2 * GLSL pixel and vertex shader implementation
4 * Copyright 2006 Jason Green
5 * Copyright 2006-2007 Henri Verbeet
6 * Copyright 2007-2009, 2013 Stefan Dösinger for CodeWeavers
7 * Copyright 2009-2011 Henri Verbeet for CodeWeavers
9 * This library is free software; you can redistribute it and/or
10 * modify it under the terms of the GNU Lesser General Public
11 * License as published by the Free Software Foundation; either
12 * version 2.1 of the License, or (at your option) any later version.
14 * This library is distributed in the hope that it will be useful,
15 * but WITHOUT ANY WARRANTY; without even the implied warranty of
16 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
17 * Lesser General Public License for more details.
19 * You should have received a copy of the GNU Lesser General Public
20 * License along with this library; if not, write to the Free Software
21 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
25 * D3D shader asm has swizzles on source parameters, and write masks for
26 * destination parameters. GLSL uses swizzles for both. The result of this is
27 * that for example "mov dst.xw, src.zyxw" becomes "dst.xw = src.zw" in GLSL.
28 * Ie, to generate a proper GLSL source swizzle, we need to take the D3D write
29 * mask for the destination parameter into account.
33 #include "wine/port.h"
41 #include "wined3d_private.h"
43 WINE_DEFAULT_DEBUG_CHANNEL(d3d_shader
);
44 WINE_DECLARE_DEBUG_CHANNEL(d3d
);
45 WINE_DECLARE_DEBUG_CHANNEL(winediag
);
47 #define WINED3D_GLSL_SAMPLE_PROJECTED 0x01
48 #define WINED3D_GLSL_SAMPLE_NPOT 0x02
49 #define WINED3D_GLSL_SAMPLE_LOD 0x04
50 #define WINED3D_GLSL_SAMPLE_GRAD 0x08
51 #define WINED3D_GLSL_SAMPLE_LOAD 0x10
52 #define WINED3D_GLSL_SAMPLE_OFFSET 0x20
66 struct glsl_sample_function
68 struct wined3d_string_buffer
*name
;
70 enum wined3d_data_type data_type
;
71 BOOL output_single_component
;
72 unsigned int offset_size
;
77 HEAP_NODE_TRAVERSE_LEFT
,
78 HEAP_NODE_TRAVERSE_RIGHT
,
90 struct constant_entry
*entries
;
92 unsigned int *positions
;
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
;
120 GLenum vertex_color_clamp
;
121 GLint
*uniform_f_locations
;
122 GLint uniform_i_locations
[MAX_CONST_I
];
123 GLint uniform_b_locations
[MAX_CONST_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
;
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
;
159 struct glsl_gs_program
161 struct list shader_entry
;
165 struct glsl_ps_program
167 struct list shader_entry
;
169 GLint
*uniform_f_locations
;
170 GLint uniform_i_locations
[MAX_CONST_I
];
171 GLint uniform_b_locations
[MAX_CONST_B
];
172 GLint bumpenv_mat_location
[MAX_TEXTURES
];
173 GLint bumpenv_lum_scale_location
[MAX_TEXTURES
];
174 GLint bumpenv_lum_offset_location
[MAX_TEXTURES
];
175 GLint tss_constant_location
[MAX_TEXTURES
];
176 GLint tex_factor_location
;
177 GLint specular_enable_location
;
178 GLint fog_color_location
;
179 GLint fog_density_location
;
180 GLint fog_end_location
;
181 GLint fog_scale_location
;
182 GLint ycorrection_location
;
183 GLint np2_fixup_location
;
184 GLint color_key_location
;
185 const struct ps_np2fixup_info
*np2_fixup_info
;
188 /* Struct to maintain data about a linked GLSL program */
189 struct glsl_shader_prog_link
191 struct wine_rb_entry program_lookup_entry
;
192 struct glsl_vs_program vs
;
193 struct glsl_gs_program gs
;
194 struct glsl_ps_program ps
;
196 DWORD constant_update_mask
;
197 UINT constant_version
;
200 struct glsl_program_key
207 struct shader_glsl_ctx_priv
{
208 const struct vs_compile_args
*cur_vs_args
;
209 const struct ps_compile_args
*cur_ps_args
;
210 struct ps_np2fixup_info
*cur_np2fixup_info
;
211 struct wined3d_string_buffer_list
*string_buffers
;
214 struct glsl_context_data
216 struct glsl_shader_prog_link
*glsl_program
;
219 struct glsl_ps_compiled_shader
221 struct ps_compile_args args
;
222 struct ps_np2fixup_info np2fixup
;
226 struct glsl_vs_compiled_shader
228 struct vs_compile_args args
;
232 struct glsl_gs_compiled_shader
237 struct glsl_shader_private
241 struct glsl_vs_compiled_shader
*vs
;
242 struct glsl_gs_compiled_shader
*gs
;
243 struct glsl_ps_compiled_shader
*ps
;
245 UINT num_gl_shaders
, shader_array_size
;
248 struct glsl_ffp_vertex_shader
250 struct wined3d_ffp_vs_desc desc
;
252 struct list linked_programs
;
255 struct glsl_ffp_fragment_shader
257 struct ffp_frag_desc entry
;
259 struct list linked_programs
;
262 struct glsl_ffp_destroy_ctx
264 struct shader_glsl_priv
*priv
;
265 const struct wined3d_gl_info
*gl_info
;
268 static const char *debug_gl_shader_type(GLenum type
)
272 #define WINED3D_TO_STR(u) case u: return #u
273 WINED3D_TO_STR(GL_VERTEX_SHADER
);
274 WINED3D_TO_STR(GL_GEOMETRY_SHADER
);
275 WINED3D_TO_STR(GL_FRAGMENT_SHADER
);
276 #undef WINED3D_TO_STR
278 return wine_dbg_sprintf("UNKNOWN(%#x)", type
);
282 static const char *shader_glsl_get_prefix(enum wined3d_shader_type type
)
286 case WINED3D_SHADER_TYPE_VERTEX
:
289 case WINED3D_SHADER_TYPE_GEOMETRY
:
292 case WINED3D_SHADER_TYPE_PIXEL
:
296 FIXME("Unhandled shader type %#x.\n", type
);
301 static const char *shader_glsl_get_version(const struct wined3d_gl_info
*gl_info
,
302 const struct wined3d_shader_version
*version
)
304 if (!gl_info
->supported
[WINED3D_GL_LEGACY_CONTEXT
])
305 return "#version 150";
306 else if (gl_info
->glsl_version
>= MAKEDWORD_VERSION(1, 30) && version
&& version
->major
>= 4)
307 return "#version 130";
309 return "#version 120";
312 static void shader_glsl_append_imm_vec4(struct wined3d_string_buffer
*buffer
, const float *values
)
316 wined3d_ftoa(values
[0], str
[0]);
317 wined3d_ftoa(values
[1], str
[1]);
318 wined3d_ftoa(values
[2], str
[2]);
319 wined3d_ftoa(values
[3], str
[3]);
320 shader_addline(buffer
, "vec4(%s, %s, %s, %s)", str
[0], str
[1], str
[2], str
[3]);
323 static void shader_glsl_append_imm_ivec(struct wined3d_string_buffer
*buffer
,
324 const int *values
, unsigned int size
)
328 if (!size
|| size
> 4)
330 ERR("Invalid vector size %u.\n", size
);
335 shader_addline(buffer
, "ivec%u(", size
);
337 for (i
= 0; i
< size
; ++i
)
338 shader_addline(buffer
, i
? ", %#x" : "%#x", values
[i
]);
341 shader_addline(buffer
, ")");
344 static const char *get_info_log_line(const char **ptr
)
349 if (!(q
= strstr(p
, "\n")))
351 if (!*p
) return NULL
;
360 /* Context activation is done by the caller. */
361 void print_glsl_info_log(const struct wined3d_gl_info
*gl_info
, GLuint id
, BOOL program
)
366 if (!WARN_ON(d3d_shader
) && !FIXME_ON(d3d_shader
))
370 GL_EXTCALL(glGetProgramiv(id
, GL_INFO_LOG_LENGTH
, &length
));
372 GL_EXTCALL(glGetShaderiv(id
, GL_INFO_LOG_LENGTH
, &length
));
374 /* A size of 1 is just a null-terminated string, so the log should be bigger than
375 * that if there are errors. */
378 const char *ptr
, *line
;
380 log
= HeapAlloc(GetProcessHeap(), 0, length
);
381 /* The info log is supposed to be zero-terminated, but at least some
382 * versions of fglrx don't terminate the string properly. The reported
383 * length does include the terminator, so explicitly set it to zero
387 GL_EXTCALL(glGetProgramInfoLog(id
, length
, NULL
, log
));
389 GL_EXTCALL(glGetShaderInfoLog(id
, length
, NULL
, log
));
392 if (gl_info
->quirks
& WINED3D_QUIRK_INFO_LOG_SPAM
)
394 WARN("Info log received from GLSL shader #%u:\n", id
);
395 while ((line
= get_info_log_line(&ptr
))) WARN(" %.*s", (int)(ptr
- line
), line
);
399 FIXME("Info log received from GLSL shader #%u:\n", id
);
400 while ((line
= get_info_log_line(&ptr
))) FIXME(" %.*s", (int)(ptr
- line
), line
);
402 HeapFree(GetProcessHeap(), 0, log
);
406 /* Context activation is done by the caller. */
407 static void shader_glsl_compile(const struct wined3d_gl_info
*gl_info
, GLuint shader
, const char *src
)
409 const char *ptr
, *line
;
411 TRACE("Compiling shader object %u.\n", shader
);
413 if (TRACE_ON(d3d_shader
))
416 while ((line
= get_info_log_line(&ptr
))) TRACE_(d3d_shader
)(" %.*s", (int)(ptr
- line
), line
);
419 GL_EXTCALL(glShaderSource(shader
, 1, &src
, NULL
));
420 checkGLcall("glShaderSource");
421 GL_EXTCALL(glCompileShader(shader
));
422 checkGLcall("glCompileShader");
423 print_glsl_info_log(gl_info
, shader
, FALSE
);
426 /* Context activation is done by the caller. */
427 static void shader_glsl_dump_program_source(const struct wined3d_gl_info
*gl_info
, GLuint program
)
429 GLint i
, shader_count
, source_size
= -1;
433 GL_EXTCALL(glGetProgramiv(program
, GL_ATTACHED_SHADERS
, &shader_count
));
434 shaders
= HeapAlloc(GetProcessHeap(), 0, shader_count
* sizeof(*shaders
));
437 ERR("Failed to allocate shader array memory.\n");
441 GL_EXTCALL(glGetAttachedShaders(program
, shader_count
, NULL
, shaders
));
442 for (i
= 0; i
< shader_count
; ++i
)
444 const char *ptr
, *line
;
447 GL_EXTCALL(glGetShaderiv(shaders
[i
], GL_SHADER_SOURCE_LENGTH
, &tmp
));
449 if (source_size
< tmp
)
451 HeapFree(GetProcessHeap(), 0, source
);
453 source
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, tmp
);
456 ERR("Failed to allocate %d bytes for shader source.\n", tmp
);
457 HeapFree(GetProcessHeap(), 0, shaders
);
463 FIXME("Shader %u:\n", shaders
[i
]);
464 GL_EXTCALL(glGetShaderiv(shaders
[i
], GL_SHADER_TYPE
, &tmp
));
465 FIXME(" GL_SHADER_TYPE: %s.\n", debug_gl_shader_type(tmp
));
466 GL_EXTCALL(glGetShaderiv(shaders
[i
], GL_COMPILE_STATUS
, &tmp
));
467 FIXME(" GL_COMPILE_STATUS: %d.\n", tmp
);
471 GL_EXTCALL(glGetShaderSource(shaders
[i
], source_size
, NULL
, source
));
472 while ((line
= get_info_log_line(&ptr
))) FIXME(" %.*s", (int)(ptr
- line
), line
);
476 HeapFree(GetProcessHeap(), 0, source
);
477 HeapFree(GetProcessHeap(), 0, shaders
);
480 /* Context activation is done by the caller. */
481 void shader_glsl_validate_link(const struct wined3d_gl_info
*gl_info
, GLuint program
)
485 if (!TRACE_ON(d3d_shader
) && !FIXME_ON(d3d_shader
))
488 GL_EXTCALL(glGetProgramiv(program
, GL_LINK_STATUS
, &tmp
));
491 FIXME("Program %u link status invalid.\n", program
);
492 shader_glsl_dump_program_source(gl_info
, program
);
495 print_glsl_info_log(gl_info
, program
, TRUE
);
498 /* Context activation is done by the caller. */
499 static void shader_glsl_load_samplers(const struct wined3d_gl_info
*gl_info
,
500 struct shader_glsl_priv
*priv
, const DWORD
*tex_unit_map
, GLuint program_id
)
502 unsigned int mapped_unit
;
503 struct wined3d_string_buffer
*sampler_name
= string_buffer_get(&priv
->string_buffers
);
510 enum wined3d_shader_type type
;
511 unsigned int base_idx
;
516 {WINED3D_SHADER_TYPE_PIXEL
, 0, MAX_FRAGMENT_SAMPLERS
},
517 {WINED3D_SHADER_TYPE_VERTEX
, MAX_FRAGMENT_SAMPLERS
, MAX_VERTEX_SAMPLERS
},
520 for (i
= 0; i
< ARRAY_SIZE(sampler_info
); ++i
)
522 prefix
= shader_glsl_get_prefix(sampler_info
[i
].type
);
524 for (j
= 0; j
< sampler_info
[i
].count
; ++j
)
526 string_buffer_sprintf(sampler_name
, "%s_sampler%u", prefix
, j
);
527 name_loc
= GL_EXTCALL(glGetUniformLocation(program_id
, sampler_name
->buffer
));
531 mapped_unit
= tex_unit_map
[sampler_info
[i
].base_idx
+ j
];
532 if (mapped_unit
== WINED3D_UNMAPPED_STAGE
|| mapped_unit
>= gl_info
->limits
.combined_samplers
)
534 ERR("Trying to load sampler %s on unsupported unit %u.\n", sampler_name
->buffer
, mapped_unit
);
538 TRACE("Loading sampler %s on unit %u.\n", sampler_name
->buffer
, mapped_unit
);
539 GL_EXTCALL(glUniform1i(name_loc
, mapped_unit
));
542 checkGLcall("glUniform1i");
543 string_buffer_release(&priv
->string_buffers
, sampler_name
);
546 /* Context activation is done by the caller. */
547 static inline void walk_constant_heap(const struct wined3d_gl_info
*gl_info
, const float *constants
,
548 const GLint
*constant_locations
, const struct constant_heap
*heap
, unsigned char *stack
, DWORD version
)
550 unsigned int start
= ~0U, end
= 0;
552 unsigned int heap_idx
= 1;
555 if (heap
->entries
[heap_idx
].version
<= version
) return;
557 idx
= heap
->entries
[heap_idx
].idx
;
558 if (constant_locations
[idx
] != -1)
560 stack
[stack_idx
] = HEAP_NODE_TRAVERSE_LEFT
;
562 while (stack_idx
>= 0)
564 /* Note that we fall through to the next case statement. */
565 switch(stack
[stack_idx
])
567 case HEAP_NODE_TRAVERSE_LEFT
:
569 unsigned int left_idx
= heap_idx
<< 1;
570 if (left_idx
< heap
->size
&& heap
->entries
[left_idx
].version
> version
)
573 idx
= heap
->entries
[heap_idx
].idx
;
574 if (constant_locations
[idx
] != -1)
582 stack
[stack_idx
++] = HEAP_NODE_TRAVERSE_RIGHT
;
583 stack
[stack_idx
] = HEAP_NODE_TRAVERSE_LEFT
;
588 case HEAP_NODE_TRAVERSE_RIGHT
:
590 unsigned int right_idx
= (heap_idx
<< 1) + 1;
591 if (right_idx
< heap
->size
&& heap
->entries
[right_idx
].version
> version
)
593 heap_idx
= right_idx
;
594 idx
= heap
->entries
[heap_idx
].idx
;
595 if (constant_locations
[idx
] != -1)
603 stack
[stack_idx
++] = HEAP_NODE_POP
;
604 stack
[stack_idx
] = HEAP_NODE_TRAVERSE_LEFT
;
616 GL_EXTCALL(glUniform4fv(constant_locations
[start
], end
- start
+ 1, &constants
[start
* 4]));
617 checkGLcall("walk_constant_heap()");
620 /* Context activation is done by the caller. */
621 static inline void apply_clamped_constant(const struct wined3d_gl_info
*gl_info
, GLint location
, const GLfloat
*data
)
623 GLfloat clamped_constant
[4];
625 if (location
== -1) return;
627 clamped_constant
[0] = data
[0] < -1.0f
? -1.0f
: data
[0] > 1.0f
? 1.0f
: data
[0];
628 clamped_constant
[1] = data
[1] < -1.0f
? -1.0f
: data
[1] > 1.0f
? 1.0f
: data
[1];
629 clamped_constant
[2] = data
[2] < -1.0f
? -1.0f
: data
[2] > 1.0f
? 1.0f
: data
[2];
630 clamped_constant
[3] = data
[3] < -1.0f
? -1.0f
: data
[3] > 1.0f
? 1.0f
: data
[3];
632 GL_EXTCALL(glUniform4fv(location
, 1, clamped_constant
));
635 /* Context activation is done by the caller. */
636 static inline void walk_constant_heap_clamped(const struct wined3d_gl_info
*gl_info
, const float *constants
,
637 const GLint
*constant_locations
, const struct constant_heap
*heap
, unsigned char *stack
, DWORD version
)
640 unsigned int heap_idx
= 1;
643 if (heap
->entries
[heap_idx
].version
<= version
) return;
645 idx
= heap
->entries
[heap_idx
].idx
;
646 apply_clamped_constant(gl_info
, constant_locations
[idx
], &constants
[idx
* 4]);
647 stack
[stack_idx
] = HEAP_NODE_TRAVERSE_LEFT
;
649 while (stack_idx
>= 0)
651 /* Note that we fall through to the next case statement. */
652 switch(stack
[stack_idx
])
654 case HEAP_NODE_TRAVERSE_LEFT
:
656 unsigned int left_idx
= heap_idx
<< 1;
657 if (left_idx
< heap
->size
&& heap
->entries
[left_idx
].version
> version
)
660 idx
= heap
->entries
[heap_idx
].idx
;
661 apply_clamped_constant(gl_info
, constant_locations
[idx
], &constants
[idx
* 4]);
663 stack
[stack_idx
++] = HEAP_NODE_TRAVERSE_RIGHT
;
664 stack
[stack_idx
] = HEAP_NODE_TRAVERSE_LEFT
;
669 case HEAP_NODE_TRAVERSE_RIGHT
:
671 unsigned int right_idx
= (heap_idx
<< 1) + 1;
672 if (right_idx
< heap
->size
&& heap
->entries
[right_idx
].version
> version
)
674 heap_idx
= right_idx
;
675 idx
= heap
->entries
[heap_idx
].idx
;
676 apply_clamped_constant(gl_info
, constant_locations
[idx
], &constants
[idx
* 4]);
678 stack
[stack_idx
++] = HEAP_NODE_POP
;
679 stack
[stack_idx
] = HEAP_NODE_TRAVERSE_LEFT
;
690 checkGLcall("walk_constant_heap_clamped()");
693 /* Context activation is done by the caller. */
694 static void shader_glsl_load_constantsF(const struct wined3d_shader
*shader
, const struct wined3d_gl_info
*gl_info
,
695 const float *constants
, const GLint
*constant_locations
, const struct constant_heap
*heap
,
696 unsigned char *stack
, UINT version
)
698 const struct wined3d_shader_lconst
*lconst
;
700 /* 1.X pshaders have the constants clamped to [-1;1] implicitly. */
701 if (shader
->reg_maps
.shader_version
.major
== 1
702 && shader
->reg_maps
.shader_version
.type
== WINED3D_SHADER_TYPE_PIXEL
)
703 walk_constant_heap_clamped(gl_info
, constants
, constant_locations
, heap
, stack
, version
);
705 walk_constant_heap(gl_info
, constants
, constant_locations
, heap
, stack
, version
);
707 if (!shader
->load_local_constsF
)
709 TRACE("No need to load local float constants for this shader\n");
713 /* Immediate constants are clamped to [-1;1] at shader creation time if needed */
714 LIST_FOR_EACH_ENTRY(lconst
, &shader
->constantsF
, struct wined3d_shader_lconst
, entry
)
716 GL_EXTCALL(glUniform4fv(constant_locations
[lconst
->idx
], 1, (const GLfloat
*)lconst
->value
));
718 checkGLcall("glUniform4fv()");
721 /* Context activation is done by the caller. */
722 static void shader_glsl_load_constantsI(const struct wined3d_shader
*shader
, const struct wined3d_gl_info
*gl_info
,
723 const GLint locations
[MAX_CONST_I
], const int *constants
, WORD constants_set
)
728 for (i
= 0; constants_set
; constants_set
>>= 1, ++i
)
730 if (!(constants_set
& 1)) continue;
732 /* We found this uniform name in the program - go ahead and send the data */
733 GL_EXTCALL(glUniform4iv(locations
[i
], 1, &constants
[i
* 4]));
736 /* Load immediate constants */
737 ptr
= list_head(&shader
->constantsI
);
740 const struct wined3d_shader_lconst
*lconst
= LIST_ENTRY(ptr
, const struct wined3d_shader_lconst
, entry
);
741 unsigned int idx
= lconst
->idx
;
742 const GLint
*values
= (const GLint
*)lconst
->value
;
744 /* We found this uniform name in the program - go ahead and send the data */
745 GL_EXTCALL(glUniform4iv(locations
[idx
], 1, values
));
746 ptr
= list_next(&shader
->constantsI
, ptr
);
748 checkGLcall("glUniform4iv()");
751 /* Context activation is done by the caller. */
752 static void shader_glsl_load_constantsB(const struct wined3d_shader
*shader
, const struct wined3d_gl_info
*gl_info
,
753 const GLint locations
[MAX_CONST_B
], const BOOL
*constants
, WORD constants_set
)
758 for (i
= 0; constants_set
; constants_set
>>= 1, ++i
)
760 if (!(constants_set
& 1)) continue;
762 GL_EXTCALL(glUniform1iv(locations
[i
], 1, &constants
[i
]));
765 /* Load immediate constants */
766 ptr
= list_head(&shader
->constantsB
);
769 const struct wined3d_shader_lconst
*lconst
= LIST_ENTRY(ptr
, const struct wined3d_shader_lconst
, entry
);
770 unsigned int idx
= lconst
->idx
;
771 const GLint
*values
= (const GLint
*)lconst
->value
;
773 GL_EXTCALL(glUniform1iv(locations
[idx
], 1, values
));
774 ptr
= list_next(&shader
->constantsB
, ptr
);
776 checkGLcall("glUniform1iv()");
779 static void reset_program_constant_version(struct wine_rb_entry
*entry
, void *context
)
781 WINE_RB_ENTRY_VALUE(entry
, struct glsl_shader_prog_link
, program_lookup_entry
)->constant_version
= 0;
784 /* Context activation is done by the caller (state handler). */
785 static void shader_glsl_load_np2fixup_constants(const struct glsl_ps_program
*ps
,
786 const struct wined3d_gl_info
*gl_info
, const struct wined3d_state
*state
)
788 GLfloat np2fixup_constants
[4 * MAX_FRAGMENT_SAMPLERS
];
789 UINT fixup
= ps
->np2_fixup_info
->active
;
792 for (i
= 0; fixup
; fixup
>>= 1, ++i
)
794 const struct wined3d_texture
*tex
= state
->textures
[i
];
795 unsigned char idx
= ps
->np2_fixup_info
->idx
[i
];
796 GLfloat
*tex_dim
= &np2fixup_constants
[(idx
>> 1) * 4];
800 ERR("Nonexistent texture is flagged for NP2 texcoord fixup.\n");
806 tex_dim
[2] = tex
->pow2_matrix
[0];
807 tex_dim
[3] = tex
->pow2_matrix
[5];
811 tex_dim
[0] = tex
->pow2_matrix
[0];
812 tex_dim
[1] = tex
->pow2_matrix
[5];
816 GL_EXTCALL(glUniform4fv(ps
->np2_fixup_location
, ps
->np2_fixup_info
->num_consts
, np2fixup_constants
));
819 /* Taken and adapted from Mesa. */
820 static BOOL
invert_matrix_3d(struct wined3d_matrix
*out
, const struct wined3d_matrix
*in
)
822 float pos
, neg
, t
, det
;
823 struct wined3d_matrix temp
;
825 /* Calculate the determinant of upper left 3x3 submatrix and
826 * determine if the matrix is singular. */
828 t
= in
->_11
* in
->_22
* in
->_33
;
834 t
= in
->_21
* in
->_32
* in
->_13
;
839 t
= in
->_31
* in
->_12
* in
->_23
;
845 t
= -in
->_31
* in
->_22
* in
->_13
;
850 t
= -in
->_21
* in
->_12
* in
->_33
;
856 t
= -in
->_11
* in
->_32
* in
->_23
;
864 if (fabsf(det
) < 1e-25f
)
868 temp
._11
= (in
->_22
* in
->_33
- in
->_32
* in
->_23
) * det
;
869 temp
._12
= -(in
->_12
* in
->_33
- in
->_32
* in
->_13
) * det
;
870 temp
._13
= (in
->_12
* in
->_23
- in
->_22
* in
->_13
) * det
;
871 temp
._21
= -(in
->_21
* in
->_33
- in
->_31
* in
->_23
) * det
;
872 temp
._22
= (in
->_11
* in
->_33
- in
->_31
* in
->_13
) * det
;
873 temp
._23
= -(in
->_11
* in
->_23
- in
->_21
* in
->_13
) * det
;
874 temp
._31
= (in
->_21
* in
->_32
- in
->_31
* in
->_22
) * det
;
875 temp
._32
= -(in
->_11
* in
->_32
- in
->_31
* in
->_12
) * det
;
876 temp
._33
= (in
->_11
* in
->_22
- in
->_21
* in
->_12
) * det
;
882 static void swap_rows(float **a
, float **b
)
890 static BOOL
invert_matrix(struct wined3d_matrix
*out
, struct wined3d_matrix
*m
)
893 float m0
, m1
, m2
, m3
, s
;
894 float *r0
, *r1
, *r2
, *r3
;
906 r0
[5] = r0
[6] = r0
[7] = 0.0f
;
913 r1
[4] = r1
[6] = r1
[7] = 0.0f
;
920 r2
[4] = r2
[5] = r2
[7] = 0.0f
;
927 r3
[4] = r3
[5] = r3
[6] = 0.0f
;
929 /* Choose pivot - or die. */
930 if (fabsf(r3
[0]) > fabsf(r2
[0]))
932 if (fabsf(r2
[0]) > fabsf(r1
[0]))
934 if (fabsf(r1
[0]) > fabsf(r0
[0]))
939 /* Eliminate first variable. */
940 m1
= r1
[0] / r0
[0]; m2
= r2
[0] / r0
[0]; m3
= r3
[0] / r0
[0];
941 s
= r0
[1]; r1
[1] -= m1
* s
; r2
[1] -= m2
* s
; r3
[1] -= m3
* s
;
942 s
= r0
[2]; r1
[2] -= m1
* s
; r2
[2] -= m2
* s
; r3
[2] -= m3
* s
;
943 s
= r0
[3]; r1
[3] -= m1
* s
; r2
[3] -= m2
* s
; r3
[3] -= m3
* s
;
973 /* Choose pivot - or die. */
974 if (fabsf(r3
[1]) > fabsf(r2
[1]))
976 if (fabsf(r2
[1]) > fabsf(r1
[1]))
981 /* Eliminate second variable. */
982 m2
= r2
[1] / r1
[1]; m3
= r3
[1] / r1
[1];
983 r2
[2] -= m2
* r1
[2]; r3
[2] -= m3
* r1
[2];
984 r2
[3] -= m2
* r1
[3]; r3
[3] -= m3
* r1
[3];
1010 /* Choose pivot - or die. */
1011 if (fabsf(r3
[2]) > fabsf(r2
[2]))
1012 swap_rows(&r3
, &r2
);
1016 /* Eliminate third variable. */
1018 r3
[3] -= m3
* r2
[3];
1019 r3
[4] -= m3
* r2
[4];
1020 r3
[5] -= m3
* r2
[5];
1021 r3
[6] -= m3
* r2
[6];
1022 r3
[7] -= m3
* r2
[7];
1028 /* Back substitute row 3. */
1035 /* Back substitute row 2. */
1038 r2
[4] = s
* (r2
[4] - r3
[4] * m2
);
1039 r2
[5] = s
* (r2
[5] - r3
[5] * m2
);
1040 r2
[6] = s
* (r2
[6] - r3
[6] * m2
);
1041 r2
[7] = s
* (r2
[7] - r3
[7] * m2
);
1043 r1
[4] -= r3
[4] * m1
;
1044 r1
[5] -= r3
[5] * m1
;
1045 r1
[6] -= r3
[6] * m1
;
1046 r1
[7] -= r3
[7] * m1
;
1048 r0
[4] -= r3
[4] * m0
;
1049 r0
[5] -= r3
[5] * m0
;
1050 r0
[6] -= r3
[6] * m0
;
1051 r0
[7] -= r3
[7] * m0
;
1053 /* Back substitute row 1. */
1056 r1
[4] = s
* (r1
[4] - r2
[4] * m1
);
1057 r1
[5] = s
* (r1
[5] - r2
[5] * m1
);
1058 r1
[6] = s
* (r1
[6] - r2
[6] * m1
);
1059 r1
[7] = s
* (r1
[7] - r2
[7] * m1
);
1061 r0
[4] -= r2
[4] * m0
;
1062 r0
[5] -= r2
[5] * m0
;
1063 r0
[6] -= r2
[6] * m0
;
1064 r0
[7] -= r2
[7] * m0
;
1066 /* Back substitute row 0. */
1069 r0
[4] = s
* (r0
[4] - r1
[4] * m0
);
1070 r0
[5] = s
* (r0
[5] - r1
[5] * m0
);
1071 r0
[6] = s
* (r0
[6] - r1
[6] * m0
);
1072 r0
[7] = s
* (r0
[7] - r1
[7] * m0
);
1094 static void shader_glsl_ffp_vertex_normalmatrix_uniform(const struct wined3d_context
*context
,
1095 const struct wined3d_state
*state
, struct glsl_shader_prog_link
*prog
)
1097 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
1099 struct wined3d_matrix mv
;
1102 if (prog
->vs
.normal_matrix_location
== -1)
1105 get_modelview_matrix(context
, state
, 0, &mv
);
1106 if (context
->swapchain
->device
->wined3d
->flags
& WINED3D_LEGACY_FFP_LIGHTING
)
1107 invert_matrix_3d(&mv
, &mv
);
1109 invert_matrix(&mv
, &mv
);
1110 /* Tests show that singular modelview matrices are used unchanged as normal
1111 * matrices on D3D3 and older. There seems to be no clearly consistent
1112 * behavior on newer D3D versions so always follow older ddraw behavior. */
1113 for (i
= 0; i
< 3; ++i
)
1114 for (j
= 0; j
< 3; ++j
)
1115 mat
[i
* 3 + j
] = (&mv
._11
)[j
* 4 + i
];
1117 GL_EXTCALL(glUniformMatrix3fv(prog
->vs
.normal_matrix_location
, 1, FALSE
, mat
));
1118 checkGLcall("glUniformMatrix3fv");
1121 static void shader_glsl_ffp_vertex_texmatrix_uniform(const struct wined3d_context
*context
,
1122 const struct wined3d_state
*state
, unsigned int tex
, struct glsl_shader_prog_link
*prog
)
1124 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
1125 struct wined3d_matrix mat
;
1127 if (tex
>= MAX_TEXTURES
)
1129 if (prog
->vs
.texture_matrix_location
[tex
] == -1)
1132 get_texture_matrix(context
, state
, tex
, &mat
);
1133 GL_EXTCALL(glUniformMatrix4fv(prog
->vs
.texture_matrix_location
[tex
], 1, FALSE
, &mat
._11
));
1134 checkGLcall("glUniformMatrix4fv");
1137 static void shader_glsl_ffp_vertex_material_uniform(const struct wined3d_context
*context
,
1138 const struct wined3d_state
*state
, struct glsl_shader_prog_link
*prog
)
1140 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
1142 if (state
->render_states
[WINED3D_RS_SPECULARENABLE
])
1144 GL_EXTCALL(glUniform4fv(prog
->vs
.material_specular_location
, 1, &state
->material
.specular
.r
));
1145 GL_EXTCALL(glUniform1f(prog
->vs
.material_shininess_location
, state
->material
.power
));
1149 static const float black
[] = {0.0f
, 0.0f
, 0.0f
, 0.0f
};
1151 GL_EXTCALL(glUniform4fv(prog
->vs
.material_specular_location
, 1, black
));
1153 GL_EXTCALL(glUniform4fv(prog
->vs
.material_ambient_location
, 1, &state
->material
.ambient
.r
));
1154 GL_EXTCALL(glUniform4fv(prog
->vs
.material_diffuse_location
, 1, &state
->material
.diffuse
.r
));
1155 GL_EXTCALL(glUniform4fv(prog
->vs
.material_emissive_location
, 1, &state
->material
.emissive
.r
));
1156 checkGLcall("setting FFP material uniforms");
1159 static void shader_glsl_ffp_vertex_lightambient_uniform(const struct wined3d_context
*context
,
1160 const struct wined3d_state
*state
, struct glsl_shader_prog_link
*prog
)
1162 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
1163 struct wined3d_color color
;
1165 wined3d_color_from_d3dcolor(&color
, state
->render_states
[WINED3D_RS_AMBIENT
]);
1166 GL_EXTCALL(glUniform3fv(prog
->vs
.light_ambient_location
, 1, &color
.r
));
1167 checkGLcall("glUniform3fv");
1170 static void multiply_vector_matrix(struct wined3d_vec4
*dest
, const struct wined3d_vec4
*src1
,
1171 const struct wined3d_matrix
*src2
)
1173 struct wined3d_vec4 temp
;
1175 temp
.x
= (src1
->x
* src2
->_11
) + (src1
->y
* src2
->_21
) + (src1
->z
* src2
->_31
) + (src1
->w
* src2
->_41
);
1176 temp
.y
= (src1
->x
* src2
->_12
) + (src1
->y
* src2
->_22
) + (src1
->z
* src2
->_32
) + (src1
->w
* src2
->_42
);
1177 temp
.z
= (src1
->x
* src2
->_13
) + (src1
->y
* src2
->_23
) + (src1
->z
* src2
->_33
) + (src1
->w
* src2
->_43
);
1178 temp
.w
= (src1
->x
* src2
->_14
) + (src1
->y
* src2
->_24
) + (src1
->z
* src2
->_34
) + (src1
->w
* src2
->_44
);
1183 static void shader_glsl_ffp_vertex_light_uniform(const struct wined3d_context
*context
,
1184 const struct wined3d_state
*state
, unsigned int light
, struct glsl_shader_prog_link
*prog
)
1186 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
1187 const struct wined3d_light_info
*light_info
= state
->lights
[light
];
1188 struct wined3d_vec4 vec4
;
1189 const struct wined3d_matrix
*view
= &state
->transforms
[WINED3D_TS_VIEW
];
1194 GL_EXTCALL(glUniform4fv(prog
->vs
.light_location
[light
].diffuse
, 1, &light_info
->OriginalParms
.diffuse
.r
));
1195 GL_EXTCALL(glUniform4fv(prog
->vs
.light_location
[light
].specular
, 1, &light_info
->OriginalParms
.specular
.r
));
1196 GL_EXTCALL(glUniform4fv(prog
->vs
.light_location
[light
].ambient
, 1, &light_info
->OriginalParms
.ambient
.r
));
1198 switch (light_info
->OriginalParms
.type
)
1200 case WINED3D_LIGHT_POINT
:
1201 multiply_vector_matrix(&vec4
, &light_info
->position
, view
);
1202 GL_EXTCALL(glUniform4fv(prog
->vs
.light_location
[light
].position
, 1, &vec4
.x
));
1203 GL_EXTCALL(glUniform1f(prog
->vs
.light_location
[light
].range
, light_info
->OriginalParms
.range
));
1204 GL_EXTCALL(glUniform1f(prog
->vs
.light_location
[light
].c_att
, light_info
->OriginalParms
.attenuation0
));
1205 GL_EXTCALL(glUniform1f(prog
->vs
.light_location
[light
].l_att
, light_info
->OriginalParms
.attenuation1
));
1206 GL_EXTCALL(glUniform1f(prog
->vs
.light_location
[light
].q_att
, light_info
->OriginalParms
.attenuation2
));
1209 case WINED3D_LIGHT_SPOT
:
1210 multiply_vector_matrix(&vec4
, &light_info
->position
, view
);
1211 GL_EXTCALL(glUniform4fv(prog
->vs
.light_location
[light
].position
, 1, &vec4
.x
));
1213 multiply_vector_matrix(&vec4
, &light_info
->direction
, view
);
1214 GL_EXTCALL(glUniform3fv(prog
->vs
.light_location
[light
].direction
, 1, &vec4
.x
));
1216 GL_EXTCALL(glUniform1f(prog
->vs
.light_location
[light
].range
, light_info
->OriginalParms
.range
));
1217 GL_EXTCALL(glUniform1f(prog
->vs
.light_location
[light
].falloff
, light_info
->OriginalParms
.falloff
));
1218 GL_EXTCALL(glUniform1f(prog
->vs
.light_location
[light
].c_att
, light_info
->OriginalParms
.attenuation0
));
1219 GL_EXTCALL(glUniform1f(prog
->vs
.light_location
[light
].l_att
, light_info
->OriginalParms
.attenuation1
));
1220 GL_EXTCALL(glUniform1f(prog
->vs
.light_location
[light
].q_att
, light_info
->OriginalParms
.attenuation2
));
1221 GL_EXTCALL(glUniform1f(prog
->vs
.light_location
[light
].cos_htheta
, cosf(light_info
->OriginalParms
.theta
/ 2.0f
)));
1222 GL_EXTCALL(glUniform1f(prog
->vs
.light_location
[light
].cos_hphi
, cosf(light_info
->OriginalParms
.phi
/ 2.0f
)));
1225 case WINED3D_LIGHT_DIRECTIONAL
:
1226 multiply_vector_matrix(&vec4
, &light_info
->direction
, view
);
1227 GL_EXTCALL(glUniform3fv(prog
->vs
.light_location
[light
].direction
, 1, &vec4
.x
));
1230 case WINED3D_LIGHT_PARALLELPOINT
:
1231 multiply_vector_matrix(&vec4
, &light_info
->position
, view
);
1232 GL_EXTCALL(glUniform4fv(prog
->vs
.light_location
[light
].position
, 1, &vec4
.x
));
1236 FIXME("Unrecognized light type %#x.\n", light_info
->OriginalParms
.type
);
1238 checkGLcall("setting FFP lights uniforms");
1241 static void shader_glsl_pointsize_uniform(const struct wined3d_context
*context
,
1242 const struct wined3d_state
*state
, struct glsl_shader_prog_link
*prog
)
1244 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
1248 get_pointsize_minmax(context
, state
, &min
, &max
);
1250 GL_EXTCALL(glUniform1f(prog
->vs
.pointsize_min_location
, min
));
1251 checkGLcall("glUniform1f");
1252 GL_EXTCALL(glUniform1f(prog
->vs
.pointsize_max_location
, max
));
1253 checkGLcall("glUniform1f");
1255 get_pointsize(context
, state
, &size
, att
);
1257 GL_EXTCALL(glUniform1f(prog
->vs
.pointsize_location
, size
));
1258 checkGLcall("glUniform1f");
1259 GL_EXTCALL(glUniform1f(prog
->vs
.pointsize_c_att_location
, att
[0]));
1260 checkGLcall("glUniform1f");
1261 GL_EXTCALL(glUniform1f(prog
->vs
.pointsize_l_att_location
, att
[1]));
1262 checkGLcall("glUniform1f");
1263 GL_EXTCALL(glUniform1f(prog
->vs
.pointsize_q_att_location
, att
[2]));
1264 checkGLcall("glUniform1f");
1267 static void shader_glsl_load_fog_uniform(const struct wined3d_context
*context
,
1268 const struct wined3d_state
*state
, struct glsl_shader_prog_link
*prog
)
1270 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
1271 struct wined3d_color color
;
1272 float start
, end
, scale
;
1279 wined3d_color_from_d3dcolor(&color
, state
->render_states
[WINED3D_RS_FOGCOLOR
]);
1280 GL_EXTCALL(glUniform4fv(prog
->ps
.fog_color_location
, 1, &color
.r
));
1281 tmpvalue
.d
= state
->render_states
[WINED3D_RS_FOGDENSITY
];
1282 GL_EXTCALL(glUniform1f(prog
->ps
.fog_density_location
, tmpvalue
.f
));
1283 get_fog_start_end(context
, state
, &start
, &end
);
1284 scale
= 1.0f
/ (end
- start
);
1285 GL_EXTCALL(glUniform1f(prog
->ps
.fog_end_location
, end
));
1286 GL_EXTCALL(glUniform1f(prog
->ps
.fog_scale_location
, scale
));
1287 checkGLcall("fog emulation uniforms");
1290 /* Context activation is done by the caller (state handler). */
1291 static void shader_glsl_load_color_key_constant(const struct glsl_ps_program
*ps
,
1292 const struct wined3d_gl_info
*gl_info
, const struct wined3d_state
*state
)
1294 struct wined3d_color float_key
[2];
1295 const struct wined3d_texture
*texture
= state
->textures
[0];
1297 wined3d_format_get_float_color_key(texture
->resource
.format
, &texture
->async
.src_blt_color_key
, float_key
);
1298 GL_EXTCALL(glUniform4fv(ps
->color_key_location
, 2, &float_key
[0].r
));
1301 /* Context activation is done by the caller (state handler). */
1302 static void shader_glsl_load_constants(void *shader_priv
, struct wined3d_context
*context
,
1303 const struct wined3d_state
*state
)
1305 const struct glsl_context_data
*ctx_data
= context
->shader_backend_data
;
1306 const struct wined3d_shader
*vshader
= state
->shader
[WINED3D_SHADER_TYPE_VERTEX
];
1307 const struct wined3d_shader
*pshader
= state
->shader
[WINED3D_SHADER_TYPE_PIXEL
];
1308 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
1309 struct shader_glsl_priv
*priv
= shader_priv
;
1310 float position_fixup
[4];
1313 struct glsl_shader_prog_link
*prog
= ctx_data
->glsl_program
;
1314 UINT constant_version
;
1318 /* No GLSL program set - nothing to do. */
1321 constant_version
= prog
->constant_version
;
1322 update_mask
= context
->constant_update_mask
& prog
->constant_update_mask
;
1324 if (update_mask
& WINED3D_SHADER_CONST_VS_F
)
1325 shader_glsl_load_constantsF(vshader
, gl_info
, state
->vs_consts_f
,
1326 prog
->vs
.uniform_f_locations
, &priv
->vconst_heap
, priv
->stack
, constant_version
);
1328 if (update_mask
& WINED3D_SHADER_CONST_VS_I
)
1329 shader_glsl_load_constantsI(vshader
, gl_info
, prog
->vs
.uniform_i_locations
, state
->vs_consts_i
,
1330 vshader
->reg_maps
.integer_constants
);
1332 if (update_mask
& WINED3D_SHADER_CONST_VS_B
)
1333 shader_glsl_load_constantsB(vshader
, gl_info
, prog
->vs
.uniform_b_locations
, state
->vs_consts_b
,
1334 vshader
->reg_maps
.boolean_constants
);
1336 if (update_mask
& WINED3D_SHADER_CONST_VS_POINTSIZE
)
1337 shader_glsl_pointsize_uniform(context
, state
, prog
);
1339 if (update_mask
& WINED3D_SHADER_CONST_VS_POS_FIXUP
)
1341 shader_get_position_fixup(context
, state
, position_fixup
);
1342 GL_EXTCALL(glUniform4fv(prog
->vs
.pos_fixup_location
, 1, position_fixup
));
1343 checkGLcall("glUniform4fv");
1346 if (update_mask
& WINED3D_SHADER_CONST_FFP_MODELVIEW
)
1348 struct wined3d_matrix mat
;
1350 get_modelview_matrix(context
, state
, 0, &mat
);
1351 GL_EXTCALL(glUniformMatrix4fv(prog
->vs
.modelview_matrix_location
[0], 1, FALSE
, &mat
._11
));
1352 checkGLcall("glUniformMatrix4fv");
1354 shader_glsl_ffp_vertex_normalmatrix_uniform(context
, state
, prog
);
1357 if (update_mask
& WINED3D_SHADER_CONST_FFP_VERTEXBLEND
)
1359 struct wined3d_matrix mat
;
1361 for (i
= 1; i
< MAX_VERTEX_BLENDS
; ++i
)
1363 if (prog
->vs
.modelview_matrix_location
[i
] == -1)
1366 get_modelview_matrix(context
, state
, i
, &mat
);
1367 GL_EXTCALL(glUniformMatrix4fv(prog
->vs
.modelview_matrix_location
[i
], 1, FALSE
, &mat
._11
));
1368 checkGLcall("glUniformMatrix4fv");
1372 if (update_mask
& WINED3D_SHADER_CONST_FFP_PROJ
)
1374 struct wined3d_matrix projection
;
1376 get_projection_matrix(context
, state
, &projection
);
1377 GL_EXTCALL(glUniformMatrix4fv(prog
->vs
.projection_matrix_location
, 1, FALSE
, &projection
._11
));
1378 checkGLcall("glUniformMatrix4fv");
1381 if (update_mask
& WINED3D_SHADER_CONST_FFP_TEXMATRIX
)
1383 for (i
= 0; i
< MAX_TEXTURES
; ++i
)
1384 shader_glsl_ffp_vertex_texmatrix_uniform(context
, state
, i
, prog
);
1387 if (update_mask
& WINED3D_SHADER_CONST_FFP_MATERIAL
)
1388 shader_glsl_ffp_vertex_material_uniform(context
, state
, prog
);
1390 if (update_mask
& WINED3D_SHADER_CONST_FFP_LIGHTS
)
1392 shader_glsl_ffp_vertex_lightambient_uniform(context
, state
, prog
);
1393 for (i
= 0; i
< MAX_ACTIVE_LIGHTS
; ++i
)
1394 shader_glsl_ffp_vertex_light_uniform(context
, state
, i
, prog
);
1397 if (update_mask
& WINED3D_SHADER_CONST_PS_F
)
1398 shader_glsl_load_constantsF(pshader
, gl_info
, state
->ps_consts_f
,
1399 prog
->ps
.uniform_f_locations
, &priv
->pconst_heap
, priv
->stack
, constant_version
);
1401 if (update_mask
& WINED3D_SHADER_CONST_PS_I
)
1402 shader_glsl_load_constantsI(pshader
, gl_info
, prog
->ps
.uniform_i_locations
, state
->ps_consts_i
,
1403 pshader
->reg_maps
.integer_constants
);
1405 if (update_mask
& WINED3D_SHADER_CONST_PS_B
)
1406 shader_glsl_load_constantsB(pshader
, gl_info
, prog
->ps
.uniform_b_locations
, state
->ps_consts_b
,
1407 pshader
->reg_maps
.boolean_constants
);
1409 if (update_mask
& WINED3D_SHADER_CONST_PS_BUMP_ENV
)
1411 for (i
= 0; i
< MAX_TEXTURES
; ++i
)
1413 if (prog
->ps
.bumpenv_mat_location
[i
] == -1)
1416 GL_EXTCALL(glUniformMatrix2fv(prog
->ps
.bumpenv_mat_location
[i
], 1, 0,
1417 (const GLfloat
*)&state
->texture_states
[i
][WINED3D_TSS_BUMPENV_MAT00
]));
1419 if (prog
->ps
.bumpenv_lum_scale_location
[i
] != -1)
1421 GL_EXTCALL(glUniform1fv(prog
->ps
.bumpenv_lum_scale_location
[i
], 1,
1422 (const GLfloat
*)&state
->texture_states
[i
][WINED3D_TSS_BUMPENV_LSCALE
]));
1423 GL_EXTCALL(glUniform1fv(prog
->ps
.bumpenv_lum_offset_location
[i
], 1,
1424 (const GLfloat
*)&state
->texture_states
[i
][WINED3D_TSS_BUMPENV_LOFFSET
]));
1428 checkGLcall("bump env uniforms");
1431 if (update_mask
& WINED3D_SHADER_CONST_PS_Y_CORR
)
1433 const struct wined3d_vec4 correction_params
=
1435 /* Position is relative to the framebuffer, not the viewport. */
1436 context
->render_offscreen
? 0.0f
: (float)state
->fb
->render_targets
[0]->height
,
1437 context
->render_offscreen
? 1.0f
: -1.0f
,
1442 GL_EXTCALL(glUniform4fv(prog
->ps
.ycorrection_location
, 1, &correction_params
.x
));
1445 if (update_mask
& WINED3D_SHADER_CONST_PS_NP2_FIXUP
)
1446 shader_glsl_load_np2fixup_constants(&prog
->ps
, gl_info
, state
);
1447 if (update_mask
& WINED3D_SHADER_CONST_FFP_COLOR_KEY
)
1448 shader_glsl_load_color_key_constant(&prog
->ps
, gl_info
, state
);
1450 if (update_mask
& WINED3D_SHADER_CONST_FFP_PS
)
1452 struct wined3d_color color
;
1454 if (prog
->ps
.tex_factor_location
!= -1)
1456 wined3d_color_from_d3dcolor(&color
, state
->render_states
[WINED3D_RS_TEXTUREFACTOR
]);
1457 GL_EXTCALL(glUniform4fv(prog
->ps
.tex_factor_location
, 1, &color
.r
));
1460 if (state
->render_states
[WINED3D_RS_SPECULARENABLE
])
1461 GL_EXTCALL(glUniform4f(prog
->ps
.specular_enable_location
, 1.0f
, 1.0f
, 1.0f
, 0.0f
));
1463 GL_EXTCALL(glUniform4f(prog
->ps
.specular_enable_location
, 0.0f
, 0.0f
, 0.0f
, 0.0f
));
1465 for (i
= 0; i
< MAX_TEXTURES
; ++i
)
1467 if (prog
->ps
.tss_constant_location
[i
] == -1)
1470 wined3d_color_from_d3dcolor(&color
, state
->texture_states
[i
][WINED3D_TSS_CONSTANT
]);
1471 GL_EXTCALL(glUniform4fv(prog
->ps
.tss_constant_location
[i
], 1, &color
.r
));
1474 checkGLcall("fixed function uniforms");
1477 if (update_mask
& WINED3D_SHADER_CONST_PS_FOG
)
1478 shader_glsl_load_fog_uniform(context
, state
, prog
);
1480 if (priv
->next_constant_version
== UINT_MAX
)
1482 TRACE("Max constant version reached, resetting to 0.\n");
1483 wine_rb_for_each_entry(&priv
->program_lookup
, reset_program_constant_version
, NULL
);
1484 priv
->next_constant_version
= 1;
1488 prog
->constant_version
= priv
->next_constant_version
++;
1492 static void update_heap_entry(struct constant_heap
*heap
, unsigned int idx
, DWORD new_version
)
1494 struct constant_entry
*entries
= heap
->entries
;
1495 unsigned int *positions
= heap
->positions
;
1496 unsigned int heap_idx
, parent_idx
;
1498 if (!heap
->contained
[idx
])
1500 heap_idx
= heap
->size
++;
1501 heap
->contained
[idx
] = TRUE
;
1505 heap_idx
= positions
[idx
];
1508 while (heap_idx
> 1)
1510 parent_idx
= heap_idx
>> 1;
1512 if (new_version
<= entries
[parent_idx
].version
) break;
1514 entries
[heap_idx
] = entries
[parent_idx
];
1515 positions
[entries
[parent_idx
].idx
] = heap_idx
;
1516 heap_idx
= parent_idx
;
1519 entries
[heap_idx
].version
= new_version
;
1520 entries
[heap_idx
].idx
= idx
;
1521 positions
[idx
] = heap_idx
;
1524 static void shader_glsl_update_float_vertex_constants(struct wined3d_device
*device
, UINT start
, UINT count
)
1526 struct shader_glsl_priv
*priv
= device
->shader_priv
;
1527 struct constant_heap
*heap
= &priv
->vconst_heap
;
1530 for (i
= start
; i
< count
+ start
; ++i
)
1532 update_heap_entry(heap
, i
, priv
->next_constant_version
);
1535 for (i
= 0; i
< device
->context_count
; ++i
)
1537 device
->contexts
[i
]->constant_update_mask
|= WINED3D_SHADER_CONST_VS_F
;
1541 static void shader_glsl_update_float_pixel_constants(struct wined3d_device
*device
, UINT start
, UINT count
)
1543 struct shader_glsl_priv
*priv
= device
->shader_priv
;
1544 struct constant_heap
*heap
= &priv
->pconst_heap
;
1547 for (i
= start
; i
< count
+ start
; ++i
)
1549 update_heap_entry(heap
, i
, priv
->next_constant_version
);
1552 for (i
= 0; i
< device
->context_count
; ++i
)
1554 device
->contexts
[i
]->constant_update_mask
|= WINED3D_SHADER_CONST_PS_F
;
1558 static unsigned int vec4_varyings(DWORD shader_major
, const struct wined3d_gl_info
*gl_info
)
1560 unsigned int ret
= gl_info
->limits
.glsl_varyings
/ 4;
1561 /* 4.0 shaders do not write clip coords because d3d10 does not support user clipplanes */
1562 if(shader_major
> 3) return ret
;
1564 /* 3.0 shaders may need an extra varying for the clip coord on some cards(mostly dx10 ones) */
1565 if (gl_info
->quirks
& WINED3D_QUIRK_GLSL_CLIP_VARYING
) ret
-= 1;
1569 static BOOL
needs_legacy_glsl_syntax(const struct wined3d_gl_info
*gl_info
)
1571 return gl_info
->supported
[WINED3D_GL_LEGACY_CONTEXT
];
1574 static void PRINTF_ATTR(4, 5) declare_in_varying(const struct wined3d_gl_info
*gl_info
,
1575 struct wined3d_string_buffer
*buffer
, BOOL flat
, const char *format
, ...)
