wined3d: Set load_local_constsF in shader_init().
[wine.git] / dlls / wined3d / glsl_shader.c
blob5e23920fe0ad5942126e55a698dcf3511ae44c97
1 /*
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.
32 #include "config.h"
33 #include "wine/port.h"
35 #include <limits.h>
36 #include <stdio.h>
37 #ifdef HAVE_FLOAT_H
38 # include <float.h>
39 #endif
41 #include "wined3d_private.h"
43 WINE_DEFAULT_DEBUG_CHANNEL(d3d_shader);
44 WINE_DECLARE_DEBUG_CHANNEL(d3d);
45 WINE_DECLARE_DEBUG_CHANNEL(winediag);
47 #define WINED3D_GLSL_SAMPLE_PROJECTED 0x01
48 #define WINED3D_GLSL_SAMPLE_LOD 0x02
49 #define WINED3D_GLSL_SAMPLE_GRAD 0x04
50 #define WINED3D_GLSL_SAMPLE_LOAD 0x08
51 #define WINED3D_GLSL_SAMPLE_OFFSET 0x10
53 struct glsl_dst_param
55 char reg_name[150];
56 char mask_str[6];
59 struct glsl_src_param
61 char reg_name[150];
62 char param_str[200];
65 struct glsl_sample_function
67 struct wined3d_string_buffer *name;
68 unsigned int coord_mask;
69 unsigned int deriv_mask;
70 enum wined3d_data_type data_type;
71 BOOL output_single_component;
72 unsigned int offset_size;
75 enum heap_node_op
77 HEAP_NODE_TRAVERSE_LEFT,
78 HEAP_NODE_TRAVERSE_RIGHT,
79 HEAP_NODE_POP,
82 struct constant_entry
84 unsigned int idx;
85 unsigned int version;
88 struct constant_heap
90 struct constant_entry *entries;
91 BOOL *contained;
92 unsigned int *positions;
93 unsigned int size;
96 /* GLSL shader private data */
97 struct shader_glsl_priv {
98 struct wined3d_string_buffer shader_buffer;
99 struct wined3d_string_buffer_list string_buffers;
100 struct wine_rb_tree program_lookup;
101 struct constant_heap vconst_heap;
102 struct constant_heap pconst_heap;
103 unsigned char *stack;
104 GLuint depth_blt_program_full[WINED3D_GL_RES_TYPE_COUNT];
105 GLuint depth_blt_program_masked[WINED3D_GL_RES_TYPE_COUNT];
106 UINT next_constant_version;
108 const struct wined3d_vertex_pipe_ops *vertex_pipe;
109 const struct fragment_pipeline *fragment_pipe;
110 struct wine_rb_tree ffp_vertex_shaders;
111 struct wine_rb_tree ffp_fragment_shaders;
112 BOOL ffp_proj_control;
113 BOOL legacy_lighting;
116 struct glsl_vs_program
118 struct list shader_entry;
119 GLuint id;
120 GLenum vertex_color_clamp;
121 GLint uniform_f_locations[WINED3D_MAX_VS_CONSTS_F];
122 GLint uniform_i_locations[WINED3D_MAX_CONSTS_I];
123 GLint uniform_b_locations[WINED3D_MAX_CONSTS_B];
124 GLint pos_fixup_location;
126 GLint modelview_matrix_location[MAX_VERTEX_BLENDS];
127 GLint projection_matrix_location;
128 GLint normal_matrix_location;
129 GLint texture_matrix_location[MAX_TEXTURES];
130 GLint material_ambient_location;
131 GLint material_diffuse_location;
132 GLint material_specular_location;
133 GLint material_emissive_location;
134 GLint material_shininess_location;
135 GLint light_ambient_location;
136 struct
138 GLint diffuse;
139 GLint specular;
140 GLint ambient;
141 GLint position;
142 GLint direction;
143 GLint range;
144 GLint falloff;
145 GLint c_att;
146 GLint l_att;
147 GLint q_att;
148 GLint cos_htheta;
149 GLint cos_hphi;
150 } light_location[MAX_ACTIVE_LIGHTS];
151 GLint pointsize_location;
152 GLint pointsize_min_location;
153 GLint pointsize_max_location;
154 GLint pointsize_c_att_location;
155 GLint pointsize_l_att_location;
156 GLint pointsize_q_att_location;
157 GLint clip_planes_location;
160 struct glsl_gs_program
162 struct list shader_entry;
163 GLuint id;
165 GLint pos_fixup_location;
168 struct glsl_ps_program
170 struct list shader_entry;
171 GLuint id;
172 GLint uniform_f_locations[WINED3D_MAX_PS_CONSTS_F];
173 GLint uniform_i_locations[WINED3D_MAX_CONSTS_I];
174 GLint uniform_b_locations[WINED3D_MAX_CONSTS_B];
175 GLint bumpenv_mat_location[MAX_TEXTURES];
176 GLint bumpenv_lum_scale_location[MAX_TEXTURES];
177 GLint bumpenv_lum_offset_location[MAX_TEXTURES];
178 GLint tss_constant_location[MAX_TEXTURES];
179 GLint tex_factor_location;
180 GLint specular_enable_location;
181 GLint fog_color_location;
182 GLint fog_density_location;
183 GLint fog_end_location;
184 GLint fog_scale_location;
185 GLint alpha_test_ref_location;
186 GLint ycorrection_location;
187 GLint np2_fixup_location;
188 GLint color_key_location;
189 const struct ps_np2fixup_info *np2_fixup_info;
192 /* Struct to maintain data about a linked GLSL program */
193 struct glsl_shader_prog_link
195 struct wine_rb_entry program_lookup_entry;
196 struct glsl_vs_program vs;
197 struct glsl_gs_program gs;
198 struct glsl_ps_program ps;
199 GLuint id;
200 DWORD constant_update_mask;
201 UINT constant_version;
204 struct glsl_program_key
206 GLuint vs_id;
207 GLuint gs_id;
208 GLuint ps_id;
211 struct shader_glsl_ctx_priv {
212 const struct vs_compile_args *cur_vs_args;
213 const struct ps_compile_args *cur_ps_args;
214 struct ps_np2fixup_info *cur_np2fixup_info;
215 struct wined3d_string_buffer_list *string_buffers;
218 struct glsl_context_data
220 struct glsl_shader_prog_link *glsl_program;
223 struct glsl_ps_compiled_shader
225 struct ps_compile_args args;
226 struct ps_np2fixup_info np2fixup;
227 GLuint id;
230 struct glsl_vs_compiled_shader
232 struct vs_compile_args args;
233 GLuint id;
236 struct glsl_gs_compiled_shader
238 struct gs_compile_args args;
239 GLuint id;
242 struct glsl_shader_private
244 union
246 struct glsl_vs_compiled_shader *vs;
247 struct glsl_gs_compiled_shader *gs;
248 struct glsl_ps_compiled_shader *ps;
249 } gl_shaders;
250 UINT num_gl_shaders, shader_array_size;
253 struct glsl_ffp_vertex_shader
255 struct wined3d_ffp_vs_desc desc;
256 GLuint id;
257 struct list linked_programs;
260 struct glsl_ffp_fragment_shader
262 struct ffp_frag_desc entry;
263 GLuint id;
264 struct list linked_programs;
267 struct glsl_ffp_destroy_ctx
269 struct shader_glsl_priv *priv;
270 const struct wined3d_gl_info *gl_info;
273 static const char *debug_gl_shader_type(GLenum type)
275 switch (type)
277 #define WINED3D_TO_STR(u) case u: return #u
278 WINED3D_TO_STR(GL_VERTEX_SHADER);
279 WINED3D_TO_STR(GL_TESS_CONTROL_SHADER);
280 WINED3D_TO_STR(GL_TESS_EVALUATION_SHADER);
281 WINED3D_TO_STR(GL_GEOMETRY_SHADER);
282 WINED3D_TO_STR(GL_FRAGMENT_SHADER);
283 WINED3D_TO_STR(GL_COMPUTE_SHADER);
284 #undef WINED3D_TO_STR
285 default:
286 return wine_dbg_sprintf("UNKNOWN(%#x)", type);
290 static const char *shader_glsl_get_prefix(enum wined3d_shader_type type)
292 switch (type)
294 case WINED3D_SHADER_TYPE_VERTEX:
295 return "vs";
297 case WINED3D_SHADER_TYPE_HULL:
298 return "hs";
300 case WINED3D_SHADER_TYPE_DOMAIN:
301 return "ds";
303 case WINED3D_SHADER_TYPE_GEOMETRY:
304 return "gs";
306 case WINED3D_SHADER_TYPE_PIXEL:
307 return "ps";
309 case WINED3D_SHADER_TYPE_COMPUTE:
310 return "cs";
312 default:
313 FIXME("Unhandled shader type %#x.\n", type);
314 return "unknown";
318 static const char *shader_glsl_get_version(const struct wined3d_gl_info *gl_info,
319 const struct wined3d_shader_version *version)
321 if (!gl_info->supported[WINED3D_GL_LEGACY_CONTEXT])
322 return "#version 150";
323 else if (gl_info->glsl_version >= MAKEDWORD_VERSION(1, 30) && version && version->major >= 4)
324 return "#version 130";
325 else
326 return "#version 120";
329 static void shader_glsl_append_imm_vec4(struct wined3d_string_buffer *buffer, const float *values)
331 char str[4][17];
333 wined3d_ftoa(values[0], str[0]);
334 wined3d_ftoa(values[1], str[1]);
335 wined3d_ftoa(values[2], str[2]);
336 wined3d_ftoa(values[3], str[3]);
337 shader_addline(buffer, "vec4(%s, %s, %s, %s)", str[0], str[1], str[2], str[3]);
340 static void shader_glsl_append_imm_ivec(struct wined3d_string_buffer *buffer,
341 const int *values, unsigned int size)
343 int i;
345 if (!size || size > 4)
347 ERR("Invalid vector size %u.\n", size);
348 return;
351 if (size > 1)
352 shader_addline(buffer, "ivec%u(", size);
354 for (i = 0; i < size; ++i)
355 shader_addline(buffer, i ? ", %#x" : "%#x", values[i]);
357 if (size > 1)
358 shader_addline(buffer, ")");
361 static const char *get_info_log_line(const char **ptr)
363 const char *p, *q;
365 p = *ptr;
366 if (!(q = strstr(p, "\n")))
368 if (!*p) return NULL;
369 *ptr += strlen(p);
370 return p;
372 *ptr = q + 1;
374 return p;
377 /* Context activation is done by the caller. */
378 void print_glsl_info_log(const struct wined3d_gl_info *gl_info, GLuint id, BOOL program)
380 int length = 0;
381 char *log;
383 if (!WARN_ON(d3d_shader) && !FIXME_ON(d3d_shader))
384 return;
386 if (program)
387 GL_EXTCALL(glGetProgramiv(id, GL_INFO_LOG_LENGTH, &length));
388 else
389 GL_EXTCALL(glGetShaderiv(id, GL_INFO_LOG_LENGTH, &length));
391 /* A size of 1 is just a null-terminated string, so the log should be bigger than
392 * that if there are errors. */
393 if (length > 1)
395 const char *ptr, *line;
397 log = HeapAlloc(GetProcessHeap(), 0, length);
398 /* The info log is supposed to be zero-terminated, but at least some
399 * versions of fglrx don't terminate the string properly. The reported
400 * length does include the terminator, so explicitly set it to zero
401 * here. */
402 log[length - 1] = 0;
403 if (program)
404 GL_EXTCALL(glGetProgramInfoLog(id, length, NULL, log));
405 else
406 GL_EXTCALL(glGetShaderInfoLog(id, length, NULL, log));
408 ptr = log;
409 if (gl_info->quirks & WINED3D_QUIRK_INFO_LOG_SPAM)
411 WARN("Info log received from GLSL shader #%u:\n", id);
412 while ((line = get_info_log_line(&ptr))) WARN(" %.*s", (int)(ptr - line), line);
414 else
416 FIXME("Info log received from GLSL shader #%u:\n", id);
417 while ((line = get_info_log_line(&ptr))) FIXME(" %.*s", (int)(ptr - line), line);
419 HeapFree(GetProcessHeap(), 0, log);
423 /* Context activation is done by the caller. */
424 static void shader_glsl_compile(const struct wined3d_gl_info *gl_info, GLuint shader, const char *src)
426 const char *ptr, *line;
428 TRACE("Compiling shader object %u.\n", shader);
430 if (TRACE_ON(d3d_shader))
432 ptr = src;
433 while ((line = get_info_log_line(&ptr))) TRACE_(d3d_shader)(" %.*s", (int)(ptr - line), line);
436 GL_EXTCALL(glShaderSource(shader, 1, &src, NULL));
437 checkGLcall("glShaderSource");
438 GL_EXTCALL(glCompileShader(shader));
439 checkGLcall("glCompileShader");
440 print_glsl_info_log(gl_info, shader, FALSE);
443 /* Context activation is done by the caller. */
444 static void shader_glsl_dump_program_source(const struct wined3d_gl_info *gl_info, GLuint program)
446 GLint i, shader_count, source_size = -1;
447 GLuint *shaders;
448 char *source = NULL;
450 GL_EXTCALL(glGetProgramiv(program, GL_ATTACHED_SHADERS, &shader_count));
451 if (!(shaders = wined3d_calloc(shader_count, sizeof(*shaders))))
453 ERR("Failed to allocate shader array memory.\n");
454 return;
457 GL_EXTCALL(glGetAttachedShaders(program, shader_count, NULL, shaders));
458 for (i = 0; i < shader_count; ++i)
460 const char *ptr, *line;
461 GLint tmp;
463 GL_EXTCALL(glGetShaderiv(shaders[i], GL_SHADER_SOURCE_LENGTH, &tmp));
465 if (source_size < tmp)
467 HeapFree(GetProcessHeap(), 0, source);
469 source = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, tmp);
470 if (!source)
472 ERR("Failed to allocate %d bytes for shader source.\n", tmp);
473 HeapFree(GetProcessHeap(), 0, shaders);
474 return;
476 source_size = tmp;
479 FIXME("Shader %u:\n", shaders[i]);
480 GL_EXTCALL(glGetShaderiv(shaders[i], GL_SHADER_TYPE, &tmp));
481 FIXME(" GL_SHADER_TYPE: %s.\n", debug_gl_shader_type(tmp));
482 GL_EXTCALL(glGetShaderiv(shaders[i], GL_COMPILE_STATUS, &tmp));
483 FIXME(" GL_COMPILE_STATUS: %d.\n", tmp);
484 FIXME("\n");
486 ptr = source;
487 GL_EXTCALL(glGetShaderSource(shaders[i], source_size, NULL, source));
488 while ((line = get_info_log_line(&ptr))) FIXME(" %.*s", (int)(ptr - line), line);
489 FIXME("\n");
492 HeapFree(GetProcessHeap(), 0, source);
493 HeapFree(GetProcessHeap(), 0, shaders);
496 /* Context activation is done by the caller. */
497 void shader_glsl_validate_link(const struct wined3d_gl_info *gl_info, GLuint program)
499 GLint tmp;
501 if (!TRACE_ON(d3d_shader) && !FIXME_ON(d3d_shader))
502 return;
504 GL_EXTCALL(glGetProgramiv(program, GL_LINK_STATUS, &tmp));
505 if (!tmp)
507 FIXME("Program %u link status invalid.\n", program);
508 shader_glsl_dump_program_source(gl_info, program);
511 print_glsl_info_log(gl_info, program, TRUE);
514 /* Context activation is done by the caller. */
515 static void shader_glsl_load_samplers(const struct wined3d_gl_info *gl_info,
516 struct shader_glsl_priv *priv, const DWORD *tex_unit_map, GLuint program_id)
518 unsigned int mapped_unit;
519 struct wined3d_string_buffer *sampler_name = string_buffer_get(&priv->string_buffers);
520 const char *prefix;
521 unsigned int i, j;
522 GLint name_loc;
524 static const struct
526 enum wined3d_shader_type type;
527 unsigned int base_idx;
528 unsigned int count;
530 sampler_info[] =
532 {WINED3D_SHADER_TYPE_PIXEL, 0, MAX_FRAGMENT_SAMPLERS},
533 {WINED3D_SHADER_TYPE_VERTEX, MAX_FRAGMENT_SAMPLERS, MAX_VERTEX_SAMPLERS},
536 for (i = 0; i < ARRAY_SIZE(sampler_info); ++i)
538 prefix = shader_glsl_get_prefix(sampler_info[i].type);
540 for (j = 0; j < sampler_info[i].count; ++j)
542 string_buffer_sprintf(sampler_name, "%s_sampler%u", prefix, j);
543 name_loc = GL_EXTCALL(glGetUniformLocation(program_id, sampler_name->buffer));
544 if (name_loc == -1)
545 continue;
547 mapped_unit = tex_unit_map[sampler_info[i].base_idx + j];
548 if (mapped_unit == WINED3D_UNMAPPED_STAGE || mapped_unit >= gl_info->limits.combined_samplers)
550 ERR("Trying to load sampler %s on unsupported unit %u.\n", sampler_name->buffer, mapped_unit);
551 continue;
554 TRACE("Loading sampler %s on unit %u.\n", sampler_name->buffer, mapped_unit);
555 GL_EXTCALL(glUniform1i(name_loc, mapped_unit));
558 checkGLcall("glUniform1i");
559 string_buffer_release(&priv->string_buffers, sampler_name);
562 static void shader_glsl_load_icb(const struct wined3d_gl_info *gl_info, struct shader_glsl_priv *priv,
563 GLuint program_id, const struct wined3d_shader_reg_maps *reg_maps)
565 const struct wined3d_shader_immediate_constant_buffer *icb = reg_maps->icb;
567 if (icb)
569 struct wined3d_string_buffer *icb_name = string_buffer_get(&priv->string_buffers);
570 const char *prefix = shader_glsl_get_prefix(reg_maps->shader_version.type);
571 GLint icb_location;
573 string_buffer_sprintf(icb_name, "%s_icb", prefix);
574 icb_location = GL_EXTCALL(glGetUniformLocation(program_id, icb_name->buffer));
575 GL_EXTCALL(glUniform4fv(icb_location, icb->vec4_count, (const GLfloat *)icb->data));
576 checkGLcall("Load immediate constant buffer");
578 string_buffer_release(&priv->string_buffers, icb_name);
582 /* Context activation is done by the caller. */
583 static inline void walk_constant_heap(const struct wined3d_gl_info *gl_info, const struct wined3d_vec4 *constants,
584 const GLint *constant_locations, const struct constant_heap *heap, unsigned char *stack, DWORD version)
586 unsigned int start = ~0U, end = 0;
587 int stack_idx = 0;
588 unsigned int heap_idx = 1;
589 unsigned int idx;
591 if (heap->entries[heap_idx].version <= version) return;
593 idx = heap->entries[heap_idx].idx;
594 if (constant_locations[idx] != -1)
595 start = end = idx;
596 stack[stack_idx] = HEAP_NODE_TRAVERSE_LEFT;
598 while (stack_idx >= 0)
600 /* Note that we fall through to the next case statement. */
601 switch(stack[stack_idx])
603 case HEAP_NODE_TRAVERSE_LEFT:
605 unsigned int left_idx = heap_idx << 1;
606 if (left_idx < heap->size && heap->entries[left_idx].version > version)
608 heap_idx = left_idx;
609 idx = heap->entries[heap_idx].idx;
610 if (constant_locations[idx] != -1)
612 if (start > idx)
613 start = idx;
614 if (end < idx)
615 end = idx;
618 stack[stack_idx++] = HEAP_NODE_TRAVERSE_RIGHT;
619 stack[stack_idx] = HEAP_NODE_TRAVERSE_LEFT;
620 break;
624 case HEAP_NODE_TRAVERSE_RIGHT:
626 unsigned int right_idx = (heap_idx << 1) + 1;
627 if (right_idx < heap->size && heap->entries[right_idx].version > version)
629 heap_idx = right_idx;
630 idx = heap->entries[heap_idx].idx;
631 if (constant_locations[idx] != -1)
633 if (start > idx)
634 start = idx;
635 if (end < idx)
636 end = idx;
639 stack[stack_idx++] = HEAP_NODE_POP;
640 stack[stack_idx] = HEAP_NODE_TRAVERSE_LEFT;
641 break;
645 case HEAP_NODE_POP:
646 heap_idx >>= 1;
647 --stack_idx;
648 break;
651 if (start <= end)
652 GL_EXTCALL(glUniform4fv(constant_locations[start], end - start + 1, &constants[start].x));
653 checkGLcall("walk_constant_heap()");
656 /* Context activation is done by the caller. */
657 static inline void apply_clamped_constant(const struct wined3d_gl_info *gl_info,
658 GLint location, const struct wined3d_vec4 *data)
660 GLfloat clamped_constant[4];
662 if (location == -1) return;
664 clamped_constant[0] = data->x < -1.0f ? -1.0f : data->x > 1.0f ? 1.0f : data->x;
665 clamped_constant[1] = data->y < -1.0f ? -1.0f : data->y > 1.0f ? 1.0f : data->y;
666 clamped_constant[2] = data->z < -1.0f ? -1.0f : data->z > 1.0f ? 1.0f : data->z;
667 clamped_constant[3] = data->w < -1.0f ? -1.0f : data->w > 1.0f ? 1.0f : data->w;
669 GL_EXTCALL(glUniform4fv(location, 1, clamped_constant));
672 /* Context activation is done by the caller. */
673 static inline void walk_constant_heap_clamped(const struct wined3d_gl_info *gl_info,
674 const struct wined3d_vec4 *constants, const GLint *constant_locations,
675 const struct constant_heap *heap, unsigned char *stack, DWORD version)
677 int stack_idx = 0;
678 unsigned int heap_idx = 1;
679 unsigned int idx;
681 if (heap->entries[heap_idx].version <= version) return;
683 idx = heap->entries[heap_idx].idx;
684 apply_clamped_constant(gl_info, constant_locations[idx], &constants[idx]);
685 stack[stack_idx] = HEAP_NODE_TRAVERSE_LEFT;
687 while (stack_idx >= 0)
689 /* Note that we fall through to the next case statement. */
690 switch(stack[stack_idx])
692 case HEAP_NODE_TRAVERSE_LEFT:
694 unsigned int left_idx = heap_idx << 1;
695 if (left_idx < heap->size && heap->entries[left_idx].version > version)
697 heap_idx = left_idx;
698 idx = heap->entries[heap_idx].idx;
699 apply_clamped_constant(gl_info, constant_locations[idx], &constants[idx]);
701 stack[stack_idx++] = HEAP_NODE_TRAVERSE_RIGHT;
702 stack[stack_idx] = HEAP_NODE_TRAVERSE_LEFT;
703 break;
707 case HEAP_NODE_TRAVERSE_RIGHT:
709 unsigned int right_idx = (heap_idx << 1) + 1;
710 if (right_idx < heap->size && heap->entries[right_idx].version > version)
712 heap_idx = right_idx;
713 idx = heap->entries[heap_idx].idx;
714 apply_clamped_constant(gl_info, constant_locations[idx], &constants[idx]);
716 stack[stack_idx++] = HEAP_NODE_POP;
717 stack[stack_idx] = HEAP_NODE_TRAVERSE_LEFT;
718 break;
722 case HEAP_NODE_POP:
723 heap_idx >>= 1;
724 --stack_idx;
725 break;
728 checkGLcall("walk_constant_heap_clamped()");
731 /* Context activation is done by the caller. */
732 static void shader_glsl_load_constants_f(const struct wined3d_shader *shader, const struct wined3d_gl_info *gl_info,
733 const struct wined3d_vec4 *constants, const GLint *constant_locations, const struct constant_heap *heap,
734 unsigned char *stack, unsigned int version)
736 const struct wined3d_shader_lconst *lconst;
738 /* 1.X pshaders have the constants clamped to [-1;1] implicitly. */
739 if (shader->reg_maps.shader_version.major == 1
740 && shader->reg_maps.shader_version.type == WINED3D_SHADER_TYPE_PIXEL)
741 walk_constant_heap_clamped(gl_info, constants, constant_locations, heap, stack, version);
742 else
743 walk_constant_heap(gl_info, constants, constant_locations, heap, stack, version);
745 if (!shader->load_local_constsF)
747 TRACE("No need to load local float constants for this shader.\n");
748 return;
751 /* Immediate constants are clamped to [-1;1] at shader creation time if needed */
752 LIST_FOR_EACH_ENTRY(lconst, &shader->constantsF, struct wined3d_shader_lconst, entry)
754 GL_EXTCALL(glUniform4fv(constant_locations[lconst->idx], 1, (const GLfloat *)lconst->value));
756 checkGLcall("glUniform4fv()");
759 /* Context activation is done by the caller. */
760 static void shader_glsl_load_constants_i(const struct wined3d_shader *shader, const struct wined3d_gl_info *gl_info,
761 const struct wined3d_ivec4 *constants, const GLint locations[WINED3D_MAX_CONSTS_I], WORD constants_set)
763 unsigned int i;
764 struct list* ptr;
766 for (i = 0; constants_set; constants_set >>= 1, ++i)
768 if (!(constants_set & 1)) continue;
770 /* We found this uniform name in the program - go ahead and send the data */
771 GL_EXTCALL(glUniform4iv(locations[i], 1, &constants[i].x));
774 /* Load immediate constants */
775 ptr = list_head(&shader->constantsI);
776 while (ptr)
778 const struct wined3d_shader_lconst *lconst = LIST_ENTRY(ptr, const struct wined3d_shader_lconst, entry);
779 unsigned int idx = lconst->idx;
780 const GLint *values = (const GLint *)lconst->value;
782 /* We found this uniform name in the program - go ahead and send the data */
783 GL_EXTCALL(glUniform4iv(locations[idx], 1, values));
784 ptr = list_next(&shader->constantsI, ptr);
786 checkGLcall("glUniform4iv()");
789 /* Context activation is done by the caller. */
790 static void shader_glsl_load_constantsB(const struct wined3d_shader *shader, const struct wined3d_gl_info *gl_info,
791 const GLint locations[WINED3D_MAX_CONSTS_B], const BOOL *constants, WORD constants_set)
793 unsigned int i;
794 struct list* ptr;
796 for (i = 0; constants_set; constants_set >>= 1, ++i)
798 if (!(constants_set & 1)) continue;
800 GL_EXTCALL(glUniform1iv(locations[i], 1, &constants[i]));
803 /* Load immediate constants */
804 ptr = list_head(&shader->constantsB);
805 while (ptr)
807 const struct wined3d_shader_lconst *lconst = LIST_ENTRY(ptr, const struct wined3d_shader_lconst, entry);
808 unsigned int idx = lconst->idx;
809 const GLint *values = (const GLint *)lconst->value;
811 GL_EXTCALL(glUniform1iv(locations[idx], 1, values));
812 ptr = list_next(&shader->constantsB, ptr);
814 checkGLcall("glUniform1iv()");
817 static void reset_program_constant_version(struct wine_rb_entry *entry, void *context)
819 WINE_RB_ENTRY_VALUE(entry, struct glsl_shader_prog_link, program_lookup_entry)->constant_version = 0;
822 /* Context activation is done by the caller (state handler). */
823 static void shader_glsl_load_np2fixup_constants(const struct glsl_ps_program *ps,
824 const struct wined3d_gl_info *gl_info, const struct wined3d_state *state)
826 GLfloat np2fixup_constants[4 * MAX_FRAGMENT_SAMPLERS];
827 UINT fixup = ps->np2_fixup_info->active;
828 UINT i;
830 for (i = 0; fixup; fixup >>= 1, ++i)
832 const struct wined3d_texture *tex = state->textures[i];
833 unsigned char idx = ps->np2_fixup_info->idx[i];
834 GLfloat *tex_dim = &np2fixup_constants[(idx >> 1) * 4];
836 if (!tex)
838 ERR("Nonexistent texture is flagged for NP2 texcoord fixup.\n");
839 continue;
842 if (idx % 2)
844 tex_dim[2] = tex->pow2_matrix[0];
845 tex_dim[3] = tex->pow2_matrix[5];
847 else
849 tex_dim[0] = tex->pow2_matrix[0];
850 tex_dim[1] = tex->pow2_matrix[5];
854 GL_EXTCALL(glUniform4fv(ps->np2_fixup_location, ps->np2_fixup_info->num_consts, np2fixup_constants));
857 /* Taken and adapted from Mesa. */
858 static BOOL invert_matrix_3d(struct wined3d_matrix *out, const struct wined3d_matrix *in)
860 float pos, neg, t, det;
861 struct wined3d_matrix temp;
863 /* Calculate the determinant of upper left 3x3 submatrix and
864 * determine if the matrix is singular. */
865 pos = neg = 0.0f;
866 t = in->_11 * in->_22 * in->_33;
867 if (t >= 0.0f)
868 pos += t;
869 else
870 neg += t;
872 t = in->_21 * in->_32 * in->_13;
873 if (t >= 0.0f)
874 pos += t;
875 else
876 neg += t;
877 t = in->_31 * in->_12 * in->_23;
878 if (t >= 0.0f)
879 pos += t;
880 else
881 neg += t;
883 t = -in->_31 * in->_22 * in->_13;
884 if (t >= 0.0f)
885 pos += t;
886 else
887 neg += t;
888 t = -in->_21 * in->_12 * in->_33;
889 if (t >= 0.0f)
890 pos += t;
891 else
892 neg += t;
894 t = -in->_11 * in->_32 * in->_23;
895 if (t >= 0.0f)
896 pos += t;
897 else
898 neg += t;
900 det = pos + neg;
902 if (fabsf(det) < 1e-25f)
903 return FALSE;
905 det = 1.0f / det;
906 temp._11 = (in->_22 * in->_33 - in->_32 * in->_23) * det;
907 temp._12 = -(in->_12 * in->_33 - in->_32 * in->_13) * det;
908 temp._13 = (in->_12 * in->_23 - in->_22 * in->_13) * det;
909 temp._21 = -(in->_21 * in->_33 - in->_31 * in->_23) * det;
910 temp._22 = (in->_11 * in->_33 - in->_31 * in->_13) * det;
911 temp._23 = -(in->_11 * in->_23 - in->_21 * in->_13) * det;
912 temp._31 = (in->_21 * in->_32 - in->_31 * in->_22) * det;
913 temp._32 = -(in->_11 * in->_32 - in->_31 * in->_12) * det;
914 temp._33 = (in->_11 * in->_22 - in->_21 * in->_12) * det;
916 *out = temp;
917 return TRUE;
920 static void swap_rows(float **a, float **b)
922 float *tmp = *a;
924 *a = *b;
925 *b = tmp;
928 static BOOL invert_matrix(struct wined3d_matrix *out, struct wined3d_matrix *m)
930 float wtmp[4][8];
931 float m0, m1, m2, m3, s;
932 float *r0, *r1, *r2, *r3;
934 r0 = wtmp[0];
935 r1 = wtmp[1];
936 r2 = wtmp[2];
937 r3 = wtmp[3];
939 r0[0] = m->_11;
940 r0[1] = m->_12;
941 r0[2] = m->_13;
942 r0[3] = m->_14;
943 r0[4] = 1.0f;
944 r0[5] = r0[6] = r0[7] = 0.0f;
946 r1[0] = m->_21;
947 r1[1] = m->_22;
948 r1[2] = m->_23;
949 r1[3] = m->_24;
950 r1[5] = 1.0f;
951 r1[4] = r1[6] = r1[7] = 0.0f;
953 r2[0] = m->_31;
954 r2[1] = m->_32;
955 r2[2] = m->_33;
956 r2[3] = m->_34;
957 r2[6] = 1.0f;
958 r2[4] = r2[5] = r2[7] = 0.0f;
960 r3[0] = m->_41;
961 r3[1] = m->_42;
962 r3[2] = m->_43;
963 r3[3] = m->_44;
964 r3[7] = 1.0f;
965 r3[4] = r3[5] = r3[6] = 0.0f;
967 /* Choose pivot - or die. */
968 if (fabsf(r3[0]) > fabsf(r2[0]))
969 swap_rows(&r3, &r2);
970 if (fabsf(r2[0]) > fabsf(r1[0]))
971 swap_rows(&r2, &r1);
972 if (fabsf(r1[0]) > fabsf(r0[0]))
973 swap_rows(&r1, &r0);
974 if (r0[0] == 0.0f)
975 return FALSE;
977 /* Eliminate first variable. */
978 m1 = r1[0] / r0[0]; m2 = r2[0] / r0[0]; m3 = r3[0] / r0[0];
979 s = r0[1]; r1[1] -= m1 * s; r2[1] -= m2 * s; r3[1] -= m3 * s;
980 s = r0[2]; r1[2] -= m1 * s; r2[2] -= m2 * s; r3[2] -= m3 * s;
981 s = r0[3]; r1[3] -= m1 * s; r2[3] -= m2 * s; r3[3] -= m3 * s;
982 s = r0[4];
983 if (s != 0.0f)
985 r1[4] -= m1 * s;
986 r2[4] -= m2 * s;
987 r3[4] -= m3 * s;
989 s = r0[5];
990 if (s != 0.0f)
992 r1[5] -= m1 * s;
993 r2[5] -= m2 * s;
994 r3[5] -= m3 * s;
996 s = r0[6];
997 if (s != 0.0f)
999 r1[6] -= m1 * s;
1000 r2[6] -= m2 * s;
1001 r3[6] -= m3 * s;
1003 s = r0[7];
1004 if (s != 0.0f)
1006 r1[7] -= m1 * s;
1007 r2[7] -= m2 * s;
1008 r3[7] -= m3 * s;
1011 /* Choose pivot - or die. */
1012 if (fabsf(r3[1]) > fabsf(r2[1]))
1013 swap_rows(&r3, &r2);
1014 if (fabsf(r2[1]) > fabsf(r1[1]))
1015 swap_rows(&r2, &r1);
1016 if (r1[1] == 0.0f)
1017 return FALSE;
1019 /* Eliminate second variable. */
1020 m2 = r2[1] / r1[1]; m3 = r3[1] / r1[1];
1021 r2[2] -= m2 * r1[2]; r3[2] -= m3 * r1[2];
1022 r2[3] -= m2 * r1[3]; r3[3] -= m3 * r1[3];
1023 s = r1[4];
1024 if (s != 0.0f)
1026 r2[4] -= m2 * s;
1027 r3[4] -= m3 * s;
1029 s = r1[5];
1030 if (s != 0.0f)
1032 r2[5] -= m2 * s;
1033 r3[5] -= m3 * s;
1035 s = r1[6];
1036 if (s != 0.0f)
1038 r2[6] -= m2 * s;
1039 r3[6] -= m3 * s;
1041 s = r1[7];
1042 if (s != 0.0f)
1044 r2[7] -= m2 * s;
1045 r3[7] -= m3 * s;
1048 /* Choose pivot - or die. */
1049 if (fabsf(r3[2]) > fabsf(r2[2]))
1050 swap_rows(&r3, &r2);
1051 if (r2[2] == 0.0f)
1052 return FALSE;
1054 /* Eliminate third variable. */
1055 m3 = r3[2] / r2[2];
1056 r3[3] -= m3 * r2[3];
1057 r3[4] -= m3 * r2[4];
1058 r3[5] -= m3 * r2[5];
1059 r3[6] -= m3 * r2[6];
1060 r3[7] -= m3 * r2[7];
1062 /* Last check. */
1063 if (r3[3] == 0.0f)
1064 return FALSE;
1066 /* Back substitute row 3. */
1067 s = 1.0f / r3[3];
1068 r3[4] *= s;
1069 r3[5] *= s;
1070 r3[6] *= s;
1071 r3[7] *= s;
1073 /* Back substitute row 2. */
1074 m2 = r2[3];
1075 s = 1.0f / r2[2];
1076 r2[4] = s * (r2[4] - r3[4] * m2);
1077 r2[5] = s * (r2[5] - r3[5] * m2);
1078 r2[6] = s * (r2[6] - r3[6] * m2);
1079 r2[7] = s * (r2[7] - r3[7] * m2);
1080 m1 = r1[3];
1081 r1[4] -= r3[4] * m1;
1082 r1[5] -= r3[5] * m1;
1083 r1[6] -= r3[6] * m1;
1084 r1[7] -= r3[7] * m1;
1085 m0 = r0[3];
1086 r0[4] -= r3[4] * m0;
1087 r0[5] -= r3[5] * m0;
1088 r0[6] -= r3[6] * m0;
1089 r0[7] -= r3[7] * m0;
1091 /* Back substitute row 1. */
1092 m1 = r1[2];
1093 s = 1.0f / r1[1];
1094 r1[4] = s * (r1[4] - r2[4] * m1);
1095 r1[5] = s * (r1[5] - r2[5] * m1);
1096 r1[6] = s * (r1[6] - r2[6] * m1);
1097 r1[7] = s * (r1[7] - r2[7] * m1);
1098 m0 = r0[2];
1099 r0[4] -= r2[4] * m0;
1100 r0[5] -= r2[5] * m0;
1101 r0[6] -= r2[6] * m0;
1102 r0[7] -= r2[7] * m0;
1104 /* Back substitute row 0. */
1105 m0 = r0[1];
1106 s = 1.0f / r0[0];
1107 r0[4] = s * (r0[4] - r1[4] * m0);
1108 r0[5] = s * (r0[5] - r1[5] * m0);
1109 r0[6] = s * (r0[6] - r1[6] * m0);
1110 r0[7] = s * (r0[7] - r1[7] * m0);
1112 out->_11 = r0[4];
1113 out->_12 = r0[5];
1114 out->_13 = r0[6];
1115 out->_14 = r0[7];
1116 out->_21 = r1[4];
1117 out->_22 = r1[5];
1118 out->_23 = r1[6];
1119 out->_24 = r1[7];
1120 out->_31 = r2[4];
1121 out->_32 = r2[5];
1122 out->_33 = r2[6];
1123 out->_34 = r2[7];
1124 out->_41 = r3[4];
1125 out->_42 = r3[5];
1126 out->_43 = r3[6];
1127 out->_44 = r3[7];
1129 return TRUE;
1132 static void shader_glsl_ffp_vertex_normalmatrix_uniform(const struct wined3d_context *context,
1133 const struct wined3d_state *state, struct glsl_shader_prog_link *prog)
1135 const struct wined3d_gl_info *gl_info = context->gl_info;
1136 float mat[3 * 3];
1137 struct wined3d_matrix mv;
1138 unsigned int i, j;
1140 if (prog->vs.normal_matrix_location == -1)
1141 return;
1143 get_modelview_matrix(context, state, 0, &mv);
1144 if (context->swapchain->device->wined3d->flags & WINED3D_LEGACY_FFP_LIGHTING)
1145 invert_matrix_3d(&mv, &mv);
1146 else
1147 invert_matrix(&mv, &mv);
1148 /* Tests show that singular modelview matrices are used unchanged as normal
1149 * matrices on D3D3 and older. There seems to be no clearly consistent
1150 * behavior on newer D3D versions so always follow older ddraw behavior. */
1151 for (i = 0; i < 3; ++i)
1152 for (j = 0; j < 3; ++j)
1153 mat[i * 3 + j] = (&mv._11)[j * 4 + i];
1155 GL_EXTCALL(glUniformMatrix3fv(prog->vs.normal_matrix_location, 1, FALSE, mat));
1156 checkGLcall("glUniformMatrix3fv");
1159 static void shader_glsl_ffp_vertex_texmatrix_uniform(const struct wined3d_context *context,
1160 const struct wined3d_state *state, unsigned int tex, struct glsl_shader_prog_link *prog)
1162 const struct wined3d_gl_info *gl_info = context->gl_info;
1163 struct wined3d_matrix mat;
1165 if (tex >= MAX_TEXTURES)
1166 return;
1167 if (prog->vs.texture_matrix_location[tex] == -1)
1168 return;
1170 get_texture_matrix(context, state, tex, &mat);
1171 GL_EXTCALL(glUniformMatrix4fv(prog->vs.texture_matrix_location[tex], 1, FALSE, &mat._11));
1172 checkGLcall("glUniformMatrix4fv");
1175 static void shader_glsl_ffp_vertex_material_uniform(const struct wined3d_context *context,
1176 const struct wined3d_state *state, struct glsl_shader_prog_link *prog)
1178 const struct wined3d_gl_info *gl_info = context->gl_info;
1180 if (state->render_states[WINED3D_RS_SPECULARENABLE])
1182 GL_EXTCALL(glUniform4fv(prog->vs.material_specular_location, 1, &state->material.specular.r));
1183 GL_EXTCALL(glUniform1f(prog->vs.material_shininess_location, state->material.power));
1185 else
1187 static const float black[] = {0.0f, 0.0f, 0.0f, 0.0f};
1189 GL_EXTCALL(glUniform4fv(prog->vs.material_specular_location, 1, black));
1191 GL_EXTCALL(glUniform4fv(prog->vs.material_ambient_location, 1, &state->material.ambient.r));
1192 GL_EXTCALL(glUniform4fv(prog->vs.material_diffuse_location, 1, &state->material.diffuse.r));
1193 GL_EXTCALL(glUniform4fv(prog->vs.material_emissive_location, 1, &state->material.emissive.r));
1194 checkGLcall("setting FFP material uniforms");
1197 static void shader_glsl_ffp_vertex_lightambient_uniform(const struct wined3d_context *context,
1198 const struct wined3d_state *state, struct glsl_shader_prog_link *prog)
1200 const struct wined3d_gl_info *gl_info = context->gl_info;
1201 struct wined3d_color color;
1203 wined3d_color_from_d3dcolor(&color, state->render_states[WINED3D_RS_AMBIENT]);
1204 GL_EXTCALL(glUniform3fv(prog->vs.light_ambient_location, 1, &color.r));
1205 checkGLcall("glUniform3fv");
1208 static void multiply_vector_matrix(struct wined3d_vec4 *dest, const struct wined3d_vec4 *src1,
1209 const struct wined3d_matrix *src2)
1211 struct wined3d_vec4 temp;
1213 temp.x = (src1->x * src2->_11) + (src1->y * src2->_21) + (src1->z * src2->_31) + (src1->w * src2->_41);
1214 temp.y = (src1->x * src2->_12) + (src1->y * src2->_22) + (src1->z * src2->_32) + (src1->w * src2->_42);
1215 temp.z = (src1->x * src2->_13) + (src1->y * src2->_23) + (src1->z * src2->_33) + (src1->w * src2->_43);
1216 temp.w = (src1->x * src2->_14) + (src1->y * src2->_24) + (src1->z * src2->_34) + (src1->w * src2->_44);
1218 *dest = temp;
1221 static void shader_glsl_ffp_vertex_light_uniform(const struct wined3d_context *context,
1222 const struct wined3d_state *state, unsigned int light, struct glsl_shader_prog_link *prog)
1224 const struct wined3d_gl_info *gl_info = context->gl_info;
1225 const struct wined3d_light_info *light_info = state->lights[light];
1226 struct wined3d_vec4 vec4;
1227 const struct wined3d_matrix *view = &state->transforms[WINED3D_TS_VIEW];
1229 if (!light_info)
1230 return;
1232 GL_EXTCALL(glUniform4fv(prog->vs.light_location[light].diffuse, 1, &light_info->OriginalParms.diffuse.r));
1233 GL_EXTCALL(glUniform4fv(prog->vs.light_location[light].specular, 1, &light_info->OriginalParms.specular.r));
1234 GL_EXTCALL(glUniform4fv(prog->vs.light_location[light].ambient, 1, &light_info->OriginalParms.ambient.r));
1236 switch (light_info->OriginalParms.type)
1238 case WINED3D_LIGHT_POINT:
1239 multiply_vector_matrix(&vec4, &light_info->position, view);
1240 GL_EXTCALL(glUniform4fv(prog->vs.light_location[light].position, 1, &vec4.x));
1241 GL_EXTCALL(glUniform1f(prog->vs.light_location[light].range, light_info->OriginalParms.range));
1242 GL_EXTCALL(glUniform1f(prog->vs.light_location[light].c_att, light_info->OriginalParms.attenuation0));
1243 GL_EXTCALL(glUniform1f(prog->vs.light_location[light].l_att, light_info->OriginalParms.attenuation1));
1244 GL_EXTCALL(glUniform1f(prog->vs.light_location[light].q_att, light_info->OriginalParms.attenuation2));
1245 break;
1247 case WINED3D_LIGHT_SPOT:
1248 multiply_vector_matrix(&vec4, &light_info->position, view);
1249 GL_EXTCALL(glUniform4fv(prog->vs.light_location[light].position, 1, &vec4.x));
1251 multiply_vector_matrix(&vec4, &light_info->direction, view);
1252 GL_EXTCALL(glUniform3fv(prog->vs.light_location[light].direction, 1, &vec4.x));
1254 GL_EXTCALL(glUniform1f(prog->vs.light_location[light].range, light_info->OriginalParms.range));
1255 GL_EXTCALL(glUniform1f(prog->vs.light_location[light].falloff, light_info->OriginalParms.falloff));
1256 GL_EXTCALL(glUniform1f(prog->vs.light_location[light].c_att, light_info->OriginalParms.attenuation0));
1257 GL_EXTCALL(glUniform1f(prog->vs.light_location[light].l_att, light_info->OriginalParms.attenuation1));
1258 GL_EXTCALL(glUniform1f(prog->vs.light_location[light].q_att, light_info->OriginalParms.attenuation2));
1259 GL_EXTCALL(glUniform1f(prog->vs.light_location[light].cos_htheta, cosf(light_info->OriginalParms.theta / 2.0f)));
1260 GL_EXTCALL(glUniform1f(prog->vs.light_location[light].cos_hphi, cosf(light_info->OriginalParms.phi / 2.0f)));
1261 break;
1263 case WINED3D_LIGHT_DIRECTIONAL:
1264 multiply_vector_matrix(&vec4, &light_info->direction, view);
1265 GL_EXTCALL(glUniform3fv(prog->vs.light_location[light].direction, 1, &vec4.x));
1266 break;
1268 case WINED3D_LIGHT_PARALLELPOINT:
1269 multiply_vector_matrix(&vec4, &light_info->position, view);
1270 GL_EXTCALL(glUniform4fv(prog->vs.light_location[light].position, 1, &vec4.x));
1271 break;
1273 default:
1274 FIXME("Unrecognized light type %#x.\n", light_info->OriginalParms.type);
1276 checkGLcall("setting FFP lights uniforms");
1279 static void shader_glsl_pointsize_uniform(const struct wined3d_context *context,
1280 const struct wined3d_state *state, struct glsl_shader_prog_link *prog)
1282 const struct wined3d_gl_info *gl_info = context->gl_info;
1283 float min, max;
1284 float size, att[3];
1286 get_pointsize_minmax(context, state, &min, &max);
1288 GL_EXTCALL(glUniform1f(prog->vs.pointsize_min_location, min));
1289 checkGLcall("glUniform1f");
1290 GL_EXTCALL(glUniform1f(prog->vs.pointsize_max_location, max));
1291 checkGLcall("glUniform1f");
1293 get_pointsize(context, state, &size, att);
1295 GL_EXTCALL(glUniform1f(prog->vs.pointsize_location, size));
1296 checkGLcall("glUniform1f");
1297 GL_EXTCALL(glUniform1f(prog->vs.pointsize_c_att_location, att[0]));
1298 checkGLcall("glUniform1f");
1299 GL_EXTCALL(glUniform1f(prog->vs.pointsize_l_att_location, att[1]));
1300 checkGLcall("glUniform1f");
1301 GL_EXTCALL(glUniform1f(prog->vs.pointsize_q_att_location, att[2]));
1302 checkGLcall("glUniform1f");
1305 static void shader_glsl_load_fog_uniform(const struct wined3d_context *context,
1306 const struct wined3d_state *state, struct glsl_shader_prog_link *prog)
1308 const struct wined3d_gl_info *gl_info = context->gl_info;
1309 struct wined3d_color color;
1310 float start, end, scale;
1311 union
1313 DWORD d;
1314 float f;
1315 } tmpvalue;
1317 wined3d_color_from_d3dcolor(&color, state->render_states[WINED3D_RS_FOGCOLOR]);
1318 GL_EXTCALL(glUniform4fv(prog->ps.fog_color_location, 1, &color.r));
1319 tmpvalue.d = state->render_states[WINED3D_RS_FOGDENSITY];
1320 GL_EXTCALL(glUniform1f(prog->ps.fog_density_location, tmpvalue.f));
1321 get_fog_start_end(context, state, &start, &end);
1322 scale = 1.0f / (end - start);
1323 GL_EXTCALL(glUniform1f(prog->ps.fog_end_location, end));
1324 GL_EXTCALL(glUniform1f(prog->ps.fog_scale_location, scale));
1325 checkGLcall("fog emulation uniforms");
1328 static void shader_glsl_clip_plane_uniform(const struct wined3d_context *context,
1329 const struct wined3d_state *state, unsigned int index, struct glsl_shader_prog_link *prog)
1331 const struct wined3d_gl_info *gl_info = context->gl_info;
1332 struct wined3d_vec4 plane;
1334 /* Clip planes are affected by the view transform in d3d for FFP draws. */
1335 if (!use_vs(state))
1336 multiply_vector_matrix(&plane, &state->clip_planes[index], &state->transforms[WINED3D_TS_VIEW]);
1337 else
1338 plane = state->clip_planes[index];
1340 GL_EXTCALL(glUniform4fv(prog->vs.clip_planes_location + index, 1, &plane.x));
1343 /* Context activation is done by the caller (state handler). */
1344 static void shader_glsl_load_color_key_constant(const struct glsl_ps_program *ps,
1345 const struct wined3d_gl_info *gl_info, const struct wined3d_state *state)
1347 struct wined3d_color float_key[2];
1348 const struct wined3d_texture *texture = state->textures[0];
1350 wined3d_format_get_float_color_key(texture->resource.format, &texture->async.src_blt_color_key, float_key);
1351 GL_EXTCALL(glUniform4fv(ps->color_key_location, 2, &float_key[0].r));
1354 /* Context activation is done by the caller (state handler). */
1355 static void shader_glsl_load_constants(void *shader_priv, struct wined3d_context *context,
1356 const struct wined3d_state *state)
1358 const struct glsl_context_data *ctx_data = context->shader_backend_data;
1359 const struct wined3d_shader *vshader = state->shader[WINED3D_SHADER_TYPE_VERTEX];
1360 const struct wined3d_shader *pshader = state->shader[WINED3D_SHADER_TYPE_PIXEL];
1361 const struct wined3d_gl_info *gl_info = context->gl_info;
1362 struct shader_glsl_priv *priv = shader_priv;
1363 float position_fixup[4];
1364 DWORD update_mask;
1366 struct glsl_shader_prog_link *prog = ctx_data->glsl_program;
1367 UINT constant_version;
1368 int i;
1370 if (!prog) {
1371 /* No GLSL program set - nothing to do. */
1372 return;
1374 constant_version = prog->constant_version;
1375 update_mask = context->constant_update_mask & prog->constant_update_mask;
1377 if (update_mask & WINED3D_SHADER_CONST_VS_F)
1378 shader_glsl_load_constants_f(vshader, gl_info, state->vs_consts_f,
1379 prog->vs.uniform_f_locations, &priv->vconst_heap, priv->stack, constant_version);
1381 if (update_mask & WINED3D_SHADER_CONST_VS_I)
1382 shader_glsl_load_constants_i(vshader, gl_info, state->vs_consts_i,
1383 prog->vs.uniform_i_locations, vshader->reg_maps.integer_constants);
1385 if (update_mask & WINED3D_SHADER_CONST_VS_B)
1386 shader_glsl_load_constantsB(vshader, gl_info, prog->vs.uniform_b_locations, state->vs_consts_b,
1387 vshader->reg_maps.boolean_constants);
1389 if (update_mask & WINED3D_SHADER_CONST_VS_CLIP_PLANES)
1391 for (i = 0; i < gl_info->limits.clipplanes; ++i)
1392 shader_glsl_clip_plane_uniform(context, state, i, prog);
1395 if (update_mask & WINED3D_SHADER_CONST_VS_POINTSIZE)
1396 shader_glsl_pointsize_uniform(context, state, prog);
1398 if (update_mask & WINED3D_SHADER_CONST_POS_FIXUP)
1400 shader_get_position_fixup(context, state, position_fixup);
1401 if (state->shader[WINED3D_SHADER_TYPE_GEOMETRY])
1402 GL_EXTCALL(glUniform4fv(prog->gs.pos_fixup_location, 1, position_fixup));
1403 else
1404 GL_EXTCALL(glUniform4fv(prog->vs.pos_fixup_location, 1, position_fixup));
1405 checkGLcall("glUniform4fv");
1408 if (update_mask & WINED3D_SHADER_CONST_FFP_MODELVIEW)
1410 struct wined3d_matrix mat;
1412 get_modelview_matrix(context, state, 0, &mat);
1413 GL_EXTCALL(glUniformMatrix4fv(prog->vs.modelview_matrix_location[0], 1, FALSE, &mat._11));
1414 checkGLcall("glUniformMatrix4fv");
1416 shader_glsl_ffp_vertex_normalmatrix_uniform(context, state, prog);
1419 if (update_mask & WINED3D_SHADER_CONST_FFP_VERTEXBLEND)
1421 struct wined3d_matrix mat;
1423 for (i = 1; i < MAX_VERTEX_BLENDS; ++i)
1425 if (prog->vs.modelview_matrix_location[i] == -1)
1426 break;
1428 get_modelview_matrix(context, state, i, &mat);
1429 GL_EXTCALL(glUniformMatrix4fv(prog->vs.modelview_matrix_location[i], 1, FALSE, &mat._11));
1430 checkGLcall("glUniformMatrix4fv");
1434 if (update_mask & WINED3D_SHADER_CONST_FFP_PROJ)
1436 struct wined3d_matrix projection;
1438 get_projection_matrix(context, state, &projection);
1439 GL_EXTCALL(glUniformMatrix4fv(prog->vs.projection_matrix_location, 1, FALSE, &projection._11));
1440 checkGLcall("glUniformMatrix4fv");
1443 if (update_mask & WINED3D_SHADER_CONST_FFP_TEXMATRIX)
1445 for (i = 0; i < MAX_TEXTURES; ++i)
1446 shader_glsl_ffp_vertex_texmatrix_uniform(context, state, i, prog);
1449 if (update_mask & WINED3D_SHADER_CONST_FFP_MATERIAL)
1450 shader_glsl_ffp_vertex_material_uniform(context, state, prog);
1452 if (update_mask & WINED3D_SHADER_CONST_FFP_LIGHTS)
1454 shader_glsl_ffp_vertex_lightambient_uniform(context, state, prog);
1455 for (i = 0; i < MAX_ACTIVE_LIGHTS; ++i)
1456 shader_glsl_ffp_vertex_light_uniform(context, state, i, prog);
1459 if (update_mask & WINED3D_SHADER_CONST_PS_F)
1460 shader_glsl_load_constants_f(pshader, gl_info, state->ps_consts_f,
1461 prog->ps.uniform_f_locations, &priv->pconst_heap, priv->stack, constant_version);
1463 if (update_mask & WINED3D_SHADER_CONST_PS_I)
1464 shader_glsl_load_constants_i(pshader, gl_info, state->ps_consts_i,
1465 prog->ps.uniform_i_locations, pshader->reg_maps.integer_constants);
1467 if (update_mask & WINED3D_SHADER_CONST_PS_B)
1468 shader_glsl_load_constantsB(pshader, gl_info, prog->ps.uniform_b_locations, state->ps_consts_b,
1469 pshader->reg_maps.boolean_constants);
1471 if (update_mask & WINED3D_SHADER_CONST_PS_BUMP_ENV)
1473 for (i = 0; i < MAX_TEXTURES; ++i)
1475 if (prog->ps.bumpenv_mat_location[i] == -1)
1476 continue;
1478 GL_EXTCALL(glUniformMatrix2fv(prog->ps.bumpenv_mat_location[i], 1, 0,
1479 (const GLfloat *)&state->texture_states[i][WINED3D_TSS_BUMPENV_MAT00]));
1481 if (prog->ps.bumpenv_lum_scale_location[i] != -1)
1483 GL_EXTCALL(glUniform1fv(prog->ps.bumpenv_lum_scale_location[i], 1,
1484 (const GLfloat *)&state->texture_states[i][WINED3D_TSS_BUMPENV_LSCALE]));
1485 GL_EXTCALL(glUniform1fv(prog->ps.bumpenv_lum_offset_location[i], 1,
1486 (const GLfloat *)&state->texture_states[i][WINED3D_TSS_BUMPENV_LOFFSET]));
1490 checkGLcall("bump env uniforms");
1493 if (update_mask & WINED3D_SHADER_CONST_PS_Y_CORR)
1495 const struct wined3d_vec4 correction_params =
1497 /* Position is relative to the framebuffer, not the viewport. */
1498 context->render_offscreen ? 0.0f : (float)state->fb->render_targets[0]->height,
1499 context->render_offscreen ? 1.0f : -1.0f,
1500 0.0f,
1501 0.0f,
1504 GL_EXTCALL(glUniform4fv(prog->ps.ycorrection_location, 1, &correction_params.x));
1507 if (update_mask & WINED3D_SHADER_CONST_PS_NP2_FIXUP)
1508 shader_glsl_load_np2fixup_constants(&prog->ps, gl_info, state);
1509 if (update_mask & WINED3D_SHADER_CONST_FFP_COLOR_KEY)
1510 shader_glsl_load_color_key_constant(&prog->ps, gl_info, state);
1512 if (update_mask & WINED3D_SHADER_CONST_FFP_PS)
1514 struct wined3d_color color;
1516 if (prog->ps.tex_factor_location != -1)
1518 wined3d_color_from_d3dcolor(&color, state->render_states[WINED3D_RS_TEXTUREFACTOR]);
1519 GL_EXTCALL(glUniform4fv(prog->ps.tex_factor_location, 1, &color.r));
1522 if (state->render_states[WINED3D_RS_SPECULARENABLE])
1523 GL_EXTCALL(glUniform4f(prog->ps.specular_enable_location, 1.0f, 1.0f, 1.0f, 0.0f));
1524 else
1525 GL_EXTCALL(glUniform4f(prog->ps.specular_enable_location, 0.0f, 0.0f, 0.0f, 0.0f));
1527 for (i = 0; i < MAX_TEXTURES; ++i)
1529 if (prog->ps.tss_constant_location[i] == -1)
1530 continue;
1532 wined3d_color_from_d3dcolor(&color, state->texture_states[i][WINED3D_TSS_CONSTANT]);
1533 GL_EXTCALL(glUniform4fv(prog->ps.tss_constant_location[i], 1, &color.r));
1536 checkGLcall("fixed function uniforms");
1539 if (update_mask & WINED3D_SHADER_CONST_PS_FOG)
1540 shader_glsl_load_fog_uniform(context, state, prog);
1542 if (update_mask & WINED3D_SHADER_CONST_PS_ALPHA_TEST)
1544 float ref = state->render_states[WINED3D_RS_ALPHAREF] / 255.0f;
1546 GL_EXTCALL(glUniform1f(prog->ps.alpha_test_ref_location, ref));
1547 checkGLcall("alpha test emulation uniform");
1550 if (priv->next_constant_version == UINT_MAX)
1552 TRACE("Max constant version reached, resetting to 0.\n");
1553 wine_rb_for_each_entry(&priv->program_lookup, reset_program_constant_version, NULL);
1554 priv->next_constant_version = 1;
1556 else
1558 prog->constant_version = priv->next_constant_version++;
1562 static void update_heap_entry(struct constant_heap *heap, unsigned int idx, DWORD new_version)
1564 struct constant_entry *entries = heap->entries;
1565 unsigned int *positions = heap->positions;
1566 unsigned int heap_idx, parent_idx;
1568 if (!heap->contained[idx])
1570 heap_idx = heap->size++;
1571 heap->contained[idx] = TRUE;
1573 else
1575 heap_idx = positions[idx];
1578 while (heap_idx > 1)
1580 parent_idx = heap_idx >> 1;
1582 if (new_version <= entries[parent_idx].version) break;
1584 entries[heap_idx] = entries[parent_idx];
1585 positions[entries[parent_idx].idx] = heap_idx;
1586 heap_idx = parent_idx;
1589 entries[heap_idx].version = new_version;
1590 entries[heap_idx].idx = idx;
1591 positions[idx] = heap_idx;
1594 static void shader_glsl_update_float_vertex_constants(struct wined3d_device *device, UINT start, UINT count)
1596 struct shader_glsl_priv *priv = device->shader_priv;
1597 struct constant_heap *heap = &priv->vconst_heap;
1598 UINT i;
1600 for (i = start; i < count + start; ++i)
1602 update_heap_entry(heap, i, priv->next_constant_version);
1606 static void shader_glsl_update_float_pixel_constants(struct wined3d_device *device, UINT start, UINT count)
1608 struct shader_glsl_priv *priv = device->shader_priv;
1609 struct constant_heap *heap = &priv->pconst_heap;
1610 UINT i;
1612 for (i = start; i < count + start; ++i)
1614 update_heap_entry(heap, i, priv->next_constant_version);
1618 static unsigned int vec4_varyings(DWORD shader_major, const struct wined3d_gl_info *gl_info)
1620 unsigned int ret = gl_info->limits.glsl_varyings / 4;
1621 /* 4.0 shaders do not write clip coords because d3d10 does not support user clipplanes */
1622 if(shader_major > 3) return ret;
1624 /* 3.0 shaders may need an extra varying for the clip coord on some cards(mostly dx10 ones) */
1625 if (gl_info->quirks & WINED3D_QUIRK_GLSL_CLIP_VARYING) ret -= 1;
1626 return ret;
1629 static BOOL needs_legacy_glsl_syntax(const struct wined3d_gl_info *gl_info)
1631 return gl_info->supported[WINED3D_GL_LEGACY_CONTEXT];
1634 static BOOL shader_glsl_use_explicit_attrib_location(const struct wined3d_gl_info *gl_info)
1636 return !needs_legacy_glsl_syntax(gl_info) && gl_info->supported[ARB_EXPLICIT_ATTRIB_LOCATION];
1639 static const char *get_attribute_keyword(const struct wined3d_gl_info *gl_info)
1641 return needs_legacy_glsl_syntax(gl_info) ? "attribute" : "in";
1644 static void PRINTF_ATTR(4, 5) declare_in_varying(const struct wined3d_gl_info *gl_info,
1645 struct wined3d_string_buffer *buffer, BOOL flat, const char *format, ...)
