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.
35 #include "wined3d_private.h"
36 #include "wined3d_gl.h"
38 WINE_DEFAULT_DEBUG_CHANNEL(d3d_shader
);
39 WINE_DECLARE_DEBUG_CHANNEL(d3d
);
40 WINE_DECLARE_DEBUG_CHANNEL(winediag
);
42 #define WINED3D_GLSL_SAMPLE_PROJECTED 0x01
43 #define WINED3D_GLSL_SAMPLE_LOD 0x02
44 #define WINED3D_GLSL_SAMPLE_GRAD 0x04
45 #define WINED3D_GLSL_SAMPLE_LOAD 0x08
46 #define WINED3D_GLSL_SAMPLE_OFFSET 0x10
50 unsigned int coord_size
;
51 unsigned int resinfo_size
;
52 const char *type_part
;
54 resource_type_info
[] =
56 {0, 0, ""}, /* WINED3D_SHADER_RESOURCE_NONE */
57 {1, 1, "Buffer"}, /* WINED3D_SHADER_RESOURCE_BUFFER */
58 {1, 1, "1D"}, /* WINED3D_SHADER_RESOURCE_TEXTURE_1D */
59 {2, 2, "2D"}, /* WINED3D_SHADER_RESOURCE_TEXTURE_2D */
60 {2, 2, ""}, /* WINED3D_SHADER_RESOURCE_TEXTURE_2DMS */
61 {3, 3, "3D"}, /* WINED3D_SHADER_RESOURCE_TEXTURE_3D */
62 {3, 2, "Cube"}, /* WINED3D_SHADER_RESOURCE_TEXTURE_CUBE */
63 {2, 2, ""}, /* WINED3D_SHADER_RESOURCE_TEXTURE_1DARRAY */
64 {3, 3, "2DArray"}, /* WINED3D_SHADER_RESOURCE_TEXTURE_2DARRAY */
65 {3, 3, ""}, /* WINED3D_SHADER_RESOURCE_TEXTURE_2DMSARRAY */
66 {4, 3, ""}, /* WINED3D_SHADER_RESOURCE_TEXTURE_CUBEARRAY */
71 enum wined3d_data_type data_type
;
72 const char *glsl_scalar_type
;
73 const char *glsl_vector_type
;
75 component_type_info
[] =
77 {WINED3D_DATA_FLOAT
, "float", "vec"}, /* WINED3D_TYPE_UNKNOWN */
78 {WINED3D_DATA_UINT
, "uint", "uvec"}, /* WINED3D_TYPE_UINT */
79 {WINED3D_DATA_INT
, "int", "ivec"}, /* WINED3D_TYPE_INT */
80 {WINED3D_DATA_FLOAT
, "float", "vec"}, /* WINED3D_TYPE_FLOAT */
94 struct glsl_sample_function
96 struct wined3d_string_buffer
*name
;
97 unsigned int coord_mask
;
98 unsigned int deriv_mask
;
99 enum wined3d_data_type data_type
;
100 BOOL output_single_component
;
101 unsigned int offset_size
;
106 HEAP_NODE_TRAVERSE_LEFT
,
107 HEAP_NODE_TRAVERSE_RIGHT
,
111 struct constant_entry
114 unsigned int version
;
119 struct constant_entry
*entries
;
121 unsigned int *positions
;
125 /* GLSL shader private data */
126 struct shader_glsl_priv
128 struct wined3d_string_buffer shader_buffer
;
129 struct wined3d_string_buffer_list string_buffers
;
130 struct wine_rb_tree program_lookup
;
131 struct constant_heap vconst_heap
;
132 struct constant_heap pconst_heap
;
133 unsigned char *stack
;
134 UINT next_constant_version
;
136 const struct wined3d_vertex_pipe_ops
*vertex_pipe
;
137 const struct wined3d_fragment_pipe_ops
*fragment_pipe
;
138 struct wine_rb_tree ffp_vertex_shaders
;
139 struct wine_rb_tree ffp_fragment_shaders
;
140 BOOL ffp_proj_control
;
141 BOOL legacy_lighting
;
144 struct glsl_vs_program
146 struct list shader_entry
;
148 GLenum vertex_color_clamp
;
149 GLint uniform_f_locations
[WINED3D_MAX_VS_CONSTS_F
];
150 GLint uniform_i_locations
[WINED3D_MAX_CONSTS_I
];
151 GLint uniform_b_locations
[WINED3D_MAX_CONSTS_B
];
152 GLint pos_fixup_location
;
153 GLint base_vertex_id_location
;
155 GLint modelview_matrix_location
[MAX_VERTEX_BLENDS
];
156 GLint projection_matrix_location
;
157 GLint normal_matrix_location
;
158 GLint texture_matrix_location
[WINED3D_MAX_TEXTURES
];
159 GLint material_ambient_location
;
160 GLint material_diffuse_location
;
161 GLint material_specular_location
;
162 GLint material_emissive_location
;
163 GLint material_shininess_location
;
164 GLint light_ambient_location
;
179 } light_location
[WINED3D_MAX_ACTIVE_LIGHTS
];
180 GLint pointsize_location
;
181 GLint pointsize_min_location
;
182 GLint pointsize_max_location
;
183 GLint pointsize_c_att_location
;
184 GLint pointsize_l_att_location
;
185 GLint pointsize_q_att_location
;
186 GLint clip_planes_location
;
189 struct glsl_hs_program
191 struct list shader_entry
;
195 struct glsl_ds_program
197 struct list shader_entry
;
200 GLint pos_fixup_location
;
203 struct glsl_gs_program
205 struct list shader_entry
;
208 GLint pos_fixup_location
;
211 struct glsl_ps_program
213 struct list shader_entry
;
215 GLint uniform_f_locations
[WINED3D_MAX_PS_CONSTS_F
];
216 GLint uniform_i_locations
[WINED3D_MAX_CONSTS_I
];
217 GLint uniform_b_locations
[WINED3D_MAX_CONSTS_B
];
218 GLint bumpenv_mat_location
[WINED3D_MAX_TEXTURES
];
219 GLint bumpenv_lum_scale_location
[WINED3D_MAX_TEXTURES
];
220 GLint bumpenv_lum_offset_location
[WINED3D_MAX_TEXTURES
];
221 GLint tss_constant_location
[WINED3D_MAX_TEXTURES
];
222 GLint tex_factor_location
;
223 GLint specular_enable_location
;
224 GLint fog_color_location
;
225 GLint fog_density_location
;
226 GLint fog_end_location
;
227 GLint fog_scale_location
;
228 GLint alpha_test_ref_location
;
229 GLint ycorrection_location
;
230 GLint np2_fixup_location
;
231 GLint color_key_location
;
232 const struct ps_np2fixup_info
*np2_fixup_info
;
235 struct glsl_cs_program
237 struct list shader_entry
;
241 /* Struct to maintain data about a linked GLSL program */
242 struct glsl_shader_prog_link
244 struct wine_rb_entry program_lookup_entry
;
245 struct glsl_vs_program vs
;
246 struct glsl_hs_program hs
;
247 struct glsl_ds_program ds
;
248 struct glsl_gs_program gs
;
249 struct glsl_ps_program ps
;
250 struct glsl_cs_program cs
;
252 DWORD constant_update_mask
;
253 unsigned int constant_version
;
254 DWORD shader_controlled_clip_distances
: 1;
255 DWORD clip_distance_mask
: 8; /* WINED3D_MAX_CLIP_DISTANCES, 8 */
259 struct glsl_program_key
269 struct shader_glsl_ctx_priv
271 const struct wined3d_gl_info
*gl_info
;
272 const struct vs_compile_args
*cur_vs_args
;
273 const struct ds_compile_args
*cur_ds_args
;
274 const struct ps_compile_args
*cur_ps_args
;
275 struct ps_np2fixup_info
*cur_np2fixup_info
;
276 struct wined3d_string_buffer_list
*string_buffers
;
279 struct glsl_context_data
281 struct glsl_shader_prog_link
*glsl_program
;
282 GLenum vertex_color_clamp
;
283 BOOL rasterization_disabled
;
286 struct glsl_ps_compiled_shader
288 struct ps_compile_args args
;
289 struct ps_np2fixup_info np2fixup
;
293 struct glsl_vs_compiled_shader
295 struct vs_compile_args args
;
299 struct glsl_hs_compiled_shader
304 struct glsl_ds_compiled_shader
306 struct ds_compile_args args
;
310 struct glsl_gs_compiled_shader
312 struct gs_compile_args args
;
316 struct glsl_cs_compiled_shader
321 struct glsl_shader_private
325 struct glsl_vs_compiled_shader
*vs
;
326 struct glsl_hs_compiled_shader
*hs
;
327 struct glsl_ds_compiled_shader
*ds
;
328 struct glsl_gs_compiled_shader
*gs
;
329 struct glsl_ps_compiled_shader
*ps
;
330 struct glsl_cs_compiled_shader
*cs
;
332 unsigned int num_gl_shaders
, shader_array_size
;
335 struct glsl_ffp_vertex_shader
337 struct wined3d_ffp_vs_desc desc
;
339 struct list linked_programs
;
342 struct glsl_ffp_fragment_shader
344 struct ffp_frag_desc entry
;
346 struct list linked_programs
;
349 struct glsl_ffp_destroy_ctx
351 struct shader_glsl_priv
*priv
;
352 const struct wined3d_context_gl
*context_gl
;
355 static void shader_glsl_generate_shader_epilogue(const struct wined3d_shader_context
*ctx
);
357 static const char *debug_gl_shader_type(GLenum type
)
361 #define WINED3D_TO_STR(u) case u: return #u
362 WINED3D_TO_STR(GL_VERTEX_SHADER
);
363 WINED3D_TO_STR(GL_TESS_CONTROL_SHADER
);
364 WINED3D_TO_STR(GL_TESS_EVALUATION_SHADER
);
365 WINED3D_TO_STR(GL_GEOMETRY_SHADER
);
366 WINED3D_TO_STR(GL_FRAGMENT_SHADER
);
367 WINED3D_TO_STR(GL_COMPUTE_SHADER
);
368 #undef WINED3D_TO_STR
370 return wine_dbg_sprintf("UNKNOWN(%#x)", type
);
374 static const char *shader_glsl_get_prefix(enum wined3d_shader_type type
)
378 case WINED3D_SHADER_TYPE_VERTEX
:
381 case WINED3D_SHADER_TYPE_HULL
:
384 case WINED3D_SHADER_TYPE_DOMAIN
:
387 case WINED3D_SHADER_TYPE_GEOMETRY
:
390 case WINED3D_SHADER_TYPE_PIXEL
:
393 case WINED3D_SHADER_TYPE_COMPUTE
:
397 FIXME("Unhandled shader type %#x.\n", type
);
402 static unsigned int shader_glsl_get_version(const struct wined3d_gl_info
*gl_info
)
404 if (gl_info
->glsl_version
>= MAKEDWORD_VERSION(4, 40))
406 else if (gl_info
->glsl_version
>= MAKEDWORD_VERSION(1, 50))
408 else if (gl_info
->glsl_version
>= MAKEDWORD_VERSION(1, 30))
414 static void shader_glsl_add_version_declaration(struct wined3d_string_buffer
*buffer
,
415 const struct wined3d_gl_info
*gl_info
)
417 shader_addline(buffer
, "#version %u\n", shader_glsl_get_version(gl_info
));
420 static unsigned int shader_glsl_full_ffp_varyings(const struct wined3d_gl_info
*gl_info
)
422 /* On core profile we have to also count diffuse and specular colours and
423 * the fog coordinate. */
424 return gl_info
->limits
.glsl_varyings
>= (gl_info
->supported
[WINED3D_GL_LEGACY_CONTEXT
]
425 ? WINED3D_MAX_TEXTURES
* 4 : (WINED3D_MAX_TEXTURES
+ 2) * 4 + 1);
428 static void shader_glsl_append_imm_vec(struct wined3d_string_buffer
*buffer
,
429 const float *values
, unsigned int size
, const struct wined3d_gl_info
*gl_info
)
431 const int *int_values
= (const int *)values
;
435 if (!gl_info
->supported
[ARB_SHADER_BIT_ENCODING
])
438 shader_addline(buffer
, "vec%u(", size
);
440 for (i
= 0; i
< size
; ++i
)
442 wined3d_ftoa(values
[i
], str
);
443 shader_addline(buffer
, i
? ", %s" : "%s", str
);
447 shader_addline(buffer
, ")");
452 shader_addline(buffer
, "intBitsToFloat(");
454 shader_addline(buffer
, "ivec%u(", size
);
456 for (i
= 0; i
< size
; ++i
)
458 wined3d_ftoa(values
[i
], str
);
459 shader_addline(buffer
, i
? ", %#x /* %s */" : "%#x /* %s */", int_values
[i
], str
);
463 shader_addline(buffer
, ")");
464 shader_addline(buffer
, ")");
467 static void shader_glsl_append_imm_ivec(struct wined3d_string_buffer
*buffer
,
468 const int *values
, unsigned int size
)
472 if (!size
|| size
> 4)
474 ERR("Invalid vector size %u.\n", size
);
479 shader_addline(buffer
, "ivec%u(", size
);
481 for (i
= 0; i
< size
; ++i
)
482 shader_addline(buffer
, i
? ", %#x" : "%#x", values
[i
]);
485 shader_addline(buffer
, ")");
488 /* Context activation is done by the caller. */
489 void print_glsl_info_log(const struct wined3d_gl_info
*gl_info
, GLuint id
, BOOL program
)
494 if (!WARN_ON(d3d_shader
) && !FIXME_ON(d3d_shader
))
498 GL_EXTCALL(glGetProgramiv(id
, GL_INFO_LOG_LENGTH
, &length
));
500 GL_EXTCALL(glGetShaderiv(id
, GL_INFO_LOG_LENGTH
, &length
));
502 /* A size of 1 is just a null-terminated string, so the log should be bigger than
503 * that if there are errors. */
506 const char *ptr
, *end
, *line
;
508 log
= heap_alloc(length
);
510 GL_EXTCALL(glGetProgramInfoLog(id
, length
, NULL
, log
));
512 GL_EXTCALL(glGetShaderInfoLog(id
, length
, NULL
, log
));
515 /* The info log is supposed to be zero-terminated. Note that at least
516 * some versions of fglrx don't terminate the string properly. The
517 * reported length does include the supposed terminator though, so we
518 * don't care here. */
519 end
= &ptr
[length
- 1];
520 if (gl_info
->quirks
& WINED3D_QUIRK_INFO_LOG_SPAM
)
522 WARN("Info log received from GLSL shader #%u:\n", id
);
523 while ((line
= wined3d_get_line(&ptr
, end
)))
525 WARN(" %.*s", (int)(ptr
- line
), line
);
530 FIXME("Info log received from GLSL shader #%u:\n", id
);
531 while ((line
= wined3d_get_line(&ptr
, end
)))
533 FIXME(" %.*s", (int)(ptr
- line
), line
);
540 /* Context activation is done by the caller. */
541 static void shader_glsl_compile(const struct wined3d_gl_info
*gl_info
, GLuint shader
, const char *src
)
543 const char *ptr
, *end
, *line
;
545 TRACE("Compiling shader object %u.\n", shader
);
547 if (TRACE_ON(d3d_shader
))
550 end
= ptr
+ strlen(ptr
);
551 while ((line
= wined3d_get_line(&ptr
, end
)))
553 TRACE_(d3d_shader
)(" %.*s", (int)(ptr
- line
), line
);
557 GL_EXTCALL(glShaderSource(shader
, 1, &src
, NULL
));
558 checkGLcall("glShaderSource");
559 GL_EXTCALL(glCompileShader(shader
));
560 checkGLcall("glCompileShader");
561 print_glsl_info_log(gl_info
, shader
, FALSE
);
564 /* Context activation is done by the caller. */
565 static void shader_glsl_dump_program_source(const struct wined3d_gl_info
*gl_info
, GLuint program
)
567 GLint i
, shader_count
, source_size
= -1;
571 GL_EXTCALL(glGetProgramiv(program
, GL_ATTACHED_SHADERS
, &shader_count
));
572 if (!(shaders
= heap_calloc(shader_count
, sizeof(*shaders
))))
574 ERR("Failed to allocate shader array memory.\n");
578 GL_EXTCALL(glGetAttachedShaders(program
, shader_count
, NULL
, shaders
));
579 for (i
= 0; i
< shader_count
; ++i
)
581 const char *ptr
, *end
, *line
;
584 GL_EXTCALL(glGetShaderiv(shaders
[i
], GL_SHADER_SOURCE_LENGTH
, &tmp
));
586 if (source_size
< tmp
)
590 if (!(source
= heap_alloc(tmp
)))
592 ERR("Failed to allocate %d bytes for shader source.\n", tmp
);
599 GL_EXTCALL(glGetShaderSource(shaders
[i
], source_size
, NULL
, source
));
603 FIXME("Shader %u:\n", shaders
[i
]);
604 GL_EXTCALL(glGetShaderiv(shaders
[i
], GL_SHADER_TYPE
, &tmp
));
605 FIXME(" GL_SHADER_TYPE: %s.\n", debug_gl_shader_type(tmp
));
606 GL_EXTCALL(glGetShaderiv(shaders
[i
], GL_COMPILE_STATUS
, &tmp
));
607 FIXME(" GL_COMPILE_STATUS: %d.\n", tmp
);
609 while ((line
= wined3d_get_line(&ptr
, end
)))
611 FIXME(" %.*s", (int)(ptr
- line
), line
);
620 /* Context activation is done by the caller. */
621 void shader_glsl_validate_link(const struct wined3d_gl_info
*gl_info
, GLuint program
)
625 if (!TRACE_ON(d3d_shader
) && !FIXME_ON(d3d_shader
))
628 GL_EXTCALL(glGetProgramiv(program
, GL_LINK_STATUS
, &tmp
));
631 FIXME("Program %u link status invalid.\n", program
);
632 shader_glsl_dump_program_source(gl_info
, program
);
635 print_glsl_info_log(gl_info
, program
, TRUE
);
638 static BOOL
shader_glsl_use_layout_qualifier(const struct wined3d_gl_info
*gl_info
)
640 /* Layout qualifiers were introduced in GLSL 1.40. The Nvidia Legacy GPU
641 * driver (series 340.xx) doesn't parse layout qualifiers in older GLSL
643 return shader_glsl_get_version(gl_info
) >= 140;
646 static BOOL
shader_glsl_use_layout_binding_qualifier(const struct wined3d_gl_info
*gl_info
)
648 return gl_info
->supported
[ARB_SHADING_LANGUAGE_420PACK
] && shader_glsl_use_layout_qualifier(gl_info
);
651 static void shader_glsl_init_uniform_block_bindings(const struct wined3d_gl_info
*gl_info
,
652 struct shader_glsl_priv
*priv
, GLuint program_id
,
653 const struct wined3d_shader_reg_maps
*reg_maps
)
655 const char *prefix
= shader_glsl_get_prefix(reg_maps
->shader_version
.type
);
656 struct wined3d_string_buffer
*name
;
657 unsigned int i
, base
, count
;
660 if (shader_glsl_use_layout_binding_qualifier(gl_info
))
663 name
= string_buffer_get(&priv
->string_buffers
);
664 wined3d_gl_limits_get_uniform_block_range(&gl_info
->limits
, reg_maps
->shader_version
.type
, &base
, &count
);
665 for (i
= 0; i
< count
; ++i
)
667 if (!reg_maps
->cb_sizes
[i
])
670 string_buffer_sprintf(name
, "block_%s_cb%u", prefix
, i
);
671 block_idx
= GL_EXTCALL(glGetUniformBlockIndex(program_id
, name
->buffer
));
672 GL_EXTCALL(glUniformBlockBinding(program_id
, block_idx
, base
+ i
));
674 checkGLcall("glUniformBlockBinding");
675 string_buffer_release(&priv
->string_buffers
, name
);
678 /* Context activation is done by the caller. */
679 static void shader_glsl_load_samplers_range(const struct wined3d_gl_info
*gl_info
,
680 struct shader_glsl_priv
*priv
, GLuint program_id
, const char *prefix
,
681 unsigned int base
, unsigned int count
, const unsigned int *tex_unit_map
)
683 struct wined3d_string_buffer
*sampler_name
= string_buffer_get(&priv
->string_buffers
);
684 unsigned int i
, mapped_unit
;
687 for (i
= 0; i
< count
; ++i
)
689 string_buffer_sprintf(sampler_name
, "%s_sampler%u", prefix
, i
);
690 name_loc
= GL_EXTCALL(glGetUniformLocation(program_id
, sampler_name
->buffer
));
694 mapped_unit
= tex_unit_map
? tex_unit_map
[base
+ i
] : base
+ i
;
695 if (mapped_unit
== WINED3D_UNMAPPED_STAGE
|| mapped_unit
>= gl_info
->limits
.combined_samplers
)
697 ERR("Trying to load sampler %s on unsupported unit %u.\n", sampler_name
->buffer
, mapped_unit
);
701 TRACE("Loading sampler %s on unit %u.\n", sampler_name
->buffer
, mapped_unit
);
702 GL_EXTCALL(glUniform1i(name_loc
, mapped_unit
));
704 checkGLcall("Load sampler bindings");
705 string_buffer_release(&priv
->string_buffers
, sampler_name
);
708 static unsigned int shader_glsl_map_tex_unit(const struct wined3d_context
*context
,
709 const struct wined3d_shader_version
*shader_version
, unsigned int sampler_idx
)
711 const struct wined3d_context_gl
*context_gl
= wined3d_context_gl_const(context
);
712 const unsigned int *tex_unit_map
;
713 unsigned int base
, count
;
715 tex_unit_map
= wined3d_context_gl_get_tex_unit_mapping(context_gl
, shader_version
, &base
, &count
);
716 if (sampler_idx
>= count
)
717 return WINED3D_UNMAPPED_STAGE
;
719 return base
+ sampler_idx
;
720 return tex_unit_map
[base
+ sampler_idx
];
723 static void shader_glsl_append_sampler_binding_qualifier(struct wined3d_string_buffer
*buffer
,
724 const struct wined3d_context
*context
, const struct wined3d_shader_version
*shader_version
,
725 unsigned int sampler_idx
)
727 unsigned int mapped_unit
= shader_glsl_map_tex_unit(context
, shader_version
, sampler_idx
);
728 if (mapped_unit
!= WINED3D_UNMAPPED_STAGE
)
729 shader_addline(buffer
, "layout(binding = %u)\n", mapped_unit
);
731 ERR("Unmapped sampler %u.\n", sampler_idx
);
734 /* Context activation is done by the caller. */
735 static void shader_glsl_load_samplers(const struct wined3d_context
*context
,
736 struct shader_glsl_priv
*priv
, GLuint program_id
, const struct wined3d_shader_reg_maps
*reg_maps
)
738 const struct wined3d_context_gl
*context_gl
= wined3d_context_gl_const(context
);
739 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
740 const struct wined3d_shader_version
*shader_version
;
741 const unsigned int *tex_unit_map
;
742 unsigned int base
, count
;
745 if (shader_glsl_use_layout_binding_qualifier(gl_info
))
748 shader_version
= reg_maps
? ®_maps
->shader_version
: NULL
;
749 prefix
= shader_glsl_get_prefix(shader_version
? shader_version
->type
: WINED3D_SHADER_TYPE_PIXEL
);
750 tex_unit_map
= wined3d_context_gl_get_tex_unit_mapping(context_gl
, shader_version
, &base
, &count
);
751 shader_glsl_load_samplers_range(gl_info
, priv
, program_id
, prefix
, base
, count
, tex_unit_map
);
754 static void shader_glsl_load_icb(const struct wined3d_gl_info
*gl_info
, struct shader_glsl_priv
*priv
,
755 GLuint program_id
, const struct wined3d_shader_reg_maps
*reg_maps
)
757 const struct wined3d_shader_immediate_constant_buffer
*icb
= reg_maps
->icb
;
761 struct wined3d_string_buffer
*icb_name
= string_buffer_get(&priv
->string_buffers
);
762 const char *prefix
= shader_glsl_get_prefix(reg_maps
->shader_version
.type
);
765 string_buffer_sprintf(icb_name
, "%s_icb", prefix
);
766 icb_location
= GL_EXTCALL(glGetUniformLocation(program_id
, icb_name
->buffer
));
767 GL_EXTCALL(glUniform4fv(icb_location
, icb
->vec4_count
, (const GLfloat
*)icb
->data
));
768 checkGLcall("Load immediate constant buffer");
770 string_buffer_release(&priv
->string_buffers
, icb_name
);
774 /* Context activation is done by the caller. */
775 static void shader_glsl_load_images(const struct wined3d_gl_info
*gl_info
, struct shader_glsl_priv
*priv
,
776 GLuint program_id
, const struct wined3d_shader_reg_maps
*reg_maps
)
778 const char *prefix
= shader_glsl_get_prefix(reg_maps
->shader_version
.type
);
779 struct wined3d_string_buffer
*name
;
783 if (shader_glsl_use_layout_binding_qualifier(gl_info
))
786 name
= string_buffer_get(&priv
->string_buffers
);
787 for (i
= 0; i
< MAX_UNORDERED_ACCESS_VIEWS
; ++i
)
789 if (!reg_maps
->uav_resource_info
[i
].type
)
792 string_buffer_sprintf(name
, "%s_image%u", prefix
, i
);
793 location
= GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
797 TRACE("Loading image %s on unit %u.\n", name
->buffer
, i
);
798 GL_EXTCALL(glUniform1i(location
, i
));
800 checkGLcall("Load image bindings");
801 string_buffer_release(&priv
->string_buffers
, name
);
804 /* Context activation is done by the caller. */
805 static void shader_glsl_load_program_resources(const struct wined3d_context_gl
*context_gl
,
806 struct shader_glsl_priv
*priv
, GLuint program_id
, const struct wined3d_shader
*shader
)
808 const struct wined3d_shader_reg_maps
*reg_maps
= &shader
->reg_maps
;
810 shader_glsl_init_uniform_block_bindings(context_gl
->gl_info
, priv
, program_id
, reg_maps
);
811 shader_glsl_load_icb(context_gl
->gl_info
, priv
, program_id
, reg_maps
);
812 /* Texture unit mapping is set up to be the same each time the shader
813 * program is used so we can hardcode the sampler uniform values. */
814 shader_glsl_load_samplers(&context_gl
->c
, priv
, program_id
, reg_maps
);
817 static void append_transform_feedback_varying(const char **varyings
, unsigned int *varying_count
,
818 char **strings
, unsigned int *strings_length
, struct wined3d_string_buffer
*buffer
)
820 if (varyings
&& *strings
)
822 char *ptr
= *strings
;
824 varyings
[*varying_count
] = ptr
;
826 memcpy(ptr
, buffer
->buffer
, buffer
->content_size
+ 1);
827 ptr
+= buffer
->content_size
+ 1;
832 *strings_length
+= buffer
->content_size
+ 1;
836 static void append_transform_feedback_skip_components(const char **varyings
,
837 unsigned int *varying_count
, char **strings
, unsigned int *strings_length
,
838 struct wined3d_string_buffer
*buffer
, unsigned int component_count
)
842 for (j
= 0; j
< component_count
/ 4; ++j
)
844 string_buffer_sprintf(buffer
, "gl_SkipComponents4");
845 append_transform_feedback_varying(varyings
, varying_count
, strings
, strings_length
, buffer
);
847 if (component_count
% 4)
849 string_buffer_sprintf(buffer
, "gl_SkipComponents%u", component_count
% 4);
850 append_transform_feedback_varying(varyings
, varying_count
, strings
, strings_length
, buffer
);
854 static BOOL
shader_glsl_generate_transform_feedback_varyings(struct wined3d_string_buffer
*buffer
,
855 const char **varyings
, unsigned int *varying_count
, char *strings
, unsigned int *strings_length
,
856 GLenum buffer_mode
, struct wined3d_shader
*shader
)
858 const struct wined3d_stream_output_desc
*so_desc
= shader
->u
.gs
.so_desc
;
859 unsigned int buffer_idx
, count
, length
, highest_output_slot
, stride
;
860 unsigned int i
, register_idx
, component_idx
;
861 BOOL have_varyings_to_record
= FALSE
;
864 highest_output_slot
= 0;
865 for (buffer_idx
= 0; buffer_idx
< WINED3D_MAX_STREAM_OUTPUT_BUFFERS
; ++buffer_idx
)
869 for (i
= 0; i
< so_desc
->element_count
; ++i
)
871 const struct wined3d_stream_output_element
*e
= &so_desc
->elements
[i
];
873 highest_output_slot
= max(highest_output_slot
, e
->output_slot
);
874 if (e
->output_slot
!= buffer_idx
)
879 FIXME("Unhandled stream %u.\n", e
->stream_idx
);
883 stride
+= e
->component_count
;
885 if (!e
->semantic_name
)
887 append_transform_feedback_skip_components(varyings
, &count
,
888 &strings
, &length
, buffer
, e
->component_count
);
892 if (!shader_get_stream_output_register_info(shader
, e
, ®ister_idx
, &component_idx
))
895 if (component_idx
|| e
->component_count
!= 4)
897 if (so_desc
->rasterizer_stream_idx
!= WINED3D_NO_RASTERIZER_STREAM
)
899 FIXME("Unsupported component range %u-%u.\n", component_idx
, e
->component_count
);
900 append_transform_feedback_skip_components(varyings
, &count
,
901 &strings
, &length
, buffer
, e
->component_count
);
905 string_buffer_sprintf(buffer
, "shader_in_out.reg%u_%u_%u",
906 register_idx
, component_idx
, component_idx
+ e
->component_count
- 1);
907 append_transform_feedback_varying(varyings
, &count
, &strings
, &length
, buffer
);
911 string_buffer_sprintf(buffer
, "shader_in_out.reg%u", register_idx
);
912 append_transform_feedback_varying(varyings
, &count
, &strings
, &length
, buffer
);
915 have_varyings_to_record
= TRUE
;
918 if (buffer_idx
< so_desc
->buffer_stride_count
919 && stride
< so_desc
->buffer_strides
[buffer_idx
] / 4)
921 unsigned int component_count
= so_desc
->buffer_strides
[buffer_idx
] / 4 - stride
;
922 append_transform_feedback_skip_components(varyings
, &count
,
923 &strings
, &length
, buffer
, component_count
);
926 if (highest_output_slot
<= buffer_idx
)
929 if (buffer_mode
== GL_INTERLEAVED_ATTRIBS
)
931 string_buffer_sprintf(buffer
, "gl_NextBuffer");
932 append_transform_feedback_varying(varyings
, &count
, &strings
, &length
, buffer
);
937 *varying_count
= count
;
939 *strings_length
= length
;
941 return have_varyings_to_record
;
944 static void shader_glsl_init_transform_feedback(const struct wined3d_context_gl
*context_gl
,
945 struct shader_glsl_priv
*priv
, GLuint program_id
, struct wined3d_shader
*shader
)
947 const struct wined3d_stream_output_desc
*so_desc
= shader
->u
.gs
.so_desc
;
948 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
949 struct wined3d_string_buffer
*buffer
;
950 unsigned int i
, count
, length
;
951 const char **varyings
;
958 if (gl_info
->supported
[ARB_TRANSFORM_FEEDBACK3
])
960 mode
= GL_INTERLEAVED_ATTRIBS
;
964 unsigned int element_count
[WINED3D_MAX_STREAM_OUTPUT_BUFFERS
] = {0};
966 for (i
= 0; i
< so_desc
->element_count
; ++i
)
968 if (!so_desc
->elements
[i
].semantic_name
)
970 FIXME("ARB_transform_feedback3 is needed for stream output gaps.\n");
973 ++element_count
[so_desc
->elements
[i
].output_slot
];
976 if (element_count
[0] == so_desc
->element_count
)
978 mode
= GL_INTERLEAVED_ATTRIBS
;
982 mode
= GL_SEPARATE_ATTRIBS
;
983 for (i
= 0; i
< ARRAY_SIZE(element_count
); ++i
)
985 if (element_count
[i
] != 1)
988 for (; i
< ARRAY_SIZE(element_count
); ++i
)
990 if (element_count
[i
])
992 FIXME("Only single element per buffer is allowed in separate mode.\n");
999 buffer
= string_buffer_get(&priv
->string_buffers
);
1001 if (!shader_glsl_generate_transform_feedback_varyings(buffer
, NULL
, &count
, NULL
, &length
, mode
, shader
))
1003 FIXME("No varyings to record, disabling transform feedback.\n");
1004 shader
->u
.gs
.so_desc
= NULL
;
1005 string_buffer_release(&priv
->string_buffers
, buffer
);
1009 if (!(varyings
= heap_calloc(count
, sizeof(*varyings
))))
1011 ERR("Out of memory.\n");
1012 string_buffer_release(&priv
->string_buffers
, buffer
);
1015 if (!(strings
= heap_calloc(length
, sizeof(*strings
))))
1017 ERR("Out of memory.\n");
1018 heap_free(varyings
);
1019 string_buffer_release(&priv
->string_buffers
, buffer
);
1023 shader_glsl_generate_transform_feedback_varyings(buffer
, varyings
, NULL
, strings
, NULL
, mode
, shader
);
1024 GL_EXTCALL(glTransformFeedbackVaryings(program_id
, count
, varyings
, mode
));
1025 checkGLcall("glTransformFeedbackVaryings");
1027 heap_free(varyings
);
1029 string_buffer_release(&priv
->string_buffers
, buffer
);
1032 /* Context activation is done by the caller. */
1033 static void walk_constant_heap(const struct wined3d_gl_info
*gl_info
, const struct wined3d_vec4
*constants
,
1034 const GLint
*constant_locations
, const struct constant_heap
*heap
, unsigned char *stack
, DWORD version
)
1036 unsigned int start
= ~0U, end
= 0;
1038 unsigned int heap_idx
= 1;
1041 if (heap
->entries
[heap_idx
].version
<= version
) return;
1043 idx
= heap
->entries
[heap_idx
].idx
;
1044 if (constant_locations
[idx
] != -1)
1046 stack
[stack_idx
] = HEAP_NODE_TRAVERSE_LEFT
;
1048 while (stack_idx
>= 0)
1050 /* Note that we fall through to the next case statement. */
1051 switch(stack
[stack_idx
])
1053 case HEAP_NODE_TRAVERSE_LEFT
:
1055 unsigned int left_idx
= heap_idx
<< 1;
1056 if (left_idx
< heap
->size
&& heap
->entries
[left_idx
].version
> version
)
1058 heap_idx
= left_idx
;
1059 idx
= heap
->entries
[heap_idx
].idx
;
1060 if (constant_locations
[idx
] != -1)
1068 stack
[stack_idx
++] = HEAP_NODE_TRAVERSE_RIGHT
;
1069 stack
[stack_idx
] = HEAP_NODE_TRAVERSE_LEFT
;
1074 case HEAP_NODE_TRAVERSE_RIGHT
:
1076 unsigned int right_idx
= (heap_idx
<< 1) + 1;
1077 if (right_idx
< heap
->size
&& heap
->entries
[right_idx
].version
> version
)
1079 heap_idx
= right_idx
;
1080 idx
= heap
->entries
[heap_idx
].idx
;
1081 if (constant_locations
[idx
] != -1)
1089 stack
[stack_idx
++] = HEAP_NODE_POP
;
1090 stack
[stack_idx
] = HEAP_NODE_TRAVERSE_LEFT
;
1102 GL_EXTCALL(glUniform4fv(constant_locations
[start
], end
- start
+ 1, &constants
[start
].x
));
1103 checkGLcall("walk_constant_heap()");
1106 /* Context activation is done by the caller. */
1107 static void apply_clamped_constant(const struct wined3d_gl_info
*gl_info
,
1108 GLint location
, const struct wined3d_vec4
*data
)
1110 GLfloat clamped_constant
[4];
1112 if (location
== -1) return;
1114 clamped_constant
[0] = data
->x
< -1.0f
? -1.0f
: data
->x
> 1.0f
? 1.0f
: data
->x
;
1115 clamped_constant
[1] = data
->y
< -1.0f
? -1.0f
: data
->y
> 1.0f
? 1.0f
: data
->y
;
1116 clamped_constant
[2] = data
->z
< -1.0f
? -1.0f
: data
->z
> 1.0f
? 1.0f
: data
->z
;
1117 clamped_constant
[3] = data
->w
< -1.0f
? -1.0f
: data
->w
> 1.0f
? 1.0f
: data
->w
;
1119 GL_EXTCALL(glUniform4fv(location
, 1, clamped_constant
));
1122 /* Context activation is done by the caller. */
1123 static void walk_constant_heap_clamped(const struct wined3d_gl_info
*gl_info
,
1124 const struct wined3d_vec4
*constants
, const GLint
*constant_locations
,
1125 const struct constant_heap
*heap
, unsigned char *stack
, DWORD version
)
1128 unsigned int heap_idx
= 1;
1131 if (heap
->entries
[heap_idx
].version
<= version
) return;
1133 idx
= heap
->entries
[heap_idx
].idx
;
1134 apply_clamped_constant(gl_info
, constant_locations
[idx
], &constants
[idx
]);
1135 stack
[stack_idx
] = HEAP_NODE_TRAVERSE_LEFT
;
1137 while (stack_idx
>= 0)
1139 /* Note that we fall through to the next case statement. */
1140 switch(stack
[stack_idx
])
1142 case HEAP_NODE_TRAVERSE_LEFT
:
1144 unsigned int left_idx
= heap_idx
<< 1;
1145 if (left_idx
< heap
->size
&& heap
->entries
[left_idx
].version
> version
)
1147 heap_idx
= left_idx
;
1148 idx
= heap
->entries
[heap_idx
].idx
;
1149 apply_clamped_constant(gl_info
, constant_locations
[idx
], &constants
[idx
]);
1151 stack
[stack_idx
++] = HEAP_NODE_TRAVERSE_RIGHT
;
1152 stack
[stack_idx
] = HEAP_NODE_TRAVERSE_LEFT
;
1157 case HEAP_NODE_TRAVERSE_RIGHT
:
1159 unsigned int right_idx
= (heap_idx
<< 1) + 1;
1160 if (right_idx
< heap
->size
&& heap
->entries
[right_idx
].version
> version
)
1162 heap_idx
= right_idx
;
1163 idx
= heap
->entries
[heap_idx
].idx
;
1164 apply_clamped_constant(gl_info
, constant_locations
[idx
], &constants
[idx
]);
1166 stack
[stack_idx
++] = HEAP_NODE_POP
;
1167 stack
[stack_idx
] = HEAP_NODE_TRAVERSE_LEFT
;
1178 checkGLcall("walk_constant_heap_clamped()");
1181 /* Context activation is done by the caller. */
1182 static void shader_glsl_load_constants_f(const struct wined3d_shader
*shader
, struct wined3d_context_gl
*context_gl
,
1183 struct wined3d_buffer
*constant_buffer
, const GLint
*constant_locations
, const struct constant_heap
*heap
,
1184 unsigned char *stack
, unsigned int version
)
1186 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
1187 const struct wined3d_shader_lconst
*lconst
;
1189 if (constant_buffer
)
1191 const struct wined3d_vec4
*constants
= wined3d_buffer_load_sysmem(constant_buffer
, &context_gl
->c
);
1193 /* 1.X pshaders have the constants clamped to [-1;1] implicitly. */
1194 if (shader
->reg_maps
.shader_version
.major
== 1
1195 && shader
->reg_maps
.shader_version
.type
== WINED3D_SHADER_TYPE_PIXEL
)
1196 walk_constant_heap_clamped(gl_info
, constants
, constant_locations
, heap
, stack
, version
);
1198 walk_constant_heap(gl_info
, constants
, constant_locations
, heap
, stack
, version
);
1201 if (!shader
->load_local_constsF
)
1203 TRACE("No need to load local float constants for this shader.\n");
1207 /* Immediate constants are clamped to [-1;1] at shader creation time if needed */
1208 LIST_FOR_EACH_ENTRY(lconst
, &shader
->constantsF
, struct wined3d_shader_lconst
, entry
)
1210 GL_EXTCALL(glUniform4fv(constant_locations
[lconst
->idx
], 1, (const GLfloat
*)lconst
->value
));
1212 checkGLcall("glUniform4fv()");
1215 /* Context activation is done by the caller. */
1216 static void shader_glsl_load_constants_i(const struct wined3d_shader
*shader
, struct wined3d_context_gl
*context_gl
,
1217 struct wined3d_buffer
*constant_buffer
, const GLint locations
[WINED3D_MAX_CONSTS_I
], uint32_t constants_set
)
1219 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
1223 if (constant_buffer
)
1225 const struct wined3d_ivec4
*constants
= wined3d_buffer_load_sysmem(constant_buffer
, &context_gl
->c
);
1227 while (constants_set
)
1229 /* We found this uniform name in the program - go ahead and send the data */
1230 i
= wined3d_bit_scan(&constants_set
);
1231 GL_EXTCALL(glUniform4iv(locations
[i
], 1, &constants
[i
].x
));
1235 /* Load immediate constants */
1236 ptr
= list_head(&shader
->constantsI
);
1239 const struct wined3d_shader_lconst
*lconst
= LIST_ENTRY(ptr
, const struct wined3d_shader_lconst
, entry
);
1240 unsigned int idx
= lconst
->idx
;
1241 const GLint
*values
= (const GLint
*)lconst
->value
;
1243 /* We found this uniform name in the program - go ahead and send the data */
1244 GL_EXTCALL(glUniform4iv(locations
[idx
], 1, values
));
1245 ptr
= list_next(&shader
->constantsI
, ptr
);
1247 checkGLcall("glUniform4iv()");
1250 /* Context activation is done by the caller. */
1251 static void shader_glsl_load_constants_b(const struct wined3d_shader
*shader
, struct wined3d_context_gl
*context_gl
,
1252 struct wined3d_buffer
*constant_buffer
, const GLint locations
[WINED3D_MAX_CONSTS_B
], uint32_t constants_set
)
1254 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
1258 if (constant_buffer
)
1260 const BOOL
*constants
= wined3d_buffer_load_sysmem(constant_buffer
, &context_gl
->c
);
1262 while (constants_set
)
1264 i
= wined3d_bit_scan(&constants_set
);
1265 GL_EXTCALL(glUniform1iv(locations
[i
], 1, &constants
[i
]));
1269 /* Load immediate constants */
1270 ptr
= list_head(&shader
->constantsB
);
1273 const struct wined3d_shader_lconst
*lconst
= LIST_ENTRY(ptr
, const struct wined3d_shader_lconst
, entry
);
1274 unsigned int idx
= lconst
->idx
;
1275 const GLint
*values
= (const GLint
*)lconst
->value
;
1277 GL_EXTCALL(glUniform1iv(locations
[idx
], 1, values
));
1278 ptr
= list_next(&shader
->constantsB
, ptr
);
1280 checkGLcall("glUniform1iv()");
1283 static void reset_program_constant_version(struct wine_rb_entry
*entry
, void *context
)
1285 WINE_RB_ENTRY_VALUE(entry
, struct glsl_shader_prog_link
, program_lookup_entry
)->constant_version
= 0;
1288 /* Context activation is done by the caller (state handler). */
1289 static void shader_glsl_load_np2fixup_constants(const struct glsl_ps_program
*ps
,
1290 const struct wined3d_gl_info
*gl_info
, const struct wined3d_state
*state
)
1296 np2fixup_constants
[WINED3D_MAX_FRAGMENT_SAMPLERS
];
1297 UINT fixup
= ps
->np2_fixup_info
->active
;
1300 for (i
= 0; fixup
; fixup
>>= 1, ++i
)
1302 const struct wined3d_texture
*tex
= state
->textures
[i
];
1303 unsigned char idx
= ps
->np2_fixup_info
->idx
[i
];
1307 ERR("Nonexistent texture is flagged for NP2 texcoord fixup.\n");
1311 np2fixup_constants
[idx
].sx
= tex
->pow2_matrix
[0];
1312 np2fixup_constants
[idx
].sy
= tex
->pow2_matrix
[5];
1315 GL_EXTCALL(glUniform4fv(ps
->np2_fixup_location
, ps
->np2_fixup_info
->num_consts
, &np2fixup_constants
[0].sx
));
1318 static void transpose_matrix(struct wined3d_matrix
*out
, const struct wined3d_matrix
*m
)
1320 struct wined3d_matrix temp
;
1323 for (i
= 0; i
< 4; ++i
)
1324 for (j
= 0; j
< 4; ++j
)
1325 (&temp
._11
)[4 * j
+ i
] = (&m
->_11
)[4 * i
+ j
];
1330 static void shader_glsl_ffp_vertex_normalmatrix_uniform(const struct wined3d_context_gl
*context_gl
,
1331 const struct wined3d_state
*state
, struct glsl_shader_prog_link
*prog
)
1333 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
1334 struct wined3d_matrix mv
;
1337 if (prog
->vs
.normal_matrix_location
== -1)
1340 get_modelview_matrix(&context_gl
->c
, state
, 0, &mv
);
1341 compute_normal_matrix(mat
, context_gl
->c
.d3d_info
->wined3d_creation_flags
& WINED3D_LEGACY_FFP_LIGHTING
, &mv
);
1343 GL_EXTCALL(glUniformMatrix3fv(prog
->vs
.normal_matrix_location
, 1, FALSE
, mat
));
1344 checkGLcall("glUniformMatrix3fv");
1347 static void shader_glsl_ffp_vertex_texmatrix_uniform(const struct wined3d_context_gl
*context_gl
,
1348 const struct wined3d_state
*state
, unsigned int tex
, struct glsl_shader_prog_link
*prog
)
1350 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
1351 struct wined3d_matrix mat
;
1353 if (tex
>= WINED3D_MAX_TEXTURES
)
1355 if (prog
->vs
.texture_matrix_location
[tex
] == -1)
1358 get_texture_matrix(&context_gl
->c
, state
, tex
, &mat
);
1359 GL_EXTCALL(glUniformMatrix4fv(prog
->vs
.texture_matrix_location
[tex
], 1, FALSE
, &mat
._11
));
1360 checkGLcall("glUniformMatrix4fv");
1363 static void shader_glsl_ffp_vertex_material_uniform(const struct wined3d_context_gl
*context_gl
,
1364 const struct wined3d_state
*state
, struct glsl_shader_prog_link
*prog
)
1366 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
1368 if (state
->render_states
[WINED3D_RS_SPECULARENABLE
])
1370 GL_EXTCALL(glUniform4fv(prog
->vs
.material_specular_location
, 1, &state
->material
.specular
.r
));
1371 GL_EXTCALL(glUniform1f(prog
->vs
.material_shininess_location
, state
->material
.power
));
1375 static const float black
[] = {0.0f
, 0.0f
, 0.0f
, 0.0f
};
1377 GL_EXTCALL(glUniform4fv(prog
->vs
.material_specular_location
, 1, black
));
1379 GL_EXTCALL(glUniform4fv(prog
->vs
.material_ambient_location
, 1, &state
->material
.ambient
.r
));
1380 GL_EXTCALL(glUniform4fv(prog
->vs
.material_diffuse_location
, 1, &state
->material
.diffuse
.r
));
1381 GL_EXTCALL(glUniform4fv(prog
->vs
.material_emissive_location
, 1, &state
->material
.emissive
.r
));
1382 checkGLcall("setting FFP material uniforms");
1385 static void shader_glsl_ffp_vertex_lightambient_uniform(const struct wined3d_context_gl
*context_gl
,
1386 const struct wined3d_state
*state
, struct glsl_shader_prog_link
*prog
)
1388 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
1389 struct wined3d_color color
;
1391 wined3d_color_from_d3dcolor(&color
, state
->render_states
[WINED3D_RS_AMBIENT
]);
1392 GL_EXTCALL(glUniform3fv(prog
->vs
.light_ambient_location
, 1, &color
.r
));
1393 checkGLcall("glUniform3fv");
1396 static void shader_glsl_ffp_vertex_light_uniform(const struct wined3d_context_gl
*context_gl
,
1397 const struct wined3d_state
*state
, unsigned int light
, const struct wined3d_light_info
*light_info
,
1398 struct glsl_shader_prog_link
*prog
)
1400 const struct wined3d_matrix
*view
= &state
->transforms
[WINED3D_TS_VIEW
];
1401 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
1402 struct wined3d_vec4 vec4
;
1404 GL_EXTCALL(glUniform4fv(prog
->vs
.light_location
[light
].diffuse
, 1, &light_info
->OriginalParms
.diffuse
.r
));
1405 GL_EXTCALL(glUniform4fv(prog
->vs
.light_location
[light
].specular
, 1, &light_info
->OriginalParms
.specular
.r
));
1406 GL_EXTCALL(glUniform4fv(prog
->vs
.light_location
[light
].ambient
, 1, &light_info
->OriginalParms
.ambient
.r
));
1408 switch (light_info
->OriginalParms
.type
)
1410 case WINED3D_LIGHT_POINT
:
1411 wined3d_vec4_transform(&vec4
, &light_info
->position
, view
);
1412 GL_EXTCALL(glUniform4fv(prog
->vs
.light_location
[light
].position
, 1, &vec4
.x
));
1413 GL_EXTCALL(glUniform1f(prog
->vs
.light_location
[light
].range
, light_info
->OriginalParms
.range
));
1414 GL_EXTCALL(glUniform1f(prog
->vs
.light_location
[light
].c_att
, light_info
->OriginalParms
.attenuation0
));
1415 GL_EXTCALL(glUniform1f(prog
->vs
.light_location
[light
].l_att
, light_info
->OriginalParms
.attenuation1
));
1416 GL_EXTCALL(glUniform1f(prog
->vs
.light_location
[light
].q_att
, light_info
->OriginalParms
.attenuation2
));
1419 case WINED3D_LIGHT_SPOT
:
1420 wined3d_vec4_transform(&vec4
, &light_info
->position
, view
);
1421 GL_EXTCALL(glUniform4fv(prog
->vs
.light_location
[light
].position
, 1, &vec4
.x
));
1423 wined3d_vec4_transform(&vec4
, &light_info
->direction
, view
);
1424 GL_EXTCALL(glUniform3fv(prog
->vs
.light_location
[light
].direction
, 1, &vec4
.x
));
1426 GL_EXTCALL(glUniform1f(prog
->vs
.light_location
[light
].range
, light_info
->OriginalParms
.range
));
1427 GL_EXTCALL(glUniform1f(prog
->vs
.light_location
[light
].falloff
, light_info
->OriginalParms
.falloff
));
1428 GL_EXTCALL(glUniform1f(prog
->vs
.light_location
[light
].c_att
, light_info
->OriginalParms
.attenuation0
));
1429 GL_EXTCALL(glUniform1f(prog
->vs
.light_location
[light
].l_att
, light_info
->OriginalParms
.attenuation1
));
1430 GL_EXTCALL(glUniform1f(prog
->vs
.light_location
[light
].q_att
, light_info
->OriginalParms
.attenuation2
));
1431 GL_EXTCALL(glUniform1f(prog
->vs
.light_location
[light
].cos_htheta
, cosf(light_info
->OriginalParms
.theta
/ 2.0f
)));
1432 GL_EXTCALL(glUniform1f(prog
->vs
.light_location
[light
].cos_hphi
, cosf(light_info
->OriginalParms
.phi
/ 2.0f
)));
1435 case WINED3D_LIGHT_DIRECTIONAL
:
1436 wined3d_vec4_transform(&vec4
, &light_info
->direction
, view
);
1437 GL_EXTCALL(glUniform3fv(prog
->vs
.light_location
[light
].direction
, 1, &vec4
.x
));
1440 case WINED3D_LIGHT_PARALLELPOINT
:
1441 wined3d_vec4_transform(&vec4
, &light_info
->position
, view
);
1442 GL_EXTCALL(glUniform4fv(prog
->vs
.light_location
[light
].position
, 1, &vec4
.x
));
1446 FIXME("Unrecognized light type %#x.\n", light_info
->OriginalParms
.type
);
1448 checkGLcall("setting FFP lights uniforms");
1451 static void shader_glsl_pointsize_uniform(const struct wined3d_context_gl
*context_gl
,
1452 const struct wined3d_state
*state
, struct glsl_shader_prog_link
*prog
)
1454 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
1458 get_pointsize_minmax(&context_gl
->c
, state
, &min
, &max
);
1460 GL_EXTCALL(glUniform1f(prog
->vs
.pointsize_min_location
, min
));
1461 checkGLcall("glUniform1f");
1462 GL_EXTCALL(glUniform1f(prog
->vs
.pointsize_max_location
, max
));
1463 checkGLcall("glUniform1f");
1465 get_pointsize(&context_gl
->c
, state
, &size
, att
);
1467 GL_EXTCALL(glUniform1f(prog
->vs
.pointsize_location
, size
));
1468 checkGLcall("glUniform1f");
1469 GL_EXTCALL(glUniform1f(prog
->vs
.pointsize_c_att_location
, att
[0]));
1470 checkGLcall("glUniform1f");
1471 GL_EXTCALL(glUniform1f(prog
->vs
.pointsize_l_att_location
, att
[1]));
1472 checkGLcall("glUniform1f");
1473 GL_EXTCALL(glUniform1f(prog
->vs
.pointsize_q_att_location
, att
[2]));
1474 checkGLcall("glUniform1f");
1477 static void shader_glsl_load_fog_uniform(const struct wined3d_context_gl
*context_gl
,
1478 const struct wined3d_state
*state
, struct glsl_shader_prog_link
*prog
)
1480 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
1481 struct wined3d_color color
;
1482 float start
, end
, scale
;
1489 wined3d_color_from_d3dcolor(&color
, state
->render_states
[WINED3D_RS_FOGCOLOR
]);
1490 GL_EXTCALL(glUniform4fv(prog
->ps
.fog_color_location
, 1, &color
.r
));
1491 tmpvalue
.d
= state
->render_states
[WINED3D_RS_FOGDENSITY
];
1492 GL_EXTCALL(glUniform1f(prog
->ps
.fog_density_location
, tmpvalue
.f
));
1493 get_fog_start_end(&context_gl
->c
, state
, &start
, &end
);
1494 scale
= 1.0f
/ (end
- start
);
1495 GL_EXTCALL(glUniform1f(prog
->ps
.fog_end_location
, end
));
1496 GL_EXTCALL(glUniform1f(prog
->ps
.fog_scale_location
, scale
));
1497 checkGLcall("fog emulation uniforms");
1500 static void shader_glsl_clip_plane_uniform(const struct wined3d_context_gl
*context_gl
,
1501 const struct wined3d_state
*state
, unsigned int index
, struct glsl_shader_prog_link
*prog
)
1503 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
1504 struct wined3d_matrix matrix
;
1505 struct wined3d_vec4 plane
;
1507 plane
= state
->clip_planes
[index
];
1509 /* Clip planes are affected by the view transform in d3d for FFP draws. */
1512 invert_matrix(&matrix
, &state
->transforms
[WINED3D_TS_VIEW
]);
1513 transpose_matrix(&matrix
, &matrix
);
1514 wined3d_vec4_transform(&plane
, &plane
, &matrix
);
1517 GL_EXTCALL(glUniform4fv(prog
->vs
.clip_planes_location
+ index
, 1, &plane
.x
));
1520 /* Context activation is done by the caller (state handler). */
1521 static void shader_glsl_load_color_key_constant(const struct glsl_ps_program
*ps
,
1522 const struct wined3d_gl_info
*gl_info
, const struct wined3d_state
*state
)
1524 struct wined3d_color float_key
[2];
1525 const struct wined3d_texture
*texture
= state
->textures
[0];
1527 wined3d_format_get_float_color_key(texture
->resource
.format
, &texture
->async
.src_blt_color_key
, float_key
);
1528 GL_EXTCALL(glUniform4fv(ps
->color_key_location
, 2, &float_key
[0].r
));
1531 /* Context activation is done by the caller (state handler). */
1532 static void shader_glsl_load_constants(void *shader_priv
, struct wined3d_context
*context
,
1533 const struct wined3d_state
*state
)
1535 const struct wined3d_shader
*vshader
= state
->shader
[WINED3D_SHADER_TYPE_VERTEX
];
1536 const struct wined3d_shader
*pshader
= state
->shader
[WINED3D_SHADER_TYPE_PIXEL
];
1537 const struct glsl_context_data
*ctx_data
= context
->shader_backend_data
;
1538 struct wined3d_context_gl
*context_gl
= wined3d_context_gl(context
);
1539 struct glsl_shader_prog_link
*prog
= ctx_data
->glsl_program
;
1540 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
1541 float position_fixup
[4 * WINED3D_MAX_VIEWPORTS
];
1542 struct wined3d_device
*device
= context
->device
;
1543 struct shader_glsl_priv
*priv
= shader_priv
;
1544 unsigned int constant_version
;
1548 /* No GLSL program set - nothing to do. */
1552 constant_version
= prog
->constant_version
;
1553 update_mask
= context
->constant_update_mask
& prog
->constant_update_mask
;
1555 if (update_mask
& WINED3D_SHADER_CONST_VS_F
)
1556 shader_glsl_load_constants_f(vshader
, context_gl
, device
->push_constants
[WINED3D_PUSH_CONSTANTS_VS_F
],
1557 prog
->vs
.uniform_f_locations
, &priv
->vconst_heap
, priv
->stack
, constant_version
);
1559 if (update_mask
& WINED3D_SHADER_CONST_VS_I
)
1560 shader_glsl_load_constants_i(vshader
, context_gl
, device
->push_constants
[WINED3D_PUSH_CONSTANTS_VS_I
],
1561 prog
->vs
.uniform_i_locations
, vshader
->reg_maps
.integer_constants
);
1563 if (update_mask
& WINED3D_SHADER_CONST_VS_B
)
1564 shader_glsl_load_constants_b(vshader
, context_gl
, device
->push_constants
[WINED3D_PUSH_CONSTANTS_VS_B
],
1565 prog
->vs
.uniform_b_locations
, vshader
->reg_maps
.boolean_constants
);
1567 if (update_mask
& WINED3D_SHADER_CONST_VS_CLIP_PLANES
)
1569 for (i
= 0; i
< gl_info
->limits
.user_clip_distances
; ++i
)
1570 shader_glsl_clip_plane_uniform(context_gl
, state
, i
, prog
);
1573 if (update_mask
& WINED3D_SHADER_CONST_VS_POINTSIZE
)
1574 shader_glsl_pointsize_uniform(context_gl
, state
, prog
);
1576 if (update_mask
& WINED3D_SHADER_CONST_POS_FIXUP
)
1578 unsigned int fixup_count
= state
->shader
[WINED3D_SHADER_TYPE_GEOMETRY
] ?
1579 max(state
->viewport_count
, 1) : 1;
1580 shader_get_position_fixup(context
, state
, fixup_count
, position_fixup
);
1581 if (state
->shader
[WINED3D_SHADER_TYPE_GEOMETRY
])
1582 GL_EXTCALL(glUniform4fv(prog
->gs
.pos_fixup_location
, fixup_count
, position_fixup
));
1583 else if (state
->shader
[WINED3D_SHADER_TYPE_DOMAIN
])
1584 GL_EXTCALL(glUniform4fv(prog
->ds
.pos_fixup_location
, 1, position_fixup
));
1586 GL_EXTCALL(glUniform4fv(prog
->vs
.pos_fixup_location
, 1, position_fixup
));
1587 checkGLcall("glUniform4fv");
1590 if (update_mask
& WINED3D_SHADER_CONST_BASE_VERTEX_ID
)
1592 GL_EXTCALL(glUniform1i(prog
->vs
.base_vertex_id_location
, state
->base_vertex_index
));
1593 checkGLcall("base vertex id");
1596 if (update_mask
& WINED3D_SHADER_CONST_FFP_MODELVIEW
)
1598 struct wined3d_matrix mat
;
1600 get_modelview_matrix(context
, state
, 0, &mat
);
1601 GL_EXTCALL(glUniformMatrix4fv(prog
->vs
.modelview_matrix_location
[0], 1, FALSE
, &mat
._11
));
1602 checkGLcall("glUniformMatrix4fv");
1604 shader_glsl_ffp_vertex_normalmatrix_uniform(context_gl
, state
, prog
);
1607 if (update_mask
& WINED3D_SHADER_CONST_FFP_VERTEXBLEND
)
1609 struct wined3d_matrix mat
;
1611 for (i
= 1; i
< MAX_VERTEX_BLENDS
; ++i
)
1613 if (prog
->vs
.modelview_matrix_location
[i
] == -1)
1616 get_modelview_matrix(context
, state
, i
, &mat
);
1617 GL_EXTCALL(glUniformMatrix4fv(prog
->vs
.modelview_matrix_location
[i
], 1, FALSE
, &mat
._11
));
1618 checkGLcall("glUniformMatrix4fv");
1622 if (update_mask
& WINED3D_SHADER_CONST_FFP_PROJ
)
1624 struct wined3d_matrix projection
;
1626 get_projection_matrix(context
, state
, &projection
);
1627 GL_EXTCALL(glUniformMatrix4fv(prog
->vs
.projection_matrix_location
, 1, FALSE
, &projection
._11
));
1628 checkGLcall("glUniformMatrix4fv");
1631 if (update_mask
& WINED3D_SHADER_CONST_FFP_TEXMATRIX
)
1633 for (i
= 0; i
< WINED3D_MAX_TEXTURES
; ++i
)
1634 shader_glsl_ffp_vertex_texmatrix_uniform(context_gl
, state
, i
, prog
);
1637 if (update_mask
& WINED3D_SHADER_CONST_FFP_MATERIAL
)
1638 shader_glsl_ffp_vertex_material_uniform(context_gl
, state
, prog
);
1640 if (update_mask
& WINED3D_SHADER_CONST_FFP_LIGHTS
)
1642 unsigned int point_idx
, spot_idx
, directional_idx
, parallel_point_idx
;
1643 DWORD point_count
= 0;
1644 DWORD spot_count
= 0;
1645 DWORD directional_count
= 0;
1646 DWORD parallel_point_count
= 0;
1648 for (i
= 0; i
< WINED3D_MAX_ACTIVE_LIGHTS
; ++i
)
1650 if (!state
->light_state
.lights
[i
])
1653 switch (state
->light_state
.lights
[i
]->OriginalParms
.type
)
1655 case WINED3D_LIGHT_POINT
:
1658 case WINED3D_LIGHT_SPOT
:
1661 case WINED3D_LIGHT_DIRECTIONAL
:
1662 ++directional_count
;
1664 case WINED3D_LIGHT_PARALLELPOINT
:
1665 ++parallel_point_count
;
1668 FIXME("Unhandled light type %#x.\n", state
->light_state
.lights
[i
]->OriginalParms
.type
);
1673 spot_idx
= point_idx
+ point_count
;
1674 directional_idx
= spot_idx
+ spot_count
;
1675 parallel_point_idx
= directional_idx
+ directional_count
;
1677 shader_glsl_ffp_vertex_lightambient_uniform(context_gl
, state
, prog
);
1678 for (i
= 0; i
< WINED3D_MAX_ACTIVE_LIGHTS
; ++i
)
1680 const struct wined3d_light_info
*light_info
= state
->light_state
.lights
[i
];
1686 switch (light_info
->OriginalParms
.type
)
1688 case WINED3D_LIGHT_POINT
:
1691 case WINED3D_LIGHT_SPOT
:
1694 case WINED3D_LIGHT_DIRECTIONAL
:
1695 idx
= directional_idx
++;
1697 case WINED3D_LIGHT_PARALLELPOINT
:
1698 idx
= parallel_point_idx
++;
1701 FIXME("Unhandled light type %#x.\n", light_info
->OriginalParms
.type
);
1704 shader_glsl_ffp_vertex_light_uniform(context_gl
, state
, idx
, light_info
, prog
);
1708 if (update_mask
& WINED3D_SHADER_CONST_PS_F
)
1709 shader_glsl_load_constants_f(pshader
, context_gl
, device
->push_constants
[WINED3D_PUSH_CONSTANTS_PS_F
],
1710 prog
->ps
.uniform_f_locations
, &priv
->pconst_heap
, priv
->stack
, constant_version
);
1712 if (update_mask
& WINED3D_SHADER_CONST_PS_I
)
1713 shader_glsl_load_constants_i(pshader
, context_gl
, device
->push_constants
[WINED3D_PUSH_CONSTANTS_PS_I
],
1714 prog
->ps
.uniform_i_locations
, pshader
->reg_maps
.integer_constants
);
1716 if (update_mask
& WINED3D_SHADER_CONST_PS_B
)
1717 shader_glsl_load_constants_b(pshader
, context_gl
, device
->push_constants
[WINED3D_PUSH_CONSTANTS_PS_B
],
1718 prog
->ps
.uniform_b_locations
, pshader
->reg_maps
.boolean_constants
);
1720 if (update_mask
& WINED3D_SHADER_CONST_PS_BUMP_ENV
)
1722 for (i
= 0; i
< WINED3D_MAX_TEXTURES
; ++i
)
1724 if (prog
->ps
.bumpenv_mat_location
[i
] == -1)
1727 GL_EXTCALL(glUniformMatrix2fv(prog
->ps
.bumpenv_mat_location
[i
], 1, 0,
1728 (const GLfloat
*)&state
->texture_states
[i
][WINED3D_TSS_BUMPENV_MAT00
]));
1730 if (prog
->ps
.bumpenv_lum_scale_location
[i
] != -1)
1732 GL_EXTCALL(glUniform1fv(prog
->ps
.bumpenv_lum_scale_location
[i
], 1,
1733 (const GLfloat
*)&state
->texture_states
[i
][WINED3D_TSS_BUMPENV_LSCALE
]));
1734 GL_EXTCALL(glUniform1fv(prog
->ps
.bumpenv_lum_offset_location
[i
], 1,
1735 (const GLfloat
*)&state
->texture_states
[i
][WINED3D_TSS_BUMPENV_LOFFSET
]));
1739 checkGLcall("bump env uniforms");
1742 if (update_mask
& WINED3D_SHADER_CONST_PS_Y_CORR
)
1744 const struct wined3d_vec4 correction_params
=
1746 /* Position is relative to the framebuffer, not the viewport. */
1747 context
->render_offscreen
? 0.0f
: (float)state
->fb
.render_targets
[0]->height
,
1748 context
->render_offscreen
? 1.0f
: -1.0f
,
1753 GL_EXTCALL(glUniform4fv(prog
->ps
.ycorrection_location
, 1, &correction_params
.x
));
1756 if (update_mask
& WINED3D_SHADER_CONST_PS_NP2_FIXUP
)
1757 shader_glsl_load_np2fixup_constants(&prog
->ps
, gl_info
, state
);
1758 if (update_mask
& WINED3D_SHADER_CONST_FFP_COLOR_KEY
)
1759 shader_glsl_load_color_key_constant(&prog
->ps
, gl_info
, state
);
1761 if (update_mask
& WINED3D_SHADER_CONST_FFP_PS
)
1763 struct wined3d_color color
;
1765 if (prog
->ps
.tex_factor_location
!= -1)
1767 wined3d_color_from_d3dcolor(&color
, state
->render_states
[WINED3D_RS_TEXTUREFACTOR
]);
1768 GL_EXTCALL(glUniform4fv(prog
->ps
.tex_factor_location
, 1, &color
.r
));
1771 if (state
->render_states
[WINED3D_RS_SPECULARENABLE
])
1772 GL_EXTCALL(glUniform4f(prog
->ps
.specular_enable_location
, 1.0f
, 1.0f
, 1.0f
, 0.0f
));
1774 GL_EXTCALL(glUniform4f(prog
->ps
.specular_enable_location
, 0.0f
, 0.0f
, 0.0f
, 0.0f
));
1776 for (i
= 0; i
< WINED3D_MAX_TEXTURES
; ++i
)
1778 if (prog
->ps
.tss_constant_location
[i
] == -1)
1781 wined3d_color_from_d3dcolor(&color
, state
->texture_states
[i
][WINED3D_TSS_CONSTANT
]);
1782 GL_EXTCALL(glUniform4fv(prog
->ps
.tss_constant_location
[i
], 1, &color
.r
));
1785 checkGLcall("fixed function uniforms");
1788 if (update_mask
& WINED3D_SHADER_CONST_PS_FOG
)
1789 shader_glsl_load_fog_uniform(context_gl
, state
, prog
);
1791 if (update_mask
& WINED3D_SHADER_CONST_PS_ALPHA_TEST
)
1793 float ref
= wined3d_alpha_ref(state
);
1795 GL_EXTCALL(glUniform1f(prog
->ps
.alpha_test_ref_location
, ref
));
1796 checkGLcall("alpha test emulation uniform");
1799 if (priv
->next_constant_version
== UINT_MAX
)
1801 TRACE("Max constant version reached, resetting to 0.\n");
1802 wine_rb_for_each_entry(&priv
->program_lookup
, reset_program_constant_version
, NULL
);
1803 priv
->next_constant_version
= 1;
1807 prog
->constant_version
= priv
->next_constant_version
++;
1811 static void update_heap_entry(struct constant_heap
*heap
, unsigned int idx
, DWORD new_version
)
1813 struct constant_entry
*entries
= heap
->entries
;
1814 unsigned int *positions
= heap
->positions
;
1815 unsigned int heap_idx
, parent_idx
;
1817 if (!heap
->contained
[idx
])
1819 heap_idx
= heap
->size
++;
1820 heap
->contained
[idx
] = TRUE
;
1824 heap_idx
= positions
[idx
];
1827 while (heap_idx
> 1)
1829 parent_idx
= heap_idx
>> 1;
1831 if (new_version
<= entries
[parent_idx
].version
) break;
1833 entries
[heap_idx
] = entries
[parent_idx
];
1834 positions
[entries
[parent_idx
].idx
] = heap_idx
;
1835 heap_idx
= parent_idx
;
1838 entries
[heap_idx
].version
= new_version
;
1839 entries
[heap_idx
].idx
= idx
;
1840 positions
[idx
] = heap_idx
;
1843 static void shader_glsl_update_float_vertex_constants(struct wined3d_device
*device
, UINT start
, UINT count
)
1845 struct shader_glsl_priv
*priv
= device
->shader_priv
;
1846 struct constant_heap
*heap
= &priv
->vconst_heap
;
1849 for (i
= start
; i
< count
+ start
; ++i
)
1851 update_heap_entry(heap
, i
, priv
->next_constant_version
);
1855 static void shader_glsl_update_float_pixel_constants(struct wined3d_device
*device
, UINT start
, UINT count
)
1857 struct shader_glsl_priv
*priv
= device
->shader_priv
;
1858 struct constant_heap
*heap
= &priv
->pconst_heap
;
1861 for (i
= start
; i
< count
+ start
; ++i
)
1863 update_heap_entry(heap
, i
, priv
->next_constant_version
);
1867 static unsigned int vec4_varyings(DWORD shader_major
, const struct wined3d_gl_info
*gl_info
)
1869 unsigned int ret
= gl_info
->limits
.glsl_varyings
/ 4;
1870 /* 4.0 shaders do not write clip coords because d3d10 does not support user clipplanes */
1871 if(shader_major
> 3) return ret
;
1873 /* 3.0 shaders may need an extra varying for the clip coord on some cards(mostly dx10 ones) */
1874 if (gl_info
->quirks
& WINED3D_QUIRK_GLSL_CLIP_VARYING
) ret
-= 1;
1878 static BOOL
needs_legacy_glsl_syntax(const struct wined3d_gl_info
*gl_info
)
1880 return gl_info
->glsl_version
< MAKEDWORD_VERSION(1, 30);
1883 static BOOL
shader_glsl_use_explicit_attrib_location(const struct wined3d_gl_info
*gl_info
)
1885 return gl_info
->supported
[ARB_EXPLICIT_ATTRIB_LOCATION
]
1886 && shader_glsl_use_layout_qualifier(gl_info
) && !needs_legacy_glsl_syntax(gl_info
);
1889 static BOOL
shader_glsl_use_interface_blocks(const struct wined3d_gl_info
*gl_info
)
1891 return shader_glsl_get_version(gl_info
) >= 150;
1894 static const char *get_attribute_keyword(const struct wined3d_gl_info
*gl_info
)
1896 return needs_legacy_glsl_syntax(gl_info
) ? "attribute" : "in";
1899 static void PRINTF_ATTR(4, 5) declare_in_varying(const struct wined3d_gl_info
*gl_info
,
1900 struct wined3d_string_buffer
*buffer
, BOOL flat
, const char *format
, ...)
1905 shader_addline(buffer
, "%s%s ", flat
? "flat " : "",
1906 needs_legacy_glsl_syntax(gl_info
) ? "varying" : "in");
1909 va_start(args
, format
);
1910 ret
= shader_vaddline(buffer
, format
, args
);
1914 if (!string_buffer_resize(buffer
, ret
))
1919 static void PRINTF_ATTR(4, 5) declare_out_varying(const struct wined3d_gl_info
*gl_info
,
1920 struct wined3d_string_buffer
*buffer
, BOOL flat
, const char *format
, ...)