1580 shader_addline(buffer
, "%s%s ", flat
? "flat " : "",
1581 needs_legacy_glsl_syntax(gl_info
) ? "varying" : "in");
1584 va_start(args
, format
);
1585 ret
= shader_vaddline(buffer
, format
, args
);
1589 if (!string_buffer_resize(buffer
, ret
))
1594 static void PRINTF_ATTR(4, 5) declare_out_varying(const struct wined3d_gl_info
*gl_info
,
1595 struct wined3d_string_buffer
*buffer
, BOOL flat
, const char *format
, ...)
1600 shader_addline(buffer
, "%s%s ", flat
? "flat " : "",
1601 needs_legacy_glsl_syntax(gl_info
) ? "varying" : "out");
1604 va_start(args
, format
);
1605 ret
= shader_vaddline(buffer
, format
, args
);
1609 if (!string_buffer_resize(buffer
, ret
))
1614 static BOOL
glsl_is_color_reg_read(const struct wined3d_shader
*shader
, unsigned int idx
)
1616 const struct wined3d_shader_signature
*input_signature
= &shader
->input_signature
;
1617 const struct wined3d_shader_reg_maps
*reg_maps
= &shader
->reg_maps
;
1618 const BOOL
*input_reg_used
= shader
->u
.ps
.input_reg_used
;
1621 if (reg_maps
->shader_version
.major
< 3)
1622 return input_reg_used
[idx
];
1624 for (i
= 0; i
< input_signature
->element_count
; ++i
)
1626 const struct wined3d_shader_signature_element
*input
= &input_signature
->elements
[i
];
1628 if (!(reg_maps
->input_registers
& (1u << input
->register_idx
)))
1631 if (shader_match_semantic(input
->semantic_name
, WINED3D_DECL_USAGE_COLOR
)
1632 && input
->semantic_idx
== idx
)
1634 if (input_reg_used
[input
->register_idx
])
1643 static BOOL
glsl_is_shadow_sampler(const struct wined3d_shader
*shader
,
1644 const struct ps_compile_args
*ps_args
, unsigned int resource_idx
, unsigned int sampler_idx
)
1646 const struct wined3d_shader_version
*version
= &shader
->reg_maps
.shader_version
;
1648 if (version
->major
>= 4)
1649 return shader
->reg_maps
.sampler_comparison_mode
& (1u << sampler_idx
);
1651 return version
->type
== WINED3D_SHADER_TYPE_PIXEL
&& (ps_args
->shadow
& (1u << resource_idx
));
1654 /** Generate the variable & register declarations for the GLSL output target */
1655 static void shader_generate_glsl_declarations(const struct wined3d_context
*context
,
1656 struct wined3d_string_buffer
*buffer
, const struct wined3d_shader
*shader
,
1657 const struct wined3d_shader_reg_maps
*reg_maps
, const struct shader_glsl_ctx_priv
*ctx_priv
)
1659 const struct wined3d_shader_version
*version
= ®_maps
->shader_version
;
1660 const struct vs_compile_args
*vs_args
= ctx_priv
->cur_vs_args
;
1661 const struct ps_compile_args
*ps_args
= ctx_priv
->cur_ps_args
;
1662 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
1663 unsigned int i
, extra_constants_needed
= 0;
1664 const struct wined3d_shader_lconst
*lconst
;
1668 prefix
= shader_glsl_get_prefix(version
->type
);
1670 /* Prototype the subroutines */
1671 for (i
= 0, map
= reg_maps
->labels
; map
; map
>>= 1, ++i
)
1673 if (map
& 1) shader_addline(buffer
, "void subroutine%u();\n", i
);
1676 /* Declare the constants (aka uniforms) */
1677 if (shader
->limits
->constant_float
> 0)
1679 unsigned max_constantsF
;
1681 /* Unless the shader uses indirect addressing, always declare the
1682 * maximum array size and ignore that we need some uniforms privately.
1683 * E.g. if GL supports 256 uniforms, and we need 2 for the pos fixup
1684 * and immediate values, still declare VC[256]. If the shader needs
1685 * more uniforms than we have it won't work in any case. If it uses
1686 * less, the compiler will figure out which uniforms are really used
1687 * and strip them out. This allows a shader to use c255 on a dx9 card,
1688 * as long as it doesn't also use all the other constants.
1690 * If the shader uses indirect addressing the compiler must assume
1691 * that all declared uniforms are used. In this case, declare only the
1692 * amount that we're assured to have.
1694 * Thus we run into problems in these two cases:
1695 * 1) The shader really uses more uniforms than supported.
1696 * 2) The shader uses indirect addressing, less constants than
1697 * supported, but uses a constant index > #supported consts. */
1698 if (version
->type
== WINED3D_SHADER_TYPE_PIXEL
)
1700 /* No indirect addressing here. */
1701 max_constantsF
= gl_info
->limits
.glsl_ps_float_constants
;
1705 if (reg_maps
->usesrelconstF
)
1707 /* Subtract the other potential uniforms from the max
1708 * available (bools, ints, and 1 row of projection matrix).
1709 * Subtract another uniform for immediate values, which have
1710 * to be loaded via uniform by the driver as well. The shader
1711 * code only uses 0.5, 2.0, 1.0, 128 and -128 in vertex
1712 * shader code, so one vec4 should be enough. (Unfortunately
1713 * the Nvidia driver doesn't store 128 and -128 in one float).
1715 * Writing gl_ClipVertex requires one uniform for each
1716 * clipplane as well. */
1717 max_constantsF
= gl_info
->limits
.glsl_vs_float_constants
- 3;
1718 if (vs_args
->clip_enabled
)
1719 max_constantsF
-= gl_info
->limits
.clipplanes
;
1720 max_constantsF
-= wined3d_popcount(reg_maps
->integer_constants
);
1721 /* Strictly speaking a bool only uses one scalar, but the nvidia(Linux) compiler doesn't pack them properly,
1722 * so each scalar requires a full vec4. We could work around this by packing the booleans ourselves, but
1723 * for now take this into account when calculating the number of available constants
1725 max_constantsF
-= wined3d_popcount(reg_maps
->boolean_constants
);
1726 /* Set by driver quirks in directx.c */
1727 max_constantsF
-= gl_info
->reserved_glsl_constants
;
1729 if (max_constantsF
< shader
->limits
->constant_float
)
1731 static unsigned int once
;
1734 ERR_(winediag
)("The hardware does not support enough uniform components to run this shader,"
1735 " it may not render correctly.\n");
1737 WARN("The hardware does not support enough uniform components to run this shader.\n");
1742 max_constantsF
= gl_info
->limits
.glsl_vs_float_constants
;
1745 max_constantsF
= min(shader
->limits
->constant_float
, max_constantsF
);
1746 shader_addline(buffer
, "uniform vec4 %s_c[%u];\n", prefix
, max_constantsF
);
1749 /* Always declare the full set of constants, the compiler can remove the
1750 * unused ones because d3d doesn't (yet) support indirect int and bool
1751 * constant addressing. This avoids problems if the app uses e.g. i0 and i9. */
1752 if (shader
->limits
->constant_int
> 0 && reg_maps
->integer_constants
)
1753 shader_addline(buffer
, "uniform ivec4 %s_i[%u];\n", prefix
, shader
->limits
->constant_int
);
1755 if (shader
->limits
->constant_bool
> 0 && reg_maps
->boolean_constants
)
1756 shader_addline(buffer
, "uniform bool %s_b[%u];\n", prefix
, shader
->limits
->constant_bool
);
1758 for (i
= 0; i
< WINED3D_MAX_CBS
; ++i
)
1760 if (reg_maps
->cb_sizes
[i
])
1761 shader_addline(buffer
, "layout(std140) uniform block_%s_cb%u { vec4 %s_cb%u[%u]; };\n",
1762 prefix
, i
, prefix
, i
, reg_maps
->cb_sizes
[i
]);
1765 /* Declare texture samplers */
1766 for (i
= 0; i
< reg_maps
->sampler_map
.count
; ++i
)
1768 struct wined3d_shader_sampler_map_entry
*entry
;
1769 const char *sampler_type_prefix
, *sampler_type
;
1770 BOOL shadow_sampler
, tex_rect
;
1772 entry
= ®_maps
->sampler_map
.entries
[i
];
1774 if (entry
->resource_idx
>= ARRAY_SIZE(reg_maps
->resource_info
))
1776 ERR("Invalid resource index %u.\n", entry
->resource_idx
);
1780 switch (reg_maps
->resource_info
[entry
->resource_idx
].data_type
)
1782 case WINED3D_DATA_FLOAT
:
1783 case WINED3D_DATA_UNORM
:
1784 case WINED3D_DATA_SNORM
:
1785 sampler_type_prefix
= "";
1788 case WINED3D_DATA_INT
:
1789 sampler_type_prefix
= "i";
1792 case WINED3D_DATA_UINT
:
1793 sampler_type_prefix
= "u";
1797 sampler_type_prefix
= "";
1798 ERR("Unhandled resource data type %#x.\n", reg_maps
->resource_info
[i
].data_type
);
1802 shadow_sampler
= glsl_is_shadow_sampler(shader
, ps_args
, entry
->resource_idx
, entry
->sampler_idx
);
1803 switch (reg_maps
->resource_info
[entry
->resource_idx
].type
)
1805 case WINED3D_SHADER_RESOURCE_TEXTURE_1D
:
1807 sampler_type
= "sampler1DShadow";
1809 sampler_type
= "sampler1D";
1812 case WINED3D_SHADER_RESOURCE_TEXTURE_2D
:
1813 tex_rect
= version
->type
== WINED3D_SHADER_TYPE_PIXEL
1814 && (ps_args
->np2_fixup
& (1u << entry
->resource_idx
))
1815 && gl_info
->supported
[ARB_TEXTURE_RECTANGLE
];
1819 sampler_type
= "sampler2DRectShadow";
1821 sampler_type
= "sampler2DShadow";
1826 sampler_type
= "sampler2DRect";
1828 sampler_type
= "sampler2D";
1832 case WINED3D_SHADER_RESOURCE_TEXTURE_3D
:
1834 FIXME("Unsupported 3D shadow sampler.\n");
1835 sampler_type
= "sampler3D";
1838 case WINED3D_SHADER_RESOURCE_TEXTURE_CUBE
:
1840 FIXME("Unsupported Cube shadow sampler.\n");
1841 sampler_type
= "samplerCube";
1845 sampler_type
= "unsupported_sampler";
1846 FIXME("Unhandled resource type %#x.\n", reg_maps
->resource_info
[i
].type
);
1849 shader_addline(buffer
, "uniform %s%s %s_sampler%u;\n",
1850 sampler_type_prefix
, sampler_type
, prefix
, entry
->bind_idx
);
1853 /* Declare uniforms for NP2 texcoord fixup:
1854 * This is NOT done inside the loop that declares the texture samplers
1855 * since the NP2 fixup code is currently only used for the GeforceFX
1856 * series and when forcing the ARB_npot extension off. Modern cards just
1857 * skip the code anyway, so put it inside a separate loop. */
1858 if (version
->type
== WINED3D_SHADER_TYPE_PIXEL
&& ps_args
->np2_fixup
)
1860 struct ps_np2fixup_info
*fixup
= ctx_priv
->cur_np2fixup_info
;
1863 /* NP2/RECT textures in OpenGL use texcoords in the range [0,width]x[0,height]
1864 * while D3D has them in the (normalized) [0,1]x[0,1] range.
1865 * samplerNP2Fixup stores texture dimensions and is updated through
1866 * shader_glsl_load_np2fixup_constants when the sampler changes. */
1868 for (i
= 0; i
< shader
->limits
->sampler
; ++i
)
1870 if (!reg_maps
->resource_info
[i
].type
|| !(ps_args
->np2_fixup
& (1u << i
)))
1873 if (reg_maps
->resource_info
[i
].type
!= WINED3D_SHADER_RESOURCE_TEXTURE_2D
)
1875 FIXME("Non-2D texture is flagged for NP2 texcoord fixup.\n");
1879 fixup
->idx
[i
] = cur
++;
1882 fixup
->num_consts
= (cur
+ 1) >> 1;
1883 fixup
->active
= ps_args
->np2_fixup
;
1884 shader_addline(buffer
, "uniform vec4 %s_samplerNP2Fixup[%u];\n", prefix
, fixup
->num_consts
);
1887 /* Declare address variables */
1888 for (i
= 0, map
= reg_maps
->address
; map
; map
>>= 1, ++i
)
1890 if (map
& 1) shader_addline(buffer
, "ivec4 A%u;\n", i
);
1893 if (version
->type
== WINED3D_SHADER_TYPE_VERTEX
)
1895 for (i
= 0; i
< shader
->input_signature
.element_count
; ++i
)
1897 const struct wined3d_shader_signature_element
*e
= &shader
->input_signature
.elements
[i
];
1898 if (e
->sysval_semantic
== WINED3D_SV_INSTANCEID
)
1899 shader_addline(buffer
, "vec4 %s_in%u = vec4(intBitsToFloat(gl_InstanceID), 0.0, 0.0, 0.0);\n",
1900 prefix
, e
->register_idx
);
1902 shader_addline(buffer
, "attribute vec4 %s_in%u;\n", prefix
, e
->register_idx
);
1905 if (vs_args
->point_size
&& !vs_args
->per_vertex_point_size
)
1907 shader_addline(buffer
, "uniform struct\n{\n");
1908 shader_addline(buffer
, " float size;\n");
1909 shader_addline(buffer
, " float size_min;\n");
1910 shader_addline(buffer
, " float size_max;\n");
1911 shader_addline(buffer
, "} ffp_point;\n");
1914 if (!gl_info
->supported
[WINED3D_GL_LEGACY_CONTEXT
] && version
->major
< 3)
1916 declare_out_varying(gl_info
, buffer
, vs_args
->flatshading
, "vec4 ffp_varying_diffuse;\n");
1917 declare_out_varying(gl_info
, buffer
, vs_args
->flatshading
, "vec4 ffp_varying_specular;\n");
1918 declare_out_varying(gl_info
, buffer
, FALSE
, "vec4 ffp_varying_texcoord[%u];\n", MAX_TEXTURES
);
1919 declare_out_varying(gl_info
, buffer
, FALSE
, "float ffp_varying_fogcoord;\n");
1922 shader_addline(buffer
, "uniform vec4 posFixup;\n");
1923 shader_addline(buffer
, "void order_ps_input(in vec4[%u]);\n", shader
->limits
->packed_output
);
1925 else if (version
->type
== WINED3D_SHADER_TYPE_GEOMETRY
)
1927 shader_addline(buffer
, "varying in vec4 gs_in[][%u];\n", shader
->limits
->packed_input
);
1929 else if (version
->type
== WINED3D_SHADER_TYPE_PIXEL
)
1931 if (version
->major
< 3 || ps_args
->vp_mode
!= vertexshader
)
1933 shader_addline(buffer
, "uniform struct\n{\n");
1934 shader_addline(buffer
, " vec4 color;\n");
1935 shader_addline(buffer
, " float density;\n");
1936 shader_addline(buffer
, " float end;\n");
1937 shader_addline(buffer
, " float scale;\n");
1938 shader_addline(buffer
, "} ffp_fog;\n");
1940 if (gl_info
->supported
[WINED3D_GL_LEGACY_CONTEXT
])
1942 if (glsl_is_color_reg_read(shader
, 0))
1943 shader_addline(buffer
, "vec4 ffp_varying_diffuse;\n");
1944 if (glsl_is_color_reg_read(shader
, 1))
1945 shader_addline(buffer
, "vec4 ffp_varying_specular;\n");
1946 shader_addline(buffer
, "vec4 ffp_texcoord[%u];\n", MAX_TEXTURES
);
1947 shader_addline(buffer
, "float ffp_varying_fogcoord;\n");
1951 if (glsl_is_color_reg_read(shader
, 0))
1952 declare_in_varying(gl_info
, buffer
, ps_args
->flatshading
, "vec4 ffp_varying_diffuse;\n");
1953 if (glsl_is_color_reg_read(shader
, 1))
1954 declare_in_varying(gl_info
, buffer
, ps_args
->flatshading
, "vec4 ffp_varying_specular;\n");
1955 declare_in_varying(gl_info
, buffer
, FALSE
, "vec4 ffp_varying_texcoord[%u];\n", MAX_TEXTURES
);
1956 shader_addline(buffer
, "vec4 ffp_texcoord[%u];\n", MAX_TEXTURES
);
1957 declare_in_varying(gl_info
, buffer
, FALSE
, "float ffp_varying_fogcoord;\n");
1961 if (version
->major
>= 3)
1963 UINT in_count
= min(vec4_varyings(version
->major
, gl_info
), shader
->limits
->packed_input
);
1965 if (ps_args
->vp_mode
== vertexshader
)
1966 declare_in_varying(gl_info
, buffer
, FALSE
, "vec4 %s_link[%u];\n", prefix
, in_count
);
1967 shader_addline(buffer
, "vec4 %s_in[%u];\n", prefix
, in_count
);
1970 for (i
= 0, map
= reg_maps
->bumpmat
; map
; map
>>= 1, ++i
)
1975 shader_addline(buffer
, "uniform mat2 bumpenv_mat%u;\n", i
);
1977 if (reg_maps
->luminanceparams
& (1u << i
))
1979 shader_addline(buffer
, "uniform float bumpenv_lum_scale%u;\n", i
);
1980 shader_addline(buffer
, "uniform float bumpenv_lum_offset%u;\n", i
);
1981 extra_constants_needed
++;
1984 extra_constants_needed
++;
1987 if (ps_args
->srgb_correction
)
1989 shader_addline(buffer
, "const vec4 srgb_const0 = ");
1990 shader_glsl_append_imm_vec4(buffer
, wined3d_srgb_const0
);
1991 shader_addline(buffer
, ";\n");
1992 shader_addline(buffer
, "const vec4 srgb_const1 = ");
1993 shader_glsl_append_imm_vec4(buffer
, wined3d_srgb_const1
);
1994 shader_addline(buffer
, ";\n");
1996 if (reg_maps
->vpos
|| reg_maps
->usesdsy
)
1998 ++extra_constants_needed
;
1999 shader_addline(buffer
, "uniform vec4 ycorrection;\n");
2000 shader_addline(buffer
, "vec4 vpos;\n");
2003 if (shader
->limits
->constant_float
+ extra_constants_needed
>= gl_info
->limits
.glsl_ps_float_constants
)
2004 FIXME("Insufficient uniforms to run this shader.\n");
2007 /* Declare output register temporaries */
2008 if (shader
->limits
->packed_output
)
2009 shader_addline(buffer
, "vec4 %s_out[%u];\n", prefix
, shader
->limits
->packed_output
);
2011 /* Declare temporary variables */
2012 for (i
= 0, map
= reg_maps
->temporary
; map
; map
>>= 1, ++i
)
2014 if (map
& 1) shader_addline(buffer
, "vec4 R%u;\n", i
);
2017 /* Declare loop registers aLx */
2018 if (version
->major
< 4)
2020 for (i
= 0; i
< reg_maps
->loop_depth
; ++i
)
2022 shader_addline(buffer
, "int aL%u;\n", i
);
2023 shader_addline(buffer
, "int tmpInt%u;\n", i
);
2027 /* Temporary variables for matrix operations */
2028 shader_addline(buffer
, "vec4 tmp0;\n");
2029 shader_addline(buffer
, "vec4 tmp1;\n");
2031 if (!shader
->load_local_constsF
)
2033 LIST_FOR_EACH_ENTRY(lconst
, &shader
->constantsF
, struct wined3d_shader_lconst
, entry
)
2035 shader_addline(buffer
, "const vec4 %s_lc%u = ", prefix
, lconst
->idx
);
2036 shader_glsl_append_imm_vec4(buffer
, (const float *)lconst
->value
);
2037 shader_addline(buffer
, ";\n");
2041 /* Start the main program. */
2042 shader_addline(buffer
, "void main()\n{\n");
2044 /* Direct3D applications expect integer vPos values, while OpenGL drivers
2045 * add approximately 0.5. This causes off-by-one problems as spotted by
2046 * the vPos d3d9 visual test. Unfortunately ATI cards do not add exactly
2047 * 0.5, but rather something like 0.49999999 or 0.50000001, which still
2048 * causes precision troubles when we just subtract 0.5.
2050 * To deal with that, just floor() the position. This will eliminate the
2051 * fraction on all cards.
2053 * TODO: Test how this behaves with multisampling.
2055 * An advantage of floor is that it works even if the driver doesn't add
2056 * 0.5. It is somewhat questionable if 1.5, 2.5, ... are the proper values
2057 * to return in gl_FragCoord, even though coordinates specify the pixel
2058 * centers instead of the pixel corners. This code will behave correctly
2059 * on drivers that returns integer values. */
2060 if (version
->type
== WINED3D_SHADER_TYPE_PIXEL
&& reg_maps
->vpos
)
2062 if (shader
->device
->wined3d
->flags
& WINED3D_PIXEL_CENTER_INTEGER
)
2063 shader_addline(buffer
,
2064 "vpos = floor(vec4(0, ycorrection[0], 0, 0) + gl_FragCoord * vec4(1, ycorrection[1], 1, 1));\n");
2066 shader_addline(buffer
,
2067 "vpos = vec4(0, ycorrection[0], 0, 0) + gl_FragCoord * vec4(1, ycorrection[1], 1, 1);\n");
2071 /*****************************************************************************
2072 * Functions to generate GLSL strings from DirectX Shader bytecode begin here.
2074 * For more information, see http://wiki.winehq.org/DirectX-Shaders
2075 ****************************************************************************/
2078 static void shader_glsl_add_src_param(const struct wined3d_shader_instruction
*ins
,
2079 const struct wined3d_shader_src_param
*wined3d_src
, DWORD mask
, struct glsl_src_param
*glsl_src
);
2081 /** Used for opcode modifiers - They multiply the result by the specified amount */
2082 static const char * const shift_glsl_tab
[] = {
2084 "2.0 * ", /* 1 (x2) */
2085 "4.0 * ", /* 2 (x4) */
2086 "8.0 * ", /* 3 (x8) */
2087 "16.0 * ", /* 4 (x16) */
2088 "32.0 * ", /* 5 (x32) */
2095 "0.0625 * ", /* 12 (d16) */
2096 "0.125 * ", /* 13 (d8) */
2097 "0.25 * ", /* 14 (d4) */
2098 "0.5 * " /* 15 (d2) */
2101 /* Generate a GLSL parameter that does the input modifier computation and return the input register/mask to use */
2102 static void shader_glsl_gen_modifier(enum wined3d_shader_src_modifier src_modifier
,
2103 const char *in_reg
, const char *in_regswizzle
, char *out_str
)
2105 switch (src_modifier
)
2107 case WINED3DSPSM_DZ
: /* Need to handle this in the instructions itself (texld & texcrd). */
2108 case WINED3DSPSM_DW
:
2109 case WINED3DSPSM_NONE
:
2110 sprintf(out_str
, "%s%s", in_reg
, in_regswizzle
);
2112 case WINED3DSPSM_NEG
:
2113 sprintf(out_str
, "-%s%s", in_reg
, in_regswizzle
);
2115 case WINED3DSPSM_NOT
:
2116 sprintf(out_str
, "!%s%s", in_reg
, in_regswizzle
);
2118 case WINED3DSPSM_BIAS
:
2119 sprintf(out_str
, "(%s%s - vec4(0.5)%s)", in_reg
, in_regswizzle
, in_regswizzle
);
2121 case WINED3DSPSM_BIASNEG
:
2122 sprintf(out_str
, "-(%s%s - vec4(0.5)%s)", in_reg
, in_regswizzle
, in_regswizzle
);
2124 case WINED3DSPSM_SIGN
:
2125 sprintf(out_str
, "(2.0 * (%s%s - 0.5))", in_reg
, in_regswizzle
);
2127 case WINED3DSPSM_SIGNNEG
:
2128 sprintf(out_str
, "-(2.0 * (%s%s - 0.5))", in_reg
, in_regswizzle
);
2130 case WINED3DSPSM_COMP
:
2131 sprintf(out_str
, "(1.0 - %s%s)", in_reg
, in_regswizzle
);
2133 case WINED3DSPSM_X2
:
2134 sprintf(out_str
, "(2.0 * %s%s)", in_reg
, in_regswizzle
);
2136 case WINED3DSPSM_X2NEG
:
2137 sprintf(out_str
, "-(2.0 * %s%s)", in_reg
, in_regswizzle
);
2139 case WINED3DSPSM_ABS
:
2140 sprintf(out_str
, "abs(%s%s)", in_reg
, in_regswizzle
);
2142 case WINED3DSPSM_ABSNEG
:
2143 sprintf(out_str
, "-abs(%s%s)", in_reg
, in_regswizzle
);
2146 FIXME("Unhandled modifier %u\n", src_modifier
);
2147 sprintf(out_str
, "%s%s", in_reg
, in_regswizzle
);
2151 /** Writes the GLSL variable name that corresponds to the register that the
2152 * DX opcode parameter is trying to access */
2153 static void shader_glsl_get_register_name(const struct wined3d_shader_register
*reg
,
2154 char *register_name
, BOOL
*is_color
, const struct wined3d_shader_instruction
*ins
)
2156 /* oPos, oFog and oPts in D3D */
2157 static const char * const hwrastout_reg_names
[] = {"vs_out[10]", "vs_out[11].x", "vs_out[11].y"};
2159 const struct wined3d_shader
*shader
= ins
->ctx
->shader
;
2160 const struct wined3d_shader_reg_maps
*reg_maps
= ins
->ctx
->reg_maps
;
2161 const struct wined3d_shader_version
*version
= ®_maps
->shader_version
;
2162 const struct wined3d_gl_info
*gl_info
= ins
->ctx
->gl_info
;
2163 const char *prefix
= shader_glsl_get_prefix(version
->type
);
2164 struct glsl_src_param rel_param0
, rel_param1
;
2165 char imm_str
[4][17];
2167 if (reg
->idx
[0].offset
!= ~0U && reg
->idx
[0].rel_addr
)
2168 shader_glsl_add_src_param(ins
, reg
->idx
[0].rel_addr
, WINED3DSP_WRITEMASK_0
, &rel_param0
);
2169 if (reg
->idx
[1].offset
!= ~0U && reg
->idx
[1].rel_addr
)
2170 shader_glsl_add_src_param(ins
, reg
->idx
[1].rel_addr
, WINED3DSP_WRITEMASK_0
, &rel_param1
);
2175 case WINED3DSPR_TEMP
:
2176 sprintf(register_name
, "R%u", reg
->idx
[0].offset
);
2179 case WINED3DSPR_INPUT
:
2180 if (version
->type
== WINED3D_SHADER_TYPE_VERTEX
)
2182 struct shader_glsl_ctx_priv
*priv
= ins
->ctx
->backend_data
;
2184 if (reg
->idx
[0].rel_addr
)
2185 FIXME("VS3+ input registers relative addressing.\n");
2186 if (priv
->cur_vs_args
->swizzle_map
& (1u << reg
->idx
[0].offset
))
2188 sprintf(register_name
, "%s_in%u", prefix
, reg
->idx
[0].offset
);
2192 if (version
->type
== WINED3D_SHADER_TYPE_GEOMETRY
)
2194 if (reg
->idx
[0].rel_addr
)
2196 if (reg
->idx
[1].rel_addr
)
2197 sprintf(register_name
, "gs_in[%s + %u][%s + %u]",
2198 rel_param0
.param_str
, reg
->idx
[0].offset
, rel_param1
.param_str
, reg
->idx
[1].offset
);
2200 sprintf(register_name
, "gs_in[%s + %u][%u]",
2201 rel_param0
.param_str
, reg
->idx
[0].offset
, reg
->idx
[1].offset
);
2203 else if (reg
->idx
[1].rel_addr
)
2204 sprintf(register_name
, "gs_in[%u][%s + %u]",
2205 reg
->idx
[0].offset
, rel_param1
.param_str
, reg
->idx
[1].offset
);
2207 sprintf(register_name
, "gs_in[%u][%u]", reg
->idx
[0].offset
, reg
->idx
[1].offset
);
2211 /* pixel shaders >= 3.0 */
2212 if (version
->major
>= 3)
2214 DWORD idx
= shader
->u
.ps
.input_reg_map
[reg
->idx
[0].offset
];
2215 unsigned int in_count
= vec4_varyings(version
->major
, gl_info
);
2217 if (reg
->idx
[0].rel_addr
)
2219 /* Removing a + 0 would be an obvious optimization, but
2220 * OS X doesn't see the NOP operation there. */
2223 if (gl_info
->supported
[WINED3D_GL_LEGACY_CONTEXT
]
2224 && shader
->u
.ps
.declared_in_count
> in_count
)
2226 sprintf(register_name
,
2227 "((%s + %u) > %u ? (%s + %u) > %u ? gl_SecondaryColor : gl_Color : %s_in[%s + %u])",
2228 rel_param0
.param_str
, idx
, in_count
- 1, rel_param0
.param_str
, idx
, in_count
,
2229 prefix
, rel_param0
.param_str
, idx
);
2233 sprintf(register_name
, "%s_in[%s + %u]", prefix
, rel_param0
.param_str
, idx
);
2238 if (gl_info
->supported
[WINED3D_GL_LEGACY_CONTEXT
]
2239 && shader
->u
.ps
.declared_in_count
> in_count
)
2241 sprintf(register_name
, "((%s) > %u ? (%s) > %u ? gl_SecondaryColor : gl_Color : %s_in[%s])",
2242 rel_param0
.param_str
, in_count
- 1, rel_param0
.param_str
, in_count
,
2243 prefix
, rel_param0
.param_str
);
2247 sprintf(register_name
, "%s_in[%s]", prefix
, rel_param0
.param_str
);
2253 if (idx
== in_count
) sprintf(register_name
, "gl_Color");
2254 else if (idx
== in_count
+ 1) sprintf(register_name
, "gl_SecondaryColor");
2255 else sprintf(register_name
, "%s_in[%u]", prefix
, idx
);
2260 if (!reg
->idx
[0].offset
)
2261 strcpy(register_name
, "ffp_varying_diffuse");
2263 strcpy(register_name
, "ffp_varying_specular");
2268 case WINED3DSPR_CONST
:
2270 /* Relative addressing */
2271 if (reg
->idx
[0].rel_addr
)
2273 if (wined3d_settings
.check_float_constants
)
2274 sprintf(register_name
, "(%s + %u >= 0 && %s + %u < %u ? %s_c[%s + %u] : vec4(0.0))",
2275 rel_param0
.param_str
, reg
->idx
[0].offset
,
2276 rel_param0
.param_str
, reg
->idx
[0].offset
, shader
->limits
->constant_float
,
2277 prefix
, rel_param0
.param_str
, reg
->idx
[0].offset
);
2278 else if (reg
->idx
[0].offset
)
2279 sprintf(register_name
, "%s_c[%s + %u]", prefix
, rel_param0
.param_str
, reg
->idx
[0].offset
);
2281 sprintf(register_name
, "%s_c[%s]", prefix
, rel_param0
.param_str
);
2285 if (shader_constant_is_local(shader
, reg
->idx
[0].offset
))
2286 sprintf(register_name
, "%s_lc%u", prefix
, reg
->idx
[0].offset
);
2288 sprintf(register_name
, "%s_c[%u]", prefix
, reg
->idx
[0].offset
);
2293 case WINED3DSPR_CONSTINT
:
2294 sprintf(register_name
, "%s_i[%u]", prefix
, reg
->idx
[0].offset
);
2297 case WINED3DSPR_CONSTBOOL
:
2298 sprintf(register_name
, "%s_b[%u]", prefix
, reg
->idx
[0].offset
);
2301 case WINED3DSPR_TEXTURE
: /* case WINED3DSPR_ADDR: */
2302 if (version
->type
== WINED3D_SHADER_TYPE_PIXEL
)
2303 sprintf(register_name
, "T%u", reg
->idx
[0].offset
);
2305 sprintf(register_name
, "A%u", reg
->idx
[0].offset
);
2308 case WINED3DSPR_LOOP
:
2309 sprintf(register_name
, "aL%u", ins
->ctx
->loop_state
->current_reg
- 1);
2312 case WINED3DSPR_SAMPLER
:
2313 sprintf(register_name
, "%s_sampler%u", prefix
, reg
->idx
[0].offset
);
2316 case WINED3DSPR_COLOROUT
:
2317 if (reg
->idx
[0].offset
>= gl_info
->limits
.buffers
)
2318 WARN("Write to render target %u, only %d supported.\n",
2319 reg
->idx
[0].offset
, gl_info
->limits
.buffers
);
2321 sprintf(register_name
, "gl_FragData[%u]", reg
->idx
[0].offset
);
2324 case WINED3DSPR_RASTOUT
:
2325 sprintf(register_name
, "%s", hwrastout_reg_names
[reg
->idx
[0].offset
]);
2328 case WINED3DSPR_DEPTHOUT
:
2329 sprintf(register_name
, "gl_FragDepth");
2332 case WINED3DSPR_ATTROUT
:
2333 if (!reg
->idx
[0].offset
)
2334 sprintf(register_name
, "%s_out[8]", prefix
);
2336 sprintf(register_name
, "%s_out[9]", prefix
);
2339 case WINED3DSPR_TEXCRDOUT
:
2340 /* Vertex shaders >= 3.0: WINED3DSPR_OUTPUT */
2341 if (reg
->idx
[0].rel_addr
)
2342 FIXME("VS3 output registers relative addressing.\n");
2343 sprintf(register_name
, "%s_out[%u]", prefix
, reg
->idx
[0].offset
);
2346 case WINED3DSPR_MISCTYPE
:
2347 if (!reg
->idx
[0].offset
)
2350 sprintf(register_name
, "vpos");
2352 else if (reg
->idx
[0].offset
== 1)
2354 /* Note that gl_FrontFacing is a bool, while vFace is
2355 * a float for which the sign determines front/back */
2356 sprintf(register_name
, "(gl_FrontFacing ? 1.0 : -1.0)");
2360 FIXME("Unhandled misctype register %u.\n", reg
->idx
[0].offset
);
2361 sprintf(register_name
, "unrecognized_register");
2365 case WINED3DSPR_IMMCONST
:
2366 switch (reg
->immconst_type
)
2368 case WINED3D_IMMCONST_SCALAR
:
2369 switch (reg
->data_type
)
2371 case WINED3D_DATA_FLOAT
:
2372 wined3d_ftoa(*(const float *)reg
->immconst_data
, register_name
);
2374 case WINED3D_DATA_INT
:
2375 sprintf(register_name
, "%#x", reg
->immconst_data
[0]);
2377 case WINED3D_DATA_RESOURCE
:
2378 case WINED3D_DATA_SAMPLER
:
2379 case WINED3D_DATA_UINT
:
2380 sprintf(register_name
, "%#xu", reg
->immconst_data
[0]);
2383 sprintf(register_name
, "<unhandled data type %#x>", reg
->data_type
);
2388 case WINED3D_IMMCONST_VEC4
:
2389 switch (reg
->data_type
)
2391 case WINED3D_DATA_FLOAT
:
2392 wined3d_ftoa(*(const float *)®
->immconst_data
[0], imm_str
[0]);
2393 wined3d_ftoa(*(const float *)®
->immconst_data
[1], imm_str
[1]);
2394 wined3d_ftoa(*(const float *)®
->immconst_data
[2], imm_str
[2]);
2395 wined3d_ftoa(*(const float *)®
->immconst_data
[3], imm_str
[3]);
2396 sprintf(register_name
, "vec4(%s, %s, %s, %s)",
2397 imm_str
[0], imm_str
[1], imm_str
[2], imm_str
[3]);
2399 case WINED3D_DATA_INT
:
2400 sprintf(register_name
, "ivec4(%#x, %#x, %#x, %#x)",
2401 reg
->immconst_data
[0], reg
->immconst_data
[1],
2402 reg
->immconst_data
[2], reg
->immconst_data
[3]);
2404 case WINED3D_DATA_RESOURCE
:
2405 case WINED3D_DATA_SAMPLER
:
2406 case WINED3D_DATA_UINT
:
2407 sprintf(register_name
, "uvec4(%#xu, %#xu, %#xu, %#xu)",
2408 reg
->immconst_data
[0], reg
->immconst_data
[1],
2409 reg
->immconst_data
[2], reg
->immconst_data
[3]);
2412 sprintf(register_name
, "<unhandled data type %#x>", reg
->data_type
);
2418 FIXME("Unhandled immconst type %#x\n", reg
->immconst_type
);
2419 sprintf(register_name
, "<unhandled_immconst_type %#x>", reg
->immconst_type
);
2423 case WINED3DSPR_CONSTBUFFER
:
2424 if (reg
->idx
[1].rel_addr
)
2425 sprintf(register_name
, "%s_cb%u[%s + %u]",
2426 prefix
, reg
->idx
[0].offset
, rel_param1
.param_str
, reg
->idx
[1].offset
);
2428 sprintf(register_name
, "%s_cb%u[%u]", prefix
, reg
->idx
[0].offset
, reg
->idx
[1].offset
);
2431 case WINED3DSPR_IMMCONSTBUFFER
:
2432 if (reg
->idx
[0].rel_addr
)
2433 sprintf(register_name
, "%s_icb[%s + %u]", prefix
, rel_param0
.param_str
, reg
->idx
[0].offset
);
2435 sprintf(register_name
, "%s_icb[%u]", prefix
, reg
->idx
[0].offset
);
2438 case WINED3DSPR_PRIMID
:
2439 sprintf(register_name
, "uint(gl_PrimitiveIDIn)");
2443 FIXME("Unhandled register type %#x.\n", reg
->type
);
2444 sprintf(register_name
, "unrecognized_register");
2449 static void shader_glsl_write_mask_to_str(DWORD write_mask
, char *str
)
2452 if (write_mask
& WINED3DSP_WRITEMASK_0
) *str
++ = 'x';
2453 if (write_mask
& WINED3DSP_WRITEMASK_1
) *str
++ = 'y';
2454 if (write_mask
& WINED3DSP_WRITEMASK_2
) *str
++ = 'z';
2455 if (write_mask
& WINED3DSP_WRITEMASK_3
) *str
++ = 'w';
2459 /* Get the GLSL write mask for the destination register */
2460 static DWORD
shader_glsl_get_write_mask(const struct wined3d_shader_dst_param
*param
, char *write_mask
)
2462 DWORD mask
= param
->write_mask
;
2464 if (shader_is_scalar(¶m
->reg
))
2466 mask
= WINED3DSP_WRITEMASK_0
;
2471 shader_glsl_write_mask_to_str(mask
, write_mask
);
2477 static unsigned int shader_glsl_get_write_mask_size(DWORD write_mask
) {
2478 unsigned int size
= 0;
2480 if (write_mask
& WINED3DSP_WRITEMASK_0
) ++size
;
2481 if (write_mask
& WINED3DSP_WRITEMASK_1
) ++size
;
2482 if (write_mask
& WINED3DSP_WRITEMASK_2
) ++size
;
2483 if (write_mask
& WINED3DSP_WRITEMASK_3
) ++size
;
2488 static void shader_glsl_swizzle_to_str(const DWORD swizzle
, BOOL fixup
, DWORD mask
, char *str
)
2490 /* For registers of type WINED3DDECLTYPE_D3DCOLOR, data is stored as "bgra",
2491 * but addressed as "rgba". To fix this we need to swap the register's x
2492 * and z components. */
2493 const char *swizzle_chars
= fixup
? "zyxw" : "xyzw";
2496 /* swizzle bits fields: wwzzyyxx */
2497 if (mask
& WINED3DSP_WRITEMASK_0
) *str
++ = swizzle_chars
[swizzle
& 0x03];
2498 if (mask
& WINED3DSP_WRITEMASK_1
) *str
++ = swizzle_chars
[(swizzle
>> 2) & 0x03];
2499 if (mask
& WINED3DSP_WRITEMASK_2
) *str
++ = swizzle_chars
[(swizzle
>> 4) & 0x03];
2500 if (mask
& WINED3DSP_WRITEMASK_3
) *str
++ = swizzle_chars
[(swizzle
>> 6) & 0x03];
2504 static void shader_glsl_get_swizzle(const struct wined3d_shader_src_param
*param
,
2505 BOOL fixup
, DWORD mask
, char *swizzle_str
)
2507 if (shader_is_scalar(¶m
->reg
))
2508 *swizzle_str
= '\0';
2510 shader_glsl_swizzle_to_str(param
->swizzle
, fixup
, mask
, swizzle_str
);
2513 /* From a given parameter token, generate the corresponding GLSL string.
2514 * Also, return the actual register name and swizzle in case the
2515 * caller needs this information as well. */
2516 static void shader_glsl_add_src_param(const struct wined3d_shader_instruction
*ins
,
2517 const struct wined3d_shader_src_param
*wined3d_src
, DWORD mask
, struct glsl_src_param
*glsl_src
)
2519 BOOL is_color
= FALSE
;
2520 char swizzle_str
[6];
2522 glsl_src
->reg_name
[0] = '\0';
2523 glsl_src
->param_str
[0] = '\0';
2524 swizzle_str
[0] = '\0';
2526 shader_glsl_get_register_name(&wined3d_src
->reg
, glsl_src
->reg_name
, &is_color
, ins
);
2527 shader_glsl_get_swizzle(wined3d_src
, is_color
, mask
, swizzle_str
);
2529 if (wined3d_src
->reg
.type
== WINED3DSPR_IMMCONST
|| wined3d_src
->reg
.type
== WINED3DSPR_PRIMID
)
2531 shader_glsl_gen_modifier(wined3d_src
->modifiers
, glsl_src
->reg_name
, swizzle_str
, glsl_src
->param_str
);
2537 switch (wined3d_src
->reg
.data_type
)
2539 case WINED3D_DATA_FLOAT
:
2540 sprintf(reg_name
, "%s", glsl_src
->reg_name
);
2542 case WINED3D_DATA_INT
:
2543 sprintf(reg_name
, "floatBitsToInt(%s)", glsl_src
->reg_name
);
2545 case WINED3D_DATA_RESOURCE
:
2546 case WINED3D_DATA_SAMPLER
:
2547 case WINED3D_DATA_UINT
:
2548 sprintf(reg_name
, "floatBitsToUint(%s)", glsl_src
->reg_name
);
2551 FIXME("Unhandled data type %#x.\n", wined3d_src
->reg
.data_type
);
2552 sprintf(reg_name
, "%s", glsl_src
->reg_name
);
2556 shader_glsl_gen_modifier(wined3d_src
->modifiers
, reg_name
, swizzle_str
, glsl_src
->param_str
);
2560 /* From a given parameter token, generate the corresponding GLSL string.
2561 * Also, return the actual register name and swizzle in case the
2562 * caller needs this information as well. */
2563 static DWORD
shader_glsl_add_dst_param(const struct wined3d_shader_instruction
*ins
,
2564 const struct wined3d_shader_dst_param
*wined3d_dst
, struct glsl_dst_param
*glsl_dst
)
2566 BOOL is_color
= FALSE
;
2568 glsl_dst
->mask_str
[0] = '\0';
2569 glsl_dst
->reg_name
[0] = '\0';
2571 shader_glsl_get_register_name(&wined3d_dst
->reg
, glsl_dst
->reg_name
, &is_color
, ins
);
2572 return shader_glsl_get_write_mask(wined3d_dst
, glsl_dst
->mask_str
);
2575 /* Append the destination part of the instruction to the buffer, return the effective write mask */
2576 static DWORD
shader_glsl_append_dst_ext(struct wined3d_string_buffer
*buffer
,
2577 const struct wined3d_shader_instruction
*ins
, const struct wined3d_shader_dst_param
*dst
,
2578 enum wined3d_data_type data_type
)
2580 struct glsl_dst_param glsl_dst
;
2583 if ((mask
= shader_glsl_add_dst_param(ins
, dst
, &glsl_dst
)))
2587 case WINED3D_DATA_FLOAT
:
2588 shader_addline(buffer
, "%s%s = %s(",
2589 glsl_dst
.reg_name
, glsl_dst
.mask_str
, shift_glsl_tab
[dst
->shift
]);
2591 case WINED3D_DATA_INT
:
2592 shader_addline(buffer
, "%s%s = %sintBitsToFloat(",
2593 glsl_dst
.reg_name
, glsl_dst
.mask_str
, shift_glsl_tab
[dst
->shift
]);
2595 case WINED3D_DATA_RESOURCE
:
2596 case WINED3D_DATA_SAMPLER
:
2597 case WINED3D_DATA_UINT
:
2598 shader_addline(buffer
, "%s%s = %suintBitsToFloat(",
2599 glsl_dst
.reg_name
, glsl_dst
.mask_str
, shift_glsl_tab
[dst
->shift
]);
2602 FIXME("Unhandled data type %#x.\n", data_type
);
2603 shader_addline(buffer
, "%s%s = %s(",
2604 glsl_dst
.reg_name
, glsl_dst
.mask_str
, shift_glsl_tab
[dst
->shift
]);
2612 /* Append the destination part of the instruction to the buffer, return the effective write mask */
2613 static DWORD
shader_glsl_append_dst(struct wined3d_string_buffer
*buffer
, const struct wined3d_shader_instruction
*ins
)
2615 return shader_glsl_append_dst_ext(buffer
, ins
, &ins
->dst
[0], ins
->dst
[0].reg
.data_type
);
2618 /** Process GLSL instruction modifiers */
2619 static void shader_glsl_add_instruction_modifiers(const struct wined3d_shader_instruction
*ins
)
2621 struct glsl_dst_param dst_param
;
2624 if (!ins
->dst_count
) return;
2626 modifiers
= ins
->dst
[0].modifiers
;
2627 if (!modifiers
) return;
2629 shader_glsl_add_dst_param(ins
, &ins
->dst
[0], &dst_param
);
2631 if (modifiers
& WINED3DSPDM_SATURATE
)
2633 /* _SAT means to clamp the value of the register to between 0 and 1 */
2634 shader_addline(ins
->ctx
->buffer
, "%s%s = clamp(%s%s, 0.0, 1.0);\n", dst_param
.reg_name
,
2635 dst_param
.mask_str
, dst_param
.reg_name
, dst_param
.mask_str
);
2638 if (modifiers
& WINED3DSPDM_MSAMPCENTROID
)
2640 FIXME("_centroid modifier not handled\n");
2643 if (modifiers
& WINED3DSPDM_PARTIALPRECISION
)
2645 /* MSDN says this modifier can be safely ignored, so that's what we'll do. */
2649 static const char *shader_glsl_get_rel_op(enum wined3d_shader_rel_op op
)
2653 case WINED3D_SHADER_REL_OP_GT
: return ">";
2654 case WINED3D_SHADER_REL_OP_EQ
: return "==";
2655 case WINED3D_SHADER_REL_OP_GE
: return ">=";
2656 case WINED3D_SHADER_REL_OP_LT
: return "<";
2657 case WINED3D_SHADER_REL_OP_NE
: return "!=";
2658 case WINED3D_SHADER_REL_OP_LE
: return "<=";
2660 FIXME("Unrecognized operator %#x.\n", op
);
2665 static void shader_glsl_get_sample_function(const struct wined3d_shader_context
*ctx
,
2666 DWORD resource_idx
, DWORD sampler_idx
, DWORD flags
, struct glsl_sample_function
*sample_function
)
2670 unsigned int coord_size
;
2671 unsigned int offset_size
;
2672 const char *type_part
;
2676 {0, 0, ""}, /* WINED3D_SHADER_RESOURCE_NONE */
2677 {1, 0, ""}, /* WINED3D_SHADER_RESOURCE_BUFFER */
2678 {1, 1, "1D"}, /* WINED3D_SHADER_RESOURCE_TEXTURE_1D */
2679 {2, 2, "2D"}, /* WINED3D_SHADER_RESOURCE_TEXTURE_2D */
2680 {2, 0, ""}, /* WINED3D_SHADER_RESOURCE_TEXTURE_2DMS */
2681 {3, 3, "3D"}, /* WINED3D_SHADER_RESOURCE_TEXTURE_3D */
2682 {3, 0, "Cube"}, /* WINED3D_SHADER_RESOURCE_TEXTURE_CUBE */
2683 {2, 1, ""}, /* WINED3D_SHADER_RESOURCE_TEXTURE_1DARRAY */
2684 {3, 2, ""}, /* WINED3D_SHADER_RESOURCE_TEXTURE_2DARRAY */
2685 {3, 0, ""}, /* WINED3D_SHADER_RESOURCE_TEXTURE_2DMSARRAY */
2687 struct shader_glsl_ctx_priv
*priv
= ctx
->backend_data
;
2688 enum wined3d_shader_resource_type resource_type
= ctx
->reg_maps
->resource_info
[resource_idx
].type
;
2689 const struct wined3d_gl_info
*gl_info
= ctx
->gl_info
;
2690 BOOL shadow
= glsl_is_shadow_sampler(ctx
->shader
, priv
->cur_ps_args
, resource_idx
, sampler_idx
);
2691 BOOL projected
= flags
& WINED3D_GLSL_SAMPLE_PROJECTED
;
2692 BOOL texrect
= flags
& WINED3D_GLSL_SAMPLE_NPOT
&& gl_info
->supported
[ARB_TEXTURE_RECTANGLE
];
2693 BOOL lod
= flags
& WINED3D_GLSL_SAMPLE_LOD
;
2694 BOOL grad
= flags
& WINED3D_GLSL_SAMPLE_GRAD
;
2695 BOOL offset
= flags
& WINED3D_GLSL_SAMPLE_OFFSET
;
2696 const char *base
= "texture", *type_part
= "", *suffix
= "";
2697 unsigned int coord_size
;
2699 sample_function
->data_type
= ctx
->reg_maps
->resource_info
[resource_idx
].data_type
;
2701 if (resource_type
>= ARRAY_SIZE(resource_types
))
2703 ERR("Unexpected resource type %#x.\n", resource_type
);
2704 resource_type
= WINED3D_SHADER_RESOURCE_TEXTURE_2D
;
2707 /* Note that there's no such thing as a projected cube texture. */
2708 if (resource_type
== WINED3D_SHADER_RESOURCE_TEXTURE_CUBE
)
2711 if (needs_legacy_glsl_syntax(gl_info
))
2716 type_part
= resource_types
[resource_type
].type_part
;
2717 if (resource_type
== WINED3D_SHADER_RESOURCE_TEXTURE_2D
&& texrect
)
2718 type_part
= "2DRect";
2720 FIXME("Unhandled resource type %#x.\n", resource_type
);
2722 if (!lod
&& grad
&& !gl_info
->supported
[EXT_GPU_SHADER4
])
2724 if (gl_info
->supported
[ARB_SHADER_TEXTURE_LOD
])
2727 FIXME("Unsupported grad function.\n");
2731 if (flags
& WINED3D_GLSL_SAMPLE_LOAD
)
2733 static const DWORD texel_fetch_flags
= WINED3D_GLSL_SAMPLE_LOAD
| WINED3D_GLSL_SAMPLE_OFFSET
;
2734 if (flags
& ~texel_fetch_flags
)
2735 ERR("Unexpected flags %#x for texelFetch.\n", flags
& ~texel_fetch_flags
);
2737 base
= "texelFetch";
2741 sample_function
->offset_size
= offset
? resource_types
[resource_type
].offset_size
: 0;
2742 if (offset
&& !sample_function
->offset_size
)
2744 FIXME("Offset not supported for resource type %#x.\n", resource_type
);
2748 sample_function
->name
= string_buffer_get(priv
->string_buffers
);
2749 string_buffer_sprintf(sample_function
->name
, "%s%s%s%s%s%s", base
, type_part
, projected
? "Proj" : "",
2750 lod
? "Lod" : grad
? "Grad" : "", offset
? "Offset" : "", suffix
);
2752 coord_size
= resource_types
[resource_type
].coord_size
;
2755 sample_function
->coord_mask
= (1u << coord_size
) - 1;
2756 sample_function
->output_single_component
= shadow
&& !needs_legacy_glsl_syntax(gl_info
);
2759 static void shader_glsl_release_sample_function(const struct wined3d_shader_context
*ctx
,
2760 struct glsl_sample_function
*sample_function
)
2762 const struct shader_glsl_ctx_priv
*priv
= ctx
->backend_data
;
2764 string_buffer_release(priv
->string_buffers
, sample_function
->name
);
2767 static void shader_glsl_append_fixup_arg(char *arguments
, const char *reg_name
,
2768 BOOL sign_fixup
, enum fixup_channel_source channel_source
)
2770 switch(channel_source
)
2772 case CHANNEL_SOURCE_ZERO
:
2773 strcat(arguments
, "0.0");
2776 case CHANNEL_SOURCE_ONE
:
2777 strcat(arguments
, "1.0");
2780 case CHANNEL_SOURCE_X
:
2781 strcat(arguments
, reg_name
);
2782 strcat(arguments
, ".x");
2785 case CHANNEL_SOURCE_Y
:
2786 strcat(arguments
, reg_name
);
2787 strcat(arguments
, ".y");
2790 case CHANNEL_SOURCE_Z
:
2791 strcat(arguments
, reg_name
);
2792 strcat(arguments
, ".z");
2795 case CHANNEL_SOURCE_W
:
2796 strcat(arguments
, reg_name
);
2797 strcat(arguments
, ".w");
2801 FIXME("Unhandled channel source %#x\n", channel_source
);
2802 strcat(arguments
, "undefined");
2806 if (sign_fixup
) strcat(arguments
, " * 2.0 - 1.0");
2809 static void shader_glsl_color_correction_ext(struct wined3d_string_buffer
*buffer
,
2810 const char *reg_name
, DWORD mask
, struct color_fixup_desc fixup
)
2812 unsigned int mask_size
, remaining
;
2813 DWORD fixup_mask
= 0;
2814 char arguments
[256];
2817 if (fixup
.x_sign_fixup
|| fixup
.x_source
!= CHANNEL_SOURCE_X
) fixup_mask
|= WINED3DSP_WRITEMASK_0
;
2818 if (fixup
.y_sign_fixup
|| fixup
.y_source
!= CHANNEL_SOURCE_Y
) fixup_mask
|= WINED3DSP_WRITEMASK_1
;
2819 if (fixup
.z_sign_fixup
|| fixup
.z_source
!= CHANNEL_SOURCE_Z
) fixup_mask
|= WINED3DSP_WRITEMASK_2
;
2820 if (fixup
.w_sign_fixup
|| fixup
.w_source
!= CHANNEL_SOURCE_W
) fixup_mask
|= WINED3DSP_WRITEMASK_3
;
2821 if (!(mask
&= fixup_mask
))
2824 if (is_complex_fixup(fixup
))
2826 enum complex_fixup complex_fixup
= get_complex_fixup(fixup
);
2827 FIXME("Complex fixup (%#x) not supported\n",complex_fixup
);
2831 shader_glsl_write_mask_to_str(mask
, mask_str
);
2832 mask_size
= shader_glsl_get_write_mask_size(mask
);
2834 arguments
[0] = '\0';
2835 remaining
= mask_size
;
2836 if (mask
& WINED3DSP_WRITEMASK_0
)
2838 shader_glsl_append_fixup_arg(arguments
, reg_name
, fixup
.x_sign_fixup
, fixup
.x_source
);
2839 if (--remaining
) strcat(arguments
, ", ");
2841 if (mask
& WINED3DSP_WRITEMASK_1
)
2843 shader_glsl_append_fixup_arg(arguments
, reg_name
, fixup
.y_sign_fixup
, fixup
.y_source
);
2844 if (--remaining
) strcat(arguments
, ", ");
2846 if (mask
& WINED3DSP_WRITEMASK_2
)
2848 shader_glsl_append_fixup_arg(arguments
, reg_name
, fixup
.z_sign_fixup
, fixup
.z_source
);
2849 if (--remaining
) strcat(arguments
, ", ");
2851 if (mask
& WINED3DSP_WRITEMASK_3
)
2853 shader_glsl_append_fixup_arg(arguments
, reg_name
, fixup
.w_sign_fixup
, fixup
.w_source
);
2854 if (--remaining
) strcat(arguments
, ", ");
2858 shader_addline(buffer
, "%s%s = vec%u(%s);\n", reg_name
, mask_str
, mask_size
, arguments
);
2860 shader_addline(buffer
, "%s%s = %s;\n", reg_name
, mask_str
, arguments
);
2863 static void shader_glsl_color_correction(const struct wined3d_shader_instruction
*ins
, struct color_fixup_desc fixup
)
2868 shader_glsl_get_register_name(&ins
->dst
[0].reg
, reg_name
, &is_color
, ins
);
2869 shader_glsl_color_correction_ext(ins
->ctx
->buffer
, reg_name
, ins
->dst
[0].write_mask
, fixup
);
2872 static void PRINTF_ATTR(9, 10) shader_glsl_gen_sample_code(const struct wined3d_shader_instruction
*ins
,
2873 unsigned int sampler_bind_idx
, const struct glsl_sample_function
*sample_function
, DWORD swizzle
,
2874 const char *dx
, const char *dy
, const char *bias
, const struct wined3d_shader_texel_offset
*offset
,
2875 const char *coord_reg_fmt
, ...)
