6525 if (!(vertex_priv
= vertex_pipe
->vp_alloc(&glsl_shader_backend
, priv
)))
6527 ERR("Failed to initialize vertex pipe.\n");
6528 HeapFree(GetProcessHeap(), 0, priv
);
6532 if (!(fragment_priv
= fragment_pipe
->alloc_private(&glsl_shader_backend
, priv
)))
6534 ERR("Failed to initialize fragment pipe.\n");
6535 vertex_pipe
->vp_free(device
);
6536 HeapFree(GetProcessHeap(), 0, priv
);
6540 if (!shader_buffer_init(&priv
->shader_buffer
))
6542 ERR("Failed to initialize shader buffer.\n");
6546 priv
->stack
= HeapAlloc(GetProcessHeap(), 0, stack_size
* sizeof(*priv
->stack
));
6549 ERR("Failed to allocate memory.\n");
6553 if (!constant_heap_init(&priv
->vconst_heap
, gl_info
->limits
.glsl_vs_float_constants
))
6555 ERR("Failed to initialize vertex shader constant heap\n");
6559 if (!constant_heap_init(&priv
->pconst_heap
, gl_info
->limits
.glsl_ps_float_constants
))
6561 ERR("Failed to initialize pixel shader constant heap\n");
6565 if (wine_rb_init(&priv
->program_lookup
, &wined3d_glsl_program_rb_functions
) == -1)
6567 ERR("Failed to initialize rbtree.\n");
6571 priv
->next_constant_version
= 1;
6572 priv
->vertex_pipe
= vertex_pipe
;
6573 priv
->fragment_pipe
= fragment_pipe
;
6574 fragment_pipe
->get_caps(gl_info
, &fragment_caps
);
6575 priv
->ffp_proj_control
= fragment_caps
.wined3d_caps
& WINED3D_FRAGMENT_CAP_PROJ_CONTROL
;
6577 device
->vertex_priv
= vertex_priv
;
6578 device
->fragment_priv
= fragment_priv
;
6579 device
->shader_priv
= priv
;
6584 constant_heap_free(&priv
->pconst_heap
);
6585 constant_heap_free(&priv
->vconst_heap
);
6586 HeapFree(GetProcessHeap(), 0, priv
->stack
);
6587 shader_buffer_free(&priv
->shader_buffer
);
6588 fragment_pipe
->free_private(device
);
6589 vertex_pipe
->vp_free(device
);
6590 HeapFree(GetProcessHeap(), 0, priv
);
6591 return E_OUTOFMEMORY
;
6594 /* Context activation is done by the caller. */
6595 static void shader_glsl_free(struct wined3d_device
*device
)
6597 const struct wined3d_gl_info
*gl_info
= &device
->adapter
->gl_info
;
6598 struct shader_glsl_priv
*priv
= device
->shader_priv
;
6601 for (i
= 0; i
< tex_type_count
; ++i
)
6603 if (priv
->depth_blt_program_full
[i
])
6605 GL_EXTCALL(glDeleteProgram(priv
->depth_blt_program_full
[i
]));
6607 if (priv
->depth_blt_program_masked
[i
])
6609 GL_EXTCALL(glDeleteProgram(priv
->depth_blt_program_masked
[i
]));
6613 wine_rb_destroy(&priv
->program_lookup
, NULL
, NULL
);
6614 constant_heap_free(&priv
->pconst_heap
);
6615 constant_heap_free(&priv
->vconst_heap
);
6616 HeapFree(GetProcessHeap(), 0, priv
->stack
);
6617 shader_buffer_free(&priv
->shader_buffer
);
6618 priv
->fragment_pipe
->free_private(device
);
6619 priv
->vertex_pipe
->vp_free(device
);
6621 HeapFree(GetProcessHeap(), 0, device
->shader_priv
);
6622 device
->shader_priv
= NULL
;
6625 static BOOL
shader_glsl_allocate_context_data(struct wined3d_context
*context
)
6627 return !!(context
->shader_backend_data
= HeapAlloc(GetProcessHeap(),
6628 HEAP_ZERO_MEMORY
, sizeof(struct glsl_context_data
)));
6631 static void shader_glsl_free_context_data(struct wined3d_context
*context
)
6633 HeapFree(GetProcessHeap(), 0, context
->shader_backend_data
);
6636 static void shader_glsl_get_caps(const struct wined3d_gl_info
*gl_info
, struct shader_caps
*caps
)
6640 if (gl_info
->supported
[EXT_GPU_SHADER4
] && gl_info
->supported
[ARB_SHADER_BIT_ENCODING
]
6641 && gl_info
->supported
[ARB_GEOMETRY_SHADER4
] && gl_info
->glsl_version
>= MAKEDWORD_VERSION(1, 50)
6642 && gl_info
->supported
[ARB_DRAW_ELEMENTS_BASE_VERTEX
] && gl_info
->supported
[ARB_DRAW_INSTANCED
]
6643 && gl_info
->supported
[ARB_TEXTURE_RG
] && gl_info
->supported
[ARB_SAMPLER_OBJECTS
])
6645 /* ARB_shader_texture_lod or EXT_gpu_shader4 is required for the SM3
6646 * texldd and texldl instructions. */
6647 else if (gl_info
->supported
[ARB_SHADER_TEXTURE_LOD
] || gl_info
->supported
[EXT_GPU_SHADER4
])
6651 TRACE("Shader model %u.\n", shader_model
);
6653 caps
->vs_version
= min(wined3d_settings
.max_sm_vs
, shader_model
);
6654 caps
->gs_version
= min(wined3d_settings
.max_sm_gs
, shader_model
);
6655 caps
->ps_version
= min(wined3d_settings
.max_sm_ps
, shader_model
);
6657 caps
->vs_uniform_count
= gl_info
->limits
.glsl_vs_float_constants
;
6658 caps
->ps_uniform_count
= gl_info
->limits
.glsl_ps_float_constants
;
6660 /* FIXME: The following line is card dependent. -8.0 to 8.0 is the
6661 * Direct3D minimum requirement.
6663 * Both GL_ARB_fragment_program and GLSL require a "maximum representable magnitude"
6664 * of colors to be 2^10, and 2^32 for other floats. Should we use 1024 here?
6666 * The problem is that the refrast clamps temporary results in the shader to
6667 * [-MaxValue;+MaxValue]. If the card's max value is bigger than the one we advertize here,
6668 * then applications may miss the clamping behavior. On the other hand, if it is smaller,
6669 * the shader will generate incorrect results too. Unfortunately, GL deliberately doesn't
6670 * offer a way to query this.
