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
66 struct wined3d_string_buffer
*name
;
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_string_buffer shader_buffer
;
95 struct wined3d_string_buffer_list string_buffers
;
96 struct wine_rb_tree program_lookup
;
97 struct constant_heap vconst_heap
;
98 struct constant_heap pconst_heap
;
100 GLuint depth_blt_program_full
[WINED3D_GL_RES_TYPE_COUNT
];
101 GLuint depth_blt_program_masked
[WINED3D_GL_RES_TYPE_COUNT
];
102 UINT next_constant_version
;
104 const struct wined3d_vertex_pipe_ops
*vertex_pipe
;
105 const struct fragment_pipeline
*fragment_pipe
;
106 struct wine_rb_tree ffp_vertex_shaders
;
107 struct wine_rb_tree ffp_fragment_shaders
;
108 BOOL ffp_proj_control
;
109 BOOL legacy_lighting
;
112 struct glsl_vs_program
114 struct list shader_entry
;
116 GLenum vertex_color_clamp
;
117 GLint
*uniform_f_locations
;
118 GLint uniform_i_locations
[MAX_CONST_I
];
119 GLint uniform_b_locations
[MAX_CONST_B
];
120 GLint pos_fixup_location
;
122 GLint modelview_matrix_location
;
123 GLint projection_matrix_location
;
124 GLint normal_matrix_location
;
125 GLint texture_matrix_location
[MAX_TEXTURES
];
126 GLint material_ambient_location
;
127 GLint material_diffuse_location
;
128 GLint material_specular_location
;
129 GLint material_emissive_location
;
130 GLint material_shininess_location
;
131 GLint light_ambient_location
;
146 } light_location
[MAX_ACTIVE_LIGHTS
];
147 GLint pointsize_location
;
148 GLint pointsize_min_location
;
149 GLint pointsize_max_location
;
150 GLint pointsize_c_att_location
;
151 GLint pointsize_l_att_location
;
152 GLint pointsize_q_att_location
;
155 struct glsl_gs_program
157 struct list shader_entry
;
161 struct glsl_ps_program
163 struct list shader_entry
;
165 GLint
*uniform_f_locations
;
166 GLint uniform_i_locations
[MAX_CONST_I
];
167 GLint uniform_b_locations
[MAX_CONST_B
];
168 GLint bumpenv_mat_location
[MAX_TEXTURES
];
169 GLint bumpenv_lum_scale_location
[MAX_TEXTURES
];
170 GLint bumpenv_lum_offset_location
[MAX_TEXTURES
];
171 GLint tss_constant_location
[MAX_TEXTURES
];
172 GLint tex_factor_location
;
173 GLint specular_enable_location
;
174 GLint fog_color_location
;
175 GLint fog_density_location
;
176 GLint fog_end_location
;
177 GLint fog_scale_location
;
178 GLint ycorrection_location
;
179 GLint np2_fixup_location
;
180 GLint color_key_location
;
181 const struct ps_np2fixup_info
*np2_fixup_info
;
184 /* Struct to maintain data about a linked GLSL program */
185 struct glsl_shader_prog_link
187 struct wine_rb_entry program_lookup_entry
;
188 struct glsl_vs_program vs
;
189 struct glsl_gs_program gs
;
190 struct glsl_ps_program ps
;
192 DWORD constant_update_mask
;
193 UINT constant_version
;
196 struct glsl_program_key
203 struct shader_glsl_ctx_priv
{
204 const struct vs_compile_args
*cur_vs_args
;
205 const struct ps_compile_args
*cur_ps_args
;
206 struct ps_np2fixup_info
*cur_np2fixup_info
;
207 struct wined3d_string_buffer_list
*string_buffers
;
210 struct glsl_context_data
212 struct glsl_shader_prog_link
*glsl_program
;
215 struct glsl_ps_compiled_shader
217 struct ps_compile_args args
;
218 struct ps_np2fixup_info np2fixup
;
222 struct glsl_vs_compiled_shader
224 struct vs_compile_args args
;
228 struct glsl_gs_compiled_shader
233 struct glsl_shader_private
237 struct glsl_vs_compiled_shader
*vs
;
238 struct glsl_gs_compiled_shader
*gs
;
239 struct glsl_ps_compiled_shader
*ps
;
241 UINT num_gl_shaders
, shader_array_size
;
244 struct glsl_ffp_vertex_shader
246 struct wined3d_ffp_vs_desc desc
;
248 struct list linked_programs
;
251 struct glsl_ffp_fragment_shader
253 struct ffp_frag_desc entry
;
255 struct list linked_programs
;
258 struct glsl_ffp_destroy_ctx
260 struct shader_glsl_priv
*priv
;
261 const struct wined3d_gl_info
*gl_info
;
264 static const char *debug_gl_shader_type(GLenum type
)
268 #define WINED3D_TO_STR(u) case u: return #u
269 WINED3D_TO_STR(GL_VERTEX_SHADER
);
270 WINED3D_TO_STR(GL_GEOMETRY_SHADER
);
271 WINED3D_TO_STR(GL_FRAGMENT_SHADER
);
272 #undef WINED3D_TO_STR
274 return wine_dbg_sprintf("UNKNOWN(%#x)", type
);
278 static const char *shader_glsl_get_prefix(enum wined3d_shader_type type
)
282 case WINED3D_SHADER_TYPE_VERTEX
:
285 case WINED3D_SHADER_TYPE_GEOMETRY
:
288 case WINED3D_SHADER_TYPE_PIXEL
:
292 FIXME("Unhandled shader type %#x.\n", type
);
297 static const char *shader_glsl_get_version(const struct wined3d_gl_info
*gl_info
,
298 const struct wined3d_shader_version
*version
)
300 if (gl_info
->glsl_version
>= MAKEDWORD_VERSION(1, 30) && version
->major
>= 4)
301 return "#version 130";
303 return "#version 120";
306 static void shader_glsl_append_imm_vec4(struct wined3d_string_buffer
*buffer
, const float *values
)
310 wined3d_ftoa(values
[0], str
[0]);
311 wined3d_ftoa(values
[1], str
[1]);
312 wined3d_ftoa(values
[2], str
[2]);
313 wined3d_ftoa(values
[3], str
[3]);
314 shader_addline(buffer
, "vec4(%s, %s, %s, %s)", str
[0], str
[1], str
[2], str
[3]);
317 static const char *get_info_log_line(const char **ptr
)
322 if (!(q
= strstr(p
, "\n")))
324 if (!*p
) return NULL
;
333 /* Context activation is done by the caller. */
334 static void print_glsl_info_log(const struct wined3d_gl_info
*gl_info
, GLuint id
, BOOL program
)
339 if (!WARN_ON(d3d_shader
) && !FIXME_ON(d3d_shader
))
343 GL_EXTCALL(glGetProgramiv(id
, GL_INFO_LOG_LENGTH
, &length
));
345 GL_EXTCALL(glGetShaderiv(id
, GL_INFO_LOG_LENGTH
, &length
));
347 /* A size of 1 is just a null-terminated string, so the log should be bigger than
348 * that if there are errors. */
351 const char *ptr
, *line
;
353 log
= HeapAlloc(GetProcessHeap(), 0, length
);
354 /* The info log is supposed to be zero-terminated, but at least some
355 * versions of fglrx don't terminate the string properly. The reported
356 * length does include the terminator, so explicitly set it to zero
360 GL_EXTCALL(glGetProgramInfoLog(id
, length
, NULL
, log
));
362 GL_EXTCALL(glGetShaderInfoLog(id
, length
, NULL
, log
));
365 if (gl_info
->quirks
& WINED3D_QUIRK_INFO_LOG_SPAM
)
367 WARN("Info log received from GLSL shader #%u:\n", id
);
368 while ((line
= get_info_log_line(&ptr
))) WARN(" %.*s", (int)(ptr
- line
), line
);
372 FIXME("Info log received from GLSL shader #%u:\n", id
);
373 while ((line
= get_info_log_line(&ptr
))) FIXME(" %.*s", (int)(ptr
- line
), line
);
375 HeapFree(GetProcessHeap(), 0, log
);
379 /* Context activation is done by the caller. */
380 static void shader_glsl_compile(const struct wined3d_gl_info
*gl_info
, GLuint shader
, const char *src
)
382 const char *ptr
, *line
;
384 TRACE("Compiling shader object %u.\n", shader
);
386 if (TRACE_ON(d3d_shader
))
389 while ((line
= get_info_log_line(&ptr
))) TRACE_(d3d_shader
)(" %.*s", (int)(ptr
- line
), line
);
392 GL_EXTCALL(glShaderSource(shader
, 1, &src
, NULL
));
393 checkGLcall("glShaderSource");
394 GL_EXTCALL(glCompileShader(shader
));
395 checkGLcall("glCompileShader");
396 print_glsl_info_log(gl_info
, shader
, FALSE
);
399 /* Context activation is done by the caller. */
400 static void shader_glsl_dump_program_source(const struct wined3d_gl_info
*gl_info
, GLuint program
)
402 GLint i
, shader_count
, source_size
= -1;
406 GL_EXTCALL(glGetProgramiv(program
, GL_ATTACHED_SHADERS
, &shader_count
));
407 shaders
= HeapAlloc(GetProcessHeap(), 0, shader_count
* sizeof(*shaders
));
410 ERR("Failed to allocate shader array memory.\n");
414 GL_EXTCALL(glGetAttachedShaders(program
, shader_count
, NULL
, shaders
));
415 for (i
= 0; i
< shader_count
; ++i
)
417 const char *ptr
, *line
;
420 GL_EXTCALL(glGetShaderiv(shaders
[i
], GL_SHADER_SOURCE_LENGTH
, &tmp
));
422 if (source_size
< tmp
)
424 HeapFree(GetProcessHeap(), 0, source
);
426 source
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, tmp
);
429 ERR("Failed to allocate %d bytes for shader source.\n", tmp
);
430 HeapFree(GetProcessHeap(), 0, shaders
);
436 FIXME("Shader %u:\n", shaders
[i
]);
437 GL_EXTCALL(glGetShaderiv(shaders
[i
], GL_SHADER_TYPE
, &tmp
));
438 FIXME(" GL_SHADER_TYPE: %s.\n", debug_gl_shader_type(tmp
));
439 GL_EXTCALL(glGetShaderiv(shaders
[i
], GL_COMPILE_STATUS
, &tmp
));
440 FIXME(" GL_COMPILE_STATUS: %d.\n", tmp
);
444 GL_EXTCALL(glGetShaderSource(shaders
[i
], source_size
, NULL
, source
));
445 while ((line
= get_info_log_line(&ptr
))) FIXME(" %.*s", (int)(ptr
- line
), line
);
449 HeapFree(GetProcessHeap(), 0, source
);
450 HeapFree(GetProcessHeap(), 0, shaders
);
453 /* Context activation is done by the caller. */
454 static void shader_glsl_validate_link(const struct wined3d_gl_info
*gl_info
, GLuint program
)
458 if (!TRACE_ON(d3d_shader
) && !FIXME_ON(d3d_shader
))
461 GL_EXTCALL(glGetProgramiv(program
, GL_LINK_STATUS
, &tmp
));
464 FIXME("Program %u link status invalid.\n", program
);
465 shader_glsl_dump_program_source(gl_info
, program
);
468 print_glsl_info_log(gl_info
, program
, TRUE
);
471 /* Context activation is done by the caller. */
472 static void shader_glsl_load_samplers(const struct wined3d_gl_info
*gl_info
,
473 struct shader_glsl_priv
*priv
, const DWORD
*tex_unit_map
, GLuint program_id
)
475 unsigned int mapped_unit
;
476 struct wined3d_string_buffer
*sampler_name
= string_buffer_get(&priv
->string_buffers
);
483 enum wined3d_shader_type type
;
484 unsigned int base_idx
;
489 {WINED3D_SHADER_TYPE_PIXEL
, 0, MAX_FRAGMENT_SAMPLERS
},
490 {WINED3D_SHADER_TYPE_VERTEX
, MAX_FRAGMENT_SAMPLERS
, MAX_VERTEX_SAMPLERS
},
493 for (i
= 0; i
< ARRAY_SIZE(sampler_info
); ++i
)
495 prefix
= shader_glsl_get_prefix(sampler_info
[i
].type
);
497 for (j
= 0; j
< sampler_info
[i
].count
; ++j
)
499 string_buffer_sprintf(sampler_name
, "%s_sampler%u", prefix
, j
);
500 name_loc
= GL_EXTCALL(glGetUniformLocation(program_id
, sampler_name
->buffer
));
504 mapped_unit
= tex_unit_map
[sampler_info
[i
].base_idx
+ j
];
505 if (mapped_unit
== WINED3D_UNMAPPED_STAGE
|| mapped_unit
>= gl_info
->limits
.combined_samplers
)
507 ERR("Trying to load sampler %s on unsupported unit %u.\n", sampler_name
->buffer
, mapped_unit
);
511 TRACE("Loading sampler %s on unit %u.\n", sampler_name
->buffer
, mapped_unit
);
512 GL_EXTCALL(glUniform1i(name_loc
, mapped_unit
));
515 checkGLcall("glUniform1i");
516 string_buffer_release(&priv
->string_buffers
, sampler_name
);
519 /* Context activation is done by the caller. */
520 static inline void walk_constant_heap(const struct wined3d_gl_info
*gl_info
, const float *constants
,
521 const GLint
*constant_locations
, const struct constant_heap
*heap
, unsigned char *stack
, DWORD version
)
523 unsigned int start
= ~0U, end
= 0;
525 unsigned int heap_idx
= 1;
528 if (heap
->entries
[heap_idx
].version
<= version
) return;
530 idx
= heap
->entries
[heap_idx
].idx
;
531 if (constant_locations
[idx
] != -1)
533 stack
[stack_idx
] = HEAP_NODE_TRAVERSE_LEFT
;
535 while (stack_idx
>= 0)
537 /* Note that we fall through to the next case statement. */
538 switch(stack
[stack_idx
])
540 case HEAP_NODE_TRAVERSE_LEFT
:
542 unsigned int left_idx
= heap_idx
<< 1;
543 if (left_idx
< heap
->size
&& heap
->entries
[left_idx
].version
> version
)
546 idx
= heap
->entries
[heap_idx
].idx
;
547 if (constant_locations
[idx
] != -1)
555 stack
[stack_idx
++] = HEAP_NODE_TRAVERSE_RIGHT
;
556 stack
[stack_idx
] = HEAP_NODE_TRAVERSE_LEFT
;
561 case HEAP_NODE_TRAVERSE_RIGHT
:
563 unsigned int right_idx
= (heap_idx
<< 1) + 1;
564 if (right_idx
< heap
->size
&& heap
->entries
[right_idx
].version
> version
)
566 heap_idx
= right_idx
;
567 idx
= heap
->entries
[heap_idx
].idx
;
568 if (constant_locations
[idx
] != -1)
576 stack
[stack_idx
++] = HEAP_NODE_POP
;
577 stack
[stack_idx
] = HEAP_NODE_TRAVERSE_LEFT
;
589 GL_EXTCALL(glUniform4fv(constant_locations
[start
], end
- start
+ 1, &constants
[start
* 4]));
590 checkGLcall("walk_constant_heap()");
593 /* Context activation is done by the caller. */
594 static inline void apply_clamped_constant(const struct wined3d_gl_info
*gl_info
, GLint location
, const GLfloat
*data
)
596 GLfloat clamped_constant
[4];
598 if (location
== -1) return;
600 clamped_constant
[0] = data
[0] < -1.0f
? -1.0f
: data
[0] > 1.0f
? 1.0f
: data
[0];
601 clamped_constant
[1] = data
[1] < -1.0f
? -1.0f
: data
[1] > 1.0f
? 1.0f
: data
[1];
602 clamped_constant
[2] = data
[2] < -1.0f
? -1.0f
: data
[2] > 1.0f
? 1.0f
: data
[2];
603 clamped_constant
[3] = data
[3] < -1.0f
? -1.0f
: data
[3] > 1.0f
? 1.0f
: data
[3];
605 GL_EXTCALL(glUniform4fv(location
, 1, clamped_constant
));
608 /* Context activation is done by the caller. */
609 static inline void walk_constant_heap_clamped(const struct wined3d_gl_info
*gl_info
, const float *constants
,
610 const GLint
*constant_locations
, const struct constant_heap
*heap
, unsigned char *stack
, DWORD version
)
613 unsigned int heap_idx
= 1;
616 if (heap
->entries
[heap_idx
].version
<= version
) return;
618 idx
= heap
->entries
[heap_idx
].idx
;
619 apply_clamped_constant(gl_info
, constant_locations
[idx
], &constants
[idx
* 4]);
620 stack
[stack_idx
] = HEAP_NODE_TRAVERSE_LEFT
;
622 while (stack_idx
>= 0)
624 /* Note that we fall through to the next case statement. */
625 switch(stack
[stack_idx
])
627 case HEAP_NODE_TRAVERSE_LEFT
:
629 unsigned int left_idx
= heap_idx
<< 1;
630 if (left_idx
< heap
->size
&& heap
->entries
[left_idx
].version
> version
)
633 idx
= heap
->entries
[heap_idx
].idx
;
634 apply_clamped_constant(gl_info
, constant_locations
[idx
], &constants
[idx
* 4]);
636 stack
[stack_idx
++] = HEAP_NODE_TRAVERSE_RIGHT
;
637 stack
[stack_idx
] = HEAP_NODE_TRAVERSE_LEFT
;
642 case HEAP_NODE_TRAVERSE_RIGHT
:
644 unsigned int right_idx
= (heap_idx
<< 1) + 1;
645 if (right_idx
< heap
->size
&& heap
->entries
[right_idx
].version
> version
)
647 heap_idx
= right_idx
;
648 idx
= heap
->entries
[heap_idx
].idx
;
649 apply_clamped_constant(gl_info
, constant_locations
[idx
], &constants
[idx
* 4]);
651 stack
[stack_idx
++] = HEAP_NODE_POP
;
652 stack
[stack_idx
] = HEAP_NODE_TRAVERSE_LEFT
;
663 checkGLcall("walk_constant_heap_clamped()");
666 /* Context activation is done by the caller. */
667 static void shader_glsl_load_constantsF(const struct wined3d_shader
*shader
, const struct wined3d_gl_info
*gl_info
,
668 const float *constants
, const GLint
*constant_locations
, const struct constant_heap
*heap
,
669 unsigned char *stack
, UINT version
)
671 const struct wined3d_shader_lconst
*lconst
;
673 /* 1.X pshaders have the constants clamped to [-1;1] implicitly. */
674 if (shader
->reg_maps
.shader_version
.major
== 1
675 && shader
->reg_maps
.shader_version
.type
== WINED3D_SHADER_TYPE_PIXEL
)
676 walk_constant_heap_clamped(gl_info
, constants
, constant_locations
, heap
, stack
, version
);
678 walk_constant_heap(gl_info
, constants
, constant_locations
, heap
, stack
, version
);
680 if (!shader
->load_local_constsF
)
682 TRACE("No need to load local float constants for this shader\n");
686 /* Immediate constants are clamped to [-1;1] at shader creation time if needed */
687 LIST_FOR_EACH_ENTRY(lconst
, &shader
->constantsF
, struct wined3d_shader_lconst
, entry
)
689 GL_EXTCALL(glUniform4fv(constant_locations
[lconst
->idx
], 1, (const GLfloat
*)lconst
->value
));
691 checkGLcall("glUniform4fv()");
694 /* Context activation is done by the caller. */
695 static void shader_glsl_load_constantsI(const struct wined3d_shader
*shader
, const struct wined3d_gl_info
*gl_info
,
696 const GLint locations
[MAX_CONST_I
], const int *constants
, WORD constants_set
)
701 for (i
= 0; constants_set
; constants_set
>>= 1, ++i
)
703 if (!(constants_set
& 1)) continue;
705 /* We found this uniform name in the program - go ahead and send the data */
706 GL_EXTCALL(glUniform4iv(locations
[i
], 1, &constants
[i
* 4]));
709 /* Load immediate constants */
710 ptr
= list_head(&shader
->constantsI
);
713 const struct wined3d_shader_lconst
*lconst
= LIST_ENTRY(ptr
, const struct wined3d_shader_lconst
, entry
);
714 unsigned int idx
= lconst
->idx
;
715 const GLint
*values
= (const GLint
*)lconst
->value
;
717 /* We found this uniform name in the program - go ahead and send the data */
718 GL_EXTCALL(glUniform4iv(locations
[idx
], 1, values
));
719 ptr
= list_next(&shader
->constantsI
, ptr
);
721 checkGLcall("glUniform4iv()");
724 /* Context activation is done by the caller. */
725 static void shader_glsl_load_constantsB(const struct wined3d_shader
*shader
, const struct wined3d_gl_info
*gl_info
,
726 const GLint locations
[MAX_CONST_B
], const BOOL
*constants
, WORD constants_set
)
731 for (i
= 0; constants_set
; constants_set
>>= 1, ++i
)
733 if (!(constants_set
& 1)) continue;
735 GL_EXTCALL(glUniform1iv(locations
[i
], 1, &constants
[i
]));
738 /* Load immediate constants */
739 ptr
= list_head(&shader
->constantsB
);
742 const struct wined3d_shader_lconst
*lconst
= LIST_ENTRY(ptr
, const struct wined3d_shader_lconst
, entry
);
743 unsigned int idx
= lconst
->idx
;
744 const GLint
*values
= (const GLint
*)lconst
->value
;
746 GL_EXTCALL(glUniform1iv(locations
[idx
], 1, values
));
747 ptr
= list_next(&shader
->constantsB
, ptr
);
749 checkGLcall("glUniform1iv()");
752 static void reset_program_constant_version(struct wine_rb_entry
*entry
, void *context
)
754 WINE_RB_ENTRY_VALUE(entry
, struct glsl_shader_prog_link
, program_lookup_entry
)->constant_version
= 0;
757 /* Context activation is done by the caller (state handler). */
758 static void shader_glsl_load_np2fixup_constants(const struct glsl_ps_program
*ps
,
759 const struct wined3d_gl_info
*gl_info
, const struct wined3d_state
*state
)
761 GLfloat np2fixup_constants
[4 * MAX_FRAGMENT_SAMPLERS
];
762 UINT fixup
= ps
->np2_fixup_info
->active
;
765 for (i
= 0; fixup
; fixup
>>= 1, ++i
)
767 const struct wined3d_texture
*tex
= state
->textures
[i
];
768 unsigned char idx
= ps
->np2_fixup_info
->idx
[i
];
769 GLfloat
*tex_dim
= &np2fixup_constants
[(idx
>> 1) * 4];
773 ERR("Nonexistent texture is flagged for NP2 texcoord fixup.\n");
779 tex_dim
[2] = tex
->pow2_matrix
[0];
780 tex_dim
[3] = tex
->pow2_matrix
[5];
784 tex_dim
[0] = tex
->pow2_matrix
[0];
785 tex_dim
[1] = tex
->pow2_matrix
[5];
789 GL_EXTCALL(glUniform4fv(ps
->np2_fixup_location
, ps
->np2_fixup_info
->num_consts
, np2fixup_constants
));
792 /* Taken and adapted from Mesa. */
793 static BOOL
invert_matrix_3d(struct wined3d_matrix
*out
, const struct wined3d_matrix
*in
)
795 float pos
, neg
, t
, det
;
796 struct wined3d_matrix temp
;
798 /* Calculate the determinant of upper left 3x3 submatrix and
799 * determine if the matrix is singular. */
801 t
= in
->_11
* in
->_22
* in
->_33
;
807 t
= in
->_21
* in
->_32
* in
->_13
;
812 t
= in
->_31
* in
->_12
* in
->_23
;
818 t
= -in
->_31
* in
->_22
* in
->_13
;
823 t
= -in
->_21
* in
->_12
* in
->_33
;
829 t
= -in
->_11
* in
->_32
* in
->_23
;
837 if (fabsf(det
) < 1e-25f
)
841 temp
._11
= (in
->_22
* in
->_33
- in
->_32
* in
->_23
) * det
;
842 temp
._12
= -(in
->_12
* in
->_33
- in
->_32
* in
->_13
) * det
;
843 temp
._13
= (in
->_12
* in
->_23
- in
->_22
* in
->_13
) * det
;
844 temp
._21
= -(in
->_21
* in
->_33
- in
->_31
* in
->_23
) * det
;
845 temp
._22
= (in
->_11
* in
->_33
- in
->_31
* in
->_13
) * det
;
846 temp
._23
= -(in
->_11
* in
->_23
- in
->_21
* in
->_13
) * det
;
847 temp
._31
= (in
->_21
* in
->_32
- in
->_31
* in
->_22
) * det
;
848 temp
._32
= -(in
->_11
* in
->_32
- in
->_31
* in
->_12
) * det
;
849 temp
._33
= (in
->_11
* in
->_22
- in
->_21
* in
->_12
) * det
;
855 static void swap_rows(float **a
, float **b
)
863 static BOOL
invert_matrix(struct wined3d_matrix
*out
, struct wined3d_matrix
*m
)
866 float m0
, m1
, m2
, m3
, s
;
867 float *r0
, *r1
, *r2
, *r3
;
879 r0
[5] = r0
[6] = r0
[7] = 0.0f
;
886 r1
[4] = r1
[6] = r1
[7] = 0.0f
;
893 r2
[4] = r2
[5] = r2
[7] = 0.0f
;
900 r3
[4] = r3
[5] = r3
[6] = 0.0f
;
902 /* Choose pivot - or die. */
903 if (fabsf(r3
[0]) > fabsf(r2
[0]))
905 if (fabsf(r2
[0]) > fabsf(r1
[0]))
907 if (fabsf(r1
[0]) > fabsf(r0
[0]))
912 /* Eliminate first variable. */
913 m1
= r1
[0] / r0
[0]; m2
= r2
[0] / r0
[0]; m3
= r3
[0] / r0
[0];
914 s
= r0
[1]; r1
[1] -= m1
* s
; r2
[1] -= m2
* s
; r3
[1] -= m3
* s
;
915 s
= r0
[2]; r1
[2] -= m1
* s
; r2
[2] -= m2
* s
; r3
[2] -= m3
* s
;
916 s
= r0
[3]; r1
[3] -= m1
* s
; r2
[3] -= m2
* s
; r3
[3] -= m3
* s
;
946 /* Choose pivot - or die. */
947 if (fabsf(r3
[1]) > fabsf(r2
[1]))
949 if (fabsf(r2
[1]) > fabsf(r1
[1]))
954 /* Eliminate second variable. */
955 m2
= r2
[1] / r1
[1]; m3
= r3
[1] / r1
[1];
956 r2
[2] -= m2
* r1
[2]; r3
[2] -= m3
* r1
[2];
957 r2
[3] -= m2
* r1
[3]; r3
[3] -= m3
* r1
[3];
983 /* Choose pivot - or die. */
984 if (fabsf(r3
[2]) > fabsf(r2
[2]))
989 /* Eliminate third variable. */
1001 /* Back substitute row 3. */
1008 /* Back substitute row 2. */
1011 r2
[4] = s
* (r2
[4] - r3
[4] * m2
);
1012 r2
[5] = s
* (r2
[5] - r3
[5] * m2
);
1013 r2
[6] = s
* (r2
[6] - r3
[6] * m2
);
1014 r2
[7] = s
* (r2
[7] - r3
[7] * m2
);
1016 r1
[4] -= r3
[4] * m1
;
1017 r1
[5] -= r3
[5] * m1
;
1018 r1
[6] -= r3
[6] * m1
;
1019 r1
[7] -= r3
[7] * m1
;
1021 r0
[4] -= r3
[4] * m0
;
1022 r0
[5] -= r3
[5] * m0
;
1023 r0
[6] -= r3
[6] * m0
;
1024 r0
[7] -= r3
[7] * m0
;
1026 /* Back substitute row 1. */
1029 r1
[4] = s
* (r1
[4] - r2
[4] * m1
);
1030 r1
[5] = s
* (r1
[5] - r2
[5] * m1
);
1031 r1
[6] = s
* (r1
[6] - r2
[6] * m1
);
1032 r1
[7] = s
* (r1
[7] - r2
[7] * m1
);
1034 r0
[4] -= r2
[4] * m0
;
1035 r0
[5] -= r2
[5] * m0
;
1036 r0
[6] -= r2
[6] * m0
;
1037 r0
[7] -= r2
[7] * m0
;
1039 /* Back substitute row 0. */
1042 r0
[4] = s
* (r0
[4] - r1
[4] * m0
);
1043 r0
[5] = s
* (r0
[5] - r1
[5] * m0
);
1044 r0
[6] = s
* (r0
[6] - r1
[6] * m0
);
1045 r0
[7] = s
* (r0
[7] - r1
[7] * m0
);
1067 static void shader_glsl_ffp_vertex_normalmatrix_uniform(const struct wined3d_context
*context
,
1068 const struct wined3d_state
*state
, struct glsl_shader_prog_link
*prog
)
1070 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
1072 struct wined3d_matrix mv
;
1075 get_modelview_matrix(context
, state
, &mv
);
1076 if (context
->swapchain
->device
->wined3d
->flags
& WINED3D_LEGACY_FFP_LIGHTING
)
1077 invert_matrix_3d(&mv
, &mv
);
1079 invert_matrix(&mv
, &mv
);
1080 /* Tests show that singular modelview matrices are used unchanged as normal
1081 * matrices on D3D3 and older. There seems to be no clearly consistent
1082 * behavior on newer D3D versions so always follow older ddraw behavior. */
1083 for (i
= 0; i
< 3; ++i
)
1084 for (j
= 0; j
< 3; ++j
)
1085 mat
[i
* 3 + j
] = (&mv
._11
)[j
* 4 + i
];
1087 GL_EXTCALL(glUniformMatrix3fv(prog
->vs
.normal_matrix_location
, 1, FALSE
, mat
));
1088 checkGLcall("glUniformMatrix3fv");
1091 static void shader_glsl_ffp_vertex_texmatrix_uniform(const struct wined3d_context
*context
,
1092 const struct wined3d_state
*state
, unsigned int tex
, struct glsl_shader_prog_link
*prog
)
1094 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
1095 struct wined3d_matrix mat
;
1097 if (tex
>= MAX_TEXTURES
)
1099 if (prog
->vs
.texture_matrix_location
[tex
] == -1)
1102 get_texture_matrix(context
, state
, tex
, &mat
);
1103 GL_EXTCALL(glUniformMatrix4fv(prog
->vs
.texture_matrix_location
[tex
], 1, FALSE
, &mat
._11
));
1104 checkGLcall("glUniformMatrix4fv");
1107 static void shader_glsl_ffp_vertex_material_uniform(const struct wined3d_context
*context
,
1108 const struct wined3d_state
*state
, struct glsl_shader_prog_link
*prog
)
1110 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
1112 if (state
->render_states
[WINED3D_RS_SPECULARENABLE
])
1114 GL_EXTCALL(glUniform4fv(prog
->vs
.material_specular_location
, 1, &state
->material
.specular
.r
));
1115 GL_EXTCALL(glUniform1f(prog
->vs
.material_shininess_location
, state
->material
.power
));
1119 static const float black
[] = {0.0f
, 0.0f
, 0.0f
, 0.0f
};
1121 GL_EXTCALL(glUniform4fv(prog
->vs
.material_specular_location
, 1, black
));
1123 GL_EXTCALL(glUniform4fv(prog
->vs
.material_ambient_location
, 1, &state
->material
.ambient
.r
));
1124 GL_EXTCALL(glUniform4fv(prog
->vs
.material_diffuse_location
, 1, &state
->material
.diffuse
.r
));
1125 GL_EXTCALL(glUniform4fv(prog
->vs
.material_emissive_location
, 1, &state
->material
.emissive
.r
));
1126 checkGLcall("setting FFP material uniforms");
1129 static void shader_glsl_ffp_vertex_lightambient_uniform(const struct wined3d_context
*context
,
1130 const struct wined3d_state
*state
, struct glsl_shader_prog_link
*prog
)
1132 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
1135 D3DCOLORTOGLFLOAT4(state
->render_states
[WINED3D_RS_AMBIENT
], col
);
1136 GL_EXTCALL(glUniform3fv(prog
->vs
.light_ambient_location
, 1, col
));
1137 checkGLcall("glUniform3fv");
1140 static void multiply_vector_matrix(struct wined3d_vec4
*dest
, const struct wined3d_vec4
*src1
,
1141 const struct wined3d_matrix
*src2
)
1143 struct wined3d_vec4 temp
;
1145 temp
.x
= (src1
->x
* src2
->_11
) + (src1
->y
* src2
->_21
) + (src1
->z
* src2
->_31
) + (src1
->w
* src2
->_41
);
1146 temp
.y
= (src1
->x
* src2
->_12
) + (src1
->y
* src2
->_22
) + (src1
->z
* src2
->_32
) + (src1
->w
* src2
->_42
);
1147 temp
.z
= (src1
->x
* src2
->_13
) + (src1
->y
* src2
->_23
) + (src1
->z
* src2
->_33
) + (src1
->w
* src2
->_43
);
1148 temp
.w
= (src1
->x
* src2
->_14
) + (src1
->y
* src2
->_24
) + (src1
->z
* src2
->_34
) + (src1
->w
* src2
->_44
);
1153 static void shader_glsl_ffp_vertex_light_uniform(const struct wined3d_context
*context
,
1154 const struct wined3d_state
*state
, unsigned int light
, struct glsl_shader_prog_link
*prog
)
1156 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
1157 const struct wined3d_light_info
*light_info
= state
->lights
[light
];
1158 struct wined3d_vec4 vec4
;
1159 const struct wined3d_matrix
*view
= &state
->transforms
[WINED3D_TS_VIEW
];
1164 GL_EXTCALL(glUniform4fv(prog
->vs
.light_location
[light
].diffuse
, 1, &light_info
->OriginalParms
.diffuse
.r
));
1165 GL_EXTCALL(glUniform4fv(prog
->vs
.light_location
[light
].specular
, 1, &light_info
->OriginalParms
.specular
.r
));
1166 GL_EXTCALL(glUniform4fv(prog
->vs
.light_location
[light
].ambient
, 1, &light_info
->OriginalParms
.ambient
.r
));
1168 switch (light_info
->OriginalParms
.type
)
1170 case WINED3D_LIGHT_POINT
:
1171 multiply_vector_matrix(&vec4
, &light_info
->position
, view
);
1172 GL_EXTCALL(glUniform4fv(prog
->vs
.light_location
[light
].position
, 1, &vec4
.x
));
1173 GL_EXTCALL(glUniform1f(prog
->vs
.light_location
[light
].range
, light_info
->OriginalParms
.range
));
1174 GL_EXTCALL(glUniform1f(prog
->vs
.light_location
[light
].c_att
, light_info
->OriginalParms
.attenuation0
));
1175 GL_EXTCALL(glUniform1f(prog
->vs
.light_location
[light
].l_att
, light_info
->OriginalParms
.attenuation1
));
1176 GL_EXTCALL(glUniform1f(prog
->vs
.light_location
[light
].q_att
, light_info
->OriginalParms
.attenuation2
));
1179 case WINED3D_LIGHT_SPOT
:
1180 multiply_vector_matrix(&vec4
, &light_info
->position
, view
);
1181 GL_EXTCALL(glUniform4fv(prog
->vs
.light_location
[light
].position
, 1, &vec4
.x
));
1183 multiply_vector_matrix(&vec4
, &light_info
->direction
, view
);
1184 GL_EXTCALL(glUniform3fv(prog
->vs
.light_location
[light
].direction
, 1, &vec4
.x
));
1186 GL_EXTCALL(glUniform1f(prog
->vs
.light_location
[light
].range
, light_info
->OriginalParms
.range
));
1187 GL_EXTCALL(glUniform1f(prog
->vs
.light_location
[light
].falloff
, light_info
->OriginalParms
.falloff
));
1188 GL_EXTCALL(glUniform1f(prog
->vs
.light_location
[light
].c_att
, light_info
->OriginalParms
.attenuation0
));
1189 GL_EXTCALL(glUniform1f(prog
->vs
.light_location
[light
].l_att
, light_info
->OriginalParms
.attenuation1
));
1190 GL_EXTCALL(glUniform1f(prog
->vs
.light_location
[light
].q_att
, light_info
->OriginalParms
.attenuation2
));
1191 GL_EXTCALL(glUniform1f(prog
->vs
.light_location
[light
].cos_htheta
, cosf(light_info
->OriginalParms
.theta
/ 2.0f
)));
1192 GL_EXTCALL(glUniform1f(prog
->vs
.light_location
[light
].cos_hphi
, cosf(light_info
->OriginalParms
.phi
/ 2.0f
)));
1195 case WINED3D_LIGHT_DIRECTIONAL
:
1196 multiply_vector_matrix(&vec4
, &light_info
->direction
, view
);
1197 GL_EXTCALL(glUniform3fv(prog
->vs
.light_location
[light
].direction
, 1, &vec4
.x
));
1200 case WINED3D_LIGHT_PARALLELPOINT
:
1201 multiply_vector_matrix(&vec4
, &light_info
->position
, view
);
1202 GL_EXTCALL(glUniform4fv(prog
->vs
.light_location
[light
].position
, 1, &vec4
.x
));
1206 FIXME("Unrecognized light type %#x.\n", light_info
->OriginalParms
.type
);
1208 checkGLcall("setting FFP lights uniforms");
1211 static void shader_glsl_pointsize_uniform(const struct wined3d_context
*context
,
1212 const struct wined3d_state
*state
, struct glsl_shader_prog_link
*prog
)
1214 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
1218 get_pointsize_minmax(context
, state
, &min
, &max
);
1220 GL_EXTCALL(glUniform1f(prog
->vs
.pointsize_min_location
, min
));
1221 checkGLcall("glUniform1f");
1222 GL_EXTCALL(glUniform1f(prog
->vs
.pointsize_max_location
, max
));
1223 checkGLcall("glUniform1f");
1225 get_pointsize(context
, state
, &size
, att
);
1227 GL_EXTCALL(glUniform1f(prog
->vs
.pointsize_location
, size
));
1228 checkGLcall("glUniform1f");
1229 GL_EXTCALL(glUniform1f(prog
->vs
.pointsize_c_att_location
, att
[0]));
1230 checkGLcall("glUniform1f");
1231 GL_EXTCALL(glUniform1f(prog
->vs
.pointsize_l_att_location
, att
[1]));
1232 checkGLcall("glUniform1f");
1233 GL_EXTCALL(glUniform1f(prog
->vs
.pointsize_q_att_location
, att
[2]));
1234 checkGLcall("glUniform1f");
1237 static void shader_glsl_load_fog_uniform(const struct wined3d_context
*context
,
1238 const struct wined3d_state
*state
, struct glsl_shader_prog_link
*prog
)
1240 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
1241 float start
, end
, scale
;
1249 D3DCOLORTOGLFLOAT4(state
->render_states
[WINED3D_RS_FOGCOLOR
], col
);
1250 GL_EXTCALL(glUniform4fv(prog
->ps
.fog_color_location
, 1, col
));
1251 tmpvalue
.d
= state
->render_states
[WINED3D_RS_FOGDENSITY
];
1252 GL_EXTCALL(glUniform1f(prog
->ps
.fog_density_location
, tmpvalue
.f
));
1253 get_fog_start_end(context
, state
, &start
, &end
);
1254 scale
= 1.0f
/ (end
- start
);
1255 GL_EXTCALL(glUniform1f(prog
->ps
.fog_end_location
, end
));
1256 GL_EXTCALL(glUniform1f(prog
->ps
.fog_scale_location
, scale
));
1257 checkGLcall("fog emulation uniforms");
1260 /* Context activation is done by the caller (state handler). */
1261 static void shader_glsl_load_color_key_constant(const struct glsl_ps_program
*ps
,
1262 const struct wined3d_gl_info
*gl_info
, const struct wined3d_state
*state
)
1264 struct wined3d_color float_key
;
1265 const struct wined3d_texture
*texture
= state
->textures
[0];
1267 wined3d_format_convert_color_to_float(texture
->resource
.format
, NULL
,
1268 texture
->async
.src_blt_color_key
.color_space_high_value
, &float_key
);
1269 GL_EXTCALL(glUniform4fv(ps
->color_key_location
, 1, &float_key
.r
));
1272 /* Context activation is done by the caller (state handler). */
1273 static void shader_glsl_load_constants(void *shader_priv
, struct wined3d_context
*context
,
1274 const struct wined3d_state
*state
)
1276 const struct glsl_context_data
*ctx_data
= context
->shader_backend_data
;
1277 const struct wined3d_shader
*vshader
= state
->shader
[WINED3D_SHADER_TYPE_VERTEX
];
1278 const struct wined3d_shader
*pshader
= state
->shader
[WINED3D_SHADER_TYPE_PIXEL
];
1279 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
1280 struct shader_glsl_priv
*priv
= shader_priv
;
1281 float position_fixup
[4];
1282 DWORD update_mask
= 0;
1284 struct glsl_shader_prog_link
*prog
= ctx_data
->glsl_program
;
1285 UINT constant_version
;
1289 /* No GLSL program set - nothing to do. */
1292 constant_version
= prog
->constant_version
;
1293 update_mask
= context
->constant_update_mask
& prog
->constant_update_mask
;
1295 if (update_mask
& WINED3D_SHADER_CONST_VS_F
)
1296 shader_glsl_load_constantsF(vshader
, gl_info
, state
->vs_consts_f
,
1297 prog
->vs
.uniform_f_locations
, &priv
->vconst_heap
, priv
->stack
, constant_version
);
1299 if (update_mask
& WINED3D_SHADER_CONST_VS_I
)
1300 shader_glsl_load_constantsI(vshader
, gl_info
, prog
->vs
.uniform_i_locations
, state
->vs_consts_i
,
1301 vshader
->reg_maps
.integer_constants
);
1303 if (update_mask
& WINED3D_SHADER_CONST_VS_B
)
1304 shader_glsl_load_constantsB(vshader
, gl_info
, prog
->vs
.uniform_b_locations
, state
->vs_consts_b
,
1305 vshader
->reg_maps
.boolean_constants
);
1307 if (update_mask
& WINED3D_SHADER_CONST_VS_POINTSIZE
)
1308 shader_glsl_pointsize_uniform(context
, state
, prog
);
1310 if (update_mask
& WINED3D_SHADER_CONST_VS_POS_FIXUP
)
1312 shader_get_position_fixup(context
, state
, position_fixup
);
1313 GL_EXTCALL(glUniform4fv(prog
->vs
.pos_fixup_location
, 1, position_fixup
));
1314 checkGLcall("glUniform4fv");
1317 if (update_mask
& WINED3D_SHADER_CONST_FFP_MODELVIEW
)
1319 struct wined3d_matrix mat
;
1321 get_modelview_matrix(context
, state
, &mat
);
1322 GL_EXTCALL(glUniformMatrix4fv(prog
->vs
.modelview_matrix_location
, 1, FALSE
, &mat
._11
));
1323 checkGLcall("glUniformMatrix4fv");
1325 shader_glsl_ffp_vertex_normalmatrix_uniform(context
, state
, prog
);
1328 if (update_mask
& WINED3D_SHADER_CONST_FFP_PROJ
)
1330 struct wined3d_matrix projection
;
1332 get_projection_matrix(context
, state
, &projection
);
1333 GL_EXTCALL(glUniformMatrix4fv(prog
->vs
.projection_matrix_location
, 1, FALSE
, &projection
._11
));
1334 checkGLcall("glUniformMatrix4fv");
1337 if (update_mask
& WINED3D_SHADER_CONST_FFP_TEXMATRIX
)
1339 for (i
= 0; i
< MAX_TEXTURES
; ++i
)
1340 shader_glsl_ffp_vertex_texmatrix_uniform(context
, state
, i
, prog
);
1343 if (update_mask
& WINED3D_SHADER_CONST_FFP_MATERIAL
)
1344 shader_glsl_ffp_vertex_material_uniform(context
, state
, prog
);
1346 if (update_mask
& WINED3D_SHADER_CONST_FFP_LIGHTS
)
1348 shader_glsl_ffp_vertex_lightambient_uniform(context
, state
, prog
);
1349 for (i
= 0; i
< MAX_ACTIVE_LIGHTS
; ++i
)
1350 shader_glsl_ffp_vertex_light_uniform(context
, state
, i
, prog
);
1353 if (update_mask
& WINED3D_SHADER_CONST_PS_F
)
1354 shader_glsl_load_constantsF(pshader
, gl_info
, state
->ps_consts_f
,
1355 prog
->ps
.uniform_f_locations
, &priv
->pconst_heap
, priv
->stack
, constant_version
);
1357 if (update_mask
& WINED3D_SHADER_CONST_PS_I
)
1358 shader_glsl_load_constantsI(pshader
, gl_info
, prog
->ps
.uniform_i_locations
, state
->ps_consts_i
,
1359 pshader
->reg_maps
.integer_constants
);
1361 if (update_mask
& WINED3D_SHADER_CONST_PS_B
)
1362 shader_glsl_load_constantsB(pshader
, gl_info
, prog
->ps
.uniform_b_locations
, state
->ps_consts_b
,
1363 pshader
->reg_maps
.boolean_constants
);
1365 if (update_mask
& WINED3D_SHADER_CONST_PS_BUMP_ENV
)
1367 for (i
= 0; i
< MAX_TEXTURES
; ++i
)
1369 if (prog
->ps
.bumpenv_mat_location
[i
] == -1)
1372 GL_EXTCALL(glUniformMatrix2fv(prog
->ps
.bumpenv_mat_location
[i
], 1, 0,
1373 (const GLfloat
*)&state
->texture_states
[i
][WINED3D_TSS_BUMPENV_MAT00
]));
1375 if (prog
->ps
.bumpenv_lum_scale_location
[i
] != -1)
1377 GL_EXTCALL(glUniform1fv(prog
->ps
.bumpenv_lum_scale_location
[i
], 1,
1378 (const GLfloat
*)&state
->texture_states
[i
][WINED3D_TSS_BUMPENV_LSCALE
]));
1379 GL_EXTCALL(glUniform1fv(prog
->ps
.bumpenv_lum_offset_location
[i
], 1,
1380 (const GLfloat
*)&state
->texture_states
[i
][WINED3D_TSS_BUMPENV_LOFFSET
]));
1384 checkGLcall("bump env uniforms");
1387 if (update_mask
& WINED3D_SHADER_CONST_PS_Y_CORR
)
1389 float correction_params
[] =
1391 /* position is window relative, not viewport relative */
1392 context
->render_offscreen
? 0.0f
: (float)context
->current_rt
->resource
.height
,
1393 context
->render_offscreen
? 1.0f
: -1.0f
,
1398 GL_EXTCALL(glUniform4fv(prog
->ps
.ycorrection_location
, 1, correction_params
));
1401 if (update_mask
& WINED3D_SHADER_CONST_PS_NP2_FIXUP
)
1402 shader_glsl_load_np2fixup_constants(&prog
->ps
, gl_info
, state
);
1403 if (update_mask
& WINED3D_SHADER_CONST_FFP_COLOR_KEY
)
1404 shader_glsl_load_color_key_constant(&prog
->ps
, gl_info
, state
);
1406 if (update_mask
& WINED3D_SHADER_CONST_FFP_PS
)
1410 if (prog
->ps
.tex_factor_location
!= -1)
1412 D3DCOLORTOGLFLOAT4(state
->render_states
[WINED3D_RS_TEXTUREFACTOR
], col
);
1413 GL_EXTCALL(glUniform4fv(prog
->ps
.tex_factor_location
, 1, col
));
1416 if (state
->render_states
[WINED3D_RS_SPECULARENABLE
])
1417 GL_EXTCALL(glUniform4f(prog
->ps
.specular_enable_location
, 1.0f
, 1.0f
, 1.0f
, 0.0f
));
1419 GL_EXTCALL(glUniform4f(prog
->ps
.specular_enable_location
, 0.0f
, 0.0f
, 0.0f
, 0.0f
));
1421 for (i
= 0; i
< MAX_TEXTURES
; ++i
)
1423 if (prog
->ps
.tss_constant_location
[i
] == -1)
1426 D3DCOLORTOGLFLOAT4(state
->texture_states
[i
][WINED3D_TSS_CONSTANT
], col
);
1427 GL_EXTCALL(glUniform4fv(prog
->ps
.tss_constant_location
[i
], 1, col
));
1430 checkGLcall("fixed function uniforms");
1433 if (update_mask
& WINED3D_SHADER_CONST_PS_FOG
)
1434 shader_glsl_load_fog_uniform(context
, state
, prog
);
1436 if (priv
->next_constant_version
== UINT_MAX
)
1438 TRACE("Max constant version reached, resetting to 0.\n");
1439 wine_rb_for_each_entry(&priv
->program_lookup
, reset_program_constant_version
, NULL
);
1440 priv
->next_constant_version
= 1;
1444 prog
->constant_version
= priv
->next_constant_version
++;
1448 static void update_heap_entry(struct constant_heap
*heap
, unsigned int idx
, DWORD new_version
)
1450 struct constant_entry
*entries
= heap
->entries
;
1451 unsigned int *positions
= heap
->positions
;
1452 unsigned int heap_idx
, parent_idx
;
1454 if (!heap
->contained
[idx
])
1456 heap_idx
= heap
->size
++;
1457 heap
->contained
[idx
] = TRUE
;
1461 heap_idx
= positions
[idx
];
1464 while (heap_idx
> 1)
1466 parent_idx
= heap_idx
>> 1;
1468 if (new_version
<= entries
[parent_idx
].version
) break;
1470 entries
[heap_idx
] = entries
[parent_idx
];
1471 positions
[entries
[parent_idx
].idx
] = heap_idx
;
1472 heap_idx
= parent_idx
;
1475 entries
[heap_idx
].version
= new_version
;
1476 entries
[heap_idx
].idx
= idx
;
1477 positions
[idx
] = heap_idx
;
1480 static void shader_glsl_update_float_vertex_constants(struct wined3d_device
*device
, UINT start
, UINT count
)
1482 struct shader_glsl_priv
*priv
= device
->shader_priv
;
1483 struct constant_heap
*heap
= &priv
->vconst_heap
;
1486 for (i
= start
; i
< count
+ start
; ++i
)
1488 update_heap_entry(heap
, i
, priv
->next_constant_version
);
1491 for (i
= 0; i
< device
->context_count
; ++i
)
1493 device
->contexts
[i
]->constant_update_mask
|= WINED3D_SHADER_CONST_VS_F
;
1497 static void shader_glsl_update_float_pixel_constants(struct wined3d_device
*device
, UINT start
, UINT count
)
1499 struct shader_glsl_priv
*priv
= device
->shader_priv
;
1500 struct constant_heap
*heap
= &priv
->pconst_heap
;
1503 for (i
= start
; i
< count
+ start
; ++i
)
1505 update_heap_entry(heap
, i
, priv
->next_constant_version
);
1508 for (i
= 0; i
< device
->context_count
; ++i
)
1510 device
->contexts
[i
]->constant_update_mask
|= WINED3D_SHADER_CONST_PS_F
;
1514 static unsigned int vec4_varyings(DWORD shader_major
, const struct wined3d_gl_info
*gl_info
)
1516 unsigned int ret
= gl_info
->limits
.glsl_varyings
/ 4;
1517 /* 4.0 shaders do not write clip coords because d3d10 does not support user clipplanes */
1518 if(shader_major
> 3) return ret
;
1520 /* 3.0 shaders may need an extra varying for the clip coord on some cards(mostly dx10 ones) */
1521 if (gl_info
->quirks
& WINED3D_QUIRK_GLSL_CLIP_VARYING
) ret
-= 1;
1525 /** Generate the variable & register declarations for the GLSL output target */
1526 static void shader_generate_glsl_declarations(const struct wined3d_context
*context
,
1527 struct wined3d_string_buffer
*buffer
, const struct wined3d_shader
*shader
,
1528 const struct wined3d_shader_reg_maps
*reg_maps
, const struct shader_glsl_ctx_priv
*ctx_priv
)
1530 const struct wined3d_shader_version
*version
= ®_maps
->shader_version
;
1531 const struct wined3d_state
*state
= &shader
->device
->state
;
1532 const struct vs_compile_args
*vs_args
= ctx_priv
->cur_vs_args
;
1533 const struct ps_compile_args
*ps_args
= ctx_priv
->cur_ps_args
;
1534 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
1535 const struct wined3d_fb_state
*fb
= &shader
->device
->fb
;
1536 unsigned int i
, extra_constants_needed
= 0;
1537 const struct wined3d_shader_lconst
*lconst
;
1541 prefix
= shader_glsl_get_prefix(version
->type
);
1543 /* Prototype the subroutines */
1544 for (i
= 0, map
= reg_maps
->labels
; map
; map
>>= 1, ++i
)
1546 if (map
& 1) shader_addline(buffer
, "void subroutine%u();\n", i
);
1549 /* Declare the constants (aka uniforms) */
1550 if (shader
->limits
->constant_float
> 0)
1552 unsigned max_constantsF
;
1554 /* Unless the shader uses indirect addressing, always declare the
1555 * maximum array size and ignore that we need some uniforms privately.