2877 const struct wined3d_shader_version
*version
= &ins
->ctx
->reg_maps
->shader_version
;
2878 char dst_swizzle
[6];
2879 struct color_fixup_desc fixup
;
2880 BOOL np2_fixup
= FALSE
;
2884 shader_glsl_swizzle_to_str(swizzle
, FALSE
, ins
->dst
[0].write_mask
, dst_swizzle
);
2886 /* If ARB_texture_swizzle is supported we don't need to do anything here.
2887 * We actually rely on it for vertex shaders and SM4+. */
2888 if (version
->type
== WINED3D_SHADER_TYPE_PIXEL
&& version
->major
< 4)
2890 const struct shader_glsl_ctx_priv
*priv
= ins
->ctx
->backend_data
;
2891 fixup
= priv
->cur_ps_args
->color_fixup
[sampler_bind_idx
];
2893 if (priv
->cur_ps_args
->np2_fixup
& (1u << sampler_bind_idx
))
2898 fixup
= COLOR_FIXUP_IDENTITY
;
2901 shader_glsl_append_dst_ext(ins
->ctx
->buffer
, ins
, &ins
->dst
[0], sample_function
->data_type
);
2903 if (sample_function
->output_single_component
)
2904 shader_addline(ins
->ctx
->buffer
, "vec4(");
2906 shader_addline(ins
->ctx
->buffer
, "%s(%s_sampler%u, ",
2907 sample_function
->name
->buffer
, shader_glsl_get_prefix(version
->type
), sampler_bind_idx
);
2911 va_start(args
, coord_reg_fmt
);
2912 ret
= shader_vaddline(ins
->ctx
->buffer
, coord_reg_fmt
, args
);
2916 if (!string_buffer_resize(ins
->ctx
->buffer
, ret
))
2922 const struct shader_glsl_ctx_priv
*priv
= ins
->ctx
->backend_data
;
2923 const unsigned char idx
= priv
->cur_np2fixup_info
->idx
[sampler_bind_idx
];
2925 switch (shader_glsl_get_write_mask_size(sample_function
->coord_mask
))
2928 shader_addline(ins
->ctx
->buffer
, " * ps_samplerNP2Fixup[%u].%s",
2929 idx
>> 1, (idx
% 2) ? "z" : "x");
2932 shader_addline(ins
->ctx
->buffer
, " * ps_samplerNP2Fixup[%u].%s",
2933 idx
>> 1, (idx
% 2) ? "zw" : "xy");
2936 shader_addline(ins
->ctx
->buffer
, " * vec3(ps_samplerNP2Fixup[%u].%s, 1.0)",
2937 idx
>> 1, (idx
% 2) ? "zw" : "xy");
2940 shader_addline(ins
->ctx
->buffer
, " * vec4(ps_samplerNP2Fixup[%u].%s, 1.0, 1.0)",
2941 idx
>> 1, (idx
% 2) ? "zw" : "xy");
2946 shader_addline(ins
->ctx
->buffer
, ", %s, %s", dx
, dy
);
2948 shader_addline(ins
->ctx
->buffer
, ", %s", bias
);
2949 if (sample_function
->offset_size
)
2951 int offset_immdata
[4] = {offset
->u
, offset
->v
, offset
->w
};
2952 shader_addline(ins
->ctx
->buffer
, ", ");
2953 shader_glsl_append_imm_ivec(ins
->ctx
->buffer
, offset_immdata
, sample_function
->offset_size
);
2955 shader_addline(ins
->ctx
->buffer
, ")");
2957 if (sample_function
->output_single_component
)
2958 shader_addline(ins
->ctx
->buffer
, ")");
2960 shader_addline(ins
->ctx
->buffer
, "%s);\n", dst_swizzle
);
2962 if (!is_identity_fixup(fixup
))
2963 shader_glsl_color_correction(ins
, fixup
);
2966 /*****************************************************************************
2967 * Begin processing individual instruction opcodes
2968 ****************************************************************************/
2970 static void shader_glsl_binop(const struct wined3d_shader_instruction
*ins
)
2972 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
2973 struct glsl_src_param src0_param
;
2974 struct glsl_src_param src1_param
;
2978 /* Determine the GLSL operator to use based on the opcode */
2979 switch (ins
->handler_idx
)
2981 case WINED3DSIH_ADD
: op
= "+"; break;
2982 case WINED3DSIH_AND
: op
= "&"; break;
2983 case WINED3DSIH_DIV
: op
= "/"; break;
2984 case WINED3DSIH_IADD
: op
= "+"; break;
2985 case WINED3DSIH_ISHL
: op
= "<<"; break;
2986 case WINED3DSIH_MUL
: op
= "*"; break;
2987 case WINED3DSIH_OR
: op
= "|"; break;
2988 case WINED3DSIH_SUB
: op
= "-"; break;
2989 case WINED3DSIH_USHR
: op
= ">>"; break;
2990 case WINED3DSIH_XOR
: op
= "^"; break;
2992 op
= "<unhandled operator>";
2993 FIXME("Opcode %s not yet handled in GLSL.\n", debug_d3dshaderinstructionhandler(ins
->handler_idx
));
2997 write_mask
= shader_glsl_append_dst(buffer
, ins
);
2998 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
2999 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
3000 shader_addline(buffer
, "%s %s %s);\n", src0_param
.param_str
, op
, src1_param
.param_str
);
3003 static void shader_glsl_relop(const struct wined3d_shader_instruction
*ins
)
3005 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
3006 struct glsl_src_param src0_param
;
3007 struct glsl_src_param src1_param
;
3008 unsigned int mask_size
;
3012 write_mask
= shader_glsl_append_dst(buffer
, ins
);
3013 mask_size
= shader_glsl_get_write_mask_size(write_mask
);
3014 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
3015 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
3019 switch (ins
->handler_idx
)
3021 case WINED3DSIH_EQ
: op
= "equal"; break;
3022 case WINED3DSIH_IEQ
: op
= "equal"; break;
3023 case WINED3DSIH_GE
: op
= "greaterThanEqual"; break;
3024 case WINED3DSIH_IGE
: op
= "greaterThanEqual"; break;
3025 case WINED3DSIH_UGE
: op
= "greaterThanEqual"; break;
3026 case WINED3DSIH_LT
: op
= "lessThan"; break;
3027 case WINED3DSIH_ILT
: op
= "lessThan"; break;
3028 case WINED3DSIH_NE
: op
= "notEqual"; break;
3029 case WINED3DSIH_INE
: op
= "notEqual"; break;
3031 op
= "<unhandled operator>";
3032 ERR("Unhandled opcode %#x.\n", ins
->handler_idx
);
3036 shader_addline(buffer
, "uvec%u(%s(%s, %s)) * 0xffffffffu);\n",
3037 mask_size
, op
, src0_param
.param_str
, src1_param
.param_str
);
3041 switch (ins
->handler_idx
)
3043 case WINED3DSIH_EQ
: op
= "=="; break;
3044 case WINED3DSIH_IEQ
: op
= "=="; break;
3045 case WINED3DSIH_GE
: op
= ">="; break;
3046 case WINED3DSIH_IGE
: op
= ">="; break;
3047 case WINED3DSIH_UGE
: op
= ">="; break;
3048 case WINED3DSIH_LT
: op
= "<"; break;
3049 case WINED3DSIH_ILT
: op
= "<"; break;
3050 case WINED3DSIH_NE
: op
= "!="; break;
3051 case WINED3DSIH_INE
: op
= "!="; break;
3053 op
= "<unhandled operator>";
3054 ERR("Unhandled opcode %#x.\n", ins
->handler_idx
);
3058 shader_addline(buffer
, "%s %s %s ? 0xffffffffu : 0u);\n",
3059 src0_param
.param_str
, op
, src1_param
.param_str
);
3063 static void shader_glsl_unary_op(const struct wined3d_shader_instruction
*ins
)
3065 struct glsl_src_param src_param
;
3069 switch (ins
->handler_idx
)
3071 case WINED3DSIH_INEG
: op
= "-"; break;
3072 case WINED3DSIH_NOT
: op
= "~"; break;
3074 op
= "<unhandled operator>";
3075 ERR("Unhandled opcode %s.\n",
3076 debug_d3dshaderinstructionhandler(ins
->handler_idx
));
3080 write_mask
= shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
3081 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src_param
);
3082 shader_addline(ins
->ctx
->buffer
, "%s%s);\n", op
, src_param
.param_str
);
3085 static void shader_glsl_imul(const struct wined3d_shader_instruction
*ins
)
3087 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
3088 struct glsl_src_param src0_param
;
3089 struct glsl_src_param src1_param
;
3092 /* If we have ARB_gpu_shader5 or GLSL 4.0, we can use imulExtended(). If
3093 * not, we can emulate it. */
3094 if (ins
->dst
[0].reg
.type
!= WINED3DSPR_NULL
)
3095 FIXME("64-bit integer multiplies not implemented.\n");
3097 if (ins
->dst
[1].reg
.type
!= WINED3DSPR_NULL
)
3099 write_mask
= shader_glsl_append_dst_ext(buffer
, ins
, &ins
->dst
[1], ins
->dst
[1].reg
.data_type
);
3100 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
3101 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
3103 shader_addline(ins
->ctx
->buffer
, "%s * %s);\n",
3104 src0_param
.param_str
, src1_param
.param_str
);
3108 static void shader_glsl_udiv(const struct wined3d_shader_instruction
*ins
)
3110 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
3111 struct glsl_src_param src0_param
, src1_param
;
3114 if (ins
->dst
[0].reg
.type
!= WINED3DSPR_NULL
)
3116 if (ins
->dst
[1].reg
.type
!= WINED3DSPR_NULL
)
3120 write_mask
= shader_glsl_get_write_mask(&ins
->dst
[0], dst_mask
);
3121 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
3122 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
3123 shader_addline(buffer
, "tmp0%s = uintBitsToFloat(%s / %s);\n",
3124 dst_mask
, src0_param
.param_str
, src1_param
.param_str
);
3126 write_mask
= shader_glsl_append_dst_ext(buffer
, ins
, &ins
->dst
[1], ins
->dst
[1].reg
.data_type
);
3127 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
3128 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
3129 shader_addline(buffer
, "%s %% %s);\n", src0_param
.param_str
, src1_param
.param_str
);
3131 shader_glsl_append_dst_ext(buffer
, ins
, &ins
->dst
[0], WINED3D_DATA_FLOAT
);
3132 shader_addline(buffer
, "tmp0%s);\n", dst_mask
);
3136 write_mask
= shader_glsl_append_dst_ext(buffer
, ins
, &ins
->dst
[0], ins
->dst
[0].reg
.data_type
);
3137 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
3138 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
3139 shader_addline(buffer
, "%s / %s);\n", src0_param
.param_str
, src1_param
.param_str
);
3142 else if (ins
->dst
[1].reg
.type
!= WINED3DSPR_NULL
)
3144 write_mask
= shader_glsl_append_dst_ext(buffer
, ins
, &ins
->dst
[1], ins
->dst
[1].reg
.data_type
);
3145 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
3146 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
3147 shader_addline(buffer
, "%s %% %s);\n", src0_param
.param_str
, src1_param
.param_str
);
3151 /* Process the WINED3DSIO_MOV opcode using GLSL (dst = src) */
3152 static void shader_glsl_mov(const struct wined3d_shader_instruction
*ins
)
3154 const struct wined3d_gl_info
*gl_info
= ins
->ctx
->gl_info
;
3155 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
3156 struct glsl_src_param src0_param
;
3159 write_mask
= shader_glsl_append_dst(buffer
, ins
);
3160 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
3162 /* In vs_1_1 WINED3DSIO_MOV can write to the address register. In later
3163 * shader versions WINED3DSIO_MOVA is used for this. */
3164 if (ins
->ctx
->reg_maps
->shader_version
.major
== 1
3165 && ins
->ctx
->reg_maps
->shader_version
.type
== WINED3D_SHADER_TYPE_VERTEX
3166 && ins
->dst
[0].reg
.type
== WINED3DSPR_ADDR
)
3168 /* This is a simple floor() */
3169 unsigned int mask_size
= shader_glsl_get_write_mask_size(write_mask
);
3170 if (mask_size
> 1) {
3171 shader_addline(buffer
, "ivec%d(floor(%s)));\n", mask_size
, src0_param
.param_str
);
3173 shader_addline(buffer
, "int(floor(%s)));\n", src0_param
.param_str
);
3176 else if(ins
->handler_idx
== WINED3DSIH_MOVA
)
3178 /* We need to *round* to the nearest int here. */
3179 unsigned int mask_size
= shader_glsl_get_write_mask_size(write_mask
);
3181 if (gl_info
->supported
[EXT_GPU_SHADER4
])
3184 shader_addline(buffer
, "ivec%d(round(%s)));\n", mask_size
, src0_param
.param_str
);
3186 shader_addline(buffer
, "int(round(%s)));\n", src0_param
.param_str
);
3191 shader_addline(buffer
, "ivec%d(floor(abs(%s) + vec%d(0.5)) * sign(%s)));\n",
3192 mask_size
, src0_param
.param_str
, mask_size
, src0_param
.param_str
);
3194 shader_addline(buffer
, "int(floor(abs(%s) + 0.5) * sign(%s)));\n",
3195 src0_param
.param_str
, src0_param
.param_str
);
3200 shader_addline(buffer
, "%s);\n", src0_param
.param_str
);
3204 /* Process the dot product operators DP3 and DP4 in GLSL (dst = dot(src0, src1)) */
3205 static void shader_glsl_dot(const struct wined3d_shader_instruction
*ins
)
3207 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
3208 struct glsl_src_param src0_param
;
3209 struct glsl_src_param src1_param
;
3210 DWORD dst_write_mask
, src_write_mask
;
3211 unsigned int dst_size
;
3213 dst_write_mask
= shader_glsl_append_dst(buffer
, ins
);
3214 dst_size
= shader_glsl_get_write_mask_size(dst_write_mask
);
3216 /* dp4 works on vec4, dp3 on vec3, etc. */
3217 if (ins
->handler_idx
== WINED3DSIH_DP4
)
3218 src_write_mask
= WINED3DSP_WRITEMASK_ALL
;
3219 else if (ins
->handler_idx
== WINED3DSIH_DP3
)
3220 src_write_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
3222 src_write_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
;
3224 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_write_mask
, &src0_param
);
3225 shader_glsl_add_src_param(ins
, &ins
->src
[1], src_write_mask
, &src1_param
);
3228 shader_addline(buffer
, "vec%d(dot(%s, %s)));\n", dst_size
, src0_param
.param_str
, src1_param
.param_str
);
3230 shader_addline(buffer
, "dot(%s, %s));\n", src0_param
.param_str
, src1_param
.param_str
);
3234 /* Note that this instruction has some restrictions. The destination write mask
3235 * can't contain the w component, and the source swizzles have to be .xyzw */
3236 static void shader_glsl_cross(const struct wined3d_shader_instruction
*ins
)
3238 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
3239 struct glsl_src_param src0_param
;
3240 struct glsl_src_param src1_param
;
3243 shader_glsl_get_write_mask(&ins
->dst
[0], dst_mask
);
3244 shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
3245 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_mask
, &src0_param
);
3246 shader_glsl_add_src_param(ins
, &ins
->src
[1], src_mask
, &src1_param
);
3247 shader_addline(ins
->ctx
->buffer
, "cross(%s, %s)%s);\n", src0_param
.param_str
, src1_param
.param_str
, dst_mask
);
3250 static void shader_glsl_cut(const struct wined3d_shader_instruction
*ins
)
3252 shader_addline(ins
->ctx
->buffer
, "EndPrimitive();\n");
3255 /* Process the WINED3DSIO_POW instruction in GLSL (dst = |src0|^src1)
3256 * Src0 and src1 are scalars. Note that D3D uses the absolute of src0, while
3257 * GLSL uses the value as-is. */
3258 static void shader_glsl_pow(const struct wined3d_shader_instruction
*ins
)
3260 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
3261 struct glsl_src_param src0_param
;
3262 struct glsl_src_param src1_param
;
3263 DWORD dst_write_mask
;
3264 unsigned int dst_size
;
3266 dst_write_mask
= shader_glsl_append_dst(buffer
, ins
);
3267 dst_size
= shader_glsl_get_write_mask_size(dst_write_mask
);
3269 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
, &src0_param
);
3270 shader_glsl_add_src_param(ins
, &ins
->src
[1], WINED3DSP_WRITEMASK_0
, &src1_param
);
3274 shader_addline(buffer
, "vec%u(%s == 0.0 ? 1.0 : pow(abs(%s), %s)));\n",
3275 dst_size
, src1_param
.param_str
, src0_param
.param_str
, src1_param
.param_str
);
3279 shader_addline(buffer
, "%s == 0.0 ? 1.0 : pow(abs(%s), %s));\n",
3280 src1_param
.param_str
, src0_param
.param_str
, src1_param
.param_str
);
3284 /* Map the opcode 1-to-1 to the GL code (arg->dst = instruction(src0, src1, ...) */
3285 static void shader_glsl_map2gl(const struct wined3d_shader_instruction
*ins
)
3287 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
3288 struct glsl_src_param src_param
;
3289 const char *instruction
;
3293 /* Determine the GLSL function to use based on the opcode */
3294 /* TODO: Possibly make this a table for faster lookups */
3295 switch (ins
->handler_idx
)
3297 case WINED3DSIH_ABS
: instruction
= "abs"; break;
3298 case WINED3DSIH_DSX
: instruction
= "dFdx"; break;
3299 case WINED3DSIH_DSY
: instruction
= "ycorrection.y * dFdy"; break;
3300 case WINED3DSIH_FRC
: instruction
= "fract"; break;
3301 case WINED3DSIH_IMAX
: instruction
= "max"; break;
3302 case WINED3DSIH_IMIN
: instruction
= "min"; break;
3303 case WINED3DSIH_MAX
: instruction
= "max"; break;
3304 case WINED3DSIH_MIN
: instruction
= "min"; break;
3305 case WINED3DSIH_ROUND_NI
: instruction
= "floor"; break;
3306 case WINED3DSIH_ROUND_PI
: instruction
= "ceil"; break;
3307 case WINED3DSIH_ROUND_Z
: instruction
= "trunc"; break;
3308 case WINED3DSIH_SQRT
: instruction
= "sqrt"; break;
3309 default: instruction
= "";
3310 FIXME("Opcode %s not yet handled in GLSL.\n", debug_d3dshaderinstructionhandler(ins
->handler_idx
));
3314 write_mask
= shader_glsl_append_dst(buffer
, ins
);
3316 shader_addline(buffer
, "%s(", instruction
);
3320 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src_param
);
3321 shader_addline(buffer
, "%s", src_param
.param_str
);
3322 for (i
= 1; i
< ins
->src_count
; ++i
)
3324 shader_glsl_add_src_param(ins
, &ins
->src
[i
], write_mask
, &src_param
);
3325 shader_addline(buffer
, ", %s", src_param
.param_str
);
3329 shader_addline(buffer
, "));\n");
3332 static void shader_glsl_nop(const struct wined3d_shader_instruction
*ins
) {}
3334 static void shader_glsl_nrm(const struct wined3d_shader_instruction
*ins
)
3336 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
3337 struct glsl_src_param src_param
;
3338 unsigned int mask_size
;
3342 write_mask
= shader_glsl_get_write_mask(ins
->dst
, dst_mask
);
3343 mask_size
= shader_glsl_get_write_mask_size(write_mask
);
3344 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src_param
);
3346 shader_addline(buffer
, "tmp0.x = dot(%s, %s);\n",
3347 src_param
.param_str
, src_param
.param_str
);
3348 shader_glsl_append_dst(buffer
, ins
);
3352 shader_addline(buffer
, "tmp0.x == 0.0 ? vec%u(0.0) : (%s * inversesqrt(tmp0.x)));\n",
3353 mask_size
, src_param
.param_str
);
3357 shader_addline(buffer
, "tmp0.x == 0.0 ? 0.0 : (%s * inversesqrt(tmp0.x)));\n",
3358 src_param
.param_str
);
3362 static void shader_glsl_scalar_op(const struct wined3d_shader_instruction
*ins
)
3364 DWORD shader_version
= WINED3D_SHADER_VERSION(ins
->ctx
->reg_maps
->shader_version
.major
,
3365 ins
->ctx
->reg_maps
->shader_version
.minor
);
3366 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
3367 struct glsl_src_param src0_param
;
3368 const char *prefix
, *suffix
;
3369 unsigned int dst_size
;
3370 DWORD dst_write_mask
;
3372 dst_write_mask
= shader_glsl_append_dst(buffer
, ins
);
3373 dst_size
= shader_glsl_get_write_mask_size(dst_write_mask
);
3375 if (shader_version
< WINED3D_SHADER_VERSION(4, 0))
3376 dst_write_mask
= WINED3DSP_WRITEMASK_3
;
3378 shader_glsl_add_src_param(ins
, &ins
->src
[0], dst_write_mask
, &src0_param
);
3380 switch (ins
->handler_idx
)
3382 case WINED3DSIH_EXP
:
3383 case WINED3DSIH_EXPP
:
3388 case WINED3DSIH_LOG
:
3389 case WINED3DSIH_LOGP
:
3390 prefix
= "log2(abs(";
3394 case WINED3DSIH_RCP
:
3399 case WINED3DSIH_RSQ
:
3400 prefix
= "inversesqrt(abs(";
3407 FIXME("Unhandled instruction %#x.\n", ins
->handler_idx
);
3411 if (dst_size
> 1 && shader_version
< WINED3D_SHADER_VERSION(4, 0))
3412 shader_addline(buffer
, "vec%u(%s%s%s));\n", dst_size
, prefix
, src0_param
.param_str
, suffix
);
3414 shader_addline(buffer
, "%s%s%s);\n", prefix
, src0_param
.param_str
, suffix
);
3417 /** Process the WINED3DSIO_EXPP instruction in GLSL:
3418 * For shader model 1.x, do the following (and honor the writemask, so use a temporary variable):
3419 * dst.x = 2^(floor(src))
3420 * dst.y = src - floor(src)
3421 * dst.z = 2^src (partial precision is allowed, but optional)
3423 * For 2.0 shaders, just do this (honoring writemask and swizzle):
3424 * dst = 2^src; (partial precision is allowed, but optional)
3426 static void shader_glsl_expp(const struct wined3d_shader_instruction
*ins
)
3428 if (ins
->ctx
->reg_maps
->shader_version
.major
< 2)
3430 struct glsl_src_param src_param
;
3433 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_3
, &src_param
);
3435 shader_addline(ins
->ctx
->buffer
, "tmp0.x = exp2(floor(%s));\n", src_param
.param_str
);
3436 shader_addline(ins
->ctx
->buffer
, "tmp0.y = %s - floor(%s);\n", src_param
.param_str
, src_param
.param_str
);
3437 shader_addline(ins
->ctx
->buffer
, "tmp0.z = exp2(%s);\n", src_param
.param_str
);
3438 shader_addline(ins
->ctx
->buffer
, "tmp0.w = 1.0;\n");
3440 shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
3441 shader_glsl_get_write_mask(&ins
->dst
[0], dst_mask
);
3442 shader_addline(ins
->ctx
->buffer
, "tmp0%s);\n", dst_mask
);
3446 shader_glsl_scalar_op(ins
);
3449 static void shader_glsl_cast(const struct wined3d_shader_instruction
*ins
,
3450 const char *vector_constructor
, const char *scalar_constructor
)
3452 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
3453 struct glsl_src_param src_param
;
3454 unsigned int mask_size
;
3457 write_mask
= shader_glsl_append_dst(buffer
, ins
);
3458 mask_size
= shader_glsl_get_write_mask_size(write_mask
);
3459 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src_param
);
3462 shader_addline(buffer
, "%s%u(%s));\n", vector_constructor
, mask_size
, src_param
.param_str
);
3464 shader_addline(buffer
, "%s(%s));\n", scalar_constructor
, src_param
.param_str
);
3467 static void shader_glsl_to_int(const struct wined3d_shader_instruction
*ins
)
3469 shader_glsl_cast(ins
, "ivec", "int");
3472 static void shader_glsl_to_uint(const struct wined3d_shader_instruction
*ins
)
3474 shader_glsl_cast(ins
, "uvec", "uint");
3477 static void shader_glsl_to_float(const struct wined3d_shader_instruction
*ins
)
3479 shader_glsl_cast(ins
, "vec", "float");
3482 /** Process signed comparison opcodes in GLSL. */
3483 static void shader_glsl_compare(const struct wined3d_shader_instruction
*ins
)
3485 struct glsl_src_param src0_param
;
3486 struct glsl_src_param src1_param
;
3488 unsigned int mask_size
;
3490 write_mask
= shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
3491 mask_size
= shader_glsl_get_write_mask_size(write_mask
);
3492 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
3493 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
3495 if (mask_size
> 1) {
3496 const char *compare
;
3498 switch(ins
->handler_idx
)
3500 case WINED3DSIH_SLT
: compare
= "lessThan"; break;
3501 case WINED3DSIH_SGE
: compare
= "greaterThanEqual"; break;
3502 default: compare
= "";
3503 FIXME("Can't handle opcode %s.\n", debug_d3dshaderinstructionhandler(ins
->handler_idx
));
3506 shader_addline(ins
->ctx
->buffer
, "vec%d(%s(%s, %s)));\n", mask_size
, compare
,
3507 src0_param
.param_str
, src1_param
.param_str
);
3509 switch(ins
->handler_idx
)
3511 case WINED3DSIH_SLT
:
3512 /* Step(src0, src1) is not suitable here because if src0 == src1 SLT is supposed,
3513 * to return 0.0 but step returns 1.0 because step is not < x
3514 * An alternative is a bvec compare padded with an unused second component.
3515 * step(src1 * -1.0, src0 * -1.0) is not an option because it suffers from the same
3516 * issue. Playing with not() is not possible either because not() does not accept
3519 shader_addline(ins
->ctx
->buffer
, "(%s < %s) ? 1.0 : 0.0);\n",
3520 src0_param
.param_str
, src1_param
.param_str
);
3522 case WINED3DSIH_SGE
:
3523 /* Here we can use the step() function and safe a conditional */
3524 shader_addline(ins
->ctx
->buffer
, "step(%s, %s));\n", src1_param
.param_str
, src0_param
.param_str
);
3527 FIXME("Can't handle opcode %s.\n", debug_d3dshaderinstructionhandler(ins
->handler_idx
));
3533 static void shader_glsl_conditional_move(const struct wined3d_shader_instruction
*ins
)
3535 const char *condition_prefix
, *condition_suffix
;
3536 struct wined3d_shader_dst_param dst
;
3537 struct glsl_src_param src0_param
;
3538 struct glsl_src_param src1_param
;
3539 struct glsl_src_param src2_param
;
3540 BOOL temp_destination
= FALSE
;
3541 DWORD cmp_channel
= 0;
3546 switch (ins
->handler_idx
)
3548 case WINED3DSIH_CMP
:
3549 condition_prefix
= "";
3550 condition_suffix
= " >= 0.0";
3553 case WINED3DSIH_CND
:
3554 condition_prefix
= "";
3555 condition_suffix
= " > 0.5";
3558 case WINED3DSIH_MOVC
:
3559 condition_prefix
= "bool(";
3560 condition_suffix
= ")";
3564 FIXME("Unhandled instruction %#x.\n", ins
->handler_idx
);
3565 condition_prefix
= "<unhandled prefix>";
3566 condition_suffix
= "<unhandled suffix>";
3570 if (shader_is_scalar(&ins
->dst
[0].reg
) || shader_is_scalar(&ins
->src
[0].reg
))
3572 write_mask
= shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
3573 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
3574 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
3575 shader_glsl_add_src_param(ins
, &ins
->src
[2], write_mask
, &src2_param
);
3577 shader_addline(ins
->ctx
->buffer
, "%s%s%s ? %s : %s);\n",
3578 condition_prefix
, src0_param
.param_str
, condition_suffix
,
3579 src1_param
.param_str
, src2_param
.param_str
);
3585 /* Splitting the instruction up in multiple lines imposes a problem:
3586 * The first lines may overwrite source parameters of the following lines.
3587 * Deal with that by using a temporary destination register if needed. */
3588 if ((ins
->src
[0].reg
.idx
[0].offset
== dst
.reg
.idx
[0].offset
3589 && ins
->src
[0].reg
.type
== dst
.reg
.type
)
3590 || (ins
->src
[1].reg
.idx
[0].offset
== dst
.reg
.idx
[0].offset
3591 && ins
->src
[1].reg
.type
== dst
.reg
.type
)
3592 || (ins
->src
[2].reg
.idx
[0].offset
== dst
.reg
.idx
[0].offset
3593 && ins
->src
[2].reg
.type
== dst
.reg
.type
))
3594 temp_destination
= TRUE
;
3596 /* Cycle through all source0 channels. */
3597 for (i
= 0; i
< 4; ++i
)
3600 /* Find the destination channels which use the current source0 channel. */
3601 for (j
= 0; j
< 4; ++j
)
3603 if (((ins
->src
[0].swizzle
>> (2 * j
)) & 0x3) == i
)
3605 write_mask
|= WINED3DSP_WRITEMASK_0
<< j
;
3606 cmp_channel
= WINED3DSP_WRITEMASK_0
<< j
;
3609 dst
.write_mask
= ins
->dst
[0].write_mask
& write_mask
;
3611 if (temp_destination
)
3613 if (!(write_mask
= shader_glsl_get_write_mask(&dst
, mask_char
)))
3615 shader_addline(ins
->ctx
->buffer
, "tmp0%s = (", mask_char
);
3617 else if (!(write_mask
= shader_glsl_append_dst_ext(ins
->ctx
->buffer
, ins
, &dst
, dst
.reg
.data_type
)))
3620 shader_glsl_add_src_param(ins
, &ins
->src
[0], cmp_channel
, &src0_param
);
3621 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
3622 shader_glsl_add_src_param(ins
, &ins
->src
[2], write_mask
, &src2_param
);
3624 shader_addline(ins
->ctx
->buffer
, "%s%s%s ? %s : %s);\n",
3625 condition_prefix
, src0_param
.param_str
, condition_suffix
,
3626 src1_param
.param_str
, src2_param
.param_str
);
3629 if (temp_destination
)
3631 shader_glsl_get_write_mask(&ins
->dst
[0], mask_char
);
3632 shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
3633 shader_addline(ins
->ctx
->buffer
, "tmp0%s);\n", mask_char
);
3637 /** Process the CND opcode in GLSL (dst = (src0 > 0.5) ? src1 : src2) */
3638 /* For ps 1.1-1.3, only a single component of src0 is used. For ps 1.4
3639 * the compare is done per component of src0. */
3640 static void shader_glsl_cnd(const struct wined3d_shader_instruction
*ins
)
3642 struct glsl_src_param src0_param
;
3643 struct glsl_src_param src1_param
;
3644 struct glsl_src_param src2_param
;
3646 DWORD shader_version
= WINED3D_SHADER_VERSION(ins
->ctx
->reg_maps
->shader_version
.major
,
3647 ins
->ctx
->reg_maps
->shader_version
.minor
);
3649 if (shader_version
< WINED3D_SHADER_VERSION(1, 4))
3651 write_mask
= shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
3652 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
, &src0_param
);
3653 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
3654 shader_glsl_add_src_param(ins
, &ins
->src
[2], write_mask
, &src2_param
);
3656 if (ins
->coissue
&& ins
->dst
->write_mask
!= WINED3DSP_WRITEMASK_3
)
3657 shader_addline(ins
->ctx
->buffer
, "%s /* COISSUE! */);\n", src1_param
.param_str
);
3659 shader_addline(ins
->ctx
->buffer
, "%s > 0.5 ? %s : %s);\n",
3660 src0_param
.param_str
, src1_param
.param_str
, src2_param
.param_str
);
3664 shader_glsl_conditional_move(ins
);
3667 /** GLSL code generation for WINED3DSIO_MAD: Multiply the first 2 opcodes, then add the last */
3668 static void shader_glsl_mad(const struct wined3d_shader_instruction
*ins
)
3670 struct glsl_src_param src0_param
;
3671 struct glsl_src_param src1_param
;
3672 struct glsl_src_param src2_param
;
3675 write_mask
= shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
3676 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
3677 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
3678 shader_glsl_add_src_param(ins
, &ins
->src
[2], write_mask
, &src2_param
);
3679 shader_addline(ins
->ctx
->buffer
, "(%s * %s) + %s);\n",
3680 src0_param
.param_str
, src1_param
.param_str
, src2_param
.param_str
);
3683 /* Handles transforming all WINED3DSIO_M?x? opcodes for
3684 Vertex shaders to GLSL codes */
3685 static void shader_glsl_mnxn(const struct wined3d_shader_instruction
*ins
)
3688 int nComponents
= 0;
3689 struct wined3d_shader_dst_param tmp_dst
= {{0}};
3690 struct wined3d_shader_src_param tmp_src
[2] = {{{0}}};
3691 struct wined3d_shader_instruction tmp_ins
;
3693 memset(&tmp_ins
, 0, sizeof(tmp_ins
));
3695 /* Set constants for the temporary argument */
3696 tmp_ins
.ctx
= ins
->ctx
;
3697 tmp_ins
.dst_count
= 1;
3698 tmp_ins
.dst
= &tmp_dst
;
3699 tmp_ins
.src_count
= 2;
3700 tmp_ins
.src
= tmp_src
;
3702 switch(ins
->handler_idx
)
3704 case WINED3DSIH_M4x4
:
3706 tmp_ins
.handler_idx
= WINED3DSIH_DP4
;
3708 case WINED3DSIH_M4x3
:
3710 tmp_ins
.handler_idx
= WINED3DSIH_DP4
;
3712 case WINED3DSIH_M3x4
:
3714 tmp_ins
.handler_idx
= WINED3DSIH_DP3
;
3716 case WINED3DSIH_M3x3
:
3718 tmp_ins
.handler_idx
= WINED3DSIH_DP3
;
3720 case WINED3DSIH_M3x2
:
3722 tmp_ins
.handler_idx
= WINED3DSIH_DP3
;
3728 tmp_dst
= ins
->dst
[0];
3729 tmp_src
[0] = ins
->src
[0];
3730 tmp_src
[1] = ins
->src
[1];
3731 for (i
= 0; i
< nComponents
; ++i
)
3733 tmp_dst
.write_mask
= WINED3DSP_WRITEMASK_0
<< i
;
3734 shader_glsl_dot(&tmp_ins
);
3735 ++tmp_src
[1].reg
.idx
[0].offset
;
3740 The LRP instruction performs a component-wise linear interpolation
3741 between the second and third operands using the first operand as the
3742 blend factor. Equation: (dst = src2 + src0 * (src1 - src2))
3743 This is equivalent to mix(src2, src1, src0);
3745 static void shader_glsl_lrp(const struct wined3d_shader_instruction
*ins
)
3747 struct glsl_src_param src0_param
;
3748 struct glsl_src_param src1_param
;
3749 struct glsl_src_param src2_param
;
3752 write_mask
= shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
3754 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
3755 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
3756 shader_glsl_add_src_param(ins
, &ins
->src
[2], write_mask
, &src2_param
);
3758 shader_addline(ins
->ctx
->buffer
, "mix(%s, %s, %s));\n",
3759 src2_param
.param_str
, src1_param
.param_str
, src0_param
.param_str
);
3762 /** Process the WINED3DSIO_LIT instruction in GLSL:
3763 * dst.x = dst.w = 1.0
3764 * dst.y = (src0.x > 0) ? src0.x
3765 * dst.z = (src0.x > 0) ? ((src0.y > 0) ? pow(src0.y, src.w) : 0) : 0
3766 * where src.w is clamped at +- 128
3768 static void shader_glsl_lit(const struct wined3d_shader_instruction
*ins
)
3770 struct glsl_src_param src0_param
;
3771 struct glsl_src_param src1_param
;
3772 struct glsl_src_param src3_param
;
3775 shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
3776 shader_glsl_get_write_mask(&ins
->dst
[0], dst_mask
);
3778 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
, &src0_param
);
3779 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_1
, &src1_param
);
3780 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_3
, &src3_param
);
3782 /* The sdk specifies the instruction like this
3784 * if(src.x > 0.0) dst.y = src.x
3786 * if(src.x > 0.0 && src.y > 0.0) dst.z = pow(src.y, power);
3789 * (where power = src.w clamped between -128 and 128)
3791 * Obviously that has quite a few conditionals in it which we don't like. So the first step is this:
3792 * dst.x = 1.0 ... No further explanation needed
3793 * dst.y = max(src.y, 0.0); ... If x < 0.0, use 0.0, otherwise x. Same as the conditional
3794 * dst.z = x > 0.0 ? pow(max(y, 0.0), p) : 0; ... 0 ^ power is 0, and otherwise we use y anyway
3795 * dst.w = 1.0. ... Nothing fancy.
3797 * So we still have one conditional in there. So do this:
3798 * dst.z = pow(max(0.0, src.y) * step(0.0, src.x), power);
3800 * 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),
3801 * 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.
3802 * if both x and y are > 0, we get pow(y * 1.0, power), as it is supposed to.
3804 * Unfortunately pow(0.0 ^ 0.0) returns NaN on most GPUs, but lit with src.y = 0 and src.w = 0 returns
3805 * a non-NaN value in dst.z. What we return doesn't matter, as long as it is not NaN. Return 0, which is
3806 * what all Windows HW drivers and GL_ARB_vertex_program's LIT do.
3808 shader_addline(ins
->ctx
->buffer
,
3809 "vec4(1.0, max(%s, 0.0), %s == 0.0 ? 0.0 : "
3810 "pow(max(0.0, %s) * step(0.0, %s), clamp(%s, -128.0, 128.0)), 1.0)%s);\n",
3811 src0_param
.param_str
, src3_param
.param_str
, src1_param
.param_str
,
3812 src0_param
.param_str
, src3_param
.param_str
, dst_mask
);
3815 /** Process the WINED3DSIO_DST instruction in GLSL:
3817 * dst.y = src0.x * src0.y
3821 static void shader_glsl_dst(const struct wined3d_shader_instruction
*ins
)
3823 struct glsl_src_param src0y_param
;
3824 struct glsl_src_param src0z_param
;
3825 struct glsl_src_param src1y_param
;
3826 struct glsl_src_param src1w_param
;
3829 shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
3830 shader_glsl_get_write_mask(&ins
->dst
[0], dst_mask
);
3832 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_1
, &src0y_param
);
3833 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_2
, &src0z_param
);
3834 shader_glsl_add_src_param(ins
, &ins
->src
[1], WINED3DSP_WRITEMASK_1
, &src1y_param
);
3835 shader_glsl_add_src_param(ins
, &ins
->src
[1], WINED3DSP_WRITEMASK_3
, &src1w_param
);
3837 shader_addline(ins
->ctx
->buffer
, "vec4(1.0, %s * %s, %s, %s))%s;\n",
3838 src0y_param
.param_str
, src1y_param
.param_str
, src0z_param
.param_str
, src1w_param
.param_str
, dst_mask
);
3841 /** Process the WINED3DSIO_SINCOS instruction in GLSL:
3842 * VS 2.0 requires that specific cosine and sine constants be passed to this instruction so the hardware
3843 * can handle it. But, these functions are built-in for GLSL, so we can just ignore the last 2 params.
3845 * dst.x = cos(src0.?)
3846 * dst.y = sin(src0.?)
3850 static void shader_glsl_sincos(const struct wined3d_shader_instruction
*ins
)
3852 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
3853 struct glsl_src_param src0_param
;
3856 if (ins
->ctx
->reg_maps
->shader_version
.major
< 4)
3858 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
, &src0_param
);
3860 write_mask
= shader_glsl_append_dst(buffer
, ins
);
3863 case WINED3DSP_WRITEMASK_0
:
3864 shader_addline(buffer
, "cos(%s));\n", src0_param
.param_str
);
3867 case WINED3DSP_WRITEMASK_1
:
3868 shader_addline(buffer
, "sin(%s));\n", src0_param
.param_str
);
3871 case (WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
):
3872 shader_addline(buffer
, "vec2(cos(%s), sin(%s)));\n",
3873 src0_param
.param_str
, src0_param
.param_str
);
3877 ERR("Write mask should be .x, .y or .xy\n");
3884 if (ins
->dst
[0].reg
.type
!= WINED3DSPR_NULL
)
3887 if (ins
->dst
[1].reg
.type
!= WINED3DSPR_NULL
)
3891 write_mask
= shader_glsl_get_write_mask(&ins
->dst
[0], dst_mask
);
3892 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
3893 shader_addline(buffer
, "tmp0%s = sin(%s);\n", dst_mask
, src0_param
.param_str
);
3895 write_mask
= shader_glsl_append_dst_ext(buffer
, ins
, &ins
->dst
[1], ins
->dst
[1].reg
.data_type
);
3896 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
3897 shader_addline(buffer
, "cos(%s));\n", src0_param
.param_str
);
3899 shader_glsl_append_dst_ext(buffer
, ins
, &ins
->dst
[0], ins
->dst
[0].reg
.data_type
);
3900 shader_addline(buffer
, "tmp0%s);\n", dst_mask
);
3904 write_mask
= shader_glsl_append_dst_ext(buffer
, ins
, &ins
->dst
[0], ins
->dst
[0].reg
.data_type
);
3905 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
3906 shader_addline(buffer
, "sin(%s));\n", src0_param
.param_str
);
3909 else if (ins
->dst
[1].reg
.type
!= WINED3DSPR_NULL
)
3911 write_mask
= shader_glsl_append_dst_ext(buffer
, ins
, &ins
->dst
[1], ins
->dst
[1].reg
.data_type
);
3912 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
3913 shader_addline(buffer
, "cos(%s));\n", src0_param
.param_str
);
3917 /* sgn in vs_2_0 has 2 extra parameters(registers for temporary storage) which we don't use
3918 * here. But those extra parameters require a dedicated function for sgn, since map2gl would
3919 * generate invalid code
3921 static void shader_glsl_sgn(const struct wined3d_shader_instruction
*ins
)
3923 struct glsl_src_param src0_param
;
3926 write_mask
= shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
3927 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
3929 shader_addline(ins
->ctx
->buffer
, "sign(%s));\n", src0_param
.param_str
);
3932 /** Process the WINED3DSIO_LOOP instruction in GLSL:
3933 * Start a for() loop where src1.y is the initial value of aL,
3934 * increment aL by src1.z for a total of src1.x iterations.
3935 * Need to use a temporary variable for this operation.
