2 * GLSL pixel and vertex shader implementation
4 * Copyright 2006 Jason Green
5 * Copyright 2006-2007 Henri Verbeet
6 * Copyright 2007-2009, 2013 Stefan Dösinger for CodeWeavers
7 * Copyright 2009-2011 Henri Verbeet for CodeWeavers
9 * This library is free software; you can redistribute it and/or
10 * modify it under the terms of the GNU Lesser General Public
11 * License as published by the Free Software Foundation; either
12 * version 2.1 of the License, or (at your option) any later version.
14 * This library is distributed in the hope that it will be useful,
15 * but WITHOUT ANY WARRANTY; without even the implied warranty of
16 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
17 * Lesser General Public License for more details.
19 * You should have received a copy of the GNU Lesser General Public
20 * License along with this library; if not, write to the Free Software
21 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
25 * D3D shader asm has swizzles on source parameters, and write masks for
26 * destination parameters. GLSL uses swizzles for both. The result of this is
27 * that for example "mov dst.xw, src.zyxw" becomes "dst.xw = src.zw" in GLSL.
28 * Ie, to generate a proper GLSL source swizzle, we need to take the D3D write
29 * mask for the destination parameter into account.
33 #include "wine/port.h"
41 #include "wined3d_private.h"
43 WINE_DEFAULT_DEBUG_CHANNEL(d3d_shader
);
44 WINE_DECLARE_DEBUG_CHANNEL(d3d
);
45 WINE_DECLARE_DEBUG_CHANNEL(winediag
);
47 #define WINED3D_GLSL_SAMPLE_PROJECTED 0x01
48 #define WINED3D_GLSL_SAMPLE_LOD 0x02
49 #define WINED3D_GLSL_SAMPLE_GRAD 0x04
50 #define WINED3D_GLSL_SAMPLE_LOAD 0x08
51 #define WINED3D_GLSL_SAMPLE_OFFSET 0x10
65 struct glsl_sample_function
67 struct wined3d_string_buffer
*name
;
69 enum wined3d_data_type data_type
;
70 BOOL output_single_component
;
71 unsigned int offset_size
;
76 HEAP_NODE_TRAVERSE_LEFT
,
77 HEAP_NODE_TRAVERSE_RIGHT
,
89 struct constant_entry
*entries
;
91 unsigned int *positions
;
95 /* GLSL shader private data */
96 struct shader_glsl_priv
{
97 struct wined3d_string_buffer shader_buffer
;
98 struct wined3d_string_buffer_list string_buffers
;
99 struct wine_rb_tree program_lookup
;
100 struct constant_heap vconst_heap
;
101 struct constant_heap pconst_heap
;
102 unsigned char *stack
;
103 GLuint depth_blt_program_full
[WINED3D_GL_RES_TYPE_COUNT
];
104 GLuint depth_blt_program_masked
[WINED3D_GL_RES_TYPE_COUNT
];
105 UINT next_constant_version
;
107 const struct wined3d_vertex_pipe_ops
*vertex_pipe
;
108 const struct fragment_pipeline
*fragment_pipe
;
109 struct wine_rb_tree ffp_vertex_shaders
;
110 struct wine_rb_tree ffp_fragment_shaders
;
111 BOOL ffp_proj_control
;
112 BOOL legacy_lighting
;
115 struct glsl_vs_program
117 struct list shader_entry
;
119 GLenum vertex_color_clamp
;
120 GLint uniform_f_locations
[WINED3D_MAX_VS_CONSTS_F
];
121 GLint uniform_i_locations
[WINED3D_MAX_CONSTS_I
];
122 GLint uniform_b_locations
[WINED3D_MAX_CONSTS_B
];
123 GLint pos_fixup_location
;
125 GLint modelview_matrix_location
[MAX_VERTEX_BLENDS
];
126 GLint projection_matrix_location
;
127 GLint normal_matrix_location
;
128 GLint texture_matrix_location
[MAX_TEXTURES
];
129 GLint material_ambient_location
;
130 GLint material_diffuse_location
;
131 GLint material_specular_location
;
132 GLint material_emissive_location
;
133 GLint material_shininess_location
;
134 GLint light_ambient_location
;
149 } light_location
[MAX_ACTIVE_LIGHTS
];
150 GLint pointsize_location
;
151 GLint pointsize_min_location
;
152 GLint pointsize_max_location
;
153 GLint pointsize_c_att_location
;
154 GLint pointsize_l_att_location
;
155 GLint pointsize_q_att_location
;
158 struct glsl_gs_program
160 struct list shader_entry
;
163 GLint pos_fixup_location
;
166 struct glsl_ps_program
168 struct list shader_entry
;
170 GLint uniform_f_locations
[WINED3D_MAX_PS_CONSTS_F
];
171 GLint uniform_i_locations
[WINED3D_MAX_CONSTS_I
];
172 GLint uniform_b_locations
[WINED3D_MAX_CONSTS_B
];
173 GLint bumpenv_mat_location
[MAX_TEXTURES
];
174 GLint bumpenv_lum_scale_location
[MAX_TEXTURES
];
175 GLint bumpenv_lum_offset_location
[MAX_TEXTURES
];
176 GLint tss_constant_location
[MAX_TEXTURES
];
177 GLint tex_factor_location
;
178 GLint specular_enable_location
;
179 GLint fog_color_location
;
180 GLint fog_density_location
;
181 GLint fog_end_location
;
182 GLint fog_scale_location
;
183 GLint alpha_test_ref_location
;
184 GLint ycorrection_location
;
185 GLint np2_fixup_location
;
186 GLint color_key_location
;
187 const struct ps_np2fixup_info
*np2_fixup_info
;
190 /* Struct to maintain data about a linked GLSL program */
191 struct glsl_shader_prog_link
193 struct wine_rb_entry program_lookup_entry
;
194 struct glsl_vs_program vs
;
195 struct glsl_gs_program gs
;
196 struct glsl_ps_program ps
;
198 DWORD constant_update_mask
;
199 UINT constant_version
;
202 struct glsl_program_key
209 struct shader_glsl_ctx_priv
{
210 const struct vs_compile_args
*cur_vs_args
;
211 const struct ps_compile_args
*cur_ps_args
;
212 struct ps_np2fixup_info
*cur_np2fixup_info
;
213 struct wined3d_string_buffer_list
*string_buffers
;
216 struct glsl_context_data
218 struct glsl_shader_prog_link
*glsl_program
;
221 struct glsl_ps_compiled_shader
223 struct ps_compile_args args
;
224 struct ps_np2fixup_info np2fixup
;
228 struct glsl_vs_compiled_shader
230 struct vs_compile_args args
;
234 struct glsl_gs_compiled_shader
236 struct gs_compile_args args
;
240 struct glsl_shader_private
244 struct glsl_vs_compiled_shader
*vs
;
245 struct glsl_gs_compiled_shader
*gs
;
246 struct glsl_ps_compiled_shader
*ps
;
248 UINT num_gl_shaders
, shader_array_size
;
251 struct glsl_ffp_vertex_shader
253 struct wined3d_ffp_vs_desc desc
;
255 struct list linked_programs
;
258 struct glsl_ffp_fragment_shader
260 struct ffp_frag_desc entry
;
262 struct list linked_programs
;
265 struct glsl_ffp_destroy_ctx
267 struct shader_glsl_priv
*priv
;
268 const struct wined3d_gl_info
*gl_info
;
271 static const char *debug_gl_shader_type(GLenum type
)
275 #define WINED3D_TO_STR(u) case u: return #u
276 WINED3D_TO_STR(GL_VERTEX_SHADER
);
277 WINED3D_TO_STR(GL_TESS_CONTROL_SHADER
);
278 WINED3D_TO_STR(GL_TESS_EVALUATION_SHADER
);
279 WINED3D_TO_STR(GL_GEOMETRY_SHADER
);
280 WINED3D_TO_STR(GL_FRAGMENT_SHADER
);
281 #undef WINED3D_TO_STR
283 return wine_dbg_sprintf("UNKNOWN(%#x)", type
);
287 static const char *shader_glsl_get_prefix(enum wined3d_shader_type type
)
291 case WINED3D_SHADER_TYPE_VERTEX
:
294 case WINED3D_SHADER_TYPE_HULL
:
297 case WINED3D_SHADER_TYPE_DOMAIN
:
300 case WINED3D_SHADER_TYPE_GEOMETRY
:
303 case WINED3D_SHADER_TYPE_PIXEL
:
307 FIXME("Unhandled shader type %#x.\n", type
);
312 static const char *shader_glsl_get_version(const struct wined3d_gl_info
*gl_info
,
313 const struct wined3d_shader_version
*version
)
315 if (!gl_info
->supported
[WINED3D_GL_LEGACY_CONTEXT
])
316 return "#version 150";
317 else if (gl_info
->glsl_version
>= MAKEDWORD_VERSION(1, 30) && version
&& version
->major
>= 4)
318 return "#version 130";
320 return "#version 120";
323 static void shader_glsl_append_imm_vec4(struct wined3d_string_buffer
*buffer
, const float *values
)
327 wined3d_ftoa(values
[0], str
[0]);
328 wined3d_ftoa(values
[1], str
[1]);
329 wined3d_ftoa(values
[2], str
[2]);
330 wined3d_ftoa(values
[3], str
[3]);
331 shader_addline(buffer
, "vec4(%s, %s, %s, %s)", str
[0], str
[1], str
[2], str
[3]);
334 static void shader_glsl_append_imm_ivec(struct wined3d_string_buffer
*buffer
,
335 const int *values
, unsigned int size
)
339 if (!size
|| size
> 4)
341 ERR("Invalid vector size %u.\n", size
);
346 shader_addline(buffer
, "ivec%u(", size
);
348 for (i
= 0; i
< size
; ++i
)
349 shader_addline(buffer
, i
? ", %#x" : "%#x", values
[i
]);
352 shader_addline(buffer
, ")");
355 static const char *get_info_log_line(const char **ptr
)
360 if (!(q
= strstr(p
, "\n")))
362 if (!*p
) return NULL
;
371 /* Context activation is done by the caller. */
372 void print_glsl_info_log(const struct wined3d_gl_info
*gl_info
, GLuint id
, BOOL program
)
377 if (!WARN_ON(d3d_shader
) && !FIXME_ON(d3d_shader
))
381 GL_EXTCALL(glGetProgramiv(id
, GL_INFO_LOG_LENGTH
, &length
));
383 GL_EXTCALL(glGetShaderiv(id
, GL_INFO_LOG_LENGTH
, &length
));
385 /* A size of 1 is just a null-terminated string, so the log should be bigger than
386 * that if there are errors. */
389 const char *ptr
, *line
;
391 log
= HeapAlloc(GetProcessHeap(), 0, length
);
392 /* The info log is supposed to be zero-terminated, but at least some
393 * versions of fglrx don't terminate the string properly. The reported
394 * length does include the terminator, so explicitly set it to zero
398 GL_EXTCALL(glGetProgramInfoLog(id
, length
, NULL
, log
));
400 GL_EXTCALL(glGetShaderInfoLog(id
, length
, NULL
, log
));
403 if (gl_info
->quirks
& WINED3D_QUIRK_INFO_LOG_SPAM
)
405 WARN("Info log received from GLSL shader #%u:\n", id
);
406 while ((line
= get_info_log_line(&ptr
))) WARN(" %.*s", (int)(ptr
- line
), line
);
410 FIXME("Info log received from GLSL shader #%u:\n", id
);
411 while ((line
= get_info_log_line(&ptr
))) FIXME(" %.*s", (int)(ptr
- line
), line
);
413 HeapFree(GetProcessHeap(), 0, log
);
417 /* Context activation is done by the caller. */
418 static void shader_glsl_compile(const struct wined3d_gl_info
*gl_info
, GLuint shader
, const char *src
)
420 const char *ptr
, *line
;
422 TRACE("Compiling shader object %u.\n", shader
);
424 if (TRACE_ON(d3d_shader
))
427 while ((line
= get_info_log_line(&ptr
))) TRACE_(d3d_shader
)(" %.*s", (int)(ptr
- line
), line
);
430 GL_EXTCALL(glShaderSource(shader
, 1, &src
, NULL
));
431 checkGLcall("glShaderSource");
432 GL_EXTCALL(glCompileShader(shader
));
433 checkGLcall("glCompileShader");
434 print_glsl_info_log(gl_info
, shader
, FALSE
);
437 /* Context activation is done by the caller. */
438 static void shader_glsl_dump_program_source(const struct wined3d_gl_info
*gl_info
, GLuint program
)
440 GLint i
, shader_count
, source_size
= -1;
444 GL_EXTCALL(glGetProgramiv(program
, GL_ATTACHED_SHADERS
, &shader_count
));
445 if (!(shaders
= wined3d_calloc(shader_count
, sizeof(*shaders
))))
447 ERR("Failed to allocate shader array memory.\n");
451 GL_EXTCALL(glGetAttachedShaders(program
, shader_count
, NULL
, shaders
));
452 for (i
= 0; i
< shader_count
; ++i
)
454 const char *ptr
, *line
;
457 GL_EXTCALL(glGetShaderiv(shaders
[i
], GL_SHADER_SOURCE_LENGTH
, &tmp
));
459 if (source_size
< tmp
)
461 HeapFree(GetProcessHeap(), 0, source
);
463 source
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, tmp
);
466 ERR("Failed to allocate %d bytes for shader source.\n", tmp
);
467 HeapFree(GetProcessHeap(), 0, shaders
);
473 FIXME("Shader %u:\n", shaders
[i
]);
474 GL_EXTCALL(glGetShaderiv(shaders
[i
], GL_SHADER_TYPE
, &tmp
));
475 FIXME(" GL_SHADER_TYPE: %s.\n", debug_gl_shader_type(tmp
));
476 GL_EXTCALL(glGetShaderiv(shaders
[i
], GL_COMPILE_STATUS
, &tmp
));
477 FIXME(" GL_COMPILE_STATUS: %d.\n", tmp
);
481 GL_EXTCALL(glGetShaderSource(shaders
[i
], source_size
, NULL
, source
));
482 while ((line
= get_info_log_line(&ptr
))) FIXME(" %.*s", (int)(ptr
- line
), line
);
486 HeapFree(GetProcessHeap(), 0, source
);
487 HeapFree(GetProcessHeap(), 0, shaders
);
490 /* Context activation is done by the caller. */
491 void shader_glsl_validate_link(const struct wined3d_gl_info
*gl_info
, GLuint program
)
495 if (!TRACE_ON(d3d_shader
) && !FIXME_ON(d3d_shader
))
498 GL_EXTCALL(glGetProgramiv(program
, GL_LINK_STATUS
, &tmp
));
501 FIXME("Program %u link status invalid.\n", program
);
502 shader_glsl_dump_program_source(gl_info
, program
);
505 print_glsl_info_log(gl_info
, program
, TRUE
);
508 /* Context activation is done by the caller. */
509 static void shader_glsl_load_samplers(const struct wined3d_gl_info
*gl_info
,
510 struct shader_glsl_priv
*priv
, const DWORD
*tex_unit_map
, GLuint program_id
)
512 unsigned int mapped_unit
;
513 struct wined3d_string_buffer
*sampler_name
= string_buffer_get(&priv
->string_buffers
);
520 enum wined3d_shader_type type
;
521 unsigned int base_idx
;
526 {WINED3D_SHADER_TYPE_PIXEL
, 0, MAX_FRAGMENT_SAMPLERS
},
527 {WINED3D_SHADER_TYPE_VERTEX
, MAX_FRAGMENT_SAMPLERS
, MAX_VERTEX_SAMPLERS
},
530 for (i
= 0; i
< ARRAY_SIZE(sampler_info
); ++i
)
532 prefix
= shader_glsl_get_prefix(sampler_info
[i
].type
);
534 for (j
= 0; j
< sampler_info
[i
].count
; ++j
)
536 string_buffer_sprintf(sampler_name
, "%s_sampler%u", prefix
, j
);
537 name_loc
= GL_EXTCALL(glGetUniformLocation(program_id
, sampler_name
->buffer
));
541 mapped_unit
= tex_unit_map
[sampler_info
[i
].base_idx
+ j
];
542 if (mapped_unit
== WINED3D_UNMAPPED_STAGE
|| mapped_unit
>= gl_info
->limits
.combined_samplers
)
544 ERR("Trying to load sampler %s on unsupported unit %u.\n", sampler_name
->buffer
, mapped_unit
);
548 TRACE("Loading sampler %s on unit %u.\n", sampler_name
->buffer
, mapped_unit
);
549 GL_EXTCALL(glUniform1i(name_loc
, mapped_unit
));
552 checkGLcall("glUniform1i");
553 string_buffer_release(&priv
->string_buffers
, sampler_name
);
556 /* Context activation is done by the caller. */
557 static inline void walk_constant_heap(const struct wined3d_gl_info
*gl_info
, const struct wined3d_vec4
*constants
,
558 const GLint
*constant_locations
, const struct constant_heap
*heap
, unsigned char *stack
, DWORD version
)
560 unsigned int start
= ~0U, end
= 0;
562 unsigned int heap_idx
= 1;
565 if (heap
->entries
[heap_idx
].version
<= version
) return;
567 idx
= heap
->entries
[heap_idx
].idx
;
568 if (constant_locations
[idx
] != -1)
570 stack
[stack_idx
] = HEAP_NODE_TRAVERSE_LEFT
;
572 while (stack_idx
>= 0)
574 /* Note that we fall through to the next case statement. */
575 switch(stack
[stack_idx
])
577 case HEAP_NODE_TRAVERSE_LEFT
:
579 unsigned int left_idx
= heap_idx
<< 1;
580 if (left_idx
< heap
->size
&& heap
->entries
[left_idx
].version
> version
)
583 idx
= heap
->entries
[heap_idx
].idx
;
584 if (constant_locations
[idx
] != -1)
592 stack
[stack_idx
++] = HEAP_NODE_TRAVERSE_RIGHT
;
593 stack
[stack_idx
] = HEAP_NODE_TRAVERSE_LEFT
;
598 case HEAP_NODE_TRAVERSE_RIGHT
:
600 unsigned int right_idx
= (heap_idx
<< 1) + 1;
601 if (right_idx
< heap
->size
&& heap
->entries
[right_idx
].version
> version
)
603 heap_idx
= right_idx
;
604 idx
= heap
->entries
[heap_idx
].idx
;
605 if (constant_locations
[idx
] != -1)
613 stack
[stack_idx
++] = HEAP_NODE_POP
;
614 stack
[stack_idx
] = HEAP_NODE_TRAVERSE_LEFT
;
626 GL_EXTCALL(glUniform4fv(constant_locations
[start
], end
- start
+ 1, &constants
[start
].x
));
627 checkGLcall("walk_constant_heap()");
630 /* Context activation is done by the caller. */
631 static inline void apply_clamped_constant(const struct wined3d_gl_info
*gl_info
,
632 GLint location
, const struct wined3d_vec4
*data
)
634 GLfloat clamped_constant
[4];
636 if (location
== -1) return;
638 clamped_constant
[0] = data
->x
< -1.0f
? -1.0f
: data
->x
> 1.0f
? 1.0f
: data
->x
;
639 clamped_constant
[1] = data
->y
< -1.0f
? -1.0f
: data
->y
> 1.0f
? 1.0f
: data
->y
;
640 clamped_constant
[2] = data
->z
< -1.0f
? -1.0f
: data
->z
> 1.0f
? 1.0f
: data
->z
;
641 clamped_constant
[3] = data
->w
< -1.0f
? -1.0f
: data
->w
> 1.0f
? 1.0f
: data
->w
;
643 GL_EXTCALL(glUniform4fv(location
, 1, clamped_constant
));
646 /* Context activation is done by the caller. */
647 static inline void walk_constant_heap_clamped(const struct wined3d_gl_info
*gl_info
,
648 const struct wined3d_vec4
*constants
, const GLint
*constant_locations
,
649 const struct constant_heap
*heap
, unsigned char *stack
, DWORD version
)
652 unsigned int heap_idx
= 1;
655 if (heap
->entries
[heap_idx
].version
<= version
) return;
657 idx
= heap
->entries
[heap_idx
].idx
;
658 apply_clamped_constant(gl_info
, constant_locations
[idx
], &constants
[idx
]);
659 stack
[stack_idx
] = HEAP_NODE_TRAVERSE_LEFT
;
661 while (stack_idx
>= 0)
663 /* Note that we fall through to the next case statement. */
664 switch(stack
[stack_idx
])
666 case HEAP_NODE_TRAVERSE_LEFT
:
668 unsigned int left_idx
= heap_idx
<< 1;
669 if (left_idx
< heap
->size
&& heap
->entries
[left_idx
].version
> version
)
672 idx
= heap
->entries
[heap_idx
].idx
;
673 apply_clamped_constant(gl_info
, constant_locations
[idx
], &constants
[idx
]);
675 stack
[stack_idx
++] = HEAP_NODE_TRAVERSE_RIGHT
;
676 stack
[stack_idx
] = HEAP_NODE_TRAVERSE_LEFT
;
681 case HEAP_NODE_TRAVERSE_RIGHT
:
683 unsigned int right_idx
= (heap_idx
<< 1) + 1;
684 if (right_idx
< heap
->size
&& heap
->entries
[right_idx
].version
> version
)
686 heap_idx
= right_idx
;
687 idx
= heap
->entries
[heap_idx
].idx
;
688 apply_clamped_constant(gl_info
, constant_locations
[idx
], &constants
[idx
]);
690 stack
[stack_idx
++] = HEAP_NODE_POP
;
691 stack
[stack_idx
] = HEAP_NODE_TRAVERSE_LEFT
;
702 checkGLcall("walk_constant_heap_clamped()");
705 /* Context activation is done by the caller. */
706 static void shader_glsl_load_constants_f(const struct wined3d_shader
*shader
, const struct wined3d_gl_info
*gl_info
,
707 const struct wined3d_vec4
*constants
, const GLint
*constant_locations
, const struct constant_heap
*heap
,
708 unsigned char *stack
, unsigned int version
)
710 const struct wined3d_shader_lconst
*lconst
;
712 /* 1.X pshaders have the constants clamped to [-1;1] implicitly. */
713 if (shader
->reg_maps
.shader_version
.major
== 1
714 && shader
->reg_maps
.shader_version
.type
== WINED3D_SHADER_TYPE_PIXEL
)
715 walk_constant_heap_clamped(gl_info
, constants
, constant_locations
, heap
, stack
, version
);
717 walk_constant_heap(gl_info
, constants
, constant_locations
, heap
, stack
, version
);
719 if (!shader
->load_local_constsF
)
721 TRACE("No need to load local float constants for this shader\n");
725 /* Immediate constants are clamped to [-1;1] at shader creation time if needed */
726 LIST_FOR_EACH_ENTRY(lconst
, &shader
->constantsF
, struct wined3d_shader_lconst
, entry
)
728 GL_EXTCALL(glUniform4fv(constant_locations
[lconst
->idx
], 1, (const GLfloat
*)lconst
->value
));
730 checkGLcall("glUniform4fv()");
733 /* Context activation is done by the caller. */
734 static void shader_glsl_load_constants_i(const struct wined3d_shader
*shader
, const struct wined3d_gl_info
*gl_info
,
735 const struct wined3d_ivec4
*constants
, const GLint locations
[WINED3D_MAX_CONSTS_I
], WORD constants_set
)
740 for (i
= 0; constants_set
; constants_set
>>= 1, ++i
)
742 if (!(constants_set
& 1)) continue;
744 /* We found this uniform name in the program - go ahead and send the data */
745 GL_EXTCALL(glUniform4iv(locations
[i
], 1, &constants
[i
].x
));
748 /* Load immediate constants */
749 ptr
= list_head(&shader
->constantsI
);
752 const struct wined3d_shader_lconst
*lconst
= LIST_ENTRY(ptr
, const struct wined3d_shader_lconst
, entry
);
753 unsigned int idx
= lconst
->idx
;
754 const GLint
*values
= (const GLint
*)lconst
->value
;
756 /* We found this uniform name in the program - go ahead and send the data */
757 GL_EXTCALL(glUniform4iv(locations
[idx
], 1, values
));
758 ptr
= list_next(&shader
->constantsI
, ptr
);
760 checkGLcall("glUniform4iv()");
763 /* Context activation is done by the caller. */
764 static void shader_glsl_load_constantsB(const struct wined3d_shader
*shader
, const struct wined3d_gl_info
*gl_info
,
765 const GLint locations
[WINED3D_MAX_CONSTS_B
], const BOOL
*constants
, WORD constants_set
)
770 for (i
= 0; constants_set
; constants_set
>>= 1, ++i
)
772 if (!(constants_set
& 1)) continue;
774 GL_EXTCALL(glUniform1iv(locations
[i
], 1, &constants
[i
]));
777 /* Load immediate constants */
778 ptr
= list_head(&shader
->constantsB
);
781 const struct wined3d_shader_lconst
*lconst
= LIST_ENTRY(ptr
, const struct wined3d_shader_lconst
, entry
);
782 unsigned int idx
= lconst
->idx
;
783 const GLint
*values
= (const GLint
*)lconst
->value
;
785 GL_EXTCALL(glUniform1iv(locations
[idx
], 1, values
));
786 ptr
= list_next(&shader
->constantsB
, ptr
);
788 checkGLcall("glUniform1iv()");
791 static void reset_program_constant_version(struct wine_rb_entry
*entry
, void *context
)
793 WINE_RB_ENTRY_VALUE(entry
, struct glsl_shader_prog_link
, program_lookup_entry
)->constant_version
= 0;
796 /* Context activation is done by the caller (state handler). */
797 static void shader_glsl_load_np2fixup_constants(const struct glsl_ps_program
*ps
,
798 const struct wined3d_gl_info
*gl_info
, const struct wined3d_state
*state
)
800 GLfloat np2fixup_constants
[4 * MAX_FRAGMENT_SAMPLERS
];
801 UINT fixup
= ps
->np2_fixup_info
->active
;
804 for (i
= 0; fixup
; fixup
>>= 1, ++i
)
806 const struct wined3d_texture
*tex
= state
->textures
[i
];
807 unsigned char idx
= ps
->np2_fixup_info
->idx
[i
];
808 GLfloat
*tex_dim
= &np2fixup_constants
[(idx
>> 1) * 4];
812 ERR("Nonexistent texture is flagged for NP2 texcoord fixup.\n");
818 tex_dim
[2] = tex
->pow2_matrix
[0];
819 tex_dim
[3] = tex
->pow2_matrix
[5];
823 tex_dim
[0] = tex
->pow2_matrix
[0];
824 tex_dim
[1] = tex
->pow2_matrix
[5];
828 GL_EXTCALL(glUniform4fv(ps
->np2_fixup_location
, ps
->np2_fixup_info
->num_consts
, np2fixup_constants
));
831 /* Taken and adapted from Mesa. */
832 static BOOL
invert_matrix_3d(struct wined3d_matrix
*out
, const struct wined3d_matrix
*in
)
834 float pos
, neg
, t
, det
;
835 struct wined3d_matrix temp
;
837 /* Calculate the determinant of upper left 3x3 submatrix and
838 * determine if the matrix is singular. */
840 t
= in
->_11
* in
->_22
* in
->_33
;
846 t
= in
->_21
* in
->_32
* in
->_13
;
851 t
= in
->_31
* in
->_12
* in
->_23
;
857 t
= -in
->_31
* in
->_22
* in
->_13
;
862 t
= -in
->_21
* in
->_12
* in
->_33
;
868 t
= -in
->_11
* in
->_32
* in
->_23
;
876 if (fabsf(det
) < 1e-25f
)
880 temp
._11
= (in
->_22
* in
->_33
- in
->_32
* in
->_23
) * det
;
881 temp
._12
= -(in
->_12
* in
->_33
- in
->_32
* in
->_13
) * det
;
882 temp
._13
= (in
->_12
* in
->_23
- in
->_22
* in
->_13
) * det
;
883 temp
._21
= -(in
->_21
* in
->_33
- in
->_31
* in
->_23
) * det
;
884 temp
._22
= (in
->_11
* in
->_33
- in
->_31
* in
->_13
) * det
;
885 temp
._23
= -(in
->_11
* in
->_23
- in
->_21
* in
->_13
) * det
;
886 temp
._31
= (in
->_21
* in
->_32
- in
->_31
* in
->_22
) * det
;
887 temp
._32
= -(in
->_11
* in
->_32
- in
->_31
* in
->_12
) * det
;
888 temp
._33
= (in
->_11
* in
->_22
- in
->_21
* in
->_12
) * det
;
894 static void swap_rows(float **a
, float **b
)
902 static BOOL
invert_matrix(struct wined3d_matrix
*out
, struct wined3d_matrix
*m
)
905 float m0
, m1
, m2
, m3
, s
;
906 float *r0
, *r1
, *r2
, *r3
;
918 r0
[5] = r0
[6] = r0
[7] = 0.0f
;
925 r1
[4] = r1
[6] = r1
[7] = 0.0f
;
932 r2
[4] = r2
[5] = r2
[7] = 0.0f
;
939 r3
[4] = r3
[5] = r3
[6] = 0.0f
;
941 /* Choose pivot - or die. */
942 if (fabsf(r3
[0]) > fabsf(r2
[0]))
944 if (fabsf(r2
[0]) > fabsf(r1
[0]))
946 if (fabsf(r1
[0]) > fabsf(r0
[0]))
951 /* Eliminate first variable. */
952 m1
= r1
[0] / r0
[0]; m2
= r2
[0] / r0
[0]; m3
= r3
[0] / r0
[0];
953 s
= r0
[1]; r1
[1] -= m1
* s
; r2
[1] -= m2
* s
; r3
[1] -= m3
* s
;
954 s
= r0
[2]; r1
[2] -= m1
* s
; r2
[2] -= m2
* s
; r3
[2] -= m3
* s
;
955 s
= r0
[3]; r1
[3] -= m1
* s
; r2
[3] -= m2
* s
; r3
[3] -= m3
* s
;
985 /* Choose pivot - or die. */
986 if (fabsf(r3
[1]) > fabsf(r2
[1]))
988 if (fabsf(r2
[1]) > fabsf(r1
[1]))
993 /* Eliminate second variable. */
994 m2
= r2
[1] / r1
[1]; m3
= r3
[1] / r1
[1];
995 r2
[2] -= m2
* r1
[2]; r3
[2] -= m3
* r1
[2];
996 r2
[3] -= m2
* r1
[3]; r3
[3] -= m3
* r1
[3];
1022 /* Choose pivot - or die. */
1023 if (fabsf(r3
[2]) > fabsf(r2
[2]))
1024 swap_rows(&r3
, &r2
);
1028 /* Eliminate third variable. */
1030 r3
[3] -= m3
* r2
[3];
1031 r3
[4] -= m3
* r2
[4];
1032 r3
[5] -= m3
* r2
[5];
1033 r3
[6] -= m3
* r2
[6];
1034 r3
[7] -= m3
* r2
[7];
1040 /* Back substitute row 3. */
1047 /* Back substitute row 2. */
1050 r2
[4] = s
* (r2
[4] - r3
[4] * m2
);
1051 r2
[5] = s
* (r2
[5] - r3
[5] * m2
);
1052 r2
[6] = s
* (r2
[6] - r3
[6] * m2
);
1053 r2
[7] = s
* (r2
[7] - r3
[7] * m2
);
1055 r1
[4] -= r3
[4] * m1
;
1056 r1
[5] -= r3
[5] * m1
;
1057 r1
[6] -= r3
[6] * m1
;
1058 r1
[7] -= r3
[7] * m1
;
1060 r0
[4] -= r3
[4] * m0
;
1061 r0
[5] -= r3
[5] * m0
;
1062 r0
[6] -= r3
[6] * m0
;
1063 r0
[7] -= r3
[7] * m0
;
1065 /* Back substitute row 1. */
1068 r1
[4] = s
* (r1
[4] - r2
[4] * m1
);
1069 r1
[5] = s
* (r1
[5] - r2
[5] * m1
);
1070 r1
[6] = s
* (r1
[6] - r2
[6] * m1
);
1071 r1
[7] = s
* (r1
[7] - r2
[7] * m1
);
1073 r0
[4] -= r2
[4] * m0
;
1074 r0
[5] -= r2
[5] * m0
;
1075 r0
[6] -= r2
[6] * m0
;
1076 r0
[7] -= r2
[7] * m0
;
1078 /* Back substitute row 0. */
1081 r0
[4] = s
* (r0
[4] - r1
[4] * m0
);
1082 r0
[5] = s
* (r0
[5] - r1
[5] * m0
);
1083 r0
[6] = s
* (r0
[6] - r1
[6] * m0
);
1084 r0
[7] = s
* (r0
[7] - r1
[7] * m0
);
1106 static void shader_glsl_ffp_vertex_normalmatrix_uniform(const struct wined3d_context
*context
,
1107 const struct wined3d_state
*state
, struct glsl_shader_prog_link
*prog
)
1109 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
1111 struct wined3d_matrix mv
;
1114 if (prog
->vs
.normal_matrix_location
== -1)
1117 get_modelview_matrix(context
, state
, 0, &mv
);
1118 if (context
->swapchain
->device
->wined3d
->flags
& WINED3D_LEGACY_FFP_LIGHTING
)
1119 invert_matrix_3d(&mv
, &mv
);
1121 invert_matrix(&mv
, &mv
);
1122 /* Tests show that singular modelview matrices are used unchanged as normal
1123 * matrices on D3D3 and older. There seems to be no clearly consistent
1124 * behavior on newer D3D versions so always follow older ddraw behavior. */
1125 for (i
= 0; i
< 3; ++i
)
1126 for (j
= 0; j
< 3; ++j
)
1127 mat
[i
* 3 + j
] = (&mv
._11
)[j
* 4 + i
];
1129 GL_EXTCALL(glUniformMatrix3fv(prog
->vs
.normal_matrix_location
, 1, FALSE
, mat
));
1130 checkGLcall("glUniformMatrix3fv");
1133 static void shader_glsl_ffp_vertex_texmatrix_uniform(const struct wined3d_context
*context
,
1134 const struct wined3d_state
*state
, unsigned int tex
, struct glsl_shader_prog_link
*prog
)
1136 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
1137 struct wined3d_matrix mat
;
1139 if (tex
>= MAX_TEXTURES
)
1141 if (prog
->vs
.texture_matrix_location
[tex
] == -1)
1144 get_texture_matrix(context
, state
, tex
, &mat
);
1145 GL_EXTCALL(glUniformMatrix4fv(prog
->vs
.texture_matrix_location
[tex
], 1, FALSE
, &mat
._11
));
1146 checkGLcall("glUniformMatrix4fv");
1149 static void shader_glsl_ffp_vertex_material_uniform(const struct wined3d_context
*context
,
1150 const struct wined3d_state
*state
, struct glsl_shader_prog_link
*prog
)
1152 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
1154 if (state
->render_states
[WINED3D_RS_SPECULARENABLE
])
1156 GL_EXTCALL(glUniform4fv(prog
->vs
.material_specular_location
, 1, &state
->material
.specular
.r
));
1157 GL_EXTCALL(glUniform1f(prog
->vs
.material_shininess_location
, state
->material
.power
));
1161 static const float black
[] = {0.0f
, 0.0f
, 0.0f
, 0.0f
};
1163 GL_EXTCALL(glUniform4fv(prog
->vs
.material_specular_location
, 1, black
));
1165 GL_EXTCALL(glUniform4fv(prog
->vs
.material_ambient_location
, 1, &state
->material
.ambient
.r
));
1166 GL_EXTCALL(glUniform4fv(prog
->vs
.material_diffuse_location
, 1, &state
->material
.diffuse
.r
));
1167 GL_EXTCALL(glUniform4fv(prog
->vs
.material_emissive_location
, 1, &state
->material
.emissive
.r
));
1168 checkGLcall("setting FFP material uniforms");
1171 static void shader_glsl_ffp_vertex_lightambient_uniform(const struct wined3d_context
*context
,
1172 const struct wined3d_state
*state
, struct glsl_shader_prog_link
*prog
)
1174 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
1175 struct wined3d_color color
;
1177 wined3d_color_from_d3dcolor(&color
, state
->render_states
[WINED3D_RS_AMBIENT
]);
1178 GL_EXTCALL(glUniform3fv(prog
->vs
.light_ambient_location
, 1, &color
.r
));
1179 checkGLcall("glUniform3fv");
1182 static void multiply_vector_matrix(struct wined3d_vec4
*dest
, const struct wined3d_vec4
*src1
,
1183 const struct wined3d_matrix
*src2
)
1185 struct wined3d_vec4 temp
;
1187 temp
.x
= (src1
->x
* src2
->_11
) + (src1
->y
* src2
->_21
) + (src1
->z
* src2
->_31
) + (src1
->w
* src2
->_41
);
1188 temp
.y
= (src1
->x
* src2
->_12
) + (src1
->y
* src2
->_22
) + (src1
->z
* src2
->_32
) + (src1
->w
* src2
->_42
);
1189 temp
.z
= (src1
->x
* src2
->_13
) + (src1
->y
* src2
->_23
) + (src1
->z
* src2
->_33
) + (src1
->w
* src2
->_43
);
1190 temp
.w
= (src1
->x
* src2
->_14
) + (src1
->y
* src2
->_24
) + (src1
->z
* src2
->_34
) + (src1
->w
* src2
->_44
);
1195 static void shader_glsl_ffp_vertex_light_uniform(const struct wined3d_context
*context
,
1196 const struct wined3d_state
*state
, unsigned int light
, struct glsl_shader_prog_link
*prog
)
1198 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
1199 const struct wined3d_light_info
*light_info
= state
->lights
[light
];
1200 struct wined3d_vec4 vec4
;
1201 const struct wined3d_matrix
*view
= &state
->transforms
[WINED3D_TS_VIEW
];
1206 GL_EXTCALL(glUniform4fv(prog
->vs
.light_location
[light
].diffuse
, 1, &light_info
->OriginalParms
.diffuse
.r
));
1207 GL_EXTCALL(glUniform4fv(prog
->vs
.light_location
[light
].specular
, 1, &light_info
->OriginalParms
.specular
.r
));
1208 GL_EXTCALL(glUniform4fv(prog
->vs
.light_location
[light
].ambient
, 1, &light_info
->OriginalParms
.ambient
.r
));
1210 switch (light_info
->OriginalParms
.type
)
1212 case WINED3D_LIGHT_POINT
:
1213 multiply_vector_matrix(&vec4
, &light_info
->position
, view
);
1214 GL_EXTCALL(glUniform4fv(prog
->vs
.light_location
[light
].position
, 1, &vec4
.x
));
1215 GL_EXTCALL(glUniform1f(prog
->vs
.light_location
[light
].range
, light_info
->OriginalParms
.range
));
1216 GL_EXTCALL(glUniform1f(prog
->vs
.light_location
[light
].c_att
, light_info
->OriginalParms
.attenuation0
));
1217 GL_EXTCALL(glUniform1f(prog
->vs
.light_location
[light
].l_att
, light_info
->OriginalParms
.attenuation1
));
1218 GL_EXTCALL(glUniform1f(prog
->vs
.light_location
[light
].q_att
, light_info
->OriginalParms
.attenuation2
));
1221 case WINED3D_LIGHT_SPOT
:
1222 multiply_vector_matrix(&vec4
, &light_info
->position
, view
);
1223 GL_EXTCALL(glUniform4fv(prog
->vs
.light_location
[light
].position
, 1, &vec4
.x
));
1225 multiply_vector_matrix(&vec4
, &light_info
->direction
, view
);
1226 GL_EXTCALL(glUniform3fv(prog
->vs
.light_location
[light
].direction
, 1, &vec4
.x
));
1228 GL_EXTCALL(glUniform1f(prog
->vs
.light_location
[light
].range
, light_info
->OriginalParms
.range
));
1229 GL_EXTCALL(glUniform1f(prog
->vs
.light_location
[light
].falloff
, light_info
->OriginalParms
.falloff
));
1230 GL_EXTCALL(glUniform1f(prog
->vs
.light_location
[light
].c_att
, light_info
->OriginalParms
.attenuation0
));
1231 GL_EXTCALL(glUniform1f(prog
->vs
.light_location
[light
].l_att
, light_info
->OriginalParms
.attenuation1
));
1232 GL_EXTCALL(glUniform1f(prog
->vs
.light_location
[light
].q_att
, light_info
->OriginalParms
.attenuation2
));
1233 GL_EXTCALL(glUniform1f(prog
->vs
.light_location
[light
].cos_htheta
, cosf(light_info
->OriginalParms
.theta
/ 2.0f
)));
1234 GL_EXTCALL(glUniform1f(prog
->vs
.light_location
[light
].cos_hphi
, cosf(light_info
->OriginalParms
.phi
/ 2.0f
)));
1237 case WINED3D_LIGHT_DIRECTIONAL
:
1238 multiply_vector_matrix(&vec4
, &light_info
->direction
, view
);
1239 GL_EXTCALL(glUniform3fv(prog
->vs
.light_location
[light
].direction
, 1, &vec4
.x
));
1242 case WINED3D_LIGHT_PARALLELPOINT
:
1243 multiply_vector_matrix(&vec4
, &light_info
->position
, view
);
1244 GL_EXTCALL(glUniform4fv(prog
->vs
.light_location
[light
].position
, 1, &vec4
.x
));
1248 FIXME("Unrecognized light type %#x.\n", light_info
->OriginalParms
.type
);
1250 checkGLcall("setting FFP lights uniforms");
1253 static void shader_glsl_pointsize_uniform(const struct wined3d_context
*context
,
1254 const struct wined3d_state
*state
, struct glsl_shader_prog_link
*prog
)
1256 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
1260 get_pointsize_minmax(context
, state
, &min
, &max
);
1262 GL_EXTCALL(glUniform1f(prog
->vs
.pointsize_min_location
, min
));
1263 checkGLcall("glUniform1f");
1264 GL_EXTCALL(glUniform1f(prog
->vs
.pointsize_max_location
, max
));
1265 checkGLcall("glUniform1f");
1267 get_pointsize(context
, state
, &size
, att
);
1269 GL_EXTCALL(glUniform1f(prog
->vs
.pointsize_location
, size
));
1270 checkGLcall("glUniform1f");
1271 GL_EXTCALL(glUniform1f(prog
->vs
.pointsize_c_att_location
, att
[0]));
1272 checkGLcall("glUniform1f");
1273 GL_EXTCALL(glUniform1f(prog
->vs
.pointsize_l_att_location
, att
[1]));
1274 checkGLcall("glUniform1f");
1275 GL_EXTCALL(glUniform1f(prog
->vs
.pointsize_q_att_location
, att
[2]));
1276 checkGLcall("glUniform1f");
1279 static void shader_glsl_load_fog_uniform(const struct wined3d_context
*context
,
1280 const struct wined3d_state
*state
, struct glsl_shader_prog_link
*prog
)
1282 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
1283 struct wined3d_color color
;
1284 float start
, end
, scale
;
1291 wined3d_color_from_d3dcolor(&color
, state
->render_states
[WINED3D_RS_FOGCOLOR
]);
1292 GL_EXTCALL(glUniform4fv(prog
->ps
.fog_color_location
, 1, &color
.r
));
1293 tmpvalue
.d
= state
->render_states
[WINED3D_RS_FOGDENSITY
];
1294 GL_EXTCALL(glUniform1f(prog
->ps
.fog_density_location
, tmpvalue
.f
));
1295 get_fog_start_end(context
, state
, &start
, &end
);
1296 scale
= 1.0f
/ (end
- start
);
1297 GL_EXTCALL(glUniform1f(prog
->ps
.fog_end_location
, end
));
1298 GL_EXTCALL(glUniform1f(prog
->ps
.fog_scale_location
, scale
));
1299 checkGLcall("fog emulation uniforms");
1302 /* Context activation is done by the caller (state handler). */
1303 static void shader_glsl_load_color_key_constant(const struct glsl_ps_program
*ps
,
1304 const struct wined3d_gl_info
*gl_info
, const struct wined3d_state
*state
)
1306 struct wined3d_color float_key
[2];
1307 const struct wined3d_texture
*texture
= state
->textures
[0];
1309 wined3d_format_get_float_color_key(texture
->resource
.format
, &texture
->async
.src_blt_color_key
, float_key
);
1310 GL_EXTCALL(glUniform4fv(ps
->color_key_location
, 2, &float_key
[0].r
));
1313 /* Context activation is done by the caller (state handler). */
1314 static void shader_glsl_load_constants(void *shader_priv
, struct wined3d_context
*context
,
1315 const struct wined3d_state
*state
)
1317 const struct glsl_context_data
*ctx_data
= context
->shader_backend_data
;
1318 const struct wined3d_shader
*vshader
= state
->shader
[WINED3D_SHADER_TYPE_VERTEX
];
1319 const struct wined3d_shader
*pshader
= state
->shader
[WINED3D_SHADER_TYPE_PIXEL
];
1320 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
1321 struct shader_glsl_priv
*priv
= shader_priv
;
1322 float position_fixup
[4];
1325 struct glsl_shader_prog_link
*prog
= ctx_data
->glsl_program
;
1326 UINT constant_version
;
1330 /* No GLSL program set - nothing to do. */
1333 constant_version
= prog
->constant_version
;
1334 update_mask
= context
->constant_update_mask
& prog
->constant_update_mask
;
1336 if (update_mask
& WINED3D_SHADER_CONST_VS_F
)
1337 shader_glsl_load_constants_f(vshader
, gl_info
, state
->vs_consts_f
,
1338 prog
->vs
.uniform_f_locations
, &priv
->vconst_heap
, priv
->stack
, constant_version
);
1340 if (update_mask
& WINED3D_SHADER_CONST_VS_I
)
1341 shader_glsl_load_constants_i(vshader
, gl_info
, state
->vs_consts_i
,
1342 prog
->vs
.uniform_i_locations
, vshader
->reg_maps
.integer_constants
);
1344 if (update_mask
& WINED3D_SHADER_CONST_VS_B
)
1345 shader_glsl_load_constantsB(vshader
, gl_info
, prog
->vs
.uniform_b_locations
, state
->vs_consts_b
,
1346 vshader
->reg_maps
.boolean_constants
);
1348 if (update_mask
& WINED3D_SHADER_CONST_VS_POINTSIZE
)
1349 shader_glsl_pointsize_uniform(context
, state
, prog
);
1351 if (update_mask
& WINED3D_SHADER_CONST_POS_FIXUP
)
1353 shader_get_position_fixup(context
, state
, position_fixup
);
1354 if (state
->shader
[WINED3D_SHADER_TYPE_GEOMETRY
])
1355 GL_EXTCALL(glUniform4fv(prog
->gs
.pos_fixup_location
, 1, position_fixup
));
1357 GL_EXTCALL(glUniform4fv(prog
->vs
.pos_fixup_location
, 1, position_fixup
));
1358 checkGLcall("glUniform4fv");
1361 if (update_mask
& WINED3D_SHADER_CONST_FFP_MODELVIEW
)
1363 struct wined3d_matrix mat
;
1365 get_modelview_matrix(context
, state
, 0, &mat
);
1366 GL_EXTCALL(glUniformMatrix4fv(prog
->vs
.modelview_matrix_location
[0], 1, FALSE
, &mat
._11
));
1367 checkGLcall("glUniformMatrix4fv");
1369 shader_glsl_ffp_vertex_normalmatrix_uniform(context
, state
, prog
);
1372 if (update_mask
& WINED3D_SHADER_CONST_FFP_VERTEXBLEND
)
1374 struct wined3d_matrix mat
;
1376 for (i
= 1; i
< MAX_VERTEX_BLENDS
; ++i
)
1378 if (prog
->vs
.modelview_matrix_location
[i
] == -1)
1381 get_modelview_matrix(context
, state
, i
, &mat
);
1382 GL_EXTCALL(glUniformMatrix4fv(prog
->vs
.modelview_matrix_location
[i
], 1, FALSE
, &mat
._11
));
1383 checkGLcall("glUniformMatrix4fv");
1387 if (update_mask
& WINED3D_SHADER_CONST_FFP_PROJ
)
1389 struct wined3d_matrix projection
;
1391 get_projection_matrix(context
, state
, &projection
);
1392 GL_EXTCALL(glUniformMatrix4fv(prog
->vs
.projection_matrix_location
, 1, FALSE
, &projection
._11
));
1393 checkGLcall("glUniformMatrix4fv");
1396 if (update_mask
& WINED3D_SHADER_CONST_FFP_TEXMATRIX
)
1398 for (i
= 0; i
< MAX_TEXTURES
; ++i
)
1399 shader_glsl_ffp_vertex_texmatrix_uniform(context
, state
, i
, prog
);
1402 if (update_mask
& WINED3D_SHADER_CONST_FFP_MATERIAL
)
1403 shader_glsl_ffp_vertex_material_uniform(context
, state
, prog
);
1405 if (update_mask
& WINED3D_SHADER_CONST_FFP_LIGHTS
)
1407 shader_glsl_ffp_vertex_lightambient_uniform(context
, state
, prog
);
1408 for (i
= 0; i
< MAX_ACTIVE_LIGHTS
; ++i
)
1409 shader_glsl_ffp_vertex_light_uniform(context
, state
, i
, prog
);
1412 if (update_mask
& WINED3D_SHADER_CONST_PS_F
)
1413 shader_glsl_load_constants_f(pshader
, gl_info
, state
->ps_consts_f
,
1414 prog
->ps
.uniform_f_locations
, &priv
->pconst_heap
, priv
->stack
, constant_version
);
1416 if (update_mask
& WINED3D_SHADER_CONST_PS_I
)
1417 shader_glsl_load_constants_i(pshader
, gl_info
, state
->ps_consts_i
,
1418 prog
->ps
.uniform_i_locations
, pshader
->reg_maps
.integer_constants
);
1420 if (update_mask
& WINED3D_SHADER_CONST_PS_B
)
1421 shader_glsl_load_constantsB(pshader
, gl_info
, prog
->ps
.uniform_b_locations
, state
->ps_consts_b
,
1422 pshader
->reg_maps
.boolean_constants
);
1424 if (update_mask
& WINED3D_SHADER_CONST_PS_BUMP_ENV
)
1426 for (i
= 0; i
< MAX_TEXTURES
; ++i
)
1428 if (prog
->ps
.bumpenv_mat_location
[i
] == -1)
1431 GL_EXTCALL(glUniformMatrix2fv(prog
->ps
.bumpenv_mat_location
[i
], 1, 0,
1432 (const GLfloat
*)&state
->texture_states
[i
][WINED3D_TSS_BUMPENV_MAT00
]));
1434 if (prog
->ps
.bumpenv_lum_scale_location
[i
] != -1)
1436 GL_EXTCALL(glUniform1fv(prog
->ps
.bumpenv_lum_scale_location
[i
], 1,
1437 (const GLfloat
*)&state
->texture_states
[i
][WINED3D_TSS_BUMPENV_LSCALE
]));
1438 GL_EXTCALL(glUniform1fv(prog
->ps
.bumpenv_lum_offset_location
[i
], 1,
1439 (const GLfloat
*)&state
->texture_states
[i
][WINED3D_TSS_BUMPENV_LOFFSET
]));
1443 checkGLcall("bump env uniforms");
1446 if (update_mask
& WINED3D_SHADER_CONST_PS_Y_CORR
)
1448 const struct wined3d_vec4 correction_params
=
1450 /* Position is relative to the framebuffer, not the viewport. */
1451 context
->render_offscreen
? 0.0f
: (float)state
->fb
->render_targets
[0]->height
,
1452 context
->render_offscreen
? 1.0f
: -1.0f
,
1457 GL_EXTCALL(glUniform4fv(prog
->ps
.ycorrection_location
, 1, &correction_params
.x
));
1460 if (update_mask
& WINED3D_SHADER_CONST_PS_NP2_FIXUP
)
1461 shader_glsl_load_np2fixup_constants(&prog
->ps
, gl_info
, state
);
1462 if (update_mask
& WINED3D_SHADER_CONST_FFP_COLOR_KEY
)
1463 shader_glsl_load_color_key_constant(&prog
->ps
, gl_info
, state
);
1465 if (update_mask
& WINED3D_SHADER_CONST_FFP_PS
)
1467 struct wined3d_color color
;
1469 if (prog
->ps
.tex_factor_location
!= -1)
1471 wined3d_color_from_d3dcolor(&color
, state
->render_states
[WINED3D_RS_TEXTUREFACTOR
]);
1472 GL_EXTCALL(glUniform4fv(prog
->ps
.tex_factor_location
, 1, &color
.r
));
1475 if (state
->render_states
[WINED3D_RS_SPECULARENABLE
])
1476 GL_EXTCALL(glUniform4f(prog
->ps
.specular_enable_location
, 1.0f
, 1.0f
, 1.0f
, 0.0f
));
1478 GL_EXTCALL(glUniform4f(prog
->ps
.specular_enable_location
, 0.0f
, 0.0f
, 0.0f
, 0.0f
));
1480 for (i
= 0; i
< MAX_TEXTURES
; ++i
)
1482 if (prog
->ps
.tss_constant_location
[i
] == -1)
1485 wined3d_color_from_d3dcolor(&color
, state
->texture_states
[i
][WINED3D_TSS_CONSTANT
]);
1486 GL_EXTCALL(glUniform4fv(prog
->ps
.tss_constant_location
[i
], 1, &color
.r
));
1489 checkGLcall("fixed function uniforms");
1492 if (update_mask
& WINED3D_SHADER_CONST_PS_FOG
)
1493 shader_glsl_load_fog_uniform(context
, state
, prog
);
1495 if (update_mask
& WINED3D_SHADER_CONST_PS_ALPHA_TEST
)
1497 float ref
= state
->render_states
[WINED3D_RS_ALPHAREF
] / 255.0f
;
1499 GL_EXTCALL(glUniform1f(prog
->ps
.alpha_test_ref_location
, ref
));
1500 checkGLcall("alpha test emulation uniform");
1503 if (priv
->next_constant_version
== UINT_MAX
)
1505 TRACE("Max constant version reached, resetting to 0.\n");
1506 wine_rb_for_each_entry(&priv
->program_lookup
, reset_program_constant_version
, NULL
);
1507 priv
->next_constant_version
= 1;
1511 prog
->constant_version
= priv
->next_constant_version
++;
1515 static void update_heap_entry(struct constant_heap
*heap
, unsigned int idx
, DWORD new_version
)
1517 struct constant_entry
*entries
= heap
->entries
;
1518 unsigned int *positions
= heap
->positions
;
1519 unsigned int heap_idx
, parent_idx
;
1521 if (!heap
->contained
[idx
])
1523 heap_idx
= heap
->size
++;
1524 heap
->contained
[idx
] = TRUE
;
1528 heap_idx
= positions
[idx
];
1531 while (heap_idx
> 1)
1533 parent_idx
= heap_idx
>> 1;
1535 if (new_version
<= entries
[parent_idx
].version
) break;
1537 entries
[heap_idx
] = entries
[parent_idx
];
1538 positions
[entries
[parent_idx
].idx
] = heap_idx
;
1539 heap_idx
= parent_idx
;
1542 entries
[heap_idx
].version
= new_version
;
1543 entries
[heap_idx
].idx
= idx
;
1544 positions
[idx
] = heap_idx
;
1547 static void shader_glsl_update_float_vertex_constants(struct wined3d_device
*device
, UINT start
, UINT count
)
1549 struct shader_glsl_priv
*priv
= device
->shader_priv
;
1550 struct constant_heap
*heap
= &priv
->vconst_heap
;
1553 for (i
= start
; i
< count
+ start
; ++i
)
1555 update_heap_entry(heap
, i
, priv
->next_constant_version
);
1559 static void shader_glsl_update_float_pixel_constants(struct wined3d_device
*device
, UINT start
, UINT count
)
1561 struct shader_glsl_priv
*priv
= device
->shader_priv
;
1562 struct constant_heap
*heap
= &priv
->pconst_heap
;
1565 for (i
= start
; i
< count
+ start
; ++i
)
1567 update_heap_entry(heap
, i
, priv
->next_constant_version
);
1571 static unsigned int vec4_varyings(DWORD shader_major
, const struct wined3d_gl_info
*gl_info
)
1573 unsigned int ret
= gl_info
->limits
.glsl_varyings
/ 4;
1574 /* 4.0 shaders do not write clip coords because d3d10 does not support user clipplanes */
1575 if(shader_major
> 3) return ret
;
1577 /* 3.0 shaders may need an extra varying for the clip coord on some cards(mostly dx10 ones) */
1578 if (gl_info
->quirks
& WINED3D_QUIRK_GLSL_CLIP_VARYING
) ret
-= 1;
1582 static BOOL
needs_legacy_glsl_syntax(const struct wined3d_gl_info
*gl_info
)
1584 return gl_info
->supported
[WINED3D_GL_LEGACY_CONTEXT
];
1587 static const char *get_attribute_keyword(const struct wined3d_gl_info
*gl_info
)
1589 return needs_legacy_glsl_syntax(gl_info
) ? "attribute" : "in";
1592 static void PRINTF_ATTR(4, 5) declare_in_varying(const struct wined3d_gl_info
*gl_info
,
1593 struct wined3d_string_buffer
*buffer
, BOOL flat
, const char *format
, ...)