1556 * E.g. if GL supports 256 uniforms, and we need 2 for the pos fixup
1557 * and immediate values, still declare VC[256]. If the shader needs
1558 * more uniforms than we have it won't work in any case. If it uses
1559 * less, the compiler will figure out which uniforms are really used
1560 * and strip them out. This allows a shader to use c255 on a dx9 card,
1561 * as long as it doesn't also use all the other constants.
1563 * If the shader uses indirect addressing the compiler must assume
1564 * that all declared uniforms are used. In this case, declare only the
1565 * amount that we're assured to have.
1567 * Thus we run into problems in these two cases:
1568 * 1) The shader really uses more uniforms than supported.
1569 * 2) The shader uses indirect addressing, less constants than
1570 * supported, but uses a constant index > #supported consts. */
1571 if (version
->type
== WINED3D_SHADER_TYPE_PIXEL
)
1573 /* No indirect addressing here. */
1574 max_constantsF
= gl_info
->limits
.glsl_ps_float_constants
;
1578 if (reg_maps
->usesrelconstF
)
1580 /* Subtract the other potential uniforms from the max
1581 * available (bools, ints, and 1 row of projection matrix).
1582 * Subtract another uniform for immediate values, which have
1583 * to be loaded via uniform by the driver as well. The shader
1584 * code only uses 0.5, 2.0, 1.0, 128 and -128 in vertex
1585 * shader code, so one vec4 should be enough. (Unfortunately
1586 * the Nvidia driver doesn't store 128 and -128 in one float).
1588 * Writing gl_ClipVertex requires one uniform for each
1589 * clipplane as well. */
1590 max_constantsF
= gl_info
->limits
.glsl_vs_float_constants
- 3;
1591 if(ctx_priv
->cur_vs_args
->clip_enabled
)
1593 max_constantsF
-= gl_info
->limits
.clipplanes
;
1595 max_constantsF
-= count_bits(reg_maps
->integer_constants
);
1596 /* Strictly speaking a bool only uses one scalar, but the nvidia(Linux) compiler doesn't pack them properly,
1597 * so each scalar requires a full vec4. We could work around this by packing the booleans ourselves, but
1598 * for now take this into account when calculating the number of available constants
1600 max_constantsF
-= count_bits(reg_maps
->boolean_constants
);
1601 /* Set by driver quirks in directx.c */
1602 max_constantsF
-= gl_info
->reserved_glsl_constants
;
1604 if (max_constantsF
< shader
->limits
->constant_float
)
1606 static unsigned int once
;
1609 ERR_(winediag
)("The hardware does not support enough uniform components to run this shader,"
1610 " it may not render correctly.\n");
1612 WARN("The hardware does not support enough uniform components to run this shader.\n");
1617 max_constantsF
= gl_info
->limits
.glsl_vs_float_constants
;
1620 max_constantsF
= min(shader
->limits
->constant_float
, max_constantsF
);
1621 shader_addline(buffer
, "uniform vec4 %s_c[%u];\n", prefix
, max_constantsF
);
1624 /* Always declare the full set of constants, the compiler can remove the
1625 * unused ones because d3d doesn't (yet) support indirect int and bool
1626 * constant addressing. This avoids problems if the app uses e.g. i0 and i9. */
1627 if (shader
->limits
->constant_int
> 0 && reg_maps
->integer_constants
)
1628 shader_addline(buffer
, "uniform ivec4 %s_i[%u];\n", prefix
, shader
->limits
->constant_int
);
1630 if (shader
->limits
->constant_bool
> 0 && reg_maps
->boolean_constants
)
1631 shader_addline(buffer
, "uniform bool %s_b[%u];\n", prefix
, shader
->limits
->constant_bool
);
1633 for (i
= 0; i
< WINED3D_MAX_CBS
; ++i
)
1635 if (reg_maps
->cb_sizes
[i
])
1636 shader_addline(buffer
, "layout(std140) uniform block_%s_cb%u { vec4 %s_cb%u[%u]; };\n",
1637 prefix
, i
, prefix
, i
, reg_maps
->cb_sizes
[i
]);
1640 /* Declare texture samplers */
1641 for (i
= 0; i
< reg_maps
->sampler_map
.count
; ++i
)
1643 struct wined3d_shader_sampler_map_entry
*entry
;
1644 BOOL shadow_sampler
, tex_rect
;
1645 const char *sampler_type
;
1647 entry
= ®_maps
->sampler_map
.entries
[i
];
1649 if (entry
->resource_idx
>= ARRAY_SIZE(reg_maps
->resource_info
))
1651 ERR("Invalid resource index %u.\n", entry
->resource_idx
);
1655 shadow_sampler
= version
->type
== WINED3D_SHADER_TYPE_PIXEL
&& (ps_args
->shadow
& (1 << entry
->sampler_idx
));
1656 switch (reg_maps
->resource_info
[entry
->resource_idx
].type
)
1658 case WINED3D_SHADER_RESOURCE_TEXTURE_1D
:
1660 sampler_type
= "sampler1DShadow";
1662 sampler_type
= "sampler1D";
1665 case WINED3D_SHADER_RESOURCE_TEXTURE_2D
:
1666 tex_rect
= version
->type
== WINED3D_SHADER_TYPE_PIXEL
1667 && (ps_args
->np2_fixup
& (1 << entry
->resource_idx
))
1668 && gl_info
->supported
[ARB_TEXTURE_RECTANGLE
];
1672 sampler_type
= "sampler2DRectShadow";
1674 sampler_type
= "sampler2DShadow";
1679 sampler_type
= "sampler2DRect";
1681 sampler_type
= "sampler2D";
1685 case WINED3D_SHADER_RESOURCE_TEXTURE_3D
:
1687 FIXME("Unsupported 3D shadow sampler.\n");
1688 sampler_type
= "sampler3D";
1691 case WINED3D_SHADER_RESOURCE_TEXTURE_CUBE
:
1693 FIXME("Unsupported Cube shadow sampler.\n");
1694 sampler_type
= "samplerCube";
1698 sampler_type
= "unsupported_sampler";
1699 FIXME("Unhandled resource type %#x.\n", reg_maps
->resource_info
[i
].type
);
1702 shader_addline(buffer
, "uniform %s %s_sampler%u;\n", sampler_type
, prefix
, entry
->bind_idx
);
1705 /* Declare uniforms for NP2 texcoord fixup:
1706 * This is NOT done inside the loop that declares the texture samplers
1707 * since the NP2 fixup code is currently only used for the GeforceFX
1708 * series and when forcing the ARB_npot extension off. Modern cards just
1709 * skip the code anyway, so put it inside a separate loop. */
1710 if (version
->type
== WINED3D_SHADER_TYPE_PIXEL
&& ps_args
->np2_fixup
)
1712 struct ps_np2fixup_info
*fixup
= ctx_priv
->cur_np2fixup_info
;
1715 /* NP2/RECT textures in OpenGL use texcoords in the range [0,width]x[0,height]
1716 * while D3D has them in the (normalized) [0,1]x[0,1] range.
1717 * samplerNP2Fixup stores texture dimensions and is updated through
1718 * shader_glsl_load_np2fixup_constants when the sampler changes. */
1720 for (i
= 0; i
< shader
->limits
->sampler
; ++i
)
1722 if (!reg_maps
->resource_info
[i
].type
|| !(ps_args
->np2_fixup
& (1 << i
)))
1725 if (reg_maps
->resource_info
[i
].type
!= WINED3D_SHADER_RESOURCE_TEXTURE_2D
)
1727 FIXME("Non-2D texture is flagged for NP2 texcoord fixup.\n");
1731 fixup
->idx
[i
] = cur
++;
1734 fixup
->num_consts
= (cur
+ 1) >> 1;
1735 fixup
->active
= ps_args
->np2_fixup
;
1736 shader_addline(buffer
, "uniform vec4 %s_samplerNP2Fixup[%u];\n", prefix
, fixup
->num_consts
);
1739 /* Declare address variables */
1740 for (i
= 0, map
= reg_maps
->address
; map
; map
>>= 1, ++i
)
1742 if (map
& 1) shader_addline(buffer
, "ivec4 A%u;\n", i
);
1745 /* Declare texture coordinate temporaries and initialize them */
1746 for (i
= 0, map
= reg_maps
->texcoord
; map
; map
>>= 1, ++i
)
1748 if (map
& 1) shader_addline(buffer
, "vec4 T%u = gl_TexCoord[%u];\n", i
, i
);
1751 if (version
->type
== WINED3D_SHADER_TYPE_VERTEX
)
1753 for (i
= 0; i
< shader
->input_signature
.element_count
; ++i
)
1755 const struct wined3d_shader_signature_element
*e
= &shader
->input_signature
.elements
[i
];
1756 if (e
->sysval_semantic
== WINED3D_SV_INSTANCEID
)
1757 shader_addline(buffer
, "vec4 %s_in%u = vec4(intBitsToFloat(gl_InstanceID), 0.0, 0.0, 0.0);\n",
1758 prefix
, e
->register_idx
);
1760 shader_addline(buffer
, "attribute vec4 %s_in%u;\n", prefix
, e
->register_idx
);
1763 if (vs_args
->point_size
&& !vs_args
->per_vertex_point_size
)
1765 shader_addline(buffer
, "uniform struct\n{\n");
1766 shader_addline(buffer
, " float size;\n");
1767 shader_addline(buffer
, " float size_min;\n");
1768 shader_addline(buffer
, " float size_max;\n");
1769 shader_addline(buffer
, "} ffp_point;\n");
1772 shader_addline(buffer
, "uniform vec4 posFixup;\n");
1773 shader_addline(buffer
, "void order_ps_input(in vec4[%u]);\n", shader
->limits
->packed_output
);
1775 else if (version
->type
== WINED3D_SHADER_TYPE_GEOMETRY
)
1777 shader_addline(buffer
, "varying in vec4 gs_in[][%u];\n", shader
->limits
->packed_input
);
1779 else if (version
->type
== WINED3D_SHADER_TYPE_PIXEL
)
1781 if (version
->major
< 3 || ps_args
->vp_mode
!= vertexshader
)
1783 shader_addline(buffer
, "uniform struct\n{\n");
1784 shader_addline(buffer
, " vec4 color;\n");
1785 shader_addline(buffer
, " float density;\n");
1786 shader_addline(buffer
, " float end;\n");
1787 shader_addline(buffer
, " float scale;\n");
1788 shader_addline(buffer
, "} ffp_fog;\n");
1791 if (version
->major
>= 3)
1793 UINT in_count
= min(vec4_varyings(version
->major
, gl_info
), shader
->limits
->packed_input
);
1796 shader_addline(buffer
, "varying vec4 %s_link[%u];\n", prefix
, in_count
);
1797 shader_addline(buffer
, "vec4 %s_in[%u];\n", prefix
, in_count
);
1800 for (i
= 0, map
= reg_maps
->bumpmat
; map
; map
>>= 1, ++i
)
1805 shader_addline(buffer
, "uniform mat2 bumpenv_mat%u;\n", i
);
1807 if (reg_maps
->luminanceparams
& (1 << i
))
1809 shader_addline(buffer
, "uniform float bumpenv_lum_scale%u;\n", i
);
1810 shader_addline(buffer
, "uniform float bumpenv_lum_offset%u;\n", i
);
1811 extra_constants_needed
++;
1814 extra_constants_needed
++;
1817 if (ps_args
->srgb_correction
)
1819 shader_addline(buffer
, "const vec4 srgb_const0 = ");
1820 shader_glsl_append_imm_vec4(buffer
, wined3d_srgb_const0
);
1821 shader_addline(buffer
, ";\n");
1822 shader_addline(buffer
, "const vec4 srgb_const1 = ");
1823 shader_glsl_append_imm_vec4(buffer
, wined3d_srgb_const1
);
1824 shader_addline(buffer
, ";\n");
1826 if (reg_maps
->vpos
|| reg_maps
->usesdsy
)
1828 if (shader
->limits
->constant_float
+ extra_constants_needed
1829 + 1 < gl_info
->limits
.glsl_ps_float_constants
)
1831 shader_addline(buffer
, "uniform vec4 ycorrection;\n");
1832 extra_constants_needed
++;
1836 float ycorrection
[] =
1838 context
->render_offscreen
? 0.0f
: fb
->render_targets
[0]->height
,
1839 context
->render_offscreen
? 1.0f
: -1.0f
,
1844 /* This happens because we do not have proper tracking of the
1845 * constant registers that are actually used, only the max
1846 * limit of the shader version. */
1847 FIXME("Cannot find a free uniform for vpos correction params\n");
1848 shader_addline(buffer
, "const vec4 ycorrection = ");
1849 shader_glsl_append_imm_vec4(buffer
, ycorrection
);
1850 shader_addline(buffer
, ";\n");
1852 shader_addline(buffer
, "vec4 vpos;\n");
1856 /* Declare output register temporaries */
1857 if (shader
->limits
->packed_output
)
1858 shader_addline(buffer
, "vec4 %s_out[%u];\n", prefix
, shader
->limits
->packed_output
);
1860 /* Declare temporary variables */
1861 for (i
= 0, map
= reg_maps
->temporary
; map
; map
>>= 1, ++i
)
1863 if (map
& 1) shader_addline(buffer
, "vec4 R%u;\n", i
);
1866 /* Declare loop registers aLx */
1867 if (version
->major
< 4)
1869 for (i
= 0; i
< reg_maps
->loop_depth
; ++i
)
1871 shader_addline(buffer
, "int aL%u;\n", i
);
1872 shader_addline(buffer
, "int tmpInt%u;\n", i
);
1876 /* Temporary variables for matrix operations */
1877 shader_addline(buffer
, "vec4 tmp0;\n");
1878 shader_addline(buffer
, "vec4 tmp1;\n");
1880 if (!shader
->load_local_constsF
)
1882 LIST_FOR_EACH_ENTRY(lconst
, &shader
->constantsF
, struct wined3d_shader_lconst
, entry
)
1884 shader_addline(buffer
, "const vec4 %s_lc%u = ", prefix
, lconst
->idx
);
1885 shader_glsl_append_imm_vec4(buffer
, (const float *)lconst
->value
);
1886 shader_addline(buffer
, ";\n");
1890 /* Start the main program. */
1891 shader_addline(buffer
, "void main()\n{\n");
1893 /* Direct3D applications expect integer vPos values, while OpenGL drivers
1894 * add approximately 0.5. This causes off-by-one problems as spotted by
1895 * the vPos d3d9 visual test. Unfortunately ATI cards do not add exactly
1896 * 0.5, but rather something like 0.49999999 or 0.50000001, which still
1897 * causes precision troubles when we just subtract 0.5.
1899 * To deal with that, just floor() the position. This will eliminate the
1900 * fraction on all cards.
1902 * TODO: Test how this behaves with multisampling.
1904 * An advantage of floor is that it works even if the driver doesn't add
1905 * 0.5. It is somewhat questionable if 1.5, 2.5, ... are the proper values
1906 * to return in gl_FragCoord, even though coordinates specify the pixel
1907 * centers instead of the pixel corners. This code will behave correctly
1908 * on drivers that returns integer values. */
1909 if (version
->type
== WINED3D_SHADER_TYPE_PIXEL
&& reg_maps
->vpos
)
1911 if (shader
->device
->wined3d
->flags
& WINED3D_PIXEL_CENTER_INTEGER
)
1912 shader_addline(buffer
,
1913 "vpos = floor(vec4(0, ycorrection[0], 0, 0) + gl_FragCoord * vec4(1, ycorrection[1], 1, 1));\n");
1915 shader_addline(buffer
,
1916 "vpos = vec4(0, ycorrection[0], 0, 0) + gl_FragCoord * vec4(1, ycorrection[1], 1, 1);\n");
1920 /*****************************************************************************
1921 * Functions to generate GLSL strings from DirectX Shader bytecode begin here.
1923 * For more information, see http://wiki.winehq.org/DirectX-Shaders
1924 ****************************************************************************/
1927 static void shader_glsl_add_src_param(const struct wined3d_shader_instruction
*ins
,
1928 const struct wined3d_shader_src_param
*wined3d_src
, DWORD mask
, struct glsl_src_param
*glsl_src
);
1930 /** Used for opcode modifiers - They multiply the result by the specified amount */
1931 static const char * const shift_glsl_tab
[] = {
1933 "2.0 * ", /* 1 (x2) */
1934 "4.0 * ", /* 2 (x4) */
1935 "8.0 * ", /* 3 (x8) */
1936 "16.0 * ", /* 4 (x16) */
1937 "32.0 * ", /* 5 (x32) */
1944 "0.0625 * ", /* 12 (d16) */
1945 "0.125 * ", /* 13 (d8) */
1946 "0.25 * ", /* 14 (d4) */
1947 "0.5 * " /* 15 (d2) */
1950 /* Generate a GLSL parameter that does the input modifier computation and return the input register/mask to use */
1951 static void shader_glsl_gen_modifier(enum wined3d_shader_src_modifier src_modifier
,
1952 const char *in_reg
, const char *in_regswizzle
, char *out_str
)
1956 switch (src_modifier
)
1958 case WINED3DSPSM_DZ
: /* Need to handle this in the instructions itself (texld & texcrd). */
1959 case WINED3DSPSM_DW
:
1960 case WINED3DSPSM_NONE
:
1961 sprintf(out_str
, "%s%s", in_reg
, in_regswizzle
);
1963 case WINED3DSPSM_NEG
:
1964 sprintf(out_str
, "-%s%s", in_reg
, in_regswizzle
);
1966 case WINED3DSPSM_NOT
:
1967 sprintf(out_str
, "!%s%s", in_reg
, in_regswizzle
);
1969 case WINED3DSPSM_BIAS
:
1970 sprintf(out_str
, "(%s%s - vec4(0.5)%s)", in_reg
, in_regswizzle
, in_regswizzle
);
1972 case WINED3DSPSM_BIASNEG
:
1973 sprintf(out_str
, "-(%s%s - vec4(0.5)%s)", in_reg
, in_regswizzle
, in_regswizzle
);
1975 case WINED3DSPSM_SIGN
:
1976 sprintf(out_str
, "(2.0 * (%s%s - 0.5))", in_reg
, in_regswizzle
);
1978 case WINED3DSPSM_SIGNNEG
:
1979 sprintf(out_str
, "-(2.0 * (%s%s - 0.5))", in_reg
, in_regswizzle
);
1981 case WINED3DSPSM_COMP
:
1982 sprintf(out_str
, "(1.0 - %s%s)", in_reg
, in_regswizzle
);
1984 case WINED3DSPSM_X2
:
1985 sprintf(out_str
, "(2.0 * %s%s)", in_reg
, in_regswizzle
);
1987 case WINED3DSPSM_X2NEG
:
1988 sprintf(out_str
, "-(2.0 * %s%s)", in_reg
, in_regswizzle
);
1990 case WINED3DSPSM_ABS
:
1991 sprintf(out_str
, "abs(%s%s)", in_reg
, in_regswizzle
);
1993 case WINED3DSPSM_ABSNEG
:
1994 sprintf(out_str
, "-abs(%s%s)", in_reg
, in_regswizzle
);
1997 FIXME("Unhandled modifier %u\n", src_modifier
);
1998 sprintf(out_str
, "%s%s", in_reg
, in_regswizzle
);
2002 /** Writes the GLSL variable name that corresponds to the register that the
2003 * DX opcode parameter is trying to access */
2004 static void shader_glsl_get_register_name(const struct wined3d_shader_register
*reg
,
2005 char *register_name
, BOOL
*is_color
, const struct wined3d_shader_instruction
*ins
)
2007 /* oPos, oFog and oPts in D3D */
2008 static const char * const hwrastout_reg_names
[] = {"vs_out[10]", "vs_out[11].x", "vs_out[11].y"};
2010 const struct wined3d_shader
*shader
= ins
->ctx
->shader
;
2011 const struct wined3d_shader_reg_maps
*reg_maps
= ins
->ctx
->reg_maps
;
2012 const struct wined3d_shader_version
*version
= ®_maps
->shader_version
;
2013 const struct wined3d_gl_info
*gl_info
= ins
->ctx
->gl_info
;
2014 const char *prefix
= shader_glsl_get_prefix(version
->type
);
2015 struct glsl_src_param rel_param0
, rel_param1
;
2016 char imm_str
[4][17];
2018 if (reg
->idx
[0].offset
!= ~0U && reg
->idx
[0].rel_addr
)
2019 shader_glsl_add_src_param(ins
, reg
->idx
[0].rel_addr
, WINED3DSP_WRITEMASK_0
, &rel_param0
);
2020 if (reg
->idx
[1].offset
!= ~0U && reg
->idx
[1].rel_addr
)
2021 shader_glsl_add_src_param(ins
, reg
->idx
[1].rel_addr
, WINED3DSP_WRITEMASK_0
, &rel_param1
);
2026 case WINED3DSPR_TEMP
:
2027 sprintf(register_name
, "R%u", reg
->idx
[0].offset
);
2030 case WINED3DSPR_INPUT
:
2031 /* vertex shaders */
2032 if (version
->type
== WINED3D_SHADER_TYPE_VERTEX
)
2034 struct shader_glsl_ctx_priv
*priv
= ins
->ctx
->backend_data
;
2035 if (priv
->cur_vs_args
->swizzle_map
& (1 << reg
->idx
[0].offset
))
2037 sprintf(register_name
, "%s_in%u", prefix
, reg
->idx
[0].offset
);
2041 if (version
->type
== WINED3D_SHADER_TYPE_GEOMETRY
)
2043 if (reg
->idx
[0].rel_addr
)
2045 if (reg
->idx
[1].rel_addr
)
2046 sprintf(register_name
, "gs_in[%s + %u][%s + %u]",
2047 rel_param0
.param_str
, reg
->idx
[0].offset
, rel_param1
.param_str
, reg
->idx
[1].offset
);
2049 sprintf(register_name
, "gs_in[%s + %u][%u]",
2050 rel_param0
.param_str
, reg
->idx
[0].offset
, reg
->idx
[1].offset
);
2052 else if (reg
->idx
[1].rel_addr
)
2053 sprintf(register_name
, "gs_in[%u][%s + %u]",
2054 reg
->idx
[0].offset
, rel_param1
.param_str
, reg
->idx
[1].offset
);
2056 sprintf(register_name
, "gs_in[%u][%u]", reg
->idx
[0].offset
, reg
->idx
[1].offset
);
2060 /* pixel shaders >= 3.0 */
2061 if (version
->major
>= 3)
2063 DWORD idx
= shader
->u
.ps
.input_reg_map
[reg
->idx
[0].offset
];
2064 unsigned int in_count
= vec4_varyings(version
->major
, gl_info
);
2066 if (reg
->idx
[0].rel_addr
)
2068 /* Removing a + 0 would be an obvious optimization, but
2069 * OS X doesn't see the NOP operation there. */
2072 if (shader
->u
.ps
.declared_in_count
> in_count
)
2074 sprintf(register_name
,
2075 "((%s + %u) > %u ? (%s + %u) > %u ? gl_SecondaryColor : gl_Color : %s_in[%s + %u])",
2076 rel_param0
.param_str
, idx
, in_count
- 1, rel_param0
.param_str
, idx
, in_count
,
2077 prefix
, rel_param0
.param_str
, idx
);
2081 sprintf(register_name
, "%s_in[%s + %u]", prefix
, rel_param0
.param_str
, idx
);
2086 if (shader
->u
.ps
.declared_in_count
> in_count
)
2088 sprintf(register_name
, "((%s) > %u ? (%s) > %u ? gl_SecondaryColor : gl_Color : %s_in[%s])",
2089 rel_param0
.param_str
, in_count
- 1, rel_param0
.param_str
, in_count
,
2090 prefix
, rel_param0
.param_str
);
2094 sprintf(register_name
, "%s_in[%s]", prefix
, rel_param0
.param_str
);
2100 if (idx
== in_count
) sprintf(register_name
, "gl_Color");
2101 else if (idx
== in_count
+ 1) sprintf(register_name
, "gl_SecondaryColor");
2102 else sprintf(register_name
, "%s_in[%u]", prefix
, idx
);
2107 if (!reg
->idx
[0].offset
)
2108 strcpy(register_name
, "gl_Color");
2110 strcpy(register_name
, "gl_SecondaryColor");
2115 case WINED3DSPR_CONST
:
2117 /* Relative addressing */
2118 if (reg
->idx
[0].rel_addr
)
2120 if (reg
->idx
[0].offset
)
2121 sprintf(register_name
, "%s_c[%s + %u]", prefix
, rel_param0
.param_str
, reg
->idx
[0].offset
);
2123 sprintf(register_name
, "%s_c[%s]", prefix
, rel_param0
.param_str
);
2127 if (shader_constant_is_local(shader
, reg
->idx
[0].offset
))
2128 sprintf(register_name
, "%s_lc%u", prefix
, reg
->idx
[0].offset
);
2130 sprintf(register_name
, "%s_c[%u]", prefix
, reg
->idx
[0].offset
);
2135 case WINED3DSPR_CONSTINT
:
2136 sprintf(register_name
, "%s_i[%u]", prefix
, reg
->idx
[0].offset
);
2139 case WINED3DSPR_CONSTBOOL
:
2140 sprintf(register_name
, "%s_b[%u]", prefix
, reg
->idx
[0].offset
);
2143 case WINED3DSPR_TEXTURE
: /* case WINED3DSPR_ADDR: */
2144 if (version
->type
== WINED3D_SHADER_TYPE_PIXEL
)
2145 sprintf(register_name
, "T%u", reg
->idx
[0].offset
);
2147 sprintf(register_name
, "A%u", reg
->idx
[0].offset
);
2150 case WINED3DSPR_LOOP
:
2151 sprintf(register_name
, "aL%u", ins
->ctx
->loop_state
->current_reg
- 1);
2154 case WINED3DSPR_SAMPLER
:
2155 sprintf(register_name
, "%s_sampler%u", prefix
, reg
->idx
[0].offset
);
2158 case WINED3DSPR_COLOROUT
:
2159 if (reg
->idx
[0].offset
>= gl_info
->limits
.buffers
)
2160 WARN("Write to render target %u, only %d supported.\n",
2161 reg
->idx
[0].offset
, gl_info
->limits
.buffers
);
2163 sprintf(register_name
, "gl_FragData[%u]", reg
->idx
[0].offset
);
2166 case WINED3DSPR_RASTOUT
:
2167 sprintf(register_name
, "%s", hwrastout_reg_names
[reg
->idx
[0].offset
]);
2170 case WINED3DSPR_DEPTHOUT
:
2171 sprintf(register_name
, "gl_FragDepth");
2174 case WINED3DSPR_ATTROUT
:
2175 if (!reg
->idx
[0].offset
)
2176 sprintf(register_name
, "%s_out[8]", prefix
);
2178 sprintf(register_name
, "%s_out[9]", prefix
);
2181 case WINED3DSPR_TEXCRDOUT
:
2182 /* Vertex shaders >= 3.0: WINED3DSPR_OUTPUT */
2183 sprintf(register_name
, "%s_out[%u]", prefix
, reg
->idx
[0].offset
);
2186 case WINED3DSPR_MISCTYPE
:
2187 if (!reg
->idx
[0].offset
)
2190 sprintf(register_name
, "vpos");
2192 else if (reg
->idx
[0].offset
== 1)
2194 /* Note that gl_FrontFacing is a bool, while vFace is
2195 * a float for which the sign determines front/back */
2196 sprintf(register_name
, "(gl_FrontFacing ? 1.0 : -1.0)");
2200 FIXME("Unhandled misctype register %u.\n", reg
->idx
[0].offset
);
2201 sprintf(register_name
, "unrecognized_register");
2205 case WINED3DSPR_IMMCONST
:
2206 switch (reg
->immconst_type
)
2208 case WINED3D_IMMCONST_SCALAR
:
2209 switch (reg
->data_type
)
2211 case WINED3D_DATA_FLOAT
:
2212 wined3d_ftoa(*(const float *)reg
->immconst_data
, register_name
);
2214 case WINED3D_DATA_INT
:
2215 sprintf(register_name
, "%#x", reg
->immconst_data
[0]);
2217 case WINED3D_DATA_RESOURCE
:
2218 case WINED3D_DATA_SAMPLER
:
2219 case WINED3D_DATA_UINT
:
2220 sprintf(register_name
, "%#xu", reg
->immconst_data
[0]);
2223 sprintf(register_name
, "<unhandled data type %#x>", reg
->data_type
);
2228 case WINED3D_IMMCONST_VEC4
:
2229 switch (reg
->data_type
)
2231 case WINED3D_DATA_FLOAT
:
2232 wined3d_ftoa(*(const float *)®
->immconst_data
[0], imm_str
[0]);
2233 wined3d_ftoa(*(const float *)®
->immconst_data
[1], imm_str
[1]);
2234 wined3d_ftoa(*(const float *)®
->immconst_data
[2], imm_str
[2]);
2235 wined3d_ftoa(*(const float *)®
->immconst_data
[3], imm_str
[3]);
2236 sprintf(register_name
, "vec4(%s, %s, %s, %s)",
2237 imm_str
[0], imm_str
[1], imm_str
[2], imm_str
[3]);
2239 case WINED3D_DATA_INT
:
2240 sprintf(register_name
, "ivec4(%#x, %#x, %#x, %#x)",
2241 reg
->immconst_data
[0], reg
->immconst_data
[1],
2242 reg
->immconst_data
[2], reg
->immconst_data
[3]);
2244 case WINED3D_DATA_RESOURCE
:
2245 case WINED3D_DATA_SAMPLER
:
2246 case WINED3D_DATA_UINT
:
2247 sprintf(register_name
, "uvec4(%#xu, %#xu, %#xu, %#xu)",
2248 reg
->immconst_data
[0], reg
->immconst_data
[1],
2249 reg
->immconst_data
[2], reg
->immconst_data
[3]);
2252 sprintf(register_name
, "<unhandled data type %#x>", reg
->data_type
);
2258 FIXME("Unhandled immconst type %#x\n", reg
->immconst_type
);
2259 sprintf(register_name
, "<unhandled_immconst_type %#x>", reg
->immconst_type
);
2263 case WINED3DSPR_CONSTBUFFER
:
2264 if (reg
->idx
[1].rel_addr
)
2265 sprintf(register_name
, "%s_cb%u[%s + %u]",
2266 prefix
, reg
->idx
[0].offset
, rel_param1
.param_str
, reg
->idx
[1].offset
);
2268 sprintf(register_name
, "%s_cb%u[%u]", prefix
, reg
->idx
[0].offset
, reg
->idx
[1].offset
);
2271 case WINED3DSPR_PRIMID
:
2272 sprintf(register_name
, "uint(gl_PrimitiveIDIn)");
2276 FIXME("Unhandled register type %#x.\n", reg
->type
);
2277 sprintf(register_name
, "unrecognized_register");
2282 static void shader_glsl_write_mask_to_str(DWORD write_mask
, char *str
)
2285 if (write_mask
& WINED3DSP_WRITEMASK_0
) *str
++ = 'x';
2286 if (write_mask
& WINED3DSP_WRITEMASK_1
) *str
++ = 'y';
2287 if (write_mask
& WINED3DSP_WRITEMASK_2
) *str
++ = 'z';
2288 if (write_mask
& WINED3DSP_WRITEMASK_3
) *str
++ = 'w';
2292 /* Get the GLSL write mask for the destination register */
2293 static DWORD
shader_glsl_get_write_mask(const struct wined3d_shader_dst_param
*param
, char *write_mask
)
2295 DWORD mask
= param
->write_mask
;
2297 if (shader_is_scalar(¶m
->reg
))
2299 mask
= WINED3DSP_WRITEMASK_0
;
2304 shader_glsl_write_mask_to_str(mask
, write_mask
);
2310 static unsigned int shader_glsl_get_write_mask_size(DWORD write_mask
) {
2311 unsigned int size
= 0;
2313 if (write_mask
& WINED3DSP_WRITEMASK_0
) ++size
;
2314 if (write_mask
& WINED3DSP_WRITEMASK_1
) ++size
;
2315 if (write_mask
& WINED3DSP_WRITEMASK_2
) ++size
;
2316 if (write_mask
& WINED3DSP_WRITEMASK_3
) ++size
;
2321 static void shader_glsl_swizzle_to_str(const DWORD swizzle
, BOOL fixup
, DWORD mask
, char *str
)
2323 /* For registers of type WINED3DDECLTYPE_D3DCOLOR, data is stored as "bgra",
2324 * but addressed as "rgba". To fix this we need to swap the register's x
2325 * and z components. */
2326 const char *swizzle_chars
= fixup
? "zyxw" : "xyzw";
2329 /* swizzle bits fields: wwzzyyxx */
2330 if (mask
& WINED3DSP_WRITEMASK_0
) *str
++ = swizzle_chars
[swizzle
& 0x03];
2331 if (mask
& WINED3DSP_WRITEMASK_1
) *str
++ = swizzle_chars
[(swizzle
>> 2) & 0x03];
2332 if (mask
& WINED3DSP_WRITEMASK_2
) *str
++ = swizzle_chars
[(swizzle
>> 4) & 0x03];
2333 if (mask
& WINED3DSP_WRITEMASK_3
) *str
++ = swizzle_chars
[(swizzle
>> 6) & 0x03];
2337 static void shader_glsl_get_swizzle(const struct wined3d_shader_src_param
*param
,
2338 BOOL fixup
, DWORD mask
, char *swizzle_str
)
2340 if (shader_is_scalar(¶m
->reg
))
2341 *swizzle_str
= '\0';
2343 shader_glsl_swizzle_to_str(param
->swizzle
, fixup
, mask
, swizzle_str
);
2346 /* From a given parameter token, generate the corresponding GLSL string.
2347 * Also, return the actual register name and swizzle in case the
2348 * caller needs this information as well. */
2349 static void shader_glsl_add_src_param(const struct wined3d_shader_instruction
*ins
,
2350 const struct wined3d_shader_src_param
*wined3d_src
, DWORD mask
, struct glsl_src_param
*glsl_src
)
2352 BOOL is_color
= FALSE
;
2353 char swizzle_str
[6];
2355 glsl_src
->reg_name
[0] = '\0';
2356 glsl_src
->param_str
[0] = '\0';
2357 swizzle_str
[0] = '\0';
2359 shader_glsl_get_register_name(&wined3d_src
->reg
, glsl_src
->reg_name
, &is_color
, ins
);
2360 shader_glsl_get_swizzle(wined3d_src
, is_color
, mask
, swizzle_str
);
2362 if (wined3d_src
->reg
.type
== WINED3DSPR_IMMCONST
|| wined3d_src
->reg
.type
== WINED3DSPR_PRIMID
)
2364 shader_glsl_gen_modifier(wined3d_src
->modifiers
, glsl_src
->reg_name
, swizzle_str
, glsl_src
->param_str
);
2370 switch (wined3d_src
->reg
.data_type
)
2372 case WINED3D_DATA_FLOAT
:
2373 sprintf(reg_name
, "%s", glsl_src
->reg_name
);
2375 case WINED3D_DATA_INT
:
2376 sprintf(reg_name
, "floatBitsToInt(%s)", glsl_src
->reg_name
);
2378 case WINED3D_DATA_RESOURCE
:
2379 case WINED3D_DATA_SAMPLER
:
2380 case WINED3D_DATA_UINT
:
2381 sprintf(reg_name
, "floatBitsToUint(%s)", glsl_src
->reg_name
);
2384 FIXME("Unhandled data type %#x.\n", wined3d_src
->reg
.data_type
);
2385 sprintf(reg_name
, "%s", glsl_src
->reg_name
);
2389 shader_glsl_gen_modifier(wined3d_src
->modifiers
, reg_name
, swizzle_str
, glsl_src
->param_str
);
2393 /* From a given parameter token, generate the corresponding GLSL string.