1925 shader_addline(buffer
, "%s%s ", flat
? "flat " : "",
1926 needs_legacy_glsl_syntax(gl_info
) ? "varying" : "out");
1929 va_start(args
, format
);
1930 ret
= shader_vaddline(buffer
, format
, args
);
1934 if (!string_buffer_resize(buffer
, ret
))
1939 static const char *shader_glsl_shader_input_name(const struct wined3d_gl_info
*gl_info
)
1941 return shader_glsl_use_interface_blocks(gl_info
) ? "shader_in.reg" : "ps_link";
1944 static const char *shader_glsl_shader_output_name(const struct wined3d_gl_info
*gl_info
)
1946 return shader_glsl_use_interface_blocks(gl_info
) ? "shader_out.reg" : "ps_link";
1949 static const char *shader_glsl_interpolation_qualifiers(enum wined3d_shader_interpolation_mode mode
)
1953 case WINED3DSIM_CONSTANT
:
1955 case WINED3DSIM_LINEAR_NOPERSPECTIVE
:
1956 return "noperspective ";
1958 FIXME("Unhandled interpolation mode %#x.\n", mode
);
1959 case WINED3DSIM_NONE
:
1960 case WINED3DSIM_LINEAR
:
1965 static enum wined3d_shader_interpolation_mode
wined3d_extract_interpolation_mode(
1966 const uint32_t *packed_interpolation_mode
, unsigned int register_idx
)
1968 return wined3d_extract_bits(packed_interpolation_mode
,
1969 register_idx
* WINED3D_PACKED_INTERPOLATION_BIT_COUNT
, WINED3D_PACKED_INTERPOLATION_BIT_COUNT
);
1972 static void shader_glsl_declare_shader_inputs(const struct wined3d_gl_info
*gl_info
,
1973 struct wined3d_string_buffer
*buffer
, unsigned int element_count
,
1974 const uint32_t *interpolation_mode
, BOOL unroll
)
1976 enum wined3d_shader_interpolation_mode mode
;
1979 if (shader_glsl_use_interface_blocks(gl_info
))
1983 shader_addline(buffer
, "in shader_in_out {\n");
1984 for (i
= 0; i
< element_count
; ++i
)
1986 mode
= wined3d_extract_interpolation_mode(interpolation_mode
, i
);
1987 shader_addline(buffer
, " %svec4 reg%u;\n", shader_glsl_interpolation_qualifiers(mode
), i
);
1989 shader_addline(buffer
, "} shader_in;\n");
1993 shader_addline(buffer
, "in shader_in_out { vec4 reg[%u]; } shader_in;\n", element_count
);
1998 declare_in_varying(gl_info
, buffer
, FALSE
, "vec4 ps_link[%u];\n", element_count
);
2002 static BOOL
needs_interpolation_qualifiers_for_shader_outputs(const struct wined3d_gl_info
*gl_info
)
2004 /* In GLSL 4.40+ it is fine to specify interpolation qualifiers only in
2005 * fragment shaders. In older GLSL versions interpolation qualifiers must
2006 * match between shader stages. */
2007 return gl_info
->glsl_version
< MAKEDWORD_VERSION(4, 40);
2010 static void shader_glsl_declare_shader_outputs(const struct wined3d_gl_info
*gl_info
,
2011 struct wined3d_string_buffer
*buffer
, unsigned int element_count
, BOOL rasterizer_setup
,
2012 const uint32_t *interpolation_mode
)
2014 enum wined3d_shader_interpolation_mode mode
;
2017 if (shader_glsl_use_interface_blocks(gl_info
))
2019 if (rasterizer_setup
)
2021 shader_addline(buffer
, "out shader_in_out {\n");
2022 for (i
= 0; i
< element_count
; ++i
)
2024 const char *interpolation_qualifiers
= "";
2025 if (needs_interpolation_qualifiers_for_shader_outputs(gl_info
))
2027 mode
= wined3d_extract_interpolation_mode(interpolation_mode
, i
);
2028 interpolation_qualifiers
= shader_glsl_interpolation_qualifiers(mode
);
2030 shader_addline(buffer
, " %svec4 reg%u;\n", interpolation_qualifiers
, i
);
2032 shader_addline(buffer
, "} shader_out;\n");
2036 shader_addline(buffer
, "out shader_in_out { vec4 reg[%u]; } shader_out;\n", element_count
);
2041 declare_out_varying(gl_info
, buffer
, FALSE
, "vec4 ps_link[%u];\n", element_count
);
2045 static BOOL
use_legacy_fragment_output(const struct wined3d_gl_info
*gl_info
)
2047 /* Technically 1.30 does support user-defined fragment shader outputs but
2048 * we might not have glBindFragDataLocation() available (i.e. GL version
2049 * might be < 3.0). */
2050 return gl_info
->glsl_version
<= MAKEDWORD_VERSION(1, 30);
2053 static const char *get_fragment_output(const struct wined3d_gl_info
*gl_info
)
2055 return use_legacy_fragment_output(gl_info
) ? "gl_FragData" : "ps_out";
2058 static const char *glsl_primitive_type_from_d3d(enum wined3d_primitive_type primitive_type
)
2060 switch (primitive_type
)
2062 case WINED3D_PT_POINTLIST
:
2065 case WINED3D_PT_LINELIST
:
2068 case WINED3D_PT_LINESTRIP
:
2069 return "line_strip";
2071 case WINED3D_PT_TRIANGLELIST
:
2074 case WINED3D_PT_TRIANGLESTRIP
:
2075 return "triangle_strip";
2077 case WINED3D_PT_LINELIST_ADJ
:
2078 return "lines_adjacency";
2080 case WINED3D_PT_TRIANGLELIST_ADJ
:
2081 return "triangles_adjacency";
2084 FIXME("Unhandled primitive type %s.\n", debug_d3dprimitivetype(primitive_type
));
2089 static BOOL
glsl_is_color_reg_read(const struct wined3d_shader
*shader
, unsigned int idx
)
2091 const struct wined3d_shader_signature
*input_signature
= &shader
->input_signature
;
2092 const struct wined3d_shader_reg_maps
*reg_maps
= &shader
->reg_maps
;
2093 DWORD input_reg_used
= shader
->u
.ps
.input_reg_used
;
2096 if (reg_maps
->shader_version
.major
< 3)
2097 return input_reg_used
& (1u << idx
);
2099 for (i
= 0; i
< input_signature
->element_count
; ++i
)
2101 const struct wined3d_shader_signature_element
*input
= &input_signature
->elements
[i
];
2103 if (!(reg_maps
->input_registers
& (1u << input
->register_idx
)))
2106 if (shader_match_semantic(input
->semantic_name
, WINED3D_DECL_USAGE_COLOR
)
2107 && input
->semantic_idx
== idx
)
2108 return input_reg_used
& (1u << input
->register_idx
);
2113 static BOOL
glsl_is_shadow_sampler(const struct wined3d_shader
*shader
,
2114 const struct ps_compile_args
*ps_args
, unsigned int resource_idx
, unsigned int sampler_idx
)
2116 const struct wined3d_shader_version
*version
= &shader
->reg_maps
.shader_version
;
2118 if (version
->major
>= 4)
2119 return shader
->reg_maps
.sampler_comparison_mode
& (1u << sampler_idx
);
2121 return version
->type
== WINED3D_SHADER_TYPE_PIXEL
&& (ps_args
->shadow
& (1u << resource_idx
));
2124 static void shader_glsl_declare_typed_vertex_attribute(struct wined3d_string_buffer
*buffer
,
2125 const struct wined3d_gl_info
*gl_info
, const char *vector_type
, const char *scalar_type
,
2128 shader_addline(buffer
, "%s %s4 vs_in_%s%u;\n",
2129 get_attribute_keyword(gl_info
), vector_type
, scalar_type
, index
);
2130 shader_addline(buffer
, "vec4 vs_in%u = %sBitsToFloat(vs_in_%s%u);\n",
2131 index
, scalar_type
, scalar_type
, index
);
2134 static void shader_glsl_declare_generic_vertex_attribute(struct wined3d_string_buffer
*buffer
,
2135 const struct wined3d_gl_info
*gl_info
, const struct wined3d_shader_signature_element
*e
)
2137 unsigned int index
= e
->register_idx
;
2138 enum wined3d_component_type type
;
2140 if (e
->sysval_semantic
== WINED3D_SV_VERTEX_ID
)
2142 shader_addline(buffer
, "uniform int base_vertex_id;\n");
2143 shader_addline(buffer
, "vec4 vs_in%u = vec4(intBitsToFloat(gl_VertexID - base_vertex_id), 0.0, 0.0, 0.0);\n", index
);
2146 if (e
->sysval_semantic
== WINED3D_SV_INSTANCE_ID
)
2148 shader_addline(buffer
, "vec4 vs_in%u = vec4(intBitsToFloat(gl_InstanceID), 0.0, 0.0, 0.0);\n",
2152 if (e
->sysval_semantic
&& e
->sysval_semantic
!= WINED3D_SV_POSITION
)
2153 FIXME("Unhandled sysval semantic %#x.\n", e
->sysval_semantic
);
2155 if (shader_glsl_use_explicit_attrib_location(gl_info
))
2156 shader_addline(buffer
, "layout(location = %u) ", index
);
2158 type
= e
->component_type
;
2159 if ((unsigned int)type
>= ARRAY_SIZE(component_type_info
))
2161 FIXME("Unhandled type %#x.\n", type
);
2162 type
= WINED3D_TYPE_FLOAT
;
2164 if (type
== WINED3D_TYPE_FLOAT
|| type
== WINED3D_TYPE_UNKNOWN
)
2165 shader_addline(buffer
, "%s vec4 vs_in%u;\n", get_attribute_keyword(gl_info
), index
);
2167 shader_glsl_declare_typed_vertex_attribute(buffer
, gl_info
,
2168 component_type_info
[type
].glsl_vector_type
,
2169 component_type_info
[type
].glsl_scalar_type
, index
);
2172 /** Generate the variable & register declarations for the GLSL output target */
2173 static void shader_generate_glsl_declarations(const struct wined3d_context_gl
*context_gl
,
2174 struct wined3d_string_buffer
*buffer
, const struct wined3d_shader
*shader
,
2175 const struct wined3d_shader_reg_maps
*reg_maps
, const struct shader_glsl_ctx_priv
*ctx_priv
)
2177 const struct wined3d_shader_version
*version
= ®_maps
->shader_version
;
2178 const struct vs_compile_args
*vs_args
= ctx_priv
->cur_vs_args
;
2179 const struct ps_compile_args
*ps_args
= ctx_priv
->cur_ps_args
;
2180 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
2181 const struct wined3d_shader_indexable_temp
*idx_temp_reg
;
2182 unsigned int uniform_block_base
, uniform_block_count
;
2183 enum wined3d_shader_resource_type resource_type
;
2184 const struct wined3d_shader_lconst
*lconst
;
2189 if (wined3d_settings
.strict_shader_math
)
2190 shader_addline(buffer
, "#pragma optionNV(fastmath off)\n");
2192 prefix
= shader_glsl_get_prefix(version
->type
);
2194 /* Prototype the subroutines */
2195 map
= reg_maps
->labels
;
2198 i
= wined3d_bit_scan(&map
);
2199 shader_addline(buffer
, "void subroutine%u();\n", i
);
2202 if (version
->type
!= WINED3D_SHADER_TYPE_PIXEL
&& version
->type
!= WINED3D_SHADER_TYPE_COMPUTE
)
2204 if (version
->type
== WINED3D_SHADER_TYPE_HULL
)
2205 shader_addline(buffer
, "out gl_PerVertex { invariant vec4 gl_Position; } gl_out[];\n");
2207 shader_addline(buffer
, "invariant gl_Position;\n");
2210 /* Declare the constants (aka uniforms) */
2211 if (shader
->limits
->constant_float
> 0)
2213 unsigned max_constantsF
;
2215 /* Unless the shader uses indirect addressing, always declare the
2216 * maximum array size and ignore that we need some uniforms privately.
2217 * E.g. if GL supports 256 uniforms, and we need 2 for the pos fixup
2218 * and immediate values, still declare VC[256]. If the shader needs
2219 * more uniforms than we have it won't work in any case. If it uses
2220 * less, the compiler will figure out which uniforms are really used
2221 * and strip them out. This allows a shader to use c255 on a dx9 card,
2222 * as long as it doesn't also use all the other constants.
2224 * If the shader uses indirect addressing the compiler must assume
2225 * that all declared uniforms are used. In this case, declare only the
2226 * amount that we're assured to have.
2228 * Thus we run into problems in these two cases:
2229 * 1) The shader really uses more uniforms than supported.
2230 * 2) The shader uses indirect addressing, less constants than
2231 * supported, but uses a constant index > #supported consts. */
2232 if (version
->type
== WINED3D_SHADER_TYPE_PIXEL
)
2234 /* No indirect addressing here. */
2235 max_constantsF
= gl_info
->limits
.glsl_ps_float_constants
;
2239 if (reg_maps
->usesrelconstF
)
2241 /* Subtract the other potential uniforms from the max
2242 * available (bools, ints, and 1 row of projection matrix).
2243 * Subtract another uniform for immediate values, which have
2244 * to be loaded via uniform by the driver as well. The shader
2245 * code only uses 0.5, 2.0, 1.0, 128 and -128 in vertex
2246 * shader code, so one vec4 should be enough. (Unfortunately
2247 * the Nvidia driver doesn't store 128 and -128 in one float).
2249 * Writing gl_ClipVertex requires one uniform for each
2250 * clipplane as well. */
2251 max_constantsF
= gl_info
->limits
.glsl_vs_float_constants
- 3;
2252 if (vs_args
->clip_enabled
)
2253 max_constantsF
-= gl_info
->limits
.user_clip_distances
;
2254 max_constantsF
-= wined3d_popcount(reg_maps
->integer_constants
);
2255 /* Strictly speaking a bool only uses one scalar, but the nvidia(Linux) compiler doesn't pack them properly,
2256 * so each scalar requires a full vec4. We could work around this by packing the booleans ourselves, but
2257 * for now take this into account when calculating the number of available constants
2259 max_constantsF
-= wined3d_popcount(reg_maps
->boolean_constants
);
2260 /* Set by driver quirks in directx.c */
2261 max_constantsF
-= gl_info
->reserved_glsl_constants
;
2263 if (max_constantsF
< shader
->limits
->constant_float
)
2265 static unsigned int once
;
2268 ERR_(winediag
)("The hardware does not support enough uniform components to run this shader,"
2269 " it may not render correctly.\n");
2271 WARN("The hardware does not support enough uniform components to run this shader.\n");
2276 max_constantsF
= gl_info
->limits
.glsl_vs_float_constants
;
2279 max_constantsF
= min(shader
->limits
->constant_float
, max_constantsF
);
2280 shader_addline(buffer
, "uniform vec4 %s_c[%u];\n", prefix
, max_constantsF
);
2283 /* Always declare the full set of constants, the compiler can remove the
2284 * unused ones because d3d doesn't (yet) support indirect int and bool
2285 * constant addressing. This avoids problems if the app uses e.g. i0 and i9. */
2286 if (shader
->limits
->constant_int
> 0 && reg_maps
->integer_constants
)
2287 shader_addline(buffer
, "uniform ivec4 %s_i[%u];\n", prefix
, shader
->limits
->constant_int
);
2289 if (shader
->limits
->constant_bool
> 0 && reg_maps
->boolean_constants
)
2290 shader_addline(buffer
, "uniform bool %s_b[%u];\n", prefix
, shader
->limits
->constant_bool
);
2292 /* Declare immediate constant buffer */
2294 shader_addline(buffer
, "uniform vec4 %s_icb[%u];\n", prefix
, reg_maps
->icb
->vec4_count
);
2296 /* Declare constant buffers */
2297 wined3d_gl_limits_get_uniform_block_range(&gl_info
->limits
, version
->type
,
2298 &uniform_block_base
, &uniform_block_count
);
2299 for (i
= 0; i
< min(uniform_block_count
, WINED3D_MAX_CBS
); ++i
)
2301 if (reg_maps
->cb_sizes
[i
])
2303 shader_addline(buffer
, "layout(std140");
2304 if (shader_glsl_use_layout_binding_qualifier(gl_info
))
2305 shader_addline(buffer
, ", binding = %u", uniform_block_base
+ i
);
2306 shader_addline(buffer
, ") uniform block_%s_cb%u { vec4 %s_cb%u[%u]; };\n",
2307 prefix
, i
, prefix
, i
, reg_maps
->cb_sizes
[i
]);
2311 /* Declare texture samplers */
2312 for (i
= 0; i
< reg_maps
->sampler_map
.count
; ++i
)
2314 struct wined3d_shader_sampler_map_entry
*entry
;
2315 const char *sampler_type_prefix
, *sampler_type
;
2316 BOOL shadow_sampler
, tex_rect
;
2318 entry
= ®_maps
->sampler_map
.entries
[i
];
2320 if (entry
->resource_idx
>= ARRAY_SIZE(reg_maps
->resource_info
))
2322 ERR("Invalid resource index %u.\n", entry
->resource_idx
);
2326 switch (reg_maps
->resource_info
[entry
->resource_idx
].data_type
)
2328 case WINED3D_DATA_FLOAT
:
2329 case WINED3D_DATA_UNORM
:
2330 case WINED3D_DATA_SNORM
:
2331 sampler_type_prefix
= "";
2334 case WINED3D_DATA_INT
:
2335 sampler_type_prefix
= "i";
2338 case WINED3D_DATA_UINT
:
2339 sampler_type_prefix
= "u";
2343 sampler_type_prefix
= "";
2344 ERR("Unhandled resource data type %#x.\n", reg_maps
->resource_info
[i
].data_type
);
2348 shadow_sampler
= glsl_is_shadow_sampler(shader
, ps_args
, entry
->resource_idx
, entry
->sampler_idx
);
2349 resource_type
= version
->type
== WINED3D_SHADER_TYPE_PIXEL
2350 ? pixelshader_get_resource_type(reg_maps
, entry
->resource_idx
, ps_args
->tex_types
)
2351 : reg_maps
->resource_info
[entry
->resource_idx
].type
;
2353 switch (resource_type
)
2355 case WINED3D_SHADER_RESOURCE_BUFFER
:
2356 sampler_type
= "samplerBuffer";
2359 case WINED3D_SHADER_RESOURCE_TEXTURE_1D
:
2361 sampler_type
= "sampler1DShadow";
2363 sampler_type
= "sampler1D";
2366 case WINED3D_SHADER_RESOURCE_TEXTURE_2D
:
2367 tex_rect
= version
->type
== WINED3D_SHADER_TYPE_PIXEL
2368 && (ps_args
->np2_fixup
& (1u << entry
->resource_idx
))
2369 && gl_info
->supported
[ARB_TEXTURE_RECTANGLE
];
2373 sampler_type
= "sampler2DRectShadow";
2375 sampler_type
= "sampler2DShadow";
2380 sampler_type
= "sampler2DRect";
2382 sampler_type
= "sampler2D";
2386 case WINED3D_SHADER_RESOURCE_TEXTURE_3D
:
2388 FIXME("Unsupported 3D shadow sampler.\n");
2389 sampler_type
= "sampler3D";
2392 case WINED3D_SHADER_RESOURCE_TEXTURE_CUBE
:
2394 sampler_type
= "samplerCubeShadow";
2396 sampler_type
= "samplerCube";
2399 case WINED3D_SHADER_RESOURCE_TEXTURE_1DARRAY
:
2401 sampler_type
= "sampler1DArrayShadow";
2403 sampler_type
= "sampler1DArray";
2406 case WINED3D_SHADER_RESOURCE_TEXTURE_2DARRAY
:
2408 sampler_type
= "sampler2DArrayShadow";
2410 sampler_type
= "sampler2DArray";
2413 case WINED3D_SHADER_RESOURCE_TEXTURE_CUBEARRAY
:
2415 sampler_type
= "samplerCubeArrayShadow";
2417 sampler_type
= "samplerCubeArray";
2420 case WINED3D_SHADER_RESOURCE_TEXTURE_2DMS
:
2421 sampler_type
= "sampler2DMS";
2424 case WINED3D_SHADER_RESOURCE_TEXTURE_2DMSARRAY
:
2425 sampler_type
= "sampler2DMSArray";
2429 sampler_type
= "unsupported_sampler";
2430 FIXME("Unhandled resource type %#x.\n", resource_type
);
2434 if (shader_glsl_use_layout_binding_qualifier(gl_info
))
2435 shader_glsl_append_sampler_binding_qualifier(buffer
, &context_gl
->c
, version
, entry
->bind_idx
);
2436 shader_addline(buffer
, "uniform %s%s %s_sampler%u;\n",
2437 sampler_type_prefix
, sampler_type
, prefix
, entry
->bind_idx
);
2440 /* Declare images */
2441 for (i
= 0; i
< ARRAY_SIZE(reg_maps
->uav_resource_info
); ++i
)
2443 const char *image_type_prefix
, *image_type
, *read_format
;
2445 if (!reg_maps
->uav_resource_info
[i
].type
)
2448 switch (reg_maps
->uav_resource_info
[i
].data_type
)
2450 case WINED3D_DATA_FLOAT
:
2451 case WINED3D_DATA_UNORM
:
2452 case WINED3D_DATA_SNORM
:
2453 image_type_prefix
= "";
2454 read_format
= "r32f";
2457 case WINED3D_DATA_INT
:
2458 image_type_prefix
= "i";
2459 read_format
= "r32i";
2462 case WINED3D_DATA_UINT
:
2463 image_type_prefix
= "u";
2464 read_format
= "r32ui";
2468 image_type_prefix
= "";
2470 ERR("Unhandled resource data type %#x.\n", reg_maps
->uav_resource_info
[i
].data_type
);
2474 switch (reg_maps
->uav_resource_info
[i
].type
)
2476 case WINED3D_SHADER_RESOURCE_BUFFER
:
2477 image_type
= "imageBuffer";
2480 case WINED3D_SHADER_RESOURCE_TEXTURE_1D
:
2481 image_type
= "image1D";
2484 case WINED3D_SHADER_RESOURCE_TEXTURE_2D
:
2485 image_type
= "image2D";
2488 case WINED3D_SHADER_RESOURCE_TEXTURE_3D
:
2489 image_type
= "image3D";
2492 case WINED3D_SHADER_RESOURCE_TEXTURE_1DARRAY
:
2493 image_type
= "image1DArray";
2496 case WINED3D_SHADER_RESOURCE_TEXTURE_2DARRAY
:
2497 image_type
= "image2DArray";
2501 image_type
= "unsupported_image";
2502 FIXME("Unhandled resource type %#x.\n", reg_maps
->uav_resource_info
[i
].type
);
2506 if (shader_glsl_use_layout_binding_qualifier(gl_info
))
2507 shader_addline(buffer
, "layout(binding = %u)\n", i
);
2508 if (reg_maps
->uav_read_mask
& (1u << i
))
2509 shader_addline(buffer
, "layout(%s) uniform %s%s %s_image%u;\n",
2510 read_format
, image_type_prefix
, image_type
, prefix
, i
);
2512 shader_addline(buffer
, "writeonly uniform %s%s %s_image%u;\n",
2513 image_type_prefix
, image_type
, prefix
, i
);
2515 if (reg_maps
->uav_counter_mask
& (1u << i
))
2516 shader_addline(buffer
, "layout(binding = %u) uniform atomic_uint %s_counter%u;\n",
2520 /* Declare address variables */
2521 map
= reg_maps
->address
;
2524 i
= wined3d_bit_scan(&map
);
2525 shader_addline(buffer
, "ivec4 A%u;\n", i
);
2528 /* Declare output register temporaries */
2529 if (shader
->limits
->packed_output
)
2530 shader_addline(buffer
, "vec4 %s_out[%u];\n", prefix
, shader
->limits
->packed_output
);
2532 /* Declare temporary variables */
2533 if (reg_maps
->temporary_count
)
2535 for (i
= 0; i
< reg_maps
->temporary_count
; ++i
)
2536 shader_addline(buffer
, "vec4 R%u;\n", i
);
2538 else if (version
->major
< 4)
2540 map
= reg_maps
->temporary
;
2543 i
= wined3d_bit_scan(&map
);
2544 shader_addline(buffer
, "vec4 R%u;\n", i
);
2548 /* Declare indexable temporary variables */
2549 LIST_FOR_EACH_ENTRY(idx_temp_reg
, ®_maps
->indexable_temps
, struct wined3d_shader_indexable_temp
, entry
)
2551 if (idx_temp_reg
->component_count
!= 4)
2552 FIXME("Ignoring component count %u.\n", idx_temp_reg
->component_count
);
2553 shader_addline(buffer
, "vec4 X%u[%u];\n", idx_temp_reg
->register_idx
, idx_temp_reg
->register_size
);
2556 /* Declare loop registers aLx */
2557 if (version
->major
< 4)
2559 for (i
= 0; i
< reg_maps
->loop_depth
; ++i
)
2561 shader_addline(buffer
, "int aL%u;\n", i
);
2562 shader_addline(buffer
, "int tmpInt%u;\n", i
);
2566 /* Temporary variables for matrix operations */
2567 shader_addline(buffer
, "vec4 tmp0;\n");
2568 shader_addline(buffer
, "vec4 tmp1;\n");
2569 if (gl_info
->supported
[ARB_GPU_SHADER5
])
2570 shader_addline(buffer
, "precise vec4 tmp_precise[2];\n");
2572 shader_addline(buffer
, "/* precise */ vec4 tmp_precise[2];\n");
2574 if (!shader
->load_local_constsF
)
2576 LIST_FOR_EACH_ENTRY(lconst
, &shader
->constantsF
, struct wined3d_shader_lconst
, entry
)
2578 shader_addline(buffer
, "const vec4 %s_lc%u = ", prefix
, lconst
->idx
);
2579 shader_glsl_append_imm_vec(buffer
, (const float *)lconst
->value
, ARRAY_SIZE(lconst
->value
), gl_info
);
2580 shader_addline(buffer
, ";\n");
2586 static void shader_glsl_add_src_param_ext(const struct wined3d_shader_context
*ctx
,
2587 const struct wined3d_shader_src_param
*wined3d_src
, DWORD mask
, struct glsl_src_param
*glsl_src
,
2588 enum wined3d_data_type data_type
);
2590 /** Used for opcode modifiers - They multiply the result by the specified amount */
2591 static const char * const shift_glsl_tab
[] = {
2593 "2.0 * ", /* 1 (x2) */
2594 "4.0 * ", /* 2 (x4) */
2595 "8.0 * ", /* 3 (x8) */
2596 "16.0 * ", /* 4 (x16) */
2597 "32.0 * ", /* 5 (x32) */
2604 "0.0625 * ", /* 12 (d16) */
2605 "0.125 * ", /* 13 (d8) */
2606 "0.25 * ", /* 14 (d4) */
2607 "0.5 * " /* 15 (d2) */
2610 /* Generate a GLSL parameter that does the input modifier computation and return the input register/mask to use */
2611 static void shader_glsl_gen_modifier(enum wined3d_shader_src_modifier src_modifier
,
2612 const char *in_reg
, const char *in_regswizzle
, char *out_str
)
2614 switch (src_modifier
)
2616 case WINED3DSPSM_DZ
: /* Need to handle this in the instructions itself (texld & texcrd). */
2617 case WINED3DSPSM_DW
:
2618 case WINED3DSPSM_NONE
:
2619 sprintf(out_str
, "%s%s", in_reg
, in_regswizzle
);
2621 case WINED3DSPSM_NEG
:
2622 sprintf(out_str
, "-%s%s", in_reg
, in_regswizzle
);
2624 case WINED3DSPSM_NOT
:
2625 sprintf(out_str
, "!%s%s", in_reg
, in_regswizzle
);
2627 case WINED3DSPSM_BIAS
:
2628 sprintf(out_str
, "(%s%s - vec4(0.5)%s)", in_reg
, in_regswizzle
, in_regswizzle
);
2630 case WINED3DSPSM_BIASNEG
:
2631 sprintf(out_str
, "-(%s%s - vec4(0.5)%s)", in_reg
, in_regswizzle
, in_regswizzle
);
2633 case WINED3DSPSM_SIGN
:
2634 sprintf(out_str
, "(2.0 * (%s%s - 0.5))", in_reg
, in_regswizzle
);
2636 case WINED3DSPSM_SIGNNEG
:
2637 sprintf(out_str
, "-(2.0 * (%s%s - 0.5))", in_reg
, in_regswizzle
);
2639 case WINED3DSPSM_COMP
:
2640 sprintf(out_str
, "(1.0 - %s%s)", in_reg
, in_regswizzle
);
2642 case WINED3DSPSM_X2
:
2643 sprintf(out_str
, "(2.0 * %s%s)", in_reg
, in_regswizzle
);
2645 case WINED3DSPSM_X2NEG
:
2646 sprintf(out_str
, "-(2.0 * %s%s)", in_reg
, in_regswizzle
);
2648 case WINED3DSPSM_ABS
:
2649 sprintf(out_str
, "abs(%s%s)", in_reg
, in_regswizzle
);
2651 case WINED3DSPSM_ABSNEG
:
2652 sprintf(out_str
, "-abs(%s%s)", in_reg
, in_regswizzle
);
2655 FIXME("Unhandled modifier %u\n", src_modifier
);
2656 sprintf(out_str
, "%s%s", in_reg
, in_regswizzle
);
2660 static void shader_glsl_fixup_scalar_register_variable(struct wined3d_string_buffer
*register_name
,
2661 const char *glsl_variable
, const struct wined3d_gl_info
*gl_info
)
2663 /* The ARB_shading_language_420pack extension allows swizzle operations on
2665 if (gl_info
->supported
[ARB_SHADING_LANGUAGE_420PACK
])
2666 string_buffer_sprintf(register_name
, "%s", glsl_variable
);
2668 string_buffer_sprintf(register_name
, "ivec2(%s, 0)", glsl_variable
);
2671 /** Writes the GLSL variable name that corresponds to the register that the
2672 * DX opcode parameter is trying to access */
2673 static void shader_glsl_get_register_name(const struct wined3d_shader_register
*reg
,
2674 enum wined3d_data_type data_type
, struct wined3d_string_buffer
*register_name
,
2675 BOOL
*is_swizzled
, const struct wined3d_shader_context
*ctx
)
2677 /* oPos, oFog and oPts in D3D */
2678 static const char * const hwrastout_reg_names
[] = {"vs_out[10]", "vs_out[11].x", "vs_out[11].y"};
2680 const struct wined3d_shader
*shader
= ctx
->shader
;
2681 const struct wined3d_shader_reg_maps
*reg_maps
= ctx
->reg_maps
;
2682 const struct wined3d_shader_version
*version
= ®_maps
->shader_version
;
2683 const struct shader_glsl_ctx_priv
*priv
= ctx
->backend_data
;
2684 const char *prefix
= shader_glsl_get_prefix(version
->type
);
2685 const struct wined3d_gl_info
*gl_info
= priv
->gl_info
;
2686 struct glsl_src_param rel_param0
, rel_param1
;
2688 if (reg
->idx
[0].offset
!= ~0u && reg
->idx
[0].rel_addr
)
2689 shader_glsl_add_src_param_ext(ctx
, reg
->idx
[0].rel_addr
, WINED3DSP_WRITEMASK_0
,
2690 &rel_param0
, reg
->idx
[0].rel_addr
->reg
.data_type
);
2691 if (reg
->idx
[1].offset
!= ~0u && reg
->idx
[1].rel_addr
)
2692 shader_glsl_add_src_param_ext(ctx
, reg
->idx
[1].rel_addr
, WINED3DSP_WRITEMASK_0
,
2693 &rel_param1
, reg
->idx
[1].rel_addr
->reg
.data_type
);
2695 *is_swizzled
= FALSE
;
2699 case WINED3DSPR_TEMP
:
2700 string_buffer_sprintf(register_name
, "R%u", reg
->idx
[0].offset
);
2703 case WINED3DSPR_INPUT
:
2704 case WINED3DSPR_INCONTROLPOINT
:
2705 if (version
->type
== WINED3D_SHADER_TYPE_VERTEX
)
2707 if (reg
->idx
[0].rel_addr
)
2708 FIXME("VS3 input registers relative addressing.\n");
2709 if (is_swizzled
&& priv
->cur_vs_args
->swizzle_map
& (1u << reg
->idx
[0].offset
))
2710 *is_swizzled
= TRUE
;
2711 if (reg
->idx
[0].rel_addr
)
2713 string_buffer_sprintf(register_name
, "%s_in[%s + %u]",
2714 prefix
, rel_param0
.param_str
, reg
->idx
[0].offset
);
2718 string_buffer_sprintf(register_name
, "%s_in%u", prefix
, reg
->idx
[0].offset
);
2723 if (version
->type
== WINED3D_SHADER_TYPE_HULL
2724 || version
->type
== WINED3D_SHADER_TYPE_DOMAIN
2725 || version
->type
== WINED3D_SHADER_TYPE_GEOMETRY
)
2727 if (reg
->idx
[0].rel_addr
)
2729 if (reg
->idx
[1].rel_addr
)
2730 string_buffer_sprintf(register_name
, "shader_in[%s + %u].reg[%s + %u]",
2731 rel_param0
.param_str
, reg
->idx
[0].offset
,
2732 rel_param1
.param_str
, reg
->idx
[1].offset
);
2734 string_buffer_sprintf(register_name
, "shader_in[%s + %u].reg[%u]",
2735 rel_param0
.param_str
, reg
->idx
[0].offset
,
2736 reg
->idx
[1].offset
);
2738 else if (reg
->idx
[1].rel_addr
)
2739 string_buffer_sprintf(register_name
, "shader_in[%u].reg[%s + %u]", reg
->idx
[0].offset
,
2740 rel_param1
.param_str
, reg
->idx
[1].offset
);
2742 string_buffer_sprintf(register_name
, "shader_in[%u].reg[%u]",
2743 reg
->idx
[0].offset
, reg
->idx
[1].offset
);
2747 /* pixel shaders >= 3.0 */
2748 if (version
->major
>= 3)
2750 unsigned int idx
= shader
->u
.ps
.input_reg_map
[reg
->idx
[0].offset
];
2751 unsigned int in_count
= vec4_varyings(version
->major
, gl_info
);
2753 if (reg
->idx
[0].rel_addr
)
2755 /* Removing a + 0 would be an obvious optimization, but
2756 * OS X doesn't see the NOP operation there. */
2759 if (needs_legacy_glsl_syntax(gl_info
)
2760 && shader
->u
.ps
.declared_in_count
> in_count
)
2762 string_buffer_sprintf(register_name
,
2763 "((%s + %u) > %u ? (%s + %u) > %u ? gl_SecondaryColor : gl_Color : %s_in[%s + %u])",
2764 rel_param0
.param_str
, idx
, in_count
- 1, rel_param0
.param_str
, idx
, in_count
,
2765 prefix
, rel_param0
.param_str
, idx
);
2769 string_buffer_sprintf(register_name
, "%s_in[%s + %u]", prefix
, rel_param0
.param_str
, idx
);
2774 if (needs_legacy_glsl_syntax(gl_info
)
2775 && shader
->u
.ps
.declared_in_count
> in_count
)
2777 string_buffer_sprintf(register_name
,
2778 "((%s) > %u ? (%s) > %u ? gl_SecondaryColor : gl_Color : %s_in[%s])",
2779 rel_param0
.param_str
, in_count
- 1, rel_param0
.param_str
, in_count
,
2780 prefix
, rel_param0
.param_str
);
2784 string_buffer_sprintf(register_name
, "%s_in[%s]", prefix
, rel_param0
.param_str
);
2790 if (idx
== in_count
)
2791 string_buffer_sprintf(register_name
, "gl_Color");
2792 else if (idx
== in_count
+ 1)
2793 string_buffer_sprintf(register_name
, "gl_SecondaryColor");
2795 string_buffer_sprintf(register_name
, "%s_in[%u]", prefix
, idx
);
2800 if (!reg
->idx
[0].offset
)
2801 string_buffer_sprintf(register_name
, "ffp_varying_diffuse");
2803 string_buffer_sprintf(register_name
, "ffp_varying_specular");
2808 case WINED3DSPR_CONST
:
2810 /* Relative addressing */
2811 if (reg
->idx
[0].rel_addr
)
2813 if (wined3d_settings
.check_float_constants
)
2814 string_buffer_sprintf(register_name
,
2815 "(%s + %u >= 0 && %s + %u < %u ? %s_c[%s + %u] : vec4(0.0))",
2816 rel_param0
.param_str
, reg
->idx
[0].offset
,
2817 rel_param0
.param_str
, reg
->idx
[0].offset
, shader
->limits
->constant_float
,
2818 prefix
, rel_param0
.param_str
, reg
->idx
[0].offset
);
2819 else if (reg
->idx
[0].offset
)
2820 string_buffer_sprintf(register_name
, "%s_c[%s + %u]",
2821 prefix
, rel_param0
.param_str
, reg
->idx
[0].offset
);
2823 string_buffer_sprintf(register_name
, "%s_c[%s]", prefix
, rel_param0
.param_str
);
2827 if (shader_constant_is_local(shader
, reg
->idx
[0].offset
))
2828 string_buffer_sprintf(register_name
, "%s_lc%u", prefix
, reg
->idx
[0].offset
);
2830 string_buffer_sprintf(register_name
, "%s_c[%u]", prefix
, reg
->idx
[0].offset
);
2835 case WINED3DSPR_CONSTINT
:
2836 string_buffer_sprintf(register_name
, "%s_i[%u]", prefix
, reg
->idx
[0].offset
);
2839 case WINED3DSPR_CONSTBOOL
:
2840 string_buffer_sprintf(register_name
, "%s_b[%u]", prefix
, reg
->idx
[0].offset
);
2843 case WINED3DSPR_TEXTURE
: /* case WINED3DSPR_ADDR: */
2844 if (version
->type
== WINED3D_SHADER_TYPE_PIXEL
)
2845 string_buffer_sprintf(register_name
, "T%u", reg
->idx
[0].offset
);
2847 string_buffer_sprintf(register_name
, "A%u", reg
->idx
[0].offset
);
2850 case WINED3DSPR_LOOP
:
2851 string_buffer_sprintf(register_name
, "aL%u", ctx
->state
->current_loop_reg
- 1);
2854 case WINED3DSPR_SAMPLER
:
2855 string_buffer_sprintf(register_name
, "%s_sampler%u", prefix
, reg
->idx
[0].offset
);
2858 case WINED3DSPR_COLOROUT
:
2859 if (reg
->idx
[0].offset
>= gl_info
->limits
.buffers
)
2860 WARN("Write to render target %u, only %d supported.\n",
2861 reg
->idx
[0].offset
, gl_info
->limits
.buffers
);
2863 string_buffer_sprintf(register_name
, "%s[%u]", get_fragment_output(gl_info
), reg
->idx
[0].offset
);
2866 case WINED3DSPR_RASTOUT
:
2867 string_buffer_sprintf(register_name
, "%s", hwrastout_reg_names
[reg
->idx
[0].offset
]);
2870 case WINED3DSPR_DEPTHOUT
:
2871 case WINED3DSPR_DEPTHOUTGE
:
2872 case WINED3DSPR_DEPTHOUTLE
:
2873 string_buffer_sprintf(register_name
, "gl_FragDepth");
2876 case WINED3DSPR_ATTROUT
:
2877 if (!reg
->idx
[0].offset
)
2878 string_buffer_sprintf(register_name
, "%s_out[8]", prefix
);
2880 string_buffer_sprintf(register_name
, "%s_out[9]", prefix
);
2883 case WINED3DSPR_TEXCRDOUT
:
2884 /* Vertex shaders >= 3.0: WINED3DSPR_OUTPUT */
2885 if (reg
->idx
[0].rel_addr
)
2886 string_buffer_sprintf(register_name
, "%s_out[%s + %u]",
2887 prefix
, rel_param0
.param_str
, reg
->idx
[0].offset
);
2889 string_buffer_sprintf(register_name
, "%s_out[%u]", prefix
, reg
->idx
[0].offset
);
2892 case WINED3DSPR_MISCTYPE
:
2893 if (!reg
->idx
[0].offset
)
2896 string_buffer_sprintf(register_name
, "vpos");
2898 else if (reg
->idx
[0].offset
== 1)
2900 /* Note that gl_FrontFacing is a bool, while vFace is
2901 * a float for which the sign determines front/back */
2902 string_buffer_sprintf(register_name
, "(gl_FrontFacing ? 1.0 : -1.0)");
2906 FIXME("Unhandled misctype register %u.\n", reg
->idx
[0].offset
);
2907 string_buffer_sprintf(register_name
, "unrecognized_register");
2911 case WINED3DSPR_IMMCONST
:
2912 switch (reg
->immconst_type
)
2914 case WINED3D_IMMCONST_SCALAR
:
2917 case WINED3D_DATA_UNORM
:
2918 case WINED3D_DATA_SNORM
:
2919 case WINED3D_DATA_FLOAT
:
2920 string_buffer_clear(register_name
);
2921 shader_glsl_append_imm_vec(register_name
, (const float *)reg
->u
.immconst_data
, 1, gl_info
);
2923 case WINED3D_DATA_INT
:
2924 string_buffer_sprintf(register_name
, "%#x", reg
->u
.immconst_data
[0]);
2926 case WINED3D_DATA_RESOURCE
:
2927 case WINED3D_DATA_SAMPLER
:
2928 case WINED3D_DATA_UINT
:
2929 string_buffer_sprintf(register_name
, "%#xu", reg
->u
.immconst_data
[0]);
2932 string_buffer_sprintf(register_name
, "<unhandled data type %#x>", data_type
);
2937 case WINED3D_IMMCONST_VEC4
:
2940 case WINED3D_DATA_UNORM
:
2941 case WINED3D_DATA_SNORM
:
2942 case WINED3D_DATA_FLOAT
:
2943 string_buffer_clear(register_name
);
2944 shader_glsl_append_imm_vec(register_name
, (const float *)reg
->u
.immconst_data
, 4, gl_info
);
2946 case WINED3D_DATA_INT
:
2947 string_buffer_sprintf(register_name
, "ivec4(%#x, %#x, %#x, %#x)",
2948 reg
->u
.immconst_data
[0], reg
->u
.immconst_data
[1],
2949 reg
->u
.immconst_data
[2], reg
->u
.immconst_data
[3]);
2951 case WINED3D_DATA_RESOURCE
:
2952 case WINED3D_DATA_SAMPLER
:
2953 case WINED3D_DATA_UINT
:
2954 string_buffer_sprintf(register_name
, "uvec4(%#xu, %#xu, %#xu, %#xu)",
2955 reg
->u
.immconst_data
[0], reg
->u
.immconst_data
[1],
2956 reg
->u
.immconst_data
[2], reg
->u
.immconst_data
[3]);
2959 string_buffer_sprintf(register_name
, "<unhandled data type %#x>", data_type
);
2965 FIXME("Unhandled immconst type %#x\n", reg
->immconst_type
);
2966 string_buffer_sprintf(register_name
, "<unhandled_immconst_type %#x>", reg
->immconst_type
);
2970 case WINED3DSPR_CONSTBUFFER
:
2971 if (reg
->idx
[1].rel_addr
)
2972 string_buffer_sprintf(register_name
, "%s_cb%u[%s + %u]",
2973 prefix
, reg
->idx
[0].offset
, rel_param1
.param_str
, reg
->idx
[1].offset
);
2975 string_buffer_sprintf(register_name
, "%s_cb%u[%u]", prefix
, reg
->idx
[0].offset
, reg
->idx
[1].offset
);
2978 case WINED3DSPR_IMMCONSTBUFFER
:
2979 if (reg
->idx
[0].rel_addr
)
2980 string_buffer_sprintf(register_name
, "%s_icb[%s + %u]",
2981 prefix
, rel_param0
.param_str
, reg
->idx
[0].offset
);
2983 string_buffer_sprintf(register_name
, "%s_icb[%u]", prefix
, reg
->idx
[0].offset
);
2986 case WINED3DSPR_PRIMID
:
2987 if (version
->type
== WINED3D_SHADER_TYPE_GEOMETRY
)
2988 string_buffer_sprintf(register_name
, "gl_PrimitiveIDIn");
2990 string_buffer_sprintf(register_name
, "gl_PrimitiveID");
2993 case WINED3DSPR_IDXTEMP
:
2994 if (reg
->idx
[1].rel_addr
)
2995 string_buffer_sprintf(register_name
, "X%u[%s + %u]",
2996 reg
->idx
[0].offset
, rel_param1
.param_str
, reg
->idx
[1].offset
);
2998 string_buffer_sprintf(register_name
, "X%u[%u]", reg
->idx
[0].offset
, reg
->idx
[1].offset
);
3001 case WINED3DSPR_LOCALTHREADINDEX
:
3002 shader_glsl_fixup_scalar_register_variable(register_name
,
3003 "int(gl_LocalInvocationIndex)", gl_info
);
3006 case WINED3DSPR_GSINSTID
:
3007 case WINED3DSPR_OUTPOINTID
:
3008 shader_glsl_fixup_scalar_register_variable(register_name
,
3009 "gl_InvocationID", gl_info
);
3012 case WINED3DSPR_THREADID
:
3013 string_buffer_sprintf(register_name
, "ivec3(gl_GlobalInvocationID)");
3016 case WINED3DSPR_THREADGROUPID
:
3017 string_buffer_sprintf(register_name
, "ivec3(gl_WorkGroupID)");
3020 case WINED3DSPR_LOCALTHREADID
:
3021 string_buffer_sprintf(register_name
, "ivec3(gl_LocalInvocationID)");
3024 case WINED3DSPR_FORKINSTID
:
3025 case WINED3DSPR_JOININSTID
:
3026 shader_glsl_fixup_scalar_register_variable(register_name
,
3027 "phase_instance_id", gl_info
);
3030 case WINED3DSPR_TESSCOORD
:
3031 string_buffer_sprintf(register_name
, "gl_TessCoord");
3034 case WINED3DSPR_OUTCONTROLPOINT
:
3035 if (reg
->idx
[0].rel_addr
)
3037 if (reg
->idx
[1].rel_addr
)
3038 string_buffer_sprintf(register_name
, "shader_out[%s + %u].reg[%s + %u]",
3039 rel_param0
.param_str
, reg
->idx
[0].offset
,
3040 rel_param1
.param_str
, reg
->idx
[1].offset
);
3042 string_buffer_sprintf(register_name
, "shader_out[%s + %u].reg[%u]",
3043 rel_param0
.param_str
, reg
->idx
[0].offset
,
3044 reg
->idx
[1].offset
);
3046 else if (reg
->idx
[1].rel_addr
)
3048 string_buffer_sprintf(register_name
, "shader_out[%u].reg[%s + %u]",
3049 reg
->idx
[0].offset
, rel_param1
.param_str
,
3050 reg
->idx
[1].offset
);
3054 string_buffer_sprintf(register_name
, "shader_out[%u].reg[%u]",
3055 reg
->idx
[0].offset
, reg
->idx
[1].offset
);
3059 case WINED3DSPR_PATCHCONST
:
3060 if (version
->type
== WINED3D_SHADER_TYPE_HULL
)
3061 string_buffer_sprintf(register_name
, "hs_out[%u]", reg
->idx
[0].offset
);
3063 string_buffer_sprintf(register_name
, "vpc[%u]", reg
->idx
[0].offset
);
3066 case WINED3DSPR_COVERAGE
:
3067 string_buffer_sprintf(register_name
, "gl_SampleMaskIn[0]");
3070 case WINED3DSPR_SAMPLEMASK
:
3071 string_buffer_sprintf(register_name
, "sample_mask");
3075 FIXME("Unhandled register type %#x.\n", reg
->type
);
3076 string_buffer_sprintf(register_name
, "unrecognised_register");
3081 static void shader_glsl_write_mask_to_str(DWORD write_mask
, char *str
)
3084 if (write_mask
& WINED3DSP_WRITEMASK_0
) *str
++ = 'x';
3085 if (write_mask
& WINED3DSP_WRITEMASK_1
) *str
++ = 'y';
3086 if (write_mask
& WINED3DSP_WRITEMASK_2
) *str
++ = 'z';
3087 if (write_mask
& WINED3DSP_WRITEMASK_3
) *str
++ = 'w';
3091 /* Get the GLSL write mask for the destination register */
3092 static DWORD
shader_glsl_get_write_mask(const struct wined3d_shader_dst_param
*param
, char *write_mask
)
3094 DWORD mask
= param
->write_mask
;
3096 if (shader_is_scalar(¶m
->reg
))
3098 mask
= WINED3DSP_WRITEMASK_0
;
3103 shader_glsl_write_mask_to_str(mask
, write_mask
);
3109 static unsigned int shader_glsl_get_write_mask_size(DWORD write_mask
)
3111 unsigned int size
= 0;
3113 if (write_mask
& WINED3DSP_WRITEMASK_0
) ++size
;
3114 if (write_mask
& WINED3DSP_WRITEMASK_1
) ++size
;
3115 if (write_mask
& WINED3DSP_WRITEMASK_2
) ++size
;
3116 if (write_mask
& WINED3DSP_WRITEMASK_3
) ++size
;
3121 static unsigned int shader_glsl_swizzle_get_component(DWORD swizzle
,
3122 unsigned int component_idx
)
3124 /* swizzle bits fields: wwzzyyxx */
3125 return (swizzle
>> (2 * component_idx
)) & 0x3;
3128 static void shader_glsl_swizzle_to_str(DWORD swizzle
, BOOL fixup
, DWORD mask
, char *str
)
3130 /* For registers of type WINED3DDECLTYPE_D3DCOLOR, data is stored as "bgra",
3131 * but addressed as "rgba". To fix this we need to swap the register's x
3132 * and z components. */
3133 const char *swizzle_chars
= fixup
? "zyxw" : "xyzw";
3137 for (i
= 0; i
< 4; ++i
)
3139 if (mask
& (WINED3DSP_WRITEMASK_0
<< i
))
3140 *str
++ = swizzle_chars
[shader_glsl_swizzle_get_component(swizzle
, i
)];
3145 static void shader_glsl_get_swizzle(const struct wined3d_shader_src_param
*param
,
3146 BOOL fixup
, DWORD mask
, char *swizzle_str
)
3148 if (shader_is_scalar(¶m
->reg
))
3149 *swizzle_str
= '\0';
3151 shader_glsl_swizzle_to_str(param
->swizzle
, fixup
, mask
, swizzle_str
);
3154 static void shader_glsl_sprintf_cast(struct wined3d_string_buffer
*dst_param
, const char *src_param
,
3155 enum wined3d_data_type dst_data_type
, enum wined3d_data_type src_data_type
, unsigned int size
)
3157 if (dst_data_type
== WINED3D_DATA_UNORM
|| dst_data_type
== WINED3D_DATA_SNORM
)
3158 dst_data_type
= WINED3D_DATA_FLOAT
;
3159 if (src_data_type
== WINED3D_DATA_UNORM
|| src_data_type
== WINED3D_DATA_SNORM
)
3160 src_data_type
= WINED3D_DATA_FLOAT
;
3162 if (dst_data_type
== src_data_type
)
3164 string_buffer_sprintf(dst_param
, "%s", src_param
);
3168 if (src_data_type
== WINED3D_DATA_FLOAT
)
3170 switch (dst_data_type
)
3172 case WINED3D_DATA_INT
:
3173 string_buffer_sprintf(dst_param
, "floatBitsToInt(%s)", src_param
);
3175 case WINED3D_DATA_RESOURCE
:
3176 case WINED3D_DATA_SAMPLER
:
3177 case WINED3D_DATA_UINT
:
3178 string_buffer_sprintf(dst_param
, "floatBitsToUint(%s)", src_param
);
3185 if (src_data_type
== WINED3D_DATA_UINT
&& dst_data_type
== WINED3D_DATA_FLOAT
)
3187 string_buffer_sprintf(dst_param
, "uintBitsToFloat(%s)", src_param
);
3191 if (src_data_type
== WINED3D_DATA_INT
)
3193 switch (dst_data_type
)
3195 case WINED3D_DATA_FLOAT
:
3196 string_buffer_sprintf(dst_param
, "intBitsToFloat(%s)", src_param
);
3198 case WINED3D_DATA_UINT
:
3200 string_buffer_sprintf(dst_param
, "uint(%s)", src_param
);
3202 string_buffer_sprintf(dst_param
, "uvec%u(%s)", size
, src_param
);
3209 FIXME("Unhandled cast from %#x to %#x.\n", src_data_type
, dst_data_type
);
3210 string_buffer_sprintf(dst_param
, "%s", src_param
);
3213 /* From a given parameter token, generate the corresponding GLSL string.
3214 * Also, return the actual register name and swizzle in case the
3215 * caller needs this information as well. */
3216 static void shader_glsl_add_src_param_ext(const struct wined3d_shader_context
*ctx
,
3217 const struct wined3d_shader_src_param
*wined3d_src
, DWORD mask
, struct glsl_src_param
*glsl_src
,
3218 enum wined3d_data_type data_type
)
3220 struct shader_glsl_ctx_priv
*priv
= ctx
->backend_data
;
3221 struct wined3d_string_buffer
*param_str
= string_buffer_get(priv
->string_buffers
);
3222 struct wined3d_string_buffer
*reg_name
= string_buffer_get(priv
->string_buffers
);
3223 enum wined3d_data_type param_data_type
;
3224 BOOL is_color
= FALSE
;
3225 char swizzle_str
[6];
3228 glsl_src
->param_str
[0] = '\0';
3229 swizzle_str
[0] = '\0';
3231 shader_glsl_get_register_name(&wined3d_src
->reg
, data_type
, reg_name
, &is_color
, ctx
);
3232 shader_glsl_get_swizzle(wined3d_src
, is_color
, mask
, swizzle_str
);
3234 switch (wined3d_src
->reg
.type
)
3236 case WINED3DSPR_IMMCONST
:
3237 param_data_type
= data_type
;
3238 size
= wined3d_src
->reg
.immconst_type
== WINED3D_IMMCONST_SCALAR
? 1 : 4;
3240 case WINED3DSPR_FORKINSTID
:
3241 case WINED3DSPR_GSINSTID
:
3242 case WINED3DSPR_JOININSTID
:
3243 case WINED3DSPR_LOCALTHREADINDEX
:
3244 case WINED3DSPR_OUTPOINTID
:
3245 case WINED3DSPR_PRIMID
:
3246 param_data_type
= WINED3D_DATA_INT
;
3249 case WINED3DSPR_LOCALTHREADID
:
3250 case WINED3DSPR_THREADGROUPID
:
3251 case WINED3DSPR_THREADID
:
3252 param_data_type
= WINED3D_DATA_INT
;
3256 param_data_type
= WINED3D_DATA_FLOAT
;
3261 shader_glsl_sprintf_cast(param_str
, reg_name
->buffer
, data_type
, param_data_type
, size
);
3262 shader_glsl_gen_modifier(wined3d_src
->modifiers
, param_str
->buffer
, swizzle_str
, glsl_src
->param_str
);
3264 string_buffer_release(priv
->string_buffers
, reg_name
);
3265 string_buffer_release(priv
->string_buffers
, param_str
);
3268 static void shader_glsl_add_src_param(const struct wined3d_shader_instruction
*ins
,
3269 const struct wined3d_shader_src_param
*wined3d_src
, DWORD mask
, struct glsl_src_param
*glsl_src
)
3271 shader_glsl_add_src_param_ext(ins
->ctx
, wined3d_src
, mask
, glsl_src
, wined3d_src
->reg
.data_type
);
3274 /* From a given parameter token, generate the corresponding GLSL string.
3275 * Also, return the actual register name and swizzle in case the
3276 * caller needs this information as well. */
3277 static DWORD
shader_glsl_add_dst_param(const struct wined3d_shader_instruction
*ins
,
3278 const struct wined3d_shader_dst_param
*wined3d_dst
, struct glsl_dst_param
*glsl_dst
)
3280 struct shader_glsl_ctx_priv
*priv
= ins
->ctx
->backend_data
;
3281 struct wined3d_string_buffer
*reg_name
;
3284 glsl_dst
->mask_str
[0] = '\0';
3286 reg_name
= string_buffer_get(priv
->string_buffers
);
3287 shader_glsl_get_register_name(&wined3d_dst
->reg
, wined3d_dst
->reg
.data_type
, reg_name
, NULL
, ins
->ctx
);
3288 len
= min(reg_name
->content_size
, ARRAY_SIZE(glsl_dst
->reg_name
) - 1);
3289 memcpy(glsl_dst
->reg_name
, reg_name
->buffer
, len
);
3290 glsl_dst
->reg_name
[len
] = '\0';
3291 string_buffer_release(priv
->string_buffers
, reg_name
);
3293 return shader_glsl_get_write_mask(wined3d_dst
, glsl_dst
->mask_str
);
3296 /* Append the destination part of the instruction to the buffer, return the effective write mask */
3297 static DWORD
shader_glsl_append_dst_ext(struct wined3d_string_buffer
*buffer
,
3298 const struct wined3d_shader_instruction
*ins
, const struct wined3d_shader_dst_param
*dst
,
3299 unsigned int dst_idx
, enum wined3d_data_type data_type
)
3301 struct glsl_dst_param glsl_dst
;
3304 if ((mask
= shader_glsl_add_dst_param(ins
, dst
, &glsl_dst
)))
3306 if (ins
->flags
& WINED3DSI_PRECISE_XYZW
)
3307 sprintf(glsl_dst
.reg_name
, "tmp_precise[%u]", dst_idx
);
3311 case WINED3D_DATA_FLOAT
:
3312 case WINED3D_DATA_UNORM
:
3313 case WINED3D_DATA_SNORM
:
3314 shader_addline(buffer
, "%s%s = %s(",
3315 glsl_dst
.reg_name
, glsl_dst
.mask_str
, shift_glsl_tab
[dst
->shift
]);
3317 case WINED3D_DATA_INT
:
3318 shader_addline(buffer
, "%s%s = %sintBitsToFloat(",
3319 glsl_dst
.reg_name
, glsl_dst
.mask_str
, shift_glsl_tab
[dst
->shift
]);
3321 case WINED3D_DATA_RESOURCE
:
3322 case WINED3D_DATA_SAMPLER
:
3323 case WINED3D_DATA_UINT
:
3324 shader_addline(buffer
, "%s%s = %suintBitsToFloat(",
3325 glsl_dst
.reg_name
, glsl_dst
.mask_str
, shift_glsl_tab
[dst
->shift
]);
3328 FIXME("Unhandled data type %#x.\n", data_type
);
3329 shader_addline(buffer
, "%s%s = %s(",
3330 glsl_dst
.reg_name
, glsl_dst
.mask_str
, shift_glsl_tab
[dst
->shift
]);
3338 /* Append the destination part of the instruction to the buffer, return the effective write mask */
3339 static DWORD
shader_glsl_append_dst(struct wined3d_string_buffer
*buffer
, const struct wined3d_shader_instruction
*ins
)
3341 return shader_glsl_append_dst_ext(buffer
, ins
, &ins
->dst
[0], 0, ins
->dst
[0].reg
.data_type
);
3344 /** Process GLSL instruction modifiers */
3345 static void shader_glsl_add_instruction_modifiers(const struct wined3d_shader_instruction
*ins
)
3347 const struct wined3d_shader_dst_param
*dst
;
3348 struct glsl_dst_param dst_param
;
3352 for (i
= 0; i
< ins
->dst_count
; ++i
)
3354 if ((dst
= &ins
->dst
[i
])->reg
.type
== WINED3DSPR_NULL
)
3357 if (ins
->flags
& WINED3DSI_PRECISE_XYZW
)
3359 shader_glsl_add_dst_param(ins
, dst
, &dst_param
);
3360 shader_addline(ins
->ctx
->buffer
, "%s%s = tmp_precise[%u]%s;\n",
3361 dst_param
.reg_name
, dst_param
.mask_str
, i
, dst_param
.mask_str
);
3364 if (!(modifiers
= dst
->modifiers
))
3367 shader_glsl_add_dst_param(ins
, dst
, &dst_param
);
3369 if (modifiers
& WINED3DSPDM_SATURATE
)
3371 /* _SAT means to clamp the value of the register to between 0 and 1 */
3372 shader_addline(ins
->ctx
->buffer
, "%s%s = clamp(%s%s, 0.0, 1.0);\n", dst_param
.reg_name
,
3373 dst_param
.mask_str
, dst_param
.reg_name
, dst_param
.mask_str
);
3376 if (modifiers
& WINED3DSPDM_MSAMPCENTROID
)
3378 FIXME("_centroid modifier not handled\n");
3381 if (modifiers
& WINED3DSPDM_PARTIALPRECISION
)
3383 /* MSDN says this modifier can be safely ignored, so that's what we'll do. */
3388 static const char *shader_glsl_get_rel_op(enum wined3d_shader_rel_op op
)
3392 case WINED3D_SHADER_REL_OP_GT
: return ">";
3393 case WINED3D_SHADER_REL_OP_EQ
: return "==";
3394 case WINED3D_SHADER_REL_OP_GE
: return ">=";
3395 case WINED3D_SHADER_REL_OP_LT
: return "<";
3396 case WINED3D_SHADER_REL_OP_NE
: return "!=";
3397 case WINED3D_SHADER_REL_OP_LE
: return "<=";
3399 FIXME("Unrecognized operator %#x.\n", op
);
3404 static BOOL
shader_glsl_has_core_grad(const struct wined3d_gl_info
*gl_info
)
3406 return shader_glsl_get_version(gl_info
) >= 130 || gl_info
->supported
[EXT_GPU_SHADER4
];
3409 static void shader_glsl_get_coord_size(enum wined3d_shader_resource_type resource_type
,
3410 unsigned int *coord_size
, unsigned int *deriv_size
)
3412 const BOOL is_array
= resource_type
== WINED3D_SHADER_RESOURCE_TEXTURE_1DARRAY
3413 || resource_type
== WINED3D_SHADER_RESOURCE_TEXTURE_2DARRAY
;
3415 *coord_size
= resource_type_info
[resource_type
].coord_size
;
3416 *deriv_size
= *coord_size
;
3421 static void shader_glsl_get_sample_function(const struct wined3d_shader_context
*ctx
,
3422 DWORD resource_idx
, DWORD sampler_idx
, uint32_t flags
, struct glsl_sample_function
*sample_function
)
3424 enum wined3d_shader_resource_type resource_type
;
3425 struct shader_glsl_ctx_priv
*priv
= ctx
->backend_data
;
3426 const struct wined3d_gl_info
*gl_info
= priv
->gl_info
;
3427 BOOL shadow
= glsl_is_shadow_sampler(ctx
->shader
, priv
->cur_ps_args
, resource_idx
, sampler_idx
);
3428 BOOL projected
= flags
& WINED3D_GLSL_SAMPLE_PROJECTED
;
3429 BOOL texrect
= ctx
->reg_maps
->shader_version
.type
== WINED3D_SHADER_TYPE_PIXEL
3430 && priv
->cur_ps_args
->np2_fixup
& (1u << resource_idx
)
3431 && gl_info
->supported
[ARB_TEXTURE_RECTANGLE
];
3432 BOOL lod
= flags
& WINED3D_GLSL_SAMPLE_LOD
;
3433 BOOL grad
= flags
& WINED3D_GLSL_SAMPLE_GRAD
;
3434 BOOL offset
= flags
& WINED3D_GLSL_SAMPLE_OFFSET
;
3435 const char *base
= "texture", *type_part
= "", *suffix
= "";
3436 unsigned int coord_size
, deriv_size
;
3438 resource_type
= ctx
->reg_maps
->shader_version
.type
== WINED3D_SHADER_TYPE_PIXEL
3439 ? pixelshader_get_resource_type(ctx
->reg_maps
, resource_idx
, priv
->cur_ps_args
->tex_types
)
3440 : ctx
->reg_maps
->resource_info
[resource_idx
].type
;
3442 sample_function
->data_type
= ctx
->reg_maps
->resource_info
[resource_idx
].data_type
;
3444 if (resource_type
>= ARRAY_SIZE(resource_type_info
))
3446 ERR("Unexpected resource type %#x.\n", resource_type
);
3447 resource_type
= WINED3D_SHADER_RESOURCE_TEXTURE_2D
;
3450 /* Note that there's no such thing as a projected cube texture. */
3451 if (resource_type
== WINED3D_SHADER_RESOURCE_TEXTURE_CUBE
)
3454 if (needs_legacy_glsl_syntax(gl_info
))
3459 type_part
= resource_type_info
[resource_type
].type_part
;
3460 if (resource_type
== WINED3D_SHADER_RESOURCE_TEXTURE_2D
&& texrect
)
3461 type_part
= "2DRect";
3462 if (!type_part
[0] && resource_type
!= WINED3D_SHADER_RESOURCE_TEXTURE_CUBEARRAY
)
3463 FIXME("Unhandled resource type %#x.\n", resource_type
);
3465 if (!lod
&& grad
&& !shader_glsl_has_core_grad(gl_info
))
3467 if (gl_info
->supported
[ARB_SHADER_TEXTURE_LOD
])
3470 FIXME("Unsupported grad function.\n");
3474 if (flags
& WINED3D_GLSL_SAMPLE_LOAD
)
3476 static const uint32_t texel_fetch_flags
= WINED3D_GLSL_SAMPLE_LOAD
| WINED3D_GLSL_SAMPLE_OFFSET
;
3477 if (flags
& ~texel_fetch_flags
)
3478 ERR("Unexpected flags %#x for texelFetch.\n", flags
& ~texel_fetch_flags
);
3480 base
= "texelFetch";
3484 sample_function
->name
= string_buffer_get(priv
->string_buffers
);
3485 string_buffer_sprintf(sample_function
->name
, "%s%s%s%s%s%s", base
, type_part
, projected
? "Proj" : "",
3486 lod
? "Lod" : grad
? "Grad" : "", offset
? "Offset" : "", suffix
);
3488 shader_glsl_get_coord_size(resource_type
, &coord_size
, &deriv_size
);
3491 sample_function
->offset_size
= offset
? deriv_size
: 0;
3492 sample_function
->coord_mask
= wined3d_mask_from_size(coord_size
);
3493 sample_function
->deriv_mask
= wined3d_mask_from_size(deriv_size
);
3494 sample_function
->output_single_component
= shadow
&& !needs_legacy_glsl_syntax(gl_info
);
3497 static void shader_glsl_release_sample_function(const struct wined3d_shader_context
*ctx
,
3498 struct glsl_sample_function
*sample_function
)
3500 const struct shader_glsl_ctx_priv
*priv
= ctx
->backend_data
;
3502 string_buffer_release(priv
->string_buffers
, sample_function
->name
);
3505 static void shader_glsl_append_fixup_arg(char *arguments
, const char *reg_name
,
3506 BOOL sign_fixup
, enum fixup_channel_source channel_source
)
3508 switch(channel_source
)
3510 case CHANNEL_SOURCE_ZERO
:
3511 strcat(arguments
, "0.0");
3514 case CHANNEL_SOURCE_ONE
:
3515 strcat(arguments
, "1.0");
3518 case CHANNEL_SOURCE_X
:
3519 strcat(arguments
, reg_name
);
3520 strcat(arguments
, ".x");
3523 case CHANNEL_SOURCE_Y
:
3524 strcat(arguments
, reg_name
);
3525 strcat(arguments
, ".y");
3528 case CHANNEL_SOURCE_Z
:
3529 strcat(arguments
, reg_name
);
3530 strcat(arguments
, ".z");
3533 case CHANNEL_SOURCE_W
:
3534 strcat(arguments
, reg_name
);
3535 strcat(arguments
, ".w");
3539 FIXME("Unhandled channel source %#x\n", channel_source
);
3540 strcat(arguments
, "undefined");
3544 if (sign_fixup
) strcat(arguments
, " * 2.0 - 1.0");
3547 static void shader_glsl_color_correction_ext(struct wined3d_string_buffer
*buffer
,
3548 const char *reg_name
, DWORD mask
, struct color_fixup_desc fixup
)
3550 unsigned int mask_size
, remaining
;
3551 DWORD fixup_mask
= 0;
3552 char arguments
[256];
3555 if (fixup
.x_sign_fixup
|| fixup
.x_source
!= CHANNEL_SOURCE_X
) fixup_mask
|= WINED3DSP_WRITEMASK_0
;
3556 if (fixup
.y_sign_fixup
|| fixup
.y_source
!= CHANNEL_SOURCE_Y
) fixup_mask
|= WINED3DSP_WRITEMASK_1
;
3557 if (fixup
.z_sign_fixup
|| fixup
.z_source
!= CHANNEL_SOURCE_Z
) fixup_mask
|= WINED3DSP_WRITEMASK_2
;
3558 if (fixup
.w_sign_fixup
|| fixup
.w_source
!= CHANNEL_SOURCE_W
) fixup_mask
|= WINED3DSP_WRITEMASK_3
;
3559 if (!(mask
&= fixup_mask
))
3562 if (is_complex_fixup(fixup
))
3564 enum complex_fixup complex_fixup
= get_complex_fixup(fixup
);
3565 FIXME("Complex fixup (%#x) not supported\n",complex_fixup
);
3569 shader_glsl_write_mask_to_str(mask
, mask_str
);
3570 mask_size
= shader_glsl_get_write_mask_size(mask
);
3572 arguments
[0] = '\0';
3573 remaining
= mask_size
;
3574 if (mask
& WINED3DSP_WRITEMASK_0
)
3576 shader_glsl_append_fixup_arg(arguments
, reg_name
, fixup
.x_sign_fixup
, fixup
.x_source
);
3577 if (--remaining
) strcat(arguments
, ", ");
3579 if (mask
& WINED3DSP_WRITEMASK_1
)
3581 shader_glsl_append_fixup_arg(arguments
, reg_name
, fixup
.y_sign_fixup
, fixup
.y_source
);
3582 if (--remaining
) strcat(arguments
, ", ");
3584 if (mask
& WINED3DSP_WRITEMASK_2
)
3586 shader_glsl_append_fixup_arg(arguments
, reg_name
, fixup
.z_sign_fixup
, fixup
.z_source
);
3587 if (--remaining
) strcat(arguments
, ", ");
3589 if (mask
& WINED3DSP_WRITEMASK_3
)
3591 shader_glsl_append_fixup_arg(arguments
, reg_name
, fixup
.w_sign_fixup
, fixup
.w_source
);
3592 if (--remaining
) strcat(arguments
, ", ");
3596 shader_addline(buffer
, "%s%s = vec%u(%s);\n", reg_name
, mask_str
, mask_size
, arguments
);
3598 shader_addline(buffer
, "%s%s = %s;\n", reg_name
, mask_str
, arguments
);
3601 static void shader_glsl_color_correction(const struct wined3d_shader_instruction
*ins
, struct color_fixup_desc fixup
)
3603 struct shader_glsl_ctx_priv
*priv
= ins
->ctx
->backend_data
;
3604 struct wined3d_string_buffer
*reg_name
;
3606 reg_name
= string_buffer_get(priv
->string_buffers
);
3607 shader_glsl_get_register_name(&ins
->dst
[0].reg
, ins
->dst
[0].reg
.data_type
, reg_name
, NULL
, ins
->ctx
);
3608 shader_glsl_color_correction_ext(ins
->ctx
->buffer
, reg_name
->buffer
, ins
->dst
[0].write_mask
, fixup
);
3609 string_buffer_release(priv
->string_buffers
, reg_name
);
3612 static void PRINTF_ATTR(9, 10) shader_glsl_gen_sample_code(const struct wined3d_shader_instruction
*ins
,
3613 unsigned int sampler_bind_idx
, const struct glsl_sample_function
*sample_function
, DWORD swizzle
,
3614 const char *dx
, const char *dy
, const char *bias
, const struct wined3d_shader_texel_offset
*offset
,
3615 const char *coord_reg_fmt
, ...)
3617 const struct wined3d_shader_version
*version
= &ins
->ctx
->reg_maps
->shader_version
;
3618 char dst_swizzle
[6];
3619 struct color_fixup_desc fixup
;
3620 BOOL np2_fixup
= FALSE
;
3624 shader_glsl_swizzle_to_str(swizzle
, FALSE
, ins
->dst
[0].write_mask
, dst_swizzle
);
3626 /* If ARB_texture_swizzle is supported we don't need to do anything here.
3627 * We actually rely on it for vertex shaders and SM4+. */
3628 if (version
->type
== WINED3D_SHADER_TYPE_PIXEL
&& version
->major
< 4)
3630 const struct shader_glsl_ctx_priv
*priv
= ins
->ctx
->backend_data
;
3631 fixup
= priv
->cur_ps_args
->color_fixup
[sampler_bind_idx
];
3633 if (priv
->cur_ps_args
->np2_fixup
& (1u << sampler_bind_idx
))
3638 fixup
= COLOR_FIXUP_IDENTITY
;
3641 shader_glsl_append_dst_ext(ins
->ctx
->buffer
, ins
, &ins
->dst
[0], 0, sample_function
->data_type
);
3643 if (sample_function
->output_single_component
)
3644 shader_addline(ins
->ctx
->buffer
, "vec4(");
3646 shader_addline(ins
->ctx
->buffer
, "%s(%s_sampler%u, ",
3647 sample_function
->name
->buffer
, shader_glsl_get_prefix(version
->type
), sampler_bind_idx
);
3651 va_start(args
, coord_reg_fmt
);
3652 ret
= shader_vaddline(ins
->ctx
->buffer
, coord_reg_fmt
, args
);
3656 if (!string_buffer_resize(ins
->ctx
->buffer
, ret
))
3662 const struct shader_glsl_ctx_priv
*priv
= ins
->ctx
->backend_data
;
3663 const unsigned char idx
= priv
->cur_np2fixup_info
->idx
[sampler_bind_idx
];
3665 switch (shader_glsl_get_write_mask_size(sample_function
->coord_mask
))
3668 shader_addline(ins
->ctx
->buffer
, " * ps_samplerNP2Fixup[%u].%s",
3669 idx
>> 1, (idx
% 2) ? "z" : "x");
3672 shader_addline(ins
->ctx
->buffer
, " * ps_samplerNP2Fixup[%u].%s",
3673 idx
>> 1, (idx
% 2) ? "zw" : "xy");
3676 shader_addline(ins
->ctx
->buffer
, " * vec3(ps_samplerNP2Fixup[%u].%s, 1.0)",
3677 idx
>> 1, (idx
% 2) ? "zw" : "xy");
3680 shader_addline(ins
->ctx
->buffer
, " * vec4(ps_samplerNP2Fixup[%u].%s, 1.0, 1.0)",
3681 idx
>> 1, (idx
% 2) ? "zw" : "xy");
3686 shader_addline(ins
->ctx
->buffer
, ", %s, %s", dx
, dy
);
3688 shader_addline(ins
->ctx
->buffer
, ", %s", bias
);
3689 if (sample_function
->offset_size
)
3691 int offset_immdata
[4] = {offset
->u
, offset
->v
, offset
->w
};
3692 shader_addline(ins
->ctx
->buffer
, ", ");
3693 shader_glsl_append_imm_ivec(ins
->ctx
->buffer
, offset_immdata
, sample_function
->offset_size
);
3695 shader_addline(ins
->ctx
->buffer
, ")");
3697 if (sample_function
->output_single_component
)
3698 shader_addline(ins
->ctx
->buffer
, ")");
3700 shader_addline(ins
->ctx
->buffer
, "%s);\n", dst_swizzle
);
3702 if (!is_identity_fixup(fixup
))
3703 shader_glsl_color_correction(ins
, fixup
);
3706 static void shader_glsl_fixup_position(struct wined3d_string_buffer
*buffer
, BOOL use_viewport_index
)
3708 /* Write the final position.
3710 * OpenGL coordinates specify the center of the pixel while D3D coords
3711 * specify the corner. The offsets are stored in z and w in
3712 * pos_fixup. pos_fixup.y contains 1.0 or -1.0 to turn the rendering
3713 * upside down for offscreen rendering. pos_fixup.x contains 1.0 to allow
3715 if (use_viewport_index
)
3717 shader_addline(buffer
, "gl_Position.y = gl_Position.y * pos_fixup[gl_ViewportIndex].y;\n");
3718 shader_addline(buffer
, "gl_Position.xy += pos_fixup[gl_ViewportIndex].zw * gl_Position.ww;\n");
3722 shader_addline(buffer
, "gl_Position.y = gl_Position.y * pos_fixup.y;\n");
3723 shader_addline(buffer
, "gl_Position.xy += pos_fixup.zw * gl_Position.ww;\n");
3726 /* Z coord [0;1]->[-1;1] mapping, see comment in get_projection_matrix()
3729 * Basically we want (in homogeneous coordinates) z = z * 2 - 1. However,
3730 * shaders are run before the homogeneous divide, so we have to take the w
3731 * into account: z = ((z / w) * 2 - 1) * w, which is the same as
3733 shader_addline(buffer
, "gl_Position.z = gl_Position.z * 2.0 - gl_Position.w;\n");
3736 /*****************************************************************************
3737 * Begin processing individual instruction opcodes
3738 ****************************************************************************/
3740 static void shader_glsl_binop(const struct wined3d_shader_instruction
*ins
)
3742 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
3743 struct glsl_src_param src0_param
;
3744 struct glsl_src_param src1_param
;
3748 /* Determine the GLSL operator to use based on the opcode */
3749 switch (ins
->handler_idx
)
3751 case WINED3DSIH_ADD
: op
= "+"; break;
3752 case WINED3DSIH_AND
: op
= "&"; break;
3753 case WINED3DSIH_DIV
: op
= "/"; break;
3754 case WINED3DSIH_IADD
: op
= "+"; break;
3755 case WINED3DSIH_ISHL
: op
= "<<"; break;
3756 case WINED3DSIH_ISHR
: op
= ">>"; break;
3757 case WINED3DSIH_MUL
: op
= "*"; break;
3758 case WINED3DSIH_OR
: op
= "|"; break;
3759 case WINED3DSIH_SUB
: op
= "-"; break;
3760 case WINED3DSIH_USHR
: op
= ">>"; break;
3761 case WINED3DSIH_XOR
: op
= "^"; break;
3763 op
= "<unhandled operator>";
3764 FIXME("Opcode %s not yet handled in GLSL.\n", debug_d3dshaderinstructionhandler(ins
->handler_idx
));
3768 write_mask
= shader_glsl_append_dst(buffer
, ins
);
3769 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
3770 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
3771 shader_addline(buffer
, "%s %s %s);\n", src0_param
.param_str
, op
, src1_param
.param_str
);
3774 static void shader_glsl_relop(const struct wined3d_shader_instruction
*ins
)
3776 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
3777 struct glsl_src_param src0_param
;
3778 struct glsl_src_param src1_param
;
3779 unsigned int mask_size
;
3783 write_mask
= shader_glsl_append_dst(buffer
, ins
);
3784 mask_size
= shader_glsl_get_write_mask_size(write_mask
);
3785 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
3786 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
3790 switch (ins
->handler_idx
)
3792 case WINED3DSIH_EQ
: op
= "equal"; break;
3793 case WINED3DSIH_IEQ
: op
= "equal"; break;
3794 case WINED3DSIH_GE
: op
= "greaterThanEqual"; break;
3795 case WINED3DSIH_IGE
: op
= "greaterThanEqual"; break;
3796 case WINED3DSIH_UGE
: op
= "greaterThanEqual"; break;
3797 case WINED3DSIH_LT
: op
= "lessThan"; break;
3798 case WINED3DSIH_ILT
: op
= "lessThan"; break;
3799 case WINED3DSIH_ULT
: op
= "lessThan"; break;
3800 case WINED3DSIH_NE
: op
= "notEqual"; break;
3801 case WINED3DSIH_INE
: op
= "notEqual"; break;
3803 op
= "<unhandled operator>";
3804 ERR("Unhandled opcode %#x.\n", ins
->handler_idx
);
3808 shader_addline(buffer
, "uvec%u(%s(%s, %s)) * 0xffffffffu);\n",
3809 mask_size
, op
, src0_param
.param_str
, src1_param
.param_str
);
3813 switch (ins
->handler_idx
)
3815 case WINED3DSIH_EQ
: op
= "=="; break;
3816 case WINED3DSIH_IEQ
: op
= "=="; break;
3817 case WINED3DSIH_GE
: op
= ">="; break;
3818 case WINED3DSIH_IGE
: op
= ">="; break;
3819 case WINED3DSIH_UGE
: op
= ">="; break;
3820 case WINED3DSIH_LT
: op
= "<"; break;
3821 case WINED3DSIH_ILT
: op
= "<"; break;
3822 case WINED3DSIH_ULT
: op
= "<"; break;
3823 case WINED3DSIH_NE
: op
= "!="; break;
3824 case WINED3DSIH_INE
: op
= "!="; break;
3826 op
= "<unhandled operator>";
3827 ERR("Unhandled opcode %#x.\n", ins
->handler_idx
);
3831 shader_addline(buffer
, "%s %s %s ? 0xffffffffu : 0u);\n",
3832 src0_param
.param_str
, op
, src1_param
.param_str
);
3836 static void shader_glsl_unary_op(const struct wined3d_shader_instruction
*ins
)
3838 struct glsl_src_param src_param
;
3842 switch (ins
->handler_idx
)
3844 case WINED3DSIH_INEG
: op
= "-"; break;
3845 case WINED3DSIH_NOT
: op
= "~"; break;
3847 op
= "<unhandled operator>";
3848 ERR("Unhandled opcode %s.\n",
3849 debug_d3dshaderinstructionhandler(ins
->handler_idx
));
3853 write_mask
= shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
3854 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src_param
);
3855 shader_addline(ins
->ctx
->buffer
, "%s%s);\n", op
, src_param
.param_str
);
3858 static void shader_glsl_mul_extended(const struct wined3d_shader_instruction
*ins
)
3860 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
3861 struct glsl_src_param src0_param
;
3862 struct glsl_src_param src1_param
;
3865 /* If we have ARB_gpu_shader5, we can use imulExtended() / umulExtended().