6672 if (shader_model
>= 4)
6673 caps
->ps_1x_max_value
= FLT_MAX
;
6675 caps
->ps_1x_max_value
= 1024.0f
;
6677 /* Ideally we'd only set caps like sRGB writes here if supported by both
6678 * the shader backend and the fragment pipe, but we can get called before
6679 * shader_glsl_alloc(). */
6680 caps
->wined3d_caps
= WINED3D_SHADER_CAP_VS_CLIPPING
6681 | WINED3D_SHADER_CAP_SRGB_WRITE
;
6684 static BOOL
shader_glsl_color_fixup_supported(struct color_fixup_desc fixup
)
6686 if (TRACE_ON(d3d_shader
) && TRACE_ON(d3d
))
6688 TRACE("Checking support for fixup:\n");
6689 dump_color_fixup_desc(fixup
);
6692 /* We support everything except YUV conversions. */
6693 if (!is_complex_fixup(fixup
))
6699 TRACE("[FAILED]\n");
6703 static const SHADER_HANDLER shader_glsl_instruction_handler_table
[WINED3DSIH_TABLE_SIZE
] =
6705 /* WINED3DSIH_ABS */ shader_glsl_map2gl
,
6706 /* WINED3DSIH_ADD */ shader_glsl_binop
,
6707 /* WINED3DSIH_AND */ shader_glsl_binop
,
6708 /* WINED3DSIH_BEM */ shader_glsl_bem
,
6709 /* WINED3DSIH_BREAK */ shader_glsl_break
,
6710 /* WINED3DSIH_BREAKC */ shader_glsl_breakc
,
6711 /* WINED3DSIH_BREAKP */ shader_glsl_breakp
,
6712 /* WINED3DSIH_CALL */ shader_glsl_call
,
6713 /* WINED3DSIH_CALLNZ */ shader_glsl_callnz
,
6714 /* WINED3DSIH_CMP */ shader_glsl_conditional_move
,
6715 /* WINED3DSIH_CND */ shader_glsl_cnd
,
6716 /* WINED3DSIH_CRS */ shader_glsl_cross
,
6717 /* WINED3DSIH_CUT */ shader_glsl_cut
,
6718 /* WINED3DSIH_DCL */ shader_glsl_nop
,
6719 /* WINED3DSIH_DCL_CONSTANT_BUFFER */ shader_glsl_nop
,
6720 /* WINED3DSIH_DCL_INPUT_PRIMITIVE */ shader_glsl_nop
,
6721 /* WINED3DSIH_DCL_OUTPUT_TOPOLOGY */ shader_glsl_nop
,
6722 /* WINED3DSIH_DCL_VERTICES_OUT */ shader_glsl_nop
,
6723 /* WINED3DSIH_DEF */ shader_glsl_nop
,
6724 /* WINED3DSIH_DEFB */ shader_glsl_nop
,
6725 /* WINED3DSIH_DEFI */ shader_glsl_nop
,
6726 /* WINED3DSIH_DIV */ shader_glsl_binop
,
6727 /* WINED3DSIH_DP2 */ shader_glsl_dot
,
6728 /* WINED3DSIH_DP2ADD */ shader_glsl_dp2add
,
6729 /* WINED3DSIH_DP3 */ shader_glsl_dot
,
6730 /* WINED3DSIH_DP4 */ shader_glsl_dot
,
6731 /* WINED3DSIH_DST */ shader_glsl_dst
,
6732 /* WINED3DSIH_DSX */ shader_glsl_map2gl
,
6733 /* WINED3DSIH_DSY */ shader_glsl_map2gl
,
6734 /* WINED3DSIH_ELSE */ shader_glsl_else
,
6735 /* WINED3DSIH_EMIT */ shader_glsl_emit
,
6736 /* WINED3DSIH_ENDIF */ shader_glsl_end
,
6737 /* WINED3DSIH_ENDLOOP */ shader_glsl_end
,
6738 /* WINED3DSIH_ENDREP */ shader_glsl_end
,
6739 /* WINED3DSIH_EQ */ shader_glsl_relop
,
6740 /* WINED3DSIH_EXP */ shader_glsl_scalar_op
,
6741 /* WINED3DSIH_EXPP */ shader_glsl_expp
,
6742 /* WINED3DSIH_FRC */ shader_glsl_map2gl
,
6743 /* WINED3DSIH_FTOI */ shader_glsl_to_int
,
6744 /* WINED3DSIH_GE */ shader_glsl_relop
,
6745 /* WINED3DSIH_IADD */ shader_glsl_binop
,
6746 /* WINED3DSIH_IEQ */ NULL
,
6747 /* WINED3DSIH_IF */ shader_glsl_if
,
6748 /* WINED3DSIH_IFC */ shader_glsl_ifc
,
6749 /* WINED3DSIH_IGE */ shader_glsl_relop
,
6750 /* WINED3DSIH_IMUL */ shader_glsl_imul
,
6751 /* WINED3DSIH_ISHL */ shader_glsl_binop
,
6752 /* WINED3DSIH_ITOF */ shader_glsl_to_float
,
6753 /* WINED3DSIH_LABEL */ shader_glsl_label
,
6754 /* WINED3DSIH_LD */ NULL
,
6755 /* WINED3DSIH_LIT */ shader_glsl_lit
,
6756 /* WINED3DSIH_LOG */ shader_glsl_scalar_op
,
6757 /* WINED3DSIH_LOGP */ shader_glsl_scalar_op
,
6758 /* WINED3DSIH_LOOP */ shader_glsl_loop
,
6759 /* WINED3DSIH_LRP */ shader_glsl_lrp
,
6760 /* WINED3DSIH_LT */ shader_glsl_relop
,
6761 /* WINED3DSIH_M3x2 */ shader_glsl_mnxn
,
6762 /* WINED3DSIH_M3x3 */ shader_glsl_mnxn
,
6763 /* WINED3DSIH_M3x4 */ shader_glsl_mnxn
,
6764 /* WINED3DSIH_M4x3 */ shader_glsl_mnxn
,
6765 /* WINED3DSIH_M4x4 */ shader_glsl_mnxn
,
6766 /* WINED3DSIH_MAD */ shader_glsl_mad
,
6767 /* WINED3DSIH_MAX */ shader_glsl_map2gl
,
6768 /* WINED3DSIH_MIN */ shader_glsl_map2gl
,
6769 /* WINED3DSIH_MOV */ shader_glsl_mov
,
6770 /* WINED3DSIH_MOVA */ shader_glsl_mov
,
6771 /* WINED3DSIH_MOVC */ shader_glsl_conditional_move
,
6772 /* WINED3DSIH_MUL */ shader_glsl_binop
,
6773 /* WINED3DSIH_NOP */ shader_glsl_nop
,
6774 /* WINED3DSIH_NRM */ shader_glsl_nrm
,
6775 /* WINED3DSIH_PHASE */ shader_glsl_nop
,
6776 /* WINED3DSIH_POW */ shader_glsl_pow
,
6777 /* WINED3DSIH_RCP */ shader_glsl_scalar_op
,
6778 /* WINED3DSIH_REP */ shader_glsl_rep
,
6779 /* WINED3DSIH_RET */ shader_glsl_ret
,
6780 /* WINED3DSIH_ROUND_NI */ shader_glsl_map2gl
,
6781 /* WINED3DSIH_RSQ */ shader_glsl_scalar_op
,
6782 /* WINED3DSIH_SAMPLE */ shader_glsl_sample
,
6783 /* WINED3DSIH_SAMPLE_GRAD */ NULL
,
6784 /* WINED3DSIH_SAMPLE_LOD */ NULL
,
6785 /* WINED3DSIH_SETP */ NULL
,
6786 /* WINED3DSIH_SGE */ shader_glsl_compare
,
6787 /* WINED3DSIH_SGN */ shader_glsl_sgn
,
6788 /* WINED3DSIH_SINCOS */ shader_glsl_sincos
,
6789 /* WINED3DSIH_SLT */ shader_glsl_compare
,
6790 /* WINED3DSIH_SQRT */ NULL
,
6791 /* WINED3DSIH_SUB */ shader_glsl_binop
,
6792 /* WINED3DSIH_TEX */ shader_glsl_tex
,
6793 /* WINED3DSIH_TEXBEM */ shader_glsl_texbem
,
6794 /* WINED3DSIH_TEXBEML */ shader_glsl_texbem
,
6795 /* WINED3DSIH_TEXCOORD */ shader_glsl_texcoord
,