1598 shader_addline(buffer
, "%s%s ", flat
? "flat " : "",
1599 needs_legacy_glsl_syntax(gl_info
) ? "varying" : "in");
1602 va_start(args
, format
);
1603 ret
= shader_vaddline(buffer
, format
, args
);
1607 if (!string_buffer_resize(buffer
, ret
))
1612 static void PRINTF_ATTR(4, 5) declare_out_varying(const struct wined3d_gl_info
*gl_info
,
1613 struct wined3d_string_buffer
*buffer
, BOOL flat
, const char *format
, ...)
1618 shader_addline(buffer
, "%s%s ", flat
? "flat " : "",
1619 needs_legacy_glsl_syntax(gl_info
) ? "varying" : "out");
1622 va_start(args
, format
);
1623 ret
= shader_vaddline(buffer
, format
, args
);
1627 if (!string_buffer_resize(buffer
, ret
))
1632 static const char *get_fragment_output(const struct wined3d_gl_info
*gl_info
)
1634 return needs_legacy_glsl_syntax(gl_info
) ? "gl_FragData" : "ps_out";
1637 static const char *glsl_primitive_type_from_d3d(enum wined3d_primitive_type primitive_type
)
1639 switch (primitive_type
)
1641 case WINED3D_PT_POINTLIST
:
1644 case WINED3D_PT_LINELIST
:
1647 case WINED3D_PT_LINESTRIP
:
1648 return "line_strip";
1650 case WINED3D_PT_TRIANGLELIST
:
1653 case WINED3D_PT_TRIANGLESTRIP
:
1654 return "triangle_strip";
1656 case WINED3D_PT_LINELIST_ADJ
:
1657 return "lines_adjacency";
1659 case WINED3D_PT_TRIANGLELIST_ADJ
:
1660 return "triangles_adjacency";
1663 FIXME("Unhandled primitive type %s.\n", debug_d3dprimitivetype(primitive_type
));
1668 static BOOL
glsl_is_color_reg_read(const struct wined3d_shader
*shader
, unsigned int idx
)
1670 const struct wined3d_shader_signature
*input_signature
= &shader
->input_signature
;
1671 const struct wined3d_shader_reg_maps
*reg_maps
= &shader
->reg_maps
;
1672 const BOOL
*input_reg_used
= shader
->u
.ps
.input_reg_used
;
1675 if (reg_maps
->shader_version
.major
< 3)
1676 return input_reg_used
[idx
];
1678 for (i
= 0; i
< input_signature
->element_count
; ++i
)
1680 const struct wined3d_shader_signature_element
*input
= &input_signature
->elements
[i
];
1682 if (!(reg_maps
->input_registers
& (1u << input
->register_idx
)))
1685 if (shader_match_semantic(input
->semantic_name
, WINED3D_DECL_USAGE_COLOR
)
1686 && input
->semantic_idx
== idx
)
1688 if (input_reg_used
[input
->register_idx
])
1697 static BOOL
glsl_is_shadow_sampler(const struct wined3d_shader
*shader
,
1698 const struct ps_compile_args
*ps_args
, unsigned int resource_idx
, unsigned int sampler_idx
)
1700 const struct wined3d_shader_version
*version
= &shader
->reg_maps
.shader_version
;
1702 if (version
->major
>= 4)
1703 return shader
->reg_maps
.sampler_comparison_mode
& (1u << sampler_idx
);
1705 return version
->type
== WINED3D_SHADER_TYPE_PIXEL
&& (ps_args
->shadow
& (1u << resource_idx
));
1708 static void shader_glsl_declare_typed_vertex_attribute(struct wined3d_string_buffer
*buffer
,
1709 const struct wined3d_gl_info
*gl_info
, const char *vector_type
, const char *scalar_type
,
1712 shader_addline(buffer
, "%s %s4 vs_in_%s%u;\n",
1713 get_attribute_keyword(gl_info
), vector_type
, scalar_type
, index
);
1714 shader_addline(buffer
, "vec4 vs_in%u = %sBitsToFloat(vs_in_%s%u);\n",
1715 index
, scalar_type
, scalar_type
, index
);
1718 /** Generate the variable & register declarations for the GLSL output target */
1719 static void shader_generate_glsl_declarations(const struct wined3d_context
*context
,
1720 struct wined3d_string_buffer
*buffer
, const struct wined3d_shader
*shader
,
1721 const struct wined3d_shader_reg_maps
*reg_maps
, const struct shader_glsl_ctx_priv
*ctx_priv
)
1723 const struct wined3d_shader_version
*version
= ®_maps
->shader_version
;
1724 const struct vs_compile_args
*vs_args
= ctx_priv
->cur_vs_args
;
1725 const struct ps_compile_args
*ps_args
= ctx_priv
->cur_ps_args
;
1726 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
1727 unsigned int i
, extra_constants_needed
= 0;
1728 const struct wined3d_shader_lconst
*lconst
;
1732 prefix
= shader_glsl_get_prefix(version
->type
);
1734 /* Prototype the subroutines */
1735 for (i
= 0, map
= reg_maps
->labels
; map
; map
>>= 1, ++i
)
1737 if (map
& 1) shader_addline(buffer
, "void subroutine%u();\n", i
);
1740 /* Declare the constants (aka uniforms) */
1741 if (shader
->limits
->constant_float
> 0)
1743 unsigned max_constantsF
;
1745 /* Unless the shader uses indirect addressing, always declare the
1746 * maximum array size and ignore that we need some uniforms privately.
1747 * E.g. if GL supports 256 uniforms, and we need 2 for the pos fixup
1748 * and immediate values, still declare VC[256]. If the shader needs
1749 * more uniforms than we have it won't work in any case. If it uses
1750 * less, the compiler will figure out which uniforms are really used
1751 * and strip them out. This allows a shader to use c255 on a dx9 card,
1752 * as long as it doesn't also use all the other constants.
1754 * If the shader uses indirect addressing the compiler must assume
1755 * that all declared uniforms are used. In this case, declare only the
1756 * amount that we're assured to have.
1758 * Thus we run into problems in these two cases:
1759 * 1) The shader really uses more uniforms than supported.
1760 * 2) The shader uses indirect addressing, less constants than
1761 * supported, but uses a constant index > #supported consts. */
1762 if (version
->type
== WINED3D_SHADER_TYPE_PIXEL
)
1764 /* No indirect addressing here. */
1765 max_constantsF
= gl_info
->limits
.glsl_ps_float_constants
;
1769 if (reg_maps
->usesrelconstF
)
1771 /* Subtract the other potential uniforms from the max
1772 * available (bools, ints, and 1 row of projection matrix).
1773 * Subtract another uniform for immediate values, which have
1774 * to be loaded via uniform by the driver as well. The shader
1775 * code only uses 0.5, 2.0, 1.0, 128 and -128 in vertex
1776 * shader code, so one vec4 should be enough. (Unfortunately
1777 * the Nvidia driver doesn't store 128 and -128 in one float).
1779 * Writing gl_ClipVertex requires one uniform for each
1780 * clipplane as well. */
1781 max_constantsF
= gl_info
->limits
.glsl_vs_float_constants
- 3;
1782 if (vs_args
->clip_enabled
)
1783 max_constantsF
-= gl_info
->limits
.clipplanes
;
1784 max_constantsF
-= wined3d_popcount(reg_maps
->integer_constants
);
1785 /* Strictly speaking a bool only uses one scalar, but the nvidia(Linux) compiler doesn't pack them properly,
1786 * so each scalar requires a full vec4. We could work around this by packing the booleans ourselves, but
1787 * for now take this into account when calculating the number of available constants
1789 max_constantsF
-= wined3d_popcount(reg_maps
->boolean_constants
);
1790 /* Set by driver quirks in directx.c */
1791 max_constantsF
-= gl_info
->reserved_glsl_constants
;
1793 if (max_constantsF
< shader
->limits
->constant_float
)
1795 static unsigned int once
;
1798 ERR_(winediag
)("The hardware does not support enough uniform components to run this shader,"
1799 " it may not render correctly.\n");
1801 WARN("The hardware does not support enough uniform components to run this shader.\n");
1806 max_constantsF
= gl_info
->limits
.glsl_vs_float_constants
;
1809 max_constantsF
= min(shader
->limits
->constant_float
, max_constantsF
);
1810 shader_addline(buffer
, "uniform vec4 %s_c[%u];\n", prefix
, max_constantsF
);
1813 /* Always declare the full set of constants, the compiler can remove the
1814 * unused ones because d3d doesn't (yet) support indirect int and bool
1815 * constant addressing. This avoids problems if the app uses e.g. i0 and i9. */
1816 if (shader
->limits
->constant_int
> 0 && reg_maps
->integer_constants
)
1817 shader_addline(buffer
, "uniform ivec4 %s_i[%u];\n", prefix
, shader
->limits
->constant_int
);
1819 if (shader
->limits
->constant_bool
> 0 && reg_maps
->boolean_constants
)
1820 shader_addline(buffer
, "uniform bool %s_b[%u];\n", prefix
, shader
->limits
->constant_bool
);
1822 for (i
= 0; i
< WINED3D_MAX_CBS
; ++i
)
1824 if (reg_maps
->cb_sizes
[i
])
1825 shader_addline(buffer
, "layout(std140) uniform block_%s_cb%u { vec4 %s_cb%u[%u]; };\n",
1826 prefix
, i
, prefix
, i
, reg_maps
->cb_sizes
[i
]);
1829 /* Declare texture samplers */
1830 for (i
= 0; i
< reg_maps
->sampler_map
.count
; ++i
)
1832 struct wined3d_shader_sampler_map_entry
*entry
;
1833 const char *sampler_type_prefix
, *sampler_type
;
1834 BOOL shadow_sampler
, tex_rect
;
1836 entry
= ®_maps
->sampler_map
.entries
[i
];
1838 if (entry
->resource_idx
>= ARRAY_SIZE(reg_maps
->resource_info
))
1840 ERR("Invalid resource index %u.\n", entry
->resource_idx
);
1844 switch (reg_maps
->resource_info
[entry
->resource_idx
].data_type
)
1846 case WINED3D_DATA_FLOAT
:
1847 case WINED3D_DATA_UNORM
:
1848 case WINED3D_DATA_SNORM
:
1849 sampler_type_prefix
= "";
1852 case WINED3D_DATA_INT
:
1853 sampler_type_prefix
= "i";
1856 case WINED3D_DATA_UINT
:
1857 sampler_type_prefix
= "u";
1861 sampler_type_prefix
= "";
1862 ERR("Unhandled resource data type %#x.\n", reg_maps
->resource_info
[i
].data_type
);
1866 shadow_sampler
= glsl_is_shadow_sampler(shader
, ps_args
, entry
->resource_idx
, entry
->sampler_idx
);
1867 switch (reg_maps
->resource_info
[entry
->resource_idx
].type
)
1869 case WINED3D_SHADER_RESOURCE_TEXTURE_1D
:
1871 sampler_type
= "sampler1DShadow";
1873 sampler_type
= "sampler1D";
1876 case WINED3D_SHADER_RESOURCE_TEXTURE_2D
:
1877 tex_rect
= version
->type
== WINED3D_SHADER_TYPE_PIXEL
1878 && (ps_args
->np2_fixup
& (1u << entry
->resource_idx
))
1879 && gl_info
->supported
[ARB_TEXTURE_RECTANGLE
];
1883 sampler_type
= "sampler2DRectShadow";
1885 sampler_type
= "sampler2DShadow";
1890 sampler_type
= "sampler2DRect";
1892 sampler_type
= "sampler2D";
1896 case WINED3D_SHADER_RESOURCE_TEXTURE_3D
:
1898 FIXME("Unsupported 3D shadow sampler.\n");
1899 sampler_type
= "sampler3D";
1902 case WINED3D_SHADER_RESOURCE_TEXTURE_CUBE
:
1904 FIXME("Unsupported Cube shadow sampler.\n");
1905 sampler_type
= "samplerCube";
1908 case WINED3D_SHADER_RESOURCE_TEXTURE_2DARRAY
:
1910 sampler_type
= "sampler2DArrayShadow";
1912 sampler_type
= "sampler2DArray";
1916 sampler_type
= "unsupported_sampler";
1917 FIXME("Unhandled resource type %#x.\n", reg_maps
->resource_info
[entry
->resource_idx
].type
);
1920 shader_addline(buffer
, "uniform %s%s %s_sampler%u;\n",
1921 sampler_type_prefix
, sampler_type
, prefix
, entry
->bind_idx
);
1924 /* Declare uniforms for NP2 texcoord fixup:
1925 * This is NOT done inside the loop that declares the texture samplers
1926 * since the NP2 fixup code is currently only used for the GeforceFX
1927 * series and when forcing the ARB_npot extension off. Modern cards just
1928 * skip the code anyway, so put it inside a separate loop. */
1929 if (version
->type
== WINED3D_SHADER_TYPE_PIXEL
&& ps_args
->np2_fixup
)
1931 struct ps_np2fixup_info
*fixup
= ctx_priv
->cur_np2fixup_info
;
1934 /* NP2/RECT textures in OpenGL use texcoords in the range [0,width]x[0,height]
1935 * while D3D has them in the (normalized) [0,1]x[0,1] range.
1936 * samplerNP2Fixup stores texture dimensions and is updated through
1937 * shader_glsl_load_np2fixup_constants when the sampler changes. */
1939 for (i
= 0; i
< shader
->limits
->sampler
; ++i
)
1941 if (!reg_maps
->resource_info
[i
].type
|| !(ps_args
->np2_fixup
& (1u << i
)))
1944 if (reg_maps
->resource_info
[i
].type
!= WINED3D_SHADER_RESOURCE_TEXTURE_2D
)
1946 FIXME("Non-2D texture is flagged for NP2 texcoord fixup.\n");
1950 fixup
->idx
[i
] = cur
++;
1953 fixup
->num_consts
= (cur
+ 1) >> 1;
1954 fixup
->active
= ps_args
->np2_fixup
;
1955 shader_addline(buffer
, "uniform vec4 %s_samplerNP2Fixup[%u];\n", prefix
, fixup
->num_consts
);
1958 /* Declare address variables */
1959 for (i
= 0, map
= reg_maps
->address
; map
; map
>>= 1, ++i
)
1961 if (map
& 1) shader_addline(buffer
, "ivec4 A%u;\n", i
);
1964 if (version
->type
== WINED3D_SHADER_TYPE_VERTEX
)
1966 for (i
= 0; i
< shader
->input_signature
.element_count
; ++i
)
1968 const struct wined3d_shader_signature_element
*e
= &shader
->input_signature
.elements
[i
];
1969 if (e
->sysval_semantic
== WINED3D_SV_VERTEX_ID
)
1971 shader_addline(buffer
, "vec4 %s_in%u = vec4(intBitsToFloat(gl_VertexID), 0.0, 0.0, 0.0);\n",
1972 prefix
, e
->register_idx
);
1974 else if (e
->sysval_semantic
== WINED3D_SV_INSTANCE_ID
)
1976 shader_addline(buffer
, "vec4 %s_in%u = vec4(intBitsToFloat(gl_InstanceID), 0.0, 0.0, 0.0);\n",
1977 prefix
, e
->register_idx
);
1979 else if (e
->component_type
== WINED3D_TYPE_UINT
)
1981 shader_glsl_declare_typed_vertex_attribute(buffer
, gl_info
, "uvec", "uint", e
->register_idx
);
1983 else if (e
->component_type
== WINED3D_TYPE_INT
)
1985 shader_glsl_declare_typed_vertex_attribute(buffer
, gl_info
, "ivec", "int", e
->register_idx
);
1989 if (e
->component_type
&& e
->component_type
!= WINED3D_TYPE_FLOAT
)
1990 FIXME("Unhandled type %#x.\n", e
->component_type
);
1991 shader_addline(buffer
, "%s vec4 %s_in%u;\n",
1992 get_attribute_keyword(gl_info
), prefix
, e
->register_idx
);
1996 if (vs_args
->point_size
&& !vs_args
->per_vertex_point_size
)
1998 shader_addline(buffer
, "uniform struct\n{\n");
1999 shader_addline(buffer
, " float size;\n");
2000 shader_addline(buffer
, " float size_min;\n");
2001 shader_addline(buffer
, " float size_max;\n");
2002 shader_addline(buffer
, "} ffp_point;\n");
2005 if (!gl_info
->supported
[WINED3D_GL_LEGACY_CONTEXT
] && version
->major
< 3)
2007 declare_out_varying(gl_info
, buffer
, vs_args
->flatshading
, "vec4 ffp_varying_diffuse;\n");
2008 declare_out_varying(gl_info
, buffer
, vs_args
->flatshading
, "vec4 ffp_varying_specular;\n");
2009 declare_out_varying(gl_info
, buffer
, FALSE
, "vec4 ffp_varying_texcoord[%u];\n", MAX_TEXTURES
);
2010 declare_out_varying(gl_info
, buffer
, FALSE
, "float ffp_varying_fogcoord;\n");
2013 if (version
->major
< 4)
2014 shader_addline(buffer
, "void setup_vs_output(in vec4[%u]);\n", shader
->limits
->packed_output
);
2016 else if (version
->type
== WINED3D_SHADER_TYPE_GEOMETRY
)
2018 if (gl_info
->supported
[WINED3D_GL_LEGACY_CONTEXT
])
2020 shader_addline(buffer
, "varying in vec4 gs_in[][%u];\n", shader
->limits
->packed_input
);
2024 shader_addline(buffer
, "layout(%s) in;\n", glsl_primitive_type_from_d3d(shader
->u
.gs
.input_type
));
2025 shader_addline(buffer
, "layout(%s, max_vertices = %u) out;\n",
2026 glsl_primitive_type_from_d3d(shader
->u
.gs
.output_type
), shader
->u
.gs
.vertices_out
);
2027 shader_addline(buffer
, "in vs_gs_iface { vec4 gs_in[%u]; } gs_in[];\n", shader
->limits
->packed_input
);
2030 else if (version
->type
== WINED3D_SHADER_TYPE_PIXEL
)
2032 if (version
->major
< 3 || ps_args
->vp_mode
!= vertexshader
)
2034 shader_addline(buffer
, "uniform struct\n{\n");
2035 shader_addline(buffer
, " vec4 color;\n");
2036 shader_addline(buffer
, " float density;\n");
2037 shader_addline(buffer
, " float end;\n");
2038 shader_addline(buffer
, " float scale;\n");
2039 shader_addline(buffer
, "} ffp_fog;\n");
2041 if (gl_info
->supported
[WINED3D_GL_LEGACY_CONTEXT
])
2043 if (glsl_is_color_reg_read(shader
, 0))
2044 shader_addline(buffer
, "vec4 ffp_varying_diffuse;\n");
2045 if (glsl_is_color_reg_read(shader
, 1))
2046 shader_addline(buffer
, "vec4 ffp_varying_specular;\n");
2047 shader_addline(buffer
, "vec4 ffp_texcoord[%u];\n", MAX_TEXTURES
);
2048 shader_addline(buffer
, "float ffp_varying_fogcoord;\n");
2052 if (glsl_is_color_reg_read(shader
, 0))
2053 declare_in_varying(gl_info
, buffer
, ps_args
->flatshading
, "vec4 ffp_varying_diffuse;\n");
2054 if (glsl_is_color_reg_read(shader
, 1))
2055 declare_in_varying(gl_info
, buffer
, ps_args
->flatshading
, "vec4 ffp_varying_specular;\n");
2056 declare_in_varying(gl_info
, buffer
, FALSE
, "vec4 ffp_varying_texcoord[%u];\n", MAX_TEXTURES
);
2057 shader_addline(buffer
, "vec4 ffp_texcoord[%u];\n", MAX_TEXTURES
);
2058 declare_in_varying(gl_info
, buffer
, FALSE
, "float ffp_varying_fogcoord;\n");
2062 if (version
->major
>= 3)
2064 UINT in_count
= min(vec4_varyings(version
->major
, gl_info
), shader
->limits
->packed_input
);
2066 if (ps_args
->vp_mode
== vertexshader
)
2067 declare_in_varying(gl_info
, buffer
, FALSE
, "vec4 %s_link[%u];\n", prefix
, in_count
);
2068 shader_addline(buffer
, "vec4 %s_in[%u];\n", prefix
, in_count
);
2071 for (i
= 0, map
= reg_maps
->bumpmat
; map
; map
>>= 1, ++i
)
2076 shader_addline(buffer
, "uniform mat2 bumpenv_mat%u;\n", i
);
2078 if (reg_maps
->luminanceparams
& (1u << i
))
2080 shader_addline(buffer
, "uniform float bumpenv_lum_scale%u;\n", i
);
2081 shader_addline(buffer
, "uniform float bumpenv_lum_offset%u;\n", i
);
2082 extra_constants_needed
++;
2085 extra_constants_needed
++;
2088 if (ps_args
->srgb_correction
)
2090 shader_addline(buffer
, "const vec4 srgb_const0 = ");
2091 shader_glsl_append_imm_vec4(buffer
, wined3d_srgb_const0
);
2092 shader_addline(buffer
, ";\n");
2093 shader_addline(buffer
, "const vec4 srgb_const1 = ");
2094 shader_glsl_append_imm_vec4(buffer
, wined3d_srgb_const1
);
2095 shader_addline(buffer
, ";\n");
2097 if (reg_maps
->vpos
|| reg_maps
->usesdsy
)
2099 ++extra_constants_needed
;
2100 shader_addline(buffer
, "uniform vec4 ycorrection;\n");
2101 shader_addline(buffer
, "vec4 vpos;\n");
2104 if (ps_args
->alpha_test_func
+ 1 != WINED3D_CMP_ALWAYS
)
2105 shader_addline(buffer
, "uniform float alpha_test_ref;\n");
2107 if (!needs_legacy_glsl_syntax(gl_info
))
2108 shader_addline(buffer
, "out vec4 ps_out[%u];\n", gl_info
->limits
.buffers
);
2110 if (shader
->limits
->constant_float
+ extra_constants_needed
>= gl_info
->limits
.glsl_ps_float_constants
)
2111 FIXME("Insufficient uniforms to run this shader.\n");
2114 /* Declare output register temporaries */
2115 if (shader
->limits
->packed_output
)
2116 shader_addline(buffer
, "vec4 %s_out[%u];\n", prefix
, shader
->limits
->packed_output
);
2118 /* Declare temporary variables */
2119 for (i
= 0, map
= reg_maps
->temporary
; map
; map
>>= 1, ++i
)
2121 if (map
& 1) shader_addline(buffer
, "vec4 R%u;\n", i
);
2124 /* Declare loop registers aLx */
2125 if (version
->major
< 4)
2127 for (i
= 0; i
< reg_maps
->loop_depth
; ++i
)
2129 shader_addline(buffer
, "int aL%u;\n", i
);
2130 shader_addline(buffer
, "int tmpInt%u;\n", i
);
2134 /* Temporary variables for matrix operations */
2135 shader_addline(buffer
, "vec4 tmp0;\n");
2136 shader_addline(buffer
, "vec4 tmp1;\n");
2138 if (!shader
->load_local_constsF
)
2140 LIST_FOR_EACH_ENTRY(lconst
, &shader
->constantsF
, struct wined3d_shader_lconst
, entry
)
2142 shader_addline(buffer
, "const vec4 %s_lc%u = ", prefix
, lconst
->idx
);
2143 shader_glsl_append_imm_vec4(buffer
, (const float *)lconst
->value
);
2144 shader_addline(buffer
, ";\n");
2149 /*****************************************************************************
2150 * Functions to generate GLSL strings from DirectX Shader bytecode begin here.
2152 * For more information, see http://wiki.winehq.org/DirectX-Shaders
2153 ****************************************************************************/
2156 static void shader_glsl_add_src_param(const struct wined3d_shader_instruction
*ins
,
2157 const struct wined3d_shader_src_param
*wined3d_src
, DWORD mask
, struct glsl_src_param
*glsl_src
);
2159 /** Used for opcode modifiers - They multiply the result by the specified amount */
2160 static const char * const shift_glsl_tab
[] = {
2162 "2.0 * ", /* 1 (x2) */
2163 "4.0 * ", /* 2 (x4) */
2164 "8.0 * ", /* 3 (x8) */
2165 "16.0 * ", /* 4 (x16) */
2166 "32.0 * ", /* 5 (x32) */
2173 "0.0625 * ", /* 12 (d16) */
2174 "0.125 * ", /* 13 (d8) */
2175 "0.25 * ", /* 14 (d4) */
2176 "0.5 * " /* 15 (d2) */
2179 /* Generate a GLSL parameter that does the input modifier computation and return the input register/mask to use */
2180 static void shader_glsl_gen_modifier(enum wined3d_shader_src_modifier src_modifier
,
2181 const char *in_reg
, const char *in_regswizzle
, char *out_str
)
2183 switch (src_modifier
)
2185 case WINED3DSPSM_DZ
: /* Need to handle this in the instructions itself (texld & texcrd). */
2186 case WINED3DSPSM_DW
:
2187 case WINED3DSPSM_NONE
:
2188 sprintf(out_str
, "%s%s", in_reg
, in_regswizzle
);
2190 case WINED3DSPSM_NEG
:
2191 sprintf(out_str
, "-%s%s", in_reg
, in_regswizzle
);
2193 case WINED3DSPSM_NOT
:
2194 sprintf(out_str
, "!%s%s", in_reg
, in_regswizzle
);
2196 case WINED3DSPSM_BIAS
:
2197 sprintf(out_str
, "(%s%s - vec4(0.5)%s)", in_reg
, in_regswizzle
, in_regswizzle
);
2199 case WINED3DSPSM_BIASNEG
:
2200 sprintf(out_str
, "-(%s%s - vec4(0.5)%s)", in_reg
, in_regswizzle
, in_regswizzle
);
2202 case WINED3DSPSM_SIGN
:
2203 sprintf(out_str
, "(2.0 * (%s%s - 0.5))", in_reg
, in_regswizzle
);
2205 case WINED3DSPSM_SIGNNEG
:
2206 sprintf(out_str
, "-(2.0 * (%s%s - 0.5))", in_reg
, in_regswizzle
);
2208 case WINED3DSPSM_COMP
:
2209 sprintf(out_str
, "(1.0 - %s%s)", in_reg
, in_regswizzle
);
2211 case WINED3DSPSM_X2
:
2212 sprintf(out_str
, "(2.0 * %s%s)", in_reg
, in_regswizzle
);
2214 case WINED3DSPSM_X2NEG
:
2215 sprintf(out_str
, "-(2.0 * %s%s)", in_reg
, in_regswizzle
);
2217 case WINED3DSPSM_ABS
:
2218 sprintf(out_str
, "abs(%s%s)", in_reg
, in_regswizzle
);
2220 case WINED3DSPSM_ABSNEG
:
2221 sprintf(out_str
, "-abs(%s%s)", in_reg
, in_regswizzle
);
2224 FIXME("Unhandled modifier %u\n", src_modifier
);
2225 sprintf(out_str
, "%s%s", in_reg
, in_regswizzle
);
2229 /** Writes the GLSL variable name that corresponds to the register that the
2230 * DX opcode parameter is trying to access */
2231 static void shader_glsl_get_register_name(const struct wined3d_shader_register
*reg
,
2232 char *register_name
, BOOL
*is_color
, const struct wined3d_shader_instruction
*ins
)
2234 /* oPos, oFog and oPts in D3D */
2235 static const char * const hwrastout_reg_names
[] = {"vs_out[10]", "vs_out[11].x", "vs_out[11].y"};
2237 const struct wined3d_shader
*shader
= ins
->ctx
->shader
;
2238 const struct wined3d_shader_reg_maps
*reg_maps
= ins
->ctx
->reg_maps
;
2239 const struct wined3d_shader_version
*version
= ®_maps
->shader_version
;
2240 const struct wined3d_gl_info
*gl_info
= ins
->ctx
->gl_info
;
2241 const char *prefix
= shader_glsl_get_prefix(version
->type
);
2242 struct glsl_src_param rel_param0
, rel_param1
;
2243 char imm_str
[4][17];
2245 if (reg
->idx
[0].offset
!= ~0U && reg
->idx
[0].rel_addr
)
2246 shader_glsl_add_src_param(ins
, reg
->idx
[0].rel_addr
, WINED3DSP_WRITEMASK_0
, &rel_param0
);
2247 if (reg
->idx
[1].offset
!= ~0U && reg
->idx
[1].rel_addr
)
2248 shader_glsl_add_src_param(ins
, reg
->idx
[1].rel_addr
, WINED3DSP_WRITEMASK_0
, &rel_param1
);
2253 case WINED3DSPR_TEMP
:
2254 sprintf(register_name
, "R%u", reg
->idx
[0].offset
);
2257 case WINED3DSPR_INPUT
:
2258 if (version
->type
== WINED3D_SHADER_TYPE_VERTEX
)
2260 struct shader_glsl_ctx_priv
*priv
= ins
->ctx
->backend_data
;
2262 if (reg
->idx
[0].rel_addr
)
2263 FIXME("VS3+ input registers relative addressing.\n");
2264 if (priv
->cur_vs_args
->swizzle_map
& (1u << reg
->idx
[0].offset
))
2266 sprintf(register_name
, "%s_in%u", prefix
, reg
->idx
[0].offset
);
2270 if (version
->type
== WINED3D_SHADER_TYPE_GEOMETRY
)
2272 if (reg
->idx
[0].rel_addr
)
2274 if (reg
->idx
[1].rel_addr
)
2275 sprintf(register_name
, "gs_in[%s + %u]%s[%s + %u]",
2276 rel_param0
.param_str
, reg
->idx
[0].offset
,
2277 gl_info
->supported
[WINED3D_GL_LEGACY_CONTEXT
] ? "" : ".gs_in",
2278 rel_param1
.param_str
, reg
->idx
[1].offset
);
2280 sprintf(register_name
, "gs_in[%s + %u]%s[%u]",
2281 rel_param0
.param_str
, reg
->idx
[0].offset
,
2282 gl_info
->supported
[WINED3D_GL_LEGACY_CONTEXT
] ? "" : ".gs_in",
2283 reg
->idx
[1].offset
);
2285 else if (reg
->idx
[1].rel_addr
)
2286 sprintf(register_name
, "gs_in[%u]%s[%s + %u]", reg
->idx
[0].offset
,
2287 gl_info
->supported
[WINED3D_GL_LEGACY_CONTEXT
] ? "" : ".gs_in",
2288 rel_param1
.param_str
, reg
->idx
[1].offset
);
2290 sprintf(register_name
, "gs_in[%u]%s[%u]", reg
->idx
[0].offset
,
2291 gl_info
->supported
[WINED3D_GL_LEGACY_CONTEXT
] ? "" : ".gs_in",
2292 reg
->idx
[1].offset
);
2296 /* pixel shaders >= 3.0 */
2297 if (version
->major
>= 3)
2299 DWORD idx
= shader
->u
.ps
.input_reg_map
[reg
->idx
[0].offset
];
2300 unsigned int in_count
= vec4_varyings(version
->major
, gl_info
);
2302 if (reg
->idx
[0].rel_addr
)
2304 /* Removing a + 0 would be an obvious optimization, but
2305 * OS X doesn't see the NOP operation there. */
2308 if (gl_info
->supported
[WINED3D_GL_LEGACY_CONTEXT
]
2309 && shader
->u
.ps
.declared_in_count
> in_count
)
2311 sprintf(register_name
,
2312 "((%s + %u) > %u ? (%s + %u) > %u ? gl_SecondaryColor : gl_Color : %s_in[%s + %u])",
2313 rel_param0
.param_str
, idx
, in_count
- 1, rel_param0
.param_str
, idx
, in_count
,
2314 prefix
, rel_param0
.param_str
, idx
);
2318 sprintf(register_name
, "%s_in[%s + %u]", prefix
, rel_param0
.param_str
, idx
);
2323 if (gl_info
->supported
[WINED3D_GL_LEGACY_CONTEXT
]
2324 && shader
->u
.ps
.declared_in_count
> in_count
)
2326 sprintf(register_name
, "((%s) > %u ? (%s) > %u ? gl_SecondaryColor : gl_Color : %s_in[%s])",
2327 rel_param0
.param_str
, in_count
- 1, rel_param0
.param_str
, in_count
,
2328 prefix
, rel_param0
.param_str
);
2332 sprintf(register_name
, "%s_in[%s]", prefix
, rel_param0
.param_str
);
2338 if (idx
== in_count
) sprintf(register_name
, "gl_Color");
2339 else if (idx
== in_count
+ 1) sprintf(register_name
, "gl_SecondaryColor");
2340 else sprintf(register_name
, "%s_in[%u]", prefix
, idx
);
2345 if (!reg
->idx
[0].offset
)
2346 strcpy(register_name
, "ffp_varying_diffuse");
2348 strcpy(register_name
, "ffp_varying_specular");
2353 case WINED3DSPR_CONST
:
2355 /* Relative addressing */
2356 if (reg
->idx
[0].rel_addr
)
2358 if (wined3d_settings
.check_float_constants
)
2359 sprintf(register_name
, "(%s + %u >= 0 && %s + %u < %u ? %s_c[%s + %u] : vec4(0.0))",
2360 rel_param0
.param_str
, reg
->idx
[0].offset
,
2361 rel_param0
.param_str
, reg
->idx
[0].offset
, shader
->limits
->constant_float
,
2362 prefix
, rel_param0
.param_str
, reg
->idx
[0].offset
);
2363 else if (reg
->idx
[0].offset
)
2364 sprintf(register_name
, "%s_c[%s + %u]", prefix
, rel_param0
.param_str
, reg
->idx
[0].offset
);
2366 sprintf(register_name
, "%s_c[%s]", prefix
, rel_param0
.param_str
);
2370 if (shader_constant_is_local(shader
, reg
->idx
[0].offset
))
2371 sprintf(register_name
, "%s_lc%u", prefix
, reg
->idx
[0].offset
);
2373 sprintf(register_name
, "%s_c[%u]", prefix
, reg
->idx
[0].offset
);
2378 case WINED3DSPR_CONSTINT
:
2379 sprintf(register_name
, "%s_i[%u]", prefix
, reg
->idx
[0].offset
);
2382 case WINED3DSPR_CONSTBOOL
:
2383 sprintf(register_name
, "%s_b[%u]", prefix
, reg
->idx
[0].offset
);
2386 case WINED3DSPR_TEXTURE
: /* case WINED3DSPR_ADDR: */
2387 if (version
->type
== WINED3D_SHADER_TYPE_PIXEL
)
2388 sprintf(register_name
, "T%u", reg
->idx
[0].offset
);
2390 sprintf(register_name
, "A%u", reg
->idx
[0].offset
);
2393 case WINED3DSPR_LOOP
:
2394 sprintf(register_name
, "aL%u", ins
->ctx
->loop_state
->current_reg
- 1);
2397 case WINED3DSPR_SAMPLER
:
2398 sprintf(register_name
, "%s_sampler%u", prefix
, reg
->idx
[0].offset
);
2401 case WINED3DSPR_COLOROUT
:
2402 if (reg
->idx
[0].offset
>= gl_info
->limits
.buffers
)
2403 WARN("Write to render target %u, only %d supported.\n",
2404 reg
->idx
[0].offset
, gl_info
->limits
.buffers
);
2406 sprintf(register_name
, "%s[%u]", get_fragment_output(gl_info
), reg
->idx
[0].offset
);
2409 case WINED3DSPR_RASTOUT
:
2410 sprintf(register_name
, "%s", hwrastout_reg_names
[reg
->idx
[0].offset
]);
2413 case WINED3DSPR_DEPTHOUT
:
2414 sprintf(register_name
, "gl_FragDepth");
2417 case WINED3DSPR_ATTROUT
:
2418 if (!reg
->idx
[0].offset
)
2419 sprintf(register_name
, "%s_out[8]", prefix
);
2421 sprintf(register_name
, "%s_out[9]", prefix
);
2424 case WINED3DSPR_TEXCRDOUT
:
2425 /* Vertex shaders >= 3.0: WINED3DSPR_OUTPUT */
2426 if (reg
->idx
[0].rel_addr
)
2427 FIXME("VS3 output registers relative addressing.\n");
2428 sprintf(register_name
, "%s_out[%u]", prefix
, reg
->idx
[0].offset
);
2431 case WINED3DSPR_MISCTYPE
:
2432 if (!reg
->idx
[0].offset
)
2435 sprintf(register_name
, "vpos");
2437 else if (reg
->idx
[0].offset
== 1)
2439 /* Note that gl_FrontFacing is a bool, while vFace is
2440 * a float for which the sign determines front/back */
2441 sprintf(register_name
, "(gl_FrontFacing ? 1.0 : -1.0)");
2445 FIXME("Unhandled misctype register %u.\n", reg
->idx
[0].offset
);
2446 sprintf(register_name
, "unrecognized_register");
2450 case WINED3DSPR_IMMCONST
:
2451 switch (reg
->immconst_type
)
2453 case WINED3D_IMMCONST_SCALAR
:
2454 switch (reg
->data_type
)
2456 case WINED3D_DATA_FLOAT
:
2457 wined3d_ftoa(*(const float *)reg
->immconst_data
, register_name
);
2459 case WINED3D_DATA_INT
:
2460 sprintf(register_name
, "%#x", reg
->immconst_data
[0]);
2462 case WINED3D_DATA_RESOURCE
:
2463 case WINED3D_DATA_SAMPLER
:
2464 case WINED3D_DATA_UINT
:
2465 sprintf(register_name
, "%#xu", reg
->immconst_data
[0]);
2468 sprintf(register_name
, "<unhandled data type %#x>", reg
->data_type
);
2473 case WINED3D_IMMCONST_VEC4
:
2474 switch (reg
->data_type
)
2476 case WINED3D_DATA_FLOAT
:
2477 wined3d_ftoa(*(const float *)®
->immconst_data
[0], imm_str
[0]);
2478 wined3d_ftoa(*(const float *)®
->immconst_data
[1], imm_str
[1]);
2479 wined3d_ftoa(*(const float *)®
->immconst_data
[2], imm_str
[2]);
2480 wined3d_ftoa(*(const float *)®
->immconst_data
[3], imm_str
[3]);
2481 sprintf(register_name
, "vec4(%s, %s, %s, %s)",
2482 imm_str
[0], imm_str
[1], imm_str
[2], imm_str
[3]);
2484 case WINED3D_DATA_INT
:
2485 sprintf(register_name
, "ivec4(%#x, %#x, %#x, %#x)",
2486 reg
->immconst_data
[0], reg
->immconst_data
[1],
2487 reg
->immconst_data
[2], reg
->immconst_data
[3]);
2489 case WINED3D_DATA_RESOURCE
:
2490 case WINED3D_DATA_SAMPLER
:
2491 case WINED3D_DATA_UINT
:
2492 sprintf(register_name
, "uvec4(%#xu, %#xu, %#xu, %#xu)",
2493 reg
->immconst_data
[0], reg
->immconst_data
[1],
2494 reg
->immconst_data
[2], reg
->immconst_data
[3]);
2497 sprintf(register_name
, "<unhandled data type %#x>", reg
->data_type
);
2503 FIXME("Unhandled immconst type %#x\n", reg
->immconst_type
);
2504 sprintf(register_name
, "<unhandled_immconst_type %#x>", reg
->immconst_type
);
2508 case WINED3DSPR_CONSTBUFFER
:
2509 if (reg
->idx
[1].rel_addr
)
2510 sprintf(register_name
, "%s_cb%u[%s + %u]",
2511 prefix
, reg
->idx
[0].offset
, rel_param1
.param_str
, reg
->idx
[1].offset
);
2513 sprintf(register_name
, "%s_cb%u[%u]", prefix
, reg
->idx
[0].offset
, reg
->idx
[1].offset
);
2516 case WINED3DSPR_IMMCONSTBUFFER
:
2517 if (reg
->idx
[0].rel_addr
)
2518 sprintf(register_name
, "%s_icb[%s + %u]", prefix
, rel_param0
.param_str
, reg
->idx
[0].offset
);
2520 sprintf(register_name
, "%s_icb[%u]", prefix
, reg
->idx
[0].offset
);
2523 case WINED3DSPR_PRIMID
:
2524 sprintf(register_name
, "uint(gl_PrimitiveIDIn)");
2528 FIXME("Unhandled register type %#x.\n", reg
->type
);
2529 sprintf(register_name
, "unrecognized_register");
2534 static void shader_glsl_write_mask_to_str(DWORD write_mask
, char *str
)
2537 if (write_mask
& WINED3DSP_WRITEMASK_0
) *str
++ = 'x';
2538 if (write_mask
& WINED3DSP_WRITEMASK_1
) *str
++ = 'y';
2539 if (write_mask
& WINED3DSP_WRITEMASK_2
) *str
++ = 'z';
2540 if (write_mask
& WINED3DSP_WRITEMASK_3
) *str
++ = 'w';
2544 /* Get the GLSL write mask for the destination register */
2545 static DWORD
shader_glsl_get_write_mask(const struct wined3d_shader_dst_param
*param
, char *write_mask
)
2547 DWORD mask
= param
->write_mask
;
2549 if (shader_is_scalar(¶m
->reg
))
2551 mask
= WINED3DSP_WRITEMASK_0
;
2556 shader_glsl_write_mask_to_str(mask
, write_mask
);
2562 static unsigned int shader_glsl_get_write_mask_size(DWORD write_mask
) {
2563 unsigned int size
= 0;
2565 if (write_mask
& WINED3DSP_WRITEMASK_0
) ++size
;
2566 if (write_mask
& WINED3DSP_WRITEMASK_1
) ++size
;
2567 if (write_mask
& WINED3DSP_WRITEMASK_2
) ++size
;
2568 if (write_mask
& WINED3DSP_WRITEMASK_3
) ++size
;
2573 static void shader_glsl_swizzle_to_str(const DWORD swizzle
, BOOL fixup
, DWORD mask
, char *str
)
2575 /* For registers of type WINED3DDECLTYPE_D3DCOLOR, data is stored as "bgra",
2576 * but addressed as "rgba". To fix this we need to swap the register's x
2577 * and z components. */
2578 const char *swizzle_chars
= fixup
? "zyxw" : "xyzw";
2581 /* swizzle bits fields: wwzzyyxx */
2582 if (mask
& WINED3DSP_WRITEMASK_0
) *str
++ = swizzle_chars
[swizzle
& 0x03];
2583 if (mask
& WINED3DSP_WRITEMASK_1
) *str
++ = swizzle_chars
[(swizzle
>> 2) & 0x03];
2584 if (mask
& WINED3DSP_WRITEMASK_2
) *str
++ = swizzle_chars
[(swizzle
>> 4) & 0x03];
2585 if (mask
& WINED3DSP_WRITEMASK_3
) *str
++ = swizzle_chars
[(swizzle
>> 6) & 0x03];
2589 static void shader_glsl_get_swizzle(const struct wined3d_shader_src_param
*param
,
2590 BOOL fixup
, DWORD mask
, char *swizzle_str
)
2592 if (shader_is_scalar(¶m
->reg
))
2593 *swizzle_str
= '\0';
2595 shader_glsl_swizzle_to_str(param
->swizzle
, fixup
, mask
, swizzle_str
);
2598 /* From a given parameter token, generate the corresponding GLSL string.
2599 * Also, return the actual register name and swizzle in case the
2600 * caller needs this information as well. */
2601 static void shader_glsl_add_src_param(const struct wined3d_shader_instruction
*ins
,
2602 const struct wined3d_shader_src_param
*wined3d_src
, DWORD mask
, struct glsl_src_param
*glsl_src
)
2604 BOOL is_color
= FALSE
;
2605 char swizzle_str
[6];
2607 glsl_src
->reg_name
[0] = '\0';
2608 glsl_src
->param_str
[0] = '\0';
2609 swizzle_str
[0] = '\0';
2611 shader_glsl_get_register_name(&wined3d_src
->reg
, glsl_src
->reg_name
, &is_color
, ins
);
2612 shader_glsl_get_swizzle(wined3d_src
, is_color
, mask
, swizzle_str
);
2614 if (wined3d_src
->reg
.type
== WINED3DSPR_IMMCONST
|| wined3d_src
->reg
.type
== WINED3DSPR_PRIMID
)
2616 shader_glsl_gen_modifier(wined3d_src
->modifiers
, glsl_src
->reg_name
, swizzle_str
, glsl_src
->param_str
);
2622 switch (wined3d_src
->reg
.data_type
)
2624 case WINED3D_DATA_FLOAT
:
2625 sprintf(reg_name
, "%s", glsl_src
->reg_name
);
2627 case WINED3D_DATA_INT
:
2628 sprintf(reg_name
, "floatBitsToInt(%s)", glsl_src
->reg_name
);
2630 case WINED3D_DATA_RESOURCE
:
2631 case WINED3D_DATA_SAMPLER
:
2632 case WINED3D_DATA_UINT
:
2633 sprintf(reg_name
, "floatBitsToUint(%s)", glsl_src
->reg_name
);
2636 FIXME("Unhandled data type %#x.\n", wined3d_src
->reg
.data_type
);
2637 sprintf(reg_name
, "%s", glsl_src
->reg_name
);
2641 shader_glsl_gen_modifier(wined3d_src
->modifiers
, reg_name
, swizzle_str
, glsl_src
->param_str
);
2645 /* From a given parameter token, generate the corresponding GLSL string.
2646 * Also, return the actual register name and swizzle in case the
2647 * caller needs this information as well. */
2648 static DWORD
shader_glsl_add_dst_param(const struct wined3d_shader_instruction
*ins
,
2649 const struct wined3d_shader_dst_param
*wined3d_dst
, struct glsl_dst_param
*glsl_dst
)
2651 BOOL is_color
= FALSE
;
2653 glsl_dst
->mask_str
[0] = '\0';
2654 glsl_dst
->reg_name
[0] = '\0';
2656 shader_glsl_get_register_name(&wined3d_dst
->reg
, glsl_dst
->reg_name
, &is_color
, ins
);
2657 return shader_glsl_get_write_mask(wined3d_dst
, glsl_dst
->mask_str
);
2660 /* Append the destination part of the instruction to the buffer, return the effective write mask */
2661 static DWORD
shader_glsl_append_dst_ext(struct wined3d_string_buffer
*buffer
,
2662 const struct wined3d_shader_instruction
*ins
, const struct wined3d_shader_dst_param
*dst
,
2663 enum wined3d_data_type data_type
)
2665 struct glsl_dst_param glsl_dst
;
2668 if ((mask
= shader_glsl_add_dst_param(ins
, dst
, &glsl_dst
)))
2672 case WINED3D_DATA_FLOAT
:
2673 shader_addline(buffer
, "%s%s = %s(",
2674 glsl_dst
.reg_name
, glsl_dst
.mask_str
, shift_glsl_tab
[dst
->shift
]);
2676 case WINED3D_DATA_INT
:
2677 shader_addline(buffer
, "%s%s = %sintBitsToFloat(",
2678 glsl_dst
.reg_name
, glsl_dst
.mask_str
, shift_glsl_tab
[dst
->shift
]);
2680 case WINED3D_DATA_RESOURCE
:
2681 case WINED3D_DATA_SAMPLER
:
2682 case WINED3D_DATA_UINT
:
2683 shader_addline(buffer
, "%s%s = %suintBitsToFloat(",
2684 glsl_dst
.reg_name
, glsl_dst
.mask_str
, shift_glsl_tab
[dst
->shift
]);
2687 FIXME("Unhandled data type %#x.\n", data_type
);
2688 shader_addline(buffer
, "%s%s = %s(",
2689 glsl_dst
.reg_name
, glsl_dst
.mask_str
, shift_glsl_tab
[dst
->shift
]);
2697 /* Append the destination part of the instruction to the buffer, return the effective write mask */
2698 static DWORD
shader_glsl_append_dst(struct wined3d_string_buffer
*buffer
, const struct wined3d_shader_instruction
*ins
)
2700 return shader_glsl_append_dst_ext(buffer
, ins
, &ins
->dst
[0], ins
->dst
[0].reg
.data_type
);
2703 /** Process GLSL instruction modifiers */
2704 static void shader_glsl_add_instruction_modifiers(const struct wined3d_shader_instruction
*ins
)
2706 struct glsl_dst_param dst_param
;
2709 if (!ins
->dst_count
) return;
2711 modifiers
= ins
->dst
[0].modifiers
;
2712 if (!modifiers
) return;
2714 shader_glsl_add_dst_param(ins
, &ins
->dst
[0], &dst_param
);
2716 if (modifiers
& WINED3DSPDM_SATURATE
)
2718 /* _SAT means to clamp the value of the register to between 0 and 1 */
2719 shader_addline(ins
->ctx
->buffer
, "%s%s = clamp(%s%s, 0.0, 1.0);\n", dst_param
.reg_name
,
2720 dst_param
.mask_str
, dst_param
.reg_name
, dst_param
.mask_str
);
2723 if (modifiers
& WINED3DSPDM_MSAMPCENTROID
)
2725 FIXME("_centroid modifier not handled\n");
2728 if (modifiers
& WINED3DSPDM_PARTIALPRECISION
)
2730 /* MSDN says this modifier can be safely ignored, so that's what we'll do. */
2734 static const char *shader_glsl_get_rel_op(enum wined3d_shader_rel_op op
)
2738 case WINED3D_SHADER_REL_OP_GT
: return ">";
2739 case WINED3D_SHADER_REL_OP_EQ
: return "==";
2740 case WINED3D_SHADER_REL_OP_GE
: return ">=";
2741 case WINED3D_SHADER_REL_OP_LT
: return "<";
2742 case WINED3D_SHADER_REL_OP_NE
: return "!=";
2743 case WINED3D_SHADER_REL_OP_LE
: return "<=";
2745 FIXME("Unrecognized operator %#x.\n", op
);
2750 static void shader_glsl_get_sample_function(const struct wined3d_shader_context
*ctx
,
2751 DWORD resource_idx
, DWORD sampler_idx
, DWORD flags
, struct glsl_sample_function
*sample_function
)
2755 unsigned int coord_size
;
2756 unsigned int offset_size
;
2757 const char *type_part
;
2761 {0, 0, ""}, /* WINED3D_SHADER_RESOURCE_NONE */
2762 {1, 0, ""}, /* WINED3D_SHADER_RESOURCE_BUFFER */
2763 {1, 1, "1D"}, /* WINED3D_SHADER_RESOURCE_TEXTURE_1D */
2764 {2, 2, "2D"}, /* WINED3D_SHADER_RESOURCE_TEXTURE_2D */
2765 {2, 0, ""}, /* WINED3D_SHADER_RESOURCE_TEXTURE_2DMS */
2766 {3, 3, "3D"}, /* WINED3D_SHADER_RESOURCE_TEXTURE_3D */
2767 {3, 0, "Cube"}, /* WINED3D_SHADER_RESOURCE_TEXTURE_CUBE */
2768 {2, 1, ""}, /* WINED3D_SHADER_RESOURCE_TEXTURE_1DARRAY */
2769 {3, 2, "2DArray"}, /* WINED3D_SHADER_RESOURCE_TEXTURE_2DARRAY */
2770 {3, 0, ""}, /* WINED3D_SHADER_RESOURCE_TEXTURE_2DMSARRAY */
2772 struct shader_glsl_ctx_priv
*priv
= ctx
->backend_data
;
2773 enum wined3d_shader_resource_type resource_type
= ctx
->reg_maps
->resource_info
[resource_idx
].type
;
2774 const struct wined3d_gl_info
*gl_info
= ctx
->gl_info
;
2775 BOOL shadow
= glsl_is_shadow_sampler(ctx
->shader
, priv
->cur_ps_args
, resource_idx
, sampler_idx
);
2776 BOOL projected
= flags
& WINED3D_GLSL_SAMPLE_PROJECTED
;
2777 BOOL texrect
= ctx
->reg_maps
->shader_version
.type
== WINED3D_SHADER_TYPE_PIXEL
2778 && priv
->cur_ps_args
->np2_fixup
& (1u << resource_idx
)
2779 && gl_info
->supported
[ARB_TEXTURE_RECTANGLE
];
2780 BOOL lod
= flags
& WINED3D_GLSL_SAMPLE_LOD
;
2781 BOOL grad
= flags
& WINED3D_GLSL_SAMPLE_GRAD
;
2782 BOOL offset
= flags
& WINED3D_GLSL_SAMPLE_OFFSET
;
2783 const char *base
= "texture", *type_part
= "", *suffix
= "";
2784 unsigned int coord_size
;
2786 sample_function
->data_type
= ctx
->reg_maps
->resource_info
[resource_idx
].data_type
;
2788 if (resource_type
>= ARRAY_SIZE(resource_types
))
2790 ERR("Unexpected resource type %#x.\n", resource_type
);
2791 resource_type
= WINED3D_SHADER_RESOURCE_TEXTURE_2D
;
2794 /* Note that there's no such thing as a projected cube texture. */
2795 if (resource_type
== WINED3D_SHADER_RESOURCE_TEXTURE_CUBE
)
2798 if (needs_legacy_glsl_syntax(gl_info
))
2803 type_part
= resource_types
[resource_type
].type_part
;
2804 if (resource_type
== WINED3D_SHADER_RESOURCE_TEXTURE_2D
&& texrect
)
2805 type_part
= "2DRect";
2807 FIXME("Unhandled resource type %#x.\n", resource_type
);
2809 if (!lod
&& grad
&& !gl_info
->supported
[EXT_GPU_SHADER4
])
2811 if (gl_info
->supported
[ARB_SHADER_TEXTURE_LOD
])
2814 FIXME("Unsupported grad function.\n");
2818 if (flags
& WINED3D_GLSL_SAMPLE_LOAD
)
2820 static const DWORD texel_fetch_flags
= WINED3D_GLSL_SAMPLE_LOAD
| WINED3D_GLSL_SAMPLE_OFFSET
;
2821 if (flags
& ~texel_fetch_flags
)
2822 ERR("Unexpected flags %#x for texelFetch.\n", flags
& ~texel_fetch_flags
);
2824 base
= "texelFetch";
2828 sample_function
->offset_size
= offset
? resource_types
[resource_type
].offset_size
: 0;
2829 if (offset
&& !sample_function
->offset_size
)
2831 FIXME("Offset not supported for resource type %#x.\n", resource_type
);
2835 sample_function
->name
= string_buffer_get(priv
->string_buffers
);
2836 string_buffer_sprintf(sample_function
->name
, "%s%s%s%s%s%s", base
, type_part
, projected
? "Proj" : "",
2837 lod
? "Lod" : grad
? "Grad" : "", offset
? "Offset" : "", suffix
);
2839 coord_size
= resource_types
[resource_type
].coord_size
;
2842 sample_function
->coord_mask
= (1u << coord_size
) - 1;
2843 sample_function
->output_single_component
= shadow
&& !needs_legacy_glsl_syntax(gl_info
);
2846 static void shader_glsl_release_sample_function(const struct wined3d_shader_context
*ctx
,
2847 struct glsl_sample_function
*sample_function
)
2849 const struct shader_glsl_ctx_priv
*priv
= ctx
->backend_data
;
2851 string_buffer_release(priv
->string_buffers
, sample_function
->name
);
2854 static void shader_glsl_append_fixup_arg(char *arguments
, const char *reg_name
,
2855 BOOL sign_fixup
, enum fixup_channel_source channel_source
)
2857 switch(channel_source
)
2859 case CHANNEL_SOURCE_ZERO
:
2860 strcat(arguments
, "0.0");
2863 case CHANNEL_SOURCE_ONE
:
2864 strcat(arguments
, "1.0");
2867 case CHANNEL_SOURCE_X
:
2868 strcat(arguments
, reg_name
);
2869 strcat(arguments
, ".x");
2872 case CHANNEL_SOURCE_Y
:
2873 strcat(arguments
, reg_name
);
2874 strcat(arguments
, ".y");
2877 case CHANNEL_SOURCE_Z
:
2878 strcat(arguments
, reg_name
);
2879 strcat(arguments
, ".z");
2882 case CHANNEL_SOURCE_W
:
2883 strcat(arguments
, reg_name
);
2884 strcat(arguments
, ".w");
2888 FIXME("Unhandled channel source %#x\n", channel_source
);
2889 strcat(arguments
, "undefined");
2893 if (sign_fixup
) strcat(arguments
, " * 2.0 - 1.0");
2896 static void shader_glsl_color_correction_ext(struct wined3d_string_buffer
*buffer
,
2897 const char *reg_name
, DWORD mask
, struct color_fixup_desc fixup
)
2899 unsigned int mask_size
, remaining
;
2900 DWORD fixup_mask
= 0;
2901 char arguments
[256];
2904 if (fixup
.x_sign_fixup
|| fixup
.x_source
!= CHANNEL_SOURCE_X
) fixup_mask
|= WINED3DSP_WRITEMASK_0
;
2905 if (fixup
.y_sign_fixup
|| fixup
.y_source
!= CHANNEL_SOURCE_Y
) fixup_mask
|= WINED3DSP_WRITEMASK_1
;
2906 if (fixup
.z_sign_fixup
|| fixup
.z_source
!= CHANNEL_SOURCE_Z
) fixup_mask
|= WINED3DSP_WRITEMASK_2
;
2907 if (fixup
.w_sign_fixup
|| fixup
.w_source
!= CHANNEL_SOURCE_W
) fixup_mask
|= WINED3DSP_WRITEMASK_3
;
2908 if (!(mask
&= fixup_mask
))
2911 if (is_complex_fixup(fixup
))
2913 enum complex_fixup complex_fixup
= get_complex_fixup(fixup
);
2914 FIXME("Complex fixup (%#x) not supported\n",complex_fixup
);
2918 shader_glsl_write_mask_to_str(mask
, mask_str
);
2919 mask_size
= shader_glsl_get_write_mask_size(mask
);
2921 arguments
[0] = '\0';
2922 remaining
= mask_size
;
2923 if (mask
& WINED3DSP_WRITEMASK_0
)
2925 shader_glsl_append_fixup_arg(arguments
, reg_name
, fixup
.x_sign_fixup
, fixup
.x_source
);
2926 if (--remaining
) strcat(arguments
, ", ");
2928 if (mask
& WINED3DSP_WRITEMASK_1
)
2930 shader_glsl_append_fixup_arg(arguments
, reg_name
, fixup
.y_sign_fixup
, fixup
.y_source
);
2931 if (--remaining
) strcat(arguments
, ", ");
2933 if (mask
& WINED3DSP_WRITEMASK_2
)
2935 shader_glsl_append_fixup_arg(arguments
, reg_name
, fixup
.z_sign_fixup
, fixup
.z_source
);
2936 if (--remaining
) strcat(arguments
, ", ");
2938 if (mask
& WINED3DSP_WRITEMASK_3
)
2940 shader_glsl_append_fixup_arg(arguments
, reg_name
, fixup
.w_sign_fixup
, fixup
.w_source
);
2941 if (--remaining
) strcat(arguments
, ", ");
2945 shader_addline(buffer
, "%s%s = vec%u(%s);\n", reg_name
, mask_str
, mask_size
, arguments
);
2947 shader_addline(buffer
, "%s%s = %s;\n", reg_name
, mask_str
, arguments
);
2950 static void shader_glsl_color_correction(const struct wined3d_shader_instruction
*ins
, struct color_fixup_desc fixup
)
2955 shader_glsl_get_register_name(&ins
->dst
[0].reg
, reg_name
, &is_color
, ins
);
2956 shader_glsl_color_correction_ext(ins
->ctx
->buffer
, reg_name
, ins
->dst
[0].write_mask
, fixup
);
2959 static void PRINTF_ATTR(9, 10) shader_glsl_gen_sample_code(const struct wined3d_shader_instruction
*ins
,
2960 unsigned int sampler_bind_idx
, const struct glsl_sample_function
*sample_function
, DWORD swizzle
,
2961 const char *dx
, const char *dy
, const char *bias
, const struct wined3d_shader_texel_offset
*offset
,
2962 const char *coord_reg_fmt
, ...)