3866 * If not, we can emulate it. */
3867 if (ins
->dst
[0].reg
.type
!= WINED3DSPR_NULL
)
3868 FIXME("64-bit integer multiplies not implemented.\n");
3870 if (ins
->dst
[1].reg
.type
!= WINED3DSPR_NULL
)
3872 write_mask
= shader_glsl_append_dst_ext(buffer
, ins
, &ins
->dst
[1], 1, ins
->dst
[1].reg
.data_type
);
3873 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
3874 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
3876 shader_addline(ins
->ctx
->buffer
, "%s * %s);\n",
3877 src0_param
.param_str
, src1_param
.param_str
);
3881 static void shader_glsl_udiv(const struct wined3d_shader_instruction
*ins
)
3883 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
3884 struct glsl_src_param src0_param
, src1_param
;
3887 if (ins
->dst
[0].reg
.type
!= WINED3DSPR_NULL
)
3889 if (ins
->dst
[1].reg
.type
!= WINED3DSPR_NULL
)
3893 write_mask
= shader_glsl_get_write_mask(&ins
->dst
[0], dst_mask
);
3894 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
3895 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
3896 shader_addline(buffer
, "tmp0%s = uintBitsToFloat(%s / %s);\n",
3897 dst_mask
, src0_param
.param_str
, src1_param
.param_str
);
3899 write_mask
= shader_glsl_append_dst_ext(buffer
, ins
, &ins
->dst
[1], 1, ins
->dst
[1].reg
.data_type
);
3900 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
3901 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
3902 shader_addline(buffer
, "%s %% %s);\n", src0_param
.param_str
, src1_param
.param_str
);
3904 shader_glsl_append_dst_ext(buffer
, ins
, &ins
->dst
[0], 0, WINED3D_DATA_FLOAT
);
3905 shader_addline(buffer
, "tmp0%s);\n", dst_mask
);
3909 write_mask
= shader_glsl_append_dst_ext(buffer
, ins
, &ins
->dst
[0], 0, ins
->dst
[0].reg
.data_type
);
3910 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
3911 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
3912 shader_addline(buffer
, "%s / %s);\n", src0_param
.param_str
, src1_param
.param_str
);
3915 else if (ins
->dst
[1].reg
.type
!= WINED3DSPR_NULL
)
3917 write_mask
= shader_glsl_append_dst_ext(buffer
, ins
, &ins
->dst
[1], 1, ins
->dst
[1].reg
.data_type
);
3918 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
3919 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
3920 shader_addline(buffer
, "%s %% %s);\n", src0_param
.param_str
, src1_param
.param_str
);
3924 /* Process the WINED3DSIO_MOV opcode using GLSL (dst = src) */
3925 static void shader_glsl_mov(const struct wined3d_shader_instruction
*ins
)
3927 const struct shader_glsl_ctx_priv
*priv
= ins
->ctx
->backend_data
;
3928 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
3929 const struct wined3d_gl_info
*gl_info
= priv
->gl_info
;
3930 struct glsl_src_param src0_param
;
3933 write_mask
= shader_glsl_append_dst(buffer
, ins
);
3934 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
3936 /* In vs_1_1 WINED3DSIO_MOV can write to the address register. In later
3937 * shader versions WINED3DSIO_MOVA is used for this. */
3938 if (ins
->ctx
->reg_maps
->shader_version
.major
== 1
3939 && ins
->ctx
->reg_maps
->shader_version
.type
== WINED3D_SHADER_TYPE_VERTEX
3940 && ins
->dst
[0].reg
.type
== WINED3DSPR_ADDR
)
3942 /* This is a simple floor() */
3943 unsigned int mask_size
= shader_glsl_get_write_mask_size(write_mask
);
3944 if (mask_size
> 1) {
3945 shader_addline(buffer
, "ivec%d(floor(%s)));\n", mask_size
, src0_param
.param_str
);
3947 shader_addline(buffer
, "int(floor(%s)));\n", src0_param
.param_str
);
3950 else if (ins
->handler_idx
== WINED3DSIH_MOVA
)
3952 unsigned int mask_size
= shader_glsl_get_write_mask_size(write_mask
);
3954 if (shader_glsl_get_version(gl_info
) >= 130 || gl_info
->supported
[EXT_GPU_SHADER4
])
3957 shader_addline(buffer
, "ivec%d(round(%s)));\n", mask_size
, src0_param
.param_str
);
3959 shader_addline(buffer
, "int(round(%s)));\n", src0_param
.param_str
);
3964 shader_addline(buffer
, "ivec%d(floor(abs(%s) + vec%d(0.5)) * sign(%s)));\n",
3965 mask_size
, src0_param
.param_str
, mask_size
, src0_param
.param_str
);
3967 shader_addline(buffer
, "int(floor(abs(%s) + 0.5) * sign(%s)));\n",
3968 src0_param
.param_str
, src0_param
.param_str
);
3973 shader_addline(buffer
, "%s);\n", src0_param
.param_str
);
3977 /* Process the dot product operators DP3 and DP4 in GLSL (dst = dot(src0, src1)) */
3978 static void shader_glsl_dot(const struct wined3d_shader_instruction
*ins
)
3980 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
3981 struct glsl_src_param src0_param
;
3982 struct glsl_src_param src1_param
;
3983 DWORD dst_write_mask
, src_write_mask
;
3984 unsigned int dst_size
;
3986 dst_write_mask
= shader_glsl_append_dst(buffer
, ins
);
3987 dst_size
= shader_glsl_get_write_mask_size(dst_write_mask
);
3989 /* dp4 works on vec4, dp3 on vec3, etc. */
3990 if (ins
->handler_idx
== WINED3DSIH_DP4
)
3991 src_write_mask
= WINED3DSP_WRITEMASK_ALL
;
3992 else if (ins
->handler_idx
== WINED3DSIH_DP3
)
3993 src_write_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
3995 src_write_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
;
3997 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_write_mask
, &src0_param
);
3998 shader_glsl_add_src_param(ins
, &ins
->src
[1], src_write_mask
, &src1_param
);
4001 shader_addline(buffer
, "vec%d(dot(%s, %s)));\n", dst_size
, src0_param
.param_str
, src1_param
.param_str
);
4003 shader_addline(buffer
, "dot(%s, %s));\n", src0_param
.param_str
, src1_param
.param_str
);
4007 /* Note that this instruction has some restrictions. The destination write mask
4008 * can't contain the w component, and the source swizzles have to be .xyzw */
4009 static void shader_glsl_cross(const struct wined3d_shader_instruction
*ins
)
4011 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
4012 struct glsl_src_param src0_param
;
4013 struct glsl_src_param src1_param
;
4016 shader_glsl_get_write_mask(&ins
->dst
[0], dst_mask
);
4017 shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
4018 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_mask
, &src0_param
);
4019 shader_glsl_add_src_param(ins
, &ins
->src
[1], src_mask
, &src1_param
);
4020 shader_addline(ins
->ctx
->buffer
, "cross(%s, %s)%s);\n", src0_param
.param_str
, src1_param
.param_str
, dst_mask
);
4023 static void shader_glsl_cut(const struct wined3d_shader_instruction
*ins
)
4025 unsigned int stream
= ins
->handler_idx
== WINED3DSIH_CUT
? 0 : ins
->src
[0].reg
.idx
[0].offset
;
4028 shader_addline(ins
->ctx
->buffer
, "EndPrimitive();\n");
4030 FIXME("Unhandled primitive stream %u.\n", stream
);
4033 /* Process the WINED3DSIO_POW instruction in GLSL (dst = |src0|^src1)
4034 * Src0 and src1 are scalars. Note that D3D uses the absolute of src0, while
4035 * GLSL uses the value as-is. */
4036 static void shader_glsl_pow(const struct wined3d_shader_instruction
*ins
)
4038 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
4039 struct glsl_src_param src0_param
;
4040 struct glsl_src_param src1_param
;
4041 DWORD dst_write_mask
;
4042 unsigned int dst_size
;
4044 dst_write_mask
= shader_glsl_append_dst(buffer
, ins
);
4045 dst_size
= shader_glsl_get_write_mask_size(dst_write_mask
);
4047 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
, &src0_param
);
4048 shader_glsl_add_src_param(ins
, &ins
->src
[1], WINED3DSP_WRITEMASK_0
, &src1_param
);
4052 shader_addline(buffer
, "vec%u(%s == 0.0 ? 1.0 : pow(abs(%s), %s)));\n",
4053 dst_size
, src1_param
.param_str
, src0_param
.param_str
, src1_param
.param_str
);
4057 shader_addline(buffer
, "%s == 0.0 ? 1.0 : pow(abs(%s), %s));\n",
4058 src1_param
.param_str
, src0_param
.param_str
, src1_param
.param_str
);
4062 /* Map the opcode 1-to-1 to the GL code (arg->dst = instruction(src0, src1, ...) */
4063 static void shader_glsl_map2gl(const struct wined3d_shader_instruction
*ins
)
4065 const struct shader_glsl_ctx_priv
*priv
= ins
->ctx
->backend_data
;
4066 bool y_correction
= ins
->ctx
->reg_maps
->shader_version
.type
== WINED3D_SHADER_TYPE_PIXEL
4067 ? priv
->cur_ps_args
->y_correction
: false;
4068 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
4069 struct glsl_src_param src_param
;
4070 const char *instruction
;
4074 /* Determine the GLSL function to use based on the opcode */
4075 /* TODO: Possibly make this a table for faster lookups */
4076 switch (ins
->handler_idx
)
4078 case WINED3DSIH_ABS
: instruction
= "abs"; break;
4079 case WINED3DSIH_BFREV
: instruction
= "bitfieldReverse"; break;
4080 case WINED3DSIH_COUNTBITS
: instruction
= "bitCount"; break;
4081 case WINED3DSIH_DSX
: instruction
= "dFdx"; break;
4082 case WINED3DSIH_DSX_COARSE
: instruction
= "dFdxCoarse"; break;
4083 case WINED3DSIH_DSX_FINE
: instruction
= "dFdxFine"; break;
4084 case WINED3DSIH_DSY
: instruction
= y_correction
? "ycorrection.y * dFdy" : "dFdy"; break;
4085 case WINED3DSIH_DSY_COARSE
: instruction
= y_correction
? "ycorrection.y * dFdyCoarse" : "dFdyCoarse"; break;
4086 case WINED3DSIH_DSY_FINE
: instruction
= y_correction
? "ycorrection.y * dFdyFine" : "dFdyFine"; break;
4087 case WINED3DSIH_FIRSTBIT_HI
: instruction
= "findMSB"; break;
4088 case WINED3DSIH_FIRSTBIT_LO
: instruction
= "findLSB"; break;
4089 case WINED3DSIH_FIRSTBIT_SHI
: instruction
= "findMSB"; break;
4090 case WINED3DSIH_FRC
: instruction
= "fract"; break;
4091 case WINED3DSIH_IMAX
: instruction
= "max"; break;
4092 case WINED3DSIH_IMIN
: instruction
= "min"; break;
4093 case WINED3DSIH_MAX
: instruction
= "max"; break;
4094 case WINED3DSIH_MIN
: instruction
= "min"; break;
4095 case WINED3DSIH_ROUND_NE
: instruction
= "roundEven"; break;
4096 case WINED3DSIH_ROUND_NI
: instruction
= "floor"; break;
4097 case WINED3DSIH_ROUND_PI
: instruction
= "ceil"; break;
4098 case WINED3DSIH_ROUND_Z
: instruction
= "trunc"; break;
4099 case WINED3DSIH_SQRT
: instruction
= "sqrt"; break;
4100 case WINED3DSIH_UMAX
: instruction
= "max"; break;
4101 case WINED3DSIH_UMIN
: instruction
= "min"; break;
4102 default: instruction
= "";
4103 ERR("Opcode %s not yet handled in GLSL.\n", debug_d3dshaderinstructionhandler(ins
->handler_idx
));
4107 write_mask
= shader_glsl_append_dst(buffer
, ins
);
4109 /* In D3D bits are numbered from the most significant bit. */
4110 if (ins
->handler_idx
== WINED3DSIH_FIRSTBIT_HI
|| ins
->handler_idx
== WINED3DSIH_FIRSTBIT_SHI
)
4111 shader_addline(buffer
, "31 - ");
4112 shader_addline(buffer
, "%s(", instruction
);
4116 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src_param
);
4117 shader_addline(buffer
, "%s", src_param
.param_str
);
4118 for (i
= 1; i
< ins
->src_count
; ++i
)
4120 shader_glsl_add_src_param(ins
, &ins
->src
[i
], write_mask
, &src_param
);
4121 shader_addline(buffer
, ", %s", src_param
.param_str
);
4125 shader_addline(buffer
, "));\n");
4128 static void shader_glsl_float16(const struct wined3d_shader_instruction
*ins
)
4130 struct wined3d_shader_dst_param dst
;
4131 struct glsl_src_param src
;
4136 fmt
= ins
->handler_idx
== WINED3DSIH_F16TOF32
4137 ? "unpackHalf2x16(%s).x);\n" : "packHalf2x16(vec2(%s, 0.0)));\n";
4140 for (i
= 0; i
< 4; ++i
)
4142 dst
.write_mask
= ins
->dst
[0].write_mask
& (WINED3DSP_WRITEMASK_0
<< i
);
4143 if (!(write_mask
= shader_glsl_append_dst_ext(ins
->ctx
->buffer
, ins
,
4144 &dst
, 0, dst
.reg
.data_type
)))
4147 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src
);
4148 shader_addline(ins
->ctx
->buffer
, fmt
, src
.param_str
);
4152 static void shader_glsl_bitwise_op(const struct wined3d_shader_instruction
*ins
)
4154 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
4155 struct wined3d_shader_dst_param dst
;
4156 struct glsl_src_param src
[4];
4157 const char *instruction
;
4158 BOOL tmp_dst
= FALSE
;
4163 switch (ins
->handler_idx
)
4165 case WINED3DSIH_BFI
: instruction
= "bitfieldInsert"; break;
4166 case WINED3DSIH_IBFE
: instruction
= "bitfieldExtract"; break;
4167 case WINED3DSIH_UBFE
: instruction
= "bitfieldExtract"; break;
4169 ERR("Unhandled opcode %#x.\n", ins
->handler_idx
);
4173 for (i
= 0; i
< ins
->src_count
; ++i
)
4175 if (ins
->dst
[0].reg
.idx
[0].offset
== ins
->src
[i
].reg
.idx
[0].offset
4176 && ins
->dst
[0].reg
.type
== ins
->src
[i
].reg
.type
)
4181 for (i
= 0; i
< 4; ++i
)
4183 dst
.write_mask
= ins
->dst
[0].write_mask
& (WINED3DSP_WRITEMASK_0
<< i
);
4184 if (tmp_dst
&& (write_mask
= shader_glsl_get_write_mask(&dst
, mask_char
)))
4185 shader_addline(buffer
, "tmp0%s = %sBitsToFloat(", mask_char
,
4186 dst
.reg
.data_type
== WINED3D_DATA_INT
? "int" : "uint");
4187 else if (!(write_mask
= shader_glsl_append_dst_ext(buffer
, ins
, &dst
, 0, dst
.reg
.data_type
)))
4190 for (j
= 0; j
< ins
->src_count
; ++j
)
4191 shader_glsl_add_src_param(ins
, &ins
->src
[j
], write_mask
, &src
[j
]);
4192 shader_addline(buffer
, "%s(", instruction
);
4193 for (j
= 0; j
< ins
->src_count
- 2; ++j
)
4194 shader_addline(buffer
, "%s, ", src
[ins
->src_count
- j
- 1].param_str
);
4195 shader_addline(buffer
, "%s & 0x1f, %s & 0x1f));\n", src
[1].param_str
, src
[0].param_str
);
4200 shader_glsl_append_dst_ext(buffer
, ins
, &ins
->dst
[0], 0, WINED3D_DATA_FLOAT
);
4201 shader_glsl_get_write_mask(&ins
->dst
[0], mask_char
);
4202 shader_addline(buffer
, "tmp0%s);\n", mask_char
);
4206 static void shader_glsl_nop(const struct wined3d_shader_instruction
*ins
) {}
4208 static void shader_glsl_nrm(const struct wined3d_shader_instruction
*ins
)
4210 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
4211 struct glsl_src_param src_param
;
4212 unsigned int mask_size
;
4216 write_mask
= shader_glsl_get_write_mask(ins
->dst
, dst_mask
);
4217 mask_size
= shader_glsl_get_write_mask_size(write_mask
);
4218 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src_param
);
4221 shader_addline(buffer
, "tmp0.x = dot(vec3(%s), vec3(%s));\n",
4222 src_param
.param_str
, src_param
.param_str
);
4224 shader_addline(buffer
, "tmp0.x = dot(%s, %s);\n",
4225 src_param
.param_str
, src_param
.param_str
);
4226 shader_glsl_append_dst(buffer
, ins
);
4228 shader_addline(buffer
, "tmp0.x == 0.0 ? %s : (%s * inversesqrt(tmp0.x)));\n",
4229 src_param
.param_str
, src_param
.param_str
);
4232 static void shader_glsl_scalar_op(const struct wined3d_shader_instruction
*ins
)
4234 DWORD shader_version
= WINED3D_SHADER_VERSION(ins
->ctx
->reg_maps
->shader_version
.major
,
4235 ins
->ctx
->reg_maps
->shader_version
.minor
);
4236 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
4237 struct glsl_src_param src0_param
;
4238 const char *prefix
, *suffix
;
4239 unsigned int dst_size
;
4240 DWORD dst_write_mask
;
4242 dst_write_mask
= shader_glsl_append_dst(buffer
, ins
);
4243 dst_size
= shader_glsl_get_write_mask_size(dst_write_mask
);
4245 if (shader_version
< WINED3D_SHADER_VERSION(4, 0))
4246 dst_write_mask
= WINED3DSP_WRITEMASK_3
;
4248 shader_glsl_add_src_param(ins
, &ins
->src
[0], dst_write_mask
, &src0_param
);
4250 switch (ins
->handler_idx
)
4252 case WINED3DSIH_EXP
:
4253 case WINED3DSIH_EXPP
:
4258 case WINED3DSIH_LOG
:
4259 case WINED3DSIH_LOGP
:
4260 prefix
= "log2(abs(";
4264 case WINED3DSIH_RCP
:
4269 case WINED3DSIH_RSQ
:
4270 prefix
= "inversesqrt(abs(";
4277 FIXME("Unhandled instruction %#x.\n", ins
->handler_idx
);
4281 if (dst_size
> 1 && shader_version
< WINED3D_SHADER_VERSION(4, 0))
4282 shader_addline(buffer
, "vec%u(%s%s%s));\n", dst_size
, prefix
, src0_param
.param_str
, suffix
);
4284 shader_addline(buffer
, "%s%s%s);\n", prefix
, src0_param
.param_str
, suffix
);
4287 /** Process the WINED3DSIO_EXPP instruction in GLSL:
4288 * For shader model 1.x, do the following (and honor the writemask, so use a temporary variable):
4289 * dst.x = 2^(floor(src))
4290 * dst.y = src - floor(src)
4291 * dst.z = 2^src (partial precision is allowed, but optional)
4293 * For 2.0 shaders, just do this (honoring writemask and swizzle):
4294 * dst = 2^src; (partial precision is allowed, but optional)
4296 static void shader_glsl_expp(const struct wined3d_shader_instruction
*ins
)
4298 if (ins
->ctx
->reg_maps
->shader_version
.major
< 2)
4300 struct glsl_src_param src_param
;
4303 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_3
, &src_param
);
4305 shader_addline(ins
->ctx
->buffer
, "tmp0.x = exp2(floor(%s));\n", src_param
.param_str
);
4306 shader_addline(ins
->ctx
->buffer
, "tmp0.y = %s - floor(%s);\n", src_param
.param_str
, src_param
.param_str
);
4307 shader_addline(ins
->ctx
->buffer
, "tmp0.z = exp2(%s);\n", src_param
.param_str
);
4308 shader_addline(ins
->ctx
->buffer
, "tmp0.w = 1.0;\n");
4310 shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
4311 shader_glsl_get_write_mask(&ins
->dst
[0], dst_mask
);
4312 shader_addline(ins
->ctx
->buffer
, "tmp0%s);\n", dst_mask
);
4316 shader_glsl_scalar_op(ins
);
4319 static void shader_glsl_cast(const struct wined3d_shader_instruction
*ins
,
4320 const char *vector_constructor
, const char *scalar_constructor
)
4322 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
4323 struct glsl_src_param src_param
;
4324 unsigned int mask_size
;
4327 write_mask
= shader_glsl_append_dst(buffer
, ins
);
4328 mask_size
= shader_glsl_get_write_mask_size(write_mask
);
4329 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src_param
);
4332 shader_addline(buffer
, "%s%u(%s));\n", vector_constructor
, mask_size
, src_param
.param_str
);
4334 shader_addline(buffer
, "%s(%s));\n", scalar_constructor
, src_param
.param_str
);
4337 static void shader_glsl_to_int(const struct wined3d_shader_instruction
*ins
)
4339 shader_glsl_cast(ins
, "ivec", "int");
4342 static void shader_glsl_to_uint(const struct wined3d_shader_instruction
*ins
)
4344 shader_glsl_cast(ins
, "uvec", "uint");
4347 static void shader_glsl_to_float(const struct wined3d_shader_instruction
*ins
)
4349 shader_glsl_cast(ins
, "vec", "float");
4352 /** Process signed comparison opcodes in GLSL. */
4353 static void shader_glsl_compare(const struct wined3d_shader_instruction
*ins
)
4355 struct glsl_src_param src0_param
;
4356 struct glsl_src_param src1_param
;
4358 unsigned int mask_size
;
4360 write_mask
= shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
4361 mask_size
= shader_glsl_get_write_mask_size(write_mask
);
4362 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
4363 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
4365 if (mask_size
> 1) {
4366 const char *compare
;
4368 switch(ins
->handler_idx
)
4370 case WINED3DSIH_SLT
: compare
= "lessThan"; break;
4371 case WINED3DSIH_SGE
: compare
= "greaterThanEqual"; break;
4372 default: compare
= "";
4373 FIXME("Can't handle opcode %s.\n", debug_d3dshaderinstructionhandler(ins
->handler_idx
));
4376 shader_addline(ins
->ctx
->buffer
, "vec%d(%s(%s, %s)));\n", mask_size
, compare
,
4377 src0_param
.param_str
, src1_param
.param_str
);
4379 switch(ins
->handler_idx
)
4381 case WINED3DSIH_SLT
:
4382 /* Step(src0, src1) is not suitable here because if src0 == src1 SLT is supposed,
4383 * to return 0.0 but step returns 1.0 because step is not < x
4384 * An alternative is a bvec compare padded with an unused second component.
4385 * step(src1 * -1.0, src0 * -1.0) is not an option because it suffers from the same
4386 * issue. Playing with not() is not possible either because not() does not accept
4389 shader_addline(ins
->ctx
->buffer
, "(%s < %s) ? 1.0 : 0.0);\n",
4390 src0_param
.param_str
, src1_param
.param_str
);
4392 case WINED3DSIH_SGE
:
4393 /* Here we can use the step() function and safe a conditional */
4394 shader_addline(ins
->ctx
->buffer
, "step(%s, %s));\n", src1_param
.param_str
, src0_param
.param_str
);
4397 FIXME("Can't handle opcode %s.\n", debug_d3dshaderinstructionhandler(ins
->handler_idx
));
4403 static void shader_glsl_swapc(const struct wined3d_shader_instruction
*ins
)
4405 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
4406 struct wined3d_shader_dst_param dst
[2];
4407 struct glsl_src_param src
[3];
4408 unsigned int i
, j
, k
;
4413 for (i
= 0; i
< ins
->dst_count
; ++i
)
4416 for (j
= 0; j
< ins
->src_count
; ++j
)
4418 if (ins
->dst
[i
].reg
.idx
[0].offset
== ins
->src
[j
].reg
.idx
[0].offset
4419 && ins
->dst
[i
].reg
.type
== ins
->src
[j
].reg
.type
)
4424 dst
[0] = ins
->dst
[0];
4425 dst
[1] = ins
->dst
[1];
4426 for (i
= 0; i
< 4; ++i
)
4428 for (j
= 0; j
< ARRAY_SIZE(dst
); ++j
)
4430 dst
[j
].write_mask
= ins
->dst
[j
].write_mask
& (WINED3DSP_WRITEMASK_0
<< i
);
4431 if (tmp_dst
[j
] && (write_mask
= shader_glsl_get_write_mask(&dst
[j
], mask_char
)))
4432 shader_addline(buffer
, "tmp%u%s = (", j
, mask_char
);
4433 else if (!(write_mask
= shader_glsl_append_dst_ext(buffer
, ins
, &dst
[j
], j
, dst
[j
].reg
.data_type
)))
4436 for (k
= 0; k
< ARRAY_SIZE(src
); ++k
)
4437 shader_glsl_add_src_param(ins
, &ins
->src
[k
], write_mask
, &src
[k
]);
4439 shader_addline(buffer
, "%sbool(%s) ? %s : %s);\n", !j
? "!" : "",
4440 src
[0].param_str
, src
[1].param_str
, src
[2].param_str
);
4444 for (i
= 0; i
< ARRAY_SIZE(tmp_dst
); ++i
)
4448 shader_glsl_get_write_mask(&ins
->dst
[i
], mask_char
);
4449 shader_glsl_append_dst_ext(buffer
, ins
, &ins
->dst
[i
], i
, ins
->dst
[i
].reg
.data_type
);
4450 shader_addline(buffer
, "tmp%u%s);\n", i
, mask_char
);
4455 static void shader_glsl_conditional_move(const struct wined3d_shader_instruction
*ins
)
4457 const char *condition_prefix
, *condition_suffix
;
4458 struct wined3d_shader_dst_param dst
;
4459 struct glsl_src_param src0_param
;
4460 struct glsl_src_param src1_param
;
4461 struct glsl_src_param src2_param
;
4462 BOOL temp_destination
= FALSE
;
4463 DWORD cmp_channel
= 0;
4468 switch (ins
->handler_idx
)
4470 case WINED3DSIH_CMP
:
4471 condition_prefix
= "";
4472 condition_suffix
= " >= 0.0";
4475 case WINED3DSIH_CND
:
4476 condition_prefix
= "";
4477 condition_suffix
= " > 0.5";
4480 case WINED3DSIH_MOVC
:
4481 condition_prefix
= "bool(";
4482 condition_suffix
= ")";
4486 FIXME("Unhandled instruction %#x.\n", ins
->handler_idx
);
4487 condition_prefix
= "<unhandled prefix>";
4488 condition_suffix
= "<unhandled suffix>";
4492 if (shader_is_scalar(&ins
->dst
[0].reg
) || shader_is_scalar(&ins
->src
[0].reg
))
4494 write_mask
= shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
4495 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
4496 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
4497 shader_glsl_add_src_param(ins
, &ins
->src
[2], write_mask
, &src2_param
);
4499 shader_addline(ins
->ctx
->buffer
, "%s%s%s ? %s : %s);\n",
4500 condition_prefix
, src0_param
.param_str
, condition_suffix
,
4501 src1_param
.param_str
, src2_param
.param_str
);
4507 /* Splitting the instruction up in multiple lines imposes a problem:
4508 * The first lines may overwrite source parameters of the following lines.
4509 * Deal with that by using a temporary destination register if needed. */
4510 if ((ins
->src
[0].reg
.idx
[0].offset
== dst
.reg
.idx
[0].offset
4511 && ins
->src
[0].reg
.type
== dst
.reg
.type
)
4512 || (ins
->src
[1].reg
.idx
[0].offset
== dst
.reg
.idx
[0].offset
4513 && ins
->src
[1].reg
.type
== dst
.reg
.type
)
4514 || (ins
->src
[2].reg
.idx
[0].offset
== dst
.reg
.idx
[0].offset
4515 && ins
->src
[2].reg
.type
== dst
.reg
.type
))
4516 temp_destination
= TRUE
;
4518 /* Cycle through all source0 channels. */
4519 for (i
= 0; i
< 4; ++i
)
4522 /* Find the destination channels which use the current source0 channel. */
4523 for (j
= 0; j
< 4; ++j
)
4525 if (shader_glsl_swizzle_get_component(ins
->src
[0].swizzle
, j
) == i
)
4527 write_mask
|= WINED3DSP_WRITEMASK_0
<< j
;
4528 cmp_channel
= WINED3DSP_WRITEMASK_0
<< j
;
4531 dst
.write_mask
= ins
->dst
[0].write_mask
& write_mask
;
4533 if (temp_destination
)
4535 if (!(write_mask
= shader_glsl_get_write_mask(&dst
, mask_char
)))
4537 shader_addline(ins
->ctx
->buffer
, "tmp0%s = (", mask_char
);
4539 else if (!(write_mask
= shader_glsl_append_dst_ext(ins
->ctx
->buffer
, ins
, &dst
, 0, dst
.reg
.data_type
)))
4542 shader_glsl_add_src_param(ins
, &ins
->src
[0], cmp_channel
, &src0_param
);
4543 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
4544 shader_glsl_add_src_param(ins
, &ins
->src
[2], write_mask
, &src2_param
);
4546 shader_addline(ins
->ctx
->buffer
, "%s%s%s ? %s : %s);\n",
4547 condition_prefix
, src0_param
.param_str
, condition_suffix
,
4548 src1_param
.param_str
, src2_param
.param_str
);
4551 if (temp_destination
)
4553 shader_glsl_get_write_mask(&ins
->dst
[0], mask_char
);
4554 shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
4555 shader_addline(ins
->ctx
->buffer
, "tmp0%s);\n", mask_char
);
4559 /** Process the CND opcode in GLSL (dst = (src0 > 0.5) ? src1 : src2) */
4560 /* For ps 1.1-1.3, only a single component of src0 is used. For ps 1.4
4561 * the compare is done per component of src0. */
4562 static void shader_glsl_cnd(const struct wined3d_shader_instruction
*ins
)
4564 struct glsl_src_param src0_param
;
4565 struct glsl_src_param src1_param
;
4566 struct glsl_src_param src2_param
;
4568 DWORD shader_version
= WINED3D_SHADER_VERSION(ins
->ctx
->reg_maps
->shader_version
.major
,
4569 ins
->ctx
->reg_maps
->shader_version
.minor
);
4571 if (shader_version
< WINED3D_SHADER_VERSION(1, 4))
4573 write_mask
= shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
4574 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
, &src0_param
);
4575 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
4576 shader_glsl_add_src_param(ins
, &ins
->src
[2], write_mask
, &src2_param
);
4578 if (ins
->coissue
&& ins
->dst
->write_mask
!= WINED3DSP_WRITEMASK_3
)
4579 shader_addline(ins
->ctx
->buffer
, "%s /* COISSUE! */);\n", src1_param
.param_str
);
4581 shader_addline(ins
->ctx
->buffer
, "%s > 0.5 ? %s : %s);\n",
4582 src0_param
.param_str
, src1_param
.param_str
, src2_param
.param_str
);
4586 shader_glsl_conditional_move(ins
);
4589 /** GLSL code generation for WINED3DSIO_MAD: Multiply the first 2 opcodes, then add the last */
4590 static void shader_glsl_mad(const struct wined3d_shader_instruction
*ins
)
4592 struct glsl_src_param src0_param
;
4593 struct glsl_src_param src1_param
;
4594 struct glsl_src_param src2_param
;
4597 write_mask
= shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
4598 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
4599 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
4600 shader_glsl_add_src_param(ins
, &ins
->src
[2], write_mask
, &src2_param
);
4601 shader_addline(ins
->ctx
->buffer
, "(%s * %s) + %s);\n",
4602 src0_param
.param_str
, src1_param
.param_str
, src2_param
.param_str
);
4605 /* Handles transforming all WINED3DSIO_M?x? opcodes for
4606 Vertex shaders to GLSL codes */
4607 static void shader_glsl_mnxn(const struct wined3d_shader_instruction
*ins
)
4610 int nComponents
= 0;
4611 struct wined3d_shader_dst_param tmp_dst
= {{0}};
4612 struct wined3d_shader_src_param tmp_src
[2] = {{{0}}};
4613 struct wined3d_shader_instruction tmp_ins
;
4615 memset(&tmp_ins
, 0, sizeof(tmp_ins
));
4617 /* Set constants for the temporary argument */
4618 tmp_ins
.ctx
= ins
->ctx
;
4619 tmp_ins
.dst_count
= 1;
4620 tmp_ins
.dst
= &tmp_dst
;
4621 tmp_ins
.src_count
= 2;
4622 tmp_ins
.src
= tmp_src
;
4624 switch(ins
->handler_idx
)
4626 case WINED3DSIH_M4x4
:
4628 tmp_ins
.handler_idx
= WINED3DSIH_DP4
;
4630 case WINED3DSIH_M4x3
:
4632 tmp_ins
.handler_idx
= WINED3DSIH_DP4
;
4634 case WINED3DSIH_M3x4
:
4636 tmp_ins
.handler_idx
= WINED3DSIH_DP3
;
4638 case WINED3DSIH_M3x3
:
4640 tmp_ins
.handler_idx
= WINED3DSIH_DP3
;
4642 case WINED3DSIH_M3x2
:
4644 tmp_ins
.handler_idx
= WINED3DSIH_DP3
;
4650 tmp_dst
= ins
->dst
[0];
4651 tmp_src
[0] = ins
->src
[0];
4652 tmp_src
[1] = ins
->src
[1];
4653 for (i
= 0; i
< nComponents
; ++i
)
4655 tmp_dst
.write_mask
= WINED3DSP_WRITEMASK_0
<< i
;
4656 shader_glsl_dot(&tmp_ins
);
4657 ++tmp_src
[1].reg
.idx
[0].offset
;
4662 The LRP instruction performs a component-wise linear interpolation
4663 between the second and third operands using the first operand as the
4664 blend factor. Equation: (dst = src2 + src0 * (src1 - src2))
4665 This is equivalent to mix(src2, src1, src0);
4667 static void shader_glsl_lrp(const struct wined3d_shader_instruction
*ins
)
4669 struct glsl_src_param src0_param
;
4670 struct glsl_src_param src1_param
;
4671 struct glsl_src_param src2_param
;
4674 write_mask
= shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
4676 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
4677 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
4678 shader_glsl_add_src_param(ins
, &ins
->src
[2], write_mask
, &src2_param
);
4680 shader_addline(ins
->ctx
->buffer
, "mix(%s, %s, %s));\n",
4681 src2_param
.param_str
, src1_param
.param_str
, src0_param
.param_str
);
4684 /** Process the WINED3DSIO_LIT instruction in GLSL:
4685 * dst.x = dst.w = 1.0
4686 * dst.y = (src0.x > 0) ? src0.x
4687 * dst.z = (src0.x > 0) ? ((src0.y > 0) ? pow(src0.y, src.w) : 0) : 0
4688 * where src.w is clamped at +- 128
4690 static void shader_glsl_lit(const struct wined3d_shader_instruction
*ins
)
4692 struct glsl_src_param src0_param
;
4693 struct glsl_src_param src1_param
;
4694 struct glsl_src_param src3_param
;
4697 shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
4698 shader_glsl_get_write_mask(&ins
->dst
[0], dst_mask
);
4700 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
, &src0_param
);
4701 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_1
, &src1_param
);
4702 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_3
, &src3_param
);
4704 /* The sdk specifies the instruction like this
4706 * if(src.x > 0.0) dst.y = src.x
4708 * if(src.x > 0.0 && src.y > 0.0) dst.z = pow(src.y, power);
4711 * (where power = src.w clamped between -128 and 128)
4713 * Obviously that has quite a few conditionals in it which we don't like. So the first step is this:
4714 * dst.x = 1.0 ... No further explanation needed
4715 * dst.y = max(src.y, 0.0); ... If x < 0.0, use 0.0, otherwise x. Same as the conditional
4716 * dst.z = x > 0.0 ? pow(max(y, 0.0), p) : 0; ... 0 ^ power is 0, and otherwise we use y anyway
4717 * dst.w = 1.0. ... Nothing fancy.
4719 * So we still have one conditional in there. So do this:
4720 * dst.z = pow(max(0.0, src.y) * step(0.0, src.x), power);
4722 * 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),
4723 * 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.
4724 * if both x and y are > 0, we get pow(y * 1.0, power), as it is supposed to.
4726 * Unfortunately pow(0.0 ^ 0.0) returns NaN on most GPUs, but lit with src.y = 0 and src.w = 0 returns
4727 * a non-NaN value in dst.z. What we return doesn't matter, as long as it is not NaN. Return 0, which is
4728 * what all Windows HW drivers and GL_ARB_vertex_program's LIT do.
4730 shader_addline(ins
->ctx
->buffer
,
4731 "vec4(1.0, max(%s, 0.0), %s == 0.0 ? 0.0 : "
4732 "pow(max(0.0, %s) * step(0.0, %s), clamp(%s, -128.0, 128.0)), 1.0)%s);\n",
4733 src0_param
.param_str
, src3_param
.param_str
, src1_param
.param_str
,
4734 src0_param
.param_str
, src3_param
.param_str
, dst_mask
);
4737 /** Process the WINED3DSIO_DST instruction in GLSL:
4739 * dst.y = src0.x * src0.y
4743 static void shader_glsl_dst(const struct wined3d_shader_instruction
*ins
)
4745 struct glsl_src_param src0y_param
;
4746 struct glsl_src_param src0z_param
;
4747 struct glsl_src_param src1y_param
;
4748 struct glsl_src_param src1w_param
;
4751 shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
4752 shader_glsl_get_write_mask(&ins
->dst
[0], dst_mask
);
4754 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_1
, &src0y_param
);
4755 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_2
, &src0z_param
);
4756 shader_glsl_add_src_param(ins
, &ins
->src
[1], WINED3DSP_WRITEMASK_1
, &src1y_param
);
4757 shader_glsl_add_src_param(ins
, &ins
->src
[1], WINED3DSP_WRITEMASK_3
, &src1w_param
);
4759 shader_addline(ins
->ctx
->buffer
, "vec4(1.0, %s * %s, %s, %s))%s;\n",
4760 src0y_param
.param_str
, src1y_param
.param_str
, src0z_param
.param_str
, src1w_param
.param_str
, dst_mask
);
4763 /** Process the WINED3DSIO_SINCOS instruction in GLSL:
4764 * VS 2.0 requires that specific cosine and sine constants be passed to this instruction so the hardware
4765 * can handle it. But, these functions are built-in for GLSL, so we can just ignore the last 2 params.
4767 * dst.x = cos(src0.?)
4768 * dst.y = sin(src0.?)
4772 static void shader_glsl_sincos(const struct wined3d_shader_instruction
*ins
)
4774 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
4775 struct glsl_src_param src0_param
;
4778 if (ins
->ctx
->reg_maps
->shader_version
.major
< 4)
4780 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
, &src0_param
);
4782 write_mask
= shader_glsl_append_dst(buffer
, ins
);
4785 case WINED3DSP_WRITEMASK_0
:
4786 shader_addline(buffer
, "cos(%s));\n", src0_param
.param_str
);
4789 case WINED3DSP_WRITEMASK_1
:
4790 shader_addline(buffer
, "sin(%s));\n", src0_param
.param_str
);
4793 case (WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
):
4794 shader_addline(buffer
, "vec2(cos(%s), sin(%s)));\n",
4795 src0_param
.param_str
, src0_param
.param_str
);
4799 ERR("Write mask should be .x, .y or .xy\n");
4806 if (ins
->dst
[0].reg
.type
!= WINED3DSPR_NULL
)
4809 if (ins
->dst
[1].reg
.type
!= WINED3DSPR_NULL
)
4813 write_mask
= shader_glsl_get_write_mask(&ins
->dst
[0], dst_mask
);
4814 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
4815 shader_addline(buffer
, "tmp0%s = sin(%s);\n", dst_mask
, src0_param
.param_str
);
4817 write_mask
= shader_glsl_append_dst_ext(buffer
, ins
, &ins
->dst
[1], 1, ins
->dst
[1].reg
.data_type
);
4818 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
4819 shader_addline(buffer
, "cos(%s));\n", src0_param
.param_str
);
4821 shader_glsl_append_dst_ext(buffer
, ins
, &ins
->dst
[0], 0, ins
->dst
[0].reg
.data_type
);
4822 shader_addline(buffer
, "tmp0%s);\n", dst_mask
);
4826 write_mask
= shader_glsl_append_dst_ext(buffer
, ins
, &ins
->dst
[0], 0, ins
->dst
[0].reg
.data_type
);
4827 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
4828 shader_addline(buffer
, "sin(%s));\n", src0_param
.param_str
);
4831 else if (ins
->dst
[1].reg
.type
!= WINED3DSPR_NULL
)
4833 write_mask
= shader_glsl_append_dst_ext(buffer
, ins
, &ins
->dst
[1], 1, ins
->dst
[1].reg
.data_type
);
4834 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
4835 shader_addline(buffer
, "cos(%s));\n", src0_param
.param_str
);
4839 /* sgn in vs_2_0 has 2 extra parameters(registers for temporary storage) which we don't use
4840 * here. But those extra parameters require a dedicated function for sgn, since map2gl would
4841 * generate invalid code
4843 static void shader_glsl_sgn(const struct wined3d_shader_instruction
*ins
)
4845 struct glsl_src_param src0_param
;
4848 write_mask
= shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
4849 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
4851 shader_addline(ins
->ctx
->buffer
, "sign(%s));\n", src0_param
.param_str
);
4854 /** Process the WINED3DSIO_LOOP instruction in GLSL:
4855 * Start a for() loop where src1.y is the initial value of aL,
4856 * increment aL by src1.z for a total of src1.x iterations.
4857 * Need to use a temporary variable for this operation.
4859 /* FIXME: I don't think nested loops will work correctly this way. */
4860 static void shader_glsl_loop(const struct wined3d_shader_instruction
*ins
)
4862 struct wined3d_shader_parser_state
*state
= ins
->ctx
->state
;
4863 struct shader_glsl_ctx_priv
*priv
= ins
->ctx
->backend_data
;
4864 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
4865 const struct wined3d_shader
*shader
= ins
->ctx
->shader
;
4866 const struct wined3d_shader_lconst
*constant
;
4867 struct wined3d_string_buffer
*reg_name
;
4868 const unsigned int *control_values
= NULL
;
4870 if (ins
->ctx
->reg_maps
->shader_version
.major
< 4)
4872 /* Try to hardcode the loop control parameters if possible. Direct3D 9
4873 * class hardware doesn't support real varying indexing, but Microsoft
4874 * designed this feature for Shader model 2.x+. If the loop control is
4875 * known at compile time, the GLSL compiler can unroll the loop, and
4876 * replace indirect addressing with direct addressing. */
4877 if (ins
->src
[1].reg
.type
== WINED3DSPR_CONSTINT
)
4879 LIST_FOR_EACH_ENTRY(constant
, &shader
->constantsI
, struct wined3d_shader_lconst
, entry
)
4881 if (constant
->idx
== ins
->src
[1].reg
.idx
[0].offset
)
4883 control_values
= constant
->value
;
4891 struct wined3d_shader_loop_control loop_control
;
4892 loop_control
.count
= control_values
[0];
4893 loop_control
.start
= control_values
[1];
4894 loop_control
.step
= (int)control_values
[2];
4896 if (loop_control
.step
> 0)
4898 shader_addline(buffer
, "for (aL%u = %u; aL%u < (%u * %d + %u); aL%u += %d)\n{\n",
4899 state
->current_loop_depth
, loop_control
.start
,
4900 state
->current_loop_depth
, loop_control
.count
, loop_control
.step
, loop_control
.start
,
4901 state
->current_loop_depth
, loop_control
.step
);
4903 else if (loop_control
.step
< 0)
4905 shader_addline(buffer
, "for (aL%u = %u; aL%u > (%u * %d + %u); aL%u += %d)\n{\n",
4906 state
->current_loop_depth
, loop_control
.start
,
4907 state
->current_loop_depth
, loop_control
.count
, loop_control
.step
, loop_control
.start
,
4908 state
->current_loop_depth
, loop_control
.step
);
4912 shader_addline(buffer
, "for (aL%u = %u, tmpInt%u = 0; tmpInt%u < %u; tmpInt%u++)\n{\n",
4913 state
->current_loop_depth
, loop_control
.start
, state
->current_loop_depth
,
4914 state
->current_loop_depth
, loop_control
.count
,
4915 state
->current_loop_depth
);
4920 reg_name
= string_buffer_get(priv
->string_buffers
);
4921 shader_glsl_get_register_name(&ins
->src
[1].reg
, ins
->src
[1].reg
.data_type
, reg_name
, NULL
, ins
->ctx
);
4923 shader_addline(buffer
, "for (tmpInt%u = 0, aL%u = %s.y; tmpInt%u < %s.x; tmpInt%u++, aL%u += %s.z)\n{\n",
4924 state
->current_loop_depth
, state
->current_loop_reg
, reg_name
->buffer
,
4925 state
->current_loop_depth
, reg_name
->buffer
,
4926 state
->current_loop_depth
, state
->current_loop_reg
, reg_name
->buffer
);
4928 string_buffer_release(priv
->string_buffers
, reg_name
);
4932 ++state
->current_loop_reg
;
4936 shader_addline(buffer
, "for (;;)\n{\n");
4939 ++state
->current_loop_depth
;
4942 static void shader_glsl_end(const struct wined3d_shader_instruction
*ins
)
4944 struct wined3d_shader_parser_state
*state
= ins
->ctx
->state
;
4946 shader_addline(ins
->ctx
->buffer
, "}\n");
4948 if (ins
->handler_idx
== WINED3DSIH_ENDLOOP
)
4950 --state
->current_loop_depth
;
4951 --state
->current_loop_reg
;
4954 if (ins
->handler_idx
== WINED3DSIH_ENDREP
)
4956 --state
->current_loop_depth
;
4960 static void shader_glsl_rep(const struct wined3d_shader_instruction
*ins
)
4962 struct wined3d_shader_parser_state
*state
= ins
->ctx
->state
;
4963 const struct wined3d_shader
*shader
= ins
->ctx
->shader
;
4964 const struct wined3d_shader_lconst
*constant
;
4965 struct glsl_src_param src0_param
;
4966 const unsigned int *control_values
= NULL
;
4968 /* Try to hardcode local values to help the GLSL compiler to unroll and optimize the loop */
4969 if (ins
->src
[0].reg
.type
== WINED3DSPR_CONSTINT
)
4971 LIST_FOR_EACH_ENTRY(constant
, &shader
->constantsI
, struct wined3d_shader_lconst
, entry
)
4973 if (constant
->idx
== ins
->src
[0].reg
.idx
[0].offset
)
4975 control_values
= constant
->value
;
4983 shader_addline(ins
->ctx
->buffer
, "for (tmpInt%d = 0; tmpInt%d < %d; tmpInt%d++) {\n",
4984 state
->current_loop_depth
, state
->current_loop_depth
,
4985 control_values
[0], state
->current_loop_depth
);
4989 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
, &src0_param
);
4990 shader_addline(ins
->ctx
->buffer
, "for (tmpInt%d = 0; tmpInt%d < %s; tmpInt%d++) {\n",
4991 state
->current_loop_depth
, state
->current_loop_depth
,
4992 src0_param
.param_str
, state
->current_loop_depth
);
4995 ++state
->current_loop_depth
;
4998 static void shader_glsl_switch(const struct wined3d_shader_instruction
*ins
)
5000 struct glsl_src_param src0_param
;
5002 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
, &src0_param
);
5003 shader_addline(ins
->ctx
->buffer
, "switch (%s)\n{\n", src0_param
.param_str
);
5006 static void shader_glsl_case(const struct wined3d_shader_instruction
*ins
)
5008 struct glsl_src_param src0_param
;
5010 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
, &src0_param
);
5011 shader_addline(ins
->ctx
->buffer
, "case %s:\n", src0_param
.param_str
);
5014 static void shader_glsl_default(const struct wined3d_shader_instruction
*ins
)
5016 shader_addline(ins
->ctx
->buffer
, "default:\n");
5019 static void shader_glsl_generate_condition(const struct wined3d_shader_instruction
*ins
)
5021 struct glsl_src_param src_param
;
5022 const char *condition
;
5024 condition
= ins
->flags
== WINED3D_SHADER_CONDITIONAL_OP_NZ
? "bool" : "!bool";
5025 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
, &src_param
);
5026 shader_addline(ins
->ctx
->buffer
, "if (%s(%s))\n", condition
, src_param
.param_str
);
5029 static void shader_glsl_if(const struct wined3d_shader_instruction
*ins
)
5031 shader_glsl_generate_condition(ins
);
5032 shader_addline(ins
->ctx
->buffer
, "{\n");
5035 static void shader_glsl_ifc(const struct wined3d_shader_instruction
*ins
)
5037 struct glsl_src_param src0_param
;
5038 struct glsl_src_param src1_param
;
5040 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
, &src0_param
);
5041 shader_glsl_add_src_param(ins
, &ins
->src
[1], WINED3DSP_WRITEMASK_0
, &src1_param
);
5043 shader_addline(ins
->ctx
->buffer
, "if (%s %s %s) {\n",
5044 src0_param
.param_str
, shader_glsl_get_rel_op(ins
->flags
), src1_param
.param_str
);
5047 static void shader_glsl_else(const struct wined3d_shader_instruction
*ins
)
5049 shader_addline(ins
->ctx
->buffer
, "} else {\n");
5052 static void shader_glsl_emit(const struct wined3d_shader_instruction
*ins
)
5054 unsigned int stream
= ins
->handler_idx
== WINED3DSIH_EMIT
? 0 : ins
->src
[0].reg
.idx
[0].offset
;
5055 const struct wined3d_shader_reg_maps
*reg_maps
= ins
->ctx
->reg_maps
;
5056 const struct shader_glsl_ctx_priv
*priv
= ins
->ctx
->backend_data
;
5058 shader_addline(ins
->ctx
->buffer
, "setup_gs_output(gs_out);\n");
5059 if (!priv
->gl_info
->supported
[ARB_CLIP_CONTROL
])
5060 shader_glsl_fixup_position(ins
->ctx
->buffer
, reg_maps
->viewport_array
);
5063 shader_addline(ins
->ctx
->buffer
, "EmitVertex();\n");
5065 FIXME("Unhandled primitive stream %u.\n", stream
);
5068 static void shader_glsl_break(const struct wined3d_shader_instruction
*ins
)
5070 shader_addline(ins
->ctx
->buffer
, "break;\n");
5073 /* FIXME: According to MSDN the compare is done per component. */
5074 static void shader_glsl_breakc(const struct wined3d_shader_instruction
*ins
)
5076 struct glsl_src_param src0_param
;
5077 struct glsl_src_param src1_param
;
5079 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
, &src0_param
);
5080 shader_glsl_add_src_param(ins
, &ins
->src
[1], WINED3DSP_WRITEMASK_0
, &src1_param
);
5082 shader_addline(ins
->ctx
->buffer
, "if (%s %s %s) break;\n",
5083 src0_param
.param_str
, shader_glsl_get_rel_op(ins
->flags
), src1_param
.param_str
);
5086 static void shader_glsl_conditional_op(const struct wined3d_shader_instruction
*ins
)
5090 switch (ins
->handler_idx
)
5092 case WINED3DSIH_BREAKP
:
5095 case WINED3DSIH_CONTINUEP
:
5098 case WINED3DSIH_RETP
:
5102 ERR("Unhandled opcode %#x.\n", ins
->handler_idx
);
5106 shader_glsl_generate_condition(ins
);
5107 if (ins
->handler_idx
== WINED3DSIH_RETP
)
5109 shader_addline(ins
->ctx
->buffer
, "{\n");
5110 shader_glsl_generate_shader_epilogue(ins
->ctx
);
5112 shader_addline(ins
->ctx
->buffer
, " %s\n", op
);
5113 if (ins
->handler_idx
== WINED3DSIH_RETP
)
5114 shader_addline(ins
->ctx
->buffer
, "}\n");
5117 static void shader_glsl_continue(const struct wined3d_shader_instruction
*ins
)
5119 shader_addline(ins
->ctx
->buffer
, "continue;\n");
5122 static void shader_glsl_label(const struct wined3d_shader_instruction
*ins
)
5124 shader_addline(ins
->ctx
->buffer
, "}\n");
5125 shader_addline(ins
->ctx
->buffer
, "void subroutine%u()\n{\n", ins
->src
[0].reg
.idx
[0].offset
);
5127 /* Subroutines appear at the end of the shader. */
5128 ins
->ctx
->state
->in_subroutine
= TRUE
;
5131 static void shader_glsl_call(const struct wined3d_shader_instruction
*ins
)
5133 shader_addline(ins
->ctx
->buffer
, "subroutine%u();\n", ins
->src
[0].reg
.idx
[0].offset
);
5136 static void shader_glsl_callnz(const struct wined3d_shader_instruction
*ins
)
5138 struct glsl_src_param src1_param
;
5140 shader_glsl_add_src_param(ins
, &ins
->src
[1], WINED3DSP_WRITEMASK_0
, &src1_param
);
5141 shader_addline(ins
->ctx
->buffer
, "if (%s) subroutine%u();\n",
5142 src1_param
.param_str
, ins
->src
[0].reg
.idx
[0].offset
);
5145 static void shader_glsl_ret(const struct wined3d_shader_instruction
*ins
)
5147 const struct wined3d_shader_version
*version
= &ins
->ctx
->shader
->reg_maps
.shader_version
;
5149 if (version
->major
>= 4 && !ins
->ctx
->state
->in_subroutine
)
5151 shader_glsl_generate_shader_epilogue(ins
->ctx
);
5152 shader_addline(ins
->ctx
->buffer
, "return;\n");
5156 static void shader_glsl_tex(const struct wined3d_shader_instruction
*ins
)
5158 DWORD shader_version
= WINED3D_SHADER_VERSION(ins
->ctx
->reg_maps
->shader_version
.major
,
5159 ins
->ctx
->reg_maps
->shader_version
.minor
);
5160 struct glsl_sample_function sample_function
;
5161 DWORD sample_flags
= 0;
5162 unsigned int resource_idx
;
5163 DWORD mask
= 0, swizzle
;
5164 const struct shader_glsl_ctx_priv
*priv
= ins
->ctx
->backend_data
;
5165 enum wined3d_shader_resource_type resource_type
;
5167 /* 1.0-1.4: Use destination register as sampler source.
5168 * 2.0+: Use provided sampler source. */
5169 if (shader_version
< WINED3D_SHADER_VERSION(2,0))
5170 resource_idx
= ins
->dst
[0].reg
.idx
[0].offset
;
5172 resource_idx
= ins
->src
[1].reg
.idx
[0].offset
;
5174 resource_type
= ins
->ctx
->reg_maps
->shader_version
.type
== WINED3D_SHADER_TYPE_PIXEL
5175 ? pixelshader_get_resource_type(ins
->ctx
->reg_maps
, resource_idx
, priv
->cur_ps_args
->tex_types
)
5176 : ins
->ctx
->reg_maps
->resource_info
[resource_idx
].type
;
5178 if (shader_version
< WINED3D_SHADER_VERSION(1,4))
5180 DWORD flags
= (priv
->cur_ps_args
->tex_transform
>> resource_idx
* WINED3D_PSARGS_TEXTRANSFORM_SHIFT
)
5181 & WINED3D_PSARGS_TEXTRANSFORM_MASK
;
5183 /* Projected cube textures don't make a lot of sense, the resulting coordinates stay the same. */
5184 if (flags
& WINED3D_PSARGS_PROJECTED
&& resource_type
!= WINED3D_SHADER_RESOURCE_TEXTURE_CUBE
)
5186 sample_flags
|= WINED3D_GLSL_SAMPLE_PROJECTED
;
5187 switch (flags
& ~WINED3D_PSARGS_PROJECTED
)
5189 case WINED3D_TTFF_COUNT1
:
5190 FIXME("WINED3D_TTFF_PROJECTED with WINED3D_TTFF_COUNT1?\n");
5192 case WINED3D_TTFF_COUNT2
:
5193 mask
= WINED3DSP_WRITEMASK_1
;
5195 case WINED3D_TTFF_COUNT3
:
5196 mask
= WINED3DSP_WRITEMASK_2
;
5198 case WINED3D_TTFF_COUNT4
:
5199 case WINED3D_TTFF_DISABLE
:
5200 mask
= WINED3DSP_WRITEMASK_3
;
5205 else if (shader_version
< WINED3D_SHADER_VERSION(2,0))
5207 enum wined3d_shader_src_modifier src_mod
= ins
->src
[0].modifiers
;
5209 if (src_mod
== WINED3DSPSM_DZ
) {
5210 sample_flags
|= WINED3D_GLSL_SAMPLE_PROJECTED
;
5211 mask
= WINED3DSP_WRITEMASK_2
;
5212 } else if (src_mod
== WINED3DSPSM_DW
) {
5213 sample_flags
|= WINED3D_GLSL_SAMPLE_PROJECTED
;
5214 mask
= WINED3DSP_WRITEMASK_3
;
5219 if ((ins
->flags
& WINED3DSI_TEXLD_PROJECT
)
5220 && resource_type
!= WINED3D_SHADER_RESOURCE_TEXTURE_CUBE
)
5222 /* ps 2.0 texldp instruction always divides by the fourth component. */
5223 sample_flags
|= WINED3D_GLSL_SAMPLE_PROJECTED
;
5224 mask
= WINED3DSP_WRITEMASK_3
;
5228 shader_glsl_get_sample_function(ins
->ctx
, resource_idx
, resource_idx
, sample_flags
, &sample_function
);
5229 mask
|= sample_function
.coord_mask
;
5230 sample_function
.coord_mask
= mask
;
5232 if (shader_version
< WINED3D_SHADER_VERSION(2,0)) swizzle
= WINED3DSP_NOSWIZZLE
;
5233 else swizzle
= ins
->src
[1].swizzle
;
5235 /* 1.0-1.3: Use destination register as coordinate source.
5236 1.4+: Use provided coordinate source register. */
5237 if (shader_version
< WINED3D_SHADER_VERSION(1,4))
5240 shader_glsl_write_mask_to_str(mask
, coord_mask
);
5241 shader_glsl_gen_sample_code(ins
, resource_idx
, &sample_function
, swizzle
, NULL
, NULL
, NULL
, NULL
,
5242 "T%u%s", resource_idx
, coord_mask
);
5246 struct glsl_src_param coord_param
;
5247 shader_glsl_add_src_param(ins
, &ins
->src
[0], mask
, &coord_param
);
5248 if (ins
->flags
& WINED3DSI_TEXLD_BIAS
)
5250 struct glsl_src_param bias
;
5251 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_3
, &bias
);
5252 shader_glsl_gen_sample_code(ins
, resource_idx
, &sample_function
, swizzle
, NULL
, NULL
, bias
.param_str
,
5253 NULL
, "%s", coord_param
.param_str
);
5255 shader_glsl_gen_sample_code(ins
, resource_idx
, &sample_function
, swizzle
, NULL
, NULL
, NULL
, NULL
,
5256 "%s", coord_param
.param_str
);
5259 shader_glsl_release_sample_function(ins
->ctx
, &sample_function
);
5262 static void shader_glsl_texldd(const struct wined3d_shader_instruction
*ins
)
5264 const struct shader_glsl_ctx_priv
*priv
= ins
->ctx
->backend_data
;
5265 const struct wined3d_gl_info
*gl_info
= priv
->gl_info
;
5266 struct glsl_src_param coord_param
, dx_param
, dy_param
;
5267 struct glsl_sample_function sample_function
;
5269 DWORD swizzle
= ins
->src
[1].swizzle
;
5271 if (!shader_glsl_has_core_grad(gl_info
) && !gl_info
->supported
[ARB_SHADER_TEXTURE_LOD
])
5273 FIXME("texldd used, but not supported by hardware. Falling back to regular tex.\n");
5274 shader_glsl_tex(ins
);
5278 sampler_idx
= ins
->src
[1].reg
.idx
[0].offset
;
5280 shader_glsl_get_sample_function(ins
->ctx
, sampler_idx
, sampler_idx
, WINED3D_GLSL_SAMPLE_GRAD
, &sample_function
);
5281 shader_glsl_add_src_param(ins
, &ins
->src
[0], sample_function
.coord_mask
, &coord_param
);
5282 shader_glsl_add_src_param(ins
, &ins
->src
[2], sample_function
.deriv_mask
, &dx_param
);
5283 shader_glsl_add_src_param(ins
, &ins
->src
[3], sample_function
.deriv_mask
, &dy_param
);
5285 shader_glsl_gen_sample_code(ins
, sampler_idx
, &sample_function
, swizzle
, dx_param
.param_str
, dy_param
.param_str
,
5286 NULL
, NULL
, "%s", coord_param
.param_str
);
5287 shader_glsl_release_sample_function(ins
->ctx
, &sample_function
);
5290 static void shader_glsl_texldl(const struct wined3d_shader_instruction
*ins
)
5292 const struct wined3d_shader_version
*shader_version
= &ins
->ctx
->reg_maps
->shader_version
;
5293 const struct shader_glsl_ctx_priv
*priv
= ins
->ctx
->backend_data
;
5294 const struct wined3d_gl_info
*gl_info
= priv
->gl_info
;
5295 struct glsl_src_param coord_param
, lod_param
;
5296 struct glsl_sample_function sample_function
;
5297 DWORD swizzle
= ins
->src
[1].swizzle
;
5300 sampler_idx
= ins
->src
[1].reg
.idx
[0].offset
;
5302 shader_glsl_get_sample_function(ins
->ctx
, sampler_idx
, sampler_idx
, WINED3D_GLSL_SAMPLE_LOD
, &sample_function
);
5303 shader_glsl_add_src_param(ins
, &ins
->src
[0], sample_function
.coord_mask
, &coord_param
);
5305 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_3
, &lod_param
);
5307 if (shader_version
->type
== WINED3D_SHADER_TYPE_PIXEL
&& !shader_glsl_has_core_grad(gl_info
)
5308 && !gl_info
->supported
[ARB_SHADER_TEXTURE_LOD
])
5310 /* Plain GLSL only supports Lod sampling functions in vertex shaders.