1647 va_list args;
1648 int ret;
1650 shader_addline(buffer, "%s%s ", flat ? "flat " : "",
1651 needs_legacy_glsl_syntax(gl_info) ? "varying" : "in");
1652 for (;;)
1654 va_start(args, format);
1655 ret = shader_vaddline(buffer, format, args);
1656 va_end(args);
1657 if (!ret)
1658 return;
1659 if (!string_buffer_resize(buffer, ret))
1660 return;
1664 static void PRINTF_ATTR(4, 5) declare_out_varying(const struct wined3d_gl_info *gl_info,
1665 struct wined3d_string_buffer *buffer, BOOL flat, const char *format, ...)
1667 va_list args;
1668 int ret;
1670 shader_addline(buffer, "%s%s ", flat ? "flat " : "",
1671 needs_legacy_glsl_syntax(gl_info) ? "varying" : "out");
1672 for (;;)
1674 va_start(args, format);
1675 ret = shader_vaddline(buffer, format, args);
1676 va_end(args);
1677 if (!ret)
1678 return;
1679 if (!string_buffer_resize(buffer, ret))
1680 return;
1684 static const char *get_fragment_output(const struct wined3d_gl_info *gl_info)
1686 return needs_legacy_glsl_syntax(gl_info) ? "gl_FragData" : "ps_out";
1689 static const char *glsl_primitive_type_from_d3d(enum wined3d_primitive_type primitive_type)
1691 switch (primitive_type)
1693 case WINED3D_PT_POINTLIST:
1694 return "points";
1696 case WINED3D_PT_LINELIST:
1697 return "lines";
1699 case WINED3D_PT_LINESTRIP:
1700 return "line_strip";
1702 case WINED3D_PT_TRIANGLELIST:
1703 return "triangles";
1705 case WINED3D_PT_TRIANGLESTRIP:
1706 return "triangle_strip";
1708 case WINED3D_PT_LINELIST_ADJ:
1709 return "lines_adjacency";
1711 case WINED3D_PT_TRIANGLELIST_ADJ:
1712 return "triangles_adjacency";
1714 default:
1715 FIXME("Unhandled primitive type %s.\n", debug_d3dprimitivetype(primitive_type));
1716 return "";
1720 static BOOL glsl_is_color_reg_read(const struct wined3d_shader *shader, unsigned int idx)
1722 const struct wined3d_shader_signature *input_signature = &shader->input_signature;
1723 const struct wined3d_shader_reg_maps *reg_maps = &shader->reg_maps;
1724 const BOOL *input_reg_used = shader->u.ps.input_reg_used;
1725 unsigned int i;
1727 if (reg_maps->shader_version.major < 3)
1728 return input_reg_used[idx];
1730 for (i = 0; i < input_signature->element_count; ++i)
1732 const struct wined3d_shader_signature_element *input = &input_signature->elements[i];
1734 if (!(reg_maps->input_registers & (1u << input->register_idx)))
1735 continue;
1737 if (shader_match_semantic(input->semantic_name, WINED3D_DECL_USAGE_COLOR)
1738 && input->semantic_idx == idx)
1740 if (input_reg_used[input->register_idx])
1741 return TRUE;
1742 else
1743 return FALSE;
1746 return FALSE;
1749 static BOOL glsl_is_shadow_sampler(const struct wined3d_shader *shader,
1750 const struct ps_compile_args *ps_args, unsigned int resource_idx, unsigned int sampler_idx)
1752 const struct wined3d_shader_version *version = &shader->reg_maps.shader_version;
1754 if (version->major >= 4)
1755 return shader->reg_maps.sampler_comparison_mode & (1u << sampler_idx);
1756 else
1757 return version->type == WINED3D_SHADER_TYPE_PIXEL && (ps_args->shadow & (1u << resource_idx));
1760 static void shader_glsl_declare_typed_vertex_attribute(struct wined3d_string_buffer *buffer,
1761 const struct wined3d_gl_info *gl_info, const char *vector_type, const char *scalar_type,
1762 unsigned int index)
1764 shader_addline(buffer, "%s %s4 vs_in_%s%u;\n",
1765 get_attribute_keyword(gl_info), vector_type, scalar_type, index);
1766 shader_addline(buffer, "vec4 vs_in%u = %sBitsToFloat(vs_in_%s%u);\n",
1767 index, scalar_type, scalar_type, index);
1770 static void shader_glsl_declare_generic_vertex_attribute(struct wined3d_string_buffer *buffer,
1771 const struct wined3d_gl_info *gl_info, const struct wined3d_shader_signature_element *e)
1773 unsigned int index = e->register_idx;
1775 if (e->sysval_semantic == WINED3D_SV_VERTEX_ID)
1777 shader_addline(buffer, "vec4 vs_in%u = vec4(intBitsToFloat(gl_VertexID), 0.0, 0.0, 0.0);\n",
1778 index);
1779 return;
1781 if (e->sysval_semantic == WINED3D_SV_INSTANCE_ID)
1783 shader_addline(buffer, "vec4 vs_in%u = vec4(intBitsToFloat(gl_InstanceID), 0.0, 0.0, 0.0);\n",
1784 index);
1785 return;
1788 if (shader_glsl_use_explicit_attrib_location(gl_info))
1789 shader_addline(buffer, "layout(location = %u) ", index);
1791 switch (e->component_type)
1793 case WINED3D_TYPE_UINT:
1794 shader_glsl_declare_typed_vertex_attribute(buffer, gl_info, "uvec", "uint", index);
1795 break;
1796 case WINED3D_TYPE_INT:
1797 shader_glsl_declare_typed_vertex_attribute(buffer, gl_info, "ivec", "int", index);
1798 break;
1800 default:
1801 FIXME("Unhandled type %#x.\n", e->component_type);
1802 /* Fall through. */
1803 case WINED3D_TYPE_UNKNOWN:
1804 case WINED3D_TYPE_FLOAT:
1805 shader_addline(buffer, "%s vec4 vs_in%u;\n", get_attribute_keyword(gl_info), index);
1806 break;
1810 /** Generate the variable & register declarations for the GLSL output target */
1811 static void shader_generate_glsl_declarations(const struct wined3d_context *context,
1812 struct wined3d_string_buffer *buffer, const struct wined3d_shader *shader,
1813 const struct wined3d_shader_reg_maps *reg_maps, const struct shader_glsl_ctx_priv *ctx_priv)
1815 const struct wined3d_shader_version *version = &reg_maps->shader_version;
1816 const struct vs_compile_args *vs_args = ctx_priv->cur_vs_args;
1817 const struct ps_compile_args *ps_args = ctx_priv->cur_ps_args;
1818 const struct wined3d_gl_info *gl_info = context->gl_info;
1819 const struct wined3d_shader_indexable_temp *idx_temp_reg;
1820 unsigned int i, extra_constants_needed = 0;
1821 const struct wined3d_shader_lconst *lconst;
1822 const char *prefix;
1823 DWORD map;
1825 prefix = shader_glsl_get_prefix(version->type);
1827 /* Prototype the subroutines */
1828 for (i = 0, map = reg_maps->labels; map; map >>= 1, ++i)
1830 if (map & 1) shader_addline(buffer, "void subroutine%u();\n", i);
1833 /* Declare the constants (aka uniforms) */
1834 if (shader->limits->constant_float > 0)
1836 unsigned max_constantsF;
1838 /* Unless the shader uses indirect addressing, always declare the
1839 * maximum array size and ignore that we need some uniforms privately.
1840 * E.g. if GL supports 256 uniforms, and we need 2 for the pos fixup
1841 * and immediate values, still declare VC[256]. If the shader needs
1842 * more uniforms than we have it won't work in any case. If it uses
1843 * less, the compiler will figure out which uniforms are really used
1844 * and strip them out. This allows a shader to use c255 on a dx9 card,
1845 * as long as it doesn't also use all the other constants.
1847 * If the shader uses indirect addressing the compiler must assume
1848 * that all declared uniforms are used. In this case, declare only the
1849 * amount that we're assured to have.
1851 * Thus we run into problems in these two cases:
1852 * 1) The shader really uses more uniforms than supported.
1853 * 2) The shader uses indirect addressing, less constants than
1854 * supported, but uses a constant index > #supported consts. */
1855 if (version->type == WINED3D_SHADER_TYPE_PIXEL)
1857 /* No indirect addressing here. */
1858 max_constantsF = gl_info->limits.glsl_ps_float_constants;
1860 else
1862 if (reg_maps->usesrelconstF)
1864 /* Subtract the other potential uniforms from the max
1865 * available (bools, ints, and 1 row of projection matrix).
1866 * Subtract another uniform for immediate values, which have
1867 * to be loaded via uniform by the driver as well. The shader
1868 * code only uses 0.5, 2.0, 1.0, 128 and -128 in vertex
1869 * shader code, so one vec4 should be enough. (Unfortunately
1870 * the Nvidia driver doesn't store 128 and -128 in one float).
1872 * Writing gl_ClipVertex requires one uniform for each
1873 * clipplane as well. */
1874 max_constantsF = gl_info->limits.glsl_vs_float_constants - 3;
1875 if (vs_args->clip_enabled)
1876 max_constantsF -= gl_info->limits.clipplanes;
1877 max_constantsF -= wined3d_popcount(reg_maps->integer_constants);
1878 /* Strictly speaking a bool only uses one scalar, but the nvidia(Linux) compiler doesn't pack them properly,
1879 * so each scalar requires a full vec4. We could work around this by packing the booleans ourselves, but
1880 * for now take this into account when calculating the number of available constants
1882 max_constantsF -= wined3d_popcount(reg_maps->boolean_constants);
1883 /* Set by driver quirks in directx.c */
1884 max_constantsF -= gl_info->reserved_glsl_constants;
1886 if (max_constantsF < shader->limits->constant_float)
1888 static unsigned int once;
1890 if (!once++)
1891 ERR_(winediag)("The hardware does not support enough uniform components to run this shader,"
1892 " it may not render correctly.\n");
1893 else
1894 WARN("The hardware does not support enough uniform components to run this shader.\n");
1897 else
1899 max_constantsF = gl_info->limits.glsl_vs_float_constants;
1902 max_constantsF = min(shader->limits->constant_float, max_constantsF);
1903 shader_addline(buffer, "uniform vec4 %s_c[%u];\n", prefix, max_constantsF);
1906 /* Always declare the full set of constants, the compiler can remove the
1907 * unused ones because d3d doesn't (yet) support indirect int and bool
1908 * constant addressing. This avoids problems if the app uses e.g. i0 and i9. */
1909 if (shader->limits->constant_int > 0 && reg_maps->integer_constants)
1910 shader_addline(buffer, "uniform ivec4 %s_i[%u];\n", prefix, shader->limits->constant_int);
1912 if (shader->limits->constant_bool > 0 && reg_maps->boolean_constants)
1913 shader_addline(buffer, "uniform bool %s_b[%u];\n", prefix, shader->limits->constant_bool);
1915 /* Declare immediate constant buffer */
1916 if (reg_maps->icb)
1917 shader_addline(buffer, "uniform vec4 %s_icb[%u];\n", prefix, reg_maps->icb->vec4_count);
1919 /* Declare constant buffers */
1920 for (i = 0; i < WINED3D_MAX_CBS; ++i)
1922 if (reg_maps->cb_sizes[i])
1923 shader_addline(buffer, "layout(std140) uniform block_%s_cb%u { vec4 %s_cb%u[%u]; };\n",
1924 prefix, i, prefix, i, reg_maps->cb_sizes[i]);
1927 /* Declare texture samplers */
1928 for (i = 0; i < reg_maps->sampler_map.count; ++i)
1930 struct wined3d_shader_sampler_map_entry *entry;
1931 const char *sampler_type_prefix, *sampler_type;
1932 BOOL shadow_sampler, tex_rect;
1934 entry = &reg_maps->sampler_map.entries[i];
1936 if (entry->resource_idx >= ARRAY_SIZE(reg_maps->resource_info))
1938 ERR("Invalid resource index %u.\n", entry->resource_idx);
1939 continue;
1942 switch (reg_maps->resource_info[entry->resource_idx].data_type)
1944 case WINED3D_DATA_FLOAT:
1945 case WINED3D_DATA_UNORM:
1946 case WINED3D_DATA_SNORM:
1947 sampler_type_prefix = "";
1948 break;
1950 case WINED3D_DATA_INT:
1951 sampler_type_prefix = "i";
1952 break;
1954 case WINED3D_DATA_UINT:
1955 sampler_type_prefix = "u";
1956 break;
1958 default:
1959 sampler_type_prefix = "";
1960 ERR("Unhandled resource data type %#x.\n", reg_maps->resource_info[i].data_type);
1961 break;
1964 shadow_sampler = glsl_is_shadow_sampler(shader, ps_args, entry->resource_idx, entry->sampler_idx);
1965 switch (reg_maps->resource_info[entry->resource_idx].type)
1967 case WINED3D_SHADER_RESOURCE_TEXTURE_1D:
1968 if (shadow_sampler)
1969 sampler_type = "sampler1DShadow";
1970 else
1971 sampler_type = "sampler1D";
1972 break;
1974 case WINED3D_SHADER_RESOURCE_TEXTURE_2D:
1975 tex_rect = version->type == WINED3D_SHADER_TYPE_PIXEL
1976 && (ps_args->np2_fixup & (1u << entry->resource_idx))
1977 && gl_info->supported[ARB_TEXTURE_RECTANGLE];
1978 if (shadow_sampler)
1980 if (tex_rect)
1981 sampler_type = "sampler2DRectShadow";
1982 else
1983 sampler_type = "sampler2DShadow";
1985 else
1987 if (tex_rect)
1988 sampler_type = "sampler2DRect";
1989 else
1990 sampler_type = "sampler2D";
1992 break;
1994 case WINED3D_SHADER_RESOURCE_TEXTURE_3D:
1995 if (shadow_sampler)
1996 FIXME("Unsupported 3D shadow sampler.\n");
1997 sampler_type = "sampler3D";
1998 break;
2000 case WINED3D_SHADER_RESOURCE_TEXTURE_CUBE:
2001 if (shadow_sampler)
2002 FIXME("Unsupported Cube shadow sampler.\n");
2003 sampler_type = "samplerCube";
2004 break;
2006 case WINED3D_SHADER_RESOURCE_TEXTURE_2DARRAY:
2007 if (shadow_sampler)
2008 sampler_type = "sampler2DArrayShadow";
2009 else
2010 sampler_type = "sampler2DArray";
2011 break;
2013 default:
2014 sampler_type = "unsupported_sampler";
2015 FIXME("Unhandled resource type %#x.\n", reg_maps->resource_info[entry->resource_idx].type);
2016 break;
2018 shader_addline(buffer, "uniform %s%s %s_sampler%u;\n",
2019 sampler_type_prefix, sampler_type, prefix, entry->bind_idx);
2022 /* Declare uniforms for NP2 texcoord fixup:
2023 * This is NOT done inside the loop that declares the texture samplers
2024 * since the NP2 fixup code is currently only used for the GeforceFX
2025 * series and when forcing the ARB_npot extension off. Modern cards just
2026 * skip the code anyway, so put it inside a separate loop. */
2027 if (version->type == WINED3D_SHADER_TYPE_PIXEL && ps_args->np2_fixup)
2029 struct ps_np2fixup_info *fixup = ctx_priv->cur_np2fixup_info;
2030 UINT cur = 0;
2032 /* NP2/RECT textures in OpenGL use texcoords in the range [0,width]x[0,height]
2033 * while D3D has them in the (normalized) [0,1]x[0,1] range.
2034 * samplerNP2Fixup stores texture dimensions and is updated through
2035 * shader_glsl_load_np2fixup_constants when the sampler changes. */
2037 for (i = 0; i < shader->limits->sampler; ++i)
2039 if (!reg_maps->resource_info[i].type || !(ps_args->np2_fixup & (1u << i)))
2040 continue;
2042 if (reg_maps->resource_info[i].type != WINED3D_SHADER_RESOURCE_TEXTURE_2D)
2044 FIXME("Non-2D texture is flagged for NP2 texcoord fixup.\n");
2045 continue;
2048 fixup->idx[i] = cur++;
2051 fixup->num_consts = (cur + 1) >> 1;
2052 fixup->active = ps_args->np2_fixup;
2053 shader_addline(buffer, "uniform vec4 %s_samplerNP2Fixup[%u];\n", prefix, fixup->num_consts);
2056 /* Declare address variables */
2057 for (i = 0, map = reg_maps->address; map; map >>= 1, ++i)
2059 if (map & 1) shader_addline(buffer, "ivec4 A%u;\n", i);
2062 if (version->type == WINED3D_SHADER_TYPE_VERTEX)
2064 for (i = 0; i < shader->input_signature.element_count; ++i)
2065 shader_glsl_declare_generic_vertex_attribute(buffer, gl_info, &shader->input_signature.elements[i]);
2067 if (vs_args->point_size && !vs_args->per_vertex_point_size)
2069 shader_addline(buffer, "uniform struct\n{\n");
2070 shader_addline(buffer, " float size;\n");
2071 shader_addline(buffer, " float size_min;\n");
2072 shader_addline(buffer, " float size_max;\n");
2073 shader_addline(buffer, "} ffp_point;\n");
2076 if (!gl_info->supported[WINED3D_GL_LEGACY_CONTEXT])
2078 if (vs_args->clip_enabled)
2079 shader_addline(buffer, "uniform vec4 clip_planes[%u];\n", gl_info->limits.clipplanes);
2081 if (version->major < 3)
2083 declare_out_varying(gl_info, buffer, vs_args->flatshading, "vec4 ffp_varying_diffuse;\n");
2084 declare_out_varying(gl_info, buffer, vs_args->flatshading, "vec4 ffp_varying_specular;\n");
2085 declare_out_varying(gl_info, buffer, FALSE, "vec4 ffp_varying_texcoord[%u];\n", MAX_TEXTURES);
2086 declare_out_varying(gl_info, buffer, FALSE, "float ffp_varying_fogcoord;\n");
2090 if (version->major < 4)
2091 shader_addline(buffer, "void setup_vs_output(in vec4[%u]);\n", shader->limits->packed_output);
2093 else if (version->type == WINED3D_SHADER_TYPE_GEOMETRY)
2095 if (gl_info->supported[WINED3D_GL_LEGACY_CONTEXT])
2097 shader_addline(buffer, "varying in vec4 gs_in[][%u];\n", shader->limits->packed_input);
2099 else
2101 shader_addline(buffer, "layout(%s) in;\n", glsl_primitive_type_from_d3d(shader->u.gs.input_type));
2102 shader_addline(buffer, "layout(%s, max_vertices = %u) out;\n",
2103 glsl_primitive_type_from_d3d(shader->u.gs.output_type), shader->u.gs.vertices_out);
2104 shader_addline(buffer, "in vs_gs_iface { vec4 gs_in[%u]; } gs_in[];\n", shader->limits->packed_input);
2107 else if (version->type == WINED3D_SHADER_TYPE_PIXEL)
2109 if (version->major < 3 || ps_args->vp_mode != vertexshader)
2111 shader_addline(buffer, "uniform struct\n{\n");
2112 shader_addline(buffer, " vec4 color;\n");
2113 shader_addline(buffer, " float density;\n");
2114 shader_addline(buffer, " float end;\n");
2115 shader_addline(buffer, " float scale;\n");
2116 shader_addline(buffer, "} ffp_fog;\n");
2118 if (gl_info->supported[WINED3D_GL_LEGACY_CONTEXT])
2120 if (glsl_is_color_reg_read(shader, 0))
2121 shader_addline(buffer, "vec4 ffp_varying_diffuse;\n");
2122 if (glsl_is_color_reg_read(shader, 1))
2123 shader_addline(buffer, "vec4 ffp_varying_specular;\n");
2124 shader_addline(buffer, "vec4 ffp_texcoord[%u];\n", MAX_TEXTURES);
2125 shader_addline(buffer, "float ffp_varying_fogcoord;\n");
2127 else
2129 if (glsl_is_color_reg_read(shader, 0))
2130 declare_in_varying(gl_info, buffer, ps_args->flatshading, "vec4 ffp_varying_diffuse;\n");
2131 if (glsl_is_color_reg_read(shader, 1))
2132 declare_in_varying(gl_info, buffer, ps_args->flatshading, "vec4 ffp_varying_specular;\n");
2133 declare_in_varying(gl_info, buffer, FALSE, "vec4 ffp_varying_texcoord[%u];\n", MAX_TEXTURES);
2134 shader_addline(buffer, "vec4 ffp_texcoord[%u];\n", MAX_TEXTURES);
2135 declare_in_varying(gl_info, buffer, FALSE, "float ffp_varying_fogcoord;\n");
2139 if (version->major >= 3)
2141 UINT in_count = min(vec4_varyings(version->major, gl_info), shader->limits->packed_input);
2143 if (ps_args->vp_mode == vertexshader)
2144 declare_in_varying(gl_info, buffer, FALSE, "vec4 %s_link[%u];\n", prefix, in_count);
2145 shader_addline(buffer, "vec4 %s_in[%u];\n", prefix, in_count);
2148 for (i = 0, map = reg_maps->bumpmat; map; map >>= 1, ++i)
2150 if (!(map & 1))
2151 continue;
2153 shader_addline(buffer, "uniform mat2 bumpenv_mat%u;\n", i);
2155 if (reg_maps->luminanceparams & (1u << i))
2157 shader_addline(buffer, "uniform float bumpenv_lum_scale%u;\n", i);
2158 shader_addline(buffer, "uniform float bumpenv_lum_offset%u;\n", i);
2159 extra_constants_needed++;
2162 extra_constants_needed++;
2165 if (ps_args->srgb_correction)
2167 shader_addline(buffer, "const vec4 srgb_const0 = ");
2168 shader_glsl_append_imm_vec4(buffer, wined3d_srgb_const0);
2169 shader_addline(buffer, ";\n");
2170 shader_addline(buffer, "const vec4 srgb_const1 = ");
2171 shader_glsl_append_imm_vec4(buffer, wined3d_srgb_const1);
2172 shader_addline(buffer, ";\n");
2174 if (reg_maps->vpos || reg_maps->usesdsy)
2176 ++extra_constants_needed;
2177 shader_addline(buffer, "uniform vec4 ycorrection;\n");
2178 shader_addline(buffer, "vec4 vpos;\n");
2181 if (ps_args->alpha_test_func + 1 != WINED3D_CMP_ALWAYS)
2182 shader_addline(buffer, "uniform float alpha_test_ref;\n");
2184 if (!needs_legacy_glsl_syntax(gl_info))
2185 shader_addline(buffer, "out vec4 ps_out[%u];\n", gl_info->limits.buffers);
2187 if (shader->limits->constant_float + extra_constants_needed >= gl_info->limits.glsl_ps_float_constants)
2188 FIXME("Insufficient uniforms to run this shader.\n");
2191 /* Declare output register temporaries */
2192 if (shader->limits->packed_output)
2193 shader_addline(buffer, "vec4 %s_out[%u];\n", prefix, shader->limits->packed_output);
2195 /* Declare temporary variables */
2196 if (reg_maps->temporary_count)
2198 for (i = 0; i < reg_maps->temporary_count; ++i)
2199 shader_addline(buffer, "vec4 R%u;\n", i);
2201 else
2203 for (i = 0, map = reg_maps->temporary; map; map >>= 1, ++i)
2205 if (map & 1)
2206 shader_addline(buffer, "vec4 R%u;\n", i);
2210 /* Declare indexable temporary variables */
2211 LIST_FOR_EACH_ENTRY(idx_temp_reg, &reg_maps->indexable_temps, struct wined3d_shader_indexable_temp, entry)
2213 if (idx_temp_reg->component_count != 4)
2214 FIXME("Ignoring component count %u.\n", idx_temp_reg->component_count);
2215 shader_addline(buffer, "vec4 X%u[%u];\n", idx_temp_reg->register_idx, idx_temp_reg->register_size);
2218 /* Declare loop registers aLx */
2219 if (version->major < 4)
2221 for (i = 0; i < reg_maps->loop_depth; ++i)
2223 shader_addline(buffer, "int aL%u;\n", i);
2224 shader_addline(buffer, "int tmpInt%u;\n", i);
2228 /* Temporary variables for matrix operations */
2229 shader_addline(buffer, "vec4 tmp0;\n");
2230 shader_addline(buffer, "vec4 tmp1;\n");
2232 if (!shader->load_local_constsF)
2234 LIST_FOR_EACH_ENTRY(lconst, &shader->constantsF, struct wined3d_shader_lconst, entry)
2236 shader_addline(buffer, "const vec4 %s_lc%u = ", prefix, lconst->idx);
2237 shader_glsl_append_imm_vec4(buffer, (const float *)lconst->value);
2238 shader_addline(buffer, ";\n");
2243 /*****************************************************************************
2244 * Functions to generate GLSL strings from DirectX Shader bytecode begin here.
2246 * For more information, see http://wiki.winehq.org/DirectX-Shaders
2247 ****************************************************************************/
2249 /* Prototypes */
2250 static void shader_glsl_add_src_param(const struct wined3d_shader_instruction *ins,
2251 const struct wined3d_shader_src_param *wined3d_src, DWORD mask, struct glsl_src_param *glsl_src);
2253 /** Used for opcode modifiers - They multiply the result by the specified amount */
2254 static const char * const shift_glsl_tab[] = {
2255 "", /* 0 (none) */
2256 "2.0 * ", /* 1 (x2) */
2257 "4.0 * ", /* 2 (x4) */
2258 "8.0 * ", /* 3 (x8) */
2259 "16.0 * ", /* 4 (x16) */
2260 "32.0 * ", /* 5 (x32) */
2261 "", /* 6 (x64) */
2262 "", /* 7 (x128) */
2263 "", /* 8 (d256) */
2264 "", /* 9 (d128) */
2265 "", /* 10 (d64) */
2266 "", /* 11 (d32) */
2267 "0.0625 * ", /* 12 (d16) */
2268 "0.125 * ", /* 13 (d8) */
2269 "0.25 * ", /* 14 (d4) */
2270 "0.5 * " /* 15 (d2) */
2273 /* Generate a GLSL parameter that does the input modifier computation and return the input register/mask to use */
2274 static void shader_glsl_gen_modifier(enum wined3d_shader_src_modifier src_modifier,
2275 const char *in_reg, const char *in_regswizzle, char *out_str)
2277 switch (src_modifier)
2279 case WINED3DSPSM_DZ: /* Need to handle this in the instructions itself (texld & texcrd). */
2280 case WINED3DSPSM_DW:
2281 case WINED3DSPSM_NONE:
2282 sprintf(out_str, "%s%s", in_reg, in_regswizzle);
2283 break;
2284 case WINED3DSPSM_NEG:
2285 sprintf(out_str, "-%s%s", in_reg, in_regswizzle);
2286 break;
2287 case WINED3DSPSM_NOT:
2288 sprintf(out_str, "!%s%s", in_reg, in_regswizzle);
2289 break;
2290 case WINED3DSPSM_BIAS:
2291 sprintf(out_str, "(%s%s - vec4(0.5)%s)", in_reg, in_regswizzle, in_regswizzle);
2292 break;
2293 case WINED3DSPSM_BIASNEG:
2294 sprintf(out_str, "-(%s%s - vec4(0.5)%s)", in_reg, in_regswizzle, in_regswizzle);
2295 break;
2296 case WINED3DSPSM_SIGN:
2297 sprintf(out_str, "(2.0 * (%s%s - 0.5))", in_reg, in_regswizzle);
2298 break;
2299 case WINED3DSPSM_SIGNNEG:
2300 sprintf(out_str, "-(2.0 * (%s%s - 0.5))", in_reg, in_regswizzle);
2301 break;
2302 case WINED3DSPSM_COMP:
2303 sprintf(out_str, "(1.0 - %s%s)", in_reg, in_regswizzle);
2304 break;
2305 case WINED3DSPSM_X2:
2306 sprintf(out_str, "(2.0 * %s%s)", in_reg, in_regswizzle);
2307 break;
2308 case WINED3DSPSM_X2NEG:
2309 sprintf(out_str, "-(2.0 * %s%s)", in_reg, in_regswizzle);
2310 break;
2311 case WINED3DSPSM_ABS:
2312 sprintf(out_str, "abs(%s%s)", in_reg, in_regswizzle);
2313 break;
2314 case WINED3DSPSM_ABSNEG:
2315 sprintf(out_str, "-abs(%s%s)", in_reg, in_regswizzle);
2316 break;
2317 default:
2318 FIXME("Unhandled modifier %u\n", src_modifier);
2319 sprintf(out_str, "%s%s", in_reg, in_regswizzle);
2323 /** Writes the GLSL variable name that corresponds to the register that the
2324 * DX opcode parameter is trying to access */
2325 static void shader_glsl_get_register_name(const struct wined3d_shader_register *reg,
2326 char *register_name, BOOL *is_color, const struct wined3d_shader_instruction *ins)
2328 /* oPos, oFog and oPts in D3D */
2329 static const char * const hwrastout_reg_names[] = {"vs_out[10]", "vs_out[11].x", "vs_out[11].y"};
2331 const struct wined3d_shader *shader = ins->ctx->shader;
2332 const struct wined3d_shader_reg_maps *reg_maps = ins->ctx->reg_maps;
2333 const struct wined3d_shader_version *version = &reg_maps->shader_version;
2334 const struct wined3d_gl_info *gl_info = ins->ctx->gl_info;
2335 const char *prefix = shader_glsl_get_prefix(version->type);
2336 struct glsl_src_param rel_param0, rel_param1;
2337 char imm_str[4][17];
2339 if (reg->idx[0].offset != ~0U && reg->idx[0].rel_addr)
2340 shader_glsl_add_src_param(ins, reg->idx[0].rel_addr, WINED3DSP_WRITEMASK_0, &rel_param0);
2341 if (reg->idx[1].offset != ~0U && reg->idx[1].rel_addr)
2342 shader_glsl_add_src_param(ins, reg->idx[1].rel_addr, WINED3DSP_WRITEMASK_0, &rel_param1);
2343 *is_color = FALSE;
2345 switch (reg->type)
2347 case WINED3DSPR_TEMP:
2348 sprintf(register_name, "R%u", reg->idx[0].offset);
2349 break;
2351 case WINED3DSPR_INPUT:
2352 if (version->type == WINED3D_SHADER_TYPE_VERTEX)
2354 struct shader_glsl_ctx_priv *priv = ins->ctx->backend_data;
2356 if (reg->idx[0].rel_addr)
2357 FIXME("VS3+ input registers relative addressing.\n");
2358 if (priv->cur_vs_args->swizzle_map & (1u << reg->idx[0].offset))
2359 *is_color = TRUE;
2360 sprintf(register_name, "%s_in%u", prefix, reg->idx[0].offset);
2361 break;
2364 if (version->type == WINED3D_SHADER_TYPE_GEOMETRY)
2366 if (reg->idx[0].rel_addr)
2368 if (reg->idx[1].rel_addr)
2369 sprintf(register_name, "gs_in[%s + %u]%s[%s + %u]",
2370 rel_param0.param_str, reg->idx[0].offset,
2371 gl_info->supported[WINED3D_GL_LEGACY_CONTEXT] ? "" : ".gs_in",
2372 rel_param1.param_str, reg->idx[1].offset);
2373 else
2374 sprintf(register_name, "gs_in[%s + %u]%s[%u]",
2375 rel_param0.param_str, reg->idx[0].offset,
2376 gl_info->supported[WINED3D_GL_LEGACY_CONTEXT] ? "" : ".gs_in",
2377 reg->idx[1].offset);
2379 else if (reg->idx[1].rel_addr)
2380 sprintf(register_name, "gs_in[%u]%s[%s + %u]", reg->idx[0].offset,
2381 gl_info->supported[WINED3D_GL_LEGACY_CONTEXT] ? "" : ".gs_in",
2382 rel_param1.param_str, reg->idx[1].offset);
2383 else
2384 sprintf(register_name, "gs_in[%u]%s[%u]", reg->idx[0].offset,
2385 gl_info->supported[WINED3D_GL_LEGACY_CONTEXT] ? "" : ".gs_in",
2386 reg->idx[1].offset);
2387 break;
2390 /* pixel shaders >= 3.0 */
2391 if (version->major >= 3)
2393 DWORD idx = shader->u.ps.input_reg_map[reg->idx[0].offset];
2394 unsigned int in_count = vec4_varyings(version->major, gl_info);
2396 if (reg->idx[0].rel_addr)
2398 /* Removing a + 0 would be an obvious optimization, but
2399 * OS X doesn't see the NOP operation there. */
2400 if (idx)
2402 if (gl_info->supported[WINED3D_GL_LEGACY_CONTEXT]
2403 && shader->u.ps.declared_in_count > in_count)
2405 sprintf(register_name,
2406 "((%s + %u) > %u ? (%s + %u) > %u ? gl_SecondaryColor : gl_Color : %s_in[%s + %u])",
2407 rel_param0.param_str, idx, in_count - 1, rel_param0.param_str, idx, in_count,
2408 prefix, rel_param0.param_str, idx);
2410 else
2412 sprintf(register_name, "%s_in[%s + %u]", prefix, rel_param0.param_str, idx);
2415 else
2417 if (gl_info->supported[WINED3D_GL_LEGACY_CONTEXT]
2418 && shader->u.ps.declared_in_count > in_count)
2420 sprintf(register_name, "((%s) > %u ? (%s) > %u ? gl_SecondaryColor : gl_Color : %s_in[%s])",
2421 rel_param0.param_str, in_count - 1, rel_param0.param_str, in_count,
2422 prefix, rel_param0.param_str);
2424 else
2426 sprintf(register_name, "%s_in[%s]", prefix, rel_param0.param_str);
2430 else
2432 if (idx == in_count) sprintf(register_name, "gl_Color");
2433 else if (idx == in_count + 1) sprintf(register_name, "gl_SecondaryColor");
2434 else sprintf(register_name, "%s_in[%u]", prefix, idx);
2437 else
2439 if (!reg->idx[0].offset)
2440 strcpy(register_name, "ffp_varying_diffuse");
2441 else
2442 strcpy(register_name, "ffp_varying_specular");
2443 break;
2445 break;
2447 case WINED3DSPR_CONST:
2449 /* Relative addressing */
2450 if (reg->idx[0].rel_addr)
2452 if (wined3d_settings.check_float_constants)
2453 sprintf(register_name, "(%s + %u >= 0 && %s + %u < %u ? %s_c[%s + %u] : vec4(0.0))",
2454 rel_param0.param_str, reg->idx[0].offset,
2455 rel_param0.param_str, reg->idx[0].offset, shader->limits->constant_float,
2456 prefix, rel_param0.param_str, reg->idx[0].offset);
2457 else if (reg->idx[0].offset)
2458 sprintf(register_name, "%s_c[%s + %u]", prefix, rel_param0.param_str, reg->idx[0].offset);
2459 else
2460 sprintf(register_name, "%s_c[%s]", prefix, rel_param0.param_str);
2462 else
2464 if (shader_constant_is_local(shader, reg->idx[0].offset))
2465 sprintf(register_name, "%s_lc%u", prefix, reg->idx[0].offset);
2466 else
2467 sprintf(register_name, "%s_c[%u]", prefix, reg->idx[0].offset);
2470 break;
2472 case WINED3DSPR_CONSTINT:
2473 sprintf(register_name, "%s_i[%u]", prefix, reg->idx[0].offset);
2474 break;
2476 case WINED3DSPR_CONSTBOOL:
2477 sprintf(register_name, "%s_b[%u]", prefix, reg->idx[0].offset);
2478 break;
2480 case WINED3DSPR_TEXTURE: /* case WINED3DSPR_ADDR: */
2481 if (version->type == WINED3D_SHADER_TYPE_PIXEL)
2482 sprintf(register_name, "T%u", reg->idx[0].offset);
2483 else
2484 sprintf(register_name, "A%u", reg->idx[0].offset);
2485 break;
2487 case WINED3DSPR_LOOP:
2488 sprintf(register_name, "aL%u", ins->ctx->loop_state->current_reg - 1);
2489 break;
2491 case WINED3DSPR_SAMPLER:
2492 sprintf(register_name, "%s_sampler%u", prefix, reg->idx[0].offset);
2493 break;
2495 case WINED3DSPR_COLOROUT:
2496 if (reg->idx[0].offset >= gl_info->limits.buffers)
2497 WARN("Write to render target %u, only %d supported.\n",
2498 reg->idx[0].offset, gl_info->limits.buffers);
2500 sprintf(register_name, "%s[%u]", get_fragment_output(gl_info), reg->idx[0].offset);
2501 break;
2503 case WINED3DSPR_RASTOUT:
2504 sprintf(register_name, "%s", hwrastout_reg_names[reg->idx[0].offset]);
2505 break;
2507 case WINED3DSPR_DEPTHOUT:
2508 sprintf(register_name, "gl_FragDepth");
2509 break;
2511 case WINED3DSPR_ATTROUT:
2512 if (!reg->idx[0].offset)
2513 sprintf(register_name, "%s_out[8]", prefix);
2514 else
2515 sprintf(register_name, "%s_out[9]", prefix);
2516 break;
2518 case WINED3DSPR_TEXCRDOUT:
2519 /* Vertex shaders >= 3.0: WINED3DSPR_OUTPUT */
2520 if (reg->idx[0].rel_addr)
2521 FIXME("VS3 output registers relative addressing.\n");
2522 sprintf(register_name, "%s_out[%u]", prefix, reg->idx[0].offset);
2523 break;
2525 case WINED3DSPR_MISCTYPE:
2526 if (!reg->idx[0].offset)
2528 /* vPos */
2529 sprintf(register_name, "vpos");
2531 else if (reg->idx[0].offset == 1)
2533 /* Note that gl_FrontFacing is a bool, while vFace is
2534 * a float for which the sign determines front/back */
2535 sprintf(register_name, "(gl_FrontFacing ? 1.0 : -1.0)");
2537 else
2539 FIXME("Unhandled misctype register %u.\n", reg->idx[0].offset);
2540 sprintf(register_name, "unrecognized_register");
2542 break;
2544 case WINED3DSPR_IMMCONST:
2545 switch (reg->immconst_type)
2547 case WINED3D_IMMCONST_SCALAR:
2548 switch (reg->data_type)
2550 case WINED3D_DATA_FLOAT:
2551 if (gl_info->supported[ARB_SHADER_BIT_ENCODING])
2552 sprintf(register_name, "uintBitsToFloat(%#xu)", reg->immconst_data[0]);
2553 else
2554 wined3d_ftoa(*(const float *)reg->immconst_data, register_name);
2555 break;
2556 case WINED3D_DATA_INT:
2557 sprintf(register_name, "%#x", reg->immconst_data[0]);
2558 break;
2559 case WINED3D_DATA_RESOURCE:
2560 case WINED3D_DATA_SAMPLER:
2561 case WINED3D_DATA_UINT:
2562 sprintf(register_name, "%#xu", reg->immconst_data[0]);
2563 break;
2564 default:
2565 sprintf(register_name, "<unhandled data type %#x>", reg->data_type);
2566 break;
2568 break;
2570 case WINED3D_IMMCONST_VEC4:
2571 switch (reg->data_type)
2573 case WINED3D_DATA_FLOAT:
2574 if (gl_info->supported[ARB_SHADER_BIT_ENCODING])
2576 sprintf(register_name, "uintBitsToFloat(uvec4(%#xu, %#xu, %#xu, %#xu))",
2577 reg->immconst_data[0], reg->immconst_data[1],
2578 reg->immconst_data[2], reg->immconst_data[3]);
2580 else
2582 wined3d_ftoa(*(const float *)&reg->immconst_data[0], imm_str[0]);
2583 wined3d_ftoa(*(const float *)&reg->immconst_data[1], imm_str[1]);
2584 wined3d_ftoa(*(const float *)&reg->immconst_data[2], imm_str[2]);
2585 wined3d_ftoa(*(const float *)&reg->immconst_data[3], imm_str[3]);
2586 sprintf(register_name, "vec4(%s, %s, %s, %s)",
2587 imm_str[0], imm_str[1], imm_str[2], imm_str[3]);
2589 break;
2590 case WINED3D_DATA_INT:
2591 sprintf(register_name, "ivec4(%#x, %#x, %#x, %#x)",
2592 reg->immconst_data[0], reg->immconst_data[1],
2593 reg->immconst_data[2], reg->immconst_data[3]);
2594 break;
2595 case WINED3D_DATA_RESOURCE:
2596 case WINED3D_DATA_SAMPLER:
2597 case WINED3D_DATA_UINT:
2598 sprintf(register_name, "uvec4(%#xu, %#xu, %#xu, %#xu)",
2599 reg->immconst_data[0], reg->immconst_data[1],
2600 reg->immconst_data[2], reg->immconst_data[3]);
2601 break;
2602 default:
2603 sprintf(register_name, "<unhandled data type %#x>", reg->data_type);
2604 break;
2606 break;
2608 default:
2609 FIXME("Unhandled immconst type %#x\n", reg->immconst_type);
2610 sprintf(register_name, "<unhandled_immconst_type %#x>", reg->immconst_type);
2612 break;
2614 case WINED3DSPR_CONSTBUFFER:
2615 if (reg->idx[1].rel_addr)
2616 sprintf(register_name, "%s_cb%u[%s + %u]",
2617 prefix, reg->idx[0].offset, rel_param1.param_str, reg->idx[1].offset);
2618 else
2619 sprintf(register_name, "%s_cb%u[%u]", prefix, reg->idx[0].offset, reg->idx[1].offset);
2620 break;
2622 case WINED3DSPR_IMMCONSTBUFFER:
2623 if (reg->idx[0].rel_addr)
2624 sprintf(register_name, "%s_icb[%s + %u]", prefix, rel_param0.param_str, reg->idx[0].offset);
2625 else
2626 sprintf(register_name, "%s_icb[%u]", prefix, reg->idx[0].offset);
2627 break;
2629 case WINED3DSPR_PRIMID:
2630 sprintf(register_name, "uint(gl_PrimitiveIDIn)");
2631 break;
2633 case WINED3DSPR_IDXTEMP:
2634 if (reg->idx[1].rel_addr)
2635 sprintf(register_name, "X%u[%s + %u]", reg->idx[0].offset, rel_param1.param_str, reg->idx[1].offset);
2636 else
2637 sprintf(register_name, "X%u[%u]", reg->idx[0].offset, reg->idx[1].offset);
2638 break;
2640 default:
2641 FIXME("Unhandled register type %#x.\n", reg->type);
2642 sprintf(register_name, "unrecognized_register");
2643 break;
2647 static void shader_glsl_write_mask_to_str(DWORD write_mask, char *str)
2649 *str++ = '.';
2650 if (write_mask & WINED3DSP_WRITEMASK_0) *str++ = 'x';
2651 if (write_mask & WINED3DSP_WRITEMASK_1) *str++ = 'y';
2652 if (write_mask & WINED3DSP_WRITEMASK_2) *str++ = 'z';
2653 if (write_mask & WINED3DSP_WRITEMASK_3) *str++ = 'w';
2654 *str = '\0';
2657 /* Get the GLSL write mask for the destination register */
2658 static DWORD shader_glsl_get_write_mask(const struct wined3d_shader_dst_param *param, char *write_mask)
2660 DWORD mask = param->write_mask;
2662 if (shader_is_scalar(&param->reg))
2664 mask = WINED3DSP_WRITEMASK_0;
2665 *write_mask = '\0';
2667 else
2669 shader_glsl_write_mask_to_str(mask, write_mask);
2672 return mask;
2675 static unsigned int shader_glsl_get_write_mask_size(DWORD write_mask) {
2676 unsigned int size = 0;
2678 if (write_mask & WINED3DSP_WRITEMASK_0) ++size;
2679 if (write_mask & WINED3DSP_WRITEMASK_1) ++size;
2680 if (write_mask & WINED3DSP_WRITEMASK_2) ++size;
2681 if (write_mask & WINED3DSP_WRITEMASK_3) ++size;
2683 return size;
2686 static void shader_glsl_swizzle_to_str(const DWORD swizzle, BOOL fixup, DWORD mask, char *str)
2688 /* For registers of type WINED3DDECLTYPE_D3DCOLOR, data is stored as "bgra",
2689 * but addressed as "rgba". To fix this we need to swap the register's x
2690 * and z components. */
2691 const char *swizzle_chars = fixup ? "zyxw" : "xyzw";
2693 *str++ = '.';
2694 /* swizzle bits fields: wwzzyyxx */
2695 if (mask & WINED3DSP_WRITEMASK_0) *str++ = swizzle_chars[swizzle & 0x03];
2696 if (mask & WINED3DSP_WRITEMASK_1) *str++ = swizzle_chars[(swizzle >> 2) & 0x03];
2697 if (mask & WINED3DSP_WRITEMASK_2) *str++ = swizzle_chars[(swizzle >> 4) & 0x03];
2698 if (mask & WINED3DSP_WRITEMASK_3) *str++ = swizzle_chars[(swizzle >> 6) & 0x03];
2699 *str = '\0';
2702 static void shader_glsl_get_swizzle(const struct wined3d_shader_src_param *param,
2703 BOOL fixup, DWORD mask, char *swizzle_str)
2705 if (shader_is_scalar(&param->reg))
2706 *swizzle_str = '\0';
2707 else
2708 shader_glsl_swizzle_to_str(param->swizzle, fixup, mask, swizzle_str);
2711 /* From a given parameter token, generate the corresponding GLSL string.
2712 * Also, return the actual register name and swizzle in case the
2713 * caller needs this information as well. */
2714 static void shader_glsl_add_src_param(const struct wined3d_shader_instruction *ins,
2715 const struct wined3d_shader_src_param *wined3d_src, DWORD mask, struct glsl_src_param *glsl_src)
2717 BOOL is_color = FALSE;
2718 char swizzle_str[6];
2720 glsl_src->reg_name[0] = '\0';
2721 glsl_src->param_str[0] = '\0';
2722 swizzle_str[0] = '\0';
2724 shader_glsl_get_register_name(&wined3d_src->reg, glsl_src->reg_name, &is_color, ins);
2725 shader_glsl_get_swizzle(wined3d_src, is_color, mask, swizzle_str);
2727 if (wined3d_src->reg.type == WINED3DSPR_IMMCONST || wined3d_src->reg.type == WINED3DSPR_PRIMID)
2729 shader_glsl_gen_modifier(wined3d_src->modifiers, glsl_src->reg_name, swizzle_str, glsl_src->param_str);
2731 else
2733 char reg_name[200];
2735 switch (wined3d_src->reg.data_type)
2737 case WINED3D_DATA_FLOAT:
2738 sprintf(reg_name, "%s", glsl_src->reg_name);
2739 break;
2740 case WINED3D_DATA_INT:
2741 sprintf(reg_name, "floatBitsToInt(%s)", glsl_src->reg_name);
2742 break;
2743 case WINED3D_DATA_RESOURCE:
2744 case WINED3D_DATA_SAMPLER:
2745 case WINED3D_DATA_UINT:
2746 sprintf(reg_name, "floatBitsToUint(%s)", glsl_src->reg_name);
2747 break;
2748 default:
2749 FIXME("Unhandled data type %#x.\n", wined3d_src->reg.data_type);
2750 sprintf(reg_name, "%s", glsl_src->reg_name);
2751 break;
2754 shader_glsl_gen_modifier(wined3d_src->modifiers, reg_name, swizzle_str, glsl_src->param_str);
2758 /* From a given parameter token, generate the corresponding GLSL string.