6796 /* WINED3DSIH_TEXDEPTH */ shader_glsl_texdepth
,
6797 /* WINED3DSIH_TEXDP3 */ shader_glsl_texdp3
,
6798 /* WINED3DSIH_TEXDP3TEX */ shader_glsl_texdp3tex
,
6799 /* WINED3DSIH_TEXKILL */ shader_glsl_texkill
,
6800 /* WINED3DSIH_TEXLDD */ shader_glsl_texldd
,
6801 /* WINED3DSIH_TEXLDL */ shader_glsl_texldl
,
6802 /* WINED3DSIH_TEXM3x2DEPTH */ shader_glsl_texm3x2depth
,
6803 /* WINED3DSIH_TEXM3x2PAD */ shader_glsl_texm3x2pad
,
6804 /* WINED3DSIH_TEXM3x2TEX */ shader_glsl_texm3x2tex
,
6805 /* WINED3DSIH_TEXM3x3 */ shader_glsl_texm3x3
,
6806 /* WINED3DSIH_TEXM3x3DIFF */ NULL
,
6807 /* WINED3DSIH_TEXM3x3PAD */ shader_glsl_texm3x3pad
,
6808 /* WINED3DSIH_TEXM3x3SPEC */ shader_glsl_texm3x3spec
,
6809 /* WINED3DSIH_TEXM3x3TEX */ shader_glsl_texm3x3tex
,
6810 /* WINED3DSIH_TEXM3x3VSPEC */ shader_glsl_texm3x3vspec
,
6811 /* WINED3DSIH_TEXREG2AR */ shader_glsl_texreg2ar
,
6812 /* WINED3DSIH_TEXREG2GB */ shader_glsl_texreg2gb
,
6813 /* WINED3DSIH_TEXREG2RGB */ shader_glsl_texreg2rgb
,
6814 /* WINED3DSIH_UDIV */ shader_glsl_udiv
,
6815 /* WINED3DSIH_UGE */ shader_glsl_relop
,
6816 /* WINED3DSIH_USHR */ shader_glsl_binop
,
6817 /* WINED3DSIH_UTOF */ shader_glsl_to_float
,
6818 /* WINED3DSIH_XOR */ shader_glsl_binop
,
6821 static void shader_glsl_handle_instruction(const struct wined3d_shader_instruction
*ins
) {
6822 SHADER_HANDLER hw_fct
;
6824 /* Select handler */
6825 hw_fct
= shader_glsl_instruction_handler_table
[ins
->handler_idx
];
6827 /* Unhandled opcode */
6830 FIXME("Backend can't handle opcode %#x\n", ins
->handler_idx
);
6835 shader_glsl_add_instruction_modifiers(ins
);
6838 static BOOL
shader_glsl_has_ffp_proj_control(void *shader_priv
)
6840 struct shader_glsl_priv
*priv
= shader_priv
;
6842 return priv
->ffp_proj_control
;
6845 const struct wined3d_shader_backend_ops glsl_shader_backend
=
6847 shader_glsl_handle_instruction
,
6849 shader_glsl_disable
,
6850 shader_glsl_select_depth_blt
,
6851 shader_glsl_deselect_depth_blt
,
6852 shader_glsl_update_float_vertex_constants
,
6853 shader_glsl_update_float_pixel_constants
,
6854 shader_glsl_load_constants
,
6855 shader_glsl_destroy
,
6858 shader_glsl_allocate_context_data
,
6859 shader_glsl_free_context_data
,
6860 shader_glsl_get_caps
,
6861 shader_glsl_color_fixup_supported
,
6862 shader_glsl_has_ffp_proj_control
,
6865 static void glsl_vertex_pipe_vp_enable(const struct wined3d_gl_info
*gl_info
, BOOL enable
)
6868 gl_info
->gl_ops
.gl
.p_glEnable(GL_VERTEX_PROGRAM_POINT_SIZE_ARB
);
6870 gl_info
->gl_ops
.gl
.p_glDisable(GL_VERTEX_PROGRAM_POINT_SIZE_ARB
);
6871 checkGLcall("GL_VERTEX_PROGRAM_POINT_SIZE_ARB");
6874 static void glsl_vertex_pipe_vp_get_caps(const struct wined3d_gl_info
*gl_info
, struct wined3d_vertex_caps
*caps
)
6876 caps
->xyzrhw
= TRUE
;
6877 caps
->max_active_lights
= gl_info
->limits
.lights
;
6878 caps
->max_vertex_blend_matrices
= 1;
6879 caps
->max_vertex_blend_matrix_index
= 0;
6880 caps
->vertex_processing_caps
= WINED3DVTXPCAPS_TEXGEN
6881 | WINED3DVTXPCAPS_MATERIALSOURCE7
6882 | WINED3DVTXPCAPS_VERTEXFOG
6883 | WINED3DVTXPCAPS_DIRECTIONALLIGHTS
6884 | WINED3DVTXPCAPS_POSITIONALLIGHTS
6885 | WINED3DVTXPCAPS_LOCALVIEWER
6886 | WINED3DVTXPCAPS_TEXGEN_SPHEREMAP
;
6887 caps
->fvf_caps
= WINED3DFVFCAPS_PSIZE
| 8; /* 8 texture coordinates. */
6888 caps
->max_user_clip_planes
= gl_info
->limits
.clipplanes
;
6889 caps
->raster_caps
= WINED3DPRASTERCAPS_FOGRANGE
;
6892 static void *glsl_vertex_pipe_vp_alloc(const struct wined3d_shader_backend_ops
*shader_backend
, void *shader_priv
)
6894 struct shader_glsl_priv
*priv
;
6896 if (shader_backend
== &glsl_shader_backend
)
6900 if (wine_rb_init(&priv
->ffp_vertex_shaders
, &wined3d_ffp_vertex_program_rb_functions
) == -1)
6902 ERR("Failed to initialize rbtree.\n");
6909 FIXME("GLSL vertex pipe without GLSL shader backend not implemented.\n");
6914 static void shader_glsl_free_ffp_vertex_shader(struct wine_rb_entry
*entry
, void *context
)
6916 struct glsl_ffp_vertex_shader
*shader
= WINE_RB_ENTRY_VALUE(entry
,
6917 struct glsl_ffp_vertex_shader
, desc
.entry
);
6918 struct glsl_shader_prog_link
*program
, *program2
;
6919 struct glsl_ffp_destroy_ctx
*ctx
= context
;
6921 LIST_FOR_EACH_ENTRY_SAFE(program
, program2
, &shader
->linked_programs
,
6922 struct glsl_shader_prog_link
, vs
.shader_entry
)
6924 delete_glsl_program_entry(ctx
->priv
, ctx
->gl_info
, program
);
6926 ctx
->gl_info
->gl_ops
.ext
.p_glDeleteShader(shader
->id
);
6927 HeapFree(GetProcessHeap(), 0, shader
);
6930 /* Context activation is done by the caller. */
6931 static void glsl_vertex_pipe_vp_free(struct wined3d_device
*device
)
6933 struct shader_glsl_priv
*priv
= device
->vertex_priv
;
6934 struct glsl_ffp_destroy_ctx ctx
;
6937 ctx
.gl_info
= &device
->adapter
->gl_info
;
6938 wine_rb_destroy(&priv
->ffp_vertex_shaders
, shader_glsl_free_ffp_vertex_shader
, &ctx
);
6941 static void glsl_vertex_pipe_shader(struct wined3d_context
*context
,
6942 const struct wined3d_state
*state
, DWORD state_id
)
6944 context
->shader_update_mask
|= 1 << WINED3D_SHADER_TYPE_VERTEX
;
6947 static void glsl_vertex_pipe_projection(struct wined3d_context