2964 const struct wined3d_shader_version
*version
= &ins
->ctx
->reg_maps
->shader_version
;
2965 char dst_swizzle
[6];
2966 struct color_fixup_desc fixup
;
2967 BOOL np2_fixup
= FALSE
;
2971 shader_glsl_swizzle_to_str(swizzle
, FALSE
, ins
->dst
[0].write_mask
, dst_swizzle
);
2973 /* If ARB_texture_swizzle is supported we don't need to do anything here.
2974 * We actually rely on it for vertex shaders and SM4+. */
2975 if (version
->type
== WINED3D_SHADER_TYPE_PIXEL
&& version
->major
< 4)
2977 const struct shader_glsl_ctx_priv
*priv
= ins
->ctx
->backend_data
;
2978 fixup
= priv
->cur_ps_args
->color_fixup
[sampler_bind_idx
];
2980 if (priv
->cur_ps_args
->np2_fixup
& (1u << sampler_bind_idx
))
2985 fixup
= COLOR_FIXUP_IDENTITY
;
2988 shader_glsl_append_dst_ext(ins
->ctx
->buffer
, ins
, &ins
->dst
[0], sample_function
->data_type
);
2990 if (sample_function
->output_single_component
)
2991 shader_addline(ins
->ctx
->buffer
, "vec4(");
2993 shader_addline(ins
->ctx
->buffer
, "%s(%s_sampler%u, ",
2994 sample_function
->name
->buffer
, shader_glsl_get_prefix(version
->type
), sampler_bind_idx
);
2998 va_start(args
, coord_reg_fmt
);
2999 ret
= shader_vaddline(ins
->ctx
->buffer
, coord_reg_fmt
, args
);
3003 if (!string_buffer_resize(ins
->ctx
->buffer
, ret
))
3009 const struct shader_glsl_ctx_priv
*priv
= ins
->ctx
->backend_data
;
3010 const unsigned char idx
= priv
->cur_np2fixup_info
->idx
[sampler_bind_idx
];
3012 switch (shader_glsl_get_write_mask_size(sample_function
->coord_mask
))
3015 shader_addline(ins
->ctx
->buffer
, " * ps_samplerNP2Fixup[%u].%s",
3016 idx
>> 1, (idx
% 2) ? "z" : "x");
3019 shader_addline(ins
->ctx
->buffer
, " * ps_samplerNP2Fixup[%u].%s",
3020 idx
>> 1, (idx
% 2) ? "zw" : "xy");
3023 shader_addline(ins
->ctx
->buffer
, " * vec3(ps_samplerNP2Fixup[%u].%s, 1.0)",
3024 idx
>> 1, (idx
% 2) ? "zw" : "xy");
3027 shader_addline(ins
->ctx
->buffer
, " * vec4(ps_samplerNP2Fixup[%u].%s, 1.0, 1.0)",
3028 idx
>> 1, (idx
% 2) ? "zw" : "xy");
3033 shader_addline(ins
->ctx
->buffer
, ", %s, %s", dx
, dy
);
3035 shader_addline(ins
->ctx
->buffer
, ", %s", bias
);
3036 if (sample_function
->offset_size
)
3038 int offset_immdata
[4] = {offset
->u
, offset
->v
, offset
->w
};
3039 shader_addline(ins
->ctx
->buffer
, ", ");
3040 shader_glsl_append_imm_ivec(ins
->ctx
->buffer
, offset_immdata
, sample_function
->offset_size
);
3042 shader_addline(ins
->ctx
->buffer
, ")");
3044 if (sample_function
->output_single_component
)
3045 shader_addline(ins
->ctx
->buffer
, ")");
3047 shader_addline(ins
->ctx
->buffer
, "%s);\n", dst_swizzle
);
3049 if (!is_identity_fixup(fixup
))
3050 shader_glsl_color_correction(ins
, fixup
);
3053 static void shader_glsl_fixup_position(struct wined3d_string_buffer
*buffer
)
3055 /* Write the final position.
3057 * OpenGL coordinates specify the center of the pixel while D3D coords
3058 * specify the corner. The offsets are stored in z and w in
3059 * pos_fixup. pos_fixup.y contains 1.0 or -1.0 to turn the rendering
3060 * upside down for offscreen rendering. pos_fixup.x contains 1.0 to allow
3062 shader_addline(buffer
, "gl_Position.y = gl_Position.y * pos_fixup.y;\n");
3063 shader_addline(buffer
, "gl_Position.xy += pos_fixup.zw * gl_Position.ww;\n");
3065 /* Z coord [0;1]->[-1;1] mapping, see comment in get_projection_matrix()
3068 * Basically we want (in homogeneous coordinates) z = z * 2 - 1. However,
3069 * shaders are run before the homogeneous divide, so we have to take the w
3070 * into account: z = ((z / w) * 2 - 1) * w, which is the same as
3072 shader_addline(buffer
, "gl_Position.z = gl_Position.z * 2.0 - gl_Position.w;\n");
3075 /*****************************************************************************
3076 * Begin processing individual instruction opcodes
3077 ****************************************************************************/
3079 static void shader_glsl_binop(const struct wined3d_shader_instruction
*ins
)
3081 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
3082 struct glsl_src_param src0_param
;
3083 struct glsl_src_param src1_param
;
3087 /* Determine the GLSL operator to use based on the opcode */
3088 switch (ins
->handler_idx
)
3090 case WINED3DSIH_ADD
: op
= "+"; break;
3091 case WINED3DSIH_AND
: op
= "&"; break;
3092 case WINED3DSIH_DIV
: op
= "/"; break;
3093 case WINED3DSIH_IADD
: op
= "+"; break;
3094 case WINED3DSIH_ISHL
: op
= "<<"; break;
3095 case WINED3DSIH_MUL
: op
= "*"; break;
3096 case WINED3DSIH_OR
: op
= "|"; break;
3097 case WINED3DSIH_SUB
: op
= "-"; break;
3098 case WINED3DSIH_USHR
: op
= ">>"; break;
3099 case WINED3DSIH_XOR
: op
= "^"; break;
3101 op
= "<unhandled operator>";
3102 FIXME("Opcode %s not yet handled in GLSL.\n", debug_d3dshaderinstructionhandler(ins
->handler_idx
));
3106 write_mask
= shader_glsl_append_dst(buffer
, ins
);
3107 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
3108 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
3109 shader_addline(buffer
, "%s %s %s);\n", src0_param
.param_str
, op
, src1_param
.param_str
);
3112 static void shader_glsl_relop(const struct wined3d_shader_instruction
*ins
)
3114 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
3115 struct glsl_src_param src0_param
;
3116 struct glsl_src_param src1_param
;
3117 unsigned int mask_size
;
3121 write_mask
= shader_glsl_append_dst(buffer
, ins
);
3122 mask_size
= shader_glsl_get_write_mask_size(write_mask
);
3123 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
3124 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
3128 switch (ins
->handler_idx
)
3130 case WINED3DSIH_EQ
: op
= "equal"; break;
3131 case WINED3DSIH_IEQ
: op
= "equal"; break;
3132 case WINED3DSIH_GE
: op
= "greaterThanEqual"; break;
3133 case WINED3DSIH_IGE
: op
= "greaterThanEqual"; break;
3134 case WINED3DSIH_UGE
: op
= "greaterThanEqual"; break;
3135 case WINED3DSIH_LT
: op
= "lessThan"; break;
3136 case WINED3DSIH_ILT
: op
= "lessThan"; break;
3137 case WINED3DSIH_ULT
: op
= "lessThan"; break;
3138 case WINED3DSIH_NE
: op
= "notEqual"; break;
3139 case WINED3DSIH_INE
: op
= "notEqual"; break;
3141 op
= "<unhandled operator>";
3142 ERR("Unhandled opcode %#x.\n", ins
->handler_idx
);
3146 shader_addline(buffer
, "uvec%u(%s(%s, %s)) * 0xffffffffu);\n",
3147 mask_size
, op
, src0_param
.param_str
, src1_param
.param_str
);
3151 switch (ins
->handler_idx
)
3153 case WINED3DSIH_EQ
: op
= "=="; break;
3154 case WINED3DSIH_IEQ
: op
= "=="; break;
3155 case WINED3DSIH_GE
: op
= ">="; break;
3156 case WINED3DSIH_IGE
: op
= ">="; break;
3157 case WINED3DSIH_UGE
: op
= ">="; break;
3158 case WINED3DSIH_LT
: op
= "<"; break;
3159 case WINED3DSIH_ILT
: op
= "<"; break;
3160 case WINED3DSIH_ULT
: op
= "<"; break;
3161 case WINED3DSIH_NE
: op
= "!="; break;
3162 case WINED3DSIH_INE
: op
= "!="; break;
3164 op
= "<unhandled operator>";
3165 ERR("Unhandled opcode %#x.\n", ins
->handler_idx
);
3169 shader_addline(buffer
, "%s %s %s ? 0xffffffffu : 0u);\n",
3170 src0_param
.param_str
, op
, src1_param
.param_str
);
3174 static void shader_glsl_unary_op(const struct wined3d_shader_instruction
*ins
)
3176 struct glsl_src_param src_param
;
3180 switch (ins
->handler_idx
)
3182 case WINED3DSIH_INEG
: op
= "-"; break;
3183 case WINED3DSIH_NOT
: op
= "~"; break;
3185 op
= "<unhandled operator>";
3186 ERR("Unhandled opcode %s.\n",
3187 debug_d3dshaderinstructionhandler(ins
->handler_idx
));
3191 write_mask
= shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
3192 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src_param
);
3193 shader_addline(ins
->ctx
->buffer
, "%s%s);\n", op
, src_param
.param_str
);
3196 static void shader_glsl_imul(const struct wined3d_shader_instruction
*ins
)
3198 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
3199 struct glsl_src_param src0_param
;
3200 struct glsl_src_param src1_param
;
3203 /* If we have ARB_gpu_shader5 or GLSL 4.0, we can use imulExtended(). If
3204 * not, we can emulate it. */
3205 if (ins
->dst
[0].reg
.type
!= WINED3DSPR_NULL
)
3206 FIXME("64-bit integer multiplies not implemented.\n");
3208 if (ins
->dst
[1].reg
.type
!= WINED3DSPR_NULL
)
3210 write_mask
= shader_glsl_append_dst_ext(buffer
, ins
, &ins
->dst
[1], ins
->dst
[1].reg
.data_type
);
3211 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
3212 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
3214 shader_addline(ins
->ctx
->buffer
, "%s * %s);\n",
3215 src0_param
.param_str
, src1_param
.param_str
);
3219 static void shader_glsl_udiv(const struct wined3d_shader_instruction
*ins
)
3221 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
3222 struct glsl_src_param src0_param
, src1_param
;
3225 if (ins
->dst
[0].reg
.type
!= WINED3DSPR_NULL
)
3227 if (ins
->dst
[1].reg
.type
!= WINED3DSPR_NULL
)
3231 write_mask
= shader_glsl_get_write_mask(&ins
->dst
[0], dst_mask
);
3232 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
3233 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
3234 shader_addline(buffer
, "tmp0%s = uintBitsToFloat(%s / %s);\n",
3235 dst_mask
, src0_param
.param_str
, src1_param
.param_str
);
3237 write_mask
= shader_glsl_append_dst_ext(buffer
, ins
, &ins
->dst
[1], ins
->dst
[1].reg
.data_type
);
3238 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
3239 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
3240 shader_addline(buffer
, "%s %% %s);\n", src0_param
.param_str
, src1_param
.param_str
);
3242 shader_glsl_append_dst_ext(buffer
, ins
, &ins
->dst
[0], WINED3D_DATA_FLOAT
);
3243 shader_addline(buffer
, "tmp0%s);\n", dst_mask
);
3247 write_mask
= shader_glsl_append_dst_ext(buffer
, ins
, &ins
->dst
[0], ins
->dst
[0].reg
.data_type
);
3248 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
3249 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
3250 shader_addline(buffer
, "%s / %s);\n", src0_param
.param_str
, src1_param
.param_str
);
3253 else if (ins
->dst
[1].reg
.type
!= WINED3DSPR_NULL
)
3255 write_mask
= shader_glsl_append_dst_ext(buffer
, ins
, &ins
->dst
[1], ins
->dst
[1].reg
.data_type
);
3256 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
3257 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
3258 shader_addline(buffer
, "%s %% %s);\n", src0_param
.param_str
, src1_param
.param_str
);
3262 /* Process the WINED3DSIO_MOV opcode using GLSL (dst = src) */
3263 static void shader_glsl_mov(const struct wined3d_shader_instruction
*ins
)
3265 const struct wined3d_gl_info
*gl_info
= ins
->ctx
->gl_info
;
3266 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
3267 struct glsl_src_param src0_param
;
3270 write_mask
= shader_glsl_append_dst(buffer
, ins
);
3271 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
3273 /* In vs_1_1 WINED3DSIO_MOV can write to the address register. In later
3274 * shader versions WINED3DSIO_MOVA is used for this. */
3275 if (ins
->ctx
->reg_maps
->shader_version
.major
== 1
3276 && ins
->ctx
->reg_maps
->shader_version
.type
== WINED3D_SHADER_TYPE_VERTEX
3277 && ins
->dst
[0].reg
.type
== WINED3DSPR_ADDR
)
3279 /* This is a simple floor() */
3280 unsigned int mask_size
= shader_glsl_get_write_mask_size(write_mask
);
3281 if (mask_size
> 1) {
3282 shader_addline(buffer
, "ivec%d(floor(%s)));\n", mask_size
, src0_param
.param_str
);
3284 shader_addline(buffer
, "int(floor(%s)));\n", src0_param
.param_str
);
3287 else if(ins
->handler_idx
== WINED3DSIH_MOVA
)
3289 /* We need to *round* to the nearest int here. */
3290 unsigned int mask_size
= shader_glsl_get_write_mask_size(write_mask
);
3292 if (gl_info
->supported
[EXT_GPU_SHADER4
])
3295 shader_addline(buffer
, "ivec%d(round(%s)));\n", mask_size
, src0_param
.param_str
);
3297 shader_addline(buffer
, "int(round(%s)));\n", src0_param
.param_str
);
3302 shader_addline(buffer
, "ivec%d(floor(abs(%s) + vec%d(0.5)) * sign(%s)));\n",
3303 mask_size
, src0_param
.param_str
, mask_size
, src0_param
.param_str
);
3305 shader_addline(buffer
, "int(floor(abs(%s) + 0.5) * sign(%s)));\n",
3306 src0_param
.param_str
, src0_param
.param_str
);
3311 shader_addline(buffer
, "%s);\n", src0_param
.param_str
);
3315 /* Process the dot product operators DP3 and DP4 in GLSL (dst = dot(src0, src1)) */
3316 static void shader_glsl_dot(const struct wined3d_shader_instruction
*ins
)
3318 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
3319 struct glsl_src_param src0_param
;
3320 struct glsl_src_param src1_param
;
3321 DWORD dst_write_mask
, src_write_mask
;
3322 unsigned int dst_size
;
3324 dst_write_mask
= shader_glsl_append_dst(buffer
, ins
);
3325 dst_size
= shader_glsl_get_write_mask_size(dst_write_mask
);
3327 /* dp4 works on vec4, dp3 on vec3, etc. */
3328 if (ins
->handler_idx
== WINED3DSIH_DP4
)
3329 src_write_mask
= WINED3DSP_WRITEMASK_ALL
;
3330 else if (ins
->handler_idx
== WINED3DSIH_DP3
)
3331 src_write_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
3333 src_write_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
;
3335 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_write_mask
, &src0_param
);
3336 shader_glsl_add_src_param(ins
, &ins
->src
[1], src_write_mask
, &src1_param
);
3339 shader_addline(buffer
, "vec%d(dot(%s, %s)));\n", dst_size
, src0_param
.param_str
, src1_param
.param_str
);
3341 shader_addline(buffer
, "dot(%s, %s));\n", src0_param
.param_str
, src1_param
.param_str
);
3345 /* Note that this instruction has some restrictions. The destination write mask
3346 * can't contain the w component, and the source swizzles have to be .xyzw */
3347 static void shader_glsl_cross(const struct wined3d_shader_instruction
*ins
)
3349 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
3350 struct glsl_src_param src0_param
;
3351 struct glsl_src_param src1_param
;
3354 shader_glsl_get_write_mask(&ins
->dst
[0], dst_mask
);
3355 shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
3356 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_mask
, &src0_param
);
3357 shader_glsl_add_src_param(ins
, &ins
->src
[1], src_mask
, &src1_param
);
3358 shader_addline(ins
->ctx
->buffer
, "cross(%s, %s)%s);\n", src0_param
.param_str
, src1_param
.param_str
, dst_mask
);
3361 static void shader_glsl_cut(const struct wined3d_shader_instruction
*ins
)
3363 shader_addline(ins
->ctx
->buffer
, "EndPrimitive();\n");
3366 /* Process the WINED3DSIO_POW instruction in GLSL (dst = |src0|^src1)
3367 * Src0 and src1 are scalars. Note that D3D uses the absolute of src0, while
3368 * GLSL uses the value as-is. */
3369 static void shader_glsl_pow(const struct wined3d_shader_instruction
*ins
)
3371 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
3372 struct glsl_src_param src0_param
;
3373 struct glsl_src_param src1_param
;
3374 DWORD dst_write_mask
;
3375 unsigned int dst_size
;
3377 dst_write_mask
= shader_glsl_append_dst(buffer
, ins
);
3378 dst_size
= shader_glsl_get_write_mask_size(dst_write_mask
);
3380 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
, &src0_param
);
3381 shader_glsl_add_src_param(ins
, &ins
->src
[1], WINED3DSP_WRITEMASK_0
, &src1_param
);
3385 shader_addline(buffer
, "vec%u(%s == 0.0 ? 1.0 : pow(abs(%s), %s)));\n",
3386 dst_size
, src1_param
.param_str
, src0_param
.param_str
, src1_param
.param_str
);
3390 shader_addline(buffer
, "%s == 0.0 ? 1.0 : pow(abs(%s), %s));\n",
3391 src1_param
.param_str
, src0_param
.param_str
, src1_param
.param_str
);
3395 /* Map the opcode 1-to-1 to the GL code (arg->dst = instruction(src0, src1, ...) */
3396 static void shader_glsl_map2gl(const struct wined3d_shader_instruction
*ins
)
3398 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
3399 struct glsl_src_param src_param
;
3400 const char *instruction
;
3404 /* Determine the GLSL function to use based on the opcode */
3405 /* TODO: Possibly make this a table for faster lookups */
3406 switch (ins
->handler_idx
)
3408 case WINED3DSIH_ABS
: instruction
= "abs"; break;
3409 case WINED3DSIH_DSX
: instruction
= "dFdx"; break;
3410 case WINED3DSIH_DSY
: instruction
= "ycorrection.y * dFdy"; break;
3411 case WINED3DSIH_FRC
: instruction
= "fract"; break;
3412 case WINED3DSIH_IMAX
: instruction
= "max"; break;
3413 case WINED3DSIH_IMIN
: instruction
= "min"; break;
3414 case WINED3DSIH_MAX
: instruction
= "max"; break;
3415 case WINED3DSIH_MIN
: instruction
= "min"; break;
3416 case WINED3DSIH_ROUND_NE
: instruction
= "roundEven"; break;
3417 case WINED3DSIH_ROUND_NI
: instruction
= "floor"; break;
3418 case WINED3DSIH_ROUND_PI
: instruction
= "ceil"; break;
3419 case WINED3DSIH_ROUND_Z
: instruction
= "trunc"; break;
3420 case WINED3DSIH_SQRT
: instruction
= "sqrt"; break;
3421 default: instruction
= "";
3422 FIXME("Opcode %s not yet handled in GLSL.\n", debug_d3dshaderinstructionhandler(ins
->handler_idx
));
3426 write_mask
= shader_glsl_append_dst(buffer
, ins
);
3428 shader_addline(buffer
, "%s(", instruction
);
3432 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src_param
);
3433 shader_addline(buffer
, "%s", src_param
.param_str
);
3434 for (i
= 1; i
< ins
->src_count
; ++i
)
3436 shader_glsl_add_src_param(ins
, &ins
->src
[i
], write_mask
, &src_param
);
3437 shader_addline(buffer
, ", %s", src_param
.param_str
);
3441 shader_addline(buffer
, "));\n");
3444 static void shader_glsl_nop(const struct wined3d_shader_instruction
*ins
) {}
3446 static void shader_glsl_nrm(const struct wined3d_shader_instruction
*ins
)
3448 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
3449 struct glsl_src_param src_param
;
3450 unsigned int mask_size
;
3454 write_mask
= shader_glsl_get_write_mask(ins
->dst
, dst_mask
);
3455 mask_size
= shader_glsl_get_write_mask_size(write_mask
);
3456 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src_param
);
3458 shader_addline(buffer
, "tmp0.x = dot(%s, %s);\n",
3459 src_param
.param_str
, src_param
.param_str
);
3460 shader_glsl_append_dst(buffer
, ins
);
3464 shader_addline(buffer
, "tmp0.x == 0.0 ? vec%u(0.0) : (%s * inversesqrt(tmp0.x)));\n",
3465 mask_size
, src_param
.param_str
);
3469 shader_addline(buffer
, "tmp0.x == 0.0 ? 0.0 : (%s * inversesqrt(tmp0.x)));\n",
3470 src_param
.param_str
);
3474 static void shader_glsl_scalar_op(const struct wined3d_shader_instruction
*ins
)
3476 DWORD shader_version
= WINED3D_SHADER_VERSION(ins
->ctx
->reg_maps
->shader_version
.major
,
3477 ins
->ctx
->reg_maps
->shader_version
.minor
);
3478 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
3479 struct glsl_src_param src0_param
;
3480 const char *prefix
, *suffix
;
3481 unsigned int dst_size
;
3482 DWORD dst_write_mask
;
3484 dst_write_mask
= shader_glsl_append_dst(buffer
, ins
);
3485 dst_size
= shader_glsl_get_write_mask_size(dst_write_mask
);
3487 if (shader_version
< WINED3D_SHADER_VERSION(4, 0))
3488 dst_write_mask
= WINED3DSP_WRITEMASK_3
;
3490 shader_glsl_add_src_param(ins
, &ins
->src
[0], dst_write_mask
, &src0_param
);
3492 switch (ins
->handler_idx
)
3494 case WINED3DSIH_EXP
:
3495 case WINED3DSIH_EXPP
:
3500 case WINED3DSIH_LOG
:
3501 case WINED3DSIH_LOGP
:
3502 prefix
= "log2(abs(";
3506 case WINED3DSIH_RCP
:
3511 case WINED3DSIH_RSQ
:
3512 prefix
= "inversesqrt(abs(";
3519 FIXME("Unhandled instruction %#x.\n", ins
->handler_idx
);
3523 if (dst_size
> 1 && shader_version
< WINED3D_SHADER_VERSION(4, 0))
3524 shader_addline(buffer
, "vec%u(%s%s%s));\n", dst_size
, prefix
, src0_param
.param_str
, suffix
);
3526 shader_addline(buffer
, "%s%s%s);\n", prefix
, src0_param
.param_str
, suffix
);
3529 /** Process the WINED3DSIO_EXPP instruction in GLSL:
3530 * For shader model 1.x, do the following (and honor the writemask, so use a temporary variable):
3531 * dst.x = 2^(floor(src))
3532 * dst.y = src - floor(src)
3533 * dst.z = 2^src (partial precision is allowed, but optional)
3535 * For 2.0 shaders, just do this (honoring writemask and swizzle):
3536 * dst = 2^src; (partial precision is allowed, but optional)
3538 static void shader_glsl_expp(const struct wined3d_shader_instruction
*ins
)
3540 if (ins
->ctx
->reg_maps
->shader_version
.major
< 2)
3542 struct glsl_src_param src_param
;
3545 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_3
, &src_param
);
3547 shader_addline(ins
->ctx
->buffer
, "tmp0.x = exp2(floor(%s));\n", src_param
.param_str
);
3548 shader_addline(ins
->ctx
->buffer
, "tmp0.y = %s - floor(%s);\n", src_param
.param_str
, src_param
.param_str
);
3549 shader_addline(ins
->ctx
->buffer
, "tmp0.z = exp2(%s);\n", src_param
.param_str
);
3550 shader_addline(ins
->ctx
->buffer
, "tmp0.w = 1.0;\n");
3552 shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
3553 shader_glsl_get_write_mask(&ins
->dst
[0], dst_mask
);
3554 shader_addline(ins
->ctx
->buffer
, "tmp0%s);\n", dst_mask
);
3558 shader_glsl_scalar_op(ins
);
3561 static void shader_glsl_cast(const struct wined3d_shader_instruction
*ins
,
3562 const char *vector_constructor
, const char *scalar_constructor
)
3564 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
3565 struct glsl_src_param src_param
;
3566 unsigned int mask_size
;
3569 write_mask
= shader_glsl_append_dst(buffer
, ins
);
3570 mask_size
= shader_glsl_get_write_mask_size(write_mask
);
3571 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src_param
);
3574 shader_addline(buffer
, "%s%u(%s));\n", vector_constructor
, mask_size
, src_param
.param_str
);
3576 shader_addline(buffer
, "%s(%s));\n", scalar_constructor
, src_param
.param_str
);
3579 static void shader_glsl_to_int(const struct wined3d_shader_instruction
*ins
)
3581 shader_glsl_cast(ins
, "ivec", "int");
3584 static void shader_glsl_to_uint(const struct wined3d_shader_instruction
*ins
)
3586 shader_glsl_cast(ins
, "uvec", "uint");
3589 static void shader_glsl_to_float(const struct wined3d_shader_instruction
*ins
)
3591 shader_glsl_cast(ins
, "vec", "float");
3594 /** Process signed comparison opcodes in GLSL. */
3595 static void shader_glsl_compare(const struct wined3d_shader_instruction
*ins
)
3597 struct glsl_src_param src0_param
;
3598 struct glsl_src_param src1_param
;
3600 unsigned int mask_size
;
3602 write_mask
= shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
3603 mask_size
= shader_glsl_get_write_mask_size(write_mask
);
3604 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
3605 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
3607 if (mask_size
> 1) {
3608 const char *compare
;
3610 switch(ins
->handler_idx
)
3612 case WINED3DSIH_SLT
: compare
= "lessThan"; break;
3613 case WINED3DSIH_SGE
: compare
= "greaterThanEqual"; break;
3614 default: compare
= "";
3615 FIXME("Can't handle opcode %s.\n", debug_d3dshaderinstructionhandler(ins
->handler_idx
));
3618 shader_addline(ins
->ctx
->buffer
, "vec%d(%s(%s, %s)));\n", mask_size
, compare
,
3619 src0_param
.param_str
, src1_param
.param_str
);
3621 switch(ins
->handler_idx
)
3623 case WINED3DSIH_SLT
:
3624 /* Step(src0, src1) is not suitable here because if src0 == src1 SLT is supposed,
3625 * to return 0.0 but step returns 1.0 because step is not < x
3626 * An alternative is a bvec compare padded with an unused second component.
3627 * step(src1 * -1.0, src0 * -1.0) is not an option because it suffers from the same
3628 * issue. Playing with not() is not possible either because not() does not accept
3631 shader_addline(ins
->ctx
->buffer
, "(%s < %s) ? 1.0 : 0.0);\n",
3632 src0_param
.param_str
, src1_param
.param_str
);
3634 case WINED3DSIH_SGE
:
3635 /* Here we can use the step() function and safe a conditional */
3636 shader_addline(ins
->ctx
->buffer
, "step(%s, %s));\n", src1_param
.param_str
, src0_param
.param_str
);
3639 FIXME("Can't handle opcode %s.\n", debug_d3dshaderinstructionhandler(ins
->handler_idx
));
3645 static void shader_glsl_conditional_move(const struct wined3d_shader_instruction
*ins
)
3647 const char *condition_prefix
, *condition_suffix
;
3648 struct wined3d_shader_dst_param dst
;
3649 struct glsl_src_param src0_param
;
3650 struct glsl_src_param src1_param
;
3651 struct glsl_src_param src2_param
;
3652 BOOL temp_destination
= FALSE
;
3653 DWORD cmp_channel
= 0;
3658 switch (ins
->handler_idx
)
3660 case WINED3DSIH_CMP
:
3661 condition_prefix
= "";
3662 condition_suffix
= " >= 0.0";
3665 case WINED3DSIH_CND
:
3666 condition_prefix
= "";
3667 condition_suffix
= " > 0.5";
3670 case WINED3DSIH_MOVC
:
3671 condition_prefix
= "bool(";
3672 condition_suffix
= ")";
3676 FIXME("Unhandled instruction %#x.\n", ins
->handler_idx
);
3677 condition_prefix
= "<unhandled prefix>";
3678 condition_suffix
= "<unhandled suffix>";
3682 if (shader_is_scalar(&ins
->dst
[0].reg
) || shader_is_scalar(&ins
->src
[0].reg
))
3684 write_mask
= shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
3685 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
3686 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
3687 shader_glsl_add_src_param(ins
, &ins
->src
[2], write_mask
, &src2_param
);
3689 shader_addline(ins
->ctx
->buffer
, "%s%s%s ? %s : %s);\n",
3690 condition_prefix
, src0_param
.param_str
, condition_suffix
,
3691 src1_param
.param_str
, src2_param
.param_str
);
3697 /* Splitting the instruction up in multiple lines imposes a problem:
3698 * The first lines may overwrite source parameters of the following lines.
3699 * Deal with that by using a temporary destination register if needed. */
3700 if ((ins
->src
[0].reg
.idx
[0].offset
== dst
.reg
.idx
[0].offset
3701 && ins
->src
[0].reg
.type
== dst
.reg
.type
)
3702 || (ins
->src
[1].reg
.idx
[0].offset
== dst
.reg
.idx
[0].offset
3703 && ins
->src
[1].reg
.type
== dst
.reg
.type
)
3704 || (ins
->src
[2].reg
.idx
[0].offset
== dst
.reg
.idx
[0].offset
3705 && ins
->src
[2].reg
.type
== dst
.reg
.type
))
3706 temp_destination
= TRUE
;
3708 /* Cycle through all source0 channels. */
3709 for (i
= 0; i
< 4; ++i
)
3712 /* Find the destination channels which use the current source0 channel. */
3713 for (j
= 0; j
< 4; ++j
)
3715 if (((ins
->src
[0].swizzle
>> (2 * j
)) & 0x3) == i
)
3717 write_mask
|= WINED3DSP_WRITEMASK_0
<< j
;
3718 cmp_channel
= WINED3DSP_WRITEMASK_0
<< j
;
3721 dst
.write_mask
= ins
->dst
[0].write_mask
& write_mask
;
3723 if (temp_destination
)
3725 if (!(write_mask
= shader_glsl_get_write_mask(&dst
, mask_char
)))
3727 shader_addline(ins
->ctx
->buffer
, "tmp0%s = (", mask_char
);
3729 else if (!(write_mask
= shader_glsl_append_dst_ext(ins
->ctx
->buffer
, ins
, &dst
, dst
.reg
.data_type
)))
3732 shader_glsl_add_src_param(ins
, &ins
->src
[0], cmp_channel
, &src0_param
);
3733 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
3734 shader_glsl_add_src_param(ins
, &ins
->src
[2], write_mask
, &src2_param
);
3736 shader_addline(ins
->ctx
->buffer
, "%s%s%s ? %s : %s);\n",
3737 condition_prefix
, src0_param
.param_str
, condition_suffix
,
3738 src1_param
.param_str
, src2_param
.param_str
);
3741 if (temp_destination
)
3743 shader_glsl_get_write_mask(&ins
->dst
[0], mask_char
);
3744 shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
3745 shader_addline(ins
->ctx
->buffer
, "tmp0%s);\n", mask_char
);
3749 /** Process the CND opcode in GLSL (dst = (src0 > 0.5) ? src1 : src2) */
3750 /* For ps 1.1-1.3, only a single component of src0 is used. For ps 1.4
3751 * the compare is done per component of src0. */
3752 static void shader_glsl_cnd(const struct wined3d_shader_instruction
*ins
)
3754 struct glsl_src_param src0_param
;
3755 struct glsl_src_param src1_param
;
3756 struct glsl_src_param src2_param
;
3758 DWORD shader_version
= WINED3D_SHADER_VERSION(ins
->ctx
->reg_maps
->shader_version
.major
,
3759 ins
->ctx
->reg_maps
->shader_version
.minor
);
3761 if (shader_version
< WINED3D_SHADER_VERSION(1, 4))
3763 write_mask
= shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
3764 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
, &src0_param
);
3765 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
3766 shader_glsl_add_src_param(ins
, &ins
->src
[2], write_mask
, &src2_param
);
3768 if (ins
->coissue
&& ins
->dst
->write_mask
!= WINED3DSP_WRITEMASK_3
)
3769 shader_addline(ins
->ctx
->buffer
, "%s /* COISSUE! */);\n", src1_param
.param_str
);
3771 shader_addline(ins
->ctx
->buffer
, "%s > 0.5 ? %s : %s);\n",
3772 src0_param
.param_str
, src1_param
.param_str
, src2_param
.param_str
);
3776 shader_glsl_conditional_move(ins
);
3779 /** GLSL code generation for WINED3DSIO_MAD: Multiply the first 2 opcodes, then add the last */
3780 static void shader_glsl_mad(const struct wined3d_shader_instruction
*ins
)
3782 struct glsl_src_param src0_param
;
3783 struct glsl_src_param src1_param
;
3784 struct glsl_src_param src2_param
;
3787 write_mask
= shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
3788 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
3789 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
3790 shader_glsl_add_src_param(ins
, &ins
->src
[2], write_mask
, &src2_param
);
3791 shader_addline(ins
->ctx
->buffer
, "(%s * %s) + %s);\n",
3792 src0_param
.param_str
, src1_param
.param_str
, src2_param
.param_str
);
3795 /* Handles transforming all WINED3DSIO_M?x? opcodes for
3796 Vertex shaders to GLSL codes */
3797 static void shader_glsl_mnxn(const struct wined3d_shader_instruction
*ins
)
3800 int nComponents
= 0;
3801 struct wined3d_shader_dst_param tmp_dst
= {{0}};
3802 struct wined3d_shader_src_param tmp_src
[2] = {{{0}}};
3803 struct wined3d_shader_instruction tmp_ins
;
3805 memset(&tmp_ins
, 0, sizeof(tmp_ins
));
3807 /* Set constants for the temporary argument */
3808 tmp_ins
.ctx
= ins
->ctx
;
3809 tmp_ins
.dst_count
= 1;
3810 tmp_ins
.dst
= &tmp_dst
;
3811 tmp_ins
.src_count
= 2;
3812 tmp_ins
.src
= tmp_src
;
3814 switch(ins
->handler_idx
)
3816 case WINED3DSIH_M4x4
:
3818 tmp_ins
.handler_idx
= WINED3DSIH_DP4
;
3820 case WINED3DSIH_M4x3
:
3822 tmp_ins
.handler_idx
= WINED3DSIH_DP4
;
3824 case WINED3DSIH_M3x4
:
3826 tmp_ins
.handler_idx
= WINED3DSIH_DP3
;
3828 case WINED3DSIH_M3x3
:
3830 tmp_ins
.handler_idx
= WINED3DSIH_DP3
;
3832 case WINED3DSIH_M3x2
:
3834 tmp_ins
.handler_idx
= WINED3DSIH_DP3
;
3840 tmp_dst
= ins
->dst
[0];
3841 tmp_src
[0] = ins
->src
[0];
3842 tmp_src
[1] = ins
->src
[1];
3843 for (i
= 0; i
< nComponents
; ++i
)
3845 tmp_dst
.write_mask
= WINED3DSP_WRITEMASK_0
<< i
;
3846 shader_glsl_dot(&tmp_ins
);
3847 ++tmp_src
[1].reg
.idx
[0].offset
;
3852 The LRP instruction performs a component-wise linear interpolation
3853 between the second and third operands using the first operand as the
3854 blend factor. Equation: (dst = src2 + src0 * (src1 - src2))
3855 This is equivalent to mix(src2, src1, src0);
3857 static void shader_glsl_lrp(const struct wined3d_shader_instruction
*ins
)
3859 struct glsl_src_param src0_param
;
3860 struct glsl_src_param src1_param
;
3861 struct glsl_src_param src2_param
;
3864 write_mask
= shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
3866 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
3867 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
3868 shader_glsl_add_src_param(ins
, &ins
->src
[2], write_mask
, &src2_param
);
3870 shader_addline(ins
->ctx
->buffer
, "mix(%s, %s, %s));\n",
3871 src2_param
.param_str
, src1_param
.param_str
, src0_param
.param_str
);
3874 /** Process the WINED3DSIO_LIT instruction in GLSL:
3875 * dst.x = dst.w = 1.0
3876 * dst.y = (src0.x > 0) ? src0.x
3877 * dst.z = (src0.x > 0) ? ((src0.y > 0) ? pow(src0.y, src.w) : 0) : 0
3878 * where src.w is clamped at +- 128
3880 static void shader_glsl_lit(const struct wined3d_shader_instruction
*ins
)
3882 struct glsl_src_param src0_param
;
3883 struct glsl_src_param src1_param
;
3884 struct glsl_src_param src3_param
;
3887 shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
3888 shader_glsl_get_write_mask(&ins
->dst
[0], dst_mask
);
3890 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
, &src0_param
);
3891 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_1
, &src1_param
);
3892 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_3
, &src3_param
);
3894 /* The sdk specifies the instruction like this
3896 * if(src.x > 0.0) dst.y = src.x
3898 * if(src.x > 0.0 && src.y > 0.0) dst.z = pow(src.y, power);
3901 * (where power = src.w clamped between -128 and 128)
3903 * Obviously that has quite a few conditionals in it which we don't like. So the first step is this:
3904 * dst.x = 1.0 ... No further explanation needed
3905 * dst.y = max(src.y, 0.0); ... If x < 0.0, use 0.0, otherwise x. Same as the conditional
3906 * dst.z = x > 0.0 ? pow(max(y, 0.0), p) : 0; ... 0 ^ power is 0, and otherwise we use y anyway
3907 * dst.w = 1.0. ... Nothing fancy.
3909 * So we still have one conditional in there. So do this:
3910 * dst.z = pow(max(0.0, src.y) * step(0.0, src.x), power);
3912 * 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),
3913 * 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.
3914 * if both x and y are > 0, we get pow(y * 1.0, power), as it is supposed to.
3916 * Unfortunately pow(0.0 ^ 0.0) returns NaN on most GPUs, but lit with src.y = 0 and src.w = 0 returns
3917 * a non-NaN value in dst.z. What we return doesn't matter, as long as it is not NaN. Return 0, which is
3918 * what all Windows HW drivers and GL_ARB_vertex_program's LIT do.
3920 shader_addline(ins
->ctx
->buffer
,
3921 "vec4(1.0, max(%s, 0.0), %s == 0.0 ? 0.0 : "
3922 "pow(max(0.0, %s) * step(0.0, %s), clamp(%s, -128.0, 128.0)), 1.0)%s);\n",
3923 src0_param
.param_str
, src3_param
.param_str
, src1_param
.param_str
,
3924 src0_param
.param_str
, src3_param
.param_str
, dst_mask
);
3927 /** Process the WINED3DSIO_DST instruction in GLSL:
3929 * dst.y = src0.x * src0.y
3933 static void shader_glsl_dst(const struct wined3d_shader_instruction
*ins
)
3935 struct glsl_src_param src0y_param
;
3936 struct glsl_src_param src0z_param
;
3937 struct glsl_src_param src1y_param
;
3938 struct glsl_src_param src1w_param
;
3941 shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
3942 shader_glsl_get_write_mask(&ins
->dst
[0], dst_mask
);
3944 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_1
, &src0y_param
);
3945 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_2
, &src0z_param
);
3946 shader_glsl_add_src_param(ins
, &ins
->src
[1], WINED3DSP_WRITEMASK_1
, &src1y_param
);
3947 shader_glsl_add_src_param(ins
, &ins
->src
[1], WINED3DSP_WRITEMASK_3
, &src1w_param
);
3949 shader_addline(ins
->ctx
->buffer
, "vec4(1.0, %s * %s, %s, %s))%s;\n",
3950 src0y_param
.param_str
, src1y_param
.param_str
, src0z_param
.param_str
, src1w_param
.param_str
, dst_mask
);
3953 /** Process the WINED3DSIO_SINCOS instruction in GLSL:
3954 * VS 2.0 requires that specific cosine and sine constants be passed to this instruction so the hardware
3955 * can handle it. But, these functions are built-in for GLSL, so we can just ignore the last 2 params.
3957 * dst.x = cos(src0.?)
3958 * dst.y = sin(src0.?)
3962 static void shader_glsl_sincos(const struct wined3d_shader_instruction
*ins
)
3964 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
3965 struct glsl_src_param src0_param
;
3968 if (ins
->ctx
->reg_maps
->shader_version
.major
< 4)
3970 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
, &src0_param
);
3972 write_mask
= shader_glsl_append_dst(buffer
, ins
);
3975 case WINED3DSP_WRITEMASK_0
:
3976 shader_addline(buffer
, "cos(%s));\n", src0_param
.param_str
);
3979 case WINED3DSP_WRITEMASK_1
:
3980 shader_addline(buffer
, "sin(%s));\n", src0_param
.param_str
);
3983 case (WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
):
3984 shader_addline(buffer
, "vec2(cos(%s), sin(%s)));\n",
3985 src0_param
.param_str
, src0_param
.param_str
);
3989 ERR("Write mask should be .x, .y or .xy\n");
3996 if (ins
->dst
[0].reg
.type
!= WINED3DSPR_NULL
)
3999 if (ins
->dst
[1].reg
.type
!= WINED3DSPR_NULL
)
4003 write_mask
= shader_glsl_get_write_mask(&ins
->dst
[0], dst_mask
);
4004 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
4005 shader_addline(buffer
, "tmp0%s = sin(%s);\n", dst_mask
, src0_param
.param_str
);
4007 write_mask
= shader_glsl_append_dst_ext(buffer
, ins
, &ins
->dst
[1], ins
->dst
[1].reg
.data_type
);
4008 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
4009 shader_addline(buffer
, "cos(%s));\n", src0_param
.param_str
);
4011 shader_glsl_append_dst_ext(buffer
, ins
, &ins
->dst
[0], ins
->dst
[0].reg
.data_type
);
4012 shader_addline(buffer
, "tmp0%s);\n", dst_mask
);
4016 write_mask
= shader_glsl_append_dst_ext(buffer
, ins
, &ins
->dst
[0], ins
->dst
[0].reg
.data_type
);
4017 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
4018 shader_addline(buffer
, "sin(%s));\n", src0_param
.param_str
);
4021 else if (ins
->dst
[1].reg
.type
!= WINED3DSPR_NULL
)
4023 write_mask
= shader_glsl_append_dst_ext(buffer
, ins
, &ins
->dst
[1], ins
->dst
[1].reg
.data_type
);
4024 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
4025 shader_addline(buffer
, "cos(%s));\n", src0_param
.param_str
);
4029 /* sgn in vs_2_0 has 2 extra parameters(registers for temporary storage) which we don't use
4030 * here. But those extra parameters require a dedicated function for sgn, since map2gl would
4031 * generate invalid code
4033 static void shader_glsl_sgn(const struct wined3d_shader_instruction
*ins
)
4035 struct glsl_src_param src0_param
;
4038 write_mask
= shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
4039 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
4041 shader_addline(ins
->ctx
->buffer
, "sign(%s));\n", src0_param
.param_str
);
4044 /** Process the WINED3DSIO_LOOP instruction in GLSL:
4045 * Start a for() loop where src1.y is the initial value of aL,
4046 * increment aL by src1.z for a total of src1.x iterations.
4047 * Need to use a temporary variable for this operation.