2759 * Also, return the actual register name and swizzle in case the
2760 * caller needs this information as well. */
2761 static DWORD shader_glsl_add_dst_param(const struct wined3d_shader_instruction *ins,
2762 const struct wined3d_shader_dst_param *wined3d_dst, struct glsl_dst_param *glsl_dst)
2764 BOOL is_color = FALSE;
2766 glsl_dst->mask_str[0] = '\0';
2767 glsl_dst->reg_name[0] = '\0';
2769 shader_glsl_get_register_name(&wined3d_dst->reg, glsl_dst->reg_name, &is_color, ins);
2770 return shader_glsl_get_write_mask(wined3d_dst, glsl_dst->mask_str);
2773 /* Append the destination part of the instruction to the buffer, return the effective write mask */
2774 static DWORD shader_glsl_append_dst_ext(struct wined3d_string_buffer *buffer,
2775 const struct wined3d_shader_instruction *ins, const struct wined3d_shader_dst_param *dst,
2776 enum wined3d_data_type data_type)
2778 struct glsl_dst_param glsl_dst;
2779 DWORD mask;
2781 if ((mask = shader_glsl_add_dst_param(ins, dst, &glsl_dst)))
2783 switch (data_type)
2785 case WINED3D_DATA_FLOAT:
2786 shader_addline(buffer, "%s%s = %s(",
2787 glsl_dst.reg_name, glsl_dst.mask_str, shift_glsl_tab[dst->shift]);
2788 break;
2789 case WINED3D_DATA_INT:
2790 shader_addline(buffer, "%s%s = %sintBitsToFloat(",
2791 glsl_dst.reg_name, glsl_dst.mask_str, shift_glsl_tab[dst->shift]);
2792 break;
2793 case WINED3D_DATA_RESOURCE:
2794 case WINED3D_DATA_SAMPLER:
2795 case WINED3D_DATA_UINT:
2796 shader_addline(buffer, "%s%s = %suintBitsToFloat(",
2797 glsl_dst.reg_name, glsl_dst.mask_str, shift_glsl_tab[dst->shift]);
2798 break;
2799 default:
2800 FIXME("Unhandled data type %#x.\n", data_type);
2801 shader_addline(buffer, "%s%s = %s(",
2802 glsl_dst.reg_name, glsl_dst.mask_str, shift_glsl_tab[dst->shift]);
2803 break;
2807 return mask;
2810 /* Append the destination part of the instruction to the buffer, return the effective write mask */
2811 static DWORD shader_glsl_append_dst(struct wined3d_string_buffer *buffer, const struct wined3d_shader_instruction *ins)
2813 return shader_glsl_append_dst_ext(buffer, ins, &ins->dst[0], ins->dst[0].reg.data_type);
2816 /** Process GLSL instruction modifiers */
2817 static void shader_glsl_add_instruction_modifiers(const struct wined3d_shader_instruction *ins)
2819 struct glsl_dst_param dst_param;
2820 DWORD modifiers;
2822 if (!ins->dst_count) return;
2824 modifiers = ins->dst[0].modifiers;
2825 if (!modifiers) return;
2827 shader_glsl_add_dst_param(ins, &ins->dst[0], &dst_param);
2829 if (modifiers & WINED3DSPDM_SATURATE)
2831 /* _SAT means to clamp the value of the register to between 0 and 1 */
2832 shader_addline(ins->ctx->buffer, "%s%s = clamp(%s%s, 0.0, 1.0);\n", dst_param.reg_name,
2833 dst_param.mask_str, dst_param.reg_name, dst_param.mask_str);
2836 if (modifiers & WINED3DSPDM_MSAMPCENTROID)
2838 FIXME("_centroid modifier not handled\n");
2841 if (modifiers & WINED3DSPDM_PARTIALPRECISION)
2843 /* MSDN says this modifier can be safely ignored, so that's what we'll do. */
2847 static const char *shader_glsl_get_rel_op(enum wined3d_shader_rel_op op)
2849 switch (op)
2851 case WINED3D_SHADER_REL_OP_GT: return ">";
2852 case WINED3D_SHADER_REL_OP_EQ: return "==";
2853 case WINED3D_SHADER_REL_OP_GE: return ">=";
2854 case WINED3D_SHADER_REL_OP_LT: return "<";
2855 case WINED3D_SHADER_REL_OP_NE: return "!=";
2856 case WINED3D_SHADER_REL_OP_LE: return "<=";
2857 default:
2858 FIXME("Unrecognized operator %#x.\n", op);
2859 return "(\?\?)";
2863 static void shader_glsl_get_sample_function(const struct wined3d_shader_context *ctx,
2864 DWORD resource_idx, DWORD sampler_idx, DWORD flags, struct glsl_sample_function *sample_function)
2866 static const struct
2868 unsigned int coord_size;
2869 const char *type_part;
2871 resource_types[] =
2873 {0, ""}, /* WINED3D_SHADER_RESOURCE_NONE */
2874 {1, ""}, /* WINED3D_SHADER_RESOURCE_BUFFER */
2875 {1, "1D"}, /* WINED3D_SHADER_RESOURCE_TEXTURE_1D */
2876 {2, "2D"}, /* WINED3D_SHADER_RESOURCE_TEXTURE_2D */
2877 {2, ""}, /* WINED3D_SHADER_RESOURCE_TEXTURE_2DMS */
2878 {3, "3D"}, /* WINED3D_SHADER_RESOURCE_TEXTURE_3D */
2879 {3, "Cube"}, /* WINED3D_SHADER_RESOURCE_TEXTURE_CUBE */
2880 {2, ""}, /* WINED3D_SHADER_RESOURCE_TEXTURE_1DARRAY */
2881 {3, "2DArray"}, /* WINED3D_SHADER_RESOURCE_TEXTURE_2DARRAY */
2882 {3, ""}, /* WINED3D_SHADER_RESOURCE_TEXTURE_2DMSARRAY */
2884 enum wined3d_shader_resource_type resource_type = ctx->reg_maps->resource_info[resource_idx].type;
2885 struct shader_glsl_ctx_priv *priv = ctx->backend_data;
2886 const struct wined3d_gl_info *gl_info = ctx->gl_info;
2887 BOOL shadow = glsl_is_shadow_sampler(ctx->shader, priv->cur_ps_args, resource_idx, sampler_idx);
2888 BOOL projected = flags & WINED3D_GLSL_SAMPLE_PROJECTED;
2889 BOOL texrect = ctx->reg_maps->shader_version.type == WINED3D_SHADER_TYPE_PIXEL
2890 && priv->cur_ps_args->np2_fixup & (1u << resource_idx)
2891 && gl_info->supported[ARB_TEXTURE_RECTANGLE];
2892 BOOL lod = flags & WINED3D_GLSL_SAMPLE_LOD;
2893 BOOL grad = flags & WINED3D_GLSL_SAMPLE_GRAD;
2894 BOOL offset = flags & WINED3D_GLSL_SAMPLE_OFFSET;
2895 const char *base = "texture", *type_part = "", *suffix = "";
2896 unsigned int coord_size, deriv_size;
2897 BOOL array;
2899 sample_function->data_type = ctx->reg_maps->resource_info[resource_idx].data_type;
2901 if (resource_type >= ARRAY_SIZE(resource_types))
2903 ERR("Unexpected resource type %#x.\n", resource_type);
2904 resource_type = WINED3D_SHADER_RESOURCE_TEXTURE_2D;
2906 array = resource_type == WINED3D_SHADER_RESOURCE_TEXTURE_1DARRAY
2907 || resource_type == WINED3D_SHADER_RESOURCE_TEXTURE_2DARRAY;
2909 /* Note that there's no such thing as a projected cube texture. */
2910 if (resource_type == WINED3D_SHADER_RESOURCE_TEXTURE_CUBE)
2911 projected = FALSE;
2913 if (needs_legacy_glsl_syntax(gl_info))
2915 if (shadow)
2916 base = "shadow";
2918 type_part = resource_types[resource_type].type_part;
2919 if (resource_type == WINED3D_SHADER_RESOURCE_TEXTURE_2D && texrect)
2920 type_part = "2DRect";
2921 if (!type_part[0])
2922 FIXME("Unhandled resource type %#x.\n", resource_type);
2924 if (!lod && grad && !gl_info->supported[EXT_GPU_SHADER4])
2926 if (gl_info->supported[ARB_SHADER_TEXTURE_LOD])
2927 suffix = "ARB";
2928 else
2929 FIXME("Unsupported grad function.\n");
2933 if (flags & WINED3D_GLSL_SAMPLE_LOAD)
2935 static const DWORD texel_fetch_flags = WINED3D_GLSL_SAMPLE_LOAD | WINED3D_GLSL_SAMPLE_OFFSET;
2936 if (flags & ~texel_fetch_flags)
2937 ERR("Unexpected flags %#x for texelFetch.\n", flags & ~texel_fetch_flags);
2939 base = "texelFetch";
2940 type_part = "";
2943 sample_function->name = string_buffer_get(priv->string_buffers);
2944 string_buffer_sprintf(sample_function->name, "%s%s%s%s%s%s", base, type_part, projected ? "Proj" : "",
2945 lod ? "Lod" : grad ? "Grad" : "", offset ? "Offset" : "", suffix);
2947 coord_size = resource_types[resource_type].coord_size;
2948 deriv_size = coord_size;
2949 if (shadow)
2950 ++coord_size;
2951 if (array)
2952 --deriv_size;
2953 sample_function->offset_size = offset ? deriv_size : 0;
2954 sample_function->coord_mask = (1u << coord_size) - 1;
2955 sample_function->deriv_mask = (1u << deriv_size) - 1;
2956 sample_function->output_single_component = shadow && !needs_legacy_glsl_syntax(gl_info);
2959 static void shader_glsl_release_sample_function(const struct wined3d_shader_context *ctx,
2960 struct glsl_sample_function *sample_function)
2962 const struct shader_glsl_ctx_priv *priv = ctx->backend_data;
2964 string_buffer_release(priv->string_buffers, sample_function->name);
2967 static void shader_glsl_append_fixup_arg(char *arguments, const char *reg_name,
2968 BOOL sign_fixup, enum fixup_channel_source channel_source)
2970 switch(channel_source)
2972 case CHANNEL_SOURCE_ZERO:
2973 strcat(arguments, "0.0");
2974 break;
2976 case CHANNEL_SOURCE_ONE:
2977 strcat(arguments, "1.0");
2978 break;
2980 case CHANNEL_SOURCE_X:
2981 strcat(arguments, reg_name);
2982 strcat(arguments, ".x");
2983 break;
2985 case CHANNEL_SOURCE_Y:
2986 strcat(arguments, reg_name);
2987 strcat(arguments, ".y");
2988 break;
2990 case CHANNEL_SOURCE_Z:
2991 strcat(arguments, reg_name);
2992 strcat(arguments, ".z");
2993 break;
2995 case CHANNEL_SOURCE_W:
2996 strcat(arguments, reg_name);
2997 strcat(arguments, ".w");
2998 break;
3000 default:
3001 FIXME("Unhandled channel source %#x\n", channel_source);
3002 strcat(arguments, "undefined");
3003 break;
3006 if (sign_fixup) strcat(arguments, " * 2.0 - 1.0");
3009 static void shader_glsl_color_correction_ext(struct wined3d_string_buffer *buffer,
3010 const char *reg_name, DWORD mask, struct color_fixup_desc fixup)
3012 unsigned int mask_size, remaining;
3013 DWORD fixup_mask = 0;
3014 char arguments[256];
3015 char mask_str[6];
3017 if (fixup.x_sign_fixup || fixup.x_source != CHANNEL_SOURCE_X) fixup_mask |= WINED3DSP_WRITEMASK_0;
3018 if (fixup.y_sign_fixup || fixup.y_source != CHANNEL_SOURCE_Y) fixup_mask |= WINED3DSP_WRITEMASK_1;
3019 if (fixup.z_sign_fixup || fixup.z_source != CHANNEL_SOURCE_Z) fixup_mask |= WINED3DSP_WRITEMASK_2;
3020 if (fixup.w_sign_fixup || fixup.w_source != CHANNEL_SOURCE_W) fixup_mask |= WINED3DSP_WRITEMASK_3;
3021 if (!(mask &= fixup_mask))
3022 return;
3024 if (is_complex_fixup(fixup))
3026 enum complex_fixup complex_fixup = get_complex_fixup(fixup);
3027 FIXME("Complex fixup (%#x) not supported\n",complex_fixup);
3028 return;
3031 shader_glsl_write_mask_to_str(mask, mask_str);
3032 mask_size = shader_glsl_get_write_mask_size(mask);
3034 arguments[0] = '\0';
3035 remaining = mask_size;
3036 if (mask & WINED3DSP_WRITEMASK_0)
3038 shader_glsl_append_fixup_arg(arguments, reg_name, fixup.x_sign_fixup, fixup.x_source);
3039 if (--remaining) strcat(arguments, ", ");
3041 if (mask & WINED3DSP_WRITEMASK_1)
3043 shader_glsl_append_fixup_arg(arguments, reg_name, fixup.y_sign_fixup, fixup.y_source);
3044 if (--remaining) strcat(arguments, ", ");
3046 if (mask & WINED3DSP_WRITEMASK_2)
3048 shader_glsl_append_fixup_arg(arguments, reg_name, fixup.z_sign_fixup, fixup.z_source);
3049 if (--remaining) strcat(arguments, ", ");
3051 if (mask & WINED3DSP_WRITEMASK_3)
3053 shader_glsl_append_fixup_arg(arguments, reg_name, fixup.w_sign_fixup, fixup.w_source);
3054 if (--remaining) strcat(arguments, ", ");
3057 if (mask_size > 1)
3058 shader_addline(buffer, "%s%s = vec%u(%s);\n", reg_name, mask_str, mask_size, arguments);
3059 else
3060 shader_addline(buffer, "%s%s = %s;\n", reg_name, mask_str, arguments);
3063 static void shader_glsl_color_correction(const struct wined3d_shader_instruction *ins, struct color_fixup_desc fixup)
3065 char reg_name[256];
3066 BOOL is_color;
3068 shader_glsl_get_register_name(&ins->dst[0].reg, reg_name, &is_color, ins);
3069 shader_glsl_color_correction_ext(ins->ctx->buffer, reg_name, ins->dst[0].write_mask, fixup);
3072 static void PRINTF_ATTR(9, 10) shader_glsl_gen_sample_code(const struct wined3d_shader_instruction *ins,
3073 unsigned int sampler_bind_idx, const struct glsl_sample_function *sample_function, DWORD swizzle,
3074 const char *dx, const char *dy, const char *bias, const struct wined3d_shader_texel_offset *offset,
3075 const char *coord_reg_fmt, ...)
3077 const struct wined3d_shader_version *version = &ins->ctx->reg_maps->shader_version;
3078 char dst_swizzle[6];
3079 struct color_fixup_desc fixup;
3080 BOOL np2_fixup = FALSE;
3081 va_list args;
3082 int ret;
3084 shader_glsl_swizzle_to_str(swizzle, FALSE, ins->dst[0].write_mask, dst_swizzle);
3086 /* If ARB_texture_swizzle is supported we don't need to do anything here.
3087 * We actually rely on it for vertex shaders and SM4+. */
3088 if (version->type == WINED3D_SHADER_TYPE_PIXEL && version->major < 4)
3090 const struct shader_glsl_ctx_priv *priv = ins->ctx->backend_data;
3091 fixup = priv->cur_ps_args->color_fixup[sampler_bind_idx];
3093 if (priv->cur_ps_args->np2_fixup & (1u << sampler_bind_idx))
3094 np2_fixup = TRUE;
3096 else
3098 fixup = COLOR_FIXUP_IDENTITY;
3101 shader_glsl_append_dst_ext(ins->ctx->buffer, ins, &ins->dst[0], sample_function->data_type);
3103 if (sample_function->output_single_component)
3104 shader_addline(ins->ctx->buffer, "vec4(");
3106 shader_addline(ins->ctx->buffer, "%s(%s_sampler%u, ",
3107 sample_function->name->buffer, shader_glsl_get_prefix(version->type), sampler_bind_idx);
3109 for (;;)
3111 va_start(args, coord_reg_fmt);
3112 ret = shader_vaddline(ins->ctx->buffer, coord_reg_fmt, args);
3113 va_end(args);
3114 if (!ret)
3115 break;
3116 if (!string_buffer_resize(ins->ctx->buffer, ret))
3117 break;
3120 if (np2_fixup)
3122 const struct shader_glsl_ctx_priv *priv = ins->ctx->backend_data;
3123 const unsigned char idx = priv->cur_np2fixup_info->idx[sampler_bind_idx];
3125 switch (shader_glsl_get_write_mask_size(sample_function->coord_mask))
3127 case 1:
3128 shader_addline(ins->ctx->buffer, " * ps_samplerNP2Fixup[%u].%s",
3129 idx >> 1, (idx % 2) ? "z" : "x");
3130 break;
3131 case 2:
3132 shader_addline(ins->ctx->buffer, " * ps_samplerNP2Fixup[%u].%s",
3133 idx >> 1, (idx % 2) ? "zw" : "xy");
3134 break;
3135 case 3:
3136 shader_addline(ins->ctx->buffer, " * vec3(ps_samplerNP2Fixup[%u].%s, 1.0)",
3137 idx >> 1, (idx % 2) ? "zw" : "xy");
3138 break;
3139 case 4:
3140 shader_addline(ins->ctx->buffer, " * vec4(ps_samplerNP2Fixup[%u].%s, 1.0, 1.0)",
3141 idx >> 1, (idx % 2) ? "zw" : "xy");
3142 break;
3145 if (dx && dy)
3146 shader_addline(ins->ctx->buffer, ", %s, %s", dx, dy);
3147 else if (bias)
3148 shader_addline(ins->ctx->buffer, ", %s", bias);
3149 if (sample_function->offset_size)
3151 int offset_immdata[4] = {offset->u, offset->v, offset->w};
3152 shader_addline(ins->ctx->buffer, ", ");
3153 shader_glsl_append_imm_ivec(ins->ctx->buffer, offset_immdata, sample_function->offset_size);
3155 shader_addline(ins->ctx->buffer, ")");
3157 if (sample_function->output_single_component)
3158 shader_addline(ins->ctx->buffer, ")");
3160 shader_addline(ins->ctx->buffer, "%s);\n", dst_swizzle);
3162 if (!is_identity_fixup(fixup))
3163 shader_glsl_color_correction(ins, fixup);
3166 static void shader_glsl_fixup_position(struct wined3d_string_buffer *buffer)
3168 /* Write the final position.
3170 * OpenGL coordinates specify the center of the pixel while D3D coords
3171 * specify the corner. The offsets are stored in z and w in
3172 * pos_fixup. pos_fixup.y contains 1.0 or -1.0 to turn the rendering
3173 * upside down for offscreen rendering. pos_fixup.x contains 1.0 to allow
3174 * a MAD. */
3175 shader_addline(buffer, "gl_Position.y = gl_Position.y * pos_fixup.y;\n");
3176 shader_addline(buffer, "gl_Position.xy += pos_fixup.zw * gl_Position.ww;\n");
3178 /* Z coord [0;1]->[-1;1] mapping, see comment in get_projection_matrix()
3179 * in utils.c
3181 * Basically we want (in homogeneous coordinates) z = z * 2 - 1. However,
3182 * shaders are run before the homogeneous divide, so we have to take the w
3183 * into account: z = ((z / w) * 2 - 1) * w, which is the same as
3184 * z = z * 2 - w. */
3185 shader_addline(buffer, "gl_Position.z = gl_Position.z * 2.0 - gl_Position.w;\n");
3188 /*****************************************************************************
3189 * Begin processing individual instruction opcodes
3190 ****************************************************************************/
3192 static void shader_glsl_binop(const struct wined3d_shader_instruction *ins)
3194 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
3195 struct glsl_src_param src0_param;
3196 struct glsl_src_param src1_param;
3197 DWORD write_mask;
3198 const char *op;
3200 /* Determine the GLSL operator to use based on the opcode */
3201 switch (ins->handler_idx)
3203 case WINED3DSIH_ADD: op = "+"; break;
3204 case WINED3DSIH_AND: op = "&"; break;
3205 case WINED3DSIH_DIV: op = "/"; break;
3206 case WINED3DSIH_IADD: op = "+"; break;
3207 case WINED3DSIH_ISHL: op = "<<"; break;
3208 case WINED3DSIH_ISHR: op = ">>"; break;
3209 case WINED3DSIH_MUL: op = "*"; break;
3210 case WINED3DSIH_OR: op = "|"; break;
3211 case WINED3DSIH_SUB: op = "-"; break;
3212 case WINED3DSIH_USHR: op = ">>"; break;
3213 case WINED3DSIH_XOR: op = "^"; break;
3214 default:
3215 op = "<unhandled operator>";
3216 FIXME("Opcode %s not yet handled in GLSL.\n", debug_d3dshaderinstructionhandler(ins->handler_idx));
3217 break;
3220 write_mask = shader_glsl_append_dst(buffer, ins);
3221 shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src0_param);
3222 shader_glsl_add_src_param(ins, &ins->src[1], write_mask, &src1_param);
3223 shader_addline(buffer, "%s %s %s);\n", src0_param.param_str, op, src1_param.param_str);
3226 static void shader_glsl_relop(const struct wined3d_shader_instruction *ins)
3228 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
3229 struct glsl_src_param src0_param;
3230 struct glsl_src_param src1_param;
3231 unsigned int mask_size;
3232 DWORD write_mask;
3233 const char *op;
3235 write_mask = shader_glsl_append_dst(buffer, ins);
3236 mask_size = shader_glsl_get_write_mask_size(write_mask);
3237 shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src0_param);
3238 shader_glsl_add_src_param(ins, &ins->src[1], write_mask, &src1_param);
3240 if (mask_size > 1)
3242 switch (ins->handler_idx)
3244 case WINED3DSIH_EQ: op = "equal"; break;
3245 case WINED3DSIH_IEQ: op = "equal"; break;
3246 case WINED3DSIH_GE: op = "greaterThanEqual"; break;
3247 case WINED3DSIH_IGE: op = "greaterThanEqual"; break;
3248 case WINED3DSIH_UGE: op = "greaterThanEqual"; break;
3249 case WINED3DSIH_LT: op = "lessThan"; break;
3250 case WINED3DSIH_ILT: op = "lessThan"; break;
3251 case WINED3DSIH_ULT: op = "lessThan"; break;
3252 case WINED3DSIH_NE: op = "notEqual"; break;
3253 case WINED3DSIH_INE: op = "notEqual"; break;
3254 default:
3255 op = "<unhandled operator>";
3256 ERR("Unhandled opcode %#x.\n", ins->handler_idx);
3257 break;
3260 shader_addline(buffer, "uvec%u(%s(%s, %s)) * 0xffffffffu);\n",
3261 mask_size, op, src0_param.param_str, src1_param.param_str);
3263 else
3265 switch (ins->handler_idx)
3267 case WINED3DSIH_EQ: op = "=="; break;
3268 case WINED3DSIH_IEQ: op = "=="; break;
3269 case WINED3DSIH_GE: op = ">="; break;
3270 case WINED3DSIH_IGE: op = ">="; break;
3271 case WINED3DSIH_UGE: op = ">="; break;
3272 case WINED3DSIH_LT: op = "<"; break;
3273 case WINED3DSIH_ILT: op = "<"; break;
3274 case WINED3DSIH_ULT: op = "<"; break;
3275 case WINED3DSIH_NE: op = "!="; break;
3276 case WINED3DSIH_INE: op = "!="; break;
3277 default:
3278 op = "<unhandled operator>";
3279 ERR("Unhandled opcode %#x.\n", ins->handler_idx);
3280 break;
3283 shader_addline(buffer, "%s %s %s ? 0xffffffffu : 0u);\n",
3284 src0_param.param_str, op, src1_param.param_str);
3288 static void shader_glsl_unary_op(const struct wined3d_shader_instruction *ins)
3290 struct glsl_src_param src_param;
3291 DWORD write_mask;
3292 const char *op;
3294 switch (ins->handler_idx)
3296 case WINED3DSIH_INEG: op = "-"; break;
3297 case WINED3DSIH_NOT: op = "~"; break;
3298 default:
3299 op = "<unhandled operator>";
3300 ERR("Unhandled opcode %s.\n",
3301 debug_d3dshaderinstructionhandler(ins->handler_idx));
3302 break;
3305 write_mask = shader_glsl_append_dst(ins->ctx->buffer, ins);
3306 shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src_param);
3307 shader_addline(ins->ctx->buffer, "%s%s);\n", op, src_param.param_str);
3310 static void shader_glsl_imul(const struct wined3d_shader_instruction *ins)
3312 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
3313 struct glsl_src_param src0_param;
3314 struct glsl_src_param src1_param;
3315 DWORD write_mask;
3317 /* If we have ARB_gpu_shader5 or GLSL 4.0, we can use imulExtended(). If
3318 * not, we can emulate it. */
3319 if (ins->dst[0].reg.type != WINED3DSPR_NULL)
3320 FIXME("64-bit integer multiplies not implemented.\n");
3322 if (ins->dst[1].reg.type != WINED3DSPR_NULL)
3324 write_mask = shader_glsl_append_dst_ext(buffer, ins, &ins->dst[1], ins->dst[1].reg.data_type);
3325 shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src0_param);
3326 shader_glsl_add_src_param(ins, &ins->src[1], write_mask, &src1_param);
3328 shader_addline(ins->ctx->buffer, "%s * %s);\n",
3329 src0_param.param_str, src1_param.param_str);
3333 static void shader_glsl_udiv(const struct wined3d_shader_instruction *ins)
3335 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
3336 struct glsl_src_param src0_param, src1_param;
3337 DWORD write_mask;
3339 if (ins->dst[0].reg.type != WINED3DSPR_NULL)
3341 if (ins->dst[1].reg.type != WINED3DSPR_NULL)
3343 char dst_mask[6];
3345 write_mask = shader_glsl_get_write_mask(&ins->dst[0], dst_mask);
3346 shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src0_param);
3347 shader_glsl_add_src_param(ins, &ins->src[1], write_mask, &src1_param);
3348 shader_addline(buffer, "tmp0%s = uintBitsToFloat(%s / %s);\n",
3349 dst_mask, src0_param.param_str, src1_param.param_str);
3351 write_mask = shader_glsl_append_dst_ext(buffer, ins, &ins->dst[1], ins->dst[1].reg.data_type);
3352 shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src0_param);
3353 shader_glsl_add_src_param(ins, &ins->src[1], write_mask, &src1_param);
3354 shader_addline(buffer, "%s %% %s);\n", src0_param.param_str, src1_param.param_str);
3356 shader_glsl_append_dst_ext(buffer, ins, &ins->dst[0], WINED3D_DATA_FLOAT);
3357 shader_addline(buffer, "tmp0%s);\n", dst_mask);
3359 else
3361 write_mask = shader_glsl_append_dst_ext(buffer, ins, &ins->dst[0], ins->dst[0].reg.data_type);
3362 shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src0_param);
3363 shader_glsl_add_src_param(ins, &ins->src[1], write_mask, &src1_param);
3364 shader_addline(buffer, "%s / %s);\n", src0_param.param_str, src1_param.param_str);
3367 else if (ins->dst[1].reg.type != WINED3DSPR_NULL)
3369 write_mask = shader_glsl_append_dst_ext(buffer, ins, &ins->dst[1], ins->dst[1].reg.data_type);
3370 shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src0_param);
3371 shader_glsl_add_src_param(ins, &ins->src[1], write_mask, &src1_param);
3372 shader_addline(buffer, "%s %% %s);\n", src0_param.param_str, src1_param.param_str);
3376 /* Process the WINED3DSIO_MOV opcode using GLSL (dst = src) */
3377 static void shader_glsl_mov(const struct wined3d_shader_instruction *ins)
3379 const struct wined3d_gl_info *gl_info = ins->ctx->gl_info;
3380 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
3381 struct glsl_src_param src0_param;
3382 DWORD write_mask;
3384 write_mask = shader_glsl_append_dst(buffer, ins);
3385 shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src0_param);
3387 /* In vs_1_1 WINED3DSIO_MOV can write to the address register. In later
3388 * shader versions WINED3DSIO_MOVA is used for this. */
3389 if (ins->ctx->reg_maps->shader_version.major == 1
3390 && ins->ctx->reg_maps->shader_version.type == WINED3D_SHADER_TYPE_VERTEX
3391 && ins->dst[0].reg.type == WINED3DSPR_ADDR)
3393 /* This is a simple floor() */
3394 unsigned int mask_size = shader_glsl_get_write_mask_size(write_mask);
3395 if (mask_size > 1) {
3396 shader_addline(buffer, "ivec%d(floor(%s)));\n", mask_size, src0_param.param_str);
3397 } else {
3398 shader_addline(buffer, "int(floor(%s)));\n", src0_param.param_str);
3401 else if(ins->handler_idx == WINED3DSIH_MOVA)
3403 /* We need to *round* to the nearest int here. */
3404 unsigned int mask_size = shader_glsl_get_write_mask_size(write_mask);
3406 if (gl_info->supported[EXT_GPU_SHADER4])
3408 if (mask_size > 1)
3409 shader_addline(buffer, "ivec%d(round(%s)));\n", mask_size, src0_param.param_str);
3410 else
3411 shader_addline(buffer, "int(round(%s)));\n", src0_param.param_str);
3413 else
3415 if (mask_size > 1)
3416 shader_addline(buffer, "ivec%d(floor(abs(%s) + vec%d(0.5)) * sign(%s)));\n",
3417 mask_size, src0_param.param_str, mask_size, src0_param.param_str);
3418 else
3419 shader_addline(buffer, "int(floor(abs(%s) + 0.5) * sign(%s)));\n",
3420 src0_param.param_str, src0_param.param_str);
3423 else
3425 shader_addline(buffer, "%s);\n", src0_param.param_str);
3429 /* Process the dot product operators DP3 and DP4 in GLSL (dst = dot(src0, src1)) */
3430 static void shader_glsl_dot(const struct wined3d_shader_instruction *ins)
3432 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
3433 struct glsl_src_param src0_param;
3434 struct glsl_src_param src1_param;
3435 DWORD dst_write_mask, src_write_mask;
3436 unsigned int dst_size;
3438 dst_write_mask = shader_glsl_append_dst(buffer, ins);
3439 dst_size = shader_glsl_get_write_mask_size(dst_write_mask);
3441 /* dp4 works on vec4, dp3 on vec3, etc. */
3442 if (ins->handler_idx == WINED3DSIH_DP4)
3443 src_write_mask = WINED3DSP_WRITEMASK_ALL;
3444 else if (ins->handler_idx == WINED3DSIH_DP3)
3445 src_write_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
3446 else
3447 src_write_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1;
3449 shader_glsl_add_src_param(ins, &ins->src[0], src_write_mask, &src0_param);
3450 shader_glsl_add_src_param(ins, &ins->src[1], src_write_mask, &src1_param);
3452 if (dst_size > 1) {
3453 shader_addline(buffer, "vec%d(dot(%s, %s)));\n", dst_size, src0_param.param_str, src1_param.param_str);
3454 } else {
3455 shader_addline(buffer, "dot(%s, %s));\n", src0_param.param_str, src1_param.param_str);
3459 /* Note that this instruction has some restrictions. The destination write mask
3460 * can't contain the w component, and the source swizzles have to be .xyzw */
3461 static void shader_glsl_cross(const struct wined3d_shader_instruction *ins)
3463 DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
3464 struct glsl_src_param src0_param;
3465 struct glsl_src_param src1_param;
3466 char dst_mask[6];
3468 shader_glsl_get_write_mask(&ins->dst[0], dst_mask);
3469 shader_glsl_append_dst(ins->ctx->buffer, ins);
3470 shader_glsl_add_src_param(ins, &ins->src[0], src_mask, &src0_param);
3471 shader_glsl_add_src_param(ins, &ins->src[1], src_mask, &src1_param);
3472 shader_addline(ins->ctx->buffer, "cross(%s, %s)%s);\n", src0_param.param_str, src1_param.param_str, dst_mask);
3475 static void shader_glsl_cut(const struct wined3d_shader_instruction *ins)
3477 unsigned int stream = ins->handler_idx == WINED3DSIH_CUT ? 0 : ins->src[0].reg.idx[0].offset;
3479 if (!stream)
3480 shader_addline(ins->ctx->buffer, "EndPrimitive();\n");
3481 else
3482 FIXME("Unhandled primitive stream %u.\n", stream);
3485 /* Process the WINED3DSIO_POW instruction in GLSL (dst = |src0|^src1)
3486 * Src0 and src1 are scalars. Note that D3D uses the absolute of src0, while
3487 * GLSL uses the value as-is. */
3488 static void shader_glsl_pow(const struct wined3d_shader_instruction *ins)
3490 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
3491 struct glsl_src_param src0_param;
3492 struct glsl_src_param src1_param;
3493 DWORD dst_write_mask;
3494 unsigned int dst_size;
3496 dst_write_mask = shader_glsl_append_dst(buffer, ins);
3497 dst_size = shader_glsl_get_write_mask_size(dst_write_mask);
3499 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0, &src0_param);
3500 shader_glsl_add_src_param(ins, &ins->src[1], WINED3DSP_WRITEMASK_0, &src1_param);
3502 if (dst_size > 1)
3504 shader_addline(buffer, "vec%u(%s == 0.0 ? 1.0 : pow(abs(%s), %s)));\n",
3505 dst_size, src1_param.param_str, src0_param.param_str, src1_param.param_str);
3507 else
3509 shader_addline(buffer, "%s == 0.0 ? 1.0 : pow(abs(%s), %s));\n",
3510 src1_param.param_str, src0_param.param_str, src1_param.param_str);
3514 /* Map the opcode 1-to-1 to the GL code (arg->dst = instruction(src0, src1, ...) */
3515 static void shader_glsl_map2gl(const struct wined3d_shader_instruction *ins)
3517 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
3518 struct glsl_src_param src_param;
3519 const char *instruction;
3520 DWORD write_mask;
3521 unsigned i;
3523 /* Determine the GLSL function to use based on the opcode */
3524 /* TODO: Possibly make this a table for faster lookups */
3525 switch (ins->handler_idx)
3527 case WINED3DSIH_ABS: instruction = "abs"; break;
3528 case WINED3DSIH_DSX: instruction = "dFdx"; break;
3529 case WINED3DSIH_DSY: instruction = "ycorrection.y * dFdy"; break;
3530 case WINED3DSIH_FRC: instruction = "fract"; break;
3531 case WINED3DSIH_IMAX: instruction = "max"; break;
3532 case WINED3DSIH_IMIN: instruction = "min"; break;
3533 case WINED3DSIH_MAX: instruction = "max"; break;
3534 case WINED3DSIH_MIN: instruction = "min"; break;
3535 case WINED3DSIH_ROUND_NE: instruction = "roundEven"; break;
3536 case WINED3DSIH_ROUND_NI: instruction = "floor"; break;
3537 case WINED3DSIH_ROUND_PI: instruction = "ceil"; break;
3538 case WINED3DSIH_ROUND_Z: instruction = "trunc"; break;
3539 case WINED3DSIH_SQRT: instruction = "sqrt"; break;
3540 case WINED3DSIH_UMAX: instruction = "max"; break;
3541 default: instruction = "";
3542 FIXME("Opcode %s not yet handled in GLSL.\n", debug_d3dshaderinstructionhandler(ins->handler_idx));
3543 break;
3546 write_mask = shader_glsl_append_dst(buffer, ins);
3548 shader_addline(buffer, "%s(", instruction);
3550 if (ins->src_count)
3552 shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src_param);
3553 shader_addline(buffer, "%s", src_param.param_str);
3554 for (i = 1; i < ins->src_count; ++i)
3556 shader_glsl_add_src_param(ins, &ins->src[i], write_mask, &src_param);
3557 shader_addline(buffer, ", %s", src_param.param_str);
3561 shader_addline(buffer, "));\n");
3564 static void shader_glsl_nop(const struct wined3d_shader_instruction *ins) {}
3566 static void shader_glsl_nrm(const struct wined3d_shader_instruction *ins)
3568 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
3569 struct glsl_src_param src_param;
3570 unsigned int mask_size;
3571 DWORD write_mask;
3572 char dst_mask[6];
3574 write_mask = shader_glsl_get_write_mask(ins->dst, dst_mask);
3575 mask_size = shader_glsl_get_write_mask_size(write_mask);
3576 shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src_param);
3578 shader_addline(buffer, "tmp0.x = dot(%s, %s);\n",
3579 src_param.param_str, src_param.param_str);
3580 shader_glsl_append_dst(buffer, ins);
3582 if (mask_size > 1)
3584 shader_addline(buffer, "tmp0.x == 0.0 ? vec%u(0.0) : (%s * inversesqrt(tmp0.x)));\n",
3585 mask_size, src_param.param_str);
3587 else
3589 shader_addline(buffer, "tmp0.x == 0.0 ? 0.0 : (%s * inversesqrt(tmp0.x)));\n",
3590 src_param.param_str);
3594 static void shader_glsl_scalar_op(const struct wined3d_shader_instruction *ins)
3596 DWORD shader_version = WINED3D_SHADER_VERSION(ins->ctx->reg_maps->shader_version.major,
3597 ins->ctx->reg_maps->shader_version.minor);
3598 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
3599 struct glsl_src_param src0_param;
3600 const char *prefix, *suffix;
3601 unsigned int dst_size;
3602 DWORD dst_write_mask;
3604 dst_write_mask = shader_glsl_append_dst(buffer, ins);
3605 dst_size = shader_glsl_get_write_mask_size(dst_write_mask);
3607 if (shader_version < WINED3D_SHADER_VERSION(4, 0))
3608 dst_write_mask = WINED3DSP_WRITEMASK_3;
3610 shader_glsl_add_src_param(ins, &ins->src[0], dst_write_mask, &src0_param);
3612 switch (ins->handler_idx)
3614 case WINED3DSIH_EXP:
3615 case WINED3DSIH_EXPP:
3616 prefix = "exp2(";
3617 suffix = ")";
3618 break;
3620 case WINED3DSIH_LOG:
3621 case WINED3DSIH_LOGP:
3622 prefix = "log2(abs(";
3623 suffix = "))";
3624 break;
3626 case WINED3DSIH_RCP:
3627 prefix = "1.0 / ";
3628 suffix = "";
3629 break;
3631 case WINED3DSIH_RSQ:
3632 prefix = "inversesqrt(abs(";
3633 suffix = "))";
3634 break;
3636 default:
3637 prefix = "";
3638 suffix = "";
3639 FIXME("Unhandled instruction %#x.\n", ins->handler_idx);
3640 break;
3643 if (dst_size > 1 && shader_version < WINED3D_SHADER_VERSION(4, 0))
3644 shader_addline(buffer, "vec%u(%s%s%s));\n", dst_size, prefix, src0_param.param_str, suffix);
3645 else
3646 shader_addline(buffer, "%s%s%s);\n", prefix, src0_param.param_str, suffix);
3649 /** Process the WINED3DSIO_EXPP instruction in GLSL:
3650 * For shader model 1.x, do the following (and honor the writemask, so use a temporary variable):
3651 * dst.x = 2^(floor(src))
3652 * dst.y = src - floor(src)
3653 * dst.z = 2^src (partial precision is allowed, but optional)
3654 * dst.w = 1.0;
3655 * For 2.0 shaders, just do this (honoring writemask and swizzle):
3656 * dst = 2^src; (partial precision is allowed, but optional)
3658 static void shader_glsl_expp(const struct wined3d_shader_instruction *ins)
3660 if (ins->ctx->reg_maps->shader_version.major < 2)
3662 struct glsl_src_param src_param;
3663 char dst_mask[6];
3665 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_3, &src_param);
3667 shader_addline(ins->ctx->buffer, "tmp0.x = exp2(floor(%s));\n", src_param.param_str);
3668 shader_addline(ins->ctx->buffer, "tmp0.y = %s - floor(%s);\n", src_param.param_str, src_param.param_str);
3669 shader_addline(ins->ctx->buffer, "tmp0.z = exp2(%s);\n", src_param.param_str);
3670 shader_addline(ins->ctx->buffer, "tmp0.w = 1.0;\n");
3672 shader_glsl_append_dst(ins->ctx->buffer, ins);
3673 shader_glsl_get_write_mask(&ins->dst[0], dst_mask);
3674 shader_addline(ins->ctx->buffer, "tmp0%s);\n", dst_mask);
3675 return;
3678 shader_glsl_scalar_op(ins);
3681 static void shader_glsl_cast(const struct wined3d_shader_instruction *ins,
3682 const char *vector_constructor, const char *scalar_constructor)
3684 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
3685 struct glsl_src_param src_param;
3686 unsigned int mask_size;
3687 DWORD write_mask;
3689 write_mask = shader_glsl_append_dst(buffer, ins);
3690 mask_size = shader_glsl_get_write_mask_size(write_mask);
3691 shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src_param);
3693 if (mask_size > 1)
3694 shader_addline(buffer, "%s%u(%s));\n", vector_constructor, mask_size, src_param.param_str);
3695 else
3696 shader_addline(buffer, "%s(%s));\n", scalar_constructor, src_param.param_str);
3699 static void shader_glsl_to_int(const struct wined3d_shader_instruction *ins)
3701 shader_glsl_cast(ins, "ivec", "int");
3704 static void shader_glsl_to_uint(const struct wined3d_shader_instruction *ins)
3706 shader_glsl_cast(ins, "uvec", "uint");
3709 static void shader_glsl_to_float(const struct wined3d_shader_instruction *ins)
3711 shader_glsl_cast(ins, "vec", "float");
3714 /** Process signed comparison opcodes in GLSL. */
3715 static void shader_glsl_compare(const struct wined3d_shader_instruction *ins)
3717 struct glsl_src_param src0_param;
3718 struct glsl_src_param src1_param;
3719 DWORD write_mask;
3720 unsigned int mask_size;
3722 write_mask = shader_glsl_append_dst(ins->ctx->buffer, ins);
3723 mask_size = shader_glsl_get_write_mask_size(write_mask);
3724 shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src0_param);
3725 shader_glsl_add_src_param(ins, &ins->src[1], write_mask, &src1_param);
3727 if (mask_size > 1) {
3728 const char *compare;
3730 switch(ins->handler_idx)
3732 case WINED3DSIH_SLT: compare = "lessThan"; break;
3733 case WINED3DSIH_SGE: compare = "greaterThanEqual"; break;
3734 default: compare = "";
3735 FIXME("Can't handle opcode %s.\n", debug_d3dshaderinstructionhandler(ins->handler_idx));
3738 shader_addline(ins->ctx->buffer, "vec%d(%s(%s, %s)));\n", mask_size, compare,
3739 src0_param.param_str, src1_param.param_str);
3740 } else {
3741 switch(ins->handler_idx)
3743 case WINED3DSIH_SLT:
3744 /* Step(src0, src1) is not suitable here because if src0 == src1 SLT is supposed,
3745 * to return 0.0 but step returns 1.0 because step is not < x
3746 * An alternative is a bvec compare padded with an unused second component.
3747 * step(src1 * -1.0, src0 * -1.0) is not an option because it suffers from the same
3748 * issue. Playing with not() is not possible either because not() does not accept
3749 * a scalar.
3751 shader_addline(ins->ctx->buffer, "(%s < %s) ? 1.0 : 0.0);\n",
3752 src0_param.param_str, src1_param.param_str);
3753 break;
3754 case WINED3DSIH_SGE:
3755 /* Here we can use the step() function and safe a conditional */
3756 shader_addline(ins->ctx->buffer, "step(%s, %s));\n", src1_param.param_str, src0_param.param_str);
3757 break;
3758 default:
3759 FIXME("Can't handle opcode %s.\n", debug_d3dshaderinstructionhandler(ins->handler_idx));
3765 static void shader_glsl_conditional_move(const struct wined3d_shader_instruction *ins)
3767 const char *condition_prefix, *condition_suffix;
3768 struct wined3d_shader_dst_param dst;
3769 struct glsl_src_param src0_param;
3770 struct glsl_src_param src1_param;
3771 struct glsl_src_param src2_param;
3772 BOOL temp_destination = FALSE;
3773 DWORD cmp_channel = 0;
3774 unsigned int i, j;
3775 char mask_char[6];
3776 DWORD write_mask;
3778 switch (ins->handler_idx)
3780 case WINED3DSIH_CMP:
3781 condition_prefix = "";
3782 condition_suffix = " >= 0.0";
3783 break;
3785 case WINED3DSIH_CND:
3786 condition_prefix = "";
3787 condition_suffix = " > 0.5";
3788 break;
3790 case WINED3DSIH_MOVC:
3791 condition_prefix = "bool(";
3792 condition_suffix = ")";
3793 break;
3795 default:
3796 FIXME("Unhandled instruction %#x.\n", ins->handler_idx);
3797 condition_prefix = "<unhandled prefix>";
3798 condition_suffix = "<unhandled suffix>";
3799 break;
3802 if (shader_is_scalar(&ins->dst[0].reg) || shader_is_scalar(&ins->src[0].reg))
3804 write_mask = shader_glsl_append_dst(ins->ctx->buffer, ins);
3805 shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src0_param);
3806 shader_glsl_add_src_param(ins, &ins->src[1], write_mask, &src1_param);
3807 shader_glsl_add_src_param(ins, &ins->src[2], write_mask, &src2_param);
3809 shader_addline(ins->ctx->buffer, "%s%s%s ? %s : %s);\n",
3810 condition_prefix, src0_param.param_str, condition_suffix,
3811 src1_param.param_str, src2_param.param_str);
3812 return;
3815 dst = ins->dst[0];
3817 /* Splitting the instruction up in multiple lines imposes a problem:
3818 * The first lines may overwrite source parameters of the following lines.
3819 * Deal with that by using a temporary destination register if needed. */
3820 if ((ins->src[0].reg.idx[0].offset == dst.reg.idx[0].offset
3821 && ins->src[0].reg.type == dst.reg.type)
3822 || (ins->src[1].reg.idx[0].offset == dst.reg.idx[0].offset
3823 && ins->src[1].reg.type == dst.reg.type)
3824 || (ins->src[2].reg.idx[0].offset == dst.reg.idx[0].offset
3825 && ins->src[2].reg.type == dst.reg.type))
3826 temp_destination = TRUE;
3828 /* Cycle through all source0 channels. */
3829 for (i = 0; i < 4; ++i)
3831 write_mask = 0;
3832 /* Find the destination channels which use the current source0 channel. */
3833 for (j = 0; j < 4; ++j)
3835 if (((ins->src[0].swizzle >> (2 * j)) & 0x3) == i)
3837 write_mask |= WINED3DSP_WRITEMASK_0 << j;
3838 cmp_channel = WINED3DSP_WRITEMASK_0 << j;
3841 dst.write_mask = ins->dst[0].write_mask & write_mask;
3843 if (temp_destination)
3845 if (!(write_mask = shader_glsl_get_write_mask(&dst, mask_char)))
3846 continue;
3847 shader_addline(ins->ctx->buffer, "tmp0%s = (", mask_char);
3849 else if (!(write_mask = shader_glsl_append_dst_ext(ins->ctx->buffer, ins, &dst, dst.reg.data_type)))
3850 continue;
3852 shader_glsl_add_src_param(ins, &ins->src[0], cmp_channel, &src0_param);
3853 shader_glsl_add_src_param(ins, &ins->src[1], write_mask, &src1_param);
3854 shader_glsl_add_src_param(ins, &ins->src[2], write_mask, &src2_param);
3856 shader_addline(ins->ctx->buffer, "%s%s%s ? %s : %s);\n",
3857 condition_prefix, src0_param.param_str, condition_suffix,
3858 src1_param.param_str, src2_param.param_str);
3861 if (temp_destination)
3863 shader_glsl_get_write_mask(&ins->dst[0], mask_char);
3864 shader_glsl_append_dst(ins->ctx->buffer, ins);
3865 shader_addline(ins->ctx->buffer, "tmp0%s);\n", mask_char);
3869 /** Process the CND opcode in GLSL (dst = (src0 > 0.5) ? src1 : src2) */
3870 /* For ps 1.1-1.3, only a single component of src0 is used. For ps 1.4
3871 * the compare is done per component of src0. */
3872 static void shader_glsl_cnd(const struct wined3d_shader_instruction *ins)
3874 struct glsl_src_param src0_param;
3875 struct glsl_src_param src1_param;
3876 struct glsl_src_param src2_param;
3877 DWORD write_mask;
3878 DWORD shader_version = WINED3D_SHADER_VERSION(ins->ctx->reg_maps->shader_version.major,
3879 ins->ctx->reg_maps->shader_version.minor);
3881 if (shader_version < WINED3D_SHADER_VERSION(1, 4))
3883 write_mask = shader_glsl_append_dst(ins->ctx->buffer, ins);
3884 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0, &src0_param);
3885 shader_glsl_add_src_param(ins, &ins->src[1], write_mask, &src1_param);
3886 shader_glsl_add_src_param(ins, &ins->src[2], write_mask, &src2_param);
3888 if (ins->coissue && ins->dst->write_mask != WINED3DSP_WRITEMASK_3)
3889 shader_addline(ins->ctx->buffer, "%s /* COISSUE! */);\n", src1_param.param_str);
3890 else
3891 shader_addline(ins->ctx->buffer, "%s > 0.5 ? %s : %s);\n",
3892 src0_param.param_str, src1_param.param_str, src2_param.param_str);
3893 return;
3896 shader_glsl_conditional_move(ins);
3899 /** GLSL code generation for WINED3DSIO_MAD: Multiply the first 2 opcodes, then add the last */
3900 static void shader_glsl_mad(const struct wined3d_shader_instruction *ins)
3902 struct glsl_src_param src0_param;
3903 struct glsl_src_param src1_param;
3904 struct glsl_src_param src2_param;
3905 DWORD write_mask;
3907 write_mask = shader_glsl_append_dst(ins->ctx->buffer, ins);
3908 shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src0_param);
3909 shader_glsl_add_src_param(ins, &ins->src[1], write_mask, &src1_param);
3910 shader_glsl_add_src_param(ins, &ins->src[2], write_mask, &src2_param);
3911 shader_addline(ins->ctx->buffer, "(%s * %s) + %s);\n",
3912 src0_param.param_str, src1_param.param_str, src2_param.param_str);
3915 /* Handles transforming all WINED3DSIO_M?x? opcodes for
3916 Vertex shaders to GLSL codes */
3917 static void shader_glsl_mnxn(const struct wined3d_shader_instruction *ins)
3919 int i;
3920 int nComponents = 0;
3921 struct wined3d_shader_dst_param tmp_dst = {{0}};
3922 struct wined3d_shader_src_param tmp_src[2] = {{{0}}};
3923 struct wined3d_shader_instruction tmp_ins;
3925 memset(&tmp_ins, 0, sizeof(tmp_ins));
3927 /* Set constants for the temporary argument */
3928 tmp_ins.ctx = ins->ctx;
3929 tmp_ins.dst_count = 1;
3930 tmp_ins.dst = &tmp_dst;
3931 tmp_ins.src_count = 2;
3932 tmp_ins.src = tmp_src;
3934 switch(ins->handler_idx)
3936 case WINED3DSIH_M4x4:
3937 nComponents = 4;
3938 tmp_ins.handler_idx = WINED3DSIH_DP4;
3939 break;
3940 case WINED3DSIH_M4x3:
3941 nComponents = 3;
3942 tmp_ins.handler_idx = WINED3DSIH_DP4;
3943 break;
3944 case WINED3DSIH_M3x4:
3945 nComponents = 4;
3946 tmp_ins.handler_idx = WINED3DSIH_DP3;
3947 break;
3948 case WINED3DSIH_M3x3:
3949 nComponents = 3;
3950 tmp_ins.handler_idx = WINED3DSIH_DP3;
3951 break;
3952 case WINED3DSIH_M3x2:
3953 nComponents = 2;
3954 tmp_ins.handler_idx = WINED3DSIH_DP3;
3955 break;
3956 default:
3957 break;
3960 tmp_dst = ins->dst[0];
3961 tmp_src[0] = ins->src[0];
3962 tmp_src[1] = ins->src[1];
3963 for (i = 0; i < nComponents; ++i)
3965 tmp_dst.write_mask = WINED3DSP_WRITEMASK_0 << i;
3966 shader_glsl_dot(&tmp_ins);
3967 ++tmp_src[1].reg.idx[0].offset;
3972 The LRP instruction performs a component-wise linear interpolation
3973 between the second and third operands using the first operand as the
3974 blend factor. Equation: (dst = src2 + src0 * (src1 - src2))
3975 This is equivalent to mix(src2, src1, src0);
3977 static void shader_glsl_lrp(const struct wined3d_shader_instruction *ins)
3979 struct glsl_src_param src0_param;
3980 struct glsl_src_param src1_param;
3981 struct glsl_src_param src2_param;
3982 DWORD write_mask;
3984 write_mask = shader_glsl_append_dst(ins->ctx->buffer, ins);
3986 shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src0_param);
3987 shader_glsl_add_src_param(ins, &ins->src[1], write_mask, &src1_param);
3988 shader_glsl_add_src_param(ins, &ins->src[2], write_mask, &src2_param);
3990 shader_addline(ins->ctx->buffer, "mix(%s, %s, %s));\n",
3991 src2_param.param_str, src1_param.param_str, src0_param.param_str);
3994 /** Process the WINED3DSIO_LIT instruction in GLSL:
3995 * dst.x = dst.w = 1.0
3996 * dst.y = (src0.x > 0) ? src0.x
3997 * dst.z = (src0.x > 0) ? ((src0.y > 0) ? pow(src0.y, src.w) : 0) : 0
3998 * where src.w is clamped at +- 128
4000 static void shader_glsl_lit(const struct wined3d_shader_instruction *ins)
4002 struct glsl_src_param src0_param;
4003 struct glsl_src_param src1_param;
4004 struct glsl_src_param src3_param;
4005 char dst_mask[6];
4007 shader_glsl_append_dst(ins->ctx->buffer, ins);
4008 shader_glsl_get_write_mask(&ins->dst[0], dst_mask);
4010 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0, &src0_param);
4011 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_1, &src1_param);
4012 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_3, &src3_param);
4014 /* The sdk specifies the instruction like this
4015 * dst.x = 1.0;
4016 * if(src.x > 0.0) dst.y = src.x
4017 * else dst.y = 0.0.
4018 * if(src.x > 0.0 && src.y > 0.0) dst.z = pow(src.y, power);
4019 * else dst.z = 0.0;
4020 * dst.w = 1.0;
4021 * (where power = src.w clamped between -128 and 128)
4023 * Obviously that has quite a few conditionals in it which we don't like. So the first step is this:
4024 * dst.x = 1.0 ... No further explanation needed
4025 * dst.y = max(src.y, 0.0); ... If x < 0.0, use 0.0, otherwise x. Same as the conditional
4026 * dst.z = x > 0.0 ? pow(max(y, 0.0), p) : 0; ... 0 ^ power is 0, and otherwise we use y anyway
4027 * dst.w = 1.0. ... Nothing fancy.
4029 * So we still have one conditional in there. So do this:
4030 * dst.z = pow(max(0.0, src.y) * step(0.0, src.x), power);
4032 * 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),
4033 * 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.
4034 * if both x and y are > 0, we get pow(y * 1.0, power), as it is supposed to.
4036 * Unfortunately pow(0.0 ^ 0.0) returns NaN on most GPUs, but lit with src.y = 0 and src.w = 0 returns
4037 * a non-NaN value in dst.z. What we return doesn't matter, as long as it is not NaN. Return 0, which is
4038 * what all Windows HW drivers and GL_ARB_vertex_program's LIT do.
4040 shader_addline(ins->ctx->buffer,
4041 "vec4(1.0, max(%s, 0.0), %s == 0.0 ? 0.0 : "
4042 "pow(max(0.0, %s) * step(0.0, %s), clamp(%s, -128.0, 128.0)), 1.0)%s);\n",
4043 src0_param.param_str, src3_param.param_str, src1_param.param_str,
4044 src0_param.param_str, src3_param.param_str, dst_mask);
4047 /** Process the WINED3DSIO_DST instruction in GLSL:
4048 * dst.x = 1.0
4049 * dst.y = src0.x * src0.y
4050 * dst.z = src0.z
4051 * dst.w = src1.w
4053 static void shader_glsl_dst(const struct wined3d_shader_instruction *ins)
4055 struct glsl_src_param src0y_param;
4056 struct glsl_src_param src0z_param;
4057 struct glsl_src_param src1y_param;
4058 struct glsl_src_param src1w_param;
4059 char dst_mask[6];
4061 shader_glsl_append_dst(ins->ctx->buffer, ins);
4062 shader_glsl_get_write_mask(&ins->dst[0], dst_mask);
4064 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_1, &src0y_param);
4065 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_2, &src0z_param);
4066 shader_glsl_add_src_param(ins, &ins->src[1], WINED3DSP_WRITEMASK_1, &src1y_param);
4067 shader_glsl_add_src_param(ins, &ins->src[1], WINED3DSP_WRITEMASK_3, &src1w_param);
4069 shader_addline(ins->ctx->buffer, "vec4(1.0, %s * %s, %s, %s))%s;\n",
4070 src0y_param.param_str, src1y_param.param_str, src0z_param.param_str, src1w_param.param_str, dst_mask);
4073 /** Process the WINED3DSIO_SINCOS instruction in GLSL:
4074 * VS 2.0 requires that specific cosine and sine constants be passed to this instruction so the hardware
4075 * can handle it. But, these functions are built-in for GLSL, so we can just ignore the last 2 params.
4077 * dst.x = cos(src0.?)
4078 * dst.y = sin(src0.?)
4079 * dst.z = dst.z
4080 * dst.w = dst.w
4082 static void shader_glsl_sincos(const struct wined3d_shader_instruction *ins)
4084 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
4085 struct glsl_src_param src0_param;
4086 DWORD write_mask;
4088 if (ins->ctx->reg_maps->shader_version.major < 4)
4090 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0, &src0_param);
4092 write_mask = shader_glsl_append_dst(buffer, ins);
4093 switch (write_mask)
4095 case WINED3DSP_WRITEMASK_0:
4096 shader_addline(buffer, "cos(%s));\n", src0_param.param_str);
4097 break;
4099 case WINED3DSP_WRITEMASK_1:
4100 shader_addline(buffer, "sin(%s));\n", src0_param.param_str);
4101 break;
4103 case (WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1):
4104 shader_addline(buffer, "vec2(cos(%s), sin(%s)));\n",
4105 src0_param.param_str, src0_param.param_str);
4106 break;
4108 default:
4109 ERR("Write mask should be .x, .y or .xy\n");
4110 break;
4113 return;
4116 if (ins->dst[0].reg.type != WINED3DSPR_NULL)
4119 if (ins->dst[1].reg.type != WINED3DSPR_NULL)
4121 char dst_mask[6];
4123 write_mask = shader_glsl_get_write_mask(&ins->dst[0], dst_mask);
4124 shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src0_param);
4125 shader_addline(buffer, "tmp0%s = sin(%s);\n", dst_mask, src0_param.param_str);
4127 write_mask = shader_glsl_append_dst_ext(buffer, ins, &ins->dst[1], ins->dst[1].reg.data_type);
4128 shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src0_param);
4129 shader_addline(buffer, "cos(%s));\n", src0_param.param_str);
4131 shader_glsl_append_dst_ext(buffer, ins, &ins->dst[0], ins->dst[0].reg.data_type);
4132 shader_addline(buffer, "tmp0%s);\n", dst_mask);
4134 else
4136 write_mask = shader_glsl_append_dst_ext(buffer, ins, &ins->dst[0], ins->dst[0].reg.data_type);
4137 shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src0_param);
4138 shader_addline(buffer, "sin(%s));\n", src0_param.param_str);
4141 else if (ins->dst[1].reg.type != WINED3DSPR_NULL)
4143 write_mask = shader_glsl_append_dst_ext(buffer, ins, &ins->dst[1], ins->dst[1].reg.data_type);
4144 shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src0_param);
4145 shader_addline(buffer, "cos(%s));\n", src0_param.param_str);
4149 /* sgn in vs_2_0 has 2 extra parameters(registers for temporary storage) which we don't use
4150 * here. But those extra parameters require a dedicated function for sgn, since map2gl would
4151 * generate invalid code
4153 static void shader_glsl_sgn(const struct wined3d_shader_instruction *ins)
4155 struct glsl_src_param src0_param;
4156 DWORD write_mask;
4158 write_mask = shader_glsl_append_dst(ins->ctx->buffer, ins);
4159 shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src0_param);
4161 shader_addline(ins->ctx->buffer, "sign(%s));\n", src0_param.param_str);
4164 /** Process the WINED3DSIO_LOOP instruction in GLSL:
4165 * Start a for() loop where src1.y is the initial value of aL,
4166 * increment aL by src1.z for a total of src1.x iterations.
4167 * Need to use a temporary variable for this operation.
