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
;
68 unsigned int coord_mask
;
69 unsigned int deriv_mask
;
70 enum wined3d_data_type data_type
;
71 BOOL output_single_component
;
72 unsigned int offset_size
;
77 HEAP_NODE_TRAVERSE_LEFT
,
78 HEAP_NODE_TRAVERSE_RIGHT
,
90 struct constant_entry
*entries
;
92 unsigned int *positions
;
96 /* GLSL shader private data */
97 struct shader_glsl_priv
{
98 struct wined3d_string_buffer shader_buffer
;
99 struct wined3d_string_buffer_list string_buffers
;
100 struct wine_rb_tree program_lookup
;
101 struct constant_heap vconst_heap
;
102 struct constant_heap pconst_heap
;
103 unsigned char *stack
;
104 GLuint depth_blt_program_full
[WINED3D_GL_RES_TYPE_COUNT
];
105 GLuint depth_blt_program_masked
[WINED3D_GL_RES_TYPE_COUNT
];
106 UINT next_constant_version
;
108 const struct wined3d_vertex_pipe_ops
*vertex_pipe
;
109 const struct fragment_pipeline
*fragment_pipe
;
110 struct wine_rb_tree ffp_vertex_shaders
;
111 struct wine_rb_tree ffp_fragment_shaders
;
112 BOOL ffp_proj_control
;
113 BOOL legacy_lighting
;
116 struct glsl_vs_program
118 struct list shader_entry
;
120 GLenum vertex_color_clamp
;
121 GLint uniform_f_locations
[WINED3D_MAX_VS_CONSTS_F
];
122 GLint uniform_i_locations
[WINED3D_MAX_CONSTS_I
];
123 GLint uniform_b_locations
[WINED3D_MAX_CONSTS_B
];
124 GLint pos_fixup_location
;
126 GLint modelview_matrix_location
[MAX_VERTEX_BLENDS
];
127 GLint projection_matrix_location
;
128 GLint normal_matrix_location
;
129 GLint texture_matrix_location
[MAX_TEXTURES
];
130 GLint material_ambient_location
;
131 GLint material_diffuse_location
;
132 GLint material_specular_location
;
133 GLint material_emissive_location
;
134 GLint material_shininess_location
;
135 GLint light_ambient_location
;
150 } light_location
[MAX_ACTIVE_LIGHTS
];
151 GLint pointsize_location
;
152 GLint pointsize_min_location
;
153 GLint pointsize_max_location
;
154 GLint pointsize_c_att_location
;
155 GLint pointsize_l_att_location
;
156 GLint pointsize_q_att_location
;
157 GLint clip_planes_location
;
160 struct glsl_gs_program
162 struct list shader_entry
;
165 GLint pos_fixup_location
;
168 struct glsl_ps_program
170 struct list shader_entry
;
172 GLint uniform_f_locations
[WINED3D_MAX_PS_CONSTS_F
];
173 GLint uniform_i_locations
[WINED3D_MAX_CONSTS_I
];
174 GLint uniform_b_locations
[WINED3D_MAX_CONSTS_B
];
175 GLint bumpenv_mat_location
[MAX_TEXTURES
];
176 GLint bumpenv_lum_scale_location
[MAX_TEXTURES
];
177 GLint bumpenv_lum_offset_location
[MAX_TEXTURES
];
178 GLint tss_constant_location
[MAX_TEXTURES
];
179 GLint tex_factor_location
;
180 GLint specular_enable_location
;
181 GLint fog_color_location
;
182 GLint fog_density_location
;
183 GLint fog_end_location
;
184 GLint fog_scale_location
;
185 GLint alpha_test_ref_location
;
186 GLint ycorrection_location
;
187 GLint np2_fixup_location
;
188 GLint color_key_location
;
189 const struct ps_np2fixup_info
*np2_fixup_info
;
192 /* Struct to maintain data about a linked GLSL program */
193 struct glsl_shader_prog_link
195 struct wine_rb_entry program_lookup_entry
;
196 struct glsl_vs_program vs
;
197 struct glsl_gs_program gs
;
198 struct glsl_ps_program ps
;
200 DWORD constant_update_mask
;
201 UINT constant_version
;
204 struct glsl_program_key
211 struct shader_glsl_ctx_priv
{
212 const struct vs_compile_args
*cur_vs_args
;
213 const struct ps_compile_args
*cur_ps_args
;
214 struct ps_np2fixup_info
*cur_np2fixup_info
;
215 struct wined3d_string_buffer_list
*string_buffers
;
218 struct glsl_context_data
220 struct glsl_shader_prog_link
*glsl_program
;
223 struct glsl_ps_compiled_shader
225 struct ps_compile_args args
;
226 struct ps_np2fixup_info np2fixup
;
230 struct glsl_vs_compiled_shader
232 struct vs_compile_args args
;
236 struct glsl_gs_compiled_shader
238 struct gs_compile_args args
;
242 struct glsl_shader_private
246 struct glsl_vs_compiled_shader
*vs
;
247 struct glsl_gs_compiled_shader
*gs
;
248 struct glsl_ps_compiled_shader
*ps
;
250 UINT num_gl_shaders
, shader_array_size
;
253 struct glsl_ffp_vertex_shader
255 struct wined3d_ffp_vs_desc desc
;
257 struct list linked_programs
;
260 struct glsl_ffp_fragment_shader
262 struct ffp_frag_desc entry
;
264 struct list linked_programs
;
267 struct glsl_ffp_destroy_ctx
269 struct shader_glsl_priv
*priv
;
270 const struct wined3d_gl_info
*gl_info
;
273 static const char *debug_gl_shader_type(GLenum type
)
277 #define WINED3D_TO_STR(u) case u: return #u
278 WINED3D_TO_STR(GL_VERTEX_SHADER
);
279 WINED3D_TO_STR(GL_TESS_CONTROL_SHADER
);
280 WINED3D_TO_STR(GL_TESS_EVALUATION_SHADER
);
281 WINED3D_TO_STR(GL_GEOMETRY_SHADER
);
282 WINED3D_TO_STR(GL_FRAGMENT_SHADER
);
283 WINED3D_TO_STR(GL_COMPUTE_SHADER
);
284 #undef WINED3D_TO_STR
286 return wine_dbg_sprintf("UNKNOWN(%#x)", type
);
290 static const char *shader_glsl_get_prefix(enum wined3d_shader_type type
)
294 case WINED3D_SHADER_TYPE_VERTEX
:
297 case WINED3D_SHADER_TYPE_HULL
:
300 case WINED3D_SHADER_TYPE_DOMAIN
:
303 case WINED3D_SHADER_TYPE_GEOMETRY
:
306 case WINED3D_SHADER_TYPE_PIXEL
:
309 case WINED3D_SHADER_TYPE_COMPUTE
:
313 FIXME("Unhandled shader type %#x.\n", type
);
318 static unsigned int shader_glsl_get_version(const struct wined3d_gl_info
*gl_info
,
319 const struct wined3d_shader_version
*version
)
321 if (!gl_info
->supported
[WINED3D_GL_LEGACY_CONTEXT
])
323 else if (gl_info
->glsl_version
>= MAKEDWORD_VERSION(1, 30) && version
&& version
->major
>= 4)
329 static const char *shader_glsl_get_version_declaration(const struct wined3d_gl_info
*gl_info
,
330 const struct wined3d_shader_version
*version
)
332 unsigned int glsl_version
;
334 switch (glsl_version
= shader_glsl_get_version(gl_info
, version
))
337 return "#version 150";
339 return "#version 130";
341 return "#version 120";
343 FIXME("Unexpected GLSL version %u requested.\n", glsl_version
);
348 static void shader_glsl_append_imm_vec4(struct wined3d_string_buffer
*buffer
, const float *values
)
352 wined3d_ftoa(values
[0], str
[0]);
353 wined3d_ftoa(values
[1], str
[1]);
354 wined3d_ftoa(values
[2], str
[2]);
355 wined3d_ftoa(values
[3], str
[3]);
356 shader_addline(buffer
, "vec4(%s, %s, %s, %s)", str
[0], str
[1], str
[2], str
[3]);
359 static void shader_glsl_append_imm_ivec(struct wined3d_string_buffer
*buffer
,
360 const int *values
, unsigned int size
)
364 if (!size
|| size
> 4)
366 ERR("Invalid vector size %u.\n", size
);
371 shader_addline(buffer
, "ivec%u(", size
);
373 for (i
= 0; i
< size
; ++i
)
374 shader_addline(buffer
, i
? ", %#x" : "%#x", values
[i
]);
377 shader_addline(buffer
, ")");
380 static const char *get_info_log_line(const char **ptr
)
385 if (!(q
= strstr(p
, "\n")))
387 if (!*p
) return NULL
;
396 /* Context activation is done by the caller. */
397 void print_glsl_info_log(const struct wined3d_gl_info
*gl_info
, GLuint id
, BOOL program
)
402 if (!WARN_ON(d3d_shader
) && !FIXME_ON(d3d_shader
))
406 GL_EXTCALL(glGetProgramiv(id
, GL_INFO_LOG_LENGTH
, &length
));
408 GL_EXTCALL(glGetShaderiv(id
, GL_INFO_LOG_LENGTH
, &length
));
410 /* A size of 1 is just a null-terminated string, so the log should be bigger than
411 * that if there are errors. */
414 const char *ptr
, *line
;
416 log
= HeapAlloc(GetProcessHeap(), 0, length
);
417 /* The info log is supposed to be zero-terminated, but at least some
418 * versions of fglrx don't terminate the string properly. The reported
419 * length does include the terminator, so explicitly set it to zero
423 GL_EXTCALL(glGetProgramInfoLog(id
, length
, NULL
, log
));
425 GL_EXTCALL(glGetShaderInfoLog(id
, length
, NULL
, log
));
428 if (gl_info
->quirks
& WINED3D_QUIRK_INFO_LOG_SPAM
)
430 WARN("Info log received from GLSL shader #%u:\n", id
);
431 while ((line
= get_info_log_line(&ptr
))) WARN(" %.*s", (int)(ptr
- line
), line
);
435 FIXME("Info log received from GLSL shader #%u:\n", id
);
436 while ((line
= get_info_log_line(&ptr
))) FIXME(" %.*s", (int)(ptr
- line
), line
);
438 HeapFree(GetProcessHeap(), 0, log
);
442 /* Context activation is done by the caller. */
443 static void shader_glsl_compile(const struct wined3d_gl_info
*gl_info
, GLuint shader
, const char *src
)
445 const char *ptr
, *line
;
447 TRACE("Compiling shader object %u.\n", shader
);
449 if (TRACE_ON(d3d_shader
))
452 while ((line
= get_info_log_line(&ptr
))) TRACE_(d3d_shader
)(" %.*s", (int)(ptr
- line
), line
);
455 GL_EXTCALL(glShaderSource(shader
, 1, &src
, NULL
));
456 checkGLcall("glShaderSource");
457 GL_EXTCALL(glCompileShader(shader
));
458 checkGLcall("glCompileShader");
459 print_glsl_info_log(gl_info
, shader
, FALSE
);
462 /* Context activation is done by the caller. */
463 static void shader_glsl_dump_program_source(const struct wined3d_gl_info
*gl_info
, GLuint program
)
465 GLint i
, shader_count
, source_size
= -1;
469 GL_EXTCALL(glGetProgramiv(program
, GL_ATTACHED_SHADERS
, &shader_count
));
470 if (!(shaders
= wined3d_calloc(shader_count
, sizeof(*shaders
))))
472 ERR("Failed to allocate shader array memory.\n");
476 GL_EXTCALL(glGetAttachedShaders(program
, shader_count
, NULL
, shaders
));
477 for (i
= 0; i
< shader_count
; ++i
)
479 const char *ptr
, *line
;
482 GL_EXTCALL(glGetShaderiv(shaders
[i
], GL_SHADER_SOURCE_LENGTH
, &tmp
));
484 if (source_size
< tmp
)
486 HeapFree(GetProcessHeap(), 0, source
);
488 source
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, tmp
);
491 ERR("Failed to allocate %d bytes for shader source.\n", tmp
);
492 HeapFree(GetProcessHeap(), 0, shaders
);
498 FIXME("Shader %u:\n", shaders
[i
]);
499 GL_EXTCALL(glGetShaderiv(shaders
[i
], GL_SHADER_TYPE
, &tmp
));
500 FIXME(" GL_SHADER_TYPE: %s.\n", debug_gl_shader_type(tmp
));
501 GL_EXTCALL(glGetShaderiv(shaders
[i
], GL_COMPILE_STATUS
, &tmp
));
502 FIXME(" GL_COMPILE_STATUS: %d.\n", tmp
);
506 GL_EXTCALL(glGetShaderSource(shaders
[i
], source_size
, NULL
, source
));
507 while ((line
= get_info_log_line(&ptr
))) FIXME(" %.*s", (int)(ptr
- line
), line
);
511 HeapFree(GetProcessHeap(), 0, source
);
512 HeapFree(GetProcessHeap(), 0, shaders
);
515 /* Context activation is done by the caller. */
516 void shader_glsl_validate_link(const struct wined3d_gl_info
*gl_info
, GLuint program
)
520 if (!TRACE_ON(d3d_shader
) && !FIXME_ON(d3d_shader
))
523 GL_EXTCALL(glGetProgramiv(program
, GL_LINK_STATUS
, &tmp
));
526 FIXME("Program %u link status invalid.\n", program
);
527 shader_glsl_dump_program_source(gl_info
, program
);
530 print_glsl_info_log(gl_info
, program
, TRUE
);
533 /* Context activation is done by the caller. */
534 static void shader_glsl_load_samplers(const struct wined3d_gl_info
*gl_info
,
535 struct shader_glsl_priv
*priv
, const DWORD
*tex_unit_map
, GLuint program_id
)
537 unsigned int mapped_unit
;
538 struct wined3d_string_buffer
*sampler_name
= string_buffer_get(&priv
->string_buffers
);
545 enum wined3d_shader_type type
;
546 unsigned int base_idx
;
551 {WINED3D_SHADER_TYPE_PIXEL
, 0, MAX_FRAGMENT_SAMPLERS
},
552 {WINED3D_SHADER_TYPE_VERTEX
, MAX_FRAGMENT_SAMPLERS
, MAX_VERTEX_SAMPLERS
},
555 for (i
= 0; i
< ARRAY_SIZE(sampler_info
); ++i
)
557 prefix
= shader_glsl_get_prefix(sampler_info
[i
].type
);
559 for (j
= 0; j
< sampler_info
[i
].count
; ++j
)
561 string_buffer_sprintf(sampler_name
, "%s_sampler%u", prefix
, j
);
562 name_loc
= GL_EXTCALL(glGetUniformLocation(program_id
, sampler_name
->buffer
));
566 mapped_unit
= tex_unit_map
[sampler_info
[i
].base_idx
+ j
];
567 if (mapped_unit
== WINED3D_UNMAPPED_STAGE
|| mapped_unit
>= gl_info
->limits
.combined_samplers
)
569 ERR("Trying to load sampler %s on unsupported unit %u.\n", sampler_name
->buffer
, mapped_unit
);
573 TRACE("Loading sampler %s on unit %u.\n", sampler_name
->buffer
, mapped_unit
);
574 GL_EXTCALL(glUniform1i(name_loc
, mapped_unit
));
577 checkGLcall("glUniform1i");
578 string_buffer_release(&priv
->string_buffers
, sampler_name
);
581 static void shader_glsl_load_icb(const struct wined3d_gl_info
*gl_info
, struct shader_glsl_priv
*priv
,
582 GLuint program_id
, const struct wined3d_shader_reg_maps
*reg_maps
)
584 const struct wined3d_shader_immediate_constant_buffer
*icb
= reg_maps
->icb
;
588 struct wined3d_string_buffer
*icb_name
= string_buffer_get(&priv
->string_buffers
);
589 const char *prefix
= shader_glsl_get_prefix(reg_maps
->shader_version
.type
);
592 string_buffer_sprintf(icb_name
, "%s_icb", prefix
);
593 icb_location
= GL_EXTCALL(glGetUniformLocation(program_id
, icb_name
->buffer
));
594 GL_EXTCALL(glUniform4fv(icb_location
, icb
->vec4_count
, (const GLfloat
*)icb
->data
));
595 checkGLcall("Load immediate constant buffer");
597 string_buffer_release(&priv
->string_buffers
, icb_name
);
601 /* Context activation is done by the caller. */
602 static inline void walk_constant_heap(const struct wined3d_gl_info
*gl_info
, const struct wined3d_vec4
*constants
,
603 const GLint
*constant_locations
, const struct constant_heap
*heap
, unsigned char *stack
, DWORD version
)
605 unsigned int start
= ~0U, end
= 0;
607 unsigned int heap_idx
= 1;
610 if (heap
->entries
[heap_idx
].version
<= version
) return;
612 idx
= heap
->entries
[heap_idx
].idx
;
613 if (constant_locations
[idx
] != -1)
615 stack
[stack_idx
] = HEAP_NODE_TRAVERSE_LEFT
;
617 while (stack_idx
>= 0)
619 /* Note that we fall through to the next case statement. */
620 switch(stack
[stack_idx
])
622 case HEAP_NODE_TRAVERSE_LEFT
:
624 unsigned int left_idx
= heap_idx
<< 1;
625 if (left_idx
< heap
->size
&& heap
->entries
[left_idx
].version
> version
)
628 idx
= heap
->entries
[heap_idx
].idx
;
629 if (constant_locations
[idx
] != -1)
637 stack
[stack_idx
++] = HEAP_NODE_TRAVERSE_RIGHT
;
638 stack
[stack_idx
] = HEAP_NODE_TRAVERSE_LEFT
;
643 case HEAP_NODE_TRAVERSE_RIGHT
:
645 unsigned int right_idx
= (heap_idx
<< 1) + 1;
646 if (right_idx
< heap
->size
&& heap
->entries
[right_idx
].version
> version
)
648 heap_idx
= right_idx
;
649 idx
= heap
->entries
[heap_idx
].idx
;
650 if (constant_locations
[idx
] != -1)
658 stack
[stack_idx
++] = HEAP_NODE_POP
;
659 stack
[stack_idx
] = HEAP_NODE_TRAVERSE_LEFT
;
671 GL_EXTCALL(glUniform4fv(constant_locations
[start
], end
- start
+ 1, &constants
[start
].x
));
672 checkGLcall("walk_constant_heap()");
675 /* Context activation is done by the caller. */
676 static inline void apply_clamped_constant(const struct wined3d_gl_info
*gl_info
,
677 GLint location
, const struct wined3d_vec4
*data
)
679 GLfloat clamped_constant
[4];
681 if (location
== -1) return;
683 clamped_constant
[0] = data
->x
< -1.0f
? -1.0f
: data
->x
> 1.0f
? 1.0f
: data
->x
;
684 clamped_constant
[1] = data
->y
< -1.0f
? -1.0f
: data
->y
> 1.0f
? 1.0f
: data
->y
;
685 clamped_constant
[2] = data
->z
< -1.0f
? -1.0f
: data
->z
> 1.0f
? 1.0f
: data
->z
;
686 clamped_constant
[3] = data
->w
< -1.0f
? -1.0f
: data
->w
> 1.0f
? 1.0f
: data
->w
;
688 GL_EXTCALL(glUniform4fv(location
, 1, clamped_constant
));
691 /* Context activation is done by the caller. */
692 static inline void walk_constant_heap_clamped(const struct wined3d_gl_info
*gl_info
,
693 const struct wined3d_vec4
*constants
, const GLint
*constant_locations
,
694 const struct constant_heap
*heap
, unsigned char *stack
, DWORD version
)
697 unsigned int heap_idx
= 1;
700 if (heap
->entries
[heap_idx
].version
<= version
) return;
702 idx
= heap
->entries
[heap_idx
].idx
;
703 apply_clamped_constant(gl_info
, constant_locations
[idx
], &constants
[idx
]);
704 stack
[stack_idx
] = HEAP_NODE_TRAVERSE_LEFT
;
706 while (stack_idx
>= 0)
708 /* Note that we fall through to the next case statement. */
709 switch(stack
[stack_idx
])
711 case HEAP_NODE_TRAVERSE_LEFT
:
713 unsigned int left_idx
= heap_idx
<< 1;
714 if (left_idx
< heap
->size
&& heap
->entries
[left_idx
].version
> version
)
717 idx
= heap
->entries
[heap_idx
].idx
;
718 apply_clamped_constant(gl_info
, constant_locations
[idx
], &constants
[idx
]);
720 stack
[stack_idx
++] = HEAP_NODE_TRAVERSE_RIGHT
;
721 stack
[stack_idx
] = HEAP_NODE_TRAVERSE_LEFT
;
726 case HEAP_NODE_TRAVERSE_RIGHT
:
728 unsigned int right_idx
= (heap_idx
<< 1) + 1;
729 if (right_idx
< heap
->size
&& heap
->entries
[right_idx
].version
> version
)
731 heap_idx
= right_idx
;
732 idx
= heap
->entries
[heap_idx
].idx
;
733 apply_clamped_constant(gl_info
, constant_locations
[idx
], &constants
[idx
]);
735 stack
[stack_idx
++] = HEAP_NODE_POP
;
736 stack
[stack_idx
] = HEAP_NODE_TRAVERSE_LEFT
;
747 checkGLcall("walk_constant_heap_clamped()");
750 /* Context activation is done by the caller. */
751 static void shader_glsl_load_constants_f(const struct wined3d_shader
*shader
, const struct wined3d_gl_info
*gl_info
,
752 const struct wined3d_vec4
*constants
, const GLint
*constant_locations
, const struct constant_heap
*heap
,
753 unsigned char *stack
, unsigned int version
)
755 const struct wined3d_shader_lconst
*lconst
;
757 /* 1.X pshaders have the constants clamped to [-1;1] implicitly. */
758 if (shader
->reg_maps
.shader_version
.major
== 1
759 && shader
->reg_maps
.shader_version
.type
== WINED3D_SHADER_TYPE_PIXEL
)
760 walk_constant_heap_clamped(gl_info
, constants
, constant_locations
, heap
, stack
, version
);
762 walk_constant_heap(gl_info
, constants
, constant_locations
, heap
, stack
, version
);
764 if (!shader
->load_local_constsF
)
766 TRACE("No need to load local float constants for this shader.\n");
770 /* Immediate constants are clamped to [-1;1] at shader creation time if needed */
771 LIST_FOR_EACH_ENTRY(lconst
, &shader
->constantsF
, struct wined3d_shader_lconst
, entry
)
773 GL_EXTCALL(glUniform4fv(constant_locations
[lconst
->idx
], 1, (const GLfloat
*)lconst
->value
));
775 checkGLcall("glUniform4fv()");
778 /* Context activation is done by the caller. */
779 static void shader_glsl_load_constants_i(const struct wined3d_shader
*shader
, const struct wined3d_gl_info
*gl_info
,
780 const struct wined3d_ivec4
*constants
, const GLint locations
[WINED3D_MAX_CONSTS_I
], WORD constants_set
)
785 for (i
= 0; constants_set
; constants_set
>>= 1, ++i
)
787 if (!(constants_set
& 1)) continue;
789 /* We found this uniform name in the program - go ahead and send the data */
790 GL_EXTCALL(glUniform4iv(locations
[i
], 1, &constants
[i
].x
));
793 /* Load immediate constants */
794 ptr
= list_head(&shader
->constantsI
);
797 const struct wined3d_shader_lconst
*lconst
= LIST_ENTRY(ptr
, const struct wined3d_shader_lconst
, entry
);
798 unsigned int idx
= lconst
->idx
;
799 const GLint
*values
= (const GLint
*)lconst
->value
;
801 /* We found this uniform name in the program - go ahead and send the data */
802 GL_EXTCALL(glUniform4iv(locations
[idx
], 1, values
));
803 ptr
= list_next(&shader
->constantsI
, ptr
);
805 checkGLcall("glUniform4iv()");
808 /* Context activation is done by the caller. */
809 static void shader_glsl_load_constantsB(const struct wined3d_shader
*shader
, const struct wined3d_gl_info
*gl_info
,
810 const GLint locations
[WINED3D_MAX_CONSTS_B
], const BOOL
*constants
, WORD constants_set
)
815 for (i
= 0; constants_set
; constants_set
>>= 1, ++i
)
817 if (!(constants_set
& 1)) continue;
819 GL_EXTCALL(glUniform1iv(locations
[i
], 1, &constants
[i
]));
822 /* Load immediate constants */
823 ptr
= list_head(&shader
->constantsB
);
826 const struct wined3d_shader_lconst
*lconst
= LIST_ENTRY(ptr
, const struct wined3d_shader_lconst
, entry
);
827 unsigned int idx
= lconst
->idx
;
828 const GLint
*values
= (const GLint
*)lconst
->value
;
830 GL_EXTCALL(glUniform1iv(locations
[idx
], 1, values
));
831 ptr
= list_next(&shader
->constantsB
, ptr
);
833 checkGLcall("glUniform1iv()");
836 static void reset_program_constant_version(struct wine_rb_entry
*entry
, void *context
)
838 WINE_RB_ENTRY_VALUE(entry
, struct glsl_shader_prog_link
, program_lookup_entry
)->constant_version
= 0;
841 /* Context activation is done by the caller (state handler). */
842 static void shader_glsl_load_np2fixup_constants(const struct glsl_ps_program
*ps
,
843 const struct wined3d_gl_info
*gl_info
, const struct wined3d_state
*state
)
845 GLfloat np2fixup_constants
[4 * MAX_FRAGMENT_SAMPLERS
];
846 UINT fixup
= ps
->np2_fixup_info
->active
;
849 for (i
= 0; fixup
; fixup
>>= 1, ++i
)
851 const struct wined3d_texture
*tex
= state
->textures
[i
];
852 unsigned char idx
= ps
->np2_fixup_info
->idx
[i
];
853 GLfloat
*tex_dim
= &np2fixup_constants
[(idx
>> 1) * 4];
857 ERR("Nonexistent texture is flagged for NP2 texcoord fixup.\n");
863 tex_dim
[2] = tex
->pow2_matrix
[0];
864 tex_dim
[3] = tex
->pow2_matrix
[5];
868 tex_dim
[0] = tex
->pow2_matrix
[0];
869 tex_dim
[1] = tex
->pow2_matrix
[5];
873 GL_EXTCALL(glUniform4fv(ps
->np2_fixup_location
, ps
->np2_fixup_info
->num_consts
, np2fixup_constants
));
876 /* Taken and adapted from Mesa. */
877 static BOOL
invert_matrix_3d(struct wined3d_matrix
*out
, const struct wined3d_matrix
*in
)
879 float pos
, neg
, t
, det
;
880 struct wined3d_matrix temp
;
882 /* Calculate the determinant of upper left 3x3 submatrix and
883 * determine if the matrix is singular. */
885 t
= in
->_11
* in
->_22
* in
->_33
;
891 t
= in
->_21
* in
->_32
* in
->_13
;
896 t
= in
->_31
* in
->_12
* in
->_23
;
902 t
= -in
->_31
* in
->_22
* in
->_13
;
907 t
= -in
->_21
* in
->_12
* in
->_33
;
913 t
= -in
->_11
* in
->_32
* in
->_23
;
921 if (fabsf(det
) < 1e-25f
)
925 temp
._11
= (in
->_22
* in
->_33
- in
->_32
* in
->_23
) * det
;
926 temp
._12
= -(in
->_12
* in
->_33
- in
->_32
* in
->_13
) * det
;
927 temp
._13
= (in
->_12
* in
->_23
- in
->_22
* in
->_13
) * det
;
928 temp
._21
= -(in
->_21
* in
->_33
- in
->_31
* in
->_23
) * det
;
929 temp
._22
= (in
->_11
* in
->_33
- in
->_31
* in
->_13
) * det
;
930 temp
._23
= -(in
->_11
* in
->_23
- in
->_21
* in
->_13
) * det
;
931 temp
._31
= (in
->_21
* in
->_32
- in
->_31
* in
->_22
) * det
;
932 temp
._32
= -(in
->_11
* in
->_32
- in
->_31
* in
->_12
) * det
;
933 temp
._33
= (in
->_11
* in
->_22
- in
->_21
* in
->_12
) * det
;
939 static void swap_rows(float **a
, float **b
)
947 static BOOL
invert_matrix(struct wined3d_matrix
*out
, struct wined3d_matrix
*m
)
950 float m0
, m1
, m2
, m3
, s
;
951 float *r0
, *r1
, *r2
, *r3
;
963 r0
[5] = r0
[6] = r0
[7] = 0.0f
;
970 r1
[4] = r1
[6] = r1
[7] = 0.0f
;
977 r2
[4] = r2
[5] = r2
[7] = 0.0f
;
984 r3
[4] = r3
[5] = r3
[6] = 0.0f
;
986 /* Choose pivot - or die. */
987 if (fabsf(r3
[0]) > fabsf(r2
[0]))
989 if (fabsf(r2
[0]) > fabsf(r1
[0]))
991 if (fabsf(r1
[0]) > fabsf(r0
[0]))
996 /* Eliminate first variable. */
997 m1
= r1
[0] / r0
[0]; m2
= r2
[0] / r0
[0]; m3
= r3
[0] / r0
[0];
998 s
= r0
[1]; r1
[1] -= m1
* s
; r2
[1] -= m2
* s
; r3
[1] -= m3
* s
;
999 s
= r0
[2]; r1
[2] -= m1
* s
; r2
[2] -= m2
* s
; r3
[2] -= m3
* s
;
1000 s
= r0
[3]; r1
[3] -= m1
* s
; r2
[3] -= m2
* s
; r3
[3] -= m3
* s
;
1030 /* Choose pivot - or die. */
1031 if (fabsf(r3
[1]) > fabsf(r2
[1]))
1032 swap_rows(&r3
, &r2
);
1033 if (fabsf(r2
[1]) > fabsf(r1
[1]))
1034 swap_rows(&r2
, &r1
);
1038 /* Eliminate second variable. */
1039 m2
= r2
[1] / r1
[1]; m3
= r3
[1] / r1
[1];
1040 r2
[2] -= m2
* r1
[2]; r3
[2] -= m3
* r1
[2];
1041 r2
[3] -= m2
* r1
[3]; r3
[3] -= m3
* r1
[3];
1067 /* Choose pivot - or die. */
1068 if (fabsf(r3
[2]) > fabsf(r2
[2]))
1069 swap_rows(&r3
, &r2
);
1073 /* Eliminate third variable. */
1075 r3
[3] -= m3
* r2
[3];
1076 r3
[4] -= m3
* r2
[4];
1077 r3
[5] -= m3
* r2
[5];
1078 r3
[6] -= m3
* r2
[6];
1079 r3
[7] -= m3
* r2
[7];
1085 /* Back substitute row 3. */
1092 /* Back substitute row 2. */
1095 r2
[4] = s
* (r2
[4] - r3
[4] * m2
);
1096 r2
[5] = s
* (r2
[5] - r3
[5] * m2
);
1097 r2
[6] = s
* (r2
[6] - r3
[6] * m2
);
1098 r2
[7] = s
* (r2
[7] - r3
[7] * m2
);
1100 r1
[4] -= r3
[4] * m1
;
1101 r1
[5] -= r3
[5] * m1
;
1102 r1
[6] -= r3
[6] * m1
;
1103 r1
[7] -= r3
[7] * m1
;
1105 r0
[4] -= r3
[4] * m0
;
1106 r0
[5] -= r3
[5] * m0
;
1107 r0
[6] -= r3
[6] * m0
;
1108 r0
[7] -= r3
[7] * m0
;
1110 /* Back substitute row 1. */
1113 r1
[4] = s
* (r1
[4] - r2
[4] * m1
);
1114 r1
[5] = s
* (r1
[5] - r2
[5] * m1
);
1115 r1
[6] = s
* (r1
[6] - r2
[6] * m1
);
1116 r1
[7] = s
* (r1
[7] - r2
[7] * m1
);
1118 r0
[4] -= r2
[4] * m0
;
1119 r0
[5] -= r2
[5] * m0
;
1120 r0
[6] -= r2
[6] * m0
;
1121 r0
[7] -= r2
[7] * m0
;
1123 /* Back substitute row 0. */
1126 r0
[4] = s
* (r0
[4] - r1
[4] * m0
);
1127 r0
[5] = s
* (r0
[5] - r1
[5] * m0
);
1128 r0
[6] = s
* (r0
[6] - r1
[6] * m0
);
1129 r0
[7] = s
* (r0
[7] - r1
[7] * m0
);
1151 static void shader_glsl_ffp_vertex_normalmatrix_uniform(const struct wined3d_context
*context
,
1152 const struct wined3d_state
*state
, struct glsl_shader_prog_link
*prog
)
1154 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
1156 struct wined3d_matrix mv
;
1159 if (prog
->vs
.normal_matrix_location
== -1)
1162 get_modelview_matrix(context
, state
, 0, &mv
);
1163 if (context
->d3d_info
->wined3d_creation_flags
& WINED3D_LEGACY_FFP_LIGHTING
)
1164 invert_matrix_3d(&mv
, &mv
);
1166 invert_matrix(&mv
, &mv
);
1167 /* Tests show that singular modelview matrices are used unchanged as normal
1168 * matrices on D3D3 and older. There seems to be no clearly consistent
1169 * behavior on newer D3D versions so always follow older ddraw behavior. */
1170 for (i
= 0; i
< 3; ++i
)
1171 for (j
= 0; j
< 3; ++j
)
1172 mat
[i
* 3 + j
] = (&mv
._11
)[j
* 4 + i
];
1174 GL_EXTCALL(glUniformMatrix3fv(prog
->vs
.normal_matrix_location
, 1, FALSE
, mat
));
1175 checkGLcall("glUniformMatrix3fv");
1178 static void shader_glsl_ffp_vertex_texmatrix_uniform(const struct wined3d_context
*context
,
1179 const struct wined3d_state
*state
, unsigned int tex
, struct glsl_shader_prog_link
*prog
)
1181 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
1182 struct wined3d_matrix mat
;
1184 if (tex
>= MAX_TEXTURES
)
1186 if (prog
->vs
.texture_matrix_location
[tex
] == -1)
1189 get_texture_matrix(context
, state
, tex
, &mat
);
1190 GL_EXTCALL(glUniformMatrix4fv(prog
->vs
.texture_matrix_location
[tex
], 1, FALSE
, &mat
._11
));
1191 checkGLcall("glUniformMatrix4fv");
1194 static void shader_glsl_ffp_vertex_material_uniform(const struct wined3d_context
*context
,
1195 const struct wined3d_state
*state
, struct glsl_shader_prog_link
*prog
)
1197 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
1199 if (state
->render_states
[WINED3D_RS_SPECULARENABLE
])
1201 GL_EXTCALL(glUniform4fv(prog
->vs
.material_specular_location
, 1, &state
->material
.specular
.r
));
1202 GL_EXTCALL(glUniform1f(prog
->vs
.material_shininess_location
, state
->material
.power
));
1206 static const float black
[] = {0.0f
, 0.0f
, 0.0f
, 0.0f
};
1208 GL_EXTCALL(glUniform4fv(prog
->vs
.material_specular_location
, 1, black
));
1210 GL_EXTCALL(glUniform4fv(prog
->vs
.material_ambient_location
, 1, &state
->material
.ambient
.r
));
1211 GL_EXTCALL(glUniform4fv(prog
->vs
.material_diffuse_location
, 1, &state
->material
.diffuse
.r
));
1212 GL_EXTCALL(glUniform4fv(prog
->vs
.material_emissive_location
, 1, &state
->material
.emissive
.r
));
1213 checkGLcall("setting FFP material uniforms");
1216 static void shader_glsl_ffp_vertex_lightambient_uniform(const struct wined3d_context
*context
,
1217 const struct wined3d_state
*state
, struct glsl_shader_prog_link
*prog
)
1219 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
1220 struct wined3d_color color
;
1222 wined3d_color_from_d3dcolor(&color
, state
->render_states
[WINED3D_RS_AMBIENT
]);
1223 GL_EXTCALL(glUniform3fv(prog
->vs
.light_ambient_location
, 1, &color
.r
));
1224 checkGLcall("glUniform3fv");
1227 static void multiply_vector_matrix(struct wined3d_vec4
*dest
, const struct wined3d_vec4
*src1
,
1228 const struct wined3d_matrix
*src2
)
1230 struct wined3d_vec4 temp
;
1232 temp
.x
= (src1
->x
* src2
->_11
) + (src1
->y
* src2
->_21
) + (src1
->z
* src2
->_31
) + (src1
->w
* src2
->_41
);
1233 temp
.y
= (src1
->x
* src2
->_12
) + (src1
->y
* src2
->_22
) + (src1
->z
* src2
->_32
) + (src1
->w
* src2
->_42
);
1234 temp
.z
= (src1
->x
* src2
->_13
) + (src1
->y
* src2
->_23
) + (src1
->z
* src2
->_33
) + (src1
->w
* src2
->_43
);
1235 temp
.w
= (src1
->x
* src2
->_14
) + (src1
->y
* src2
->_24
) + (src1
->z
* src2
->_34
) + (src1
->w
* src2
->_44
);
1240 static void shader_glsl_ffp_vertex_light_uniform(const struct wined3d_context
*context
,
1241 const struct wined3d_state
*state
, unsigned int light
, struct glsl_shader_prog_link
*prog
)
1243 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
1244 const struct wined3d_light_info
*light_info
= state
->lights
[light
];
1245 struct wined3d_vec4 vec4
;
1246 const struct wined3d_matrix
*view
= &state
->transforms
[WINED3D_TS_VIEW
];
1251 GL_EXTCALL(glUniform4fv(prog
->vs
.light_location
[light
].diffuse
, 1, &light_info
->OriginalParms
.diffuse
.r
));
1252 GL_EXTCALL(glUniform4fv(prog
->vs
.light_location
[light
].specular
, 1, &light_info
->OriginalParms
.specular
.r
));
1253 GL_EXTCALL(glUniform4fv(prog
->vs
.light_location
[light
].ambient
, 1, &light_info
->OriginalParms
.ambient
.r
));
1255 switch (light_info
->OriginalParms
.type
)
1257 case WINED3D_LIGHT_POINT
:
1258 multiply_vector_matrix(&vec4
, &light_info
->position
, view
);
1259 GL_EXTCALL(glUniform4fv(prog
->vs
.light_location
[light
].position
, 1, &vec4
.x
));
1260 GL_EXTCALL(glUniform1f(prog
->vs
.light_location
[light
].range
, light_info
->OriginalParms
.range
));
1261 GL_EXTCALL(glUniform1f(prog
->vs
.light_location
[light
].c_att
, light_info
->OriginalParms
.attenuation0
));
1262 GL_EXTCALL(glUniform1f(prog
->vs
.light_location
[light
].l_att
, light_info
->OriginalParms
.attenuation1
));
1263 GL_EXTCALL(glUniform1f(prog
->vs
.light_location
[light
].q_att
, light_info
->OriginalParms
.attenuation2
));
1266 case WINED3D_LIGHT_SPOT
:
1267 multiply_vector_matrix(&vec4
, &light_info
->position
, view
);
1268 GL_EXTCALL(glUniform4fv(prog
->vs
.light_location
[light
].position
, 1, &vec4
.x
));
1270 multiply_vector_matrix(&vec4
, &light_info
->direction
, view
);
1271 GL_EXTCALL(glUniform3fv(prog
->vs
.light_location
[light
].direction
, 1, &vec4
.x
));
1273 GL_EXTCALL(glUniform1f(prog
->vs
.light_location
[light
].range
, light_info
->OriginalParms
.range
));
1274 GL_EXTCALL(glUniform1f(prog
->vs
.light_location
[light
].falloff
, light_info
->OriginalParms
.falloff
));
1275 GL_EXTCALL(glUniform1f(prog
->vs
.light_location
[light
].c_att
, light_info
->OriginalParms
.attenuation0
));
1276 GL_EXTCALL(glUniform1f(prog
->vs
.light_location
[light
].l_att
, light_info
->OriginalParms
.attenuation1
));
1277 GL_EXTCALL(glUniform1f(prog
->vs
.light_location
[light
].q_att
, light_info
->OriginalParms
.attenuation2
));
1278 GL_EXTCALL(glUniform1f(prog
->vs
.light_location
[light
].cos_htheta
, cosf(light_info
->OriginalParms
.theta
/ 2.0f
)));
1279 GL_EXTCALL(glUniform1f(prog
->vs
.light_location
[light
].cos_hphi
, cosf(light_info
->OriginalParms
.phi
/ 2.0f
)));
1282 case WINED3D_LIGHT_DIRECTIONAL
:
1283 multiply_vector_matrix(&vec4
, &light_info
->direction
, view
);
1284 GL_EXTCALL(glUniform3fv(prog
->vs
.light_location
[light
].direction
, 1, &vec4
.x
));
1287 case WINED3D_LIGHT_PARALLELPOINT
:
1288 multiply_vector_matrix(&vec4
, &light_info
->position
, view
);
1289 GL_EXTCALL(glUniform4fv(prog
->vs
.light_location
[light
].position
, 1, &vec4
.x
));
1293 FIXME("Unrecognized light type %#x.\n", light_info
->OriginalParms
.type
);
1295 checkGLcall("setting FFP lights uniforms");
1298 static void shader_glsl_pointsize_uniform(const struct wined3d_context
*context
,
1299 const struct wined3d_state
*state
, struct glsl_shader_prog_link
*prog
)
1301 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
1305 get_pointsize_minmax(context
, state
, &min
, &max
);
1307 GL_EXTCALL(glUniform1f(prog
->vs
.pointsize_min_location
, min
));
1308 checkGLcall("glUniform1f");
1309 GL_EXTCALL(glUniform1f(prog
->vs
.pointsize_max_location
, max
));
1310 checkGLcall("glUniform1f");
1312 get_pointsize(context
, state
, &size
, att
);
1314 GL_EXTCALL(glUniform1f(prog
->vs
.pointsize_location
, size
));
1315 checkGLcall("glUniform1f");
1316 GL_EXTCALL(glUniform1f(prog
->vs
.pointsize_c_att_location
, att
[0]));
1317 checkGLcall("glUniform1f");
1318 GL_EXTCALL(glUniform1f(prog
->vs
.pointsize_l_att_location
, att
[1]));
1319 checkGLcall("glUniform1f");
1320 GL_EXTCALL(glUniform1f(prog
->vs
.pointsize_q_att_location
, att
[2]));
1321 checkGLcall("glUniform1f");
1324 static void shader_glsl_load_fog_uniform(const struct wined3d_context
*context
,
1325 const struct wined3d_state
*state
, struct glsl_shader_prog_link
*prog
)
1327 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
1328 struct wined3d_color color
;
1329 float start
, end
, scale
;
1336 wined3d_color_from_d3dcolor(&color
, state
->render_states
[WINED3D_RS_FOGCOLOR
]);
1337 GL_EXTCALL(glUniform4fv(prog
->ps
.fog_color_location
, 1, &color
.r
));
1338 tmpvalue
.d
= state
->render_states
[WINED3D_RS_FOGDENSITY
];
1339 GL_EXTCALL(glUniform1f(prog
->ps
.fog_density_location
, tmpvalue
.f
));
1340 get_fog_start_end(context
, state
, &start
, &end
);
1341 scale
= 1.0f
/ (end
- start
);
1342 GL_EXTCALL(glUniform1f(prog
->ps
.fog_end_location
, end
));
1343 GL_EXTCALL(glUniform1f(prog
->ps
.fog_scale_location
, scale
));
1344 checkGLcall("fog emulation uniforms");
1347 static void shader_glsl_clip_plane_uniform(const struct wined3d_context
*context
,
1348 const struct wined3d_state
*state
, unsigned int index
, struct glsl_shader_prog_link
*prog
)
1350 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
1351 struct wined3d_vec4 plane
;
1353 /* Clip planes are affected by the view transform in d3d for FFP draws. */
1355 multiply_vector_matrix(&plane
, &state
->clip_planes
[index
], &state
->transforms
[WINED3D_TS_VIEW
]);
1357 plane
= state
->clip_planes
[index
];
1359 GL_EXTCALL(glUniform4fv(prog
->vs
.clip_planes_location
+ index
, 1, &plane
.x
));
1362 /* Context activation is done by the caller (state handler). */
1363 static void shader_glsl_load_color_key_constant(const struct glsl_ps_program
*ps
,
1364 const struct wined3d_gl_info
*gl_info
, const struct wined3d_state
*state
)
1366 struct wined3d_color float_key
[2];
1367 const struct wined3d_texture
*texture
= state
->textures
[0];
1369 wined3d_format_get_float_color_key(texture
->resource
.format
, &texture
->async
.src_blt_color_key
, float_key
);
1370 GL_EXTCALL(glUniform4fv(ps
->color_key_location
, 2, &float_key
[0].r
));
1373 /* Context activation is done by the caller (state handler). */
1374 static void shader_glsl_load_constants(void *shader_priv
, struct wined3d_context
*context
,
1375 const struct wined3d_state
*state
)
1377 const struct glsl_context_data
*ctx_data
= context
->shader_backend_data
;
1378 const struct wined3d_shader
*vshader
= state
->shader
[WINED3D_SHADER_TYPE_VERTEX
];
1379 const struct wined3d_shader
*pshader
= state
->shader
[WINED3D_SHADER_TYPE_PIXEL
];
1380 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
1381 struct shader_glsl_priv
*priv
= shader_priv
;
1382 float position_fixup
[4];
1385 struct glsl_shader_prog_link
*prog
= ctx_data
->glsl_program
;
1386 UINT constant_version
;
1390 /* No GLSL program set - nothing to do. */
1393 constant_version
= prog
->constant_version
;
1394 update_mask
= context
->constant_update_mask
& prog
->constant_update_mask
;
1396 if (update_mask
& WINED3D_SHADER_CONST_VS_F
)
1397 shader_glsl_load_constants_f(vshader
, gl_info
, state
->vs_consts_f
,
1398 prog
->vs
.uniform_f_locations
, &priv
->vconst_heap
, priv
->stack
, constant_version
);
1400 if (update_mask
& WINED3D_SHADER_CONST_VS_I
)
1401 shader_glsl_load_constants_i(vshader
, gl_info
, state
->vs_consts_i
,
1402 prog
->vs
.uniform_i_locations
, vshader
->reg_maps
.integer_constants
);
1404 if (update_mask
& WINED3D_SHADER_CONST_VS_B
)
1405 shader_glsl_load_constantsB(vshader
, gl_info
, prog
->vs
.uniform_b_locations
, state
->vs_consts_b
,
1406 vshader
->reg_maps
.boolean_constants
);
1408 if (update_mask
& WINED3D_SHADER_CONST_VS_CLIP_PLANES
)
1410 for (i
= 0; i
< gl_info
->limits
.user_clip_distances
; ++i
)
1411 shader_glsl_clip_plane_uniform(context
, state
, i
, prog
);
1414 if (update_mask
& WINED3D_SHADER_CONST_VS_POINTSIZE
)
1415 shader_glsl_pointsize_uniform(context
, state
, prog
);
1417 if (update_mask
& WINED3D_SHADER_CONST_POS_FIXUP
)
1419 shader_get_position_fixup(context
, state
, position_fixup
);
1420 if (state
->shader
[WINED3D_SHADER_TYPE_GEOMETRY
])
1421 GL_EXTCALL(glUniform4fv(prog
->gs
.pos_fixup_location
, 1, position_fixup
));
1423 GL_EXTCALL(glUniform4fv(prog
->vs
.pos_fixup_location
, 1, position_fixup
));
1424 checkGLcall("glUniform4fv");
1427 if (update_mask
& WINED3D_SHADER_CONST_FFP_MODELVIEW
)
1429 struct wined3d_matrix mat
;
1431 get_modelview_matrix(context
, state
, 0, &mat
);
1432 GL_EXTCALL(glUniformMatrix4fv(prog
->vs
.modelview_matrix_location
[0], 1, FALSE
, &mat
._11
));
1433 checkGLcall("glUniformMatrix4fv");
1435 shader_glsl_ffp_vertex_normalmatrix_uniform(context
, state
, prog
);
1438 if (update_mask
& WINED3D_SHADER_CONST_FFP_VERTEXBLEND
)
1440 struct wined3d_matrix mat
;
1442 for (i
= 1; i
< MAX_VERTEX_BLENDS
; ++i
)
1444 if (prog
->vs
.modelview_matrix_location
[i
] == -1)
1447 get_modelview_matrix(context
, state
, i
, &mat
);
1448 GL_EXTCALL(glUniformMatrix4fv(prog
->vs
.modelview_matrix_location
[i
], 1, FALSE
, &mat
._11
));
1449 checkGLcall("glUniformMatrix4fv");
1453 if (update_mask
& WINED3D_SHADER_CONST_FFP_PROJ
)
1455 struct wined3d_matrix projection
;
1457 get_projection_matrix(context
, state
, &projection
);
1458 GL_EXTCALL(glUniformMatrix4fv(prog
->vs
.projection_matrix_location
, 1, FALSE
, &projection
._11
));
1459 checkGLcall("glUniformMatrix4fv");
1462 if (update_mask
& WINED3D_SHADER_CONST_FFP_TEXMATRIX
)
1464 for (i
= 0; i
< MAX_TEXTURES
; ++i
)
1465 shader_glsl_ffp_vertex_texmatrix_uniform(context
, state
, i
, prog
);
1468 if (update_mask
& WINED3D_SHADER_CONST_FFP_MATERIAL
)
1469 shader_glsl_ffp_vertex_material_uniform(context
, state
, prog
);
1471 if (update_mask
& WINED3D_SHADER_CONST_FFP_LIGHTS
)
1473 shader_glsl_ffp_vertex_lightambient_uniform(context
, state
, prog
);
1474 for (i
= 0; i
< MAX_ACTIVE_LIGHTS
; ++i
)
1475 shader_glsl_ffp_vertex_light_uniform(context
, state
, i
, prog
);
1478 if (update_mask
& WINED3D_SHADER_CONST_PS_F
)
1479 shader_glsl_load_constants_f(pshader
, gl_info
, state
->ps_consts_f
,
1480 prog
->ps
.uniform_f_locations
, &priv
->pconst_heap
, priv
->stack
, constant_version
);
1482 if (update_mask
& WINED3D_SHADER_CONST_PS_I
)
1483 shader_glsl_load_constants_i(pshader
, gl_info
, state
->ps_consts_i
,
1484 prog
->ps
.uniform_i_locations
, pshader
->reg_maps
.integer_constants
);
1486 if (update_mask
& WINED3D_SHADER_CONST_PS_B
)
1487 shader_glsl_load_constantsB(pshader
, gl_info
, prog
->ps
.uniform_b_locations
, state
->ps_consts_b
,
1488 pshader
->reg_maps
.boolean_constants
);
1490 if (update_mask
& WINED3D_SHADER_CONST_PS_BUMP_ENV
)
1492 for (i
= 0; i
< MAX_TEXTURES
; ++i
)
1494 if (prog
->ps
.bumpenv_mat_location
[i
] == -1)
1497 GL_EXTCALL(glUniformMatrix2fv(prog
->ps
.bumpenv_mat_location
[i
], 1, 0,
1498 (const GLfloat
*)&state
->texture_states
[i
][WINED3D_TSS_BUMPENV_MAT00
]));
1500 if (prog
->ps
.bumpenv_lum_scale_location
[i
] != -1)
1502 GL_EXTCALL(glUniform1fv(prog
->ps
.bumpenv_lum_scale_location
[i
], 1,
1503 (const GLfloat
*)&state
->texture_states
[i
][WINED3D_TSS_BUMPENV_LSCALE
]));
1504 GL_EXTCALL(glUniform1fv(prog
->ps
.bumpenv_lum_offset_location
[i
], 1,
1505 (const GLfloat
*)&state
->texture_states
[i
][WINED3D_TSS_BUMPENV_LOFFSET
]));
1509 checkGLcall("bump env uniforms");
1512 if (update_mask
& WINED3D_SHADER_CONST_PS_Y_CORR
)
1514 const struct wined3d_vec4 correction_params
=
1516 /* Position is relative to the framebuffer, not the viewport. */
1517 context
->render_offscreen
? 0.0f
: (float)state
->fb
->render_targets
[0]->height
,
1518 context
->render_offscreen
? 1.0f
: -1.0f
,
1523 GL_EXTCALL(glUniform4fv(prog
->ps
.ycorrection_location
, 1, &correction_params
.x
));
1526 if (update_mask
& WINED3D_SHADER_CONST_PS_NP2_FIXUP
)
1527 shader_glsl_load_np2fixup_constants(&prog
->ps
, gl_info
, state
);
1528 if (update_mask
& WINED3D_SHADER_CONST_FFP_COLOR_KEY
)
1529 shader_glsl_load_color_key_constant(&prog
->ps
, gl_info
, state
);
1531 if (update_mask
& WINED3D_SHADER_CONST_FFP_PS
)
1533 struct wined3d_color color
;
1535 if (prog
->ps
.tex_factor_location
!= -1)
1537 wined3d_color_from_d3dcolor(&color
, state
->render_states
[WINED3D_RS_TEXTUREFACTOR
]);
1538 GL_EXTCALL(glUniform4fv(prog
->ps
.tex_factor_location
, 1, &color
.r
));
1541 if (state
->render_states
[WINED3D_RS_SPECULARENABLE
])
1542 GL_EXTCALL(glUniform4f(prog
->ps
.specular_enable_location
, 1.0f
, 1.0f
, 1.0f
, 0.0f
));
1544 GL_EXTCALL(glUniform4f(prog
->ps
.specular_enable_location
, 0.0f
, 0.0f
, 0.0f
, 0.0f
));
1546 for (i
= 0; i
< MAX_TEXTURES
; ++i
)
1548 if (prog
->ps
.tss_constant_location
[i
] == -1)
1551 wined3d_color_from_d3dcolor(&color
, state
->texture_states
[i
][WINED3D_TSS_CONSTANT
]);
1552 GL_EXTCALL(glUniform4fv(prog
->ps
.tss_constant_location
[i
], 1, &color
.r
));
1555 checkGLcall("fixed function uniforms");
1558 if (update_mask
& WINED3D_SHADER_CONST_PS_FOG
)
1559 shader_glsl_load_fog_uniform(context
, state
, prog
);
1561 if (update_mask
& WINED3D_SHADER_CONST_PS_ALPHA_TEST
)
1563 float ref
= state
->render_states
[WINED3D_RS_ALPHAREF
] / 255.0f
;
1565 GL_EXTCALL(glUniform1f(prog
->ps
.alpha_test_ref_location
, ref
));
1566 checkGLcall("alpha test emulation uniform");
1569 if (priv
->next_constant_version
== UINT_MAX
)
1571 TRACE("Max constant version reached, resetting to 0.\n");
1572 wine_rb_for_each_entry(&priv
->program_lookup
, reset_program_constant_version
, NULL
);
1573 priv
->next_constant_version
= 1;
1577 prog
->constant_version
= priv
->next_constant_version
++;
1581 static void update_heap_entry(struct constant_heap
*heap
, unsigned int idx
, DWORD new_version
)
1583 struct constant_entry
*entries
= heap
->entries
;
1584 unsigned int *positions
= heap
->positions
;
1585 unsigned int heap_idx
, parent_idx
;
1587 if (!heap
->contained
[idx
])
1589 heap_idx
= heap
->size
++;
1590 heap
->contained
[idx
] = TRUE
;
1594 heap_idx
= positions
[idx
];
1597 while (heap_idx
> 1)
1599 parent_idx
= heap_idx
>> 1;
1601 if (new_version
<= entries
[parent_idx
].version
) break;
1603 entries
[heap_idx
] = entries
[parent_idx
];
1604 positions
[entries
[parent_idx
].idx
] = heap_idx
;
1605 heap_idx
= parent_idx
;
1608 entries
[heap_idx
].version
= new_version
;
1609 entries
[heap_idx
].idx
= idx
;
1610 positions
[idx
] = heap_idx
;
1613 static void shader_glsl_update_float_vertex_constants(struct wined3d_device
*device
, UINT start
, UINT count
)
1615 struct shader_glsl_priv
*priv
= device
->shader_priv
;
1616 struct constant_heap
*heap
= &priv
->vconst_heap
;
1619 for (i
= start
; i
< count
+ start
; ++i
)
1621 update_heap_entry(heap
, i
, priv
->next_constant_version
);
1625 static void shader_glsl_update_float_pixel_constants(struct wined3d_device
*device
, UINT start
, UINT count
)
1627 struct shader_glsl_priv
*priv
= device
->shader_priv
;
1628 struct constant_heap
*heap
= &priv
->pconst_heap
;
1631 for (i
= start
; i
< count
+ start
; ++i
)
1633 update_heap_entry(heap
, i
, priv
->next_constant_version
);
1637 static unsigned int vec4_varyings(DWORD shader_major
, const struct wined3d_gl_info
*gl_info
)
1639 unsigned int ret
= gl_info
->limits
.glsl_varyings
/ 4;
1640 /* 4.0 shaders do not write clip coords because d3d10 does not support user clipplanes */
1641 if(shader_major
> 3) return ret
;
1643 /* 3.0 shaders may need an extra varying for the clip coord on some cards(mostly dx10 ones) */
1644 if (gl_info
->quirks
& WINED3D_QUIRK_GLSL_CLIP_VARYING
) ret
-= 1;
1648 static BOOL
needs_legacy_glsl_syntax(const struct wined3d_gl_info
*gl_info
)
1650 return gl_info
->supported
[WINED3D_GL_LEGACY_CONTEXT
];
1653 static BOOL
shader_glsl_use_explicit_attrib_location(const struct wined3d_gl_info
*gl_info
)
1655 return !needs_legacy_glsl_syntax(gl_info
) && gl_info
->supported
[ARB_EXPLICIT_ATTRIB_LOCATION
];
1658 static const char *get_attribute_keyword(const struct wined3d_gl_info
*gl_info
)
1660 return needs_legacy_glsl_syntax(gl_info
) ? "attribute" : "in";
1663 static void PRINTF_ATTR(4, 5) declare_in_varying(const struct wined3d_gl_info
*gl_info
,
1664 struct wined3d_string_buffer
*buffer
, BOOL flat
, const char *format
, ...)