4049 /* FIXME: I don't think nested loops will work correctly this way. */
4050 static void shader_glsl_loop(const struct wined3d_shader_instruction
*ins
)
4052 struct wined3d_shader_loop_state
*loop_state
= ins
->ctx
->loop_state
;
4053 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
4054 const struct wined3d_shader
*shader
= ins
->ctx
->shader
;
4055 const struct wined3d_shader_lconst
*constant
;
4056 struct glsl_src_param src1_param
;
4057 const DWORD
*control_values
= NULL
;
4059 if (ins
->ctx
->reg_maps
->shader_version
.major
< 4)
4061 shader_glsl_add_src_param(ins
, &ins
->src
[1], WINED3DSP_WRITEMASK_ALL
, &src1_param
);
4063 /* Try to hardcode the loop control parameters if possible. Direct3D 9
4064 * class hardware doesn't support real varying indexing, but Microsoft
4065 * designed this feature for Shader model 2.x+. If the loop control is
4066 * known at compile time, the GLSL compiler can unroll the loop, and
4067 * replace indirect addressing with direct addressing. */
4068 if (ins
->src
[1].reg
.type
== WINED3DSPR_CONSTINT
)
4070 LIST_FOR_EACH_ENTRY(constant
, &shader
->constantsI
, struct wined3d_shader_lconst
, entry
)
4072 if (constant
->idx
== ins
->src
[1].reg
.idx
[0].offset
)
4074 control_values
= constant
->value
;
4082 struct wined3d_shader_loop_control loop_control
;
4083 loop_control
.count
= control_values
[0];
4084 loop_control
.start
= control_values
[1];
4085 loop_control
.step
= (int)control_values
[2];
4087 if (loop_control
.step
> 0)
4089 shader_addline(buffer
, "for (aL%u = %u; aL%u < (%u * %d + %u); aL%u += %d)\n{\n",
4090 loop_state
->current_depth
, loop_control
.start
,
4091 loop_state
->current_depth
, loop_control
.count
, loop_control
.step
, loop_control
.start
,
4092 loop_state
->current_depth
, loop_control
.step
);
4094 else if (loop_control
.step
< 0)
4096 shader_addline(buffer
, "for (aL%u = %u; aL%u > (%u * %d + %u); aL%u += %d)\n{\n",
4097 loop_state
->current_depth
, loop_control
.start
,
4098 loop_state
->current_depth
, loop_control
.count
, loop_control
.step
, loop_control
.start
,
4099 loop_state
->current_depth
, loop_control
.step
);
4103 shader_addline(buffer
, "for (aL%u = %u, tmpInt%u = 0; tmpInt%u < %u; tmpInt%u++)\n{\n",
4104 loop_state
->current_depth
, loop_control
.start
, loop_state
->current_depth
,
4105 loop_state
->current_depth
, loop_control
.count
,
4106 loop_state
->current_depth
);
4111 shader_addline(buffer
, "for (tmpInt%u = 0, aL%u = %s.y; tmpInt%u < %s.x; tmpInt%u++, aL%u += %s.z)\n{\n",
4112 loop_state
->current_depth
, loop_state
->current_reg
,
4113 src1_param
.reg_name
, loop_state
->current_depth
, src1_param
.reg_name
,
4114 loop_state
->current_depth
, loop_state
->current_reg
, src1_param
.reg_name
);
4117 ++loop_state
->current_reg
;
4121 shader_addline(buffer
, "for (;;)\n{\n");
4124 ++loop_state
->current_depth
;
4127 static void shader_glsl_end(const struct wined3d_shader_instruction
*ins
)
4129 struct wined3d_shader_loop_state
*loop_state
= ins
->ctx
->loop_state
;
4131 shader_addline(ins
->ctx
->buffer
, "}\n");
4133 if (ins
->handler_idx
== WINED3DSIH_ENDLOOP
)
4135 --loop_state
->current_depth
;
4136 --loop_state
->current_reg
;
4139 if (ins
->handler_idx
== WINED3DSIH_ENDREP
)
4141 --loop_state
->current_depth
;
4145 static void shader_glsl_rep(const struct wined3d_shader_instruction
*ins
)
4147 const struct wined3d_shader
*shader
= ins
->ctx
->shader
;
4148 struct wined3d_shader_loop_state
*loop_state
= ins
->ctx
->loop_state
;
4149 const struct wined3d_shader_lconst
*constant
;
4150 struct glsl_src_param src0_param
;
4151 const DWORD
*control_values
= NULL
;
4153 /* Try to hardcode local values to help the GLSL compiler to unroll and optimize the loop */
4154 if (ins
->src
[0].reg
.type
== WINED3DSPR_CONSTINT
)
4156 LIST_FOR_EACH_ENTRY(constant
, &shader
->constantsI
, struct wined3d_shader_lconst
, entry
)
4158 if (constant
->idx
== ins
->src
[0].reg
.idx
[0].offset
)
4160 control_values
= constant
->value
;
4168 shader_addline(ins
->ctx
->buffer
, "for (tmpInt%d = 0; tmpInt%d < %d; tmpInt%d++) {\n",
4169 loop_state
->current_depth
, loop_state
->current_depth
,
4170 control_values
[0], loop_state
->current_depth
);
4174 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
, &src0_param
);
4175 shader_addline(ins
->ctx
->buffer
, "for (tmpInt%d = 0; tmpInt%d < %s; tmpInt%d++) {\n",
4176 loop_state
->current_depth
, loop_state
->current_depth
,
4177 src0_param
.param_str
, loop_state
->current_depth
);
4180 ++loop_state
->current_depth
;
4183 static void shader_glsl_if(const struct wined3d_shader_instruction
*ins
)
4185 const char *condition
= (ins
->flags
== WINED3D_SHADER_CONDITIONAL_OP_NZ
) ? "bool" : "!bool";
4186 struct glsl_src_param src0_param
;
4188 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
, &src0_param
);
4189 shader_addline(ins
->ctx
->buffer
, "if (%s(%s)) {\n", condition
, src0_param
.param_str
);
4192 static void shader_glsl_ifc(const struct wined3d_shader_instruction
*ins
)
4194 struct glsl_src_param src0_param
;
4195 struct glsl_src_param src1_param
;
4197 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
, &src0_param
);
4198 shader_glsl_add_src_param(ins
, &ins
->src
[1], WINED3DSP_WRITEMASK_0
, &src1_param
);
4200 shader_addline(ins
->ctx
->buffer
, "if (%s %s %s) {\n",
4201 src0_param
.param_str
, shader_glsl_get_rel_op(ins
->flags
), src1_param
.param_str
);
4204 static void shader_glsl_else(const struct wined3d_shader_instruction
*ins
)
4206 shader_addline(ins
->ctx
->buffer
, "} else {\n");
4209 static void shader_glsl_emit(const struct wined3d_shader_instruction
*ins
)
4211 shader_addline(ins
->ctx
->buffer
, "setup_gs_output(gs_out);\n");
4212 shader_glsl_fixup_position(ins
->ctx
->buffer
);
4213 shader_addline(ins
->ctx
->buffer
, "EmitVertex();\n");
4216 static void shader_glsl_break(const struct wined3d_shader_instruction
*ins
)
4218 shader_addline(ins
->ctx
->buffer
, "break;\n");
4221 /* FIXME: According to MSDN the compare is done per component. */
4222 static void shader_glsl_breakc(const struct wined3d_shader_instruction
*ins
)
4224 struct glsl_src_param src0_param
;
4225 struct glsl_src_param src1_param
;
4227 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
, &src0_param
);
4228 shader_glsl_add_src_param(ins
, &ins
->src
[1], WINED3DSP_WRITEMASK_0
, &src1_param
);
4230 shader_addline(ins
->ctx
->buffer
, "if (%s %s %s) break;\n",
4231 src0_param
.param_str
, shader_glsl_get_rel_op(ins
->flags
), src1_param
.param_str
);
4234 static void shader_glsl_breakp(const struct wined3d_shader_instruction
*ins
)
4236 const char *condition
= (ins
->flags
== WINED3D_SHADER_CONDITIONAL_OP_NZ
) ? "bool" : "!bool";
4237 struct glsl_src_param src_param
;
4239 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
, &src_param
);
4240 shader_addline(ins
->ctx
->buffer
, "if (%s(%s)) break;\n", condition
, src_param
.param_str
);
4243 static void shader_glsl_label(const struct wined3d_shader_instruction
*ins
)
4245 shader_addline(ins
->ctx
->buffer
, "}\n");
4246 shader_addline(ins
->ctx
->buffer
, "void subroutine%u()\n{\n", ins
->src
[0].reg
.idx
[0].offset
);
4249 static void shader_glsl_call(const struct wined3d_shader_instruction
*ins
)
4251 shader_addline(ins
->ctx
->buffer
, "subroutine%u();\n", ins
->src
[0].reg
.idx
[0].offset
);
4254 static void shader_glsl_callnz(const struct wined3d_shader_instruction
*ins
)
4256 struct glsl_src_param src1_param
;
4258 shader_glsl_add_src_param(ins
, &ins
->src
[1], WINED3DSP_WRITEMASK_0
, &src1_param
);
4259 shader_addline(ins
->ctx
->buffer
, "if (%s) subroutine%u();\n",
4260 src1_param
.param_str
, ins
->src
[0].reg
.idx
[0].offset
);
4263 static void shader_glsl_ret(const struct wined3d_shader_instruction
*ins
)
4265 /* No-op. The closing } is written when a new function is started, and at the end of the shader. This
4266 * function only suppresses the unhandled instruction warning
4270 /*********************************************
4271 * Pixel Shader Specific Code begins here
4272 ********************************************/
4273 static void shader_glsl_tex(const struct wined3d_shader_instruction
*ins
)
4275 DWORD shader_version
= WINED3D_SHADER_VERSION(ins
->ctx
->reg_maps
->shader_version
.major
,
4276 ins
->ctx
->reg_maps
->shader_version
.minor
);
4277 struct glsl_sample_function sample_function
;
4278 DWORD sample_flags
= 0;
4280 DWORD mask
= 0, swizzle
;
4281 const struct shader_glsl_ctx_priv
*priv
= ins
->ctx
->backend_data
;
4283 /* 1.0-1.4: Use destination register as sampler source.
4284 * 2.0+: Use provided sampler source. */
4285 if (shader_version
< WINED3D_SHADER_VERSION(2,0))
4286 resource_idx
= ins
->dst
[0].reg
.idx
[0].offset
;
4288 resource_idx
= ins
->src
[1].reg
.idx
[0].offset
;
4290 if (shader_version
< WINED3D_SHADER_VERSION(1,4))
4292 DWORD flags
= (priv
->cur_ps_args
->tex_transform
>> resource_idx
* WINED3D_PSARGS_TEXTRANSFORM_SHIFT
)
4293 & WINED3D_PSARGS_TEXTRANSFORM_MASK
;
4294 enum wined3d_shader_resource_type resource_type
= ins
->ctx
->reg_maps
->resource_info
[resource_idx
].type
;
4296 /* Projected cube textures don't make a lot of sense, the resulting coordinates stay the same. */
4297 if (flags
& WINED3D_PSARGS_PROJECTED
&& resource_type
!= WINED3D_SHADER_RESOURCE_TEXTURE_CUBE
)
4299 sample_flags
|= WINED3D_GLSL_SAMPLE_PROJECTED
;
4300 switch (flags
& ~WINED3D_PSARGS_PROJECTED
)
4302 case WINED3D_TTFF_COUNT1
:
4303 FIXME("WINED3D_TTFF_PROJECTED with WINED3D_TTFF_COUNT1?\n");
4305 case WINED3D_TTFF_COUNT2
:
4306 mask
= WINED3DSP_WRITEMASK_1
;
4308 case WINED3D_TTFF_COUNT3
:
4309 mask
= WINED3DSP_WRITEMASK_2
;
4311 case WINED3D_TTFF_COUNT4
:
4312 case WINED3D_TTFF_DISABLE
:
4313 mask
= WINED3DSP_WRITEMASK_3
;
4318 else if (shader_version
< WINED3D_SHADER_VERSION(2,0))
4320 enum wined3d_shader_src_modifier src_mod
= ins
->src
[0].modifiers
;
4322 if (src_mod
== WINED3DSPSM_DZ
) {
4323 sample_flags
|= WINED3D_GLSL_SAMPLE_PROJECTED
;
4324 mask
= WINED3DSP_WRITEMASK_2
;
4325 } else if (src_mod
== WINED3DSPSM_DW
) {
4326 sample_flags
|= WINED3D_GLSL_SAMPLE_PROJECTED
;
4327 mask
= WINED3DSP_WRITEMASK_3
;
4332 if ((ins
->flags
& WINED3DSI_TEXLD_PROJECT
)
4333 && ins
->ctx
->reg_maps
->resource_info
[resource_idx
].type
!= WINED3D_SHADER_RESOURCE_TEXTURE_CUBE
)
4335 /* ps 2.0 texldp instruction always divides by the fourth component. */
4336 sample_flags
|= WINED3D_GLSL_SAMPLE_PROJECTED
;
4337 mask
= WINED3DSP_WRITEMASK_3
;
4341 shader_glsl_get_sample_function(ins
->ctx
, resource_idx
, resource_idx
, sample_flags
, &sample_function
);
4342 mask
|= sample_function
.coord_mask
;
4343 sample_function
.coord_mask
= mask
;
4345 if (shader_version
< WINED3D_SHADER_VERSION(2,0)) swizzle
= WINED3DSP_NOSWIZZLE
;
4346 else swizzle
= ins
->src
[1].swizzle
;
4348 /* 1.0-1.3: Use destination register as coordinate source.
4349 1.4+: Use provided coordinate source register. */
4350 if (shader_version
< WINED3D_SHADER_VERSION(1,4))
4353 shader_glsl_write_mask_to_str(mask
, coord_mask
);
4354 shader_glsl_gen_sample_code(ins
, resource_idx
, &sample_function
, swizzle
, NULL
, NULL
, NULL
, NULL
,
4355 "T%u%s", resource_idx
, coord_mask
);
4359 struct glsl_src_param coord_param
;
4360 shader_glsl_add_src_param(ins
, &ins
->src
[0], mask
, &coord_param
);
4361 if (ins
->flags
& WINED3DSI_TEXLD_BIAS
)
4363 struct glsl_src_param bias
;
4364 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_3
, &bias
);
4365 shader_glsl_gen_sample_code(ins
, resource_idx
, &sample_function
, swizzle
, NULL
, NULL
, bias
.param_str
,
4366 NULL
, "%s", coord_param
.param_str
);
4368 shader_glsl_gen_sample_code(ins
, resource_idx
, &sample_function
, swizzle
, NULL
, NULL
, NULL
, NULL
,
4369 "%s", coord_param
.param_str
);
4372 shader_glsl_release_sample_function(ins
->ctx
, &sample_function
);
4375 static void shader_glsl_texldd(const struct wined3d_shader_instruction
*ins
)
4377 const struct wined3d_gl_info
*gl_info
= ins
->ctx
->gl_info
;
4378 struct glsl_src_param coord_param
, dx_param
, dy_param
;
4379 struct glsl_sample_function sample_function
;
4381 DWORD swizzle
= ins
->src
[1].swizzle
;
4383 if (!gl_info
->supported
[ARB_SHADER_TEXTURE_LOD
] && !gl_info
->supported
[EXT_GPU_SHADER4
])
4385 FIXME("texldd used, but not supported by hardware. Falling back to regular tex\n");
4386 shader_glsl_tex(ins
);
4390 sampler_idx
= ins
->src
[1].reg
.idx
[0].offset
;
4392 shader_glsl_get_sample_function(ins
->ctx
, sampler_idx
, sampler_idx
, WINED3D_GLSL_SAMPLE_GRAD
, &sample_function
);
4393 shader_glsl_add_src_param(ins
, &ins
->src
[0], sample_function
.coord_mask
, &coord_param
);
4394 shader_glsl_add_src_param(ins
, &ins
->src
[2], sample_function
.coord_mask
, &dx_param
);
4395 shader_glsl_add_src_param(ins
, &ins
->src
[3], sample_function
.coord_mask
, &dy_param
);
4397 shader_glsl_gen_sample_code(ins
, sampler_idx
, &sample_function
, swizzle
, dx_param
.param_str
, dy_param
.param_str
,
4398 NULL
, NULL
, "%s", coord_param
.param_str
);
4399 shader_glsl_release_sample_function(ins
->ctx
, &sample_function
);
4402 static void shader_glsl_texldl(const struct wined3d_shader_instruction
*ins
)
4404 const struct wined3d_gl_info
*gl_info
= ins
->ctx
->gl_info
;
4405 struct glsl_src_param coord_param
, lod_param
;
4406 struct glsl_sample_function sample_function
;
4408 DWORD swizzle
= ins
->src
[1].swizzle
;
4410 sampler_idx
= ins
->src
[1].reg
.idx
[0].offset
;
4412 shader_glsl_get_sample_function(ins
->ctx
, sampler_idx
, sampler_idx
, WINED3D_GLSL_SAMPLE_LOD
, &sample_function
);
4413 shader_glsl_add_src_param(ins
, &ins
->src
[0], sample_function
.coord_mask
, &coord_param
);
4415 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_3
, &lod_param
);
4417 if (!gl_info
->supported
[ARB_SHADER_TEXTURE_LOD
] && !gl_info
->supported
[EXT_GPU_SHADER4
]
4418 && ins
->ctx
->reg_maps
->shader_version
.type
== WINED3D_SHADER_TYPE_PIXEL
)
4420 /* Plain GLSL only supports Lod sampling functions in vertex shaders.
4421 * However, the NVIDIA drivers allow them in fragment shaders as well,
4422 * even without the appropriate extension. */
4423 WARN("Using %s in fragment shader.\n", sample_function
.name
->buffer
);
4425 shader_glsl_gen_sample_code(ins
, sampler_idx
, &sample_function
, swizzle
, NULL
, NULL
, lod_param
.param_str
, NULL
,
4426 "%s", coord_param
.param_str
);
4427 shader_glsl_release_sample_function(ins
->ctx
, &sample_function
);
4430 static unsigned int shader_glsl_find_sampler(const struct wined3d_shader_sampler_map
*sampler_map
,
4431 unsigned int resource_idx
, unsigned int sampler_idx
)
4433 struct wined3d_shader_sampler_map_entry
*entries
= sampler_map
->entries
;
4436 for (i
= 0; i
< sampler_map
->count
; ++i
)
4438 if (entries
[i
].resource_idx
== resource_idx
&& entries
[i
].sampler_idx
== sampler_idx
)
4439 return entries
[i
].bind_idx
;
4442 ERR("No GLSL sampler found for resource %u / sampler %u.\n", resource_idx
, sampler_idx
);
4447 static void shader_glsl_resinfo(const struct wined3d_shader_instruction
*ins
)
4449 static const unsigned int texture_size_component_count
[] =
4451 0, /* WINED3D_SHADER_RESOURCE_NONE */
4452 1, /* WINED3D_SHADER_RESOURCE_BUFFER */
4453 1, /* WINED3D_SHADER_RESOURCE_TEXTURE_1D */
4454 2, /* WINED3D_SHADER_RESOURCE_TEXTURE_2D */
4455 2, /* WINED3D_SHADER_RESOURCE_TEXTURE_2DMS */
4456 3, /* WINED3D_SHADER_RESOURCE_TEXTURE_3D */
4457 2, /* WINED3D_SHADER_RESOURCE_TEXTURE_CUBE */
4458 2, /* WINED3D_SHADER_RESOURCE_TEXTURE_1DARRAY */
4459 3, /* WINED3D_SHADER_RESOURCE_TEXTURE_2DARRAY */
4460 3, /* WINED3D_SHADER_RESOURCE_TEXTURE_2DMSARRAY */
4463 const struct wined3d_shader_version
*version
= &ins
->ctx
->reg_maps
->shader_version
;
4464 const struct wined3d_gl_info
*gl_info
= ins
->ctx
->gl_info
;
4465 enum wined3d_shader_resource_type resource_type
;
4466 unsigned int resource_idx
, sampler_bind_idx
, i
;
4467 enum wined3d_data_type dst_data_type
;
4468 struct glsl_src_param lod_param
;
4469 char dst_swizzle
[6];
4472 dst_data_type
= ins
->dst
[0].reg
.data_type
;
4473 if (ins
->flags
== WINED3DSI_RESINFO_UINT
)
4474 dst_data_type
= WINED3D_DATA_UINT
;
4475 else if (ins
->flags
)
4476 FIXME("Unhandled flags %#x.\n", ins
->flags
);
4478 write_mask
= shader_glsl_append_dst_ext(ins
->ctx
->buffer
, ins
, &ins
->dst
[0], dst_data_type
);
4479 shader_glsl_get_swizzle(&ins
->src
[1], FALSE
, write_mask
, dst_swizzle
);
4481 resource_idx
= ins
->src
[1].reg
.idx
[0].offset
;
4482 resource_type
= ins
->ctx
->reg_maps
->resource_info
[resource_idx
].type
;
4483 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
, &lod_param
);
4484 sampler_bind_idx
= shader_glsl_find_sampler(&ins
->ctx
->reg_maps
->sampler_map
,
4485 resource_idx
, WINED3D_SAMPLER_DEFAULT
);
4487 if (resource_type
>= ARRAY_SIZE(texture_size_component_count
))
4489 ERR("Unexpected resource type %#x.\n", resource_type
);
4490 resource_type
= WINED3D_SHADER_RESOURCE_TEXTURE_2D
;
4493 if (dst_data_type
== WINED3D_DATA_UINT
)
4494 shader_addline(ins
->ctx
->buffer
, "uvec4(");
4496 shader_addline(ins
->ctx
->buffer
, "vec4(");
4498 shader_addline(ins
->ctx
->buffer
, "textureSize(%s_sampler%u, %s), ",
4499 shader_glsl_get_prefix(version
->type
), sampler_bind_idx
, lod_param
.param_str
);
4501 for (i
= 0; i
< 3 - texture_size_component_count
[resource_type
]; ++i
)
4502 shader_addline(ins
->ctx
->buffer
, "0, ");
4504 if (gl_info
->supported
[ARB_TEXTURE_QUERY_LEVELS
])
4506 shader_addline(ins
->ctx
->buffer
, "textureQueryLevels(%s_sampler%u)",
4507 shader_glsl_get_prefix(version
->type
), sampler_bind_idx
);
4511 FIXME("textureQueryLevels is not supported, returning 1 mipmap level.\n");
4512 shader_addline(ins
->ctx
->buffer
, "1");
4515 shader_addline(ins
->ctx
->buffer
, ")%s);\n", dst_swizzle
);
4518 /* FIXME: The current implementation does not handle multisample textures correctly. */
4519 static void shader_glsl_ld(const struct wined3d_shader_instruction
*ins
)
4521 unsigned int resource_idx
, sampler_idx
, sampler_bind_idx
;
4522 struct glsl_src_param coord_param
, lod_param
;
4523 struct glsl_sample_function sample_function
;
4524 DWORD flags
= WINED3D_GLSL_SAMPLE_LOAD
;
4526 if (wined3d_shader_instruction_has_texel_offset(ins
))
4527 flags
|= WINED3D_GLSL_SAMPLE_OFFSET
;
4529 resource_idx
= ins
->src
[1].reg
.idx
[0].offset
;
4530 sampler_idx
= WINED3D_SAMPLER_DEFAULT
;
4532 shader_glsl_get_sample_function(ins
->ctx
, resource_idx
, sampler_idx
, flags
, &sample_function
);
4533 shader_glsl_add_src_param(ins
, &ins
->src
[0], sample_function
.coord_mask
, &coord_param
);
4534 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_3
, &lod_param
);
4535 sampler_bind_idx
= shader_glsl_find_sampler(&ins
->ctx
->reg_maps
->sampler_map
, resource_idx
, sampler_idx
);
4536 shader_glsl_gen_sample_code(ins
, sampler_bind_idx
, &sample_function
, ins
->src
[1].swizzle
,
4537 NULL
, NULL
, lod_param
.param_str
, &ins
->texel_offset
, "%s", coord_param
.param_str
);
4538 shader_glsl_release_sample_function(ins
->ctx
, &sample_function
);
4541 static void shader_glsl_sample(const struct wined3d_shader_instruction
*ins
)
4543 const char *lod_param_str
= NULL
, *dx_param_str
= NULL
, *dy_param_str
= NULL
;
4544 struct glsl_src_param coord_param
, lod_param
, dx_param
, dy_param
;
4545 unsigned int resource_idx
, sampler_idx
, sampler_bind_idx
;
4546 struct glsl_sample_function sample_function
;
4549 if (ins
->handler_idx
== WINED3DSIH_SAMPLE_GRAD
)
4550 flags
|= WINED3D_GLSL_SAMPLE_GRAD
;
4551 if (ins
->handler_idx
== WINED3DSIH_SAMPLE_LOD
)
4552 flags
|= WINED3D_GLSL_SAMPLE_LOD
;
4553 if (wined3d_shader_instruction_has_texel_offset(ins
))
4554 flags
|= WINED3D_GLSL_SAMPLE_OFFSET
;
4556 resource_idx
= ins
->src
[1].reg
.idx
[0].offset
;
4557 sampler_idx
= ins
->src
[2].reg
.idx
[0].offset
;
4559 shader_glsl_get_sample_function(ins
->ctx
, resource_idx
, sampler_idx
, flags
, &sample_function
);
4560 shader_glsl_add_src_param(ins
, &ins
->src
[0], sample_function
.coord_mask
, &coord_param
);
4562 switch (ins
->handler_idx
)
4564 case WINED3DSIH_SAMPLE
:
4566 case WINED3DSIH_SAMPLE_B
:
4567 shader_glsl_add_src_param(ins
, &ins
->src
[3], WINED3DSP_WRITEMASK_0
, &lod_param
);
4568 lod_param_str
= lod_param
.param_str
;
4570 case WINED3DSIH_SAMPLE_GRAD
:
4571 shader_glsl_add_src_param(ins
, &ins
->src
[3], sample_function
.coord_mask
, &dx_param
);
4572 shader_glsl_add_src_param(ins
, &ins
->src
[4], sample_function
.coord_mask
, &dy_param
);
4573 dx_param_str
= dx_param
.param_str
;
4574 dy_param_str
= dy_param
.param_str
;
4576 case WINED3DSIH_SAMPLE_LOD
:
4577 shader_glsl_add_src_param(ins
, &ins
->src
[3], WINED3DSP_WRITEMASK_0
, &lod_param
);
4578 lod_param_str
= lod_param
.param_str
;
4581 ERR("Unhandled opcode %s.\n", debug_d3dshaderinstructionhandler(ins
->handler_idx
));
4585 sampler_bind_idx
= shader_glsl_find_sampler(&ins
->ctx
->reg_maps
->sampler_map
, resource_idx
, sampler_idx
);
4586 shader_glsl_gen_sample_code(ins
, sampler_bind_idx
, &sample_function
, ins
->src
[1].swizzle
,
4587 dx_param_str
, dy_param_str
, lod_param_str
, &ins
->texel_offset
, "%s", coord_param
.param_str
);
4588 shader_glsl_release_sample_function(ins
->ctx
, &sample_function
);
4591 static void shader_glsl_sample_c(const struct wined3d_shader_instruction
*ins
)
4593 unsigned int resource_idx
, sampler_idx
, sampler_bind_idx
;
4594 struct glsl_src_param coord_param
, compare_param
;
4595 struct glsl_sample_function sample_function
;
4596 const char *lod_param
= NULL
;
4600 if (ins
->handler_idx
== WINED3DSIH_SAMPLE_C_LZ
)
4603 flags
|= WINED3D_GLSL_SAMPLE_LOD
;
4606 if (wined3d_shader_instruction_has_texel_offset(ins
))
4607 flags
|= WINED3D_GLSL_SAMPLE_OFFSET
;
4609 resource_idx
= ins
->src
[1].reg
.idx
[0].offset
;
4610 sampler_idx
= ins
->src
[2].reg
.idx
[0].offset
;
4612 shader_glsl_get_sample_function(ins
->ctx
, resource_idx
, sampler_idx
, flags
, &sample_function
);
4613 coord_size
= shader_glsl_get_write_mask_size(sample_function
.coord_mask
);
4614 shader_glsl_add_src_param(ins
, &ins
->src
[0], sample_function
.coord_mask
>> 1, &coord_param
);
4615 shader_glsl_add_src_param(ins
, &ins
->src
[3], WINED3DSP_WRITEMASK_0
, &compare_param
);
4616 sampler_bind_idx
= shader_glsl_find_sampler(&ins
->ctx
->reg_maps
->sampler_map
, resource_idx
, sampler_idx
);
4617 shader_glsl_gen_sample_code(ins
, sampler_bind_idx
, &sample_function
, WINED3DSP_NOSWIZZLE
,
4618 NULL
, NULL
, lod_param
, &ins
->texel_offset
, "vec%u(%s, %s)",
4619 coord_size
, coord_param
.param_str
, compare_param
.param_str
);
4620 shader_glsl_release_sample_function(ins
->ctx
, &sample_function
);
4623 static void shader_glsl_texcoord(const struct wined3d_shader_instruction
*ins
)
4625 /* FIXME: Make this work for more than just 2D textures */
4626 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
4627 DWORD write_mask
= shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
4629 if (!(ins
->ctx
->reg_maps
->shader_version
.major
== 1 && ins
->ctx
->reg_maps
->shader_version
.minor
== 4))
4633 shader_glsl_get_write_mask(&ins
->dst
[0], dst_mask
);
4634 shader_addline(buffer
, "clamp(ffp_texcoord[%u], 0.0, 1.0)%s);\n",
4635 ins
->dst
[0].reg
.idx
[0].offset
, dst_mask
);
4639 enum wined3d_shader_src_modifier src_mod
= ins
->src
[0].modifiers
;
4640 DWORD reg
= ins
->src
[0].reg
.idx
[0].offset
;
4641 char dst_swizzle
[6];
4643 shader_glsl_get_swizzle(&ins
->src
[0], FALSE
, write_mask
, dst_swizzle
);
4645 if (src_mod
== WINED3DSPSM_DZ
|| src_mod
== WINED3DSPSM_DW
)
4647 unsigned int mask_size
= shader_glsl_get_write_mask_size(write_mask
);
4648 struct glsl_src_param div_param
;
4649 DWORD src_writemask
= src_mod
== WINED3DSPSM_DZ
? WINED3DSP_WRITEMASK_2
: WINED3DSP_WRITEMASK_3
;
4651 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_writemask
, &div_param
);
4654 shader_addline(buffer
, "ffp_texcoord[%u]%s / vec%d(%s));\n", reg
, dst_swizzle
, mask_size
, div_param
.param_str
);
4656 shader_addline(buffer
, "ffp_texcoord[%u]%s / %s);\n", reg
, dst_swizzle
, div_param
.param_str
);
4660 shader_addline(buffer
, "ffp_texcoord[%u]%s);\n", reg
, dst_swizzle
);
4665 /** Process the WINED3DSIO_TEXDP3TEX instruction in GLSL:
4666 * Take a 3-component dot product of the TexCoord[dstreg] and src,
4667 * then perform a 1D texture lookup from stage dstregnum, place into dst. */
4668 static void shader_glsl_texdp3tex(const struct wined3d_shader_instruction
*ins
)
4670 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
4671 DWORD sampler_idx
= ins
->dst
[0].reg
.idx
[0].offset
;
4672 struct glsl_sample_function sample_function
;
4673 struct glsl_src_param src0_param
;
4676 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_mask
, &src0_param
);
4678 /* Do I have to take care about the projected bit? I don't think so, since the dp3 returns only one
4679 * scalar, and projected sampling would require 4.
4681 * It is a dependent read - not valid with conditional NP2 textures
4683 shader_glsl_get_sample_function(ins
->ctx
, sampler_idx
, sampler_idx
, 0, &sample_function
);
4684 mask_size
= shader_glsl_get_write_mask_size(sample_function
.coord_mask
);
4689 shader_glsl_gen_sample_code(ins
, sampler_idx
, &sample_function
, WINED3DSP_NOSWIZZLE
, NULL
, NULL
, NULL
,
4690 NULL
, "dot(ffp_texcoord[%u].xyz, %s)", sampler_idx
, src0_param
.param_str
);
4694 shader_glsl_gen_sample_code(ins
, sampler_idx
, &sample_function
, WINED3DSP_NOSWIZZLE
, NULL
, NULL
, NULL
,
4695 NULL
, "vec2(dot(ffp_texcoord[%u].xyz, %s), 0.0)", sampler_idx
, src0_param
.param_str
);
4699 shader_glsl_gen_sample_code(ins
, sampler_idx
, &sample_function
, WINED3DSP_NOSWIZZLE
, NULL
, NULL
, NULL
,
4700 NULL
, "vec3(dot(ffp_texcoord[%u].xyz, %s), 0.0, 0.0)", sampler_idx
, src0_param
.param_str
);
4704 FIXME("Unexpected mask size %u\n", mask_size
);
4707 shader_glsl_release_sample_function(ins
->ctx
, &sample_function
);
4710 /** Process the WINED3DSIO_TEXDP3 instruction in GLSL:
4711 * Take a 3-component dot product of the TexCoord[dstreg] and src. */
4712 static void shader_glsl_texdp3(const struct wined3d_shader_instruction
*ins
)
4714 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
4715 DWORD dstreg
= ins
->dst
[0].reg
.idx
[0].offset
;
4716 struct glsl_src_param src0_param
;
4718 unsigned int mask_size
;
4720 dst_mask
= shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
4721 mask_size
= shader_glsl_get_write_mask_size(dst_mask
);
4722 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_mask
, &src0_param
);
4724 if (mask_size
> 1) {
4725 shader_addline(ins
->ctx
->buffer
, "vec%d(dot(T%u.xyz, %s)));\n", mask_size
, dstreg
, src0_param
.param_str
);
4727 shader_addline(ins
->ctx
->buffer
, "dot(T%u.xyz, %s));\n", dstreg
, src0_param
.param_str
);
4731 /** Process the WINED3DSIO_TEXDEPTH instruction in GLSL:
4732 * Calculate the depth as dst.x / dst.y */
4733 static void shader_glsl_texdepth(const struct wined3d_shader_instruction
*ins
)
4735 struct glsl_dst_param dst_param
;
4737 shader_glsl_add_dst_param(ins
, &ins
->dst
[0], &dst_param
);
4739 /* Tests show that texdepth never returns anything below 0.0, and that r5.y is clamped to 1.0.
4740 * Negative input is accepted, -0.25 / -0.5 returns 0.5. GL should clamp gl_FragDepth to [0;1], but
4741 * this doesn't always work, so clamp the results manually. Whether or not the x value is clamped at 1
4742 * too is irrelevant, since if x = 0, any y value < 1.0 (and > 1.0 is not allowed) results in a result
4745 shader_addline(ins
->ctx
->buffer
, "gl_FragDepth = clamp((%s.x / min(%s.y, 1.0)), 0.0, 1.0);\n",
4746 dst_param
.reg_name
, dst_param
.reg_name
);
4749 /** Process the WINED3DSIO_TEXM3X2DEPTH instruction in GLSL:
4750 * Last row of a 3x2 matrix multiply, use the result to calculate the depth:
4751 * Calculate tmp0.y = TexCoord[dstreg] . src.xyz; (tmp0.x has already been calculated)
4752 * depth = (tmp0.y == 0.0) ? 1.0 : tmp0.x / tmp0.y
4754 static void shader_glsl_texm3x2depth(const struct wined3d_shader_instruction
*ins
)
4756 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
4757 DWORD dstreg
= ins
->dst
[0].reg
.idx
[0].offset
;
4758 struct glsl_src_param src0_param
;
4760 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_mask
, &src0_param
);
4762 shader_addline(ins
->ctx
->buffer
, "tmp0.y = dot(T%u.xyz, %s);\n", dstreg
, src0_param
.param_str
);
4763 shader_addline(ins
->ctx
->buffer
, "gl_FragDepth = (tmp0.y == 0.0) ? 1.0 : clamp(tmp0.x / tmp0.y, 0.0, 1.0);\n");
4766 /** Process the WINED3DSIO_TEXM3X2PAD instruction in GLSL
4767 * Calculate the 1st of a 2-row matrix multiplication. */
4768 static void shader_glsl_texm3x2pad(const struct wined3d_shader_instruction
*ins
)
4770 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
4771 DWORD reg
= ins
->dst
[0].reg
.idx
[0].offset
;
4772 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
4773 struct glsl_src_param src0_param
;
4775 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_mask
, &src0_param
);
4776 shader_addline(buffer
, "tmp0.x = dot(T%u.xyz, %s);\n", reg
, src0_param
.param_str
);
4779 /** Process the WINED3DSIO_TEXM3X3PAD instruction in GLSL
4780 * Calculate the 1st or 2nd row of a 3-row matrix multiplication. */
4781 static void shader_glsl_texm3x3pad(const struct wined3d_shader_instruction
*ins
)
4783 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
4784 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
4785 struct wined3d_shader_tex_mx
*tex_mx
= ins
->ctx
->tex_mx
;
4786 DWORD reg
= ins
->dst
[0].reg
.idx
[0].offset
;
4787 struct glsl_src_param src0_param
;
4789 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_mask
, &src0_param
);
4790 shader_addline(buffer
, "tmp0.%c = dot(T%u.xyz, %s);\n", 'x' + tex_mx
->current_row
, reg
, src0_param
.param_str
);
4791 tex_mx
->texcoord_w
[tex_mx
->current_row
++] = reg
;
4794 static void shader_glsl_texm3x2tex(const struct wined3d_shader_instruction
*ins
)
4796 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
4797 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
4798 struct glsl_sample_function sample_function
;
4799 DWORD reg
= ins
->dst
[0].reg
.idx
[0].offset
;
4800 struct glsl_src_param src0_param
;
4802 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_mask
, &src0_param
);
4803 shader_addline(buffer
, "tmp0.y = dot(T%u.xyz, %s);\n", reg
, src0_param
.param_str
);
4805 shader_glsl_get_sample_function(ins
->ctx
, reg
, reg
, 0, &sample_function
);
4807 /* Sample the texture using the calculated coordinates */
4808 shader_glsl_gen_sample_code(ins
, reg
, &sample_function
, WINED3DSP_NOSWIZZLE
, NULL
, NULL
, NULL
, NULL
, "tmp0.xy");
4809 shader_glsl_release_sample_function(ins
->ctx
, &sample_function
);
4812 /** Process the WINED3DSIO_TEXM3X3TEX instruction in GLSL
4813 * Perform the 3rd row of a 3x3 matrix multiply, then sample the texture using the calculated coordinates */
4814 static void shader_glsl_texm3x3tex(const struct wined3d_shader_instruction
*ins
)
4816 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
4817 struct wined3d_shader_tex_mx
*tex_mx
= ins
->ctx
->tex_mx
;
4818 struct glsl_sample_function sample_function
;
4819 DWORD reg
= ins
->dst
[0].reg
.idx
[0].offset
;
4820 struct glsl_src_param src0_param
;
4822 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_mask
, &src0_param
);
4823 shader_addline(ins
->ctx
->buffer
, "tmp0.z = dot(T%u.xyz, %s);\n", reg
, src0_param
.param_str
);
4825 /* Dependent read, not valid with conditional NP2 */
4826 shader_glsl_get_sample_function(ins
->ctx
, reg
, reg
, 0, &sample_function
);
4828 /* Sample the texture using the calculated coordinates */
4829 shader_glsl_gen_sample_code(ins
, reg
, &sample_function
, WINED3DSP_NOSWIZZLE
, NULL
, NULL
, NULL
, NULL
, "tmp0.xyz");
4830 shader_glsl_release_sample_function(ins
->ctx
, &sample_function
);
4832 tex_mx
->current_row
= 0;
4835 /** Process the WINED3DSIO_TEXM3X3 instruction in GLSL
4836 * Perform the 3rd row of a 3x3 matrix multiply */
4837 static void shader_glsl_texm3x3(const struct wined3d_shader_instruction
*ins
)
4839 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
4840 struct wined3d_shader_tex_mx
*tex_mx
= ins
->ctx
->tex_mx
;
4841 DWORD reg
= ins
->dst
[0].reg
.idx
[0].offset
;
4842 struct glsl_src_param src0_param
;
4845 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_mask
, &src0_param
);
4847 shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
4848 shader_glsl_get_write_mask(&ins
->dst
[0], dst_mask
);
4849 shader_addline(ins
->ctx
->buffer
, "vec4(tmp0.xy, dot(T%u.xyz, %s), 1.0)%s);\n", reg
, src0_param
.param_str
, dst_mask
);
4851 tex_mx
->current_row
= 0;
4854 /* Process the WINED3DSIO_TEXM3X3SPEC instruction in GLSL
4855 * Perform the final texture lookup based on the previous 2 3x3 matrix multiplies */
4856 static void shader_glsl_texm3x3spec(const struct wined3d_shader_instruction
*ins
)
4858 struct glsl_src_param src0_param
;
4859 struct glsl_src_param src1_param
;
4860 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
4861 struct wined3d_shader_tex_mx
*tex_mx
= ins
->ctx
->tex_mx
;
4862 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
4863 struct glsl_sample_function sample_function
;
4864 DWORD reg
= ins
->dst
[0].reg
.idx
[0].offset
;
4867 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_mask
, &src0_param
);
4868 shader_glsl_add_src_param(ins
, &ins
->src
[1], src_mask
, &src1_param
);
4870 /* Perform the last matrix multiply operation */
4871 shader_addline(buffer
, "tmp0.z = dot(T%u.xyz, %s);\n", reg
, src0_param
.param_str
);
4872 /* Reflection calculation */
4873 shader_addline(buffer
, "tmp0.xyz = -reflect((%s), normalize(tmp0.xyz));\n", src1_param
.param_str
);
4875 /* Dependent read, not valid with conditional NP2 */
4876 shader_glsl_get_sample_function(ins
->ctx
, reg
, reg
, 0, &sample_function
);
4877 shader_glsl_write_mask_to_str(sample_function
.coord_mask
, coord_mask
);
4879 /* Sample the texture */
4880 shader_glsl_gen_sample_code(ins
, reg
, &sample_function
, WINED3DSP_NOSWIZZLE
,
4881 NULL
, NULL
, NULL
, NULL
, "tmp0%s", coord_mask
);
4882 shader_glsl_release_sample_function(ins
->ctx
, &sample_function
);
4884 tex_mx
->current_row
= 0;
4887 /* Process the WINED3DSIO_TEXM3X3VSPEC instruction in GLSL
4888 * Perform the final texture lookup based on the previous 2 3x3 matrix multiplies */
4889 static void shader_glsl_texm3x3vspec(const struct wined3d_shader_instruction
*ins
)
4891 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
4892 struct wined3d_shader_tex_mx
*tex_mx
= ins
->ctx
->tex_mx
;
4893 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
4894 struct glsl_sample_function sample_function
;
4895 DWORD reg
= ins
->dst
[0].reg
.idx
[0].offset
;
4896 struct glsl_src_param src0_param
;
4899 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_mask
, &src0_param
);
4901 /* Perform the last matrix multiply operation */
4902 shader_addline(buffer
, "tmp0.z = dot(vec3(T%u), vec3(%s));\n", reg
, src0_param
.param_str
);
4904 /* Construct the eye-ray vector from w coordinates */
4905 shader_addline(buffer
, "tmp1.xyz = normalize(vec3(ffp_texcoord[%u].w, ffp_texcoord[%u].w, ffp_texcoord[%u].w));\n",
4906 tex_mx
->texcoord_w
[0], tex_mx
->texcoord_w
[1], reg
);
4907 shader_addline(buffer
, "tmp0.xyz = -reflect(tmp1.xyz, normalize(tmp0.xyz));\n");
4909 /* Dependent read, not valid with conditional NP2 */
4910 shader_glsl_get_sample_function(ins
->ctx
, reg
, reg
, 0, &sample_function
);
4911 shader_glsl_write_mask_to_str(sample_function
.coord_mask
, coord_mask
);
4913 /* Sample the texture using the calculated coordinates */
4914 shader_glsl_gen_sample_code(ins
, reg
, &sample_function
, WINED3DSP_NOSWIZZLE
,
4915 NULL
, NULL
, NULL
, NULL
, "tmp0%s", coord_mask
);
4916 shader_glsl_release_sample_function(ins
->ctx
, &sample_function
);
4918 tex_mx
->current_row
= 0;
4921 /** Process the WINED3DSIO_TEXBEM instruction in GLSL.
4922 * Apply a fake bump map transform.
4923 * texbem is pshader <= 1.3 only, this saves a few version checks
4925 static void shader_glsl_texbem(const struct wined3d_shader_instruction
*ins
)
4927 const struct shader_glsl_ctx_priv
*priv
= ins
->ctx
->backend_data
;
4928 struct glsl_sample_function sample_function
;
4929 struct glsl_src_param coord_param
;
4935 sampler_idx
= ins
->dst
[0].reg
.idx
[0].offset
;
4936 flags
= (priv
->cur_ps_args
->tex_transform
>> sampler_idx
* WINED3D_PSARGS_TEXTRANSFORM_SHIFT
)
4937 & WINED3D_PSARGS_TEXTRANSFORM_MASK
;
4939 /* Dependent read, not valid with conditional NP2 */
4940 shader_glsl_get_sample_function(ins
->ctx
, sampler_idx
, sampler_idx
, 0, &sample_function
);
4941 mask
= sample_function
.coord_mask
;
4943 shader_glsl_write_mask_to_str(mask
, coord_mask
);
4945 /* With projected textures, texbem only divides the static texture coord,
4946 * not the displacement, so we can't let GL handle this. */
4947 if (flags
& WINED3D_PSARGS_PROJECTED
)
4950 char coord_div_mask
[3];
4951 switch (flags
& ~WINED3D_PSARGS_PROJECTED
)
4953 case WINED3D_TTFF_COUNT1
:
4954 FIXME("WINED3D_TTFF_PROJECTED with WINED3D_TTFF_COUNT1?\n");
4956 case WINED3D_TTFF_COUNT2
:
4957 div_mask
= WINED3DSP_WRITEMASK_1
;
4959 case WINED3D_TTFF_COUNT3
:
4960 div_mask
= WINED3DSP_WRITEMASK_2
;
4962 case WINED3D_TTFF_COUNT4
:
4963 case WINED3D_TTFF_DISABLE
:
4964 div_mask
= WINED3DSP_WRITEMASK_3
;
4967 shader_glsl_write_mask_to_str(div_mask
, coord_div_mask
);
4968 shader_addline(ins
->ctx
->buffer
, "T%u%s /= T%u%s;\n", sampler_idx
, coord_mask
, sampler_idx
, coord_div_mask
);
4971 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
, &coord_param
);
4973 shader_glsl_gen_sample_code(ins
, sampler_idx
, &sample_function
, WINED3DSP_NOSWIZZLE
, NULL
, NULL
, NULL
, NULL
,
4974 "T%u%s + vec4(bumpenv_mat%u * %s, 0.0, 0.0)%s", sampler_idx
, coord_mask
, sampler_idx
,
4975 coord_param
.param_str
, coord_mask
);
4977 if (ins
->handler_idx
== WINED3DSIH_TEXBEML
)
4979 struct glsl_src_param luminance_param
;
4980 struct glsl_dst_param dst_param
;
4982 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_2
, &luminance_param
);
4983 shader_glsl_add_dst_param(ins
, &ins
->dst
[0], &dst_param
);
4985 shader_addline(ins
->ctx
->buffer
, "%s%s *= (%s * bumpenv_lum_scale%u + bumpenv_lum_offset%u);\n",
4986 dst_param
.reg_name
, dst_param
.mask_str
,
4987 luminance_param
.param_str
, sampler_idx
, sampler_idx
);
4989 shader_glsl_release_sample_function(ins
->ctx
, &sample_function
);
4992 static void shader_glsl_bem(const struct wined3d_shader_instruction
*ins
)
4994 DWORD sampler_idx
= ins
->dst
[0].reg
.idx
[0].offset
;
4995 struct glsl_src_param src0_param
, src1_param
;
4997 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
, &src0_param
);
4998 shader_glsl_add_src_param(ins
, &ins
->src
[1], WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
, &src1_param
);
5000 shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
5001 shader_addline(ins
->ctx
->buffer
, "%s + bumpenv_mat%u * %s);\n",
5002 src0_param
.param_str
, sampler_idx
, src1_param
.param_str
);
5005 /** Process the WINED3DSIO_TEXREG2AR instruction in GLSL
5006 * Sample 2D texture at dst using the alpha & red (wx) components of src as texture coordinates */
5007 static void shader_glsl_texreg2ar(const struct wined3d_shader_instruction
*ins
)
5009 DWORD sampler_idx
= ins
->dst
[0].reg
.idx
[0].offset
;
5010 struct glsl_sample_function sample_function
;
5011 struct glsl_src_param src0_param
;
5013 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_ALL
, &src0_param
);
5015 shader_glsl_get_sample_function(ins
->ctx
, sampler_idx
, sampler_idx
, 0, &sample_function
);
5016 shader_glsl_gen_sample_code(ins
, sampler_idx
, &sample_function
, WINED3DSP_NOSWIZZLE
, NULL
, NULL
, NULL
, NULL
,
5017 "%s.wx", src0_param
.reg_name
);
5018 shader_glsl_release_sample_function(ins
->ctx
, &sample_function
);
5021 /** Process the WINED3DSIO_TEXREG2GB instruction in GLSL
5022 * Sample 2D texture at dst using the green & blue (yz) components of src as texture coordinates */
5023 static void shader_glsl_texreg2gb(const struct wined3d_shader_instruction
*ins
)
5025 DWORD sampler_idx
= ins
->dst
[0].reg
.idx
[0].offset
;
5026 struct glsl_sample_function sample_function
;
5027 struct glsl_src_param src0_param
;
5029 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_ALL
, &src0_param
);
5031 shader_glsl_get_sample_function(ins
->ctx
, sampler_idx
, sampler_idx
, 0, &sample_function
);
5032 shader_glsl_gen_sample_code(ins
, sampler_idx
, &sample_function
, WINED3DSP_NOSWIZZLE
, NULL
, NULL
, NULL
, NULL
,
5033 "%s.yz", src0_param
.reg_name
);
5034 shader_glsl_release_sample_function(ins
->ctx
, &sample_function
);
5037 /** Process the WINED3DSIO_TEXREG2RGB instruction in GLSL
5038 * Sample texture at dst using the rgb (xyz) components of src as texture coordinates */
5039 static void shader_glsl_texreg2rgb(const struct wined3d_shader_instruction
*ins
)
5041 DWORD sampler_idx
= ins
->dst
[0].reg
.idx
[0].offset
;
5042 struct glsl_sample_function sample_function
;
5043 struct glsl_src_param src0_param
;
5045 /* Dependent read, not valid with conditional NP2 */
5046 shader_glsl_get_sample_function(ins
->ctx
, sampler_idx
, sampler_idx
, 0, &sample_function
);
5047 shader_glsl_add_src_param(ins
, &ins
->src
[0], sample_function
.coord_mask
, &src0_param
);
5049 shader_glsl_gen_sample_code(ins
, sampler_idx
, &sample_function
, WINED3DSP_NOSWIZZLE
, NULL
, NULL
, NULL
, NULL
,
5050 "%s", src0_param
.param_str
);
5051 shader_glsl_release_sample_function(ins
->ctx
, &sample_function
);
5054 /** Process the WINED3DSIO_TEXKILL instruction in GLSL.
5055 * If any of the first 3 components are < 0, discard this pixel */
5056 static void shader_glsl_texkill(const struct wined3d_shader_instruction
*ins
)
5058 if (ins
->ctx
->reg_maps
->shader_version
.major
>= 4)
5060 struct glsl_src_param src_param
;
5062 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
, &src_param
);
5063 shader_addline(ins
->ctx
->buffer
, "if (bool(floatBitsToUint(%s))) discard;\n", src_param
.param_str
);
5067 struct glsl_dst_param dst_param
;
5069 /* The argument is a destination parameter, and no writemasks are allowed */
5070 shader_glsl_add_dst_param(ins
, &ins
->dst
[0], &dst_param
);
5072 /* 2.0 shaders compare all 4 components in texkill. */
5073 if (ins
->ctx
->reg_maps
->shader_version
.major
>= 2)
5074 shader_addline(ins
->ctx
->buffer
, "if (any(lessThan(%s.xyzw, vec4(0.0)))) discard;\n", dst_param
.reg_name
);
5075 /* 1.x shaders only compare the first 3 components, probably due to
5076 * the nature of the texkill instruction as a tex* instruction, and
5077 * phase, which kills all .w components. Even if all 4 components are
5078 * defined, only the first 3 are used. */
5080 shader_addline(ins
->ctx
->buffer
, "if (any(lessThan(%s.xyz, vec3(0.0)))) discard;\n", dst_param
.reg_name
);
5084 /** Process the WINED3DSIO_DP2ADD instruction in GLSL.