2394 * Also, return the actual register name and swizzle in case the
2395 * caller needs this information as well. */
2396 static DWORD
shader_glsl_add_dst_param(const struct wined3d_shader_instruction
*ins
,
2397 const struct wined3d_shader_dst_param
*wined3d_dst
, struct glsl_dst_param
*glsl_dst
)
2399 BOOL is_color
= FALSE
;
2401 glsl_dst
->mask_str
[0] = '\0';
2402 glsl_dst
->reg_name
[0] = '\0';
2404 shader_glsl_get_register_name(&wined3d_dst
->reg
, glsl_dst
->reg_name
, &is_color
, ins
);
2405 return shader_glsl_get_write_mask(wined3d_dst
, glsl_dst
->mask_str
);
2408 /* Append the destination part of the instruction to the buffer, return the effective write mask */
2409 static DWORD
shader_glsl_append_dst_ext(struct wined3d_string_buffer
*buffer
,
2410 const struct wined3d_shader_instruction
*ins
, const struct wined3d_shader_dst_param
*dst
,
2411 enum wined3d_data_type data_type
)
2413 struct glsl_dst_param glsl_dst
;
2416 if ((mask
= shader_glsl_add_dst_param(ins
, dst
, &glsl_dst
)))
2420 case WINED3D_DATA_FLOAT
:
2421 shader_addline(buffer
, "%s%s = %s(",
2422 glsl_dst
.reg_name
, glsl_dst
.mask_str
, shift_glsl_tab
[dst
->shift
]);
2424 case WINED3D_DATA_INT
:
2425 shader_addline(buffer
, "%s%s = %sintBitsToFloat(",
2426 glsl_dst
.reg_name
, glsl_dst
.mask_str
, shift_glsl_tab
[dst
->shift
]);
2428 case WINED3D_DATA_RESOURCE
:
2429 case WINED3D_DATA_SAMPLER
:
2430 case WINED3D_DATA_UINT
:
2431 shader_addline(buffer
, "%s%s = %suintBitsToFloat(",
2432 glsl_dst
.reg_name
, glsl_dst
.mask_str
, shift_glsl_tab
[dst
->shift
]);
2435 FIXME("Unhandled data type %#x.\n", data_type
);
2436 shader_addline(buffer
, "%s%s = %s(",
2437 glsl_dst
.reg_name
, glsl_dst
.mask_str
, shift_glsl_tab
[dst
->shift
]);
2445 /* Append the destination part of the instruction to the buffer, return the effective write mask */
2446 static DWORD
shader_glsl_append_dst(struct wined3d_string_buffer
*buffer
, const struct wined3d_shader_instruction
*ins
)
2448 return shader_glsl_append_dst_ext(buffer
, ins
, &ins
->dst
[0], ins
->dst
[0].reg
.data_type
);
2451 /** Process GLSL instruction modifiers */
2452 static void shader_glsl_add_instruction_modifiers(const struct wined3d_shader_instruction
*ins
)
2454 struct glsl_dst_param dst_param
;
2457 if (!ins
->dst_count
) return;
2459 modifiers
= ins
->dst
[0].modifiers
;
2460 if (!modifiers
) return;
2462 shader_glsl_add_dst_param(ins
, &ins
->dst
[0], &dst_param
);
2464 if (modifiers
& WINED3DSPDM_SATURATE
)
2466 /* _SAT means to clamp the value of the register to between 0 and 1 */
2467 shader_addline(ins
->ctx
->buffer
, "%s%s = clamp(%s%s, 0.0, 1.0);\n", dst_param
.reg_name
,
2468 dst_param
.mask_str
, dst_param
.reg_name
, dst_param
.mask_str
);
2471 if (modifiers
& WINED3DSPDM_MSAMPCENTROID
)
2473 FIXME("_centroid modifier not handled\n");
2476 if (modifiers
& WINED3DSPDM_PARTIALPRECISION
)
2478 /* MSDN says this modifier can be safely ignored, so that's what we'll do. */
2482 static const char *shader_glsl_get_rel_op(enum wined3d_shader_rel_op op
)
2486 case WINED3D_SHADER_REL_OP_GT
: return ">";
2487 case WINED3D_SHADER_REL_OP_EQ
: return "==";
2488 case WINED3D_SHADER_REL_OP_GE
: return ">=";
2489 case WINED3D_SHADER_REL_OP_LT
: return "<";
2490 case WINED3D_SHADER_REL_OP_NE
: return "!=";
2491 case WINED3D_SHADER_REL_OP_LE
: return "<=";
2493 FIXME("Unrecognized operator %#x.\n", op
);
2498 static void shader_glsl_get_sample_function(const struct wined3d_shader_context
*ctx
,
2499 DWORD resource_idx
, DWORD flags
, struct glsl_sample_function
*sample_function
)
2501 static const unsigned int type_coord_size
[] =
2503 0, /* WINED3D_SHADER_RESOURCE_NONE */
2504 1, /* WINED3D_SHADER_RESOURCE_BUFFER */
2505 1, /* WINED3D_SHADER_RESOURCE_TEXTURE_1D */
2506 2, /* WINED3D_SHADER_RESOURCE_TEXTURE_2D */
2507 2, /* WINED3D_SHADER_RESOURCE_TEXTURE_2DMS */
2508 3, /* WINED3D_SHADER_RESOURCE_TEXTURE_3D */
2509 3, /* WINED3D_SHADER_RESOURCE_TEXTURE_CUBE */
2510 2, /* WINED3D_SHADER_RESOURCE_TEXTURE_1DARRAY */
2511 3, /* WINED3D_SHADER_RESOURCE_TEXTURE_2DARRAY */
2512 3, /* WINED3D_SHADER_RESOURCE_TEXTURE_2DMSARRAY */
2514 struct shader_glsl_ctx_priv
*priv
= ctx
->backend_data
;
2515 enum wined3d_shader_resource_type resource_type
= ctx
->reg_maps
->resource_info
[resource_idx
].type
;
2516 const struct wined3d_gl_info
*gl_info
= ctx
->gl_info
;
2517 BOOL shadow
= ctx
->reg_maps
->shader_version
.type
== WINED3D_SHADER_TYPE_PIXEL
2518 && (priv
->cur_ps_args
->shadow
& (1 << resource_idx
));
2519 BOOL projected
= flags
& WINED3D_GLSL_SAMPLE_PROJECTED
;
2520 BOOL texrect
= flags
& WINED3D_GLSL_SAMPLE_NPOT
&& gl_info
->supported
[ARB_TEXTURE_RECTANGLE
];
2521 BOOL lod
= flags
& WINED3D_GLSL_SAMPLE_LOD
;
2522 BOOL grad
= flags
& WINED3D_GLSL_SAMPLE_GRAD
;
2523 const char *base
= "texture", *type_part
= "", *suffix
= "";
2524 unsigned int coord_size
;
2526 sample_function
->data_type
= ctx
->reg_maps
->resource_info
[resource_idx
].data_type
;
2528 /* Note that there's no such thing as a projected cube texture. */
2529 if (resource_type
== WINED3D_SHADER_RESOURCE_TEXTURE_CUBE
)
2535 switch (resource_type
)
2537 case WINED3D_SHADER_RESOURCE_TEXTURE_1D
:
2540 case WINED3D_SHADER_RESOURCE_TEXTURE_2D
:
2542 type_part
= "2DRect";
2546 case WINED3D_SHADER_RESOURCE_TEXTURE_3D
:
2549 case WINED3D_SHADER_RESOURCE_TEXTURE_CUBE
:
2553 FIXME("Unhandled resource type %#x.\n", resource_type
);
2556 if (!lod
&& grad
&& !gl_info
->supported
[EXT_GPU_SHADER4
])
2558 if (gl_info
->supported
[ARB_SHADER_TEXTURE_LOD
])
2561 FIXME("Unsupported grad function.\n");
2564 sample_function
->name
= string_buffer_get(priv
->string_buffers
);
2565 string_buffer_sprintf(sample_function
->name
, "%s%s%s%s%s", base
, type_part
, projected
? "Proj" : "",
2566 lod
? "Lod" : grad
? "Grad" : "", suffix
);
2568 if (resource_type
>= ARRAY_SIZE(type_coord_size
))
2570 ERR("Unexpected resource type %#x.\n", resource_type
);
2571 resource_type
= WINED3D_SHADER_RESOURCE_TEXTURE_2D
;
2573 coord_size
= type_coord_size
[resource_type
];
2576 sample_function
->coord_mask
= (1 << coord_size
) - 1;
2579 static void shader_glsl_release_sample_function(const struct wined3d_shader_context
*ctx
,
2580 struct glsl_sample_function
*sample_function
)
2582 const struct shader_glsl_ctx_priv
*priv
= ctx
->backend_data
;
2584 string_buffer_release(priv
->string_buffers
, sample_function
->name
);
2587 static void shader_glsl_append_fixup_arg(char *arguments
, const char *reg_name
,
2588 BOOL sign_fixup
, enum fixup_channel_source channel_source
)
2590 switch(channel_source
)
2592 case CHANNEL_SOURCE_ZERO
:
2593 strcat(arguments
, "0.0");
2596 case CHANNEL_SOURCE_ONE
:
2597 strcat(arguments
, "1.0");
2600 case CHANNEL_SOURCE_X
:
2601 strcat(arguments
, reg_name
);
2602 strcat(arguments
, ".x");
2605 case CHANNEL_SOURCE_Y
:
2606 strcat(arguments
, reg_name
);
2607 strcat(arguments
, ".y");
2610 case CHANNEL_SOURCE_Z
:
2611 strcat(arguments
, reg_name
);
2612 strcat(arguments
, ".z");
2615 case CHANNEL_SOURCE_W
:
2616 strcat(arguments
, reg_name
);
2617 strcat(arguments
, ".w");
2621 FIXME("Unhandled channel source %#x\n", channel_source
);
2622 strcat(arguments
, "undefined");
2626 if (sign_fixup
) strcat(arguments
, " * 2.0 - 1.0");
2629 static void shader_glsl_color_correction_ext(struct wined3d_string_buffer
*buffer
,
2630 const char *reg_name
, DWORD mask
, struct color_fixup_desc fixup
)
2632 unsigned int mask_size
, remaining
;
2633 DWORD fixup_mask
= 0;
2634 char arguments
[256];
2637 if (fixup
.x_sign_fixup
|| fixup
.x_source
!= CHANNEL_SOURCE_X
) fixup_mask
|= WINED3DSP_WRITEMASK_0
;
2638 if (fixup
.y_sign_fixup
|| fixup
.y_source
!= CHANNEL_SOURCE_Y
) fixup_mask
|= WINED3DSP_WRITEMASK_1
;
2639 if (fixup
.z_sign_fixup
|| fixup
.z_source
!= CHANNEL_SOURCE_Z
) fixup_mask
|= WINED3DSP_WRITEMASK_2
;
2640 if (fixup
.w_sign_fixup
|| fixup
.w_source
!= CHANNEL_SOURCE_W
) fixup_mask
|= WINED3DSP_WRITEMASK_3
;
2641 if (!(mask
&= fixup_mask
))
2644 if (is_complex_fixup(fixup
))
2646 enum complex_fixup complex_fixup
= get_complex_fixup(fixup
);
2647 FIXME("Complex fixup (%#x) not supported\n",complex_fixup
);
2651 shader_glsl_write_mask_to_str(mask
, mask_str
);
2652 mask_size
= shader_glsl_get_write_mask_size(mask
);
2654 arguments
[0] = '\0';
2655 remaining
= mask_size
;
2656 if (mask
& WINED3DSP_WRITEMASK_0
)
2658 shader_glsl_append_fixup_arg(arguments
, reg_name
, fixup
.x_sign_fixup
, fixup
.x_source
);
2659 if (--remaining
) strcat(arguments
, ", ");
2661 if (mask
& WINED3DSP_WRITEMASK_1
)
2663 shader_glsl_append_fixup_arg(arguments
, reg_name
, fixup
.y_sign_fixup
, fixup
.y_source
);
2664 if (--remaining
) strcat(arguments
, ", ");
2666 if (mask
& WINED3DSP_WRITEMASK_2
)
2668 shader_glsl_append_fixup_arg(arguments
, reg_name
, fixup
.z_sign_fixup
, fixup
.z_source
);
2669 if (--remaining
) strcat(arguments
, ", ");
2671 if (mask
& WINED3DSP_WRITEMASK_3
)
2673 shader_glsl_append_fixup_arg(arguments
, reg_name
, fixup
.w_sign_fixup
, fixup
.w_source
);
2674 if (--remaining
) strcat(arguments
, ", ");
2678 shader_addline(buffer
, "%s%s = vec%u(%s);\n", reg_name
, mask_str
, mask_size
, arguments
);
2680 shader_addline(buffer
, "%s%s = %s;\n", reg_name
, mask_str
, arguments
);
2683 static void shader_glsl_color_correction(const struct wined3d_shader_instruction
*ins
, struct color_fixup_desc fixup
)
2688 shader_glsl_get_register_name(&ins
->dst
[0].reg
, reg_name
, &is_color
, ins
);
2689 shader_glsl_color_correction_ext(ins
->ctx
->buffer
, reg_name
, ins
->dst
[0].write_mask
, fixup
);
2692 static void PRINTF_ATTR(8, 9) shader_glsl_gen_sample_code(const struct wined3d_shader_instruction
*ins
,
2693 DWORD sampler
, const struct glsl_sample_function
*sample_function
, DWORD swizzle
,
2694 const char *dx
, const char *dy
, const char *bias
, const char *coord_reg_fmt
, ...)
2696 const struct wined3d_shader_version
*version
= &ins
->ctx
->reg_maps
->shader_version
;
2697 char dst_swizzle
[6];
2698 struct color_fixup_desc fixup
;
2699 BOOL np2_fixup
= FALSE
;
2703 shader_glsl_swizzle_to_str(swizzle
, FALSE
, ins
->dst
[0].write_mask
, dst_swizzle
);
2705 /* FIXME: We currently don't support fixups for vertex shaders or anything
2706 * above SM3. Note that for SM4+ the sampler index doesn't have to match
2707 * the resource index. */
2708 if (version
->type
== WINED3D_SHADER_TYPE_PIXEL
&& version
->major
< 4)
2710 const struct shader_glsl_ctx_priv
*priv
= ins
->ctx
->backend_data
;
2711 fixup
= priv
->cur_ps_args
->color_fixup
[sampler
];
2713 if(priv
->cur_ps_args
->np2_fixup
& (1 << sampler
)) {
2715 FIXME("Biased sampling from NP2 textures is unsupported\n");
2723 fixup
= COLOR_FIXUP_IDENTITY
;
2726 shader_glsl_append_dst_ext(ins
->ctx
->buffer
, ins
, &ins
->dst
[0], sample_function
->data_type
);
2728 shader_addline(ins
->ctx
->buffer
, "%s(%s_sampler%u, ",
2729 sample_function
->name
->buffer
, shader_glsl_get_prefix(version
->type
), sampler
);
2733 va_start(args
, coord_reg_fmt
);
2734 ret
= shader_vaddline(ins
->ctx
->buffer
, coord_reg_fmt
, args
);
2738 if (!string_buffer_resize(ins
->ctx
->buffer
, ret
))
2743 shader_addline(ins
->ctx
->buffer
, ", %s)%s);\n", bias
, dst_swizzle
);
2746 const struct shader_glsl_ctx_priv
*priv
= ins
->ctx
->backend_data
;
2747 const unsigned char idx
= priv
->cur_np2fixup_info
->idx
[sampler
];
2749 shader_addline(ins
->ctx
->buffer
, " * ps_samplerNP2Fixup[%u].%s)%s);\n", idx
>> 1,
2750 (idx
% 2) ? "zw" : "xy", dst_swizzle
);
2751 } else if(dx
&& dy
) {
2752 shader_addline(ins
->ctx
->buffer
, ", %s, %s)%s);\n", dx
, dy
, dst_swizzle
);
2754 shader_addline(ins
->ctx
->buffer
, ")%s);\n", dst_swizzle
);
2758 if(!is_identity_fixup(fixup
)) {
2759 shader_glsl_color_correction(ins
, fixup
);
2763 /*****************************************************************************
2764 * Begin processing individual instruction opcodes
2765 ****************************************************************************/
2767 static void shader_glsl_binop(const struct wined3d_shader_instruction
*ins
)
2769 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
2770 struct glsl_src_param src0_param
;
2771 struct glsl_src_param src1_param
;
2775 /* Determine the GLSL operator to use based on the opcode */
2776 switch (ins
->handler_idx
)
2778 case WINED3DSIH_ADD
: op
= "+"; break;
2779 case WINED3DSIH_AND
: op
= "&"; break;
2780 case WINED3DSIH_DIV
: op
= "/"; break;
2781 case WINED3DSIH_IADD
: op
= "+"; break;
2782 case WINED3DSIH_ISHL
: op
= "<<"; break;
2783 case WINED3DSIH_MUL
: op
= "*"; break;
2784 case WINED3DSIH_OR
: op
= "|"; break;
2785 case WINED3DSIH_SUB
: op
= "-"; break;
2786 case WINED3DSIH_USHR
: op
= ">>"; break;
2787 case WINED3DSIH_XOR
: op
= "^"; break;
2789 op
= "<unhandled operator>";
2790 FIXME("Opcode %#x not yet handled in GLSL\n", ins
->handler_idx
);
2794 write_mask
= shader_glsl_append_dst(buffer
, ins
);
2795 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
2796 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
2797 shader_addline(buffer
, "%s %s %s);\n", src0_param
.param_str
, op
, src1_param
.param_str
);
2800 static void shader_glsl_relop(const struct wined3d_shader_instruction
*ins
)
2802 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
2803 struct glsl_src_param src0_param
;
2804 struct glsl_src_param src1_param
;
2805 unsigned int mask_size
;
2809 write_mask
= shader_glsl_append_dst(buffer
, ins
);
2810 mask_size
= shader_glsl_get_write_mask_size(write_mask
);
2811 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
2812 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
2816 switch (ins
->handler_idx
)
2818 case WINED3DSIH_EQ
: op
= "equal"; break;
2819 case WINED3DSIH_GE
: op
= "greaterThanEqual"; break;
2820 case WINED3DSIH_IGE
: op
= "greaterThanEqual"; break;
2821 case WINED3DSIH_UGE
: op
= "greaterThanEqual"; break;
2822 case WINED3DSIH_LT
: op
= "lessThan"; break;
2823 case WINED3DSIH_NE
: op
= "notEqual"; break;
2825 op
= "<unhandled operator>";
2826 ERR("Unhandled opcode %#x.\n", ins
->handler_idx
);
2830 shader_addline(buffer
, "uvec%u(%s(%s, %s)) * 0xffffffffu);\n",
2831 mask_size
, op
, src0_param
.param_str
, src1_param
.param_str
);
2835 switch (ins
->handler_idx
)
2837 case WINED3DSIH_EQ
: op
= "=="; break;
2838 case WINED3DSIH_GE
: op
= ">="; break;
2839 case WINED3DSIH_IGE
: op
= ">="; break;
2840 case WINED3DSIH_UGE
: op
= ">="; break;
2841 case WINED3DSIH_LT
: op
= "<"; break;
2842 case WINED3DSIH_NE
: op
= "!="; break;
2844 op
= "<unhandled operator>";
2845 ERR("Unhandled opcode %#x.\n", ins
->handler_idx
);
2849 shader_addline(buffer
, "%s %s %s ? 0xffffffffu : 0u);\n",
2850 src0_param
.param_str
, op
, src1_param
.param_str
);
2854 static void shader_glsl_imul(const struct wined3d_shader_instruction
*ins
)
2856 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
2857 struct glsl_src_param src0_param
;
2858 struct glsl_src_param src1_param
;
2861 /* If we have ARB_gpu_shader5 or GLSL 4.0, we can use imulExtended(). If
2862 * not, we can emulate it. */
2863 if (ins
->dst
[0].reg
.type
!= WINED3DSPR_NULL
)
2864 FIXME("64-bit integer multiplies not implemented.\n");
2866 if (ins
->dst
[1].reg
.type
!= WINED3DSPR_NULL
)
2868 write_mask
= shader_glsl_append_dst_ext(buffer
, ins
, &ins
->dst
[1], ins
->dst
[1].reg
.data_type
);
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
);
2872 shader_addline(ins
->ctx
->buffer
, "%s * %s);\n",
2873 src0_param
.param_str
, src1_param
.param_str
);
2877 static void shader_glsl_udiv(const struct wined3d_shader_instruction
*ins
)
2879 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
2880 struct glsl_src_param src0_param
, src1_param
;
2883 if (ins
->dst
[0].reg
.type
!= WINED3DSPR_NULL
)
2886 if (ins
->dst
[1].reg
.type
!= WINED3DSPR_NULL
)
2890 write_mask
= shader_glsl_get_write_mask(&ins
->dst
[0], dst_mask
);
2891 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
2892 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
2893 shader_addline(buffer
, "tmp0%s = %s / %s;\n",
2894 dst_mask
, src0_param
.param_str
, src1_param
.param_str
);
2896 write_mask
= shader_glsl_append_dst_ext(buffer
, ins
, &ins
->dst
[1], ins
->dst
[1].reg
.data_type
);
2897 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
2898 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
2899 shader_addline(buffer
, "%s %% %s));\n", src0_param
.param_str
, src1_param
.param_str
);
2901 shader_glsl_append_dst_ext(buffer
, ins
, &ins
->dst
[0], ins
->dst
[0].reg
.data_type
);
2902 shader_addline(buffer
, "tmp0%s);\n", dst_mask
);
2906 write_mask
= shader_glsl_append_dst_ext(buffer
, ins
, &ins
->dst
[0], ins
->dst
[0].reg
.data_type
);
2907 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
2908 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
2909 shader_addline(buffer
, "%s / %s);\n", src0_param
.param_str
, src1_param
.param_str
);
2912 else if (ins
->dst
[1].reg
.type
!= WINED3DSPR_NULL
)
2914 write_mask
= shader_glsl_append_dst_ext(buffer
, ins
, &ins
->dst
[1], ins
->dst
[1].reg
.data_type
);
2915 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
2916 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
2917 shader_addline(buffer
, "%s %% %s);\n", src0_param
.param_str
, src1_param
.param_str
);
2921 /* Process the WINED3DSIO_MOV opcode using GLSL (dst = src) */
2922 static void shader_glsl_mov(const struct wined3d_shader_instruction
*ins
)
2924 const struct wined3d_gl_info
*gl_info
= ins
->ctx
->gl_info
;
2925 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
2926 struct glsl_src_param src0_param
;
2929 write_mask
= shader_glsl_append_dst(buffer
, ins
);
2930 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
2932 /* In vs_1_1 WINED3DSIO_MOV can write to the address register. In later
2933 * shader versions WINED3DSIO_MOVA is used for this. */
2934 if (ins
->ctx
->reg_maps
->shader_version
.major
== 1
2935 && ins
->ctx
->reg_maps
->shader_version
.type
== WINED3D_SHADER_TYPE_VERTEX
2936 && ins
->dst
[0].reg
.type
== WINED3DSPR_ADDR
)
2938 /* This is a simple floor() */
2939 unsigned int mask_size
= shader_glsl_get_write_mask_size(write_mask
);
2940 if (mask_size
> 1) {
2941 shader_addline(buffer
, "ivec%d(floor(%s)));\n", mask_size
, src0_param
.param_str
);
2943 shader_addline(buffer
, "int(floor(%s)));\n", src0_param
.param_str
);
2946 else if(ins
->handler_idx
== WINED3DSIH_MOVA
)
2948 /* We need to *round* to the nearest int here. */
2949 unsigned int mask_size
= shader_glsl_get_write_mask_size(write_mask
);
2951 if (gl_info
->supported
[EXT_GPU_SHADER4
])
2954 shader_addline(buffer
, "ivec%d(round(%s)));\n", mask_size
, src0_param
.param_str
);
2956 shader_addline(buffer
, "int(round(%s)));\n", src0_param
.param_str
);
2961 shader_addline(buffer
, "ivec%d(floor(abs(%s) + vec%d(0.5)) * sign(%s)));\n",
2962 mask_size
, src0_param
.param_str
, mask_size
, src0_param
.param_str
);
2964 shader_addline(buffer
, "int(floor(abs(%s) + 0.5) * sign(%s)));\n",
2965 src0_param
.param_str
, src0_param
.param_str
);
2970 shader_addline(buffer
, "%s);\n", src0_param
.param_str
);
2974 /* Process the dot product operators DP3 and DP4 in GLSL (dst = dot(src0, src1)) */
2975 static void shader_glsl_dot(const struct wined3d_shader_instruction
*ins
)
2977 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
2978 struct glsl_src_param src0_param
;
2979 struct glsl_src_param src1_param
;
2980 DWORD dst_write_mask
, src_write_mask
;
2981 unsigned int dst_size
= 0;
2983 dst_write_mask
= shader_glsl_append_dst(buffer
, ins
);
2984 dst_size
= shader_glsl_get_write_mask_size(dst_write_mask
);
2986 /* dp4 works on vec4, dp3 on vec3, etc. */
2987 if (ins
->handler_idx
== WINED3DSIH_DP4
)
2988 src_write_mask
= WINED3DSP_WRITEMASK_ALL
;
2989 else if (ins
->handler_idx
== WINED3DSIH_DP3
)
2990 src_write_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
2992 src_write_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
;
2994 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_write_mask
, &src0_param
);
2995 shader_glsl_add_src_param(ins
, &ins
->src
[1], src_write_mask
, &src1_param
);
2998 shader_addline(buffer
, "vec%d(dot(%s, %s)));\n", dst_size
, src0_param
.param_str
, src1_param
.param_str
);
3000 shader_addline(buffer
, "dot(%s, %s));\n", src0_param
.param_str
, src1_param
.param_str
);
3004 /* Note that this instruction has some restrictions. The destination write mask
3005 * can't contain the w component, and the source swizzles have to be .xyzw */
3006 static void shader_glsl_cross(const struct wined3d_shader_instruction
*ins
)
3008 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
3009 struct glsl_src_param src0_param
;
3010 struct glsl_src_param src1_param
;
3013 shader_glsl_get_write_mask(&ins
->dst
[0], dst_mask
);
3014 shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
3015 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_mask
, &src0_param
);
3016 shader_glsl_add_src_param(ins
, &ins
->src
[1], src_mask
, &src1_param
);
3017 shader_addline(ins
->ctx
->buffer
, "cross(%s, %s)%s);\n", src0_param
.param_str
, src1_param
.param_str
, dst_mask
);
3020 static void shader_glsl_cut(const struct wined3d_shader_instruction
*ins
)
3022 shader_addline(ins
->ctx
->buffer
, "EndPrimitive();\n");
3025 /* Process the WINED3DSIO_POW instruction in GLSL (dst = |src0|^src1)
3026 * Src0 and src1 are scalars. Note that D3D uses the absolute of src0, while
3027 * GLSL uses the value as-is. */
3028 static void shader_glsl_pow(const struct wined3d_shader_instruction
*ins
)
3030 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
3031 struct glsl_src_param src0_param
;
3032 struct glsl_src_param src1_param
;
3033 DWORD dst_write_mask
;
3034 unsigned int dst_size
;
3036 dst_write_mask
= shader_glsl_append_dst(buffer
, ins
);
3037 dst_size
= shader_glsl_get_write_mask_size(dst_write_mask
);
3039 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
, &src0_param
);
3040 shader_glsl_add_src_param(ins
, &ins
->src
[1], WINED3DSP_WRITEMASK_0
, &src1_param
);
3044 shader_addline(buffer
, "vec%u(%s == 0.0 ? 1.0 : pow(abs(%s), %s)));\n",
3045 dst_size
, src1_param
.param_str
, src0_param
.param_str
, src1_param
.param_str
);
3049 shader_addline(buffer
, "%s == 0.0 ? 1.0 : pow(abs(%s), %s));\n",
3050 src1_param
.param_str
, src0_param
.param_str
, src1_param
.param_str
);
3054 /* Map the opcode 1-to-1 to the GL code (arg->dst = instruction(src0, src1, ...) */
3055 static void shader_glsl_map2gl(const struct wined3d_shader_instruction
*ins
)
3057 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
3058 struct glsl_src_param src_param
;
3059 const char *instruction
;
3063 /* Determine the GLSL function to use based on the opcode */
3064 /* TODO: Possibly make this a table for faster lookups */
3065 switch (ins
->handler_idx
)
3067 case WINED3DSIH_MIN
: instruction
= "min"; break;
3068 case WINED3DSIH_MAX
: instruction
= "max"; break;
3069 case WINED3DSIH_ABS
: instruction
= "abs"; break;
3070 case WINED3DSIH_FRC
: instruction
= "fract"; break;
3071 case WINED3DSIH_DSX
: instruction
= "dFdx"; break;
3072 case WINED3DSIH_DSY
: instruction
= "ycorrection.y * dFdy"; break;
3073 case WINED3DSIH_ROUND_NI
: instruction
= "floor"; break;
3074 case WINED3DSIH_SQRT
: instruction
= "sqrt"; break;
3075 default: instruction
= "";
3076 FIXME("Opcode %#x not yet handled in GLSL\n", ins
->handler_idx
);
3080 write_mask
= shader_glsl_append_dst(buffer
, ins
);
3082 shader_addline(buffer
, "%s(", instruction
);
3086 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src_param
);
3087 shader_addline(buffer
, "%s", src_param
.param_str
);
3088 for (i
= 1; i
< ins
->src_count
; ++i
)
3090 shader_glsl_add_src_param(ins
, &ins
->src
[i
], write_mask
, &src_param
);
3091 shader_addline(buffer
, ", %s", src_param
.param_str
);
3095 shader_addline(buffer
, "));\n");
3098 static void shader_glsl_nop(const struct wined3d_shader_instruction
*ins
) {}
3100 static void shader_glsl_nrm(const struct wined3d_shader_instruction
*ins
)
3102 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
3103 struct glsl_src_param src_param
;
3104 unsigned int mask_size
;
3108 write_mask
= shader_glsl_get_write_mask(ins
->dst
, dst_mask
);
3109 mask_size
= shader_glsl_get_write_mask_size(write_mask
);
3110 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src_param
);
3112 shader_addline(buffer
, "tmp0.x = dot(%s, %s);\n",
3113 src_param
.param_str
, src_param
.param_str
);
3114 shader_glsl_append_dst(buffer
, ins
);
3118 shader_addline(buffer
, "tmp0.x == 0.0 ? vec%u(0.0) : (%s * inversesqrt(tmp0.x)));\n",
3119 mask_size
, src_param
.param_str
);
3123 shader_addline(buffer
, "tmp0.x == 0.0 ? 0.0 : (%s * inversesqrt(tmp0.x)));\n",
3124 src_param
.param_str
);
3128 static void shader_glsl_scalar_op(const struct wined3d_shader_instruction
*ins
)
3130 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
3131 struct glsl_src_param src0_param
;
3132 const char *prefix
, *suffix
;
3133 unsigned int dst_size
;
3134 DWORD dst_write_mask
;
3136 dst_write_mask
= shader_glsl_append_dst(buffer
, ins
);
3137 dst_size
= shader_glsl_get_write_mask_size(dst_write_mask
);
3139 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_3
, &src0_param
);
3141 switch (ins
->handler_idx
)
3143 case WINED3DSIH_EXP
:
3144 case WINED3DSIH_EXPP
:
3149 case WINED3DSIH_LOG
:
3150 case WINED3DSIH_LOGP
:
3151 prefix
= "log2(abs(";
3155 case WINED3DSIH_RCP
:
3160 case WINED3DSIH_RSQ
:
3161 prefix
= "inversesqrt(abs(";
3168 FIXME("Unhandled instruction %#x.\n", ins
->handler_idx
);
3173 shader_addline(buffer
, "vec%u(%s%s%s));\n", dst_size
, prefix
, src0_param
.param_str
, suffix
);
3175 shader_addline(buffer
, "%s%s%s);\n", prefix
, src0_param
.param_str
, suffix
);
3178 /** Process the WINED3DSIO_EXPP instruction in GLSL:
3179 * For shader model 1.x, do the following (and honor the writemask, so use a temporary variable):
3180 * dst.x = 2^(floor(src))
3181 * dst.y = src - floor(src)
3182 * dst.z = 2^src (partial precision is allowed, but optional)
3184 * For 2.0 shaders, just do this (honoring writemask and swizzle):
3185 * dst = 2^src; (partial precision is allowed, but optional)
3187 static void shader_glsl_expp(const struct wined3d_shader_instruction
*ins
)
3189 if (ins
->ctx
->reg_maps
->shader_version
.major
< 2)
3191 struct glsl_src_param src_param
;
3194 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_3
, &src_param
);
3196 shader_addline(ins
->ctx
->buffer
, "tmp0.x = exp2(floor(%s));\n", src_param
.param_str
);
3197 shader_addline(ins
->ctx
->buffer
, "tmp0.y = %s - floor(%s);\n", src_param
.param_str
, src_param
.param_str
);
3198 shader_addline(ins
->ctx
->buffer
, "tmp0.z = exp2(%s);\n", src_param
.param_str
);
3199 shader_addline(ins
->ctx
->buffer
, "tmp0.w = 1.0;\n");
3201 shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
3202 shader_glsl_get_write_mask(&ins
->dst
[0], dst_mask
);
3203 shader_addline(ins
->ctx
->buffer
, "tmp0%s);\n", dst_mask
);
3207 shader_glsl_scalar_op(ins
);
3210 static void shader_glsl_to_int(const struct wined3d_shader_instruction
*ins
)
3212 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
3213 struct glsl_src_param src_param
;
3214 unsigned int mask_size
;
3217 write_mask
= shader_glsl_append_dst(buffer
, ins
);
3218 mask_size
= shader_glsl_get_write_mask_size(write_mask
);
3219 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src_param
);
3222 shader_addline(buffer
, "ivec%u(%s));\n", mask_size
, src_param
.param_str
);
3224 shader_addline(buffer
, "int(%s));\n", src_param
.param_str
);
3227 static void shader_glsl_to_float(const struct wined3d_shader_instruction
*ins
)
3229 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
3230 struct glsl_src_param src_param
;
3231 unsigned int mask_size
;
3234 write_mask
= shader_glsl_append_dst(buffer
, ins
);
3235 mask_size
= shader_glsl_get_write_mask_size(write_mask
);
3236 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src_param
);
3239 shader_addline(buffer
, "vec%u(%s));\n", mask_size
, src_param
.param_str
);
3241 shader_addline(buffer
, "float(%s));\n", src_param
.param_str
);
3244 /** Process signed comparison opcodes in GLSL. */
3245 static void shader_glsl_compare(const struct wined3d_shader_instruction
*ins
)
3247 struct glsl_src_param src0_param
;
3248 struct glsl_src_param src1_param
;
3250 unsigned int mask_size
;
3252 write_mask
= shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
3253 mask_size
= shader_glsl_get_write_mask_size(write_mask
);
3254 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
3255 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
3257 if (mask_size
> 1) {
3258 const char *compare
;
3260 switch(ins
->handler_idx
)
3262 case WINED3DSIH_SLT
: compare
= "lessThan"; break;
3263 case WINED3DSIH_SGE
: compare
= "greaterThanEqual"; break;
3264 default: compare
= "";
3265 FIXME("Can't handle opcode %#x\n", ins
->handler_idx
);
3268 shader_addline(ins
->ctx
->buffer
, "vec%d(%s(%s, %s)));\n", mask_size
, compare
,
3269 src0_param
.param_str
, src1_param
.param_str
);
3271 switch(ins
->handler_idx
)
3273 case WINED3DSIH_SLT
:
3274 /* Step(src0, src1) is not suitable here because if src0 == src1 SLT is supposed,
3275 * to return 0.0 but step returns 1.0 because step is not < x
3276 * An alternative is a bvec compare padded with an unused second component.
3277 * step(src1 * -1.0, src0 * -1.0) is not an option because it suffers from the same
3278 * issue. Playing with not() is not possible either because not() does not accept
3281 shader_addline(ins
->ctx
->buffer
, "(%s < %s) ? 1.0 : 0.0);\n",
3282 src0_param
.param_str
, src1_param
.param_str
);
3284 case WINED3DSIH_SGE
:
3285 /* Here we can use the step() function and safe a conditional */
3286 shader_addline(ins
->ctx
->buffer
, "step(%s, %s));\n", src1_param
.param_str
, src0_param
.param_str
);
3289 FIXME("Can't handle opcode %#x\n", ins
->handler_idx
);
3295 static void shader_glsl_conditional_move(const struct wined3d_shader_instruction
*ins
)
3297 const char *condition_prefix
, *condition_suffix
;
3298 struct wined3d_shader_dst_param dst
;
3299 struct glsl_src_param src0_param
;
3300 struct glsl_src_param src1_param
;
3301 struct glsl_src_param src2_param
;
3302 BOOL temp_destination
= FALSE
;
3303 DWORD cmp_channel
= 0;
3308 switch (ins
->handler_idx
)
3310 case WINED3DSIH_CMP
:
3311 condition_prefix
= "";
3312 condition_suffix
= " >= 0.0";
3315 case WINED3DSIH_CND
:
3316 condition_prefix
= "";
3317 condition_suffix
= " > 0.5";
3320 case WINED3DSIH_MOVC
:
3321 condition_prefix
= "bool(";
3322 condition_suffix
= ")";
3326 FIXME("Unhandled instruction %#x.\n", ins
->handler_idx
);
3327 condition_prefix
= "<unhandled prefix>";
3328 condition_suffix
= "<unhandled suffix>";
3332 if (shader_is_scalar(&ins
->dst
[0].reg
) || shader_is_scalar(&ins
->src
[0].reg
))
3334 write_mask
= shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
3335 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
3336 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
3337 shader_glsl_add_src_param(ins
, &ins
->src
[2], write_mask
, &src2_param
);
3339 shader_addline(ins
->ctx
->buffer
, "%s%s%s ? %s : %s);\n",
3340 condition_prefix
, src0_param
.param_str
, condition_suffix
,
3341 src1_param
.param_str
, src2_param
.param_str
);
3347 /* Splitting the instruction up in multiple lines imposes a problem:
3348 * The first lines may overwrite source parameters of the following lines.
3349 * Deal with that by using a temporary destination register if needed. */
3350 if ((ins
->src
[0].reg
.idx
[0].offset
== dst
.reg
.idx
[0].offset
3351 && ins
->src
[0].reg
.type
== dst
.reg
.type
)
3352 || (ins
->src
[1].reg
.idx
[0].offset
== dst
.reg
.idx
[0].offset
3353 && ins
->src
[1].reg
.type
== dst
.reg
.type
)
3354 || (ins
->src
[2].reg
.idx
[0].offset
== dst
.reg
.idx
[0].offset
3355 && ins
->src
[2].reg
.type
== dst
.reg
.type
))
3356 temp_destination
= TRUE
;
3358 /* Cycle through all source0 channels. */
3359 for (i
= 0; i
< 4; ++i
)
3362 /* Find the destination channels which use the current source0 channel. */
3363 for (j
= 0; j
< 4; ++j
)
3365 if (((ins
->src
[0].swizzle
>> (2 * j
)) & 0x3) == i
)
3367 write_mask
|= WINED3DSP_WRITEMASK_0
<< j
;
3368 cmp_channel
= WINED3DSP_WRITEMASK_0
<< j
;
3371 dst
.write_mask
= ins
->dst
[0].write_mask
& write_mask
;
3373 if (temp_destination
)
3375 if (!(write_mask
= shader_glsl_get_write_mask(&dst
, mask_char
)))
3377 shader_addline(ins
->ctx
->buffer
, "tmp0%s = (", mask_char
);
3379 else if (!(write_mask
= shader_glsl_append_dst_ext(ins
->ctx
->buffer
, ins
, &dst
, dst
.reg
.data_type
)))
3382 shader_glsl_add_src_param(ins
, &ins
->src
[0], cmp_channel
, &src0_param
);
3383 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
3384 shader_glsl_add_src_param(ins
, &ins
->src
[2], write_mask
, &src2_param
);
3386 shader_addline(ins
->ctx
->buffer
, "%s%s%s ? %s : %s);\n",
3387 condition_prefix
, src0_param
.param_str
, condition_suffix
,
3388 src1_param
.param_str
, src2_param
.param_str
);
3391 if (temp_destination
)
3393 shader_glsl_get_write_mask(&ins
->dst
[0], mask_char
);
3394 shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
3395 shader_addline(ins
->ctx
->buffer
, "tmp0%s);\n", mask_char
);
3399 /** Process the CND opcode in GLSL (dst = (src0 > 0.5) ? src1 : src2) */
3400 /* For ps 1.1-1.3, only a single component of src0 is used. For ps 1.4
3401 * the compare is done per component of src0. */
3402 static void shader_glsl_cnd(const struct wined3d_shader_instruction
*ins
)
3404 struct glsl_src_param src0_param
;
3405 struct glsl_src_param src1_param
;
3406 struct glsl_src_param src2_param
;
3408 DWORD shader_version
= WINED3D_SHADER_VERSION(ins
->ctx
->reg_maps
->shader_version
.major
,
3409 ins
->ctx
->reg_maps
->shader_version
.minor
);
3411 if (shader_version
< WINED3D_SHADER_VERSION(1, 4))
3413 write_mask
= shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
3414 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
, &src0_param
);
3415 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
3416 shader_glsl_add_src_param(ins
, &ins
->src
[2], write_mask
, &src2_param
);
3418 if (ins
->coissue
&& ins
->dst
->write_mask
!= WINED3DSP_WRITEMASK_3
)
3419 shader_addline(ins
->ctx
->buffer
, "%s /* COISSUE! */);\n", src1_param
.param_str
);
3421 shader_addline(ins
->ctx
->buffer
, "%s > 0.5 ? %s : %s);\n",
3422 src0_param
.param_str
, src1_param
.param_str
, src2_param
.param_str
);
3426 shader_glsl_conditional_move(ins
);
3429 /** GLSL code generation for WINED3DSIO_MAD: Multiply the first 2 opcodes, then add the last */
3430 static void shader_glsl_mad(const struct wined3d_shader_instruction
*ins
)
3432 struct glsl_src_param src0_param
;
3433 struct glsl_src_param src1_param
;
3434 struct glsl_src_param src2_param
;
3437 write_mask
= shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
3438 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
3439 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
3440 shader_glsl_add_src_param(ins
, &ins
->src
[2], write_mask
, &src2_param
);
3441 shader_addline(ins
->ctx
->buffer
, "(%s * %s) + %s);\n",
3442 src0_param
.param_str
, src1_param
.param_str
, src2_param
.param_str
);
3445 /* Handles transforming all WINED3DSIO_M?x? opcodes for
3446 Vertex shaders to GLSL codes */
3447 static void shader_glsl_mnxn(const struct wined3d_shader_instruction
*ins
)
3450 int nComponents
= 0;
3451 struct wined3d_shader_dst_param tmp_dst
= {{0}};
3452 struct wined3d_shader_src_param tmp_src
[2] = {{{0}}};
3453 struct wined3d_shader_instruction tmp_ins
;
3455 memset(&tmp_ins
, 0, sizeof(tmp_ins
));
3457 /* Set constants for the temporary argument */
3458 tmp_ins
.ctx
= ins
->ctx
;
3459 tmp_ins
.dst_count
= 1;
3460 tmp_ins
.dst
= &tmp_dst
;
3461 tmp_ins
.src_count
= 2;
3462 tmp_ins
.src
= tmp_src
;
3464 switch(ins
->handler_idx
)
3466 case WINED3DSIH_M4x4
:
3468 tmp_ins
.handler_idx
= WINED3DSIH_DP4
;
3470 case WINED3DSIH_M4x3
:
3472 tmp_ins
.handler_idx
= WINED3DSIH_DP4
;
3474 case WINED3DSIH_M3x4
:
3476 tmp_ins
.handler_idx
= WINED3DSIH_DP3
;
3478 case WINED3DSIH_M3x3
:
3480 tmp_ins
.handler_idx
= WINED3DSIH_DP3
;
3482 case WINED3DSIH_M3x2
:
3484 tmp_ins
.handler_idx
= WINED3DSIH_DP3
;
3490 tmp_dst
= ins
->dst
[0];
3491 tmp_src
[0] = ins
->src
[0];
3492 tmp_src
[1] = ins
->src
[1];
3493 for (i
= 0; i
< nComponents
; ++i
)
3495 tmp_dst
.write_mask
= WINED3DSP_WRITEMASK_0
<< i
;
3496 shader_glsl_dot(&tmp_ins
);
3497 ++tmp_src
[1].reg
.idx
[0].offset
;
3502 The LRP instruction performs a component-wise linear interpolation
3503 between the second and third operands using the first operand as the
3504 blend factor. Equation: (dst = src2 + src0 * (src1 - src2))
3505 This is equivalent to mix(src2, src1, src0);
3507 static void shader_glsl_lrp(const struct wined3d_shader_instruction
*ins
)
3509 struct glsl_src_param src0_param
;
3510 struct glsl_src_param src1_param
;
3511 struct glsl_src_param src2_param
;
3514 write_mask
= shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
3516 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
3517 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
3518 shader_glsl_add_src_param(ins
, &ins
->src
[2], write_mask
, &src2_param
);
3520 shader_addline(ins
->ctx
->buffer
, "mix(%s, %s, %s));\n",
3521 src2_param
.param_str
, src1_param
.param_str
, src0_param
.param_str
);
3524 /** Process the WINED3DSIO_LIT instruction in GLSL:
3525 * dst.x = dst.w = 1.0
3526 * dst.y = (src0.x > 0) ? src0.x
3527 * dst.z = (src0.x > 0) ? ((src0.y > 0) ? pow(src0.y, src.w) : 0) : 0
3528 * where src.w is clamped at +- 128
3530 static void shader_glsl_lit(const struct wined3d_shader_instruction
*ins
)
3532 struct glsl_src_param src0_param
;
3533 struct glsl_src_param src1_param
;
3534 struct glsl_src_param src3_param
;
3537 shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
3538 shader_glsl_get_write_mask(&ins
->dst
[0], dst_mask
);
3540 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
, &src0_param
);
3541 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_1
, &src1_param
);
3542 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_3
, &src3_param
);
3544 /* The sdk specifies the instruction like this
3546 * if(src.x > 0.0) dst.y = src.x
3548 * if(src.x > 0.0 && src.y > 0.0) dst.z = pow(src.y, power);
3551 * (where power = src.w clamped between -128 and 128)
3553 * Obviously that has quite a few conditionals in it which we don't like. So the first step is this:
3554 * dst.x = 1.0 ... No further explanation needed
3555 * dst.y = max(src.y, 0.0); ... If x < 0.0, use 0.0, otherwise x. Same as the conditional
3556 * dst.z = x > 0.0 ? pow(max(y, 0.0), p) : 0; ... 0 ^ power is 0, and otherwise we use y anyway
3557 * dst.w = 1.0. ... Nothing fancy.
3559 * So we still have one conditional in there. So do this:
3560 * dst.z = pow(max(0.0, src.y) * step(0.0, src.x), power);
3562 * 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),
3563 * 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.
3564 * if both x and y are > 0, we get pow(y * 1.0, power), as it is supposed to.
3566 * Unfortunately pow(0.0 ^ 0.0) returns NaN on most GPUs, but lit with src.y = 0 and src.w = 0 returns
3567 * a non-NaN value in dst.z. What we return doesn't matter, as long as it is not NaN. Return 0, which is
3568 * what all Windows HW drivers and GL_ARB_vertex_program's LIT do.
3570 shader_addline(ins
->ctx
->buffer
,
3571 "vec4(1.0, max(%s, 0.0), %s == 0.0 ? 0.0 : "
3572 "pow(max(0.0, %s) * step(0.0, %s), clamp(%s, -128.0, 128.0)), 1.0)%s);\n",
3573 src0_param
.param_str
, src3_param
.param_str
, src1_param
.param_str
,
3574 src0_param
.param_str
, src3_param
.param_str
, dst_mask
);
3577 /** Process the WINED3DSIO_DST instruction in GLSL:
3579 * dst.y = src0.x * src0.y
3583 static void shader_glsl_dst(const struct wined3d_shader_instruction
*ins
)
3585 struct glsl_src_param src0y_param
;
3586 struct glsl_src_param src0z_param
;
3587 struct glsl_src_param src1y_param
;
3588 struct glsl_src_param src1w_param
;
3591 shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
3592 shader_glsl_get_write_mask(&ins
->dst
[0], dst_mask
);
3594 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_1
, &src0y_param
);
3595 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_2
, &src0z_param
);
3596 shader_glsl_add_src_param(ins
, &ins
->src
[1], WINED3DSP_WRITEMASK_1
, &src1y_param
);
3597 shader_glsl_add_src_param(ins
, &ins
->src
[1], WINED3DSP_WRITEMASK_3
, &src1w_param
);
3599 shader_addline(ins
->ctx
->buffer
, "vec4(1.0, %s * %s, %s, %s))%s;\n",
3600 src0y_param
.param_str
, src1y_param
.param_str
, src0z_param
.param_str
, src1w_param
.param_str
, dst_mask
);
3603 /** Process the WINED3DSIO_SINCOS instruction in GLSL:
3604 * VS 2.0 requires that specific cosine and sine constants be passed to this instruction so the hardware
3605 * can handle it. But, these functions are built-in for GLSL, so we can just ignore the last 2 params.
3607 * dst.x = cos(src0.?)
3608 * dst.y = sin(src0.?)
3612 static void shader_glsl_sincos(const struct wined3d_shader_instruction
*ins
)
3614 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
3615 struct glsl_src_param src0_param
;
3618 if (ins
->ctx
->reg_maps
->shader_version
.major
< 4)
3620 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
, &src0_param
);
3622 write_mask
= shader_glsl_append_dst(buffer
, ins
);
3625 case WINED3DSP_WRITEMASK_0
:
3626 shader_addline(buffer
, "cos(%s));\n", src0_param
.param_str
);
3629 case WINED3DSP_WRITEMASK_1
:
3630 shader_addline(buffer
, "sin(%s));\n", src0_param
.param_str
);
3633 case (WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
):
3634 shader_addline(buffer
, "vec2(cos(%s), sin(%s)));\n",
3635 src0_param
.param_str
, src0_param
.param_str
);
3639 ERR("Write mask should be .x, .y or .xy\n");
3646 if (ins
->dst
[0].reg
.type
!= WINED3DSPR_NULL
)
3649 if (ins
->dst
[1].reg
.type
!= WINED3DSPR_NULL
)
3653 write_mask
= shader_glsl_get_write_mask(&ins
->dst
[0], dst_mask
);
3654 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
3655 shader_addline(buffer
, "tmp0%s = sin(%s);\n", dst_mask
, src0_param
.param_str
);
3657 write_mask
= shader_glsl_append_dst_ext(buffer
, ins
, &ins
->dst
[1], ins
->dst
[1].reg
.data_type
);
3658 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
3659 shader_addline(buffer
, "cos(%s));\n", src0_param
.param_str
);
3661 shader_glsl_append_dst_ext(buffer
, ins
, &ins
->dst
[0], ins
->dst
[0].reg
.data_type
);
3662 shader_addline(buffer
, "tmp0%s);\n", dst_mask
);
3666 write_mask
= shader_glsl_append_dst_ext(buffer
, ins
, &ins
->dst
[0], ins
->dst
[0].reg
.data_type
);
3667 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
3668 shader_addline(buffer
, "sin(%s));\n", src0_param
.param_str
);
3671 else if (ins
->dst
[1].reg
.type
!= WINED3DSPR_NULL
)
3673 write_mask
= shader_glsl_append_dst_ext(buffer
, ins
, &ins
->dst
[1], ins
->dst
[1].reg
.data_type
);
3674 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
3675 shader_addline(buffer
, "cos(%s));\n", src0_param
.param_str
);
3679 /* sgn in vs_2_0 has 2 extra parameters(registers for temporary storage) which we don't use
3680 * here. But those extra parameters require a dedicated function for sgn, since map2gl would
3681 * generate invalid code
3683 static void shader_glsl_sgn(const struct wined3d_shader_instruction
*ins
)
3685 struct glsl_src_param src0_param
;
3688 write_mask
= shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
3689 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
3691 shader_addline(ins
->ctx
->buffer
, "sign(%s));\n", src0_param
.param_str
);
3694 /** Process the WINED3DSIO_LOOP instruction in GLSL:
3695 * Start a for() loop where src1.y is the initial value of aL,
3696 * increment aL by src1.z for a total of src1.x iterations.