1669 shader_addline(buffer
, "%s%s ", flat
? "flat " : "",
1670 needs_legacy_glsl_syntax(gl_info
) ? "varying" : "in");
1673 va_start(args
, format
);
1674 ret
= shader_vaddline(buffer
, format
, args
);
1678 if (!string_buffer_resize(buffer
, ret
))
1683 static void PRINTF_ATTR(4, 5) declare_out_varying(const struct wined3d_gl_info
*gl_info
,
1684 struct wined3d_string_buffer
*buffer
, BOOL flat
, const char *format
, ...)
1689 shader_addline(buffer
, "%s%s ", flat
? "flat " : "",
1690 needs_legacy_glsl_syntax(gl_info
) ? "varying" : "out");
1693 va_start(args
, format
);
1694 ret
= shader_vaddline(buffer
, format
, args
);
1698 if (!string_buffer_resize(buffer
, ret
))
1703 static const char *get_fragment_output(const struct wined3d_gl_info
*gl_info
)
1705 return needs_legacy_glsl_syntax(gl_info
) ? "gl_FragData" : "ps_out";
1708 static const char *glsl_primitive_type_from_d3d(enum wined3d_primitive_type primitive_type
)
1710 switch (primitive_type
)
1712 case WINED3D_PT_POINTLIST
:
1715 case WINED3D_PT_LINELIST
:
1718 case WINED3D_PT_LINESTRIP
:
1719 return "line_strip";
1721 case WINED3D_PT_TRIANGLELIST
:
1724 case WINED3D_PT_TRIANGLESTRIP
:
1725 return "triangle_strip";
1727 case WINED3D_PT_LINELIST_ADJ
:
1728 return "lines_adjacency";
1730 case WINED3D_PT_TRIANGLELIST_ADJ
:
1731 return "triangles_adjacency";
1734 FIXME("Unhandled primitive type %s.\n", debug_d3dprimitivetype(primitive_type
));
1739 static BOOL
glsl_is_color_reg_read(const struct wined3d_shader
*shader
, unsigned int idx
)
1741 const struct wined3d_shader_signature
*input_signature
= &shader
->input_signature
;
1742 const struct wined3d_shader_reg_maps
*reg_maps
= &shader
->reg_maps
;
1743 const BOOL
*input_reg_used
= shader
->u
.ps
.input_reg_used
;
1746 if (reg_maps
->shader_version
.major
< 3)
1747 return input_reg_used
[idx
];
1749 for (i
= 0; i
< input_signature
->element_count
; ++i
)
1751 const struct wined3d_shader_signature_element
*input
= &input_signature
->elements
[i
];
1753 if (!(reg_maps
->input_registers
& (1u << input
->register_idx
)))
1756 if (shader_match_semantic(input
->semantic_name
, WINED3D_DECL_USAGE_COLOR
)
1757 && input
->semantic_idx
== idx
)
1759 if (input_reg_used
[input
->register_idx
])
1768 static BOOL
glsl_is_shadow_sampler(const struct wined3d_shader
*shader
,
1769 const struct ps_compile_args
*ps_args
, unsigned int resource_idx
, unsigned int sampler_idx
)
1771 const struct wined3d_shader_version
*version
= &shader
->reg_maps
.shader_version
;
1773 if (version
->major
>= 4)
1774 return shader
->reg_maps
.sampler_comparison_mode
& (1u << sampler_idx
);
1776 return version
->type
== WINED3D_SHADER_TYPE_PIXEL
&& (ps_args
->shadow
& (1u << resource_idx
));
1779 static void shader_glsl_declare_typed_vertex_attribute(struct wined3d_string_buffer
*buffer
,
1780 const struct wined3d_gl_info
*gl_info
, const char *vector_type
, const char *scalar_type
,
1783 shader_addline(buffer
, "%s %s4 vs_in_%s%u;\n",
1784 get_attribute_keyword(gl_info
), vector_type
, scalar_type
, index
);
1785 shader_addline(buffer
, "vec4 vs_in%u = %sBitsToFloat(vs_in_%s%u);\n",
1786 index
, scalar_type
, scalar_type
, index
);
1789 static void shader_glsl_declare_generic_vertex_attribute(struct wined3d_string_buffer
*buffer
,
1790 const struct wined3d_gl_info
*gl_info
, const struct wined3d_shader_signature_element
*e
)
1792 unsigned int index
= e
->register_idx
;
1794 if (e
->sysval_semantic
== WINED3D_SV_VERTEX_ID
)
1796 shader_addline(buffer
, "vec4 vs_in%u = vec4(intBitsToFloat(gl_VertexID), 0.0, 0.0, 0.0);\n",
1800 if (e
->sysval_semantic
== WINED3D_SV_INSTANCE_ID
)
1802 shader_addline(buffer
, "vec4 vs_in%u = vec4(intBitsToFloat(gl_InstanceID), 0.0, 0.0, 0.0);\n",
1806 if (e
->sysval_semantic
&& e
->sysval_semantic
!= WINED3D_SV_POSITION
)
1807 FIXME("Unhandled sysval semantic %#x.\n", e
->sysval_semantic
);
1809 if (shader_glsl_use_explicit_attrib_location(gl_info
))
1810 shader_addline(buffer
, "layout(location = %u) ", index
);
1812 switch (e
->component_type
)
1814 case WINED3D_TYPE_UINT
:
1815 shader_glsl_declare_typed_vertex_attribute(buffer
, gl_info
, "uvec", "uint", index
);
1817 case WINED3D_TYPE_INT
:
1818 shader_glsl_declare_typed_vertex_attribute(buffer
, gl_info
, "ivec", "int", index
);
1822 FIXME("Unhandled type %#x.\n", e
->component_type
);
1824 case WINED3D_TYPE_UNKNOWN
:
1825 case WINED3D_TYPE_FLOAT
:
1826 shader_addline(buffer
, "%s vec4 vs_in%u;\n", get_attribute_keyword(gl_info
), index
);
1831 /** Generate the variable & register declarations for the GLSL output target */
1832 static void shader_generate_glsl_declarations(const struct wined3d_context
*context
,
1833 struct wined3d_string_buffer
*buffer
, const struct wined3d_shader
*shader
,
1834 const struct wined3d_shader_reg_maps
*reg_maps
, const struct shader_glsl_ctx_priv
*ctx_priv
)
1836 const struct wined3d_shader_version
*version
= ®_maps
->shader_version
;
1837 const struct vs_compile_args
*vs_args
= ctx_priv
->cur_vs_args
;
1838 const struct ps_compile_args
*ps_args
= ctx_priv
->cur_ps_args
;
1839 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
1840 const struct wined3d_shader_indexable_temp
*idx_temp_reg
;
1841 unsigned int i
, extra_constants_needed
= 0;
1842 const struct wined3d_shader_lconst
*lconst
;
1846 prefix
= shader_glsl_get_prefix(version
->type
);
1848 /* Prototype the subroutines */
1849 for (i
= 0, map
= reg_maps
->labels
; map
; map
>>= 1, ++i
)
1851 if (map
& 1) shader_addline(buffer
, "void subroutine%u();\n", i
);
1854 /* Declare the constants (aka uniforms) */
1855 if (shader
->limits
->constant_float
> 0)
1857 unsigned max_constantsF
;
1859 /* Unless the shader uses indirect addressing, always declare the
1860 * maximum array size and ignore that we need some uniforms privately.
1861 * E.g. if GL supports 256 uniforms, and we need 2 for the pos fixup
1862 * and immediate values, still declare VC[256]. If the shader needs
1863 * more uniforms than we have it won't work in any case. If it uses
1864 * less, the compiler will figure out which uniforms are really used
1865 * and strip them out. This allows a shader to use c255 on a dx9 card,
1866 * as long as it doesn't also use all the other constants.
1868 * If the shader uses indirect addressing the compiler must assume
1869 * that all declared uniforms are used. In this case, declare only the
1870 * amount that we're assured to have.
1872 * Thus we run into problems in these two cases:
1873 * 1) The shader really uses more uniforms than supported.
1874 * 2) The shader uses indirect addressing, less constants than
1875 * supported, but uses a constant index > #supported consts. */
1876 if (version
->type
== WINED3D_SHADER_TYPE_PIXEL
)
1878 /* No indirect addressing here. */
1879 max_constantsF
= gl_info
->limits
.glsl_ps_float_constants
;
1883 if (reg_maps
->usesrelconstF
)
1885 /* Subtract the other potential uniforms from the max
1886 * available (bools, ints, and 1 row of projection matrix).
1887 * Subtract another uniform for immediate values, which have
1888 * to be loaded via uniform by the driver as well. The shader
1889 * code only uses 0.5, 2.0, 1.0, 128 and -128 in vertex
1890 * shader code, so one vec4 should be enough. (Unfortunately
1891 * the Nvidia driver doesn't store 128 and -128 in one float).
1893 * Writing gl_ClipVertex requires one uniform for each
1894 * clipplane as well. */
1895 max_constantsF
= gl_info
->limits
.glsl_vs_float_constants
- 3;
1896 if (vs_args
->clip_enabled
)
1897 max_constantsF
-= gl_info
->limits
.user_clip_distances
;
1898 max_constantsF
-= wined3d_popcount(reg_maps
->integer_constants
);
1899 /* Strictly speaking a bool only uses one scalar, but the nvidia(Linux) compiler doesn't pack them properly,
1900 * so each scalar requires a full vec4. We could work around this by packing the booleans ourselves, but
1901 * for now take this into account when calculating the number of available constants
1903 max_constantsF
-= wined3d_popcount(reg_maps
->boolean_constants
);
1904 /* Set by driver quirks in directx.c */
1905 max_constantsF
-= gl_info
->reserved_glsl_constants
;
1907 if (max_constantsF
< shader
->limits
->constant_float
)
1909 static unsigned int once
;
1912 ERR_(winediag
)("The hardware does not support enough uniform components to run this shader,"
1913 " it may not render correctly.\n");
1915 WARN("The hardware does not support enough uniform components to run this shader.\n");
1920 max_constantsF
= gl_info
->limits
.glsl_vs_float_constants
;
1923 max_constantsF
= min(shader
->limits
->constant_float
, max_constantsF
);
1924 shader_addline(buffer
, "uniform vec4 %s_c[%u];\n", prefix
, max_constantsF
);
1927 /* Always declare the full set of constants, the compiler can remove the
1928 * unused ones because d3d doesn't (yet) support indirect int and bool
1929 * constant addressing. This avoids problems if the app uses e.g. i0 and i9. */
1930 if (shader
->limits
->constant_int
> 0 && reg_maps
->integer_constants
)
1931 shader_addline(buffer
, "uniform ivec4 %s_i[%u];\n", prefix
, shader
->limits
->constant_int
);
1933 if (shader
->limits
->constant_bool
> 0 && reg_maps
->boolean_constants
)
1934 shader_addline(buffer
, "uniform bool %s_b[%u];\n", prefix
, shader
->limits
->constant_bool
);
1936 /* Declare immediate constant buffer */
1938 shader_addline(buffer
, "uniform vec4 %s_icb[%u];\n", prefix
, reg_maps
->icb
->vec4_count
);
1940 /* Declare constant buffers */
1941 for (i
= 0; i
< WINED3D_MAX_CBS
; ++i
)
1943 if (reg_maps
->cb_sizes
[i
])
1944 shader_addline(buffer
, "layout(std140) uniform block_%s_cb%u { vec4 %s_cb%u[%u]; };\n",
1945 prefix
, i
, prefix
, i
, reg_maps
->cb_sizes
[i
]);
1948 /* Declare texture samplers */
1949 for (i
= 0; i
< reg_maps
->sampler_map
.count
; ++i
)
1951 struct wined3d_shader_sampler_map_entry
*entry
;
1952 const char *sampler_type_prefix
, *sampler_type
;
1953 BOOL shadow_sampler
, tex_rect
;
1955 entry
= ®_maps
->sampler_map
.entries
[i
];
1957 if (entry
->resource_idx
>= ARRAY_SIZE(reg_maps
->resource_info
))
1959 ERR("Invalid resource index %u.\n", entry
->resource_idx
);
1963 switch (reg_maps
->resource_info
[entry
->resource_idx
].data_type
)
1965 case WINED3D_DATA_FLOAT
:
1966 case WINED3D_DATA_UNORM
:
1967 case WINED3D_DATA_SNORM
:
1968 sampler_type_prefix
= "";
1971 case WINED3D_DATA_INT
:
1972 sampler_type_prefix
= "i";
1975 case WINED3D_DATA_UINT
:
1976 sampler_type_prefix
= "u";
1980 sampler_type_prefix
= "";
1981 ERR("Unhandled resource data type %#x.\n", reg_maps
->resource_info
[i
].data_type
);
1985 shadow_sampler
= glsl_is_shadow_sampler(shader
, ps_args
, entry
->resource_idx
, entry
->sampler_idx
);
1986 switch (reg_maps
->resource_info
[entry
->resource_idx
].type
)
1988 case WINED3D_SHADER_RESOURCE_TEXTURE_1D
:
1990 sampler_type
= "sampler1DShadow";
1992 sampler_type
= "sampler1D";
1995 case WINED3D_SHADER_RESOURCE_TEXTURE_2D
:
1996 tex_rect
= version
->type
== WINED3D_SHADER_TYPE_PIXEL
1997 && (ps_args
->np2_fixup
& (1u << entry
->resource_idx
))
1998 && gl_info
->supported
[ARB_TEXTURE_RECTANGLE
];
2002 sampler_type
= "sampler2DRectShadow";
2004 sampler_type
= "sampler2DShadow";
2009 sampler_type
= "sampler2DRect";
2011 sampler_type
= "sampler2D";
2015 case WINED3D_SHADER_RESOURCE_TEXTURE_3D
:
2017 FIXME("Unsupported 3D shadow sampler.\n");
2018 sampler_type
= "sampler3D";
2021 case WINED3D_SHADER_RESOURCE_TEXTURE_CUBE
:
2023 FIXME("Unsupported Cube shadow sampler.\n");
2024 sampler_type
= "samplerCube";
2027 case WINED3D_SHADER_RESOURCE_TEXTURE_2DARRAY
:
2029 sampler_type
= "sampler2DArrayShadow";
2031 sampler_type
= "sampler2DArray";
2035 sampler_type
= "unsupported_sampler";
2036 FIXME("Unhandled resource type %#x.\n", reg_maps
->resource_info
[entry
->resource_idx
].type
);
2039 shader_addline(buffer
, "uniform %s%s %s_sampler%u;\n",
2040 sampler_type_prefix
, sampler_type
, prefix
, entry
->bind_idx
);
2043 /* Declare uniforms for NP2 texcoord fixup:
2044 * This is NOT done inside the loop that declares the texture samplers
2045 * since the NP2 fixup code is currently only used for the GeforceFX
2046 * series and when forcing the ARB_npot extension off. Modern cards just
2047 * skip the code anyway, so put it inside a separate loop. */
2048 if (version
->type
== WINED3D_SHADER_TYPE_PIXEL
&& ps_args
->np2_fixup
)
2050 struct ps_np2fixup_info
*fixup
= ctx_priv
->cur_np2fixup_info
;
2053 /* NP2/RECT textures in OpenGL use texcoords in the range [0,width]x[0,height]
2054 * while D3D has them in the (normalized) [0,1]x[0,1] range.
2055 * samplerNP2Fixup stores texture dimensions and is updated through
2056 * shader_glsl_load_np2fixup_constants when the sampler changes. */
2058 for (i
= 0; i
< shader
->limits
->sampler
; ++i
)
2060 if (!reg_maps
->resource_info
[i
].type
|| !(ps_args
->np2_fixup
& (1u << i
)))
2063 if (reg_maps
->resource_info
[i
].type
!= WINED3D_SHADER_RESOURCE_TEXTURE_2D
)
2065 FIXME("Non-2D texture is flagged for NP2 texcoord fixup.\n");
2069 fixup
->idx
[i
] = cur
++;
2072 fixup
->num_consts
= (cur
+ 1) >> 1;
2073 fixup
->active
= ps_args
->np2_fixup
;
2074 shader_addline(buffer
, "uniform vec4 %s_samplerNP2Fixup[%u];\n", prefix
, fixup
->num_consts
);
2077 /* Declare address variables */
2078 for (i
= 0, map
= reg_maps
->address
; map
; map
>>= 1, ++i
)
2080 if (map
& 1) shader_addline(buffer
, "ivec4 A%u;\n", i
);
2083 if (version
->type
== WINED3D_SHADER_TYPE_VERTEX
)
2085 for (i
= 0; i
< shader
->input_signature
.element_count
; ++i
)
2086 shader_glsl_declare_generic_vertex_attribute(buffer
, gl_info
, &shader
->input_signature
.elements
[i
]);
2088 if (vs_args
->point_size
&& !vs_args
->per_vertex_point_size
)
2090 shader_addline(buffer
, "uniform struct\n{\n");
2091 shader_addline(buffer
, " float size;\n");
2092 shader_addline(buffer
, " float size_min;\n");
2093 shader_addline(buffer
, " float size_max;\n");
2094 shader_addline(buffer
, "} ffp_point;\n");
2097 if (!gl_info
->supported
[WINED3D_GL_LEGACY_CONTEXT
])
2099 if (vs_args
->clip_enabled
)
2100 shader_addline(buffer
, "uniform vec4 clip_planes[%u];\n", gl_info
->limits
.user_clip_distances
);
2102 if (version
->major
< 3)
2104 declare_out_varying(gl_info
, buffer
, vs_args
->flatshading
, "vec4 ffp_varying_diffuse;\n");
2105 declare_out_varying(gl_info
, buffer
, vs_args
->flatshading
, "vec4 ffp_varying_specular;\n");
2106 declare_out_varying(gl_info
, buffer
, FALSE
, "vec4 ffp_varying_texcoord[%u];\n", MAX_TEXTURES
);
2107 declare_out_varying(gl_info
, buffer
, FALSE
, "float ffp_varying_fogcoord;\n");
2111 if (version
->major
< 4)
2112 shader_addline(buffer
, "void setup_vs_output(in vec4[%u]);\n", shader
->limits
->packed_output
);
2114 else if (version
->type
== WINED3D_SHADER_TYPE_GEOMETRY
)
2116 if (gl_info
->supported
[WINED3D_GL_LEGACY_CONTEXT
])
2118 shader_addline(buffer
, "varying in vec4 gs_in[][%u];\n", shader
->limits
->packed_input
);
2122 shader_addline(buffer
, "layout(%s) in;\n", glsl_primitive_type_from_d3d(shader
->u
.gs
.input_type
));
2123 shader_addline(buffer
, "layout(%s, max_vertices = %u) out;\n",
2124 glsl_primitive_type_from_d3d(shader
->u
.gs
.output_type
), shader
->u
.gs
.vertices_out
);
2125 shader_addline(buffer
, "in vs_gs_iface { vec4 gs_in[%u]; } gs_in[];\n", shader
->limits
->packed_input
);
2128 else if (version
->type
== WINED3D_SHADER_TYPE_PIXEL
)
2130 if (version
->major
< 3 || ps_args
->vp_mode
!= vertexshader
)
2132 shader_addline(buffer
, "uniform struct\n{\n");
2133 shader_addline(buffer
, " vec4 color;\n");
2134 shader_addline(buffer
, " float density;\n");
2135 shader_addline(buffer
, " float end;\n");
2136 shader_addline(buffer
, " float scale;\n");
2137 shader_addline(buffer
, "} ffp_fog;\n");
2139 if (gl_info
->supported
[WINED3D_GL_LEGACY_CONTEXT
])
2141 if (glsl_is_color_reg_read(shader
, 0))
2142 shader_addline(buffer
, "vec4 ffp_varying_diffuse;\n");
2143 if (glsl_is_color_reg_read(shader
, 1))
2144 shader_addline(buffer
, "vec4 ffp_varying_specular;\n");
2145 shader_addline(buffer
, "vec4 ffp_texcoord[%u];\n", MAX_TEXTURES
);
2146 shader_addline(buffer
, "float ffp_varying_fogcoord;\n");
2150 if (glsl_is_color_reg_read(shader
, 0))
2151 declare_in_varying(gl_info
, buffer
, ps_args
->flatshading
, "vec4 ffp_varying_diffuse;\n");
2152 if (glsl_is_color_reg_read(shader
, 1))
2153 declare_in_varying(gl_info
, buffer
, ps_args
->flatshading
, "vec4 ffp_varying_specular;\n");
2154 declare_in_varying(gl_info
, buffer
, FALSE
, "vec4 ffp_varying_texcoord[%u];\n", MAX_TEXTURES
);
2155 shader_addline(buffer
, "vec4 ffp_texcoord[%u];\n", MAX_TEXTURES
);
2156 declare_in_varying(gl_info
, buffer
, FALSE
, "float ffp_varying_fogcoord;\n");
2160 if (version
->major
>= 3)
2162 UINT in_count
= min(vec4_varyings(version
->major
, gl_info
), shader
->limits
->packed_input
);
2164 if (ps_args
->vp_mode
== vertexshader
)
2165 declare_in_varying(gl_info
, buffer
, FALSE
, "vec4 %s_link[%u];\n", prefix
, in_count
);
2166 shader_addline(buffer
, "vec4 %s_in[%u];\n", prefix
, in_count
);
2169 for (i
= 0, map
= reg_maps
->bumpmat
; map
; map
>>= 1, ++i
)
2174 shader_addline(buffer
, "uniform mat2 bumpenv_mat%u;\n", i
);
2176 if (reg_maps
->luminanceparams
& (1u << i
))
2178 shader_addline(buffer
, "uniform float bumpenv_lum_scale%u;\n", i
);
2179 shader_addline(buffer
, "uniform float bumpenv_lum_offset%u;\n", i
);
2180 extra_constants_needed
++;
2183 extra_constants_needed
++;
2186 if (ps_args
->srgb_correction
)
2188 shader_addline(buffer
, "const vec4 srgb_const0 = ");
2189 shader_glsl_append_imm_vec4(buffer
, wined3d_srgb_const0
);
2190 shader_addline(buffer
, ";\n");
2191 shader_addline(buffer
, "const vec4 srgb_const1 = ");
2192 shader_glsl_append_imm_vec4(buffer
, wined3d_srgb_const1
);
2193 shader_addline(buffer
, ";\n");
2195 if (reg_maps
->vpos
|| reg_maps
->usesdsy
)
2197 if (reg_maps
->usesdsy
|| !gl_info
->supported
[ARB_FRAGMENT_COORD_CONVENTIONS
])
2199 ++extra_constants_needed
;
2200 shader_addline(buffer
, "uniform vec4 ycorrection;\n");
2204 if (gl_info
->supported
[ARB_FRAGMENT_COORD_CONVENTIONS
])
2206 if (context
->d3d_info
->wined3d_creation_flags
& WINED3D_PIXEL_CENTER_INTEGER
)
2207 shader_addline(buffer
, "layout(%spixel_center_integer) in vec4 gl_FragCoord;\n",
2208 ps_args
->render_offscreen
? "" : "origin_upper_left, ");
2209 else if (!ps_args
->render_offscreen
)
2210 shader_addline(buffer
, "layout(origin_upper_left) in vec4 gl_FragCoord;\n");
2212 shader_addline(buffer
, "vec4 vpos;\n");
2216 if (ps_args
->alpha_test_func
+ 1 != WINED3D_CMP_ALWAYS
)
2217 shader_addline(buffer
, "uniform float alpha_test_ref;\n");
2219 if (!needs_legacy_glsl_syntax(gl_info
))
2220 shader_addline(buffer
, "out vec4 ps_out[%u];\n", gl_info
->limits
.buffers
);
2222 if (shader
->limits
->constant_float
+ extra_constants_needed
>= gl_info
->limits
.glsl_ps_float_constants
)
2223 FIXME("Insufficient uniforms to run this shader.\n");
2226 /* Declare output register temporaries */
2227 if (shader
->limits
->packed_output
)
2228 shader_addline(buffer
, "vec4 %s_out[%u];\n", prefix
, shader
->limits
->packed_output
);
2230 /* Declare temporary variables */
2231 if (reg_maps
->temporary_count
)
2233 for (i
= 0; i
< reg_maps
->temporary_count
; ++i
)
2234 shader_addline(buffer
, "vec4 R%u;\n", i
);
2238 for (i
= 0, map
= reg_maps
->temporary
; map
; map
>>= 1, ++i
)
2241 shader_addline(buffer
, "vec4 R%u;\n", i
);
2245 /* Declare indexable temporary variables */
2246 LIST_FOR_EACH_ENTRY(idx_temp_reg
, ®_maps
->indexable_temps
, struct wined3d_shader_indexable_temp
, entry
)
2248 if (idx_temp_reg
->component_count
!= 4)
2249 FIXME("Ignoring component count %u.\n", idx_temp_reg
->component_count
);
2250 shader_addline(buffer
, "vec4 X%u[%u];\n", idx_temp_reg
->register_idx
, idx_temp_reg
->register_size
);
2253 /* Declare loop registers aLx */
2254 if (version
->major
< 4)
2256 for (i
= 0; i
< reg_maps
->loop_depth
; ++i
)
2258 shader_addline(buffer
, "int aL%u;\n", i
);
2259 shader_addline(buffer
, "int tmpInt%u;\n", i
);
2263 /* Temporary variables for matrix operations */
2264 shader_addline(buffer
, "vec4 tmp0;\n");
2265 shader_addline(buffer
, "vec4 tmp1;\n");
2267 if (!shader
->load_local_constsF
)
2269 LIST_FOR_EACH_ENTRY(lconst
, &shader
->constantsF
, struct wined3d_shader_lconst
, entry
)
2271 shader_addline(buffer
, "const vec4 %s_lc%u = ", prefix
, lconst
->idx
);
2272 shader_glsl_append_imm_vec4(buffer
, (const float *)lconst
->value
);
2273 shader_addline(buffer
, ";\n");
2278 /*****************************************************************************
2279 * Functions to generate GLSL strings from DirectX Shader bytecode begin here.
2281 * For more information, see http://wiki.winehq.org/DirectX-Shaders
2282 ****************************************************************************/
2285 static void shader_glsl_add_src_param(const struct wined3d_shader_instruction
*ins
,
2286 const struct wined3d_shader_src_param
*wined3d_src
, DWORD mask
, struct glsl_src_param
*glsl_src
);
2288 /** Used for opcode modifiers - They multiply the result by the specified amount */
2289 static const char * const shift_glsl_tab
[] = {
2291 "2.0 * ", /* 1 (x2) */
2292 "4.0 * ", /* 2 (x4) */
2293 "8.0 * ", /* 3 (x8) */
2294 "16.0 * ", /* 4 (x16) */
2295 "32.0 * ", /* 5 (x32) */
2302 "0.0625 * ", /* 12 (d16) */
2303 "0.125 * ", /* 13 (d8) */
2304 "0.25 * ", /* 14 (d4) */
2305 "0.5 * " /* 15 (d2) */
2308 /* Generate a GLSL parameter that does the input modifier computation and return the input register/mask to use */
2309 static void shader_glsl_gen_modifier(enum wined3d_shader_src_modifier src_modifier
,
2310 const char *in_reg
, const char *in_regswizzle
, char *out_str
)
2312 switch (src_modifier
)
2314 case WINED3DSPSM_DZ
: /* Need to handle this in the instructions itself (texld & texcrd). */
2315 case WINED3DSPSM_DW
:
2316 case WINED3DSPSM_NONE
:
2317 sprintf(out_str
, "%s%s", in_reg
, in_regswizzle
);
2319 case WINED3DSPSM_NEG
:
2320 sprintf(out_str
, "-%s%s", in_reg
, in_regswizzle
);
2322 case WINED3DSPSM_NOT
:
2323 sprintf(out_str
, "!%s%s", in_reg
, in_regswizzle
);
2325 case WINED3DSPSM_BIAS
:
2326 sprintf(out_str
, "(%s%s - vec4(0.5)%s)", in_reg
, in_regswizzle
, in_regswizzle
);
2328 case WINED3DSPSM_BIASNEG
:
2329 sprintf(out_str
, "-(%s%s - vec4(0.5)%s)", in_reg
, in_regswizzle
, in_regswizzle
);
2331 case WINED3DSPSM_SIGN
:
2332 sprintf(out_str
, "(2.0 * (%s%s - 0.5))", in_reg
, in_regswizzle
);
2334 case WINED3DSPSM_SIGNNEG
:
2335 sprintf(out_str
, "-(2.0 * (%s%s - 0.5))", in_reg
, in_regswizzle
);
2337 case WINED3DSPSM_COMP
:
2338 sprintf(out_str
, "(1.0 - %s%s)", in_reg
, in_regswizzle
);
2340 case WINED3DSPSM_X2
:
2341 sprintf(out_str
, "(2.0 * %s%s)", in_reg
, in_regswizzle
);
2343 case WINED3DSPSM_X2NEG
:
2344 sprintf(out_str
, "-(2.0 * %s%s)", in_reg
, in_regswizzle
);
2346 case WINED3DSPSM_ABS
:
2347 sprintf(out_str
, "abs(%s%s)", in_reg
, in_regswizzle
);
2349 case WINED3DSPSM_ABSNEG
:
2350 sprintf(out_str
, "-abs(%s%s)", in_reg
, in_regswizzle
);
2353 FIXME("Unhandled modifier %u\n", src_modifier
);
2354 sprintf(out_str
, "%s%s", in_reg
, in_regswizzle
);
2358 /** Writes the GLSL variable name that corresponds to the register that the
2359 * DX opcode parameter is trying to access */
2360 static void shader_glsl_get_register_name(const struct wined3d_shader_register
*reg
,
2361 char *register_name
, BOOL
*is_color
, const struct wined3d_shader_instruction
*ins
)
2363 /* oPos, oFog and oPts in D3D */
2364 static const char * const hwrastout_reg_names
[] = {"vs_out[10]", "vs_out[11].x", "vs_out[11].y"};
2366 const struct wined3d_shader
*shader
= ins
->ctx
->shader
;
2367 const struct wined3d_shader_reg_maps
*reg_maps
= ins
->ctx
->reg_maps
;
2368 const struct wined3d_shader_version
*version
= ®_maps
->shader_version
;
2369 const struct wined3d_gl_info
*gl_info
= ins
->ctx
->gl_info
;
2370 const char *prefix
= shader_glsl_get_prefix(version
->type
);
2371 struct glsl_src_param rel_param0
, rel_param1
;
2372 char imm_str
[4][17];
2374 if (reg
->idx
[0].offset
!= ~0U && reg
->idx
[0].rel_addr
)
2375 shader_glsl_add_src_param(ins
, reg
->idx
[0].rel_addr
, WINED3DSP_WRITEMASK_0
, &rel_param0
);
2376 if (reg
->idx
[1].offset
!= ~0U && reg
->idx
[1].rel_addr
)
2377 shader_glsl_add_src_param(ins
, reg
->idx
[1].rel_addr
, WINED3DSP_WRITEMASK_0
, &rel_param1
);
2382 case WINED3DSPR_TEMP
:
2383 sprintf(register_name
, "R%u", reg
->idx
[0].offset
);
2386 case WINED3DSPR_INPUT
:
2387 if (version
->type
== WINED3D_SHADER_TYPE_VERTEX
)
2389 struct shader_glsl_ctx_priv
*priv
= ins
->ctx
->backend_data
;
2391 if (reg
->idx
[0].rel_addr
)
2392 FIXME("VS3+ input registers relative addressing.\n");
2393 if (priv
->cur_vs_args
->swizzle_map
& (1u << reg
->idx
[0].offset
))
2395 sprintf(register_name
, "%s_in%u", prefix
, reg
->idx
[0].offset
);
2399 if (version
->type
== WINED3D_SHADER_TYPE_GEOMETRY
)
2401 if (reg
->idx
[0].rel_addr
)
2403 if (reg
->idx
[1].rel_addr
)
2404 sprintf(register_name
, "gs_in[%s + %u]%s[%s + %u]",
2405 rel_param0
.param_str
, reg
->idx
[0].offset
,
2406 gl_info
->supported
[WINED3D_GL_LEGACY_CONTEXT
] ? "" : ".gs_in",
2407 rel_param1
.param_str
, reg
->idx
[1].offset
);
2409 sprintf(register_name
, "gs_in[%s + %u]%s[%u]",
2410 rel_param0
.param_str
, reg
->idx
[0].offset
,
2411 gl_info
->supported
[WINED3D_GL_LEGACY_CONTEXT
] ? "" : ".gs_in",
2412 reg
->idx
[1].offset
);
2414 else if (reg
->idx
[1].rel_addr
)
2415 sprintf(register_name
, "gs_in[%u]%s[%s + %u]", reg
->idx
[0].offset
,
2416 gl_info
->supported
[WINED3D_GL_LEGACY_CONTEXT
] ? "" : ".gs_in",
2417 rel_param1
.param_str
, reg
->idx
[1].offset
);
2419 sprintf(register_name
, "gs_in[%u]%s[%u]", reg
->idx
[0].offset
,
2420 gl_info
->supported
[WINED3D_GL_LEGACY_CONTEXT
] ? "" : ".gs_in",
2421 reg
->idx
[1].offset
);
2425 /* pixel shaders >= 3.0 */
2426 if (version
->major
>= 3)
2428 DWORD idx
= shader
->u
.ps
.input_reg_map
[reg
->idx
[0].offset
];
2429 unsigned int in_count
= vec4_varyings(version
->major
, gl_info
);
2431 if (reg
->idx
[0].rel_addr
)
2433 /* Removing a + 0 would be an obvious optimization, but
2434 * OS X doesn't see the NOP operation there. */
2437 if (gl_info
->supported
[WINED3D_GL_LEGACY_CONTEXT
]
2438 && shader
->u
.ps
.declared_in_count
> in_count
)
2440 sprintf(register_name
,
2441 "((%s + %u) > %u ? (%s + %u) > %u ? gl_SecondaryColor : gl_Color : %s_in[%s + %u])",
2442 rel_param0
.param_str
, idx
, in_count
- 1, rel_param0
.param_str
, idx
, in_count
,
2443 prefix
, rel_param0
.param_str
, idx
);
2447 sprintf(register_name
, "%s_in[%s + %u]", prefix
, rel_param0
.param_str
, idx
);
2452 if (gl_info
->supported
[WINED3D_GL_LEGACY_CONTEXT
]
2453 && shader
->u
.ps
.declared_in_count
> in_count
)
2455 sprintf(register_name
, "((%s) > %u ? (%s) > %u ? gl_SecondaryColor : gl_Color : %s_in[%s])",
2456 rel_param0
.param_str
, in_count
- 1, rel_param0
.param_str
, in_count
,
2457 prefix
, rel_param0
.param_str
);
2461 sprintf(register_name
, "%s_in[%s]", prefix
, rel_param0
.param_str
);
2467 if (idx
== in_count
) sprintf(register_name
, "gl_Color");
2468 else if (idx
== in_count
+ 1) sprintf(register_name
, "gl_SecondaryColor");
2469 else sprintf(register_name
, "%s_in[%u]", prefix
, idx
);
2474 if (!reg
->idx
[0].offset
)
2475 strcpy(register_name
, "ffp_varying_diffuse");
2477 strcpy(register_name
, "ffp_varying_specular");
2482 case WINED3DSPR_CONST
:
2484 /* Relative addressing */
2485 if (reg
->idx
[0].rel_addr
)
2487 if (wined3d_settings
.check_float_constants
)
2488 sprintf(register_name
, "(%s + %u >= 0 && %s + %u < %u ? %s_c[%s + %u] : vec4(0.0))",
2489 rel_param0
.param_str
, reg
->idx
[0].offset
,
2490 rel_param0
.param_str
, reg
->idx
[0].offset
, shader
->limits
->constant_float
,
2491 prefix
, rel_param0
.param_str
, reg
->idx
[0].offset
);
2492 else if (reg
->idx
[0].offset
)
2493 sprintf(register_name
, "%s_c[%s + %u]", prefix
, rel_param0
.param_str
, reg
->idx
[0].offset
);
2495 sprintf(register_name
, "%s_c[%s]", prefix
, rel_param0
.param_str
);
2499 if (shader_constant_is_local(shader
, reg
->idx
[0].offset
))
2500 sprintf(register_name
, "%s_lc%u", prefix
, reg
->idx
[0].offset
);
2502 sprintf(register_name
, "%s_c[%u]", prefix
, reg
->idx
[0].offset
);
2507 case WINED3DSPR_CONSTINT
:
2508 sprintf(register_name
, "%s_i[%u]", prefix
, reg
->idx
[0].offset
);
2511 case WINED3DSPR_CONSTBOOL
:
2512 sprintf(register_name
, "%s_b[%u]", prefix
, reg
->idx
[0].offset
);
2515 case WINED3DSPR_TEXTURE
: /* case WINED3DSPR_ADDR: */
2516 if (version
->type
== WINED3D_SHADER_TYPE_PIXEL
)
2517 sprintf(register_name
, "T%u", reg
->idx
[0].offset
);
2519 sprintf(register_name
, "A%u", reg
->idx
[0].offset
);
2522 case WINED3DSPR_LOOP
:
2523 sprintf(register_name
, "aL%u", ins
->ctx
->loop_state
->current_reg
- 1);
2526 case WINED3DSPR_SAMPLER
:
2527 sprintf(register_name
, "%s_sampler%u", prefix
, reg
->idx
[0].offset
);
2530 case WINED3DSPR_COLOROUT
:
2531 if (reg
->idx
[0].offset
>= gl_info
->limits
.buffers
)
2532 WARN("Write to render target %u, only %d supported.\n",
2533 reg
->idx
[0].offset
, gl_info
->limits
.buffers
);
2535 sprintf(register_name
, "%s[%u]", get_fragment_output(gl_info
), reg
->idx
[0].offset
);
2538 case WINED3DSPR_RASTOUT
:
2539 sprintf(register_name
, "%s", hwrastout_reg_names
[reg
->idx
[0].offset
]);
2542 case WINED3DSPR_DEPTHOUT
:
2543 sprintf(register_name
, "gl_FragDepth");
2546 case WINED3DSPR_ATTROUT
:
2547 if (!reg
->idx
[0].offset
)
2548 sprintf(register_name
, "%s_out[8]", prefix
);
2550 sprintf(register_name
, "%s_out[9]", prefix
);
2553 case WINED3DSPR_TEXCRDOUT
:
2554 /* Vertex shaders >= 3.0: WINED3DSPR_OUTPUT */
2555 if (reg
->idx
[0].rel_addr
)
2556 FIXME("VS3 output registers relative addressing.\n");
2557 sprintf(register_name
, "%s_out[%u]", prefix
, reg
->idx
[0].offset
);
2560 case WINED3DSPR_MISCTYPE
:
2561 if (!reg
->idx
[0].offset
)
2564 sprintf(register_name
, "vpos");
2566 else if (reg
->idx
[0].offset
== 1)
2568 /* Note that gl_FrontFacing is a bool, while vFace is
2569 * a float for which the sign determines front/back */
2570 sprintf(register_name
, "(gl_FrontFacing ? 1.0 : -1.0)");
2574 FIXME("Unhandled misctype register %u.\n", reg
->idx
[0].offset
);
2575 sprintf(register_name
, "unrecognized_register");
2579 case WINED3DSPR_IMMCONST
:
2580 switch (reg
->immconst_type
)
2582 case WINED3D_IMMCONST_SCALAR
:
2583 switch (reg
->data_type
)
2585 case WINED3D_DATA_FLOAT
:
2586 if (gl_info
->supported
[ARB_SHADER_BIT_ENCODING
])
2587 sprintf(register_name
, "uintBitsToFloat(%#xu)", reg
->immconst_data
[0]);
2589 wined3d_ftoa(*(const float *)reg
->immconst_data
, register_name
);
2591 case WINED3D_DATA_INT
:
2592 sprintf(register_name
, "%#x", reg
->immconst_data
[0]);
2594 case WINED3D_DATA_RESOURCE
:
2595 case WINED3D_DATA_SAMPLER
:
2596 case WINED3D_DATA_UINT
:
2597 sprintf(register_name
, "%#xu", reg
->immconst_data
[0]);
2600 sprintf(register_name
, "<unhandled data type %#x>", reg
->data_type
);
2605 case WINED3D_IMMCONST_VEC4
:
2606 switch (reg
->data_type
)
2608 case WINED3D_DATA_FLOAT
:
2609 if (gl_info
->supported
[ARB_SHADER_BIT_ENCODING
])
2611 sprintf(register_name
, "uintBitsToFloat(uvec4(%#xu, %#xu, %#xu, %#xu))",
2612 reg
->immconst_data
[0], reg
->immconst_data
[1],
2613 reg
->immconst_data
[2], reg
->immconst_data
[3]);
2617 wined3d_ftoa(*(const float *)®
->immconst_data
[0], imm_str
[0]);
2618 wined3d_ftoa(*(const float *)®
->immconst_data
[1], imm_str
[1]);
2619 wined3d_ftoa(*(const float *)®
->immconst_data
[2], imm_str
[2]);
2620 wined3d_ftoa(*(const float *)®
->immconst_data
[3], imm_str
[3]);
2621 sprintf(register_name
, "vec4(%s, %s, %s, %s)",
2622 imm_str
[0], imm_str
[1], imm_str
[2], imm_str
[3]);
2625 case WINED3D_DATA_INT
:
2626 sprintf(register_name
, "ivec4(%#x, %#x, %#x, %#x)",
2627 reg
->immconst_data
[0], reg
->immconst_data
[1],
2628 reg
->immconst_data
[2], reg
->immconst_data
[3]);
2630 case WINED3D_DATA_RESOURCE
:
2631 case WINED3D_DATA_SAMPLER
:
2632 case WINED3D_DATA_UINT
:
2633 sprintf(register_name
, "uvec4(%#xu, %#xu, %#xu, %#xu)",
2634 reg
->immconst_data
[0], reg
->immconst_data
[1],
2635 reg
->immconst_data
[2], reg
->immconst_data
[3]);
2638 sprintf(register_name
, "<unhandled data type %#x>", reg
->data_type
);
2644 FIXME("Unhandled immconst type %#x\n", reg
->immconst_type
);
2645 sprintf(register_name
, "<unhandled_immconst_type %#x>", reg
->immconst_type
);
2649 case WINED3DSPR_CONSTBUFFER
:
2650 if (reg
->idx
[1].rel_addr
)
2651 sprintf(register_name
, "%s_cb%u[%s + %u]",
2652 prefix
, reg
->idx
[0].offset
, rel_param1
.param_str
, reg
->idx
[1].offset
);
2654 sprintf(register_name
, "%s_cb%u[%u]", prefix
, reg
->idx
[0].offset
, reg
->idx
[1].offset
);
2657 case WINED3DSPR_IMMCONSTBUFFER
:
2658 if (reg
->idx
[0].rel_addr
)
2659 sprintf(register_name
, "%s_icb[%s + %u]", prefix
, rel_param0
.param_str
, reg
->idx
[0].offset
);
2661 sprintf(register_name
, "%s_icb[%u]", prefix
, reg
->idx
[0].offset
);
2664 case WINED3DSPR_PRIMID
:
2665 sprintf(register_name
, "uint(gl_PrimitiveIDIn)");
2668 case WINED3DSPR_IDXTEMP
:
2669 if (reg
->idx
[1].rel_addr
)
2670 sprintf(register_name
, "X%u[%s + %u]", reg
->idx
[0].offset
, rel_param1
.param_str
, reg
->idx
[1].offset
);
2672 sprintf(register_name
, "X%u[%u]", reg
->idx
[0].offset
, reg
->idx
[1].offset
);
2676 FIXME("Unhandled register type %#x.\n", reg
->type
);
2677 sprintf(register_name
, "unrecognized_register");
2682 static void shader_glsl_write_mask_to_str(DWORD write_mask
, char *str
)
2685 if (write_mask
& WINED3DSP_WRITEMASK_0
) *str
++ = 'x';
2686 if (write_mask
& WINED3DSP_WRITEMASK_1
) *str
++ = 'y';
2687 if (write_mask
& WINED3DSP_WRITEMASK_2
) *str
++ = 'z';
2688 if (write_mask
& WINED3DSP_WRITEMASK_3
) *str
++ = 'w';
2692 /* Get the GLSL write mask for the destination register */
2693 static DWORD
shader_glsl_get_write_mask(const struct wined3d_shader_dst_param
*param
, char *write_mask
)
2695 DWORD mask
= param
->write_mask
;
2697 if (shader_is_scalar(¶m
->reg
))
2699 mask
= WINED3DSP_WRITEMASK_0
;
2704 shader_glsl_write_mask_to_str(mask
, write_mask
);
2710 static unsigned int shader_glsl_get_write_mask_size(DWORD write_mask
) {
2711 unsigned int size
= 0;
2713 if (write_mask
& WINED3DSP_WRITEMASK_0
) ++size
;
2714 if (write_mask
& WINED3DSP_WRITEMASK_1
) ++size
;
2715 if (write_mask
& WINED3DSP_WRITEMASK_2
) ++size
;
2716 if (write_mask
& WINED3DSP_WRITEMASK_3
) ++size
;
2721 static void shader_glsl_swizzle_to_str(const DWORD swizzle
, BOOL fixup
, DWORD mask
, char *str
)
2723 /* For registers of type WINED3DDECLTYPE_D3DCOLOR, data is stored as "bgra",
2724 * but addressed as "rgba". To fix this we need to swap the register's x
2725 * and z components. */
2726 const char *swizzle_chars
= fixup
? "zyxw" : "xyzw";
2729 /* swizzle bits fields: wwzzyyxx */
2730 if (mask
& WINED3DSP_WRITEMASK_0
) *str
++ = swizzle_chars
[swizzle
& 0x03];
2731 if (mask
& WINED3DSP_WRITEMASK_1
) *str
++ = swizzle_chars
[(swizzle
>> 2) & 0x03];
2732 if (mask
& WINED3DSP_WRITEMASK_2
) *str
++ = swizzle_chars
[(swizzle
>> 4) & 0x03];
2733 if (mask
& WINED3DSP_WRITEMASK_3
) *str
++ = swizzle_chars
[(swizzle
>> 6) & 0x03];
2737 static void shader_glsl_get_swizzle(const struct wined3d_shader_src_param
*param
,
2738 BOOL fixup
, DWORD mask
, char *swizzle_str
)
2740 if (shader_is_scalar(¶m
->reg
))
2741 *swizzle_str
= '\0';
2743 shader_glsl_swizzle_to_str(param
->swizzle
, fixup
, mask
, swizzle_str
);
2746 /* From a given parameter token, generate the corresponding GLSL string.
2747 * Also, return the actual register name and swizzle in case the
2748 * caller needs this information as well. */
2749 static void shader_glsl_add_src_param(const struct wined3d_shader_instruction
*ins
,
2750 const struct wined3d_shader_src_param
*wined3d_src
, DWORD mask
, struct glsl_src_param
*glsl_src
)
2752 BOOL is_color
= FALSE
;
2753 char swizzle_str
[6];
2755 glsl_src
->reg_name
[0] = '\0';
2756 glsl_src
->param_str
[0] = '\0';
2757 swizzle_str
[0] = '\0';
2759 shader_glsl_get_register_name(&wined3d_src
->reg
, glsl_src
->reg_name
, &is_color
, ins
);
2760 shader_glsl_get_swizzle(wined3d_src
, is_color
, mask
, swizzle_str
);
2762 if (wined3d_src
->reg
.type
== WINED3DSPR_IMMCONST
|| wined3d_src
->reg
.type
== WINED3DSPR_PRIMID
)
2764 shader_glsl_gen_modifier(wined3d_src
->modifiers
, glsl_src
->reg_name
, swizzle_str
, glsl_src
->param_str
);
2770 switch (wined3d_src
->reg
.data_type
)
2772 case WINED3D_DATA_FLOAT
:
2773 sprintf(reg_name
, "%s", glsl_src
->reg_name
);
2775 case WINED3D_DATA_INT
:
2776 sprintf(reg_name
, "floatBitsToInt(%s)", glsl_src
->reg_name
);
2778 case WINED3D_DATA_RESOURCE
:
2779 case WINED3D_DATA_SAMPLER
:
2780 case WINED3D_DATA_UINT
:
2781 sprintf(reg_name
, "floatBitsToUint(%s)", glsl_src
->reg_name
);
2784 FIXME("Unhandled data type %#x.\n", wined3d_src
->reg
.data_type
);
2785 sprintf(reg_name
, "%s", glsl_src
->reg_name
);
2789 shader_glsl_gen_modifier(wined3d_src
->modifiers
, reg_name
, swizzle_str
, glsl_src
->param_str
);
2793 /* From a given parameter token, generate the corresponding GLSL string.
2794 * Also, return the actual register name and swizzle in case the
2795 * caller needs this information as well. */
2796 static DWORD
shader_glsl_add_dst_param(const struct wined3d_shader_instruction
*ins
,
2797 const struct wined3d_shader_dst_param
*wined3d_dst
, struct glsl_dst_param
*glsl_dst
)
2799 BOOL is_color
= FALSE
;
2801 glsl_dst
->mask_str
[0] = '\0';
2802 glsl_dst
->reg_name
[0] = '\0';
2804 shader_glsl_get_register_name(&wined3d_dst
->reg
, glsl_dst
->reg_name
, &is_color
, ins
);
2805 return shader_glsl_get_write_mask(wined3d_dst
, glsl_dst
->mask_str
);
2808 /* Append the destination part of the instruction to the buffer, return the effective write mask */
2809 static DWORD
shader_glsl_append_dst_ext(struct wined3d_string_buffer
*buffer
,
2810 const struct wined3d_shader_instruction
*ins
, const struct wined3d_shader_dst_param
*dst
,
2811 enum wined3d_data_type data_type
)
2813 struct glsl_dst_param glsl_dst
;
2816 if ((mask
= shader_glsl_add_dst_param(ins
, dst
, &glsl_dst
)))
2820 case WINED3D_DATA_FLOAT
:
2821 shader_addline(buffer
, "%s%s = %s(",
2822 glsl_dst
.reg_name
, glsl_dst
.mask_str
, shift_glsl_tab
[dst
->shift
]);
2824 case WINED3D_DATA_INT
:
2825 shader_addline(buffer
, "%s%s = %sintBitsToFloat(",
2826 glsl_dst
.reg_name
, glsl_dst
.mask_str
, shift_glsl_tab
[dst
->shift
]);
2828 case WINED3D_DATA_RESOURCE
:
2829 case WINED3D_DATA_SAMPLER
:
2830 case WINED3D_DATA_UINT
:
2831 shader_addline(buffer
, "%s%s = %suintBitsToFloat(",
2832 glsl_dst
.reg_name
, glsl_dst
.mask_str
, shift_glsl_tab
[dst
->shift
]);
2835 FIXME("Unhandled data type %#x.\n", data_type
);
2836 shader_addline(buffer
, "%s%s = %s(",
2837 glsl_dst
.reg_name
, glsl_dst
.mask_str
, shift_glsl_tab
[dst
->shift
]);
2845 /* Append the destination part of the instruction to the buffer, return the effective write mask */
2846 static DWORD
shader_glsl_append_dst(struct wined3d_string_buffer
*buffer
, const struct wined3d_shader_instruction
*ins
)
2848 return shader_glsl_append_dst_ext(buffer
, ins
, &ins
->dst
[0], ins
->dst
[0].reg
.data_type
);
2851 /** Process GLSL instruction modifiers */
2852 static void shader_glsl_add_instruction_modifiers(const struct wined3d_shader_instruction
*ins
)
2854 struct glsl_dst_param dst_param
;
2857 if (!ins
->dst_count
) return;
2859 modifiers
= ins
->dst
[0].modifiers
;
2860 if (!modifiers
) return;
2862 shader_glsl_add_dst_param(ins
, &ins
->dst
[0], &dst_param
);
2864 if (modifiers
& WINED3DSPDM_SATURATE
)
2866 /* _SAT means to clamp the value of the register to between 0 and 1 */
2867 shader_addline(ins
->ctx
->buffer
, "%s%s = clamp(%s%s, 0.0, 1.0);\n", dst_param
.reg_name
,
2868 dst_param
.mask_str
, dst_param
.reg_name
, dst_param
.mask_str
);
2871 if (modifiers
& WINED3DSPDM_MSAMPCENTROID
)
2873 FIXME("_centroid modifier not handled\n");
2876 if (modifiers
& WINED3DSPDM_PARTIALPRECISION
)
2878 /* MSDN says this modifier can be safely ignored, so that's what we'll do. */
2882 static const char *shader_glsl_get_rel_op(enum wined3d_shader_rel_op op
)
2886 case WINED3D_SHADER_REL_OP_GT
: return ">";
2887 case WINED3D_SHADER_REL_OP_EQ
: return "==";
2888 case WINED3D_SHADER_REL_OP_GE
: return ">=";
2889 case WINED3D_SHADER_REL_OP_LT
: return "<";
2890 case WINED3D_SHADER_REL_OP_NE
: return "!=";
2891 case WINED3D_SHADER_REL_OP_LE
: return "<=";
2893 FIXME("Unrecognized operator %#x.\n", op
);
2898 static BOOL
shader_glsl_has_core_grad(const struct wined3d_gl_info
*gl_info
,
2899 const struct wined3d_shader_version
*version
)
2901 return shader_glsl_get_version(gl_info
, version
) >= 130 || gl_info
->supported
[EXT_GPU_SHADER4
];
2904 static void shader_glsl_get_sample_function(const struct wined3d_shader_context
*ctx
,
2905 DWORD resource_idx
, DWORD sampler_idx
, DWORD flags
, struct glsl_sample_function
*sample_function
)
2909 unsigned int coord_size
;
2910 const char *type_part
;
2914 {0, ""}, /* WINED3D_SHADER_RESOURCE_NONE */
2915 {1, ""}, /* WINED3D_SHADER_RESOURCE_BUFFER */
2916 {1, "1D"}, /* WINED3D_SHADER_RESOURCE_TEXTURE_1D */
2917 {2, "2D"}, /* WINED3D_SHADER_RESOURCE_TEXTURE_2D */
2918 {2, ""}, /* WINED3D_SHADER_RESOURCE_TEXTURE_2DMS */
2919 {3, "3D"}, /* WINED3D_SHADER_RESOURCE_TEXTURE_3D */
2920 {3, "Cube"}, /* WINED3D_SHADER_RESOURCE_TEXTURE_CUBE */
2921 {2, ""}, /* WINED3D_SHADER_RESOURCE_TEXTURE_1DARRAY */
2922 {3, "2DArray"}, /* WINED3D_SHADER_RESOURCE_TEXTURE_2DARRAY */
2923 {3, ""}, /* WINED3D_SHADER_RESOURCE_TEXTURE_2DMSARRAY */
2925 enum wined3d_shader_resource_type resource_type
= ctx
->reg_maps
->resource_info
[resource_idx
].type
;
2926 struct shader_glsl_ctx_priv
*priv
= ctx
->backend_data
;
2927 const struct wined3d_gl_info
*gl_info
= ctx
->gl_info
;
2928 BOOL shadow
= glsl_is_shadow_sampler(ctx
->shader
, priv
->cur_ps_args
, resource_idx
, sampler_idx
);
2929 BOOL projected
= flags
& WINED3D_GLSL_SAMPLE_PROJECTED
;
2930 BOOL texrect
= ctx
->reg_maps
->shader_version
.type
== WINED3D_SHADER_TYPE_PIXEL
2931 && priv
->cur_ps_args
->np2_fixup
& (1u << resource_idx
)
2932 && gl_info
->supported
[ARB_TEXTURE_RECTANGLE
];
2933 BOOL lod
= flags
& WINED3D_GLSL_SAMPLE_LOD
;
2934 BOOL grad
= flags
& WINED3D_GLSL_SAMPLE_GRAD
;
2935 BOOL offset
= flags
& WINED3D_GLSL_SAMPLE_OFFSET
;
2936 const char *base
= "texture", *type_part
= "", *suffix
= "";
2937 unsigned int coord_size
, deriv_size
;
2940 sample_function
->data_type
= ctx
->reg_maps
->resource_info
[resource_idx
].data_type
;
2942 if (resource_type
>= ARRAY_SIZE(resource_types
))
2944 ERR("Unexpected resource type %#x.\n", resource_type
);
2945 resource_type
= WINED3D_SHADER_RESOURCE_TEXTURE_2D
;
2947 array
= resource_type
== WINED3D_SHADER_RESOURCE_TEXTURE_1DARRAY
2948 || resource_type
== WINED3D_SHADER_RESOURCE_TEXTURE_2DARRAY
;
2950 /* Note that there's no such thing as a projected cube texture. */
2951 if (resource_type
== WINED3D_SHADER_RESOURCE_TEXTURE_CUBE
)
2954 if (needs_legacy_glsl_syntax(gl_info
))
2959 type_part
= resource_types
[resource_type
].type_part
;
2960 if (resource_type
== WINED3D_SHADER_RESOURCE_TEXTURE_2D
&& texrect
)
2961 type_part
= "2DRect";
2963 FIXME("Unhandled resource type %#x.\n", resource_type
);
2965 if (!lod
&& grad
&& !shader_glsl_has_core_grad(gl_info
, &ctx
->shader
->reg_maps
.shader_version
))
2967 if (gl_info
->supported
[ARB_SHADER_TEXTURE_LOD
])
2970 FIXME("Unsupported grad function.\n");
2974 if (flags
& WINED3D_GLSL_SAMPLE_LOAD
)
2976 static const DWORD texel_fetch_flags
= WINED3D_GLSL_SAMPLE_LOAD
| WINED3D_GLSL_SAMPLE_OFFSET
;
2977 if (flags
& ~texel_fetch_flags
)
2978 ERR("Unexpected flags %#x for texelFetch.\n", flags
& ~texel_fetch_flags
);
2980 base
= "texelFetch";
2984 sample_function
->name
= string_buffer_get(priv
->string_buffers
);
2985 string_buffer_sprintf(sample_function
->name
, "%s%s%s%s%s%s", base
, type_part
, projected
? "Proj" : "",
2986 lod
? "Lod" : grad
? "Grad" : "", offset
? "Offset" : "", suffix
);
2988 coord_size
= resource_types
[resource_type
].coord_size
;
2989 deriv_size
= coord_size
;
2994 sample_function
->offset_size
= offset
? deriv_size
: 0;
2995 sample_function
->coord_mask
= (1u << coord_size
) - 1;
2996 sample_function
->deriv_mask
= (1u << deriv_size
) - 1;
2997 sample_function
->output_single_component
= shadow
&& !needs_legacy_glsl_syntax(gl_info
);
3000 static void shader_glsl_release_sample_function(const struct wined3d_shader_context
*ctx
,
3001 struct glsl_sample_function
*sample_function
)
3003 const struct shader_glsl_ctx_priv
*priv
= ctx
->backend_data
;
3005 string_buffer_release(priv
->string_buffers
, sample_function
->name
);
3008 static void shader_glsl_append_fixup_arg(char *arguments
, const char *reg_name
,
3009 BOOL sign_fixup
, enum fixup_channel_source channel_source
)
3011 switch(channel_source
)
3013 case CHANNEL_SOURCE_ZERO
:
3014 strcat(arguments
, "0.0");
3017 case CHANNEL_SOURCE_ONE
:
3018 strcat(arguments
, "1.0");
3021 case CHANNEL_SOURCE_X
:
3022 strcat(arguments
, reg_name
);
3023 strcat(arguments
, ".x");
3026 case CHANNEL_SOURCE_Y
:
3027 strcat(arguments
, reg_name
);
3028 strcat(arguments
, ".y");
3031 case CHANNEL_SOURCE_Z
:
3032 strcat(arguments
, reg_name
);
3033 strcat(arguments
, ".z");
3036 case CHANNEL_SOURCE_W
:
3037 strcat(arguments
, reg_name
);
3038 strcat(arguments
, ".w");
3042 FIXME("Unhandled channel source %#x\n", channel_source
);
3043 strcat(arguments
, "undefined");
3047 if (sign_fixup
) strcat(arguments
, " * 2.0 - 1.0");
3050 static void shader_glsl_color_correction_ext(struct wined3d_string_buffer
*buffer
,
3051 const char *reg_name
, DWORD mask
, struct color_fixup_desc fixup
)
3053 unsigned int mask_size
, remaining
;
3054 DWORD fixup_mask
= 0;
3055 char arguments
[256];
3058 if (fixup
.x_sign_fixup
|| fixup
.x_source
!= CHANNEL_SOURCE_X
) fixup_mask
|= WINED3DSP_WRITEMASK_0
;
3059 if (fixup
.y_sign_fixup
|| fixup
.y_source
!= CHANNEL_SOURCE_Y
) fixup_mask
|= WINED3DSP_WRITEMASK_1
;
3060 if (fixup
.z_sign_fixup
|| fixup
.z_source
!= CHANNEL_SOURCE_Z
) fixup_mask
|= WINED3DSP_WRITEMASK_2
;
3061 if (fixup
.w_sign_fixup
|| fixup
.w_source
!= CHANNEL_SOURCE_W
) fixup_mask
|= WINED3DSP_WRITEMASK_3
;
3062 if (!(mask
&= fixup_mask
))
3065 if (is_complex_fixup(fixup
))
3067 enum complex_fixup complex_fixup
= get_complex_fixup(fixup
);
3068 FIXME("Complex fixup (%#x) not supported\n",complex_fixup
);
3072 shader_glsl_write_mask_to_str(mask
, mask_str
);
3073 mask_size
= shader_glsl_get_write_mask_size(mask
);
3075 arguments
[0] = '\0';
3076 remaining
= mask_size
;
3077 if (mask
& WINED3DSP_WRITEMASK_0
)
3079 shader_glsl_append_fixup_arg(arguments
, reg_name
, fixup
.x_sign_fixup
, fixup
.x_source
);
3080 if (--remaining
) strcat(arguments
, ", ");
3082 if (mask
& WINED3DSP_WRITEMASK_1
)
3084 shader_glsl_append_fixup_arg(arguments
, reg_name
, fixup
.y_sign_fixup
, fixup
.y_source
);
3085 if (--remaining
) strcat(arguments
, ", ");
3087 if (mask
& WINED3DSP_WRITEMASK_2
)
3089 shader_glsl_append_fixup_arg(arguments
, reg_name
, fixup
.z_sign_fixup
, fixup
.z_source
);
3090 if (--remaining
) strcat(arguments
, ", ");
3092 if (mask
& WINED3DSP_WRITEMASK_3
)
3094 shader_glsl_append_fixup_arg(arguments
, reg_name
, fixup
.w_sign_fixup
, fixup
.w_source
);
3095 if (--remaining
) strcat(arguments
, ", ");
3099 shader_addline(buffer
, "%s%s = vec%u(%s);\n", reg_name
, mask_str
, mask_size
, arguments
);
3101 shader_addline(buffer
, "%s%s = %s;\n", reg_name
, mask_str
, arguments
);
3104 static void shader_glsl_color_correction(const struct wined3d_shader_instruction
*ins
, struct color_fixup_desc fixup
)
3109 shader_glsl_get_register_name(&ins
->dst
[0].reg
, reg_name
, &is_color
, ins
);
3110 shader_glsl_color_correction_ext(ins
->ctx
->buffer
, reg_name
, ins
->dst
[0].write_mask
, fixup
);
3113 static void PRINTF_ATTR(9, 10) shader_glsl_gen_sample_code(const struct wined3d_shader_instruction
*ins
,
3114 unsigned int sampler_bind_idx
, const struct glsl_sample_function
*sample_function
, DWORD swizzle
,
3115 const char *dx
, const char *dy
, const char *bias
, const struct wined3d_shader_texel_offset
*offset
,
3116 const char *coord_reg_fmt
, ...)