5311 * However, the NVIDIA drivers allow them in fragment shaders as well,
5312 * even without the appropriate extension. */
5313 WARN("Using %s in fragment shader.\n", sample_function
.name
->buffer
);
5315 shader_glsl_gen_sample_code(ins
, sampler_idx
, &sample_function
, swizzle
, NULL
, NULL
, lod_param
.param_str
, NULL
,
5316 "%s", coord_param
.param_str
);
5317 shader_glsl_release_sample_function(ins
->ctx
, &sample_function
);
5320 static unsigned int shader_glsl_find_sampler(const struct wined3d_shader_sampler_map
*sampler_map
,
5321 unsigned int resource_idx
, unsigned int sampler_idx
)
5323 struct wined3d_shader_sampler_map_entry
*entries
= sampler_map
->entries
;
5326 for (i
= 0; i
< sampler_map
->count
; ++i
)
5328 if (entries
[i
].resource_idx
== resource_idx
&& entries
[i
].sampler_idx
== sampler_idx
)
5329 return entries
[i
].bind_idx
;
5332 ERR("No GLSL sampler found for resource %u / sampler %u.\n", resource_idx
, sampler_idx
);
5337 static void shader_glsl_atomic(const struct wined3d_shader_instruction
*ins
)
5339 const BOOL is_imm_instruction
= WINED3DSIH_IMM_ATOMIC_AND
<= ins
->handler_idx
5340 && ins
->handler_idx
<= WINED3DSIH_IMM_ATOMIC_XOR
;
5341 const struct wined3d_shader_reg_maps
*reg_maps
= ins
->ctx
->reg_maps
;
5342 const struct wined3d_shader_version
*version
= ®_maps
->shader_version
;
5343 struct shader_glsl_ctx_priv
*priv
= ins
->ctx
->backend_data
;
5344 struct glsl_src_param structure_idx
, offset
, data
, data2
;
5345 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
5346 enum wined3d_shader_resource_type resource_type
;
5347 struct wined3d_string_buffer
*address
;
5348 enum wined3d_data_type data_type
;
5349 unsigned int resource_idx
, stride
;
5350 const char *op
, *resource
;
5354 resource_idx
= ins
->dst
[is_imm_instruction
].reg
.idx
[0].offset
;
5355 is_tgsm
= ins
->dst
[is_imm_instruction
].reg
.type
== WINED3DSPR_GROUPSHAREDMEM
;
5358 if (resource_idx
>= reg_maps
->tgsm_count
)
5360 ERR("Invalid TGSM index %u.\n", resource_idx
);
5364 data_type
= WINED3D_DATA_UINT
;
5366 stride
= reg_maps
->tgsm
[resource_idx
].stride
;
5370 if (resource_idx
>= ARRAY_SIZE(reg_maps
->uav_resource_info
))
5372 ERR("Invalid UAV index %u.\n", resource_idx
);
5375 resource_type
= reg_maps
->uav_resource_info
[resource_idx
].type
;
5376 if (resource_type
>= ARRAY_SIZE(resource_type_info
))
5378 ERR("Unexpected resource type %#x.\n", resource_type
);
5382 data_type
= reg_maps
->uav_resource_info
[resource_idx
].data_type
;
5383 coord_mask
= wined3d_mask_from_size(resource_type_info
[resource_type
].coord_size
);
5384 stride
= reg_maps
->uav_resource_info
[resource_idx
].stride
;
5387 switch (ins
->handler_idx
)
5389 case WINED3DSIH_ATOMIC_AND
:
5390 case WINED3DSIH_IMM_ATOMIC_AND
:
5394 op
= "imageAtomicAnd";
5396 case WINED3DSIH_ATOMIC_CMP_STORE
:
5397 case WINED3DSIH_IMM_ATOMIC_CMP_EXCH
:
5399 op
= "atomicCompSwap";
5401 op
= "imageAtomicCompSwap";
5403 case WINED3DSIH_ATOMIC_IADD
:
5404 case WINED3DSIH_IMM_ATOMIC_IADD
:
5408 op
= "imageAtomicAdd";
5410 case WINED3DSIH_ATOMIC_IMAX
:
5411 case WINED3DSIH_IMM_ATOMIC_IMAX
:
5415 op
= "imageAtomicMax";
5416 if (data_type
!= WINED3D_DATA_INT
)
5418 FIXME("Unhandled opcode %#x for unsigned integers.\n", ins
->handler_idx
);
5422 case WINED3DSIH_ATOMIC_IMIN
:
5423 case WINED3DSIH_IMM_ATOMIC_IMIN
:
5427 op
= "imageAtomicMin";
5428 if (data_type
!= WINED3D_DATA_INT
)
5430 FIXME("Unhandled opcode %#x for unsigned integers.\n", ins
->handler_idx
);
5434 case WINED3DSIH_ATOMIC_OR
:
5435 case WINED3DSIH_IMM_ATOMIC_OR
:
5439 op
= "imageAtomicOr";
5441 case WINED3DSIH_ATOMIC_UMAX
:
5442 case WINED3DSIH_IMM_ATOMIC_UMAX
:
5446 op
= "imageAtomicMax";
5447 if (data_type
!= WINED3D_DATA_UINT
)
5449 FIXME("Unhandled opcode %#x for signed integers.\n", ins
->handler_idx
);
5453 case WINED3DSIH_ATOMIC_UMIN
:
5454 case WINED3DSIH_IMM_ATOMIC_UMIN
:
5458 op
= "imageAtomicMin";
5459 if (data_type
!= WINED3D_DATA_UINT
)
5461 FIXME("Unhandled opcode %#x for signed integers.\n", ins
->handler_idx
);
5465 case WINED3DSIH_ATOMIC_XOR
:
5466 case WINED3DSIH_IMM_ATOMIC_XOR
:
5470 op
= "imageAtomicXor";
5472 case WINED3DSIH_IMM_ATOMIC_EXCH
:
5474 op
= "atomicExchange";
5476 op
= "imageAtomicExchange";
5479 ERR("Unhandled opcode %#x.\n", ins
->handler_idx
);
5483 address
= string_buffer_get(priv
->string_buffers
);
5486 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
, &structure_idx
);
5487 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_1
, &offset
);
5488 string_buffer_sprintf(address
, "%s * %u + %s / 4", structure_idx
.param_str
, stride
, offset
.param_str
);
5492 shader_glsl_add_src_param(ins
, &ins
->src
[0], coord_mask
, &offset
);
5493 string_buffer_sprintf(address
, "%s", offset
.param_str
);
5494 if (is_tgsm
|| (reg_maps
->uav_resource_info
[resource_idx
].flags
& WINED3D_VIEW_BUFFER_RAW
))
5495 shader_addline(address
, "/ 4");
5498 if (is_imm_instruction
)
5499 shader_glsl_append_dst_ext(ins
->ctx
->buffer
, ins
, &ins
->dst
[0], 0, data_type
);
5502 shader_addline(buffer
, "%s(%s_%s%u[%s], ",
5503 op
, shader_glsl_get_prefix(version
->type
), resource
, resource_idx
, address
->buffer
);
5505 shader_addline(buffer
, "%s(%s_%s%u, %s, ",
5506 op
, shader_glsl_get_prefix(version
->type
), resource
, resource_idx
, address
->buffer
);
5508 shader_glsl_add_src_param_ext(ins
->ctx
, &ins
->src
[1], WINED3DSP_WRITEMASK_0
, &data
, data_type
);
5509 shader_addline(buffer
, "%s", data
.param_str
);
5510 if (ins
->src_count
>= 3)
5512 shader_glsl_add_src_param_ext(ins
->ctx
, &ins
->src
[2], WINED3DSP_WRITEMASK_0
, &data2
, data_type
);
5513 shader_addline(buffer
, ", %s", data2
.param_str
);
5516 if (is_imm_instruction
)
5517 shader_addline(buffer
, ")");
5518 shader_addline(buffer
, ");\n");
5520 string_buffer_release(priv
->string_buffers
, address
);
5523 static void shader_glsl_uav_counter(const struct wined3d_shader_instruction
*ins
)
5525 const char *prefix
= shader_glsl_get_prefix(ins
->ctx
->reg_maps
->shader_version
.type
);
5528 if (ins
->handler_idx
== WINED3DSIH_IMM_ATOMIC_ALLOC
)
5529 op
= "atomicCounterIncrement";
5531 op
= "atomicCounterDecrement";
5533 shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
5534 shader_addline(ins
->ctx
->buffer
, "%s(%s_counter%u));\n", op
, prefix
, ins
->src
[0].reg
.idx
[0].offset
);
5537 static void shader_glsl_ld_uav(const struct wined3d_shader_instruction
*ins
)
5539 const struct wined3d_shader_reg_maps
*reg_maps
= ins
->ctx
->reg_maps
;
5540 const struct wined3d_shader_version
*version
= ®_maps
->shader_version
;
5541 enum wined3d_shader_resource_type resource_type
;
5542 struct glsl_src_param image_coord_param
;
5543 enum wined3d_data_type data_type
;
5544 DWORD coord_mask
, write_mask
;
5545 unsigned int uav_idx
;
5546 char dst_swizzle
[6];
5548 uav_idx
= ins
->src
[1].reg
.idx
[0].offset
;
5549 if (uav_idx
>= ARRAY_SIZE(reg_maps
->uav_resource_info
))
5551 ERR("Invalid UAV index %u.\n", uav_idx
);
5554 resource_type
= reg_maps
->uav_resource_info
[uav_idx
].type
;
5555 if (resource_type
>= ARRAY_SIZE(resource_type_info
))
5557 ERR("Unexpected resource type %#x.\n", resource_type
);
5558 resource_type
= WINED3D_SHADER_RESOURCE_TEXTURE_2D
;
5560 data_type
= reg_maps
->uav_resource_info
[uav_idx
].data_type
;
5561 coord_mask
= wined3d_mask_from_size(resource_type_info
[resource_type
].coord_size
);
5563 write_mask
= shader_glsl_append_dst_ext(ins
->ctx
->buffer
, ins
, &ins
->dst
[0], 0, data_type
);
5564 shader_glsl_get_swizzle(&ins
->src
[1], FALSE
, write_mask
, dst_swizzle
);
5566 shader_glsl_add_src_param(ins
, &ins
->src
[0], coord_mask
, &image_coord_param
);
5567 shader_addline(ins
->ctx
->buffer
, "imageLoad(%s_image%u, %s)%s);\n",
5568 shader_glsl_get_prefix(version
->type
), uav_idx
, image_coord_param
.param_str
, dst_swizzle
);
5571 static void shader_glsl_ld_raw_structured(const struct wined3d_shader_instruction
*ins
)
5573 const char *prefix
= shader_glsl_get_prefix(ins
->ctx
->reg_maps
->shader_version
.type
);
5574 const struct wined3d_shader_src_param
*src
= &ins
->src
[ins
->src_count
- 1];
5575 unsigned int i
, swizzle
, resource_idx
, bind_idx
, stride
, src_idx
= 0;
5576 const struct wined3d_shader_reg_maps
*reg_maps
= ins
->ctx
->reg_maps
;
5577 struct shader_glsl_ctx_priv
*priv
= ins
->ctx
->backend_data
;
5578 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
5579 struct glsl_src_param structure_idx
, offset
;
5580 struct wined3d_string_buffer
*address
;
5581 struct wined3d_shader_dst_param dst
;
5582 const char *function
, *resource
;
5584 resource_idx
= src
->reg
.idx
[0].offset
;
5585 if (src
->reg
.type
== WINED3DSPR_RESOURCE
)
5587 if (resource_idx
>= ARRAY_SIZE(reg_maps
->resource_info
))
5589 ERR("Invalid resource index %u.\n", resource_idx
);
5592 stride
= reg_maps
->resource_info
[resource_idx
].stride
;
5593 bind_idx
= shader_glsl_find_sampler(®_maps
->sampler_map
, resource_idx
, WINED3D_SAMPLER_DEFAULT
);
5594 function
= "texelFetch";
5595 resource
= "sampler";
5597 else if (src
->reg
.type
== WINED3DSPR_UAV
)
5599 if (resource_idx
>= ARRAY_SIZE(reg_maps
->uav_resource_info
))
5601 ERR("Invalid UAV index %u.\n", resource_idx
);
5604 stride
= reg_maps
->uav_resource_info
[resource_idx
].stride
;
5605 bind_idx
= resource_idx
;
5606 function
= "imageLoad";
5611 if (resource_idx
>= reg_maps
->tgsm_count
)
5613 ERR("Invalid TGSM index %u.\n", resource_idx
);
5616 stride
= reg_maps
->tgsm
[resource_idx
].stride
;
5617 bind_idx
= resource_idx
;
5622 address
= string_buffer_get(priv
->string_buffers
);
5623 if (ins
->handler_idx
== WINED3DSIH_LD_STRUCTURED
)
5625 shader_glsl_add_src_param(ins
, &ins
->src
[src_idx
++], WINED3DSP_WRITEMASK_0
, &structure_idx
);
5626 shader_addline(address
, "%s * %u + ", structure_idx
.param_str
, stride
);
5628 shader_glsl_add_src_param(ins
, &ins
->src
[src_idx
++], WINED3DSP_WRITEMASK_0
, &offset
);
5629 shader_addline(address
, "%s / 4", offset
.param_str
);
5632 if (shader_glsl_get_write_mask_size(dst
.write_mask
) > 1)
5634 /* The instruction is split into multiple lines. The first lines may
5635 * overwrite source parameters of the following lines. */
5636 shader_addline(buffer
, "tmp0.x = intBitsToFloat(%s);\n", address
->buffer
);
5637 string_buffer_sprintf(address
, "floatBitsToInt(tmp0.x)");
5640 for (i
= 0; i
< 4; ++i
)
5642 dst
.write_mask
= ins
->dst
[0].write_mask
& (WINED3DSP_WRITEMASK_0
<< i
);
5643 if (!shader_glsl_append_dst_ext(ins
->ctx
->buffer
, ins
, &dst
, 0, dst
.reg
.data_type
))
5646 swizzle
= shader_glsl_swizzle_get_component(src
->swizzle
, i
);
5648 shader_addline(buffer
, "%s(%s_%s%u, %s + %u).x);\n",
5649 function
, prefix
, resource
, bind_idx
, address
->buffer
, swizzle
);
5651 shader_addline(buffer
, "%s_%s%u[%s + %u]);\n",
5652 prefix
, resource
, bind_idx
, address
->buffer
, swizzle
);
5655 string_buffer_release(priv
->string_buffers
, address
);
5658 static void shader_glsl_store_uav(const struct wined3d_shader_instruction
*ins
)
5660 const struct wined3d_shader_reg_maps
*reg_maps
= ins
->ctx
->reg_maps
;
5661 const struct wined3d_shader_version
*version
= ®_maps
->shader_version
;
5662 struct glsl_src_param image_coord_param
, image_data_param
;
5663 enum wined3d_shader_resource_type resource_type
;
5664 enum wined3d_data_type data_type
;
5665 unsigned int uav_idx
;
5668 uav_idx
= ins
->dst
[0].reg
.idx
[0].offset
;
5669 if (uav_idx
>= ARRAY_SIZE(reg_maps
->uav_resource_info
))
5671 ERR("Invalid UAV index %u.\n", uav_idx
);
5674 resource_type
= reg_maps
->uav_resource_info
[uav_idx
].type
;
5675 if (resource_type
>= ARRAY_SIZE(resource_type_info
))
5677 ERR("Unexpected resource type %#x.\n", resource_type
);
5680 data_type
= reg_maps
->uav_resource_info
[uav_idx
].data_type
;
5681 coord_mask
= wined3d_mask_from_size(resource_type_info
[resource_type
].coord_size
);
5683 shader_glsl_add_src_param(ins
, &ins
->src
[0], coord_mask
, &image_coord_param
);
5684 shader_glsl_add_src_param_ext(ins
->ctx
, &ins
->src
[1], WINED3DSP_WRITEMASK_ALL
, &image_data_param
, data_type
);
5685 shader_addline(ins
->ctx
->buffer
, "imageStore(%s_image%u, %s, %s);\n",
5686 shader_glsl_get_prefix(version
->type
), uav_idx
,
5687 image_coord_param
.param_str
, image_data_param
.param_str
);
5690 static void shader_glsl_store_raw_structured(const struct wined3d_shader_instruction
*ins
)
5692 const char *prefix
= shader_glsl_get_prefix(ins
->ctx
->reg_maps
->shader_version
.type
);
5693 const struct wined3d_shader_reg_maps
*reg_maps
= ins
->ctx
->reg_maps
;
5694 struct shader_glsl_ctx_priv
*priv
= ins
->ctx
->backend_data
;
5695 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
5696 struct glsl_src_param structure_idx
, offset
, data
;
5697 unsigned int i
, resource_idx
, stride
, src_idx
= 0;
5698 struct wined3d_string_buffer
*address
;
5702 resource_idx
= ins
->dst
[0].reg
.idx
[0].offset
;
5703 is_tgsm
= ins
->dst
[0].reg
.type
== WINED3DSPR_GROUPSHAREDMEM
;
5706 if (resource_idx
>= reg_maps
->tgsm_count
)
5708 ERR("Invalid TGSM index %u.\n", resource_idx
);
5711 stride
= reg_maps
->tgsm
[resource_idx
].stride
;
5715 if (resource_idx
>= ARRAY_SIZE(reg_maps
->uav_resource_info
))
5717 ERR("Invalid UAV index %u.\n", resource_idx
);
5720 stride
= reg_maps
->uav_resource_info
[resource_idx
].stride
;
5723 address
= string_buffer_get(priv
->string_buffers
);
5724 if (ins
->handler_idx
== WINED3DSIH_STORE_STRUCTURED
)
5726 shader_glsl_add_src_param(ins
, &ins
->src
[src_idx
++], WINED3DSP_WRITEMASK_0
, &structure_idx
);
5727 shader_addline(address
, "%s * %u + ", structure_idx
.param_str
, stride
);
5729 shader_glsl_add_src_param(ins
, &ins
->src
[src_idx
++], WINED3DSP_WRITEMASK_0
, &offset
);
5730 shader_addline(address
, "%s / 4", offset
.param_str
);
5732 for (i
= 0; i
< 4; ++i
)
5734 if (!(write_mask
= ins
->dst
[0].write_mask
& (WINED3DSP_WRITEMASK_0
<< i
)))
5737 shader_glsl_add_src_param(ins
, &ins
->src
[src_idx
], write_mask
, &data
);
5740 shader_addline(buffer
, "%s_g%u[%s + %u] = %s;\n",
5741 prefix
, resource_idx
, address
->buffer
, i
, data
.param_str
);
5743 shader_addline(buffer
, "imageStore(%s_image%u, %s + %u, uvec4(%s, 0, 0, 0));\n",
5744 prefix
, resource_idx
, address
->buffer
, i
, data
.param_str
);
5747 string_buffer_release(priv
->string_buffers
, address
);
5750 static void shader_glsl_sync(const struct wined3d_shader_instruction
*ins
)
5752 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
5753 unsigned int sync_flags
= ins
->flags
;
5755 if (sync_flags
& WINED3DSSF_THREAD_GROUP
)
5757 shader_addline(buffer
, "barrier();\n");
5758 sync_flags
&= ~(WINED3DSSF_THREAD_GROUP
| WINED3DSSF_GROUP_SHARED_MEMORY
);
5761 if (sync_flags
& WINED3DSSF_GROUP_SHARED_MEMORY
)
5763 shader_addline(buffer
, "memoryBarrierShared();\n");
5764 sync_flags
&= ~WINED3DSSF_GROUP_SHARED_MEMORY
;
5767 if (sync_flags
& WINED3DSSF_GLOBAL_UAV
)
5769 shader_addline(buffer
, "memoryBarrier();\n");
5770 sync_flags
&= ~WINED3DSSF_GLOBAL_UAV
;
5774 FIXME("Unhandled sync flags %#x.\n", sync_flags
);
5777 static const struct wined3d_shader_resource_info
*shader_glsl_get_resource_info(
5778 const struct wined3d_shader_instruction
*ins
, const struct wined3d_shader_register
*reg
)
5780 const struct wined3d_shader_reg_maps
*reg_maps
= ins
->ctx
->reg_maps
;
5781 unsigned int idx
= reg
->idx
[0].offset
;
5783 if (reg
->type
== WINED3DSPR_RESOURCE
)
5785 if (idx
>= ARRAY_SIZE(reg_maps
->resource_info
))
5787 ERR("Invalid resource index %u.\n", idx
);
5790 return ®_maps
->resource_info
[idx
];
5793 if (reg
->type
== WINED3DSPR_UAV
)
5795 if (idx
>= ARRAY_SIZE(reg_maps
->uav_resource_info
))
5797 ERR("Invalid UAV index %u.\n", idx
);
5800 return ®_maps
->uav_resource_info
[idx
];
5803 FIXME("Unhandled register type %#x.\n", reg
->type
);
5807 static void shader_glsl_bufinfo(const struct wined3d_shader_instruction
*ins
)
5809 const char *prefix
= shader_glsl_get_prefix(ins
->ctx
->reg_maps
->shader_version
.type
);
5810 const struct wined3d_shader_resource_info
*resource_info
;
5811 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
5812 unsigned int resource_idx
;
5813 char dst_swizzle
[6];
5816 write_mask
= shader_glsl_append_dst(buffer
, ins
);
5817 shader_glsl_get_swizzle(&ins
->src
[0], FALSE
, write_mask
, dst_swizzle
);
5819 if (!(resource_info
= shader_glsl_get_resource_info(ins
, &ins
->src
[0].reg
)))
5821 resource_idx
= ins
->src
[0].reg
.idx
[0].offset
;
5823 shader_addline(buffer
, "ivec2(");
5824 if (ins
->src
[0].reg
.type
== WINED3DSPR_RESOURCE
)
5826 unsigned int bind_idx
= shader_glsl_find_sampler(&ins
->ctx
->reg_maps
->sampler_map
,
5827 resource_idx
, WINED3D_SAMPLER_DEFAULT
);
5828 shader_addline(buffer
, "textureSize(%s_sampler%u)", prefix
, bind_idx
);
5832 shader_addline(buffer
, "imageSize(%s_image%u)", prefix
, resource_idx
);
5834 if (resource_info
->stride
)
5835 shader_addline(buffer
, " / %u", resource_info
->stride
);
5836 else if (resource_info
->flags
& WINED3D_VIEW_BUFFER_RAW
)
5837 shader_addline(buffer
, " * 4");
5838 shader_addline(buffer
, ", %u)%s);\n", resource_info
->stride
, dst_swizzle
);
5841 static BOOL
is_multisampled(enum wined3d_shader_resource_type resource_type
)
5843 return resource_type
== WINED3D_SHADER_RESOURCE_TEXTURE_2DMS
5844 || resource_type
== WINED3D_SHADER_RESOURCE_TEXTURE_2DMSARRAY
;
5847 static BOOL
is_mipmapped(enum wined3d_shader_resource_type resource_type
)
5849 return resource_type
!= WINED3D_SHADER_RESOURCE_BUFFER
&& !is_multisampled(resource_type
);
5852 static void shader_glsl_resinfo(const struct wined3d_shader_instruction
*ins
)
5854 const struct wined3d_shader_version
*version
= &ins
->ctx
->reg_maps
->shader_version
;
5855 const struct shader_glsl_ctx_priv
*priv
= ins
->ctx
->backend_data
;
5856 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
5857 const struct wined3d_gl_info
*gl_info
= priv
->gl_info
;
5858 enum wined3d_shader_resource_type resource_type
;
5859 enum wined3d_shader_register_type reg_type
;
5860 unsigned int resource_idx
, bind_idx
, i
;
5861 enum wined3d_data_type dst_data_type
;
5862 struct glsl_src_param lod_param
;
5863 BOOL supports_mipmaps
;
5864 char dst_swizzle
[6];
5867 dst_data_type
= ins
->dst
[0].reg
.data_type
;
5868 if (ins
->flags
== WINED3DSI_RESINFO_UINT
)
5869 dst_data_type
= WINED3D_DATA_UINT
;
5870 else if (ins
->flags
)
5871 FIXME("Unhandled flags %#x.\n", ins
->flags
);
5873 reg_type
= ins
->src
[1].reg
.type
;
5874 resource_idx
= ins
->src
[1].reg
.idx
[0].offset
;
5875 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
, &lod_param
);
5876 if (reg_type
== WINED3DSPR_RESOURCE
)
5878 resource_type
= ins
->ctx
->reg_maps
->resource_info
[resource_idx
].type
;
5879 bind_idx
= shader_glsl_find_sampler(&ins
->ctx
->reg_maps
->sampler_map
,
5880 resource_idx
, WINED3D_SAMPLER_DEFAULT
);
5884 resource_type
= ins
->ctx
->reg_maps
->uav_resource_info
[resource_idx
].type
;
5885 bind_idx
= resource_idx
;
5888 if (resource_type
>= ARRAY_SIZE(resource_type_info
))
5890 ERR("Unexpected resource type %#x.\n", resource_type
);
5894 write_mask
= shader_glsl_append_dst_ext(buffer
, ins
, &ins
->dst
[0], 0, dst_data_type
);
5895 shader_glsl_get_swizzle(&ins
->src
[1], FALSE
, write_mask
, dst_swizzle
);
5897 if (dst_data_type
== WINED3D_DATA_UINT
)
5898 shader_addline(buffer
, "uvec4(");
5900 shader_addline(buffer
, "vec4(");
5902 if (reg_type
== WINED3DSPR_RESOURCE
)
5904 shader_addline(buffer
, "textureSize(%s_sampler%u",
5905 shader_glsl_get_prefix(version
->type
), bind_idx
);
5909 shader_addline(buffer
, "imageSize(%s_image%u",
5910 shader_glsl_get_prefix(version
->type
), bind_idx
);
5913 supports_mipmaps
= is_mipmapped(resource_type
) && reg_type
!= WINED3DSPR_UAV
;
5914 if (supports_mipmaps
)
5915 shader_addline(buffer
, ", %s", lod_param
.param_str
);
5916 shader_addline(buffer
, "), ");
5918 for (i
= 0; i
< 3 - resource_type_info
[resource_type
].resinfo_size
; ++i
)
5919 shader_addline(buffer
, "0, ");
5921 if (supports_mipmaps
)
5923 if (gl_info
->supported
[ARB_TEXTURE_QUERY_LEVELS
])
5925 shader_addline(buffer
, "textureQueryLevels(%s_sampler%u)",
5926 shader_glsl_get_prefix(version
->type
), bind_idx
);
5930 FIXME("textureQueryLevels is not supported, returning 1 level.\n");
5931 shader_addline(buffer
, "1");
5936 shader_addline(buffer
, "1");
5939 shader_addline(buffer
, ")%s);\n", dst_swizzle
);
5942 static void shader_glsl_sample_info(const struct wined3d_shader_instruction
*ins
)
5944 const struct wined3d_shader_reg_maps
*reg_maps
= ins
->ctx
->reg_maps
;
5945 const struct shader_glsl_ctx_priv
*priv
= ins
->ctx
->backend_data
;
5946 const struct wined3d_gl_info
*gl_info
= priv
->gl_info
;
5947 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
5948 const struct wined3d_shader_dst_param
*dst
= ins
->dst
;
5949 const struct wined3d_shader_src_param
*src
= ins
->src
;
5950 enum wined3d_shader_resource_type resource_type
;
5951 enum wined3d_data_type dst_data_type
;
5952 unsigned int resource_idx
, bind_idx
;
5953 char dst_swizzle
[6];
5956 dst_data_type
= dst
->reg
.data_type
;
5957 if (ins
->flags
== WINED3DSI_SAMPLE_INFO_UINT
)
5958 dst_data_type
= WINED3D_DATA_UINT
;
5959 else if (ins
->flags
)
5960 FIXME("Unhandled flags %#x.\n", ins
->flags
);
5962 write_mask
= shader_glsl_append_dst_ext(buffer
, ins
, dst
, 0, dst_data_type
);
5963 shader_glsl_get_swizzle(src
, FALSE
, write_mask
, dst_swizzle
);
5965 if (dst_data_type
== WINED3D_DATA_UINT
)
5966 shader_addline(buffer
, "uvec4(");
5968 shader_addline(buffer
, "vec4(");
5970 if (src
->reg
.type
== WINED3DSPR_RASTERIZER
)
5972 if (gl_info
->supported
[ARB_SAMPLE_SHADING
])
5974 shader_addline(buffer
, "gl_NumSamples");
5978 FIXME("OpenGL implementation does not support ARB_sample_shading.\n");
5979 shader_addline(buffer
, "1");
5984 resource_idx
= src
->reg
.idx
[0].offset
;
5985 resource_type
= reg_maps
->resource_info
[resource_idx
].type
;
5986 if (resource_type
>= ARRAY_SIZE(resource_type_info
))
5988 ERR("Unexpected resource type %#x.\n", resource_type
);
5991 bind_idx
= shader_glsl_find_sampler(®_maps
->sampler_map
, resource_idx
, WINED3D_SAMPLER_DEFAULT
);
5993 if (gl_info
->supported
[ARB_SHADER_TEXTURE_IMAGE_SAMPLES
])
5995 shader_addline(buffer
, "textureSamples(%s_sampler%u)",
5996 shader_glsl_get_prefix(reg_maps
->shader_version
.type
), bind_idx
);
6000 FIXME("textureSamples() is not supported.\n");
6001 shader_addline(buffer
, "1");
6005 shader_addline(buffer
, ", 0, 0, 0)%s);\n", dst_swizzle
);
6008 static void shader_glsl_interpolate(const struct wined3d_shader_instruction
*ins
)
6010 const struct wined3d_shader_src_param
*input
= &ins
->src
[0];
6011 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
6012 struct glsl_src_param sample_param
;
6013 char dst_swizzle
[6];
6016 write_mask
= shader_glsl_append_dst(buffer
, ins
);
6017 shader_glsl_get_swizzle(input
, FALSE
, write_mask
, dst_swizzle
);
6019 shader_glsl_add_src_param(ins
, &ins
->src
[1], WINED3DSP_WRITEMASK_0
, &sample_param
);
6020 shader_addline(buffer
, "interpolateAtSample(shader_in.reg%u, %s)%s);\n",
6021 input
->reg
.idx
[0].offset
, sample_param
.param_str
, dst_swizzle
);
6024 static void shader_glsl_ld(const struct wined3d_shader_instruction
*ins
)
6026 const struct wined3d_shader_reg_maps
*reg_maps
= ins
->ctx
->reg_maps
;
6027 struct glsl_src_param coord_param
, lod_param
, sample_param
;
6028 unsigned int resource_idx
, sampler_idx
, sampler_bind_idx
;
6029 struct glsl_sample_function sample_function
;
6030 DWORD flags
= WINED3D_GLSL_SAMPLE_LOAD
;
6033 if (wined3d_shader_instruction_has_texel_offset(ins
))
6034 flags
|= WINED3D_GLSL_SAMPLE_OFFSET
;
6036 resource_idx
= ins
->src
[1].reg
.idx
[0].offset
;
6037 sampler_idx
= WINED3D_SAMPLER_DEFAULT
;
6039 if (resource_idx
>= ARRAY_SIZE(reg_maps
->resource_info
))
6041 ERR("Invalid resource index %u.\n", resource_idx
);
6044 has_lod_param
= is_mipmapped(reg_maps
->resource_info
[resource_idx
].type
);
6046 shader_glsl_get_sample_function(ins
->ctx
, resource_idx
, sampler_idx
, flags
, &sample_function
);
6047 shader_glsl_add_src_param(ins
, &ins
->src
[0], sample_function
.coord_mask
, &coord_param
);
6048 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_3
, &lod_param
);
6049 sampler_bind_idx
= shader_glsl_find_sampler(®_maps
->sampler_map
, resource_idx
, sampler_idx
);
6050 if (is_multisampled(reg_maps
->resource_info
[resource_idx
].type
))
6052 shader_glsl_add_src_param(ins
, &ins
->src
[2], WINED3DSP_WRITEMASK_0
, &sample_param
);
6053 shader_glsl_gen_sample_code(ins
, sampler_bind_idx
, &sample_function
, ins
->src
[1].swizzle
,
6054 NULL
, NULL
, NULL
, &ins
->texel_offset
, "%s, %s", coord_param
.param_str
, sample_param
.param_str
);
6058 shader_glsl_gen_sample_code(ins
, sampler_bind_idx
, &sample_function
, ins
->src
[1].swizzle
,
6059 NULL
, NULL
, has_lod_param
? lod_param
.param_str
: NULL
, &ins
->texel_offset
,
6060 "%s", coord_param
.param_str
);
6062 shader_glsl_release_sample_function(ins
->ctx
, &sample_function
);
6065 static void shader_glsl_sample(const struct wined3d_shader_instruction
*ins
)
6067 const char *lod_param_str
= NULL
, *dx_param_str
= NULL
, *dy_param_str
= NULL
;
6068 struct glsl_src_param coord_param
, lod_param
, dx_param
, dy_param
;
6069 unsigned int resource_idx
, sampler_idx
, sampler_bind_idx
;
6070 struct glsl_sample_function sample_function
;
6073 if (ins
->handler_idx
== WINED3DSIH_SAMPLE_GRAD
)
6074 flags
|= WINED3D_GLSL_SAMPLE_GRAD
;
6075 if (ins
->handler_idx
== WINED3DSIH_SAMPLE_LOD
)
6076 flags
|= WINED3D_GLSL_SAMPLE_LOD
;
6077 if (wined3d_shader_instruction_has_texel_offset(ins
))
6078 flags
|= WINED3D_GLSL_SAMPLE_OFFSET
;
6080 resource_idx
= ins
->src
[1].reg
.idx
[0].offset
;
6081 sampler_idx
= ins
->src
[2].reg
.idx
[0].offset
;
6083 shader_glsl_get_sample_function(ins
->ctx
, resource_idx
, sampler_idx
, flags
, &sample_function
);
6084 shader_glsl_add_src_param(ins
, &ins
->src
[0], sample_function
.coord_mask
, &coord_param
);
6086 switch (ins
->handler_idx
)
6088 case WINED3DSIH_SAMPLE
:
6090 case WINED3DSIH_SAMPLE_B
:
6091 shader_glsl_add_src_param(ins
, &ins
->src
[3], WINED3DSP_WRITEMASK_0
, &lod_param
);
6092 lod_param_str
= lod_param
.param_str
;
6094 case WINED3DSIH_SAMPLE_GRAD
:
6095 shader_glsl_add_src_param(ins
, &ins
->src
[3], sample_function
.deriv_mask
, &dx_param
);
6096 shader_glsl_add_src_param(ins
, &ins
->src
[4], sample_function
.deriv_mask
, &dy_param
);
6097 dx_param_str
= dx_param
.param_str
;
6098 dy_param_str
= dy_param
.param_str
;
6100 case WINED3DSIH_SAMPLE_LOD
:
6101 shader_glsl_add_src_param(ins
, &ins
->src
[3], WINED3DSP_WRITEMASK_0
, &lod_param
);
6102 lod_param_str
= lod_param
.param_str
;
6105 ERR("Unhandled opcode %s.\n", debug_d3dshaderinstructionhandler(ins
->handler_idx
));
6109 sampler_bind_idx
= shader_glsl_find_sampler(&ins
->ctx
->reg_maps
->sampler_map
, resource_idx
, sampler_idx
);
6110 shader_glsl_gen_sample_code(ins
, sampler_bind_idx
, &sample_function
, ins
->src
[1].swizzle
,
6111 dx_param_str
, dy_param_str
, lod_param_str
, &ins
->texel_offset
, "%s", coord_param
.param_str
);
6112 shader_glsl_release_sample_function(ins
->ctx
, &sample_function
);
6115 /* Unless EXT_texture_shadow_lod is available, GLSL doesn't provide a function
6116 * to sample from level zero with depth comparison for array textures and cube
6117 * textures. We use textureGrad*() to implement sample_c_lz in that case. */
6118 static void shader_glsl_gen_sample_c_lz_emulation(const struct wined3d_shader_instruction
*ins
,
6119 unsigned int sampler_bind_idx
, const struct glsl_sample_function
*sample_function
,
6120 unsigned int coord_size
, const char *coord_param
, const char *ref_param
)
6122 const struct wined3d_shader_version
*version
= &ins
->ctx
->reg_maps
->shader_version
;
6123 unsigned int deriv_size
= wined3d_popcount(sample_function
->deriv_mask
);
6124 const struct wined3d_shader_texel_offset
*offset
= &ins
->texel_offset
;
6125 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
6126 char dst_swizzle
[6];
6128 WARN("Emitting textureGrad() for sample_c_lz.\n");
6130 shader_glsl_swizzle_to_str(WINED3DSP_NOSWIZZLE
, FALSE
, ins
->dst
[0].write_mask
, dst_swizzle
);
6131 shader_glsl_append_dst_ext(buffer
, ins
, &ins
->dst
[0], 0, sample_function
->data_type
);
6132 shader_addline(buffer
, "vec4(textureGrad%s(%s_sampler%u, vec%u(%s, %s), vec%u(0.0), vec%u(0.0)",
6133 sample_function
->offset_size
? "Offset" : "",
6134 shader_glsl_get_prefix(version
->type
), sampler_bind_idx
,
6135 coord_size
, coord_param
, ref_param
, deriv_size
, deriv_size
);
6136 if (sample_function
->offset_size
)
6138 int offset_immdata
[4] = {offset
->u
, offset
->v
, offset
->w
};
6139 shader_addline(buffer
, ", ");
6140 shader_glsl_append_imm_ivec(buffer
, offset_immdata
, sample_function
->offset_size
);
6142 shader_addline(buffer
, "))%s);\n", dst_swizzle
);
6145 static void shader_glsl_sample_c(const struct wined3d_shader_instruction
*ins
)
6147 const struct shader_glsl_ctx_priv
*priv
= ins
->ctx
->backend_data
;
6148 unsigned int resource_idx
, sampler_idx
, sampler_bind_idx
;
6149 const struct wined3d_shader_resource_info
*resource_info
;
6150 const struct wined3d_gl_info
*gl_info
= priv
->gl_info
;
6151 struct glsl_src_param coord_param
, compare_param
;
6152 struct glsl_sample_function sample_function
;
6153 const char *lod_param
= NULL
;
6154 unsigned int coord_size
;
6157 if (ins
->handler_idx
== WINED3DSIH_SAMPLE_C_LZ
)
6160 flags
|= WINED3D_GLSL_SAMPLE_LOD
;
6163 if (wined3d_shader_instruction_has_texel_offset(ins
))
6164 flags
|= WINED3D_GLSL_SAMPLE_OFFSET
;
6166 if (!(resource_info
= shader_glsl_get_resource_info(ins
, &ins
->src
[1].reg
)))
6168 resource_idx
= ins
->src
[1].reg
.idx
[0].offset
;
6169 sampler_idx
= ins
->src
[2].reg
.idx
[0].offset
;
6171 shader_glsl_get_sample_function(ins
->ctx
, resource_idx
, sampler_idx
, flags
, &sample_function
);
6172 coord_size
= shader_glsl_get_write_mask_size(sample_function
.coord_mask
);
6173 shader_glsl_add_src_param(ins
, &ins
->src
[0], sample_function
.coord_mask
>> 1, &coord_param
);
6174 shader_glsl_add_src_param(ins
, &ins
->src
[3], WINED3DSP_WRITEMASK_0
, &compare_param
);
6175 sampler_bind_idx
= shader_glsl_find_sampler(&ins
->ctx
->reg_maps
->sampler_map
, resource_idx
, sampler_idx
);
6176 if (ins
->handler_idx
== WINED3DSIH_SAMPLE_C_LZ
6177 && !gl_info
->supported
[EXT_TEXTURE_SHADOW_LOD
]
6178 && (resource_info
->type
== WINED3D_SHADER_RESOURCE_TEXTURE_2DARRAY
6179 || resource_info
->type
== WINED3D_SHADER_RESOURCE_TEXTURE_CUBE
))
6181 shader_glsl_gen_sample_c_lz_emulation(ins
, sampler_bind_idx
, &sample_function
,
6182 coord_size
, coord_param
.param_str
, compare_param
.param_str
);
6186 shader_glsl_gen_sample_code(ins
, sampler_bind_idx
, &sample_function
, WINED3DSP_NOSWIZZLE
,
6187 NULL
, NULL
, lod_param
, &ins
->texel_offset
, "vec%u(%s, %s)",
6188 coord_size
, coord_param
.param_str
, compare_param
.param_str
);
6190 shader_glsl_release_sample_function(ins
->ctx
, &sample_function
);
6193 static void shader_glsl_gather4(const struct wined3d_shader_instruction
*ins
)
6195 unsigned int resource_param_idx
, resource_idx
, sampler_idx
, sampler_bind_idx
, component_idx
;
6196 const struct wined3d_shader_reg_maps
*reg_maps
= ins
->ctx
->reg_maps
;
6197 const char *prefix
= shader_glsl_get_prefix(reg_maps
->shader_version
.type
);
6198 const struct shader_glsl_ctx_priv
*priv
= ins
->ctx
->backend_data
;
6199 struct glsl_src_param coord_param
, compare_param
, offset_param
;
6200 const struct wined3d_gl_info
*gl_info
= priv
->gl_info
;
6201 const struct wined3d_shader_resource_info
*resource_info
;
6202 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
6203 unsigned int coord_size
, offset_size
;
6204 char dst_swizzle
[6];
6207 if (!gl_info
->supported
[ARB_TEXTURE_GATHER
])
6209 FIXME("OpenGL implementation does not support textureGather.\n");
6213 has_offset
= ins
->handler_idx
== WINED3DSIH_GATHER4_PO
6214 || ins
->handler_idx
== WINED3DSIH_GATHER4_PO_C
6215 || wined3d_shader_instruction_has_texel_offset(ins
);
6217 resource_param_idx
=
6218 (ins
->handler_idx
== WINED3DSIH_GATHER4_PO
|| ins
->handler_idx
== WINED3DSIH_GATHER4_PO_C
) ? 2 : 1;
6219 resource_idx
= ins
->src
[resource_param_idx
].reg
.idx
[0].offset
;
6220 sampler_idx
= ins
->src
[resource_param_idx
+ 1].reg
.idx
[0].offset
;
6221 component_idx
= shader_glsl_swizzle_get_component(ins
->src
[resource_param_idx
+ 1].swizzle
, 0);
6222 sampler_bind_idx
= shader_glsl_find_sampler(®_maps
->sampler_map
, resource_idx
, sampler_idx
);
6224 if (!(resource_info
= shader_glsl_get_resource_info(ins
, &ins
->src
[resource_param_idx
].reg
)))
6227 if (resource_info
->type
>= ARRAY_SIZE(resource_type_info
))
6229 ERR("Unexpected resource type %#x.\n", resource_info
->type
);
6232 shader_glsl_get_coord_size(resource_info
->type
, &coord_size
, &offset_size
);
6234 shader_glsl_swizzle_to_str(ins
->src
[resource_param_idx
].swizzle
, FALSE
, ins
->dst
[0].write_mask
, dst_swizzle
);
6235 shader_glsl_append_dst_ext(buffer
, ins
, &ins
->dst
[0], 0, resource_info
->data_type
);
6237 shader_glsl_add_src_param(ins
, &ins
->src
[0], wined3d_mask_from_size(coord_size
), &coord_param
);
6239 shader_addline(buffer
, "textureGather%s(%s_sampler%u, %s",
6240 has_offset
? "Offset" : "", prefix
, sampler_bind_idx
, coord_param
.param_str
);
6241 if (ins
->handler_idx
== WINED3DSIH_GATHER4_C
|| ins
->handler_idx
== WINED3DSIH_GATHER4_PO_C
)
6243 shader_glsl_add_src_param(ins
, &ins
->src
[resource_param_idx
+ 2], WINED3DSP_WRITEMASK_0
, &compare_param
);
6244 shader_addline(buffer
, ", %s", compare_param
.param_str
);
6246 if (ins
->handler_idx
== WINED3DSIH_GATHER4_PO
|| ins
->handler_idx
== WINED3DSIH_GATHER4_PO_C
)
6248 shader_glsl_add_src_param(ins
, &ins
->src
[1], wined3d_mask_from_size(offset_size
), &offset_param
);
6249 shader_addline(buffer
, ", %s", offset_param
.param_str
);
6251 else if (has_offset
)
6253 int offset_immdata
[4] = {ins
->texel_offset
.u
, ins
->texel_offset
.v
, ins
->texel_offset
.w
};
6254 shader_addline(buffer
, ", ");
6255 shader_glsl_append_imm_ivec(buffer
, offset_immdata
, offset_size
);
6258 shader_addline(buffer
, ", %u", component_idx
);
6260 shader_addline(buffer
, ")%s);\n", dst_swizzle
);
6263 static void shader_glsl_texcoord(const struct wined3d_shader_instruction
*ins
)
6265 /* FIXME: Make this work for more than just 2D textures */
6266 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
6267 DWORD write_mask
= shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
6269 if (!(ins
->ctx
->reg_maps
->shader_version
.major
== 1 && ins
->ctx
->reg_maps
->shader_version
.minor
== 4))
6273 shader_glsl_get_write_mask(&ins
->dst
[0], dst_mask
);
6274 shader_addline(buffer
, "clamp(ffp_texcoord[%u], 0.0, 1.0)%s);\n",
6275 ins
->dst
[0].reg
.idx
[0].offset
, dst_mask
);
6279 enum wined3d_shader_src_modifier src_mod
= ins
->src
[0].modifiers
;
6280 unsigned int reg
= ins
->src
[0].reg
.idx
[0].offset
;
6281 char dst_swizzle
[6];
6283 shader_glsl_get_swizzle(&ins
->src
[0], FALSE
, write_mask
, dst_swizzle
);
6285 if (src_mod
== WINED3DSPSM_DZ
|| src_mod
== WINED3DSPSM_DW
)
6287 unsigned int mask_size
= shader_glsl_get_write_mask_size(write_mask
);
6288 struct glsl_src_param div_param
;
6289 DWORD src_writemask
= src_mod
== WINED3DSPSM_DZ
? WINED3DSP_WRITEMASK_2
: WINED3DSP_WRITEMASK_3
;
6291 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_writemask
, &div_param
);
6294 shader_addline(buffer
, "ffp_texcoord[%u]%s / vec%d(%s));\n", reg
, dst_swizzle
, mask_size
, div_param
.param_str
);
6296 shader_addline(buffer
, "ffp_texcoord[%u]%s / %s);\n", reg
, dst_swizzle
, div_param
.param_str
);
6300 shader_addline(buffer
, "ffp_texcoord[%u]%s);\n", reg
, dst_swizzle
);
6305 /** Process the WINED3DSIO_TEXDP3TEX instruction in GLSL:
6306 * Take a 3-component dot product of the TexCoord[dstreg] and src,
6307 * then perform a 1D texture lookup from stage dstregnum, place into dst. */
6308 static void shader_glsl_texdp3tex(const struct wined3d_shader_instruction
*ins
)
6310 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
6311 unsigned int sampler_idx
= ins
->dst
[0].reg
.idx
[0].offset
;
6312 struct glsl_sample_function sample_function
;
6313 struct glsl_src_param src0_param
;
6316 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_mask
, &src0_param
);
6318 /* Do I have to take care about the projected bit? I don't think so, since the dp3 returns only one
6319 * scalar, and projected sampling would require 4.
6321 * It is a dependent read - not valid with conditional NP2 textures
6323 shader_glsl_get_sample_function(ins
->ctx
, sampler_idx
, sampler_idx
, 0, &sample_function
);
6324 mask_size
= shader_glsl_get_write_mask_size(sample_function
.coord_mask
);
6329 shader_glsl_gen_sample_code(ins
, sampler_idx
, &sample_function
, WINED3DSP_NOSWIZZLE
, NULL
, NULL
, NULL
,
6330 NULL
, "dot(ffp_texcoord[%u].xyz, %s)", sampler_idx
, src0_param
.param_str
);
6334 shader_glsl_gen_sample_code(ins
, sampler_idx
, &sample_function
, WINED3DSP_NOSWIZZLE
, NULL
, NULL
, NULL
,
6335 NULL
, "vec2(dot(ffp_texcoord[%u].xyz, %s), 0.0)", sampler_idx
, src0_param
.param_str
);
6339 shader_glsl_gen_sample_code(ins
, sampler_idx
, &sample_function
, WINED3DSP_NOSWIZZLE
, NULL
, NULL
, NULL
,
6340 NULL
, "vec3(dot(ffp_texcoord[%u].xyz, %s), 0.0, 0.0)", sampler_idx
, src0_param
.param_str
);
6344 FIXME("Unexpected mask size %u\n", mask_size
);
6347 shader_glsl_release_sample_function(ins
->ctx
, &sample_function
);
6350 /** Process the WINED3DSIO_TEXDP3 instruction in GLSL:
6351 * Take a 3-component dot product of the TexCoord[dstreg] and src. */
6352 static void shader_glsl_texdp3(const struct wined3d_shader_instruction
*ins
)
6354 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
6355 unsigned int dstreg
= ins
->dst
[0].reg
.idx
[0].offset
;
6356 struct glsl_src_param src0_param
;
6358 unsigned int mask_size
;
6360 dst_mask
= shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
6361 mask_size
= shader_glsl_get_write_mask_size(dst_mask
);
6362 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_mask
, &src0_param
);
6364 if (mask_size
> 1) {
6365 shader_addline(ins
->ctx
->buffer
, "vec%d(dot(T%u.xyz, %s)));\n", mask_size
, dstreg
, src0_param
.param_str
);
6367 shader_addline(ins
->ctx
->buffer
, "dot(T%u.xyz, %s));\n", dstreg
, src0_param
.param_str
);
6371 /** Process the WINED3DSIO_TEXDEPTH instruction in GLSL:
6372 * Calculate the depth as dst.x / dst.y */
6373 static void shader_glsl_texdepth(const struct wined3d_shader_instruction
*ins
)
6375 struct glsl_dst_param dst_param
;
6377 shader_glsl_add_dst_param(ins
, &ins
->dst
[0], &dst_param
);
6379 /* Tests show that texdepth never returns anything below 0.0, and that r5.y is clamped to 1.0.
6380 * Negative input is accepted, -0.25 / -0.5 returns 0.5. GL should clamp gl_FragDepth to [0;1], but
6381 * this doesn't always work, so clamp the results manually. Whether or not the x value is clamped at 1
6382 * too is irrelevant, since if x = 0, any y value < 1.0 (and > 1.0 is not allowed) results in a result
6385 shader_addline(ins
->ctx
->buffer
, "gl_FragDepth = clamp((%s.x / min(%s.y, 1.0)), 0.0, 1.0);\n",
6386 dst_param
.reg_name
, dst_param
.reg_name
);
6389 /** Process the WINED3DSIO_TEXM3X2DEPTH instruction in GLSL:
6390 * Last row of a 3x2 matrix multiply, use the result to calculate the depth:
6391 * Calculate tmp0.y = TexCoord[dstreg] . src.xyz; (tmp0.x has already been calculated)
6392 * depth = (tmp0.y == 0.0) ? 1.0 : tmp0.x / tmp0.y
6394 static void shader_glsl_texm3x2depth(const struct wined3d_shader_instruction
*ins
)
6396 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
6397 unsigned int dstreg
= ins
->dst
[0].reg
.idx
[0].offset
;
6398 struct glsl_src_param src0_param
;
6400 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_mask
, &src0_param
);
6402 shader_addline(ins
->ctx
->buffer
, "tmp0.y = dot(T%u.xyz, %s);\n", dstreg
, src0_param
.param_str
);
6403 shader_addline(ins
->ctx
->buffer
, "gl_FragDepth = (tmp0.y == 0.0) ? 1.0 : clamp(tmp0.x / tmp0.y, 0.0, 1.0);\n");
6406 /** Process the WINED3DSIO_TEXM3X2PAD instruction in GLSL
6407 * Calculate the 1st of a 2-row matrix multiplication. */
6408 static void shader_glsl_texm3x2pad(const struct wined3d_shader_instruction
*ins
)
6410 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
6411 unsigned int reg
= ins
->dst
[0].reg
.idx
[0].offset
;
6412 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
6413 struct glsl_src_param src0_param
;
6415 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_mask
, &src0_param
);
6416 shader_addline(buffer
, "tmp0.x = dot(T%u.xyz, %s);\n", reg
, src0_param
.param_str
);
6419 /** Process the WINED3DSIO_TEXM3X3PAD instruction in GLSL
6420 * Calculate the 1st or 2nd row of a 3-row matrix multiplication. */
6421 static void shader_glsl_texm3x3pad(const struct wined3d_shader_instruction
*ins
)
6423 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
6424 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
6425 struct wined3d_shader_tex_mx
*tex_mx
= ins
->ctx
->tex_mx
;
6426 unsigned int reg
= ins
->dst
[0].reg
.idx
[0].offset
;
6427 struct glsl_src_param src0_param
;
6429 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_mask
, &src0_param
);
6430 shader_addline(buffer
, "tmp0.%c = dot(T%u.xyz, %s);\n", 'x' + tex_mx
->current_row
, reg
, src0_param
.param_str
);
6431 tex_mx
->texcoord_w
[tex_mx
->current_row
++] = reg
;
6434 static void shader_glsl_texm3x2tex(const struct wined3d_shader_instruction
*ins
)
6436 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
6437 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
6438 struct glsl_sample_function sample_function
;
6439 unsigned int reg
= ins
->dst
[0].reg
.idx
[0].offset
;
6440 struct glsl_src_param src0_param
;
6442 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_mask
, &src0_param
);
6443 shader_addline(buffer
, "tmp0.y = dot(T%u.xyz, %s);\n", reg
, src0_param
.param_str
);
6445 shader_glsl_get_sample_function(ins
->ctx
, reg
, reg
, 0, &sample_function
);
6447 /* Sample the texture using the calculated coordinates */
6448 shader_glsl_gen_sample_code(ins
, reg
, &sample_function
, WINED3DSP_NOSWIZZLE
, NULL
, NULL
, NULL
, NULL
, "tmp0.xy");
6449 shader_glsl_release_sample_function(ins
->ctx
, &sample_function
);
6452 /** Process the WINED3DSIO_TEXM3X3TEX instruction in GLSL
6453 * Perform the 3rd row of a 3x3 matrix multiply, then sample the texture using the calculated coordinates */
6454 static void shader_glsl_texm3x3tex(const struct wined3d_shader_instruction
*ins
)
6456 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
6457 struct wined3d_shader_tex_mx
*tex_mx
= ins
->ctx
->tex_mx
;
6458 struct glsl_sample_function sample_function
;
6459 unsigned int reg
= ins
->dst
[0].reg
.idx
[0].offset
;
6460 struct glsl_src_param src0_param
;
6462 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_mask
, &src0_param
);
6463 shader_addline(ins
->ctx
->buffer
, "tmp0.z = dot(T%u.xyz, %s);\n", reg
, src0_param
.param_str
);
6465 /* Dependent read, not valid with conditional NP2 */
6466 shader_glsl_get_sample_function(ins
->ctx
, reg
, reg
, 0, &sample_function
);
6468 /* Sample the texture using the calculated coordinates */
6469 shader_glsl_gen_sample_code(ins
, reg
, &sample_function
, WINED3DSP_NOSWIZZLE
, NULL
, NULL
, NULL
, NULL
, "tmp0.xyz");
6470 shader_glsl_release_sample_function(ins
->ctx
, &sample_function
);
6472 tex_mx
->current_row
= 0;
6475 /** Process the WINED3DSIO_TEXM3X3 instruction in GLSL
6476 * Perform the 3rd row of a 3x3 matrix multiply */
6477 static void shader_glsl_texm3x3(const struct wined3d_shader_instruction
*ins
)
6479 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
6480 struct wined3d_shader_tex_mx
*tex_mx
= ins
->ctx
->tex_mx
;
6481 unsigned int reg
= ins
->dst
[0].reg
.idx
[0].offset
;
6482 struct glsl_src_param src0_param
;
6485 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_mask
, &src0_param
);
6487 shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
6488 shader_glsl_get_write_mask(&ins
->dst
[0], dst_mask
);
6489 shader_addline(ins
->ctx
->buffer
, "vec4(tmp0.xy, dot(T%u.xyz, %s), 1.0)%s);\n", reg
, src0_param
.param_str
, dst_mask
);
6491 tex_mx
->current_row
= 0;
6494 /* Process the WINED3DSIO_TEXM3X3SPEC instruction in GLSL
6495 * Perform the final texture lookup based on the previous 2 3x3 matrix multiplies */
6496 static void shader_glsl_texm3x3spec(const struct wined3d_shader_instruction
*ins
)
6498 struct glsl_src_param src0_param
;
6499 struct glsl_src_param src1_param
;
6500 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
6501 struct wined3d_shader_tex_mx
*tex_mx
= ins
->ctx
->tex_mx
;
6502 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
6503 struct glsl_sample_function sample_function
;
6504 unsigned int reg
= ins
->dst
[0].reg
.idx
[0].offset
;
6507 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_mask
, &src0_param
);
6508 shader_glsl_add_src_param(ins
, &ins
->src
[1], src_mask
, &src1_param
);
6510 /* Perform the last matrix multiply operation */
6511 shader_addline(buffer
, "tmp0.z = dot(T%u.xyz, %s);\n", reg
, src0_param
.param_str
);
6512 /* Reflection calculation */
6513 shader_addline(buffer
, "tmp0.xyz = -reflect((%s), normalize(tmp0.xyz));\n", src1_param
.param_str
);
6515 /* Dependent read, not valid with conditional NP2 */
6516 shader_glsl_get_sample_function(ins
->ctx
, reg
, reg
, 0, &sample_function
);
6517 shader_glsl_write_mask_to_str(sample_function
.coord_mask
, coord_mask
);
6519 /* Sample the texture */
6520 shader_glsl_gen_sample_code(ins
, reg
, &sample_function
, WINED3DSP_NOSWIZZLE
,
6521 NULL
, NULL
, NULL
, NULL
, "tmp0%s", coord_mask
);
6522 shader_glsl_release_sample_function(ins
->ctx
, &sample_function
);
6524 tex_mx
->current_row
= 0;
6527 /* Process the WINED3DSIO_TEXM3X3VSPEC instruction in GLSL
6528 * Perform the final texture lookup based on the previous 2 3x3 matrix multiplies */
6529 static void shader_glsl_texm3x3vspec(const struct wined3d_shader_instruction
*ins
)
6531 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
6532 struct wined3d_shader_tex_mx
*tex_mx
= ins
->ctx
->tex_mx
;
6533 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
6534 struct glsl_sample_function sample_function
;
6535 unsigned int reg
= ins
->dst
[0].reg
.idx
[0].offset
;
6536 struct glsl_src_param src0_param
;
6539 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_mask
, &src0_param
);
6541 /* Perform the last matrix multiply operation */
6542 shader_addline(buffer
, "tmp0.z = dot(vec3(T%u), vec3(%s));\n", reg
, src0_param
.param_str
);
6544 /* Construct the eye-ray vector from w coordinates */
6545 shader_addline(buffer
, "tmp1.xyz = normalize(vec3(ffp_texcoord[%u].w, ffp_texcoord[%u].w, ffp_texcoord[%u].w));\n",
6546 tex_mx
->texcoord_w
[0], tex_mx
->texcoord_w
[1], reg
);
6547 shader_addline(buffer
, "tmp0.xyz = -reflect(tmp1.xyz, normalize(tmp0.xyz));\n");
6549 /* Dependent read, not valid with conditional NP2 */
6550 shader_glsl_get_sample_function(ins
->ctx
, reg
, reg
, 0, &sample_function
);
6551 shader_glsl_write_mask_to_str(sample_function
.coord_mask
, coord_mask
);
6553 /* Sample the texture using the calculated coordinates */
6554 shader_glsl_gen_sample_code(ins
, reg
, &sample_function
, WINED3DSP_NOSWIZZLE
,
6555 NULL
, NULL
, NULL
, NULL
, "tmp0%s", coord_mask
);
6556 shader_glsl_release_sample_function(ins
->ctx
, &sample_function
);
6558 tex_mx
->current_row
= 0;
6561 /** Process the WINED3DSIO_TEXBEM instruction in GLSL.
6562 * Apply a fake bump map transform.
6563 * texbem is pshader <= 1.3 only, this saves a few version checks
6565 static void shader_glsl_texbem(const struct wined3d_shader_instruction
*ins
)
6567 const struct shader_glsl_ctx_priv
*priv
= ins
->ctx
->backend_data
;
6568 struct glsl_sample_function sample_function
;
6569 struct glsl_src_param coord_param
;
6570 unsigned int sampler_idx
;
6575 sampler_idx
= ins
->dst
[0].reg
.idx
[0].offset
;
6576 flags
= (priv
->cur_ps_args
->tex_transform
>> sampler_idx
* WINED3D_PSARGS_TEXTRANSFORM_SHIFT
)
6577 & WINED3D_PSARGS_TEXTRANSFORM_MASK
;
6579 /* Dependent read, not valid with conditional NP2 */
6580 shader_glsl_get_sample_function(ins
->ctx
, sampler_idx
, sampler_idx
, 0, &sample_function
);
6581 mask
= sample_function
.coord_mask
;
6583 shader_glsl_write_mask_to_str(mask
, coord_mask
);
6585 /* With projected textures, texbem only divides the static texture coord,
6586 * not the displacement, so we can't let GL handle this. */
6587 if (flags
& WINED3D_PSARGS_PROJECTED
)
6590 char coord_div_mask
[3];
6591 switch (flags
& ~WINED3D_PSARGS_PROJECTED
)
6593 case WINED3D_TTFF_COUNT1
:
6594 FIXME("WINED3D_TTFF_PROJECTED with WINED3D_TTFF_COUNT1?\n");
6596 case WINED3D_TTFF_COUNT2
:
6597 div_mask
= WINED3DSP_WRITEMASK_1
;
6599 case WINED3D_TTFF_COUNT3
:
6600 div_mask
= WINED3DSP_WRITEMASK_2
;
6602 case WINED3D_TTFF_COUNT4
:
6603 case WINED3D_TTFF_DISABLE
:
6604 div_mask
= WINED3DSP_WRITEMASK_3
;
6607 shader_glsl_write_mask_to_str(div_mask
, coord_div_mask
);
6608 shader_addline(ins
->ctx
->buffer
, "T%u%s /= T%u%s;\n", sampler_idx
, coord_mask
, sampler_idx
, coord_div_mask
);
6611 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
, &coord_param
);
6613 shader_glsl_gen_sample_code(ins
, sampler_idx
, &sample_function
, WINED3DSP_NOSWIZZLE
, NULL
, NULL
, NULL
, NULL
,
6614 "T%u%s + vec4(bumpenv_mat%u * %s, 0.0, 0.0)%s", sampler_idx
, coord_mask
, sampler_idx
,
6615 coord_param
.param_str
, coord_mask
);
6617 if (ins
->handler_idx
== WINED3DSIH_TEXBEML
)
6619 struct glsl_src_param luminance_param
;
6620 struct glsl_dst_param dst_param
;
6622 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_2
, &luminance_param
);
6623 shader_glsl_add_dst_param(ins
, &ins
->dst
[0], &dst_param
);
6625 shader_addline(ins
->ctx
->buffer
, "%s%s *= (%s * bumpenv_lum_scale%u + bumpenv_lum_offset%u);\n",
6626 dst_param
.reg_name
, dst_param
.mask_str
,
6627 luminance_param
.param_str
, sampler_idx
, sampler_idx
);
6629 shader_glsl_release_sample_function(ins
->ctx
, &sample_function
);
6632 static void shader_glsl_bem(const struct wined3d_shader_instruction
*ins
)
6634 unsigned int sampler_idx
= ins
->dst
[0].reg
.idx
[0].offset
;
6635 struct glsl_src_param src0_param
, src1_param
;
6637 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
, &src0_param
);
6638 shader_glsl_add_src_param(ins
, &ins
->src
[1], WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
, &src1_param
);
6640 shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
6641 shader_addline(ins
->ctx
->buffer
, "%s + bumpenv_mat%u * %s);\n",
6642 src0_param
.param_str
, sampler_idx
, src1_param
.param_str
);
6645 /** Process the WINED3DSIO_TEXREG2AR instruction in GLSL
6646 * Sample 2D texture at dst using the alpha & red (wx) components of src as texture coordinates */
6647 static void shader_glsl_texreg2ar(const struct wined3d_shader_instruction
*ins
)
6649 struct shader_glsl_ctx_priv
*priv
= ins
->ctx
->backend_data
;
6650 DWORD sampler_idx
= ins
->dst
[0].reg
.idx
[0].offset
;
6651 struct glsl_sample_function sample_function
;
6652 struct wined3d_string_buffer
*reg_name
;
6654 reg_name
= string_buffer_get(priv
->string_buffers
);
6655 shader_glsl_get_register_name(&ins
->src
[0].reg
, ins
->src
[0].reg
.data_type
, reg_name
, NULL
, ins
->ctx
);
6657 shader_glsl_get_sample_function(ins
->ctx
, sampler_idx
, sampler_idx
, 0, &sample_function
);
6658 shader_glsl_gen_sample_code(ins
, sampler_idx
, &sample_function
, WINED3DSP_NOSWIZZLE
, NULL
, NULL
, NULL
, NULL
,
6659 "%s.wx", reg_name
->buffer
);
6660 shader_glsl_release_sample_function(ins
->ctx
, &sample_function
);
6662 string_buffer_release(priv
->string_buffers
, reg_name
);
6665 /** Process the WINED3DSIO_TEXREG2GB instruction in GLSL
6666 * Sample 2D texture at dst using the green & blue (yz) components of src as texture coordinates */
6667 static void shader_glsl_texreg2gb(const struct wined3d_shader_instruction
*ins
)
6669 struct shader_glsl_ctx_priv
*priv
= ins
->ctx
->backend_data
;
6670 DWORD sampler_idx
= ins
->dst
[0].reg
.idx
[0].offset
;
6671 struct glsl_sample_function sample_function
;
6672 struct wined3d_string_buffer
*reg_name
;
6674 reg_name
= string_buffer_get(priv
->string_buffers
);
6675 shader_glsl_get_register_name(&ins
->src
[0].reg
, ins
->src
[0].reg
.data_type
, reg_name
, NULL
, ins
->ctx
);
6677 shader_glsl_get_sample_function(ins
->ctx
, sampler_idx
, sampler_idx
, 0, &sample_function
);
6678 shader_glsl_gen_sample_code(ins
, sampler_idx
, &sample_function
, WINED3DSP_NOSWIZZLE
, NULL
, NULL
, NULL
, NULL
,
6679 "%s.yz", reg_name
->buffer
);
6680 shader_glsl_release_sample_function(ins
->ctx
, &sample_function
);
6682 string_buffer_release(priv
->string_buffers
, reg_name
);
6685 /** Process the WINED3DSIO_TEXREG2RGB instruction in GLSL
6686 * Sample texture at dst using the rgb (xyz) components of src as texture coordinates */
6687 static void shader_glsl_texreg2rgb(const struct wined3d_shader_instruction
*ins
)
6689 DWORD sampler_idx
= ins
->dst
[0].reg
.idx
[0].offset
;
6690 struct glsl_sample_function sample_function
;
6691 struct glsl_src_param src0_param
;
6693 /* Dependent read, not valid with conditional NP2 */
6694 shader_glsl_get_sample_function(ins
->ctx
, sampler_idx
, sampler_idx
, 0, &sample_function
);
6695 shader_glsl_add_src_param(ins
, &ins
->src
[0], sample_function
.coord_mask
, &src0_param
);
6697 shader_glsl_gen_sample_code(ins
, sampler_idx
, &sample_function
, WINED3DSP_NOSWIZZLE
, NULL
, NULL
, NULL
, NULL
,
6698 "%s", src0_param
.param_str
);
6699 shader_glsl_release_sample_function(ins
->ctx
, &sample_function
);
6702 /** Process the WINED3DSIO_TEXKILL instruction in GLSL.
6703 * If any of the first 3 components are < 0, discard this pixel */
6704 static void shader_glsl_texkill(const struct wined3d_shader_instruction
*ins
)
6706 if (ins
->ctx
->reg_maps
->shader_version
.major
>= 4)
6708 shader_glsl_generate_condition(ins
);
6709 shader_addline(ins
->ctx
->buffer
, " discard;\n");
6713 struct glsl_dst_param dst_param
;
6715 /* The argument is a destination parameter, and no writemasks are allowed */
6716 shader_glsl_add_dst_param(ins
, &ins
->dst
[0], &dst_param
);
6718 /* 2.0 shaders compare all 4 components in texkill. */
6719 if (ins
->ctx
->reg_maps
->shader_version
.major
>= 2)
6720 shader_addline(ins
->ctx
->buffer
, "if (any(lessThan(%s.xyzw, vec4(0.0)))) discard;\n", dst_param
.reg_name
);
6721 /* 1.x shaders only compare the first 3 components, probably due to
6722 * the nature of the texkill instruction as a tex* instruction, and
6723 * phase, which kills all .w components. Even if all 4 components are
6724 * defined, only the first 3 are used. */
6726 shader_addline(ins
->ctx
->buffer
, "if (any(lessThan(%s.xyz, vec3(0.0)))) discard;\n", dst_param
.reg_name
);
6730 /** Process the WINED3DSIO_DP2ADD instruction in GLSL.
6731 * dst = dot2(src0, src1) + src2 */
6732 static void shader_glsl_dp2add(const struct wined3d_shader_instruction
*ins
)
6734 struct glsl_src_param src0_param
;
6735 struct glsl_src_param src1_param
;
6736 struct glsl_src_param src2_param
;
6738 unsigned int mask_size
;
6740 write_mask
= shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
6741 mask_size
= shader_glsl_get_write_mask_size(write_mask
);
6743 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
, &src0_param
);
6744 shader_glsl_add_src_param(ins
, &ins
->src
[1], WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
, &src1_param
);
6745 shader_glsl_add_src_param(ins
, &ins
->src
[2], WINED3DSP_WRITEMASK_0
, &src2_param
);
6747 if (mask_size
> 1) {
6748 shader_addline(ins
->ctx
->buffer
, "vec%d(dot(%s, %s) + %s));\n",
6749 mask_size
, src0_param
.param_str
, src1_param
.param_str
, src2_param
.param_str
);
6751 shader_addline(ins
->ctx
->buffer
, "dot(%s, %s) + %s);\n",
6752 src0_param
.param_str
, src1_param
.param_str
, src2_param
.param_str
);
6756 static void shader_glsl_input_pack(const struct wined3d_shader
*shader
, struct wined3d_string_buffer
*buffer
,
6757 const struct wined3d_shader_signature
*input_signature
,
6758 const struct wined3d_shader_reg_maps
*reg_maps
,
6759 const struct ps_compile_args
*args
, const struct wined3d_gl_info
*gl_info
, BOOL unroll
)
6763 for (i
= 0; i
< input_signature
->element_count
; ++i
)
6765 const struct wined3d_shader_signature_element
*input
= &input_signature
->elements
[i
];
6766 const char *semantic_name
;
6771 if (!(reg_maps
->input_registers
& (1u << input
->register_idx
)))
6774 semantic_name
= input
->semantic_name
;
6775 semantic_idx
= input
->semantic_idx
;
6776 shader_glsl_write_mask_to_str(input
->mask
, reg_mask
);
6778 if (args
->vp_mode
== WINED3D_VP_MODE_SHADER
)
6780 if (input
->sysval_semantic
== WINED3D_SV_POSITION
&& !semantic_idx
)
6782 shader_addline(buffer
, "ps_in[%u]%s = vpos%s;\n",
6783 shader
->u
.ps
.input_reg_map
[input
->register_idx
], reg_mask
, reg_mask
);
6785 else if (args
->pointsprite
&& shader_match_semantic(semantic_name
, WINED3D_DECL_USAGE_TEXCOORD
))
6787 shader_addline(buffer
, "ps_in[%u] = vec4(gl_PointCoord.xy, 0.0, 0.0);\n", input
->register_idx
);
6789 else if (input
->sysval_semantic
== WINED3D_SV_IS_FRONT_FACE
)
6791 shader_addline(buffer
, "ps_in[%u]%s = uintBitsToFloat(gl_FrontFacing ? 0xffffffffu : 0u);\n",
6792 input
->register_idx
, reg_mask
);
6794 else if (input
->sysval_semantic
== WINED3D_SV_SAMPLE_INDEX
)
6796 if (gl_info
->supported
[ARB_SAMPLE_SHADING
])
6797 shader_addline(buffer
, "ps_in[%u]%s = intBitsToFloat(gl_SampleID);\n",
6798 input
->register_idx
, reg_mask
);
6800 FIXME("ARB_sample_shading is not supported.\n");
6802 else if (input
->sysval_semantic
== WINED3D_SV_RENDER_TARGET_ARRAY_INDEX
&& !semantic_idx
)
6804 if (gl_info
->supported
[ARB_FRAGMENT_LAYER_VIEWPORT
])
6805 shader_addline(buffer
, "ps_in[%u]%s = intBitsToFloat(gl_Layer);\n",
6806 input
->register_idx
, reg_mask
);
6808 FIXME("ARB_fragment_layer_viewport is not supported.\n");
6810 else if (input
->sysval_semantic
== WINED3D_SV_VIEWPORT_ARRAY_INDEX
&& !semantic_idx
)
6812 if (gl_info
->supported
[ARB_VIEWPORT_ARRAY
])
6813 shader_addline(buffer
, "ps_in[%u]%s = intBitsToFloat(gl_ViewportIndex);\n",
6814 input
->register_idx
, reg_mask
);
6816 FIXME("ARB_viewport_array is not supported.\n");
6820 if (input
->sysval_semantic
)
6821 FIXME("Unhandled sysval semantic %#x.\n", input
->sysval_semantic
);
6822 shader_addline(buffer
, unroll
? "ps_in[%u]%s = %s%u%s;\n" : "ps_in[%u]%s = %s[%u]%s;\n",
6823 shader
->u
.ps
.input_reg_map
[input
->register_idx
], reg_mask
,
6824 shader_glsl_shader_input_name(gl_info
),
6825 shader
->u
.ps
.input_reg_map
[input
->register_idx
], reg_mask
);
6828 else if (shader_match_semantic(semantic_name
, WINED3D_DECL_USAGE_TEXCOORD
))
6830 if (args
->pointsprite
)
6831 shader_addline(buffer
, "ps_in[%u] = vec4(gl_PointCoord.xy, 0.0, 0.0);\n",
6832 shader
->u
.ps
.input_reg_map
[input
->register_idx
]);
6833 else if (args
->vp_mode
== WINED3D_VP_MODE_NONE
&& args
->texcoords_initialized
& (1u << semantic_idx
))
6834 shader_addline(buffer
, "ps_in[%u]%s = %s[%u]%s;\n",
6835 shader
->u
.ps
.input_reg_map
[input
->register_idx
], reg_mask
,
6836 needs_legacy_glsl_syntax(gl_info
)
6837 ? "gl_TexCoord" : "ffp_varying_texcoord", semantic_idx
, reg_mask
);
6839 shader_addline(buffer
, "ps_in[%u]%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
6840 shader
->u
.ps
.input_reg_map
[input
->register_idx
], reg_mask
, reg_mask
);
6842 else if (shader_match_semantic(semantic_name
, WINED3D_DECL_USAGE_COLOR
))
6845 shader_addline(buffer