4169 /* FIXME: I don't think nested loops will work correctly this way. */
4170 static void shader_glsl_loop(const struct wined3d_shader_instruction *ins)
4172 struct wined3d_shader_loop_state *loop_state = ins->ctx->loop_state;
4173 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
4174 const struct wined3d_shader *shader = ins->ctx->shader;
4175 const struct wined3d_shader_lconst *constant;
4176 struct glsl_src_param src1_param;
4177 const DWORD *control_values = NULL;
4179 if (ins->ctx->reg_maps->shader_version.major < 4)
4181 shader_glsl_add_src_param(ins, &ins->src[1], WINED3DSP_WRITEMASK_ALL, &src1_param);
4183 /* Try to hardcode the loop control parameters if possible. Direct3D 9
4184 * class hardware doesn't support real varying indexing, but Microsoft
4185 * designed this feature for Shader model 2.x+. If the loop control is
4186 * known at compile time, the GLSL compiler can unroll the loop, and
4187 * replace indirect addressing with direct addressing. */
4188 if (ins->src[1].reg.type == WINED3DSPR_CONSTINT)
4190 LIST_FOR_EACH_ENTRY(constant, &shader->constantsI, struct wined3d_shader_lconst, entry)
4192 if (constant->idx == ins->src[1].reg.idx[0].offset)
4194 control_values = constant->value;
4195 break;
4200 if (control_values)
4202 struct wined3d_shader_loop_control loop_control;
4203 loop_control.count = control_values[0];
4204 loop_control.start = control_values[1];
4205 loop_control.step = (int)control_values[2];
4207 if (loop_control.step > 0)
4209 shader_addline(buffer, "for (aL%u = %u; aL%u < (%u * %d + %u); aL%u += %d)\n{\n",
4210 loop_state->current_depth, loop_control.start,
4211 loop_state->current_depth, loop_control.count, loop_control.step, loop_control.start,
4212 loop_state->current_depth, loop_control.step);
4214 else if (loop_control.step < 0)
4216 shader_addline(buffer, "for (aL%u = %u; aL%u > (%u * %d + %u); aL%u += %d)\n{\n",
4217 loop_state->current_depth, loop_control.start,
4218 loop_state->current_depth, loop_control.count, loop_control.step, loop_control.start,
4219 loop_state->current_depth, loop_control.step);
4221 else
4223 shader_addline(buffer, "for (aL%u = %u, tmpInt%u = 0; tmpInt%u < %u; tmpInt%u++)\n{\n",
4224 loop_state->current_depth, loop_control.start, loop_state->current_depth,
4225 loop_state->current_depth, loop_control.count,
4226 loop_state->current_depth);
4229 else
4231 shader_addline(buffer, "for (tmpInt%u = 0, aL%u = %s.y; tmpInt%u < %s.x; tmpInt%u++, aL%u += %s.z)\n{\n",
4232 loop_state->current_depth, loop_state->current_reg,
4233 src1_param.reg_name, loop_state->current_depth, src1_param.reg_name,
4234 loop_state->current_depth, loop_state->current_reg, src1_param.reg_name);
4237 ++loop_state->current_reg;
4239 else
4241 shader_addline(buffer, "for (;;)\n{\n");
4244 ++loop_state->current_depth;
4247 static void shader_glsl_end(const struct wined3d_shader_instruction *ins)
4249 struct wined3d_shader_loop_state *loop_state = ins->ctx->loop_state;
4251 shader_addline(ins->ctx->buffer, "}\n");
4253 if (ins->handler_idx == WINED3DSIH_ENDLOOP)
4255 --loop_state->current_depth;
4256 --loop_state->current_reg;
4259 if (ins->handler_idx == WINED3DSIH_ENDREP)
4261 --loop_state->current_depth;
4265 static void shader_glsl_rep(const struct wined3d_shader_instruction *ins)
4267 const struct wined3d_shader *shader = ins->ctx->shader;
4268 struct wined3d_shader_loop_state *loop_state = ins->ctx->loop_state;
4269 const struct wined3d_shader_lconst *constant;
4270 struct glsl_src_param src0_param;
4271 const DWORD *control_values = NULL;
4273 /* Try to hardcode local values to help the GLSL compiler to unroll and optimize the loop */
4274 if (ins->src[0].reg.type == WINED3DSPR_CONSTINT)
4276 LIST_FOR_EACH_ENTRY(constant, &shader->constantsI, struct wined3d_shader_lconst, entry)
4278 if (constant->idx == ins->src[0].reg.idx[0].offset)
4280 control_values = constant->value;
4281 break;
4286 if (control_values)
4288 shader_addline(ins->ctx->buffer, "for (tmpInt%d = 0; tmpInt%d < %d; tmpInt%d++) {\n",
4289 loop_state->current_depth, loop_state->current_depth,
4290 control_values[0], loop_state->current_depth);
4292 else
4294 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0, &src0_param);
4295 shader_addline(ins->ctx->buffer, "for (tmpInt%d = 0; tmpInt%d < %s; tmpInt%d++) {\n",
4296 loop_state->current_depth, loop_state->current_depth,
4297 src0_param.param_str, loop_state->current_depth);
4300 ++loop_state->current_depth;
4303 static void shader_glsl_switch(const struct wined3d_shader_instruction *ins)
4305 struct glsl_src_param src0_param;
4307 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0, &src0_param);
4308 shader_addline(ins->ctx->buffer, "switch (%s)\n{\n", src0_param.param_str);
4311 static void shader_glsl_case(const struct wined3d_shader_instruction *ins)
4313 struct glsl_src_param src0_param;
4315 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0, &src0_param);
4316 shader_addline(ins->ctx->buffer, "case %s:\n", src0_param.param_str);
4319 static void shader_glsl_default(const struct wined3d_shader_instruction *ins)
4321 shader_addline(ins->ctx->buffer, "default:\n");
4324 static void shader_glsl_if(const struct wined3d_shader_instruction *ins)
4326 const char *condition = (ins->flags == WINED3D_SHADER_CONDITIONAL_OP_NZ) ? "bool" : "!bool";
4327 struct glsl_src_param src0_param;
4329 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0, &src0_param);
4330 shader_addline(ins->ctx->buffer, "if (%s(%s)) {\n", condition, src0_param.param_str);
4333 static void shader_glsl_ifc(const struct wined3d_shader_instruction *ins)
4335 struct glsl_src_param src0_param;
4336 struct glsl_src_param src1_param;
4338 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0, &src0_param);
4339 shader_glsl_add_src_param(ins, &ins->src[1], WINED3DSP_WRITEMASK_0, &src1_param);
4341 shader_addline(ins->ctx->buffer, "if (%s %s %s) {\n",
4342 src0_param.param_str, shader_glsl_get_rel_op(ins->flags), src1_param.param_str);
4345 static void shader_glsl_else(const struct wined3d_shader_instruction *ins)
4347 shader_addline(ins->ctx->buffer, "} else {\n");
4350 static void shader_glsl_emit(const struct wined3d_shader_instruction *ins)
4352 unsigned int stream = ins->handler_idx == WINED3DSIH_EMIT ? 0 : ins->src[0].reg.idx[0].offset;
4354 shader_addline(ins->ctx->buffer, "setup_gs_output(gs_out);\n");
4355 shader_glsl_fixup_position(ins->ctx->buffer);
4357 if (!stream)
4358 shader_addline(ins->ctx->buffer, "EmitVertex();\n");
4359 else
4360 FIXME("Unhandled primitive stream %u.\n", stream);
4363 static void shader_glsl_break(const struct wined3d_shader_instruction *ins)
4365 shader_addline(ins->ctx->buffer, "break;\n");
4368 /* FIXME: According to MSDN the compare is done per component. */
4369 static void shader_glsl_breakc(const struct wined3d_shader_instruction *ins)
4371 struct glsl_src_param src0_param;
4372 struct glsl_src_param src1_param;
4374 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0, &src0_param);
4375 shader_glsl_add_src_param(ins, &ins->src[1], WINED3DSP_WRITEMASK_0, &src1_param);
4377 shader_addline(ins->ctx->buffer, "if (%s %s %s) break;\n",
4378 src0_param.param_str, shader_glsl_get_rel_op(ins->flags), src1_param.param_str);
4381 static void shader_glsl_breakp(const struct wined3d_shader_instruction *ins)
4383 const char *condition = (ins->flags == WINED3D_SHADER_CONDITIONAL_OP_NZ) ? "bool" : "!bool";
4384 struct glsl_src_param src_param;
4386 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0, &src_param);
4387 shader_addline(ins->ctx->buffer, "if (%s(%s)) break;\n", condition, src_param.param_str);
4390 static void shader_glsl_continue(const struct wined3d_shader_instruction *ins)
4392 shader_addline(ins->ctx->buffer, "continue;\n");
4395 static void shader_glsl_label(const struct wined3d_shader_instruction *ins)
4397 shader_addline(ins->ctx->buffer, "}\n");
4398 shader_addline(ins->ctx->buffer, "void subroutine%u()\n{\n", ins->src[0].reg.idx[0].offset);
4401 static void shader_glsl_call(const struct wined3d_shader_instruction *ins)
4403 shader_addline(ins->ctx->buffer, "subroutine%u();\n", ins->src[0].reg.idx[0].offset);
4406 static void shader_glsl_callnz(const struct wined3d_shader_instruction *ins)
4408 struct glsl_src_param src1_param;
4410 shader_glsl_add_src_param(ins, &ins->src[1], WINED3DSP_WRITEMASK_0, &src1_param);
4411 shader_addline(ins->ctx->buffer, "if (%s) subroutine%u();\n",
4412 src1_param.param_str, ins->src[0].reg.idx[0].offset);
4415 static void shader_glsl_ret(const struct wined3d_shader_instruction *ins)
4417 /* No-op. The closing } is written when a new function is started, and at the end of the shader. This
4418 * function only suppresses the unhandled instruction warning
4422 /*********************************************
4423 * Pixel Shader Specific Code begins here
4424 ********************************************/
4425 static void shader_glsl_tex(const struct wined3d_shader_instruction *ins)
4427 DWORD shader_version = WINED3D_SHADER_VERSION(ins->ctx->reg_maps->shader_version.major,
4428 ins->ctx->reg_maps->shader_version.minor);
4429 struct glsl_sample_function sample_function;
4430 DWORD sample_flags = 0;
4431 DWORD resource_idx;
4432 DWORD mask = 0, swizzle;
4433 const struct shader_glsl_ctx_priv *priv = ins->ctx->backend_data;
4435 /* 1.0-1.4: Use destination register as sampler source.
4436 * 2.0+: Use provided sampler source. */
4437 if (shader_version < WINED3D_SHADER_VERSION(2,0))
4438 resource_idx = ins->dst[0].reg.idx[0].offset;
4439 else
4440 resource_idx = ins->src[1].reg.idx[0].offset;
4442 if (shader_version < WINED3D_SHADER_VERSION(1,4))
4444 DWORD flags = (priv->cur_ps_args->tex_transform >> resource_idx * WINED3D_PSARGS_TEXTRANSFORM_SHIFT)
4445 & WINED3D_PSARGS_TEXTRANSFORM_MASK;
4446 enum wined3d_shader_resource_type resource_type = ins->ctx->reg_maps->resource_info[resource_idx].type;
4448 /* Projected cube textures don't make a lot of sense, the resulting coordinates stay the same. */
4449 if (flags & WINED3D_PSARGS_PROJECTED && resource_type != WINED3D_SHADER_RESOURCE_TEXTURE_CUBE)
4451 sample_flags |= WINED3D_GLSL_SAMPLE_PROJECTED;
4452 switch (flags & ~WINED3D_PSARGS_PROJECTED)
4454 case WINED3D_TTFF_COUNT1:
4455 FIXME("WINED3D_TTFF_PROJECTED with WINED3D_TTFF_COUNT1?\n");
4456 break;
4457 case WINED3D_TTFF_COUNT2:
4458 mask = WINED3DSP_WRITEMASK_1;
4459 break;
4460 case WINED3D_TTFF_COUNT3:
4461 mask = WINED3DSP_WRITEMASK_2;
4462 break;
4463 case WINED3D_TTFF_COUNT4:
4464 case WINED3D_TTFF_DISABLE:
4465 mask = WINED3DSP_WRITEMASK_3;
4466 break;
4470 else if (shader_version < WINED3D_SHADER_VERSION(2,0))
4472 enum wined3d_shader_src_modifier src_mod = ins->src[0].modifiers;
4474 if (src_mod == WINED3DSPSM_DZ) {
4475 sample_flags |= WINED3D_GLSL_SAMPLE_PROJECTED;
4476 mask = WINED3DSP_WRITEMASK_2;
4477 } else if (src_mod == WINED3DSPSM_DW) {
4478 sample_flags |= WINED3D_GLSL_SAMPLE_PROJECTED;
4479 mask = WINED3DSP_WRITEMASK_3;
4482 else
4484 if ((ins->flags & WINED3DSI_TEXLD_PROJECT)
4485 && ins->ctx->reg_maps->resource_info[resource_idx].type != WINED3D_SHADER_RESOURCE_TEXTURE_CUBE)
4487 /* ps 2.0 texldp instruction always divides by the fourth component. */
4488 sample_flags |= WINED3D_GLSL_SAMPLE_PROJECTED;
4489 mask = WINED3DSP_WRITEMASK_3;
4493 shader_glsl_get_sample_function(ins->ctx, resource_idx, resource_idx, sample_flags, &sample_function);
4494 mask |= sample_function.coord_mask;
4495 sample_function.coord_mask = mask;
4497 if (shader_version < WINED3D_SHADER_VERSION(2,0)) swizzle = WINED3DSP_NOSWIZZLE;
4498 else swizzle = ins->src[1].swizzle;
4500 /* 1.0-1.3: Use destination register as coordinate source.
4501 1.4+: Use provided coordinate source register. */
4502 if (shader_version < WINED3D_SHADER_VERSION(1,4))
4504 char coord_mask[6];
4505 shader_glsl_write_mask_to_str(mask, coord_mask);
4506 shader_glsl_gen_sample_code(ins, resource_idx, &sample_function, swizzle, NULL, NULL, NULL, NULL,
4507 "T%u%s", resource_idx, coord_mask);
4509 else
4511 struct glsl_src_param coord_param;
4512 shader_glsl_add_src_param(ins, &ins->src[0], mask, &coord_param);
4513 if (ins->flags & WINED3DSI_TEXLD_BIAS)
4515 struct glsl_src_param bias;
4516 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_3, &bias);
4517 shader_glsl_gen_sample_code(ins, resource_idx, &sample_function, swizzle, NULL, NULL, bias.param_str,
4518 NULL, "%s", coord_param.param_str);
4519 } else {
4520 shader_glsl_gen_sample_code(ins, resource_idx, &sample_function, swizzle, NULL, NULL, NULL, NULL,
4521 "%s", coord_param.param_str);
4524 shader_glsl_release_sample_function(ins->ctx, &sample_function);
4527 static void shader_glsl_texldd(const struct wined3d_shader_instruction *ins)
4529 const struct wined3d_gl_info *gl_info = ins->ctx->gl_info;
4530 struct glsl_src_param coord_param, dx_param, dy_param;
4531 struct glsl_sample_function sample_function;
4532 DWORD sampler_idx;
4533 DWORD swizzle = ins->src[1].swizzle;
4535 if (!gl_info->supported[ARB_SHADER_TEXTURE_LOD] && !gl_info->supported[EXT_GPU_SHADER4])
4537 FIXME("texldd used, but not supported by hardware. Falling back to regular tex\n");
4538 shader_glsl_tex(ins);
4539 return;
4542 sampler_idx = ins->src[1].reg.idx[0].offset;
4544 shader_glsl_get_sample_function(ins->ctx, sampler_idx, sampler_idx, WINED3D_GLSL_SAMPLE_GRAD, &sample_function);
4545 shader_glsl_add_src_param(ins, &ins->src[0], sample_function.coord_mask, &coord_param);
4546 shader_glsl_add_src_param(ins, &ins->src[2], sample_function.deriv_mask, &dx_param);
4547 shader_glsl_add_src_param(ins, &ins->src[3], sample_function.deriv_mask, &dy_param);
4549 shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, swizzle, dx_param.param_str, dy_param.param_str,
4550 NULL, NULL, "%s", coord_param.param_str);
4551 shader_glsl_release_sample_function(ins->ctx, &sample_function);
4554 static void shader_glsl_texldl(const struct wined3d_shader_instruction *ins)
4556 const struct wined3d_gl_info *gl_info = ins->ctx->gl_info;
4557 struct glsl_src_param coord_param, lod_param;
4558 struct glsl_sample_function sample_function;
4559 DWORD sampler_idx;
4560 DWORD swizzle = ins->src[1].swizzle;
4562 sampler_idx = ins->src[1].reg.idx[0].offset;
4564 shader_glsl_get_sample_function(ins->ctx, sampler_idx, sampler_idx, WINED3D_GLSL_SAMPLE_LOD, &sample_function);
4565 shader_glsl_add_src_param(ins, &ins->src[0], sample_function.coord_mask, &coord_param);
4567 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_3, &lod_param);
4569 if (!gl_info->supported[ARB_SHADER_TEXTURE_LOD] && !gl_info->supported[EXT_GPU_SHADER4]
4570 && ins->ctx->reg_maps->shader_version.type == WINED3D_SHADER_TYPE_PIXEL)
4572 /* Plain GLSL only supports Lod sampling functions in vertex shaders.
4573 * However, the NVIDIA drivers allow them in fragment shaders as well,
4574 * even without the appropriate extension. */
4575 WARN("Using %s in fragment shader.\n", sample_function.name->buffer);
4577 shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, swizzle, NULL, NULL, lod_param.param_str, NULL,
4578 "%s", coord_param.param_str);
4579 shader_glsl_release_sample_function(ins->ctx, &sample_function);
4582 static unsigned int shader_glsl_find_sampler(const struct wined3d_shader_sampler_map *sampler_map,
4583 unsigned int resource_idx, unsigned int sampler_idx)
4585 struct wined3d_shader_sampler_map_entry *entries = sampler_map->entries;
4586 unsigned int i;
4588 for (i = 0; i < sampler_map->count; ++i)
4590 if (entries[i].resource_idx == resource_idx && entries[i].sampler_idx == sampler_idx)
4591 return entries[i].bind_idx;
4594 ERR("No GLSL sampler found for resource %u / sampler %u.\n", resource_idx, sampler_idx);
4596 return ~0u;
4599 static void shader_glsl_resinfo(const struct wined3d_shader_instruction *ins)
4601 static const unsigned int texture_size_component_count[] =
4603 0, /* WINED3D_SHADER_RESOURCE_NONE */
4604 1, /* WINED3D_SHADER_RESOURCE_BUFFER */
4605 1, /* WINED3D_SHADER_RESOURCE_TEXTURE_1D */
4606 2, /* WINED3D_SHADER_RESOURCE_TEXTURE_2D */
4607 2, /* WINED3D_SHADER_RESOURCE_TEXTURE_2DMS */
4608 3, /* WINED3D_SHADER_RESOURCE_TEXTURE_3D */
4609 2, /* WINED3D_SHADER_RESOURCE_TEXTURE_CUBE */
4610 2, /* WINED3D_SHADER_RESOURCE_TEXTURE_1DARRAY */
4611 3, /* WINED3D_SHADER_RESOURCE_TEXTURE_2DARRAY */
4612 3, /* WINED3D_SHADER_RESOURCE_TEXTURE_2DMSARRAY */
4615 const struct wined3d_shader_version *version = &ins->ctx->reg_maps->shader_version;
4616 const struct wined3d_gl_info *gl_info = ins->ctx->gl_info;
4617 enum wined3d_shader_resource_type resource_type;
4618 unsigned int resource_idx, sampler_bind_idx, i;
4619 enum wined3d_data_type dst_data_type;
4620 struct glsl_src_param lod_param;
4621 char dst_swizzle[6];
4622 DWORD write_mask;
4624 dst_data_type = ins->dst[0].reg.data_type;
4625 if (ins->flags == WINED3DSI_RESINFO_UINT)
4626 dst_data_type = WINED3D_DATA_UINT;
4627 else if (ins->flags)
4628 FIXME("Unhandled flags %#x.\n", ins->flags);
4630 write_mask = shader_glsl_append_dst_ext(ins->ctx->buffer, ins, &ins->dst[0], dst_data_type);
4631 shader_glsl_get_swizzle(&ins->src[1], FALSE, write_mask, dst_swizzle);
4633 resource_idx = ins->src[1].reg.idx[0].offset;
4634 resource_type = ins->ctx->reg_maps->resource_info[resource_idx].type;
4635 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0, &lod_param);
4636 sampler_bind_idx = shader_glsl_find_sampler(&ins->ctx->reg_maps->sampler_map,
4637 resource_idx, WINED3D_SAMPLER_DEFAULT);
4639 if (resource_type >= ARRAY_SIZE(texture_size_component_count))
4641 ERR("Unexpected resource type %#x.\n", resource_type);
4642 resource_type = WINED3D_SHADER_RESOURCE_TEXTURE_2D;
4645 if (dst_data_type == WINED3D_DATA_UINT)
4646 shader_addline(ins->ctx->buffer, "uvec4(");
4647 else
4648 shader_addline(ins->ctx->buffer, "vec4(");
4650 shader_addline(ins->ctx->buffer, "textureSize(%s_sampler%u, %s), ",
4651 shader_glsl_get_prefix(version->type), sampler_bind_idx, lod_param.param_str);
4653 for (i = 0; i < 3 - texture_size_component_count[resource_type]; ++i)
4654 shader_addline(ins->ctx->buffer, "0, ");
4656 if (gl_info->supported[ARB_TEXTURE_QUERY_LEVELS])
4658 shader_addline(ins->ctx->buffer, "textureQueryLevels(%s_sampler%u)",
4659 shader_glsl_get_prefix(version->type), sampler_bind_idx);
4661 else
4663 FIXME("textureQueryLevels is not supported, returning 1 mipmap level.\n");
4664 shader_addline(ins->ctx->buffer, "1");
4667 shader_addline(ins->ctx->buffer, ")%s);\n", dst_swizzle);
4670 /* FIXME: The current implementation does not handle multisample textures correctly. */
4671 static void shader_glsl_ld(const struct wined3d_shader_instruction *ins)
4673 unsigned int resource_idx, sampler_idx, sampler_bind_idx;
4674 struct glsl_src_param coord_param, lod_param;
4675 struct glsl_sample_function sample_function;
4676 DWORD flags = WINED3D_GLSL_SAMPLE_LOAD;
4678 if (wined3d_shader_instruction_has_texel_offset(ins))
4679 flags |= WINED3D_GLSL_SAMPLE_OFFSET;
4681 resource_idx = ins->src[1].reg.idx[0].offset;
4682 sampler_idx = WINED3D_SAMPLER_DEFAULT;
4684 shader_glsl_get_sample_function(ins->ctx, resource_idx, sampler_idx, flags, &sample_function);
4685 shader_glsl_add_src_param(ins, &ins->src[0], sample_function.coord_mask, &coord_param);
4686 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_3, &lod_param);
4687 sampler_bind_idx = shader_glsl_find_sampler(&ins->ctx->reg_maps->sampler_map, resource_idx, sampler_idx);
4688 shader_glsl_gen_sample_code(ins, sampler_bind_idx, &sample_function, ins->src[1].swizzle,
4689 NULL, NULL, lod_param.param_str, &ins->texel_offset, "%s", coord_param.param_str);
4690 shader_glsl_release_sample_function(ins->ctx, &sample_function);
4693 static void shader_glsl_sample(const struct wined3d_shader_instruction *ins)
4695 const char *lod_param_str = NULL, *dx_param_str = NULL, *dy_param_str = NULL;
4696 struct glsl_src_param coord_param, lod_param, dx_param, dy_param;
4697 unsigned int resource_idx, sampler_idx, sampler_bind_idx;
4698 struct glsl_sample_function sample_function;
4699 DWORD flags = 0;
4701 if (ins->handler_idx == WINED3DSIH_SAMPLE_GRAD)
4702 flags |= WINED3D_GLSL_SAMPLE_GRAD;
4703 if (ins->handler_idx == WINED3DSIH_SAMPLE_LOD)
4704 flags |= WINED3D_GLSL_SAMPLE_LOD;
4705 if (wined3d_shader_instruction_has_texel_offset(ins))
4706 flags |= WINED3D_GLSL_SAMPLE_OFFSET;
4708 resource_idx = ins->src[1].reg.idx[0].offset;
4709 sampler_idx = ins->src[2].reg.idx[0].offset;
4711 shader_glsl_get_sample_function(ins->ctx, resource_idx, sampler_idx, flags, &sample_function);
4712 shader_glsl_add_src_param(ins, &ins->src[0], sample_function.coord_mask, &coord_param);
4714 switch (ins->handler_idx)
4716 case WINED3DSIH_SAMPLE:
4717 break;
4718 case WINED3DSIH_SAMPLE_B:
4719 shader_glsl_add_src_param(ins, &ins->src[3], WINED3DSP_WRITEMASK_0, &lod_param);
4720 lod_param_str = lod_param.param_str;
4721 break;
4722 case WINED3DSIH_SAMPLE_GRAD:
4723 shader_glsl_add_src_param(ins, &ins->src[3], sample_function.deriv_mask, &dx_param);
4724 shader_glsl_add_src_param(ins, &ins->src[4], sample_function.deriv_mask, &dy_param);
4725 dx_param_str = dx_param.param_str;
4726 dy_param_str = dy_param.param_str;
4727 break;
4728 case WINED3DSIH_SAMPLE_LOD:
4729 shader_glsl_add_src_param(ins, &ins->src[3], WINED3DSP_WRITEMASK_0, &lod_param);
4730 lod_param_str = lod_param.param_str;
4731 break;
4732 default:
4733 ERR("Unhandled opcode %s.\n", debug_d3dshaderinstructionhandler(ins->handler_idx));
4734 break;
4737 sampler_bind_idx = shader_glsl_find_sampler(&ins->ctx->reg_maps->sampler_map, resource_idx, sampler_idx);
4738 shader_glsl_gen_sample_code(ins, sampler_bind_idx, &sample_function, ins->src[1].swizzle,
4739 dx_param_str, dy_param_str, lod_param_str, &ins->texel_offset, "%s", coord_param.param_str);
4740 shader_glsl_release_sample_function(ins->ctx, &sample_function);
4743 static void shader_glsl_sample_c(const struct wined3d_shader_instruction *ins)
4745 unsigned int resource_idx, sampler_idx, sampler_bind_idx;
4746 struct glsl_src_param coord_param, compare_param;
4747 struct glsl_sample_function sample_function;
4748 const char *lod_param = NULL;
4749 DWORD flags = 0;
4750 UINT coord_size;
4752 if (ins->handler_idx == WINED3DSIH_SAMPLE_C_LZ)
4754 lod_param = "0";
4755 flags |= WINED3D_GLSL_SAMPLE_LOD;
4758 if (wined3d_shader_instruction_has_texel_offset(ins))
4759 flags |= WINED3D_GLSL_SAMPLE_OFFSET;
4761 resource_idx = ins->src[1].reg.idx[0].offset;
4762 sampler_idx = ins->src[2].reg.idx[0].offset;
4764 shader_glsl_get_sample_function(ins->ctx, resource_idx, sampler_idx, flags, &sample_function);
4765 coord_size = shader_glsl_get_write_mask_size(sample_function.coord_mask);
4766 shader_glsl_add_src_param(ins, &ins->src[0], sample_function.coord_mask >> 1, &coord_param);
4767 shader_glsl_add_src_param(ins, &ins->src[3], WINED3DSP_WRITEMASK_0, &compare_param);
4768 sampler_bind_idx = shader_glsl_find_sampler(&ins->ctx->reg_maps->sampler_map, resource_idx, sampler_idx);
4769 shader_glsl_gen_sample_code(ins, sampler_bind_idx, &sample_function, WINED3DSP_NOSWIZZLE,
4770 NULL, NULL, lod_param, &ins->texel_offset, "vec%u(%s, %s)",
4771 coord_size, coord_param.param_str, compare_param.param_str);
4772 shader_glsl_release_sample_function(ins->ctx, &sample_function);
4775 static void shader_glsl_texcoord(const struct wined3d_shader_instruction *ins)
4777 /* FIXME: Make this work for more than just 2D textures */
4778 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
4779 DWORD write_mask = shader_glsl_append_dst(ins->ctx->buffer, ins);
4781 if (!(ins->ctx->reg_maps->shader_version.major == 1 && ins->ctx->reg_maps->shader_version.minor == 4))
4783 char dst_mask[6];
4785 shader_glsl_get_write_mask(&ins->dst[0], dst_mask);
4786 shader_addline(buffer, "clamp(ffp_texcoord[%u], 0.0, 1.0)%s);\n",
4787 ins->dst[0].reg.idx[0].offset, dst_mask);
4789 else
4791 enum wined3d_shader_src_modifier src_mod = ins->src[0].modifiers;
4792 DWORD reg = ins->src[0].reg.idx[0].offset;
4793 char dst_swizzle[6];
4795 shader_glsl_get_swizzle(&ins->src[0], FALSE, write_mask, dst_swizzle);
4797 if (src_mod == WINED3DSPSM_DZ || src_mod == WINED3DSPSM_DW)
4799 unsigned int mask_size = shader_glsl_get_write_mask_size(write_mask);
4800 struct glsl_src_param div_param;
4801 DWORD src_writemask = src_mod == WINED3DSPSM_DZ ? WINED3DSP_WRITEMASK_2 : WINED3DSP_WRITEMASK_3;
4803 shader_glsl_add_src_param(ins, &ins->src[0], src_writemask, &div_param);
4805 if (mask_size > 1)
4806 shader_addline(buffer, "ffp_texcoord[%u]%s / vec%d(%s));\n", reg, dst_swizzle, mask_size, div_param.param_str);
4807 else
4808 shader_addline(buffer, "ffp_texcoord[%u]%s / %s);\n", reg, dst_swizzle, div_param.param_str);
4810 else
4812 shader_addline(buffer, "ffp_texcoord[%u]%s);\n", reg, dst_swizzle);
4817 /** Process the WINED3DSIO_TEXDP3TEX instruction in GLSL:
4818 * Take a 3-component dot product of the TexCoord[dstreg] and src,
4819 * then perform a 1D texture lookup from stage dstregnum, place into dst. */
4820 static void shader_glsl_texdp3tex(const struct wined3d_shader_instruction *ins)
4822 DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
4823 DWORD sampler_idx = ins->dst[0].reg.idx[0].offset;
4824 struct glsl_sample_function sample_function;
4825 struct glsl_src_param src0_param;
4826 UINT mask_size;
4828 shader_glsl_add_src_param(ins, &ins->src[0], src_mask, &src0_param);
4830 /* Do I have to take care about the projected bit? I don't think so, since the dp3 returns only one
4831 * scalar, and projected sampling would require 4.
4833 * It is a dependent read - not valid with conditional NP2 textures
4835 shader_glsl_get_sample_function(ins->ctx, sampler_idx, sampler_idx, 0, &sample_function);
4836 mask_size = shader_glsl_get_write_mask_size(sample_function.coord_mask);
4838 switch(mask_size)
4840 case 1:
4841 shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, WINED3DSP_NOSWIZZLE, NULL, NULL, NULL,
4842 NULL, "dot(ffp_texcoord[%u].xyz, %s)", sampler_idx, src0_param.param_str);
4843 break;
4845 case 2:
4846 shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, WINED3DSP_NOSWIZZLE, NULL, NULL, NULL,
4847 NULL, "vec2(dot(ffp_texcoord[%u].xyz, %s), 0.0)", sampler_idx, src0_param.param_str);
4848 break;
4850 case 3:
4851 shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, WINED3DSP_NOSWIZZLE, NULL, NULL, NULL,
4852 NULL, "vec3(dot(ffp_texcoord[%u].xyz, %s), 0.0, 0.0)", sampler_idx, src0_param.param_str);
4853 break;
4855 default:
4856 FIXME("Unexpected mask size %u\n", mask_size);
4857 break;
4859 shader_glsl_release_sample_function(ins->ctx, &sample_function);
4862 /** Process the WINED3DSIO_TEXDP3 instruction in GLSL:
4863 * Take a 3-component dot product of the TexCoord[dstreg] and src. */
4864 static void shader_glsl_texdp3(const struct wined3d_shader_instruction *ins)
4866 DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
4867 DWORD dstreg = ins->dst[0].reg.idx[0].offset;
4868 struct glsl_src_param src0_param;
4869 DWORD dst_mask;
4870 unsigned int mask_size;
4872 dst_mask = shader_glsl_append_dst(ins->ctx->buffer, ins);
4873 mask_size = shader_glsl_get_write_mask_size(dst_mask);
4874 shader_glsl_add_src_param(ins, &ins->src[0], src_mask, &src0_param);
4876 if (mask_size > 1) {
4877 shader_addline(ins->ctx->buffer, "vec%d(dot(T%u.xyz, %s)));\n", mask_size, dstreg, src0_param.param_str);
4878 } else {
4879 shader_addline(ins->ctx->buffer, "dot(T%u.xyz, %s));\n", dstreg, src0_param.param_str);
4883 /** Process the WINED3DSIO_TEXDEPTH instruction in GLSL:
4884 * Calculate the depth as dst.x / dst.y */
4885 static void shader_glsl_texdepth(const struct wined3d_shader_instruction *ins)
4887 struct glsl_dst_param dst_param;
4889 shader_glsl_add_dst_param(ins, &ins->dst[0], &dst_param);
4891 /* Tests show that texdepth never returns anything below 0.0, and that r5.y is clamped to 1.0.
4892 * Negative input is accepted, -0.25 / -0.5 returns 0.5. GL should clamp gl_FragDepth to [0;1], but
4893 * this doesn't always work, so clamp the results manually. Whether or not the x value is clamped at 1
4894 * too is irrelevant, since if x = 0, any y value < 1.0 (and > 1.0 is not allowed) results in a result
4895 * >= 1.0 or < 0.0
4897 shader_addline(ins->ctx->buffer, "gl_FragDepth = clamp((%s.x / min(%s.y, 1.0)), 0.0, 1.0);\n",
4898 dst_param.reg_name, dst_param.reg_name);
4901 /** Process the WINED3DSIO_TEXM3X2DEPTH instruction in GLSL:
4902 * Last row of a 3x2 matrix multiply, use the result to calculate the depth:
4903 * Calculate tmp0.y = TexCoord[dstreg] . src.xyz; (tmp0.x has already been calculated)
4904 * depth = (tmp0.y == 0.0) ? 1.0 : tmp0.x / tmp0.y
4906 static void shader_glsl_texm3x2depth(const struct wined3d_shader_instruction *ins)
4908 DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
4909 DWORD dstreg = ins->dst[0].reg.idx[0].offset;
4910 struct glsl_src_param src0_param;
4912 shader_glsl_add_src_param(ins, &ins->src[0], src_mask, &src0_param);
4914 shader_addline(ins->ctx->buffer, "tmp0.y = dot(T%u.xyz, %s);\n", dstreg, src0_param.param_str);
4915 shader_addline(ins->ctx->buffer, "gl_FragDepth = (tmp0.y == 0.0) ? 1.0 : clamp(tmp0.x / tmp0.y, 0.0, 1.0);\n");
4918 /** Process the WINED3DSIO_TEXM3X2PAD instruction in GLSL
4919 * Calculate the 1st of a 2-row matrix multiplication. */
4920 static void shader_glsl_texm3x2pad(const struct wined3d_shader_instruction *ins)
4922 DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
4923 DWORD reg = ins->dst[0].reg.idx[0].offset;
4924 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
4925 struct glsl_src_param src0_param;
4927 shader_glsl_add_src_param(ins, &ins->src[0], src_mask, &src0_param);
4928 shader_addline(buffer, "tmp0.x = dot(T%u.xyz, %s);\n", reg, src0_param.param_str);
4931 /** Process the WINED3DSIO_TEXM3X3PAD instruction in GLSL
4932 * Calculate the 1st or 2nd row of a 3-row matrix multiplication. */
4933 static void shader_glsl_texm3x3pad(const struct wined3d_shader_instruction *ins)
4935 DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
4936 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
4937 struct wined3d_shader_tex_mx *tex_mx = ins->ctx->tex_mx;
4938 DWORD reg = ins->dst[0].reg.idx[0].offset;
4939 struct glsl_src_param src0_param;
4941 shader_glsl_add_src_param(ins, &ins->src[0], src_mask, &src0_param);
4942 shader_addline(buffer, "tmp0.%c = dot(T%u.xyz, %s);\n", 'x' + tex_mx->current_row, reg, src0_param.param_str);
4943 tex_mx->texcoord_w[tex_mx->current_row++] = reg;
4946 static void shader_glsl_texm3x2tex(const struct wined3d_shader_instruction *ins)
4948 DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
4949 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
4950 struct glsl_sample_function sample_function;
4951 DWORD reg = ins->dst[0].reg.idx[0].offset;
4952 struct glsl_src_param src0_param;
4954 shader_glsl_add_src_param(ins, &ins->src[0], src_mask, &src0_param);
4955 shader_addline(buffer, "tmp0.y = dot(T%u.xyz, %s);\n", reg, src0_param.param_str);
4957 shader_glsl_get_sample_function(ins->ctx, reg, reg, 0, &sample_function);
4959 /* Sample the texture using the calculated coordinates */
4960 shader_glsl_gen_sample_code(ins, reg, &sample_function, WINED3DSP_NOSWIZZLE, NULL, NULL, NULL, NULL, "tmp0.xy");
4961 shader_glsl_release_sample_function(ins->ctx, &sample_function);
4964 /** Process the WINED3DSIO_TEXM3X3TEX instruction in GLSL
4965 * Perform the 3rd row of a 3x3 matrix multiply, then sample the texture using the calculated coordinates */
4966 static void shader_glsl_texm3x3tex(const struct wined3d_shader_instruction *ins)
4968 DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
4969 struct wined3d_shader_tex_mx *tex_mx = ins->ctx->tex_mx;
4970 struct glsl_sample_function sample_function;
4971 DWORD reg = ins->dst[0].reg.idx[0].offset;
4972 struct glsl_src_param src0_param;
4974 shader_glsl_add_src_param(ins, &ins->src[0], src_mask, &src0_param);
4975 shader_addline(ins->ctx->buffer, "tmp0.z = dot(T%u.xyz, %s);\n", reg, src0_param.param_str);
4977 /* Dependent read, not valid with conditional NP2 */
4978 shader_glsl_get_sample_function(ins->ctx, reg, reg, 0, &sample_function);
4980 /* Sample the texture using the calculated coordinates */
4981 shader_glsl_gen_sample_code(ins, reg, &sample_function, WINED3DSP_NOSWIZZLE, NULL, NULL, NULL, NULL, "tmp0.xyz");
4982 shader_glsl_release_sample_function(ins->ctx, &sample_function);
4984 tex_mx->current_row = 0;
4987 /** Process the WINED3DSIO_TEXM3X3 instruction in GLSL
4988 * Perform the 3rd row of a 3x3 matrix multiply */
4989 static void shader_glsl_texm3x3(const struct wined3d_shader_instruction *ins)
4991 DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
4992 struct wined3d_shader_tex_mx *tex_mx = ins->ctx->tex_mx;
4993 DWORD reg = ins->dst[0].reg.idx[0].offset;
4994 struct glsl_src_param src0_param;
4995 char dst_mask[6];
4997 shader_glsl_add_src_param(ins, &ins->src[0], src_mask, &src0_param);
4999 shader_glsl_append_dst(ins->ctx->buffer, ins);
5000 shader_glsl_get_write_mask(&ins->dst[0], dst_mask);
5001 shader_addline(ins->ctx->buffer, "vec4(tmp0.xy, dot(T%u.xyz, %s), 1.0)%s);\n", reg, src0_param.param_str, dst_mask);
5003 tex_mx->current_row = 0;
5006 /* Process the WINED3DSIO_TEXM3X3SPEC instruction in GLSL
5007 * Perform the final texture lookup based on the previous 2 3x3 matrix multiplies */
5008 static void shader_glsl_texm3x3spec(const struct wined3d_shader_instruction *ins)
5010 struct glsl_src_param src0_param;
5011 struct glsl_src_param src1_param;
5012 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
5013 struct wined3d_shader_tex_mx *tex_mx = ins->ctx->tex_mx;
5014 DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
5015 struct glsl_sample_function sample_function;
5016 DWORD reg = ins->dst[0].reg.idx[0].offset;
5017 char coord_mask[6];
5019 shader_glsl_add_src_param(ins, &ins->src[0], src_mask, &src0_param);
5020 shader_glsl_add_src_param(ins, &ins->src[1], src_mask, &src1_param);
5022 /* Perform the last matrix multiply operation */
5023 shader_addline(buffer, "tmp0.z = dot(T%u.xyz, %s);\n", reg, src0_param.param_str);
5024 /* Reflection calculation */
5025 shader_addline(buffer, "tmp0.xyz = -reflect((%s), normalize(tmp0.xyz));\n", src1_param.param_str);
5027 /* Dependent read, not valid with conditional NP2 */
5028 shader_glsl_get_sample_function(ins->ctx, reg, reg, 0, &sample_function);
5029 shader_glsl_write_mask_to_str(sample_function.coord_mask, coord_mask);
5031 /* Sample the texture */
5032 shader_glsl_gen_sample_code(ins, reg, &sample_function, WINED3DSP_NOSWIZZLE,
5033 NULL, NULL, NULL, NULL, "tmp0%s", coord_mask);
5034 shader_glsl_release_sample_function(ins->ctx, &sample_function);
5036 tex_mx->current_row = 0;
5039 /* Process the WINED3DSIO_TEXM3X3VSPEC instruction in GLSL
5040 * Perform the final texture lookup based on the previous 2 3x3 matrix multiplies */
5041 static void shader_glsl_texm3x3vspec(const struct wined3d_shader_instruction *ins)
5043 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
5044 struct wined3d_shader_tex_mx *tex_mx = ins->ctx->tex_mx;
5045 DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
5046 struct glsl_sample_function sample_function;
5047 DWORD reg = ins->dst[0].reg.idx[0].offset;
5048 struct glsl_src_param src0_param;
5049 char coord_mask[6];
5051 shader_glsl_add_src_param(ins, &ins->src[0], src_mask, &src0_param);
5053 /* Perform the last matrix multiply operation */
5054 shader_addline(buffer, "tmp0.z = dot(vec3(T%u), vec3(%s));\n", reg, src0_param.param_str);
5056 /* Construct the eye-ray vector from w coordinates */
5057 shader_addline(buffer, "tmp1.xyz = normalize(vec3(ffp_texcoord[%u].w, ffp_texcoord[%u].w, ffp_texcoord[%u].w));\n",
5058 tex_mx->texcoord_w[0], tex_mx->texcoord_w[1], reg);
5059 shader_addline(buffer, "tmp0.xyz = -reflect(tmp1.xyz, normalize(tmp0.xyz));\n");
5061 /* Dependent read, not valid with conditional NP2 */
5062 shader_glsl_get_sample_function(ins->ctx, reg, reg, 0, &sample_function);
5063 shader_glsl_write_mask_to_str(sample_function.coord_mask, coord_mask);
5065 /* Sample the texture using the calculated coordinates */
5066 shader_glsl_gen_sample_code(ins, reg, &sample_function, WINED3DSP_NOSWIZZLE,
5067 NULL, NULL, NULL, NULL, "tmp0%s", coord_mask);
5068 shader_glsl_release_sample_function(ins->ctx, &sample_function);
5070 tex_mx->current_row = 0;
5073 /** Process the WINED3DSIO_TEXBEM instruction in GLSL.
5074 * Apply a fake bump map transform.
5075 * texbem is pshader <= 1.3 only, this saves a few version checks
5077 static void shader_glsl_texbem(const struct wined3d_shader_instruction *ins)
5079 const struct shader_glsl_ctx_priv *priv = ins->ctx->backend_data;
5080 struct glsl_sample_function sample_function;
5081 struct glsl_src_param coord_param;
5082 DWORD sampler_idx;
5083 DWORD mask;
5084 DWORD flags;
5085 char coord_mask[6];
5087 sampler_idx = ins->dst[0].reg.idx[0].offset;
5088 flags = (priv->cur_ps_args->tex_transform >> sampler_idx * WINED3D_PSARGS_TEXTRANSFORM_SHIFT)
5089 & WINED3D_PSARGS_TEXTRANSFORM_MASK;
5091 /* Dependent read, not valid with conditional NP2 */
5092 shader_glsl_get_sample_function(ins->ctx, sampler_idx, sampler_idx, 0, &sample_function);
5093 mask = sample_function.coord_mask;
5095 shader_glsl_write_mask_to_str(mask, coord_mask);
5097 /* With projected textures, texbem only divides the static texture coord,
5098 * not the displacement, so we can't let GL handle this. */
5099 if (flags & WINED3D_PSARGS_PROJECTED)
5101 DWORD div_mask=0;
5102 char coord_div_mask[3];
5103 switch (flags & ~WINED3D_PSARGS_PROJECTED)
5105 case WINED3D_TTFF_COUNT1:
5106 FIXME("WINED3D_TTFF_PROJECTED with WINED3D_TTFF_COUNT1?\n");
5107 break;
5108 case WINED3D_TTFF_COUNT2:
5109 div_mask = WINED3DSP_WRITEMASK_1;
5110 break;
5111 case WINED3D_TTFF_COUNT3:
5112 div_mask = WINED3DSP_WRITEMASK_2;
5113 break;
5114 case WINED3D_TTFF_COUNT4:
5115 case WINED3D_TTFF_DISABLE:
5116 div_mask = WINED3DSP_WRITEMASK_3;
5117 break;
5119 shader_glsl_write_mask_to_str(div_mask, coord_div_mask);
5120 shader_addline(ins->ctx->buffer, "T%u%s /= T%u%s;\n", sampler_idx, coord_mask, sampler_idx, coord_div_mask);
5123 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1, &coord_param);
5125 shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, WINED3DSP_NOSWIZZLE, NULL, NULL, NULL, NULL,
5126 "T%u%s + vec4(bumpenv_mat%u * %s, 0.0, 0.0)%s", sampler_idx, coord_mask, sampler_idx,
5127 coord_param.param_str, coord_mask);
5129 if (ins->handler_idx == WINED3DSIH_TEXBEML)
5131 struct glsl_src_param luminance_param;
5132 struct glsl_dst_param dst_param;
5134 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_2, &luminance_param);
5135 shader_glsl_add_dst_param(ins, &ins->dst[0], &dst_param);
5137 shader_addline(ins->ctx->buffer, "%s%s *= (%s * bumpenv_lum_scale%u + bumpenv_lum_offset%u);\n",
5138 dst_param.reg_name, dst_param.mask_str,
5139 luminance_param.param_str, sampler_idx, sampler_idx);
5141 shader_glsl_release_sample_function(ins->ctx, &sample_function);
5144 static void shader_glsl_bem(const struct wined3d_shader_instruction *ins)
5146 DWORD sampler_idx = ins->dst[0].reg.idx[0].offset;
5147 struct glsl_src_param src0_param, src1_param;
5149 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1, &src0_param);
5150 shader_glsl_add_src_param(ins, &ins->src[1], WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1, &src1_param);
5152 shader_glsl_append_dst(ins->ctx->buffer, ins);
5153 shader_addline(ins->ctx->buffer, "%s + bumpenv_mat%u * %s);\n",
5154 src0_param.param_str, sampler_idx, src1_param.param_str);
5157 /** Process the WINED3DSIO_TEXREG2AR instruction in GLSL
5158 * Sample 2D texture at dst using the alpha & red (wx) components of src as texture coordinates */
5159 static void shader_glsl_texreg2ar(const struct wined3d_shader_instruction *ins)
5161 DWORD sampler_idx = ins->dst[0].reg.idx[0].offset;
5162 struct glsl_sample_function sample_function;
5163 struct glsl_src_param src0_param;
5165 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_ALL, &src0_param);
5167 shader_glsl_get_sample_function(ins->ctx, sampler_idx, sampler_idx, 0, &sample_function);
5168 shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, WINED3DSP_NOSWIZZLE, NULL, NULL, NULL, NULL,
5169 "%s.wx", src0_param.reg_name);
5170 shader_glsl_release_sample_function(ins->ctx, &sample_function);
5173 /** Process the WINED3DSIO_TEXREG2GB instruction in GLSL
5174 * Sample 2D texture at dst using the green & blue (yz) components of src as texture coordinates */
5175 static void shader_glsl_texreg2gb(const struct wined3d_shader_instruction *ins)
5177 DWORD sampler_idx = ins->dst[0].reg.idx[0].offset;
5178 struct glsl_sample_function sample_function;
5179 struct glsl_src_param src0_param;
5181 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_ALL, &src0_param);
5183 shader_glsl_get_sample_function(ins->ctx, sampler_idx, sampler_idx, 0, &sample_function);
5184 shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, WINED3DSP_NOSWIZZLE, NULL, NULL, NULL, NULL,
5185 "%s.yz", src0_param.reg_name);
5186 shader_glsl_release_sample_function(ins->ctx, &sample_function);
5189 /** Process the WINED3DSIO_TEXREG2RGB instruction in GLSL
5190 * Sample texture at dst using the rgb (xyz) components of src as texture coordinates */
5191 static void shader_glsl_texreg2rgb(const struct wined3d_shader_instruction *ins)
5193 DWORD sampler_idx = ins->dst[0].reg.idx[0].offset;
5194 struct glsl_sample_function sample_function;
5195 struct glsl_src_param src0_param;
5197 /* Dependent read, not valid with conditional NP2 */
5198 shader_glsl_get_sample_function(ins->ctx, sampler_idx, sampler_idx, 0, &sample_function);
5199 shader_glsl_add_src_param(ins, &ins->src[0], sample_function.coord_mask, &src0_param);
5201 shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, WINED3DSP_NOSWIZZLE, NULL, NULL, NULL, NULL,
5202 "%s", src0_param.param_str);
5203 shader_glsl_release_sample_function(ins->ctx, &sample_function);
5206 /** Process the WINED3DSIO_TEXKILL instruction in GLSL.
5207 * If any of the first 3 components are < 0, discard this pixel */
5208 static void shader_glsl_texkill(const struct wined3d_shader_instruction *ins)
5210 if (ins->ctx->reg_maps->shader_version.major >= 4)
5212 struct glsl_src_param src_param;
5214 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0, &src_param);
5215 shader_addline(ins->ctx->buffer, "if (bool(floatBitsToUint(%s))) discard;\n", src_param.param_str);
5217 else
5219 struct glsl_dst_param dst_param;
5221 /* The argument is a destination parameter, and no writemasks are allowed */
5222 shader_glsl_add_dst_param(ins, &ins->dst[0], &dst_param);
5224 /* 2.0 shaders compare all 4 components in texkill. */
5225 if (ins->ctx->reg_maps->shader_version.major >= 2)
5226 shader_addline(ins->ctx->buffer, "if (any(lessThan(%s.xyzw, vec4(0.0)))) discard;\n", dst_param.reg_name);
5227 /* 1.x shaders only compare the first 3 components, probably due to
5228 * the nature of the texkill instruction as a tex* instruction, and
5229 * phase, which kills all .w components. Even if all 4 components are
5230 * defined, only the first 3 are used. */
5231 else
5232 shader_addline(ins->ctx->buffer, "if (any(lessThan(%s.xyz, vec3(0.0)))) discard;\n", dst_param.reg_name);
5236 /** Process the WINED3DSIO_DP2ADD instruction in GLSL.