3118 const struct wined3d_shader_version
*version
= &ins
->ctx
->reg_maps
->shader_version
;
3119 char dst_swizzle
[6];
3120 struct color_fixup_desc fixup
;
3121 BOOL np2_fixup
= FALSE
;
3125 shader_glsl_swizzle_to_str(swizzle
, FALSE
, ins
->dst
[0].write_mask
, dst_swizzle
);
3127 /* If ARB_texture_swizzle is supported we don't need to do anything here.
3128 * We actually rely on it for vertex shaders and SM4+. */
3129 if (version
->type
== WINED3D_SHADER_TYPE_PIXEL
&& version
->major
< 4)
3131 const struct shader_glsl_ctx_priv
*priv
= ins
->ctx
->backend_data
;
3132 fixup
= priv
->cur_ps_args
->color_fixup
[sampler_bind_idx
];
3134 if (priv
->cur_ps_args
->np2_fixup
& (1u << sampler_bind_idx
))
3139 fixup
= COLOR_FIXUP_IDENTITY
;
3142 shader_glsl_append_dst_ext(ins
->ctx
->buffer
, ins
, &ins
->dst
[0], sample_function
->data_type
);
3144 if (sample_function
->output_single_component
)
3145 shader_addline(ins
->ctx
->buffer
, "vec4(");
3147 shader_addline(ins
->ctx
->buffer
, "%s(%s_sampler%u, ",
3148 sample_function
->name
->buffer
, shader_glsl_get_prefix(version
->type
), sampler_bind_idx
);
3152 va_start(args
, coord_reg_fmt
);
3153 ret
= shader_vaddline(ins
->ctx
->buffer
, coord_reg_fmt
, args
);
3157 if (!string_buffer_resize(ins
->ctx
->buffer
, ret
))
3163 const struct shader_glsl_ctx_priv
*priv
= ins
->ctx
->backend_data
;
3164 const unsigned char idx
= priv
->cur_np2fixup_info
->idx
[sampler_bind_idx
];
3166 switch (shader_glsl_get_write_mask_size(sample_function
->coord_mask
))
3169 shader_addline(ins
->ctx
->buffer
, " * ps_samplerNP2Fixup[%u].%s",
3170 idx
>> 1, (idx
% 2) ? "z" : "x");
3173 shader_addline(ins
->ctx
->buffer
, " * ps_samplerNP2Fixup[%u].%s",
3174 idx
>> 1, (idx
% 2) ? "zw" : "xy");
3177 shader_addline(ins
->ctx
->buffer
, " * vec3(ps_samplerNP2Fixup[%u].%s, 1.0)",
3178 idx
>> 1, (idx
% 2) ? "zw" : "xy");
3181 shader_addline(ins
->ctx
->buffer
, " * vec4(ps_samplerNP2Fixup[%u].%s, 1.0, 1.0)",
3182 idx
>> 1, (idx
% 2) ? "zw" : "xy");
3187 shader_addline(ins
->ctx
->buffer
, ", %s, %s", dx
, dy
);
3189 shader_addline(ins
->ctx
->buffer
, ", %s", bias
);
3190 if (sample_function
->offset_size
)
3192 int offset_immdata
[4] = {offset
->u
, offset
->v
, offset
->w
};
3193 shader_addline(ins
->ctx
->buffer
, ", ");
3194 shader_glsl_append_imm_ivec(ins
->ctx
->buffer
, offset_immdata
, sample_function
->offset_size
);
3196 shader_addline(ins
->ctx
->buffer
, ")");
3198 if (sample_function
->output_single_component
)
3199 shader_addline(ins
->ctx
->buffer
, ")");
3201 shader_addline(ins
->ctx
->buffer
, "%s);\n", dst_swizzle
);
3203 if (!is_identity_fixup(fixup
))
3204 shader_glsl_color_correction(ins
, fixup
);
3207 static void shader_glsl_fixup_position(struct wined3d_string_buffer
*buffer
)
3209 /* Write the final position.
3211 * OpenGL coordinates specify the center of the pixel while D3D coords
3212 * specify the corner. The offsets are stored in z and w in
3213 * pos_fixup. pos_fixup.y contains 1.0 or -1.0 to turn the rendering
3214 * upside down for offscreen rendering. pos_fixup.x contains 1.0 to allow
3216 shader_addline(buffer
, "gl_Position.y = gl_Position.y * pos_fixup.y;\n");
3217 shader_addline(buffer
, "gl_Position.xy += pos_fixup.zw * gl_Position.ww;\n");
3219 /* Z coord [0;1]->[-1;1] mapping, see comment in get_projection_matrix()
3222 * Basically we want (in homogeneous coordinates) z = z * 2 - 1. However,
3223 * shaders are run before the homogeneous divide, so we have to take the w
3224 * into account: z = ((z / w) * 2 - 1) * w, which is the same as
3226 shader_addline(buffer
, "gl_Position.z = gl_Position.z * 2.0 - gl_Position.w;\n");
3229 /*****************************************************************************
3230 * Begin processing individual instruction opcodes
3231 ****************************************************************************/
3233 static void shader_glsl_binop(const struct wined3d_shader_instruction
*ins
)
3235 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
3236 struct glsl_src_param src0_param
;
3237 struct glsl_src_param src1_param
;
3241 /* Determine the GLSL operator to use based on the opcode */
3242 switch (ins
->handler_idx
)
3244 case WINED3DSIH_ADD
: op
= "+"; break;
3245 case WINED3DSIH_AND
: op
= "&"; break;
3246 case WINED3DSIH_DIV
: op
= "/"; break;
3247 case WINED3DSIH_IADD
: op
= "+"; break;
3248 case WINED3DSIH_ISHL
: op
= "<<"; break;
3249 case WINED3DSIH_ISHR
: op
= ">>"; break;
3250 case WINED3DSIH_MUL
: op
= "*"; break;
3251 case WINED3DSIH_OR
: op
= "|"; break;
3252 case WINED3DSIH_SUB
: op
= "-"; break;
3253 case WINED3DSIH_USHR
: op
= ">>"; break;
3254 case WINED3DSIH_XOR
: op
= "^"; break;
3256 op
= "<unhandled operator>";
3257 FIXME("Opcode %s not yet handled in GLSL.\n", debug_d3dshaderinstructionhandler(ins
->handler_idx
));
3261 write_mask
= shader_glsl_append_dst(buffer
, ins
);
3262 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
3263 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
3264 shader_addline(buffer
, "%s %s %s);\n", src0_param
.param_str
, op
, src1_param
.param_str
);
3267 static void shader_glsl_relop(const struct wined3d_shader_instruction
*ins
)
3269 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
3270 struct glsl_src_param src0_param
;
3271 struct glsl_src_param src1_param
;
3272 unsigned int mask_size
;
3276 write_mask
= shader_glsl_append_dst(buffer
, ins
);
3277 mask_size
= shader_glsl_get_write_mask_size(write_mask
);
3278 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
3279 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
3283 switch (ins
->handler_idx
)
3285 case WINED3DSIH_EQ
: op
= "equal"; break;
3286 case WINED3DSIH_IEQ
: op
= "equal"; break;
3287 case WINED3DSIH_GE
: op
= "greaterThanEqual"; break;
3288 case WINED3DSIH_IGE
: op
= "greaterThanEqual"; break;
3289 case WINED3DSIH_UGE
: op
= "greaterThanEqual"; break;
3290 case WINED3DSIH_LT
: op
= "lessThan"; break;
3291 case WINED3DSIH_ILT
: op
= "lessThan"; break;
3292 case WINED3DSIH_ULT
: op
= "lessThan"; break;
3293 case WINED3DSIH_NE
: op
= "notEqual"; break;
3294 case WINED3DSIH_INE
: op
= "notEqual"; break;
3296 op
= "<unhandled operator>";
3297 ERR("Unhandled opcode %#x.\n", ins
->handler_idx
);
3301 shader_addline(buffer
, "uvec%u(%s(%s, %s)) * 0xffffffffu);\n",
3302 mask_size
, op
, src0_param
.param_str
, src1_param
.param_str
);
3306 switch (ins
->handler_idx
)
3308 case WINED3DSIH_EQ
: op
= "=="; break;
3309 case WINED3DSIH_IEQ
: op
= "=="; break;
3310 case WINED3DSIH_GE
: op
= ">="; break;
3311 case WINED3DSIH_IGE
: op
= ">="; break;
3312 case WINED3DSIH_UGE
: op
= ">="; break;
3313 case WINED3DSIH_LT
: op
= "<"; break;
3314 case WINED3DSIH_ILT
: op
= "<"; break;
3315 case WINED3DSIH_ULT
: op
= "<"; break;
3316 case WINED3DSIH_NE
: op
= "!="; break;
3317 case WINED3DSIH_INE
: op
= "!="; break;
3319 op
= "<unhandled operator>";
3320 ERR("Unhandled opcode %#x.\n", ins
->handler_idx
);
3324 shader_addline(buffer
, "%s %s %s ? 0xffffffffu : 0u);\n",
3325 src0_param
.param_str
, op
, src1_param
.param_str
);
3329 static void shader_glsl_unary_op(const struct wined3d_shader_instruction
*ins
)
3331 struct glsl_src_param src_param
;
3335 switch (ins
->handler_idx
)
3337 case WINED3DSIH_INEG
: op
= "-"; break;
3338 case WINED3DSIH_NOT
: op
= "~"; break;
3340 op
= "<unhandled operator>";
3341 ERR("Unhandled opcode %s.\n",
3342 debug_d3dshaderinstructionhandler(ins
->handler_idx
));
3346 write_mask
= shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
3347 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src_param
);
3348 shader_addline(ins
->ctx
->buffer
, "%s%s);\n", op
, src_param
.param_str
);
3351 static void shader_glsl_imul(const struct wined3d_shader_instruction
*ins
)
3353 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
3354 struct glsl_src_param src0_param
;
3355 struct glsl_src_param src1_param
;
3358 /* If we have ARB_gpu_shader5 or GLSL 4.0, we can use imulExtended(). If
3359 * not, we can emulate it. */
3360 if (ins
->dst
[0].reg
.type
!= WINED3DSPR_NULL
)
3361 FIXME("64-bit integer multiplies not implemented.\n");
3363 if (ins
->dst
[1].reg
.type
!= WINED3DSPR_NULL
)
3365 write_mask
= shader_glsl_append_dst_ext(buffer
, ins
, &ins
->dst
[1], ins
->dst
[1].reg
.data_type
);
3366 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
3367 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
3369 shader_addline(ins
->ctx
->buffer
, "%s * %s);\n",
3370 src0_param
.param_str
, src1_param
.param_str
);
3374 static void shader_glsl_udiv(const struct wined3d_shader_instruction
*ins
)
3376 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
3377 struct glsl_src_param src0_param
, src1_param
;
3380 if (ins
->dst
[0].reg
.type
!= WINED3DSPR_NULL
)
3382 if (ins
->dst
[1].reg
.type
!= WINED3DSPR_NULL
)
3386 write_mask
= shader_glsl_get_write_mask(&ins
->dst
[0], dst_mask
);
3387 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
3388 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
3389 shader_addline(buffer
, "tmp0%s = uintBitsToFloat(%s / %s);\n",
3390 dst_mask
, src0_param
.param_str
, src1_param
.param_str
);
3392 write_mask
= shader_glsl_append_dst_ext(buffer
, ins
, &ins
->dst
[1], ins
->dst
[1].reg
.data_type
);
3393 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
3394 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
3395 shader_addline(buffer
, "%s %% %s);\n", src0_param
.param_str
, src1_param
.param_str
);
3397 shader_glsl_append_dst_ext(buffer
, ins
, &ins
->dst
[0], WINED3D_DATA_FLOAT
);
3398 shader_addline(buffer
, "tmp0%s);\n", dst_mask
);
3402 write_mask
= shader_glsl_append_dst_ext(buffer
, ins
, &ins
->dst
[0], ins
->dst
[0].reg
.data_type
);
3403 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
3404 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
3405 shader_addline(buffer
, "%s / %s);\n", src0_param
.param_str
, src1_param
.param_str
);
3408 else if (ins
->dst
[1].reg
.type
!= WINED3DSPR_NULL
)
3410 write_mask
= shader_glsl_append_dst_ext(buffer
, ins
, &ins
->dst
[1], ins
->dst
[1].reg
.data_type
);
3411 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
3412 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
3413 shader_addline(buffer
, "%s %% %s);\n", src0_param
.param_str
, src1_param
.param_str
);
3417 /* Process the WINED3DSIO_MOV opcode using GLSL (dst = src) */
3418 static void shader_glsl_mov(const struct wined3d_shader_instruction
*ins
)
3420 const struct wined3d_gl_info
*gl_info
= ins
->ctx
->gl_info
;
3421 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
3422 struct glsl_src_param src0_param
;
3425 write_mask
= shader_glsl_append_dst(buffer
, ins
);
3426 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
3428 /* In vs_1_1 WINED3DSIO_MOV can write to the address register. In later
3429 * shader versions WINED3DSIO_MOVA is used for this. */
3430 if (ins
->ctx
->reg_maps
->shader_version
.major
== 1
3431 && ins
->ctx
->reg_maps
->shader_version
.type
== WINED3D_SHADER_TYPE_VERTEX
3432 && ins
->dst
[0].reg
.type
== WINED3DSPR_ADDR
)
3434 /* This is a simple floor() */
3435 unsigned int mask_size
= shader_glsl_get_write_mask_size(write_mask
);
3436 if (mask_size
> 1) {
3437 shader_addline(buffer
, "ivec%d(floor(%s)));\n", mask_size
, src0_param
.param_str
);
3439 shader_addline(buffer
, "int(floor(%s)));\n", src0_param
.param_str
);
3442 else if (ins
->handler_idx
== WINED3DSIH_MOVA
)
3444 const struct wined3d_shader_version
*version
= &ins
->ctx
->shader
->reg_maps
.shader_version
;
3445 unsigned int mask_size
= shader_glsl_get_write_mask_size(write_mask
);
3447 if (shader_glsl_get_version(gl_info
, version
) >= 130 || gl_info
->supported
[EXT_GPU_SHADER4
])
3450 shader_addline(buffer
, "ivec%d(round(%s)));\n", mask_size
, src0_param
.param_str
);
3452 shader_addline(buffer
, "int(round(%s)));\n", src0_param
.param_str
);
3457 shader_addline(buffer
, "ivec%d(floor(abs(%s) + vec%d(0.5)) * sign(%s)));\n",
3458 mask_size
, src0_param
.param_str
, mask_size
, src0_param
.param_str
);
3460 shader_addline(buffer
, "int(floor(abs(%s) + 0.5) * sign(%s)));\n",
3461 src0_param
.param_str
, src0_param
.param_str
);
3466 shader_addline(buffer
, "%s);\n", src0_param
.param_str
);
3470 /* Process the dot product operators DP3 and DP4 in GLSL (dst = dot(src0, src1)) */
3471 static void shader_glsl_dot(const struct wined3d_shader_instruction
*ins
)
3473 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
3474 struct glsl_src_param src0_param
;
3475 struct glsl_src_param src1_param
;
3476 DWORD dst_write_mask
, src_write_mask
;
3477 unsigned int dst_size
;
3479 dst_write_mask
= shader_glsl_append_dst(buffer
, ins
);
3480 dst_size
= shader_glsl_get_write_mask_size(dst_write_mask
);
3482 /* dp4 works on vec4, dp3 on vec3, etc. */
3483 if (ins
->handler_idx
== WINED3DSIH_DP4
)
3484 src_write_mask
= WINED3DSP_WRITEMASK_ALL
;
3485 else if (ins
->handler_idx
== WINED3DSIH_DP3
)
3486 src_write_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
3488 src_write_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
;
3490 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_write_mask
, &src0_param
);
3491 shader_glsl_add_src_param(ins
, &ins
->src
[1], src_write_mask
, &src1_param
);
3494 shader_addline(buffer
, "vec%d(dot(%s, %s)));\n", dst_size
, src0_param
.param_str
, src1_param
.param_str
);
3496 shader_addline(buffer
, "dot(%s, %s));\n", src0_param
.param_str
, src1_param
.param_str
);
3500 /* Note that this instruction has some restrictions. The destination write mask
3501 * can't contain the w component, and the source swizzles have to be .xyzw */
3502 static void shader_glsl_cross(const struct wined3d_shader_instruction
*ins
)
3504 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
3505 struct glsl_src_param src0_param
;
3506 struct glsl_src_param src1_param
;
3509 shader_glsl_get_write_mask(&ins
->dst
[0], dst_mask
);
3510 shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
3511 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_mask
, &src0_param
);
3512 shader_glsl_add_src_param(ins
, &ins
->src
[1], src_mask
, &src1_param
);
3513 shader_addline(ins
->ctx
->buffer
, "cross(%s, %s)%s);\n", src0_param
.param_str
, src1_param
.param_str
, dst_mask
);
3516 static void shader_glsl_cut(const struct wined3d_shader_instruction
*ins
)
3518 unsigned int stream
= ins
->handler_idx
== WINED3DSIH_CUT
? 0 : ins
->src
[0].reg
.idx
[0].offset
;
3521 shader_addline(ins
->ctx
->buffer
, "EndPrimitive();\n");
3523 FIXME("Unhandled primitive stream %u.\n", stream
);
3526 /* Process the WINED3DSIO_POW instruction in GLSL (dst = |src0|^src1)
3527 * Src0 and src1 are scalars. Note that D3D uses the absolute of src0, while
3528 * GLSL uses the value as-is. */
3529 static void shader_glsl_pow(const struct wined3d_shader_instruction
*ins
)
3531 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
3532 struct glsl_src_param src0_param
;
3533 struct glsl_src_param src1_param
;
3534 DWORD dst_write_mask
;
3535 unsigned int dst_size
;
3537 dst_write_mask
= shader_glsl_append_dst(buffer
, ins
);
3538 dst_size
= shader_glsl_get_write_mask_size(dst_write_mask
);
3540 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
, &src0_param
);
3541 shader_glsl_add_src_param(ins
, &ins
->src
[1], WINED3DSP_WRITEMASK_0
, &src1_param
);
3545 shader_addline(buffer
, "vec%u(%s == 0.0 ? 1.0 : pow(abs(%s), %s)));\n",
3546 dst_size
, src1_param
.param_str
, src0_param
.param_str
, src1_param
.param_str
);
3550 shader_addline(buffer
, "%s == 0.0 ? 1.0 : pow(abs(%s), %s));\n",
3551 src1_param
.param_str
, src0_param
.param_str
, src1_param
.param_str
);
3555 /* Map the opcode 1-to-1 to the GL code (arg->dst = instruction(src0, src1, ...) */
3556 static void shader_glsl_map2gl(const struct wined3d_shader_instruction
*ins
)
3558 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
3559 struct glsl_src_param src_param
;
3560 const char *instruction
;
3564 /* Determine the GLSL function to use based on the opcode */
3565 /* TODO: Possibly make this a table for faster lookups */
3566 switch (ins
->handler_idx
)
3568 case WINED3DSIH_ABS
: instruction
= "abs"; break;
3569 case WINED3DSIH_DSX
: instruction
= "dFdx"; break;
3570 case WINED3DSIH_DSX_COARSE
: instruction
= "dFdxCoarse"; break;
3571 case WINED3DSIH_DSX_FINE
: instruction
= "dFdxFine"; break;
3572 case WINED3DSIH_DSY
: instruction
= "ycorrection.y * dFdy"; break;
3573 case WINED3DSIH_DSY_COARSE
: instruction
= "ycorrection.y * dFdyCoarse"; break;
3574 case WINED3DSIH_DSY_FINE
: instruction
= "ycorrection.y * dFdyFine"; break;
3575 case WINED3DSIH_FRC
: instruction
= "fract"; break;
3576 case WINED3DSIH_IMAX
: instruction
= "max"; break;
3577 case WINED3DSIH_IMIN
: instruction
= "min"; break;
3578 case WINED3DSIH_MAX
: instruction
= "max"; break;
3579 case WINED3DSIH_MIN
: instruction
= "min"; break;
3580 case WINED3DSIH_ROUND_NE
: instruction
= "roundEven"; break;
3581 case WINED3DSIH_ROUND_NI
: instruction
= "floor"; break;
3582 case WINED3DSIH_ROUND_PI
: instruction
= "ceil"; break;
3583 case WINED3DSIH_ROUND_Z
: instruction
= "trunc"; break;
3584 case WINED3DSIH_SQRT
: instruction
= "sqrt"; break;
3585 case WINED3DSIH_UMAX
: instruction
= "max"; break;
3586 case WINED3DSIH_UMIN
: instruction
= "min"; break;
3587 default: instruction
= "";
3588 ERR("Opcode %s not yet handled in GLSL.\n", debug_d3dshaderinstructionhandler(ins
->handler_idx
));
3592 write_mask
= shader_glsl_append_dst(buffer
, ins
);
3594 shader_addline(buffer
, "%s(", instruction
);
3598 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src_param
);
3599 shader_addline(buffer
, "%s", src_param
.param_str
);
3600 for (i
= 1; i
< ins
->src_count
; ++i
)
3602 shader_glsl_add_src_param(ins
, &ins
->src
[i
], write_mask
, &src_param
);
3603 shader_addline(buffer
, ", %s", src_param
.param_str
);
3607 shader_addline(buffer
, "));\n");
3610 static void shader_glsl_nop(const struct wined3d_shader_instruction
*ins
) {}
3612 static void shader_glsl_nrm(const struct wined3d_shader_instruction
*ins
)
3614 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
3615 struct glsl_src_param src_param
;
3616 unsigned int mask_size
;
3620 write_mask
= shader_glsl_get_write_mask(ins
->dst
, dst_mask
);
3621 mask_size
= shader_glsl_get_write_mask_size(write_mask
);
3622 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src_param
);
3624 shader_addline(buffer
, "tmp0.x = dot(%s, %s);\n",
3625 src_param
.param_str
, src_param
.param_str
);
3626 shader_glsl_append_dst(buffer
, ins
);
3630 shader_addline(buffer
, "tmp0.x == 0.0 ? vec%u(0.0) : (%s * inversesqrt(tmp0.x)));\n",
3631 mask_size
, src_param
.param_str
);
3635 shader_addline(buffer
, "tmp0.x == 0.0 ? 0.0 : (%s * inversesqrt(tmp0.x)));\n",
3636 src_param
.param_str
);
3640 static void shader_glsl_scalar_op(const struct wined3d_shader_instruction
*ins
)
3642 DWORD shader_version
= WINED3D_SHADER_VERSION(ins
->ctx
->reg_maps
->shader_version
.major
,
3643 ins
->ctx
->reg_maps
->shader_version
.minor
);
3644 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
3645 struct glsl_src_param src0_param
;
3646 const char *prefix
, *suffix
;
3647 unsigned int dst_size
;
3648 DWORD dst_write_mask
;
3650 dst_write_mask
= shader_glsl_append_dst(buffer
, ins
);
3651 dst_size
= shader_glsl_get_write_mask_size(dst_write_mask
);
3653 if (shader_version
< WINED3D_SHADER_VERSION(4, 0))
3654 dst_write_mask
= WINED3DSP_WRITEMASK_3
;
3656 shader_glsl_add_src_param(ins
, &ins
->src
[0], dst_write_mask
, &src0_param
);
3658 switch (ins
->handler_idx
)
3660 case WINED3DSIH_EXP
:
3661 case WINED3DSIH_EXPP
:
3666 case WINED3DSIH_LOG
:
3667 case WINED3DSIH_LOGP
:
3668 prefix
= "log2(abs(";
3672 case WINED3DSIH_RCP
:
3677 case WINED3DSIH_RSQ
:
3678 prefix
= "inversesqrt(abs(";
3685 FIXME("Unhandled instruction %#x.\n", ins
->handler_idx
);
3689 if (dst_size
> 1 && shader_version
< WINED3D_SHADER_VERSION(4, 0))
3690 shader_addline(buffer
, "vec%u(%s%s%s));\n", dst_size
, prefix
, src0_param
.param_str
, suffix
);
3692 shader_addline(buffer
, "%s%s%s);\n", prefix
, src0_param
.param_str
, suffix
);
3695 /** Process the WINED3DSIO_EXPP instruction in GLSL:
3696 * For shader model 1.x, do the following (and honor the writemask, so use a temporary variable):
3697 * dst.x = 2^(floor(src))
3698 * dst.y = src - floor(src)
3699 * dst.z = 2^src (partial precision is allowed, but optional)
3701 * For 2.0 shaders, just do this (honoring writemask and swizzle):
3702 * dst = 2^src; (partial precision is allowed, but optional)
3704 static void shader_glsl_expp(const struct wined3d_shader_instruction
*ins
)
3706 if (ins
->ctx
->reg_maps
->shader_version
.major
< 2)
3708 struct glsl_src_param src_param
;
3711 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_3
, &src_param
);
3713 shader_addline(ins
->ctx
->buffer
, "tmp0.x = exp2(floor(%s));\n", src_param
.param_str
);
3714 shader_addline(ins
->ctx
->buffer
, "tmp0.y = %s - floor(%s);\n", src_param
.param_str
, src_param
.param_str
);
3715 shader_addline(ins
->ctx
->buffer
, "tmp0.z = exp2(%s);\n", src_param
.param_str
);
3716 shader_addline(ins
->ctx
->buffer
, "tmp0.w = 1.0;\n");
3718 shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
3719 shader_glsl_get_write_mask(&ins
->dst
[0], dst_mask
);
3720 shader_addline(ins
->ctx
->buffer
, "tmp0%s);\n", dst_mask
);
3724 shader_glsl_scalar_op(ins
);
3727 static void shader_glsl_cast(const struct wined3d_shader_instruction
*ins
,
3728 const char *vector_constructor
, const char *scalar_constructor
)
3730 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
3731 struct glsl_src_param src_param
;
3732 unsigned int mask_size
;
3735 write_mask
= shader_glsl_append_dst(buffer
, ins
);
3736 mask_size
= shader_glsl_get_write_mask_size(write_mask
);
3737 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src_param
);
3740 shader_addline(buffer
, "%s%u(%s));\n", vector_constructor
, mask_size
, src_param
.param_str
);
3742 shader_addline(buffer
, "%s(%s));\n", scalar_constructor
, src_param
.param_str
);
3745 static void shader_glsl_to_int(const struct wined3d_shader_instruction
*ins
)
3747 shader_glsl_cast(ins
, "ivec", "int");
3750 static void shader_glsl_to_uint(const struct wined3d_shader_instruction
*ins
)
3752 shader_glsl_cast(ins
, "uvec", "uint");
3755 static void shader_glsl_to_float(const struct wined3d_shader_instruction
*ins
)
3757 shader_glsl_cast(ins
, "vec", "float");
3760 /** Process signed comparison opcodes in GLSL. */
3761 static void shader_glsl_compare(const struct wined3d_shader_instruction
*ins
)
3763 struct glsl_src_param src0_param
;
3764 struct glsl_src_param src1_param
;
3766 unsigned int mask_size
;
3768 write_mask
= shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
3769 mask_size
= shader_glsl_get_write_mask_size(write_mask
);
3770 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
3771 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
3773 if (mask_size
> 1) {
3774 const char *compare
;
3776 switch(ins
->handler_idx
)
3778 case WINED3DSIH_SLT
: compare
= "lessThan"; break;
3779 case WINED3DSIH_SGE
: compare
= "greaterThanEqual"; break;
3780 default: compare
= "";
3781 FIXME("Can't handle opcode %s.\n", debug_d3dshaderinstructionhandler(ins
->handler_idx
));
3784 shader_addline(ins
->ctx
->buffer
, "vec%d(%s(%s, %s)));\n", mask_size
, compare
,
3785 src0_param
.param_str
, src1_param
.param_str
);
3787 switch(ins
->handler_idx
)
3789 case WINED3DSIH_SLT
:
3790 /* Step(src0, src1) is not suitable here because if src0 == src1 SLT is supposed,
3791 * to return 0.0 but step returns 1.0 because step is not < x
3792 * An alternative is a bvec compare padded with an unused second component.
3793 * step(src1 * -1.0, src0 * -1.0) is not an option because it suffers from the same
3794 * issue. Playing with not() is not possible either because not() does not accept
3797 shader_addline(ins
->ctx
->buffer
, "(%s < %s) ? 1.0 : 0.0);\n",
3798 src0_param
.param_str
, src1_param
.param_str
);
3800 case WINED3DSIH_SGE
:
3801 /* Here we can use the step() function and safe a conditional */
3802 shader_addline(ins
->ctx
->buffer
, "step(%s, %s));\n", src1_param
.param_str
, src0_param
.param_str
);
3805 FIXME("Can't handle opcode %s.\n", debug_d3dshaderinstructionhandler(ins
->handler_idx
));
3811 static void shader_glsl_conditional_move(const struct wined3d_shader_instruction
*ins
)
3813 const char *condition_prefix
, *condition_suffix
;
3814 struct wined3d_shader_dst_param dst
;
3815 struct glsl_src_param src0_param
;
3816 struct glsl_src_param src1_param
;
3817 struct glsl_src_param src2_param
;
3818 BOOL temp_destination
= FALSE
;
3819 DWORD cmp_channel
= 0;
3824 switch (ins
->handler_idx
)
3826 case WINED3DSIH_CMP
:
3827 condition_prefix
= "";
3828 condition_suffix
= " >= 0.0";
3831 case WINED3DSIH_CND
:
3832 condition_prefix
= "";
3833 condition_suffix
= " > 0.5";
3836 case WINED3DSIH_MOVC
:
3837 condition_prefix
= "bool(";
3838 condition_suffix
= ")";
3842 FIXME("Unhandled instruction %#x.\n", ins
->handler_idx
);
3843 condition_prefix
= "<unhandled prefix>";
3844 condition_suffix
= "<unhandled suffix>";
3848 if (shader_is_scalar(&ins
->dst
[0].reg
) || shader_is_scalar(&ins
->src
[0].reg
))
3850 write_mask
= shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
3851 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
3852 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
3853 shader_glsl_add_src_param(ins
, &ins
->src
[2], write_mask
, &src2_param
);
3855 shader_addline(ins
->ctx
->buffer
, "%s%s%s ? %s : %s);\n",
3856 condition_prefix
, src0_param
.param_str
, condition_suffix
,
3857 src1_param
.param_str
, src2_param
.param_str
);
3863 /* Splitting the instruction up in multiple lines imposes a problem:
3864 * The first lines may overwrite source parameters of the following lines.
3865 * Deal with that by using a temporary destination register if needed. */
3866 if ((ins
->src
[0].reg
.idx
[0].offset
== dst
.reg
.idx
[0].offset
3867 && ins
->src
[0].reg
.type
== dst
.reg
.type
)
3868 || (ins
->src
[1].reg
.idx
[0].offset
== dst
.reg
.idx
[0].offset
3869 && ins
->src
[1].reg
.type
== dst
.reg
.type
)
3870 || (ins
->src
[2].reg
.idx
[0].offset
== dst
.reg
.idx
[0].offset
3871 && ins
->src
[2].reg
.type
== dst
.reg
.type
))
3872 temp_destination
= TRUE
;
3874 /* Cycle through all source0 channels. */
3875 for (i
= 0; i
< 4; ++i
)
3878 /* Find the destination channels which use the current source0 channel. */
3879 for (j
= 0; j
< 4; ++j
)
3881 if (((ins
->src
[0].swizzle
>> (2 * j
)) & 0x3) == i
)
3883 write_mask
|= WINED3DSP_WRITEMASK_0
<< j
;
3884 cmp_channel
= WINED3DSP_WRITEMASK_0
<< j
;
3887 dst
.write_mask
= ins
->dst
[0].write_mask
& write_mask
;
3889 if (temp_destination
)
3891 if (!(write_mask
= shader_glsl_get_write_mask(&dst
, mask_char
)))
3893 shader_addline(ins
->ctx
->buffer
, "tmp0%s = (", mask_char
);
3895 else if (!(write_mask
= shader_glsl_append_dst_ext(ins
->ctx
->buffer
, ins
, &dst
, dst
.reg
.data_type
)))
3898 shader_glsl_add_src_param(ins
, &ins
->src
[0], cmp_channel
, &src0_param
);
3899 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
3900 shader_glsl_add_src_param(ins
, &ins
->src
[2], write_mask
, &src2_param
);
3902 shader_addline(ins
->ctx
->buffer
, "%s%s%s ? %s : %s);\n",
3903 condition_prefix
, src0_param
.param_str
, condition_suffix
,
3904 src1_param
.param_str
, src2_param
.param_str
);
3907 if (temp_destination
)
3909 shader_glsl_get_write_mask(&ins
->dst
[0], mask_char
);
3910 shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
3911 shader_addline(ins
->ctx
->buffer
, "tmp0%s);\n", mask_char
);
3915 /** Process the CND opcode in GLSL (dst = (src0 > 0.5) ? src1 : src2) */
3916 /* For ps 1.1-1.3, only a single component of src0 is used. For ps 1.4
3917 * the compare is done per component of src0. */
3918 static void shader_glsl_cnd(const struct wined3d_shader_instruction
*ins
)
3920 struct glsl_src_param src0_param
;
3921 struct glsl_src_param src1_param
;
3922 struct glsl_src_param src2_param
;
3924 DWORD shader_version
= WINED3D_SHADER_VERSION(ins
->ctx
->reg_maps
->shader_version
.major
,
3925 ins
->ctx
->reg_maps
->shader_version
.minor
);
3927 if (shader_version
< WINED3D_SHADER_VERSION(1, 4))
3929 write_mask
= shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
3930 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
, &src0_param
);
3931 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
3932 shader_glsl_add_src_param(ins
, &ins
->src
[2], write_mask
, &src2_param
);
3934 if (ins
->coissue
&& ins
->dst
->write_mask
!= WINED3DSP_WRITEMASK_3
)
3935 shader_addline(ins
->ctx
->buffer
, "%s /* COISSUE! */);\n", src1_param
.param_str
);
3937 shader_addline(ins
->ctx
->buffer
, "%s > 0.5 ? %s : %s);\n",
3938 src0_param
.param_str
, src1_param
.param_str
, src2_param
.param_str
);
3942 shader_glsl_conditional_move(ins
);
3945 /** GLSL code generation for WINED3DSIO_MAD: Multiply the first 2 opcodes, then add the last */
3946 static void shader_glsl_mad(const struct wined3d_shader_instruction
*ins
)
3948 struct glsl_src_param src0_param
;
3949 struct glsl_src_param src1_param
;
3950 struct glsl_src_param src2_param
;
3953 write_mask
= shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
3954 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
3955 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
3956 shader_glsl_add_src_param(ins
, &ins
->src
[2], write_mask
, &src2_param
);
3957 shader_addline(ins
->ctx
->buffer
, "(%s * %s) + %s);\n",
3958 src0_param
.param_str
, src1_param
.param_str
, src2_param
.param_str
);
3961 /* Handles transforming all WINED3DSIO_M?x? opcodes for
3962 Vertex shaders to GLSL codes */
3963 static void shader_glsl_mnxn(const struct wined3d_shader_instruction
*ins
)
3966 int nComponents
= 0;
3967 struct wined3d_shader_dst_param tmp_dst
= {{0}};
3968 struct wined3d_shader_src_param tmp_src
[2] = {{{0}}};
3969 struct wined3d_shader_instruction tmp_ins
;
3971 memset(&tmp_ins
, 0, sizeof(tmp_ins
));
3973 /* Set constants for the temporary argument */
3974 tmp_ins
.ctx
= ins
->ctx
;
3975 tmp_ins
.dst_count
= 1;
3976 tmp_ins
.dst
= &tmp_dst
;
3977 tmp_ins
.src_count
= 2;
3978 tmp_ins
.src
= tmp_src
;
3980 switch(ins
->handler_idx
)
3982 case WINED3DSIH_M4x4
:
3984 tmp_ins
.handler_idx
= WINED3DSIH_DP4
;
3986 case WINED3DSIH_M4x3
:
3988 tmp_ins
.handler_idx
= WINED3DSIH_DP4
;
3990 case WINED3DSIH_M3x4
:
3992 tmp_ins
.handler_idx
= WINED3DSIH_DP3
;
3994 case WINED3DSIH_M3x3
:
3996 tmp_ins
.handler_idx
= WINED3DSIH_DP3
;
3998 case WINED3DSIH_M3x2
:
4000 tmp_ins
.handler_idx
= WINED3DSIH_DP3
;
4006 tmp_dst
= ins
->dst
[0];
4007 tmp_src
[0] = ins
->src
[0];
4008 tmp_src
[1] = ins
->src
[1];
4009 for (i
= 0; i
< nComponents
; ++i
)
4011 tmp_dst
.write_mask
= WINED3DSP_WRITEMASK_0
<< i
;
4012 shader_glsl_dot(&tmp_ins
);
4013 ++tmp_src
[1].reg
.idx
[0].offset
;
4018 The LRP instruction performs a component-wise linear interpolation
4019 between the second and third operands using the first operand as the
4020 blend factor. Equation: (dst = src2 + src0 * (src1 - src2))
4021 This is equivalent to mix(src2, src1, src0);
4023 static void shader_glsl_lrp(const struct wined3d_shader_instruction
*ins
)
4025 struct glsl_src_param src0_param
;
4026 struct glsl_src_param src1_param
;
4027 struct glsl_src_param src2_param
;
4030 write_mask
= shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
4032 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
4033 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
4034 shader_glsl_add_src_param(ins
, &ins
->src
[2], write_mask
, &src2_param
);
4036 shader_addline(ins
->ctx
->buffer
, "mix(%s, %s, %s));\n",
4037 src2_param
.param_str
, src1_param
.param_str
, src0_param
.param_str
);
4040 /** Process the WINED3DSIO_LIT instruction in GLSL:
4041 * dst.x = dst.w = 1.0
4042 * dst.y = (src0.x > 0) ? src0.x
4043 * dst.z = (src0.x > 0) ? ((src0.y > 0) ? pow(src0.y, src.w) : 0) : 0
4044 * where src.w is clamped at +- 128
4046 static void shader_glsl_lit(const struct wined3d_shader_instruction
*ins
)
4048 struct glsl_src_param src0_param
;
4049 struct glsl_src_param src1_param
;
4050 struct glsl_src_param src3_param
;
4053 shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
4054 shader_glsl_get_write_mask(&ins
->dst
[0], dst_mask
);
4056 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
, &src0_param
);
4057 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_1
, &src1_param
);
4058 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_3
, &src3_param
);
4060 /* The sdk specifies the instruction like this
4062 * if(src.x > 0.0) dst.y = src.x
4064 * if(src.x > 0.0 && src.y > 0.0) dst.z = pow(src.y, power);
4067 * (where power = src.w clamped between -128 and 128)
4069 * Obviously that has quite a few conditionals in it which we don't like. So the first step is this:
4070 * dst.x = 1.0 ... No further explanation needed
4071 * dst.y = max(src.y, 0.0); ... If x < 0.0, use 0.0, otherwise x. Same as the conditional
4072 * dst.z = x > 0.0 ? pow(max(y, 0.0), p) : 0; ... 0 ^ power is 0, and otherwise we use y anyway
4073 * dst.w = 1.0. ... Nothing fancy.
4075 * So we still have one conditional in there. So do this:
4076 * dst.z = pow(max(0.0, src.y) * step(0.0, src.x), power);
4078 * 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),
4079 * 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.
4080 * if both x and y are > 0, we get pow(y * 1.0, power), as it is supposed to.
4082 * Unfortunately pow(0.0 ^ 0.0) returns NaN on most GPUs, but lit with src.y = 0 and src.w = 0 returns
4083 * a non-NaN value in dst.z. What we return doesn't matter, as long as it is not NaN. Return 0, which is
4084 * what all Windows HW drivers and GL_ARB_vertex_program's LIT do.
4086 shader_addline(ins
->ctx
->buffer
,
4087 "vec4(1.0, max(%s, 0.0), %s == 0.0 ? 0.0 : "
4088 "pow(max(0.0, %s) * step(0.0, %s), clamp(%s, -128.0, 128.0)), 1.0)%s);\n",
4089 src0_param
.param_str
, src3_param
.param_str
, src1_param
.param_str
,
4090 src0_param
.param_str
, src3_param
.param_str
, dst_mask
);
4093 /** Process the WINED3DSIO_DST instruction in GLSL:
4095 * dst.y = src0.x * src0.y
4099 static void shader_glsl_dst(const struct wined3d_shader_instruction
*ins
)
4101 struct glsl_src_param src0y_param
;
4102 struct glsl_src_param src0z_param
;
4103 struct glsl_src_param src1y_param
;
4104 struct glsl_src_param src1w_param
;
4107 shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
4108 shader_glsl_get_write_mask(&ins
->dst
[0], dst_mask
);
4110 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_1
, &src0y_param
);
4111 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_2
, &src0z_param
);
4112 shader_glsl_add_src_param(ins
, &ins
->src
[1], WINED3DSP_WRITEMASK_1
, &src1y_param
);
4113 shader_glsl_add_src_param(ins
, &ins
->src
[1], WINED3DSP_WRITEMASK_3
, &src1w_param
);
4115 shader_addline(ins
->ctx
->buffer
, "vec4(1.0, %s * %s, %s, %s))%s;\n",
4116 src0y_param
.param_str
, src1y_param
.param_str
, src0z_param
.param_str
, src1w_param
.param_str
, dst_mask
);
4119 /** Process the WINED3DSIO_SINCOS instruction in GLSL:
4120 * VS 2.0 requires that specific cosine and sine constants be passed to this instruction so the hardware
4121 * can handle it. But, these functions are built-in for GLSL, so we can just ignore the last 2 params.
4123 * dst.x = cos(src0.?)
4124 * dst.y = sin(src0.?)
4128 static void shader_glsl_sincos(const struct wined3d_shader_instruction
*ins
)
4130 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
4131 struct glsl_src_param src0_param
;
4134 if (ins
->ctx
->reg_maps
->shader_version
.major
< 4)
4136 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
, &src0_param
);
4138 write_mask
= shader_glsl_append_dst(buffer
, ins
);
4141 case WINED3DSP_WRITEMASK_0
:
4142 shader_addline(buffer
, "cos(%s));\n", src0_param
.param_str
);
4145 case WINED3DSP_WRITEMASK_1
:
4146 shader_addline(buffer
, "sin(%s));\n", src0_param
.param_str
);
4149 case (WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
):
4150 shader_addline(buffer
, "vec2(cos(%s), sin(%s)));\n",
4151 src0_param
.param_str
, src0_param
.param_str
);
4155 ERR("Write mask should be .x, .y or .xy\n");
4162 if (ins
->dst
[0].reg
.type
!= WINED3DSPR_NULL
)
4165 if (ins
->dst
[1].reg
.type
!= WINED3DSPR_NULL
)
4169 write_mask
= shader_glsl_get_write_mask(&ins
->dst
[0], dst_mask
);
4170 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
4171 shader_addline(buffer
, "tmp0%s = sin(%s);\n", dst_mask
, src0_param
.param_str
);
4173 write_mask
= shader_glsl_append_dst_ext(buffer
, ins
, &ins
->dst
[1], ins
->dst
[1].reg
.data_type
);
4174 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
4175 shader_addline(buffer
, "cos(%s));\n", src0_param
.param_str
);
4177 shader_glsl_append_dst_ext(buffer
, ins
, &ins
->dst
[0], ins
->dst
[0].reg
.data_type
);
4178 shader_addline(buffer
, "tmp0%s);\n", dst_mask
);
4182 write_mask
= shader_glsl_append_dst_ext(buffer
, ins
, &ins
->dst
[0], ins
->dst
[0].reg
.data_type
);
4183 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
4184 shader_addline(buffer
, "sin(%s));\n", src0_param
.param_str
);
4187 else if (ins
->dst
[1].reg
.type
!= WINED3DSPR_NULL
)
4189 write_mask
= shader_glsl_append_dst_ext(buffer
, ins
, &ins
->dst
[1], ins
->dst
[1].reg
.data_type
);
4190 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
4191 shader_addline(buffer
, "cos(%s));\n", src0_param
.param_str
);
4195 /* sgn in vs_2_0 has 2 extra parameters(registers for temporary storage) which we don't use
4196 * here. But those extra parameters require a dedicated function for sgn, since map2gl would
4197 * generate invalid code
4199 static void shader_glsl_sgn(const struct wined3d_shader_instruction
*ins
)
4201 struct glsl_src_param src0_param
;
4204 write_mask
= shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
4205 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
4207 shader_addline(ins
->ctx
->buffer
, "sign(%s));\n", src0_param
.param_str
);
4210 /** Process the WINED3DSIO_LOOP instruction in GLSL:
4211 * Start a for() loop where src1.y is the initial value of aL,
4212 * increment aL by src1.z for a total of src1.x iterations.
4213 * Need to use a temporary variable for this operation.