5085 * dst = dot2(src0, src1) + src2 */
5086 static void shader_glsl_dp2add(const struct wined3d_shader_instruction
*ins
)
5088 struct glsl_src_param src0_param
;
5089 struct glsl_src_param src1_param
;
5090 struct glsl_src_param src2_param
;
5092 unsigned int mask_size
;
5094 write_mask
= shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
5095 mask_size
= shader_glsl_get_write_mask_size(write_mask
);
5097 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
, &src0_param
);
5098 shader_glsl_add_src_param(ins
, &ins
->src
[1], WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
, &src1_param
);
5099 shader_glsl_add_src_param(ins
, &ins
->src
[2], WINED3DSP_WRITEMASK_0
, &src2_param
);
5101 if (mask_size
> 1) {
5102 shader_addline(ins
->ctx
->buffer
, "vec%d(dot(%s, %s) + %s));\n",
5103 mask_size
, src0_param
.param_str
, src1_param
.param_str
, src2_param
.param_str
);
5105 shader_addline(ins
->ctx
->buffer
, "dot(%s, %s) + %s);\n",
5106 src0_param
.param_str
, src1_param
.param_str
, src2_param
.param_str
);
5110 static void shader_glsl_input_pack(const struct wined3d_shader
*shader
, struct wined3d_string_buffer
*buffer
,
5111 const struct wined3d_shader_signature
*input_signature
,
5112 const struct wined3d_shader_reg_maps
*reg_maps
,
5113 const struct ps_compile_args
*args
, const struct wined3d_gl_info
*gl_info
)
5117 for (i
= 0; i
< input_signature
->element_count
; ++i
)
5119 const struct wined3d_shader_signature_element
*input
= &input_signature
->elements
[i
];
5120 const char *semantic_name
;
5125 if (!(reg_maps
->input_registers
& (1u << input
->register_idx
)))
5128 semantic_name
= input
->semantic_name
;
5129 semantic_idx
= input
->semantic_idx
;
5130 shader_glsl_write_mask_to_str(input
->mask
, reg_mask
);
5132 if (args
->vp_mode
== vertexshader
)
5134 if (input
->sysval_semantic
== WINED3D_SV_POSITION
&& !semantic_idx
)
5135 shader_addline(buffer
, "ps_in[%u]%s = vpos%s;\n",
5136 shader
->u
.ps
.input_reg_map
[input
->register_idx
], reg_mask
, reg_mask
);
5137 else if (args
->pointsprite
&& shader_match_semantic(semantic_name
, WINED3D_DECL_USAGE_TEXCOORD
))
5138 shader_addline(buffer
, "ps_in[%u] = vec4(gl_PointCoord.xy, 0.0, 0.0);\n", input
->register_idx
);
5140 shader_addline(buffer
, "ps_in[%u]%s = ps_link[%u]%s;\n",
5141 shader
->u
.ps
.input_reg_map
[input
->register_idx
], reg_mask
,
5142 shader
->u
.ps
.input_reg_map
[input
->register_idx
], reg_mask
);
5144 else if (shader_match_semantic(semantic_name
, WINED3D_DECL_USAGE_TEXCOORD
))
5146 if (args
->pointsprite
)
5147 shader_addline(buffer
, "ps_in[%u] = vec4(gl_PointCoord.xy, 0.0, 0.0);\n",
5148 shader
->u
.ps
.input_reg_map
[input
->register_idx
]);
5149 else if (args
->vp_mode
== pretransformed
&& args
->texcoords_initialized
& (1u << semantic_idx
))
5150 shader_addline(buffer
, "ps_in[%u]%s = %s[%u]%s;\n",
5151 shader
->u
.ps
.input_reg_map
[input
->register_idx
], reg_mask
,
5152 gl_info
->supported
[WINED3D_GL_LEGACY_CONTEXT
]
5153 ? "gl_TexCoord" : "ffp_varying_texcoord", semantic_idx
, reg_mask
);
5155 shader_addline(buffer
, "ps_in[%u]%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
5156 shader
->u
.ps
.input_reg_map
[input
->register_idx
], reg_mask
, reg_mask
);
5158 else if (shader_match_semantic(semantic_name
, WINED3D_DECL_USAGE_COLOR
))
5161 shader_addline(buffer
, "ps_in[%u]%s = vec4(ffp_varying_diffuse)%s;\n",
5162 shader
->u
.ps
.input_reg_map
[input
->register_idx
], reg_mask
, reg_mask
);
5163 else if (semantic_idx
== 1)
5164 shader_addline(buffer
, "ps_in[%u]%s = vec4(ffp_varying_specular)%s;\n",
5165 shader
->u
.ps
.input_reg_map
[input
->register_idx
], reg_mask
, reg_mask
);
5167 shader_addline(buffer
, "ps_in[%u]%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
5168 shader
->u
.ps
.input_reg_map
[input
->register_idx
], reg_mask
, reg_mask
);
5172 shader_addline(buffer
, "ps_in[%u]%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
5173 shader
->u
.ps
.input_reg_map
[input
->register_idx
], reg_mask
, reg_mask
);
5178 /*********************************************
5179 * Vertex Shader Specific Code begins here
5180 ********************************************/
5182 static void add_glsl_program_entry(struct shader_glsl_priv
*priv
, struct glsl_shader_prog_link
*entry
)
5184 struct glsl_program_key key
;
5186 key
.vs_id
= entry
->vs
.id
;
5187 key
.gs_id
= entry
->gs
.id
;
5188 key
.ps_id
= entry
->ps
.id
;
5190 if (wine_rb_put(&priv
->program_lookup
, &key
, &entry
->program_lookup_entry
) == -1)
5192 ERR("Failed to insert program entry.\n");
5196 static struct glsl_shader_prog_link
*get_glsl_program_entry(const struct shader_glsl_priv
*priv
,
5197 GLuint vs_id
, GLuint gs_id
, GLuint ps_id
)
5199 struct wine_rb_entry
*entry
;
5200 struct glsl_program_key key
;
5206 entry
= wine_rb_get(&priv
->program_lookup
, &key
);
5207 return entry
? WINE_RB_ENTRY_VALUE(entry
, struct glsl_shader_prog_link
, program_lookup_entry
) : NULL
;
5210 /* Context activation is done by the caller. */
5211 static void delete_glsl_program_entry(struct shader_glsl_priv
*priv
, const struct wined3d_gl_info
*gl_info
,
5212 struct glsl_shader_prog_link
*entry
)
5214 struct glsl_program_key key
;
5216 key
.vs_id
= entry
->vs
.id
;
5217 key
.gs_id
= entry
->gs
.id
;
5218 key
.ps_id
= entry
->ps
.id
;
5219 wine_rb_remove(&priv
->program_lookup
, &key
);
5221 GL_EXTCALL(glDeleteProgram(entry
->id
));
5223 list_remove(&entry
->vs
.shader_entry
);
5225 list_remove(&entry
->gs
.shader_entry
);
5227 list_remove(&entry
->ps
.shader_entry
);
5228 HeapFree(GetProcessHeap(), 0, entry
);
5231 static void shader_glsl_setup_vs3_output(struct shader_glsl_priv
*priv
,
5232 const struct wined3d_gl_info
*gl_info
, const DWORD
*map
,
5233 const struct wined3d_shader_signature
*input_signature
,
5234 const struct wined3d_shader_reg_maps
*reg_maps_in
,
5235 const struct wined3d_shader_signature
*output_signature
,
5236 const struct wined3d_shader_reg_maps
*reg_maps_out
, const char *out_array_name
)
5238 struct wined3d_string_buffer
*destination
= string_buffer_get(&priv
->string_buffers
);
5239 BOOL legacy_context
= gl_info
->supported
[WINED3D_GL_LEGACY_CONTEXT
];
5240 struct wined3d_string_buffer
*buffer
= &priv
->shader_buffer
;
5241 unsigned int in_count
= vec4_varyings(3, gl_info
);
5242 unsigned int max_varyings
= legacy_context
? in_count
+ 2 : in_count
;
5243 DWORD in_idx
, *set
= NULL
;
5247 set
= wined3d_calloc(max_varyings
, sizeof(*set
));
5249 for (i
= 0; i
< input_signature
->element_count
; ++i
)
5251 const struct wined3d_shader_signature_element
*input
= &input_signature
->elements
[i
];
5253 if (!(reg_maps_in
->input_registers
& (1u << input
->register_idx
)))
5256 in_idx
= map
[input
->register_idx
];
5257 /* Declared, but not read register */
5260 if (in_idx
>= max_varyings
)
5262 FIXME("More input varyings declared than supported, expect issues.\n");
5266 if (in_idx
== in_count
)
5267 string_buffer_sprintf(destination
, "gl_FrontColor");
5268 else if (in_idx
== in_count
+ 1)
5269 string_buffer_sprintf(destination
, "gl_FrontSecondaryColor");
5271 string_buffer_sprintf(destination
, "%s[%u]", out_array_name
, in_idx
);
5276 for (j
= 0; j
< output_signature
->element_count
; ++j
)
5278 const struct wined3d_shader_signature_element
*output
= &output_signature
->elements
[j
];
5281 if (!(reg_maps_out
->output_registers
& (1u << output
->register_idx
))
5282 || input
->semantic_idx
!= output
->semantic_idx
5283 || strcmp(input
->semantic_name
, output
->semantic_name
)
5284 || !(mask
= input
->mask
& output
->mask
))
5287 if (set
[in_idx
] == ~0u)
5289 set
[in_idx
] |= mask
& reg_maps_out
->u
.output_registers_mask
[output
->register_idx
];
5290 shader_glsl_write_mask_to_str(mask
, reg_mask
);
5292 shader_addline(buffer
, "%s%s = shader_out[%u]%s;\n",
5293 destination
->buffer
, reg_mask
, output
->register_idx
, reg_mask
);
5297 for (i
= 0; i
< max_varyings
; ++i
)
5301 if (!set
[i
] || set
[i
] == WINED3DSP_WRITEMASK_ALL
)
5308 if (!(set
[i
] & WINED3DSP_WRITEMASK_0
))
5309 reg_mask
[size
++] = 'x';
5310 if (!(set
[i
] & WINED3DSP_WRITEMASK_1
))
5311 reg_mask
[size
++] = 'y';
5312 if (!(set
[i
] & WINED3DSP_WRITEMASK_2
))
5313 reg_mask
[size
++] = 'z';
5314 if (!(set
[i
] & WINED3DSP_WRITEMASK_3
))
5315 reg_mask
[size
++] = 'w';
5316 reg_mask
[size
] = '\0';
5319 string_buffer_sprintf(destination
, "gl_FrontColor");
5320 else if (i
== in_count
+ 1)
5321 string_buffer_sprintf(destination
, "gl_FrontSecondaryColor");
5323 string_buffer_sprintf(destination
, "%s[%u]", out_array_name
, i
);
5326 shader_addline(buffer
, "%s.%s = 0.0;\n", destination
->buffer
, reg_mask
);
5328 shader_addline(buffer
, "%s.%s = vec%u(0.0);\n", destination
->buffer
, reg_mask
, size
);
5331 HeapFree(GetProcessHeap(), 0, set
);
5332 string_buffer_release(&priv
->string_buffers
, destination
);
5335 static void shader_glsl_setup_sm4_shader_output(struct shader_glsl_priv
*priv
,
5336 unsigned int input_count
, const struct wined3d_shader_signature
*output_signature
,
5337 const struct wined3d_shader_reg_maps
*reg_maps_out
, const char *out_array_name
)
5339 struct wined3d_string_buffer
*destination
= string_buffer_get(&priv
->string_buffers
);
5340 struct wined3d_string_buffer
*buffer
= &priv
->shader_buffer
;
5344 for (i
= 0; i
< output_signature
->element_count
; ++i
)
5346 const struct wined3d_shader_signature_element
*output
= &output_signature
->elements
[i
];
5348 if (!(reg_maps_out
->output_registers
& (1u << output
->register_idx
)))
5351 if (output
->register_idx
>= input_count
)
5354 string_buffer_sprintf(destination
, "%s[%u]", out_array_name
, output
->register_idx
);
5356 shader_glsl_write_mask_to_str(output
->mask
, reg_mask
);
5358 shader_addline(buffer
, "%s%s = shader_out[%u]%s;\n",
5359 destination
->buffer
, reg_mask
, output
->register_idx
, reg_mask
);
5362 string_buffer_release(&priv
->string_buffers
, destination
);
5365 /* Context activation is done by the caller. */
5366 static void shader_glsl_generate_vs_gs_setup(struct shader_glsl_priv
*priv
,
5367 const struct wined3d_shader
*vs
, unsigned int input_count
,
5368 const struct wined3d_gl_info
*gl_info
)
5370 BOOL legacy_context
= gl_info
->supported
[WINED3D_GL_LEGACY_CONTEXT
];
5371 struct wined3d_string_buffer
*buffer
= &priv
->shader_buffer
;
5374 shader_addline(buffer
, "varying out vec4 gs_in[%u];\n", input_count
);
5376 shader_addline(buffer
, "out vs_gs_iface { vec4 gs_in[%u]; } gs_in;\n", input_count
);
5377 shader_addline(buffer
, "void setup_vs_output(in vec4 shader_out[%u])\n{\n", vs
->limits
->packed_output
);
5379 shader_glsl_setup_sm4_shader_output(priv
, input_count
, &vs
->output_signature
, &vs
->reg_maps
,
5380 legacy_context
? "gs_in" : "gs_in.gs_in");
5382 shader_addline(buffer
, "}\n");
5385 static void shader_glsl_setup_sm3_rasterizer_input(struct shader_glsl_priv
*priv
,
5386 const struct wined3d_gl_info
*gl_info
, const DWORD
*map
,
5387 const struct wined3d_shader_signature
*input_signature
,
5388 const struct wined3d_shader_reg_maps
*reg_maps_in
, unsigned int input_count
,
5389 const struct wined3d_shader_signature
*output_signature
,
5390 const struct wined3d_shader_reg_maps
*reg_maps_out
, BOOL per_vertex_point_size
)
5392 struct wined3d_string_buffer
*buffer
= &priv
->shader_buffer
;
5393 const char *semantic_name
;
5398 /* First, sort out position and point size system values. */
5399 for (i
= 0; i
< output_signature
->element_count
; ++i
)
5401 const struct wined3d_shader_signature_element
*output
= &output_signature
->elements
[i
];
5403 if (!(reg_maps_out
->output_registers
& (1u << output
->register_idx
)))
5406 semantic_name
= output
->semantic_name
;
5407 semantic_idx
= output
->semantic_idx
;
5408 shader_glsl_write_mask_to_str(output
->mask
, reg_mask
);
5410 if (output
->sysval_semantic
== WINED3D_SV_POSITION
&& !semantic_idx
)
5412 shader_addline(buffer
, "gl_Position%s = shader_out[%u]%s;\n",
5413 reg_mask
, output
->register_idx
, reg_mask
);
5415 else if (shader_match_semantic(semantic_name
, WINED3D_DECL_USAGE_PSIZE
) && per_vertex_point_size
)
5417 shader_addline(buffer
, "gl_PointSize = clamp(shader_out[%u].%c, "
5418 "ffp_point.size_min, ffp_point.size_max);\n", output
->register_idx
, reg_mask
[1]);
5422 /* Then, setup the pixel shader input. */
5423 if (reg_maps_out
->shader_version
.major
< 4)
5424 shader_glsl_setup_vs3_output(priv
, gl_info
, map
, input_signature
, reg_maps_in
,
5425 output_signature
, reg_maps_out
, "ps_link");
5427 shader_glsl_setup_sm4_shader_output(priv
, input_count
, output_signature
, reg_maps_out
, "ps_link");
5430 /* Context activation is done by the caller. */
5431 static GLuint
shader_glsl_generate_vs3_rasterizer_input_setup(struct shader_glsl_priv
*priv
,
5432 const struct wined3d_shader
*vs
, const struct wined3d_shader
*ps
,
5433 BOOL per_vertex_point_size
, BOOL flatshading
, const struct wined3d_gl_info
*gl_info
)
5435 struct wined3d_string_buffer
*buffer
= &priv
->shader_buffer
;
5437 DWORD ps_major
= ps
? ps
->reg_maps
.shader_version
.major
: 0;
5439 const char *semantic_name
;
5442 BOOL legacy_context
= gl_info
->supported
[WINED3D_GL_LEGACY_CONTEXT
];
5444 string_buffer_clear(buffer
);
5446 shader_addline(buffer
, "%s\n", shader_glsl_get_version(gl_info
, &vs
->reg_maps
.shader_version
));
5448 if (per_vertex_point_size
)
5450 shader_addline(buffer
, "uniform struct\n{\n");
5451 shader_addline(buffer
, " float size_min;\n");
5452 shader_addline(buffer
, " float size_max;\n");
5453 shader_addline(buffer
, "} ffp_point;\n");
5458 DWORD colors_written_mask
[2] = {0};
5459 DWORD texcoords_written_mask
[MAX_TEXTURES
] = {0};
5461 if (!legacy_context
)
5463 declare_out_varying(gl_info
, buffer
, flatshading
, "vec4 ffp_varying_diffuse;\n");
5464 declare_out_varying(gl_info
, buffer
, flatshading
, "vec4 ffp_varying_specular;\n");
5465 declare_out_varying(gl_info
, buffer
, FALSE
, "vec4 ffp_varying_texcoord[%u];\n", MAX_TEXTURES
);
5466 declare_out_varying(gl_info
, buffer
, FALSE
, "float ffp_varying_fogcoord;\n");
5469 shader_addline(buffer
, "void setup_vs_output(in vec4 shader_out[%u])\n{\n", vs
->limits
->packed_output
);
5471 for (i
= 0; i
< vs
->output_signature
.element_count
; ++i
)
5473 const struct wined3d_shader_signature_element
*output
= &vs
->output_signature
.elements
[i
];
5476 if (!(vs
->reg_maps
.output_registers
& (1u << output
->register_idx
)))
5479 semantic_name
= output
->semantic_name
;
5480 semantic_idx
= output
->semantic_idx
;
5481 write_mask
= output
->mask
;
5482 shader_glsl_write_mask_to_str(write_mask
, reg_mask
);
5484 if (shader_match_semantic(semantic_name
, WINED3D_DECL_USAGE_COLOR
) && semantic_idx
< 2)
5487 shader_addline(buffer
, "gl_Front%sColor%s = shader_out[%u]%s;\n",
5488 semantic_idx
? "Secondary" : "", reg_mask
, output
->register_idx
, reg_mask
);
5490 shader_addline(buffer
, "ffp_varying_%s%s = clamp(shader_out[%u]%s, 0.0, 1.0);\n",
5491 semantic_idx
? "specular" : "diffuse", reg_mask
, output
->register_idx
, reg_mask
);
5493 colors_written_mask
[semantic_idx
] = write_mask
;
5495 else if (shader_match_semantic(semantic_name
, WINED3D_DECL_USAGE_POSITION
) && !semantic_idx
)
5497 shader_addline(buffer
, "gl_Position%s = shader_out[%u]%s;\n",
5498 reg_mask
, output
->register_idx
, reg_mask
);
5500 else if (shader_match_semantic(semantic_name
, WINED3D_DECL_USAGE_TEXCOORD
))
5502 if (semantic_idx
< MAX_TEXTURES
)
5504 shader_addline(buffer
, "%s[%u]%s = shader_out[%u]%s;\n",
5505 legacy_context
? "gl_TexCoord" : "ffp_varying_texcoord",
5506 semantic_idx
, reg_mask
, output
->register_idx
, reg_mask
);
5507 texcoords_written_mask
[semantic_idx
] = write_mask
;
5510 else if (shader_match_semantic(semantic_name
, WINED3D_DECL_USAGE_PSIZE
) && per_vertex_point_size
)
5512 shader_addline(buffer
, "gl_PointSize = clamp(shader_out[%u].%c, "
5513 "ffp_point.size_min, ffp_point.size_max);\n", output
->register_idx
, reg_mask
[1]);
5515 else if (shader_match_semantic(semantic_name
, WINED3D_DECL_USAGE_FOG
))
5517 shader_addline(buffer
, "%s = clamp(shader_out[%u].%c, 0.0, 1.0);\n",
5518 legacy_context
? "gl_FogFragCoord" : "ffp_varying_fogcoord",
5519 output
->register_idx
, reg_mask
[1]);
5523 for (i
= 0; i
< 2; ++i
)
5525 if (colors_written_mask
[i
] != WINED3DSP_WRITEMASK_ALL
)
5527 shader_glsl_write_mask_to_str(~colors_written_mask
[i
] & WINED3DSP_WRITEMASK_ALL
, reg_mask
);
5529 shader_addline(buffer
, "%s%s = vec4(1.0)%s;\n",
5530 legacy_context
? "gl_FrontColor" : "ffp_varying_diffuse",
5531 reg_mask
, reg_mask
);
5533 shader_addline(buffer
, "%s%s = vec4(0.0)%s;\n",
5534 legacy_context
? "gl_FrontSecondaryColor" : "ffp_varying_specular",
5535 reg_mask
, reg_mask
);
5538 for (i
= 0; i
< MAX_TEXTURES
; ++i
)
5540 if (ps
&& !(ps
->reg_maps
.texcoord
& (1u << i
)))
5543 if (texcoords_written_mask
[i
] != WINED3DSP_WRITEMASK_ALL
)
5545 if (gl_info
->limits
.glsl_varyings
< wined3d_max_compat_varyings(gl_info
)
5546 && !texcoords_written_mask
[i
])
5549 shader_glsl_write_mask_to_str(~texcoords_written_mask
[i
] & WINED3DSP_WRITEMASK_ALL
, reg_mask
);
5550 shader_addline(buffer
, "%s[%u]%s = vec4(0.0)%s;\n",
5551 legacy_context
? "gl_TexCoord" : "ffp_varying_texcoord", i
, reg_mask
, reg_mask
);
5557 UINT in_count
= min(vec4_varyings(ps_major
, gl_info
), ps
->limits
->packed_input
);
5559 declare_out_varying(gl_info
, buffer
, FALSE
, "vec4 ps_link[%u];\n", in_count
);
5560 shader_addline(buffer
, "void setup_vs_output(in vec4 shader_out[%u])\n{\n", vs
->limits
->packed_output
);
5561 shader_glsl_setup_sm3_rasterizer_input(priv
, gl_info
, ps
->u
.ps
.input_reg_map
, &ps
->input_signature
,
5562 &ps
->reg_maps
, 0, &vs
->output_signature
, &vs
->reg_maps
, per_vertex_point_size
);
5565 shader_addline(buffer
, "}\n");
5567 ret
= GL_EXTCALL(glCreateShader(GL_VERTEX_SHADER
));
5568 checkGLcall("glCreateShader(GL_VERTEX_SHADER)");
5569 shader_glsl_compile(gl_info
, ret
, buffer
->buffer
);
5574 static void shader_glsl_generate_sm4_rasterizer_input_setup(struct shader_glsl_priv
*priv
,
5575 const struct wined3d_shader
*shader
, unsigned int input_count
,
5576 const struct wined3d_gl_info
*gl_info
)
5578 struct wined3d_string_buffer
*buffer
= &priv
->shader_buffer
;
5581 declare_out_varying(gl_info
, buffer
, FALSE
, "vec4 ps_link[%u];\n", min(vec4_varyings(4, gl_info
), input_count
));
5583 shader_addline(buffer
, "void setup_%s_output(in vec4 shader_out[%u])\n{\n",
5584 shader_glsl_get_prefix(shader
->reg_maps
.shader_version
.type
), shader
->limits
->packed_output
);
5586 shader_glsl_setup_sm3_rasterizer_input(priv
, gl_info
, NULL
, NULL
,
5587 NULL
, input_count
, &shader
->output_signature
, &shader
->reg_maps
, FALSE
);
5589 shader_addline(buffer
, "}\n");
5592 static void shader_glsl_generate_srgb_write_correction(struct wined3d_string_buffer
*buffer
,
5593 const struct wined3d_gl_info
*gl_info
)
5595 const char *output
= get_fragment_output(gl_info
);
5597 shader_addline(buffer
, "tmp0.xyz = pow(%s[0].xyz, vec3(srgb_const0.x));\n", output
);
5598 shader_addline(buffer
, "tmp0.xyz = tmp0.xyz * vec3(srgb_const0.y) - vec3(srgb_const0.z);\n");
5599 shader_addline(buffer
, "tmp1.xyz = %s[0].xyz * vec3(srgb_const0.w);\n", output
);
5600 shader_addline(buffer
, "bvec3 srgb_compare = lessThan(%s[0].xyz, vec3(srgb_const1.x));\n", output
);
5601 shader_addline(buffer
, "%s[0].xyz = mix(tmp0.xyz, tmp1.xyz, vec3(srgb_compare));\n", output
);
5602 shader_addline(buffer
, "%s[0] = clamp(%s[0], 0.0, 1.0);\n", output
, output
);
5605 static void shader_glsl_generate_fog_code(struct wined3d_string_buffer
*buffer
,
5606 const struct wined3d_gl_info
*gl_info
, enum wined3d_ffp_ps_fog_mode mode
)
5608 const char *output
= get_fragment_output(gl_info
);
5612 case WINED3D_FFP_PS_FOG_OFF
:
5615 case WINED3D_FFP_PS_FOG_LINEAR
:
5616 shader_addline(buffer
, "float fog = (ffp_fog.end - ffp_varying_fogcoord) * ffp_fog.scale;\n");
5619 case WINED3D_FFP_PS_FOG_EXP
:
5620 shader_addline(buffer
, "float fog = exp(-ffp_fog.density * ffp_varying_fogcoord);\n");
5623 case WINED3D_FFP_PS_FOG_EXP2
:
5624 shader_addline(buffer
, "float fog = exp(-ffp_fog.density * ffp_fog.density"
5625 " * ffp_varying_fogcoord * ffp_varying_fogcoord);\n");
5629 ERR("Invalid fog mode %#x.\n", mode
);
5633 shader_addline(buffer
, "%s[0].xyz = mix(ffp_fog.color.xyz, %s[0].xyz, clamp(fog, 0.0, 1.0));\n",
5637 static void shader_glsl_generate_alpha_test(struct wined3d_string_buffer
*buffer
,
5638 const struct wined3d_gl_info
*gl_info
, enum wined3d_cmp_func alpha_func
)
5640 /* alpha_func is the PASS condition, not the DISCARD condition. Instead of
5641 * flipping all the operators here, just negate the comparison below. */
5642 static const char * const comparison_operator
[] =
5644 "", /* WINED3D_CMP_NEVER */
5645 "<", /* WINED3D_CMP_LESS */
5646 "==", /* WINED3D_CMP_EQUAL */
5647 "<=", /* WINED3D_CMP_LESSEQUAL */
5648 ">", /* WINED3D_CMP_GREATER */
5649 "!=", /* WINED3D_CMP_NOTEQUAL */
5650 ">=", /* WINED3D_CMP_GREATEREQUAL */
5651 "" /* WINED3D_CMP_ALWAYS */
5654 if (alpha_func
== WINED3D_CMP_ALWAYS
)
5657 if (alpha_func
!= WINED3D_CMP_NEVER
)
5658 shader_addline(buffer
, "if (!(%s[0].a %s alpha_test_ref))\n",
5659 get_fragment_output(gl_info
), comparison_operator
[alpha_func
- WINED3D_CMP_NEVER
]);
5660 shader_addline(buffer
, " discard;\n");
5663 /* Context activation is done by the caller. */
5664 static GLuint
shader_glsl_generate_pshader(const struct wined3d_context
*context
,
5665 struct wined3d_string_buffer
*buffer
, struct wined3d_string_buffer_list
*string_buffers
,
5666 const struct wined3d_shader
*shader
,
5667 const struct ps_compile_args
*args
, struct ps_np2fixup_info
*np2fixup_info
)
5669 const struct wined3d_shader_reg_maps
*reg_maps
= &shader
->reg_maps
;
5670 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
5671 const DWORD
*function
= shader
->function
;
5672 struct shader_glsl_ctx_priv priv_ctx
;
5673 BOOL legacy_context
= gl_info
->supported
[WINED3D_GL_LEGACY_CONTEXT
];
5675 /* Create the hw GLSL shader object and assign it as the shader->prgId */
5676 GLuint shader_id
= GL_EXTCALL(glCreateShader(GL_FRAGMENT_SHADER
));
5678 memset(&priv_ctx
, 0, sizeof(priv_ctx
));
5679 priv_ctx
.cur_ps_args
= args
;
5680 priv_ctx
.cur_np2fixup_info
= np2fixup_info
;
5681 priv_ctx
.string_buffers
= string_buffers
;
5683 shader_addline(buffer
, "%s\n", shader_glsl_get_version(gl_info
, ®_maps
->shader_version
));
5685 if (gl_info
->supported
[ARB_SHADER_BIT_ENCODING
])
5686 shader_addline(buffer
, "#extension GL_ARB_shader_bit_encoding : enable\n");
5687 if (gl_info
->supported
[ARB_SHADER_TEXTURE_LOD
])
5688 shader_addline(buffer
, "#extension GL_ARB_shader_texture_lod : enable\n");
5689 if (gl_info
->supported
[ARB_TEXTURE_QUERY_LEVELS
])
5690 shader_addline(buffer
, "#extension GL_ARB_texture_query_levels : enable\n");
5691 /* The spec says that it doesn't have to be explicitly enabled, but the
5692 * nvidia drivers write a warning if we don't do so. */
5693 if (gl_info
->supported
[ARB_TEXTURE_RECTANGLE
])
5694 shader_addline(buffer
, "#extension GL_ARB_texture_rectangle : enable\n");
5695 if (gl_info
->supported
[ARB_UNIFORM_BUFFER_OBJECT
])
5696 shader_addline(buffer
, "#extension GL_ARB_uniform_buffer_object : enable\n");
5697 if (gl_info
->supported
[EXT_GPU_SHADER4
])
5698 shader_addline(buffer
, "#extension GL_EXT_gpu_shader4 : enable\n");
5699 if (gl_info
->supported
[EXT_TEXTURE_ARRAY
])
5700 shader_addline(buffer
, "#extension GL_EXT_texture_array : enable\n");
5702 /* Base Declarations */
5703 shader_generate_glsl_declarations(context
, buffer
, shader
, reg_maps
, &priv_ctx
);
5705 shader_addline(buffer
, "void main()\n{\n");
5707 /* Direct3D applications expect integer vPos values, while OpenGL drivers
5708 * add approximately 0.5. This causes off-by-one problems as spotted by
5709 * the vPos d3d9 visual test. Unfortunately ATI cards do not add exactly
5710 * 0.5, but rather something like 0.49999999 or 0.50000001, which still
5711 * causes precision troubles when we just subtract 0.5.
5713 * To deal with that, just floor() the position. This will eliminate the
5714 * fraction on all cards.
5716 * TODO: Test how this behaves with multisampling.
5718 * An advantage of floor is that it works even if the driver doesn't add
5719 * 0.5. It is somewhat questionable if 1.5, 2.5, ... are the proper values
5720 * to return in gl_FragCoord, even though coordinates specify the pixel
5721 * centers instead of the pixel corners. This code will behave correctly
5722 * on drivers that returns integer values. */
5725 if (shader
->device
->wined3d
->flags
& WINED3D_PIXEL_CENTER_INTEGER
)
5726 shader_addline(buffer
,
5727 "vpos = floor(vec4(0, ycorrection[0], 0, 0) + gl_FragCoord * vec4(1, ycorrection[1], 1, 1));\n");
5729 shader_addline(buffer
,
5730 "vpos = vec4(0, ycorrection[0], 0, 0) + gl_FragCoord * vec4(1, ycorrection[1], 1, 1);\n");
5733 if (reg_maps
->shader_version
.major
< 3 || args
->vp_mode
!= vertexshader
)
5736 WORD map
= reg_maps
->texcoord
;
5740 if (glsl_is_color_reg_read(shader
, 0))
5741 shader_addline(buffer
, "ffp_varying_diffuse = gl_Color;\n");
5742 if (glsl_is_color_reg_read(shader
, 1))
5743 shader_addline(buffer
, "ffp_varying_specular = gl_SecondaryColor;\n");
5746 for (i
= 0; map
; map
>>= 1, ++i
)
5750 if (args
->pointsprite
)
5751 shader_addline(buffer
, "ffp_texcoord[%u] = vec4(gl_PointCoord.xy, 0.0, 0.0);\n", i
);
5752 else if (args
->texcoords_initialized
& (1u << i
))
5753 shader_addline(buffer
, "ffp_texcoord[%u] = %s[%u];\n", i
,
5754 legacy_context
? "gl_TexCoord" : "ffp_varying_texcoord", i
);
5756 shader_addline(buffer
, "ffp_texcoord[%u] = vec4(0.0);\n", i
);
5757 shader_addline(buffer
, "vec4 T%u = ffp_texcoord[%u];\n", i
, i
);
5762 shader_addline(buffer
, "ffp_varying_fogcoord = gl_FogFragCoord;\n");
5765 /* Pack 3.0 inputs */
5766 if (reg_maps
->shader_version
.major
>= 3)
5767 shader_glsl_input_pack(shader
, buffer
, &shader
->input_signature
, reg_maps
, args
, gl_info
);
5769 /* Base Shader Body */
5770 shader_generate_main(shader
, buffer
, reg_maps
, function
, &priv_ctx
);
5772 /* Pixel shaders < 2.0 place the resulting color in R0 implicitly */
5773 if (reg_maps
->shader_version
.major
< 2)
5774 shader_addline(buffer
, "%s[0] = R0;\n", get_fragment_output(gl_info
));
5776 if (args
->srgb_correction
)
5777 shader_glsl_generate_srgb_write_correction(buffer
, gl_info
);
5779 /* SM < 3 does not replace the fog stage. */
5780 if (reg_maps
->shader_version
.major
< 3)
5781 shader_glsl_generate_fog_code(buffer
, gl_info
, args
->fog
);
5783 shader_glsl_generate_alpha_test(buffer
, gl_info
, args
->alpha_test_func
+ 1);
5785 shader_addline(buffer
, "}\n");
5787 TRACE("Compiling shader object %u.\n", shader_id
);
5788 shader_glsl_compile(gl_info
, shader_id
, buffer
->buffer
);
5793 /* Context activation is done by the caller. */
5794 static GLuint
shader_glsl_generate_vshader(const struct wined3d_context
*context
,
5795 struct shader_glsl_priv
*priv
, const struct wined3d_shader
*shader
, const struct vs_compile_args
*args
)
5797 struct wined3d_string_buffer_list
*string_buffers
= &priv
->string_buffers
;
5798 const struct wined3d_shader_reg_maps
*reg_maps
= &shader
->reg_maps
;
5799 struct wined3d_string_buffer
*buffer
= &priv
->shader_buffer
;
5800 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
5801 const DWORD
*function
= shader
->function
;
5802 struct shader_glsl_ctx_priv priv_ctx
;
5803 BOOL legacy_context
= gl_info
->supported
[WINED3D_GL_LEGACY_CONTEXT
];
5805 /* Create the hw GLSL shader program and assign it as the shader->prgId */
5806 GLuint shader_id
= GL_EXTCALL(glCreateShader(GL_VERTEX_SHADER
));
5808 shader_addline(buffer
, "%s\n", shader_glsl_get_version(gl_info
, ®_maps
->shader_version
));
5810 if (gl_info
->supported
[ARB_DRAW_INSTANCED
])
5811 shader_addline(buffer
, "#extension GL_ARB_draw_instanced : enable\n");
5812 if (gl_info
->supported
[ARB_SHADER_BIT_ENCODING
])
5813 shader_addline(buffer
, "#extension GL_ARB_shader_bit_encoding : enable\n");
5814 if (gl_info
->supported
[ARB_TEXTURE_QUERY_LEVELS
])
5815 shader_addline(buffer
, "#extension GL_ARB_texture_query_levels : enable\n");
5816 if (gl_info
->supported
[ARB_UNIFORM_BUFFER_OBJECT
])
5817 shader_addline(buffer
, "#extension GL_ARB_uniform_buffer_object : enable\n");
5818 if (gl_info
->supported
[EXT_GPU_SHADER4
])
5819 shader_addline(buffer
, "#extension GL_EXT_gpu_shader4 : enable\n");
5820 if (gl_info
->supported
[EXT_TEXTURE_ARRAY
])
5821 shader_addline(buffer
, "#extension GL_EXT_texture_array : enable\n");
5823 memset(&priv_ctx
, 0, sizeof(priv_ctx
));
5824 priv_ctx
.cur_vs_args
= args
;
5825 priv_ctx
.string_buffers
= string_buffers
;
5827 /* Base Declarations */
5828 shader_generate_glsl_declarations(context
, buffer
, shader
, reg_maps
, &priv_ctx
);
5830 if (args
->next_shader_type
== WINED3D_SHADER_TYPE_PIXEL
)
5831 shader_addline(buffer
, "uniform vec4 pos_fixup;\n");
5833 if (reg_maps
->shader_version
.major
>= 4)
5835 if (args
->next_shader_type
== WINED3D_SHADER_TYPE_PIXEL
)
5836 shader_glsl_generate_sm4_rasterizer_input_setup(priv
, shader
, args
->next_shader_input_count
, gl_info
);
5837 else if (args
->next_shader_type
== WINED3D_SHADER_TYPE_GEOMETRY
)
5838 shader_glsl_generate_vs_gs_setup(priv
, shader
, args
->next_shader_input_count
, gl_info
);
5841 shader_addline(buffer
, "void main()\n{\n");
5843 /* Base Shader Body */
5844 shader_generate_main(shader
, buffer
, reg_maps
, function
, &priv_ctx
);
5846 /* Unpack outputs */
5847 shader_addline(buffer
, "setup_vs_output(vs_out);\n");
5849 /* The D3DRS_FOGTABLEMODE render state defines if the shader-generated fog coord is used
5850 * or if the fragment depth is used. If the fragment depth is used(FOGTABLEMODE != NONE),
5851 * the fog frag coord is thrown away. If the fog frag coord is used, but not written by
5852 * the shader, it is set to 0.0(fully fogged, since start = 1.0, end = 0.0)
5854 if (reg_maps
->shader_version
.major
< 3)
5856 if (args
->fog_src
== VS_FOG_Z
)
5857 shader_addline(buffer
, "%s = gl_Position.z;\n",
5858 legacy_context
? "gl_FogFragCoord" : "ffp_varying_fogcoord");
5859 else if (!reg_maps
->fog
)
5860 shader_addline(buffer
, "%s = 0.0;\n",
5861 legacy_context
? "gl_FogFragCoord" : "ffp_varying_fogcoord");
5864 /* We always store the clipplanes without y inversion */
5865 if (args
->clip_enabled
)
5866 shader_addline(buffer
, "gl_ClipVertex = gl_Position;\n");
5868 if (args
->point_size
&& !args
->per_vertex_point_size
)
5869 shader_addline(buffer
, "gl_PointSize = clamp(ffp_point.size, ffp_point.size_min, ffp_point.size_max);\n");
5871 if (args
->next_shader_type
== WINED3D_SHADER_TYPE_PIXEL
)
5872 shader_glsl_fixup_position(buffer
);
5874 shader_addline(buffer
, "}\n");
5876 TRACE("Compiling shader object %u.\n", shader_id
);
5877 shader_glsl_compile(gl_info
, shader_id
, buffer
->buffer
);
5882 /* Context activation is done by the caller. */
5883 static GLuint
shader_glsl_generate_geometry_shader(const struct wined3d_context
*context
,
5884 struct shader_glsl_priv
*priv
, const struct wined3d_shader
*shader
, const struct gs_compile_args
*args
)
5886 struct wined3d_string_buffer_list
*string_buffers
= &priv
->string_buffers
;
5887 const struct wined3d_shader_reg_maps
*reg_maps
= &shader
->reg_maps
;
5888 struct wined3d_string_buffer
*buffer
= &priv
->shader_buffer
;
5889 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
5890 const DWORD
*function
= shader
->function
;
5891 struct shader_glsl_ctx_priv priv_ctx
;
5894 shader_id
= GL_EXTCALL(glCreateShader(GL_GEOMETRY_SHADER
));
5896 shader_addline(buffer
, "%s\n", shader_glsl_get_version(gl_info
, ®_maps
->shader_version
));
5898 if (gl_info
->supported
[ARB_GEOMETRY_SHADER4
])
5899 shader_addline(buffer
, "#extension GL_ARB_geometry_shader4 : enable\n");
5900 if (gl_info
->supported
[ARB_SHADER_BIT_ENCODING
])
5901 shader_addline(buffer
, "#extension GL_ARB_shader_bit_encoding : enable\n");
5902 if (gl_info
->supported
[ARB_TEXTURE_QUERY_LEVELS
])
5903 shader_addline(buffer
, "#extension GL_ARB_texture_query_levels : enable\n");
5904 if (gl_info
->supported
[ARB_UNIFORM_BUFFER_OBJECT
])
5905 shader_addline(buffer
, "#extension GL_ARB_uniform_buffer_object : enable\n");
5906 if (gl_info
->supported
[EXT_GPU_SHADER4
])
5907 shader_addline(buffer
, "#extension GL_EXT_gpu_shader4 : enable\n");
5908 if (gl_info
->supported
[EXT_TEXTURE_ARRAY
])
5909 shader_addline(buffer
, "#extension GL_EXT_texture_array : enable\n");
5911 memset(&priv_ctx
, 0, sizeof(priv_ctx
));
5912 priv_ctx
.string_buffers
= string_buffers
;
5913 shader_generate_glsl_declarations(context
, buffer
, shader
, reg_maps
, &priv_ctx
);
5914 shader_addline(buffer
, "uniform vec4 pos_fixup;\n");
5915 shader_glsl_generate_sm4_rasterizer_input_setup(priv
, shader
, args
->ps_input_count
, gl_info
);
5916 shader_addline(buffer
, "void main()\n{\n");
5917 shader_generate_main(shader
, buffer
, reg_maps
, function
, &priv_ctx
);
5918 shader_addline(buffer
, "}\n");
5920 TRACE("Compiling shader object %u.\n", shader_id
);
5921 shader_glsl_compile(gl_info
, shader_id
, buffer
->buffer
);
5926 static GLuint
find_glsl_pshader(const struct wined3d_context
*context
,
5927 struct wined3d_string_buffer
*buffer
, struct wined3d_string_buffer_list
*string_buffers
,
5928 struct wined3d_shader
*shader
,
5929 const struct ps_compile_args
*args
, const struct ps_np2fixup_info
**np2fixup_info
)
5931 struct glsl_ps_compiled_shader
*gl_shaders
, *new_array
;
5932 struct glsl_shader_private
*shader_data
;
5933 struct ps_np2fixup_info
*np2fixup
;
5938 if (!shader
->backend_data
)
5940 shader
->backend_data
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(*shader_data
));
5941 if (!shader
->backend_data
)
5943 ERR("Failed to allocate backend data.\n");
5947 shader_data
= shader
->backend_data
;
5948 gl_shaders
= shader_data
->gl_shaders
.ps
;
5950 /* Usually we have very few GL shaders for each d3d shader(just 1 or maybe 2),
5951 * so a linear search is more performant than a hashmap or a binary search
5952 * (cache coherency etc)
5954 for (i
= 0; i
< shader_data
->num_gl_shaders
; ++i
)
5956 if (!memcmp(&gl_shaders
[i
].args
, args
, sizeof(*args
)))
5958 if (args
->np2_fixup
)
5959 *np2fixup_info
= &gl_shaders
[i
].np2fixup
;
5960 return gl_shaders
[i
].id
;
5964 TRACE("No matching GL shader found for shader %p, compiling a new shader.\n", shader
);
5965 if(shader_data
->shader_array_size
== shader_data
->num_gl_shaders
) {
5966 if (shader_data
->num_gl_shaders
)
5968 new_size
= shader_data
->shader_array_size
+ max(1, shader_data
->shader_array_size
/ 2);
5969 new_array
= HeapReAlloc(GetProcessHeap(), 0, shader_data
->gl_shaders
.ps
,
5970 new_size
* sizeof(*gl_shaders
));
5974 new_array
= HeapAlloc(GetProcessHeap(), 0, sizeof(*gl_shaders
));
5979 ERR("Out of memory\n");
5982 shader_data
->gl_shaders
.ps
= new_array
;
5983 shader_data
->shader_array_size
= new_size
;
5984 gl_shaders
= new_array
;
5987 gl_shaders
[shader_data
->num_gl_shaders
].args
= *args
;
5989 np2fixup
= &gl_shaders
[shader_data
->num_gl_shaders
].np2fixup
;
5990 memset(np2fixup
, 0, sizeof(*np2fixup
));
5991 *np2fixup_info
= args
->np2_fixup
? np2fixup
: NULL
;
5993 pixelshader_update_resource_types(shader
, args
->tex_types
);
5995 string_buffer_clear(buffer
);
5996 ret
= shader_glsl_generate_pshader(context
, buffer
, string_buffers
, shader
, args
, np2fixup
);
5997 gl_shaders
[shader_data
->num_gl_shaders
++].id
= ret
;
6002 static inline BOOL
vs_args_equal(const struct vs_compile_args
*stored
, const struct vs_compile_args
*new,
6003 const DWORD use_map
)
6005 if((stored
->swizzle_map
& use_map
) != new->swizzle_map
) return FALSE
;
6006 if((stored
->clip_enabled
) != new->clip_enabled
) return FALSE
;
6007 if (stored
->point_size
!= new->point_size
)
6009 if (stored
->per_vertex_point_size
!= new->per_vertex_point_size
)
6011 if (stored
->flatshading
!= new->flatshading
)
6013 if (stored
->next_shader_type
!= new->next_shader_type
)
6015 if (stored
->next_shader_input_count
!= new->next_shader_input_count
)
6017 return stored
->fog_src
== new->fog_src
;
6020 static GLuint
find_glsl_vshader(const struct wined3d_context
*context
, struct shader_glsl_priv
*priv
,
6021 struct wined3d_shader
*shader
, const struct vs_compile_args
*args
)
6025 DWORD use_map
= context
->stream_info
.use_map
;
6026 struct glsl_vs_compiled_shader
*gl_shaders
, *new_array
;
6027 struct glsl_shader_private
*shader_data
;
6030 if (!shader
->backend_data
)
6032 shader
->backend_data
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(*shader_data
));
6033 if (!shader
->backend_data
)
6035 ERR("Failed to allocate backend data.\n");
6039 shader_data
= shader
->backend_data
;
6040 gl_shaders
= shader_data
->gl_shaders
.vs
;
6042 /* Usually we have very few GL shaders for each d3d shader(just 1 or maybe 2),
6043 * so a linear search is more performant than a hashmap or a binary search
6044 * (cache coherency etc)
6046 for (i
= 0; i
< shader_data
->num_gl_shaders
; ++i
)
6048 if (vs_args_equal(&gl_shaders
[i
].args
, args
, use_map
))
6049 return gl_shaders
[i
].id
;
6052 TRACE("No matching GL shader found for shader %p, compiling a new shader.\n", shader
);
6054 if(shader_data
->shader_array_size
== shader_data
->num_gl_shaders
) {
6055 if (shader_data
->num_gl_shaders
)
6057 new_size
= shader_data
->shader_array_size
+ max(1, shader_data
->shader_array_size
/ 2);
6058 new_array
= HeapReAlloc(GetProcessHeap(), 0, shader_data
->gl_shaders
.vs
,
6059 new_size
* sizeof(*gl_shaders
));
6063 new_array
= HeapAlloc(GetProcessHeap(), 0, sizeof(*gl_shaders
));
6068 ERR("Out of memory\n");
6071 shader_data
->gl_shaders
.vs
= new_array
;
6072 shader_data
->shader_array_size
= new_size
;
6073 gl_shaders
= new_array
;
6076 gl_shaders
[shader_data
->num_gl_shaders
].args
= *args
;
6078 string_buffer_clear(&priv
->shader_buffer
);
6079 ret
= shader_glsl_generate_vshader(context
, priv
, shader
, args
);
6080 gl_shaders
[shader_data
->num_gl_shaders
++].id
= ret
;
6085 static GLuint
find_glsl_geometry_shader(const struct wined3d_context
*context
,
6086 struct shader_glsl_priv
*priv
, struct wined3d_shader
*shader
, const struct gs_compile_args
*args
)
6088 struct glsl_gs_compiled_shader
*gl_shaders
, *new_array
;
6089 struct glsl_shader_private
*shader_data
;
6090 unsigned int i
, new_size
;
6093 if (!shader
->backend_data
)
6095 if (!(shader
->backend_data
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(*shader_data
))))
6097 ERR("Failed to allocate backend data.\n");
6101 shader_data
= shader
->backend_data
;
6102 gl_shaders
= shader_data
->gl_shaders
.gs
;
6104 for (i
= 0; i
< shader_data
->num_gl_shaders
; ++i
)
6106 if (!memcmp(&gl_shaders
[i
].args
, args
, sizeof(*args
)))
6107 return gl_shaders
[i
].id
;
6110 TRACE("No matching GL shader found for shader %p, compiling a new shader.\n", shader
);
6112 if (shader_data
->num_gl_shaders
)
6114 new_size
= shader_data
->shader_array_size
+ 1;
6115 new_array
= HeapReAlloc(GetProcessHeap(), 0, shader_data
->gl_shaders
.gs
,
6116 new_size
* sizeof(*new_array
));
6120 new_array
= HeapAlloc(GetProcessHeap(), 0, sizeof(*new_array
));
6126 ERR("Failed to allocate GL shaders array.\n");
6129 shader_data
->gl_shaders
.gs
= new_array
;
6130 shader_data
->shader_array_size
= new_size
;
6131 gl_shaders
= new_array
;
6133 string_buffer_clear(&priv
->shader_buffer
);
6134 ret
= shader_glsl_generate_geometry_shader(context
, priv
, shader
, args
);
6135 gl_shaders
[shader_data
->num_gl_shaders
].args
= *args
;
6136 gl_shaders
[shader_data
->num_gl_shaders
++].id
= ret
;
6141 static const char *shader_glsl_ffp_mcs(enum wined3d_material_color_source mcs
, const char *material
)
6145 case WINED3D_MCS_MATERIAL
:
6147 case WINED3D_MCS_COLOR1
:
6148 return "ffp_attrib_diffuse";
6149 case WINED3D_MCS_COLOR2
:
6150 return "ffp_attrib_specular";
6152 ERR("Invalid material color source %#x.\n", mcs
);
6157 static void shader_glsl_ffp_vertex_lighting(struct wined3d_string_buffer
*buffer
,
6158 const struct wined3d_ffp_vs_settings
*settings
, BOOL legacy_lighting
)
6160 const char *diffuse
, *specular
, *emissive
, *ambient
;
6161 enum wined3d_light_type light_type
;
6164 if (!settings
->lighting
)
6166 shader_addline(buffer
, "ffp_varying_diffuse = ffp_attrib_diffuse;\n");
6167 shader_addline(buffer
, "ffp_varying_specular = ffp_attrib_specular;\n");
6171 shader_addline(buffer
, "vec3 ambient = ffp_light_ambient;\n");
6172 shader_addline(buffer
, "vec3 diffuse = vec3(0.0);\n");
6173 shader_addline(buffer
, "vec4 specular = vec4(0.0);\n");
6174 shader_addline(buffer
, "vec3 dir, dst;\n");
6175 shader_addline(buffer
, "float att, t;\n");
6177 ambient
= shader_glsl_ffp_mcs(settings
->ambient_source
, "ffp_material.ambient");
6178 diffuse
= shader_glsl_ffp_mcs(settings
->diffuse_source
, "ffp_material.diffuse");
6179 specular
= shader_glsl_ffp_mcs(settings
->specular_source
, "ffp_material.specular");
6180 emissive
= shader_glsl_ffp_mcs(settings
->emissive_source
, "ffp_material.emissive");
6182 for (i
= 0; i
< MAX_ACTIVE_LIGHTS
; ++i
)
6184 light_type
= (settings
->light_type
>> WINED3D_FFP_LIGHT_TYPE_SHIFT(i
)) & WINED3D_FFP_LIGHT_TYPE_MASK
;
6187 case WINED3D_LIGHT_POINT
:
6188 shader_addline(buffer
, "dir = ffp_light[%u].position.xyz - ec_pos.xyz;\n", i
);
6189 shader_addline(buffer
, "dst.z = dot(dir, dir);\n");
6190 shader_addline(buffer
, "dst.y = sqrt(dst.z);\n");
6191 shader_addline(buffer
, "dst.x = 1.0;\n");
6192 if (legacy_lighting
)
6194 shader_addline(buffer
, "dst.y = (ffp_light[%u].range - dst.y) / ffp_light[%u].range;\n", i
, i
);
6195 shader_addline(buffer
, "dst.z = dst.y * dst.y;\n");
6199 shader_addline(buffer
, "if (dst.y <= ffp_light[%u].range)\n{\n", i
);
6201 shader_addline(buffer
, "att = dot(dst.xyz, vec3(ffp_light[%u].c_att,"
6202 " ffp_light[%u].l_att, ffp_light[%u].q_att));\n", i
, i
, i
);
6203 if (!legacy_lighting
)
6204 shader_addline(buffer
, "att = 1.0 / att;\n");
6205 shader_addline(buffer
, "ambient += ffp_light[%u].ambient.xyz * att;\n", i
);
6206 if (!settings
->normal
)
6208 if (!legacy_lighting
)
6209 shader_addline(buffer
, "}\n");
6212 shader_addline(buffer
, "dir = normalize(dir);\n");
6213 shader_addline(buffer
, "diffuse += (clamp(dot(dir, normal), 0.0, 1.0)"
6214 " * ffp_light[%u].diffuse.xyz) * att;\n", i
);
6215 if (settings
->localviewer
)
6216 shader_addline(buffer
, "t = dot(normal, normalize(dir - normalize(ec_pos.xyz)));\n");
6218 shader_addline(buffer
, "t = dot(normal, normalize(dir + vec3(0.0, 0.0, -1.0)));\n");
6219 shader_addline(buffer
, "if (t > 0.0) specular += (pow(t, ffp_material.shininess)"
6220 " * ffp_light[%u].specular) * att;\n", i
);
6221 if (!legacy_lighting
)
6222 shader_addline(buffer
, "}\n");
6225 case WINED3D_LIGHT_SPOT
:
6226 shader_addline(buffer
, "dir = ffp_light[%u].position.xyz - ec_pos.xyz;\n", i
);
6227 shader_addline(buffer
, "dst.z = dot(dir, dir);\n");
6228 shader_addline(buffer
, "dst.y = sqrt(dst.z);\n");
6229 shader_addline(buffer
, "dst.x = 1.0;\n");
6230 if (legacy_lighting
)
6232 shader_addline(buffer
, "dst.y = (ffp_light[%u].range - dst.y) / ffp_light[%u].range;\n", i
, i
);
6233 shader_addline(buffer
, "dst.z = dst.y * dst.y;\n");
6237 shader_addline(buffer
, "if (dst.y <= ffp_light[%u].range)\n{\n", i
);
6239 shader_addline(buffer
, "dir = normalize(dir);\n");
6240 shader_addline(buffer
, "t = dot(-dir, normalize(ffp_light[%u].direction));\n", i
);
6241 shader_addline(buffer