3937 /* FIXME: I don't think nested loops will work correctly this way. */
3938 static void shader_glsl_loop(const struct wined3d_shader_instruction
*ins
)
3940 struct wined3d_shader_loop_state
*loop_state
= ins
->ctx
->loop_state
;
3941 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
3942 const struct wined3d_shader
*shader
= ins
->ctx
->shader
;
3943 const struct wined3d_shader_lconst
*constant
;
3944 struct glsl_src_param src1_param
;
3945 const DWORD
*control_values
= NULL
;
3947 if (ins
->ctx
->reg_maps
->shader_version
.major
< 4)
3949 shader_glsl_add_src_param(ins
, &ins
->src
[1], WINED3DSP_WRITEMASK_ALL
, &src1_param
);
3951 /* Try to hardcode the loop control parameters if possible. Direct3D 9
3952 * class hardware doesn't support real varying indexing, but Microsoft
3953 * designed this feature for Shader model 2.x+. If the loop control is
3954 * known at compile time, the GLSL compiler can unroll the loop, and
3955 * replace indirect addressing with direct addressing. */
3956 if (ins
->src
[1].reg
.type
== WINED3DSPR_CONSTINT
)
3958 LIST_FOR_EACH_ENTRY(constant
, &shader
->constantsI
, struct wined3d_shader_lconst
, entry
)
3960 if (constant
->idx
== ins
->src
[1].reg
.idx
[0].offset
)
3962 control_values
= constant
->value
;
3970 struct wined3d_shader_loop_control loop_control
;
3971 loop_control
.count
= control_values
[0];
3972 loop_control
.start
= control_values
[1];
3973 loop_control
.step
= (int)control_values
[2];
3975 if (loop_control
.step
> 0)
3977 shader_addline(buffer
, "for (aL%u = %u; aL%u < (%u * %d + %u); aL%u += %d)\n{\n",
3978 loop_state
->current_depth
, loop_control
.start
,
3979 loop_state
->current_depth
, loop_control
.count
, loop_control
.step
, loop_control
.start
,
3980 loop_state
->current_depth
, loop_control
.step
);
3982 else if (loop_control
.step
< 0)
3984 shader_addline(buffer
, "for (aL%u = %u; aL%u > (%u * %d + %u); aL%u += %d)\n{\n",
3985 loop_state
->current_depth
, loop_control
.start
,
3986 loop_state
->current_depth
, loop_control
.count
, loop_control
.step
, loop_control
.start
,
3987 loop_state
->current_depth
, loop_control
.step
);
3991 shader_addline(buffer
, "for (aL%u = %u, tmpInt%u = 0; tmpInt%u < %u; tmpInt%u++)\n{\n",
3992 loop_state
->current_depth
, loop_control
.start
, loop_state
->current_depth
,
3993 loop_state
->current_depth
, loop_control
.count
,
3994 loop_state
->current_depth
);
3999 shader_addline(buffer
, "for (tmpInt%u = 0, aL%u = %s.y; tmpInt%u < %s.x; tmpInt%u++, aL%u += %s.z)\n{\n",
4000 loop_state
->current_depth
, loop_state
->current_reg
,
4001 src1_param
.reg_name
, loop_state
->current_depth
, src1_param
.reg_name
,
4002 loop_state
->current_depth
, loop_state
->current_reg
, src1_param
.reg_name
);
4005 ++loop_state
->current_reg
;
4009 shader_addline(buffer
, "for (;;)\n{\n");
4012 ++loop_state
->current_depth
;
4015 static void shader_glsl_end(const struct wined3d_shader_instruction
*ins
)
4017 struct wined3d_shader_loop_state
*loop_state
= ins
->ctx
->loop_state
;
4019 shader_addline(ins
->ctx
->buffer
, "}\n");
4021 if (ins
->handler_idx
== WINED3DSIH_ENDLOOP
)
4023 --loop_state
->current_depth
;
4024 --loop_state
->current_reg
;
4027 if (ins
->handler_idx
== WINED3DSIH_ENDREP
)
4029 --loop_state
->current_depth
;
4033 static void shader_glsl_rep(const struct wined3d_shader_instruction
*ins
)
4035 const struct wined3d_shader
*shader
= ins
->ctx
->shader
;
4036 struct wined3d_shader_loop_state
*loop_state
= ins
->ctx
->loop_state
;
4037 const struct wined3d_shader_lconst
*constant
;
4038 struct glsl_src_param src0_param
;
4039 const DWORD
*control_values
= NULL
;
4041 /* Try to hardcode local values to help the GLSL compiler to unroll and optimize the loop */
4042 if (ins
->src
[0].reg
.type
== WINED3DSPR_CONSTINT
)
4044 LIST_FOR_EACH_ENTRY(constant
, &shader
->constantsI
, struct wined3d_shader_lconst
, entry
)
4046 if (constant
->idx
== ins
->src
[0].reg
.idx
[0].offset
)
4048 control_values
= constant
->value
;
4056 shader_addline(ins
->ctx
->buffer
, "for (tmpInt%d = 0; tmpInt%d < %d; tmpInt%d++) {\n",
4057 loop_state
->current_depth
, loop_state
->current_depth
,
4058 control_values
[0], loop_state
->current_depth
);
4062 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
, &src0_param
);
4063 shader_addline(ins
->ctx
->buffer
, "for (tmpInt%d = 0; tmpInt%d < %s; tmpInt%d++) {\n",
4064 loop_state
->current_depth
, loop_state
->current_depth
,
4065 src0_param
.param_str
, loop_state
->current_depth
);
4068 ++loop_state
->current_depth
;
4071 static void shader_glsl_if(const struct wined3d_shader_instruction
*ins
)
4073 struct glsl_src_param src0_param
;
4075 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
, &src0_param
);
4076 shader_addline(ins
->ctx
->buffer
, "if (bool(%s)) {\n", src0_param
.param_str
);
4079 static void shader_glsl_ifc(const struct wined3d_shader_instruction
*ins
)
4081 struct glsl_src_param src0_param
;
4082 struct glsl_src_param src1_param
;
4084 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
, &src0_param
);
4085 shader_glsl_add_src_param(ins
, &ins
->src
[1], WINED3DSP_WRITEMASK_0
, &src1_param
);
4087 shader_addline(ins
->ctx
->buffer
, "if (%s %s %s) {\n",
4088 src0_param
.param_str
, shader_glsl_get_rel_op(ins
->flags
), src1_param
.param_str
);
4091 static void shader_glsl_else(const struct wined3d_shader_instruction
*ins
)
4093 shader_addline(ins
->ctx
->buffer
, "} else {\n");
4096 static void shader_glsl_emit(const struct wined3d_shader_instruction
*ins
)
4098 shader_addline(ins
->ctx
->buffer
, "EmitVertex();\n");
4101 static void shader_glsl_break(const struct wined3d_shader_instruction
*ins
)
4103 shader_addline(ins
->ctx
->buffer
, "break;\n");
4106 /* FIXME: According to MSDN the compare is done per component. */
4107 static void shader_glsl_breakc(const struct wined3d_shader_instruction
*ins
)
4109 struct glsl_src_param src0_param
;
4110 struct glsl_src_param src1_param
;
4112 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
, &src0_param
);
4113 shader_glsl_add_src_param(ins
, &ins
->src
[1], WINED3DSP_WRITEMASK_0
, &src1_param
);
4115 shader_addline(ins
->ctx
->buffer
, "if (%s %s %s) break;\n",
4116 src0_param
.param_str
, shader_glsl_get_rel_op(ins
->flags
), src1_param
.param_str
);
4119 static void shader_glsl_breakp(const struct wined3d_shader_instruction
*ins
)
4121 struct glsl_src_param src_param
;
4123 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
, &src_param
);
4124 shader_addline(ins
->ctx
->buffer
, "if (bool(%s)) break;\n", src_param
.param_str
);
4127 static void shader_glsl_label(const struct wined3d_shader_instruction
*ins
)
4129 shader_addline(ins
->ctx
->buffer
, "}\n");
4130 shader_addline(ins
->ctx
->buffer
, "void subroutine%u()\n{\n", ins
->src
[0].reg
.idx
[0].offset
);
4133 static void shader_glsl_call(const struct wined3d_shader_instruction
*ins
)
4135 shader_addline(ins
->ctx
->buffer
, "subroutine%u();\n", ins
->src
[0].reg
.idx
[0].offset
);
4138 static void shader_glsl_callnz(const struct wined3d_shader_instruction
*ins
)
4140 struct glsl_src_param src1_param
;
4142 shader_glsl_add_src_param(ins
, &ins
->src
[1], WINED3DSP_WRITEMASK_0
, &src1_param
);
4143 shader_addline(ins
->ctx
->buffer
, "if (%s) subroutine%u();\n",
4144 src1_param
.param_str
, ins
->src
[0].reg
.idx
[0].offset
);
4147 static void shader_glsl_ret(const struct wined3d_shader_instruction
*ins
)
4149 /* No-op. The closing } is written when a new function is started, and at the end of the shader. This
4150 * function only suppresses the unhandled instruction warning
4154 /*********************************************
4155 * Pixel Shader Specific Code begins here
4156 ********************************************/
4157 static void shader_glsl_tex(const struct wined3d_shader_instruction
*ins
)
4159 DWORD shader_version
= WINED3D_SHADER_VERSION(ins
->ctx
->reg_maps
->shader_version
.major
,
4160 ins
->ctx
->reg_maps
->shader_version
.minor
);
4161 struct glsl_sample_function sample_function
;
4162 DWORD sample_flags
= 0;
4164 DWORD mask
= 0, swizzle
;
4165 const struct shader_glsl_ctx_priv
*priv
= ins
->ctx
->backend_data
;
4167 /* 1.0-1.4: Use destination register as sampler source.
4168 * 2.0+: Use provided sampler source. */
4169 if (shader_version
< WINED3D_SHADER_VERSION(2,0))
4170 resource_idx
= ins
->dst
[0].reg
.idx
[0].offset
;
4172 resource_idx
= ins
->src
[1].reg
.idx
[0].offset
;
4174 if (shader_version
< WINED3D_SHADER_VERSION(1,4))
4176 DWORD flags
= (priv
->cur_ps_args
->tex_transform
>> resource_idx
* WINED3D_PSARGS_TEXTRANSFORM_SHIFT
)
4177 & WINED3D_PSARGS_TEXTRANSFORM_MASK
;
4178 enum wined3d_shader_resource_type resource_type
= ins
->ctx
->reg_maps
->resource_info
[resource_idx
].type
;
4180 /* Projected cube textures don't make a lot of sense, the resulting coordinates stay the same. */
4181 if (flags
& WINED3D_PSARGS_PROJECTED
&& resource_type
!= WINED3D_SHADER_RESOURCE_TEXTURE_CUBE
)
4183 sample_flags
|= WINED3D_GLSL_SAMPLE_PROJECTED
;
4184 switch (flags
& ~WINED3D_PSARGS_PROJECTED
)
4186 case WINED3D_TTFF_COUNT1
:
4187 FIXME("WINED3D_TTFF_PROJECTED with WINED3D_TTFF_COUNT1?\n");
4189 case WINED3D_TTFF_COUNT2
:
4190 mask
= WINED3DSP_WRITEMASK_1
;
4192 case WINED3D_TTFF_COUNT3
:
4193 mask
= WINED3DSP_WRITEMASK_2
;
4195 case WINED3D_TTFF_COUNT4
:
4196 case WINED3D_TTFF_DISABLE
:
4197 mask
= WINED3DSP_WRITEMASK_3
;
4202 else if (shader_version
< WINED3D_SHADER_VERSION(2,0))
4204 enum wined3d_shader_src_modifier src_mod
= ins
->src
[0].modifiers
;
4206 if (src_mod
== WINED3DSPSM_DZ
) {
4207 sample_flags
|= WINED3D_GLSL_SAMPLE_PROJECTED
;
4208 mask
= WINED3DSP_WRITEMASK_2
;
4209 } else if (src_mod
== WINED3DSPSM_DW
) {
4210 sample_flags
|= WINED3D_GLSL_SAMPLE_PROJECTED
;
4211 mask
= WINED3DSP_WRITEMASK_3
;
4216 if ((ins
->flags
& WINED3DSI_TEXLD_PROJECT
)
4217 && ins
->ctx
->reg_maps
->resource_info
[resource_idx
].type
!= WINED3D_SHADER_RESOURCE_TEXTURE_CUBE
)
4219 /* ps 2.0 texldp instruction always divides by the fourth component. */
4220 sample_flags
|= WINED3D_GLSL_SAMPLE_PROJECTED
;
4221 mask
= WINED3DSP_WRITEMASK_3
;
4225 if (priv
->cur_ps_args
->np2_fixup
& (1u << resource_idx
))
4226 sample_flags
|= WINED3D_GLSL_SAMPLE_NPOT
;
4228 shader_glsl_get_sample_function(ins
->ctx
, resource_idx
, resource_idx
, sample_flags
, &sample_function
);
4229 mask
|= sample_function
.coord_mask
;
4230 sample_function
.coord_mask
= mask
;
4232 if (shader_version
< WINED3D_SHADER_VERSION(2,0)) swizzle
= WINED3DSP_NOSWIZZLE
;
4233 else swizzle
= ins
->src
[1].swizzle
;
4235 /* 1.0-1.3: Use destination register as coordinate source.
4236 1.4+: Use provided coordinate source register. */
4237 if (shader_version
< WINED3D_SHADER_VERSION(1,4))
4240 shader_glsl_write_mask_to_str(mask
, coord_mask
);
4241 shader_glsl_gen_sample_code(ins
, resource_idx
, &sample_function
, swizzle
, NULL
, NULL
, NULL
, NULL
,
4242 "T%u%s", resource_idx
, coord_mask
);
4246 struct glsl_src_param coord_param
;
4247 shader_glsl_add_src_param(ins
, &ins
->src
[0], mask
, &coord_param
);
4248 if (ins
->flags
& WINED3DSI_TEXLD_BIAS
)
4250 struct glsl_src_param bias
;
4251 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_3
, &bias
);
4252 shader_glsl_gen_sample_code(ins
, resource_idx
, &sample_function
, swizzle
, NULL
, NULL
, bias
.param_str
,
4253 NULL
, "%s", coord_param
.param_str
);
4255 shader_glsl_gen_sample_code(ins
, resource_idx
, &sample_function
, swizzle
, NULL
, NULL
, NULL
, NULL
,
4256 "%s", coord_param
.param_str
);
4259 shader_glsl_release_sample_function(ins
->ctx
, &sample_function
);
4262 static void shader_glsl_texldd(const struct wined3d_shader_instruction
*ins
)
4264 const struct wined3d_gl_info
*gl_info
= ins
->ctx
->gl_info
;
4265 struct glsl_src_param coord_param
, dx_param
, dy_param
;
4266 DWORD sample_flags
= WINED3D_GLSL_SAMPLE_GRAD
;
4267 struct glsl_sample_function sample_function
;
4269 DWORD swizzle
= ins
->src
[1].swizzle
;
4270 const struct shader_glsl_ctx_priv
*priv
= ins
->ctx
->backend_data
;
4272 if (!gl_info
->supported
[ARB_SHADER_TEXTURE_LOD
] && !gl_info
->supported
[EXT_GPU_SHADER4
])
4274 FIXME("texldd used, but not supported by hardware. Falling back to regular tex\n");
4275 shader_glsl_tex(ins
);
4279 sampler_idx
= ins
->src
[1].reg
.idx
[0].offset
;
4280 if (priv
->cur_ps_args
->np2_fixup
& (1u << sampler_idx
))
4281 sample_flags
|= WINED3D_GLSL_SAMPLE_NPOT
;
4283 shader_glsl_get_sample_function(ins
->ctx
, sampler_idx
, sampler_idx
, sample_flags
, &sample_function
);
4284 shader_glsl_add_src_param(ins
, &ins
->src
[0], sample_function
.coord_mask
, &coord_param
);
4285 shader_glsl_add_src_param(ins
, &ins
->src
[2], sample_function
.coord_mask
, &dx_param
);
4286 shader_glsl_add_src_param(ins
, &ins
->src
[3], sample_function
.coord_mask
, &dy_param
);
4288 shader_glsl_gen_sample_code(ins
, sampler_idx
, &sample_function
, swizzle
, dx_param
.param_str
, dy_param
.param_str
,
4289 NULL
, NULL
, "%s", coord_param
.param_str
);
4290 shader_glsl_release_sample_function(ins
->ctx
, &sample_function
);
4293 static void shader_glsl_texldl(const struct wined3d_shader_instruction
*ins
)
4295 const struct wined3d_gl_info
*gl_info
= ins
->ctx
->gl_info
;
4296 struct glsl_src_param coord_param
, lod_param
;
4297 DWORD sample_flags
= WINED3D_GLSL_SAMPLE_LOD
;
4298 struct glsl_sample_function sample_function
;
4300 DWORD swizzle
= ins
->src
[1].swizzle
;
4301 const struct shader_glsl_ctx_priv
*priv
= ins
->ctx
->backend_data
;
4303 sampler_idx
= ins
->src
[1].reg
.idx
[0].offset
;
4304 if (ins
->ctx
->reg_maps
->shader_version
.type
== WINED3D_SHADER_TYPE_PIXEL
4305 && priv
->cur_ps_args
->np2_fixup
& (1u << sampler_idx
))
4306 sample_flags
|= WINED3D_GLSL_SAMPLE_NPOT
;
4308 shader_glsl_get_sample_function(ins
->ctx
, sampler_idx
, sampler_idx
, sample_flags
, &sample_function
);
4309 shader_glsl_add_src_param(ins
, &ins
->src
[0], sample_function
.coord_mask
, &coord_param
);
4311 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_3
, &lod_param
);
4313 if (!gl_info
->supported
[ARB_SHADER_TEXTURE_LOD
] && !gl_info
->supported
[EXT_GPU_SHADER4
]
4314 && ins
->ctx
->reg_maps
->shader_version
.type
== WINED3D_SHADER_TYPE_PIXEL
)
4316 /* Plain GLSL only supports Lod sampling functions in vertex shaders.
4317 * However, the NVIDIA drivers allow them in fragment shaders as well,
4318 * even without the appropriate extension. */
4319 WARN("Using %s in fragment shader.\n", sample_function
.name
->buffer
);
4321 shader_glsl_gen_sample_code(ins
, sampler_idx
, &sample_function
, swizzle
, NULL
, NULL
, lod_param
.param_str
, NULL
,
4322 "%s", coord_param
.param_str
);
4323 shader_glsl_release_sample_function(ins
->ctx
, &sample_function
);
4326 static unsigned int shader_glsl_find_sampler(const struct wined3d_shader_sampler_map
*sampler_map
,
4327 unsigned int resource_idx
, unsigned int sampler_idx
)
4329 struct wined3d_shader_sampler_map_entry
*entries
= sampler_map
->entries
;
4332 for (i
= 0; i
< sampler_map
->count
; ++i
)
4334 if (entries
[i
].resource_idx
== resource_idx
&& entries
[i
].sampler_idx
== sampler_idx
)
4335 return entries
[i
].bind_idx
;
4338 ERR("No GLSL sampler found for resource %u / sampler %u.\n", resource_idx
, sampler_idx
);
4343 static void shader_glsl_resinfo(const struct wined3d_shader_instruction
*ins
)
4345 static const unsigned int texture_size_component_count
[] =
4347 0, /* WINED3D_SHADER_RESOURCE_NONE */
4348 1, /* WINED3D_SHADER_RESOURCE_BUFFER */
4349 1, /* WINED3D_SHADER_RESOURCE_TEXTURE_1D */
4350 2, /* WINED3D_SHADER_RESOURCE_TEXTURE_2D */
4351 2, /* WINED3D_SHADER_RESOURCE_TEXTURE_2DMS */
4352 3, /* WINED3D_SHADER_RESOURCE_TEXTURE_3D */
4353 2, /* WINED3D_SHADER_RESOURCE_TEXTURE_CUBE */
4354 2, /* WINED3D_SHADER_RESOURCE_TEXTURE_1DARRAY */
4355 3, /* WINED3D_SHADER_RESOURCE_TEXTURE_2DARRAY */
4356 3, /* WINED3D_SHADER_RESOURCE_TEXTURE_2DMSARRAY */
4359 const struct wined3d_shader_version
*version
= &ins
->ctx
->reg_maps
->shader_version
;
4360 const struct wined3d_gl_info
*gl_info
= ins
->ctx
->gl_info
;
4361 enum wined3d_shader_resource_type resource_type
;
4362 unsigned int resource_idx
, sampler_bind_idx
, i
;
4363 enum wined3d_data_type dst_data_type
;
4364 struct glsl_src_param lod_param
;
4365 char dst_swizzle
[6];
4368 dst_data_type
= ins
->dst
[0].reg
.data_type
;
4369 if (ins
->flags
== WINED3DSI_RESINFO_UINT
)
4370 dst_data_type
= WINED3D_DATA_UINT
;
4371 else if (ins
->flags
)
4372 FIXME("Unhandled flags %#x.\n", ins
->flags
);
4374 write_mask
= shader_glsl_append_dst_ext(ins
->ctx
->buffer
, ins
, &ins
->dst
[0], dst_data_type
);
4375 shader_glsl_get_swizzle(&ins
->src
[1], FALSE
, write_mask
, dst_swizzle
);
4377 resource_idx
= ins
->src
[1].reg
.idx
[0].offset
;
4378 resource_type
= ins
->ctx
->reg_maps
->resource_info
[resource_idx
].type
;
4379 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
, &lod_param
);
4380 sampler_bind_idx
= shader_glsl_find_sampler(&ins
->ctx
->reg_maps
->sampler_map
,
4381 resource_idx
, WINED3D_SAMPLER_DEFAULT
);
4383 if (resource_type
>= ARRAY_SIZE(texture_size_component_count
))
4385 ERR("Unexpected resource type %#x.\n", resource_type
);
4386 resource_type
= WINED3D_SHADER_RESOURCE_TEXTURE_2D
;
4389 if (dst_data_type
== WINED3D_DATA_UINT
)
4390 shader_addline(ins
->ctx
->buffer
, "uvec4(");
4392 shader_addline(ins
->ctx
->buffer
, "vec4(");
4394 shader_addline(ins
->ctx
->buffer
, "textureSize(%s_sampler%u, %s), ",
4395 shader_glsl_get_prefix(version
->type
), sampler_bind_idx
, lod_param
.param_str
);
4397 for (i
= 0; i
< 3 - texture_size_component_count
[resource_type
]; ++i
)
4398 shader_addline(ins
->ctx
->buffer
, "0, ");
4400 if (gl_info
->supported
[ARB_TEXTURE_QUERY_LEVELS
])
4402 shader_addline(ins
->ctx
->buffer
, "textureQueryLevels(%s_sampler%u)",
4403 shader_glsl_get_prefix(version
->type
), sampler_bind_idx
);
4407 FIXME("textureQueryLevels is not supported, returning 1 mipmap level.\n");
4408 shader_addline(ins
->ctx
->buffer
, "1");
4411 shader_addline(ins
->ctx
->buffer
, ")%s);\n", dst_swizzle
);
4414 /* FIXME: The current implementation does not handle multisample textures correctly. */
4415 static void shader_glsl_ld(const struct wined3d_shader_instruction
*ins
)
4417 unsigned int resource_idx
, sampler_idx
, sampler_bind_idx
;
4418 struct glsl_src_param coord_param
, lod_param
;
4419 struct glsl_sample_function sample_function
;
4420 DWORD flags
= WINED3D_GLSL_SAMPLE_LOAD
;
4422 if (wined3d_shader_instruction_has_texel_offset(ins
))
4423 flags
|= WINED3D_GLSL_SAMPLE_OFFSET
;
4425 resource_idx
= ins
->src
[1].reg
.idx
[0].offset
;
4426 sampler_idx
= WINED3D_SAMPLER_DEFAULT
;
4428 shader_glsl_get_sample_function(ins
->ctx
, resource_idx
, sampler_idx
, flags
, &sample_function
);
4429 shader_glsl_add_src_param(ins
, &ins
->src
[0], sample_function
.coord_mask
, &coord_param
);
4430 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_3
, &lod_param
);
4431 sampler_bind_idx
= shader_glsl_find_sampler(&ins
->ctx
->reg_maps
->sampler_map
, resource_idx
, sampler_idx
);
4432 shader_glsl_gen_sample_code(ins
, sampler_bind_idx
, &sample_function
, ins
->src
[1].swizzle
,
4433 NULL
, NULL
, lod_param
.param_str
, &ins
->texel_offset
, "%s", coord_param
.param_str
);
4434 shader_glsl_release_sample_function(ins
->ctx
, &sample_function
);
4437 static void shader_glsl_sample(const struct wined3d_shader_instruction
*ins
)
4439 const char *lod_param_str
= NULL
, *dx_param_str
= NULL
, *dy_param_str
= NULL
;
4440 struct glsl_src_param coord_param
, lod_param
, dx_param
, dy_param
;
4441 unsigned int resource_idx
, sampler_idx
, sampler_bind_idx
;
4442 struct glsl_sample_function sample_function
;
4445 if (ins
->handler_idx
== WINED3DSIH_SAMPLE_GRAD
)
4446 flags
|= WINED3D_GLSL_SAMPLE_GRAD
;
4447 if (ins
->handler_idx
== WINED3DSIH_SAMPLE_LOD
)
4448 flags
|= WINED3D_GLSL_SAMPLE_LOD
;
4449 if (wined3d_shader_instruction_has_texel_offset(ins
))
4450 flags
|= WINED3D_GLSL_SAMPLE_OFFSET
;
4452 resource_idx
= ins
->src
[1].reg
.idx
[0].offset
;
4453 sampler_idx
= ins
->src
[2].reg
.idx
[0].offset
;
4455 shader_glsl_get_sample_function(ins
->ctx
, resource_idx
, sampler_idx
, flags
, &sample_function
);
4456 shader_glsl_add_src_param(ins
, &ins
->src
[0], sample_function
.coord_mask
, &coord_param
);
4458 switch (ins
->handler_idx
)
4460 case WINED3DSIH_SAMPLE
:
4462 case WINED3DSIH_SAMPLE_B
:
4463 shader_glsl_add_src_param(ins
, &ins
->src
[3], WINED3DSP_WRITEMASK_0
, &lod_param
);
4464 lod_param_str
= lod_param
.param_str
;
4466 case WINED3DSIH_SAMPLE_GRAD
:
4467 shader_glsl_add_src_param(ins
, &ins
->src
[3], sample_function
.coord_mask
, &dx_param
);
4468 shader_glsl_add_src_param(ins
, &ins
->src
[4], sample_function
.coord_mask
, &dy_param
);
4469 dx_param_str
= dx_param
.param_str
;
4470 dy_param_str
= dy_param
.param_str
;
4472 case WINED3DSIH_SAMPLE_LOD
:
4473 shader_glsl_add_src_param(ins
, &ins
->src
[3], WINED3DSP_WRITEMASK_0
, &lod_param
);
4474 lod_param_str
= lod_param
.param_str
;
4477 ERR("Unhandled opcode %s.\n", debug_d3dshaderinstructionhandler(ins
->handler_idx
));
4481 sampler_bind_idx
= shader_glsl_find_sampler(&ins
->ctx
->reg_maps
->sampler_map
, resource_idx
, sampler_idx
);
4482 shader_glsl_gen_sample_code(ins
, sampler_bind_idx
, &sample_function
, ins
->src
[1].swizzle
,
4483 dx_param_str
, dy_param_str
, lod_param_str
, &ins
->texel_offset
, "%s", coord_param
.param_str
);
4484 shader_glsl_release_sample_function(ins
->ctx
, &sample_function
);
4487 static void shader_glsl_sample_c(const struct wined3d_shader_instruction
*ins
)
4489 unsigned int resource_idx
, sampler_idx
, sampler_bind_idx
;
4490 struct glsl_src_param coord_param
, compare_param
;
4491 struct glsl_sample_function sample_function
;
4492 const char *lod_param
= NULL
;
4496 if (ins
->handler_idx
== WINED3DSIH_SAMPLE_C_LZ
)
4499 flags
|= WINED3D_GLSL_SAMPLE_LOD
;
4502 if (wined3d_shader_instruction_has_texel_offset(ins
))
4503 flags
|= WINED3D_GLSL_SAMPLE_OFFSET
;
4505 resource_idx
= ins
->src
[1].reg
.idx
[0].offset
;
4506 sampler_idx
= ins
->src
[2].reg
.idx
[0].offset
;
4508 shader_glsl_get_sample_function(ins
->ctx
, resource_idx
, sampler_idx
, flags
, &sample_function
);
4509 coord_size
= shader_glsl_get_write_mask_size(sample_function
.coord_mask
);
4510 shader_glsl_add_src_param(ins
, &ins
->src
[0], sample_function
.coord_mask
>> 1, &coord_param
);
4511 shader_glsl_add_src_param(ins
, &ins
->src
[3], WINED3DSP_WRITEMASK_0
, &compare_param
);
4512 sampler_bind_idx
= shader_glsl_find_sampler(&ins
->ctx
->reg_maps
->sampler_map
, resource_idx
, sampler_idx
);
4513 shader_glsl_gen_sample_code(ins
, sampler_bind_idx
, &sample_function
, WINED3DSP_NOSWIZZLE
,
4514 NULL
, NULL
, lod_param
, &ins
->texel_offset
, "vec%u(%s, %s)",
4515 coord_size
, coord_param
.param_str
, compare_param
.param_str
);
4516 shader_glsl_release_sample_function(ins
->ctx
, &sample_function
);
4519 static void shader_glsl_texcoord(const struct wined3d_shader_instruction
*ins
)
4521 /* FIXME: Make this work for more than just 2D textures */
4522 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
4523 DWORD write_mask
= shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
4525 if (!(ins
->ctx
->reg_maps
->shader_version
.major
== 1 && ins
->ctx
->reg_maps
->shader_version
.minor
== 4))
4529 shader_glsl_get_write_mask(&ins
->dst
[0], dst_mask
);
4530 shader_addline(buffer
, "clamp(ffp_texcoord[%u], 0.0, 1.0)%s);\n",
4531 ins
->dst
[0].reg
.idx
[0].offset
, dst_mask
);
4535 enum wined3d_shader_src_modifier src_mod
= ins
->src
[0].modifiers
;
4536 DWORD reg
= ins
->src
[0].reg
.idx
[0].offset
;
4537 char dst_swizzle
[6];
4539 shader_glsl_get_swizzle(&ins
->src
[0], FALSE
, write_mask
, dst_swizzle
);
4541 if (src_mod
== WINED3DSPSM_DZ
|| src_mod
== WINED3DSPSM_DW
)
4543 unsigned int mask_size
= shader_glsl_get_write_mask_size(write_mask
);
4544 struct glsl_src_param div_param
;
4545 DWORD src_writemask
= src_mod
== WINED3DSPSM_DZ
? WINED3DSP_WRITEMASK_2
: WINED3DSP_WRITEMASK_3
;
4547 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_writemask
, &div_param
);
4550 shader_addline(buffer
, "ffp_texcoord[%u]%s / vec%d(%s));\n", reg
, dst_swizzle
, mask_size
, div_param
.param_str
);
4552 shader_addline(buffer
, "ffp_texcoord[%u]%s / %s);\n", reg
, dst_swizzle
, div_param
.param_str
);
4556 shader_addline(buffer
, "ffp_texcoord[%u]%s);\n", reg
, dst_swizzle
);
4561 /** Process the WINED3DSIO_TEXDP3TEX instruction in GLSL:
4562 * Take a 3-component dot product of the TexCoord[dstreg] and src,
4563 * then perform a 1D texture lookup from stage dstregnum, place into dst. */
4564 static void shader_glsl_texdp3tex(const struct wined3d_shader_instruction
*ins
)
4566 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
4567 DWORD sampler_idx
= ins
->dst
[0].reg
.idx
[0].offset
;
4568 struct glsl_sample_function sample_function
;
4569 struct glsl_src_param src0_param
;
4572 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_mask
, &src0_param
);
4574 /* Do I have to take care about the projected bit? I don't think so, since the dp3 returns only one
4575 * scalar, and projected sampling would require 4.
4577 * It is a dependent read - not valid with conditional NP2 textures
4579 shader_glsl_get_sample_function(ins
->ctx
, sampler_idx
, sampler_idx
, 0, &sample_function
);
4580 mask_size
= shader_glsl_get_write_mask_size(sample_function
.coord_mask
);
4585 shader_glsl_gen_sample_code(ins
, sampler_idx
, &sample_function
, WINED3DSP_NOSWIZZLE
, NULL
, NULL
, NULL
,
4586 NULL
, "dot(ffp_texcoord[%u].xyz, %s)", sampler_idx
, src0_param
.param_str
);
4590 shader_glsl_gen_sample_code(ins
, sampler_idx
, &sample_function
, WINED3DSP_NOSWIZZLE
, NULL
, NULL
, NULL
,
4591 NULL
, "vec2(dot(ffp_texcoord[%u].xyz, %s), 0.0)", sampler_idx
, src0_param
.param_str
);
4595 shader_glsl_gen_sample_code(ins
, sampler_idx
, &sample_function
, WINED3DSP_NOSWIZZLE
, NULL
, NULL
, NULL
,
4596 NULL
, "vec3(dot(ffp_texcoord[%u].xyz, %s), 0.0, 0.0)", sampler_idx
, src0_param
.param_str
);
4600 FIXME("Unexpected mask size %u\n", mask_size
);
4603 shader_glsl_release_sample_function(ins
->ctx
, &sample_function
);
4606 /** Process the WINED3DSIO_TEXDP3 instruction in GLSL:
4607 * Take a 3-component dot product of the TexCoord[dstreg] and src. */
4608 static void shader_glsl_texdp3(const struct wined3d_shader_instruction
*ins
)
4610 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
4611 DWORD dstreg
= ins
->dst
[0].reg
.idx
[0].offset
;
4612 struct glsl_src_param src0_param
;
4614 unsigned int mask_size
;
4616 dst_mask
= shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
4617 mask_size
= shader_glsl_get_write_mask_size(dst_mask
);
4618 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_mask
, &src0_param
);
4620 if (mask_size
> 1) {
4621 shader_addline(ins
->ctx
->buffer
, "vec%d(dot(T%u.xyz, %s)));\n", mask_size
, dstreg
, src0_param
.param_str
);
4623 shader_addline(ins
->ctx
->buffer
, "dot(T%u.xyz, %s));\n", dstreg
, src0_param
.param_str
);
4627 /** Process the WINED3DSIO_TEXDEPTH instruction in GLSL:
4628 * Calculate the depth as dst.x / dst.y */
4629 static void shader_glsl_texdepth(const struct wined3d_shader_instruction
*ins
)
4631 struct glsl_dst_param dst_param
;
4633 shader_glsl_add_dst_param(ins
, &ins
->dst
[0], &dst_param
);
4635 /* Tests show that texdepth never returns anything below 0.0, and that r5.y is clamped to 1.0.
4636 * Negative input is accepted, -0.25 / -0.5 returns 0.5. GL should clamp gl_FragDepth to [0;1], but
4637 * this doesn't always work, so clamp the results manually. Whether or not the x value is clamped at 1
4638 * too is irrelevant, since if x = 0, any y value < 1.0 (and > 1.0 is not allowed) results in a result
4641 shader_addline(ins
->ctx
->buffer
, "gl_FragDepth = clamp((%s.x / min(%s.y, 1.0)), 0.0, 1.0);\n",
4642 dst_param
.reg_name
, dst_param
.reg_name
);
4645 /** Process the WINED3DSIO_TEXM3X2DEPTH instruction in GLSL:
4646 * Last row of a 3x2 matrix multiply, use the result to calculate the depth:
4647 * Calculate tmp0.y = TexCoord[dstreg] . src.xyz; (tmp0.x has already been calculated)
4648 * depth = (tmp0.y == 0.0) ? 1.0 : tmp0.x / tmp0.y
4650 static void shader_glsl_texm3x2depth(const struct wined3d_shader_instruction
*ins
)
4652 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
4653 DWORD dstreg
= ins
->dst
[0].reg
.idx
[0].offset
;
4654 struct glsl_src_param src0_param
;
4656 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_mask
, &src0_param
);
4658 shader_addline(ins
->ctx
->buffer
, "tmp0.y = dot(T%u.xyz, %s);\n", dstreg
, src0_param
.param_str
);
4659 shader_addline(ins
->ctx
->buffer
, "gl_FragDepth = (tmp0.y == 0.0) ? 1.0 : clamp(tmp0.x / tmp0.y, 0.0, 1.0);\n");
4662 /** Process the WINED3DSIO_TEXM3X2PAD instruction in GLSL
4663 * Calculate the 1st of a 2-row matrix multiplication. */
4664 static void shader_glsl_texm3x2pad(const struct wined3d_shader_instruction
*ins
)
4666 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
4667 DWORD reg
= ins
->dst
[0].reg
.idx
[0].offset
;
4668 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
4669 struct glsl_src_param src0_param
;
4671 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_mask
, &src0_param
);
4672 shader_addline(buffer
, "tmp0.x = dot(T%u.xyz, %s);\n", reg
, src0_param
.param_str
);
4675 /** Process the WINED3DSIO_TEXM3X3PAD instruction in GLSL
4676 * Calculate the 1st or 2nd row of a 3-row matrix multiplication. */
4677 static void shader_glsl_texm3x3pad(const struct wined3d_shader_instruction
*ins
)
4679 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
4680 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
4681 struct wined3d_shader_tex_mx
*tex_mx
= ins
->ctx
->tex_mx
;
4682 DWORD reg
= ins
->dst
[0].reg
.idx
[0].offset
;
4683 struct glsl_src_param src0_param
;
4685 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_mask
, &src0_param
);
4686 shader_addline(buffer
, "tmp0.%c = dot(T%u.xyz, %s);\n", 'x' + tex_mx
->current_row
, reg
, src0_param
.param_str
);
4687 tex_mx
->texcoord_w
[tex_mx
->current_row
++] = reg
;
4690 static void shader_glsl_texm3x2tex(const struct wined3d_shader_instruction
*ins
)
4692 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
4693 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
4694 struct glsl_sample_function sample_function
;
4695 DWORD reg
= ins
->dst
[0].reg
.idx
[0].offset
;
4696 struct glsl_src_param src0_param
;
4698 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_mask
, &src0_param
);
4699 shader_addline(buffer
, "tmp0.y = dot(T%u.xyz, %s);\n", reg
, src0_param
.param_str
);
4701 shader_glsl_get_sample_function(ins
->ctx
, reg
, reg
, 0, &sample_function
);
4703 /* Sample the texture using the calculated coordinates */
4704 shader_glsl_gen_sample_code(ins
, reg
, &sample_function
, WINED3DSP_NOSWIZZLE
, NULL
, NULL
, NULL
, NULL
, "tmp0.xy");
4705 shader_glsl_release_sample_function(ins
->ctx
, &sample_function
);
4708 /** Process the WINED3DSIO_TEXM3X3TEX instruction in GLSL
4709 * Perform the 3rd row of a 3x3 matrix multiply, then sample the texture using the calculated coordinates */
4710 static void shader_glsl_texm3x3tex(const struct wined3d_shader_instruction
*ins
)
4712 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
4713 struct wined3d_shader_tex_mx
*tex_mx
= ins
->ctx
->tex_mx
;
4714 struct glsl_sample_function sample_function
;
4715 DWORD reg
= ins
->dst
[0].reg
.idx
[0].offset
;
4716 struct glsl_src_param src0_param
;
4718 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_mask
, &src0_param
);
4719 shader_addline(ins
->ctx
->buffer
, "tmp0.z = dot(T%u.xyz, %s);\n", reg
, src0_param
.param_str
);
4721 /* Dependent read, not valid with conditional NP2 */
4722 shader_glsl_get_sample_function(ins
->ctx
, reg
, reg
, 0, &sample_function
);
4724 /* Sample the texture using the calculated coordinates */
4725 shader_glsl_gen_sample_code(ins
, reg
, &sample_function
, WINED3DSP_NOSWIZZLE
, NULL
, NULL
, NULL
, NULL
, "tmp0.xyz");
4726 shader_glsl_release_sample_function(ins
->ctx
, &sample_function
);
4728 tex_mx
->current_row
= 0;
4731 /** Process the WINED3DSIO_TEXM3X3 instruction in GLSL
4732 * Perform the 3rd row of a 3x3 matrix multiply */
4733 static void shader_glsl_texm3x3(const struct wined3d_shader_instruction
*ins
)
4735 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
4736 struct wined3d_shader_tex_mx
*tex_mx
= ins
->ctx
->tex_mx
;
4737 DWORD reg
= ins
->dst
[0].reg
.idx
[0].offset
;
4738 struct glsl_src_param src0_param
;
4741 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_mask
, &src0_param
);
4743 shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
4744 shader_glsl_get_write_mask(&ins
->dst
[0], dst_mask
);
4745 shader_addline(ins
->ctx
->buffer
, "vec4(tmp0.xy, dot(T%u.xyz, %s), 1.0)%s);\n", reg
, src0_param
.param_str
, dst_mask
);
4747 tex_mx
->current_row
= 0;
4750 /* Process the WINED3DSIO_TEXM3X3SPEC instruction in GLSL
4751 * Perform the final texture lookup based on the previous 2 3x3 matrix multiplies */
4752 static void shader_glsl_texm3x3spec(const struct wined3d_shader_instruction
*ins
)
4754 struct glsl_src_param src0_param
;
4755 struct glsl_src_param src1_param
;
4756 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
4757 struct wined3d_shader_tex_mx
*tex_mx
= ins
->ctx
->tex_mx
;
4758 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
4759 struct glsl_sample_function sample_function
;
4760 DWORD reg
= ins
->dst
[0].reg
.idx
[0].offset
;
4763 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_mask
, &src0_param
);
4764 shader_glsl_add_src_param(ins
, &ins
->src
[1], src_mask
, &src1_param
);
4766 /* Perform the last matrix multiply operation */
4767 shader_addline(buffer
, "tmp0.z = dot(T%u.xyz, %s);\n", reg
, src0_param
.param_str
);
4768 /* Reflection calculation */
4769 shader_addline(buffer
, "tmp0.xyz = -reflect((%s), normalize(tmp0.xyz));\n", src1_param
.param_str
);
4771 /* Dependent read, not valid with conditional NP2 */
4772 shader_glsl_get_sample_function(ins
->ctx
, reg
, reg
, 0, &sample_function
);
4773 shader_glsl_write_mask_to_str(sample_function
.coord_mask
, coord_mask
);
4775 /* Sample the texture */
4776 shader_glsl_gen_sample_code(ins
, reg
, &sample_function
, WINED3DSP_NOSWIZZLE
,
4777 NULL
, NULL
, NULL
, NULL
, "tmp0%s", coord_mask
);
4778 shader_glsl_release_sample_function(ins
->ctx
, &sample_function
);
4780 tex_mx
->current_row
= 0;
4783 /* Process the WINED3DSIO_TEXM3X3VSPEC instruction in GLSL
4784 * Perform the final texture lookup based on the previous 2 3x3 matrix multiplies */
4785 static void shader_glsl_texm3x3vspec(const struct wined3d_shader_instruction
*ins
)
4787 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
4788 struct wined3d_shader_tex_mx
*tex_mx
= ins
->ctx
->tex_mx
;
4789 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
4790 struct glsl_sample_function sample_function
;
4791 DWORD reg
= ins
->dst
[0].reg
.idx
[0].offset
;
4792 struct glsl_src_param src0_param
;
4795 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_mask
, &src0_param
);
4797 /* Perform the last matrix multiply operation */
4798 shader_addline(buffer
, "tmp0.z = dot(vec3(T%u), vec3(%s));\n", reg
, src0_param
.param_str
);
4800 /* Construct the eye-ray vector from w coordinates */
4801 shader_addline(buffer
, "tmp1.xyz = normalize(vec3(ffp_texcoord[%u].w, ffp_texcoord[%u].w, ffp_texcoord[%u].w));\n",
4802 tex_mx
->texcoord_w
[0], tex_mx
->texcoord_w
[1], reg
);
4803 shader_addline(buffer
, "tmp0.xyz = -reflect(tmp1.xyz, normalize(tmp0.xyz));\n");
4805 /* Dependent read, not valid with conditional NP2 */
4806 shader_glsl_get_sample_function(ins
->ctx
, reg
, reg
, 0, &sample_function
);
4807 shader_glsl_write_mask_to_str(sample_function
.coord_mask
, coord_mask
);
4809 /* Sample the texture using the calculated coordinates */
4810 shader_glsl_gen_sample_code(ins
, reg
, &sample_function
, WINED3DSP_NOSWIZZLE
,
4811 NULL
, NULL
, NULL
, NULL
, "tmp0%s", coord_mask
);
4812 shader_glsl_release_sample_function(ins
->ctx
, &sample_function
);
4814 tex_mx
->current_row
= 0;
4817 /** Process the WINED3DSIO_TEXBEM instruction in GLSL.
4818 * Apply a fake bump map transform.
4819 * texbem is pshader <= 1.3 only, this saves a few version checks
4821 static void shader_glsl_texbem(const struct wined3d_shader_instruction
*ins
)
4823 const struct shader_glsl_ctx_priv
*priv
= ins
->ctx
->backend_data
;
4824 struct glsl_sample_function sample_function
;
4825 struct glsl_src_param coord_param
;
4831 sampler_idx
= ins
->dst
[0].reg
.idx
[0].offset
;
4832 flags
= (priv
->cur_ps_args
->tex_transform
>> sampler_idx
* WINED3D_PSARGS_TEXTRANSFORM_SHIFT
)
4833 & WINED3D_PSARGS_TEXTRANSFORM_MASK
;
4835 /* Dependent read, not valid with conditional NP2 */
4836 shader_glsl_get_sample_function(ins
->ctx
, sampler_idx
, sampler_idx
, 0, &sample_function
);
4837 mask
= sample_function
.coord_mask
;
4839 shader_glsl_write_mask_to_str(mask
, coord_mask
);
4841 /* With projected textures, texbem only divides the static texture coord,
4842 * not the displacement, so we can't let GL handle this. */
4843 if (flags
& WINED3D_PSARGS_PROJECTED
)
4846 char coord_div_mask
[3];
4847 switch (flags
& ~WINED3D_PSARGS_PROJECTED
)
4849 case WINED3D_TTFF_COUNT1
:
4850 FIXME("WINED3D_TTFF_PROJECTED with WINED3D_TTFF_COUNT1?\n");
4852 case WINED3D_TTFF_COUNT2
:
4853 div_mask
= WINED3DSP_WRITEMASK_1
;
4855 case WINED3D_TTFF_COUNT3
:
4856 div_mask
= WINED3DSP_WRITEMASK_2
;
4858 case WINED3D_TTFF_COUNT4
:
4859 case WINED3D_TTFF_DISABLE
:
4860 div_mask
= WINED3DSP_WRITEMASK_3
;
4863 shader_glsl_write_mask_to_str(div_mask
, coord_div_mask
);
4864 shader_addline(ins
->ctx
->buffer
, "T%u%s /= T%u%s;\n", sampler_idx
, coord_mask
, sampler_idx
, coord_div_mask
);
4867 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
, &coord_param
);
4869 shader_glsl_gen_sample_code(ins
, sampler_idx
, &sample_function
, WINED3DSP_NOSWIZZLE
, NULL
, NULL
, NULL
, NULL
,
4870 "T%u%s + vec4(bumpenv_mat%u * %s, 0.0, 0.0)%s", sampler_idx
, coord_mask
, sampler_idx
,
4871 coord_param
.param_str
, coord_mask
);
4873 if (ins
->handler_idx
== WINED3DSIH_TEXBEML
)
4875 struct glsl_src_param luminance_param
;
4876 struct glsl_dst_param dst_param
;
4878 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_2
, &luminance_param
);
4879 shader_glsl_add_dst_param(ins
, &ins
->dst
[0], &dst_param
);
4881 shader_addline(ins
->ctx
->buffer
, "%s%s *= (%s * bumpenv_lum_scale%u + bumpenv_lum_offset%u);\n",
4882 dst_param
.reg_name
, dst_param
.mask_str
,
4883 luminance_param
.param_str
, sampler_idx
, sampler_idx
);
4885 shader_glsl_release_sample_function(ins
->ctx
, &sample_function
);
4888 static void shader_glsl_bem(const struct wined3d_shader_instruction
*ins
)
4890 DWORD sampler_idx
= ins
->dst
[0].reg
.idx
[0].offset
;
4891 struct glsl_src_param src0_param
, src1_param
;
4893 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
, &src0_param
);
4894 shader_glsl_add_src_param(ins
, &ins
->src
[1], WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
, &src1_param
);
4896 shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
4897 shader_addline(ins
->ctx
->buffer
, "%s + bumpenv_mat%u * %s);\n",
4898 src0_param
.param_str
, sampler_idx
, src1_param
.param_str
);
4901 /** Process the WINED3DSIO_TEXREG2AR instruction in GLSL
4902 * Sample 2D texture at dst using the alpha & red (wx) components of src as texture coordinates */
4903 static void shader_glsl_texreg2ar(const struct wined3d_shader_instruction
*ins
)
4905 DWORD sampler_idx
= ins
->dst
[0].reg
.idx
[0].offset
;
4906 struct glsl_sample_function sample_function
;
4907 struct glsl_src_param src0_param
;
4909 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_ALL
, &src0_param
);
4911 shader_glsl_get_sample_function(ins
->ctx
, sampler_idx
, sampler_idx
, 0, &sample_function
);
4912 shader_glsl_gen_sample_code(ins
, sampler_idx
, &sample_function
, WINED3DSP_NOSWIZZLE
, NULL
, NULL
, NULL
, NULL
,
4913 "%s.wx", src0_param
.reg_name
);
4914 shader_glsl_release_sample_function(ins
->ctx
, &sample_function
);
4917 /** Process the WINED3DSIO_TEXREG2GB instruction in GLSL
4918 * Sample 2D texture at dst using the green & blue (yz) components of src as texture coordinates */
4919 static void shader_glsl_texreg2gb(const struct wined3d_shader_instruction
*ins
)
4921 DWORD sampler_idx
= ins
->dst
[0].reg
.idx
[0].offset
;
4922 struct glsl_sample_function sample_function
;
4923 struct glsl_src_param src0_param
;
4925 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_ALL
, &src0_param
);
4927 shader_glsl_get_sample_function(ins
->ctx
, sampler_idx
, sampler_idx
, 0, &sample_function
);
4928 shader_glsl_gen_sample_code(ins
, sampler_idx
, &sample_function
, WINED3DSP_NOSWIZZLE
, NULL
, NULL
, NULL
, NULL
,
4929 "%s.yz", src0_param
.reg_name
);
4930 shader_glsl_release_sample_function(ins
->ctx
, &sample_function
);
4933 /** Process the WINED3DSIO_TEXREG2RGB instruction in GLSL
4934 * Sample texture at dst using the rgb (xyz) components of src as texture coordinates */
4935 static void shader_glsl_texreg2rgb(const struct wined3d_shader_instruction
*ins
)
4937 DWORD sampler_idx
= ins
->dst
[0].reg
.idx
[0].offset
;
4938 struct glsl_sample_function sample_function
;
4939 struct glsl_src_param src0_param
;
4941 /* Dependent read, not valid with conditional NP2 */
4942 shader_glsl_get_sample_function(ins
->ctx
, sampler_idx
, sampler_idx
, 0, &sample_function
);
4943 shader_glsl_add_src_param(ins
, &ins
->src
[0], sample_function
.coord_mask
, &src0_param
);
4945 shader_glsl_gen_sample_code(ins
, sampler_idx
, &sample_function
, WINED3DSP_NOSWIZZLE
, NULL
, NULL
, NULL
, NULL
,
4946 "%s", src0_param
.param_str
);
4947 shader_glsl_release_sample_function(ins
->ctx
, &sample_function
);
4950 /** Process the WINED3DSIO_TEXKILL instruction in GLSL.
4951 * If any of the first 3 components are < 0, discard this pixel */
4952 static void shader_glsl_texkill(const struct wined3d_shader_instruction
*ins
)
4954 if (ins
->ctx
->reg_maps
->shader_version
.major
>= 4)
4956 struct glsl_src_param src_param
;
4958 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
, &src_param
);
4959 shader_addline(ins
->ctx
->buffer
, "if (bool(floatBitsToUint(%s))) discard;\n", src_param
.param_str
);
4963 struct glsl_dst_param dst_param
;
4965 /* The argument is a destination parameter, and no writemasks are allowed */
4966 shader_glsl_add_dst_param(ins
, &ins
->dst
[0], &dst_param
);
4968 /* 2.0 shaders compare all 4 components in texkill. */
4969 if (ins
->ctx
->reg_maps
->shader_version
.major
>= 2)
4970 shader_addline(ins
->ctx
->buffer
, "if (any(lessThan(%s.xyzw, vec4(0.0)))) discard;\n", dst_param
.reg_name
);
4971 /* 1.x shaders only compare the first 3 components, probably due to
4972 * the nature of the texkill instruction as a tex* instruction, and
4973 * phase, which kills all .w components. Even if all 4 components are
4974 * defined, only the first 3 are used. */
4976 shader_addline(ins
->ctx
->buffer
, "if (any(lessThan(%s.xyz, vec3(0.0)))) discard;\n", dst_param
.reg_name
);
4980 /** Process the WINED3DSIO_DP2ADD instruction in GLSL.