4215 /* FIXME: I don't think nested loops will work correctly this way. */
4216 static void shader_glsl_loop(const struct wined3d_shader_instruction
*ins
)
4218 struct wined3d_shader_loop_state
*loop_state
= ins
->ctx
->loop_state
;
4219 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
4220 const struct wined3d_shader
*shader
= ins
->ctx
->shader
;
4221 const struct wined3d_shader_lconst
*constant
;
4222 struct glsl_src_param src1_param
;
4223 const DWORD
*control_values
= NULL
;
4225 if (ins
->ctx
->reg_maps
->shader_version
.major
< 4)
4227 shader_glsl_add_src_param(ins
, &ins
->src
[1], WINED3DSP_WRITEMASK_ALL
, &src1_param
);
4229 /* Try to hardcode the loop control parameters if possible. Direct3D 9
4230 * class hardware doesn't support real varying indexing, but Microsoft
4231 * designed this feature for Shader model 2.x+. If the loop control is
4232 * known at compile time, the GLSL compiler can unroll the loop, and
4233 * replace indirect addressing with direct addressing. */
4234 if (ins
->src
[1].reg
.type
== WINED3DSPR_CONSTINT
)
4236 LIST_FOR_EACH_ENTRY(constant
, &shader
->constantsI
, struct wined3d_shader_lconst
, entry
)
4238 if (constant
->idx
== ins
->src
[1].reg
.idx
[0].offset
)
4240 control_values
= constant
->value
;
4248 struct wined3d_shader_loop_control loop_control
;
4249 loop_control
.count
= control_values
[0];
4250 loop_control
.start
= control_values
[1];
4251 loop_control
.step
= (int)control_values
[2];
4253 if (loop_control
.step
> 0)
4255 shader_addline(buffer
, "for (aL%u = %u; aL%u < (%u * %d + %u); aL%u += %d)\n{\n",
4256 loop_state
->current_depth
, loop_control
.start
,
4257 loop_state
->current_depth
, loop_control
.count
, loop_control
.step
, loop_control
.start
,
4258 loop_state
->current_depth
, loop_control
.step
);
4260 else if (loop_control
.step
< 0)
4262 shader_addline(buffer
, "for (aL%u = %u; aL%u > (%u * %d + %u); aL%u += %d)\n{\n",
4263 loop_state
->current_depth
, loop_control
.start
,
4264 loop_state
->current_depth
, loop_control
.count
, loop_control
.step
, loop_control
.start
,
4265 loop_state
->current_depth
, loop_control
.step
);
4269 shader_addline(buffer
, "for (aL%u = %u, tmpInt%u = 0; tmpInt%u < %u; tmpInt%u++)\n{\n",
4270 loop_state
->current_depth
, loop_control
.start
, loop_state
->current_depth
,
4271 loop_state
->current_depth
, loop_control
.count
,
4272 loop_state
->current_depth
);
4277 shader_addline(buffer
, "for (tmpInt%u = 0, aL%u = %s.y; tmpInt%u < %s.x; tmpInt%u++, aL%u += %s.z)\n{\n",
4278 loop_state
->current_depth
, loop_state
->current_reg
,
4279 src1_param
.reg_name
, loop_state
->current_depth
, src1_param
.reg_name
,
4280 loop_state
->current_depth
, loop_state
->current_reg
, src1_param
.reg_name
);
4283 ++loop_state
->current_reg
;
4287 shader_addline(buffer
, "for (;;)\n{\n");
4290 ++loop_state
->current_depth
;
4293 static void shader_glsl_end(const struct wined3d_shader_instruction
*ins
)
4295 struct wined3d_shader_loop_state
*loop_state
= ins
->ctx
->loop_state
;
4297 shader_addline(ins
->ctx
->buffer
, "}\n");
4299 if (ins
->handler_idx
== WINED3DSIH_ENDLOOP
)
4301 --loop_state
->current_depth
;
4302 --loop_state
->current_reg
;
4305 if (ins
->handler_idx
== WINED3DSIH_ENDREP
)
4307 --loop_state
->current_depth
;
4311 static void shader_glsl_rep(const struct wined3d_shader_instruction
*ins
)
4313 const struct wined3d_shader
*shader
= ins
->ctx
->shader
;
4314 struct wined3d_shader_loop_state
*loop_state
= ins
->ctx
->loop_state
;
4315 const struct wined3d_shader_lconst
*constant
;
4316 struct glsl_src_param src0_param
;
4317 const DWORD
*control_values
= NULL
;
4319 /* Try to hardcode local values to help the GLSL compiler to unroll and optimize the loop */
4320 if (ins
->src
[0].reg
.type
== WINED3DSPR_CONSTINT
)
4322 LIST_FOR_EACH_ENTRY(constant
, &shader
->constantsI
, struct wined3d_shader_lconst
, entry
)
4324 if (constant
->idx
== ins
->src
[0].reg
.idx
[0].offset
)
4326 control_values
= constant
->value
;
4334 shader_addline(ins
->ctx
->buffer
, "for (tmpInt%d = 0; tmpInt%d < %d; tmpInt%d++) {\n",
4335 loop_state
->current_depth
, loop_state
->current_depth
,
4336 control_values
[0], loop_state
->current_depth
);
4340 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
, &src0_param
);
4341 shader_addline(ins
->ctx
->buffer
, "for (tmpInt%d = 0; tmpInt%d < %s; tmpInt%d++) {\n",
4342 loop_state
->current_depth
, loop_state
->current_depth
,
4343 src0_param
.param_str
, loop_state
->current_depth
);
4346 ++loop_state
->current_depth
;
4349 static void shader_glsl_switch(const struct wined3d_shader_instruction
*ins
)
4351 struct glsl_src_param src0_param
;
4353 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
, &src0_param
);
4354 shader_addline(ins
->ctx
->buffer
, "switch (%s)\n{\n", src0_param
.param_str
);
4357 static void shader_glsl_case(const struct wined3d_shader_instruction
*ins
)
4359 struct glsl_src_param src0_param
;
4361 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
, &src0_param
);
4362 shader_addline(ins
->ctx
->buffer
, "case %s:\n", src0_param
.param_str
);
4365 static void shader_glsl_default(const struct wined3d_shader_instruction
*ins
)
4367 shader_addline(ins
->ctx
->buffer
, "default:\n");
4370 static void shader_glsl_if(const struct wined3d_shader_instruction
*ins
)
4372 const char *condition
= (ins
->flags
== WINED3D_SHADER_CONDITIONAL_OP_NZ
) ? "bool" : "!bool";
4373 struct glsl_src_param src0_param
;
4375 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
, &src0_param
);
4376 shader_addline(ins
->ctx
->buffer
, "if (%s(%s)) {\n", condition
, src0_param
.param_str
);
4379 static void shader_glsl_ifc(const struct wined3d_shader_instruction
*ins
)
4381 struct glsl_src_param src0_param
;
4382 struct glsl_src_param src1_param
;
4384 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
, &src0_param
);
4385 shader_glsl_add_src_param(ins
, &ins
->src
[1], WINED3DSP_WRITEMASK_0
, &src1_param
);
4387 shader_addline(ins
->ctx
->buffer
, "if (%s %s %s) {\n",
4388 src0_param
.param_str
, shader_glsl_get_rel_op(ins
->flags
), src1_param
.param_str
);
4391 static void shader_glsl_else(const struct wined3d_shader_instruction
*ins
)
4393 shader_addline(ins
->ctx
->buffer
, "} else {\n");
4396 static void shader_glsl_emit(const struct wined3d_shader_instruction
*ins
)
4398 unsigned int stream
= ins
->handler_idx
== WINED3DSIH_EMIT
? 0 : ins
->src
[0].reg
.idx
[0].offset
;
4400 shader_addline(ins
->ctx
->buffer
, "setup_gs_output(gs_out);\n");
4401 if (!ins
->ctx
->gl_info
->supported
[ARB_CLIP_CONTROL
])
4402 shader_glsl_fixup_position(ins
->ctx
->buffer
);
4405 shader_addline(ins
->ctx
->buffer
, "EmitVertex();\n");
4407 FIXME("Unhandled primitive stream %u.\n", stream
);
4410 static void shader_glsl_break(const struct wined3d_shader_instruction
*ins
)
4412 shader_addline(ins
->ctx
->buffer
, "break;\n");
4415 /* FIXME: According to MSDN the compare is done per component. */
4416 static void shader_glsl_breakc(const struct wined3d_shader_instruction
*ins
)
4418 struct glsl_src_param src0_param
;
4419 struct glsl_src_param src1_param
;
4421 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
, &src0_param
);
4422 shader_glsl_add_src_param(ins
, &ins
->src
[1], WINED3DSP_WRITEMASK_0
, &src1_param
);
4424 shader_addline(ins
->ctx
->buffer
, "if (%s %s %s) break;\n",
4425 src0_param
.param_str
, shader_glsl_get_rel_op(ins
->flags
), src1_param
.param_str
);
4428 static void shader_glsl_breakp(const struct wined3d_shader_instruction
*ins
)
4430 const char *condition
= (ins
->flags
== WINED3D_SHADER_CONDITIONAL_OP_NZ
) ? "bool" : "!bool";
4431 struct glsl_src_param src_param
;
4433 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
, &src_param
);
4434 shader_addline(ins
->ctx
->buffer
, "if (%s(%s)) break;\n", condition
, src_param
.param_str
);
4437 static void shader_glsl_continue(const struct wined3d_shader_instruction
*ins
)
4439 shader_addline(ins
->ctx
->buffer
, "continue;\n");
4442 static void shader_glsl_label(const struct wined3d_shader_instruction
*ins
)
4444 shader_addline(ins
->ctx
->buffer
, "}\n");
4445 shader_addline(ins
->ctx
->buffer
, "void subroutine%u()\n{\n", ins
->src
[0].reg
.idx
[0].offset
);
4448 static void shader_glsl_call(const struct wined3d_shader_instruction
*ins
)
4450 shader_addline(ins
->ctx
->buffer
, "subroutine%u();\n", ins
->src
[0].reg
.idx
[0].offset
);
4453 static void shader_glsl_callnz(const struct wined3d_shader_instruction
*ins
)
4455 struct glsl_src_param src1_param
;
4457 shader_glsl_add_src_param(ins
, &ins
->src
[1], WINED3DSP_WRITEMASK_0
, &src1_param
);
4458 shader_addline(ins
->ctx
->buffer
, "if (%s) subroutine%u();\n",
4459 src1_param
.param_str
, ins
->src
[0].reg
.idx
[0].offset
);
4462 static void shader_glsl_ret(const struct wined3d_shader_instruction
*ins
)
4464 /* No-op. The closing } is written when a new function is started, and at the end of the shader. This
4465 * function only suppresses the unhandled instruction warning
4469 /*********************************************
4470 * Pixel Shader Specific Code begins here
4471 ********************************************/
4472 static void shader_glsl_tex(const struct wined3d_shader_instruction
*ins
)
4474 DWORD shader_version
= WINED3D_SHADER_VERSION(ins
->ctx
->reg_maps
->shader_version
.major
,
4475 ins
->ctx
->reg_maps
->shader_version
.minor
);
4476 struct glsl_sample_function sample_function
;
4477 DWORD sample_flags
= 0;
4479 DWORD mask
= 0, swizzle
;
4480 const struct shader_glsl_ctx_priv
*priv
= ins
->ctx
->backend_data
;
4482 /* 1.0-1.4: Use destination register as sampler source.
4483 * 2.0+: Use provided sampler source. */
4484 if (shader_version
< WINED3D_SHADER_VERSION(2,0))
4485 resource_idx
= ins
->dst
[0].reg
.idx
[0].offset
;
4487 resource_idx
= ins
->src
[1].reg
.idx
[0].offset
;
4489 if (shader_version
< WINED3D_SHADER_VERSION(1,4))
4491 DWORD flags
= (priv
->cur_ps_args
->tex_transform
>> resource_idx
* WINED3D_PSARGS_TEXTRANSFORM_SHIFT
)
4492 & WINED3D_PSARGS_TEXTRANSFORM_MASK
;
4493 enum wined3d_shader_resource_type resource_type
= ins
->ctx
->reg_maps
->resource_info
[resource_idx
].type
;
4495 /* Projected cube textures don't make a lot of sense, the resulting coordinates stay the same. */
4496 if (flags
& WINED3D_PSARGS_PROJECTED
&& resource_type
!= WINED3D_SHADER_RESOURCE_TEXTURE_CUBE
)
4498 sample_flags
|= WINED3D_GLSL_SAMPLE_PROJECTED
;
4499 switch (flags
& ~WINED3D_PSARGS_PROJECTED
)
4501 case WINED3D_TTFF_COUNT1
:
4502 FIXME("WINED3D_TTFF_PROJECTED with WINED3D_TTFF_COUNT1?\n");
4504 case WINED3D_TTFF_COUNT2
:
4505 mask
= WINED3DSP_WRITEMASK_1
;
4507 case WINED3D_TTFF_COUNT3
:
4508 mask
= WINED3DSP_WRITEMASK_2
;
4510 case WINED3D_TTFF_COUNT4
:
4511 case WINED3D_TTFF_DISABLE
:
4512 mask
= WINED3DSP_WRITEMASK_3
;
4517 else if (shader_version
< WINED3D_SHADER_VERSION(2,0))
4519 enum wined3d_shader_src_modifier src_mod
= ins
->src
[0].modifiers
;
4521 if (src_mod
== WINED3DSPSM_DZ
) {
4522 sample_flags
|= WINED3D_GLSL_SAMPLE_PROJECTED
;
4523 mask
= WINED3DSP_WRITEMASK_2
;
4524 } else if (src_mod
== WINED3DSPSM_DW
) {
4525 sample_flags
|= WINED3D_GLSL_SAMPLE_PROJECTED
;
4526 mask
= WINED3DSP_WRITEMASK_3
;
4531 if ((ins
->flags
& WINED3DSI_TEXLD_PROJECT
)
4532 && ins
->ctx
->reg_maps
->resource_info
[resource_idx
].type
!= WINED3D_SHADER_RESOURCE_TEXTURE_CUBE
)
4534 /* ps 2.0 texldp instruction always divides by the fourth component. */
4535 sample_flags
|= WINED3D_GLSL_SAMPLE_PROJECTED
;
4536 mask
= WINED3DSP_WRITEMASK_3
;
4540 shader_glsl_get_sample_function(ins
->ctx
, resource_idx
, resource_idx
, sample_flags
, &sample_function
);
4541 mask
|= sample_function
.coord_mask
;
4542 sample_function
.coord_mask
= mask
;
4544 if (shader_version
< WINED3D_SHADER_VERSION(2,0)) swizzle
= WINED3DSP_NOSWIZZLE
;
4545 else swizzle
= ins
->src
[1].swizzle
;
4547 /* 1.0-1.3: Use destination register as coordinate source.
4548 1.4+: Use provided coordinate source register. */
4549 if (shader_version
< WINED3D_SHADER_VERSION(1,4))
4552 shader_glsl_write_mask_to_str(mask
, coord_mask
);
4553 shader_glsl_gen_sample_code(ins
, resource_idx
, &sample_function
, swizzle
, NULL
, NULL
, NULL
, NULL
,
4554 "T%u%s", resource_idx
, coord_mask
);
4558 struct glsl_src_param coord_param
;
4559 shader_glsl_add_src_param(ins
, &ins
->src
[0], mask
, &coord_param
);
4560 if (ins
->flags
& WINED3DSI_TEXLD_BIAS
)
4562 struct glsl_src_param bias
;
4563 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_3
, &bias
);
4564 shader_glsl_gen_sample_code(ins
, resource_idx
, &sample_function
, swizzle
, NULL
, NULL
, bias
.param_str
,
4565 NULL
, "%s", coord_param
.param_str
);
4567 shader_glsl_gen_sample_code(ins
, resource_idx
, &sample_function
, swizzle
, NULL
, NULL
, NULL
, NULL
,
4568 "%s", coord_param
.param_str
);
4571 shader_glsl_release_sample_function(ins
->ctx
, &sample_function
);
4574 static void shader_glsl_texldd(const struct wined3d_shader_instruction
*ins
)
4576 const struct wined3d_gl_info
*gl_info
= ins
->ctx
->gl_info
;
4577 struct glsl_src_param coord_param
, dx_param
, dy_param
;
4578 struct glsl_sample_function sample_function
;
4580 DWORD swizzle
= ins
->src
[1].swizzle
;
4582 if (!shader_glsl_has_core_grad(gl_info
, &ins
->ctx
->shader
->reg_maps
.shader_version
)
4583 && !gl_info
->supported
[ARB_SHADER_TEXTURE_LOD
])
4585 FIXME("texldd used, but not supported by hardware. Falling back to regular tex\n");
4586 shader_glsl_tex(ins
);
4590 sampler_idx
= ins
->src
[1].reg
.idx
[0].offset
;
4592 shader_glsl_get_sample_function(ins
->ctx
, sampler_idx
, sampler_idx
, WINED3D_GLSL_SAMPLE_GRAD
, &sample_function
);
4593 shader_glsl_add_src_param(ins
, &ins
->src
[0], sample_function
.coord_mask
, &coord_param
);
4594 shader_glsl_add_src_param(ins
, &ins
->src
[2], sample_function
.deriv_mask
, &dx_param
);
4595 shader_glsl_add_src_param(ins
, &ins
->src
[3], sample_function
.deriv_mask
, &dy_param
);
4597 shader_glsl_gen_sample_code(ins
, sampler_idx
, &sample_function
, swizzle
, dx_param
.param_str
, dy_param
.param_str
,
4598 NULL
, NULL
, "%s", coord_param
.param_str
);
4599 shader_glsl_release_sample_function(ins
->ctx
, &sample_function
);
4602 static void shader_glsl_texldl(const struct wined3d_shader_instruction
*ins
)
4604 const struct wined3d_shader_version
*shader_version
= &ins
->ctx
->reg_maps
->shader_version
;
4605 const struct wined3d_gl_info
*gl_info
= ins
->ctx
->gl_info
;
4606 struct glsl_src_param coord_param
, lod_param
;
4607 struct glsl_sample_function sample_function
;
4608 DWORD swizzle
= ins
->src
[1].swizzle
;
4611 sampler_idx
= ins
->src
[1].reg
.idx
[0].offset
;
4613 shader_glsl_get_sample_function(ins
->ctx
, sampler_idx
, sampler_idx
, WINED3D_GLSL_SAMPLE_LOD
, &sample_function
);
4614 shader_glsl_add_src_param(ins
, &ins
->src
[0], sample_function
.coord_mask
, &coord_param
);
4616 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_3
, &lod_param
);
4618 if (shader_version
->type
== WINED3D_SHADER_TYPE_PIXEL
&& !shader_glsl_has_core_grad(gl_info
, shader_version
)
4619 && !gl_info
->supported
[ARB_SHADER_TEXTURE_LOD
])
4621 /* Plain GLSL only supports Lod sampling functions in vertex shaders.
4622 * However, the NVIDIA drivers allow them in fragment shaders as well,
4623 * even without the appropriate extension. */
4624 WARN("Using %s in fragment shader.\n", sample_function
.name
->buffer
);
4626 shader_glsl_gen_sample_code(ins
, sampler_idx
, &sample_function
, swizzle
, NULL
, NULL
, lod_param
.param_str
, NULL
,
4627 "%s", coord_param
.param_str
);
4628 shader_glsl_release_sample_function(ins
->ctx
, &sample_function
);
4631 static unsigned int shader_glsl_find_sampler(const struct wined3d_shader_sampler_map
*sampler_map
,
4632 unsigned int resource_idx
, unsigned int sampler_idx
)
4634 struct wined3d_shader_sampler_map_entry
*entries
= sampler_map
->entries
;
4637 for (i
= 0; i
< sampler_map
->count
; ++i
)
4639 if (entries
[i
].resource_idx
== resource_idx
&& entries
[i
].sampler_idx
== sampler_idx
)
4640 return entries
[i
].bind_idx
;
4643 ERR("No GLSL sampler found for resource %u / sampler %u.\n", resource_idx
, sampler_idx
);
4648 static void shader_glsl_resinfo(const struct wined3d_shader_instruction
*ins
)
4650 static const unsigned int texture_size_component_count
[] =
4652 0, /* WINED3D_SHADER_RESOURCE_NONE */
4653 1, /* WINED3D_SHADER_RESOURCE_BUFFER */
4654 1, /* WINED3D_SHADER_RESOURCE_TEXTURE_1D */
4655 2, /* WINED3D_SHADER_RESOURCE_TEXTURE_2D */
4656 2, /* WINED3D_SHADER_RESOURCE_TEXTURE_2DMS */
4657 3, /* WINED3D_SHADER_RESOURCE_TEXTURE_3D */
4658 2, /* WINED3D_SHADER_RESOURCE_TEXTURE_CUBE */
4659 2, /* WINED3D_SHADER_RESOURCE_TEXTURE_1DARRAY */
4660 3, /* WINED3D_SHADER_RESOURCE_TEXTURE_2DARRAY */
4661 3, /* WINED3D_SHADER_RESOURCE_TEXTURE_2DMSARRAY */
4664 const struct wined3d_shader_version
*version
= &ins
->ctx
->reg_maps
->shader_version
;
4665 const struct wined3d_gl_info
*gl_info
= ins
->ctx
->gl_info
;
4666 enum wined3d_shader_resource_type resource_type
;
4667 unsigned int resource_idx
, sampler_bind_idx
, i
;
4668 enum wined3d_data_type dst_data_type
;
4669 struct glsl_src_param lod_param
;
4670 char dst_swizzle
[6];
4673 dst_data_type
= ins
->dst
[0].reg
.data_type
;
4674 if (ins
->flags
== WINED3DSI_RESINFO_UINT
)
4675 dst_data_type
= WINED3D_DATA_UINT
;
4676 else if (ins
->flags
)
4677 FIXME("Unhandled flags %#x.\n", ins
->flags
);
4679 write_mask
= shader_glsl_append_dst_ext(ins
->ctx
->buffer
, ins
, &ins
->dst
[0], dst_data_type
);
4680 shader_glsl_get_swizzle(&ins
->src
[1], FALSE
, write_mask
, dst_swizzle
);
4682 resource_idx
= ins
->src
[1].reg
.idx
[0].offset
;
4683 resource_type
= ins
->ctx
->reg_maps
->resource_info
[resource_idx
].type
;
4684 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
, &lod_param
);
4685 sampler_bind_idx
= shader_glsl_find_sampler(&ins
->ctx
->reg_maps
->sampler_map
,
4686 resource_idx
, WINED3D_SAMPLER_DEFAULT
);
4688 if (resource_type
>= ARRAY_SIZE(texture_size_component_count
))
4690 ERR("Unexpected resource type %#x.\n", resource_type
);
4691 resource_type
= WINED3D_SHADER_RESOURCE_TEXTURE_2D
;
4694 if (dst_data_type
== WINED3D_DATA_UINT
)
4695 shader_addline(ins
->ctx
->buffer
, "uvec4(");
4697 shader_addline(ins
->ctx
->buffer
, "vec4(");
4699 shader_addline(ins
->ctx
->buffer
, "textureSize(%s_sampler%u, %s), ",
4700 shader_glsl_get_prefix(version
->type
), sampler_bind_idx
, lod_param
.param_str
);
4702 for (i
= 0; i
< 3 - texture_size_component_count
[resource_type
]; ++i
)
4703 shader_addline(ins
->ctx
->buffer
, "0, ");
4705 if (gl_info
->supported
[ARB_TEXTURE_QUERY_LEVELS
])
4707 shader_addline(ins
->ctx
->buffer
, "textureQueryLevels(%s_sampler%u)",
4708 shader_glsl_get_prefix(version
->type
), sampler_bind_idx
);
4712 FIXME("textureQueryLevels is not supported, returning 1 mipmap level.\n");
4713 shader_addline(ins
->ctx
->buffer
, "1");
4716 shader_addline(ins
->ctx
->buffer
, ")%s);\n", dst_swizzle
);
4719 /* FIXME: The current implementation does not handle multisample textures correctly. */
4720 static void shader_glsl_ld(const struct wined3d_shader_instruction
*ins
)
4722 unsigned int resource_idx
, sampler_idx
, sampler_bind_idx
;
4723 struct glsl_src_param coord_param
, lod_param
;
4724 struct glsl_sample_function sample_function
;
4725 DWORD flags
= WINED3D_GLSL_SAMPLE_LOAD
;
4727 if (wined3d_shader_instruction_has_texel_offset(ins
))
4728 flags
|= WINED3D_GLSL_SAMPLE_OFFSET
;
4730 resource_idx
= ins
->src
[1].reg
.idx
[0].offset
;
4731 sampler_idx
= WINED3D_SAMPLER_DEFAULT
;
4733 shader_glsl_get_sample_function(ins
->ctx
, resource_idx
, sampler_idx
, flags
, &sample_function
);
4734 shader_glsl_add_src_param(ins
, &ins
->src
[0], sample_function
.coord_mask
, &coord_param
);
4735 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_3
, &lod_param
);
4736 sampler_bind_idx
= shader_glsl_find_sampler(&ins
->ctx
->reg_maps
->sampler_map
, resource_idx
, sampler_idx
);
4737 shader_glsl_gen_sample_code(ins
, sampler_bind_idx
, &sample_function
, ins
->src
[1].swizzle
,
4738 NULL
, NULL
, lod_param
.param_str
, &ins
->texel_offset
, "%s", coord_param
.param_str
);
4739 shader_glsl_release_sample_function(ins
->ctx
, &sample_function
);
4742 static void shader_glsl_sample(const struct wined3d_shader_instruction
*ins
)
4744 const char *lod_param_str
= NULL
, *dx_param_str
= NULL
, *dy_param_str
= NULL
;
4745 struct glsl_src_param coord_param
, lod_param
, dx_param
, dy_param
;
4746 unsigned int resource_idx
, sampler_idx
, sampler_bind_idx
;
4747 struct glsl_sample_function sample_function
;
4750 if (ins
->handler_idx
== WINED3DSIH_SAMPLE_GRAD
)
4751 flags
|= WINED3D_GLSL_SAMPLE_GRAD
;
4752 if (ins
->handler_idx
== WINED3DSIH_SAMPLE_LOD
)
4753 flags
|= WINED3D_GLSL_SAMPLE_LOD
;
4754 if (wined3d_shader_instruction_has_texel_offset(ins
))
4755 flags
|= WINED3D_GLSL_SAMPLE_OFFSET
;
4757 resource_idx
= ins
->src
[1].reg
.idx
[0].offset
;
4758 sampler_idx
= ins
->src
[2].reg
.idx
[0].offset
;
4760 shader_glsl_get_sample_function(ins
->ctx
, resource_idx
, sampler_idx
, flags
, &sample_function
);
4761 shader_glsl_add_src_param(ins
, &ins
->src
[0], sample_function
.coord_mask
, &coord_param
);
4763 switch (ins
->handler_idx
)
4765 case WINED3DSIH_SAMPLE
:
4767 case WINED3DSIH_SAMPLE_B
:
4768 shader_glsl_add_src_param(ins
, &ins
->src
[3], WINED3DSP_WRITEMASK_0
, &lod_param
);
4769 lod_param_str
= lod_param
.param_str
;
4771 case WINED3DSIH_SAMPLE_GRAD
:
4772 shader_glsl_add_src_param(ins
, &ins
->src
[3], sample_function
.deriv_mask
, &dx_param
);
4773 shader_glsl_add_src_param(ins
, &ins
->src
[4], sample_function
.deriv_mask
, &dy_param
);
4774 dx_param_str
= dx_param
.param_str
;
4775 dy_param_str
= dy_param
.param_str
;
4777 case WINED3DSIH_SAMPLE_LOD
:
4778 shader_glsl_add_src_param(ins
, &ins
->src
[3], WINED3DSP_WRITEMASK_0
, &lod_param
);
4779 lod_param_str
= lod_param
.param_str
;
4782 ERR("Unhandled opcode %s.\n", debug_d3dshaderinstructionhandler(ins
->handler_idx
));
4786 sampler_bind_idx
= shader_glsl_find_sampler(&ins
->ctx
->reg_maps
->sampler_map
, resource_idx
, sampler_idx
);
4787 shader_glsl_gen_sample_code(ins
, sampler_bind_idx
, &sample_function
, ins
->src
[1].swizzle
,
4788 dx_param_str
, dy_param_str
, lod_param_str
, &ins
->texel_offset
, "%s", coord_param
.param_str
);
4789 shader_glsl_release_sample_function(ins
->ctx
, &sample_function
);
4792 static void shader_glsl_sample_c(const struct wined3d_shader_instruction
*ins
)
4794 unsigned int resource_idx
, sampler_idx
, sampler_bind_idx
;
4795 struct glsl_src_param coord_param
, compare_param
;
4796 struct glsl_sample_function sample_function
;
4797 const char *lod_param
= NULL
;
4801 if (ins
->handler_idx
== WINED3DSIH_SAMPLE_C_LZ
)
4804 flags
|= WINED3D_GLSL_SAMPLE_LOD
;
4807 if (wined3d_shader_instruction_has_texel_offset(ins
))
4808 flags
|= WINED3D_GLSL_SAMPLE_OFFSET
;
4810 resource_idx
= ins
->src
[1].reg
.idx
[0].offset
;
4811 sampler_idx
= ins
->src
[2].reg
.idx
[0].offset
;
4813 shader_glsl_get_sample_function(ins
->ctx
, resource_idx
, sampler_idx
, flags
, &sample_function
);
4814 coord_size
= shader_glsl_get_write_mask_size(sample_function
.coord_mask
);
4815 shader_glsl_add_src_param(ins
, &ins
->src
[0], sample_function
.coord_mask
>> 1, &coord_param
);
4816 shader_glsl_add_src_param(ins
, &ins
->src
[3], WINED3DSP_WRITEMASK_0
, &compare_param
);
4817 sampler_bind_idx
= shader_glsl_find_sampler(&ins
->ctx
->reg_maps
->sampler_map
, resource_idx
, sampler_idx
);
4818 shader_glsl_gen_sample_code(ins
, sampler_bind_idx
, &sample_function
, WINED3DSP_NOSWIZZLE
,
4819 NULL
, NULL
, lod_param
, &ins
->texel_offset
, "vec%u(%s, %s)",
4820 coord_size
, coord_param
.param_str
, compare_param
.param_str
);
4821 shader_glsl_release_sample_function(ins
->ctx
, &sample_function
);
4824 static void shader_glsl_texcoord(const struct wined3d_shader_instruction
*ins
)
4826 /* FIXME: Make this work for more than just 2D textures */
4827 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
4828 DWORD write_mask
= shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
4830 if (!(ins
->ctx
->reg_maps
->shader_version
.major
== 1 && ins
->ctx
->reg_maps
->shader_version
.minor
== 4))
4834 shader_glsl_get_write_mask(&ins
->dst
[0], dst_mask
);
4835 shader_addline(buffer
, "clamp(ffp_texcoord[%u], 0.0, 1.0)%s);\n",
4836 ins
->dst
[0].reg
.idx
[0].offset
, dst_mask
);
4840 enum wined3d_shader_src_modifier src_mod
= ins
->src
[0].modifiers
;
4841 DWORD reg
= ins
->src
[0].reg
.idx
[0].offset
;
4842 char dst_swizzle
[6];
4844 shader_glsl_get_swizzle(&ins
->src
[0], FALSE
, write_mask
, dst_swizzle
);
4846 if (src_mod
== WINED3DSPSM_DZ
|| src_mod
== WINED3DSPSM_DW
)
4848 unsigned int mask_size
= shader_glsl_get_write_mask_size(write_mask
);
4849 struct glsl_src_param div_param
;
4850 DWORD src_writemask
= src_mod
== WINED3DSPSM_DZ
? WINED3DSP_WRITEMASK_2
: WINED3DSP_WRITEMASK_3
;
4852 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_writemask
, &div_param
);
4855 shader_addline(buffer
, "ffp_texcoord[%u]%s / vec%d(%s));\n", reg
, dst_swizzle
, mask_size
, div_param
.param_str
);
4857 shader_addline(buffer
, "ffp_texcoord[%u]%s / %s);\n", reg
, dst_swizzle
, div_param
.param_str
);
4861 shader_addline(buffer
, "ffp_texcoord[%u]%s);\n", reg
, dst_swizzle
);
4866 /** Process the WINED3DSIO_TEXDP3TEX instruction in GLSL:
4867 * Take a 3-component dot product of the TexCoord[dstreg] and src,
4868 * then perform a 1D texture lookup from stage dstregnum, place into dst. */
4869 static void shader_glsl_texdp3tex(const struct wined3d_shader_instruction
*ins
)
4871 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
4872 DWORD sampler_idx
= ins
->dst
[0].reg
.idx
[0].offset
;
4873 struct glsl_sample_function sample_function
;
4874 struct glsl_src_param src0_param
;
4877 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_mask
, &src0_param
);
4879 /* Do I have to take care about the projected bit? I don't think so, since the dp3 returns only one
4880 * scalar, and projected sampling would require 4.
4882 * It is a dependent read - not valid with conditional NP2 textures
4884 shader_glsl_get_sample_function(ins
->ctx
, sampler_idx
, sampler_idx
, 0, &sample_function
);
4885 mask_size
= shader_glsl_get_write_mask_size(sample_function
.coord_mask
);
4890 shader_glsl_gen_sample_code(ins
, sampler_idx
, &sample_function
, WINED3DSP_NOSWIZZLE
, NULL
, NULL
, NULL
,
4891 NULL
, "dot(ffp_texcoord[%u].xyz, %s)", sampler_idx
, src0_param
.param_str
);
4895 shader_glsl_gen_sample_code(ins
, sampler_idx
, &sample_function
, WINED3DSP_NOSWIZZLE
, NULL
, NULL
, NULL
,
4896 NULL
, "vec2(dot(ffp_texcoord[%u].xyz, %s), 0.0)", sampler_idx
, src0_param
.param_str
);
4900 shader_glsl_gen_sample_code(ins
, sampler_idx
, &sample_function
, WINED3DSP_NOSWIZZLE
, NULL
, NULL
, NULL
,
4901 NULL
, "vec3(dot(ffp_texcoord[%u].xyz, %s), 0.0, 0.0)", sampler_idx
, src0_param
.param_str
);
4905 FIXME("Unexpected mask size %u\n", mask_size
);
4908 shader_glsl_release_sample_function(ins
->ctx
, &sample_function
);
4911 /** Process the WINED3DSIO_TEXDP3 instruction in GLSL:
4912 * Take a 3-component dot product of the TexCoord[dstreg] and src. */
4913 static void shader_glsl_texdp3(const struct wined3d_shader_instruction
*ins
)
4915 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
4916 DWORD dstreg
= ins
->dst
[0].reg
.idx
[0].offset
;
4917 struct glsl_src_param src0_param
;
4919 unsigned int mask_size
;
4921 dst_mask
= shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
4922 mask_size
= shader_glsl_get_write_mask_size(dst_mask
);
4923 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_mask
, &src0_param
);
4925 if (mask_size
> 1) {
4926 shader_addline(ins
->ctx
->buffer
, "vec%d(dot(T%u.xyz, %s)));\n", mask_size
, dstreg
, src0_param
.param_str
);
4928 shader_addline(ins
->ctx
->buffer
, "dot(T%u.xyz, %s));\n", dstreg
, src0_param
.param_str
);
4932 /** Process the WINED3DSIO_TEXDEPTH instruction in GLSL:
4933 * Calculate the depth as dst.x / dst.y */
4934 static void shader_glsl_texdepth(const struct wined3d_shader_instruction
*ins
)
4936 struct glsl_dst_param dst_param
;
4938 shader_glsl_add_dst_param(ins
, &ins
->dst
[0], &dst_param
);
4940 /* Tests show that texdepth never returns anything below 0.0, and that r5.y is clamped to 1.0.
4941 * Negative input is accepted, -0.25 / -0.5 returns 0.5. GL should clamp gl_FragDepth to [0;1], but
4942 * this doesn't always work, so clamp the results manually. Whether or not the x value is clamped at 1
4943 * too is irrelevant, since if x = 0, any y value < 1.0 (and > 1.0 is not allowed) results in a result
4946 shader_addline(ins
->ctx
->buffer
, "gl_FragDepth = clamp((%s.x / min(%s.y, 1.0)), 0.0, 1.0);\n",
4947 dst_param
.reg_name
, dst_param
.reg_name
);
4950 /** Process the WINED3DSIO_TEXM3X2DEPTH instruction in GLSL:
4951 * Last row of a 3x2 matrix multiply, use the result to calculate the depth:
4952 * Calculate tmp0.y = TexCoord[dstreg] . src.xyz; (tmp0.x has already been calculated)
4953 * depth = (tmp0.y == 0.0) ? 1.0 : tmp0.x / tmp0.y
4955 static void shader_glsl_texm3x2depth(const struct wined3d_shader_instruction
*ins
)
4957 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
4958 DWORD dstreg
= ins
->dst
[0].reg
.idx
[0].offset
;
4959 struct glsl_src_param src0_param
;
4961 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_mask
, &src0_param
);
4963 shader_addline(ins
->ctx
->buffer
, "tmp0.y = dot(T%u.xyz, %s);\n", dstreg
, src0_param
.param_str
);
4964 shader_addline(ins
->ctx
->buffer
, "gl_FragDepth = (tmp0.y == 0.0) ? 1.0 : clamp(tmp0.x / tmp0.y, 0.0, 1.0);\n");
4967 /** Process the WINED3DSIO_TEXM3X2PAD instruction in GLSL
4968 * Calculate the 1st of a 2-row matrix multiplication. */
4969 static void shader_glsl_texm3x2pad(const struct wined3d_shader_instruction
*ins
)
4971 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
4972 DWORD reg
= ins
->dst
[0].reg
.idx
[0].offset
;
4973 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
4974 struct glsl_src_param src0_param
;
4976 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_mask
, &src0_param
);
4977 shader_addline(buffer
, "tmp0.x = dot(T%u.xyz, %s);\n", reg
, src0_param
.param_str
);
4980 /** Process the WINED3DSIO_TEXM3X3PAD instruction in GLSL
4981 * Calculate the 1st or 2nd row of a 3-row matrix multiplication. */
4982 static void shader_glsl_texm3x3pad(const struct wined3d_shader_instruction
*ins
)
4984 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
4985 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
4986 struct wined3d_shader_tex_mx
*tex_mx
= ins
->ctx
->tex_mx
;
4987 DWORD reg
= ins
->dst
[0].reg
.idx
[0].offset
;
4988 struct glsl_src_param src0_param
;
4990 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_mask
, &src0_param
);
4991 shader_addline(buffer
, "tmp0.%c = dot(T%u.xyz, %s);\n", 'x' + tex_mx
->current_row
, reg
, src0_param
.param_str
);
4992 tex_mx
->texcoord_w
[tex_mx
->current_row
++] = reg
;
4995 static void shader_glsl_texm3x2tex(const struct wined3d_shader_instruction
*ins
)
4997 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
4998 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
4999 struct glsl_sample_function sample_function
;
5000 DWORD reg
= ins
->dst
[0].reg
.idx
[0].offset
;
5001 struct glsl_src_param src0_param
;
5003 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_mask
, &src0_param
);
5004 shader_addline(buffer
, "tmp0.y = dot(T%u.xyz, %s);\n", reg
, src0_param
.param_str
);
5006 shader_glsl_get_sample_function(ins
->ctx
, reg
, reg
, 0, &sample_function
);
5008 /* Sample the texture using the calculated coordinates */
5009 shader_glsl_gen_sample_code(ins
, reg
, &sample_function
, WINED3DSP_NOSWIZZLE
, NULL
, NULL
, NULL
, NULL
, "tmp0.xy");
5010 shader_glsl_release_sample_function(ins
->ctx
, &sample_function
);
5013 /** Process the WINED3DSIO_TEXM3X3TEX instruction in GLSL
5014 * Perform the 3rd row of a 3x3 matrix multiply, then sample the texture using the calculated coordinates */
5015 static void shader_glsl_texm3x3tex(const struct wined3d_shader_instruction
*ins
)
5017 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
5018 struct wined3d_shader_tex_mx
*tex_mx
= ins
->ctx
->tex_mx
;
5019 struct glsl_sample_function sample_function
;
5020 DWORD reg
= ins
->dst
[0].reg
.idx
[0].offset
;
5021 struct glsl_src_param src0_param
;
5023 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_mask
, &src0_param
);
5024 shader_addline(ins
->ctx
->buffer
, "tmp0.z = dot(T%u.xyz, %s);\n", reg
, src0_param
.param_str
);
5026 /* Dependent read, not valid with conditional NP2 */
5027 shader_glsl_get_sample_function(ins
->ctx
, reg
, reg
, 0, &sample_function
);
5029 /* Sample the texture using the calculated coordinates */
5030 shader_glsl_gen_sample_code(ins
, reg
, &sample_function
, WINED3DSP_NOSWIZZLE
, NULL
, NULL
, NULL
, NULL
, "tmp0.xyz");
5031 shader_glsl_release_sample_function(ins
->ctx
, &sample_function
);
5033 tex_mx
->current_row
= 0;
5036 /** Process the WINED3DSIO_TEXM3X3 instruction in GLSL
5037 * Perform the 3rd row of a 3x3 matrix multiply */
5038 static void shader_glsl_texm3x3(const struct wined3d_shader_instruction
*ins
)
5040 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
5041 struct wined3d_shader_tex_mx
*tex_mx
= ins
->ctx
->tex_mx
;
5042 DWORD reg
= ins
->dst
[0].reg
.idx
[0].offset
;
5043 struct glsl_src_param src0_param
;
5046 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_mask
, &src0_param
);
5048 shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
5049 shader_glsl_get_write_mask(&ins
->dst
[0], dst_mask
);
5050 shader_addline(ins
->ctx
->buffer
, "vec4(tmp0.xy, dot(T%u.xyz, %s), 1.0)%s);\n", reg
, src0_param
.param_str
, dst_mask
);
5052 tex_mx
->current_row
= 0;
5055 /* Process the WINED3DSIO_TEXM3X3SPEC instruction in GLSL
5056 * Perform the final texture lookup based on the previous 2 3x3 matrix multiplies */
5057 static void shader_glsl_texm3x3spec(const struct wined3d_shader_instruction
*ins
)
5059 struct glsl_src_param src0_param
;
5060 struct glsl_src_param src1_param
;
5061 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
5062 struct wined3d_shader_tex_mx
*tex_mx
= ins
->ctx
->tex_mx
;
5063 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
5064 struct glsl_sample_function sample_function
;
5065 DWORD reg
= ins
->dst
[0].reg
.idx
[0].offset
;
5068 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_mask
, &src0_param
);
5069 shader_glsl_add_src_param(ins
, &ins
->src
[1], src_mask
, &src1_param
);
5071 /* Perform the last matrix multiply operation */
5072 shader_addline(buffer
, "tmp0.z = dot(T%u.xyz, %s);\n", reg
, src0_param
.param_str
);
5073 /* Reflection calculation */
5074 shader_addline(buffer
, "tmp0.xyz = -reflect((%s), normalize(tmp0.xyz));\n", src1_param
.param_str
);
5076 /* Dependent read, not valid with conditional NP2 */
5077 shader_glsl_get_sample_function(ins
->ctx
, reg
, reg
, 0, &sample_function
);
5078 shader_glsl_write_mask_to_str(sample_function
.coord_mask
, coord_mask
);
5080 /* Sample the texture */
5081 shader_glsl_gen_sample_code(ins
, reg
, &sample_function
, WINED3DSP_NOSWIZZLE
,
5082 NULL
, NULL
, NULL
, NULL
, "tmp0%s", coord_mask
);
5083 shader_glsl_release_sample_function(ins
->ctx
, &sample_function
);
5085 tex_mx
->current_row
= 0;
5088 /* Process the WINED3DSIO_TEXM3X3VSPEC instruction in GLSL
5089 * Perform the final texture lookup based on the previous 2 3x3 matrix multiplies */
5090 static void shader_glsl_texm3x3vspec(const struct wined3d_shader_instruction
*ins
)
5092 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
5093 struct wined3d_shader_tex_mx
*tex_mx
= ins
->ctx
->tex_mx
;
5094 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
5095 struct glsl_sample_function sample_function
;
5096 DWORD reg
= ins
->dst
[0].reg
.idx
[0].offset
;
5097 struct glsl_src_param src0_param
;
5100 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_mask
, &src0_param
);
5102 /* Perform the last matrix multiply operation */
5103 shader_addline(buffer
, "tmp0.z = dot(vec3(T%u), vec3(%s));\n", reg
, src0_param
.param_str
);
5105 /* Construct the eye-ray vector from w coordinates */
5106 shader_addline(buffer
, "tmp1.xyz = normalize(vec3(ffp_texcoord[%u].w, ffp_texcoord[%u].w, ffp_texcoord[%u].w));\n",
5107 tex_mx
->texcoord_w
[0], tex_mx
->texcoord_w
[1], reg
);
5108 shader_addline(buffer
, "tmp0.xyz = -reflect(tmp1.xyz, normalize(tmp0.xyz));\n");
5110 /* Dependent read, not valid with conditional NP2 */
5111 shader_glsl_get_sample_function(ins
->ctx
, reg
, reg
, 0, &sample_function
);
5112 shader_glsl_write_mask_to_str(sample_function
.coord_mask
, coord_mask
);
5114 /* Sample the texture using the calculated coordinates */
5115 shader_glsl_gen_sample_code(ins
, reg
, &sample_function
, WINED3DSP_NOSWIZZLE
,
5116 NULL
, NULL
, NULL
, NULL
, "tmp0%s", coord_mask
);
5117 shader_glsl_release_sample_function(ins
->ctx
, &sample_function
);
5119 tex_mx
->current_row
= 0;
5122 /** Process the WINED3DSIO_TEXBEM instruction in GLSL.
5123 * Apply a fake bump map transform.
5124 * texbem is pshader <= 1.3 only, this saves a few version checks
5126 static void shader_glsl_texbem(const struct wined3d_shader_instruction
*ins
)
5128 const struct shader_glsl_ctx_priv
*priv
= ins
->ctx
->backend_data
;
5129 struct glsl_sample_function sample_function
;
5130 struct glsl_src_param coord_param
;
5136 sampler_idx
= ins
->dst
[0].reg
.idx
[0].offset
;
5137 flags
= (priv
->cur_ps_args
->tex_transform
>> sampler_idx
* WINED3D_PSARGS_TEXTRANSFORM_SHIFT
)
5138 & WINED3D_PSARGS_TEXTRANSFORM_MASK
;
5140 /* Dependent read, not valid with conditional NP2 */
5141 shader_glsl_get_sample_function(ins
->ctx
, sampler_idx
, sampler_idx
, 0, &sample_function
);
5142 mask
= sample_function
.coord_mask
;
5144 shader_glsl_write_mask_to_str(mask
, coord_mask
);
5146 /* With projected textures, texbem only divides the static texture coord,
5147 * not the displacement, so we can't let GL handle this. */
5148 if (flags
& WINED3D_PSARGS_PROJECTED
)
5151 char coord_div_mask
[3];
5152 switch (flags
& ~WINED3D_PSARGS_PROJECTED
)
5154 case WINED3D_TTFF_COUNT1
:
5155 FIXME("WINED3D_TTFF_PROJECTED with WINED3D_TTFF_COUNT1?\n");
5157 case WINED3D_TTFF_COUNT2
:
5158 div_mask
= WINED3DSP_WRITEMASK_1
;
5160 case WINED3D_TTFF_COUNT3
:
5161 div_mask
= WINED3DSP_WRITEMASK_2
;
5163 case WINED3D_TTFF_COUNT4
:
5164 case WINED3D_TTFF_DISABLE
:
5165 div_mask
= WINED3DSP_WRITEMASK_3
;
5168 shader_glsl_write_mask_to_str(div_mask
, coord_div_mask
);
5169 shader_addline(ins
->ctx
->buffer
, "T%u%s /= T%u%s;\n", sampler_idx
, coord_mask
, sampler_idx
, coord_div_mask
);
5172 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
, &coord_param
);
5174 shader_glsl_gen_sample_code(ins
, sampler_idx
, &sample_function
, WINED3DSP_NOSWIZZLE
, NULL
, NULL
, NULL
, NULL
,
5175 "T%u%s + vec4(bumpenv_mat%u * %s, 0.0, 0.0)%s", sampler_idx
, coord_mask
, sampler_idx
,
5176 coord_param
.param_str
, coord_mask
);
5178 if (ins
->handler_idx
== WINED3DSIH_TEXBEML
)
5180 struct glsl_src_param luminance_param
;
5181 struct glsl_dst_param dst_param
;
5183 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_2
, &luminance_param
);
5184 shader_glsl_add_dst_param(ins
, &ins
->dst
[0], &dst_param
);
5186 shader_addline(ins
->ctx
->buffer
, "%s%s *= (%s * bumpenv_lum_scale%u + bumpenv_lum_offset%u);\n",
5187 dst_param
.reg_name
, dst_param
.mask_str
,
5188 luminance_param
.param_str
, sampler_idx
, sampler_idx
);
5190 shader_glsl_release_sample_function(ins
->ctx
, &sample_function
);
5193 static void shader_glsl_bem(const struct wined3d_shader_instruction
*ins
)
5195 DWORD sampler_idx
= ins
->dst
[0].reg
.idx
[0].offset
;
5196 struct glsl_src_param src0_param
, src1_param
;
5198 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
, &src0_param
);
5199 shader_glsl_add_src_param(ins
, &ins
->src
[1], WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
, &src1_param
);
5201 shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
5202 shader_addline(ins
->ctx
->buffer
, "%s + bumpenv_mat%u * %s);\n",
5203 src0_param
.param_str
, sampler_idx
, src1_param
.param_str
);
5206 /** Process the WINED3DSIO_TEXREG2AR instruction in GLSL
5207 * Sample 2D texture at dst using the alpha & red (wx) components of src as texture coordinates */
5208 static void shader_glsl_texreg2ar(const struct wined3d_shader_instruction
*ins
)
5210 DWORD sampler_idx
= ins
->dst
[0].reg
.idx
[0].offset
;
5211 struct glsl_sample_function sample_function
;
5212 struct glsl_src_param src0_param
;
5214 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_ALL
, &src0_param
);
5216 shader_glsl_get_sample_function(ins
->ctx
, sampler_idx
, sampler_idx
, 0, &sample_function
);
5217 shader_glsl_gen_sample_code(ins
, sampler_idx
, &sample_function
, WINED3DSP_NOSWIZZLE
, NULL
, NULL
, NULL
, NULL
,
5218 "%s.wx", src0_param
.reg_name
);
5219 shader_glsl_release_sample_function(ins
->ctx
, &sample_function
);
5222 /** Process the WINED3DSIO_TEXREG2GB instruction in GLSL
5223 * Sample 2D texture at dst using the green & blue (yz) components of src as texture coordinates */
5224 static void shader_glsl_texreg2gb(const struct wined3d_shader_instruction
*ins
)
5226 DWORD sampler_idx
= ins
->dst
[0].reg
.idx
[0].offset
;
5227 struct glsl_sample_function sample_function
;
5228 struct glsl_src_param src0_param
;
5230 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_ALL
, &src0_param
);
5232 shader_glsl_get_sample_function(ins
->ctx
, sampler_idx
, sampler_idx
, 0, &sample_function
);
5233 shader_glsl_gen_sample_code(ins
, sampler_idx
, &sample_function
, WINED3DSP_NOSWIZZLE
, NULL
, NULL
, NULL
, NULL
,
5234 "%s.yz", src0_param
.reg_name
);
5235 shader_glsl_release_sample_function(ins
->ctx
, &sample_function
);
5238 /** Process the WINED3DSIO_TEXREG2RGB instruction in GLSL
5239 * Sample texture at dst using the rgb (xyz) components of src as texture coordinates */
5240 static void shader_glsl_texreg2rgb(const struct wined3d_shader_instruction
*ins
)
5242 DWORD sampler_idx
= ins
->dst
[0].reg
.idx
[0].offset
;
5243 struct glsl_sample_function sample_function
;
5244 struct glsl_src_param src0_param
;
5246 /* Dependent read, not valid with conditional NP2 */
5247 shader_glsl_get_sample_function(ins
->ctx
, sampler_idx
, sampler_idx
, 0, &sample_function
);
5248 shader_glsl_add_src_param(ins
, &ins
->src
[0], sample_function
.coord_mask
, &src0_param
);
5250 shader_glsl_gen_sample_code(ins
, sampler_idx
, &sample_function
, WINED3DSP_NOSWIZZLE
, NULL
, NULL
, NULL
, NULL
,
5251 "%s", src0_param
.param_str
);
5252 shader_glsl_release_sample_function(ins
->ctx
, &sample_function
);
5255 /** Process the WINED3DSIO_TEXKILL instruction in GLSL.
5256 * If any of the first 3 components are < 0, discard this pixel */
5257 static void shader_glsl_texkill(const struct wined3d_shader_instruction
*ins
)
5259 if (ins
->ctx
->reg_maps
->shader_version
.major
>= 4)
5261 struct glsl_src_param src_param
;
5263 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
, &src_param
);
5264 shader_addline(ins
->ctx
->buffer
, "if (bool(floatBitsToUint(%s))) discard;\n", src_param
.param_str
);
5268 struct glsl_dst_param dst_param
;
5270 /* The argument is a destination parameter, and no writemasks are allowed */
5271 shader_glsl_add_dst_param(ins
, &ins
->dst
[0], &dst_param
);
5273 /* 2.0 shaders compare all 4 components in texkill. */
5274 if (ins
->ctx
->reg_maps
->shader_version
.major
>= 2)
5275 shader_addline(ins
->ctx
->buffer
, "if (any(lessThan(%s.xyzw, vec4(0.0)))) discard;\n", dst_param
.reg_name
);
5276 /* 1.x shaders only compare the first 3 components, probably due to
5277 * the nature of the texkill instruction as a tex* instruction, and
5278 * phase, which kills all .w components. Even if all 4 components are
5279 * defined, only the first 3 are used. */
5281 shader_addline(ins
->ctx
->buffer
, "if (any(lessThan(%s.xyz, vec3(0.0)))) discard;\n", dst_param
.reg_name
);
5285 /** Process the WINED3DSIO_DP2ADD instruction in GLSL.