3697 * Need to use a temporary variable for this operation.
3699 /* FIXME: I don't think nested loops will work correctly this way. */
3700 static void shader_glsl_loop(const struct wined3d_shader_instruction
*ins
)
3702 struct wined3d_shader_loop_state
*loop_state
= ins
->ctx
->loop_state
;
3703 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
3704 const struct wined3d_shader
*shader
= ins
->ctx
->shader
;
3705 const struct wined3d_shader_lconst
*constant
;
3706 struct glsl_src_param src1_param
;
3707 const DWORD
*control_values
= NULL
;
3709 if (ins
->ctx
->reg_maps
->shader_version
.major
< 4)
3711 shader_glsl_add_src_param(ins
, &ins
->src
[1], WINED3DSP_WRITEMASK_ALL
, &src1_param
);
3713 /* Try to hardcode the loop control parameters if possible. Direct3D 9
3714 * class hardware doesn't support real varying indexing, but Microsoft
3715 * designed this feature for Shader model 2.x+. If the loop control is
3716 * known at compile time, the GLSL compiler can unroll the loop, and
3717 * replace indirect addressing with direct addressing. */
3718 if (ins
->src
[1].reg
.type
== WINED3DSPR_CONSTINT
)
3720 LIST_FOR_EACH_ENTRY(constant
, &shader
->constantsI
, struct wined3d_shader_lconst
, entry
)
3722 if (constant
->idx
== ins
->src
[1].reg
.idx
[0].offset
)
3724 control_values
= constant
->value
;
3732 struct wined3d_shader_loop_control loop_control
;
3733 loop_control
.count
= control_values
[0];
3734 loop_control
.start
= control_values
[1];
3735 loop_control
.step
= (int)control_values
[2];
3737 if (loop_control
.step
> 0)
3739 shader_addline(buffer
, "for (aL%u = %u; aL%u < (%u * %d + %u); aL%u += %d)\n{\n",
3740 loop_state
->current_depth
, loop_control
.start
,
3741 loop_state
->current_depth
, loop_control
.count
, loop_control
.step
, loop_control
.start
,
3742 loop_state
->current_depth
, loop_control
.step
);
3744 else if (loop_control
.step
< 0)
3746 shader_addline(buffer
, "for (aL%u = %u; aL%u > (%u * %d + %u); aL%u += %d)\n{\n",
3747 loop_state
->current_depth
, loop_control
.start
,
3748 loop_state
->current_depth
, loop_control
.count
, loop_control
.step
, loop_control
.start
,
3749 loop_state
->current_depth
, loop_control
.step
);
3753 shader_addline(buffer
, "for (aL%u = %u, tmpInt%u = 0; tmpInt%u < %u; tmpInt%u++)\n{\n",
3754 loop_state
->current_depth
, loop_control
.start
, loop_state
->current_depth
,
3755 loop_state
->current_depth
, loop_control
.count
,
3756 loop_state
->current_depth
);
3761 shader_addline(buffer
, "for (tmpInt%u = 0, aL%u = %s.y; tmpInt%u < %s.x; tmpInt%u++, aL%u += %s.z)\n{\n",
3762 loop_state
->current_depth
, loop_state
->current_reg
,
3763 src1_param
.reg_name
, loop_state
->current_depth
, src1_param
.reg_name
,
3764 loop_state
->current_depth
, loop_state
->current_reg
, src1_param
.reg_name
);
3767 ++loop_state
->current_reg
;
3771 shader_addline(buffer
, "for (;;)\n{\n");
3774 ++loop_state
->current_depth
;
3777 static void shader_glsl_end(const struct wined3d_shader_instruction
*ins
)
3779 struct wined3d_shader_loop_state
*loop_state
= ins
->ctx
->loop_state
;
3781 shader_addline(ins
->ctx
->buffer
, "}\n");
3783 if (ins
->handler_idx
== WINED3DSIH_ENDLOOP
)
3785 --loop_state
->current_depth
;
3786 --loop_state
->current_reg
;
3789 if (ins
->handler_idx
== WINED3DSIH_ENDREP
)
3791 --loop_state
->current_depth
;
3795 static void shader_glsl_rep(const struct wined3d_shader_instruction
*ins
)
3797 const struct wined3d_shader
*shader
= ins
->ctx
->shader
;
3798 struct wined3d_shader_loop_state
*loop_state
= ins
->ctx
->loop_state
;
3799 const struct wined3d_shader_lconst
*constant
;
3800 struct glsl_src_param src0_param
;
3801 const DWORD
*control_values
= NULL
;
3803 /* Try to hardcode local values to help the GLSL compiler to unroll and optimize the loop */
3804 if (ins
->src
[0].reg
.type
== WINED3DSPR_CONSTINT
)
3806 LIST_FOR_EACH_ENTRY(constant
, &shader
->constantsI
, struct wined3d_shader_lconst
, entry
)
3808 if (constant
->idx
== ins
->src
[0].reg
.idx
[0].offset
)
3810 control_values
= constant
->value
;
3818 shader_addline(ins
->ctx
->buffer
, "for (tmpInt%d = 0; tmpInt%d < %d; tmpInt%d++) {\n",
3819 loop_state
->current_depth
, loop_state
->current_depth
,
3820 control_values
[0], loop_state
->current_depth
);
3824 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
, &src0_param
);
3825 shader_addline(ins
->ctx
->buffer
, "for (tmpInt%d = 0; tmpInt%d < %s; tmpInt%d++) {\n",
3826 loop_state
->current_depth
, loop_state
->current_depth
,
3827 src0_param
.param_str
, loop_state
->current_depth
);
3830 ++loop_state
->current_depth
;
3833 static void shader_glsl_if(const struct wined3d_shader_instruction
*ins
)
3835 struct glsl_src_param src0_param
;
3837 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
, &src0_param
);
3838 shader_addline(ins
->ctx
->buffer
, "if (bool(%s)) {\n", src0_param
.param_str
);
3841 static void shader_glsl_ifc(const struct wined3d_shader_instruction
*ins
)
3843 struct glsl_src_param src0_param
;
3844 struct glsl_src_param src1_param
;
3846 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
, &src0_param
);
3847 shader_glsl_add_src_param(ins
, &ins
->src
[1], WINED3DSP_WRITEMASK_0
, &src1_param
);
3849 shader_addline(ins
->ctx
->buffer
, "if (%s %s %s) {\n",
3850 src0_param
.param_str
, shader_glsl_get_rel_op(ins
->flags
), src1_param
.param_str
);
3853 static void shader_glsl_else(const struct wined3d_shader_instruction
*ins
)
3855 shader_addline(ins
->ctx
->buffer
, "} else {\n");
3858 static void shader_glsl_emit(const struct wined3d_shader_instruction
*ins
)
3860 shader_addline(ins
->ctx
->buffer
, "EmitVertex();\n");
3863 static void shader_glsl_break(const struct wined3d_shader_instruction
*ins
)
3865 shader_addline(ins
->ctx
->buffer
, "break;\n");
3868 /* FIXME: According to MSDN the compare is done per component. */
3869 static void shader_glsl_breakc(const struct wined3d_shader_instruction
*ins
)
3871 struct glsl_src_param src0_param
;
3872 struct glsl_src_param src1_param
;
3874 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
, &src0_param
);
3875 shader_glsl_add_src_param(ins
, &ins
->src
[1], WINED3DSP_WRITEMASK_0
, &src1_param
);
3877 shader_addline(ins
->ctx
->buffer
, "if (%s %s %s) break;\n",
3878 src0_param
.param_str
, shader_glsl_get_rel_op(ins
->flags
), src1_param
.param_str
);
3881 static void shader_glsl_breakp(const struct wined3d_shader_instruction
*ins
)
3883 struct glsl_src_param src_param
;
3885 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
, &src_param
);
3886 shader_addline(ins
->ctx
->buffer
, "if (bool(%s)) break;\n", src_param
.param_str
);
3889 static void shader_glsl_label(const struct wined3d_shader_instruction
*ins
)
3891 shader_addline(ins
->ctx
->buffer
, "}\n");
3892 shader_addline(ins
->ctx
->buffer
, "void subroutine%u()\n{\n", ins
->src
[0].reg
.idx
[0].offset
);
3895 static void shader_glsl_call(const struct wined3d_shader_instruction
*ins
)
3897 shader_addline(ins
->ctx
->buffer
, "subroutine%u();\n", ins
->src
[0].reg
.idx
[0].offset
);
3900 static void shader_glsl_callnz(const struct wined3d_shader_instruction
*ins
)
3902 struct glsl_src_param src1_param
;
3904 shader_glsl_add_src_param(ins
, &ins
->src
[1], WINED3DSP_WRITEMASK_0
, &src1_param
);
3905 shader_addline(ins
->ctx
->buffer
, "if (%s) subroutine%u();\n",
3906 src1_param
.param_str
, ins
->src
[0].reg
.idx
[0].offset
);
3909 static void shader_glsl_ret(const struct wined3d_shader_instruction
*ins
)
3911 /* No-op. The closing } is written when a new function is started, and at the end of the shader. This
3912 * function only suppresses the unhandled instruction warning
3916 /*********************************************
3917 * Pixel Shader Specific Code begins here
3918 ********************************************/
3919 static void shader_glsl_tex(const struct wined3d_shader_instruction
*ins
)
3921 DWORD shader_version
= WINED3D_SHADER_VERSION(ins
->ctx
->reg_maps
->shader_version
.major
,
3922 ins
->ctx
->reg_maps
->shader_version
.minor
);
3923 struct glsl_sample_function sample_function
;
3924 DWORD sample_flags
= 0;
3926 DWORD mask
= 0, swizzle
;
3927 const struct shader_glsl_ctx_priv
*priv
= ins
->ctx
->backend_data
;
3929 /* 1.0-1.4: Use destination register as sampler source.
3930 * 2.0+: Use provided sampler source. */
3931 if (shader_version
< WINED3D_SHADER_VERSION(2,0))
3932 resource_idx
= ins
->dst
[0].reg
.idx
[0].offset
;
3934 resource_idx
= ins
->src
[1].reg
.idx
[0].offset
;
3936 if (shader_version
< WINED3D_SHADER_VERSION(1,4))
3938 DWORD flags
= (priv
->cur_ps_args
->tex_transform
>> resource_idx
* WINED3D_PSARGS_TEXTRANSFORM_SHIFT
)
3939 & WINED3D_PSARGS_TEXTRANSFORM_MASK
;
3940 enum wined3d_shader_resource_type resource_type
= ins
->ctx
->reg_maps
->resource_info
[resource_idx
].type
;
3942 /* Projected cube textures don't make a lot of sense, the resulting coordinates stay the same. */
3943 if (flags
& WINED3D_PSARGS_PROJECTED
&& resource_type
!= WINED3D_SHADER_RESOURCE_TEXTURE_CUBE
)
3945 sample_flags
|= WINED3D_GLSL_SAMPLE_PROJECTED
;
3946 switch (flags
& ~WINED3D_PSARGS_PROJECTED
)
3948 case WINED3D_TTFF_COUNT1
:
3949 FIXME("WINED3D_TTFF_PROJECTED with WINED3D_TTFF_COUNT1?\n");
3951 case WINED3D_TTFF_COUNT2
:
3952 mask
= WINED3DSP_WRITEMASK_1
;
3954 case WINED3D_TTFF_COUNT3
:
3955 mask
= WINED3DSP_WRITEMASK_2
;
3957 case WINED3D_TTFF_COUNT4
:
3958 case WINED3D_TTFF_DISABLE
:
3959 mask
= WINED3DSP_WRITEMASK_3
;
3964 else if (shader_version
< WINED3D_SHADER_VERSION(2,0))
3966 enum wined3d_shader_src_modifier src_mod
= ins
->src
[0].modifiers
;
3968 if (src_mod
== WINED3DSPSM_DZ
) {
3969 sample_flags
|= WINED3D_GLSL_SAMPLE_PROJECTED
;
3970 mask
= WINED3DSP_WRITEMASK_2
;
3971 } else if (src_mod
== WINED3DSPSM_DW
) {
3972 sample_flags
|= WINED3D_GLSL_SAMPLE_PROJECTED
;
3973 mask
= WINED3DSP_WRITEMASK_3
;
3978 if ((ins
->flags
& WINED3DSI_TEXLD_PROJECT
)
3979 && ins
->ctx
->reg_maps
->resource_info
[resource_idx
].type
!= WINED3D_SHADER_RESOURCE_TEXTURE_CUBE
)
3981 /* ps 2.0 texldp instruction always divides by the fourth component. */
3982 sample_flags
|= WINED3D_GLSL_SAMPLE_PROJECTED
;
3983 mask
= WINED3DSP_WRITEMASK_3
;
3987 if (priv
->cur_ps_args
->np2_fixup
& (1 << resource_idx
))
3988 sample_flags
|= WINED3D_GLSL_SAMPLE_NPOT
;
3990 shader_glsl_get_sample_function(ins
->ctx
, resource_idx
, sample_flags
, &sample_function
);
3991 mask
|= sample_function
.coord_mask
;
3993 if (shader_version
< WINED3D_SHADER_VERSION(2,0)) swizzle
= WINED3DSP_NOSWIZZLE
;
3994 else swizzle
= ins
->src
[1].swizzle
;
3996 /* 1.0-1.3: Use destination register as coordinate source.
3997 1.4+: Use provided coordinate source register. */
3998 if (shader_version
< WINED3D_SHADER_VERSION(1,4))
4001 shader_glsl_write_mask_to_str(mask
, coord_mask
);
4002 shader_glsl_gen_sample_code(ins
, resource_idx
, &sample_function
, swizzle
, NULL
, NULL
, NULL
,
4003 "T%u%s", resource_idx
, coord_mask
);
4007 struct glsl_src_param coord_param
;
4008 shader_glsl_add_src_param(ins
, &ins
->src
[0], mask
, &coord_param
);
4009 if (ins
->flags
& WINED3DSI_TEXLD_BIAS
)
4011 struct glsl_src_param bias
;
4012 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_3
, &bias
);
4013 shader_glsl_gen_sample_code(ins
, resource_idx
, &sample_function
, swizzle
, NULL
, NULL
, bias
.param_str
,
4014 "%s", coord_param
.param_str
);
4016 shader_glsl_gen_sample_code(ins
, resource_idx
, &sample_function
, swizzle
, NULL
, NULL
, NULL
,
4017 "%s", coord_param
.param_str
);
4020 shader_glsl_release_sample_function(ins
->ctx
, &sample_function
);
4023 static void shader_glsl_texldd(const struct wined3d_shader_instruction
*ins
)
4025 const struct wined3d_gl_info
*gl_info
= ins
->ctx
->gl_info
;
4026 struct glsl_src_param coord_param
, dx_param
, dy_param
;
4027 DWORD sample_flags
= WINED3D_GLSL_SAMPLE_GRAD
;
4028 struct glsl_sample_function sample_function
;
4030 DWORD swizzle
= ins
->src
[1].swizzle
;
4031 const struct shader_glsl_ctx_priv
*priv
= ins
->ctx
->backend_data
;
4033 if (!gl_info
->supported
[ARB_SHADER_TEXTURE_LOD
] && !gl_info
->supported
[EXT_GPU_SHADER4
])
4035 FIXME("texldd used, but not supported by hardware. Falling back to regular tex\n");
4036 shader_glsl_tex(ins
);
4040 sampler_idx
= ins
->src
[1].reg
.idx
[0].offset
;
4041 if (priv
->cur_ps_args
->np2_fixup
& (1 << sampler_idx
))
4042 sample_flags
|= WINED3D_GLSL_SAMPLE_NPOT
;
4044 shader_glsl_get_sample_function(ins
->ctx
, sampler_idx
, sample_flags
, &sample_function
);
4045 shader_glsl_add_src_param(ins
, &ins
->src
[0], sample_function
.coord_mask
, &coord_param
);
4046 shader_glsl_add_src_param(ins
, &ins
->src
[2], sample_function
.coord_mask
, &dx_param
);
4047 shader_glsl_add_src_param(ins
, &ins
->src
[3], sample_function
.coord_mask
, &dy_param
);
4049 shader_glsl_gen_sample_code(ins
, sampler_idx
, &sample_function
, swizzle
, dx_param
.param_str
, dy_param
.param_str
, NULL
,
4050 "%s", coord_param
.param_str
);
4051 shader_glsl_release_sample_function(ins
->ctx
, &sample_function
);
4054 static void shader_glsl_texldl(const struct wined3d_shader_instruction
*ins
)
4056 const struct wined3d_gl_info
*gl_info
= ins
->ctx
->gl_info
;
4057 struct glsl_src_param coord_param
, lod_param
;
4058 DWORD sample_flags
= WINED3D_GLSL_SAMPLE_LOD
;
4059 struct glsl_sample_function sample_function
;
4061 DWORD swizzle
= ins
->src
[1].swizzle
;
4062 const struct shader_glsl_ctx_priv
*priv
= ins
->ctx
->backend_data
;
4064 sampler_idx
= ins
->src
[1].reg
.idx
[0].offset
;
4065 if (ins
->ctx
->reg_maps
->shader_version
.type
== WINED3D_SHADER_TYPE_PIXEL
4066 && priv
->cur_ps_args
->np2_fixup
& (1 << sampler_idx
))
4067 sample_flags
|= WINED3D_GLSL_SAMPLE_NPOT
;
4069 shader_glsl_get_sample_function(ins
->ctx
, sampler_idx
, sample_flags
, &sample_function
);
4070 shader_glsl_add_src_param(ins
, &ins
->src
[0], sample_function
.coord_mask
, &coord_param
);
4072 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_3
, &lod_param
);
4074 if (!gl_info
->supported
[ARB_SHADER_TEXTURE_LOD
] && !gl_info
->supported
[EXT_GPU_SHADER4
]
4075 && ins
->ctx
->reg_maps
->shader_version
.type
== WINED3D_SHADER_TYPE_PIXEL
)
4077 /* Plain GLSL only supports Lod sampling functions in vertex shaders.
4078 * However, the NVIDIA drivers allow them in fragment shaders as well,
4079 * even without the appropriate extension. */
4080 WARN("Using %s in fragment shader.\n", sample_function
.name
->buffer
);
4082 shader_glsl_gen_sample_code(ins
, sampler_idx
, &sample_function
, swizzle
, NULL
, NULL
, lod_param
.param_str
,
4083 "%s", coord_param
.param_str
);
4084 shader_glsl_release_sample_function(ins
->ctx
, &sample_function
);
4087 static unsigned int shader_glsl_find_sampler(const struct wined3d_shader_sampler_map
*sampler_map
,
4088 unsigned int resource_idx
, unsigned int sampler_idx
)
4090 struct wined3d_shader_sampler_map_entry
*entries
= sampler_map
->entries
;
4093 for (i
= 0; i
< sampler_map
->count
; ++i
)
4095 if (entries
[i
].resource_idx
== resource_idx
&& entries
[i
].sampler_idx
== sampler_idx
)
4096 return entries
[i
].bind_idx
;
4099 ERR("No GLSL sampler found for resource %u / sampler %u.\n", resource_idx
, sampler_idx
);
4104 static void shader_glsl_sample(const struct wined3d_shader_instruction
*ins
)
4106 struct glsl_sample_function sample_function
;
4107 struct glsl_src_param coord_param
;
4108 unsigned int sampler_idx
;
4110 shader_glsl_get_sample_function(ins
->ctx
, ins
->src
[1].reg
.idx
[0].offset
, 0, &sample_function
);
4111 shader_glsl_add_src_param(ins
, &ins
->src
[0], sample_function
.coord_mask
, &coord_param
);
4112 sampler_idx
= shader_glsl_find_sampler(&ins
->ctx
->reg_maps
->sampler_map
,
4113 ins
->src
[1].reg
.idx
[0].offset
, ins
->src
[2].reg
.idx
[0].offset
);
4114 shader_glsl_gen_sample_code(ins
, sampler_idx
, &sample_function
, WINED3DSP_NOSWIZZLE
,
4115 NULL
, NULL
, NULL
, "%s", coord_param
.param_str
);
4116 shader_glsl_release_sample_function(ins
->ctx
, &sample_function
);
4119 static void shader_glsl_texcoord(const struct wined3d_shader_instruction
*ins
)
4121 /* FIXME: Make this work for more than just 2D textures */
4122 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
4123 DWORD write_mask
= shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
4125 if (!(ins
->ctx
->reg_maps
->shader_version
.major
== 1 && ins
->ctx
->reg_maps
->shader_version
.minor
== 4))
4129 shader_glsl_get_write_mask(&ins
->dst
[0], dst_mask
);
4130 shader_addline(buffer
, "clamp(gl_TexCoord[%u], 0.0, 1.0)%s);\n",
4131 ins
->dst
[0].reg
.idx
[0].offset
, dst_mask
);
4135 enum wined3d_shader_src_modifier src_mod
= ins
->src
[0].modifiers
;
4136 DWORD reg
= ins
->src
[0].reg
.idx
[0].offset
;
4137 char dst_swizzle
[6];
4139 shader_glsl_get_swizzle(&ins
->src
[0], FALSE
, write_mask
, dst_swizzle
);
4141 if (src_mod
== WINED3DSPSM_DZ
)
4143 unsigned int mask_size
= shader_glsl_get_write_mask_size(write_mask
);
4144 struct glsl_src_param div_param
;
4146 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_2
, &div_param
);
4148 if (mask_size
> 1) {
4149 shader_addline(buffer
, "gl_TexCoord[%u]%s / vec%d(%s));\n", reg
, dst_swizzle
, mask_size
, div_param
.param_str
);
4151 shader_addline(buffer
, "gl_TexCoord[%u]%s / %s);\n", reg
, dst_swizzle
, div_param
.param_str
);
4154 else if (src_mod
== WINED3DSPSM_DW
)
4156 unsigned int mask_size
= shader_glsl_get_write_mask_size(write_mask
);
4157 struct glsl_src_param div_param
;
4159 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_3
, &div_param
);
4161 if (mask_size
> 1) {
4162 shader_addline(buffer
, "gl_TexCoord[%u]%s / vec%d(%s));\n", reg
, dst_swizzle
, mask_size
, div_param
.param_str
);
4164 shader_addline(buffer
, "gl_TexCoord[%u]%s / %s);\n", reg
, dst_swizzle
, div_param
.param_str
);
4167 shader_addline(buffer
, "gl_TexCoord[%u]%s);\n", reg
, dst_swizzle
);
4172 /** Process the WINED3DSIO_TEXDP3TEX instruction in GLSL:
4173 * Take a 3-component dot product of the TexCoord[dstreg] and src,
4174 * then perform a 1D texture lookup from stage dstregnum, place into dst. */
4175 static void shader_glsl_texdp3tex(const struct wined3d_shader_instruction
*ins
)
4177 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
4178 DWORD sampler_idx
= ins
->dst
[0].reg
.idx
[0].offset
;
4179 struct glsl_sample_function sample_function
;
4180 struct glsl_src_param src0_param
;
4183 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_mask
, &src0_param
);
4185 /* Do I have to take care about the projected bit? I don't think so, since the dp3 returns only one
4186 * scalar, and projected sampling would require 4.
4188 * It is a dependent read - not valid with conditional NP2 textures
4190 shader_glsl_get_sample_function(ins
->ctx
, sampler_idx
, 0, &sample_function
);
4191 mask_size
= shader_glsl_get_write_mask_size(sample_function
.coord_mask
);
4196 shader_glsl_gen_sample_code(ins
, sampler_idx
, &sample_function
, WINED3DSP_NOSWIZZLE
, NULL
, NULL
, NULL
,
4197 "dot(gl_TexCoord[%u].xyz, %s)", sampler_idx
, src0_param
.param_str
);
4201 shader_glsl_gen_sample_code(ins
, sampler_idx
, &sample_function
, WINED3DSP_NOSWIZZLE
, NULL
, NULL
, NULL
,
4202 "vec2(dot(gl_TexCoord[%u].xyz, %s), 0.0)", sampler_idx
, src0_param
.param_str
);
4206 shader_glsl_gen_sample_code(ins
, sampler_idx
, &sample_function
, WINED3DSP_NOSWIZZLE
, NULL
, NULL
, NULL
,
4207 "vec3(dot(gl_TexCoord[%u].xyz, %s), 0.0, 0.0)", sampler_idx
, src0_param
.param_str
);
4211 FIXME("Unexpected mask size %u\n", mask_size
);
4214 shader_glsl_release_sample_function(ins
->ctx
, &sample_function
);
4217 /** Process the WINED3DSIO_TEXDP3 instruction in GLSL:
4218 * Take a 3-component dot product of the TexCoord[dstreg] and src. */
4219 static void shader_glsl_texdp3(const struct wined3d_shader_instruction
*ins
)
4221 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
4222 DWORD dstreg
= ins
->dst
[0].reg
.idx
[0].offset
;
4223 struct glsl_src_param src0_param
;
4225 unsigned int mask_size
;
4227 dst_mask
= shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
4228 mask_size
= shader_glsl_get_write_mask_size(dst_mask
);
4229 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_mask
, &src0_param
);
4231 if (mask_size
> 1) {
4232 shader_addline(ins
->ctx
->buffer
, "vec%d(dot(T%u.xyz, %s)));\n", mask_size
, dstreg
, src0_param
.param_str
);
4234 shader_addline(ins
->ctx
->buffer
, "dot(T%u.xyz, %s));\n", dstreg
, src0_param
.param_str
);
4238 /** Process the WINED3DSIO_TEXDEPTH instruction in GLSL:
4239 * Calculate the depth as dst.x / dst.y */
4240 static void shader_glsl_texdepth(const struct wined3d_shader_instruction
*ins
)
4242 struct glsl_dst_param dst_param
;
4244 shader_glsl_add_dst_param(ins
, &ins
->dst
[0], &dst_param
);
4246 /* Tests show that texdepth never returns anything below 0.0, and that r5.y is clamped to 1.0.
4247 * Negative input is accepted, -0.25 / -0.5 returns 0.5. GL should clamp gl_FragDepth to [0;1], but
4248 * this doesn't always work, so clamp the results manually. Whether or not the x value is clamped at 1
4249 * too is irrelevant, since if x = 0, any y value < 1.0 (and > 1.0 is not allowed) results in a result
4252 shader_addline(ins
->ctx
->buffer
, "gl_FragDepth = clamp((%s.x / min(%s.y, 1.0)), 0.0, 1.0);\n",
4253 dst_param
.reg_name
, dst_param
.reg_name
);
4256 /** Process the WINED3DSIO_TEXM3X2DEPTH instruction in GLSL:
4257 * Last row of a 3x2 matrix multiply, use the result to calculate the depth:
4258 * Calculate tmp0.y = TexCoord[dstreg] . src.xyz; (tmp0.x has already been calculated)
4259 * depth = (tmp0.y == 0.0) ? 1.0 : tmp0.x / tmp0.y
4261 static void shader_glsl_texm3x2depth(const struct wined3d_shader_instruction
*ins
)
4263 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
4264 DWORD dstreg
= ins
->dst
[0].reg
.idx
[0].offset
;
4265 struct glsl_src_param src0_param
;
4267 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_mask
, &src0_param
);
4269 shader_addline(ins
->ctx
->buffer
, "tmp0.y = dot(T%u.xyz, %s);\n", dstreg
, src0_param
.param_str
);
4270 shader_addline(ins
->ctx
->buffer
, "gl_FragDepth = (tmp0.y == 0.0) ? 1.0 : clamp(tmp0.x / tmp0.y, 0.0, 1.0);\n");
4273 /** Process the WINED3DSIO_TEXM3X2PAD instruction in GLSL
4274 * Calculate the 1st of a 2-row matrix multiplication. */
4275 static void shader_glsl_texm3x2pad(const struct wined3d_shader_instruction
*ins
)
4277 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
4278 DWORD reg
= ins
->dst
[0].reg
.idx
[0].offset
;
4279 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
4280 struct glsl_src_param src0_param
;
4282 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_mask
, &src0_param
);
4283 shader_addline(buffer
, "tmp0.x = dot(T%u.xyz, %s);\n", reg
, src0_param
.param_str
);
4286 /** Process the WINED3DSIO_TEXM3X3PAD instruction in GLSL
4287 * Calculate the 1st or 2nd row of a 3-row matrix multiplication. */
4288 static void shader_glsl_texm3x3pad(const struct wined3d_shader_instruction
*ins
)
4290 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
4291 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
4292 struct wined3d_shader_tex_mx
*tex_mx
= ins
->ctx
->tex_mx
;
4293 DWORD reg
= ins
->dst
[0].reg
.idx
[0].offset
;
4294 struct glsl_src_param src0_param
;
4296 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_mask
, &src0_param
);
4297 shader_addline(buffer
, "tmp0.%c = dot(T%u.xyz, %s);\n", 'x' + tex_mx
->current_row
, reg
, src0_param
.param_str
);
4298 tex_mx
->texcoord_w
[tex_mx
->current_row
++] = reg
;
4301 static void shader_glsl_texm3x2tex(const struct wined3d_shader_instruction
*ins
)
4303 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
4304 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
4305 struct glsl_sample_function sample_function
;
4306 DWORD reg
= ins
->dst
[0].reg
.idx
[0].offset
;
4307 struct glsl_src_param src0_param
;
4309 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_mask
, &src0_param
);
4310 shader_addline(buffer
, "tmp0.y = dot(T%u.xyz, %s);\n", reg
, src0_param
.param_str
);
4312 shader_glsl_get_sample_function(ins
->ctx
, reg
, 0, &sample_function
);
4314 /* Sample the texture using the calculated coordinates */
4315 shader_glsl_gen_sample_code(ins
, reg
, &sample_function
, WINED3DSP_NOSWIZZLE
, NULL
, NULL
, NULL
, "tmp0.xy");
4316 shader_glsl_release_sample_function(ins
->ctx
, &sample_function
);
4319 /** Process the WINED3DSIO_TEXM3X3TEX instruction in GLSL
4320 * Perform the 3rd row of a 3x3 matrix multiply, then sample the texture using the calculated coordinates */
4321 static void shader_glsl_texm3x3tex(const struct wined3d_shader_instruction
*ins
)
4323 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
4324 struct wined3d_shader_tex_mx
*tex_mx
= ins
->ctx
->tex_mx
;
4325 struct glsl_sample_function sample_function
;
4326 DWORD reg
= ins
->dst
[0].reg
.idx
[0].offset
;
4327 struct glsl_src_param src0_param
;
4329 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_mask
, &src0_param
);
4330 shader_addline(ins
->ctx
->buffer
, "tmp0.z = dot(T%u.xyz, %s);\n", reg
, src0_param
.param_str
);
4332 /* Dependent read, not valid with conditional NP2 */
4333 shader_glsl_get_sample_function(ins
->ctx
, reg
, 0, &sample_function
);
4335 /* Sample the texture using the calculated coordinates */
4336 shader_glsl_gen_sample_code(ins
, reg
, &sample_function
, WINED3DSP_NOSWIZZLE
, NULL
, NULL
, NULL
, "tmp0.xyz");
4337 shader_glsl_release_sample_function(ins
->ctx
, &sample_function
);
4339 tex_mx
->current_row
= 0;
4342 /** Process the WINED3DSIO_TEXM3X3 instruction in GLSL
4343 * Perform the 3rd row of a 3x3 matrix multiply */
4344 static void shader_glsl_texm3x3(const struct wined3d_shader_instruction
*ins
)
4346 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
4347 struct wined3d_shader_tex_mx
*tex_mx
= ins
->ctx
->tex_mx
;
4348 DWORD reg
= ins
->dst
[0].reg
.idx
[0].offset
;
4349 struct glsl_src_param src0_param
;
4352 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_mask
, &src0_param
);
4354 shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
4355 shader_glsl_get_write_mask(&ins
->dst
[0], dst_mask
);
4356 shader_addline(ins
->ctx
->buffer
, "vec4(tmp0.xy, dot(T%u.xyz, %s), 1.0)%s);\n", reg
, src0_param
.param_str
, dst_mask
);
4358 tex_mx
->current_row
= 0;
4361 /* Process the WINED3DSIO_TEXM3X3SPEC instruction in GLSL
4362 * Perform the final texture lookup based on the previous 2 3x3 matrix multiplies */
4363 static void shader_glsl_texm3x3spec(const struct wined3d_shader_instruction
*ins
)
4365 struct glsl_src_param src0_param
;
4366 struct glsl_src_param src1_param
;
4367 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
4368 struct wined3d_shader_tex_mx
*tex_mx
= ins
->ctx
->tex_mx
;
4369 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
4370 struct glsl_sample_function sample_function
;
4371 DWORD reg
= ins
->dst
[0].reg
.idx
[0].offset
;
4374 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_mask
, &src0_param
);
4375 shader_glsl_add_src_param(ins
, &ins
->src
[1], src_mask
, &src1_param
);
4377 /* Perform the last matrix multiply operation */
4378 shader_addline(buffer
, "tmp0.z = dot(T%u.xyz, %s);\n", reg
, src0_param
.param_str
);
4379 /* Reflection calculation */
4380 shader_addline(buffer
, "tmp0.xyz = -reflect((%s), normalize(tmp0.xyz));\n", src1_param
.param_str
);
4382 /* Dependent read, not valid with conditional NP2 */
4383 shader_glsl_get_sample_function(ins
->ctx
, reg
, 0, &sample_function
);
4384 shader_glsl_write_mask_to_str(sample_function
.coord_mask
, coord_mask
);
4386 /* Sample the texture */
4387 shader_glsl_gen_sample_code(ins
, reg
, &sample_function
, WINED3DSP_NOSWIZZLE
,
4388 NULL
, NULL
, NULL
, "tmp0%s", coord_mask
);
4389 shader_glsl_release_sample_function(ins
->ctx
, &sample_function
);
4391 tex_mx
->current_row
= 0;
4394 /* Process the WINED3DSIO_TEXM3X3VSPEC instruction in GLSL
4395 * Perform the final texture lookup based on the previous 2 3x3 matrix multiplies */
4396 static void shader_glsl_texm3x3vspec(const struct wined3d_shader_instruction
*ins
)
4398 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
4399 struct wined3d_shader_tex_mx
*tex_mx
= ins
->ctx
->tex_mx
;
4400 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
4401 struct glsl_sample_function sample_function
;
4402 DWORD reg
= ins
->dst
[0].reg
.idx
[0].offset
;
4403 struct glsl_src_param src0_param
;
4406 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_mask
, &src0_param
);
4408 /* Perform the last matrix multiply operation */
4409 shader_addline(buffer
, "tmp0.z = dot(vec3(T%u), vec3(%s));\n", reg
, src0_param
.param_str
);
4411 /* Construct the eye-ray vector from w coordinates */
4412 shader_addline(buffer
, "tmp1.xyz = normalize(vec3(gl_TexCoord[%u].w, gl_TexCoord[%u].w, gl_TexCoord[%u].w));\n",
4413 tex_mx
->texcoord_w
[0], tex_mx
->texcoord_w
[1], reg
);
4414 shader_addline(buffer
, "tmp0.xyz = -reflect(tmp1.xyz, normalize(tmp0.xyz));\n");
4416 /* Dependent read, not valid with conditional NP2 */
4417 shader_glsl_get_sample_function(ins
->ctx
, reg
, 0, &sample_function
);
4418 shader_glsl_write_mask_to_str(sample_function
.coord_mask
, coord_mask
);
4420 /* Sample the texture using the calculated coordinates */
4421 shader_glsl_gen_sample_code(ins
, reg
, &sample_function
, WINED3DSP_NOSWIZZLE
,
4422 NULL
, NULL
, NULL
, "tmp0%s", coord_mask
);
4423 shader_glsl_release_sample_function(ins
->ctx
, &sample_function
);
4425 tex_mx
->current_row
= 0;
4428 /** Process the WINED3DSIO_TEXBEM instruction in GLSL.
4429 * Apply a fake bump map transform.
4430 * texbem is pshader <= 1.3 only, this saves a few version checks
4432 static void shader_glsl_texbem(const struct wined3d_shader_instruction
*ins
)
4434 const struct shader_glsl_ctx_priv
*priv
= ins
->ctx
->backend_data
;
4435 struct glsl_sample_function sample_function
;
4436 struct glsl_src_param coord_param
;
4442 sampler_idx
= ins
->dst
[0].reg
.idx
[0].offset
;
4443 flags
= (priv
->cur_ps_args
->tex_transform
>> sampler_idx
* WINED3D_PSARGS_TEXTRANSFORM_SHIFT
)
4444 & WINED3D_PSARGS_TEXTRANSFORM_MASK
;
4446 /* Dependent read, not valid with conditional NP2 */
4447 shader_glsl_get_sample_function(ins
->ctx
, sampler_idx
, 0, &sample_function
);
4448 mask
= sample_function
.coord_mask
;
4450 shader_glsl_write_mask_to_str(mask
, coord_mask
);
4452 /* With projected textures, texbem only divides the static texture coord,
4453 * not the displacement, so we can't let GL handle this. */
4454 if (flags
& WINED3D_PSARGS_PROJECTED
)
4457 char coord_div_mask
[3];
4458 switch (flags
& ~WINED3D_PSARGS_PROJECTED
)
4460 case WINED3D_TTFF_COUNT1
:
4461 FIXME("WINED3D_TTFF_PROJECTED with WINED3D_TTFF_COUNT1?\n");
4463 case WINED3D_TTFF_COUNT2
:
4464 div_mask
= WINED3DSP_WRITEMASK_1
;
4466 case WINED3D_TTFF_COUNT3
:
4467 div_mask
= WINED3DSP_WRITEMASK_2
;
4469 case WINED3D_TTFF_COUNT4
:
4470 case WINED3D_TTFF_DISABLE
:
4471 div_mask
= WINED3DSP_WRITEMASK_3
;
4474 shader_glsl_write_mask_to_str(div_mask
, coord_div_mask
);
4475 shader_addline(ins
->ctx
->buffer
, "T%u%s /= T%u%s;\n", sampler_idx
, coord_mask
, sampler_idx
, coord_div_mask
);
4478 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
, &coord_param
);
4480 shader_glsl_gen_sample_code(ins
, sampler_idx
, &sample_function
, WINED3DSP_NOSWIZZLE
, NULL
, NULL
, NULL
,
4481 "T%u%s + vec4(bumpenv_mat%u * %s, 0.0, 0.0)%s", sampler_idx
, coord_mask
, sampler_idx
,
4482 coord_param
.param_str
, coord_mask
);
4484 if (ins
->handler_idx
== WINED3DSIH_TEXBEML
)
4486 struct glsl_src_param luminance_param
;
4487 struct glsl_dst_param dst_param
;
4489 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_2
, &luminance_param
);
4490 shader_glsl_add_dst_param(ins
, &ins
->dst
[0], &dst_param
);
4492 shader_addline(ins
->ctx
->buffer
, "%s%s *= (%s * bumpenv_lum_scale%u + bumpenv_lum_offset%u);\n",
4493 dst_param
.reg_name
, dst_param
.mask_str
,
4494 luminance_param
.param_str
, sampler_idx
, sampler_idx
);
4496 shader_glsl_release_sample_function(ins
->ctx
, &sample_function
);
4499 static void shader_glsl_bem(const struct wined3d_shader_instruction
*ins
)
4501 DWORD sampler_idx
= ins
->dst
[0].reg
.idx
[0].offset
;
4502 struct glsl_src_param src0_param
, src1_param
;
4504 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
, &src0_param
);
4505 shader_glsl_add_src_param(ins
, &ins
->src
[1], WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
, &src1_param
);
4507 shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
4508 shader_addline(ins
->ctx
->buffer
, "%s + bumpenv_mat%u * %s);\n",
4509 src0_param
.param_str
, sampler_idx
, src1_param
.param_str
);
4512 /** Process the WINED3DSIO_TEXREG2AR instruction in GLSL
4513 * Sample 2D texture at dst using the alpha & red (wx) components of src as texture coordinates */
4514 static void shader_glsl_texreg2ar(const struct wined3d_shader_instruction
*ins
)
4516 DWORD sampler_idx
= ins
->dst
[0].reg
.idx
[0].offset
;
4517 struct glsl_sample_function sample_function
;
4518 struct glsl_src_param src0_param
;
4520 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_ALL
, &src0_param
);
4522 shader_glsl_get_sample_function(ins
->ctx
, sampler_idx
, 0, &sample_function
);
4523 shader_glsl_gen_sample_code(ins
, sampler_idx
, &sample_function
, WINED3DSP_NOSWIZZLE
, NULL
, NULL
, NULL
,
4524 "%s.wx", src0_param
.reg_name
);
4525 shader_glsl_release_sample_function(ins
->ctx
, &sample_function
);
4528 /** Process the WINED3DSIO_TEXREG2GB instruction in GLSL
4529 * Sample 2D texture at dst using the green & blue (yz) components of src as texture coordinates */
4530 static void shader_glsl_texreg2gb(const struct wined3d_shader_instruction
*ins
)
4532 DWORD sampler_idx
= ins
->dst
[0].reg
.idx
[0].offset
;
4533 struct glsl_sample_function sample_function
;
4534 struct glsl_src_param src0_param
;
4536 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_ALL
, &src0_param
);
4538 shader_glsl_get_sample_function(ins
->ctx
, sampler_idx
, 0, &sample_function
);
4539 shader_glsl_gen_sample_code(ins
, sampler_idx
, &sample_function
, WINED3DSP_NOSWIZZLE
, NULL
, NULL
, NULL
,
4540 "%s.yz", src0_param
.reg_name
);
4541 shader_glsl_release_sample_function(ins
->ctx
, &sample_function
);
4544 /** Process the WINED3DSIO_TEXREG2RGB instruction in GLSL
4545 * Sample texture at dst using the rgb (xyz) components of src as texture coordinates */
4546 static void shader_glsl_texreg2rgb(const struct wined3d_shader_instruction
*ins
)
4548 DWORD sampler_idx
= ins
->dst
[0].reg
.idx
[0].offset
;
4549 struct glsl_sample_function sample_function
;
4550 struct glsl_src_param src0_param
;
4552 /* Dependent read, not valid with conditional NP2 */
4553 shader_glsl_get_sample_function(ins
->ctx
, sampler_idx
, 0, &sample_function
);
4554 shader_glsl_add_src_param(ins
, &ins
->src
[0], sample_function
.coord_mask
, &src0_param
);
4556 shader_glsl_gen_sample_code(ins
, sampler_idx
, &sample_function
, WINED3DSP_NOSWIZZLE
, NULL
, NULL
, NULL
,
4557 "%s", src0_param
.param_str
);
4558 shader_glsl_release_sample_function(ins
->ctx
, &sample_function
);
4561 /** Process the WINED3DSIO_TEXKILL instruction in GLSL.
4562 * If any of the first 3 components are < 0, discard this pixel */
4563 static void shader_glsl_texkill(const struct wined3d_shader_instruction
*ins
)
4565 if (ins
->ctx
->reg_maps
->shader_version
.major
>= 4)
4567 struct glsl_src_param src_param
;
4569 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
, &src_param
);
4570 shader_addline(ins
->ctx
->buffer
, "if (bool(floatBitsToUint(%s))) discard;\n", src_param
.param_str
);
4574 struct glsl_dst_param dst_param
;
4576 /* The argument is a destination parameter, and no writemasks are allowed */
4577 shader_glsl_add_dst_param(ins
, &ins
->dst
[0], &dst_param
);
4579 /* 2.0 shaders compare all 4 components in texkill. */
4580 if (ins
->ctx
->reg_maps
->shader_version
.major
>= 2)
4581 shader_addline(ins
->ctx
->buffer
, "if (any(lessThan(%s.xyzw, vec4(0.0)))) discard;\n", dst_param
.reg_name
);
4582 /* 1.x shaders only compare the first 3 components, probably due to
4583 * the nature of the texkill instruction as a tex* instruction, and
4584 * phase, which kills all .w components. Even if all 4 components are
4585 * defined, only the first 3 are used. */
4587 shader_addline(ins
->ctx
->buffer
, "if (any(lessThan(%s.xyz, vec3(0.0)))) discard;\n", dst_param
.reg_name
);
4591 /** Process the WINED3DSIO_DP2ADD instruction in GLSL.