4981 * dst = dot2(src0, src1) + src2 */
4982 static void shader_glsl_dp2add(const struct wined3d_shader_instruction
*ins
)
4984 struct glsl_src_param src0_param
;
4985 struct glsl_src_param src1_param
;
4986 struct glsl_src_param src2_param
;
4988 unsigned int mask_size
;
4990 write_mask
= shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
4991 mask_size
= shader_glsl_get_write_mask_size(write_mask
);
4993 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
, &src0_param
);
4994 shader_glsl_add_src_param(ins
, &ins
->src
[1], WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
, &src1_param
);
4995 shader_glsl_add_src_param(ins
, &ins
->src
[2], WINED3DSP_WRITEMASK_0
, &src2_param
);
4997 if (mask_size
> 1) {
4998 shader_addline(ins
->ctx
->buffer
, "vec%d(dot(%s, %s) + %s));\n",
4999 mask_size
, src0_param
.param_str
, src1_param
.param_str
, src2_param
.param_str
);
5001 shader_addline(ins
->ctx
->buffer
, "dot(%s, %s) + %s);\n",
5002 src0_param
.param_str
, src1_param
.param_str
, src2_param
.param_str
);
5006 static void shader_glsl_input_pack(const struct wined3d_shader
*shader
, struct wined3d_string_buffer
*buffer
,
5007 const struct wined3d_shader_signature
*input_signature
,
5008 const struct wined3d_shader_reg_maps
*reg_maps
,
5009 const struct ps_compile_args
*args
, const struct wined3d_gl_info
*gl_info
)
5013 for (i
= 0; i
< input_signature
->element_count
; ++i
)
5015 const struct wined3d_shader_signature_element
*input
= &input_signature
->elements
[i
];
5016 const char *semantic_name
;
5021 if (!(reg_maps
->input_registers
& (1u << input
->register_idx
)))
5024 semantic_name
= input
->semantic_name
;
5025 semantic_idx
= input
->semantic_idx
;
5026 shader_glsl_write_mask_to_str(input
->mask
, reg_mask
);
5028 if (args
->vp_mode
== vertexshader
)
5030 if (input
->sysval_semantic
== WINED3D_SV_POSITION
)
5031 shader_addline(buffer
, "ps_in[%u]%s = vpos%s;\n",
5032 shader
->u
.ps
.input_reg_map
[input
->register_idx
], reg_mask
, reg_mask
);
5033 else if (args
->pointsprite
&& shader_match_semantic(semantic_name
, WINED3D_DECL_USAGE_TEXCOORD
))
5034 shader_addline(buffer
, "ps_in[%u] = vec4(gl_PointCoord.xy, 0.0, 0.0);\n", input
->register_idx
);
5036 shader_addline(buffer
, "ps_in[%u]%s = ps_link[%u]%s;\n",
5037 shader
->u
.ps
.input_reg_map
[input
->register_idx
], reg_mask
,
5038 shader
->u
.ps
.input_reg_map
[input
->register_idx
], reg_mask
);
5040 else if (shader_match_semantic(semantic_name
, WINED3D_DECL_USAGE_TEXCOORD
))
5042 if (args
->pointsprite
)
5043 shader_addline(buffer
, "ps_in[%u] = vec4(gl_PointCoord.xy, 0.0, 0.0);\n",
5044 shader
->u
.ps
.input_reg_map
[input
->register_idx
]);
5045 else if (args
->vp_mode
== pretransformed
&& args
->texcoords_initialized
& (1u << semantic_idx
))
5046 shader_addline(buffer
, "ps_in[%u]%s = %s[%u]%s;\n",
5047 shader
->u
.ps
.input_reg_map
[input
->register_idx
], reg_mask
,
5048 gl_info
->supported
[WINED3D_GL_LEGACY_CONTEXT
]
5049 ? "gl_TexCoord" : "ffp_varying_texcoord", semantic_idx
, reg_mask
);
5051 shader_addline(buffer
, "ps_in[%u]%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
5052 shader
->u
.ps
.input_reg_map
[input
->register_idx
], reg_mask
, reg_mask
);
5054 else if (shader_match_semantic(semantic_name
, WINED3D_DECL_USAGE_COLOR
))
5057 shader_addline(buffer
, "ps_in[%u]%s = vec4(ffp_varying_diffuse)%s;\n",
5058 shader
->u
.ps
.input_reg_map
[input
->register_idx
], reg_mask
, reg_mask
);
5059 else if (semantic_idx
== 1)
5060 shader_addline(buffer
, "ps_in[%u]%s = vec4(ffp_varying_specular)%s;\n",
5061 shader
->u
.ps
.input_reg_map
[input
->register_idx
], reg_mask
, reg_mask
);
5063 shader_addline(buffer
, "ps_in[%u]%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
5064 shader
->u
.ps
.input_reg_map
[input
->register_idx
], reg_mask
, reg_mask
);
5068 shader_addline(buffer
, "ps_in[%u]%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
5069 shader
->u
.ps
.input_reg_map
[input
->register_idx
], reg_mask
, reg_mask
);
5074 /*********************************************
5075 * Vertex Shader Specific Code begins here
5076 ********************************************/
5078 static void add_glsl_program_entry(struct shader_glsl_priv
*priv
, struct glsl_shader_prog_link
*entry
)
5080 struct glsl_program_key key
;
5082 key
.vs_id
= entry
->vs
.id
;
5083 key
.gs_id
= entry
->gs
.id
;
5084 key
.ps_id
= entry
->ps
.id
;
5086 if (wine_rb_put(&priv
->program_lookup
, &key
, &entry
->program_lookup_entry
) == -1)
5088 ERR("Failed to insert program entry.\n");
5092 static struct glsl_shader_prog_link
*get_glsl_program_entry(const struct shader_glsl_priv
*priv
,
5093 GLuint vs_id
, GLuint gs_id
, GLuint ps_id
)
5095 struct wine_rb_entry
*entry
;
5096 struct glsl_program_key key
;
5102 entry
= wine_rb_get(&priv
->program_lookup
, &key
);
5103 return entry
? WINE_RB_ENTRY_VALUE(entry
, struct glsl_shader_prog_link
, program_lookup_entry
) : NULL
;
5106 /* Context activation is done by the caller. */
5107 static void delete_glsl_program_entry(struct shader_glsl_priv
*priv
, const struct wined3d_gl_info
*gl_info
,
5108 struct glsl_shader_prog_link
*entry
)
5110 struct glsl_program_key key
;
5112 key
.vs_id
= entry
->vs
.id
;
5113 key
.gs_id
= entry
->gs
.id
;
5114 key
.ps_id
= entry
->ps
.id
;
5115 wine_rb_remove(&priv
->program_lookup
, &key
);
5117 GL_EXTCALL(glDeleteProgram(entry
->id
));
5119 list_remove(&entry
->vs
.shader_entry
);
5121 list_remove(&entry
->gs
.shader_entry
);
5123 list_remove(&entry
->ps
.shader_entry
);
5124 HeapFree(GetProcessHeap(), 0, entry
->vs
.uniform_f_locations
);
5125 HeapFree(GetProcessHeap(), 0, entry
->ps
.uniform_f_locations
);
5126 HeapFree(GetProcessHeap(), 0, entry
);
5129 static void handle_ps3_input(struct shader_glsl_priv
*priv
,
5130 const struct wined3d_gl_info
*gl_info
, const DWORD
*map
,
5131 const struct wined3d_shader_signature
*input_signature
,
5132 const struct wined3d_shader_reg_maps
*reg_maps_in
,
5133 const struct wined3d_shader_signature
*output_signature
,
5134 const struct wined3d_shader_reg_maps
*reg_maps_out
)
5136 struct wined3d_string_buffer
*buffer
= &priv
->shader_buffer
;
5137 BOOL legacy_context
= gl_info
->supported
[WINED3D_GL_LEGACY_CONTEXT
];
5141 unsigned int in_count
= vec4_varyings(3, gl_info
);
5142 unsigned int max_varyings
= legacy_context
? in_count
+ 2 : in_count
;
5144 struct wined3d_string_buffer
*destination
= string_buffer_get(&priv
->string_buffers
);
5146 set
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(*set
) * max_varyings
);
5148 for (i
= 0; i
< input_signature
->element_count
; ++i
)
5150 const struct wined3d_shader_signature_element
*input
= &input_signature
->elements
[i
];
5152 if (!(reg_maps_in
->input_registers
& (1u << input
->register_idx
)))
5155 in_idx
= map
[input
->register_idx
];
5156 /* Declared, but not read register */
5159 if (in_idx
>= max_varyings
)
5161 FIXME("More input varyings declared than supported, expect issues.\n");
5165 if (in_idx
== in_count
)
5166 string_buffer_sprintf(destination
, "gl_FrontColor");
5167 else if (in_idx
== in_count
+ 1)
5168 string_buffer_sprintf(destination
, "gl_FrontSecondaryColor");
5170 string_buffer_sprintf(destination
, "ps_link[%u]", in_idx
);
5175 for (j
= 0; j
< output_signature
->element_count
; ++j
)
5177 const struct wined3d_shader_signature_element
*output
= &output_signature
->elements
[j
];
5180 if (!(reg_maps_out
->output_registers
& (1u << output
->register_idx
))
5181 || input
->semantic_idx
!= output
->semantic_idx
5182 || strcmp(input
->semantic_name
, output
->semantic_name
)
5183 || !(mask
= input
->mask
& output
->mask
))
5186 if (set
[in_idx
] == ~0u)
5188 set
[in_idx
] |= mask
& reg_maps_out
->u
.output_registers_mask
[output
->register_idx
];
5189 shader_glsl_write_mask_to_str(mask
, reg_mask
);
5191 shader_addline(buffer
, "%s%s = vs_out[%u]%s;\n",
5192 destination
->buffer
, reg_mask
, output
->register_idx
, reg_mask
);
5196 for (i
= 0; i
< max_varyings
; ++i
)
5200 if (!set
[i
] || set
[i
] == WINED3DSP_WRITEMASK_ALL
)
5203 if (set
[i
] == ~0U) set
[i
] = 0;
5206 if (!(set
[i
] & WINED3DSP_WRITEMASK_0
)) reg_mask
[size
++] = 'x';
5207 if (!(set
[i
] & WINED3DSP_WRITEMASK_1
)) reg_mask
[size
++] = 'y';
5208 if (!(set
[i
] & WINED3DSP_WRITEMASK_2
)) reg_mask
[size
++] = 'z';
5209 if (!(set
[i
] & WINED3DSP_WRITEMASK_3
)) reg_mask
[size
++] = 'w';
5210 reg_mask
[size
] = '\0';
5213 string_buffer_sprintf(destination
, "gl_FrontColor");
5214 else if (i
== in_count
+ 1)
5215 string_buffer_sprintf(destination
, "gl_FrontSecondaryColor");
5217 string_buffer_sprintf(destination
, "ps_link[%u]", i
);
5219 if (size
== 1) shader_addline(buffer
, "%s.%s = 0.0;\n", destination
->buffer
, reg_mask
);
5220 else shader_addline(buffer
, "%s.%s = vec%u(0.0);\n", destination
->buffer
, reg_mask
, size
);
5223 HeapFree(GetProcessHeap(), 0, set
);
5224 string_buffer_release(&priv
->string_buffers
, destination
);
5227 /* Context activation is done by the caller. */
5228 static GLuint
generate_param_reorder_function(struct shader_glsl_priv
*priv
,
5229 const struct wined3d_shader
*vs
, const struct wined3d_shader
*ps
,
5230 BOOL per_vertex_point_size
, BOOL flatshading
, const struct wined3d_gl_info
*gl_info
)
5232 struct wined3d_string_buffer
*buffer
= &priv
->shader_buffer
;
5234 DWORD ps_major
= ps
? ps
->reg_maps
.shader_version
.major
: 0;
5236 const char *semantic_name
;
5239 BOOL legacy_context
= gl_info
->supported
[WINED3D_GL_LEGACY_CONTEXT
];
5241 string_buffer_clear(buffer
);
5243 shader_addline(buffer
, "%s\n", shader_glsl_get_version(gl_info
, &vs
->reg_maps
.shader_version
));
5245 if (per_vertex_point_size
)
5247 shader_addline(buffer
, "uniform struct\n{\n");
5248 shader_addline(buffer
, " float size_min;\n");
5249 shader_addline(buffer
, " float size_max;\n");
5250 shader_addline(buffer
, "} ffp_point;\n");
5255 DWORD colors_written_mask
[2] = {0};
5256 DWORD texcoords_written_mask
[MAX_TEXTURES
] = {0};
5258 if (!legacy_context
)
5260 declare_out_varying(gl_info
, buffer
, flatshading
, "vec4 ffp_varying_diffuse;\n");
5261 declare_out_varying(gl_info
, buffer
, flatshading
, "vec4 ffp_varying_specular;\n");
5262 declare_out_varying(gl_info
, buffer
, FALSE
, "vec4 ffp_varying_texcoord[%u];\n", MAX_TEXTURES
);
5263 declare_out_varying(gl_info
, buffer
, FALSE
, "float ffp_varying_fogcoord;\n");
5266 shader_addline(buffer
, "void order_ps_input(in vec4 vs_out[%u])\n{\n", vs
->limits
->packed_output
);
5268 for (i
= 0; i
< vs
->output_signature
.element_count
; ++i
)
5270 const struct wined3d_shader_signature_element
*output
= &vs
->output_signature
.elements
[i
];
5273 if (!(vs
->reg_maps
.output_registers
& (1u << output
->register_idx
)))
5276 semantic_name
= output
->semantic_name
;
5277 semantic_idx
= output
->semantic_idx
;
5278 write_mask
= output
->mask
;
5279 shader_glsl_write_mask_to_str(write_mask
, reg_mask
);
5281 if (shader_match_semantic(semantic_name
, WINED3D_DECL_USAGE_COLOR
) && semantic_idx
< 2)
5284 shader_addline(buffer
, "gl_Front%sColor%s = vs_out[%u]%s;\n",
5285 semantic_idx
? "Secondary" : "", reg_mask
, output
->register_idx
, reg_mask
);
5287 shader_addline(buffer
, "ffp_varying_%s%s = clamp(vs_out[%u]%s, 0.0, 1.0);\n",
5288 semantic_idx
? "specular" : "diffuse", reg_mask
, output
->register_idx
, reg_mask
);
5290 colors_written_mask
[semantic_idx
] = write_mask
;
5292 else if (shader_match_semantic(semantic_name
, WINED3D_DECL_USAGE_POSITION
) && !semantic_idx
)
5294 shader_addline(buffer
, "gl_Position%s = vs_out[%u]%s;\n",
5295 reg_mask
, output
->register_idx
, reg_mask
);
5297 else if (shader_match_semantic(semantic_name
, WINED3D_DECL_USAGE_TEXCOORD
))
5299 if (semantic_idx
< MAX_TEXTURES
)
5301 shader_addline(buffer
, "%s[%u]%s = vs_out[%u]%s;\n",
5302 legacy_context
? "gl_TexCoord" : "ffp_varying_texcoord",
5303 semantic_idx
, reg_mask
, output
->register_idx
, reg_mask
);
5304 texcoords_written_mask
[semantic_idx
] = write_mask
;
5307 else if (shader_match_semantic(semantic_name
, WINED3D_DECL_USAGE_PSIZE
) && per_vertex_point_size
)
5309 shader_addline(buffer
, "gl_PointSize = clamp(vs_out[%u].%c, ffp_point.size_min, ffp_point.size_max);\n",
5310 output
->register_idx
, reg_mask
[1]);
5312 else if (shader_match_semantic(semantic_name
, WINED3D_DECL_USAGE_FOG
))
5314 shader_addline(buffer
, "%s = clamp(vs_out[%u].%c, 0.0, 1.0);\n",
5315 legacy_context
? "gl_FogFragCoord" : "ffp_varying_fogcoord",
5316 output
->register_idx
, reg_mask
[1]);
5320 for (i
= 0; i
< 2; ++i
)
5322 if (colors_written_mask
[i
] != WINED3DSP_WRITEMASK_ALL
)
5324 shader_glsl_write_mask_to_str(~colors_written_mask
[i
] & WINED3DSP_WRITEMASK_ALL
, reg_mask
);
5326 shader_addline(buffer
, "%s%s = vec4(1.0)%s;\n",
5327 legacy_context
? "gl_FrontColor" : "ffp_varying_diffuse",
5328 reg_mask
, reg_mask
);
5330 shader_addline(buffer
, "%s%s = vec4(0.0)%s;\n",
5331 legacy_context
? "gl_FrontSecondaryColor" : "ffp_varying_specular",
5332 reg_mask
, reg_mask
);
5335 for (i
= 0; i
< MAX_TEXTURES
; ++i
)
5337 if (ps
&& !(ps
->reg_maps
.texcoord
& (1u << i
)))
5340 if (texcoords_written_mask
[i
] != WINED3DSP_WRITEMASK_ALL
)
5342 if (gl_info
->limits
.glsl_varyings
< wined3d_max_compat_varyings(gl_info
)
5343 && !texcoords_written_mask
[i
])
5346 shader_glsl_write_mask_to_str(~texcoords_written_mask
[i
] & WINED3DSP_WRITEMASK_ALL
, reg_mask
);
5347 shader_addline(buffer
, "%s[%u]%s = vec4(0.0)%s;\n",
5348 legacy_context
? "gl_TexCoord" : "ffp_varying_texcoord", i
, reg_mask
, reg_mask
);
5354 UINT in_count
= min(vec4_varyings(ps_major
, gl_info
), ps
->limits
->packed_input
);
5356 declare_out_varying(gl_info
, buffer
, FALSE
, "vec4 ps_link[%u];\n", in_count
);
5357 shader_addline(buffer
, "void order_ps_input(in vec4 vs_out[%u])\n{\n", vs
->limits
->packed_output
);
5359 /* First, sort out position and point size. Those are not passed to the pixel shader */
5360 for (i
= 0; i
< vs
->output_signature
.element_count
; ++i
)
5362 const struct wined3d_shader_signature_element
*output
= &vs
->output_signature
.elements
[i
];
5364 if (!(vs
->reg_maps
.output_registers
& (1u << output
->register_idx
)))
5367 semantic_name
= output
->semantic_name
;
5368 semantic_idx
= output
->semantic_idx
;
5369 shader_glsl_write_mask_to_str(output
->mask
, reg_mask
);
5371 if (shader_match_semantic(semantic_name
, WINED3D_DECL_USAGE_POSITION
) && !semantic_idx
)
5373 shader_addline(buffer
, "gl_Position%s = vs_out[%u]%s;\n",
5374 reg_mask
, output
->register_idx
, reg_mask
);
5376 else if (shader_match_semantic(semantic_name
, WINED3D_DECL_USAGE_PSIZE
) && per_vertex_point_size
)
5378 shader_addline(buffer
, "gl_PointSize = clamp(vs_out[%u].%c, ffp_point.size_min, ffp_point.size_max);\n",
5379 output
->register_idx
, reg_mask
[1]);
5383 /* Then, fix the pixel shader input */
5384 handle_ps3_input(priv
, gl_info
, ps
->u
.ps
.input_reg_map
, &ps
->input_signature
,
5385 &ps
->reg_maps
, &vs
->output_signature
, &vs
->reg_maps
);
5388 shader_addline(buffer
, "}\n");
5390 ret
= GL_EXTCALL(glCreateShader(GL_VERTEX_SHADER
));
5391 checkGLcall("glCreateShader(GL_VERTEX_SHADER)");
5392 shader_glsl_compile(gl_info
, ret
, buffer
->buffer
);
5397 static void shader_glsl_generate_srgb_write_correction(struct wined3d_string_buffer
*buffer
)
5399 shader_addline(buffer
, "tmp0.xyz = pow(gl_FragData[0].xyz, vec3(srgb_const0.x));\n");
5400 shader_addline(buffer
, "tmp0.xyz = tmp0.xyz * vec3(srgb_const0.y) - vec3(srgb_const0.z);\n");
5401 shader_addline(buffer
, "tmp1.xyz = gl_FragData[0].xyz * vec3(srgb_const0.w);\n");
5402 shader_addline(buffer
, "bvec3 srgb_compare = lessThan(gl_FragData[0].xyz, vec3(srgb_const1.x));\n");
5403 shader_addline(buffer
, "gl_FragData[0].xyz = mix(tmp0.xyz, tmp1.xyz, vec3(srgb_compare));\n");
5404 shader_addline(buffer
, "gl_FragData[0] = clamp(gl_FragData[0], 0.0, 1.0);\n");
5407 static void shader_glsl_generate_fog_code(struct wined3d_string_buffer
*buffer
, enum wined3d_ffp_ps_fog_mode mode
)
5411 case WINED3D_FFP_PS_FOG_OFF
:
5414 case WINED3D_FFP_PS_FOG_LINEAR
:
5415 shader_addline(buffer
, "float fog = (ffp_fog.end - ffp_varying_fogcoord) * ffp_fog.scale;\n");
5418 case WINED3D_FFP_PS_FOG_EXP
:
5419 shader_addline(buffer
, "float fog = exp(-ffp_fog.density * ffp_varying_fogcoord);\n");
5422 case WINED3D_FFP_PS_FOG_EXP2
:
5423 shader_addline(buffer
, "float fog = exp(-ffp_fog.density * ffp_fog.density"
5424 " * ffp_varying_fogcoord * ffp_varying_fogcoord);\n");
5428 ERR("Invalid fog mode %#x.\n", mode
);
5432 shader_addline(buffer
, "gl_FragData[0].xyz = mix(ffp_fog.color.xyz, gl_FragData[0].xyz,"
5433 " clamp(fog, 0.0, 1.0));\n");
5436 /* Context activation is done by the caller. */
5437 static GLuint
shader_glsl_generate_pshader(const struct wined3d_context
*context
,
5438 struct wined3d_string_buffer
*buffer
, struct wined3d_string_buffer_list
*string_buffers
,
5439 const struct wined3d_shader
*shader
,
5440 const struct ps_compile_args
*args
, struct ps_np2fixup_info
*np2fixup_info
)
5442 const struct wined3d_shader_reg_maps
*reg_maps
= &shader
->reg_maps
;
5443 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
5444 const DWORD
*function
= shader
->function
;
5445 struct shader_glsl_ctx_priv priv_ctx
;
5446 BOOL legacy_context
= gl_info
->supported
[WINED3D_GL_LEGACY_CONTEXT
];
5448 /* Create the hw GLSL shader object and assign it as the shader->prgId */
5449 GLuint shader_id
= GL_EXTCALL(glCreateShader(GL_FRAGMENT_SHADER
));
5451 memset(&priv_ctx
, 0, sizeof(priv_ctx
));
5452 priv_ctx
.cur_ps_args
= args
;
5453 priv_ctx
.cur_np2fixup_info
= np2fixup_info
;
5454 priv_ctx
.string_buffers
= string_buffers
;
5456 shader_addline(buffer
, "%s\n", shader_glsl_get_version(gl_info
, ®_maps
->shader_version
));
5458 if (gl_info
->supported
[ARB_SHADER_BIT_ENCODING
])
5459 shader_addline(buffer
, "#extension GL_ARB_shader_bit_encoding : enable\n");
5460 if (gl_info
->supported
[ARB_SHADER_TEXTURE_LOD
])
5461 shader_addline(buffer
, "#extension GL_ARB_shader_texture_lod : enable\n");
5462 if (gl_info
->supported
[ARB_TEXTURE_QUERY_LEVELS
])
5463 shader_addline(buffer
, "#extension GL_ARB_texture_query_levels : enable\n");
5464 /* The spec says that it doesn't have to be explicitly enabled, but the
5465 * nvidia drivers write a warning if we don't do so. */
5466 if (gl_info
->supported
[ARB_TEXTURE_RECTANGLE
])
5467 shader_addline(buffer
, "#extension GL_ARB_texture_rectangle : enable\n");
5468 if (gl_info
->supported
[ARB_UNIFORM_BUFFER_OBJECT
])
5469 shader_addline(buffer
, "#extension GL_ARB_uniform_buffer_object : enable\n");
5470 if (gl_info
->supported
[EXT_GPU_SHADER4
])
5471 shader_addline(buffer
, "#extension GL_EXT_gpu_shader4 : enable\n");
5473 /* Base Declarations */
5474 shader_generate_glsl_declarations(context
, buffer
, shader
, reg_maps
, &priv_ctx
);
5476 if (reg_maps
->shader_version
.major
< 3 || args
->vp_mode
!= vertexshader
)
5479 WORD map
= reg_maps
->texcoord
;
5483 if (glsl_is_color_reg_read(shader
, 0))
5484 shader_addline(buffer
, "ffp_varying_diffuse = gl_Color;\n");
5485 if (glsl_is_color_reg_read(shader
, 1))
5486 shader_addline(buffer
, "ffp_varying_specular = gl_SecondaryColor;\n");
5489 for (i
= 0; map
; map
>>= 1, ++i
)
5493 if (args
->pointsprite
)
5494 shader_addline(buffer
, "ffp_texcoord[%u] = vec4(gl_PointCoord.xy, 0.0, 0.0);\n", i
);
5495 else if (args
->texcoords_initialized
& (1u << i
))
5496 shader_addline(buffer
, "ffp_texcoord[%u] = %s[%u];\n", i
,
5497 legacy_context
? "gl_TexCoord" : "ffp_varying_texcoord", i
);
5499 shader_addline(buffer
, "ffp_texcoord[%u] = vec4(0.0);\n", i
);
5500 shader_addline(buffer
, "vec4 T%u = ffp_texcoord[%u];\n", i
, i
);
5505 shader_addline(buffer
, "ffp_varying_fogcoord = gl_FogFragCoord;\n");
5508 /* Pack 3.0 inputs */
5509 if (reg_maps
->shader_version
.major
>= 3)
5510 shader_glsl_input_pack(shader
, buffer
, &shader
->input_signature
, reg_maps
, args
, gl_info
);
5512 /* Base Shader Body */
5513 shader_generate_main(shader
, buffer
, reg_maps
, function
, &priv_ctx
);
5515 /* Pixel shaders < 2.0 place the resulting color in R0 implicitly */
5516 if (reg_maps
->shader_version
.major
< 2)
5518 /* Some older cards like GeforceFX ones don't support multiple buffers, so also not gl_FragData */
5519 shader_addline(buffer
, "gl_FragData[0] = R0;\n");
5522 if (args
->srgb_correction
)
5523 shader_glsl_generate_srgb_write_correction(buffer
);
5525 /* SM < 3 does not replace the fog stage. */
5526 if (reg_maps
->shader_version
.major
< 3)
5527 shader_glsl_generate_fog_code(buffer
, args
->fog
);
5529 shader_addline(buffer
, "}\n");
5531 TRACE("Compiling shader object %u.\n", shader_id
);
5532 shader_glsl_compile(gl_info
, shader_id
, buffer
->buffer
);
5537 /* Context activation is done by the caller. */
5538 static GLuint
shader_glsl_generate_vshader(const struct wined3d_context
*context
,
5539 struct wined3d_string_buffer
*buffer
, struct wined3d_string_buffer_list
*string_buffers
,
5540 const struct wined3d_shader
*shader
,
5541 const struct vs_compile_args
*args
)
5543 const struct wined3d_shader_reg_maps
*reg_maps
= &shader
->reg_maps
;
5544 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
5545 const DWORD
*function
= shader
->function
;
5546 struct shader_glsl_ctx_priv priv_ctx
;
5547 BOOL legacy_context
= gl_info
->supported
[WINED3D_GL_LEGACY_CONTEXT
];
5549 /* Create the hw GLSL shader program and assign it as the shader->prgId */
5550 GLuint shader_id
= GL_EXTCALL(glCreateShader(GL_VERTEX_SHADER
));
5552 shader_addline(buffer
, "%s\n", shader_glsl_get_version(gl_info
, ®_maps
->shader_version
));
5554 if (gl_info
->supported
[ARB_DRAW_INSTANCED
])
5555 shader_addline(buffer
, "#extension GL_ARB_draw_instanced : enable\n");
5556 if (gl_info
->supported
[ARB_SHADER_BIT_ENCODING
])
5557 shader_addline(buffer
, "#extension GL_ARB_shader_bit_encoding : enable\n");
5558 if (gl_info
->supported
[ARB_TEXTURE_QUERY_LEVELS
])
5559 shader_addline(buffer
, "#extension GL_ARB_texture_query_levels : enable\n");
5560 if (gl_info
->supported
[ARB_UNIFORM_BUFFER_OBJECT
])
5561 shader_addline(buffer
, "#extension GL_ARB_uniform_buffer_object : enable\n");
5562 if (gl_info
->supported
[EXT_GPU_SHADER4
])
5563 shader_addline(buffer
, "#extension GL_EXT_gpu_shader4 : enable\n");
5565 memset(&priv_ctx
, 0, sizeof(priv_ctx
));
5566 priv_ctx
.cur_vs_args
= args
;
5567 priv_ctx
.string_buffers
= string_buffers
;
5569 /* Base Declarations */
5570 shader_generate_glsl_declarations(context
, buffer
, shader
, reg_maps
, &priv_ctx
);
5572 /* Base Shader Body */
5573 shader_generate_main(shader
, buffer
, reg_maps
, function
, &priv_ctx
);
5575 /* Unpack outputs */
5576 shader_addline(buffer
, "order_ps_input(vs_out);\n");
5578 /* The D3DRS_FOGTABLEMODE render state defines if the shader-generated fog coord is used
5579 * or if the fragment depth is used. If the fragment depth is used(FOGTABLEMODE != NONE),
5580 * the fog frag coord is thrown away. If the fog frag coord is used, but not written by
5581 * the shader, it is set to 0.0(fully fogged, since start = 1.0, end = 0.0)
5583 if (reg_maps
->shader_version
.major
< 3)
5585 if (args
->fog_src
== VS_FOG_Z
)
5586 shader_addline(buffer
, "%s = gl_Position.z;\n",
5587 legacy_context
? "gl_FogFragCoord" : "ffp_varying_fogcoord");
5588 else if (!reg_maps
->fog
)
5589 shader_addline(buffer
, "%s = 0.0;\n",
5590 legacy_context
? "gl_FogFragCoord" : "ffp_varying_fogcoord");
5593 /* We always store the clipplanes without y inversion */
5594 if (args
->clip_enabled
)
5595 shader_addline(buffer
, "gl_ClipVertex = gl_Position;\n");
5597 if (args
->point_size
&& !args
->per_vertex_point_size
)
5598 shader_addline(buffer
, "gl_PointSize = clamp(ffp_point.size, ffp_point.size_min, ffp_point.size_max);\n");
5600 /* Write the final position.
5602 * OpenGL coordinates specify the center of the pixel while d3d coords specify
5603 * the corner. The offsets are stored in z and w in posFixup. posFixup.y contains
5604 * 1.0 or -1.0 to turn the rendering upside down for offscreen rendering. PosFixup.x
5605 * contains 1.0 to allow a mad.
5607 shader_addline(buffer
, "gl_Position.y = gl_Position.y * posFixup.y;\n");
5608 shader_addline(buffer
, "gl_Position.xy += posFixup.zw * gl_Position.ww;\n");
5610 /* Z coord [0;1]->[-1;1] mapping, see comment in transform_projection in state.c
5612 * Basically we want (in homogeneous coordinates) z = z * 2 - 1. However, shaders are run
5613 * before the homogeneous divide, so we have to take the w into account: z = ((z / w) * 2 - 1) * w,
5614 * which is the same as z = z * 2 - w.
5616 shader_addline(buffer
, "gl_Position.z = gl_Position.z * 2.0 - gl_Position.w;\n");
5618 shader_addline(buffer
, "}\n");
5620 TRACE("Compiling shader object %u.\n", shader_id
);
5621 shader_glsl_compile(gl_info
, shader_id
, buffer
->buffer
);
5626 /* Context activation is done by the caller. */
5627 static GLuint
shader_glsl_generate_geometry_shader(const struct wined3d_context
*context
,
5628 struct wined3d_string_buffer
*buffer
, struct wined3d_string_buffer_list
*string_buffers
,
5629 const struct wined3d_shader
*shader
)
5631 const struct wined3d_shader_reg_maps
*reg_maps
= &shader
->reg_maps
;
5632 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
5633 const DWORD
*function
= shader
->function
;
5634 struct shader_glsl_ctx_priv priv_ctx
;
5637 shader_id
= GL_EXTCALL(glCreateShader(GL_GEOMETRY_SHADER
));
5639 shader_addline(buffer
, "%s\n", shader_glsl_get_version(gl_info
, ®_maps
->shader_version
));
5641 if (gl_info
->supported
[ARB_GEOMETRY_SHADER4
])
5642 shader_addline(buffer
, "#extension GL_ARB_geometry_shader4 : enable\n");
5643 if (gl_info
->supported
[ARB_SHADER_BIT_ENCODING
])
5644 shader_addline(buffer
, "#extension GL_ARB_shader_bit_encoding : enable\n");
5645 if (gl_info
->supported
[ARB_TEXTURE_QUERY_LEVELS
])
5646 shader_addline(buffer
, "#extension GL_ARB_texture_query_levels : enable\n");
5647 if (gl_info
->supported
[ARB_UNIFORM_BUFFER_OBJECT
])
5648 shader_addline(buffer
, "#extension GL_ARB_uniform_buffer_object : enable\n");
5649 if (gl_info
->supported
[EXT_GPU_SHADER4
])
5650 shader_addline(buffer
, "#extension GL_EXT_gpu_shader4 : enable\n");
5652 memset(&priv_ctx
, 0, sizeof(priv_ctx
));
5653 priv_ctx
.string_buffers
= string_buffers
;
5654 shader_generate_glsl_declarations(context
, buffer
, shader
, reg_maps
, &priv_ctx
);
5655 shader_generate_main(shader
, buffer
, reg_maps
, function
, &priv_ctx
);
5656 shader_addline(buffer
, "}\n");
5658 TRACE("Compiling shader object %u.\n", shader_id
);
5659 shader_glsl_compile(gl_info
, shader_id
, buffer
->buffer
);
5664 static GLuint
find_glsl_pshader(const struct wined3d_context
*context
,
5665 struct wined3d_string_buffer
*buffer
, struct wined3d_string_buffer_list
*string_buffers
,
5666 struct wined3d_shader
*shader
,
5667 const struct ps_compile_args
*args
, const struct ps_np2fixup_info
**np2fixup_info
)
5669 struct glsl_ps_compiled_shader
*gl_shaders
, *new_array
;
5670 struct glsl_shader_private
*shader_data
;
5671 struct ps_np2fixup_info
*np2fixup
;
5676 if (!shader
->backend_data
)
5678 shader
->backend_data
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(*shader_data
));
5679 if (!shader
->backend_data
)
5681 ERR("Failed to allocate backend data.\n");
5685 shader_data
= shader
->backend_data
;
5686 gl_shaders
= shader_data
->gl_shaders
.ps
;
5688 /* Usually we have very few GL shaders for each d3d shader(just 1 or maybe 2),
5689 * so a linear search is more performant than a hashmap or a binary search
5690 * (cache coherency etc)
5692 for (i
= 0; i
< shader_data
->num_gl_shaders
; ++i
)
5694 if (!memcmp(&gl_shaders
[i
].args
, args
, sizeof(*args
)))
5696 if (args
->np2_fixup
)
5697 *np2fixup_info
= &gl_shaders
[i
].np2fixup
;
5698 return gl_shaders
[i
].id
;
5702 TRACE("No matching GL shader found for shader %p, compiling a new shader.\n", shader
);
5703 if(shader_data
->shader_array_size
== shader_data
->num_gl_shaders
) {
5704 if (shader_data
->num_gl_shaders
)
5706 new_size
= shader_data
->shader_array_size
+ max(1, shader_data
->shader_array_size
/ 2);
5707 new_array
= HeapReAlloc(GetProcessHeap(), 0, shader_data
->gl_shaders
.ps
,
5708 new_size
* sizeof(*gl_shaders
));
5712 new_array
= HeapAlloc(GetProcessHeap(), 0, sizeof(*gl_shaders
));
5717 ERR("Out of memory\n");
5720 shader_data
->gl_shaders
.ps
= new_array
;
5721 shader_data
->shader_array_size
= new_size
;
5722 gl_shaders
= new_array
;
5725 gl_shaders
[shader_data
->num_gl_shaders
].args
= *args
;
5727 np2fixup
= &gl_shaders
[shader_data
->num_gl_shaders
].np2fixup
;
5728 memset(np2fixup
, 0, sizeof(*np2fixup
));
5729 *np2fixup_info
= args
->np2_fixup
? np2fixup
: NULL
;
5731 pixelshader_update_resource_types(shader
, args
->tex_types
);
5733 string_buffer_clear(buffer
);
5734 ret
= shader_glsl_generate_pshader(context
, buffer
, string_buffers
, shader
, args
, np2fixup
);
5735 gl_shaders
[shader_data
->num_gl_shaders
++].id
= ret
;
5740 static inline BOOL
vs_args_equal(const struct vs_compile_args
*stored
, const struct vs_compile_args
*new,
5741 const DWORD use_map
)
5743 if((stored
->swizzle_map
& use_map
) != new->swizzle_map
) return FALSE
;
5744 if((stored
->clip_enabled
) != new->clip_enabled
) return FALSE
;
5745 if (stored
->point_size
!= new->point_size
)
5747 if (stored
->per_vertex_point_size
!= new->per_vertex_point_size
)
5749 if (stored
->flatshading
!= new->flatshading
)
5751 return stored
->fog_src
== new->fog_src
;
5754 static GLuint
find_glsl_vshader(const struct wined3d_context
*context
,
5755 struct wined3d_string_buffer
*buffer
, struct wined3d_string_buffer_list
*string_buffers
,
5756 struct wined3d_shader
*shader
,
5757 const struct vs_compile_args
*args
)
5761 DWORD use_map
= context
->stream_info
.use_map
;
5762 struct glsl_vs_compiled_shader
*gl_shaders
, *new_array
;
5763 struct glsl_shader_private
*shader_data
;
5766 if (!shader
->backend_data
)
5768 shader
->backend_data
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(*shader_data
));
5769 if (!shader
->backend_data
)
5771 ERR("Failed to allocate backend data.\n");
5775 shader_data
= shader
->backend_data
;
5776 gl_shaders
= shader_data
->gl_shaders
.vs
;
5778 /* Usually we have very few GL shaders for each d3d shader(just 1 or maybe 2),
5779 * so a linear search is more performant than a hashmap or a binary search
5780 * (cache coherency etc)
5782 for (i
= 0; i
< shader_data
->num_gl_shaders
; ++i
)
5784 if (vs_args_equal(&gl_shaders
[i
].args
, args
, use_map
))
5785 return gl_shaders
[i
].id
;
5788 TRACE("No matching GL shader found for shader %p, compiling a new shader.\n", shader
);
5790 if(shader_data
->shader_array_size
== shader_data
->num_gl_shaders
) {
5791 if (shader_data
->num_gl_shaders
)
5793 new_size
= shader_data
->shader_array_size
+ max(1, shader_data
->shader_array_size
/ 2);
5794 new_array
= HeapReAlloc(GetProcessHeap(), 0, shader_data
->gl_shaders
.vs
,
5795 new_size
* sizeof(*gl_shaders
));
5799 new_array
= HeapAlloc(GetProcessHeap(), 0, sizeof(*gl_shaders
));
5804 ERR("Out of memory\n");
5807 shader_data
->gl_shaders
.vs
= new_array
;
5808 shader_data
->shader_array_size
= new_size
;
5809 gl_shaders
= new_array
;
5812 gl_shaders
[shader_data
->num_gl_shaders
].args
= *args
;
5814 string_buffer_clear(buffer
);
5815 ret
= shader_glsl_generate_vshader(context
, buffer
, string_buffers
, shader
, args
);
5816 gl_shaders
[shader_data
->num_gl_shaders
++].id
= ret
;
5821 static GLuint
find_glsl_geometry_shader(const struct wined3d_context
*context
,
5822 struct wined3d_string_buffer
*buffer
, struct wined3d_string_buffer_list
*string_buffers
,
5823 struct wined3d_shader
*shader
)
5825 struct glsl_gs_compiled_shader
*gl_shaders
;
5826 struct glsl_shader_private
*shader_data
;
5829 if (!shader
->backend_data
)
5831 if (!(shader
->backend_data
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(*shader_data
))))
5833 ERR("Failed to allocate backend data.\n");
5837 shader_data
= shader
->backend_data
;
5838 gl_shaders
= shader_data
->gl_shaders
.gs
;
5840 if (shader_data
->num_gl_shaders
)
5841 return gl_shaders
[0].id
;
5843 TRACE("No matching GL shader found for shader %p, compiling a new shader.\n", shader
);
5845 if (!(shader_data
->gl_shaders
.gs
= HeapAlloc(GetProcessHeap(), 0, sizeof(*gl_shaders
))))
5847 ERR("Failed to allocate GL shader array.\n");
5850 shader_data
->shader_array_size
= 1;
5851 gl_shaders
= shader_data
->gl_shaders
.gs
;
5853 string_buffer_clear(buffer
);
5854 ret
= shader_glsl_generate_geometry_shader(context
, buffer
, string_buffers
, shader
);
5855 gl_shaders
[shader_data
->num_gl_shaders
++].id
= ret
;
5860 static const char *shader_glsl_ffp_mcs(enum wined3d_material_color_source mcs
, const char *material
)
5864 case WINED3D_MCS_MATERIAL
:
5866 case WINED3D_MCS_COLOR1
:
5867 return "ffp_attrib_diffuse";
5868 case WINED3D_MCS_COLOR2
:
5869 return "ffp_attrib_specular";
5871 ERR("Invalid material color source %#x.\n", mcs
);
5876 static void shader_glsl_ffp_vertex_lighting(struct wined3d_string_buffer
*buffer
,
5877 const struct wined3d_ffp_vs_settings
*settings
, BOOL legacy_lighting
)
5879 const char *diffuse
, *specular
, *emissive
, *ambient
;
5880 enum wined3d_light_type light_type
;
5883 if (!settings
->lighting
)
5885 shader_addline(buffer
, "ffp_varying_diffuse = ffp_attrib_diffuse;\n");
5886 shader_addline(buffer
, "ffp_varying_specular = ffp_attrib_specular;\n");
5890 shader_addline(buffer
, "vec3 ambient = ffp_light_ambient;\n");
5891 shader_addline(buffer
, "vec3 diffuse = vec3(0.0);\n");
5892 shader_addline(buffer
, "vec4 specular = vec4(0.0);\n");
5893 shader_addline(buffer
, "vec3 dir, dst;\n");
5894 shader_addline(buffer
, "float att, t;\n");
5896 ambient
= shader_glsl_ffp_mcs(settings
->ambient_source
, "ffp_material.ambient");
5897 diffuse
= shader_glsl_ffp_mcs(settings
->diffuse_source
, "ffp_material.diffuse");
5898 specular
= shader_glsl_ffp_mcs(settings
->specular_source
, "ffp_material.specular");
5899 emissive
= shader_glsl_ffp_mcs(settings
->emissive_source
, "ffp_material.emissive");
5901 for (i
= 0; i
< MAX_ACTIVE_LIGHTS
; ++i
)
5903 light_type
= (settings
->light_type
>> WINED3D_FFP_LIGHT_TYPE_SHIFT(i
)) & WINED3D_FFP_LIGHT_TYPE_MASK
;
5906 case WINED3D_LIGHT_POINT
:
5907 shader_addline(buffer
, "dir = ffp_light[%u].position.xyz - ec_pos.xyz;\n", i
);
5908 shader_addline(buffer
, "dst.z = dot(dir, dir);\n");
5909 shader_addline(buffer
, "dst.y = sqrt(dst.z);\n");
5910 shader_addline(buffer
, "dst.x = 1.0;\n");
5911 if (legacy_lighting
)
5913 shader_addline(buffer
, "dst.y = (ffp_light[%u].range - dst.y) / ffp_light[%u].range;\n", i
, i
);
5914 shader_addline(buffer
, "dst.z = dst.y * dst.y;\n");
5918 shader_addline(buffer
, "if (dst.y <= ffp_light[%u].range)\n{\n", i
);
5920 shader_addline(buffer
, "att = dot(dst.xyz, vec3(ffp_light[%u].c_att,"
5921 " ffp_light[%u].l_att, ffp_light[%u].q_att));\n", i
, i
, i
);
5922 if (!legacy_lighting
)
5923 shader_addline(buffer
, "att = 1.0 / att;\n");
5924 shader_addline(buffer
, "ambient += ffp_light[%u].ambient.xyz * att;\n", i
);
5925 if (!settings
->normal
)
5927 if (!legacy_lighting
)
5928 shader_addline(buffer
, "}\n");
5931 shader_addline(buffer
, "dir = normalize(dir);\n");
5932 shader_addline(buffer
, "diffuse += (clamp(dot(dir, normal), 0.0, 1.0)"
5933 " * ffp_light[%u].diffuse.xyz) * att;\n", i
);
5934 if (settings
->localviewer
)
5935 shader_addline(buffer
, "t = dot(normal, normalize(dir - normalize(ec_pos.xyz)));\n");
5937 shader_addline(buffer
, "t = dot(normal, normalize(dir + vec3(0.0, 0.0, -1.0)));\n");
5938 shader_addline(buffer
, "if (t > 0.0) specular += (pow(t, ffp_material.shininess)"
5939 " * ffp_light[%u].specular) * att;\n", i
);
5940 if (!legacy_lighting
)
5941 shader_addline(buffer
, "}\n");
5944 case WINED3D_LIGHT_SPOT
:
5945 shader_addline(buffer
, "dir = ffp_light[%u].position.xyz - ec_pos.xyz;\n", i
);
5946 shader_addline(buffer
, "dst.z = dot(dir, dir);\n");
5947 shader_addline(buffer
, "dst.y = sqrt(dst.z);\n");
5948 shader_addline(buffer
, "dst.x = 1.0;\n");
5949 if (legacy_lighting
)
5951 shader_addline(buffer
, "dst.y = (ffp_light[%u].range - dst.y) / ffp_light[%u].range;\n", i
, i
);
5952 shader_addline(buffer
, "dst.z = dst.y * dst.y;\n");
5956 shader_addline(buffer
, "if (dst.y <= ffp_light[%u].range)\n{\n", i
);
5958 shader_addline(buffer
, "dir = normalize(dir);\n");
5959 shader_addline(buffer
, "t = dot(-dir, normalize(ffp_light[%u].direction));\n", i
);
5960 shader_addline(buffer
, "if (t > ffp_light[%u].cos_htheta) att = 1.0;\n", i
);
5961 shader_addline(buffer
, "else if (t <= ffp_light[%u].cos_hphi) att = 0.0;\n", i