5286 * dst = dot2(src0, src1) + src2 */
5287 static void shader_glsl_dp2add(const struct wined3d_shader_instruction
*ins
)
5289 struct glsl_src_param src0_param
;
5290 struct glsl_src_param src1_param
;
5291 struct glsl_src_param src2_param
;
5293 unsigned int mask_size
;
5295 write_mask
= shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
5296 mask_size
= shader_glsl_get_write_mask_size(write_mask
);
5298 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
, &src0_param
);
5299 shader_glsl_add_src_param(ins
, &ins
->src
[1], WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
, &src1_param
);
5300 shader_glsl_add_src_param(ins
, &ins
->src
[2], WINED3DSP_WRITEMASK_0
, &src2_param
);
5302 if (mask_size
> 1) {
5303 shader_addline(ins
->ctx
->buffer
, "vec%d(dot(%s, %s) + %s));\n",
5304 mask_size
, src0_param
.param_str
, src1_param
.param_str
, src2_param
.param_str
);
5306 shader_addline(ins
->ctx
->buffer
, "dot(%s, %s) + %s);\n",
5307 src0_param
.param_str
, src1_param
.param_str
, src2_param
.param_str
);
5311 static void shader_glsl_input_pack(const struct wined3d_shader
*shader
, struct wined3d_string_buffer
*buffer
,
5312 const struct wined3d_shader_signature
*input_signature
,
5313 const struct wined3d_shader_reg_maps
*reg_maps
,
5314 const struct ps_compile_args
*args
, const struct wined3d_gl_info
*gl_info
)
5318 for (i
= 0; i
< input_signature
->element_count
; ++i
)
5320 const struct wined3d_shader_signature_element
*input
= &input_signature
->elements
[i
];
5321 const char *semantic_name
;
5326 if (!(reg_maps
->input_registers
& (1u << input
->register_idx
)))
5329 semantic_name
= input
->semantic_name
;
5330 semantic_idx
= input
->semantic_idx
;
5331 shader_glsl_write_mask_to_str(input
->mask
, reg_mask
);
5333 if (args
->vp_mode
== vertexshader
)
5335 if (input
->sysval_semantic
== WINED3D_SV_POSITION
&& !semantic_idx
)
5337 shader_addline(buffer
, "ps_in[%u]%s = vpos%s;\n",
5338 shader
->u
.ps
.input_reg_map
[input
->register_idx
], reg_mask
, reg_mask
);
5340 else if (args
->pointsprite
&& shader_match_semantic(semantic_name
, WINED3D_DECL_USAGE_TEXCOORD
))
5342 shader_addline(buffer
, "ps_in[%u] = vec4(gl_PointCoord.xy, 0.0, 0.0);\n", input
->register_idx
);
5344 else if (input
->sysval_semantic
== WINED3D_SV_IS_FRONT_FACE
)
5346 shader_addline(buffer
, "ps_in[%u] = vec4("
5347 "uintBitsToFloat(gl_FrontFacing ? 0xffffffffu : 0u), 0.0, 0.0, 0.0);\n",
5348 input
->register_idx
);
5352 if (input
->sysval_semantic
)
5353 FIXME("Unhandled sysval semantic %#x.\n", input
->sysval_semantic
);
5354 shader_addline(buffer
, "ps_in[%u]%s = ps_link[%u]%s;\n",
5355 shader
->u
.ps
.input_reg_map
[input
->register_idx
], reg_mask
,
5356 shader
->u
.ps
.input_reg_map
[input
->register_idx
], reg_mask
);
5359 else if (shader_match_semantic(semantic_name
, WINED3D_DECL_USAGE_TEXCOORD
))
5361 if (args
->pointsprite
)
5362 shader_addline(buffer
, "ps_in[%u] = vec4(gl_PointCoord.xy, 0.0, 0.0);\n",
5363 shader
->u
.ps
.input_reg_map
[input
->register_idx
]);
5364 else if (args
->vp_mode
== pretransformed
&& args
->texcoords_initialized
& (1u << semantic_idx
))
5365 shader_addline(buffer
, "ps_in[%u]%s = %s[%u]%s;\n",
5366 shader
->u
.ps
.input_reg_map
[input
->register_idx
], reg_mask
,
5367 gl_info
->supported
[WINED3D_GL_LEGACY_CONTEXT
]
5368 ? "gl_TexCoord" : "ffp_varying_texcoord", semantic_idx
, reg_mask
);
5370 shader_addline(buffer
, "ps_in[%u]%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
5371 shader
->u
.ps
.input_reg_map
[input
->register_idx
], reg_mask
, reg_mask
);
5373 else if (shader_match_semantic(semantic_name
, WINED3D_DECL_USAGE_COLOR
))
5376 shader_addline(buffer
, "ps_in[%u]%s = vec4(ffp_varying_diffuse)%s;\n",
5377 shader
->u
.ps
.input_reg_map
[input
->register_idx
], reg_mask
, reg_mask
);
5378 else if (semantic_idx
== 1)
5379 shader_addline(buffer
, "ps_in[%u]%s = vec4(ffp_varying_specular)%s;\n",
5380 shader
->u
.ps
.input_reg_map
[input
->register_idx
], reg_mask
, reg_mask
);
5382 shader_addline(buffer
, "ps_in[%u]%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
5383 shader
->u
.ps
.input_reg_map
[input
->register_idx
], reg_mask
, reg_mask
);
5387 shader_addline(buffer
, "ps_in[%u]%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
5388 shader
->u
.ps
.input_reg_map
[input
->register_idx
], reg_mask
, reg_mask
);
5393 /*********************************************
5394 * Vertex Shader Specific Code begins here
5395 ********************************************/
5397 static void add_glsl_program_entry(struct shader_glsl_priv
*priv
, struct glsl_shader_prog_link
*entry
)
5399 struct glsl_program_key key
;
5401 key
.vs_id
= entry
->vs
.id
;
5402 key
.gs_id
= entry
->gs
.id
;
5403 key
.ps_id
= entry
->ps
.id
;
5405 if (wine_rb_put(&priv
->program_lookup
, &key
, &entry
->program_lookup_entry
) == -1)
5407 ERR("Failed to insert program entry.\n");
5411 static struct glsl_shader_prog_link
*get_glsl_program_entry(const struct shader_glsl_priv
*priv
,
5412 GLuint vs_id
, GLuint gs_id
, GLuint ps_id
)
5414 struct wine_rb_entry
*entry
;
5415 struct glsl_program_key key
;
5421 entry
= wine_rb_get(&priv
->program_lookup
, &key
);
5422 return entry
? WINE_RB_ENTRY_VALUE(entry
, struct glsl_shader_prog_link
, program_lookup_entry
) : NULL
;
5425 /* Context activation is done by the caller. */
5426 static void delete_glsl_program_entry(struct shader_glsl_priv
*priv
, const struct wined3d_gl_info
*gl_info
,
5427 struct glsl_shader_prog_link
*entry
)
5429 wine_rb_remove(&priv
->program_lookup
, &entry
->program_lookup_entry
);
5431 GL_EXTCALL(glDeleteProgram(entry
->id
));
5433 list_remove(&entry
->vs
.shader_entry
);
5435 list_remove(&entry
->gs
.shader_entry
);
5437 list_remove(&entry
->ps
.shader_entry
);
5438 HeapFree(GetProcessHeap(), 0, entry
);
5441 static void shader_glsl_setup_vs3_output(struct shader_glsl_priv
*priv
,
5442 const struct wined3d_gl_info
*gl_info
, const DWORD
*map
,
5443 const struct wined3d_shader_signature
*input_signature
,
5444 const struct wined3d_shader_reg_maps
*reg_maps_in
,
5445 const struct wined3d_shader_signature
*output_signature
,
5446 const struct wined3d_shader_reg_maps
*reg_maps_out
, const char *out_array_name
)
5448 struct wined3d_string_buffer
*destination
= string_buffer_get(&priv
->string_buffers
);
5449 BOOL legacy_context
= gl_info
->supported
[WINED3D_GL_LEGACY_CONTEXT
];
5450 struct wined3d_string_buffer
*buffer
= &priv
->shader_buffer
;
5451 unsigned int in_count
= vec4_varyings(3, gl_info
);
5452 unsigned int max_varyings
= legacy_context
? in_count
+ 2 : in_count
;
5453 DWORD in_idx
, *set
= NULL
;
5457 set
= wined3d_calloc(max_varyings
, sizeof(*set
));
5459 for (i
= 0; i
< input_signature
->element_count
; ++i
)
5461 const struct wined3d_shader_signature_element
*input
= &input_signature
->elements
[i
];
5463 if (!(reg_maps_in
->input_registers
& (1u << input
->register_idx
)))
5466 in_idx
= map
[input
->register_idx
];
5467 /* Declared, but not read register */
5470 if (in_idx
>= max_varyings
)
5472 FIXME("More input varyings declared than supported, expect issues.\n");
5476 if (in_idx
== in_count
)
5477 string_buffer_sprintf(destination
, "gl_FrontColor");
5478 else if (in_idx
== in_count
+ 1)
5479 string_buffer_sprintf(destination
, "gl_FrontSecondaryColor");
5481 string_buffer_sprintf(destination
, "%s[%u]", out_array_name
, in_idx
);
5486 for (j
= 0; j
< output_signature
->element_count
; ++j
)
5488 const struct wined3d_shader_signature_element
*output
= &output_signature
->elements
[j
];
5491 if (!(reg_maps_out
->output_registers
& (1u << output
->register_idx
))
5492 || input
->semantic_idx
!= output
->semantic_idx
5493 || strcmp(input
->semantic_name
, output
->semantic_name
)
5494 || !(mask
= input
->mask
& output
->mask
))
5497 if (set
[in_idx
] == ~0u)
5499 set
[in_idx
] |= mask
& reg_maps_out
->u
.output_registers_mask
[output
->register_idx
];
5500 shader_glsl_write_mask_to_str(mask
, reg_mask
);
5502 shader_addline(buffer
, "%s%s = shader_out[%u]%s;\n",
5503 destination
->buffer
, reg_mask
, output
->register_idx
, reg_mask
);
5507 for (i
= 0; i
< max_varyings
; ++i
)
5511 if (!set
[i
] || set
[i
] == WINED3DSP_WRITEMASK_ALL
)
5518 if (!(set
[i
] & WINED3DSP_WRITEMASK_0
))
5519 reg_mask
[size
++] = 'x';
5520 if (!(set
[i
] & WINED3DSP_WRITEMASK_1
))
5521 reg_mask
[size
++] = 'y';
5522 if (!(set
[i
] & WINED3DSP_WRITEMASK_2
))
5523 reg_mask
[size
++] = 'z';
5524 if (!(set
[i
] & WINED3DSP_WRITEMASK_3
))
5525 reg_mask
[size
++] = 'w';
5526 reg_mask
[size
] = '\0';
5529 string_buffer_sprintf(destination
, "gl_FrontColor");
5530 else if (i
== in_count
+ 1)
5531 string_buffer_sprintf(destination
, "gl_FrontSecondaryColor");
5533 string_buffer_sprintf(destination
, "%s[%u]", out_array_name
, i
);
5536 shader_addline(buffer
, "%s.%s = 0.0;\n", destination
->buffer
, reg_mask
);
5538 shader_addline(buffer
, "%s.%s = vec%u(0.0);\n", destination
->buffer
, reg_mask
, size
);
5541 HeapFree(GetProcessHeap(), 0, set
);
5542 string_buffer_release(&priv
->string_buffers
, destination
);
5545 static void shader_glsl_setup_sm4_shader_output(struct shader_glsl_priv
*priv
,
5546 unsigned int input_count
, const struct wined3d_shader_signature
*output_signature
,
5547 const struct wined3d_shader_reg_maps
*reg_maps_out
, const char *out_array_name
)
5549 struct wined3d_string_buffer
*destination
= string_buffer_get(&priv
->string_buffers
);
5550 struct wined3d_string_buffer
*buffer
= &priv
->shader_buffer
;
5554 for (i
= 0; i
< output_signature
->element_count
; ++i
)
5556 const struct wined3d_shader_signature_element
*output
= &output_signature
->elements
[i
];
5558 if (!(reg_maps_out
->output_registers
& (1u << output
->register_idx
)))
5561 if (output
->register_idx
>= input_count
)
5564 string_buffer_sprintf(destination
, "%s[%u]", out_array_name
, output
->register_idx
);
5566 shader_glsl_write_mask_to_str(output
->mask
, reg_mask
);
5568 shader_addline(buffer
, "%s%s = shader_out[%u]%s;\n",
5569 destination
->buffer
, reg_mask
, output
->register_idx
, reg_mask
);
5572 string_buffer_release(&priv
->string_buffers
, destination
);
5575 /* Context activation is done by the caller. */
5576 static void shader_glsl_generate_vs_gs_setup(struct shader_glsl_priv
*priv
,
5577 const struct wined3d_shader
*vs
, unsigned int input_count
,
5578 const struct wined3d_gl_info
*gl_info
)
5580 BOOL legacy_context
= gl_info
->supported
[WINED3D_GL_LEGACY_CONTEXT
];
5581 struct wined3d_string_buffer
*buffer
= &priv
->shader_buffer
;
5584 shader_addline(buffer
, "varying out vec4 gs_in[%u];\n", input_count
);
5586 shader_addline(buffer
, "out vs_gs_iface { vec4 gs_in[%u]; } gs_in;\n", input_count
);
5587 shader_addline(buffer
, "void setup_vs_output(in vec4 shader_out[%u])\n{\n", vs
->limits
->packed_output
);
5589 shader_glsl_setup_sm4_shader_output(priv
, input_count
, &vs
->output_signature
, &vs
->reg_maps
,
5590 legacy_context
? "gs_in" : "gs_in.gs_in");
5592 shader_addline(buffer
, "}\n");
5595 static void shader_glsl_setup_sm3_rasterizer_input(struct shader_glsl_priv
*priv
,
5596 const struct wined3d_gl_info
*gl_info
, const DWORD
*map
,
5597 const struct wined3d_shader_signature
*input_signature
,
5598 const struct wined3d_shader_reg_maps
*reg_maps_in
, unsigned int input_count
,
5599 const struct wined3d_shader_signature
*output_signature
,
5600 const struct wined3d_shader_reg_maps
*reg_maps_out
, BOOL per_vertex_point_size
)
5602 struct wined3d_string_buffer
*buffer
= &priv
->shader_buffer
;
5603 const char *semantic_name
;
5608 /* First, sort out position and point size system values. */
5609 for (i
= 0; i
< output_signature
->element_count
; ++i
)
5611 const struct wined3d_shader_signature_element
*output
= &output_signature
->elements
[i
];
5613 if (!(reg_maps_out
->output_registers
& (1u << output
->register_idx
)))
5616 semantic_name
= output
->semantic_name
;
5617 semantic_idx
= output
->semantic_idx
;
5618 shader_glsl_write_mask_to_str(output
->mask
, reg_mask
);
5620 if (output
->sysval_semantic
== WINED3D_SV_POSITION
&& !semantic_idx
)
5622 shader_addline(buffer
, "gl_Position%s = shader_out[%u]%s;\n",
5623 reg_mask
, output
->register_idx
, reg_mask
);
5625 else if (shader_match_semantic(semantic_name
, WINED3D_DECL_USAGE_PSIZE
) && per_vertex_point_size
)
5627 shader_addline(buffer
, "gl_PointSize = clamp(shader_out[%u].%c, "
5628 "ffp_point.size_min, ffp_point.size_max);\n", output
->register_idx
, reg_mask
[1]);
5630 else if (output
->sysval_semantic
)
5632 FIXME("Unhandled sysval semantic %#x.\n", output
->sysval_semantic
);
5636 /* Then, setup the pixel shader input. */
5637 if (reg_maps_out
->shader_version
.major
< 4)
5638 shader_glsl_setup_vs3_output(priv
, gl_info
, map
, input_signature
, reg_maps_in
,
5639 output_signature
, reg_maps_out
, "ps_link");
5641 shader_glsl_setup_sm4_shader_output(priv
, input_count
, output_signature
, reg_maps_out
, "ps_link");
5644 /* Context activation is done by the caller. */
5645 static GLuint
shader_glsl_generate_vs3_rasterizer_input_setup(struct shader_glsl_priv
*priv
,
5646 const struct wined3d_shader
*vs
, const struct wined3d_shader
*ps
,
5647 BOOL per_vertex_point_size
, BOOL flatshading
, const struct wined3d_gl_info
*gl_info
)
5649 struct wined3d_string_buffer
*buffer
= &priv
->shader_buffer
;
5651 DWORD ps_major
= ps
? ps
->reg_maps
.shader_version
.major
: 0;
5653 const char *semantic_name
;
5656 BOOL legacy_context
= gl_info
->supported
[WINED3D_GL_LEGACY_CONTEXT
];
5658 string_buffer_clear(buffer
);
5660 shader_addline(buffer
, "%s\n", shader_glsl_get_version_declaration(gl_info
, &vs
->reg_maps
.shader_version
));
5662 if (per_vertex_point_size
)
5664 shader_addline(buffer
, "uniform struct\n{\n");
5665 shader_addline(buffer
, " float size_min;\n");
5666 shader_addline(buffer
, " float size_max;\n");
5667 shader_addline(buffer
, "} ffp_point;\n");
5672 DWORD colors_written_mask
[2] = {0};
5673 DWORD texcoords_written_mask
[MAX_TEXTURES
] = {0};
5675 if (!legacy_context
)
5677 declare_out_varying(gl_info
, buffer
, flatshading
, "vec4 ffp_varying_diffuse;\n");
5678 declare_out_varying(gl_info
, buffer
, flatshading
, "vec4 ffp_varying_specular;\n");
5679 declare_out_varying(gl_info
, buffer
, FALSE
, "vec4 ffp_varying_texcoord[%u];\n", MAX_TEXTURES
);
5680 declare_out_varying(gl_info
, buffer
, FALSE
, "float ffp_varying_fogcoord;\n");
5683 shader_addline(buffer
, "void setup_vs_output(in vec4 shader_out[%u])\n{\n", vs
->limits
->packed_output
);
5685 for (i
= 0; i
< vs
->output_signature
.element_count
; ++i
)
5687 const struct wined3d_shader_signature_element
*output
= &vs
->output_signature
.elements
[i
];
5690 if (!(vs
->reg_maps
.output_registers
& (1u << output
->register_idx
)))
5693 semantic_name
= output
->semantic_name
;
5694 semantic_idx
= output
->semantic_idx
;
5695 write_mask
= output
->mask
;
5696 shader_glsl_write_mask_to_str(write_mask
, reg_mask
);
5698 if (shader_match_semantic(semantic_name
, WINED3D_DECL_USAGE_COLOR
) && semantic_idx
< 2)
5701 shader_addline(buffer
, "gl_Front%sColor%s = shader_out[%u]%s;\n",
5702 semantic_idx
? "Secondary" : "", reg_mask
, output
->register_idx
, reg_mask
);
5704 shader_addline(buffer
, "ffp_varying_%s%s = clamp(shader_out[%u]%s, 0.0, 1.0);\n",
5705 semantic_idx
? "specular" : "diffuse", reg_mask
, output
->register_idx
, reg_mask
);
5707 colors_written_mask
[semantic_idx
] = write_mask
;
5709 else if (shader_match_semantic(semantic_name
, WINED3D_DECL_USAGE_POSITION
) && !semantic_idx
)
5711 shader_addline(buffer
, "gl_Position%s = shader_out[%u]%s;\n",
5712 reg_mask
, output
->register_idx
, reg_mask
);
5714 else if (shader_match_semantic(semantic_name
, WINED3D_DECL_USAGE_TEXCOORD
))
5716 if (semantic_idx
< MAX_TEXTURES
)
5718 shader_addline(buffer
, "%s[%u]%s = shader_out[%u]%s;\n",
5719 legacy_context
? "gl_TexCoord" : "ffp_varying_texcoord",
5720 semantic_idx
, reg_mask
, output
->register_idx
, reg_mask
);
5721 texcoords_written_mask
[semantic_idx
] = write_mask
;
5724 else if (shader_match_semantic(semantic_name
, WINED3D_DECL_USAGE_PSIZE
) && per_vertex_point_size
)
5726 shader_addline(buffer
, "gl_PointSize = clamp(shader_out[%u].%c, "
5727 "ffp_point.size_min, ffp_point.size_max);\n", output
->register_idx
, reg_mask
[1]);
5729 else if (shader_match_semantic(semantic_name
, WINED3D_DECL_USAGE_FOG
))
5731 shader_addline(buffer
, "%s = clamp(shader_out[%u].%c, 0.0, 1.0);\n",
5732 legacy_context
? "gl_FogFragCoord" : "ffp_varying_fogcoord",
5733 output
->register_idx
, reg_mask
[1]);
5737 for (i
= 0; i
< 2; ++i
)
5739 if (colors_written_mask
[i
] != WINED3DSP_WRITEMASK_ALL
)
5741 shader_glsl_write_mask_to_str(~colors_written_mask
[i
] & WINED3DSP_WRITEMASK_ALL
, reg_mask
);
5743 shader_addline(buffer
, "%s%s = vec4(1.0)%s;\n",
5744 legacy_context
? "gl_FrontColor" : "ffp_varying_diffuse",
5745 reg_mask
, reg_mask
);
5747 shader_addline(buffer
, "%s%s = vec4(0.0)%s;\n",
5748 legacy_context
? "gl_FrontSecondaryColor" : "ffp_varying_specular",
5749 reg_mask
, reg_mask
);
5752 for (i
= 0; i
< MAX_TEXTURES
; ++i
)
5754 if (ps
&& !(ps
->reg_maps
.texcoord
& (1u << i
)))
5757 if (texcoords_written_mask
[i
] != WINED3DSP_WRITEMASK_ALL
)
5759 if (gl_info
->limits
.glsl_varyings
< wined3d_max_compat_varyings(gl_info
)
5760 && !texcoords_written_mask
[i
])
5763 shader_glsl_write_mask_to_str(~texcoords_written_mask
[i
] & WINED3DSP_WRITEMASK_ALL
, reg_mask
);
5764 shader_addline(buffer
, "%s[%u]%s = vec4(0.0)%s;\n",
5765 legacy_context
? "gl_TexCoord" : "ffp_varying_texcoord", i
, reg_mask
, reg_mask
);
5771 UINT in_count
= min(vec4_varyings(ps_major
, gl_info
), ps
->limits
->packed_input
);
5773 declare_out_varying(gl_info
, buffer
, FALSE
, "vec4 ps_link[%u];\n", in_count
);
5774 shader_addline(buffer
, "void setup_vs_output(in vec4 shader_out[%u])\n{\n", vs
->limits
->packed_output
);
5775 shader_glsl_setup_sm3_rasterizer_input(priv
, gl_info
, ps
->u
.ps
.input_reg_map
, &ps
->input_signature
,
5776 &ps
->reg_maps
, 0, &vs
->output_signature
, &vs
->reg_maps
, per_vertex_point_size
);
5779 shader_addline(buffer
, "}\n");
5781 ret
= GL_EXTCALL(glCreateShader(GL_VERTEX_SHADER
));
5782 checkGLcall("glCreateShader(GL_VERTEX_SHADER)");
5783 shader_glsl_compile(gl_info
, ret
, buffer
->buffer
);
5788 static void shader_glsl_generate_sm4_rasterizer_input_setup(struct shader_glsl_priv
*priv
,
5789 const struct wined3d_shader
*shader
, unsigned int input_count
,
5790 const struct wined3d_gl_info
*gl_info
)
5792 struct wined3d_string_buffer
*buffer
= &priv
->shader_buffer
;
5795 declare_out_varying(gl_info
, buffer
, FALSE
, "vec4 ps_link[%u];\n", min(vec4_varyings(4, gl_info
), input_count
));
5797 shader_addline(buffer
, "void setup_%s_output(in vec4 shader_out[%u])\n{\n",
5798 shader_glsl_get_prefix(shader
->reg_maps
.shader_version
.type
), shader
->limits
->packed_output
);
5800 shader_glsl_setup_sm3_rasterizer_input(priv
, gl_info
, NULL
, NULL
,
5801 NULL
, input_count
, &shader
->output_signature
, &shader
->reg_maps
, FALSE
);
5803 shader_addline(buffer
, "}\n");
5806 static void shader_glsl_generate_srgb_write_correction(struct wined3d_string_buffer
*buffer
,
5807 const struct wined3d_gl_info
*gl_info
)
5809 const char *output
= get_fragment_output(gl_info
);
5811 shader_addline(buffer
, "tmp0.xyz = pow(%s[0].xyz, vec3(srgb_const0.x));\n", output
);
5812 shader_addline(buffer
, "tmp0.xyz = tmp0.xyz * vec3(srgb_const0.y) - vec3(srgb_const0.z);\n");
5813 shader_addline(buffer
, "tmp1.xyz = %s[0].xyz * vec3(srgb_const0.w);\n", output
);
5814 shader_addline(buffer
, "bvec3 srgb_compare = lessThan(%s[0].xyz, vec3(srgb_const1.x));\n", output
);
5815 shader_addline(buffer
, "%s[0].xyz = mix(tmp0.xyz, tmp1.xyz, vec3(srgb_compare));\n", output
);
5816 shader_addline(buffer
, "%s[0] = clamp(%s[0], 0.0, 1.0);\n", output
, output
);
5819 static void shader_glsl_generate_fog_code(struct wined3d_string_buffer
*buffer
,
5820 const struct wined3d_gl_info
*gl_info
, enum wined3d_ffp_ps_fog_mode mode
)
5822 const char *output
= get_fragment_output(gl_info
);
5826 case WINED3D_FFP_PS_FOG_OFF
:
5829 case WINED3D_FFP_PS_FOG_LINEAR
:
5830 shader_addline(buffer
, "float fog = (ffp_fog.end - ffp_varying_fogcoord) * ffp_fog.scale;\n");
5833 case WINED3D_FFP_PS_FOG_EXP
:
5834 shader_addline(buffer
, "float fog = exp(-ffp_fog.density * ffp_varying_fogcoord);\n");
5837 case WINED3D_FFP_PS_FOG_EXP2
:
5838 shader_addline(buffer
, "float fog = exp(-ffp_fog.density * ffp_fog.density"
5839 " * ffp_varying_fogcoord * ffp_varying_fogcoord);\n");
5843 ERR("Invalid fog mode %#x.\n", mode
);
5847 shader_addline(buffer
, "%s[0].xyz = mix(ffp_fog.color.xyz, %s[0].xyz, clamp(fog, 0.0, 1.0));\n",
5851 static void shader_glsl_generate_alpha_test(struct wined3d_string_buffer
*buffer
,
5852 const struct wined3d_gl_info
*gl_info
, enum wined3d_cmp_func alpha_func
)
5854 /* alpha_func is the PASS condition, not the DISCARD condition. Instead of
5855 * flipping all the operators here, just negate the comparison below. */
5856 static const char * const comparison_operator
[] =
5858 "", /* WINED3D_CMP_NEVER */
5859 "<", /* WINED3D_CMP_LESS */
5860 "==", /* WINED3D_CMP_EQUAL */
5861 "<=", /* WINED3D_CMP_LESSEQUAL */
5862 ">", /* WINED3D_CMP_GREATER */
5863 "!=", /* WINED3D_CMP_NOTEQUAL */
5864 ">=", /* WINED3D_CMP_GREATEREQUAL */
5865 "" /* WINED3D_CMP_ALWAYS */
5868 if (alpha_func
== WINED3D_CMP_ALWAYS
)
5871 if (alpha_func
!= WINED3D_CMP_NEVER
)
5872 shader_addline(buffer
, "if (!(%s[0].a %s alpha_test_ref))\n",
5873 get_fragment_output(gl_info
), comparison_operator
[alpha_func
- WINED3D_CMP_NEVER
]);
5874 shader_addline(buffer
, " discard;\n");
5877 static void shader_glsl_enable_extensions(struct wined3d_string_buffer
*buffer
,
5878 const struct wined3d_gl_info
*gl_info
)
5880 if (gl_info
->supported
[ARB_SHADER_BIT_ENCODING
])
5881 shader_addline(buffer
, "#extension GL_ARB_shader_bit_encoding : enable\n");
5882 if (gl_info
->supported
[ARB_TEXTURE_QUERY_LEVELS
])
5883 shader_addline(buffer
, "#extension GL_ARB_texture_query_levels : enable\n");
5884 if (gl_info
->supported
[ARB_UNIFORM_BUFFER_OBJECT
])
5885 shader_addline(buffer
, "#extension GL_ARB_uniform_buffer_object : enable\n");
5886 if (gl_info
->supported
[EXT_GPU_SHADER4
])
5887 shader_addline(buffer
, "#extension GL_EXT_gpu_shader4 : enable\n");
5888 if (gl_info
->supported
[EXT_TEXTURE_ARRAY
])
5889 shader_addline(buffer
, "#extension GL_EXT_texture_array : enable\n");
5892 /* Context activation is done by the caller. */
5893 static GLuint
shader_glsl_generate_pshader(const struct wined3d_context
*context
,
5894 struct wined3d_string_buffer
*buffer
, struct wined3d_string_buffer_list
*string_buffers
,
5895 const struct wined3d_shader
*shader
,
5896 const struct ps_compile_args
*args
, struct ps_np2fixup_info
*np2fixup_info
)
5898 const struct wined3d_shader_reg_maps
*reg_maps
= &shader
->reg_maps
;
5899 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
5900 const DWORD
*function
= shader
->function
;
5901 struct shader_glsl_ctx_priv priv_ctx
;
5902 BOOL legacy_context
= gl_info
->supported
[WINED3D_GL_LEGACY_CONTEXT
];
5904 /* Create the hw GLSL shader object and assign it as the shader->prgId */
5905 GLuint shader_id
= GL_EXTCALL(glCreateShader(GL_FRAGMENT_SHADER
));
5907 memset(&priv_ctx
, 0, sizeof(priv_ctx
));
5908 priv_ctx
.cur_ps_args
= args
;
5909 priv_ctx
.cur_np2fixup_info
= np2fixup_info
;
5910 priv_ctx
.string_buffers
= string_buffers
;
5912 shader_addline(buffer
, "%s\n", shader_glsl_get_version_declaration(gl_info
, ®_maps
->shader_version
));
5914 shader_glsl_enable_extensions(buffer
, gl_info
);
5915 if (gl_info
->supported
[ARB_DERIVATIVE_CONTROL
])
5916 shader_addline(buffer
, "#extension GL_ARB_derivative_control : enable\n");
5917 if (gl_info
->supported
[ARB_FRAGMENT_COORD_CONVENTIONS
])
5918 shader_addline(buffer
, "#extension GL_ARB_fragment_coord_conventions : enable\n");
5919 if (gl_info
->supported
[ARB_SHADER_TEXTURE_LOD
])
5920 shader_addline(buffer
, "#extension GL_ARB_shader_texture_lod : enable\n");
5921 /* The spec says that it doesn't have to be explicitly enabled, but the
5922 * nvidia drivers write a warning if we don't do so. */
5923 if (gl_info
->supported
[ARB_TEXTURE_RECTANGLE
])
5924 shader_addline(buffer
, "#extension GL_ARB_texture_rectangle : enable\n");
5926 /* Base Declarations */
5927 shader_generate_glsl_declarations(context
, buffer
, shader
, reg_maps
, &priv_ctx
);
5929 shader_addline(buffer
, "void main()\n{\n");
5931 /* Direct3D applications expect integer vPos values, while OpenGL drivers
5932 * add approximately 0.5. This causes off-by-one problems as spotted by
5933 * the vPos d3d9 visual test. Unfortunately ATI cards do not add exactly
5934 * 0.5, but rather something like 0.49999999 or 0.50000001, which still
5935 * causes precision troubles when we just subtract 0.5.
5937 * To deal with that, just floor() the position. This will eliminate the
5938 * fraction on all cards.
5940 * TODO: Test how this behaves with multisampling.
5942 * An advantage of floor is that it works even if the driver doesn't add
5943 * 0.5. It is somewhat questionable if 1.5, 2.5, ... are the proper values
5944 * to return in gl_FragCoord, even though coordinates specify the pixel
5945 * centers instead of the pixel corners. This code will behave correctly
5946 * on drivers that returns integer values. */
5949 if (gl_info
->supported
[ARB_FRAGMENT_COORD_CONVENTIONS
])
5950 shader_addline(buffer
, "vpos = gl_FragCoord;\n");
5951 else if (context
->d3d_info
->wined3d_creation_flags
& WINED3D_PIXEL_CENTER_INTEGER
)
5952 shader_addline(buffer
,
5953 "vpos = floor(vec4(0, ycorrection[0], 0, 0) + gl_FragCoord * vec4(1, ycorrection[1], 1, 1));\n");
5955 shader_addline(buffer
,
5956 "vpos = vec4(0, ycorrection[0], 0, 0) + gl_FragCoord * vec4(1, ycorrection[1], 1, 1);\n");
5959 if (reg_maps
->shader_version
.major
< 3 || args
->vp_mode
!= vertexshader
)
5962 WORD map
= reg_maps
->texcoord
;
5966 if (glsl_is_color_reg_read(shader
, 0))
5967 shader_addline(buffer
, "ffp_varying_diffuse = gl_Color;\n");
5968 if (glsl_is_color_reg_read(shader
, 1))
5969 shader_addline(buffer
, "ffp_varying_specular = gl_SecondaryColor;\n");
5972 for (i
= 0; map
; map
>>= 1, ++i
)
5976 if (args
->pointsprite
)
5977 shader_addline(buffer
, "ffp_texcoord[%u] = vec4(gl_PointCoord.xy, 0.0, 0.0);\n", i
);
5978 else if (args
->texcoords_initialized
& (1u << i
))
5979 shader_addline(buffer
, "ffp_texcoord[%u] = %s[%u];\n", i
,
5980 legacy_context
? "gl_TexCoord" : "ffp_varying_texcoord", i
);
5982 shader_addline(buffer
, "ffp_texcoord[%u] = vec4(0.0);\n", i
);
5983 shader_addline(buffer
, "vec4 T%u = ffp_texcoord[%u];\n", i
, i
);
5988 shader_addline(buffer
, "ffp_varying_fogcoord = gl_FogFragCoord;\n");
5991 /* Pack 3.0 inputs */
5992 if (reg_maps
->shader_version
.major
>= 3)
5993 shader_glsl_input_pack(shader
, buffer
, &shader
->input_signature
, reg_maps
, args
, gl_info
);
5995 /* Base Shader Body */
5996 shader_generate_main(shader
, buffer
, reg_maps
, function
, &priv_ctx
);
5998 /* Pixel shaders < 2.0 place the resulting color in R0 implicitly */
5999 if (reg_maps
->shader_version
.major
< 2)
6000 shader_addline(buffer
, "%s[0] = R0;\n", get_fragment_output(gl_info
));
6002 if (args
->srgb_correction
)
6003 shader_glsl_generate_srgb_write_correction(buffer
, gl_info
);
6005 /* SM < 3 does not replace the fog stage. */
6006 if (reg_maps
->shader_version
.major
< 3)
6007 shader_glsl_generate_fog_code(buffer
, gl_info
, args
->fog
);
6009 shader_glsl_generate_alpha_test(buffer
, gl_info
, args
->alpha_test_func
+ 1);
6011 shader_addline(buffer
, "}\n");
6013 TRACE("Compiling shader object %u.\n", shader_id
);
6014 shader_glsl_compile(gl_info
, shader_id
, buffer
->buffer
);
6019 /* Context activation is done by the caller. */
6020 static GLuint
shader_glsl_generate_vshader(const struct wined3d_context
*context
,
6021 struct shader_glsl_priv
*priv
, const struct wined3d_shader
*shader
, const struct vs_compile_args
*args
)
6023 struct wined3d_string_buffer_list
*string_buffers
= &priv
->string_buffers
;
6024 const struct wined3d_shader_reg_maps
*reg_maps
= &shader
->reg_maps
;
6025 struct wined3d_string_buffer
*buffer
= &priv
->shader_buffer
;
6026 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
6027 BOOL legacy_context
= gl_info
->supported
[WINED3D_GL_LEGACY_CONTEXT
];
6028 const DWORD
*function
= shader
->function
;
6029 struct shader_glsl_ctx_priv priv_ctx
;
6032 /* Create the hw GLSL shader program and assign it as the shader->prgId */
6033 GLuint shader_id
= GL_EXTCALL(glCreateShader(GL_VERTEX_SHADER
));
6035 shader_addline(buffer
, "%s\n", shader_glsl_get_version_declaration(gl_info
, ®_maps
->shader_version
));
6037 shader_glsl_enable_extensions(buffer
, gl_info
);
6038 if (gl_info
->supported
[ARB_DRAW_INSTANCED
])
6039 shader_addline(buffer
, "#extension GL_ARB_draw_instanced : enable\n");
6040 if (gl_info
->supported
[ARB_EXPLICIT_ATTRIB_LOCATION
])
6041 shader_addline(buffer
, "#extension GL_ARB_explicit_attrib_location : enable\n");
6043 memset(&priv_ctx
, 0, sizeof(priv_ctx
));
6044 priv_ctx
.cur_vs_args
= args
;
6045 priv_ctx
.string_buffers
= string_buffers
;
6047 /* Base Declarations */
6048 shader_generate_glsl_declarations(context
, buffer
, shader
, reg_maps
, &priv_ctx
);
6050 if (args
->next_shader_type
== WINED3D_SHADER_TYPE_PIXEL
&& !gl_info
->supported
[ARB_CLIP_CONTROL
])
6051 shader_addline(buffer
, "uniform vec4 pos_fixup;\n");
6053 if (reg_maps
->shader_version
.major
>= 4)
6055 if (args
->next_shader_type
== WINED3D_SHADER_TYPE_PIXEL
)
6056 shader_glsl_generate_sm4_rasterizer_input_setup(priv
, shader
, args
->next_shader_input_count
, gl_info
);
6057 else if (args
->next_shader_type
== WINED3D_SHADER_TYPE_GEOMETRY
)
6058 shader_glsl_generate_vs_gs_setup(priv
, shader
, args
->next_shader_input_count
, gl_info
);
6061 shader_addline(buffer
, "void main()\n{\n");
6063 /* Base Shader Body */
6064 shader_generate_main(shader
, buffer
, reg_maps
, function
, &priv_ctx
);
6066 /* Unpack outputs */
6067 shader_addline(buffer
, "setup_vs_output(vs_out);\n");
6069 /* The D3DRS_FOGTABLEMODE render state defines if the shader-generated fog coord is used
6070 * or if the fragment depth is used. If the fragment depth is used(FOGTABLEMODE != NONE),
6071 * the fog frag coord is thrown away. If the fog frag coord is used, but not written by
6072 * the shader, it is set to 0.0(fully fogged, since start = 1.0, end = 0.0)
6074 if (reg_maps
->shader_version
.major
< 3)
6076 if (args
->fog_src
== VS_FOG_Z
)
6077 shader_addline(buffer
, "%s = gl_Position.z;\n",
6078 legacy_context
? "gl_FogFragCoord" : "ffp_varying_fogcoord");
6079 else if (!reg_maps
->fog
)
6080 shader_addline(buffer
, "%s = 0.0;\n",
6081 legacy_context
? "gl_FogFragCoord" : "ffp_varying_fogcoord");
6084 /* We always store the clipplanes without y inversion */
6085 if (args
->clip_enabled
)
6088 shader_addline(buffer
, "gl_ClipVertex = gl_Position;\n");
6090 for (i
= 0; i
< gl_info
->limits
.user_clip_distances
; ++i
)
6091 shader_addline(buffer
, "gl_ClipDistance[%u] = dot(gl_Position, clip_planes[%u]);\n", i
, i
);
6094 if (args
->point_size
&& !args
->per_vertex_point_size
)
6095 shader_addline(buffer
, "gl_PointSize = clamp(ffp_point.size, ffp_point.size_min, ffp_point.size_max);\n");
6097 if (args
->next_shader_type
== WINED3D_SHADER_TYPE_PIXEL
&& !gl_info
->supported
[ARB_CLIP_CONTROL
])
6098 shader_glsl_fixup_position(buffer
);
6100 shader_addline(buffer
, "}\n");
6102 TRACE("Compiling shader object %u.\n", shader_id
);
6103 shader_glsl_compile(gl_info
, shader_id
, buffer
->buffer
);
6108 /* Context activation is done by the caller. */
6109 static GLuint
shader_glsl_generate_geometry_shader(const struct wined3d_context
*context
,
6110 struct shader_glsl_priv
*priv
, const struct wined3d_shader
*shader
, const struct gs_compile_args
*args
)
6112 struct wined3d_string_buffer_list
*string_buffers
= &priv
->string_buffers
;
6113 const struct wined3d_shader_reg_maps
*reg_maps
= &shader
->reg_maps
;
6114 struct wined3d_string_buffer
*buffer
= &priv
->shader_buffer
;
6115 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
6116 const DWORD
*function
= shader
->function
;
6117 struct shader_glsl_ctx_priv priv_ctx
;
6120 shader_id
= GL_EXTCALL(glCreateShader(GL_GEOMETRY_SHADER
));
6122 shader_addline(buffer
, "%s\n", shader_glsl_get_version_declaration(gl_info
, ®_maps
->shader_version
));
6124 shader_glsl_enable_extensions(buffer
, gl_info
);
6125 if (gl_info
->supported
[ARB_GEOMETRY_SHADER4
])
6126 shader_addline(buffer
, "#extension GL_ARB_geometry_shader4 : enable\n");
6128 memset(&priv_ctx
, 0, sizeof(priv_ctx
));
6129 priv_ctx
.string_buffers
= string_buffers
;
6130 shader_generate_glsl_declarations(context
, buffer
, shader
, reg_maps
, &priv_ctx
);
6131 if (!gl_info
->supported
[ARB_CLIP_CONTROL
])
6132 shader_addline(buffer
, "uniform vec4 pos_fixup;\n");
6133 shader_glsl_generate_sm4_rasterizer_input_setup(priv
, shader
, args
->ps_input_count
, gl_info
);
6134 shader_addline(buffer
, "void main()\n{\n");
6135 shader_generate_main(shader
, buffer
, reg_maps
, function
, &priv_ctx
);
6136 shader_addline(buffer
, "}\n");
6138 TRACE("Compiling shader object %u.\n", shader_id
);
6139 shader_glsl_compile(gl_info
, shader_id
, buffer
->buffer
);
6144 static GLuint
find_glsl_pshader(const struct wined3d_context
*context
,
6145 struct wined3d_string_buffer
*buffer
, struct wined3d_string_buffer_list
*string_buffers
,
6146 struct wined3d_shader
*shader
,
6147 const struct ps_compile_args
*args
, const struct ps_np2fixup_info
**np2fixup_info
)
6149 struct glsl_ps_compiled_shader
*gl_shaders
, *new_array
;
6150 struct glsl_shader_private
*shader_data
;
6151 struct ps_np2fixup_info
*np2fixup
;
6156 if (!shader
->backend_data
)
6158 shader
->backend_data
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(*shader_data
));
6159 if (!shader
->backend_data
)
6161 ERR("Failed to allocate backend data.\n");
6165 shader_data
= shader
->backend_data
;
6166 gl_shaders
= shader_data
->gl_shaders
.ps
;
6168 /* Usually we have very few GL shaders for each d3d shader(just 1 or maybe 2),
6169 * so a linear search is more performant than a hashmap or a binary search
6170 * (cache coherency etc)
6172 for (i
= 0; i
< shader_data
->num_gl_shaders
; ++i
)
6174 if (!memcmp(&gl_shaders
[i
].args
, args
, sizeof(*args
)))
6176 if (args
->np2_fixup
)
6177 *np2fixup_info
= &gl_shaders
[i
].np2fixup
;
6178 return gl_shaders
[i
].id
;
6182 TRACE("No matching GL shader found for shader %p, compiling a new shader.\n", shader
);
6183 if(shader_data
->shader_array_size
== shader_data
->num_gl_shaders
) {
6184 if (shader_data
->num_gl_shaders
)
6186 new_size
= shader_data
->shader_array_size
+ max(1, shader_data
->shader_array_size
/ 2);
6187 new_array
= HeapReAlloc(GetProcessHeap(), 0, shader_data
->gl_shaders
.ps
,
6188 new_size
* sizeof(*gl_shaders
));
6192 new_array
= HeapAlloc(GetProcessHeap(), 0, sizeof(*gl_shaders
));
6197 ERR("Out of memory\n");
6200 shader_data
->gl_shaders
.ps
= new_array
;
6201 shader_data
->shader_array_size
= new_size
;
6202 gl_shaders
= new_array
;
6205 gl_shaders
[shader_data
->num_gl_shaders
].args
= *args
;
6207 np2fixup
= &gl_shaders
[shader_data
->num_gl_shaders
].np2fixup
;
6208 memset(np2fixup
, 0, sizeof(*np2fixup
));
6209 *np2fixup_info
= args
->np2_fixup
? np2fixup
: NULL
;
6211 pixelshader_update_resource_types(shader
, args
->tex_types
);
6213 string_buffer_clear(buffer
);
6214 ret
= shader_glsl_generate_pshader(context
, buffer
, string_buffers
, shader
, args
, np2fixup
);
6215 gl_shaders
[shader_data
->num_gl_shaders
++].id
= ret
;
6220 static inline BOOL
vs_args_equal(const struct vs_compile_args
*stored
, const struct vs_compile_args
*new,
6221 const DWORD use_map
)
6223 if((stored
->swizzle_map
& use_map
) != new->swizzle_map
) return FALSE
;
6224 if((stored
->clip_enabled
) != new->clip_enabled
) return FALSE
;
6225 if (stored
->point_size
!= new->point_size
)
6227 if (stored
->per_vertex_point_size
!= new->per_vertex_point_size
)
6229 if (stored
->flatshading
!= new->flatshading
)
6231 if (stored
->next_shader_type
!= new->next_shader_type
)
6233 if (stored
->next_shader_input_count
!= new->next_shader_input_count
)
6235 return stored
->fog_src
== new->fog_src
;
6238 static GLuint
find_glsl_vshader(const struct wined3d_context
*context
, struct shader_glsl_priv
*priv
,
6239 struct wined3d_shader
*shader
, const struct vs_compile_args
*args
)
6243 DWORD use_map
= context
->stream_info
.use_map
;
6244 struct glsl_vs_compiled_shader
*gl_shaders
, *new_array
;
6245 struct glsl_shader_private
*shader_data
;
6248 if (!shader
->backend_data
)
6250 shader
->backend_data
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(*shader_data
));
6251 if (!shader
->backend_data
)
6253 ERR("Failed to allocate backend data.\n");
6257 shader_data
= shader
->backend_data
;
6258 gl_shaders
= shader_data
->gl_shaders
.vs
;
6260 /* Usually we have very few GL shaders for each d3d shader(just 1 or maybe 2),
6261 * so a linear search is more performant than a hashmap or a binary search
6262 * (cache coherency etc)
6264 for (i
= 0; i
< shader_data
->num_gl_shaders
; ++i
)
6266 if (vs_args_equal(&gl_shaders
[i
].args
, args
, use_map
))
6267 return gl_shaders
[i
].id
;
6270 TRACE("No matching GL shader found for shader %p, compiling a new shader.\n", shader
);
6272 if(shader_data
->shader_array_size
== shader_data
->num_gl_shaders
) {
6273 if (shader_data
->num_gl_shaders
)
6275 new_size
= shader_data
->shader_array_size
+ max(1, shader_data
->shader_array_size
/ 2);
6276 new_array
= HeapReAlloc(GetProcessHeap(), 0, shader_data
->gl_shaders
.vs
,
6277 new_size
* sizeof(*gl_shaders
));
6281 new_array
= HeapAlloc(GetProcessHeap(), 0, sizeof(*gl_shaders
));
6286 ERR("Out of memory\n");
6289 shader_data
->gl_shaders
.vs
= new_array
;
6290 shader_data
->shader_array_size
= new_size
;
6291 gl_shaders
= new_array
;
6294 gl_shaders
[shader_data
->num_gl_shaders
].args
= *args
;
6296 string_buffer_clear(&priv
->shader_buffer
);
6297 ret
= shader_glsl_generate_vshader(context
, priv
, shader
, args
);
6298 gl_shaders
[shader_data
->num_gl_shaders
++].id
= ret
;
6303 static GLuint
find_glsl_geometry_shader(const struct wined3d_context
*context
,
6304 struct shader_glsl_priv
*priv
, struct wined3d_shader
*shader
, const struct gs_compile_args
*args
)
6306 struct glsl_gs_compiled_shader
*gl_shaders
, *new_array
;
6307 struct glsl_shader_private
*shader_data
;
6308 unsigned int i
, new_size
;
6311 if (!shader
->backend_data
)
6313 if (!(shader
->backend_data
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(*shader_data
))))
6315 ERR("Failed to allocate backend data.\n");
6319 shader_data
= shader
->backend_data
;
6320 gl_shaders
= shader_data
->gl_shaders
.gs
;
6322 for (i
= 0; i
< shader_data
->num_gl_shaders
; ++i
)
6324 if (!memcmp(&gl_shaders
[i
].args
, args
, sizeof(*args
)))
6325 return gl_shaders
[i
].id
;
6328 TRACE("No matching GL shader found for shader %p, compiling a new shader.\n", shader
);
6330 if (shader_data
->num_gl_shaders
)
6332 new_size
= shader_data
->shader_array_size
+ 1;
6333 new_array
= HeapReAlloc(GetProcessHeap(), 0, shader_data
->gl_shaders
.gs
,
6334 new_size
* sizeof(*new_array
));
6338 new_array
= HeapAlloc(GetProcessHeap(), 0, sizeof(*new_array
));
6344 ERR("Failed to allocate GL shaders array.\n");
6347 shader_data
->gl_shaders
.gs
= new_array
;
6348 shader_data
->shader_array_size
= new_size
;
6349 gl_shaders
= new_array
;
6351 string_buffer_clear(&priv
->shader_buffer
);
6352 ret
= shader_glsl_generate_geometry_shader(context
, priv
, shader
, args
);
6353 gl_shaders
[shader_data
->num_gl_shaders
].args
= *args
;
6354 gl_shaders
[shader_data
->num_gl_shaders
++].id
= ret
;
6359 static const char *shader_glsl_ffp_mcs(enum wined3d_material_color_source mcs
, const char *material
)
6363 case WINED3D_MCS_MATERIAL
:
6365 case WINED3D_MCS_COLOR1
:
6366 return "ffp_attrib_diffuse";
6367 case WINED3D_MCS_COLOR2
:
6368 return "ffp_attrib_specular";
6370 ERR("Invalid material color source %#x.\n", mcs
);
6375 static void shader_glsl_ffp_vertex_lighting(struct wined3d_string_buffer
*buffer
,
6376 const struct wined3d_ffp_vs_settings
*settings
, BOOL legacy_lighting
)
6378 const char *diffuse
, *specular
, *emissive
, *ambient
;
6379 enum wined3d_light_type light_type
;
6382 if (!settings
->lighting
)
6384 shader_addline(buffer
, "ffp_varying_diffuse = ffp_attrib_diffuse;\n");
6385 shader_addline(buffer
, "ffp_varying_specular = ffp_attrib_specular;\n");
6389 shader_addline(buffer
, "vec3 ambient = ffp_light_ambient;\n");
6390 shader_addline(buffer
, "vec3 diffuse = vec3(0.0);\n");
6391 shader_addline(buffer
, "vec4 specular = vec4(0.0);\n");
6392 shader_addline(buffer
, "vec3 dir, dst;\n");
6393 shader_addline(buffer
, "float att, t;\n");
6395 ambient
= shader_glsl_ffp_mcs(settings
->ambient_source
, "ffp_material.ambient");
6396 diffuse
= shader_glsl_ffp_mcs(settings
->diffuse_source
, "ffp_material.diffuse");
6397 specular
= shader_glsl_ffp_mcs(settings
->specular_source
, "ffp_material.specular");
6398 emissive
= shader_glsl_ffp_mcs(settings
->emissive_source
, "ffp_material.emissive");
6400 for (i
= 0; i
< MAX_ACTIVE_LIGHTS
; ++i
)
6402 light_type
= (settings
->light_type
>> WINED3D_FFP_LIGHT_TYPE_SHIFT(i
)) & WINED3D_FFP_LIGHT_TYPE_MASK
;
6405 case WINED3D_LIGHT_POINT
:
6406 shader_addline(buffer
, "dir = ffp_light[%u].position.xyz - ec_pos.xyz;\n", i
);
6407 shader_addline(buffer
, "dst.z = dot(dir, dir);\n");
6408 shader_addline(buffer
, "dst.y = sqrt(dst.z);\n");
6409 shader_addline(buffer
, "dst.x = 1.0;\n");
6410 if (legacy_lighting
)
6412 shader_addline(buffer
, "dst.y = (ffp_light[%u].range - dst.y) / ffp_light[%u].range;\n", i
, i
);
6413 shader_addline(buffer
, "dst.z = dst.y * dst.y;\n");
6417 shader_addline(buffer
, "if (dst.y <= ffp_light[%u].range)\n{\n", i
);
6419 shader_addline(buffer
, "att = dot(dst.xyz, vec3(ffp_light[%u].c_att,"
6420 " ffp_light[%u].l_att, ffp_light[%u].q_att));\n", i
, i
, i
);
6421 if (!legacy_lighting
)
6422 shader_addline(buffer
, "att = 1.0 / att;\n");
6423 shader_addline(buffer
, "ambient += ffp_light[%u].ambient.xyz * att;\n", i
);
6424 if (!settings
->normal
)
6426 if (!legacy_lighting
)
6427 shader_addline(buffer
, "}\n");
6430 shader_addline(buffer
, "dir = normalize(dir);\n");
6431 shader_addline(buffer
, "diffuse += (clamp(dot(dir, normal), 0.0, 1.0)"
6432 " * ffp_light[%u].diffuse.xyz) * att;\n", i
);
6433 if (settings
->localviewer
)
6434 shader_addline(buffer
, "t = dot(normal, normalize(dir - normalize(ec_pos.xyz)));\n");
6436 shader_addline(buffer
, "t = dot(normal, normalize(dir + vec3(0.0, 0.0, -1.0)));\n");
6437 shader_addline(buffer
, "if (t > 0.0) specular += (pow(t, ffp_material.shininess)"
6438 " * ffp_light[%u].specular) * att;\n", i
);
6439 if (!legacy_lighting
)
6440 shader_addline(buffer
, "}\n");
6443 case WINED3D_LIGHT_SPOT
:
6444 shader_addline(buffer
, "dir = ffp_light[%u].position.xyz - ec_pos.xyz;\n", i
);
6445 shader_addline(buffer
, "dst.z = dot(dir, dir);\n");
6446 shader_addline(buffer
, "dst.y = sqrt(dst.z);\n");
6447 shader_addline(buffer
, "dst.x = 1.0;\n");
6448 if (legacy_lighting
)
6450 shader_addline(buffer
, "dst.y = (ffp_light[%u].range - dst.y) / ffp_light[%u].range;\n", i
, i
);
6451 shader_addline(buffer
, "dst.z = dst.y * dst.y;\n");
6455 shader_addline(buffer
, "if (dst.y <= ffp_light[%u].range)\n{\n", i
);
6457 shader_addline(buffer
, "dir = normalize(dir);\n");
6458 shader_addline(buffer
, "t = dot(-dir, normalize(ffp_light[%u].direction));\n", i
);
6459 shader_addline(buffer
, "if (t > ffp_light[%u].cos_htheta) att = 1.0;\n", i
);
6460 shader_addline(buffer
, "else if (t <= ffp_light[%u].cos_hphi) att = 0.0;\n", i
);
6461 shader_addline(buffer
, "else att = pow((t - ffp_light[%u].cos_hphi)"
6462 " / (ffp_light[%u].cos_htheta - ffp_light[%u].cos_hphi), ffp_light[%u].falloff);\n",
6464 if (legacy_lighting
)
6465 shader_addline(buffer
, "att *= dot(dst.xyz, vec3(ffp_light[%u].c_att,"
6466 " ffp_light[%u].l_att, ffp_light[%u].q_att));\n",
6469 shader_addline(buffer
, "att /= dot(dst.xyz, vec3(ffp_light[%u].c_att,"
6470 " ffp_light[%u].l_att, ffp_light[%u].q_att));\n",
6472 shader_addline(buffer
, "ambient += ffp_light[%u].ambient.xyz * att;\n", i
);
6473 if (!settings
->normal
)
6475 if (!legacy_lighting
)
6476 shader_addline(buffer
, "}\n");
6479 shader_addline(buffer
, "diffuse += (clamp(dot(dir, normal), 0.0, 1.0)"
6480 " * ffp_light[%u].diffuse.xyz) * att;\n", i
);
6481 if (settings
->localviewer
)
6482 shader_addline(buffer
, "t = dot(normal, normalize(dir - normalize(ec_pos.xyz)));\n");
6484 shader_addline(buffer
, "t = dot(normal, normalize(dir + vec3(0.0, 0.0, -1.0)));\n");
6485 shader_addline(buffer
, "if (t > 0.0) specular += (pow(t, ffp_material.shininess)"
6486 " * ffp_light[%u].specular) * att;\n", i
);
6487 if (!legacy_lighting
)
6488 shader_addline(buffer
, "}\n");
6491 case WINED3D_LIGHT_DIRECTIONAL
:
6492 shader_addline(buffer
, "ambient += ffp_light[%u].ambient.xyz;\n", i
);
6493 if (!settings
->normal
)
6495 shader_addline(buffer
, "dir = normalize(ffp_light[%u].direction.xyz);\n", i
);
6496 shader_addline(buffer