*context
,
6948 const struct wined3d_state
*state
, DWORD state_id
)
6950 /* Table fog behavior depends on the projection matrix. */
6951 if (state
->render_states
[WINED3D_RS_FOGENABLE
]
6952 && state
->render_states
[WINED3D_RS_FOGTABLEMODE
] != WINED3D_FOG_NONE
)
6953 context
->shader_update_mask
|= 1 << WINED3D_SHADER_TYPE_VERTEX
;
6954 transform_projection(context
, state
, state_id
);
6957 static const struct StateEntryTemplate glsl_vertex_pipe_vp_states
[] =
6959 {STATE_VDECL
, {STATE_VDECL
, vertexdeclaration
}, WINED3D_GL_EXT_NONE
},
6960 {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), {STATE_VDECL
, NULL
}, WINED3D_GL_EXT_NONE
},
6961 {STATE_MATERIAL
, {STATE_RENDER(WINED3D_RS_SPECULARENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
6962 {STATE_RENDER(WINED3D_RS_SPECULARENABLE
), {STATE_RENDER(WINED3D_RS_SPECULARENABLE
), state_specularenable
}, WINED3D_GL_EXT_NONE
},
6964 {STATE_CLIPPLANE(0), {STATE_CLIPPLANE(0), clipplane
}, WINED3D_GL_EXT_NONE
},
6965 {STATE_CLIPPLANE(1), {STATE_CLIPPLANE(1), clipplane
}, WINED3D_GL_EXT_NONE
},
6966 {STATE_CLIPPLANE(2), {STATE_CLIPPLANE(2), clipplane
}, WINED3D_GL_EXT_NONE
},
6967 {STATE_CLIPPLANE(3), {STATE_CLIPPLANE(3), clipplane
}, WINED3D_GL_EXT_NONE
},
6968 {STATE_CLIPPLANE(4), {STATE_CLIPPLANE(4), clipplane
}, WINED3D_GL_EXT_NONE
},
6969 {STATE_CLIPPLANE(5), {STATE_CLIPPLANE(5), clipplane
}, WINED3D_GL_EXT_NONE
},
6970 {STATE_CLIPPLANE(6), {STATE_CLIPPLANE(6), clipplane
}, WINED3D_GL_EXT_NONE
},
6971 {STATE_CLIPPLANE(7), {STATE_CLIPPLANE(7), clipplane
}, WINED3D_GL_EXT_NONE
},
6972 {STATE_CLIPPLANE(8), {STATE_CLIPPLANE(8), clipplane
}, WINED3D_GL_EXT_NONE
},
6973 {STATE_CLIPPLANE(9), {STATE_CLIPPLANE(9), clipplane
}, WINED3D_GL_EXT_NONE
},
6974 {STATE_CLIPPLANE(10), {STATE_CLIPPLANE(10), clipplane
}, WINED3D_GL_EXT_NONE
},
6975 {STATE_CLIPPLANE(11), {STATE_CLIPPLANE(11), clipplane
}, WINED3D_GL_EXT_NONE
},
6976 {STATE_CLIPPLANE(12), {STATE_CLIPPLANE(12), clipplane
}, WINED3D_GL_EXT_NONE
},
6977 {STATE_CLIPPLANE(13), {STATE_CLIPPLANE(13), clipplane
}, WINED3D_GL_EXT_NONE
},
6978 {STATE_CLIPPLANE(14), {STATE_CLIPPLANE(14), clipplane
}, WINED3D_GL_EXT_NONE
},
6979 {STATE_CLIPPLANE(15), {STATE_CLIPPLANE(15), clipplane
}, WINED3D_GL_EXT_NONE
},
6980 {STATE_CLIPPLANE(16), {STATE_CLIPPLANE(16), clipplane
}, WINED3D_GL_EXT_NONE
},
6981 {STATE_CLIPPLANE(17), {STATE_CLIPPLANE(17), clipplane
}, WINED3D_GL_EXT_NONE
},
6982 {STATE_CLIPPLANE(18), {STATE_CLIPPLANE(18), clipplane
}, WINED3D_GL_EXT_NONE
},
6983 {STATE_CLIPPLANE(19), {STATE_CLIPPLANE(19), clipplane
}, WINED3D_GL_EXT_NONE
},
6984 {STATE_CLIPPLANE(20), {STATE_CLIPPLANE(20), clipplane
}, WINED3D_GL_EXT_NONE
},
6985 {STATE_CLIPPLANE(21), {STATE_CLIPPLANE(21), clipplane
}, WINED3D_GL_EXT_NONE
},
6986 {STATE_CLIPPLANE(22), {STATE_CLIPPLANE(22), clipplane
}, WINED3D_GL_EXT_NONE
},
6987 {STATE_CLIPPLANE(23), {STATE_CLIPPLANE(23), clipplane
}, WINED3D_GL_EXT_NONE
},
6988 {STATE_CLIPPLANE(24), {STATE_CLIPPLANE(24), clipplane
}, WINED3D_GL_EXT_NONE
},
6989 {STATE_CLIPPLANE(25), {STATE_CLIPPLANE(25), clipplane
}, WINED3D_GL_EXT_NONE
},
6990 {STATE_CLIPPLANE(26), {STATE_CLIPPLANE(26), clipplane
}, WINED3D_GL_EXT_NONE
},
6991 {STATE_CLIPPLANE(27), {STATE_CLIPPLANE(27), clipplane
}, WINED3D_GL_EXT_NONE
},
6992 {STATE_CLIPPLANE(28), {STATE_CLIPPLANE(28), clipplane
}, WINED3D_GL_EXT_NONE
},
6993 {STATE_CLIPPLANE(29), {STATE_CLIPPLANE(29), clipplane
}, WINED3D_GL_EXT_NONE
},
6994 {STATE_CLIPPLANE(30), {STATE_CLIPPLANE(30), clipplane
}, WINED3D_GL_EXT_NONE
},
6995 {STATE_CLIPPLANE(31), {STATE_CLIPPLANE(31), clipplane
}, WINED3D_GL_EXT_NONE
},
6997 {STATE_LIGHT_TYPE
, {STATE_RENDER(WINED3D_RS_FOGENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
6998 {STATE_ACTIVELIGHT(0), {STATE_ACTIVELIGHT(0), light
}, WINED3D_GL_EXT_NONE
},
6999 {STATE_ACTIVELIGHT(1), {STATE_ACTIVELIGHT(1), light
}, WINED3D_GL_EXT_NONE
},
7000 {STATE_ACTIVELIGHT(2), {STATE_ACTIVELIGHT(2), light
}, WINED3D_GL_EXT_NONE
},
7001 {STATE_ACTIVELIGHT(3), {STATE_ACTIVELIGHT(3), light
}, WINED3D_GL_EXT_NONE
},
7002 {STATE_ACTIVELIGHT(4), {STATE_ACTIVELIGHT(4), light
}, WINED3D_GL_EXT_NONE
},
7003 {STATE_ACTIVELIGHT(5), {STATE_ACTIVELIGHT(5), light
}, WINED3D_GL_EXT_NONE
},
7004 {STATE_ACTIVELIGHT(6), {STATE_ACTIVELIGHT(6), light
}, WINED3D_GL_EXT_NONE
},
7005 {STATE_ACTIVELIGHT(7), {STATE_ACTIVELIGHT(7), light
}, WINED3D_GL_EXT_NONE
},
7007 {STATE_VIEWPORT
, {STATE_VIEWPORT
, viewport_vertexpart
}, WINED3D_GL_EXT_NONE
},
7008 /* Transform states */
7009 {STATE_TRANSFORM(WINED3D_TS_VIEW
), {STATE_TRANSFORM(WINED3D_TS_VIEW
), transform_view
}, WINED3D_GL_EXT_NONE
},
7010 {STATE_TRANSFORM(WINED3D_TS_PROJECTION
), {STATE_TRANSFORM(WINED3D_TS_PROJECTION
), glsl_vertex_pipe_projection
}, WINED3D_GL_EXT_NONE
},
7011 {STATE_TRANSFORM(WINED3D_TS_TEXTURE0
), {STATE_TEXTURESTAGE(0, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), NULL
}, WINED3D_GL_EXT_NONE
},
7012 {STATE_TRANSFORM(WINED3D_TS_TEXTURE1
), {STATE_TEXTURESTAGE(1, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), NULL
}, WINED3D_GL_EXT_NONE
},