);
5962 shader_addline(buffer
, "else att = pow((t - ffp_light[%u].cos_hphi)"
5963 " / (ffp_light[%u].cos_htheta - ffp_light[%u].cos_hphi), ffp_light[%u].falloff);\n",
5965 if (legacy_lighting
)
5966 shader_addline(buffer
, "att *= dot(dst.xyz, vec3(ffp_light[%u].c_att,"
5967 " ffp_light[%u].l_att, ffp_light[%u].q_att));\n",
5970 shader_addline(buffer
, "att /= dot(dst.xyz, vec3(ffp_light[%u].c_att,"
5971 " ffp_light[%u].l_att, ffp_light[%u].q_att));\n",
5973 shader_addline(buffer
, "ambient += ffp_light[%u].ambient.xyz * att;\n", i
);
5974 if (!settings
->normal
)
5976 if (!legacy_lighting
)
5977 shader_addline(buffer
, "}\n");
5980 shader_addline(buffer
, "diffuse += (clamp(dot(dir, normal), 0.0, 1.0)"
5981 " * ffp_light[%u].diffuse.xyz) * att;\n", i
);
5982 if (settings
->localviewer
)
5983 shader_addline(buffer
, "t = dot(normal, normalize(dir - normalize(ec_pos.xyz)));\n");
5985 shader_addline(buffer
, "t = dot(normal, normalize(dir + vec3(0.0, 0.0, -1.0)));\n");
5986 shader_addline(buffer
, "if (t > 0.0) specular += (pow(t, ffp_material.shininess)"
5987 " * ffp_light[%u].specular) * att;\n", i
);
5988 if (!legacy_lighting
)
5989 shader_addline(buffer
, "}\n");
5992 case WINED3D_LIGHT_DIRECTIONAL
:
5993 shader_addline(buffer
, "ambient += ffp_light[%u].ambient.xyz;\n", i
);
5994 if (!settings
->normal
)
5996 shader_addline(buffer
, "dir = normalize(ffp_light[%u].direction.xyz);\n", i
);
5997 shader_addline(buffer
, "diffuse += clamp(dot(dir, normal), 0.0, 1.0)"
5998 " * ffp_light[%u].diffuse.xyz;\n", i
);
5999 /* TODO: In the non-local viewer case the halfvector is constant
6000 * and could be precomputed and stored in a uniform. */
6001 if (settings
->localviewer
)
6002 shader_addline(buffer
, "t = dot(normal, normalize(dir - normalize(ec_pos.xyz)));\n");
6004 shader_addline(buffer
, "t = dot(normal, normalize(dir + vec3(0.0, 0.0, -1.0)));\n");
6005 shader_addline(buffer
, "if (t > 0.0) specular += pow(t, ffp_material.shininess)"
6006 " * ffp_light[%u].specular;\n", i
);
6009 case WINED3D_LIGHT_PARALLELPOINT
:
6010 shader_addline(buffer
, "ambient += ffp_light[%u].ambient.xyz;\n", i
);
6011 if (!settings
->normal
)
6013 shader_addline(buffer
, "dir = normalize(ffp_light[%u].position.xyz);\n", i
);
6014 shader_addline(buffer
, "diffuse += clamp(dot(dir, normal), 0.0, 1.0)"
6015 " * ffp_light[%u].diffuse.xyz;\n", i
);
6016 shader_addline(buffer
, "t = dot(normal, normalize(dir - normalize(ec_pos.xyz)));\n");
6017 shader_addline(buffer
, "if (t > 0.0) specular += pow(t, ffp_material.shininess)"
6018 " * ffp_light[%u].specular;\n", i
);
6023 FIXME("Unhandled light type %#x.\n", light_type
);
6028 shader_addline(buffer
, "ffp_varying_diffuse.xyz = %s.xyz * ambient + %s.xyz * diffuse + %s.xyz;\n",
6029 ambient
, diffuse
, emissive
);
6030 shader_addline(buffer
, "ffp_varying_diffuse.w = %s.w;\n", diffuse
);
6031 shader_addline(buffer
, "ffp_varying_specular = %s * specular;\n", specular
);
6034 /* Context activation is done by the caller. */
6035 static GLuint
shader_glsl_generate_ffp_vertex_shader(struct shader_glsl_priv
*priv
,
6036 const struct wined3d_ffp_vs_settings
*settings
, const struct wined3d_gl_info
*gl_info
)
6038 static const struct attrib_info
6041 const char name
[24];
6045 {"vec4", "ffp_attrib_position"}, /* WINED3D_FFP_POSITION */
6046 {"vec4", "ffp_attrib_blendweight"}, /* WINED3D_FFP_BLENDWEIGHT */
6047 /* TODO: Indexed vertex blending */
6048 {"float", ""}, /* WINED3D_FFP_BLENDINDICES */
6049 {"vec3", "ffp_attrib_normal"}, /* WINED3D_FFP_NORMAL */
6050 {"float", "ffp_attrib_psize"}, /* WINED3D_FFP_PSIZE */
6051 {"vec4", "ffp_attrib_diffuse"}, /* WINED3D_FFP_DIFFUSE */
6052 {"vec4", "ffp_attrib_specular"}, /* WINED3D_FFP_SPECULAR */
6054 struct wined3d_string_buffer
*buffer
= &priv
->shader_buffer
;
6055 BOOL legacy_lighting
= priv
->legacy_lighting
;
6058 BOOL legacy_context
= gl_info
->supported
[WINED3D_GL_LEGACY_CONTEXT
];
6059 BOOL output_legacy_fogcoord
= legacy_context
;
6061 string_buffer_clear(buffer
);
6063 shader_addline(buffer
, "%s\n", shader_glsl_get_version(gl_info
, NULL
));
6065 for (i
= 0; i
< WINED3D_FFP_ATTRIBS_COUNT
; ++i
)
6067 const char *type
= i
< ARRAY_SIZE(attrib_info
) ? attrib_info
[i
].type
: "vec4";
6069 shader_addline(buffer
, "attribute %s vs_in%u;\n", type
, i
);
6071 shader_addline(buffer
, "\n");
6073 shader_addline(buffer
, "uniform mat4 ffp_modelview_matrix[%u];\n", MAX_VERTEX_BLENDS
);
6074 shader_addline(buffer
, "uniform mat4 ffp_projection_matrix;\n");
6075 shader_addline(buffer
, "uniform mat3 ffp_normal_matrix;\n");
6076 shader_addline(buffer
, "uniform mat4 ffp_texture_matrix[%u];\n", MAX_TEXTURES
);
6078 shader_addline(buffer
, "uniform struct\n{\n");
6079 shader_addline(buffer
, " vec4 emissive;\n");
6080 shader_addline(buffer
, " vec4 ambient;\n");
6081 shader_addline(buffer
, " vec4 diffuse;\n");
6082 shader_addline(buffer
, " vec4 specular;\n");
6083 shader_addline(buffer
, " float shininess;\n");
6084 shader_addline(buffer
, "} ffp_material;\n");
6086 shader_addline(buffer
, "uniform vec3 ffp_light_ambient;\n");
6087 shader_addline(buffer
, "uniform struct\n{\n");
6088 shader_addline(buffer
, " vec4 diffuse;\n");
6089 shader_addline(buffer
, " vec4 specular;\n");
6090 shader_addline(buffer
, " vec4 ambient;\n");
6091 shader_addline(buffer
, " vec4 position;\n");
6092 shader_addline(buffer
, " vec3 direction;\n");
6093 shader_addline(buffer
, " float range;\n");
6094 shader_addline(buffer
, " float falloff;\n");
6095 shader_addline(buffer
, " float c_att;\n");
6096 shader_addline(buffer
, " float l_att;\n");
6097 shader_addline(buffer
, " float q_att;\n");
6098 shader_addline(buffer
, " float cos_htheta;\n");
6099 shader_addline(buffer
, " float cos_hphi;\n");
6100 shader_addline(buffer
, "} ffp_light[%u];\n", MAX_ACTIVE_LIGHTS
);
6102 if (settings
->point_size
)
6104 shader_addline(buffer
, "uniform struct\n{\n");
6105 shader_addline(buffer
, " float size;\n");
6106 shader_addline(buffer
, " float size_min;\n");
6107 shader_addline(buffer
, " float size_max;\n");
6108 shader_addline(buffer
, " float c_att;\n");
6109 shader_addline(buffer
, " float l_att;\n");
6110 shader_addline(buffer
, " float q_att;\n");
6111 shader_addline(buffer
, "} ffp_point;\n");
6116 shader_addline(buffer
, "vec4 ffp_varying_diffuse;\n");
6117 shader_addline(buffer
, "vec4 ffp_varying_specular;\n");
6118 shader_addline(buffer
, "vec4 ffp_varying_texcoord[%u];\n", MAX_TEXTURES
);
6119 shader_addline(buffer
, "float ffp_varying_fogcoord;\n");
6123 declare_out_varying(gl_info
, buffer
, settings
->flatshading
, "vec4 ffp_varying_diffuse;\n");
6124 declare_out_varying(gl_info
, buffer
, settings
->flatshading
, "vec4 ffp_varying_specular;\n");
6125 declare_out_varying(gl_info
, buffer
, FALSE
, "vec4 ffp_varying_texcoord[%u];\n", MAX_TEXTURES
);
6126 declare_out_varying(gl_info
, buffer
, FALSE
, "float ffp_varying_fogcoord;\n");
6129 shader_addline(buffer
, "\nvoid main()\n{\n");
6130 shader_addline(buffer
, "float m;\n");
6131 shader_addline(buffer
, "vec3 r;\n");
6133 for (i
= 0; i
< ARRAY_SIZE(attrib_info
); ++i
)
6135 if (attrib_info
[i
].name
[0])
6136 shader_addline(buffer
, "%s %s = vs_in%u;\n",
6137 attrib_info
[i
].type
, attrib_info
[i
].name
, i
);
6139 for (i
= 0; i
< MAX_TEXTURES
; ++i
)
6141 unsigned int coord_idx
= settings
->texgen
[i
] & 0x0000ffff;
6142 if ((settings
->texgen
[i
] & 0xffff0000) == WINED3DTSS_TCI_PASSTHRU
)
6144 shader_addline(buffer
, "vec4 ffp_attrib_texcoord%u = vs_in%u;\n", i
, coord_idx
+ WINED3D_FFP_TEXCOORD0
);
6148 shader_addline(buffer
, "ffp_attrib_blendweight[%u] = 1.0;\n", settings
->vertexblends
);
6150 if (settings
->transformed
)
6152 shader_addline(buffer
, "vec4 ec_pos = vec4(ffp_attrib_position.xyz, 1.0);\n");
6153 shader_addline(buffer
, "gl_Position = ffp_projection_matrix * ec_pos;\n");
6154 shader_addline(buffer
, "if (ffp_attrib_position.w != 0.0) gl_Position /= ffp_attrib_position.w;\n");
6158 for (i
= 0; i
< settings
->vertexblends
; ++i
)
6159 shader_addline(buffer
, "ffp_attrib_blendweight[%u] -= ffp_attrib_blendweight[%u];\n", settings
->vertexblends
, i
);
6161 shader_addline(buffer
, "vec4 ec_pos = vec4(0.0);\n");
6162 for (i
= 0; i
< settings
->vertexblends
+ 1; ++i
)
6163 shader_addline(buffer
, "ec_pos += ffp_attrib_blendweight[%u] * (ffp_modelview_matrix[%u] * ffp_attrib_position);\n", i
, i
);
6165 shader_addline(buffer
, "gl_Position = ffp_projection_matrix * ec_pos;\n");
6166 if (settings
->clipping
)
6167 shader_addline(buffer
, "gl_ClipVertex = ec_pos;\n");
6168 shader_addline(buffer
, "ec_pos /= ec_pos.w;\n");
6171 shader_addline(buffer
, "vec3 normal = vec3(0.0);\n");
6172 if (settings
->normal
)
6174 if (!settings
->vertexblends
)
6176 shader_addline(buffer
, "normal = ffp_normal_matrix * ffp_attrib_normal;\n");
6180 for (i
= 0; i
< settings
->vertexblends
+ 1; ++i
)
6181 shader_addline(buffer
, "normal += ffp_attrib_blendweight[%u] * (mat3(ffp_modelview_matrix[%u]) * ffp_attrib_normal);\n", i
, i
);
6184 if (settings
->normalize
)
6185 shader_addline(buffer
, "normal = normalize(normal);\n");
6188 shader_glsl_ffp_vertex_lighting(buffer
, settings
, legacy_lighting
);
6191 shader_addline(buffer
, "gl_FrontColor = ffp_varying_diffuse;\n");
6192 shader_addline(buffer
, "gl_FrontSecondaryColor = ffp_varying_specular;\n");
6195 for (i
= 0; i
< MAX_TEXTURES
; ++i
)
6197 BOOL output_legacy_texcoord
= gl_info
->supported
[WINED3D_GL_LEGACY_CONTEXT
];
6199 switch (settings
->texgen
[i
] & 0xffff0000)
6201 case WINED3DTSS_TCI_PASSTHRU
:
6202 if (settings
->texcoords
& (1u << i
))
6203 shader_addline(buffer
, "ffp_varying_texcoord[%u] = ffp_texture_matrix[%u] * ffp_attrib_texcoord%u;\n",
6205 else if (gl_info
->limits
.glsl_varyings
>= wined3d_max_compat_varyings(gl_info
))
6206 shader_addline(buffer
, "ffp_varying_texcoord[%u] = vec4(0.0);\n", i
);
6208 output_legacy_texcoord
= FALSE
;
6211 case WINED3DTSS_TCI_CAMERASPACENORMAL
:
6212 shader_addline(buffer
, "ffp_varying_texcoord[%u] = ffp_texture_matrix[%u] * vec4(normal, 1.0);\n", i
, i
);
6215 case WINED3DTSS_TCI_CAMERASPACEPOSITION
:
6216 shader_addline(buffer
, "ffp_varying_texcoord[%u] = ffp_texture_matrix[%u] * ec_pos;\n", i
, i
);
6219 case WINED3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR
:
6220 shader_addline(buffer
, "ffp_varying_texcoord[%u] = ffp_texture_matrix[%u]"
6221 " * vec4(reflect(normalize(ec_pos.xyz), normal), 1.0);\n", i
, i
);
6224 case WINED3DTSS_TCI_SPHEREMAP
:
6225 shader_addline(buffer
, "r = reflect(normalize(ec_pos.xyz), normal);\n");
6226 shader_addline(buffer
, "m = 2.0 * length(vec3(r.x, r.y, r.z + 1.0));\n");
6227 shader_addline(buffer
, "ffp_varying_texcoord[%u] = ffp_texture_matrix[%u]"
6228 " * vec4(r.x / m + 0.5, r.y / m + 0.5, 0.0, 1.0);\n", i
, i
);
6232 ERR("Unhandled texgen %#x.\n", settings
->texgen
[i
]);
6235 if (output_legacy_texcoord
)
6236 shader_addline(buffer
, "gl_TexCoord[%u] = ffp_varying_texcoord[%u];\n", i
, i
);
6239 switch (settings
->fog_mode
)
6241 case WINED3D_FFP_VS_FOG_OFF
:
6242 output_legacy_fogcoord
= FALSE
;
6245 case WINED3D_FFP_VS_FOG_FOGCOORD
:
6246 shader_addline(buffer
, "ffp_varying_fogcoord = ffp_attrib_specular.w * 255.0;\n");
6249 case WINED3D_FFP_VS_FOG_RANGE
:
6250 shader_addline(buffer
, "ffp_varying_fogcoord = length(ec_pos.xyz);\n");
6253 case WINED3D_FFP_VS_FOG_DEPTH
:
6254 if (settings
->ortho_fog
)
6255 /* Need to undo the [0.0 - 1.0] -> [-1.0 - 1.0] transformation from D3D to GL coordinates. */
6256 shader_addline(buffer
, "ffp_varying_fogcoord = gl_Position.z * 0.5 + 0.5;\n");
6257 else if (settings
->transformed
)
6258 shader_addline(buffer
, "ffp_varying_fogcoord = ec_pos.z;\n");
6260 shader_addline(buffer
, "ffp_varying_fogcoord = abs(ec_pos.z);\n");
6264 ERR("Unhandled fog mode %#x.\n", settings
->fog_mode
);
6267 if (output_legacy_fogcoord
)
6268 shader_addline(buffer
, "gl_FogFragCoord = ffp_varying_fogcoord;\n");
6270 if (settings
->point_size
)
6272 shader_addline(buffer
, "gl_PointSize = %s / sqrt(ffp_point.c_att"
6273 " + ffp_point.l_att * length(ec_pos.xyz)"
6274 " + ffp_point.q_att * dot(ec_pos.xyz, ec_pos.xyz));\n",
6275 settings
->per_vertex_point_size
? "ffp_attrib_psize" : "ffp_point.size");
6276 shader_addline(buffer
, "gl_PointSize = clamp(gl_PointSize, ffp_point.size_min, ffp_point.size_max);\n");
6279 shader_addline(buffer
, "}\n");
6281 shader_obj
= GL_EXTCALL(glCreateShader(GL_VERTEX_SHADER
));
6282 shader_glsl_compile(gl_info
, shader_obj
, buffer
->buffer
);
6287 static const char *shader_glsl_get_ffp_fragment_op_arg(struct wined3d_string_buffer
*buffer
,
6288 DWORD argnum
, unsigned int stage
, DWORD arg
)
6292 if (arg
== ARG_UNUSED
)
6293 return "<unused arg>";
6295 switch (arg
& WINED3DTA_SELECTMASK
)
6297 case WINED3DTA_DIFFUSE
:
6298 ret
= "ffp_varying_diffuse";
6301 case WINED3DTA_CURRENT
:
6305 case WINED3DTA_TEXTURE
:
6308 case 0: ret
= "tex0"; break;
6309 case 1: ret
= "tex1"; break;
6310 case 2: ret
= "tex2"; break;
6311 case 3: ret
= "tex3"; break;
6312 case 4: ret
= "tex4"; break;
6313 case 5: ret
= "tex5"; break;
6314 case 6: ret
= "tex6"; break;
6315 case 7: ret
= "tex7"; break;
6317 ret
= "<invalid texture>";
6322 case WINED3DTA_TFACTOR
:
6326 case WINED3DTA_SPECULAR
:
6327 ret
= "ffp_varying_specular";
6330 case WINED3DTA_TEMP
:
6334 case WINED3DTA_CONSTANT
:
6337 case 0: ret
= "tss_const0"; break;
6338 case 1: ret
= "tss_const1"; break;
6339 case 2: ret
= "tss_const2"; break;
6340 case 3: ret
= "tss_const3"; break;
6341 case 4: ret
= "tss_const4"; break;
6342 case 5: ret
= "tss_const5"; break;
6343 case 6: ret
= "tss_const6"; break;
6344 case 7: ret
= "tss_const7"; break;
6346 ret
= "<invalid constant>";
6352 return "<unhandled arg>";
6355 if (arg
& WINED3DTA_COMPLEMENT
)
6357 shader_addline(buffer
, "arg%u = vec4(1.0) - %s;\n", argnum
, ret
);
6360 else if (argnum
== 1)
6362 else if (argnum
== 2)
6366 if (arg
& WINED3DTA_ALPHAREPLICATE
)
6368 shader_addline(buffer
, "arg%u = vec4(%s.w);\n", argnum
, ret
);
6371 else if (argnum
== 1)
6373 else if (argnum
== 2)
6380 static void shader_glsl_ffp_fragment_op(struct wined3d_string_buffer
*buffer
, unsigned int stage
, BOOL color
,
6381 BOOL alpha
, DWORD dst
, DWORD op
, DWORD dw_arg0
, DWORD dw_arg1
, DWORD dw_arg2
)
6383 const char *dstmask
, *dstreg
, *arg0
, *arg1
, *arg2
;
6393 dstreg
= "temp_reg";
6397 arg0
= shader_glsl_get_ffp_fragment_op_arg(buffer
, 0, stage
, dw_arg0
);
6398 arg1
= shader_glsl_get_ffp_fragment_op_arg(buffer
, 1, stage
, dw_arg1
);
6399 arg2
= shader_glsl_get_ffp_fragment_op_arg(buffer
, 2, stage
, dw_arg2
);
6403 case WINED3D_TOP_DISABLE
:
6406 case WINED3D_TOP_SELECT_ARG1
:
6407 shader_addline(buffer
, "%s%s = %s%s;\n", dstreg
, dstmask
, arg1
, dstmask
);
6410 case WINED3D_TOP_SELECT_ARG2
:
6411 shader_addline(buffer
, "%s%s = %s%s;\n", dstreg
, dstmask
, arg2
, dstmask
);
6414 case WINED3D_TOP_MODULATE
:
6415 shader_addline(buffer
, "%s%s = %s%s * %s%s;\n", dstreg
, dstmask
, arg1
, dstmask
, arg2
, dstmask
);
6418 case WINED3D_TOP_MODULATE_4X
:
6419 shader_addline(buffer
, "%s%s = clamp(%s%s * %s%s * 4.0, 0.0, 1.0);\n",
6420 dstreg
, dstmask
, arg1
, dstmask
, arg2
, dstmask
);
6423 case WINED3D_TOP_MODULATE_2X
:
6424 shader_addline(buffer
, "%s%s = clamp(%s%s * %s%s * 2.0, 0.0, 1.0);\n",
6425 dstreg
, dstmask
, arg1
, dstmask
, arg2
, dstmask
);
6428 case WINED3D_TOP_ADD
:
6429 shader_addline(buffer
, "%s%s = clamp(%s%s + %s%s, 0.0, 1.0);\n",
6430 dstreg
, dstmask
, arg1
, dstmask
, arg2
, dstmask
);
6433 case WINED3D_TOP_ADD_SIGNED
:
6434 shader_addline(buffer
, "%s%s = clamp(%s%s + (%s - vec4(0.5))%s, 0.0, 1.0);\n",
6435 dstreg
, dstmask
, arg1
, dstmask
, arg2
, dstmask
);
6438 case WINED3D_TOP_ADD_SIGNED_2X
:
6439 shader_addline(buffer
, "%s%s = clamp((%s%s + (%s - vec4(0.5))%s) * 2.0, 0.0, 1.0);\n",
6440 dstreg
, dstmask
, arg1
, dstmask
, arg2
, dstmask
);
6443 case WINED3D_TOP_SUBTRACT
:
6444 shader_addline(buffer
, "%s%s = clamp(%s%s - %s%s, 0.0, 1.0);\n",
6445 dstreg
, dstmask
, arg1
, dstmask
, arg2
, dstmask
);
6448 case WINED3D_TOP_ADD_SMOOTH
:
6449 shader_addline(buffer
, "%s%s = clamp((vec4(1.0) - %s)%s * %s%s + %s%s, 0.0, 1.0);\n",
6450 dstreg
, dstmask
, arg1
, dstmask
, arg2
, dstmask
, arg1
, dstmask
);
6453 case WINED3D_TOP_BLEND_DIFFUSE_ALPHA
:
6454 arg0
= shader_glsl_get_ffp_fragment_op_arg(buffer
, 0, stage
, WINED3DTA_DIFFUSE
);
6455 shader_addline(buffer
, "%s%s = mix(%s%s, %s%s, %s.w);\n",
6456 dstreg
, dstmask
, arg2
, dstmask
, arg1
, dstmask
, arg0
);
6459 case WINED3D_TOP_BLEND_TEXTURE_ALPHA
:
6460 arg0
= shader_glsl_get_ffp_fragment_op_arg(buffer
, 0, stage
, WINED3DTA_TEXTURE
);
6461 shader_addline(buffer
, "%s%s = mix(%s%s, %s%s, %s.w);\n",
6462 dstreg
, dstmask
, arg2
, dstmask
, arg1
, dstmask
, arg0
);
6465 case WINED3D_TOP_BLEND_FACTOR_ALPHA
:
6466 arg0
= shader_glsl_get_ffp_fragment_op_arg(buffer
, 0, stage
, WINED3DTA_TFACTOR
);
6467 shader_addline(buffer
, "%s%s = mix(%s%s, %s%s, %s.w);\n",
6468 dstreg
, dstmask
, arg2
, dstmask
, arg1
, dstmask
, arg0
);
6471 case WINED3D_TOP_BLEND_TEXTURE_ALPHA_PM
:
6472 arg0
= shader_glsl_get_ffp_fragment_op_arg(buffer
, 0, stage
, WINED3DTA_TEXTURE
);
6473 shader_addline(buffer
, "%s%s = clamp(%s%s * (1.0 - %s.w) + %s%s, 0.0, 1.0);\n",
6474 dstreg
, dstmask
, arg2
, dstmask
, arg0
, arg1
, dstmask
);
6477 case WINED3D_TOP_BLEND_CURRENT_ALPHA
:
6478 arg0
= shader_glsl_get_ffp_fragment_op_arg(buffer
, 0, stage
, WINED3DTA_CURRENT
);
6479 shader_addline(buffer
, "%s%s = mix(%s%s, %s%s, %s.w);\n",
6480 dstreg
, dstmask
, arg2
, dstmask
, arg1
, dstmask
, arg0
);
6483 case WINED3D_TOP_MODULATE_ALPHA_ADD_COLOR
:
6484 shader_addline(buffer
, "%s%s = clamp(%s%s * %s.w + %s%s, 0.0, 1.0);\n",
6485 dstreg
, dstmask
, arg2
, dstmask
, arg1
, arg1
, dstmask
);
6488 case WINED3D_TOP_MODULATE_COLOR_ADD_ALPHA
:
6489 shader_addline(buffer
, "%s%s = clamp(%s%s * %s%s + %s.w, 0.0, 1.0);\n",
6490 dstreg
, dstmask
, arg1
, dstmask
, arg2
, dstmask
, arg1
);
6493 case WINED3D_TOP_MODULATE_INVALPHA_ADD_COLOR
:
6494 shader_addline(buffer
, "%s%s = clamp(%s%s * (1.0 - %s.w) + %s%s, 0.0, 1.0);\n",
6495 dstreg
, dstmask
, arg2
, dstmask
, arg1
, arg1
, dstmask
);
6497 case WINED3D_TOP_MODULATE_INVCOLOR_ADD_ALPHA
:
6498 shader_addline(buffer
, "%s%s = clamp((vec4(1.0) - %s)%s * %s%s + %s.w, 0.0, 1.0);\n",
6499 dstreg
, dstmask
, arg1
, dstmask
, arg2
, dstmask
, arg1
);
6502 case WINED3D_TOP_BUMPENVMAP
:
6503 case WINED3D_TOP_BUMPENVMAP_LUMINANCE
:
6504 /* These are handled in the first pass, nothing to do. */
6507 case WINED3D_TOP_DOTPRODUCT3
:
6508 shader_addline(buffer
, "%s%s = vec4(clamp(dot(%s.xyz - 0.5, %s.xyz - 0.5) * 4.0, 0.0, 1.0))%s;\n",
6509 dstreg
, dstmask
, arg1
, arg2
, dstmask
);
6512 case WINED3D_TOP_MULTIPLY_ADD
:
6513 shader_addline(buffer
, "%s%s = clamp(%s%s * %s%s + %s%s, 0.0, 1.0);\n",
6514 dstreg
, dstmask
, arg1
, dstmask
, arg2
, dstmask
, arg0
, dstmask
);
6517 case WINED3D_TOP_LERP
:
6518 /* MSDN isn't quite right here. */
6519 shader_addline(buffer
, "%s%s = mix(%s%s, %s%s, %s%s);\n",
6520 dstreg
, dstmask
, arg2
, dstmask
, arg1
, dstmask
, arg0
, dstmask
);
6524 FIXME("Unhandled operation %#x.\n", op
);
6529 /* Context activation is done by the caller. */
6530 static GLuint
shader_glsl_generate_ffp_fragment_shader(struct shader_glsl_priv
*priv
,
6531 const struct ffp_frag_settings
*settings
, const struct wined3d_gl_info
*gl_info
)
6533 struct wined3d_string_buffer
*buffer
= &priv
->shader_buffer
;
6534 BYTE lum_map
= 0, bump_map
= 0, tex_map
= 0, tss_const_map
= 0;
6535 BOOL tempreg_used
= FALSE
, tfactor_used
= FALSE
;
6536 UINT lowest_disabled_stage
;
6538 DWORD arg0
, arg1
, arg2
;
6540 struct wined3d_string_buffer
*tex_reg_name
= string_buffer_get(&priv
->string_buffers
);
6541 BOOL legacy_context
= gl_info
->supported
[WINED3D_GL_LEGACY_CONTEXT
];
6543 string_buffer_clear(buffer
);
6545 /* Find out which textures are read */
6546 for (stage
= 0; stage
< MAX_TEXTURES
; ++stage
)
6548 if (settings
->op
[stage
].cop
== WINED3D_TOP_DISABLE
)
6551 arg0
= settings
->op
[stage
].carg0
& WINED3DTA_SELECTMASK
;
6552 arg1
= settings
->op
[stage
].carg1
& WINED3DTA_SELECTMASK
;
6553 arg2
= settings
->op
[stage
].carg2
& WINED3DTA_SELECTMASK
;
6555 if (arg0
== WINED3DTA_TEXTURE
|| arg1
== WINED3DTA_TEXTURE
|| arg2
== WINED3DTA_TEXTURE
6556 || (stage
== 0 && settings
->color_key_enabled
))
6557 tex_map
|= 1u << stage
;
6558 if (arg0
== WINED3DTA_TFACTOR
|| arg1
== WINED3DTA_TFACTOR
|| arg2
== WINED3DTA_TFACTOR
)
6559 tfactor_used
= TRUE
;
6560 if (arg0
== WINED3DTA_TEMP
|| arg1
== WINED3DTA_TEMP
|| arg2
== WINED3DTA_TEMP
)
6561 tempreg_used
= TRUE
;
6562 if (settings
->op
[stage
].dst
== tempreg
)
6563 tempreg_used
= TRUE
;
6564 if (arg0
== WINED3DTA_CONSTANT
|| arg1
== WINED3DTA_CONSTANT
|| arg2
== WINED3DTA_CONSTANT
)
6565 tss_const_map
|= 1u << stage
;
6567 switch (settings
->op
[stage
].cop
)
6569 case WINED3D_TOP_BUMPENVMAP_LUMINANCE
:
6570 lum_map
|= 1u << stage
;
6572 case WINED3D_TOP_BUMPENVMAP
:
6573 bump_map
|= 1u << stage
;
6575 case WINED3D_TOP_BLEND_TEXTURE_ALPHA
:
6576 case WINED3D_TOP_BLEND_TEXTURE_ALPHA_PM
:
6577 tex_map
|= 1u << stage
;
6580 case WINED3D_TOP_BLEND_FACTOR_ALPHA
:
6581 tfactor_used
= TRUE
;
6588 if (settings
->op
[stage
].aop
== WINED3D_TOP_DISABLE
)
6591 arg0
= settings
->op
[stage
].aarg0
& WINED3DTA_SELECTMASK
;
6592 arg1
= settings
->op
[stage
].aarg1
& WINED3DTA_SELECTMASK
;
6593 arg2
= settings
->op
[stage
].aarg2
& WINED3DTA_SELECTMASK
;
6595 if (arg0
== WINED3DTA_TEXTURE
|| arg1
== WINED3DTA_TEXTURE
|| arg2
== WINED3DTA_TEXTURE
)
6596 tex_map
|= 1u << stage
;
6597 if (arg0
== WINED3DTA_TFACTOR
|| arg1
== WINED3DTA_TFACTOR
|| arg2
== WINED3DTA_TFACTOR
)
6598 tfactor_used
= TRUE
;
6599 if (arg0
== WINED3DTA_TEMP
|| arg1
== WINED3DTA_TEMP
|| arg2
== WINED3DTA_TEMP
)
6600 tempreg_used
= TRUE
;
6601 if (arg0
== WINED3DTA_CONSTANT
|| arg1
== WINED3DTA_CONSTANT
|| arg2
== WINED3DTA_CONSTANT
)
6602 tss_const_map
|= 1u << stage
;
6604 lowest_disabled_stage
= stage
;
6606 shader_addline(buffer
, "%s\n", shader_glsl_get_version(gl_info
, NULL
));
6608 if (gl_info
->supported
[ARB_TEXTURE_RECTANGLE
])
6609 shader_addline(buffer
, "#extension GL_ARB_texture_rectangle : enable\n");
6611 shader_addline(buffer
, "vec4 tmp0, tmp1;\n");
6612 shader_addline(buffer
, "vec4 ret;\n");
6613 if (tempreg_used
|| settings
->sRGB_write
)
6614 shader_addline(buffer
, "vec4 temp_reg = vec4(0.0);\n");
6615 shader_addline(buffer
, "vec4 arg0, arg1, arg2;\n");
6617 for (stage
= 0; stage
< MAX_TEXTURES
; ++stage
)
6619 if (tss_const_map
& (1u << stage
))
6620 shader_addline(buffer
, "uniform vec4 tss_const%u;\n", stage
);
6622 if (!(tex_map
& (1u << stage
)))
6625 switch (settings
->op
[stage
].tex_type
)
6627 case WINED3D_GL_RES_TYPE_TEX_1D
:
6628 shader_addline(buffer
, "uniform sampler1D ps_sampler%u;\n", stage
);
6630 case WINED3D_GL_RES_TYPE_TEX_2D
:
6631 shader_addline(buffer
, "uniform sampler2D ps_sampler%u;\n", stage
);
6633 case WINED3D_GL_RES_TYPE_TEX_3D
:
6634 shader_addline(buffer
, "uniform sampler3D ps_sampler%u;\n", stage
);
6636 case WINED3D_GL_RES_TYPE_TEX_CUBE
:
6637 shader_addline(buffer
, "uniform samplerCube ps_sampler%u;\n", stage
);
6639 case WINED3D_GL_RES_TYPE_TEX_RECT
:
6640 shader_addline(buffer
, "uniform sampler2DRect ps_sampler%u;\n", stage
);
6643 FIXME("Unhandled sampler type %#x.\n", settings
->op
[stage
].tex_type
);
6647 shader_addline(buffer
, "vec4 tex%u;\n", stage
);
6649 if (!(bump_map
& (1u << stage
)))
6651 shader_addline(buffer
, "uniform mat2 bumpenv_mat%u;\n", stage
);
6653 if (!(lum_map
& (1u << stage
)))
6655 shader_addline(buffer
, "uniform float bumpenv_lum_scale%u;\n", stage
);
6656 shader_addline(buffer
, "uniform float bumpenv_lum_offset%u;\n", stage
);
6659 shader_addline(buffer
, "uniform vec4 tex_factor;\n");
6660 if (settings
->color_key_enabled
)
6661 shader_addline(buffer
, "uniform vec4 color_key[2];\n");
6662 shader_addline(buffer
, "uniform vec4 specular_enable;\n");
6664 if (settings
->sRGB_write
)
6666 shader_addline(buffer
, "const vec4 srgb_const0 = ");
6667 shader_glsl_append_imm_vec4(buffer
, wined3d_srgb_const0
);
6668 shader_addline(buffer
, ";\n");
6669 shader_addline(buffer
, "const vec4 srgb_const1 = ");
6670 shader_glsl_append_imm_vec4(buffer
, wined3d_srgb_const1
);
6671 shader_addline(buffer
, ";\n");
6674 shader_addline(buffer
, "uniform struct\n{\n");
6675 shader_addline(buffer
, " vec4 color;\n");
6676 shader_addline(buffer
, " float density;\n");
6677 shader_addline(buffer
, " float end;\n");
6678 shader_addline(buffer
, " float scale;\n");
6679 shader_addline(buffer
, "} ffp_fog;\n");
6683 shader_addline(buffer
, "vec4 ffp_varying_diffuse;\n");
6684 shader_addline(buffer
, "vec4 ffp_varying_specular;\n");
6685 shader_addline(buffer
, "vec4 ffp_varying_texcoord[%u];\n", MAX_TEXTURES
);
6686 shader_addline(buffer
, "vec4 ffp_texcoord[%u];\n", MAX_TEXTURES
);
6687 shader_addline(buffer
, "float ffp_varying_fogcoord;\n");
6691 declare_in_varying(gl_info
, buffer
, settings
->flatshading
, "vec4 ffp_varying_diffuse;\n");
6692 declare_in_varying(gl_info
, buffer
, settings
->flatshading
, "vec4 ffp_varying_specular;\n");
6693 declare_in_varying(gl_info
, buffer
, FALSE
, "vec4 ffp_varying_texcoord[%u];\n", MAX_TEXTURES
);
6694 shader_addline(buffer
, "vec4 ffp_texcoord[%u];\n", MAX_TEXTURES
);
6695 declare_in_varying(gl_info
, buffer
, FALSE
, "float ffp_varying_fogcoord;\n");
6698 shader_addline(buffer
, "void main()\n{\n");
6702 shader_addline(buffer
, "ffp_varying_diffuse = gl_Color;\n");
6703 shader_addline(buffer
, "ffp_varying_specular = gl_SecondaryColor;\n");
6706 for (stage
= 0; stage
< MAX_TEXTURES
; ++stage
)
6708 if (tex_map
& (1u << stage
))
6710 if (settings
->pointsprite
)
6711 shader_addline(buffer
, "ffp_texcoord[%u] = vec4(gl_PointCoord.xy, 0.0, 0.0);\n", stage
);
6712 else if (settings
->texcoords_initialized
& (1u << stage
))
6713 shader_addline(buffer
, "ffp_texcoord[%u] = %s[%u];\n",
6714 stage
, legacy_context
? "gl_TexCoord" : "ffp_varying_texcoord", stage
);
6716 shader_addline(buffer
, "ffp_texcoord[%u] = vec4(0.0);\n", stage
);
6720 if (legacy_context
&& settings
->fog
!= WINED3D_FFP_PS_FOG_OFF
)
6721 shader_addline(buffer
, "ffp_varying_fogcoord = gl_FogFragCoord;\n");
6723 if (lowest_disabled_stage
< 7 && settings
->emul_clipplanes
)
6724 shader_addline(buffer
, "if (any(lessThan(ffp_texcoord[7], vec4(0.0)))) discard;\n");
6726 /* Generate texture sampling instructions */
6727 for (stage
= 0; stage
< MAX_TEXTURES
&& settings
->op
[stage
].cop
!= WINED3D_TOP_DISABLE
; ++stage
)
6729 const char *texture_function
, *coord_mask
;
6732 if (!(tex_map
& (1u << stage
)))
6735 if (settings
->op
[stage
].projected
== proj_none
)
6739 else if (settings
->op
[stage
].projected
== proj_count4
6740 || settings
->op
[stage
].projected
== proj_count3
)
6746 FIXME("Unexpected projection mode %d\n", settings
->op
[stage
].projected
);
6750 if (settings
->op
[stage
].tex_type
== WINED3D_GL_RES_TYPE_TEX_CUBE
)
6753 switch (settings
->op
[stage
].tex_type
)
6755 case WINED3D_GL_RES_TYPE_TEX_1D
:
6758 texture_function
= "texture1DProj";
6763 texture_function
= "texture1D";
6767 case WINED3D_GL_RES_TYPE_TEX_2D
:
6770 texture_function
= "texture2DProj";
6775 texture_function
= "texture2D";
6779 case WINED3D_GL_RES_TYPE_TEX_3D
:
6782 texture_function
= "texture3DProj";
6783 coord_mask
= "xyzw";
6787 texture_function
= "texture3D";
6791 case WINED3D_GL_RES_TYPE_TEX_CUBE
:
6792 texture_function
= "textureCube";
6795 case WINED3D_GL_RES_TYPE_TEX_RECT
:
6798 texture_function
= "texture2DRectProj";
6803 texture_function
= "texture2DRect";
6808 FIXME("Unhandled texture type %#x.\n", settings
->op
[stage
].tex_type
);
6809 texture_function
= "";
6810 coord_mask
= "xyzw";
6813 if (!needs_legacy_glsl_syntax(gl_info
))
6814 texture_function
= proj
? "textureProj" : "texture";
6817 && (settings
->op
[stage
- 1].cop
== WINED3D_TOP_BUMPENVMAP
6818 || settings
->op
[stage
- 1].cop
== WINED3D_TOP_BUMPENVMAP_LUMINANCE
))
6820 shader_addline(buffer
, "ret.xy = bumpenv_mat%u * tex%u.xy;\n", stage
- 1, stage
- 1);
6822 /* With projective textures, texbem only divides the static
6823 * texture coord, not the displacement, so multiply the
6824 * displacement with the dividing parameter before passing it to
6826 if (settings
->op
[stage
].projected
!= proj_none
)
6828 if (settings
->op
[stage
].projected
== proj_count4
)
6830 shader_addline(buffer
, "ret.xy = (ret.xy * ffp_texcoord[%u].w) + ffp_texcoord[%u].xy;\n",
6832 shader_addline(buffer
, "ret.zw = ffp_texcoord[%u].ww;\n", stage
);
6836 shader_addline(buffer
, "ret.xy = (ret.xy * ffp_texcoord[%u].z) + ffp_texcoord[%u].xy;\n",
6838 shader_addline(buffer
, "ret.zw = ffp_texcoord[%u].zz;\n", stage
);
6843 shader_addline(buffer
, "ret = ffp_texcoord[%u] + ret.xyxy;\n", stage
);
6846 shader_addline(buffer
, "tex%u = %s(ps_sampler%u, ret.%s);\n",
6847 stage
, texture_function
, stage
, coord_mask
);
6849 if (settings
->op
[stage
- 1].cop
== WINED3D_TOP_BUMPENVMAP_LUMINANCE
)
6850 shader_addline(buffer
, "tex%u *= clamp(tex%u.z * bumpenv_lum_scale%u + bumpenv_lum_offset%u, 0.0, 1.0);\n",
6851 stage
, stage
- 1, stage
- 1, stage
- 1);
6853 else if (settings
->op
[stage
].projected
== proj_count3
)
6855 shader_addline(buffer
, "tex%u = %s(ps_sampler%u, ffp_texcoord[%u].xyz);\n",
6856 stage
, texture_function
, stage
, stage
);
6860 shader_addline(buffer
, "tex%u = %s(ps_sampler%u, ffp_texcoord[%u].%s);\n",
6861 stage
, texture_function
, stage
, stage
, coord_mask
);
6864 string_buffer_sprintf(tex_reg_name
, "tex%u", stage
);
6865 shader_glsl_color_correction_ext(buffer
, tex_reg_name
->buffer
, WINED3DSP_WRITEMASK_ALL
,
6866 settings
->op
[stage
].color_fixup
);
6869 if (settings
->color_key_enabled
)
6871 shader_addline(buffer
, "if (all(greaterThanEqual(tex0, color_key[0])) && all(lessThan(tex0, color_key[1])))\n");
6872 shader_addline(buffer
, " discard;\n");
6875 shader_addline(buffer
, "ret = ffp_varying_diffuse;\n");
6877 /* Generate the main shader */
6878 for (stage
= 0; stage
< MAX_TEXTURES
; ++stage
)
6882 if (settings
->op
[stage
].cop
== WINED3D_TOP_DISABLE
)
6885 if (settings
->op
[stage
].cop
== WINED3D_TOP_SELECT_ARG1
6886 && settings
->op
[stage
].aop
== WINED3D_TOP_SELECT_ARG1
)
6887 op_equal
= settings
->op
[stage
].carg1
== settings
->op
[stage
].aarg1
;
6888 else if (settings
->op
[stage
].cop
== WINED3D_TOP_SELECT_ARG1
6889 && settings
->op
[stage
].aop
== WINED3D_TOP_SELECT_ARG2
)
6890 op_equal
= settings
->op
[stage
].carg1
== settings
->op
[stage
].aarg2
;
6891 else if (settings
->op
[stage
].cop
== WINED3D_TOP_SELECT_ARG2
6892 && settings
->op
[stage
].aop
== WINED3D_TOP_SELECT_ARG1
)
6893 op_equal
= settings
->op
[stage
].carg2
== settings
->op
[stage
].aarg1
;
6894 else if (settings
->op
[stage
].cop
== WINED3D_TOP_SELECT_ARG2
6895 && settings
->op
[stage
].aop
== WINED3D_TOP_SELECT_ARG2
)
6896 op_equal
= settings
->op
[stage
].carg2
== settings
->op
[stage
].aarg2
;
6898 op_equal
= settings
->op
[stage
].aop
== settings
->op
[stage
].cop
6899 && settings
->op
[stage
].carg0
== settings
->op
[stage
].aarg0
6900 && settings
->op
[stage
].carg1
== settings
->op
[stage
].aarg1
6901 && settings
->op
[stage
].carg2
== settings
->op
[stage
].aarg2
;
6903 if (settings
->op
[stage
].aop
== WINED3D_TOP_DISABLE
)
6905 shader_glsl_ffp_fragment_op(buffer
, stage
, TRUE
, FALSE
, settings
->op
[stage
].dst
,
6906 settings
->op
[stage
].cop
, settings
->op
[stage
].carg0
,
6907 settings
->op
[stage
].carg1
, settings
->op
[stage
].carg2
);
6911 shader_glsl_ffp_fragment_op(buffer
, stage
, TRUE
, TRUE
, settings
->op
[stage
].dst
,
6912 settings
->op
[stage
].cop
, settings
->op
[stage
].carg0
,
6913 settings
->op
[stage
].carg1
, settings
->op
[stage
].carg2
);
6915 else if (settings
->op
[stage
].cop
!= WINED3D_TOP_BUMPENVMAP
6916 && settings
->op
[stage
].cop
!= WINED3D_TOP_BUMPENVMAP_LUMINANCE
)
6918 shader_glsl_ffp_fragment_op(buffer
, stage
, TRUE
, FALSE
, settings
->op
[stage
].dst
,
6919 settings
->op
[stage
].cop
, settings
->op
[stage
].carg0
,
6920 settings
->op
[stage
].carg1
, settings
->op
[stage
].carg2
);
6921 shader_glsl_ffp_fragment_op(buffer
, stage
, FALSE
, TRUE
, settings
->op
[stage
].dst
,
6922 settings
->op
[stage
].aop
, settings
->op
[stage
].aarg0
,
6923 settings
->op
[stage
].aarg1
, settings
->op
[stage
].aarg2
);
6927 shader_addline(buffer
, "gl_FragData[0] = ffp_varying_specular * specular_enable + ret;\n");
6929 if (settings
->sRGB_write
)
6930 shader_glsl_generate_srgb_write_correction(buffer
);
6932 shader_glsl_generate_fog_code(buffer
, settings
->fog
);
6934 shader_addline(buffer
, "}\n");
6936 shader_id
= GL_EXTCALL(glCreateShader(GL_FRAGMENT_SHADER
));
6937 shader_glsl_compile(gl_info
, shader_id
, buffer
->buffer
);
6939 string_buffer_release(&priv
->string_buffers
, tex_reg_name
);
6943 static struct glsl_ffp_vertex_shader
*shader_glsl_find_ffp_vertex_shader(struct shader_glsl_priv
*priv
,
6944 const struct wined3d_gl_info
*gl_info
, const struct wined3d_ffp_vs_settings
*settings
)
6946 struct glsl_ffp_vertex_shader
*shader
;
6947 const struct wine_rb_entry
*entry
;
6949 if ((entry
= wine_rb_get(&priv
->ffp_vertex_shaders
, settings
)))
6950 return WINE_RB_ENTRY_VALUE(entry
, struct glsl_ffp_vertex_shader
, desc
.entry
);
6952 if (!(shader
= HeapAlloc(GetProcessHeap(), 0, sizeof(*shader
))))
6955 shader
->desc
.settings
= *settings
;
6956 shader
->id
= shader_glsl_generate_ffp_vertex_shader(priv
, settings
, gl_info
);
6957 list_init(&shader
->linked_programs
);
6958 if (wine_rb_put(&priv
->ffp_vertex_shaders
, &shader
->desc
.settings
, &shader
->desc
.entry
) == -1)
6959 ERR("Failed to insert ffp vertex shader.\n");
6964 static struct glsl_ffp_fragment_shader
*shader_glsl_find_ffp_fragment_shader(struct shader_glsl_priv
*priv
,
6965 const struct wined3d_gl_info
*gl_info
, const struct ffp_frag_settings
*args
)
6967 struct glsl_ffp_fragment_shader
*glsl_desc
;
6968 const struct ffp_frag_desc
*desc
;
6970 if ((desc
= find_ffp_frag_shader(&priv
->ffp_fragment_shaders
, args
)))
6971 return CONTAINING_RECORD(desc
, struct glsl_ffp_fragment_shader
, entry
);
6973 if (!(glsl_desc
= HeapAlloc(GetProcessHeap(), 0, sizeof(*glsl_desc
))))
6976 glsl_desc
->entry
.settings
= *args
;
6977 glsl_desc
->id
= shader_glsl_generate_ffp_fragment_shader(priv
, args
, gl_info
);
6978 list_init(&glsl_desc
->linked_programs
);
6979 add_ffp_frag_shader(&priv
->ffp_fragment_shaders
, &glsl_desc
->entry
);
6985 static void shader_glsl_init_vs_uniform_locations(const struct wined3d_gl_info
*gl_info
,
6986 struct shader_glsl_priv
*priv
, GLuint program_id
, struct glsl_vs_program
*vs
, unsigned int vs_c_count
)
6989 struct wined3d_string_buffer
*name
= string_buffer_get(&priv
->string_buffers
);
6991 vs
->uniform_f_locations
= HeapAlloc(GetProcessHeap(), 0,
6992 sizeof(GLuint
) * gl_info
->limits
.glsl_vs_float_constants
);
6993 for (i
= 0; i
< vs_c_count
; ++i
)
6995 string_buffer_sprintf(name
, "vs_c[%u]", i
);
6996 vs
->uniform_f_locations
[i
] = GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
6998 memset(&vs
->uniform_f_locations
[vs_c_count
], 0xff,
6999 (gl_info
->limits
.glsl_vs_float_constants
- vs_c_count
) * sizeof(GLuint
));
7001 for (i
= 0; i
< MAX_CONST_I
; ++i
)
7003 string_buffer_sprintf(name
, "vs_i[%u]", i
);
7004 vs
->uniform_i_locations
[i
] = GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
7007 for (i
= 0; i
< MAX_CONST_B
; ++i
)
7009 string_buffer_sprintf(name
, "vs_b[%u]", i
);
7010 vs
->uniform_b_locations
[i
] = GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
7013 vs
->pos_fixup_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "posFixup"));
7015 for (i
= 0; i
< MAX_VERTEX_BLENDS
; ++i
)
7017 string_buffer_sprintf(name
, "ffp_modelview_matrix[%u]", i
);
7018 vs
->modelview_matrix_location
[i
] = GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
7020 vs
->projection_matrix_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ffp_projection_matrix"));
7021 vs
->normal_matrix_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ffp_normal_matrix"));
7022 for (i
= 0; i
< MAX_TEXTURES
; ++i
)
7024 string_buffer_sprintf(name
, "ffp_texture_matrix[%u]", i
);
7025 vs
->texture_matrix_location
[i
] = GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
7027 vs
->material_ambient_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ffp_material.ambient"));
7028 vs
->material_diffuse_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ffp_material.diffuse"));
7029 vs