, "if (t > ffp_light[%u].cos_htheta) att = 1.0;\n", i
);
6242 shader_addline(buffer
, "else if (t <= ffp_light[%u].cos_hphi) att = 0.0;\n", i
);
6243 shader_addline(buffer
, "else att = pow((t - ffp_light[%u].cos_hphi)"
6244 " / (ffp_light[%u].cos_htheta - ffp_light[%u].cos_hphi), ffp_light[%u].falloff);\n",
6246 if (legacy_lighting
)
6247 shader_addline(buffer
, "att *= dot(dst.xyz, vec3(ffp_light[%u].c_att,"
6248 " ffp_light[%u].l_att, ffp_light[%u].q_att));\n",
6251 shader_addline(buffer
, "att /= dot(dst.xyz, vec3(ffp_light[%u].c_att,"
6252 " ffp_light[%u].l_att, ffp_light[%u].q_att));\n",
6254 shader_addline(buffer
, "ambient += ffp_light[%u].ambient.xyz * att;\n", i
);
6255 if (!settings
->normal
)
6257 if (!legacy_lighting
)
6258 shader_addline(buffer
, "}\n");
6261 shader_addline(buffer
, "diffuse += (clamp(dot(dir, normal), 0.0, 1.0)"
6262 " * ffp_light[%u].diffuse.xyz) * att;\n", i
);
6263 if (settings
->localviewer
)
6264 shader_addline(buffer
, "t = dot(normal, normalize(dir - normalize(ec_pos.xyz)));\n");
6266 shader_addline(buffer
, "t = dot(normal, normalize(dir + vec3(0.0, 0.0, -1.0)));\n");
6267 shader_addline(buffer
, "if (t > 0.0) specular += (pow(t, ffp_material.shininess)"
6268 " * ffp_light[%u].specular) * att;\n", i
);
6269 if (!legacy_lighting
)
6270 shader_addline(buffer
, "}\n");
6273 case WINED3D_LIGHT_DIRECTIONAL
:
6274 shader_addline(buffer
, "ambient += ffp_light[%u].ambient.xyz;\n", i
);
6275 if (!settings
->normal
)
6277 shader_addline(buffer
, "dir = normalize(ffp_light[%u].direction.xyz);\n", i
);
6278 shader_addline(buffer
, "diffuse += clamp(dot(dir, normal), 0.0, 1.0)"
6279 " * ffp_light[%u].diffuse.xyz;\n", i
);
6280 /* TODO: In the non-local viewer case the halfvector is constant
6281 * and could be precomputed and stored in a uniform. */
6282 if (settings
->localviewer
)
6283 shader_addline(buffer
, "t = dot(normal, normalize(dir - normalize(ec_pos.xyz)));\n");
6285 shader_addline(buffer
, "t = dot(normal, normalize(dir + vec3(0.0, 0.0, -1.0)));\n");
6286 shader_addline(buffer
, "if (t > 0.0) specular += pow(t, ffp_material.shininess)"
6287 " * ffp_light[%u].specular;\n", i
);
6290 case WINED3D_LIGHT_PARALLELPOINT
:
6291 shader_addline(buffer
, "ambient += ffp_light[%u].ambient.xyz;\n", i
);
6292 if (!settings
->normal
)
6294 shader_addline(buffer
, "dir = normalize(ffp_light[%u].position.xyz);\n", i
);
6295 shader_addline(buffer
, "diffuse += clamp(dot(dir, normal), 0.0, 1.0)"
6296 " * ffp_light[%u].diffuse.xyz;\n", i
);
6297 shader_addline(buffer
, "t = dot(normal, normalize(dir - normalize(ec_pos.xyz)));\n");
6298 shader_addline(buffer
, "if (t > 0.0) specular += pow(t, ffp_material.shininess)"
6299 " * ffp_light[%u].specular;\n", i
);
6304 FIXME("Unhandled light type %#x.\n", light_type
);
6309 shader_addline(buffer
, "ffp_varying_diffuse.xyz = %s.xyz * ambient + %s.xyz * diffuse + %s.xyz;\n",
6310 ambient
, diffuse
, emissive
);
6311 shader_addline(buffer
, "ffp_varying_diffuse.w = %s.w;\n", diffuse
);
6312 shader_addline(buffer
, "ffp_varying_specular = %s * specular;\n", specular
);
6315 /* Context activation is done by the caller. */
6316 static GLuint
shader_glsl_generate_ffp_vertex_shader(struct shader_glsl_priv
*priv
,
6317 const struct wined3d_ffp_vs_settings
*settings
, const struct wined3d_gl_info
*gl_info
)
6319 static const struct attrib_info
6322 const char name
[24];
6326 {"vec4", "ffp_attrib_position"}, /* WINED3D_FFP_POSITION */
6327 {"vec4", "ffp_attrib_blendweight"}, /* WINED3D_FFP_BLENDWEIGHT */
6328 /* TODO: Indexed vertex blending */
6329 {"float", ""}, /* WINED3D_FFP_BLENDINDICES */
6330 {"vec3", "ffp_attrib_normal"}, /* WINED3D_FFP_NORMAL */
6331 {"float", "ffp_attrib_psize"}, /* WINED3D_FFP_PSIZE */
6332 {"vec4", "ffp_attrib_diffuse"}, /* WINED3D_FFP_DIFFUSE */
6333 {"vec4", "ffp_attrib_specular"}, /* WINED3D_FFP_SPECULAR */
6335 struct wined3d_string_buffer
*buffer
= &priv
->shader_buffer
;
6336 BOOL legacy_lighting
= priv
->legacy_lighting
;
6339 BOOL legacy_context
= gl_info
->supported
[WINED3D_GL_LEGACY_CONTEXT
];
6340 BOOL output_legacy_fogcoord
= legacy_context
;
6342 string_buffer_clear(buffer
);
6344 shader_addline(buffer
, "%s\n", shader_glsl_get_version(gl_info
, NULL
));
6346 for (i
= 0; i
< WINED3D_FFP_ATTRIBS_COUNT
; ++i
)
6348 const char *type
= i
< ARRAY_SIZE(attrib_info
) ? attrib_info
[i
].type
: "vec4";
6350 shader_addline(buffer
, "%s %s vs_in%u;\n", get_attribute_keyword(gl_info
), type
, i
);
6352 shader_addline(buffer
, "\n");
6354 shader_addline(buffer
, "uniform mat4 ffp_modelview_matrix[%u];\n", MAX_VERTEX_BLENDS
);
6355 shader_addline(buffer
, "uniform mat4 ffp_projection_matrix;\n");
6356 shader_addline(buffer
, "uniform mat3 ffp_normal_matrix;\n");
6357 shader_addline(buffer
, "uniform mat4 ffp_texture_matrix[%u];\n", MAX_TEXTURES
);
6359 shader_addline(buffer
, "uniform struct\n{\n");
6360 shader_addline(buffer
, " vec4 emissive;\n");
6361 shader_addline(buffer
, " vec4 ambient;\n");
6362 shader_addline(buffer
, " vec4 diffuse;\n");
6363 shader_addline(buffer
, " vec4 specular;\n");
6364 shader_addline(buffer
, " float shininess;\n");
6365 shader_addline(buffer
, "} ffp_material;\n");
6367 shader_addline(buffer
, "uniform vec3 ffp_light_ambient;\n");
6368 shader_addline(buffer
, "uniform struct\n{\n");
6369 shader_addline(buffer
, " vec4 diffuse;\n");
6370 shader_addline(buffer
, " vec4 specular;\n");
6371 shader_addline(buffer
, " vec4 ambient;\n");
6372 shader_addline(buffer
, " vec4 position;\n");
6373 shader_addline(buffer
, " vec3 direction;\n");
6374 shader_addline(buffer
, " float range;\n");
6375 shader_addline(buffer
, " float falloff;\n");
6376 shader_addline(buffer
, " float c_att;\n");
6377 shader_addline(buffer
, " float l_att;\n");
6378 shader_addline(buffer
, " float q_att;\n");
6379 shader_addline(buffer
, " float cos_htheta;\n");
6380 shader_addline(buffer
, " float cos_hphi;\n");
6381 shader_addline(buffer
, "} ffp_light[%u];\n", MAX_ACTIVE_LIGHTS
);
6383 if (settings
->point_size
)
6385 shader_addline(buffer
, "uniform struct\n{\n");
6386 shader_addline(buffer
, " float size;\n");
6387 shader_addline(buffer
, " float size_min;\n");
6388 shader_addline(buffer
, " float size_max;\n");
6389 shader_addline(buffer
, " float c_att;\n");
6390 shader_addline(buffer
, " float l_att;\n");
6391 shader_addline(buffer
, " float q_att;\n");
6392 shader_addline(buffer
, "} ffp_point;\n");
6397 shader_addline(buffer
, "vec4 ffp_varying_diffuse;\n");
6398 shader_addline(buffer
, "vec4 ffp_varying_specular;\n");
6399 shader_addline(buffer
, "vec4 ffp_varying_texcoord[%u];\n", MAX_TEXTURES
);
6400 shader_addline(buffer
, "float ffp_varying_fogcoord;\n");
6404 declare_out_varying(gl_info
, buffer
, settings
->flatshading
, "vec4 ffp_varying_diffuse;\n");
6405 declare_out_varying(gl_info
, buffer
, settings
->flatshading
, "vec4 ffp_varying_specular;\n");
6406 declare_out_varying(gl_info
, buffer
, FALSE
, "vec4 ffp_varying_texcoord[%u];\n", MAX_TEXTURES
);
6407 declare_out_varying(gl_info
, buffer
, FALSE
, "float ffp_varying_fogcoord;\n");
6410 shader_addline(buffer
, "\nvoid main()\n{\n");
6411 shader_addline(buffer
, "float m;\n");
6412 shader_addline(buffer
, "vec3 r;\n");
6414 for (i
= 0; i
< ARRAY_SIZE(attrib_info
); ++i
)
6416 if (attrib_info
[i
].name
[0])
6417 shader_addline(buffer
, "%s %s = vs_in%u;\n",
6418 attrib_info
[i
].type
, attrib_info
[i
].name
, i
);
6420 for (i
= 0; i
< MAX_TEXTURES
; ++i
)
6422 unsigned int coord_idx
= settings
->texgen
[i
] & 0x0000ffff;
6423 if ((settings
->texgen
[i
] & 0xffff0000) == WINED3DTSS_TCI_PASSTHRU
6424 && settings
->texcoords
& (1u << i
))
6425 shader_addline(buffer
, "vec4 ffp_attrib_texcoord%u = vs_in%u;\n", i
, coord_idx
+ WINED3D_FFP_TEXCOORD0
);
6428 shader_addline(buffer
, "ffp_attrib_blendweight[%u] = 1.0;\n", settings
->vertexblends
);
6430 if (settings
->transformed
)
6432 shader_addline(buffer
, "vec4 ec_pos = vec4(ffp_attrib_position.xyz, 1.0);\n");
6433 shader_addline(buffer
, "gl_Position = ffp_projection_matrix * ec_pos;\n");
6434 shader_addline(buffer
, "if (ffp_attrib_position.w != 0.0) gl_Position /= ffp_attrib_position.w;\n");
6438 for (i
= 0; i
< settings
->vertexblends
; ++i
)
6439 shader_addline(buffer
, "ffp_attrib_blendweight[%u] -= ffp_attrib_blendweight[%u];\n", settings
->vertexblends
, i
);
6441 shader_addline(buffer
, "vec4 ec_pos = vec4(0.0);\n");
6442 for (i
= 0; i
< settings
->vertexblends
+ 1; ++i
)
6443 shader_addline(buffer
, "ec_pos += ffp_attrib_blendweight[%u] * (ffp_modelview_matrix[%u] * ffp_attrib_position);\n", i
, i
);
6445 shader_addline(buffer
, "gl_Position = ffp_projection_matrix * ec_pos;\n");
6446 if (settings
->clipping
)
6447 shader_addline(buffer
, "gl_ClipVertex = ec_pos;\n");
6448 shader_addline(buffer
, "ec_pos /= ec_pos.w;\n");
6451 shader_addline(buffer
, "vec3 normal = vec3(0.0);\n");
6452 if (settings
->normal
)
6454 if (!settings
->vertexblends
)
6456 shader_addline(buffer
, "normal = ffp_normal_matrix * ffp_attrib_normal;\n");
6460 for (i
= 0; i
< settings
->vertexblends
+ 1; ++i
)
6461 shader_addline(buffer
, "normal += ffp_attrib_blendweight[%u] * (mat3(ffp_modelview_matrix[%u]) * ffp_attrib_normal);\n", i
, i
);
6464 if (settings
->normalize
)
6465 shader_addline(buffer
, "normal = normalize(normal);\n");
6468 shader_glsl_ffp_vertex_lighting(buffer
, settings
, legacy_lighting
);
6471 shader_addline(buffer
, "gl_FrontColor = ffp_varying_diffuse;\n");
6472 shader_addline(buffer
, "gl_FrontSecondaryColor = ffp_varying_specular;\n");
6476 shader_addline(buffer
, "ffp_varying_diffuse = clamp(ffp_varying_diffuse, 0.0, 1.0);\n");
6477 shader_addline(buffer
, "ffp_varying_specular = clamp(ffp_varying_specular, 0.0, 1.0);\n");
6480 for (i
= 0; i
< MAX_TEXTURES
; ++i
)
6482 BOOL output_legacy_texcoord
= gl_info
->supported
[WINED3D_GL_LEGACY_CONTEXT
];
6484 switch (settings
->texgen
[i
] & 0xffff0000)
6486 case WINED3DTSS_TCI_PASSTHRU
:
6487 if (settings
->texcoords
& (1u << i
))
6488 shader_addline(buffer
, "ffp_varying_texcoord[%u] = ffp_texture_matrix[%u] * ffp_attrib_texcoord%u;\n",
6490 else if (gl_info
->limits
.glsl_varyings
>= wined3d_max_compat_varyings(gl_info
))
6491 shader_addline(buffer
, "ffp_varying_texcoord[%u] = vec4(0.0);\n", i
);
6493 output_legacy_texcoord
= FALSE
;
6496 case WINED3DTSS_TCI_CAMERASPACENORMAL
:
6497 shader_addline(buffer
, "ffp_varying_texcoord[%u] = ffp_texture_matrix[%u] * vec4(normal, 1.0);\n", i
, i
);
6500 case WINED3DTSS_TCI_CAMERASPACEPOSITION
:
6501 shader_addline(buffer
, "ffp_varying_texcoord[%u] = ffp_texture_matrix[%u] * ec_pos;\n", i
, i
);
6504 case WINED3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR
:
6505 shader_addline(buffer
, "ffp_varying_texcoord[%u] = ffp_texture_matrix[%u]"
6506 " * vec4(reflect(normalize(ec_pos.xyz), normal), 1.0);\n", i
, i
);
6509 case WINED3DTSS_TCI_SPHEREMAP
:
6510 shader_addline(buffer
, "r = reflect(normalize(ec_pos.xyz), normal);\n");
6511 shader_addline(buffer
, "m = 2.0 * length(vec3(r.x, r.y, r.z + 1.0));\n");
6512 shader_addline(buffer
, "ffp_varying_texcoord[%u] = ffp_texture_matrix[%u]"
6513 " * vec4(r.x / m + 0.5, r.y / m + 0.5, 0.0, 1.0);\n", i
, i
);
6517 ERR("Unhandled texgen %#x.\n", settings
->texgen
[i
]);
6520 if (output_legacy_texcoord
)
6521 shader_addline(buffer
, "gl_TexCoord[%u] = ffp_varying_texcoord[%u];\n", i
, i
);
6524 switch (settings
->fog_mode
)
6526 case WINED3D_FFP_VS_FOG_OFF
:
6527 output_legacy_fogcoord
= FALSE
;
6530 case WINED3D_FFP_VS_FOG_FOGCOORD
:
6531 shader_addline(buffer
, "ffp_varying_fogcoord = ffp_attrib_specular.w * 255.0;\n");
6534 case WINED3D_FFP_VS_FOG_RANGE
:
6535 shader_addline(buffer
, "ffp_varying_fogcoord = length(ec_pos.xyz);\n");
6538 case WINED3D_FFP_VS_FOG_DEPTH
:
6539 if (settings
->ortho_fog
)
6540 /* Need to undo the [0.0 - 1.0] -> [-1.0 - 1.0] transformation from D3D to GL coordinates. */
6541 shader_addline(buffer
, "ffp_varying_fogcoord = gl_Position.z * 0.5 + 0.5;\n");
6542 else if (settings
->transformed
)
6543 shader_addline(buffer
, "ffp_varying_fogcoord = ec_pos.z;\n");
6545 shader_addline(buffer
, "ffp_varying_fogcoord = abs(ec_pos.z);\n");
6549 ERR("Unhandled fog mode %#x.\n", settings
->fog_mode
);
6552 if (output_legacy_fogcoord
)
6553 shader_addline(buffer
, "gl_FogFragCoord = ffp_varying_fogcoord;\n");
6555 if (settings
->point_size
)
6557 shader_addline(buffer
, "gl_PointSize = %s / sqrt(ffp_point.c_att"
6558 " + ffp_point.l_att * length(ec_pos.xyz)"
6559 " + ffp_point.q_att * dot(ec_pos.xyz, ec_pos.xyz));\n",
6560 settings
->per_vertex_point_size
? "ffp_attrib_psize" : "ffp_point.size");
6561 shader_addline(buffer
, "gl_PointSize = clamp(gl_PointSize, ffp_point.size_min, ffp_point.size_max);\n");
6564 shader_addline(buffer
, "}\n");
6566 shader_obj
= GL_EXTCALL(glCreateShader(GL_VERTEX_SHADER
));
6567 shader_glsl_compile(gl_info
, shader_obj
, buffer
->buffer
);
6572 static const char *shader_glsl_get_ffp_fragment_op_arg(struct wined3d_string_buffer
*buffer
,
6573 DWORD argnum
, unsigned int stage
, DWORD arg
)
6577 if (arg
== ARG_UNUSED
)
6578 return "<unused arg>";
6580 switch (arg
& WINED3DTA_SELECTMASK
)
6582 case WINED3DTA_DIFFUSE
:
6583 ret
= "ffp_varying_diffuse";
6586 case WINED3DTA_CURRENT
:
6590 case WINED3DTA_TEXTURE
:
6593 case 0: ret
= "tex0"; break;
6594 case 1: ret
= "tex1"; break;
6595 case 2: ret
= "tex2"; break;
6596 case 3: ret
= "tex3"; break;
6597 case 4: ret
= "tex4"; break;
6598 case 5: ret
= "tex5"; break;
6599 case 6: ret
= "tex6"; break;
6600 case 7: ret
= "tex7"; break;
6602 ret
= "<invalid texture>";
6607 case WINED3DTA_TFACTOR
:
6611 case WINED3DTA_SPECULAR
:
6612 ret
= "ffp_varying_specular";
6615 case WINED3DTA_TEMP
:
6619 case WINED3DTA_CONSTANT
:
6622 case 0: ret
= "tss_const0"; break;
6623 case 1: ret
= "tss_const1"; break;
6624 case 2: ret
= "tss_const2"; break;
6625 case 3: ret
= "tss_const3"; break;
6626 case 4: ret
= "tss_const4"; break;
6627 case 5: ret
= "tss_const5"; break;
6628 case 6: ret
= "tss_const6"; break;
6629 case 7: ret
= "tss_const7"; break;
6631 ret
= "<invalid constant>";
6637 return "<unhandled arg>";
6640 if (arg
& WINED3DTA_COMPLEMENT
)
6642 shader_addline(buffer
, "arg%u = vec4(1.0) - %s;\n", argnum
, ret
);
6645 else if (argnum
== 1)
6647 else if (argnum
== 2)
6651 if (arg
& WINED3DTA_ALPHAREPLICATE
)
6653 shader_addline(buffer
, "arg%u = vec4(%s.w);\n", argnum
, ret
);
6656 else if (argnum
== 1)
6658 else if (argnum
== 2)
6665 static void shader_glsl_ffp_fragment_op(struct wined3d_string_buffer
*buffer
, unsigned int stage
, BOOL color
,
6666 BOOL alpha
, DWORD dst
, DWORD op
, DWORD dw_arg0
, DWORD dw_arg1
, DWORD dw_arg2
)
6668 const char *dstmask
, *dstreg
, *arg0
, *arg1
, *arg2
;
6678 dstreg
= "temp_reg";
6682 arg0
= shader_glsl_get_ffp_fragment_op_arg(buffer
, 0, stage
, dw_arg0
);
6683 arg1
= shader_glsl_get_ffp_fragment_op_arg(buffer
, 1, stage
, dw_arg1
);
6684 arg2
= shader_glsl_get_ffp_fragment_op_arg(buffer
, 2, stage
, dw_arg2
);
6688 case WINED3D_TOP_DISABLE
:
6691 case WINED3D_TOP_SELECT_ARG1
:
6692 shader_addline(buffer
, "%s%s = %s%s;\n", dstreg
, dstmask
, arg1
, dstmask
);
6695 case WINED3D_TOP_SELECT_ARG2
:
6696 shader_addline(buffer
, "%s%s = %s%s;\n", dstreg
, dstmask
, arg2
, dstmask
);
6699 case WINED3D_TOP_MODULATE
:
6700 shader_addline(buffer
, "%s%s = %s%s * %s%s;\n", dstreg
, dstmask
, arg1
, dstmask
, arg2
, dstmask
);
6703 case WINED3D_TOP_MODULATE_4X
:
6704 shader_addline(buffer
, "%s%s = clamp(%s%s * %s%s * 4.0, 0.0, 1.0);\n",
6705 dstreg
, dstmask
, arg1
, dstmask
, arg2
, dstmask
);
6708 case WINED3D_TOP_MODULATE_2X
:
6709 shader_addline(buffer
, "%s%s = clamp(%s%s * %s%s * 2.0, 0.0, 1.0);\n",
6710 dstreg
, dstmask
, arg1
, dstmask
, arg2
, dstmask
);
6713 case WINED3D_TOP_ADD
:
6714 shader_addline(buffer
, "%s%s = clamp(%s%s + %s%s, 0.0, 1.0);\n",
6715 dstreg
, dstmask
, arg1
, dstmask
, arg2
, dstmask
);
6718 case WINED3D_TOP_ADD_SIGNED
:
6719 shader_addline(buffer
, "%s%s = clamp(%s%s + (%s - vec4(0.5))%s, 0.0, 1.0);\n",
6720 dstreg
, dstmask
, arg1
, dstmask
, arg2
, dstmask
);
6723 case WINED3D_TOP_ADD_SIGNED_2X
:
6724 shader_addline(buffer
, "%s%s = clamp((%s%s + (%s - vec4(0.5))%s) * 2.0, 0.0, 1.0);\n",
6725 dstreg
, dstmask
, arg1
, dstmask
, arg2
, dstmask
);
6728 case WINED3D_TOP_SUBTRACT
:
6729 shader_addline(buffer
, "%s%s = clamp(%s%s - %s%s, 0.0, 1.0);\n",
6730 dstreg
, dstmask
, arg1
, dstmask
, arg2
, dstmask
);
6733 case WINED3D_TOP_ADD_SMOOTH
:
6734 shader_addline(buffer
, "%s%s = clamp((vec4(1.0) - %s)%s * %s%s + %s%s, 0.0, 1.0);\n",
6735 dstreg
, dstmask
, arg1
, dstmask
, arg2
, dstmask
, arg1
, dstmask
);
6738 case WINED3D_TOP_BLEND_DIFFUSE_ALPHA
:
6739 arg0
= shader_glsl_get_ffp_fragment_op_arg(buffer
, 0, stage
, WINED3DTA_DIFFUSE
);
6740 shader_addline(buffer
, "%s%s = mix(%s%s, %s%s, %s.w);\n",
6741 dstreg
, dstmask
, arg2
, dstmask
, arg1
, dstmask
, arg0
);
6744 case WINED3D_TOP_BLEND_TEXTURE_ALPHA
:
6745 arg0
= shader_glsl_get_ffp_fragment_op_arg(buffer
, 0, stage
, WINED3DTA_TEXTURE
);
6746 shader_addline(buffer
, "%s%s = mix(%s%s, %s%s, %s.w);\n",
6747 dstreg
, dstmask
, arg2
, dstmask
, arg1
, dstmask
, arg0
);
6750 case WINED3D_TOP_BLEND_FACTOR_ALPHA
:
6751 arg0
= shader_glsl_get_ffp_fragment_op_arg(buffer
, 0, stage
, WINED3DTA_TFACTOR
);
6752 shader_addline(buffer
, "%s%s = mix(%s%s, %s%s, %s.w);\n",
6753 dstreg
, dstmask
, arg2
, dstmask
, arg1
, dstmask
, arg0
);
6756 case WINED3D_TOP_BLEND_TEXTURE_ALPHA_PM
:
6757 arg0
= shader_glsl_get_ffp_fragment_op_arg(buffer
, 0, stage
, WINED3DTA_TEXTURE
);
6758 shader_addline(buffer
, "%s%s = clamp(%s%s * (1.0 - %s.w) + %s%s, 0.0, 1.0);\n",
6759 dstreg
, dstmask
, arg2
, dstmask
, arg0
, arg1
, dstmask
);
6762 case WINED3D_TOP_BLEND_CURRENT_ALPHA
:
6763 arg0
= shader_glsl_get_ffp_fragment_op_arg(buffer
, 0, stage
, WINED3DTA_CURRENT
);
6764 shader_addline(buffer
, "%s%s = mix(%s%s, %s%s, %s.w);\n",
6765 dstreg
, dstmask
, arg2
, dstmask
, arg1
, dstmask
, arg0
);
6768 case WINED3D_TOP_MODULATE_ALPHA_ADD_COLOR
:
6769 shader_addline(buffer
, "%s%s = clamp(%s%s * %s.w + %s%s, 0.0, 1.0);\n",
6770 dstreg
, dstmask
, arg2
, dstmask
, arg1
, arg1
, dstmask
);
6773 case WINED3D_TOP_MODULATE_COLOR_ADD_ALPHA
:
6774 shader_addline(buffer
, "%s%s = clamp(%s%s * %s%s + %s.w, 0.0, 1.0);\n",
6775 dstreg
, dstmask
, arg1
, dstmask
, arg2
, dstmask
, arg1
);
6778 case WINED3D_TOP_MODULATE_INVALPHA_ADD_COLOR
:
6779 shader_addline(buffer
, "%s%s = clamp(%s%s * (1.0 - %s.w) + %s%s, 0.0, 1.0);\n",
6780 dstreg
, dstmask
, arg2
, dstmask
, arg1
, arg1
, dstmask
);
6782 case WINED3D_TOP_MODULATE_INVCOLOR_ADD_ALPHA
:
6783 shader_addline(buffer
, "%s%s = clamp((vec4(1.0) - %s)%s * %s%s + %s.w, 0.0, 1.0);\n",
6784 dstreg
, dstmask
, arg1
, dstmask
, arg2
, dstmask
, arg1
);
6787 case WINED3D_TOP_BUMPENVMAP
:
6788 case WINED3D_TOP_BUMPENVMAP_LUMINANCE
:
6789 /* These are handled in the first pass, nothing to do. */
6792 case WINED3D_TOP_DOTPRODUCT3
:
6793 shader_addline(buffer
, "%s%s = vec4(clamp(dot(%s.xyz - 0.5, %s.xyz - 0.5) * 4.0, 0.0, 1.0))%s;\n",
6794 dstreg
, dstmask
, arg1
, arg2
, dstmask
);
6797 case WINED3D_TOP_MULTIPLY_ADD
:
6798 shader_addline(buffer
, "%s%s = clamp(%s%s * %s%s + %s%s, 0.0, 1.0);\n",
6799 dstreg
, dstmask
, arg1
, dstmask
, arg2
, dstmask
, arg0
, dstmask
);
6802 case WINED3D_TOP_LERP
:
6803 /* MSDN isn't quite right here. */
6804 shader_addline(buffer
, "%s%s = mix(%s%s, %s%s, %s%s);\n",
6805 dstreg
, dstmask
, arg2
, dstmask
, arg1
, dstmask
, arg0
, dstmask
);
6809 FIXME("Unhandled operation %#x.\n", op
);
6814 /* Context activation is done by the caller. */
6815 static GLuint
shader_glsl_generate_ffp_fragment_shader(struct shader_glsl_priv
*priv
,
6816 const struct ffp_frag_settings
*settings
, const struct wined3d_gl_info
*gl_info
)
6818 struct wined3d_string_buffer
*tex_reg_name
= string_buffer_get(&priv
->string_buffers
);
6819 enum wined3d_cmp_func alpha_test_func
= settings
->alpha_test_func
+ 1;
6820 BOOL legacy_context
= gl_info
->supported
[WINED3D_GL_LEGACY_CONTEXT
];
6821 struct wined3d_string_buffer
*buffer
= &priv
->shader_buffer
;
6822 BYTE lum_map
= 0, bump_map
= 0, tex_map
= 0, tss_const_map
= 0;
6823 BOOL tempreg_used
= FALSE
, tfactor_used
= FALSE
;
6824 UINT lowest_disabled_stage
;
6826 DWORD arg0
, arg1
, arg2
;
6829 string_buffer_clear(buffer
);
6831 /* Find out which textures are read */
6832 for (stage
= 0; stage
< MAX_TEXTURES
; ++stage
)
6834 if (settings
->op
[stage
].cop
== WINED3D_TOP_DISABLE
)
6837 arg0
= settings
->op
[stage
].carg0
& WINED3DTA_SELECTMASK
;
6838 arg1
= settings
->op
[stage
].carg1
& WINED3DTA_SELECTMASK
;
6839 arg2
= settings
->op
[stage
].carg2
& WINED3DTA_SELECTMASK
;
6841 if (arg0
== WINED3DTA_TEXTURE
|| arg1
== WINED3DTA_TEXTURE
|| arg2
== WINED3DTA_TEXTURE
6842 || (stage
== 0 && settings
->color_key_enabled
))
6843 tex_map
|= 1u << stage
;
6844 if (arg0
== WINED3DTA_TFACTOR
|| arg1
== WINED3DTA_TFACTOR
|| arg2
== WINED3DTA_TFACTOR
)
6845 tfactor_used
= TRUE
;
6846 if (arg0
== WINED3DTA_TEMP
|| arg1
== WINED3DTA_TEMP
|| arg2
== WINED3DTA_TEMP
)
6847 tempreg_used
= TRUE
;
6848 if (settings
->op
[stage
].dst
== tempreg
)
6849 tempreg_used
= TRUE
;
6850 if (arg0
== WINED3DTA_CONSTANT
|| arg1
== WINED3DTA_CONSTANT
|| arg2
== WINED3DTA_CONSTANT
)
6851 tss_const_map
|= 1u << stage
;
6853 switch (settings
->op
[stage
].cop
)
6855 case WINED3D_TOP_BUMPENVMAP_LUMINANCE
:
6856 lum_map
|= 1u << stage
;
6858 case WINED3D_TOP_BUMPENVMAP
:
6859 bump_map
|= 1u << stage
;
6861 case WINED3D_TOP_BLEND_TEXTURE_ALPHA
:
6862 case WINED3D_TOP_BLEND_TEXTURE_ALPHA_PM
:
6863 tex_map
|= 1u << stage
;
6866 case WINED3D_TOP_BLEND_FACTOR_ALPHA
:
6867 tfactor_used
= TRUE
;
6874 if (settings
->op
[stage
].aop
== WINED3D_TOP_DISABLE
)
6877 arg0
= settings
->op
[stage
].aarg0
& WINED3DTA_SELECTMASK
;
6878 arg1
= settings
->op
[stage
].aarg1
& WINED3DTA_SELECTMASK
;
6879 arg2
= settings
->op
[stage
].aarg2
& WINED3DTA_SELECTMASK
;
6881 if (arg0
== WINED3DTA_TEXTURE
|| arg1
== WINED3DTA_TEXTURE
|| arg2
== WINED3DTA_TEXTURE
)
6882 tex_map
|= 1u << stage
;
6883 if (arg0
== WINED3DTA_TFACTOR
|| arg1
== WINED3DTA_TFACTOR
|| arg2
== WINED3DTA_TFACTOR
)
6884 tfactor_used
= TRUE
;
6885 if (arg0
== WINED3DTA_TEMP
|| arg1
== WINED3DTA_TEMP
|| arg2
== WINED3DTA_TEMP
)
6886 tempreg_used
= TRUE
;
6887 if (arg0
== WINED3DTA_CONSTANT
|| arg1
== WINED3DTA_CONSTANT
|| arg2
== WINED3DTA_CONSTANT
)
6888 tss_const_map
|= 1u << stage
;
6890 lowest_disabled_stage
= stage
;
6892 shader_addline(buffer
, "%s\n", shader_glsl_get_version(gl_info
, NULL
));
6894 if (gl_info
->supported
[ARB_TEXTURE_RECTANGLE
])
6895 shader_addline(buffer
, "#extension GL_ARB_texture_rectangle : enable\n");
6897 if (!needs_legacy_glsl_syntax(gl_info
))
6898 shader_addline(buffer
, "out vec4 ps_out[1];\n");
6900 shader_addline(buffer
, "vec4 tmp0, tmp1;\n");
6901 shader_addline(buffer
, "vec4 ret;\n");
6902 if (tempreg_used
|| settings
->sRGB_write
)
6903 shader_addline(buffer
, "vec4 temp_reg = vec4(0.0);\n");
6904 shader_addline(buffer
, "vec4 arg0, arg1, arg2;\n");
6906 for (stage
= 0; stage
< MAX_TEXTURES
; ++stage
)
6908 if (tss_const_map
& (1u << stage
))
6909 shader_addline(buffer
, "uniform vec4 tss_const%u;\n", stage
);
6911 if (!(tex_map
& (1u << stage
)))
6914 switch (settings
->op
[stage
].tex_type
)
6916 case WINED3D_GL_RES_TYPE_TEX_1D
:
6917 shader_addline(buffer
, "uniform sampler1D ps_sampler%u;\n", stage
);
6919 case WINED3D_GL_RES_TYPE_TEX_2D
:
6920 shader_addline(buffer
, "uniform sampler2D ps_sampler%u;\n", stage
);
6922 case WINED3D_GL_RES_TYPE_TEX_3D
:
6923 shader_addline(buffer
, "uniform sampler3D ps_sampler%u;\n", stage
);
6925 case WINED3D_GL_RES_TYPE_TEX_CUBE
:
6926 shader_addline(buffer
, "uniform samplerCube ps_sampler%u;\n", stage
);
6928 case WINED3D_GL_RES_TYPE_TEX_RECT
:
6929 shader_addline(buffer
, "uniform sampler2DRect ps_sampler%u;\n", stage
);
6932 FIXME("Unhandled sampler type %#x.\n", settings
->op
[stage
].tex_type
);
6936 shader_addline(buffer
, "vec4 tex%u;\n", stage
);
6938 if (!(bump_map
& (1u << stage
)))
6940 shader_addline(buffer
, "uniform mat2 bumpenv_mat%u;\n", stage
);
6942 if (!(lum_map
& (1u << stage
)))
6944 shader_addline(buffer
, "uniform float bumpenv_lum_scale%u;\n", stage
);
6945 shader_addline(buffer
, "uniform float bumpenv_lum_offset%u;\n", stage
);
6948 shader_addline(buffer
, "uniform vec4 tex_factor;\n");
6949 if (settings
->color_key_enabled
)
6950 shader_addline(buffer
, "uniform vec4 color_key[2];\n");
6951 shader_addline(buffer
, "uniform vec4 specular_enable;\n");
6953 if (settings
->sRGB_write
)
6955 shader_addline(buffer
, "const vec4 srgb_const0 = ");
6956 shader_glsl_append_imm_vec4(buffer
, wined3d_srgb_const0
);
6957 shader_addline(buffer
, ";\n");
6958 shader_addline(buffer
, "const vec4 srgb_const1 = ");
6959 shader_glsl_append_imm_vec4(buffer
, wined3d_srgb_const1
);
6960 shader_addline(buffer
, ";\n");
6963 shader_addline(buffer
, "uniform struct\n{\n");
6964 shader_addline(buffer
, " vec4 color;\n");
6965 shader_addline(buffer
, " float density;\n");
6966 shader_addline(buffer
, " float end;\n");
6967 shader_addline(buffer
, " float scale;\n");
6968 shader_addline(buffer
, "} ffp_fog;\n");
6970 if (alpha_test_func
!= WINED3D_CMP_ALWAYS
)
6971 shader_addline(buffer
, "uniform float alpha_test_ref;\n");
6975 shader_addline(buffer
, "vec4 ffp_varying_diffuse;\n");
6976 shader_addline(buffer
, "vec4 ffp_varying_specular;\n");
6977 shader_addline(buffer
, "vec4 ffp_varying_texcoord[%u];\n", MAX_TEXTURES
);
6978 shader_addline(buffer
, "vec4 ffp_texcoord[%u];\n", MAX_TEXTURES
);
6979 shader_addline(buffer
, "float ffp_varying_fogcoord;\n");
6983 declare_in_varying(gl_info
, buffer
, settings
->flatshading
, "vec4 ffp_varying_diffuse;\n");
6984 declare_in_varying(gl_info
, buffer
, settings
->flatshading
, "vec4 ffp_varying_specular;\n");
6985 declare_in_varying(gl_info
, buffer
, FALSE
, "vec4 ffp_varying_texcoord[%u];\n", MAX_TEXTURES
);
6986 shader_addline(buffer
, "vec4 ffp_texcoord[%u];\n", MAX_TEXTURES
);
6987 declare_in_varying(gl_info
, buffer
, FALSE
, "float ffp_varying_fogcoord;\n");
6990 shader_addline(buffer
, "void main()\n{\n");
6994 shader_addline(buffer
, "ffp_varying_diffuse = gl_Color;\n");
6995 shader_addline(buffer
, "ffp_varying_specular = gl_SecondaryColor;\n");
6998 for (stage
= 0; stage
< MAX_TEXTURES
; ++stage
)
7000 if (tex_map
& (1u << stage
))
7002 if (settings
->pointsprite
)
7003 shader_addline(buffer
, "ffp_texcoord[%u] = vec4(gl_PointCoord.xy, 0.0, 0.0);\n", stage
);
7004 else if (settings
->texcoords_initialized
& (1u << stage
))
7005 shader_addline(buffer
, "ffp_texcoord[%u] = %s[%u];\n",
7006 stage
, legacy_context
? "gl_TexCoord" : "ffp_varying_texcoord", stage
);
7008 shader_addline(buffer
, "ffp_texcoord[%u] = vec4(0.0);\n", stage
);
7012 if (legacy_context
&& settings
->fog
!= WINED3D_FFP_PS_FOG_OFF
)
7013 shader_addline(buffer
, "ffp_varying_fogcoord = gl_FogFragCoord;\n");
7015 if (lowest_disabled_stage
< 7 && settings
->emul_clipplanes
)
7016 shader_addline(buffer
, "if (any(lessThan(ffp_texcoord[7], vec4(0.0)))) discard;\n");
7018 /* Generate texture sampling instructions */
7019 for (stage
= 0; stage
< MAX_TEXTURES
&& settings
->op
[stage
].cop
!= WINED3D_TOP_DISABLE
; ++stage
)
7021 const char *texture_function
, *coord_mask
;
7024 if (!(tex_map
& (1u << stage
)))
7027 if (settings
->op
[stage
].projected
== proj_none
)
7031 else if (settings
->op
[stage
].projected
== proj_count4
7032 || settings
->op
[stage
].projected
== proj_count3
)
7038 FIXME("Unexpected projection mode %d\n", settings
->op
[stage
].projected
);
7042 if (settings
->op
[stage
].tex_type
== WINED3D_GL_RES_TYPE_TEX_CUBE
)
7045 switch (settings
->op
[stage
].tex_type
)
7047 case WINED3D_GL_RES_TYPE_TEX_1D
:
7050 texture_function
= "texture1DProj";
7055 texture_function
= "texture1D";
7059 case WINED3D_GL_RES_TYPE_TEX_2D
:
7062 texture_function
= "texture2DProj";
7067 texture_function
= "texture2D";
7071 case WINED3D_GL_RES_TYPE_TEX_3D
:
7074 texture_function
= "texture3DProj";
7075 coord_mask
= "xyzw";
7079 texture_function
= "texture3D";
7083 case WINED3D_GL_RES_TYPE_TEX_CUBE
:
7084 texture_function
= "textureCube";
7087 case WINED3D_GL_RES_TYPE_TEX_RECT
:
7090 texture_function
= "texture2DRectProj";
7095 texture_function
= "texture2DRect";
7100 FIXME("Unhandled texture type %#x.\n", settings
->op
[stage
].tex_type
);
7101 texture_function
= "";
7102 coord_mask
= "xyzw";
7105 if (!needs_legacy_glsl_syntax(gl_info
))
7106 texture_function
= proj
? "textureProj" : "texture";
7109 && (settings
->op
[stage
- 1].cop
== WINED3D_TOP_BUMPENVMAP
7110 || settings
->op
[stage
- 1].cop
== WINED3D_TOP_BUMPENVMAP_LUMINANCE
))
7112 shader_addline(buffer
, "ret.xy = bumpenv_mat%u * tex%u.xy;\n", stage
- 1, stage
- 1);
7114 /* With projective textures, texbem only divides the static
7115 * texture coord, not the displacement, so multiply the
7116 * displacement with the dividing parameter before passing it to
7118 if (settings
->op
[stage
].projected
!= proj_none
)
7120 if (settings
->op
[stage
].projected
== proj_count4
)
7122 shader_addline(buffer
, "ret.xy = (ret.xy * ffp_texcoord[%u].w) + ffp_texcoord[%u].xy;\n",
7124 shader_addline(buffer
, "ret.zw = ffp_texcoord[%u].ww;\n", stage
);
7128 shader_addline(buffer
, "ret.xy = (ret.xy * ffp_texcoord[%u].z) + ffp_texcoord[%u].xy;\n",
7130 shader_addline(buffer
, "ret.zw = ffp_texcoord[%u].zz;\n", stage
);
7135 shader_addline(buffer
, "ret = ffp_texcoord[%u] + ret.xyxy;\n", stage
);
7138 shader_addline(buffer
, "tex%u = %s(ps_sampler%u, ret.%s);\n",
7139 stage
, texture_function
, stage
, coord_mask
);
7141 if (settings
->op
[stage
- 1].cop
== WINED3D_TOP_BUMPENVMAP_LUMINANCE
)
7142 shader_addline(buffer
, "tex%u *= clamp(tex%u.z * bumpenv_lum_scale%u + bumpenv_lum_offset%u, 0.0, 1.0);\n",
7143 stage
, stage
- 1, stage
- 1, stage
- 1);
7145 else if (settings
->op
[stage
].projected
== proj_count3
)
7147 shader_addline(buffer
, "tex%u = %s(ps_sampler%u, ffp_texcoord[%u].xyz);\n",
7148 stage
, texture_function
, stage
, stage
);
7152 shader_addline(buffer
, "tex%u = %s(ps_sampler%u, ffp_texcoord[%u].%s);\n",
7153 stage
, texture_function
, stage
, stage
, coord_mask
);
7156 string_buffer_sprintf(tex_reg_name
, "tex%u", stage
);
7157 shader_glsl_color_correction_ext(buffer
, tex_reg_name
->buffer
, WINED3DSP_WRITEMASK_ALL
,
7158 settings
->op
[stage
].color_fixup
);
7161 if (settings
->color_key_enabled
)
7163 shader_addline(buffer
, "if (all(greaterThanEqual(tex0, color_key[0])) && all(lessThan(tex0, color_key[1])))\n");
7164 shader_addline(buffer
, " discard;\n");
7167 shader_addline(buffer
, "ret = ffp_varying_diffuse;\n");
7169 /* Generate the main shader */
7170 for (stage
= 0; stage
< MAX_TEXTURES
; ++stage
)
7174 if (settings
->op
[stage
].cop
== WINED3D_TOP_DISABLE
)
7177 if (settings
->op
[stage
].cop
== WINED3D_TOP_SELECT_ARG1
7178 && settings
->op
[stage
].aop
== WINED3D_TOP_SELECT_ARG1
)
7179 op_equal
= settings
->op
[stage
].carg1
== settings
->op
[stage
].aarg1
;
7180 else if (settings
->op
[stage
].cop
== WINED3D_TOP_SELECT_ARG1
7181 && settings
->op
[stage
].aop
== WINED3D_TOP_SELECT_ARG2
)
7182 op_equal
= settings
->op
[stage
].carg1
== settings
->op
[stage
].aarg2
;
7183 else if (settings
->op
[stage
].cop
== WINED3D_TOP_SELECT_ARG2
7184 && settings
->op
[stage
].aop
== WINED3D_TOP_SELECT_ARG1
)
7185 op_equal
= settings
->op
[stage
].carg2
== settings
->op
[stage
].aarg1
;
7186 else if (settings
->op
[stage
].cop
== WINED3D_TOP_SELECT_ARG2
7187 && settings
->op
[stage
].aop
== WINED3D_TOP_SELECT_ARG2
)
7188 op_equal
= settings
->op
[stage
].carg2
== settings
->op
[stage
].aarg2
;
7190 op_equal
= settings
->op
[stage
].aop
== settings
->op
[stage
].cop
7191 && settings
->op
[stage
].carg0
== settings
->op
[stage
].aarg0
7192 && settings
->op
[stage
].carg1
== settings
->op
[stage
].aarg1
7193 && settings
->op
[stage
].carg2
== settings
->op
[stage
].aarg2
;
7195 if (settings
->op
[stage
].aop
== WINED3D_TOP_DISABLE
)
7197 shader_glsl_ffp_fragment_op(buffer
, stage
, TRUE
, FALSE
, settings
->op
[stage
].dst
,
7198 settings
->op
[stage
].cop
, settings
->op
[stage
].carg0
,
7199 settings
->op
[stage
].carg1
, settings
->op
[stage
].carg2
);
7203 shader_glsl_ffp_fragment_op(buffer
, stage
, TRUE
, TRUE
, settings
->op
[stage
].dst
,
7204 settings
->op
[stage
].cop
, settings
->op
[stage
].carg0
,
7205 settings
->op
[stage
].carg1
, settings
->op
[stage
].carg2
);
7207 else if (settings
->op
[stage
].cop
!= WINED3D_TOP_BUMPENVMAP
7208 && settings
->op
[stage
].cop
!= WINED3D_TOP_BUMPENVMAP_LUMINANCE
)
7210 shader_glsl_ffp_fragment_op(buffer
, stage
, TRUE
, FALSE
, settings
->op
[stage
].dst
,
7211 settings
->op
[stage
].cop
, settings
->op
[stage
].carg0
,
7212 settings
->op
[stage
].carg1
, settings
->op
[stage
].carg2
);
7213 shader_glsl_ffp_fragment_op(buffer
, stage
, FALSE
, TRUE
, settings
->op
[stage
].dst
,
7214 settings
->op
[stage
].aop
, settings
->op
[stage
].aarg0
,
7215 settings
->op
[stage
].aarg1
, settings
->op
[stage
].aarg2
);
7219 shader_addline(buffer
, "%s[0] = ffp_varying_specular * specular_enable + ret;\n",
7220 get_fragment_output(gl_info
));
7222 if (settings
->sRGB_write
)
7223 shader_glsl_generate_srgb_write_correction(buffer
, gl_info
);
7225 shader_glsl_generate_fog_code(buffer
, gl_info
, settings
->fog
);
7227 shader_glsl_generate_alpha_test(buffer
, gl_info
, alpha_test_func
);
7229 shader_addline(buffer
, "}\n");
7231 shader_id
= GL_EXTCALL(glCreateShader(GL_FRAGMENT_SHADER
));
7232 shader_glsl_compile(gl_info
, shader_id
, buffer
->buffer
);
7234 string_buffer_release(&priv
->string_buffers
, tex_reg_name
);
7238 static struct glsl_ffp_vertex_shader
*shader_glsl_find_ffp_vertex_shader(struct shader_glsl_priv
*priv
,
7239 const struct wined3d_gl_info
*gl_info
, const struct wined3d_ffp_vs_settings
*settings
)
7241 struct glsl_ffp_vertex_shader
*shader
;
7242 const struct wine_rb_entry
*entry
;
7244 if ((entry
= wine_rb_get(&priv
->ffp_vertex_shaders
, settings
)))
7245 return WINE_RB_ENTRY_VALUE(entry
, struct glsl_ffp_vertex_shader
, desc
.entry
);
7247 if (!(shader
= HeapAlloc(GetProcessHeap(), 0, sizeof(*shader
))))
7250 shader
->desc
.settings
= *settings
;
7251 shader
->id
= shader_glsl_generate_ffp_vertex_shader(priv
, settings
, gl_info
);
7252 list_init(&shader
->linked_programs
);
7253 if (wine_rb_put(&priv
->ffp_vertex_shaders
, &shader
->desc
.settings
, &shader
->desc
.entry
) == -1)
7254 ERR("Failed to insert ffp vertex shader.\n");
7259 static struct glsl_ffp_fragment_shader
*shader_glsl_find_ffp_fragment_shader(struct shader_glsl_priv
*priv
,
7260 const struct wined3d_gl_info
*gl_info
, const struct ffp_frag_settings
*args
)
7262 struct glsl_ffp_fragment_shader
*glsl_desc
;
7263 const struct ffp_frag_desc
*desc
;
7265 if ((desc
= find_ffp_frag_shader(&priv
->ffp_fragment_shaders
, args
)))
7266 return CONTAINING_RECORD(desc
, struct glsl_ffp_fragment_shader
, entry
);
7268 if (!(glsl_desc
= HeapAlloc(GetProcessHeap(), 0, sizeof(*glsl_desc
))))
7271 glsl_desc
->entry
.settings
= *args
;
7272 glsl_desc
->id
= shader_glsl_generate_ffp_fragment_shader(priv
, args
, gl_info
);
7273 list_init(&glsl_desc
->linked_programs
);
7274 add_ffp_frag_shader(&priv
->ffp_fragment_shaders
, &glsl_desc
->entry
);
7280 static void shader_glsl_init_vs_uniform_locations(const struct wined3d_gl_info
*gl_info
,
7281 struct shader_glsl_priv
*priv
, GLuint program_id
, struct glsl_vs_program
*vs
, unsigned int vs_c_count
)
7284 struct wined3d_string_buffer
*name
= string_buffer_get(&priv
->string_buffers
);
7286 for (i
= 0; i
< vs_c_count
; ++i
)
7288 string_buffer_sprintf(name
, "vs_c[%u]", i
);
7289 vs
->uniform_f_locations
[i
] = GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
7291 memset(&vs
->uniform_f_locations
[vs_c_count
], 0xff, (WINED3D_MAX_VS_CONSTS_F
- vs_c_count
) * sizeof(GLuint
));
7293 for (i
= 0; i
< WINED3D_MAX_CONSTS_I
; ++i
)
7295 string_buffer_sprintf(name
, "vs_i[%u]", i
);
7296 vs
->uniform_i_locations
[i
] = GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
7299 for (i
= 0; i
< WINED3D_MAX_CONSTS_B
; ++i
)
7301 string_buffer_sprintf(name
, "vs_b[%u]", i
);
7302 vs
->uniform_b_locations
[i
] = GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
7305 vs
->pos_fixup_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "pos_fixup"));
7307 for (i
= 0; i
< MAX_VERTEX_BLENDS
; ++i
)
7309 string_buffer_sprintf(name
, "ffp_modelview_matrix[%u]", i
);
7310 vs
->modelview_matrix_location
[i
] = GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
7312 vs
->projection_matrix_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ffp_projection_matrix"));
7313 vs
->normal_matrix_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ffp_normal_matrix"));
7314 for (i
= 0; i
< MAX_TEXTURES
; ++i
)
7316 string_buffer_sprintf(name
, "ffp_texture_matrix[%u]", i
);
7317 vs
->texture_matrix_location
[i
] = GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
7319 vs
->material_ambient_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ffp_material.ambient"));
7320 vs
->material_diffuse_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ffp_material.diffuse"));
7321 vs
->material_specular_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ffp_material.specular"));
7322 vs
->material_emissive_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ffp_material.emissive"));
7323 vs
->material_shininess_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ffp_material.shininess"));
7324 vs
->light_ambient_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ffp_light_ambient"));
7325 for (i
= 0; i
< MAX_ACTIVE_LIGHTS
; ++i
)
7327 string_buffer_sprintf(name
, "ffp_light[%u].diffuse", i
);
7328 vs
->light_location
[i
].diffuse
= GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
7329 string_buffer_sprintf(name
, "ffp_light[%u].specular", i
);
7330 vs
->light_location
[i
].specular
= GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
7331 string_buffer_sprintf(name
, "ffp_light[%u].ambient", i
);
7332 vs
->light_location
[i
].ambient
= GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
7333 string_buffer_sprintf(name
, "ffp_light[%u].position", i
);
7334 vs
->light_location
[i
].position
= GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
7335 string_buffer_sprintf(name
, "ffp_light[%u].direction", i
);
7336 vs
->light_location
[i
].direction
= GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
7337 string_buffer_sprintf(name
, "ffp_light[%u].range", i
);
7338 vs
->light_location
[i
].range
= GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
7339 string_buffer_sprintf(name
, "ffp_light[%u].falloff", i
);
7340 vs
->light_location
[i
].falloff
= GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
7341 string_buffer_sprintf(name
, "ffp_light[%u].c_att", i
);
7342 vs
->light_location
[i
].c_att
= GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
7343 string_buffer_sprintf(name
, "ffp_light[%u].l_att", i
);
7344 vs
->light_location
[i
].l_att
= GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
7345 string_buffer_sprintf(name
, "ffp_light[%u].q_att", i
);
7346 vs
->light_location
[i
].q_att
= GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
7347 string_buffer_sprintf(name
, "ffp_light[%u].cos_htheta", i
);
7348 vs
->light_location
[i
].cos_htheta
= GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
7349 string_buffer_sprintf(name
, "ffp_light[%u].cos_hphi", i
);
7350 vs
->light_location
[i
].cos_hphi
= GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
7352 vs
->pointsize_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ffp_point.size"));
7353 vs
->pointsize_min_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ffp_point.size_min"));
7354 vs
->pointsize_max_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ffp_point.size_max"));
7355 vs
->pointsize_c_att_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ffp_point.c_att"));
7356 vs
->pointsize_l_att_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ffp_point.l_att"));
7357 vs
->pointsize_q_att_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ffp_point.q_att"));
7359 string_buffer_release(&priv
->string_buffers
, name
);
7362 static void shader_glsl_init_gs_uniform_locations(const struct wined3d_gl_info
*gl_info
,
7363 struct shader_glsl_priv
*priv
, GLuint program_id
, struct glsl_gs_program
*gs
)
7365 gs
->pos_fixup_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "pos_fixup"));
7368 static void shader_glsl_init_ps_uniform_locations(const struct wined3d_gl_info
*gl_info
,
7369 struct shader_glsl_priv
*priv
, GLuint program_id
, struct glsl_ps_program
*ps
, unsigned int ps_c_count
)
7372 struct wined3d_string_buffer
*name
= string_buffer_get(&priv
->string_buffers
);
7374 for (i
= 0; i
< ps_c_count
; ++i
)
7376 string_buffer_sprintf(name
, "ps_c[%u]", i
);
7377 ps
->uniform_f_locations
[i
] = GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
7379 memset(&ps
->uniform_f_locations
[ps_c_count
], 0xff, (WINED3D_MAX_PS_CONSTS_F
- ps_c_count
) * sizeof(GLuint
));
7381 for (i
= 0; i
< WINED3D_MAX_CONSTS_I
; ++i
)
7383 string_buffer_sprintf(name
, "ps_i[%u]", i
);
7384 ps
->uniform_i_locations
[i
] = GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
7387 for (i
= 0; i
< WINED3D_MAX_CONSTS_B
; ++i
)
7389 string_buffer_sprintf(name
, "ps_b[%u]", i
);
7390 ps
->uniform_b_locations
[i
] = GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
7393 for (i
= 0; i
< MAX_TEXTURES
; ++i
)
7395 string_buffer_sprintf(name
, "bumpenv_mat%u", i
);
7396 ps
->bumpenv_mat_location
[i
] = GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
7397 string_buffer_sprintf(name
, "bumpenv_lum_scale%u", i
);
7398 ps
->bumpenv_lum_scale_location
[i
] = GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
7399 string_buffer_sprintf(name
, "bumpenv_lum_offset%u", i
);
7400 ps
->bumpenv_lum_offset_location
[i
] = GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
7401 string_buffer_sprintf(name
, "tss_const%u", i
);
7402 ps
->tss_constant_location
[i
] = GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
7405 ps
->tex_factor_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "tex_factor"));
7406 ps
->specular_enable_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "specular_enable"));
7408 ps
->fog_color_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ffp_fog.color"));
7409 ps
->fog_density_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ffp_fog.density"));
7410 ps
->fog_end_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ffp_fog.end"));
7411 ps
->fog_scale_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ffp_fog.scale"));
7413 ps
->alpha_test_ref_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "alpha_test_ref"));
7415 ps
->np2_fixup_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ps_samplerNP2Fixup"));
7416 ps
->ycorrection_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ycorrection"));
7417 ps
->color_key_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "color_key"));
7419 string_buffer_release(&priv
->string_buffers
, name
);
7422 static void shader_glsl_init_uniform_block_bindings(const struct wined3d_gl_info
*gl_info
,
7423 struct shader_glsl_priv
*priv
, GLuint program_id
,
7424 const struct wined3d_shader_reg_maps
*reg_maps
, unsigned int base
, unsigned int count
)
7426 const char *prefix
= shader_glsl_get_prefix(reg_maps
->shader_version
.type
);
7429 struct wined3d_string_buffer