7013 {STATE_TRANSFORM(WINED3D_TS_TEXTURE2
), {STATE_TEXTURESTAGE(2, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), NULL
}, WINED3D_GL_EXT_NONE
},
7014 {STATE_TRANSFORM(WINED3D_TS_TEXTURE3
), {STATE_TEXTURESTAGE(3, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), NULL
}, WINED3D_GL_EXT_NONE
},
7015 {STATE_TRANSFORM(WINED3D_TS_TEXTURE4
), {STATE_TEXTURESTAGE(4, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), NULL
}, WINED3D_GL_EXT_NONE
},
7016 {STATE_TRANSFORM(WINED3D_TS_TEXTURE5
), {STATE_TEXTURESTAGE(5, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), NULL
}, WINED3D_GL_EXT_NONE
},
7017 {STATE_TRANSFORM(WINED3D_TS_TEXTURE6
), {STATE_TEXTURESTAGE(6, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), NULL
}, WINED3D_GL_EXT_NONE
},
7018 {STATE_TRANSFORM(WINED3D_TS_TEXTURE7
), {STATE_TEXTURESTAGE(7, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), NULL
}, WINED3D_GL_EXT_NONE
},
7019 {STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(0)), {STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(0)), transform_world
}, WINED3D_GL_EXT_NONE
},
7020 {STATE_TEXTURESTAGE(0, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), {STATE_TEXTURESTAGE(0, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), transform_texture
}, WINED3D_GL_EXT_NONE
},
7021 {STATE_TEXTURESTAGE(1, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), {STATE_TEXTURESTAGE(1, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), transform_texture
}, WINED3D_GL_EXT_NONE
},
7022 {STATE_TEXTURESTAGE(2, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), {STATE_TEXTURESTAGE(2, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), transform_texture
}, WINED3D_GL_EXT_NONE
},
7023 {STATE_TEXTURESTAGE(3, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), {STATE_TEXTURESTAGE(3, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), transform_texture
}, WINED3D_GL_EXT_NONE
},
7024 {STATE_TEXTURESTAGE(4, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), {STATE_TEXTURESTAGE(4, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), transform_texture
}, WINED3D_GL_EXT_NONE
},
7025 {STATE_TEXTURESTAGE(5, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), {STATE_TEXTURESTAGE(5, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), transform_texture
}, WINED3D_GL_EXT_NONE
},
7026 {STATE_TEXTURESTAGE(6, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), {STATE_TEXTURESTAGE(6, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), transform_texture
}, WINED3D_GL_EXT_NONE
},
7027 {STATE_TEXTURESTAGE(7, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), {STATE_TEXTURESTAGE(7, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), transform_texture
}, WINED3D_GL_EXT_NONE
},
7028 {STATE_TEXTURESTAGE(0, WINED3D_TSS_TEXCOORD_INDEX
), {STATE_VDECL
, NULL
}, WINED3D_GL_EXT_NONE
},
7029 {STATE_TEXTURESTAGE(1, WINED3D_TSS_TEXCOORD_INDEX
), {STATE_VDECL
, NULL
}, WINED3D_GL_EXT_NONE
},
7030 {STATE_TEXTURESTAGE(2, WINED3D_TSS_TEXCOORD_INDEX
), {STATE_VDECL
, NULL
}, WINED3D_GL_EXT_NONE
},
7031 {STATE_TEXTURESTAGE(3, WINED3D_TSS_TEXCOORD_INDEX
), {STATE_VDECL
, NULL
}, WINED3D_GL_EXT_NONE
},
7032 {STATE_TEXTURESTAGE(4, WINED3D_TSS_TEXCOORD_INDEX
), {STATE_VDECL
, NULL
}, WINED3D_GL_EXT_NONE
},
7033 {STATE_TEXTURESTAGE(5, WINED3D_TSS_TEXCOORD_INDEX
), {STATE_VDECL
, NULL
}, WINED3D_GL_EXT_NONE
},
7034 {STATE_TEXTURESTAGE(6, WINED3D_TSS_TEXCOORD_INDEX
), {STATE_VDECL
, NULL
}, WINED3D_GL_EXT_NONE
},
7035 {STATE_TEXTURESTAGE(7, WINED3D_TSS_TEXCOORD_INDEX
), {STATE_VDECL
, NULL
}, WINED3D_GL_EXT_NONE
},
7037 {STATE_RENDER(WINED3D_RS_FOGENABLE
), {STATE_RENDER(WINED3D_RS_FOGENABLE
), glsl_vertex_pipe_shader
}, WINED3D_GL_EXT_NONE
},
7038 {STATE_RENDER(WINED3D_RS_FOGTABLEMODE
), {STATE_RENDER(WINED3D_RS_FOGENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
7039 {STATE_RENDER(WINED3D_RS_FOGVERTEXMODE
), {STATE_RENDER(WINED3D_RS_FOGENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
7040 {STATE_RENDER(WINED3D_RS_RANGEFOGENABLE
), {STATE_RENDER(WINED3D_RS_FOGENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
7041 {STATE_RENDER(WINED3D_RS_CLIPPING
), {STATE_RENDER(WINED3D_RS_CLIPPING
), state_clipping
}, WINED3D_GL_EXT_NONE
},
7042 {STATE_RENDER(WINED3D_RS_CLIPPLANEENABLE
), {STATE_RENDER(WINED3D_RS_CLIPPING
), NULL
}, WINED3D_GL_EXT_NONE
},
7043 {STATE_RENDER(WINED3D_RS_LIGHTING
), {STATE_VDECL
, NULL
}, WINED3D_GL_EXT_NONE
},
7044 {STATE_RENDER(WINED3D_RS_AMBIENT
), {STATE_RENDER(WINED3D_RS_AMBIENT
), state_ambient
}, WINED3D_GL_EXT_NONE
},
7045 {STATE_RENDER(WINED3D_RS_COLORVERTEX
), {STATE_RENDER(WINED3D_RS_COLORVERTEX
), glsl_vertex_pipe_shader
}, WINED3D_GL_EXT_NONE
},
7046 {STATE_RENDER(WINED3D_RS_LOCALVIEWER
), {STATE_VDECL
, NULL
}, WINED3D_GL_EXT_NONE
},
7047 {STATE_RENDER(WINED3D_RS_NORMALIZENORMALS
), {STATE_VDECL
, NULL
}, WINED3D_GL_EXT_NONE
},
7048 {STATE_RENDER(WINED3D_RS_DIFFUSEMATERIALSOURCE
), {STATE_VDECL
, NULL
}, WINED3D_GL_EXT_NONE
},
7049 {STATE_RENDER(WINED3D_RS_SPECULARMATERIALSOURCE
), {STATE_VDECL
, NULL
}, WINED3D_GL_EXT_NONE
},
7050 {STATE_RENDER(WINED3D_RS_AMBIENTMATERIALSOURCE