->material_specular_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ffp_material.specular"));
7030 vs
->material_emissive_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ffp_material.emissive"));
7031 vs
->material_shininess_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ffp_material.shininess"));
7032 vs
->light_ambient_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ffp_light_ambient"));
7033 for (i
= 0; i
< MAX_ACTIVE_LIGHTS
; ++i
)
7035 string_buffer_sprintf(name
, "ffp_light[%u].diffuse", i
);
7036 vs
->light_location
[i
].diffuse
= GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
7037 string_buffer_sprintf(name
, "ffp_light[%u].specular", i
);
7038 vs
->light_location
[i
].specular
= GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
7039 string_buffer_sprintf(name
, "ffp_light[%u].ambient", i
);
7040 vs
->light_location
[i
].ambient
= GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
7041 string_buffer_sprintf(name
, "ffp_light[%u].position", i
);
7042 vs
->light_location
[i
].position
= GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
7043 string_buffer_sprintf(name
, "ffp_light[%u].direction", i
);
7044 vs
->light_location
[i
].direction
= GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
7045 string_buffer_sprintf(name
, "ffp_light[%u].range", i
);
7046 vs
->light_location
[i
].range
= GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
7047 string_buffer_sprintf(name
, "ffp_light[%u].falloff", i
);
7048 vs
->light_location
[i
].falloff
= GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
7049 string_buffer_sprintf(name
, "ffp_light[%u].c_att", i
);
7050 vs
->light_location
[i
].c_att
= GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
7051 string_buffer_sprintf(name
, "ffp_light[%u].l_att", i
);
7052 vs
->light_location
[i
].l_att
= GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
7053 string_buffer_sprintf(name
, "ffp_light[%u].q_att", i
);
7054 vs
->light_location
[i
].q_att
= GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
7055 string_buffer_sprintf(name
, "ffp_light[%u].cos_htheta", i
);
7056 vs
->light_location
[i
].cos_htheta
= GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
7057 string_buffer_sprintf(name
, "ffp_light[%u].cos_hphi", i
);
7058 vs
->light_location
[i
].cos_hphi
= GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
7060 vs
->pointsize_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ffp_point.size"));
7061 vs
->pointsize_min_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ffp_point.size_min"));
7062 vs
->pointsize_max_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ffp_point.size_max"));
7063 vs
->pointsize_c_att_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ffp_point.c_att"));
7064 vs
->pointsize_l_att_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ffp_point.l_att"));
7065 vs
->pointsize_q_att_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ffp_point.q_att"));
7067 string_buffer_release(&priv
->string_buffers
, name
);
7070 static void shader_glsl_init_ps_uniform_locations(const struct wined3d_gl_info
*gl_info
,
7071 struct shader_glsl_priv
*priv
, GLuint program_id
, struct glsl_ps_program
*ps
, unsigned int ps_c_count
)
7074 struct wined3d_string_buffer
*name
= string_buffer_get(&priv
->string_buffers
);
7076 ps
->uniform_f_locations
= HeapAlloc(GetProcessHeap(), 0,
7077 sizeof(GLuint
) * gl_info
->limits
.glsl_ps_float_constants
);
7078 for (i
= 0; i
< ps_c_count
; ++i
)
7080 string_buffer_sprintf(name
, "ps_c[%u]", i
);
7081 ps
->uniform_f_locations
[i
] = GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
7083 memset(&ps
->uniform_f_locations
[ps_c_count
], 0xff,
7084 (gl_info
->limits
.glsl_ps_float_constants
- ps_c_count
) * sizeof(GLuint
));
7086 for (i
= 0; i
< MAX_CONST_I
; ++i
)
7088 string_buffer_sprintf(name
, "ps_i[%u]", i
);
7089 ps
->uniform_i_locations
[i
] = GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
7092 for (i
= 0; i
< MAX_CONST_B
; ++i
)
7094 string_buffer_sprintf(name
, "ps_b[%u]", i
);
7095 ps
->uniform_b_locations
[i
] = GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
7098 for (i
= 0; i
< MAX_TEXTURES
; ++i
)
7100 string_buffer_sprintf(name
, "bumpenv_mat%u", i
);
7101 ps
->bumpenv_mat_location
[i
] = GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
7102 string_buffer_sprintf(name
, "bumpenv_lum_scale%u", i
);
7103 ps
->bumpenv_lum_scale_location
[i
] = GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
7104 string_buffer_sprintf(name
, "bumpenv_lum_offset%u", i
);
7105 ps
->bumpenv_lum_offset_location
[i
] = GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
7106 string_buffer_sprintf(name
, "tss_const%u", i
);
7107 ps
->tss_constant_location
[i
] = GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
7110 ps
->tex_factor_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "tex_factor"));
7111 ps
->specular_enable_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "specular_enable"));
7113 ps
->fog_color_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ffp_fog.color"));
7114 ps
->fog_density_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ffp_fog.density"));
7115 ps
->fog_end_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ffp_fog.end"));
7116 ps
->fog_scale_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ffp_fog.scale"));
7118 ps
->np2_fixup_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ps_samplerNP2Fixup"));
7119 ps
->ycorrection_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ycorrection"));
7120 ps
->color_key_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "color_key"));
7122 string_buffer_release(&priv
->string_buffers
, name
);
7125 static void shader_glsl_init_uniform_block_bindings(const struct wined3d_gl_info
*gl_info
,
7126 struct shader_glsl_priv
*priv
, GLuint program_id
,
7127 const struct wined3d_shader_reg_maps
*reg_maps
, unsigned int base
, unsigned int count
)
7129 const char *prefix
= shader_glsl_get_prefix(reg_maps
->shader_version
.type
);
7132 struct wined3d_string_buffer
*name
= string_buffer_get(&priv
->string_buffers
);
7134 for (i
= 0; i
< count
; ++i
)
7136 if (!reg_maps
->cb_sizes
[i
])
7139 string_buffer_sprintf(name
, "block_%s_cb%u", prefix
, i
);
7140 block_idx
= GL_EXTCALL(glGetUniformBlockIndex(program_id
, name
->buffer
));
7141 GL_EXTCALL(glUniformBlockBinding(program_id
, block_idx
, base
+ i
));
7143 checkGLcall("glUniformBlockBinding");
7144 string_buffer_release(&priv
->string_buffers
, name
);
7147 /* Context activation is done by the caller. */
7148 static void set_glsl_shader_program(const struct wined3d_context
*context
, const struct wined3d_state
*state
,
7149 struct shader_glsl_priv
*priv
, struct glsl_context_data
*ctx_data
)
7151 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
7152 const struct wined3d_d3d_info
*d3d_info
= context
->d3d_info
;
7153 const struct ps_np2fixup_info
*np2fixup_info
= NULL
;
7154 struct glsl_shader_prog_link
*entry
= NULL
;
7155 struct wined3d_shader
*vshader
= NULL
;
7156 struct wined3d_shader
*gshader
= NULL
;
7157 struct wined3d_shader
*pshader
= NULL
;
7159 GLuint reorder_shader_id
= 0;
7164 struct list
*ps_list
, *vs_list
;
7166 struct wined3d_string_buffer
*tmp_name
;
7168 if (!(context
->shader_update_mask
& (1u << WINED3D_SHADER_TYPE_VERTEX
)) && ctx_data
->glsl_program
)
7170 vs_id
= ctx_data
->glsl_program
->vs
.id
;
7171 vs_list
= &ctx_data
->glsl_program
->vs
.shader_entry
;
7175 vshader
= state
->shader
[WINED3D_SHADER_TYPE_VERTEX
];
7176 gshader
= state
->shader
[WINED3D_SHADER_TYPE_GEOMETRY
];
7178 if (!(context
->shader_update_mask
& (1u << WINED3D_SHADER_TYPE_GEOMETRY
))
7179 && ctx_data
->glsl_program
->gs
.id
)
7180 gs_id
= ctx_data
->glsl_program
->gs
.id
;
7182 gs_id
= find_glsl_geometry_shader(context
, &priv
->shader_buffer
, &priv
->string_buffers
, gshader
);
7185 else if (use_vs(state
))
7187 struct vs_compile_args vs_compile_args
;
7189 vshader
= state
->shader
[WINED3D_SHADER_TYPE_VERTEX
];
7191 find_vs_compile_args(state
, vshader
, context
->stream_info
.swizzle_map
, &vs_compile_args
, d3d_info
);
7192 vs_id
= find_glsl_vshader(context
, &priv
->shader_buffer
, &priv
->string_buffers
, vshader
, &vs_compile_args
);
7193 vs_list
= &vshader
->linked_programs
;
7195 if ((gshader
= state
->shader
[WINED3D_SHADER_TYPE_GEOMETRY
]))
7196 gs_id
= find_glsl_geometry_shader(context
, &priv
->shader_buffer
, &priv
->string_buffers
, gshader
);
7198 else if (priv
->vertex_pipe
== &glsl_vertex_pipe
)
7200 struct glsl_ffp_vertex_shader
*ffp_shader
;
7201 struct wined3d_ffp_vs_settings settings
;
7203 wined3d_ffp_get_vs_settings(context
, state
, &settings
);
7204 ffp_shader
= shader_glsl_find_ffp_vertex_shader(priv
, gl_info
, &settings
);
7205 vs_id
= ffp_shader
->id
;
7206 vs_list
= &ffp_shader
->linked_programs
;
7209 if (!(context
->shader_update_mask
& (1u << WINED3D_SHADER_TYPE_PIXEL
)) && ctx_data
->glsl_program
)
7211 ps_id
= ctx_data
->glsl_program
->ps
.id
;
7212 ps_list
= &ctx_data
->glsl_program
->ps
.shader_entry
;
7215 pshader
= state
->shader
[WINED3D_SHADER_TYPE_PIXEL
];
7217 else if (use_ps(state
))
7219 struct ps_compile_args ps_compile_args
;
7220 pshader
= state
->shader
[WINED3D_SHADER_TYPE_PIXEL
];
7221 find_ps_compile_args(state
, pshader
, context
->stream_info
.position_transformed
, &ps_compile_args
, context
);
7222 ps_id
= find_glsl_pshader(context
, &priv
->shader_buffer
, &priv
->string_buffers
,
7223 pshader
, &ps_compile_args
, &np2fixup_info
);
7224 ps_list
= &pshader
->linked_programs
;
7226 else if (priv
->fragment_pipe
== &glsl_fragment_pipe
)
7228 struct glsl_ffp_fragment_shader
*ffp_shader
;
7229 struct ffp_frag_settings settings
;
7231 gen_ffp_frag_op(context
, state
, &settings
, FALSE
);
7232 ffp_shader
= shader_glsl_find_ffp_fragment_shader(priv
, gl_info
, &settings
);
7233 ps_id
= ffp_shader
->id
;
7234 ps_list
= &ffp_shader
->linked_programs
;
7237 if ((!vs_id
&& !gs_id
&& !ps_id
) || (entry
= get_glsl_program_entry(priv
, vs_id
, gs_id
, ps_id
)))
7239 ctx_data
->glsl_program
= entry
;
7243 /* If we get to this point, then no matching program exists, so we create one */
7244 program_id
= GL_EXTCALL(glCreateProgram());
7245 TRACE("Created new GLSL shader program %u.\n", program_id
);
7247 /* Create the entry */
7248 entry
= HeapAlloc(GetProcessHeap(), 0, sizeof(struct glsl_shader_prog_link
));
7249 entry
->id
= program_id
;
7250 entry
->vs
.id
= vs_id
;
7251 entry
->gs
.id
= gs_id
;
7252 entry
->ps
.id
= ps_id
;
7253 entry
->constant_version
= 0;
7254 entry
->ps
.np2_fixup_info
= np2fixup_info
;
7255 /* Add the hash table entry */
7256 add_glsl_program_entry(priv
, entry
);
7258 /* Set the current program */
7259 ctx_data
->glsl_program
= entry
;
7261 /* Attach GLSL vshader */
7264 TRACE("Attaching GLSL shader object %u to program %u.\n", vs_id
, program_id
);
7265 GL_EXTCALL(glAttachShader(program_id
, vs_id
));
7266 checkGLcall("glAttachShader");
7268 list_add_head(vs_list
, &entry
->vs
.shader_entry
);
7273 attribs_map
= vshader
->reg_maps
.input_registers
;
7274 reorder_shader_id
= generate_param_reorder_function(priv
, vshader
, pshader
,
7275 state
->gl_primitive_type
== GL_POINTS
&& vshader
->reg_maps
.point_size
,
7276 d3d_info
->emulated_flatshading
7277 && state
->render_states
[WINED3D_RS_SHADEMODE
] == WINED3D_SHADE_FLAT
, gl_info
);
7278 TRACE("Attaching GLSL shader object %u to program %u.\n", reorder_shader_id
, program_id
);
7279 GL_EXTCALL(glAttachShader(program_id
, reorder_shader_id
));
7280 checkGLcall("glAttachShader");
7281 /* Flag the reorder function for deletion, then it will be freed automatically when the program
7284 GL_EXTCALL(glDeleteShader(reorder_shader_id
));
7288 attribs_map
= (1u << WINED3D_FFP_ATTRIBS_COUNT
) - 1;
7291 /* Bind vertex attributes to a corresponding index number to match
7292 * the same index numbers as ARB_vertex_programs (makes loading
7293 * vertex attributes simpler). With this method, we can use the
7294 * exact same code to load the attributes later for both ARB and
7297 * We have to do this here because we need to know the Program ID
7298 * in order to make the bindings work, and it has to be done prior
7299 * to linking the GLSL program. */
7300 tmp_name
= string_buffer_get(&priv
->string_buffers
);
7301 for (i
= 0; attribs_map
; attribs_map
>>= 1, ++i
)
7303 if (!(attribs_map
& 1))
7306 string_buffer_sprintf(tmp_name
, "vs_in%u", i
);
7307 GL_EXTCALL(glBindAttribLocation(program_id
, i
, tmp_name
->buffer
));
7309 checkGLcall("glBindAttribLocation");
7310 string_buffer_release(&priv
->string_buffers
, tmp_name
);
7314 TRACE("Attaching GLSL geometry shader object %u to program %u.\n", gs_id
, program_id
);
7315 GL_EXTCALL(glAttachShader(program_id
, gs_id
));
7316 checkGLcall("glAttachShader");
7318 TRACE("input type %s, output type %s, vertices out %u.\n",
7319 debug_d3dprimitivetype(gshader
->u
.gs
.input_type
),
7320 debug_d3dprimitivetype(gshader
->u
.gs
.output_type
),
7321 gshader
->u
.gs
.vertices_out
);
7322 GL_EXTCALL(glProgramParameteriARB(program_id
, GL_GEOMETRY_INPUT_TYPE_ARB
,
7323 gl_primitive_type_from_d3d(gshader
->u
.gs
.input_type
)));
7324 GL_EXTCALL(glProgramParameteriARB(program_id
, GL_GEOMETRY_OUTPUT_TYPE_ARB
,
7325 gl_primitive_type_from_d3d(gshader
->u
.gs
.output_type
)));
7326 GL_EXTCALL(glProgramParameteriARB(program_id
, GL_GEOMETRY_VERTICES_OUT_ARB
,
7327 gshader
->u
.gs
.vertices_out
));
7328 checkGLcall("glProgramParameteriARB");
7330 list_add_head(&gshader
->linked_programs
, &entry
->gs
.shader_entry
);
7333 /* Attach GLSL pshader */
7336 TRACE("Attaching GLSL shader object %u to program %u.\n", ps_id
, program_id
);
7337 GL_EXTCALL(glAttachShader(program_id
, ps_id
));
7338 checkGLcall("glAttachShader");
7340 list_add_head(ps_list
, &entry
->ps
.shader_entry
);
7343 /* Link the program */
7344 TRACE("Linking GLSL shader program %u.\n", program_id
);
7345 GL_EXTCALL(glLinkProgram(program_id
));
7346 shader_glsl_validate_link(gl_info
, program_id
);
7348 shader_glsl_init_vs_uniform_locations(gl_info
, priv
, program_id
, &entry
->vs
,
7349 vshader
? min(vshader
->limits
->constant_float
, gl_info
->limits
.glsl_vs_float_constants
) : 0);
7350 shader_glsl_init_ps_uniform_locations(gl_info
, priv
, program_id
, &entry
->ps
,
7351 pshader
? min(pshader
->limits
->constant_float
, gl_info
->limits
.glsl_ps_float_constants
) : 0);
7352 checkGLcall("Find glsl program uniform locations");
7354 if (pshader
&& pshader
->reg_maps
.shader_version
.major
>= 3
7355 && pshader
->u
.ps
.declared_in_count
> vec4_varyings(3, gl_info
))
7357 TRACE("Shader %d needs vertex color clamping disabled.\n", program_id
);
7358 entry
->vs
.vertex_color_clamp
= GL_FALSE
;
7362 entry
->vs
.vertex_color_clamp
= GL_FIXED_ONLY_ARB
;
7365 /* Set the shader to allow uniform loading on it */
7366 GL_EXTCALL(glUseProgram(program_id
));
7367 checkGLcall("glUseProgram");
7369 /* Texture unit mapping is set up to be the same each time the shader
7370 * program is used so we can hardcode the sampler uniform values. */
7371 shader_glsl_load_samplers(gl_info
, priv
, context
->tex_unit_map
, program_id
);
7373 entry
->constant_update_mask
= 0;
7376 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_VS_F
;
7377 if (vshader
->reg_maps
.integer_constants
)
7378 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_VS_I
;
7379 if (vshader
->reg_maps
.boolean_constants
)
7380 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_VS_B
;
7381 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_VS_POS_FIXUP
;
7383 shader_glsl_init_uniform_block_bindings(gl_info
, priv
, program_id
, &vshader
->reg_maps
,
7384 0, gl_info
->limits
.vertex_uniform_blocks
);
7388 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_FFP_MODELVIEW
7389 | WINED3D_SHADER_CONST_FFP_PROJ
;
7391 for (i
= 1; i
< MAX_VERTEX_BLENDS
; ++i
)
7393 if (entry
->vs
.modelview_matrix_location
[i
] != -1)
7395 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_FFP_VERTEXBLEND
;
7400 for (i
= 0; i
< MAX_TEXTURES
; ++i
)
7402 if (entry
->vs
.texture_matrix_location
[i
] != -1)
7404 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_FFP_TEXMATRIX
;
7408 if (entry
->vs
.material_ambient_location
!= -1 || entry
->vs
.material_diffuse_location
!= -1
7409 || entry
->vs
.material_specular_location
!= -1
7410 || entry
->vs
.material_emissive_location
!= -1
7411 || entry
->vs
.material_shininess_location
!= -1)
7412 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_FFP_MATERIAL
;
7413 if (entry
->vs
.light_ambient_location
!= -1)
7414 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_FFP_LIGHTS
;
7416 if (entry
->vs
.pointsize_min_location
!= -1)
7417 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_VS_POINTSIZE
;
7420 shader_glsl_init_uniform_block_bindings(gl_info
, priv
, program_id
, &gshader
->reg_maps
,
7421 gl_info
->limits
.vertex_uniform_blocks
, gl_info
->limits
.geometry_uniform_blocks
);
7427 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_PS_F
;
7428 if (pshader
->reg_maps
.integer_constants
)
7429 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_PS_I
;
7430 if (pshader
->reg_maps
.boolean_constants
)
7431 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_PS_B
;
7432 if (entry
->ps
.ycorrection_location
!= -1)
7433 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_PS_Y_CORR
;
7435 shader_glsl_init_uniform_block_bindings(gl_info
, priv
, program_id
, &pshader
->reg_maps
,
7436 gl_info
->limits
.vertex_uniform_blocks
+ gl_info
->limits
.geometry_uniform_blocks
,
7437 gl_info
->limits
.fragment_uniform_blocks
);
7441 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_FFP_PS
;
7444 for (i
= 0; i
< MAX_TEXTURES
; ++i
)
7446 if (entry
->ps
.bumpenv_mat_location
[i
] != -1)
7448 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_PS_BUMP_ENV
;
7453 if (entry
->ps
.fog_color_location
!= -1)
7454 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_PS_FOG
;
7455 if (entry
->ps
.np2_fixup_location
!= -1)
7456 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_PS_NP2_FIXUP
;
7457 if (entry
->ps
.color_key_location
!= -1)
7458 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_FFP_COLOR_KEY
;
7462 /* Context activation is done by the caller. */
7463 static GLuint
create_glsl_blt_shader(const struct wined3d_gl_info
*gl_info
, enum wined3d_gl_resource_type tex_type
,
7467 GLuint vshader_id
, pshader_id
;
7468 const char *blt_pshader
;
7470 static const char blt_vshader
[] =
7474 " gl_Position = gl_Vertex;\n"
7475 " gl_FrontColor = vec4(1.0);\n"
7476 " gl_TexCoord[0] = gl_MultiTexCoord0;\n"
7479 static const char * const blt_pshaders_full
[WINED3D_GL_RES_TYPE_COUNT
] =
7481 /* WINED3D_GL_RES_TYPE_TEX_1D */
7483 /* WINED3D_GL_RES_TYPE_TEX_2D */
7485 "uniform sampler2D sampler;\n"
7488 " gl_FragDepth = texture2D(sampler, gl_TexCoord[0].xy).x;\n"
7490 /* WINED3D_GL_RES_TYPE_TEX_3D */
7492 /* WINED3D_GL_RES_TYPE_TEX_CUBE */
7494 "uniform samplerCube sampler;\n"
7497 " gl_FragDepth = textureCube(sampler, gl_TexCoord[0].xyz).x;\n"
7499 /* WINED3D_GL_RES_TYPE_TEX_RECT */
7501 "#extension GL_ARB_texture_rectangle : enable\n"
7502 "uniform sampler2DRect sampler;\n"
7505 " gl_FragDepth = texture2DRect(sampler, gl_TexCoord[0].xy).x;\n"
7507 /* WINED3D_GL_RES_TYPE_BUFFER */
7509 /* WINED3D_GL_RES_TYPE_RB */
7513 static const char * const blt_pshaders_masked
[WINED3D_GL_RES_TYPE_COUNT
] =
7515 /* WINED3D_GL_RES_TYPE_TEX_1D */
7517 /* WINED3D_GL_RES_TYPE_TEX_2D */
7519 "uniform sampler2D sampler;\n"
7520 "uniform vec4 mask;\n"
7523 " if (all(lessThan(gl_FragCoord.xy, mask.zw))) discard;\n"
7524 " gl_FragDepth = texture2D(sampler, gl_TexCoord[0].xy).x;\n"
7526 /* WINED3D_GL_RES_TYPE_TEX_3D */
7528 /* WINED3D_GL_RES_TYPE_TEX_CUBE */
7530 "uniform samplerCube sampler;\n"
7531 "uniform vec4 mask;\n"
7534 " if (all(lessThan(gl_FragCoord.xy, mask.zw))) discard;\n"
7535 " gl_FragDepth = textureCube(sampler, gl_TexCoord[0].xyz).x;\n"
7537 /* WINED3D_GL_RES_TYPE_TEX_RECT */
7539 "#extension GL_ARB_texture_rectangle : enable\n"
7540 "uniform sampler2DRect sampler;\n"
7541 "uniform vec4 mask;\n"
7544 " if (all(lessThan(gl_FragCoord.xy, mask.zw))) discard;\n"
7545 " gl_FragDepth = texture2DRect(sampler, gl_TexCoord[0].xy).x;\n"
7547 /* WINED3D_GL_RES_TYPE_BUFFER */
7549 /* WINED3D_GL_RES_TYPE_RB */
7553 blt_pshader
= masked
? blt_pshaders_masked
[tex_type
] : blt_pshaders_full
[tex_type
];
7556 FIXME("tex_type %#x not supported\n", tex_type
);
7560 vshader_id
= GL_EXTCALL(glCreateShader(GL_VERTEX_SHADER
));
7561 shader_glsl_compile(gl_info
, vshader_id
, blt_vshader
);
7563 pshader_id
= GL_EXTCALL(glCreateShader(GL_FRAGMENT_SHADER
));
7564 shader_glsl_compile(gl_info
, pshader_id
, blt_pshader
);
7566 program_id
= GL_EXTCALL(glCreateProgram());
7567 GL_EXTCALL(glAttachShader(program_id
, vshader_id
));
7568 GL_EXTCALL(glAttachShader(program_id
, pshader_id
));
7569 GL_EXTCALL(glLinkProgram(program_id
));
7571 shader_glsl_validate_link(gl_info
, program_id
);
7573 /* Once linked we can mark the shaders for deletion. They will be deleted once the program
7576 GL_EXTCALL(glDeleteShader(vshader_id
));
7577 GL_EXTCALL(glDeleteShader(pshader_id
));
7581 /* Context activation is done by the caller. */
7582 static void shader_glsl_select(void *shader_priv
, struct wined3d_context
*context
,
7583 const struct wined3d_state
*state
)
7585 struct glsl_context_data
*ctx_data
= context
->shader_backend_data
;
7586 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
7587 struct shader_glsl_priv
*priv
= shader_priv
;
7588 GLuint program_id
= 0, prev_id
= 0;
7589 GLenum old_vertex_color_clamp
, current_vertex_color_clamp
;
7591 priv
->vertex_pipe
->vp_enable(gl_info
, !use_vs(state
));
7592 priv
->fragment_pipe
->enable_extension(gl_info
, !use_ps(state
));
7594 if (ctx_data
->glsl_program
)
7596 prev_id
= ctx_data
->glsl_program
->id
;
7597 old_vertex_color_clamp
= ctx_data
->glsl_program
->vs
.vertex_color_clamp
;
7602 old_vertex_color_clamp
= GL_FIXED_ONLY_ARB
;
7605 set_glsl_shader_program(context
, state
, priv
, ctx_data
);
7607 if (ctx_data
->glsl_program
)
7609 program_id
= ctx_data
->glsl_program
->id
;
7610 current_vertex_color_clamp
= ctx_data
->glsl_program
->vs
.vertex_color_clamp
;
7615 current_vertex_color_clamp
= GL_FIXED_ONLY_ARB
;
7618 if (old_vertex_color_clamp
!= current_vertex_color_clamp
)
7620 if (gl_info
->supported
[ARB_COLOR_BUFFER_FLOAT
])
7622 GL_EXTCALL(glClampColorARB(GL_CLAMP_VERTEX_COLOR_ARB
, current_vertex_color_clamp
));
7623 checkGLcall("glClampColorARB");
7627 FIXME("vertex color clamp needs to be changed, but extension not supported.\n");
7631 TRACE("Using GLSL program %u.\n", program_id
);
7633 if (prev_id
!= program_id
)
7635 GL_EXTCALL(glUseProgram(program_id
));
7636 checkGLcall("glUseProgram");
7639 context
->constant_update_mask
|= ctx_data
->glsl_program
->constant_update_mask
;
7643 /* "context" is not necessarily the currently active context. */
7644 static void shader_glsl_invalidate_current_program(struct wined3d_context
*context
)
7646 struct glsl_context_data
*ctx_data
= context
->shader_backend_data
;
7648 ctx_data
->glsl_program
= NULL
;
7649 context
->shader_update_mask
= (1u << WINED3D_SHADER_TYPE_PIXEL
)
7650 | (1u << WINED3D_SHADER_TYPE_VERTEX
)
7651 | (1u << WINED3D_SHADER_TYPE_GEOMETRY
);
7654 /* Context activation is done by the caller. */
7655 static void shader_glsl_disable(void *shader_priv
, struct wined3d_context
*context
)
7657 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
7658 struct shader_glsl_priv
*priv
= shader_priv
;
7660 shader_glsl_invalidate_current_program(context
);
7661 GL_EXTCALL(glUseProgram(0));
7662 checkGLcall("glUseProgram");
7664 priv
->vertex_pipe
->vp_enable(gl_info
, FALSE
);
7665 priv
->fragment_pipe
->enable_extension(gl_info
, FALSE
);
7667 if (gl_info
->supported
[ARB_COLOR_BUFFER_FLOAT
])
7669 GL_EXTCALL(glClampColorARB(GL_CLAMP_VERTEX_COLOR_ARB
, GL_FIXED_ONLY_ARB
));
7670 checkGLcall("glClampColorARB");
7674 /* Context activation is done by the caller. */
7675 static void shader_glsl_select_depth_blt(void *shader_priv
, const struct wined3d_gl_info
*gl_info
,
7676 enum wined3d_gl_resource_type tex_type
, const SIZE
*ds_mask_size
)
7678 BOOL masked
= ds_mask_size
->cx
&& ds_mask_size
->cy
;
7679 struct shader_glsl_priv
*priv
= shader_priv
;
7680 GLuint
*blt_program
;
7683 blt_program
= masked
? &priv
->depth_blt_program_masked
[tex_type
] : &priv
->depth_blt_program_full
[tex_type
];
7686 *blt_program
= create_glsl_blt_shader(gl_info
, tex_type
, masked
);
7687 loc
= GL_EXTCALL(glGetUniformLocation(*blt_program
, "sampler"));
7688 GL_EXTCALL(glUseProgram(*blt_program
));
7689 GL_EXTCALL(glUniform1i(loc
, 0));
7693 GL_EXTCALL(glUseProgram(*blt_program
));
7698 loc
= GL_EXTCALL(glGetUniformLocation(*blt_program
, "mask"));
7699 GL_EXTCALL(glUniform4f(loc
, 0.0f
, 0.0f
, (float)ds_mask_size
->cx
, (float)ds_mask_size
->cy
));
7703 /* Context activation is done by the caller. */
7704 static void shader_glsl_deselect_depth_blt(void *shader_priv
, const struct wined3d_gl_info
*gl_info
)
7706 const struct glsl_context_data
*ctx_data
= context_get_current()->shader_backend_data
;
7709 program_id
= ctx_data
->glsl_program
? ctx_data
->glsl_program
->id
: 0;
7710 if (program_id
) TRACE("Using GLSL program %u\n", program_id
);
7712 GL_EXTCALL(glUseProgram(program_id
));
7713 checkGLcall("glUseProgram");
7716 static void shader_glsl_invalidate_contexts_program(struct wined3d_device
*device
,
7717 const struct glsl_shader_prog_link
*program
)
7719 const struct glsl_context_data
*ctx_data
;
7720 struct wined3d_context
*context
;
7723 for (i
= 0; i
< device
->context_count
; ++i
)
7725 context
= device
->contexts
[i
];
7726 ctx_data
= context
->shader_backend_data
;
7728 if (ctx_data
->glsl_program
== program
)
7729 shader_glsl_invalidate_current_program(context
);
7733 static void shader_glsl_destroy(struct wined3d_shader
*shader
)
7735 struct glsl_shader_private
*shader_data
= shader
->backend_data
;
7736 struct wined3d_device
*device
= shader
->device
;
7737 struct shader_glsl_priv
*priv
= device
->shader_priv
;
7738 const struct wined3d_gl_info
*gl_info
;
7739 const struct list
*linked_programs
;
7740 struct wined3d_context
*context
;
7742 if (!shader_data
|| !shader_data
->num_gl_shaders
)
7744 HeapFree(GetProcessHeap(), 0, shader_data
);
7745 shader
->backend_data
= NULL
;
7749 context
= context_acquire(device
, NULL
);
7750 gl_info
= context
->gl_info
;
7752 TRACE("Deleting linked programs.\n");
7753 linked_programs
= &shader
->linked_programs
;
7754 if (linked_programs
->next
)
7756 struct glsl_shader_prog_link
*entry
, *entry2
;
7759 switch (shader
->reg_maps
.shader_version
.type
)
7761 case WINED3D_SHADER_TYPE_PIXEL
:
7763 struct glsl_ps_compiled_shader
*gl_shaders
= shader_data
->gl_shaders
.ps
;
7765 for (i
= 0; i
< shader_data
->num_gl_shaders
; ++i
)
7767 TRACE("Deleting pixel shader %u.\n", gl_shaders
[i
].id
);
7768 GL_EXTCALL(glDeleteShader(gl_shaders
[i
].id
));
7769 checkGLcall("glDeleteShader");
7771 HeapFree(GetProcessHeap(), 0, shader_data
->gl_shaders
.ps
);
7773 LIST_FOR_EACH_ENTRY_SAFE(entry
, entry2
, linked_programs
,
7774 struct glsl_shader_prog_link
, ps
.shader_entry
)
7776 shader_glsl_invalidate_contexts_program(device
, entry
);
7777 delete_glsl_program_entry(priv
, gl_info
, entry
);
7783 case WINED3D_SHADER_TYPE_VERTEX
:
7785 struct glsl_vs_compiled_shader
*gl_shaders
= shader_data
->gl_shaders
.vs
;
7787 for (i
= 0; i
< shader_data
->num_gl_shaders
; ++i
)
7789 TRACE("Deleting vertex shader %u.\n", gl_shaders
[i
].id
);
7790 GL_EXTCALL(glDeleteShader(gl_shaders
[i
].id
));
7791 checkGLcall("glDeleteShader");
7793 HeapFree(GetProcessHeap(), 0, shader_data
->gl_shaders
.vs
);
7795 LIST_FOR_EACH_ENTRY_SAFE(entry
, entry2
, linked_programs
,
7796 struct glsl_shader_prog_link
, vs
.shader_entry
)
7798 shader_glsl_invalidate_contexts_program(device
, entry
);
7799 delete_glsl_program_entry(priv
, gl_info
, entry
);
7805 case WINED3D_SHADER_TYPE_GEOMETRY
:
7807 struct glsl_gs_compiled_shader
*gl_shaders
= shader_data
->gl_shaders
.gs
;
7809 for (i
= 0; i
< shader_data
->num_gl_shaders
; ++i
)
7811 TRACE("Deleting geometry shader %u.\n", gl_shaders
[i
].id
);
7812 GL_EXTCALL(glDeleteShader(gl_shaders
[i
].id
));
7813 checkGLcall("glDeleteShader");
7815 HeapFree(GetProcessHeap(), 0, shader_data
->gl_shaders
.gs
);
7817 LIST_FOR_EACH_ENTRY_SAFE(entry
, entry2
, linked_programs
,
7818 struct glsl_shader_prog_link
, gs
.shader_entry
)
7820 shader_glsl_invalidate_contexts_program(device
, entry
);
7821 delete_glsl_program_entry(priv
, gl_info
, entry
);
7828 ERR("Unhandled shader type %#x.\n", shader
->reg_maps
.shader_version
.type
);
7833 HeapFree(GetProcessHeap(), 0, shader
->backend_data
);
7834 shader
->backend_data
= NULL
;
7836 context_release(context
);
7839 static int glsl_program_key_compare(const void *key
, const struct wine_rb_entry
*entry
)
7841 const struct glsl_program_key
*k
= key
;
7842 const struct glsl_shader_prog_link
*prog
= WINE_RB_ENTRY_VALUE(entry
,
7843 const struct glsl_shader_prog_link
, program_lookup_entry
);
7845 if (k
->vs_id
> prog
->vs
.id
) return 1;
7846 else if (k
->vs_id
< prog
->vs
.id
) return -1;
7848 if (k
->gs_id
> prog
->gs
.id
) return 1;
7849 else if (k
->gs_id
< prog
->gs
.id
) return -1;
7851 if (k
->ps_id
> prog
->ps
.id
) return 1;
7852 else if (k
->ps_id
< prog
->ps
.id
) return -1;
7857 static BOOL
constant_heap_init(struct constant_heap
*heap
, unsigned int constant_count
)
7859 SIZE_T size
= (constant_count
+ 1) * sizeof(*heap
->entries
)
7860 + constant_count
* sizeof(*heap
->contained
)
7861 + constant_count
* sizeof(*heap
->positions
);
7862 void *mem
= HeapAlloc(GetProcessHeap(), 0, size
);
7866 ERR("Failed to allocate memory\n");
7870 heap
->entries
= mem
;
7871 heap
->entries
[1].version
= 0;
7872 heap
->contained
= (BOOL
*)(heap
->entries
+ constant_count
+ 1);
7873 memset(heap
->contained
, 0, constant_count
* sizeof(*heap
->contained
));
7874 heap
->positions
= (unsigned int *)(heap
->contained
+ constant_count
);
7880 static void constant_heap_free(struct constant_heap
*heap
)
7882 HeapFree(GetProcessHeap(), 0, heap
->entries
);
7885 static const struct wine_rb_functions wined3d_glsl_program_rb_functions
=
7890 glsl_program_key_compare
,
7893 static HRESULT
shader_glsl_alloc(struct wined3d_device
*device
, const struct wined3d_vertex_pipe_ops
*vertex_pipe
,
7894 const struct fragment_pipeline
*fragment_pipe
)
7896 const struct wined3d_gl_info
*gl_info
= &device
->adapter
->gl_info
;
7897 struct shader_glsl_priv
*priv
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(struct shader_glsl_priv
));
7898 SIZE_T stack_size
= wined3d_log2i(max(gl_info
->limits
.glsl_vs_float_constants
,
7899 gl_info
->limits
.glsl_ps_float_constants
)) + 1;
7900 struct fragment_caps fragment_caps
;
7901 void *vertex_priv
, *fragment_priv
;
7903 string_buffer_list_init(&priv
->string_buffers
);
7905 if (!(vertex_priv
= vertex_pipe
->vp_alloc(&glsl_shader_backend
, priv
)))
7907 ERR("Failed to initialize vertex pipe.\n");
7908 HeapFree(GetProcessHeap(), 0, priv
);
7912 if (!(fragment_priv
= fragment_pipe
->alloc_private(&glsl_shader_backend
, priv
)))
7914 ERR("Failed to initialize fragment pipe.\n");
7915 vertex_pipe
->vp_free(device
);
7916 HeapFree(GetProcessHeap(), 0, priv
);
7920 if (!string_buffer_init(&priv
->shader_buffer
))
7922 ERR("Failed to initialize shader buffer.\n");
7926 priv
->stack
= HeapAlloc(GetProcessHeap(), 0, stack_size
* sizeof(*priv
->stack
));
7929 ERR("Failed to allocate memory.\n");
7933 if (!constant_heap_init(&priv
->vconst_heap
, gl_info
->limits
.glsl_vs_float_constants
))
7935 ERR("Failed to initialize vertex shader constant heap\n");
7939 if (!constant_heap_init(&priv
->pconst_heap
, gl_info
->limits
.glsl_ps_float_constants
))
7941 ERR("Failed to initialize pixel shader constant heap\n");
7945 if (wine_rb_init(&priv
->program_lookup
, &wined3d_glsl_program_rb_functions
) == -1)
7947 ERR("Failed to initialize rbtree.\n");
7951 priv
->next_constant_version
= 1;
7952 priv
->vertex_pipe
= vertex_pipe
;
7953 priv
->fragment_pipe
= fragment_pipe
;
7954 fragment_pipe
->get_caps(gl_info
, &fragment_caps
);
7955 priv
->ffp_proj_control
= fragment_caps
.wined3d_caps
& WINED3D_FRAGMENT_CAP_PROJ_CONTROL
;
7956 priv
->legacy_lighting
= device
->wined3d
->flags
& WINED3D_LEGACY_FFP_LIGHTING
;
7958 device
->vertex_priv
= vertex_priv
;
7959 device
->fragment_priv
= fragment_priv
;
7960 device
->shader_priv
= priv
;
7965 constant_heap_free(&priv
->pconst_heap
);
7966 constant_heap_free(&priv
->vconst_heap
);
7967 HeapFree(GetProcessHeap(), 0, priv
->stack
);
7968 string_buffer_free(&priv
->shader_buffer
);
7969 fragment_pipe
->free_private(device
);
7970 vertex_pipe
->vp_free(device
);
7971 HeapFree(GetProcessHeap(), 0, priv
);
7972 return E_OUTOFMEMORY
;
7975 /* Context activation is done by the caller. */
7976 static void shader_glsl_free(struct wined3d_device
*device
)
7978 const struct wined3d_gl_info
*gl_info
= &device
->adapter
->gl_info
;
7979 struct shader_glsl_priv
*priv
= device
->shader_priv
;
7982 for (i
= 0; i
< WINED3D_GL_RES_TYPE_COUNT
; ++i
)
7984 if (priv
->depth_blt_program_full
[i
])
7986 GL_EXTCALL(glDeleteProgram(priv
->depth_blt_program_full
[i
]));
7988 if (priv
->depth_blt_program_masked
[i
])
7990 GL_EXTCALL(glDeleteProgram(priv
->depth_blt_program_masked
[i
]));
7994 wine_rb_destroy(&priv
->program_lookup
, NULL
, NULL
);
7995 constant_heap_free(&priv
->pconst_heap
);
7996 constant_heap_free(&priv
->vconst_heap
);
7997 HeapFree(GetProcessHeap(), 0, priv
->stack
);
7998 string_buffer_list_cleanup(&priv
->string_buffers
);
7999 string_buffer_free(&priv
->shader_buffer
);
8000 priv
->fragment_pipe
->free_private(device
);
8001 priv
->vertex_pipe
->vp_free(device
);
8003 HeapFree(GetProcessHeap(), 0, device
->shader_priv
);
8004 device
->shader_priv
= NULL
;
8007 static BOOL
shader_glsl_allocate_context_data(struct wined3d_context
*context
)
8009 return !!(context
->shader_backend_data
= HeapAlloc(GetProcessHeap(),
8010 HEAP_ZERO_MEMORY
, sizeof(struct glsl_context_data
)));
8013 static void shader_glsl_free_context_data(struct wined3d_context
*context
)
8015 HeapFree(GetProcessHeap(), 0, context
->shader_backend_data
);
8018 static void shader_glsl_init_context_state(struct wined3d_context
*context
)
8020 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
8022 gl_info
->gl_ops
.gl
.p_glEnable(GL_PROGRAM_POINT_SIZE
);
8023 checkGLcall("GL_PROGRAM_POINT_SIZE");
8026 static void shader_glsl_get_caps(const struct wined3d_gl_info
*gl_info
, struct shader_caps
*caps
)
8030 /* FIXME: Check for the specific extensions required for SM5 support
8031 * (ARB_compute_shader, ARB_tessellation_shader, ARB_gpu_shader5, ...) as
8032 * soon as we introduce them, adjusting the GL / GLSL version checks
8034 if (gl_info
->glsl_version
>= MAKEDWORD_VERSION(4, 30) && gl_info
->supported
[WINED3D_GL_VERSION_4_3
])
8036 else if (gl_info
->glsl_version
>= MAKEDWORD_VERSION(1, 50) && gl_info
->supported
[WINED3D_GL_VERSION_3_2
]
8037 && gl_info
->supported
[ARB_SHADER_BIT_ENCODING
] && gl_info
->supported
[ARB_SAMPLER_OBJECTS
]
8038 && gl_info
->supported
[ARB_TEXTURE_SWIZZLE
])
8040 /* ARB_shader_texture_lod or EXT_gpu_shader4 is required for the SM3
8041 * texldd and texldl instructions. */
8042 else if (gl_info
->supported
[ARB_SHADER_TEXTURE_LOD
] || gl_info
->supported
[EXT_GPU_SHADER4
])
8046 TRACE("Shader model %u.\n", shader_model
);
8048 caps
->vs_version
= min(wined3d_settings
.max_sm_vs
, shader_model
);
8049 caps
->gs_version
= min(wined3d_settings
.max_sm_gs
, shader_model
);
8050 caps
->ps_version
= min(wined3d_settings
.max_sm_ps
, shader_model
);
8052 caps
->vs_uniform_count
= gl_info
->limits
.glsl_vs_float_constants
;
8053 caps
->ps_uniform_count
= gl_info
->limits
.glsl_ps_float_constants
;
8054 caps
->varying_count
= gl_info
->limits
.glsl_varyings
;
8056 /* FIXME: The following line is card dependent. -8.0 to 8.0 is the
8057 * Direct3D minimum requirement.
8059 * Both GL_ARB_fragment_program and GLSL require a "maximum representable magnitude"
8060 * of colors to be 2^10, and 2^32 for other floats. Should we use 1024 here?
8062 * The problem is that the refrast clamps temporary results in the shader to
8063 * [-MaxValue;+MaxValue]. If the card's max value is bigger than the one we advertize here,
8064 * then applications may miss the clamping behavior. On the other hand, if it is smaller,
8065 * the shader will generate incorrect results too. Unfortunately, GL deliberately doesn't
8066 * offer a way to query this.