4592 * dst = dot2(src0, src1) + src2 */
4593 static void shader_glsl_dp2add(const struct wined3d_shader_instruction
*ins
)
4595 struct glsl_src_param src0_param
;
4596 struct glsl_src_param src1_param
;
4597 struct glsl_src_param src2_param
;
4599 unsigned int mask_size
;
4601 write_mask
= shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
4602 mask_size
= shader_glsl_get_write_mask_size(write_mask
);
4604 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
, &src0_param
);
4605 shader_glsl_add_src_param(ins
, &ins
->src
[1], WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
, &src1_param
);
4606 shader_glsl_add_src_param(ins
, &ins
->src
[2], WINED3DSP_WRITEMASK_0
, &src2_param
);
4608 if (mask_size
> 1) {
4609 shader_addline(ins
->ctx
->buffer
, "vec%d(dot(%s, %s) + %s));\n",
4610 mask_size
, src0_param
.param_str
, src1_param
.param_str
, src2_param
.param_str
);
4612 shader_addline(ins
->ctx
->buffer
, "dot(%s, %s) + %s);\n",
4613 src0_param
.param_str
, src1_param
.param_str
, src2_param
.param_str
);
4617 static void shader_glsl_input_pack(const struct wined3d_shader
*shader
, struct wined3d_string_buffer
*buffer
,
4618 const struct wined3d_shader_signature
*input_signature
,
4619 const struct wined3d_shader_reg_maps
*reg_maps
,
4620 const struct ps_compile_args
*args
)
4624 for (i
= 0; i
< input_signature
->element_count
; ++i
)
4626 const struct wined3d_shader_signature_element
*input
= &input_signature
->elements
[i
];
4627 const char *semantic_name
;
4632 if (!(reg_maps
->input_registers
& (1 << input
->register_idx
)))
4635 semantic_name
= input
->semantic_name
;
4636 semantic_idx
= input
->semantic_idx
;
4637 shader_glsl_write_mask_to_str(input
->mask
, reg_mask
);
4639 if (args
->vp_mode
== vertexshader
)
4641 if (input
->sysval_semantic
== WINED3D_SV_POSITION
)
4642 shader_addline(buffer
, "ps_in[%u]%s = vpos%s;\n",
4643 shader
->u
.ps
.input_reg_map
[input
->register_idx
], reg_mask
, reg_mask
);
4644 else if (args
->pointsprite
&& shader_match_semantic(semantic_name
, WINED3D_DECL_USAGE_TEXCOORD
))
4645 shader_addline(buffer
, "ps_in[%u] = vec4(gl_PointCoord.xy, 0.0, 0.0);\n", input
->register_idx
);
4647 shader_addline(buffer
, "ps_in[%u]%s = ps_link[%u]%s;\n",
4648 shader
->u
.ps
.input_reg_map
[input
->register_idx
], reg_mask
,
4649 shader
->u
.ps
.input_reg_map
[input
->register_idx
], reg_mask
);
4651 else if (shader_match_semantic(semantic_name
, WINED3D_DECL_USAGE_TEXCOORD
))
4653 if (semantic_idx
< 8 && args
->vp_mode
== pretransformed
)
4654 shader_addline(buffer
, "ps_in[%u]%s = gl_TexCoord[%u]%s;\n",
4655 shader
->u
.ps
.input_reg_map
[input
->register_idx
], reg_mask
, semantic_idx
, reg_mask
);
4657 shader_addline(buffer
, "ps_in[%u]%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
4658 shader
->u
.ps
.input_reg_map
[input
->register_idx
], reg_mask
, reg_mask
);
4660 else if (shader_match_semantic(semantic_name
, WINED3D_DECL_USAGE_COLOR
))
4663 shader_addline(buffer
, "ps_in[%u]%s = vec4(gl_Color)%s;\n",
4664 shader
->u
.ps
.input_reg_map
[input
->register_idx
], reg_mask
, reg_mask
);
4665 else if (semantic_idx
== 1)
4666 shader_addline(buffer
, "ps_in[%u]%s = vec4(gl_SecondaryColor)%s;\n",
4667 shader
->u
.ps
.input_reg_map
[input
->register_idx
], reg_mask
, reg_mask
);
4669 shader_addline(buffer
, "ps_in[%u]%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
4670 shader
->u
.ps
.input_reg_map
[input
->register_idx
], reg_mask
, reg_mask
);
4674 shader_addline(buffer
, "ps_in[%u]%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
4675 shader
->u
.ps
.input_reg_map
[input
->register_idx
], reg_mask
, reg_mask
);
4680 /*********************************************
4681 * Vertex Shader Specific Code begins here
4682 ********************************************/
4684 static void add_glsl_program_entry(struct shader_glsl_priv
*priv
, struct glsl_shader_prog_link
*entry
)
4686 struct glsl_program_key key
;
4688 key
.vs_id
= entry
->vs
.id
;
4689 key
.gs_id
= entry
->gs
.id
;
4690 key
.ps_id
= entry
->ps
.id
;
4692 if (wine_rb_put(&priv
->program_lookup
, &key
, &entry
->program_lookup_entry
) == -1)
4694 ERR("Failed to insert program entry.\n");
4698 static struct glsl_shader_prog_link
*get_glsl_program_entry(const struct shader_glsl_priv
*priv
,
4699 GLuint vs_id
, GLuint gs_id
, GLuint ps_id
)
4701 struct wine_rb_entry
*entry
;
4702 struct glsl_program_key key
;
4708 entry
= wine_rb_get(&priv
->program_lookup
, &key
);
4709 return entry
? WINE_RB_ENTRY_VALUE(entry
, struct glsl_shader_prog_link
, program_lookup_entry
) : NULL
;
4712 /* Context activation is done by the caller. */
4713 static void delete_glsl_program_entry(struct shader_glsl_priv
*priv
, const struct wined3d_gl_info
*gl_info
,
4714 struct glsl_shader_prog_link
*entry
)
4716 struct glsl_program_key key
;
4718 key
.vs_id
= entry
->vs
.id
;
4719 key
.gs_id
= entry
->gs
.id
;
4720 key
.ps_id
= entry
->ps
.id
;
4721 wine_rb_remove(&priv
->program_lookup
, &key
);
4723 GL_EXTCALL(glDeleteProgram(entry
->id
));
4725 list_remove(&entry
->vs
.shader_entry
);
4727 list_remove(&entry
->gs
.shader_entry
);
4729 list_remove(&entry
->ps
.shader_entry
);
4730 HeapFree(GetProcessHeap(), 0, entry
->vs
.uniform_f_locations
);
4731 HeapFree(GetProcessHeap(), 0, entry
->ps
.uniform_f_locations
);
4732 HeapFree(GetProcessHeap(), 0, entry
);
4735 static void handle_ps3_input(struct shader_glsl_priv
*priv
,
4736 const struct wined3d_gl_info
*gl_info
, const DWORD
*map
,
4737 const struct wined3d_shader_signature
*input_signature
,
4738 const struct wined3d_shader_reg_maps
*reg_maps_in
,
4739 const struct wined3d_shader_signature
*output_signature
,
4740 const struct wined3d_shader_reg_maps
*reg_maps_out
)
4742 struct wined3d_string_buffer
*buffer
= &priv
->shader_buffer
;
4746 unsigned int in_count
= vec4_varyings(3, gl_info
);
4748 struct wined3d_string_buffer
*destination
= string_buffer_get(&priv
->string_buffers
);
4750 set
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(*set
) * (in_count
+ 2));
4752 for (i
= 0; i
< input_signature
->element_count
; ++i
)
4754 const struct wined3d_shader_signature_element
*input
= &input_signature
->elements
[i
];
4756 if (!(reg_maps_in
->input_registers
& (1 << input
->register_idx
)))
4759 in_idx
= map
[input
->register_idx
];
4760 /* Declared, but not read register */
4763 if (in_idx
>= (in_count
+ 2))
4765 FIXME("More input varyings declared than supported, expect issues.\n");
4769 if (in_idx
== in_count
)
4770 string_buffer_sprintf(destination
, "gl_FrontColor");
4771 else if (in_idx
== in_count
+ 1)
4772 string_buffer_sprintf(destination
, "gl_FrontSecondaryColor");
4774 string_buffer_sprintf(destination
, "ps_link[%u]", in_idx
);
4779 for (j
= 0; j
< output_signature
->element_count
; ++j
)
4781 const struct wined3d_shader_signature_element
*output
= &output_signature
->elements
[j
];
4784 if (!(reg_maps_out
->output_registers
& (1 << output
->register_idx
))
4785 || input
->semantic_idx
!= output
->semantic_idx
4786 || strcmp(input
->semantic_name
, output
->semantic_name
)
4787 || !(mask
= input
->mask
& output
->mask
))
4790 if (set
[in_idx
] == ~0u)
4793 set
[in_idx
] |= mask
;
4794 shader_glsl_write_mask_to_str(mask
, reg_mask
);
4796 shader_addline(buffer
, "%s%s = vs_out[%u]%s;\n",
4797 destination
->buffer
, reg_mask
, output
->register_idx
, reg_mask
);
4801 for (i
= 0; i
< in_count
+ 2; ++i
)
4805 if (!set
[i
] || set
[i
] == WINED3DSP_WRITEMASK_ALL
)
4808 if (set
[i
] == ~0U) set
[i
] = 0;
4811 if (!(set
[i
] & WINED3DSP_WRITEMASK_0
)) reg_mask
[size
++] = 'x';
4812 if (!(set
[i
] & WINED3DSP_WRITEMASK_1
)) reg_mask
[size
++] = 'y';
4813 if (!(set
[i
] & WINED3DSP_WRITEMASK_2
)) reg_mask
[size
++] = 'z';
4814 if (!(set
[i
] & WINED3DSP_WRITEMASK_3
)) reg_mask
[size
++] = 'w';
4815 reg_mask
[size
] = '\0';
4818 string_buffer_sprintf(destination
, "gl_FrontColor");
4819 else if (i
== in_count
+ 1)
4820 string_buffer_sprintf(destination
, "gl_FrontSecondaryColor");
4822 string_buffer_sprintf(destination
, "ps_link[%u]", i
);
4824 if (size
== 1) shader_addline(buffer
, "%s.%s = 0.0;\n", destination
->buffer
, reg_mask
);
4825 else shader_addline(buffer
, "%s.%s = vec%u(0.0);\n", destination
->buffer
, reg_mask
, size
);
4828 HeapFree(GetProcessHeap(), 0, set
);
4829 string_buffer_release(&priv
->string_buffers
, destination
);
4832 /* Context activation is done by the caller. */
4833 static GLuint
generate_param_reorder_function(struct shader_glsl_priv
*priv
,
4834 const struct wined3d_shader
*vs
, const struct wined3d_shader
*ps
,
4835 BOOL per_vertex_point_size
, const struct wined3d_gl_info
*gl_info
)
4837 struct wined3d_string_buffer
*buffer
= &priv
->shader_buffer
;
4839 DWORD ps_major
= ps
? ps
->reg_maps
.shader_version
.major
: 0;
4841 const char *semantic_name
;
4845 string_buffer_clear(buffer
);
4847 shader_addline(buffer
, "%s\n", shader_glsl_get_version(gl_info
, &vs
->reg_maps
.shader_version
));
4849 if (per_vertex_point_size
)
4851 shader_addline(buffer
, "uniform struct\n{\n");
4852 shader_addline(buffer
, " float size_min;\n");
4853 shader_addline(buffer
, " float size_max;\n");
4854 shader_addline(buffer
, "} ffp_point;\n");
4859 shader_addline(buffer
, "void order_ps_input(in vec4 vs_out[%u])\n{\n", vs
->limits
->packed_output
);
4861 for (i
= 0; i
< vs
->output_signature
.element_count
; ++i
)
4863 const struct wined3d_shader_signature_element
*output
= &vs
->output_signature
.elements
[i
];
4866 if (!(vs
->reg_maps
.output_registers
& (1 << output
->register_idx
)))
4869 semantic_name
= output
->semantic_name
;
4870 semantic_idx
= output
->semantic_idx
;
4871 write_mask
= output
->mask
;
4872 shader_glsl_write_mask_to_str(write_mask
, reg_mask
);
4874 if (shader_match_semantic(semantic_name
, WINED3D_DECL_USAGE_COLOR
))
4877 shader_addline(buffer
, "gl_FrontColor%s = vs_out[%u]%s;\n",
4878 reg_mask
, output
->register_idx
, reg_mask
);
4879 else if (semantic_idx
== 1)
4880 shader_addline(buffer
, "gl_FrontSecondaryColor%s = vs_out[%u]%s;\n",
4881 reg_mask
, output
->register_idx
, reg_mask
);
4883 else if (shader_match_semantic(semantic_name
, WINED3D_DECL_USAGE_POSITION
) && !semantic_idx
)
4885 shader_addline(buffer
, "gl_Position%s = vs_out[%u]%s;\n",
4886 reg_mask
, output
->register_idx
, reg_mask
);
4888 else if (shader_match_semantic(semantic_name
, WINED3D_DECL_USAGE_TEXCOORD
))
4890 if (semantic_idx
< 8)
4892 if (!(gl_info
->quirks
& WINED3D_QUIRK_SET_TEXCOORD_W
) || ps_major
> 0)
4893 write_mask
|= WINED3DSP_WRITEMASK_3
;
4895 shader_addline(buffer
, "gl_TexCoord[%u]%s = vs_out[%u]%s;\n",
4896 semantic_idx
, reg_mask
, output
->register_idx
, reg_mask
);
4897 if (!(write_mask
& WINED3DSP_WRITEMASK_3
))
4898 shader_addline(buffer
, "gl_TexCoord[%u].w = 1.0;\n", semantic_idx
);
4901 else if (shader_match_semantic(semantic_name
, WINED3D_DECL_USAGE_PSIZE
) && per_vertex_point_size
)
4903 shader_addline(buffer
, "gl_PointSize = clamp(vs_out[%u].%c, ffp_point.size_min, ffp_point.size_max);\n",
4904 output
->register_idx
, reg_mask
[1]);
4906 else if (shader_match_semantic(semantic_name
, WINED3D_DECL_USAGE_FOG
))
4908 shader_addline(buffer
, "gl_FogFragCoord = clamp(vs_out[%u].%c, 0.0, 1.0);\n",
4909 output
->register_idx
, reg_mask
[1]);
4912 shader_addline(buffer
, "}\n");
4916 UINT in_count
= min(vec4_varyings(ps_major
, gl_info
), ps
->limits
->packed_input
);
4917 /* This one is tricky: a 3.0 pixel shader reads from a 3.0 vertex shader */
4918 shader_addline(buffer
, "varying vec4 ps_link[%u];\n", in_count
);
4919 shader_addline(buffer
, "void order_ps_input(in vec4 vs_out[%u])\n{\n", vs
->limits
->packed_output
);
4921 /* First, sort out position and point size. Those are not passed to the pixel shader */
4922 for (i
= 0; i
< vs
->output_signature
.element_count
; ++i
)
4924 const struct wined3d_shader_signature_element
*output
= &vs
->output_signature
.elements
[i
];
4926 if (!(vs
->reg_maps
.output_registers
& (1 << output
->register_idx
)))
4929 semantic_name
= output
->semantic_name
;
4930 semantic_idx
= output
->semantic_idx
;
4931 shader_glsl_write_mask_to_str(output
->mask
, reg_mask
);
4933 if (shader_match_semantic(semantic_name
, WINED3D_DECL_USAGE_POSITION
) && !semantic_idx
)
4935 shader_addline(buffer
, "gl_Position%s = vs_out[%u]%s;\n",
4936 reg_mask
, output
->register_idx
, reg_mask
);
4938 else if (shader_match_semantic(semantic_name
, WINED3D_DECL_USAGE_PSIZE
) && per_vertex_point_size
)
4940 shader_addline(buffer
, "gl_PointSize = clamp(vs_out[%u].%c, ffp_point.size_min, ffp_point.size_max);\n",
4941 output
->register_idx
, reg_mask
[1]);
4945 /* Then, fix the pixel shader input */
4946 handle_ps3_input(priv
, gl_info
, ps
->u
.ps
.input_reg_map
, &ps
->input_signature
,
4947 &ps
->reg_maps
, &vs
->output_signature
, &vs
->reg_maps
);
4949 shader_addline(buffer
, "}\n");
4952 ret
= GL_EXTCALL(glCreateShader(GL_VERTEX_SHADER
));
4953 checkGLcall("glCreateShader(GL_VERTEX_SHADER)");
4954 shader_glsl_compile(gl_info
, ret
, buffer
->buffer
);
4959 static void shader_glsl_generate_srgb_write_correction(struct wined3d_string_buffer
*buffer
)
4961 shader_addline(buffer
, "tmp0.xyz = pow(gl_FragData[0].xyz, vec3(srgb_const0.x));\n");
4962 shader_addline(buffer
, "tmp0.xyz = tmp0.xyz * vec3(srgb_const0.y) - vec3(srgb_const0.z);\n");
4963 shader_addline(buffer
, "tmp1.xyz = gl_FragData[0].xyz * vec3(srgb_const0.w);\n");
4964 shader_addline(buffer
, "bvec3 srgb_compare = lessThan(gl_FragData[0].xyz, vec3(srgb_const1.x));\n");
4965 shader_addline(buffer
, "gl_FragData[0].xyz = mix(tmp0.xyz, tmp1.xyz, vec3(srgb_compare));\n");
4966 shader_addline(buffer
, "gl_FragData[0] = clamp(gl_FragData[0], 0.0, 1.0);\n");
4969 static void shader_glsl_generate_fog_code(struct wined3d_string_buffer
*buffer
, enum wined3d_ffp_ps_fog_mode mode
)
4973 case WINED3D_FFP_PS_FOG_OFF
:
4976 case WINED3D_FFP_PS_FOG_LINEAR
:
4977 shader_addline(buffer
, "float fog = (ffp_fog.end - gl_FogFragCoord) * ffp_fog.scale;\n");
4980 case WINED3D_FFP_PS_FOG_EXP
:
4981 shader_addline(buffer
, "float fog = exp(-ffp_fog.density * gl_FogFragCoord);\n");
4984 case WINED3D_FFP_PS_FOG_EXP2
:
4985 shader_addline(buffer
, "float fog = exp(-ffp_fog.density * ffp_fog.density"
4986 " * gl_FogFragCoord * gl_FogFragCoord);\n");
4990 ERR("Invalid fog mode %#x.\n", mode
);
4994 shader_addline(buffer
, "gl_FragData[0].xyz = mix(ffp_fog.color.xyz, gl_FragData[0].xyz,"
4995 " clamp(fog, 0.0, 1.0));\n");
4998 /* Context activation is done by the caller. */
4999 static GLuint
shader_glsl_generate_pshader(const struct wined3d_context
*context
,
5000 struct wined3d_string_buffer
*buffer
, struct wined3d_string_buffer_list
*string_buffers
,
5001 const struct wined3d_shader
*shader
,
5002 const struct ps_compile_args
*args
, struct ps_np2fixup_info
*np2fixup_info
)
5004 const struct wined3d_shader_reg_maps
*reg_maps
= &shader
->reg_maps
;
5005 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
5006 const DWORD
*function
= shader
->function
;
5007 struct shader_glsl_ctx_priv priv_ctx
;
5009 /* Create the hw GLSL shader object and assign it as the shader->prgId */
5010 GLuint shader_id
= GL_EXTCALL(glCreateShader(GL_FRAGMENT_SHADER
));
5012 memset(&priv_ctx
, 0, sizeof(priv_ctx
));
5013 priv_ctx
.cur_ps_args
= args
;
5014 priv_ctx
.cur_np2fixup_info
= np2fixup_info
;
5015 priv_ctx
.string_buffers
= string_buffers
;
5017 shader_addline(buffer
, "%s\n", shader_glsl_get_version(gl_info
, ®_maps
->shader_version
));
5019 if (gl_info
->supported
[ARB_SHADER_BIT_ENCODING
])
5020 shader_addline(buffer
, "#extension GL_ARB_shader_bit_encoding : enable\n");
5021 if (gl_info
->supported
[ARB_SHADER_TEXTURE_LOD
])
5022 shader_addline(buffer
, "#extension GL_ARB_shader_texture_lod : enable\n");
5023 /* The spec says that it doesn't have to be explicitly enabled, but the
5024 * nvidia drivers write a warning if we don't do so. */
5025 if (gl_info
->supported
[ARB_TEXTURE_RECTANGLE
])
5026 shader_addline(buffer
, "#extension GL_ARB_texture_rectangle : enable\n");
5027 if (gl_info
->supported
[ARB_UNIFORM_BUFFER_OBJECT
])
5028 shader_addline(buffer
, "#extension GL_ARB_uniform_buffer_object : enable\n");
5029 if (gl_info
->supported
[EXT_GPU_SHADER4
])
5030 shader_addline(buffer
, "#extension GL_EXT_gpu_shader4 : enable\n");
5032 /* Base Declarations */
5033 shader_generate_glsl_declarations(context
, buffer
, shader
, reg_maps
, &priv_ctx
);
5035 /* Pack 3.0 inputs */
5036 if (reg_maps
->shader_version
.major
>= 3)
5037 shader_glsl_input_pack(shader
, buffer
, &shader
->input_signature
, reg_maps
, args
);
5039 /* Base Shader Body */
5040 shader_generate_main(shader
, buffer
, reg_maps
, function
, &priv_ctx
);
5042 /* Pixel shaders < 2.0 place the resulting color in R0 implicitly */
5043 if (reg_maps
->shader_version
.major
< 2)
5045 /* Some older cards like GeforceFX ones don't support multiple buffers, so also not gl_FragData */
5046 shader_addline(buffer
, "gl_FragData[0] = R0;\n");
5049 if (args
->srgb_correction
)
5050 shader_glsl_generate_srgb_write_correction(buffer
);
5052 /* SM < 3 does not replace the fog stage. */
5053 if (reg_maps
->shader_version
.major
< 3)
5054 shader_glsl_generate_fog_code(buffer
, args
->fog
);
5056 shader_addline(buffer
, "}\n");
5058 TRACE("Compiling shader object %u.\n", shader_id
);
5059 shader_glsl_compile(gl_info
, shader_id
, buffer
->buffer
);
5064 /* Context activation is done by the caller. */
5065 static GLuint
shader_glsl_generate_vshader(const struct wined3d_context
*context
,
5066 struct wined3d_string_buffer
*buffer
, struct wined3d_string_buffer_list
*string_buffers
,
5067 const struct wined3d_shader
*shader
,
5068 const struct vs_compile_args
*args
)
5070 const struct wined3d_shader_reg_maps
*reg_maps
= &shader
->reg_maps
;
5071 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
5072 const DWORD
*function
= shader
->function
;
5073 struct shader_glsl_ctx_priv priv_ctx
;
5075 /* Create the hw GLSL shader program and assign it as the shader->prgId */
5076 GLuint shader_id
= GL_EXTCALL(glCreateShader(GL_VERTEX_SHADER
));
5078 shader_addline(buffer
, "%s\n", shader_glsl_get_version(gl_info
, ®_maps
->shader_version
));
5080 if (gl_info
->supported
[ARB_DRAW_INSTANCED
])
5081 shader_addline(buffer
, "#extension GL_ARB_draw_instanced : enable\n");
5082 if (gl_info
->supported
[ARB_SHADER_BIT_ENCODING
])
5083 shader_addline(buffer
, "#extension GL_ARB_shader_bit_encoding : enable\n");
5084 if (gl_info
->supported
[ARB_UNIFORM_BUFFER_OBJECT
])
5085 shader_addline(buffer
, "#extension GL_ARB_uniform_buffer_object : enable\n");
5086 if (gl_info
->supported
[EXT_GPU_SHADER4
])
5087 shader_addline(buffer
, "#extension GL_EXT_gpu_shader4 : enable\n");
5089 memset(&priv_ctx
, 0, sizeof(priv_ctx
));
5090 priv_ctx
.cur_vs_args
= args
;
5091 priv_ctx
.string_buffers
= string_buffers
;
5093 /* Base Declarations */
5094 shader_generate_glsl_declarations(context
, buffer
, shader
, reg_maps
, &priv_ctx
);
5096 /* Base Shader Body */
5097 shader_generate_main(shader
, buffer
, reg_maps
, function
, &priv_ctx
);
5099 /* Unpack outputs */
5100 shader_addline(buffer
, "order_ps_input(vs_out);\n");
5102 /* The D3DRS_FOGTABLEMODE render state defines if the shader-generated fog coord is used
5103 * or if the fragment depth is used. If the fragment depth is used(FOGTABLEMODE != NONE),
5104 * the fog frag coord is thrown away. If the fog frag coord is used, but not written by
5105 * the shader, it is set to 0.0(fully fogged, since start = 1.0, end = 0.0)
5107 if (args
->fog_src
== VS_FOG_Z
)
5108 shader_addline(buffer
, "gl_FogFragCoord = gl_Position.z;\n");
5109 else if (!reg_maps
->fog
)
5110 shader_addline(buffer
, "gl_FogFragCoord = 0.0;\n");
5112 /* We always store the clipplanes without y inversion */
5113 if (args
->clip_enabled
)
5114 shader_addline(buffer
, "gl_ClipVertex = gl_Position;\n");
5116 if (args
->point_size
&& !args
->per_vertex_point_size
)
5117 shader_addline(buffer
, "gl_PointSize = clamp(ffp_point.size, ffp_point.size_min, ffp_point.size_max);\n");
5119 /* Write the final position.
5121 * OpenGL coordinates specify the center of the pixel while d3d coords specify
5122 * the corner. The offsets are stored in z and w in posFixup. posFixup.y contains
5123 * 1.0 or -1.0 to turn the rendering upside down for offscreen rendering. PosFixup.x
5124 * contains 1.0 to allow a mad.
5126 shader_addline(buffer
, "gl_Position.y = gl_Position.y * posFixup.y;\n");
5127 shader_addline(buffer
, "gl_Position.xy += posFixup.zw * gl_Position.ww;\n");
5129 /* Z coord [0;1]->[-1;1] mapping, see comment in transform_projection in state.c
5131 * Basically we want (in homogeneous coordinates) z = z * 2 - 1. However, shaders are run
5132 * before the homogeneous divide, so we have to take the w into account: z = ((z / w) * 2 - 1) * w,
5133 * which is the same as z = z * 2 - w.
5135 shader_addline(buffer
, "gl_Position.z = gl_Position.z * 2.0 - gl_Position.w;\n");
5137 shader_addline(buffer
, "}\n");
5139 TRACE("Compiling shader object %u.\n", shader_id
);
5140 shader_glsl_compile(gl_info
, shader_id
, buffer
->buffer
);
5145 /* Context activation is done by the caller. */
5146 static GLuint
shader_glsl_generate_geometry_shader(const struct wined3d_context
*context
,
5147 struct wined3d_string_buffer
*buffer
, struct wined3d_string_buffer_list
*string_buffers
,
5148 const struct wined3d_shader
*shader
)
5150 const struct wined3d_shader_reg_maps
*reg_maps
= &shader
->reg_maps
;
5151 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
5152 const DWORD
*function
= shader
->function
;
5153 struct shader_glsl_ctx_priv priv_ctx
;
5156 shader_id
= GL_EXTCALL(glCreateShader(GL_GEOMETRY_SHADER
));
5158 shader_addline(buffer
, "%s\n", shader_glsl_get_version(gl_info
, ®_maps
->shader_version
));
5160 if (gl_info
->supported
[ARB_GEOMETRY_SHADER4
])
5161 shader_addline(buffer
, "#extension GL_ARB_geometry_shader4 : enable\n");
5162 if (gl_info
->supported
[ARB_SHADER_BIT_ENCODING
])
5163 shader_addline(buffer
, "#extension GL_ARB_shader_bit_encoding : enable\n");
5164 if (gl_info
->supported
[ARB_UNIFORM_BUFFER_OBJECT
])
5165 shader_addline(buffer
, "#extension GL_ARB_uniform_buffer_object : enable\n");
5166 if (gl_info
->supported
[EXT_GPU_SHADER4
])
5167 shader_addline(buffer
, "#extension GL_EXT_gpu_shader4 : enable\n");
5169 memset(&priv_ctx
, 0, sizeof(priv_ctx
));
5170 priv_ctx
.string_buffers
= string_buffers
;
5171 shader_generate_glsl_declarations(context
, buffer
, shader
, reg_maps
, &priv_ctx
);
5172 shader_generate_main(shader
, buffer
, reg_maps
, function
, &priv_ctx
);
5173 shader_addline(buffer
, "}\n");
5175 TRACE("Compiling shader object %u.\n", shader_id
);
5176 shader_glsl_compile(gl_info
, shader_id
, buffer
->buffer
);
5181 static GLuint
find_glsl_pshader(const struct wined3d_context
*context
,
5182 struct wined3d_string_buffer
*buffer
, struct wined3d_string_buffer_list
*string_buffers
,
5183 struct wined3d_shader
*shader
,
5184 const struct ps_compile_args
*args
, const struct ps_np2fixup_info
**np2fixup_info
)
5186 struct glsl_ps_compiled_shader
*gl_shaders
, *new_array
;
5187 struct glsl_shader_private
*shader_data
;
5188 struct ps_np2fixup_info
*np2fixup
;
5193 if (!shader
->backend_data
)
5195 shader
->backend_data
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(*shader_data
));
5196 if (!shader
->backend_data
)
5198 ERR("Failed to allocate backend data.\n");
5202 shader_data
= shader
->backend_data
;
5203 gl_shaders
= shader_data
->gl_shaders
.ps
;
5205 /* Usually we have very few GL shaders for each d3d shader(just 1 or maybe 2),
5206 * so a linear search is more performant than a hashmap or a binary search
5207 * (cache coherency etc)
5209 for (i
= 0; i
< shader_data
->num_gl_shaders
; ++i
)
5211 if (!memcmp(&gl_shaders
[i
].args
, args
, sizeof(*args
)))
5213 if (args
->np2_fixup
)
5214 *np2fixup_info
= &gl_shaders
[i
].np2fixup
;
5215 return gl_shaders
[i
].id
;
5219 TRACE("No matching GL shader found for shader %p, compiling a new shader.\n", shader
);
5220 if(shader_data
->shader_array_size
== shader_data
->num_gl_shaders
) {
5221 if (shader_data
->num_gl_shaders
)
5223 new_size
= shader_data
->shader_array_size
+ max(1, shader_data
->shader_array_size
/ 2);
5224 new_array
= HeapReAlloc(GetProcessHeap(), 0, shader_data
->gl_shaders
.ps
,
5225 new_size
* sizeof(*gl_shaders
));
5229 new_array
= HeapAlloc(GetProcessHeap(), 0, sizeof(*gl_shaders
));
5234 ERR("Out of memory\n");
5237 shader_data
->gl_shaders
.ps
= new_array
;
5238 shader_data
->shader_array_size
= new_size
;
5239 gl_shaders
= new_array
;
5242 gl_shaders
[shader_data
->num_gl_shaders
].args
= *args
;
5244 np2fixup
= &gl_shaders
[shader_data
->num_gl_shaders
].np2fixup
;
5245 memset(np2fixup
, 0, sizeof(*np2fixup
));
5246 *np2fixup_info
= args
->np2_fixup
? np2fixup
: NULL
;
5248 pixelshader_update_resource_types(shader
, args
->tex_types
);
5250 string_buffer_clear(buffer
);
5251 ret
= shader_glsl_generate_pshader(context
, buffer
, string_buffers
, shader
, args
, np2fixup
);
5252 gl_shaders
[shader_data
->num_gl_shaders
++].id
= ret
;
5257 static inline BOOL
vs_args_equal(const struct vs_compile_args
*stored
, const struct vs_compile_args
*new,
5258 const DWORD use_map
)
5260 if((stored
->swizzle_map
& use_map
) != new->swizzle_map
) return FALSE
;
5261 if((stored
->clip_enabled
) != new->clip_enabled
) return FALSE
;
5262 if (stored
->point_size
!= new->point_size
)
5264 if (stored
->per_vertex_point_size
!= new->per_vertex_point_size
)
5266 return stored
->fog_src
== new->fog_src
;
5269 static GLuint
find_glsl_vshader(const struct wined3d_context
*context
,
5270 struct wined3d_string_buffer
*buffer
, struct wined3d_string_buffer_list
*string_buffers
,
5271 struct wined3d_shader
*shader
,
5272 const struct vs_compile_args
*args
)
5276 DWORD use_map
= context
->stream_info
.use_map
;
5277 struct glsl_vs_compiled_shader
*gl_shaders
, *new_array
;
5278 struct glsl_shader_private
*shader_data
;
5281 if (!shader
->backend_data
)
5283 shader
->backend_data
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(*shader_data
));
5284 if (!shader
->backend_data
)
5286 ERR("Failed to allocate backend data.\n");
5290 shader_data
= shader
->backend_data
;
5291 gl_shaders
= shader_data
->gl_shaders
.vs
;
5293 /* Usually we have very few GL shaders for each d3d shader(just 1 or maybe 2),
5294 * so a linear search is more performant than a hashmap or a binary search
5295 * (cache coherency etc)
5297 for (i
= 0; i
< shader_data
->num_gl_shaders
; ++i
)
5299 if (vs_args_equal(&gl_shaders
[i
].args
, args
, use_map
))
5300 return gl_shaders
[i
].id
;
5303 TRACE("No matching GL shader found for shader %p, compiling a new shader.\n", shader
);
5305 if(shader_data
->shader_array_size
== shader_data
->num_gl_shaders
) {
5306 if (shader_data
->num_gl_shaders
)
5308 new_size
= shader_data
->shader_array_size
+ max(1, shader_data
->shader_array_size
/ 2);
5309 new_array
= HeapReAlloc(GetProcessHeap(), 0, shader_data
->gl_shaders
.vs
,
5310 new_size
* sizeof(*gl_shaders
));
5314 new_array
= HeapAlloc(GetProcessHeap(), 0, sizeof(*gl_shaders
));
5319 ERR("Out of memory\n");
5322 shader_data
->gl_shaders
.vs
= new_array
;
5323 shader_data
->shader_array_size
= new_size
;
5324 gl_shaders
= new_array
;
5327 gl_shaders
[shader_data
->num_gl_shaders
].args
= *args
;
5329 string_buffer_clear(buffer
);
5330 ret
= shader_glsl_generate_vshader(context
, buffer
, string_buffers
, shader
, args
);
5331 gl_shaders
[shader_data
->num_gl_shaders
++].id
= ret
;
5336 static GLuint
find_glsl_geometry_shader(const struct wined3d_context
*context
,
5337 struct wined3d_string_buffer
*buffer
, struct wined3d_string_buffer_list
*string_buffers
,
5338 struct wined3d_shader
*shader
)
5340 struct glsl_gs_compiled_shader
*gl_shaders
;
5341 struct glsl_shader_private
*shader_data
;
5344 if (!shader
->backend_data
)
5346 if (!(shader
->backend_data
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(*shader_data
))))
5348 ERR("Failed to allocate backend data.\n");
5352 shader_data
= shader
->backend_data
;
5353 gl_shaders
= shader_data
->gl_shaders
.gs
;
5355 if (shader_data
->num_gl_shaders
)
5356 return gl_shaders
[0].id
;
5358 TRACE("No matching GL shader found for shader %p, compiling a new shader.\n", shader
);
5360 if (!(shader_data
->gl_shaders
.gs
= HeapAlloc(GetProcessHeap(), 0, sizeof(*gl_shaders
))))
5362 ERR("Failed to allocate GL shader array.\n");
5365 shader_data
->shader_array_size
= 1;
5366 gl_shaders
= shader_data
->gl_shaders
.gs
;
5368 string_buffer_clear(buffer
);
5369 ret
= shader_glsl_generate_geometry_shader(context
, buffer
, string_buffers
, shader
);
5370 gl_shaders
[shader_data
->num_gl_shaders
++].id
= ret
;
5375 static const char *shader_glsl_ffp_mcs(enum wined3d_material_color_source mcs
, const char *material
)
5379 case WINED3D_MCS_MATERIAL
:
5381 case WINED3D_MCS_COLOR1
:
5382 return "ffp_attrib_diffuse";
5383 case WINED3D_MCS_COLOR2
:
5384 return "ffp_attrib_specular";
5386 ERR("Invalid material color source %#x.\n", mcs
);
5391 static void shader_glsl_ffp_vertex_lighting(struct wined3d_string_buffer
*buffer
,
5392 const struct wined3d_ffp_vs_settings
*settings
, BOOL legacy_lighting
)
5394 const char *diffuse
, *specular
, *emissive
, *ambient
;
5395 enum wined3d_light_type light_type
;
5398 if (!settings
->lighting
)
5400 shader_addline(buffer
, "gl_FrontColor = ffp_attrib_diffuse;\n");
5401 shader_addline(buffer
, "gl_FrontSecondaryColor = ffp_attrib_specular;\n");
5405 shader_addline(buffer
, "vec3 ambient = ffp_light_ambient;\n");
5406 shader_addline(buffer
, "vec3 diffuse = vec3(0.0);\n");
5407 shader_addline(buffer
, "vec4 specular = vec4(0.0);\n");
5408 shader_addline(buffer
, "vec3 dir, dst;\n");
5409 shader_addline(buffer
, "float att, t;\n");
5411 ambient
= shader_glsl_ffp_mcs(settings
->ambient_source
, "ffp_material.ambient");
5412 diffuse
= shader_glsl_ffp_mcs(settings
->diffuse_source
, "ffp_material.diffuse");
5413 specular
= shader_glsl_ffp_mcs(settings
->specular_source
, "ffp_material.specular");
5414 emissive
= shader_glsl_ffp_mcs(settings
->emissive_source
, "ffp_material.emissive");
5416 for (i
= 0; i
< MAX_ACTIVE_LIGHTS
; ++i
)
5418 light_type
= (settings
->light_type
>> WINED3D_FFP_LIGHT_TYPE_SHIFT(i
)) & WINED3D_FFP_LIGHT_TYPE_MASK
;
5421 case WINED3D_LIGHT_POINT
:
5422 shader_addline(buffer
, "dir = ffp_light[%u].position.xyz - ec_pos.xyz;\n", i
);
5423 shader_addline(buffer
, "dst.z = dot(dir, dir);\n");
5424 shader_addline(buffer
, "dst.y = sqrt(dst.z);\n");
5425 shader_addline(buffer
, "dst.x = 1.0;\n");
5426 if (legacy_lighting
)
5428 shader_addline(buffer
, "dst.y = (ffp_light[%u].range - dst.y) / ffp_light[%u].range;\n", i
, i
);
5429 shader_addline(buffer
, "dst.z = dst.y * dst.y;\n");
5433 shader_addline(buffer
, "if (dst.y <= ffp_light[%u].range)\n{\n", i
);
5435 shader_addline(buffer
, "att = dot(dst.xyz, vec3(ffp_light[%u].c_att,"
5436 " ffp_light[%u].l_att, ffp_light[%u].q_att));\n", i
, i
, i
);
5437 if (!legacy_lighting
)
5438 shader_addline(buffer
, "att = 1.0 / att;\n");
5439 shader_addline(buffer
, "ambient += ffp_light[%u].ambient.xyz * att;\n", i
);
5440 if (!settings
->normal
)
5442 if (!legacy_lighting
)
5443 shader_addline(buffer
, "}\n");
5446 shader_addline(buffer
, "dir = normalize(dir);\n");
5447 shader_addline(buffer
, "diffuse += (clamp(dot(dir, normal), 0.0, 1.0)"
5448 " * ffp_light[%u].diffuse.xyz) * att;\n", i
);
5449 if (settings
->localviewer
)
5450 shader_addline(buffer
, "t = dot(normal, normalize(dir - normalize(ec_pos.xyz)));\n");
5452 shader_addline(buffer
, "t = dot(normal, normalize(dir + vec3(0.0, 0.0, -1.0)));\n");
5453 shader_addline(buffer
, "if (t > 0.0) specular += (pow(t, ffp_material.shininess)"
5454 " * ffp_light[%u].specular) * att;\n", i
);
5455 if (!legacy_lighting
)
5456 shader_addline(buffer
, "}\n");
5459 case WINED3D_LIGHT_SPOT
:
5460 shader_addline(buffer
, "dir = ffp_light[%u].position.xyz - ec_pos.xyz;\n", i
);
5461 shader_addline(buffer
, "dst.z = dot(dir, dir);\n");
5462 shader_addline(buffer
, "dst.y = sqrt(dst.z);\n");
5463 shader_addline(buffer
, "dst.x = 1.0;\n");
5464 if (legacy_lighting
)
5466 shader_addline(buffer
, "dst.y = (ffp_light[%u].range - dst.y) / ffp_light[%u].range;\n", i
, i
);
5467 shader_addline(buffer
, "dst.z = dst.y * dst.y;\n");
5471 shader_addline(buffer
, "if (dst.y <= ffp_light[%u].range)\n{\n", i
);
5473 shader_addline(buffer
, "dir = normalize(dir);\n");
5474 shader_addline(buffer
, "t = dot(-dir, normalize(ffp_light[%u].direction));\n", i
);
5475 shader_addline(buffer
, "if (t > ffp_light[%u].cos_htheta) att = 1.0;\n", i
);
5476 shader_addline(buffer
, "else if (t <= ffp_light[%u].cos_hphi) att = 0.0;\n", i
);
5477 shader_addline(buffer
, "else att = pow((t - ffp_light[%u].cos_hphi)"
5478 " / (ffp_light[%u].cos_htheta - ffp_light[%u].cos_hphi), ffp_light[%u].falloff);\n",
5480 if (legacy_lighting
)
5481 shader_addline(buffer
, "att *= dot(dst.xyz, vec3(ffp_light[%u].c_att,"
5482 " ffp_light[%u].l_att, ffp_light[%u].q_att));\n",
5485 shader_addline(buffer
, "att /= dot(dst.xyz, vec3(ffp_light[%u].c_att,"
5486 " ffp_light[%u].l_att, ffp_light[%u].q_att));\n",
5488 shader_addline(buffer
, "ambient += ffp_light[%u].ambient.xyz * att;\n", i
);
5489 if (!settings
->normal
)
5491 if (!legacy_lighting
)
5492 shader_addline(buffer
, "}\n");
5495 shader_addline(buffer
, "diffuse += (clamp(dot(dir, normal), 0.0, 1.0)"
5496 " * ffp_light[%u].diffuse.xyz) * att;\n", i
);
5497 if (settings
->localviewer
)
5498 shader_addline(buffer
, "t = dot(normal, normalize(dir - normalize(ec_pos.xyz)));\n");
5500 shader_addline(buffer
, "t = dot(normal, normalize(dir + vec3(0.0, 0.0, -1.0)));\n");
5501 shader_addline(buffer
, "if (t > 0.0) specular += (pow(t, ffp_material.shininess)"
5502 " * ffp_light[%u].specular) * att;\n", i
);
5503 if (!legacy_lighting
)
5504 shader_addline(buffer
, "}\n");
5507 case WINED3D_LIGHT_DIRECTIONAL
:
5508 shader_addline(buffer
, "ambient += ffp_light[%u].ambient.xyz;\n", i
);
5509 if (!settings
->normal
)
5511 shader_addline(buffer
, "dir = normalize(ffp_light[%u].direction.xyz);\n", i
);
5512 shader_addline(buffer
, "diffuse += clamp(dot(dir, normal), 0.0, 1.0)"
5513 " * ffp_light[%u].diffuse.xyz;\n", i
);
5514 /* TODO: In the non-local viewer case the halfvector is constant
5515 * and could be precomputed and stored in a uniform. */
5516 if (settings
->localviewer
)
5517 shader_addline(buffer
, "t = dot(normal, normalize(dir - normalize(ec_pos.xyz)));\n");
5519 shader_addline(buffer
, "t = dot(normal, normalize(dir + vec3(0.0, 0.0, -1.0)));\n");
5520 shader_addline(buffer
, "if (t > 0.0) specular += pow(t, ffp_material.shininess)"
5521 " * ffp_light[%u].specular;\n", i
);
5524 case WINED3D_LIGHT_PARALLELPOINT
:
5525 shader_addline(buffer
, "ambient += ffp_light[%u].ambient.xyz;\n", i
);
5526 if (!settings
->normal
)
5528 shader_addline(buffer
, "dir = normalize(ffp_light[%u].position.xyz);\n", i
);
5529 shader_addline(buffer
, "diffuse += clamp(dot(dir, normal), 0.0, 1.0)"
5530 " * ffp_light[%u].diffuse.xyz;\n", i
);
5531 shader_addline(buffer
, "t = dot(normal, normalize(dir - normalize(ec_pos.xyz)));\n");
5532 shader_addline(buffer
, "if (t > 0.0) specular += pow(t, ffp_material.shininess)"
5533 " * ffp_light[%u].specular;\n", i
);
5538 FIXME("Unhandled light type %#x.\n", light_type
);
5543 shader_addline(buffer
, "gl_FrontColor.xyz = %s.xyz * ambient + %s.xyz * diffuse + %s.xyz;\n",
5544 ambient
, diffuse
, emissive
);
5545 shader_addline(buffer
, "gl_FrontColor.w = %s.w;\n", diffuse
);
5546 shader_addline(buffer
, "gl_FrontSecondaryColor = %s * specular;\n", specular
);
5549 /* Context activation is done by the caller. */
5550 static GLuint
shader_glsl_generate_ffp_vertex_shader(struct wined3d_string_buffer
*buffer
,
5551 const struct wined3d_ffp_vs_settings
*settings
, const struct wined3d_gl_info
*gl_info
,
5552 BOOL legacy_lighting
)
5554 static const struct attrib_info
5557 const char name
[20];
5561 {"vec4", "ffp_attrib_position"}, /* WINED3D_FFP_POSITION */
5562 /* TODO: Vertex blending */
5563 {"vec4", ""}, /* WINED3D_FFP_BLENDWEIGHT */
5564 {"float", ""}, /* WINED3D_FFP_BLENDINDICES */
5565 {"vec3", "ffp_attrib_normal"}, /* WINED3D_FFP_NORMAL */
5566 {"float", "ffp_attrib_psize"}, /* WINED3D_FFP_PSIZE */
5567 {"vec4", "ffp_attrib_diffuse"}, /* WINED3D_FFP_DIFFUSE */
5568 {"vec4", "ffp_attrib_specular"}, /* WINED3D_FFP_SPECULAR */
5573 string_buffer_clear(buffer
);
5575 shader_addline(buffer
, "#version 120\n");
5576 shader_addline(buffer
, "\n");
5578 for (i
= 0; i
< WINED3D_FFP_ATTRIBS_COUNT
; ++i
)
5580 const char *type
= i
< ARRAY_SIZE(attrib_info
) ? attrib_info
[i
].type
: "vec4";
5582 shader_addline(buffer
, "attribute %s vs_in%u;\n", type
, i
);
5584 shader_addline(buffer
, "\n");
5586 shader_addline(buffer
, "uniform mat4 ffp_modelview_matrix;\n");
5587 shader_addline(buffer
, "uniform mat4 ffp_projection_matrix;\n");
5588 shader_addline(buffer
, "uniform mat3 ffp_normal_matrix;\n");
5589 shader_addline(buffer
, "uniform mat4 ffp_texture_matrix[%u];\n", MAX_TEXTURES
);
5591 shader_addline(buffer
, "uniform struct\n{\n");
5592 shader_addline(buffer
, " vec4 emissive;\n");
5593 shader_addline(buffer
, " vec4 ambient;\n");
5594 shader_addline(buffer
, " vec4 diffuse;\n");
5595 shader_addline(buffer
, " vec4 specular;\n");
5596 shader_addline(buffer
, " float shininess;\n");
5597 shader_addline(buffer
, "} ffp_material;\n");