, "diffuse += clamp(dot(dir, normal), 0.0, 1.0)"
6497 " * ffp_light[%u].diffuse.xyz;\n", i
);
6498 /* TODO: In the non-local viewer case the halfvector is constant
6499 * and could be precomputed and stored in a uniform. */
6500 if (settings
->localviewer
)
6501 shader_addline(buffer
, "t = dot(normal, normalize(dir - normalize(ec_pos.xyz)));\n");
6503 shader_addline(buffer
, "t = dot(normal, normalize(dir + vec3(0.0, 0.0, -1.0)));\n");
6504 shader_addline(buffer
, "if (t > 0.0) specular += pow(t, ffp_material.shininess)"
6505 " * ffp_light[%u].specular;\n", i
);
6508 case WINED3D_LIGHT_PARALLELPOINT
:
6509 shader_addline(buffer
, "ambient += ffp_light[%u].ambient.xyz;\n", i
);
6510 if (!settings
->normal
)
6512 shader_addline(buffer
, "dir = normalize(ffp_light[%u].position.xyz);\n", i
);
6513 shader_addline(buffer
, "diffuse += clamp(dot(dir, normal), 0.0, 1.0)"
6514 " * ffp_light[%u].diffuse.xyz;\n", i
);
6515 shader_addline(buffer
, "t = dot(normal, normalize(dir - normalize(ec_pos.xyz)));\n");
6516 shader_addline(buffer
, "if (t > 0.0) specular += pow(t, ffp_material.shininess)"
6517 " * ffp_light[%u].specular;\n", i
);
6522 FIXME("Unhandled light type %#x.\n", light_type
);
6527 shader_addline(buffer
, "ffp_varying_diffuse.xyz = %s.xyz * ambient + %s.xyz * diffuse + %s.xyz;\n",
6528 ambient
, diffuse
, emissive
);
6529 shader_addline(buffer
, "ffp_varying_diffuse.w = %s.w;\n", diffuse
);
6530 shader_addline(buffer
, "ffp_varying_specular = %s * specular;\n", specular
);
6533 /* Context activation is done by the caller. */
6534 static GLuint
shader_glsl_generate_ffp_vertex_shader(struct shader_glsl_priv
*priv
,
6535 const struct wined3d_ffp_vs_settings
*settings
, const struct wined3d_gl_info
*gl_info
)
6537 static const struct attrib_info
6540 const char name
[24];
6544 {"vec4", "ffp_attrib_position"}, /* WINED3D_FFP_POSITION */
6545 {"vec4", "ffp_attrib_blendweight"}, /* WINED3D_FFP_BLENDWEIGHT */
6546 /* TODO: Indexed vertex blending */
6547 {"float", ""}, /* WINED3D_FFP_BLENDINDICES */
6548 {"vec3", "ffp_attrib_normal"}, /* WINED3D_FFP_NORMAL */
6549 {"float", "ffp_attrib_psize"}, /* WINED3D_FFP_PSIZE */
6550 {"vec4", "ffp_attrib_diffuse"}, /* WINED3D_FFP_DIFFUSE */
6551 {"vec4", "ffp_attrib_specular"}, /* WINED3D_FFP_SPECULAR */
6553 struct wined3d_string_buffer
*buffer
= &priv
->shader_buffer
;
6554 BOOL legacy_lighting
= priv
->legacy_lighting
;
6557 BOOL legacy_context
= gl_info
->supported
[WINED3D_GL_LEGACY_CONTEXT
];
6558 BOOL output_legacy_fogcoord
= legacy_context
;
6560 string_buffer_clear(buffer
);
6562 shader_addline(buffer
, "%s\n", shader_glsl_get_version_declaration(gl_info
, NULL
));
6564 if (shader_glsl_use_explicit_attrib_location(gl_info
))
6565 shader_addline(buffer
, "#extension GL_ARB_explicit_attrib_location : enable\n");
6567 for (i
= 0; i
< WINED3D_FFP_ATTRIBS_COUNT
; ++i
)
6569 const char *type
= i
< ARRAY_SIZE(attrib_info
) ? attrib_info
[i
].type
: "vec4";
6571 if (shader_glsl_use_explicit_attrib_location(gl_info
))
6572 shader_addline(buffer
, "layout(location = %u) ", i
);
6573 shader_addline(buffer
, "%s %s vs_in%u;\n", get_attribute_keyword(gl_info
), type
, i
);
6575 shader_addline(buffer
, "\n");
6577 shader_addline(buffer
, "uniform mat4 ffp_modelview_matrix[%u];\n", MAX_VERTEX_BLENDS
);
6578 shader_addline(buffer
, "uniform mat4 ffp_projection_matrix;\n");
6579 shader_addline(buffer
, "uniform mat3 ffp_normal_matrix;\n");
6580 shader_addline(buffer
, "uniform mat4 ffp_texture_matrix[%u];\n", MAX_TEXTURES
);
6582 shader_addline(buffer
, "uniform struct\n{\n");
6583 shader_addline(buffer
, " vec4 emissive;\n");
6584 shader_addline(buffer
, " vec4 ambient;\n");
6585 shader_addline(buffer
, " vec4 diffuse;\n");
6586 shader_addline(buffer
, " vec4 specular;\n");
6587 shader_addline(buffer
, " float shininess;\n");
6588 shader_addline(buffer
, "} ffp_material;\n");
6590 shader_addline(buffer
, "uniform vec3 ffp_light_ambient;\n");
6591 shader_addline(buffer
, "uniform struct\n{\n");
6592 shader_addline(buffer
, " vec4 diffuse;\n");
6593 shader_addline(buffer
, " vec4 specular;\n");
6594 shader_addline(buffer
, " vec4 ambient;\n");
6595 shader_addline(buffer
, " vec4 position;\n");
6596 shader_addline(buffer
, " vec3 direction;\n");
6597 shader_addline(buffer
, " float range;\n");
6598 shader_addline(buffer
, " float falloff;\n");
6599 shader_addline(buffer
, " float c_att;\n");
6600 shader_addline(buffer
, " float l_att;\n");
6601 shader_addline(buffer
, " float q_att;\n");
6602 shader_addline(buffer
, " float cos_htheta;\n");
6603 shader_addline(buffer
, " float cos_hphi;\n");
6604 shader_addline(buffer
, "} ffp_light[%u];\n", MAX_ACTIVE_LIGHTS
);
6606 if (settings
->point_size
)
6608 shader_addline(buffer
, "uniform struct\n{\n");
6609 shader_addline(buffer
, " float size;\n");
6610 shader_addline(buffer
, " float size_min;\n");
6611 shader_addline(buffer
, " float size_max;\n");
6612 shader_addline(buffer
, " float c_att;\n");
6613 shader_addline(buffer
, " float l_att;\n");
6614 shader_addline(buffer
, " float q_att;\n");
6615 shader_addline(buffer
, "} ffp_point;\n");
6620 shader_addline(buffer
, "vec4 ffp_varying_diffuse;\n");
6621 shader_addline(buffer
, "vec4 ffp_varying_specular;\n");
6622 shader_addline(buffer
, "vec4 ffp_varying_texcoord[%u];\n", MAX_TEXTURES
);
6623 shader_addline(buffer
, "float ffp_varying_fogcoord;\n");
6627 if (settings
->clipping
)
6628 shader_addline(buffer
, "uniform vec4 clip_planes[%u];\n", gl_info
->limits
.user_clip_distances
);
6630 declare_out_varying(gl_info
, buffer
, settings
->flatshading
, "vec4 ffp_varying_diffuse;\n");
6631 declare_out_varying(gl_info
, buffer
, settings
->flatshading
, "vec4 ffp_varying_specular;\n");
6632 declare_out_varying(gl_info
, buffer
, FALSE
, "vec4 ffp_varying_texcoord[%u];\n", MAX_TEXTURES
);
6633 declare_out_varying(gl_info
, buffer
, FALSE
, "float ffp_varying_fogcoord;\n");
6636 shader_addline(buffer
, "\nvoid main()\n{\n");
6637 shader_addline(buffer
, "float m;\n");
6638 shader_addline(buffer
, "vec3 r;\n");
6640 for (i
= 0; i
< ARRAY_SIZE(attrib_info
); ++i
)
6642 if (attrib_info
[i
].name
[0])
6643 shader_addline(buffer
, "%s %s = vs_in%u%s;\n", attrib_info
[i
].type
, attrib_info
[i
].name
,
6644 i
, settings
->swizzle_map
& (1u << i
) ? ".zyxw" : "");
6646 for (i
= 0; i
< MAX_TEXTURES
; ++i
)
6648 unsigned int coord_idx
= settings
->texgen
[i
] & 0x0000ffff;
6649 if ((settings
->texgen
[i
] & 0xffff0000) == WINED3DTSS_TCI_PASSTHRU
6650 && settings
->texcoords
& (1u << i
))
6651 shader_addline(buffer
, "vec4 ffp_attrib_texcoord%u = vs_in%u;\n", i
, coord_idx
+ WINED3D_FFP_TEXCOORD0
);
6654 shader_addline(buffer
, "ffp_attrib_blendweight[%u] = 1.0;\n", settings
->vertexblends
);
6656 if (settings
->transformed
)
6658 shader_addline(buffer
, "vec4 ec_pos = vec4(ffp_attrib_position.xyz, 1.0);\n");
6659 shader_addline(buffer
, "gl_Position = ffp_projection_matrix * ec_pos;\n");
6660 shader_addline(buffer
, "if (ffp_attrib_position.w != 0.0) gl_Position /= ffp_attrib_position.w;\n");
6664 for (i
= 0; i
< settings
->vertexblends
; ++i
)
6665 shader_addline(buffer
, "ffp_attrib_blendweight[%u] -= ffp_attrib_blendweight[%u];\n", settings
->vertexblends
, i
);
6667 shader_addline(buffer
, "vec4 ec_pos = vec4(0.0);\n");
6668 for (i
= 0; i
< settings
->vertexblends
+ 1; ++i
)
6669 shader_addline(buffer
, "ec_pos += ffp_attrib_blendweight[%u] * (ffp_modelview_matrix[%u] * ffp_attrib_position);\n", i
, i
);
6671 shader_addline(buffer
, "gl_Position = ffp_projection_matrix * ec_pos;\n");
6672 if (settings
->clipping
)
6674 if (gl_info
->supported
[WINED3D_GL_LEGACY_CONTEXT
])
6675 shader_addline(buffer
, "gl_ClipVertex = ec_pos;\n");
6677 for (i
= 0; i
< gl_info
->limits
.user_clip_distances
; ++i
)
6678 shader_addline(buffer
, "gl_ClipDistance[%u] = dot(ec_pos, clip_planes[%u]);\n", i
, i
);
6680 shader_addline(buffer
, "ec_pos /= ec_pos.w;\n");
6683 shader_addline(buffer
, "vec3 normal = vec3(0.0);\n");
6684 if (settings
->normal
)
6686 if (!settings
->vertexblends
)
6688 shader_addline(buffer
, "normal = ffp_normal_matrix * ffp_attrib_normal;\n");
6692 for (i
= 0; i
< settings
->vertexblends
+ 1; ++i
)
6693 shader_addline(buffer
, "normal += ffp_attrib_blendweight[%u] * (mat3(ffp_modelview_matrix[%u]) * ffp_attrib_normal);\n", i
, i
);
6696 if (settings
->normalize
)
6697 shader_addline(buffer
, "normal = normalize(normal);\n");
6700 shader_glsl_ffp_vertex_lighting(buffer
, settings
, legacy_lighting
);
6703 shader_addline(buffer
, "gl_FrontColor = ffp_varying_diffuse;\n");
6704 shader_addline(buffer
, "gl_FrontSecondaryColor = ffp_varying_specular;\n");
6708 shader_addline(buffer
, "ffp_varying_diffuse = clamp(ffp_varying_diffuse, 0.0, 1.0);\n");
6709 shader_addline(buffer
, "ffp_varying_specular = clamp(ffp_varying_specular, 0.0, 1.0);\n");
6712 for (i
= 0; i
< MAX_TEXTURES
; ++i
)
6714 BOOL output_legacy_texcoord
= gl_info
->supported
[WINED3D_GL_LEGACY_CONTEXT
];
6716 switch (settings
->texgen
[i
] & 0xffff0000)
6718 case WINED3DTSS_TCI_PASSTHRU
:
6719 if (settings
->texcoords
& (1u << i
))
6720 shader_addline(buffer
, "ffp_varying_texcoord[%u] = ffp_texture_matrix[%u] * ffp_attrib_texcoord%u;\n",
6722 else if (gl_info
->limits
.glsl_varyings
>= wined3d_max_compat_varyings(gl_info
))
6723 shader_addline(buffer
, "ffp_varying_texcoord[%u] = vec4(0.0);\n", i
);
6725 output_legacy_texcoord
= FALSE
;
6728 case WINED3DTSS_TCI_CAMERASPACENORMAL
:
6729 shader_addline(buffer
, "ffp_varying_texcoord[%u] = ffp_texture_matrix[%u] * vec4(normal, 1.0);\n", i
, i
);
6732 case WINED3DTSS_TCI_CAMERASPACEPOSITION
:
6733 shader_addline(buffer
, "ffp_varying_texcoord[%u] = ffp_texture_matrix[%u] * ec_pos;\n", i
, i
);
6736 case WINED3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR
:
6737 shader_addline(buffer
, "ffp_varying_texcoord[%u] = ffp_texture_matrix[%u]"
6738 " * vec4(reflect(normalize(ec_pos.xyz), normal), 1.0);\n", i
, i
);
6741 case WINED3DTSS_TCI_SPHEREMAP
:
6742 shader_addline(buffer
, "r = reflect(normalize(ec_pos.xyz), normal);\n");
6743 shader_addline(buffer
, "m = 2.0 * length(vec3(r.x, r.y, r.z + 1.0));\n");
6744 shader_addline(buffer
, "ffp_varying_texcoord[%u] = ffp_texture_matrix[%u]"
6745 " * vec4(r.x / m + 0.5, r.y / m + 0.5, 0.0, 1.0);\n", i
, i
);
6749 ERR("Unhandled texgen %#x.\n", settings
->texgen
[i
]);
6752 if (output_legacy_texcoord
)
6753 shader_addline(buffer
, "gl_TexCoord[%u] = ffp_varying_texcoord[%u];\n", i
, i
);
6756 switch (settings
->fog_mode
)
6758 case WINED3D_FFP_VS_FOG_OFF
:
6759 output_legacy_fogcoord
= FALSE
;
6762 case WINED3D_FFP_VS_FOG_FOGCOORD
:
6763 shader_addline(buffer
, "ffp_varying_fogcoord = ffp_attrib_specular.w * 255.0;\n");
6766 case WINED3D_FFP_VS_FOG_RANGE
:
6767 shader_addline(buffer
, "ffp_varying_fogcoord = length(ec_pos.xyz);\n");
6770 case WINED3D_FFP_VS_FOG_DEPTH
:
6771 if (settings
->ortho_fog
)
6773 if (gl_info
->supported
[ARB_CLIP_CONTROL
])
6774 shader_addline(buffer
, "ffp_varying_fogcoord = gl_Position.z;\n");
6776 /* Need to undo the [0.0 - 1.0] -> [-1.0 - 1.0] transformation from D3D to GL coordinates. */
6777 shader_addline(buffer
, "ffp_varying_fogcoord = gl_Position.z * 0.5 + 0.5;\n");
6779 else if (settings
->transformed
)
6781 shader_addline(buffer
, "ffp_varying_fogcoord = ec_pos.z;\n");
6785 shader_addline(buffer
, "ffp_varying_fogcoord = abs(ec_pos.z);\n");
6790 ERR("Unhandled fog mode %#x.\n", settings
->fog_mode
);
6793 if (output_legacy_fogcoord
)
6794 shader_addline(buffer
, "gl_FogFragCoord = ffp_varying_fogcoord;\n");
6796 if (settings
->point_size
)
6798 shader_addline(buffer
, "gl_PointSize = %s / sqrt(ffp_point.c_att"
6799 " + ffp_point.l_att * length(ec_pos.xyz)"
6800 " + ffp_point.q_att * dot(ec_pos.xyz, ec_pos.xyz));\n",
6801 settings
->per_vertex_point_size
? "ffp_attrib_psize" : "ffp_point.size");
6802 shader_addline(buffer
, "gl_PointSize = clamp(gl_PointSize, ffp_point.size_min, ffp_point.size_max);\n");
6805 shader_addline(buffer
, "}\n");
6807 shader_obj
= GL_EXTCALL(glCreateShader(GL_VERTEX_SHADER
));
6808 shader_glsl_compile(gl_info
, shader_obj
, buffer
->buffer
);
6813 static const char *shader_glsl_get_ffp_fragment_op_arg(struct wined3d_string_buffer
*buffer
,
6814 DWORD argnum
, unsigned int stage
, DWORD arg
)
6818 if (arg
== ARG_UNUSED
)
6819 return "<unused arg>";
6821 switch (arg
& WINED3DTA_SELECTMASK
)
6823 case WINED3DTA_DIFFUSE
:
6824 ret
= "ffp_varying_diffuse";
6827 case WINED3DTA_CURRENT
:
6831 case WINED3DTA_TEXTURE
:
6834 case 0: ret
= "tex0"; break;
6835 case 1: ret
= "tex1"; break;
6836 case 2: ret
= "tex2"; break;
6837 case 3: ret
= "tex3"; break;
6838 case 4: ret
= "tex4"; break;
6839 case 5: ret
= "tex5"; break;
6840 case 6: ret
= "tex6"; break;
6841 case 7: ret
= "tex7"; break;
6843 ret
= "<invalid texture>";
6848 case WINED3DTA_TFACTOR
:
6852 case WINED3DTA_SPECULAR
:
6853 ret
= "ffp_varying_specular";
6856 case WINED3DTA_TEMP
:
6860 case WINED3DTA_CONSTANT
:
6863 case 0: ret
= "tss_const0"; break;
6864 case 1: ret
= "tss_const1"; break;
6865 case 2: ret
= "tss_const2"; break;
6866 case 3: ret
= "tss_const3"; break;
6867 case 4: ret
= "tss_const4"; break;
6868 case 5: ret
= "tss_const5"; break;
6869 case 6: ret
= "tss_const6"; break;
6870 case 7: ret
= "tss_const7"; break;
6872 ret
= "<invalid constant>";
6878 return "<unhandled arg>";
6881 if (arg
& WINED3DTA_COMPLEMENT
)
6883 shader_addline(buffer
, "arg%u = vec4(1.0) - %s;\n", argnum
, ret
);
6886 else if (argnum
== 1)
6888 else if (argnum
== 2)
6892 if (arg
& WINED3DTA_ALPHAREPLICATE
)
6894 shader_addline(buffer
, "arg%u = vec4(%s.w);\n", argnum
, ret
);
6897 else if (argnum
== 1)
6899 else if (argnum
== 2)
6906 static void shader_glsl_ffp_fragment_op(struct wined3d_string_buffer
*buffer
, unsigned int stage
, BOOL color
,
6907 BOOL alpha
, DWORD dst
, DWORD op
, DWORD dw_arg0
, DWORD dw_arg1
, DWORD dw_arg2
)
6909 const char *dstmask
, *dstreg
, *arg0
, *arg1
, *arg2
;
6919 dstreg
= "temp_reg";
6923 arg0
= shader_glsl_get_ffp_fragment_op_arg(buffer
, 0, stage
, dw_arg0
);
6924 arg1
= shader_glsl_get_ffp_fragment_op_arg(buffer
, 1, stage
, dw_arg1
);
6925 arg2
= shader_glsl_get_ffp_fragment_op_arg(buffer
, 2, stage
, dw_arg2
);
6929 case WINED3D_TOP_DISABLE
:
6932 case WINED3D_TOP_SELECT_ARG1
:
6933 shader_addline(buffer
, "%s%s = %s%s;\n", dstreg
, dstmask
, arg1
, dstmask
);
6936 case WINED3D_TOP_SELECT_ARG2
:
6937 shader_addline(buffer
, "%s%s = %s%s;\n", dstreg
, dstmask
, arg2
, dstmask
);
6940 case WINED3D_TOP_MODULATE
:
6941 shader_addline(buffer
, "%s%s = %s%s * %s%s;\n", dstreg
, dstmask
, arg1
, dstmask
, arg2
, dstmask
);
6944 case WINED3D_TOP_MODULATE_4X
:
6945 shader_addline(buffer
, "%s%s = clamp(%s%s * %s%s * 4.0, 0.0, 1.0);\n",
6946 dstreg
, dstmask
, arg1
, dstmask
, arg2
, dstmask
);
6949 case WINED3D_TOP_MODULATE_2X
:
6950 shader_addline(buffer
, "%s%s = clamp(%s%s * %s%s * 2.0, 0.0, 1.0);\n",
6951 dstreg
, dstmask
, arg1
, dstmask
, arg2
, dstmask
);
6954 case WINED3D_TOP_ADD
:
6955 shader_addline(buffer
, "%s%s = clamp(%s%s + %s%s, 0.0, 1.0);\n",
6956 dstreg
, dstmask
, arg1
, dstmask
, arg2
, dstmask
);
6959 case WINED3D_TOP_ADD_SIGNED
:
6960 shader_addline(buffer
, "%s%s = clamp(%s%s + (%s - vec4(0.5))%s, 0.0, 1.0);\n",
6961 dstreg
, dstmask
, arg1
, dstmask
, arg2
, dstmask
);
6964 case WINED3D_TOP_ADD_SIGNED_2X
:
6965 shader_addline(buffer
, "%s%s = clamp((%s%s + (%s - vec4(0.5))%s) * 2.0, 0.0, 1.0);\n",
6966 dstreg
, dstmask
, arg1
, dstmask
, arg2
, dstmask
);
6969 case WINED3D_TOP_SUBTRACT
:
6970 shader_addline(buffer
, "%s%s = clamp(%s%s - %s%s, 0.0, 1.0);\n",
6971 dstreg
, dstmask
, arg1
, dstmask
, arg2
, dstmask
);
6974 case WINED3D_TOP_ADD_SMOOTH
:
6975 shader_addline(buffer
, "%s%s = clamp((vec4(1.0) - %s)%s * %s%s + %s%s, 0.0, 1.0);\n",
6976 dstreg
, dstmask
, arg1
, dstmask
, arg2
, dstmask
, arg1
, dstmask
);
6979 case WINED3D_TOP_BLEND_DIFFUSE_ALPHA
:
6980 arg0
= shader_glsl_get_ffp_fragment_op_arg(buffer
, 0, stage
, WINED3DTA_DIFFUSE
);
6981 shader_addline(buffer
, "%s%s = mix(%s%s, %s%s, %s.w);\n",
6982 dstreg
, dstmask
, arg2
, dstmask
, arg1
, dstmask
, arg0
);
6985 case WINED3D_TOP_BLEND_TEXTURE_ALPHA
:
6986 arg0
= shader_glsl_get_ffp_fragment_op_arg(buffer
, 0, stage
, WINED3DTA_TEXTURE
);
6987 shader_addline(buffer
, "%s%s = mix(%s%s, %s%s, %s.w);\n",
6988 dstreg
, dstmask
, arg2
, dstmask
, arg1
, dstmask
, arg0
);
6991 case WINED3D_TOP_BLEND_FACTOR_ALPHA
:
6992 arg0
= shader_glsl_get_ffp_fragment_op_arg(buffer
, 0, stage
, WINED3DTA_TFACTOR
);
6993 shader_addline(buffer
, "%s%s = mix(%s%s, %s%s, %s.w);\n",
6994 dstreg
, dstmask
, arg2
, dstmask
, arg1
, dstmask
, arg0
);
6997 case WINED3D_TOP_BLEND_TEXTURE_ALPHA_PM
:
6998 arg0
= shader_glsl_get_ffp_fragment_op_arg(buffer
, 0, stage
, WINED3DTA_TEXTURE
);
6999 shader_addline(buffer
, "%s%s = clamp(%s%s * (1.0 - %s.w) + %s%s, 0.0, 1.0);\n",
7000 dstreg
, dstmask
, arg2
, dstmask
, arg0
, arg1
, dstmask
);
7003 case WINED3D_TOP_BLEND_CURRENT_ALPHA
:
7004 arg0
= shader_glsl_get_ffp_fragment_op_arg(buffer
, 0, stage
, WINED3DTA_CURRENT
);
7005 shader_addline(buffer
, "%s%s = mix(%s%s, %s%s, %s.w);\n",
7006 dstreg
, dstmask
, arg2
, dstmask
, arg1
, dstmask
, arg0
);
7009 case WINED3D_TOP_MODULATE_ALPHA_ADD_COLOR
:
7010 shader_addline(buffer
, "%s%s = clamp(%s%s * %s.w + %s%s, 0.0, 1.0);\n",
7011 dstreg
, dstmask
, arg2
, dstmask
, arg1
, arg1
, dstmask
);
7014 case WINED3D_TOP_MODULATE_COLOR_ADD_ALPHA
:
7015 shader_addline(buffer
, "%s%s = clamp(%s%s * %s%s + %s.w, 0.0, 1.0);\n",
7016 dstreg
, dstmask
, arg1
, dstmask
, arg2
, dstmask
, arg1
);
7019 case WINED3D_TOP_MODULATE_INVALPHA_ADD_COLOR
:
7020 shader_addline(buffer
, "%s%s = clamp(%s%s * (1.0 - %s.w) + %s%s, 0.0, 1.0);\n",
7021 dstreg
, dstmask
, arg2
, dstmask
, arg1
, arg1
, dstmask
);
7023 case WINED3D_TOP_MODULATE_INVCOLOR_ADD_ALPHA
:
7024 shader_addline(buffer
, "%s%s = clamp((vec4(1.0) - %s)%s * %s%s + %s.w, 0.0, 1.0);\n",
7025 dstreg
, dstmask
, arg1
, dstmask
, arg2
, dstmask
, arg1
);
7028 case WINED3D_TOP_BUMPENVMAP
:
7029 case WINED3D_TOP_BUMPENVMAP_LUMINANCE
:
7030 /* These are handled in the first pass, nothing to do. */
7033 case WINED3D_TOP_DOTPRODUCT3
:
7034 shader_addline(buffer
, "%s%s = vec4(clamp(dot(%s.xyz - 0.5, %s.xyz - 0.5) * 4.0, 0.0, 1.0))%s;\n",
7035 dstreg
, dstmask
, arg1
, arg2
, dstmask
);
7038 case WINED3D_TOP_MULTIPLY_ADD
:
7039 shader_addline(buffer
, "%s%s = clamp(%s%s * %s%s + %s%s, 0.0, 1.0);\n",
7040 dstreg
, dstmask
, arg1
, dstmask
, arg2
, dstmask
, arg0
, dstmask
);
7043 case WINED3D_TOP_LERP
:
7044 /* MSDN isn't quite right here. */
7045 shader_addline(buffer
, "%s%s = mix(%s%s, %s%s, %s%s);\n",
7046 dstreg
, dstmask
, arg2
, dstmask
, arg1
, dstmask
, arg0
, dstmask
);
7050 FIXME("Unhandled operation %#x.\n", op
);
7055 /* Context activation is done by the caller. */
7056 static GLuint
shader_glsl_generate_ffp_fragment_shader(struct shader_glsl_priv
*priv
,
7057 const struct ffp_frag_settings
*settings
, const struct wined3d_gl_info
*gl_info
)
7059 struct wined3d_string_buffer
*tex_reg_name
= string_buffer_get(&priv
->string_buffers
);
7060 enum wined3d_cmp_func alpha_test_func
= settings
->alpha_test_func
+ 1;
7061 BOOL legacy_context
= gl_info
->supported
[WINED3D_GL_LEGACY_CONTEXT
];
7062 struct wined3d_string_buffer
*buffer
= &priv
->shader_buffer
;
7063 BYTE lum_map
= 0, bump_map
= 0, tex_map
= 0, tss_const_map
= 0;
7064 BOOL tempreg_used
= FALSE
, tfactor_used
= FALSE
;
7065 UINT lowest_disabled_stage
;
7067 DWORD arg0
, arg1
, arg2
;
7070 string_buffer_clear(buffer
);
7072 /* Find out which textures are read */
7073 for (stage
= 0; stage
< MAX_TEXTURES
; ++stage
)
7075 if (settings
->op
[stage
].cop
== WINED3D_TOP_DISABLE
)
7078 arg0
= settings
->op
[stage
].carg0
& WINED3DTA_SELECTMASK
;
7079 arg1
= settings
->op
[stage
].carg1
& WINED3DTA_SELECTMASK
;
7080 arg2
= settings
->op
[stage
].carg2
& WINED3DTA_SELECTMASK
;
7082 if (arg0
== WINED3DTA_TEXTURE
|| arg1
== WINED3DTA_TEXTURE
|| arg2
== WINED3DTA_TEXTURE
7083 || (stage
== 0 && settings
->color_key_enabled
))
7084 tex_map
|= 1u << stage
;
7085 if (arg0
== WINED3DTA_TFACTOR
|| arg1
== WINED3DTA_TFACTOR
|| arg2
== WINED3DTA_TFACTOR
)
7086 tfactor_used
= TRUE
;
7087 if (arg0
== WINED3DTA_TEMP
|| arg1
== WINED3DTA_TEMP
|| arg2
== WINED3DTA_TEMP
)
7088 tempreg_used
= TRUE
;
7089 if (settings
->op
[stage
].dst
== tempreg
)
7090 tempreg_used
= TRUE
;
7091 if (arg0
== WINED3DTA_CONSTANT
|| arg1
== WINED3DTA_CONSTANT
|| arg2
== WINED3DTA_CONSTANT
)
7092 tss_const_map
|= 1u << stage
;
7094 switch (settings
->op
[stage
].cop
)
7096 case WINED3D_TOP_BUMPENVMAP_LUMINANCE
:
7097 lum_map
|= 1u << stage
;
7099 case WINED3D_TOP_BUMPENVMAP
:
7100 bump_map
|= 1u << stage
;
7102 case WINED3D_TOP_BLEND_TEXTURE_ALPHA
:
7103 case WINED3D_TOP_BLEND_TEXTURE_ALPHA_PM
:
7104 tex_map
|= 1u << stage
;
7107 case WINED3D_TOP_BLEND_FACTOR_ALPHA
:
7108 tfactor_used
= TRUE
;
7115 if (settings
->op
[stage
].aop
== WINED3D_TOP_DISABLE
)
7118 arg0
= settings
->op
[stage
].aarg0
& WINED3DTA_SELECTMASK
;
7119 arg1
= settings
->op
[stage
].aarg1
& WINED3DTA_SELECTMASK
;
7120 arg2
= settings
->op
[stage
].aarg2
& WINED3DTA_SELECTMASK
;
7122 if (arg0
== WINED3DTA_TEXTURE
|| arg1
== WINED3DTA_TEXTURE
|| arg2
== WINED3DTA_TEXTURE
)
7123 tex_map
|= 1u << stage
;
7124 if (arg0
== WINED3DTA_TFACTOR
|| arg1
== WINED3DTA_TFACTOR
|| arg2
== WINED3DTA_TFACTOR
)
7125 tfactor_used
= TRUE
;
7126 if (arg0
== WINED3DTA_TEMP
|| arg1
== WINED3DTA_TEMP
|| arg2
== WINED3DTA_TEMP
)
7127 tempreg_used
= TRUE
;
7128 if (arg0
== WINED3DTA_CONSTANT
|| arg1
== WINED3DTA_CONSTANT
|| arg2
== WINED3DTA_CONSTANT
)
7129 tss_const_map
|= 1u << stage
;
7131 lowest_disabled_stage
= stage
;
7133 shader_addline(buffer
, "%s\n", shader_glsl_get_version_declaration(gl_info
, NULL
));
7135 if (gl_info
->supported
[ARB_TEXTURE_RECTANGLE
])
7136 shader_addline(buffer
, "#extension GL_ARB_texture_rectangle : enable\n");
7138 if (!needs_legacy_glsl_syntax(gl_info
))
7139 shader_addline(buffer
, "out vec4 ps_out[1];\n");
7141 shader_addline(buffer
, "vec4 tmp0, tmp1;\n");
7142 shader_addline(buffer
, "vec4 ret;\n");
7143 if (tempreg_used
|| settings
->sRGB_write
)
7144 shader_addline(buffer
, "vec4 temp_reg = vec4(0.0);\n");
7145 shader_addline(buffer
, "vec4 arg0, arg1, arg2;\n");
7147 for (stage
= 0; stage
< MAX_TEXTURES
; ++stage
)
7149 if (tss_const_map
& (1u << stage
))
7150 shader_addline(buffer
, "uniform vec4 tss_const%u;\n", stage
);
7152 if (!(tex_map
& (1u << stage
)))
7155 switch (settings
->op
[stage
].tex_type
)
7157 case WINED3D_GL_RES_TYPE_TEX_1D
:
7158 shader_addline(buffer
, "uniform sampler1D ps_sampler%u;\n", stage
);
7160 case WINED3D_GL_RES_TYPE_TEX_2D
:
7161 shader_addline(buffer
, "uniform sampler2D ps_sampler%u;\n", stage
);
7163 case WINED3D_GL_RES_TYPE_TEX_3D
:
7164 shader_addline(buffer
, "uniform sampler3D ps_sampler%u;\n", stage
);
7166 case WINED3D_GL_RES_TYPE_TEX_CUBE
:
7167 shader_addline(buffer
, "uniform samplerCube ps_sampler%u;\n", stage
);
7169 case WINED3D_GL_RES_TYPE_TEX_RECT
:
7170 shader_addline(buffer
, "uniform sampler2DRect ps_sampler%u;\n", stage
);
7173 FIXME("Unhandled sampler type %#x.\n", settings
->op
[stage
].tex_type
);
7177 shader_addline(buffer
, "vec4 tex%u;\n", stage
);
7179 if (!(bump_map
& (1u << stage
)))
7181 shader_addline(buffer
, "uniform mat2 bumpenv_mat%u;\n", stage
);
7183 if (!(lum_map
& (1u << stage
)))
7185 shader_addline(buffer
, "uniform float bumpenv_lum_scale%u;\n", stage
);
7186 shader_addline(buffer
, "uniform float bumpenv_lum_offset%u;\n", stage
);
7189 shader_addline(buffer
, "uniform vec4 tex_factor;\n");
7190 if (settings
->color_key_enabled
)
7191 shader_addline(buffer
, "uniform vec4 color_key[2];\n");
7192 shader_addline(buffer
, "uniform vec4 specular_enable;\n");
7194 if (settings
->sRGB_write
)
7196 shader_addline(buffer
, "const vec4 srgb_const0 = ");
7197 shader_glsl_append_imm_vec4(buffer
, wined3d_srgb_const0
);
7198 shader_addline(buffer
, ";\n");
7199 shader_addline(buffer
, "const vec4 srgb_const1 = ");
7200 shader_glsl_append_imm_vec4(buffer
, wined3d_srgb_const1
);
7201 shader_addline(buffer
, ";\n");
7204 shader_addline(buffer
, "uniform struct\n{\n");
7205 shader_addline(buffer
, " vec4 color;\n");
7206 shader_addline(buffer
, " float density;\n");
7207 shader_addline(buffer
, " float end;\n");
7208 shader_addline(buffer
, " float scale;\n");
7209 shader_addline(buffer
, "} ffp_fog;\n");
7211 if (alpha_test_func
!= WINED3D_CMP_ALWAYS
)
7212 shader_addline(buffer
, "uniform float alpha_test_ref;\n");
7216 shader_addline(buffer
, "vec4 ffp_varying_diffuse;\n");
7217 shader_addline(buffer
, "vec4 ffp_varying_specular;\n");
7218 shader_addline(buffer
, "vec4 ffp_varying_texcoord[%u];\n", MAX_TEXTURES
);
7219 shader_addline(buffer
, "vec4 ffp_texcoord[%u];\n", MAX_TEXTURES
);
7220 shader_addline(buffer
, "float ffp_varying_fogcoord;\n");
7224 declare_in_varying(gl_info
, buffer
, settings
->flatshading
, "vec4 ffp_varying_diffuse;\n");
7225 declare_in_varying(gl_info
, buffer
, settings
->flatshading
, "vec4 ffp_varying_specular;\n");
7226 declare_in_varying(gl_info
, buffer
, FALSE
, "vec4 ffp_varying_texcoord[%u];\n", MAX_TEXTURES
);
7227 shader_addline(buffer
, "vec4 ffp_texcoord[%u];\n", MAX_TEXTURES
);
7228 declare_in_varying(gl_info
, buffer
, FALSE
, "float ffp_varying_fogcoord;\n");
7231 shader_addline(buffer
, "void main()\n{\n");
7235 shader_addline(buffer
, "ffp_varying_diffuse = gl_Color;\n");
7236 shader_addline(buffer
, "ffp_varying_specular = gl_SecondaryColor;\n");
7239 for (stage
= 0; stage
< MAX_TEXTURES
; ++stage
)
7241 if (tex_map
& (1u << stage
))
7243 if (settings
->pointsprite
)
7244 shader_addline(buffer
, "ffp_texcoord[%u] = vec4(gl_PointCoord.xy, 0.0, 0.0);\n", stage
);
7245 else if (settings
->texcoords_initialized
& (1u << stage
))
7246 shader_addline(buffer
, "ffp_texcoord[%u] = %s[%u];\n",
7247 stage
, legacy_context
? "gl_TexCoord" : "ffp_varying_texcoord", stage
);
7249 shader_addline(buffer
, "ffp_texcoord[%u] = vec4(0.0);\n", stage
);
7253 if (legacy_context
&& settings
->fog
!= WINED3D_FFP_PS_FOG_OFF
)
7254 shader_addline(buffer
, "ffp_varying_fogcoord = gl_FogFragCoord;\n");
7256 if (lowest_disabled_stage
< 7 && settings
->emul_clipplanes
)
7257 shader_addline(buffer
, "if (any(lessThan(ffp_texcoord[7], vec4(0.0)))) discard;\n");
7259 /* Generate texture sampling instructions */
7260 for (stage
= 0; stage
< MAX_TEXTURES
&& settings
->op
[stage
].cop
!= WINED3D_TOP_DISABLE
; ++stage
)
7262 const char *texture_function
, *coord_mask
;
7265 if (!(tex_map
& (1u << stage
)))
7268 if (settings
->op
[stage
].projected
== proj_none
)
7272 else if (settings
->op
[stage
].projected
== proj_count4
7273 || settings
->op
[stage
].projected
== proj_count3
)
7279 FIXME("Unexpected projection mode %d\n", settings
->op
[stage
].projected
);
7283 if (settings
->op
[stage
].tex_type
== WINED3D_GL_RES_TYPE_TEX_CUBE
)
7286 switch (settings
->op
[stage
].tex_type
)
7288 case WINED3D_GL_RES_TYPE_TEX_1D
:
7291 texture_function
= "texture1DProj";
7296 texture_function
= "texture1D";
7300 case WINED3D_GL_RES_TYPE_TEX_2D
:
7303 texture_function
= "texture2DProj";
7308 texture_function
= "texture2D";
7312 case WINED3D_GL_RES_TYPE_TEX_3D
:
7315 texture_function
= "texture3DProj";
7316 coord_mask
= "xyzw";
7320 texture_function
= "texture3D";
7324 case WINED3D_GL_RES_TYPE_TEX_CUBE
:
7325 texture_function
= "textureCube";
7328 case WINED3D_GL_RES_TYPE_TEX_RECT
:
7331 texture_function
= "texture2DRectProj";
7336 texture_function
= "texture2DRect";
7341 FIXME("Unhandled texture type %#x.\n", settings
->op
[stage
].tex_type
);
7342 texture_function
= "";
7343 coord_mask
= "xyzw";
7346 if (!needs_legacy_glsl_syntax(gl_info
))
7347 texture_function
= proj
? "textureProj" : "texture";
7350 && (settings
->op
[stage
- 1].cop
== WINED3D_TOP_BUMPENVMAP
7351 || settings
->op
[stage
- 1].cop
== WINED3D_TOP_BUMPENVMAP_LUMINANCE
))
7353 shader_addline(buffer
, "ret.xy = bumpenv_mat%u * tex%u.xy;\n", stage
- 1, stage
- 1);
7355 /* With projective textures, texbem only divides the static
7356 * texture coord, not the displacement, so multiply the
7357 * displacement with the dividing parameter before passing it to
7359 if (settings
->op
[stage
].projected
!= proj_none
)
7361 if (settings
->op
[stage
].projected
== proj_count4
)
7363 shader_addline(buffer
, "ret.xy = (ret.xy * ffp_texcoord[%u].w) + ffp_texcoord[%u].xy;\n",
7365 shader_addline(buffer
, "ret.zw = ffp_texcoord[%u].ww;\n", stage
);
7369 shader_addline(buffer
, "ret.xy = (ret.xy * ffp_texcoord[%u].z) + ffp_texcoord[%u].xy;\n",
7371 shader_addline(buffer
, "ret.zw = ffp_texcoord[%u].zz;\n", stage
);
7376 shader_addline(buffer
, "ret = ffp_texcoord[%u] + ret.xyxy;\n", stage
);
7379 shader_addline(buffer
, "tex%u = %s(ps_sampler%u, ret.%s);\n",
7380 stage
, texture_function
, stage
, coord_mask
);
7382 if (settings
->op
[stage
- 1].cop
== WINED3D_TOP_BUMPENVMAP_LUMINANCE
)
7383 shader_addline(buffer
, "tex%u *= clamp(tex%u.z * bumpenv_lum_scale%u + bumpenv_lum_offset%u, 0.0, 1.0);\n",
7384 stage
, stage
- 1, stage
- 1, stage
- 1);
7386 else if (settings
->op
[stage
].projected
== proj_count3
)
7388 shader_addline(buffer
, "tex%u = %s(ps_sampler%u, ffp_texcoord[%u].xyz);\n",
7389 stage
, texture_function
, stage
, stage
);
7393 shader_addline(buffer
, "tex%u = %s(ps_sampler%u, ffp_texcoord[%u].%s);\n",
7394 stage
, texture_function
, stage
, stage
, coord_mask
);
7397 string_buffer_sprintf(tex_reg_name
, "tex%u", stage
);
7398 shader_glsl_color_correction_ext(buffer
, tex_reg_name
->buffer
, WINED3DSP_WRITEMASK_ALL
,
7399 settings
->op
[stage
].color_fixup
);
7402 if (settings
->color_key_enabled
)
7404 shader_addline(buffer
, "if (all(greaterThanEqual(tex0, color_key[0])) && all(lessThan(tex0, color_key[1])))\n");
7405 shader_addline(buffer
, " discard;\n");
7408 shader_addline(buffer
, "ret = ffp_varying_diffuse;\n");
7410 /* Generate the main shader */
7411 for (stage
= 0; stage
< MAX_TEXTURES
; ++stage
)
7415 if (settings
->op
[stage
].cop
== WINED3D_TOP_DISABLE
)
7418 if (settings
->op
[stage
].cop
== WINED3D_TOP_SELECT_ARG1
7419 && settings
->op
[stage
].aop
== WINED3D_TOP_SELECT_ARG1
)
7420 op_equal
= settings
->op
[stage
].carg1
== settings
->op
[stage
].aarg1
;
7421 else if (settings
->op
[stage
].cop
== WINED3D_TOP_SELECT_ARG1
7422 && settings
->op
[stage
].aop
== WINED3D_TOP_SELECT_ARG2
)
7423 op_equal
= settings
->op
[stage
].carg1
== settings
->op
[stage
].aarg2
;
7424 else if (settings
->op
[stage
].cop
== WINED3D_TOP_SELECT_ARG2
7425 && settings
->op
[stage
].aop
== WINED3D_TOP_SELECT_ARG1
)
7426 op_equal
= settings
->op
[stage
].carg2
== settings
->op
[stage
].aarg1
;
7427 else if (settings
->op
[stage
].cop
== WINED3D_TOP_SELECT_ARG2
7428 && settings
->op
[stage
].aop
== WINED3D_TOP_SELECT_ARG2
)
7429 op_equal
= settings
->op
[stage
].carg2
== settings
->op
[stage
].aarg2
;
7431 op_equal
= settings
->op
[stage
].aop
== settings
->op
[stage
].cop
7432 && settings
->op
[stage
].carg0
== settings
->op
[stage
].aarg0
7433 && settings
->op
[stage
].carg1
== settings
->op
[stage
].aarg1
7434 && settings
->op
[stage
].carg2
== settings
->op
[stage
].aarg2
;
7436 if (settings
->op
[stage
].aop
== WINED3D_TOP_DISABLE
)
7438 shader_glsl_ffp_fragment_op(buffer
, stage
, TRUE
, FALSE
, settings
->op
[stage
].dst
,
7439 settings
->op
[stage
].cop
, settings
->op
[stage
].carg0
,
7440 settings
->op
[stage
].carg1
, settings
->op
[stage
].carg2
);
7444 shader_glsl_ffp_fragment_op(buffer
, stage
, TRUE
, TRUE
, settings
->op
[stage
].dst
,
7445 settings
->op
[stage
].cop
, settings
->op
[stage
].carg0
,
7446 settings
->op
[stage
].carg1
, settings
->op
[stage
].carg2
);
7448 else if (settings
->op
[stage
].cop
!= WINED3D_TOP_BUMPENVMAP
7449 && settings
->op
[stage
].cop
!= WINED3D_TOP_BUMPENVMAP_LUMINANCE
)
7451 shader_glsl_ffp_fragment_op(buffer
, stage
, TRUE
, FALSE
, settings
->op
[stage
].dst
,
7452 settings
->op
[stage
].cop
, settings
->op
[stage
].carg0
,
7453 settings
->op
[stage
].carg1
, settings
->op
[stage
].carg2
);
7454 shader_glsl_ffp_fragment_op(buffer
, stage
, FALSE
, TRUE
, settings
->op
[stage
].dst
,
7455 settings
->op
[stage
].aop
, settings
->op
[stage
].aarg0
,
7456 settings
->op
[stage
].aarg1
, settings
->op
[stage
].aarg2
);
7460 shader_addline(buffer
, "%s[0] = ffp_varying_specular * specular_enable + ret;\n",
7461 get_fragment_output(gl_info
));
7463 if (settings
->sRGB_write
)
7464 shader_glsl_generate_srgb_write_correction(buffer
, gl_info
);
7466 shader_glsl_generate_fog_code(buffer
, gl_info
, settings
->fog
);
7468 shader_glsl_generate_alpha_test(buffer
, gl_info
, alpha_test_func
);
7470 shader_addline(buffer
, "}\n");
7472 shader_id
= GL_EXTCALL(glCreateShader(GL_FRAGMENT_SHADER
));
7473 shader_glsl_compile(gl_info
, shader_id
, buffer
->buffer
);
7475 string_buffer_release(&priv
->string_buffers
, tex_reg_name
);
7479 static struct glsl_ffp_vertex_shader
*shader_glsl_find_ffp_vertex_shader(struct shader_glsl_priv
*priv
,
7480 const struct wined3d_gl_info
*gl_info
, const struct wined3d_ffp_vs_settings
*settings
)
7482 struct glsl_ffp_vertex_shader
*shader
;
7483 const struct wine_rb_entry
*entry
;
7485 if ((entry
= wine_rb_get(&priv
->ffp_vertex_shaders
, settings
)))
7486 return WINE_RB_ENTRY_VALUE(entry
, struct glsl_ffp_vertex_shader
, desc
.entry
);
7488 if (!(shader
= HeapAlloc(GetProcessHeap(), 0, sizeof(*shader
))))
7491 shader
->desc
.settings
= *settings
;
7492 shader
->id
= shader_glsl_generate_ffp_vertex_shader(priv
, settings
, gl_info
);
7493 list_init(&shader
->linked_programs
);
7494 if (wine_rb_put(&priv
->ffp_vertex_shaders
, &shader
->desc
.settings
, &shader
->desc
.entry
) == -1)
7495 ERR("Failed to insert ffp vertex shader.\n");
7500 static struct glsl_ffp_fragment_shader
*shader_glsl_find_ffp_fragment_shader(struct shader_glsl_priv
*priv
,
7501 const struct wined3d_gl_info
*gl_info
, const struct ffp_frag_settings
*args
)
7503 struct glsl_ffp_fragment_shader
*glsl_desc
;
7504 const struct ffp_frag_desc
*desc
;
7506 if ((desc
= find_ffp_frag_shader(&priv
->ffp_fragment_shaders
, args
)))
7507 return CONTAINING_RECORD(desc
, struct glsl_ffp_fragment_shader
, entry
);
7509 if (!(glsl_desc
= HeapAlloc(GetProcessHeap(), 0, sizeof(*glsl_desc
))))
7512 glsl_desc
->entry
.settings
= *args
;
7513 glsl_desc
->id
= shader_glsl_generate_ffp_fragment_shader(priv
, args
, gl_info
);
7514 list_init(&glsl_desc
->linked_programs
);
7515 add_ffp_frag_shader(&priv
->ffp_fragment_shaders
, &glsl_desc
->entry
);
7521 static void shader_glsl_init_vs_uniform_locations(const struct wined3d_gl_info
*gl_info
,
7522 struct shader_glsl_priv
*priv
, GLuint program_id
, struct glsl_vs_program
*vs
, unsigned int vs_c_count
)
7525 struct wined3d_string_buffer
*name
= string_buffer_get(&priv
->string_buffers
);
7527 for (i
= 0; i
< vs_c_count
; ++i
)
7529 string_buffer_sprintf(name
, "vs_c[%u]", i
);
7530 vs
->uniform_f_locations
[i
] = GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
7532 memset(&vs
->uniform_f_locations
[vs_c_count
], 0xff, (WINED3D_MAX_VS_CONSTS_F
- vs_c_count
) * sizeof(GLuint
));
7534 for (i
= 0; i
< WINED3D_MAX_CONSTS_I
; ++i
)
7536 string_buffer_sprintf(name
, "vs_i[%u]", i
);
7537 vs
->uniform_i_locations
[i
] = GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
7540 for (i
= 0; i
< WINED3D_MAX_CONSTS_B
; ++i
)
7542 string_buffer_sprintf(name
, "vs_b[%u]", i
);
7543 vs
->uniform_b_locations
[i
] = GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
7546 vs
->pos_fixup_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "pos_fixup"));
7548 for (i
= 0; i
< MAX_VERTEX_BLENDS
; ++i
)
7550 string_buffer_sprintf(name
, "ffp_modelview_matrix[%u]", i
);
7551 vs
->modelview_matrix_location
[i
] = GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
7553 vs
->projection_matrix_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ffp_projection_matrix"));
7554 vs
->normal_matrix_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ffp_normal_matrix"));
7555 for (i
= 0; i
< MAX_TEXTURES
; ++i
)
7557 string_buffer_sprintf(name
, "ffp_texture_matrix[%u]", i
);
7558 vs
->texture_matrix_location
[i
] = GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
7560 vs
->material_ambient_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ffp_material.ambient"));
7561 vs
->material_diffuse_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ffp_material.diffuse"));
7562 vs
->material_specular_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ffp_material.specular"));
7563 vs
->material_emissive_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ffp_material.emissive"));
7564 vs
->material_shininess_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ffp_material.shininess"));
7565 vs
->light_ambient_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ffp_light_ambient"));
7566 for (i
= 0; i
< MAX_ACTIVE_LIGHTS
; ++i
)
7568 string_buffer_sprintf(name
, "ffp_light[%u].diffuse", i
);
7569 vs
->light_location
[i
].diffuse
= GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
7570 string_buffer_sprintf(name
, "ffp_light[%u].specular", i
);
7571 vs
->light_location
[i
].specular
= GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
7572 string_buffer_sprintf(name
, "ffp_light[%u].ambient", i
);
7573 vs
->light_location
[i
].ambient
= GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
7574 string_buffer_sprintf(name
, "ffp_light[%u].position", i
);
7575 vs
->light_location
[i
].position
= GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
7576 string_buffer_sprintf(name
, "ffp_light[%u].direction", i
);
7577 vs
->light_location
[i
].direction
= GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
7578 string_buffer_sprintf(name
, "ffp_light[%u].range", i
);
7579 vs
->light_location
[i
].range
= GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
7580 string_buffer_sprintf(name
, "ffp_light[%u].falloff", i
);
7581 vs
->light_location
[i
].falloff
= GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
7582 string_buffer_sprintf(name
, "ffp_light[%u].c_att", i
);
7583 vs
->light_location
[i
].c_att
= GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
7584 string_buffer_sprintf(name
, "ffp_light[%u].l_att", i
);
7585 vs
->light_location
[i
].l_att
= GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
7586 string_buffer_sprintf(name
, "ffp_light[%u].q_att", i
);
7587 vs
->light_location
[i
].q_att
= GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
7588 string_buffer_sprintf(name
, "ffp_light[%u].cos_htheta", i
);
7589 vs
->light_location
[i
].cos_htheta
= GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
7590 string_buffer_sprintf(name
, "ffp_light[%u].cos_hphi", i
);
7591 vs
->light_location
[i
].cos_hphi
= GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
7593 vs
->pointsize_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ffp_point.size"));
7594 vs
->pointsize_min_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ffp_point.size_min"));
7595 vs
->pointsize_max_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ffp_point.size_max"));
7596 vs
->pointsize_c_att_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ffp_point.c_att"));
7597 vs
->pointsize_l_att_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ffp_point.l_att"));
7598 vs
->pointsize_q_att_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ffp_point.q_att"));
7599 vs
->clip_planes_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "clip_planes"));
7601 string_buffer_release(&priv
->string_buffers
, name
);
7604 static void shader_glsl_init_gs_uniform_locations(const struct wined3d_gl_info
*gl_info
,
7605 struct shader_glsl_priv
*priv
, GLuint program_id
, struct glsl_gs_program
*gs
)
7607 gs
->pos_fixup_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "pos_fixup"));
7610 static void shader_glsl_init_ps_uniform_locations(const struct wined3d_gl_info
*gl_info
,
7611 struct shader_glsl_priv
*priv
, GLuint program_id
, struct glsl_ps_program
*ps
, unsigned int ps_c_count
)
7614 struct wined3d_string_buffer
*name
= string_buffer_get(&priv
->string_buffers
);
7616 for (i
= 0; i
< ps_c_count
; ++i
)
7618 string_buffer_sprintf(name
, "ps_c[%u]", i
);
7619 ps
->uniform_f_locations
[i
] = GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
7621 memset(&ps
->uniform_f_locations
[ps_c_count
], 0xff, (WINED3D_MAX_PS_CONSTS_F
- ps_c_count
) * sizeof(GLuint
));
7623 for (i
= 0; i
< WINED3D_MAX_CONSTS_I
; ++i
)
7625 string_buffer_sprintf(name
, "ps_i[%u]", i
);
7626 ps
->uniform_i_locations
[i
] = GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
7629 for (i
= 0; i
< WINED3D_MAX_CONSTS_B
; ++i
)
7631 string_buffer_sprintf(name
, "ps_b[%u]", i
);
7632 ps
->uniform_b_locations
[i
] = GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
7635 for (i
= 0; i
< MAX_TEXTURES
; ++i
)
7637 string_buffer_sprintf(name
, "bumpenv_mat%u", i
);
7638 ps
->bumpenv_mat_location
[i
] = GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
7639 string_buffer_sprintf(name
, "bumpenv_lum_scale%u", i
);
7640 ps
->bumpenv_lum_scale_location
[i
] = GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
7641 string_buffer_sprintf(name
, "bumpenv_lum_offset%u", i
);
7642 ps
->bumpenv_lum_offset_location
[i
] = GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
7643 string_buffer_sprintf(name
, "tss_const%u", i
);
7644 ps
->tss_constant_location
[i
] = GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
7647 ps
->tex_factor_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "tex_factor"));
7648 ps
->specular_enable_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "specular_enable"));
7650 ps
->fog_color_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ffp_fog.color"));
7651 ps
->fog_density_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ffp_fog.density"));
7652 ps
->fog_end_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ffp_fog.end"));
7653 ps
->fog_scale_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ffp_fog.scale"));
7655 ps
->alpha_test_ref_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "alpha_test_ref"));
7657 ps
->np2_fixup_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ps_samplerNP2Fixup"));
7658 ps
->ycorrection_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ycorrection"));
7659 ps
->color_key_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "color_key"));
7661 string_buffer_release(&priv
->string_buffers
, name
);
7664 static void shader_glsl_init_uniform_block_bindings(const struct wined3d_gl_info
*gl_info
,
7665 struct shader_glsl_priv
*priv
, GLuint program_id
,
7666 const struct wined3d_shader_reg_maps
*reg_maps
)
7668 struct wined3d_string_buffer
*name
= string_buffer_get(&priv
->string_buffers
);
7669 const char *prefix
= shader_glsl_get_prefix(reg_maps
->shader_version
.type
);
7670 unsigned int i
, base
, count
;
7673 wined3d_gl_limits_get_uniform_block_range(&gl_info
->limits
, reg_maps
->shader_version
.type
, &base
, &count
);
7674 for (i
= 0; i
< count
; ++i
)
7676 if (!reg_maps
->cb_sizes
[i
])
7679 string_buffer_sprintf(name
, "block_%s_cb%u", prefix
, i
);
7680 block_idx
= GL_EXTCALL(glGetUniformBlockIndex(program_id
, name
->buffer
));
7681 GL_EXTCALL(glUniformBlockBinding(program_id
, block_idx
, base
+ i
));
7683 checkGLcall("glUniformBlockBinding");
7684 string_buffer_release(&priv
->string_buffers
, name
);
7687 /* Context activation is done by the caller. */
7688 static void set_glsl_shader_program(const struct wined3d_context
*context
, const struct wined3d_state
*state
,
7689 struct shader_glsl_priv
*priv
, struct glsl_context_data
*ctx_data
)
7691 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
7692 const struct wined3d_d3d_info
*d3d_info
= context
->d3d_info
;
7693 const struct ps_np2fixup_info
*np2fixup_info
= NULL
;
7694 struct glsl_shader_prog_link
*entry
= NULL
;
7695 struct wined3d_shader
*vshader
= NULL
;
7696 struct wined3d_shader
*gshader
= NULL
;
7697 struct wined3d_shader
*pshader
= NULL
;
7699 GLuint reorder_shader_id
= 0;
7704 struct list
*ps_list
, *vs_list
;
7706 struct wined3d_string_buffer
*tmp_name
;
7708 if (!(context
->shader_update_mask
& (1u << WINED3D_SHADER_TYPE_VERTEX
)) && ctx_data
->glsl_program
)
7710 vs_id
= ctx_data
->glsl_program
->vs
.id
;
7711 vs_list
= &ctx_data
->glsl_program
->vs
.shader_entry
;
7715 vshader
= state
->shader
[WINED3D_SHADER_TYPE_VERTEX
];
7716 gshader
= state
->shader
[WINED3D_SHADER_TYPE_GEOMETRY
];
7718 if (!(context
->shader_update_mask
& (1u << WINED3D_SHADER_TYPE_GEOMETRY
))
7719 && ctx_data
->glsl_program
->gs
.id
)
7721 gs_id
= ctx_data
->glsl_program
->gs
.id
;
7725 struct gs_compile_args args
;
7727 find_gs_compile_args(state
, gshader
, &args
);
7728 gs_id
= find_glsl_geometry_shader(context
, priv
, gshader
, &args
);
7732 else if (use_vs(state
))
7734 struct vs_compile_args vs_compile_args
;
7736 vshader
= state
->shader
[WINED3D_SHADER_TYPE_VERTEX
];
7737 gshader
= state
->shader
[WINED3D_SHADER_TYPE_GEOMETRY
];
7739 find_vs_compile_args(state
, vshader
, context
->stream_info
.swizzle_map
, &vs_compile_args
, d3d_info
);
7740 vs_id
= find_glsl_vshader(context
, priv
, vshader
, &vs_compile_args
);
7741 vs_list
= &vshader
->linked_programs
;
7743 if (!(context