), {STATE_VDECL
, NULL
}, WINED3D_GL_EXT_NONE
},
7051 {STATE_RENDER(WINED3D_RS_EMISSIVEMATERIALSOURCE
), {STATE_VDECL
, NULL
}, WINED3D_GL_EXT_NONE
},
7052 {STATE_RENDER(WINED3D_RS_VERTEXBLEND
), {STATE_VDECL
, NULL
}, WINED3D_GL_EXT_NONE
},
7053 {STATE_RENDER(WINED3D_RS_POINTSIZE
), {STATE_RENDER(WINED3D_RS_POINTSCALEENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
7054 {STATE_RENDER(WINED3D_RS_POINTSIZE_MIN
), {STATE_RENDER(WINED3D_RS_POINTSIZE_MIN
), state_psizemin_arb
}, ARB_POINT_PARAMETERS
},
7055 {STATE_RENDER(WINED3D_RS_POINTSIZE_MIN
), {STATE_RENDER(WINED3D_RS_POINTSIZE_MIN
), state_psizemin_ext
}, EXT_POINT_PARAMETERS
},
7056 {STATE_RENDER(WINED3D_RS_POINTSIZE_MIN
), {STATE_RENDER(WINED3D_RS_POINTSIZE_MIN
), state_psizemin_w
}, WINED3D_GL_EXT_NONE
},
7057 {STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE
), {STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE
), state_pointsprite
}, ARB_POINT_SPRITE
},
7058 {STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE
), {STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE
), state_pointsprite_w
}, WINED3D_GL_EXT_NONE
},
7059 {STATE_RENDER(WINED3D_RS_POINTSCALEENABLE
), {STATE_RENDER(WINED3D_RS_POINTSCALEENABLE
), state_pscale
}, WINED3D_GL_EXT_NONE
},
7060 {STATE_RENDER(WINED3D_RS_POINTSCALE_A
), {STATE_RENDER(WINED3D_RS_POINTSCALEENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
7061 {STATE_RENDER(WINED3D_RS_POINTSCALE_B
), {STATE_RENDER(WINED3D_RS_POINTSCALEENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
7062 {STATE_RENDER(WINED3D_RS_POINTSCALE_C
), {STATE_RENDER(WINED3D_RS_POINTSCALEENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
7063 {STATE_RENDER(WINED3D_RS_POINTSIZE_MAX
), {STATE_RENDER(WINED3D_RS_POINTSIZE_MIN
), NULL
}, ARB_POINT_PARAMETERS
},
7064 {STATE_RENDER(WINED3D_RS_POINTSIZE_MAX
), {STATE_RENDER(WINED3D_RS_POINTSIZE_MIN
), NULL
}, EXT_POINT_PARAMETERS
},
7065 {STATE_RENDER(WINED3D_RS_POINTSIZE_MAX
), {STATE_RENDER(WINED3D_RS_POINTSIZE_MIN
), NULL
}, WINED3D_GL_EXT_NONE
},
7066 {STATE_RENDER(WINED3D_RS_TWEENFACTOR
), {STATE_VDECL
, NULL
}, WINED3D_GL_EXT_NONE
},
7067 {STATE_RENDER(WINED3D_RS_INDEXEDVERTEXBLENDENABLE
), {STATE_VDECL
, NULL
}, WINED3D_GL_EXT_NONE
},
7068 /* Samplers for NP2 texture matrix adjustions. They are not needed if
7069 * GL_ARB_texture_non_power_of_two is supported, so register a NULL state
7070 * handler in that case to get the vertex part of sampler() skipped (VTF
7071 * is handled in the misc states). Otherwise, register
7072 * sampler_texmatrix(), which takes care of updating the texture matrix. */
7073 {STATE_SAMPLER(0), {0, NULL
}, ARB_TEXTURE_NON_POWER_OF_TWO
},
7074 {STATE_SAMPLER(0), {0, NULL
}, WINED3D_GL_NORMALIZED_TEXRECT
},
7075 {STATE_SAMPLER(0), {STATE_SAMPLER(0), sampler_texmatrix
}, WINED3D_GL_EXT_NONE
},
7076 {STATE_SAMPLER(1), {0, NULL
}, ARB_TEXTURE_NON_POWER_OF_TWO
},
7077 {STATE_SAMPLER(1), {0, NULL
}, WINED3D_GL_NORMALIZED_TEXRECT
},
7078 {STATE_SAMPLER(1), {STATE_SAMPLER(1), sampler_texmatrix
}, WINED3D_GL_EXT_NONE
},
7079 {STATE_SAMPLER(2), {0, NULL
}, ARB_TEXTURE_NON_POWER_OF_TWO
},
7080 {STATE_SAMPLER(2), {0, NULL
}, WINED3D_GL_NORMALIZED_TEXRECT
},
7081 {STATE_SAMPLER(2), {STATE_SAMPLER(2), sampler_texmatrix
}, WINED3D_GL_EXT_NONE
},
7082 {STATE_SAMPLER(3), {0, NULL
}, ARB_TEXTURE_NON_POWER_OF_TWO
},
7083 {STATE_SAMPLER(3), {0, NULL
}, WINED3D_GL_NORMALIZED_TEXRECT
},
7084 {STATE_SAMPLER(3), {STATE_SAMPLER(3), sampler_texmatrix
}, WINED3D_GL_EXT_NONE
},
7085 {STATE_SAMPLER(4), {0, NULL
}, ARB_TEXTURE_NON_POWER_OF_TWO
},
7086 {STATE_SAMPLER(4), {0, NULL
}, WINED3D_GL_NORMALIZED_TEXRECT
},
7087 {STATE_SAMPLER(4), {STATE_SAMPLER(4), sampler_texmatrix
}, WINED3D_GL_EXT_NONE
},
7088 {STATE_SAMPLER(5), {0, NULL
}, ARB_TEXTURE_NON_POWER_OF_TWO
},
7089 {STATE_SAMPLER(5), {0, NULL
}, WINED3D_GL_NORMALIZED_TEXRECT
},
7090 {STATE_SAMPLER(5), {STATE_SAMPLER(5), sampler_texmatrix
}, WINED3D_GL_EXT_NONE
},
7091 {STATE_SAMPLER(6), {0, NULL
}, ARB_TEXTURE_NON_POWER_OF_TWO
},
7092 {STATE_SAMPLER(6), {0, NULL
}, WINED3D_GL_NORMALIZED_TEXRECT
},
7093 {STATE_SAMPLER(6), {STATE_SAMPLER(6), sampler_texmatrix
}, WINED3D_GL_EXT_NONE
},
7094 {STATE_SAMPLER(7), {0, NULL
}, ARB_TEXTURE_NON_POWER_OF_TWO
},
7095 {STATE_SAMPLER(7), {0, NULL
}, WINED3D_GL_NORMALIZED_TEXRECT
},
7096 {STATE_SAMPLER(7), {STATE_SAMPLER(7), sampler_texmatrix
}, WINED3D_GL_EXT_NONE
},
7097 {STATE_POINT_SIZE_ENABLE
, {STATE_RENDER(WINED3D_RS_FOGENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
7098 {0 /* Terminate */, {0, NULL
}, WINED3D_GL_EXT_NONE
},
7102 * - This currently depends on GL fixed function functions to set things
7103 * like light parameters. Ideally we'd use regular uniforms for that.
7104 * - In part because of the previous point, much of this is modelled after
7105 * GL fixed function, and has much of the same limitations. For example,
7106 * D3D spot lights are slightly different from GL spot lights.
7107 * - We can now implement drawing transformed vertices using the GLSL pipe,
7108 * instead of using the immediate mode fallback.