5599 shader_addline(buffer
, "uniform vec3 ffp_light_ambient;\n");
5600 shader_addline(buffer
, "uniform struct\n{\n");
5601 shader_addline(buffer
, " vec4 diffuse;\n");
5602 shader_addline(buffer
, " vec4 specular;\n");
5603 shader_addline(buffer
, " vec4 ambient;\n");
5604 shader_addline(buffer
, " vec4 position;\n");
5605 shader_addline(buffer
, " vec3 direction;\n");
5606 shader_addline(buffer
, " float range;\n");
5607 shader_addline(buffer
, " float falloff;\n");
5608 shader_addline(buffer
, " float c_att;\n");
5609 shader_addline(buffer
, " float l_att;\n");
5610 shader_addline(buffer
, " float q_att;\n");
5611 shader_addline(buffer
, " float cos_htheta;\n");
5612 shader_addline(buffer
, " float cos_hphi;\n");
5613 shader_addline(buffer
, "} ffp_light[%u];\n", MAX_ACTIVE_LIGHTS
);
5615 if (settings
->point_size
)
5617 shader_addline(buffer
, "uniform struct\n{\n");
5618 shader_addline(buffer
, " float size;\n");
5619 shader_addline(buffer
, " float size_min;\n");
5620 shader_addline(buffer
, " float size_max;\n");
5621 shader_addline(buffer
, " float c_att;\n");
5622 shader_addline(buffer
, " float l_att;\n");
5623 shader_addline(buffer
, " float q_att;\n");
5624 shader_addline(buffer
, "} ffp_point;\n");
5627 shader_addline(buffer
, "\nvoid main()\n{\n");
5628 shader_addline(buffer
, "float m;\n");
5629 shader_addline(buffer
, "vec3 r;\n");
5631 for (i
= 0; i
< ARRAY_SIZE(attrib_info
); ++i
)
5633 if (attrib_info
[i
].name
[0])
5634 shader_addline(buffer
, "%s %s = vs_in%u;\n",
5635 attrib_info
[i
].type
, attrib_info
[i
].name
, i
);
5637 for (i
= 0; i
< MAX_TEXTURES
; ++i
)
5639 unsigned int coord_idx
= settings
->texgen
[i
] & 0x0000ffff;
5640 if ((settings
->texgen
[i
] & 0xffff0000) == WINED3DTSS_TCI_PASSTHRU
)
5642 shader_addline(buffer
, "vec4 ffp_attrib_texcoord%u = vs_in%u;\n", i
, coord_idx
+ WINED3D_FFP_TEXCOORD0
);
5646 if (settings
->transformed
)
5648 shader_addline(buffer
, "vec4 ec_pos = vec4(ffp_attrib_position.xyz, 1.0);\n");
5649 shader_addline(buffer
, "gl_Position = ffp_projection_matrix * ec_pos;\n");
5650 shader_addline(buffer
, "if (ffp_attrib_position.w != 0.0) gl_Position /= ffp_attrib_position.w;\n");
5654 shader_addline(buffer
, "vec4 ec_pos = ffp_modelview_matrix * ffp_attrib_position;\n");
5655 shader_addline(buffer
, "gl_Position = ffp_projection_matrix * ec_pos;\n");
5656 if (settings
->clipping
)
5657 shader_addline(buffer
, "gl_ClipVertex = ec_pos;\n");
5658 shader_addline(buffer
, "ec_pos /= ec_pos.w;\n");
5661 if (!settings
->normal
)
5662 shader_addline(buffer
, "vec3 normal = vec3(0.0);\n");
5663 else if (settings
->normalize
)
5664 shader_addline(buffer
, "vec3 normal = normalize(ffp_normal_matrix * ffp_attrib_normal);\n");
5666 shader_addline(buffer
, "vec3 normal = ffp_normal_matrix * ffp_attrib_normal;\n");
5668 shader_glsl_ffp_vertex_lighting(buffer
, settings
, legacy_lighting
);
5670 for (i
= 0; i
< MAX_TEXTURES
; ++i
)
5672 switch (settings
->texgen
[i
] & 0xffff0000)
5674 case WINED3DTSS_TCI_PASSTHRU
:
5675 if (settings
->texcoords
& (1 << i
))
5676 shader_addline(buffer
, "gl_TexCoord[%u] = ffp_texture_matrix[%u] * ffp_attrib_texcoord%u;\n",
5680 case WINED3DTSS_TCI_CAMERASPACENORMAL
:
5681 shader_addline(buffer
, "gl_TexCoord[%u] = ffp_texture_matrix[%u] * vec4(normal, 1.0);\n", i
, i
);
5684 case WINED3DTSS_TCI_CAMERASPACEPOSITION
:
5685 shader_addline(buffer
, "gl_TexCoord[%u] = ffp_texture_matrix[%u] * ec_pos;\n", i
, i
);
5688 case WINED3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR
:
5689 shader_addline(buffer
, "gl_TexCoord[%u] = ffp_texture_matrix[%u]"
5690 " * vec4(reflect(normalize(ec_pos.xyz), normal), 1.0);\n", i
, i
);
5693 case WINED3DTSS_TCI_SPHEREMAP
:
5694 shader_addline(buffer
, "r = reflect(normalize(ec_pos.xyz), normal);\n");
5695 shader_addline(buffer
, "m = 2.0 * length(vec3(r.x, r.y, r.z + 1.0));\n");
5696 shader_addline(buffer
, "gl_TexCoord[%u] = ffp_texture_matrix[%u]"
5697 " * vec4(r.x / m + 0.5, r.y / m + 0.5, 0.0, 1.0);\n", i
, i
);
5701 ERR("Unhandled texgen %#x.\n", settings
->texgen
[i
]);
5706 switch (settings
->fog_mode
)
5708 case WINED3D_FFP_VS_FOG_OFF
:
5711 case WINED3D_FFP_VS_FOG_FOGCOORD
:
5712 shader_addline(buffer
, "gl_FogFragCoord = ffp_attrib_specular.w * 255.0;\n");
5715 case WINED3D_FFP_VS_FOG_RANGE
:
5716 shader_addline(buffer
, "gl_FogFragCoord = length(ec_pos.xyz);\n");
5719 case WINED3D_FFP_VS_FOG_DEPTH
:
5720 if (settings
->ortho_fog
)
5721 /* Need to undo the [0.0 - 1.0] -> [-1.0 - 1.0] transformation from D3D to GL coordinates. */
5722 shader_addline(buffer
, "gl_FogFragCoord = gl_Position.z * 0.5 + 0.5;\n");
5723 else if (settings
->transformed
)
5724 shader_addline(buffer
, "gl_FogFragCoord = ec_pos.z;\n");
5726 shader_addline(buffer
, "gl_FogFragCoord = abs(ec_pos.z);\n");
5730 ERR("Unhandled fog mode %#x.\n", settings
->fog_mode
);
5734 if (settings
->point_size
)
5736 shader_addline(buffer
, "gl_PointSize = %s / sqrt(ffp_point.c_att"
5737 " + ffp_point.l_att * length(ec_pos.xyz)"
5738 " + ffp_point.q_att * dot(ec_pos.xyz, ec_pos.xyz));\n",
5739 settings
->per_vertex_point_size
? "ffp_attrib_psize" : "ffp_point.size");
5740 shader_addline(buffer
, "gl_PointSize = clamp(gl_PointSize, ffp_point.size_min, ffp_point.size_max);\n");
5743 shader_addline(buffer
, "}\n");
5745 shader_obj
= GL_EXTCALL(glCreateShader(GL_VERTEX_SHADER
));
5746 shader_glsl_compile(gl_info
, shader_obj
, buffer
->buffer
);
5751 static const char *shader_glsl_get_ffp_fragment_op_arg(struct wined3d_string_buffer
*buffer
,
5752 DWORD argnum
, unsigned int stage
, DWORD arg
)
5756 if (arg
== ARG_UNUSED
)
5757 return "<unused arg>";
5759 switch (arg
& WINED3DTA_SELECTMASK
)
5761 case WINED3DTA_DIFFUSE
:
5765 case WINED3DTA_CURRENT
:
5772 case WINED3DTA_TEXTURE
:
5775 case 0: ret
= "tex0"; break;
5776 case 1: ret
= "tex1"; break;
5777 case 2: ret
= "tex2"; break;
5778 case 3: ret
= "tex3"; break;
5779 case 4: ret
= "tex4"; break;
5780 case 5: ret
= "tex5"; break;
5781 case 6: ret
= "tex6"; break;
5782 case 7: ret
= "tex7"; break;
5784 ret
= "<invalid texture>";
5789 case WINED3DTA_TFACTOR
:
5793 case WINED3DTA_SPECULAR
:
5794 ret
= "gl_SecondaryColor";
5797 case WINED3DTA_TEMP
:
5801 case WINED3DTA_CONSTANT
:
5804 case 0: ret
= "tss_const0"; break;
5805 case 1: ret
= "tss_const1"; break;
5806 case 2: ret
= "tss_const2"; break;
5807 case 3: ret
= "tss_const3"; break;
5808 case 4: ret
= "tss_const4"; break;
5809 case 5: ret
= "tss_const5"; break;
5810 case 6: ret
= "tss_const6"; break;
5811 case 7: ret
= "tss_const7"; break;
5813 ret
= "<invalid constant>";
5819 return "<unhandled arg>";
5822 if (arg
& WINED3DTA_COMPLEMENT
)
5824 shader_addline(buffer
, "arg%u = vec4(1.0) - %s;\n", argnum
, ret
);
5827 else if (argnum
== 1)
5829 else if (argnum
== 2)
5833 if (arg
& WINED3DTA_ALPHAREPLICATE
)
5835 shader_addline(buffer
, "arg%u = vec4(%s.w);\n", argnum
, ret
);
5838 else if (argnum
== 1)
5840 else if (argnum
== 2)
5847 static void shader_glsl_ffp_fragment_op(struct wined3d_string_buffer
*buffer
, unsigned int stage
, BOOL color
,
5848 BOOL alpha
, DWORD dst
, DWORD op
, DWORD dw_arg0
, DWORD dw_arg1
, DWORD dw_arg2
)
5850 const char *dstmask
, *dstreg
, *arg0
, *arg1
, *arg2
;
5860 dstreg
= "temp_reg";
5864 arg0
= shader_glsl_get_ffp_fragment_op_arg(buffer
, 0, stage
, dw_arg0
);
5865 arg1
= shader_glsl_get_ffp_fragment_op_arg(buffer
, 1, stage
, dw_arg1
);
5866 arg2
= shader_glsl_get_ffp_fragment_op_arg(buffer
, 2, stage
, dw_arg2
);
5870 case WINED3D_TOP_DISABLE
:
5872 shader_addline(buffer
, "%s%s = gl_Color%s;\n", dstreg
, dstmask
, dstmask
);
5875 case WINED3D_TOP_SELECT_ARG1
:
5876 shader_addline(buffer
, "%s%s = %s%s;\n", dstreg
, dstmask
, arg1
, dstmask
);
5879 case WINED3D_TOP_SELECT_ARG2
:
5880 shader_addline(buffer
, "%s%s = %s%s;\n", dstreg
, dstmask
, arg2
, dstmask
);
5883 case WINED3D_TOP_MODULATE
:
5884 shader_addline(buffer
, "%s%s = %s%s * %s%s;\n", dstreg
, dstmask
, arg1
, dstmask
, arg2
, dstmask
);
5887 case WINED3D_TOP_MODULATE_4X
:
5888 shader_addline(buffer
, "%s%s = clamp(%s%s * %s%s * 4.0, 0.0, 1.0);\n",
5889 dstreg
, dstmask
, arg1
, dstmask
, arg2
, dstmask
);
5892 case WINED3D_TOP_MODULATE_2X
:
5893 shader_addline(buffer
, "%s%s = clamp(%s%s * %s%s * 2.0, 0.0, 1.0);\n",
5894 dstreg
, dstmask
, arg1
, dstmask
, arg2
, dstmask
);
5897 case WINED3D_TOP_ADD
:
5898 shader_addline(buffer
, "%s%s = clamp(%s%s + %s%s, 0.0, 1.0);\n",
5899 dstreg
, dstmask
, arg1
, dstmask
, arg2
, dstmask
);
5902 case WINED3D_TOP_ADD_SIGNED
:
5903 shader_addline(buffer
, "%s%s = clamp(%s%s + (%s - vec4(0.5))%s, 0.0, 1.0);\n",
5904 dstreg
, dstmask
, arg1
, dstmask
, arg2
, dstmask
);
5907 case WINED3D_TOP_ADD_SIGNED_2X
:
5908 shader_addline(buffer
, "%s%s = clamp((%s%s + (%s - vec4(0.5))%s) * 2.0, 0.0, 1.0);\n",
5909 dstreg
, dstmask
, arg1
, dstmask
, arg2
, dstmask
);
5912 case WINED3D_TOP_SUBTRACT
:
5913 shader_addline(buffer
, "%s%s = clamp(%s%s - %s%s, 0.0, 1.0);\n",
5914 dstreg
, dstmask
, arg1
, dstmask
, arg2
, dstmask
);
5917 case WINED3D_TOP_ADD_SMOOTH
:
5918 shader_addline(buffer
, "%s%s = clamp((vec4(1.0) - %s)%s * %s%s + %s%s, 0.0, 1.0);\n",
5919 dstreg
, dstmask
, arg1
, dstmask
, arg2
, dstmask
, arg1
, dstmask
);
5922 case WINED3D_TOP_BLEND_DIFFUSE_ALPHA
:
5923 arg0
= shader_glsl_get_ffp_fragment_op_arg(buffer
, 0, stage
, WINED3DTA_DIFFUSE
);
5924 shader_addline(buffer
, "%s%s = mix(%s%s, %s%s, %s.w);\n",
5925 dstreg
, dstmask
, arg2
, dstmask
, arg1
, dstmask
, arg0
);
5928 case WINED3D_TOP_BLEND_TEXTURE_ALPHA
:
5929 arg0
= shader_glsl_get_ffp_fragment_op_arg(buffer
, 0, stage
, WINED3DTA_TEXTURE
);
5930 shader_addline(buffer
, "%s%s = mix(%s%s, %s%s, %s.w);\n",
5931 dstreg
, dstmask
, arg2
, dstmask
, arg1
, dstmask
, arg0
);
5934 case WINED3D_TOP_BLEND_FACTOR_ALPHA
:
5935 arg0
= shader_glsl_get_ffp_fragment_op_arg(buffer
, 0, stage
, WINED3DTA_TFACTOR
);
5936 shader_addline(buffer
, "%s%s = mix(%s%s, %s%s, %s.w);\n",
5937 dstreg
, dstmask
, arg2
, dstmask
, arg1
, dstmask
, arg0
);
5940 case WINED3D_TOP_BLEND_TEXTURE_ALPHA_PM
:
5941 arg0
= shader_glsl_get_ffp_fragment_op_arg(buffer
, 0, stage
, WINED3DTA_TEXTURE
);
5942 shader_addline(buffer
, "%s%s = clamp(%s%s * (1.0 - %s.w) + %s%s, 0.0, 1.0);\n",
5943 dstreg
, dstmask
, arg2
, dstmask
, arg0
, arg1
, dstmask
);
5946 case WINED3D_TOP_BLEND_CURRENT_ALPHA
:
5947 arg0
= shader_glsl_get_ffp_fragment_op_arg(buffer
, 0, stage
, WINED3DTA_CURRENT
);
5948 shader_addline(buffer
, "%s%s = mix(%s%s, %s%s, %s.w);\n",
5949 dstreg
, dstmask
, arg2
, dstmask
, arg1
, dstmask
, arg0
);
5952 case WINED3D_TOP_MODULATE_ALPHA_ADD_COLOR
:
5953 shader_addline(buffer
, "%s%s = clamp(%s%s * %s.w + %s%s, 0.0, 1.0);\n",
5954 dstreg
, dstmask
, arg2
, dstmask
, arg1
, arg1
, dstmask
);
5957 case WINED3D_TOP_MODULATE_COLOR_ADD_ALPHA
:
5958 shader_addline(buffer
, "%s%s = clamp(%s%s * %s%s + %s.w, 0.0, 1.0);\n",
5959 dstreg
, dstmask
, arg1
, dstmask
, arg2
, dstmask
, arg1
);
5962 case WINED3D_TOP_MODULATE_INVALPHA_ADD_COLOR
:
5963 shader_addline(buffer
, "%s%s = clamp(%s%s * (1.0 - %s.w) + %s%s, 0.0, 1.0);\n",
5964 dstreg
, dstmask
, arg2
, dstmask
, arg1
, arg1
, dstmask
);
5966 case WINED3D_TOP_MODULATE_INVCOLOR_ADD_ALPHA
:
5967 shader_addline(buffer
, "%s%s = clamp((vec4(1.0) - %s)%s * %s%s + %s.w, 0.0, 1.0);\n",
5968 dstreg
, dstmask
, arg1
, dstmask
, arg2
, dstmask
, arg1
);
5971 case WINED3D_TOP_BUMPENVMAP
:
5972 case WINED3D_TOP_BUMPENVMAP_LUMINANCE
:
5973 /* These are handled in the first pass, nothing to do. */
5976 case WINED3D_TOP_DOTPRODUCT3
:
5977 shader_addline(buffer
, "%s%s = vec4(clamp(dot(%s.xyz - 0.5, %s.xyz - 0.5) * 4.0, 0.0, 1.0))%s;\n",
5978 dstreg
, dstmask
, arg1
, arg2
, dstmask
);
5981 case WINED3D_TOP_MULTIPLY_ADD
:
5982 shader_addline(buffer
, "%s%s = clamp(%s%s * %s%s + %s%s, 0.0, 1.0);\n",
5983 dstreg
, dstmask
, arg1
, dstmask
, arg2
, dstmask
, arg0
, dstmask
);
5986 case WINED3D_TOP_LERP
:
5987 /* MSDN isn't quite right here. */
5988 shader_addline(buffer
, "%s%s = mix(%s%s, %s%s, %s%s);\n",
5989 dstreg
, dstmask
, arg2
, dstmask
, arg1
, dstmask
, arg0
, dstmask
);
5993 FIXME("Unhandled operation %#x.\n", op
);
5998 /* Context activation is done by the caller. */
5999 static GLuint
shader_glsl_generate_ffp_fragment_shader(struct shader_glsl_priv
*priv
,
6000 const struct ffp_frag_settings
*settings
, const struct wined3d_gl_info
*gl_info
)
6002 struct wined3d_string_buffer
*buffer
= &priv
->shader_buffer
;
6003 BYTE lum_map
= 0, bump_map
= 0, tex_map
= 0, tss_const_map
= 0;
6004 BOOL tempreg_used
= FALSE
, tfactor_used
= FALSE
;
6005 const char *final_combiner_src
= "ret";
6006 UINT lowest_disabled_stage
;
6008 DWORD arg0
, arg1
, arg2
;
6010 struct wined3d_string_buffer
*tex_reg_name
= string_buffer_get(&priv
->string_buffers
);
6012 string_buffer_clear(buffer
);
6014 /* Find out which textures are read */
6015 for (stage
= 0; stage
< MAX_TEXTURES
; ++stage
)
6017 if (settings
->op
[stage
].cop
== WINED3D_TOP_DISABLE
)
6020 arg0
= settings
->op
[stage
].carg0
& WINED3DTA_SELECTMASK
;
6021 arg1
= settings
->op
[stage
].carg1
& WINED3DTA_SELECTMASK
;
6022 arg2
= settings
->op
[stage
].carg2
& WINED3DTA_SELECTMASK
;
6024 if (arg0
== WINED3DTA_TEXTURE
|| arg1
== WINED3DTA_TEXTURE
|| arg2
== WINED3DTA_TEXTURE
6025 || (stage
== 0 && settings
->color_key_enabled
))
6026 tex_map
|= 1 << stage
;
6027 if (arg0
== WINED3DTA_TFACTOR
|| arg1
== WINED3DTA_TFACTOR
|| arg2
== WINED3DTA_TFACTOR
)
6028 tfactor_used
= TRUE
;
6029 if (arg0
== WINED3DTA_TEMP
|| arg1
== WINED3DTA_TEMP
|| arg2
== WINED3DTA_TEMP
)
6030 tempreg_used
= TRUE
;
6031 if (settings
->op
[stage
].dst
== tempreg
)
6032 tempreg_used
= TRUE
;
6033 if (arg0
== WINED3DTA_CONSTANT
|| arg1
== WINED3DTA_CONSTANT
|| arg2
== WINED3DTA_CONSTANT
)
6034 tss_const_map
|= 1 << stage
;
6036 switch (settings
->op
[stage
].cop
)
6038 case WINED3D_TOP_BUMPENVMAP_LUMINANCE
:
6039 lum_map
|= 1 << stage
;
6041 case WINED3D_TOP_BUMPENVMAP
:
6042 bump_map
|= 1 << stage
;
6044 case WINED3D_TOP_BLEND_TEXTURE_ALPHA
:
6045 case WINED3D_TOP_BLEND_TEXTURE_ALPHA_PM
:
6046 tex_map
|= 1 << stage
;
6049 case WINED3D_TOP_BLEND_FACTOR_ALPHA
:
6050 tfactor_used
= TRUE
;
6057 if (settings
->op
[stage
].aop
== WINED3D_TOP_DISABLE
)
6060 arg0
= settings
->op
[stage
].aarg0
& WINED3DTA_SELECTMASK
;
6061 arg1
= settings
->op
[stage
].aarg1
& WINED3DTA_SELECTMASK
;
6062 arg2
= settings
->op
[stage
].aarg2
& WINED3DTA_SELECTMASK
;
6064 if (arg0
== WINED3DTA_TEXTURE
|| arg1
== WINED3DTA_TEXTURE
|| arg2
== WINED3DTA_TEXTURE
)
6065 tex_map
|= 1 << stage
;
6066 if (arg0
== WINED3DTA_TFACTOR
|| arg1
== WINED3DTA_TFACTOR
|| arg2
== WINED3DTA_TFACTOR
)
6067 tfactor_used
= TRUE
;
6068 if (arg0
== WINED3DTA_TEMP
|| arg1
== WINED3DTA_TEMP
|| arg2
== WINED3DTA_TEMP
)
6069 tempreg_used
= TRUE
;
6070 if (arg0
== WINED3DTA_CONSTANT
|| arg1
== WINED3DTA_CONSTANT
|| arg2
== WINED3DTA_CONSTANT
)
6071 tss_const_map
|= 1 << stage
;
6073 lowest_disabled_stage
= stage
;
6075 shader_addline(buffer
, "#version 120\n");
6077 if (gl_info
->supported
[ARB_TEXTURE_RECTANGLE
])
6078 shader_addline(buffer
, "#extension GL_ARB_texture_rectangle : enable\n");
6080 shader_addline(buffer
, "vec4 tmp0, tmp1;\n");
6081 shader_addline(buffer
, "vec4 ret;\n");
6082 if (tempreg_used
|| settings
->sRGB_write
)
6083 shader_addline(buffer
, "vec4 temp_reg = vec4(0.0);\n");
6084 shader_addline(buffer
, "vec4 arg0, arg1, arg2;\n");
6086 for (stage
= 0; stage
< MAX_TEXTURES
; ++stage
)
6088 if (tss_const_map
& (1 << stage
))
6089 shader_addline(buffer
, "uniform vec4 tss_const%u;\n", stage
);
6091 if (!(tex_map
& (1 << stage
)))
6094 switch (settings
->op
[stage
].tex_type
)
6096 case WINED3D_GL_RES_TYPE_TEX_1D
:
6097 shader_addline(buffer
, "uniform sampler1D ps_sampler%u;\n", stage
);
6099 case WINED3D_GL_RES_TYPE_TEX_2D
:
6100 shader_addline(buffer
, "uniform sampler2D ps_sampler%u;\n", stage
);
6102 case WINED3D_GL_RES_TYPE_TEX_3D
:
6103 shader_addline(buffer
, "uniform sampler3D ps_sampler%u;\n", stage
);
6105 case WINED3D_GL_RES_TYPE_TEX_CUBE
:
6106 shader_addline(buffer
, "uniform samplerCube ps_sampler%u;\n", stage
);
6108 case WINED3D_GL_RES_TYPE_TEX_RECT
:
6109 shader_addline(buffer
, "uniform sampler2DRect ps_sampler%u;\n", stage
);
6112 FIXME("Unhandled sampler type %#x.\n", settings
->op
[stage
].tex_type
);
6116 shader_addline(buffer
, "vec4 tex%u;\n", stage
);
6118 if (!(bump_map
& (1 << stage
)))
6120 shader_addline(buffer
, "uniform mat2 bumpenv_mat%u;\n", stage
);
6122 if (!(lum_map
& (1 << stage
)))
6124 shader_addline(buffer
, "uniform float bumpenv_lum_scale%u;\n", stage
);
6125 shader_addline(buffer
, "uniform float bumpenv_lum_offset%u;\n", stage
);
6128 shader_addline(buffer
, "uniform vec4 tex_factor;\n");
6129 if (settings
->color_key_enabled
)
6130 shader_addline(buffer
, "uniform vec4 color_key;\n");
6131 shader_addline(buffer
, "uniform vec4 specular_enable;\n");
6133 if (settings
->sRGB_write
)
6135 shader_addline(buffer
, "const vec4 srgb_const0 = ");
6136 shader_glsl_append_imm_vec4(buffer
, wined3d_srgb_const0
);
6137 shader_addline(buffer
, ";\n");
6138 shader_addline(buffer
, "const vec4 srgb_const1 = ");
6139 shader_glsl_append_imm_vec4(buffer
, wined3d_srgb_const1
);
6140 shader_addline(buffer
, ";\n");
6143 shader_addline(buffer
, "uniform struct\n{\n");
6144 shader_addline(buffer
, " vec4 color;\n");
6145 shader_addline(buffer
, " float density;\n");
6146 shader_addline(buffer
, " float end;\n");
6147 shader_addline(buffer
, " float scale;\n");
6148 shader_addline(buffer
, "} ffp_fog;\n");
6150 shader_addline(buffer
, "void main()\n{\n");
6152 if (lowest_disabled_stage
< 7 && settings
->emul_clipplanes
)
6153 shader_addline(buffer
, "if (any(lessThan(gl_TexCoord[7], vec4(0.0)))) discard;\n");
6155 /* Generate texture sampling instructions) */
6156 for (stage
= 0; stage
< MAX_TEXTURES
&& settings
->op
[stage
].cop
!= WINED3D_TOP_DISABLE
; ++stage
)
6158 const char *texture_function
, *coord_mask
;
6161 if (!(tex_map
& (1 << stage
)))
6164 if (settings
->op
[stage
].projected
== proj_none
)
6168 else if (settings
->op
[stage
].projected
== proj_count4
6169 || settings
->op
[stage
].projected
== proj_count3
)
6175 FIXME("Unexpected projection mode %d\n", settings
->op
[stage
].projected
);
6179 switch (settings
->op
[stage
].tex_type
)
6181 case WINED3D_GL_RES_TYPE_TEX_1D
:
6184 texture_function
= "texture1DProj";
6189 texture_function
= "texture1D";
6193 case WINED3D_GL_RES_TYPE_TEX_2D
:
6196 texture_function
= "texture2DProj";
6201 texture_function
= "texture2D";
6205 case WINED3D_GL_RES_TYPE_TEX_3D
:
6208 texture_function
= "texture3DProj";
6209 coord_mask
= "xyzw";
6213 texture_function
= "texture3D";
6217 case WINED3D_GL_RES_TYPE_TEX_CUBE
:
6218 texture_function
= "textureCube";
6221 case WINED3D_GL_RES_TYPE_TEX_RECT
:
6224 texture_function
= "texture2DRectProj";
6229 texture_function
= "texture2DRect";
6234 FIXME("Unhandled texture type %#x.\n", settings
->op
[stage
].tex_type
);
6235 texture_function
= "";
6236 coord_mask
= "xyzw";
6241 && (settings
->op
[stage
- 1].cop
== WINED3D_TOP_BUMPENVMAP
6242 || settings
->op
[stage
- 1].cop
== WINED3D_TOP_BUMPENVMAP_LUMINANCE
))
6244 shader_addline(buffer
, "ret.xy = bumpenv_mat%u * tex%u.xy;\n", stage
- 1, stage
- 1);
6246 /* With projective textures, texbem only divides the static
6247 * texture coord, not the displacement, so multiply the
6248 * displacement with the dividing parameter before passing it to
6250 if (settings
->op
[stage
].projected
!= proj_none
)
6252 if (settings
->op
[stage
].projected
== proj_count4
)
6254 shader_addline(buffer
, "ret.xy = (ret.xy * gl_TexCoord[%u].w) + gl_TexCoord[%u].xy;\n",
6256 shader_addline(buffer
, "ret.zw = gl_TexCoord[%u].ww;\n", stage
);
6260 shader_addline(buffer
, "ret.xy = (ret.xy * gl_TexCoord[%u].z) + gl_TexCoord[%u].xy;\n",
6262 shader_addline(buffer
, "ret.zw = gl_TexCoord[%u].zz;\n", stage
);
6267 shader_addline(buffer
, "ret = gl_TexCoord[%u] + ret.xyxy;\n", stage
);
6270 shader_addline(buffer
, "tex%u = %s(ps_sampler%u, ret.%s);\n",
6271 stage
, texture_function
, stage
, coord_mask
);
6273 if (settings
->op
[stage
- 1].cop
== WINED3D_TOP_BUMPENVMAP_LUMINANCE
)
6274 shader_addline(buffer
, "tex%u *= clamp(tex%u.z * bumpenv_lum_scale%u + bumpenv_lum_offset%u, 0.0, 1.0);\n",
6275 stage
, stage
- 1, stage
- 1, stage
- 1);
6277 else if (settings
->op
[stage
].projected
== proj_count3
)
6279 shader_addline(buffer
, "tex%u = %s(ps_sampler%u, gl_TexCoord[%u].xyz);\n",
6280 stage
, texture_function
, stage
, stage
);
6284 shader_addline(buffer
, "tex%u = %s(ps_sampler%u, gl_TexCoord[%u].%s);\n",
6285 stage
, texture_function
, stage
, stage
, coord_mask
);
6288 string_buffer_sprintf(tex_reg_name
, "tex%u", stage
);
6289 shader_glsl_color_correction_ext(buffer
, tex_reg_name
->buffer
, WINED3DSP_WRITEMASK_ALL
,
6290 settings
->op
[stage
].color_fixup
);
6293 if (settings
->color_key_enabled
)
6294 shader_addline(buffer
, "if (all(equal(tex0, color_key))) discard;\n");
6296 /* Generate the main shader */
6297 for (stage
= 0; stage
< MAX_TEXTURES
; ++stage
)
6301 if (settings
->op
[stage
].cop
== WINED3D_TOP_DISABLE
)
6304 final_combiner_src
= "gl_Color";
6308 if (settings
->op
[stage
].cop
== WINED3D_TOP_SELECT_ARG1
6309 && settings
->op
[stage
].aop
== WINED3D_TOP_SELECT_ARG1
)
6310 op_equal
= settings
->op
[stage
].carg1
== settings
->op
[stage
].aarg1
;
6311 else if (settings
->op
[stage
].cop
== WINED3D_TOP_SELECT_ARG1
6312 && settings
->op
[stage
].aop
== WINED3D_TOP_SELECT_ARG2
)
6313 op_equal
= settings
->op
[stage
].carg1
== settings
->op
[stage
].aarg2
;
6314 else if (settings
->op
[stage
].cop
== WINED3D_TOP_SELECT_ARG2
6315 && settings
->op
[stage
].aop
== WINED3D_TOP_SELECT_ARG1
)
6316 op_equal
= settings
->op
[stage
].carg2
== settings
->op
[stage
].aarg1
;
6317 else if (settings
->op
[stage
].cop
== WINED3D_TOP_SELECT_ARG2
6318 && settings
->op
[stage
].aop
== WINED3D_TOP_SELECT_ARG2
)
6319 op_equal
= settings
->op
[stage
].carg2
== settings
->op
[stage
].aarg2
;
6321 op_equal
= settings
->op
[stage
].aop
== settings
->op
[stage
].cop
6322 && settings
->op
[stage
].carg0
== settings
->op
[stage
].aarg0
6323 && settings
->op
[stage
].carg1
== settings
->op
[stage
].aarg1
6324 && settings
->op
[stage
].carg2
== settings
->op
[stage
].aarg2
;
6326 if (settings
->op
[stage
].aop
== WINED3D_TOP_DISABLE
)
6328 shader_glsl_ffp_fragment_op(buffer
, stage
, TRUE
, FALSE
, settings
->op
[stage
].dst
,
6329 settings
->op
[stage
].cop
, settings
->op
[stage
].carg0
,
6330 settings
->op
[stage
].carg1
, settings
->op
[stage
].carg2
);
6332 shader_addline(buffer
, "ret.w = gl_Color.w;\n");
6336 shader_glsl_ffp_fragment_op(buffer
, stage
, TRUE
, TRUE
, settings
->op
[stage
].dst
,
6337 settings
->op
[stage
].cop
, settings
->op
[stage
].carg0
,
6338 settings
->op
[stage
].carg1
, settings
->op
[stage
].carg2
);
6342 shader_glsl_ffp_fragment_op(buffer
, stage
, TRUE
, FALSE
, settings
->op
[stage
].dst
,
6343 settings
->op
[stage
].cop
, settings
->op
[stage
].carg0
,
6344 settings
->op
[stage
].carg1
, settings
->op
[stage
].carg2
);
6345 shader_glsl_ffp_fragment_op(buffer
, stage
, FALSE
, TRUE
, settings
->op
[stage
].dst
,
6346 settings
->op
[stage
].aop
, settings
->op
[stage
].aarg0
,
6347 settings
->op
[stage
].aarg1
, settings
->op
[stage
].aarg2
);
6351 shader_addline(buffer
, "gl_FragData[0] = gl_SecondaryColor * specular_enable + %s;\n", final_combiner_src
);
6353 if (settings
->sRGB_write
)
6354 shader_glsl_generate_srgb_write_correction(buffer
);
6356 shader_glsl_generate_fog_code(buffer
, settings
->fog
);
6358 shader_addline(buffer
, "}\n");
6360 shader_id
= GL_EXTCALL(glCreateShader(GL_FRAGMENT_SHADER
));
6361 shader_glsl_compile(gl_info
, shader_id
, buffer
->buffer
);
6363 string_buffer_release(&priv
->string_buffers
, tex_reg_name
);
6367 static struct glsl_ffp_vertex_shader
*shader_glsl_find_ffp_vertex_shader(struct shader_glsl_priv
*priv
,
6368 const struct wined3d_gl_info
*gl_info
, const struct wined3d_ffp_vs_settings
*settings
)
6370 struct glsl_ffp_vertex_shader
*shader
;
6371 const struct wine_rb_entry
*entry
;
6373 if ((entry
= wine_rb_get(&priv
->ffp_vertex_shaders
, settings
)))
6374 return WINE_RB_ENTRY_VALUE(entry
, struct glsl_ffp_vertex_shader
, desc
.entry
);
6376 if (!(shader
= HeapAlloc(GetProcessHeap(), 0, sizeof(*shader
))))
6379 shader
->desc
.settings
= *settings
;
6380 shader
->id
= shader_glsl_generate_ffp_vertex_shader(&priv
->shader_buffer
, settings
, gl_info
, priv
->legacy_lighting
);
6381 list_init(&shader
->linked_programs
);
6382 if (wine_rb_put(&priv
->ffp_vertex_shaders
, &shader
->desc
.settings
, &shader
->desc
.entry
) == -1)
6383 ERR("Failed to insert ffp vertex shader.\n");
6388 static struct glsl_ffp_fragment_shader
*shader_glsl_find_ffp_fragment_shader(struct shader_glsl_priv
*priv
,
6389 const struct wined3d_gl_info
*gl_info
, const struct ffp_frag_settings
*args
)
6391 struct glsl_ffp_fragment_shader
*glsl_desc
;
6392 const struct ffp_frag_desc
*desc
;
6394 if ((desc
= find_ffp_frag_shader(&priv
->ffp_fragment_shaders
, args
)))
6395 return CONTAINING_RECORD(desc
, struct glsl_ffp_fragment_shader
, entry
);
6397 if (!(glsl_desc
= HeapAlloc(GetProcessHeap(), 0, sizeof(*glsl_desc
))))
6400 glsl_desc
->entry
.settings
= *args
;
6401 glsl_desc
->id
= shader_glsl_generate_ffp_fragment_shader(priv
, args
, gl_info
);
6402 list_init(&glsl_desc
->linked_programs
);
6403 add_ffp_frag_shader(&priv
->ffp_fragment_shaders
, &glsl_desc
->entry
);
6409 static void shader_glsl_init_vs_uniform_locations(const struct wined3d_gl_info
*gl_info
,
6410 struct shader_glsl_priv
*priv
, GLuint program_id
, struct glsl_vs_program
*vs
, unsigned int vs_c_count
)
6413 struct wined3d_string_buffer
*name
= string_buffer_get(&priv
->string_buffers
);
6415 vs
->uniform_f_locations
= HeapAlloc(GetProcessHeap(), 0,
6416 sizeof(GLuint
) * gl_info
->limits
.glsl_vs_float_constants
);
6417 for (i
= 0; i
< vs_c_count
; ++i
)
6419 string_buffer_sprintf(name
, "vs_c[%u]", i
);
6420 vs
->uniform_f_locations
[i
] = GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
6422 memset(&vs
->uniform_f_locations
[vs_c_count
], 0xff,
6423 (gl_info
->limits
.glsl_vs_float_constants
- vs_c_count
) * sizeof(GLuint
));
6425 for (i
= 0; i
< MAX_CONST_I
; ++i
)
6427 string_buffer_sprintf(name
, "vs_i[%u]", i
);
6428 vs
->uniform_i_locations
[i
] = GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
6431 for (i
= 0; i
< MAX_CONST_B
; ++i
)
6433 string_buffer_sprintf(name
, "vs_b[%u]", i
);
6434 vs
->uniform_b_locations
[i
] = GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
6437 vs
->pos_fixup_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "posFixup"));
6439 vs
->modelview_matrix_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ffp_modelview_matrix"));
6440 vs
->projection_matrix_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ffp_projection_matrix"));
6441 vs
->normal_matrix_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ffp_normal_matrix"));
6442 for (i
= 0; i
< MAX_TEXTURES
; ++i
)
6444 string_buffer_sprintf(name
, "ffp_texture_matrix[%u]", i
);
6445 vs
->texture_matrix_location
[i
] = GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
6447 vs
->material_ambient_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ffp_material.ambient"));
6448 vs
->material_diffuse_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ffp_material.diffuse"));
6449 vs
->material_specular_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ffp_material.specular"));
6450 vs
->material_emissive_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ffp_material.emissive"));
6451 vs
->material_shininess_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ffp_material.shininess"));
6452 vs
->light_ambient_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ffp_light_ambient"));
6453 for (i
= 0; i
< MAX_ACTIVE_LIGHTS
; ++i
)
6455 string_buffer_sprintf(name
, "ffp_light[%u].diffuse", i
);
6456 vs
->light_location
[i
].diffuse
= GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
6457 string_buffer_sprintf(name
, "ffp_light[%u].specular", i
);
6458 vs
->light_location
[i
].specular
= GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
6459 string_buffer_sprintf(name
, "ffp_light[%u].ambient", i
);
6460 vs
->light_location
[i
].ambient
= GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
6461 string_buffer_sprintf(name
, "ffp_light[%u].position", i
);
6462 vs
->light_location
[i
].position
= GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
6463 string_buffer_sprintf(name
, "ffp_light[%u].direction", i
);
6464 vs
->light_location
[i
].direction
= GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
6465 string_buffer_sprintf(name
, "ffp_light[%u].range", i
);
6466 vs
->light_location
[i
].range
= GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
6467 string_buffer_sprintf(name
, "ffp_light[%u].falloff", i
);
6468 vs
->light_location
[i
].falloff
= GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
6469 string_buffer_sprintf(name
, "ffp_light[%u].c_att", i
);
6470 vs
->light_location
[i
].c_att
= GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
6471 string_buffer_sprintf(name
, "ffp_light[%u].l_att", i
);
6472 vs
->light_location
[i
].l_att
= GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
6473 string_buffer_sprintf(name
, "ffp_light[%u].q_att", i
);
6474 vs
->light_location
[i
].q_att
= GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
6475 string_buffer_sprintf(name
, "ffp_light[%u].cos_htheta", i
);
6476 vs
->light_location
[i
].cos_htheta
= GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
6477 string_buffer_sprintf(name
, "ffp_light[%u].cos_hphi", i
);
6478 vs
->light_location
[i
].cos_hphi
= GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
6480 vs
->pointsize_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ffp_point.size"));
6481 vs
->pointsize_min_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ffp_point.size_min"));
6482 vs
->pointsize_max_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ffp_point.size_max"));
6483 vs
->pointsize_c_att_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ffp_point.c_att"));
6484 vs
->pointsize_l_att_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ffp_point.l_att"));
6485 vs
->pointsize_q_att_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ffp_point.q_att"));
6487 string_buffer_release(&priv
->string_buffers
, name
);
6490 static void shader_glsl_init_ps_uniform_locations(const struct wined3d_gl_info
*gl_info
,
6491 struct shader_glsl_priv
*priv
, GLuint program_id
, struct glsl_ps_program
*ps
, unsigned int ps_c_count
)
6494 struct wined3d_string_buffer
*name
= string_buffer_get(&priv
->string_buffers
);
6496 ps
->uniform_f_locations
= HeapAlloc(GetProcessHeap(), 0,
6497 sizeof(GLuint
) * gl_info
->limits
.glsl_ps_float_constants
);
6498 for (i
= 0; i
< ps_c_count
; ++i
)
6500 string_buffer_sprintf(name
, "ps_c[%u]", i
);
6501 ps
->uniform_f_locations
[i
] = GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
6503 memset(&ps
->uniform_f_locations
[ps_c_count
], 0xff,
6504 (gl_info
->limits
.glsl_ps_float_constants
- ps_c_count
) * sizeof(GLuint
));
6506 for (i
= 0; i
< MAX_CONST_I
; ++i
)
6508 string_buffer_sprintf(name
, "ps_i[%u]", i
);
6509 ps
->uniform_i_locations
[i
] = GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
6512 for (i
= 0; i
< MAX_CONST_B
; ++i
)
6514 string_buffer_sprintf(name
, "ps_b[%u]", i
);
6515 ps
->uniform_b_locations
[i
] = GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
6518 for (i
= 0; i
< MAX_TEXTURES
; ++i
)
6520 string_buffer_sprintf(name
, "bumpenv_mat%u", i
);
6521 ps
->bumpenv_mat_location
[i
] = GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
6522 string_buffer_sprintf(name
, "bumpenv_lum_scale%u", i
);
6523 ps
->bumpenv_lum_scale_location
[i
] = GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
6524 string_buffer_sprintf(name
, "bumpenv_lum_offset%u", i
);
6525 ps
->bumpenv_lum_offset_location
[i
] = GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
6526 string_buffer_sprintf(name
, "tss_const%u", i
);
6527 ps
->tss_constant_location
[i
] = GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
6530 ps
->tex_factor_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "tex_factor"));
6531 ps
->specular_enable_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "specular_enable"));
6533 ps
->fog_color_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ffp_fog.color"));
6534 ps
->fog_density_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ffp_fog.density"));
6535 ps
->fog_end_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ffp_fog.end"));
6536 ps
->fog_scale_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ffp_fog.scale"));
6538 ps
->np2_fixup_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ps_samplerNP2Fixup"));
6539 ps
->ycorrection_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ycorrection"));
6540 ps
->color_key_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "color_key"));
6542 string_buffer_release(&priv
->string_buffers
, name
);
6545 static void shader_glsl_init_uniform_block_bindings(const struct wined3d_gl_info
*gl_info
,
6546 struct shader_glsl_priv
*priv
, GLuint program_id
,
6547 const struct wined3d_shader_reg_maps
*reg_maps
, unsigned int base
, unsigned int count
)
6549 const char *prefix
= shader_glsl_get_prefix(reg_maps
->shader_version
.type
);
6552 struct wined3d_string_buffer
*name
= string_buffer_get(&priv
->string_buffers
);
6554 for (i
= 0; i
< count
; ++i
)
6556 if (!reg_maps
->cb_sizes
[i
])
6559 string_buffer_sprintf(name
, "block_%s_cb%u", prefix
, i
);
6560 block_idx
= GL_EXTCALL(glGetUniformBlockIndex(program_id
, name
->buffer
));
6561 GL_EXTCALL(glUniformBlockBinding(program_id
, block_idx
, base
+ i
));
6563 checkGLcall("glUniformBlockBinding");
6564 string_buffer_release(&priv
->string_buffers
, name
);
6567 /* Context activation is done by the caller. */
6568 static void set_glsl_shader_program(const struct wined3d_context
*context
, const struct wined3d_state
*state
,
6569 struct shader_glsl_priv
*priv
, struct glsl_context_data
*ctx_data
)
6571 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
6572 const struct ps_np2fixup_info
*np2fixup_info
= NULL
;
6573 struct glsl_shader_prog_link
*entry
= NULL
;
6574 struct wined3d_shader
*vshader
= NULL
;
6575 struct wined3d_shader
*gshader
= NULL
;
6576 struct wined3d_shader
*pshader
= NULL
;
6577 GLuint program_id
= 0;
6578 GLuint reorder_shader_id
= 0;
6583 struct list
*ps_list
, *vs_list
;
6585 struct wined3d_string_buffer
*tmp_name
;
6587 if (!(context
->shader_update_mask
& (1 << WINED3D_SHADER_TYPE_VERTEX
)))
6589 vs_id
= ctx_data
->glsl_program
->vs
.id
;
6590 vs_list
= &ctx_data
->glsl_program
->vs
.shader_entry
;
6594 vshader
= state
->shader
[WINED3D_SHADER_TYPE_VERTEX
];
6595 gshader
= state
->shader
[WINED3D_SHADER_TYPE_GEOMETRY
];
6597 if (!(context
->shader_update_mask
& (1 << WINED3D_SHADER_TYPE_GEOMETRY
))
6598 && ctx_data
->glsl_program
->gs
.id
)
6599 gs_id
= ctx_data
->glsl_program
->gs
.id
;
6601 gs_id
= find_glsl_geometry_shader(context
, &priv
->shader_buffer
, &priv
->string_buffers
, gshader
);
6604 else if (use_vs(state
))
6606 struct vs_compile_args vs_compile_args
;
6607 vshader
= state
->shader
[WINED3D_SHADER_TYPE_VERTEX
];
6609 find_vs_compile_args(state
, vshader
, context
->stream_info
.swizzle_map
, &vs_compile_args
);
6610 vs_id
= find_glsl_vshader(context
, &priv
->shader_buffer
, &priv
->string_buffers
, vshader
, &vs_compile_args
);
6611 vs_list
= &vshader
->linked_programs
;
6613 if ((gshader
= state
->shader
[WINED3D_SHADER_TYPE_GEOMETRY
]))
6614 gs_id
= find_glsl_geometry_shader(context
, &priv
->shader_buffer
, &priv
->string_buffers
, gshader
);
6616 else if (priv
->vertex_pipe
== &glsl_vertex_pipe
)
6618 struct glsl_ffp_vertex_shader
*ffp_shader
;
6619 struct wined3d_ffp_vs_settings settings
;
6621 wined3d_ffp_get_vs_settings(state
, &context
->stream_info
, &settings
);
6622 ffp_shader
= shader_glsl_find_ffp_vertex_shader(priv
, gl_info
, &settings
);
6623 vs_id
= ffp_shader
->id
;
6624 vs_list
= &ffp_shader
->linked_programs
;
6627 if (!(context
->shader_update_mask
& (1 << WINED3D_SHADER_TYPE_PIXEL
)))
6629 ps_id
= ctx_data
->glsl_program
->ps
.id
;
6630 ps_list
= &ctx_data
->glsl_program
->ps
.shader_entry
;
6633 pshader
= state
->shader
[WINED3D_SHADER_TYPE_PIXEL
];
6635 else if (use_ps(state
))
6637 struct ps_compile_args ps_compile_args
;
6638 pshader
= state
->shader
[WINED3D_SHADER_TYPE_PIXEL
];
6639 find_ps_compile_args(state
, pshader
, context
->stream_info
.position_transformed
, &ps_compile_args
, gl_info
);
6640 ps_id
= find_glsl_pshader(context
, &priv
->shader_buffer
, &priv
->string_buffers
,
6641 pshader
, &ps_compile_args
, &np2fixup_info
);
6642 ps_list
= &pshader
->linked_programs
;
6644 else if (priv
->fragment_pipe
== &glsl_fragment_pipe
)
6646 struct glsl_ffp_fragment_shader
*ffp_shader
;
6647 struct ffp_frag_settings settings
;
6649 gen_ffp_frag_op(context
, state
, &settings
, FALSE
);
6650 ffp_shader
= shader_glsl_find_ffp_fragment_shader(priv
, gl_info
, &settings
);
6651 ps_id
= ffp_shader
->id
;
6652 ps_list
= &ffp_shader
->linked_programs
;
6655 if ((!vs_id
&& !gs_id
&& !ps_id
) || (entry
= get_glsl_program_entry(priv
, vs_id
, gs_id
, ps_id
)))
6657 ctx_data
->glsl_program
= entry
;
6661 /* If we get to this point, then no matching program exists, so we create one */