, "ps_in[%u]%s = vec4(ffp_varying_diffuse)%s;\n",
6846 shader
->u
.ps
.input_reg_map
[input
->register_idx
], reg_mask
, reg_mask
);
6847 else if (semantic_idx
== 1)
6848 shader_addline(buffer
, "ps_in[%u]%s = vec4(ffp_varying_specular)%s;\n",
6849 shader
->u
.ps
.input_reg_map
[input
->register_idx
], reg_mask
, reg_mask
);
6851 shader_addline(buffer
, "ps_in[%u]%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
6852 shader
->u
.ps
.input_reg_map
[input
->register_idx
], reg_mask
, reg_mask
);
6856 shader_addline(buffer
, "ps_in[%u]%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
6857 shader
->u
.ps
.input_reg_map
[input
->register_idx
], reg_mask
, reg_mask
);
6862 static void add_glsl_program_entry(struct shader_glsl_priv
*priv
, struct glsl_shader_prog_link
*entry
)
6864 struct glsl_program_key key
;
6866 key
.vs_id
= entry
->vs
.id
;
6867 key
.hs_id
= entry
->hs
.id
;
6868 key
.ds_id
= entry
->ds
.id
;
6869 key
.gs_id
= entry
->gs
.id
;
6870 key
.ps_id
= entry
->ps
.id
;
6871 key
.cs_id
= entry
->cs
.id
;
6873 if (wine_rb_put(&priv
->program_lookup
, &key
, &entry
->program_lookup_entry
) == -1)
6875 ERR("Failed to insert program entry.\n");
6879 static struct glsl_shader_prog_link
*get_glsl_program_entry(const struct shader_glsl_priv
*priv
,
6880 const struct glsl_program_key
*key
)
6882 struct wine_rb_entry
*entry
;
6884 entry
= wine_rb_get(&priv
->program_lookup
, key
);
6885 return entry
? WINE_RB_ENTRY_VALUE(entry
, struct glsl_shader_prog_link
, program_lookup_entry
) : NULL
;
6888 /* Context activation is done by the caller. */
6889 static void delete_glsl_program_entry(struct shader_glsl_priv
*priv
, const struct wined3d_gl_info
*gl_info
,
6890 struct glsl_shader_prog_link
*entry
)
6892 wine_rb_remove(&priv
->program_lookup
, &entry
->program_lookup_entry
);
6894 GL_EXTCALL(glDeleteProgram(entry
->id
));
6896 list_remove(&entry
->vs
.shader_entry
);
6898 list_remove(&entry
->hs
.shader_entry
);
6900 list_remove(&entry
->ds
.shader_entry
);
6902 list_remove(&entry
->gs
.shader_entry
);
6904 list_remove(&entry
->ps
.shader_entry
);
6906 list_remove(&entry
->cs
.shader_entry
);
6910 static void shader_glsl_setup_vs3_output(struct shader_glsl_priv
*priv
,
6911 const struct wined3d_gl_info
*gl_info
, const unsigned int *map
,
6912 const struct wined3d_shader_signature
*input_signature
,
6913 const struct wined3d_shader_reg_maps
*reg_maps_in
,
6914 const struct wined3d_shader_signature
*output_signature
,
6915 const struct wined3d_shader_reg_maps
*reg_maps_out
)
6917 struct wined3d_string_buffer
*destination
= string_buffer_get(&priv
->string_buffers
);
6918 const char *out_array_name
= shader_glsl_shader_output_name(gl_info
);
6919 struct wined3d_string_buffer
*buffer
= &priv
->shader_buffer
;
6920 unsigned int in_count
= vec4_varyings(3, gl_info
);
6921 unsigned int max_varyings
= needs_legacy_glsl_syntax(gl_info
) ? in_count
+ 2 : in_count
;
6922 unsigned int in_idx
;
6927 set
= heap_calloc(max_varyings
, sizeof(*set
));
6929 for (i
= 0; i
< input_signature
->element_count
; ++i
)
6931 const struct wined3d_shader_signature_element
*input
= &input_signature
->elements
[i
];
6933 if (!(reg_maps_in
->input_registers
& (1u << input
->register_idx
)))
6936 in_idx
= map
[input
->register_idx
];
6937 /* Declared, but not read register */
6940 if (in_idx
>= max_varyings
)
6942 FIXME("More input varyings declared than supported, expect issues.\n");
6946 if (in_idx
== in_count
)
6947 string_buffer_sprintf(destination
, "gl_FrontColor");
6948 else if (in_idx
== in_count
+ 1)
6949 string_buffer_sprintf(destination
, "gl_FrontSecondaryColor");
6951 string_buffer_sprintf(destination
, "%s[%u]", out_array_name
, in_idx
);
6956 for (j
= 0; j
< output_signature
->element_count
; ++j
)
6958 const struct wined3d_shader_signature_element
*output
= &output_signature
->elements
[j
];
6961 if (!(reg_maps_out
->output_registers
& (1u << output
->register_idx
))
6962 || input
->semantic_idx
!= output
->semantic_idx
6963 || strcmp(input
->semantic_name
, output
->semantic_name
)
6964 || !(mask
= input
->mask
& output
->mask
))
6967 if (set
[in_idx
] == ~0u)
6969 set
[in_idx
] |= mask
& reg_maps_out
->u
.output_registers_mask
[output
->register_idx
];
6970 shader_glsl_write_mask_to_str(mask
, reg_mask
);
6972 shader_addline(buffer
, "%s%s = outputs[%u]%s;\n",
6973 destination
->buffer
, reg_mask
, output
->register_idx
, reg_mask
);
6977 for (i
= 0; i
< max_varyings
; ++i
)
6981 if (!set
[i
] || set
[i
] == WINED3DSP_WRITEMASK_ALL
)
6988 if (!(set
[i
] & WINED3DSP_WRITEMASK_0
))
6989 reg_mask
[size
++] = 'x';
6990 if (!(set
[i
] & WINED3DSP_WRITEMASK_1
))
6991 reg_mask
[size
++] = 'y';
6992 if (!(set
[i
] & WINED3DSP_WRITEMASK_2
))
6993 reg_mask
[size
++] = 'z';
6994 if (!(set
[i
] & WINED3DSP_WRITEMASK_3
))
6995 reg_mask
[size
++] = 'w';
6996 reg_mask
[size
] = '\0';
6999 string_buffer_sprintf(destination
, "gl_FrontColor");
7000 else if (i
== in_count
+ 1)
7001 string_buffer_sprintf(destination
, "gl_FrontSecondaryColor");
7003 string_buffer_sprintf(destination
, "%s[%u]", out_array_name
, i
);
7006 shader_addline(buffer
, "%s.%s = 0.0;\n", destination
->buffer
, reg_mask
);
7008 shader_addline(buffer
, "%s.%s = vec%u(0.0);\n", destination
->buffer
, reg_mask
, size
);
7012 string_buffer_release(&priv
->string_buffers
, destination
);
7015 static void shader_glsl_setup_sm4_shader_output(struct shader_glsl_priv
*priv
,
7016 unsigned int input_count
, const struct wined3d_shader_signature
*output_signature
,
7017 const struct wined3d_shader_reg_maps
*reg_maps_out
, const char *output_variable_name
,
7018 BOOL rasterizer_setup
)
7020 struct wined3d_string_buffer
*buffer
= &priv
->shader_buffer
;
7024 for (i
= 0; i
< output_signature
->element_count
; ++i
)
7026 const struct wined3d_shader_signature_element
*output
= &output_signature
->elements
[i
];
7028 if (!(reg_maps_out
->output_registers
& (1u << output
->register_idx
)))
7031 if (output
->stream_idx
)
7034 if (output
->register_idx
>= input_count
)
7037 shader_glsl_write_mask_to_str(output
->mask
, reg_mask
);
7039 shader_addline(buffer
,
7040 rasterizer_setup
? "%s.reg%u%s = outputs[%u]%s;\n" : "%s.reg[%u]%s = outputs[%u]%s;\n",
7041 output_variable_name
, output
->register_idx
, reg_mask
, output
->register_idx
, reg_mask
);
7045 static void shader_glsl_generate_clip_or_cull_distances(struct wined3d_string_buffer
*buffer
,
7046 const struct wined3d_shader_signature_element
*element
, DWORD clip_or_cull_distance_mask
)
7048 unsigned int i
, clip_or_cull_index
;
7052 name
= element
->sysval_semantic
== WINED3D_SV_CLIP_DISTANCE
? "Clip" : "Cull";
7053 /* Assign consecutive indices starting from 0. */
7054 clip_or_cull_index
= element
->semantic_idx
? wined3d_popcount(clip_or_cull_distance_mask
& 0xf) : 0;
7055 for (i
= 0; i
< 4; ++i
)
7057 if (!(element
->mask
& (WINED3DSP_WRITEMASK_0
<< i
)))
7060 shader_glsl_write_mask_to_str(WINED3DSP_WRITEMASK_0
<< i
, reg_mask
);
7061 shader_addline(buffer
, "gl_%sDistance[%u] = outputs[%u]%s;\n",
7062 name
, clip_or_cull_index
, element
->register_idx
, reg_mask
);
7063 ++clip_or_cull_index
;
7067 static void shader_glsl_setup_sm3_rasterizer_input(struct shader_glsl_priv
*priv
,
7068 const struct wined3d_gl_info
*gl_info
, const unsigned int *map
,
7069 const struct wined3d_shader_signature
*input_signature
,
7070 const struct wined3d_shader_reg_maps
*reg_maps_in
, unsigned int input_count
,
7071 const struct wined3d_shader_signature
*output_signature
,
7072 const struct wined3d_shader_reg_maps
*reg_maps_out
, BOOL per_vertex_point_size
)
7074 struct wined3d_string_buffer
*buffer
= &priv
->shader_buffer
;
7075 const char *semantic_name
;
7076 unsigned int semantic_idx
;
7080 /* First, sort out position and point size system values. */
7081 for (i
= 0; i
< output_signature
->element_count
; ++i
)
7083 const struct wined3d_shader_signature_element
*output
= &output_signature
->elements
[i
];
7085 if (!(reg_maps_out
->output_registers
& (1u << output
->register_idx
)))
7088 if (output
->stream_idx
)
7091 semantic_name
= output
->semantic_name
;
7092 semantic_idx
= output
->semantic_idx
;
7093 shader_glsl_write_mask_to_str(output
->mask
, reg_mask
);
7095 if (output
->sysval_semantic
== WINED3D_SV_POSITION
&& !semantic_idx
)
7097 shader_addline(buffer
, "gl_Position%s = outputs[%u]%s;\n",
7098 reg_mask
, output
->register_idx
, reg_mask
);
7100 else if (shader_match_semantic(semantic_name
, WINED3D_DECL_USAGE_PSIZE
) && per_vertex_point_size
)
7102 shader_addline(buffer
, "gl_PointSize = clamp(outputs[%u].%c, "
7103 "ffp_point.size_min, ffp_point.size_max);\n", output
->register_idx
, reg_mask
[1]);
7105 else if (output
->sysval_semantic
== WINED3D_SV_RENDER_TARGET_ARRAY_INDEX
&& !semantic_idx
)
7107 shader_addline(buffer
, "gl_Layer = floatBitsToInt(outputs[%u])%s;\n",
7108 output
->register_idx
, reg_mask
);
7110 else if (output
->sysval_semantic
== WINED3D_SV_VIEWPORT_ARRAY_INDEX
&& !semantic_idx
)
7112 shader_addline(buffer
, "gl_ViewportIndex = floatBitsToInt(outputs[%u])%s;\n",
7113 output
->register_idx
, reg_mask
);
7115 else if (output
->sysval_semantic
== WINED3D_SV_CLIP_DISTANCE
)
7117 shader_glsl_generate_clip_or_cull_distances(buffer
, output
, reg_maps_out
->clip_distance_mask
);
7119 else if (output
->sysval_semantic
== WINED3D_SV_CULL_DISTANCE
)
7121 shader_glsl_generate_clip_or_cull_distances(buffer
, output
, reg_maps_out
->cull_distance_mask
);
7123 else if (output
->sysval_semantic
)
7125 FIXME("Unhandled sysval semantic %#x.\n", output
->sysval_semantic
);
7129 /* Then, setup the pixel shader input. */
7130 if (reg_maps_out
->shader_version
.major
< 4)
7131 shader_glsl_setup_vs3_output(priv
, gl_info
, map
, input_signature
, reg_maps_in
,
7132 output_signature
, reg_maps_out
);
7134 shader_glsl_setup_sm4_shader_output(priv
, input_count
, output_signature
, reg_maps_out
, "shader_out", TRUE
);
7137 /* Context activation is done by the caller. */
7138 static GLuint
shader_glsl_generate_vs3_rasterizer_input_setup(struct shader_glsl_priv
*priv
,
7139 const struct wined3d_shader
*vs
, const struct wined3d_shader
*ps
,
7140 BOOL per_vertex_point_size
, BOOL flatshading
, const struct wined3d_gl_info
*gl_info
)
7142 const BOOL legacy_syntax
= needs_legacy_glsl_syntax(gl_info
);
7143 DWORD ps_major
= ps
? ps
->reg_maps
.shader_version
.major
: 0;
7144 struct wined3d_string_buffer
*buffer
= &priv
->shader_buffer
;
7145 const char *semantic_name
;
7151 string_buffer_clear(buffer
);
7153 shader_glsl_add_version_declaration(buffer
, gl_info
);
7155 shader_addline(buffer
, "invariant gl_Position;\n");
7157 if (per_vertex_point_size
)
7159 shader_addline(buffer
, "uniform struct\n{\n");
7160 shader_addline(buffer
, " float size_min;\n");
7161 shader_addline(buffer
, " float size_max;\n");
7162 shader_addline(buffer
, "} ffp_point;\n");
7167 DWORD colors_written_mask
[2] = {0};
7168 DWORD texcoords_written_mask
[WINED3D_MAX_TEXTURES
] = {0};
7172 declare_out_varying(gl_info
, buffer
, flatshading
, "vec4 ffp_varying_diffuse;\n");
7173 declare_out_varying(gl_info
, buffer
, flatshading
, "vec4 ffp_varying_specular;\n");
7174 declare_out_varying(gl_info
, buffer
, FALSE
, "vec4 ffp_varying_texcoord[%u];\n", WINED3D_MAX_TEXTURES
);
7175 declare_out_varying(gl_info
, buffer
, FALSE
, "float ffp_varying_fogcoord;\n");
7178 shader_addline(buffer
, "void setup_vs_output(in vec4 outputs[%u])\n{\n", vs
->limits
->packed_output
);
7180 for (i
= 0; i
< vs
->output_signature
.element_count
; ++i
)
7182 const struct wined3d_shader_signature_element
*output
= &vs
->output_signature
.elements
[i
];
7185 if (!(vs
->reg_maps
.output_registers
& (1u << output
->register_idx
)))
7188 semantic_name
= output
->semantic_name
;
7189 semantic_idx
= output
->semantic_idx
;
7190 write_mask
= output
->mask
;
7191 shader_glsl_write_mask_to_str(write_mask
, reg_mask
);
7193 if (shader_match_semantic(semantic_name
, WINED3D_DECL_USAGE_COLOR
) && semantic_idx
< 2)
7196 shader_addline(buffer
, "gl_Front%sColor%s = outputs[%u]%s;\n",
7197 semantic_idx
? "Secondary" : "", reg_mask
, output
->register_idx
, reg_mask
);
7199 shader_addline(buffer
, "ffp_varying_%s%s = clamp(outputs[%u]%s, 0.0, 1.0);\n",
7200 semantic_idx
? "specular" : "diffuse", reg_mask
, output
->register_idx
, reg_mask
);
7202 colors_written_mask
[semantic_idx
] = write_mask
;
7204 else if (shader_match_semantic(semantic_name
, WINED3D_DECL_USAGE_POSITION
) && !semantic_idx
)
7206 shader_addline(buffer
, "gl_Position%s = outputs[%u]%s;\n",
7207 reg_mask
, output
->register_idx
, reg_mask
);
7209 else if (shader_match_semantic(semantic_name
, WINED3D_DECL_USAGE_TEXCOORD
))
7211 if (semantic_idx
< WINED3D_MAX_TEXTURES
)
7213 shader_addline(buffer
, "%s[%u]%s = outputs[%u]%s;\n",
7214 legacy_syntax
? "gl_TexCoord" : "ffp_varying_texcoord",
7215 semantic_idx
, reg_mask
, output
->register_idx
, reg_mask
);
7216 texcoords_written_mask
[semantic_idx
] = write_mask
;
7219 else if (shader_match_semantic(semantic_name
, WINED3D_DECL_USAGE_PSIZE
) && per_vertex_point_size
)
7221 shader_addline(buffer
, "gl_PointSize = clamp(outputs[%u].%c, "
7222 "ffp_point.size_min, ffp_point.size_max);\n", output
->register_idx
, reg_mask
[1]);
7224 else if (shader_match_semantic(semantic_name
, WINED3D_DECL_USAGE_FOG
))
7226 shader_addline(buffer
, "%s = clamp(outputs[%u].%c, 0.0, 1.0);\n",
7227 legacy_syntax
? "gl_FogFragCoord" : "ffp_varying_fogcoord",
7228 output
->register_idx
, reg_mask
[1]);
7232 for (i
= 0; i
< 2; ++i
)
7234 if (colors_written_mask
[i
] != WINED3DSP_WRITEMASK_ALL
)
7236 shader_glsl_write_mask_to_str(~colors_written_mask
[i
] & WINED3DSP_WRITEMASK_ALL
, reg_mask
);
7238 shader_addline(buffer
, "%s%s = vec4(1.0)%s;\n",
7239 legacy_syntax
? "gl_FrontColor" : "ffp_varying_diffuse",
7240 reg_mask
, reg_mask
);
7242 shader_addline(buffer
, "%s%s = vec4(0.0)%s;\n",
7243 legacy_syntax
? "gl_FrontSecondaryColor" : "ffp_varying_specular",
7244 reg_mask
, reg_mask
);
7247 for (i
= 0; i
< WINED3D_MAX_TEXTURES
; ++i
)
7249 if (ps
&& !(ps
->reg_maps
.texcoord
& (1u << i
)))
7252 if (texcoords_written_mask
[i
] != WINED3DSP_WRITEMASK_ALL
)
7254 if (!shader_glsl_full_ffp_varyings(gl_info
) && !texcoords_written_mask
[i
])
7257 shader_glsl_write_mask_to_str(~texcoords_written_mask
[i
] & WINED3DSP_WRITEMASK_ALL
, reg_mask
);
7258 shader_addline(buffer
, "%s[%u]%s = vec4(0.0)%s;\n",
7259 legacy_syntax
? "gl_TexCoord" : "ffp_varying_texcoord", i
, reg_mask
, reg_mask
);
7265 unsigned int in_count
= min(vec4_varyings(ps_major
, gl_info
), ps
->limits
->packed_input
);
7267 shader_glsl_declare_shader_outputs(gl_info
, buffer
, in_count
, FALSE
, NULL
);
7268 shader_addline(buffer
, "void setup_vs_output(in vec4 outputs[%u])\n{\n", vs
->limits
->packed_output
);
7269 shader_glsl_setup_sm3_rasterizer_input(priv
, gl_info
, ps
->u
.ps
.input_reg_map
, &ps
->input_signature
,
7270 &ps
->reg_maps
, 0, &vs
->output_signature
, &vs
->reg_maps
, per_vertex_point_size
);
7273 shader_addline(buffer
, "}\n");
7275 ret
= GL_EXTCALL(glCreateShader(GL_VERTEX_SHADER
));
7276 checkGLcall("glCreateShader(GL_VERTEX_SHADER)");
7277 shader_glsl_compile(gl_info
, ret
, buffer
->buffer
);
7282 static void shader_glsl_generate_stream_output_setup(struct wined3d_string_buffer
*buffer
,
7283 const struct wined3d_shader
*shader
)
7285 const struct wined3d_stream_output_desc
*so_desc
= shader
->u
.gs
.so_desc
;
7286 unsigned int i
, register_idx
, component_idx
;
7288 shader_addline(buffer
, "out shader_in_out\n{\n");
7289 for (i
= 0; i
< so_desc
->element_count
; ++i
)
7291 const struct wined3d_stream_output_element
*e
= &so_desc
->elements
[i
];
7295 FIXME("Unhandled stream %u.\n", e
->stream_idx
);
7298 if (!e
->semantic_name
)
7300 if (!shader_get_stream_output_register_info(shader
, e
, ®ister_idx
, &component_idx
))
7303 if (component_idx
|| e
->component_count
!= 4)
7305 if (e
->component_count
== 1)
7306 shader_addline(buffer
, "float");
7308 shader_addline(buffer
, "vec%u", e
->component_count
);
7310 shader_addline(buffer
, " reg%u_%u_%u;\n",
7311 register_idx
, component_idx
, component_idx
+ e
->component_count
- 1);
7315 shader_addline(buffer
, "vec4 reg%u;\n", register_idx
);
7318 shader_addline(buffer
, "} shader_out;\n");
7320 shader_addline(buffer
, "void setup_gs_output(in vec4 outputs[%u])\n{\n",
7321 shader
->limits
->packed_output
);
7322 for (i
= 0; i
< so_desc
->element_count
; ++i
)
7324 const struct wined3d_stream_output_element
*e
= &so_desc
->elements
[i
];
7328 FIXME("Unhandled stream %u.\n", e
->stream_idx
);
7331 if (!e
->semantic_name
)
7333 if (!shader_get_stream_output_register_info(shader
, e
, ®ister_idx
, &component_idx
))
7336 if (component_idx
|| e
->component_count
!= 4)
7341 write_mask
= wined3d_mask_from_size(e
->component_count
) << component_idx
;
7342 shader_glsl_write_mask_to_str(write_mask
, str_mask
);
7343 shader_addline(buffer
, "shader_out.reg%u_%u_%u = outputs[%u]%s;\n",
7344 register_idx
, component_idx
, component_idx
+ e
->component_count
- 1,
7345 register_idx
, str_mask
);
7349 shader_addline(buffer
, "shader_out.reg%u = outputs[%u];\n", register_idx
, register_idx
);
7352 shader_addline(buffer
, "}\n");
7355 static void shader_glsl_generate_sm4_output_setup(struct shader_glsl_priv
*priv
,
7356 const struct wined3d_shader
*shader
, unsigned int input_count
,
7357 const struct wined3d_gl_info
*gl_info
, BOOL rasterizer_setup
, const uint32_t *interpolation_mode
)
7359 const char *prefix
= shader_glsl_get_prefix(shader
->reg_maps
.shader_version
.type
);
7360 struct wined3d_string_buffer
*buffer
= &priv
->shader_buffer
;
7362 if (rasterizer_setup
)
7363 input_count
= min(vec4_varyings(4, gl_info
), input_count
);
7366 shader_glsl_declare_shader_outputs(gl_info
, buffer
, input_count
, rasterizer_setup
, interpolation_mode
);
7368 shader_addline(buffer
, "void setup_%s_output(in vec4 outputs[%u])\n{\n",
7369 prefix
, shader
->limits
->packed_output
);
7371 if (rasterizer_setup
)
7372 shader_glsl_setup_sm3_rasterizer_input(priv
, gl_info
, NULL
, NULL
,
7373 NULL
, input_count
, &shader
->output_signature
, &shader
->reg_maps
, FALSE
);
7375 shader_glsl_setup_sm4_shader_output(priv
, input_count
, &shader
->output_signature
,
7376 &shader
->reg_maps
, "shader_out", rasterizer_setup
);
7378 shader_addline(buffer
, "}\n");
7381 static void shader_glsl_generate_patch_constant_name(struct wined3d_string_buffer
*buffer
,
7382 const struct wined3d_shader_signature_element
*constant
, unsigned int *user_constant_idx
,
7383 const char *reg_mask
)
7385 if (!constant
->sysval_semantic
)
7387 shader_addline(buffer
, "user_patch_constant[%u]%s", (*user_constant_idx
)++, reg_mask
);
7391 switch (constant
->sysval_semantic
)
7393 case WINED3D_SV_TESS_FACTOR_QUADEDGE
:
7394 case WINED3D_SV_TESS_FACTOR_TRIEDGE
:
7395 case WINED3D_SV_TESS_FACTOR_LINEDET
:
7396 case WINED3D_SV_TESS_FACTOR_LINEDEN
:
7397 shader_addline(buffer
, "gl_TessLevelOuter[%u]", constant
->semantic_idx
);
7399 case WINED3D_SV_TESS_FACTOR_QUADINT
:
7400 case WINED3D_SV_TESS_FACTOR_TRIINT
:
7401 shader_addline(buffer
, "gl_TessLevelInner[%u]", constant
->semantic_idx
);
7404 FIXME("Unhandled sysval semantic %#x.\n", constant
->sysval_semantic
);
7405 shader_addline(buffer
, "vec4(0.0)%s", reg_mask
);
7409 static void shader_glsl_generate_patch_constant_setup(struct wined3d_string_buffer
*buffer
,
7410 const struct wined3d_shader_signature
*signature
, BOOL input_setup
)
7412 unsigned int i
, register_count
, user_constant_index
, user_constant_count
;
7414 register_count
= user_constant_count
= 0;
7415 for (i
= 0; i
< signature
->element_count
; ++i
)
7417 const struct wined3d_shader_signature_element
*constant
= &signature
->elements
[i
];
7418 register_count
= max(constant
->register_idx
+ 1, register_count
);
7419 if (!constant
->sysval_semantic
)
7420 ++user_constant_count
;
7423 if (user_constant_count
)
7424 shader_addline(buffer
, "patch %s vec4 user_patch_constant[%u];\n",
7425 input_setup
? "in" : "out", user_constant_count
);
7427 shader_addline(buffer
, "vec4 vpc[%u];\n", register_count
);
7429 shader_addline(buffer
, "void setup_patch_constant_%s()\n{\n", input_setup
? "input" : "output");
7430 for (i
= 0, user_constant_index
= 0; i
< signature
->element_count
; ++i
)
7432 const struct wined3d_shader_signature_element
*constant
= &signature
->elements
[i
];
7435 shader_glsl_write_mask_to_str(constant
->mask
, reg_mask
);
7438 shader_addline(buffer
, "vpc[%u]%s", constant
->register_idx
, reg_mask
);
7440 shader_glsl_generate_patch_constant_name(buffer
, constant
, &user_constant_index
, reg_mask
);
7442 shader_addline(buffer
, " = ");
7445 shader_glsl_generate_patch_constant_name(buffer
, constant
, &user_constant_index
, reg_mask
);
7447 shader_addline(buffer
, "hs_out[%u]%s", constant
->register_idx
, reg_mask
);
7449 shader_addline(buffer
, ";\n");
7451 shader_addline(buffer
, "}\n");
7454 static void shader_glsl_generate_srgb_write_correction(struct wined3d_string_buffer
*buffer
,
7455 const struct wined3d_gl_info
*gl_info
)
7457 const char *output
= get_fragment_output(gl_info
);
7459 shader_addline(buffer
, "tmp0.xyz = pow(%s[0].xyz, vec3(srgb_const0.x));\n", output
);
7460 shader_addline(buffer
, "tmp0.xyz = tmp0.xyz * vec3(srgb_const0.y) - vec3(srgb_const0.z);\n");
7461 shader_addline(buffer
, "tmp1.xyz = %s[0].xyz * vec3(srgb_const0.w);\n", output
);
7462 shader_addline(buffer
, "bvec3 srgb_compare = lessThan(%s[0].xyz, vec3(srgb_const1.x));\n", output
);
7463 shader_addline(buffer
, "%s[0].xyz = mix(tmp0.xyz, tmp1.xyz, vec3(srgb_compare));\n", output
);
7464 shader_addline(buffer
, "%s[0] = clamp(%s[0], 0.0, 1.0);\n", output
, output
);
7467 static void shader_glsl_generate_fog_code(struct wined3d_string_buffer
*buffer
,
7468 const struct wined3d_gl_info
*gl_info
, enum wined3d_ffp_ps_fog_mode mode
)
7470 const char *output
= get_fragment_output(gl_info
);
7474 case WINED3D_FFP_PS_FOG_OFF
:
7477 case WINED3D_FFP_PS_FOG_LINEAR
:
7478 shader_addline(buffer
, "float fog = (ffp_fog.end - ffp_varying_fogcoord) * ffp_fog.scale;\n");
7481 case WINED3D_FFP_PS_FOG_EXP
:
7482 shader_addline(buffer
, "float fog = exp(-ffp_fog.density * ffp_varying_fogcoord);\n");
7485 case WINED3D_FFP_PS_FOG_EXP2
:
7486 shader_addline(buffer
, "float fog = exp(-ffp_fog.density * ffp_fog.density"
7487 " * ffp_varying_fogcoord * ffp_varying_fogcoord);\n");
7491 ERR("Invalid fog mode %#x.\n", mode
);
7495 shader_addline(buffer
, "%s[0].xyz = mix(ffp_fog.color.xyz, %s[0].xyz, clamp(fog, 0.0, 1.0));\n",
7499 static void shader_glsl_generate_alpha_test(struct wined3d_string_buffer
*buffer
,
7500 const struct wined3d_gl_info
*gl_info
, enum wined3d_cmp_func alpha_func
)
7502 /* alpha_func is the PASS condition, not the DISCARD condition. Instead of
7503 * flipping all the operators here, just negate the comparison below. */
7504 static const char * const comparison_operator
[] =
7506 "", /* WINED3D_CMP_NEVER */
7507 "<", /* WINED3D_CMP_LESS */
7508 "==", /* WINED3D_CMP_EQUAL */
7509 "<=", /* WINED3D_CMP_LESSEQUAL */
7510 ">", /* WINED3D_CMP_GREATER */
7511 "!=", /* WINED3D_CMP_NOTEQUAL */
7512 ">=", /* WINED3D_CMP_GREATEREQUAL */
7513 "" /* WINED3D_CMP_ALWAYS */
7516 if (alpha_func
== WINED3D_CMP_ALWAYS
)
7519 if (alpha_func
!= WINED3D_CMP_NEVER
)
7520 shader_addline(buffer
, "if (!(%s[0].a %s alpha_test_ref))\n",
7521 get_fragment_output(gl_info
), comparison_operator
[alpha_func
- WINED3D_CMP_NEVER
]);
7522 shader_addline(buffer
, " discard;\n");
7525 static void shader_glsl_generate_colour_key_test(struct wined3d_string_buffer
*buffer
,
7526 const char *colour
, const char *colour_key_low
, const char *colour_key_high
)
7528 shader_addline(buffer
, "if (all(greaterThanEqual(%s, %s)) && all(lessThan(%s, %s)))\n",
7529 colour
, colour_key_low
, colour
, colour_key_high
);
7530 shader_addline(buffer
, " discard;\n");
7533 static void shader_glsl_enable_extensions(struct wined3d_string_buffer
*buffer
,
7534 const struct wined3d_gl_info
*gl_info
)
7536 if (gl_info
->supported
[ARB_CULL_DISTANCE
])
7537 shader_addline(buffer
, "#extension GL_ARB_cull_distance : enable\n");
7538 if (gl_info
->supported
[ARB_GPU_SHADER5
])
7539 shader_addline(buffer
, "#extension GL_ARB_gpu_shader5 : enable\n");
7540 if (gl_info
->supported
[ARB_SHADER_ATOMIC_COUNTERS
])
7541 shader_addline(buffer
, "#extension GL_ARB_shader_atomic_counters : enable\n");
7542 if (gl_info
->supported
[ARB_SHADER_BIT_ENCODING
])
7543 shader_addline(buffer
, "#extension GL_ARB_shader_bit_encoding : enable\n");
7544 if (gl_info
->supported
[ARB_SHADER_IMAGE_LOAD_STORE
])
7545 shader_addline(buffer
, "#extension GL_ARB_shader_image_load_store : enable\n");
7546 if (gl_info
->supported
[ARB_SHADER_IMAGE_SIZE
])
7547 shader_addline(buffer
, "#extension GL_ARB_shader_image_size : enable\n");
7548 if (gl_info
->supported
[ARB_SHADER_STORAGE_BUFFER_OBJECT
])
7549 shader_addline(buffer
, "#extension GL_ARB_shader_storage_buffer_object : enable\n");
7550 if (gl_info
->supported
[ARB_SHADER_TEXTURE_IMAGE_SAMPLES
])
7551 shader_addline(buffer
, "#extension GL_ARB_shader_texture_image_samples : enable\n");
7552 if (gl_info
->supported
[ARB_SHADING_LANGUAGE_420PACK
])
7553 shader_addline(buffer
, "#extension GL_ARB_shading_language_420pack : enable\n");
7554 if (gl_info
->supported
[ARB_SHADING_LANGUAGE_PACKING
])
7555 shader_addline(buffer
, "#extension GL_ARB_shading_language_packing : enable\n");
7556 if (gl_info
->supported
[ARB_TEXTURE_CUBE_MAP_ARRAY
])
7557 shader_addline(buffer
, "#extension GL_ARB_texture_cube_map_array : enable\n");
7558 if (gl_info
->supported
[ARB_TEXTURE_GATHER
])
7559 shader_addline(buffer
, "#extension GL_ARB_texture_gather : enable\n");
7560 if (gl_info
->supported
[ARB_TEXTURE_QUERY_LEVELS
])
7561 shader_addline(buffer
, "#extension GL_ARB_texture_query_levels : enable\n");
7562 if (gl_info
->supported
[ARB_UNIFORM_BUFFER_OBJECT
])
7563 shader_addline(buffer
, "#extension GL_ARB_uniform_buffer_object : enable\n");
7564 if (gl_info
->supported
[ARB_VIEWPORT_ARRAY
])
7565 shader_addline(buffer
, "#extension GL_ARB_viewport_array : enable\n");
7566 if (gl_info
->supported
[EXT_GPU_SHADER4
])
7567 shader_addline(buffer
, "#extension GL_EXT_gpu_shader4 : enable\n");
7568 if (gl_info
->supported
[EXT_TEXTURE_ARRAY
])
7569 shader_addline(buffer
, "#extension GL_EXT_texture_array : enable\n");
7570 if (gl_info
->supported
[EXT_TEXTURE_SHADOW_LOD
])
7571 shader_addline(buffer
, "#extension GL_EXT_texture_shadow_lod : enable\n");
7574 static void shader_glsl_generate_color_output(struct wined3d_string_buffer
*buffer
,
7575 const struct wined3d_gl_info
*gl_info
, const struct wined3d_shader
*shader
,
7576 const struct ps_compile_args
*args
, struct wined3d_string_buffer_list
*string_buffers
)
7578 const struct wined3d_shader_signature
*output_signature
= &shader
->output_signature
;
7579 struct wined3d_string_buffer
*src
, *assignment
;
7580 enum wined3d_data_type dst_data_type
;
7581 const char *swizzle
;
7584 if (output_signature
->element_count
)
7586 src
= string_buffer_get(string_buffers
);
7587 assignment
= string_buffer_get(string_buffers
);
7588 for (i
= 0; i
< output_signature
->element_count
; ++i
)
7590 const struct wined3d_shader_signature_element
*output
= &output_signature
->elements
[i
];
7592 /* register_idx is set to ~0u for non-color outputs. */
7593 if (output
->register_idx
== ~0u)
7595 if ((unsigned int)output
->component_type
>= ARRAY_SIZE(component_type_info
))
7597 FIXME("Unhandled component type %#x.\n", output
->component_type
);
7600 dst_data_type
= component_type_info
[output
->component_type
].data_type
;
7601 shader_addline(buffer
, "color_out%u = ", output
->semantic_idx
);
7602 string_buffer_sprintf(src
, "ps_out[%u]", output
->semantic_idx
);
7603 shader_glsl_sprintf_cast(assignment
, src
->buffer
, dst_data_type
, WINED3D_DATA_FLOAT
, 4);
7604 swizzle
= args
->rt_alpha_swizzle
& (1u << output
->semantic_idx
) ? ".argb" : "";
7605 shader_addline(buffer
, "%s%s;\n", assignment
->buffer
, swizzle
);
7607 string_buffer_release(string_buffers
, src
);
7608 string_buffer_release(string_buffers
, assignment
);
7612 uint32_t mask
= shader
->reg_maps
.rt_mask
;
7616 i
= wined3d_bit_scan(&mask
);
7617 swizzle
= args
->rt_alpha_swizzle
& (1u << i
) ? ".argb" : "";
7618 shader_addline(buffer
, "color_out%u = ps_out[%u]%s;\n", i
, i
, swizzle
);
7623 static void shader_glsl_generate_ps_epilogue(const struct wined3d_gl_info
*gl_info
,
7624 struct wined3d_string_buffer
*buffer
, const struct wined3d_shader
*shader
,
7625 const struct ps_compile_args
*args
, struct wined3d_string_buffer_list
*string_buffers
)
7627 const struct wined3d_shader_reg_maps
*reg_maps
= &shader
->reg_maps
;
7629 /* Pixel shaders < 2.0 place the resulting color in R0 implicitly. */
7630 if (reg_maps
->shader_version
.major
< 2)
7631 shader_addline(buffer
, "%s[0] = R0;\n", get_fragment_output(gl_info
));
7633 if (args
->srgb_correction
)
7634 shader_glsl_generate_srgb_write_correction(buffer
, gl_info
);
7636 /* SM < 3 does not replace the fog stage. */
7637 if (reg_maps
->shader_version
.major
< 3)
7638 shader_glsl_generate_fog_code(buffer
, gl_info
, args
->fog
);
7640 shader_glsl_generate_alpha_test(buffer
, gl_info
, args
->alpha_test_func
+ 1);
7642 if (reg_maps
->sample_mask
)
7643 shader_addline(buffer
, "gl_SampleMask[0] = floatBitsToInt(sample_mask);\n");
7645 if (!use_legacy_fragment_output(gl_info
))
7646 shader_glsl_generate_color_output(buffer
, gl_info
, shader
, args
, string_buffers
);
7649 /* Context activation is done by the caller. */
7650 static GLuint
shader_glsl_generate_fragment_shader(const struct wined3d_context_gl
*context_gl
,
7651 struct wined3d_string_buffer
*buffer
, struct wined3d_string_buffer_list
*string_buffers
,
7652 const struct wined3d_shader
*shader
, const struct ps_compile_args
*args
,
7653 struct ps_np2fixup_info
*np2fixup_info
)
7655 const struct wined3d_shader_reg_maps
*reg_maps
= &shader
->reg_maps
;
7656 const struct wined3d_shader_version
*version
= ®_maps
->shader_version
;
7657 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
7658 const char *prefix
= shader_glsl_get_prefix(version
->type
);
7659 BOOL legacy_syntax
= needs_legacy_glsl_syntax(gl_info
);
7660 unsigned int i
, extra_constants_needed
= 0;
7661 struct shader_glsl_ctx_priv priv_ctx
;
7665 memset(&priv_ctx
, 0, sizeof(priv_ctx
));
7666 priv_ctx
.gl_info
= gl_info
;
7667 priv_ctx
.cur_ps_args
= args
;
7668 priv_ctx
.cur_np2fixup_info
= np2fixup_info
;
7669 priv_ctx
.string_buffers
= string_buffers
;
7671 shader_glsl_add_version_declaration(buffer
, gl_info
);
7673 shader_glsl_enable_extensions(buffer
, gl_info
);
7674 if (gl_info
->supported
[ARB_CONSERVATIVE_DEPTH
])
7675 shader_addline(buffer
, "#extension GL_ARB_conservative_depth : enable\n");
7676 if (gl_info
->supported
[ARB_DERIVATIVE_CONTROL
])
7677 shader_addline(buffer
, "#extension GL_ARB_derivative_control : enable\n");
7678 if (shader_glsl_use_explicit_attrib_location(gl_info
))
7679 shader_addline(buffer
, "#extension GL_ARB_explicit_attrib_location : enable\n");
7680 if (gl_info
->supported
[ARB_FRAGMENT_COORD_CONVENTIONS
])
7681 shader_addline(buffer
, "#extension GL_ARB_fragment_coord_conventions : enable\n");
7682 if (gl_info
->supported
[ARB_FRAGMENT_LAYER_VIEWPORT
])
7683 shader_addline(buffer
, "#extension GL_ARB_fragment_layer_viewport : enable\n");
7684 if (gl_info
->supported
[ARB_SAMPLE_SHADING
])
7685 shader_addline(buffer
, "#extension GL_ARB_sample_shading : enable\n");
7686 if (gl_info
->supported
[ARB_SHADER_TEXTURE_LOD
])
7687 shader_addline(buffer
, "#extension GL_ARB_shader_texture_lod : enable\n");
7688 /* The spec says that it doesn't have to be explicitly enabled, but the
7689 * nvidia drivers write a warning if we don't do so. */
7690 if (gl_info
->supported
[ARB_TEXTURE_RECTANGLE
])
7691 shader_addline(buffer
, "#extension GL_ARB_texture_rectangle : enable\n");
7693 /* Base Declarations */
7694 shader_generate_glsl_declarations(context_gl
, buffer
, shader
, reg_maps
, &priv_ctx
);
7696 if (gl_info
->supported
[ARB_CONSERVATIVE_DEPTH
])
7698 if (shader
->u
.ps
.depth_output
== WINED3DSPR_DEPTHOUTGE
)
7699 shader_addline(buffer
, "layout (depth_greater) out float gl_FragDepth;\n");
7700 else if (shader
->u
.ps
.depth_output
== WINED3DSPR_DEPTHOUTLE
)
7701 shader_addline(buffer
, "layout (depth_less) out float gl_FragDepth;\n");
7704 /* Declare uniforms for NP2 texcoord fixup:
7705 * This is NOT done inside the loop that declares the texture samplers
7706 * since the NP2 fixup code is currently only used for the GeforceFX
7707 * series and when forcing the ARB_npot extension off. Modern cards just
7708 * skip the code anyway, so put it inside a separate loop. */
7709 if (args
->np2_fixup
)
7711 struct ps_np2fixup_info
*fixup
= priv_ctx
.cur_np2fixup_info
;
7712 unsigned int cur
= 0;
7714 /* NP2/RECT textures in OpenGL use texcoords in the range [0,width]x[0,height]
7715 * while D3D has them in the (normalized) [0,1]x[0,1] range.
7716 * samplerNP2Fixup stores texture dimensions and is updated through
7717 * shader_glsl_load_np2fixup_constants when the sampler changes. */
7719 for (i
= 0; i
< shader
->limits
->sampler
; ++i
)
7721 enum wined3d_shader_resource_type resource_type
;
7723 resource_type
= pixelshader_get_resource_type(reg_maps
, i
, args
->tex_types
);
7725 if (!resource_type
|| !(args
->np2_fixup
& (1u << i
)))
7728 if (resource_type
!= WINED3D_SHADER_RESOURCE_TEXTURE_2D
)
7730 FIXME("Non-2D texture is flagged for NP2 texcoord fixup.\n");
7734 fixup
->idx
[i
] = cur
++;
7737 fixup
->num_consts
= (cur
+ 1) >> 1;
7738 fixup
->active
= args
->np2_fixup
;
7739 shader_addline(buffer
, "uniform vec4 %s_samplerNP2Fixup[%u];\n", prefix
, fixup
->num_consts
);
7742 if (version
->major
< 3 || args
->vp_mode
!= WINED3D_VP_MODE_SHADER
)
7744 shader_addline(buffer
, "uniform struct\n{\n");
7745 shader_addline(buffer
, " vec4 color;\n");
7746 shader_addline(buffer
, " float density;\n");
7747 shader_addline(buffer
, " float end;\n");
7748 shader_addline(buffer
, " float scale;\n");
7749 shader_addline(buffer
, "} ffp_fog;\n");
7753 if (glsl_is_color_reg_read(shader
, 0))
7754 shader_addline(buffer
, "vec4 ffp_varying_diffuse;\n");
7755 if (glsl_is_color_reg_read(shader
, 1))
7756 shader_addline(buffer
, "vec4 ffp_varying_specular;\n");
7757 shader_addline(buffer
, "vec4 ffp_texcoord[%u];\n", WINED3D_MAX_TEXTURES
);
7758 shader_addline(buffer
, "float ffp_varying_fogcoord;\n");
7762 if (glsl_is_color_reg_read(shader
, 0))
7763 declare_in_varying(gl_info
, buffer
, args
->flatshading
, "vec4 ffp_varying_diffuse;\n");
7764 if (glsl_is_color_reg_read(shader
, 1))
7765 declare_in_varying(gl_info
, buffer
, args
->flatshading
, "vec4 ffp_varying_specular;\n");
7766 declare_in_varying(gl_info
, buffer
, FALSE
, "vec4 ffp_varying_texcoord[%u];\n", WINED3D_MAX_TEXTURES
);
7767 shader_addline(buffer
, "vec4 ffp_texcoord[%u];\n", WINED3D_MAX_TEXTURES
);
7768 declare_in_varying(gl_info
, buffer
, FALSE
, "float ffp_varying_fogcoord;\n");
7772 if (version
->major
>= 3)
7774 unsigned int in_count
= min(vec4_varyings(version
->major
, gl_info
), shader
->limits
->packed_input
);
7776 if (args
->vp_mode
== WINED3D_VP_MODE_SHADER
&& reg_maps
->input_registers
)
7777 shader_glsl_declare_shader_inputs(gl_info
, buffer
, in_count
,
7778 shader
->u
.ps
.interpolation_mode
, version
->major
>= 4);
7779 shader_addline(buffer
, "vec4 %s_in[%u];\n", prefix
, in_count
);
7782 map
= reg_maps
->bumpmat
;
7785 i
= wined3d_bit_scan(&map
);
7786 shader_addline(buffer
, "uniform mat2 bumpenv_mat%u;\n", i
);
7788 if (reg_maps
->luminanceparams
& (1u << i
))
7790 shader_addline(buffer
, "uniform float bumpenv_lum_scale%u;\n", i
);
7791 shader_addline(buffer
, "uniform float bumpenv_lum_offset%u;\n", i
);
7792 extra_constants_needed
++;
7795 extra_constants_needed
++;
7798 if (args
->srgb_correction
)
7800 shader_addline(buffer
, "const vec4 srgb_const0 = ");
7801 shader_glsl_append_imm_vec(buffer
, &wined3d_srgb_const
[0].x
, 4, gl_info
);
7802 shader_addline(buffer
, ";\n");
7803 shader_addline(buffer
, "const vec4 srgb_const1 = ");
7804 shader_glsl_append_imm_vec(buffer
, &wined3d_srgb_const
[1].x
, 4, gl_info
);
7805 shader_addline(buffer
, ";\n");
7807 if ((reg_maps
->usesdsy
&& wined3d_settings
.offscreen_rendering_mode
!= ORM_FBO
)
7808 || (reg_maps
->vpos
&& !gl_info
->supported
[ARB_FRAGMENT_COORD_CONVENTIONS
]))
7810 ++extra_constants_needed
;
7811 shader_addline(buffer
, "uniform vec4 ycorrection;\n");
7815 if (gl_info
->supported
[ARB_FRAGMENT_COORD_CONVENTIONS
])
7817 if (context_gl
->c
.d3d_info
->wined3d_creation_flags
& WINED3D_PIXEL_CENTER_INTEGER
)
7818 shader_addline(buffer
, "layout(%spixel_center_integer) in vec4 gl_FragCoord;\n",
7819 args
->y_correction
? "origin_upper_left, " : "");
7820 else if (args
->y_correction
)
7821 shader_addline(buffer
, "layout(origin_upper_left) in vec4 gl_FragCoord;\n");
7823 shader_addline(buffer
, "vec4 vpos;\n");
7826 if (args
->alpha_test_func
+ 1 != WINED3D_CMP_ALWAYS
)
7827 shader_addline(buffer
, "uniform float alpha_test_ref;\n");
7829 if (!use_legacy_fragment_output(gl_info
))
7831 const struct wined3d_shader_signature
*output_signature
= &shader
->output_signature
;
7833 if (args
->dual_source_blend
)
7834 shader_addline(buffer
, "vec4 ps_out[2];\n");
7836 shader_addline(buffer
, "vec4 ps_out[%u];\n", gl_info
->limits
.buffers
);
7837 if (output_signature
->element_count
)
7839 for (i
= 0; i
< output_signature
->element_count
; ++i
)
7841 const struct wined3d_shader_signature_element
*output
= &output_signature
->elements
[i
];
7843 if (output
->register_idx
== ~0u)
7845 if ((unsigned int)output
->component_type
>= ARRAY_SIZE(component_type_info
))
7847 FIXME("Unhandled component type %#x.\n", output
->component_type
);
7850 if (shader_glsl_use_explicit_attrib_location(gl_info
))
7852 if (args
->dual_source_blend
)
7853 shader_addline(buffer
, "layout(location = 0, index = %u) ", output
->semantic_idx
);
7855 shader_addline(buffer
, "layout(location = %u) ", output
->semantic_idx
);
7857 shader_addline(buffer
, "out %s4 color_out%u;\n",
7858 component_type_info
[output
->component_type
].glsl_vector_type
, output
->semantic_idx
);
7863 uint32_t mask
= reg_maps
->rt_mask
;
7867 i
= wined3d_bit_scan(&mask
);
7868 if (shader_glsl_use_explicit_attrib_location(gl_info
))
7870 if (args
->dual_source_blend
)
7871 shader_addline(buffer
, "layout(location = 0, index = %u) ", i
);
7873 shader_addline(buffer
, "layout(location = %u) ", i
);
7875 shader_addline(buffer
, "out vec4 color_out%u;\n", i
);
7880 if (shader
->limits
->constant_float
+ extra_constants_needed
>= gl_info
->limits
.glsl_ps_float_constants
)
7881 FIXME("Insufficient uniforms to run this shader.\n");
7883 if (shader
->u
.ps
.force_early_depth_stencil
)
7884 shader_addline(buffer
, "layout(early_fragment_tests) in;\n");
7886 shader_addline(buffer
, "void main()\n{\n");
7888 if (reg_maps
->sample_mask
)
7889 shader_addline(buffer
, "float sample_mask = uintBitsToFloat(0xffffffffu);\n");
7891 /* Direct3D applications expect integer vPos values, while OpenGL drivers
7892 * add approximately 0.5. This causes off-by-one problems as spotted by
7893 * the vPos d3d9 visual test. Unfortunately ATI cards do not add exactly
7894 * 0.5, but rather something like 0.49999999 or 0.50000001, which still
7895 * causes precision troubles when we just subtract 0.5.
7897 * To deal with that, just floor() the position. This will eliminate the
7898 * fraction on all cards.
7900 * TODO: Test how this behaves with multisampling.
7902 * An advantage of floor is that it works even if the driver doesn't add
7903 * 0.5. It is somewhat questionable if 1.5, 2.5, ... are the proper values
7904 * to return in gl_FragCoord, even though coordinates specify the pixel
7905 * centers instead of the pixel corners. This code will behave correctly
7906 * on drivers that returns integer values. */
7909 if (gl_info
->supported
[ARB_FRAGMENT_COORD_CONVENTIONS
])
7910 shader_addline(buffer
, "vpos = gl_FragCoord;\n");
7911 else if (context_gl
->c
.d3d_info
->wined3d_creation_flags
& WINED3D_PIXEL_CENTER_INTEGER
)
7912 shader_addline(buffer
,
7913 "vpos = floor(vec4(0, ycorrection[0], 0, 0) + gl_FragCoord * vec4(1, ycorrection[1], 1, 1));\n");
7915 shader_addline(buffer
,
7916 "vpos = vec4(0, ycorrection[0], 0, 0) + gl_FragCoord * vec4(1, ycorrection[1], 1, 1);\n");
7919 if (reg_maps
->shader_version
.major
< 3 || args
->vp_mode
!= WINED3D_VP_MODE_SHADER
)
7925 if (glsl_is_color_reg_read(shader
, 0))
7926 shader_addline(buffer
, "ffp_varying_diffuse = gl_Color;\n");
7927 if (glsl_is_color_reg_read(shader
, 1))
7928 shader_addline(buffer
, "ffp_varying_specular = gl_SecondaryColor;\n");
7931 map
= reg_maps
->texcoord
;
7934 i
= wined3d_bit_scan(&map
);
7935 if (args
->pointsprite
)
7936 shader_addline(buffer
, "ffp_texcoord[%u] = vec4(gl_PointCoord.xy, 0.0, 0.0);\n", i
);
7937 else if (args
->texcoords_initialized
& (1u << i
))
7938 shader_addline(buffer
, "ffp_texcoord[%u] = %s[%u];\n", i
,
7939 legacy_syntax
? "gl_TexCoord" : "ffp_varying_texcoord", i
);
7941 shader_addline(buffer
, "ffp_texcoord[%u] = vec4(0.0);\n", i
);
7942 shader_addline(buffer
, "vec4 T%u = ffp_texcoord[%u];\n", i
, i
);
7946 shader_addline(buffer
, "ffp_varying_fogcoord = gl_FogFragCoord;\n");
7949 /* Pack 3.0 inputs */
7950 if (reg_maps
->shader_version
.major
>= 3)
7951 shader_glsl_input_pack(shader
, buffer
, &shader
->input_signature
, reg_maps
, args
, gl_info
,
7952 reg_maps
->shader_version
.major
>= 4);
7954 /* Base Shader Body */
7955 if (FAILED(shader_generate_code(shader
, buffer
, reg_maps
, &priv_ctx
, NULL
, NULL
)))
7958 /* In SM4+ the shader epilogue is generated by the "ret" instruction. */
7959 if (reg_maps
->shader_version
.major
< 4)
7960 shader_glsl_generate_ps_epilogue(gl_info
, buffer
, shader
, args
, string_buffers
);
7962 shader_addline(buffer
, "}\n");
7964 shader_id
= GL_EXTCALL(glCreateShader(GL_FRAGMENT_SHADER
));
7965 TRACE("Compiling shader object %u.\n", shader_id
);
7966 shader_glsl_compile(gl_info
, shader_id
, buffer
->buffer
);
7971 static void shader_glsl_generate_vs_epilogue(const struct wined3d_gl_info
*gl_info
,
7972 struct wined3d_string_buffer
*buffer
, const struct wined3d_shader
*shader
,
7973 const struct vs_compile_args
*args
)
7975 const struct wined3d_shader_reg_maps
*reg_maps
= &shader
->reg_maps
;
7976 const BOOL legacy_syntax
= needs_legacy_glsl_syntax(gl_info
);
7979 /* Unpack outputs. */
7980 shader_addline(buffer
, "setup_vs_output(vs_out);\n");
7982 /* The D3DRS_FOGTABLEMODE render state defines if the shader-generated fog coord is used
7983 * or if the fragment depth is used. If the fragment depth is used(FOGTABLEMODE != NONE),
7984 * the fog frag coord is thrown away. If the fog frag coord is used, but not written by
7985 * the shader, it is set to 0.0(fully fogged, since start = 1.0, end = 0.0).
7987 if (reg_maps
->shader_version
.major
< 3)
7989 if (args
->fog_src
== VS_FOG_Z
)
7990 shader_addline(buffer
, "%s = gl_Position.z;\n",
7991 legacy_syntax
? "gl_FogFragCoord" : "ffp_varying_fogcoord");
7992 else if (!reg_maps
->fog
)
7993 shader_addline(buffer
, "%s = 0.0;\n",
7994 legacy_syntax
? "gl_FogFragCoord" : "ffp_varying_fogcoord");
7997 /* We always store the clipplanes without y inversion. */
7998 if (args
->clip_enabled
)
8001 shader_addline(buffer
, "gl_ClipVertex = gl_Position;\n");
8003 for (i
= 0; i
< gl_info
->limits
.user_clip_distances
; ++i
)
8004 shader_addline(buffer
, "gl_ClipDistance[%u] = dot(gl_Position, clip_planes[%u]);\n", i
, i
);
8007 if (args
->point_size
&& !args
->per_vertex_point_size
)
8008 shader_addline(buffer
, "gl_PointSize = clamp(ffp_point.size, ffp_point.size_min, ffp_point.size_max);\n");
8010 if (args
->next_shader_type
== WINED3D_SHADER_TYPE_PIXEL
&& !gl_info
->supported
[ARB_CLIP_CONTROL
])
8011 shader_glsl_fixup_position(buffer
, FALSE
);
8014 /* Context activation is done by the caller. */
8015 static GLuint
shader_glsl_generate_vertex_shader(const struct wined3d_context_gl
*context_gl
,
8016 struct shader_glsl_priv
*priv
, const struct wined3d_shader
*shader
, const struct vs_compile_args
*args
)
8018 struct wined3d_string_buffer_list
*string_buffers
= &priv
->string_buffers
;
8019 const struct wined3d_shader_reg_maps
*reg_maps
= &shader
->reg_maps
;
8020 const struct wined3d_shader_version
*version
= ®_maps
->shader_version
;
8021 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
8022 struct wined3d_string_buffer
*buffer
= &priv
->shader_buffer
;
8023 struct shader_glsl_ctx_priv priv_ctx
;
8027 memset(&priv_ctx
, 0, sizeof(priv_ctx
));
8028 priv_ctx
.gl_info
= gl_info
;
8029 priv_ctx
.cur_vs_args
= args
;
8030 priv_ctx
.string_buffers
= string_buffers
;
8032 shader_glsl_add_version_declaration(buffer
, gl_info
);
8034 shader_glsl_enable_extensions(buffer
, gl_info
);
8035 if (gl_info
->supported
[ARB_DRAW_INSTANCED
])
8036 shader_addline(buffer
, "#extension GL_ARB_draw_instanced : enable\n");
8037 if (shader_glsl_use_explicit_attrib_location(gl_info
))
8038 shader_addline(buffer
, "#extension GL_ARB_explicit_attrib_location : enable\n");
8039 if (gl_info
->supported
[ARB_SHADER_VIEWPORT_LAYER_ARRAY
])
8040 shader_addline(buffer
, "#extension GL_ARB_shader_viewport_layer_array : enable\n");
8042 /* Base Declarations */
8043 shader_generate_glsl_declarations(context_gl
, buffer
, shader
, reg_maps
, &priv_ctx
);
8045 for (i
= 0; i
< shader
->input_signature
.element_count
; ++i
)
8046 shader_glsl_declare_generic_vertex_attribute(buffer
, gl_info
, &shader
->input_signature
.elements
[i
]);
8048 if (args
->point_size
&& !args
->per_vertex_point_size
)
8050 shader_addline(buffer
, "uniform struct\n{\n");
8051 shader_addline(buffer
, " float size;\n");
8052 shader_addline(buffer
, " float size_min;\n");
8053 shader_addline(buffer
, " float size_max;\n");
8054 shader_addline(buffer
, "} ffp_point;\n");
8057 if (!needs_legacy_glsl_syntax(gl_info
))
8059 if (args
->clip_enabled
)
8060 shader_addline(buffer
, "uniform vec4 clip_planes[%u];\n", gl_info
->limits
.user_clip_distances
);
8062 if (version
->major
< 3)
8064 declare_out_varying(gl_info
, buffer
, args
->flatshading
, "vec4 ffp_varying_diffuse;\n");
8065 declare_out_varying(gl_info
, buffer
, args
->flatshading
, "vec4 ffp_varying_specular;\n");
8066 declare_out_varying(gl_info
, buffer
, FALSE
, "vec4 ffp_varying_texcoord[%u];\n", WINED3D_MAX_TEXTURES
);
8067 declare_out_varying(gl_info
, buffer
, FALSE
, "float ffp_varying_fogcoord;\n");
8071 if (version
->major
< 4)
8072 shader_addline(buffer
, "void setup_vs_output(in vec4[%u]);\n", shader
->limits
->packed_output
);
8074 if (args
->next_shader_type
== WINED3D_SHADER_TYPE_PIXEL
&& !gl_info
->supported
[ARB_CLIP_CONTROL
])
8075 shader_addline(buffer
, "uniform vec4 pos_fixup;\n");
8077 if (reg_maps
->shader_version
.major
>= 4)
8078 shader_glsl_generate_sm4_output_setup(priv
, shader
, args
->next_shader_input_count
,
8079 gl_info
, args
->next_shader_type
== WINED3D_SHADER_TYPE_PIXEL
, args
->interpolation_mode
);
8081 shader_addline(buffer
, "void main()\n{\n");
8083 if (reg_maps
->input_rel_addressing
)
8085 unsigned int highest_input_register
= wined3d_log2i(reg_maps
->input_registers
);
8086 shader_addline(buffer
, "vec4 vs_in[%u];\n", highest_input_register
+ 1);
8087 for (i
= 0; i
< shader
->input_signature
.element_count
; ++i
)
8089 const struct wined3d_shader_signature_element
*e
= &shader
->input_signature
.elements
[i
];
8090 shader_addline(buffer
, "vs_in[%u] = vs_in%u;\n", e
->register_idx
, e
->register_idx
);
8094 if (FAILED(shader_generate_code(shader
, buffer
, reg_maps
, &priv_ctx
, NULL
, NULL
)))
8097 /* In SM4+ the shader epilogue is generated by the "ret" instruction. */
8098 if (reg_maps
->shader_version
.major
< 4)
8099 shader_glsl_generate_vs_epilogue(gl_info
, buffer
, shader
, args
);
8101 shader_addline(buffer
, "}\n");
8103 shader_id
= GL_EXTCALL(glCreateShader(GL_VERTEX_SHADER
));
8104 TRACE("Compiling shader object %u.\n", shader_id
);
8105 shader_glsl_compile(gl_info
, shader_id
, buffer
->buffer
);
8110 static void shader_glsl_generate_default_control_point_phase(const struct wined3d_shader
*shader
,
8111 struct wined3d_string_buffer
*buffer
, const struct wined3d_shader_reg_maps
*reg_maps
)
8113 const struct wined3d_shader_signature
*output_signature
= &shader
->output_signature
;
8117 for (i
= 0; i
< output_signature
->element_count
; ++i
)
8119 const struct wined3d_shader_signature_element
*output
= &output_signature
->elements
[i
];
8121 shader_glsl_write_mask_to_str(output
->mask
, reg_mask
);
8122 shader_addline(buffer
, "shader_out[gl_InvocationID].reg[%u]%s = shader_in[gl_InvocationID].reg[%u]%s;\n",
8123 output
->register_idx
, reg_mask
, output
->register_idx
, reg_mask
);
8127 static HRESULT
shader_glsl_generate_shader_phase(const struct wined3d_shader
*shader
,
8128 struct wined3d_string_buffer
*buffer
, const struct wined3d_shader_reg_maps
*reg_maps
,
8129 struct shader_glsl_ctx_priv
*priv_ctx
, const struct wined3d_shader_phase
*phase
,
8130 const char *phase_name
, unsigned phase_idx
)
8135 shader_addline(buffer
, "void hs_%s_phase%u(%s)\n{\n",
8136 phase_name
, phase_idx
, phase
->instance_count
? "int phase_instance_id" : "");
8137 for (i
= 0; i
< phase
->temporary_count
; ++i
)
8138 shader_addline(buffer
, "vec4 R%u;\n", i
);
8139 hr
= shader_generate_code(shader
, buffer
, reg_maps
, priv_ctx
, phase
->start
, phase
->end
);
8140 shader_addline(buffer
, "}\n");
8144 static void shader_glsl_generate_shader_phase_invocation(struct wined3d_string_buffer
*buffer
,
8145 const struct wined3d_shader_phase
*phase
, const char *phase_name
, unsigned int phase_idx
)
8147 if (phase
->instance_count
)
8149 shader_addline(buffer
, "for (int i = 0; i < %u; ++i)\n{\n", phase
->instance_count
);
8150 shader_addline(buffer
, "hs_%s_phase%u(i);\n", phase_name
, phase_idx
);
8151 shader_addline(buffer
, "}\n");
8155 shader_addline(buffer
, "hs_%s_phase%u();\n", phase_name
, phase_idx
);
8159 static GLuint
shader_glsl_generate_hull_shader(const struct wined3d_context_gl
*context_gl
,
8160 struct shader_glsl_priv
*priv
, const struct wined3d_shader
*shader
)
8162 struct wined3d_string_buffer_list
*string_buffers
= &priv
->string_buffers
;
8163 const struct wined3d_shader_reg_maps
*reg_maps
= &shader
->reg_maps
;
8164 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
8165 struct wined3d_string_buffer
*buffer
= &priv
->shader_buffer
;
8166 const struct wined3d_hull_shader
*hs
= &shader
->u
.hs
;
8167 const struct wined3d_shader_phase
*phase
;
8168 struct shader_glsl_ctx_priv priv_ctx
;
8172 memset(&priv_ctx
, 0, sizeof(priv_ctx
));
8173 priv_ctx
.gl_info
= gl_info
;
8174 priv_ctx
.string_buffers
= string_buffers
;
8176 shader_glsl_add_version_declaration(buffer
, gl_info
);
8178 shader_glsl_enable_extensions(buffer
, gl_info
);
8179 shader_addline(buffer
, "#extension GL_ARB_tessellation_shader : enable\n");
8181 shader_generate_glsl_declarations(context_gl
, buffer
, shader
, reg_maps
, &priv_ctx
);
8183 shader_addline(buffer
, "layout(vertices = %u) out;\n", hs
->output_vertex_count
);
8185 shader_addline(buffer
, "in shader_in_out { vec4 reg[%u]; } shader_in[];\n", shader
->limits
->packed_input
);
8186 shader_addline(buffer
, "out shader_in_out { vec4 reg[%u]; } shader_out[];\n", shader
->limits
->packed_output
);
8188 shader_glsl_generate_patch_constant_setup(buffer
, &shader
->patch_constant_signature
, FALSE
);
8190 if (hs
->phases
.control_point
)
8192 shader_addline(buffer
, "void setup_hs_output(in vec4 outputs[%u])\n{\n",
8193 shader
->limits
->packed_output
);
8194 shader_glsl_setup_sm4_shader_output(priv
, shader
->limits
->packed_output
, &shader
->output_signature
,
8195 &shader
->reg_maps
, "shader_out[gl_InvocationID]", FALSE
);
8196 shader_addline(buffer
, "}\n");
8199 shader_addline(buffer
, "void hs_control_point_phase()\n{\n");
8200 if ((phase
= hs
->phases
.control_point
))
8202 for (i
= 0; i
< phase
->temporary_count
; ++i
)
8203 shader_addline(buffer
, "vec4 R%u;\n", i
);
8204 if (FAILED(shader_generate_code(shader
, buffer
, reg_maps
, &priv_ctx
, phase
->start
, phase
->end
)))
8206 shader_addline(buffer
, "setup_hs_output(hs_out);\n");
8210 shader_glsl_generate_default_control_point_phase(shader
, buffer
, reg_maps
);
8212 shader_addline(buffer
, "}\n");
8214 for (i
= 0; i
< hs
->phases
.fork_count
; ++i
)
8216 if (FAILED(shader_glsl_generate_shader_phase(shader
, buffer
, reg_maps
, &priv_ctx
,
8217 &hs
->phases
.fork
[i
], "fork", i
)))
8221 for (i
= 0; i
< hs
->phases
.join_count
; ++i
)
8223 if (FAILED(shader_glsl_generate_shader_phase(shader
, buffer
, reg_maps
, &priv_ctx
,
8224 &hs
->phases
.join
[i
], "join", i
)))
8228 shader_addline(buffer
, "void main()\n{\n");
8229 shader_addline(buffer
, "hs_control_point_phase();\n");
8231 shader_addline(buffer
, "barrier();\n");
8232 for (i
= 0; i
< hs
->phases
.fork_count
; ++i
)
8233 shader_glsl_generate_shader_phase_invocation(buffer
, &hs
->phases
.fork
[i
], "fork", i
);
8234 for (i
= 0; i
< hs
->phases
.join_count
; ++i
)
8235 shader_glsl_generate_shader_phase_invocation(buffer
, &hs
->phases
.join
[i
], "join", i
);
8236 shader_addline(buffer
, "setup_patch_constant_output();\n");
8237 shader_addline(buffer
, "}\n");
8239 shader_id
= GL_EXTCALL(glCreateShader(GL_TESS_CONTROL_SHADER
));
8240 TRACE("Compiling shader object %u.\n", shader_id
);
8241 shader_glsl_compile(gl_info
, shader_id
, buffer
->buffer
);
8246 static void shader_glsl_generate_ds_epilogue(const struct wined3d_gl_info
*gl_info
,
8247 struct wined3d_string_buffer
*buffer
, const struct wined3d_shader
*shader
,
8248 const struct ds_compile_args
*args
)
8250 shader_addline(buffer
, "setup_ds_output(ds_out);\n");
8252 if (args
->next_shader_type
== WINED3D_SHADER_TYPE_PIXEL
&& !gl_info
->supported
[ARB_CLIP_CONTROL
])
8253 shader_glsl_fixup_position(buffer
, FALSE
);
8256 static GLuint
shader_glsl_generate_domain_shader(const struct wined3d_context_gl
*context_gl
,
8257 struct shader_glsl_priv
*priv
, const struct wined3d_shader
*shader
, const struct ds_compile_args
*args
)
8259 struct wined3d_string_buffer_list
*string_buffers
= &priv
->string_buffers
;
8260 const struct wined3d_shader_reg_maps
*reg_maps
= &shader
->reg_maps
;
8261 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
8262 struct wined3d_string_buffer
*buffer
= &priv
->shader_buffer
;
8263 struct shader_glsl_ctx_priv priv_ctx
;
8266 memset(&priv_ctx
, 0, sizeof(priv_ctx
));
8267 priv_ctx
.gl_info
= gl_info
;
8268 priv_ctx
.cur_ds_args
= args
;
8269 priv_ctx
.string_buffers
= string_buffers
;
8271 shader_glsl_add_version_declaration(buffer
, gl_info
);
8273 shader_glsl_enable_extensions(buffer
, gl_info
);
8274 shader_addline(buffer
, "#extension GL_ARB_tessellation_shader : enable\n");
8276 shader_generate_glsl_declarations(context_gl
, buffer
, shader
, reg_maps
, &priv_ctx
);
8278 shader_addline(buffer
, "layout(");
8279 switch (shader
->u
.ds
.tessellator_domain
)
8281 case WINED3D_TESSELLATOR_DOMAIN_LINE
:
8282 shader_addline(buffer
, "isolines");
8284 case WINED3D_TESSELLATOR_DOMAIN_QUAD
:
8285 shader_addline(buffer
, "quads");
8287 case WINED3D_TESSELLATOR_DOMAIN_TRIANGLE
:
8288 shader_addline(buffer
, "triangles");
8291 switch (args
->tessellator_output_primitive
)
8293 case WINED3D_TESSELLATOR_OUTPUT_TRIANGLE_CW
:
8294 if (args
->render_offscreen
)
8295 shader_addline(buffer
, ", ccw");
8297 shader_addline(buffer
, ", cw");
8299 case WINED3D_TESSELLATOR_OUTPUT_TRIANGLE_CCW
:
8300 if (args
->render_offscreen
)
8301 shader_addline(buffer
, ", cw");
8303 shader_addline(buffer
, ", ccw");
8305 case WINED3D_TESSELLATOR_OUTPUT_POINT
:
8306 shader_addline(buffer
, ", point_mode");
8308 case WINED3D_TESSELLATOR_OUTPUT_LINE
:
8311 switch (args
->tessellator_partitioning
)
8313 case WINED3D_TESSELLATOR_PARTITIONING_FRACTIONAL_ODD
:
8314 shader_addline(buffer
, ", fractional_odd_spacing");
8316 case WINED3D_TESSELLATOR_PARTITIONING_FRACTIONAL_EVEN
:
8317 shader_addline(buffer
, ", fractional_even_spacing");
8319 case WINED3D_TESSELLATOR_PARTITIONING_INTEGER
:
8320 case WINED3D_TESSELLATOR_PARTITIONING_POW2
:
8321 shader_addline(buffer
, ", equal_spacing");
8324 shader_addline(buffer
, ") in;\n");
8326 shader_addline(buffer
, "in shader_in_out { vec4 reg[%u]; } shader_in[];\n", shader
->limits
->packed_input
);
8328 if (args
->next_shader_type
== WINED3D_SHADER_TYPE_PIXEL
&& !gl_info
->supported
[ARB_CLIP_CONTROL
])
8329 shader_addline(buffer
, "uniform vec4 pos_fixup;\n");
8331 shader_glsl_generate_sm4_output_setup(priv
, shader
, args
->output_count
, gl_info
,
8332 args
->next_shader_type
== WINED3D_SHADER_TYPE_PIXEL
, args
->interpolation_mode
);
8333 shader_glsl_generate_patch_constant_setup(buffer
, &shader
->patch_constant_signature
, TRUE
);
8335 shader_addline(buffer
, "void main()\n{\n");
8336 shader_addline(buffer
, "setup_patch_constant_input();\n");
8338 if (FAILED(shader_generate_code(shader
, buffer
, reg_maps
, &priv_ctx
, NULL
, NULL
)))
8341 shader_addline(buffer
, "}\n");
8343 shader_id
= GL_EXTCALL(glCreateShader(GL_TESS_EVALUATION_SHADER
));
8344 TRACE("Compiling shader object %u.\n", shader_id
);
8345 shader_glsl_compile(gl_info
, shader_id
, buffer
->buffer
);
8350 /* Context activation is done by the caller. */
8351 static GLuint
shader_glsl_generate_geometry_shader(const struct wined3d_context_gl
*context_gl
,
8352 struct shader_glsl_priv
*priv
, const struct wined3d_shader
*shader
, const struct gs_compile_args
*args
)
8354 struct wined3d_string_buffer_list
*string_buffers
= &priv
->string_buffers
;
8355 const struct wined3d_shader_reg_maps
*reg_maps
= &shader
->reg_maps
;
8356 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
8357 struct wined3d_string_buffer
*buffer
= &priv
->shader_buffer
;
8358 const struct wined3d_shader_signature_element
*output
;
8359 enum wined3d_primitive_type primitive_type
;
8360 struct shader_glsl_ctx_priv priv_ctx
;
8361 unsigned int max_vertices
;
8365 memset(&priv_ctx
, 0, sizeof(priv_ctx
));
8366 priv_ctx
.gl_info
= gl_info
;
8367 priv_ctx
.string_buffers
= string_buffers
;
8369 shader_glsl_add_version_declaration(buffer
, gl_info
);
8371 shader_glsl_enable_extensions(buffer
, gl_info
);
8373 shader_generate_glsl_declarations(context_gl
, buffer
, shader
, reg_maps
, &priv_ctx
);
8375 primitive_type
= shader
->u
.gs
.input_type
? shader
->u
.gs
.input_type
: args
->primitive_type
;
8376 shader_addline(buffer
, "layout(%s", glsl_primitive_type_from_d3d(primitive_type
));
8377 if (shader
->u
.gs
.instance_count
> 1)
8378 shader_addline(buffer
, ", invocations = %u", shader
->u
.gs
.instance_count
);
8379 shader_addline(buffer
, ") in;\n");
8381 primitive_type
= shader
->u
.gs
.output_type
? shader
->u
.gs
.output_type
: args
->primitive_type
;
8382 if (!(max_vertices
= shader
->u
.gs
.vertices_out
))
8384 switch (args
->primitive_type
)
8386 case WINED3D_PT_POINTLIST
:
8389 case WINED3D_PT_LINELIST
:
8392 case WINED3D_PT_TRIANGLELIST
:
8396 FIXME("Unhandled primitive type %s.\n", debug_d3dprimitivetype(args
->primitive_type
));
8400 shader_addline(buffer
, "layout(%s, max_vertices = %u) out;\n",
8401 glsl_primitive_type_from_d3d(primitive_type
), max_vertices
);
8402 shader_addline(buffer
, "in shader_in_out { vec4 reg[%u]; } shader_in[];\n", shader
->limits
->packed_input
);
8404 if (!gl_info
->supported
[ARB_CLIP_CONTROL
])
8406 shader_addline(buffer
, "uniform vec4 pos_fixup");
8407 if (reg_maps
->viewport_array
)
8408 shader_addline(buffer
, "[%u]", WINED3D_MAX_VIEWPORTS
);
8409 shader_addline(buffer