->shader_update_mask
& (1u << WINED3D_SHADER_TYPE_GEOMETRY
))
7744 && ctx_data
->glsl_program
->gs
.id
)
7746 gs_id
= ctx_data
->glsl_program
->gs
.id
;
7750 struct gs_compile_args gs_compile_args
;
7752 find_gs_compile_args(state
, gshader
, &gs_compile_args
);
7753 gs_id
= find_glsl_geometry_shader(context
, priv
, gshader
, &gs_compile_args
);
7756 else if (priv
->vertex_pipe
== &glsl_vertex_pipe
)
7758 struct glsl_ffp_vertex_shader
*ffp_shader
;
7759 struct wined3d_ffp_vs_settings settings
;
7761 wined3d_ffp_get_vs_settings(context
, state
, &settings
);
7762 ffp_shader
= shader_glsl_find_ffp_vertex_shader(priv
, gl_info
, &settings
);
7763 vs_id
= ffp_shader
->id
;
7764 vs_list
= &ffp_shader
->linked_programs
;
7767 if (!(context
->shader_update_mask
& (1u << WINED3D_SHADER_TYPE_PIXEL
)) && ctx_data
->glsl_program
)
7769 ps_id
= ctx_data
->glsl_program
->ps
.id
;
7770 ps_list
= &ctx_data
->glsl_program
->ps
.shader_entry
;
7773 pshader
= state
->shader
[WINED3D_SHADER_TYPE_PIXEL
];
7775 else if (use_ps(state
))
7777 struct ps_compile_args ps_compile_args
;
7778 pshader
= state
->shader
[WINED3D_SHADER_TYPE_PIXEL
];
7779 find_ps_compile_args(state
, pshader
, context
->stream_info
.position_transformed
, &ps_compile_args
, context
);
7780 ps_id
= find_glsl_pshader(context
, &priv
->shader_buffer
, &priv
->string_buffers
,
7781 pshader
, &ps_compile_args
, &np2fixup_info
);
7782 ps_list
= &pshader
->linked_programs
;
7784 else if (priv
->fragment_pipe
== &glsl_fragment_pipe
)
7786 struct glsl_ffp_fragment_shader
*ffp_shader
;
7787 struct ffp_frag_settings settings
;
7789 gen_ffp_frag_op(context
, state
, &settings
, FALSE
);
7790 ffp_shader
= shader_glsl_find_ffp_fragment_shader(priv
, gl_info
, &settings
);
7791 ps_id
= ffp_shader
->id
;
7792 ps_list
= &ffp_shader
->linked_programs
;
7795 if ((!vs_id
&& !gs_id
&& !ps_id
) || (entry
= get_glsl_program_entry(priv
, vs_id
, gs_id
, ps_id
)))
7797 ctx_data
->glsl_program
= entry
;
7801 /* If we get to this point, then no matching program exists, so we create one */
7802 program_id
= GL_EXTCALL(glCreateProgram());
7803 TRACE("Created new GLSL shader program %u.\n", program_id
);
7805 /* Create the entry */
7806 entry
= HeapAlloc(GetProcessHeap(), 0, sizeof(struct glsl_shader_prog_link
));
7807 entry
->id
= program_id
;
7808 entry
->vs
.id
= vs_id
;
7809 entry
->gs
.id
= gs_id
;
7810 entry
->ps
.id
= ps_id
;
7811 entry
->constant_version
= 0;
7812 entry
->ps
.np2_fixup_info
= np2fixup_info
;
7813 /* Add the hash table entry */
7814 add_glsl_program_entry(priv
, entry
);
7816 /* Set the current program */
7817 ctx_data
->glsl_program
= entry
;
7819 /* Attach GLSL vshader */
7822 TRACE("Attaching GLSL shader object %u to program %u.\n", vs_id
, program_id
);
7823 GL_EXTCALL(glAttachShader(program_id
, vs_id
));
7824 checkGLcall("glAttachShader");
7826 list_add_head(vs_list
, &entry
->vs
.shader_entry
);
7831 attribs_map
= vshader
->reg_maps
.input_registers
;
7832 if (vshader
->reg_maps
.shader_version
.major
< 4)
7834 reorder_shader_id
= shader_glsl_generate_vs3_rasterizer_input_setup(priv
, vshader
, pshader
,
7835 state
->gl_primitive_type
== GL_POINTS
&& vshader
->reg_maps
.point_size
,
7836 d3d_info
->emulated_flatshading
7837 && state
->render_states
[WINED3D_RS_SHADEMODE
] == WINED3D_SHADE_FLAT
, gl_info
);
7838 TRACE("Attaching GLSL shader object %u to program %u.\n", reorder_shader_id
, program_id
);
7839 GL_EXTCALL(glAttachShader(program_id
, reorder_shader_id
));
7840 checkGLcall("glAttachShader");
7841 /* Flag the reorder function for deletion, it will be freed
7842 * automatically when the program is destroyed. */
7843 GL_EXTCALL(glDeleteShader(reorder_shader_id
));
7848 attribs_map
= (1u << WINED3D_FFP_ATTRIBS_COUNT
) - 1;
7851 if (!shader_glsl_use_explicit_attrib_location(gl_info
))
7853 /* Bind vertex attributes to a corresponding index number to match
7854 * the same index numbers as ARB_vertex_programs (makes loading
7855 * vertex attributes simpler). With this method, we can use the
7856 * exact same code to load the attributes later for both ARB and
7859 * We have to do this here because we need to know the Program ID
7860 * in order to make the bindings work, and it has to be done prior
7861 * to linking the GLSL program. */
7862 tmp_name
= string_buffer_get(&priv
->string_buffers
);
7863 for (i
= 0; attribs_map
; attribs_map
>>= 1, ++i
)
7865 if (!(attribs_map
& 1))
7868 string_buffer_sprintf(tmp_name
, "vs_in%u", i
);
7869 GL_EXTCALL(glBindAttribLocation(program_id
, i
, tmp_name
->buffer
));
7870 if (vshader
&& vshader
->reg_maps
.shader_version
.major
>= 4)
7872 string_buffer_sprintf(tmp_name
, "vs_in_uint%u", i
);
7873 GL_EXTCALL(glBindAttribLocation(program_id
, i
, tmp_name
->buffer
));
7874 string_buffer_sprintf(tmp_name
, "vs_in_int%u", i
);
7875 GL_EXTCALL(glBindAttribLocation(program_id
, i
, tmp_name
->buffer
));
7878 checkGLcall("glBindAttribLocation");
7879 string_buffer_release(&priv
->string_buffers
, tmp_name
);
7884 TRACE("Attaching GLSL geometry shader object %u to program %u.\n", gs_id
, program_id
);
7885 GL_EXTCALL(glAttachShader(program_id
, gs_id
));
7886 checkGLcall("glAttachShader");
7888 if (gl_info
->supported
[WINED3D_GL_LEGACY_CONTEXT
])
7890 TRACE("input type %s, output type %s, vertices out %u.\n",
7891 debug_d3dprimitivetype(gshader
->u
.gs
.input_type
),
7892 debug_d3dprimitivetype(gshader
->u
.gs
.output_type
),
7893 gshader
->u
.gs
.vertices_out
);
7894 GL_EXTCALL(glProgramParameteriARB(program_id
, GL_GEOMETRY_INPUT_TYPE_ARB
,
7895 gl_primitive_type_from_d3d(gshader
->u
.gs
.input_type
)));
7896 GL_EXTCALL(glProgramParameteriARB(program_id
, GL_GEOMETRY_OUTPUT_TYPE_ARB
,
7897 gl_primitive_type_from_d3d(gshader
->u
.gs
.output_type
)));
7898 GL_EXTCALL(glProgramParameteriARB(program_id
, GL_GEOMETRY_VERTICES_OUT_ARB
,
7899 gshader
->u
.gs
.vertices_out
));
7900 checkGLcall("glProgramParameteriARB");
7903 list_add_head(&gshader
->linked_programs
, &entry
->gs
.shader_entry
);
7906 /* Attach GLSL pshader */
7909 TRACE("Attaching GLSL shader object %u to program %u.\n", ps_id
, program_id
);
7910 GL_EXTCALL(glAttachShader(program_id
, ps_id
));
7911 checkGLcall("glAttachShader");
7913 list_add_head(ps_list
, &entry
->ps
.shader_entry
);
7916 /* Link the program */
7917 TRACE("Linking GLSL shader program %u.\n", program_id
);
7918 GL_EXTCALL(glLinkProgram(program_id
));
7919 shader_glsl_validate_link(gl_info
, program_id
);
7921 shader_glsl_init_vs_uniform_locations(gl_info
, priv
, program_id
, &entry
->vs
,
7922 vshader
? vshader
->limits
->constant_float
: 0);
7923 shader_glsl_init_gs_uniform_locations(gl_info
, priv
, program_id
, &entry
->gs
);
7924 shader_glsl_init_ps_uniform_locations(gl_info
, priv
, program_id
, &entry
->ps
,
7925 pshader
? pshader
->limits
->constant_float
: 0);
7926 checkGLcall("Find glsl program uniform locations");
7928 if (gl_info
->supported
[WINED3D_GL_LEGACY_CONTEXT
])
7930 if (pshader
&& pshader
->reg_maps
.shader_version
.major
>= 3
7931 && pshader
->u
.ps
.declared_in_count
> vec4_varyings(3, gl_info
))
7933 TRACE("Shader %d needs vertex color clamping disabled.\n", program_id
);
7934 entry
->vs
.vertex_color_clamp
= GL_FALSE
;
7938 entry
->vs
.vertex_color_clamp
= GL_FIXED_ONLY_ARB
;
7943 /* With core profile we never change vertex_color_clamp from
7944 * GL_FIXED_ONLY_MODE (which is also the initial value) so we never call
7945 * glClampColorARB(). */
7946 entry
->vs
.vertex_color_clamp
= GL_FIXED_ONLY_ARB
;
7949 /* Set the shader to allow uniform loading on it */
7950 GL_EXTCALL(glUseProgram(program_id
));
7951 checkGLcall("glUseProgram");
7953 /* Texture unit mapping is set up to be the same each time the shader
7954 * program is used so we can hardcode the sampler uniform values. */
7955 shader_glsl_load_samplers(gl_info
, priv
, context
->tex_unit_map
, program_id
);
7957 entry
->constant_update_mask
= 0;
7960 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_VS_F
;
7961 if (vshader
->reg_maps
.integer_constants
)
7962 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_VS_I
;
7963 if (vshader
->reg_maps
.boolean_constants
)
7964 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_VS_B
;
7965 if (entry
->vs
.pos_fixup_location
!= -1)
7966 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_POS_FIXUP
;
7968 shader_glsl_init_uniform_block_bindings(gl_info
, priv
, program_id
, &vshader
->reg_maps
);
7969 shader_glsl_load_icb(gl_info
, priv
, program_id
, &vshader
->reg_maps
);
7973 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_FFP_MODELVIEW
7974 | WINED3D_SHADER_CONST_FFP_PROJ
;
7976 for (i
= 1; i
< MAX_VERTEX_BLENDS
; ++i
)
7978 if (entry
->vs
.modelview_matrix_location
[i
] != -1)
7980 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_FFP_VERTEXBLEND
;
7985 for (i
= 0; i
< MAX_TEXTURES
; ++i
)
7987 if (entry
->vs
.texture_matrix_location
[i
] != -1)
7989 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_FFP_TEXMATRIX
;
7993 if (entry
->vs
.material_ambient_location
!= -1 || entry
->vs
.material_diffuse_location
!= -1
7994 || entry
->vs
.material_specular_location
!= -1
7995 || entry
->vs
.material_emissive_location
!= -1
7996 || entry
->vs
.material_shininess_location
!= -1)
7997 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_FFP_MATERIAL
;
7998 if (entry
->vs
.light_ambient_location
!= -1)
7999 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_FFP_LIGHTS
;
8001 if (entry
->vs
.clip_planes_location
!= -1)
8002 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_VS_CLIP_PLANES
;
8003 if (entry
->vs
.pointsize_min_location
!= -1)
8004 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_VS_POINTSIZE
;
8008 if (entry
->gs
.pos_fixup_location
!= -1)
8009 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_POS_FIXUP
;
8010 shader_glsl_init_uniform_block_bindings(gl_info
, priv
, program_id
, &gshader
->reg_maps
);
8011 shader_glsl_load_icb(gl_info
, priv
, program_id
, &gshader
->reg_maps
);
8018 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_PS_F
;
8019 if (pshader
->reg_maps
.integer_constants
)
8020 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_PS_I
;
8021 if (pshader
->reg_maps
.boolean_constants
)
8022 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_PS_B
;
8023 if (entry
->ps
.ycorrection_location
!= -1)
8024 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_PS_Y_CORR
;
8026 shader_glsl_init_uniform_block_bindings(gl_info
, priv
, program_id
, &pshader
->reg_maps
);
8027 shader_glsl_load_icb(gl_info
, priv
, program_id
, &pshader
->reg_maps
);
8031 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_FFP_PS
;
8034 for (i
= 0; i
< MAX_TEXTURES
; ++i
)
8036 if (entry
->ps
.bumpenv_mat_location
[i
] != -1)
8038 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_PS_BUMP_ENV
;
8043 if (entry
->ps
.fog_color_location
!= -1)
8044 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_PS_FOG
;
8045 if (entry
->ps
.alpha_test_ref_location
!= -1)
8046 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_PS_ALPHA_TEST
;
8047 if (entry
->ps
.np2_fixup_location
!= -1)
8048 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_PS_NP2_FIXUP
;
8049 if (entry
->ps
.color_key_location
!= -1)
8050 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_FFP_COLOR_KEY
;
8054 /* Context activation is done by the caller. */
8055 static GLuint
create_glsl_blt_shader(const struct wined3d_gl_info
*gl_info
, enum wined3d_gl_resource_type tex_type
,
8059 GLuint vshader_id
, pshader_id
;
8060 const char *blt_pshader
;
8062 static const char blt_vshader
[] =
8066 " gl_Position = gl_Vertex;\n"
8067 " gl_FrontColor = vec4(1.0);\n"
8068 " gl_TexCoord[0] = gl_MultiTexCoord0;\n"
8071 static const char * const blt_pshaders_full
[WINED3D_GL_RES_TYPE_COUNT
] =
8073 /* WINED3D_GL_RES_TYPE_TEX_1D */
8075 /* WINED3D_GL_RES_TYPE_TEX_2D */
8077 "uniform sampler2D sampler;\n"
8080 " gl_FragDepth = texture2D(sampler, gl_TexCoord[0].xy).x;\n"
8082 /* WINED3D_GL_RES_TYPE_TEX_3D */
8084 /* WINED3D_GL_RES_TYPE_TEX_CUBE */
8086 "uniform samplerCube sampler;\n"
8089 " gl_FragDepth = textureCube(sampler, gl_TexCoord[0].xyz).x;\n"
8091 /* WINED3D_GL_RES_TYPE_TEX_RECT */
8093 "#extension GL_ARB_texture_rectangle : enable\n"
8094 "uniform sampler2DRect sampler;\n"
8097 " gl_FragDepth = texture2DRect(sampler, gl_TexCoord[0].xy).x;\n"
8099 /* WINED3D_GL_RES_TYPE_BUFFER */
8101 /* WINED3D_GL_RES_TYPE_RB */
8105 static const char * const blt_pshaders_masked
[WINED3D_GL_RES_TYPE_COUNT
] =
8107 /* WINED3D_GL_RES_TYPE_TEX_1D */
8109 /* WINED3D_GL_RES_TYPE_TEX_2D */
8111 "uniform sampler2D sampler;\n"
8112 "uniform vec4 mask;\n"
8115 " if (all(lessThan(gl_FragCoord.xy, mask.zw))) discard;\n"
8116 " gl_FragDepth = texture2D(sampler, gl_TexCoord[0].xy).x;\n"
8118 /* WINED3D_GL_RES_TYPE_TEX_3D */
8120 /* WINED3D_GL_RES_TYPE_TEX_CUBE */
8122 "uniform samplerCube sampler;\n"
8123 "uniform vec4 mask;\n"
8126 " if (all(lessThan(gl_FragCoord.xy, mask.zw))) discard;\n"
8127 " gl_FragDepth = textureCube(sampler, gl_TexCoord[0].xyz).x;\n"
8129 /* WINED3D_GL_RES_TYPE_TEX_RECT */
8131 "#extension GL_ARB_texture_rectangle : enable\n"
8132 "uniform sampler2DRect sampler;\n"
8133 "uniform vec4 mask;\n"
8136 " if (all(lessThan(gl_FragCoord.xy, mask.zw))) discard;\n"
8137 " gl_FragDepth = texture2DRect(sampler, gl_TexCoord[0].xy).x;\n"
8139 /* WINED3D_GL_RES_TYPE_BUFFER */
8141 /* WINED3D_GL_RES_TYPE_RB */
8145 blt_pshader
= masked
? blt_pshaders_masked
[tex_type
] : blt_pshaders_full
[tex_type
];
8148 FIXME("tex_type %#x not supported\n", tex_type
);
8152 vshader_id
= GL_EXTCALL(glCreateShader(GL_VERTEX_SHADER
));
8153 shader_glsl_compile(gl_info
, vshader_id
, blt_vshader
);
8155 pshader_id
= GL_EXTCALL(glCreateShader(GL_FRAGMENT_SHADER
));
8156 shader_glsl_compile(gl_info
, pshader_id
, blt_pshader
);
8158 program_id
= GL_EXTCALL(glCreateProgram());
8159 GL_EXTCALL(glAttachShader(program_id
, vshader_id
));
8160 GL_EXTCALL(glAttachShader(program_id
, pshader_id
));
8161 GL_EXTCALL(glLinkProgram(program_id
));
8163 shader_glsl_validate_link(gl_info
, program_id
);
8165 /* Once linked we can mark the shaders for deletion. They will be deleted once the program
8168 GL_EXTCALL(glDeleteShader(vshader_id
));
8169 GL_EXTCALL(glDeleteShader(pshader_id
));
8173 /* Context activation is done by the caller. */
8174 static void shader_glsl_select(void *shader_priv
, struct wined3d_context
*context
,
8175 const struct wined3d_state
*state
)
8177 struct glsl_context_data
*ctx_data
= context
->shader_backend_data
;
8178 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
8179 struct shader_glsl_priv
*priv
= shader_priv
;
8180 GLuint program_id
= 0, prev_id
= 0;
8181 GLenum old_vertex_color_clamp
, current_vertex_color_clamp
;
8183 priv
->vertex_pipe
->vp_enable(gl_info
, !use_vs(state
));
8184 priv
->fragment_pipe
->enable_extension(gl_info
, !use_ps(state
));
8186 if (ctx_data
->glsl_program
)
8188 prev_id
= ctx_data
->glsl_program
->id
;
8189 old_vertex_color_clamp
= ctx_data
->glsl_program
->vs
.vertex_color_clamp
;
8194 old_vertex_color_clamp
= GL_FIXED_ONLY_ARB
;
8197 set_glsl_shader_program(context
, state
, priv
, ctx_data
);
8199 if (ctx_data
->glsl_program
)
8201 program_id
= ctx_data
->glsl_program
->id
;
8202 current_vertex_color_clamp
= ctx_data
->glsl_program
->vs
.vertex_color_clamp
;
8207 current_vertex_color_clamp
= GL_FIXED_ONLY_ARB
;
8210 if (old_vertex_color_clamp
!= current_vertex_color_clamp
)
8212 if (gl_info
->supported
[ARB_COLOR_BUFFER_FLOAT
])
8214 GL_EXTCALL(glClampColorARB(GL_CLAMP_VERTEX_COLOR_ARB
, current_vertex_color_clamp
));
8215 checkGLcall("glClampColorARB");
8219 FIXME("vertex color clamp needs to be changed, but extension not supported.\n");
8223 TRACE("Using GLSL program %u.\n", program_id
);
8225 if (prev_id
!= program_id
)
8227 GL_EXTCALL(glUseProgram(program_id
));
8228 checkGLcall("glUseProgram");
8231 context
->constant_update_mask
|= ctx_data
->glsl_program
->constant_update_mask
;
8235 /* "context" is not necessarily the currently active context. */
8236 static void shader_glsl_invalidate_current_program(struct wined3d_context
*context
)
8238 struct glsl_context_data
*ctx_data
= context
->shader_backend_data
;
8240 ctx_data
->glsl_program
= NULL
;
8241 context
->shader_update_mask
= (1u << WINED3D_SHADER_TYPE_PIXEL
)
8242 | (1u << WINED3D_SHADER_TYPE_VERTEX
)
8243 | (1u << WINED3D_SHADER_TYPE_GEOMETRY
)
8244 | (1u << WINED3D_SHADER_TYPE_HULL
)
8245 | (1u << WINED3D_SHADER_TYPE_DOMAIN
)
8246 | (1u << WINED3D_SHADER_TYPE_COMPUTE
);
8249 /* Context activation is done by the caller. */
8250 static void shader_glsl_disable(void *shader_priv
, struct wined3d_context
*context
)
8252 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
8253 struct shader_glsl_priv
*priv
= shader_priv
;
8255 shader_glsl_invalidate_current_program(context
);
8256 GL_EXTCALL(glUseProgram(0));
8257 checkGLcall("glUseProgram");
8259 priv
->vertex_pipe
->vp_enable(gl_info
, FALSE
);
8260 priv
->fragment_pipe
->enable_extension(gl_info
, FALSE
);
8262 if (gl_info
->supported
[WINED3D_GL_LEGACY_CONTEXT
] && gl_info
->supported
[ARB_COLOR_BUFFER_FLOAT
])
8264 GL_EXTCALL(glClampColorARB(GL_CLAMP_VERTEX_COLOR_ARB
, GL_FIXED_ONLY_ARB
));
8265 checkGLcall("glClampColorARB");
8269 /* Context activation is done by the caller. */
8270 static void shader_glsl_select_depth_blt(void *shader_priv
, const struct wined3d_gl_info
*gl_info
,
8271 enum wined3d_gl_resource_type tex_type
, const SIZE
*ds_mask_size
)
8273 BOOL masked
= ds_mask_size
->cx
&& ds_mask_size
->cy
;
8274 struct shader_glsl_priv
*priv
= shader_priv
;
8275 GLuint
*blt_program
;
8278 blt_program
= masked
? &priv
->depth_blt_program_masked
[tex_type
] : &priv
->depth_blt_program_full
[tex_type
];
8281 *blt_program
= create_glsl_blt_shader(gl_info
, tex_type
, masked
);
8282 loc
= GL_EXTCALL(glGetUniformLocation(*blt_program
, "sampler"));
8283 GL_EXTCALL(glUseProgram(*blt_program
));
8284 GL_EXTCALL(glUniform1i(loc
, 0));
8288 GL_EXTCALL(glUseProgram(*blt_program
));
8293 loc
= GL_EXTCALL(glGetUniformLocation(*blt_program
, "mask"));
8294 GL_EXTCALL(glUniform4f(loc
, 0.0f
, 0.0f
, (float)ds_mask_size
->cx
, (float)ds_mask_size
->cy
));
8298 /* Context activation is done by the caller. */
8299 static void shader_glsl_deselect_depth_blt(void *shader_priv
, const struct wined3d_gl_info
*gl_info
)
8301 const struct glsl_context_data
*ctx_data
= context_get_current()->shader_backend_data
;
8304 program_id
= ctx_data
->glsl_program
? ctx_data
->glsl_program
->id
: 0;
8305 if (program_id
) TRACE("Using GLSL program %u\n", program_id
);
8307 GL_EXTCALL(glUseProgram(program_id
));
8308 checkGLcall("glUseProgram");
8311 static void shader_glsl_invalidate_contexts_program(struct wined3d_device
*device
,
8312 const struct glsl_shader_prog_link
*program
)
8314 const struct glsl_context_data
*ctx_data
;
8315 struct wined3d_context
*context
;
8318 for (i
= 0; i
< device
->context_count
; ++i
)
8320 context
= device
->contexts
[i
];
8321 ctx_data
= context
->shader_backend_data
;
8323 if (ctx_data
->glsl_program
== program
)
8324 shader_glsl_invalidate_current_program(context
);
8328 static void shader_glsl_destroy(struct wined3d_shader
*shader
)
8330 struct glsl_shader_private
*shader_data
= shader
->backend_data
;
8331 struct wined3d_device
*device
= shader
->device
;
8332 struct shader_glsl_priv
*priv
= device
->shader_priv
;
8333 const struct wined3d_gl_info
*gl_info
;
8334 const struct list
*linked_programs
;
8335 struct wined3d_context
*context
;
8337 if (!shader_data
|| !shader_data
->num_gl_shaders
)
8339 HeapFree(GetProcessHeap(), 0, shader_data
);
8340 shader
->backend_data
= NULL
;
8344 context
= context_acquire(device
, NULL
);
8345 gl_info
= context
->gl_info
;
8347 TRACE("Deleting linked programs.\n");
8348 linked_programs
= &shader
->linked_programs
;
8349 if (linked_programs
->next
)
8351 struct glsl_shader_prog_link
*entry
, *entry2
;
8354 switch (shader
->reg_maps
.shader_version
.type
)
8356 case WINED3D_SHADER_TYPE_PIXEL
:
8358 struct glsl_ps_compiled_shader
*gl_shaders
= shader_data
->gl_shaders
.ps
;
8360 for (i
= 0; i
< shader_data
->num_gl_shaders
; ++i
)
8362 TRACE("Deleting pixel shader %u.\n", gl_shaders
[i
].id
);
8363 GL_EXTCALL(glDeleteShader(gl_shaders
[i
].id
));
8364 checkGLcall("glDeleteShader");
8366 HeapFree(GetProcessHeap(), 0, shader_data
->gl_shaders
.ps
);
8368 LIST_FOR_EACH_ENTRY_SAFE(entry
, entry2
, linked_programs
,
8369 struct glsl_shader_prog_link
, ps
.shader_entry
)
8371 shader_glsl_invalidate_contexts_program(device
, entry
);
8372 delete_glsl_program_entry(priv
, gl_info
, entry
);
8378 case WINED3D_SHADER_TYPE_VERTEX
:
8380 struct glsl_vs_compiled_shader
*gl_shaders
= shader_data
->gl_shaders
.vs
;
8382 for (i
= 0; i
< shader_data
->num_gl_shaders
; ++i
)
8384 TRACE("Deleting vertex shader %u.\n", gl_shaders
[i
].id
);
8385 GL_EXTCALL(glDeleteShader(gl_shaders
[i
].id
));
8386 checkGLcall("glDeleteShader");
8388 HeapFree(GetProcessHeap(), 0, shader_data
->gl_shaders
.vs
);
8390 LIST_FOR_EACH_ENTRY_SAFE(entry
, entry2
, linked_programs
,
8391 struct glsl_shader_prog_link
, vs
.shader_entry
)
8393 shader_glsl_invalidate_contexts_program(device
, entry
);
8394 delete_glsl_program_entry(priv
, gl_info
, entry
);
8400 case WINED3D_SHADER_TYPE_GEOMETRY
:
8402 struct glsl_gs_compiled_shader
*gl_shaders
= shader_data
->gl_shaders
.gs
;
8404 for (i
= 0; i
< shader_data
->num_gl_shaders
; ++i
)
8406 TRACE("Deleting geometry shader %u.\n", gl_shaders
[i
].id
);
8407 GL_EXTCALL(glDeleteShader(gl_shaders
[i
].id
));
8408 checkGLcall("glDeleteShader");
8410 HeapFree(GetProcessHeap(), 0, shader_data
->gl_shaders
.gs
);
8412 LIST_FOR_EACH_ENTRY_SAFE(entry
, entry2
, linked_programs
,
8413 struct glsl_shader_prog_link
, gs
.shader_entry
)
8415 shader_glsl_invalidate_contexts_program(device
, entry
);
8416 delete_glsl_program_entry(priv
, gl_info
, entry
);
8423 ERR("Unhandled shader type %#x.\n", shader
->reg_maps
.shader_version
.type
);
8428 HeapFree(GetProcessHeap(), 0, shader
->backend_data
);
8429 shader
->backend_data
= NULL
;
8431 context_release(context
);
8434 static int glsl_program_key_compare(const void *key
, const struct wine_rb_entry
*entry
)
8436 const struct glsl_program_key
*k
= key
;
8437 const struct glsl_shader_prog_link
*prog
= WINE_RB_ENTRY_VALUE(entry
,
8438 const struct glsl_shader_prog_link
, program_lookup_entry
);
8440 if (k
->vs_id
> prog
->vs
.id
) return 1;
8441 else if (k
->vs_id
< prog
->vs
.id
) return -1;
8443 if (k
->gs_id
> prog
->gs
.id
) return 1;
8444 else if (k
->gs_id
< prog
->gs
.id
) return -1;
8446 if (k
->ps_id
> prog
->ps
.id
) return 1;
8447 else if (k
->ps_id
< prog
->ps
.id
) return -1;
8452 static BOOL
constant_heap_init(struct constant_heap
*heap
, unsigned int constant_count
)
8454 SIZE_T size
= (constant_count
+ 1) * sizeof(*heap
->entries
)
8455 + constant_count
* sizeof(*heap
->contained
)
8456 + constant_count
* sizeof(*heap
->positions
);
8457 void *mem
= HeapAlloc(GetProcessHeap(), 0, size
);
8461 ERR("Failed to allocate memory\n");
8465 heap
->entries
= mem
;
8466 heap
->entries
[1].version
= 0;
8467 heap
->contained
= (BOOL
*)(heap
->entries
+ constant_count
+ 1);
8468 memset(heap
->contained
, 0, constant_count
* sizeof(*heap
->contained
));
8469 heap
->positions
= (unsigned int *)(heap
->contained
+ constant_count
);
8475 static void constant_heap_free(struct constant_heap
*heap
)
8477 HeapFree(GetProcessHeap(), 0, heap
->entries
);
8480 static HRESULT
shader_glsl_alloc(struct wined3d_device
*device
, const struct wined3d_vertex_pipe_ops
*vertex_pipe
,
8481 const struct fragment_pipeline
*fragment_pipe
)
8483 const struct wined3d_gl_info
*gl_info
= &device
->adapter
->gl_info
;
8484 struct shader_glsl_priv
*priv
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(struct shader_glsl_priv
));
8485 SIZE_T stack_size
= wined3d_log2i(max(WINED3D_MAX_VS_CONSTS_F
, WINED3D_MAX_PS_CONSTS_F
)) + 1;
8486 struct fragment_caps fragment_caps
;
8487 void *vertex_priv
, *fragment_priv
;
8489 string_buffer_list_init(&priv
->string_buffers
);
8491 if (!(vertex_priv
= vertex_pipe
->vp_alloc(&glsl_shader_backend
, priv
)))
8493 ERR("Failed to initialize vertex pipe.\n");
8494 HeapFree(GetProcessHeap(), 0, priv
);
8498 if (!(fragment_priv
= fragment_pipe
->alloc_private(&glsl_shader_backend
, priv
)))
8500 ERR("Failed to initialize fragment pipe.\n");
8501 vertex_pipe
->vp_free(device
);
8502 HeapFree(GetProcessHeap(), 0, priv
);
8506 if (!string_buffer_init(&priv
->shader_buffer
))
8508 ERR("Failed to initialize shader buffer.\n");
8512 if (!(priv
->stack
= wined3d_calloc(stack_size
, sizeof(*priv
->stack
))))
8514 ERR("Failed to allocate memory.\n");
8518 if (!constant_heap_init(&priv
->vconst_heap
, WINED3D_MAX_VS_CONSTS_F
))
8520 ERR("Failed to initialize vertex shader constant heap\n");
8524 if (!constant_heap_init(&priv
->pconst_heap
, WINED3D_MAX_PS_CONSTS_F
))
8526 ERR("Failed to initialize pixel shader constant heap\n");
8530 wine_rb_init(&priv
->program_lookup
, glsl_program_key_compare
);
8532 priv
->next_constant_version
= 1;
8533 priv
->vertex_pipe
= vertex_pipe
;
8534 priv
->fragment_pipe
= fragment_pipe
;
8535 fragment_pipe
->get_caps(gl_info
, &fragment_caps
);
8536 priv
->ffp_proj_control
= fragment_caps
.wined3d_caps
& WINED3D_FRAGMENT_CAP_PROJ_CONTROL
;
8537 priv
->legacy_lighting
= device
->wined3d
->flags
& WINED3D_LEGACY_FFP_LIGHTING
;
8539 device
->vertex_priv
= vertex_priv
;
8540 device
->fragment_priv
= fragment_priv
;
8541 device
->shader_priv
= priv
;
8546 constant_heap_free(&priv
->pconst_heap
);
8547 constant_heap_free(&priv
->vconst_heap
);
8548 HeapFree(GetProcessHeap(), 0, priv
->stack
);
8549 string_buffer_free(&priv
->shader_buffer
);
8550 fragment_pipe
->free_private(device
);
8551 vertex_pipe
->vp_free(device
);
8552 HeapFree(GetProcessHeap(), 0, priv
);
8553 return E_OUTOFMEMORY
;
8556 /* Context activation is done by the caller. */
8557 static void shader_glsl_free(struct wined3d_device
*device
)
8559 const struct wined3d_gl_info
*gl_info
= &device
->adapter
->gl_info
;
8560 struct shader_glsl_priv
*priv
= device
->shader_priv
;
8563 for (i
= 0; i
< WINED3D_GL_RES_TYPE_COUNT
; ++i
)
8565 if (priv
->depth_blt_program_full
[i
])
8567 GL_EXTCALL(glDeleteProgram(priv
->depth_blt_program_full
[i
]));
8569 if (priv
->depth_blt_program_masked
[i
])
8571 GL_EXTCALL(glDeleteProgram(priv
->depth_blt_program_masked
[i
]));
8575 wine_rb_destroy(&priv
->program_lookup
, NULL
, NULL
);
8576 constant_heap_free(&priv
->pconst_heap
);
8577 constant_heap_free(&priv
->vconst_heap
);
8578 HeapFree(GetProcessHeap(), 0, priv
->stack
);
8579 string_buffer_list_cleanup(&priv
->string_buffers
);
8580 string_buffer_free(&priv
->shader_buffer
);
8581 priv
->fragment_pipe
->free_private(device
);
8582 priv
->vertex_pipe
->vp_free(device
);
8584 HeapFree(GetProcessHeap(), 0, device
->shader_priv
);
8585 device
->shader_priv
= NULL
;
8588 static BOOL
shader_glsl_allocate_context_data(struct wined3d_context
*context
)
8590 return !!(context
->shader_backend_data
= HeapAlloc(GetProcessHeap(),
8591 HEAP_ZERO_MEMORY
, sizeof(struct glsl_context_data
)));
8594 static void shader_glsl_free_context_data(struct wined3d_context
*context
)
8596 HeapFree(GetProcessHeap(), 0, context
->shader_backend_data
);
8599 static void shader_glsl_init_context_state(struct wined3d_context
*context
)
8601 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
8603 gl_info
->gl_ops
.gl
.p_glEnable(GL_PROGRAM_POINT_SIZE
);
8604 checkGLcall("GL_PROGRAM_POINT_SIZE");
8607 static void shader_glsl_get_caps(const struct wined3d_gl_info
*gl_info
, struct shader_caps
*caps
)
8611 /* FIXME: Check for the specific extensions required for SM5 support
8612 * (ARB_compute_shader, ARB_tessellation_shader, ARB_gpu_shader5, ...) as
8613 * soon as we introduce them, adjusting the GL / GLSL version checks
8615 if (gl_info
->glsl_version
>= MAKEDWORD_VERSION(4, 30) && gl_info
->supported
[WINED3D_GL_VERSION_4_3
]
8616 && gl_info
->supported
[ARB_DERIVATIVE_CONTROL
])
8618 else if (gl_info
->glsl_version
>= MAKEDWORD_VERSION(1, 50) && gl_info
->supported
[WINED3D_GL_VERSION_3_2
]
8619 && gl_info
->supported
[ARB_SHADER_BIT_ENCODING
] && gl_info
->supported
[ARB_SAMPLER_OBJECTS
]
8620 && gl_info
->supported
[ARB_TEXTURE_SWIZZLE
])
8622 /* Support for texldd and texldl instructions in pixel shaders is required
8624 else if (shader_glsl_has_core_grad(gl_info
, NULL
) || gl_info
->supported
[ARB_SHADER_TEXTURE_LOD
])
8628 TRACE("Shader model %u.\n", shader_model
);
8630 caps
->vs_version
= min(wined3d_settings
.max_sm_vs
, shader_model
);
8631 caps
->hs_version
= min(wined3d_settings
.max_sm_hs
, shader_model
);
8632 caps
->ds_version
= min(wined3d_settings
.max_sm_ds
, shader_model
);
8633 caps
->gs_version
= min(wined3d_settings
.max_sm_gs
, shader_model
);
8634 caps
->ps_version
= min(wined3d_settings
.max_sm_ps
, shader_model
);
8635 caps
->cs_version
= min(wined3d_settings
.max_sm_cs
, shader_model
);
8637 caps
->vs_uniform_count
= min(WINED3D_MAX_VS_CONSTS_F
, gl_info
->limits
.glsl_vs_float_constants
);
8638 caps
->ps_uniform_count
= min(WINED3D_MAX_PS_CONSTS_F
, gl_info
->limits
.glsl_ps_float_constants
);
8639 caps
->varying_count
= gl_info
->limits
.glsl_varyings
;
8641 /* FIXME: The following line is card dependent. -8.0 to 8.0 is the
8642 * Direct3D minimum requirement.
8644 * Both GL_ARB_fragment_program and GLSL require a "maximum representable magnitude"
8645 * of colors to be 2^10, and 2^32 for other floats. Should we use 1024 here?
8647 * The problem is that the refrast clamps temporary results in the shader to
8648 * [-MaxValue;+MaxValue]. If the card's max value is bigger than the one we advertize here,
8649 * then applications may miss the clamping behavior. On the other hand, if it is smaller,
8650 * the shader will generate incorrect results too. Unfortunately, GL deliberately doesn't
8651 * offer a way to query this.
8653 if (shader_model
>= 4)
8654 caps
->ps_1x_max_value
= FLT_MAX
;
8656 caps
->ps_1x_max_value
= 1024.0f
;
8658 /* Ideally we'd only set caps like sRGB writes here if supported by both
8659 * the shader backend and the fragment pipe, but we can get called before
8660 * shader_glsl_alloc(). */
8661 caps
->wined3d_caps
= WINED3D_SHADER_CAP_VS_CLIPPING
8662 | WINED3D_SHADER_CAP_SRGB_WRITE
;
8665 static BOOL
shader_glsl_color_fixup_supported(struct color_fixup_desc fixup
)
8667 if (TRACE_ON(d3d_shader
) && TRACE_ON(d3d
))
8669 TRACE("Checking support for fixup:\n");
8670 dump_color_fixup_desc(fixup
);
8673 /* We support everything except YUV conversions. */
8674 if (!is_complex_fixup(fixup
))
8680 TRACE("[FAILED]\n");
8684 static const SHADER_HANDLER shader_glsl_instruction_handler_table
[WINED3DSIH_TABLE_SIZE
] =
8686 /* WINED3DSIH_ABS */ shader_glsl_map2gl
,
8687 /* WINED3DSIH_ADD */ shader_glsl_binop
,
8688 /* WINED3DSIH_AND */ shader_glsl_binop
,
8689 /* WINED3DSIH_BEM */ shader_glsl_bem
,
8690 /* WINED3DSIH_BFI */ NULL
,
8691 /* WINED3DSIH_BFREV */ NULL
,
8692 /* WINED3DSIH_BREAK */ shader_glsl_break
,
8693 /* WINED3DSIH_BREAKC */ shader_glsl_breakc
,
8694 /* WINED3DSIH_BREAKP */ shader_glsl_breakp
,
8695 /* WINED3DSIH_BUFINFO */ NULL
,
8696 /* WINED3DSIH_CALL */ shader_glsl_call
,
8697 /* WINED3DSIH_CALLNZ */ shader_glsl_callnz
,
8698 /* WINED3DSIH_CASE */ shader_glsl_case
,
8699 /* WINED3DSIH_CMP */ shader_glsl_conditional_move
,
8700 /* WINED3DSIH_CND */ shader_glsl_cnd
,
8701 /* WINED3DSIH_CONTINUE */ shader_glsl_continue
,
8702 /* WINED3DSIH_CRS */ shader_glsl_cross
,
8703 /* WINED3DSIH_CUT */ shader_glsl_cut
,
8704 /* WINED3DSIH_CUT_STREAM */ shader_glsl_cut
,
8705 /* WINED3DSIH_DCL */ shader_glsl_nop
,
8706 /* WINED3DSIH_DCL_CONSTANT_BUFFER */ shader_glsl_nop
,
8707 /* WINED3DSIH_DCL_GLOBAL_FLAGS */ shader_glsl_nop
,
8708 /* WINED3DSIH_DCL_HS_FORK_PHASE_INSTANCE_COUNT */ NULL
,
8709 /* WINED3DSIH_DCL_HS_MAX_TESSFACTOR */ NULL
,
8710 /* WINED3DSIH_DCL_IMMEDIATE_CONSTANT_BUFFER */ shader_glsl_nop
,
8711 /* WINED3DSIH_DCL_INDEXABLE_TEMP */ shader_glsl_nop
,
8712 /* WINED3DSIH_DCL_INPUT */ shader_glsl_nop
,
8713 /* WINED3DSIH_DCL_INPUT_CONTROL_POINT_COUNT */ NULL
,
8714 /* WINED3DSIH_DCL_INPUT_PRIMITIVE */ shader_glsl_nop
,
8715 /* WINED3DSIH_DCL_INPUT_PS */ NULL
,
8716 /* WINED3DSIH_DCL_INPUT_PS_SGV */ NULL
,
8717 /* WINED3DSIH_DCL_INPUT_PS_SIV */ NULL
,
8718 /* WINED3DSIH_DCL_INPUT_SGV */ shader_glsl_nop
,
8719 /* WINED3DSIH_DCL_INPUT_SIV */ shader_glsl_nop
,
8720 /* WINED3DSIH_DCL_OUTPUT */ shader_glsl_nop
,
8721 /* WINED3DSIH_DCL_OUTPUT_CONTROL_POINT_COUNT */ NULL
,
8722 /* WINED3DSIH_DCL_OUTPUT_SIV */ shader_glsl_nop
,
8723 /* WINED3DSIH_DCL_OUTPUT_TOPOLOGY */ shader_glsl_nop
,
8724 /* WINED3DSIH_DCL_RESOURCE_STRUCTURED */ NULL
,
8725 /* WINED3DSIH_DCL_SAMPLER */ shader_glsl_nop
,
8726 /* WINED3DSIH_DCL_STREAM */ NULL
,
8727 /* WINED3DSIH_DCL_TEMPS */ shader_glsl_nop
,
8728 /* WINED3DSIH_DCL_TESSELLATOR_DOMAIN */ NULL
,
8729 /* WINED3DSIH_DCL_TESSELLATOR_OUTPUT_PRIMITIVE */ NULL
,
8730 /* WINED3DSIH_DCL_TESSELLATOR_PARTITIONING */ NULL
,
8731 /* WINED3DSIH_DCL_TGSM_RAW */ NULL
,
8732 /* WINED3DSIH_DCL_TGSM_STRUCTURED */ NULL
,
8733 /* WINED3DSIH_DCL_THREAD_GROUP */ NULL
,
8734 /* WINED3DSIH_DCL_UAV_TYPED */ NULL
,
8735 /* WINED3DSIH_DCL_VERTICES_OUT */ shader_glsl_nop
,
8736 /* WINED3DSIH_DEF */ shader_glsl_nop
,
8737 /* WINED3DSIH_DEFAULT */ shader_glsl_default
,
8738 /* WINED3DSIH_DEFB */ shader_glsl_nop
,
8739 /* WINED3DSIH_DEFI */ shader_glsl_nop
,
8740 /* WINED3DSIH_DIV */ shader_glsl_binop
,
8741 /* WINED3DSIH_DP2 */ shader_glsl_dot
,
8742 /* WINED3DSIH_DP2ADD */ shader_glsl_dp2add
,
8743 /* WINED3DSIH_DP3 */ shader_glsl_dot
,
8744 /* WINED3DSIH_DP4 */ shader_glsl_dot
,
8745 /* WINED3DSIH_DST */ shader_glsl_dst
,
8746 /* WINED3DSIH_DSX */ shader_glsl_map2gl
,
8747 /* WINED3DSIH_DSX_COARSE */ shader_glsl_map2gl
,
8748 /* WINED3DSIH_DSX_FINE */ shader_glsl_map2gl
,
8749 /* WINED3DSIH_DSY */ shader_glsl_map2gl
,
8750 /* WINED3DSIH_DSY_COARSE */ shader_glsl_map2gl
,
8751 /* WINED3DSIH_DSY_FINE */ shader_glsl_map2gl
,
8752 /* WINED3DSIH_ELSE */ shader_glsl_else
,
8753 /* WINED3DSIH_EMIT */ shader_glsl_emit
,
8754 /* WINED3DSIH_EMIT_STREAM */ shader_glsl_emit
,
8755 /* WINED3DSIH_ENDIF */ shader_glsl_end
,
8756 /* WINED3DSIH_ENDLOOP */ shader_glsl_end
,
8757 /* WINED3DSIH_ENDREP */ shader_glsl_end
,
8758 /* WINED3DSIH_ENDSWITCH */ shader_glsl_end
,
8759 /* WINED3DSIH_EQ */ shader_glsl_relop
,
8760 /* WINED3DSIH_EXP */ shader_glsl_scalar_op
,
8761 /* WINED3DSIH_EXPP */ shader_glsl_expp
,
8762 /* WINED3DSIH_FRC */ shader_glsl_map2gl
,
8763 /* WINED3DSIH_FTOI */ shader_glsl_to_int
,
8764 /* WINED3DSIH_FTOU */ shader_glsl_to_uint
,
8765 /* WINED3DSIH_GATHER4 */ NULL
,
8766 /* WINED3DSIH_GATHER4_C */ NULL
,
8767 /* WINED3DSIH_GE */ shader_glsl_relop
,
8768 /* WINED3DSIH_HS_CONTROL_POINT_PHASE */ NULL
,
8769 /* WINED3DSIH_HS_DECLS */ shader_glsl_nop
,
8770 /* WINED3DSIH_HS_FORK_PHASE */ NULL
,
8771 /* WINED3DSIH_HS_JOIN_PHASE */ NULL
,
8772 /* WINED3DSIH_IADD */ shader_glsl_binop
,
8773 /* WINED3DSIH_IEQ */ shader_glsl_relop
,
8774 /* WINED3DSIH_IF */ shader_glsl_if
,
8775 /* WINED3DSIH_IFC */ shader_glsl_ifc
,
8776 /* WINED3DSIH_IGE */ shader_glsl_relop
,
8777 /* WINED3DSIH_ILT */ shader_glsl_relop
,
8778 /* WINED3DSIH_IMAD */ shader_glsl_mad
,
8779 /* WINED3DSIH_IMAX */ shader_glsl_map2gl
,
8780 /* WINED3DSIH_IMIN */ shader_glsl_map2gl
,
8781 /* WINED3DSIH_IMM_ATOMIC_ALLOC */ NULL
,
8782 /* WINED3DSIH_IMM_ATOMIC_CONSUME */ NULL
,
8783 /* WINED3DSIH_IMUL */ shader_glsl_imul
,
8784 /* WINED3DSIH_INE */ shader_glsl_relop
,
8785 /* WINED3DSIH_INEG */ shader_glsl_unary_op
,
8786 /* WINED3DSIH_ISHL */ shader_glsl_binop
,
8787 /* WINED3DSIH_ISHR */ shader_glsl_binop
,
8788 /* WINED3DSIH_ITOF */ shader_glsl_to_float
,
8789 /* WINED3DSIH_LABEL */ shader_glsl_label
,
8790 /* WINED3DSIH_LD */ shader_glsl_ld
,
8791 /* WINED3DSIH_LD2DMS */ NULL
,
8792 /* WINED3DSIH_LD_RAW */ NULL
,
8793 /* WINED3DSIH_LD_STRUCTURED */ NULL
,
8794 /* WINED3DSIH_LD_UAV_TYPED */ NULL
,
8795 /* WINED3DSIH_LIT */ shader_glsl_lit
,
8796 /* WINED3DSIH_LOD */ NULL
,
8797 /* WINED3DSIH_LOG */ shader_glsl_scalar_op
,
8798 /* WINED3DSIH_LOGP */ shader_glsl_scalar_op
,
8799 /* WINED3DSIH_LOOP */ shader_glsl_loop
,
8800 /* WINED3DSIH_LRP */ shader_glsl_lrp
,
8801 /* WINED3DSIH_LT */ shader_glsl_relop
,
8802 /* WINED3DSIH_M3x2 */ shader_glsl_mnxn
,
8803 /* WINED3DSIH_M3x3 */ shader_glsl_mnxn
,
8804 /* WINED3DSIH_M3x4 */ shader_glsl_mnxn
,
8805 /* WINED3DSIH_M4x3 */ shader_glsl_mnxn
,
8806 /* WINED3DSIH_M4x4 */ shader_glsl_mnxn
,
8807 /* WINED3DSIH_MAD */ shader_glsl_mad
,
8808 /* WINED3DSIH_MAX */ shader_glsl_map2gl
,
8809 /* WINED3DSIH_MIN */ shader_glsl_map2gl
,
8810 /* WINED3DSIH_MOV */ shader_glsl_mov
,
8811 /* WINED3DSIH_MOVA */ shader_glsl_mov
,
8812 /* WINED3DSIH_MOVC */ shader_glsl_conditional_move
,
8813 /* WINED3DSIH_MUL */ shader_glsl_binop
,
8814 /* WINED3DSIH_NE */ shader_glsl_relop
,
8815 /* WINED3DSIH_NOP */ shader_glsl_nop
,
8816 /* WINED3DSIH_NOT */ shader_glsl_unary_op
,
8817 /* WINED3DSIH_NRM */ shader_glsl_nrm
,
8818 /* WINED3DSIH_OR */ shader_glsl_binop
,
8819 /* WINED3DSIH_PHASE */ shader_glsl_nop
,
8820 /* WINED3DSIH_POW */ shader_glsl_pow
,
8821 /* WINED3DSIH_RCP */ shader_glsl_scalar_op
,
8822 /* WINED3DSIH_REP */ shader_glsl_rep
,
8823 /* WINED3DSIH_RESINFO */ shader_glsl_resinfo
,
8824 /* WINED3DSIH_RET */ shader_glsl_ret
,
8825 /* WINED3DSIH_ROUND_NE */ shader_glsl_map2gl
,
8826 /* WINED3DSIH_ROUND_NI */ shader_glsl_map2gl
,
8827 /* WINED3DSIH_ROUND_PI */ shader_glsl_map2gl
,
8828 /* WINED3DSIH_ROUND_Z */ shader_glsl_map2gl
,
8829 /* WINED3DSIH_RSQ */ shader_glsl_scalar_op
,
8830 /* WINED3DSIH_SAMPLE */ shader_glsl_sample
,
8831 /* WINED3DSIH_SAMPLE_B */ shader_glsl_sample
,
8832 /* WINED3DSIH_SAMPLE_C */ shader_glsl_sample_c
,
8833 /* WINED3DSIH_SAMPLE_C_LZ */ shader_glsl_sample_c
,
8834 /* WINED3DSIH_SAMPLE_GRAD */ shader_glsl_sample
,
8835 /* WINED3DSIH_SAMPLE_INFO */ NULL
,
8836 /* WINED3DSIH_SAMPLE_LOD */ shader_glsl_sample
,
8837 /* WINED3DSIH_SAMPLE_POS */ NULL
,
8838 /* WINED3DSIH_SETP */ NULL
,
8839 /* WINED3DSIH_SGE */ shader_glsl_compare
,
8840 /* WINED3DSIH_SGN */ shader_glsl_sgn
,
8841 /* WINED3DSIH_SINCOS */ shader_glsl_sincos
,
8842 /* WINED3DSIH_SLT */ shader_glsl_compare
,
8843 /* WINED3DSIH_SQRT */ shader_glsl_map2gl
,
8844 /* WINED3DSIH_STORE_RAW */ NULL
,
8845 /* WINED3DSIH_STORE_STRUCTURED */ NULL
,
8846 /* WINED3DSIH_STORE_UAV_TYPED */ NULL
,
8847 /* WINED3DSIH_SUB */ shader_glsl_binop
,
8848 /* WINED3DSIH_SWAPC */ NULL
,
8849 /* WINED3DSIH_SWITCH */ shader_glsl_switch
,
8850 /* WINED3DSIH_TEX */ shader_glsl_tex
,
8851 /* WINED3DSIH_TEXBEM */ shader_glsl_texbem
,
8852 /* WINED3DSIH_TEXBEML */ shader_glsl_texbem
,
8853 /* WINED3DSIH_TEXCOORD */ shader_glsl_texcoord
,
8854 /* WINED3DSIH_TEXDEPTH */ shader_glsl_texdepth
,
8855 /* WINED3DSIH_TEXDP3 */ shader_glsl_texdp3
,
8856 /* WINED3DSIH_TEXDP3TEX */ shader_glsl_texdp3tex
,
8857 /* WINED3DSIH_TEXKILL */ shader_glsl_texkill
,
8858 /* WINED3DSIH_TEXLDD */ shader_glsl_texldd
,
8859 /* WINED3DSIH_TEXLDL */ shader_glsl_texldl
,
8860 /* WINED3DSIH_TEXM3x2DEPTH */ shader_glsl_texm3x2depth
,
8861 /* WINED3DSIH_TEXM3x2PAD */ shader_glsl_texm3x2pad
,
8862 /* WINED3DSIH_TEXM3x2TEX */ shader_glsl_texm3x2tex
,
8863 /* WINED3DSIH_TEXM3x3 */ shader_glsl_texm3x3
,
8864 /* WINED3DSIH_TEXM3x3DIFF */ NULL
,
8865 /* WINED3DSIH_TEXM3x3PAD */ shader_glsl_texm3x3pad
,
8866 /* WINED3DSIH_TEXM3x3SPEC */ shader_glsl_texm3x3spec
,
8867 /* WINED3DSIH_TEXM3x3TEX */ shader_glsl_texm3x3tex
,
8868 /* WINED3DSIH_TEXM3x3VSPEC */ shader_glsl_texm3x3vspec
,
8869 /* WINED3DSIH_TEXREG2AR */ shader_glsl_texreg2ar
,
8870 /* WINED3DSIH_TEXREG2GB */ shader_glsl_texreg2gb
,
8871 /* WINED3DSIH_TEXREG2RGB */ shader_glsl_texreg2rgb
,
8872 /* WINED3DSIH_UBFE */ NULL
,
8873 /* WINED3DSIH_UDIV */ shader_glsl_udiv
,
8874 /* WINED3DSIH_UGE */ shader_glsl_relop
,
8875 /* WINED3DSIH_ULT */ shader_glsl_relop
,
8876 /* WINED3DSIH_UMAX */ shader_glsl_map2gl
,
8877 /* WINED3DSIH_UMIN */ shader_glsl_map2gl
,
8878 /* WINED3DSIH_USHR */ shader_glsl_binop
,
8879 /* WINED3DSIH_UTOF */ shader_glsl_to_float
,
8880 /* WINED3DSIH_XOR */ shader_glsl_binop
,
8883 static void shader_glsl_handle_instruction(const struct wined3d_shader_instruction
*ins
) {
8884 SHADER_HANDLER hw_fct
;
8886 /* Select handler */
8887 hw_fct
= shader_glsl_instruction_handler_table
[ins
->handler_idx
];
8889 /* Unhandled opcode */
8892 FIXME("Backend can't handle opcode %s.\n", debug_d3dshaderinstructionhandler(ins
->handler_idx
));
8897 shader_glsl_add_instruction_modifiers(ins
);
8900 static BOOL
shader_glsl_has_ffp_proj_control(void *shader_priv
)
8902 struct shader_glsl_priv
*priv
= shader_priv
;
8904 return priv
->ffp_proj_control
;
8907 const struct wined3d_shader_backend_ops glsl_shader_backend
=
8909 shader_glsl_handle_instruction
,
8911 shader_glsl_disable
,
8912 shader_glsl_select_depth_blt
,
8913 shader_glsl_deselect_depth_blt
,
8914 shader_glsl_update_float_vertex_constants
,
8915 shader_glsl_update_float_pixel_constants
,
8916 shader_glsl_load_constants
,
8917 shader_glsl_destroy
,
8920 shader_glsl_allocate_context_data
,
8921 shader_glsl_free_context_data
,
8922 shader_glsl_init_context_state
,
8923 shader_glsl_get_caps
,
8924 shader_glsl_color_fixup_supported
,
8925 shader_glsl_has_ffp_proj_control
,
8928 static void glsl_vertex_pipe_vp_enable(const struct wined3d_gl_info
*gl_info
, BOOL enable
) {}
8930 static void glsl_vertex_pipe_vp_get_caps(const struct wined3d_gl_info
*gl_info
, struct wined3d_vertex_caps
*caps
)
8932 caps
->xyzrhw
= TRUE
;
8933 caps
->emulated_flatshading
= !gl_info
->supported
[WINED3D_GL_LEGACY_CONTEXT
];
8934 caps
->ffp_generic_attributes
= TRUE
;
8935 caps
->max_active_lights
= MAX_ACTIVE_LIGHTS
;
8936 caps
->max_vertex_blend_matrices
= MAX_VERTEX_BLENDS
;
8937 caps
->max_vertex_blend_matrix_index
= 0;
8938 caps
->vertex_processing_caps
= WINED3DVTXPCAPS_TEXGEN
8939 | WINED3DVTXPCAPS_MATERIALSOURCE7
8940 | WINED3DVTXPCAPS_VERTEXFOG
8941 | WINED3DVTXPCAPS_DIRECTIONALLIGHTS
8942 | WINED3DVTXPCAPS_POSITIONALLIGHTS
8943 | WINED3DVTXPCAPS_LOCALVIEWER
8944 | WINED3DVTXPCAPS_TEXGEN_SPHEREMAP
;
8945 caps
->fvf_caps
= WINED3DFVFCAPS_PSIZE
| 8; /* 8 texture coordinates. */
8946 caps
->max_user_clip_planes
= gl_info
->limits
.user_clip_distances
;
8947 caps
->raster_caps
= WINED3DPRASTERCAPS_FOGRANGE
;
8950 static DWORD
glsl_vertex_pipe_vp_get_emul_mask(const struct wined3d_gl_info
*gl_info
)
8952 if (gl_info
->supported
[WINED3D_GL_LEGACY_CONTEXT
])
8953 return GL_EXT_EMUL_ARB_MULTITEXTURE
;
8957 static void *glsl_vertex_pipe_vp_alloc(const struct wined3d_shader_backend_ops
*shader_backend
, void *shader_priv
)
8959 struct shader_glsl_priv
*priv
;
8961 if (shader_backend
== &glsl_shader_backend
)
8964 wine_rb_init(&priv
->ffp_vertex_shaders
, wined3d_ffp_vertex_program_key_compare
);
8968 FIXME("GLSL vertex pipe without GLSL shader backend not implemented.\n");
8973 static void shader_glsl_free_ffp_vertex_shader(struct wine_rb_entry
*entry
, void *context
)
8975 struct glsl_ffp_vertex_shader
*shader
= WINE_RB_ENTRY_VALUE(entry
,
8976 struct glsl_ffp_vertex_shader
, desc
.entry
);
8977 struct glsl_shader_prog_link
*program
, *program2
;
8978 struct glsl_ffp_destroy_ctx
*ctx
= context
;
8980 LIST_FOR_EACH_ENTRY_SAFE(program
, program2
, &shader
->linked_programs
,
8981 struct glsl_shader_prog_link
, vs
.shader_entry
)
8983 delete_glsl_program_entry(ctx
->priv
, ctx
->gl_info
, program
);
8985 ctx
->gl_info
->gl_ops
.ext
.p_glDeleteShader(shader
->id
);
8986 HeapFree(GetProcessHeap(), 0, shader
);
8989 /* Context activation is done by the caller. */
8990 static void glsl_vertex_pipe_vp_free(struct wined3d_device
*device
)
8992 struct shader_glsl_priv
*priv
= device
->vertex_priv
;
8993 struct glsl_ffp_destroy_ctx ctx
;
8996 ctx
.gl_info
= &device
->adapter
->gl_info
;
8997 wine_rb_destroy(&priv
->ffp_vertex_shaders
, shader_glsl_free_ffp_vertex_shader
, &ctx
);
9000 static void glsl_vertex_pipe_nop(struct wined3d_context
*context
,
9001 const struct wined3d_state
*state
, DWORD state_id
) {}
9003 static void glsl_vertex_pipe_shader(struct wined3d_context
*context
,
9004 const struct wined3d_state
*state
, DWORD state_id
)
9006 context
->shader_update_mask
|= 1u << WINED3D_SHADER_TYPE_VERTEX
;
9009 static void glsl_vertex_pipe_vdecl(struct wined3d_context
*context
,
9010 const struct wined3d_state
*state
, DWORD state_id
)
9012 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
9013 BOOL normal
= !!(context
->stream_info
.use_map
& (1u << WINED3D_FFP_NORMAL
));
9014 BOOL legacy_context
= gl_info
->supported
[WINED3D_GL_LEGACY_CONTEXT
];
9015 BOOL transformed
= context
->stream_info
.position_transformed
;
9016 BOOL wasrhw
= context
->last_was_rhw
;
9019 context
->last_was_rhw
= transformed
;
9021 /* If the vertex declaration contains a transformed position attribute,
9022 * the draw uses the fixed function vertex pipeline regardless of any
9023 * vertex shader set by the application. */
9024 if (transformed
!= wasrhw
9025 || context
->stream_info
.swizzle_map
!= context
->last_swizzle_map
)
9026 context
->shader_update_mask
|= 1u << WINED3D_SHADER_TYPE_VERTEX
;
9028 context
->last_swizzle_map