6662 program_id
= GL_EXTCALL(glCreateProgram());
6663 TRACE("Created new GLSL shader program %u.\n", program_id
);
6665 /* Create the entry */
6666 entry
= HeapAlloc(GetProcessHeap(), 0, sizeof(struct glsl_shader_prog_link
));
6667 entry
->id
= program_id
;
6668 entry
->vs
.id
= vs_id
;
6669 entry
->gs
.id
= gs_id
;
6670 entry
->ps
.id
= ps_id
;
6671 entry
->constant_version
= 0;
6672 entry
->ps
.np2_fixup_info
= np2fixup_info
;
6673 /* Add the hash table entry */
6674 add_glsl_program_entry(priv
, entry
);
6676 /* Set the current program */
6677 ctx_data
->glsl_program
= entry
;
6679 /* Attach GLSL vshader */
6682 TRACE("Attaching GLSL shader object %u to program %u.\n", vs_id
, program_id
);
6683 GL_EXTCALL(glAttachShader(program_id
, vs_id
));
6684 checkGLcall("glAttachShader");
6686 list_add_head(vs_list
, &entry
->vs
.shader_entry
);
6691 attribs_map
= vshader
->reg_maps
.input_registers
;
6692 reorder_shader_id
= generate_param_reorder_function(priv
, vshader
, pshader
,
6693 state
->gl_primitive_type
== GL_POINTS
&& vshader
->reg_maps
.point_size
, gl_info
);
6694 TRACE("Attaching GLSL shader object %u to program %u.\n", reorder_shader_id
, program_id
);
6695 GL_EXTCALL(glAttachShader(program_id
, reorder_shader_id
));
6696 checkGLcall("glAttachShader");
6697 /* Flag the reorder function for deletion, then it will be freed automatically when the program
6700 GL_EXTCALL(glDeleteShader(reorder_shader_id
));
6704 attribs_map
= (1 << WINED3D_FFP_ATTRIBS_COUNT
) - 1;
6707 /* Bind vertex attributes to a corresponding index number to match
6708 * the same index numbers as ARB_vertex_programs (makes loading
6709 * vertex attributes simpler). With this method, we can use the
6710 * exact same code to load the attributes later for both ARB and
6713 * We have to do this here because we need to know the Program ID
6714 * in order to make the bindings work, and it has to be done prior
6715 * to linking the GLSL program. */
6716 tmp_name
= string_buffer_get(&priv
->string_buffers
);
6717 for (i
= 0; attribs_map
; attribs_map
>>= 1, ++i
)
6719 if (!(attribs_map
& 1))
6722 string_buffer_sprintf(tmp_name
, "vs_in%u", i
);
6723 GL_EXTCALL(glBindAttribLocation(program_id
, i
, tmp_name
->buffer
));
6725 checkGLcall("glBindAttribLocation");
6726 string_buffer_release(&priv
->string_buffers
, tmp_name
);
6730 TRACE("Attaching GLSL geometry shader object %u to program %u.\n", gs_id
, program_id
);
6731 GL_EXTCALL(glAttachShader(program_id
, gs_id
));
6732 checkGLcall("glAttachShader");
6734 TRACE("input type %s, output type %s, vertices out %u.\n",
6735 debug_d3dprimitivetype(gshader
->u
.gs
.input_type
),
6736 debug_d3dprimitivetype(gshader
->u
.gs
.output_type
),
6737 gshader
->u
.gs
.vertices_out
);
6738 GL_EXTCALL(glProgramParameteriARB(program_id
, GL_GEOMETRY_INPUT_TYPE_ARB
,
6739 gl_primitive_type_from_d3d(gshader
->u
.gs
.input_type
)));
6740 GL_EXTCALL(glProgramParameteriARB(program_id
, GL_GEOMETRY_OUTPUT_TYPE_ARB
,
6741 gl_primitive_type_from_d3d(gshader
->u
.gs
.output_type
)));
6742 GL_EXTCALL(glProgramParameteriARB(program_id
, GL_GEOMETRY_VERTICES_OUT_ARB
,
6743 gshader
->u
.gs
.vertices_out
));
6744 checkGLcall("glProgramParameteriARB");
6746 list_add_head(&gshader
->linked_programs
, &entry
->gs
.shader_entry
);
6749 /* Attach GLSL pshader */
6752 TRACE("Attaching GLSL shader object %u to program %u.\n", ps_id
, program_id
);
6753 GL_EXTCALL(glAttachShader(program_id
, ps_id
));
6754 checkGLcall("glAttachShader");
6756 list_add_head(ps_list
, &entry
->ps
.shader_entry
);
6759 /* Link the program */
6760 TRACE("Linking GLSL shader program %u.\n", program_id
);
6761 GL_EXTCALL(glLinkProgram(program_id
));
6762 shader_glsl_validate_link(gl_info
, program_id
);
6764 shader_glsl_init_vs_uniform_locations(gl_info
, priv
, program_id
, &entry
->vs
,
6765 vshader
? min(vshader
->limits
->constant_float
, gl_info
->limits
.glsl_vs_float_constants
) : 0);
6766 shader_glsl_init_ps_uniform_locations(gl_info
, priv
, program_id
, &entry
->ps
,
6767 pshader
? min(pshader
->limits
->constant_float
, gl_info
->limits
.glsl_ps_float_constants
) : 0);
6768 checkGLcall("Find glsl program uniform locations");
6770 if (pshader
&& pshader
->reg_maps
.shader_version
.major
>= 3
6771 && pshader
->u
.ps
.declared_in_count
> vec4_varyings(3, gl_info
))
6773 TRACE("Shader %d needs vertex color clamping disabled.\n", program_id
);
6774 entry
->vs
.vertex_color_clamp
= GL_FALSE
;
6778 entry
->vs
.vertex_color_clamp
= GL_FIXED_ONLY_ARB
;
6781 /* Set the shader to allow uniform loading on it */
6782 GL_EXTCALL(glUseProgram(program_id
));
6783 checkGLcall("glUseProgram");
6785 /* Load the vertex and pixel samplers now. The function that finds the mappings makes sure
6786 * that it stays the same for each vertexshader-pixelshader pair(=linked glsl program). If
6787 * a pshader with fixed function pipeline is used there are no vertex samplers, and if a
6788 * vertex shader with fixed function pixel processing is used we make sure that the card
6789 * supports enough samplers to allow the max number of vertex samplers with all possible
6790 * fixed function fragment processing setups. So once the program is linked these samplers
6792 shader_glsl_load_samplers(gl_info
, priv
, context
->tex_unit_map
, program_id
);
6794 entry
->constant_update_mask
= 0;
6797 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_VS_F
;
6798 if (vshader
->reg_maps
.integer_constants
)
6799 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_VS_I
;
6800 if (vshader
->reg_maps
.boolean_constants
)
6801 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_VS_B
;
6802 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_VS_POS_FIXUP
;
6804 shader_glsl_init_uniform_block_bindings(gl_info
, priv
, program_id
, &vshader
->reg_maps
,
6805 0, gl_info
->limits
.vertex_uniform_blocks
);
6809 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_FFP_MODELVIEW
6810 | WINED3D_SHADER_CONST_FFP_PROJ
;
6812 for (i
= 0; i
< MAX_TEXTURES
; ++i
)
6814 if (entry
->vs
.texture_matrix_location
[i
] != -1)
6816 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_FFP_TEXMATRIX
;
6820 if (entry
->vs
.material_ambient_location
!= -1 || entry
->vs
.material_diffuse_location
!= -1
6821 || entry
->vs
.material_specular_location
!= -1
6822 || entry
->vs
.material_emissive_location
!= -1
6823 || entry
->vs
.material_shininess_location
!= -1)
6824 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_FFP_MATERIAL
;
6825 if (entry
->vs
.light_ambient_location
!= -1)
6826 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_FFP_LIGHTS
;
6828 if (entry
->vs
.pointsize_min_location
!= -1)
6829 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_VS_POINTSIZE
;
6832 shader_glsl_init_uniform_block_bindings(gl_info
, priv
, program_id
, &gshader
->reg_maps
,
6833 gl_info
->limits
.vertex_uniform_blocks
, gl_info
->limits
.geometry_uniform_blocks
);
6839 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_PS_F
;
6840 if (pshader
->reg_maps
.integer_constants
)
6841 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_PS_I
;
6842 if (pshader
->reg_maps
.boolean_constants
)
6843 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_PS_B
;
6844 if (entry
->ps
.ycorrection_location
!= -1)
6845 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_PS_Y_CORR
;
6847 shader_glsl_init_uniform_block_bindings(gl_info
, priv
, program_id
, &pshader
->reg_maps
,
6848 gl_info
->limits
.vertex_uniform_blocks
+ gl_info
->limits
.geometry_uniform_blocks
,
6849 gl_info
->limits
.fragment_uniform_blocks
);
6853 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_FFP_PS
;
6856 for (i
= 0; i
< MAX_TEXTURES
; ++i
)
6858 if (entry
->ps
.bumpenv_mat_location
[i
] != -1)
6860 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_PS_BUMP_ENV
;
6865 if (entry
->ps
.fog_color_location
!= -1)
6866 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_PS_FOG
;
6867 if (entry
->ps
.np2_fixup_location
!= -1)
6868 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_PS_NP2_FIXUP
;
6869 if (entry
->ps
.color_key_location
!= -1)
6870 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_FFP_COLOR_KEY
;
6874 /* Context activation is done by the caller. */
6875 static GLuint
create_glsl_blt_shader(const struct wined3d_gl_info
*gl_info
, enum wined3d_gl_resource_type tex_type
,
6879 GLuint vshader_id
, pshader_id
;
6880 const char *blt_pshader
;
6882 static const char blt_vshader
[] =
6886 " gl_Position = gl_Vertex;\n"
6887 " gl_FrontColor = vec4(1.0);\n"
6888 " gl_TexCoord[0] = gl_MultiTexCoord0;\n"
6891 static const char * const blt_pshaders_full
[WINED3D_GL_RES_TYPE_COUNT
] =
6893 /* WINED3D_GL_RES_TYPE_TEX_1D */
6895 /* WINED3D_GL_RES_TYPE_TEX_2D */
6897 "uniform sampler2D sampler;\n"
6900 " gl_FragDepth = texture2D(sampler, gl_TexCoord[0].xy).x;\n"
6902 /* WINED3D_GL_RES_TYPE_TEX_3D */
6904 /* WINED3D_GL_RES_TYPE_TEX_CUBE */
6906 "uniform samplerCube sampler;\n"
6909 " gl_FragDepth = textureCube(sampler, gl_TexCoord[0].xyz).x;\n"
6911 /* WINED3D_GL_RES_TYPE_TEX_RECT */
6913 "#extension GL_ARB_texture_rectangle : enable\n"
6914 "uniform sampler2DRect sampler;\n"
6917 " gl_FragDepth = texture2DRect(sampler, gl_TexCoord[0].xy).x;\n"
6919 /* WINED3D_GL_RES_TYPE_BUFFER */
6921 /* WINED3D_GL_RES_TYPE_RB */
6925 static const char * const blt_pshaders_masked
[WINED3D_GL_RES_TYPE_COUNT
] =
6927 /* WINED3D_GL_RES_TYPE_TEX_1D */
6929 /* WINED3D_GL_RES_TYPE_TEX_2D */
6931 "uniform sampler2D sampler;\n"
6932 "uniform vec4 mask;\n"
6935 " if (all(lessThan(gl_FragCoord.xy, mask.zw))) discard;\n"
6936 " gl_FragDepth = texture2D(sampler, gl_TexCoord[0].xy).x;\n"
6938 /* WINED3D_GL_RES_TYPE_TEX_3D */
6940 /* WINED3D_GL_RES_TYPE_TEX_CUBE */
6942 "uniform samplerCube sampler;\n"
6943 "uniform vec4 mask;\n"
6946 " if (all(lessThan(gl_FragCoord.xy, mask.zw))) discard;\n"
6947 " gl_FragDepth = textureCube(sampler, gl_TexCoord[0].xyz).x;\n"
6949 /* WINED3D_GL_RES_TYPE_TEX_RECT */
6951 "#extension GL_ARB_texture_rectangle : enable\n"
6952 "uniform sampler2DRect sampler;\n"
6953 "uniform vec4 mask;\n"
6956 " if (all(lessThan(gl_FragCoord.xy, mask.zw))) discard;\n"
6957 " gl_FragDepth = texture2DRect(sampler, gl_TexCoord[0].xy).x;\n"
6959 /* WINED3D_GL_RES_TYPE_BUFFER */
6961 /* WINED3D_GL_RES_TYPE_RB */
6965 blt_pshader
= masked
? blt_pshaders_masked
[tex_type
] : blt_pshaders_full
[tex_type
];
6968 FIXME("tex_type %#x not supported\n", tex_type
);
6972 vshader_id
= GL_EXTCALL(glCreateShader(GL_VERTEX_SHADER
));
6973 shader_glsl_compile(gl_info
, vshader_id
, blt_vshader
);
6975 pshader_id
= GL_EXTCALL(glCreateShader(GL_FRAGMENT_SHADER
));
6976 shader_glsl_compile(gl_info
, pshader_id
, blt_pshader
);
6978 program_id
= GL_EXTCALL(glCreateProgram());
6979 GL_EXTCALL(glAttachShader(program_id
, vshader_id
));
6980 GL_EXTCALL(glAttachShader(program_id
, pshader_id
));
6981 GL_EXTCALL(glLinkProgram(program_id
));
6983 shader_glsl_validate_link(gl_info
, program_id
);
6985 /* Once linked we can mark the shaders for deletion. They will be deleted once the program
6988 GL_EXTCALL(glDeleteShader(vshader_id
));
6989 GL_EXTCALL(glDeleteShader(pshader_id
));
6993 /* Context activation is done by the caller. */
6994 static void shader_glsl_select(void *shader_priv
, struct wined3d_context
*context
,
6995 const struct wined3d_state
*state
)
6997 struct glsl_context_data
*ctx_data
= context
->shader_backend_data
;
6998 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
6999 struct shader_glsl_priv
*priv
= shader_priv
;
7000 GLuint program_id
= 0, prev_id
= 0;
7001 GLenum old_vertex_color_clamp
, current_vertex_color_clamp
;
7003 priv
->vertex_pipe
->vp_enable(gl_info
, !use_vs(state
));
7004 priv
->fragment_pipe
->enable_extension(gl_info
, !use_ps(state
));
7006 if (ctx_data
->glsl_program
)
7008 prev_id
= ctx_data
->glsl_program
->id
;
7009 old_vertex_color_clamp
= ctx_data
->glsl_program
->vs
.vertex_color_clamp
;
7014 old_vertex_color_clamp
= GL_FIXED_ONLY_ARB
;
7017 set_glsl_shader_program(context
, state
, priv
, ctx_data
);
7019 if (ctx_data
->glsl_program
)
7021 program_id
= ctx_data
->glsl_program
->id
;
7022 current_vertex_color_clamp
= ctx_data
->glsl_program
->vs
.vertex_color_clamp
;
7027 current_vertex_color_clamp
= GL_FIXED_ONLY_ARB
;
7030 if (old_vertex_color_clamp
!= current_vertex_color_clamp
)
7032 if (gl_info
->supported
[ARB_COLOR_BUFFER_FLOAT
])
7034 GL_EXTCALL(glClampColorARB(GL_CLAMP_VERTEX_COLOR_ARB
, current_vertex_color_clamp
));
7035 checkGLcall("glClampColorARB");
7039 FIXME("vertex color clamp needs to be changed, but extension not supported.\n");
7043 TRACE("Using GLSL program %u.\n", program_id
);
7045 if (prev_id
!= program_id
)
7047 GL_EXTCALL(glUseProgram(program_id
));
7048 checkGLcall("glUseProgram");
7051 context
->constant_update_mask
|= ctx_data
->glsl_program
->constant_update_mask
;
7055 /* "context" is not necessarily the currently active context. */
7056 static void shader_glsl_invalidate_current_program(struct wined3d_context
*context
)
7058 struct glsl_context_data
*ctx_data
= context
->shader_backend_data
;
7060 ctx_data
->glsl_program
= NULL
;
7061 context
->shader_update_mask
= (1 << WINED3D_SHADER_TYPE_PIXEL
)
7062 | (1 << WINED3D_SHADER_TYPE_VERTEX
)
7063 | (1 << WINED3D_SHADER_TYPE_GEOMETRY
);
7066 /* Context activation is done by the caller. */
7067 static void shader_glsl_disable(void *shader_priv
, struct wined3d_context
*context
)
7069 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
7070 struct shader_glsl_priv
*priv
= shader_priv
;
7072 shader_glsl_invalidate_current_program(context
);
7073 GL_EXTCALL(glUseProgram(0));
7074 checkGLcall("glUseProgram");
7076 priv
->vertex_pipe
->vp_enable(gl_info
, FALSE
);
7077 priv
->fragment_pipe
->enable_extension(gl_info
, FALSE
);
7079 if (gl_info
->supported
[ARB_COLOR_BUFFER_FLOAT
])
7081 GL_EXTCALL(glClampColorARB(GL_CLAMP_VERTEX_COLOR_ARB
, GL_FIXED_ONLY_ARB
));
7082 checkGLcall("glClampColorARB");
7086 /* Context activation is done by the caller. */
7087 static void shader_glsl_select_depth_blt(void *shader_priv
, const struct wined3d_gl_info
*gl_info
,
7088 enum wined3d_gl_resource_type tex_type
, const SIZE
*ds_mask_size
)
7090 BOOL masked
= ds_mask_size
->cx
&& ds_mask_size
->cy
;
7091 struct shader_glsl_priv
*priv
= shader_priv
;
7092 GLuint
*blt_program
;
7095 blt_program
= masked
? &priv
->depth_blt_program_masked
[tex_type
] : &priv
->depth_blt_program_full
[tex_type
];
7098 *blt_program
= create_glsl_blt_shader(gl_info
, tex_type
, masked
);
7099 loc
= GL_EXTCALL(glGetUniformLocation(*blt_program
, "sampler"));
7100 GL_EXTCALL(glUseProgram(*blt_program
));
7101 GL_EXTCALL(glUniform1i(loc
, 0));
7105 GL_EXTCALL(glUseProgram(*blt_program
));
7110 loc
= GL_EXTCALL(glGetUniformLocation(*blt_program
, "mask"));
7111 GL_EXTCALL(glUniform4f(loc
, 0.0f
, 0.0f
, (float)ds_mask_size
->cx
, (float)ds_mask_size
->cy
));
7115 /* Context activation is done by the caller. */
7116 static void shader_glsl_deselect_depth_blt(void *shader_priv
, const struct wined3d_gl_info
*gl_info
)
7118 const struct glsl_context_data
*ctx_data
= context_get_current()->shader_backend_data
;
7121 program_id
= ctx_data
->glsl_program
? ctx_data
->glsl_program
->id
: 0;
7122 if (program_id
) TRACE("Using GLSL program %u\n", program_id
);
7124 GL_EXTCALL(glUseProgram(program_id
));
7125 checkGLcall("glUseProgram");
7128 static void shader_glsl_invalidate_contexts_program(struct wined3d_device
*device
,
7129 const struct glsl_shader_prog_link
*program
)
7131 const struct glsl_context_data
*ctx_data
;
7132 struct wined3d_context
*context
;
7135 for (i
= 0; i
< device
->context_count
; ++i
)
7137 context
= device
->contexts
[i
];
7138 ctx_data
= context
->shader_backend_data
;
7140 if (ctx_data
->glsl_program
== program
)
7141 shader_glsl_invalidate_current_program(context
);
7145 static void shader_glsl_destroy(struct wined3d_shader
*shader
)
7147 struct glsl_shader_private
*shader_data
= shader
->backend_data
;
7148 struct wined3d_device
*device
= shader
->device
;
7149 struct shader_glsl_priv
*priv
= device
->shader_priv
;
7150 const struct wined3d_gl_info
*gl_info
;
7151 const struct list
*linked_programs
;
7152 struct wined3d_context
*context
;
7154 if (!shader_data
|| !shader_data
->num_gl_shaders
)
7156 HeapFree(GetProcessHeap(), 0, shader_data
);
7157 shader
->backend_data
= NULL
;
7161 context
= context_acquire(device
, NULL
);
7162 gl_info
= context
->gl_info
;
7164 TRACE("Deleting linked programs.\n");
7165 linked_programs
= &shader
->linked_programs
;
7166 if (linked_programs
->next
)
7168 struct glsl_shader_prog_link
*entry
, *entry2
;
7171 switch (shader
->reg_maps
.shader_version
.type
)
7173 case WINED3D_SHADER_TYPE_PIXEL
:
7175 struct glsl_ps_compiled_shader
*gl_shaders
= shader_data
->gl_shaders
.ps
;
7177 for (i
= 0; i
< shader_data
->num_gl_shaders
; ++i
)
7179 TRACE("Deleting pixel shader %u.\n", gl_shaders
[i
].id
);
7180 GL_EXTCALL(glDeleteShader(gl_shaders
[i
].id
));
7181 checkGLcall("glDeleteShader");
7183 HeapFree(GetProcessHeap(), 0, shader_data
->gl_shaders
.ps
);
7185 LIST_FOR_EACH_ENTRY_SAFE(entry
, entry2
, linked_programs
,
7186 struct glsl_shader_prog_link
, ps
.shader_entry
)
7188 shader_glsl_invalidate_contexts_program(device
, entry
);
7189 delete_glsl_program_entry(priv
, gl_info
, entry
);
7195 case WINED3D_SHADER_TYPE_VERTEX
:
7197 struct glsl_vs_compiled_shader
*gl_shaders
= shader_data
->gl_shaders
.vs
;
7199 for (i
= 0; i
< shader_data
->num_gl_shaders
; ++i
)
7201 TRACE("Deleting vertex shader %u.\n", gl_shaders
[i
].id
);
7202 GL_EXTCALL(glDeleteShader(gl_shaders
[i
].id
));
7203 checkGLcall("glDeleteShader");
7205 HeapFree(GetProcessHeap(), 0, shader_data
->gl_shaders
.vs
);
7207 LIST_FOR_EACH_ENTRY_SAFE(entry
, entry2
, linked_programs
,
7208 struct glsl_shader_prog_link
, vs
.shader_entry
)
7210 shader_glsl_invalidate_contexts_program(device
, entry
);
7211 delete_glsl_program_entry(priv
, gl_info
, entry
);
7217 case WINED3D_SHADER_TYPE_GEOMETRY
:
7219 struct glsl_gs_compiled_shader
*gl_shaders
= shader_data
->gl_shaders
.gs
;
7221 for (i
= 0; i
< shader_data
->num_gl_shaders
; ++i
)
7223 TRACE("Deleting geometry shader %u.\n", gl_shaders
[i
].id
);
7224 GL_EXTCALL(glDeleteShader(gl_shaders
[i
].id
));
7225 checkGLcall("glDeleteShader");
7227 HeapFree(GetProcessHeap(), 0, shader_data
->gl_shaders
.gs
);
7229 LIST_FOR_EACH_ENTRY_SAFE(entry
, entry2
, linked_programs
,
7230 struct glsl_shader_prog_link
, gs
.shader_entry
)
7232 shader_glsl_invalidate_contexts_program(device
, entry
);
7233 delete_glsl_program_entry(priv
, gl_info
, entry
);
7240 ERR("Unhandled shader type %#x.\n", shader
->reg_maps
.shader_version
.type
);
7245 HeapFree(GetProcessHeap(), 0, shader
->backend_data
);
7246 shader
->backend_data
= NULL
;
7248 context_release(context
);
7251 static int glsl_program_key_compare(const void *key
, const struct wine_rb_entry
*entry
)
7253 const struct glsl_program_key
*k
= key
;
7254 const struct glsl_shader_prog_link
*prog
= WINE_RB_ENTRY_VALUE(entry
,
7255 const struct glsl_shader_prog_link
, program_lookup_entry
);
7257 if (k
->vs_id
> prog
->vs
.id
) return 1;
7258 else if (k
->vs_id
< prog
->vs
.id
) return -1;
7260 if (k
->gs_id
> prog
->gs
.id
) return 1;
7261 else if (k
->gs_id
< prog
->gs
.id
) return -1;
7263 if (k
->ps_id
> prog
->ps
.id
) return 1;
7264 else if (k
->ps_id
< prog
->ps
.id
) return -1;
7269 static BOOL
constant_heap_init(struct constant_heap
*heap
, unsigned int constant_count
)
7271 SIZE_T size
= (constant_count
+ 1) * sizeof(*heap
->entries
)
7272 + constant_count
* sizeof(*heap
->contained
)
7273 + constant_count
* sizeof(*heap
->positions
);
7274 void *mem
= HeapAlloc(GetProcessHeap(), 0, size
);
7278 ERR("Failed to allocate memory\n");
7282 heap
->entries
= mem
;
7283 heap
->entries
[1].version
= 0;
7284 heap
->contained
= (BOOL
*)(heap
->entries
+ constant_count
+ 1);
7285 memset(heap
->contained
, 0, constant_count
* sizeof(*heap
->contained
));
7286 heap
->positions
= (unsigned int *)(heap
->contained
+ constant_count
);
7292 static void constant_heap_free(struct constant_heap
*heap
)
7294 HeapFree(GetProcessHeap(), 0, heap
->entries
);
7297 static const struct wine_rb_functions wined3d_glsl_program_rb_functions
=
7302 glsl_program_key_compare
,
7305 static HRESULT
shader_glsl_alloc(struct wined3d_device
*device
, const struct wined3d_vertex_pipe_ops
*vertex_pipe
,
7306 const struct fragment_pipeline
*fragment_pipe
)
7308 const struct wined3d_gl_info
*gl_info
= &device
->adapter
->gl_info
;
7309 struct shader_glsl_priv
*priv
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(struct shader_glsl_priv
));
7310 SIZE_T stack_size
= wined3d_log2i(max(gl_info
->limits
.glsl_vs_float_constants
,
7311 gl_info
->limits
.glsl_ps_float_constants
)) + 1;
7312 struct fragment_caps fragment_caps
;
7313 void *vertex_priv
, *fragment_priv
;
7315 string_buffer_list_init(&priv
->string_buffers
);
7317 if (!(vertex_priv
= vertex_pipe
->vp_alloc(&glsl_shader_backend
, priv
)))
7319 ERR("Failed to initialize vertex pipe.\n");
7320 HeapFree(GetProcessHeap(), 0, priv
);
7324 if (!(fragment_priv
= fragment_pipe
->alloc_private(&glsl_shader_backend
, priv
)))
7326 ERR("Failed to initialize fragment pipe.\n");
7327 vertex_pipe
->vp_free(device
);
7328 HeapFree(GetProcessHeap(), 0, priv
);
7332 if (!string_buffer_init(&priv
->shader_buffer
))
7334 ERR("Failed to initialize shader buffer.\n");
7338 priv
->stack
= HeapAlloc(GetProcessHeap(), 0, stack_size
* sizeof(*priv
->stack
));
7341 ERR("Failed to allocate memory.\n");
7345 if (!constant_heap_init(&priv
->vconst_heap
, gl_info
->limits
.glsl_vs_float_constants
))
7347 ERR("Failed to initialize vertex shader constant heap\n");
7351 if (!constant_heap_init(&priv
->pconst_heap
, gl_info
->limits
.glsl_ps_float_constants
))
7353 ERR("Failed to initialize pixel shader constant heap\n");
7357 if (wine_rb_init(&priv
->program_lookup
, &wined3d_glsl_program_rb_functions
) == -1)
7359 ERR("Failed to initialize rbtree.\n");
7363 priv
->next_constant_version
= 1;
7364 priv
->vertex_pipe
= vertex_pipe
;
7365 priv
->fragment_pipe
= fragment_pipe
;
7366 fragment_pipe
->get_caps(gl_info
, &fragment_caps
);
7367 priv
->ffp_proj_control
= fragment_caps
.wined3d_caps
& WINED3D_FRAGMENT_CAP_PROJ_CONTROL
;
7368 priv
->legacy_lighting
= device
->wined3d
->flags
& WINED3D_LEGACY_FFP_LIGHTING
;
7370 device
->vertex_priv
= vertex_priv
;
7371 device
->fragment_priv
= fragment_priv
;
7372 device
->shader_priv
= priv
;
7377 constant_heap_free(&priv
->pconst_heap
);
7378 constant_heap_free(&priv
->vconst_heap
);
7379 HeapFree(GetProcessHeap(), 0, priv
->stack
);
7380 string_buffer_free(&priv
->shader_buffer
);
7381 fragment_pipe
->free_private(device
);
7382 vertex_pipe
->vp_free(device
);
7383 HeapFree(GetProcessHeap(), 0, priv
);
7384 return E_OUTOFMEMORY
;
7387 /* Context activation is done by the caller. */
7388 static void shader_glsl_free(struct wined3d_device
*device
)
7390 const struct wined3d_gl_info
*gl_info
= &device
->adapter
->gl_info
;
7391 struct shader_glsl_priv
*priv
= device
->shader_priv
;
7394 for (i
= 0; i
< WINED3D_GL_RES_TYPE_COUNT
; ++i
)
7396 if (priv
->depth_blt_program_full
[i
])
7398 GL_EXTCALL(glDeleteProgram(priv
->depth_blt_program_full
[i
]));
7400 if (priv
->depth_blt_program_masked
[i
])
7402 GL_EXTCALL(glDeleteProgram(priv
->depth_blt_program_masked
[i
]));
7406 wine_rb_destroy(&priv
->program_lookup
, NULL
, NULL
);
7407 constant_heap_free(&priv
->pconst_heap
);
7408 constant_heap_free(&priv
->vconst_heap
);
7409 HeapFree(GetProcessHeap(), 0, priv
->stack
);
7410 string_buffer_list_cleanup(&priv
->string_buffers
);
7411 string_buffer_free(&priv
->shader_buffer
);
7412 priv
->fragment_pipe
->free_private(device
);
7413 priv
->vertex_pipe
->vp_free(device
);
7415 HeapFree(GetProcessHeap(), 0, device
->shader_priv
);
7416 device
->shader_priv
= NULL
;
7419 static BOOL
shader_glsl_allocate_context_data(struct wined3d_context
*context
)
7421 return !!(context
->shader_backend_data
= HeapAlloc(GetProcessHeap(),
7422 HEAP_ZERO_MEMORY
, sizeof(struct glsl_context_data
)));
7425 static void shader_glsl_free_context_data(struct wined3d_context
*context
)
7427 HeapFree(GetProcessHeap(), 0, context
->shader_backend_data
);
7430 static void shader_glsl_init_context_state(struct wined3d_context
*context
)
7432 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
7434 gl_info
->gl_ops
.gl
.p_glEnable(GL_PROGRAM_POINT_SIZE
);
7435 checkGLcall("GL_PROGRAM_POINT_SIZE");
7438 static void shader_glsl_get_caps(const struct wined3d_gl_info
*gl_info
, struct shader_caps
*caps
)
7442 if (gl_info
->supported
[EXT_GPU_SHADER4
] && gl_info
->supported
[ARB_SHADER_BIT_ENCODING
]
7443 && gl_info
->supported
[ARB_GEOMETRY_SHADER4
] && gl_info
->glsl_version
>= MAKEDWORD_VERSION(1, 50)
7444 && gl_info
->supported
[ARB_DRAW_ELEMENTS_BASE_VERTEX
] && gl_info
->supported
[ARB_DRAW_INSTANCED
]
7445 && gl_info
->supported
[ARB_TEXTURE_RG
] && gl_info
->supported
[ARB_SAMPLER_OBJECTS
])
7447 /* ARB_shader_texture_lod or EXT_gpu_shader4 is required for the SM3
7448 * texldd and texldl instructions. */
7449 else if (gl_info
->supported
[ARB_SHADER_TEXTURE_LOD
] || gl_info
->supported
[EXT_GPU_SHADER4
])
7453 TRACE("Shader model %u.\n", shader_model
);
7455 caps
->vs_version
= min(wined3d_settings
.max_sm_vs
, shader_model
);
7456 caps
->gs_version
= min(wined3d_settings
.max_sm_gs
, shader_model
);
7457 caps
->ps_version
= min(wined3d_settings
.max_sm_ps
, shader_model
);
7459 caps
->vs_uniform_count
= gl_info
->limits
.glsl_vs_float_constants
;
7460 caps
->ps_uniform_count
= gl_info
->limits
.glsl_ps_float_constants
;
7462 /* FIXME: The following line is card dependent. -8.0 to 8.0 is the
7463 * Direct3D minimum requirement.
7465 * Both GL_ARB_fragment_program and GLSL require a "maximum representable magnitude"
7466 * of colors to be 2^10, and 2^32 for other floats. Should we use 1024 here?
7468 * The problem is that the refrast clamps temporary results in the shader to
7469 * [-MaxValue;+MaxValue]. If the card's max value is bigger than the one we advertize here,
7470 * then applications may miss the clamping behavior. On the other hand, if it is smaller,
7471 * the shader will generate incorrect results too. Unfortunately, GL deliberately doesn't
7472 * offer a way to query this.
7474 if (shader_model
>= 4)
7475 caps
->ps_1x_max_value
= FLT_MAX
;
7477 caps
->ps_1x_max_value
= 1024.0f
;
7479 /* Ideally we'd only set caps like sRGB writes here if supported by both
7480 * the shader backend and the fragment pipe, but we can get called before
7481 * shader_glsl_alloc(). */
7482 caps
->wined3d_caps
= WINED3D_SHADER_CAP_VS_CLIPPING
7483 | WINED3D_SHADER_CAP_SRGB_WRITE
;
7486 static BOOL
shader_glsl_color_fixup_supported(struct color_fixup_desc fixup
)
7488 if (TRACE_ON(d3d_shader
) && TRACE_ON(d3d
))
7490 TRACE("Checking support for fixup:\n");
7491 dump_color_fixup_desc(fixup
);
7494 /* We support everything except YUV conversions. */
7495 if (!is_complex_fixup(fixup
))
7501 TRACE("[FAILED]\n");
7505 static const SHADER_HANDLER shader_glsl_instruction_handler_table
[WINED3DSIH_TABLE_SIZE
] =
7507 /* WINED3DSIH_ABS */ shader_glsl_map2gl
,
7508 /* WINED3DSIH_ADD */ shader_glsl_binop
,
7509 /* WINED3DSIH_AND */ shader_glsl_binop
,
7510 /* WINED3DSIH_BEM */ shader_glsl_bem
,
7511 /* WINED3DSIH_BREAK */ shader_glsl_break
,
7512 /* WINED3DSIH_BREAKC */ shader_glsl_breakc
,
7513 /* WINED3DSIH_BREAKP */ shader_glsl_breakp
,
7514 /* WINED3DSIH_CALL */ shader_glsl_call
,
7515 /* WINED3DSIH_CALLNZ */ shader_glsl_callnz
,
7516 /* WINED3DSIH_CMP */ shader_glsl_conditional_move
,
7517 /* WINED3DSIH_CND */ shader_glsl_cnd
,
7518 /* WINED3DSIH_CRS */ shader_glsl_cross
,
7519 /* WINED3DSIH_CUT */ shader_glsl_cut
,
7520 /* WINED3DSIH_DCL */ shader_glsl_nop
,
7521 /* WINED3DSIH_DCL_CONSTANT_BUFFER */ shader_glsl_nop
,
7522 /* WINED3DSIH_DCL_INPUT_PRIMITIVE */ shader_glsl_nop
,
7523 /* WINED3DSIH_DCL_OUTPUT_TOPOLOGY */ shader_glsl_nop
,
7524 /* WINED3DSIH_DCL_VERTICES_OUT */ shader_glsl_nop
,
7525 /* WINED3DSIH_DEF */ shader_glsl_nop
,
7526 /* WINED3DSIH_DEFB */ shader_glsl_nop
,
7527 /* WINED3DSIH_DEFI */ shader_glsl_nop
,
7528 /* WINED3DSIH_DIV */ shader_glsl_binop
,
7529 /* WINED3DSIH_DP2 */ shader_glsl_dot
,
7530 /* WINED3DSIH_DP2ADD */ shader_glsl_dp2add
,
7531 /* WINED3DSIH_DP3 */ shader_glsl_dot
,
7532 /* WINED3DSIH_DP4 */ shader_glsl_dot
,
7533 /* WINED3DSIH_DST */ shader_glsl_dst
,
7534 /* WINED3DSIH_DSX */ shader_glsl_map2gl
,
7535 /* WINED3DSIH_DSY */ shader_glsl_map2gl
,
7536 /* WINED3DSIH_ELSE */ shader_glsl_else
,
7537 /* WINED3DSIH_EMIT */ shader_glsl_emit
,
7538 /* WINED3DSIH_ENDIF */ shader_glsl_end
,
7539 /* WINED3DSIH_ENDLOOP */ shader_glsl_end
,
7540 /* WINED3DSIH_ENDREP */ shader_glsl_end
,
7541 /* WINED3DSIH_EQ */ shader_glsl_relop
,
7542 /* WINED3DSIH_EXP */ shader_glsl_scalar_op
,
7543 /* WINED3DSIH_EXPP */ shader_glsl_expp
,
7544 /* WINED3DSIH_FRC */ shader_glsl_map2gl
,
7545 /* WINED3DSIH_FTOI */ shader_glsl_to_int
,
7546 /* WINED3DSIH_GE */ shader_glsl_relop
,
7547 /* WINED3DSIH_IADD */ shader_glsl_binop
,
7548 /* WINED3DSIH_IEQ */ NULL
,
7549 /* WINED3DSIH_IF */ shader_glsl_if
,
7550 /* WINED3DSIH_IFC */ shader_glsl_ifc
,
7551 /* WINED3DSIH_IGE */ shader_glsl_relop
,
7552 /* WINED3DSIH_IMUL */ shader_glsl_imul
,
7553 /* WINED3DSIH_ISHL */ shader_glsl_binop
,
7554 /* WINED3DSIH_ITOF */ shader_glsl_to_float
,
7555 /* WINED3DSIH_LABEL */ shader_glsl_label
,
7556 /* WINED3DSIH_LD */ NULL
,
7557 /* WINED3DSIH_LIT */ shader_glsl_lit
,
7558 /* WINED3DSIH_LOG */ shader_glsl_scalar_op
,
7559 /* WINED3DSIH_LOGP */ shader_glsl_scalar_op
,
7560 /* WINED3DSIH_LOOP */ shader_glsl_loop
,
7561 /* WINED3DSIH_LRP */ shader_glsl_lrp
,
7562 /* WINED3DSIH_LT */ shader_glsl_relop
,
7563 /* WINED3DSIH_M3x2 */ shader_glsl_mnxn
,
7564 /* WINED3DSIH_M3x3 */ shader_glsl_mnxn
,
7565 /* WINED3DSIH_M3x4 */ shader_glsl_mnxn
,
7566 /* WINED3DSIH_M4x3 */ shader_glsl_mnxn
,
7567 /* WINED3DSIH_M4x4 */ shader_glsl_mnxn
,
7568 /* WINED3DSIH_MAD */ shader_glsl_mad
,
7569 /* WINED3DSIH_MAX */ shader_glsl_map2gl
,
7570 /* WINED3DSIH_MIN */ shader_glsl_map2gl
,
7571 /* WINED3DSIH_MOV */ shader_glsl_mov
,
7572 /* WINED3DSIH_MOVA */ shader_glsl_mov
,
7573 /* WINED3DSIH_MOVC */ shader_glsl_conditional_move
,
7574 /* WINED3DSIH_MUL */ shader_glsl_binop
,
7575 /* WINED3DSIH_NE */ shader_glsl_relop
,
7576 /* WINED3DSIH_NOP */ shader_glsl_nop
,
7577 /* WINED3DSIH_NRM */ shader_glsl_nrm
,
7578 /* WINED3DSIH_OR */ shader_glsl_binop
,
7579 /* WINED3DSIH_PHASE */ shader_glsl_nop
,
7580 /* WINED3DSIH_POW */ shader_glsl_pow
,
7581 /* WINED3DSIH_RCP */ shader_glsl_scalar_op
,
7582 /* WINED3DSIH_REP */ shader_glsl_rep
,
7583 /* WINED3DSIH_RET */ shader_glsl_ret
,
7584 /* WINED3DSIH_ROUND_NI */ shader_glsl_map2gl
,
7585 /* WINED3DSIH_RSQ */ shader_glsl_scalar_op
,
7586 /* WINED3DSIH_SAMPLE */ shader_glsl_sample
,
7587 /* WINED3DSIH_SAMPLE_GRAD */ NULL
,
7588 /* WINED3DSIH_SAMPLE_LOD */ NULL
,
7589 /* WINED3DSIH_SETP */ NULL
,
7590 /* WINED3DSIH_SGE */ shader_glsl_compare
,
7591 /* WINED3DSIH_SGN */ shader_glsl_sgn
,
7592 /* WINED3DSIH_SINCOS */ shader_glsl_sincos
,
7593 /* WINED3DSIH_SLT */ shader_glsl_compare
,
7594 /* WINED3DSIH_SQRT */ shader_glsl_map2gl
,
7595 /* WINED3DSIH_SUB */ shader_glsl_binop
,
7596 /* WINED3DSIH_TEX */ shader_glsl_tex
,
7597 /* WINED3DSIH_TEXBEM */ shader_glsl_texbem
,
7598 /* WINED3DSIH_TEXBEML */ shader_glsl_texbem
,
7599 /* WINED3DSIH_TEXCOORD */ shader_glsl_texcoord
,
7600 /* WINED3DSIH_TEXDEPTH */ shader_glsl_texdepth
,
7601 /* WINED3DSIH_TEXDP3 */ shader_glsl_texdp3
,
7602 /* WINED3DSIH_TEXDP3TEX */ shader_glsl_texdp3tex
,
7603 /* WINED3DSIH_TEXKILL */ shader_glsl_texkill
,
7604 /* WINED3DSIH_TEXLDD */ shader_glsl_texldd
,
7605 /* WINED3DSIH_TEXLDL */ shader_glsl_texldl
,
7606 /* WINED3DSIH_TEXM3x2DEPTH */ shader_glsl_texm3x2depth
,
7607 /* WINED3DSIH_TEXM3x2PAD */ shader_glsl_texm3x2pad
,
7608 /* WINED3DSIH_TEXM3x2TEX */ shader_glsl_texm3x2tex
,
7609 /* WINED3DSIH_TEXM3x3 */ shader_glsl_texm3x3
,
7610 /* WINED3DSIH_TEXM3x3DIFF */ NULL
,
7611 /* WINED3DSIH_TEXM3x3PAD */ shader_glsl_texm3x3pad
,
7612 /* WINED3DSIH_TEXM3x3SPEC */ shader_glsl_texm3x3spec
,
7613 /* WINED3DSIH_TEXM3x3TEX */ shader_glsl_texm3x3tex
,
7614 /* WINED3DSIH_TEXM3x3VSPEC */ shader_glsl_texm3x3vspec
,
7615 /* WINED3DSIH_TEXREG2AR */ shader_glsl_texreg2ar
,
7616 /* WINED3DSIH_TEXREG2GB */ shader_glsl_texreg2gb
,
7617 /* WINED3DSIH_TEXREG2RGB */ shader_glsl_texreg2rgb
,
7618 /* WINED3DSIH_UDIV */ shader_glsl_udiv
,
7619 /* WINED3DSIH_UGE */ shader_glsl_relop
,
7620 /* WINED3DSIH_USHR */ shader_glsl_binop
,
7621 /* WINED3DSIH_UTOF */ shader_glsl_to_float
,
7622 /* WINED3DSIH_XOR */ shader_glsl_binop
,
7625 static void shader_glsl_handle_instruction(const struct wined3d_shader_instruction
*ins
) {
7626 SHADER_HANDLER hw_fct
;
7628 /* Select handler */
7629 hw_fct
= shader_glsl_instruction_handler_table
[ins
->handler_idx
];
7631 /* Unhandled opcode */
7634 FIXME("Backend can't handle opcode %#x\n", ins
->handler_idx
);
7639 shader_glsl_add_instruction_modifiers(ins
);
7642 static BOOL
shader_glsl_has_ffp_proj_control(void *shader_priv
)
7644 struct shader_glsl_priv
*priv
= shader_priv
;
7646 return priv
->ffp_proj_control
;
7649 const struct wined3d_shader_backend_ops glsl_shader_backend
=
7651 shader_glsl_handle_instruction
,
7653 shader_glsl_disable
,
7654 shader_glsl_select_depth_blt
,
7655 shader_glsl_deselect_depth_blt
,
7656 shader_glsl_update_float_vertex_constants
,
7657 shader_glsl_update_float_pixel_constants
,
7658 shader_glsl_load_constants
,
7659 shader_glsl_destroy
,
7662 shader_glsl_allocate_context_data
,
7663 shader_glsl_free_context_data
,
7664 shader_glsl_init_context_state
,
7665 shader_glsl_get_caps
,
7666 shader_glsl_color_fixup_supported
,
7667 shader_glsl_has_ffp_proj_control
,
7670 static void glsl_vertex_pipe_vp_enable(const struct wined3d_gl_info
*gl_info
, BOOL enable
) {}
7672 static void glsl_vertex_pipe_vp_get_caps(const struct wined3d_gl_info
*gl_info
, struct wined3d_vertex_caps
*caps
)
7674 caps
->xyzrhw
= TRUE
;
7675 caps
->ffp_generic_attributes
= TRUE
;
7676 caps
->max_active_lights
= MAX_ACTIVE_LIGHTS
;
7677 caps
->max_vertex_blend_matrices
= 1;
7678 caps
->max_vertex_blend_matrix_index
= 0;
7679 caps
->vertex_processing_caps
= WINED3DVTXPCAPS_TEXGEN
7680 | WINED3DVTXPCAPS_MATERIALSOURCE7
7681 | WINED3DVTXPCAPS_VERTEXFOG
7682 | WINED3DVTXPCAPS_DIRECTIONALLIGHTS
7683 | WINED3DVTXPCAPS_POSITIONALLIGHTS
7684 | WINED3DVTXPCAPS_LOCALVIEWER
7685 | WINED3DVTXPCAPS_TEXGEN_SPHEREMAP
;
7686 caps
->fvf_caps
= WINED3DFVFCAPS_PSIZE
| 8; /* 8 texture coordinates. */
7687 caps
->max_user_clip_planes
= gl_info
->limits
.clipplanes
;
7688 caps
->raster_caps
= WINED3DPRASTERCAPS_FOGRANGE
;
7691 static void *glsl_vertex_pipe_vp_alloc(const struct wined3d_shader_backend_ops
*shader_backend
, void *shader_priv
)
7693 struct shader_glsl_priv
*priv
;
7695 if (shader_backend
== &glsl_shader_backend
)
7699 if (wine_rb_init(&priv
->ffp_vertex_shaders
, &wined3d_ffp_vertex_program_rb_functions
) == -1)
7701 ERR("Failed to initialize rbtree.\n");
7708 FIXME("GLSL vertex pipe without GLSL shader backend not implemented.\n");
7713 static void shader_glsl_free_ffp_vertex_shader(struct wine_rb_entry
*entry
, void *context
)
7715 struct glsl_ffp_vertex_shader
*shader
= WINE_RB_ENTRY_VALUE(entry
,
7716 struct glsl_ffp_vertex_shader
, desc
.entry
);
7717 struct glsl_shader_prog_link
*program
, *program2
;
7718 struct glsl_ffp_destroy_ctx
*ctx
= context
;
7720 LIST_FOR_EACH_ENTRY_SAFE(program
, program2
, &shader
->linked_programs
,
7721 struct glsl_shader_prog_link
, vs
.shader_entry
)
7723 delete_glsl_program_entry(ctx
->priv
, ctx
->gl_info
, program
);
7725 ctx
->gl_info
->gl_ops
.ext
.p_glDeleteShader(shader
->id
);
7726 HeapFree(GetProcessHeap(), 0, shader
);
7729 /* Context activation is done by the caller. */
7730 static void glsl_vertex_pipe_vp_free(struct wined3d_device
*device
)
7732 struct shader_glsl_priv
*priv
= device
->vertex_priv
;
7733 struct glsl_ffp_destroy_ctx ctx
;
7736 ctx
.gl_info
= &device
->adapter
->gl_info
;
7737 wine_rb_destroy(&priv
->ffp_vertex_shaders
, shader_glsl_free_ffp_vertex_shader
, &ctx
);
7740 static void glsl_vertex_pipe_shader(struct wined3d_context
*context
,
7741 const struct wined3d_state
*state
, DWORD state_id
)
7743 context
->shader_update_mask
|= 1 << WINED3D_SHADER_TYPE_VERTEX
;
7746 static void glsl_vertex_pipe_vdecl(struct wined3d_context
*context
,
7747 const struct wined3d_state
*state
, DWORD state_id
)
7749 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
7750 BOOL transformed
= context
->stream_info
.position_transformed
;
7751 BOOL wasrhw
= context
->last_was_rhw
;
7754 context
->last_was_rhw
= transformed
;
7756 /* If the vertex declaration contains a transformed position attribute,
7757 * the draw uses the fixed function vertex pipeline regardless of any
7758 * vertex shader set by the application. */
7759 if (transformed
!= wasrhw
)
7760 context
->shader_update_mask
|= 1 << WINED3D_SHADER_TYPE_VERTEX
;
7764 if (context
->last_was_vshader
)
7766 for (i
= 0; i
< gl_info
->limits
.clipplanes
; ++i
)
7767 clipplane(context
, state
, STATE_CLIPPLANE(i
));
7770 context
->constant_update_mask
|= WINED3D_SHADER_CONST_FFP_TEXMATRIX
;
7772 /* Because of settings->texcoords, we have to always regenerate the
7773 * vertex shader on a vdecl change.