5237 * dst = dot2(src0, src1) + src2 */
5238 static void shader_glsl_dp2add(const struct wined3d_shader_instruction *ins)
5240 struct glsl_src_param src0_param;
5241 struct glsl_src_param src1_param;
5242 struct glsl_src_param src2_param;
5243 DWORD write_mask;
5244 unsigned int mask_size;
5246 write_mask = shader_glsl_append_dst(ins->ctx->buffer, ins);
5247 mask_size = shader_glsl_get_write_mask_size(write_mask);
5249 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1, &src0_param);
5250 shader_glsl_add_src_param(ins, &ins->src[1], WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1, &src1_param);
5251 shader_glsl_add_src_param(ins, &ins->src[2], WINED3DSP_WRITEMASK_0, &src2_param);
5253 if (mask_size > 1) {
5254 shader_addline(ins->ctx->buffer, "vec%d(dot(%s, %s) + %s));\n",
5255 mask_size, src0_param.param_str, src1_param.param_str, src2_param.param_str);
5256 } else {
5257 shader_addline(ins->ctx->buffer, "dot(%s, %s) + %s);\n",
5258 src0_param.param_str, src1_param.param_str, src2_param.param_str);
5262 static void shader_glsl_input_pack(const struct wined3d_shader *shader, struct wined3d_string_buffer *buffer,
5263 const struct wined3d_shader_signature *input_signature,
5264 const struct wined3d_shader_reg_maps *reg_maps,
5265 const struct ps_compile_args *args, const struct wined3d_gl_info *gl_info)
5267 unsigned int i;
5269 for (i = 0; i < input_signature->element_count; ++i)
5271 const struct wined3d_shader_signature_element *input = &input_signature->elements[i];
5272 const char *semantic_name;
5273 UINT semantic_idx;
5274 char reg_mask[6];
5276 /* Unused */
5277 if (!(reg_maps->input_registers & (1u << input->register_idx)))
5278 continue;
5280 semantic_name = input->semantic_name;
5281 semantic_idx = input->semantic_idx;
5282 shader_glsl_write_mask_to_str(input->mask, reg_mask);
5284 if (args->vp_mode == vertexshader)
5286 if (input->sysval_semantic == WINED3D_SV_POSITION && !semantic_idx)
5287 shader_addline(buffer, "ps_in[%u]%s = vpos%s;\n",
5288 shader->u.ps.input_reg_map[input->register_idx], reg_mask, reg_mask);
5289 else if (args->pointsprite && shader_match_semantic(semantic_name, WINED3D_DECL_USAGE_TEXCOORD))
5290 shader_addline(buffer, "ps_in[%u] = vec4(gl_PointCoord.xy, 0.0, 0.0);\n", input->register_idx);
5291 else
5292 shader_addline(buffer, "ps_in[%u]%s = ps_link[%u]%s;\n",
5293 shader->u.ps.input_reg_map[input->register_idx], reg_mask,
5294 shader->u.ps.input_reg_map[input->register_idx], reg_mask);
5296 else if (shader_match_semantic(semantic_name, WINED3D_DECL_USAGE_TEXCOORD))
5298 if (args->pointsprite)
5299 shader_addline(buffer, "ps_in[%u] = vec4(gl_PointCoord.xy, 0.0, 0.0);\n",
5300 shader->u.ps.input_reg_map[input->register_idx]);
5301 else if (args->vp_mode == pretransformed && args->texcoords_initialized & (1u << semantic_idx))
5302 shader_addline(buffer, "ps_in[%u]%s = %s[%u]%s;\n",
5303 shader->u.ps.input_reg_map[input->register_idx], reg_mask,
5304 gl_info->supported[WINED3D_GL_LEGACY_CONTEXT]
5305 ? "gl_TexCoord" : "ffp_varying_texcoord", semantic_idx, reg_mask);
5306 else
5307 shader_addline(buffer, "ps_in[%u]%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
5308 shader->u.ps.input_reg_map[input->register_idx], reg_mask, reg_mask);
5310 else if (shader_match_semantic(semantic_name, WINED3D_DECL_USAGE_COLOR))
5312 if (!semantic_idx)
5313 shader_addline(buffer, "ps_in[%u]%s = vec4(ffp_varying_diffuse)%s;\n",
5314 shader->u.ps.input_reg_map[input->register_idx], reg_mask, reg_mask);
5315 else if (semantic_idx == 1)
5316 shader_addline(buffer, "ps_in[%u]%s = vec4(ffp_varying_specular)%s;\n",
5317 shader->u.ps.input_reg_map[input->register_idx], reg_mask, reg_mask);
5318 else
5319 shader_addline(buffer, "ps_in[%u]%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
5320 shader->u.ps.input_reg_map[input->register_idx], reg_mask, reg_mask);
5322 else
5324 shader_addline(buffer, "ps_in[%u]%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
5325 shader->u.ps.input_reg_map[input->register_idx], reg_mask, reg_mask);
5330 /*********************************************
5331 * Vertex Shader Specific Code begins here
5332 ********************************************/
5334 static void add_glsl_program_entry(struct shader_glsl_priv *priv, struct glsl_shader_prog_link *entry)
5336 struct glsl_program_key key;
5338 key.vs_id = entry->vs.id;
5339 key.gs_id = entry->gs.id;
5340 key.ps_id = entry->ps.id;
5342 if (wine_rb_put(&priv->program_lookup, &key, &entry->program_lookup_entry) == -1)
5344 ERR("Failed to insert program entry.\n");
5348 static struct glsl_shader_prog_link *get_glsl_program_entry(const struct shader_glsl_priv *priv,
5349 GLuint vs_id, GLuint gs_id, GLuint ps_id)
5351 struct wine_rb_entry *entry;
5352 struct glsl_program_key key;
5354 key.vs_id = vs_id;
5355 key.gs_id = gs_id;
5356 key.ps_id = ps_id;
5358 entry = wine_rb_get(&priv->program_lookup, &key);
5359 return entry ? WINE_RB_ENTRY_VALUE(entry, struct glsl_shader_prog_link, program_lookup_entry) : NULL;
5362 /* Context activation is done by the caller. */
5363 static void delete_glsl_program_entry(struct shader_glsl_priv *priv, const struct wined3d_gl_info *gl_info,
5364 struct glsl_shader_prog_link *entry)
5366 struct glsl_program_key key;
5368 key.vs_id = entry->vs.id;
5369 key.gs_id = entry->gs.id;
5370 key.ps_id = entry->ps.id;
5371 wine_rb_remove(&priv->program_lookup, &key);
5373 GL_EXTCALL(glDeleteProgram(entry->id));
5374 if (entry->vs.id)
5375 list_remove(&entry->vs.shader_entry);
5376 if (entry->gs.id)
5377 list_remove(&entry->gs.shader_entry);
5378 if (entry->ps.id)
5379 list_remove(&entry->ps.shader_entry);
5380 HeapFree(GetProcessHeap(), 0, entry);
5383 static void shader_glsl_setup_vs3_output(struct shader_glsl_priv *priv,
5384 const struct wined3d_gl_info *gl_info, const DWORD *map,
5385 const struct wined3d_shader_signature *input_signature,
5386 const struct wined3d_shader_reg_maps *reg_maps_in,
5387 const struct wined3d_shader_signature *output_signature,
5388 const struct wined3d_shader_reg_maps *reg_maps_out, const char *out_array_name)
5390 struct wined3d_string_buffer *destination = string_buffer_get(&priv->string_buffers);
5391 BOOL legacy_context = gl_info->supported[WINED3D_GL_LEGACY_CONTEXT];
5392 struct wined3d_string_buffer *buffer = &priv->shader_buffer;
5393 unsigned int in_count = vec4_varyings(3, gl_info);
5394 unsigned int max_varyings = legacy_context ? in_count + 2 : in_count;
5395 DWORD in_idx, *set = NULL;
5396 unsigned int i, j;
5397 char reg_mask[6];
5399 set = wined3d_calloc(max_varyings, sizeof(*set));
5401 for (i = 0; i < input_signature->element_count; ++i)
5403 const struct wined3d_shader_signature_element *input = &input_signature->elements[i];
5405 if (!(reg_maps_in->input_registers & (1u << input->register_idx)))
5406 continue;
5408 in_idx = map[input->register_idx];
5409 /* Declared, but not read register */
5410 if (in_idx == ~0u)
5411 continue;
5412 if (in_idx >= max_varyings)
5414 FIXME("More input varyings declared than supported, expect issues.\n");
5415 continue;
5418 if (in_idx == in_count)
5419 string_buffer_sprintf(destination, "gl_FrontColor");
5420 else if (in_idx == in_count + 1)
5421 string_buffer_sprintf(destination, "gl_FrontSecondaryColor");
5422 else
5423 string_buffer_sprintf(destination, "%s[%u]", out_array_name, in_idx);
5425 if (!set[in_idx])
5426 set[in_idx] = ~0u;
5428 for (j = 0; j < output_signature->element_count; ++j)
5430 const struct wined3d_shader_signature_element *output = &output_signature->elements[j];
5431 DWORD mask;
5433 if (!(reg_maps_out->output_registers & (1u << output->register_idx))
5434 || input->semantic_idx != output->semantic_idx
5435 || strcmp(input->semantic_name, output->semantic_name)
5436 || !(mask = input->mask & output->mask))
5437 continue;
5439 if (set[in_idx] == ~0u)
5440 set[in_idx] = 0;
5441 set[in_idx] |= mask & reg_maps_out->u.output_registers_mask[output->register_idx];
5442 shader_glsl_write_mask_to_str(mask, reg_mask);
5444 shader_addline(buffer, "%s%s = shader_out[%u]%s;\n",
5445 destination->buffer, reg_mask, output->register_idx, reg_mask);
5449 for (i = 0; i < max_varyings; ++i)
5451 unsigned int size;
5453 if (!set[i] || set[i] == WINED3DSP_WRITEMASK_ALL)
5454 continue;
5456 if (set[i] == ~0u)
5457 set[i] = 0;
5459 size = 0;
5460 if (!(set[i] & WINED3DSP_WRITEMASK_0))
5461 reg_mask[size++] = 'x';
5462 if (!(set[i] & WINED3DSP_WRITEMASK_1))
5463 reg_mask[size++] = 'y';
5464 if (!(set[i] & WINED3DSP_WRITEMASK_2))
5465 reg_mask[size++] = 'z';
5466 if (!(set[i] & WINED3DSP_WRITEMASK_3))
5467 reg_mask[size++] = 'w';
5468 reg_mask[size] = '\0';
5470 if (i == in_count)
5471 string_buffer_sprintf(destination, "gl_FrontColor");
5472 else if (i == in_count + 1)
5473 string_buffer_sprintf(destination, "gl_FrontSecondaryColor");
5474 else
5475 string_buffer_sprintf(destination, "%s[%u]", out_array_name, i);
5477 if (size == 1)
5478 shader_addline(buffer, "%s.%s = 0.0;\n", destination->buffer, reg_mask);
5479 else
5480 shader_addline(buffer, "%s.%s = vec%u(0.0);\n", destination->buffer, reg_mask, size);
5483 HeapFree(GetProcessHeap(), 0, set);
5484 string_buffer_release(&priv->string_buffers, destination);
5487 static void shader_glsl_setup_sm4_shader_output(struct shader_glsl_priv *priv,
5488 unsigned int input_count, const struct wined3d_shader_signature *output_signature,
5489 const struct wined3d_shader_reg_maps *reg_maps_out, const char *out_array_name)
5491 struct wined3d_string_buffer *destination = string_buffer_get(&priv->string_buffers);
5492 struct wined3d_string_buffer *buffer = &priv->shader_buffer;
5493 char reg_mask[6];
5494 unsigned int i;
5496 for (i = 0; i < output_signature->element_count; ++i)
5498 const struct wined3d_shader_signature_element *output = &output_signature->elements[i];
5500 if (!(reg_maps_out->output_registers & (1u << output->register_idx)))
5501 continue;
5503 if (output->register_idx >= input_count)
5504 continue;
5506 string_buffer_sprintf(destination, "%s[%u]", out_array_name, output->register_idx);
5508 shader_glsl_write_mask_to_str(output->mask, reg_mask);
5510 shader_addline(buffer, "%s%s = shader_out[%u]%s;\n",
5511 destination->buffer, reg_mask, output->register_idx, reg_mask);
5514 string_buffer_release(&priv->string_buffers, destination);
5517 /* Context activation is done by the caller. */
5518 static void shader_glsl_generate_vs_gs_setup(struct shader_glsl_priv *priv,
5519 const struct wined3d_shader *vs, unsigned int input_count,
5520 const struct wined3d_gl_info *gl_info)
5522 BOOL legacy_context = gl_info->supported[WINED3D_GL_LEGACY_CONTEXT];
5523 struct wined3d_string_buffer *buffer = &priv->shader_buffer;
5525 if (legacy_context)
5526 shader_addline(buffer, "varying out vec4 gs_in[%u];\n", input_count);
5527 else
5528 shader_addline(buffer, "out vs_gs_iface { vec4 gs_in[%u]; } gs_in;\n", input_count);
5529 shader_addline(buffer, "void setup_vs_output(in vec4 shader_out[%u])\n{\n", vs->limits->packed_output);
5531 shader_glsl_setup_sm4_shader_output(priv, input_count, &vs->output_signature, &vs->reg_maps,
5532 legacy_context ? "gs_in" : "gs_in.gs_in");
5534 shader_addline(buffer, "}\n");
5537 static void shader_glsl_setup_sm3_rasterizer_input(struct shader_glsl_priv *priv,
5538 const struct wined3d_gl_info *gl_info, const DWORD *map,
5539 const struct wined3d_shader_signature *input_signature,
5540 const struct wined3d_shader_reg_maps *reg_maps_in, unsigned int input_count,
5541 const struct wined3d_shader_signature *output_signature,
5542 const struct wined3d_shader_reg_maps *reg_maps_out, BOOL per_vertex_point_size)
5544 struct wined3d_string_buffer *buffer = &priv->shader_buffer;
5545 const char *semantic_name;
5546 UINT semantic_idx;
5547 char reg_mask[6];
5548 unsigned int i;
5550 /* First, sort out position and point size system values. */
5551 for (i = 0; i < output_signature->element_count; ++i)
5553 const struct wined3d_shader_signature_element *output = &output_signature->elements[i];
5555 if (!(reg_maps_out->output_registers & (1u << output->register_idx)))
5556 continue;
5558 semantic_name = output->semantic_name;
5559 semantic_idx = output->semantic_idx;
5560 shader_glsl_write_mask_to_str(output->mask, reg_mask);
5562 if (output->sysval_semantic == WINED3D_SV_POSITION && !semantic_idx)
5564 shader_addline(buffer, "gl_Position%s = shader_out[%u]%s;\n",
5565 reg_mask, output->register_idx, reg_mask);
5567 else if (shader_match_semantic(semantic_name, WINED3D_DECL_USAGE_PSIZE) && per_vertex_point_size)
5569 shader_addline(buffer, "gl_PointSize = clamp(shader_out[%u].%c, "
5570 "ffp_point.size_min, ffp_point.size_max);\n", output->register_idx, reg_mask[1]);
5574 /* Then, setup the pixel shader input. */
5575 if (reg_maps_out->shader_version.major < 4)
5576 shader_glsl_setup_vs3_output(priv, gl_info, map, input_signature, reg_maps_in,
5577 output_signature, reg_maps_out, "ps_link");
5578 else
5579 shader_glsl_setup_sm4_shader_output(priv, input_count, output_signature, reg_maps_out, "ps_link");
5582 /* Context activation is done by the caller. */
5583 static GLuint shader_glsl_generate_vs3_rasterizer_input_setup(struct shader_glsl_priv *priv,
5584 const struct wined3d_shader *vs, const struct wined3d_shader *ps,
5585 BOOL per_vertex_point_size, BOOL flatshading, const struct wined3d_gl_info *gl_info)
5587 struct wined3d_string_buffer *buffer = &priv->shader_buffer;
5588 GLuint ret;
5589 DWORD ps_major = ps ? ps->reg_maps.shader_version.major : 0;
5590 unsigned int i;
5591 const char *semantic_name;
5592 UINT semantic_idx;
5593 char reg_mask[6];
5594 BOOL legacy_context = gl_info->supported[WINED3D_GL_LEGACY_CONTEXT];
5596 string_buffer_clear(buffer);
5598 shader_addline(buffer, "%s\n", shader_glsl_get_version(gl_info, &vs->reg_maps.shader_version));
5600 if (per_vertex_point_size)
5602 shader_addline(buffer, "uniform struct\n{\n");
5603 shader_addline(buffer, " float size_min;\n");
5604 shader_addline(buffer, " float size_max;\n");
5605 shader_addline(buffer, "} ffp_point;\n");
5608 if (ps_major < 3)
5610 DWORD colors_written_mask[2] = {0};
5611 DWORD texcoords_written_mask[MAX_TEXTURES] = {0};
5613 if (!legacy_context)
5615 declare_out_varying(gl_info, buffer, flatshading, "vec4 ffp_varying_diffuse;\n");
5616 declare_out_varying(gl_info, buffer, flatshading, "vec4 ffp_varying_specular;\n");
5617 declare_out_varying(gl_info, buffer, FALSE, "vec4 ffp_varying_texcoord[%u];\n", MAX_TEXTURES);
5618 declare_out_varying(gl_info, buffer, FALSE, "float ffp_varying_fogcoord;\n");
5621 shader_addline(buffer, "void setup_vs_output(in vec4 shader_out[%u])\n{\n", vs->limits->packed_output);
5623 for (i = 0; i < vs->output_signature.element_count; ++i)
5625 const struct wined3d_shader_signature_element *output = &vs->output_signature.elements[i];
5626 DWORD write_mask;
5628 if (!(vs->reg_maps.output_registers & (1u << output->register_idx)))
5629 continue;
5631 semantic_name = output->semantic_name;
5632 semantic_idx = output->semantic_idx;
5633 write_mask = output->mask;
5634 shader_glsl_write_mask_to_str(write_mask, reg_mask);
5636 if (shader_match_semantic(semantic_name, WINED3D_DECL_USAGE_COLOR) && semantic_idx < 2)
5638 if (legacy_context)
5639 shader_addline(buffer, "gl_Front%sColor%s = shader_out[%u]%s;\n",
5640 semantic_idx ? "Secondary" : "", reg_mask, output->register_idx, reg_mask);
5641 else
5642 shader_addline(buffer, "ffp_varying_%s%s = clamp(shader_out[%u]%s, 0.0, 1.0);\n",
5643 semantic_idx ? "specular" : "diffuse", reg_mask, output->register_idx, reg_mask);
5645 colors_written_mask[semantic_idx] = write_mask;
5647 else if (shader_match_semantic(semantic_name, WINED3D_DECL_USAGE_POSITION) && !semantic_idx)
5649 shader_addline(buffer, "gl_Position%s = shader_out[%u]%s;\n",
5650 reg_mask, output->register_idx, reg_mask);
5652 else if (shader_match_semantic(semantic_name, WINED3D_DECL_USAGE_TEXCOORD))
5654 if (semantic_idx < MAX_TEXTURES)
5656 shader_addline(buffer, "%s[%u]%s = shader_out[%u]%s;\n",
5657 legacy_context ? "gl_TexCoord" : "ffp_varying_texcoord",
5658 semantic_idx, reg_mask, output->register_idx, reg_mask);
5659 texcoords_written_mask[semantic_idx] = write_mask;
5662 else if (shader_match_semantic(semantic_name, WINED3D_DECL_USAGE_PSIZE) && per_vertex_point_size)
5664 shader_addline(buffer, "gl_PointSize = clamp(shader_out[%u].%c, "
5665 "ffp_point.size_min, ffp_point.size_max);\n", output->register_idx, reg_mask[1]);
5667 else if (shader_match_semantic(semantic_name, WINED3D_DECL_USAGE_FOG))
5669 shader_addline(buffer, "%s = clamp(shader_out[%u].%c, 0.0, 1.0);\n",
5670 legacy_context ? "gl_FogFragCoord" : "ffp_varying_fogcoord",
5671 output->register_idx, reg_mask[1]);
5675 for (i = 0; i < 2; ++i)
5677 if (colors_written_mask[i] != WINED3DSP_WRITEMASK_ALL)
5679 shader_glsl_write_mask_to_str(~colors_written_mask[i] & WINED3DSP_WRITEMASK_ALL, reg_mask);
5680 if (!i)
5681 shader_addline(buffer, "%s%s = vec4(1.0)%s;\n",
5682 legacy_context ? "gl_FrontColor" : "ffp_varying_diffuse",
5683 reg_mask, reg_mask);
5684 else
5685 shader_addline(buffer, "%s%s = vec4(0.0)%s;\n",
5686 legacy_context ? "gl_FrontSecondaryColor" : "ffp_varying_specular",
5687 reg_mask, reg_mask);
5690 for (i = 0; i < MAX_TEXTURES; ++i)
5692 if (ps && !(ps->reg_maps.texcoord & (1u << i)))
5693 continue;
5695 if (texcoords_written_mask[i] != WINED3DSP_WRITEMASK_ALL)
5697 if (gl_info->limits.glsl_varyings < wined3d_max_compat_varyings(gl_info)
5698 && !texcoords_written_mask[i])
5699 continue;
5701 shader_glsl_write_mask_to_str(~texcoords_written_mask[i] & WINED3DSP_WRITEMASK_ALL, reg_mask);
5702 shader_addline(buffer, "%s[%u]%s = vec4(0.0)%s;\n",
5703 legacy_context ? "gl_TexCoord" : "ffp_varying_texcoord", i, reg_mask, reg_mask);
5707 else
5709 UINT in_count = min(vec4_varyings(ps_major, gl_info), ps->limits->packed_input);
5711 declare_out_varying(gl_info, buffer, FALSE, "vec4 ps_link[%u];\n", in_count);
5712 shader_addline(buffer, "void setup_vs_output(in vec4 shader_out[%u])\n{\n", vs->limits->packed_output);
5713 shader_glsl_setup_sm3_rasterizer_input(priv, gl_info, ps->u.ps.input_reg_map, &ps->input_signature,
5714 &ps->reg_maps, 0, &vs->output_signature, &vs->reg_maps, per_vertex_point_size);
5717 shader_addline(buffer, "}\n");
5719 ret = GL_EXTCALL(glCreateShader(GL_VERTEX_SHADER));
5720 checkGLcall("glCreateShader(GL_VERTEX_SHADER)");
5721 shader_glsl_compile(gl_info, ret, buffer->buffer);
5723 return ret;
5726 static void shader_glsl_generate_sm4_rasterizer_input_setup(struct shader_glsl_priv *priv,
5727 const struct wined3d_shader *shader, unsigned int input_count,
5728 const struct wined3d_gl_info *gl_info)
5730 struct wined3d_string_buffer *buffer = &priv->shader_buffer;
5732 if (input_count)
5733 declare_out_varying(gl_info, buffer, FALSE, "vec4 ps_link[%u];\n", min(vec4_varyings(4, gl_info), input_count));
5735 shader_addline(buffer, "void setup_%s_output(in vec4 shader_out[%u])\n{\n",
5736 shader_glsl_get_prefix(shader->reg_maps.shader_version.type), shader->limits->packed_output);
5738 shader_glsl_setup_sm3_rasterizer_input(priv, gl_info, NULL, NULL,
5739 NULL, input_count, &shader->output_signature, &shader->reg_maps, FALSE);
5741 shader_addline(buffer, "}\n");
5744 static void shader_glsl_generate_srgb_write_correction(struct wined3d_string_buffer *buffer,
5745 const struct wined3d_gl_info *gl_info)
5747 const char *output = get_fragment_output(gl_info);
5749 shader_addline(buffer, "tmp0.xyz = pow(%s[0].xyz, vec3(srgb_const0.x));\n", output);
5750 shader_addline(buffer, "tmp0.xyz = tmp0.xyz * vec3(srgb_const0.y) - vec3(srgb_const0.z);\n");
5751 shader_addline(buffer, "tmp1.xyz = %s[0].xyz * vec3(srgb_const0.w);\n", output);
5752 shader_addline(buffer, "bvec3 srgb_compare = lessThan(%s[0].xyz, vec3(srgb_const1.x));\n", output);
5753 shader_addline(buffer, "%s[0].xyz = mix(tmp0.xyz, tmp1.xyz, vec3(srgb_compare));\n", output);
5754 shader_addline(buffer, "%s[0] = clamp(%s[0], 0.0, 1.0);\n", output, output);
5757 static void shader_glsl_generate_fog_code(struct wined3d_string_buffer *buffer,
5758 const struct wined3d_gl_info *gl_info, enum wined3d_ffp_ps_fog_mode mode)
5760 const char *output = get_fragment_output(gl_info);
5762 switch (mode)
5764 case WINED3D_FFP_PS_FOG_OFF:
5765 return;
5767 case WINED3D_FFP_PS_FOG_LINEAR:
5768 shader_addline(buffer, "float fog = (ffp_fog.end - ffp_varying_fogcoord) * ffp_fog.scale;\n");
5769 break;
5771 case WINED3D_FFP_PS_FOG_EXP:
5772 shader_addline(buffer, "float fog = exp(-ffp_fog.density * ffp_varying_fogcoord);\n");
5773 break;
5775 case WINED3D_FFP_PS_FOG_EXP2:
5776 shader_addline(buffer, "float fog = exp(-ffp_fog.density * ffp_fog.density"
5777 " * ffp_varying_fogcoord * ffp_varying_fogcoord);\n");
5778 break;
5780 default:
5781 ERR("Invalid fog mode %#x.\n", mode);
5782 return;
5785 shader_addline(buffer, "%s[0].xyz = mix(ffp_fog.color.xyz, %s[0].xyz, clamp(fog, 0.0, 1.0));\n",
5786 output, output);
5789 static void shader_glsl_generate_alpha_test(struct wined3d_string_buffer *buffer,
5790 const struct wined3d_gl_info *gl_info, enum wined3d_cmp_func alpha_func)
5792 /* alpha_func is the PASS condition, not the DISCARD condition. Instead of
5793 * flipping all the operators here, just negate the comparison below. */
5794 static const char * const comparison_operator[] =
5796 "", /* WINED3D_CMP_NEVER */
5797 "<", /* WINED3D_CMP_LESS */
5798 "==", /* WINED3D_CMP_EQUAL */
5799 "<=", /* WINED3D_CMP_LESSEQUAL */
5800 ">", /* WINED3D_CMP_GREATER */
5801 "!=", /* WINED3D_CMP_NOTEQUAL */
5802 ">=", /* WINED3D_CMP_GREATEREQUAL */
5803 "" /* WINED3D_CMP_ALWAYS */
5806 if (alpha_func == WINED3D_CMP_ALWAYS)
5807 return;
5809 if (alpha_func != WINED3D_CMP_NEVER)
5810 shader_addline(buffer, "if (!(%s[0].a %s alpha_test_ref))\n",
5811 get_fragment_output(gl_info), comparison_operator[alpha_func - WINED3D_CMP_NEVER]);
5812 shader_addline(buffer, " discard;\n");
5815 /* Context activation is done by the caller. */
5816 static GLuint shader_glsl_generate_pshader(const struct wined3d_context *context,
5817 struct wined3d_string_buffer *buffer, struct wined3d_string_buffer_list *string_buffers,
5818 const struct wined3d_shader *shader,
5819 const struct ps_compile_args *args, struct ps_np2fixup_info *np2fixup_info)
5821 const struct wined3d_shader_reg_maps *reg_maps = &shader->reg_maps;
5822 const struct wined3d_gl_info *gl_info = context->gl_info;
5823 const DWORD *function = shader->function;
5824 struct shader_glsl_ctx_priv priv_ctx;
5825 BOOL legacy_context = gl_info->supported[WINED3D_GL_LEGACY_CONTEXT];
5827 /* Create the hw GLSL shader object and assign it as the shader->prgId */
5828 GLuint shader_id = GL_EXTCALL(glCreateShader(GL_FRAGMENT_SHADER));
5830 memset(&priv_ctx, 0, sizeof(priv_ctx));
5831 priv_ctx.cur_ps_args = args;
5832 priv_ctx.cur_np2fixup_info = np2fixup_info;
5833 priv_ctx.string_buffers = string_buffers;
5835 shader_addline(buffer, "%s\n", shader_glsl_get_version(gl_info, &reg_maps->shader_version));
5837 if (gl_info->supported[ARB_SHADER_BIT_ENCODING])
5838 shader_addline(buffer, "#extension GL_ARB_shader_bit_encoding : enable\n");
5839 if (gl_info->supported[ARB_SHADER_TEXTURE_LOD])
5840 shader_addline(buffer, "#extension GL_ARB_shader_texture_lod : enable\n");
5841 if (gl_info->supported[ARB_TEXTURE_QUERY_LEVELS])
5842 shader_addline(buffer, "#extension GL_ARB_texture_query_levels : enable\n");
5843 /* The spec says that it doesn't have to be explicitly enabled, but the
5844 * nvidia drivers write a warning if we don't do so. */
5845 if (gl_info->supported[ARB_TEXTURE_RECTANGLE])
5846 shader_addline(buffer, "#extension GL_ARB_texture_rectangle : enable\n");
5847 if (gl_info->supported[ARB_UNIFORM_BUFFER_OBJECT])
5848 shader_addline(buffer, "#extension GL_ARB_uniform_buffer_object : enable\n");
5849 if (gl_info->supported[EXT_GPU_SHADER4])
5850 shader_addline(buffer, "#extension GL_EXT_gpu_shader4 : enable\n");
5851 if (gl_info->supported[EXT_TEXTURE_ARRAY])
5852 shader_addline(buffer, "#extension GL_EXT_texture_array : enable\n");
5854 /* Base Declarations */
5855 shader_generate_glsl_declarations(context, buffer, shader, reg_maps, &priv_ctx);
5857 shader_addline(buffer, "void main()\n{\n");
5859 /* Direct3D applications expect integer vPos values, while OpenGL drivers
5860 * add approximately 0.5. This causes off-by-one problems as spotted by
5861 * the vPos d3d9 visual test. Unfortunately ATI cards do not add exactly
5862 * 0.5, but rather something like 0.49999999 or 0.50000001, which still
5863 * causes precision troubles when we just subtract 0.5.
5865 * To deal with that, just floor() the position. This will eliminate the
5866 * fraction on all cards.
5868 * TODO: Test how this behaves with multisampling.
5870 * An advantage of floor is that it works even if the driver doesn't add
5871 * 0.5. It is somewhat questionable if 1.5, 2.5, ... are the proper values
5872 * to return in gl_FragCoord, even though coordinates specify the pixel
5873 * centers instead of the pixel corners. This code will behave correctly
5874 * on drivers that returns integer values. */
5875 if (reg_maps->vpos)
5877 if (shader->device->wined3d->flags & WINED3D_PIXEL_CENTER_INTEGER)
5878 shader_addline(buffer,
5879 "vpos = floor(vec4(0, ycorrection[0], 0, 0) + gl_FragCoord * vec4(1, ycorrection[1], 1, 1));\n");
5880 else
5881 shader_addline(buffer,
5882 "vpos = vec4(0, ycorrection[0], 0, 0) + gl_FragCoord * vec4(1, ycorrection[1], 1, 1);\n");
5885 if (reg_maps->shader_version.major < 3 || args->vp_mode != vertexshader)
5887 unsigned int i;
5888 WORD map = reg_maps->texcoord;
5890 if (legacy_context)
5892 if (glsl_is_color_reg_read(shader, 0))
5893 shader_addline(buffer, "ffp_varying_diffuse = gl_Color;\n");
5894 if (glsl_is_color_reg_read(shader, 1))
5895 shader_addline(buffer, "ffp_varying_specular = gl_SecondaryColor;\n");
5898 for (i = 0; map; map >>= 1, ++i)
5900 if (map & 1)
5902 if (args->pointsprite)
5903 shader_addline(buffer, "ffp_texcoord[%u] = vec4(gl_PointCoord.xy, 0.0, 0.0);\n", i);
5904 else if (args->texcoords_initialized & (1u << i))
5905 shader_addline(buffer, "ffp_texcoord[%u] = %s[%u];\n", i,
5906 legacy_context ? "gl_TexCoord" : "ffp_varying_texcoord", i);
5907 else
5908 shader_addline(buffer, "ffp_texcoord[%u] = vec4(0.0);\n", i);
5909 shader_addline(buffer, "vec4 T%u = ffp_texcoord[%u];\n", i, i);
5913 if (legacy_context)
5914 shader_addline(buffer, "ffp_varying_fogcoord = gl_FogFragCoord;\n");
5917 /* Pack 3.0 inputs */
5918 if (reg_maps->shader_version.major >= 3)
5919 shader_glsl_input_pack(shader, buffer, &shader->input_signature, reg_maps, args, gl_info);
5921 /* Base Shader Body */
5922 shader_generate_main(shader, buffer, reg_maps, function, &priv_ctx);
5924 /* Pixel shaders < 2.0 place the resulting color in R0 implicitly */
5925 if (reg_maps->shader_version.major < 2)
5926 shader_addline(buffer, "%s[0] = R0;\n", get_fragment_output(gl_info));
5928 if (args->srgb_correction)
5929 shader_glsl_generate_srgb_write_correction(buffer, gl_info);
5931 /* SM < 3 does not replace the fog stage. */
5932 if (reg_maps->shader_version.major < 3)
5933 shader_glsl_generate_fog_code(buffer, gl_info, args->fog);
5935 shader_glsl_generate_alpha_test(buffer, gl_info, args->alpha_test_func + 1);
5937 shader_addline(buffer, "}\n");
5939 TRACE("Compiling shader object %u.\n", shader_id);
5940 shader_glsl_compile(gl_info, shader_id, buffer->buffer);
5942 return shader_id;
5945 /* Context activation is done by the caller. */
5946 static GLuint shader_glsl_generate_vshader(const struct wined3d_context *context,
5947 struct shader_glsl_priv *priv, const struct wined3d_shader *shader, const struct vs_compile_args *args)
5949 struct wined3d_string_buffer_list *string_buffers = &priv->string_buffers;
5950 const struct wined3d_shader_reg_maps *reg_maps = &shader->reg_maps;
5951 struct wined3d_string_buffer *buffer = &priv->shader_buffer;
5952 const struct wined3d_gl_info *gl_info = context->gl_info;
5953 BOOL legacy_context = gl_info->supported[WINED3D_GL_LEGACY_CONTEXT];
5954 const DWORD *function = shader->function;
5955 struct shader_glsl_ctx_priv priv_ctx;
5956 unsigned int i;
5958 /* Create the hw GLSL shader program and assign it as the shader->prgId */
5959 GLuint shader_id = GL_EXTCALL(glCreateShader(GL_VERTEX_SHADER));
5961 shader_addline(buffer, "%s\n", shader_glsl_get_version(gl_info, &reg_maps->shader_version));
5963 if (gl_info->supported[ARB_DRAW_INSTANCED])
5964 shader_addline(buffer, "#extension GL_ARB_draw_instanced : enable\n");
5965 if (gl_info->supported[ARB_EXPLICIT_ATTRIB_LOCATION])
5966 shader_addline(buffer, "#extension GL_ARB_explicit_attrib_location : enable\n");
5967 if (gl_info->supported[ARB_SHADER_BIT_ENCODING])
5968 shader_addline(buffer, "#extension GL_ARB_shader_bit_encoding : enable\n");
5969 if (gl_info->supported[ARB_TEXTURE_QUERY_LEVELS])
5970 shader_addline(buffer, "#extension GL_ARB_texture_query_levels : enable\n");
5971 if (gl_info->supported[ARB_UNIFORM_BUFFER_OBJECT])
5972 shader_addline(buffer, "#extension GL_ARB_uniform_buffer_object : enable\n");
5973 if (gl_info->supported[EXT_GPU_SHADER4])
5974 shader_addline(buffer, "#extension GL_EXT_gpu_shader4 : enable\n");
5975 if (gl_info->supported[EXT_TEXTURE_ARRAY])
5976 shader_addline(buffer, "#extension GL_EXT_texture_array : enable\n");
5978 memset(&priv_ctx, 0, sizeof(priv_ctx));
5979 priv_ctx.cur_vs_args = args;
5980 priv_ctx.string_buffers = string_buffers;
5982 /* Base Declarations */
5983 shader_generate_glsl_declarations(context, buffer, shader, reg_maps, &priv_ctx);
5985 if (args->next_shader_type == WINED3D_SHADER_TYPE_PIXEL)
5986 shader_addline(buffer, "uniform vec4 pos_fixup;\n");
5988 if (reg_maps->shader_version.major >= 4)
5990 if (args->next_shader_type == WINED3D_SHADER_TYPE_PIXEL)
5991 shader_glsl_generate_sm4_rasterizer_input_setup(priv, shader, args->next_shader_input_count, gl_info);
5992 else if (args->next_shader_type == WINED3D_SHADER_TYPE_GEOMETRY)
5993 shader_glsl_generate_vs_gs_setup(priv, shader, args->next_shader_input_count, gl_info);
5996 shader_addline(buffer, "void main()\n{\n");
5998 /* Base Shader Body */
5999 shader_generate_main(shader, buffer, reg_maps, function, &priv_ctx);
6001 /* Unpack outputs */
6002 shader_addline(buffer, "setup_vs_output(vs_out);\n");
6004 /* The D3DRS_FOGTABLEMODE render state defines if the shader-generated fog coord is used
6005 * or if the fragment depth is used. If the fragment depth is used(FOGTABLEMODE != NONE),
6006 * the fog frag coord is thrown away. If the fog frag coord is used, but not written by
6007 * the shader, it is set to 0.0(fully fogged, since start = 1.0, end = 0.0)
6009 if (reg_maps->shader_version.major < 3)
6011 if (args->fog_src == VS_FOG_Z)
6012 shader_addline(buffer, "%s = gl_Position.z;\n",
6013 legacy_context ? "gl_FogFragCoord" : "ffp_varying_fogcoord");
6014 else if (!reg_maps->fog)
6015 shader_addline(buffer, "%s = 0.0;\n",
6016 legacy_context ? "gl_FogFragCoord" : "ffp_varying_fogcoord");
6019 /* We always store the clipplanes without y inversion */
6020 if (args->clip_enabled)
6022 if (legacy_context)
6023 shader_addline(buffer, "gl_ClipVertex = gl_Position;\n");
6024 else
6025 for (i = 0; i < gl_info->limits.clipplanes; ++i)
6026 shader_addline(buffer, "gl_ClipDistance[%u] = dot(gl_Position, clip_planes[%u]);\n", i, i);
6029 if (args->point_size && !args->per_vertex_point_size)
6030 shader_addline(buffer, "gl_PointSize = clamp(ffp_point.size, ffp_point.size_min, ffp_point.size_max);\n");
6032 if (args->next_shader_type == WINED3D_SHADER_TYPE_PIXEL)
6033 shader_glsl_fixup_position(buffer);
6035 shader_addline(buffer, "}\n");
6037 TRACE("Compiling shader object %u.\n", shader_id);
6038 shader_glsl_compile(gl_info, shader_id, buffer->buffer);
6040 return shader_id;
6043 /* Context activation is done by the caller. */
6044 static GLuint shader_glsl_generate_geometry_shader(const struct wined3d_context *context,
6045 struct shader_glsl_priv *priv, const struct wined3d_shader *shader, const struct gs_compile_args *args)
6047 struct wined3d_string_buffer_list *string_buffers = &priv->string_buffers;
6048 const struct wined3d_shader_reg_maps *reg_maps = &shader->reg_maps;
6049 struct wined3d_string_buffer *buffer = &priv->shader_buffer;
6050 const struct wined3d_gl_info *gl_info = context->gl_info;
6051 const DWORD *function = shader->function;
6052 struct shader_glsl_ctx_priv priv_ctx;
6053 GLuint shader_id;
6055 shader_id = GL_EXTCALL(glCreateShader(GL_GEOMETRY_SHADER));
6057 shader_addline(buffer, "%s\n", shader_glsl_get_version(gl_info, &reg_maps->shader_version));
6059 if (gl_info->supported[ARB_GEOMETRY_SHADER4])
6060 shader_addline(buffer, "#extension GL_ARB_geometry_shader4 : enable\n");
6061 if (gl_info->supported[ARB_SHADER_BIT_ENCODING])
6062 shader_addline(buffer, "#extension GL_ARB_shader_bit_encoding : enable\n");
6063 if (gl_info->supported[ARB_TEXTURE_QUERY_LEVELS])
6064 shader_addline(buffer, "#extension GL_ARB_texture_query_levels : enable\n");
6065 if (gl_info->supported[ARB_UNIFORM_BUFFER_OBJECT])
6066 shader_addline(buffer, "#extension GL_ARB_uniform_buffer_object : enable\n");
6067 if (gl_info->supported[EXT_GPU_SHADER4])
6068 shader_addline(buffer, "#extension GL_EXT_gpu_shader4 : enable\n");
6069 if (gl_info->supported[EXT_TEXTURE_ARRAY])
6070 shader_addline(buffer, "#extension GL_EXT_texture_array : enable\n");
6072 memset(&priv_ctx, 0, sizeof(priv_ctx));
6073 priv_ctx.string_buffers = string_buffers;
6074 shader_generate_glsl_declarations(context, buffer, shader, reg_maps, &priv_ctx);
6075 shader_addline(buffer, "uniform vec4 pos_fixup;\n");
6076 shader_glsl_generate_sm4_rasterizer_input_setup(priv, shader, args->ps_input_count, gl_info);
6077 shader_addline(buffer, "void main()\n{\n");
6078 shader_generate_main(shader, buffer, reg_maps, function, &priv_ctx);
6079 shader_addline(buffer, "}\n");
6081 TRACE("Compiling shader object %u.\n", shader_id);
6082 shader_glsl_compile(gl_info, shader_id, buffer->buffer);
6084 return shader_id;
6087 static GLuint find_glsl_pshader(const struct wined3d_context *context,
6088 struct wined3d_string_buffer *buffer, struct wined3d_string_buffer_list *string_buffers,
6089 struct wined3d_shader *shader,
6090 const struct ps_compile_args *args, const struct ps_np2fixup_info **np2fixup_info)
6092 struct glsl_ps_compiled_shader *gl_shaders, *new_array;
6093 struct glsl_shader_private *shader_data;
6094 struct ps_np2fixup_info *np2fixup;
6095 UINT i;
6096 DWORD new_size;
6097 GLuint ret;
6099 if (!shader->backend_data)
6101 shader->backend_data = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*shader_data));
6102 if (!shader->backend_data)
6104 ERR("Failed to allocate backend data.\n");
6105 return 0;
6108 shader_data = shader->backend_data;
6109 gl_shaders = shader_data->gl_shaders.ps;
6111 /* Usually we have very few GL shaders for each d3d shader(just 1 or maybe 2),
6112 * so a linear search is more performant than a hashmap or a binary search
6113 * (cache coherency etc)
6115 for (i = 0; i < shader_data->num_gl_shaders; ++i)
6117 if (!memcmp(&gl_shaders[i].args, args, sizeof(*args)))
6119 if (args->np2_fixup)
6120 *np2fixup_info = &gl_shaders[i].np2fixup;
6121 return gl_shaders[i].id;
6125 TRACE("No matching GL shader found for shader %p, compiling a new shader.\n", shader);
6126 if(shader_data->shader_array_size == shader_data->num_gl_shaders) {
6127 if (shader_data->num_gl_shaders)
6129 new_size = shader_data->shader_array_size + max(1, shader_data->shader_array_size / 2);
6130 new_array = HeapReAlloc(GetProcessHeap(), 0, shader_data->gl_shaders.ps,
6131 new_size * sizeof(*gl_shaders));
6133 else
6135 new_array = HeapAlloc(GetProcessHeap(), 0, sizeof(*gl_shaders));
6136 new_size = 1;
6139 if(!new_array) {
6140 ERR("Out of memory\n");
6141 return 0;
6143 shader_data->gl_shaders.ps = new_array;
6144 shader_data->shader_array_size = new_size;
6145 gl_shaders = new_array;
6148 gl_shaders[shader_data->num_gl_shaders].args = *args;
6150 np2fixup = &gl_shaders[shader_data->num_gl_shaders].np2fixup;
6151 memset(np2fixup, 0, sizeof(*np2fixup));
6152 *np2fixup_info = args->np2_fixup ? np2fixup : NULL;
6154 pixelshader_update_resource_types(shader, args->tex_types);
6156 string_buffer_clear(buffer);
6157 ret = shader_glsl_generate_pshader(context, buffer, string_buffers, shader, args, np2fixup);
6158 gl_shaders[shader_data->num_gl_shaders++].id = ret;
6160 return ret;
6163 static inline BOOL vs_args_equal(const struct vs_compile_args *stored, const struct vs_compile_args *new,
6164 const DWORD use_map)
6166 if((stored->swizzle_map & use_map) != new->swizzle_map) return FALSE;
6167 if((stored->clip_enabled) != new->clip_enabled) return FALSE;
6168 if (stored->point_size != new->point_size)
6169 return FALSE;
6170 if (stored->per_vertex_point_size != new->per_vertex_point_size)
6171 return FALSE;
6172 if (stored->flatshading != new->flatshading)
6173 return FALSE;
6174 if (stored->next_shader_type != new->next_shader_type)
6175 return FALSE;
6176 if (stored->next_shader_input_count != new->next_shader_input_count)
6177 return FALSE;
6178 return stored->fog_src == new->fog_src;
6181 static GLuint find_glsl_vshader(const struct wined3d_context *context, struct shader_glsl_priv *priv,
6182 struct wined3d_shader *shader, const struct vs_compile_args *args)
6184 UINT i;
6185 DWORD new_size;
6186 DWORD use_map = context->stream_info.use_map;
6187 struct glsl_vs_compiled_shader *gl_shaders, *new_array;
6188 struct glsl_shader_private *shader_data;
6189 GLuint ret;
6191 if (!shader->backend_data)
6193 shader->backend_data = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*shader_data));
6194 if (!shader->backend_data)
6196 ERR("Failed to allocate backend data.\n");
6197 return 0;
6200 shader_data = shader->backend_data;
6201 gl_shaders = shader_data->gl_shaders.vs;
6203 /* Usually we have very few GL shaders for each d3d shader(just 1 or maybe 2),
6204 * so a linear search is more performant than a hashmap or a binary search
6205 * (cache coherency etc)
6207 for (i = 0; i < shader_data->num_gl_shaders; ++i)
6209 if (vs_args_equal(&gl_shaders[i].args, args, use_map))
6210 return gl_shaders[i].id;
6213 TRACE("No matching GL shader found for shader %p, compiling a new shader.\n", shader);
6215 if(shader_data->shader_array_size == shader_data->num_gl_shaders) {
6216 if (shader_data->num_gl_shaders)
6218 new_size = shader_data->shader_array_size + max(1, shader_data->shader_array_size / 2);
6219 new_array = HeapReAlloc(GetProcessHeap(), 0, shader_data->gl_shaders.vs,
6220 new_size * sizeof(*gl_shaders));
6222 else
6224 new_array = HeapAlloc(GetProcessHeap(), 0, sizeof(*gl_shaders));
6225 new_size = 1;
6228 if(!new_array) {
6229 ERR("Out of memory\n");
6230 return 0;
6232 shader_data->gl_shaders.vs = new_array;
6233 shader_data->shader_array_size = new_size;
6234 gl_shaders = new_array;
6237 gl_shaders[shader_data->num_gl_shaders].args = *args;
6239 string_buffer_clear(&priv->shader_buffer);
6240 ret = shader_glsl_generate_vshader(context, priv, shader, args);
6241 gl_shaders[shader_data->num_gl_shaders++].id = ret;
6243 return ret;
6246 static GLuint find_glsl_geometry_shader(const struct wined3d_context *context,
6247 struct shader_glsl_priv *priv, struct wined3d_shader *shader, const struct gs_compile_args *args)
6249 struct glsl_gs_compiled_shader *gl_shaders, *new_array;
6250 struct glsl_shader_private *shader_data;
6251 unsigned int i, new_size;
6252 GLuint ret;
6254 if (!shader->backend_data)
6256 if (!(shader->backend_data = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*shader_data))))
6258 ERR("Failed to allocate backend data.\n");
6259 return 0;
6262 shader_data = shader->backend_data;
6263 gl_shaders = shader_data->gl_shaders.gs;
6265 for (i = 0; i < shader_data->num_gl_shaders; ++i)
6267 if (!memcmp(&gl_shaders[i].args, args, sizeof(*args)))
6268 return gl_shaders[i].id;
6271 TRACE("No matching GL shader found for shader %p, compiling a new shader.\n", shader);
6273 if (shader_data->num_gl_shaders)
6275 new_size = shader_data->shader_array_size + 1;
6276 new_array = HeapReAlloc(GetProcessHeap(), 0, shader_data->gl_shaders.gs,
6277 new_size * sizeof(*new_array));
6279 else
6281 new_array = HeapAlloc(GetProcessHeap(), 0, sizeof(*new_array));
6282 new_size = 1;
6285 if (!new_array)
6287 ERR("Failed to allocate GL shaders array.\n");
6288 return 0;
6290 shader_data->gl_shaders.gs = new_array;
6291 shader_data->shader_array_size = new_size;
6292 gl_shaders = new_array;
6294 string_buffer_clear(&priv->shader_buffer);
6295 ret = shader_glsl_generate_geometry_shader(context, priv, shader, args);
6296 gl_shaders[shader_data->num_gl_shaders].args = *args;
6297 gl_shaders[shader_data->num_gl_shaders++].id = ret;
6299 return ret;
6302 static const char *shader_glsl_ffp_mcs(enum wined3d_material_color_source mcs, const char *material)
6304 switch (mcs)
6306 case WINED3D_MCS_MATERIAL:
6307 return material;
6308 case WINED3D_MCS_COLOR1:
6309 return "ffp_attrib_diffuse";
6310 case WINED3D_MCS_COLOR2:
6311 return "ffp_attrib_specular";
6312 default:
6313 ERR("Invalid material color source %#x.\n", mcs);
6314 return "<invalid>";
6318 static void shader_glsl_ffp_vertex_lighting(struct wined3d_string_buffer *buffer,
6319 const struct wined3d_ffp_vs_settings *settings, BOOL legacy_lighting)
6321 const char *diffuse, *specular, *emissive, *ambient;
6322 enum wined3d_light_type light_type;
6323 unsigned int i;
6325 if (!settings->lighting)
6327 shader_addline(buffer, "ffp_varying_diffuse = ffp_attrib_diffuse;\n");
6328 shader_addline(buffer, "ffp_varying_specular = ffp_attrib_specular;\n");
6329 return;
6332 shader_addline(buffer, "vec3 ambient = ffp_light_ambient;\n");
6333 shader_addline(buffer, "vec3 diffuse = vec3(0.0);\n");
6334 shader_addline(buffer, "vec4 specular = vec4(0.0);\n");
6335 shader_addline(buffer, "vec3 dir, dst;\n");
6336 shader_addline(buffer, "float att, t;\n");
6338 ambient = shader_glsl_ffp_mcs(settings->ambient_source, "ffp_material.ambient");
6339 diffuse = shader_glsl_ffp_mcs(settings->diffuse_source, "ffp_material.diffuse");
6340 specular = shader_glsl_ffp_mcs(settings->specular_source, "ffp_material.specular");
6341 emissive = shader_glsl_ffp_mcs(settings->emissive_source, "ffp_material.emissive");
6343 for (i = 0; i < MAX_ACTIVE_LIGHTS; ++i)
6345 light_type = (settings->light_type >> WINED3D_FFP_LIGHT_TYPE_SHIFT(i)) & WINED3D_FFP_LIGHT_TYPE_MASK;
6346 switch (light_type)
6348 case WINED3D_LIGHT_POINT:
6349 shader_addline(buffer, "dir = ffp_light[%u].position.xyz - ec_pos.xyz;\n", i);
6350 shader_addline(buffer, "dst.z = dot(dir, dir);\n");
6351 shader_addline(buffer, "dst.y = sqrt(dst.z);\n");
6352 shader_addline(buffer, "dst.x = 1.0;\n");
6353 if (legacy_lighting)
6355 shader_addline(buffer, "dst.y = (ffp_light[%u].range - dst.y) / ffp_light[%u].range;\n", i, i);
6356 shader_addline(buffer, "dst.z = dst.y * dst.y;\n");
6358 else
6360 shader_addline(buffer, "if (dst.y <= ffp_light[%u].range)\n{\n", i);
6362 shader_addline(buffer, "att = dot(dst.xyz, vec3(ffp_light[%u].c_att,"
6363 " ffp_light[%u].l_att, ffp_light[%u].q_att));\n", i, i, i);
6364 if (!legacy_lighting)
6365 shader_addline(buffer, "att = 1.0 / att;\n");
6366 shader_addline(buffer, "ambient += ffp_light[%u].ambient.xyz * att;\n", i);
6367 if (!settings->normal)
6369 if (!legacy_lighting)
6370 shader_addline(buffer, "}\n");
6371 break;
6373 shader_addline(buffer, "dir = normalize(dir);\n");
6374 shader_addline(buffer, "diffuse += (clamp(dot(dir, normal), 0.0, 1.0)"
6375 " * ffp_light[%u].diffuse.xyz) * att;\n", i);
6376 if (settings->localviewer)
6377 shader_addline(buffer, "t = dot(normal, normalize(dir - normalize(ec_pos.xyz)));\n");
6378 else
6379 shader_addline(buffer, "t = dot(normal, normalize(dir + vec3(0.0, 0.0, -1.0)));\n");
6380 shader_addline(buffer, "if (t > 0.0) specular += (pow(t, ffp_material.shininess)"
6381 " * ffp_light[%u].specular) * att;\n", i);
6382 if (!legacy_lighting)
6383 shader_addline(buffer, "}\n");
6384 break;
6386 case WINED3D_LIGHT_SPOT:
6387 shader_addline(buffer, "dir = ffp_light[%u].position.xyz - ec_pos.xyz;\n", i);
6388 shader_addline(buffer, "dst.z = dot(dir, dir);\n");
6389 shader_addline(buffer, "dst.y = sqrt(dst.z);\n");
6390 shader_addline(buffer, "dst.x = 1.0;\n");
6391 if (legacy_lighting)
6393 shader_addline(buffer, "dst.y = (ffp_light[%u].range - dst.y) / ffp_light[%u].range;\n", i, i);
6394 shader_addline(buffer, "dst.z = dst.y * dst.y;\n");
6396 else
6398 shader_addline(buffer, "if (dst.y <= ffp_light[%u].range)\n{\n", i);
6400 shader_addline(buffer, "dir = normalize(dir);\n");
6401 shader_addline(buffer, "t = dot(-dir, normalize(ffp_light[%u].direction));\n", i);
6402 shader_addline(buffer, "if (t > ffp_light[%u].cos_htheta) att = 1.0;\n", i);
6403 shader_addline(buffer, "else if (t <= ffp_light[%u].cos_hphi) att = 0.0;\n", i);
6404 shader_addline(buffer, "else att = pow((t - ffp_light[%u].cos_hphi)"
6405 " / (ffp_light[%u].cos_htheta - ffp_light[%u].cos_hphi), ffp_light[%u].falloff);\n",
6406 i, i, i, i);
6407 if (legacy_lighting)
6408 shader_addline(buffer, "att *= dot(dst.xyz, vec3(ffp_light[%u].c_att,"
6409 " ffp_light[%u].l_att, ffp_light[%u].q_att));\n",
6410 i, i, i);
6411 else
6412 shader_addline(buffer, "att /= dot(dst.xyz, vec3(ffp_light[%u].c_att,"
6413 " ffp_light[%u].l_att, ffp_light[%u].q_att));\n",
6414 i, i, i);
6415 shader_addline(buffer, "ambient += ffp_light[%u].ambient.xyz * att;\n", i);
6416 if (!settings->normal)
6418 if (!legacy_lighting)
6419 shader_addline(buffer, "}\n");
6420 break;
6422 shader_addline(buffer, "diffuse += (clamp(dot(dir, normal), 0.0, 1.0)"
6423 " * ffp_light[%u].diffuse.xyz) * att;\n", i);
6424 if (settings->localviewer)
6425 shader_addline(buffer, "t = dot(normal, normalize(dir - normalize(ec_pos.xyz)));\n");
6426 else
6427 shader_addline(buffer, "t = dot(normal, normalize(dir + vec3(0.0, 0.0, -1.0)));\n");
6428 shader_addline(buffer, "if (t > 0.0) specular += (pow(t, ffp_material.shininess)"
6429 " * ffp_light[%u].specular) * att;\n", i);
6430 if (!legacy_lighting)
6431 shader_addline(buffer, "}\n");
6432 break;
6434 case WINED3D_LIGHT_DIRECTIONAL:
6435 shader_addline(buffer, "ambient += ffp_light[%u].ambient.xyz;\n", i);
6436 if (!settings->normal)
6437 break;
6438 shader_addline(buffer, "dir = normalize(ffp_light[%u].direction.xyz);\n", i);
6439 shader_addline(buffer, "diffuse += clamp(dot(dir, normal), 0.0, 1.0)"
6440 " * ffp_light[%u].diffuse.xyz;\n", i);
6441 /* TODO: In the non-local viewer case the halfvector is constant
6442 * and could be precomputed and stored in a uniform. */
6443 if (settings->localviewer)
6444 shader_addline(buffer, "t = dot(normal, normalize(dir - normalize(ec_pos.xyz)));\n");
6445 else
6446 shader_addline(buffer, "t = dot(normal, normalize(dir + vec3(0.0, 0.0, -1.0)));\n");
6447 shader_addline(buffer, "if (t > 0.0) specular += pow(t, ffp_material.shininess)"
6448 " * ffp_light[%u].specular;\n", i);
6449 break;
6451 case WINED3D_LIGHT_PARALLELPOINT:
6452 shader_addline(buffer, "ambient += ffp_light[%u].ambient.xyz;\n", i);
6453 if (!settings->normal)
6454 break;
6455 shader_addline(buffer, "dir = normalize(ffp_light[%u].position.xyz);\n", i);
6456 shader_addline(buffer, "diffuse += clamp(dot(dir, normal), 0.0, 1.0)"
6457 " * ffp_light[%u].diffuse.xyz;\n", i);
6458 shader_addline(buffer, "t = dot(normal, normalize(dir - normalize(ec_pos.xyz)));\n");
6459 shader_addline(buffer, "if (t > 0.0) specular += pow(t, ffp_material.shininess)"
6460 " * ffp_light[%u].specular;\n", i);
6461 break;
6463 default:
6464 if (light_type)
6465 FIXME("Unhandled light type %#x.\n", light_type);
6466 continue;
6470 shader_addline(buffer, "ffp_varying_diffuse.xyz = %s.xyz * ambient + %s.xyz * diffuse + %s.xyz;\n",
6471 ambient, diffuse, emissive);
6472 shader_addline(buffer, "ffp_varying_diffuse.w = %s.w;\n", diffuse);
6473 shader_addline(buffer, "ffp_varying_specular = %s * specular;\n", specular);
6476 /* Context activation is done by the caller. */
6477 static GLuint shader_glsl_generate_ffp_vertex_shader(struct shader_glsl_priv *priv,
6478 const struct wined3d_ffp_vs_settings *settings, const struct wined3d_gl_info *gl_info)
6480 static const struct attrib_info
6482 const char type[6];
6483 const char name[24];
6485 attrib_info[] =
6487 {"vec4", "ffp_attrib_position"}, /* WINED3D_FFP_POSITION */
6488 {"vec4", "ffp_attrib_blendweight"}, /* WINED3D_FFP_BLENDWEIGHT */
6489 /* TODO: Indexed vertex blending */
6490 {"float", ""}, /* WINED3D_FFP_BLENDINDICES */
6491 {"vec3", "ffp_attrib_normal"}, /* WINED3D_FFP_NORMAL */