*name
= string_buffer_get(&priv
->string_buffers
);
7431 for (i
= 0; i
< count
; ++i
)
7433 if (!reg_maps
->cb_sizes
[i
])
7436 string_buffer_sprintf(name
, "block_%s_cb%u", prefix
, i
);
7437 block_idx
= GL_EXTCALL(glGetUniformBlockIndex(program_id
, name
->buffer
));
7438 GL_EXTCALL(glUniformBlockBinding(program_id
, block_idx
, base
+ i
));
7440 checkGLcall("glUniformBlockBinding");
7441 string_buffer_release(&priv
->string_buffers
, name
);
7444 /* Context activation is done by the caller. */
7445 static void set_glsl_shader_program(const struct wined3d_context
*context
, const struct wined3d_state
*state
,
7446 struct shader_glsl_priv
*priv
, struct glsl_context_data
*ctx_data
)
7448 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
7449 const struct wined3d_d3d_info
*d3d_info
= context
->d3d_info
;
7450 const struct ps_np2fixup_info
*np2fixup_info
= NULL
;
7451 struct glsl_shader_prog_link
*entry
= NULL
;
7452 struct wined3d_shader
*vshader
= NULL
;
7453 struct wined3d_shader
*gshader
= NULL
;
7454 struct wined3d_shader
*pshader
= NULL
;
7456 GLuint reorder_shader_id
= 0;
7461 struct list
*ps_list
, *vs_list
;
7463 struct wined3d_string_buffer
*tmp_name
;
7465 if (!(context
->shader_update_mask
& (1u << WINED3D_SHADER_TYPE_VERTEX
)) && ctx_data
->glsl_program
)
7467 vs_id
= ctx_data
->glsl_program
->vs
.id
;
7468 vs_list
= &ctx_data
->glsl_program
->vs
.shader_entry
;
7472 vshader
= state
->shader
[WINED3D_SHADER_TYPE_VERTEX
];
7473 gshader
= state
->shader
[WINED3D_SHADER_TYPE_GEOMETRY
];
7475 if (!(context
->shader_update_mask
& (1u << WINED3D_SHADER_TYPE_GEOMETRY
))
7476 && ctx_data
->glsl_program
->gs
.id
)
7478 gs_id
= ctx_data
->glsl_program
->gs
.id
;
7482 struct gs_compile_args args
;
7484 find_gs_compile_args(state
, gshader
, &args
);
7485 gs_id
= find_glsl_geometry_shader(context
, priv
, gshader
, &args
);
7489 else if (use_vs(state
))
7491 struct vs_compile_args vs_compile_args
;
7493 vshader
= state
->shader
[WINED3D_SHADER_TYPE_VERTEX
];
7494 gshader
= state
->shader
[WINED3D_SHADER_TYPE_GEOMETRY
];
7496 find_vs_compile_args(state
, vshader
, context
->stream_info
.swizzle_map
, &vs_compile_args
, d3d_info
);
7497 vs_id
= find_glsl_vshader(context
, priv
, vshader
, &vs_compile_args
);
7498 vs_list
= &vshader
->linked_programs
;
7500 if (!(context
->shader_update_mask
& (1u << WINED3D_SHADER_TYPE_GEOMETRY
))
7501 && ctx_data
->glsl_program
->gs
.id
)
7503 gs_id
= ctx_data
->glsl_program
->gs
.id
;
7507 struct gs_compile_args gs_compile_args
;
7509 find_gs_compile_args(state
, gshader
, &gs_compile_args
);
7510 gs_id
= find_glsl_geometry_shader(context
, priv
, gshader
, &gs_compile_args
);
7513 else if (priv
->vertex_pipe
== &glsl_vertex_pipe
)
7515 struct glsl_ffp_vertex_shader
*ffp_shader
;
7516 struct wined3d_ffp_vs_settings settings
;
7518 wined3d_ffp_get_vs_settings(context
, state
, &settings
);
7519 ffp_shader
= shader_glsl_find_ffp_vertex_shader(priv
, gl_info
, &settings
);
7520 vs_id
= ffp_shader
->id
;
7521 vs_list
= &ffp_shader
->linked_programs
;
7524 if (!(context
->shader_update_mask
& (1u << WINED3D_SHADER_TYPE_PIXEL
)) && ctx_data
->glsl_program
)
7526 ps_id
= ctx_data
->glsl_program
->ps
.id
;
7527 ps_list
= &ctx_data
->glsl_program
->ps
.shader_entry
;
7530 pshader
= state
->shader
[WINED3D_SHADER_TYPE_PIXEL
];
7532 else if (use_ps(state
))
7534 struct ps_compile_args ps_compile_args
;
7535 pshader
= state
->shader
[WINED3D_SHADER_TYPE_PIXEL
];
7536 find_ps_compile_args(state
, pshader
, context
->stream_info
.position_transformed
, &ps_compile_args
, context
);
7537 ps_id
= find_glsl_pshader(context
, &priv
->shader_buffer
, &priv
->string_buffers
,
7538 pshader
, &ps_compile_args
, &np2fixup_info
);
7539 ps_list
= &pshader
->linked_programs
;
7541 else if (priv
->fragment_pipe
== &glsl_fragment_pipe
)
7543 struct glsl_ffp_fragment_shader
*ffp_shader
;
7544 struct ffp_frag_settings settings
;
7546 gen_ffp_frag_op(context
, state
, &settings
, FALSE
);
7547 ffp_shader
= shader_glsl_find_ffp_fragment_shader(priv
, gl_info
, &settings
);
7548 ps_id
= ffp_shader
->id
;
7549 ps_list
= &ffp_shader
->linked_programs
;
7552 if ((!vs_id
&& !gs_id
&& !ps_id
) || (entry
= get_glsl_program_entry(priv
, vs_id
, gs_id
, ps_id
)))
7554 ctx_data
->glsl_program
= entry
;
7558 /* If we get to this point, then no matching program exists, so we create one */
7559 program_id
= GL_EXTCALL(glCreateProgram());
7560 TRACE("Created new GLSL shader program %u.\n", program_id
);
7562 /* Create the entry */
7563 entry
= HeapAlloc(GetProcessHeap(), 0, sizeof(struct glsl_shader_prog_link
));
7564 entry
->id
= program_id
;
7565 entry
->vs
.id
= vs_id
;
7566 entry
->gs
.id
= gs_id
;
7567 entry
->ps
.id
= ps_id
;
7568 entry
->constant_version
= 0;
7569 entry
->ps
.np2_fixup_info
= np2fixup_info
;
7570 /* Add the hash table entry */
7571 add_glsl_program_entry(priv
, entry
);
7573 /* Set the current program */
7574 ctx_data
->glsl_program
= entry
;
7576 /* Attach GLSL vshader */
7579 TRACE("Attaching GLSL shader object %u to program %u.\n", vs_id
, program_id
);
7580 GL_EXTCALL(glAttachShader(program_id
, vs_id
));
7581 checkGLcall("glAttachShader");
7583 list_add_head(vs_list
, &entry
->vs
.shader_entry
);
7588 attribs_map
= vshader
->reg_maps
.input_registers
;
7589 if (vshader
->reg_maps
.shader_version
.major
< 4)
7591 reorder_shader_id
= shader_glsl_generate_vs3_rasterizer_input_setup(priv
, vshader
, pshader
,
7592 state
->gl_primitive_type
== GL_POINTS
&& vshader
->reg_maps
.point_size
,
7593 d3d_info
->emulated_flatshading
7594 && state
->render_states
[WINED3D_RS_SHADEMODE
] == WINED3D_SHADE_FLAT
, gl_info
);
7595 TRACE("Attaching GLSL shader object %u to program %u.\n", reorder_shader_id
, program_id
);
7596 GL_EXTCALL(glAttachShader(program_id
, reorder_shader_id
));
7597 checkGLcall("glAttachShader");
7598 /* Flag the reorder function for deletion, it will be freed
7599 * automatically when the program is destroyed. */
7600 GL_EXTCALL(glDeleteShader(reorder_shader_id
));
7605 attribs_map
= (1u << WINED3D_FFP_ATTRIBS_COUNT
) - 1;
7608 /* Bind vertex attributes to a corresponding index number to match
7609 * the same index numbers as ARB_vertex_programs (makes loading
7610 * vertex attributes simpler). With this method, we can use the
7611 * exact same code to load the attributes later for both ARB and
7614 * We have to do this here because we need to know the Program ID
7615 * in order to make the bindings work, and it has to be done prior
7616 * to linking the GLSL program. */
7617 tmp_name
= string_buffer_get(&priv
->string_buffers
);
7618 for (i
= 0; attribs_map
; attribs_map
>>= 1, ++i
)
7620 if (!(attribs_map
& 1))
7623 string_buffer_sprintf(tmp_name
, "vs_in%u", i
);
7624 GL_EXTCALL(glBindAttribLocation(program_id
, i
, tmp_name
->buffer
));
7625 if (vshader
&& vshader
->reg_maps
.shader_version
.major
>= 4)
7627 string_buffer_sprintf(tmp_name
, "vs_in_uint%u", i
);
7628 GL_EXTCALL(glBindAttribLocation(program_id
, i
, tmp_name
->buffer
));
7629 string_buffer_sprintf(tmp_name
, "vs_in_int%u", i
);
7630 GL_EXTCALL(glBindAttribLocation(program_id
, i
, tmp_name
->buffer
));
7633 checkGLcall("glBindAttribLocation");
7634 string_buffer_release(&priv
->string_buffers
, tmp_name
);
7638 TRACE("Attaching GLSL geometry shader object %u to program %u.\n", gs_id
, program_id
);
7639 GL_EXTCALL(glAttachShader(program_id
, gs_id
));
7640 checkGLcall("glAttachShader");
7642 if (gl_info
->supported
[WINED3D_GL_LEGACY_CONTEXT
])
7644 TRACE("input type %s, output type %s, vertices out %u.\n",
7645 debug_d3dprimitivetype(gshader
->u
.gs
.input_type
),
7646 debug_d3dprimitivetype(gshader
->u
.gs
.output_type
),
7647 gshader
->u
.gs
.vertices_out
);
7648 GL_EXTCALL(glProgramParameteriARB(program_id
, GL_GEOMETRY_INPUT_TYPE_ARB
,
7649 gl_primitive_type_from_d3d(gshader
->u
.gs
.input_type
)));
7650 GL_EXTCALL(glProgramParameteriARB(program_id
, GL_GEOMETRY_OUTPUT_TYPE_ARB
,
7651 gl_primitive_type_from_d3d(gshader
->u
.gs
.output_type
)));
7652 GL_EXTCALL(glProgramParameteriARB(program_id
, GL_GEOMETRY_VERTICES_OUT_ARB
,
7653 gshader
->u
.gs
.vertices_out
));
7654 checkGLcall("glProgramParameteriARB");
7657 list_add_head(&gshader
->linked_programs
, &entry
->gs
.shader_entry
);
7660 /* Attach GLSL pshader */
7663 TRACE("Attaching GLSL shader object %u to program %u.\n", ps_id
, program_id
);
7664 GL_EXTCALL(glAttachShader(program_id
, ps_id
));
7665 checkGLcall("glAttachShader");
7667 list_add_head(ps_list
, &entry
->ps
.shader_entry
);
7670 /* Link the program */
7671 TRACE("Linking GLSL shader program %u.\n", program_id
);
7672 GL_EXTCALL(glLinkProgram(program_id
));
7673 shader_glsl_validate_link(gl_info
, program_id
);
7675 shader_glsl_init_vs_uniform_locations(gl_info
, priv
, program_id
, &entry
->vs
,
7676 vshader
? vshader
->limits
->constant_float
: 0);
7677 shader_glsl_init_gs_uniform_locations(gl_info
, priv
, program_id
, &entry
->gs
);
7678 shader_glsl_init_ps_uniform_locations(gl_info
, priv
, program_id
, &entry
->ps
,
7679 pshader
? pshader
->limits
->constant_float
: 0);
7680 checkGLcall("Find glsl program uniform locations");
7682 if (gl_info
->supported
[WINED3D_GL_LEGACY_CONTEXT
])
7684 if (pshader
&& pshader
->reg_maps
.shader_version
.major
>= 3
7685 && pshader
->u
.ps
.declared_in_count
> vec4_varyings(3, gl_info
))
7687 TRACE("Shader %d needs vertex color clamping disabled.\n", program_id
);
7688 entry
->vs
.vertex_color_clamp
= GL_FALSE
;
7692 entry
->vs
.vertex_color_clamp
= GL_FIXED_ONLY_ARB
;
7697 /* With core profile we never change vertex_color_clamp from
7698 * GL_FIXED_ONLY_MODE (which is also the initial value) so we never call
7699 * glClampColorARB(). */
7700 entry
->vs
.vertex_color_clamp
= GL_FIXED_ONLY_ARB
;
7703 /* Set the shader to allow uniform loading on it */
7704 GL_EXTCALL(glUseProgram(program_id
));
7705 checkGLcall("glUseProgram");
7707 /* Texture unit mapping is set up to be the same each time the shader
7708 * program is used so we can hardcode the sampler uniform values. */
7709 shader_glsl_load_samplers(gl_info
, priv
, context
->tex_unit_map
, program_id
);
7711 entry
->constant_update_mask
= 0;
7714 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_VS_F
;
7715 if (vshader
->reg_maps
.integer_constants
)
7716 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_VS_I
;
7717 if (vshader
->reg_maps
.boolean_constants
)
7718 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_VS_B
;
7719 if (entry
->vs
.pos_fixup_location
!= -1)
7720 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_POS_FIXUP
;
7722 shader_glsl_init_uniform_block_bindings(gl_info
, priv
, program_id
, &vshader
->reg_maps
,
7723 0, gl_info
->limits
.vertex_uniform_blocks
);
7727 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_FFP_MODELVIEW
7728 | WINED3D_SHADER_CONST_FFP_PROJ
;
7730 for (i
= 1; i
< MAX_VERTEX_BLENDS
; ++i
)
7732 if (entry
->vs
.modelview_matrix_location
[i
] != -1)
7734 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_FFP_VERTEXBLEND
;
7739 for (i
= 0; i
< MAX_TEXTURES
; ++i
)
7741 if (entry
->vs
.texture_matrix_location
[i
] != -1)
7743 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_FFP_TEXMATRIX
;
7747 if (entry
->vs
.material_ambient_location
!= -1 || entry
->vs
.material_diffuse_location
!= -1
7748 || entry
->vs
.material_specular_location
!= -1
7749 || entry
->vs
.material_emissive_location
!= -1
7750 || entry
->vs
.material_shininess_location
!= -1)
7751 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_FFP_MATERIAL
;
7752 if (entry
->vs
.light_ambient_location
!= -1)
7753 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_FFP_LIGHTS
;
7755 if (entry
->vs
.pointsize_min_location
!= -1)
7756 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_VS_POINTSIZE
;
7760 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_POS_FIXUP
;
7761 shader_glsl_init_uniform_block_bindings(gl_info
, priv
, program_id
, &gshader
->reg_maps
,
7762 gl_info
->limits
.vertex_uniform_blocks
, gl_info
->limits
.geometry_uniform_blocks
);
7769 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_PS_F
;
7770 if (pshader
->reg_maps
.integer_constants
)
7771 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_PS_I
;
7772 if (pshader
->reg_maps
.boolean_constants
)
7773 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_PS_B
;
7774 if (entry
->ps
.ycorrection_location
!= -1)
7775 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_PS_Y_CORR
;
7777 shader_glsl_init_uniform_block_bindings(gl_info
, priv
, program_id
, &pshader
->reg_maps
,
7778 gl_info
->limits
.vertex_uniform_blocks
+ gl_info
->limits
.geometry_uniform_blocks
,
7779 gl_info
->limits
.fragment_uniform_blocks
);
7783 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_FFP_PS
;
7786 for (i
= 0; i
< MAX_TEXTURES
; ++i
)
7788 if (entry
->ps
.bumpenv_mat_location
[i
] != -1)
7790 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_PS_BUMP_ENV
;
7795 if (entry
->ps
.fog_color_location
!= -1)
7796 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_PS_FOG
;
7797 if (entry
->ps
.alpha_test_ref_location
!= -1)
7798 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_PS_ALPHA_TEST
;
7799 if (entry
->ps
.np2_fixup_location
!= -1)
7800 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_PS_NP2_FIXUP
;
7801 if (entry
->ps
.color_key_location
!= -1)
7802 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_FFP_COLOR_KEY
;
7806 /* Context activation is done by the caller. */
7807 static GLuint
create_glsl_blt_shader(const struct wined3d_gl_info
*gl_info
, enum wined3d_gl_resource_type tex_type
,
7811 GLuint vshader_id
, pshader_id
;
7812 const char *blt_pshader
;
7814 static const char blt_vshader
[] =
7818 " gl_Position = gl_Vertex;\n"
7819 " gl_FrontColor = vec4(1.0);\n"
7820 " gl_TexCoord[0] = gl_MultiTexCoord0;\n"
7823 static const char * const blt_pshaders_full
[WINED3D_GL_RES_TYPE_COUNT
] =
7825 /* WINED3D_GL_RES_TYPE_TEX_1D */
7827 /* WINED3D_GL_RES_TYPE_TEX_2D */
7829 "uniform sampler2D sampler;\n"
7832 " gl_FragDepth = texture2D(sampler, gl_TexCoord[0].xy).x;\n"
7834 /* WINED3D_GL_RES_TYPE_TEX_3D */
7836 /* WINED3D_GL_RES_TYPE_TEX_CUBE */
7838 "uniform samplerCube sampler;\n"
7841 " gl_FragDepth = textureCube(sampler, gl_TexCoord[0].xyz).x;\n"
7843 /* WINED3D_GL_RES_TYPE_TEX_RECT */
7845 "#extension GL_ARB_texture_rectangle : enable\n"
7846 "uniform sampler2DRect sampler;\n"
7849 " gl_FragDepth = texture2DRect(sampler, gl_TexCoord[0].xy).x;\n"
7851 /* WINED3D_GL_RES_TYPE_BUFFER */
7853 /* WINED3D_GL_RES_TYPE_RB */
7857 static const char * const blt_pshaders_masked
[WINED3D_GL_RES_TYPE_COUNT
] =
7859 /* WINED3D_GL_RES_TYPE_TEX_1D */
7861 /* WINED3D_GL_RES_TYPE_TEX_2D */
7863 "uniform sampler2D sampler;\n"
7864 "uniform vec4 mask;\n"
7867 " if (all(lessThan(gl_FragCoord.xy, mask.zw))) discard;\n"
7868 " gl_FragDepth = texture2D(sampler, gl_TexCoord[0].xy).x;\n"
7870 /* WINED3D_GL_RES_TYPE_TEX_3D */
7872 /* WINED3D_GL_RES_TYPE_TEX_CUBE */
7874 "uniform samplerCube sampler;\n"
7875 "uniform vec4 mask;\n"
7878 " if (all(lessThan(gl_FragCoord.xy, mask.zw))) discard;\n"
7879 " gl_FragDepth = textureCube(sampler, gl_TexCoord[0].xyz).x;\n"
7881 /* WINED3D_GL_RES_TYPE_TEX_RECT */
7883 "#extension GL_ARB_texture_rectangle : enable\n"
7884 "uniform sampler2DRect sampler;\n"
7885 "uniform vec4 mask;\n"
7888 " if (all(lessThan(gl_FragCoord.xy, mask.zw))) discard;\n"
7889 " gl_FragDepth = texture2DRect(sampler, gl_TexCoord[0].xy).x;\n"
7891 /* WINED3D_GL_RES_TYPE_BUFFER */
7893 /* WINED3D_GL_RES_TYPE_RB */
7897 blt_pshader
= masked
? blt_pshaders_masked
[tex_type
] : blt_pshaders_full
[tex_type
];
7900 FIXME("tex_type %#x not supported\n", tex_type
);
7904 vshader_id
= GL_EXTCALL(glCreateShader(GL_VERTEX_SHADER
));
7905 shader_glsl_compile(gl_info
, vshader_id
, blt_vshader
);
7907 pshader_id
= GL_EXTCALL(glCreateShader(GL_FRAGMENT_SHADER
));
7908 shader_glsl_compile(gl_info
, pshader_id
, blt_pshader
);
7910 program_id
= GL_EXTCALL(glCreateProgram());
7911 GL_EXTCALL(glAttachShader(program_id
, vshader_id
));
7912 GL_EXTCALL(glAttachShader(program_id
, pshader_id
));
7913 GL_EXTCALL(glLinkProgram(program_id
));
7915 shader_glsl_validate_link(gl_info
, program_id
);
7917 /* Once linked we can mark the shaders for deletion. They will be deleted once the program
7920 GL_EXTCALL(glDeleteShader(vshader_id
));
7921 GL_EXTCALL(glDeleteShader(pshader_id
));
7925 /* Context activation is done by the caller. */
7926 static void shader_glsl_select(void *shader_priv
, struct wined3d_context
*context
,
7927 const struct wined3d_state
*state
)
7929 struct glsl_context_data
*ctx_data
= context
->shader_backend_data
;
7930 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
7931 struct shader_glsl_priv
*priv
= shader_priv
;
7932 GLuint program_id
= 0, prev_id
= 0;
7933 GLenum old_vertex_color_clamp
, current_vertex_color_clamp
;
7935 priv
->vertex_pipe
->vp_enable(gl_info
, !use_vs(state
));
7936 priv
->fragment_pipe
->enable_extension(gl_info
, !use_ps(state
));
7938 if (ctx_data
->glsl_program
)
7940 prev_id
= ctx_data
->glsl_program
->id
;
7941 old_vertex_color_clamp
= ctx_data
->glsl_program
->vs
.vertex_color_clamp
;
7946 old_vertex_color_clamp
= GL_FIXED_ONLY_ARB
;
7949 set_glsl_shader_program(context
, state
, priv
, ctx_data
);
7951 if (ctx_data
->glsl_program
)
7953 program_id
= ctx_data
->glsl_program
->id
;
7954 current_vertex_color_clamp
= ctx_data
->glsl_program
->vs
.vertex_color_clamp
;
7959 current_vertex_color_clamp
= GL_FIXED_ONLY_ARB
;
7962 if (old_vertex_color_clamp
!= current_vertex_color_clamp
)
7964 if (gl_info
->supported
[ARB_COLOR_BUFFER_FLOAT
])
7966 GL_EXTCALL(glClampColorARB(GL_CLAMP_VERTEX_COLOR_ARB
, current_vertex_color_clamp
));
7967 checkGLcall("glClampColorARB");
7971 FIXME("vertex color clamp needs to be changed, but extension not supported.\n");
7975 TRACE("Using GLSL program %u.\n", program_id
);
7977 if (prev_id
!= program_id
)
7979 GL_EXTCALL(glUseProgram(program_id
));
7980 checkGLcall("glUseProgram");
7983 context
->constant_update_mask
|= ctx_data
->glsl_program
->constant_update_mask
;
7987 /* "context" is not necessarily the currently active context. */
7988 static void shader_glsl_invalidate_current_program(struct wined3d_context
*context
)
7990 struct glsl_context_data
*ctx_data
= context
->shader_backend_data
;
7992 ctx_data
->glsl_program
= NULL
;
7993 context
->shader_update_mask
= (1u << WINED3D_SHADER_TYPE_PIXEL
)
7994 | (1u << WINED3D_SHADER_TYPE_VERTEX
)
7995 | (1u << WINED3D_SHADER_TYPE_GEOMETRY
)
7996 | (1u << WINED3D_SHADER_TYPE_HULL
)
7997 | (1u << WINED3D_SHADER_TYPE_DOMAIN
);
8000 /* Context activation is done by the caller. */
8001 static void shader_glsl_disable(void *shader_priv
, struct wined3d_context
*context
)
8003 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
8004 struct shader_glsl_priv
*priv
= shader_priv
;
8006 shader_glsl_invalidate_current_program(context
);
8007 GL_EXTCALL(glUseProgram(0));
8008 checkGLcall("glUseProgram");
8010 priv
->vertex_pipe
->vp_enable(gl_info
, FALSE
);
8011 priv
->fragment_pipe
->enable_extension(gl_info
, FALSE
);
8013 if (gl_info
->supported
[WINED3D_GL_LEGACY_CONTEXT
] && gl_info
->supported
[ARB_COLOR_BUFFER_FLOAT
])
8015 GL_EXTCALL(glClampColorARB(GL_CLAMP_VERTEX_COLOR_ARB
, GL_FIXED_ONLY_ARB
));
8016 checkGLcall("glClampColorARB");
8020 /* Context activation is done by the caller. */
8021 static void shader_glsl_select_depth_blt(void *shader_priv
, const struct wined3d_gl_info
*gl_info
,
8022 enum wined3d_gl_resource_type tex_type
, const SIZE
*ds_mask_size
)
8024 BOOL masked
= ds_mask_size
->cx
&& ds_mask_size
->cy
;
8025 struct shader_glsl_priv
*priv
= shader_priv
;
8026 GLuint
*blt_program
;
8029 blt_program
= masked
? &priv
->depth_blt_program_masked
[tex_type
] : &priv
->depth_blt_program_full
[tex_type
];
8032 *blt_program
= create_glsl_blt_shader(gl_info
, tex_type
, masked
);
8033 loc
= GL_EXTCALL(glGetUniformLocation(*blt_program
, "sampler"));
8034 GL_EXTCALL(glUseProgram(*blt_program
));
8035 GL_EXTCALL(glUniform1i(loc
, 0));
8039 GL_EXTCALL(glUseProgram(*blt_program
));
8044 loc
= GL_EXTCALL(glGetUniformLocation(*blt_program
, "mask"));
8045 GL_EXTCALL(glUniform4f(loc
, 0.0f
, 0.0f
, (float)ds_mask_size
->cx
, (float)ds_mask_size
->cy
));
8049 /* Context activation is done by the caller. */
8050 static void shader_glsl_deselect_depth_blt(void *shader_priv
, const struct wined3d_gl_info
*gl_info
)
8052 const struct glsl_context_data
*ctx_data
= context_get_current()->shader_backend_data
;
8055 program_id
= ctx_data
->glsl_program
? ctx_data
->glsl_program
->id
: 0;
8056 if (program_id
) TRACE("Using GLSL program %u\n", program_id
);
8058 GL_EXTCALL(glUseProgram(program_id
));
8059 checkGLcall("glUseProgram");
8062 static void shader_glsl_invalidate_contexts_program(struct wined3d_device
*device
,
8063 const struct glsl_shader_prog_link
*program
)
8065 const struct glsl_context_data
*ctx_data
;
8066 struct wined3d_context
*context
;
8069 for (i
= 0; i
< device
->context_count
; ++i
)
8071 context
= device
->contexts
[i
];
8072 ctx_data
= context
->shader_backend_data
;
8074 if (ctx_data
->glsl_program
== program
)
8075 shader_glsl_invalidate_current_program(context
);
8079 static void shader_glsl_destroy(struct wined3d_shader
*shader
)
8081 struct glsl_shader_private
*shader_data
= shader
->backend_data
;
8082 struct wined3d_device
*device
= shader
->device
;
8083 struct shader_glsl_priv
*priv
= device
->shader_priv
;
8084 const struct wined3d_gl_info
*gl_info
;
8085 const struct list
*linked_programs
;
8086 struct wined3d_context
*context
;
8088 if (!shader_data
|| !shader_data
->num_gl_shaders
)
8090 HeapFree(GetProcessHeap(), 0, shader_data
);
8091 shader
->backend_data
= NULL
;
8095 context
= context_acquire(device
, NULL
);
8096 gl_info
= context
->gl_info
;
8098 TRACE("Deleting linked programs.\n");
8099 linked_programs
= &shader
->linked_programs
;
8100 if (linked_programs
->next
)
8102 struct glsl_shader_prog_link
*entry
, *entry2
;
8105 switch (shader
->reg_maps
.shader_version
.type
)
8107 case WINED3D_SHADER_TYPE_PIXEL
:
8109 struct glsl_ps_compiled_shader
*gl_shaders
= shader_data
->gl_shaders
.ps
;
8111 for (i
= 0; i
< shader_data
->num_gl_shaders
; ++i
)
8113 TRACE("Deleting pixel shader %u.\n", gl_shaders
[i
].id
);
8114 GL_EXTCALL(glDeleteShader(gl_shaders
[i
].id
));
8115 checkGLcall("glDeleteShader");
8117 HeapFree(GetProcessHeap(), 0, shader_data
->gl_shaders
.ps
);
8119 LIST_FOR_EACH_ENTRY_SAFE(entry
, entry2
, linked_programs
,
8120 struct glsl_shader_prog_link
, ps
.shader_entry
)
8122 shader_glsl_invalidate_contexts_program(device
, entry
);
8123 delete_glsl_program_entry(priv
, gl_info
, entry
);
8129 case WINED3D_SHADER_TYPE_VERTEX
:
8131 struct glsl_vs_compiled_shader
*gl_shaders
= shader_data
->gl_shaders
.vs
;
8133 for (i
= 0; i
< shader_data
->num_gl_shaders
; ++i
)
8135 TRACE("Deleting vertex shader %u.\n", gl_shaders
[i
].id
);
8136 GL_EXTCALL(glDeleteShader(gl_shaders
[i
].id
));
8137 checkGLcall("glDeleteShader");
8139 HeapFree(GetProcessHeap(), 0, shader_data
->gl_shaders
.vs
);
8141 LIST_FOR_EACH_ENTRY_SAFE(entry
, entry2
, linked_programs
,
8142 struct glsl_shader_prog_link
, vs
.shader_entry
)
8144 shader_glsl_invalidate_contexts_program(device
, entry
);
8145 delete_glsl_program_entry(priv
, gl_info
, entry
);
8151 case WINED3D_SHADER_TYPE_GEOMETRY
:
8153 struct glsl_gs_compiled_shader
*gl_shaders
= shader_data
->gl_shaders
.gs
;
8155 for (i
= 0; i
< shader_data
->num_gl_shaders
; ++i
)
8157 TRACE("Deleting geometry shader %u.\n", gl_shaders
[i
].id
);
8158 GL_EXTCALL(glDeleteShader(gl_shaders
[i
].id
));
8159 checkGLcall("glDeleteShader");
8161 HeapFree(GetProcessHeap(), 0, shader_data
->gl_shaders
.gs
);
8163 LIST_FOR_EACH_ENTRY_SAFE(entry
, entry2
, linked_programs
,
8164 struct glsl_shader_prog_link
, gs
.shader_entry
)
8166 shader_glsl_invalidate_contexts_program(device
, entry
);
8167 delete_glsl_program_entry(priv
, gl_info
, entry
);
8174 ERR("Unhandled shader type %#x.\n", shader
->reg_maps
.shader_version
.type
);
8179 HeapFree(GetProcessHeap(), 0, shader
->backend_data
);
8180 shader
->backend_data
= NULL
;
8182 context_release(context
);
8185 static int glsl_program_key_compare(const void *key
, const struct wine_rb_entry
*entry
)
8187 const struct glsl_program_key
*k
= key
;
8188 const struct glsl_shader_prog_link
*prog
= WINE_RB_ENTRY_VALUE(entry
,
8189 const struct glsl_shader_prog_link
, program_lookup_entry
);
8191 if (k
->vs_id
> prog
->vs
.id
) return 1;
8192 else if (k
->vs_id
< prog
->vs
.id
) return -1;
8194 if (k
->gs_id
> prog
->gs
.id
) return 1;
8195 else if (k
->gs_id
< prog
->gs
.id
) return -1;
8197 if (k
->ps_id
> prog
->ps
.id
) return 1;
8198 else if (k
->ps_id
< prog
->ps
.id
) return -1;
8203 static BOOL
constant_heap_init(struct constant_heap
*heap
, unsigned int constant_count
)
8205 SIZE_T size
= (constant_count
+ 1) * sizeof(*heap
->entries
)
8206 + constant_count
* sizeof(*heap
->contained
)
8207 + constant_count
* sizeof(*heap
->positions
);
8208 void *mem
= HeapAlloc(GetProcessHeap(), 0, size
);
8212 ERR("Failed to allocate memory\n");
8216 heap
->entries
= mem
;
8217 heap
->entries
[1].version
= 0;
8218 heap
->contained
= (BOOL
*)(heap
->entries
+ constant_count
+ 1);
8219 memset(heap
->contained
, 0, constant_count
* sizeof(*heap
->contained
));
8220 heap
->positions
= (unsigned int *)(heap
->contained
+ constant_count
);
8226 static void constant_heap_free(struct constant_heap
*heap
)
8228 HeapFree(GetProcessHeap(), 0, heap
->entries
);
8231 static const struct wine_rb_functions wined3d_glsl_program_rb_functions
=
8236 glsl_program_key_compare
,
8239 static HRESULT
shader_glsl_alloc(struct wined3d_device
*device
, const struct wined3d_vertex_pipe_ops
*vertex_pipe
,
8240 const struct fragment_pipeline
*fragment_pipe
)
8242 const struct wined3d_gl_info
*gl_info
= &device
->adapter
->gl_info
;
8243 struct shader_glsl_priv
*priv
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(struct shader_glsl_priv
));
8244 SIZE_T stack_size
= wined3d_log2i(max(WINED3D_MAX_VS_CONSTS_F
, WINED3D_MAX_PS_CONSTS_F
)) + 1;
8245 struct fragment_caps fragment_caps
;
8246 void *vertex_priv
, *fragment_priv
;
8248 string_buffer_list_init(&priv
->string_buffers
);
8250 if (!(vertex_priv
= vertex_pipe
->vp_alloc(&glsl_shader_backend
, priv
)))
8252 ERR("Failed to initialize vertex pipe.\n");
8253 HeapFree(GetProcessHeap(), 0, priv
);
8257 if (!(fragment_priv
= fragment_pipe
->alloc_private(&glsl_shader_backend
, priv
)))
8259 ERR("Failed to initialize fragment pipe.\n");
8260 vertex_pipe
->vp_free(device
);
8261 HeapFree(GetProcessHeap(), 0, priv
);
8265 if (!string_buffer_init(&priv
->shader_buffer
))
8267 ERR("Failed to initialize shader buffer.\n");
8271 if (!(priv
->stack
= wined3d_calloc(stack_size
, sizeof(*priv
->stack
))))
8273 ERR("Failed to allocate memory.\n");
8277 if (!constant_heap_init(&priv
->vconst_heap
, WINED3D_MAX_VS_CONSTS_F
))
8279 ERR("Failed to initialize vertex shader constant heap\n");
8283 if (!constant_heap_init(&priv
->pconst_heap
, WINED3D_MAX_PS_CONSTS_F
))
8285 ERR("Failed to initialize pixel shader constant heap\n");
8289 if (wine_rb_init(&priv
->program_lookup
, &wined3d_glsl_program_rb_functions
) == -1)
8291 ERR("Failed to initialize rbtree.\n");
8295 priv
->next_constant_version
= 1;
8296 priv
->vertex_pipe
= vertex_pipe
;
8297 priv
->fragment_pipe
= fragment_pipe
;
8298 fragment_pipe
->get_caps(gl_info
, &fragment_caps
);
8299 priv
->ffp_proj_control
= fragment_caps
.wined3d_caps
& WINED3D_FRAGMENT_CAP_PROJ_CONTROL
;
8300 priv
->legacy_lighting
= device
->wined3d
->flags
& WINED3D_LEGACY_FFP_LIGHTING
;
8302 device
->vertex_priv
= vertex_priv
;
8303 device
->fragment_priv
= fragment_priv
;
8304 device
->shader_priv
= priv
;
8309 constant_heap_free(&priv
->pconst_heap
);
8310 constant_heap_free(&priv
->vconst_heap
);
8311 HeapFree(GetProcessHeap(), 0, priv
->stack
);
8312 string_buffer_free(&priv
->shader_buffer
);
8313 fragment_pipe
->free_private(device
);
8314 vertex_pipe
->vp_free(device
);
8315 HeapFree(GetProcessHeap(), 0, priv
);
8316 return E_OUTOFMEMORY
;
8319 /* Context activation is done by the caller. */
8320 static void shader_glsl_free(struct wined3d_device
*device
)
8322 const struct wined3d_gl_info
*gl_info
= &device
->adapter
->gl_info
;
8323 struct shader_glsl_priv
*priv
= device
->shader_priv
;
8326 for (i
= 0; i
< WINED3D_GL_RES_TYPE_COUNT
; ++i
)
8328 if (priv
->depth_blt_program_full
[i
])
8330 GL_EXTCALL(glDeleteProgram(priv
->depth_blt_program_full
[i
]));
8332 if (priv
->depth_blt_program_masked
[i
])
8334 GL_EXTCALL(glDeleteProgram(priv
->depth_blt_program_masked
[i
]));
8338 wine_rb_destroy(&priv
->program_lookup
, NULL
, NULL
);
8339 constant_heap_free(&priv
->pconst_heap
);
8340 constant_heap_free(&priv
->vconst_heap
);
8341 HeapFree(GetProcessHeap(), 0, priv
->stack
);
8342 string_buffer_list_cleanup(&priv
->string_buffers
);
8343 string_buffer_free(&priv
->shader_buffer
);
8344 priv
->fragment_pipe
->free_private(device
);
8345 priv
->vertex_pipe
->vp_free(device
);
8347 HeapFree(GetProcessHeap(), 0, device
->shader_priv
);
8348 device
->shader_priv
= NULL
;
8351 static BOOL
shader_glsl_allocate_context_data(struct wined3d_context
*context
)
8353 return !!(context
->shader_backend_data
= HeapAlloc(GetProcessHeap(),
8354 HEAP_ZERO_MEMORY
, sizeof(struct glsl_context_data
)));
8357 static void shader_glsl_free_context_data(struct wined3d_context
*context
)
8359 HeapFree(GetProcessHeap(), 0, context
->shader_backend_data
);
8362 static void shader_glsl_init_context_state(struct wined3d_context
*context
)
8364 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
8366 gl_info
->gl_ops
.gl
.p_glEnable(GL_PROGRAM_POINT_SIZE
);
8367 checkGLcall("GL_PROGRAM_POINT_SIZE");
8370 static void shader_glsl_get_caps(const struct wined3d_gl_info
*gl_info
, struct shader_caps
*caps
)
8374 /* FIXME: Check for the specific extensions required for SM5 support
8375 * (ARB_compute_shader, ARB_tessellation_shader, ARB_gpu_shader5, ...) as
8376 * soon as we introduce them, adjusting the GL / GLSL version checks
8378 if (gl_info
->glsl_version
>= MAKEDWORD_VERSION(4, 30) && gl_info
->supported
[WINED3D_GL_VERSION_4_3
])
8380 else if (gl_info
->glsl_version
>= MAKEDWORD_VERSION(1, 50) && gl_info
->supported
[WINED3D_GL_VERSION_3_2
]
8381 && gl_info
->supported
[ARB_SHADER_BIT_ENCODING
] && gl_info
->supported
[ARB_SAMPLER_OBJECTS
]
8382 && gl_info
->supported
[ARB_TEXTURE_SWIZZLE
])
8384 /* ARB_shader_texture_lod or EXT_gpu_shader4 is required for the SM3
8385 * texldd and texldl instructions. */
8386 else if (gl_info
->supported
[ARB_SHADER_TEXTURE_LOD
] || gl_info
->supported
[EXT_GPU_SHADER4
])
8390 TRACE("Shader model %u.\n", shader_model
);
8392 caps
->vs_version
= min(wined3d_settings
.max_sm_vs
, shader_model
);
8393 caps
->hs_version
= min(wined3d_settings
.max_sm_hs
, shader_model
);
8394 caps
->ds_version
= min(wined3d_settings
.max_sm_ds
, shader_model
);
8395 caps
->gs_version
= min(wined3d_settings
.max_sm_gs
, shader_model
);
8396 caps
->ps_version
= min(wined3d_settings
.max_sm_ps
, shader_model
);
8398 caps
->vs_uniform_count
= min(WINED3D_MAX_VS_CONSTS_F
, gl_info
->limits
.glsl_vs_float_constants
);
8399 caps
->ps_uniform_count
= min(WINED3D_MAX_PS_CONSTS_F
, gl_info
->limits
.glsl_ps_float_constants
);
8400 caps
->varying_count
= gl_info
->limits
.glsl_varyings
;
8402 /* FIXME: The following line is card dependent. -8.0 to 8.0 is the
8403 * Direct3D minimum requirement.
8405 * Both GL_ARB_fragment_program and GLSL require a "maximum representable magnitude"
8406 * of colors to be 2^10, and 2^32 for other floats. Should we use 1024 here?
8408 * The problem is that the refrast clamps temporary results in the shader to
8409 * [-MaxValue;+MaxValue]. If the card's max value is bigger than the one we advertize here,
8410 * then applications may miss the clamping behavior. On the other hand, if it is smaller,
8411 * the shader will generate incorrect results too. Unfortunately, GL deliberately doesn't
8412 * offer a way to query this.
8414 if (shader_model
>= 4)
8415 caps
->ps_1x_max_value
= FLT_MAX
;
8417 caps
->ps_1x_max_value
= 1024.0f
;
8419 /* Ideally we'd only set caps like sRGB writes here if supported by both
8420 * the shader backend and the fragment pipe, but we can get called before
8421 * shader_glsl_alloc(). */
8422 caps
->wined3d_caps
= WINED3D_SHADER_CAP_VS_CLIPPING
8423 | WINED3D_SHADER_CAP_SRGB_WRITE
;
8426 static BOOL
shader_glsl_color_fixup_supported(struct color_fixup_desc fixup
)
8428 if (TRACE_ON(d3d_shader
) && TRACE_ON(d3d
))
8430 TRACE("Checking support for fixup:\n");
8431 dump_color_fixup_desc(fixup
);
8434 /* We support everything except YUV conversions. */
8435 if (!is_complex_fixup(fixup
))
8441 TRACE("[FAILED]\n");
8445 static const SHADER_HANDLER shader_glsl_instruction_handler_table
[WINED3DSIH_TABLE_SIZE
] =
8447 /* WINED3DSIH_ABS */ shader_glsl_map2gl
,
8448 /* WINED3DSIH_ADD */ shader_glsl_binop
,
8449 /* WINED3DSIH_AND */ shader_glsl_binop
,
8450 /* WINED3DSIH_BEM */ shader_glsl_bem
,
8451 /* WINED3DSIH_BREAK */ shader_glsl_break
,
8452 /* WINED3DSIH_BREAKC */ shader_glsl_breakc
,
8453 /* WINED3DSIH_BREAKP */ shader_glsl_breakp
,
8454 /* WINED3DSIH_CALL */ shader_glsl_call
,
8455 /* WINED3DSIH_CALLNZ */ shader_glsl_callnz
,
8456 /* WINED3DSIH_CMP */ shader_glsl_conditional_move
,
8457 /* WINED3DSIH_CND */ shader_glsl_cnd
,
8458 /* WINED3DSIH_CRS */ shader_glsl_cross
,
8459 /* WINED3DSIH_CUT */ shader_glsl_cut
,
8460 /* WINED3DSIH_DCL */ shader_glsl_nop
,
8461 /* WINED3DSIH_DCL_CONSTANT_BUFFER */ shader_glsl_nop
,
8462 /* WINED3DSIH_DCL_GLOBAL_FLAGS */ shader_glsl_nop
,
8463 /* WINED3DSIH_DCL_HS_FORK_PHASE_INSTANCE_COUNT */ NULL
,
8464 /* WINED3DSIH_DCL_HS_MAX_TESSFACTOR */ NULL
,
8465 /* WINED3DSIH_DCL_IMMEDIATE_CONSTANT_BUFFER */ NULL
,
8466 /* WINED3DSIH_DCL_INPUT */ shader_glsl_nop
,
8467 /* WINED3DSIH_DCL_INPUT_CONTROL_POINT_COUNT */ NULL
,
8468 /* WINED3DSIH_DCL_INPUT_PRIMITIVE */ shader_glsl_nop
,
8469 /* WINED3DSIH_DCL_INPUT_PS */ NULL
,
8470 /* WINED3DSIH_DCL_INPUT_PS_SGV */ NULL
,
8471 /* WINED3DSIH_DCL_INPUT_PS_SIV */ NULL
,
8472 /* WINED3DSIH_DCL_INPUT_SGV */ shader_glsl_nop
,
8473 /* WINED3DSIH_DCL_INPUT_SIV */ shader_glsl_nop
,
8474 /* WINED3DSIH_DCL_OUTPUT */ shader_glsl_nop
,
8475 /* WINED3DSIH_DCL_OUTPUT_CONTROL_POINT_COUNT */ NULL
,
8476 /* WINED3DSIH_DCL_OUTPUT_SIV */ shader_glsl_nop
,
8477 /* WINED3DSIH_DCL_OUTPUT_TOPOLOGY */ shader_glsl_nop
,
8478 /* WINED3DSIH_DCL_RESOURCE_STRUCTURED */ NULL
,
8479 /* WINED3DSIH_DCL_SAMPLER */ shader_glsl_nop
,
8480 /* WINED3DSIH_DCL_TEMPS */ shader_glsl_nop
,
8481 /* WINED3DSIH_DCL_TESSELLATOR_DOMAIN */ NULL
,
8482 /* WINED3DSIH_DCL_TESSELLATOR_OUTPUT_PRIMITIVE */ NULL
,
8483 /* WINED3DSIH_DCL_TESSELLATOR_PARTITIONING */ NULL
,
8484 /* WINED3DSIH_DCL_UAV_TYPED */ NULL
,
8485 /* WINED3DSIH_DCL_VERTICES_OUT */ shader_glsl_nop
,
8486 /* WINED3DSIH_DEF */ shader_glsl_nop
,
8487 /* WINED3DSIH_DEFB */ shader_glsl_nop
,
8488 /* WINED3DSIH_DEFI */ shader_glsl_nop
,
8489 /* WINED3DSIH_DIV */ shader_glsl_binop
,
8490 /* WINED3DSIH_DP2 */ shader_glsl_dot
,
8491 /* WINED3DSIH_DP2ADD */ shader_glsl_dp2add
,
8492 /* WINED3DSIH_DP3 */ shader_glsl_dot
,
8493 /* WINED3DSIH_DP4 */ shader_glsl_dot
,
8494 /* WINED3DSIH_DST */ shader_glsl_dst
,
8495 /* WINED3DSIH_DSX */ shader_glsl_map2gl
,
8496 /* WINED3DSIH_DSX_COARSE */ NULL
,
8497 /* WINED3DSIH_DSX_FINE */ NULL
,
8498 /* WINED3DSIH_DSY */ shader_glsl_map2gl
,
8499 /* WINED3DSIH_DSY_COARSE */ NULL
,
8500 /* WINED3DSIH_DSY_FINE */ NULL
,
8501 /* WINED3DSIH_ELSE */ shader_glsl_else
,
8502 /* WINED3DSIH_EMIT */ shader_glsl_emit
,
8503 /* WINED3DSIH_ENDIF */ shader_glsl_end
,
8504 /* WINED3DSIH_ENDLOOP */ shader_glsl_end
,
8505 /* WINED3DSIH_ENDREP */ shader_glsl_end
,
8506 /* WINED3DSIH_EQ */ shader_glsl_relop
,
8507 /* WINED3DSIH_EXP */ shader_glsl_scalar_op
,
8508 /* WINED3DSIH_EXPP */ shader_glsl_expp
,
8509 /* WINED3DSIH_FRC */ shader_glsl_map2gl
,
8510 /* WINED3DSIH_FTOI */ shader_glsl_to_int
,
8511 /* WINED3DSIH_FTOU */ shader_glsl_to_uint
,
8512 /* WINED3DSIH_GE */ shader_glsl_relop
,
8513 /* WINED3DSIH_HS_CONTROL_POINT_PHASE */ NULL
,
8514 /* WINED3DSIH_HS_DECLS */ shader_glsl_nop
,
8515 /* WINED3DSIH_HS_FORK_PHASE */ NULL
,
8516 /* WINED3DSIH_HS_JOIN_PHASE */ NULL
,
8517 /* WINED3DSIH_IADD */ shader_glsl_binop
,
8518 /* WINED3DSIH_IEQ */ shader_glsl_relop
,
8519 /* WINED3DSIH_IF */ shader_glsl_if
,
8520 /* WINED3DSIH_IFC */ shader_glsl_ifc
,
8521 /* WINED3DSIH_IGE */ shader_glsl_relop
,
8522 /* WINED3DSIH_ILT */ shader_glsl_relop
,
8523 /* WINED3DSIH_IMAD */ shader_glsl_mad
,
8524 /* WINED3DSIH_IMAX */ shader_glsl_map2gl
,
8525 /* WINED3DSIH_IMIN */ shader_glsl_map2gl
,
8526 /* WINED3DSIH_IMUL */ shader_glsl_imul
,
8527 /* WINED3DSIH_INE */ shader_glsl_relop
,
8528 /* WINED3DSIH_INEG */ shader_glsl_unary_op
,
8529 /* WINED3DSIH_ISHL */ shader_glsl_binop
,
8530 /* WINED3DSIH_ITOF */ shader_glsl_to_float
,
8531 /* WINED3DSIH_LABEL */ shader_glsl_label
,
8532 /* WINED3DSIH_LD */ shader_glsl_ld
,
8533 /* WINED3DSIH_LD2DMS */ NULL
,
8534 /* WINED3DSIH_LD_STRUCTURED */ NULL
,
8535 /* WINED3DSIH_LIT */ shader_glsl_lit
,
8536 /* WINED3DSIH_LOG */ shader_glsl_scalar_op
,
8537 /* WINED3DSIH_LOGP */ shader_glsl_scalar_op
,
8538 /* WINED3DSIH_LOOP */ shader_glsl_loop
,
8539 /* WINED3DSIH_LRP */ shader_glsl_lrp
,
8540 /* WINED3DSIH_LT */ shader_glsl_relop
,
8541 /* WINED3DSIH_M3x2 */ shader_glsl_mnxn
,
8542 /* WINED3DSIH_M3x3 */ shader_glsl_mnxn
,
8543 /* WINED3DSIH_M3x4 */ shader_glsl_mnxn
,
8544 /* WINED3DSIH_M4x3 */ shader_glsl_mnxn
,
8545 /* WINED3DSIH_M4x4 */ shader_glsl_mnxn
,
8546 /* WINED3DSIH_MAD */ shader_glsl_mad
,
8547 /* WINED3DSIH_MAX */ shader_glsl_map2gl
,
8548 /* WINED3DSIH_MIN */ shader_glsl_map2gl
,
8549 /* WINED3DSIH_MOV */ shader_glsl_mov
,
8550 /* WINED3DSIH_MOVA */ shader_glsl_mov
,
8551 /* WINED3DSIH_MOVC */ shader_glsl_conditional_move
,
8552 /* WINED3DSIH_MUL */ shader_glsl_binop
,
8553 /* WINED3DSIH_NE */ shader_glsl_relop
,
8554 /* WINED3DSIH_NOP */ shader_glsl_nop
,
8555 /* WINED3DSIH_NOT */ shader_glsl_unary_op
,
8556 /* WINED3DSIH_NRM */ shader_glsl_nrm
,
8557 /* WINED3DSIH_OR */ shader_glsl_binop
,
8558 /* WINED3DSIH_PHASE */ shader_glsl_nop
,
8559 /* WINED3DSIH_POW */ shader_glsl_pow
,
8560 /* WINED3DSIH_RCP */ shader_glsl_scalar_op
,
8561 /* WINED3DSIH_REP */ shader_glsl_rep
,
8562 /* WINED3DSIH_RESINFO */ shader_glsl_resinfo
,
8563 /* WINED3DSIH_RET */ shader_glsl_ret
,
8564 /* WINED3DSIH_ROUND_NE */ shader_glsl_map2gl
,
8565 /* WINED3DSIH_ROUND_NI */ shader_glsl_map2gl
,
8566 /* WINED3DSIH_ROUND_PI */ shader_glsl_map2gl
,
8567 /* WINED3DSIH_ROUND_Z */ shader_glsl_map2gl
,
8568 /* WINED3DSIH_RSQ */ shader_glsl_scalar_op
,
8569 /* WINED3DSIH_SAMPLE */ shader_glsl_sample
,
8570 /* WINED3DSIH_SAMPLE_B */ shader_glsl_sample
,
8571 /* WINED3DSIH_SAMPLE_C */ shader_glsl_sample_c
,
8572 /* WINED3DSIH_SAMPLE_C_LZ */ shader_glsl_sample_c
,
8573 /* WINED3DSIH_SAMPLE_GRAD */ shader_glsl_sample
,
8574 /* WINED3DSIH_SAMPLE_LOD */ shader_glsl_sample
,
8575 /* WINED3DSIH_SETP */ NULL
,
8576 /* WINED3DSIH_SGE */ shader_glsl_compare
,
8577 /* WINED3DSIH_SGN */ shader_glsl_sgn
,
8578 /* WINED3DSIH_SINCOS */ shader_glsl_sincos
,
8579 /* WINED3DSIH_SLT */ shader_glsl_compare
,
8580 /* WINED3DSIH_SQRT */ shader_glsl_map2gl
,
8581 /* WINED3DSIH_STORE_UAV_TYPED */ NULL
,
8582 /* WINED3DSIH_SUB */ shader_glsl_binop
,
8583 /* WINED3DSIH_TEX */ shader_glsl_tex
,
8584 /* WINED3DSIH_TEXBEM */ shader_glsl_texbem
,
8585 /* WINED3DSIH_TEXBEML */ shader_glsl_texbem
,
8586 /* WINED3DSIH_TEXCOORD */ shader_glsl_texcoord
,
8587 /* WINED3DSIH_TEXDEPTH */ shader_glsl_texdepth
,
8588 /* WINED3DSIH_TEXDP3 */ shader_glsl_texdp3
,
8589 /* WINED3DSIH_TEXDP3TEX */ shader_glsl_texdp3tex
,
8590 /* WINED3DSIH_TEXKILL */ shader_glsl_texkill
,
8591 /* WINED3DSIH_TEXLDD */ shader_glsl_texldd
,
8592 /* WINED3DSIH_TEXLDL */ shader_glsl_texldl
,
8593 /* WINED3DSIH_TEXM3x2DEPTH */ shader_glsl_texm3x2depth
,
8594 /* WINED3DSIH_TEXM3x2PAD */ shader_glsl_texm3x2pad
,
8595 /* WINED3DSIH_TEXM3x2TEX */ shader_glsl_texm3x2tex
,
8596 /* WINED3DSIH_TEXM3x3 */ shader_glsl_texm3x3
,
8597 /* WINED3DSIH_TEXM3x3DIFF */ NULL
,
8598 /* WINED3DSIH_TEXM3x3PAD */ shader_glsl_texm3x3pad
,
8599 /* WINED3DSIH_TEXM3x3SPEC */ shader_glsl_texm3x3spec
,
8600 /* WINED3DSIH_TEXM3x3TEX */ shader_glsl_texm3x3tex
,
8601 /* WINED3DSIH_TEXM3x3VSPEC */ shader_glsl_texm3x3vspec
,
8602 /* WINED3DSIH_TEXREG2AR */ shader_glsl_texreg2ar
,
8603 /* WINED3DSIH_TEXREG2GB */ shader_glsl_texreg2gb
,
8604 /* WINED3DSIH_TEXREG2RGB */ shader_glsl_texreg2rgb
,
8605 /* WINED3DSIH_UDIV */ shader_glsl_udiv
,
8606 /* WINED3DSIH_UGE */ shader_glsl_relop
,
8607 /* WINED3DSIH_ULT */ shader_glsl_relop
,
8608 /* WINED3DSIH_USHR */ shader_glsl_binop
,
8609 /* WINED3DSIH_UTOF */ shader_glsl_to_float
,
8610 /* WINED3DSIH_XOR */ shader_glsl_binop
,
8613 static void shader_glsl_handle_instruction(const struct wined3d_shader_instruction
*ins
) {
8614 SHADER_HANDLER hw_fct
;
8616 /* Select handler */
8617 hw_fct
= shader_glsl_instruction_handler_table
[ins
->handler_idx
];
8619 /* Unhandled opcode */
8622 FIXME("Backend can't handle opcode %s.\n", debug_d3dshaderinstructionhandler(ins
->handler_idx
));
8627 shader_glsl_add_instruction_modifiers(ins
);
8630 static BOOL
shader_glsl_has_ffp_proj_control(void *shader_priv
)
8632 struct shader_glsl_priv
*priv
= shader_priv
;
8634 return priv
->ffp_proj_control
;
8637 const struct wined3d_shader_backend_ops glsl_shader_backend
=
8639 shader_glsl_handle_instruction
,
8641 shader_glsl_disable
,
8642 shader_glsl_select_depth_blt
,
8643 shader_glsl_deselect_depth_blt
,
8644 shader_glsl_update_float_vertex_constants
,
8645 shader_glsl_update_float_pixel_constants
,
8646 shader_glsl_load_constants
,
8647 shader_glsl_destroy
,
8650 shader_glsl_allocate_context_data
,
8651 shader_glsl_free_context_data
,
8652 shader_glsl_init_context_state
,
8653 shader_glsl_get_caps
,
8654 shader_glsl_color_fixup_supported
,
8655 shader_glsl_has_ffp_proj_control
,
8658 static void glsl_vertex_pipe_vp_enable(const struct wined3d_gl_info
*gl_info
, BOOL enable
) {}
8660 static void glsl_vertex_pipe_vp_get_caps(const struct wined3d_gl_info
*gl_info
, struct wined3d_vertex_caps
*caps
)
8662 caps
->xyzrhw
= TRUE
;
8663 caps
->emulated_flatshading
= !gl_info
->supported
[WINED3D_GL_LEGACY_CONTEXT
];
8664 caps
->ffp_generic_attributes
= TRUE
;
8665 caps
->max_active_lights
= MAX_ACTIVE_LIGHTS
;
8666 caps
->max_vertex_blend_matrices
= MAX_VERTEX_BLENDS
;
8667 caps
->max_vertex_blend_matrix_index
= 0;
8668 caps
->vertex_processing_caps
= WINED3DVTXPCAPS_TEXGEN
8669 | WINED3DVTXPCAPS_MATERIALSOURCE7
8670 | WINED3DVTXPCAPS_VERTEXFOG
8671 | WINED3DVTXPCAPS_DIRECTIONALLIGHTS
8672 | WINED3DVTXPCAPS_POSITIONALLIGHTS
8673 | WINED3DVTXPCAPS_LOCALVIEWER
8674 | WINED3DVTXPCAPS_TEXGEN_SPHEREMAP
;
8675 caps
->fvf_caps
= WINED3DFVFCAPS_PSIZE
| 8; /* 8 texture coordinates. */
8676 caps
->max_user_clip_planes
= gl_info
->limits
.clipplanes
;
8677 caps
->raster_caps
= WINED3DPRASTERCAPS_FOGRANGE
;
8680 static DWORD
glsl_vertex_pipe_vp_get_emul_mask(const struct wined3d_gl_info
*gl_info
)
8682 if (gl_info
->supported
[WINED3D_GL_LEGACY_CONTEXT
])
8683 return GL_EXT_EMUL_ARB_MULTITEXTURE
;
8687 static void *glsl_vertex_pipe_vp_alloc(const struct wined3d_shader_backend_ops
*shader_backend
, void *shader_priv
)