7774 * TODO: Just always output all the texcoords when there are enough
7775 * varyings available to drop the dependency. */
7776 context
->shader_update_mask
|= 1 << WINED3D_SHADER_TYPE_VERTEX
;
7779 && state
->shader
[WINED3D_SHADER_TYPE_PIXEL
]->reg_maps
.shader_version
.major
== 1
7780 && state
->shader
[WINED3D_SHADER_TYPE_PIXEL
]->reg_maps
.shader_version
.minor
<= 3)
7781 context
->shader_update_mask
|= 1 << WINED3D_SHADER_TYPE_PIXEL
;
7785 if (!context
->last_was_vshader
)
7787 /* Vertex shader clipping ignores the view matrix. Update all clipplanes. */
7788 for (i
= 0; i
< gl_info
->limits
.clipplanes
; ++i
)
7789 clipplane(context
, state
, STATE_CLIPPLANE(i
));
7793 context
->last_was_vshader
= use_vs(state
);
7796 static void glsl_vertex_pipe_vs(struct wined3d_context
*context
,
7797 const struct wined3d_state
*state
, DWORD state_id
)
7799 context
->shader_update_mask
|= 1 << WINED3D_SHADER_TYPE_VERTEX
;
7800 /* Different vertex shaders potentially require a different vertex attributes setup. */
7801 if (!isStateDirty(context
, STATE_VDECL
))
7802 context_apply_state(context
, state
, STATE_VDECL
);
7805 static void glsl_vertex_pipe_world(struct wined3d_context
*context
,
7806 const struct wined3d_state
*state
, DWORD state_id
)
7808 context
->constant_update_mask
|= WINED3D_SHADER_CONST_FFP_MODELVIEW
;
7811 static void glsl_vertex_pipe_view(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
7813 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
7816 context
->constant_update_mask
|= WINED3D_SHADER_CONST_FFP_MODELVIEW
7817 | WINED3D_SHADER_CONST_FFP_LIGHTS
;
7819 for (k
= 0; k
< gl_info
->limits
.clipplanes
; ++k
)
7821 if (!isStateDirty(context
, STATE_CLIPPLANE(k
)))
7822 clipplane(context
, state
, STATE_CLIPPLANE(k
));
7825 if (context
->swapchain
->device
->vertexBlendUsed
)
7830 FIXME("Vertex blending emulation.\n");
7834 static void glsl_vertex_pipe_projection(struct wined3d_context
*context
,
7835 const struct wined3d_state
*state
, DWORD state_id
)
7837 /* Table fog behavior depends on the projection matrix. */
7838 if (state
->render_states
[WINED3D_RS_FOGENABLE
]
7839 && state
->render_states
[WINED3D_RS_FOGTABLEMODE
] != WINED3D_FOG_NONE
)
7840 context
->shader_update_mask
|= 1 << WINED3D_SHADER_TYPE_VERTEX
;
7841 context
->constant_update_mask
|= WINED3D_SHADER_CONST_FFP_PROJ
;
7844 static void glsl_vertex_pipe_viewport(struct wined3d_context
*context
,
7845 const struct wined3d_state
*state
, DWORD state_id
)
7847 if (!isStateDirty(context
, STATE_TRANSFORM(WINED3D_TS_PROJECTION
)))
7848 glsl_vertex_pipe_projection(context
, state
, STATE_TRANSFORM(WINED3D_TS_PROJECTION
));
7849 if (!isStateDirty(context
, STATE_RENDER(WINED3D_RS_POINTSCALEENABLE
))
7850 && state
->render_states
[WINED3D_RS_POINTSCALEENABLE
])
7851 context
->constant_update_mask
|= WINED3D_SHADER_CONST_VS_POINTSIZE
;
7852 context
->constant_update_mask
|= WINED3D_SHADER_CONST_VS_POS_FIXUP
;
7855 static void glsl_vertex_pipe_texmatrix(struct wined3d_context
*context
,
7856 const struct wined3d_state
*state
, DWORD state_id
)
7858 context
->constant_update_mask
|= WINED3D_SHADER_CONST_FFP_TEXMATRIX
;
7861 static void glsl_vertex_pipe_material(struct wined3d_context
*context
,
7862 const struct wined3d_state
*state
, DWORD state_id
)
7864 context
->constant_update_mask
|= WINED3D_SHADER_CONST_FFP_MATERIAL
;
7867 static void glsl_vertex_pipe_light(struct wined3d_context
*context
,
7868 const struct wined3d_state
*state
, DWORD state_id
)
7870 context
->constant_update_mask
|= WINED3D_SHADER_CONST_FFP_LIGHTS
;
7873 static void glsl_vertex_pipe_pointsize(struct wined3d_context
*context
,
7874 const struct wined3d_state
*state
, DWORD state_id
)
7876 context
->constant_update_mask
|= WINED3D_SHADER_CONST_VS_POINTSIZE
;
7879 static void glsl_vertex_pipe_pointscale(struct wined3d_context
*context
,
7880 const struct wined3d_state
*state
, DWORD state_id
)
7883 context
->constant_update_mask
|= WINED3D_SHADER_CONST_VS_POINTSIZE
;
7886 static const struct StateEntryTemplate glsl_vertex_pipe_vp_states
[] =
7888 {STATE_VDECL
, {STATE_VDECL
, glsl_vertex_pipe_vdecl
}, WINED3D_GL_EXT_NONE
},
7889 {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), glsl_vertex_pipe_vs
}, WINED3D_GL_EXT_NONE
},
7890 {STATE_MATERIAL
, {STATE_RENDER(WINED3D_RS_SPECULARENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
7891 {STATE_RENDER(WINED3D_RS_SPECULARENABLE
), {STATE_RENDER(WINED3D_RS_SPECULARENABLE
), glsl_vertex_pipe_material
}, WINED3D_GL_EXT_NONE
},
7893 {STATE_CLIPPLANE(0), {STATE_CLIPPLANE(0), clipplane
}, WINED3D_GL_EXT_NONE
},
7894 {STATE_CLIPPLANE(1), {STATE_CLIPPLANE(1), clipplane
}, WINED3D_GL_EXT_NONE
},
7895 {STATE_CLIPPLANE(2), {STATE_CLIPPLANE(2), clipplane
}, WINED3D_GL_EXT_NONE
},
7896 {STATE_CLIPPLANE(3), {STATE_CLIPPLANE(3), clipplane
}, WINED3D_GL_EXT_NONE
},
7897 {STATE_CLIPPLANE(4), {STATE_CLIPPLANE(4), clipplane
}, WINED3D_GL_EXT_NONE
},
7898 {STATE_CLIPPLANE(5), {STATE_CLIPPLANE(5), clipplane
}, WINED3D_GL_EXT_NONE
},
7899 {STATE_CLIPPLANE(6), {STATE_CLIPPLANE(6), clipplane
}, WINED3D_GL_EXT_NONE
},
7900 {STATE_CLIPPLANE(7), {STATE_CLIPPLANE(7), clipplane
}, WINED3D_GL_EXT_NONE
},
7901 {STATE_CLIPPLANE(8), {STATE_CLIPPLANE(8), clipplane
}, WINED3D_GL_EXT_NONE
},
7902 {STATE_CLIPPLANE(9), {STATE_CLIPPLANE(9), clipplane
}, WINED3D_GL_EXT_NONE
},
7903 {STATE_CLIPPLANE(10), {STATE_CLIPPLANE(10), clipplane
}, WINED3D_GL_EXT_NONE
},
7904 {STATE_CLIPPLANE(11), {STATE_CLIPPLANE(11), clipplane
}, WINED3D_GL_EXT_NONE
},
7905 {STATE_CLIPPLANE(12), {STATE_CLIPPLANE(12), clipplane
}, WINED3D_GL_EXT_NONE
},
7906 {STATE_CLIPPLANE(13), {STATE_CLIPPLANE(13), clipplane
}, WINED3D_GL_EXT_NONE
},
7907 {STATE_CLIPPLANE(14), {STATE_CLIPPLANE(14), clipplane
}, WINED3D_GL_EXT_NONE
},
7908 {STATE_CLIPPLANE(15), {STATE_CLIPPLANE(15), clipplane
}, WINED3D_GL_EXT_NONE
},
7909 {STATE_CLIPPLANE(16), {STATE_CLIPPLANE(16), clipplane
}, WINED3D_GL_EXT_NONE
},
7910 {STATE_CLIPPLANE(17), {STATE_CLIPPLANE(17), clipplane
}, WINED3D_GL_EXT_NONE
},
7911 {STATE_CLIPPLANE(18), {STATE_CLIPPLANE(18), clipplane
}, WINED3D_GL_EXT_NONE
},
7912 {STATE_CLIPPLANE(19), {STATE_CLIPPLANE(19), clipplane
}, WINED3D_GL_EXT_NONE
},
7913 {STATE_CLIPPLANE(20), {STATE_CLIPPLANE(20), clipplane
}, WINED3D_GL_EXT_NONE
},
7914 {STATE_CLIPPLANE(21), {STATE_CLIPPLANE(21), clipplane
}, WINED3D_GL_EXT_NONE
},
7915 {STATE_CLIPPLANE(22), {STATE_CLIPPLANE(22), clipplane
}, WINED3D_GL_EXT_NONE
},
7916 {STATE_CLIPPLANE(23), {STATE_CLIPPLANE(23), clipplane
}, WINED3D_GL_EXT_NONE
},
7917 {STATE_CLIPPLANE(24), {STATE_CLIPPLANE(24), clipplane
}, WINED3D_GL_EXT_NONE
},
7918 {STATE_CLIPPLANE(25), {STATE_CLIPPLANE(25), clipplane
}, WINED3D_GL_EXT_NONE
},
7919 {STATE_CLIPPLANE(26), {STATE_CLIPPLANE(26), clipplane
}, WINED3D_GL_EXT_NONE
},
7920 {STATE_CLIPPLANE(27), {STATE_CLIPPLANE(27), clipplane
}, WINED3D_GL_EXT_NONE
},
7921 {STATE_CLIPPLANE(28), {STATE_CLIPPLANE(28), clipplane
}, WINED3D_GL_EXT_NONE
},
7922 {STATE_CLIPPLANE(29), {STATE_CLIPPLANE(29), clipplane
}, WINED3D_GL_EXT_NONE
},
7923 {STATE_CLIPPLANE(30), {STATE_CLIPPLANE(30), clipplane
}, WINED3D_GL_EXT_NONE
},
7924 {STATE_CLIPPLANE(31), {STATE_CLIPPLANE(31), clipplane
}, WINED3D_GL_EXT_NONE
},
7926 {STATE_LIGHT_TYPE
, {STATE_RENDER(WINED3D_RS_FOGENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
7927 {STATE_ACTIVELIGHT(0), {STATE_ACTIVELIGHT(0), glsl_vertex_pipe_light
}, WINED3D_GL_EXT_NONE
},
7928 {STATE_ACTIVELIGHT(1), {STATE_ACTIVELIGHT(1), glsl_vertex_pipe_light
}, WINED3D_GL_EXT_NONE
},
7929 {STATE_ACTIVELIGHT(2), {STATE_ACTIVELIGHT(2), glsl_vertex_pipe_light
}, WINED3D_GL_EXT_NONE
},
7930 {STATE_ACTIVELIGHT(3), {STATE_ACTIVELIGHT(3), glsl_vertex_pipe_light
}, WINED3D_GL_EXT_NONE
},
7931 {STATE_ACTIVELIGHT(4), {STATE_ACTIVELIGHT(4), glsl_vertex_pipe_light
}, WINED3D_GL_EXT_NONE
},
7932 {STATE_ACTIVELIGHT(5), {STATE_ACTIVELIGHT(5), glsl_vertex_pipe_light
}, WINED3D_GL_EXT_NONE
},
7933 {STATE_ACTIVELIGHT(6), {STATE_ACTIVELIGHT(6), glsl_vertex_pipe_light
}, WINED3D_GL_EXT_NONE
},
7934 {STATE_ACTIVELIGHT(7), {STATE_ACTIVELIGHT(7), glsl_vertex_pipe_light
}, WINED3D_GL_EXT_NONE
},
7936 {STATE_VIEWPORT
, {STATE_VIEWPORT
, glsl_vertex_pipe_viewport
}, WINED3D_GL_EXT_NONE
},
7937 /* Transform states */
7938 {STATE_TRANSFORM(WINED3D_TS_VIEW
), {STATE_TRANSFORM(WINED3D_TS_VIEW
), glsl_vertex_pipe_view
}, WINED3D_GL_EXT_NONE
},
7939 {STATE_TRANSFORM(WINED3D_TS_PROJECTION
), {STATE_TRANSFORM(WINED3D_TS_PROJECTION
), glsl_vertex_pipe_projection
}, WINED3D_GL_EXT_NONE
},
7940 {STATE_TRANSFORM(WINED3D_TS_TEXTURE0
), {STATE_TEXTURESTAGE(0, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), NULL
}, WINED3D_GL_EXT_NONE
},
7941 {STATE_TRANSFORM(WINED3D_TS_TEXTURE1
), {STATE_TEXTURESTAGE(1, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), NULL
}, WINED3D_GL_EXT_NONE
},
7942 {STATE_TRANSFORM(WINED3D_TS_TEXTURE2
), {STATE_TEXTURESTAGE(2, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), NULL
}, WINED3D_GL_EXT_NONE
},
7943 {STATE_TRANSFORM(WINED3D_TS_TEXTURE3
), {STATE_TEXTURESTAGE(3, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), NULL
}, WINED3D_GL_EXT_NONE
},
7944 {STATE_TRANSFORM(WINED3D_TS_TEXTURE4
), {STATE_TEXTURESTAGE(4, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), NULL
}, WINED3D_GL_EXT_NONE
},
7945 {STATE_TRANSFORM(WINED3D_TS_TEXTURE5
), {STATE_TEXTURESTAGE(5, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), NULL
}, WINED3D_GL_EXT_NONE
},
7946 {STATE_TRANSFORM(WINED3D_TS_TEXTURE6
), {STATE_TEXTURESTAGE(6, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), NULL
}, WINED3D_GL_EXT_NONE
},
7947 {STATE_TRANSFORM(WINED3D_TS_TEXTURE7
), {STATE_TEXTURESTAGE(7, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), NULL
}, WINED3D_GL_EXT_NONE
},
7948 {STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(0)), {STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(0)), glsl_vertex_pipe_world
}, WINED3D_GL_EXT_NONE
},
7949 {STATE_TEXTURESTAGE(0, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), {STATE_TEXTURESTAGE(0, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), glsl_vertex_pipe_texmatrix
}, WINED3D_GL_EXT_NONE
},
7950 {STATE_TEXTURESTAGE(1, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), {STATE_TEXTURESTAGE(1, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), glsl_vertex_pipe_texmatrix
}, WINED3D_GL_EXT_NONE
},
7951 {STATE_TEXTURESTAGE(2, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), {STATE_TEXTURESTAGE(2, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), glsl_vertex_pipe_texmatrix
}, WINED3D_GL_EXT_NONE
},
7952 {STATE_TEXTURESTAGE(3, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), {STATE_TEXTURESTAGE(3, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), glsl_vertex_pipe_texmatrix
}, WINED3D_GL_EXT_NONE
},
7953 {STATE_TEXTURESTAGE(4, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), {STATE_TEXTURESTAGE(4, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), glsl_vertex_pipe_texmatrix
}, WINED3D_GL_EXT_NONE
},
7954 {STATE_TEXTURESTAGE(5, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), {STATE_TEXTURESTAGE(5, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), glsl_vertex_pipe_texmatrix
}, WINED3D_GL_EXT_NONE
},
7955 {STATE_TEXTURESTAGE(6, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), {STATE_TEXTURESTAGE(6, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), glsl_vertex_pipe_texmatrix
}, WINED3D_GL_EXT_NONE
},
7956 {STATE_TEXTURESTAGE(7, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), {STATE_TEXTURESTAGE(7, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), glsl_vertex_pipe_texmatrix
}, WINED3D_GL_EXT_NONE
},
7957 {STATE_TEXTURESTAGE(0, WINED3D_TSS_TEXCOORD_INDEX
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
7958 {STATE_TEXTURESTAGE(1, WINED3D_TSS_TEXCOORD_INDEX
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
7959 {STATE_TEXTURESTAGE(2, WINED3D_TSS_TEXCOORD_INDEX
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
7960 {STATE_TEXTURESTAGE(3, WINED3D_TSS_TEXCOORD_INDEX
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
7961 {STATE_TEXTURESTAGE(4, WINED3D_TSS_TEXCOORD_INDEX
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
7962 {STATE_TEXTURESTAGE(5, WINED3D_TSS_TEXCOORD_INDEX
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
7963 {STATE_TEXTURESTAGE(6, WINED3D_TSS_TEXCOORD_INDEX
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
7964 {STATE_TEXTURESTAGE(7, WINED3D_TSS_TEXCOORD_INDEX
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
7966 {STATE_RENDER(WINED3D_RS_FOGENABLE
), {STATE_RENDER(WINED3D_RS_FOGENABLE
), glsl_vertex_pipe_shader
}, WINED3D_GL_EXT_NONE
},
7967 {STATE_RENDER(WINED3D_RS_FOGTABLEMODE
), {STATE_RENDER(WINED3D_RS_FOGENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
7968 {STATE_RENDER(WINED3D_RS_FOGVERTEXMODE
), {STATE_RENDER(WINED3D_RS_FOGENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
7969 {STATE_RENDER(WINED3D_RS_RANGEFOGENABLE
), {STATE_RENDER(WINED3D_RS_FOGENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
7970 {STATE_RENDER(WINED3D_RS_CLIPPING
), {STATE_RENDER(WINED3D_RS_CLIPPING
), state_clipping
}, WINED3D_GL_EXT_NONE
},
7971 {STATE_RENDER(WINED3D_RS_CLIPPLANEENABLE
), {STATE_RENDER(WINED3D_RS_CLIPPING
), NULL
}, WINED3D_GL_EXT_NONE
},
7972 {STATE_RENDER(WINED3D_RS_LIGHTING
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
7973 {STATE_RENDER(WINED3D_RS_AMBIENT
), {STATE_RENDER(WINED3D_RS_AMBIENT
), glsl_vertex_pipe_light
}, WINED3D_GL_EXT_NONE
},
7974 {STATE_RENDER(WINED3D_RS_COLORVERTEX
), {STATE_RENDER(WINED3D_RS_COLORVERTEX
), glsl_vertex_pipe_shader
}, WINED3D_GL_EXT_NONE
},
7975 {STATE_RENDER(WINED3D_RS_LOCALVIEWER
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
7976 {STATE_RENDER(WINED3D_RS_NORMALIZENORMALS
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
7977 {STATE_RENDER(WINED3D_RS_DIFFUSEMATERIALSOURCE
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
7978 {STATE_RENDER(WINED3D_RS_SPECULARMATERIALSOURCE
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
7979 {STATE_RENDER(WINED3D_RS_AMBIENTMATERIALSOURCE
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
7980 {STATE_RENDER(WINED3D_RS_EMISSIVEMATERIALSOURCE
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
7981 {STATE_RENDER(WINED3D_RS_VERTEXBLEND
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
7982 {STATE_RENDER(WINED3D_RS_POINTSIZE
), {STATE_RENDER(WINED3D_RS_POINTSIZE_MIN
), NULL
}, WINED3D_GL_EXT_NONE
},
7983 {STATE_RENDER(WINED3D_RS_POINTSIZE_MIN
), {STATE_RENDER(WINED3D_RS_POINTSIZE_MIN
), glsl_vertex_pipe_pointsize
}, WINED3D_GL_EXT_NONE
},
7984 {STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE
), {STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE
), state_pointsprite
}, ARB_POINT_SPRITE
},
7985 {STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE
), {STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE
), state_pointsprite_w
}, WINED3D_GL_EXT_NONE
},
7986 {STATE_RENDER(WINED3D_RS_POINTSCALEENABLE
), {STATE_RENDER(WINED3D_RS_POINTSCALEENABLE
), glsl_vertex_pipe_pointscale
}, WINED3D_GL_EXT_NONE
},
7987 {STATE_RENDER(WINED3D_RS_POINTSCALE_A
), {STATE_RENDER(WINED3D_RS_POINTSCALEENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
7988 {STATE_RENDER(WINED3D_RS_POINTSCALE_B
), {STATE_RENDER(WINED3D_RS_POINTSCALEENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
7989 {STATE_RENDER(WINED3D_RS_POINTSCALE_C
), {STATE_RENDER(WINED3D_RS_POINTSCALEENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
7990 {STATE_RENDER(WINED3D_RS_POINTSIZE_MAX
), {STATE_RENDER(WINED3D_RS_POINTSIZE_MIN
), NULL
}, WINED3D_GL_EXT_NONE
},
7991 {STATE_RENDER(WINED3D_RS_TWEENFACTOR
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
7992 {STATE_RENDER(WINED3D_RS_INDEXEDVERTEXBLENDENABLE
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
7993 /* NP2 texture matrix fixups. They are not needed if
7994 * GL_ARB_texture_non_power_of_two is supported. Otherwise, register
7995 * glsl_vertex_pipe_texmatrix(), which takes care of updating the texture
7997 {STATE_SAMPLER(0), {0, NULL
}, ARB_TEXTURE_NON_POWER_OF_TWO
},
7998 {STATE_SAMPLER(0), {0, NULL
}, WINED3D_GL_NORMALIZED_TEXRECT
},
7999 {STATE_SAMPLER(0), {STATE_SAMPLER(0), glsl_vertex_pipe_texmatrix
}, WINED3D_GL_EXT_NONE
},
8000 {STATE_SAMPLER(1), {0, NULL
}, ARB_TEXTURE_NON_POWER_OF_TWO
},
8001 {STATE_SAMPLER(1), {0, NULL
}, WINED3D_GL_NORMALIZED_TEXRECT
},
8002 {STATE_SAMPLER(1), {STATE_SAMPLER(1), glsl_vertex_pipe_texmatrix
}, WINED3D_GL_EXT_NONE
},
8003 {STATE_SAMPLER(2), {0, NULL
}, ARB_TEXTURE_NON_POWER_OF_TWO
},
8004 {STATE_SAMPLER(2), {0, NULL
}, WINED3D_GL_NORMALIZED_TEXRECT
},
8005 {STATE_SAMPLER(2), {STATE_SAMPLER(2), glsl_vertex_pipe_texmatrix
}, WINED3D_GL_EXT_NONE
},
8006 {STATE_SAMPLER(3), {0, NULL
}, ARB_TEXTURE_NON_POWER_OF_TWO
},
8007 {STATE_SAMPLER(3), {0, NULL
}, WINED3D_GL_NORMALIZED_TEXRECT
},
8008 {STATE_SAMPLER(3), {STATE_SAMPLER(3), glsl_vertex_pipe_texmatrix
}, WINED3D_GL_EXT_NONE
},
8009 {STATE_SAMPLER(4), {0, NULL
}, ARB_TEXTURE_NON_POWER_OF_TWO
},
8010 {STATE_SAMPLER(4), {0, NULL
}, WINED3D_GL_NORMALIZED_TEXRECT
},
8011 {STATE_SAMPLER(4), {STATE_SAMPLER(4), glsl_vertex_pipe_texmatrix
}, WINED3D_GL_EXT_NONE
},
8012 {STATE_SAMPLER(5), {0, NULL
}, ARB_TEXTURE_NON_POWER_OF_TWO
},
8013 {STATE_SAMPLER(5), {0, NULL
}, WINED3D_GL_NORMALIZED_TEXRECT
},
8014 {STATE_SAMPLER(5), {STATE_SAMPLER(5), glsl_vertex_pipe_texmatrix
}, WINED3D_GL_EXT_NONE
},
8015 {STATE_SAMPLER(6), {0, NULL
}, ARB_TEXTURE_NON_POWER_OF_TWO
},
8016 {STATE_SAMPLER(6), {0, NULL
}, WINED3D_GL_NORMALIZED_TEXRECT
},
8017 {STATE_SAMPLER(6), {STATE_SAMPLER(6), glsl_vertex_pipe_texmatrix
}, WINED3D_GL_EXT_NONE
},
8018 {STATE_SAMPLER(7), {0, NULL
}, ARB_TEXTURE_NON_POWER_OF_TWO
},
8019 {STATE_SAMPLER(7), {0, NULL
}, WINED3D_GL_NORMALIZED_TEXRECT
},
8020 {STATE_SAMPLER(7), {STATE_SAMPLER(7), glsl_vertex_pipe_texmatrix
}, WINED3D_GL_EXT_NONE
},
8021 {STATE_POINT_ENABLE
, {STATE_POINT_ENABLE
, glsl_vertex_pipe_shader
}, WINED3D_GL_EXT_NONE
},
8022 {0 /* Terminate */, {0, NULL
}, WINED3D_GL_EXT_NONE
},
8026 * - This currently depends on GL fixed function functions to set things
8027 * like light parameters. Ideally we'd use regular uniforms for that.
8028 * - In part because of the previous point, much of this is modelled after
8029 * GL fixed function, and has much of the same limitations. For example,
8030 * D3D spot lights are slightly different from GL spot lights.
8031 * - We can now implement drawing transformed vertices using the GLSL pipe,
8032 * instead of using the immediate mode fallback.
8033 * - Similarly, we don't need the fallback for certain combinations of
8034 * material sources anymore.
8035 * - Implement vertex blending and vertex tweening.
8036 * - Handle WINED3D_TSS_TEXCOORD_INDEX in the shader, instead of duplicating
8037 * attribute arrays in load_tex_coords().
8038 * - Per-vertex point sizes. */
8039 const struct wined3d_vertex_pipe_ops glsl_vertex_pipe
=
8041 glsl_vertex_pipe_vp_enable
,
8042 glsl_vertex_pipe_vp_get_caps
,
8043 glsl_vertex_pipe_vp_alloc
,
8044 glsl_vertex_pipe_vp_free
,
8045 glsl_vertex_pipe_vp_states
,
8048 static void glsl_fragment_pipe_enable(const struct wined3d_gl_info
*gl_info
, BOOL enable
)
8050 /* Nothing to do. */
8053 static void glsl_fragment_pipe_get_caps(const struct wined3d_gl_info
*gl_info
, struct fragment_caps
*caps
)
8055 caps
->wined3d_caps
= WINED3D_FRAGMENT_CAP_PROJ_CONTROL
8056 | WINED3D_FRAGMENT_CAP_SRGB_WRITE
8057 | WINED3D_FRAGMENT_CAP_COLOR_KEY
;
8058 caps
->PrimitiveMiscCaps
= WINED3DPMISCCAPS_TSSARGTEMP
8059 | WINED3DPMISCCAPS_PERSTAGECONSTANT
;
8060 caps
->TextureOpCaps
= WINED3DTEXOPCAPS_DISABLE
8061 | WINED3DTEXOPCAPS_SELECTARG1
8062 | WINED3DTEXOPCAPS_SELECTARG2
8063 | WINED3DTEXOPCAPS_MODULATE4X
8064 | WINED3DTEXOPCAPS_MODULATE2X
8065 | WINED3DTEXOPCAPS_MODULATE
8066 | WINED3DTEXOPCAPS_ADDSIGNED2X
8067 | WINED3DTEXOPCAPS_ADDSIGNED
8068 | WINED3DTEXOPCAPS_ADD
8069 | WINED3DTEXOPCAPS_SUBTRACT
8070 | WINED3DTEXOPCAPS_ADDSMOOTH
8071 | WINED3DTEXOPCAPS_BLENDCURRENTALPHA
8072 | WINED3DTEXOPCAPS_BLENDFACTORALPHA
8073 | WINED3DTEXOPCAPS_BLENDTEXTUREALPHA
8074 | WINED3DTEXOPCAPS_BLENDDIFFUSEALPHA
8075 | WINED3DTEXOPCAPS_BLENDTEXTUREALPHAPM
8076 | WINED3DTEXOPCAPS_MODULATEALPHA_ADDCOLOR
8077 | WINED3DTEXOPCAPS_MODULATECOLOR_ADDALPHA
8078 | WINED3DTEXOPCAPS_MODULATEINVCOLOR_ADDALPHA
8079 | WINED3DTEXOPCAPS_MODULATEINVALPHA_ADDCOLOR
8080 | WINED3DTEXOPCAPS_DOTPRODUCT3
8081 | WINED3DTEXOPCAPS_MULTIPLYADD
8082 | WINED3DTEXOPCAPS_LERP
8083 | WINED3DTEXOPCAPS_BUMPENVMAP
8084 | WINED3DTEXOPCAPS_BUMPENVMAPLUMINANCE
;
8085 caps
->MaxTextureBlendStages
= 8;
8086 caps
->MaxSimultaneousTextures
= min(gl_info
->limits
.fragment_samplers
, 8);
8089 static void *glsl_fragment_pipe_alloc(const struct wined3d_shader_backend_ops
*shader_backend
, void *shader_priv
)
8091 struct shader_glsl_priv
*priv
;
8093 if (shader_backend
== &glsl_shader_backend
)
8097 if (wine_rb_init(&priv
->ffp_fragment_shaders
, &wined3d_ffp_frag_program_rb_functions
) == -1)
8099 ERR("Failed to initialize rbtree.\n");
8106 FIXME("GLSL fragment pipe without GLSL shader backend not implemented.\n");
8111 static void shader_glsl_free_ffp_fragment_shader(struct wine_rb_entry
*entry
, void *context
)
8113 struct glsl_ffp_fragment_shader
*shader
= WINE_RB_ENTRY_VALUE(entry
,
8114 struct glsl_ffp_fragment_shader
, entry
.entry
);
8115 struct glsl_shader_prog_link
*program
, *program2
;
8116 struct glsl_ffp_destroy_ctx
*ctx
= context
;
8118 LIST_FOR_EACH_ENTRY_SAFE(program
, program2
, &shader
->linked_programs
,
8119 struct glsl_shader_prog_link
, ps
.shader_entry
)
8121 delete_glsl_program_entry(ctx
->priv
, ctx
->gl_info
, program
);
8123 ctx
->gl_info
->gl_ops
.ext
.p_glDeleteShader(shader
->id
);
8124 HeapFree(GetProcessHeap(), 0, shader
);
8127 /* Context activation is done by the caller. */
8128 static void glsl_fragment_pipe_free(struct wined3d_device
*device
)
8130 struct shader_glsl_priv
*priv
= device
->fragment_priv
;
8131 struct glsl_ffp_destroy_ctx ctx
;
8134 ctx
.gl_info
= &device
->adapter
->gl_info
;
8135 wine_rb_destroy(&priv
->ffp_fragment_shaders
, shader_glsl_free_ffp_fragment_shader
, &ctx
);
8138 static void glsl_fragment_pipe_shader(struct wined3d_context
*context
,
8139 const struct wined3d_state
*state
, DWORD state_id
)
8141 context
->last_was_pshader
= use_ps(state
);
8143 context
->shader_update_mask
|= 1 << WINED3D_SHADER_TYPE_PIXEL
;
8146 static void glsl_fragment_pipe_fogparams(struct wined3d_context
*context
,
8147 const struct wined3d_state
*state
, DWORD state_id
)
8149 context
->constant_update_mask
|= WINED3D_SHADER_CONST_PS_FOG
;
8152 static void glsl_fragment_pipe_fog(struct wined3d_context
*context
,
8153 const struct wined3d_state
*state
, DWORD state_id
)
8155 BOOL use_vshader
= use_vs(state
);
8156 enum fogsource new_source
;
8157 DWORD fogstart
= state
->render_states
[WINED3D_RS_FOGSTART
];
8158 DWORD fogend
= state
->render_states
[WINED3D_RS_FOGEND
];
8160 context
->shader_update_mask
|= 1 << WINED3D_SHADER_TYPE_PIXEL
;
8162 if (!state
->render_states
[WINED3D_RS_FOGENABLE
])
8165 if (state
->render_states
[WINED3D_RS_FOGTABLEMODE
] == WINED3D_FOG_NONE
)
8168 new_source
= FOGSOURCE_VS
;
8169 else if (state
->render_states
[WINED3D_RS_FOGVERTEXMODE
] == WINED3D_FOG_NONE
|| context
->stream_info
.position_transformed
)
8170 new_source
= FOGSOURCE_COORD
;
8172 new_source
= FOGSOURCE_FFP
;
8176 new_source
= FOGSOURCE_FFP
;
8179 if (new_source
!= context
->fog_source
|| fogstart
== fogend
)
8181 context
->fog_source
= new_source
;
8182 context
->constant_update_mask
|= WINED3D_SHADER_CONST_PS_FOG
;
8186 static void glsl_fragment_pipe_vdecl(struct wined3d_context
*context
,
8187 const struct wined3d_state
*state
, DWORD state_id
)
8189 if (!isStateDirty(context
, STATE_RENDER(WINED3D_RS_FOGENABLE
)))
8190 glsl_fragment_pipe_fog(context
, state
, state_id
);
8193 static void glsl_fragment_pipe_tex_transform(struct wined3d_context
*context
,
8194 const struct wined3d_state
*state
, DWORD state_id
)
8196 context
->shader_update_mask
|= 1 << WINED3D_SHADER_TYPE_PIXEL
;
8199 static void glsl_fragment_pipe_invalidate_constants(struct wined3d_context
*context
,
8200 const struct wined3d_state
*state
, DWORD state_id
)
8202 context
->constant_update_mask
|= WINED3D_SHADER_CONST_FFP_PS
;
8205 static void glsl_fragment_pipe_alpha_test(struct wined3d_context
*context
,
8206 const struct wined3d_state
*state
, DWORD state_id
)
8208 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
8212 TRACE("context %p, state %p, state_id %#x.\n", context
, state
, state_id
);
8214 if (state
->render_states
[WINED3D_RS_ALPHATESTENABLE
])
8216 gl_info
->gl_ops
.gl
.p_glEnable(GL_ALPHA_TEST
);
8217 checkGLcall("glEnable GL_ALPHA_TEST");
8221 gl_info
->gl_ops
.gl
.p_glDisable(GL_ALPHA_TEST
);
8222 checkGLcall("glDisable GL_ALPHA_TEST");
8226 ref
= ((float)state
->render_states
[WINED3D_RS_ALPHAREF
]) / 255.0f
;
8227 glParm
= wined3d_gl_compare_func(state
->render_states
[WINED3D_RS_ALPHAFUNC
]);
8231 gl_info
->gl_ops
.gl
.p_glAlphaFunc(glParm
, ref
);
8232 checkGLcall("glAlphaFunc");
8236 static void glsl_fragment_pipe_color_key(struct wined3d_context
*context
,
8237 const struct wined3d_state
*state
, DWORD state_id
)
8239 context
->constant_update_mask
|= WINED3D_SHADER_CONST_FFP_COLOR_KEY
;
8242 static const struct StateEntryTemplate glsl_fragment_pipe_state_template
[] =
8244 {STATE_VDECL
, {STATE_VDECL
, glsl_fragment_pipe_vdecl
}, WINED3D_GL_EXT_NONE
},
8245 {STATE_RENDER(WINED3D_RS_TEXTUREFACTOR
), {STATE_RENDER(WINED3D_RS_TEXTUREFACTOR
), glsl_fragment_pipe_invalidate_constants
}, WINED3D_GL_EXT_NONE
},
8246 {STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
8247 {STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
8248 {STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
8249 {STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
8250 {STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
8251 {STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
8252 {STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
8253 {STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
8254 {STATE_TEXTURESTAGE(0, WINED3D_TSS_RESULT_ARG
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
8255 {STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
8256 {STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
8257 {STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
8258 {STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
8259 {STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
8260 {STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
8261 {STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
8262 {STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
8263 {STATE_TEXTURESTAGE(1, WINED3D_TSS_RESULT_ARG
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
8264 {STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
8265 {STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
8266 {STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
8267 {STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
8268 {STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
8269 {STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
8270 {STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
8271 {STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
8272 {STATE_TEXTURESTAGE(2, WINED3D_TSS_RESULT_ARG
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
8273 {STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
8274 {STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
8275 {STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
8276 {STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
8277 {STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
8278 {STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
8279 {STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
8280 {STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
8281 {STATE_TEXTURESTAGE(3, WINED3D_TSS_RESULT_ARG
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
8282 {STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
8283 {STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
8284 {STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
8285 {STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
8286 {STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
8287 {STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
8288 {STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
8289 {STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
8290 {STATE_TEXTURESTAGE(4, WINED3D_TSS_RESULT_ARG
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
8291 {STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
8292 {STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
8293 {STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
8294 {STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
8295 {STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
8296 {STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
8297 {STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
8298 {STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
8299 {STATE_TEXTURESTAGE(5, WINED3D_TSS_RESULT_ARG
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
8300 {STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
8301 {STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
8302 {STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
8303 {STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
8304 {STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
8305 {STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
8306 {STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
8307 {STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
8308 {STATE_TEXTURESTAGE(6, WINED3D_TSS_RESULT_ARG
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
8309 {STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
8310 {STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
8311 {STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
8312 {STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
8313 {STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
8314 {STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
8315 {STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
8316 {STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
8317 {STATE_TEXTURESTAGE(7, WINED3D_TSS_RESULT_ARG
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
8318 {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), glsl_fragment_pipe_shader
}, WINED3D_GL_EXT_NONE
},
8319 {STATE_RENDER(WINED3D_RS_ALPHAFUNC
), {STATE_RENDER(WINED3D_RS_ALPHATESTENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
8320 {STATE_RENDER(WINED3D_RS_ALPHAREF
), {STATE_RENDER(WINED3D_RS_ALPHATESTENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
8321 {STATE_RENDER(WINED3D_RS_ALPHATESTENABLE
), {STATE_RENDER(WINED3D_RS_ALPHATESTENABLE
), glsl_fragment_pipe_alpha_test
}, WINED3D_GL_EXT_NONE
},
8322 {STATE_RENDER(WINED3D_RS_COLORKEYENABLE
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
8323 {STATE_COLOR_KEY
, { STATE_COLOR_KEY
, glsl_fragment_pipe_color_key
}, WINED3D_GL_EXT_NONE
},
8324 {STATE_RENDER(WINED3D_RS_FOGENABLE
), {STATE_RENDER(WINED3D_RS_FOGENABLE
), glsl_fragment_pipe_fog
}, WINED3D_GL_EXT_NONE
},
8325 {STATE_RENDER(WINED3D_RS_FOGTABLEMODE
), {STATE_RENDER(WINED3D_RS_FOGENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
8326 {STATE_RENDER(WINED3D_RS_FOGVERTEXMODE
), {STATE_RENDER(WINED3D_RS_FOGENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
8327 {STATE_RENDER(WINED3D_RS_FOGSTART
), {STATE_RENDER(WINED3D_RS_FOGSTART
), glsl_fragment_pipe_fogparams
}, WINED3D_GL_EXT_NONE
},
8328 {STATE_RENDER(WINED3D_RS_FOGEND
), {STATE_RENDER(WINED3D_RS_FOGSTART
), NULL
}, WINED3D_GL_EXT_NONE
},
8329 {STATE_RENDER(WINED3D_RS_SRGBWRITEENABLE
), {STATE_RENDER(WINED3D_RS_SRGBWRITEENABLE
), state_srgbwrite
}, ARB_FRAMEBUFFER_SRGB
},
8330 {STATE_RENDER(WINED3D_RS_SRGBWRITEENABLE
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
8331 {STATE_RENDER(WINED3D_RS_FOGCOLOR
), {STATE_RENDER(WINED3D_RS_FOGCOLOR
), glsl_fragment_pipe_fogparams
}, WINED3D_GL_EXT_NONE
},
8332 {STATE_RENDER(WINED3D_RS_FOGDENSITY
), {STATE_RENDER(WINED3D_RS_FOGDENSITY
), glsl_fragment_pipe_fogparams
}, WINED3D_GL_EXT_NONE
},
8333 {STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE
), {STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE
), glsl_fragment_pipe_shader
}, ARB_POINT_SPRITE
},
8334 {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
},
8335 {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
},
8336 {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
},
8337 {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
},
8338 {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
},
8339 {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
},
8340 {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
},
8341 {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
},
8342 {STATE_TEXTURESTAGE(0, WINED3D_TSS_CONSTANT
), {STATE_TEXTURESTAGE(0, WINED3D_TSS_CONSTANT
), glsl_fragment_pipe_invalidate_constants
}, WINED3D_GL_EXT_NONE
},
8343 {STATE_TEXTURESTAGE(1, WINED3D_TSS_CONSTANT
), {STATE_TEXTURESTAGE(1, WINED3D_TSS_CONSTANT
), glsl_fragment_pipe_invalidate_constants
}, WINED3D_GL_EXT_NONE
},
8344 {STATE_TEXTURESTAGE(2, WINED3D_TSS_CONSTANT
), {STATE_TEXTURESTAGE(2, WINED3D_TSS_CONSTANT
), glsl_fragment_pipe_invalidate_constants
}, WINED3D_GL_EXT_NONE
},
8345 {STATE_TEXTURESTAGE(3, WINED3D_TSS_CONSTANT
), {STATE_TEXTURESTAGE(3, WINED3D_TSS_CONSTANT
), glsl_fragment_pipe_invalidate_constants
}, WINED3D_GL_EXT_NONE
},
8346 {STATE_TEXTURESTAGE(4, WINED3D_TSS_CONSTANT
), {STATE_TEXTURESTAGE(4, WINED3D_TSS_CONSTANT
), glsl_fragment_pipe_invalidate_constants
}, WINED3D_GL_EXT_NONE
},
8347 {STATE_TEXTURESTAGE(5, WINED3D_TSS_CONSTANT
), {STATE_TEXTURESTAGE(5, WINED3D_TSS_CONSTANT
), glsl_fragment_pipe_invalidate_constants
}, WINED3D_GL_EXT_NONE
},
8348 {STATE_TEXTURESTAGE(6, WINED3D_TSS_CONSTANT
), {STATE_TEXTURESTAGE(6, WINED3D_TSS_CONSTANT
), glsl_fragment_pipe_invalidate_constants
}, WINED3D_GL_EXT_NONE
},
8349 {STATE_TEXTURESTAGE(7, WINED3D_TSS_CONSTANT
), {STATE_TEXTURESTAGE(7, WINED3D_TSS_CONSTANT
), glsl_fragment_pipe_invalidate_constants
}, WINED3D_GL_EXT_NONE
},
8350 {STATE_RENDER(WINED3D_RS_SPECULARENABLE
), {STATE_RENDER(WINED3D_RS_SPECULARENABLE
), glsl_fragment_pipe_invalidate_constants
}, WINED3D_GL_EXT_NONE
},
8351 {STATE_POINT_ENABLE
, {STATE_POINT_ENABLE
, glsl_fragment_pipe_shader
}, WINED3D_GL_EXT_NONE
},
8352 {0 /* Terminate */, {0, 0 }, WINED3D_GL_EXT_NONE
},
8355 static BOOL
glsl_fragment_pipe_alloc_context_data(struct wined3d_context
*context
)
8360 static void glsl_fragment_pipe_free_context_data(struct wined3d_context
*context
)
8364 const struct fragment_pipeline glsl_fragment_pipe
=
8366 glsl_fragment_pipe_enable
,
8367 glsl_fragment_pipe_get_caps
,
8368 glsl_fragment_pipe_alloc
,
8369 glsl_fragment_pipe_free
,
8370 glsl_fragment_pipe_alloc_context_data
,
8371 glsl_fragment_pipe_free_context_data
,
8372 shader_glsl_color_fixup_supported
,
8373 glsl_fragment_pipe_state_template
,