6492 {"float", "ffp_attrib_psize"}, /* WINED3D_FFP_PSIZE */
6493 {"vec4", "ffp_attrib_diffuse"}, /* WINED3D_FFP_DIFFUSE */
6494 {"vec4", "ffp_attrib_specular"}, /* WINED3D_FFP_SPECULAR */
6496 struct wined3d_string_buffer *buffer = &priv->shader_buffer;
6497 BOOL legacy_lighting = priv->legacy_lighting;
6498 GLuint shader_obj;
6499 unsigned int i;
6500 BOOL legacy_context = gl_info->supported[WINED3D_GL_LEGACY_CONTEXT];
6501 BOOL output_legacy_fogcoord = legacy_context;
6503 string_buffer_clear(buffer);
6505 shader_addline(buffer, "%s\n", shader_glsl_get_version(gl_info, NULL));
6507 if (shader_glsl_use_explicit_attrib_location(gl_info))
6508 shader_addline(buffer, "#extension GL_ARB_explicit_attrib_location : enable\n");
6510 for (i = 0; i < WINED3D_FFP_ATTRIBS_COUNT; ++i)
6512 const char *type = i < ARRAY_SIZE(attrib_info) ? attrib_info[i].type : "vec4";
6514 if (shader_glsl_use_explicit_attrib_location(gl_info))
6515 shader_addline(buffer, "layout(location = %u) ", i);
6516 shader_addline(buffer, "%s %s vs_in%u;\n", get_attribute_keyword(gl_info), type, i);
6518 shader_addline(buffer, "\n");
6520 shader_addline(buffer, "uniform mat4 ffp_modelview_matrix[%u];\n", MAX_VERTEX_BLENDS);
6521 shader_addline(buffer, "uniform mat4 ffp_projection_matrix;\n");
6522 shader_addline(buffer, "uniform mat3 ffp_normal_matrix;\n");
6523 shader_addline(buffer, "uniform mat4 ffp_texture_matrix[%u];\n", MAX_TEXTURES);
6525 shader_addline(buffer, "uniform struct\n{\n");
6526 shader_addline(buffer, " vec4 emissive;\n");
6527 shader_addline(buffer, " vec4 ambient;\n");
6528 shader_addline(buffer, " vec4 diffuse;\n");
6529 shader_addline(buffer, " vec4 specular;\n");
6530 shader_addline(buffer, " float shininess;\n");
6531 shader_addline(buffer, "} ffp_material;\n");
6533 shader_addline(buffer, "uniform vec3 ffp_light_ambient;\n");
6534 shader_addline(buffer, "uniform struct\n{\n");
6535 shader_addline(buffer, " vec4 diffuse;\n");
6536 shader_addline(buffer, " vec4 specular;\n");
6537 shader_addline(buffer, " vec4 ambient;\n");
6538 shader_addline(buffer, " vec4 position;\n");
6539 shader_addline(buffer, " vec3 direction;\n");
6540 shader_addline(buffer, " float range;\n");
6541 shader_addline(buffer, " float falloff;\n");
6542 shader_addline(buffer, " float c_att;\n");
6543 shader_addline(buffer, " float l_att;\n");
6544 shader_addline(buffer, " float q_att;\n");
6545 shader_addline(buffer, " float cos_htheta;\n");
6546 shader_addline(buffer, " float cos_hphi;\n");
6547 shader_addline(buffer, "} ffp_light[%u];\n", MAX_ACTIVE_LIGHTS);
6549 if (settings->point_size)
6551 shader_addline(buffer, "uniform struct\n{\n");
6552 shader_addline(buffer, " float size;\n");
6553 shader_addline(buffer, " float size_min;\n");
6554 shader_addline(buffer, " float size_max;\n");
6555 shader_addline(buffer, " float c_att;\n");
6556 shader_addline(buffer, " float l_att;\n");
6557 shader_addline(buffer, " float q_att;\n");
6558 shader_addline(buffer, "} ffp_point;\n");
6561 if (legacy_context)
6563 shader_addline(buffer, "vec4 ffp_varying_diffuse;\n");
6564 shader_addline(buffer, "vec4 ffp_varying_specular;\n");
6565 shader_addline(buffer, "vec4 ffp_varying_texcoord[%u];\n", MAX_TEXTURES);
6566 shader_addline(buffer, "float ffp_varying_fogcoord;\n");
6568 else
6570 if (settings->clipping)
6571 shader_addline(buffer, "uniform vec4 clip_planes[%u];\n", gl_info->limits.clipplanes);
6573 declare_out_varying(gl_info, buffer, settings->flatshading, "vec4 ffp_varying_diffuse;\n");
6574 declare_out_varying(gl_info, buffer, settings->flatshading, "vec4 ffp_varying_specular;\n");
6575 declare_out_varying(gl_info, buffer, FALSE, "vec4 ffp_varying_texcoord[%u];\n", MAX_TEXTURES);
6576 declare_out_varying(gl_info, buffer, FALSE, "float ffp_varying_fogcoord;\n");
6579 shader_addline(buffer, "\nvoid main()\n{\n");
6580 shader_addline(buffer, "float m;\n");
6581 shader_addline(buffer, "vec3 r;\n");
6583 for (i = 0; i < ARRAY_SIZE(attrib_info); ++i)
6585 if (attrib_info[i].name[0])
6586 shader_addline(buffer, "%s %s = vs_in%u;\n",
6587 attrib_info[i].type, attrib_info[i].name, i);
6589 for (i = 0; i < MAX_TEXTURES; ++i)
6591 unsigned int coord_idx = settings->texgen[i] & 0x0000ffff;
6592 if ((settings->texgen[i] & 0xffff0000) == WINED3DTSS_TCI_PASSTHRU
6593 && settings->texcoords & (1u << i))
6594 shader_addline(buffer, "vec4 ffp_attrib_texcoord%u = vs_in%u;\n", i, coord_idx + WINED3D_FFP_TEXCOORD0);
6597 shader_addline(buffer, "ffp_attrib_blendweight[%u] = 1.0;\n", settings->vertexblends);
6599 if (settings->transformed)
6601 shader_addline(buffer, "vec4 ec_pos = vec4(ffp_attrib_position.xyz, 1.0);\n");
6602 shader_addline(buffer, "gl_Position = ffp_projection_matrix * ec_pos;\n");
6603 shader_addline(buffer, "if (ffp_attrib_position.w != 0.0) gl_Position /= ffp_attrib_position.w;\n");
6605 else
6607 for (i = 0; i < settings->vertexblends; ++i)
6608 shader_addline(buffer, "ffp_attrib_blendweight[%u] -= ffp_attrib_blendweight[%u];\n", settings->vertexblends, i);
6610 shader_addline(buffer, "vec4 ec_pos = vec4(0.0);\n");
6611 for (i = 0; i < settings->vertexblends + 1; ++i)
6612 shader_addline(buffer, "ec_pos += ffp_attrib_blendweight[%u] * (ffp_modelview_matrix[%u] * ffp_attrib_position);\n", i, i);
6614 shader_addline(buffer, "gl_Position = ffp_projection_matrix * ec_pos;\n");
6615 if (settings->clipping)
6617 if (gl_info->supported[WINED3D_GL_LEGACY_CONTEXT])
6618 shader_addline(buffer, "gl_ClipVertex = ec_pos;\n");
6619 else
6620 for (i = 0; i < gl_info->limits.clipplanes; ++i)
6621 shader_addline(buffer, "gl_ClipDistance[%u] = dot(ec_pos, clip_planes[%u]);\n", i, i);
6623 shader_addline(buffer, "ec_pos /= ec_pos.w;\n");
6626 shader_addline(buffer, "vec3 normal = vec3(0.0);\n");
6627 if (settings->normal)
6629 if (!settings->vertexblends)
6631 shader_addline(buffer, "normal = ffp_normal_matrix * ffp_attrib_normal;\n");
6633 else
6635 for (i = 0; i < settings->vertexblends + 1; ++i)
6636 shader_addline(buffer, "normal += ffp_attrib_blendweight[%u] * (mat3(ffp_modelview_matrix[%u]) * ffp_attrib_normal);\n", i, i);
6639 if (settings->normalize)
6640 shader_addline(buffer, "normal = normalize(normal);\n");
6643 shader_glsl_ffp_vertex_lighting(buffer, settings, legacy_lighting);
6644 if (legacy_context)
6646 shader_addline(buffer, "gl_FrontColor = ffp_varying_diffuse;\n");
6647 shader_addline(buffer, "gl_FrontSecondaryColor = ffp_varying_specular;\n");
6649 else
6651 shader_addline(buffer, "ffp_varying_diffuse = clamp(ffp_varying_diffuse, 0.0, 1.0);\n");
6652 shader_addline(buffer, "ffp_varying_specular = clamp(ffp_varying_specular, 0.0, 1.0);\n");
6655 for (i = 0; i < MAX_TEXTURES; ++i)
6657 BOOL output_legacy_texcoord = gl_info->supported[WINED3D_GL_LEGACY_CONTEXT];
6659 switch (settings->texgen[i] & 0xffff0000)
6661 case WINED3DTSS_TCI_PASSTHRU:
6662 if (settings->texcoords & (1u << i))
6663 shader_addline(buffer, "ffp_varying_texcoord[%u] = ffp_texture_matrix[%u] * ffp_attrib_texcoord%u;\n",
6664 i, i, i);
6665 else if (gl_info->limits.glsl_varyings >= wined3d_max_compat_varyings(gl_info))
6666 shader_addline(buffer, "ffp_varying_texcoord[%u] = vec4(0.0);\n", i);
6667 else
6668 output_legacy_texcoord = FALSE;
6669 break;
6671 case WINED3DTSS_TCI_CAMERASPACENORMAL:
6672 shader_addline(buffer, "ffp_varying_texcoord[%u] = ffp_texture_matrix[%u] * vec4(normal, 1.0);\n", i, i);
6673 break;
6675 case WINED3DTSS_TCI_CAMERASPACEPOSITION:
6676 shader_addline(buffer, "ffp_varying_texcoord[%u] = ffp_texture_matrix[%u] * ec_pos;\n", i, i);
6677 break;
6679 case WINED3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR:
6680 shader_addline(buffer, "ffp_varying_texcoord[%u] = ffp_texture_matrix[%u]"
6681 " * vec4(reflect(normalize(ec_pos.xyz), normal), 1.0);\n", i, i);
6682 break;
6684 case WINED3DTSS_TCI_SPHEREMAP:
6685 shader_addline(buffer, "r = reflect(normalize(ec_pos.xyz), normal);\n");
6686 shader_addline(buffer, "m = 2.0 * length(vec3(r.x, r.y, r.z + 1.0));\n");
6687 shader_addline(buffer, "ffp_varying_texcoord[%u] = ffp_texture_matrix[%u]"
6688 " * vec4(r.x / m + 0.5, r.y / m + 0.5, 0.0, 1.0);\n", i, i);
6689 break;
6691 default:
6692 ERR("Unhandled texgen %#x.\n", settings->texgen[i]);
6693 break;
6695 if (output_legacy_texcoord)
6696 shader_addline(buffer, "gl_TexCoord[%u] = ffp_varying_texcoord[%u];\n", i, i);
6699 switch (settings->fog_mode)
6701 case WINED3D_FFP_VS_FOG_OFF:
6702 output_legacy_fogcoord = FALSE;
6703 break;
6705 case WINED3D_FFP_VS_FOG_FOGCOORD:
6706 shader_addline(buffer, "ffp_varying_fogcoord = ffp_attrib_specular.w * 255.0;\n");
6707 break;
6709 case WINED3D_FFP_VS_FOG_RANGE:
6710 shader_addline(buffer, "ffp_varying_fogcoord = length(ec_pos.xyz);\n");
6711 break;
6713 case WINED3D_FFP_VS_FOG_DEPTH:
6714 if (settings->ortho_fog)
6715 /* Need to undo the [0.0 - 1.0] -> [-1.0 - 1.0] transformation from D3D to GL coordinates. */
6716 shader_addline(buffer, "ffp_varying_fogcoord = gl_Position.z * 0.5 + 0.5;\n");
6717 else if (settings->transformed)
6718 shader_addline(buffer, "ffp_varying_fogcoord = ec_pos.z;\n");
6719 else
6720 shader_addline(buffer, "ffp_varying_fogcoord = abs(ec_pos.z);\n");
6721 break;
6723 default:
6724 ERR("Unhandled fog mode %#x.\n", settings->fog_mode);
6725 break;
6727 if (output_legacy_fogcoord)
6728 shader_addline(buffer, "gl_FogFragCoord = ffp_varying_fogcoord;\n");
6730 if (settings->point_size)
6732 shader_addline(buffer, "gl_PointSize = %s / sqrt(ffp_point.c_att"
6733 " + ffp_point.l_att * length(ec_pos.xyz)"
6734 " + ffp_point.q_att * dot(ec_pos.xyz, ec_pos.xyz));\n",
6735 settings->per_vertex_point_size ? "ffp_attrib_psize" : "ffp_point.size");
6736 shader_addline(buffer, "gl_PointSize = clamp(gl_PointSize, ffp_point.size_min, ffp_point.size_max);\n");
6739 shader_addline(buffer, "}\n");
6741 shader_obj = GL_EXTCALL(glCreateShader(GL_VERTEX_SHADER));
6742 shader_glsl_compile(gl_info, shader_obj, buffer->buffer);
6744 return shader_obj;
6747 static const char *shader_glsl_get_ffp_fragment_op_arg(struct wined3d_string_buffer *buffer,
6748 DWORD argnum, unsigned int stage, DWORD arg)
6750 const char *ret;
6752 if (arg == ARG_UNUSED)
6753 return "<unused arg>";
6755 switch (arg & WINED3DTA_SELECTMASK)
6757 case WINED3DTA_DIFFUSE:
6758 ret = "ffp_varying_diffuse";
6759 break;
6761 case WINED3DTA_CURRENT:
6762 ret = "ret";
6763 break;
6765 case WINED3DTA_TEXTURE:
6766 switch (stage)
6768 case 0: ret = "tex0"; break;
6769 case 1: ret = "tex1"; break;
6770 case 2: ret = "tex2"; break;
6771 case 3: ret = "tex3"; break;
6772 case 4: ret = "tex4"; break;
6773 case 5: ret = "tex5"; break;
6774 case 6: ret = "tex6"; break;
6775 case 7: ret = "tex7"; break;
6776 default:
6777 ret = "<invalid texture>";
6778 break;
6780 break;
6782 case WINED3DTA_TFACTOR:
6783 ret = "tex_factor";
6784 break;
6786 case WINED3DTA_SPECULAR:
6787 ret = "ffp_varying_specular";
6788 break;
6790 case WINED3DTA_TEMP:
6791 ret = "temp_reg";
6792 break;
6794 case WINED3DTA_CONSTANT:
6795 switch (stage)
6797 case 0: ret = "tss_const0"; break;
6798 case 1: ret = "tss_const1"; break;
6799 case 2: ret = "tss_const2"; break;
6800 case 3: ret = "tss_const3"; break;
6801 case 4: ret = "tss_const4"; break;
6802 case 5: ret = "tss_const5"; break;
6803 case 6: ret = "tss_const6"; break;
6804 case 7: ret = "tss_const7"; break;
6805 default:
6806 ret = "<invalid constant>";
6807 break;
6809 break;
6811 default:
6812 return "<unhandled arg>";
6815 if (arg & WINED3DTA_COMPLEMENT)
6817 shader_addline(buffer, "arg%u = vec4(1.0) - %s;\n", argnum, ret);
6818 if (argnum == 0)
6819 ret = "arg0";
6820 else if (argnum == 1)
6821 ret = "arg1";
6822 else if (argnum == 2)
6823 ret = "arg2";
6826 if (arg & WINED3DTA_ALPHAREPLICATE)
6828 shader_addline(buffer, "arg%u = vec4(%s.w);\n", argnum, ret);
6829 if (argnum == 0)
6830 ret = "arg0";
6831 else if (argnum == 1)
6832 ret = "arg1";
6833 else if (argnum == 2)
6834 ret = "arg2";
6837 return ret;
6840 static void shader_glsl_ffp_fragment_op(struct wined3d_string_buffer *buffer, unsigned int stage, BOOL color,
6841 BOOL alpha, DWORD dst, DWORD op, DWORD dw_arg0, DWORD dw_arg1, DWORD dw_arg2)
6843 const char *dstmask, *dstreg, *arg0, *arg1, *arg2;
6845 if (color && alpha)
6846 dstmask = "";
6847 else if (color)
6848 dstmask = ".xyz";
6849 else
6850 dstmask = ".w";
6852 if (dst == tempreg)
6853 dstreg = "temp_reg";
6854 else
6855 dstreg = "ret";
6857 arg0 = shader_glsl_get_ffp_fragment_op_arg(buffer, 0, stage, dw_arg0);
6858 arg1 = shader_glsl_get_ffp_fragment_op_arg(buffer, 1, stage, dw_arg1);
6859 arg2 = shader_glsl_get_ffp_fragment_op_arg(buffer, 2, stage, dw_arg2);
6861 switch (op)
6863 case WINED3D_TOP_DISABLE:
6864 break;
6866 case WINED3D_TOP_SELECT_ARG1:
6867 shader_addline(buffer, "%s%s = %s%s;\n", dstreg, dstmask, arg1, dstmask);
6868 break;
6870 case WINED3D_TOP_SELECT_ARG2:
6871 shader_addline(buffer, "%s%s = %s%s;\n", dstreg, dstmask, arg2, dstmask);
6872 break;
6874 case WINED3D_TOP_MODULATE:
6875 shader_addline(buffer, "%s%s = %s%s * %s%s;\n", dstreg, dstmask, arg1, dstmask, arg2, dstmask);
6876 break;
6878 case WINED3D_TOP_MODULATE_4X:
6879 shader_addline(buffer, "%s%s = clamp(%s%s * %s%s * 4.0, 0.0, 1.0);\n",
6880 dstreg, dstmask, arg1, dstmask, arg2, dstmask);
6881 break;
6883 case WINED3D_TOP_MODULATE_2X:
6884 shader_addline(buffer, "%s%s = clamp(%s%s * %s%s * 2.0, 0.0, 1.0);\n",
6885 dstreg, dstmask, arg1, dstmask, arg2, dstmask);
6886 break;
6888 case WINED3D_TOP_ADD:
6889 shader_addline(buffer, "%s%s = clamp(%s%s + %s%s, 0.0, 1.0);\n",
6890 dstreg, dstmask, arg1, dstmask, arg2, dstmask);
6891 break;
6893 case WINED3D_TOP_ADD_SIGNED:
6894 shader_addline(buffer, "%s%s = clamp(%s%s + (%s - vec4(0.5))%s, 0.0, 1.0);\n",
6895 dstreg, dstmask, arg1, dstmask, arg2, dstmask);
6896 break;
6898 case WINED3D_TOP_ADD_SIGNED_2X:
6899 shader_addline(buffer, "%s%s = clamp((%s%s + (%s - vec4(0.5))%s) * 2.0, 0.0, 1.0);\n",
6900 dstreg, dstmask, arg1, dstmask, arg2, dstmask);
6901 break;
6903 case WINED3D_TOP_SUBTRACT:
6904 shader_addline(buffer, "%s%s = clamp(%s%s - %s%s, 0.0, 1.0);\n",
6905 dstreg, dstmask, arg1, dstmask, arg2, dstmask);
6906 break;
6908 case WINED3D_TOP_ADD_SMOOTH:
6909 shader_addline(buffer, "%s%s = clamp((vec4(1.0) - %s)%s * %s%s + %s%s, 0.0, 1.0);\n",
6910 dstreg, dstmask, arg1, dstmask, arg2, dstmask, arg1, dstmask);
6911 break;
6913 case WINED3D_TOP_BLEND_DIFFUSE_ALPHA:
6914 arg0 = shader_glsl_get_ffp_fragment_op_arg(buffer, 0, stage, WINED3DTA_DIFFUSE);
6915 shader_addline(buffer, "%s%s = mix(%s%s, %s%s, %s.w);\n",
6916 dstreg, dstmask, arg2, dstmask, arg1, dstmask, arg0);
6917 break;
6919 case WINED3D_TOP_BLEND_TEXTURE_ALPHA:
6920 arg0 = shader_glsl_get_ffp_fragment_op_arg(buffer, 0, stage, WINED3DTA_TEXTURE);
6921 shader_addline(buffer, "%s%s = mix(%s%s, %s%s, %s.w);\n",
6922 dstreg, dstmask, arg2, dstmask, arg1, dstmask, arg0);
6923 break;
6925 case WINED3D_TOP_BLEND_FACTOR_ALPHA:
6926 arg0 = shader_glsl_get_ffp_fragment_op_arg(buffer, 0, stage, WINED3DTA_TFACTOR);
6927 shader_addline(buffer, "%s%s = mix(%s%s, %s%s, %s.w);\n",
6928 dstreg, dstmask, arg2, dstmask, arg1, dstmask, arg0);
6929 break;
6931 case WINED3D_TOP_BLEND_TEXTURE_ALPHA_PM:
6932 arg0 = shader_glsl_get_ffp_fragment_op_arg(buffer, 0, stage, WINED3DTA_TEXTURE);
6933 shader_addline(buffer, "%s%s = clamp(%s%s * (1.0 - %s.w) + %s%s, 0.0, 1.0);\n",
6934 dstreg, dstmask, arg2, dstmask, arg0, arg1, dstmask);
6935 break;
6937 case WINED3D_TOP_BLEND_CURRENT_ALPHA:
6938 arg0 = shader_glsl_get_ffp_fragment_op_arg(buffer, 0, stage, WINED3DTA_CURRENT);
6939 shader_addline(buffer, "%s%s = mix(%s%s, %s%s, %s.w);\n",
6940 dstreg, dstmask, arg2, dstmask, arg1, dstmask, arg0);
6941 break;
6943 case WINED3D_TOP_MODULATE_ALPHA_ADD_COLOR:
6944 shader_addline(buffer, "%s%s = clamp(%s%s * %s.w + %s%s, 0.0, 1.0);\n",
6945 dstreg, dstmask, arg2, dstmask, arg1, arg1, dstmask);
6946 break;
6948 case WINED3D_TOP_MODULATE_COLOR_ADD_ALPHA:
6949 shader_addline(buffer, "%s%s = clamp(%s%s * %s%s + %s.w, 0.0, 1.0);\n",
6950 dstreg, dstmask, arg1, dstmask, arg2, dstmask, arg1);
6951 break;
6953 case WINED3D_TOP_MODULATE_INVALPHA_ADD_COLOR:
6954 shader_addline(buffer, "%s%s = clamp(%s%s * (1.0 - %s.w) + %s%s, 0.0, 1.0);\n",
6955 dstreg, dstmask, arg2, dstmask, arg1, arg1, dstmask);
6956 break;
6957 case WINED3D_TOP_MODULATE_INVCOLOR_ADD_ALPHA:
6958 shader_addline(buffer, "%s%s = clamp((vec4(1.0) - %s)%s * %s%s + %s.w, 0.0, 1.0);\n",
6959 dstreg, dstmask, arg1, dstmask, arg2, dstmask, arg1);
6960 break;
6962 case WINED3D_TOP_BUMPENVMAP:
6963 case WINED3D_TOP_BUMPENVMAP_LUMINANCE:
6964 /* These are handled in the first pass, nothing to do. */
6965 break;
6967 case WINED3D_TOP_DOTPRODUCT3:
6968 shader_addline(buffer, "%s%s = vec4(clamp(dot(%s.xyz - 0.5, %s.xyz - 0.5) * 4.0, 0.0, 1.0))%s;\n",
6969 dstreg, dstmask, arg1, arg2, dstmask);
6970 break;
6972 case WINED3D_TOP_MULTIPLY_ADD:
6973 shader_addline(buffer, "%s%s = clamp(%s%s * %s%s + %s%s, 0.0, 1.0);\n",
6974 dstreg, dstmask, arg1, dstmask, arg2, dstmask, arg0, dstmask);
6975 break;
6977 case WINED3D_TOP_LERP:
6978 /* MSDN isn't quite right here. */
6979 shader_addline(buffer, "%s%s = mix(%s%s, %s%s, %s%s);\n",
6980 dstreg, dstmask, arg2, dstmask, arg1, dstmask, arg0, dstmask);
6981 break;
6983 default:
6984 FIXME("Unhandled operation %#x.\n", op);
6985 break;
6989 /* Context activation is done by the caller. */
6990 static GLuint shader_glsl_generate_ffp_fragment_shader(struct shader_glsl_priv *priv,
6991 const struct ffp_frag_settings *settings, const struct wined3d_gl_info *gl_info)
6993 struct wined3d_string_buffer *tex_reg_name = string_buffer_get(&priv->string_buffers);
6994 enum wined3d_cmp_func alpha_test_func = settings->alpha_test_func + 1;
6995 BOOL legacy_context = gl_info->supported[WINED3D_GL_LEGACY_CONTEXT];
6996 struct wined3d_string_buffer *buffer = &priv->shader_buffer;
6997 BYTE lum_map = 0, bump_map = 0, tex_map = 0, tss_const_map = 0;
6998 BOOL tempreg_used = FALSE, tfactor_used = FALSE;
6999 UINT lowest_disabled_stage;
7000 GLuint shader_id;
7001 DWORD arg0, arg1, arg2;
7002 unsigned int stage;
7004 string_buffer_clear(buffer);
7006 /* Find out which textures are read */
7007 for (stage = 0; stage < MAX_TEXTURES; ++stage)
7009 if (settings->op[stage].cop == WINED3D_TOP_DISABLE)
7010 break;
7012 arg0 = settings->op[stage].carg0 & WINED3DTA_SELECTMASK;
7013 arg1 = settings->op[stage].carg1 & WINED3DTA_SELECTMASK;
7014 arg2 = settings->op[stage].carg2 & WINED3DTA_SELECTMASK;
7016 if (arg0 == WINED3DTA_TEXTURE || arg1 == WINED3DTA_TEXTURE || arg2 == WINED3DTA_TEXTURE
7017 || (stage == 0 && settings->color_key_enabled))
7018 tex_map |= 1u << stage;
7019 if (arg0 == WINED3DTA_TFACTOR || arg1 == WINED3DTA_TFACTOR || arg2 == WINED3DTA_TFACTOR)
7020 tfactor_used = TRUE;
7021 if (arg0 == WINED3DTA_TEMP || arg1 == WINED3DTA_TEMP || arg2 == WINED3DTA_TEMP)
7022 tempreg_used = TRUE;
7023 if (settings->op[stage].dst == tempreg)
7024 tempreg_used = TRUE;
7025 if (arg0 == WINED3DTA_CONSTANT || arg1 == WINED3DTA_CONSTANT || arg2 == WINED3DTA_CONSTANT)
7026 tss_const_map |= 1u << stage;
7028 switch (settings->op[stage].cop)
7030 case WINED3D_TOP_BUMPENVMAP_LUMINANCE:
7031 lum_map |= 1u << stage;
7032 /* fall through */
7033 case WINED3D_TOP_BUMPENVMAP:
7034 bump_map |= 1u << stage;
7035 /* fall through */
7036 case WINED3D_TOP_BLEND_TEXTURE_ALPHA:
7037 case WINED3D_TOP_BLEND_TEXTURE_ALPHA_PM:
7038 tex_map |= 1u << stage;
7039 break;
7041 case WINED3D_TOP_BLEND_FACTOR_ALPHA:
7042 tfactor_used = TRUE;
7043 break;
7045 default:
7046 break;
7049 if (settings->op[stage].aop == WINED3D_TOP_DISABLE)
7050 continue;
7052 arg0 = settings->op[stage].aarg0 & WINED3DTA_SELECTMASK;
7053 arg1 = settings->op[stage].aarg1 & WINED3DTA_SELECTMASK;
7054 arg2 = settings->op[stage].aarg2 & WINED3DTA_SELECTMASK;
7056 if (arg0 == WINED3DTA_TEXTURE || arg1 == WINED3DTA_TEXTURE || arg2 == WINED3DTA_TEXTURE)
7057 tex_map |= 1u << stage;
7058 if (arg0 == WINED3DTA_TFACTOR || arg1 == WINED3DTA_TFACTOR || arg2 == WINED3DTA_TFACTOR)
7059 tfactor_used = TRUE;
7060 if (arg0 == WINED3DTA_TEMP || arg1 == WINED3DTA_TEMP || arg2 == WINED3DTA_TEMP)
7061 tempreg_used = TRUE;
7062 if (arg0 == WINED3DTA_CONSTANT || arg1 == WINED3DTA_CONSTANT || arg2 == WINED3DTA_CONSTANT)
7063 tss_const_map |= 1u << stage;
7065 lowest_disabled_stage = stage;
7067 shader_addline(buffer, "%s\n", shader_glsl_get_version(gl_info, NULL));
7069 if (gl_info->supported[ARB_TEXTURE_RECTANGLE])
7070 shader_addline(buffer, "#extension GL_ARB_texture_rectangle : enable\n");
7072 if (!needs_legacy_glsl_syntax(gl_info))
7073 shader_addline(buffer, "out vec4 ps_out[1];\n");
7075 shader_addline(buffer, "vec4 tmp0, tmp1;\n");
7076 shader_addline(buffer, "vec4 ret;\n");
7077 if (tempreg_used || settings->sRGB_write)
7078 shader_addline(buffer, "vec4 temp_reg = vec4(0.0);\n");
7079 shader_addline(buffer, "vec4 arg0, arg1, arg2;\n");
7081 for (stage = 0; stage < MAX_TEXTURES; ++stage)
7083 if (tss_const_map & (1u << stage))
7084 shader_addline(buffer, "uniform vec4 tss_const%u;\n", stage);
7086 if (!(tex_map & (1u << stage)))
7087 continue;
7089 switch (settings->op[stage].tex_type)
7091 case WINED3D_GL_RES_TYPE_TEX_1D:
7092 shader_addline(buffer, "uniform sampler1D ps_sampler%u;\n", stage);
7093 break;
7094 case WINED3D_GL_RES_TYPE_TEX_2D:
7095 shader_addline(buffer, "uniform sampler2D ps_sampler%u;\n", stage);
7096 break;
7097 case WINED3D_GL_RES_TYPE_TEX_3D:
7098 shader_addline(buffer, "uniform sampler3D ps_sampler%u;\n", stage);
7099 break;
7100 case WINED3D_GL_RES_TYPE_TEX_CUBE:
7101 shader_addline(buffer, "uniform samplerCube ps_sampler%u;\n", stage);
7102 break;
7103 case WINED3D_GL_RES_TYPE_TEX_RECT:
7104 shader_addline(buffer, "uniform sampler2DRect ps_sampler%u;\n", stage);
7105 break;
7106 default:
7107 FIXME("Unhandled sampler type %#x.\n", settings->op[stage].tex_type);
7108 break;
7111 shader_addline(buffer, "vec4 tex%u;\n", stage);
7113 if (!(bump_map & (1u << stage)))
7114 continue;
7115 shader_addline(buffer, "uniform mat2 bumpenv_mat%u;\n", stage);
7117 if (!(lum_map & (1u << stage)))
7118 continue;
7119 shader_addline(buffer, "uniform float bumpenv_lum_scale%u;\n", stage);
7120 shader_addline(buffer, "uniform float bumpenv_lum_offset%u;\n", stage);
7122 if (tfactor_used)
7123 shader_addline(buffer, "uniform vec4 tex_factor;\n");
7124 if (settings->color_key_enabled)
7125 shader_addline(buffer, "uniform vec4 color_key[2];\n");
7126 shader_addline(buffer, "uniform vec4 specular_enable;\n");
7128 if (settings->sRGB_write)
7130 shader_addline(buffer, "const vec4 srgb_const0 = ");
7131 shader_glsl_append_imm_vec4(buffer, wined3d_srgb_const0);
7132 shader_addline(buffer, ";\n");
7133 shader_addline(buffer, "const vec4 srgb_const1 = ");
7134 shader_glsl_append_imm_vec4(buffer, wined3d_srgb_const1);
7135 shader_addline(buffer, ";\n");
7138 shader_addline(buffer, "uniform struct\n{\n");
7139 shader_addline(buffer, " vec4 color;\n");
7140 shader_addline(buffer, " float density;\n");
7141 shader_addline(buffer, " float end;\n");
7142 shader_addline(buffer, " float scale;\n");
7143 shader_addline(buffer, "} ffp_fog;\n");
7145 if (alpha_test_func != WINED3D_CMP_ALWAYS)
7146 shader_addline(buffer, "uniform float alpha_test_ref;\n");
7148 if (legacy_context)
7150 shader_addline(buffer, "vec4 ffp_varying_diffuse;\n");
7151 shader_addline(buffer, "vec4 ffp_varying_specular;\n");
7152 shader_addline(buffer, "vec4 ffp_varying_texcoord[%u];\n", MAX_TEXTURES);
7153 shader_addline(buffer, "vec4 ffp_texcoord[%u];\n", MAX_TEXTURES);
7154 shader_addline(buffer, "float ffp_varying_fogcoord;\n");
7156 else
7158 declare_in_varying(gl_info, buffer, settings->flatshading, "vec4 ffp_varying_diffuse;\n");
7159 declare_in_varying(gl_info, buffer, settings->flatshading, "vec4 ffp_varying_specular;\n");
7160 declare_in_varying(gl_info, buffer, FALSE, "vec4 ffp_varying_texcoord[%u];\n", MAX_TEXTURES);
7161 shader_addline(buffer, "vec4 ffp_texcoord[%u];\n", MAX_TEXTURES);
7162 declare_in_varying(gl_info, buffer, FALSE, "float ffp_varying_fogcoord;\n");
7165 shader_addline(buffer, "void main()\n{\n");
7167 if (legacy_context)
7169 shader_addline(buffer, "ffp_varying_diffuse = gl_Color;\n");
7170 shader_addline(buffer, "ffp_varying_specular = gl_SecondaryColor;\n");
7173 for (stage = 0; stage < MAX_TEXTURES; ++stage)
7175 if (tex_map & (1u << stage))
7177 if (settings->pointsprite)
7178 shader_addline(buffer, "ffp_texcoord[%u] = vec4(gl_PointCoord.xy, 0.0, 0.0);\n", stage);
7179 else if (settings->texcoords_initialized & (1u << stage))
7180 shader_addline(buffer, "ffp_texcoord[%u] = %s[%u];\n",
7181 stage, legacy_context ? "gl_TexCoord" : "ffp_varying_texcoord", stage);
7182 else
7183 shader_addline(buffer, "ffp_texcoord[%u] = vec4(0.0);\n", stage);
7187 if (legacy_context && settings->fog != WINED3D_FFP_PS_FOG_OFF)
7188 shader_addline(buffer, "ffp_varying_fogcoord = gl_FogFragCoord;\n");
7190 if (lowest_disabled_stage < 7 && settings->emul_clipplanes)
7191 shader_addline(buffer, "if (any(lessThan(ffp_texcoord[7], vec4(0.0)))) discard;\n");
7193 /* Generate texture sampling instructions */
7194 for (stage = 0; stage < MAX_TEXTURES && settings->op[stage].cop != WINED3D_TOP_DISABLE; ++stage)
7196 const char *texture_function, *coord_mask;
7197 BOOL proj;
7199 if (!(tex_map & (1u << stage)))
7200 continue;
7202 if (settings->op[stage].projected == proj_none)
7204 proj = FALSE;
7206 else if (settings->op[stage].projected == proj_count4
7207 || settings->op[stage].projected == proj_count3)
7209 proj = TRUE;
7211 else
7213 FIXME("Unexpected projection mode %d\n", settings->op[stage].projected);
7214 proj = TRUE;
7217 if (settings->op[stage].tex_type == WINED3D_GL_RES_TYPE_TEX_CUBE)
7218 proj = FALSE;
7220 switch (settings->op[stage].tex_type)
7222 case WINED3D_GL_RES_TYPE_TEX_1D:
7223 if (proj)
7225 texture_function = "texture1DProj";
7226 coord_mask = "xw";
7228 else
7230 texture_function = "texture1D";
7231 coord_mask = "x";
7233 break;
7234 case WINED3D_GL_RES_TYPE_TEX_2D:
7235 if (proj)
7237 texture_function = "texture2DProj";
7238 coord_mask = "xyw";
7240 else
7242 texture_function = "texture2D";
7243 coord_mask = "xy";
7245 break;
7246 case WINED3D_GL_RES_TYPE_TEX_3D:
7247 if (proj)
7249 texture_function = "texture3DProj";
7250 coord_mask = "xyzw";
7252 else
7254 texture_function = "texture3D";
7255 coord_mask = "xyz";
7257 break;
7258 case WINED3D_GL_RES_TYPE_TEX_CUBE:
7259 texture_function = "textureCube";
7260 coord_mask = "xyz";
7261 break;
7262 case WINED3D_GL_RES_TYPE_TEX_RECT:
7263 if (proj)
7265 texture_function = "texture2DRectProj";
7266 coord_mask = "xyw";
7268 else
7270 texture_function = "texture2DRect";
7271 coord_mask = "xy";
7273 break;
7274 default:
7275 FIXME("Unhandled texture type %#x.\n", settings->op[stage].tex_type);
7276 texture_function = "";
7277 coord_mask = "xyzw";
7278 break;
7280 if (!needs_legacy_glsl_syntax(gl_info))
7281 texture_function = proj ? "textureProj" : "texture";
7283 if (stage > 0
7284 && (settings->op[stage - 1].cop == WINED3D_TOP_BUMPENVMAP
7285 || settings->op[stage - 1].cop == WINED3D_TOP_BUMPENVMAP_LUMINANCE))
7287 shader_addline(buffer, "ret.xy = bumpenv_mat%u * tex%u.xy;\n", stage - 1, stage - 1);
7289 /* With projective textures, texbem only divides the static
7290 * texture coord, not the displacement, so multiply the
7291 * displacement with the dividing parameter before passing it to
7292 * TXP. */
7293 if (settings->op[stage].projected != proj_none)
7295 if (settings->op[stage].projected == proj_count4)
7297 shader_addline(buffer, "ret.xy = (ret.xy * ffp_texcoord[%u].w) + ffp_texcoord[%u].xy;\n",
7298 stage, stage);
7299 shader_addline(buffer, "ret.zw = ffp_texcoord[%u].ww;\n", stage);
7301 else
7303 shader_addline(buffer, "ret.xy = (ret.xy * ffp_texcoord[%u].z) + ffp_texcoord[%u].xy;\n",
7304 stage, stage);
7305 shader_addline(buffer, "ret.zw = ffp_texcoord[%u].zz;\n", stage);
7308 else
7310 shader_addline(buffer, "ret = ffp_texcoord[%u] + ret.xyxy;\n", stage);
7313 shader_addline(buffer, "tex%u = %s(ps_sampler%u, ret.%s);\n",
7314 stage, texture_function, stage, coord_mask);
7316 if (settings->op[stage - 1].cop == WINED3D_TOP_BUMPENVMAP_LUMINANCE)
7317 shader_addline(buffer, "tex%u *= clamp(tex%u.z * bumpenv_lum_scale%u + bumpenv_lum_offset%u, 0.0, 1.0);\n",
7318 stage, stage - 1, stage - 1, stage - 1);
7320 else if (settings->op[stage].projected == proj_count3)
7322 shader_addline(buffer, "tex%u = %s(ps_sampler%u, ffp_texcoord[%u].xyz);\n",
7323 stage, texture_function, stage, stage);
7325 else
7327 shader_addline(buffer, "tex%u = %s(ps_sampler%u, ffp_texcoord[%u].%s);\n",
7328 stage, texture_function, stage, stage, coord_mask);
7331 string_buffer_sprintf(tex_reg_name, "tex%u", stage);
7332 shader_glsl_color_correction_ext(buffer, tex_reg_name->buffer, WINED3DSP_WRITEMASK_ALL,
7333 settings->op[stage].color_fixup);
7336 if (settings->color_key_enabled)
7338 shader_addline(buffer, "if (all(greaterThanEqual(tex0, color_key[0])) && all(lessThan(tex0, color_key[1])))\n");
7339 shader_addline(buffer, " discard;\n");
7342 shader_addline(buffer, "ret = ffp_varying_diffuse;\n");
7344 /* Generate the main shader */
7345 for (stage = 0; stage < MAX_TEXTURES; ++stage)
7347 BOOL op_equal;
7349 if (settings->op[stage].cop == WINED3D_TOP_DISABLE)
7350 break;
7352 if (settings->op[stage].cop == WINED3D_TOP_SELECT_ARG1
7353 && settings->op[stage].aop == WINED3D_TOP_SELECT_ARG1)
7354 op_equal = settings->op[stage].carg1 == settings->op[stage].aarg1;
7355 else if (settings->op[stage].cop == WINED3D_TOP_SELECT_ARG1
7356 && settings->op[stage].aop == WINED3D_TOP_SELECT_ARG2)
7357 op_equal = settings->op[stage].carg1 == settings->op[stage].aarg2;
7358 else if (settings->op[stage].cop == WINED3D_TOP_SELECT_ARG2
7359 && settings->op[stage].aop == WINED3D_TOP_SELECT_ARG1)
7360 op_equal = settings->op[stage].carg2 == settings->op[stage].aarg1;
7361 else if (settings->op[stage].cop == WINED3D_TOP_SELECT_ARG2
7362 && settings->op[stage].aop == WINED3D_TOP_SELECT_ARG2)
7363 op_equal = settings->op[stage].carg2 == settings->op[stage].aarg2;
7364 else
7365 op_equal = settings->op[stage].aop == settings->op[stage].cop
7366 && settings->op[stage].carg0 == settings->op[stage].aarg0
7367 && settings->op[stage].carg1 == settings->op[stage].aarg1
7368 && settings->op[stage].carg2 == settings->op[stage].aarg2;
7370 if (settings->op[stage].aop == WINED3D_TOP_DISABLE)
7372 shader_glsl_ffp_fragment_op(buffer, stage, TRUE, FALSE, settings->op[stage].dst,
7373 settings->op[stage].cop, settings->op[stage].carg0,
7374 settings->op[stage].carg1, settings->op[stage].carg2);
7376 else if (op_equal)
7378 shader_glsl_ffp_fragment_op(buffer, stage, TRUE, TRUE, settings->op[stage].dst,
7379 settings->op[stage].cop, settings->op[stage].carg0,
7380 settings->op[stage].carg1, settings->op[stage].carg2);
7382 else if (settings->op[stage].cop != WINED3D_TOP_BUMPENVMAP
7383 && settings->op[stage].cop != WINED3D_TOP_BUMPENVMAP_LUMINANCE)
7385 shader_glsl_ffp_fragment_op(buffer, stage, TRUE, FALSE, settings->op[stage].dst,
7386 settings->op[stage].cop, settings->op[stage].carg0,
7387 settings->op[stage].carg1, settings->op[stage].carg2);
7388 shader_glsl_ffp_fragment_op(buffer, stage, FALSE, TRUE, settings->op[stage].dst,
7389 settings->op[stage].aop, settings->op[stage].aarg0,
7390 settings->op[stage].aarg1, settings->op[stage].aarg2);
7394 shader_addline(buffer, "%s[0] = ffp_varying_specular * specular_enable + ret;\n",
7395 get_fragment_output(gl_info));
7397 if (settings->sRGB_write)
7398 shader_glsl_generate_srgb_write_correction(buffer, gl_info);
7400 shader_glsl_generate_fog_code(buffer, gl_info, settings->fog);
7402 shader_glsl_generate_alpha_test(buffer, gl_info, alpha_test_func);
7404 shader_addline(buffer, "}\n");
7406 shader_id = GL_EXTCALL(glCreateShader(GL_FRAGMENT_SHADER));
7407 shader_glsl_compile(gl_info, shader_id, buffer->buffer);
7409 string_buffer_release(&priv->string_buffers, tex_reg_name);
7410 return shader_id;
7413 static struct glsl_ffp_vertex_shader *shader_glsl_find_ffp_vertex_shader(struct shader_glsl_priv *priv,
7414 const struct wined3d_gl_info *gl_info, const struct wined3d_ffp_vs_settings *settings)
7416 struct glsl_ffp_vertex_shader *shader;
7417 const struct wine_rb_entry *entry;
7419 if ((entry = wine_rb_get(&priv->ffp_vertex_shaders, settings)))
7420 return WINE_RB_ENTRY_VALUE(entry, struct glsl_ffp_vertex_shader, desc.entry);
7422 if (!(shader = HeapAlloc(GetProcessHeap(), 0, sizeof(*shader))))
7423 return NULL;
7425 shader->desc.settings = *settings;
7426 shader->id = shader_glsl_generate_ffp_vertex_shader(priv, settings, gl_info);
7427 list_init(&shader->linked_programs);
7428 if (wine_rb_put(&priv->ffp_vertex_shaders, &shader->desc.settings, &shader->desc.entry) == -1)
7429 ERR("Failed to insert ffp vertex shader.\n");
7431 return shader;
7434 static struct glsl_ffp_fragment_shader *shader_glsl_find_ffp_fragment_shader(struct shader_glsl_priv *priv,
7435 const struct wined3d_gl_info *gl_info, const struct ffp_frag_settings *args)
7437 struct glsl_ffp_fragment_shader *glsl_desc;
7438 const struct ffp_frag_desc *desc;
7440 if ((desc = find_ffp_frag_shader(&priv->ffp_fragment_shaders, args)))
7441 return CONTAINING_RECORD(desc, struct glsl_ffp_fragment_shader, entry);
7443 if (!(glsl_desc = HeapAlloc(GetProcessHeap(), 0, sizeof(*glsl_desc))))
7444 return NULL;
7446 glsl_desc->entry.settings = *args;
7447 glsl_desc->id = shader_glsl_generate_ffp_fragment_shader(priv, args, gl_info);
7448 list_init(&glsl_desc->linked_programs);
7449 add_ffp_frag_shader(&priv->ffp_fragment_shaders, &glsl_desc->entry);
7451 return glsl_desc;
7455 static void shader_glsl_init_vs_uniform_locations(const struct wined3d_gl_info *gl_info,
7456 struct shader_glsl_priv *priv, GLuint program_id, struct glsl_vs_program *vs, unsigned int vs_c_count)
7458 unsigned int i;
7459 struct wined3d_string_buffer *name = string_buffer_get(&priv->string_buffers);
7461 for (i = 0; i < vs_c_count; ++i)
7463 string_buffer_sprintf(name, "vs_c[%u]", i);
7464 vs->uniform_f_locations[i] = GL_EXTCALL(glGetUniformLocation(program_id, name->buffer));
7466 memset(&vs->uniform_f_locations[vs_c_count], 0xff, (WINED3D_MAX_VS_CONSTS_F - vs_c_count) * sizeof(GLuint));
7468 for (i = 0; i < WINED3D_MAX_CONSTS_I; ++i)
7470 string_buffer_sprintf(name, "vs_i[%u]", i);
7471 vs->uniform_i_locations[i] = GL_EXTCALL(glGetUniformLocation(program_id, name->buffer));
7474 for (i = 0; i < WINED3D_MAX_CONSTS_B; ++i)
7476 string_buffer_sprintf(name, "vs_b[%u]", i);
7477 vs->uniform_b_locations[i] = GL_EXTCALL(glGetUniformLocation(program_id, name->buffer));
7480 vs->pos_fixup_location = GL_EXTCALL(glGetUniformLocation(program_id, "pos_fixup"));
7482 for (i = 0; i < MAX_VERTEX_BLENDS; ++i)
7484 string_buffer_sprintf(name, "ffp_modelview_matrix[%u]", i);
7485 vs->modelview_matrix_location[i] = GL_EXTCALL(glGetUniformLocation(program_id, name->buffer));
7487 vs->projection_matrix_location = GL_EXTCALL(glGetUniformLocation(program_id, "ffp_projection_matrix"));
7488 vs->normal_matrix_location = GL_EXTCALL(glGetUniformLocation(program_id, "ffp_normal_matrix"));
7489 for (i = 0; i < MAX_TEXTURES; ++i)
7491 string_buffer_sprintf(name, "ffp_texture_matrix[%u]", i);
7492 vs->texture_matrix_location[i] = GL_EXTCALL(glGetUniformLocation(program_id, name->buffer));
7494 vs->material_ambient_location = GL_EXTCALL(glGetUniformLocation(program_id, "ffp_material.ambient"));
7495 vs->material_diffuse_location = GL_EXTCALL(glGetUniformLocation(program_id, "ffp_material.diffuse"));
7496 vs->material_specular_location = GL_EXTCALL(glGetUniformLocation(program_id, "ffp_material.specular"));
7497 vs->material_emissive_location = GL_EXTCALL(glGetUniformLocation(program_id, "ffp_material.emissive"));
7498 vs->material_shininess_location = GL_EXTCALL(glGetUniformLocation(program_id, "ffp_material.shininess"));
7499 vs->light_ambient_location = GL_EXTCALL(glGetUniformLocation(program_id, "ffp_light_ambient"));
7500 for (i = 0; i < MAX_ACTIVE_LIGHTS; ++i)
7502 string_buffer_sprintf(name, "ffp_light[%u].diffuse", i);
7503 vs->light_location[i].diffuse = GL_EXTCALL(glGetUniformLocation(program_id, name->buffer));
7504 string_buffer_sprintf(name, "ffp_light[%u].specular", i);
7505 vs->light_location[i].specular = GL_EXTCALL(glGetUniformLocation(program_id, name->buffer));
7506 string_buffer_sprintf(name, "ffp_light[%u].ambient", i);
7507 vs->light_location[i].ambient = GL_EXTCALL(glGetUniformLocation(program_id, name->buffer));
7508 string_buffer_sprintf(name, "ffp_light[%u].position", i);
7509 vs->light_location[i].position = GL_EXTCALL(glGetUniformLocation(program_id, name->buffer));
7510 string_buffer_sprintf(name, "ffp_light[%u].direction", i);
7511 vs->light_location[i].direction = GL_EXTCALL(glGetUniformLocation(program_id, name->buffer));
7512 string_buffer_sprintf(name, "ffp_light[%u].range", i);
7513 vs->light_location[i].range = GL_EXTCALL(glGetUniformLocation(program_id, name->buffer));
7514 string_buffer_sprintf(name, "ffp_light[%u].falloff", i);
7515 vs->light_location[i].falloff = GL_EXTCALL(glGetUniformLocation(program_id, name->buffer));
7516 string_buffer_sprintf(name, "ffp_light[%u].c_att", i);
7517 vs->light_location[i].c_att = GL_EXTCALL(glGetUniformLocation(program_id, name->buffer));
7518 string_buffer_sprintf(name, "ffp_light[%u].l_att", i);
7519 vs->light_location[i].l_att = GL_EXTCALL(glGetUniformLocation(program_id, name->buffer));
7520 string_buffer_sprintf(name, "ffp_light[%u].q_att", i);
7521 vs->light_location[i].q_att = GL_EXTCALL(glGetUniformLocation(program_id, name->buffer));
7522 string_buffer_sprintf(name, "ffp_light[%u].cos_htheta", i);
7523 vs->light_location[i].cos_htheta = GL_EXTCALL(glGetUniformLocation(program_id, name->buffer));
7524 string_buffer_sprintf(name, "ffp_light[%u].cos_hphi", i);
7525 vs->light_location[i].cos_hphi = GL_EXTCALL(glGetUniformLocation(program_id, name->buffer));
7527 vs->pointsize_location = GL_EXTCALL(glGetUniformLocation(program_id, "ffp_point.size"));
7528 vs->pointsize_min_location = GL_EXTCALL(glGetUniformLocation(program_id, "ffp_point.size_min"));
7529 vs->pointsize_max_location = GL_EXTCALL(glGetUniformLocation(program_id, "ffp_point.size_max"));
7530 vs->pointsize_c_att_location = GL_EXTCALL(glGetUniformLocation(program_id, "ffp_point.c_att"));
7531 vs->pointsize_l_att_location = GL_EXTCALL(glGetUniformLocation(program_id, "ffp_point.l_att"));
7532 vs->pointsize_q_att_location = GL_EXTCALL(glGetUniformLocation(program_id, "ffp_point.q_att"));
7533 vs->clip_planes_location = GL_EXTCALL(glGetUniformLocation(program_id, "clip_planes"));
7535 string_buffer_release(&priv->string_buffers, name);
7538 static void shader_glsl_init_gs_uniform_locations(const struct wined3d_gl_info *gl_info,
7539 struct shader_glsl_priv *priv, GLuint program_id, struct glsl_gs_program *gs)
7541 gs->pos_fixup_location = GL_EXTCALL(glGetUniformLocation(program_id, "pos_fixup"));
7544 static void shader_glsl_init_ps_uniform_locations(const struct wined3d_gl_info *gl_info,
7545 struct shader_glsl_priv *priv, GLuint program_id, struct glsl_ps_program *ps, unsigned int ps_c_count)
7547 unsigned int i;
7548 struct wined3d_string_buffer *name = string_buffer_get(&priv->string_buffers);
7550 for (i = 0; i < ps_c_count; ++i)
7552 string_buffer_sprintf(name, "ps_c[%u]", i);
7553 ps->uniform_f_locations[i] = GL_EXTCALL(glGetUniformLocation(program_id, name->buffer));
7555 memset(&ps->uniform_f_locations[ps_c_count], 0xff, (WINED3D_MAX_PS_CONSTS_F - ps_c_count) * sizeof(GLuint));
7557 for (i = 0; i < WINED3D_MAX_CONSTS_I; ++i)
7559 string_buffer_sprintf(name, "ps_i[%u]", i);
7560 ps->uniform_i_locations[i] = GL_EXTCALL(glGetUniformLocation(program_id, name->buffer));
7563 for (i = 0; i < WINED3D_MAX_CONSTS_B; ++i)
7565 string_buffer_sprintf(name, "ps_b[%u]", i);
7566 ps->uniform_b_locations[i] = GL_EXTCALL(glGetUniformLocation(program_id, name->buffer));
7569 for (i = 0; i < MAX_TEXTURES; ++i)
7571 string_buffer_sprintf(name, "bumpenv_mat%u", i);
7572 ps->bumpenv_mat_location[i] = GL_EXTCALL(glGetUniformLocation(program_id, name->buffer));
7573 string_buffer_sprintf(name, "bumpenv_lum_scale%u", i);
7574 ps->bumpenv_lum_scale_location[i] = GL_EXTCALL(glGetUniformLocation(program_id, name->buffer));
7575 string_buffer_sprintf(name, "bumpenv_lum_offset%u", i);
7576 ps->bumpenv_lum_offset_location[i] = GL_EXTCALL(glGetUniformLocation(program_id, name->buffer));
7577 string_buffer_sprintf(name, "tss_const%u", i);
7578 ps->tss_constant_location[i] = GL_EXTCALL(glGetUniformLocation(program_id, name->buffer));
7581 ps->tex_factor_location = GL_EXTCALL(glGetUniformLocation(program_id, "tex_factor"));
7582 ps->specular_enable_location = GL_EXTCALL(glGetUniformLocation(program_id, "specular_enable"));
7584 ps->fog_color_location = GL_EXTCALL(glGetUniformLocation(program_id, "ffp_fog.color"));
7585 ps->fog_density_location = GL_EXTCALL(glGetUniformLocation(program_id, "ffp_fog.density"));
7586 ps->fog_end_location = GL_EXTCALL(glGetUniformLocation(program_id, "ffp_fog.end"));
7587 ps->fog_scale_location = GL_EXTCALL(glGetUniformLocation(program_id, "ffp_fog.scale"));
7589 ps->alpha_test_ref_location = GL_EXTCALL(glGetUniformLocation(program_id, "alpha_test_ref"));
7591 ps->np2_fixup_location = GL_EXTCALL(glGetUniformLocation(program_id, "ps_samplerNP2Fixup"));
7592 ps->ycorrection_location = GL_EXTCALL(glGetUniformLocation(program_id, "ycorrection"));
7593 ps->color_key_location = GL_EXTCALL(glGetUniformLocation(program_id, "color_key"));
7595 string_buffer_release(&priv->string_buffers, name);
7598 static void shader_glsl_init_uniform_block_bindings(const struct wined3d_gl_info *gl_info,
7599 struct shader_glsl_priv *priv, GLuint program_id,
7600 const struct wined3d_shader_reg_maps *reg_maps)
7602 struct wined3d_string_buffer *name = string_buffer_get(&priv->string_buffers);
7603 const char *prefix = shader_glsl_get_prefix(reg_maps->shader_version.type);
7604 unsigned int i, base, count;
7605 GLuint block_idx;
7607 wined3d_gl_limits_get_uniform_block_range(&gl_info->limits, reg_maps->shader_version.type, &base, &count);
7608 for (i = 0; i < count; ++i)
7610 if (!reg_maps->cb_sizes[i])
7611 continue;
7613 string_buffer_sprintf(name, "block_%s_cb%u", prefix, i);
7614 block_idx = GL_EXTCALL(glGetUniformBlockIndex(program_id, name->buffer));
7615 GL_EXTCALL(glUniformBlockBinding(program_id, block_idx, base + i));
7617 checkGLcall("glUniformBlockBinding");
7618 string_buffer_release(&priv->string_buffers, name);
7621 /* Context activation is done by the caller. */
7622 static void set_glsl_shader_program(const struct wined3d_context *context, const struct wined3d_state *state,
7623 struct shader_glsl_priv *priv, struct glsl_context_data *ctx_data)
7625 const struct wined3d_gl_info *gl_info = context->gl_info;
7626 const struct wined3d_d3d_info *d3d_info = context->d3d_info;
7627 const struct ps_np2fixup_info *np2fixup_info = NULL;
7628 struct glsl_shader_prog_link *entry = NULL;
7629 struct wined3d_shader *vshader = NULL;
7630 struct wined3d_shader *gshader = NULL;
7631 struct wined3d_shader *pshader = NULL;
7632 GLuint program_id;
7633 GLuint reorder_shader_id = 0;
7634 unsigned int i;
7635 GLuint vs_id = 0;
7636 GLuint gs_id = 0;
7637 GLuint ps_id = 0;
7638 struct list *ps_list, *vs_list;
7639 WORD attribs_map;
7640 struct wined3d_string_buffer *tmp_name;
7642 if (!(context->shader_update_mask & (1u << WINED3D_SHADER_TYPE_VERTEX)) && ctx_data->glsl_program)
7644 vs_id = ctx_data->glsl_program->vs.id;
7645 vs_list = &ctx_data->glsl_program->vs.shader_entry;
7647 if (use_vs(state))
7649 vshader = state->shader[WINED3D_SHADER_TYPE_VERTEX];
7650 gshader = state->shader[WINED3D_SHADER_TYPE_GEOMETRY];
7652 if (!(context->shader_update_mask & (1u << WINED3D_SHADER_TYPE_GEOMETRY))
7653 && ctx_data->glsl_program->gs.id)
7655 gs_id = ctx_data->glsl_program->gs.id;
7657 else if (gshader)
7659 struct gs_compile_args args;
7661 find_gs_compile_args(state, gshader, &args);
7662 gs_id = find_glsl_geometry_shader(context, priv, gshader, &args);
7666 else if (use_vs(state))
7668 struct vs_compile_args vs_compile_args;
7670 vshader = state->shader[WINED3D_SHADER_TYPE_VERTEX];
7671 gshader = state->shader[WINED3D_SHADER_TYPE_GEOMETRY];
7673 find_vs_compile_args(state, vshader, context->stream_info.swizzle_map, &vs_compile_args, d3d_info);
7674 vs_id = find_glsl_vshader(context, priv, vshader, &vs_compile_args);
7675 vs_list = &vshader->linked_programs;
7677 if (!(context->shader_update_mask & (1u << WINED3D_SHADER_TYPE_GEOMETRY))
7678 && ctx_data->glsl_program->gs.id)
7680 gs_id = ctx_data->glsl_program->gs.id;
7682 else if (gshader)
7684 struct gs_compile_args gs_compile_args;
7686 find_gs_compile_args(state, gshader, &gs_compile_args);
7687 gs_id = find_glsl_geometry_shader(context, priv, gshader, &gs_compile_args);
7690 else if (priv->vertex_pipe == &glsl_vertex_pipe)
7692 struct glsl_ffp_vertex_shader *ffp_shader;
7693 struct wined3d_ffp_vs_settings settings;
7695 wined3d_ffp_get_vs_settings(context, state, &settings);
7696 ffp_shader = shader_glsl_find_ffp_vertex_shader(priv, gl_info, &settings);
7697 vs_id = ffp_shader->id;
7698 vs_list = &ffp_shader->linked_programs;
7701 if (!(context->shader_update_mask & (1u << WINED3D_SHADER_TYPE_PIXEL)) && ctx_data->glsl_program)
7703 ps_id = ctx_data->glsl_program->ps.id;
7704 ps_list = &ctx_data->glsl_program->ps.shader_entry;
7706 if (use_ps(state))
7707 pshader = state->shader[WINED3D_SHADER_TYPE_PIXEL];
7709 else if (use_ps(state))
7711 struct ps_compile_args ps_compile_args;
7712 pshader = state->shader[WINED3D_SHADER_TYPE_PIXEL];
7713 find_ps_compile_args(state, pshader, context->stream_info.position_transformed, &ps_compile_args, context);
7714 ps_id = find_glsl_pshader(context, &priv->shader_buffer, &priv->string_buffers,
7715 pshader, &ps_compile_args, &np2fixup_info);
7716 ps_list = &pshader->linked_programs;
7718 else if (priv->fragment_pipe == &glsl_fragment_pipe)
7720 struct glsl_ffp_fragment_shader *ffp_shader;
7721 struct ffp_frag_settings settings;
7723 gen_ffp_frag_op(context, state, &settings, FALSE);
7724 ffp_shader = shader_glsl_find_ffp_fragment_shader(priv, gl_info, &settings);
7725 ps_id = ffp_shader->id;
7726 ps_list = &ffp_shader->linked_programs;
7729 if ((!vs_id && !gs_id && !ps_id) || (entry = get_glsl_program_entry(priv, vs_id, gs_id, ps_id)))
7731 ctx_data->glsl_program = entry;
7732 return;
7735 /* If we get to this point, then no matching program exists, so we create one */
7736 program_id = GL_EXTCALL(glCreateProgram());
7737 TRACE("Created new GLSL shader program %u.\n", program_id);
7739 /* Create the entry */
7740 entry = HeapAlloc(GetProcessHeap(), 0, sizeof(struct glsl_shader_prog_link));
7741 entry->id = program_id;
7742 entry->vs.id = vs_id;
7743 entry->gs.id = gs_id;
7744 entry->ps.id = ps_id;
7745 entry->constant_version = 0;
7746 entry->ps.np2_fixup_info = np2fixup_info;
7747 /* Add the hash table entry */
7748 add_glsl_program_entry(priv, entry);
7750 /* Set the current program */
7751 ctx_data->glsl_program = entry;
7753 /* Attach GLSL vshader */
7754 if (vs_id)
7756 TRACE("Attaching GLSL shader object %u to program %u.\n", vs_id, program_id);
7757 GL_EXTCALL(glAttachShader(program_id, vs_id));
7758 checkGLcall("glAttachShader");
7760 list_add_head(vs_list, &entry->vs.shader_entry);
7763 if (vshader)
7765 attribs_map = vshader->reg_maps.input_registers;
7766 if (vshader->reg_maps.shader_version.major < 4)
7768 reorder_shader_id = shader_glsl_generate_vs3_rasterizer_input_setup(priv, vshader, pshader,
7769 state->gl_primitive_type == GL_POINTS && vshader->reg_maps.point_size,
7770 d3d_info->emulated_flatshading
7771 && state->render_states[WINED3D_RS_SHADEMODE] == WINED3D_SHADE_FLAT, gl_info);
7772 TRACE("Attaching GLSL shader object %u to program %u.\n", reorder_shader_id, program_id);
7773 GL_EXTCALL(glAttachShader(program_id, reorder_shader_id));
7774 checkGLcall("glAttachShader");
7775 /* Flag the reorder function for deletion, it will be freed
7776 * automatically when the program is destroyed. */
7777 GL_EXTCALL(glDeleteShader(reorder_shader_id));
7780 else
7782 attribs_map = (1u << WINED3D_FFP_ATTRIBS_COUNT) - 1;
7785 if (!shader_glsl_use_explicit_attrib_location(gl_info))
7787 /* Bind vertex attributes to a corresponding index number to match
7788 * the same index numbers as ARB_vertex_programs (makes loading
7789 * vertex attributes simpler). With this method, we can use the
7790 * exact same code to load the attributes later for both ARB and
7791 * GLSL shaders.