7109 * - Similarly, we don't need the fallback for certain combinations of
7110 * material sources anymore.
7111 * - Implement vertex blending and vertex tweening.
7112 * - Handle WINED3D_TSS_TEXCOORD_INDEX in the shader, instead of duplicating
7113 * attribute arrays in load_tex_coords().
7114 * - Per-vertex point sizes. */
7115 const struct wined3d_vertex_pipe_ops glsl_vertex_pipe
=
7117 glsl_vertex_pipe_vp_enable
,
7118 glsl_vertex_pipe_vp_get_caps
,
7119 glsl_vertex_pipe_vp_alloc
,
7120 glsl_vertex_pipe_vp_free
,
7121 glsl_vertex_pipe_vp_states
,
7124 static void glsl_fragment_pipe_enable(const struct wined3d_gl_info
*gl_info
, BOOL enable
)
7126 /* Nothing to do. */
7129 static void glsl_fragment_pipe_get_caps(const struct wined3d_gl_info
*gl_info
, struct fragment_caps
*caps
)
7131 caps
->wined3d_caps
= WINED3D_FRAGMENT_CAP_PROJ_CONTROL
7132 | WINED3D_FRAGMENT_CAP_SRGB_WRITE
;
7133 caps
->PrimitiveMiscCaps
= WINED3DPMISCCAPS_TSSARGTEMP
7134 | WINED3DPMISCCAPS_PERSTAGECONSTANT
;
7135 caps
->TextureOpCaps
= WINED3DTEXOPCAPS_DISABLE
7136 | WINED3DTEXOPCAPS_SELECTARG1
7137 | WINED3DTEXOPCAPS_SELECTARG2
7138 | WINED3DTEXOPCAPS_MODULATE4X
7139 | WINED3DTEXOPCAPS_MODULATE2X
7140 | WINED3DTEXOPCAPS_MODULATE
7141 | WINED3DTEXOPCAPS_ADDSIGNED2X
7142 | WINED3DTEXOPCAPS_ADDSIGNED
7143 | WINED3DTEXOPCAPS_ADD
7144 | WINED3DTEXOPCAPS_SUBTRACT
7145 | WINED3DTEXOPCAPS_ADDSMOOTH
7146 | WINED3DTEXOPCAPS_BLENDCURRENTALPHA
7147 | WINED3DTEXOPCAPS_BLENDFACTORALPHA
7148 | WINED3DTEXOPCAPS_BLENDTEXTUREALPHA
7149 | WINED3DTEXOPCAPS_BLENDDIFFUSEALPHA
7150 | WINED3DTEXOPCAPS_BLENDTEXTUREALPHAPM
7151 | WINED3DTEXOPCAPS_MODULATEALPHA_ADDCOLOR
7152 | WINED3DTEXOPCAPS_MODULATECOLOR_ADDALPHA
7153 | WINED3DTEXOPCAPS_MODULATEINVCOLOR_ADDALPHA
7154 | WINED3DTEXOPCAPS_MODULATEINVALPHA_ADDCOLOR
7155 | WINED3DTEXOPCAPS_DOTPRODUCT3
7156 | WINED3DTEXOPCAPS_MULTIPLYADD
7157 | WINED3DTEXOPCAPS_LERP
7158 | WINED3DTEXOPCAPS_BUMPENVMAP
7159 | WINED3DTEXOPCAPS_BUMPENVMAPLUMINANCE
;
7160 caps
->MaxTextureBlendStages
= 8;
7161 caps
->MaxSimultaneousTextures
= min(gl_info
->limits
.fragment_samplers
, 8);
7164 static void *glsl_fragment_pipe_alloc(const struct wined3d_shader_backend_ops
*shader_backend
, void *shader_priv
)
7166 struct shader_glsl_priv
*priv
;
7168 if (shader_backend
== &glsl_shader_backend
)
7172 if (wine_rb_init(&priv
->ffp_fragment_shaders
, &wined3d_ffp_frag_program_rb_functions
) == -1)
7174 ERR("Failed to initialize rbtree.\n");
7181 FIXME("GLSL fragment pipe without GLSL shader backend not implemented.\n");
7186 static void shader_glsl_free_ffp_fragment_shader(struct wine_rb_entry
*entry
, void *context
)
7188 struct glsl_ffp_fragment_shader
*shader
= WINE_RB_ENTRY_VALUE(entry
,
7189 struct glsl_ffp_fragment_shader
, entry
.entry
);
7190 struct glsl_shader_prog_link
*program
, *program2
;
7191 struct glsl_ffp_destroy_ctx
*ctx
= context
;
7193 LIST_FOR_EACH_ENTRY_SAFE(program
, program2
, &shader
->linked_programs
,
7194 struct glsl_shader_prog_link
, ps
.shader_entry
)
7196 delete_glsl_program_entry(ctx
->priv
, ctx
->gl_info
, program
);
7198 ctx
->gl_info
->gl_ops
.ext
.p_glDeleteShader(shader
->id
);
7199 HeapFree(GetProcessHeap(), 0, shader
);
7202 /* Context activation is done by the caller. */
7203 static void glsl_fragment_pipe_free(struct wined3d_device
*device
)
7205 struct shader_glsl_priv
*priv
= device
->fragment_priv
;
7206 struct glsl_ffp_destroy_ctx ctx
;
7209 ctx
.gl_info
= &device
->adapter
->gl_info
;
7210 wine_rb_destroy(&priv
->ffp_fragment_shaders
, shader_glsl_free_ffp_fragment_shader
, &ctx
);
7213 static void glsl_fragment_pipe_shader(struct wined3d_context
*context
,
7214 const struct wined3d_state
*state
, DWORD state_id
)
7216 context
->last_was_pshader
= use_ps(state
);
7218 context
->shader_update_mask
|= 1 << WINED3D_SHADER_TYPE_PIXEL
;
7221 static void glsl_fragment_pipe_fog(struct wined3d_context
*context
,
7222 const struct wined3d_state
*state
, DWORD state_id
)
7224 BOOL use_vshader
= use_vs(state
);
7225 enum fogsource new_source
;
7226 DWORD fogstart
= state
->render_states
[WINED3D_RS_FOGSTART
];
7227 DWORD fogend
= state
->render_states
[WINED3D_RS_FOGEND
];
7229 context
->shader_update_mask
|= 1 << WINED3D_SHADER_TYPE_PIXEL
;
7231 if (!state
->render_states
[WINED3D_RS_FOGENABLE
])
7234 if (state
->render_states
[WINED3D_RS_FOGTABLEMODE
] == WINED3D_FOG_NONE
)
7237 new_source
= FOGSOURCE_VS
;
7238 else if (state
->render_states
[WINED3D_RS_FOGVERTEXMODE
] == WINED3D_FOG_NONE
|| context
->last_was_rhw
)
7239 new_source
= FOGSOURCE_COORD
;
7241 new_source
= FOGSOURCE_FFP
;
7245 new_source
= FOGSOURCE_FFP
;
7248 if (new_source
!= context
->fog_source
|| fogstart
== fogend
)
7250 context
->fog_source
= new_source
;
7251 state_fogstartend(context
, state
, STATE_RENDER(WINED3D_RS_FOGSTART
));
7255 static void glsl_fragment_pipe_tex_transform(struct wined3d_context
*context
,
7256 const struct wined3d_state
*state
, DWORD state_id
)
7258 context
->shader_update_mask
|= 1 << WINED3D_SHADER_TYPE_PIXEL
;
7261 static void glsl_fragment_pipe_invalidate_constants(struct wined3d_context
*context
,
7262 const struct wined3d_state
*state
, DWORD state_id
)
7264 context
->constant_update_mask
|= WINED3D_SHADER_CONST_FFP_PS
;
7267 static const struct StateEntryTemplate glsl_fragment_pipe_state_template
[] =
7269 {STATE_RENDER(WINED3D_RS_TEXTUREFACTOR
), {STATE_RENDER(WINED3D_RS_TEXTUREFACTOR
), glsl_fragment_pipe_invalidate_constants
}, WINED3D_GL_EXT_NONE
},
7270 {STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
7271 {STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
7272 {STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
7273 {STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
7274 {STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
7275 {STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
7276 {STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
7277 {STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
7278 {STATE_TEXTURESTAGE(0, WINED3D_TSS_RESULT_ARG
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
7279 {STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
7280 {STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
7281 {STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
7282 {STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
7283 {STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
7284 {STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
7285 {STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
7286 {STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
7287 {STATE_TEXTURESTAGE(1, WINED3D_TSS_RESULT_ARG
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
7288 {STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
7289 {STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
7290 {STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
7291 {STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