, ";\n");
8412 if (is_rasterization_disabled(shader
))
8414 shader_glsl_generate_stream_output_setup(buffer
, shader
);
8418 shader_glsl_generate_sm4_output_setup(priv
, shader
, args
->output_count
,
8419 gl_info
, TRUE
, args
->interpolation_mode
);
8422 shader_addline(buffer
, "void main()\n{\n");
8423 if (shader
->function
)
8425 if (FAILED(shader_generate_code(shader
, buffer
, reg_maps
, &priv_ctx
, NULL
, NULL
)))
8430 for (i
= 0; i
< max_vertices
; ++i
)
8432 for (j
= 0; j
< shader
->output_signature
.element_count
; ++j
)
8434 output
= &shader
->output_signature
.elements
[j
];
8435 shader_addline(buffer
, "gs_out[%u] = shader_in[%u].reg[%u];\n",
8436 output
->register_idx
, i
, output
->register_idx
);
8438 shader_addline(buffer
, "setup_gs_output(gs_out);\n");
8439 if (!gl_info
->supported
[ARB_CLIP_CONTROL
])
8440 shader_glsl_fixup_position(buffer
, FALSE
);
8441 shader_addline(buffer
, "EmitVertex();\n");
8444 shader_addline(buffer
, "}\n");
8446 shader_id
= GL_EXTCALL(glCreateShader(GL_GEOMETRY_SHADER
));
8447 TRACE("Compiling shader object %u.\n", shader_id
);
8448 shader_glsl_compile(gl_info
, shader_id
, buffer
->buffer
);
8453 static void shader_glsl_generate_shader_epilogue(const struct wined3d_shader_context
*ctx
)
8455 const struct shader_glsl_ctx_priv
*priv
= ctx
->backend_data
;
8456 const struct wined3d_gl_info
*gl_info
= priv
->gl_info
;
8457 struct wined3d_string_buffer
*buffer
= ctx
->buffer
;
8458 const struct wined3d_shader
*shader
= ctx
->shader
;
8460 switch (shader
->reg_maps
.shader_version
.type
)
8462 case WINED3D_SHADER_TYPE_PIXEL
:
8463 shader_glsl_generate_ps_epilogue(gl_info
, buffer
, shader
, priv
->cur_ps_args
, priv
->string_buffers
);
8465 case WINED3D_SHADER_TYPE_VERTEX
:
8466 shader_glsl_generate_vs_epilogue(gl_info
, buffer
, shader
, priv
->cur_vs_args
);
8468 case WINED3D_SHADER_TYPE_DOMAIN
:
8469 shader_glsl_generate_ds_epilogue(gl_info
, buffer
, shader
, priv
->cur_ds_args
);
8471 case WINED3D_SHADER_TYPE_GEOMETRY
:
8472 case WINED3D_SHADER_TYPE_COMPUTE
:
8475 FIXME("Unhandled shader type %#x.\n", shader
->reg_maps
.shader_version
.type
);
8480 /* Context activation is done by the caller. */
8481 static GLuint
shader_glsl_generate_compute_shader(const struct wined3d_context_gl
*context_gl
,
8482 struct wined3d_string_buffer
*buffer
, struct wined3d_string_buffer_list
*string_buffers
,
8483 const struct wined3d_shader
*shader
)
8485 const struct wined3d_shader_thread_group_size
*thread_group_size
= &shader
->u
.cs
.thread_group_size
;
8486 const struct wined3d_shader_reg_maps
*reg_maps
= &shader
->reg_maps
;
8487 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
8488 struct shader_glsl_ctx_priv priv_ctx
;
8492 memset(&priv_ctx
, 0, sizeof(priv_ctx
));
8493 priv_ctx
.gl_info
= gl_info
;
8494 priv_ctx
.string_buffers
= string_buffers
;
8496 shader_glsl_add_version_declaration(buffer
, gl_info
);
8498 shader_glsl_enable_extensions(buffer
, gl_info
);
8499 shader_addline(buffer
, "#extension GL_ARB_compute_shader : enable\n");
8501 shader_generate_glsl_declarations(context_gl
, buffer
, shader
, reg_maps
, &priv_ctx
);
8503 for (i
= 0; i
< reg_maps
->tgsm_count
; ++i
)
8505 if (reg_maps
->tgsm
[i
].size
)
8506 shader_addline(buffer
, "shared uint cs_g%u[%u];\n", i
, reg_maps
->tgsm
[i
].size
);
8509 shader_addline(buffer
, "layout(local_size_x = %u, local_size_y = %u, local_size_z = %u) in;\n",
8510 thread_group_size
->x
, thread_group_size
->y
, thread_group_size
->z
);
8512 shader_addline(buffer
, "void main()\n{\n");
8513 shader_generate_code(shader
, buffer
, reg_maps
, &priv_ctx
, NULL
, NULL
);
8514 shader_addline(buffer
, "}\n");
8516 shader_id
= GL_EXTCALL(glCreateShader(GL_COMPUTE_SHADER
));
8517 TRACE("Compiling shader object %u.\n", shader_id
);
8518 shader_glsl_compile(gl_info
, shader_id
, buffer
->buffer
);
8523 static GLuint
find_glsl_fragment_shader(const struct wined3d_context_gl
*context_gl
,
8524 struct wined3d_string_buffer
*buffer
, struct wined3d_string_buffer_list
*string_buffers
,
8525 struct wined3d_shader
*shader
,
8526 const struct ps_compile_args
*args
, const struct ps_np2fixup_info
**np2fixup_info
)
8528 struct glsl_ps_compiled_shader
*gl_shaders
, *new_array
;
8529 struct glsl_shader_private
*shader_data
;
8530 struct ps_np2fixup_info
*np2fixup
;
8535 if (!shader
->backend_data
)
8537 if (!(shader
->backend_data
= heap_alloc_zero(sizeof(*shader_data
))))
8539 ERR("Failed to allocate backend data.\n");
8543 shader_data
= shader
->backend_data
;
8544 gl_shaders
= shader_data
->gl_shaders
.ps
;
8546 /* Usually we have very few GL shaders for each d3d shader(just 1 or maybe 2),
8547 * so a linear search is more performant than a hashmap or a binary search
8548 * (cache coherency etc)
8550 for (i
= 0; i
< shader_data
->num_gl_shaders
; ++i
)
8552 if (!memcmp(&gl_shaders
[i
].args
, args
, sizeof(*args
)))
8554 if (args
->np2_fixup
)
8555 *np2fixup_info
= &gl_shaders
[i
].np2fixup
;
8556 return gl_shaders
[i
].id
;
8560 TRACE("No matching GL shader found for shader %p, compiling a new shader.\n", shader
);
8561 if (shader_data
->shader_array_size
== shader_data
->num_gl_shaders
)
8563 if (shader_data
->num_gl_shaders
)
8565 new_size
= shader_data
->shader_array_size
+ max(1, shader_data
->shader_array_size
/ 2);
8566 new_array
= heap_realloc(shader_data
->gl_shaders
.ps
, new_size
* sizeof(*gl_shaders
));
8570 new_array
= heap_alloc(sizeof(*gl_shaders
));
8575 ERR("Out of memory\n");
8578 shader_data
->gl_shaders
.ps
= new_array
;
8579 shader_data
->shader_array_size
= new_size
;
8580 gl_shaders
= new_array
;
8583 gl_shaders
[shader_data
->num_gl_shaders
].args
= *args
;
8585 np2fixup
= &gl_shaders
[shader_data
->num_gl_shaders
].np2fixup
;
8586 memset(np2fixup
, 0, sizeof(*np2fixup
));
8587 *np2fixup_info
= args
->np2_fixup
? np2fixup
: NULL
;
8589 string_buffer_clear(buffer
);
8590 ret
= shader_glsl_generate_fragment_shader(context_gl
, buffer
, string_buffers
, shader
, args
, np2fixup
);
8591 gl_shaders
[shader_data
->num_gl_shaders
++].id
= ret
;
8596 static BOOL
vs_args_equal(const struct vs_compile_args
*stored
, const struct vs_compile_args
*new,
8597 const DWORD use_map
)
8599 if ((stored
->swizzle_map
& use_map
) != new->swizzle_map
)
8601 if ((stored
->clip_enabled
) != new->clip_enabled
)
8603 if (stored
->point_size
!= new->point_size
)
8605 if (stored
->per_vertex_point_size
!= new->per_vertex_point_size
)
8607 if (stored
->flatshading
!= new->flatshading
)
8609 if (stored
->next_shader_type
!= new->next_shader_type
)
8611 if (stored
->next_shader_input_count
!= new->next_shader_input_count
)
8613 if (stored
->fog_src
!= new->fog_src
)
8615 return !memcmp(stored
->interpolation_mode
, new->interpolation_mode
, sizeof(new->interpolation_mode
));
8618 static GLuint
find_glsl_vertex_shader(const struct wined3d_context_gl
*context_gl
,
8619 struct shader_glsl_priv
*priv
, struct wined3d_shader
*shader
, const struct vs_compile_args
*args
)
8621 struct glsl_vs_compiled_shader
*gl_shaders
, *new_array
;
8622 uint32_t use_map
= context_gl
->c
.stream_info
.use_map
;
8623 struct glsl_shader_private
*shader_data
;
8624 unsigned int i
, new_size
;
8627 if (!shader
->backend_data
)
8629 if (!(shader
->backend_data
= heap_alloc_zero(sizeof(*shader_data
))))
8631 ERR("Failed to allocate backend data.\n");
8635 shader_data
= shader
->backend_data
;
8636 gl_shaders
= shader_data
->gl_shaders
.vs
;
8638 /* Usually we have very few GL shaders for each d3d shader(just 1 or maybe 2),
8639 * so a linear search is more performant than a hashmap or a binary search
8640 * (cache coherency etc)
8642 for (i
= 0; i
< shader_data
->num_gl_shaders
; ++i
)
8644 if (vs_args_equal(&gl_shaders
[i
].args
, args
, use_map
))
8645 return gl_shaders
[i
].id
;
8648 TRACE("No matching GL shader found for shader %p, compiling a new shader.\n", shader
);
8650 if (shader_data
->shader_array_size
== shader_data
->num_gl_shaders
)
8652 if (shader_data
->num_gl_shaders
)
8654 new_size
= shader_data
->shader_array_size
+ max(1, shader_data
->shader_array_size
/ 2);
8655 new_array
= heap_realloc(shader_data
->gl_shaders
.vs
, new_size
* sizeof(*gl_shaders
));
8659 new_array
= heap_alloc(sizeof(*gl_shaders
));
8664 ERR("Out of memory\n");
8667 shader_data
->gl_shaders
.vs
= new_array
;
8668 shader_data
->shader_array_size
= new_size
;
8669 gl_shaders
= new_array
;
8672 gl_shaders
[shader_data
->num_gl_shaders
].args
= *args
;
8674 string_buffer_clear(&priv
->shader_buffer
);
8675 ret
= shader_glsl_generate_vertex_shader(context_gl
, priv
, shader
, args
);
8676 gl_shaders
[shader_data
->num_gl_shaders
++].id
= ret
;
8681 static GLuint
find_glsl_hull_shader(const struct wined3d_context_gl
*context_gl
,
8682 struct shader_glsl_priv
*priv
, struct wined3d_shader
*shader
)
8684 struct glsl_hs_compiled_shader
*gl_shaders
, *new_array
;
8685 struct glsl_shader_private
*shader_data
;
8686 unsigned int new_size
;
8689 if (!shader
->backend_data
)
8691 if (!(shader
->backend_data
= heap_alloc_zero(sizeof(*shader_data
))))
8693 ERR("Failed to allocate backend data.\n");
8697 shader_data
= shader
->backend_data
;
8698 gl_shaders
= shader_data
->gl_shaders
.hs
;
8700 if (shader_data
->num_gl_shaders
> 0)
8702 assert(shader_data
->num_gl_shaders
== 1);
8703 return gl_shaders
[0].id
;
8706 TRACE("No matching GL shader found for shader %p, compiling a new shader.\n", shader
);
8708 assert(!shader_data
->gl_shaders
.hs
);
8710 if (!(new_array
= heap_alloc(sizeof(*new_array
))))
8712 ERR("Failed to allocate GL shaders array.\n");
8715 shader_data
->gl_shaders
.hs
= new_array
;
8716 shader_data
->shader_array_size
= new_size
;
8717 gl_shaders
= new_array
;
8719 string_buffer_clear(&priv
->shader_buffer
);
8720 ret
= shader_glsl_generate_hull_shader(context_gl
, priv
, shader
);
8721 gl_shaders
[shader_data
->num_gl_shaders
++].id
= ret
;
8726 static GLuint
find_glsl_domain_shader(const struct wined3d_context_gl
*context_gl
,
8727 struct shader_glsl_priv
*priv
, struct wined3d_shader
*shader
, const struct ds_compile_args
*args
)
8729 struct glsl_ds_compiled_shader
*gl_shaders
, *new_array
;
8730 struct glsl_shader_private
*shader_data
;
8731 unsigned int i
, new_size
;
8734 if (!shader
->backend_data
)
8736 if (!(shader
->backend_data
= heap_alloc_zero(sizeof(*shader_data
))))
8738 ERR("Failed to allocate backend data.\n");
8742 shader_data
= shader
->backend_data
;
8743 gl_shaders
= shader_data
->gl_shaders
.ds
;
8745 for (i
= 0; i
< shader_data
->num_gl_shaders
; ++i
)
8747 if (!memcmp(&gl_shaders
[i
].args
, args
, sizeof(*args
)))
8748 return gl_shaders
[i
].id
;
8751 TRACE("No matching GL shader found for shader %p, compiling a new shader.\n", shader
);
8753 if (shader_data
->num_gl_shaders
)
8755 new_size
= shader_data
->shader_array_size
+ 1;
8756 new_array
= heap_realloc(shader_data
->gl_shaders
.ds
, new_size
* sizeof(*new_array
));
8760 new_array
= heap_alloc(sizeof(*new_array
));
8766 ERR("Failed to allocate GL shaders array.\n");
8769 shader_data
->gl_shaders
.ds
= new_array
;
8770 shader_data
->shader_array_size
= new_size
;
8771 gl_shaders
= new_array
;
8773 string_buffer_clear(&priv
->shader_buffer
);
8774 ret
= shader_glsl_generate_domain_shader(context_gl
, priv
, shader
, args
);
8775 gl_shaders
[shader_data
->num_gl_shaders
].args
= *args
;
8776 gl_shaders
[shader_data
->num_gl_shaders
++].id
= ret
;
8781 static GLuint
find_glsl_geometry_shader(const struct wined3d_context_gl
*context_gl
,
8782 struct shader_glsl_priv
*priv
, struct wined3d_shader
*shader
, const struct gs_compile_args
*args
)
8784 struct glsl_gs_compiled_shader
*gl_shaders
, *new_array
;
8785 struct glsl_shader_private
*shader_data
;
8786 unsigned int i
, new_size
;
8789 if (!shader
->backend_data
)
8791 if (!(shader
->backend_data
= heap_alloc_zero(sizeof(*shader_data
))))
8793 ERR("Failed to allocate backend data.\n");
8797 shader_data
= shader
->backend_data
;
8798 gl_shaders
= shader_data
->gl_shaders
.gs
;
8800 for (i
= 0; i
< shader_data
->num_gl_shaders
; ++i
)
8802 if (!memcmp(&gl_shaders
[i
].args
, args
, sizeof(*args
)))
8803 return gl_shaders
[i
].id
;
8806 TRACE("No matching GL shader found for shader %p, compiling a new shader.\n", shader
);
8808 if (shader_data
->num_gl_shaders
)
8810 new_size
= shader_data
->shader_array_size
+ 1;
8811 new_array
= heap_realloc(shader_data
->gl_shaders
.gs
, new_size
* sizeof(*new_array
));
8815 new_array
= heap_alloc(sizeof(*new_array
));
8821 ERR("Failed to allocate GL shaders array.\n");
8824 shader_data
->gl_shaders
.gs
= new_array
;
8825 shader_data
->shader_array_size
= new_size
;
8826 gl_shaders
= new_array
;
8828 string_buffer_clear(&priv
->shader_buffer
);
8829 ret
= shader_glsl_generate_geometry_shader(context_gl
, priv
, shader
, args
);
8830 gl_shaders
[shader_data
->num_gl_shaders
].args
= *args
;
8831 gl_shaders
[shader_data
->num_gl_shaders
++].id
= ret
;
8836 static const char *shader_glsl_ffp_mcs(enum wined3d_material_color_source mcs
, const char *material
)
8840 case WINED3D_MCS_MATERIAL
:
8842 case WINED3D_MCS_COLOR1
:
8843 return "ffp_attrib_diffuse";
8844 case WINED3D_MCS_COLOR2
:
8845 return "ffp_attrib_specular";
8847 ERR("Invalid material color source %#x.\n", mcs
);
8852 static void shader_glsl_ffp_vertex_lighting_footer(struct wined3d_string_buffer
*buffer
,
8853 const struct wined3d_ffp_vs_settings
*settings
, unsigned int idx
, BOOL legacy_lighting
)
8855 shader_addline(buffer
, "diffuse += clamp(dot(dir, normal), 0.0, 1.0)"
8856 " * ffp_light[%u].diffuse.xyz * att;\n", idx
);
8857 if (settings
->localviewer
)
8858 shader_addline(buffer
, "t = dot(normal, ffp_normalize(dir - ffp_normalize(ec_pos.xyz)));\n");
8860 shader_addline(buffer
, "t = dot(normal, ffp_normalize(dir + vec3(0.0, 0.0, -1.0)));\n");
8861 shader_addline(buffer
, "if (dot(dir, normal) > 0.0 && t > 0.0%s) specular +="
8862 " pow(t, ffp_material.shininess) * ffp_light[%u].specular * att;\n",
8863 legacy_lighting
? " && ffp_material.shininess > 0.0" : "", idx
);
8866 static void shader_glsl_ffp_vertex_lighting(struct wined3d_string_buffer
*buffer
,
8867 const struct wined3d_ffp_vs_settings
*settings
, BOOL legacy_lighting
)
8869 const char *diffuse
, *specular
, *emissive
, *ambient
;
8870 unsigned int i
, idx
;
8872 if (!settings
->lighting
)
8874 shader_addline(buffer
, "ffp_varying_diffuse = ffp_attrib_diffuse;\n");
8875 shader_addline(buffer
, "ffp_varying_specular = ffp_attrib_specular;\n");
8879 shader_addline(buffer
, "vec3 ambient = ffp_light_ambient;\n");
8880 shader_addline(buffer
, "vec3 diffuse = vec3(0.0);\n");
8881 shader_addline(buffer
, "vec4 specular = vec4(0.0);\n");
8882 shader_addline(buffer
, "vec3 dir, dst;\n");
8883 shader_addline(buffer
, "float att, t;\n");
8885 ambient
= shader_glsl_ffp_mcs(settings
->ambient_source
, "ffp_material.ambient");
8886 diffuse
= shader_glsl_ffp_mcs(settings
->diffuse_source
, "ffp_material.diffuse");
8887 specular
= shader_glsl_ffp_mcs(settings
->specular_source
, "ffp_material.specular");
8888 emissive
= shader_glsl_ffp_mcs(settings
->emissive_source
, "ffp_material.emissive");
8891 for (i
= 0; i
< settings
->point_light_count
; ++i
, ++idx
)
8893 shader_addline(buffer
, "dir = ffp_light[%u].position.xyz - ec_pos.xyz;\n", idx
);
8894 shader_addline(buffer
, "dst.z = dot(dir, dir);\n");
8895 shader_addline(buffer
, "dst.y = sqrt(dst.z);\n");
8896 shader_addline(buffer
, "dst.x = 1.0;\n");
8897 if (legacy_lighting
)
8899 shader_addline(buffer
, "dst.y = (ffp_light[%u].range - dst.y) / ffp_light[%u].range;\n", idx
, idx
);
8900 shader_addline(buffer
, "dst.z = dst.y * dst.y;\n");
8901 shader_addline(buffer
, "if (dst.y > 0.0)\n{\n");
8905 shader_addline(buffer
, "if (dst.y <= ffp_light[%u].range)\n{\n", idx
);
8907 shader_addline(buffer
, "att = dot(dst.xyz, vec3(ffp_light[%u].c_att,"
8908 " ffp_light[%u].l_att, ffp_light[%u].q_att));\n", idx
, idx
, idx
);
8909 if (!legacy_lighting
)
8910 shader_addline(buffer
, "att = 1.0 / att;\n");
8911 shader_addline(buffer
, "ambient += ffp_light[%u].ambient.xyz * att;\n", idx
);
8912 if (!settings
->normal
)
8914 shader_addline(buffer
, "}\n");
8917 shader_addline(buffer
, "dir = ffp_normalize(dir);\n");
8918 shader_glsl_ffp_vertex_lighting_footer(buffer
, settings
, idx
, legacy_lighting
);
8919 shader_addline(buffer
, "}\n");
8922 for (i
= 0; i
< settings
->spot_light_count
; ++i
, ++idx
)
8924 shader_addline(buffer
, "dir = ffp_light[%u].position.xyz - ec_pos.xyz;\n", idx
);
8925 shader_addline(buffer
, "dst.z = dot(dir, dir);\n");
8926 shader_addline(buffer
, "dst.y = sqrt(dst.z);\n");
8927 shader_addline(buffer
, "dst.x = 1.0;\n");
8928 if (legacy_lighting
)
8930 shader_addline(buffer
, "dst.y = (ffp_light[%u].range - dst.y) / ffp_light[%u].range;\n", idx
, idx
);
8931 shader_addline(buffer
, "dst.z = dst.y * dst.y;\n");
8932 shader_addline(buffer
, "if (dst.y > 0.0)\n{\n");
8936 shader_addline(buffer
, "if (dst.y <= ffp_light[%u].range)\n{\n", idx
);
8938 shader_addline(buffer
, "dir = ffp_normalize(dir);\n");
8939 shader_addline(buffer
, "t = dot(-dir, ffp_normalize(ffp_light[%u].direction));\n", idx
);
8940 shader_addline(buffer
, "if (t > ffp_light[%u].cos_htheta) att = 1.0;\n", idx
);
8941 shader_addline(buffer
, "else if (t <= ffp_light[%u].cos_hphi) att = 0.0;\n", idx
);
8942 shader_addline(buffer
, "else att = pow((t - ffp_light[%u].cos_hphi)"
8943 " / (ffp_light[%u].cos_htheta - ffp_light[%u].cos_hphi), ffp_light[%u].falloff);\n",
8944 idx
, idx
, idx
, idx
);
8945 if (legacy_lighting
)
8946 shader_addline(buffer
, "att *= dot(dst.xyz, vec3(ffp_light[%u].c_att,"
8947 " ffp_light[%u].l_att, ffp_light[%u].q_att));\n",
8950 shader_addline(buffer
, "att /= dot(dst.xyz, vec3(ffp_light[%u].c_att,"
8951 " ffp_light[%u].l_att, ffp_light[%u].q_att));\n",
8953 shader_addline(buffer
, "ambient += ffp_light[%u].ambient.xyz * att;\n", idx
);
8954 if (!settings
->normal
)
8956 shader_addline(buffer
, "}\n");
8959 shader_glsl_ffp_vertex_lighting_footer(buffer
, settings
, idx
, legacy_lighting
);
8960 shader_addline(buffer
, "}\n");
8963 for (i
= 0; i
< settings
->directional_light_count
; ++i
, ++idx
)
8965 shader_addline(buffer
, "ambient += ffp_light[%u].ambient.xyz;\n", idx
);
8966 if (!settings
->normal
)
8968 shader_addline(buffer
, "att = 1.0;\n");
8969 shader_addline(buffer
, "dir = ffp_normalize(ffp_light[%u].direction.xyz);\n", idx
);
8970 shader_glsl_ffp_vertex_lighting_footer(buffer
, settings
, idx
, legacy_lighting
);
8973 for (i
= 0; i
< settings
->parallel_point_light_count
; ++i
, ++idx
)
8975 shader_addline(buffer
, "ambient += ffp_light[%u].ambient.xyz;\n", idx
);
8976 if (!settings
->normal
)
8978 shader_addline(buffer
, "att = 1.0;\n");
8979 shader_addline(buffer
, "dir = ffp_normalize(ffp_light[%u].position.xyz);\n", idx
);
8980 shader_glsl_ffp_vertex_lighting_footer(buffer
, settings
, idx
, legacy_lighting
);
8983 shader_addline(buffer
, "ffp_varying_diffuse.xyz = %s.xyz * ambient + %s.xyz * diffuse + %s.xyz;\n",
8984 ambient
, diffuse
, emissive
);
8985 shader_addline(buffer
, "ffp_varying_diffuse.w = %s.w;\n", diffuse
);
8986 shader_addline(buffer
, "ffp_varying_specular = %s * specular;\n", specular
);
8989 /* Context activation is done by the caller. */
8990 static GLuint
shader_glsl_generate_ffp_vertex_shader(struct shader_glsl_priv
*priv
,
8991 const struct wined3d_ffp_vs_settings
*settings
, const struct wined3d_gl_info
*gl_info
)
8993 static const struct attrib_info
8996 const char name
[24];
9000 {"vec4", "ffp_attrib_position"}, /* WINED3D_FFP_POSITION */
9001 {"vec4", "ffp_attrib_blendweight"}, /* WINED3D_FFP_BLENDWEIGHT */
9002 /* TODO: Indexed vertex blending */
9003 {"float", ""}, /* WINED3D_FFP_BLENDINDICES */
9004 {"vec3", "ffp_attrib_normal"}, /* WINED3D_FFP_NORMAL */
9005 {"float", "ffp_attrib_psize"}, /* WINED3D_FFP_PSIZE */
9006 {"vec4", "ffp_attrib_diffuse"}, /* WINED3D_FFP_DIFFUSE */
9007 {"vec4", "ffp_attrib_specular"}, /* WINED3D_FFP_SPECULAR */
9009 const BOOL legacy_syntax
= needs_legacy_glsl_syntax(gl_info
);
9010 struct wined3d_string_buffer
*buffer
= &priv
->shader_buffer
;
9011 BOOL output_legacy_fogcoord
= legacy_syntax
;
9012 BOOL legacy_lighting
= priv
->legacy_lighting
;
9016 string_buffer_clear(buffer
);
9018 shader_glsl_add_version_declaration(buffer
, gl_info
);
9020 if (shader_glsl_use_explicit_attrib_location(gl_info
))
9021 shader_addline(buffer
, "#extension GL_ARB_explicit_attrib_location : enable\n");
9023 shader_addline(buffer
, "invariant gl_Position;\n");
9025 for (i
= 0; i
< WINED3D_FFP_ATTRIBS_COUNT
; ++i
)
9027 const char *type
= i
< ARRAY_SIZE(attrib_info
) ? attrib_info
[i
].type
: "vec4";
9029 if (shader_glsl_use_explicit_attrib_location(gl_info
))
9030 shader_addline(buffer
, "layout(location = %u) ", i
);
9031 shader_addline(buffer
, "%s %s vs_in%u;\n", get_attribute_keyword(gl_info
), type
, i
);
9033 shader_addline(buffer
, "\n");
9035 shader_addline(buffer
, "uniform mat4 ffp_modelview_matrix[%u];\n", MAX_VERTEX_BLENDS
);
9036 shader_addline(buffer
, "uniform mat4 ffp_projection_matrix;\n");
9037 shader_addline(buffer
, "uniform mat3 ffp_normal_matrix;\n");
9038 shader_addline(buffer
, "uniform mat4 ffp_texture_matrix[%u];\n", WINED3D_MAX_TEXTURES
);
9040 shader_addline(buffer
, "uniform struct\n{\n");
9041 shader_addline(buffer
, " vec4 emissive;\n");
9042 shader_addline(buffer
, " vec4 ambient;\n");
9043 shader_addline(buffer
, " vec4 diffuse;\n");
9044 shader_addline(buffer
, " vec4 specular;\n");
9045 shader_addline(buffer
, " float shininess;\n");
9046 shader_addline(buffer
, "} ffp_material;\n");
9048 shader_addline(buffer
, "uniform vec3 ffp_light_ambient;\n");
9049 shader_addline(buffer
, "uniform struct\n{\n");
9050 shader_addline(buffer
, " vec4 diffuse;\n");
9051 shader_addline(buffer
, " vec4 specular;\n");
9052 shader_addline(buffer
, " vec4 ambient;\n");
9053 shader_addline(buffer
, " vec4 position;\n");
9054 shader_addline(buffer
, " vec3 direction;\n");
9055 shader_addline(buffer
, " float range;\n");
9056 shader_addline(buffer
, " float falloff;\n");
9057 shader_addline(buffer
, " float c_att;\n");
9058 shader_addline(buffer
, " float l_att;\n");
9059 shader_addline(buffer
, " float q_att;\n");
9060 shader_addline(buffer
, " float cos_htheta;\n");
9061 shader_addline(buffer
, " float cos_hphi;\n");
9062 shader_addline(buffer
, "} ffp_light[%u];\n", WINED3D_MAX_ACTIVE_LIGHTS
);
9064 if (settings
->point_size
)
9066 shader_addline(buffer
, "uniform struct\n{\n");
9067 shader_addline(buffer
, " float size;\n");
9068 shader_addline(buffer
, " float size_min;\n");
9069 shader_addline(buffer
, " float size_max;\n");
9070 shader_addline(buffer
, " float c_att;\n");
9071 shader_addline(buffer
, " float l_att;\n");
9072 shader_addline(buffer
, " float q_att;\n");
9073 shader_addline(buffer
, "} ffp_point;\n");
9078 shader_addline(buffer
, "vec4 ffp_varying_diffuse;\n");
9079 shader_addline(buffer
, "vec4 ffp_varying_specular;\n");
9080 shader_addline(buffer
, "vec4 ffp_varying_texcoord[%u];\n", WINED3D_MAX_TEXTURES
);
9081 shader_addline(buffer
, "float ffp_varying_fogcoord;\n");
9085 if (settings
->clipping
)
9086 shader_addline(buffer
, "uniform vec4 clip_planes[%u];\n", gl_info
->limits
.user_clip_distances
);
9088 declare_out_varying(gl_info
, buffer
, settings
->flatshading
, "vec4 ffp_varying_diffuse;\n");
9089 declare_out_varying(gl_info
, buffer
, settings
->flatshading
, "vec4 ffp_varying_specular;\n");
9090 declare_out_varying(gl_info
, buffer
, FALSE
, "vec4 ffp_varying_texcoord[%u];\n", WINED3D_MAX_TEXTURES
);
9091 declare_out_varying(gl_info
, buffer
, FALSE
, "float ffp_varying_fogcoord;\n");
9094 shader_addline(buffer
, "\nvec3 ffp_normalize(vec3 n)\n{\n");
9095 shader_addline(buffer
, " float lensq = dot(n, n);\n");
9096 shader_addline(buffer
, " return lensq == 0.0 ? n : (n * inversesqrt(lensq));\n");
9097 shader_addline(buffer
, "}\n");
9099 shader_addline(buffer
, "\nvoid main()\n{\n");
9100 shader_addline(buffer
, "float m;\n");
9101 shader_addline(buffer
, "vec3 r;\n");
9103 for (i
= 0; i
< ARRAY_SIZE(attrib_info
); ++i
)
9105 if (attrib_info
[i
].name
[0])
9106 shader_addline(buffer
, "%s %s = vs_in%u%s;\n", attrib_info
[i
].type
, attrib_info
[i
].name
,
9107 i
, settings
->swizzle_map
& (1u << i
) ? ".zyxw" : "");
9109 for (i
= 0; i
< WINED3D_MAX_TEXTURES
; ++i
)
9111 unsigned int coord_idx
= settings
->texgen
[i
] & 0x0000ffff;
9112 if ((settings
->texgen
[i
] & 0xffff0000) == WINED3DTSS_TCI_PASSTHRU
9113 && settings
->texcoords
& (1u << i
))
9114 shader_addline(buffer
, "vec4 ffp_attrib_texcoord%u = vs_in%u;\n", i
, coord_idx
+ WINED3D_FFP_TEXCOORD0
);
9117 shader_addline(buffer
, "ffp_attrib_blendweight[%u] = 1.0;\n", settings
->vertexblends
);
9119 if (settings
->transformed
)
9121 shader_addline(buffer
, "vec4 ec_pos = vec4(ffp_attrib_position.xyz, 1.0);\n");
9122 shader_addline(buffer
, "gl_Position = ffp_projection_matrix * ec_pos;\n");
9123 shader_addline(buffer
, "if (ffp_attrib_position.w != 0.0) gl_Position /= ffp_attrib_position.w;\n");
9127 for (i
= 0; i
< settings
->vertexblends
; ++i
)
9128 shader_addline(buffer
, "ffp_attrib_blendweight[%u] -= ffp_attrib_blendweight[%u];\n", settings
->vertexblends
, i
);
9130 shader_addline(buffer
, "vec4 ec_pos = vec4(0.0);\n");
9131 for (i
= 0; i
< settings
->vertexblends
+ 1; ++i
)
9132 shader_addline(buffer
, "ec_pos += ffp_attrib_blendweight[%u] * (ffp_modelview_matrix[%u] * ffp_attrib_position);\n", i
, i
);
9134 shader_addline(buffer
, "gl_Position = ffp_projection_matrix * ec_pos;\n");
9135 if (settings
->clipping
)
9138 shader_addline(buffer
, "gl_ClipVertex = ec_pos;\n");
9140 for (i
= 0; i
< gl_info
->limits
.user_clip_distances
; ++i
)
9141 shader_addline(buffer
, "gl_ClipDistance[%u] = dot(ec_pos, clip_planes[%u]);\n", i
, i
);
9143 shader_addline(buffer
, "ec_pos /= ec_pos.w;\n");
9146 shader_addline(buffer
, "vec3 normal = vec3(0.0);\n");
9147 if (settings
->normal
)
9149 if (!settings
->vertexblends
)
9151 shader_addline(buffer
, "normal = ffp_normal_matrix * ffp_attrib_normal;\n");
9155 for (i
= 0; i
< settings
->vertexblends
+ 1; ++i
)
9156 shader_addline(buffer
, "normal += ffp_attrib_blendweight[%u] * (mat3(ffp_modelview_matrix[%u]) * ffp_attrib_normal);\n", i
, i
);
9159 if (settings
->normalize
)
9160 shader_addline(buffer
, "normal = ffp_normalize(normal);\n");
9163 shader_glsl_ffp_vertex_lighting(buffer
, settings
, legacy_lighting
);
9166 shader_addline(buffer
, "gl_FrontColor = ffp_varying_diffuse;\n");
9167 shader_addline(buffer
, "gl_FrontSecondaryColor = ffp_varying_specular;\n");
9171 shader_addline(buffer
, "ffp_varying_diffuse = clamp(ffp_varying_diffuse, 0.0, 1.0);\n");
9172 shader_addline(buffer
, "ffp_varying_specular = clamp(ffp_varying_specular, 0.0, 1.0);\n");
9175 for (i
= 0; i
< WINED3D_MAX_TEXTURES
; ++i
)
9177 BOOL output_legacy_texcoord
= legacy_syntax
;
9179 switch (settings
->texgen
[i
] & 0xffff0000)
9181 case WINED3DTSS_TCI_PASSTHRU
:
9182 if (settings
->texcoords
& (1u << i
))
9183 shader_addline(buffer
, "ffp_varying_texcoord[%u] = ffp_texture_matrix[%u] * ffp_attrib_texcoord%u;\n",
9185 else if (shader_glsl_full_ffp_varyings(gl_info
))
9186 shader_addline(buffer
, "ffp_varying_texcoord[%u] = vec4(0.0);\n", i
);
9188 output_legacy_texcoord
= FALSE
;
9191 case WINED3DTSS_TCI_CAMERASPACENORMAL
:
9192 shader_addline(buffer
, "ffp_varying_texcoord[%u] = ffp_texture_matrix[%u] * vec4(normal, 1.0);\n", i
, i
);
9195 case WINED3DTSS_TCI_CAMERASPACEPOSITION
:
9196 shader_addline(buffer
, "ffp_varying_texcoord[%u] = ffp_texture_matrix[%u] * ec_pos;\n", i
, i
);
9199 case WINED3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR
:
9200 shader_addline(buffer
, "ffp_varying_texcoord[%u] = ffp_texture_matrix[%u]"
9201 " * vec4(reflect(ffp_normalize(ec_pos.xyz), normal), 1.0);\n", i
, i
);
9204 case WINED3DTSS_TCI_SPHEREMAP
:
9205 shader_addline(buffer
, "r = reflect(ffp_normalize(ec_pos.xyz), normal);\n");
9206 shader_addline(buffer
, "m = 2.0 * length(vec3(r.x, r.y, r.z + 1.0));\n");
9207 shader_addline(buffer
, "ffp_varying_texcoord[%u] = ffp_texture_matrix[%u]"
9208 " * vec4(r.x / m + 0.5, r.y / m + 0.5, 0.0, 1.0);\n", i
, i
);
9212 ERR("Unhandled texgen %#x.\n", settings
->texgen
[i
]);
9215 if (output_legacy_texcoord
)
9216 shader_addline(buffer
, "gl_TexCoord[%u] = ffp_varying_texcoord[%u];\n", i
, i
);
9219 switch (settings
->fog_mode
)
9221 case WINED3D_FFP_VS_FOG_OFF
:
9222 output_legacy_fogcoord
= FALSE
;
9225 case WINED3D_FFP_VS_FOG_FOGCOORD
:
9226 shader_addline(buffer
, "ffp_varying_fogcoord = ffp_attrib_specular.w * 255.0;\n");
9229 case WINED3D_FFP_VS_FOG_RANGE
:
9230 shader_addline(buffer
, "ffp_varying_fogcoord = length(ec_pos.xyz);\n");
9233 case WINED3D_FFP_VS_FOG_DEPTH
:
9234 if (settings
->ortho_fog
)
9236 if (gl_info
->supported
[ARB_CLIP_CONTROL
])
9237 shader_addline(buffer
, "ffp_varying_fogcoord = gl_Position.z;\n");
9239 /* Need to undo the [0.0 - 1.0] -> [-1.0 - 1.0] transformation from D3D to GL coordinates. */
9240 shader_addline(buffer
, "ffp_varying_fogcoord = gl_Position.z * 0.5 + 0.5;\n");
9242 else if (settings
->transformed
)
9244 shader_addline(buffer
, "ffp_varying_fogcoord = ec_pos.z;\n");
9248 shader_addline(buffer
, "ffp_varying_fogcoord = abs(ec_pos.z);\n");
9253 ERR("Unhandled fog mode %#x.\n", settings
->fog_mode
);
9256 if (output_legacy_fogcoord
)
9257 shader_addline(buffer
, "gl_FogFragCoord = ffp_varying_fogcoord;\n");
9259 if (settings
->point_size
)
9261 shader_addline(buffer
, "gl_PointSize = %s / sqrt(ffp_point.c_att"
9262 " + ffp_point.l_att * length(ec_pos.xyz)"
9263 " + ffp_point.q_att * dot(ec_pos.xyz, ec_pos.xyz));\n",
9264 settings
->per_vertex_point_size
? "ffp_attrib_psize" : "ffp_point.size");
9265 shader_addline(buffer
, "gl_PointSize = clamp(gl_PointSize, ffp_point.size_min, ffp_point.size_max);\n");
9268 shader_addline(buffer
, "}\n");
9270 shader_obj
= GL_EXTCALL(glCreateShader(GL_VERTEX_SHADER
));
9271 shader_glsl_compile(gl_info
, shader_obj
, buffer
->buffer
);
9276 static const char *shader_glsl_get_ffp_fragment_op_arg(struct wined3d_string_buffer
*buffer
,
9277 unsigned int argnum
, unsigned int stage
, DWORD arg
)
9281 if (arg
== ARG_UNUSED
)
9282 return "<unused arg>";
9284 switch (arg
& WINED3DTA_SELECTMASK
)
9286 case WINED3DTA_DIFFUSE
:
9287 ret
= "ffp_varying_diffuse";
9290 case WINED3DTA_CURRENT
:
9294 case WINED3DTA_TEXTURE
:
9297 case 0: ret
= "tex0"; break;
9298 case 1: ret
= "tex1"; break;
9299 case 2: ret
= "tex2"; break;
9300 case 3: ret
= "tex3"; break;
9301 case 4: ret
= "tex4"; break;
9302 case 5: ret
= "tex5"; break;
9303 case 6: ret
= "tex6"; break;
9304 case 7: ret
= "tex7"; break;
9306 ret
= "<invalid texture>";
9311 case WINED3DTA_TFACTOR
:
9315 case WINED3DTA_SPECULAR
:
9316 ret
= "ffp_varying_specular";
9319 case WINED3DTA_TEMP
:
9323 case WINED3DTA_CONSTANT
:
9326 case 0: ret
= "tss_const0"; break;
9327 case 1: ret
= "tss_const1"; break;
9328 case 2: ret
= "tss_const2"; break;
9329 case 3: ret
= "tss_const3"; break;
9330 case 4: ret
= "tss_const4"; break;
9331 case 5: ret
= "tss_const5"; break;
9332 case 6: ret
= "tss_const6"; break;
9333 case 7: ret
= "tss_const7"; break;
9335 ret
= "<invalid constant>";
9341 return "<unhandled arg>";
9344 if (arg
& WINED3DTA_COMPLEMENT
)
9346 shader_addline(buffer
, "arg%u = vec4(1.0) - %s;\n", argnum
, ret
);
9349 else if (argnum
== 1)
9351 else if (argnum
== 2)
9355 if (arg
& WINED3DTA_ALPHAREPLICATE
)
9357 shader_addline(buffer
, "arg%u = vec4(%s.w);\n", argnum
, ret
);
9360 else if (argnum
== 1)
9362 else if (argnum
== 2)
9369 static void shader_glsl_ffp_fragment_op(struct wined3d_string_buffer
*buffer
, unsigned int stage
, BOOL color
,
9370 BOOL alpha
, BOOL tmp_dst
, unsigned int op
, DWORD dw_arg0
, DWORD dw_arg1
, DWORD dw_arg2
)
9372 const char *dstmask
, *dstreg
, *arg0
, *arg1
, *arg2
;
9381 dstreg
= tmp_dst
? "temp_reg" : "ret";
9383 arg0
= shader_glsl_get_ffp_fragment_op_arg(buffer
, 0, stage
, dw_arg0
);
9384 arg1
= shader_glsl_get_ffp_fragment_op_arg(buffer
, 1, stage
, dw_arg1
);
9385 arg2
= shader_glsl_get_ffp_fragment_op_arg(buffer
, 2, stage
, dw_arg2
);
9389 case WINED3D_TOP_DISABLE
:
9392 case WINED3D_TOP_SELECT_ARG1
:
9393 shader_addline(buffer
, "%s%s = %s%s;\n", dstreg
, dstmask
, arg1
, dstmask
);
9396 case WINED3D_TOP_SELECT_ARG2
:
9397 shader_addline(buffer
, "%s%s = %s%s;\n", dstreg
, dstmask
, arg2
, dstmask
);
9400 case WINED3D_TOP_MODULATE
:
9401 shader_addline(buffer
, "%s%s = %s%s * %s%s;\n", dstreg
, dstmask
, arg1
, dstmask
, arg2
, dstmask
);
9404 case WINED3D_TOP_MODULATE_4X
:
9405 shader_addline(buffer
, "%s%s = clamp(%s%s * %s%s * 4.0, 0.0, 1.0);\n",
9406 dstreg
, dstmask
, arg1
, dstmask
, arg2
, dstmask
);
9409 case WINED3D_TOP_MODULATE_2X
:
9410 shader_addline(buffer
, "%s%s = clamp(%s%s * %s%s * 2.0, 0.0, 1.0);\n",
9411 dstreg
, dstmask
, arg1
, dstmask
, arg2
, dstmask
);
9414 case WINED3D_TOP_ADD
:
9415 shader_addline(buffer
, "%s%s = clamp(%s%s + %s%s, 0.0, 1.0);\n",
9416 dstreg
, dstmask
, arg1
, dstmask
, arg2
, dstmask
);
9419 case WINED3D_TOP_ADD_SIGNED
:
9420 shader_addline(buffer
, "%s%s = clamp(%s%s + (%s - vec4(0.5))%s, 0.0, 1.0);\n",
9421 dstreg
, dstmask
, arg1
, dstmask
, arg2
, dstmask
);
9424 case WINED3D_TOP_ADD_SIGNED_2X
:
9425 shader_addline(buffer
, "%s%s = clamp((%s%s + (%s - vec4(0.5))%s) * 2.0, 0.0, 1.0);\n",
9426 dstreg
, dstmask
, arg1
, dstmask
, arg2
, dstmask
);
9429 case WINED3D_TOP_SUBTRACT
:
9430 shader_addline(buffer
, "%s%s = clamp(%s%s - %s%s, 0.0, 1.0);\n",
9431 dstreg
, dstmask
, arg1
, dstmask
, arg2
, dstmask
);
9434 case WINED3D_TOP_ADD_SMOOTH
:
9435 shader_addline(buffer
, "%s%s = clamp((vec4(1.0) - %s)%s * %s%s + %s%s, 0.0, 1.0);\n",
9436 dstreg
, dstmask
, arg1
, dstmask
, arg2
, dstmask
, arg1
, dstmask
);
9439 case WINED3D_TOP_BLEND_DIFFUSE_ALPHA
:
9440 arg0
= shader_glsl_get_ffp_fragment_op_arg(buffer
, 0, stage
, WINED3DTA_DIFFUSE
);
9441 shader_addline(buffer
, "%s%s = mix(%s%s, %s%s, %s.w);\n",
9442 dstreg
, dstmask
, arg2
, dstmask
, arg1
, dstmask
, arg0
);
9445 case WINED3D_TOP_BLEND_TEXTURE_ALPHA
:
9446 arg0
= shader_glsl_get_ffp_fragment_op_arg(buffer
, 0, stage
, WINED3DTA_TEXTURE
);
9447 shader_addline(buffer
, "%s%s = mix(%s%s, %s%s, %s.w);\n",
9448 dstreg
, dstmask
, arg2
, dstmask
, arg1
, dstmask
, arg0
);
9451 case WINED3D_TOP_BLEND_FACTOR_ALPHA
:
9452 arg0
= shader_glsl_get_ffp_fragment_op_arg(buffer
, 0, stage
, WINED3DTA_TFACTOR
);
9453 shader_addline(buffer
, "%s%s = mix(%s%s, %s%s, %s.w);\n",
9454 dstreg
, dstmask
, arg2
, dstmask
, arg1
, dstmask
, arg0
);
9457 case WINED3D_TOP_BLEND_TEXTURE_ALPHA_PM
:
9458 arg0
= shader_glsl_get_ffp_fragment_op_arg(buffer
, 0, stage
, WINED3DTA_TEXTURE
);
9459 shader_addline(buffer
, "%s%s = clamp(%s%s * (1.0 - %s.w) + %s%s, 0.0, 1.0);\n",
9460 dstreg
, dstmask
, arg2
, dstmask
, arg0
, arg1
, dstmask
);
9463 case WINED3D_TOP_BLEND_CURRENT_ALPHA
:
9464 arg0
= shader_glsl_get_ffp_fragment_op_arg(buffer
, 0, stage
, WINED3DTA_CURRENT
);
9465 shader_addline(buffer
, "%s%s = mix(%s%s, %s%s, %s.w);\n",
9466 dstreg
, dstmask
, arg2
, dstmask
, arg1
, dstmask
, arg0
);
9469 case WINED3D_TOP_MODULATE_ALPHA_ADD_COLOR
:
9470 shader_addline(buffer
, "%s%s = clamp(%s%s * %s.w + %s%s, 0.0, 1.0);\n",
9471 dstreg
, dstmask
, arg2
, dstmask
, arg1
, arg1
, dstmask
);
9474 case WINED3D_TOP_MODULATE_COLOR_ADD_ALPHA
:
9475 shader_addline(buffer
, "%s%s = clamp(%s%s * %s%s + %s.w, 0.0, 1.0);\n",
9476 dstreg
, dstmask
, arg1
, dstmask
, arg2
, dstmask
, arg1
);
9479 case WINED3D_TOP_MODULATE_INVALPHA_ADD_COLOR
:
9480 shader_addline(buffer
, "%s%s = clamp(%s%s * (1.0 - %s.w) + %s%s, 0.0, 1.0);\n",
9481 dstreg
, dstmask
, arg2
, dstmask
, arg1
, arg1
, dstmask
);
9483 case WINED3D_TOP_MODULATE_INVCOLOR_ADD_ALPHA
:
9484 shader_addline(buffer
, "%s%s = clamp((vec4(1.0) - %s)%s * %s%s + %s.w, 0.0, 1.0);\n",
9485 dstreg
, dstmask
, arg1
, dstmask
, arg2
, dstmask
, arg1
);
9488 case WINED3D_TOP_BUMPENVMAP
:
9489 case WINED3D_TOP_BUMPENVMAP_LUMINANCE
:
9490 /* These are handled in the first pass, nothing to do. */
9493 case WINED3D_TOP_DOTPRODUCT3
:
9494 shader_addline(buffer
, "%s%s = vec4(clamp(dot(%s.xyz - 0.5, %s.xyz - 0.5) * 4.0, 0.0, 1.0))%s;\n",
9495 dstreg
, dstmask
, arg1
, arg2
, dstmask
);
9498 case WINED3D_TOP_MULTIPLY_ADD
:
9499 shader_addline(buffer
, "%s%s = clamp(%s%s * %s%s + %s%s, 0.0, 1.0);\n",
9500 dstreg
, dstmask
, arg1
, dstmask
, arg2
, dstmask
, arg0
, dstmask
);
9503 case WINED3D_TOP_LERP
:
9504 /* MSDN isn't quite right here. */
9505 shader_addline(buffer
, "%s%s = mix(%s%s, %s%s, %s%s);\n",
9506 dstreg
, dstmask
, arg2
, dstmask
, arg1
, dstmask
, arg0
, dstmask
);
9510 FIXME("Unhandled operation %#x.\n", op
);
9515 /* Context activation is done by the caller. */
9516 static GLuint
shader_glsl_generate_ffp_fragment_shader(struct shader_glsl_priv
*priv
,
9517 const struct ffp_frag_settings
*settings
, const struct wined3d_context_gl
*context_gl
)
9519 struct wined3d_string_buffer
*tex_reg_name
= string_buffer_get(&priv
->string_buffers
);
9520 enum wined3d_cmp_func alpha_test_func
= settings
->alpha_test_func
+ 1;
9521 struct wined3d_string_buffer
*buffer
= &priv
->shader_buffer
;
9522 BYTE lum_map
= 0, bump_map
= 0, tex_map
= 0, tss_const_map
= 0;
9523 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
9524 const BOOL legacy_syntax
= needs_legacy_glsl_syntax(gl_info
);
9525 BOOL tempreg_used
= FALSE
, tfactor_used
= FALSE
;
9526 UINT lowest_disabled_stage
;
9528 DWORD arg0
, arg1
, arg2
;
9531 string_buffer_clear(buffer
);
9533 /* Find out which textures are read */
9534 for (stage
= 0; stage
< WINED3D_MAX_TEXTURES
; ++stage
)
9536 if (settings
->op
[stage
].cop
== WINED3D_TOP_DISABLE
)
9539 arg0
= settings
->op
[stage
].carg0
& WINED3DTA_SELECTMASK
;
9540 arg1
= settings
->op
[stage
].carg1
& WINED3DTA_SELECTMASK
;
9541 arg2
= settings
->op
[stage
].carg2
& WINED3DTA_SELECTMASK
;
9543 if (arg0
== WINED3DTA_TEXTURE
|| arg1
== WINED3DTA_TEXTURE
|| arg2
== WINED3DTA_TEXTURE
9544 || (stage
== 0 && settings
->color_key_enabled
))
9545 tex_map
|= 1u << stage
;
9546 if (arg0
== WINED3DTA_TFACTOR
|| arg1
== WINED3DTA_TFACTOR
|| arg2
== WINED3DTA_TFACTOR
)
9547 tfactor_used
= TRUE
;
9548 if (arg0
== WINED3DTA_TEMP
|| arg1
== WINED3DTA_TEMP
|| arg2
== WINED3DTA_TEMP
)
9549 tempreg_used
= TRUE
;
9550 if (settings
->op
[stage
].tmp_dst
)
9551 tempreg_used
= TRUE
;
9552 if (arg0
== WINED3DTA_CONSTANT
|| arg1
== WINED3DTA_CONSTANT
|| arg2
== WINED3DTA_CONSTANT
)
9553 tss_const_map
|= 1u << stage
;
9555 switch (settings
->op
[stage
].cop
)
9557 case WINED3D_TOP_BUMPENVMAP_LUMINANCE
:
9558 lum_map
|= 1u << stage
;
9560 case WINED3D_TOP_BUMPENVMAP
:
9561 bump_map
|= 1u << stage
;
9563 case WINED3D_TOP_BLEND_TEXTURE_ALPHA
:
9564 case WINED3D_TOP_BLEND_TEXTURE_ALPHA_PM
:
9565 tex_map
|= 1u << stage
;
9568 case WINED3D_TOP_BLEND_FACTOR_ALPHA
:
9569 tfactor_used
= TRUE
;
9576 if (settings
->op
[stage
].aop
== WINED3D_TOP_DISABLE
)
9579 arg0
= settings
->op
[stage
].aarg0
& WINED3DTA_SELECTMASK
;
9580 arg1
= settings
->op
[stage
].aarg1
& WINED3DTA_SELECTMASK
;
9581 arg2
= settings
->op
[stage
].aarg2
& WINED3DTA_SELECTMASK
;
9583 if (arg0
== WINED3DTA_TEXTURE
|| arg1
== WINED3DTA_TEXTURE
|| arg2
== WINED3DTA_TEXTURE
)
9584 tex_map
|= 1u << stage
;
9585 if (arg0
== WINED3DTA_TFACTOR
|| arg1
== WINED3DTA_TFACTOR
|| arg2
== WINED3DTA_TFACTOR
)
9586 tfactor_used
= TRUE
;
9587 if (arg0
== WINED3DTA_TEMP
|| arg1
== WINED3DTA_TEMP
|| arg2
== WINED3DTA_TEMP
)
9588 tempreg_used
= TRUE
;
9589 if (arg0
== WINED3DTA_CONSTANT
|| arg1
== WINED3DTA_CONSTANT
|| arg2
== WINED3DTA_CONSTANT
)
9590 tss_const_map
|= 1u << stage
;
9592 lowest_disabled_stage
= stage
;
9594 shader_glsl_add_version_declaration(buffer
, gl_info
);
9596 if (shader_glsl_use_explicit_attrib_location(gl_info
))
9597 shader_addline(buffer
, "#extension GL_ARB_explicit_attrib_location : enable\n");
9598 if (gl_info
->supported
[ARB_SHADING_LANGUAGE_420PACK
])
9599 shader_addline(buffer
, "#extension GL_ARB_shading_language_420pack : enable\n");
9600 if (gl_info
->supported
[ARB_TEXTURE_RECTANGLE
])
9601 shader_addline(buffer
, "#extension GL_ARB_texture_rectangle : enable\n");
9603 if (!use_legacy_fragment_output(gl_info
))
9605 shader_addline(buffer
, "vec4 ps_out[1];\n");
9606 if (shader_glsl_use_explicit_attrib_location(gl_info
))
9607 shader_addline(buffer
, "layout(location = 0) ");
9608 shader_addline(buffer
, "out vec4 color_out0;\n");
9611 shader_addline(buffer
, "vec4 tmp0, tmp1;\n");
9612 shader_addline(buffer
, "vec4 ret;\n");
9613 if (tempreg_used
|| settings
->sRGB_write
)
9614 shader_addline(buffer
, "vec4 temp_reg = vec4(0.0);\n");
9615 shader_addline(buffer
, "vec4 arg0, arg1, arg2;\n");
9617 for (stage
= 0; stage
< WINED3D_MAX_TEXTURES
; ++stage
)
9619 const char *sampler_type
;
9621 if (tss_const_map
& (1u << stage
))
9622 shader_addline(buffer
, "uniform vec4 tss_const%u;\n", stage
);
9624 if (!(tex_map
& (1u << stage
)))
9627 switch (settings
->op
[stage
].tex_type
)
9629 case WINED3D_GL_RES_TYPE_TEX_1D
:
9630 sampler_type
= "1D";
9632 case WINED3D_GL_RES_TYPE_TEX_2D
:
9633 sampler_type
= "2D";
9635 case WINED3D_GL_RES_TYPE_TEX_3D
:
9636 sampler_type
= "3D";
9638 case WINED3D_GL_RES_TYPE_TEX_CUBE
:
9639 sampler_type
= "Cube";
9641 case WINED3D_GL_RES_TYPE_TEX_RECT
:
9642 sampler_type
= "2DRect";
9645 FIXME("Unhandled sampler type %#x.\n", settings
->op
[stage
].tex_type
);
9646 sampler_type
= NULL
;
9651 if (shader_glsl_use_layout_binding_qualifier(gl_info
))
9652 shader_glsl_append_sampler_binding_qualifier(buffer
, &context_gl
->c
, NULL
, stage
);
9653 shader_addline(buffer
, "uniform sampler%s ps_sampler%u;\n", sampler_type
, stage
);
9656 shader_addline(buffer
, "vec4 tex%u;\n", stage
);
9658 if (!(bump_map
& (1u << stage
)))
9660 shader_addline(buffer
, "uniform mat2 bumpenv_mat%u;\n", stage
);
9662 if (!(lum_map
& (1u << stage
)))
9664 shader_addline(buffer
, "uniform float bumpenv_lum_scale%u;\n", stage
);
9665 shader_addline(buffer
, "uniform float bumpenv_lum_offset%u;\n", stage
);
9668 shader_addline(buffer
, "uniform vec4 tex_factor;\n");
9669 if (settings
->color_key_enabled
)
9670 shader_addline(buffer
, "uniform vec4 color_key[2];\n");
9671 shader_addline(buffer
, "uniform vec4 specular_enable;\n");
9673 if (settings
->sRGB_write
)
9675 shader_addline(buffer
, "const vec4 srgb_const0 = ");
9676 shader_glsl_append_imm_vec(buffer
, &wined3d_srgb_const
[0].x
, 4, gl_info
);
9677 shader_addline(buffer
, ";\n");
9678 shader_addline(buffer
, "const vec4 srgb_const1 = ");
9679 shader_glsl_append_imm_vec(buffer
, &wined3d_srgb_const
[1].x
, 4, gl_info
);
9680 shader_addline(buffer
, ";\n");
9683 shader_addline(buffer
, "uniform struct\n{\n");
9684 shader_addline(buffer
, " vec4 color;\n");
9685 shader_addline(buffer
, " float density;\n");
9686 shader_addline(buffer
, " float end;\n");
9687 shader_addline(buffer
, " float scale;\n");
9688 shader_addline(buffer
, "} ffp_fog;\n");
9690 if (alpha_test_func
!= WINED3D_CMP_ALWAYS
)
9691 shader_addline(buffer
, "uniform float alpha_test_ref;\n");
9695 shader_addline(buffer
, "vec4 ffp_varying_diffuse;\n");
9696 shader_addline(buffer
, "vec4 ffp_varying_specular;\n");
9697 shader_addline(buffer
, "vec4 ffp_varying_texcoord[%u];\n", WINED3D_MAX_TEXTURES
);
9698 shader_addline(buffer
, "vec4 ffp_texcoord[%u];\n", WINED3D_MAX_TEXTURES
);
9699 shader_addline(buffer
, "float ffp_varying_fogcoord;\n");
9703 declare_in_varying(gl_info
, buffer
, settings
->flatshading
, "vec4 ffp_varying_diffuse;\n");
9704 declare_in_varying(gl_info
, buffer
, settings
->flatshading
, "vec4 ffp_varying_specular;\n");
9705 declare_in_varying(gl_info
, buffer
, FALSE
, "vec4 ffp_varying_texcoord[%u];\n", WINED3D_MAX_TEXTURES
);
9706 shader_addline(buffer
, "vec4 ffp_texcoord[%u];\n", WINED3D_MAX_TEXTURES
);
9707 declare_in_varying(gl_info
, buffer
, FALSE
, "float ffp_varying_fogcoord;\n");
9710 shader_addline(buffer
, "void main()\n{\n");
9714 shader_addline(buffer
, "ffp_varying_diffuse = gl_Color;\n");
9715 shader_addline(buffer
, "ffp_varying_specular = gl_SecondaryColor;\n");
9718 for (stage
= 0; stage
< WINED3D_MAX_TEXTURES
; ++stage
)
9720 if (tex_map
& (1u << stage
))
9722 if (settings
->pointsprite
)
9723 shader_addline(buffer
, "ffp_texcoord[%u] = vec4(gl_PointCoord.xy, 0.0, 0.0);\n", stage
);
9724 else if (settings
->texcoords_initialized
& (1u << stage
))
9725 shader_addline(buffer
, "ffp_texcoord[%u] = %s[%u];\n",
9726 stage
, legacy_syntax
? "gl_TexCoord" : "ffp_varying_texcoord", stage
);
9728 shader_addline(buffer
, "ffp_texcoord[%u] = vec4(0.0);\n", stage
);
9732 if (legacy_syntax
&& settings
->fog
!= WINED3D_FFP_PS_FOG_OFF
)
9733 shader_addline(buffer
, "ffp_varying_fogcoord = gl_FogFragCoord;\n");
9735 if (lowest_disabled_stage
< 7 && settings
->emul_clipplanes
)
9736 shader_addline(buffer
, "if (any(lessThan(ffp_texcoord[7], vec4(0.0)))) discard;\n");
9738 /* Generate texture sampling instructions */
9739 for (stage
= 0; stage
< WINED3D_MAX_TEXTURES
&& settings
->op
[stage
].cop
!= WINED3D_TOP_DISABLE
; ++stage
)
9741 const char *texture_function
, *coord_mask
;
9744 if (!(tex_map
& (1u << stage
)))
9747 if (settings
->op
[stage
].projected
== WINED3D_PROJECTION_NONE
)
9751 else if (settings
->op
[stage
].projected
== WINED3D_PROJECTION_COUNT4
9752 || settings
->op
[stage
].projected
== WINED3D_PROJECTION_COUNT3
)
9758 FIXME("Unexpected projection mode %d\n", settings
->op
[stage
].projected
);
9762 if (settings
->op
[stage
].tex_type
== WINED3D_GL_RES_TYPE_TEX_CUBE
)
9765 switch (settings
->op
[stage
].tex_type
)
9767 case WINED3D_GL_RES_TYPE_TEX_1D
:
9768 texture_function
= "texture1D";
9771 case WINED3D_GL_RES_TYPE_TEX_2D
:
9772 texture_function
= "texture2D";
9775 case WINED3D_GL_RES_TYPE_TEX_3D
:
9776 texture_function
= "texture3D";
9779 case WINED3D_GL_RES_TYPE_TEX_CUBE
:
9780 texture_function
= "textureCube";
9783 case WINED3D_GL_RES_TYPE_TEX_RECT
:
9784 texture_function
= "texture2DRect";
9788 FIXME("Unhandled texture type %#x.\n", settings
->op
[stage
].tex_type
);
9789 texture_function
= "";
9790 coord_mask
= "xyzw";
9795 texture_function
= "texture";
9798 && (settings
->op
[stage
- 1].cop
== WINED3D_TOP_BUMPENVMAP
9799 || settings
->op
[stage
- 1].cop
== WINED3D_TOP_BUMPENVMAP_LUMINANCE
))
9801 shader_addline(buffer
, "ret.xy = bumpenv_mat%u * tex%u.xy;\n", stage
- 1, stage
- 1);
9803 /* With projective textures, texbem only divides the static
9804 * texture coordinate, not the displacement, so multiply the
9805 * displacement with the dividing parameter before passing it to
9807 if (settings
->op
[stage
].projected
!= WINED3D_PROJECTION_NONE
)
9809 if (settings
->op
[stage
].projected
== WINED3D_PROJECTION_COUNT4
)
9811 shader_addline(buffer
, "ret.xy = (ret.xy * ffp_texcoord[%u].w) + ffp_texcoord[%u].xy;\n",
9813 shader_addline(buffer
, "ret.zw = ffp_texcoord[%u].ww;\n", stage
);
9817 shader_addline(buffer
, "ret.xy = (ret.xy * ffp_texcoord[%u].z) + ffp_texcoord[%u].xy;\n",
9819 shader_addline(buffer
, "ret.zw = ffp_texcoord[%u].zz;\n", stage
);
9824 shader_addline(buffer
, "ret = ffp_texcoord[%u] + ret.xyxy;\n", stage
);
9827 shader_addline(buffer
, "tex%u = %s%s(ps_sampler%u, ret.%s%s);\n",
9828 stage
, texture_function
, proj
? "Proj" : "", stage
, coord_mask
, proj
? "w" : "");
9830 if (settings
->op
[stage
- 1].cop
== WINED3D_TOP_BUMPENVMAP_LUMINANCE
)
9831 shader_addline(buffer
, "tex%u *= clamp(tex%u.z * bumpenv_lum_scale%u + bumpenv_lum_offset%u, 0.0, 1.0);\n",
9832 stage
, stage
- 1, stage
- 1, stage
- 1);
9834 else if (settings
->op
[stage
].projected
== WINED3D_PROJECTION_COUNT3
)
9836 shader_addline(buffer
, "tex%u = %s%s(ps_sampler%u, ffp_texcoord[%u].xyz);\n",
9837 stage
, texture_function
, proj
? "Proj" : "", stage
, stage
);
9841 shader_addline(buffer
, "tex%u = %s%s(ps_sampler%u, ffp_texcoord[%u].%s%s);\n",
9842 stage
, texture_function
, proj
? "Proj" : "", stage
, stage
, coord_mask
, proj
? "w" : "");
9845 string_buffer_sprintf(tex_reg_name
, "tex%u", stage
);
9846 shader_glsl_color_correction_ext(buffer
, tex_reg_name
->buffer
, WINED3DSP_WRITEMASK_ALL
,
9847 settings
->op
[stage
].color_fixup
);
9850 if (settings
->color_key_enabled
)
9851 shader_glsl_generate_colour_key_test(buffer
, "tex0", "color_key[0]", "color_key[1]");
9853 shader_addline(buffer
, "ret = ffp_varying_diffuse;\n");
9855 /* Generate the main shader */
9856 for (stage
= 0; stage
< WINED3D_MAX_TEXTURES
; ++stage
)
9860 if (settings
->op
[stage
].cop
== WINED3D_TOP_DISABLE
)
9863 if (settings
->op
[stage
].cop
== WINED3D_TOP_SELECT_ARG1
9864 && settings
->op
[stage
].aop
== WINED3D_TOP_SELECT_ARG1
)
9865 op_equal
= settings
->op
[stage
].carg1
== settings
->op
[stage
].aarg1
;
9866 else if (settings
->op
[stage
].cop
== WINED3D_TOP_SELECT_ARG1
9867 && settings
->op
[stage
].aop
== WINED3D_TOP_SELECT_ARG2
)
9868 op_equal
= settings
->op
[stage
].carg1
== settings
->op
[stage
].aarg2
;
9869 else if (settings
->op
[stage
].cop
== WINED3D_TOP_SELECT_ARG2
9870 && settings
->op
[stage
].aop
== WINED3D_TOP_SELECT_ARG1
)
9871 op_equal
= settings
->op
[stage
].carg2
== settings
->op
[stage
].aarg1
;
9872 else if (settings
->op
[stage
].cop
== WINED3D_TOP_SELECT_ARG2
9873 && settings
->op
[stage
].aop
== WINED3D_TOP_SELECT_ARG2
)
9874 op_equal
= settings
->op
[stage
].carg2
== settings
->op
[stage
].aarg2
;
9876 op_equal
= settings
->op
[stage
].aop
== settings
->op
[stage
].cop
9877 && settings
->op
[stage
].carg0
== settings
->op
[stage
].aarg0
9878 && settings
->op
[stage
].carg1
== settings
->op
[stage
].aarg1
9879 && settings
->op
[stage
].carg2
== settings
->op
[stage
].aarg2
;
9881 if (settings
->op
[stage
].aop
== WINED3D_TOP_DISABLE
)
9883 shader_glsl_ffp_fragment_op(buffer
, stage
, TRUE
, FALSE
, settings
->op
[stage
].tmp_dst
,
9884 settings
->op
[stage
].cop
, settings
->op
[stage
].carg0
,
9885 settings
->op
[stage
].carg1
, settings
->op
[stage
].carg2
);
9889 shader_glsl_ffp_fragment_op(buffer
, stage
, TRUE
, TRUE
, settings
->op
[stage
].tmp_dst
,
9890 settings
->op
[stage
].cop
, settings
->op
[stage
].carg0
,
9891 settings
->op
[stage
].carg1
, settings
->op
[stage
].carg2
);
9893 else if (settings
->op
[stage
].cop
!= WINED3D_TOP_BUMPENVMAP
9894 && settings
->op
[stage
].cop
!= WINED3D_TOP_BUMPENVMAP_LUMINANCE
)
9896 shader_glsl_ffp_fragment_op(buffer
, stage
, TRUE
, FALSE
, settings
->op
[stage
].tmp_dst
,
9897 settings
->op
[stage
].cop
, settings
->op
[stage
].carg0
,
9898 settings
->op
[stage
].carg1
, settings
->op
[stage
].carg2
);
9899 shader_glsl_ffp_fragment_op(buffer
, stage
, FALSE
, TRUE
, settings
->op
[stage
].tmp_dst
,
9900 settings
->op
[stage
].aop
, settings
->op
[stage
].aarg0
,
9901 settings
->op
[stage
].aarg1
, settings
->op
[stage
].aarg2
);
9905 shader_addline(buffer
, "%s[0] = ffp_varying_specular * specular_enable + ret;\n",
9906 get_fragment_output(gl_info
));
9908 if (settings
->sRGB_write
)
9909 shader_glsl_generate_srgb_write_correction(buffer
, gl_info
);
9911 shader_glsl_generate_fog_code(buffer
, gl_info
, settings
->fog
);
9913 shader_glsl_generate_alpha_test(buffer
, gl_info
, alpha_test_func
);
9914 if (!use_legacy_fragment_output(gl_info
))
9915 shader_addline(buffer
, "color_out0 = ps_out[0];\n");
9917 shader_addline(buffer
, "}\n");
9919 shader_id
= GL_EXTCALL(glCreateShader(GL_FRAGMENT_SHADER
));
9920 shader_glsl_compile(gl_info
, shader_id
, buffer
->buffer
);
9922 string_buffer_release(&priv
->string_buffers
, tex_reg_name
);
9926 static struct glsl_ffp_vertex_shader
*shader_glsl_find_ffp_vertex_shader(struct shader_glsl_priv
*priv
,
9927 const struct wined3d_gl_info
*gl_info
, const struct wined3d_ffp_vs_settings
*settings
)
9929 struct glsl_ffp_vertex_shader
*shader
;
9930 const struct wine_rb_entry
*entry
;
9932 if ((entry
= wine_rb_get(&priv
->ffp_vertex_shaders
, settings
)))
9933 return WINE_RB_ENTRY_VALUE(entry
, struct glsl_ffp_vertex_shader
, desc
.entry
);
9935 if (!(shader
= heap_alloc(sizeof(*shader
))))
9938 shader
->desc
.settings
= *settings
;
9939 shader
->id
= shader_glsl_generate_ffp_vertex_shader(priv
, settings
, gl_info
);
9940 list_init(&shader
->linked_programs
);
9941 if (wine_rb_put(&priv
->ffp_vertex_shaders
, &shader
->desc
.settings
, &shader
->desc
.entry
) == -1)
9942 ERR("Failed to insert ffp vertex shader.\n");
9947 static struct glsl_ffp_fragment_shader
*shader_glsl_find_ffp_fragment_shader(struct shader_glsl_priv
*priv
,
9948 const struct ffp_frag_settings
*args
, const struct wined3d_context_gl
*context_gl
)
9950 struct glsl_ffp_fragment_shader
*glsl_desc
;
9951 const struct ffp_frag_desc
*desc
;
9953 if ((desc
= find_ffp_frag_shader(&priv
->ffp_fragment_shaders
, args
)))
9954 return CONTAINING_RECORD(desc
, struct glsl_ffp_fragment_shader
, entry
);
9956 if (!(glsl_desc
= heap_alloc(sizeof(*glsl_desc
))))
9959 glsl_desc
->entry
.settings
= *args
;
9960 glsl_desc
->id
= shader_glsl_generate_ffp_fragment_shader(priv
, args
, context_gl
);
9961 list_init(&glsl_desc
->linked_programs
);
9962 add_ffp_frag_shader(&priv
->ffp_fragment_shaders
, &glsl_desc
->entry
);
9968 static void shader_glsl_init_vs_uniform_locations(const struct wined3d_gl_info
*gl_info
,
9969 struct shader_glsl_priv
*priv
, GLuint program_id
, struct glsl_vs_program
*vs
, unsigned int vs_c_count
)
9972 struct wined3d_string_buffer
*name
= string_buffer_get(&priv
->string_buffers
);
9974 for (i
= 0; i
< vs_c_count
; ++i
)
9976 string_buffer_sprintf(name
, "vs_c[%u]", i
);
9977 vs
->uniform_f_locations
[i
] = GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
9979 memset(&vs
->uniform_f_locations
[vs_c_count
], 0xff, (WINED3D_MAX_VS_CONSTS_F
- vs_c_count
) * sizeof(GLuint
));
9981 for (i
= 0; i
< WINED3D_MAX_CONSTS_I
; ++i
)
9983 string_buffer_sprintf(name
, "vs_i[%u]", i
);
9984 vs
->uniform_i_locations
[i
] = GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
9987 for (i
= 0; i
< WINED3D_MAX_CONSTS_B
; ++i
)
9989 string_buffer_sprintf(name
, "vs_b[%u]", i
);
9990 vs
->uniform_b_locations
[i
] = GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
9993 vs
->pos_fixup_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "pos_fixup"));
9994 vs
->base_vertex_id_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "base_vertex_id"));
9996 for (i
= 0; i
< MAX_VERTEX_BLENDS
; ++i
)
9998 string_buffer_sprintf(name
, "ffp_modelview_matrix[%u]", i
);
9999 vs
->modelview_matrix_location
[i
] = GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
10001 vs
->projection_matrix_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ffp_projection_matrix"));
10002 vs
->normal_matrix_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ffp_normal_matrix"));
10003 for (i
= 0; i
< WINED3D_MAX_TEXTURES
; ++i
)
10005 string_buffer_sprintf(name
, "ffp_texture_matrix[%u]", i
);
10006 vs
->texture_matrix_location
[i
] = GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
10008 vs
->material_ambient_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ffp_material.ambient"));
10009 vs
->material_diffuse_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ffp_material.diffuse"));
10010 vs
->material_specular_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ffp_material.specular"));
10011 vs
->material_emissive_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ffp_material.emissive"));
10012 vs
->material_shininess_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ffp_material.shininess"));
10013 vs
->light_ambient_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ffp_light_ambient"));
10014 for (i
= 0; i
< WINED3D_MAX_ACTIVE_LIGHTS
; ++i
)
10016 string_buffer_sprintf(name
, "ffp_light[%u].diffuse", i
);
10017 vs
->light_location
[i
].diffuse
= GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
10018 string_buffer_sprintf(name
, "ffp_light[%u].specular", i
);
10019 vs
->light_location
[i
].specular
= GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
10020 string_buffer_sprintf(name
, "ffp_light[%u].ambient", i
);
10021 vs
->light_location
[i
].ambient
= GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
10022 string_buffer_sprintf(name
, "ffp_light[%u].position", i
);
10023 vs
->light_location
[i
].position
= GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
10024 string_buffer_sprintf(name
, "ffp_light[%u].direction", i
);
10025 vs
->light_location
[i
].direction
= GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
10026 string_buffer_sprintf(name
, "ffp_light[%u].range", i
);
10027 vs
->light_location
[i
].range
= GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
10028 string_buffer_sprintf(name
, "ffp_light[%u].falloff", i
);
10029 vs
->light_location
[i
].falloff
= GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
10030 string_buffer_sprintf(name
, "ffp_light[%u].c_att", i
);
10031 vs
->light_location
[i
].c_att
= GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
10032 string_buffer_sprintf(name
, "ffp_light[%u].l_att", i
);
10033 vs
->light_location
[i
].l_att
= GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
10034 string_buffer_sprintf(name
, "ffp_light[%u].q_att", i
);
10035 vs
->light_location
[i
].q_att
= GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
10036 string_buffer_sprintf(name
, "ffp_light[%u].cos_htheta", i
);
10037 vs
->light_location
[i
].cos_htheta
= GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
10038 string_buffer_sprintf(name
, "ffp_light[%u].cos_hphi", i
);
10039 vs
->light_location
[i
].cos_hphi
= GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
10041 vs
->pointsize_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ffp_point.size"));
10042 vs
->pointsize_min_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ffp_point.size_min"));
10043 vs
->pointsize_max_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ffp_point.size_max"));
10044 vs
->pointsize_c_att_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ffp_point.c_att"));
10045 vs
->pointsize_l_att_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ffp_point.l_att"));
10046 vs
->pointsize_q_att_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ffp_point.q_att"));
10047 vs
->clip_planes_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "clip_planes"));
10049 string_buffer_release(&priv
->string_buffers
, name
);
10052 static void shader_glsl_init_ds_uniform_locations(const struct wined3d_gl_info
*gl_info
,
10053 struct shader_glsl_priv
*priv
, GLuint program_id
, struct glsl_ds_program
*ds
)
10055 ds
->pos_fixup_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "pos_fixup"));
10058 static void shader_glsl_init_gs_uniform_locations(const struct wined3d_gl_info
*gl_info
,
10059 struct shader_glsl_priv
*priv
, GLuint program_id
, struct glsl_gs_program
*gs
)
10061 gs
->pos_fixup_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "pos_fixup"));
10064 static void shader_glsl_init_ps_uniform_locations(const struct wined3d_gl_info
*gl_info
,
10065 struct shader_glsl_priv
*priv
, GLuint program_id
, struct glsl_ps_program
*ps
, unsigned int ps_c_count
)
10068 struct wined3d_string_buffer
*name
= string_buffer_get(&priv
->string_buffers
);
10070 for (i
= 0; i
< ps_c_count
; ++i
)
10072 string_buffer_sprintf(name
, "ps_c[%u]", i
);
10073 ps
->uniform_f_locations
[i
] = GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
10075 memset(&ps
->uniform_f_locations
[ps_c_count
], 0xff, (WINED3D_MAX_PS_CONSTS_F
- ps_c_count
) * sizeof(GLuint
));
10077 for (i
= 0; i
< WINED3D_MAX_CONSTS_I
; ++i
)
10079 string_buffer_sprintf(name
, "ps_i[%u]", i
);
10080 ps
->uniform_i_locations
[i
] = GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
10083 for (i
= 0; i
< WINED3D_MAX_CONSTS_B
; ++i
)
10085 string_buffer_sprintf(name