8068 if (shader_model
>= 4)
8069 caps
->ps_1x_max_value
= FLT_MAX
;
8071 caps
->ps_1x_max_value
= 1024.0f
;
8073 /* Ideally we'd only set caps like sRGB writes here if supported by both
8074 * the shader backend and the fragment pipe, but we can get called before
8075 * shader_glsl_alloc(). */
8076 caps
->wined3d_caps
= WINED3D_SHADER_CAP_VS_CLIPPING
8077 | WINED3D_SHADER_CAP_SRGB_WRITE
;
8080 static BOOL
shader_glsl_color_fixup_supported(struct color_fixup_desc fixup
)
8082 if (TRACE_ON(d3d_shader
) && TRACE_ON(d3d
))
8084 TRACE("Checking support for fixup:\n");
8085 dump_color_fixup_desc(fixup
);
8088 /* We support everything except YUV conversions. */
8089 if (!is_complex_fixup(fixup
))
8095 TRACE("[FAILED]\n");
8099 static const SHADER_HANDLER shader_glsl_instruction_handler_table
[WINED3DSIH_TABLE_SIZE
] =
8101 /* WINED3DSIH_ABS */ shader_glsl_map2gl
,
8102 /* WINED3DSIH_ADD */ shader_glsl_binop
,
8103 /* WINED3DSIH_AND */ shader_glsl_binop
,
8104 /* WINED3DSIH_BEM */ shader_glsl_bem
,
8105 /* WINED3DSIH_BREAK */ shader_glsl_break
,
8106 /* WINED3DSIH_BREAKC */ shader_glsl_breakc
,
8107 /* WINED3DSIH_BREAKP */ shader_glsl_breakp
,
8108 /* WINED3DSIH_CALL */ shader_glsl_call
,
8109 /* WINED3DSIH_CALLNZ */ shader_glsl_callnz
,
8110 /* WINED3DSIH_CMP */ shader_glsl_conditional_move
,
8111 /* WINED3DSIH_CND */ shader_glsl_cnd
,
8112 /* WINED3DSIH_CRS */ shader_glsl_cross
,
8113 /* WINED3DSIH_CUT */ shader_glsl_cut
,
8114 /* WINED3DSIH_DCL */ shader_glsl_nop
,
8115 /* WINED3DSIH_DCL_CONSTANT_BUFFER */ shader_glsl_nop
,
8116 /* WINED3DSIH_DCL_GLOBAL_FLAGS */ shader_glsl_nop
,
8117 /* WINED3DSIH_DCL_IMMEDIATE_CONSTANT_BUFFER */ NULL
,
8118 /* WINED3DSIH_DCL_INPUT */ shader_glsl_nop
,
8119 /* WINED3DSIH_DCL_INPUT_PRIMITIVE */ shader_glsl_nop
,
8120 /* WINED3DSIH_DCL_INPUT_PS */ NULL
,
8121 /* WINED3DSIH_DCL_INPUT_PS_SGV */ NULL
,
8122 /* WINED3DSIH_DCL_INPUT_PS_SIV */ NULL
,
8123 /* WINED3DSIH_DCL_INPUT_SGV */ shader_glsl_nop
,
8124 /* WINED3DSIH_DCL_INPUT_SIV */ shader_glsl_nop
,
8125 /* WINED3DSIH_DCL_OUTPUT */ shader_glsl_nop
,
8126 /* WINED3DSIH_DCL_OUTPUT_SIV */ shader_glsl_nop
,
8127 /* WINED3DSIH_DCL_OUTPUT_TOPOLOGY */ shader_glsl_nop
,
8128 /* WINED3DSIH_DCL_SAMPLER */ shader_glsl_nop
,
8129 /* WINED3DSIH_DCL_TEMPS */ shader_glsl_nop
,
8130 /* WINED3DSIH_DCL_VERTICES_OUT */ shader_glsl_nop
,
8131 /* WINED3DSIH_DEF */ shader_glsl_nop
,
8132 /* WINED3DSIH_DEFB */ shader_glsl_nop
,
8133 /* WINED3DSIH_DEFI */ shader_glsl_nop
,
8134 /* WINED3DSIH_DIV */ shader_glsl_binop
,
8135 /* WINED3DSIH_DP2 */ shader_glsl_dot
,
8136 /* WINED3DSIH_DP2ADD */ shader_glsl_dp2add
,
8137 /* WINED3DSIH_DP3 */ shader_glsl_dot
,
8138 /* WINED3DSIH_DP4 */ shader_glsl_dot
,
8139 /* WINED3DSIH_DST */ shader_glsl_dst
,
8140 /* WINED3DSIH_DSX */ shader_glsl_map2gl
,
8141 /* WINED3DSIH_DSX_COARSE */ NULL
,
8142 /* WINED3DSIH_DSX_FINE */ NULL
,
8143 /* WINED3DSIH_DSY */ shader_glsl_map2gl
,
8144 /* WINED3DSIH_DSY_COARSE */ NULL
,
8145 /* WINED3DSIH_DSY_FINE */ NULL
,
8146 /* WINED3DSIH_ELSE */ shader_glsl_else
,
8147 /* WINED3DSIH_EMIT */ shader_glsl_emit
,
8148 /* WINED3DSIH_ENDIF */ shader_glsl_end
,
8149 /* WINED3DSIH_ENDLOOP */ shader_glsl_end
,
8150 /* WINED3DSIH_ENDREP */ shader_glsl_end
,
8151 /* WINED3DSIH_EQ */ shader_glsl_relop
,
8152 /* WINED3DSIH_EXP */ shader_glsl_scalar_op
,
8153 /* WINED3DSIH_EXPP */ shader_glsl_expp
,
8154 /* WINED3DSIH_FRC */ shader_glsl_map2gl
,
8155 /* WINED3DSIH_FTOI */ shader_glsl_to_int
,
8156 /* WINED3DSIH_FTOU */ shader_glsl_to_uint
,
8157 /* WINED3DSIH_GE */ shader_glsl_relop
,
8158 /* WINED3DSIH_IADD */ shader_glsl_binop
,
8159 /* WINED3DSIH_IEQ */ shader_glsl_relop
,
8160 /* WINED3DSIH_IF */ shader_glsl_if
,
8161 /* WINED3DSIH_IFC */ shader_glsl_ifc
,
8162 /* WINED3DSIH_IGE */ shader_glsl_relop
,
8163 /* WINED3DSIH_ILT */ shader_glsl_relop
,
8164 /* WINED3DSIH_IMAD */ shader_glsl_mad
,
8165 /* WINED3DSIH_IMAX */ shader_glsl_map2gl
,
8166 /* WINED3DSIH_IMIN */ shader_glsl_map2gl
,
8167 /* WINED3DSIH_IMUL */ shader_glsl_imul
,
8168 /* WINED3DSIH_INE */ shader_glsl_relop
,
8169 /* WINED3DSIH_INEG */ shader_glsl_unary_op
,
8170 /* WINED3DSIH_ISHL */ shader_glsl_binop
,
8171 /* WINED3DSIH_ITOF */ shader_glsl_to_float
,
8172 /* WINED3DSIH_LABEL */ shader_glsl_label
,
8173 /* WINED3DSIH_LD */ shader_glsl_ld
,
8174 /* WINED3DSIH_LD2DMS */ NULL
,
8175 /* WINED3DSIH_LD_STRUCTURED */ NULL
,
8176 /* WINED3DSIH_LIT */ shader_glsl_lit
,
8177 /* WINED3DSIH_LOG */ shader_glsl_scalar_op
,
8178 /* WINED3DSIH_LOGP */ shader_glsl_scalar_op
,
8179 /* WINED3DSIH_LOOP */ shader_glsl_loop
,
8180 /* WINED3DSIH_LRP */ shader_glsl_lrp
,
8181 /* WINED3DSIH_LT */ shader_glsl_relop
,
8182 /* WINED3DSIH_M3x2 */ shader_glsl_mnxn
,
8183 /* WINED3DSIH_M3x3 */ shader_glsl_mnxn
,
8184 /* WINED3DSIH_M3x4 */ shader_glsl_mnxn
,
8185 /* WINED3DSIH_M4x3 */ shader_glsl_mnxn
,
8186 /* WINED3DSIH_M4x4 */ shader_glsl_mnxn
,
8187 /* WINED3DSIH_MAD */ shader_glsl_mad
,
8188 /* WINED3DSIH_MAX */ shader_glsl_map2gl
,
8189 /* WINED3DSIH_MIN */ shader_glsl_map2gl
,
8190 /* WINED3DSIH_MOV */ shader_glsl_mov
,
8191 /* WINED3DSIH_MOVA */ shader_glsl_mov
,
8192 /* WINED3DSIH_MOVC */ shader_glsl_conditional_move
,
8193 /* WINED3DSIH_MUL */ shader_glsl_binop
,
8194 /* WINED3DSIH_NE */ shader_glsl_relop
,
8195 /* WINED3DSIH_NOP */ shader_glsl_nop
,
8196 /* WINED3DSIH_NOT */ shader_glsl_unary_op
,
8197 /* WINED3DSIH_NRM */ shader_glsl_nrm
,
8198 /* WINED3DSIH_OR */ shader_glsl_binop
,
8199 /* WINED3DSIH_PHASE */ shader_glsl_nop
,
8200 /* WINED3DSIH_POW */ shader_glsl_pow
,
8201 /* WINED3DSIH_RCP */ shader_glsl_scalar_op
,
8202 /* WINED3DSIH_REP */ shader_glsl_rep
,
8203 /* WINED3DSIH_RESINFO */ shader_glsl_resinfo
,
8204 /* WINED3DSIH_RET */ shader_glsl_ret
,
8205 /* WINED3DSIH_ROUND_NI */ shader_glsl_map2gl
,
8206 /* WINED3DSIH_ROUND_PI */ shader_glsl_map2gl
,
8207 /* WINED3DSIH_ROUND_Z */ shader_glsl_map2gl
,
8208 /* WINED3DSIH_RSQ */ shader_glsl_scalar_op
,
8209 /* WINED3DSIH_SAMPLE */ shader_glsl_sample
,
8210 /* WINED3DSIH_SAMPLE_B */ shader_glsl_sample
,
8211 /* WINED3DSIH_SAMPLE_C */ shader_glsl_sample_c
,
8212 /* WINED3DSIH_SAMPLE_C_LZ */ shader_glsl_sample_c
,
8213 /* WINED3DSIH_SAMPLE_GRAD */ shader_glsl_sample
,
8214 /* WINED3DSIH_SAMPLE_LOD */ shader_glsl_sample
,
8215 /* WINED3DSIH_SETP */ NULL
,
8216 /* WINED3DSIH_SGE */ shader_glsl_compare
,
8217 /* WINED3DSIH_SGN */ shader_glsl_sgn
,
8218 /* WINED3DSIH_SINCOS */ shader_glsl_sincos
,
8219 /* WINED3DSIH_SLT */ shader_glsl_compare
,
8220 /* WINED3DSIH_SQRT */ shader_glsl_map2gl
,
8221 /* WINED3DSIH_SUB */ shader_glsl_binop
,
8222 /* WINED3DSIH_TEX */ shader_glsl_tex
,
8223 /* WINED3DSIH_TEXBEM */ shader_glsl_texbem
,
8224 /* WINED3DSIH_TEXBEML */ shader_glsl_texbem
,
8225 /* WINED3DSIH_TEXCOORD */ shader_glsl_texcoord
,
8226 /* WINED3DSIH_TEXDEPTH */ shader_glsl_texdepth
,
8227 /* WINED3DSIH_TEXDP3 */ shader_glsl_texdp3
,
8228 /* WINED3DSIH_TEXDP3TEX */ shader_glsl_texdp3tex
,
8229 /* WINED3DSIH_TEXKILL */ shader_glsl_texkill
,
8230 /* WINED3DSIH_TEXLDD */ shader_glsl_texldd
,
8231 /* WINED3DSIH_TEXLDL */ shader_glsl_texldl
,
8232 /* WINED3DSIH_TEXM3x2DEPTH */ shader_glsl_texm3x2depth
,
8233 /* WINED3DSIH_TEXM3x2PAD */ shader_glsl_texm3x2pad
,
8234 /* WINED3DSIH_TEXM3x2TEX */ shader_glsl_texm3x2tex
,
8235 /* WINED3DSIH_TEXM3x3 */ shader_glsl_texm3x3
,
8236 /* WINED3DSIH_TEXM3x3DIFF */ NULL
,
8237 /* WINED3DSIH_TEXM3x3PAD */ shader_glsl_texm3x3pad
,
8238 /* WINED3DSIH_TEXM3x3SPEC */ shader_glsl_texm3x3spec
,
8239 /* WINED3DSIH_TEXM3x3TEX */ shader_glsl_texm3x3tex
,
8240 /* WINED3DSIH_TEXM3x3VSPEC */ shader_glsl_texm3x3vspec
,
8241 /* WINED3DSIH_TEXREG2AR */ shader_glsl_texreg2ar
,
8242 /* WINED3DSIH_TEXREG2GB */ shader_glsl_texreg2gb
,
8243 /* WINED3DSIH_TEXREG2RGB */ shader_glsl_texreg2rgb
,
8244 /* WINED3DSIH_UDIV */ shader_glsl_udiv
,
8245 /* WINED3DSIH_UGE */ shader_glsl_relop
,
8246 /* WINED3DSIH_USHR */ shader_glsl_binop
,
8247 /* WINED3DSIH_UTOF */ shader_glsl_to_float
,
8248 /* WINED3DSIH_XOR */ shader_glsl_binop
,
8251 static void shader_glsl_handle_instruction(const struct wined3d_shader_instruction
*ins
) {
8252 SHADER_HANDLER hw_fct
;
8254 /* Select handler */
8255 hw_fct
= shader_glsl_instruction_handler_table
[ins
->handler_idx
];
8257 /* Unhandled opcode */
8260 FIXME("Backend can't handle opcode %s.\n", debug_d3dshaderinstructionhandler(ins
->handler_idx
));
8265 shader_glsl_add_instruction_modifiers(ins
);
8268 static BOOL
shader_glsl_has_ffp_proj_control(void *shader_priv
)
8270 struct shader_glsl_priv
*priv
= shader_priv
;
8272 return priv
->ffp_proj_control
;
8275 const struct wined3d_shader_backend_ops glsl_shader_backend
=
8277 shader_glsl_handle_instruction
,
8279 shader_glsl_disable
,
8280 shader_glsl_select_depth_blt
,
8281 shader_glsl_deselect_depth_blt
,
8282 shader_glsl_update_float_vertex_constants
,
8283 shader_glsl_update_float_pixel_constants
,
8284 shader_glsl_load_constants
,
8285 shader_glsl_destroy
,
8288 shader_glsl_allocate_context_data
,
8289 shader_glsl_free_context_data
,
8290 shader_glsl_init_context_state
,
8291 shader_glsl_get_caps
,
8292 shader_glsl_color_fixup_supported
,
8293 shader_glsl_has_ffp_proj_control
,
8296 static void glsl_vertex_pipe_vp_enable(const struct wined3d_gl_info
*gl_info
, BOOL enable
) {}
8298 static void glsl_vertex_pipe_vp_get_caps(const struct wined3d_gl_info
*gl_info
, struct wined3d_vertex_caps
*caps
)
8300 caps
->xyzrhw
= TRUE
;
8301 caps
->emulated_flatshading
= !gl_info
->supported
[WINED3D_GL_LEGACY_CONTEXT
];
8302 caps
->ffp_generic_attributes
= TRUE
;
8303 caps
->max_active_lights
= MAX_ACTIVE_LIGHTS
;
8304 caps
->max_vertex_blend_matrices
= MAX_VERTEX_BLENDS
;
8305 caps
->max_vertex_blend_matrix_index
= 0;
8306 caps
->vertex_processing_caps
= WINED3DVTXPCAPS_TEXGEN
8307 | WINED3DVTXPCAPS_MATERIALSOURCE7
8308 | WINED3DVTXPCAPS_VERTEXFOG
8309 | WINED3DVTXPCAPS_DIRECTIONALLIGHTS
8310 | WINED3DVTXPCAPS_POSITIONALLIGHTS
8311 | WINED3DVTXPCAPS_LOCALVIEWER
8312 | WINED3DVTXPCAPS_TEXGEN_SPHEREMAP
;
8313 caps
->fvf_caps
= WINED3DFVFCAPS_PSIZE
| 8; /* 8 texture coordinates. */
8314 caps
->max_user_clip_planes
= gl_info
->limits
.clipplanes
;
8315 caps
->raster_caps
= WINED3DPRASTERCAPS_FOGRANGE
;
8318 static DWORD
glsl_vertex_pipe_vp_get_emul_mask(const struct wined3d_gl_info
*gl_info
)
8320 if (gl_info
->supported
[WINED3D_GL_LEGACY_CONTEXT
])
8321 return GL_EXT_EMUL_ARB_MULTITEXTURE
;
8325 static void *glsl_vertex_pipe_vp_alloc(const struct wined3d_shader_backend_ops
*shader_backend
, void *shader_priv
)
8327 struct shader_glsl_priv
*priv
;
8329 if (shader_backend
== &glsl_shader_backend
)
8333 if (wine_rb_init(&priv
->ffp_vertex_shaders
, &wined3d_ffp_vertex_program_rb_functions
) == -1)
8335 ERR("Failed to initialize rbtree.\n");
8342 FIXME("GLSL vertex pipe without GLSL shader backend not implemented.\n");
8347 static void shader_glsl_free_ffp_vertex_shader(struct wine_rb_entry
*entry
, void *context
)
8349 struct glsl_ffp_vertex_shader
*shader
= WINE_RB_ENTRY_VALUE(entry
,
8350 struct glsl_ffp_vertex_shader
, desc
.entry
);
8351 struct glsl_shader_prog_link
*program
, *program2
;
8352 struct glsl_ffp_destroy_ctx
*ctx
= context
;
8354 LIST_FOR_EACH_ENTRY_SAFE(program
, program2
, &shader
->linked_programs
,
8355 struct glsl_shader_prog_link
, vs
.shader_entry
)
8357 delete_glsl_program_entry(ctx
->priv
, ctx
->gl_info
, program
);
8359 ctx
->gl_info
->gl_ops
.ext
.p_glDeleteShader(shader
->id
);
8360 HeapFree(GetProcessHeap(), 0, shader
);
8363 /* Context activation is done by the caller. */
8364 static void glsl_vertex_pipe_vp_free(struct wined3d_device
*device
)
8366 struct shader_glsl_priv
*priv
= device
->vertex_priv
;
8367 struct glsl_ffp_destroy_ctx ctx
;
8370 ctx
.gl_info
= &device
->adapter
->gl_info
;
8371 wine_rb_destroy(&priv
->ffp_vertex_shaders
, shader_glsl_free_ffp_vertex_shader
, &ctx
);
8374 static void glsl_vertex_pipe_nop(struct wined3d_context
*context
,
8375 const struct wined3d_state
*state
, DWORD state_id
) {}
8377 static void glsl_vertex_pipe_shader(struct wined3d_context
*context
,
8378 const struct wined3d_state
*state
, DWORD state_id
)
8380 context
->shader_update_mask
|= 1u << WINED3D_SHADER_TYPE_VERTEX
;
8383 static void glsl_vertex_pipe_vdecl(struct wined3d_context
*context
,
8384 const struct wined3d_state
*state
, DWORD state_id
)
8386 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
8387 BOOL normal
= !!(context
->stream_info
.use_map
& (1u << WINED3D_FFP_NORMAL
));
8388 BOOL transformed
= context
->stream_info
.position_transformed
;
8389 BOOL wasrhw
= context
->last_was_rhw
;
8392 context
->last_was_rhw
= transformed
;
8394 /* If the vertex declaration contains a transformed position attribute,
8395 * the draw uses the fixed function vertex pipeline regardless of any
8396 * vertex shader set by the application. */
8397 if (transformed
!= wasrhw
)
8398 context
->shader_update_mask
|= 1u << WINED3D_SHADER_TYPE_VERTEX
;
8402 if (context
->last_was_vshader
)
8404 for (i
= 0; i
< gl_info
->limits
.clipplanes
; ++i
)
8405 clipplane(context
, state
, STATE_CLIPPLANE(i
));
8408 context
->constant_update_mask
|= WINED3D_SHADER_CONST_FFP_TEXMATRIX
;
8410 /* Because of settings->texcoords, we have to regenerate the vertex
8411 * shader on a vdecl change if there aren't enough varyings to just
8412 * always output all the texture coordinates. */
8413 if (gl_info
->limits
.glsl_varyings
< wined3d_max_compat_varyings(gl_info
)
8414 || normal
!= context
->last_was_normal
)
8415 context
->shader_update_mask
|= 1u << WINED3D_SHADER_TYPE_VERTEX
;
8418 && state
->shader
[WINED3D_SHADER_TYPE_PIXEL
]->reg_maps
.shader_version
.major
== 1
8419 && state
->shader
[WINED3D_SHADER_TYPE_PIXEL
]->reg_maps
.shader_version
.minor
<= 3)
8420 context
->shader_update_mask
|= 1u << WINED3D_SHADER_TYPE_PIXEL
;
8424 if (!context
->last_was_vshader
)
8426 /* Vertex shader clipping ignores the view matrix. Update all clipplanes. */
8427 for (i
= 0; i
< gl_info
->limits
.clipplanes
; ++i
)
8428 clipplane(context
, state
, STATE_CLIPPLANE(i
));
8432 context
->last_was_vshader
= use_vs(state
);
8433 context
->last_was_normal
= normal
;
8436 static void glsl_vertex_pipe_vs(struct wined3d_context
*context
,
8437 const struct wined3d_state
*state
, DWORD state_id
)
8439 context
->shader_update_mask
|= 1u << WINED3D_SHADER_TYPE_VERTEX
;
8440 /* Different vertex shaders potentially require a different vertex attributes setup. */
8441 if (!isStateDirty(context
, STATE_VDECL
))
8442 context_apply_state(context
, state
, STATE_VDECL
);
8445 static void glsl_vertex_pipe_world(struct wined3d_context
*context
,
8446 const struct wined3d_state
*state
, DWORD state_id
)
8448 context
->constant_update_mask
|= WINED3D_SHADER_CONST_FFP_MODELVIEW
;
8451 static void glsl_vertex_pipe_vertexblend(struct wined3d_context
*context
,
8452 const struct wined3d_state
*state
, DWORD state_id
)
8454 context
->constant_update_mask
|= WINED3D_SHADER_CONST_FFP_VERTEXBLEND
;
8457 static void glsl_vertex_pipe_view(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
8459 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
8462 context
->constant_update_mask
|= WINED3D_SHADER_CONST_FFP_MODELVIEW
8463 | WINED3D_SHADER_CONST_FFP_LIGHTS
8464 | WINED3D_SHADER_CONST_FFP_VERTEXBLEND
;
8466 for (k
= 0; k
< gl_info
->limits
.clipplanes
; ++k
)
8468 if (!isStateDirty(context
, STATE_CLIPPLANE(k
)))
8469 clipplane(context
, state
, STATE_CLIPPLANE(k
));
8473 static void glsl_vertex_pipe_projection(struct wined3d_context
*context
,
8474 const struct wined3d_state
*state
, DWORD state_id
)
8476 /* Table fog behavior depends on the projection matrix. */
8477 if (state
->render_states
[WINED3D_RS_FOGENABLE
]
8478 && state
->render_states
[WINED3D_RS_FOGTABLEMODE
] != WINED3D_FOG_NONE
)
8479 context
->shader_update_mask
|= 1u << WINED3D_SHADER_TYPE_VERTEX
;
8480 context
->constant_update_mask
|= WINED3D_SHADER_CONST_FFP_PROJ
;
8483 static void glsl_vertex_pipe_viewport(struct wined3d_context
*context
,
8484 const struct wined3d_state
*state
, DWORD state_id
)
8486 if (!isStateDirty(context
, STATE_TRANSFORM(WINED3D_TS_PROJECTION
)))
8487 glsl_vertex_pipe_projection(context
, state
, STATE_TRANSFORM(WINED3D_TS_PROJECTION
));
8488 if (!isStateDirty(context
, STATE_RENDER(WINED3D_RS_POINTSCALEENABLE
))
8489 && state
->render_states
[WINED3D_RS_POINTSCALEENABLE
])
8490 context
->constant_update_mask
|= WINED3D_SHADER_CONST_VS_POINTSIZE
;
8491 context
->constant_update_mask
|= WINED3D_SHADER_CONST_VS_POS_FIXUP
;
8494 static void glsl_vertex_pipe_texmatrix(struct wined3d_context
*context
,
8495 const struct wined3d_state
*state
, DWORD state_id
)
8497 context
->constant_update_mask
|= WINED3D_SHADER_CONST_FFP_TEXMATRIX
;
8500 static void glsl_vertex_pipe_texmatrix_np2(struct wined3d_context
*context
,
8501 const struct wined3d_state
*state
, DWORD state_id
)
8503 DWORD sampler
= state_id
- STATE_SAMPLER(0);
8504 const struct wined3d_texture
*texture
= state
->textures
[sampler
];
8510 if (sampler
>= MAX_TEXTURES
)
8513 if ((np2
= !(texture
->flags
& WINED3D_TEXTURE_POW2_MAT_IDENT
))
8514 || context
->lastWasPow2Texture
& (1u << sampler
))
8517 context
->lastWasPow2Texture
|= 1u << sampler
;
8519 context
->lastWasPow2Texture
&= ~(1u << sampler
);
8521 context
->constant_update_mask
|= WINED3D_SHADER_CONST_FFP_TEXMATRIX
;
8525 static void glsl_vertex_pipe_material(struct wined3d_context
*context
,
8526 const struct wined3d_state
*state
, DWORD state_id
)
8528 context
->constant_update_mask
|= WINED3D_SHADER_CONST_FFP_MATERIAL
;
8531 static void glsl_vertex_pipe_light(struct wined3d_context
*context
,
8532 const struct wined3d_state
*state
, DWORD state_id
)
8534 context
->constant_update_mask
|= WINED3D_SHADER_CONST_FFP_LIGHTS
;
8537 static void glsl_vertex_pipe_pointsize(struct wined3d_context
*context
,
8538 const struct wined3d_state
*state
, DWORD state_id
)
8540 context
->constant_update_mask
|= WINED3D_SHADER_CONST_VS_POINTSIZE
;
8543 static void glsl_vertex_pipe_pointscale(struct wined3d_context
*context
,
8544 const struct wined3d_state
*state
, DWORD state_id
)
8547 context
->constant_update_mask
|= WINED3D_SHADER_CONST_VS_POINTSIZE
;
8550 static void glsl_vertex_pipe_shademode(struct wined3d_context
*context
,
8551 const struct wined3d_state
*state
, DWORD state_id
)
8553 context
->shader_update_mask
|= 1 << WINED3D_SHADER_TYPE_VERTEX
;
8556 static const struct StateEntryTemplate glsl_vertex_pipe_vp_states
[] =
8558 {STATE_VDECL
, {STATE_VDECL
, glsl_vertex_pipe_vdecl
}, WINED3D_GL_EXT_NONE
},
8559 {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), glsl_vertex_pipe_vs
}, WINED3D_GL_EXT_NONE
},
8560 {STATE_MATERIAL
, {STATE_RENDER(WINED3D_RS_SPECULARENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
8561 {STATE_RENDER(WINED3D_RS_SPECULARENABLE
), {STATE_RENDER(WINED3D_RS_SPECULARENABLE
), glsl_vertex_pipe_material
}, WINED3D_GL_EXT_NONE
},
8563 {STATE_CLIPPLANE(0), {STATE_CLIPPLANE(0), clipplane
}, WINED3D_GL_EXT_NONE
},
8564 {STATE_CLIPPLANE(1), {STATE_CLIPPLANE(1), clipplane
}, WINED3D_GL_EXT_NONE
},
8565 {STATE_CLIPPLANE(2), {STATE_CLIPPLANE(2), clipplane
}, WINED3D_GL_EXT_NONE
},
8566 {STATE_CLIPPLANE(3), {STATE_CLIPPLANE(3), clipplane
}, WINED3D_GL_EXT_NONE
},
8567 {STATE_CLIPPLANE(4), {STATE_CLIPPLANE(4), clipplane
}, WINED3D_GL_EXT_NONE
},
8568 {STATE_CLIPPLANE(5), {STATE_CLIPPLANE(5), clipplane
}, WINED3D_GL_EXT_NONE
},
8569 {STATE_CLIPPLANE(6), {STATE_CLIPPLANE(6), clipplane
}, WINED3D_GL_EXT_NONE
},
8570 {STATE_CLIPPLANE(7), {STATE_CLIPPLANE(7), clipplane
}, WINED3D_GL_EXT_NONE
},
8571 {STATE_CLIPPLANE(8), {STATE_CLIPPLANE(8), clipplane
}, WINED3D_GL_EXT_NONE
},
8572 {STATE_CLIPPLANE(9), {STATE_CLIPPLANE(9), clipplane
}, WINED3D_GL_EXT_NONE
},
8573 {STATE_CLIPPLANE(10), {STATE_CLIPPLANE(10), clipplane
}, WINED3D_GL_EXT_NONE
},
8574 {STATE_CLIPPLANE(11), {STATE_CLIPPLANE(11), clipplane
}, WINED3D_GL_EXT_NONE
},
8575 {STATE_CLIPPLANE(12), {STATE_CLIPPLANE(12), clipplane
}, WINED3D_GL_EXT_NONE
},
8576 {STATE_CLIPPLANE(13), {STATE_CLIPPLANE(13), clipplane
}, WINED3D_GL_EXT_NONE
},
8577 {STATE_CLIPPLANE(14), {STATE_CLIPPLANE(14), clipplane
}, WINED3D_GL_EXT_NONE
},
8578 {STATE_CLIPPLANE(15), {STATE_CLIPPLANE(15), clipplane
}, WINED3D_GL_EXT_NONE
},
8579 {STATE_CLIPPLANE(16), {STATE_CLIPPLANE(16), clipplane
}, WINED3D_GL_EXT_NONE
},
8580 {STATE_CLIPPLANE(17), {STATE_CLIPPLANE(17), clipplane
}, WINED3D_GL_EXT_NONE
},
8581 {STATE_CLIPPLANE(18), {STATE_CLIPPLANE(18), clipplane
}, WINED3D_GL_EXT_NONE
},
8582 {STATE_CLIPPLANE(19), {STATE_CLIPPLANE(19), clipplane
}, WINED3D_GL_EXT_NONE
},
8583 {STATE_CLIPPLANE(20), {STATE_CLIPPLANE(20), clipplane
}, WINED3D_GL_EXT_NONE
},
8584 {STATE_CLIPPLANE(21), {STATE_CLIPPLANE(21), clipplane
}, WINED3D_GL_EXT_NONE
},
8585 {STATE_CLIPPLANE(22), {STATE_CLIPPLANE(22), clipplane
}, WINED3D_GL_EXT_NONE
},
8586 {STATE_CLIPPLANE(23), {STATE_CLIPPLANE(23), clipplane
}, WINED3D_GL_EXT_NONE
},
8587 {STATE_CLIPPLANE(24), {STATE_CLIPPLANE(24), clipplane
}, WINED3D_GL_EXT_NONE
},
8588 {STATE_CLIPPLANE(25), {STATE_CLIPPLANE(25), clipplane
}, WINED3D_GL_EXT_NONE
},
8589 {STATE_CLIPPLANE(26), {STATE_CLIPPLANE(26), clipplane
}, WINED3D_GL_EXT_NONE
},
8590 {STATE_CLIPPLANE(27), {STATE_CLIPPLANE(27), clipplane
}, WINED3D_GL_EXT_NONE
},
8591 {STATE_CLIPPLANE(28), {STATE_CLIPPLANE(28), clipplane
}, WINED3D_GL_EXT_NONE
},
8592 {STATE_CLIPPLANE(29), {STATE_CLIPPLANE(29), clipplane
}, WINED3D_GL_EXT_NONE
},
8593 {STATE_CLIPPLANE(30), {STATE_CLIPPLANE(30), clipplane
}, WINED3D_GL_EXT_NONE
},
8594 {STATE_CLIPPLANE(31), {STATE_CLIPPLANE(31), clipplane
}, WINED3D_GL_EXT_NONE
},
8596 {STATE_LIGHT_TYPE
, {STATE_RENDER(WINED3D_RS_FOGENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
8597 {STATE_ACTIVELIGHT(0), {STATE_ACTIVELIGHT(0), glsl_vertex_pipe_light
}, WINED3D_GL_EXT_NONE
},
8598 {STATE_ACTIVELIGHT(1), {STATE_ACTIVELIGHT(1), glsl_vertex_pipe_light
}, WINED3D_GL_EXT_NONE
},
8599 {STATE_ACTIVELIGHT(2), {STATE_ACTIVELIGHT(2), glsl_vertex_pipe_light
}, WINED3D_GL_EXT_NONE
},
8600 {STATE_ACTIVELIGHT(3), {STATE_ACTIVELIGHT(3), glsl_vertex_pipe_light
}, WINED3D_GL_EXT_NONE
},
8601 {STATE_ACTIVELIGHT(4), {STATE_ACTIVELIGHT(4), glsl_vertex_pipe_light
}, WINED3D_GL_EXT_NONE
},
8602 {STATE_ACTIVELIGHT(5), {STATE_ACTIVELIGHT(5), glsl_vertex_pipe_light
}, WINED3D_GL_EXT_NONE
},
8603 {STATE_ACTIVELIGHT(6), {STATE_ACTIVELIGHT(6), glsl_vertex_pipe_light
}, WINED3D_GL_EXT_NONE
},
8604 {STATE_ACTIVELIGHT(7), {STATE_ACTIVELIGHT(7), glsl_vertex_pipe_light
}, WINED3D_GL_EXT_NONE
},
8606 {STATE_VIEWPORT
, {STATE_VIEWPORT
, glsl_vertex_pipe_viewport
}, WINED3D_GL_EXT_NONE
},
8607 /* Transform states */
8608 {STATE_TRANSFORM(WINED3D_TS_VIEW
), {STATE_TRANSFORM(WINED3D_TS_VIEW
), glsl_vertex_pipe_view
}, WINED3D_GL_EXT_NONE
},
8609 {STATE_TRANSFORM(WINED3D_TS_PROJECTION
), {STATE_TRANSFORM(WINED3D_TS_PROJECTION
), glsl_vertex_pipe_projection
}, WINED3D_GL_EXT_NONE
},
8610 {STATE_TRANSFORM(WINED3D_TS_TEXTURE0
), {STATE_TEXTURESTAGE(0, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), NULL
}, WINED3D_GL_EXT_NONE
},
8611 {STATE_TRANSFORM(WINED3D_TS_TEXTURE1
), {STATE_TEXTURESTAGE(1, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), NULL
}, WINED3D_GL_EXT_NONE
},
8612 {STATE_TRANSFORM(WINED3D_TS_TEXTURE2
), {STATE_TEXTURESTAGE(2, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), NULL
}, WINED3D_GL_EXT_NONE
},
8613 {STATE_TRANSFORM(WINED3D_TS_TEXTURE3
), {STATE_TEXTURESTAGE(3, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), NULL
}, WINED3D_GL_EXT_NONE
},
8614 {STATE_TRANSFORM(WINED3D_TS_TEXTURE4
), {STATE_TEXTURESTAGE(4, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), NULL
}, WINED3D_GL_EXT_NONE
},
8615 {STATE_TRANSFORM(WINED3D_TS_TEXTURE5
), {STATE_TEXTURESTAGE(5, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), NULL
}, WINED3D_GL_EXT_NONE
},
8616 {STATE_TRANSFORM(WINED3D_TS_TEXTURE6
), {STATE_TEXTURESTAGE(6, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), NULL
}, WINED3D_GL_EXT_NONE
},
8617 {STATE_TRANSFORM(WINED3D_TS_TEXTURE7
), {STATE_TEXTURESTAGE(7, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), NULL
}, WINED3D_GL_EXT_NONE
},
8618 {STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(0)), {STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(0)), glsl_vertex_pipe_world
}, WINED3D_GL_EXT_NONE
},
8619 {STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(1)), {STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(1)), glsl_vertex_pipe_vertexblend
}, WINED3D_GL_EXT_NONE
},
8620 {STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(2)), {STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(2)), glsl_vertex_pipe_vertexblend
}, WINED3D_GL_EXT_NONE
},
8621 {STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(3)), {STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(3)), glsl_vertex_pipe_vertexblend
}, WINED3D_GL_EXT_NONE
},
8622 {STATE_TEXTURESTAGE(0, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), {STATE_TEXTURESTAGE(0, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), glsl_vertex_pipe_texmatrix
}, WINED3D_GL_EXT_NONE
},
8623 {STATE_TEXTURESTAGE(1, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), {STATE_TEXTURESTAGE(1, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), glsl_vertex_pipe_texmatrix
}, WINED3D_GL_EXT_NONE
},
8624 {STATE_TEXTURESTAGE(2, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), {STATE_TEXTURESTAGE(2, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), glsl_vertex_pipe_texmatrix
}, WINED3D_GL_EXT_NONE
},
8625 {STATE_TEXTURESTAGE(3, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), {STATE_TEXTURESTAGE(3, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), glsl_vertex_pipe_texmatrix
}, WINED3D_GL_EXT_NONE
},
8626 {STATE_TEXTURESTAGE(4, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), {STATE_TEXTURESTAGE(4, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), glsl_vertex_pipe_texmatrix
}, WINED3D_GL_EXT_NONE
},
8627 {STATE_TEXTURESTAGE(5, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), {STATE_TEXTURESTAGE(5, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), glsl_vertex_pipe_texmatrix
}, WINED3D_GL_EXT_NONE
},
8628 {STATE_TEXTURESTAGE(6, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), {STATE_TEXTURESTAGE(6, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), glsl_vertex_pipe_texmatrix
}, WINED3D_GL_EXT_NONE
},
8629 {STATE_TEXTURESTAGE(7, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), {STATE_TEXTURESTAGE(7, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), glsl_vertex_pipe_texmatrix
}, WINED3D_GL_EXT_NONE
},
8630 {STATE_TEXTURESTAGE(0, WINED3D_TSS_TEXCOORD_INDEX
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
8631 {STATE_TEXTURESTAGE(1, WINED3D_TSS_TEXCOORD_INDEX
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
8632 {STATE_TEXTURESTAGE(2, WINED3D_TSS_TEXCOORD_INDEX
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
8633 {STATE_TEXTURESTAGE(3, WINED3D_TSS_TEXCOORD_INDEX
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
8634 {STATE_TEXTURESTAGE(4, WINED3D_TSS_TEXCOORD_INDEX
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
8635 {STATE_TEXTURESTAGE(5, WINED3D_TSS_TEXCOORD_INDEX
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
8636 {STATE_TEXTURESTAGE(6, WINED3D_TSS_TEXCOORD_INDEX
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
8637 {STATE_TEXTURESTAGE(7, WINED3D_TSS_TEXCOORD_INDEX
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
8639 {STATE_RENDER(WINED3D_RS_FOGENABLE
), {STATE_RENDER(WINED3D_RS_FOGENABLE
), glsl_vertex_pipe_shader
}, WINED3D_GL_EXT_NONE
},
8640 {STATE_RENDER(WINED3D_RS_FOGTABLEMODE
), {STATE_RENDER(WINED3D_RS_FOGENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
8641 {STATE_RENDER(WINED3D_RS_FOGVERTEXMODE
), {STATE_RENDER(WINED3D_RS_FOGENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
8642 {STATE_RENDER(WINED3D_RS_RANGEFOGENABLE
), {STATE_RENDER(WINED3D_RS_FOGENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
8643 {STATE_RENDER(WINED3D_RS_CLIPPING
), {STATE_RENDER(WINED3D_RS_CLIPPING
), state_clipping
}, WINED3D_GL_EXT_NONE
},
8644 {STATE_RENDER(WINED3D_RS_CLIPPLANEENABLE
), {STATE_RENDER(WINED3D_RS_CLIPPING
), NULL
}, WINED3D_GL_EXT_NONE
},
8645 {STATE_RENDER(WINED3D_RS_LIGHTING
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
8646 {STATE_RENDER(WINED3D_RS_AMBIENT
), {STATE_RENDER(WINED3D_RS_AMBIENT
), glsl_vertex_pipe_light
}, WINED3D_GL_EXT_NONE
},
8647 {STATE_RENDER(WINED3D_RS_COLORVERTEX
), {STATE_RENDER(WINED3D_RS_COLORVERTEX
), glsl_vertex_pipe_shader
}, WINED3D_GL_EXT_NONE
},
8648 {STATE_RENDER(WINED3D_RS_LOCALVIEWER
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
8649 {STATE_RENDER(WINED3D_RS_NORMALIZENORMALS
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
8650 {STATE_RENDER(WINED3D_RS_DIFFUSEMATERIALSOURCE
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
8651 {STATE_RENDER(WINED3D_RS_SPECULARMATERIALSOURCE
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
8652 {STATE_RENDER(WINED3D_RS_AMBIENTMATERIALSOURCE
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
8653 {STATE_RENDER(WINED3D_RS_EMISSIVEMATERIALSOURCE
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
8654 {STATE_RENDER(WINED3D_RS_VERTEXBLEND
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
8655 {STATE_RENDER(WINED3D_RS_POINTSIZE
), {STATE_RENDER(WINED3D_RS_POINTSIZE_MIN
), NULL
}, WINED3D_GL_EXT_NONE
},
8656 {STATE_RENDER(WINED3D_RS_POINTSIZE_MIN
), {STATE_RENDER(WINED3D_RS_POINTSIZE_MIN
), glsl_vertex_pipe_pointsize
}, WINED3D_GL_EXT_NONE
},
8657 {STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE
), {STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE
), state_pointsprite
}, ARB_POINT_SPRITE
},
8658 {STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE
), {STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE
), state_pointsprite_w
}, WINED3D_GL_EXT_NONE
},
8659 {STATE_RENDER(WINED3D_RS_POINTSCALEENABLE
), {STATE_RENDER(WINED3D_RS_POINTSCALEENABLE
), glsl_vertex_pipe_pointscale
}, WINED3D_GL_EXT_NONE
},
8660 {STATE_RENDER(WINED3D_RS_POINTSCALE_A
), {STATE_RENDER(WINED3D_RS_POINTSCALEENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
8661 {STATE_RENDER(WINED3D_RS_POINTSCALE_B
), {STATE_RENDER(WINED3D_RS_POINTSCALEENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
8662 {STATE_RENDER(WINED3D_RS_POINTSCALE_C
), {STATE_RENDER(WINED3D_RS_POINTSCALEENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
8663 {STATE_RENDER(WINED3D_RS_POINTSIZE_MAX
), {STATE_RENDER(WINED3D_RS_POINTSIZE_MIN
), NULL
}, WINED3D_GL_EXT_NONE
},
8664 {STATE_RENDER(WINED3D_RS_TWEENFACTOR
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
8665 {STATE_RENDER(WINED3D_RS_INDEXEDVERTEXBLENDENABLE
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
8666 /* NP2 texture matrix fixups. They are not needed if
8667 * GL_ARB_texture_non_power_of_two is supported. Otherwise, register
8668 * glsl_vertex_pipe_texmatrix(), which takes care of updating the texture
8670 {STATE_SAMPLER(0), {0, NULL
}, ARB_TEXTURE_NON_POWER_OF_TWO
},
8671 {STATE_SAMPLER(0), {0, NULL
}, WINED3D_GL_NORMALIZED_TEXRECT
},
8672 {STATE_SAMPLER(0), {STATE_SAMPLER(0), glsl_vertex_pipe_texmatrix_np2
}, WINED3D_GL_EXT_NONE
},
8673 {STATE_SAMPLER(1), {0, NULL
}, ARB_TEXTURE_NON_POWER_OF_TWO
},
8674 {STATE_SAMPLER(1), {0, NULL
}, WINED3D_GL_NORMALIZED_TEXRECT
},
8675 {STATE_SAMPLER(1), {STATE_SAMPLER(1), glsl_vertex_pipe_texmatrix_np2
}, WINED3D_GL_EXT_NONE
},
8676 {STATE_SAMPLER(2), {0, NULL
}, ARB_TEXTURE_NON_POWER_OF_TWO
},
8677 {STATE_SAMPLER(2), {0, NULL
}, WINED3D_GL_NORMALIZED_TEXRECT
},
8678 {STATE_SAMPLER(2), {STATE_SAMPLER(2), glsl_vertex_pipe_texmatrix_np2
}, WINED3D_GL_EXT_NONE
},
8679 {STATE_SAMPLER(3), {0, NULL
}, ARB_TEXTURE_NON_POWER_OF_TWO
},
8680 {STATE_SAMPLER(3), {0, NULL
}, WINED3D_GL_NORMALIZED_TEXRECT
},
8681 {STATE_SAMPLER(3), {STATE_SAMPLER(3), glsl_vertex_pipe_texmatrix_np2
}, WINED3D_GL_EXT_NONE
},
8682 {STATE_SAMPLER(4), {0, NULL
}, ARB_TEXTURE_NON_POWER_OF_TWO
},
8683 {STATE_SAMPLER(4), {0, NULL
}, WINED3D_GL_NORMALIZED_TEXRECT
},
8684 {STATE_SAMPLER(4), {STATE_SAMPLER(4), glsl_vertex_pipe_texmatrix_np2
}, WINED3D_GL_EXT_NONE
},
8685 {STATE_SAMPLER(5), {0, NULL
}, ARB_TEXTURE_NON_POWER_OF_TWO
},
8686 {STATE_SAMPLER(5), {0, NULL
}, WINED3D_GL_NORMALIZED_TEXRECT
},
8687 {STATE_SAMPLER(5), {STATE_SAMPLER(5), glsl_vertex_pipe_texmatrix_np2
}, WINED3D_GL_EXT_NONE
},
8688 {STATE_SAMPLER(6), {0, NULL
}, ARB_TEXTURE_NON_POWER_OF_TWO
},
8689 {STATE_SAMPLER(6), {0, NULL
}, WINED3D_GL_NORMALIZED_TEXRECT
},
8690 {STATE_SAMPLER(6), {STATE_SAMPLER(6), glsl_vertex_pipe_texmatrix_np2
}, WINED3D_GL_EXT_NONE
},
8691 {STATE_SAMPLER(7), {0, NULL
}, ARB_TEXTURE_NON_POWER_OF_TWO
},
8692 {STATE_SAMPLER(7), {0, NULL
}, WINED3D_GL_NORMALIZED_TEXRECT
},
8693 {STATE_SAMPLER(7), {STATE_SAMPLER(7), glsl_vertex_pipe_texmatrix_np2
}, WINED3D_GL_EXT_NONE
},
8694 {STATE_POINT_ENABLE
, {STATE_POINT_ENABLE
, glsl_vertex_pipe_shader
}, WINED3D_GL_EXT_NONE
},
8695 {STATE_RENDER(WINED3D_RS_SHADEMODE
), {STATE_RENDER(WINED3D_RS_SHADEMODE
), glsl_vertex_pipe_nop
}, WINED3D_GL_LEGACY_CONTEXT
},
8696 {STATE_RENDER(WINED3D_RS_SHADEMODE
), {STATE_RENDER(WINED3D_RS_SHADEMODE
), glsl_vertex_pipe_shademode
}, WINED3D_GL_EXT_NONE
},
8697 {0 /* Terminate */, {0, NULL
}, WINED3D_GL_EXT_NONE
},
8701 * - Implement vertex tweening. */
8702 const struct wined3d_vertex_pipe_ops glsl_vertex_pipe
=
8704 glsl_vertex_pipe_vp_enable
,
8705 glsl_vertex_pipe_vp_get_caps
,
8706 glsl_vertex_pipe_vp_get_emul_mask
,
8707 glsl_vertex_pipe_vp_alloc
,
8708 glsl_vertex_pipe_vp_free
,
8709 glsl_vertex_pipe_vp_states
,
8712 static void glsl_fragment_pipe_enable(const struct wined3d_gl_info
*gl_info
, BOOL enable
)
8714 /* Nothing to do. */
8717 static void glsl_fragment_pipe_get_caps(const struct wined3d_gl_info
*gl_info
, struct fragment_caps
*caps
)
8719 caps
->wined3d_caps
= WINED3D_FRAGMENT_CAP_PROJ_CONTROL
8720 | WINED3D_FRAGMENT_CAP_SRGB_WRITE
8721 | WINED3D_FRAGMENT_CAP_COLOR_KEY
;
8722 caps
->PrimitiveMiscCaps
= WINED3DPMISCCAPS_TSSARGTEMP
8723 | WINED3DPMISCCAPS_PERSTAGECONSTANT
;
8724 caps
->TextureOpCaps
= WINED3DTEXOPCAPS_DISABLE
8725 | WINED3DTEXOPCAPS_SELECTARG1
8726 | WINED3DTEXOPCAPS_SELECTARG2
8727 | WINED3DTEXOPCAPS_MODULATE4X
8728 | WINED3DTEXOPCAPS_MODULATE2X
8729 | WINED3DTEXOPCAPS_MODULATE
8730 | WINED3DTEXOPCAPS_ADDSIGNED2X
8731 | WINED3DTEXOPCAPS_ADDSIGNED
8732 | WINED3DTEXOPCAPS_ADD
8733 | WINED3DTEXOPCAPS_SUBTRACT
8734 | WINED3DTEXOPCAPS_ADDSMOOTH
8735 | WINED3DTEXOPCAPS_BLENDCURRENTALPHA
8736 | WINED3DTEXOPCAPS_BLENDFACTORALPHA
8737 | WINED3DTEXOPCAPS_BLENDTEXTUREALPHA
8738 | WINED3DTEXOPCAPS_BLENDDIFFUSEALPHA
8739 | WINED3DTEXOPCAPS_BLENDTEXTUREALPHAPM
8740 | WINED3DTEXOPCAPS_MODULATEALPHA_ADDCOLOR
8741 | WINED3DTEXOPCAPS_MODULATECOLOR_ADDALPHA
8742 | WINED3DTEXOPCAPS_MODULATEINVCOLOR_ADDALPHA
8743 | WINED3DTEXOPCAPS_MODULATEINVALPHA_ADDCOLOR
8744 | WINED3DTEXOPCAPS_DOTPRODUCT3
8745 | WINED3DTEXOPCAPS_MULTIPLYADD
8746 | WINED3DTEXOPCAPS_LERP
8747 | WINED3DTEXOPCAPS_BUMPENVMAP
8748 | WINED3DTEXOPCAPS_BUMPENVMAPLUMINANCE
;
8749 caps
->MaxTextureBlendStages
= 8;
8750 caps
->MaxSimultaneousTextures
= min(gl_info
->limits
.fragment_samplers
, 8);
8753 static DWORD
glsl_fragment_pipe_get_emul_mask(const struct wined3d_gl_info
*gl_info
)
8755 if (gl_info
->supported
[WINED3D_GL_LEGACY_CONTEXT
])
8756 return GL_EXT_EMUL_ARB_MULTITEXTURE
;
8760 static void *glsl_fragment_pipe_alloc(const struct wined3d_shader_backend_ops
*shader_backend
, void *shader_priv
)
8762 struct shader_glsl_priv
*priv
;
8764 if (shader_backend
== &glsl_shader_backend
)
8768 if (wine_rb_init(&priv
->ffp_fragment_shaders
, &wined3d_ffp_frag_program_rb_functions
) == -1)
8770 ERR("Failed to initialize rbtree.\n");
8777 FIXME("GLSL fragment pipe without GLSL shader backend not implemented.\n");
8782 static void shader_glsl_free_ffp_fragment_shader(struct wine_rb_entry
*entry
, void *context
)
8784 struct glsl_ffp_fragment_shader
*shader
= WINE_RB_ENTRY_VALUE(entry
,
8785 struct glsl_ffp_fragment_shader
, entry
.entry
);
8786 struct glsl_shader_prog_link
*program
, *program2
;
8787 struct glsl_ffp_destroy_ctx
*ctx
= context
;
8789 LIST_FOR_EACH_ENTRY_SAFE(program
, program2
, &shader
->linked_programs
,
8790 struct glsl_shader_prog_link
, ps
.shader_entry
)
8792 delete_glsl_program_entry(ctx
->priv
, ctx
->gl_info
, program
);
8794 ctx
->gl_info
->gl_ops
.ext
.p_glDeleteShader(shader
->id
);
8795 HeapFree(GetProcessHeap(), 0, shader
);
8798 /* Context activation is done by the caller. */
8799 static void glsl_fragment_pipe_free(struct wined3d_device
*device
)
8801 struct shader_glsl_priv
*priv
= device
->fragment_priv
;
8802 struct glsl_ffp_destroy_ctx ctx
;
8805 ctx
.gl_info
= &device
->adapter
->gl_info
;
8806 wine_rb_destroy(&priv
->ffp_fragment_shaders
, shader_glsl_free_ffp_fragment_shader
, &ctx
);
8809 static void glsl_fragment_pipe_shader(struct wined3d_context
*context
,
8810 const struct wined3d_state
*state
, DWORD state_id
)
8812 context
->last_was_pshader
= use_ps(state
);
8814 context
->shader_update_mask
|= 1u << WINED3D_SHADER_TYPE_PIXEL
;
8817 static void glsl_fragment_pipe_fogparams(struct wined3d_context
*context
,
8818 const struct wined3d_state
*state
, DWORD state_id
)
8820 context
->constant_update_mask
|= WINED3D_SHADER_CONST_PS_FOG
;
8823 static void glsl_fragment_pipe_fog(struct wined3d_context
*context
,
8824 const struct wined3d_state
*state
, DWORD state_id
)
8826 BOOL use_vshader
= use_vs(state
);
8827 enum fogsource new_source
;
8828 DWORD fogstart
= state
->render_states
[WINED3D_RS_FOGSTART
];
8829 DWORD fogend
= state
->render_states
[WINED3D_RS_FOGEND
];
8831 context
->shader_update_mask
|= 1u << WINED3D_SHADER_TYPE_PIXEL
;
8833 if (!state
->render_states
[WINED3D_RS_FOGENABLE
])
8836 if (state
->render_states
[WINED3D_RS_FOGTABLEMODE
] == WINED3D_FOG_NONE
)
8839 new_source
= FOGSOURCE_VS
;
8840 else if (state
->render_states
[WINED3D_RS_FOGVERTEXMODE
] == WINED3D_FOG_NONE
|| context
->stream_info
.position_transformed
)
8841 new_source
= FOGSOURCE_COORD
;
8843 new_source
= FOGSOURCE_FFP
;
8847 new_source
= FOGSOURCE_FFP
;
8850 if (new_source
!= context
->fog_source
|| fogstart
== fogend
)
8852 context
->fog_source
= new_source
;
8853 context
->constant_update_mask
|= WINED3D_SHADER_CONST_PS_FOG
;
8857 static void glsl_fragment_pipe_vdecl(struct wined3d_context
*context
,
8858 const struct wined3d_state
*state
, DWORD state_id
)
8860 /* Because of settings->texcoords_initialized and args->texcoords_initialized. */
8861 if (context
->gl_info
->limits
.glsl_varyings
< wined3d_max_compat_varyings(context
->gl_info
))
8862 context
->shader_update_mask
|= 1u << WINED3D_SHADER_TYPE_PIXEL
;
8864 if (!isStateDirty(context
, STATE_RENDER(WINED3D_RS_FOGENABLE
)))
8865 glsl_fragment_pipe_fog(context
, state
, state_id
);
8868 static void glsl_fragment_pipe_vs(struct wined3d_context
*context
,
8869 const struct wined3d_state
*state
, DWORD state_id
)
8871 /* Because of settings->texcoords_initialized and args->texcoords_initialized. */
8872 if (context
->gl_info
->limits
.glsl_varyings
< wined3d_max_compat_varyings(context
->gl_info
))
8873 context
->shader_update_mask
|= 1u << WINED3D_SHADER_TYPE_PIXEL
;
8876 static void glsl_fragment_pipe_tex_transform(struct wined3d_context
*context
,
8877 const struct wined3d_state
*state
, DWORD state_id
)
8879 context
->shader_update_mask
|= 1u << WINED3D_SHADER_TYPE_PIXEL
;
8882 static void glsl_fragment_pipe_invalidate_constants(struct wined3d_context
*context
,
8883 const struct wined3d_state
*state
, DWORD state_id
)
8885 context
->constant_update_mask
|= WINED3D_SHADER_CONST_FFP_PS
;
8888 static void glsl_fragment_pipe_alpha_test(struct wined3d_context
*context
,
8889 const struct wined3d_state
*state
, DWORD state_id
)
8891 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
8895 TRACE("context %p, state %p, state_id %#x.\n", context
, state
, state_id
);
8897 if (state
->render_states
[WINED3D_RS_ALPHATESTENABLE
])
8899 gl_info
->gl_ops
.gl
.p_glEnable(GL_ALPHA_TEST
);
8900 checkGLcall("glEnable GL_ALPHA_TEST");
8904 gl_info
->gl_ops
.gl
.p_glDisable(GL_ALPHA_TEST
);
8905 checkGLcall("glDisable GL_ALPHA_TEST");
8909 ref
= ((float)state
->render_states
[WINED3D_RS_ALPHAREF
]) / 255.0f
;
8910 glParm
= wined3d_gl_compare_func(state
->render_states
[WINED3D_RS_ALPHAFUNC
]);
8914 gl_info
->gl_ops
.gl
.p_glAlphaFunc(glParm
, ref
);
8915 checkGLcall("glAlphaFunc");
8919 static void glsl_fragment_pipe_color_key(struct wined3d_context
*context
,
8920 const struct wined3d_state
*state
, DWORD state_id
)
8922 context
->constant_update_mask
|= WINED3D_SHADER_CONST_FFP_COLOR_KEY
;
8925 static void glsl_fragment_pipe_shademode(struct wined3d_context
*context
,
8926 const struct wined3d_state
*state
, DWORD state_id
)
8928 context
->shader_update_mask
|= 1 << WINED3D_SHADER_TYPE_PIXEL
;
8931 static const struct StateEntryTemplate glsl_fragment_pipe_state_template
[] =
8933 {STATE_VDECL
, {STATE_VDECL
, glsl_fragment_pipe_vdecl
}, WINED3D_GL_EXT_NONE
},
8934 {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), glsl_fragment_pipe_vs
}, WINED3D_GL_EXT_NONE
},
8935 {STATE_RENDER(WINED3D_RS_TEXTUREFACTOR
), {STATE_RENDER(WINED3D_RS_TEXTUREFACTOR
), glsl_fragment_pipe_invalidate_constants
}, WINED3D_GL_EXT_NONE
},
8936 {STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
8937 {STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
8938 {STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
8939 {STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
8940 {STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
8941 {STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
8942 {STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
8943 {STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
8944 {STATE_TEXTURESTAGE(0, WINED3D_TSS_RESULT_ARG
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
8945 {STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
8946 {STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
8947 {STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
8948 {STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
8949 {STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
8950 {STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
8951 {STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
8952 {STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
8953 {STATE_TEXTURESTAGE(1, WINED3D_TSS_RESULT_ARG
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
8954 {STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
8955 {STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
8956 {STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
8957 {STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
8958 {STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
8959 {STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
8960 {STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
8961 {STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
8962 {STATE_TEXTURESTAGE(2, WINED3D_TSS_RESULT_ARG
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
8963 {STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
8964 {STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
8965 {STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
8966 {STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
8967 {STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
8968 {STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
8969 {STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
8970 {STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
8971 {STATE_TEXTURESTAGE(3, WINED3D_TSS_RESULT_ARG
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
8972 {STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
8973 {STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
8974 {STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
8975 {STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
8976 {STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
8977 {STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
8978 {STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
8979 {STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
8980 {STATE_TEXTURESTAGE(4, WINED3D_TSS_RESULT_ARG
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
8981 {STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
8982 {STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
8983 {STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
8984 {STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
8985 {STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
8986 {STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
8987 {STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
8988 {STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
8989 {STATE_TEXTURESTAGE(5, WINED3D_TSS_RESULT_ARG
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
8990 {STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
8991 {STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
8992 {STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
8993 {STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
8994 {STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
8995 {STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
8996 {STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
8997 {STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
8998 {STATE_TEXTURESTAGE(6, WINED3D_TSS_RESULT_ARG
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
8999 {STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
9000 {STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
9001 {STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
9002 {STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
9003 {STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
9004 {STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
9005 {STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
9006 {STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
9007 {STATE_TEXTURESTAGE(7, WINED3D_TSS_RESULT_ARG
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
9008 {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), glsl_fragment_pipe_shader
}, WINED3D_GL_EXT_NONE
},
9009 {STATE_RENDER(WINED3D_RS_ALPHAFUNC
), {STATE_RENDER(WINED3D_RS_ALPHATESTENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
9010 {STATE_RENDER(WINED3D_RS_ALPHAREF
), {STATE_RENDER(WINED3D_RS_ALPHATESTENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
9011 {STATE_RENDER(WINED3D_RS_ALPHATESTENABLE
), {STATE_RENDER(WINED3D_RS_ALPHATESTENABLE
), glsl_fragment_pipe_alpha_test
}, WINED3D_GL_EXT_NONE
},
9012 {STATE_RENDER(WINED3D_RS_COLORKEYENABLE
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
9013 {STATE_COLOR_KEY
, { STATE_COLOR_KEY
, glsl_fragment_pipe_color_key
}, WINED3D_GL_EXT_NONE
},
9014 {STATE_RENDER(WINED3D_RS_FOGENABLE
), {STATE_RENDER(WINED3D_RS_FOGENABLE
), glsl_fragment_pipe_fog
}, WINED3D_GL_EXT_NONE
},
9015 {STATE_RENDER(WINED3D_RS_FOGTABLEMODE
), {STATE_RENDER(WINED3D_RS_FOGENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
9016 {STATE_RENDER(WINED3D_RS_FOGVERTEXMODE
), {STATE_RENDER(WINED3D_RS_FOGENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
9017 {STATE_RENDER(WINED3D_RS_FOGSTART
), {STATE_RENDER(WINED3D_RS_FOGSTART
), glsl_fragment_pipe_fogparams
}, WINED3D_GL_EXT_NONE
},
9018 {STATE_RENDER(WINED3D_RS_FOGEND
), {STATE_RENDER(WINED3D_RS_FOGSTART
), NULL
}, WINED3D_GL_EXT_NONE
},
9019 {STATE_RENDER(WINED3D_RS_SRGBWRITEENABLE
), {STATE_RENDER(WINED3D_RS_SRGBWRITEENABLE
), state_srgbwrite
}, ARB_FRAMEBUFFER_SRGB
},
9020 {STATE_RENDER(WINED3D_RS_SRGBWRITEENABLE
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
9021 {STATE_RENDER(WINED3D_RS_FOGCOLOR
), {STATE_RENDER(WINED3D_RS_FOGCOLOR
), glsl_fragment_pipe_fogparams
}, WINED3D_GL_EXT_NONE
},
9022 {STATE_RENDER(WINED3D_RS_FOGDENSITY
), {STATE_RENDER(WINED3D_RS_FOGDENSITY
), glsl_fragment_pipe_fogparams
}, WINED3D_GL_EXT_NONE
},
9023 {STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE
), {STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE
), glsl_fragment_pipe_shader
}, ARB_POINT_SPRITE
},
9024 {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
},
9025 {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
},
9026 {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
},
9027 {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
},
9028 {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
},
9029 {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
},
9030 {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
},
9031 {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
},
9032 {STATE_TEXTURESTAGE(0, WINED3D_TSS_CONSTANT
), {STATE_TEXTURESTAGE(0, WINED3D_TSS_CONSTANT
), glsl_fragment_pipe_invalidate_constants
}, WINED3D_GL_EXT_NONE
},
9033 {STATE_TEXTURESTAGE(1, WINED3D_TSS_CONSTANT
), {STATE_TEXTURESTAGE(1, WINED3D_TSS_CONSTANT
), glsl_fragment_pipe_invalidate_constants
}, WINED3D_GL_EXT_NONE
},
9034 {STATE_TEXTURESTAGE(2, WINED3D_TSS_CONSTANT
), {STATE_TEXTURESTAGE(2, WINED3D_TSS_CONSTANT
), glsl_fragment_pipe_invalidate_constants
}, WINED3D_GL_EXT_NONE
},
9035 {STATE_TEXTURESTAGE(3, WINED3D_TSS_CONSTANT
), {STATE_TEXTURESTAGE(3, WINED3D_TSS_CONSTANT
), glsl_fragment_pipe_invalidate_constants
}, WINED3D_GL_EXT_NONE
},
9036 {STATE_TEXTURESTAGE(4, WINED3D_TSS_CONSTANT
), {STATE_TEXTURESTAGE(4, WINED3D_TSS_CONSTANT
), glsl_fragment_pipe_invalidate_constants
}, WINED3D_GL_EXT_NONE
},
9037 {STATE_TEXTURESTAGE(5, WINED3D_TSS_CONSTANT
), {STATE_TEXTURESTAGE(5, WINED3D_TSS_CONSTANT
), glsl_fragment_pipe_invalidate_constants
}, WINED3D_GL_EXT_NONE
},
9038 {STATE_TEXTURESTAGE(6, WINED3D_TSS_CONSTANT
), {STATE_TEXTURESTAGE(6, WINED3D_TSS_CONSTANT
), glsl_fragment_pipe_invalidate_constants
}, WINED3D_GL_EXT_NONE
},
9039 {STATE_TEXTURESTAGE(7, WINED3D_TSS_CONSTANT
), {STATE_TEXTURESTAGE(7, WINED3D_TSS_CONSTANT
), glsl_fragment_pipe_invalidate_constants
}, WINED3D_GL_EXT_NONE
},
9040 {STATE_RENDER(WINED3D_RS_SPECULARENABLE
), {STATE_RENDER(WINED3D_RS_SPECULARENABLE
), glsl_fragment_pipe_invalidate_constants
}, WINED3D_GL_EXT_NONE
},
9041 {STATE_POINT_ENABLE
, {STATE_POINT_ENABLE
, glsl_fragment_pipe_shader
}, WINED3D_GL_EXT_NONE
},
9042 {STATE_RENDER(WINED3D_RS_SHADEMODE
), {STATE_RENDER(WINED3D_RS_SHADEMODE
), state_shademode
}, WINED3D_GL_LEGACY_CONTEXT
},
9043 {STATE_RENDER(WINED3D_RS_SHADEMODE
), {STATE_RENDER(WINED3D_RS_SHADEMODE
), glsl_fragment_pipe_shademode
}, WINED3D_GL_EXT_NONE
},
9044 {0 /* Terminate */, {0, 0 }, WINED3D_GL_EXT_NONE
},
9047 static BOOL
glsl_fragment_pipe_alloc_context_data(struct wined3d_context
*context
)
9052 static void glsl_fragment_pipe_free_context_data(struct wined3d_context
*context
)
9056 const struct fragment_pipeline glsl_fragment_pipe
=
9058 glsl_fragment_pipe_enable
,
9059 glsl_fragment_pipe_get_caps
,
9060 glsl_fragment_pipe_get_emul_mask
,
9061 glsl_fragment_pipe_alloc
,
9062 glsl_fragment_pipe_free
,
9063 glsl_fragment_pipe_alloc_context_data
,
9064 glsl_fragment_pipe_free_context_data
,
9065 shader_glsl_color_fixup_supported
,
9066 glsl_fragment_pipe_state_template
,