8689 struct shader_glsl_priv
*priv
;
8691 if (shader_backend
== &glsl_shader_backend
)
8695 if (wine_rb_init(&priv
->ffp_vertex_shaders
, &wined3d_ffp_vertex_program_rb_functions
) == -1)
8697 ERR("Failed to initialize rbtree.\n");
8704 FIXME("GLSL vertex pipe without GLSL shader backend not implemented.\n");
8709 static void shader_glsl_free_ffp_vertex_shader(struct wine_rb_entry
*entry
, void *context
)
8711 struct glsl_ffp_vertex_shader
*shader
= WINE_RB_ENTRY_VALUE(entry
,
8712 struct glsl_ffp_vertex_shader
, desc
.entry
);
8713 struct glsl_shader_prog_link
*program
, *program2
;
8714 struct glsl_ffp_destroy_ctx
*ctx
= context
;
8716 LIST_FOR_EACH_ENTRY_SAFE(program
, program2
, &shader
->linked_programs
,
8717 struct glsl_shader_prog_link
, vs
.shader_entry
)
8719 delete_glsl_program_entry(ctx
->priv
, ctx
->gl_info
, program
);
8721 ctx
->gl_info
->gl_ops
.ext
.p_glDeleteShader(shader
->id
);
8722 HeapFree(GetProcessHeap(), 0, shader
);
8725 /* Context activation is done by the caller. */
8726 static void glsl_vertex_pipe_vp_free(struct wined3d_device
*device
)
8728 struct shader_glsl_priv
*priv
= device
->vertex_priv
;
8729 struct glsl_ffp_destroy_ctx ctx
;
8732 ctx
.gl_info
= &device
->adapter
->gl_info
;
8733 wine_rb_destroy(&priv
->ffp_vertex_shaders
, shader_glsl_free_ffp_vertex_shader
, &ctx
);
8736 static void glsl_vertex_pipe_nop(struct wined3d_context
*context
,
8737 const struct wined3d_state
*state
, DWORD state_id
) {}
8739 static void glsl_vertex_pipe_shader(struct wined3d_context
*context
,
8740 const struct wined3d_state
*state
, DWORD state_id
)
8742 context
->shader_update_mask
|= 1u << WINED3D_SHADER_TYPE_VERTEX
;
8745 static void glsl_vertex_pipe_vdecl(struct wined3d_context
*context
,
8746 const struct wined3d_state
*state
, DWORD state_id
)
8748 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
8749 BOOL normal
= !!(context
->stream_info
.use_map
& (1u << WINED3D_FFP_NORMAL
));
8750 BOOL transformed
= context
->stream_info
.position_transformed
;
8751 BOOL wasrhw
= context
->last_was_rhw
;
8754 context
->last_was_rhw
= transformed
;
8756 /* If the vertex declaration contains a transformed position attribute,
8757 * the draw uses the fixed function vertex pipeline regardless of any
8758 * vertex shader set by the application. */
8759 if (transformed
!= wasrhw
)
8760 context
->shader_update_mask
|= 1u << WINED3D_SHADER_TYPE_VERTEX
;
8764 if (context
->last_was_vshader
)
8766 for (i
= 0; i
< gl_info
->limits
.clipplanes
; ++i
)
8767 clipplane(context
, state
, STATE_CLIPPLANE(i
));
8770 context
->constant_update_mask
|= WINED3D_SHADER_CONST_FFP_TEXMATRIX
;
8772 /* Because of settings->texcoords, we have to regenerate the vertex
8773 * shader on a vdecl change if there aren't enough varyings to just
8774 * always output all the texture coordinates. */
8775 if (gl_info
->limits
.glsl_varyings
< wined3d_max_compat_varyings(gl_info
)
8776 || normal
!= context
->last_was_normal
)
8777 context
->shader_update_mask
|= 1u << WINED3D_SHADER_TYPE_VERTEX
;
8780 && state
->shader
[WINED3D_SHADER_TYPE_PIXEL
]->reg_maps
.shader_version
.major
== 1
8781 && state
->shader
[WINED3D_SHADER_TYPE_PIXEL
]->reg_maps
.shader_version
.minor
<= 3)
8782 context
->shader_update_mask
|= 1u << WINED3D_SHADER_TYPE_PIXEL
;
8786 if (!context
->last_was_vshader
)
8788 /* Vertex shader clipping ignores the view matrix. Update all clipplanes. */
8789 for (i
= 0; i
< gl_info
->limits
.clipplanes
; ++i
)
8790 clipplane(context
, state
, STATE_CLIPPLANE(i
));
8794 context
->last_was_vshader
= use_vs(state
);
8795 context
->last_was_normal
= normal
;
8798 static void glsl_vertex_pipe_vs(struct wined3d_context
*context
,
8799 const struct wined3d_state
*state
, DWORD state_id
)
8801 context
->shader_update_mask
|= 1u << WINED3D_SHADER_TYPE_VERTEX
;
8802 /* Different vertex shaders potentially require a different vertex attributes setup. */
8803 if (!isStateDirty(context
, STATE_VDECL
))
8804 context_apply_state(context
, state
, STATE_VDECL
);
8807 static void glsl_vertex_pipe_geometry_shader(struct wined3d_context
*context
,
8808 const struct wined3d_state
*state
, DWORD state_id
)
8810 if (state
->shader
[WINED3D_SHADER_TYPE_VERTEX
]
8811 && state
->shader
[WINED3D_SHADER_TYPE_VERTEX
]->reg_maps
.shader_version
.major
>= 4)
8812 context
->shader_update_mask
|= 1u << WINED3D_SHADER_TYPE_VERTEX
;
8815 static void glsl_vertex_pipe_pixel_shader(struct wined3d_context
*context
,
8816 const struct wined3d_state
*state
, DWORD state_id
)
8818 if (state
->shader
[WINED3D_SHADER_TYPE_GEOMETRY
])
8819 context
->shader_update_mask
|= 1u << WINED3D_SHADER_TYPE_GEOMETRY
;
8820 else if (state
->shader
[WINED3D_SHADER_TYPE_VERTEX
]
8821 && state
->shader
[WINED3D_SHADER_TYPE_VERTEX
]->reg_maps
.shader_version
.major
>= 4)
8822 context
->shader_update_mask
|= 1u << WINED3D_SHADER_TYPE_VERTEX
;
8825 static void glsl_vertex_pipe_world(struct wined3d_context
*context
,
8826 const struct wined3d_state
*state
, DWORD state_id
)
8828 context
->constant_update_mask
|= WINED3D_SHADER_CONST_FFP_MODELVIEW
;
8831 static void glsl_vertex_pipe_vertexblend(struct wined3d_context
*context
,
8832 const struct wined3d_state
*state
, DWORD state_id
)
8834 context
->constant_update_mask
|= WINED3D_SHADER_CONST_FFP_VERTEXBLEND
;
8837 static void glsl_vertex_pipe_view(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
8839 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
8842 context
->constant_update_mask
|= WINED3D_SHADER_CONST_FFP_MODELVIEW
8843 | WINED3D_SHADER_CONST_FFP_LIGHTS
8844 | WINED3D_SHADER_CONST_FFP_VERTEXBLEND
;
8846 for (k
= 0; k
< gl_info
->limits
.clipplanes
; ++k
)
8848 if (!isStateDirty(context
, STATE_CLIPPLANE(k
)))
8849 clipplane(context
, state
, STATE_CLIPPLANE(k
));
8853 static void glsl_vertex_pipe_projection(struct wined3d_context
*context
,
8854 const struct wined3d_state
*state
, DWORD state_id
)
8856 /* Table fog behavior depends on the projection matrix. */
8857 if (state
->render_states
[WINED3D_RS_FOGENABLE
]
8858 && state
->render_states
[WINED3D_RS_FOGTABLEMODE
] != WINED3D_FOG_NONE
)
8859 context
->shader_update_mask
|= 1u << WINED3D_SHADER_TYPE_VERTEX
;
8860 context
->constant_update_mask
|= WINED3D_SHADER_CONST_FFP_PROJ
;
8863 static void glsl_vertex_pipe_viewport(struct wined3d_context
*context
,
8864 const struct wined3d_state
*state
, DWORD state_id
)
8866 if (!isStateDirty(context
, STATE_TRANSFORM(WINED3D_TS_PROJECTION
)))
8867 glsl_vertex_pipe_projection(context
, state
, STATE_TRANSFORM(WINED3D_TS_PROJECTION
));
8868 if (!isStateDirty(context
, STATE_RENDER(WINED3D_RS_POINTSCALEENABLE
))
8869 && state
->render_states
[WINED3D_RS_POINTSCALEENABLE
])
8870 context
->constant_update_mask
|= WINED3D_SHADER_CONST_VS_POINTSIZE
;
8871 context
->constant_update_mask
|= WINED3D_SHADER_CONST_POS_FIXUP
;
8874 static void glsl_vertex_pipe_texmatrix(struct wined3d_context
*context
,
8875 const struct wined3d_state
*state
, DWORD state_id
)
8877 context
->constant_update_mask
|= WINED3D_SHADER_CONST_FFP_TEXMATRIX
;
8880 static void glsl_vertex_pipe_texmatrix_np2(struct wined3d_context
*context
,
8881 const struct wined3d_state
*state
, DWORD state_id
)
8883 DWORD sampler
= state_id
- STATE_SAMPLER(0);
8884 const struct wined3d_texture
*texture
= state
->textures
[sampler
];
8890 if (sampler
>= MAX_TEXTURES
)
8893 if ((np2
= !(texture
->flags
& WINED3D_TEXTURE_POW2_MAT_IDENT
))
8894 || context
->lastWasPow2Texture
& (1u << sampler
))
8897 context
->lastWasPow2Texture
|= 1u << sampler
;
8899 context
->lastWasPow2Texture
&= ~(1u << sampler
);
8901 context
->constant_update_mask
|= WINED3D_SHADER_CONST_FFP_TEXMATRIX
;
8905 static void glsl_vertex_pipe_material(struct wined3d_context
*context
,
8906 const struct wined3d_state
*state
, DWORD state_id
)
8908 context
->constant_update_mask
|= WINED3D_SHADER_CONST_FFP_MATERIAL
;
8911 static void glsl_vertex_pipe_light(struct wined3d_context
*context
,
8912 const struct wined3d_state
*state
, DWORD state_id
)
8914 context
->constant_update_mask
|= WINED3D_SHADER_CONST_FFP_LIGHTS
;
8917 static void glsl_vertex_pipe_pointsize(struct wined3d_context
*context
,
8918 const struct wined3d_state
*state
, DWORD state_id
)
8920 context
->constant_update_mask
|= WINED3D_SHADER_CONST_VS_POINTSIZE
;
8923 static void glsl_vertex_pipe_pointscale(struct wined3d_context
*context
,
8924 const struct wined3d_state
*state
, DWORD state_id
)
8927 context
->constant_update_mask
|= WINED3D_SHADER_CONST_VS_POINTSIZE
;
8930 static void glsl_vertex_pointsprite_core(struct wined3d_context
*context
,
8931 const struct wined3d_state
*state
, DWORD state_id
)
8933 static unsigned int once
;
8935 if (state
->gl_primitive_type
== GL_POINTS
&& !state
->render_states
[WINED3D_RS_POINTSPRITEENABLE
] && !once
++)
8936 FIXME("Non-point sprite points not supported in core profile.\n");
8939 static void glsl_vertex_pipe_shademode(struct wined3d_context
*context
,
8940 const struct wined3d_state
*state
, DWORD state_id
)
8942 context
->shader_update_mask
|= 1 << WINED3D_SHADER_TYPE_VERTEX
;
8945 static const struct StateEntryTemplate glsl_vertex_pipe_vp_states
[] =
8947 {STATE_VDECL
, {STATE_VDECL
, glsl_vertex_pipe_vdecl
}, WINED3D_GL_EXT_NONE
},
8948 {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), glsl_vertex_pipe_vs
}, WINED3D_GL_EXT_NONE
},
8949 {STATE_SHADER(WINED3D_SHADER_TYPE_GEOMETRY
), {STATE_SHADER(WINED3D_SHADER_TYPE_GEOMETRY
), glsl_vertex_pipe_geometry_shader
}, WINED3D_GL_EXT_NONE
},
8950 {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), glsl_vertex_pipe_pixel_shader
}, WINED3D_GL_EXT_NONE
},
8951 {STATE_MATERIAL
, {STATE_RENDER(WINED3D_RS_SPECULARENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
8952 {STATE_RENDER(WINED3D_RS_SPECULARENABLE
), {STATE_RENDER(WINED3D_RS_SPECULARENABLE
), glsl_vertex_pipe_material
}, WINED3D_GL_EXT_NONE
},
8954 {STATE_CLIPPLANE(0), {STATE_CLIPPLANE(0), clipplane
}, WINED3D_GL_EXT_NONE
},
8955 {STATE_CLIPPLANE(1), {STATE_CLIPPLANE(1), clipplane
}, WINED3D_GL_EXT_NONE
},
8956 {STATE_CLIPPLANE(2), {STATE_CLIPPLANE(2), clipplane
}, WINED3D_GL_EXT_NONE
},
8957 {STATE_CLIPPLANE(3), {STATE_CLIPPLANE(3), clipplane
}, WINED3D_GL_EXT_NONE
},
8958 {STATE_CLIPPLANE(4), {STATE_CLIPPLANE(4), clipplane
}, WINED3D_GL_EXT_NONE
},
8959 {STATE_CLIPPLANE(5), {STATE_CLIPPLANE(5), clipplane
}, WINED3D_GL_EXT_NONE
},
8960 {STATE_CLIPPLANE(6), {STATE_CLIPPLANE(6), clipplane
}, WINED3D_GL_EXT_NONE
},
8961 {STATE_CLIPPLANE(7), {STATE_CLIPPLANE(7), clipplane
}, WINED3D_GL_EXT_NONE
},
8962 {STATE_CLIPPLANE(8), {STATE_CLIPPLANE(8), clipplane
}, WINED3D_GL_EXT_NONE
},
8963 {STATE_CLIPPLANE(9), {STATE_CLIPPLANE(9), clipplane
}, WINED3D_GL_EXT_NONE
},
8964 {STATE_CLIPPLANE(10), {STATE_CLIPPLANE(10), clipplane
}, WINED3D_GL_EXT_NONE
},
8965 {STATE_CLIPPLANE(11), {STATE_CLIPPLANE(11), clipplane
}, WINED3D_GL_EXT_NONE
},
8966 {STATE_CLIPPLANE(12), {STATE_CLIPPLANE(12), clipplane
}, WINED3D_GL_EXT_NONE
},
8967 {STATE_CLIPPLANE(13), {STATE_CLIPPLANE(13), clipplane
}, WINED3D_GL_EXT_NONE
},
8968 {STATE_CLIPPLANE(14), {STATE_CLIPPLANE(14), clipplane
}, WINED3D_GL_EXT_NONE
},
8969 {STATE_CLIPPLANE(15), {STATE_CLIPPLANE(15), clipplane
}, WINED3D_GL_EXT_NONE
},
8970 {STATE_CLIPPLANE(16), {STATE_CLIPPLANE(16), clipplane
}, WINED3D_GL_EXT_NONE
},
8971 {STATE_CLIPPLANE(17), {STATE_CLIPPLANE(17), clipplane
}, WINED3D_GL_EXT_NONE
},
8972 {STATE_CLIPPLANE(18), {STATE_CLIPPLANE(18), clipplane
}, WINED3D_GL_EXT_NONE
},
8973 {STATE_CLIPPLANE(19), {STATE_CLIPPLANE(19), clipplane
}, WINED3D_GL_EXT_NONE
},
8974 {STATE_CLIPPLANE(20), {STATE_CLIPPLANE(20), clipplane
}, WINED3D_GL_EXT_NONE
},
8975 {STATE_CLIPPLANE(21), {STATE_CLIPPLANE(21), clipplane
}, WINED3D_GL_EXT_NONE
},
8976 {STATE_CLIPPLANE(22), {STATE_CLIPPLANE(22), clipplane
}, WINED3D_GL_EXT_NONE
},
8977 {STATE_CLIPPLANE(23), {STATE_CLIPPLANE(23), clipplane
}, WINED3D_GL_EXT_NONE
},
8978 {STATE_CLIPPLANE(24), {STATE_CLIPPLANE(24), clipplane
}, WINED3D_GL_EXT_NONE
},
8979 {STATE_CLIPPLANE(25), {STATE_CLIPPLANE(25), clipplane
}, WINED3D_GL_EXT_NONE
},
8980 {STATE_CLIPPLANE(26), {STATE_CLIPPLANE(26), clipplane
}, WINED3D_GL_EXT_NONE
},
8981 {STATE_CLIPPLANE(27), {STATE_CLIPPLANE(27), clipplane
}, WINED3D_GL_EXT_NONE
},
8982 {STATE_CLIPPLANE(28), {STATE_CLIPPLANE(28), clipplane
}, WINED3D_GL_EXT_NONE
},
8983 {STATE_CLIPPLANE(29), {STATE_CLIPPLANE(29), clipplane
}, WINED3D_GL_EXT_NONE
},
8984 {STATE_CLIPPLANE(30), {STATE_CLIPPLANE(30), clipplane
}, WINED3D_GL_EXT_NONE
},
8985 {STATE_CLIPPLANE(31), {STATE_CLIPPLANE(31), clipplane
}, WINED3D_GL_EXT_NONE
},
8987 {STATE_LIGHT_TYPE
, {STATE_RENDER(WINED3D_RS_FOGENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
8988 {STATE_ACTIVELIGHT(0), {STATE_ACTIVELIGHT(0), glsl_vertex_pipe_light
}, WINED3D_GL_EXT_NONE
},
8989 {STATE_ACTIVELIGHT(1), {STATE_ACTIVELIGHT(1), glsl_vertex_pipe_light
}, WINED3D_GL_EXT_NONE
},
8990 {STATE_ACTIVELIGHT(2), {STATE_ACTIVELIGHT(2), glsl_vertex_pipe_light
}, WINED3D_GL_EXT_NONE
},
8991 {STATE_ACTIVELIGHT(3), {STATE_ACTIVELIGHT(3), glsl_vertex_pipe_light
}, WINED3D_GL_EXT_NONE
},
8992 {STATE_ACTIVELIGHT(4), {STATE_ACTIVELIGHT(4), glsl_vertex_pipe_light
}, WINED3D_GL_EXT_NONE
},
8993 {STATE_ACTIVELIGHT(5), {STATE_ACTIVELIGHT(5), glsl_vertex_pipe_light
}, WINED3D_GL_EXT_NONE
},
8994 {STATE_ACTIVELIGHT(6), {STATE_ACTIVELIGHT(6), glsl_vertex_pipe_light
}, WINED3D_GL_EXT_NONE
},
8995 {STATE_ACTIVELIGHT(7), {STATE_ACTIVELIGHT(7), glsl_vertex_pipe_light
}, WINED3D_GL_EXT_NONE
},
8997 {STATE_VIEWPORT
, {STATE_VIEWPORT
, glsl_vertex_pipe_viewport
}, WINED3D_GL_EXT_NONE
},
8998 /* Transform states */
8999 {STATE_TRANSFORM(WINED3D_TS_VIEW
), {STATE_TRANSFORM(WINED3D_TS_VIEW
), glsl_vertex_pipe_view
}, WINED3D_GL_EXT_NONE
},
9000 {STATE_TRANSFORM(WINED3D_TS_PROJECTION
), {STATE_TRANSFORM(WINED3D_TS_PROJECTION
), glsl_vertex_pipe_projection
}, WINED3D_GL_EXT_NONE
},
9001 {STATE_TRANSFORM(WINED3D_TS_TEXTURE0
), {STATE_TEXTURESTAGE(0, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), NULL
}, WINED3D_GL_EXT_NONE
},
9002 {STATE_TRANSFORM(WINED3D_TS_TEXTURE1
), {STATE_TEXTURESTAGE(1, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), NULL
}, WINED3D_GL_EXT_NONE
},
9003 {STATE_TRANSFORM(WINED3D_TS_TEXTURE2
), {STATE_TEXTURESTAGE(2, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), NULL
}, WINED3D_GL_EXT_NONE
},
9004 {STATE_TRANSFORM(WINED3D_TS_TEXTURE3
), {STATE_TEXTURESTAGE(3, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), NULL
}, WINED3D_GL_EXT_NONE
},
9005 {STATE_TRANSFORM(WINED3D_TS_TEXTURE4
), {STATE_TEXTURESTAGE(4, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), NULL
}, WINED3D_GL_EXT_NONE
},
9006 {STATE_TRANSFORM(WINED3D_TS_TEXTURE5
), {STATE_TEXTURESTAGE(5, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), NULL
}, WINED3D_GL_EXT_NONE
},
9007 {STATE_TRANSFORM(WINED3D_TS_TEXTURE6
), {STATE_TEXTURESTAGE(6, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), NULL
}, WINED3D_GL_EXT_NONE
},
9008 {STATE_TRANSFORM(WINED3D_TS_TEXTURE7
), {STATE_TEXTURESTAGE(7, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), NULL
}, WINED3D_GL_EXT_NONE
},
9009 {STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(0)), {STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(0)), glsl_vertex_pipe_world
}, WINED3D_GL_EXT_NONE
},
9010 {STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(1)), {STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(1)), glsl_vertex_pipe_vertexblend
}, WINED3D_GL_EXT_NONE
},
9011 {STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(2)), {STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(2)), glsl_vertex_pipe_vertexblend
}, WINED3D_GL_EXT_NONE
},
9012 {STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(3)), {STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(3)), glsl_vertex_pipe_vertexblend
}, WINED3D_GL_EXT_NONE
},
9013 {STATE_TEXTURESTAGE(0, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), {STATE_TEXTURESTAGE(0, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), glsl_vertex_pipe_texmatrix
}, WINED3D_GL_EXT_NONE
},
9014 {STATE_TEXTURESTAGE(1, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), {STATE_TEXTURESTAGE(1, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), glsl_vertex_pipe_texmatrix
}, WINED3D_GL_EXT_NONE
},
9015 {STATE_TEXTURESTAGE(2, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), {STATE_TEXTURESTAGE(2, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), glsl_vertex_pipe_texmatrix
}, WINED3D_GL_EXT_NONE
},
9016 {STATE_TEXTURESTAGE(3, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), {STATE_TEXTURESTAGE(3, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), glsl_vertex_pipe_texmatrix
}, WINED3D_GL_EXT_NONE
},
9017 {STATE_TEXTURESTAGE(4, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), {STATE_TEXTURESTAGE(4, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), glsl_vertex_pipe_texmatrix
}, WINED3D_GL_EXT_NONE
},
9018 {STATE_TEXTURESTAGE(5, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), {STATE_TEXTURESTAGE(5, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), glsl_vertex_pipe_texmatrix
}, WINED3D_GL_EXT_NONE
},
9019 {STATE_TEXTURESTAGE(6, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), {STATE_TEXTURESTAGE(6, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), glsl_vertex_pipe_texmatrix
}, WINED3D_GL_EXT_NONE
},
9020 {STATE_TEXTURESTAGE(7, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), {STATE_TEXTURESTAGE(7, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), glsl_vertex_pipe_texmatrix
}, WINED3D_GL_EXT_NONE
},
9021 {STATE_TEXTURESTAGE(0, WINED3D_TSS_TEXCOORD_INDEX
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
9022 {STATE_TEXTURESTAGE(1, WINED3D_TSS_TEXCOORD_INDEX
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
9023 {STATE_TEXTURESTAGE(2, WINED3D_TSS_TEXCOORD_INDEX
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
9024 {STATE_TEXTURESTAGE(3, WINED3D_TSS_TEXCOORD_INDEX
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
9025 {STATE_TEXTURESTAGE(4, WINED3D_TSS_TEXCOORD_INDEX
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
9026 {STATE_TEXTURESTAGE(5, WINED3D_TSS_TEXCOORD_INDEX
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
9027 {STATE_TEXTURESTAGE(6, WINED3D_TSS_TEXCOORD_INDEX
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
9028 {STATE_TEXTURESTAGE(7, WINED3D_TSS_TEXCOORD_INDEX
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
9030 {STATE_RENDER(WINED3D_RS_FOGENABLE
), {STATE_RENDER(WINED3D_RS_FOGENABLE
), glsl_vertex_pipe_shader
}, WINED3D_GL_EXT_NONE
},
9031 {STATE_RENDER(WINED3D_RS_FOGTABLEMODE
), {STATE_RENDER(WINED3D_RS_FOGENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
9032 {STATE_RENDER(WINED3D_RS_FOGVERTEXMODE
), {STATE_RENDER(WINED3D_RS_FOGENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
9033 {STATE_RENDER(WINED3D_RS_RANGEFOGENABLE
), {STATE_RENDER(WINED3D_RS_FOGENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
9034 {STATE_RENDER(WINED3D_RS_CLIPPING
), {STATE_RENDER(WINED3D_RS_CLIPPING
), state_clipping
}, WINED3D_GL_EXT_NONE
},
9035 {STATE_RENDER(WINED3D_RS_CLIPPLANEENABLE
), {STATE_RENDER(WINED3D_RS_CLIPPING
), NULL
}, WINED3D_GL_EXT_NONE
},
9036 {STATE_RENDER(WINED3D_RS_LIGHTING
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
9037 {STATE_RENDER(WINED3D_RS_AMBIENT
), {STATE_RENDER(WINED3D_RS_AMBIENT
), glsl_vertex_pipe_light
}, WINED3D_GL_EXT_NONE
},
9038 {STATE_RENDER(WINED3D_RS_COLORVERTEX
), {STATE_RENDER(WINED3D_RS_COLORVERTEX
), glsl_vertex_pipe_shader
}, WINED3D_GL_EXT_NONE
},
9039 {STATE_RENDER(WINED3D_RS_LOCALVIEWER
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
9040 {STATE_RENDER(WINED3D_RS_NORMALIZENORMALS
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
9041 {STATE_RENDER(WINED3D_RS_DIFFUSEMATERIALSOURCE
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
9042 {STATE_RENDER(WINED3D_RS_SPECULARMATERIALSOURCE
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
9043 {STATE_RENDER(WINED3D_RS_AMBIENTMATERIALSOURCE
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
9044 {STATE_RENDER(WINED3D_RS_EMISSIVEMATERIALSOURCE
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
9045 {STATE_RENDER(WINED3D_RS_VERTEXBLEND
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
9046 {STATE_RENDER(WINED3D_RS_POINTSIZE
), {STATE_RENDER(WINED3D_RS_POINTSIZE_MIN
), NULL
}, WINED3D_GL_EXT_NONE
},
9047 {STATE_RENDER(WINED3D_RS_POINTSIZE_MIN
), {STATE_RENDER(WINED3D_RS_POINTSIZE_MIN
), glsl_vertex_pipe_pointsize
}, WINED3D_GL_EXT_NONE
},
9048 {STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE
), {STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE
), state_pointsprite
}, ARB_POINT_SPRITE
},
9049 {STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE
), {STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE
), state_pointsprite_w
}, WINED3D_GL_LEGACY_CONTEXT
},
9050 {STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE
), {STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE
), glsl_vertex_pointsprite_core
}, WINED3D_GL_EXT_NONE
},
9051 {STATE_RENDER(WINED3D_RS_POINTSCALEENABLE
), {STATE_RENDER(WINED3D_RS_POINTSCALEENABLE
), glsl_vertex_pipe_pointscale
}, WINED3D_GL_EXT_NONE
},
9052 {STATE_RENDER(WINED3D_RS_POINTSCALE_A
), {STATE_RENDER(WINED3D_RS_POINTSCALEENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
9053 {STATE_RENDER(WINED3D_RS_POINTSCALE_B
), {STATE_RENDER(WINED3D_RS_POINTSCALEENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
9054 {STATE_RENDER(WINED3D_RS_POINTSCALE_C
), {STATE_RENDER(WINED3D_RS_POINTSCALEENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
9055 {STATE_RENDER(WINED3D_RS_POINTSIZE_MAX
), {STATE_RENDER(WINED3D_RS_POINTSIZE_MIN
), NULL
}, WINED3D_GL_EXT_NONE
},
9056 {STATE_RENDER(WINED3D_RS_TWEENFACTOR
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
9057 {STATE_RENDER(WINED3D_RS_INDEXEDVERTEXBLENDENABLE
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
9058 /* NP2 texture matrix fixups. They are not needed if
9059 * GL_ARB_texture_non_power_of_two is supported. Otherwise, register
9060 * glsl_vertex_pipe_texmatrix(), which takes care of updating the texture
9062 {STATE_SAMPLER(0), {0, NULL
}, ARB_TEXTURE_NON_POWER_OF_TWO
},
9063 {STATE_SAMPLER(0), {0, NULL
}, WINED3D_GL_NORMALIZED_TEXRECT
},
9064 {STATE_SAMPLER(0), {STATE_SAMPLER(0), glsl_vertex_pipe_texmatrix_np2
}, WINED3D_GL_EXT_NONE
},
9065 {STATE_SAMPLER(1), {0, NULL
}, ARB_TEXTURE_NON_POWER_OF_TWO
},
9066 {STATE_SAMPLER(1), {0, NULL
}, WINED3D_GL_NORMALIZED_TEXRECT
},
9067 {STATE_SAMPLER(1), {STATE_SAMPLER(1), glsl_vertex_pipe_texmatrix_np2
}, WINED3D_GL_EXT_NONE
},
9068 {STATE_SAMPLER(2), {0, NULL
}, ARB_TEXTURE_NON_POWER_OF_TWO
},
9069 {STATE_SAMPLER(2), {0, NULL
}, WINED3D_GL_NORMALIZED_TEXRECT
},
9070 {STATE_SAMPLER(2), {STATE_SAMPLER(2), glsl_vertex_pipe_texmatrix_np2
}, WINED3D_GL_EXT_NONE
},
9071 {STATE_SAMPLER(3), {0, NULL
}, ARB_TEXTURE_NON_POWER_OF_TWO
},
9072 {STATE_SAMPLER(3), {0, NULL
}, WINED3D_GL_NORMALIZED_TEXRECT
},
9073 {STATE_SAMPLER(3), {STATE_SAMPLER(3), glsl_vertex_pipe_texmatrix_np2
}, WINED3D_GL_EXT_NONE
},
9074 {STATE_SAMPLER(4), {0, NULL
}, ARB_TEXTURE_NON_POWER_OF_TWO
},
9075 {STATE_SAMPLER(4), {0, NULL
}, WINED3D_GL_NORMALIZED_TEXRECT
},
9076 {STATE_SAMPLER(4), {STATE_SAMPLER(4), glsl_vertex_pipe_texmatrix_np2
}, WINED3D_GL_EXT_NONE
},
9077 {STATE_SAMPLER(5), {0, NULL
}, ARB_TEXTURE_NON_POWER_OF_TWO
},
9078 {STATE_SAMPLER(5), {0, NULL
}, WINED3D_GL_NORMALIZED_TEXRECT
},
9079 {STATE_SAMPLER(5), {STATE_SAMPLER(5), glsl_vertex_pipe_texmatrix_np2
}, WINED3D_GL_EXT_NONE
},
9080 {STATE_SAMPLER(6), {0, NULL
}, ARB_TEXTURE_NON_POWER_OF_TWO
},
9081 {STATE_SAMPLER(6), {0, NULL
}, WINED3D_GL_NORMALIZED_TEXRECT
},
9082 {STATE_SAMPLER(6), {STATE_SAMPLER(6), glsl_vertex_pipe_texmatrix_np2
}, WINED3D_GL_EXT_NONE
},
9083 {STATE_SAMPLER(7), {0, NULL
}, ARB_TEXTURE_NON_POWER_OF_TWO
},
9084 {STATE_SAMPLER(7), {0, NULL
}, WINED3D_GL_NORMALIZED_TEXRECT
},
9085 {STATE_SAMPLER(7), {STATE_SAMPLER(7), glsl_vertex_pipe_texmatrix_np2
}, WINED3D_GL_EXT_NONE
},
9086 {STATE_POINT_ENABLE
, {STATE_POINT_ENABLE
, glsl_vertex_pipe_shader
}, WINED3D_GL_EXT_NONE
},
9087 {STATE_RENDER(WINED3D_RS_SHADEMODE
), {STATE_RENDER(WINED3D_RS_SHADEMODE
), glsl_vertex_pipe_nop
}, WINED3D_GL_LEGACY_CONTEXT
},
9088 {STATE_RENDER(WINED3D_RS_SHADEMODE
), {STATE_RENDER(WINED3D_RS_SHADEMODE
), glsl_vertex_pipe_shademode
}, WINED3D_GL_EXT_NONE
},
9089 {0 /* Terminate */, {0, NULL
}, WINED3D_GL_EXT_NONE
},
9093 * - Implement vertex tweening. */
9094 const struct wined3d_vertex_pipe_ops glsl_vertex_pipe
=
9096 glsl_vertex_pipe_vp_enable
,
9097 glsl_vertex_pipe_vp_get_caps
,
9098 glsl_vertex_pipe_vp_get_emul_mask
,
9099 glsl_vertex_pipe_vp_alloc
,
9100 glsl_vertex_pipe_vp_free
,
9101 glsl_vertex_pipe_vp_states
,
9104 static void glsl_fragment_pipe_enable(const struct wined3d_gl_info
*gl_info
, BOOL enable
)
9106 /* Nothing to do. */
9109 static void glsl_fragment_pipe_get_caps(const struct wined3d_gl_info
*gl_info
, struct fragment_caps
*caps
)
9111 caps
->wined3d_caps
= WINED3D_FRAGMENT_CAP_PROJ_CONTROL
9112 | WINED3D_FRAGMENT_CAP_SRGB_WRITE
9113 | WINED3D_FRAGMENT_CAP_COLOR_KEY
;
9114 caps
->PrimitiveMiscCaps
= WINED3DPMISCCAPS_TSSARGTEMP
9115 | WINED3DPMISCCAPS_PERSTAGECONSTANT
;
9116 caps
->TextureOpCaps
= WINED3DTEXOPCAPS_DISABLE
9117 | WINED3DTEXOPCAPS_SELECTARG1
9118 | WINED3DTEXOPCAPS_SELECTARG2
9119 | WINED3DTEXOPCAPS_MODULATE4X
9120 | WINED3DTEXOPCAPS_MODULATE2X
9121 | WINED3DTEXOPCAPS_MODULATE
9122 | WINED3DTEXOPCAPS_ADDSIGNED2X
9123 | WINED3DTEXOPCAPS_ADDSIGNED
9124 | WINED3DTEXOPCAPS_ADD
9125 | WINED3DTEXOPCAPS_SUBTRACT
9126 | WINED3DTEXOPCAPS_ADDSMOOTH
9127 | WINED3DTEXOPCAPS_BLENDCURRENTALPHA
9128 | WINED3DTEXOPCAPS_BLENDFACTORALPHA
9129 | WINED3DTEXOPCAPS_BLENDTEXTUREALPHA
9130 | WINED3DTEXOPCAPS_BLENDDIFFUSEALPHA
9131 | WINED3DTEXOPCAPS_BLENDTEXTUREALPHAPM
9132 | WINED3DTEXOPCAPS_MODULATEALPHA_ADDCOLOR
9133 | WINED3DTEXOPCAPS_MODULATECOLOR_ADDALPHA
9134 | WINED3DTEXOPCAPS_MODULATEINVCOLOR_ADDALPHA
9135 | WINED3DTEXOPCAPS_MODULATEINVALPHA_ADDCOLOR
9136 | WINED3DTEXOPCAPS_DOTPRODUCT3
9137 | WINED3DTEXOPCAPS_MULTIPLYADD
9138 | WINED3DTEXOPCAPS_LERP
9139 | WINED3DTEXOPCAPS_BUMPENVMAP
9140 | WINED3DTEXOPCAPS_BUMPENVMAPLUMINANCE
;
9141 caps
->MaxTextureBlendStages
= 8;
9142 caps
->MaxSimultaneousTextures
= min(gl_info
->limits
.fragment_samplers
, 8);
9145 static DWORD
glsl_fragment_pipe_get_emul_mask(const struct wined3d_gl_info
*gl_info
)
9147 if (gl_info
->supported
[WINED3D_GL_LEGACY_CONTEXT
])
9148 return GL_EXT_EMUL_ARB_MULTITEXTURE
;
9152 static void *glsl_fragment_pipe_alloc(const struct wined3d_shader_backend_ops
*shader_backend
, void *shader_priv
)
9154 struct shader_glsl_priv
*priv
;
9156 if (shader_backend
== &glsl_shader_backend
)
9160 if (wine_rb_init(&priv
->ffp_fragment_shaders
, &wined3d_ffp_frag_program_rb_functions
) == -1)
9162 ERR("Failed to initialize rbtree.\n");
9169 FIXME("GLSL fragment pipe without GLSL shader backend not implemented.\n");
9174 static void shader_glsl_free_ffp_fragment_shader(struct wine_rb_entry
*entry
, void *context
)
9176 struct glsl_ffp_fragment_shader
*shader
= WINE_RB_ENTRY_VALUE(entry
,
9177 struct glsl_ffp_fragment_shader
, entry
.entry
);
9178 struct glsl_shader_prog_link
*program
, *program2
;
9179 struct glsl_ffp_destroy_ctx
*ctx
= context
;
9181 LIST_FOR_EACH_ENTRY_SAFE(program
, program2
, &shader
->linked_programs
,
9182 struct glsl_shader_prog_link
, ps
.shader_entry
)
9184 delete_glsl_program_entry(ctx
->priv
, ctx
->gl_info
, program
);
9186 ctx
->gl_info
->gl_ops
.ext
.p_glDeleteShader(shader
->id
);
9187 HeapFree(GetProcessHeap(), 0, shader
);
9190 /* Context activation is done by the caller. */
9191 static void glsl_fragment_pipe_free(struct wined3d_device
*device
)
9193 struct shader_glsl_priv
*priv
= device
->fragment_priv
;
9194 struct glsl_ffp_destroy_ctx ctx
;
9197 ctx
.gl_info
= &device
->adapter
->gl_info
;
9198 wine_rb_destroy(&priv
->ffp_fragment_shaders
, shader_glsl_free_ffp_fragment_shader
, &ctx
);
9201 static void glsl_fragment_pipe_shader(struct wined3d_context
*context
,
9202 const struct wined3d_state
*state
, DWORD state_id
)
9204 context
->last_was_pshader
= use_ps(state
);
9206 context
->shader_update_mask
|= 1u << WINED3D_SHADER_TYPE_PIXEL
;
9209 static void glsl_fragment_pipe_fogparams(struct wined3d_context
*context
,
9210 const struct wined3d_state
*state
, DWORD state_id
)
9212 context
->constant_update_mask
|= WINED3D_SHADER_CONST_PS_FOG
;
9215 static void glsl_fragment_pipe_fog(struct wined3d_context
*context
,
9216 const struct wined3d_state
*state
, DWORD state_id
)
9218 BOOL use_vshader
= use_vs(state
);
9219 enum fogsource new_source
;
9220 DWORD fogstart
= state
->render_states
[WINED3D_RS_FOGSTART
];
9221 DWORD fogend
= state
->render_states
[WINED3D_RS_FOGEND
];
9223 context
->shader_update_mask
|= 1u << WINED3D_SHADER_TYPE_PIXEL
;
9225 if (!state
->render_states
[WINED3D_RS_FOGENABLE
])
9228 if (state
->render_states
[WINED3D_RS_FOGTABLEMODE
] == WINED3D_FOG_NONE
)
9231 new_source
= FOGSOURCE_VS
;
9232 else if (state
->render_states
[WINED3D_RS_FOGVERTEXMODE
] == WINED3D_FOG_NONE
|| context
->stream_info
.position_transformed
)
9233 new_source
= FOGSOURCE_COORD
;
9235 new_source
= FOGSOURCE_FFP
;
9239 new_source
= FOGSOURCE_FFP
;
9242 if (new_source
!= context
->fog_source
|| fogstart
== fogend
)
9244 context
->fog_source
= new_source
;
9245 context
->constant_update_mask
|= WINED3D_SHADER_CONST_PS_FOG
;
9249 static void glsl_fragment_pipe_vdecl(struct wined3d_context
*context
,
9250 const struct wined3d_state
*state
, DWORD state_id
)
9252 /* Because of settings->texcoords_initialized and args->texcoords_initialized. */
9253 if (context
->gl_info
->limits
.glsl_varyings
< wined3d_max_compat_varyings(context
->gl_info
))
9254 context
->shader_update_mask
|= 1u << WINED3D_SHADER_TYPE_PIXEL
;
9256 if (!isStateDirty(context
, STATE_RENDER(WINED3D_RS_FOGENABLE
)))
9257 glsl_fragment_pipe_fog(context
, state
, state_id
);
9260 static void glsl_fragment_pipe_vs(struct wined3d_context
*context
,
9261 const struct wined3d_state
*state
, DWORD state_id
)
9263 /* Because of settings->texcoords_initialized and args->texcoords_initialized. */
9264 if (context
->gl_info
->limits
.glsl_varyings
< wined3d_max_compat_varyings(context
->gl_info
))
9265 context
->shader_update_mask
|= 1u << WINED3D_SHADER_TYPE_PIXEL
;
9268 static void glsl_fragment_pipe_tex_transform(struct wined3d_context
*context
,
9269 const struct wined3d_state
*state
, DWORD state_id
)
9271 context
->shader_update_mask
|= 1u << WINED3D_SHADER_TYPE_PIXEL
;
9274 static void glsl_fragment_pipe_invalidate_constants(struct wined3d_context
*context
,
9275 const struct wined3d_state
*state
, DWORD state_id
)
9277 context
->constant_update_mask
|= WINED3D_SHADER_CONST_FFP_PS
;
9280 static void glsl_fragment_pipe_alpha_test_func(struct wined3d_context
*context
,
9281 const struct wined3d_state
*state
, DWORD state_id
)
9283 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
9284 GLint func
= wined3d_gl_compare_func(state
->render_states
[WINED3D_RS_ALPHAFUNC
]);
9285 float ref
= state
->render_states
[WINED3D_RS_ALPHAREF
] / 255.0f
;
9289 gl_info
->gl_ops
.gl
.p_glAlphaFunc(func
, ref
);
9290 checkGLcall("glAlphaFunc");
9294 static void glsl_fragment_pipe_core_alpha_test(struct wined3d_context
*context
,
9295 const struct wined3d_state
*state
, DWORD state_id
)
9297 context
->shader_update_mask
|= 1u << WINED3D_SHADER_TYPE_PIXEL
;
9300 static void glsl_fragment_pipe_alpha_test(struct wined3d_context
*context
,
9301 const struct wined3d_state
*state
, DWORD state_id
)
9303 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
9305 if (state
->render_states
[WINED3D_RS_ALPHATESTENABLE
])
9307 gl_info
->gl_ops
.gl
.p_glEnable(GL_ALPHA_TEST
);
9308 checkGLcall("glEnable(GL_ALPHA_TEST)");
9312 gl_info
->gl_ops
.gl
.p_glDisable(GL_ALPHA_TEST
);
9313 checkGLcall("glDisable(GL_ALPHA_TEST)");
9317 static void glsl_fragment_pipe_core_alpha_test_ref(struct wined3d_context
*context
,
9318 const struct wined3d_state
*state
, DWORD state_id
)
9320 context
->constant_update_mask
|= WINED3D_SHADER_CONST_PS_ALPHA_TEST
;
9323 static void glsl_fragment_pipe_color_key(struct wined3d_context
*context
,
9324 const struct wined3d_state
*state
, DWORD state_id
)
9326 context
->constant_update_mask
|= WINED3D_SHADER_CONST_FFP_COLOR_KEY
;
9329 static void glsl_fragment_pipe_shademode(struct wined3d_context
*context
,
9330 const struct wined3d_state
*state
, DWORD state_id
)
9332 context
->shader_update_mask
|= 1 << WINED3D_SHADER_TYPE_PIXEL
;
9335 static const struct StateEntryTemplate glsl_fragment_pipe_state_template
[] =
9337 {STATE_VDECL
, {STATE_VDECL
, glsl_fragment_pipe_vdecl
}, WINED3D_GL_EXT_NONE
},
9338 {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), glsl_fragment_pipe_vs
}, WINED3D_GL_EXT_NONE
},
9339 {STATE_RENDER(WINED3D_RS_TEXTUREFACTOR
), {STATE_RENDER(WINED3D_RS_TEXTUREFACTOR
), glsl_fragment_pipe_invalidate_constants
}, WINED3D_GL_EXT_NONE
},
9340 {STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
9341 {STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
9342 {STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
9343 {STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
9344 {STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
9345 {STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
9346 {STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
9347 {STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
9348 {STATE_TEXTURESTAGE(0, WINED3D_TSS_RESULT_ARG
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
9349 {STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
9350 {STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
9351 {STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
9352 {STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
9353 {STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
9354 {STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
9355 {STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
9356 {STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
9357 {STATE_TEXTURESTAGE(1, WINED3D_TSS_RESULT_ARG
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
9358 {STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
9359 {STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
9360 {STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
9361 {STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
9362 {STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
9363 {STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
9364 {STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
9365 {STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
9366 {STATE_TEXTURESTAGE(2, WINED3D_TSS_RESULT_ARG
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
9367 {STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
9368 {STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
9369 {STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
9370 {STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
9371 {STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
9372 {STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
9373 {STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
9374 {STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
9375 {STATE_TEXTURESTAGE(3, WINED3D_TSS_RESULT_ARG
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
9376 {STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
9377 {STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
9378 {STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
9379 {STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
9380 {STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
9381 {STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
9382 {STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
9383 {STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
9384 {STATE_TEXTURESTAGE(4, WINED3D_TSS_RESULT_ARG
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
9385 {STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
9386 {STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
9387 {STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
9388 {STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
9389 {STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
9390 {STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
9391 {STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
9392 {STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
9393 {STATE_TEXTURESTAGE(5, WINED3D_TSS_RESULT_ARG
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
9394 {STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
9395 {STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
9396 {STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
9397 {STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
9398 {STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
9399 {STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
9400 {STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
9401 {STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
9402 {STATE_TEXTURESTAGE(6, WINED3D_TSS_RESULT_ARG
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
9403 {STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
9404 {STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
9405 {STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
9406 {STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
9407 {STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
9408 {STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
9409 {STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
9410 {STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
9411 {STATE_TEXTURESTAGE(7, WINED3D_TSS_RESULT_ARG
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
9412 {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), glsl_fragment_pipe_shader
}, WINED3D_GL_EXT_NONE
},
9413 {STATE_RENDER(WINED3D_RS_ALPHAFUNC
), {STATE_RENDER(WINED3D_RS_ALPHAFUNC
), glsl_fragment_pipe_alpha_test_func
}, WINED3D_GL_LEGACY_CONTEXT
},
9414 {STATE_RENDER(WINED3D_RS_ALPHAFUNC
), {STATE_RENDER(WINED3D_RS_ALPHATESTENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
9415 {STATE_RENDER(WINED3D_RS_ALPHAREF
), {STATE_RENDER(WINED3D_RS_ALPHAFUNC
), NULL
}, WINED3D_GL_LEGACY_CONTEXT
},
9416 {STATE_RENDER(WINED3D_RS_ALPHAREF
), {STATE_RENDER(WINED3D_RS_ALPHAREF
), glsl_fragment_pipe_core_alpha_test_ref
}, WINED3D_GL_EXT_NONE
},
9417 {STATE_RENDER(WINED3D_RS_ALPHATESTENABLE
), {STATE_RENDER(WINED3D_RS_ALPHATESTENABLE
), glsl_fragment_pipe_alpha_test
}, WINED3D_GL_LEGACY_CONTEXT
},
9418 {STATE_RENDER(WINED3D_RS_ALPHATESTENABLE
), {STATE_RENDER(WINED3D_RS_ALPHATESTENABLE
), glsl_fragment_pipe_core_alpha_test
}, WINED3D_GL_EXT_NONE
},
9419 {STATE_RENDER(WINED3D_RS_COLORKEYENABLE
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
9420 {STATE_COLOR_KEY
, { STATE_COLOR_KEY
, glsl_fragment_pipe_color_key
}, WINED3D_GL_EXT_NONE
},
9421 {STATE_RENDER(WINED3D_RS_FOGENABLE
), {STATE_RENDER(WINED3D_RS_FOGENABLE
), glsl_fragment_pipe_fog
}, WINED3D_GL_EXT_NONE
},
9422 {STATE_RENDER(WINED3D_RS_FOGTABLEMODE
), {STATE_RENDER(WINED3D_RS_FOGENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
9423 {STATE_RENDER(WINED3D_RS_FOGVERTEXMODE
), {STATE_RENDER(WINED3D_RS_FOGENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
9424 {STATE_RENDER(WINED3D_RS_FOGSTART
), {STATE_RENDER(WINED3D_RS_FOGSTART
), glsl_fragment_pipe_fogparams
}, WINED3D_GL_EXT_NONE
},
9425 {STATE_RENDER(WINED3D_RS_FOGEND
), {STATE_RENDER(WINED3D_RS_FOGSTART
), NULL
}, WINED3D_GL_EXT_NONE
},
9426 {STATE_RENDER(WINED3D_RS_SRGBWRITEENABLE
), {STATE_RENDER(WINED3D_RS_SRGBWRITEENABLE
), state_srgbwrite
}, ARB_FRAMEBUFFER_SRGB
},
9427 {STATE_RENDER(WINED3D_RS_SRGBWRITEENABLE
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
9428 {STATE_RENDER(WINED3D_RS_FOGCOLOR
), {STATE_RENDER(WINED3D_RS_FOGCOLOR
), glsl_fragment_pipe_fogparams
}, WINED3D_GL_EXT_NONE
},
9429 {STATE_RENDER(WINED3D_RS_FOGDENSITY
), {STATE_RENDER(WINED3D_RS_FOGDENSITY
), glsl_fragment_pipe_fogparams
}, WINED3D_GL_EXT_NONE
},
9430 {STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE
), {STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE
), glsl_fragment_pipe_shader
}, ARB_POINT_SPRITE
},
9431 {STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE
), {STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE
), glsl_fragment_pipe_shader
}, WINED3D_GL_VERSION_2_0
},
9432 {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
},
9433 {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
},
9434 {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
},
9435 {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
},
9436 {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
},
9437 {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
},
9438 {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
},
9439 {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
},
9440 {STATE_TEXTURESTAGE(0, WINED3D_TSS_CONSTANT
), {STATE_TEXTURESTAGE(0, WINED3D_TSS_CONSTANT
), glsl_fragment_pipe_invalidate_constants
}, WINED3D_GL_EXT_NONE
},
9441 {STATE_TEXTURESTAGE(1, WINED3D_TSS_CONSTANT
), {STATE_TEXTURESTAGE(1, WINED3D_TSS_CONSTANT
), glsl_fragment_pipe_invalidate_constants
}, WINED3D_GL_EXT_NONE
},
9442 {STATE_TEXTURESTAGE(2, WINED3D_TSS_CONSTANT
), {STATE_TEXTURESTAGE(2, WINED3D_TSS_CONSTANT
), glsl_fragment_pipe_invalidate_constants
}, WINED3D_GL_EXT_NONE
},
9443 {STATE_TEXTURESTAGE(3, WINED3D_TSS_CONSTANT
), {STATE_TEXTURESTAGE(3, WINED3D_TSS_CONSTANT
), glsl_fragment_pipe_invalidate_constants
}, WINED3D_GL_EXT_NONE
},
9444 {STATE_TEXTURESTAGE(4, WINED3D_TSS_CONSTANT
), {STATE_TEXTURESTAGE(4, WINED3D_TSS_CONSTANT
), glsl_fragment_pipe_invalidate_constants
}, WINED3D_GL_EXT_NONE
},
9445 {STATE_TEXTURESTAGE(5, WINED3D_TSS_CONSTANT
), {STATE_TEXTURESTAGE(5, WINED3D_TSS_CONSTANT
), glsl_fragment_pipe_invalidate_constants
}, WINED3D_GL_EXT_NONE
},
9446 {STATE_TEXTURESTAGE(6, WINED3D_TSS_CONSTANT
), {STATE_TEXTURESTAGE(6, WINED3D_TSS_CONSTANT
), glsl_fragment_pipe_invalidate_constants
}, WINED3D_GL_EXT_NONE
},
9447 {STATE_TEXTURESTAGE(7, WINED3D_TSS_CONSTANT
), {STATE_TEXTURESTAGE(7, WINED3D_TSS_CONSTANT
), glsl_fragment_pipe_invalidate_constants
}, WINED3D_GL_EXT_NONE
},
9448 {STATE_RENDER(WINED3D_RS_SPECULARENABLE
), {STATE_RENDER(WINED3D_RS_SPECULARENABLE
), glsl_fragment_pipe_invalidate_constants
}, WINED3D_GL_EXT_NONE
},
9449 {STATE_POINT_ENABLE
, {STATE_POINT_ENABLE
, glsl_fragment_pipe_shader
}, WINED3D_GL_EXT_NONE
},
9450 {STATE_RENDER(WINED3D_RS_SHADEMODE
), {STATE_RENDER(WINED3D_RS_SHADEMODE
), state_shademode
}, WINED3D_GL_LEGACY_CONTEXT
},
9451 {STATE_RENDER(WINED3D_RS_SHADEMODE
), {STATE_RENDER(WINED3D_RS_SHADEMODE
), glsl_fragment_pipe_shademode
}, WINED3D_GL_EXT_NONE
},
9452 {0 /* Terminate */, {0, 0 }, WINED3D_GL_EXT_NONE
},
9455 static BOOL
glsl_fragment_pipe_alloc_context_data(struct wined3d_context
*context
)
9460 static void glsl_fragment_pipe_free_context_data(struct wined3d_context
*context
)
9464 const struct fragment_pipeline glsl_fragment_pipe
=
9466 glsl_fragment_pipe_enable
,
9467 glsl_fragment_pipe_get_caps
,
9468 glsl_fragment_pipe_get_emul_mask
,
9469 glsl_fragment_pipe_alloc
,
9470 glsl_fragment_pipe_free
,
9471 glsl_fragment_pipe_alloc_context_data
,
9472 glsl_fragment_pipe_free_context_data
,
9473 shader_glsl_color_fixup_supported
,
9474 glsl_fragment_pipe_state_template
,