, "ps_b[%u]", i
);
10086 ps
->uniform_b_locations
[i
] = GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
10089 for (i
= 0; i
< WINED3D_MAX_TEXTURES
; ++i
)
10091 string_buffer_sprintf(name
, "bumpenv_mat%u", i
);
10092 ps
->bumpenv_mat_location
[i
] = GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
10093 string_buffer_sprintf(name
, "bumpenv_lum_scale%u", i
);
10094 ps
->bumpenv_lum_scale_location
[i
] = GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
10095 string_buffer_sprintf(name
, "bumpenv_lum_offset%u", i
);
10096 ps
->bumpenv_lum_offset_location
[i
] = GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
10097 string_buffer_sprintf(name
, "tss_const%u", i
);
10098 ps
->tss_constant_location
[i
] = GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
10101 ps
->tex_factor_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "tex_factor"));
10102 ps
->specular_enable_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "specular_enable"));
10104 ps
->fog_color_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ffp_fog.color"));
10105 ps
->fog_density_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ffp_fog.density"));
10106 ps
->fog_end_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ffp_fog.end"));
10107 ps
->fog_scale_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ffp_fog.scale"));
10109 ps
->alpha_test_ref_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "alpha_test_ref"));
10111 ps
->np2_fixup_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ps_samplerNP2Fixup"));
10112 ps
->ycorrection_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ycorrection"));
10113 ps
->color_key_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "color_key"));
10115 string_buffer_release(&priv
->string_buffers
, name
);
10118 static HRESULT
shader_glsl_compile_compute_shader(struct shader_glsl_priv
*priv
,
10119 const struct wined3d_context_gl
*context_gl
, struct wined3d_shader
*shader
)
10121 struct glsl_context_data
*ctx_data
= context_gl
->c
.shader_backend_data
;
10122 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
10123 struct wined3d_string_buffer
*buffer
= &priv
->shader_buffer
;
10124 struct glsl_cs_compiled_shader
*gl_shaders
;
10125 struct glsl_shader_private
*shader_data
;
10126 struct glsl_shader_prog_link
*entry
;
10127 GLuint shader_id
, program_id
;
10129 if (!(entry
= heap_alloc(sizeof(*entry
))))
10131 ERR("Out of memory.\n");
10132 return E_OUTOFMEMORY
;
10135 if (!(shader
->backend_data
= heap_alloc_zero(sizeof(*shader_data
))))
10137 ERR("Failed to allocate backend data.\n");
10139 return E_OUTOFMEMORY
;
10141 shader_data
= shader
->backend_data
;
10143 if (!(shader_data
->gl_shaders
.cs
= heap_alloc(sizeof(*gl_shaders
))))
10145 ERR("Failed to allocate GL shader array.\n");
10147 heap_free(shader
->backend_data
);
10148 shader
->backend_data
= NULL
;
10149 return E_OUTOFMEMORY
;
10151 shader_data
->shader_array_size
= 1;
10152 gl_shaders
= shader_data
->gl_shaders
.cs
;
10154 TRACE("Compiling compute shader %p.\n", shader
);
10156 string_buffer_clear(buffer
);
10157 shader_id
= shader_glsl_generate_compute_shader(context_gl
, buffer
, &priv
->string_buffers
, shader
);
10158 gl_shaders
[shader_data
->num_gl_shaders
++].id
= shader_id
;
10160 program_id
= GL_EXTCALL(glCreateProgram());
10161 TRACE("Created new GLSL shader program %u.\n", program_id
);
10163 entry
->id
= program_id
;
10169 entry
->cs
.id
= shader_id
;
10170 entry
->constant_version
= 0;
10171 entry
->shader_controlled_clip_distances
= 0;
10172 entry
->ps
.np2_fixup_info
= NULL
;
10173 add_glsl_program_entry(priv
, entry
);
10175 TRACE("Attaching GLSL shader object %u to program %u.\n", shader_id
, program_id
);
10176 GL_EXTCALL(glAttachShader(program_id
, shader_id
));
10177 checkGLcall("glAttachShader");
10179 list_add_head(&shader
->linked_programs
, &entry
->cs
.shader_entry
);
10181 TRACE("Linking GLSL shader program %u.\n", program_id
);
10182 GL_EXTCALL(glLinkProgram(program_id
));
10183 shader_glsl_validate_link(gl_info
, program_id
);
10185 GL_EXTCALL(glUseProgram(program_id
));
10186 checkGLcall("glUseProgram");
10187 shader_glsl_load_program_resources(context_gl
, priv
, program_id
, shader
);
10188 shader_glsl_load_images(gl_info
, priv
, program_id
, &shader
->reg_maps
);
10190 entry
->constant_update_mask
= 0;
10192 GL_EXTCALL(glUseProgram(ctx_data
->glsl_program
? ctx_data
->glsl_program
->id
: 0));
10193 checkGLcall("glUseProgram");
10197 static GLuint
find_glsl_compute_shader(const struct wined3d_context_gl
*context_gl
,
10198 struct shader_glsl_priv
*priv
, struct wined3d_shader
*shader
)
10200 struct glsl_shader_private
*shader_data
;
10202 if (!shader
->backend_data
)
10204 WARN("Failed to find GLSL program for compute shader %p.\n", shader
);
10205 if (FAILED(shader_glsl_compile_compute_shader(priv
, context_gl
, shader
)))
10207 ERR("Failed to compile compute shader %p.\n", shader
);
10211 shader_data
= shader
->backend_data
;
10212 return shader_data
->gl_shaders
.cs
[0].id
;
10215 /* Context activation is done by the caller. */
10216 static void set_glsl_compute_shader_program(const struct wined3d_context_gl
*context_gl
,
10217 const struct wined3d_state
*state
, struct shader_glsl_priv
*priv
, struct glsl_context_data
*ctx_data
)
10219 struct glsl_shader_prog_link
*entry
;
10220 struct wined3d_shader
*shader
;
10221 struct glsl_program_key key
;
10224 if (!(context_gl
->c
.shader_update_mask
& (1u << WINED3D_SHADER_TYPE_COMPUTE
)))
10227 if (!(shader
= state
->shader
[WINED3D_SHADER_TYPE_COMPUTE
]))
10229 WARN("Compute shader is NULL.\n");
10230 ctx_data
->glsl_program
= NULL
;
10234 cs_id
= find_glsl_compute_shader(context_gl
, priv
, shader
);
10235 memset(&key
, 0, sizeof(key
));
10237 if (!(entry
= get_glsl_program_entry(priv
, &key
)))
10238 ERR("Failed to find GLSL program for compute shader %p.\n", shader
);
10239 ctx_data
->glsl_program
= entry
;
10242 /* Context activation is done by the caller. */
10243 static void set_glsl_shader_program(const struct wined3d_context_gl
*context_gl
, const struct wined3d_state
*state
,
10244 struct shader_glsl_priv
*priv
, struct glsl_context_data
*ctx_data
)
10246 const struct wined3d_d3d_info
*d3d_info
= context_gl
->c
.d3d_info
;
10247 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
10248 const struct wined3d_shader
*pre_rasterization_shader
;
10249 const struct ps_np2fixup_info
*np2fixup_info
= NULL
;
10250 struct wined3d_shader
*hshader
, *dshader
, *gshader
;
10251 struct glsl_shader_prog_link
*entry
= NULL
;
10252 struct wined3d_shader
*vshader
= NULL
;
10253 struct wined3d_shader
*pshader
= NULL
;
10254 GLuint reorder_shader_id
= 0;
10255 struct glsl_program_key key
;
10256 uint32_t attribs_map
;
10264 struct list
*ps_list
, *vs_list
;
10265 struct wined3d_string_buffer
*tmp_name
;
10267 if (!(context_gl
->c
.shader_update_mask
& (1u << WINED3D_SHADER_TYPE_VERTEX
)) && ctx_data
->glsl_program
)
10269 vs_id
= ctx_data
->glsl_program
->vs
.id
;
10270 vs_list
= &ctx_data
->glsl_program
->vs
.shader_entry
;
10273 vshader
= state
->shader
[WINED3D_SHADER_TYPE_VERTEX
];
10275 else if (use_vs(state
))
10277 struct vs_compile_args vs_compile_args
;
10279 vshader
= state
->shader
[WINED3D_SHADER_TYPE_VERTEX
];
10281 find_vs_compile_args(state
, vshader
, &vs_compile_args
, &context_gl
->c
);
10282 vs_id
= find_glsl_vertex_shader(context_gl
, priv
, vshader
, &vs_compile_args
);
10283 vs_list
= &vshader
->linked_programs
;
10285 else if (priv
->vertex_pipe
== &glsl_vertex_pipe
)
10287 struct glsl_ffp_vertex_shader
*ffp_shader
;
10288 struct wined3d_ffp_vs_settings settings
;
10290 wined3d_ffp_get_vs_settings(&context_gl
->c
, state
, &settings
);
10291 ffp_shader
= shader_glsl_find_ffp_vertex_shader(priv
, gl_info
, &settings
);
10292 vs_id
= ffp_shader
->id
;
10293 vs_list
= &ffp_shader
->linked_programs
;
10296 hshader
= state
->shader
[WINED3D_SHADER_TYPE_HULL
];
10297 if (!(context_gl
->c
.shader_update_mask
& (1u << WINED3D_SHADER_TYPE_HULL
)) && ctx_data
->glsl_program
)
10298 hs_id
= ctx_data
->glsl_program
->hs
.id
;
10300 hs_id
= find_glsl_hull_shader(context_gl
, priv
, hshader
);
10302 dshader
= state
->shader
[WINED3D_SHADER_TYPE_DOMAIN
];
10303 if (!(context_gl
->c
.shader_update_mask
& (1u << WINED3D_SHADER_TYPE_DOMAIN
)) && ctx_data
->glsl_program
)
10305 ds_id
= ctx_data
->glsl_program
->ds
.id
;
10309 struct ds_compile_args args
;
10311 find_ds_compile_args(state
, dshader
, &args
, &context_gl
->c
);
10312 ds_id
= find_glsl_domain_shader(context_gl
, priv
, dshader
, &args
);
10315 gshader
= state
->shader
[WINED3D_SHADER_TYPE_GEOMETRY
];
10316 if (!(context_gl
->c
.shader_update_mask
& (1u << WINED3D_SHADER_TYPE_GEOMETRY
)) && ctx_data
->glsl_program
)
10318 gs_id
= ctx_data
->glsl_program
->gs
.id
;
10322 struct gs_compile_args args
;
10324 find_gs_compile_args(state
, gshader
, &args
, &context_gl
->c
);
10325 gs_id
= find_glsl_geometry_shader(context_gl
, priv
, gshader
, &args
);
10328 /* A pixel shader is not used when rasterization is disabled. */
10329 if (is_rasterization_disabled(gshader
))
10334 else if (!(context_gl
->c
.shader_update_mask
& (1u << WINED3D_SHADER_TYPE_PIXEL
)) && ctx_data
->glsl_program
)
10336 ps_id
= ctx_data
->glsl_program
->ps
.id
;
10337 ps_list
= &ctx_data
->glsl_program
->ps
.shader_entry
;
10340 pshader
= state
->shader
[WINED3D_SHADER_TYPE_PIXEL
];
10342 else if (use_ps(state
))
10344 struct ps_compile_args ps_compile_args
;
10345 pshader
= state
->shader
[WINED3D_SHADER_TYPE_PIXEL
];
10346 find_ps_compile_args(state
, pshader
, context_gl
->c
.stream_info
.position_transformed
,
10347 &ps_compile_args
, &context_gl
->c
);
10348 ps_id
= find_glsl_fragment_shader(context_gl
, &priv
->shader_buffer
, &priv
->string_buffers
,
10349 pshader
, &ps_compile_args
, &np2fixup_info
);
10350 ps_list
= &pshader
->linked_programs
;
10352 else if (priv
->fragment_pipe
== &glsl_fragment_pipe
10353 && !(vshader
&& vshader
->reg_maps
.shader_version
.major
>= 4))
10355 struct glsl_ffp_fragment_shader
*ffp_shader
;
10356 struct ffp_frag_settings settings
;
10358 wined3d_ffp_get_fs_settings(&context_gl
->c
, state
, &settings
, FALSE
);
10359 ffp_shader
= shader_glsl_find_ffp_fragment_shader(priv
, &settings
, context_gl
);
10360 ps_id
= ffp_shader
->id
;
10361 ps_list
= &ffp_shader
->linked_programs
;
10370 if ((!vs_id
&& !hs_id
&& !ds_id
&& !gs_id
&& !ps_id
) || (entry
= get_glsl_program_entry(priv
, &key
)))
10372 ctx_data
->glsl_program
= entry
;
10376 /* If we get to this point, then no matching program exists, so we create one */
10377 program_id
= GL_EXTCALL(glCreateProgram());
10378 TRACE("Created new GLSL shader program %u.\n", program_id
);
10380 /* Create the entry */
10381 entry
= heap_alloc(sizeof(*entry
));
10382 entry
->id
= program_id
;
10383 entry
->vs
.id
= vs_id
;
10384 entry
->hs
.id
= hs_id
;
10385 entry
->ds
.id
= ds_id
;
10386 entry
->gs
.id
= gs_id
;
10387 entry
->ps
.id
= ps_id
;
10389 entry
->constant_version
= 0;
10390 entry
->shader_controlled_clip_distances
= 0;
10391 entry
->ps
.np2_fixup_info
= np2fixup_info
;
10392 /* Add the hash table entry */
10393 add_glsl_program_entry(priv
, entry
);
10395 /* Set the current program */
10396 ctx_data
->glsl_program
= entry
;
10398 /* Attach GLSL vshader */
10401 TRACE("Attaching GLSL shader object %u to program %u.\n", vs_id
, program_id
);
10402 GL_EXTCALL(glAttachShader(program_id
, vs_id
));
10403 checkGLcall("glAttachShader");
10405 list_add_head(vs_list
, &entry
->vs
.shader_entry
);
10410 attribs_map
= vshader
->reg_maps
.input_registers
;
10411 if (vshader
->reg_maps
.shader_version
.major
< 4)
10413 reorder_shader_id
= shader_glsl_generate_vs3_rasterizer_input_setup(priv
, vshader
, pshader
,
10414 state
->primitive_type
== WINED3D_PT_POINTLIST
&& vshader
->reg_maps
.point_size
,
10415 d3d_info
->emulated_flatshading
10416 && state
->render_states
[WINED3D_RS_SHADEMODE
] == WINED3D_SHADE_FLAT
, gl_info
);
10417 TRACE("Attaching GLSL shader object %u to program %u.\n", reorder_shader_id
, program_id
);
10418 GL_EXTCALL(glAttachShader(program_id
, reorder_shader_id
));
10419 checkGLcall("glAttachShader");
10420 /* Flag the reorder function for deletion, it will be freed
10421 * automatically when the program is destroyed. */
10422 GL_EXTCALL(glDeleteShader(reorder_shader_id
));
10427 attribs_map
= (1u << WINED3D_FFP_ATTRIBS_COUNT
) - 1;
10430 if (!shader_glsl_use_explicit_attrib_location(gl_info
))
10432 /* Bind vertex attributes to a corresponding index number to match
10433 * the same index numbers as ARB_vertex_programs (makes loading
10434 * vertex attributes simpler). With this method, we can use the
10435 * exact same code to load the attributes later for both ARB and
10438 * We have to do this here because we need to know the Program ID
10439 * in order to make the bindings work, and it has to be done prior
10440 * to linking the GLSL program. */
10441 tmp_name
= string_buffer_get(&priv
->string_buffers
);
10442 while (attribs_map
)
10444 i
= wined3d_bit_scan(&attribs_map
);
10445 string_buffer_sprintf(tmp_name
, "vs_in%u", i
);
10446 GL_EXTCALL(glBindAttribLocation(program_id
, i
, tmp_name
->buffer
));
10447 if (vshader
&& vshader
->reg_maps
.shader_version
.major
>= 4)
10449 string_buffer_sprintf(tmp_name
, "vs_in_uint%u", i
);
10450 GL_EXTCALL(glBindAttribLocation(program_id
, i
, tmp_name
->buffer
));
10451 string_buffer_sprintf(tmp_name
, "vs_in_int%u", i
);
10452 GL_EXTCALL(glBindAttribLocation(program_id
, i
, tmp_name
->buffer
));
10455 checkGLcall("glBindAttribLocation");
10457 if (!use_legacy_fragment_output(gl_info
))
10459 for (i
= 0; i
< WINED3D_MAX_RENDER_TARGETS
; ++i
)
10461 string_buffer_sprintf(tmp_name
, "color_out%u", i
);
10462 if (state
->blend_state
&& state
->blend_state
->dual_source
)
10463 GL_EXTCALL(glBindFragDataLocationIndexed(program_id
, 0, i
, tmp_name
->buffer
));
10465 GL_EXTCALL(glBindFragDataLocation(program_id
, i
, tmp_name
->buffer
));
10466 checkGLcall("glBindFragDataLocation");
10469 string_buffer_release(&priv
->string_buffers
, tmp_name
);
10474 TRACE("Attaching GLSL tessellation control shader object %u to program %u.\n", hs_id
, program_id
);
10475 GL_EXTCALL(glAttachShader(program_id
, hs_id
));
10476 checkGLcall("glAttachShader");
10478 list_add_head(&hshader
->linked_programs
, &entry
->hs
.shader_entry
);
10483 TRACE("Attaching GLSL tessellation evaluation shader object %u to program %u.\n", ds_id
, program_id
);
10484 GL_EXTCALL(glAttachShader(program_id
, ds_id
));
10485 checkGLcall("glAttachShader");
10487 list_add_head(&dshader
->linked_programs
, &entry
->ds
.shader_entry
);
10492 TRACE("Attaching GLSL geometry shader object %u to program %u.\n", gs_id
, program_id
);
10493 GL_EXTCALL(glAttachShader(program_id
, gs_id
));
10494 checkGLcall("glAttachShader");
10496 shader_glsl_init_transform_feedback(context_gl
, priv
, program_id
, gshader
);
10498 list_add_head(&gshader
->linked_programs
, &entry
->gs
.shader_entry
);
10501 /* Attach GLSL pshader */
10504 TRACE("Attaching GLSL shader object %u to program %u.\n", ps_id
, program_id
);
10505 GL_EXTCALL(glAttachShader(program_id
, ps_id
));
10506 checkGLcall("glAttachShader");
10508 list_add_head(ps_list
, &entry
->ps
.shader_entry
);
10511 /* Link the program */
10512 TRACE("Linking GLSL shader program %u.\n", program_id
);
10513 GL_EXTCALL(glLinkProgram(program_id
));
10514 shader_glsl_validate_link(gl_info
, program_id
);
10516 shader_glsl_init_vs_uniform_locations(gl_info
, priv
, program_id
, &entry
->vs
,
10517 vshader
? vshader
->limits
->constant_float
: 0);
10518 shader_glsl_init_ds_uniform_locations(gl_info
, priv
, program_id
, &entry
->ds
);
10519 shader_glsl_init_gs_uniform_locations(gl_info
, priv
, program_id
, &entry
->gs
);
10520 shader_glsl_init_ps_uniform_locations(gl_info
, priv
, program_id
, &entry
->ps
,
10521 pshader
? pshader
->limits
->constant_float
: 0);
10522 checkGLcall("find glsl program uniform locations");
10524 pre_rasterization_shader
= gshader
? gshader
: dshader
? dshader
: vshader
;
10525 if (pre_rasterization_shader
&& pre_rasterization_shader
->reg_maps
.shader_version
.major
>= 4)
10527 unsigned int clip_distance_count
= wined3d_popcount(pre_rasterization_shader
->reg_maps
.clip_distance_mask
);
10528 entry
->shader_controlled_clip_distances
= 1;
10529 entry
->clip_distance_mask
= wined3d_mask_from_size(clip_distance_count
);
10532 if (needs_legacy_glsl_syntax(gl_info
))
10534 if (pshader
&& pshader
->reg_maps
.shader_version
.major
>= 3
10535 && pshader
->u
.ps
.declared_in_count
> vec4_varyings(3, gl_info
))
10537 TRACE("Shader %d needs vertex color clamping disabled.\n", program_id
);
10538 entry
->vs
.vertex_color_clamp
= GL_FALSE
;
10542 entry
->vs
.vertex_color_clamp
= GL_FIXED_ONLY_ARB
;
10547 /* With core profile we never change vertex_color_clamp from
10548 * GL_FIXED_ONLY_MODE (which is also the initial value) so we never call
10549 * glClampColorARB(). */
10550 entry
->vs
.vertex_color_clamp
= GL_FIXED_ONLY_ARB
;
10553 /* Set the shader to allow uniform loading on it */
10554 GL_EXTCALL(glUseProgram(program_id
));
10555 checkGLcall("glUseProgram");
10557 entry
->constant_update_mask
= 0;
10560 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_VS_F
;
10561 if (vshader
->reg_maps
.integer_constants
)
10562 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_VS_I
;
10563 if (vshader
->reg_maps
.boolean_constants
)
10564 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_VS_B
;
10565 if (entry
->vs
.pos_fixup_location
!= -1)
10566 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_POS_FIXUP
;
10567 if (entry
->vs
.base_vertex_id_location
!= -1)
10568 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_BASE_VERTEX_ID
;
10570 shader_glsl_load_program_resources(context_gl
, priv
, program_id
, vshader
);
10574 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_FFP_MODELVIEW
10575 | WINED3D_SHADER_CONST_FFP_PROJ
;
10577 for (i
= 1; i
< MAX_VERTEX_BLENDS
; ++i
)
10579 if (entry
->vs
.modelview_matrix_location
[i
] != -1)
10581 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_FFP_VERTEXBLEND
;
10586 for (i
= 0; i
< WINED3D_MAX_TEXTURES
; ++i
)
10588 if (entry
->vs
.texture_matrix_location
[i
] != -1)
10590 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_FFP_TEXMATRIX
;
10594 if (entry
->vs
.material_ambient_location
!= -1 || entry
->vs
.material_diffuse_location
!= -1
10595 || entry
->vs
.material_specular_location
!= -1
10596 || entry
->vs
.material_emissive_location
!= -1
10597 || entry
->vs
.material_shininess_location
!= -1)
10598 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_FFP_MATERIAL
;
10599 if (entry
->vs
.light_ambient_location
!= -1)
10600 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_FFP_LIGHTS
;
10602 if (entry
->vs
.clip_planes_location
!= -1)
10603 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_VS_CLIP_PLANES
;
10604 if (entry
->vs
.pointsize_min_location
!= -1)
10605 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_VS_POINTSIZE
;
10608 shader_glsl_load_program_resources(context_gl
, priv
, program_id
, hshader
);
10612 if (entry
->ds
.pos_fixup_location
!= -1)
10613 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_POS_FIXUP
;
10615 shader_glsl_load_program_resources(context_gl
, priv
, program_id
, dshader
);
10620 if (entry
->gs
.pos_fixup_location
!= -1)
10621 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_POS_FIXUP
;
10623 shader_glsl_load_program_resources(context_gl
, priv
, program_id
, gshader
);
10630 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_PS_F
;
10631 if (pshader
->reg_maps
.integer_constants
)
10632 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_PS_I
;
10633 if (pshader
->reg_maps
.boolean_constants
)
10634 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_PS_B
;
10635 if (entry
->ps
.ycorrection_location
!= -1)
10636 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_PS_Y_CORR
;
10638 shader_glsl_load_program_resources(context_gl
, priv
, program_id
, pshader
);
10639 shader_glsl_load_images(gl_info
, priv
, program_id
, &pshader
->reg_maps
);
10643 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_FFP_PS
;
10645 shader_glsl_load_samplers(&context_gl
->c
, priv
, program_id
, NULL
);
10648 for (i
= 0; i
< WINED3D_MAX_TEXTURES
; ++i
)
10650 if (entry
->ps
.bumpenv_mat_location
[i
] != -1)
10652 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_PS_BUMP_ENV
;
10657 if (entry
->ps
.fog_color_location
!= -1)
10658 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_PS_FOG
;
10659 if (entry
->ps
.alpha_test_ref_location
!= -1)
10660 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_PS_ALPHA_TEST
;
10661 if (entry
->ps
.np2_fixup_location
!= -1)
10662 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_PS_NP2_FIXUP
;
10663 if (entry
->ps
.color_key_location
!= -1)
10664 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_FFP_COLOR_KEY
;
10668 static void shader_glsl_precompile(void *shader_priv
, struct wined3d_shader
*shader
)
10670 struct wined3d_device
*device
= shader
->device
;
10671 struct wined3d_context
*context
;
10673 if (shader
->reg_maps
.shader_version
.type
== WINED3D_SHADER_TYPE_COMPUTE
)
10675 context
= context_acquire(device
, NULL
, 0);
10676 shader_glsl_compile_compute_shader(shader_priv
, wined3d_context_gl(context
), shader
);
10677 context_release(context
);
10681 /* Context activation is done by the caller. */
10682 static void shader_glsl_select(void *shader_priv
, struct wined3d_context
*context
,
10683 const struct wined3d_state
*state
)
10685 struct wined3d_context_gl
*context_gl
= wined3d_context_gl(context
);
10686 struct glsl_context_data
*ctx_data
= context
->shader_backend_data
;
10687 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
10688 struct shader_glsl_priv
*priv
= shader_priv
;
10689 struct glsl_shader_prog_link
*glsl_program
;
10690 GLenum current_vertex_color_clamp
;
10691 GLuint program_id
, prev_id
;
10693 priv
->vertex_pipe
->vp_enable(context
, !use_vs(state
));
10694 priv
->fragment_pipe
->fp_enable(context
, !use_ps(state
));
10696 prev_id
= ctx_data
->glsl_program
? ctx_data
->glsl_program
->id
: 0;
10697 set_glsl_shader_program(context_gl
, state
, priv
, ctx_data
);
10698 glsl_program
= ctx_data
->glsl_program
;
10702 program_id
= glsl_program
->id
;
10703 current_vertex_color_clamp
= glsl_program
->vs
.vertex_color_clamp
;
10704 if (glsl_program
->shader_controlled_clip_distances
)
10705 wined3d_context_gl_enable_clip_distances(context_gl
, glsl_program
->clip_distance_mask
);
10710 current_vertex_color_clamp
= GL_FIXED_ONLY_ARB
;
10713 if (ctx_data
->vertex_color_clamp
!= current_vertex_color_clamp
)
10715 ctx_data
->vertex_color_clamp
= current_vertex_color_clamp
;
10716 if (gl_info
->supported
[ARB_COLOR_BUFFER_FLOAT
])
10718 GL_EXTCALL(glClampColorARB(GL_CLAMP_VERTEX_COLOR_ARB
, current_vertex_color_clamp
));
10719 checkGLcall("glClampColorARB");
10723 FIXME("Vertex color clamp needs to be changed, but extension not supported.\n");
10727 TRACE("Using GLSL program %u.\n", program_id
);
10729 if (prev_id
!= program_id
)
10731 GL_EXTCALL(glUseProgram(program_id
));
10732 checkGLcall("glUseProgram");
10735 context
->constant_update_mask
|= glsl_program
->constant_update_mask
;
10738 context
->shader_update_mask
|= (1u << WINED3D_SHADER_TYPE_COMPUTE
);
10741 /* Context activation is done by the caller. */
10742 static void shader_glsl_select_compute(void *shader_priv
, struct wined3d_context
*context
,
10743 const struct wined3d_state
*state
)
10745 struct wined3d_context_gl
*context_gl
= wined3d_context_gl(context
);
10746 struct glsl_context_data
*ctx_data
= context
->shader_backend_data
;
10747 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
10748 struct shader_glsl_priv
*priv
= shader_priv
;
10749 GLuint program_id
, prev_id
;
10751 prev_id
= ctx_data
->glsl_program
? ctx_data
->glsl_program
->id
: 0;
10752 set_glsl_compute_shader_program(context_gl
, state
, priv
, ctx_data
);
10753 program_id
= ctx_data
->glsl_program
? ctx_data
->glsl_program
->id
: 0;
10755 TRACE("Using GLSL program %u.\n", program_id
);
10757 if (prev_id
!= program_id
)
10759 GL_EXTCALL(glUseProgram(program_id
));
10760 checkGLcall("glUseProgram");
10763 context
->shader_update_mask
|= (1u << WINED3D_SHADER_TYPE_PIXEL
)
10764 | (1u << WINED3D_SHADER_TYPE_VERTEX
)
10765 | (1u << WINED3D_SHADER_TYPE_GEOMETRY
)
10766 | (1u << WINED3D_SHADER_TYPE_HULL
)
10767 | (1u << WINED3D_SHADER_TYPE_DOMAIN
);
10770 /* "context" is not necessarily the currently active context. */
10771 static void shader_glsl_invalidate_current_program(struct wined3d_context
*context
)
10773 struct glsl_context_data
*ctx_data
= context
->shader_backend_data
;
10775 ctx_data
->glsl_program
= NULL
;
10776 context
->shader_update_mask
= (1u << WINED3D_SHADER_TYPE_PIXEL
)
10777 | (1u << WINED3D_SHADER_TYPE_VERTEX
)
10778 | (1u << WINED3D_SHADER_TYPE_GEOMETRY
)
10779 | (1u << WINED3D_SHADER_TYPE_HULL
)
10780 | (1u << WINED3D_SHADER_TYPE_DOMAIN
)
10781 | (1u << WINED3D_SHADER_TYPE_COMPUTE
);
10784 /* Context activation is done by the caller. */
10785 static void shader_glsl_disable(void *shader_priv
, struct wined3d_context
*context
)
10787 struct wined3d_context_gl
*context_gl
= wined3d_context_gl(context
);
10788 struct glsl_context_data
*ctx_data
= context
->shader_backend_data
;
10789 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
10790 struct shader_glsl_priv
*priv
= shader_priv
;
10792 shader_glsl_invalidate_current_program(context
);
10793 GL_EXTCALL(glUseProgram(0));
10794 checkGLcall("glUseProgram");
10796 priv
->vertex_pipe
->vp_enable(context
, FALSE
);
10797 priv
->fragment_pipe
->fp_enable(context
, FALSE
);
10799 if (needs_legacy_glsl_syntax(gl_info
) && gl_info
->supported
[ARB_COLOR_BUFFER_FLOAT
])
10801 ctx_data
->vertex_color_clamp
= GL_FIXED_ONLY_ARB
;
10802 GL_EXTCALL(glClampColorARB(GL_CLAMP_VERTEX_COLOR_ARB
, GL_FIXED_ONLY_ARB
));
10803 checkGLcall("glClampColorARB");
10807 static void shader_glsl_invalidate_contexts_program(struct wined3d_device
*device
,
10808 const struct glsl_shader_prog_link
*program
)
10810 const struct glsl_context_data
*ctx_data
;
10811 struct wined3d_context
*context
;
10814 for (i
= 0; i
< device
->context_count
; ++i
)
10816 context
= device
->contexts
[i
];
10817 ctx_data
= context
->shader_backend_data
;
10819 if (ctx_data
->glsl_program
== program
)
10820 shader_glsl_invalidate_current_program(context
);
10824 static void shader_glsl_destroy(struct wined3d_shader
*shader
)
10826 struct glsl_shader_private
*shader_data
= shader
->backend_data
;
10827 struct wined3d_device
*device
= shader
->device
;
10828 struct shader_glsl_priv
*priv
= device
->shader_priv
;
10829 const struct wined3d_gl_info
*gl_info
;
10830 const struct list
*linked_programs
;
10831 struct wined3d_context
*context
;
10833 if (!shader_data
|| !shader_data
->num_gl_shaders
)
10835 heap_free(shader_data
);
10836 shader
->backend_data
= NULL
;
10840 context
= context_acquire(device
, NULL
, 0);
10841 gl_info
= wined3d_context_gl(context
)->gl_info
;
10843 TRACE("Deleting linked programs.\n");
10844 linked_programs
= &shader
->linked_programs
;
10845 if (!list_empty(linked_programs
))
10847 struct glsl_shader_prog_link
*entry
, *entry2
;
10850 switch (shader
->reg_maps
.shader_version
.type
)
10852 case WINED3D_SHADER_TYPE_PIXEL
:
10854 struct glsl_ps_compiled_shader
*gl_shaders
= shader_data
->gl_shaders
.ps
;
10856 for (i
= 0; i
< shader_data
->num_gl_shaders
; ++i
)
10858 TRACE("Deleting pixel shader %u.\n", gl_shaders
[i
].id
);
10859 GL_EXTCALL(glDeleteShader(gl_shaders
[i
].id
));
10860 checkGLcall("glDeleteShader");
10862 heap_free(shader_data
->gl_shaders
.ps
);
10864 LIST_FOR_EACH_ENTRY_SAFE(entry
, entry2
, linked_programs
,
10865 struct glsl_shader_prog_link
, ps
.shader_entry
)
10867 shader_glsl_invalidate_contexts_program(device
, entry
);
10868 delete_glsl_program_entry(priv
, gl_info
, entry
);
10874 case WINED3D_SHADER_TYPE_VERTEX
:
10876 struct glsl_vs_compiled_shader
*gl_shaders
= shader_data
->gl_shaders
.vs
;
10878 for (i
= 0; i
< shader_data
->num_gl_shaders
; ++i
)
10880 TRACE("Deleting vertex shader %u.\n", gl_shaders
[i
].id
);
10881 GL_EXTCALL(glDeleteShader(gl_shaders
[i
].id
));
10882 checkGLcall("glDeleteShader");
10884 heap_free(shader_data
->gl_shaders
.vs
);
10886 LIST_FOR_EACH_ENTRY_SAFE(entry
, entry2
, linked_programs
,
10887 struct glsl_shader_prog_link
, vs
.shader_entry
)
10889 shader_glsl_invalidate_contexts_program(device
, entry
);
10890 delete_glsl_program_entry(priv
, gl_info
, entry
);
10896 case WINED3D_SHADER_TYPE_HULL
:
10898 struct glsl_hs_compiled_shader
*gl_shaders
= shader_data
->gl_shaders
.hs
;
10900 for (i
= 0; i
< shader_data
->num_gl_shaders
; ++i
)
10902 TRACE("Deleting hull shader %u.\n", gl_shaders
[i
].id
);
10903 GL_EXTCALL(glDeleteShader(gl_shaders
[i
].id
));
10904 checkGLcall("glDeleteShader");
10906 heap_free(shader_data
->gl_shaders
.hs
);
10908 LIST_FOR_EACH_ENTRY_SAFE(entry
, entry2
, linked_programs
,
10909 struct glsl_shader_prog_link
, hs
.shader_entry
)
10911 shader_glsl_invalidate_contexts_program(device
, entry
);
10912 delete_glsl_program_entry(priv
, gl_info
, entry
);
10918 case WINED3D_SHADER_TYPE_DOMAIN
:
10920 struct glsl_ds_compiled_shader
*gl_shaders
= shader_data
->gl_shaders
.ds
;
10922 for (i
= 0; i
< shader_data
->num_gl_shaders
; ++i
)
10924 TRACE("Deleting domain shader %u.\n", gl_shaders
[i
].id
);
10925 GL_EXTCALL(glDeleteShader(gl_shaders
[i
].id
));
10926 checkGLcall("glDeleteShader");
10928 heap_free(shader_data
->gl_shaders
.ds
);
10930 LIST_FOR_EACH_ENTRY_SAFE(entry
, entry2
, linked_programs
,
10931 struct glsl_shader_prog_link
, ds
.shader_entry
)
10933 shader_glsl_invalidate_contexts_program(device
, entry
);
10934 delete_glsl_program_entry(priv
, gl_info
, entry
);
10940 case WINED3D_SHADER_TYPE_GEOMETRY
:
10942 struct glsl_gs_compiled_shader
*gl_shaders
= shader_data
->gl_shaders
.gs
;
10944 for (i
= 0; i
< shader_data
->num_gl_shaders
; ++i
)
10946 TRACE("Deleting geometry shader %u.\n", gl_shaders
[i
].id
);
10947 GL_EXTCALL(glDeleteShader(gl_shaders
[i
].id
));
10948 checkGLcall("glDeleteShader");
10950 heap_free(shader_data
->gl_shaders
.gs
);
10952 LIST_FOR_EACH_ENTRY_SAFE(entry
, entry2
, linked_programs
,
10953 struct glsl_shader_prog_link
, gs
.shader_entry
)
10955 shader_glsl_invalidate_contexts_program(device
, entry
);
10956 delete_glsl_program_entry(priv
, gl_info
, entry
);
10962 case WINED3D_SHADER_TYPE_COMPUTE
:
10964 struct glsl_cs_compiled_shader
*gl_shaders
= shader_data
->gl_shaders
.cs
;
10966 for (i
= 0; i
< shader_data
->num_gl_shaders
; ++i
)
10968 TRACE("Deleting compute shader %u.\n", gl_shaders
[i
].id
);
10969 GL_EXTCALL(glDeleteShader(gl_shaders
[i
].id
));
10970 checkGLcall("glDeleteShader");
10972 heap_free(shader_data
->gl_shaders
.cs
);
10974 LIST_FOR_EACH_ENTRY_SAFE(entry
, entry2
, linked_programs
,
10975 struct glsl_shader_prog_link
, cs
.shader_entry
)
10977 shader_glsl_invalidate_contexts_program(device
, entry
);
10978 delete_glsl_program_entry(priv
, gl_info
, entry
);
10985 ERR("Unhandled shader type %#x.\n", shader
->reg_maps
.shader_version
.type
);
10990 heap_free(shader
->backend_data
);
10991 shader
->backend_data
= NULL
;
10993 context_release(context
);
10996 static int glsl_program_key_compare(const void *key
, const struct wine_rb_entry
*entry
)
10998 const struct glsl_program_key
*k
= key
;
10999 const struct glsl_shader_prog_link
*prog
= WINE_RB_ENTRY_VALUE(entry
,
11000 const struct glsl_shader_prog_link
, program_lookup_entry
);
11003 if ((ret
= wined3d_uint32_compare(k
->vs_id
, prog
->vs
.id
)))
11005 if ((ret
= wined3d_uint32_compare(k
->gs_id
, prog
->gs
.id
)))
11007 if ((ret
= wined3d_uint32_compare(k
->ps_id
, prog
->ps
.id
)))
11009 if ((ret
= wined3d_uint32_compare(k
->hs_id
, prog
->hs
.id
)))
11011 if ((ret
= wined3d_uint32_compare(k
->ds_id
, prog
->ds
.id
)))
11013 if ((ret
= wined3d_uint32_compare(k
->cs_id
, prog
->cs
.id
)))
11019 static BOOL
constant_heap_init(struct constant_heap
*heap
, unsigned int constant_count
)
11021 SIZE_T size
= (constant_count
+ 1) * sizeof(*heap
->entries
)
11022 + constant_count
* sizeof(*heap
->contained
)
11023 + constant_count
* sizeof(*heap
->positions
);
11026 if (!(mem
= heap_alloc(size
)))
11028 ERR("Failed to allocate memory\n");
11032 heap
->entries
= mem
;
11033 heap
->entries
[1].version
= 0;
11034 heap
->contained
= (BOOL
*)(heap
->entries
+ constant_count
+ 1);
11035 memset(heap
->contained
, 0, constant_count
* sizeof(*heap
->contained
));
11036 heap
->positions
= (unsigned int *)(heap
->contained
+ constant_count
);
11042 static void constant_heap_free(struct constant_heap
*heap
)
11044 heap_free(heap
->entries
);
11047 static HRESULT
shader_glsl_alloc(struct wined3d_device
*device
, const struct wined3d_vertex_pipe_ops
*vertex_pipe
,
11048 const struct wined3d_fragment_pipe_ops
*fragment_pipe
)
11050 SIZE_T stack_size
= wined3d_log2i(max(WINED3D_MAX_VS_CONSTS_F
, WINED3D_MAX_PS_CONSTS_F
)) + 1;
11051 struct fragment_caps fragment_caps
;
11052 void *vertex_priv
, *fragment_priv
;
11053 struct shader_glsl_priv
*priv
;
11055 if (!(priv
= heap_alloc_zero(sizeof(*priv
))))
11056 return E_OUTOFMEMORY
;
11058 string_buffer_list_init(&priv
->string_buffers
);
11060 if (!(vertex_priv
= vertex_pipe
->vp_alloc(&glsl_shader_backend
, priv
)))
11062 ERR("Failed to initialize vertex pipe.\n");
11067 if (!(fragment_priv
= fragment_pipe
->alloc_private(&glsl_shader_backend
, priv
)))
11069 ERR("Failed to initialize fragment pipe.\n");
11070 vertex_pipe
->vp_free(device
, NULL
);
11075 if (!string_buffer_init(&priv
->shader_buffer
))
11077 ERR("Failed to initialize shader buffer.\n");
11081 if (!(priv
->stack
= heap_calloc(stack_size
, sizeof(*priv
->stack
))))
11083 ERR("Failed to allocate memory.\n");
11087 if (!constant_heap_init(&priv
->vconst_heap
, WINED3D_MAX_VS_CONSTS_F
))
11089 ERR("Failed to initialize vertex shader constant heap\n");
11093 if (!constant_heap_init(&priv
->pconst_heap
, WINED3D_MAX_PS_CONSTS_F
))
11095 ERR("Failed to initialize pixel shader constant heap\n");
11099 wine_rb_init(&priv
->program_lookup
, glsl_program_key_compare
);
11101 priv
->next_constant_version
= 1;
11102 priv
->vertex_pipe
= vertex_pipe
;
11103 priv
->fragment_pipe
= fragment_pipe
;
11104 fragment_pipe
->get_caps(device
->adapter
, &fragment_caps
);
11105 priv
->ffp_proj_control
= fragment_caps
.wined3d_caps
& WINED3D_FRAGMENT_CAP_PROJ_CONTROL
;
11106 priv
->legacy_lighting
= device
->wined3d
->flags
& WINED3D_LEGACY_FFP_LIGHTING
;
11108 device
->vertex_priv
= vertex_priv
;
11109 device
->fragment_priv
= fragment_priv
;
11110 device
->shader_priv
= priv
;
11115 constant_heap_free(&priv
->pconst_heap
);
11116 constant_heap_free(&priv
->vconst_heap
);
11117 heap_free(priv
->stack
);
11118 string_buffer_free(&priv
->shader_buffer
);
11119 fragment_pipe
->free_private(device
, NULL
);
11120 vertex_pipe
->vp_free(device
, NULL
);
11122 return E_OUTOFMEMORY
;
11125 /* Context activation is done by the caller. */
11126 static void shader_glsl_free(struct wined3d_device
*device
, struct wined3d_context
*context
)
11128 struct shader_glsl_priv
*priv
= device
->shader_priv
;
11130 wine_rb_destroy(&priv
->program_lookup
, NULL
, NULL
);
11131 constant_heap_free(&priv
->pconst_heap
);
11132 constant_heap_free(&priv
->vconst_heap
);
11133 heap_free(priv
->stack
);
11134 string_buffer_list_cleanup(&priv
->string_buffers
);
11135 string_buffer_free(&priv
->shader_buffer
);
11136 priv
->fragment_pipe
->free_private(device
, context
);
11137 priv
->vertex_pipe
->vp_free(device
, context
);
11139 heap_free(device
->shader_priv
);
11140 device
->shader_priv
= NULL
;
11143 static BOOL
shader_glsl_allocate_context_data(struct wined3d_context
*context
)
11145 struct glsl_context_data
*ctx_data
;
11147 if (!(ctx_data
= heap_alloc_zero(sizeof(*ctx_data
))))
11149 ctx_data
->vertex_color_clamp
= GL_FIXED_ONLY_ARB
;
11150 context
->shader_backend_data
= ctx_data
;
11154 static void shader_glsl_free_context_data(struct wined3d_context
*context
)
11156 heap_free(context
->shader_backend_data
);
11159 static void shader_glsl_init_context_state(struct wined3d_context
*context
)
11161 struct wined3d_context_gl
*context_gl
= wined3d_context_gl(context
);
11162 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
11164 gl_info
->gl_ops
.gl
.p_glEnable(GL_PROGRAM_POINT_SIZE
);
11165 checkGLcall("GL_PROGRAM_POINT_SIZE");
11168 static unsigned int shader_glsl_get_shader_model(const struct wined3d_gl_info
*gl_info
)
11170 BOOL shader_model_4
= gl_info
->glsl_version
>= MAKEDWORD_VERSION(1, 50)
11171 && gl_info
->supported
[ARB_SHADER_BIT_ENCODING
]
11172 && gl_info
->supported
[ARB_TEXTURE_SWIZZLE
];
11175 && gl_info
->supported
[ARB_COMPUTE_SHADER
]
11176 && gl_info
->supported
[ARB_CULL_DISTANCE
]
11177 && gl_info
->supported
[ARB_DERIVATIVE_CONTROL
]
11178 && gl_info
->supported
[ARB_GPU_SHADER5
]
11179 && gl_info
->supported
[ARB_SHADER_ATOMIC_COUNTERS
]
11180 && gl_info
->supported
[ARB_SHADER_IMAGE_LOAD_STORE
]
11181 && gl_info
->supported
[ARB_SHADER_IMAGE_SIZE
]
11182 && gl_info
->supported
[ARB_SHADING_LANGUAGE_PACKING
]
11183 && gl_info
->supported
[ARB_TESSELLATION_SHADER
]
11184 && gl_info
->supported
[ARB_TEXTURE_GATHER
]
11185 && gl_info
->supported
[ARB_TRANSFORM_FEEDBACK3
])
11188 if (shader_model_4
)
11191 /* Support for texldd and texldl instructions in pixel shaders is required
11193 if (shader_glsl_has_core_grad(gl_info
) || gl_info
->supported
[ARB_SHADER_TEXTURE_LOD
])
11199 static void shader_glsl_get_caps(const struct wined3d_adapter
*adapter
, struct shader_caps
*caps
)
11201 const struct wined3d_gl_info
*gl_info
= &wined3d_adapter_gl_const(adapter
)->gl_info
;
11202 unsigned int shader_model
= shader_glsl_get_shader_model(gl_info
);
11204 TRACE("Shader model %u.\n", shader_model
);
11206 caps
->vs_version
= min(wined3d_settings
.max_sm_vs
, shader_model
);
11207 caps
->hs_version
= min(wined3d_settings
.max_sm_hs
, shader_model
);
11208 caps
->ds_version
= min(wined3d_settings
.max_sm_ds
, shader_model
);
11209 caps
->gs_version
= min(wined3d_settings
.max_sm_gs
, shader_model
);
11210 caps
->ps_version
= min(wined3d_settings
.max_sm_ps
, shader_model
);
11211 caps
->cs_version
= min(wined3d_settings
.max_sm_cs
, shader_model
);
11213 caps
->vs_version
= gl_info
->supported
[ARB_VERTEX_SHADER
] ? caps
->vs_version
: 0;
11214 caps
->ps_version
= gl_info
->supported
[ARB_FRAGMENT_SHADER
] ? caps
->ps_version
: 0;
11216 caps
->vs_uniform_count
= min(WINED3D_MAX_VS_CONSTS_F
, gl_info
->limits
.glsl_vs_float_constants
);
11217 caps
->ps_uniform_count
= min(WINED3D_MAX_PS_CONSTS_F
, gl_info
->limits
.glsl_ps_float_constants
);
11218 caps
->varying_count
= gl_info
->limits
.glsl_varyings
;
11220 /* FIXME: The following line is card dependent. -8.0 to 8.0 is the
11221 * Direct3D minimum requirement.
11223 * Both GL_ARB_fragment_program and GLSL require a "maximum representable magnitude"
11224 * of colors to be 2^10, and 2^32 for other floats. Should we use 1024 here?
11226 * The problem is that the refrast clamps temporary results in the shader to
11227 * [-MaxValue;+MaxValue]. If the card's max value is bigger than the one we advertize here,
11228 * then applications may miss the clamping behavior. On the other hand, if it is smaller,
11229 * the shader will generate incorrect results too. Unfortunately, GL deliberately doesn't
11230 * offer a way to query this.
11232 if (shader_model
>= 4)
11233 caps
->ps_1x_max_value
= FLT_MAX
;
11235 caps
->ps_1x_max_value
= 1024.0f
;
11237 /* Ideally we'd only set caps like sRGB writes here if supported by both
11238 * the shader backend and the fragment pipe, but we can get called before
11239 * shader_glsl_alloc(). */
11240 caps
->wined3d_caps
= WINED3D_SHADER_CAP_VS_CLIPPING
11241 | WINED3D_SHADER_CAP_SRGB_WRITE
;
11242 if (needs_interpolation_qualifiers_for_shader_outputs(gl_info
))
11243 caps
->wined3d_caps
|= WINED3D_SHADER_CAP_OUTPUT_INTERPOLATION
;
11244 if (shader_glsl_full_ffp_varyings(gl_info
))
11245 caps
->wined3d_caps
|= WINED3D_SHADER_CAP_FULL_FFP_VARYINGS
;
11248 static BOOL
shader_glsl_color_fixup_supported(struct color_fixup_desc fixup
)
11250 /* We support everything except YUV conversions. */
11251 return !is_complex_fixup(fixup
);
11254 static const SHADER_HANDLER shader_glsl_instruction_handler_table
[WINED3DSIH_TABLE_SIZE
] =
11256 /* WINED3DSIH_ABS */ shader_glsl_map2gl
,
11257 /* WINED3DSIH_ADD */ shader_glsl_binop
,
11258 /* WINED3DSIH_AND */ shader_glsl_binop
,
11259 /* WINED3DSIH_ATOMIC_AND */ shader_glsl_atomic
,
11260 /* WINED3DSIH_ATOMIC_CMP_STORE */ shader_glsl_atomic
,
11261 /* WINED3DSIH_ATOMIC_IADD */ shader_glsl_atomic
,
11262 /* WINED3DSIH_ATOMIC_IMAX */ shader_glsl_atomic
,
11263 /* WINED3DSIH_ATOMIC_IMIN */ shader_glsl_atomic
,
11264 /* WINED3DSIH_ATOMIC_OR */ shader_glsl_atomic
,
11265 /* WINED3DSIH_ATOMIC_UMAX */ shader_glsl_atomic
,
11266 /* WINED3DSIH_ATOMIC_UMIN */ shader_glsl_atomic
,
11267 /* WINED3DSIH_ATOMIC_XOR */ shader_glsl_atomic
,
11268 /* WINED3DSIH_BEM */ shader_glsl_bem
,
11269 /* WINED3DSIH_BFI */ shader_glsl_bitwise_op
,
11270 /* WINED3DSIH_BFREV */ shader_glsl_map2gl
,
11271 /* WINED3DSIH_BREAK */ shader_glsl_break
,
11272 /* WINED3DSIH_BREAKC */ shader_glsl_breakc
,
11273 /* WINED3DSIH_BREAKP */ shader_glsl_conditional_op
,
11274 /* WINED3DSIH_BUFINFO */ shader_glsl_bufinfo
,
11275 /* WINED3DSIH_CALL */ shader_glsl_call
,
11276 /* WINED3DSIH_CALLNZ */ shader_glsl_callnz
,
11277 /* WINED3DSIH_CASE */ shader_glsl_case
,
11278 /* WINED3DSIH_CMP */ shader_glsl_conditional_move
,
11279 /* WINED3DSIH_CND */ shader_glsl_cnd
,
11280 /* WINED3DSIH_CONTINUE */ shader_glsl_continue
,
11281 /* WINED3DSIH_CONTINUEP */ shader_glsl_conditional_op
,
11282 /* WINED3DSIH_COUNTBITS */ shader_glsl_map2gl
,
11283 /* WINED3DSIH_CRS */ shader_glsl_cross
,
11284 /* WINED3DSIH_CUT */ shader_glsl_cut
,
11285 /* WINED3DSIH_CUT_STREAM */ shader_glsl_cut
,
11286 /* WINED3DSIH_DCL */ shader_glsl_nop
,
11287 /* WINED3DSIH_DCL_CONSTANT_BUFFER */ shader_glsl_nop
,
11288 /* WINED3DSIH_DCL_FUNCTION_BODY */ NULL
,
11289 /* WINED3DSIH_DCL_FUNCTION_TABLE */ NULL
,
11290 /* WINED3DSIH_DCL_GLOBAL_FLAGS */ shader_glsl_nop
,
11291 /* WINED3DSIH_DCL_GS_INSTANCES */ shader_glsl_nop
,
11292 /* WINED3DSIH_DCL_HS_FORK_PHASE_INSTANCE_COUNT */ shader_glsl_nop
,
11293 /* WINED3DSIH_DCL_HS_JOIN_PHASE_INSTANCE_COUNT */ shader_glsl_nop
,
11294 /* WINED3DSIH_DCL_HS_MAX_TESSFACTOR */ shader_glsl_nop
,
11295 /* WINED3DSIH_DCL_IMMEDIATE_CONSTANT_BUFFER */ shader_glsl_nop
,
11296 /* WINED3DSIH_DCL_INDEX_RANGE */ shader_glsl_nop
,
11297 /* WINED3DSIH_DCL_INDEXABLE_TEMP */ shader_glsl_nop
,
11298 /* WINED3DSIH_DCL_INPUT */ shader_glsl_nop
,
11299 /* WINED3DSIH_DCL_INPUT_CONTROL_POINT_COUNT */ shader_glsl_nop
,
11300 /* WINED3DSIH_DCL_INPUT_PRIMITIVE */ shader_glsl_nop
,
11301 /* WINED3DSIH_DCL_INPUT_PS */ shader_glsl_nop
,
11302 /* WINED3DSIH_DCL_INPUT_PS_SGV */ shader_glsl_nop
,
11303 /* WINED3DSIH_DCL_INPUT_PS_SIV */ shader_glsl_nop
,
11304 /* WINED3DSIH_DCL_INPUT_SGV */ shader_glsl_nop
,
11305 /* WINED3DSIH_DCL_INPUT_SIV */ shader_glsl_nop
,
11306 /* WINED3DSIH_DCL_INTERFACE */ NULL
,
11307 /* WINED3DSIH_DCL_OUTPUT */ shader_glsl_nop
,
11308 /* WINED3DSIH_DCL_OUTPUT_CONTROL_POINT_COUNT */ shader_glsl_nop
,
11309 /* WINED3DSIH_DCL_OUTPUT_SIV */ shader_glsl_nop
,
11310 /* WINED3DSIH_DCL_OUTPUT_TOPOLOGY */ shader_glsl_nop
,
11311 /* WINED3DSIH_DCL_RESOURCE_RAW */ shader_glsl_nop
,
11312 /* WINED3DSIH_DCL_RESOURCE_STRUCTURED */ shader_glsl_nop
,
11313 /* WINED3DSIH_DCL_SAMPLER */ shader_glsl_nop
,
11314 /* WINED3DSIH_DCL_STREAM */ NULL
,
11315 /* WINED3DSIH_DCL_TEMPS */ shader_glsl_nop
,
11316 /* WINED3DSIH_DCL_TESSELLATOR_DOMAIN */ shader_glsl_nop
,
11317 /* WINED3DSIH_DCL_TESSELLATOR_OUTPUT_PRIMITIVE */ shader_glsl_nop
,
11318 /* WINED3DSIH_DCL_TESSELLATOR_PARTITIONING */ shader_glsl_nop
,
11319 /* WINED3DSIH_DCL_TGSM_RAW */ shader_glsl_nop
,
11320 /* WINED3DSIH_DCL_TGSM_STRUCTURED */ shader_glsl_nop
,
11321 /* WINED3DSIH_DCL_THREAD_GROUP */ shader_glsl_nop
,
11322 /* WINED3DSIH_DCL_UAV_RAW */ shader_glsl_nop
,
11323 /* WINED3DSIH_DCL_UAV_STRUCTURED */ shader_glsl_nop
,
11324 /* WINED3DSIH_DCL_UAV_TYPED */ shader_glsl_nop
,
11325 /* WINED3DSIH_DCL_VERTICES_OUT */ shader_glsl_nop
,
11326 /* WINED3DSIH_DEF */ shader_glsl_nop
,
11327 /* WINED3DSIH_DEFAULT */ shader_glsl_default
,
11328 /* WINED3DSIH_DEFB */ shader_glsl_nop
,
11329 /* WINED3DSIH_DEFI */ shader_glsl_nop
,
11330 /* WINED3DSIH_DIV */ shader_glsl_binop
,
11331 /* WINED3DSIH_DP2 */ shader_glsl_dot
,
11332 /* WINED3DSIH_DP2ADD */ shader_glsl_dp2add
,
11333 /* WINED3DSIH_DP3 */ shader_glsl_dot
,
11334 /* WINED3DSIH_DP4 */ shader_glsl_dot
,
11335 /* WINED3DSIH_DST */ shader_glsl_dst
,
11336 /* WINED3DSIH_DSX */ shader_glsl_map2gl
,
11337 /* WINED3DSIH_DSX_COARSE */ shader_glsl_map2gl
,
11338 /* WINED3DSIH_DSX_FINE */ shader_glsl_map2gl
,
11339 /* WINED3DSIH_DSY */ shader_glsl_map2gl
,
11340 /* WINED3DSIH_DSY_COARSE */ shader_glsl_map2gl
,
11341 /* WINED3DSIH_DSY_FINE */ shader_glsl_map2gl
,
11342 /* WINED3DSIH_ELSE */ shader_glsl_else
,
11343 /* WINED3DSIH_EMIT */ shader_glsl_emit
,
11344 /* WINED3DSIH_EMIT_STREAM */ shader_glsl_emit
,
11345 /* WINED3DSIH_ENDIF */ shader_glsl_end
,
11346 /* WINED3DSIH_ENDLOOP */ shader_glsl_end
,
11347 /* WINED3DSIH_ENDREP */ shader_glsl_end
,
11348 /* WINED3DSIH_ENDSWITCH */ shader_glsl_end
,
11349 /* WINED3DSIH_EQ */ shader_glsl_relop
,
11350 /* WINED3DSIH_EVAL_CENTROID */ NULL
,
11351 /* WINED3DSIH_EVAL_SAMPLE_INDEX */ shader_glsl_interpolate
,
11352 /* WINED3DSIH_EXP */ shader_glsl_scalar_op
,
11353 /* WINED3DSIH_EXPP */ shader_glsl_expp
,
11354 /* WINED3DSIH_F16TOF32 */ shader_glsl_float16
,
11355 /* WINED3DSIH_F32TOF16 */ shader_glsl_float16
,
11356 /* WINED3DSIH_FCALL */ NULL
,
11357 /* WINED3DSIH_FIRSTBIT_HI */ shader_glsl_map2gl
,
11358 /* WINED3DSIH_FIRSTBIT_LO */ shader_glsl_map2gl
,
11359 /* WINED3DSIH_FIRSTBIT_SHI */ shader_glsl_map2gl
,
11360 /* WINED3DSIH_FRC */ shader_glsl_map2gl
,
11361 /* WINED3DSIH_FTOI */ shader_glsl_to_int
,
11362 /* WINED3DSIH_FTOU */ shader_glsl_to_uint
,
11363 /* WINED3DSIH_GATHER4 */ shader_glsl_gather4
,
11364 /* WINED3DSIH_GATHER4_C */ shader_glsl_gather4
,
11365 /* WINED3DSIH_GATHER4_PO */ shader_glsl_gather4
,
11366 /* WINED3DSIH_GATHER4_PO_C */ shader_glsl_gather4
,
11367 /* WINED3DSIH_GE */ shader_glsl_relop
,
11368 /* WINED3DSIH_HS_CONTROL_POINT_PHASE */ shader_glsl_nop
,
11369 /* WINED3DSIH_HS_DECLS */ shader_glsl_nop
,
11370 /* WINED3DSIH_HS_FORK_PHASE */ shader_glsl_nop
,
11371 /* WINED3DSIH_HS_JOIN_PHASE */ shader_glsl_nop
,
11372 /* WINED3DSIH_IADD */ shader_glsl_binop
,
11373 /* WINED3DSIH_IBFE */ shader_glsl_bitwise_op
,
11374 /* WINED3DSIH_IEQ */ shader_glsl_relop
,
11375 /* WINED3DSIH_IF */ shader_glsl_if
,
11376 /* WINED3DSIH_IFC */ shader_glsl_ifc
,
11377 /* WINED3DSIH_IGE */ shader_glsl_relop
,
11378 /* WINED3DSIH_ILT */ shader_glsl_relop
,
11379 /* WINED3DSIH_IMAD */ shader_glsl_mad
,
11380 /* WINED3DSIH_IMAX */ shader_glsl_map2gl
,
11381 /* WINED3DSIH_IMIN */ shader_glsl_map2gl
,
11382 /* WINED3DSIH_IMM_ATOMIC_ALLOC */ shader_glsl_uav_counter
,
11383 /* WINED3DSIH_IMM_ATOMIC_AND */ shader_glsl_atomic
,
11384 /* WINED3DSIH_IMM_ATOMIC_CMP_EXCH */ shader_glsl_atomic
,
11385 /* WINED3DSIH_IMM_ATOMIC_CONSUME */ shader_glsl_uav_counter
,
11386 /* WINED3DSIH_IMM_ATOMIC_EXCH */ shader_glsl_atomic
,
11387 /* WINED3DSIH_IMM_ATOMIC_IADD */ shader_glsl_atomic
,
11388 /* WINED3DSIH_IMM_ATOMIC_IMAX */ shader_glsl_atomic
,
11389 /* WINED3DSIH_IMM_ATOMIC_IMIN */ shader_glsl_atomic
,
11390 /* WINED3DSIH_IMM_ATOMIC_OR */ shader_glsl_atomic
,
11391 /* WINED3DSIH_IMM_ATOMIC_UMAX */ shader_glsl_atomic
,
11392 /* WINED3DSIH_IMM_ATOMIC_UMIN */ shader_glsl_atomic
,
11393 /* WINED3DSIH_IMM_ATOMIC_XOR */ shader_glsl_atomic
,
11394 /* WINED3DSIH_IMUL */ shader_glsl_mul_extended
,
11395 /* WINED3DSIH_INE */ shader_glsl_relop
,
11396 /* WINED3DSIH_INEG */ shader_glsl_unary_op
,
11397 /* WINED3DSIH_ISHL */ shader_glsl_binop
,
11398 /* WINED3DSIH_ISHR */ shader_glsl_binop
,
11399 /* WINED3DSIH_ITOF */ shader_glsl_to_float
,
11400 /* WINED3DSIH_LABEL */ shader_glsl_label
,
11401 /* WINED3DSIH_LD */ shader_glsl_ld
,
11402 /* WINED3DSIH_LD2DMS */ shader_glsl_ld
,
11403 /* WINED3DSIH_LD_RAW */ shader_glsl_ld_raw_structured
,
11404 /* WINED3DSIH_LD_STRUCTURED */ shader_glsl_ld_raw_structured
,
11405 /* WINED3DSIH_LD_UAV_TYPED */ shader_glsl_ld_uav
,
11406 /* WINED3DSIH_LIT */ shader_glsl_lit
,
11407 /* WINED3DSIH_LOD */ NULL
,
11408 /* WINED3DSIH_LOG */ shader_glsl_scalar_op
,
11409 /* WINED3DSIH_LOGP */ shader_glsl_scalar_op
,
11410 /* WINED3DSIH_LOOP */ shader_glsl_loop
,
11411 /* WINED3DSIH_LRP */ shader_glsl_lrp
,
11412 /* WINED3DSIH_LT */ shader_glsl_relop
,
11413 /* WINED3DSIH_M3x2 */ shader_glsl_mnxn
,
11414 /* WINED3DSIH_M3x3 */ shader_glsl_mnxn
,
11415 /* WINED3DSIH_M3x4 */ shader_glsl_mnxn
,
11416 /* WINED3DSIH_M4x3 */ shader_glsl_mnxn
,
11417 /* WINED3DSIH_M4x4 */ shader_glsl_mnxn
,
11418 /* WINED3DSIH_MAD */ shader_glsl_mad
,
11419 /* WINED3DSIH_MAX */ shader_glsl_map2gl
,
11420 /* WINED3DSIH_MIN */ shader_glsl_map2gl
,
11421 /* WINED3DSIH_MOV */ shader_glsl_mov
,
11422 /* WINED3DSIH_MOVA */ shader_glsl_mov
,
11423 /* WINED3DSIH_MOVC */ shader_glsl_conditional_move
,
11424 /* WINED3DSIH_MUL */ shader_glsl_binop
,
11425 /* WINED3DSIH_NE */ shader_glsl_relop
,
11426 /* WINED3DSIH_NOP */ shader_glsl_nop
,
11427 /* WINED3DSIH_NOT */ shader_glsl_unary_op
,
11428 /* WINED3DSIH_NRM */ shader_glsl_nrm
,
11429 /* WINED3DSIH_OR */ shader_glsl_binop
,
11430 /* WINED3DSIH_PHASE */ shader_glsl_nop
,
11431 /* WINED3DSIH_POW */ shader_glsl_pow
,
11432 /* WINED3DSIH_RCP */ shader_glsl_scalar_op
,
11433 /* WINED3DSIH_REP */ shader_glsl_rep
,
11434 /* WINED3DSIH_RESINFO */ shader_glsl_resinfo
,
11435 /* WINED3DSIH_RET */ shader_glsl_ret
,
11436 /* WINED3DSIH_RETP */ shader_glsl_conditional_op
,
11437 /* WINED3DSIH_ROUND_NE */ shader_glsl_map2gl
,
11438 /* WINED3DSIH_ROUND_NI */ shader_glsl_map2gl
,
11439 /* WINED3DSIH_ROUND_PI */ shader_glsl_map2gl
,
11440 /* WINED3DSIH_ROUND_Z */ shader_glsl_map2gl
,
11441 /* WINED3DSIH_RSQ */ shader_glsl_scalar_op
,
11442 /* WINED3DSIH_SAMPLE */ shader_glsl_sample
,
11443 /* WINED3DSIH_SAMPLE_B */ shader_glsl_sample
,
11444 /* WINED3DSIH_SAMPLE_C */ shader_glsl_sample_c
,
11445 /* WINED3DSIH_SAMPLE_C_LZ */ shader_glsl_sample_c
,
11446 /* WINED3DSIH_SAMPLE_GRAD */ shader_glsl_sample
,
11447 /* WINED3DSIH_SAMPLE_INFO */ shader_glsl_sample_info
,
11448 /* WINED3DSIH_SAMPLE_LOD */ shader_glsl_sample
,
11449 /* WINED3DSIH_SAMPLE_POS */ NULL
,
11450 /* WINED3DSIH_SETP */ NULL
,
11451 /* WINED3DSIH_SGE */ shader_glsl_compare
,
11452 /* WINED3DSIH_SGN */ shader_glsl_sgn
,
11453 /* WINED3DSIH_SINCOS */ shader_glsl_sincos
,
11454 /* WINED3DSIH_SLT */ shader_glsl_compare
,
11455 /* WINED3DSIH_SQRT */ shader_glsl_map2gl
,
11456 /* WINED3DSIH_STORE_RAW */ shader_glsl_store_raw_structured
,
11457 /* WINED3DSIH_STORE_STRUCTURED */ shader_glsl_store_raw_structured
,
11458 /* WINED3DSIH_STORE_UAV_TYPED */ shader_glsl_store_uav
,
11459 /* WINED3DSIH_SUB */ shader_glsl_binop
,
11460 /* WINED3DSIH_SWAPC */ shader_glsl_swapc
,
11461 /* WINED3DSIH_SWITCH */ shader_glsl_switch
,
11462 /* WINED3DSIH_SYNC */ shader_glsl_sync
,
11463 /* WINED3DSIH_TEX */ shader_glsl_tex
,
11464 /* WINED3DSIH_TEXBEM */ shader_glsl_texbem
,
11465 /* WINED3DSIH_TEXBEML */ shader_glsl_texbem
,
11466 /* WINED3DSIH_TEXCOORD */ shader_glsl_texcoord
,
11467 /* WINED3DSIH_TEXDEPTH */ shader_glsl_texdepth
,
11468 /* WINED3DSIH_TEXDP3 */ shader_glsl_texdp3
,
11469 /* WINED3DSIH_TEXDP3TEX */ shader_glsl_texdp3tex
,
11470 /* WINED3DSIH_TEXKILL */ shader_glsl_texkill
,
11471 /* WINED3DSIH_TEXLDD */ shader_glsl_texldd
,
11472 /* WINED3DSIH_TEXLDL */ shader_glsl_texldl
,
11473 /* WINED3DSIH_TEXM3x2DEPTH */ shader_glsl_texm3x2depth
,
11474 /* WINED3DSIH_TEXM3x2PAD */ shader_glsl_texm3x2pad
,
11475 /* WINED3DSIH_TEXM3x2TEX */ shader_glsl_texm3x2tex
,
11476 /* WINED3DSIH_TEXM3x3 */ shader_glsl_texm3x3
,
11477 /* WINED3DSIH_TEXM3x3DIFF */ NULL
,
11478 /* WINED3DSIH_TEXM3x3PAD */ shader_glsl_texm3x3pad
,
11479 /* WINED3DSIH_TEXM3x3SPEC */ shader_glsl_texm3x3spec
,
11480 /* WINED3DSIH_TEXM3x3TEX */ shader_glsl_texm3x3tex
,
11481 /* WINED3DSIH_TEXM3x3VSPEC */ shader_glsl_texm3x3vspec
,
11482 /* WINED3DSIH_TEXREG2AR */ shader_glsl_texreg2ar
,
11483 /* WINED3DSIH_TEXREG2GB */ shader_glsl_texreg2gb
,
11484 /* WINED3DSIH_TEXREG2RGB */ shader_glsl_texreg2rgb
,
11485 /* WINED3DSIH_UBFE */ shader_glsl_bitwise_op
,
11486 /* WINED3DSIH_UDIV */ shader_glsl_udiv
,
11487 /* WINED3DSIH_UGE */ shader_glsl_relop
,
11488 /* WINED3DSIH_ULT */ shader_glsl_relop
,
11489 /* WINED3DSIH_UMAX */ shader_glsl_map2gl
,
11490 /* WINED3DSIH_UMIN */ shader_glsl_map2gl
,
11491 /* WINED3DSIH_UMUL */ shader_glsl_mul_extended
,
11492 /* WINED3DSIH_USHR */ shader_glsl_binop
,
11493 /* WINED3DSIH_UTOF */ shader_glsl_to_float
,
11494 /* WINED3DSIH_XOR */ shader_glsl_binop
,
11497 static void shader_glsl_handle_instruction(const struct wined3d_shader_instruction
*ins
) {
11498 SHADER_HANDLER hw_fct
;
11500 /* Select handler */
11501 hw_fct
= shader_glsl_instruction_handler_table
[ins
->handler_idx
];
11503 /* Unhandled opcode */
11506 FIXME("Backend can't handle opcode %s.\n", debug_d3dshaderinstructionhandler(ins
->handler_idx
));
11511 shader_glsl_add_instruction_modifiers(ins
);
11514 static BOOL
shader_glsl_has_ffp_proj_control(void *shader_priv
)
11516 struct shader_glsl_priv
*priv
= shader_priv
;
11518 return priv
->ffp_proj_control
;
11521 static uint64_t shader_glsl_shader_compile(struct wined3d_context
*context
, const struct wined3d_shader_desc
*shader_desc
,
11522 enum wined3d_shader_type shader_type
)
11524 ERR("Not implemented.\n");
11528 const struct wined3d_shader_backend_ops glsl_shader_backend
=
11530 shader_glsl_handle_instruction
,
11531 shader_glsl_precompile
,
11532 shader_glsl_select
,
11533 shader_glsl_select_compute
,
11534 shader_glsl_disable
,
11535 shader_glsl_update_float_vertex_constants
,
11536 shader_glsl_update_float_pixel_constants
,
11537 shader_glsl_load_constants
,
11538 shader_glsl_destroy
,
11541 shader_glsl_allocate_context_data
,
11542 shader_glsl_free_context_data
,
11543 shader_glsl_init_context_state
,
11544 shader_glsl_get_caps
,
11545 shader_glsl_color_fixup_supported
,
11546 shader_glsl_has_ffp_proj_control
,
11547 shader_glsl_shader_compile
,
11550 static void glsl_vertex_pipe_vp_enable(const struct wined3d_context
*context
, BOOL enable
) {}
11552 static void glsl_vertex_pipe_vp_get_caps(const struct wined3d_adapter
*adapter
, struct wined3d_vertex_caps
*caps
)
11554 const struct wined3d_gl_info
*gl_info
= &wined3d_adapter_gl_const(adapter
)->gl_info
;
11556 caps
->xyzrhw
= TRUE
;
11557 caps
->emulated_flatshading
= !needs_legacy_glsl_syntax(gl_info
);
11558 caps
->ffp_generic_attributes
= TRUE
;
11559 caps
->max_active_lights
= WINED3D_MAX_ACTIVE_LIGHTS
;
11560 caps
->max_vertex_blend_matrices
= MAX_VERTEX_BLENDS
;
11561 caps
->max_vertex_blend_matrix_index
= 0;
11562 caps
->vertex_processing_caps
= WINED3DVTXPCAPS_TEXGEN
11563 | WINED3DVTXPCAPS_MATERIALSOURCE7
11564 | WINED3DVTXPCAPS_VERTEXFOG
11565 | WINED3DVTXPCAPS_DIRECTIONALLIGHTS
11566 | WINED3DVTXPCAPS_POSITIONALLIGHTS
11567 | WINED3DVTXPCAPS_LOCALVIEWER
11568 | WINED3DVTXPCAPS_TEXGEN_SPHEREMAP
;
11569 caps
->fvf_caps
= WINED3DFVFCAPS_PSIZE
| 8; /* 8 texture coordinates. */
11570 caps
->max_user_clip_planes
= gl_info
->limits
.user_clip_distances
;
11571 caps
->raster_caps
= WINED3DPRASTERCAPS_FOGRANGE
;
11574 static unsigned int glsl_vertex_pipe_vp_get_emul_mask(const struct wined3d_adapter
*adapter
)
11576 if (wined3d_adapter_gl_const(adapter
)->gl_info
.supported
[WINED3D_GL_LEGACY_CONTEXT
])
11577 return GL_EXT_EMUL_ARB_MULTITEXTURE
;
11581 static void *glsl_vertex_pipe_vp_alloc(const struct wined3d_shader_backend_ops
*shader_backend
, void *shader_priv
)
11583 struct shader_glsl_priv
*priv
;
11585 if (shader_backend
== &glsl_shader_backend
)
11587 priv
= shader_priv
;
11588 wine_rb_init(&priv
->ffp_vertex_shaders
, wined3d_ffp_vertex_program_key_compare
);
11592 FIXME("GLSL vertex pipe without GLSL shader backend not implemented.\n");
11597 static void shader_glsl_free_ffp_vertex_shader(struct wine_rb_entry
*entry
, void *param
)
11599 struct glsl_ffp_vertex_shader
*shader
= WINE_RB_ENTRY_VALUE(entry
,
11600 struct glsl_ffp_vertex_shader
, desc
.entry
);
11601 struct glsl_shader_prog_link
*program
, *program2
;
11602 struct glsl_ffp_destroy_ctx
*ctx
= param
;
11603 const struct wined3d_gl_info
*gl_info
;
11605 gl_info
= ctx
->context_gl
->gl_info
;
11606 LIST_FOR_EACH_ENTRY_SAFE(program
, program2
, &shader
->linked_programs
,
11607 struct glsl_shader_prog_link
, vs
.shader_entry
)
11609 delete_glsl_program_entry(ctx
->priv
, gl_info
, program
);
11611 GL_EXTCALL(glDeleteShader(shader
->id
));
11615 /* Context activation is done by the caller. */
11616 static void glsl_vertex_pipe_vp_free(struct wined3d_device
*device
, struct wined3d_context
*context
)
11618 struct wined3d_context_gl
*context_gl
= wined3d_context_gl(context
);
11619 struct shader_glsl_priv
*priv
= device
->vertex_priv
;
11620 struct glsl_ffp_destroy_ctx ctx
;
11623 ctx
.context_gl
= context_gl
;
11624 wine_rb_destroy(&priv
->ffp_vertex_shaders
, shader_glsl_free_ffp_vertex_shader
, &ctx
);
11627 static void glsl_vertex_pipe_nop(struct wined3d_context
*context
,
11628 const struct wined3d_state
*state
, DWORD state_id
) {}
11630 static void glsl_vertex_pipe_shader(struct wined3d_context
*context
,
11631 const struct wined3d_state
*state
, DWORD state_id
)
11633 context
->shader_update_mask
|= 1u << WINED3D_SHADER_TYPE_VERTEX
;
11636 static void glsl_vertex_pipe_vdecl(struct wined3d_context
*context
,
11637 const struct wined3d_state
*state
, DWORD state_id
)
11639 struct wined3d_context_gl
*context_gl
= wined3d_context_gl(context
);
11640 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
11641 BOOL specular
= !!(context
->stream_info
.use_map
& (1u << WINED3D_FFP_SPECULAR
));
11642 BOOL diffuse
= !!(context
->stream_info
.use_map
& (1u << WINED3D_FFP_DIFFUSE
));
11643 BOOL normal
= !!(context
->stream_info
.use_map
& (1u << WINED3D_FFP_NORMAL
));
11644 const BOOL legacy_clip_planes
= needs_legacy_glsl_syntax(gl_info
);
11645 BOOL transformed
= context
->stream_info
.position_transformed
;
11646 BOOL wasrhw
= context
->last_was_rhw
;
11649 context
->last_was_rhw
= transformed
;
11651 /* If the vertex declaration contains a transformed position attribute,
11652 * the draw uses the fixed function vertex pipeline regardless of any
11653 * vertex shader set by the application. */
11654 if (transformed
!= wasrhw
11655 || context
->stream_info
.swizzle_map
!= context
->last_swizzle_map
)
11656 context
->shader_update_mask
|= 1u << WINED3D_SHADER_TYPE_VERTEX
;
11658 context
->last_swizzle_map
= context
->stream_info
.swizzle_map
;
11660 if (!use_vs(state
))
11662 if (context
->last_was_vshader
)
11664 if (legacy_clip_planes
)
11665 for (i
= 0; i
< gl_info
->limits
.user_clip_distances
; ++i
)
11666 clipplane(context
, state
, STATE_CLIPPLANE(i
));
11668 context
->constant_update_mask
|= WINED3D_SHADER_CONST_VS_CLIP_PLANES
;
11671 context
->constant_update_mask
|= WINED3D_SHADER_CONST_FFP_TEXMATRIX
;
11673 /* Because of settings->texcoords, we have to regenerate the vertex
11674 * shader on a vdecl change if there aren't enough varyings to just
11675 * always output all the texture coordinates.