= context
->stream_info
.swizzle_map
;
9032 if (context
->last_was_vshader
)
9035 for (i
= 0; i
< gl_info
->limits
.user_clip_distances
; ++i
)
9036 clipplane(context
, state
, STATE_CLIPPLANE(i
));
9038 context
->constant_update_mask
|= WINED3D_SHADER_CONST_VS_CLIP_PLANES
;
9041 context
->constant_update_mask
|= WINED3D_SHADER_CONST_FFP_TEXMATRIX
;
9043 /* Because of settings->texcoords, we have to regenerate the vertex
9044 * shader on a vdecl change if there aren't enough varyings to just
9045 * always output all the texture coordinates. */
9046 if (gl_info
->limits
.glsl_varyings
< wined3d_max_compat_varyings(gl_info
)
9047 || normal
!= context
->last_was_normal
)
9048 context
->shader_update_mask
|= 1u << WINED3D_SHADER_TYPE_VERTEX
;
9051 && state
->shader
[WINED3D_SHADER_TYPE_PIXEL
]->reg_maps
.shader_version
.major
== 1
9052 && state
->shader
[WINED3D_SHADER_TYPE_PIXEL
]->reg_maps
.shader_version
.minor
<= 3)
9053 context
->shader_update_mask
|= 1u << WINED3D_SHADER_TYPE_PIXEL
;
9057 if (!context
->last_was_vshader
)
9059 /* Vertex shader clipping ignores the view matrix. Update all clip planes. */
9061 for (i
= 0; i
< gl_info
->limits
.user_clip_distances
; ++i
)
9062 clipplane(context
, state
, STATE_CLIPPLANE(i
));
9064 context
->constant_update_mask
|= WINED3D_SHADER_CONST_VS_CLIP_PLANES
;
9068 context
->last_was_vshader
= use_vs(state
);
9069 context
->last_was_normal
= normal
;
9072 static void glsl_vertex_pipe_vs(struct wined3d_context
*context
,
9073 const struct wined3d_state
*state
, DWORD state_id
)
9075 context
->shader_update_mask
|= 1u << WINED3D_SHADER_TYPE_VERTEX
;
9076 /* Different vertex shaders potentially require a different vertex attributes setup. */
9077 if (!isStateDirty(context
, STATE_VDECL
))
9078 context_apply_state(context
, state
, STATE_VDECL
);
9081 static void glsl_vertex_pipe_geometry_shader(struct wined3d_context
*context
,
9082 const struct wined3d_state
*state
, DWORD state_id
)
9084 if (state
->shader
[WINED3D_SHADER_TYPE_VERTEX
]
9085 && state
->shader
[WINED3D_SHADER_TYPE_VERTEX
]->reg_maps
.shader_version
.major
>= 4)
9086 context
->shader_update_mask
|= 1u << WINED3D_SHADER_TYPE_VERTEX
;
9089 static void glsl_vertex_pipe_pixel_shader(struct wined3d_context
*context
,
9090 const struct wined3d_state
*state
, DWORD state_id
)
9092 if (state
->shader
[WINED3D_SHADER_TYPE_GEOMETRY
])
9093 context
->shader_update_mask
|= 1u << WINED3D_SHADER_TYPE_GEOMETRY
;
9094 else if (state
->shader
[WINED3D_SHADER_TYPE_VERTEX
]
9095 && state
->shader
[WINED3D_SHADER_TYPE_VERTEX
]->reg_maps
.shader_version
.major
>= 4)
9096 context
->shader_update_mask
|= 1u << WINED3D_SHADER_TYPE_VERTEX
;
9099 static void glsl_vertex_pipe_world(struct wined3d_context
*context
,
9100 const struct wined3d_state
*state
, DWORD state_id
)
9102 context
->constant_update_mask
|= WINED3D_SHADER_CONST_FFP_MODELVIEW
;
9105 static void glsl_vertex_pipe_vertexblend(struct wined3d_context
*context
,
9106 const struct wined3d_state
*state
, DWORD state_id
)
9108 context
->constant_update_mask
|= WINED3D_SHADER_CONST_FFP_VERTEXBLEND
;
9111 static void glsl_vertex_pipe_view(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
9113 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
9116 context
->constant_update_mask
|= WINED3D_SHADER_CONST_FFP_MODELVIEW
9117 | WINED3D_SHADER_CONST_FFP_LIGHTS
9118 | WINED3D_SHADER_CONST_FFP_VERTEXBLEND
;
9120 if (gl_info
->supported
[WINED3D_GL_LEGACY_CONTEXT
])
9122 for (k
= 0; k
< gl_info
->limits
.user_clip_distances
; ++k
)
9124 if (!isStateDirty(context
, STATE_CLIPPLANE(k
)))
9125 clipplane(context
, state
, STATE_CLIPPLANE(k
));
9130 context
->constant_update_mask
|= WINED3D_SHADER_CONST_VS_CLIP_PLANES
;
9134 static void glsl_vertex_pipe_projection(struct wined3d_context
*context
,
9135 const struct wined3d_state
*state
, DWORD state_id
)
9137 /* Table fog behavior depends on the projection matrix. */
9138 if (state
->render_states
[WINED3D_RS_FOGENABLE
]
9139 && state
->render_states
[WINED3D_RS_FOGTABLEMODE
] != WINED3D_FOG_NONE
)
9140 context
->shader_update_mask
|= 1u << WINED3D_SHADER_TYPE_VERTEX
;
9141 context
->constant_update_mask
|= WINED3D_SHADER_CONST_FFP_PROJ
;
9144 static void glsl_vertex_pipe_viewport(struct wined3d_context
*context
,
9145 const struct wined3d_state
*state
, DWORD state_id
)
9147 if (!isStateDirty(context
, STATE_TRANSFORM(WINED3D_TS_PROJECTION
)))
9148 glsl_vertex_pipe_projection(context
, state
, STATE_TRANSFORM(WINED3D_TS_PROJECTION
));
9149 if (!isStateDirty(context
, STATE_RENDER(WINED3D_RS_POINTSCALEENABLE
))
9150 && state
->render_states
[WINED3D_RS_POINTSCALEENABLE
])
9151 context
->constant_update_mask
|= WINED3D_SHADER_CONST_VS_POINTSIZE
;
9152 context
->constant_update_mask
|= WINED3D_SHADER_CONST_POS_FIXUP
;
9155 static void glsl_vertex_pipe_texmatrix(struct wined3d_context
*context
,
9156 const struct wined3d_state
*state
, DWORD state_id
)
9158 context
->constant_update_mask
|= WINED3D_SHADER_CONST_FFP_TEXMATRIX
;
9161 static void glsl_vertex_pipe_texmatrix_np2(struct wined3d_context
*context
,
9162 const struct wined3d_state
*state
, DWORD state_id
)
9164 DWORD sampler
= state_id
- STATE_SAMPLER(0);
9165 const struct wined3d_texture
*texture
= state
->textures
[sampler
];
9171 if (sampler
>= MAX_TEXTURES
)
9174 if ((np2
= !(texture
->flags
& WINED3D_TEXTURE_POW2_MAT_IDENT
))
9175 || context
->lastWasPow2Texture
& (1u << sampler
))
9178 context
->lastWasPow2Texture
|= 1u << sampler
;
9180 context
->lastWasPow2Texture
&= ~(1u << sampler
);
9182 context
->constant_update_mask
|= WINED3D_SHADER_CONST_FFP_TEXMATRIX
;
9186 static void glsl_vertex_pipe_material(struct wined3d_context
*context
,
9187 const struct wined3d_state
*state
, DWORD state_id
)
9189 context
->constant_update_mask
|= WINED3D_SHADER_CONST_FFP_MATERIAL
;
9192 static void glsl_vertex_pipe_light(struct wined3d_context
*context
,
9193 const struct wined3d_state
*state
, DWORD state_id
)
9195 context
->constant_update_mask
|= WINED3D_SHADER_CONST_FFP_LIGHTS
;
9198 static void glsl_vertex_pipe_pointsize(struct wined3d_context
*context
,
9199 const struct wined3d_state
*state
, DWORD state_id
)
9201 context
->constant_update_mask
|= WINED3D_SHADER_CONST_VS_POINTSIZE
;
9204 static void glsl_vertex_pipe_pointscale(struct wined3d_context
*context
,
9205 const struct wined3d_state
*state
, DWORD state_id
)
9208 context
->constant_update_mask
|= WINED3D_SHADER_CONST_VS_POINTSIZE
;
9211 static void glsl_vertex_pointsprite_core(struct wined3d_context
*context
,
9212 const struct wined3d_state
*state
, DWORD state_id
)
9214 static unsigned int once
;
9216 if (state
->gl_primitive_type
== GL_POINTS
&& !state
->render_states
[WINED3D_RS_POINTSPRITEENABLE
] && !once
++)
9217 FIXME("Non-point sprite points not supported in core profile.\n");
9220 static void glsl_vertex_pipe_shademode(struct wined3d_context
*context
,
9221 const struct wined3d_state
*state
, DWORD state_id
)
9223 context
->shader_update_mask
|= 1u << WINED3D_SHADER_TYPE_VERTEX
;
9226 static void glsl_vertex_pipe_clip_plane(struct wined3d_context
*context
,
9227 const struct wined3d_state
*state
, DWORD state_id
)
9229 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
9230 UINT index
= state_id
- STATE_CLIPPLANE(0);
9232 if (index
>= gl_info
->limits
.user_clip_distances
)
9235 context
->constant_update_mask
|= WINED3D_SHADER_CONST_VS_CLIP_PLANES
;
9238 static const struct StateEntryTemplate glsl_vertex_pipe_vp_states
[] =
9240 {STATE_VDECL
, {STATE_VDECL
, glsl_vertex_pipe_vdecl
}, WINED3D_GL_EXT_NONE
},
9241 {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), glsl_vertex_pipe_vs
}, WINED3D_GL_EXT_NONE
},
9242 {STATE_SHADER(WINED3D_SHADER_TYPE_GEOMETRY
), {STATE_SHADER(WINED3D_SHADER_TYPE_GEOMETRY
), glsl_vertex_pipe_geometry_shader
}, WINED3D_GL_EXT_NONE
},
9243 {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), glsl_vertex_pipe_pixel_shader
}, WINED3D_GL_EXT_NONE
},
9244 {STATE_MATERIAL
, {STATE_RENDER(WINED3D_RS_SPECULARENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
9245 {STATE_RENDER(WINED3D_RS_SPECULARENABLE
), {STATE_RENDER(WINED3D_RS_SPECULARENABLE
), glsl_vertex_pipe_material
}, WINED3D_GL_EXT_NONE
},
9247 {STATE_CLIPPLANE(0), {STATE_CLIPPLANE(0), clipplane
}, WINED3D_GL_LEGACY_CONTEXT
},
9248 {STATE_CLIPPLANE(0), {STATE_CLIPPLANE(0), glsl_vertex_pipe_clip_plane
}, WINED3D_GL_EXT_NONE
},
9249 {STATE_CLIPPLANE(1), {STATE_CLIPPLANE(1), clipplane
}, WINED3D_GL_LEGACY_CONTEXT
},
9250 {STATE_CLIPPLANE(1), {STATE_CLIPPLANE(1), glsl_vertex_pipe_clip_plane
}, WINED3D_GL_EXT_NONE
},
9251 {STATE_CLIPPLANE(2), {STATE_CLIPPLANE(2), clipplane
}, WINED3D_GL_LEGACY_CONTEXT
},
9252 {STATE_CLIPPLANE(2), {STATE_CLIPPLANE(2), glsl_vertex_pipe_clip_plane
}, WINED3D_GL_EXT_NONE
},
9253 {STATE_CLIPPLANE(3), {STATE_CLIPPLANE(3), clipplane
}, WINED3D_GL_LEGACY_CONTEXT
},
9254 {STATE_CLIPPLANE(3), {STATE_CLIPPLANE(3), glsl_vertex_pipe_clip_plane
}, WINED3D_GL_EXT_NONE
},
9255 {STATE_CLIPPLANE(4), {STATE_CLIPPLANE(4), clipplane
}, WINED3D_GL_LEGACY_CONTEXT
},
9256 {STATE_CLIPPLANE(4), {STATE_CLIPPLANE(4), glsl_vertex_pipe_clip_plane
}, WINED3D_GL_EXT_NONE
},
9257 {STATE_CLIPPLANE(5), {STATE_CLIPPLANE(5), clipplane
}, WINED3D_GL_LEGACY_CONTEXT
},
9258 {STATE_CLIPPLANE(5), {STATE_CLIPPLANE(5), glsl_vertex_pipe_clip_plane
}, WINED3D_GL_EXT_NONE
},
9259 {STATE_CLIPPLANE(6), {STATE_CLIPPLANE(6), clipplane
}, WINED3D_GL_LEGACY_CONTEXT
},
9260 {STATE_CLIPPLANE(6), {STATE_CLIPPLANE(6), glsl_vertex_pipe_clip_plane
}, WINED3D_GL_EXT_NONE
},
9261 {STATE_CLIPPLANE(7), {STATE_CLIPPLANE(7), clipplane
}, WINED3D_GL_LEGACY_CONTEXT
},
9262 {STATE_CLIPPLANE(7), {STATE_CLIPPLANE(7), glsl_vertex_pipe_clip_plane
}, WINED3D_GL_EXT_NONE
},
9263 {STATE_CLIPPLANE(8), {STATE_CLIPPLANE(8), clipplane
}, WINED3D_GL_LEGACY_CONTEXT
},
9264 {STATE_CLIPPLANE(8), {STATE_CLIPPLANE(8), glsl_vertex_pipe_clip_plane
}, WINED3D_GL_EXT_NONE
},
9265 {STATE_CLIPPLANE(9), {STATE_CLIPPLANE(9), clipplane
}, WINED3D_GL_LEGACY_CONTEXT
},
9266 {STATE_CLIPPLANE(9), {STATE_CLIPPLANE(9), glsl_vertex_pipe_clip_plane
}, WINED3D_GL_EXT_NONE
},
9267 {STATE_CLIPPLANE(10), {STATE_CLIPPLANE(10), clipplane
}, WINED3D_GL_LEGACY_CONTEXT
},
9268 {STATE_CLIPPLANE(10), {STATE_CLIPPLANE(10), glsl_vertex_pipe_clip_plane
}, WINED3D_GL_EXT_NONE
},
9269 {STATE_CLIPPLANE(11), {STATE_CLIPPLANE(11), clipplane
}, WINED3D_GL_LEGACY_CONTEXT
},
9270 {STATE_CLIPPLANE(11), {STATE_CLIPPLANE(11), glsl_vertex_pipe_clip_plane
}, WINED3D_GL_EXT_NONE
},
9271 {STATE_CLIPPLANE(12), {STATE_CLIPPLANE(12), clipplane
}, WINED3D_GL_LEGACY_CONTEXT
},
9272 {STATE_CLIPPLANE(12), {STATE_CLIPPLANE(12), glsl_vertex_pipe_clip_plane
}, WINED3D_GL_EXT_NONE
},
9273 {STATE_CLIPPLANE(13), {STATE_CLIPPLANE(13), clipplane
}, WINED3D_GL_LEGACY_CONTEXT
},
9274 {STATE_CLIPPLANE(13), {STATE_CLIPPLANE(13), glsl_vertex_pipe_clip_plane
}, WINED3D_GL_EXT_NONE
},
9275 {STATE_CLIPPLANE(14), {STATE_CLIPPLANE(14), clipplane
}, WINED3D_GL_LEGACY_CONTEXT
},
9276 {STATE_CLIPPLANE(14), {STATE_CLIPPLANE(14), glsl_vertex_pipe_clip_plane
}, WINED3D_GL_EXT_NONE
},
9277 {STATE_CLIPPLANE(15), {STATE_CLIPPLANE(15), clipplane
}, WINED3D_GL_LEGACY_CONTEXT
},
9278 {STATE_CLIPPLANE(15), {STATE_CLIPPLANE(15), glsl_vertex_pipe_clip_plane
}, WINED3D_GL_EXT_NONE
},
9279 {STATE_CLIPPLANE(16), {STATE_CLIPPLANE(16), clipplane
}, WINED3D_GL_LEGACY_CONTEXT
},
9280 {STATE_CLIPPLANE(16), {STATE_CLIPPLANE(16), glsl_vertex_pipe_clip_plane
}, WINED3D_GL_EXT_NONE
},
9281 {STATE_CLIPPLANE(17), {STATE_CLIPPLANE(17), clipplane
}, WINED3D_GL_LEGACY_CONTEXT
},
9282 {STATE_CLIPPLANE(17), {STATE_CLIPPLANE(17), glsl_vertex_pipe_clip_plane
}, WINED3D_GL_EXT_NONE
},
9283 {STATE_CLIPPLANE(18), {STATE_CLIPPLANE(18), clipplane
}, WINED3D_GL_LEGACY_CONTEXT
},
9284 {STATE_CLIPPLANE(18), {STATE_CLIPPLANE(18), glsl_vertex_pipe_clip_plane
}, WINED3D_GL_EXT_NONE
},
9285 {STATE_CLIPPLANE(19), {STATE_CLIPPLANE(19), clipplane
}, WINED3D_GL_LEGACY_CONTEXT
},
9286 {STATE_CLIPPLANE(19), {STATE_CLIPPLANE(19), glsl_vertex_pipe_clip_plane
}, WINED3D_GL_EXT_NONE
},
9287 {STATE_CLIPPLANE(20), {STATE_CLIPPLANE(20), clipplane
}, WINED3D_GL_LEGACY_CONTEXT
},
9288 {STATE_CLIPPLANE(20), {STATE_CLIPPLANE(20), glsl_vertex_pipe_clip_plane
}, WINED3D_GL_EXT_NONE
},
9289 {STATE_CLIPPLANE(21), {STATE_CLIPPLANE(21), clipplane
}, WINED3D_GL_LEGACY_CONTEXT
},
9290 {STATE_CLIPPLANE(21), {STATE_CLIPPLANE(21), glsl_vertex_pipe_clip_plane
}, WINED3D_GL_EXT_NONE
},
9291 {STATE_CLIPPLANE(22), {STATE_CLIPPLANE(22), clipplane
}, WINED3D_GL_LEGACY_CONTEXT
},
9292 {STATE_CLIPPLANE(22), {STATE_CLIPPLANE(22), glsl_vertex_pipe_clip_plane
}, WINED3D_GL_EXT_NONE
},
9293 {STATE_CLIPPLANE(23), {STATE_CLIPPLANE(23), clipplane
}, WINED3D_GL_LEGACY_CONTEXT
},
9294 {STATE_CLIPPLANE(23), {STATE_CLIPPLANE(23), glsl_vertex_pipe_clip_plane
}, WINED3D_GL_EXT_NONE
},
9295 {STATE_CLIPPLANE(24), {STATE_CLIPPLANE(24), clipplane
}, WINED3D_GL_LEGACY_CONTEXT
},
9296 {STATE_CLIPPLANE(24), {STATE_CLIPPLANE(24), glsl_vertex_pipe_clip_plane
}, WINED3D_GL_EXT_NONE
},
9297 {STATE_CLIPPLANE(25), {STATE_CLIPPLANE(25), clipplane
}, WINED3D_GL_LEGACY_CONTEXT
},
9298 {STATE_CLIPPLANE(25), {STATE_CLIPPLANE(25), glsl_vertex_pipe_clip_plane
}, WINED3D_GL_EXT_NONE
},
9299 {STATE_CLIPPLANE(26), {STATE_CLIPPLANE(26), clipplane
}, WINED3D_GL_LEGACY_CONTEXT
},
9300 {STATE_CLIPPLANE(26), {STATE_CLIPPLANE(26), glsl_vertex_pipe_clip_plane
}, WINED3D_GL_EXT_NONE
},
9301 {STATE_CLIPPLANE(27), {STATE_CLIPPLANE(27), clipplane
}, WINED3D_GL_LEGACY_CONTEXT
},
9302 {STATE_CLIPPLANE(27), {STATE_CLIPPLANE(27), glsl_vertex_pipe_clip_plane
}, WINED3D_GL_EXT_NONE
},
9303 {STATE_CLIPPLANE(28), {STATE_CLIPPLANE(28), clipplane
}, WINED3D_GL_LEGACY_CONTEXT
},
9304 {STATE_CLIPPLANE(28), {STATE_CLIPPLANE(28), glsl_vertex_pipe_clip_plane
}, WINED3D_GL_EXT_NONE
},
9305 {STATE_CLIPPLANE(29), {STATE_CLIPPLANE(29), clipplane
}, WINED3D_GL_LEGACY_CONTEXT
},
9306 {STATE_CLIPPLANE(29), {STATE_CLIPPLANE(29), glsl_vertex_pipe_clip_plane
}, WINED3D_GL_EXT_NONE
},
9307 {STATE_CLIPPLANE(30), {STATE_CLIPPLANE(30), clipplane
}, WINED3D_GL_LEGACY_CONTEXT
},
9308 {STATE_CLIPPLANE(30), {STATE_CLIPPLANE(30), glsl_vertex_pipe_clip_plane
}, WINED3D_GL_EXT_NONE
},
9309 {STATE_CLIPPLANE(31), {STATE_CLIPPLANE(31), clipplane
}, WINED3D_GL_LEGACY_CONTEXT
},
9310 {STATE_CLIPPLANE(31), {STATE_CLIPPLANE(31), glsl_vertex_pipe_clip_plane
}, WINED3D_GL_EXT_NONE
},
9312 {STATE_LIGHT_TYPE
, {STATE_RENDER(WINED3D_RS_FOGENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
9313 {STATE_ACTIVELIGHT(0), {STATE_ACTIVELIGHT(0), glsl_vertex_pipe_light
}, WINED3D_GL_EXT_NONE
},
9314 {STATE_ACTIVELIGHT(1), {STATE_ACTIVELIGHT(1), glsl_vertex_pipe_light
}, WINED3D_GL_EXT_NONE
},
9315 {STATE_ACTIVELIGHT(2), {STATE_ACTIVELIGHT(2), glsl_vertex_pipe_light
}, WINED3D_GL_EXT_NONE
},
9316 {STATE_ACTIVELIGHT(3), {STATE_ACTIVELIGHT(3), glsl_vertex_pipe_light
}, WINED3D_GL_EXT_NONE
},
9317 {STATE_ACTIVELIGHT(4), {STATE_ACTIVELIGHT(4), glsl_vertex_pipe_light
}, WINED3D_GL_EXT_NONE
},
9318 {STATE_ACTIVELIGHT(5), {STATE_ACTIVELIGHT(5), glsl_vertex_pipe_light
}, WINED3D_GL_EXT_NONE
},
9319 {STATE_ACTIVELIGHT(6), {STATE_ACTIVELIGHT(6), glsl_vertex_pipe_light
}, WINED3D_GL_EXT_NONE
},
9320 {STATE_ACTIVELIGHT(7), {STATE_ACTIVELIGHT(7), glsl_vertex_pipe_light
}, WINED3D_GL_EXT_NONE
},
9322 {STATE_VIEWPORT
, {STATE_VIEWPORT
, glsl_vertex_pipe_viewport
}, WINED3D_GL_EXT_NONE
},
9323 /* Transform states */
9324 {STATE_TRANSFORM(WINED3D_TS_VIEW
), {STATE_TRANSFORM(WINED3D_TS_VIEW
), glsl_vertex_pipe_view
}, WINED3D_GL_EXT_NONE
},
9325 {STATE_TRANSFORM(WINED3D_TS_PROJECTION
), {STATE_TRANSFORM(WINED3D_TS_PROJECTION
), glsl_vertex_pipe_projection
}, WINED3D_GL_EXT_NONE
},
9326 {STATE_TRANSFORM(WINED3D_TS_TEXTURE0
), {STATE_TEXTURESTAGE(0, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), NULL
}, WINED3D_GL_EXT_NONE
},
9327 {STATE_TRANSFORM(WINED3D_TS_TEXTURE1
), {STATE_TEXTURESTAGE(1, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), NULL
}, WINED3D_GL_EXT_NONE
},
9328 {STATE_TRANSFORM(WINED3D_TS_TEXTURE2
), {STATE_TEXTURESTAGE(2, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), NULL
}, WINED3D_GL_EXT_NONE
},
9329 {STATE_TRANSFORM(WINED3D_TS_TEXTURE3
), {STATE_TEXTURESTAGE(3, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), NULL
}, WINED3D_GL_EXT_NONE
},
9330 {STATE_TRANSFORM(WINED3D_TS_TEXTURE4
), {STATE_TEXTURESTAGE(4, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), NULL
}, WINED3D_GL_EXT_NONE
},
9331 {STATE_TRANSFORM(WINED3D_TS_TEXTURE5
), {STATE_TEXTURESTAGE(5, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), NULL
}, WINED3D_GL_EXT_NONE
},
9332 {STATE_TRANSFORM(WINED3D_TS_TEXTURE6
), {STATE_TEXTURESTAGE(6, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), NULL
}, WINED3D_GL_EXT_NONE
},
9333 {STATE_TRANSFORM(WINED3D_TS_TEXTURE7
), {STATE_TEXTURESTAGE(7, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), NULL
}, WINED3D_GL_EXT_NONE
},
9334 {STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(0)), {STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(0)), glsl_vertex_pipe_world
}, WINED3D_GL_EXT_NONE
},
9335 {STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(1)), {STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(1)), glsl_vertex_pipe_vertexblend
}, WINED3D_GL_EXT_NONE
},
9336 {STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(2)), {STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(2)), glsl_vertex_pipe_vertexblend
}, WINED3D_GL_EXT_NONE
},
9337 {STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(3)), {STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(3)), glsl_vertex_pipe_vertexblend
}, WINED3D_GL_EXT_NONE
},
9338 {STATE_TEXTURESTAGE(0, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), {STATE_TEXTURESTAGE(0, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), glsl_vertex_pipe_texmatrix
}, WINED3D_GL_EXT_NONE
},
9339 {STATE_TEXTURESTAGE(1, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), {STATE_TEXTURESTAGE(1, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), glsl_vertex_pipe_texmatrix
}, WINED3D_GL_EXT_NONE
},
9340 {STATE_TEXTURESTAGE(2, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), {STATE_TEXTURESTAGE(2, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), glsl_vertex_pipe_texmatrix
}, WINED3D_GL_EXT_NONE
},
9341 {STATE_TEXTURESTAGE(3, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), {STATE_TEXTURESTAGE(3, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), glsl_vertex_pipe_texmatrix
}, WINED3D_GL_EXT_NONE
},
9342 {STATE_TEXTURESTAGE(4, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), {STATE_TEXTURESTAGE(4, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), glsl_vertex_pipe_texmatrix
}, WINED3D_GL_EXT_NONE
},
9343 {STATE_TEXTURESTAGE(5, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), {STATE_TEXTURESTAGE(5, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), glsl_vertex_pipe_texmatrix
}, WINED3D_GL_EXT_NONE
},
9344 {STATE_TEXTURESTAGE(6, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), {STATE_TEXTURESTAGE(6, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), glsl_vertex_pipe_texmatrix
}, WINED3D_GL_EXT_NONE
},
9345 {STATE_TEXTURESTAGE(7, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), {STATE_TEXTURESTAGE(7, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), glsl_vertex_pipe_texmatrix
}, WINED3D_GL_EXT_NONE
},
9346 {STATE_TEXTURESTAGE(0, WINED3D_TSS_TEXCOORD_INDEX
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
9347 {STATE_TEXTURESTAGE(1, WINED3D_TSS_TEXCOORD_INDEX
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
9348 {STATE_TEXTURESTAGE(2, WINED3D_TSS_TEXCOORD_INDEX
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
9349 {STATE_TEXTURESTAGE(3, WINED3D_TSS_TEXCOORD_INDEX
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
9350 {STATE_TEXTURESTAGE(4, WINED3D_TSS_TEXCOORD_INDEX
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
9351 {STATE_TEXTURESTAGE(5, WINED3D_TSS_TEXCOORD_INDEX
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
9352 {STATE_TEXTURESTAGE(6, WINED3D_TSS_TEXCOORD_INDEX
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
9353 {STATE_TEXTURESTAGE(7, WINED3D_TSS_TEXCOORD_INDEX
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
9355 {STATE_RENDER(WINED3D_RS_FOGENABLE
), {STATE_RENDER(WINED3D_RS_FOGENABLE
), glsl_vertex_pipe_shader
}, WINED3D_GL_EXT_NONE
},
9356 {STATE_RENDER(WINED3D_RS_FOGTABLEMODE
), {STATE_RENDER(WINED3D_RS_FOGENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
9357 {STATE_RENDER(WINED3D_RS_FOGVERTEXMODE
), {STATE_RENDER(WINED3D_RS_FOGENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
9358 {STATE_RENDER(WINED3D_RS_RANGEFOGENABLE
), {STATE_RENDER(WINED3D_RS_FOGENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
9359 {STATE_RENDER(WINED3D_RS_CLIPPING
), {STATE_RENDER(WINED3D_RS_CLIPPING
), state_clipping
}, WINED3D_GL_EXT_NONE
},
9360 {STATE_RENDER(WINED3D_RS_CLIPPLANEENABLE
), {STATE_RENDER(WINED3D_RS_CLIPPING
), NULL
}, WINED3D_GL_EXT_NONE
},
9361 {STATE_RENDER(WINED3D_RS_LIGHTING
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
9362 {STATE_RENDER(WINED3D_RS_AMBIENT
), {STATE_RENDER(WINED3D_RS_AMBIENT
), glsl_vertex_pipe_light
}, WINED3D_GL_EXT_NONE
},
9363 {STATE_RENDER(WINED3D_RS_COLORVERTEX
), {STATE_RENDER(WINED3D_RS_COLORVERTEX
), glsl_vertex_pipe_shader
}, WINED3D_GL_EXT_NONE
},
9364 {STATE_RENDER(WINED3D_RS_LOCALVIEWER
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
9365 {STATE_RENDER(WINED3D_RS_NORMALIZENORMALS
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
9366 {STATE_RENDER(WINED3D_RS_DIFFUSEMATERIALSOURCE
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
9367 {STATE_RENDER(WINED3D_RS_SPECULARMATERIALSOURCE
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
9368 {STATE_RENDER(WINED3D_RS_AMBIENTMATERIALSOURCE
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
9369 {STATE_RENDER(WINED3D_RS_EMISSIVEMATERIALSOURCE
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
9370 {STATE_RENDER(WINED3D_RS_VERTEXBLEND
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
9371 {STATE_RENDER(WINED3D_RS_POINTSIZE
), {STATE_RENDER(WINED3D_RS_POINTSIZE_MIN
), NULL
}, WINED3D_GL_EXT_NONE
},
9372 {STATE_RENDER(WINED3D_RS_POINTSIZE_MIN
), {STATE_RENDER(WINED3D_RS_POINTSIZE_MIN
), glsl_vertex_pipe_pointsize
}, WINED3D_GL_EXT_NONE
},
9373 {STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE
), {STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE
), state_pointsprite
}, ARB_POINT_SPRITE
},
9374 {STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE
), {STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE
), state_pointsprite_w
}, WINED3D_GL_LEGACY_CONTEXT
},
9375 {STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE
), {STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE
), glsl_vertex_pointsprite_core
}, WINED3D_GL_EXT_NONE
},
9376 {STATE_RENDER(WINED3D_RS_POINTSCALEENABLE
), {STATE_RENDER(WINED3D_RS_POINTSCALEENABLE
), glsl_vertex_pipe_pointscale
}, WINED3D_GL_EXT_NONE
},
9377 {STATE_RENDER(WINED3D_RS_POINTSCALE_A
), {STATE_RENDER(WINED3D_RS_POINTSCALEENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
9378 {STATE_RENDER(WINED3D_RS_POINTSCALE_B
), {STATE_RENDER(WINED3D_RS_POINTSCALEENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
9379 {STATE_RENDER(WINED3D_RS_POINTSCALE_C
), {STATE_RENDER(WINED3D_RS_POINTSCALEENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
9380 {STATE_RENDER(WINED3D_RS_POINTSIZE_MAX
), {STATE_RENDER(WINED3D_RS_POINTSIZE_MIN
), NULL
}, WINED3D_GL_EXT_NONE
},
9381 {STATE_RENDER(WINED3D_RS_TWEENFACTOR
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
9382 {STATE_RENDER(WINED3D_RS_INDEXEDVERTEXBLENDENABLE
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
9383 /* NP2 texture matrix fixups. They are not needed if
9384 * GL_ARB_texture_non_power_of_two is supported. Otherwise, register
9385 * glsl_vertex_pipe_texmatrix(), which takes care of updating the texture
9387 {STATE_SAMPLER(0), {0, NULL
}, ARB_TEXTURE_NON_POWER_OF_TWO
},
9388 {STATE_SAMPLER(0), {0, NULL
}, WINED3D_GL_NORMALIZED_TEXRECT
},
9389 {STATE_SAMPLER(0), {STATE_SAMPLER(0), glsl_vertex_pipe_texmatrix_np2
}, WINED3D_GL_EXT_NONE
},
9390 {STATE_SAMPLER(1), {0, NULL
}, ARB_TEXTURE_NON_POWER_OF_TWO
},
9391 {STATE_SAMPLER(1), {0, NULL
}, WINED3D_GL_NORMALIZED_TEXRECT
},
9392 {STATE_SAMPLER(1), {STATE_SAMPLER(1), glsl_vertex_pipe_texmatrix_np2
}, WINED3D_GL_EXT_NONE
},
9393 {STATE_SAMPLER(2), {0, NULL
}, ARB_TEXTURE_NON_POWER_OF_TWO
},
9394 {STATE_SAMPLER(2), {0, NULL
}, WINED3D_GL_NORMALIZED_TEXRECT
},
9395 {STATE_SAMPLER(2), {STATE_SAMPLER(2), glsl_vertex_pipe_texmatrix_np2
}, WINED3D_GL_EXT_NONE
},
9396 {STATE_SAMPLER(3), {0, NULL
}, ARB_TEXTURE_NON_POWER_OF_TWO
},
9397 {STATE_SAMPLER(3), {0, NULL
}, WINED3D_GL_NORMALIZED_TEXRECT
},
9398 {STATE_SAMPLER(3), {STATE_SAMPLER(3), glsl_vertex_pipe_texmatrix_np2
}, WINED3D_GL_EXT_NONE
},
9399 {STATE_SAMPLER(4), {0, NULL
}, ARB_TEXTURE_NON_POWER_OF_TWO
},
9400 {STATE_SAMPLER(4), {0, NULL
}, WINED3D_GL_NORMALIZED_TEXRECT
},
9401 {STATE_SAMPLER(4), {STATE_SAMPLER(4), glsl_vertex_pipe_texmatrix_np2
}, WINED3D_GL_EXT_NONE
},
9402 {STATE_SAMPLER(5), {0, NULL
}, ARB_TEXTURE_NON_POWER_OF_TWO
},
9403 {STATE_SAMPLER(5), {0, NULL
}, WINED3D_GL_NORMALIZED_TEXRECT
},
9404 {STATE_SAMPLER(5), {STATE_SAMPLER(5), glsl_vertex_pipe_texmatrix_np2
}, WINED3D_GL_EXT_NONE
},
9405 {STATE_SAMPLER(6), {0, NULL
}, ARB_TEXTURE_NON_POWER_OF_TWO
},
9406 {STATE_SAMPLER(6), {0, NULL
}, WINED3D_GL_NORMALIZED_TEXRECT
},
9407 {STATE_SAMPLER(6), {STATE_SAMPLER(6), glsl_vertex_pipe_texmatrix_np2
}, WINED3D_GL_EXT_NONE
},
9408 {STATE_SAMPLER(7), {0, NULL
}, ARB_TEXTURE_NON_POWER_OF_TWO
},
9409 {STATE_SAMPLER(7), {0, NULL
}, WINED3D_GL_NORMALIZED_TEXRECT
},
9410 {STATE_SAMPLER(7), {STATE_SAMPLER(7), glsl_vertex_pipe_texmatrix_np2
}, WINED3D_GL_EXT_NONE
},
9411 {STATE_POINT_ENABLE
, {STATE_POINT_ENABLE
, glsl_vertex_pipe_shader
}, WINED3D_GL_EXT_NONE
},
9412 {STATE_RENDER(WINED3D_RS_SHADEMODE
), {STATE_RENDER(WINED3D_RS_SHADEMODE
), glsl_vertex_pipe_nop
}, WINED3D_GL_LEGACY_CONTEXT
},
9413 {STATE_RENDER(WINED3D_RS_SHADEMODE
), {STATE_RENDER(WINED3D_RS_SHADEMODE
), glsl_vertex_pipe_shademode
}, WINED3D_GL_EXT_NONE
},
9414 {0 /* Terminate */, {0, NULL
}, WINED3D_GL_EXT_NONE
},
9418 * - Implement vertex tweening. */
9419 const struct wined3d_vertex_pipe_ops glsl_vertex_pipe
=
9421 glsl_vertex_pipe_vp_enable
,
9422 glsl_vertex_pipe_vp_get_caps
,
9423 glsl_vertex_pipe_vp_get_emul_mask
,
9424 glsl_vertex_pipe_vp_alloc
,
9425 glsl_vertex_pipe_vp_free
,
9426 glsl_vertex_pipe_vp_states
,
9429 static void glsl_fragment_pipe_enable(const struct wined3d_gl_info
*gl_info
, BOOL enable
)
9431 /* Nothing to do. */
9434 static void glsl_fragment_pipe_get_caps(const struct wined3d_gl_info
*gl_info
, struct fragment_caps
*caps
)
9436 caps
->wined3d_caps
= WINED3D_FRAGMENT_CAP_PROJ_CONTROL
9437 | WINED3D_FRAGMENT_CAP_SRGB_WRITE
9438 | WINED3D_FRAGMENT_CAP_COLOR_KEY
;
9439 caps
->PrimitiveMiscCaps
= WINED3DPMISCCAPS_TSSARGTEMP
9440 | WINED3DPMISCCAPS_PERSTAGECONSTANT
;
9441 caps
->TextureOpCaps
= WINED3DTEXOPCAPS_DISABLE
9442 | WINED3DTEXOPCAPS_SELECTARG1
9443 | WINED3DTEXOPCAPS_SELECTARG2
9444 | WINED3DTEXOPCAPS_MODULATE4X
9445 | WINED3DTEXOPCAPS_MODULATE2X
9446 | WINED3DTEXOPCAPS_MODULATE
9447 | WINED3DTEXOPCAPS_ADDSIGNED2X
9448 | WINED3DTEXOPCAPS_ADDSIGNED
9449 | WINED3DTEXOPCAPS_ADD
9450 | WINED3DTEXOPCAPS_SUBTRACT
9451 | WINED3DTEXOPCAPS_ADDSMOOTH
9452 | WINED3DTEXOPCAPS_BLENDCURRENTALPHA
9453 | WINED3DTEXOPCAPS_BLENDFACTORALPHA
9454 | WINED3DTEXOPCAPS_BLENDTEXTUREALPHA
9455 | WINED3DTEXOPCAPS_BLENDDIFFUSEALPHA
9456 | WINED3DTEXOPCAPS_BLENDTEXTUREALPHAPM
9457 | WINED3DTEXOPCAPS_MODULATEALPHA_ADDCOLOR
9458 | WINED3DTEXOPCAPS_MODULATECOLOR_ADDALPHA
9459 | WINED3DTEXOPCAPS_MODULATEINVCOLOR_ADDALPHA
9460 | WINED3DTEXOPCAPS_MODULATEINVALPHA_ADDCOLOR
9461 | WINED3DTEXOPCAPS_DOTPRODUCT3
9462 | WINED3DTEXOPCAPS_MULTIPLYADD
9463 | WINED3DTEXOPCAPS_LERP
9464 | WINED3DTEXOPCAPS_BUMPENVMAP
9465 | WINED3DTEXOPCAPS_BUMPENVMAPLUMINANCE
;
9466 caps
->MaxTextureBlendStages
= MAX_TEXTURES
;
9467 caps
->MaxSimultaneousTextures
= min(gl_info
->limits
.fragment_samplers
, MAX_TEXTURES
);
9470 static DWORD
glsl_fragment_pipe_get_emul_mask(const struct wined3d_gl_info
*gl_info
)
9472 if (gl_info
->supported
[WINED3D_GL_LEGACY_CONTEXT
])
9473 return GL_EXT_EMUL_ARB_MULTITEXTURE
;
9477 static void *glsl_fragment_pipe_alloc(const struct wined3d_shader_backend_ops
*shader_backend
, void *shader_priv
)
9479 struct shader_glsl_priv
*priv
;
9481 if (shader_backend
== &glsl_shader_backend
)
9484 wine_rb_init(&priv
->ffp_fragment_shaders
, wined3d_ffp_frag_program_key_compare
);
9488 FIXME("GLSL fragment pipe without GLSL shader backend not implemented.\n");
9493 static void shader_glsl_free_ffp_fragment_shader(struct wine_rb_entry
*entry
, void *context
)
9495 struct glsl_ffp_fragment_shader
*shader
= WINE_RB_ENTRY_VALUE(entry
,
9496 struct glsl_ffp_fragment_shader
, entry
.entry
);
9497 struct glsl_shader_prog_link
*program
, *program2
;
9498 struct glsl_ffp_destroy_ctx
*ctx
= context
;
9500 LIST_FOR_EACH_ENTRY_SAFE(program
, program2
, &shader
->linked_programs
,
9501 struct glsl_shader_prog_link
, ps
.shader_entry
)
9503 delete_glsl_program_entry(ctx
->priv
, ctx
->gl_info
, program
);
9505 ctx
->gl_info
->gl_ops
.ext
.p_glDeleteShader(shader
->id
);
9506 HeapFree(GetProcessHeap(), 0, shader
);
9509 /* Context activation is done by the caller. */
9510 static void glsl_fragment_pipe_free(struct wined3d_device
*device
)
9512 struct shader_glsl_priv
*priv
= device
->fragment_priv
;
9513 struct glsl_ffp_destroy_ctx ctx
;
9516 ctx
.gl_info
= &device
->adapter
->gl_info
;
9517 wine_rb_destroy(&priv
->ffp_fragment_shaders
, shader_glsl_free_ffp_fragment_shader
, &ctx
);
9520 static void glsl_fragment_pipe_shader(struct wined3d_context
*context
,
9521 const struct wined3d_state
*state
, DWORD state_id
)
9523 context
->last_was_pshader
= use_ps(state
);
9525 context
->shader_update_mask
|= 1u << WINED3D_SHADER_TYPE_PIXEL
;
9528 static void glsl_fragment_pipe_fogparams(struct wined3d_context
*context
,
9529 const struct wined3d_state
*state
, DWORD state_id
)
9531 context
->constant_update_mask
|= WINED3D_SHADER_CONST_PS_FOG
;
9534 static void glsl_fragment_pipe_fog(struct wined3d_context
*context
,
9535 const struct wined3d_state
*state
, DWORD state_id
)
9537 BOOL use_vshader
= use_vs(state
);
9538 enum fogsource new_source
;
9539 DWORD fogstart
= state
->render_states
[WINED3D_RS_FOGSTART
];
9540 DWORD fogend
= state
->render_states
[WINED3D_RS_FOGEND
];
9542 context
->shader_update_mask
|= 1u << WINED3D_SHADER_TYPE_PIXEL
;
9544 if (!state
->render_states
[WINED3D_RS_FOGENABLE
])
9547 if (state
->render_states
[WINED3D_RS_FOGTABLEMODE
] == WINED3D_FOG_NONE
)
9550 new_source
= FOGSOURCE_VS
;
9551 else if (state
->render_states
[WINED3D_RS_FOGVERTEXMODE
] == WINED3D_FOG_NONE
|| context
->stream_info
.position_transformed
)
9552 new_source
= FOGSOURCE_COORD
;
9554 new_source
= FOGSOURCE_FFP
;
9558 new_source
= FOGSOURCE_FFP
;
9561 if (new_source
!= context
->fog_source
|| fogstart
== fogend
)
9563 context
->fog_source
= new_source
;
9564 context
->constant_update_mask
|= WINED3D_SHADER_CONST_PS_FOG
;
9568 static void glsl_fragment_pipe_vdecl(struct wined3d_context
*context
,
9569 const struct wined3d_state
*state
, DWORD state_id
)
9571 /* Because of settings->texcoords_initialized and args->texcoords_initialized. */
9572 if (context
->gl_info
->limits
.glsl_varyings
< wined3d_max_compat_varyings(context
->gl_info
))
9573 context
->shader_update_mask
|= 1u << WINED3D_SHADER_TYPE_PIXEL
;
9575 if (!isStateDirty(context
, STATE_RENDER(WINED3D_RS_FOGENABLE
)))
9576 glsl_fragment_pipe_fog(context
, state
, state_id
);
9579 static void glsl_fragment_pipe_vs(struct wined3d_context
*context
,
9580 const struct wined3d_state
*state
, DWORD state_id
)
9582 /* Because of settings->texcoords_initialized and args->texcoords_initialized. */
9583 if (context
->gl_info
->limits
.glsl_varyings
< wined3d_max_compat_varyings(context
->gl_info
))
9584 context
->shader_update_mask
|= 1u << WINED3D_SHADER_TYPE_PIXEL
;
9587 static void glsl_fragment_pipe_tex_transform(struct wined3d_context
*context
,
9588 const struct wined3d_state
*state
, DWORD state_id
)
9590 context
->shader_update_mask
|= 1u << WINED3D_SHADER_TYPE_PIXEL
;
9593 static void glsl_fragment_pipe_invalidate_constants(struct wined3d_context
*context
,
9594 const struct wined3d_state
*state
, DWORD state_id
)
9596 context
->constant_update_mask
|= WINED3D_SHADER_CONST_FFP_PS
;
9599 static void glsl_fragment_pipe_alpha_test_func(struct wined3d_context
*context
,
9600 const struct wined3d_state
*state
, DWORD state_id
)
9602 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
9603 GLint func
= wined3d_gl_compare_func(state
->render_states
[WINED3D_RS_ALPHAFUNC
]);
9604 float ref
= state
->render_states
[WINED3D_RS_ALPHAREF
] / 255.0f
;
9608 gl_info
->gl_ops
.gl
.p_glAlphaFunc(func
, ref
);
9609 checkGLcall("glAlphaFunc");
9613 static void glsl_fragment_pipe_core_alpha_test(struct wined3d_context
*context
,
9614 const struct wined3d_state
*state
, DWORD state_id
)
9616 context
->shader_update_mask
|= 1u << WINED3D_SHADER_TYPE_PIXEL
;
9619 static void glsl_fragment_pipe_alpha_test(struct wined3d_context
*context
,
9620 const struct wined3d_state
*state
, DWORD state_id
)
9622 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
9624 if (state
->render_states
[WINED3D_RS_ALPHATESTENABLE
])
9626 gl_info
->gl_ops
.gl
.p_glEnable(GL_ALPHA_TEST
);
9627 checkGLcall("glEnable(GL_ALPHA_TEST)");
9631 gl_info
->gl_ops
.gl
.p_glDisable(GL_ALPHA_TEST
);
9632 checkGLcall("glDisable(GL_ALPHA_TEST)");
9636 static void glsl_fragment_pipe_core_alpha_test_ref(struct wined3d_context
*context
,
9637 const struct wined3d_state
*state
, DWORD state_id
)
9639 context
->constant_update_mask
|= WINED3D_SHADER_CONST_PS_ALPHA_TEST
;
9642 static void glsl_fragment_pipe_color_key(struct wined3d_context
*context
,
9643 const struct wined3d_state
*state
, DWORD state_id
)
9645 context
->constant_update_mask
|= WINED3D_SHADER_CONST_FFP_COLOR_KEY
;
9648 static void glsl_fragment_pipe_shademode(struct wined3d_context
*context
,
9649 const struct wined3d_state
*state
, DWORD state_id
)
9651 context
->shader_update_mask
|= 1u << WINED3D_SHADER_TYPE_PIXEL
;
9654 static const struct StateEntryTemplate glsl_fragment_pipe_state_template
[] =
9656 {STATE_VDECL
, {STATE_VDECL
, glsl_fragment_pipe_vdecl
}, WINED3D_GL_EXT_NONE
},
9657 {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), glsl_fragment_pipe_vs
}, WINED3D_GL_EXT_NONE
},
9658 {STATE_RENDER(WINED3D_RS_TEXTUREFACTOR
), {STATE_RENDER(WINED3D_RS_TEXTUREFACTOR
), glsl_fragment_pipe_invalidate_constants
}, WINED3D_GL_EXT_NONE
},
9659 {STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
9660 {STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
9661 {STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
9662 {STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
9663 {STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
9664 {STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
9665 {STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
9666 {STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
9667 {STATE_TEXTURESTAGE(0, WINED3D_TSS_RESULT_ARG
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
9668 {STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
9669 {STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
9670 {STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
9671 {STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
9672 {STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
9673 {STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
9674 {STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
9675 {STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
9676 {STATE_TEXTURESTAGE(1, WINED3D_TSS_RESULT_ARG
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
9677 {STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
9678 {STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
9679 {STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
9680 {STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
9681 {STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
9682 {STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
9683 {STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
9684 {STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
9685 {STATE_TEXTURESTAGE(2, WINED3D_TSS_RESULT_ARG
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
9686 {STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
9687 {STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
9688 {STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
9689 {STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
9690 {STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
9691 {STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
9692 {STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
9693 {STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
9694 {STATE_TEXTURESTAGE(3, WINED3D_TSS_RESULT_ARG
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
9695 {STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
9696 {STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
9697 {STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
9698 {STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
9699 {STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
9700 {STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
9701 {STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
9702 {STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
9703 {STATE_TEXTURESTAGE(4, WINED3D_TSS_RESULT_ARG
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
9704 {STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
9705 {STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
9706 {STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
9707 {STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
9708 {STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
9709 {STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
9710 {STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
9711 {STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
9712 {STATE_TEXTURESTAGE(5, WINED3D_TSS_RESULT_ARG
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
9713 {STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
9714 {STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
9715 {STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
9716 {STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
9717 {STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
9718 {STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
9719 {STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
9720 {STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
9721 {STATE_TEXTURESTAGE(6, WINED3D_TSS_RESULT_ARG
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
9722 {STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
9723 {STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
9724 {STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
9725 {STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
9726 {STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
9727 {STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
9728 {STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
9729 {STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
9730 {STATE_TEXTURESTAGE(7, WINED3D_TSS_RESULT_ARG
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
9731 {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), glsl_fragment_pipe_shader
}, WINED3D_GL_EXT_NONE
},
9732 {STATE_RENDER(WINED3D_RS_ALPHAFUNC
), {STATE_RENDER(WINED3D_RS_ALPHAFUNC
), glsl_fragment_pipe_alpha_test_func
}, WINED3D_GL_LEGACY_CONTEXT
},
9733 {STATE_RENDER(WINED3D_RS_ALPHAFUNC
), {STATE_RENDER(WINED3D_RS_ALPHATESTENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
9734 {STATE_RENDER(WINED3D_RS_ALPHAREF
), {STATE_RENDER(WINED3D_RS_ALPHAFUNC
), NULL
}, WINED3D_GL_LEGACY_CONTEXT
},
9735 {STATE_RENDER(WINED3D_RS_ALPHAREF
), {STATE_RENDER(WINED3D_RS_ALPHAREF
), glsl_fragment_pipe_core_alpha_test_ref
}, WINED3D_GL_EXT_NONE
},
9736 {STATE_RENDER(WINED3D_RS_ALPHATESTENABLE
), {STATE_RENDER(WINED3D_RS_ALPHATESTENABLE
), glsl_fragment_pipe_alpha_test
}, WINED3D_GL_LEGACY_CONTEXT
},
9737 {STATE_RENDER(WINED3D_RS_ALPHATESTENABLE
), {STATE_RENDER(WINED3D_RS_ALPHATESTENABLE
), glsl_fragment_pipe_core_alpha_test
}, WINED3D_GL_EXT_NONE
},
9738 {STATE_RENDER(WINED3D_RS_COLORKEYENABLE
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
9739 {STATE_COLOR_KEY
, { STATE_COLOR_KEY
, glsl_fragment_pipe_color_key
}, WINED3D_GL_EXT_NONE
},
9740 {STATE_RENDER(WINED3D_RS_FOGENABLE
), {STATE_RENDER(WINED3D_RS_FOGENABLE
), glsl_fragment_pipe_fog
}, WINED3D_GL_EXT_NONE
},
9741 {STATE_RENDER(WINED3D_RS_FOGTABLEMODE
), {STATE_RENDER(WINED3D_RS_FOGENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
9742 {STATE_RENDER(WINED3D_RS_FOGVERTEXMODE
), {STATE_RENDER(WINED3D_RS_FOGENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
9743 {STATE_RENDER(WINED3D_RS_FOGSTART
), {STATE_RENDER(WINED3D_RS_FOGSTART
), glsl_fragment_pipe_fogparams
}, WINED3D_GL_EXT_NONE
},
9744 {STATE_RENDER(WINED3D_RS_FOGEND
), {STATE_RENDER(WINED3D_RS_FOGSTART
), NULL
}, WINED3D_GL_EXT_NONE
},
9745 {STATE_RENDER(WINED3D_RS_SRGBWRITEENABLE
), {STATE_RENDER(WINED3D_RS_SRGBWRITEENABLE
), state_srgbwrite
}, ARB_FRAMEBUFFER_SRGB
},
9746 {STATE_RENDER(WINED3D_RS_SRGBWRITEENABLE
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
9747 {STATE_RENDER(WINED3D_RS_FOGCOLOR
), {STATE_RENDER(WINED3D_RS_FOGCOLOR
), glsl_fragment_pipe_fogparams
}, WINED3D_GL_EXT_NONE
},
9748 {STATE_RENDER(WINED3D_RS_FOGDENSITY
), {STATE_RENDER(WINED3D_RS_FOGDENSITY
), glsl_fragment_pipe_fogparams
}, WINED3D_GL_EXT_NONE
},
9749 {STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE
), {STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE
), glsl_fragment_pipe_shader
}, ARB_POINT_SPRITE
},
9750 {STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE
), {STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE
), glsl_fragment_pipe_shader
}, WINED3D_GL_VERSION_2_0
},
9751 {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
},
9752 {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
},
9753 {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
},
9754 {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
},
9755 {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
},
9756 {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
},
9757 {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
},
9758 {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
},
9759 {STATE_TEXTURESTAGE(0, WINED3D_TSS_CONSTANT
), {STATE_TEXTURESTAGE(0, WINED3D_TSS_CONSTANT
), glsl_fragment_pipe_invalidate_constants
}, WINED3D_GL_EXT_NONE
},
9760 {STATE_TEXTURESTAGE(1, WINED3D_TSS_CONSTANT
), {STATE_TEXTURESTAGE(1, WINED3D_TSS_CONSTANT
), glsl_fragment_pipe_invalidate_constants
}, WINED3D_GL_EXT_NONE
},
9761 {STATE_TEXTURESTAGE(2, WINED3D_TSS_CONSTANT
), {STATE_TEXTURESTAGE(2, WINED3D_TSS_CONSTANT
), glsl_fragment_pipe_invalidate_constants
}, WINED3D_GL_EXT_NONE
},
9762 {STATE_TEXTURESTAGE(3, WINED3D_TSS_CONSTANT
), {STATE_TEXTURESTAGE(3, WINED3D_TSS_CONSTANT
), glsl_fragment_pipe_invalidate_constants
}, WINED3D_GL_EXT_NONE
},
9763 {STATE_TEXTURESTAGE(4, WINED3D_TSS_CONSTANT
), {STATE_TEXTURESTAGE(4, WINED3D_TSS_CONSTANT
), glsl_fragment_pipe_invalidate_constants
}, WINED3D_GL_EXT_NONE
},
9764 {STATE_TEXTURESTAGE(5, WINED3D_TSS_CONSTANT
), {STATE_TEXTURESTAGE(5, WINED3D_TSS_CONSTANT
), glsl_fragment_pipe_invalidate_constants
}, WINED3D_GL_EXT_NONE
},
9765 {STATE_TEXTURESTAGE(6, WINED3D_TSS_CONSTANT
), {STATE_TEXTURESTAGE(6, WINED3D_TSS_CONSTANT
), glsl_fragment_pipe_invalidate_constants
}, WINED3D_GL_EXT_NONE
},
9766 {STATE_TEXTURESTAGE(7, WINED3D_TSS_CONSTANT
), {STATE_TEXTURESTAGE(7, WINED3D_TSS_CONSTANT
), glsl_fragment_pipe_invalidate_constants
}, WINED3D_GL_EXT_NONE
},
9767 {STATE_RENDER(WINED3D_RS_SPECULARENABLE
), {STATE_RENDER(WINED3D_RS_SPECULARENABLE
), glsl_fragment_pipe_invalidate_constants
}, WINED3D_GL_EXT_NONE
},
9768 {STATE_POINT_ENABLE
, {STATE_POINT_ENABLE
, glsl_fragment_pipe_shader
}, WINED3D_GL_EXT_NONE
},
9769 {STATE_RENDER(WINED3D_RS_SHADEMODE
), {STATE_RENDER(WINED3D_RS_SHADEMODE
), state_shademode
}, WINED3D_GL_LEGACY_CONTEXT
},
9770 {STATE_RENDER(WINED3D_RS_SHADEMODE
), {STATE_RENDER(WINED3D_RS_SHADEMODE
), glsl_fragment_pipe_shademode
}, WINED3D_GL_EXT_NONE
},
9771 {0 /* Terminate */, {0, 0 }, WINED3D_GL_EXT_NONE
},
9774 static BOOL
glsl_fragment_pipe_alloc_context_data(struct wined3d_context
*context
)
9779 static void glsl_fragment_pipe_free_context_data(struct wined3d_context
*context
)
9783 const struct fragment_pipeline glsl_fragment_pipe
=
9785 glsl_fragment_pipe_enable
,
9786 glsl_fragment_pipe_get_caps
,
9787 glsl_fragment_pipe_get_emul_mask
,
9788 glsl_fragment_pipe_alloc
,
9789 glsl_fragment_pipe_free
,
9790 glsl_fragment_pipe_alloc_context_data
,
9791 glsl_fragment_pipe_free_context_data
,
9792 shader_glsl_color_fixup_supported
,
9793 glsl_fragment_pipe_state_template
,