7793 * We have to do this here because we need to know the Program ID
7794 * in order to make the bindings work, and it has to be done prior
7795 * to linking the GLSL program. */
7796 tmp_name = string_buffer_get(&priv->string_buffers);
7797 for (i = 0; attribs_map; attribs_map >>= 1, ++i)
7799 if (!(attribs_map & 1))
7800 continue;
7802 string_buffer_sprintf(tmp_name, "vs_in%u", i);
7803 GL_EXTCALL(glBindAttribLocation(program_id, i, tmp_name->buffer));
7804 if (vshader && vshader->reg_maps.shader_version.major >= 4)
7806 string_buffer_sprintf(tmp_name, "vs_in_uint%u", i);
7807 GL_EXTCALL(glBindAttribLocation(program_id, i, tmp_name->buffer));
7808 string_buffer_sprintf(tmp_name, "vs_in_int%u", i);
7809 GL_EXTCALL(glBindAttribLocation(program_id, i, tmp_name->buffer));
7812 checkGLcall("glBindAttribLocation");
7813 string_buffer_release(&priv->string_buffers, tmp_name);
7816 if (gshader)
7818 TRACE("Attaching GLSL geometry shader object %u to program %u.\n", gs_id, program_id);
7819 GL_EXTCALL(glAttachShader(program_id, gs_id));
7820 checkGLcall("glAttachShader");
7822 if (gl_info->supported[WINED3D_GL_LEGACY_CONTEXT])
7824 TRACE("input type %s, output type %s, vertices out %u.\n",
7825 debug_d3dprimitivetype(gshader->u.gs.input_type),
7826 debug_d3dprimitivetype(gshader->u.gs.output_type),
7827 gshader->u.gs.vertices_out);
7828 GL_EXTCALL(glProgramParameteriARB(program_id, GL_GEOMETRY_INPUT_TYPE_ARB,
7829 gl_primitive_type_from_d3d(gshader->u.gs.input_type)));
7830 GL_EXTCALL(glProgramParameteriARB(program_id, GL_GEOMETRY_OUTPUT_TYPE_ARB,
7831 gl_primitive_type_from_d3d(gshader->u.gs.output_type)));
7832 GL_EXTCALL(glProgramParameteriARB(program_id, GL_GEOMETRY_VERTICES_OUT_ARB,
7833 gshader->u.gs.vertices_out));
7834 checkGLcall("glProgramParameteriARB");
7837 list_add_head(&gshader->linked_programs, &entry->gs.shader_entry);
7840 /* Attach GLSL pshader */
7841 if (ps_id)
7843 TRACE("Attaching GLSL shader object %u to program %u.\n", ps_id, program_id);
7844 GL_EXTCALL(glAttachShader(program_id, ps_id));
7845 checkGLcall("glAttachShader");
7847 list_add_head(ps_list, &entry->ps.shader_entry);
7850 /* Link the program */
7851 TRACE("Linking GLSL shader program %u.\n", program_id);
7852 GL_EXTCALL(glLinkProgram(program_id));
7853 shader_glsl_validate_link(gl_info, program_id);
7855 shader_glsl_init_vs_uniform_locations(gl_info, priv, program_id, &entry->vs,
7856 vshader ? vshader->limits->constant_float : 0);
7857 shader_glsl_init_gs_uniform_locations(gl_info, priv, program_id, &entry->gs);
7858 shader_glsl_init_ps_uniform_locations(gl_info, priv, program_id, &entry->ps,
7859 pshader ? pshader->limits->constant_float : 0);
7860 checkGLcall("Find glsl program uniform locations");
7862 if (gl_info->supported[WINED3D_GL_LEGACY_CONTEXT])
7864 if (pshader && pshader->reg_maps.shader_version.major >= 3
7865 && pshader->u.ps.declared_in_count > vec4_varyings(3, gl_info))
7867 TRACE("Shader %d needs vertex color clamping disabled.\n", program_id);
7868 entry->vs.vertex_color_clamp = GL_FALSE;
7870 else
7872 entry->vs.vertex_color_clamp = GL_FIXED_ONLY_ARB;
7875 else
7877 /* With core profile we never change vertex_color_clamp from
7878 * GL_FIXED_ONLY_MODE (which is also the initial value) so we never call
7879 * glClampColorARB(). */
7880 entry->vs.vertex_color_clamp = GL_FIXED_ONLY_ARB;
7883 /* Set the shader to allow uniform loading on it */
7884 GL_EXTCALL(glUseProgram(program_id));
7885 checkGLcall("glUseProgram");
7887 /* Texture unit mapping is set up to be the same each time the shader
7888 * program is used so we can hardcode the sampler uniform values. */
7889 shader_glsl_load_samplers(gl_info, priv, context->tex_unit_map, program_id);
7891 entry->constant_update_mask = 0;
7892 if (vshader)
7894 entry->constant_update_mask |= WINED3D_SHADER_CONST_VS_F;
7895 if (vshader->reg_maps.integer_constants)
7896 entry->constant_update_mask |= WINED3D_SHADER_CONST_VS_I;
7897 if (vshader->reg_maps.boolean_constants)
7898 entry->constant_update_mask |= WINED3D_SHADER_CONST_VS_B;
7899 if (entry->vs.pos_fixup_location != -1)
7900 entry->constant_update_mask |= WINED3D_SHADER_CONST_POS_FIXUP;
7902 shader_glsl_init_uniform_block_bindings(gl_info, priv, program_id, &vshader->reg_maps);
7903 shader_glsl_load_icb(gl_info, priv, program_id, &vshader->reg_maps);
7905 else
7907 entry->constant_update_mask |= WINED3D_SHADER_CONST_FFP_MODELVIEW
7908 | WINED3D_SHADER_CONST_FFP_PROJ;
7910 for (i = 1; i < MAX_VERTEX_BLENDS; ++i)
7912 if (entry->vs.modelview_matrix_location[i] != -1)
7914 entry->constant_update_mask |= WINED3D_SHADER_CONST_FFP_VERTEXBLEND;
7915 break;
7919 for (i = 0; i < MAX_TEXTURES; ++i)
7921 if (entry->vs.texture_matrix_location[i] != -1)
7923 entry->constant_update_mask |= WINED3D_SHADER_CONST_FFP_TEXMATRIX;
7924 break;
7927 if (entry->vs.material_ambient_location != -1 || entry->vs.material_diffuse_location != -1
7928 || entry->vs.material_specular_location != -1
7929 || entry->vs.material_emissive_location != -1
7930 || entry->vs.material_shininess_location != -1)
7931 entry->constant_update_mask |= WINED3D_SHADER_CONST_FFP_MATERIAL;
7932 if (entry->vs.light_ambient_location != -1)
7933 entry->constant_update_mask |= WINED3D_SHADER_CONST_FFP_LIGHTS;
7935 if (entry->vs.clip_planes_location != -1)
7936 entry->constant_update_mask |= WINED3D_SHADER_CONST_VS_CLIP_PLANES;
7937 if (entry->vs.pointsize_min_location != -1)
7938 entry->constant_update_mask |= WINED3D_SHADER_CONST_VS_POINTSIZE;
7940 if (gshader)
7942 entry->constant_update_mask |= WINED3D_SHADER_CONST_POS_FIXUP;
7943 shader_glsl_init_uniform_block_bindings(gl_info, priv, program_id, &gshader->reg_maps);
7944 shader_glsl_load_icb(gl_info, priv, program_id, &gshader->reg_maps);
7947 if (ps_id)
7949 if (pshader)
7951 entry->constant_update_mask |= WINED3D_SHADER_CONST_PS_F;
7952 if (pshader->reg_maps.integer_constants)
7953 entry->constant_update_mask |= WINED3D_SHADER_CONST_PS_I;
7954 if (pshader->reg_maps.boolean_constants)
7955 entry->constant_update_mask |= WINED3D_SHADER_CONST_PS_B;
7956 if (entry->ps.ycorrection_location != -1)
7957 entry->constant_update_mask |= WINED3D_SHADER_CONST_PS_Y_CORR;
7959 shader_glsl_init_uniform_block_bindings(gl_info, priv, program_id, &pshader->reg_maps);
7960 shader_glsl_load_icb(gl_info, priv, program_id, &pshader->reg_maps);
7962 else
7964 entry->constant_update_mask |= WINED3D_SHADER_CONST_FFP_PS;
7967 for (i = 0; i < MAX_TEXTURES; ++i)
7969 if (entry->ps.bumpenv_mat_location[i] != -1)
7971 entry->constant_update_mask |= WINED3D_SHADER_CONST_PS_BUMP_ENV;
7972 break;
7976 if (entry->ps.fog_color_location != -1)
7977 entry->constant_update_mask |= WINED3D_SHADER_CONST_PS_FOG;
7978 if (entry->ps.alpha_test_ref_location != -1)
7979 entry->constant_update_mask |= WINED3D_SHADER_CONST_PS_ALPHA_TEST;
7980 if (entry->ps.np2_fixup_location != -1)
7981 entry->constant_update_mask |= WINED3D_SHADER_CONST_PS_NP2_FIXUP;
7982 if (entry->ps.color_key_location != -1)
7983 entry->constant_update_mask |= WINED3D_SHADER_CONST_FFP_COLOR_KEY;
7987 /* Context activation is done by the caller. */
7988 static GLuint create_glsl_blt_shader(const struct wined3d_gl_info *gl_info, enum wined3d_gl_resource_type tex_type,
7989 BOOL masked)
7991 GLuint program_id;
7992 GLuint vshader_id, pshader_id;
7993 const char *blt_pshader;
7995 static const char blt_vshader[] =
7996 "#version 120\n"
7997 "void main(void)\n"
7998 "{\n"
7999 " gl_Position = gl_Vertex;\n"
8000 " gl_FrontColor = vec4(1.0);\n"
8001 " gl_TexCoord[0] = gl_MultiTexCoord0;\n"
8002 "}\n";
8004 static const char * const blt_pshaders_full[WINED3D_GL_RES_TYPE_COUNT] =
8006 /* WINED3D_GL_RES_TYPE_TEX_1D */
8007 NULL,
8008 /* WINED3D_GL_RES_TYPE_TEX_2D */
8009 "#version 120\n"
8010 "uniform sampler2D sampler;\n"
8011 "void main(void)\n"
8012 "{\n"
8013 " gl_FragDepth = texture2D(sampler, gl_TexCoord[0].xy).x;\n"
8014 "}\n",
8015 /* WINED3D_GL_RES_TYPE_TEX_3D */
8016 NULL,
8017 /* WINED3D_GL_RES_TYPE_TEX_CUBE */
8018 "#version 120\n"
8019 "uniform samplerCube sampler;\n"
8020 "void main(void)\n"
8021 "{\n"
8022 " gl_FragDepth = textureCube(sampler, gl_TexCoord[0].xyz).x;\n"
8023 "}\n",
8024 /* WINED3D_GL_RES_TYPE_TEX_RECT */
8025 "#version 120\n"
8026 "#extension GL_ARB_texture_rectangle : enable\n"
8027 "uniform sampler2DRect sampler;\n"
8028 "void main(void)\n"
8029 "{\n"
8030 " gl_FragDepth = texture2DRect(sampler, gl_TexCoord[0].xy).x;\n"
8031 "}\n",
8032 /* WINED3D_GL_RES_TYPE_BUFFER */
8033 NULL,
8034 /* WINED3D_GL_RES_TYPE_RB */
8035 NULL,
8038 static const char * const blt_pshaders_masked[WINED3D_GL_RES_TYPE_COUNT] =
8040 /* WINED3D_GL_RES_TYPE_TEX_1D */
8041 NULL,
8042 /* WINED3D_GL_RES_TYPE_TEX_2D */
8043 "#version 120\n"
8044 "uniform sampler2D sampler;\n"
8045 "uniform vec4 mask;\n"
8046 "void main(void)\n"
8047 "{\n"
8048 " if (all(lessThan(gl_FragCoord.xy, mask.zw))) discard;\n"
8049 " gl_FragDepth = texture2D(sampler, gl_TexCoord[0].xy).x;\n"
8050 "}\n",
8051 /* WINED3D_GL_RES_TYPE_TEX_3D */
8052 NULL,
8053 /* WINED3D_GL_RES_TYPE_TEX_CUBE */
8054 "#version 120\n"
8055 "uniform samplerCube sampler;\n"
8056 "uniform vec4 mask;\n"
8057 "void main(void)\n"
8058 "{\n"
8059 " if (all(lessThan(gl_FragCoord.xy, mask.zw))) discard;\n"
8060 " gl_FragDepth = textureCube(sampler, gl_TexCoord[0].xyz).x;\n"
8061 "}\n",
8062 /* WINED3D_GL_RES_TYPE_TEX_RECT */
8063 "#version 120\n"
8064 "#extension GL_ARB_texture_rectangle : enable\n"
8065 "uniform sampler2DRect sampler;\n"
8066 "uniform vec4 mask;\n"
8067 "void main(void)\n"
8068 "{\n"
8069 " if (all(lessThan(gl_FragCoord.xy, mask.zw))) discard;\n"
8070 " gl_FragDepth = texture2DRect(sampler, gl_TexCoord[0].xy).x;\n"
8071 "}\n",
8072 /* WINED3D_GL_RES_TYPE_BUFFER */
8073 NULL,
8074 /* WINED3D_GL_RES_TYPE_RB */
8075 NULL,
8078 blt_pshader = masked ? blt_pshaders_masked[tex_type] : blt_pshaders_full[tex_type];
8079 if (!blt_pshader)
8081 FIXME("tex_type %#x not supported\n", tex_type);
8082 return 0;
8085 vshader_id = GL_EXTCALL(glCreateShader(GL_VERTEX_SHADER));
8086 shader_glsl_compile(gl_info, vshader_id, blt_vshader);
8088 pshader_id = GL_EXTCALL(glCreateShader(GL_FRAGMENT_SHADER));
8089 shader_glsl_compile(gl_info, pshader_id, blt_pshader);
8091 program_id = GL_EXTCALL(glCreateProgram());
8092 GL_EXTCALL(glAttachShader(program_id, vshader_id));
8093 GL_EXTCALL(glAttachShader(program_id, pshader_id));
8094 GL_EXTCALL(glLinkProgram(program_id));
8096 shader_glsl_validate_link(gl_info, program_id);
8098 /* Once linked we can mark the shaders for deletion. They will be deleted once the program
8099 * is destroyed
8101 GL_EXTCALL(glDeleteShader(vshader_id));
8102 GL_EXTCALL(glDeleteShader(pshader_id));
8103 return program_id;
8106 /* Context activation is done by the caller. */
8107 static void shader_glsl_select(void *shader_priv, struct wined3d_context *context,
8108 const struct wined3d_state *state)
8110 struct glsl_context_data *ctx_data = context->shader_backend_data;
8111 const struct wined3d_gl_info *gl_info = context->gl_info;
8112 struct shader_glsl_priv *priv = shader_priv;
8113 GLuint program_id = 0, prev_id = 0;
8114 GLenum old_vertex_color_clamp, current_vertex_color_clamp;
8116 priv->vertex_pipe->vp_enable(gl_info, !use_vs(state));
8117 priv->fragment_pipe->enable_extension(gl_info, !use_ps(state));
8119 if (ctx_data->glsl_program)
8121 prev_id = ctx_data->glsl_program->id;
8122 old_vertex_color_clamp = ctx_data->glsl_program->vs.vertex_color_clamp;
8124 else
8126 prev_id = 0;
8127 old_vertex_color_clamp = GL_FIXED_ONLY_ARB;
8130 set_glsl_shader_program(context, state, priv, ctx_data);
8132 if (ctx_data->glsl_program)
8134 program_id = ctx_data->glsl_program->id;
8135 current_vertex_color_clamp = ctx_data->glsl_program->vs.vertex_color_clamp;
8137 else
8139 program_id = 0;
8140 current_vertex_color_clamp = GL_FIXED_ONLY_ARB;
8143 if (old_vertex_color_clamp != current_vertex_color_clamp)
8145 if (gl_info->supported[ARB_COLOR_BUFFER_FLOAT])
8147 GL_EXTCALL(glClampColorARB(GL_CLAMP_VERTEX_COLOR_ARB, current_vertex_color_clamp));
8148 checkGLcall("glClampColorARB");
8150 else
8152 FIXME("vertex color clamp needs to be changed, but extension not supported.\n");
8156 TRACE("Using GLSL program %u.\n", program_id);
8158 if (prev_id != program_id)
8160 GL_EXTCALL(glUseProgram(program_id));
8161 checkGLcall("glUseProgram");
8163 if (program_id)
8164 context->constant_update_mask |= ctx_data->glsl_program->constant_update_mask;
8168 /* "context" is not necessarily the currently active context. */
8169 static void shader_glsl_invalidate_current_program(struct wined3d_context *context)
8171 struct glsl_context_data *ctx_data = context->shader_backend_data;
8173 ctx_data->glsl_program = NULL;
8174 context->shader_update_mask = (1u << WINED3D_SHADER_TYPE_PIXEL)
8175 | (1u << WINED3D_SHADER_TYPE_VERTEX)
8176 | (1u << WINED3D_SHADER_TYPE_GEOMETRY)
8177 | (1u << WINED3D_SHADER_TYPE_HULL)
8178 | (1u << WINED3D_SHADER_TYPE_DOMAIN)
8179 | (1u << WINED3D_SHADER_TYPE_COMPUTE);
8182 /* Context activation is done by the caller. */
8183 static void shader_glsl_disable(void *shader_priv, struct wined3d_context *context)
8185 const struct wined3d_gl_info *gl_info = context->gl_info;
8186 struct shader_glsl_priv *priv = shader_priv;
8188 shader_glsl_invalidate_current_program(context);
8189 GL_EXTCALL(glUseProgram(0));
8190 checkGLcall("glUseProgram");
8192 priv->vertex_pipe->vp_enable(gl_info, FALSE);
8193 priv->fragment_pipe->enable_extension(gl_info, FALSE);
8195 if (gl_info->supported[WINED3D_GL_LEGACY_CONTEXT] && gl_info->supported[ARB_COLOR_BUFFER_FLOAT])
8197 GL_EXTCALL(glClampColorARB(GL_CLAMP_VERTEX_COLOR_ARB, GL_FIXED_ONLY_ARB));
8198 checkGLcall("glClampColorARB");
8202 /* Context activation is done by the caller. */
8203 static void shader_glsl_select_depth_blt(void *shader_priv, const struct wined3d_gl_info *gl_info,
8204 enum wined3d_gl_resource_type tex_type, const SIZE *ds_mask_size)
8206 BOOL masked = ds_mask_size->cx && ds_mask_size->cy;
8207 struct shader_glsl_priv *priv = shader_priv;
8208 GLuint *blt_program;
8209 GLint loc;
8211 blt_program = masked ? &priv->depth_blt_program_masked[tex_type] : &priv->depth_blt_program_full[tex_type];
8212 if (!*blt_program)
8214 *blt_program = create_glsl_blt_shader(gl_info, tex_type, masked);
8215 loc = GL_EXTCALL(glGetUniformLocation(*blt_program, "sampler"));
8216 GL_EXTCALL(glUseProgram(*blt_program));
8217 GL_EXTCALL(glUniform1i(loc, 0));
8219 else
8221 GL_EXTCALL(glUseProgram(*blt_program));
8224 if (masked)
8226 loc = GL_EXTCALL(glGetUniformLocation(*blt_program, "mask"));
8227 GL_EXTCALL(glUniform4f(loc, 0.0f, 0.0f, (float)ds_mask_size->cx, (float)ds_mask_size->cy));
8231 /* Context activation is done by the caller. */
8232 static void shader_glsl_deselect_depth_blt(void *shader_priv, const struct wined3d_gl_info *gl_info)
8234 const struct glsl_context_data *ctx_data = context_get_current()->shader_backend_data;
8235 GLuint program_id;
8237 program_id = ctx_data->glsl_program ? ctx_data->glsl_program->id : 0;
8238 if (program_id) TRACE("Using GLSL program %u\n", program_id);
8240 GL_EXTCALL(glUseProgram(program_id));
8241 checkGLcall("glUseProgram");
8244 static void shader_glsl_invalidate_contexts_program(struct wined3d_device *device,
8245 const struct glsl_shader_prog_link *program)
8247 const struct glsl_context_data *ctx_data;
8248 struct wined3d_context *context;
8249 unsigned int i;
8251 for (i = 0; i < device->context_count; ++i)
8253 context = device->contexts[i];
8254 ctx_data = context->shader_backend_data;
8256 if (ctx_data->glsl_program == program)
8257 shader_glsl_invalidate_current_program(context);
8261 static void shader_glsl_destroy(struct wined3d_shader *shader)
8263 struct glsl_shader_private *shader_data = shader->backend_data;
8264 struct wined3d_device *device = shader->device;
8265 struct shader_glsl_priv *priv = device->shader_priv;
8266 const struct wined3d_gl_info *gl_info;
8267 const struct list *linked_programs;
8268 struct wined3d_context *context;
8270 if (!shader_data || !shader_data->num_gl_shaders)
8272 HeapFree(GetProcessHeap(), 0, shader_data);
8273 shader->backend_data = NULL;
8274 return;
8277 context = context_acquire(device, NULL);
8278 gl_info = context->gl_info;
8280 TRACE("Deleting linked programs.\n");
8281 linked_programs = &shader->linked_programs;
8282 if (linked_programs->next)
8284 struct glsl_shader_prog_link *entry, *entry2;
8285 UINT i;
8287 switch (shader->reg_maps.shader_version.type)
8289 case WINED3D_SHADER_TYPE_PIXEL:
8291 struct glsl_ps_compiled_shader *gl_shaders = shader_data->gl_shaders.ps;
8293 for (i = 0; i < shader_data->num_gl_shaders; ++i)
8295 TRACE("Deleting pixel shader %u.\n", gl_shaders[i].id);
8296 GL_EXTCALL(glDeleteShader(gl_shaders[i].id));
8297 checkGLcall("glDeleteShader");
8299 HeapFree(GetProcessHeap(), 0, shader_data->gl_shaders.ps);
8301 LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, linked_programs,
8302 struct glsl_shader_prog_link, ps.shader_entry)
8304 shader_glsl_invalidate_contexts_program(device, entry);
8305 delete_glsl_program_entry(priv, gl_info, entry);
8308 break;
8311 case WINED3D_SHADER_TYPE_VERTEX:
8313 struct glsl_vs_compiled_shader *gl_shaders = shader_data->gl_shaders.vs;
8315 for (i = 0; i < shader_data->num_gl_shaders; ++i)
8317 TRACE("Deleting vertex shader %u.\n", gl_shaders[i].id);
8318 GL_EXTCALL(glDeleteShader(gl_shaders[i].id));
8319 checkGLcall("glDeleteShader");
8321 HeapFree(GetProcessHeap(), 0, shader_data->gl_shaders.vs);
8323 LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, linked_programs,
8324 struct glsl_shader_prog_link, vs.shader_entry)
8326 shader_glsl_invalidate_contexts_program(device, entry);
8327 delete_glsl_program_entry(priv, gl_info, entry);
8330 break;
8333 case WINED3D_SHADER_TYPE_GEOMETRY:
8335 struct glsl_gs_compiled_shader *gl_shaders = shader_data->gl_shaders.gs;
8337 for (i = 0; i < shader_data->num_gl_shaders; ++i)
8339 TRACE("Deleting geometry shader %u.\n", gl_shaders[i].id);
8340 GL_EXTCALL(glDeleteShader(gl_shaders[i].id));
8341 checkGLcall("glDeleteShader");
8343 HeapFree(GetProcessHeap(), 0, shader_data->gl_shaders.gs);
8345 LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, linked_programs,
8346 struct glsl_shader_prog_link, gs.shader_entry)
8348 shader_glsl_invalidate_contexts_program(device, entry);
8349 delete_glsl_program_entry(priv, gl_info, entry);
8352 break;
8355 default:
8356 ERR("Unhandled shader type %#x.\n", shader->reg_maps.shader_version.type);
8357 break;
8361 HeapFree(GetProcessHeap(), 0, shader->backend_data);
8362 shader->backend_data = NULL;
8364 context_release(context);
8367 static int glsl_program_key_compare(const void *key, const struct wine_rb_entry *entry)
8369 const struct glsl_program_key *k = key;
8370 const struct glsl_shader_prog_link *prog = WINE_RB_ENTRY_VALUE(entry,
8371 const struct glsl_shader_prog_link, program_lookup_entry);
8373 if (k->vs_id > prog->vs.id) return 1;
8374 else if (k->vs_id < prog->vs.id) return -1;
8376 if (k->gs_id > prog->gs.id) return 1;
8377 else if (k->gs_id < prog->gs.id) return -1;
8379 if (k->ps_id > prog->ps.id) return 1;
8380 else if (k->ps_id < prog->ps.id) return -1;
8382 return 0;
8385 static BOOL constant_heap_init(struct constant_heap *heap, unsigned int constant_count)
8387 SIZE_T size = (constant_count + 1) * sizeof(*heap->entries)
8388 + constant_count * sizeof(*heap->contained)
8389 + constant_count * sizeof(*heap->positions);
8390 void *mem = HeapAlloc(GetProcessHeap(), 0, size);
8392 if (!mem)
8394 ERR("Failed to allocate memory\n");
8395 return FALSE;
8398 heap->entries = mem;
8399 heap->entries[1].version = 0;
8400 heap->contained = (BOOL *)(heap->entries + constant_count + 1);
8401 memset(heap->contained, 0, constant_count * sizeof(*heap->contained));
8402 heap->positions = (unsigned int *)(heap->contained + constant_count);
8403 heap->size = 1;
8405 return TRUE;
8408 static void constant_heap_free(struct constant_heap *heap)
8410 HeapFree(GetProcessHeap(), 0, heap->entries);
8413 static const struct wine_rb_functions wined3d_glsl_program_rb_functions =
8415 wined3d_rb_alloc,
8416 wined3d_rb_realloc,
8417 wined3d_rb_free,
8418 glsl_program_key_compare,
8421 static HRESULT shader_glsl_alloc(struct wined3d_device *device, const struct wined3d_vertex_pipe_ops *vertex_pipe,
8422 const struct fragment_pipeline *fragment_pipe)
8424 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
8425 struct shader_glsl_priv *priv = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(struct shader_glsl_priv));
8426 SIZE_T stack_size = wined3d_log2i(max(WINED3D_MAX_VS_CONSTS_F, WINED3D_MAX_PS_CONSTS_F)) + 1;
8427 struct fragment_caps fragment_caps;
8428 void *vertex_priv, *fragment_priv;
8430 string_buffer_list_init(&priv->string_buffers);
8432 if (!(vertex_priv = vertex_pipe->vp_alloc(&glsl_shader_backend, priv)))
8434 ERR("Failed to initialize vertex pipe.\n");
8435 HeapFree(GetProcessHeap(), 0, priv);
8436 return E_FAIL;
8439 if (!(fragment_priv = fragment_pipe->alloc_private(&glsl_shader_backend, priv)))
8441 ERR("Failed to initialize fragment pipe.\n");
8442 vertex_pipe->vp_free(device);
8443 HeapFree(GetProcessHeap(), 0, priv);
8444 return E_FAIL;
8447 if (!string_buffer_init(&priv->shader_buffer))
8449 ERR("Failed to initialize shader buffer.\n");
8450 goto fail;
8453 if (!(priv->stack = wined3d_calloc(stack_size, sizeof(*priv->stack))))
8455 ERR("Failed to allocate memory.\n");
8456 goto fail;
8459 if (!constant_heap_init(&priv->vconst_heap, WINED3D_MAX_VS_CONSTS_F))
8461 ERR("Failed to initialize vertex shader constant heap\n");
8462 goto fail;
8465 if (!constant_heap_init(&priv->pconst_heap, WINED3D_MAX_PS_CONSTS_F))
8467 ERR("Failed to initialize pixel shader constant heap\n");
8468 goto fail;
8471 if (wine_rb_init(&priv->program_lookup, &wined3d_glsl_program_rb_functions) == -1)
8473 ERR("Failed to initialize rbtree.\n");
8474 goto fail;
8477 priv->next_constant_version = 1;
8478 priv->vertex_pipe = vertex_pipe;
8479 priv->fragment_pipe = fragment_pipe;
8480 fragment_pipe->get_caps(gl_info, &fragment_caps);
8481 priv->ffp_proj_control = fragment_caps.wined3d_caps & WINED3D_FRAGMENT_CAP_PROJ_CONTROL;
8482 priv->legacy_lighting = device->wined3d->flags & WINED3D_LEGACY_FFP_LIGHTING;
8484 device->vertex_priv = vertex_priv;
8485 device->fragment_priv = fragment_priv;
8486 device->shader_priv = priv;
8488 return WINED3D_OK;
8490 fail:
8491 constant_heap_free(&priv->pconst_heap);
8492 constant_heap_free(&priv->vconst_heap);
8493 HeapFree(GetProcessHeap(), 0, priv->stack);
8494 string_buffer_free(&priv->shader_buffer);
8495 fragment_pipe->free_private(device);
8496 vertex_pipe->vp_free(device);
8497 HeapFree(GetProcessHeap(), 0, priv);
8498 return E_OUTOFMEMORY;
8501 /* Context activation is done by the caller. */
8502 static void shader_glsl_free(struct wined3d_device *device)
8504 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
8505 struct shader_glsl_priv *priv = device->shader_priv;
8506 int i;
8508 for (i = 0; i < WINED3D_GL_RES_TYPE_COUNT; ++i)
8510 if (priv->depth_blt_program_full[i])
8512 GL_EXTCALL(glDeleteProgram(priv->depth_blt_program_full[i]));
8514 if (priv->depth_blt_program_masked[i])
8516 GL_EXTCALL(glDeleteProgram(priv->depth_blt_program_masked[i]));
8520 wine_rb_destroy(&priv->program_lookup, NULL, NULL);
8521 constant_heap_free(&priv->pconst_heap);
8522 constant_heap_free(&priv->vconst_heap);
8523 HeapFree(GetProcessHeap(), 0, priv->stack);
8524 string_buffer_list_cleanup(&priv->string_buffers);
8525 string_buffer_free(&priv->shader_buffer);
8526 priv->fragment_pipe->free_private(device);
8527 priv->vertex_pipe->vp_free(device);
8529 HeapFree(GetProcessHeap(), 0, device->shader_priv);
8530 device->shader_priv = NULL;
8533 static BOOL shader_glsl_allocate_context_data(struct wined3d_context *context)
8535 return !!(context->shader_backend_data = HeapAlloc(GetProcessHeap(),
8536 HEAP_ZERO_MEMORY, sizeof(struct glsl_context_data)));
8539 static void shader_glsl_free_context_data(struct wined3d_context *context)
8541 HeapFree(GetProcessHeap(), 0, context->shader_backend_data);
8544 static void shader_glsl_init_context_state(struct wined3d_context *context)
8546 const struct wined3d_gl_info *gl_info = context->gl_info;
8548 gl_info->gl_ops.gl.p_glEnable(GL_PROGRAM_POINT_SIZE);
8549 checkGLcall("GL_PROGRAM_POINT_SIZE");
8552 static void shader_glsl_get_caps(const struct wined3d_gl_info *gl_info, struct shader_caps *caps)
8554 UINT shader_model;
8556 /* FIXME: Check for the specific extensions required for SM5 support
8557 * (ARB_compute_shader, ARB_tessellation_shader, ARB_gpu_shader5, ...) as
8558 * soon as we introduce them, adjusting the GL / GLSL version checks
8559 * accordingly. */
8560 if (gl_info->glsl_version >= MAKEDWORD_VERSION(4, 30) && gl_info->supported[WINED3D_GL_VERSION_4_3])
8561 shader_model = 5;
8562 else if (gl_info->glsl_version >= MAKEDWORD_VERSION(1, 50) && gl_info->supported[WINED3D_GL_VERSION_3_2]
8563 && gl_info->supported[ARB_SHADER_BIT_ENCODING] && gl_info->supported[ARB_SAMPLER_OBJECTS]
8564 && gl_info->supported[ARB_TEXTURE_SWIZZLE])
8565 shader_model = 4;
8566 /* ARB_shader_texture_lod or EXT_gpu_shader4 is required for the SM3
8567 * texldd and texldl instructions. */
8568 else if (gl_info->supported[ARB_SHADER_TEXTURE_LOD] || gl_info->supported[EXT_GPU_SHADER4])
8569 shader_model = 3;
8570 else
8571 shader_model = 2;
8572 TRACE("Shader model %u.\n", shader_model);
8574 caps->vs_version = min(wined3d_settings.max_sm_vs, shader_model);
8575 caps->hs_version = min(wined3d_settings.max_sm_hs, shader_model);
8576 caps->ds_version = min(wined3d_settings.max_sm_ds, shader_model);
8577 caps->gs_version = min(wined3d_settings.max_sm_gs, shader_model);
8578 caps->ps_version = min(wined3d_settings.max_sm_ps, shader_model);
8579 caps->cs_version = min(wined3d_settings.max_sm_cs, shader_model);
8581 caps->vs_uniform_count = min(WINED3D_MAX_VS_CONSTS_F, gl_info->limits.glsl_vs_float_constants);
8582 caps->ps_uniform_count = min(WINED3D_MAX_PS_CONSTS_F, gl_info->limits.glsl_ps_float_constants);
8583 caps->varying_count = gl_info->limits.glsl_varyings;
8585 /* FIXME: The following line is card dependent. -8.0 to 8.0 is the
8586 * Direct3D minimum requirement.
8588 * Both GL_ARB_fragment_program and GLSL require a "maximum representable magnitude"
8589 * of colors to be 2^10, and 2^32 for other floats. Should we use 1024 here?
8591 * The problem is that the refrast clamps temporary results in the shader to
8592 * [-MaxValue;+MaxValue]. If the card's max value is bigger than the one we advertize here,
8593 * then applications may miss the clamping behavior. On the other hand, if it is smaller,
8594 * the shader will generate incorrect results too. Unfortunately, GL deliberately doesn't
8595 * offer a way to query this.
8597 if (shader_model >= 4)
8598 caps->ps_1x_max_value = FLT_MAX;
8599 else
8600 caps->ps_1x_max_value = 1024.0f;
8602 /* Ideally we'd only set caps like sRGB writes here if supported by both
8603 * the shader backend and the fragment pipe, but we can get called before
8604 * shader_glsl_alloc(). */
8605 caps->wined3d_caps = WINED3D_SHADER_CAP_VS_CLIPPING
8606 | WINED3D_SHADER_CAP_SRGB_WRITE;
8609 static BOOL shader_glsl_color_fixup_supported(struct color_fixup_desc fixup)
8611 if (TRACE_ON(d3d_shader) && TRACE_ON(d3d))
8613 TRACE("Checking support for fixup:\n");
8614 dump_color_fixup_desc(fixup);
8617 /* We support everything except YUV conversions. */
8618 if (!is_complex_fixup(fixup))
8620 TRACE("[OK]\n");
8621 return TRUE;
8624 TRACE("[FAILED]\n");
8625 return FALSE;
8628 static const SHADER_HANDLER shader_glsl_instruction_handler_table[WINED3DSIH_TABLE_SIZE] =
8630 /* WINED3DSIH_ABS */ shader_glsl_map2gl,
8631 /* WINED3DSIH_ADD */ shader_glsl_binop,
8632 /* WINED3DSIH_AND */ shader_glsl_binop,
8633 /* WINED3DSIH_BEM */ shader_glsl_bem,
8634 /* WINED3DSIH_BFI */ NULL,
8635 /* WINED3DSIH_BFREV */ NULL,
8636 /* WINED3DSIH_BREAK */ shader_glsl_break,
8637 /* WINED3DSIH_BREAKC */ shader_glsl_breakc,
8638 /* WINED3DSIH_BREAKP */ shader_glsl_breakp,
8639 /* WINED3DSIH_BUFINFO */ NULL,
8640 /* WINED3DSIH_CALL */ shader_glsl_call,
8641 /* WINED3DSIH_CALLNZ */ shader_glsl_callnz,
8642 /* WINED3DSIH_CASE */ shader_glsl_case,
8643 /* WINED3DSIH_CMP */ shader_glsl_conditional_move,
8644 /* WINED3DSIH_CND */ shader_glsl_cnd,
8645 /* WINED3DSIH_CONTINUE */ shader_glsl_continue,
8646 /* WINED3DSIH_CRS */ shader_glsl_cross,
8647 /* WINED3DSIH_CUT */ shader_glsl_cut,
8648 /* WINED3DSIH_CUT_STREAM */ shader_glsl_cut,
8649 /* WINED3DSIH_DCL */ shader_glsl_nop,
8650 /* WINED3DSIH_DCL_CONSTANT_BUFFER */ shader_glsl_nop,
8651 /* WINED3DSIH_DCL_GLOBAL_FLAGS */ shader_glsl_nop,
8652 /* WINED3DSIH_DCL_HS_FORK_PHASE_INSTANCE_COUNT */ NULL,
8653 /* WINED3DSIH_DCL_HS_MAX_TESSFACTOR */ NULL,
8654 /* WINED3DSIH_DCL_IMMEDIATE_CONSTANT_BUFFER */ shader_glsl_nop,
8655 /* WINED3DSIH_DCL_INDEXABLE_TEMP */ shader_glsl_nop,
8656 /* WINED3DSIH_DCL_INPUT */ shader_glsl_nop,
8657 /* WINED3DSIH_DCL_INPUT_CONTROL_POINT_COUNT */ NULL,
8658 /* WINED3DSIH_DCL_INPUT_PRIMITIVE */ shader_glsl_nop,
8659 /* WINED3DSIH_DCL_INPUT_PS */ NULL,
8660 /* WINED3DSIH_DCL_INPUT_PS_SGV */ NULL,
8661 /* WINED3DSIH_DCL_INPUT_PS_SIV */ NULL,
8662 /* WINED3DSIH_DCL_INPUT_SGV */ shader_glsl_nop,
8663 /* WINED3DSIH_DCL_INPUT_SIV */ shader_glsl_nop,
8664 /* WINED3DSIH_DCL_OUTPUT */ shader_glsl_nop,
8665 /* WINED3DSIH_DCL_OUTPUT_CONTROL_POINT_COUNT */ NULL,
8666 /* WINED3DSIH_DCL_OUTPUT_SIV */ shader_glsl_nop,
8667 /* WINED3DSIH_DCL_OUTPUT_TOPOLOGY */ shader_glsl_nop,
8668 /* WINED3DSIH_DCL_RESOURCE_STRUCTURED */ NULL,
8669 /* WINED3DSIH_DCL_SAMPLER */ shader_glsl_nop,
8670 /* WINED3DSIH_DCL_STREAM */ NULL,
8671 /* WINED3DSIH_DCL_TEMPS */ shader_glsl_nop,
8672 /* WINED3DSIH_DCL_TESSELLATOR_DOMAIN */ NULL,
8673 /* WINED3DSIH_DCL_TESSELLATOR_OUTPUT_PRIMITIVE */ NULL,
8674 /* WINED3DSIH_DCL_TESSELLATOR_PARTITIONING */ NULL,
8675 /* WINED3DSIH_DCL_TGSM_RAW */ NULL,
8676 /* WINED3DSIH_DCL_TGSM_STRUCTURED */ NULL,
8677 /* WINED3DSIH_DCL_THREAD_GROUP */ NULL,
8678 /* WINED3DSIH_DCL_UAV_TYPED */ NULL,
8679 /* WINED3DSIH_DCL_VERTICES_OUT */ shader_glsl_nop,
8680 /* WINED3DSIH_DEF */ shader_glsl_nop,
8681 /* WINED3DSIH_DEFAULT */ shader_glsl_default,
8682 /* WINED3DSIH_DEFB */ shader_glsl_nop,
8683 /* WINED3DSIH_DEFI */ shader_glsl_nop,
8684 /* WINED3DSIH_DIV */ shader_glsl_binop,
8685 /* WINED3DSIH_DP2 */ shader_glsl_dot,
8686 /* WINED3DSIH_DP2ADD */ shader_glsl_dp2add,
8687 /* WINED3DSIH_DP3 */ shader_glsl_dot,
8688 /* WINED3DSIH_DP4 */ shader_glsl_dot,
8689 /* WINED3DSIH_DST */ shader_glsl_dst,
8690 /* WINED3DSIH_DSX */ shader_glsl_map2gl,
8691 /* WINED3DSIH_DSX_COARSE */ NULL,
8692 /* WINED3DSIH_DSX_FINE */ NULL,
8693 /* WINED3DSIH_DSY */ shader_glsl_map2gl,
8694 /* WINED3DSIH_DSY_COARSE */ NULL,
8695 /* WINED3DSIH_DSY_FINE */ NULL,
8696 /* WINED3DSIH_ELSE */ shader_glsl_else,
8697 /* WINED3DSIH_EMIT */ shader_glsl_emit,
8698 /* WINED3DSIH_EMIT_STREAM */ shader_glsl_emit,
8699 /* WINED3DSIH_ENDIF */ shader_glsl_end,
8700 /* WINED3DSIH_ENDLOOP */ shader_glsl_end,
8701 /* WINED3DSIH_ENDREP */ shader_glsl_end,
8702 /* WINED3DSIH_ENDSWITCH */ shader_glsl_end,
8703 /* WINED3DSIH_EQ */ shader_glsl_relop,
8704 /* WINED3DSIH_EXP */ shader_glsl_scalar_op,
8705 /* WINED3DSIH_EXPP */ shader_glsl_expp,
8706 /* WINED3DSIH_FRC */ shader_glsl_map2gl,
8707 /* WINED3DSIH_FTOI */ shader_glsl_to_int,
8708 /* WINED3DSIH_FTOU */ shader_glsl_to_uint,
8709 /* WINED3DSIH_GATHER4 */ NULL,
8710 /* WINED3DSIH_GATHER4_C */ NULL,
8711 /* WINED3DSIH_GE */ shader_glsl_relop,
8712 /* WINED3DSIH_HS_CONTROL_POINT_PHASE */ NULL,
8713 /* WINED3DSIH_HS_DECLS */ shader_glsl_nop,
8714 /* WINED3DSIH_HS_FORK_PHASE */ NULL,
8715 /* WINED3DSIH_HS_JOIN_PHASE */ NULL,
8716 /* WINED3DSIH_IADD */ shader_glsl_binop,
8717 /* WINED3DSIH_IEQ */ shader_glsl_relop,
8718 /* WINED3DSIH_IF */ shader_glsl_if,
8719 /* WINED3DSIH_IFC */ shader_glsl_ifc,
8720 /* WINED3DSIH_IGE */ shader_glsl_relop,
8721 /* WINED3DSIH_ILT */ shader_glsl_relop,
8722 /* WINED3DSIH_IMAD */ shader_glsl_mad,
8723 /* WINED3DSIH_IMAX */ shader_glsl_map2gl,
8724 /* WINED3DSIH_IMIN */ shader_glsl_map2gl,
8725 /* WINED3DSIH_IMM_ATOMIC_ALLOC */ NULL,
8726 /* WINED3DSIH_IMM_ATOMIC_CONSUME */ NULL,
8727 /* WINED3DSIH_IMUL */ shader_glsl_imul,
8728 /* WINED3DSIH_INE */ shader_glsl_relop,
8729 /* WINED3DSIH_INEG */ shader_glsl_unary_op,
8730 /* WINED3DSIH_ISHL */ shader_glsl_binop,
8731 /* WINED3DSIH_ISHR */ shader_glsl_binop,
8732 /* WINED3DSIH_ITOF */ shader_glsl_to_float,
8733 /* WINED3DSIH_LABEL */ shader_glsl_label,
8734 /* WINED3DSIH_LD */ shader_glsl_ld,
8735 /* WINED3DSIH_LD2DMS */ NULL,
8736 /* WINED3DSIH_LD_RAW */ NULL,
8737 /* WINED3DSIH_LD_STRUCTURED */ NULL,
8738 /* WINED3DSIH_LD_UAV_TYPED */ NULL,
8739 /* WINED3DSIH_LIT */ shader_glsl_lit,
8740 /* WINED3DSIH_LOG */ shader_glsl_scalar_op,
8741 /* WINED3DSIH_LOGP */ shader_glsl_scalar_op,
8742 /* WINED3DSIH_LOOP */ shader_glsl_loop,
8743 /* WINED3DSIH_LRP */ shader_glsl_lrp,
8744 /* WINED3DSIH_LT */ shader_glsl_relop,
8745 /* WINED3DSIH_M3x2 */ shader_glsl_mnxn,
8746 /* WINED3DSIH_M3x3 */ shader_glsl_mnxn,
8747 /* WINED3DSIH_M3x4 */ shader_glsl_mnxn,
8748 /* WINED3DSIH_M4x3 */ shader_glsl_mnxn,
8749 /* WINED3DSIH_M4x4 */ shader_glsl_mnxn,
8750 /* WINED3DSIH_MAD */ shader_glsl_mad,
8751 /* WINED3DSIH_MAX */ shader_glsl_map2gl,
8752 /* WINED3DSIH_MIN */ shader_glsl_map2gl,
8753 /* WINED3DSIH_MOV */ shader_glsl_mov,
8754 /* WINED3DSIH_MOVA */ shader_glsl_mov,
8755 /* WINED3DSIH_MOVC */ shader_glsl_conditional_move,
8756 /* WINED3DSIH_MUL */ shader_glsl_binop,
8757 /* WINED3DSIH_NE */ shader_glsl_relop,
8758 /* WINED3DSIH_NOP */ shader_glsl_nop,
8759 /* WINED3DSIH_NOT */ shader_glsl_unary_op,
8760 /* WINED3DSIH_NRM */ shader_glsl_nrm,
8761 /* WINED3DSIH_OR */ shader_glsl_binop,
8762 /* WINED3DSIH_PHASE */ shader_glsl_nop,
8763 /* WINED3DSIH_POW */ shader_glsl_pow,
8764 /* WINED3DSIH_RCP */ shader_glsl_scalar_op,
8765 /* WINED3DSIH_REP */ shader_glsl_rep,
8766 /* WINED3DSIH_RESINFO */ shader_glsl_resinfo,
8767 /* WINED3DSIH_RET */ shader_glsl_ret,
8768 /* WINED3DSIH_ROUND_NE */ shader_glsl_map2gl,
8769 /* WINED3DSIH_ROUND_NI */ shader_glsl_map2gl,
8770 /* WINED3DSIH_ROUND_PI */ shader_glsl_map2gl,
8771 /* WINED3DSIH_ROUND_Z */ shader_glsl_map2gl,
8772 /* WINED3DSIH_RSQ */ shader_glsl_scalar_op,
8773 /* WINED3DSIH_SAMPLE */ shader_glsl_sample,
8774 /* WINED3DSIH_SAMPLE_B */ shader_glsl_sample,
8775 /* WINED3DSIH_SAMPLE_C */ shader_glsl_sample_c,
8776 /* WINED3DSIH_SAMPLE_C_LZ */ shader_glsl_sample_c,
8777 /* WINED3DSIH_SAMPLE_GRAD */ shader_glsl_sample,
8778 /* WINED3DSIH_SAMPLE_LOD */ shader_glsl_sample,
8779 /* WINED3DSIH_SETP */ NULL,
8780 /* WINED3DSIH_SGE */ shader_glsl_compare,
8781 /* WINED3DSIH_SGN */ shader_glsl_sgn,
8782 /* WINED3DSIH_SINCOS */ shader_glsl_sincos,
8783 /* WINED3DSIH_SLT */ shader_glsl_compare,
8784 /* WINED3DSIH_SQRT */ shader_glsl_map2gl,
8785 /* WINED3DSIH_STORE_RAW */ NULL,
8786 /* WINED3DSIH_STORE_STRUCTURED */ NULL,
8787 /* WINED3DSIH_STORE_UAV_TYPED */ NULL,
8788 /* WINED3DSIH_SUB */ shader_glsl_binop,
8789 /* WINED3DSIH_SWAPC */ NULL,
8790 /* WINED3DSIH_SWITCH */ shader_glsl_switch,
8791 /* WINED3DSIH_TEX */ shader_glsl_tex,
8792 /* WINED3DSIH_TEXBEM */ shader_glsl_texbem,
8793 /* WINED3DSIH_TEXBEML */ shader_glsl_texbem,
8794 /* WINED3DSIH_TEXCOORD */ shader_glsl_texcoord,
8795 /* WINED3DSIH_TEXDEPTH */ shader_glsl_texdepth,
8796 /* WINED3DSIH_TEXDP3 */ shader_glsl_texdp3,
8797 /* WINED3DSIH_TEXDP3TEX */ shader_glsl_texdp3tex,
8798 /* WINED3DSIH_TEXKILL */ shader_glsl_texkill,
8799 /* WINED3DSIH_TEXLDD */ shader_glsl_texldd,
8800 /* WINED3DSIH_TEXLDL */ shader_glsl_texldl,
8801 /* WINED3DSIH_TEXM3x2DEPTH */ shader_glsl_texm3x2depth,
8802 /* WINED3DSIH_TEXM3x2PAD */ shader_glsl_texm3x2pad,
8803 /* WINED3DSIH_TEXM3x2TEX */ shader_glsl_texm3x2tex,
8804 /* WINED3DSIH_TEXM3x3 */ shader_glsl_texm3x3,
8805 /* WINED3DSIH_TEXM3x3DIFF */ NULL,
8806 /* WINED3DSIH_TEXM3x3PAD */ shader_glsl_texm3x3pad,
8807 /* WINED3DSIH_TEXM3x3SPEC */ shader_glsl_texm3x3spec,
8808 /* WINED3DSIH_TEXM3x3TEX */ shader_glsl_texm3x3tex,
8809 /* WINED3DSIH_TEXM3x3VSPEC */ shader_glsl_texm3x3vspec,
8810 /* WINED3DSIH_TEXREG2AR */ shader_glsl_texreg2ar,
8811 /* WINED3DSIH_TEXREG2GB */ shader_glsl_texreg2gb,
8812 /* WINED3DSIH_TEXREG2RGB */ shader_glsl_texreg2rgb,
8813 /* WINED3DSIH_UDIV */ shader_glsl_udiv,
8814 /* WINED3DSIH_UGE */ shader_glsl_relop,
8815 /* WINED3DSIH_ULT */ shader_glsl_relop,
8816 /* WINED3DSIH_UMAX */ shader_glsl_map2gl,
8817 /* WINED3DSIH_USHR */ shader_glsl_binop,
8818 /* WINED3DSIH_UTOF */ shader_glsl_to_float,
8819 /* WINED3DSIH_XOR */ shader_glsl_binop,
8822 static void shader_glsl_handle_instruction(const struct wined3d_shader_instruction *ins) {
8823 SHADER_HANDLER hw_fct;
8825 /* Select handler */
8826 hw_fct = shader_glsl_instruction_handler_table[ins->handler_idx];
8828 /* Unhandled opcode */
8829 if (!hw_fct)
8831 FIXME("Backend can't handle opcode %s.\n", debug_d3dshaderinstructionhandler(ins->handler_idx));
8832 return;
8834 hw_fct(ins);
8836 shader_glsl_add_instruction_modifiers(ins);
8839 static BOOL shader_glsl_has_ffp_proj_control(void *shader_priv)
8841 struct shader_glsl_priv *priv = shader_priv;
8843 return priv->ffp_proj_control;
8846 const struct wined3d_shader_backend_ops glsl_shader_backend =
8848 shader_glsl_handle_instruction,
8849 shader_glsl_select,
8850 shader_glsl_disable,
8851 shader_glsl_select_depth_blt,
8852 shader_glsl_deselect_depth_blt,
8853 shader_glsl_update_float_vertex_constants,
8854 shader_glsl_update_float_pixel_constants,
8855 shader_glsl_load_constants,
8856 shader_glsl_destroy,
8857 shader_glsl_alloc,
8858 shader_glsl_free,
8859 shader_glsl_allocate_context_data,
8860 shader_glsl_free_context_data,
8861 shader_glsl_init_context_state,
8862 shader_glsl_get_caps,
8863 shader_glsl_color_fixup_supported,
8864 shader_glsl_has_ffp_proj_control,
8867 static void glsl_vertex_pipe_vp_enable(const struct wined3d_gl_info *gl_info, BOOL enable) {}
8869 static void glsl_vertex_pipe_vp_get_caps(const struct wined3d_gl_info *gl_info, struct wined3d_vertex_caps *caps)
8871 caps->xyzrhw = TRUE;
8872 caps->emulated_flatshading = !gl_info->supported[WINED3D_GL_LEGACY_CONTEXT];
8873 caps->ffp_generic_attributes = TRUE;
8874 caps->max_active_lights = MAX_ACTIVE_LIGHTS;
8875 caps->max_vertex_blend_matrices = MAX_VERTEX_BLENDS;
8876 caps->max_vertex_blend_matrix_index = 0;
8877 caps->vertex_processing_caps = WINED3DVTXPCAPS_TEXGEN
8878 | WINED3DVTXPCAPS_MATERIALSOURCE7
8879 | WINED3DVTXPCAPS_VERTEXFOG
8880 | WINED3DVTXPCAPS_DIRECTIONALLIGHTS
8881 | WINED3DVTXPCAPS_POSITIONALLIGHTS
8882 | WINED3DVTXPCAPS_LOCALVIEWER
8883 | WINED3DVTXPCAPS_TEXGEN_SPHEREMAP;
8884 caps->fvf_caps = WINED3DFVFCAPS_PSIZE | 8; /* 8 texture coordinates. */
8885 caps->max_user_clip_planes = gl_info->limits.clipplanes;
8886 caps->raster_caps = WINED3DPRASTERCAPS_FOGRANGE;
8889 static DWORD glsl_vertex_pipe_vp_get_emul_mask(const struct wined3d_gl_info *gl_info)
8891 if (gl_info->supported[WINED3D_GL_LEGACY_CONTEXT])
8892 return GL_EXT_EMUL_ARB_MULTITEXTURE;
8893 return 0;
8896 static void *glsl_vertex_pipe_vp_alloc(const struct wined3d_shader_backend_ops *shader_backend, void *shader_priv)
8898 struct shader_glsl_priv *priv;
8900 if (shader_backend == &glsl_shader_backend)
8902 priv = shader_priv;
8904 if (wine_rb_init(&priv->ffp_vertex_shaders, &wined3d_ffp_vertex_program_rb_functions) == -1)
8906 ERR("Failed to initialize rbtree.\n");
8907 return NULL;
8910 return priv;
8913 FIXME("GLSL vertex pipe without GLSL shader backend not implemented.\n");
8915 return NULL;
8918 static void shader_glsl_free_ffp_vertex_shader(struct wine_rb_entry *entry, void *context)
8920 struct glsl_ffp_vertex_shader *shader = WINE_RB_ENTRY_VALUE(entry,
8921 struct glsl_ffp_vertex_shader, desc.entry);
8922 struct glsl_shader_prog_link *program, *program2;
8923 struct glsl_ffp_destroy_ctx *ctx = context;
8925 LIST_FOR_EACH_ENTRY_SAFE(program, program2, &shader->linked_programs,
8926 struct glsl_shader_prog_link, vs.shader_entry)
8928 delete_glsl_program_entry(ctx->priv, ctx->gl_info, program);
8930 ctx->gl_info->gl_ops.ext.p_glDeleteShader(shader->id);
8931 HeapFree(GetProcessHeap(), 0, shader);
8934 /* Context activation is done by the caller. */
8935 static void glsl_vertex_pipe_vp_free(struct wined3d_device *device)
8937 struct shader_glsl_priv *priv = device->vertex_priv;
8938 struct glsl_ffp_destroy_ctx ctx;
8940 ctx.priv = priv;
8941 ctx.gl_info = &device->adapter->gl_info;
8942 wine_rb_destroy(&priv->ffp_vertex_shaders, shader_glsl_free_ffp_vertex_shader, &ctx);
8945 static void glsl_vertex_pipe_nop(struct wined3d_context *context,
8946 const struct wined3d_state *state, DWORD state_id) {}
8948 static void glsl_vertex_pipe_shader(struct wined3d_context *context,
8949 const struct wined3d_state *state, DWORD state_id)
8951 context->shader_update_mask |= 1u << WINED3D_SHADER_TYPE_VERTEX;
8954 static void glsl_vertex_pipe_vdecl(struct wined3d_context *context,
8955 const struct wined3d_state *state, DWORD state_id)
8957 const struct wined3d_gl_info *gl_info = context->gl_info;
8958 BOOL normal = !!(context->stream_info.use_map & (1u << WINED3D_FFP_NORMAL));
8959 BOOL legacy_context = gl_info->supported[WINED3D_GL_LEGACY_CONTEXT];
8960 BOOL transformed = context->stream_info.position_transformed;
8961 BOOL wasrhw = context->last_was_rhw;
8962 unsigned int i;
8964 context->last_was_rhw = transformed;
8966 /* If the vertex declaration contains a transformed position attribute,
8967 * the draw uses the fixed function vertex pipeline regardless of any
8968 * vertex shader set by the application. */
8969 if (transformed != wasrhw)
8970 context->shader_update_mask |= 1u << WINED3D_SHADER_TYPE_VERTEX;
8972 if (!use_vs(state))
8974 if (context->last_was_vshader)
8976 if (legacy_context)
8977 for (i = 0; i < gl_info->limits.clipplanes; ++i)
8978 clipplane(context, state, STATE_CLIPPLANE(i));
8979 else
8980 context->constant_update_mask |= WINED3D_SHADER_CONST_VS_CLIP_PLANES;
8983 context->constant_update_mask |= WINED3D_SHADER_CONST_FFP_TEXMATRIX;
8985 /* Because of settings->texcoords, we have to regenerate the vertex
8986 * shader on a vdecl change if there aren't enough varyings to just
8987 * always output all the texture coordinates. */
8988 if (gl_info->limits.glsl_varyings < wined3d_max_compat_varyings(gl_info)
8989 || normal != context->last_was_normal)
8990 context->shader_update_mask |= 1u << WINED3D_SHADER_TYPE_VERTEX;
8992 if (use_ps(state)
8993 && state->shader[WINED3D_SHADER_TYPE_PIXEL]->reg_maps.shader_version.major == 1
8994 && state->shader[WINED3D_SHADER_TYPE_PIXEL]->reg_maps.shader_version.minor <= 3)
8995 context->shader_update_mask |= 1u << WINED3D_SHADER_TYPE_PIXEL;
8997 else
8999 if (!context->last_was_vshader)
9001 /* Vertex shader clipping ignores the view matrix. Update all clip planes. */
9002 if (legacy_context)
9003 for (i = 0; i < gl_info->limits.clipplanes; ++i)
9004 clipplane(context, state, STATE_CLIPPLANE(i));
9005 else
9006 context->constant_update_mask |= WINED3D_SHADER_CONST_VS_CLIP_PLANES;
9010 context->last_was_vshader = use_vs(state);
9011 context->last_was_normal = normal;
9014 static void glsl_vertex_pipe_vs(struct wined3d_context *context,
9015 const struct wined3d_state *state, DWORD state_id)
9017 context->shader_update_mask |= 1u << WINED3D_SHADER_TYPE_VERTEX;
9018 /* Different vertex shaders potentially require a different vertex attributes setup. */
9019 if (!isStateDirty(context, STATE_VDECL))
9020 context_apply_state(context, state, STATE_VDECL);
9023 static void glsl_vertex_pipe_geometry_shader(struct wined3d_context *context,
9024 const struct wined3d_state *state, DWORD state_id)
9026 if (state->shader[WINED3D_SHADER_TYPE_VERTEX]
9027 && state->shader[WINED3D_SHADER_TYPE_VERTEX]->reg_maps.shader_version.major >= 4)
9028 context->shader_update_mask |= 1u << WINED3D_SHADER_TYPE_VERTEX;
9031 static void glsl_vertex_pipe_pixel_shader(struct wined3d_context *context,
9032 const struct wined3d_state *state, DWORD state_id)
9034 if (state->shader[WINED3D_SHADER_TYPE_GEOMETRY])
9035 context->shader_update_mask |= 1u << WINED3D_SHADER_TYPE_GEOMETRY;
9036 else if (state->shader[WINED3D_SHADER_TYPE_VERTEX]
9037 && state->shader[WINED3D_SHADER_TYPE_VERTEX]->reg_maps.shader_version.major >= 4)
9038 context->shader_update_mask |= 1u << WINED3D_SHADER_TYPE_VERTEX;
9041 static void glsl_vertex_pipe_world(struct wined3d_context *context,
9042 const struct wined3d_state *state, DWORD state_id)
9044 context->constant_update_mask |= WINED3D_SHADER_CONST_FFP_MODELVIEW;
9047 static void glsl_vertex_pipe_vertexblend(struct wined3d_context *context,
9048 const struct wined3d_state *state, DWORD state_id)
9050 context->constant_update_mask |= WINED3D_SHADER_CONST_FFP_VERTEXBLEND;
9053 static void glsl_vertex_pipe_view(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
9055 const struct wined3d_gl_info *gl_info = context->gl_info;
9056 unsigned int k;
9058 context->constant_update_mask |= WINED3D_SHADER_CONST_FFP_MODELVIEW
9059 | WINED3D_SHADER_CONST_FFP_LIGHTS
9060 | WINED3D_SHADER_CONST_FFP_VERTEXBLEND;
9062 if (gl_info->supported[WINED3D_GL_LEGACY_CONTEXT])
9064 for (k = 0; k < gl_info->limits.clipplanes; ++k)
9066 if (!isStateDirty(context, STATE_CLIPPLANE(k)))
9067 clipplane(context, state, STATE_CLIPPLANE(k));
9070 else
9072 context->constant_update_mask |= WINED3D_SHADER_CONST_VS_CLIP_PLANES;