11677 * Likewise, we have to invalidate the shader when using per-vertex
11678 * colours and diffuse/specular attribute presence changes, or when
11679 * normal presence changes. */
11680 if (!shader_glsl_full_ffp_varyings(gl_info
) || (state
->render_states
[WINED3D_RS_COLORVERTEX
]
11681 && (diffuse
!= context
->last_was_diffuse
|| specular
!= context
->last_was_specular
))
11682 || normal
!= context
->last_was_normal
)
11683 context
->shader_update_mask
|= 1u << WINED3D_SHADER_TYPE_VERTEX
;
11686 && state
->shader
[WINED3D_SHADER_TYPE_PIXEL
]->reg_maps
.shader_version
.major
== 1
11687 && state
->shader
[WINED3D_SHADER_TYPE_PIXEL
]->reg_maps
.shader_version
.minor
<= 3)
11688 context
->shader_update_mask
|= 1u << WINED3D_SHADER_TYPE_PIXEL
;
11692 if (!context
->last_was_vshader
)
11694 /* Vertex shader clipping ignores the view matrix. Update all clip planes. */
11695 if (legacy_clip_planes
)
11696 for (i
= 0; i
< gl_info
->limits
.user_clip_distances
; ++i
)
11697 clipplane(context
, state
, STATE_CLIPPLANE(i
));
11699 context
->constant_update_mask
|= WINED3D_SHADER_CONST_VS_CLIP_PLANES
;
11703 context
->last_was_vshader
= use_vs(state
);
11704 context
->last_was_diffuse
= diffuse
;
11705 context
->last_was_specular
= specular
;
11706 context
->last_was_normal
= normal
;
11709 static void glsl_vertex_pipe_vs(struct wined3d_context
*context
,
11710 const struct wined3d_state
*state
, DWORD state_id
)
11712 context
->shader_update_mask
|= 1u << WINED3D_SHADER_TYPE_VERTEX
;
11713 /* Different vertex shaders potentially require a different vertex attributes setup. */
11714 if (!isStateDirty(context
, STATE_VDECL
))
11715 context_apply_state(context
, state
, STATE_VDECL
);
11718 static void glsl_vertex_pipe_hs(struct wined3d_context
*context
,
11719 const struct wined3d_state
*state
, DWORD state_id
)
11721 /* In Direct3D tessellator options (e.g. output primitive type, primitive
11722 * winding) are defined in Hull Shaders, while in GLSL those are
11723 * specified in Tessellation Evaluation Shaders. */
11724 context
->shader_update_mask
|= 1u << WINED3D_SHADER_TYPE_DOMAIN
;
11726 if (state
->shader
[WINED3D_SHADER_TYPE_VERTEX
])
11727 context
->shader_update_mask
|= 1u << WINED3D_SHADER_TYPE_VERTEX
;
11730 static void glsl_vertex_pipe_geometry_shader(struct wined3d_context
*context
,
11731 const struct wined3d_state
*state
, DWORD state_id
)
11733 struct glsl_context_data
*ctx_data
= context
->shader_backend_data
;
11734 BOOL rasterization_disabled
;
11736 rasterization_disabled
= is_rasterization_disabled(state
->shader
[WINED3D_SHADER_TYPE_GEOMETRY
]);
11737 if (ctx_data
->rasterization_disabled
!= rasterization_disabled
)
11738 context
->shader_update_mask
|= 1u << WINED3D_SHADER_TYPE_PIXEL
;
11739 ctx_data
->rasterization_disabled
= rasterization_disabled
;
11741 if (state
->shader
[WINED3D_SHADER_TYPE_DOMAIN
])
11742 context
->shader_update_mask
|= 1u << WINED3D_SHADER_TYPE_DOMAIN
;
11743 else if (state
->shader
[WINED3D_SHADER_TYPE_VERTEX
]
11744 && state
->shader
[WINED3D_SHADER_TYPE_VERTEX
]->reg_maps
.shader_version
.major
>= 4)
11745 context
->shader_update_mask
|= 1u << WINED3D_SHADER_TYPE_VERTEX
;
11748 static void glsl_vertex_pipe_pixel_shader(struct wined3d_context
*context
,
11749 const struct wined3d_state
*state
, DWORD state_id
)
11751 if (state
->shader
[WINED3D_SHADER_TYPE_GEOMETRY
])
11752 context
->shader_update_mask
|= 1u << WINED3D_SHADER_TYPE_GEOMETRY
;
11753 else if (state
->shader
[WINED3D_SHADER_TYPE_DOMAIN
])
11754 context
->shader_update_mask
|= 1u << WINED3D_SHADER_TYPE_DOMAIN
;
11755 else if (state
->shader
[WINED3D_SHADER_TYPE_VERTEX
]
11756 && state
->shader
[WINED3D_SHADER_TYPE_VERTEX
]->reg_maps
.shader_version
.major
>= 4)
11757 context
->shader_update_mask
|= 1u << WINED3D_SHADER_TYPE_VERTEX
;
11760 static void glsl_vertex_pipe_world(struct wined3d_context
*context
,
11761 const struct wined3d_state
*state
, DWORD state_id
)
11763 context
->constant_update_mask
|= WINED3D_SHADER_CONST_FFP_MODELVIEW
;
11766 static void glsl_vertex_pipe_vertexblend(struct wined3d_context
*context
,
11767 const struct wined3d_state
*state
, DWORD state_id
)
11769 context
->constant_update_mask
|= WINED3D_SHADER_CONST_FFP_VERTEXBLEND
;
11772 static void glsl_vertex_pipe_view(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
11774 struct wined3d_context_gl
*context_gl
= wined3d_context_gl(context
);
11775 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
11778 context
->constant_update_mask
|= WINED3D_SHADER_CONST_FFP_MODELVIEW
11779 | WINED3D_SHADER_CONST_FFP_LIGHTS
11780 | WINED3D_SHADER_CONST_FFP_VERTEXBLEND
;
11782 if (needs_legacy_glsl_syntax(gl_info
))
11784 for (k
= 0; k
< gl_info
->limits
.user_clip_distances
; ++k
)
11786 if (!isStateDirty(context
, STATE_CLIPPLANE(k
)))
11787 clipplane(context
, state
, STATE_CLIPPLANE(k
));
11792 context
->constant_update_mask
|= WINED3D_SHADER_CONST_VS_CLIP_PLANES
;
11796 static void glsl_vertex_pipe_projection(struct wined3d_context
*context
,
11797 const struct wined3d_state
*state
, DWORD state_id
)
11799 /* Table fog behavior depends on the projection matrix. */
11800 if (state
->render_states
[WINED3D_RS_FOGENABLE
]
11801 && state
->render_states
[WINED3D_RS_FOGTABLEMODE
] != WINED3D_FOG_NONE
)
11802 context
->shader_update_mask
|= 1u << WINED3D_SHADER_TYPE_VERTEX
;
11803 context
->constant_update_mask
|= WINED3D_SHADER_CONST_FFP_PROJ
;
11806 static void glsl_vertex_pipe_viewport(struct wined3d_context
*context
,
11807 const struct wined3d_state
*state
, DWORD state_id
)
11809 if (!isStateDirty(context
, STATE_TRANSFORM(WINED3D_TS_PROJECTION
)))
11810 glsl_vertex_pipe_projection(context
, state
, STATE_TRANSFORM(WINED3D_TS_PROJECTION
));
11811 if (!isStateDirty(context
, STATE_RENDER(WINED3D_RS_POINTSCALEENABLE
))
11812 && state
->render_states
[WINED3D_RS_POINTSCALEENABLE
])
11813 context
->constant_update_mask
|= WINED3D_SHADER_CONST_VS_POINTSIZE
;
11814 context
->constant_update_mask
|= WINED3D_SHADER_CONST_POS_FIXUP
;
11817 static void glsl_vertex_pipe_texmatrix(struct wined3d_context
*context
,
11818 const struct wined3d_state
*state
, DWORD state_id
)
11820 context
->constant_update_mask
|= WINED3D_SHADER_CONST_FFP_TEXMATRIX
;
11823 static void glsl_vertex_pipe_texmatrix_np2(struct wined3d_context
*context
,
11824 const struct wined3d_state
*state
, DWORD state_id
)
11826 DWORD sampler
= state_id
- STATE_SAMPLER(0);
11827 const struct wined3d_texture
*texture
= state
->textures
[sampler
];
11833 if (sampler
>= WINED3D_MAX_TEXTURES
)
11836 if ((np2
= !(texture
->flags
& WINED3D_TEXTURE_POW2_MAT_IDENT
))
11837 || context
->lastWasPow2Texture
& (1u << sampler
))
11840 context
->lastWasPow2Texture
|= 1u << sampler
;
11842 context
->lastWasPow2Texture
&= ~(1u << sampler
);
11844 context
->constant_update_mask
|= WINED3D_SHADER_CONST_FFP_TEXMATRIX
;
11848 static void glsl_vertex_pipe_material(struct wined3d_context
*context
,
11849 const struct wined3d_state
*state
, DWORD state_id
)
11851 context
->constant_update_mask
|= WINED3D_SHADER_CONST_FFP_MATERIAL
;
11854 static void glsl_vertex_pipe_light(struct wined3d_context
*context
,
11855 const struct wined3d_state
*state
, DWORD state_id
)
11857 context
->constant_update_mask
|= WINED3D_SHADER_CONST_FFP_LIGHTS
;
11860 static void glsl_vertex_pipe_pointsize(struct wined3d_context
*context
,
11861 const struct wined3d_state
*state
, DWORD state_id
)
11863 context
->constant_update_mask
|= WINED3D_SHADER_CONST_VS_POINTSIZE
;
11866 static void glsl_vertex_pipe_pointscale(struct wined3d_context
*context
,
11867 const struct wined3d_state
*state
, DWORD state_id
)
11869 if (!use_vs(state
))
11870 context
->constant_update_mask
|= WINED3D_SHADER_CONST_VS_POINTSIZE
;
11873 static void glsl_vertex_pointsprite_core(struct wined3d_context
*context
,
11874 const struct wined3d_state
*state
, DWORD state_id
)
11876 static unsigned int once
;
11878 if (state
->primitive_type
== WINED3D_PT_POINTLIST
11879 && !state
->render_states
[WINED3D_RS_POINTSPRITEENABLE
] && !once
++)
11880 FIXME("Non-point sprite points not supported in core profile.\n");
11883 static void glsl_vertex_pipe_shademode(struct wined3d_context
*context
,
11884 const struct wined3d_state
*state
, DWORD state_id
)
11886 context
->shader_update_mask
|= 1u << WINED3D_SHADER_TYPE_VERTEX
;
11889 static void glsl_vertex_pipe_clip_plane(struct wined3d_context
*context
,
11890 const struct wined3d_state
*state
, DWORD state_id
)
11892 struct wined3d_context_gl
*context_gl
= wined3d_context_gl(context
);
11893 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
11894 UINT index
= state_id
- STATE_CLIPPLANE(0);
11896 if (index
>= gl_info
->limits
.user_clip_distances
)
11899 context
->constant_update_mask
|= WINED3D_SHADER_CONST_VS_CLIP_PLANES
;
11902 static const struct wined3d_state_entry_template glsl_vertex_pipe_vp_states
[] =
11904 {STATE_VDECL
, {STATE_VDECL
, glsl_vertex_pipe_vdecl
}, WINED3D_GL_EXT_NONE
},
11905 {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), glsl_vertex_pipe_vs
}, WINED3D_GL_EXT_NONE
},
11906 {STATE_SHADER(WINED3D_SHADER_TYPE_HULL
), {STATE_SHADER(WINED3D_SHADER_TYPE_HULL
), glsl_vertex_pipe_hs
}, WINED3D_GL_EXT_NONE
},
11907 {STATE_SHADER(WINED3D_SHADER_TYPE_GEOMETRY
), {STATE_SHADER(WINED3D_SHADER_TYPE_GEOMETRY
), glsl_vertex_pipe_geometry_shader
}, WINED3D_GL_EXT_NONE
},
11908 {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), glsl_vertex_pipe_pixel_shader
}, WINED3D_GL_EXT_NONE
},
11909 {STATE_MATERIAL
, {STATE_RENDER(WINED3D_RS_SPECULARENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
11910 {STATE_RENDER(WINED3D_RS_SPECULARENABLE
), {STATE_RENDER(WINED3D_RS_SPECULARENABLE
), glsl_vertex_pipe_material
}, WINED3D_GL_EXT_NONE
},
11912 {STATE_CLIPPLANE(0), {STATE_CLIPPLANE(0), glsl_vertex_pipe_clip_plane
}, WINED3D_GLSL_130
},
11913 {STATE_CLIPPLANE(0), {STATE_CLIPPLANE(0), clipplane
}, WINED3D_GL_EXT_NONE
},
11914 {STATE_CLIPPLANE(1), {STATE_CLIPPLANE(1), glsl_vertex_pipe_clip_plane
}, WINED3D_GLSL_130
},
11915 {STATE_CLIPPLANE(1), {STATE_CLIPPLANE(1), clipplane
}, WINED3D_GL_EXT_NONE
},
11916 {STATE_CLIPPLANE(2), {STATE_CLIPPLANE(2), glsl_vertex_pipe_clip_plane
}, WINED3D_GLSL_130
},
11917 {STATE_CLIPPLANE(2), {STATE_CLIPPLANE(2), clipplane
}, WINED3D_GL_EXT_NONE
},
11918 {STATE_CLIPPLANE(3), {STATE_CLIPPLANE(3), glsl_vertex_pipe_clip_plane
}, WINED3D_GLSL_130
},
11919 {STATE_CLIPPLANE(3), {STATE_CLIPPLANE(3), clipplane
}, WINED3D_GL_EXT_NONE
},
11920 {STATE_CLIPPLANE(4), {STATE_CLIPPLANE(4), glsl_vertex_pipe_clip_plane
}, WINED3D_GLSL_130
},
11921 {STATE_CLIPPLANE(4), {STATE_CLIPPLANE(4), clipplane
}, WINED3D_GL_EXT_NONE
},
11922 {STATE_CLIPPLANE(5), {STATE_CLIPPLANE(5), glsl_vertex_pipe_clip_plane
}, WINED3D_GLSL_130
},
11923 {STATE_CLIPPLANE(5), {STATE_CLIPPLANE(5), clipplane
}, WINED3D_GL_EXT_NONE
},
11924 {STATE_CLIPPLANE(6), {STATE_CLIPPLANE(6), glsl_vertex_pipe_clip_plane
}, WINED3D_GLSL_130
},
11925 {STATE_CLIPPLANE(6), {STATE_CLIPPLANE(6), clipplane
}, WINED3D_GL_EXT_NONE
},
11926 {STATE_CLIPPLANE(7), {STATE_CLIPPLANE(7), glsl_vertex_pipe_clip_plane
}, WINED3D_GLSL_130
},
11927 {STATE_CLIPPLANE(7), {STATE_CLIPPLANE(7), clipplane
}, WINED3D_GL_EXT_NONE
},
11929 {STATE_LIGHT_TYPE
, {STATE_RENDER(WINED3D_RS_FOGENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
11930 {STATE_ACTIVELIGHT(0), {STATE_ACTIVELIGHT(0), glsl_vertex_pipe_light
}, WINED3D_GL_EXT_NONE
},
11931 {STATE_ACTIVELIGHT(1), {STATE_ACTIVELIGHT(1), glsl_vertex_pipe_light
}, WINED3D_GL_EXT_NONE
},
11932 {STATE_ACTIVELIGHT(2), {STATE_ACTIVELIGHT(2), glsl_vertex_pipe_light
}, WINED3D_GL_EXT_NONE
},
11933 {STATE_ACTIVELIGHT(3), {STATE_ACTIVELIGHT(3), glsl_vertex_pipe_light
}, WINED3D_GL_EXT_NONE
},
11934 {STATE_ACTIVELIGHT(4), {STATE_ACTIVELIGHT(4), glsl_vertex_pipe_light
}, WINED3D_GL_EXT_NONE
},
11935 {STATE_ACTIVELIGHT(5), {STATE_ACTIVELIGHT(5), glsl_vertex_pipe_light
}, WINED3D_GL_EXT_NONE
},
11936 {STATE_ACTIVELIGHT(6), {STATE_ACTIVELIGHT(6), glsl_vertex_pipe_light
}, WINED3D_GL_EXT_NONE
},
11937 {STATE_ACTIVELIGHT(7), {STATE_ACTIVELIGHT(7), glsl_vertex_pipe_light
}, WINED3D_GL_EXT_NONE
},
11939 {STATE_VIEWPORT
, {STATE_VIEWPORT
, glsl_vertex_pipe_viewport
}, WINED3D_GL_EXT_NONE
},
11940 /* Transform states */
11941 {STATE_TRANSFORM(WINED3D_TS_VIEW
), {STATE_TRANSFORM(WINED3D_TS_VIEW
), glsl_vertex_pipe_view
}, WINED3D_GL_EXT_NONE
},
11942 {STATE_TRANSFORM(WINED3D_TS_PROJECTION
), {STATE_TRANSFORM(WINED3D_TS_PROJECTION
), glsl_vertex_pipe_projection
}, WINED3D_GL_EXT_NONE
},
11943 {STATE_TRANSFORM(WINED3D_TS_TEXTURE0
), {STATE_TEXTURESTAGE(0, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), NULL
}, WINED3D_GL_EXT_NONE
},
11944 {STATE_TRANSFORM(WINED3D_TS_TEXTURE1
), {STATE_TEXTURESTAGE(1, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), NULL
}, WINED3D_GL_EXT_NONE
},
11945 {STATE_TRANSFORM(WINED3D_TS_TEXTURE2
), {STATE_TEXTURESTAGE(2, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), NULL
}, WINED3D_GL_EXT_NONE
},
11946 {STATE_TRANSFORM(WINED3D_TS_TEXTURE3
), {STATE_TEXTURESTAGE(3, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), NULL
}, WINED3D_GL_EXT_NONE
},
11947 {STATE_TRANSFORM(WINED3D_TS_TEXTURE4
), {STATE_TEXTURESTAGE(4, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), NULL
}, WINED3D_GL_EXT_NONE
},
11948 {STATE_TRANSFORM(WINED3D_TS_TEXTURE5
), {STATE_TEXTURESTAGE(5, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), NULL
}, WINED3D_GL_EXT_NONE
},
11949 {STATE_TRANSFORM(WINED3D_TS_TEXTURE6
), {STATE_TEXTURESTAGE(6, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), NULL
}, WINED3D_GL_EXT_NONE
},
11950 {STATE_TRANSFORM(WINED3D_TS_TEXTURE7
), {STATE_TEXTURESTAGE(7, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), NULL
}, WINED3D_GL_EXT_NONE
},
11951 {STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(0)), {STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(0)), glsl_vertex_pipe_world
}, WINED3D_GL_EXT_NONE
},
11952 {STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(1)), {STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(1)), glsl_vertex_pipe_vertexblend
}, WINED3D_GL_EXT_NONE
},
11953 {STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(2)), {STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(2)), glsl_vertex_pipe_vertexblend
}, WINED3D_GL_EXT_NONE
},
11954 {STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(3)), {STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(3)), glsl_vertex_pipe_vertexblend
}, WINED3D_GL_EXT_NONE
},
11955 {STATE_TEXTURESTAGE(0, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), {STATE_TEXTURESTAGE(0, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), glsl_vertex_pipe_texmatrix
}, WINED3D_GL_EXT_NONE
},
11956 {STATE_TEXTURESTAGE(1, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), {STATE_TEXTURESTAGE(1, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), glsl_vertex_pipe_texmatrix
}, WINED3D_GL_EXT_NONE
},
11957 {STATE_TEXTURESTAGE(2, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), {STATE_TEXTURESTAGE(2, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), glsl_vertex_pipe_texmatrix
}, WINED3D_GL_EXT_NONE
},
11958 {STATE_TEXTURESTAGE(3, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), {STATE_TEXTURESTAGE(3, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), glsl_vertex_pipe_texmatrix
}, WINED3D_GL_EXT_NONE
},
11959 {STATE_TEXTURESTAGE(4, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), {STATE_TEXTURESTAGE(4, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), glsl_vertex_pipe_texmatrix
}, WINED3D_GL_EXT_NONE
},
11960 {STATE_TEXTURESTAGE(5, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), {STATE_TEXTURESTAGE(5, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), glsl_vertex_pipe_texmatrix
}, WINED3D_GL_EXT_NONE
},
11961 {STATE_TEXTURESTAGE(6, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), {STATE_TEXTURESTAGE(6, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), glsl_vertex_pipe_texmatrix
}, WINED3D_GL_EXT_NONE
},
11962 {STATE_TEXTURESTAGE(7, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), {STATE_TEXTURESTAGE(7, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), glsl_vertex_pipe_texmatrix
}, WINED3D_GL_EXT_NONE
},
11963 {STATE_TEXTURESTAGE(0, WINED3D_TSS_TEXCOORD_INDEX
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
11964 {STATE_TEXTURESTAGE(1, WINED3D_TSS_TEXCOORD_INDEX
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
11965 {STATE_TEXTURESTAGE(2, WINED3D_TSS_TEXCOORD_INDEX
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
11966 {STATE_TEXTURESTAGE(3, WINED3D_TSS_TEXCOORD_INDEX
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
11967 {STATE_TEXTURESTAGE(4, WINED3D_TSS_TEXCOORD_INDEX
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
11968 {STATE_TEXTURESTAGE(5, WINED3D_TSS_TEXCOORD_INDEX
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
11969 {STATE_TEXTURESTAGE(6, WINED3D_TSS_TEXCOORD_INDEX
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
11970 {STATE_TEXTURESTAGE(7, WINED3D_TSS_TEXCOORD_INDEX
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
11972 {STATE_RENDER(WINED3D_RS_FOGENABLE
), {STATE_RENDER(WINED3D_RS_FOGENABLE
), glsl_vertex_pipe_shader
}, WINED3D_GL_EXT_NONE
},
11973 {STATE_RENDER(WINED3D_RS_FOGTABLEMODE
), {STATE_RENDER(WINED3D_RS_FOGENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
11974 {STATE_RENDER(WINED3D_RS_FOGVERTEXMODE
), {STATE_RENDER(WINED3D_RS_FOGENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
11975 {STATE_RENDER(WINED3D_RS_RANGEFOGENABLE
), {STATE_RENDER(WINED3D_RS_FOGENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
11976 {STATE_RENDER(WINED3D_RS_CLIPPING
), {STATE_RENDER(WINED3D_RS_CLIPPING
), state_clipping
}, WINED3D_GL_EXT_NONE
},
11977 {STATE_RENDER(WINED3D_RS_CLIPPLANEENABLE
), {STATE_RENDER(WINED3D_RS_CLIPPING
), NULL
}, WINED3D_GL_EXT_NONE
},
11978 {STATE_RENDER(WINED3D_RS_LIGHTING
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
11979 {STATE_RENDER(WINED3D_RS_AMBIENT
), {STATE_RENDER(WINED3D_RS_AMBIENT
), glsl_vertex_pipe_light
}, WINED3D_GL_EXT_NONE
},
11980 {STATE_RENDER(WINED3D_RS_COLORVERTEX
), {STATE_RENDER(WINED3D_RS_COLORVERTEX
), glsl_vertex_pipe_shader
}, WINED3D_GL_EXT_NONE
},
11981 {STATE_RENDER(WINED3D_RS_LOCALVIEWER
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
11982 {STATE_RENDER(WINED3D_RS_NORMALIZENORMALS
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
11983 {STATE_RENDER(WINED3D_RS_DIFFUSEMATERIALSOURCE
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
11984 {STATE_RENDER(WINED3D_RS_SPECULARMATERIALSOURCE
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
11985 {STATE_RENDER(WINED3D_RS_AMBIENTMATERIALSOURCE
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
11986 {STATE_RENDER(WINED3D_RS_EMISSIVEMATERIALSOURCE
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
11987 {STATE_RENDER(WINED3D_RS_VERTEXBLEND
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
11988 {STATE_RENDER(WINED3D_RS_POINTSIZE
), {STATE_RENDER(WINED3D_RS_POINTSIZE_MIN
), NULL
}, WINED3D_GL_EXT_NONE
},
11989 {STATE_RENDER(WINED3D_RS_POINTSIZE_MIN
), {STATE_RENDER(WINED3D_RS_POINTSIZE_MIN
), glsl_vertex_pipe_pointsize
}, WINED3D_GL_EXT_NONE
},
11990 {STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE
), {STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE
), state_pointsprite
}, ARB_POINT_SPRITE
},
11991 {STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE
), {STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE
), state_pointsprite_w
}, WINED3D_GL_LEGACY_CONTEXT
},
11992 {STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE
), {STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE
), glsl_vertex_pointsprite_core
}, WINED3D_GL_EXT_NONE
},
11993 {STATE_RENDER(WINED3D_RS_POINTSCALEENABLE
), {STATE_RENDER(WINED3D_RS_POINTSCALEENABLE
), glsl_vertex_pipe_pointscale
}, WINED3D_GL_EXT_NONE
},
11994 {STATE_RENDER(WINED3D_RS_POINTSCALE_A
), {STATE_RENDER(WINED3D_RS_POINTSCALEENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
11995 {STATE_RENDER(WINED3D_RS_POINTSCALE_B
), {STATE_RENDER(WINED3D_RS_POINTSCALEENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
11996 {STATE_RENDER(WINED3D_RS_POINTSCALE_C
), {STATE_RENDER(WINED3D_RS_POINTSCALEENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
11997 {STATE_RENDER(WINED3D_RS_POINTSIZE_MAX
), {STATE_RENDER(WINED3D_RS_POINTSIZE_MIN
), NULL
}, WINED3D_GL_EXT_NONE
},
11998 /* NP2 texture matrix fixups. They are not needed if
11999 * GL_ARB_texture_non_power_of_two is supported. Otherwise, register
12000 * glsl_vertex_pipe_texmatrix(), which takes care of updating the texture
12002 {STATE_SAMPLER(0), {0, NULL
}, ARB_TEXTURE_NON_POWER_OF_TWO
},
12003 {STATE_SAMPLER(0), {0, NULL
}, WINED3D_GL_NORMALIZED_TEXRECT
},
12004 {STATE_SAMPLER(0), {STATE_SAMPLER(0), glsl_vertex_pipe_texmatrix_np2
}, WINED3D_GL_EXT_NONE
},
12005 {STATE_SAMPLER(1), {0, NULL
}, ARB_TEXTURE_NON_POWER_OF_TWO
},
12006 {STATE_SAMPLER(1), {0, NULL
}, WINED3D_GL_NORMALIZED_TEXRECT
},
12007 {STATE_SAMPLER(1), {STATE_SAMPLER(1), glsl_vertex_pipe_texmatrix_np2
}, WINED3D_GL_EXT_NONE
},
12008 {STATE_SAMPLER(2), {0, NULL
}, ARB_TEXTURE_NON_POWER_OF_TWO
},
12009 {STATE_SAMPLER(2), {0, NULL
}, WINED3D_GL_NORMALIZED_TEXRECT
},
12010 {STATE_SAMPLER(2), {STATE_SAMPLER(2), glsl_vertex_pipe_texmatrix_np2
}, WINED3D_GL_EXT_NONE
},
12011 {STATE_SAMPLER(3), {0, NULL
}, ARB_TEXTURE_NON_POWER_OF_TWO
},
12012 {STATE_SAMPLER(3), {0, NULL
}, WINED3D_GL_NORMALIZED_TEXRECT
},
12013 {STATE_SAMPLER(3), {STATE_SAMPLER(3), glsl_vertex_pipe_texmatrix_np2
}, WINED3D_GL_EXT_NONE
},
12014 {STATE_SAMPLER(4), {0, NULL
}, ARB_TEXTURE_NON_POWER_OF_TWO
},
12015 {STATE_SAMPLER(4), {0, NULL
}, WINED3D_GL_NORMALIZED_TEXRECT
},
12016 {STATE_SAMPLER(4), {STATE_SAMPLER(4), glsl_vertex_pipe_texmatrix_np2
}, WINED3D_GL_EXT_NONE
},
12017 {STATE_SAMPLER(5), {0, NULL
}, ARB_TEXTURE_NON_POWER_OF_TWO
},
12018 {STATE_SAMPLER(5), {0, NULL
}, WINED3D_GL_NORMALIZED_TEXRECT
},
12019 {STATE_SAMPLER(5), {STATE_SAMPLER(5), glsl_vertex_pipe_texmatrix_np2
}, WINED3D_GL_EXT_NONE
},
12020 {STATE_SAMPLER(6), {0, NULL
}, ARB_TEXTURE_NON_POWER_OF_TWO
},
12021 {STATE_SAMPLER(6), {0, NULL
}, WINED3D_GL_NORMALIZED_TEXRECT
},
12022 {STATE_SAMPLER(6), {STATE_SAMPLER(6), glsl_vertex_pipe_texmatrix_np2
}, WINED3D_GL_EXT_NONE
},
12023 {STATE_SAMPLER(7), {0, NULL
}, ARB_TEXTURE_NON_POWER_OF_TWO
},
12024 {STATE_SAMPLER(7), {0, NULL
}, WINED3D_GL_NORMALIZED_TEXRECT
},
12025 {STATE_SAMPLER(7), {STATE_SAMPLER(7), glsl_vertex_pipe_texmatrix_np2
}, WINED3D_GL_EXT_NONE
},
12026 {STATE_POINT_ENABLE
, {STATE_POINT_ENABLE
, glsl_vertex_pipe_shader
}, WINED3D_GL_EXT_NONE
},
12027 {STATE_RENDER(WINED3D_RS_SHADEMODE
), {STATE_RENDER(WINED3D_RS_SHADEMODE
), glsl_vertex_pipe_shademode
}, WINED3D_GLSL_130
},
12028 {STATE_RENDER(WINED3D_RS_SHADEMODE
), {STATE_RENDER(WINED3D_RS_SHADEMODE
), glsl_vertex_pipe_nop
}, WINED3D_GL_EXT_NONE
},
12029 {0 /* Terminate */, {0, NULL
}, WINED3D_GL_EXT_NONE
},
12033 * - Implement vertex tweening. */
12034 const struct wined3d_vertex_pipe_ops glsl_vertex_pipe
=
12036 glsl_vertex_pipe_vp_enable
,
12037 glsl_vertex_pipe_vp_get_caps
,
12038 glsl_vertex_pipe_vp_get_emul_mask
,
12039 glsl_vertex_pipe_vp_alloc
,
12040 glsl_vertex_pipe_vp_free
,
12041 glsl_vertex_pipe_vp_states
,
12044 static void glsl_fragment_pipe_enable(const struct wined3d_context
*context
, BOOL enable
)
12046 /* Nothing to do. */
12049 static void glsl_fragment_pipe_get_caps(const struct wined3d_adapter
*adapter
, struct fragment_caps
*caps
)
12051 const struct wined3d_gl_info
*gl_info
= &wined3d_adapter_gl_const(adapter
)->gl_info
;
12053 caps
->wined3d_caps
= WINED3D_FRAGMENT_CAP_PROJ_CONTROL
12054 | WINED3D_FRAGMENT_CAP_SRGB_WRITE
12055 | WINED3D_FRAGMENT_CAP_COLOR_KEY
;
12056 caps
->PrimitiveMiscCaps
= WINED3DPMISCCAPS_TSSARGTEMP
12057 | WINED3DPMISCCAPS_PERSTAGECONSTANT
;
12058 caps
->TextureOpCaps
= WINED3DTEXOPCAPS_DISABLE
12059 | WINED3DTEXOPCAPS_SELECTARG1
12060 | WINED3DTEXOPCAPS_SELECTARG2
12061 | WINED3DTEXOPCAPS_MODULATE4X
12062 | WINED3DTEXOPCAPS_MODULATE2X
12063 | WINED3DTEXOPCAPS_MODULATE
12064 | WINED3DTEXOPCAPS_ADDSIGNED2X
12065 | WINED3DTEXOPCAPS_ADDSIGNED
12066 | WINED3DTEXOPCAPS_ADD
12067 | WINED3DTEXOPCAPS_SUBTRACT
12068 | WINED3DTEXOPCAPS_ADDSMOOTH
12069 | WINED3DTEXOPCAPS_BLENDCURRENTALPHA
12070 | WINED3DTEXOPCAPS_BLENDFACTORALPHA
12071 | WINED3DTEXOPCAPS_BLENDTEXTUREALPHA
12072 | WINED3DTEXOPCAPS_BLENDDIFFUSEALPHA
12073 | WINED3DTEXOPCAPS_BLENDTEXTUREALPHAPM
12074 | WINED3DTEXOPCAPS_MODULATEALPHA_ADDCOLOR
12075 | WINED3DTEXOPCAPS_MODULATECOLOR_ADDALPHA
12076 | WINED3DTEXOPCAPS_MODULATEINVCOLOR_ADDALPHA
12077 | WINED3DTEXOPCAPS_MODULATEINVALPHA_ADDCOLOR
12078 | WINED3DTEXOPCAPS_DOTPRODUCT3
12079 | WINED3DTEXOPCAPS_MULTIPLYADD
12080 | WINED3DTEXOPCAPS_LERP
12081 | WINED3DTEXOPCAPS_BUMPENVMAP
12082 | WINED3DTEXOPCAPS_BUMPENVMAPLUMINANCE
;
12083 caps
->MaxTextureBlendStages
= WINED3D_MAX_TEXTURES
;
12084 caps
->MaxSimultaneousTextures
= min(gl_info
->limits
.samplers
[WINED3D_SHADER_TYPE_PIXEL
], WINED3D_MAX_TEXTURES
);
12087 static unsigned int glsl_fragment_pipe_get_emul_mask(const struct wined3d_adapter
*adapter
)
12089 if (wined3d_adapter_gl_const(adapter
)->gl_info
.supported
[WINED3D_GL_LEGACY_CONTEXT
])
12090 return GL_EXT_EMUL_ARB_MULTITEXTURE
;
12094 static void *glsl_fragment_pipe_alloc(const struct wined3d_shader_backend_ops
*shader_backend
, void *shader_priv
)
12096 struct shader_glsl_priv
*priv
;
12098 if (shader_backend
== &glsl_shader_backend
)
12100 priv
= shader_priv
;
12101 wine_rb_init(&priv
->ffp_fragment_shaders
, wined3d_ffp_frag_program_key_compare
);
12105 FIXME("GLSL fragment pipe without GLSL shader backend not implemented.\n");
12110 static void shader_glsl_free_ffp_fragment_shader(struct wine_rb_entry
*entry
, void *param
)
12112 struct glsl_ffp_fragment_shader
*shader
= WINE_RB_ENTRY_VALUE(entry
,
12113 struct glsl_ffp_fragment_shader
, entry
.entry
);
12114 struct glsl_shader_prog_link
*program
, *program2
;
12115 struct glsl_ffp_destroy_ctx
*ctx
= param
;
12116 const struct wined3d_gl_info
*gl_info
;
12118 gl_info
= ctx
->context_gl
->gl_info
;
12119 LIST_FOR_EACH_ENTRY_SAFE(program
, program2
, &shader
->linked_programs
,
12120 struct glsl_shader_prog_link
, ps
.shader_entry
)
12122 delete_glsl_program_entry(ctx
->priv
, gl_info
, program
);
12124 GL_EXTCALL(glDeleteShader(shader
->id
));
12128 /* Context activation is done by the caller. */
12129 static void glsl_fragment_pipe_free(struct wined3d_device
*device
, struct wined3d_context
*context
)
12131 struct wined3d_context_gl
*context_gl
= wined3d_context_gl(context
);
12132 struct shader_glsl_priv
*priv
= device
->fragment_priv
;
12133 struct glsl_ffp_destroy_ctx ctx
;
12136 ctx
.context_gl
= context_gl
;
12137 wine_rb_destroy(&priv
->ffp_fragment_shaders
, shader_glsl_free_ffp_fragment_shader
, &ctx
);
12140 static void glsl_fragment_pipe_shader(struct wined3d_context
*context
,
12141 const struct wined3d_state
*state
, DWORD state_id
)
12143 context
->shader_update_mask
|= 1u << WINED3D_SHADER_TYPE_PIXEL
;
12146 static void glsl_fragment_pipe_fogparams(struct wined3d_context
*context
,
12147 const struct wined3d_state
*state
, DWORD state_id
)
12149 context
->constant_update_mask
|= WINED3D_SHADER_CONST_PS_FOG
;
12152 static void glsl_fragment_pipe_fog(struct wined3d_context
*context
,
12153 const struct wined3d_state
*state
, DWORD state_id
)
12155 BOOL use_vshader
= use_vs(state
);
12156 enum fogsource new_source
;
12157 DWORD fogstart
= state
->render_states
[WINED3D_RS_FOGSTART
];
12158 DWORD fogend
= state
->render_states
[WINED3D_RS_FOGEND
];
12160 context
->shader_update_mask
|= 1u << WINED3D_SHADER_TYPE_PIXEL
;
12162 if (!state
->render_states
[WINED3D_RS_FOGENABLE
])
12165 if (state
->render_states
[WINED3D_RS_FOGTABLEMODE
] == WINED3D_FOG_NONE
)
12168 new_source
= FOGSOURCE_VS
;
12169 else if (state
->render_states
[WINED3D_RS_FOGVERTEXMODE
] == WINED3D_FOG_NONE
|| context
->stream_info
.position_transformed
)
12170 new_source
= FOGSOURCE_COORD
;
12172 new_source
= FOGSOURCE_FFP
;
12176 new_source
= FOGSOURCE_FFP
;
12179 if (new_source
!= context
->fog_source
|| fogstart
== fogend
)
12181 context
->fog_source
= new_source
;
12182 context
->constant_update_mask
|= WINED3D_SHADER_CONST_PS_FOG
;
12186 static void glsl_fragment_pipe_vdecl(struct wined3d_context
*context
,
12187 const struct wined3d_state
*state
, DWORD state_id
)
12189 const struct wined3d_gl_info
*gl_info
= wined3d_context_gl(context
)->gl_info
;
12191 /* Because of settings->texcoords_initialized and args->texcoords_initialized. */
12192 if (!shader_glsl_full_ffp_varyings(gl_info
))
12193 context
->shader_update_mask
|= 1u << WINED3D_SHADER_TYPE_PIXEL
;
12195 if (!isStateDirty(context
, STATE_RENDER(WINED3D_RS_FOGENABLE
)))
12196 glsl_fragment_pipe_fog(context
, state
, state_id
);
12199 static void glsl_fragment_pipe_vs(struct wined3d_context
*context
,
12200 const struct wined3d_state
*state
, DWORD state_id
)
12202 const struct wined3d_gl_info
*gl_info
= wined3d_context_gl(context
)->gl_info
;
12204 /* Because of settings->texcoords_initialized and args->texcoords_initialized. */
12205 if (!shader_glsl_full_ffp_varyings(gl_info
))
12206 context
->shader_update_mask
|= 1u << WINED3D_SHADER_TYPE_PIXEL
;
12209 static void glsl_fragment_pipe_tex_transform(struct wined3d_context
*context
,
12210 const struct wined3d_state
*state
, DWORD state_id
)
12212 context
->shader_update_mask
|= 1u << WINED3D_SHADER_TYPE_PIXEL
;
12215 static void glsl_fragment_pipe_invalidate_constants(struct wined3d_context
*context
,
12216 const struct wined3d_state
*state
, DWORD state_id
)
12218 context
->constant_update_mask
|= WINED3D_SHADER_CONST_FFP_PS
;
12221 static void glsl_fragment_pipe_alpha_test_func(struct wined3d_context
*context
,
12222 const struct wined3d_state
*state
, DWORD state_id
)
12224 const struct wined3d_gl_info
*gl_info
= wined3d_context_gl(context
)->gl_info
;
12225 GLint func
= wined3d_gl_compare_func(state
->render_states
[WINED3D_RS_ALPHAFUNC
]);
12226 float ref
= wined3d_alpha_ref(state
);
12230 gl_info
->gl_ops
.gl
.p_glAlphaFunc(func
, ref
);
12231 checkGLcall("glAlphaFunc");
12235 static void glsl_fragment_pipe_core_alpha_test(struct wined3d_context
*context
,
12236 const struct wined3d_state
*state
, DWORD state_id
)
12238 context
->shader_update_mask
|= 1u << WINED3D_SHADER_TYPE_PIXEL
;
12241 static void glsl_fragment_pipe_alpha_test(struct wined3d_context
*context
,
12242 const struct wined3d_state
*state
, DWORD state_id
)
12244 const struct wined3d_gl_info
*gl_info
= wined3d_context_gl(context
)->gl_info
;
12246 if (state
->render_states
[WINED3D_RS_ALPHATESTENABLE
])
12248 gl_info
->gl_ops
.gl
.p_glEnable(GL_ALPHA_TEST
);
12249 checkGLcall("glEnable(GL_ALPHA_TEST)");
12253 gl_info
->gl_ops
.gl
.p_glDisable(GL_ALPHA_TEST
);
12254 checkGLcall("glDisable(GL_ALPHA_TEST)");
12258 static void glsl_fragment_pipe_core_alpha_test_ref(struct wined3d_context
*context
,
12259 const struct wined3d_state
*state
, DWORD state_id
)
12261 context
->constant_update_mask
|= WINED3D_SHADER_CONST_PS_ALPHA_TEST
;
12264 static void glsl_fragment_pipe_color_key(struct wined3d_context
*context
,
12265 const struct wined3d_state
*state
, DWORD state_id
)
12267 context
->constant_update_mask
|= WINED3D_SHADER_CONST_FFP_COLOR_KEY
;
12270 static void glsl_fragment_pipe_shademode(struct wined3d_context
*context
,
12271 const struct wined3d_state
*state
, DWORD state_id
)
12273 context
->shader_update_mask
|= 1u << WINED3D_SHADER_TYPE_PIXEL
;
12276 static const struct wined3d_state_entry_template glsl_fragment_pipe_state_template
[] =
12278 {STATE_VDECL
, {STATE_VDECL
, glsl_fragment_pipe_vdecl
}, WINED3D_GL_EXT_NONE
},
12279 {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), glsl_fragment_pipe_vs
}, WINED3D_GL_EXT_NONE
},
12280 {STATE_RENDER(WINED3D_RS_TEXTUREFACTOR
), {STATE_RENDER(WINED3D_RS_TEXTUREFACTOR
), glsl_fragment_pipe_invalidate_constants
}, WINED3D_GL_EXT_NONE
},
12281 {STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12282 {STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12283 {STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12284 {STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12285 {STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12286 {STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12287 {STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12288 {STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12289 {STATE_TEXTURESTAGE(0, WINED3D_TSS_RESULT_ARG
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12290 {STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12291 {STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12292 {STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12293 {STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12294 {STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12295 {STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12296 {STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12297 {STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12298 {STATE_TEXTURESTAGE(1, WINED3D_TSS_RESULT_ARG
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12299 {STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12300 {STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12301 {STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12302 {STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12303 {STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12304 {STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12305 {STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12306 {STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12307 {STATE_TEXTURESTAGE(2, WINED3D_TSS_RESULT_ARG
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12308 {STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12309 {STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12310 {STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12311 {STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12312 {STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12313 {STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12314 {STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12315 {STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12316 {STATE_TEXTURESTAGE(3, WINED3D_TSS_RESULT_ARG
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12317 {STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12318 {STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12319 {STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12320 {STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12321 {STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12322 {STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12323 {STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12324 {STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12325 {STATE_TEXTURESTAGE(4, WINED3D_TSS_RESULT_ARG
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12326 {STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12327 {STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12328 {STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12329 {STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12330 {STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12331 {STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12332 {STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12333 {STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12334 {STATE_TEXTURESTAGE(5, WINED3D_TSS_RESULT_ARG
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12335 {STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12336 {STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12337 {STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12338 {STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12339 {STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12340 {STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12341 {STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12342 {STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12343 {STATE_TEXTURESTAGE(6, WINED3D_TSS_RESULT_ARG
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12344 {STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12345 {STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12346 {STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12347 {STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12348 {STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12349 {STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12350 {STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12351 {STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12352 {STATE_TEXTURESTAGE(7, WINED3D_TSS_RESULT_ARG
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12353 {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), glsl_fragment_pipe_shader
}, WINED3D_GL_EXT_NONE
},
12354 {STATE_RENDER(WINED3D_RS_ALPHAFUNC
), {STATE_RENDER(WINED3D_RS_ALPHAFUNC
), glsl_fragment_pipe_alpha_test_func
}, WINED3D_GL_LEGACY_CONTEXT
},
12355 {STATE_RENDER(WINED3D_RS_ALPHAFUNC
), {STATE_RENDER(WINED3D_RS_ALPHATESTENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
12356 {STATE_RENDER(WINED3D_RS_ALPHAREF
), {STATE_RENDER(WINED3D_RS_ALPHAFUNC
), NULL
}, WINED3D_GL_LEGACY_CONTEXT
},
12357 {STATE_RENDER(WINED3D_RS_ALPHAREF
), {STATE_RENDER(WINED3D_RS_ALPHAREF
), glsl_fragment_pipe_core_alpha_test_ref
}, WINED3D_GL_EXT_NONE
},
12358 {STATE_RENDER(WINED3D_RS_ALPHATESTENABLE
), {STATE_RENDER(WINED3D_RS_ALPHATESTENABLE
), glsl_fragment_pipe_alpha_test
}, WINED3D_GL_LEGACY_CONTEXT
},
12359 {STATE_RENDER(WINED3D_RS_ALPHATESTENABLE
), {STATE_RENDER(WINED3D_RS_ALPHATESTENABLE
), glsl_fragment_pipe_core_alpha_test
}, WINED3D_GL_EXT_NONE
},
12360 {STATE_RENDER(WINED3D_RS_COLORKEYENABLE
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12361 {STATE_COLOR_KEY
, { STATE_COLOR_KEY
, glsl_fragment_pipe_color_key
}, WINED3D_GL_EXT_NONE
},
12362 {STATE_RENDER(WINED3D_RS_FOGENABLE
), {STATE_RENDER(WINED3D_RS_FOGENABLE
), glsl_fragment_pipe_fog
}, WINED3D_GL_EXT_NONE
},
12363 {STATE_RENDER(WINED3D_RS_FOGTABLEMODE
), {STATE_RENDER(WINED3D_RS_FOGENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
12364 {STATE_RENDER(WINED3D_RS_FOGVERTEXMODE
), {STATE_RENDER(WINED3D_RS_FOGENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
12365 {STATE_RENDER(WINED3D_RS_FOGSTART
), {STATE_RENDER(WINED3D_RS_FOGSTART
), glsl_fragment_pipe_fogparams
}, WINED3D_GL_EXT_NONE
},
12366 {STATE_RENDER(WINED3D_RS_FOGEND
), {STATE_RENDER(WINED3D_RS_FOGSTART
), NULL
}, WINED3D_GL_EXT_NONE
},
12367 {STATE_RENDER(WINED3D_RS_SRGBWRITEENABLE
), {STATE_RENDER(WINED3D_RS_SRGBWRITEENABLE
), state_srgbwrite
}, ARB_FRAMEBUFFER_SRGB
},
12368 {STATE_RENDER(WINED3D_RS_SRGBWRITEENABLE
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12369 {STATE_RENDER(WINED3D_RS_FOGCOLOR
), {STATE_RENDER(WINED3D_RS_FOGCOLOR
), glsl_fragment_pipe_fogparams
}, WINED3D_GL_EXT_NONE
},
12370 {STATE_RENDER(WINED3D_RS_FOGDENSITY
), {STATE_RENDER(WINED3D_RS_FOGDENSITY
), glsl_fragment_pipe_fogparams
}, WINED3D_GL_EXT_NONE
},
12371 {STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE
), {STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE
), glsl_fragment_pipe_shader
}, ARB_POINT_SPRITE
},
12372 {STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE
), {STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE
), glsl_fragment_pipe_shader
}, WINED3D_GL_VERSION_2_0
},
12373 {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
},
12374 {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
},
12375 {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
},
12376 {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
},
12377 {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
},
12378 {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
},
12379 {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
},
12380 {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
},
12381 {STATE_TEXTURESTAGE(0, WINED3D_TSS_CONSTANT
), {STATE_TEXTURESTAGE(0, WINED3D_TSS_CONSTANT
), glsl_fragment_pipe_invalidate_constants
}, WINED3D_GL_EXT_NONE
},
12382 {STATE_TEXTURESTAGE(1, WINED3D_TSS_CONSTANT
), {STATE_TEXTURESTAGE(1, WINED3D_TSS_CONSTANT
), glsl_fragment_pipe_invalidate_constants
}, WINED3D_GL_EXT_NONE
},
12383 {STATE_TEXTURESTAGE(2, WINED3D_TSS_CONSTANT
), {STATE_TEXTURESTAGE(2, WINED3D_TSS_CONSTANT
), glsl_fragment_pipe_invalidate_constants
}, WINED3D_GL_EXT_NONE
},
12384 {STATE_TEXTURESTAGE(3, WINED3D_TSS_CONSTANT
), {STATE_TEXTURESTAGE(3, WINED3D_TSS_CONSTANT
), glsl_fragment_pipe_invalidate_constants
}, WINED3D_GL_EXT_NONE
},
12385 {STATE_TEXTURESTAGE(4, WINED3D_TSS_CONSTANT
), {STATE_TEXTURESTAGE(4, WINED3D_TSS_CONSTANT
), glsl_fragment_pipe_invalidate_constants
}, WINED3D_GL_EXT_NONE
},
12386 {STATE_TEXTURESTAGE(5, WINED3D_TSS_CONSTANT
), {STATE_TEXTURESTAGE(5, WINED3D_TSS_CONSTANT
), glsl_fragment_pipe_invalidate_constants
}, WINED3D_GL_EXT_NONE
},
12387 {STATE_TEXTURESTAGE(6, WINED3D_TSS_CONSTANT
), {STATE_TEXTURESTAGE(6, WINED3D_TSS_CONSTANT
), glsl_fragment_pipe_invalidate_constants
}, WINED3D_GL_EXT_NONE
},
12388 {STATE_TEXTURESTAGE(7, WINED3D_TSS_CONSTANT
), {STATE_TEXTURESTAGE(7, WINED3D_TSS_CONSTANT
), glsl_fragment_pipe_invalidate_constants
}, WINED3D_GL_EXT_NONE
},
12389 {STATE_RENDER(WINED3D_RS_SPECULARENABLE
), {STATE_RENDER(WINED3D_RS_SPECULARENABLE
), glsl_fragment_pipe_invalidate_constants
}, WINED3D_GL_EXT_NONE
},
12390 {STATE_POINT_ENABLE
, {STATE_POINT_ENABLE
, glsl_fragment_pipe_shader
}, WINED3D_GL_EXT_NONE
},
12391 {STATE_RENDER(WINED3D_RS_SHADEMODE
), {STATE_RENDER(WINED3D_RS_SHADEMODE
), glsl_fragment_pipe_shademode
}, WINED3D_GLSL_130
},
12392 {STATE_RENDER(WINED3D_RS_SHADEMODE
), {STATE_RENDER(WINED3D_RS_SHADEMODE
), state_shademode
}, WINED3D_GL_EXT_NONE
},
12393 {0 /* Terminate */, {0, 0 }, WINED3D_GL_EXT_NONE
},
12396 static BOOL
glsl_fragment_pipe_alloc_context_data(struct wined3d_context
*context
)
12401 static void glsl_fragment_pipe_free_context_data(struct wined3d_context
*context
)
12405 const struct wined3d_fragment_pipe_ops glsl_fragment_pipe
=
12407 glsl_fragment_pipe_enable
,
12408 glsl_fragment_pipe_get_caps
,
12409 glsl_fragment_pipe_get_emul_mask
,
12410 glsl_fragment_pipe_alloc
,
12411 glsl_fragment_pipe_free
,
12412 glsl_fragment_pipe_alloc_context_data
,
12413 glsl_fragment_pipe_free_context_data
,
12414 shader_glsl_color_fixup_supported
,
12415 glsl_fragment_pipe_state_template
,
12418 struct glsl_blitter_args
12420 GLenum texture_type
;
12421 struct color_fixup_desc fixup
;
12422 unsigned short use_colour_key
;
12425 struct glsl_blitter_program
12427 struct wine_rb_entry entry
;
12428 struct glsl_blitter_args args
;
12432 struct wined3d_glsl_blitter
12434 struct wined3d_blitter blitter
;
12435 struct wined3d_string_buffer_list string_buffers
;
12436 struct wine_rb_tree programs
;
12437 GLuint palette_texture
;
12440 static int glsl_blitter_args_compare(const void *key
, const struct wine_rb_entry
*entry
)
12442 const struct glsl_blitter_args
*a
= key
;
12443 const struct glsl_blitter_args
*b
= &WINE_RB_ENTRY_VALUE(entry
, const struct glsl_blitter_program
, entry
)->args
;
12445 return memcmp(a
, b
, sizeof(*a
));
12448 /* Context activation is done by the caller. */
12449 static void glsl_free_blitter_program(struct wine_rb_entry
*entry
, void *ctx
)
12451 struct glsl_blitter_program
*program
= WINE_RB_ENTRY_VALUE(entry
, struct glsl_blitter_program
, entry
);
12452 struct wined3d_context_gl
*context_gl
= ctx
;
12453 const struct wined3d_gl_info
*gl_info
;
12455 gl_info
= context_gl
->gl_info
;
12456 GL_EXTCALL(glDeleteProgram(program
->id
));
12457 checkGLcall("glDeleteProgram()");
12458 heap_free(program
);
12461 /* Context activation is done by the caller. */
12462 static void glsl_blitter_destroy(struct wined3d_blitter
*blitter
, struct wined3d_context
*context
)
12464 struct wined3d_context_gl
*context_gl
= wined3d_context_gl(context
);
12465 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
12466 struct wined3d_glsl_blitter
*glsl_blitter
;
12467 struct wined3d_blitter
*next
;
12469 if ((next
= blitter
->next
))
12470 next
->ops
->blitter_destroy(next
, context
);
12472 glsl_blitter
= CONTAINING_RECORD(blitter
, struct wined3d_glsl_blitter
, blitter
);
12474 if (glsl_blitter
->palette_texture
)
12475 gl_info
->gl_ops
.gl
.p_glDeleteTextures(1, &glsl_blitter
->palette_texture
);
12477 wine_rb_destroy(&glsl_blitter
->programs
, glsl_free_blitter_program
, context_gl
);
12478 string_buffer_list_cleanup(&glsl_blitter
->string_buffers
);
12480 heap_free(glsl_blitter
);
12483 static void glsl_blitter_generate_p8_shader(struct wined3d_string_buffer
*buffer
,
12484 const struct wined3d_gl_info
*gl_info
, const struct glsl_blitter_args
*args
,
12485 const char *output
, const char *tex_type
, const char *swizzle
)
12487 shader_addline(buffer
, "uniform sampler1D sampler_palette;\n");
12488 shader_addline(buffer
, "\nvoid main()\n{\n");
12489 /* The alpha-component contains the palette index. */
12490 shader_addline(buffer
, " float index = texture%s(sampler, out_texcoord.%s).%c;\n",
12491 needs_legacy_glsl_syntax(gl_info
) ? tex_type
: "", swizzle
,
12492 gl_info
->supported
[WINED3D_GL_LEGACY_CONTEXT
] ? 'w' : 'x');
12493 /* Scale the index by 255/256 and add a bias of 0.5 in order to sample in
12495 shader_addline(buffer
, " index = (index * 255.0 + 0.5) / 256.0;\n");
12496 shader_addline(buffer
, " %s = texture%s(sampler_palette, index);\n",
12497 output
, needs_legacy_glsl_syntax(gl_info
) ? "1D" : "");
12498 if (args
->use_colour_key
)
12499 shader_glsl_generate_colour_key_test(buffer
, output
, "colour_key.low", "colour_key.high");
12500 shader_addline(buffer
, "}\n");
12503 static void gen_packed_yuv_read(struct wined3d_string_buffer
*buffer
,
12504 const struct wined3d_gl_info
*gl_info
, const struct glsl_blitter_args
*args
,
12505 const char *tex_type
)
12507 enum complex_fixup complex_fixup
= get_complex_fixup(args
->fixup
);
12508 char chroma
, luminance
;
12511 /* The YUY2 and UYVY formats contain two pixels packed into a 32 bit
12512 * macropixel, giving effectively 16 bits per pixel. The color consists of
12513 * a luminance(Y) and two chroma(U and V) values. Each macropixel has two
12514 * luminance values, one for each single pixel it contains, and one U and
12515 * one V value shared between both pixels.
12517 * The data is loaded into an A8L8 texture. With YUY2, the luminance
12518 * component contains the luminance and alpha the chroma. With UYVY it is
12519 * vice versa. Thus take the format into account when generating the read
12522 * Reading the Y value is straightforward - just sample the texture. The
12523 * hardware takes care of filtering in the horizontal and vertical
12526 * Reading the U and V values is harder. We have to avoid filtering
12527 * horizontally, because that would mix the U and V values of one pixel or
12528 * two adjacent pixels. Thus floor the texture coordinate and add 0.5 to
12529 * get an unfiltered read, regardless of the filtering setting. Vertical
12530 * filtering works automatically though - the U and V values of two rows
12531 * are mixed nicely.
12533 * Apart of avoiding filtering issues, the code has to know which value it
12534 * just read, and where it can find the other one. To determine this, it
12535 * checks if it sampled an even or odd pixel, and shifts the 2nd read
12538 * Handling horizontal filtering of U and V values requires reading a 2nd
12539 * pair of pixels, extracting U and V and mixing them. This is not
12542 * An alternative implementation idea is to load the texture as A8R8G8B8
12543 * texture, with width / 2. This way one read gives all 3 values, finding
12544 * U and V is easy in an unfiltered situation. Finding the luminance on
12545 * the other hand requires finding out if it is an odd or even pixel. The
12546 * real drawback of this approach is filtering. This would have to be
12547 * emulated completely in the shader, reading up two 2 packed pixels in up
12548 * to 2 rows and interpolating both horizontally and vertically. Beyond
12549 * that it would require adjustments to the texture handling code to deal
12550 * with the width scaling. */
12552 if (complex_fixup
== COMPLEX_FIXUP_UYVY
)
12555 luminance
= gl_info
->supported
[WINED3D_GL_LEGACY_CONTEXT
] ? 'w' : 'y';
12559 chroma
= gl_info
->supported
[WINED3D_GL_LEGACY_CONTEXT
] ? 'w' : 'y';
12563 tex
= needs_legacy_glsl_syntax(gl_info
) ? tex_type
: "";
12565 /* First we have to read the chroma values. This means we need at least
12566 * two pixels (no filtering), or 4 pixels (with filtering). To get the
12567 * unmodified chroma, we have to rid ourselves of the filtering when we
12568 * sample the texture. */
12569 shader_addline(buffer
, " texcoord.xy = out_texcoord.xy;\n");
12570 /* We must not allow filtering between pixel x and x+1, this would mix U
12571 * and V. Vertical filtering is ok. However, bear in mind that the pixel
12572 * center is at 0.5, so add 0.5. */
12573 shader_addline(buffer
, " texcoord.x = (floor(texcoord.x * size.x) + 0.5) / size.x;\n");
12574 shader_addline(buffer
, " luminance = texture%s(sampler, texcoord.xy).%c;\n", tex
, chroma
);
12576 /* Multiply the x coordinate by 0.5 and get the fraction. This gives 0.25
12577 * and 0.75 for the even and odd pixels respectively. */
12578 /* Put the value into either of the chroma values. */
12579 shader_addline(buffer
, " bool even = fract(texcoord.x * size.x * 0.5) < 0.5;\n");
12580 shader_addline(buffer
, " if (even)\n");
12581 shader_addline(buffer
, " chroma.y = luminance;\n");
12582 shader_addline(buffer
, " else\n");
12583 shader_addline(buffer
, " chroma.x = luminance;\n");
12585 /* Sample pixel 2. If we read an even pixel, sample the pixel right to the
12586 * current one. Otherwise, sample the left pixel. */
12587 shader_addline(buffer
, " texcoord.x += even ? 1.0 / size.x : -1.0 / size.x;\n");
12588 shader_addline(buffer
, " luminance = texture%s(sampler, texcoord.xy).%c;\n", tex
, chroma
);
12590 /* Put the value into the other chroma. */
12591 shader_addline(buffer
, " if (even)\n");
12592 shader_addline(buffer
, " chroma.x = luminance;\n");
12593 shader_addline(buffer
, " else\n");
12594 shader_addline(buffer
, " chroma.y = luminance;\n");
12596 /* TODO: If filtering is enabled, sample a 2nd pair of pixels left or right of
12597 * the current one and lerp the two U and V values. */
12599 /* This gives the correctly filtered luminance value. */
12600 shader_addline(buffer
, " luminance = texture%s(sampler, out_texcoord.xy).%c;\n", tex
, luminance
);
12603 static void gen_yv12_read(struct wined3d_string_buffer
*buffer
,
12604 const struct wined3d_gl_info
*gl_info
, const char *tex_type
)
12606 char component
= gl_info
->supported
[WINED3D_GL_LEGACY_CONTEXT
] ? 'w' : 'x';
12607 const char *tex
= needs_legacy_glsl_syntax(gl_info
) ? tex_type
: "";
12609 /* YV12 surfaces contain a WxH sized luminance plane, followed by a
12610 * (W/2)x(H/2) V and a (W/2)x(H/2) U plane, each with 8 bit per pixel. So
12611 * the effective bitdepth is 12 bits per pixel. Since the U and V planes
12612 * have only half the pitch of the luminance plane, the packing into the
12613 * gl texture is a bit unfortunate. If the whole texture is interpreted as
12614 * luminance data it looks approximately like this:
12616 * +----------------------------------+----
12628 * +----------------+-----------------+----
12630 * | V even rows | V odd rows |
12632 * +----------------+------------------ -
12634 * | U even rows | U odd rows |
12636 * +----------------+-----------------+----
12640 * So it appears as if there are 4 chroma images, but in fact the odd rows
12641 * in the chroma images are in the same row as the even ones. So it is
12642 * kinda tricky to read. */
12644 /* First sample the chroma values. */
12645 shader_addline(buffer
, " texcoord.xy = out_texcoord.xy;\n");
12646 /* The chroma planes have only half the width. */
12647 shader_addline(buffer
, " texcoord.x *= 0.5;\n");
12649 /* The first value is between 2/3 and 5/6 of the texture's height, so
12650 * scale+bias the coordinate. Also read the right side of the image when
12651 * reading odd lines.
12653 * Don't forget to clamp the y values in into the range, otherwise we'll
12654 * get filtering bleeding. */
12656 /* Read odd lines from the right side (add 0.5 to the x coordinate). Keep
12657 * in mind that each line of the chroma plane corresponds to 2 lines of the
12658 * resulting image. */
12659 shader_addline(buffer
, " if (fract(texcoord.y * size.y * 0.25) >= 0.5)\n");
12660 shader_addline(buffer
, " texcoord.x += 0.5;\n");
12662 /* Clamp, keep the half pixel origin in mind. */
12663 shader_addline(buffer
, " texcoord.y = clamp(2.0 / 3.0 + texcoord.y / 6.0, "
12664 "2.0 / 3.0 + 0.5 / size.y, 5.0 / 6.0 - 0.5 / size.y);\n");
12666 shader_addline(buffer
, " chroma.x = texture%s(sampler, texcoord.xy).%c;\n", tex
, component
);
12668 /* The other chroma value is 1/6th of the texture lower, from 5/6th to
12669 * 6/6th No need to clamp because we're just reusing the already clamped
12670 * value from above. */
12671 shader_addline(buffer
, " texcoord.y += 1.0 / 6.0;\n");
12672 shader_addline(buffer
, " chroma.y = texture%s(sampler, texcoord.xy).%c;\n", tex
, component
);
12674 /* Sample the luminance value. It is in the top 2/3rd of the texture, so
12675 * scale the y coordinate. Clamp the y coordinate to prevent the chroma
12676 * values from bleeding into the sampled luminance values due to
12678 shader_addline(buffer
, " texcoord.xy = out_texcoord.xy;\n");
12679 /* Multiply the y coordinate by 2/3 and clamp it. */
12680 shader_addline(buffer
, " texcoord.y = min(texcoord.y * 2.0 / 3.0, 2.0 / 3.0 - 0.5 / size.y);\n");
12681 shader_addline(buffer
, " luminance = texture%s(sampler, texcoord.xy).%c;\n", tex
, component
);
12684 static void gen_nv12_read(struct wined3d_string_buffer
*buffer
,
12685 const struct wined3d_gl_info
*gl_info
, const char *tex_type
)
12687 char component
= gl_info
->supported
[WINED3D_GL_LEGACY_CONTEXT
] ? 'w' : 'x';
12688 const char *tex
= needs_legacy_glsl_syntax(gl_info
) ? tex_type
: "";
12690 /* NV12 surfaces contain a WxH sized luminance plane, followed by a
12691 * (W/2)x(H/2) sized plane where each component is an UV pair. So the
12692 * effective bitdepth is 12 bits per pixel. If the whole texture is
12693 * interpreted as luminance data it looks approximately like this:
12695 * +----------------------------------+----
12707 * +----------------------------------+----
12708 * |UVUVUVUVUVUVUVUVUVUVUVUVUVUVUVUVUV|
12709 * |UVUVUVUVUVUVUVUVUVUVUVUVUVUVUVUVUV|
12715 * +----------------------------------+---- */
12717 /* First sample the chroma values. */
12718 shader_addline(buffer
, " texcoord.xy = out_texcoord.xy;\n");
12719 /* We only have half the number of chroma pixels. */
12720 shader_addline(buffer
, " texcoord.x *= 0.5;\n");
12721 shader_addline(buffer
, " texcoord.y = (texcoord.y + 2.0) / 3.0;\n");
12723 /* We must not allow filtering horizontally, this would mix U and V.
12724 * Vertical filtering is ok. However, bear in mind that the pixel center
12725 * is at 0.5, so add 0.5. */
12727 /* Convert to non-normalised coordinates so we can find the individual
12729 shader_addline(buffer
, " texcoord.x = floor(texcoord.x * size.x);\n");
12730 /* Multiply by 2 since chroma components are stored in UV pixel pairs, add
12731 * 0.5 to hit the center of the pixel. Then convert back to normalised
12733 shader_addline(buffer
, " texcoord.x = (texcoord.x * 2.0 + 0.5) / size.x;\n");
12734 /* Clamp, keep the half pixel origin in mind. */
12735 shader_addline(buffer
, " texcoord.y = max(texcoord.y, 2.0 / 3.0 + 0.5 / size.y);\n");
12737 shader_addline(buffer
, " chroma.y = texture%s(sampler, texcoord.xy).%c;\n", tex
, component
);
12738 /* Add 1.0 / size.x to sample the adjacent texel. */
12739 shader_addline(buffer
, " texcoord.x += 1.0 / size.x;\n");
12740 shader_addline(buffer
, " chroma.x = texture%s(sampler, texcoord.xy).%c;\n", tex
, component
);
12742 /* Sample the luminance value. It is in the top 2/3rd of the texture, so
12743 * scale the y coordinate. Clamp the y coordinate to prevent the chroma
12744 * values from bleeding into the sampled luminance values due to
12746 shader_addline(buffer
, " texcoord.xy = out_texcoord.xy;\n");
12747 /* Multiply the y coordinate by 2/3 and clamp it. */
12748 shader_addline(buffer
, " texcoord.y = min(texcoord.y * 2.0 / 3.0, 2.0 / 3.0 - 0.5 / size.y);\n");
12749 shader_addline(buffer
, " luminance = texture%s(sampler, texcoord.xy).%c;\n", tex
, component
);
12752 static void glsl_blitter_generate_yuv_shader(struct wined3d_string_buffer
*buffer
,
12753 const struct wined3d_gl_info
*gl_info
, const struct glsl_blitter_args
*args
,
12754 const char *output
, const char *tex_type
, const char *swizzle
)
12756 enum complex_fixup complex_fixup
= get_complex_fixup(args
->fixup
);
12758 shader_addline(buffer
, "const vec4 yuv_coef = vec4(1.403, -0.344, -0.714, 1.770);\n");
12759 shader_addline(buffer
, "float luminance;\n");
12760 shader_addline(buffer
, "vec2 texcoord;\n");
12761 shader_addline(buffer
, "vec2 chroma;\n");
12762 shader_addline(buffer
, "uniform vec2 size;\n");
12764 shader_addline(buffer
, "\nvoid main()\n{\n");
12766 switch (complex_fixup
)
12768 case COMPLEX_FIXUP_UYVY
:
12769 case COMPLEX_FIXUP_YUY2
:
12770 gen_packed_yuv_read(buffer
, gl_info
, args
, tex_type
);
12773 case COMPLEX_FIXUP_YV12
:
12774 gen_yv12_read(buffer
, gl_info
, tex_type
);
12777 case COMPLEX_FIXUP_NV12
:
12778 gen_nv12_read(buffer
, gl_info
, tex_type
);
12781 case COMPLEX_FIXUP_YUV
:
12782 /* With APPLE_rgb_422, things are much simpler. The only thing we
12783 * have to do here is Y'CbCr to RGB conversion. */
12784 shader_addline(buffer
, " vec3 yuv = vec3(texture%s(sampler, out_texcoord.xy));\n",
12785 needs_legacy_glsl_syntax(gl_info
) ? tex_type
: "");
12786 shader_addline(buffer
, " luminance = yuv.y;\n");
12787 shader_addline(buffer
, " chroma = yuv.xz;\n");
12791 FIXME("Unsupported fixup %#x.\n", complex_fixup
);
12792 string_buffer_free(buffer
);
12796 /* Calculate the final result. Formula is taken from
12797 * http://www.fourcc.org/fccyvrgb.php. Note that the chroma
12798 * ranges from -0.5 to 0.5. */
12799 shader_addline(buffer
, "\n chroma.xy -= 0.5;\n");
12801 shader_addline(buffer
, " %s.x = luminance + chroma.x * yuv_coef.x;\n", output
);
12802 shader_addline(buffer
, " %s.y = luminance + chroma.y * yuv_coef.y + chroma.x * yuv_coef.z;\n", output
);
12803 shader_addline(buffer
, " %s.z = luminance + chroma.y * yuv_coef.w;\n", output
);
12804 if (args
->use_colour_key
)
12805 shader_glsl_generate_colour_key_test(buffer
, output
, "colour_key.low", "colour_key.high");
12807 shader_addline(buffer
, "}\n");
12810 static void glsl_blitter_generate_plain_shader(struct wined3d_string_buffer
*buffer
,
12811 const struct wined3d_gl_info
*gl_info
, const struct glsl_blitter_args
*args
,
12812 const char *output
, const char *tex_type
, const char *swizzle
)
12814 shader_addline(buffer
, "\nvoid main()\n{\n");
12815 shader_addline(buffer
, " %s = texture%s(sampler, out_texcoord.%s);\n",
12816 output
, needs_legacy_glsl_syntax(gl_info
) ? tex_type
: "", swizzle
);
12817 shader_glsl_color_correction_ext(buffer
, output
, WINED3DSP_WRITEMASK_ALL
, args
->fixup
);
12818 if (args
->use_colour_key
)
12819 shader_glsl_generate_colour_key_test(buffer
, output
, "colour_key.low", "colour_key.high");
12820 shader_addline(buffer
, "}\n");
12823 /* Context activation is done by the caller. */
12824 static GLuint
glsl_blitter_generate_program(struct wined3d_glsl_blitter
*blitter
,
12825 const struct wined3d_gl_info
*gl_info
, const struct glsl_blitter_args
*args
)
12827 static const struct
12829 GLenum texture_target
;
12830 const char texture_type
[7];
12831 const char texcoord_swizzle
[4];
12835 {GL_TEXTURE_2D
, "2D", "xy"},
12836 {GL_TEXTURE_CUBE_MAP
, "Cube", "xyz"},
12837 {GL_TEXTURE_RECTANGLE_ARB
, "2DRect", "xy"},
12839 static const char vshader_main
[] =
12843 " gl_Position = vec4(pos, 0.0, 1.0);\n"
12844 " out_texcoord = texcoord;\n"
12846 enum complex_fixup complex_fixup
= get_complex_fixup(args
->fixup
);
12847 struct wined3d_string_buffer
*buffer
, *output
;
12848 GLuint program
, vshader_id
, fshader_id
;
12849 const char *tex_type
= NULL
, *swizzle
= NULL
, *ptr
;
12853 for (i
= 0; i
< ARRAY_SIZE(texture_data
); ++i
)
12855 if (args
->texture_type
== texture_data
[i
].texture_target
)
12857 tex_type
= texture_data
[i
].texture_type
;
12858 swizzle
= texture_data
[i
].texcoord_swizzle
;
12862 if (i
== ARRAY_SIZE(texture_data
))
12864 FIXME("Unsupported texture type %#x.\n", args
->texture_type
);
12868 program
= GL_EXTCALL(glCreateProgram());
12870 vshader_id
= GL_EXTCALL(glCreateShader(GL_VERTEX_SHADER
));
12872 buffer
= string_buffer_get(&blitter
->string_buffers
);
12873 shader_glsl_add_version_declaration(buffer
, gl_info
);
12874 shader_addline(buffer
, "%s vec2 pos;\n", get_attribute_keyword(gl_info
));
12875 shader_addline(buffer
, "%s vec3 texcoord;\n", get_attribute_keyword(gl_info
));
12876 declare_out_varying(gl_info
, buffer
, FALSE
, "vec3 out_texcoord;\n");
12877 shader_addline(buffer
, vshader_main
);
12879 ptr
= buffer
->buffer
;
12880 GL_EXTCALL(glShaderSource(vshader_id
, 1, &ptr
, NULL
));
12881 GL_EXTCALL(glAttachShader(program
, vshader_id
));
12882 GL_EXTCALL(glDeleteShader(vshader_id
));
12884 fshader_id
= GL_EXTCALL(glCreateShader(GL_FRAGMENT_SHADER
));
12886 string_buffer_clear(buffer
);
12887 shader_glsl_add_version_declaration(buffer
, gl_info
);
12888 shader_addline(buffer
, "uniform sampler%s sampler;\n", tex_type
);
12889 if (args
->use_colour_key
)
12891 shader_addline(buffer
, "uniform struct\n{\n");
12892 shader_addline(buffer
, " vec4 low, high;\n");
12893 shader_addline(buffer
, "} colour_key;\n");
12895 declare_in_varying(gl_info
, buffer
, FALSE
, "vec3 out_texcoord;\n");
12896 /* TODO: Declare the out variable with the correct type (and put it in the
12897 * blitter args). */
12898 if (!use_legacy_fragment_output(gl_info
))
12899 shader_addline(buffer
, "out vec4 ps_out[1];\n");
12901 output
= string_buffer_get(&blitter
->string_buffers
);
12902 string_buffer_sprintf(output
, "%s[0]", get_fragment_output(gl_info
));
12904 switch (complex_fixup
)
12906 case COMPLEX_FIXUP_P8
:
12907 glsl_blitter_generate_p8_shader(buffer
, gl_info
, args
, output
->buffer
, tex_type
, swizzle
);
12909 case COMPLEX_FIXUP_YUY2
:
12910 case COMPLEX_FIXUP_UYVY
:
12911 case COMPLEX_FIXUP_YV12
:
12912 case COMPLEX_FIXUP_NV12
:
12913 case COMPLEX_FIXUP_YUV
:
12914 glsl_blitter_generate_yuv_shader(buffer
, gl_info
, args
, output
->buffer
, tex_type
, swizzle
);
12916 case COMPLEX_FIXUP_NONE
:
12917 glsl_blitter_generate_plain_shader(buffer
, gl_info
, args
, output
->buffer
, tex_type
, swizzle
);
12920 string_buffer_release(&blitter
->string_buffers
, output
);
12922 ptr
= buffer
->buffer
;
12923 GL_EXTCALL(glShaderSource(fshader_id
, 1, &ptr
, NULL
));
12924 string_buffer_release(&blitter
->string_buffers
, buffer
);
12925 GL_EXTCALL(glAttachShader(program
, fshader_id
));
12926 GL_EXTCALL(glDeleteShader(fshader_id
));
12928 GL_EXTCALL(glBindAttribLocation(program
, 0, "pos"));
12929 GL_EXTCALL(glBindAttribLocation(program
, 1, "texcoord"));
12931 if (!use_legacy_fragment_output(gl_info
))
12932 GL_EXTCALL(glBindFragDataLocation(program
, 0, "ps_out"));
12934 GL_EXTCALL(glCompileShader(vshader_id
));
12935 print_glsl_info_log(gl_info
, vshader_id
, FALSE
);
12936 GL_EXTCALL(glCompileShader(fshader_id
));
12937 print_glsl_info_log(gl_info
, fshader_id
, FALSE
);
12938 GL_EXTCALL(glLinkProgram(program
));
12939 shader_glsl_validate_link(gl_info
, program
);
12941 GL_EXTCALL(glUseProgram(program
));
12942 loc
= GL_EXTCALL(glGetUniformLocation(program
, "sampler"));
12943 GL_EXTCALL(glUniform1i(loc
, 0));
12944 if (complex_fixup
== COMPLEX_FIXUP_P8
)
12946 loc
= GL_EXTCALL(glGetUniformLocation(program
, "sampler_palette"));
12947 GL_EXTCALL(glUniform1i(loc
, 1));
12953 /* Context activation is done by the caller. */
12954 static void glsl_blitter_upload_palette(struct wined3d_glsl_blitter
*blitter
,
12955 struct wined3d_context_gl
*context_gl
, const struct wined3d_texture_gl
*texture_gl
)
12957 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
12958 const struct wined3d_palette
*palette
;
12960 palette
= texture_gl
->t
.swapchain
? texture_gl
->t
.swapchain
->palette
: NULL
;
12962 if (!blitter
->palette_texture
)
12963 gl_info
->gl_ops
.gl
.p_glGenTextures(1, &blitter
->palette_texture
);
12965 wined3d_context_gl_active_texture(context_gl
, gl_info
, 1);
12966 gl_info
->gl_ops
.gl
.p_glBindTexture(GL_TEXTURE_1D
, blitter
->palette_texture
);
12967 gl_info
->gl_ops
.gl
.p_glTexParameteri(GL_TEXTURE_1D
, GL_TEXTURE_MIN_FILTER
, GL_NEAREST
);
12968 gl_info
->gl_ops
.gl
.p_glTexParameteri(GL_TEXTURE_1D
, GL_TEXTURE_MAG_FILTER
, GL_NEAREST
);
12969 gl_info
->gl_ops
.gl
.p_glTexParameteri(GL_TEXTURE_1D
, GL_TEXTURE_WRAP_S
, GL_CLAMP_TO_EDGE
);
12971 GL_EXTCALL(glBindBuffer(GL_PIXEL_UNPACK_BUFFER
, 0));
12972 checkGLcall("glBindBuffer");
12976 gl_info
->gl_ops
.gl
.p_glTexImage1D(GL_TEXTURE_1D
, 0, GL_RGB
, 256, 0, GL_BGRA
,
12977 GL_UNSIGNED_INT_8_8_8_8_REV
, palette
->colors
);
12981 static const DWORD black
;
12983 FIXME("P8 texture loaded without a palette.\n");
12984 gl_info
->gl_ops
.gl
.p_glTexImage1D(GL_TEXTURE_1D
, 0, GL_RGB
, 1, 0, GL_BGRA
,
12985 GL_UNSIGNED_INT_8_8_8_8_REV
, &black
);
12988 wined3d_context_gl_active_texture(context_gl
, gl_info
, 0);
12991 /* Context activation is done by the caller. */
12992 static struct glsl_blitter_program
*glsl_blitter_get_program(struct wined3d_glsl_blitter
*blitter
,
12993 struct wined3d_context_gl
*context_gl
, const struct wined3d_texture_gl
*texture_gl
, BOOL use_colour_key
)
12995 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
12996 struct glsl_blitter_program
*program
;
12997 struct glsl_blitter_args args
;
12998 struct wine_rb_entry
*entry
;
13000 memset(&args
, 0, sizeof(args
));
13001 args
.texture_type
= texture_gl
->target
;
13002 args
.fixup
= texture_gl
->t
.resource
.format
->color_fixup
;
13003 args
.use_colour_key
= use_colour_key
;
13005 if ((entry
= wine_rb_get(&blitter
->programs
, &args
)))
13006 return WINE_RB_ENTRY_VALUE(entry
, struct glsl_blitter_program
, entry
);
13008 if (!(program
= heap_alloc(sizeof(*program
))))
13010 ERR("Failed to allocate blitter program memory.\n");
13014 program
->args
= args
;
13015 if (!(program
->id
= glsl_blitter_generate_program(blitter
, gl_info
, &args
)))
13017 WARN("Failed to generate blitter program.\n");
13018 heap_free(program
);
13022 if (wine_rb_put(&blitter
->programs
, &program
->args
, &program
->entry
) == -1)
13024 ERR("Failed to store blitter program.\n");
13025 GL_EXTCALL(glDeleteProgram(program
->id
));
13026 heap_free(program
);
13033 static BOOL
glsl_blitter_supported(enum wined3d_blit_op blit_op
, const struct wined3d_context
*context
,
13034 const struct wined3d_texture_gl
*src_texture
, DWORD src_location
,
13035 const struct wined3d_texture_gl
*dst_texture
, DWORD dst_location
)
13037 const struct wined3d_resource
*src_resource
= &src_texture
->t
.resource
;
13038 const struct wined3d_resource
*dst_resource
= &dst_texture
->t
.resource
;
13039 const struct wined3d_format
*src_format
= src_resource
->format
;
13040 const struct wined3d_format
*dst_format
= dst_resource
->format
;
13041 bool src_ds
, dst_ds
;
13044 if (blit_op
== WINED3D_BLIT_OP_RAW_BLIT
&& dst_format
->id
== src_format
->id
)
13046 src_ds
= src_format
->depth_size
|| src_format
->stencil_size
;
13047 dst_ds
= dst_format
->depth_size
|| dst_format
->stencil_size
;
13048 /* We could in principle support raw depth/stencil <-> colour blits as
13049 * well in some cases, but note that typeless formats like e.g.
13050 * R16_TYPELESS may use a normalised GL format for depth/stencil
13051 * resources, and a floating-point format for colour resources, */
13052 if (src_ds
&& dst_ds
)
13053 blit_op
= WINED3D_BLIT_OP_DEPTH_BLIT
;
13054 else if (!src_ds
&& !dst_ds
)
13055 blit_op
= WINED3D_BLIT_OP_COLOR_BLIT
;
13058 if (blit_op
!= WINED3D_BLIT_OP_COLOR_BLIT
&& blit_op
!= WINED3D_BLIT_OP_COLOR_BLIT_CKEY
13059 && blit_op
!= WINED3D_BLIT_OP_COLOR_BLIT_ALPHATEST
)
13061 TRACE("Unsupported blit_op %#x.\n", blit_op
);
13065 if (src_resource
->type
!= WINED3D_RTYPE_TEXTURE_2D
)
13068 if (src_texture
->target
== GL_TEXTURE_2D_MULTISAMPLE
13069 || src_texture
->target
== GL_TEXTURE_2D_MULTISAMPLE_ARRAY
)
13071 TRACE("Multi-sample source textures not supported.\n");
13075 if (!(dst_resource
->access
& WINED3D_RESOURCE_ACCESS_GPU
))
13077 TRACE("Destination resource does not have GPU access.\n");
13081 /* We don't necessarily want to blit from resources without
13082 * WINED3D_RESOURCE_ACCESS_GPU, but that may be the only way to decompress
13083 * compressed textures. */
13084 decompress
= (src_format
->attrs
& WINED3D_FORMAT_ATTR_COMPRESSED
)
13085 && !(dst_format
->attrs
& WINED3D_FORMAT_ATTR_COMPRESSED
);
13086 if (!decompress
&& !(src_resource
->access
& WINED3D_RESOURCE_ACCESS_GPU
))
13088 TRACE("Source resource does not have GPU access.\n");
13092 if (!is_identity_fixup(dst_format
->color_fixup
)
13093 && (dst_format
->id
!= src_format
->id
|| dst_location
!= WINED3D_LOCATION_DRAWABLE
))
13095 TRACE("Destination fixups are not supported.\n");
13099 if (wined3d_settings
.offscreen_rendering_mode
== ORM_FBO
13100 && !((dst_format
->caps
[WINED3D_GL_RES_TYPE_TEX_2D
] & WINED3D_FORMAT_CAP_FBO_ATTACHABLE
)
13101 || (dst_resource
->bind_flags
& WINED3D_BIND_RENDER_TARGET
)))
13103 TRACE("Destination texture is not FBO attachable.\n");
13107 TRACE("Returning supported.\n");
13111 static DWORD
glsl_blitter_blit(struct wined3d_blitter
*blitter
, enum wined3d_blit_op op
,
13112 struct wined3d_context
*context
, struct wined3d_texture
*src_texture
, unsigned int src_sub_resource_idx
,
13113 DWORD src_location
, const RECT
*src_rect
, struct wined3d_texture
*dst_texture
,
13114 unsigned int dst_sub_resource_idx
, DWORD dst_location
, const RECT
*dst_rect
,
13115 const struct wined3d_color_key
*colour_key
, enum wined3d_texture_filter_type filter
,
13116 const struct wined3d_format
*resolve_format
)
13118 struct wined3d_texture_gl
*src_texture_gl
= wined3d_texture_gl(src_texture
);
13119 struct wined3d_texture_gl
*dst_texture_gl
= wined3d_texture_gl(dst_texture
);
13120 struct wined3d_context_gl
*context_gl
= wined3d_context_gl(context
);
13121 struct wined3d_device
*device
= dst_texture
->resource
.device
;
13122 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
13123 struct wined3d_texture
*staging_texture
= NULL
;
13124 struct wined3d_glsl_blitter
*glsl_blitter
;
13125 struct wined3d_color_key alpha_test_key
;
13126 struct glsl_blitter_program
*program
;
13127 struct wined3d_blitter
*next
;
13128 unsigned int src_level
;
13132 TRACE("blitter %p, op %#x, context %p, src_texture %p, src_sub_resource_idx %u, src_location %s, "
13133 "src_rect %s, dst_texture %p, dst_sub_resource_idx %u, dst_location %s, dst_rect %s, "
13134 "colour_key %p, filter %s, resolve format %p.\n",
13135 blitter
, op
, context
, src_texture
, src_sub_resource_idx
, wined3d_debug_location(src_location
),
13136 wine_dbgstr_rect(src_rect
), dst_texture
, dst_sub_resource_idx
, wined3d_debug_location(dst_location
),
13137 wine_dbgstr_rect(dst_rect
), colour_key
, debug_d3dtexturefiltertype(filter
), resolve_format
);
13139 if (!glsl_blitter_supported(op
, context
, src_texture_gl
, src_location
, dst_texture_gl
, dst_location
))
13141 if (!(next
= blitter
->next
))
13143 ERR("No blitter to handle blit op %#x.\n", op
);
13144 return dst_location
;
13147 TRACE("Forwarding to blitter %p.\n", next
);
13148 return next
->ops
->blitter_blit(next
, op
, context
, src_texture
, src_sub_resource_idx
, src_location
,
13149 src_rect
, dst_texture
, dst_sub_resource_idx
, dst_location
, dst_rect
, colour_key
, filter
,
13153 glsl_blitter
= CONTAINING_RECORD(blitter
, struct wined3d_glsl_blitter
, blitter
);
13155 if (!(src_texture
->resource
.access
& WINED3D_RESOURCE_ACCESS_GPU
))
13157 struct wined3d_resource_desc desc
;
13158 struct wined3d_box upload_box
;
13161 TRACE("Source texture is not GPU accessible, creating a staging texture.\n");
13163 src_level
= src_sub_resource_idx
% src_texture
->level_count
;
13164 desc
.resource_type
= WINED3D_RTYPE_TEXTURE_2D
;
13165 desc
.format
= src_texture
->resource
.format
->id
;
13166 desc
.multisample_type
= src_texture
->resource
.multisample_type
;
13167 desc
.multisample_quality
= src_texture
->resource
.multisample_quality
;
13168 desc
.usage
= WINED3DUSAGE_PRIVATE
;
13169 desc
.bind_flags
= 0;
13170 desc
.access
= WINED3D_RESOURCE_ACCESS_GPU
;
13171 desc
.width
= wined3d_texture_get_level_width(src_texture
, src_level
);
13172 desc
.height
= wined3d_texture_get_level_height(src_texture
, src_level
);
13176 if (FAILED(hr
= wined3d_texture_create(device
, &desc
, 1, 1, 0,
13177 NULL
, NULL
, &wined3d_null_parent_ops
, &staging_texture
)))
13179 ERR("Failed to create staging texture, hr %#lx.\n", hr
);
13180 return dst_location
;
13183 wined3d_box_set(&upload_box
, 0, 0, desc
.width
, desc
.height
, 0, desc
.depth
);
13184 wined3d_texture_upload_from_texture(staging_texture
, 0, 0, 0, 0,
13185 src_texture
, src_sub_resource_idx
, &upload_box
);
13187 src_texture
= staging_texture
;
13188 src_texture_gl
= wined3d_texture_gl(src_texture
);
13189 src_sub_resource_idx
= 0;
13191 else if (wined3d_settings
.offscreen_rendering_mode
!= ORM_FBO
13192 && (src_texture
->sub_resources
[src_sub_resource_idx
].locations
13193 & (WINED3D_LOCATION_TEXTURE_RGB
| WINED3D_LOCATION_DRAWABLE
)) == WINED3D_LOCATION_DRAWABLE
13194 && !wined3d_resource_is_offscreen(&src_texture
->resource
))
13197 /* Without FBO blits transferring from the drawable to the texture is
13198 * expensive, because we have to flip the data in sysmem. Since we can
13199 * flip in the blitter, we don't actually need that flip anyway. So we
13200 * use the surface's texture as scratch texture, and flip the source
13201 * rectangle instead. */
13202 texture2d_load_fb_texture(src_texture_gl
, src_sub_resource_idx
, FALSE
, context
);
13205 src_level
= src_sub_resource_idx
% src_texture
->level_count
;
13206 s
.top
= wined3d_texture_get_level_height(src_texture
, src_level
) - s
.top
;
13207 s
.bottom
= wined3d_texture_get_level_height(src_texture
, src_level
) - s
.bottom
;
13212 wined3d_texture_load(src_texture
, context
, FALSE
);
13215 if (wined3d_texture_is_full_rect(dst_texture
, dst_sub_resource_idx
% dst_texture
->level_count
, dst_rect
))
13216 wined3d_texture_prepare_location(dst_texture
, dst_sub_resource_idx
, context
, dst_location
);
13218 wined3d_texture_load_location(dst_texture
, dst_sub_resource_idx
, context
, dst_location
);
13220 context_gl_apply_texture_draw_state(context_gl
, dst_texture
, dst_sub_resource_idx
, dst_location
);
13221 wined3d_context_gl_apply_blit_state(context_gl
, device
);
13223 if (dst_location
== WINED3D_LOCATION_DRAWABLE
)
13226 wined3d_texture_translate_drawable_coords(dst_texture
, context_gl
->window
, &d
);
13230 if (op
== WINED3D_BLIT_OP_COLOR_BLIT_ALPHATEST
)
13232 const struct wined3d_format
*f
= src_texture
->resource
.format
;
13234 alpha_test_key
.color_space_low_value
= 0;
13235 alpha_test_key
.color_space_high_value
= ~(wined3d_mask_from_size(f
->alpha_size
) << f
->alpha_offset
);
13236 colour_key
= &alpha_test_key
;
13238 else if (op
!= WINED3D_BLIT_OP_COLOR_BLIT_CKEY
)
13243 if (!(program
= glsl_blitter_get_program(glsl_blitter
, context_gl
, src_texture_gl
, !!colour_key
)))
13245 ERR("Failed to get blitter program.\n");
13246 return dst_location
;
13248 GL_EXTCALL(glUseProgram(program
->id
));
13249 switch (get_complex_fixup(program
->args
.fixup
))
13251 case COMPLEX_FIXUP_P8
:
13252 glsl_blitter_upload_palette(glsl_blitter
, context_gl
, src_texture_gl
);
13255 case COMPLEX_FIXUP_YUY2
:
13256 case COMPLEX_FIXUP_UYVY
:
13257 case COMPLEX_FIXUP_YV12
:
13258 case COMPLEX_FIXUP_NV12
:
13259 case COMPLEX_FIXUP_YUV
:
13260 src_level
= src_sub_resource_idx
% src_texture
->level_count
;
13261 location
= GL_EXTCALL(glGetUniformLocation(program
->id
, "size"));
13262 GL_EXTCALL(glUniform2f(location
, wined3d_texture_get_level_pow2_width(src_texture
, src_level
),
13263 wined3d_texture_get_level_pow2_height(src_texture
, src_level
)));
13271 struct wined3d_color float_key
[2];
13273 wined3d_format_get_float_color_key(src_texture
->resource
.format
, colour_key
, float_key
);
13274 location
= GL_EXTCALL(glGetUniformLocation(program
->id
, "colour_key.low"));
13275 GL_EXTCALL(glUniform4fv(location
, 1, &float_key
[0].r
));
13276 location
= GL_EXTCALL(glGetUniformLocation(program
->id
, "colour_key.high"));
13277 GL_EXTCALL(glUniform4fv(location
, 1, &float_key
[1].r
));
13279 wined3d_context_gl_draw_shaded_quad(context_gl
, src_texture_gl
, src_sub_resource_idx
, src_rect
, dst_rect
, filter
);
13280 GL_EXTCALL(glUseProgram(0));
13282 if (dst_texture
->swapchain
&& (dst_texture
->swapchain
->front_buffer
== dst_texture
))
13283 gl_info
->gl_ops
.gl
.p_glFlush();
13285 if (staging_texture
)
13286 wined3d_texture_decref(staging_texture
);
13288 return dst_location
;
13291 static void glsl_blitter_clear(struct wined3d_blitter
*blitter
, struct wined3d_device
*device
,
13292 unsigned int rt_count
, const struct wined3d_fb_state
*fb
, unsigned int rect_count
, const RECT
*clear_rects
,
13293 const RECT
*draw_rect
, uint32_t flags
, const struct wined3d_color
*color
, float depth
, unsigned int stencil
)
13295 struct wined3d_blitter
*next
;
13297 if ((next
= blitter
->next
))
13298 next
->ops
->blitter_clear(next
, device
, rt_count
, fb
, rect_count
,
13299 clear_rects
, draw_rect
, flags
, color
, depth
, stencil
);
13302 static const struct wined3d_blitter_ops glsl_blitter_ops
=
13304 glsl_blitter_destroy
,
13305 glsl_blitter_clear
,
13309 struct wined3d_blitter
*wined3d_glsl_blitter_create(struct wined3d_blitter
**next
,
13310 const struct wined3d_device
*device
)
13312 const struct wined3d_gl_info
*gl_info
= &wined3d_adapter_gl(device
->adapter
)->gl_info
;
13313 struct wined3d_glsl_blitter
*blitter
;
13315 if (device
->shader_backend
!= &glsl_shader_backend
)
13318 if (!gl_info
->supported
[ARB_VERTEX_SHADER
] || !gl_info
->supported
[ARB_FRAGMENT_SHADER
])
13321 if (!(blitter
= heap_alloc(sizeof(*blitter
))))
13323 ERR("Failed to allocate blitter.\n");
13327 TRACE("Created blitter %p.\n", blitter
);
13329 blitter
->blitter
.ops
= &glsl_blitter_ops
;
13330 blitter
->blitter
.next
= *next
;
13331 string_buffer_list_init(&blitter
->string_buffers
);
13332 wine_rb_init(&blitter
->programs
, glsl_blitter_args_compare
);
13333 blitter
->palette_texture
= 0;
13334 *next
= &blitter
->blitter
;