7292 {STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
7293 {STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
7294 {STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
7295 {STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
7296 {STATE_TEXTURESTAGE(2, WINED3D_TSS_RESULT_ARG
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
7297 {STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
7298 {STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
7299 {STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
7300 {STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
7301 {STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
7302 {STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
7303 {STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
7304 {STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
7305 {STATE_TEXTURESTAGE(3, WINED3D_TSS_RESULT_ARG
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
7306 {STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
7307 {STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
7308 {STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
7309 {STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
7310 {STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
7311 {STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
7312 {STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
7313 {STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
7314 {STATE_TEXTURESTAGE(4, WINED3D_TSS_RESULT_ARG
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
7315 {STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
7316 {STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
7317 {STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
7318 {STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
7319 {STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
7320 {STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
7321 {STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
7322 {STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
7323 {STATE_TEXTURESTAGE(5, WINED3D_TSS_RESULT_ARG
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
7324 {STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
7325 {STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
7326 {STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
7327 {STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
7328 {STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
7329 {STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
7330 {STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
7331 {STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
7332 {STATE_TEXTURESTAGE(6, WINED3D_TSS_RESULT_ARG
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
7333 {STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
7334 {STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
7335 {STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
7336 {STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
7337 {STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
7338 {STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
7339 {STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
7340 {STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
7341 {STATE_TEXTURESTAGE(7, WINED3D_TSS_RESULT_ARG
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
7342 {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), glsl_fragment_pipe_shader
}, WINED3D_GL_EXT_NONE
},
7343 {STATE_RENDER(WINED3D_RS_FOGENABLE
), {STATE_RENDER(WINED3D_RS_FOGENABLE
), glsl_fragment_pipe_fog
}, WINED3D_GL_EXT_NONE
},
7344 {STATE_RENDER(WINED3D_RS_FOGTABLEMODE
), {STATE_RENDER(WINED3D_RS_FOGENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
7345 {STATE_RENDER(WINED3D_RS_FOGVERTEXMODE
), {STATE_RENDER(WINED3D_RS_FOGENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
7346 {STATE_RENDER(WINED3D_RS_FOGSTART
), {STATE_RENDER(WINED3D_RS_FOGSTART
), state_fogstartend
}, WINED3D_GL_EXT_NONE
},
7347 {STATE_RENDER(WINED3D_RS_FOGEND
), {STATE_RENDER(WINED3D_RS_FOGSTART
), NULL
}, WINED3D_GL_EXT_NONE
},
7348 {STATE_RENDER(WINED3D_RS_SRGBWRITEENABLE
), {STATE_RENDER(WINED3D_RS_SRGBWRITEENABLE
), state_srgbwrite
}, ARB_FRAMEBUFFER_SRGB
},
7349 {STATE_RENDER(WINED3D_RS_SRGBWRITEENABLE
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
7350 {STATE_RENDER(WINED3D_RS_FOGCOLOR
), {STATE_RENDER(WINED3D_RS_FOGCOLOR
), state_fogcolor
}, WINED3D_GL_EXT_NONE
},
7351 {STATE_RENDER(WINED3D_RS_FOGDENSITY
), {STATE_RENDER(WINED3D_RS_FOGDENSITY
), state_fogdensity
}, WINED3D_GL_EXT_NONE
},
7352 {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
},
7353 {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
},
7354 {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
},
7355 {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
},
7356 {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
},
7357 {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
},
7358 {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
},
7359 {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
},
7360 {STATE_TEXTURESTAGE(0, WINED3D_TSS_CONSTANT
), {STATE_TEXTURESTAGE(0, WINED3D_TSS_CONSTANT
), glsl_fragment_pipe_invalidate_constants
}, WINED3D_GL_EXT_NONE
},
7361 {STATE_TEXTURESTAGE(1, WINED3D_TSS_CONSTANT
), {STATE_TEXTURESTAGE(1, WINED3D_TSS_CONSTANT
), glsl_fragment_pipe_invalidate_constants
}, WINED3D_GL_EXT_NONE
},
7362 {STATE_TEXTURESTAGE(2, WINED3D_TSS_CONSTANT
), {STATE_TEXTURESTAGE(2, WINED3D_TSS_CONSTANT
), glsl_fragment_pipe_invalidate_constants
}, WINED3D_GL_EXT_NONE
},
7363 {STATE_TEXTURESTAGE(3, WINED3D_TSS_CONSTANT
), {STATE_TEXTURESTAGE(3, WINED3D_TSS_CONSTANT
), glsl_fragment_pipe_invalidate_constants
}, WINED3D_GL_EXT_NONE
},
7364 {STATE_TEXTURESTAGE(4, WINED3D_TSS_CONSTANT
), {STATE_TEXTURESTAGE(4, WINED3D_TSS_CONSTANT
), glsl_fragment_pipe_invalidate_constants
}, WINED3D_GL_EXT_NONE
},
7365 {STATE_TEXTURESTAGE(5, WINED3D_TSS_CONSTANT
), {STATE_TEXTURESTAGE(5, WINED3D_TSS_CONSTANT
), glsl_fragment_pipe_invalidate_constants
}, WINED3D_GL_EXT_NONE
},
7366 {STATE_TEXTURESTAGE(6, WINED3D_TSS_CONSTANT
), {STATE_TEXTURESTAGE(6, WINED3D_TSS_CONSTANT
), glsl_fragment_pipe_invalidate_constants
}, WINED3D_GL_EXT_NONE
},
7367 {STATE_TEXTURESTAGE(7, WINED3D_TSS_CONSTANT
), {STATE_TEXTURESTAGE(7, WINED3D_TSS_CONSTANT
), glsl_fragment_pipe_invalidate_constants
}, WINED3D_GL_EXT_NONE
},
7368 {STATE_RENDER(WINED3D_RS_SPECULARENABLE
), {STATE_RENDER(WINED3D_RS_SPECULARENABLE
), glsl_fragment_pipe_invalidate_constants
}, WINED3D_GL_EXT_NONE
},
7369 {0 /* Terminate */, {0, 0 }, WINED3D_GL_EXT_NONE
},
7372 const struct fragment_pipeline glsl_fragment_pipe
=
7374 glsl_fragment_pipe_enable
,
7375 glsl_fragment_pipe_get_caps
,
7376 glsl_fragment_pipe_alloc
,
7377 glsl_fragment_pipe_free
,
7378 shader_glsl_color_fixup_supported
,
7379 glsl_fragment_pipe_state_template
,