9076 static void glsl_vertex_pipe_projection(struct wined3d_context *context,
9077 const struct wined3d_state *state, DWORD state_id)
9079 /* Table fog behavior depends on the projection matrix. */
9080 if (state->render_states[WINED3D_RS_FOGENABLE]
9081 && state->render_states[WINED3D_RS_FOGTABLEMODE] != WINED3D_FOG_NONE)
9082 context->shader_update_mask |= 1u << WINED3D_SHADER_TYPE_VERTEX;
9083 context->constant_update_mask |= WINED3D_SHADER_CONST_FFP_PROJ;
9086 static void glsl_vertex_pipe_viewport(struct wined3d_context *context,
9087 const struct wined3d_state *state, DWORD state_id)
9089 if (!isStateDirty(context, STATE_TRANSFORM(WINED3D_TS_PROJECTION)))
9090 glsl_vertex_pipe_projection(context, state, STATE_TRANSFORM(WINED3D_TS_PROJECTION));
9091 if (!isStateDirty(context, STATE_RENDER(WINED3D_RS_POINTSCALEENABLE))
9092 && state->render_states[WINED3D_RS_POINTSCALEENABLE])
9093 context->constant_update_mask |= WINED3D_SHADER_CONST_VS_POINTSIZE;
9094 context->constant_update_mask |= WINED3D_SHADER_CONST_POS_FIXUP;
9097 static void glsl_vertex_pipe_texmatrix(struct wined3d_context *context,
9098 const struct wined3d_state *state, DWORD state_id)
9100 context->constant_update_mask |= WINED3D_SHADER_CONST_FFP_TEXMATRIX;
9103 static void glsl_vertex_pipe_texmatrix_np2(struct wined3d_context *context,
9104 const struct wined3d_state *state, DWORD state_id)
9106 DWORD sampler = state_id - STATE_SAMPLER(0);
9107 const struct wined3d_texture *texture = state->textures[sampler];
9108 BOOL np2;
9110 if (!texture)
9111 return;
9113 if (sampler >= MAX_TEXTURES)
9114 return;
9116 if ((np2 = !(texture->flags & WINED3D_TEXTURE_POW2_MAT_IDENT))
9117 || context->lastWasPow2Texture & (1u << sampler))
9119 if (np2)
9120 context->lastWasPow2Texture |= 1u << sampler;
9121 else
9122 context->lastWasPow2Texture &= ~(1u << sampler);
9124 context->constant_update_mask |= WINED3D_SHADER_CONST_FFP_TEXMATRIX;
9128 static void glsl_vertex_pipe_material(struct wined3d_context *context,
9129 const struct wined3d_state *state, DWORD state_id)
9131 context->constant_update_mask |= WINED3D_SHADER_CONST_FFP_MATERIAL;
9134 static void glsl_vertex_pipe_light(struct wined3d_context *context,
9135 const struct wined3d_state *state, DWORD state_id)
9137 context->constant_update_mask |= WINED3D_SHADER_CONST_FFP_LIGHTS;
9140 static void glsl_vertex_pipe_pointsize(struct wined3d_context *context,
9141 const struct wined3d_state *state, DWORD state_id)
9143 context->constant_update_mask |= WINED3D_SHADER_CONST_VS_POINTSIZE;
9146 static void glsl_vertex_pipe_pointscale(struct wined3d_context *context,
9147 const struct wined3d_state *state, DWORD state_id)
9149 if (!use_vs(state))
9150 context->constant_update_mask |= WINED3D_SHADER_CONST_VS_POINTSIZE;
9153 static void glsl_vertex_pointsprite_core(struct wined3d_context *context,
9154 const struct wined3d_state *state, DWORD state_id)
9156 static unsigned int once;
9158 if (state->gl_primitive_type == GL_POINTS && !state->render_states[WINED3D_RS_POINTSPRITEENABLE] && !once++)
9159 FIXME("Non-point sprite points not supported in core profile.\n");
9162 static void glsl_vertex_pipe_shademode(struct wined3d_context *context,
9163 const struct wined3d_state *state, DWORD state_id)
9165 context->shader_update_mask |= 1 << WINED3D_SHADER_TYPE_VERTEX;
9168 static void glsl_vertex_pipe_clip_plane(struct wined3d_context *context,
9169 const struct wined3d_state *state, DWORD state_id)
9171 const struct wined3d_gl_info *gl_info = context->gl_info;
9172 UINT index = state_id - STATE_CLIPPLANE(0);
9174 if (index >= gl_info->limits.clipplanes)
9175 return;
9177 context->constant_update_mask |= WINED3D_SHADER_CONST_VS_CLIP_PLANES;
9180 static const struct StateEntryTemplate glsl_vertex_pipe_vp_states[] =
9182 {STATE_VDECL, {STATE_VDECL, glsl_vertex_pipe_vdecl }, WINED3D_GL_EXT_NONE },
9183 {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX), glsl_vertex_pipe_vs }, WINED3D_GL_EXT_NONE },
9184 {STATE_SHADER(WINED3D_SHADER_TYPE_GEOMETRY), {STATE_SHADER(WINED3D_SHADER_TYPE_GEOMETRY), glsl_vertex_pipe_geometry_shader}, WINED3D_GL_EXT_NONE },
9185 {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), glsl_vertex_pipe_pixel_shader}, WINED3D_GL_EXT_NONE },
9186 {STATE_MATERIAL, {STATE_RENDER(WINED3D_RS_SPECULARENABLE), NULL }, WINED3D_GL_EXT_NONE },
9187 {STATE_RENDER(WINED3D_RS_SPECULARENABLE), {STATE_RENDER(WINED3D_RS_SPECULARENABLE), glsl_vertex_pipe_material}, WINED3D_GL_EXT_NONE },
9188 /* Clip planes */
9189 {STATE_CLIPPLANE(0), {STATE_CLIPPLANE(0), clipplane }, WINED3D_GL_LEGACY_CONTEXT },
9190 {STATE_CLIPPLANE(0), {STATE_CLIPPLANE(0), glsl_vertex_pipe_clip_plane}, WINED3D_GL_EXT_NONE },
9191 {STATE_CLIPPLANE(1), {STATE_CLIPPLANE(1), clipplane }, WINED3D_GL_LEGACY_CONTEXT },
9192 {STATE_CLIPPLANE(1), {STATE_CLIPPLANE(1), glsl_vertex_pipe_clip_plane}, WINED3D_GL_EXT_NONE },
9193 {STATE_CLIPPLANE(2), {STATE_CLIPPLANE(2), clipplane }, WINED3D_GL_LEGACY_CONTEXT },
9194 {STATE_CLIPPLANE(2), {STATE_CLIPPLANE(2), glsl_vertex_pipe_clip_plane}, WINED3D_GL_EXT_NONE },
9195 {STATE_CLIPPLANE(3), {STATE_CLIPPLANE(3), clipplane }, WINED3D_GL_LEGACY_CONTEXT },
9196 {STATE_CLIPPLANE(3), {STATE_CLIPPLANE(3), glsl_vertex_pipe_clip_plane}, WINED3D_GL_EXT_NONE },
9197 {STATE_CLIPPLANE(4), {STATE_CLIPPLANE(4), clipplane }, WINED3D_GL_LEGACY_CONTEXT },
9198 {STATE_CLIPPLANE(4), {STATE_CLIPPLANE(4), glsl_vertex_pipe_clip_plane}, WINED3D_GL_EXT_NONE },
9199 {STATE_CLIPPLANE(5), {STATE_CLIPPLANE(5), clipplane }, WINED3D_GL_LEGACY_CONTEXT },
9200 {STATE_CLIPPLANE(5), {STATE_CLIPPLANE(5), glsl_vertex_pipe_clip_plane}, WINED3D_GL_EXT_NONE },
9201 {STATE_CLIPPLANE(6), {STATE_CLIPPLANE(6), clipplane }, WINED3D_GL_LEGACY_CONTEXT },
9202 {STATE_CLIPPLANE(6), {STATE_CLIPPLANE(6), glsl_vertex_pipe_clip_plane}, WINED3D_GL_EXT_NONE },
9203 {STATE_CLIPPLANE(7), {STATE_CLIPPLANE(7), clipplane }, WINED3D_GL_LEGACY_CONTEXT },
9204 {STATE_CLIPPLANE(7), {STATE_CLIPPLANE(7), glsl_vertex_pipe_clip_plane}, WINED3D_GL_EXT_NONE },
9205 {STATE_CLIPPLANE(8), {STATE_CLIPPLANE(8), clipplane }, WINED3D_GL_LEGACY_CONTEXT },
9206 {STATE_CLIPPLANE(8), {STATE_CLIPPLANE(8), glsl_vertex_pipe_clip_plane}, WINED3D_GL_EXT_NONE },
9207 {STATE_CLIPPLANE(9), {STATE_CLIPPLANE(9), clipplane }, WINED3D_GL_LEGACY_CONTEXT },
9208 {STATE_CLIPPLANE(9), {STATE_CLIPPLANE(9), glsl_vertex_pipe_clip_plane}, WINED3D_GL_EXT_NONE },
9209 {STATE_CLIPPLANE(10), {STATE_CLIPPLANE(10), clipplane }, WINED3D_GL_LEGACY_CONTEXT },
9210 {STATE_CLIPPLANE(10), {STATE_CLIPPLANE(10), glsl_vertex_pipe_clip_plane}, WINED3D_GL_EXT_NONE },
9211 {STATE_CLIPPLANE(11), {STATE_CLIPPLANE(11), clipplane }, WINED3D_GL_LEGACY_CONTEXT },
9212 {STATE_CLIPPLANE(11), {STATE_CLIPPLANE(11), glsl_vertex_pipe_clip_plane}, WINED3D_GL_EXT_NONE },
9213 {STATE_CLIPPLANE(12), {STATE_CLIPPLANE(12), clipplane }, WINED3D_GL_LEGACY_CONTEXT },
9214 {STATE_CLIPPLANE(12), {STATE_CLIPPLANE(12), glsl_vertex_pipe_clip_plane}, WINED3D_GL_EXT_NONE },
9215 {STATE_CLIPPLANE(13), {STATE_CLIPPLANE(13), clipplane }, WINED3D_GL_LEGACY_CONTEXT },
9216 {STATE_CLIPPLANE(13), {STATE_CLIPPLANE(13), glsl_vertex_pipe_clip_plane}, WINED3D_GL_EXT_NONE },
9217 {STATE_CLIPPLANE(14), {STATE_CLIPPLANE(14), clipplane }, WINED3D_GL_LEGACY_CONTEXT },
9218 {STATE_CLIPPLANE(14), {STATE_CLIPPLANE(14), glsl_vertex_pipe_clip_plane}, WINED3D_GL_EXT_NONE },
9219 {STATE_CLIPPLANE(15), {STATE_CLIPPLANE(15), clipplane }, WINED3D_GL_LEGACY_CONTEXT },
9220 {STATE_CLIPPLANE(15), {STATE_CLIPPLANE(15), glsl_vertex_pipe_clip_plane}, WINED3D_GL_EXT_NONE },
9221 {STATE_CLIPPLANE(16), {STATE_CLIPPLANE(16), clipplane }, WINED3D_GL_LEGACY_CONTEXT },
9222 {STATE_CLIPPLANE(16), {STATE_CLIPPLANE(16), glsl_vertex_pipe_clip_plane}, WINED3D_GL_EXT_NONE },
9223 {STATE_CLIPPLANE(17), {STATE_CLIPPLANE(17), clipplane }, WINED3D_GL_LEGACY_CONTEXT },
9224 {STATE_CLIPPLANE(17), {STATE_CLIPPLANE(17), glsl_vertex_pipe_clip_plane}, WINED3D_GL_EXT_NONE },
9225 {STATE_CLIPPLANE(18), {STATE_CLIPPLANE(18), clipplane }, WINED3D_GL_LEGACY_CONTEXT },
9226 {STATE_CLIPPLANE(18), {STATE_CLIPPLANE(18), glsl_vertex_pipe_clip_plane}, WINED3D_GL_EXT_NONE },
9227 {STATE_CLIPPLANE(19), {STATE_CLIPPLANE(19), clipplane }, WINED3D_GL_LEGACY_CONTEXT },
9228 {STATE_CLIPPLANE(19), {STATE_CLIPPLANE(19), glsl_vertex_pipe_clip_plane}, WINED3D_GL_EXT_NONE },
9229 {STATE_CLIPPLANE(20), {STATE_CLIPPLANE(20), clipplane }, WINED3D_GL_LEGACY_CONTEXT },
9230 {STATE_CLIPPLANE(20), {STATE_CLIPPLANE(20), glsl_vertex_pipe_clip_plane}, WINED3D_GL_EXT_NONE },
9231 {STATE_CLIPPLANE(21), {STATE_CLIPPLANE(21), clipplane }, WINED3D_GL_LEGACY_CONTEXT },
9232 {STATE_CLIPPLANE(21), {STATE_CLIPPLANE(21), glsl_vertex_pipe_clip_plane}, WINED3D_GL_EXT_NONE },
9233 {STATE_CLIPPLANE(22), {STATE_CLIPPLANE(22), clipplane }, WINED3D_GL_LEGACY_CONTEXT },
9234 {STATE_CLIPPLANE(22), {STATE_CLIPPLANE(22), glsl_vertex_pipe_clip_plane}, WINED3D_GL_EXT_NONE },
9235 {STATE_CLIPPLANE(23), {STATE_CLIPPLANE(23), clipplane }, WINED3D_GL_LEGACY_CONTEXT },
9236 {STATE_CLIPPLANE(23), {STATE_CLIPPLANE(23), glsl_vertex_pipe_clip_plane}, WINED3D_GL_EXT_NONE },
9237 {STATE_CLIPPLANE(24), {STATE_CLIPPLANE(24), clipplane }, WINED3D_GL_LEGACY_CONTEXT },
9238 {STATE_CLIPPLANE(24), {STATE_CLIPPLANE(24), glsl_vertex_pipe_clip_plane}, WINED3D_GL_EXT_NONE },
9239 {STATE_CLIPPLANE(25), {STATE_CLIPPLANE(25), clipplane }, WINED3D_GL_LEGACY_CONTEXT },
9240 {STATE_CLIPPLANE(25), {STATE_CLIPPLANE(25), glsl_vertex_pipe_clip_plane}, WINED3D_GL_EXT_NONE },
9241 {STATE_CLIPPLANE(26), {STATE_CLIPPLANE(26), clipplane }, WINED3D_GL_LEGACY_CONTEXT },
9242 {STATE_CLIPPLANE(26), {STATE_CLIPPLANE(26), glsl_vertex_pipe_clip_plane}, WINED3D_GL_EXT_NONE },
9243 {STATE_CLIPPLANE(27), {STATE_CLIPPLANE(27), clipplane }, WINED3D_GL_LEGACY_CONTEXT },
9244 {STATE_CLIPPLANE(27), {STATE_CLIPPLANE(27), glsl_vertex_pipe_clip_plane}, WINED3D_GL_EXT_NONE },
9245 {STATE_CLIPPLANE(28), {STATE_CLIPPLANE(28), clipplane }, WINED3D_GL_LEGACY_CONTEXT },
9246 {STATE_CLIPPLANE(28), {STATE_CLIPPLANE(28), glsl_vertex_pipe_clip_plane}, WINED3D_GL_EXT_NONE },
9247 {STATE_CLIPPLANE(29), {STATE_CLIPPLANE(29), clipplane }, WINED3D_GL_LEGACY_CONTEXT },
9248 {STATE_CLIPPLANE(29), {STATE_CLIPPLANE(29), glsl_vertex_pipe_clip_plane}, WINED3D_GL_EXT_NONE },
9249 {STATE_CLIPPLANE(30), {STATE_CLIPPLANE(30), clipplane }, WINED3D_GL_LEGACY_CONTEXT },
9250 {STATE_CLIPPLANE(30), {STATE_CLIPPLANE(30), glsl_vertex_pipe_clip_plane}, WINED3D_GL_EXT_NONE },
9251 {STATE_CLIPPLANE(31), {STATE_CLIPPLANE(31), clipplane }, WINED3D_GL_LEGACY_CONTEXT },
9252 {STATE_CLIPPLANE(31), {STATE_CLIPPLANE(31), glsl_vertex_pipe_clip_plane}, WINED3D_GL_EXT_NONE },
9253 /* Lights */
9254 {STATE_LIGHT_TYPE, {STATE_RENDER(WINED3D_RS_FOGENABLE), NULL }, WINED3D_GL_EXT_NONE },
9255 {STATE_ACTIVELIGHT(0), {STATE_ACTIVELIGHT(0), glsl_vertex_pipe_light }, WINED3D_GL_EXT_NONE },
9256 {STATE_ACTIVELIGHT(1), {STATE_ACTIVELIGHT(1), glsl_vertex_pipe_light }, WINED3D_GL_EXT_NONE },
9257 {STATE_ACTIVELIGHT(2), {STATE_ACTIVELIGHT(2), glsl_vertex_pipe_light }, WINED3D_GL_EXT_NONE },
9258 {STATE_ACTIVELIGHT(3), {STATE_ACTIVELIGHT(3), glsl_vertex_pipe_light }, WINED3D_GL_EXT_NONE },
9259 {STATE_ACTIVELIGHT(4), {STATE_ACTIVELIGHT(4), glsl_vertex_pipe_light }, WINED3D_GL_EXT_NONE },
9260 {STATE_ACTIVELIGHT(5), {STATE_ACTIVELIGHT(5), glsl_vertex_pipe_light }, WINED3D_GL_EXT_NONE },
9261 {STATE_ACTIVELIGHT(6), {STATE_ACTIVELIGHT(6), glsl_vertex_pipe_light }, WINED3D_GL_EXT_NONE },
9262 {STATE_ACTIVELIGHT(7), {STATE_ACTIVELIGHT(7), glsl_vertex_pipe_light }, WINED3D_GL_EXT_NONE },
9263 /* Viewport */
9264 {STATE_VIEWPORT, {STATE_VIEWPORT, glsl_vertex_pipe_viewport}, WINED3D_GL_EXT_NONE },
9265 /* Transform states */
9266 {STATE_TRANSFORM(WINED3D_TS_VIEW), {STATE_TRANSFORM(WINED3D_TS_VIEW), glsl_vertex_pipe_view }, WINED3D_GL_EXT_NONE },
9267 {STATE_TRANSFORM(WINED3D_TS_PROJECTION), {STATE_TRANSFORM(WINED3D_TS_PROJECTION), glsl_vertex_pipe_projection}, WINED3D_GL_EXT_NONE },
9268 {STATE_TRANSFORM(WINED3D_TS_TEXTURE0), {STATE_TEXTURESTAGE(0, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), NULL }, WINED3D_GL_EXT_NONE },
9269 {STATE_TRANSFORM(WINED3D_TS_TEXTURE1), {STATE_TEXTURESTAGE(1, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), NULL }, WINED3D_GL_EXT_NONE },
9270 {STATE_TRANSFORM(WINED3D_TS_TEXTURE2), {STATE_TEXTURESTAGE(2, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), NULL }, WINED3D_GL_EXT_NONE },
9271 {STATE_TRANSFORM(WINED3D_TS_TEXTURE3), {STATE_TEXTURESTAGE(3, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), NULL }, WINED3D_GL_EXT_NONE },
9272 {STATE_TRANSFORM(WINED3D_TS_TEXTURE4), {STATE_TEXTURESTAGE(4, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), NULL }, WINED3D_GL_EXT_NONE },
9273 {STATE_TRANSFORM(WINED3D_TS_TEXTURE5), {STATE_TEXTURESTAGE(5, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), NULL }, WINED3D_GL_EXT_NONE },
9274 {STATE_TRANSFORM(WINED3D_TS_TEXTURE6), {STATE_TEXTURESTAGE(6, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), NULL }, WINED3D_GL_EXT_NONE },
9275 {STATE_TRANSFORM(WINED3D_TS_TEXTURE7), {STATE_TEXTURESTAGE(7, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), NULL }, WINED3D_GL_EXT_NONE },
9276 {STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(0)), {STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(0)), glsl_vertex_pipe_world }, WINED3D_GL_EXT_NONE },
9277 {STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(1)), {STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(1)), glsl_vertex_pipe_vertexblend }, WINED3D_GL_EXT_NONE },
9278 {STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(2)), {STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(2)), glsl_vertex_pipe_vertexblend }, WINED3D_GL_EXT_NONE },
9279 {STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(3)), {STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(3)), glsl_vertex_pipe_vertexblend }, WINED3D_GL_EXT_NONE },
9280 {STATE_TEXTURESTAGE(0, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(0, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), glsl_vertex_pipe_texmatrix}, WINED3D_GL_EXT_NONE },
9281 {STATE_TEXTURESTAGE(1, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(1, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), glsl_vertex_pipe_texmatrix}, WINED3D_GL_EXT_NONE },
9282 {STATE_TEXTURESTAGE(2, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(2, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), glsl_vertex_pipe_texmatrix}, WINED3D_GL_EXT_NONE },
9283 {STATE_TEXTURESTAGE(3, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(3, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), glsl_vertex_pipe_texmatrix}, WINED3D_GL_EXT_NONE },
9284 {STATE_TEXTURESTAGE(4, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(4, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), glsl_vertex_pipe_texmatrix}, WINED3D_GL_EXT_NONE },
9285 {STATE_TEXTURESTAGE(5, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(5, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), glsl_vertex_pipe_texmatrix}, WINED3D_GL_EXT_NONE },
9286 {STATE_TEXTURESTAGE(6, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(6, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), glsl_vertex_pipe_texmatrix}, WINED3D_GL_EXT_NONE },
9287 {STATE_TEXTURESTAGE(7, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(7, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), glsl_vertex_pipe_texmatrix}, WINED3D_GL_EXT_NONE },
9288 {STATE_TEXTURESTAGE(0, WINED3D_TSS_TEXCOORD_INDEX), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX), NULL }, WINED3D_GL_EXT_NONE },
9289 {STATE_TEXTURESTAGE(1, WINED3D_TSS_TEXCOORD_INDEX), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX), NULL }, WINED3D_GL_EXT_NONE },
9290 {STATE_TEXTURESTAGE(2, WINED3D_TSS_TEXCOORD_INDEX), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX), NULL }, WINED3D_GL_EXT_NONE },
9291 {STATE_TEXTURESTAGE(3, WINED3D_TSS_TEXCOORD_INDEX), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX), NULL }, WINED3D_GL_EXT_NONE },
9292 {STATE_TEXTURESTAGE(4, WINED3D_TSS_TEXCOORD_INDEX), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX), NULL }, WINED3D_GL_EXT_NONE },
9293 {STATE_TEXTURESTAGE(5, WINED3D_TSS_TEXCOORD_INDEX), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX), NULL }, WINED3D_GL_EXT_NONE },
9294 {STATE_TEXTURESTAGE(6, WINED3D_TSS_TEXCOORD_INDEX), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX), NULL }, WINED3D_GL_EXT_NONE },
9295 {STATE_TEXTURESTAGE(7, WINED3D_TSS_TEXCOORD_INDEX), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX), NULL }, WINED3D_GL_EXT_NONE },
9296 /* Fog */
9297 {STATE_RENDER(WINED3D_RS_FOGENABLE), {STATE_RENDER(WINED3D_RS_FOGENABLE), glsl_vertex_pipe_shader}, WINED3D_GL_EXT_NONE },
9298 {STATE_RENDER(WINED3D_RS_FOGTABLEMODE), {STATE_RENDER(WINED3D_RS_FOGENABLE), NULL }, WINED3D_GL_EXT_NONE },
9299 {STATE_RENDER(WINED3D_RS_FOGVERTEXMODE), {STATE_RENDER(WINED3D_RS_FOGENABLE), NULL }, WINED3D_GL_EXT_NONE },
9300 {STATE_RENDER(WINED3D_RS_RANGEFOGENABLE), {STATE_RENDER(WINED3D_RS_FOGENABLE), NULL }, WINED3D_GL_EXT_NONE },
9301 {STATE_RENDER(WINED3D_RS_CLIPPING), {STATE_RENDER(WINED3D_RS_CLIPPING), state_clipping }, WINED3D_GL_EXT_NONE },
9302 {STATE_RENDER(WINED3D_RS_CLIPPLANEENABLE), {STATE_RENDER(WINED3D_RS_CLIPPING), NULL }, WINED3D_GL_EXT_NONE },
9303 {STATE_RENDER(WINED3D_RS_LIGHTING), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX), NULL }, WINED3D_GL_EXT_NONE },
9304 {STATE_RENDER(WINED3D_RS_AMBIENT), {STATE_RENDER(WINED3D_RS_AMBIENT), glsl_vertex_pipe_light }, WINED3D_GL_EXT_NONE },
9305 {STATE_RENDER(WINED3D_RS_COLORVERTEX), {STATE_RENDER(WINED3D_RS_COLORVERTEX), glsl_vertex_pipe_shader}, WINED3D_GL_EXT_NONE },
9306 {STATE_RENDER(WINED3D_RS_LOCALVIEWER), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX), NULL }, WINED3D_GL_EXT_NONE },
9307 {STATE_RENDER(WINED3D_RS_NORMALIZENORMALS), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX), NULL }, WINED3D_GL_EXT_NONE },
9308 {STATE_RENDER(WINED3D_RS_DIFFUSEMATERIALSOURCE), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX), NULL }, WINED3D_GL_EXT_NONE },
9309 {STATE_RENDER(WINED3D_RS_SPECULARMATERIALSOURCE), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX), NULL }, WINED3D_GL_EXT_NONE },
9310 {STATE_RENDER(WINED3D_RS_AMBIENTMATERIALSOURCE), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX), NULL }, WINED3D_GL_EXT_NONE },
9311 {STATE_RENDER(WINED3D_RS_EMISSIVEMATERIALSOURCE), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX), NULL }, WINED3D_GL_EXT_NONE },
9312 {STATE_RENDER(WINED3D_RS_VERTEXBLEND), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX), NULL }, WINED3D_GL_EXT_NONE },
9313 {STATE_RENDER(WINED3D_RS_POINTSIZE), {STATE_RENDER(WINED3D_RS_POINTSIZE_MIN), NULL }, WINED3D_GL_EXT_NONE },
9314 {STATE_RENDER(WINED3D_RS_POINTSIZE_MIN), {STATE_RENDER(WINED3D_RS_POINTSIZE_MIN), glsl_vertex_pipe_pointsize}, WINED3D_GL_EXT_NONE },
9315 {STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE), {STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE), state_pointsprite }, ARB_POINT_SPRITE },
9316 {STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE), {STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE), state_pointsprite_w }, WINED3D_GL_LEGACY_CONTEXT },
9317 {STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE), {STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE), glsl_vertex_pointsprite_core}, WINED3D_GL_EXT_NONE },
9318 {STATE_RENDER(WINED3D_RS_POINTSCALEENABLE), {STATE_RENDER(WINED3D_RS_POINTSCALEENABLE), glsl_vertex_pipe_pointscale}, WINED3D_GL_EXT_NONE },
9319 {STATE_RENDER(WINED3D_RS_POINTSCALE_A), {STATE_RENDER(WINED3D_RS_POINTSCALEENABLE), NULL }, WINED3D_GL_EXT_NONE },
9320 {STATE_RENDER(WINED3D_RS_POINTSCALE_B), {STATE_RENDER(WINED3D_RS_POINTSCALEENABLE), NULL }, WINED3D_GL_EXT_NONE },
9321 {STATE_RENDER(WINED3D_RS_POINTSCALE_C), {STATE_RENDER(WINED3D_RS_POINTSCALEENABLE), NULL }, WINED3D_GL_EXT_NONE },
9322 {STATE_RENDER(WINED3D_RS_POINTSIZE_MAX), {STATE_RENDER(WINED3D_RS_POINTSIZE_MIN), NULL }, WINED3D_GL_EXT_NONE },
9323 {STATE_RENDER(WINED3D_RS_TWEENFACTOR), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX), NULL }, WINED3D_GL_EXT_NONE },
9324 {STATE_RENDER(WINED3D_RS_INDEXEDVERTEXBLENDENABLE), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX), NULL }, WINED3D_GL_EXT_NONE },
9325 /* NP2 texture matrix fixups. They are not needed if
9326 * GL_ARB_texture_non_power_of_two is supported. Otherwise, register
9327 * glsl_vertex_pipe_texmatrix(), which takes care of updating the texture
9328 * matrix. */
9329 {STATE_SAMPLER(0), {0, NULL }, ARB_TEXTURE_NON_POWER_OF_TWO },
9330 {STATE_SAMPLER(0), {0, NULL }, WINED3D_GL_NORMALIZED_TEXRECT},
9331 {STATE_SAMPLER(0), {STATE_SAMPLER(0), glsl_vertex_pipe_texmatrix_np2}, WINED3D_GL_EXT_NONE },
9332 {STATE_SAMPLER(1), {0, NULL }, ARB_TEXTURE_NON_POWER_OF_TWO },
9333 {STATE_SAMPLER(1), {0, NULL }, WINED3D_GL_NORMALIZED_TEXRECT},
9334 {STATE_SAMPLER(1), {STATE_SAMPLER(1), glsl_vertex_pipe_texmatrix_np2}, WINED3D_GL_EXT_NONE },
9335 {STATE_SAMPLER(2), {0, NULL }, ARB_TEXTURE_NON_POWER_OF_TWO },
9336 {STATE_SAMPLER(2), {0, NULL }, WINED3D_GL_NORMALIZED_TEXRECT},
9337 {STATE_SAMPLER(2), {STATE_SAMPLER(2), glsl_vertex_pipe_texmatrix_np2}, WINED3D_GL_EXT_NONE },
9338 {STATE_SAMPLER(3), {0, NULL }, ARB_TEXTURE_NON_POWER_OF_TWO },
9339 {STATE_SAMPLER(3), {0, NULL }, WINED3D_GL_NORMALIZED_TEXRECT},
9340 {STATE_SAMPLER(3), {STATE_SAMPLER(3), glsl_vertex_pipe_texmatrix_np2}, WINED3D_GL_EXT_NONE },
9341 {STATE_SAMPLER(4), {0, NULL }, ARB_TEXTURE_NON_POWER_OF_TWO },
9342 {STATE_SAMPLER(4), {0, NULL }, WINED3D_GL_NORMALIZED_TEXRECT},
9343 {STATE_SAMPLER(4), {STATE_SAMPLER(4), glsl_vertex_pipe_texmatrix_np2}, WINED3D_GL_EXT_NONE },
9344 {STATE_SAMPLER(5), {0, NULL }, ARB_TEXTURE_NON_POWER_OF_TWO },
9345 {STATE_SAMPLER(5), {0, NULL }, WINED3D_GL_NORMALIZED_TEXRECT},
9346 {STATE_SAMPLER(5), {STATE_SAMPLER(5), glsl_vertex_pipe_texmatrix_np2}, WINED3D_GL_EXT_NONE },
9347 {STATE_SAMPLER(6), {0, NULL }, ARB_TEXTURE_NON_POWER_OF_TWO },
9348 {STATE_SAMPLER(6), {0, NULL }, WINED3D_GL_NORMALIZED_TEXRECT},
9349 {STATE_SAMPLER(6), {STATE_SAMPLER(6), glsl_vertex_pipe_texmatrix_np2}, WINED3D_GL_EXT_NONE },
9350 {STATE_SAMPLER(7), {0, NULL }, ARB_TEXTURE_NON_POWER_OF_TWO },
9351 {STATE_SAMPLER(7), {0, NULL }, WINED3D_GL_NORMALIZED_TEXRECT},
9352 {STATE_SAMPLER(7), {STATE_SAMPLER(7), glsl_vertex_pipe_texmatrix_np2}, WINED3D_GL_EXT_NONE },
9353 {STATE_POINT_ENABLE, {STATE_POINT_ENABLE, glsl_vertex_pipe_shader}, WINED3D_GL_EXT_NONE },
9354 {STATE_RENDER(WINED3D_RS_SHADEMODE), {STATE_RENDER(WINED3D_RS_SHADEMODE), glsl_vertex_pipe_nop }, WINED3D_GL_LEGACY_CONTEXT },
9355 {STATE_RENDER(WINED3D_RS_SHADEMODE), {STATE_RENDER(WINED3D_RS_SHADEMODE), glsl_vertex_pipe_shademode}, WINED3D_GL_EXT_NONE },
9356 {0 /* Terminate */, {0, NULL }, WINED3D_GL_EXT_NONE },
9359 /* TODO:
9360 * - Implement vertex tweening. */
9361 const struct wined3d_vertex_pipe_ops glsl_vertex_pipe =
9363 glsl_vertex_pipe_vp_enable,
9364 glsl_vertex_pipe_vp_get_caps,
9365 glsl_vertex_pipe_vp_get_emul_mask,
9366 glsl_vertex_pipe_vp_alloc,
9367 glsl_vertex_pipe_vp_free,
9368 glsl_vertex_pipe_vp_states,
9371 static void glsl_fragment_pipe_enable(const struct wined3d_gl_info *gl_info, BOOL enable)
9373 /* Nothing to do. */
9376 static void glsl_fragment_pipe_get_caps(const struct wined3d_gl_info *gl_info, struct fragment_caps *caps)
9378 caps->wined3d_caps = WINED3D_FRAGMENT_CAP_PROJ_CONTROL
9379 | WINED3D_FRAGMENT_CAP_SRGB_WRITE
9380 | WINED3D_FRAGMENT_CAP_COLOR_KEY;
9381 caps->PrimitiveMiscCaps = WINED3DPMISCCAPS_TSSARGTEMP
9382 | WINED3DPMISCCAPS_PERSTAGECONSTANT;
9383 caps->TextureOpCaps = WINED3DTEXOPCAPS_DISABLE
9384 | WINED3DTEXOPCAPS_SELECTARG1
9385 | WINED3DTEXOPCAPS_SELECTARG2
9386 | WINED3DTEXOPCAPS_MODULATE4X
9387 | WINED3DTEXOPCAPS_MODULATE2X
9388 | WINED3DTEXOPCAPS_MODULATE
9389 | WINED3DTEXOPCAPS_ADDSIGNED2X
9390 | WINED3DTEXOPCAPS_ADDSIGNED
9391 | WINED3DTEXOPCAPS_ADD
9392 | WINED3DTEXOPCAPS_SUBTRACT
9393 | WINED3DTEXOPCAPS_ADDSMOOTH
9394 | WINED3DTEXOPCAPS_BLENDCURRENTALPHA
9395 | WINED3DTEXOPCAPS_BLENDFACTORALPHA
9396 | WINED3DTEXOPCAPS_BLENDTEXTUREALPHA
9397 | WINED3DTEXOPCAPS_BLENDDIFFUSEALPHA
9398 | WINED3DTEXOPCAPS_BLENDTEXTUREALPHAPM
9399 | WINED3DTEXOPCAPS_MODULATEALPHA_ADDCOLOR
9400 | WINED3DTEXOPCAPS_MODULATECOLOR_ADDALPHA
9401 | WINED3DTEXOPCAPS_MODULATEINVCOLOR_ADDALPHA
9402 | WINED3DTEXOPCAPS_MODULATEINVALPHA_ADDCOLOR
9403 | WINED3DTEXOPCAPS_DOTPRODUCT3
9404 | WINED3DTEXOPCAPS_MULTIPLYADD
9405 | WINED3DTEXOPCAPS_LERP
9406 | WINED3DTEXOPCAPS_BUMPENVMAP
9407 | WINED3DTEXOPCAPS_BUMPENVMAPLUMINANCE;
9408 caps->MaxTextureBlendStages = 8;
9409 caps->MaxSimultaneousTextures = min(gl_info->limits.fragment_samplers, 8);
9412 static DWORD glsl_fragment_pipe_get_emul_mask(const struct wined3d_gl_info *gl_info)
9414 if (gl_info->supported[WINED3D_GL_LEGACY_CONTEXT])
9415 return GL_EXT_EMUL_ARB_MULTITEXTURE;
9416 return 0;
9419 static void *glsl_fragment_pipe_alloc(const struct wined3d_shader_backend_ops *shader_backend, void *shader_priv)
9421 struct shader_glsl_priv *priv;
9423 if (shader_backend == &glsl_shader_backend)
9425 priv = shader_priv;
9427 if (wine_rb_init(&priv->ffp_fragment_shaders, &wined3d_ffp_frag_program_rb_functions) == -1)
9429 ERR("Failed to initialize rbtree.\n");
9430 return NULL;
9433 return priv;
9436 FIXME("GLSL fragment pipe without GLSL shader backend not implemented.\n");
9438 return NULL;
9441 static void shader_glsl_free_ffp_fragment_shader(struct wine_rb_entry *entry, void *context)
9443 struct glsl_ffp_fragment_shader *shader = WINE_RB_ENTRY_VALUE(entry,
9444 struct glsl_ffp_fragment_shader, entry.entry);
9445 struct glsl_shader_prog_link *program, *program2;
9446 struct glsl_ffp_destroy_ctx *ctx = context;
9448 LIST_FOR_EACH_ENTRY_SAFE(program, program2, &shader->linked_programs,
9449 struct glsl_shader_prog_link, ps.shader_entry)
9451 delete_glsl_program_entry(ctx->priv, ctx->gl_info, program);
9453 ctx->gl_info->gl_ops.ext.p_glDeleteShader(shader->id);
9454 HeapFree(GetProcessHeap(), 0, shader);
9457 /* Context activation is done by the caller. */
9458 static void glsl_fragment_pipe_free(struct wined3d_device *device)
9460 struct shader_glsl_priv *priv = device->fragment_priv;
9461 struct glsl_ffp_destroy_ctx ctx;
9463 ctx.priv = priv;
9464 ctx.gl_info = &device->adapter->gl_info;
9465 wine_rb_destroy(&priv->ffp_fragment_shaders, shader_glsl_free_ffp_fragment_shader, &ctx);
9468 static void glsl_fragment_pipe_shader(struct wined3d_context *context,
9469 const struct wined3d_state *state, DWORD state_id)
9471 context->last_was_pshader = use_ps(state);
9473 context->shader_update_mask |= 1u << WINED3D_SHADER_TYPE_PIXEL;
9476 static void glsl_fragment_pipe_fogparams(struct wined3d_context *context,
9477 const struct wined3d_state *state, DWORD state_id)
9479 context->constant_update_mask |= WINED3D_SHADER_CONST_PS_FOG;
9482 static void glsl_fragment_pipe_fog(struct wined3d_context *context,
9483 const struct wined3d_state *state, DWORD state_id)
9485 BOOL use_vshader = use_vs(state);
9486 enum fogsource new_source;
9487 DWORD fogstart = state->render_states[WINED3D_RS_FOGSTART];
9488 DWORD fogend = state->render_states[WINED3D_RS_FOGEND];
9490 context->shader_update_mask |= 1u << WINED3D_SHADER_TYPE_PIXEL;
9492 if (!state->render_states[WINED3D_RS_FOGENABLE])
9493 return;
9495 if (state->render_states[WINED3D_RS_FOGTABLEMODE] == WINED3D_FOG_NONE)
9497 if (use_vshader)
9498 new_source = FOGSOURCE_VS;
9499 else if (state->render_states[WINED3D_RS_FOGVERTEXMODE] == WINED3D_FOG_NONE || context->stream_info.position_transformed)
9500 new_source = FOGSOURCE_COORD;
9501 else
9502 new_source = FOGSOURCE_FFP;
9504 else
9506 new_source = FOGSOURCE_FFP;
9509 if (new_source != context->fog_source || fogstart == fogend)
9511 context->fog_source = new_source;
9512 context->constant_update_mask |= WINED3D_SHADER_CONST_PS_FOG;
9516 static void glsl_fragment_pipe_vdecl(struct wined3d_context *context,
9517 const struct wined3d_state *state, DWORD state_id)
9519 /* Because of settings->texcoords_initialized and args->texcoords_initialized. */
9520 if (context->gl_info->limits.glsl_varyings < wined3d_max_compat_varyings(context->gl_info))
9521 context->shader_update_mask |= 1u << WINED3D_SHADER_TYPE_PIXEL;
9523 if (!isStateDirty(context, STATE_RENDER(WINED3D_RS_FOGENABLE)))
9524 glsl_fragment_pipe_fog(context, state, state_id);
9527 static void glsl_fragment_pipe_vs(struct wined3d_context *context,
9528 const struct wined3d_state *state, DWORD state_id)
9530 /* Because of settings->texcoords_initialized and args->texcoords_initialized. */
9531 if (context->gl_info->limits.glsl_varyings < wined3d_max_compat_varyings(context->gl_info))
9532 context->shader_update_mask |= 1u << WINED3D_SHADER_TYPE_PIXEL;
9535 static void glsl_fragment_pipe_tex_transform(struct wined3d_context *context,
9536 const struct wined3d_state *state, DWORD state_id)
9538 context->shader_update_mask |= 1u << WINED3D_SHADER_TYPE_PIXEL;
9541 static void glsl_fragment_pipe_invalidate_constants(struct wined3d_context *context,
9542 const struct wined3d_state *state, DWORD state_id)
9544 context->constant_update_mask |= WINED3D_SHADER_CONST_FFP_PS;
9547 static void glsl_fragment_pipe_alpha_test_func(struct wined3d_context *context,
9548 const struct wined3d_state *state, DWORD state_id)
9550 const struct wined3d_gl_info *gl_info = context->gl_info;
9551 GLint func = wined3d_gl_compare_func(state->render_states[WINED3D_RS_ALPHAFUNC]);
9552 float ref = state->render_states[WINED3D_RS_ALPHAREF] / 255.0f;
9554 if (func)
9556 gl_info->gl_ops.gl.p_glAlphaFunc(func, ref);
9557 checkGLcall("glAlphaFunc");
9561 static void glsl_fragment_pipe_core_alpha_test(struct wined3d_context *context,
9562 const struct wined3d_state *state, DWORD state_id)
9564 context->shader_update_mask |= 1u << WINED3D_SHADER_TYPE_PIXEL;
9567 static void glsl_fragment_pipe_alpha_test(struct wined3d_context *context,
9568 const struct wined3d_state *state, DWORD state_id)
9570 const struct wined3d_gl_info *gl_info = context->gl_info;
9572 if (state->render_states[WINED3D_RS_ALPHATESTENABLE])
9574 gl_info->gl_ops.gl.p_glEnable(GL_ALPHA_TEST);
9575 checkGLcall("glEnable(GL_ALPHA_TEST)");
9577 else
9579 gl_info->gl_ops.gl.p_glDisable(GL_ALPHA_TEST);
9580 checkGLcall("glDisable(GL_ALPHA_TEST)");
9584 static void glsl_fragment_pipe_core_alpha_test_ref(struct wined3d_context *context,
9585 const struct wined3d_state *state, DWORD state_id)
9587 context->constant_update_mask |= WINED3D_SHADER_CONST_PS_ALPHA_TEST;
9590 static void glsl_fragment_pipe_color_key(struct wined3d_context *context,
9591 const struct wined3d_state *state, DWORD state_id)
9593 context->constant_update_mask |= WINED3D_SHADER_CONST_FFP_COLOR_KEY;
9596 static void glsl_fragment_pipe_shademode(struct wined3d_context *context,
9597 const struct wined3d_state *state, DWORD state_id)
9599 context->shader_update_mask |= 1 << WINED3D_SHADER_TYPE_PIXEL;
9602 static const struct StateEntryTemplate glsl_fragment_pipe_state_template[] =
9604 {STATE_VDECL, {STATE_VDECL, glsl_fragment_pipe_vdecl }, WINED3D_GL_EXT_NONE },
9605 {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX), glsl_fragment_pipe_vs }, WINED3D_GL_EXT_NONE },
9606 {STATE_RENDER(WINED3D_RS_TEXTUREFACTOR), {STATE_RENDER(WINED3D_RS_TEXTUREFACTOR), glsl_fragment_pipe_invalidate_constants}, WINED3D_GL_EXT_NONE },
9607 {STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
9608 {STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_ARG1), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
9609 {STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_ARG2), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
9610 {STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_ARG0), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
9611 {STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_OP), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
9612 {STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_ARG1), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
9613 {STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_ARG2), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
9614 {STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_ARG0), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
9615 {STATE_TEXTURESTAGE(0, WINED3D_TSS_RESULT_ARG), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
9616 {STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_OP), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
9617 {STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_ARG1), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
9618 {STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_ARG2), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
9619 {STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_ARG0), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
9620 {STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_OP), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
9621 {STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_ARG1), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
9622 {STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_ARG2), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
9623 {STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_ARG0), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
9624 {STATE_TEXTURESTAGE(1, WINED3D_TSS_RESULT_ARG), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
9625 {STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_OP), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
9626 {STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_ARG1), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
9627 {STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_ARG2), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
9628 {STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_ARG0), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
9629 {STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_OP), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
9630 {STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_ARG1), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
9631 {STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_ARG2), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
9632 {STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_ARG0), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
9633 {STATE_TEXTURESTAGE(2, WINED3D_TSS_RESULT_ARG), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
9634 {STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_OP), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
9635 {STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_ARG1), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
9636 {STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_ARG2), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
9637 {STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_ARG0), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
9638 {STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_OP), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
9639 {STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_ARG1), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
9640 {STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_ARG2), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
9641 {STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_ARG0), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
9642 {STATE_TEXTURESTAGE(3, WINED3D_TSS_RESULT_ARG), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
9643 {STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_OP), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
9644 {STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_ARG1), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
9645 {STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_ARG2), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
9646 {STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_ARG0), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
9647 {STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_OP), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
9648 {STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_ARG1), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
9649 {STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_ARG2), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
9650 {STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_ARG0), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
9651 {STATE_TEXTURESTAGE(4, WINED3D_TSS_RESULT_ARG), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
9652 {STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_OP), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
9653 {STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_ARG1), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
9654 {STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_ARG2), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
9655 {STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_ARG0), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
9656 {STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_OP), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
9657 {STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_ARG1), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
9658 {STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_ARG2), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
9659 {STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_ARG0), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
9660 {STATE_TEXTURESTAGE(5, WINED3D_TSS_RESULT_ARG), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
9661 {STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_OP), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
9662 {STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_ARG1), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
9663 {STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_ARG2), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
9664 {STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_ARG0), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
9665 {STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_OP), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
9666 {STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_ARG1), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
9667 {STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_ARG2), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
9668 {STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_ARG0), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
9669 {STATE_TEXTURESTAGE(6, WINED3D_TSS_RESULT_ARG), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
9670 {STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_OP), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
9671 {STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_ARG1), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
9672 {STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_ARG2), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
9673 {STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_ARG0), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
9674 {STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_OP), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
9675 {STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_ARG1), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
9676 {STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_ARG2), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
9677 {STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_ARG0), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
9678 {STATE_TEXTURESTAGE(7, WINED3D_TSS_RESULT_ARG), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
9679 {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), glsl_fragment_pipe_shader }, WINED3D_GL_EXT_NONE },
9680 {STATE_RENDER(WINED3D_RS_ALPHAFUNC), {STATE_RENDER(WINED3D_RS_ALPHAFUNC), glsl_fragment_pipe_alpha_test_func }, WINED3D_GL_LEGACY_CONTEXT},
9681 {STATE_RENDER(WINED3D_RS_ALPHAFUNC), {STATE_RENDER(WINED3D_RS_ALPHATESTENABLE), NULL }, WINED3D_GL_EXT_NONE },
9682 {STATE_RENDER(WINED3D_RS_ALPHAREF), {STATE_RENDER(WINED3D_RS_ALPHAFUNC), NULL }, WINED3D_GL_LEGACY_CONTEXT},
9683 {STATE_RENDER(WINED3D_RS_ALPHAREF), {STATE_RENDER(WINED3D_RS_ALPHAREF), glsl_fragment_pipe_core_alpha_test_ref }, WINED3D_GL_EXT_NONE },
9684 {STATE_RENDER(WINED3D_RS_ALPHATESTENABLE), {STATE_RENDER(WINED3D_RS_ALPHATESTENABLE), glsl_fragment_pipe_alpha_test }, WINED3D_GL_LEGACY_CONTEXT},
9685 {STATE_RENDER(WINED3D_RS_ALPHATESTENABLE), {STATE_RENDER(WINED3D_RS_ALPHATESTENABLE), glsl_fragment_pipe_core_alpha_test }, WINED3D_GL_EXT_NONE },
9686 {STATE_RENDER(WINED3D_RS_COLORKEYENABLE), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
9687 {STATE_COLOR_KEY, { STATE_COLOR_KEY, glsl_fragment_pipe_color_key }, WINED3D_GL_EXT_NONE },
9688 {STATE_RENDER(WINED3D_RS_FOGENABLE), {STATE_RENDER(WINED3D_RS_FOGENABLE), glsl_fragment_pipe_fog }, WINED3D_GL_EXT_NONE },
9689 {STATE_RENDER(WINED3D_RS_FOGTABLEMODE), {STATE_RENDER(WINED3D_RS_FOGENABLE), NULL }, WINED3D_GL_EXT_NONE },
9690 {STATE_RENDER(WINED3D_RS_FOGVERTEXMODE), {STATE_RENDER(WINED3D_RS_FOGENABLE), NULL }, WINED3D_GL_EXT_NONE },
9691 {STATE_RENDER(WINED3D_RS_FOGSTART), {STATE_RENDER(WINED3D_RS_FOGSTART), glsl_fragment_pipe_fogparams }, WINED3D_GL_EXT_NONE },
9692 {STATE_RENDER(WINED3D_RS_FOGEND), {STATE_RENDER(WINED3D_RS_FOGSTART), NULL }, WINED3D_GL_EXT_NONE },
9693 {STATE_RENDER(WINED3D_RS_SRGBWRITEENABLE), {STATE_RENDER(WINED3D_RS_SRGBWRITEENABLE), state_srgbwrite }, ARB_FRAMEBUFFER_SRGB},
9694 {STATE_RENDER(WINED3D_RS_SRGBWRITEENABLE), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
9695 {STATE_RENDER(WINED3D_RS_FOGCOLOR), {STATE_RENDER(WINED3D_RS_FOGCOLOR), glsl_fragment_pipe_fogparams }, WINED3D_GL_EXT_NONE },
9696 {STATE_RENDER(WINED3D_RS_FOGDENSITY), {STATE_RENDER(WINED3D_RS_FOGDENSITY), glsl_fragment_pipe_fogparams }, WINED3D_GL_EXT_NONE },
9697 {STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE), {STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE), glsl_fragment_pipe_shader }, ARB_POINT_SPRITE },
9698 {STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE), {STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE), glsl_fragment_pipe_shader }, WINED3D_GL_VERSION_2_0},
9699 {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 },
9700 {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 },
9701 {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 },
9702 {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 },
9703 {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 },
9704 {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 },
9705 {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 },
9706 {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 },
9707 {STATE_TEXTURESTAGE(0, WINED3D_TSS_CONSTANT), {STATE_TEXTURESTAGE(0, WINED3D_TSS_CONSTANT), glsl_fragment_pipe_invalidate_constants}, WINED3D_GL_EXT_NONE },
9708 {STATE_TEXTURESTAGE(1, WINED3D_TSS_CONSTANT), {STATE_TEXTURESTAGE(1, WINED3D_TSS_CONSTANT), glsl_fragment_pipe_invalidate_constants}, WINED3D_GL_EXT_NONE },
9709 {STATE_TEXTURESTAGE(2, WINED3D_TSS_CONSTANT), {STATE_TEXTURESTAGE(2, WINED3D_TSS_CONSTANT), glsl_fragment_pipe_invalidate_constants}, WINED3D_GL_EXT_NONE },
9710 {STATE_TEXTURESTAGE(3, WINED3D_TSS_CONSTANT), {STATE_TEXTURESTAGE(3, WINED3D_TSS_CONSTANT), glsl_fragment_pipe_invalidate_constants}, WINED3D_GL_EXT_NONE },
9711 {STATE_TEXTURESTAGE(4, WINED3D_TSS_CONSTANT), {STATE_TEXTURESTAGE(4, WINED3D_TSS_CONSTANT), glsl_fragment_pipe_invalidate_constants}, WINED3D_GL_EXT_NONE },
9712 {STATE_TEXTURESTAGE(5, WINED3D_TSS_CONSTANT), {STATE_TEXTURESTAGE(5, WINED3D_TSS_CONSTANT), glsl_fragment_pipe_invalidate_constants}, WINED3D_GL_EXT_NONE },
9713 {STATE_TEXTURESTAGE(6, WINED3D_TSS_CONSTANT), {STATE_TEXTURESTAGE(6, WINED3D_TSS_CONSTANT), glsl_fragment_pipe_invalidate_constants}, WINED3D_GL_EXT_NONE },
9714 {STATE_TEXTURESTAGE(7, WINED3D_TSS_CONSTANT), {STATE_TEXTURESTAGE(7, WINED3D_TSS_CONSTANT), glsl_fragment_pipe_invalidate_constants}, WINED3D_GL_EXT_NONE },
9715 {STATE_RENDER(WINED3D_RS_SPECULARENABLE), {STATE_RENDER(WINED3D_RS_SPECULARENABLE), glsl_fragment_pipe_invalidate_constants}, WINED3D_GL_EXT_NONE },
9716 {STATE_POINT_ENABLE, {STATE_POINT_ENABLE, glsl_fragment_pipe_shader }, WINED3D_GL_EXT_NONE },
9717 {STATE_RENDER(WINED3D_RS_SHADEMODE), {STATE_RENDER(WINED3D_RS_SHADEMODE), state_shademode }, WINED3D_GL_LEGACY_CONTEXT},
9718 {STATE_RENDER(WINED3D_RS_SHADEMODE), {STATE_RENDER(WINED3D_RS_SHADEMODE), glsl_fragment_pipe_shademode }, WINED3D_GL_EXT_NONE },
9719 {0 /* Terminate */, {0, 0 }, WINED3D_GL_EXT_NONE },
9722 static BOOL glsl_fragment_pipe_alloc_context_data(struct wined3d_context *context)
9724 return TRUE;
9727 static void glsl_fragment_pipe_free_context_data(struct wined3d_context *context)
9731 const struct fragment_pipeline glsl_fragment_pipe =
9733 glsl_fragment_pipe_enable,
9734 glsl_fragment_pipe_get_caps,
9735 glsl_fragment_pipe_get_emul_mask,
9736 glsl_fragment_pipe_alloc,
9737 glsl_fragment_pipe_free,
9738 glsl_fragment_pipe_alloc_context_data,
9739 glsl_fragment_pipe_free_context_data,
9740 shader_glsl_color_fixup_supported,
9741 glsl_fragment_pipe_state_template,